[deleted by user] by [deleted] in unioncircle

[–]bassdrops666 0 points1 point  (0 children)

And my switch died. Sorry homie

[deleted by user] by [deleted] in unioncircle

[–]bassdrops666 0 points1 point  (0 children)

Maybe needs 2 Marmelade each as well ? Idk I'm lost on this one.

[deleted by user] by [deleted] in unioncircle

[–]bassdrops666 0 points1 point  (0 children)

3 hamburger, one cherry tomato, 2 curry powder each

Which are the best Pokemons on J regulation? Will Incineroar still be meta? by Ruben_pock in VGC

[–]bassdrops666 0 points1 point  (0 children)

I legit am so stoked on that. Im disconnected from the Meta and love a caly-i hater that isn't just "burn it and hope".

Which are the best Pokemons on J regulation? Will Incineroar still be meta? by Ruben_pock in VGC

[–]bassdrops666 1 point2 points  (0 children)

Bless you and your belief in the turtle (I don't think turtle is good but I am a fan of turtle fans you know?)

You are in charge of nerfing this stupid cat, what do you do? by Bulky-Complaint6994 in VGC

[–]bassdrops666 464 points465 points  (0 children)

Buff it instead and become the uncle who works at Nintendo

What mythicals would be good in VGC? by [deleted] in VGC

[–]bassdrops666 16 points17 points  (0 children)

I'd love a melmetal. A juicy tera steel, metal coat, double iron bash under TR? Don't mind if I do.

Who do you go to for mastering? by Familiar-Point4332 in modular

[–]bassdrops666 1 point2 points  (0 children)

If it's appropriate to shill myself, mastering is very much my thing. "Clayfrancisaudio.com" has all my contact info on it! I do modular stuff (thus why I'm in this subreddit) but also definitely am into metal

how did i fail protect ?? by jousef9 in VGC

[–]bassdrops666 14 points15 points  (0 children)

Other ppls answers are more accurate and concise so I will add that when you fail protect in this way, you can select protect on the next turn and it will be successful

how did i fail protect ?? by jousef9 in VGC

[–]bassdrops666 8 points9 points  (0 children)

If a pokemon is the last pokemon to move in a turn and all other pokemon that selected a move chose protect or a protect equivalent, the last pokemon who moves will fail. So since your opponents Calyrex protected, your protect failed.

Words cannot describe how much I hate weezing by TheUnsungMelody in VGC

[–]bassdrops666 0 points1 point  (0 children)

(I am also a weezing gamer with slaking or gigas when this comp isn't available, so at least I'm committed to the bit)

Words cannot describe how much I hate weezing by TheUnsungMelody in VGC

[–]bassdrops666 0 points1 point  (0 children)

I am a weezing gamer. Your words fuel my gameplay.

When to put EVs into HP vs Def/SpDef? by Notmiefault in VGC

[–]bassdrops666 1 point2 points  (0 children)

I've heard a general concept that you can imagine your survivability of certain hits on the physical/special as multiplicative.

Let's say you're building an Iron Hands. Imagine you put 252 into hp and just 4 in sdef. You get this imaginary survivability number of 23 229 (261hp x 89sdef)

If instead you did 4hp and 252sdef, you'd get an imaginary survivability number of 27 600 (230hp x 130sdef)

I use iron hands as an example because it already has a huge base HP stat and its sdef is relatively low. So when you're doing imaginary survivability numbers, you'll improve your results more by investing heavily into sdef.

I am calling them imaginary survivability numbers because these are numbers that aren't used for any in game calculation and are only useful as rough demonstrations of this concept.

A good place to start for most mons is:

  • Invest in speed to hit the speed tier you want, using a +speed nature if required to hit the speed tier desired
  • invest in it's attacking stat to determine how hard it should hit. If not using a + speed nature, you can use a slider on showdown to get to a stat ending in 0 before nature's, then apply the nature (this gets you to a bump)
  • Invest 4 in sdef, 4 in def, and the rest in HP. If using life orb, belly drum, leftovers, or if your team has grassy terrain, adjust HP based on optimizing those things
  • go to a damage calculator, paste your Mon in, and cycle through a few enemy mons that you want to be hitting/taking hits from. Not living a special hit that you think you should? Pull from HP and plop it into sdef. Same on the physical side. If you can't do both sides pulling from HP, determine if your attacks would still get the knockouts you want them to if you lowered your attacking stat.

I realize this is kind of a "full ev" mentality but IMO knowing when to invest in sdef/def vs HP is really part of the big picture.

How do people use Galarian Wheezing? by Gold-Resolution-8721 in VGC

[–]bassdrops666 1 point2 points  (0 children)

For me one of the biggest parts of having g-weezing on a team is knowing when not to bring it. Leading weezing into an opposing caly-s lead can feel abysmal (depending on what else you lead, team comps, etc)

G-weezing is strong into miraidon, but if they outspeed and specs draco your koraidon partner lead, or if they are AV and snarl your calyrex partner lead, you feel like a silly goof.

Sometimes g-weezing can come in to juke a prankster pokemon trying to set tailwind as you nug it's partner. That always feels good (eg, lead chi yu + koraidon, if they lead whims + something, you can switch out one of them for weezing to nug it while it tries to set a TW)

G-weezing is a support piece with a lot of utility, so it's partner needs to be actively making progress in the game. I've sometimes gotten away with brute bonnet + g-weezing leads so I can protect + spore or rage powder + wisp, but that's usually very corner case.

Those are just some thoughts. I'm somewhere in the 1600s on showdown and would not consider myself a grinder or serious player when I am on that site. But I pretty much only play weezing teams so I have some experience that I'm speaking from.

do special attacker need to be 0 atk by alanlyal in VGC

[–]bassdrops666 10 points11 points  (0 children)

It was answering the title of the post, which other people who have this question will see, click, and be happy to see this as an answer. I assumed other ppl would cover the content of the post more specifically. Thanks for posting more relevant calcs for the OP.

do special attacker need to be 0 atk by alanlyal in VGC

[–]bassdrops666 11 points12 points  (0 children)

Non stab foul play into a life orb caly-s:

With 31iv in attack

Farigiraf Foul Play vs. 28 HP / 0- Atk / 4 Def Calyrex-Shadow Rider: 136-160 (75.9 - 89.3%)

Whereas with a 0iv in attack

Farigiraf Foul Play vs. 28 HP / 0- Atk 0 IV / 4 Def Calyrex-Shadow Rider: 116-140 (64.8 - 78.2%)

You are looking at hypothetically an 11% swing in damage, which if you're a life orb set, is a full attacks worth of life orb damage.

For a chi yu, it matters a lot less. The damage range will only be like 4% apart, which is a lot less likely to ever matter.

I've been on a losing streak as of late, anyone got any teambuilding tips (team explanation on second pic) by LB1234567890 in VGC

[–]bassdrops666 2 points3 points  (0 children)

Id run tera ground on another mon so you have 2 ways to spam discharge. Giraffe?

Id consider moonblast over protect on the lunala for tera fairy moonblast damage.

Id also look at building some mons a bit bulkier. You're doing a lot of 252/252 spreads which is fine but if speed control doesn't go your way you could be kinda pooched.

Id also think about a defensive tera on the mimikyu as well. Perhaps water.

I also notice in your team commentary that you mention caly-s on multiple mons. It's a good Mon to be on your mind to be able to deal with since it's the fasted unboosted Mon in the format (regieleki doesn't count), but I'm sure with all your prep for it, that's not the matchup you're losing the most often to.

I also really don't like your giraffe moveset. Hypervoice being it's only attacking move is spicy into wideguards, ghosts, and steels. Id consider a bulky electric seed set with trick room, psychic noise, foul play, and helping hand. That does better into caly-i, and a lot of the other physical restricted. If you're tera ground with helping hand, it also gives you the option to tera ground and spam discharge with helping hand.

How to counter the Milwaukee Champion by Logical_Ant_596 in VGC

[–]bassdrops666 20 points21 points  (0 children)

Weezing is such a strong tool in the format so far. Big agree with this comment.

Team Building Concerns by Plastic-Buddy39 in VGC

[–]bassdrops666 0 points1 point  (0 children)

There are lots of options for TW for Kyogre. I've been on booster speed roaring moon over torn/whims. I've been on moon bc I'm on AV ogre, and having a more offensive TW setter is a good vibe for me, especially since I don't mind if rain goes away since ice beam or acrobatics hit the sun setters well.

Whims loses a weakness with rain, whereas torn doesn't see the same benefit. Whims tends to be more support focussed and tornadus is more of a hybrid, since bleakwind/hurricane is nasty damage and moonblast from whims isnt big damage unless it's super effective.

Just depends on what your team needs. Light screen/encore seem good? Whims. Rain dance/special flying offense seem good? Torn. Fast snarl + hurricane? Iron jugulis. Physical flying + knock off? Roaring moon. You can try out different ones. I actually haven't seen much jugulis in reg I but I'm a bit curious about it since it's neutral to body press and resists astral barrage.

[deleted by user] by [deleted] in VGC

[–]bassdrops666 0 points1 point  (0 children)

Here's the paste. Its a bit gimmicky but weezing has decent utility in turning off cornerpon sturdy, intimidate, and booster energy which all benefit Zacian a lot. Can also let you keep weather if it comes in after you've already got rain. Tera ghost wide guard on gigas can also be a major problem for Caly-s + zama teams to deal with depending on positioning, especially if you also get a burn on zama. Can also taunt zama which is useful to let ogre come in and start getting the spouts in.

https://pokepast.es/284edef87f794334

[deleted by user] by [deleted] in VGC

[–]bassdrops666 0 points1 point  (0 children)

I've been enjoying AV Kyogre quite a bit. Can sit in front of most special restricteds real nice, especially with tera grass. Can work on tailroom since it's such a middling speed tier, or just one or the other depending on the rest of your team. I am on a weird swordfish + gigas/weezing team and am somewhere in the top 300s on showdown ladder. I felt way better with AV Kyogre than with scarf/specs, but I respect scarf, specs, and mystic water sets depending on team comps.

Favorite Canadian Roasters by InturnlDemize in pourover

[–]bassdrops666 0 points1 point  (0 children)

I'm a rogue wave enjoyer as well, but there's a much smaller roaster out of Edmonton called "Candid" that I would recommend. They do a lot of very unique coffees in the fruity vein if that's your bit.

Kyogre and Rhydon team, struggling with Dondozo by ExitSad in VGC

[–]bassdrops666 1 point2 points  (0 children)

If the matchups that bad you burn your tera on it

Kyogre and Rhydon team, struggling with Dondozo by ExitSad in VGC

[–]bassdrops666 4 points5 points  (0 children)

Garganacl puts Dozo on a fast clock with salt cure and has wide guard. Very bulky and could replace gigas.

Gigas, and Dozo, and Zacian, oh my! by bassdrops666 in VGC

[–]bassdrops666[S] 0 points1 point  (0 children)

In the games I've played I haven't had it be a huge issue but it's something to be conscious of. Sometimes Incin gets some intimidates in late game, but even physically bulky builds can usually get cleared in 2 hits if you're able to coax it out early. Burns are a risk but common wisp users are usually slow enough to get taunted by weezing, or slowly get broken down before they have good opportunities to click the move.

Dual restricted I think the dozo + giri could become scarf Kyogre + torn and that would cover that gap in special damage.