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SOCIETY OF POKEMON MASTERS 5/29/15 MEETING AGENDA Rule Changes - PowerPoint PPT Presentation

SOCIETY OF POKEMON MASTERS 5/29/15 MEETING AGENDA Rule Changes Battle Strategy Presentation Battle Demonstrations Showdown Practice and Anaysis RULE CHANGE SUGGESTIONS If anyone has proposed rule edits, propose them


  1. SOCIETY OF POKEMON MASTERS 5/29/15

  2. MEETING AGENDA • Rule Changes Battle Strategy Presentation • • Battle Demonstrations Showdown Practice and Anaysis •

  3. RULE CHANGE SUGGESTIONS • If anyone has proposed rule edits, propose them now!

  4. BATTLE STRATEGY PRESENTATION

  5. NAVIGATION Basic Overall Gameplan Typing Advantages Checks/Counters • Learn how to best use your typing • How do you try to win? • What to watch out for Physical vs Special Predictions and Loss Mitigation Using a Free Switch Great • Learn to use defensive bias • Anticipate your opponent • How to maximize a lost Pokémon Abilities and Items Niche Tactics Using Utility Moves Ultra • Abuse options to their maximum potential • Wear down your opponent • Win by the skin of your teeth

  6. TYPING ADVANTAGES • Know your types, Pokemon is a very complicated game of Rock Paper Scizors • Damage multipliers are multiplicitive. Dual type pokemon hit by a move that is Super Effective to one type, and Not Very Effective to another, receive normal damage. Know common attacking types and combinations: • • Ghost , Dragon , Flying hit most targets Neutrally • “ EdgeQuake ” and “ BoltBeam ”, Near perfect Neutral coverage • Know your Resistances and defensive typing • Steel and Fairy types have many useful Resistances STAB: Same Type Attack Bonus • Moves the same type as your Pokémon • receive a 1.5x Boost • Do the math. A 2x Supereffective Non-stab attack is equalilent to a neutral Fire type STAB under Sun

  7. PHYSICAL VS. SPECIAL • Just another layer of Rock Paper Scizors Every move is Physical or Special • • Every Pokémon can attack Physically or Specially with power depending on their stats Every Pokémon has Physical and Special defense, to defend against moves. • • Recognize the strengths of opposing Pokémon If physically bulky, try a special attacker, if specially bulky, try a physical attack • • Likewise, If physically powerful, switch in a physically bulky Pokémon Know Pokémon that can go mixed, and know how to handle them • • Certain moves change the formula: Psyshock, Sacred Sword attack physical side with Special Attack • • Know how to boost your abilities to their best potential Choice Band: 1.5X Boost to Physical Attack. Choice Specs: 1.5X Boost to Special Attack. • Assault Vest: 1.5X Boost to Special Defence

  8. ABILITIES AND ITEMS Know your options • Some abilities are clearly superior; try to avoid chance based abilities • • Look up the best ability for a given Pokémon, ie. Use magnet pull over sturdy on Magnezone, as it provides Magnezone’s best niche Some Pokémon have a plethora of useable abilities, such as Clefable’s Magic Guard or Unaware • • Choice items are useless for non-attacking Pokémon • Frail pokemon are not wel served by defensive items, such as leftovers. • Know the ability and common items of opposing Pokémon A Flash Fire Heatran in the wings makes you more careful with fire attacks • A Levitate or Air Ballooned Pokémon can avoid spikes and ground type moves • • Iron barbs or Rough skin with a Rocky Helmet deters contact moves • A Magic Bounce Pokémon deters hazards. • Know the possible options of abilities and items of opposing Pokémon Watch for activation messages. A Mold Breaker message on an Excadrill means it does not have Sand • Rush. Air balloon is announced, so pop it before using a ground type attack. • A slow but powerful Pokémon may use a choice scarf to boost its speed. Watch out for known Scarfers • Watch out for defiant or competitive users, who may switch in on Defogs or Intimidates

  9. CHECKS AND COUNTERS • Check A Pokémon that can take out an Opponent under near ideal conditions • • Ideal conditions often entail an unboosted opponent, a nearly full health Pokémon without status, and no hax Example: A Mega Sceptile Checks a Mega Manectric, OHKOing with a Leaf Storm, and can switch in on • electric attacks • Conditional Check • A check only for certain variants of a pokemon. • Example: A Mega Gardevoir Checks Kyurem-B, if Kyurem-B is not running Iron Head Emergency Check • • A Pokemon that only checks a weakened pokemon • Example: A Talonflame conditionally Checks Garchomp. Normally, a Talonflame can not OHKO a Garchomp, and is OHKOd in return. Against a weakened Garchomp, Talonflame outspeeds and takes out Garchomp. • Counter A Pokémon that can take out an Opponent under nearly every condition • • Barring extreme hax or extensive prior damage, a counter can take multiple hits, and can often OHKO in return. • Example: A Magnezone 4x resists both STABs of a Skarmory, Traps it, and can OHKO with Thunderbolt

  10. USING A FREE SWITCH • So your Pokémon was just taken out, now what? A Free Switch means no damage on the incoming Pokémon • • Revenge Kill Do you need an opposing Pokémon gone right now? • • Is the opposing Pokémon weakened? • Bring in a faster threat to take it out, or to punch holes it it switches Set up • • Don ’ t just take out the opponent, you have better options Bring in a counter or hard check to the opposing Pokémon • • Use a boosting move. The opponent does minimal damage to you, and you can deal with them at any time. To deal with your Pokémon, the opponent needs to switch. Use the free turn to boost, and overpower any switchins. This can often begin a sweep. • • Example: A Latios took out your Pokémon with a Draco Meteor, and is now at -2. You bring in your Mega Tyranitar. You could OHKO with a crunch, but the opponent might switch to a resist, or sack the Latios. Instead, Dragon Dance to gain Attack and Speed. Now, you can muscle through the opponent’s team to sweep. • Cripple Bring in a Pokémon to force a switch. Use a status move or knock off. Worst case scenario, opponany sacks • their current Pokémon. Best case scenario, you burned their physical attacker, and crippled the biggest threat to your team. You can take out the switched Pokémon later.

  11. USING UTILITY MOVES • Battles can be long, and simply attacking may not be the best option. Status: • • Burns: Damage over time, halves Attack stat. Use to neuter physical attackers to assist setups or checks Toxic: Growing Damage over time. Use to wear down opponents that have overstayed their welcome. Every • bit counts. • Paralysis: ¼ Chance to skip turn, quarters speed. Use to neuter anything that relies on its speed to take out opponents, or rely on hax to give yourself an edge. • Hazards Just use them. Chip damage or other effects subtly but importantly changes the match • • Stealth Rocks: Damages opponent based off of weakness to Rock Type when switching in Spikes: Can be placed up to three layers, damages switched grounded Pokémon per layer • • Toxic Spikes: Poisons or Badly poisons depending on layers. • Sticky Web: Lowers opponent's speed one stage. Beware Defiant or Contrary Pokémon Hazard Removal/Prevention • • Rapid Spin: 20BP Normal Type attack, Removes hazards on your side of the field, blocked by ghosts Defog: Clears Hazards and Screens from both sides of the field. Prevented by Taunt • • Taunt: Prevents use of Non-Attacking moves, such as Hazards and Defog • Magic Bounce: An Ability which bounces back non-attacking moves such as Taunt and Hazards

  12. OVERALL GAMEPLAN • Know your Win Condition A sweeper or cleaner can blow through a weakened team after the right opportunity • presents itself An unbreakable wall can stall out an opposing team once its counters are gone • • Know your team’s weaknesses to specific Pokémon While a single type weakness might be apparent, know which Pokémon carry the • right moves that dismantle your team • Know if you need to keep a certain Pokémon around to deal with a certain threat. It is no use sacrificing a key check to a threat for some chip damage • Be conscious of your team strategy If a VoltTurn team, attempt to rack up chip damage rather than going for the kill • • Hyper Offence does not often switch, while Stall does not often attack. Have a back up plan if your first choice fails. A secondary win condition is important. • Don’t put all your eggs in one basket.

  13. PREDICTIONS AND LOSS MITIGATION • You must learn to predict your opponent, and predict what they predict from you. • Keep type immunities of team members in mind, as they often are used for free switches. If an opponent has a counter in the wings, they may be inclined to switch to it. Take this • opportunity to switch to a counter of that counter. • If you know a certain move is incoming, switch to a resist. Beware however, if the opponent thinks you may switch, they may use a move strong against the switch in, or a status move If you don’t know for certainty what move a Pokémon will make, choose your move based off of • the least risky decision • If you have a choice between a powerful move that an opponent’s benched Pokémon is immune to, and a weaker move, consider the weaker move. A free switch is more dangerous than a less weakened Pokémon that stays in Know your damage output. That resisted move may not his for much, but if it can take out • a weakened Pokémon, use it if it provides better numbers against Pokémon in the wings. • Don’t use inaccurate moves when you don’t have to. • A 2HKO with either move, but one has 90% accuracy? Choose the 100% Move to avoid hax, especially if you already counter the pokemon.

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