Much like Fairy, our next run will be a type designed solely to check a type that was too overpowered. It's a type designed for tricky, varied offense, with an eye toward statistical-based trolling. It tragically continues the run of "Pokemon weak to Fighting" runs, but at least this one may be able to fight back.
Put the kids to bed, 'cause this one's getting Dark.
Type effectiveness:
Attacking: Super effects Ghost and Psychic, not very effective against Fighting, itself and Fairy.
Defending: Double damage from Fighting, Bug, and Fairy, half damage from Ghost and itself, immune to Psychic.
Dual types:
Fire, Water, Ice, Fighting, Poison, Ground, Flying, Psychic, Rock, Ghost, Dragon and Steel are all available in XY (theoretically). Grass is an option through Pokemon Bank.
Probable final team:
Froakie/Frogadier/Greninja: For the first time in a blogged run, I actually get to use a starter and I will most definitely abuse this ability. Relatively balanced for both attack stats, but I'm going to be focused on the Special end because I'm good on physical and I need a Dragon check.
Scraggy/Scrafty: Wins over Pancham/Pangoro by virtue of varied offensive capabilities, learning powerful moves extremely quickly, and being way cooler. It learns Hi Jump Kick before the Fighting gym if I play my cards right. Only problem: Horde exclusive means it will need a lot of help.
Inkay/Malamar: Truth be told, Malamar is actually my favourite new XY Pokemon so I relish any chance I get to use it. The fact that it's the team's best shot against a certain troublesome type adds to the fun.
Sandile/Krokorok/Krookodile: IT HAS SUNGLASSES YOUR ARGUMENT IS INVALID *ahem* Provides STAB Ground, and forms a neat double team of Moxie abusers (potentially) with Scrafty if it doesn't have Intimidate.
Houndour/Houndoom: The traditional Route 10 entry, Houndoom is one of the few Pokemon here who can pack an Electric move, so it'll see a fair bit of play in the late game. Also provides STAB Fire, because after the Steel run I'm not making that mistake again if I can help it.
Pawniard/Bisharp: Serves as a late game anti-Fairy... tragically, I can't get this before the Fairy gym, but Defiant is such a great eff you move for Intimidators.
Why not use...?
Pancham/Pangoro: I might use this one if I can't get a satisfactory draw on Scraggy, and it is a bit more high powered offensively. However, Scraggy has a bit more speed, and Malamar has the "freak evolution method" role covered for this team.
Absol: I'll probably bring it for a while just because it's very strong offensively and is a crit machine w/Super Luck, but I could use the extra STAB coverage and its main advantage (the Absolite) doesn't come until the run's over.
Umbreon: Not efficient for an ingame run, great defense but the offense isn't up to snuff. Also, it's an Eeveelution, bad movepool warning.
Stunky/Skuntank: Will be along for a while, but its effectiveness falls off the table once you're past the Fairy gym.
Sableye: Don't need a Fighting immunity that badly that I'm going to put up with its low stats again, the Ghost run really soured me on using it.
Corpish/Crawdaunt, Carvanha/Sharpedo: I can't play the game without having the best Water/Dark given to me.
Skorupi/Draipon: Could see some use if only for Thunder Fang, but I'm not sure if I'm up for going with another Slow exp-grower.
Liepard: Outclassed at the endgame, especially since it has no offense beyond Night Slash.
Murkrow/Honchkrow: I may catch one for Fly purposes, but its entire physical movepool is Fly, Night Slash, Return, and a TM that's technically postgame (Steel Wing). At least Talonflame learns it naturally.
Sneasel/Weavile: If I'm bringing you in at Route 17, you better have move variety out the ying-yang and I should be able to get you in final form before the postgame. Sneasel fails the second test.
Tyranitar: Not available in X. Which is a shame, as it'd be damn useful.
Zorua/Zoroark: Simply comes too late and doesn't have the movepool of fellow unofficial mascot Lucario.
Zweilous/Hydreigon: Even later than Zorua, needs five Rare Candies off the hop to do anything useful. Not ready for that kind of investment at the end game, psuedo-legendary or not. (Notice I won't use Dragonite in either of its eligible runs for largely the same reasons.)
Yveltal: Not playing Y, largely.
Major battle expectations:
Viola: Froakie wins by virtue of having gotten all of the experience to this point.
Grant: I have a Water type, a Fighting type, and a Ground type at minimum, and you think this'll be hard?
Korrina: Hopefully we're at the Malamar stage, Pluck's getting a workout.
Ramos: Reason 23B why I'm glad I'll have Houndoom and Stunky.
Clemont: Just imagine Krokorok getting stronger on each KO...
Valerie: AKA "Skuntank's Blaze of Glory".
Olympia: lulz
Wulfric: Combo of the Fighter and Houndoom carries the day here
Rival: She'll have Chespin, and the Fighting type might cause problems... if Houndoom wasn't around.
Team Flare: It'll be somewhat of a fair fight considering the team resists their primary STAB.
Elite 4: Like the Steel run there's no entry point... unlike the Steel run, I'll probably be well enough equipped to LEAD with Fire.
Champion: Hopefully Bisharp fares better than its Steel predecessor, Hawlucha's gonna be a problem, ever wonder how fast an Aurorus's HP bar can drop?
Trainer:
Dark has always been portrayed as an anti-heroic type, and if you're going to combat evil by staining your hands with evil there's really only one guy to call. My "keeper" file may be Kallen, but for this run, we have to go with the leader of the Black Knights himself... Lelouch. (Nickname: Zero. Because running gags are cool.)
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