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Building Teams: Part Two, Weather Teams – Competitive Pokemon Guide

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I’ve experimented with all different types of weather team and generally I quite like using the sun. However I thought I’d go back to sandstorm teams and see what I’m able to come up with, I wanted to create balance with a good amount of active and passive aggression. I wanted to be able to cause problems for the team with both damaging and non damaging attacks and though this team may have ended up more on the offence side, I think it’s pretty well balanced.

 

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Hippowdon (Smooth Rock), Impish Nature

Ability: Sand Stream

252 HP

4 Attack

252 Defence

– Stealth Rock

– Yawn

– Slack Off

– Earthquake

 

Holding a smooth rock allows Hippowdon to summon a sandstorm for 8 turns as opposed to only five. Hippowdon serves as both a physical wall and an annoyer. Once an opponent enters and is hurt by Hippowdon’s stealth rocks they will soon find that it is actually very difficult to stay switched in on Hippowdon, as he damages with earthquake and annoys the opponent with yawn, which forces the opponent to switch out otherwise their Pokémon will fall asleep.

 

The Pokémon that they switch usually switches into an earthquake and the aforementioned stealth rocks. He does however face weakness from grass and water types. These are countered by Talonflame and Rotom-Wash.

 

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Rotom-Wash (Assault Vest), Modest Nature

Ability: Levitate

252 HP

4 Defence

252 Special Attack

– Hydro Pump

– Discharge

– Hidden Power (Ice)

– Volt Switch

 

There are positives and negatives to using an assault vest on Rotom. The positive is that wearing it will actually boost your special defence to higher than a Rotom with max-EVs in the stat. This means that Rotom is able to enter into shots that it ordinarily wouldn’t be able to and deal out damage, it also means that you can focus more EVs into maxing out Rotom’s special attack.

 

The negatives are that Rotom can only use attacking moves, which this means it misses out on pain split and will-o-wisp, which would otherwise be used to recover and also counter Azumarill. However Rotom’s powerful electric attacks are able to handle Azumarill even so, and if the battle looks too dangerous he is able to use volt switch to trade places with another Pokémon, ideally Talonflame.

 

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Talonflame (Leftovers), Adamant Nature

Ability: Gale Wings

114 HP

252 Attack

112 Speed

– Brave Bird

– Flare Blitz

– Aerial Ace

– U-Turn

 

Talonflame provides protection from grass types, being able to take them out with priority Brave Bird and Aerial Ace thanks to its Gale Wings ability. With Flare Blitz for additional S-T-A-Boost, Talonflame packs a lot of punch and its ability lets it be very bulky.  Leftovers allows it to recover hit points lost from its recoil attacks and U-Turn helps Talonflame VoltTurn with Rotom (acting as constantly switching and moving hit and run duo). Rotom checks its weaknesses to electricity and water.

 

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Tyranitar (Tyranitarite), Jolly Nature

Ability: Sand Stream

252 Attack

4 Defence

252 Speed

– Dragon Dance

– Stone Edge

– Dragon Tail

– Ice Punch

Tyranitar is the second sand summoner, and acts as a physical sweeper and shuffler. Using Dragon Dance to boost its attack and speed, stone edge and ice punch to crush, and dragon tail to force opponents out and onto stealth rocks. While this team isn’t as dependent on entry hazards, Tyranitar makes full use of them to maximise its offence.

 

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Keldeo (Leftovers), Timid Nature

Ability: Justified

4 Hit Points

252 Special Attack

252 Speed

– Substitute

– Calm Mind

– Secret Sword

– Surf

 

Keldeo is this teams dedicated wall breaker. It uses secret sword the same way that Gardevoir uses psyshock, to damage special walls by attacking their defence stat with surf as its water attack to gain more coverage. Water and fighting makes for a great combination, especially when substitute and calm mind protect Keldeo while it boosts up its special attack and defence to sky high levels. Keldeo is in many ways a perfect wall breaker.

 

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Excadrill (Life Orb), Adamant Nature

Ability: Sand Rush

4 Hit Points

252 Attack

252 Speed

– Swords Dance

– Earthquake

– Iron Head

– Shadow Claw

Sand Rush doubles Excadrill’s speed in a sandstorm, with the sand constantly around this makes Excadrill an amazing revenge killer and one of the fastest in the game. He hits hard and fast and is also able to clean up late game. His weaknesses are again covered by Rotom-Wash who is immensely important to the team.

 

The purpose behind this team is to make use of the synergy and type coverage across the team to maximise offence, it’s by no means the best team, but with the stealth rocks and residual damage from the sandstorm, it ends up being very effective and very hard to fight against. It is a team that has proved to be quite hard to get comfortable with, thanks to Hippowdon making the early part of the game as difficult as possible.

Overall I think this is a good starting point when structuring weather teams. There are certainly going to be teams much better and I’m sure there are things that I could work on to improve them further however these are the two teams that I’ve created. I hope they’re of some inspiration to you and I hope that this series has made competitive battling a little bit less confusing.

It’s been a lot of fun writing about Pokémon for a change and I hope to see you all again next time!

Gaming

Frostpunk 2 offers a thrilling combination of post-apocalyptic survival strategy and intense political maneuvering

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Frostpunk 2 is the follow-up to a morally challenging strategy game that has captivated players, and it appears that even more difficult decisions await in the sequel. The game is set to release on PC and Xbox Series X|S on July 25th, with plans for a later release on PS5. Thanks to IGN, we were treated to an in-depth preview of 11 Bit Studios’ dark and gritty survival city builder.

Players are faced with the challenging task of making difficult decisions in order to endure the impending storm. They must carefully navigate through various ideological technology trees to reach their inevitable outcomes. Considering the shortage of manpower, are you planning to employ underage workers to fulfill the demand? What is the most efficient method for controlling a rebellious population: using brute force or employing religious manipulation?

In Frostpunk 2, players are transported to a world 30 years after the catastrophic global weather event that challenged their survival skills in the original game. The world remains frozen, with the most pressing danger now coming from fellow survivors vying for scarce resources and the growing democratic nature of your own people. Take a look at the trailer below to get a taste of what makes the series truly exceptional.

Can you handle the challenging decisions necessary for your survival? Are there any boundaries you refuse to cross? Feel free to share your thoughts in the comments section below.

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Baldur’s Gate 3 had a more manageable development process compared to Larian Studios’ previous RPGs

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According to Swen Vincke, the founder and CEO of Larian Studios, the level of crunch on Baldur’s Gate 3 was lower compared to their previous games like Divinity: Original Sin 2. Crunch, also known as “crunch culture”, refers to the overtime that many developers are often expected to work when production deadlines are approaching.

According to GamesRadar+, Vincke was questioned about the challenges that emerged during the game’s extensive development and whether the studio had to work under intense pressure. Vincke mentioned that they are investing less in BG3 compared to their previous projects. We definitely did. We encountered unforeseen events.

Vincke highlights Larian’s global studio setup as a method through which the developer alleviated the pressure. This structure was established to guarantee round-the-clock coverage, specifically designed to prevent individuals from having to put in additional effort to resolve late-night issues. The Belgian developer has expanded its reach by opening a seventh office in Poland.

According to Vincke, employees who had to work long hours were compensated with overtime pay. He also mentioned that after 8pm, the offices would be nearly empty, and weekend work was a rare occurrence at the studio. Expanding on the topic, he clarifies: “We didn’t excessively push ourselves, but we did have to put in some extra effort.” And I believe, honestly, there will always be a sense of anticipation when you’re working towards completing a project, particularly when there are numerous intricate elements that need to be integrated.

Did you know that the development of Baldur’s Gate 3, with its immense size and scope, involved developers working tirelessly to meet the deadline? Please share your thoughts in the comments section below.

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Mad Max developer responds to comments made by Furioso director George Miller about Kojima

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Last Friday, we shared with you the news that George Miller, the director of the Mad Max franchise, mentioned Hideo Kojima as his top choice to develop another video game adaptation during the premiere of his latest film, Furiosa: A Mad Max Saga. By doing so, it appears that he also criticized the previous game with the same name. The founder of Avalanche Software and creator of the Just Cause series, Christofer Sundberg, the developer behind the last Mad Max game, has responded with strong determination.

On Twitter (thanks, Eurogamer), Sundberg expressed his disagreement with Miller’s comments about Avalanche’s Mad Max game not meeting his expectations. The director stated: “I prefer to only engage in activities if they can be executed at the utmost level of excellence.” Sundberg strongly disagreed with Miller’s statements, describing them as baseless and arrogant. He then proceeded to provide insights into the game’s development, revealing some interesting details.

Sundberg believes that Hideo Kojima has the potential to create an incredible Mad Max game, but emphasizes that it would offer a unique and distinct experience. He adds: “The publisher made extensive efforts to transform this game into a strictly linear experience, despite partnering with a developer known for their open world games.” In a subsequent Tweet, Sundberg elaborated on the situation, revealing that after the initial year of development, the higher-ups came to the realization that they had inadvertently steered them towards creating a linear experience instead of the open world game they had originally proposed. He stated: “We wasted an entire year of effort and were informed that ‘players desire independence in the current era’.” Well, obviously…”

https://twitter.com/CHSundberg/status/1793611234249482268?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1793611234249482268%7Ctwgr%5E1638081a010fee12594464218218d72f6556b261%7Ctwcon%5Es1_&ref_url=https%3A%2F%2Fwww.pushsquare.com%2Fnews%2F2024%2F05%2Fmad-max-dev-fires-back-following-furioso-director-george-millers-kojima-comments

Larian Studios’ director of publishing, Michael Douse, expressed his opinion, stating that Avalanche faced challenges in capturing the spirit of the 2015 film due to limited access and legal restrictions on intellectual property. He suggests that there may be a subtle detail that Miller is unaware of.

Mad Max, developed by Avalanche and published by Warner Bros Games, was released in the same year as Miller’s previous Mad Max film, Fury Road. Drawn from the series, it presented a backstory for Max, where players were assigned the mission of collecting components for his legendary Magnum Opus.

What are your thoughts? Were Miller’s comments inappropriate? What are your thoughts on Avalanche’s Mad Max game? Additionally, would you be curious to see how a Kojima-led adaptation would bring a unique perspective to the game? Please share your thoughts in the comments section below.

 

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