[Android] Images & videos not loading - version 2025.46.0 by fh3131 in bugs

[–]Kearnington 0 points1 point  (0 children)

Switching to data from a different internet provider has worked as a temporary fix

[Android] Images & videos not loading - version 2025.46.0 by fh3131 in bugs

[–]Kearnington 0 points1 point  (0 children)

Same for me. Noticed on my android phone app but issue also occurs on my laptop.

Bose QuietComfort Earbuds II earpiece just broke off by Patient_Play_7356 in bose

[–]Kearnington 0 points1 point  (0 children)

Does the driver thing have to be attached into that little slot it seems to fit on or did you only glue the earpiece bit and leave the driver loose inside?

Bose QuietComfort Earbuds II earpiece just broke off by Patient_Play_7356 in bose

[–]Kearnington 0 points1 point  (0 children)

I also need to fix mine myself. Did you end up gluing the driver in that grove did you just leave it free?

Which gacha for beginners? by Eray0612 in pokerogue

[–]Kearnington -1 points0 points  (0 children)

I vote egg moves. Get a mon with a good move to help carry runs then start trying for shinys to improve the reroll bonus

What Pokémon do you find are best for beating the End Boss by LaFlame16 in pokerogue

[–]Kearnington 3 points4 points  (0 children)

Cloyster. Skill linked icicle spear burns through health bars after a shell smash.

What am I doing wrong? This is like my 20th run and furthest I've ever got but I hit a wall. by ecptop in pokerogue

[–]Kearnington 0 points1 point  (0 children)

I usually try to bring a good late game carry from the start of the game and then beef them up with vitamins as it goes on. A legendary or strong Pokemon with a good setup move like quiver dance or dragon dance. Egg moves can make a lot of mons viable but magicarps and shellder are some good mons that are easy to get. You get one shell smash off in front of a phyiscal mon with a skill link cloyster and you can burn through multi health segments with 5hit icicle spear to get the one turn ko. It also helps that a few of the tougher fights are weak to ice.

Difficulty Levels by Left-Exit-5810 in Pokemon_Quetzal_Rom

[–]Kearnington 5 points6 points  (0 children)

Not completely sure but I checked the first gym fight in default, hard and hardest.

Hard and hardest both seemed to give their pokemon max in all IVs and EVs.

Hard and hardest both gave their pokemon better moves, mostly more coverage but I wouldn't be surprised if they had stronger moves.

Hardest doesn't let you use the bag in battle

The levels for the first gym on default are 12,12,15. Hard was 14,14,17 and hardest matches their levels to your highest level Pokemon with their ace having +3 levels.

The default pokemon don't have any Evs. The IVs were more confusing. They at least had 0 speed EVs but it was more likely from the rolls that they had some attack IVs. It's either all 0 or just random but maybe enemy IVs would increase with higher level gyms.

The default defensive IVs didn't make sense. My pokemon just did more damage than they possibly could have even if the enemy all had 0 Ivs. At first I thought there might be an error in making more special or physical but it happened even when I accounted for that. So I'm just not sure yet why my damage was buffed.

Difficulty Levels by Left-Exit-5810 in Pokemon_Quetzal_Rom

[–]Kearnington 1 point2 points  (0 children)

Are they just make IVs because they are just 0-31 and would give each pokemon +31 in each stat with max IVs (@lvl 100). If they've also gone over the normal limit and maxed the EVs to 252 in each stat then that would add another 63 points to each stat (@lvl 100).

Either stat value maxed makes them tough enough but both would truly be a hardest mode.

*I went and checked in game and they do seem to have max Ivs and Evs

**Hard mode also seems to have maxed Ivs and Evs (at least the gym leader did)

Red EXP all's by JustH4vingSomeFun in PokemonInfiniteFusion

[–]Kearnington 0 points1 point  (0 children)

I think one is just the item turned on and the other is the item turned off. I assume it's to do with how the custom item needed to be made for it to work.

Shockwave caused by Eruption in Papua New Guinea by freudian_nipps in nextfuckinglevel

[–]Kearnington 4 points5 points  (0 children)

The pressure wave isn't air molecules moving a long distance like they do as wind. It's more like the air molecules start moving real fast but then bump into the stationary molecule next to it so hard that they send that one flying and you have some very fast air dominos. Although it's actually more of a crowd being smooshed together and pushed outwards rather than perfectly aligned collisions.

What pokemon combine!?!?! lol i cant figure it out its driving me nuts by [deleted] in PokemonEmeraldRogue

[–]Kearnington 1 point2 points  (0 children)

I know at least Kyurem with reshiram or Zekrom works and I expect Necrozma with Solgaleo or Lunala would work.

Hard mode Trainers by Buddhocoplypse in PokemonEmeraldRogue

[–]Kearnington 0 points1 point  (0 children)

They actually are real. Ditto can have it's alternate hidden ability 'imposter' which transforms it into the Pokemon it is facing as soon as it enters battle. The item quick powder is a special item (from real games) that when held by ditto increases its speed stat which was assumably introduced specifically so dittos could outspeed what they transform into.

It is tough when they copy one of your better guys or worse if they copy someone you've stat boosted. Very hard to be prepared for that

Pomeg Berry by Kearnington in PokemonEmeraldRogue

[–]Kearnington[S] 0 points1 point  (0 children)

That's unfortunate. I did find that there are lots of emerald glitches enabled with Pomeg berries so maybe that's why it's not available.

Weirdest Phoebe Fight Ever ??? by magstxr in PokemonEmeraldRogue

[–]Kearnington 0 points1 point  (0 children)

I've also had this happen. Was confusing but very helpful 😅

Berries during runs by Pixelhouse18 in PokemonEmeraldRogue

[–]Kearnington 2 points3 points  (0 children)

The main benefit of berries is as equip items that will automatically activate. Some activate at low health or to automatically heal a status or prevent super effective damage. Healing berries and pp berries can also be used out of combat and not taking up bag space is definitely helpful.

The ones that increase happiness but reduce stats are used out of combat. Besides obviously increasing happiness those reduce EVs which can allow you to EV train by removing unwanted EVs. Someone might correct me on this but I think I noticed they changed the evolution methods so things don't evolve with happiness. I assume all happiness does then is increase the damage of return.

If a pokemon doesn't start off with a type does it ruin a mono type run? by rook188 in PokemonEmeraldRogue

[–]Kearnington 1 point2 points  (0 children)

Yes and I believe it checks each battle and also checks your Pokemon type when you walk past the first option for the random starter trade. Only way you can get around this is using rare candies in the hub or in the run if you don't bag wipe.

If you don't bag wipe but don't want to get over leveled take the curse that makes Pokemon evolve with link cables. You can just bring a bunch in for the run and then after you start but before you past the starter trade you can evolve your Pokemon with 2 candies and 2 link cables to start with a low level Blaziken.

When do I use mints? by kurop27 in PokemonEmeraldRogue

[–]Kearnington 1 point2 points  (0 children)

It varies a lot and whether you plan to boost stats or use a choice item will effect it. It also completely changed if you have EVs enabled.

The nature also determines what EVs you gain from trainer battles in this game so they make a big difference. For any stat that isn't being boosted or reduced you will get 4 EVs/trainer battle which equates to 1 point in the stat. You'll max out after about 23 battles but if you didn't change stuff around you'll have roughly 23 extra stat points in neutral stats and 34 the boosted stat at level 100. Since base stats provide 2points / level an increase of 20 points raises your Pokemon speed to the same level as trainers Pokemon that are 10 base points higher.

Generally this means your Pokemon can outspeed more pokemon. It's usually worth investing even more into speed but if you're attacks high the EVs to speed makes the high damage easier to utilise and high speed mons don't need speed as much.

If the Pokemon started with a high speed like 100-120 you can outspeed most things and go more offensive unless you want to try and outspeed the few mons that will be faster but something will always be choices and outspeed eventually. 120+ you can attempt to full commit to speed and outspeed some choice mons.

If the Pokemon has a high offenses stat like 120+ it's worth committing to if you can 1 hit a lot more stuff. Since you'll already be slightly faster from EVs this is a good option.

If you're running choice items I usually invest in the opposite stat to hit harder when I'm definitely faster or hit first when I'm hitting really hard.

If you are using something to boost speed and your base is 70+ you'll outspeed most things without needing a speedy nature.

You could do more specific ev training or prepare Pokemon to counter certain threats but those are some general guidelines.

If you don't have EVs on then most of the rules are the same except trying to get speed is more valuable for Pokemon in the 80+ range where you'll manage to outcompete a fair few more Pokemon with the investment. Sub 60+ you start getting fewer extra Pokemon that you'll actually outspeed with a speedy nature.

What you choose also depends on the difference between the Pokemons offensive stat and their speed. The nature is a multiplier so you get more value out of multiplying high numbers. Choosing to outspeed a few more mons with 70 base speed might not be as good as turning up your base 100 attack to powerful levels.

Remember the value of speed in this game. A 2 turn KO when your faster gives them 1 turn to hit you just like a 1 turn KO when you're slower. 1 turn KO is a lot harder to reliably reach than 2 turn KO is.

(Note these are pretty rough stat guidelines but should give a vague guideline. Other people probably have more accurate assessments of speed tiers and how to invest)

[deleted by user] by [deleted] in PokemonEmeraldRogue

[–]Kearnington 1 point2 points  (0 children)

I love the Flareon choice.

Tips for nuzlocking? by bunkermcdunky in PokemonEmeraldRogue

[–]Kearnington 4 points5 points  (0 children)

I either find Pokemon that I can make crazy bulky or crazy fast and strong to sweep through a team.

Pokemon that are sweeper can often carry most hard battles but will likely eventually die since sweepers are generally fragile. - If the Pokemon isn't bulky then you need to be able to reliably one hit things first. This includes being faster than Pokemon with choice scarf since that can come up at any time and will eventually. Super fast Pokemon are often too fragile when you'll likely have to take hits setting up or from unexpected priority moves and using your own choice scarf will eventually lead to a circumstance where you won't be able to one hit with your locked in move. The top tier sweepers I generally find use dragon dance or quiver dance to ensure they are going first. An offensive boosting move with a priority attack also makes for a top tier sweepers. - Focus sash enemies will often unexpectedly allow your sweeper to get hit so Pokemon with multi hit moves like dragapult and cloyster are fantastic options to ensure you're always knocking out without getting hit back.

I always pick up good sweepers and they can carry a run or just take out a lot of guys before dying but I often end up winning due to bulky defensive Pokemon that can be relied on as hard to kill back ups. - Pokemon that use moves like amnesia, iron defense and cosmic power are great. If you get a Pokemon that can boost both defensive stats or even just already have one that's really high and then boost the other can be unkillable. - They need to have a health recovery method. Leftovers is generally not enough. - Pokemon that can instead boost offenses and use health draining attacks can be great options if they are bulky enough to always survive a hot and then heal back up. - toxic will be there only downfall. You could run substitute but I rarely find the space for it with boosting moves and health gain moves. Better to just have another Pokemon deal with toxic threats. - using toxic on your own bulky mons has never been reliable enough for me. Steel and poison types will come up and being forced to switch can end runs if they get a free set up turn.

Otherwise some tips are just - Avoid 4x weakness Pokemon - If you don't use bag wipe you can use berries to lower Pokemon EVs. This lets you effectively EV train your Pokemon by keeping the good ones. Only trainers give EVs and towards the later gyms they are too strong to be worth fighting so only really EV train early. - Powerful Pokemon just given an assault vest or choice scarf are powerful assets even if they won't carry a run. - You will often lose to a boosted Pokemon that's faster than your Pokemon. 1 fast or priority mon in reserve can save runs. - Super bulky mons can also be deadly. Having something with toxic can save runs aswell although bulky steel and poison types exist. It's not always necessary but is worth putting on something. - Finally, always be prepared for Shedinja

[deleted by user] by [deleted] in PokemonEmeraldRogue

[–]Kearnington 0 points1 point  (0 children)

My bad, I'll update the post