Hi Trainers! This was interesting to test, I feel like I understand each item SO much better now. Forgot to mention Muscle Band! Was straight forward and nothing to add to it! I also have a Blastoise giveaway going until the 2nd of September! -> gleam.io/competitions/NwrIR-superteeds-blastoise-giveaway Item Tier List: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-QkFTN4Xw268.html How to reach Master rank: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-8xg5SsMG72M.html
Muscle band is important because it would be nice to confirm that it works on objectives and to compare side by side how fast you clear rotom with and without it. Either way, great and thorough video as always.
@@tehtayziez We can't even see the atk, def, sp atk etc etc stats of Pokemons atm. That should be top priority then leaderboard and more information on held item description
I think Items like the Float Stone and other items that require being out of combat needs to be reworked a little. Like for instance, "Being Out of Combat" should only apply when you're not DIRECTLY attacking any Pokemon, or should apply to opposing trainers' Pokemon, and Important Pokemon like Avalugg, Drednaw, and Zapdos.
This. The whole "wild pokemon will choose to attack you" thing takes the item viability way down. If they made it so it counted only against opposing pokemon like you said (and objectives pokemon) that would help a lot. They could also reduce out of combat timers. 8 seconds is a long time...
Thinking about it, there are a couple of (IMO) easy fixes for a lot of the less useful items. The outside of battle items should ignore wild Pokemon in general. That would make them much more viable. It would especially be useful for slower Pokemon to have Float Stone in order to help them reach objectives faster, without needing to avoid wild Pokemon, which kind of negates the effectiveness of it, given the pathing you'd have to take. Assault Vest and Leftovers would still be a little problematic, but short of buffing Leftovers' passive, and making item selection something to do after you know you're opponents' team comp, those two aren't going to be as much help. The stacking items, I'd say just need to have their boosts changed to percentage based. While that doesn't remove the risk factor, it would make the rewards for taking those risks much better. A simple 3% max to those stats per goal would mean a lot more in the long run. AEOS Cookie would be the exception, since a percentage boost would actually be weaker than the current 200 at max for a lot of Pokemon, unless you go for something ridiculous like 10%, which would effectively make Defenders near impossible to kill without going 3v1 or using Unite Moves. But if it can be buffed up to 250 at max, that might make it even more viable. Shell Bell can be easily fixed by just making it work like it does in the main games. It heals equal to 12.5% of damage dealt by Moves at max, and counts every hit of multi hit moves. Maybe even make it so that boosted attacks also activate it, instead of putting it on a timer. Moves already have CD, so having something that only procs on Moves a CD mechanic of its own seems ridiculous.
I think they need to make the damage stacking items a little stronger, and just damage items as a whole stronger too. It feels like everything runs all the defensive/utility items which is frankly kinda boring haha. Great video as always, keep up the great work!
I cant help but agree. I find myself running buddy barrier and focus band combo on nearly every pokemon because of how strong they are compared to the other items.
yep. completely agree, the damage stats need to be buffed in order to be as impactful as buddy barrier basically giving u 40% of ur HP midfight 😂😂😂 its ridiculous
Well at level 20 each goal gives +16 up to 6 stacks so with spec atk specs you’d get +96 spec attack. Venusaur if I recall is at level 15 480 or so spak so that’s roughly 20% more damage output. Plus that cancels out the defensive bonus of likely the passive stat bonus of 3 spdef items so you’re hitting average. Add wise glasses and you’re hitting big
I tested Aeos Cookie by looking at the two percent heal from Leftovers. I can confirm that it stacks up to 6 times like the other scoring items. At lv 20 your looking at 1200 extra hp which is about 1 and a fifth little bars on your healthbar
Healers do more healing with items that boost SpA (Wise Glasses & Shell Bell), and Rocky Helmet requires you to takes 10% damage of your max health for it to proc.
They need an item like heavy boots or something which will reduce CC effects there is so much CC in Pokémon unite that sometimes it just becomes about which person presses one button first wins.
People run shell bell with cram because air slash heals on hit and it can hit multiple times/targets so I think people thought they were getting more value off shell bell healing off every hit when it’s really just a passive effect of the move
6:08 and 7:33 Dang, my attention was on ur low health cinderace plays for that time 😂 QOTD: For the out-of-combat items, the only thing that can be done is to reduce the out-of-combat time (which u already said)
Glad to hear the Buddy Barrier is very good as I spent money to get it to Level 20. It even allowed my Alolan Ninetales to abuse Aurora Veil much easier. The other part of the money I spent ($13 dollars) on the Shell Bell just for the cooldown, and the Eldegoss Holowear. Since all of the Pokemon I use are Special type, all of them have Buddy Barrier and Shell Bell. The last Item on my Main, Eldegoss, Secondary Support Blissey and Slowbro was Rocky Helmet, which is nice to see it's actually good. And for my Alolan Ninetales the last Item for her is Wise Glasses. I know Shell Bell on all of my Mons, Rocky Helmet on my supports and Defenders and Wise Glasses are not meta but it's nice to see they are good at least. Thank you Teeds for clearing things up about these items. ❤️
huh, didn't realize that, rocky helmet has a good cooldown, I never could see it trigger so I assumed it was much longer. if it worked on basic attacks too, and they increased its range a good deal, or removed the range component, it'd be a pretty good item.
Thanks for all your testing, Teeds! It really shows the glaring imbalance between held items and is very informative that I spent my resources wisely thus far. Keep up the high quality content 😊
I don’t know if you noticed but the energy amplifier +21% damage increase is only active for around 2-3 seconds, enough time to use one skill on an enemy with increased damage. Just make sure you have your skills available as soon as you activate your unite skill if you have energy amplifier. And ofc, energy amplifier increases the damage of your ult as well.
Works perfect for Charizard whose unite lasts 7 seconds and has 2 uses. Energy Amplifier giving dmg increase to the basic attacks while Charizard is Unite flying then trigger unite again for slam, proc E-Amp again which gives plenty of time to do the 2 skills and even more basic attacks. However, due to the mysterious item slot placement affecting the calculations? It seems bugged some games, it doesn't add that damage boost, I think prevents charizard unite basic attack healing sometime
i think the biggest buff needs to come to the items that trigger when youre out of battle for x number of seconds like leftovers and float stone. "out of combat" should be reduced to 4 seconds and see how it works. to me the scoring ones it makes sense how they work because it's risk v. reward. yeah you might not score that game, but that's the build you're running.
I think all the score based items need a change and Leftovers and rocky helmet need a change as well. My opinion, left overs should have faster, smaller ticks of healing and grant a base HP boost.
My takeaway is that any out of combat boosts should trigger way faster. And maybe score based items should scale on how much you score vs how many times
1. It's great that you get to say that you're a master player now. 2. I thought it was funny you added that Lucario play short. Great play, thought it was hilarious. 3. I agree with your suggestions for making other items more viable. It would make the game a lot more diverse. And you would have to guess what each pokemon is holding. Right now everyone is pretty much using the same items. They are great items, but I just feels like it makes the builds kinda boring
The reason why cram goes shell bell is for the cdr helps spams air slash on like 1 second cd at level 20 if it hits all 3 procs to heal more from it the healing proc from shell bell is nice but the cdr is far more useful
welp with my solo wiggly build guess ill swap out float stone for the score shield. didnt know that item stacks with shields, this should help me win more clutch games now thanks a bunch.
I would change the timer of those out of combat items to be less than 8 seconds. Maybe make it 4 or even 2 seconds and make the provided bonuses more impactful/noticable. Depending of the state of the game I would love to see some variation in item choices as well, so perhaps tweak the numbers of strong/weak items, so everything is somewhat near b or a tier. Imo changes like these would also make it more about what the player thinks their team composition needs rather than what the Pokemon is supposed to use just because it is considered meta. Thank you for always testing these kind of things and sharing them with the community. Keep it up Teeds! ⬇ Also - petition to rename this channel to 'MasterTeeds' ⬇
My understanding is that, normally, it's a 30/70 split when multiple players attack a pokemon (with the last hitter getting the 70% xp) and Exp Share makes it 30/100. Essentially, you can attack things to speed up the process and get some XP, but your lane partner will still get full XP if they're the ones that kill it.
The fix for waiting items wouldn't be to decrease the time, it would be to disqualify wild Pokemon from "combat" so fighting then doesn't interrupt the buff or timer.
For me in order for float stone to be usable if they buff it by adding the bonus ms by x2 rather then % and the cd between combat is 1s due to how fast/havoc the game is.
Thank you so much for all your time and effort bringing some detailed information to this community. Its sad we cant get this level of detail from the game itself but good on you for being such a good source.
So yes i agree the out of combat time is stupidly long. Dota has out of combat items too. One is tranquil boots, the other is Blink dagger Now these dont share cooldown. but the Blink dagger has a 3 second cooldown the moment you pop in to combat. Tranquil boots have a 13 second cool down . So one is 5 sec longer the other 5sec shorter. Then pokemon unites version. But this big thing is, Dota games can last up to 60 min or more. And a 60 min game isnt rare! Sooo a 13 sec cooldown becomes completely acceptable. On top of that when jungling with tranquil boots you can just drop em on the floor and pick em up after battle (in the jungle where your safe and enemies dont destroy your items) So that the cooldown doesnt trigger. Pokemon unite out of combat cooldown should be like 2 to 3 seconds tops. Like even walking from north to south its chances are quite high that a corpfish agro's and hits you and then it resets the 8 seconds. 8 is absolute bonkers and i have no clue wtf their thinking. Btw i think Shellbell having a 10 sec cd makes that item also comletely useless. Like the amount of healing it gives is NOT THAT MUCH The impact the passives these items have compaired to something like Focus band or Buddy Barrier or Assvest is massive...
AYOOOOOO THEM TWO GENIUS PLAYS AT 10:23?!?!?! LIKE IM TRYNA PAY ATTENTION TO HOW THE ITEMS WORK AND YOU SITTIN HERE DISTRACTING ME BY BEING A GENIUS OMG
I think the game should differentiate between combat with an enemy pokemon and just farming. I should be able to use leftovers/floatstone while farming my camps and avoiding the enemy.
I have done extensive testing with Rocky Helmet and I have gotten it to proc off basic attacks. It however was a critical hit from a Cinderace which dealt 551 and Rocky Helmet reflected 169 back. (atleast for the level I had it on). Ever since that first major patch, it has been harder for me to get procs off with basic attacks, but seems more consistent with damaging moves. Basically, just don't get Rocky Helmet, it's the worst item in the game.
Doesn't Scope Lens also boost critical hits from your special moves as well? I think that Exp Share also gives 100% of the exp of wild Pokemon to your teammates. Also, what does the OoC for Assault Vest mean? If you only get the shield out of combat, then what good is the shield?
Doesn't Exp share take a hit if more then one person on your team picks it? If you are in solo q you can't really guarantee that someone else won't bring it into battle. Seems quite risky to invest in. Also I can't tell you how often I see people using this Held Item and STILL sniping the last hit on Neutrals (which defeats the purpose of having it equipped).
Aeos Cookie with Score Shield and Buddy Barrier has been amazing when you're able to dunk but a lot of teammates forget I have it and it gets rough having anything to dunk.
i wanna ask about stacking held item like attack weight, the maximum stack is 6, is it count per 1 stack is 12 (6x12)? or 6 stacks means increasing only 12?
So is rocky helmet really doing damage based on "your" max hp, because its supposed to be the max hp of the enemies in the range of effect when it triggers, not really sure what's better but, I'd prefer if it was theirs. since boosting my hp makes the item even less likely to activate. I tried testing and its weird, I used it on wiggly, against mime, it did more damage when I was higher level and more hp, but then when I raised mime's level closer to mine it did less damage? ok tested it again against gengar, and there seems to be some level difference damage adjustment? it does an amount when our levels are the same, but less when the enemy is a higher level, but the item activates easier that way. then it does more damage again when my level is increased to the same level. ex. rocky helmet dmg: 134 lvl 3 jiggly puff lvl 7 haunter rocky helmete dmg 185 lvl 7 wiggly lvl 8 haunter rocky helmet dmg 157 lvl 7 wiggly, lvl 15 gengar rocky helmet dmg 208 lvl 13 wiggly lvl 15 gengar final opinion, rocky helmet sucks, because it does damage based on your max hp. when it does activate the dmg is affected by the difference in mon levels. While you almost need to be underleveled for it to actiavte it'll do less damage because of that It does the most damage when you are higher level, but it'll almost never activate because you need to take 10% health damage at once. and if you're over level you're not going to need the chip damage. so unless the item is changed to remove the health limit, and make it work based on enemy health its completely worthless.
We need a floot stone buff and leftover too. Some ppl upgrade this items AMD now they are usless -.- Just reduce the 8sec to 4sec, because 3sec sounds a bit to fast for me 🤔
Question about exp share, does it work if you're the same level as the lowest??? Let's say both level 12 other three being 15, would you still get the ticking exp?
flat defense in this game is trash, we tend to think at first that since the defense stats is pretty low especially on strikers at low level that it will have good value but the damage calc doesn't involve any number being divided by defense so for example going from 100 def to 200 def doesn't halve the damage you take
Leftovers should honestly be like you said, always active, or at most 3 seconds out of combat, and speaking of that, all thoose 8 seconds cooldown should also be arround 3 or 4 seconds I think score items would be nice if they gave a big boost if you score but also a smaller boost if you are nearby or in the goal when a friend scores. Buddy barrier is so strong that I can't really say to give it a buff but it seems weird it doesn't have Unite Charge rate knowing it requires a unite move to proc. Like energy amplifier
Hello! So I still have one question : what defines "out of combat" in this game, regarding the assault vest? Does Wiggly sing count as combat? Crustles shell smash? Machamp submission on the first stage? Because the assault vest animation never seems to disappear letting you know the protection is gone.
Are you sure Score Shield stacks with Buddy Barrier? I used my Unite Move with Wigglytuff and tried to score (I have my Score Shield at Level 25) and I got my scoring process negated...
Personally I would like the 8 second cooldown for some held items to be reduce by half or at least to 5 seconds. If Pokemon Unite decides to do another massive update for the way items work then I would love it if the stat boosting scoring items increase the score rate and for the wise glasses to deal extra damage on boosted attacks.
Great content👍 I’d love to have a better understanding of exp share. How much does 2/3/4 Exp affect the leveling process compared to defeating wild Pokémon. For example, is a 2 Aeos Pokémon worth 2 exp? I dont think that’s the case but this item is really unclear to me. Another thing is “lowest level on the team”. Does this mean level from the point of total exp gained, or level as a physical number?
So sad about shell bell procing at full health. And rocky helmet sounds even worse? Faster cooldown than I thought but like what's the damage threshold? Was wondering if attack weight and sp.att specs buffs are lost upon death
I went on a 13 win streak in a row using Venusaur purely by pushing to level 13 and sniping Zapdos with Solar beam. Score shield is basically the best; so many opponents keep superjumping to me and they dont attack thinking they've stopped yah; amateur mistake :^)
Absolutely a massive fan, love your content, going to sound like a massive noob as it’s my first moba, I usually carry teams time to time, in regards to items I usually main Cinderace items I use are Focus Band, Muscle Band and Buddy Barrier all maxed at 30 even though it’s maxed its health dies down pretty quick even being higher level than other attacking mons, I’ve noticed on some mons it has the main green health HP bar at the top but also has two small bars underneath that which seems to make them very tanky have also seen another Cinderace have that how do I go about having that for my Cinderace or what item that could be as when I’m in tight situations even 1v1 I get railed.
Can I just clarify, rocky helmet is that a 2 second cooldown even during combat? I saw a post on Reddit a while ago saying it didn't go on cooldown until you're out of combat for a certain period of time
He's also insanely broken right now with Scope Lens (as it applies it to its X-Scissors and Stealth Rock). Just depends on how you play him. I feel like all that health is pointless if his attakcs are super limp/weak.
This really makes me wonder what their stat distribution mindset was. Because items that give a small flat number boost or like 1-5% boosts in the long run are basically useless. Until you get past 10, or even 20% boosts you won’t notice the difference especially at max level.
I would like to know more about EXP. Share. How well does it work when two pokemon have one equipped? What about when everyone on a team has one equipped? Will this increase the total available EXP a team can acquire?