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Topics - joshcja

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Teambuilding / Hey look teams im not horribly ashamed of...(yet)
« on: March 06, 2015, 04:37:33 AM »
Got bored, here's teams I no longer really use with minimal explanations just go look up the set threads because im a massive smogfag on this game.

Team "Do Da Dance!!!": Oh man, this team is, so bad, but was a fun mix of test sets and shit I just loved using. Either way it has some super glaring weaknesses to AKeine reason, reason, and also reason. but sans that it was pretty damn fun. This team combined the first appearance of Stallbreaker Nue, with random offstab item agipass THatate, and Bulky CM Sariel Feat lots of burn spam and some emergency prio in AStar/Yumeko feat pursuit trap because I cant build without pursuit trap. Also there's a Doc. It does Doc things.
AnnoyingPOS (Nue) (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/40 Atk/216 Spd
Jolly nature (+Spd,-SpAtk)
- Brave Bird
- Recover
- Taunt
- Will-o-wisp

Dr. Strangelove (Helper Eirin) (M) @ Leftovers
Ability: Natural Cure
EVs: 252 Def/236 Spd/22 SpAtk
Bold nature (+Def,-Atk)
- Aqua Shower
- Burn Powder
- Poison Bomb
- Recover

Magic!!!! (Sariel) (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/52 Spd/104 SpAtk/100 SpDef
Calm nature (+SpDef,-Atk)
- Calm Mind
- Dark Pulse
- Recover
- Silver Wind

ShowMeYourMoves (Technical Hatate) (M) @ Gothic Outfit (Fire)
Ability: Focus
EVs: 124 Def/134 Spd/252 SpAtk
Modest nature (+SpAtk,-Atk)
- Agility
- Baton Pass
- Heat Wave
- Luster Purge

Attack Star Sapphire (M) @ Swimsuit (Water)
Ability: Water Absorb
EVs: 88 HP/252 Atk/168 Spd
Adamant nature (+Atk,-SpAtk)
- Aqua Jet
- Power Whip
- Recover
- Waterfall
Predictions :) (Yumeko) (M) @ Mistress Outfit (Dark)
Ability: Guard Armor
EVs: 200 HP/252 Atk/58 Spd
Adamant nature (+Atk,-SpAtk)
- Blade Flash
- Poison Jab
- Pursuit
- Spikes

Sandbox Stall: "Doesnty: Josh your bad at playing stall", "ZXNova, Fuck this 6 lums 6 taunts, 4 rain dancers, an ASuika and fucking die". Its sandstall feat random offensive shit because when you have cat/sandoni/parashufflesatan/rabidmaid you get 2 free slots to use on stupidly aggressive mons. Because why nto build full stall where your spinner is your cleaner and you lead with trickband. its weak to...sand team weaknesses, physical waters, AMurasa, HighStr ASuika, AMurasa, Doc, and AMurasa. Good thing is 9v9 makes sand stall fucking invincibur.

Spikes! (Advent Marisa) (M) @ Special Bloomers
Ability: Advent
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd,-SpAtk)
- Double-Edge
- Extremespeed
- Trick
- Volt Tackle
Buuuuuulk (Suika) (M) @ Leftovers
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Def
Impish nature (+Def,-SpAtk)
- Earthquake
- Spikes
- Steel Fist
- Toxic
Kitty! (Rin) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def,-SpAtk)
- Detect
- Flare Blitz
- Will-o-wisp
- Wish
EveryTeam (Yumeko) (M) @ Mistress Outfit (Dark)
Ability: Guard Armor
EVs: 200 HP/252 Atk/56 Spd
Adamant nature (+Atk,-SpAtk)
- Blade Flash
- Poison Jab
- Pursuit
- Sculpture
Upskirt (Technical Aya) (M) @ Leftovers
Ability: Speed Boost
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk,-SpAtk)
- Brave Bird
- High Jump Kick
- Roost
- Twister
Fluffy (Mamizou) (M) @ Leftovers
Ability: Focus
EVs: 252 HP/156 Spd/100 SpDef
Calm nature (+SpDef,-Atk)
- Hypnosis
- Stun Spore
- Substitute
- Whirlwind

Wingar Is Fungar: The beginning of my dirty sinful endless sordid love affair with sub/disable Seiga and AdMokou. feat physdef Kongarra offensive HEirin, and boring Aya/AStar. Nothing to say here. Is fun balanced team that uses a kon/star/aya core feat 3 goodmons with a mild AMiko weakness and a massive SMedi weakness.

BOOMSHAKALAKAKA (Advent Mokou) (F) @ Special Bloomers
Ability: Advent
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd,-SpAtk)
- Flare Blitz
- Mach Punch
- Pursuit
- Superpower
ZoomZip (Aya) (F) @ Leftovers
Ability: Speed Boost
EVs: 228 HP/248 Def/32 Spd
Impish nature (+Def,-SpAtk)
- Roost
- Soar
- Spikes
- Twister
JustPassingThru (Seiga) (F) @ Leftovers
Ability: Levitate
EVs: 32 HP/216 Spd/252 SpAtk/8 SpDef
Timid nature (+Spd,-Atk)
- Dark Pulse
- Disable
- Silver Wind
- Substitute
DocOc (Helper Eirin) (M) @ Swimsuit (Water)
Ability: Natural Cure
EVs: 16 Def/240 Spd/252 SpAtk
Modest nature (+SpAtk,-Atk)
- Aqua Shower
- Burn Powder
- Poison Bomb
- Recover
BestFairy (Attack Star Sapphire) (F) @ Swimsuit (Water)
Ability: Water Absorb
EVs: 84 HP/252 Atk/172 Spd
Adamant nature (+Atk,-SpAtk)
- Aqua Jet
- Power Whip
- Recover
- Waterfall
Swordlass (Konngara) (F) @ Leftovers
Ability: Pressure
EVs: 252 HP/184 Def/74 SpDef
Careful nature (+SpDef,-SpAtk)
- Draw The Line
- Recover
- Strength
- Toxic

Hate HEirin Doc got to strong, my creation had turned against me. Now to use 6 mons that all abuse her on one team. Feat belly drum Sara. I wish I could say more but ya, this is literal ragescumkilldoc.

Ackbar (Attack Miko) (M) @ Lum (All) Berry
Ability: Intimidate
EVs: 252 Atk/216 Spd/40 SpAtk
Rash nature (+SpAtk,-SpDef)
- Blade Flash
- Psycho Boost
- Roar
- Sacred Fire
Jirachiish (Technical Sanae) (M) @ Leftovers
Ability: Serene Grace
EVs: 224 HP/32 Spd/252 SpAtk
Timid nature (+Spd,-Atk)
- Extrasensory
- Giga Drain
- Thunder Wave
- Wish
LonelyPivot (Lily White) (M) @ Leftovers
Ability: Spring Charm
EVs: 252 HP/4 Def/252 SpDef
Calm nature (+SpDef,-Atk)
- Body Slam
- Encore
- Roost
- Toxic
PurpleRain (Speed Kogasa) (M) @ Leftovers
Ability: Intimidate
EVs: 4 HP/252 Spd/252 SpAtk
Timid nature (+Spd,-Atk)
- Hydro Pump
- Nasty Plot
- Shadow Ball
- Twister
YourHistory (Attack Keine) (M) @ Bunny Costume (Beast)
Ability: Rock Head
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd,-SpAtk)
- Double-Edge
- Head Smash
- Poison Jab
- Steel Fist
Y U DO (Sara) (M) @ Leftovers
Ability: Guts
EVs: 252 Atk/16 Def/240 SpDef
Adamant nature (+Atk,-SpAtk)
- Belly Drum
- Mach Punch
- Steel Fist
- Strength



Movesets / Speed Flandre
« on: October 30, 2014, 06:16:19 PM »


Say hi to death, SFlandre is simply the most threatening all out attacker in the game, period with her 115/120/125 offensive stats fire/dark typing and hustle SFlandre has a plethora of psychotically damaging sets.... and all the reliability of a soviet moon rocket. Not kidding, SFlan has more attack uninvested than a 252+ AdMokou thanks to hustle, a speed tier outspeed by only a handful of puppets, resistance to pursuit Espeed and an immunity to burn. Combine all that with a more than usable spatk stat and you have a SDM fanboys dream come true.

Set: Russian Roulette (Physical all out attacker)
Speed Flandre @ Mistress Outfit (Dark)/Lum Berry(All)/Special Bloomers
Ability: Hustle
EVs: 252 Atk/252 Spd/4 SpDef
Jolly nature (+Spd,-SpAtk)
- Thrash
- Double-Edge
- Superpower/Strength
- Steel Wing/Poison Jab/Charming Look/Howl/Selfdestruct

The most basic and by far the most common SFlan set is simply a physically based hustler, go fast, go hard, hit the unholy hell out of things as hard as you possibly can. Thrash is thrash and will see a LOT of use, Double edge allows you to obliterate dark/faith and ghost/faiths trying to wall you with typing and superpower/strength eliminate annoying hearts. The last moveslot is up to you, Steel wing grants perfect SE coverage on anything that dares to resist your dark stab while P jab hits H star, and boom move will kill anything not immune to it....if you can hit. Past that we get to the interesting choices, Charminglook can completely shut off the inoffensive walls that people insist on swapping into SFlan while Howl...while absolutely awful on almost every other mon is finally useable on SFlan due to her baaaarely missing out on ohkoing many of the games bulky "tanks"

Set: We didn't start the fire...(Special based fire mixed)
Speed Flandre @ Gothic Outfit (Fire)
Ability: Hustle
EVs: 4 Atk/252 Spd/252 SpAtk
Naive nature (+Spd,-SpDef)/ Hasty nature (+Spd.-Def)
- Fire Blast/Flamethrower
- Double-Edge
- Poison Jab
- Hyper Beam/Thrash/Charminglook/Selfdestruct

Specialy based SFlandre set with a focus on fire stab, surprise those silly physical walls with a hearty serving of fire, fire, and more fire, just like momma used to make. Fire blast/Flamethrower are your primary stab and with a gothic outfit they pack a considerable punch. Double edge and P jab pick off faiths and the ever present star and kags forms before they can get too annoying. Last moveslot is up to you, Thrash and Hyper beam are both pretty damn useful because wynaut dual stab while charminglook and selfdestruct give you a way to bully through super bulky neutral walls to either force a sweep or set one up for a teammate.

Fully Operational Battle Station (Special based dark mixed)
Speed Flandre (M) @ Mistress Outfit (Dark)
Ability: Hustle
EVs: 4 Def/252 Spd/252 SpAtk
Naive nature (+Spd,-SpDef)
- Hyper Beam
- Double-Edge
- Superpower
- Steel Wing/Charming Look/Poison Jab/Selfdestruct

Like her fire based mix dark based mixflan is all about spamming her stab and pickign the correct coverage move to nail resist, taunting through inoffensive walls, and exploding to force a sweep. You lose out on the mixed thrash but you gain freedom of coverage.

Options: SFlandre has a pretty wide offensive movepool. Options not mentioned above include, Energy Ball and focus punch are useable if your unhappy with superpower and strength, Giga impact is STUPIDLY powerful...if you dont ohko yourself on the miss, and fire punch/Dark pulse have some utility. Additionally I would qualify 252/252 spreads on SFlan to be suboptimal, every team you toss her on will demand a different moveset variation or stat spread. The above sets are simply grab and go cookie cutters for fast teambuilding. SFlan has everything from mixed dual stab to B pass receiver sets available.

Support: Slap on a slow B passer, while she may be hell on wheels offensively SFlan adds the defensive presence of a wet cigarette to teams so passing her in is the "best" way to abuse her, bonus points for nastypass or sub pass. Also remember to bring something to avoid the revenge kill and abuse free turns from rock bullet, aqua jet, and the few mon's faster than SFlandre (Youki, mimi-chan, AdReisen, Chen, Nue, Admarrisa, Rikako, SYorihime, Smarissa, SRin). Past that spikes are useful, as always.

Counters:None, just, none, get fucked already. The closest your going to get are hard checks such as rin in the sand, and detect lily white, both can eat up any move SFlan wants to toss out sans boom and can play mind games with detect to hopefully live the ensuing explosion past that... pray she misses or has the wrong 4th move for her given set. Check her with bulky tanks, abusive revenge killers, earth and water priority, and if you can pursuit trap her after a thrash for the high skill spikes kill when she swaps back in.

Movesets / Kaguya
« on: September 09, 2014, 03:44:36 PM »

Typing: Reason/Nature
Ability: Natural Cure/Overgrow
Hp" 210
Atk: 50
Spatk: 80

Kaguya, aka "totally not a better blissy at all, that would be silly" is bulky, really really really bulky. She has the body of a god. With 210/50/120 bulk she may seem squishy on the physical side...until you realize that 210 hp is 210 hp. Combine that natural bulk with a decent Spatk stat, decent stabs, defensive typing and coverage, and reliable recovery and Kaguya will crush your foes.

Not Blissy At All (Mixed wall)
(Kaguya) (M) @ Leftovers
Ability: Natural Cure
EVs: 184 HP/252 Def/72 SpDef Or 252 Def/168Spatk/88 Spdef
Bold nature (+Def,-Atk)
- Mana Burst
- Recover
- Toxic
- Energy Light/Extrasensory/Counter

With the given Ev spreads Kaguya can chose to either live an Adamant Airline Technical Aya Brave Bird after Spikes(184 hp) , or 2 hit KO Unboosted Taunt varients of sariel with mana burst gaining room to toxic between taunts (168 spatk), while she still retains the special bulk to tank silly things like stab SE Blazer Advent Reisen Signal Beams on the special side. Natural Cure is as always an amazing ability that allows Kaguya to simply ignore most status effects. Mana Burst is your main STAB and is decently spamable, Recover is Recover and will see a lot of use, Toxic allows Kaguya to rack up damage on opposing walls and special attackers while in the last moveslot Energy Light offers a serviceable secondary Stab, Extrasensory nails Dark-types trying to exploit Kaguya's typing and counter allows Kaguya to absolutely obliterate anything that failed to kill her on the physical side. Useage is simple, drop Kaguya in on a resisted or "weak" attack and sponge all the damage.

Options: Giga drain and frenzy plant are both useable but Kaguya's high Hp and relatively low Spatk make them "not that great". Kaguya can run charge over Toxic and try to rack up boosts for a sweep, Past that Frenzy Plant and Mirror Coat both have their niches as does Taunt, however there are generally better users of these moves. You can also reduce the HP investment to increase Kaguya's speed spdef or special attack if you don't mind the loss of utility on the physical side.

Support: Kaguya enjoys not swapping into Spikes, so a spinner can help greatly, past that strong fire, dark, and flying hits hurt the unholy hell out of her (Heart and ice not so much, having your highest BP moves locked at 90 sucks) so make sure to bring along some decently bulky resists.

Counters:Attack Patchouli completely destroys Kaguya as long as she's carrying a Gothic Outfit or mana charge, so beware. Konngara completely walls Kaguya and can pressure stall her with the greatest of ease. Baton pass pivots such as Ruukoto and the Star forms can use Kaguya as either setup fodder or simply drypass in threatening attackers such as SFlan, Advent Mokou, or Banded Technical Aya who can completely erase Kaguya herself with their dumbstrong offenses and provide a significant threat to any other swapins. Past that counters are dependent on Kaguyas 4th moveslot, Counter guts any physical attackers who cannot straight up destroy Kaguya, Toxic starts the timer on stallbreakers who would otherwise counter her (Nue fears Mana Burst) and Extrasensory can kill or cripple Dark-type nukes on the switching.

Shoddy Touhoumon Info/Discussion / Shoddy Draftamundo!
« on: August 24, 2014, 05:17:36 PM »
TEAMS ARE FINE.!3008&ithint=file%2cxlsx&app=Excel&authkey=!APBh32j5BcCwCVw

SHiny image version thanks to Doesnt: <333

Draft picks are done folks! Counterteam the fuck outa each other yo!

Now to go to WAAAAR. 1 round will be held every 24 hours, best 2 out of three, you can take al lthe time you want to prepare jsut have your games finished and post the results by MIDNIGHT Central US time in this thread.

Matchups for the round robin:



Movesets / Shingyoku-o
« on: July 21, 2014, 04:20:01 AM »

Typing: Faith
Ability: Pressure

Shingyoku-o is a bit of an oddball puppet, with a somewhat awkward 100 speed tier and abysmal 80/60/60 bulk much of its utility movepool will never see the light of day. However with the absurdly good faith stab and resistance suit, 120/120 mixed attacking stats, and access to a startling amount of coverage shinkyoku-o takes great pleasure in breaking away from its estranged bulky relatives and murdering their walling ilk with great revengance.

Faith OP (wallbreaker)

Shingyoku-o @ Priest Garb
Ability: Pressure
EVs: 40 Atk/216 Spd/252 SpAtk
Hasty nature (+Spd,-Def)/Naive nature (+Spd,-SpDef)
- Silver Wind
- Thunderbolt
- Poison Jab
- Explosion/Substitute

Shinkyoku-o is frankly terrifying as a wallbreaker, 100 speed may be "slow" compared to some of the blisteringly fast threats out there but its just fast enough to out speed fully invested +speed nature base 95's allowing shingyoku-o to outspeed and obliterate many of the games bulkiest walls. Silver wind is your main stab and it hits like a runaway train loaded with high explosives when boosted by a type item. Thunderbolt picks off Nue and HEirin, 2 of the most annoying miasma's in existence if they attempt to resist shingy's faith stab. P jab snipes specially defensive behemoths Star Sapphire, Dkaguya, and APatchouli and explosion turns your opponents "safe" switchins into smoldering rubble while substitute can allow shingyoku-o to craterize potential revenge killers. Usage is simple, get in on a resisted attack, revenge kill, or slow baton pass and spam faith stab clicking coverage or boom as needed.

Options: Shingyoku can run earthquake or psycho cut to try and snipe miasma's however the damage is frankly underwhelming. Toxic is an option if you just hate bulky reasons however there are far  better users of the move.

Support: Shingy loves spikes, shingy loves spikes so hard you don't even know. Shingyoku-o hates miasma's and reasons, while it can certainly boom all over them with all its hatred its best to actually have a plan B. Thankfully most bulky miasma's are just that, bulky a solid status soak tank such as Sara, or a burn immunity such as Ad Mokou, SFlandre or ASuwako can become a pivotal ally for the little ball of doom. Reasons also give this little baller a hard case of exploding so having a solid reason stop is pretty damn useful. Finally without its nifty sub up shingy if prone to revenge killers, all of them. Have a bulky pivot.

Counters: Not much stands a chance of hard stoppign shingyoku-o without getting its face exploded off. However miasma's such as Physicly defensive Yoshika, Subseed SMedicine, and the lunasa forms can do a pretty excellent job of shutting down shingyoku. Reason types can also do a pretty good job of shutting off shingyoku, Layla in particular fears nothing Shingyoku-o can throw at it while a physically bulky Kaguya can actually survive the imminent explosion with no spikes on the field and recover off most of the damage. Finally spdef BenBen fears nothing from orby. Nothing. If all else fails just revenge the orb with..whatever.

Movesets / Helper Star Sapphire
« on: July 19, 2014, 09:00:40 PM »

Typing: Water/Nature
Ability: Water absorb
Hp: 90
Atk: 50
Def: 120
Spatk: 80
Spdef: 80
Spd: 60

Helper Star Sapphire likes to help your opponents mon's with all her helpfulness, with her resistance to most steel and earth based stab combination's, a well toned 90/120/80 body, and a slew of tricksy support and boosting moves to complement her respectable 80 spatk. She can help you all right, she can help you DIE.

Star Does Lift (Baton pass Pivot)

Helper Star Sapphire @ Leftovers
Ability: Water Absorb
EVs: 252 HP/252 Def/4 SpAtk
Bold nature (+Def,-Atk)
- Recover
- Baton Pass
- Encore/Nasty plot/Mana charge/Jamming/Barrier/Lucky chant/Substitute
- Hydro Pump/Giga Drain

With her useful typing and resistance to the big bad physical bullies earth type, and steel type we should thank our lucky HStar's for this wonderful little puppet. Usage is simple, swap in on resisted or weak moves then either encore lock, drypass out, or get tha boost. The ev spread is a super creative 252/252 bold for a pretty decent reason, poison jab. With max/max Hstar barely avoids the 2 hit Ko from ye olde resisted stab+P jab when swapping in.

Shhh I'm Hiding (Bulk CM/Sub CM)

Helper Star Sapphire @ Leftovers
Ability: Water Absorb
EVs: 88 HP/252 Def/168 Spd
Bold nature (+Def,-Atk)
- Mana Charge
- Recover/Substitute
- Ice Beam/Hydro Pump
- Giga Drain

With her nifty 90/120 physical bulk and useable 80 spdef HStar is quite capable of running a decent mana charge set. Mana charge is the crux of the set and your boosting move of choice, recover is reliable recovery and allows star to stay around for a long long time, substitute offers a nifty way to avoid status effects and ice beam vs hydro pump depends on your preference of power vs grass/ice neutral coverage. 168 speed allows HStar to speed creep a few toxic happy walls, however its purely optional and if your team needs a bit more bulk go ahead and slap those speed ev's into hp.

Options:HStar can run rain dance over a status buff or encore on her pivot set if your fond of rain teams or sub NP pretty viably. Past that uuuh, hypnosis?

Support:Helper star hates status and spikes as she swaps in, a LOT and is one of the few walls that runs around without either a status immunity or natural cure so a cleric and/or a spinner can be useful if your planing for long games. MIASMA, hurts poor star, it hurts her little fairy soul like ungodly pain, and birds pick on her, so run a damn steel type. Past that just hook her up with some pals that enjoy catching a boost or free turns from drypass or encore and your set.

Counters:Have I mentioned how much HStar hates MIASMA its a 4x weakness man, it hurts her deep. Plus with her paltry 80 base spatk she isn't going to be suppressing many switch ins. Burds also hurt HStar as does any really strong special move. However HStar is a momentum based pivot so often your surefire counter will simply stare down the barrel of a loaded Yumeko. Rather than trying to directly counter HStar your best bet is to get spikes up ASAP (or status her) and pour on the pressure with powerful neutral attackers.

Movesets / Attack Kaguya
« on: May 28, 2014, 03:43:07 PM »

Type: Fire/Earth
Abilities: Blaze/Natural Cure
Hp: 120
Atk: 100
Def: 60
Spatk: 120
Spdef: 60
Spd: 60

Unlike her Normal and Defensive forms Akaguya is here for one thing and one thing only, to blow up waifu's and not look at the explosions. With a great fire/earth typing that grants resistances to fire, steel and miasma alongside a nifty wind immunity along with fantastic stab coverage resisted to support her wonderful mixed offensive stats AKags has all the tools needed to become a tippy top tier threat....exceeeeept for her move pool which is as shallow as the average popstar.

Offensive Support:
Attack Kaguya @ Gothic Outfit/Leftovers
Ability: Blaze/Natural Cure
EVs: 64 Def/192 Spd/252 SpAtk
Timid nature (+Spd,-Atk)
- Earth Power
- Fire Blast
- Recover
- Spikes/Toxic/Taunt/Nature Power

Despite her underwhelming move pool AKags does get some nifty toys to play with. The given Ev's allow AKags to out speed base 95's with a neutral nature while sparing a few points to buff up her above average bulk, I chose physical ev's to better take advantage of AKags wonderful physdef typing but feel free to dump into spdef if you like, max spatk is just there to hurt shit with fire. Fire blast and Earth power are your obligatory stab moves and boy do they do work, Gothic and possibly blaze boosted Fire blasts coming off 120 base spatk bring the pain while earth power serves as a reliable stab move and a nifty way to knock out those perky fire types. Recover is Recover and will see a lot of use as reliable recovery on a bulky attacker is an absolute godsend. The 4th moveslot is where AKags really struts her stuff though, spikes give AKags some serious utility alongside her super spinblocky earth typing and potent offenses, Toxic is there to nail the few annoyances who dare to resist AKags Stab coverage (and its not like steels can come in to soak it now can they?), Taunt is Taunt and will see a lot of use when breakign through otherwise annoying walls, and finnaly Nature Power offers nifty SE coverage to pick off those annoying water and earth types on the switchin.

Options: It may be tempting to drop fire blast for the more accurate flamethrower however the loss in power is absolutely noticeable. Natural cure Vs blaze is purely dependent on your teams needs as they're both amazing abilities. Past that may seem like a good idea to attempt a mixed set on AKags however her physical move pool is frankly nonexistent and winds up dealing considerably less damage than a pure special set while sacrificing quite a bit of bulk. On the upside AKags has plenty of "omg ruse" options in counter/coat dual screens and Restcure if your into those.

Support: AKags has a pretty huge Achilles Heel in her nasty 4x weakness to water. So obviously a good water and earth sponge is necessary allowing her to work amazingly well with a bulky nature and a steel type in both offensive and defensive cores though you will have to beware the dreaded AKeine. Past that AKags is pretty self supporting as her bulk and offensive stats along with her access to reliable recovery and Natural cure make her mostly self sufficient.

Counters: AKaguya's offensive typing is resisted only by a few mon's, name mons with a earth/flying or faith/flying typing. Sadly one of those mons happens to be named Tenma making god bird a full stop to any AKags not carrying toxic. Normal Reimu also resists Kags Stab combo and is capable of setting tailwinds or even calm minds up on her face toxic or no. Past that Akags can be forced out by most special tanks/walls with a resistance to fire and a neutrality to earth (provided they can deal with toxic, taunt, or nature power), Dkaguya however gets the gold star in this regard as she packs both absurd special bulk, the ability to completely erase AKags with a 4x SE hydro cannon and with nat cure toxic is completely irrelevant to her. Star Sapphire is also capable of pivoting on AKags with a slow baton pass while threatening the dreaded water stab. Past that countering Akags comes down to prediction and scouting her4th moveslot, TToyo and other bulky earths are capable of countering non nature power variants while Sariel and company can check non taunt or toxic variants with ease. Powerful band users and faster water/earth users are also capable of forcing AKags out with ease though getting them in safely can be rather tricky.

Movesets / Defense Kaguya
« on: April 14, 2014, 12:51:03 AM »

Type: Water/Nature
Ability: Natural Cure/Torrent
Hp: 150
Atk: 60
Def: 70
Spatk: 110
Spdef: 100
Spd: 60

With her nearly unmatched 150/70/100 bulk and a nifty pseudo status immunity in natural cure DKaguya is almost singlehandedly responsible for the absurd proliferation of miasma coverage on the shoddy server due to her hefty mixed bulk and respectable offensive stats and coverage. Seriously, 252+ Atk Special Bloomers Hustle AFlandre Thrash vs. 252 HP / 252+ Def DKaguya: 444-523 (88.09 - 103.76%) -- 25% chance to OHKO the most powerful physical wallbreaker to ever exist anywhere ever has a 75% chance of failing to OHKO DKaguya  on her weaker defensive stat if both of them are fully invested. Tack on a very respectable 110 Spatk stat to that bulk along with perfect coverage, recovery, and even useable status and support moves and you have a veritable monster.

Mixed Wall:
Defense Kaguya @ Leftovers
Ability: Natural Cure
EVs: 252 Def/100 SpAtk/156 SpDef
Calm nature (+SpDef,-Atk)
- Giga Drain
- Ice Beam/Hydro Cannon
- Recover
- Toxic

With this set DKaguya abuses her bulk to the fullest, 252 def allows her do silly things like tanking unstabbed poison jabs from the likes of non banded ASuwako and 156 Spdef calm allows her to swap in on modest type item boosted Dark Alice with 1 layer of spikes up and avoid the 2 hit KO. 100 special attack allows for the 2 hit Ko on stallbreaker Nue with ice beam. Giga drain and ice beam provide perfect neutral coverage while Hydro cannon is a potent stab move. Natural cure prevents DKaguya from being permanently statused while recover and toxic are recover and toxic and will be seeing quite a bit of usage

Offensive Kags
Defense Kaguya @ Leftovers/Type Item
Ability: Natural Cure/Torrent
EVs: 208 Def/252 SpAtk/48 SpDef
Modest nature (+SpAtk,-Atk)
- Giga Drain
- Hydro Cannon
- Ice Beam
- Recover

With her nifty bulk and 110 special attack DKaguya is entirely capable of running a bulky attacker set that seeks to smack things around rather than simply tanking hits and toxic stalling. the given Ev's allow her to survive all but the most absurdly powerful type item boosted/banded hits physical or special and fire back with the move of choice. Torrent can be run over nat cure for dumbstrong Hydro cannons and a type item can boost your damage even higher though the loss of natural cure and leftovers severely lowers DKaguyas ability to act as an offensive pivot.

Options: DKaguya can run a speed creep tastic 168 speed to outpace 4 point base 80's on her offensive set though you lose quite a bit of bulk to do so. Dkayuga also gets such nifty options as taunt+toxic stall to cripple slower walls (useable with the speed creep I guess) or even a physical movepool that allows her to bully other DKaguya's with poison jab or Sariel with Psyco cut. Sans that I guess you can be reasonable and run mana burst to hit Sariel harder?

Counters: Specialy bulky thing immune to or resistant to toxic such as Konngara and the Medicine forms take virtually nothing from all of  DKaguya's moves and force's her out with a mix of pp stalling, toxic, and the threat of miasma moves while specially bulky pivots such as Ruukoto, Star Sapphire, and AdAlice can slow baton pass in obnoxious Miasma users. Past that just smack Dkaguya around with Miasma and Flying moves until she eventually dies.

Movesets / Mokou
« on: March 08, 2014, 07:01:17 PM »

Type: Fire
Ability: Natural Cure/Flame Body
Hp: 120
Atk: 120
Def: 80
Spatk: 80
Spdef: 70

So the first thing you may notice about Mokou (aside from her swag pants and the copious amounts of fire she apparently keeps in her pockets) is that she has that oh so wonderful combination of 120 hp and 120 atk STAB flare blitz. Her utility doesn't end at simply spamming fiery death tackles though, mono fire typing grants nifty resistances to steel, nature, and fire along with the holy grail of physical attackers, burn immunity! In addition to this Natural cure allows Mokou to soak pretty much any status for your team. All this combined with 120/80/70 bulk, Wilo Wisp, reliable recovery in Recover and Restcure, a nifty boosting move in Bulk Up and a surprisingly fast 90 base speed tier make Mokou one hell of an offensive pivot and bulky attacker. Anywho Sets.

The Fat and the Furious
Mokou @ Leftovers
Ability: Natural Cure
EVs: 252 Atk/192 Spd/64 SpDef
Jolly nature (+Spd,-SpAtk)
- Bulk Up
- Recover
- Earthquake
- Flare Blitz

Standard Bulk Up Mokou. Usage is simple, come in on a status move or a weak/resisted hit and proceed to either set up, pivot out, or simply blast away. With jolly 192 Spd she outpaces fully invested neutral nature base 95's (HEirin, D Alice, AFlandre) and 252 atk lets her hit shockingly hard after a single bulk up, 64 Spdef simply buffs her weaker defensive stat though you can dump into hp or def if you really like. It may be tempting to swap flare blitz out for the weaker but non recoil inducing Blaze Kick however the loss in damage is extremely noticeable. Fire/earth coverage hits everything but non grounded faith types for at least neutral damage and recover is recover. Bulk up is bulk up and lets you boost on stuff. Natural cure lets you win against any number of annoying walls such as Yoshika and Lily White so while flame body has that haxy burn chance its almost always better to keep the pseudo status immunity.

Spicy Bloomers
Mokou (M) @ Special Bloomers
Ability: Natural Cure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd,-SpAtk)
- Earthquake
- Flare Blitz
- Pursuit
- Rest

Having a bulky band user with pseudo status immunity, utility in Pursuit, and longevity in restcure. Plus the whole third gen pursuit not locking you into a choiced move if the opponent swaps out allows for some truly fun tricks like pursuiting your opponents special wall and then resting off the damage before you swap out.

Options:If your running speed pass or para support Mokou can run adamant 252 speed for maximum imbalanced wall breaking.  Mokou can also choce to run a gothic outfit on either set to boost her power without the need to choice lock. She can also run a bulky 2 attacks recover WoW set to play pure pivot. Past that her tiny move pool rears its ugly head as her coverage options are both limited and frankly useless.

Support: Bulky water and earth resists are obviously a necessity when running AdMokou. Thankfully the star forms and DKayuga exist meaning that you can form a pretty nifty core out of Mokou, nature/water, steel. Spike support is nice and base 90 speed is perfect for picking up a +1 speed boost!

Checks and Counters:Seiga, Genja, Reimu and Tenma resist, immune, or simply dont care about all of Mokous moves and can proceed to set up on her face. Likewise HStar Sapphire, TToyohime and physically defensive DKayuga can avoid the 2 hit KO with ease as long as spikes are off the field and ohko with powerful water moves after recoil on Mokou. Hard hitting Physical earths such as ATenshi can also either force Mokou out or revenge her with rock Bullet. In terms of AdMokou's checks, Fast and powerful attackers such as SKomachi and AKeine can revenge kill Mokou but are either crippled or deaded by Flare blitz on the switchin. However defensive checks to Mokou such as D Tenshi can force her out can be worn down rather quickly by spikes + flare blitz damage and can actually be set up on with bulk up if their not packing phasing.

Movesets / Cirno
« on: March 07, 2014, 07:36:30 PM »

Type: Ice/Flying
Ability: Speed Boost/Guts
Hp: 70
Atk: 105
Def: 65
Spatk: 125
Spdef: 30
Spd: 105

Cirno's combination of Speed Boost, 105/125 mixed offensive stats, Ice/Flying STAB, and an absurd coverage move pool give her a pretty nifty niche as one of the most terrifyign late game cleaners in touhoumon shoddy despite her near negative spdef and deathly fear of blade flash. so ya stuff.

All Out Attacker
Cirno @ Thick Fur
Ability: Speed Boost
EVs: 120 Atk/136 Spd/252 SpAtk
Rash nature (+SpAtk,-SpDef)
- Ice Beam
- Nature Power
- Detect/Ice Shard
- Double Edge/Poison Jab/Superpower

Simple set is simple and effective, Ice beam is your main sweeping move, Nature Power picks off bulky waters not named H Eirin (Who still takes 50%) while providing perfect neutral coverage. Superpower wastes specially defensive heart types who try to wall you with bulk. Double Edge+ Ice beam KO's Sariel, D Miko, and BenBen on the switchin while P jab + ice beam takes out the Star forms and DKayuga. Detect and ice shard are just there to give you that +1 speed to start things off. 252 Spatk + Rash + thick fur lets you dent pretty much everything with ice beam and raises nature power's damage to absurd levels while the 136 speed allows you to outpace Adamant base 90's by 1 point before speed boost, and 120 Atk lets you hit as hard as possible on the physical side. I chose rash nature because Cirno's Spdef is so pathetic that she dies to resisted giga drains anyways.

Options: Cirno's coverage pool is absolutely enormous so feel free to slap on w/e your team needs. As for alternate sets you can run both a physical band or Endure Petaya special set on Cirno either one can do work however she's generaly outclassed in those roles by mons such as TAya and SWriggle. But hey if your team needs a fast Ice bander wynaut.

Support: Cirno works best on balanced and semi stall hazard teams as she REALLY wants the full 3 layers of spikes in order to clean effectively. If you actually feel like using her early/mid game you'll want slow baton pass (Ad Alice, the star forms, or Ruukoto work well here) as her bulk is frankly non existent. Plus giving Cirno +1/+2 Spatk is pretty cool

Checks and Counters: As far as counters go very few mons can repeatedly swap into Cirno due to her absurd power, mixed coverage and blazing speed however Louize, Yoshika, H Eirin, Kisume, and Sara can take any hit Cirno throws out and simply KO the little fairy in response (though you'll want to watch out for the nature power if spikes are up with H Eirin). In terms of checks Cirno is much easier to handle. Blade flash in general makes her run for her little fairy life making Mrs PursuitFlash aka Yumeko the perfect offensive and defensive check to Cirno. Additionally Cirno can actually be checked to an extent by simply rapid spinning effectively as again she really needs residual damage to lock in OHKO's on just about every Spdef tank in the game.

General Metagame / Shoddy "Standard" Viability Ranking Thread
« on: February 07, 2014, 05:43:48 PM »
People yelling at me Community Feedback is pretty much needed to make this work so feel free to say things

Preliminary ranking is up, go ahead and start commenting on how everything is wrong :p
[inspoiler]I was prettty spare with my praise in terms of the A ranked mons so a lot of things will probably move up if someone gives a goodish reason. S rank is cream of the cream of the crop though. so there's really only a few candidates for that[/inspoiler]
Will change as Usage thingy updates/people actually type things in replies

Ranking Definition Thingy

For sanities sake I'm defining "the metagame" as puppets that receive at least 2% usage on
Doesnt's usage stat thread. So while I'll be jamming every non chibi onto this list only the
puppets over the 2% cutoff mark will be considered when actually ranking the puppets.

S Rank: Reserved for puppets who can sweep or wall significant portions of the metagame with little
support, and puppets who can support other puppets with very little opportunity cost ("free
turns"). Also the home of puppets who can easily perform multiple roles effectively, increasing
their versatility and unpredictability. If the puppet in this rank have any flaws, those flaws are
thoroughly mitigated by their substantial strengths.

A Rank: Reserved for puppets who can sweep or wall significant portions of the metagame, but
require some support or have some flaws that prevents them from doing this consistently. Supporting
puppets in this rank may give opponents free turns or cannot create free turns easily themselves,
but can still do their job most of the time.

B Rank: Reserved for puppets who cannot sweep through or wall significant portions of the metagame,
but can properly fulfill a given offensive/defensive niche. Support puppets in this category have
flaws that prevent them from doing their job or are setup bait for dangerous sweepers. Puppets who
are partially outclassed by a puppet in A or S Rank, but are otherwise very dangerous, may also
fall into this category.

C Rank: Reserved for puppets who can be effective given the right support, but either have
crippling flaws that prevent them from consistently executing their strategy or are typically
inferior to Pokemon in the above ranks.

D Rank: Reserved for puppets who are simply not very effective in the current metagame.

S Rank:

Advent Reisen
Defense Kaguya
Defense Shinmyoumaru
Helper Eirin
Speed Flandre
Speed Tojiko
Technical Aya

A Rank:

Advent Mokou
Aki Sisters
Attack Lily Black
Attack Flandre
Attack Keine
Attack Miko
Attack Patchouli
Attack Raiko
Attack Reimu
Attack Remilia
Attack Shou
Attack Suwako
Attack Tewi
Dark Alice
Defense Daiyousei
Defense BenBen
Defense Keine
Defense Letty
Defense Yuyuko
Helper Kagerou
Helper Star Sapphire
Helper Yoshika
Luna Child
Magic Stones
Speed Kogasa
Speed Komachi
Speed Lily Black
Speed Medicine
Speed Yamame
Technical Byakuren
Technical Kokoro
Technical Kyouko
Technical Sanae
Technical Toyohime
Technical Yuka

B Rank:

Advent Alice
Advent Cirno
Advent Marisa
Advent Meiling
Attack Chen
Attack Daiyousei
Attack Eirin
Attack Kayuga
Attack Kazami
Attack Koishi
Attack Kokoro
Attack Komachi
Attack Lily White
Attack Luna Child
Attack Murasa
Attack Nitori
Attack Sanae
Attack Star Sapphire
Attack Suika
Attack Tenshi
Defense Hatate
Defense Hina
Defense Mamizou
Defense Miko
Defense Mokou
Defense Murasa
Defense Seija
Defense Suwako
Defense Tenshi
Defense Tewi
Defense Wakasagihime
Defense Yukari
Goliath Doll
Helper Koakuma
Helper Lily White
Helper Lunasa
Helper Nazrin
Helper Sakuya
Lily Black
Lily White
Speed Marisa
Speed Meiling
Speed Rin
Speed Rumia
Speed Sariel
Speed Seiga
Speed Shizuha
Speed Wriggle
Speed Yorihime
Speed Youmu
Star Saphire
Techinal Futo
Technical Hatate
Technical Kisume
Technical Luna Child
Technical Sakuya
Technical Sekibanki
Technical Suika
Trancendant Renko
Zombie Fairy

C Rank:

Advent Chen
Advent Letty
Advent Mystia
Advent Ran
Advent Tewi
Advent Yukari
Attack Alice
Attack Hina
Attack Kanako
Attack Marisa
Attack Medicine
Attack Mokou
Attack Minoriko
Attack Mystia
Attack Nue
Attack Ran
Attack Rin
Attack Rumia
Attack Shikieki
Attack Sunny Milk
Attack Tokiko
Attack Utsuho
Attack Yuka
Attack Yuugi
Attack Yuyuko
Defense Byakuren
Defense Ichirin
Defense Kanako
Defense Layla
Defense Meiling
Defense Minoriko
Defense Momiji
Defense Patchouli
Defense Reisen
Defense Remilia
Defense Shikeiki
Defense Sunny Milk
Defense Wriggle
Defense Youmu
Defense Yuugi
Helper Keine
Helper Letty
Helper Lyrica
Helper Merlin
Helper Mystia
Helper Ran
Helper Shizuha
Helper Yatsuhashi
Speed Cirno
Speed Koishi
Speed Utsuho
Sunny Milk
Techinical Alice
Technical Chen
Technical Cirno
Technical Ichirin
Technical Kogasa
Technical Medicine
Technical Nazrin
Technical Nitori
Technical Nue
Technical Parsee
Technical Satori
Technical Shou
Technical Yamame
Technical Yukari

D Rank:

Every Chibi Ever
Defense Iku
Defense Parsee
Defense Reimu
Reisen II
Technical Iku
Technical Reisen

Movesets / Star Sapphire
« on: January 17, 2014, 04:54:27 AM »

Type: Nature/Water
Ability: Water Absorb
Hp: 90
Atk: 50
Def: 80
Spatk: 80
Spdef: 120
Spd: 60

Star Sapphire, the myth, the legend, the hero of her time, the great muse of touhoumon memes, and a pretty awesome puppet. She who stands fast against the dark titans of the touhoumon metagame despite her place in the first forest of every damn rom hack and makes the impossible possible. She of get the damn point, Star is both cute and and awesome utility puppet bulky attacker and general all around bulky thing. With 3 resists an immunity and only 2 weaknesses in addition to her hefty 90/80/120 bulk, reliable recovery in recover plus a hugenormous support move pool, and a nifty stab combination alongside a respectable base 80 spatk Star is the full package. Hard to kill, hard to stop, hits hard, checks a huge portion of the metagame. Niftymon.

Nasty Pass/Drypass Wall
Star Sapphire @ Leftovers
Ability: Water Absorb
EVs: 248 HP/128 SpAtk/132 SpDef
Sassy nature (+SpDef,-Spd)
- Baton Pass
- Recover
- Hydro Pump
- Nasty Plot/Giga Drain/Jamming/Encore

With the given Ev's Star Sapphire can avoid the 2 hit KO from any unboosted neutral special attack short of APatchou and AUtsuho fire blasts allowing her to play special wall on the switch in and then heal up, dry pass for momentum, or send the boost of your choice to any other mon on your team to setup a sweep. A negative speed nature allows safer passing while the 128 Spatk allow star to always break standard SubPunch Sara's subs. For the 4th moveslot your given a choice of Giga drain (Counter TToyo completely), Nasty plot (Give this to a fast special attacker and watch the bodies fall), and Jamming (Trap killing is fun!) so just pick what your team needs.

Bulky Booster
Star Sapphire @ Leftovers
Ability: Water Absorb
EVs: 244 HP/168 Spd/96 SpDef
Calm nature (+SpDef,-Atk)
- Giga Drain
- Ice beam
- Nasty Plot
- Recover

Rather than passing on the boosts this set seeks to simply use star's amazing bulk to set up a boost or 2 and blast away at the opponents team until nothing is left. 168 speed allows you to outrun neutral nature base 80's with only 4 ev's in speed while the hp/Spdef spread aims to maximize special bulk. Giga Drain is Stab and a nice recovery option, Ice beam fleshes out the Nature/Ice coverage combination, Nasty plot is your boosting move of choice and Recover is recovery.

Support: Miasma and flying hurt Star, steel types resist both, BFF's forever! The bulky boosting set loves para/speed passing support due to its low speed making things like DKeine and Sanae wonderful partners. Oh and obviously something to pass to if your running B pass.

Options: You can try to run a full wall set however D Kayuga honestly does that better, though Star does have access to encore if your team really needs that. Star can run a pretty wicked Sub CM set however its better used on her Helper form. Past that mana burst is viable if only because Miasma types looove to come in on starand hypnosis is useable if your into gambling.

Counters: Miasma types and physical flying types both give Star no end of trouble due to her low speed, SMedicine, Nue, Aya, and Yoshika in particular can swap into Star all day and force her out with ease. Past that physical sweepers that resist Stars dual stab such as Kasen can easily swap in and set up on her non pass sets while bulky phasers such as Sariel and Dhatate can send Star away to deal with later.

Movesets / Attack Star Saphire
« on: November 25, 2013, 10:49:36 AM »

Type: Water/Nature
Ability: Water Absorb
Hp: 90
Atk: 120
Def: 80
SpAtk: 50
SpDef: 80
Spd: 60

Unlike her normal and helpful alter ego's AStar Sapphire isn't afraid to get up close and physical, with a startling 120 base attack stat and a suprisingly potent dual stab combination. Tack that onto the hefty support movepool that she shares with her more defensive forms and a very respectable 90/80/80 bulk and AStar can be quite the threat as her combination of typing and movepool allow her to check or counter a pretty insane range of tippy top tier threats all on her lonesome.

Set: A Bloomers Sapphire
Attack Star Sapphire (M) @ Special Bloomers
Ability: Water Absorb
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk,-SpAtk)
- Aqua Jet
- Ice Punch
- Power Whip
- Sleep Talk/Baton Pass

Bulky thing with priority? Wynaut band it? Max attack and speed ensures that you will most likely outrun even anti speed creep base 60's 70's and some 80's while smacking the unholy hell out of them with AStar's quite decent coverage. So pretty standard bulky band. The last move slot is what gives AStar her own semi unique niche though, sleep talk allows you to give those annoying sleep powder and focus hypnosis users a truly nasty surprise while baton pass allows for pseudo U turn backed up by the threat of a banded aqua jet.

Set: A Swimsuit Sapphire
Attack Star Sapphire (M) @ Swimsuit (Water)
Ability: Water Absorb
EVs: 84 HP/252 Atk/172 Spd
Adamant nature (+Atk,-SpAtk)
- Aqua Jet
- Power Whip
- Recover
- Waterfall/Ice Punch/Baton Pass

Unlike AStars choice set this stylish swimsuit concoction allows Star to "gasp" change her damn move while still powering up that lethal aqua jet, acting as a decently bulky pivot, and even bluffing choice to deadly effect. Max attack swimsuit aqua jet can still fill most if not all of your revenge killing needs while power whip just plain hurts everything and is capable of completely erasing any TToyo's who dare to stay in when combined with the speed creep tastic 172 investment. Recover along with a minor Hp investment allow star to take hits like a champ and the last move is simply a matter of personal preference. Waterfall hits for a nasty chunk of damage when combined with STAB and a swimsuit, Ice Punch nails annoying natures and flying/faiths aiming to wall you out or take advantage of your "choiced" aqua jet and baton pass allows for conservation of momentum.

Set: A Passing Sapphire
Attack Star Sapphire (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/8 Atk/76 Def/172 Spd
Careful nature (+SpDef,-SpAtk)
- Aqua Jet
- Baton Pass
- Power Whip
- Substitute/Jamming

Ok, this set may seem weird (because it is) but I swear it works. Aqua jet and power whip are obviously standard fare at this point the offensive presence they provide is probably the reason your running AStar. However the focus of the set leans more towards passing either substitute or jamming to a team mate to allow for general sicknastyness. The EV spread allows for AStar to fill her typical roles of checking TToyo, APatchouli and revenging with jet while always keeping her sub on any unboosted resisted hit physical or special while also avoiding the 2 hit KO on any unboosted neutral hit and the ohko on any unboosted non 4x effective SE hit.

Support: AStar requires pretty minimal support. Just slap on a steel type or 2 to soak flying and miasma hits and a few mons that like to get a free turn (or 2 or a few hundred depending on what your passing) Spike support can push a few borderline aqua jet ohko's over the edge but sans that AStar is pretty damn easy to slap on a team. Though its worth noting that if AStar picks up either attack or speed boosts she becomes a pretty massive threat allowing her to play pivot "sweeper" for baton pass teams.

Options: AStar has a pretty rich support move pool, hypnosis, barrier, encore, lock on, lucky chant, and even mana charge all make a decent showing while her attacking move pool can allow for some surprise lure killing on DAlice and other water/natures with body slam and poison bomb.

Counters: While AStar can be effectively checked with just about any flying or miasma mon Nue, HEirin, and DHina stand out as the all stars of shutting AStar down as they take virtually nothing from AStars hits and can wreck havoc on quite a few of her favorite pass targets. AStar also has issues revenging annoying faith sweepers such as TByakuren, the Miko forms, the Yorihime forms and normal Reimu.

Movesets / Sariel
« on: October 16, 2013, 03:41:07 PM »

Type: Faith/Dark
Ability: Pressure/Magic Barrier
Hp: 80
Atk: 70
Def: 70
SpAtk: 120
SpDef: 140
Spd: 80

Yes your reading this right, 80/70/140bulk with 120 special attack, dark/faith STAB, and a solid base 80 speed tier. Angel of death is angel of death x.x.

Set: CM Until you Crit (Offensive CM)
Sariel (M) @ Leftovers
Ability: Pressure
EVs: 200 HP/240 Spd/68 SpAtk
Timid nature (+Spd,-Atk)
- Calm Mind
- Recover
- Dark Pulse/Charminglook
- Silver Wind/Extrasensory

Sariel is quite simply the best calm mind user in the game bar none. With 240 speed timid she outruns fully invested neutral nature base 90's allowing her to simply blast away many would be revenge killers or simply pick out a nifty +1 speed boost from somewhere and outrun absolutely everything. With 200 HP she is capable of pressure stalling out silly things like timid Yumemi luster purge or timid Dark Alice Mana burst's while living blade flashes with ease. Calm mind is the crux of the set boosting Sariel's godly 140 base special defense into the heavens while beefing up her nifty 120 base special attack. Recover works well with pressure and provides reliable recovery allowing Sariel to capitalize on her beefy bulk and myriad resistances to stall out powerful but low PP attacks and even play special wall to an extent while ensuring that Sariel will always triumph in calm mind wars barring an unfortunate crit. Dark pulse and silver wind give Sariel the dreaded and nearly unresisted dark/faith dual stab combination. Its worth noting that Sariel can sacrifice her dark STAB to go monoattacking charminglook allowing her to dodge both phasing and status from dedicated special walls.

Set: That Almost Stung!
Sariel (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/52 Spd/104 SpAtk/100 SpDef
Calm nature (+SpDef,-Atk)
- Dark Pulse/Charminglook
- Extrasensory/Silver Wind
- Recover
- Whirlwind/Twister/Calm Mind

Dark/Faith typing is a fantastic specially defensive typing resisting dark, dream, water, fire, wind, and illusion while packing a nifty ghost immunity allowing Sariel to wall a large portion of the games special attackers. The given EV's allow Sariel to come in on anything special not named Luster Purge and simply recover off the damage. Dark/Faith dual stab is still amazing and recover is recover. The last moveslot depends on your teams needs, whirlwind is nifty phazing to stop fast setup sweepers, charming look allows Sariel to stallbreak other walls while avoiding status while still shutting down slow calm minders and twister can keep your side of the field spike free. The 52 speed EV's are just my personal preference as they put Sariel into a range where a +2 speed pass will allow her to outrun the entire unboosted metagame while allowing her to outrun the many many speed creepers in the game.

Sariel cannot take strong physical hits so a physical wall is obviously needed to complete any core utilizing her Helper Star Sapphire packs a nifty resistance to beast and steel and a steel of your own can round things out with both a reason resistances and a miasma immunity of your own. Sariel also loves both +1 and +2 speed boosts so she can provide solid support for and benefit from the games many offensive baton passers. Finally as a bulky wall/attacker thing Sariel suffers greatly from spikes and status so cleric support and spin support (If she's not packing twister) are both greatly appreciated

You can drop the speed and Spatk investment on Sariels bulky wall set in order to buff Sariels physical bulk with a 252 hp/156 def/100 spdef calm spread which allows her to live things like 252 atk mimi-chan double edge or avoid the 2 hit Ko from mistress AFlan thrash and banded AdMokou flare blitz allowing her to better abuse her nifty defensive typing however by doing so you sacrifice much of Sariels offensive presence. Past that you can run Icy Wind to hit Z Fairy or Light screen to tank ...fuck if I know she isn't even OHKO'd by Modest Dark Alice Luster Purge. Adding more Spdef on top of that just seems like overkill. Adding coverage seems like overkill.

Counters: Is it special? Its not a counter. No really 252+ SpA Dark-Alice Luster Purge vs. +1 252 HP / 252+ SpD Sariel: 174-206 (47.8 - 56.59%) -- 35.16% chance to 2HKO. You are not killing this with special attacks. Physical beast/Steel/Reason/Faith attackers can scare Sariel out however they're easily ruined by a silver wind on the switch unless they're packing some mad special bulk. Konngara is fittingly Sariels best counter, High special def and STAB steel moves off of a nasty base attack can and will force Sariel out every time. Likewise Suika, Mamizou, TByakuren, and the Aki Sisters can easily manage Sariel. Toxic stalling is also an option if you've found out Sariel isn't packing charminglook. Oh and Z Fairy i guess. (Die in a fire Z Fairy)

Movesets / Yumeko
« on: September 17, 2013, 08:11:21 AM »

Type: Dark/Steel
Ability: Guard Armor/Sturdy

There is no escaping the superior maid. No really I'm not even kidding, with pursuit, sculpture, priority, both physical and special coverage options, and even supporting moves to shove pointy objects into your waifu's feet there is no place to run or hide, and between her 120 base attack and 85/100/80 bulk she can win most straight up fights with ease. Just take your swords to the face and move on to...Sets.

Set: Hunt You Down
Yumeko @ Mistress Outfit/Lum Berry/Leftovers
Ability: Guard Armor
Evs: Hp 200/Atk 252/Spd 56
Adamant nature (+Atk,-SpAtk)
-Blade Flash
-Spikes/Poison Jab/Superpower

With the given EV's Yumeko can out speed base 80's with up to 16 points of investment along with 168 speed TToyohime and APatchouli while maximizing her bulk and her ability to hurt things in the everything. Yumeko boasts the strongest pursuit in game, allowing her to clean OHKO or cripple most mons that do not resist it or pack hefty physical bulk on the switch making her one of the few truly reliable counters to omg nuclear attackers suck as Attack Flandre or Attack Patchouli. Blade flash picks off faster threats while sculpture ends wish/Detect shenanigans. The last spot can be used for either spikes to abuse Yumeko's decent bulk or a coverage move to hit annoying hearts and waters.

Set: Swords Everywhere

Yumeko @ Lum Berry/Maid Outfit
Ability: Guard Armor
Evs: Hp 8/Atk 252/ Spd 248 Or Hp 164/Atk 252/Spd 92
Jolly nature (+Spd,-SpAtk) Or Adamant nature (+Atk,-SpAtk)
-Swords Dance
-Sculpture/Blade Flash
-Killing Bite/Superpower

With her fantastic bulk and amazing typing Yumeko is quite capable of dancing with pointy things however her low speed is an issue making her a huge fan of baton passers. With a jolly 8/252/248 spread Yumeko out speeds + speed 135 base mons at +1 while an adamant 164/252/92 spread allows her to outrun +speed base 140's at +2. Outrage and sculpture provides a potent STAB combination while blade flash offers priority. Killing bite is just here to nail ghosts while superpower is for big boy Tensoku.

Set: Predictions Bitch, Predictions
Yumeko @ Special Bloomers
Ability: Guard Armor
Evs: Hp 200/Atk 252/Spd 52
Adamant nature (+Atk,-SpAtk)
-Blade Flash
-Poison Jab

Banded Pursuit is stupidly powerful allowing for a clean OHKO on -1 AFlandre and ARemilia on the switch through resistance. Blade flash is blade flash and allows Yumeko to easily pick off threatening sweepers while poison jab and superpower provide powerful coverage options.

Yumeko likes having team mates that can take heart, fire, faith and earth hits aimed her way making Luize a near ideal companion thanks to her combination of typing, ability, and even heal bell + wish support. SD Yumeko loves speed boosts and can come in on many of SYamame, Lily Black, and THatate's weaknesses.

Options: Yumeko has access to taunt to either set up SD's or annoy walls however the 4MSS is strong with her so its pretty situational. You can also do plain silly things like running a -Def/SpDef nature alongside thunder to nail Kisume and HEirin if your Agastya. Its also worth noting that her sets are pretty much mix and match depending on the needs of your team.

Counters: While almost nothing enjoys swapping out of Yumeko bulky waters and fires love to swap in on her, HEirin, TToyohime, DMokou, Tensoku and Kisume fear almost nothing Yumeko can do while Rin continues to be a hardcore stop to any and every steel type not packing waterfall.

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