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PSPC: Pokemon to Build Around

Posted on October 30, 2017 at 8:45 PM Comments comments (0)

Everyone’s favorite event, the Penn State Pokémon Challenge is fast approaching! This weekend trainers will gather in State College and attempted to earn the title of PSPC champion and crown themselves as “the very best that no one ever was”. A large amount of practice and preparation goes into earning that title and possibly the most difficult part of that is figuring out what Pokémon to use. If you’re looking for help in that department you’ve come to the right place.

A few years ago, there was an article much like this one written by former PSPS presidents and PSPC champions Alex Valent and Royal Downs. The article highlights a few of the consistent stand out Pokémon from PSPC. The article can be found here and I highly recommend that you also read that article, as all of the Pokémon featured in it are still very good. This article will function as an update or expansion to that article, highlighting some more mons that you can consider using this weekend. Some of these are new mons that have been introduced since the last article, while some have benefited from new items, mechanics or buffs. Without further ado, let’s get started.



Individual Stand-Outs


Zygarde

Type: Ground/Dragon

Stats: 108/100/121/81/95/95

Ability: Aura Break

Useful Moves: Thousand Arrows, Extreme Speed, Dragon Dance, Outrage, Coil, Substitute, Dragon Tail



Sample Sets


Zygarde @ Choice Band

Ability: Aura Break

EVs: 4 HP / 252 Atk / 252 Spe

Adamant Nature

- Thousand Arrows

- Extreme Speed

- Outrage

- Toxic / Iron Tail


Zygarde @ Leftovers

Ability: Aura Break

EVs: 188 HP / 140 Atk / 180 Spe

Adamant Nature

- Substitute

- Dragon Dance

- Thousand Arrows

- Protect / Extreme Speed


Why this is good: No Pokémon invalidates entire types quite like Zygarde. There’s a reason why it’s banned from Smogon’s official Monotype ladder. This mon has become one of the most prominent threats in Gen 7, largely thanks to the introduction of the move Thousand Arrows (the best move in the game). Having a strong ground move has always been beneficial if not necessary on any team. Having a strong ground move that hits flying type Pokémon and Pokémon with the ability levitate is an unbelievably powerful weapon. The choice band set function as a wall breaker that can punch holes in teams with no set-up required. A Dragon Dance set will function more as a sweeper that can quickly end almost any game. Zygarde’s great typing and bulk make it even harder to deal with. The fact that Trial Captains and Kahunas are limited to one type and the Elite 4 members are limited to two types will further limit their answers for this mon and make it an even stronger option throughout the event.


How to beat it: Zygarde’s 4x ice weakness is its most obvious flaw. A strong ice type attack will KO it easily but don’t expect HP ice from every mon to do the same. Moves that force it to switch out like Roar, Dragon Tail and Whirlwind can help deal with a Dragon Dance set. For a choice band set, having bulky Pokémon that resist Thousand Arrows is a necessity. The best example of this would be Tangrowth which, thanks to the ability regenerator can switch in, tank the hit and switch out to recover the health it lost. Tangrowth can also run HP ice to hit Zygarde hard. Knocking off the choice band and intimidating it can help reduce its damage output as well. A big part of beating Zygarde is figuring out what set its running. Once you do you have to plan accordingly. Remember that Trial Captains, Kahunas and Elite 4 members are locked into the same team for all of their battles, so if they’re using Zygarde it will be the same set for all of your potential matchups.



Mega Venusaur

Type: Grass/Poison

Stats: 80/100/123/122/120/80

Ability: Thick Fat

Useful Moves: Giga Drain, Sludge Bomb, Synthesis, Hidden Power Fire

Earthquake, Leech Seed



Sample Set:

Venusaur @ Venusaurite

Ability: Chlorophyll → Thick Fat

EVs: 248 HP / 88 Def / 156 SpD / 16 Spe

Calm Nature

- Giga Drain

- Sludge Bomb

- Synthesis

- Hidden Power Fire / Earthquake


Why this is good: Hold on a second, let me update that image.


There, that’s better.

If you haven’t already guessed it Mega Venusaur is the ultimate tank. Thanks to its ability thick fat it only has two weaknesses; flying and psychic. That gives Venusaur the ability to switch in on many Pokémon and then stay in and wear down opponents’ teams. With the current fairy heavy metagame that we have, a strong poison stab is very helpful. Giga Drain allows Venusaur to deal damage while also recovering health. Synthesis allows for reliable recovery and HP Fire or Earthquake can be used as a coverage move to hit Scizor or Heatran respectively. If played correctly, a good Venusaur team will eliminate Venusaur’s few answers and set Venusaur up as a late-game win condition.


How to beat it: Strong Flying and Psychic moves are the obvious way to beat Venusaur. Venusaur actualy is not quite as strong at this point in gen 7 as it was throughout gen 6. This is largely due to the high usage of offensive psychic types like Alakazam, Tapu Lele and Latios. Z-Moves have not helped Venusaur out either, as a super effective Z-Move or a strong neutral Z-Move, can clear it fairly easily after some chip damage. Certain Steel types will always wall Venusaur as well. Once you know whether it’s running Earthquake or HP Fire you can safely switch Scizor or Heatran in on it every time. While Venusaur does function as a strong rain counter, it’s important to mention that the recovery from Synthesis is limited when weather is present. This means Venusaur can be worn down more easily in this scenario.




Hawlucha

Type: Fighting/Flying

Stats: 78/92/77/74/63/118

Ability: Unburden

Useful Moves: Acrobatics, Swords Dance, High Jump Kick, Drain Punch, Poison Jab, Stone Edge, Bulk Up, Roost



Sample Sets:

Hawlucha @ Electric Seed / Grassy Seed

Ability: Unburden

EVs: 104 HP / 252 Atk / 152 Spe

Adamant Nature

- Acrobatics

- Swords Dance

- High Jump Kick

- Drain Punch/ Stone Edge/ Poison Jab



Hawlucha @ Psychic Seed / Misty Seed

Ability: Unburden

EVs: 248 HP / 44 Def / 172 SpD / 44 Spe

Careful Nature

- Drain Punch

- Acrobatics

- Bulk Up

- Roost



Why this is good: Hawlucha’s base stats are not all that impressive at first glance. However, arguably no Pokémon has benefited more from the prominence of terrains and the introduction of their seeds in gen 7. Placing Hawlucha on a team with a Tapu and giving it the correct seed will boost one of its defenses and activate unburden, doubling its speed immediately when switching it in to the proper active terrain. Hawlucha can then set up with Swords Dance or Bulk Up and begin to sweep. Acrobatics and High Jump Kick provide it with incredibly strong stabs to blast through opposing Pokémon. Drain Punch can provide a form of recovery, helping it stick around longer, while Stone Edge and Poison Jab help it hit the likes of Zapdos and the Tapus super effectively. The Swords Dance set can help you sweep opponents quickly, which could be especially helpful on Saturday, when you will be trying to collect stamps and Z-Crystals quickly to qualify for the Elite 4 on Sunday. The Bulk-Up, Roost set will play a little slower and be more difficult to set up, but can be just as threatening as the Swords Dance set.


How to beat it: The biggest knock on Hawlucha is that it only has one opportunity to sweep in any given battle. This is due to the way that Unburden works. Unburden will activate when the seed that Hawlucha is holding is consumed upon switch in, but if it Hawlucha is forced to switch out it will not receive the speed increase even though it has no item when it eventually comes back in. This will render it far less threatening the next time it comes in. This can be achieved by forcing your opponent to bring it in early than they want with offensive pressure then forcing it out by switching in a counter, or by using Roar, Whirlwind, or Dragon Tail. The other big issue is that Hawlucha is dependent on having the correct terrain up when it switches in. This means that if you can eliminate the Tapu that it’s depending on to set the terrain or switch the terrains you can deny it the boosts it wants upon switch in. Finally, Hawlucha tends to struggle with the likes of Zapdos and bulky fairies like Tapu Fini and Magearna. These three can usually tank a hit, even after Hawlucha gets up a Swords Dance, and then KO it in return.




Volcarona

Type: Bug/Fire

Stats: 85/60/65/135/105/100

Ability: Flame Body

Useful Moves: Quiver Dance, Fire Blast, Fiery Dance, Substitute, Bug Buzz, Giga Drain, Roost, Hurricane



Sample Set:

Volcarona @ Buginium Z / Psychium Z

Ability: Flame Body

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

- Quiver Dance

- Fire Blast

- Bug Buzz

- Psychic / Hidden Power Ground


Why this is good: Volcarona was already a very prominent sweeper before Gen 7, but the introduction of Z-Moves has made it even stronger. The Z-Moves give it the potential to blast through a Pokémon that it otherwise, may have been slowed down by and then it can continue to sweep. Quiver Dance boosts, its speed, special attack and special defense all at once, making it more prominent both offensively and defensively. Flame body has the potential to burn any Pokémon that may be attempting to take advantage of Volcarona’s low defense stat. It’s deep move pool also provides great coverage options so Volcarona can fit in well on any team and help it fit any trainer’s play style.


How to beat it: With a bug / fire typing Volcarona has a 4x rock weakness. This not only means that any physical rock move is going to KO it, but it will also lose 50% of its health when switching in on stealth rocks. Because of this, Volcarona is always paired with reliable hazard removal, but battles often come down to whether or not the opponent can get stealth rocks up and keep them up. Volcarona’s low defense stat makes it very susceptible to physical attacks as well. Even a strong neutral physical attack can chunk this bug for big damage. Be wary of attempting to use special attacking water types to beat. Your attacks will do less and less damage as it Quiver Dances up and if it carries Giga drain you could end up providing it with recovery as well.



Offensive Cores

While the individual Pokémon listed above are all very strong these groups of Pokémon working together can be even stronger. Both of these cores rely on field conditions to boost their already strong stab attacks and quickly dismantle opponent’s teams. These will be especially effective on Saturday when facing mono-type teams, as they have the potential to abuse the Kahunas’ and Trial Captains’ limited resources in terms of Pokémon that resist their strong stabs.


Psychic Spam


Why this is good: Mega Alakazam was already a very threatening Pokémon to face off with in gen 6. The introduction of Tapu Lele and Psychic Terrain has made it even scarier this generation. This does two things for the spoon man. First, it provides a boost to all of it’s Psychic type attacks. With a base 175 special attack stat this is a scary concept. The second thing it does is block priority. Alakazam is a frail Pokémon and used to be easily picked off by priority moves. Now, when attacking in Psychic terrain it this is no longer an issue. Tapu Lele is no slouch either. With base 130 special attack and the same terrain boost it’s able chunk opposing Pokémon as well. The variety of sets it can run can create a guessing game for opponents too.


How to beat it: The first answer that may come to your head are dark types. While dark types are immune to psychic type attacks, Tapu Lele has a stab bonus on Moon Blast and Alakazam has access to Dazzling Gleam so you have to play them carefully. Your best option is likely going to be to change the terrain. This will reduce the damage output from your opponent and give you the option of using priority moves against them. You may need to sacrifice Pokémon to reposition yourself in this matchup. Fast scarf Pokémon like Greninja can catch your opponent off guard and give an advantage against this core.



Rain



Why this is good: Rain is currently the strongest it has been since permanent weather existed from generations 3 to 5. This is largely due to two changes this generation. The first, is Pelipper gaining access to Drizzle. This paired with Pelliper’s great bulk allows to take on the role of a utility weather setter. U-turn allows it to pivot out to a rain abuser, Defog provides the team hazard control and Roost provides it reliable recovery so it can continue to pivot in and out. The other major change involves an altered game mechanic that Mega Swampert greatly benefits from. In gen 6 Mega Swampert would not gain the ability Swift Swim until the turn after it mega evolved. This meant that it wasn’t as threatening that first turn and in many cases opted to run Protect for that one turn. Now, Swampert gains the Swift Swim speed boost immediately, allowing trainers to more efficiently use rain turns and freeing up an extra move slot. Kingdra acts as a fantastic compliment to Swampert. While Swampert blasts through Pokémon with physical attacks, Kingdra hits them hard on the special side, often running Choice Specs, to maximize its damage output.



How to beat it: Now you may want to pay close attention to this section because this core will be featured on my Champion team and I’m going to tell you what gives it trouble. The short answer is pretty obvious and that’s bulky water resistances. Ferrothorn is one of the better ones as it threatens both Kingdra and Swampert and can sit there and stall out rain turns. Tangrowth and Toxapex are fantastic as well as they have access to regenerator which allows them to repeatedly switch in and sponge hits. One final Pokemon with a good matchup is Mantine. It’s access to Water Absorb and recovery with Roost allows it to freely switch in on powerful water attacks and stall out rain turns as well. The key to the matchup is managing your way through rain turns. Having a Pokémon with Protect or Fake Out can help you do this. Priority moves that help finish of the rain sweepers can be beneficial too. The final tip I have is to know when to sacrifice something. Due to the offensive nature of this core you may find that letting something go down is your best play at times to put yourself in a better position the next turn. With all this being said you may want to think twice about bringing too many rain counters against the Elite 4. They are going to be well prepared for them and they may turn into dead-weight in some of the matchups.


Summary

These are just a few Pokémon and strategies that can be beneficial to challengers. I advise that you take some of those sets and test them out on Pokémon Showdown to get a feel for them. This will allow to see which one’s you like and start to build a solid team. The more practice you get with them, the more comfortable you will feel in different matchups and you will perform better come the day of the event. If you find that you are having trouble getting them in Pokémon Sun or Moon we have Pokémon request form that you can us to your advantage. As a club we have pooled together a lot of different Pokémon and we try to take advantage of that. You can find that form here. Be sure to get your requests in by Thursday at noon, as that will be the deadline for Requests for Pokémon for PSPC. Best of luck to all of you and I hope to see you for PSPC next Saturday at 9 am in 106 Boucke!

Monotype Format Overview

Posted on October 3, 2017 at 10:05 AM Comments comments (0)

Hi Everyone,

It's Nick here, and I am here to talk about Monotype and provide some general information and some tips and tricks for the format.

For this Wednesday’s meeting we will be using the Smogon OU format bans as always. Monotype is a particularly fun formats to play, and it requires a bit more creativity in team building. While the teams still have the same general roles, you will need to think more about how you will fill those roles whiles still covering your weaknesses. For example, a Rock team might need a Probapass as the Z-Move user since Groundium Z Earth Power can OHKO most Metagross builds – a huge threat.

Generally it helps with team building to start with a highly viable Pokémon or a core that can sweep, then to build a team that can cover those weaknesses. For example, since I am using Ice, I might start with the Ninetails-Sandslash Slush Rush core. Sandslash sweeps, and the Ninetails helps with the fighting weakness, but I still need something to help with Fire, so I might then add a Mamoswine to provide opposing rocks and strong earthquakes. Kyurem-Black then acts as a strong wallbreaker to punch holes in opposing teams. I now add a Lapras with HP Fire and Freeze Dry to cover my steel weakness and to shut down pesky Water types and Mega Scizor. Lastly, I add an Avalugg to rapid spin and tank, and this completes my team.  I would still have some issues with super effective types like Fighting and Steel, but now I have a way to beat them.



Others also find that starting with a sample monotype team, or even OU team and modifying it to fit your play style works well for them. Smogon provides excellent resources on Viability Rankings, Sample Teams and Sample Cores.

As always, if you need any help getting anything, especially we have a lot of extras of all types and builds from our past Gym Leaders from PSPC, so fill out the just request form.

Hope to see you all Wednesday!!!

PSPC Spring 2017 Championship Team Report

Posted on April 9, 2017 at 12:25 AM Comments comments (0)

Hi everyone! Adam Warfield here to bring you a report for the team that I used to win the Penn State Pokémon Challenge. Before I hop into the Pokémon choices I’d like to give a little bit of backstory on the team. This was actually the first PSPC that I was able to challenge in. The first three that I took part in I either organized or helped in some way. I was very excited for the opportunity to finally take on the role of a challenger, however the last month and a half or so before the event I was very busy and wasn’t able to put a team together. The night before the event I was still very unfamiliar with gen 7 OU and had no idea what to use, so I texted my friend and former PSPC champion Royal Downs. Royal told me I should make a rain team, so I threw one together in about five minutes and started practicing with it. It performed better than anything else I had been testing so I decided to just go with. I was able to get a little extra practice by using it against some of the trail captains and Kahunas on Saturday as well. Come Sunday I had become relatively comfortable with it and was ready to take on the Elite 4. Somehow I managed to get through the elite 4 on my first attempt and beat Geoff Sauk, the champion of the last two semesters with this team to claim the title.



 Pelipper @ Damp Rock

Ability: Drizzle

EVs: 248 HP / 196 Def / 64 SpD

Bold Nature

- Scald

- Defog

- U-turn

- Roost


The first step to building a rain team is the rain setter. I opted for Pelipper over Politoed here for a couple of reasons. First is its ability to support the team by clearing hazards with defog. The second is its access to U-turn. Pelipper’s job is to get in, set rain and get out and U-turn obviously perfect for this. Its low speed combined with its bulk allows to sponge hits for the team’s sweepers before U-turning out and letting them come in to exert offensive pressure. Roost allows it to recover health and stick around longer to continue to reset the rain. I rarely used Scald, but with rain boosting its damage and the chance to burn it was always a great option to have. As for the EV spread I don’t recall exactly what it does, but it can be found in the Smogon Sun and Moon strategy dex, as is the case with the rest of my sets.



Kingdra @ Choice Specs

Ability: Swift Swim

EVs: 4 Def / 252 SpA / 252 Spe

Modest Nature

- Surf

- Draco Meteor

- Hydro Pump

- Ice Beam


The next step to building a rain team is picking out your swift swimmer. This was another spot where I asked Royal what to do. He told me to use Kingdra and it was a fantastic choice. With choice specs and its rain-boosted water attacks it was able to tear through my opponents’ teams. In most cases I would lock myself into Surf, but if I needed more damage I would go with Hydro Pump and risk the miss. If I locked into Hydro Pump I would usually try to switch out after I picked up the KO I needed to take RNG out of play as much as possible. I would lock into Draco when I was predicting a switch into a rain counter. With the exception of ferrothorn and Mantine most rain counters in the meta can only afford to switch into one Draco over the course of a battle, so if you call the switch once you put yourself in a great position moving forward. The only time I can recall using Ice Beam was against Alex, flying Kahuna, on the first day.. Overall, Kingdra was definitely the MVP of the team.



Ferrothorn @ Leftovers

Ability: Iron Barbs

EVs: 252 HP / 88 Def / 168 SpD

Relaxed Nature

- Spikes

- Leech Seed

- Gyro Ball

- Power Whip

 

The next Pokémon I added was Ferrothorn. With rain up, its 4x fire weakness becomes just 2x. This proved very difficult for many of the trail captains, kahunas and elite 4 members to deal with. Because trail captains and kahunas have mono type teams and the elite 4 have dual type teams many of them lacked fire and fighting coverage. A lot of them were relying on hidden power fire to deal with ferrothorn, but with rain a lot of the time it would be four hit KO. It’s bulk and fantastic defensive typing was very important to the team as well. Since much of the team was very offensive and frail, I needed ferrothorn to be able to switch in and sponge hits. It was also always nice to have in the back as a win condition as well. It saved me in my first Elite 4 battle against Nick Seman. I made a couple of bad plays early and lost some key Pokémon. I started playing wit Ferrothorn as my win condition early and it came up clutch for me in the end. The only thing I would change about this set would be switching out spikes for Knock Off or stealth rocks, as I very rarely used spikes. It was Knock Off when I was testing, but since Knock Off is a tutor move I wasn’t able to get it in-game in time.



Metagross @ Metagrossite

Ability: Clear Body

EVs: 252 Atk / 4 Def / 252 Spe

Jolly Nature

- Meteor Mash

- Zen Headbutt

- Earthquake

- Thunder Punch

 

The fourth choice for this team was, what mega to use. For a brief second I thought about using Scizor in this slot, but after thinking about I decided Metagross was all around better. This is one of two Pokémon on this team that may get banned before I get to use it when I attempt to defend my title in the fall. I could see this one going either way, but it was definitely the right choice for this semester’s challenge. Meteor Mash is just a strong stab and the chance for the attack boost is always nice. Zen Headbutt was needed on this team to deal with Mega Venusaur. I also faced a lot of Tapu Leles so it was nice to be able to use their psychic terrain against the rest of their team. Earthquake was needed, because its was my only ground coverage. For the last moveslot I decided to go with Thunder Punch to hit the bulky water types that check my rain mode.


 

Tapu Koko @ Magnet

Ability: Electric Surge

EVs: 4 Atk / 252 SpA / 252 Spe

Timid Nature

- Thunderbolt

- Hidden Power [Ice]

- Volt Switch

- U-turn


Next I wanted a faster offensive pivot to complement the slow defensive one that I already had in Pelipper. Tapu Koko was the easy choice for this role and was a Pokémon I was already very familiar with from using it in VGC this season. Koko is able to hit incredibly hard with its electric terrain boosted thunderbolts and volt switches. Hidden Power ice is for predicting switches to things like Garchomp and Landorus. Having both Volt Switch and U-turn ensures that you can switch out of any situation. Volt Switch is prefered as it obviously hits harder but U-turn was nice to have for when I thought a ground type was coming in or if I was being trapped by Dugtrio. Most of the time Koko’s role was to just get in and get in and switch back out in order to keep the momentum on my side but a couple of times over the weekend I was able to use it in the late-game to clean up, teams that had already been worn down.



Pheromosa @ Focus Sash

Ability: Beast Boost

EVs: 224 SpA / 32 SpD / 252 Spe

Modest Nature

- Quiver Dance

- Bug Buzz

- Focus Blast

- Ice Beam


Pheromosa was the last Pokémon I added to the team. When I was testing this slot was Marowak, because of the suspect test that was going on, but I knew I was probably going to use Pheromosa at the event. Pheromosa was legal for the challenge because the suspect test was announced so close to it. The downside of my decision to use is that it’s almost certainly going to be banned and I’ll have to replace it for fall’s challenge. Anyway, I chose Pheromosa because I needed some fighting coverage and because it’s just horribly broken. Since I was unprepared and not familiar with OU I felt that this thing was a nice safety net for me that could pull me back into any game. I went with the focus sash boosting set so that If a Landorus or Salamence got boosted I could let something go down and then pick up a revenge kill with it. It was also a nice lead option that could potentially sweep a team if they didn’t handle it correctly. Overall I can’t say I’m proud of choosing Pheromosa, but I can say it was the right decision for the team.


That's all I have to say about the team. I got pretty lucky with my matchups as this teams stil has many weaknesses. If you're interested you can watch the championship battle here. Also keep an eye out for more battle videos and articles related to PSPC that will likely be posted soon. Thanks for reading!

TCG Starter Deck Tournament

Posted on March 29, 2017 at 6:30 PM Comments comments (0)

Hey everyone! This is your Vice President, Nick, here to tell you about some of the exciting things that happened during the semesterly TCG Starter Deck Tournament. We had a good show of decks, but the most popular decks by far were the new Mewtwo Mayhem deck from Evolutions, and the Ring of Lightning starter deck from Steam Siege.Both decks had very similar playstyles, relying more on big basics such Mewtwo and Hoopa instead of relying on an evolution line.


However, they didn’t stop decks like the new Burning Heat, structure deck featuring the Incenaroar line, and the Night Striker structure deck feature Noivern line from making a good performance in the event. The upside to deck with evolution lines is even stronger attacks to use like Darkest Larrient Overall and Air Slash.


Overall, the tournament went spectacular, but the win goes out to Alex Valente who played the Ring of Lightning deck.

NFE Valentine's Summary

Posted on February 22, 2017 at 7:00 PM Comments comments (0)

Hey everyone Emily here, I’m here to talk to you about the awesome tournament we had last week. It was a different format than we normally do, it was a multi-battle partner tournament to commemorate Valentine’s Day. Each member of the team got to make 3 Pokémon and they battled side by side against another team. Some common Pokémon that I saw were: Porygon 2, Frogadier, Scyther, and Gurdurr. A rule that was set in place was no eviolite. This made the battles go faster and it added more creativity. At the end of the tournament the top two teams had a Battle Royal to see who would win overall and Eric Post came out on top. His team was Sneasel, Mareanie, and Scyther. Congrats to everyone that came out!

Egg Swap

Posted on February 15, 2017 at 8:35 PM Comments comments (0)

Hello Everyone it’s Adam here! Last week we had our egg swap tournament. Several people made eggs to hand out for the tournament. Upon entering the room participants received and hatched their and then would battle with the Pokemon they got. The battles were conducted with the Pokemon at level one with no changes to their movesets or items allowed.One interesting factor that came into play were speed ties. With all of the Pokemon at level one the majority of them hit a speed stat of six. This meant that many turns in every battle each trainer had a fifty percent chance of their Pokemon moving first. Many battles were decided based on who won more speed ties or who was able to win that one key speed tie to give them the edge.I actually ended winning the tournament with the team of Totodile, Alolan Sandshrew, Zorua, Growlithe, Chinchou and Dratini. An important player on the Team was Growlithe. I was able to combine its intimidate ability and recovery move morning sun to keep it alive and hinder opponent’s physical attackers throughout battles. It also had access to powerful attacks in burn up and close combat to give it offensive potential as well. The star of the show however was Totodile. Having the move dragon dance allowed to boost its speed to outspeed opponents while also adding an additional boost in attack on top of its sheer force ability. This turned Totatile into a very scary offensive threat.Thank you to everyone who participated and I hope to see everyone at meetings in the future!

Trivia Summary

Posted on February 9, 2017 at 1:10 AM Comments comments (0)

Heyo Pokedudes! Pokemon Society Secretary and one of this Semester’s Trivia emcees Dalton here to give those of you who missed Trivia a brief rundown. We had 24 members come out for the meeting and 7 teams got together. Over the course of the night the teams struggled through 18 of the toughest questions Victoria (my co-emcee) could think of, as well as a halftime and our final question. Halftime seemed to be a crowd favorite, being dubbed ‘Who’s That Pokemon?’ Teams had to name ten gen I back sprites that they only got to see for a maximum of a second! Our final question had the category of GEN IV, a theme we had held through a number of questions throughout the night. The question was to simply name all of Sinnoh’s Gym Leaders, E4, and Champion, but proved moderately difficult since Gen IV is the generation that has had the longest time without an official game! At the end of the night, the team Taco Squad bet is all and nailed the last question to shoot into the lead with 92 points! Overall, the night was a blast and hopefully Vic and I can come back to host Trivia again in the future!

Wonder Trade Tussle

Posted on February 1, 2017 at 7:50 PM Comments comments (0)

Hey guys, Geoff here to inform you on how awesome our Wonder Trade Tussle was! We had 25 people come out and compete in this wonderful event where each of us wonder traded away 6 Pokemon, and whatever Pokemon we got, we had to use, without training them in any way (including giving items and teaching them new moves)! During the battle, players would bring 6 Pokemon, and choose 4 to use out of the 6. After each battle, contestants would then wonder trade another Pokemon away, to obtain a new Pokemon that they could use on their team for the following rounds. It was shocking to some of the pokemon that people were able to obtain via wonder trade, especially the shiny infernape that our president Adam Warfield got, a Necrozma Johny S, and a shiny Togadamaro obtained by yours truly . Some contestants got Magikarps, some contestants got Honedge, but the most popular Pokemon that trainers got was Cutiefly. A huge congratulations go out to Peter DeMartino for winning with a record of 5-0. His MVP of the event was his trusty lapras, that surprised a lot of people with perish song that was able to finish of the opposing trainer’s last pokemon. His final team that he used to finish off the event included Turtonator, Cutiefly, Wishiwashi, Gible, Carracosta, and Lapras. Thanks again for everyone who came out to this wonderful event, and hope that every comes out to our future events.

 

 

Geoffrey Sauk

 

Initials Tournament Overview

Posted on January 25, 2017 at 7:15 PM Comments comments (0)

Hey Penn State Pokemon Society members! This is your Vice President, Nicholas Seman, wishing you all a good welcome back to the new semester. Last Wednesday we had are semesterly initials tournament, and we got some crazy initials team.

One notable mention was Nick R. Taylor with Ninetales, Raichu and Tapu Koko, using Tapu Koko's ability Electric Surge to set up Electric Terrain for Raichu's ability Surge Surfer.


Another notable mention goes to myself, Nicholas S Seman, with Ninetales, Sandslash, Sivally, using Ninetale's ability Snow Warning to set up hail for Sandslash's ability Slush Rush.


However, the one to come out on top was Angel T Lewis, using the team Mega- Alakazam, Tapu Lele, and Lycanroc. Tapu Lele's ability Psychic Surge not only boosts it's own psychic attacks, but also boosts Mega Alakazam's attack to explosive levels.


A final congratulations to Angel for winning our the Initials Tournament.

Philadelphia Regionals Team Report

Posted on November 27, 2016 at 8:10 PM Comments comments (0)

Guten Tag everyone, this is your PSPS treasurer Emily. I recently went X-2 and got 25th place out of over 200 people at the Philadelphia regional. The team I used was a team I had modified throughout the whole VGC 2016 season. Here I will go over my team and how I used it...

 

 

The Team:

 

 

 

 

 

 

 

Groudon-Primal @ Red Orb

Ability: Desolate Land

Level: 50

EVs: 252 HP / 100 Atk / 156 SpD

Adamant Nature

- Stone Edge

- Fire Punch

- Precipice Blades

- Protect

 

 

Groudon was a pretty standard pick for VGC 2016. This Groudon in particular was one of the bulkier sets. Precipice Blades was a signature on every physical/mixed Groudon this season. Fire Punch was just there for a STAB fire move. Protect is a staple in the VGC format. I put Stone Edge on there last minute just for coverage and I WISH I had put rock slide on it instead. Putting Rock Slide on Groudon instead of Stone Edge would’ve given me a worse matchup to Wide Guard users but it would’ve been a chance to flinch on both of my opponent's pokemon and more damage on both pokemon, which is always nice.

 

 

Calcs:

252+ SpA Primal Groudon Earth Power vs. 252 HP / 156 SpD Primal Groudon: 174-206 (84 - 99.5%) -- guaranteed 2HKO

+2 252 Atk Mega Rayquaza Dragon Ascent vs. 252 HP / 0 Def Primal Groudon: 175-207 (84.5 - 100%) -- 6.3% chance to OHKO

252 Atk Life Orb Mega Rayquaza Dragon Ascent vs. 252 HP / 0 Def Primal Groudon: 114-136 (55 - 65.7%) -- guaranteed 2HKO

 

 

 

Xerneas @ Power Herb

Ability: Fairy Aura

Level: 50

EVs: 44 HP / 132 Def / 76 SpA / 4 SpD / 252 Spe

Timid Nature

IVs: 29 HP / 0 Atk

- Geomancy

- Dazzling Gleam

- Moonblast

- Protect

 

 

Xerneas was another standard pick for this VGC format. This Xerneas is used to live big hits in this format and deal back significant damage. Geomancy + Power Herb gives instant pressure. Moonblast and Dazzling Gleam are both good STAB moves to have and allows you play around Wide Guard and gives you good spread damage. Protect is standard on most pokemon in VGC.

 

 

Calcs:

252 Atk Life Orb Mega Rayquaza Dragon Ascent vs. 44 HP / 132 Def Xerneas: 153-183 (74.2 - 88.8%) -- guaranteed 2HKO

252+ Atk Primal Groudon Precipice Blades vs. 44 HP / 132 Def Xerneas: 99-117 (48 - 56.7%) -- 85.2% chance to 2HKO

252+ Atk Primal Groudon Fire Punch vs. 44 HP / 132 Def Xerneas in Harsh Sun: 123-145 (59.7 - 70.3%) -- guaranteed 2HKO

252+ SpA Primal Kyogre Water Spout (150 BP) vs. +2 44 HP / 4 SpD Xerneas in Heavy Rain: 102-121 (49.5 - 58.7%) -- 98.8% chance to 2HKO

252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 44 HP / 132 Def Xerneas: 151-178 (73.3 - 86.4%) -- guaranteed 2HKO

 

 

 

Salamence-Mega @ Salamencite

Ability: Aerilate

Level: 50

EVs: 4 HP / 252 SpA / 252 Spe

Hasty Nature

- Double-Edge

- Hyper Voice

- Protect

- Tailwind

 

 

I used Salamence this format because I liked Intimidate before mega evolving and it was a hard hitter. This Salamence was there to outspeed other pokemon and to hit hard. Outside of Tailwind and after Mega evolving Salamence can outspeed: Max Speed Smeargle without a choice scarf. Under Tailwind this Salamence can outspeed most things in the format like: Choice Scarf Smeargle. I chose to put Double-Edge and Hyper Voice on Salamence because I wanted ways to get around Wide Guard and also to be able to hit hard. This also allowed me to not be affected by other intimidates.

 

 

 

Ferrothorn @ Leftovers

Ability: Iron Barbs

Level: 50

EVs: 60 HP / 196 Def / 252 SpD

Sassy Nature

IVs: 0 Spe

- Gyro Ball

- Leech Seed

- Power Whip

- Protect

 

 

My team had a hard time dealing with Kyogre and Trick Room- which is the main reason why I put Ferrothorn on my team. This Ferrothorn spread can take most hits Kyogre dishes out and recovers some of it back with leftovers. 0 IVs, no speed investment, and a minus speed nature allowed for max damage on Gyro Ball. Power Whip was there for a STAB grass move and for ways to deal with Kyogre. I chose to put Leech Seed on Ferrothorn so it had ways with dealing with bulkier pokemon like Cresselia and Bronzong.

 

 

Calcs:

252+ SpA Primal Kyogre Water Spout (150 BP) vs. 60 HP / 252+ SpD Ferrothorn in Heavy Rain: 66-78 (42 - 49.6%) -- guaranteed 3HKO after Leftovers recovery

252+ Atk Primal Groudon Precipice Blades vs. 60 HP / 196 Def Ferrothorn: 73-87 (46.4 - 55.4%) -- 15.6% chance to 2HKO after Leftovers recovery

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 4 HP / 0 Def Xerneas: 168-200 (83.1 - 99%) -- guaranteed 2HKO

+2 252 SpA Fairy Aura Xerneas Moonblast vs. 60 HP / 252+ SpD Ferrothorn: 72-84 (45.8 - 53.5%) -- 40.2% chance to 2HKO

 

 

 

Thundurus @ Focus Sash

Ability: Prankster

Level: 50

EVs: 4 HP / 252 SpA / 252 Spe

Timid Nature

IVs: 0 Atk

- Protect

- Thunderbolt

- Taunt

- Thunder Wave

 

 

Thundurus was a pick I made later in the teambuilding process. I like Prankster Taunt and Thunder Wave. Speed control is essentially this format and you couldn’t afford to be the slower pokemon on the field because it meant potentially losing the game. This is where Thundurus shined, I could cripple certain threats by thunder waving them. Taunt was there for Xerneas’s trying to set up Geomancy, Smeargle trying to Dark Void my pokemon, and Bronzong trying to set up Trick Room. Thunderbolt was there for coverage and a good STAB move.

 

Suicune @ Assault Vest

Ability: Pressure

Level: 50

EVs: 252 HP / 100 Def / 132 SpA / 20 SpD / 4 Spe

Calm Nature

IVs: 0 Atk

- Snarl

- Icy Wind

- Ice Beam

- Scald

 

 

Suicune was an odd choice this format, but I chose Suicune because I honestly just wanted to use it and it didn’t disappoint. This Suicune spread was made to live most threatening attacks in this format. Assault Vest was added to the mix because I wanted more bulk. Snarl and Icy Wind were there for crippling foes and making their speeds drop to extreme lows. Ice Beam was added because it hit a lot of pokemon in this format for good damage. Scald was there for good STAB plus burn chances. Most of the moves on Suicune were added to help it stay on the field as long as possible. Most opponents expected a Tailwind from my Suicune and they were sadly disappointed when their taunts didn’t hurt it in the slightest. Overall, Suicune was the star of my team and it helped me out of a lot of sticky situations.

 

 

Calcs:

+2 252 SpA Fairy Aura Xerneas Moonblast vs. 252 HP / 20+ SpD Assault Vest Suicune: 117-138 (56.5 - 66.6%) -- guaranteed 2HKO

252 Atk Life Orb Mega Rayquaza Dragon Ascent vs. 252 HP / 100 Def Suicune: 138-164 (66.6 - 79.2%) -- guaranteed 2HKO

4 SpA Life Orb Mega Rayquaza Draco Meteor vs. 252 HP / 20+ SpD Assault Vest Suicune: 86-101 (41.5 - 48.7%) -- guaranteed 3HKO

252+ Atk Primal Groudon Precipice Blades vs. 252 HP / 100 Def Suicune: 87-103 (42 - 49.7%) -- guaranteed 3HKO

252 Atk Aerilate Mega Salamence Double-Edge vs. 252 HP / 100 Def Suicune: 118-139 (57 - 67.1%) -- guaranteed 2HKO

252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 100 Def Suicune: 135-160 (65.2 - 77.2%) -- guaranteed 2HKO

252+ Atk Ferrothorn Power Whip vs. 252 HP / 100 Def Suicune: 150-176 (72.4 - 85%) -- guaranteed 2HKO

132 SpA Suicune Ice Beam vs. 4 HP / 0 SpD Mega Salamence: 156-188 (91.2 - 109.9%) -- 56.3% chance to OHKO

 

 

Common Leads:

 

 

Thundurus/Suicune: I brought this lead if I saw a Xerneas and Smeargle on my opponents team. Thundurus could taunt either pokemon and Suicune could snarl or icy wind. This cripples the Xerneas because if it gets a geomancy off it’s boosts are diminished.

 

 

Salamence/Suicune: This was a very common lead for me. Salamence’s intimidate hindered my opponent's pokemon right off the bat and with Suicune’s icy wind the next turn Salamence could outspeed most things and deal very significant damage.

 

 

Groudon/Salamence: Probably my most common lead. This lead gave instant pressure because Salamence could intimidate, mega, then get a tailwind off while my Groudon protected. The next turn my Groudon and Salamence could outspeed most pokemon and could deal significant damage with a combo of Precipice Blades and Hyper Voice.

 


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