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Messages - Raikt

Pages: 1 2 [3] 4 5 ... 45
31
Games / Re: Should They Make a Pokemon Snap 2?
« on: May 01, 2011, 04:28:25 PM »
Hands down, any Pokemon fan would buy it day 1 it came out if there was a sequel to it. I can recall my early child hood spent in front of Pokemon Snap and Hey You! Pikachu, so I'd definitely be in for it. Mostly for nostalgia reasons.

32
Games / Re: Team Help
« on: April 29, 2011, 06:14:12 PM »
Shadow Tag is an awesome play, but would require reworking your team to suit it. So, I would suggest Flash Fire as it fills up your fire weakness and allows him to hit even harder if predicted correctly. (Remembering it also works on Will-o-Wisp as well, pretty crucial for your nearly all physical team, unless you decide to go mixed with T-tar or Swampert.)

Machamp as an anti-lead was a personal favorite of mine back before Azelf was popularized. After it, Heatran, and Metagross started seeing a lot of lead play, I began to lead with Specstran. Ah, good times... But I digress.

As you will see me state in any team thread though, picking a lead is not something to take lightly. Usually, and most often, what your lead accomplishes can determine the outcome of the entire battle if played correctly. It's hard to come back from a lead who manages to cripple at least two members of your team. So, while Machamp is a good start, I don't think it would be the best if you play on saving T-tar. And choosing a lead entirely depends on what you want to do.

Do you want an early game KO? Do you want to cripple their lead and force a switch to potentially cripple something else? Do you want to set out entry hazards? Or do you want a scouter to test movesets and generally annoy the piss out of them?

Usually when i would go with a lead like breloom or Machamp i would use breloom's spore/subpunch set to get some quick KOs and annoy them real quick, and with Machamp i would use his no guard dynamic punch to force switches and annoy them so ya. Tell me what you think what suit me best

If you use Machamp, then you have three leads technically, which helps keep momentum in your favor right from the start. You can use either Swampert, T-tar, or Machamp (If you know how thier lead sets function, so you could technically bluff a lead set) leaving your opponenent open to making mistakes. Keeping in with your original four choices, Machamp would be a solid choice.

33
New Trainers / Welcome / Re: Well This Is Hello
« on: April 29, 2011, 06:07:58 PM »
Welcome to PU, Charlie. Hit up the rules and faqs as TrainerX so eqloquently stated. After that, feel free to check out the rest of the forums. There's a little bit there for everyone.

34
Games / Re: Team Help
« on: April 29, 2011, 08:07:08 AM »
Shadow Tag is an awesome play, but would require reworking your team to suit it. So, I would suggest Flash Fire as it fills up your fire weakness and allows him to hit even harder if predicted correctly. (Remembering it also works on Will-o-Wisp as well, pretty crucial for your nearly all physical team, unless you decide to go mixed with T-tar or Swampert.)

Machamp as an anti-lead was a personal favorite of mine back before Azelf was popularized. After it, Heatran, and Metagross started seeing a lot of lead play, I began to lead with Specstran. Ah, good times... But I digress.

As you will see me state in any team thread though, picking a lead is not something to take lightly. Usually, and most often, what your lead accomplishes can determine the outcome of the entire battle if played correctly. It's hard to come back from a lead who manages to cripple at least two members of your team. So, while Machamp is a good start, I don't think it would be the best if you play on saving T-tar. And choosing a lead entirely depends on what you want to do.

Do you want an early game KO? Do you want to cripple their lead and force a switch to potentially cripple something else? Do you want to set out entry hazards? Or do you want a scouter to test movesets and generally annoy the piss out of them?

35
Games / Re: Team Help
« on: April 29, 2011, 04:51:40 AM »
Ah, i was hoping you would comment, you know your stuff.

I was planning on using a balloon on excadrill, dont worry about that. Ok so you would recommend a Dusknoir then? Interesting i had never thought of using him. What are some of the ways he can be used effectively on this team? Also no legendaries so Zapdos is out.

And i wasnt planning on changing around the first 4 unless it is really needed. I wanted to compensate for their weaknesses with the other two. What do you think about Reuniclus though? I was thinking he would be helpful to this team with a calm mind/recover set.

Using Air Balloon is a good start. Personally, I wouldn't run an Excadrill without it. It just makes him so much more flexible on switch-ins and helps supporting match ups against fellow Excadrill's.

Dusknoir is always an option, but it mostly depends on your play style. I usually go for Bulky Offense, so Dusknoir more suites my play style. Especially with Will-o-Wisp or his Subpunch set. However, if pure defense is all you want (without attacking and whatnot, just heals and burns.) his pre-vo is a better choice, as with the Evolite Stone it ends up with incredible bulk.

Gengar is useful if you want a flexible 'mon as he can do so much. I honestly can't remember all his sets as there are so many variations of them.

Shanderaa is another (and personally, I think a very viable fit) option to cover up your fire weakness with Flash Fire (and get a boost) and hit extremely hard from the special side. Something you're a bit lacking at the moment. A sturdy and well played physical wall can shut down your entire team. (Skarmory would have very little issue with any of them and could just set up spikes, heal off, and Whirlwind them away.) So, if I had to choose a ghost type for you, then this would be it. I'm unsure if you are using SR, but if you do, he is also one hell of an anti-spinner if played right.

Renny isn't bad, but he also isn't good. As I mentioned from a type standpoint, Excadrill is going to be your main sweeper. As, frankly, any set not named Swords Dance really isn't worth using. So, with that in mind, he doesn't want to come out late and take any early damage. If you add in Renny, none of your team can take a Bug type hit. See where I'm going with this? Scizor would slaughter you to hell and back with U-Turn spam. You can't cover for everything, but Shanderaa would be a good start there too. It would threaten Scizors to stay hidden. In fact, I've seen Shanderaa sweep an entire team before with Shadow Tag, CM, and Sub after coming in on a Scizor's SuperPower.

Moving on, you currently have two 'mon weak to grass and one neutral. Two weak to fire, one neutral. And all of them are hit hard by ground. Shanderaa solves the fire issue. It also covers the fact that Ferrothorn is your only answer to fighting moves. They compliment each other well. If you play your resistances correctly with Swampert, Ferrothorn, and Shanderaa (Fire, Water, Grass core, man I love working that into teams.) Then, your best shot at last type would be either fighting or a lead if you haven't decided to use T-tar as your lead.

Personally, I would keep him in the lead spot to set up SR (optional) and set up SS (Mandatory, but it also blows the surprise factor. It's a dead give away to your strategy nearly off the bat.) So, leading with something else could be a fun surprise if played right. It would also free up T-tar to use quite a few of his other sets.

36
Games / Re: Team Help
« on: April 29, 2011, 12:19:19 AM »
I would say Metagross, and Breloom

I'm going to assume this is for OU, and as such I won't mention any Ubers or clearly UU Pokemon that wouldn't fit a role you need.

Firstly, I wouldn't use Metagross on my team, if I was using your set up. Namely because, unless you are running Balloon on your Excadrill, your entire team is hit neutrally or SE by any ground type moves. So, in essence, you have a huge hole to pretty much every team out there.

Breloom may be a respectable choice, as he resists Earthquake, but he also adds yet another Fire weakness to your line-up. If you use either Metagross or Breloom, that will put you at half your team being ripped apart by any offensive 'mon with a Ground of Fire type move. (Pretty much any sweeper out there.)

With Swampert, you do have good synergy with weaknesses in regard to Ferrothorn. However, three of them are still hit hard by Grass type attacks. Assuming, for the moment or until you correct me, that you want those Pokemon to stay and only want suggestions on the last two, then, I would have to nominate a ghost. Practically every team I have has at least some form of ghost type on it.

The best choices for SS would most likely be either Dusknoir (Dusclops if you want a flat out wall with the Evolite stone). I know a few who have used Spiritomb successfully in OU, but I've, personally never had any luck with it. Gengar or Rotom wouldn't be bad choices for quick and heavy revengers who like to switch in on immunities, but be warned that in Gen 5 rotom loses his Ghost typing. (Personally, I'd swap Swampert out for his Water form if you find Swampert not working to your liking.)

I've also seen Zapdos used really well on SS teams, if you have no mind about using Legendaries. I also tried out some really successful set ups around Heatran (Tormentran) and quite a few other defensive types into a successful Sand Stall, if you set up your typing properly.

Hopefully that gave you a few ideas, and I'll leave you with a final bit of thought: not every 'mon on a SS team has to be immune to SS. That's the fun bit, as long as you have T-tar or Hippowdon, it's technically a SS team.

garchomp with sand veil. Trust me. it is very hard to take down, give it a yach berry jolly nature 252 attack and speed, swords dance, EQuake, SE, and a filler move. I tend to use Fire fang.

I'd be the first to agree that Garchomp is OP and deserves a slot on any SS team, but in this scenario, without reworking how it is, that will just open up his weakness line-up even more. I've always been a strong core builder. (Usually consisting of a balanced Water, Fire, Grass defensive.)

SS teams tend to be really bulky and either good at throwing around huge hits or wearing down foes. Garchomp preforms the former well, but wouldn't add much to the team outside of some powerful hits. (Already easy accomplished by Excadrill, who frankly has an easier time with a Balloon equipped.)

37
Other Chat / Re: [13+] Creepy Thread
« on: April 25, 2011, 10:46:11 PM »
No, but



I will never sleep again.

38
Development / Re: Movement controls.
« on: April 23, 2011, 10:22:37 PM »
As I said, I see no reason why a key mapper can't be included for left handed users or anyone with a disability. (I personally know someone who plays WoW with only one hand, as that's all he has.)

At first, it may only be WASD controls with the mouse or the arrow keys, however.

39
New Trainers / Welcome / Re: HAI!
« on: April 23, 2011, 10:49:12 AM »
*Rises from ground*
Oh, look. Another new member who happens to be a lady.
I'll use my eyepatch as a ballgag if you're still here after a month. Srsly.

Frenchy, don't scare off the female users.

And welcome to PU, Laura. Many people come here for the game but stay for the forums. (Because they are filled with awesome people and awesomesauce links. [Shameless self promotion.]) I'm sure you'll find it just as fun as most of the other users once you get used to the humor.

40
Development / Re: Movement controls.
« on: April 23, 2011, 10:41:04 AM »
I was just wondering about the keys used to move the character.
Are you guys going to be using the arrow keys or the AWSD keys?

In my opinion the AWSD keys are far easier in that, to my knowledge, the majority of people are right handed, meaning they will be using their mouse with their right hand.
Many left handed people have been trained to use their right hand for mouse control as (from my experience) most school, library and workspace computers feature a computer mouse with button specifications for right-handed users.

Why not both? Or just give users access to a key mapper that let's you set up the keys a you wish. Most MMO's do that anyway.

41
News & Announcements / Re: It's ya birthday!! Urmel Edition
« on: April 21, 2011, 02:06:11 PM »
Stormtrooper pony... Do want.

Happy Birthday, Urmel.

42
New Trainers / Welcome / Re: Squirtle Squirt!!
« on: April 19, 2011, 11:47:46 AM »
[]..plays card games on motorcycles...[]

I hope you learned how to ride a motorcycle... IN SPACE!

Anyway, welcome to PU, mate.

43
General Chat / Re: what you hope for from Gen 6
« on: April 19, 2011, 06:30:30 AM »
All I'm saying, is that rotom isn't a true electric grass pokemon, seeing as how you catch it as an electric ghost, and also how you can change it back to the original.

Rotom acquires its other forms by possessing them. It keeps it's original electric properties and takes on the other properties of the item it possessed. (Oven turning into Fire.) Thus, it becomes Electric / Other typing, because it is no longer merely a ghost. It is the object it possessed.

Balance wise, and lore wise, it makes plenty of sense.

44
Trainers Lounge / Re: What pokemon are you?
« on: April 18, 2011, 06:16:51 AM »
I'm just going to leave this here...

/whistle

45
In-Forum Games / Re: [Game] Rate That Signature!!
« on: April 18, 2011, 06:11:17 AM »
Nice layout, good quote, and a pretty awesome banner.

9.4/10

I'm sneaking in an extra .4 for using Jolteon, the Super Saiyan of the Eevee club.

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