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PTR
10.2.7
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10.2.6
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Solar Beam
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Post by
404700
This post was from a user who has deleted their account.
Post by
hashmel
I think there's no reason this couldn't be posted in the class changes thread instead of a completely new one, same with the "what do you think of the new eclipse" thread just down the page but whatever.
Solar Beam will only be "OP" against idiots that stand in it when they're perfectly capable of moving.
Combined with Roots it will make a powerful combination though, roots will keep them in place so they can't melee or leave Solar Beam and Solar beam will keep them silenced unable to assist their team and for some classes it'll prevent them from casting any snare-breaking spells or even heal while they're standing idly by. Just gotta catch em when their trinket is down which shouldn't be hard with a preemptive Cyclone, nobody likes to be Cycloned.
Post by
TheJohan
Also, some specs rely heavily on standing still to get their big spells going, Holy Paladins in particular. Throwing well timed Solar Beams could seriously screw up their day.
Post by
Thror
Shamans are gonna get Hydro Pump and Mages get Fireblast. Oh, wait...
Post by
hashmel
Sky Attack > Rage (the original mechanic in R/B) > All
Also,
Shuckle > All
Post by
365547
This post was from a user who has deleted their account.
Post by
Thror
Jeez, this thread makes me want to play pokemon.
Also, i wonder how would said Shuckle stand against a Meteor Smash from my 405-attack (maxed attack IVs and EVs) Metagross, who has had a max attack boost Baton Passed from a Scizor.
(i specialized in water, steel and dragon pokemon)
Post by
hashmel
Rest (mandatory)
Snore (very strongly recommended to keep the opponent from controlling the fight, Sleep Talk is decent but not as good in the longrun)
Rollout (mandatory)
Curse/Defense Curl/Protect/Double Team (highly recommended but not really mandatory, it's the only place left to defend against 1H-KOs)
Rest to fully heal, recover from any ailment and %^&* people off.
Snore to keep on the offensive while sleeping.
Rollout is the key to success, nothing is immune to it and it deals exponentially increasing damage making Shuckle's nonexistent offensive stats a non-issue.
Curse increases offense and defense at the cost of speed which Shuckle largely lacked.
Defense Curl increases defense and if used just before Rollout will double Rollout's damage at the start which would then increase exponentially as usual. Kind of useless for defense as he was able to actually cap his defenses before even using it 6 times but great for offense.
Protect to negate Shuckle's only real weakness, 1H-KOs.
Double Team would increase his evasion reducing the chance that all abilities would hit him. (excluding Swift and the like)
The cartoon and movies are asinine and the new games are terrible. ("Lets put my big-ass Rhidon in a dress then run around picking and planting berries!") It was honestly a solid game up till G/S where it was still about making the best team you can of the types you like with the occasional 1-Pokemon army and destroying someone's entire team with it.
Shuckle is the original Feral Tank.
Post by
Thror
Oh come on Hashmel, i destroyed the entire storymode with a Blastoise and Butterfree in Blue, and with a Feraligatr and Alakazam in Silver. They were not that hard.
The new games are pretty cool IMO, lots of new stuff. Sure, there is the fricking silly dress-up minigame, and the berry planting, but you can simply do not do these things at all, like me. All i did was creating a team of badass pokemon, and beat the Battle Frontier (the best single player challenge you can get in any pokemon game, period).
Dividing all attacks into physical and special was also an awesome step. No more "feraligatr has good attack but his type is water, so there goes wasted STAB".
Post by
365547
This post was from a user who has deleted their account.
Post by
hashmel
Meteor Mash
Type steel
PP 10 (16 max)
Power 100
Accuracy 85%
Effect 20% chance of raising the user's Attack stat by one stage.
Rollout
Type rock
PP 20 (32 max)
Power 30
Accuracy 90%
Effect Rollout inflicts damage over five turns, doubling in power for each consecutive hit. The power will reset after five turns or if Rollout is interrupted. The power of Rollout is also doubled if Defense Curl has been used previously by the Pokémon and the user has remained in battle since then.
30/60/120/240/480 or if Defense Curl was used 60/120/240/480/960
Rollout would deal 1/2 damage to Meta and Meteor Mash would 2x damage to Shuckle since it's super effective to rock and deals normal damage to bugs, both would recieve STAB to their respective abilities increasing Meteor Mash's power to 150 and Rollout's to 45/90/180/360/720 or if Defense Curl was used 90/180/360/720/1440
During those 4 turns it'd take to set up Swords Dance x3 and Baton Pass, Shuckle could get in 4 Double Teams or a Defense Curl and 3 turns of Rollout. Or since Meta is from later despite my experiences with Shuckle being from Gen II I could use Defense Curl, Power Trick then get 2 turns of Rollout during those 4 preparatory turns. Or just to be a @#$%^&bag Shuckle could keep Encore and have Scizor spam Swords Dance, preventing it from using Baton Pass while it gets killed and most likely be on Rollout's 4rd turn when Meta comes out. =)
...Damn it was such a good game at the time.
btw, little fact I found while surfing Bulbapedia.
Although the circumstances would be nearly impossible, using Rollout, a level 100 Shuckle can potentially deal the most damage in one single attack through the use of numerous stat boosters, by using Helping Hand, Metronome held item, Power Trick, a Skill Swap to Pure Power or Huge Power, and the Defense Curl/Rollout combo. Also, Shuckle's partner must have the ability Flower Gift and the weather must be sunny. On the 5th impact of Rollout, if used against a level 1 Ledyba or Yanma that have been hit with negative Defense modifiers (such as Screech), it can deal
213,896,052
damage with a critical hit.
Post by
Thror
Poor Ledyba.
Also: In this episode of Pokémon! Showdown! Blissey versus Shuckle! Episode 245.783!
Anyway, i wonder what would it take to put down a Shuckle then. Would require some clever tactics. I personally hate attacks that increase miss rate, missing a major attack is so annoying...
So... he can rest to free himself of any status ailment. That puts Toxic users out of the game. The only thing said shuckle would be vulnerable to would be Sleep. And freeze, but there is no attack that reliably causes a freeze. Also, shuckle has such heaps of defense and special defense, that relying on a pure sweeper to put him down would not be a good idea... unless that sweeper had a really good defense against Rock type attacks, maybe.
Maybe a Swampert? Pretty good offensive pokemon, has STAB water attacks which are 2x effective against Shuckle, and Rollout deals half damage to it (Swampert is pretty OP btw!).
edit: sry for typos, just took som medicine that makes me goofy... its awful, thought i could offset that with my generally goof self-control.
Post by
365547
This post was from a user who has deleted their account.
Post by
Meggie
I want a rainbow beam. Can only be cast in pony form.
"Rainbow beam creates a bridge over gaps. Can bridge upto 25 yards."
Post by
hashmel
/signs petition for rainbow beam
Just 49 more signatures to go.
Post by
Moush
Skarmory. Toxic to force the rest, lay spikes if you do rest. Whirlwind when it wakes up. Arial Ace to pick it off at low health (and to go through a potential double-team spam).
Skarmory was a team standard back in the day.
Protect is largely useless for 1HKO attacks, as he can have the ability Sturdy, which prevents them altogether.
The real bull(*&^ was Dunsparse.
1. Serene Grace: Ability that makes additional effects of moves happen 2x as often.
2. Body Slam 30% -> 60% chance of paralyze
3. Headbutt 30% -> 60% to cause the target to flinch
4. Confuse Ray -> 50% avoidance
5. Screech -> to kill stallers like Shuckle, Blissey, Snorlax etc.
Holds either Lum berry (removes 1 status ailment) or Leppa berry (10 PP when a move reaches 0).
That's 18% chance to land a successful attack, and if you're underground they're boned!
And he gets STAB from Headbutt, and his base attack isn't THAT bad, so it would be doing a fair amount of damage.
Then again, I played a Normal mono-type team back in the day so I'm a bit biased. It was my Blissey-killer.
Post by
Kibbles
ironically this will be AWESOME against balance druids, since moving ruins Eclipse. Although maybe with the new system we won't have this problem.
Post by
466571
This post was from a user who has deleted their account.
Post by
404185
This post was from a user who has deleted their account.
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