+Ancient Moderoid
  • Content count

  • Joined

  • Last visited

Community Reputation

3948 Godly

About canasian

  • Rank
    more concerned with his rims and his timbs than his women
  • Birthday 05/10/94

Contact Methods

  • AIM

Profile Information

  • Gender Male
  • Location Boston, MA

Recent Profile Visitors

13283 profile views
  1. guys when did donger become so good
  2. Someone tell me about that Madolche deck, it was one of the few features I missed on Saturday and I'm curious what it did
  3. Crab's design is great I just wish it had a more interesting typing or ability; from what we know about it now it just seems like a worse Conkeldurr/Sawk :/
  4. In other news, this is my new favorite thing in UU: Tentacruel @ Black Sludge Ability: Liquid Ooze 4 Def/252 SpA/252 Spe Timid Nature -Rapid Spin -Hydro Pump -Sludge Wave -Ice Beam CORE SHREDDER SHREDS YOUR CORE At this point a lot of the surprise is gone, but when this set first started seeing play a few months ago the idea was that everyone would go ahead and stay in with their Nido/Krookodile/Mamoswine in a lead situation vs. Tentacruel, thinking they can safely go for a Ground move to pick up a kill, and then when they get outsped and die to Hydro Pump the team immediately becomes much weaker to Mega Aero and possibly has to play the game without Stealth Rock. Pretty much anything that likes ground-types eliminated or Fairy/Grass-types chipped away loves this as a partner
  5. BERD is the best team Chris and I used to play it in NU with Swanna/Staravia/Dodrio/Swellow/Pidgeot/Murkrow, it's hilarious except that you will always run into a Regirock
  6. Some cool things that were announced today: -Tortunator is a fire-dragon flaming kappa thing with Shell Armor and its signature move is basically Counter -Rockruff gets Stealth Rock -KOMALA GETS RAPID SPIN, GOD KNOWS WHY OR HOW BUT I LOVE IT
  7. I mean that's no different than the video games, sometimes the cover legend just stays in the first ball you throw and sometimes it takes 10 tries to catch a tentacool
  8. Tornadus 2hko's bold Clefable while also stopping any setup/recovery but seriously guys it's not like it's impossible to save Ferrothorn in the back when Clef shows up in team preview
  9. Yeah unfortunately stacking Clef checks tends to make any given team a lot more susceptible to Clefable's common partners (ex; adding Heatran to this team would make Keldeo even harder to handle), the game plan if Ferro goes down too early is to keep Clefable at bay with Taunt or +2 earthquakes to give my own Clefable the opportunity to come in and get twave off first. Basically there's just too much bullshit in Pokemon in 2016 to cover all of it with multiple checks
  10. Discussion about online/competitive play been kinda dead lately so I wanted to share a team I've been playing with. Nothing is terribly interesting (in fact, I'll admit that I was a little lazy building this team and it's pretty much just a collection of the 'mons I'm most comfortable using) but I think it's a pretty strong bulky offense team that handles the current ORAS OU metagame pretty well. Ferrothorn @ Leftovers Ability: Iron Barbs EVs: 252 HP / 88 Def / 168 SpD Relaxed Nature IVs: 0 Spe - Spikes - Leech Seed - Protect - Gyro Ball Lazy teambuilding choice #1 right here - Ferrothorn is a pretty catch-all check to the things that my offensive members can't handle, like Mega Diancie, scarf Jirachi, and Clefable. Also provides Spikes which work really nicely with Medicham and Tornadus to capitalize on the switches they force. Went with Gyro Ball over Power Whip, which is my go-to, because this team lures bulky water's with Medicham well enough already. Medicham @ Medichamite Ability: Pure Power EVs: 252 Atk / 4 SpD / 252 Spe Adamant Nature - Fake Out - Thunder Punch - Ice Punch - High Jump Kick Medicham has gotten a lot of hype lately which is why I wanted to throw this team together and play the ladder a little. And I have to say, the hype is not unwarranted - with an Adamant nature pretty much nothing can handle this thing. Fake Out has some decent utility and dropping Zen Headbutt to run both of the BoltBeam punches really eliminates the coverage issues Medicham was always known for having (at the cost of not killing Fairies quite as reliably, but ffs Calm Clefable is 2hko'd by High Jump Kick with minimal prior damage so I wouldn't call that too concerning). Overall just an absurd wallbreaker that most balance teams simply won't reliably answer without sacking something to it. Tornadus-Therian @ Life Orb Ability: Regenerator EVs: 4 Atk / 252 SpA / 252 Spe Hasty Nature - Hurricane - Knock Off - U-turn - Taunt Tornadus is the ultimate glue-mon, whether it's an AV set on balance or a Life Orb set for offense. Knock Off isn't especially standard on LO sets but I think it's the best move to pair with Taunt, making it much easier for Medicham or Garchomp to break past things like Slowbro or 'mons with Protect. Garchomp @ Lum Berry Ability: Rough Skin EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Swords Dance - Stealth Rock - Earthquake - Dragon Claw For awhile Rocky Helmet Garchomp was my go-to Stealth Rock setter on offensive teams, but in this case I wanted a little more offensive power behind my Dragon so I went with Rocks+SD+Lum. It's still somewhat reliable as a stealth rock setter, and people will play around it really carefully with their weaker physical attackers like Ferrothorn or defensive Jirachi which gives it an opportunity to SD and soften some walls. I also think this set is ideal to pair with Rotom-W since it gives me a more reliable Talonflame answer. Rotom-Wash @ Leftovers Ability: Levitate EVs: 248 HP / 200 Def / 60 Spe Bold Nature IVs: 0 Atk - Hydro Pump - Volt Switch - Pain Split - Will-O-Wisp And we're back at the lazy teambuilding. Rotom-W fell out of favor for awhile but it's risen back up in usage lately. Speed creep is ever so slightly higher than standard because with a Ground-type that can shrug off Will-o-Wisp I felt pretty comfortable outspeeding opposing Rotom's. Clefable @ Leftovers Ability: Magic Guard EVs: 252 HP / 168 Def / 88 SpD Calm Nature IVs: 0 Atk - Moonblast - Thunder Wave - Calm Mind - Soft-Boiled And of course it wouldn't be one of my teams without the dead standard Clefable set; I'm pretty sure I have some mental block that stops all my teams at 5 and slots a Clef in at the end. Twave is broken and makes this team more comfortable around Scarf 'mons and also makes Heatran my bitch which is my favorite thing. If you're interested in playing around on Showdown for the last 4 months of the ORAS metagame, this team is a pretty cool starting point. While I realy built the team to use Medicham, the mega slot is actually pretty customizable - Lopunny would work pretty well at the expense of power for a much easier offense matchup; Scizor could give the team a more slow and steady pace provided a different Spike user is chosen; even Charizard-X or Gyarados could provide a more definitive win condition. Import:
  11. Also that guy getting salty over losing a totally clean game was mildly amusing
  12. This is just a team I threw together because I was getting tired of UU and wanted to play something different, absolutely nothing out of the ordinary The reason I wanted to post this is because jesus fucking christ Medicham ohko's Dragonite through Multiscale what the fuck
  13. This seems like a good situation Best of luck, rei, I hope everything goes well for you
  14. According to serebii it triggers whenever any mon on the field dies, so in singles it essentially functions as a moxie for special attack
  15. I'm super excited by the glacier and volcano islands that are right next to each other I actually love this region map