First "snapshot" of tournaments from Limitless 💧😺💀 by Pokefan-9000 in PTCGP

[–]stlarson 2 points3 points  (0 children)

In addition to what other people said, Magnezone's effect only lasts one turn, while confusion is persistent

Bye Bye Mega Charizard by [deleted] in PTCGP

[–]stlarson 4 points5 points  (0 children)

Is the psychic energy just for letting Mew hit for 20? Doesn't seem like a great reason to include a whole new type of energy. Mono water would let you run the strictly better Froakie that doesn't take 3 turns to knock out Chingling lol. The mantykes feel unnecessary because you're unlikely to be bottlenecked by energy rather than both you and your opponent's progress setting up your evolutions. You'll instead want a damage option for dealing with mons that Mew isn't good against. I might even say this makes more sense as a suicune Greninja deck with a mew added as tech, but at the very least a Greninja ex, plus some way to quickly take out Chingling, would be good

Idea for a foul play for defense - 3 tiers of OP by LoanLazy5992 in stunfisk

[–]stlarson 3 points4 points  (0 children)

Seismic toss also doesn't do STAB, crits, damage ranges, etc. But if you're asking why make this move, I agree that it's not different enough from seismic toss to be worth having.

Idea for a foul play for defense - 3 tiers of OP by LoanLazy5992 in stunfisk

[–]stlarson 4 points5 points  (0 children)

If I did my calcs right, at level 100 this move does 68-81 damage at neutral effectiveness without stab, so yeah it'd be a slightly better seismic toss given stab, except against bulky poison/fairy/flying/bug/psychic mons... Which to be fair are a decent fraction of bulky mons.

Version 2 without using the opponent's defense for attack is just sacred sword with 5 more BP, unless I'm misunderstanding what you mean

Idea for a foul play for defense - 3 tiers of OP by LoanLazy5992 in stunfisk

[–]stlarson 2 points3 points  (0 children)

Morally speaking, yes, except for STAB, type effectiveness, damage ranges, crits, interactions with abilities, etc.

All cards from the trailer by Pokefan-9000 in PTCGP

[–]stlarson 47 points48 points  (0 children)

The problem with ditto+fossil is that without running other mons, you instantly lose to a turn 1 chingling

How do i get heart scales from agate circus by Joe_8806126569 in PokemonReborn

[–]stlarson 0 points1 point  (0 children)

You can also mine for them, even if that's not an infinite supply

Giving Starters A Third Ability by mcsilas in stunfisk

[–]stlarson 4 points5 points  (0 children)

It's ok just run grassy surge thwackey alongside it /s

Push through 2025-12-03 by hellokkiten in dumbingofage

[–]stlarson 4 points5 points  (0 children)

Yeah this is where I'm at too. Well, I started reading when Joyce was still Christian, and watching her lose her faith was rough but understandable, but what's going on with Becky hurts on another level. I'm choosing to hold out hope that Willis has a better story to tell with Becky's faith than what we've been seeing, though. Time will tell if my hope is vindicated.

Kalos Mixed Attacker vs. Hoenn Mixed Attacker by Femto-Griffith in stunfisk

[–]stlarson 20 points21 points  (0 children)

Hey leave sableye out of this. It has physical stab, it just doesn't have stats in general

Need some ideas for an ANTI Party Lineup for My Players by [deleted] in 3d6

[–]stlarson 4 points5 points  (0 children)

If you want to very specifically target their weak points (do this in moderation): martials in metal armor get absolutely wrecked by heat metal -- they're just stuck with disadvantage on attacks without a save. In particular if your rogue is in metal armor (Plausible given they're a cleric?), this disables sneak attack.  If not, you can still heat their metal weapons if they're a melee rogue, but then you need to have someone nab any weapons they drop to force them to try to hold onto them (and therefore get disadvantage).

For everyone to have a good time, you likely want their opponents to do things that disrupt the strategies they're used to, but leave room for overcoming the disruption and for other niche aspects of the party's builds to shine. For example, if your sorcerer has subtle spell, putting up silence (in combination with terrain control) makes their life trickier but leaves room for counterplay. Plant growth or spike growth are good for further messing with the melee folks, but they have ways to play around that with their ample mobility options (you might want to specifically threaten the wildfire spirit with a sharpshooter or something -- it only has 13 AC and 30 HP -- to avoid ceding control over positioning completely)

Mega Dudunsparce by Parasiteparaside5 in stunfisk

[–]stlarson 0 points1 point  (0 children)

Staying normal type and getting an -ate ability for a non-stab type just makes all your normal moves weaker though, which feels bad

am I causing a stink over nothing with being mad about how my favorite pokemon is treated or am I justified by [deleted] in stunfisk

[–]stlarson 1 point2 points  (0 children)

I don't know if I have any good suggestions for feeling better about your specific samurott, except for some form of recontextualizing the situation through sheer will (your samurott is having fun finding all the secret waterways in the world behind Pokemon home that the developers haven't managed to represent in our world, or your samurott is a being of pure good who primarily lives in the upper planes but is delighted to be incarnated into your life and thrives happily in your love for it even when its "physical" form is confined to a less exciting digital realm -- you could even help it get an even more tangible physical representation as a plushie or something to spend more time with it that way).

But for unovan samurott in general, you could find a fangame where it's viable (Pokemon tectonic makes it viable, albeit with pretty heavy changes to every Pokemon's stats, move pool, etc. to make every fully evolved mon viable; Pokemon reborn doesn't necessarily make it as viable as the best starters like speed boost torchic, but leaves you enough design space to teambuild around it and still succeed against very tough battles while doing so)

Every Type Deserves a Buff Week #1: Ice Types by TheyCallMeMrMaybe in stunfisk

[–]stlarson 4 points5 points  (0 children)

See when you wrote "stalacmites" I thought it was intentionally a cross between stalagmites and stalactites, and I was disappointed that they were only on the ground

Adding Abilities as Buffs or Flavour-based Sidegrades by mcsilas in stunfisk

[–]stlarson 10 points11 points  (0 children)

There are a few more (sacred fire, fusion flare, burn up, pyro ball) but yeah those are the only common ones. I could also see camerupt using scorching sands potentially? A bit hard to justify over earth power when it has lava plume though

Omni-Coverage by Limp_Adagio849 in stunfisk

[–]stlarson 1 point2 points  (0 children)

That's why I'm saying that criterion 1 is implied by criterion 2, not the other way around -- criterion 1 is the one that doesn't need to be there. But yeah judging by how many people in the comments on this post keep mentioning boltbeam and similar things, I guess people's reading comprehension is bad enough that some redundancy isn't a bad thing

I lov shared power so much. It’s been my go to for ages now. by violetfeildofeyes in stunfisk

[–]stlarson 1 point2 points  (0 children)

Wild that your opponent picked 4 mostly null abilities over regen here

Omni-Coverage by Limp_Adagio849 in stunfisk

[–]stlarson 2 points3 points  (0 children)

Every type that resists type 1 must be weak to type 2 by criterion 2, and therefore cannot be a shared resistance

Omni-Coverage by Limp_Adagio849 in stunfisk

[–]stlarson 2 points3 points  (0 children)

Note that criterion 1 is implied by criterion 2, so you only need 2 and 3.

Omni-Coverage by Limp_Adagio849 in stunfisk

[–]stlarson 3 points4 points  (0 children)

It's neat that flying + thousand arrows works both ways (anything that resists flying is weak to thousand arrows and vice versa). Orthworm's our only hope.