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  Pokemon that evolve only through GTS
Posted by: Jim D. Hoxworth - 09-18-2016, 06:15 AM - Forum: Battle and Trade - Replies (4)

If you are a completionist, like me, you might have encountered a problem with getting Xenoqueen, Astronite, Aromatisse, Miasmedic and Chainite.
Just reply to this with the pokemon that you want to exchange and your trade IDs.
Or just trade with people that posted their requests earlier.
You know what to do.

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  My first egg when IV breeding
Posted by: Wolf93 - 09-18-2016, 05:57 AM - Forum: Everything goes - No Replies

Just started to breed for my  first copetitive Pokemon, a Jerbolta.
I used the event one with 6*31 IVs and a sheebit with 30 IV in speed (nothing special else) to go for a HP(ice), using everstone and knot.
First Jerbolta egg had 6*31 IVs again  Big Grin

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  [CODE] Fly Fix for traveling east to west
Posted by: TheLordBones - 09-17-2016, 02:40 PM - Forum: General Chat - Replies (1)

I'm not sure where to put this, however posting code on Reddit doesn't feel right.

A lot of people are wanting to fly east to west and the other way around. I've written a change to the map that does that.
Press Scroll up (Page up by default) and you'll switch sides. Works with the pokepod and flying. It's not the most elegant however it works and I've tested it in every city.

Change * PScreen_RegionMap to this code to test it out.

Code:
class MapBottomSprite < SpriteWrapper
 attr_reader :mapname,:maplocation

 def initialize(viewport=nil)
   super(viewport)
   @mapname=""
   @maplocation=""
   @mapdetails=""
   @nonests=false
   @thisbitmap=BitmapWrapper.new(Graphics.width,Graphics.height)
   pbSetSystemFont(@thisbitmap)
   self.y=0
   self.x=0
   self.bitmap=@thisbitmap
   refresh
 end

 def dispose
   @thisbitmap.dispose
   super
 end

 def nonests=(value)
   @nonests=value
   refresh
 end

 def mapname=(value)
   if @mapname!=value
     @mapname=value
     refresh
   end
 end

 def maplocation=(value)
   if @maplocation!=value
     @maplocation=value
     refresh
   end
 end

 def mapdetails=(value)  # From Wichu
   if @mapdetails!=value
     @mapdetails=value
     refresh
   end
 end

 def refresh
   self.bitmap.clear
   if @nonests
     imagepos=[[sprintf("Graphics/Pictures/pokedexNestUnknown"),108,172,0,0,-1,-1]]
     pbDrawImagePositions(self.bitmap,imagepos)
   end
   textpos=[
      [@mapname,18,-2,0,Color.new(248,248,248),Color.new(0,0,0)],
      [@maplocation,18,354,0,Color.new(248,248,248),Color.new(0,0,0)],
      [@mapdetails,Graphics.width-16,354,1,Color.new(248,248,248),Color.new(0,0,0)]
   ]
   if @nonests
     textpos.push([_INTL("Area Unknown"),Graphics.width/2,Graphics.height/2-16,2,
        Color.new(88,88,80),Color.new(168,184,184)])
   end
   pbDrawTextPositions(self.bitmap,textpos)
 end
end



class PokemonRegionMapScene
 LEFT   = 1
 TOP    = 2

 RIGHT  = 30
 BOTTOM = 20
 SQUAREWIDTH  = 16
 SQUAREHEIGHT = 16
 
 @showmapId = 0 #Used to save shown Map ID
 @modesave = 0 #Save of mode
 @aseditorsave = false #Save
 @sideOfMap = 1337; #It's 1337 so you know that if it's 0 or 1 you know the script worked on line 89

 def initialize(region=-1,wallmap=true)
   @region=region
   @wallmap=wallmap
    #My change. So I can always store the player's region:
    playerpos=!$game_map ? nil : pbGetMetadata($game_map.map_id,MetadataMapPosition)
    if !playerpos
        @sideOfMap = 0
    else
        @sideOfMap = playerpos[0]
    end
 end

 def pbUpdate
   pbUpdateSpriteHash(@sprites)
    pbButtonUpdate
 end
 
 def pbButtonUpdate
     if Input.trigger?(Input::L)
        if @sideOfMap == 0 #Their in the east:
            if(@showmapId != 144)
                pbEndScene
                pbStartScene(@aseditorsave,@modesave,144,false)
            else
                pbEndScene
                pbStartScene(@aseditorsave,@modesave,$game_map.map_id)
            end
        elsif #Now the west
            if(@showmapId != 142)
                pbEndScene
                pbStartScene(@aseditorsave,@modesave,142,false)
            else
                pbEndScene
                pbStartScene(@aseditorsave,@modesave,$game_map.map_id)
            end
        end
    end
 end

 def pbStartScene(aseditor=false,mode=0,mapID_=$game_map.map_id,seePlayer=true)
   @editor=aseditor
   @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
   @viewport.z=99999
   @sprites={}
   pbRgssOpen("Data/townmap.dat","rb"){|f|
      @mapdata=Marshal.load(f)
   }
    #Firstly let's set these because I'll need them else where
    @showmapId = mapID_ #Current map id shown
    @modesave = mode #Current mode
    @aseditorsave = aseditor #Current
    #The change is it doesn't always show the map id you're on but the ID sent to the function:
   playerpos=!$game_map ? nil : pbGetMetadata(mapID_,MetadataMapPosition)
   if !playerpos
     mapindex=0
     @map=@mapdata[0]
     @mapX=LEFT
     @mapY=TOP
   elsif @region>=0 && @region!=playerpos[0] && @mapdata[@region]
     mapindex=@region
     @map=@mapdata[@region]
     @mapX=LEFT
     @mapY=TOP
   else
     mapindex=playerpos[0]
     @map=@mapdata[playerpos[0]]
     @mapX=playerpos[1]
     @mapY=playerpos[2]
     mapsize=!$game_map ? nil : pbGetMetadata($game_map.map_id,MetadataMapSize)
     if mapsize && mapsize[0] && mapsize[0]>0
       sqwidth=mapsize[0]
       sqheight=(mapsize[1].length*1.0/mapsize[0]).ceil
       if sqwidth>1
         @mapX+=($game_player.x*sqwidth/$game_map.width).floor
       end
       if sqheight>1
         @mapY+=($game_player.y*sqheight/$game_map.height).floor
       end
     end
   end
   if !@map
     Kernel.pbMessage(_INTL("The map data cannot be found."))
     return false
   end
   addBackgroundOrColoredPlane(@sprites,"background","mapbg",Color.new(0,0,0),@viewport)
   @sprites["map"]=IconSprite.new(0,0,@viewport)
   @sprites["map"].setBitmap("Graphics/Pictures/#{@map[1]}")
   @sprites["map"].x+=(Graphics.width-@sprites["map"].bitmap.width)/2
   @sprites["map"].y+=(Graphics.height-@sprites["map"].bitmap.height)/2
   for hidden in REGIONMAPEXTRAS
     if hidden[0]==mapindex && ((@wallmap && hidden[5]) ||
        (!@wallmap && hidden[1]>0 && $game_switches[hidden[1]]))
       if !@sprites["map2"]
         @sprites["map2"]=BitmapSprite.new(480,320,@viewport)
         @sprites["map2"].x=@sprites["map"].x; @sprites["map2"].y=@sprites["map"].y
       end
       pbDrawImagePositions(@sprites["map2"].bitmap,[
          ["Graphics/Pictures/#{hidden[4]}",hidden[2]*SQUAREWIDTH,hidden[3]*SQUAREHEIGHT,0,0,-1,-1]
       ])
     end
   end
   @sprites["mapbottom"]=MapBottomSprite.new(@viewport)
   @sprites["mapbottom"].mapname=pbGetMessage(MessageTypes::RegionNames,mapindex)
   @sprites["mapbottom"].maplocation=pbGetMapLocation(@mapX,@mapY)
   @sprites["mapbottom"].mapdetails=pbGetMapDetails(@mapX,@mapY)
   if playerpos && mapindex==playerpos[0]
     @sprites["player"]=IconSprite.new(0,0,@viewport)
      if seePlayer == true #If this is true show the player sprite
     @sprites["player"].setBitmap(pbPlayerHeadFile($Trainer.trainertype))
      else #If not then set the bitmpa to nothing
        @sprites["player"].setBitmap("")
      end
     @sprites["player"].ox=8  #JV
     @sprites["player"].oy=8
     @sprites["player"].x=-SQUAREWIDTH/2+(@mapX*SQUAREWIDTH)+(Graphics.width-@sprites["map"].bitmap.width)/2
     @sprites["player"].y=-SQUAREHEIGHT/2+(@mapY*SQUAREHEIGHT)+(Graphics.height-@sprites["map"].bitmap.height)/2
   end
   if mode>0
     k=0
     for i in LEFT..RIGHT
       for j in TOP..BOTTOM
         healspot=pbGetHealingSpot(i,j)
         if healspot && $PokemonGlobal.visitedMaps[healspot[0]]
           @sprites["point#{k}"]=AnimatedSprite.create("Graphics/Pictures/mapFly",2,30)
           @sprites["point#{k}"].viewport=@viewport
           @sprites["point#{k}"].x=-SQUAREWIDTH/2+(i*SQUAREWIDTH)+(Graphics.width-@sprites["map"].bitmap.width)/2
           @sprites["point#{k}"].y=-SQUAREHEIGHT/2+(j*SQUAREHEIGHT)+(Graphics.height-@sprites["map"].bitmap.height)/2
           @sprites["point#{k}"].play
           k+=1
         end
       end
     end
   end
   @sprites["cursor"]=AnimatedSprite.create("Graphics/Pictures/mapCursor",2,15)
   @sprites["cursor"].viewport=@viewport
   @sprites["cursor"].play
   @sprites["cursor"].x=-SQUAREWIDTH/2+(@mapX*SQUAREWIDTH)+(Graphics.width-@sprites["map"].bitmap.width)/2
   @sprites["cursor"].y=-SQUAREHEIGHT/2+(@mapY*SQUAREHEIGHT)+(Graphics.height-@sprites["map"].bitmap.height)/2
   @changed=false
   pbFadeInAndShow(@sprites){ pbUpdate }
   return true
 end

 def pbSaveMapData
   File.open("PBS/townmap.txt","wb"){|f|
      for i in 0...@mapdata.length
        map=@mapdata[i]
        return if !map
        f.write(sprintf("[%d]\r\n",i))
        f.write(sprintf("Name=%s\r\nFilename=%s\r\n",csvquote(map[0]),csvquote(map[1])))
        for loc in map[2]
          f.write("Point=")
          pbWriteCsvRecord(loc,f,[nil,"uussUUUU"])
          f.write("\r\n")
        end
      end
   }
 end

 def pbEndScene
   pbFadeOutAndHide(@sprites)
   pbDisposeSpriteHash(@sprites)
   @viewport.dispose
 end

 def pbGetMapLocation(x,y)
   return "" if !@map[2]
   for loc in @map[2]
     if loc[0]==x && loc[1]==y
       if !loc[7] || (!@wallmap && $game_switches[loc[7]])
         maploc=pbGetMessageFromHash(MessageTypes::PlaceNames,loc[2])
         return @editor ? loc[2] : maploc
       else
         return ""
       end
     end
   end
   return ""
 end

 def pbChangeMapLocation(x,y)
   return if !@editor
   return "" if !@map[2]
   currentname=""
   currentobj=nil
   for loc in @map[2]
     if loc[0]==x && loc[1]==y
       currentobj=loc
       currentname=loc[2]
       break
     end
   end
   currentname=Kernel.pbMessageFreeText(_INTL("Set the name for this point."),
      currentname,false,256) { pbUpdate }
   if currentname
     if currentobj
       currentobj[2]=currentname
     else
       newobj=[x,y,currentname,""]
       @map[2].push(newobj)
     end
     @changed=true
   end
 end

 def pbGetMapDetails(x,y) # From Wichu, with my help
   return "" if !@map[2]
   for loc in @map[2]
     if loc[0]==x && loc[1]==y
       if !loc[7] || (!@wallmap && $game_switches[loc[7]])
         mapdesc=pbGetMessageFromHash(MessageTypes::PlaceDescriptions,loc[3])
         return @editor ? loc[3] : mapdesc
       else
         return ""
       end
     end
   end
   return ""
 end

 def pbGetHealingSpot(x,y)
   return nil if !@map[2]
   for loc in @map[2]
     if loc[0]==x && loc[1]==y
       if !loc[4] || !loc[5] || !loc[6]
         return nil
       else
         return [loc[4],loc[5],loc[6]]
       end
     end
   end
   return nil
 end

 def pbMapScene(mode=0)
   xOffset=0
   yOffset=0
   newX=0
   newY=0
   @sprites["cursor"].x=-SQUAREWIDTH/2+(@mapX*SQUAREWIDTH)+(Graphics.width-@sprites["map"].bitmap.width)/2
   @sprites["cursor"].y=-SQUAREHEIGHT/2+(@mapY*SQUAREHEIGHT)+(Graphics.height-@sprites["map"].bitmap.height)/2
   loop do
     Graphics.update
     Input.update
     pbUpdate
     if xOffset!=0 || yOffset!=0
       xOffset+=xOffset>0 ? -4 : (xOffset<0 ? 4 : 0)
       yOffset+=yOffset>0 ? -4 : (yOffset<0 ? 4 : 0)
       @sprites["cursor"].x=newX-xOffset
       @sprites["cursor"].y=newY-yOffset
       next
     end
     @sprites["mapbottom"].maplocation=pbGetMapLocation(@mapX,@mapY)
     @sprites["mapbottom"].mapdetails=pbGetMapDetails(@mapX,@mapY)
     ox=0
     oy=0
     case Input.dir8
       when 1 # lower left
         oy=1 if @mapY<BOTTOM
         ox=-1 if @mapX>LEFT
       when 2 # down
         oy=1 if @mapY<BOTTOM
       when 3 # lower right
         oy=1 if @mapY<BOTTOM
         ox=1 if @mapX<RIGHT
       when 4 # left
         ox=-1 if @mapX>LEFT
       when 6 # right
         ox=1 if @mapX<RIGHT
       when 7 # upper left
         oy=-1 if @mapY>TOP
         ox=-1 if @mapX>LEFT
       when 8 # up
         oy=-1 if @mapY>TOP
       when 9 # upper right
         oy=-1 if @mapY>TOP
         ox=1 if @mapX<RIGHT
     end
     if ox!=0 || oy!=0
       @mapX+=ox
       @mapY+=oy
       xOffset=ox*SQUAREWIDTH
       yOffset=oy*SQUAREHEIGHT
       newX=@sprites["cursor"].x+xOffset
       newY=@sprites["cursor"].y+yOffset
     end
     if Input.trigger?(Input::B)
       if @editor && @changed
         if Kernel.pbConfirmMessage(_INTL("Save changes?")) { pbUpdate }
           pbSaveMapData
         end
         if Kernel.pbConfirmMessage(_INTL("Exit from the map?")) { pbUpdate }
           break
         end
       else
         break
       end
     elsif Input.trigger?(Input::C) && mode==1 # Choosing an area to fly to
       healspot=pbGetHealingSpot(@mapX,@mapY)
       if healspot
         if $PokemonGlobal.visitedMaps[healspot[0]] ||
            ($DEBUG && Input.press?(Input::CTRL))
           return healspot
         end
       end
     elsif Input.trigger?(Input::C) && @editor # Intentionally placed after other C button check
       pbChangeMapLocation(@mapX,@mapY)
     
     end
   end
   return nil
 end
end



class PokemonRegionMap
 def initialize(scene)
   @scene=scene
 end

 def pbStartFlyScreen
   @scene.pbStartScene(false,1)
   ret=@scene.pbMapScene(1)
   @scene.pbEndScene
   return ret
 end

 def pbStartScreen
   @scene.pbStartScene($DEBUG)
   @scene.pbMapScene
   @scene.pbEndScene
 end
end



def pbShowMap(region=-1,wallmap=true)
 pbFadeOutIn(99999) {        
    scene=PokemonRegionMapScene.new(region,wallmap)
    screen=PokemonRegionMap.new(scene)
    screen.pbStartScreen
 }
end

Print this item

  Type Blancer Tool
Posted by: TwistedLogic - 09-17-2016, 01:00 PM - Forum: General Chat - Replies (15)

I put together a spreadsheet to help people with type balancing their team and identifying any holes that they might have. There's a .ods and a .xls version, though I can't guarantee that the .xls version works. I hope this helps some people out!

~~EDIT~~
For some reason OpenOffice is deleting my formula in the .xls version when I save it.

The formula should be:

=INDEX(Sheet2!$C$2:$T$20,MATCH($A3,Sheet2!$B$2:$B$20,0),COLUMN(A:A))*INDEX(Sheet2!$C$2:$T$20,MATCH($B3,Sheet2!$B$2:$B$20,0),COLUMN(A:A))

In case you don't have much experience with Excel, paste that into Sheet1, C3, then drag it to T3, then drag all of that down to row 8.



Attached Files
.zip   Type Balance Tool.zip (Size: 17.88 KB / Downloads: 17)
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  is tancoon...
Posted by: Rebecca - 09-17-2016, 08:28 AM - Forum: General Chat - No Replies

a night only encounter?

i know the info is on the wiki but i want to do an as blind as possible play but i fell in love with the doggy when i saw him used and i can't find him it seems

EDIT: found him as soon as i complained!

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  Looking for a Xenomite
Posted by: Kakitz - 09-17-2016, 08:19 AM - Forum: Battle and Trade - Replies (5)

Hi guys,

Well i'm looking for a Xenomite, i forgot to capture one when i was on the nuclear plant island and i've not found another way to have it !

Thanks !

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  Latest unofficial patch bug?
Posted by: Zefyron667 - 09-17-2016, 05:05 AM - Forum: General Chat - Replies (3)

So,I've been using the unofficial patcher to go online/get patches and stuff.
After the last patch update,I took on the Bealbeach city gym.
When I tried to battle the fisherman before the gym leader,this message popped up following his dialogue:

SKIPPING BATTLE
WHEN LOSING...
You deserve this.

What on earth is this?It happened again once i reloaded my save while trying to battle the gym leader,skipping the battle entirely and giving me the badge.

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  Patch 1.0.1UnI - Released
Posted by: Androziel - 09-17-2016, 04:10 AM - Forum: Rules and Official News - Replies (38)

Hi everyone,

I would like to inform you of the changes in the newest patch for Pokemon Uranium. Patch 1.0.1UnI addresses the following changes:

Patch 1.0.1UnI - Patch Notes
1. Move: Sucker Punch - now works as it should - damages if the opponent uses damage move
2. Move: Curse - Now shows the animation of attack and defense raising
3. Ability: Pickup - Will now have a 10% chance to pickup an item. Will have a separate pin for this list.
4. Ability: Pixilate - Mega Syrentide - now works. Seems like the ability was never attached to the mega status.
5. Ability: Elementalist - has been fixed. Code was not entered into the game
6. Move: Sleep Talk - has been fixed. Had to re-work some code to get it to pass through the sleep status.
7. Breeding: EggMoves are now also inheritted by mother to keep in line with Gen6
8. Breeding: Hidden Abilities for father breeding with a duplicat is now passed down to child. There is a 20% chance it will send its HA down to its egg
9. GTS: Pressing the right key on the summary page should not receive an error now.
10. Leader Maria Battle: Felunge now attacks even if your pokemon has insomnia as an ability.
11. Ability: Clear body - now stops all instances of stat decreasing (includes string shot)
12. Graphics: Fafninter's shiny sprite is now showing correctly
13. Pokeradar: Has been fixed! Will have a 12% chance to get a HA Pokemon (if available), chaining has improved via visual representation of the grass shakes. (please note that currently Route 16 has some issues and are barely visible, we are looking at ways to fix this.) Grass patches as follows: GREEN = normal encounter, RED = exclusive encounter, BLUE = shiny encounter
Previous unobtainable HA Pokemon will now appear in the following areas using the Pokeradar. These are radar exclusive and only found on a uncommon shaking grass!:
Pokemon           Pokeradar Exclusive
Tofurang             Route 02,05
Dunsparce           Route 02,05
Fortog                 Route 01, 04, 16
Magikarp             Route 01, 03, 11
Brailip                  Route 03, 04
Comite                Route 06
Modrille               Hidden Cave
Gligar                  Route 08
Sableye               Route 08
Tubjaw                Route 09
Glaslug                Route 09
Titanice                Route 10, Hidden Cave
Frynai                  Route 12, 13, 14
Ratsy                   Route 10
Masking               Route 13
Chupacho            Route 14
Hagoop               Route 06
Devimp                Route 11
Antarki                Route 16
14. New Area: Hidden Cave is now added to Route 07. In there you will be able to use the Pokeradar to catch some slightly different Pokemon!
15. Lottery: Good news! Your chances of getting that Masterball have gone up! Lotto is now working as intended, once per day.
16. Pokedex Rewards: Lowered the requirements to 192 Pokemon owned so players can now obtain the Shiny Charm.
17. Casino: There is a new casino vendor in town! She has come far from another region to bring you a surprise! Find her near the other coin vendors.


Please remember if you find a bug, report it in the appropriate thread. Thank you and enjoy!

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  Team Discussion
Posted by: Wolf93 - 09-17-2016, 04:01 AM - Forum: Competitive Discussion - Replies (6)

This is my first competitive team-idea in Uranium and because of the masses of new Pokemon and possibilities I would like to have some thoughts and advices.

Pokemon: Inflagetah
 - item: Inflagetite
 - ability: Acceleration
 - nature: Adamant
 - ev: 252 Atk/Spd, 6 HP
   - Flame Impact
   - Earthquake
   - U-Turn
   - Taunt

Pokemon: Oblivicorn
 - item: Focus-Sash
 - ability: Moldbreaker
 - nature: Jolly
 - ev: 252 Atk/Spd, 6 HP
   - Play Rough
   - Sudden Strike
   - Pursuit
   - U-Turn

Pokemon: Nucleon
 - item: Choice Scarf
 - ability: Atomizate
 - nature: Modest
 - ev: 252 SpAtk/Spd, 6HP
   - Hyper Voice
   - Shadow Ball
   - quick attack
   - Trick

Pokemon: Fafninter
 - item: Leftovers
 - ability: Fur Coat
 - nature:
 - ev: 252 HP/Def, 6 atk
   - Dragon Tail
   - Draco Meteor/Toxic
   - Ice Shard
   - Stealth Rocks

Pokemon: Sylveon
 - item: Sitrusberry
 - ability: Cute Charm
 - nature:
 - ev: 252 HP/SpDef, 6 SpAtk
   - Moon Blast
   - Protect
   - Wish
   - Heal Bell

Pokemon: Jerbolta
 - item: Choice Specs
 - ability: Quick Charge
 - nature: Timid
 - ev: 252 SpAtk/Spd, 6HP
   - Volt Switch
   - Earthpower
   - HP(Ice)/Thunderbolt/Shadowball
   - Trick

Inflagetah serves as Lead and is able to prevent an opponent from setting up Stealth Rocks, while also giving offensive pressure.
Oblivicorn is thought to revenge kill Nucleon, being able to OHKO it with Pursiut if it´s being switched out or if it stays survive with Sash and KO in the following round with Sudden Strike. Mold breaker is against Fafninter´s Fur Coat.
Nucleon is pretty Obvious the standard sweeper.
Fafninter is a physical wall, capable of setting Stealth Rocks and shuffeling the opponent with Dragon Tail. Draco Meteor to have at least one attack with some damage, Toxic for even more damage over time. Ice shard for finishing weakened enemys.
Sylveon is a classic special wall and cleric, providing recovery for the team, especially Fafninter.
Jerbolta is something I´m not sure about, but verry interesting thanks to Quick Charge. Volt Switch as main attack to instantly switching with good damage, Earthpower as second STAB, trick to cripple foes. In the 3rd slot I would feel best with HP(ice), but this might be a bit hard to breed. Thunderbolt would be an electric STAB to use if Jerbolta should stay in, Shadowball could hit Ghost and Psychic tipes effectivly, but I´m not sure how present they are currently.

Any help and critics are welcome Smile

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  Week 1 Forum Update
Posted by: CodySP - 09-16-2016, 03:34 PM - Forum: Rules and Official News - Replies (6)

Hey Uranium Fans,

It's a great time to be a member of the Unofficial Forum, it's been just over a week since the official launch and loads of things have been changed, added or fixed to make this forum feel more like home. Here's a quick Snapshot of what's been going on behind the scenes of the busy first 7 days.

General Fixes and Maintenance

  • Time Zones and set time now work correctly and will display the right time.
  • E-mail Registration has been fixed and now sends mail to Inbox/Junk instead of being blocked entirely.
  • Reorganised text and blocks on Forum Index, Forum Display and postbit for a cleaner appearance
  • Avatars uploaded from your Computer will now Resize correctly
  • "Online ID" field has been fixed so that it only accepts numbers with a maximum length of 6
Additions and Visual Aids
  • Avatars and last post details now appear on the Forum Index and Forum Display
  • Link colors, text colors and board width has been adjusted for simpler viewing
  • Enabled User Titles and ranks for both Registered Users and Special Groups 
Special Groups

Administrator: [Image: Icon196.png]

Super Moderator, Moderator and Unofficial Developers: [Image: Icon138.png]

User groups
1 post: [Image: Icon015.png] Barewl

10 Posts: [Image: Icon046.png] Tancoon

25 Posts: [Image: Icon051.png] Palij

50 Posts: [Image: Icon096.png] Glavinug

75 Posts: [Image: Icon004.png] Archilles

100 Posts: [Image: Icon144.png] Antarki

150 Posts: [Image: Icon175.png] Oblivicorn

First Week Forum Stats
  • In our first week, 128 different people registered to the Unofficial Uranium Forum
  • We have 154 Posts in 35 different Threads
  • The Most Popular Forum is the Help Desk
  • The Official Uranium 1.0.1 patch has been downloaded over 30,000 times
  • The most users online at once was 24 on September 10th
  • The average time it takes to load the forum is 72 miliseconds
These are but the humble beginnings of what this forum can become and of course none of these stats would have been made possible without every single one of you who signed up and said hello! There are more things to come in the near future!  Let's continue to grow into a healthy, sustaining community. Big Grin

~C

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