What is Pokemon-Online?
Pokemon-Online is a game client that allows people to act out their Pokedreams and gather a team of 6 Pokemon of their choosing, have them all start at level 100, and allow them all to learn any move, have any ability, and have any item they want. It gives total freedom, and opens the door to competitive battling.
What is Competitive Battling?
The world of competitive battling in Pokemon is different than what the average Pokemon player is used to. Contrary to popular belief, extreme amount of strategy and skill is involved in becoming a good competitive battler. Also, strategies that one relied on in-game to defeat the Elite Four will not work as well in a competitive environment. For example, you may have a fully offensive team in the game all strapped with Hyper Beam which decimates everything, but in competitive environment, if you are faced with a wall, not only will Hyper Beam just scratch the wall, but the wall will counter you and hurt you badly. Moves that seemed useless in-game are exceptionally handy in a competitive environment as well, such as Taunt, Encore, Whirlwind, etc.
What is this thread for?
This thread is here so that all people who enjoy Pokemon Online, or PO, can discuss awesome strategies with each other, help with team-building, battle against each other, and occasionally even hold tournaments! There is also a competition explained below.
For Mac-Users such as myself, Pokemon Online has a build just for you as well.
Also, almost always use the "Reborn" server. So go in there, and if it's down or something, then coordinate what server to go to.
AC Pokemon League
This thread also hosts the AC Pokemon League. The AC Pokemon League is just a casual competition-type thing where members can roll dice to acquire Pokemon in their fully evolved forms (level 100, any item, any ev's, etc), build their teams, challenge each other as well as gyms, and just have a great time!
All members start with 6 Pokemon.
6 Pokemon are initially rolled for you, and from these 6 Pokemon, 2 may be re-rolled.
Extra rolls are gained either through getting 4 wins, getting 2 losses, completing 10 battles, can be purchased, or can be won from events
All matches must have Sleep Clause and Evasion Clause enabled for it to be official.
Losing a match gets you 5 Battle Points. Winning a match gets you 10 Battle Points.
Winning against a Gym Leader gets you 15 Battle Points. Losing against a Gym Leader gets you no Battle Points.
When defeating a Gym Leader, you get a free roll+re-roll.
You may only officially battle a member once per day. Let the opponent know when it is official.
You may only officially battle a Gym Leader once per day.
Members have an infinitely large storage box.
The current ladder leader (person with most wins) gains 1 roll + re-roll every day.
At the end of every two weeks, all Pokemon are discarded.
You may keep one Pokemon from your previous bunch.
Paste this sheet into the thread and 3 Pokemon will be rolled for you. Update your sheet as frequently as you can.
You may sacrifice several of your Pokemon to gain a strong roll. NU/RU Pokemon count as 1 point. UU Pokmon count as 2 points. OU Pokemon count as 3 points. Once 10 points are accumulated, you can sacrifice all those Pokemon for a single OU only roll, which means the roller will continue rolling until an OU Pokemon is the result. This does not include pre-evolutions that evolve into an OU Pokemon. It must directly be the final evolution of the Pokemon. This is because the evolution stages of some OU Pokemon are greater than others, skewing the probability of receiving certain Pokemon. This is to keep it a fair 1/51 chance.
The achievement system is a system that rewards Pokemon collectors. Discarded Pokemon still count toward your achievements. The categories and their prizes are listed below.
All Gen 1/2/3/4/5 Starters (100 BP + 3 Rolls) All Starters Gen 1-5 (500 BP + 3 Rolls) All Pixies (500 BP + 5 Rolls) All Pokemon of 1 Type (800 BP + 10 Rolls) All Legendaries (1000 BP + 7 Rolls) All Pokemon (2000 BP + 20 Rolls)
Quick Battle Guide for New Players
Here I'm going to guide new players on how to team build, battling strategies, EV spread builds, and more!
I've broken them up into categories so you can skip around wherever you want to.
In the Pokemon games, you can get away with having 6 Hyper Beamers and destroying everything in the game. In competitive battling, you can't. You need to have a team that helps each other and flows well together. That flow is called synergy (I'm not making it up just because it's my name lol).
All Pokemon usually fulfill some sort of role, some Pokemon can fulfill multiple roles, depending on what Moveset and EV Spread you give them. Below I'll break down some common Pokemon roles so you can gain a better understanding of competitive battling.
When there is trash on the floor, what do you do (or your mom in some cases)? You sweep it.
Hard hitting, and usually fast, the sweeper is the main offensive force of your team. When you find the time to switch it in, this is the force that'll usually bring you the win.
There are two kinds of sweepers, your general sweeper, and your late game sweeper.
General Sweeper: Just your general offensive force, no matter what point in the game you're in, it should score you some kills, unless you're doing something really wrong. It should have a fair amount of bulk, but it should be fast.
Late Game Sweeper: Late Game Sweepers can really be used whenever, but they operate best late in the game, when most of the opponent's Pokemon have already taken damage due to all the switching and possibly residual damage. Late Game Sweepers usually have two things that set them apart from a General Sweeper. a)They usually have a stat boosting move, and b) they usually have priority. The stat boost late in the game is a good idea, because you only usually need one to finish off everything in their team. And Priority is also excellent, because if you happen to get out sped by something close to dying, you can just use priority and put it to its death.
Your unsung hero. In the shadows it lies in wait until its comrade is in danger. At that moment it steps in front of the bullet as it bounces off your Wall's muscular pecs. Or something like that.
The wall is one of the most vital parts of any team. Even in a fully offensive team, you'll want some kind of attacking wall hybrid, that's how important it is. When faced with a menacing foe who can tear you in half, your wall will be there not only to protect you, but to cripple the opponent. You can specialize your walls into a physical and special wall, or you can make a hybrid wall to take up one less Pokemon slot, but be less effective as a whole.
Walls aren't meant to attack, but you should always have at least one attacking move, and one that will usually hurt what you most often wall with that Pokemon. Great non-attacking moves that walls would love to have are Will-O-Wisp, Thunder-Wave, Toxic, Leech Seed, some recovery move, etc. If you want, some Pokemon would also do well to have Spikes or Stealth Rocks on them too. It can be boring completely walling the shit out of your opponent while having nothing to do.
The first step to anything is building a good, all around team. There are many kinds of teams, weather based, stall based, balanced, screen, etc. Depending on what sort of team you would like to achieve, there are certain tips out there one should always adhere to.
I've broken down a few of the different types of teams out below, with tips for each.
A balanced team has got it all. Offense, defense, utility, support, and so on. Sometimes people try to cram too much in that they ruin team synergy, or sometimes they make it too one sided. In a balanced team, you need balance.
Tips for Making A Balanced Team:
Balanced teams, my preferred style, have many templates they can go about. The one I personally use is usually Two Physical Attackers, Two Special Attackers, 1 Wall, 1 Utility. Also, I usually try to make them hybrids as well, such as a physical attacker that can also wall.
This template here is more offensively oriented, and the likes of Blissey can't stop you due to your physical attackers, while Ferrothorn and Skarmory will also have trouble due to your special attackers. The most important thing with an offensively oriented balanced team is coverage though. There are two move combinations you'll need to squeeze in there, Edgequake (Stone Edge and Earthquake) and Boltbeam (Thunderbolt and Ice Beam). These two combinations have excellent coverage, and can usually hit every Pokemon you counter for at least neutral damage. You will also want a Fighting move, preferably on one of your Physical Pokemon as Blissey can still wall Special Fighting, and a Ghost/Dark and Psychic/Flying move. Dark is on the top of that food chain as it beats out both Ghost and Psychic. Psychic/Flying is also key to countering those Fighters such as Conkeldurr that can otherwise wreck an unprepared team. You will also need at LEAST one priority move in your team. Even if the opposing Pokemon has 1 HP, but they are still faster than you while you have no priority, you can be totally swept if unprepared. Priority is key for taking out those boosted Pokemon and revenge killers. It can also render Choice Scarves useless.
A utility Pokemon is usually a slot saved for support of some sort, a rapid spinner, scout, dedicated entry hazard Pokemon, and so on. It's important to at least have one, as the utility Pokemon provides great team synergy. They are usually the glue to a team that is otherwise too individual.
For a defensively oriented balanced team, I'd usually go with 1 Special Attacker, 2 Physical Attackers, 1 Special Wall, 1 Physical Wall, 1 Utility. Depending on what Pokemon you use, you can switch to 2 Special and 1 Physical, but it's very situational. For example, if Starmie is your utility, it can also act as a Special Attacker. Making hybrids bring stronger team synergy.
With this defensive balanced team though, you now have a dedicated physical and special wall, which opens up a plethora of possibilities. Since one of your walls is physical and the other is special, you can dedicate them to crippling the Pokemon they wall. For example, if I have a Dusknoir and make it my Physical Wall, I will definitely run Will-O-Wisp on it to ruin my opponent's physical attackers. But if Dusknoir is my dedicated Special Wall, I will run Thunder Wave on it instead to cripple the special attackers. Also, on a defensive balanced team, since you will most likely be running more than one utility/support Pokemon thanks to your new double wall advantage, you can definitely fit a stat boosting Pokemon as one of your attackers for a good late game sweep after crippling most of their Pokemon. After a single boost you can put a world of hurt on the opponent.
Pros and Cons of a Balanced Team
Balanced teams have few cons. It is one of the safest team builds to go by, as you are pretty much covered from most things, and it is probably the hardest team to have a set strategy against. You'll just have to use prediction and hard countering to take out a balanced team that is built correctly.
Another way to really put the hurt on a balanced team is to have a Pokemon successfully boost when one of the opponent's walls are out. This will make for either a very successful sweep, or a pretty good one against a better opponent, as they'll find a way to shoot it down through a combination of priority and bulk.
Stall teams are extremely annoying teams to go up against if done correctly. A stall team is basically a team of Pokemon that mainly use moves that aren't attacks to hurt you over a long period. If you want to see someone suffer, this is the team to make.
Building a Stall Team
The first thing you need for a Stall Team is some good defensive coverage. Having a Fire/Water/Grass core would be a good idea, as you have some decent coverages right off the bat. A steel Pokemon is also an absolute must (opportunity for hybrid arises! Ferrothorn is both grass and steel) because of their gigantic amount of resistances and poison immunity. The last mandatory Pokemon you need is a Ghost for spinblocking. If you spend all that time and effort setting up your entry hazards just for it to be spinned away in one turn, you're doing something wrong. The rest is filler. A normal type would work well too, but if you're running Steel AND Normal make sure you have a dedicated fighting counter, otherwise 2 of your 6 have just been wrecked.
After defensive coverages, you'll need all the residual damage and crippling moves you can get. Entry Hazards are an absolute must, Stealth Rocks, Spikes, and Toxic Spikes in tandem is brutal. A weather summoner like a Sandstorm or Hail user for weather damage. A phazer (Whirlwind, Roar, Dragon Tail) is necessary, not only to hurt the stat boosters, but to pile on the Stealth Rocks and Spikes damage. Burn, Toxic, and Paralysis are necessities. In case you don't get your Toxic Spikes out, you have a secondary Toxic ability, and for those Steel types that don't get affected by Toxic, you've got burn and paralysis at your disposal. Leech Seed is also a must, as it can heal Pokemon that don't have insta-heal moves, and adds even more residual damage. The last annoying thing that really makes your Stall team shine is a Trick user. If you're facing a set up Pokemon, or something that really hurts you, run a Choice Scarf user with Trick, and if you can paralyze them as well after they've been tricked, that Pokemon has officially been wrecked.
If you've got most of these in your stall team, you've probably got a pretty successful stall team on your hands!
Pros and Cons
Prepare for really long battles. Stall wars can go up to 80 turns, but if you're a sadistic fiend, it's perfect for you. Stall teams are either really hard or easy to counter. If you've got a Taunt user, you'll severely cripple any Stall Team. But a stall team is basically a team with 6 walls, so facing a stall team unprepared will mean a world of pain for you.
What's the point of having awesome Pokemon if you can barely use them? After building your epic team using the guide above for Team Building, you are now ready to use it.
Note: I'm going to assume whoever is reading this has already become very familiar with the type chart. If you aren't familiar with it, then do it.
Pretty much prediction alone is what separates the newbie battler from the average battler. Prediction is the ability to sort of see what your opponent is going to do next, and prepare for it, if not directly counter it. You might say "well how the eff am I supposed to know what they're going to do Syn?!" And I just say "use your head".
If Person A has a fire Pokemon is out at the moment, and Person B has a Water Pokemon out, Person A is likely to switch their Pokemon out to save their Fire type, but also switch in to something that can likely take the water hit. Knowing the possibility of switching is high, Person B can either use a support move, or a move besides a water move and catch the opponent off guard. This is the basis of prediction, and is something that should be practiced.
Knowing this though, you must be extremely careful not to get caught in the trap of over-prediction. If Person A has a Fire type, and Person B has a water type, Person B will predict that Person A will switch and use another move besides water. However Person A will predict that Person B will do that, stay in, and hit them back, possibly for super effective damage and killing them.
How do you know when you're overpredicting? You don't. However, if you use prediction in modesty, you're less likely to overpredict. You're usually pretty safe when switching into a proper wall, but like I said at the top, just use your head.
Forced switching is a concept that battlers inherently have, but once understood, can be taken full advantage of. Forced switching basically means that if Person A switches in a Tyranitar on Person B's Latios, Person B is forced to switch because they can do nothing against Tyranitar. Like I said, a simple concept that battlers inherently have. But here's the part that people can take full advantage of once understood. Tyranitar is brought in on a Latios because Person A already knows that Latios can do nothing against Tyranitar. This causes a forced switch which has given birth to a strategy called Pursuit trapping. Latios will be killed due to this well thought out Forced switch, because if Latios switches out, it will be killed by Tyranitar's Pursuit, and if it stays in, will still be killed. Forced switching can cause a variety of good things to happen. For example, if you are up against a Swords Dance boosted Scizor, and you switch in a Heatran against it, Scizor's work of Dancing on you will have gone to waste by switching out due to not being able to take care of Heatran, essentially saving your team from a sweep.
When is the right time to pull off a stat boost? If you can't ever seem to get off a stat boost, it's probably because your timing is way off. Stat boosting should mainly be done when an opponent's wall is out, or when a Pokemon you're up against can do nearly nothing against you. Doesn't really help you? There's a role given to fast, hard hitting Pokemon, with U-Turn/Volt Switch called Scout (Jolteon, Flygon, Ambipom, etc). What scouts do are lure out walls while switching out the moment they switch in. This gives you the advantage of having a preemptive strike against them, and successfully pull of a stat boost in a non-dangerous situation. Be weary though, walls usually carry some sort of crippling move. A Will-O-Wisp will make your Dragon Dancer harmless.
If you don't want to waste your utility slot on a Scout, prediction will also do the trick. If Person A has a Sceptile and Person B has a Swampert out, Person B can switch to a Charizard and absorb the hit. Person B can then switch to Gyarados, without even attacking with Charizard because they know Sceptile will probably switch to a water type, giving Person B a free turn to Dragon Dance, which can prove crucial.
This is the Notices & Events section. Any time an event comes up or an announcement, it is posted here. All tournament information is posted here, as well as any new changes I make. So keep your eye posted on this part of the thread!
Bionsan's 'One Kind to Rule Them All' Tournament [On-Going]
This tournament consists of either 4 or 8 members, however many there are available at the time.
If it is a 4 member tournament, the matchups are randomly rolled by an outside representative, and the tournament progresses in bracket fashion until the winner is determined.
It is the same idea for the 8 member tournament, just larger scale.
The prize for the winner of the 4 member tournament is 30 Battle Points and 2 Rolls + Re Rolls.
The second place prize is 20 Battle Points and 1 Roll + Re Roll.
The prize for the winner of the 8 member tournament is 50 Battle Points, 3 Rolls + Re Rolls, and any RU/NU Pokemon of your choice.
The second place prize is 25 Battle Points, 2 Rolls + Re Rolls.
Every participant in the tournament gets a roll (no re-roll).
Lastly, all battles during tournaments count on your record, even if you have already battled the person prior, or plan to battle them afterward.
Uber Exceptions & Additions
Excadrill and Blaziken are allowed without their Uber abilities (Sand Rush and Speed Boost, respectively), others in the Uber tier have absolutely no exceptions and are banned.
Welcome to the Adoption Center where you can adopt new Pokemon and release unneeded ones. The currency used for adoption are the Battle Points you gain from battling.
Please post all purchases in this thread.
Note: All images of Pokemon are clickable links to Serebii so you can check out their stats!
Record Reset - 60 BP
Buy A Roll (includes one re-roll) - 50 BP
- 70 Battle Points - Sold to Maruna - Sold to Zafis - Sold to Koni - 80 Battle Points