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Structuring Your Team – Competitive Pokémon Guide

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Structuring a team is the most important part of Pokémon battling. Your team needs to be catered specifically for your style of play, and there is no right or wrong way to structure a team if it works for you.

Some players prefer all out offensive teams with three powerful offensive Pokémon of special attack, and another three of physical however these teams, while dangerous, can sometimes suffer from being shut down by a more tactical team with more balance.

My personal recommendation for the ideal team set up is to have:

The Lead is the first Pokémon that you send out, and you’re best off picking it based on the rest of your team. You want a lead Pokémon that’s able to start the game off to your play style.

The Sweeper is the position that ideally you would want at least one of your Pokémon to hold, while all of your Pokémon should have some offensive capability, the sweeper is the Pokémon that’s meant to hit hard. I would advise two sweepers, one physical and one special, however it’s your call.

The Wall is your defensive Pokémon, ideally with defence so high that it can take a hit from a powerful sweeper as though it’s nothing. It’s common to see a physical and special wall on a team.

The Wall Breaker exists to… you guessed it, break walls. A wall breaker doesn’t have to be as fast because it exists to defeat slow Pokémon. What it should have is decent attacking power in both its physical and special attack, so that it can hit hard with both. This means that your opponent can’t switch out to another wall safely as both of their defensive Pokémon are in danger.

The Annoyer/Support is a role that can sometimes be filled by the lead, or by your wall but it will generally do things to support your Pokémon by either healing them, or by making it more difficult for your opponent’s team to damage them through status moves.

These are my personal recommendations and I will break down each one in more detail to give you a better idea of how to make use of these roles. So join me next time when I will be breaking down the ideal lead!

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Ubisoft says that future Assassin’s Creed games will need more time to be made

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As Assassin’s Creed Shadows is about to sneak up on people in November, Ubisoft says that the time between developing games needs to be longer to find the “right balance.” Shadows has been in development for four years, longer than any other game in the series up to this point. That includes the huge open-world epics Assassin’s Creed Odyssey and Assassin’s Creed Valhalla.

Shadows lead producer Karl Onnée (thanks, GamesIndustry.biz) says that the latest AC game took 25% longer to make than Valhalla. He says this is necessary to keep the quality of the series that it is known for: “It’s always a balance between time and costs, but the more time you have, the more you can iterate.” You can speed up a project by adding more people to it, but that doesn’t give you more time to make changes.

Onnée says this has as much to do with immersion and aesthetics as it does with fixing bugs and smoothing out pixels. This is because the development team needs time to learn about each new historical setting: “We are trying to make a game that is as real as possible.” We’re proud of it, and the process took a long time. In feudal Japan, building a house is very different from building a house in France or England in the Middle Ages. As an artist, you need to learn where to put things in a feudal Japanese home. For example, food might not belong there. Get all the information you need and learn it. That process takes a long time.”

You’ll have to wait a little longer for Ubisoft to work on each game. Are you okay with that? In what part of Shadows are you now? Is it interesting to you? Leave a comment below and let us know.

 

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You can now pre-order Lollipop Chainsaw RePOP on PS5

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You can now pre-order Lollipop Chainsaw RePOP, a remaster that Dragami Games and Capcom both created. You can now pre-order the PS5 game on the PS Store for $44.99 or £39.99. If you have PS Plus, you can get an extra 10% off the price.

The company put out a new trailer with about three minutes of gameplay to mark the start of the pre-order period. Lollipop Chainsaw RePOP is a remaster of Grasshopper Manufacture’s crazy action game from 2012. You play as Juliet, a high school student who fights off waves of zombies.

The remaster adds RePOP mode, an alternative mode that swaps out the blood and gore for fun visual effects. It also adds a bunch of other features and improvements that make the game better overall. You can expect the graphics and sound to be better as well.

The game will now come out on September 12, 2024, instead of September 12, 2024. Are you excited to get back to this? Please cheer us on in the section below.

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This Call of Duty: Black Ops 6 zombies trailer is way too expensive

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Is there really anyone who is following the story of Call of Duty’s zombie mode? We’ve known about the story in a vague way for a while, but we couldn’t tell you anything about it. It looks like the “Dark Aether” story will continue in Black Ops 6, but we don’t really know what that means.

For those of you who care, here is the official blurb with some background: “Requiem, led by the CIA, finally closed the last-dimensional portal, sending its inhabitants back to the nightmare world known as the Dark Aether, after two years of fighting zombie outbreaks around the world during the Call of Duty: Black Ops Cold War timeline.”

Wait, there’s more! “Agent Samantha Maxis gave her life to seal this weird dimension from the inside out.” Even worse things were to come: senior staff members of Requiem were arrested without a reason by the Project Director, who turned out to be Edward Richtofen.

Black Ops 6 will take place about five years later, and it looks like it will show more about Richtofen’s goals and motivations. The most important thing is that you will probably be shooting an unimaginable number of zombies in the head. This week, on August 8, there will be a full reveal of the gameplay, so keep an eye out for that.

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