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Messages - Kaltchrei

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Movesets / Re: [WIP]Advent Cirno
« on: September 23, 2016, 10:37:58 PM »
Yeah, Poison Jab is very worthy of being slashed with Waterfall on her, as even outside of the common water/nature puppets it gives a decent chance of beating other waters.

AdCirno's bulk is actually pretty reasonable, so if you're running adamant nature you can take some evs out of speed and throw them into hp, as she's going to outspeed unboosted puppets at +1 with 132 speed evs. Dumping like 80-120 evs into hp is an option if you're confident in getting your Tailwind up. Swimsuit is a nice item option to use with Waterfall in order to really assure kos on 252hp/252def Rins, but it's really unimpressive in non-Rin scenarios so it's only barely worth noting.

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That sounds like a pretty big shame that wifi was just unavailable like that. It's probably easier to just use a sim like showdown if you're looking to do comp pokemon battles.

Base power is pretty important for comp just because it assures more KOs. The powerful but inaccurate moves aren't really so inaccurate here, I think all the 120 power moves like that are 80+ accuracy. If the accuracy is a big concern, it's simple enough to just use one perfect accuracy stab on something with two types, or just any accurate one on something with one. The recoil moves are generally great options because they're strong and also reliable. It's much more important to get the KO and take a bit of recoil damage instead of taking an actual attack. Something like Speed Tojiko is probably only going to get two or three KOs before dropping to her own moves like this, but if she's done that much she's probably done her job. Even generally defensive things would rather just take recoil damage over attack damage twice.

Items are generally fairly straightforward as usually there's not that many great picks for a puppet. Choice items are generally on attackers that want to be spamming one attack very often or switching out with Changeling/Lightning Speed. Outside of that, things like Art of Combat or Straw Dolls or one of the gem hairpins are pretty safe options for offensive puppets. Defensive ones can take one of the metal hairpins if they don't have much for non attacking moves, but if they're generally using support moves it's better to just stick to Food Rations or Vat of Poison on poison types, or they can run one of the Bit items if they don't need the passive healing. Something like a Black Choker is fairly safe on a puppet you need to have make some move from. Power Sagume is sort of interesting here because she can go a couple different ways from that. Sweet Desperado and Moon's Protection don't really go too well together because the spatk drop from Sweet Desperado ruins the spatk setup from Moon's Protection. Dropping Moon's Protection would make her a fairly decent user of one of the choice items. Good Earrings would make her Sweet Desperado hit hard unless it runs into some Steel type, and Good Belt would make her fast enough to revenge plenty of other puppets. Ultra High Sound is a pretty safe stab move to spam on anything if you're worried about the Steel switch. The warped move is fine for covering wind types, and she can just replace protection with Shark Trade to move the item to the enemy puppet if you don't want to stay locked into one move, or Puppet's Grudge can KO her to let some other puppet in to get set up easily. If you don't want to stay locked into one move like that, dropping Sweet Desperado for Poison Bomb would give her a nice poison attack that doesn't cut into the spatk that Moon's Protection is boosting. In that case, something like Straw Dolls or Food Rations would be nice just to keep her options open. Items generally are simple though, and if you just experiment some it shouldn't be hard to figure out what you want to use.

The Eruption moves are just based on % of Hp remaining, and one of the patches in the base game made them quietly drop off really hard on anything not at full health. I'm not sure if that stuck around in the expansion, but the 120 power moves work well enough, and you can just run some offense item instead of worrying about hp.

The -2 attack moves are probably just used best on things that either are mostly focused on the other attack stat, so 3 focus attacks mixed with a volcano, or just put on things that don't have very strong attack in general. Power Sagume doesn't really have any hard hitting move outside of Sweet Desperado, so she sort of needs it to do instant heavy damage. Superpower clones like Full Burst Detonate are just -1 foatk/fodef, but that's at least easier to attack with than a -2. The defense lowering moves like Heavenly Ascent are generally pretty safe to use, as they don't take away from the attack power of whatever's using it, though it does leave them weaker to priority attacks.

Generally the easiest thing to do with most defensive puppets that are usually going to be throwing attacks is just hp/attack stat, unless the hp stat is far higher than the defenses. Dropping hp for speed is always an option as well if you know there's specific things/speeds you want to outspeed. More passive puppets that don't need attack pp are usually balanced enough to either mix their defenses or lean heavily one way without either being a huge issue.

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Dai, maybe, but Nazrin? This is pretty absurd. Unless you still have a few levels on your targets, Naz vs. Nature types is do-or-die.

Nazrin's not really so bad at taking on the early nature types. Daiyousei's stab attack is fairly weak and comes off her worse attack stat anyways, and she's got a good chance to just outspeed most Wriggles outside of Wriggle's Wriggle. The real spot she shines is just taking down all the early darks. Even if the earth typing holds her back some, Keine can just ride the backline until she gets strong enough to contribute too.


Human Village is probably one of the scarier parts of the game due to the low choices, but all of the Route 1 catches can really just take over even if you've picked a bad starter for the job. Nazrin/Shinmyoumaru both pull off the steel role well, Daiyousei can handle Cirnos easily, and Chen is generally strong and fast with nice early resists. The real scary thing that comes early is just Reimu, especially if she manages to get an attack boost off Metal Needle. The fact that most of those early catches level quickly can help springboard your team into a fairly easy cruise for a long time. Just catching all of those at the start of the first route ends up with a team that can outmatch Reimu's:

http://imgur.com/a/pAtDX#0


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I had a 10 level advantage on the Myouren Temple trainers. And I still didn't feel satisfied or even comfortable.

It's not actually rare for the speedy exp curve puppets to get far above other puppets fast. Trainers as a whole tend to be somewhat low outside of boss fights. The big drawback is that the fast exp puppets tend to be weaker and more gimmicky than the slow strong puppets. A 10 level advantage can really be cut down hard from that, seeing as you might not even have a stat advantage at all.


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That's pretty obvious, but there's also the problem of the "new" puppets coming in underleveled and underpowered (e.g. in the Human Village, you have level 5-7 puppets for team 9 and their level 10-13 puppets). And unlike Pokemon, the grind targets aren't gonna be statistically inferior; they're gonna be even.

Seeing as everything on the team gains experience from a battle, it doesn't take very long for something to catch up to the rest of the team. If they're actually used in battle just once, they can gain extra experience from it too, which is a pretty strong change from needing to send something out on every pokemon like you'd normally need. Keine can really start contributing in Human Village right after just beating Cirno if she's decent enough to start, seeing as she gets one of the stronger early game attacks too.


Overall, once you get outside of earlygame's boss rush, everything just sort of slows down up until Remi decides to bully hard. It's really just those points, a couple of mountain fights, and then endgame that ends up being really spooky. Rather than grinding, just mixing a team up slightly can really help out if some members fall off hard, seeing as it's very easy to just get very ahead of most trainers. It's actually extremely possible to never need to touch a wild battle as long as you just explore areas well. Extra levels may not help as much as extra items, spell cards anyways, as the scary trainers tend to have good items and good movesets to make up for their lesser power.

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Shoddy Touhoumon Info/Discussion / Re: Touhoudraft 2.0
« on: May 21, 2015, 05:50:45 AM »
Shoddy always wins.
Might as well dump the logs to them too.

http://pastebin.com/iY9WHA5d
http://pastebin.com/GLsQx4x7
http://pastebin.com/A4t7f35r

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Shoddy Touhoumon Info/Discussion / Re: Touhoudraft 2.0
« on: May 14, 2015, 11:41:45 PM »
sure

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Shoddy Touhoumon Info/Discussion / Re: Shoddy Draft 2: Experience The UU
« on: September 24, 2014, 09:22:43 PM »
I'd like to join.

Team: Iku Iku Typhoon

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