Coalossal should get steam engine as an ability imo.
Being the fastest mon in the game after a switch in to a fire move is really useful
Being the fastest mon in the game after a switch in to a fire move is really useful
Gen 8 BSS Factory wasn't developed by the Randbats team, so you'll probably be able to get more accurate answers on the BSS subforum thread about it.In a BSS Factory game I got a Choice Scarf Cinderace set that had Bounce. I'd assume Bounce is there mostly for Max Airsteam, which would make Scarf be pretty redundant. Should sets with Bounce be locked to roll Band whenever it would normally be Scarf, especially on something with already good speed, or is it just that this kind of set is perfectly appropriate for the BSS meta, which I admittedly don't have a great grasp of?
It's good in double combined with weakness policy. In singles, with no reliable way of boosting its offense - which is very lackluster - steam engine has very little value compared to the utility that flame body provides, imoCoalossal should get steam engine as an ability imo.
Being the fastest mon in the game after a switch in to a fire move is really useful
Three issues with this suggestion:Would it be possible if a Pokemon weak to Stealth Rock has a Sub/Salac Belly Drum set, to give it 30 HP IVs on that set, so it may switch into rocks, sub, and BD to proc Salac? This is referring to Darmanitan-Galar-Zen but also applies to Eiscue (lmao)
It's not possible to adjust your team for your opponent's team code-wise.I was playing random battle and my opponent had a Shedinja:
https://replay.pokemonshowdown.com/gen8randombattle-1632879995-piagp9yvxle39j3zi5rfytkjoffzj5ipw
All my pokemon didn't have super effective moves against it, they didn't have toxic or any other way to kill it. this was pretty unfair and I'd like the folks who modify Random battle's settings to take a look. I know it's not liberally "random battle" because we didn't find in our team 6 fire type pokemon, so I would like you to modify this "random" for when a Shedinja appears, at least have 1 or 2 pokemon with super effective move or At least something to kill him. note: my basculin didn't have crunch.
sounds fishy your point, because 80% of the time when I started with a focus sash pokemon, its almost garantee that the first pokemon of your opponent is focus sash too..It's not possible to adjust your team for your opponent's team code-wise.
This is not a thing. Pokemon generate focus sash in slot 1 if they are below a certain level of bulk (in terms of base stats), if they do not have a higher priority item they'd like instead (such as a Choice item), AND if they do not have moves that would interfere with focus sash (like recovery or recoil). Aside from generating Focus Sash on Shedinja when your own team has removal, this is the only line about Focus Sash in the code at all whatsoever. It does not check the opposing team, nor does it check anything I have not stated here.sounds fishy your point, because 80% of the time when I started with a focus sash pokemon, its almost garantee that the first pokemon of your opponent is focus sash too..
Your team and your opponent's team are generated completely independently. Without a complete restructuring of the program that generates random teams, it is not possible to use the opponent's team to generate your own or vice versa, and such a restructuring is not going to happen.But in this case, we need to look at all movesets of our 6 pokemon and they need to have at least a super effective attack against shedinja or a Non-Damaging move that can kill it.
It's random, and we'd like it to stay as random as is reasonable. Luck happens. Sometimes you will lose to matchup. We cannot eliminate that chance.look my battle, I already start the game losing, really unfair.
DD Outrage EQ Roost is not a bad set and doesn't warrant special code removing it.Dragon Dance Salamence should always have Dual Wingbeat
This is why I said our team.Your team and your opponent's team are generated completely independently. Without a complete restructuring of the program that generates random teams, it is not possible to use the opponent's team to generate your own or vice versa, and such a restructuring is not going to happen.
luck happens? this replay only shows that this scenario must be changed in the game code, a battle in which you already start with no way to win, it is not a battle, and must be fixed.It's random, and we'd like it to stay as random as is reasonable. Luck happens. Sometimes you will lose to matchup. We cannot eliminate that chance.
Changing the way team generation works this thoroughly would amount to an absurd amount of development effort for a very rare edge case, and it's not good manners to volunteer someone else's time to do it.just like every 2~3 months they change the moveset of practically every pokémon, they could invest the time to program something like that, there are several people who would love to help.
About comparing with the opposing team, it doesn't have to be the whole team either, just checking with shedinja would prevent that.
This certainly falls within the normal bad-matchup-spectrum.There is a similar case, but not as problematic as this one, in which you start with a pokemon with weakness 2x or 4x against ground, and your opponent starts with a dugtrio with choice band and arena trap. In other words, you start the game with 5 pokemons instead of 6.
It's happened about 3 times with me.
I think what lucas tesch is trying to say is that any team that has zero ways to deal with Shedinja should be rejected, regardless of whether the opponent has one or not. Or maybe he isn't, but at least it would be a not unreasonable solution to his problem.Changing the way team generation works this thoroughly would amount to an absurd amount of development effort for a very rare edge case, and it's not good manners to volunteer someone else's time to do it.
I personally also don't like it philosophically, as no format allows you to adapt your team to your opponent's, and I don't see it as all that different from other practically (although not mathematically) unwinnable matchups.
This certainly falls within the normal bad-matchup-spectrum.
It would be unreasonable. As Cake has already said, above, team generation happens in a vacuum, without consideration for the opponent's team. A team of 6 Pokemon being generated that cannot hit Shedinja is extremely unlikely, yes--but the rules, structure, and ethos of Random Battles allows for unlikely scenarios.I think what lucas tesch is trying to say is that any team that has zero ways to deal with Shedinja should be rejected, regardless of whether the opponent has one or not. Or maybe he isn't, but at least it would be a not unreasonable solution to his problem.
Just to clarify, I mentioned the option that teams without means to touch Shedinja should always be rejected, independently of the opponent's team. The quotes you referred to mention rejecting teams based on the opponent's team. Yes, it is totally unreasonable to reject these teams only if the opponent has one, but it is at least less unreasonable to always reject them. That being said, I do not really have an opinion on this, I just wanted to point out the possibility.It would be unreasonable. As Cake has already said, above, team generation happens in a vacuum, without consideration for the opponent's team. A team of 6 Pokemon being generated that cannot hit Shedinja is extremely unlikely, yes--but the rules, structure, and ethos of Random Battles allows for unlikely scenarios.
Ngl I would be for this. Changing a team based on the enemy's is a giant no but making it so that your team has at least one thing to deal with Shedinja would just get rid of or at least a completely dumb scenario where the game is actually completely unwinnable.Just to clarify, I mentioned the option that teams without means to touch Shedinja should always be rejected, independently of the opponent's team. The quotes you referred to mention rejecting teams based on the opponent's team. Yes, it is totally unreasonable to reject these teams only if the opponent has one, but it is at least less unreasonable to always reject them. That being said, I do not really have an opinion on this, I just wanted to point out the possibility.
Agree, any generated team must have at last one way to kill a shedinja, regardless of whether the opponent has one or not. this is simple and not problematic way to deal with this problem.I think what lucas tesch is trying to say is that any team that has zero ways to deal with Shedinja should be rejected, regardless of whether the opponent has one or not.
Reroll team if there is not any of:It's actually not that simple from a coding standpoint
Practically unwinnable: you can outplay, bank on hax, hope your opponent chokes, leverage the fact that your opponent doesn't know your team, etc. Infeasible to regulate because there are too many factors - though the Type Chart is a big one - and probably philosophically undesirable to regulate.I don't see it as all that different from other practically (although not mathematically) unwinnable matchups.