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Challenge Cup: Randomness At Its Best

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Challenge Cup: Randomness At Its Best

Post by The Pieman on Tue Apr 29, 2014 4:18 am

CHALLENGE CUP

Introduction

Laddering in common tiers can get very boring very fast. Seeing the same Pokémon over and over again and even facing movesets that you have memorized because you saw them too much; if you ladder even for a while, you will know where I am coming from. If you are a victim of such mundane repetition, then Challenge Cup is just what you need for a well deserved break.

So what is Challenge Cup you ask?

Simply put, Challenge Cup is the 'Random Metagame', where both you and your opponent will get pre-made teams to battle with instead of using your own. Here's the catch: Both the teams will contain random Pokémon with random Abilities, moves and items.

Information

This metagame completely throws away the concept of teambuilding, prior strategizing, tier experiences, and anything else conventional about playing the game. The only skill a Challenge Cup player needs to have is knowledge about each and every Pokémon that has been created so far, including every Abilities, moves and items. Lack of idea about a random Pokémon, be it your or your opponent's, puts you in a dilemma of not being able to play the game at your fullest. So if you are a proud Pokénerd like yours truly, then this is the metagame to play.

Of course, the second, but arguably the most important, factor that determines a win/ loss in Challenge Cup is: Luck.
Luck and only luck determines what the simulator will give you. If you end up with a team of Magikarp, Caterpie and the likes against Mewtwo, Arceus and other titans, then don't expect your knowledge to save you (unless there's a variation in moves: which, again, is all up to luck).

However, if you are a smart player, then instead of counting on Challenge Cup being a roulette, it's better to brush up on your Pokémon knowledge by reading up articles on Serebii, Bulbapedia, Smogon, PO or any other Pokémon sites and forums. Luck is, was and always will be a constantly variable factor for everyone, so never count on it being by your side, even when you need it the most.

Clauses

Due to the easiness of this challenge, to defeat the Challenge Cup Leader, a challenger needs to win 3 out of 5 times to be qualified to clear the Gym, instead of the usual 2 out of 3 times. This also means that each set for any Challenge Cup challenger consists of 5 matches. Likewise, if more than 2 losses occur, then the challenger has to begin a new set.

Clauses to be enabled in BD League Challenge Cup (Only for PO):
Sleep Clause
Challenge Cup
No Timeout
Species Clause
Self-KO Clause

Ideas

That being said, there are a few tips and tricks that should give you a competitive edge if you are new to Challenge Cup. While these ideas may seem very obvious, at the randomness that is Challenge Cup, you will realize that you need all the help that you can get.

Level differences

To make the randomness of CC a bit fair, the simulator has an auto-balancing system for levels of powerful monsters, compared to the weaker ones. You will find that Sunkern is Lv. 100 in CC, and Caterpie/ Weedle are around Lv. 97 to 99. Comparatively, legendary and other strong Pokémon will be around 60 to 70 levels, and usually in the lower outlier.

This can effectively lead to lower level Pokémon, even with lower Base Stats, do more damage than higher level Pokémon (due to how the damage calculation mechanics work).

Example of level difference damage:
Volcarona at Lv. 64 (135 Base SpA) - 197 SpA
Houndour at Lv. 92 (80 Base SpA) - 180 SpA

0 SpA (Lv. 64) Volcarona Flamethrower vs. 0 HP / 0 SpD (Lv. 66) Mew: 78-93 (34.2 - 40.7%) -- guaranteed 3HKO

0 SpA (Lv. 92) Houndour Flamethrower vs. 0 HP / 0 SpD (Lv. 66) Mew: 102-120 (44.7 - 52.6%) -- 21.1% chance to 2HKO

Houndour does a minimum of 4% more damage than Volcarona with the same move against the same target.

To get a better understanding regarding the damage at different levels, check the formula below.

Damage Calculation Formula:

Ward off Normal-type attacks

As Normal-type has the most number of moves and is learned by all Pokémon, expect at least 1 Normal-type attack to be present in each Pokémon. The most common ones would be the universally learned TM/ Tutor moves, such as: Facade, Return, Frustration, Secret Power, Body Slam, Strength, Round etc.

Because of the abundance of Normal-type attacks, getting a Ghost-type in the team would benefit you greatly. Most of the time, random Pokémon lack proper moves to even touch Pokémon such as Gengar and Mismagius, due to their multiple immunities, especially to Normal. If you do get a Ghost-type, make sure to keep it at good health as long as you can. Similarly, Rock and Steel types resist Normal thus can become a major pain for the opponent to defeat.

Status-infliction

As CC is more or less a stroke of luck with no predefined way of battling, status can prove to be lethal here.
Toxic, Will-o-wisp, Thunder Wave or any other status-inflicting moves should be spread around the opponent's team as much as possible because poison/ burn can make you defeat a foe even when you have no ways of touching it. Paralysis is also helpful to get a speed advantage that will let you hit faster, with a chance of disabling the foe for good. Sleep is also great because it gives you a couple of free turns to land some more damage.

Confusion-inducing moves, especially Swagger, is also great, especially for littlemons with low offensive stats. This gives them a chance to spread some damage without actually being unable to. However, be careful if Swagger doesn't land any confusion hits, because then you would be facing a buffed up enemy with double the Attack stat.

Attract, as crazy as it sounds, is actually a great move in CC. Not only is it available to almost everything, just a simple gender difference in opposing Pokémon gives you 50% chance of disabling your opponent for a turn.

Protection

Protect is a universal TM that is learned by almost all Pokémon. In CC, it greatly helps to scout the opponent's team and moveset, especially more so because all moves are random. Due to Protect, you get a slight idea, enabling you to predict your opponent's next move, even a little. Same goes for Detect.

Substitute is an amazing move in CC that should be abused if you get it. More often that not, it will take at least two hits for your opponent to break your Sub, so you can use that advantage to get extra hits in, and not to mention, gain a pseudo immunity against status moves.

Recovery

Undoubtedly, recovery moves such as Recover, Slack Off, Roost etc. excel in CC. Rest comes as a special mention here due to the massive availability it has. Taking free hits for 2 turns is a good price to pay when you get to restore your entire health and get rid of pesky status at the same time. Most of the times, you will be able to live those 2 free hits anyway, even having enough HP left to wreak havoc and then Rest again.

Entry hazards

Consider yourself lucky if you get a Pokémon in your team with Stealth Rock or Sticky Web. Heck, even Spikes and Toxic Spikes is good enough. In a metagame where everything is random and you have no idea what to expect, getting some prior damage done with each new switch-in is a dream come true. Also, considering the fact that Rapid Spin and Defog are the only moves that can get rid of entry hazards, it is vitally important to stack as many hazards as you can before anything else. That is, if you get them in the first place.

Anti Clause

Challenge Cup is devoid of any standard clauses. This means that Moody, and especially Double Team/ Minimize can be spammed as much as you want. Double Team is the gold standard move here as it is universally available and you can make or break a game with the amount of Evasion boosts you can net. Watch out for those random Aerial Ace and Keen Eye though.

Conclusion

Challenge Cup is certainly the most unique metagame out there, and the sheer randomness gives it a certain charm that no other tier can compete with. Despite the fact that an individual's luck plays a vitally important part in CC battles, one can be able to turn the luck around with competitive experience and knowledge on the magical world of Pokémon.

Have fun while playing Challenge Cup, because Challenge Cup will certainly have fun with you!


Last edited by The Pieman on Sat Nov 08, 2014 4:45 pm; edited 1 time in total


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Re: Challenge Cup: Randomness At Its Best

Post by hirok on Fri May 02, 2014 8:11 pm



I was wondering why normal moves were so common. I've seen Round/Frustration on almost every Pokemon in CC
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Re: Challenge Cup: Randomness At Its Best

Post by The Pieman on Fri May 02, 2014 8:25 pm

hirok wrote:



hirok wrote:I was wondering why normal moves were so common. I've seen Round/Frustration on almost every Pokemon in CC

One other point is that happiness is also a random factor in CC. So don't expect Return to always have 102 Base Power.

 lol! 


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Re: Challenge Cup: Randomness At Its Best

Post by Nahin27 on Sat May 03, 2014 5:48 pm

yeah round and frustration are two of the most common moves i have encountered


You dont have any idea about my Noob's Luck B|
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Re: Challenge Cup: Randomness At Its Best

Post by Ríñ Økümúrã on Sat May 03, 2014 8:02 pm

I remember getting a Level 99 Xerneas on my team in Challenge cup <3
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Re: Challenge Cup: Randomness At Its Best

Post by The Pieman on Sat May 03, 2014 8:05 pm

Ríñ Økümúrã wrote: I remember getting a Level 99 Xerneas on my team in Challenge cup <3

As I have pointed out, there are level differences in Challenge Cup.
So you won't ever get any Xerneas more than Lv. 65/70.
The level difference balances the game.


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Re: Challenge Cup: Randomness At Its Best

Post by Ríñ Økümúrã on Sat May 03, 2014 8:08 pm

then was that a glitch on showdown or something? ._.
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Re: Challenge Cup: Randomness At Its Best

Post by The Pieman on Sat May 03, 2014 8:10 pm

Ríñ Økümúrã wrote:then was that a glitch on showdown or something? ._.

Perhaps. Or maybe you missed the number of the level? Got a screenshot?


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Re: Challenge Cup: Randomness At Its Best

Post by Ríñ Økümúrã on Sat May 03, 2014 8:14 pm

I don't really take screenshots,oh wait!that was the date when there was weird spirits on Showdown battles .w.
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Re: Challenge Cup: Randomness At Its Best

Post by The Pieman on Sat May 03, 2014 8:43 pm

Ríñ Økümúrã wrote:I don't really take screenshots,oh wait!that was the date when there was weird spirits on Showdown battles .w.

Ah ~ 1st April ~

Showdown deliberately messes up the sprites and mechanics that day, so whatever you may face that day is likely not legit.



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Re: Challenge Cup: Randomness At Its Best

Post by OoOoOoO on Sun May 04, 2014 1:28 am

Teams are not pre-made,they are regenerated just before the match.

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Re: Challenge Cup: Randomness At Its Best

Post by The Pieman on Sun May 04, 2014 6:34 am

OoOoOoO wrote:Teams are not pre-made,they are regenerated just before the match.

That's what I meant. The players don't have to make the teams. They are made by the simulator.


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