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  1. AlwaysSlayin

    Damage Incorporated: THE BATTLES OF GLORY!

    THE BATTLES OF GLORY! SERIES I: DICING WITH A DRAGON. Issue #1 Issue #2 Issue #3 Issue #4 Issue #5 Issue #6 Issue #7 SERIES 2: AN ENCOUNTER WITH THE GREEK MAFIA! Issue #8 Issue #9 Issue #10 Issue #11 *TO BE CONTINUED* Credit to the authors and editors: Authors: @AlwaysSlayin @ImUrX @smallgeorg3 @Roxas @rskde @Theopheno Editors: @mehseenbetter Special thanks: @Thesi @Yoshi @Zezette
    8 Points
  2. Chris08

    free game codes

    picked up the new humble freedom bundle but i have some of the games already so here are the codes 4AYL5-DMNQ7-IQ7X8 - stardew valley 3EP2K-H5Y97-YH9K7 - waking mars 0FTCC-AE99R-8325Q - octodad 39DRI-LD7PG-YR48W - superbrothers, sword and sworcery 3GZ7L-NIJAH-Q87KT - super hexagon 3QY2I-5KXA7-IFDJP - rocketsrocketsrockets E68JD-09VM7-LAI9C - a virus named tom 2X7PN-E566J-LQPAW - ai war - fleet command 0ITV0-Q3IX5-C9IZM - streamline first come first served. two things though, please only take one per person and call it out in the comments what you took so others dont try and redeem the same code. enjoy!
    7 Points
  3. There letting me go home on Friday, parents want me to rest for a few days then hopefully be able to start school Monday. Love y'all
    6 Points
  4. got a new job working at a kids daycare/fitness center. they have a dog too. im never gonna be stressed out again.
    5 Points
  5. Occult

    Working on a wallpaper for DI

    Here's a work in progress :)
    4 Points
  6. Roach

    I released an album.

    Hey everyone! I'm Roach (or Stephen) from Division 5 -Rocket League. When I'm not playing that wonderful game, I'm doing music with myself or with friends. Just recently (January 31st), my friends and I released our first record under the moniker of "Code Machine." If you're into alternative rock, listen to Radiohead or Deathcab for Cutie, or just love music, give it some love! :) iTunes: https://itunes.apple.com/us/album/code-machine/id1202587622 (the album with the watercolor, not the industrial looking album) Spotify: Bandcamp: https://codemachine.bandcamp.com/album/code-machine Google Play: https://play.google.com/store/music/album/Code_Machine_Code_Machine?id=B2djvcc64qlll7g6smgamzaqp34&hl=en
    3 Points
  7. Roflosaurus

    Uno Esport venture

    Game: Uno Game genre: Card game Game Description: A very challenging card game where each player constantly back-stabs each other and create alliances to undermine the winner. Why do you think this game is worth venturing into? Only when not sober or past midnight. Any other information you wish to include?: Esport scene: http://gamebattles.majorleaguegaming.com/pc/uno/ List of 5 players that will be participating in this venture: Venture Leader: @Roflosaurus 1. @Zxcaven 2. @DASGUTENBRAT 3. @Valkyrie 4. @TheGamer777
    3 Points
  8. when your mood goes from sad to happy in a sec with @AFDragon
    3 Points
  9. AUTHOR: @jolteonization META: VGC/Doubles INTRODUCTION Welcome to the first Pokemon of the Week article! This week, we will be looking at Tapu Cocoa Koko, a new legendary Pokemon in Generation 7! Tapu Koko is the guardian deity of Melemele Island and can be found at the Ruins of Conflict after completing the game. It is a dual-type Electric/Fairy Pokemon and has decent attack and special attack stats (115 and 95, respectively). Its signature ability, Electric Surge, generates Electric Terrain for 5 turns. Some of the benefits of this terrain include a 50% boost on Electric type attacks and Pokemon being immune to sleep afflicting status moves, like Yawn and Hypnosis. All of these factors make Tapu Koko a force to be reckoned with. BASIC INFO POKEMON: Tapu Koko, dex# 725 TYPE/S: Electric/Fairy ABILITIE/S: Electric Surge – Generates Electric Terrain for 5 turns. Electric Terrain boosts the power of Electric type attacks by 50%, prevents Pokemon from being put to sleep, turns Nature Power into Thunderbolt, transforms a Pokemon using Camouflage into Electric type, makes Secret Power look like Thunder Shock and has a chance of paralyzing the opponent, and doubles the Speed stat of Pokemon with the Surge Surfer ability. Telepathy (Hidden Ability): Prevents damage from team-mates during Double and Triple battles. Currently unavailable. HP: 70 ATTACK: 115 DEFENSE: 85 SPECIAL ATTACK: 95 SPECIAL DEFENSE: 75 SPEED: 130 IMPORTANT MOVES: - Thunderbolt: Standard Electric type (special) STAB move. This can hit hard as it has 90 base power and gets a 50% power boost with Electric Terrain on the field. - Discharge: Electric type (special) STAB spread move. This is mostly used in doubles/VGC when you want to hit multiple opponents. In particular, it partially bypasses effects of abilities like Lightningrod by allowing you to hit that Pokemon's ally (i.e. vs A-Marowak and Gyarados, Discharge will be immune on A-Marowak but will connect on Gyarados). - Dazzling Gleam: Fairy type (special) STAB spread move. This one will hit both opponents and not affect your ally. It happens to be one of the only strong Fairy moves Tapu Koko gets too, so you will frequently see this move in both singles and doubles. - Hidden Power: A 60 base power special move that takes on a given type based on the IV combination of the Pokemon. Some common types seen on Tapu Koko include Ice, Grass, and Ground. There have been some instances where Fire has been utilized for Kartana, but this really depends on your team composition and needs. - Grass Knot: Grass type (special) attack to hit Ground types. It can be particularly useful against Gastrodon, a common bulky Water/Ground type in VGC. - U-turn: Bug type (physical) move with base power 70. It will hit the opponent and let you switch Tapu with another Pokemon in your team. It's not common in VGC but has uses in singles for maintaining momentum and avoiding unfavorable matchups. - Volt Switch: The Electric (special) version of U-turn. While it takes advantage of STAB and Electric Terrain, U-turn might be the better move if A-Marowak is a concern for your team. - Wild Charge: Electric type (physical) STAB attack. Like Thunderbolt, it hits hard with its base power of 90 and 50% boost from Electric Terrain. Because Tapu Koko's physical attack is higher, it would do more damage than Thunderbolt. However, Tapu Koko takes recoil damage. - Brave Bird: Flying type (physical) STAB attack. It's a very powerful move at 120 base power and takes advantage of Tapu Koko's higher attack stat, but it, like Wild Charge, has recoil damage. - Nature's Madness: Signature Tapu deity move that always halves the opponent's HP. A good way to hit bulkier Pokemon and/or stuff that walls your team hard. - Other notable moves: Taunt, Roost, Calm Mind, Steel Wing, Thunder Wave. (Z-) Mirror Move, Acrobatics, Reflect, Light Screen. ANALYSIS USUAL ROLES Tapu Koko is commonly used as a special attacker. Although Tapu Koko has a Attack stat, its physical movepool is rather limited. It gets Wild Charge as its strong physical Electric type STAB move but lacks a physical Fairy move like Play Rough. Brave Bird, one of its stronger physical moves, has recoil damage like Wild Charge. Even so, Tapu Koko has potential to be a mixed sweeper or even go fully physical. On the defensive side, Tapu Koko's Defense and Special Defense stats (85 and 75, respectively) and mediocre HP base stat of 70 allow it usually survive most non-boosted attacks that are not super-effective. While not the frailest Pokemon in existence, Tapu Koko's overall defenses can be described as decent at best. Some folks opt to run a bulkier build, but Tapu Koko shines best a sweeper/attacker due to its ability to apply strong offensive pressure. USUAL SETS Special Attacker Tapu Koko @ Life Orb/Focus Sash Ability: Electric Surge Level: 50 EVs: 4 HP / 252 SpA / 252 Spe Timid Nature IVs: 0 Atk - Thunderbolt - Discharge - Dazzling Gleam - Protect This is the standard Special Attacker set you will see in VGC/Doubles format. Thunderbolt is a strong Electric STAB attack. Discharge is there as a strong and useful Electric type spread STAB and in case Pokemon with Lightningrod ability (i.e. A-Marowak) are on the field. Dazzling Gleam is another spread move and Tapu Koko's only actual Fairy STAB move. Protect is there as it's essential for the format. The idea is to hit your opponents hard and fast. To take full advantage of Discharge, pair Tapu Koko up with an ally immune to Electric attacks, such as Garchomp or A-Marowak. Life Orb is the commonly used item, especially since Tapu Koko's Special Attack stat is mediocre on its own. Focus Sash is another possibility if you fear Tapu Koko getting OHKO'd, but you sacrifice some power in return. Calculations: 252 SpA Life Orb Tapu Koko Dazzling Gleam vs. 0 HP / 4 SpD Garchomp: 120-143 (65.5 - 78.1%) -- guaranteed 2HKO 252 SpA Life Orb Tapu Koko Thunderbolt vs. 180 HP / 148+ SpD Celesteela in Electric Terrain: 190-226 (97.4 - 115.8%) -- 87.5% chance to OHKO 252 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 44+ SpD Tapu Fini in Electric Terrain: 174-211 (98.3 - 119.2%) -- 93.8% chance to OHKO 252 SpA Life Orb Tapu Koko Discharge vs. 0 HP / 4 SpD Gyarados in Electric Terrain: 317-380 (186.4 - 223.5%) -- guaranteed OHKO 252+ SpA Tapu Lele Psychic vs. 4 HP / 0 SpD Tapu Koko: 108-127 (73.9 - 86.9%) -- guaranteed 2HKO Choice Specs Tapu Koko @ Choice Specs Ability: Electric Surge EVs: 4 HP/252 SpA/252 Spd Level: 50 - Thunderbolt - Dazzling Gleam - Hidden Power Ice/Hidden Power Ground/Discharge - Grass Knot/Hidden Power Ice/Hidden Power Grass/Hidden Power Ground Choice Specs sacrifices Tapu Koko's ability to Protect and locks it into one attack, but it gives that one move a nice power boost. Thunderbolt and Dazzling Gleam are there for strong STAB attacks. Hidden Power Ice will OHKO Garchomp without SpD investment and/or Assault Vest (see Offensive calculations below). Hidden Power Grass and Grass Knot are there for handling Gastrodon, and Hidden Power Ground is there if you want to get a hit on A-Marowak. Discharge might seem redundant with Thunderbolt, but it's good for spread damage and landing a hit when Lightningrod ability Pokemon are on the field. Calculations: 252 SpA Choice Specs Tapu Koko Thunderbolt vs. 252 HP / 252 SpD Celesteela: 218-260 (106.8 - 127.4%) -- guaranteed OHKO 252 SpA Choice Specs Tapu Koko Dazzling Gleam vs. 0 HP / 0 SpD Garchomp: 140-168 (76.5 - 91.8%) -- guaranteed 2HKO 252 SpA Choice Specs Tapu Koko Hidden Power Ice vs. 0 HP / 0 SpD Garchomp: 192-228 (104.9 - 124.5%) -- guaranteed OHKO 252 SpA Choice Specs Tapu Koko Hidden Power Ground vs. 252 HP / 0 SpD Marowak-Alola: 102-120 (61 - 71.8%) -- guaranteed 2HKO 252 SpA Choice Specs Tapu Koko Grass Knot (60 BP) vs. 236 HP / 100 SpD Gastrodon: 176-208 (81.4 - 96.2%) -- guaranteed 2HKO Mixed Attacker Tapu Koko @ Life Orb Ability: Electric Surge Level: 50 EVs: 152 Atk / 104 SpA / 252 Spe Hasty Nature - Wild Charge/Thunderbolt - Dazzling Gleam/HP Ice/HP Ground/Sky Drop/Brave Bird/Steel Wing - Discharge/Thunderbolt/Sky Drop/Brave Bird/Steel Wing - Protect This set utilizes both of Tapu Koko's offensive stats. The first move slot is for your Electric STAB move of choice, Thunderbolt being special and Wild Charge physical. For the second and third slots, it's entirely up to you and your team's needs. Dazzling Gleam nice for STAB and a spread move, and Hidden Power is there for reasons mentioned back in the Choice Specs set. Discharge is another STAB spread move to consider. Sky Drop lets you slip in a free spread move from your ally, such as Earthquake from Garchomp, and can be a way to prevent opponents from setting up (i.e. TR Pokemon like Porygon2). Brave Bird is there for a strong physical attack, but you have to account of recoil damage on that attack and Wild Charge too. Steel Wing is there to hit other Fairy types. This set is regrettably all over the place- not exactly my favorite set yet definitely a possibility. Calculation: 152 Atk Life Orb Tapu Koko Wild Charge vs. 252 HP / 252+ Def Celesteela: 179-213 (87.7 - 104.4%) -- 25% chance to OHKO 104 SpA Life Orb Tapu Koko Dazzling Gleam vs. 0 HP / 4 SpD Garchomp: 109-127 (59.5 - 69.3%) -- guaranteed 2HKO 104 SpA Life Orb Tapu Koko Hidden Power Ice vs. 0 HP / 4 SpD Garchomp: 146-172 (79.7 - 93.9%) -- guaranteed 2HKO 104 SpA Life Orb Tapu Koko Hidden Power Ground vs. 0 HP / 0 SpD Marowak-Alola: 75-91 (55.5 - 67.4%) -- guaranteed 2HKO 152 Atk Life Orb Tapu Koko Wild Charge vs. 252 HP / 0+ Def Celesteela: 229-273 (112.2 - 133.8%) -- guaranteed OHKO Physical Attacker Tapu Koko @ Life Orb Ability: Electric Surge Level: 50 EVs: 4 HP/252 Atk/252 Spd Jolly Nature - Wild Charge - Brave Bird - Sky Drop/Steel Wing/U-turn/Nature's Madness/Roost - Protect A physical attacker set. Wild Charge is there as your Electric type STAB move. Brave Bird is a strong physical Flying type move at a 120 base power. The third slot has some degrees of flexibility. Sky Drop is there for reasons mentioned in the mixed set. Steel Wing isn't commonly used, but it has a slight chance at OHKOing Tapu Lele and an option for hitting other Fairy types. Nature's Madness is there to handle Pokemon that wall Tapu Koko. Roost is an option if you're concerned about recoil damage from Wild Charge and Brave Bird, but Tapu Koko is honestly rather frail that it might not even get a chance to recover. I know U-turn isn't very common in VGC/Doubles, but I put it there if you'd like to have a free switch-in. Calculations: 252 Atk Life Orb Tapu Koko Wild Charge vs. 252 HP / 252+ Def Celesteela: 198-234 (97 - 114.7%) -- 75% chance to OHKO 252 Atk Life Orb Tapu Koko Wild Charge vs. 0 HP / 0 Def Tapu Lele: 117-138 (80.6 - 95.1%) -- guaranteed 2HKO 252 Atk Life Orb Tapu Koko Brave Bird vs. 244 HP / 140 Def Tapu Bulu: 130-153 (73.8 - 86.9%) -- guaranteed 2HKO after Grassy Terrain recovery 252 Atk Life Orb Tapu Koko Steel Wing vs. 0 HP / 0 Def Tapu Lele: 122-146 (84.1 - 100.6%) -- 6.3% chance to OHKO ALTERNATIVE SETS/ITEMS I listed offensive sets in Usual Sets, but Tapu Koko has other potential options: - Taunt: If Trick Room, Tailwind, and other similar status moves cripple your team, Tapu Koko can be a good Taunt user. Something like Thunderbolt/HP Ice or Dazzling Gleam/Taunt/Protect can work. - Choice Scarf: This may seem a little redundant because of Tapu Koko's high speed, but it can be handy if other Choice Scarf Pokemon scare your team (i.e. ScarfChomp). You might want to run Modest (or Adamant if physical) for this one to get a little power boost. - Choice Band: Though I mentioned physical Tapu Koko not being very common, you could run a full physical Choice Band Koko for the surprise factor. - Assault Vest: AV Tapu Koko has been gaining some popularity recently. I have not personally tested this, so I can't really offer much input on EV spread and the like. - Electric Seed: This item increases Tapu Koko's Defense stat in Electric Terrain. A Calm Mind set with Electric Seed as its held item could have potential for a bulkier Tapu Koko. I have seen a few of these in singles rather than doubles. - Z-Crystals: Not very commonly seen, though I heard Fairium Z was used at a recent VGC regional. It's definitely a nice way of getting a strong single-target attack in. POTENTIAL TEAMMATES Teammates can be an element that boils down to individual preference and playstyles, but here are a few ideas to consider: - Garchomp: A very strong Pokemon across the board and in pretty much any format. In Doubles, the Tapu Koko/Garchomp lead combo is very good and applies strong offensive pressure. Because Garchomp is a dual Ground/Dragon type, Tapu Koko can freely use Discharge. Garchomp with the Groundium Z crystal can get a strong Ground STAB attack without hurting Tapu Koko. Of course, there's always Protect and/or Sky Drop to avoid Earthquake damage. - Krookodile: Like Garchomp, its Ground typing will let Tapu Koko freely Discharge. Krookodile offers Intimidate support, which can help in Tapu Koko's longevity, and is a good Taunt user - Gastrodon: Another Ground dual type. While Ground Pokemon overall can be good teammates, Gastrodon boasts its Storm Drain ability, which is essentially the Water type version of Lightningrod. This is a great answer to the Double Ducks (Pelipper + Z-Crystal Golduck) combination. - Alolan Raichu: The pancake-obsessed Alolan form of Raichu thrives under Electric Terrain because of its Surge Surfer ability (its Speed stat doubles). A-Raichu can offer some needed support to your team as it learns Fake Out and Encore. A-Raichu+Tapu Koko is another strong offensive combination, but you have to be a bit careful of EQ users and the like. - Celesteela: Ah, the champion of stalling! Celesteela is immune to Poison and Ground type attacks, which are Tapu Koko's weaknesses, and has some valuable defensive bulk to take hits. THREATS/COUNTERS As strong as Tapu Koko is, it is far from overpowered and has its weaknesses. Ground, Poison, and Grass types generally give Tapu Koko some trouble. Pokemon with the ability Lightningrod wall most special variations. Smart Trick Room application and playing the terrain game with having another Tapu on the field can put Tapu Koko in trouble as well. Last but not least, Tapu Koko has very average defensive stats. Without Assault Vest or any HP/Def/SpD investments, any strong neutral-hitting physical or special attack will hit it hard or even potentially OHKO. If Tapu Koko shreds your team apart and you want more specific options: - Alolan Marowak: A-Marowak with the Lightningrod ability pretty much walls Tapu Koko. Thunderbolt and Discharge are useless, while Dazzling Gleam and Hidden Power Ice are not very effective. Nature's Madness and Hidden Power Ground are a few of Tapu Koko's options against it, but A-Marowak threatens it with Bonemerang, which OHKOs Koko without any Defense investment (this is with Thick Club as its held item). - Alolan Muk: A-Muk is just strong against the Tapu deities. Its Dark/Poison typing is solid as is. Like A-Marowak, A-Muk puts Tapu Koko in a tight spot. Hidden Power Ground can only 3HKO A-Muk without any HP and SpD investments while A-Muk can OHKO it with Poison Jab. - Garchomp: Specifically ScarfChomp, but most variations of Garchomp have potential to be troublesome. SpecsKoko with Hidden Power Ice can OHKO it, but other Koko variations can get 2HKOs with HP Ice or Dazzling Gleam. In return, Garchomp's EQ or Groundium Z move, Tectonic Rage, can get the OHKO on Tapu Koko.
    3 Points
  10. FerynaCZ

    Andre´s nicknames

    @Andremullhope not gonna tear me apart when I post this here Refresher on Tinker works Shadow Blade Riki is best* Diffusal Antimage OP Skadi Drow Rules Echo Saber LC best build New meta Sven Bfury Blademail Nyx is OP *once built Glimmer cape for faster invi
    2 Points
  11. Haven't spoken to you in a while, so I wanna let you know that I hope you are doing great, kicking ass, and taking names.
    2 Points
  12. WarShach

    Just Because

    Just Because I'm up and watching over my first Hatchling with an unblinking eye, {kmsl} I would just like to take a sec to acknowledge some very inspiring and influential people going into the third week of my Ark existence. @Worstnightmare, for finding me and extending an olive tree ( think the branch was just not his style) @SpicyMemenaise, @Roflosaurus, @Drunkler, and @Herb...... without there insight and invaluable tips and info on a constant effortless flow, I would most likely be going in circles like a hyper pup chasing it's tail. @Protaygo, @Finvarra, @JennOfTroy, @Merf, @LightningHawk, it's been a wonderful spring like day when any one of these fragrant flowers is on . Ladies, continue to pierce cyber space with radiance @WolfGunblade, @Crix, I've cracked more ribs laughing at these guys then dodo eggs to feed a starving Giga..kmsl( enough said) thanks guys You all are great individuals , very grateful to know of each and all. I've been amped since I got Ark, and with this group I don't think my buzz will drop any time soon. I look forward to meeting and interacting with even more of Damage Inc's exceptional individuals. I genuinely appreciate you all, Thank You. until later ........" GAME ON !!"
    2 Points
  13. InternetCrush

    InternetCrush's Graphics Galore~

    I just recently made an introduction post, but wanted to showcase my full portfolio (or more of it) in a more appropriate section, so H E R E W E G O! (These are pretty large images, so be warned when clicking on them while on mobile / slower internet or other devices) GN-001 Exia Repair (Gundam) | Drawing I did this about a week after I got my drawing tablet. I've moved away from this style now though, and really only use shape layers and smart objects, rather than raster layers. Metroid | Movie Poster My first foray into shape layers. This piece uses both shape layers (vector graphics) and raster graphics like the background. Life After Death Star | Music Album Cover First project where I only used vector graphics. Many lessons learned on this, and this project helped pave the path for many more projects. Round V | Music Album Cover A continuation on working with the same style. Technically the gradiated-texture is 'raster' by definition, although it is applied via Smart Filter, so kajsndkasjdnaksjdn. MGS: The Phantom Pain | Movie Poster Probably my most-cherished project. I learned so many things working on this, and ultimately helped solidify a style I could call my own. The Division | Movie Poster A departure from my usual style. I created a design for The Division, but was approached by a cosplayer on Reddit, and we collaborated on this. Minority Report | Movie Poster Same design, but a bit more minimalistic. D.Va (Overwatch) | Poster Besides the raster graphic of D.Va that I took a 6k screenshot of and downscaled, everything is raster. Had a lot of fun with the retro-futuristic design. Much TRON, so wow. Bakemono no Ko (Boy and the Beast) | Movie Poster Saw a preview for this animated movie, and instantly fell in love. Definitely a good watch. StarFox | Movie Poster For all you keen eyes out there, yes I did in-fact just copy Fox's assets over to Wolf, and make them more shaggy. I'm not ashamed, I'm just lazy c: X-Files | Movie Poster A surprisingly weird mix. I was hoping it would turn out a bit more photorealistic, but I can only do so much in like 30 hours T_T A bit of an image-drop, but I hope you all enjoy. I try to improve as much as I can, but it's a slow learning process that you gotta' ride through and tough it out. If you have any critiques, I'd love to hear them! :D -Bowe (InternetCrush / Crush)
    2 Points
  14. Iceyproned

    General Support Guide

    As I play more with not just the clan but other people as well I've noticed there is a severe lack of people who can play the support role to an adequate level. They might know 1 or even 2 support freelances decently well but anything past that they don't really know what to do. Honestly I don't really blame them. Supporting in any game isn't that glamorous and it's the role that requires the most teamwork next to frontline. With this guide I should hopefully be able to ready anyone looking to go into being a support main what they are getting into and to help people see the game from a supports eyes. The things I will be going over for now are; Basic Gameplay: How do I play supports? Catas and Mods: Ooga Booga what the hell am I doing here? Teamcomps: How do I know what support is needed? Basic Gameplay In this section I will do my best to explain the basics on how to play each support. Obviously in this game context is everything so there is never a be all end all decision, most of the time. Run Brainjuice on every support except quark, even then a case can be made to run it on him as well. Positioning First off before we get into the nitty gritty of each support we will go over basic positioning for most supports. I will get into the weirder positioning freelancers like orion, su-ren, and quark later on. You may think that supports should always be the farthest in the back but that's a mistake most of the time. As a support you want to be in position to help your team at any point in time while being as safe as possible. Simply staying super far back will most likely make sure you wont be in danger, but, it almost always will mean you are out of position for helping your frontliner or any teammate that gets pulled or knocked out of position. You have more health and more sustain than most firepowers, use that to your advantage. Keep in mind you don't want to be too risky with your positioning as most supports lack any kind of escape. You might die more than the rest of your team but if your the only one who dies while keeping alive the people who kill their team I see that as a win (and the game does too). Aurora If your looking to master a single support for pvp that is good in almost any situation look no further than aurora, hell you wont even need the rest of this guide. With aurora you will want to position yourself to hit both your allies and enemies with your abilities. This makes it so that if the enemies are far away you can heal your teammates with your 1st ability, or, if the enemies are near your allies you can damage/weaken them while healing. You will gain your ult very fast with aurora so don't be afraid to pop it off just for healing on you or your teammates. Dr. Fin MUH BOY. Finny is the second most versatile and all rounder support next to aurora with a bit more potential in damage, vision, and CC. With finny you want to take a position a lot like you would with aurora. One that can heal allies and damage enemies, whichever is needed at the time. The way you should prioritize the things you can do is eels>healing>damage. What I mean by this is use the eels whenever they are off cooldown unless your allies are in dire need of healing or a shield. Eels will provide vision on targets and is especially useful on anyone with a stealth. Vision on a target from eels can save your allies more health than your 24 heal can provide. For any other time prioritize heals over damage unless your damage is needed for a kill or your team doesn't need heals. Helios Wanna tilt some one? Pick helios. Helios is a very hit or miss kind of support. There are games where your black hole and wall combo keep hitting multiple targets and you are just crushing them. Other times the enemies have enough unstoppables or position themselves well enough to where two of your skills are useless. Another thing that is different from all other supports is shields. Helios has 30 health shields on a relatively short cooldown that is the same amount as auroras heal but on a shorter cooldown. The problem with shields is if they aren't popped the turn they are put on it's a wasted heal. When positioning with helios I prefer to stay safer compared to other supports most of the time. This is due to the fact you wanna use your ult on a teammate that is in the thick of the enemy rather than using it on yourself. Orion The new flavor of the week. Orion is a very weird and niche support. In my opinion he is best used as a lightning rod while the rest of your team kills the enemy team. So with orion you want to position yourself forward but still safe in cover. Make your enemies wanna focus you but make them work for it. Your heals are more efficient at keeping yourself alive compared to your allies. Your fate transfer is a free get out of jail card for one of your teammates while it provides you with energy (but don't kill yourself with it). Orion is also the only support that gets stronger with how much energy he has so you wanna keep 100 energy as long as possible but don't die without using your ult as you will lose most of your energy. Quark The little bundle of energy that chooses a best friend for the game. While orion is a lightning rod quark is the perfect healer for any lightning rod, usually the tank. Quark is able to output the most consistent healing in the game but only to 1 person at a time(except with your ult which heals more than auroras). Quark is a deceptive motherfucker, he doesn't have as high of health compared to the rest of the support cast and his only self heal is his ult but don't underestimate his sustain. With quark you go where your partner goes. Always be within range to keep the healing up from behind some kind of wall but hopefully within reach of an enemy for extra sustain and damage. Your one of the only supports with a dash so try not to waste it, it has a long cooldown. Su-Ren For supports tired of being chased down and not having a dash. Su-Ren is all about being risky and jumping in and out of the battle while healing allies along the way. With Su-ren you can be very risky and unsafe as long as you have your dashes up but be careful when using them, if you end up out of sight of an enemy or ally you could end up stranded and easily killed. Try to save your ult for when you will have dash the next turn. The bread and butter combo for damage is ult self->dash and end up near multiple enemies->dash out. The ult dash combo is very useful for predicting enemy flashes as well as the shield wont do damage till blast phase. Use her might/weaken on anyone most likely to do an aoe attack that turn. Catas and Mods In this section I will be going over the best basic setup for supports. These aren't a be all end all mods and catas as picking them takes your teamcomp vs the enemies teamcomp into consideration. What these mods and catas setups are a good setup to have as you start out then as you master using each character you can tailor their setups to your games. Prep Turtle tech- In most situations you're gunna want this to help survive another turn. Adrenaline- Take this if you don't wanna deal with helios shit, or if you expect to just be knocked around the whole game. (this has happened before) Dash Usually up to personal preference Shift- My personal choice, being able to reposition yourself is usually more important than going invisible for supports. Fade- Some people really stick by fade especially after the buff. The stealth can give you a turn of absolutely no one aiming for you or you could get aoed to death. Too risky for my taste. Also never take this against a grey or quark. Blast Brain juice- this reduces your cool downs on all your heals and skills that do damage. Always take this unless your quark, which even then an argument can be made for quark to take it. Second wind- Almost always take this as quark because being able to heal 45 over three turns while still healing the person you're connected with is strong Aurora 1-Altruism 2-Invigorating Cloud 3-Surging Flare 4-Rapid Paralysis Ult-Temporal Shift The goal of this build is to never have a wasted turn. Every single one of your abilities does something to hurt enemies and help allies. Dr. Fin 1-Catch of the Day 2-Self Fish 3-The Magic Eeling 4-Cast Away Ult-Leech Infestation The goal of this build is to survive as long as possible while helping your team. It offers good self sustain while being able to help allies from afar with your heals and behind a wall with your shields. Helios 1-None 2-Power Share 3-Event Horizon 4-Master Craftsman Ult-Ironclad This build is all about helping your team win trades with your shields and setting up your combo from afar. While you stay afar hopefully you can use your ult on the tank where it is most useful rather than yourself. Orion 1-Devour Energy 2-Rebuild 3-Benevolent 4-Intervention Ult-Energy Accumulation The goal of this build is to take damage for the team and survive long enough to where the enemy dies before you do. Your 1 skill will only be used to gain energy and you want to keep your energy at 100 for as long as possible. Quark 1-Leeching Ray 2-Sharing is Caring 3-Atomic Power 4-Attraction Ult-Power Surge The goal of this build is to pick your targets and make sure they stay alive or dying. It also allows you to earn 16 health a turn if attached to an ally and an enemy. Su-Ren 1-Bo Staff Skills 2-Gaia's Blessing 3-Momentum 4-Chi Overflow Ult-Gaia's Chosen The goal of this build is to maximize your healing and damage done with your get in get out combo. Your 1 skill is used to gain energy faster and your ult will never be useless. Teamcomps In this section I will be going over examples of what kind of teamcomps each support does its role best in. Your best shot at increasing your winrate on not just supports but any freelancer is to pick it in its ideal situation. So que up as fill and don't just spam a character. I will only be talking about picking a support based on your teams comp and the enemy teamcomp. Aurora Best used when 1. First or second pick as a support in ranked 2. Have a relatively balanced teamcomp 3. Enemy team doesn't have a freelancer to dive and chase you 4. It seems like there is going to be a big cluster of fighting (a lot of close range characters) 5. If your team is going to be fairly separated on the map 6. Against an elle Dr. Fin Best used when 1. First or second pick as support and aurora is taken or banned 2. Balanced teamcomp with a frontline that's good at sticking to the enemy 3. On a map that you can hide behind walls and still bubble (like cloudspire) 4. With a grey or any freelancer with a trap, use your ult to set them off 5. Against an enemy that relies heavily on stealth 6. With a gremo 7. When your against me and you wanna tilt me Helios Best used when 1. You have a teammate that can consistently deliver your blackhole to the enemy 2. Have a good dive/chase frontliner 3. If your team wants to win trades 4. If the enemy doesn't have many dash abilities 5. With phaedra Orion Best used when 1. You have 3 firepowers on your team 2. There's already a support but you really wanna support as well 3. You wanna heal yourself more than your team Quark Best used when 1. You have a "lightning rod" on your team 2. you have a frontliner and 2 safe firepowers 3. There are a lot of walls to hide behind as you heal 4. The enemy is going to try and kill your team one at a time 5. Your against/with chuck and you wanna tilt him with your taunts (use evos skin) Su-Ren Best used when 1. You have multiple close range characters on your team 2. You can dash to dodge most of the enemies damage 3. when you team has a lot of aoe attacks 4. Against an enemy with no traps that will trigger on your leap 5. The enemy has a lot of burst
    2 Points
  15. Senti

    @Moe  

    @Moe
    2 Points
  16. Vote @Paris captain of D5 for initiate with most potential :D
    2 Points
  17. AlinaStarkova

    2 Points
  18. We should totally change my Staff biography to: " Served as Leader of Damage Incorporated from February 4th, 2016 to February 4th, 2016 "
    2 Points
  19. AlinaStarkova

    2 Points
  20. CMobile96

    Rask the Russian kitty

    Seeing that I've been doing pretty good with ranked solo queue as Rask, I think it's time to share my wisdom. With the right mods Rask can make the enemy team's support(s) cry their eyes out as they get plowed over by the mountain dew spilling kitty comrade. The mods I've been using are- Crippling slash / After Shock / Trample Underfoot / Unrelenting / Rejuvenating Rage. Crippling slash can be very useful for chasing down those meddling kids, it slows any enemy who is adjacent to you when you use your 1. I usually will chase/focus the least mobile free lancer on their team and the slow can make it so much easier to keep up. After Shock is great for throwing multiple spooky bad guys through or into traps, getting some to catalyst/dash early on. And later on pulling off some amazing wombo combos. Trample Underfoot is for slowing anyone hit by your dash, more slow to make sure the enemy team has a lot of fun with Rask playtime! Unrelenting can save you when some sneaky Pup comes to ruin your focus by pulling you away etc. The unstoppable on Rask's heal is very helpful, popping it when ever you see your positioning is about to be ruined can save you a lot of blood sweat and tears. Rejuvenating Rage I don't know how this can help other than the +10 hp for Rask's ult. Save the kitty comrade I guess. Basically Rask is great for spooky chase downs and ruining positioning. Do svidaniya!
    2 Points
  21. AlwaysSlayin

    Just hit 2000 posts!

    Just hit 2000 posts!
    2 Points
  22. Snek

    You're welcome.

    2 Points
  23. From the first day i joined DI i promised myself i would earn that Shield The crusader style Companion shield It was my very first goal in DI Now i have it, proudly, my very first goal in DI has been accomplished I will not rest there, there is more to do and more to earn, but right now <<<THIS is the happiest face i have had for a couple of months :D :D :D
    2 Points
  24. WarShach

    Initiate First Day

    As a new initiate, my first day will the Damage Inc was Amazing. The higher up's are very knowledgeable and social. A great group of people that I feel want to assist how ever they may in the progression of Gamers, regardless of division. To all my fellow initiate's , have fun, grow, follow the guidelines and enjoy . Until next time ---Game On !!!
    2 Points
  25. Zezette

    tldr initiate manager role description

    2 Points
  26. Senti

    SKRR @Moe@WizardCat@Xenith

    SKRR @Moe@WizardCat@Xenith
    2 Points
  27. @AFDragon First of WELCOMMMMMEEEEEEEEEE to the most fun and amazing place in DI. I can't wait to have you with me so we can rock the hell out of Dota2. You have supported me through the hard times and some sad times and you have always been there at all the good times of my DI experience, We fight we laugh we cry and all the time we are still the best of friends. Thank you, Dragon for being you, we are going to have fun.
    2 Points
  28. @Physicsgot scared and refunded resident evil 7
    2 Points
  29. Senti

    @Zezette

    @Zezette
    2 Points
  30. VadaShiloh

    raindrop

    2 Points
  31. Who wants me to stream myself playing Resident Evil Biohazard
    2 Points
  32. ImUrX

    Damage Incorporated: THE BATTLES OF GLORY!

    Tag all the team :P @Roxas (Still not here) @Zezette(She hates our grammar) @Moe(Still didn't gave me the email for adding her) @AzusaListen(Inserts gifs of k-on all the time in the docs) @mehseenbetter(He has seen better) @Theopheno(#1 Assistant) @smallgeorg3(with his hotwheels) @Thesi(Still wearing brown pants) @AlwaysSlayin(He likes shiny things)
    2 Points
  33. Sairane

    Oi, Greetin's there ye lads and Lasses!

    Aye laddie, am fair torn atween correctin yer feckin horrid grasp ah me dialect ere or face palmin sae ard ah lose a week or twa. gid luck in tha clan!
    2 Points
  34. Nami

    How to make kibble guide.

    1. First of all you need to make some medium/large crops and put fertilizer + vegetable in them. There have 4 type of vegatables rockcarrot/savoroot/citronal/longrass. 2. After u need some mejoberrie. 3. You need to have some cooked meat/prime cooked meat/prime meat jerky/meat jerky. Note : To make some jerky u need to put some cooked prime meat in a preserving bean with spark pownder and oil. 4. Now put the mejoberry, the meat you need to make the kibble, the vegetable, the water in the cooking pot/indu cooker. Note : if u don't have dododex yet download it its very usefull for taming, breading etc... Link is : http://www.dododex.com/ I hope u enjoy and that will be useful for you, do not hesitate to give a like to this topic if u liked its :).
    2 Points
  35. Roflosaurus

    @ reference color codes?

    Would it be possible to color code "@" references to match the rank color? It would make maintaining the MDR easier, especially to clear out registered guests. It would also put a bit more color in posts.
    2 Points
  36. Nalanthi

    Guide to Your Main

    Asana - Damage Frontliner I am currently at about a 57% Asana, the overwhelming majority of which use this build. Before reading this, it helps if you are familiar with the general frontlining guide that I posted (shameless plug.) This particular build is designed to heavily influence the opening 8-9 turns of the game, deal a truckload of damage (and more importantly get vision on juicy targets) and get out again. As Asana, you really don't want to give deaths up, because you have fewer peeling tools than some of the other frontliners (Only single target cc and no knockback) so it is likely that they will corner one of your firepowers or supports and kill them without any ability for you to peel for them. This means that you need to be very hard to kill yourself, or you are giving up your advantage over other frontline characters. Mods Swordmaster (For increased damage) Charge Capacitor (For extra energy) Atomic Edge (For increased damage) Immolation (for increased damage... do you see the pattern yet?0 Savior (for getting the (*&^ out) Catalysts: Turtle tech, Fade, Brain Juice. Strategy: The strategy outlined below is built around a basic loop of actions. Dash to a target. Auto the target or switch targets and root second target. (Pop Shield/Retribution) Auto or root a target Disengage. (While cooldowns reset) Target is basically anyone in their backline, so that you are generating vision for their firepowers. Turn one: Position forward but somwhere you won't take a lot of damage. Generally somewhere 4-6 tiles from the might is good. Turn two: If you see a juicy support or firepower dash on them and initiate the dash loop above. If you don't move up, try and claim the might. DO NOT dash or root their frontliner at this time. If you are dashing, communicate this in chat ASAP so hopefully firepowers move up to use your forward vision. Turn three: If you are in the dash loop, as soon as you have used all of your abilities or if your dash has a cooldown value of three, use your brain juice catalyst. If you didn't dash and see a dash target, dash this turn and start the dash loop. If you do not see a good dash target and the opposing frontliner dashed to you or past you. Root them and move away from them towards the enemy backfield.. Leave them to stew in their lack of range (forcing them to waste a turn or a cooldown). If you did dash last turn, either auto the target you followed, or root someone in their backfield out of position as appropriate. Turn four: Dash on a juicy target that you found by moving forward and start the dash loop if you haven't already. Turn 5: If you dashed on the turn two, you are hitting your first disengage. Your dash should be coming off of cooldown due to brain juice. Hit it but don't actually disengage, enter the dash attack loop again. (You can set this up on the same target as before be failing to follow or moving to the side on the previous turn) Turn 6,7,8 Loop as above. Turn 9. This is your second disengage. If you have done your job correctly, you should have Ult. Ult to whatever of you characters needs the most support. If you are high health, and your team is in good shape, you can delay the ult a turn or so. Retreat, get heals if you can, and wait for cooldowns to reset, and initiate that dash action loop again. This time disengage via your fade catalyst. Wait for cooldowns to reset, and engage in the loop one final time, earning energy for a second ultimate in the final turns of the game. Things that give you a bad day. Pup Ult. Pup Ult is a bad day. Knockback or knockdown can mess up your cooldown sequencing. Firepower's who decide to hang back and take potshots at the opposing frontliner instead of acting on the vision you are granting.
    2 Points
  37. Nalanthi

    Nalanthi's Guide To Frontlining

    Depressing Stuff First. Coordinate with your firepowers. You can have an absolute carry performance, dashing around, dealing damage and exposing opponents, but if your firepowers are sitting back in cover with their thumbs up their butts, it doesn't really matter what you do. You will not out-damage their sustain without real damage support, so whatever you do, it has to be coordinated with a firepower or in some cases a support (Quark, Su Ren). This can lead to matches where your actions are not followed up on, and you are sad. Then you lose. This can be particularly true when playing with middling firepowers, as they have learned not to rely on others for scouting, vision and distraction, and play very conservatively as a result Your Job - Not to Tank Lots of people think that a front-liner's job is to tank damage. While there are situation's where body-blocking is a good idea, mindlessly tanking damage is dumb dumb dumb. The total health of your team is the resource that determines how close you are to losing by giving up points. The less damage that gets dealt to your team, the more winning you are. So don't tank damage just because you can. Tank damage in order to advance one of the actual goals of playing a frontliner. 1. Vision. Vision is king. If your firepower's don't have to fire and move blind, their damage dealt will go up and their damage taken (should) go down as they position better. If you are playing against stealth characters or with great long-range firepowers like Nix or Gremolitions, reveal mods might be worthwhile, but I generally find they underwhelm in solo play (this may differ in team play). 2. Disrupt enemy positioning. If they can sit safely in cover, your firepower's can't deal damage effectively and you are going to get burned down. Get them scattered so they can't support each other and out of cover. Frontliners have an arsenal of tools to do this: Get in their faces with AoE damage. This forces them to spread out. Slow, Root, Knockback. Dashing in to the middle. Generally pushes both sides out as they move away from you. Know one likes standing next to melee weapons. 3. Mitigate damage dealt to your team. In addition the their beefy beefy hp totals, frontliner's generally have a way to heal or prevent damage (did you know with the right mods Titus heals 5-10 hp a turn in combat?) Any damage you mitigate away is wasted actions on the enemy teams side. If the enemy team wastes more actions than you do, you win! So take damage, but only when you can mitigate it away without losing tactical flexibility. Dashes can function as damage mitigation as well, by causing attacks to miss. Dashing from one group of opponents to another is a wonderful trick. 4. Body blocking. Body block for your support. Usually. (not so much for Orion and Su Ren.) Coordinate body blocks with Helio and Finn so they don't shield themselves. Supports are more open to coordination than firepowers, because like you, they can't do their job alone. Body block for low hp firepowers on turn 19 and 20. Otherwise don't. The person you are bodyblocking for may cata/dash/whatever leaving you to body block for an empty tile and look dumb. So that is my take on this class. Asana (Only the universal nerf hit by build!) , Phaedra and Titus guides to come soon. Finally got my head around Rask play, and working on Brynn now.
    2 Points
  38. LUNZEN

    Ohai. :3

    Hello there, I am LUNZEN but you can call me Rico. I am 18 years old and I'm from Germany. Currently I am studying Software-Engineering at a university. My father is Italian and owns his own Pizzeria (lucky me XD). I mostly play Rocket League right now, but I am open for everything else. Just add me if you'd like to! http://steamcommunity.com/id/LUNZEN/ Also I love Anime. ♥
    1 Points
  39. Snek

    The day I became AtomicSnek

    The day I became AtomicSnek
    1 Points
  40. Nalanthi

    Asana - Damage Frontliner

    Intro and General Theory: I am currently at above a 60% win rate with Asana, the overwhelming majority of which use this build. Before reading this, it helps if you are familiar with the general frontlining guide that I posted (shameless plug.) This particular build is designed to heavily influence the opening 8-9 turns of the game, deal a truckload of damage (and more importantly get vision on juicy targets) and get out again. As Asana, you really don't want to give deaths up, because you have fewer peeling tools than some of the other frontliners (Only single target cc and no knockback) so it is likely that they will corner one of your firepowers or supports and kill them without any ability for you to peel for them. This means that you need to be very hard to kill yourself, or you are giving up your advantage over other frontline characters. Mods Swordmaster (For increased damage) Charge Capacitor (For extra energy) Atomic Edge (For increased damage) Immolation (for increased damage... do you see the pattern yet?0 Savior (for getting the (*&^ out) Catalysts: Turtle tech, Fade, Brain Juice. Strategy: The strategy outlined below is built around the following basic loop of actions. Dash to a target. Auto the target or switch targets and root second target. (Pop Shield/Retribution) Auto or root a target Disengage. (While cooldowns reset) Target is basically anyone in their backline, so that you are generating vision for their firepowers. Turn by turn details: Turn one: Position forward but somewhere you won't take a lot of damage. Generally somewhere 4-6 tiles from the might is good. Turn two: If you see a juicy support or firepower dash on them and initiate the dash loop above. If you don't move up, try and claim the might. DO NOT dash or root their frontliner at this time. If you are dashing, communicate this in chat ASAP so hopefully firepowers move up to use your forward vision. Turn three: If you are in the dash loop, as soon as you have used all of your abilities or if your dash has a cooldown value of three, use your brain juice catalyst. If you didn't dash and see a dash target, dash this turn and start the dash loop. If you do not see a good dash target and the opposing frontliner dashed to you or past you. Root them and move away from them towards the enemy backfield.. Leave them to stew in their lack of range (forcing them to waste a turn or a cooldown). If you did dash last turn, either auto the target you followed, or root someone in their backfield out of position as appropriate. Turn four: Dash on a juicy target that you found by moving forward and start the dash loop if you haven't already. Turn 5: If you dashed on the turn two, you are hitting your first disengage. Your dash should be coming off of cooldown due to brain juice. Hit it but don't actually disengage, enter the dash attack loop again. (You can set this up on the same target as before be failing to follow or moving to the side on the previous turn) Turn 6,7,8 Loop as above. Turn 9. This is your second disengage. If you have done your job correctly, you should have Ult. Ult to whatever of you characters needs the most support. If you are high health, and your team is in good shape, you can delay the ult a turn or so. Retreat, get heals if you can, and wait for cooldowns to reset, and initiate that dash action loop again. This time disengage via your fade catalyst. Wait for cooldowns to reset, and engage in the loop one final time, earning energy for a second ultimate in the final turns of the game. Things that give you a bad day: Pup Ult. Pup Ult is a bad day. Knockback or knockdown can mess up your cooldown sequencing. Firepower's who decide to hang back and take potshots at the opposing frontliner instead of acting on the vision you are granting.
    1 Points
  41. jolteonization

    Tapu Meta Discussion

    I've been practicing a bit on the Showdown ladder and plan to acquire/breed the team I've been using. As you mentioned @Eastonn8, Tapus are an integral part of the VGC meta. Besides being solid Pokemon themselves, their terrain-rendering abilities affect matchups and how you want to approach each game. As for my opinions on each Tapu: [Disclaimer: I'm no pro or anything. I just recently jumped up in the 1200-1300 - could be wrong about a lot of stuff.] - Tapu Koko: Tapu Koko is a solid Pokemon with a lot of popularity. I've worked with full special, mixed attacker, and AV builds and find it best as a special attacker, at least for VGC purposes. AV Koko has a little more survivability, but it loses out on some potential kills. Similar story with Focus Sash - you can beat non-Scarf Garchomp 1v1 but can be susceptible other things because of the decreased power output. I think Life Orb or Choice Specs suit it best - its ideal role is to dish out as much damage as possible with a power boosting item + Electric Terrain on the field. I've seen some folks opt for Nature's Madness as an anti-wall strategy, but I find using that slot for something like Discharge or HP Ice/Fire more useful. Discharge in particular is wonderful against Double Ducks, which is still pretty popular. Sky Drop Koko is fun and can work decently as an anti-TR strategy too. Unfortunately, many of Tapu Koko's physical attacks have recoil damage and it lacks a strong physical Fairy move. I won't go much into Terrain stuff, but Electric Terrain is nice because I don't have to worry about sleep-inducing moves and essentially get an additional Life Orb on Electric type moves. It's also nice to pair up with Raichu-A thanks to Surge Surfer. - Tapu Bulu: I started seeing more Tapu Bulu as I climbed up the ladder. I also tend to see it more in teams that are relatively weak to Earthquake. Tapu Bulu boasts a high attack stat and can dish out ridiculous damage. I've encountered both the offensive build and a more defensive one with Leech Seed. Its terrain is probably its main highlight, since it gimps Earthquake's damage and makes all Pokemon on the field recover some HP. It seems to be the least popular Tapu, and I can kind of understand why. Its movepool is rather shallow and, like Tapu Koko, it doesn't get a strong physical Fairy move. It's also on the slower side and has weaknesses to common types in the format. It definitely has its niche but has gotten overshadowed by other strategies at the moment. - Tapu Lele: I think Tapu Lele is the strongest Tapu. Like Tapu Bulu, Tapu Lele is capable of dishing out very high damage thanks to its high Special Attack and Psychic Terrain STAB boost. Protection against priority move is just icing on the cake. The most popular sets seem to be Psychium Z, Life Orb, and Choice Scarf variants. I also agree that Scarf Lele is ridiculously strong. I haven't seen this as much on Showdown, but I noticed some more defensive builds on Battle Spot. Besides that, I haven't seen a great deal of variation in Tapu Lele builds. - Tapu Fini: This Tapu recently picked up in popularity thanks to the balanced AFK core. Tapu Fini is definitely the most versatile of the bunch and much easier to fit in most teams. You can make it offensive, defensive, or even supportive with stuff like Swagger in Misty Terrain. Misty Terrain (along with other factors) is the main reason I don't run my Chomp with Dragon Claw. The most popular sets I've seen so far are Calm Mind/Protect/Scald or Muddy Water/Moonblast and Choice Specs Fini. It's really hard to tell what kind of set a given Tapu Fini has without seeing it in action and/or analyzing what types of Pokemon the opponent is pairing with it.
    1 Points
  42. Division II vs Division III was a GREAT event, and a great success congrats to all who took part, incredibly hard work went into it Congrats to the Champ @antipyre of Division III and to @Jammychgo for leading Division II i came second overall,,,,, i can be proud of that in the face of the very stiff competition :)
    1 Points
  43. Roxas

    Damage Incorporated: THE BATTLES OF GLORY!

    Ikr xD
    1 Points
  44. Thesi

    [DI-X: PRP] VGC17 Competitive team paste

    This page is to hold players competitive teams for future reference. The author of the team receive credit for there creations, this is simply a reference point. No analysis of teams are provided, all teams are pasted as-is. Teams are sorted into three categories; general, in-house, events. General teams are created by people outside of DI for no specific or explicit purpose. In-House teams are created by members of DI for no specific or explicit purpose. Event teams are created and used in an official vgc competitive event. Use crtl/command-f to search in this page. (Note to editors, where information is missing just put '???') GENERAL (sorted by date, then author) Author: [name here], date created: [date here], '[team name]' : [paste bin short link] Sekiam's First Invitational Team Paul Chua's First Place Team Sejun Park's First Place Team Gavin Michael's First Place Team Sam Schweitzer's 8th Place Team Tommy Cooleen's 8th Place Team Richard Pinto's 7th Place Team IN-HOUSE (sorted by date, then author) Author: [forum name], date created: [date here], '[team name]' : [paste bin short link] EVENTS (sorted by event date) Event: [event name], date: [date], location: [location]. Sorted by position Event attendee: [name], position in event: [number], win-loss for event: [ratio], '[team name]' : [paste bin short link]
    1 Points
  45. Paris

    Hmmmm

    u right
    1 Points
  46. Paris

    Hmmmm

    This is what im alive for
    1 Points
  47. Roxas

    Damage Incorporated: THE BATTLES OF GLORY!

    Guys next time, please just quote the Issue you like. Think of the fingers guys... Think of the fingers... But yeah xD
    1 Points
  48. Xenith

    Damage Incorporated: THE BATTLES OF GLORY!

    Please let me rewrite all of this with the correct grammar it triggers me so much ;-;
    1 Points
  49. Or come from out of the tunnels we dig in To see that tunneling's not living And working doesn't work Or come to find that loving is labour Labour's life and life's forever
    1 Points
  50. Theopheno

    DI KIDS R SO KYUTE HAO ~~~★★

    you should give a statistic @ZezetteHow many kids vs adults you talk to just see how much of a cradle robber you are kek
    1 Points
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