CBC Improvement Thread
View Single Post
December 30th, 2011 (9:54 PM). Edited December 31st, 2011 by Anti.
return of the king
Join Date: Jul 2007
Location: Kobe's Reality
To add onto what Wolf said, please post saying what section(s) you plan on doing before actually doing them so that Wolf and I know not to do those sections. No one wants to do unnecessary work hehe.
[I will use this post to start on team roles and then ill go from there weeeeee]
- Differences Between In-Game and Competitive
II. Game Mechanics
- Move Mechanics
- Type Effectiveness
- Types of Moves
- Stat Mechanics
Natures are important to understand because they influence a Pokémon's stats, and sometimes this difference can be the difference between winning and losing. There are five neutral natures that do not modify a Pokémon's stats at all, and the other natures give one stat a 10% increase and another stat a 10% decrease. Scroll over each nature to find out how it is used in competitive play.
- Effort Values (EVs)
- Individual Values (IVs)
III. Battling Rules
- Wi-Fi (Team Preview):
- Species Clause: Two Pokémon of the same species may not be used on the same team. For example, having two Sableye on one team is not allowed.
- Evasion Clause: Double Team and Minimize are banned.
- OHKO Clause: Fissure, Guillotine, Horn Drill, and Sheer Cold are banned.
- Sleep Clause: No more than one Pokémon on the opposing team may be put to sleep. Rest does not count toward this total. If the Pokémon initially put to sleep faints, Sleep Clause resets and another Pokémon may be put to sleep.
In competitive play, Pokémon are grouped into tiers based on how effective they are. Pokémon may be used in any tier higher than than its own but may not be used in a tier lower than its own. For example, an UnderUsed Pokémon can be used in OU and Uber matches, but not in RU or NU matches.
: The Uber tier is OU's ban list, meaning that all Pokémon in the Uber tier are banned in OU matches. There is also an Uber metagame which is the only metagame that exists without any ban list.
(OU): The OU tier is competitive Pokémon's most popular metagame. Even without Uber Pokémon, there are still plenty of enormously powerful sweepers and equally formidable walls. Almost any style of play is usable which makes for a very diverse experience.
(UU): UU is the tier for Pokémon that are not good enough to be staples of OU play but are still good enough to be used on OU teams. UU is a popular metagame that offers a different feel than that of standard (OU) play.
(RU): RU is a tier new to the fifth generation. It is meant to serve as a tier where average Pokémon can battle it out. Some RU Pokémon are even usable in OU.
(NU): There are some decent Pokémon in NU, but for the most part it is the tier that is graced by powerhouses like Beedrill and Magcargo. The tier is called
Used for a reason.
(LC): Little Cup is a tier occupied by all first stage unevolved Pokémon. Matches are played with all Pokémon at Level 5. It is not very popular, but its fast-paced style can make for a great experience.
V. Team Roles
There are a lot of different roles that a Pokémon can fill on a team, and most Pokémon will fit into several roles at once. While it is not necessary or even desirable to have every role represented on a team, it is nevertheless important to know the terminology and to have a basic idea of the strategies battlers use to win.
A. Sweeper / Attacker: Sweepers and attackers are Pokémon that are used to do direct damage to opposing teams. They almost always power themselves with items like Choice Band or Life Orb and/or a boosting move like Swords Dance. Attackers and especially sweepers are all about hitting fast and hard. With the exception of most stall teams, there are at least one or two sweepers on nearly every team. Dragon-types are especially fearsome because they have high-powered STAB moves in Outrage and Draco Meteor that are only resisted by Steel-types.
- Set Up: Set-up sweepers use stat-boosting moves to strengthen themselves in order to more easily overpower opposing teams. They often rely on entry hazard support (especially Stealth Rock) to get opposing Pokémon in range to be OHKOed. They often do not appear until their counters have been weakened or eliminated, but they often struggle with strong Choice Scarfers and priority users.
- All-Out / Choice: All-out attackers aim to do damage for the sake of doing damage, which can obviously be pretty helpful. Most of them use either a Choice Band or Choice Specs to boost attacks that are already quite powerful like Close Combat and Draco Meteor. Especially on offense teams, all-out attackers are used to weaken the opponent's team enough that a set-up sweeper can set up and end the match in a late game sweep.
- Wall Breaker: Wall breakers (also called stall breakers) are used to break through cores of strong defensive threats. They are often mixed attackers with strong STAB attacks and diverse coverage. However, they can also be tanks that set up over multiple turns (like Calm Mind Reuniclus) or Pokémon that rely on instant attacking power (like Swords Dance Haxorus). Using a wall breaker is not the only way of breaking down stall teams, but it's one of the best.
B. Wall: Walls are used to absorb hits from sweepers and attackers so that they don't run wild. Walls need good defensive stats to be effective, but it's also important to have few notable weaknesses and some useful resistances and/or immunities. Walls can be especially difficult to take down because almost all of them have some way to recover HP, and they also like to spread around status.
- Entry Hazards: Entry hazard supporters come in three varieties: Stealth Rockers, Spikers, and Toxic Spikers. Entry hazards gives inflict "free damage" on opponents that can really add up. They are commonly found on stall teams as the primary form of dealing damage, but all hazards—especially Stealth Rock—are found on other types of teams as well. Since Stealth Rock is such a dominating presence in the metagame, most teams have a Pokémon that will "set up rocks" early in the battle.
- Revenge Killer: Revenge killers are mostly used on offense teams to deal with threats. Because offense teams will lose firepower if they use walls, they use revenge killers, which are usually equipped with a Choice Scarf, to come in after a Pokémon has fainted and to outspeed and kill the other Pokémon.
- Dual Screens: Dual screen supporters set up Reflect and Light Screen for eight turns (as they always carry Light Clay). They are almost always used in conjunction with set-up sweepers to allow them to survive long enough to set up and destroy a significant portion of the opposing team.
- Lure: Lures are used by offense teams to eliminate defensive Pokémon with the element of surprise. They are often popular Pokémon with unusual movesets that an opponent would not expect. the ideal scenario for a lure is that the opponent switches in what he thinks is a good check or counter, but the lure is carring an attack that will eliminate that Pokémon. In other words, lures prey on a false of of security, and because of how unpredictable they are, they are extremely dangerous.
- Trapper: Trappers are basically lures that require no deception. Anything with Arena Trap, Magnet Pull, or Pursuit can trap and kill certain Pokémon. The best example of this is MAgnezone. With Magnet Pull, it traps all Steel-types, which means it will be able to kill a Choice Band Scizor locked into Bullet Punch 100% of the time, removing a dangerous revenge killer for the equation. They are used to open up sweeping opportunities for teammates. However, a Shed Shell can be used to escape trappers, with the notable exception of Pursuite users.
- Baton Passer: Baton passers use stat boosting moves and then pass them to teammates with Baton Pass. There are often many of them on one team with only one or two main recipients of the stat boosts.
- Rapid Spinner: Rapid Spinners use
Rapid Spin to clear all entry hazards, menaing that if an opponent has set up two layers of Spikes, they will be gone after Rapid Spin has been used. Because entry hazards are so common, Rapid Spinnners are almost always useful.
- Rapid Spin Blocker (Ghost-type): To counter Rapid Spinners, many teams (especially stall teams) use bulky Ghost-type Pokémon to "bloc" Rapid Spin because their immunity to Rapid Spin means that the entry hazards will not be cleared.
IV. Team Building Basics
- Types of Teams
- Hyper Offense
- Baton Pass
- Team Core
- Team Synergy
VI. Battling Strategy Basics
- Team Preview
- Long Term Thinking
- Use the Simple Q&A, forum, server, etc for help
- Users can suggest changes to the guide if needed (via PM most likely)
amazing, pretty much
Also Known As:
Papa Anti, Big Sexy, Delishalicious
View Public Profile
Send a private message to Anti
Find all posts by Anti
Find threads started by Anti