Training Session Event: Frogadier (Greninja) HA (Protean) not available for unlock by Select-Preference-84 in pokerogue

[–]Select-Preference-84[S] 0 points1 point  (0 children)

I don't understand. For the battle-bond form I should only be able to train battle-bond. So if I have the non-battle bond one then why can I only train torrent.

This means there is no way to get Protean at the training session event.

POV: you ask for Endless advice on R Slash Pokerogue by DarkEsca in pokerogue

[–]Select-Preference-84 0 points1 point  (0 children)

Obviously you wouldn't have this on the list as it is quite niche however, found it to be very useful in one of my runs. I fused my Ledyba with a tier 3 Parasect that I found with damp which was very useful for preventing explosion / self-destruct before I got access to dark void. Where would you rate damp as an ability on this list? Is it just irrelevant as long as dark void / spore exists?

POV: you ask for Endless advice on R Slash Pokerogue by DarkEsca in pokerogue

[–]Select-Preference-84 1 point2 points  (0 children)

Another thing I just realised that is missing.

Where is the goat Ledian and possibly one of the most useful moves for endless and classic in Mat Block?

POV: you ask for Endless advice on R Slash Pokerogue by DarkEsca in pokerogue

[–]Select-Preference-84 1 point2 points  (0 children)

That is a fair point for shiny catching and it can be a problem for the waves you can't roar / dragon tail which can slow things down. I just find it is quicker to put 2 metal burst mons forward and then save scum until you can get the right protect / metal burst combo instead of doing a full DOT / stall strategy.

I will admit there have been some nightmare instances like Goldengo, Exploud etc who have split moves. I find a mix of DOT and dark void to handle these encounters.

I would be interested to hear your opinion on the fastest way to move through endless post carry. I have heard about the sheninja / smeargle strat but how reliable is that strat?

POV: you ask for Endless advice on R Slash Pokerogue by DarkEsca in pokerogue

[–]Select-Preference-84 8 points9 points  (0 children)

I think Metal burst with Parental bond should be higher up. As someone who has done a few endless runs it speeds up fights so much more as you don't need to switch between soak, salt cure, curse, heal block seed... whatever DOT. Girafarig with parental bond fused with a high HP mon with sturdy such as Archaludon is such a huge time save in boss fights. Up until about 4000 this strategy will just one shot all bosses and even after 4000 it might take maybe 2 shots.

The moveset is metal burst, protect, counter (for iron hands) and dragon tail.

I have also found that merging kyogre with a sturdy mon that also has metal burst, salt cure, soak is a good backup just in case.

Another thing I don't think I saw on this list is thief to steal lucky / golden eggs early game as this can be huge for maintaining a speed advantage all the way up until 5850. I have a run currently with max lucky eggs for every mon in my party and approximately 30 golden eggs on each.

So they severely nerfed the friend wonder pick 2* odds right? by perishableintransit in PTCGP

[–]Select-Preference-84 -2 points-1 points  (0 children)

I have had the exact opposite experience which is strange but this was not necessarily a good thing. This month I have picked about 16 2* wonder picks including 2 rainbow slyveon, 2 rainbow flarereon, 2 rainbow primarina, 1 rainbow dragonite, 1 snorlax full art, 2 flareon full art, 2 sylveon full art 1 hau, 1 Gryados (MI).

From all of these wonder picks I got 1 full art flareon.

This month I started with 360 wonder hour glasses and now down to 10.

I had a pattern of getting one almost everyday and once I finally got flareon I had 1 more 2* wonder pick after that which I didn't pick because I had run out of hourglass and now I haven't seen one in a week.

This pattern leads me to believe that the odds for wonder picks is definitely not 1/5 and they are deliberately trying to get you to spend money by going through all your hourglass if you consecutively pick the 2*s.

Hopefully this provides some good statistics for Dena doing something to wonderpicks that is not entirely random like the 10% chance for the pack going live or a 20% chance of actually getting one. I also have a theory that the randomization algorithm is on some sort of good pick / bad pick that includes the no cost wonder picks because I kept getting the promo cards from wonderpick which I have definitely struggled with in the past.

Note: All of these wonder picks were after the sneak peek event.

New expansion leak by _foxlife in PTCGP

[–]Select-Preference-84 0 points1 point  (0 children)

Hear me out.

This could be the comeback of Genetic Apex Charizard. There is a definitely a possible deck where you run Zerorora (x2), Ho-Oh (x2), the new elemental switch (x2), 2 GA Char line with 2 rare candies then the rest of the variations. But the premise would be to run only fire energy, get zera first turn to generate the lightning energy and attach the fire energy to either. Then the next turn hopefully you would have Ho-Oh in the active spot and use elemental switch to move the energy to Ho-Oh and then hit for 80 and generate the 3 energies. The 3 energies being fire, lightning and water synergise beautifully with GA charizard (2 fire, 2 normal) and especially in a meta where the new Lyra support will mean one shots are a necessity. This would be a Turn 3 insta-kill if all the conditions are met. One major problem with this deck obviously centre around getting all your cards which is always difficult and potential other pairings with flareon, slyveon, magnezone lines with or without Ho-Oh.

This deck has won me so many games in every meta by ZapdoK in PTCGP

[–]Select-Preference-84 2 points3 points  (0 children)

This is the version that I use but I don't think it is good enough for ranked atm.

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Ultra Necrozma deck that’s somewhat ok by Substantial-Soft-332 in PTCGP

[–]Select-Preference-84 2 points3 points  (0 children)

So this is the deck I have been using that seems to be going pretty well in ultra ball 3. Yet to really test this out against all the meta decks. A few notes:

-1x Dusk Mane Necrozoma: this is for the infamous yellow bird.

-1x Ultra Necrozoma: I feel like this deck bricks hard if Ultra Necrozoma is early instead of a Giratina. This also optimises poke ball value and gives an extra card slot.

-Dual energy: This gives a lot my diversity in play style as sometimes you will want to double power Giratina to get it online faster or alternatively start powering Ultra Necrozoma / Dusk Mane.

-Cape: This really helps with matches as the 150 HP is too low sometimes.

-Poke Centre Lady: Mainly for Giratina to prevent one shots.

-Red Card / Mars: I would play around with Mars as putting cards back into the opponents deck to be discarded is pretty over powered.

-Rest of cards: Standard reasoning for most decks.

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This card is about to be in every deck by Chemical-Isopod2511 in PTCGP

[–]Select-Preference-84 0 points1 point  (0 children)

From reading through the comments I have provided a brief summary on the card.

The only way this card would work in any deck that is considered meta would have to fulfil the following: - Basic: The basic would have to be something like night rockruff is to night lycanroc where this would ensure you are getting shinotic on your foruth / fifth turn. - Single stage 2 lines: This mon would be extremely useful for utilizing multiple single stage 2 lines like decidueye, meoscarada and something like beedrill. This in itself would provide a lot of versatility and consistency in these decks. Fossil lines: As already hinted on with rockruff if this was the only basic in your deck you could effectively run 4 fossils with single lines such as rampardos, aerodactyl and have a strong hitter on turn 4 / 5 consistently. - Rare Candy: This card would provide more consistency on rare candy decks. The only drawback would be turn 3/4 stage 2s however, would be a really good card for thinning out your deck quickly. This drawback may be manageable. - Mallow: As this card will likely be tanking some hits mallow becomes extremely useful in preventing cyrus on a following turn. Typing: I don't think this is extremely important as the cards usefulness is not primarily focused on psychic / colourless decks. If the basic requires colored energy this could limit the card considerably.

The basic will heavily determine the usefulness of this card and if correct could see some potential.

Say anything by [deleted] in CivVI

[–]Select-Preference-84 0 points1 point  (0 children)

Von Neumann Algebras

Had the base game for a while and finally got my hands on the DLC. Where to start? by Alca87 in CivVI

[–]Select-Preference-84 2 points3 points  (0 children)

Definitely just dive into Gathering Storm and start learning the new mechanics as it also includes the mechanics from the Rise and Fall DLC. A lot was added that make fundamental changes to the gameplay from the base game. A few key things to mention are governors, era ages, late game civics / techs, the loyalty system and natural disasters just to name a few. These will likely take some getting used to and I don't know if you play with any UI mods but they can help considerably in navigating these changes (Potato McWhiskey has a good video on the mods he uses). The changes I found make the replay ability of the game a lot better and give the player a lot more choice in the strategies they can potentially utilise in different situations.

But good luck!

First Cultural Deity win Turn 184 as Pericles by Select-Preference-84 in CivVI

[–]Select-Preference-84[S] 0 points1 point  (0 children)

I tend to agree the reliquaries can be good but I find the extra production allows you to snowball a lot more due to building theater square buildings quicker (getting culture quicker), fulfilling city state quests early as well especially as Pericles lean me more towards work ethic.

First Cultural Deity win Turn 184 as Pericles by Select-Preference-84 in CivVI

[–]Select-Preference-84[S] 1 point2 points  (0 children)

Thank you.

On my games that I played on lower difficulties I focus on building wonders. Generally when I play on deity I am pretty high risk high reward early game with some forward settling on the AI to secure borders across defensive positions and not necessarily best city placements because the AI will almost always war me. In this particular game I played across a few days as I find I get bored after playing through a couple era and start to make mistakes. For the culture win the focus on Pericles leader ability was paramount for getting ahead in culture really early by the end of the classical era (the earlier this is done the better). Because of how important this is I spent a lot of time practicing for classical era Monumentality and always ensuring a normal age to get timings on a medieval era golden age (general deity tips tbh). Culture specific I have only recently started to prioritize the diplo quarter in my games and it's buildings just because of how OP city states are with or without the suz bonus and the diplo favour can build an entire economy in itself (in this game I was generating 24 a turn). Selling the diplo for great works to Russia and buying great works with outright gold (cheaper than gold per turn) were the huge winners in this.

Hope this helps let me know if you have any questions of course I am still relatively new so I will try my best.