Friday, May 9, 2014

Type Preview: Grass

For some reason, natural types like Bug get the shaft from GameFreak. Maybe it's their common nature, or the fact that they're not exactly built for efficient operation. Maybe they're just too popular for their own good.

If I'm not careful this time, my *censored* is Grass.

Type Effectiveness:
Attacking: Beats Water, Ground and Rock. Resisted by Fire, Poison, Flying, Bug, Dragon and Steel.
Defending: Hit SE by Fire, Ice, Poison, Flying and Bug. Resists Water, Electric, itself and Ground. Immune to Powder/Spore moves.

Dual types: Water, Electric (ALLEGEDLY), Ice, Fighting, Poison, Flying, Psychic, Bug, Ghost, and Steel ingame. Add Ground, Rock and Fairy in the postgame.

Probable Final Team:
Chespin/Quilladin/Chesnaught: Starter also provides Fighting STAB and a very high Attack rating to go along with the move variety being a Fighting type provides.

Bulbasaur/Ivysaur/Venusaur: Returns in the "Run's official mega" role from Poison, provides Poison STAB and forms the statistical backbone of the team.

Ferroseed/Ferrothorn: Hilarity will ensue when this thing somehow ends up Jolly again. Mortally slow but Steel gives it a lot of checks to the things in the "SE" section up there (including Poison immunity)

Exeggcute/Exeggutor: Anti-Fighting device, helpfully doesn't do too bad against Rock moves.

Lombre/Ludicolo: a) It's a dancing disco duck, your argument is invalid. b) Surfer, c) Just enough of a movepool to be dangerous.

Pumpkaboo/Gourgeist: Its stats, on average, are up there with Trevenant's. I didn't need something that had access to Fire moves in Ghost because I had Chandelure. I need a Fire move here, and his Flame Charge *should* do its one job.

Other members: Skiddo/Gogoat until we get Gourgeist. That's it.

Why not use...?
Simisage: No room for pure-Grass, and as you'll quickly learn, MONKEYS SUCK.

Wormadam: No discernible reason to exist.

Roserade/Vileplume/Amoongus/Victreebel (and Bellossom): All made utterly redundant by Venusaur.

Jumpluff: Not enough offensive ability. If Tropius was available, it'd probably be on the team honestly.

Leafeon: Remember when I didn't use Glaceon because I couldn't get it before badge 7? I can't get Leafeon until LATER THAN THAT.

Carnivine: I'll take four Ground resists over an immunity that can't do anything besides Grass and Dark.

Trevenant: Discussed in the Gourgeist section.

Abomasnow: Already have a Mega + his ability is just going to screw the rest of the team over.

Major Battle Expectations:
Viola: Rollout at level 8. No problem.
Grant: Almost the entire gym is SE'd.
Korrina: Couple of Pokemon resist or have access to Aerial Ace + Exeggcute's right there.
Ramos: Venusaur will have Venoshock, the stray AAs/X-Scissors and Ferroseed can troll with Rocky Helmet Barbs.
Clemont: Hurray, resistance to Electric. Just have to get past Emolga.
Valerie: Venusaur goes to town with Ferrothorn (hopefully) as a backup.
Olympia: Gourgeist's coming-out party.
Wulfric: Going to be all about Chesnaught out-running stuff, which could be a definite problem. Honestly, this wasn't the fight I expected Gourgeist's Flame Charge to get, but it'll be a nice benefit.

Rival: Can't really avoid Braixen/Delphox, but the stray Bulldozers/Diggers will do the work until Ludicolo shows up.
Team Flare: Chesnaught beats all the Dark-types and potentially Mega-Gyarados.
Elite 4: Well, that's a pretty obvious first round. This is where I need Flame Charge, Scizor.
Champion: Gourgeist goes to town on the Megas.

Trainer:
OK, let's face it, I'm jacking up the ESRB rating. I'm hoping for a lot of males because the trainer is Rob (as in Van Dam), and the Pokemon... well, let's just say this might be Flying v2.

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