The final run returns full circle, as the first time I played X (on October 12/13) I did this run. Now with seventeen types down, we return to where it all began. Can I beat the game one more time, this time without the aid of a Mega Blaziken?
Time to kill this run with Fire.
Type Effectiveness:
Attacking: SE's Grass, Ice, Bug and Steel. Half to itself, Water, Rock and Dragon. No immunities.
Defending: SE'd by Water, Ground and Rock. Half from itself, Grass, Ice, Bug, Steel and Fairy. No immunities.
Dual types: Normal, Electric*, Flying, Psychic, Rock, Ghost, Dragon* and Dark ingame. Postgame adds Ground, Bug, and Steel.
Probable Final Team:
Fennekin/Braxien/Delphox: The original starter, the one who provides a gratutious Shadow Ball, and in all honesty one of the main weapons against Water. Moveset; Flamethrower, Psychic, Shadow Ball, Grass Knot
Fletchling/Fletchinder/Talonflame: The pure-Flying power for the run, Flame Body solves a lot of physical defensive issues for the team in general. Also the Flyer. Moveset: Fly, Flamethrower, Steel Wing, Thief
Litleo/Pyroar: Returning champion from the Normal run, provides quick Normal power and if it can survive a turn, pain to Water-types. Moveset: Flamethrower, Hyper Voice, Dark Pulse, Solarbeam
Charmander/Charmeleon/Charizard: The sole Mega for the team, and much like Ampharos in previous runs he has to tank a lot of things and hit real hard. Shouldn't be too bad. Moveset: Flare Blitz, Dragon Claw, Shadow Claw, Earthquake
Houndour/Houndoom: Dark's actually the most common type on this run in terms of move types, but Houndoom gives STAB for it and has the only Electric move for Gyarados (eep). Moveset: Flamethrower, Dark Pulse, Thunder Fang, Sludge Bomb
Chandelure: The closer, returning from the very first run of the tour. And this time, I'll be STing to make sure it won't be leaving anything alive. Moveset: Flamethrower, Shadow Ball, Psychic, Energy Ball
Other team members: I might carry Flareon for a bit, since it'll have a full moveset by Shalour) and for early game HM muling. That's about it.
Why not use...?
Simisage: Monkeys not named Infernape suck. kthnx
Magcargo: Hasn't learned Power Gem in the last eight weeks.
Torkoal: Route 18 Pokemon who's main gimmick is being immune to stat drops and having Shell Smash. I'd trade the former for Sturdy if I could.
Heatmor: Main purpose in life is to get beaten by Durant. Very similar to Lebron James in that respect.
Major Battle Expectations:
Viola: Hmm, I'm packing Fire types. How do you THINK this will go?
Grant: The physical Fires get to Rock Smash everything in sight. Failing that, Dragon Rage 2HKOs everything.
Korrina: Talomflame and Psybeam from Braxien roll here.
Ramos: lol
Clemont: No Fighting type for Heliolisk? No problem, Charizard should resist everything by this point.
Valerie: Dazzling Gleam is resisted all 'round, so it comes down to "Did anyone still have Poison Jab"?
Olympia: Chandelure likes this.
Wulfric: The entire team LOVES this.
Rival: Houndoom and the Grass moves will carry things, but the first two fights will be tricky to say the least.
Team Flare: We resist Houndoom, but those bloody Gyarados will present a problem.
Elite 4: Siebold's last, obviously.
Champion: One last Mega v Mega fight, will they know to Moonblast Charizard?
Trainer:
I need a Fire master... so why not, let's go with Wheeler (yes, the Captain Planet guy) with a nickname of Prodigy (as in "Firestarter"). The Pokemon will be references to Fire users.
Showing posts with label type previews. Show all posts
Showing posts with label type previews. Show all posts
Monday, June 16, 2014
Monday, June 9, 2014
Type Preview: Normal
The second most common type in the game, it's got no type advantages whatsoever but a lot of potent attackers. There's a wide variety of offense available, with one very annoying weakness that we've dealt with far too often.
One more run after this and we'll be back to Normal.
Type Effectiveness:
Attack: Super-effects nothing, resisted by Rock and Steel, and can't touch Ghost.
Defending: Super-effected by Fighting, no resistances, Ghost immunity.
Available dual types:
Fire, Water, Electric, Ground, Flying, Fairy ingame. Grass, Fighting and Psychic in the postgame.
Probable Final Team:
Litleo/Pyroar: Always a tricky battle in the E4, Normal/Fire doesn't do it any type favors but it does allow for a surprising Special focus for the team. Plows through the Steel Elite, if nothing else. Moveset: Hyper Voice, Flamethrower, Dark Pulse, Solarbeam
Snorlax: I usually catch it, now I have to use it. Physical cleaner who relies a lot on stray Body Slam paralysis or flat-out destroying things with Return. Moveset: Return, Heavy Slam, Rock Slide, Earthquake
Whimsur/Loudred/Exploud: Fills several Special-based holes on the team, also provides the E4 grinding with two major horde-clearing moves. Moveset: Boomburst, Surf, Ice Beam, Shadow Ball
Zangoose: 115 base Attack on Route 8? Are you kidding me? Also serves as an anti-Psychic and a mid-game anti-Fairy. Moveset: Return, X-Scissor, Poison Jab, Brick Break
Heloptile/Heliolisk: Anti-Water play that can defend itself quite well against Ground-Rocks. Returning champ from the Electric run. Moveset: Thunderbolt, Surf, Grass Knot, Dark Pulse
Staravia/Staraptor: Returning champ from Flying, now more important than ever. Defensive issues mitigated by Intimidate, for the most part. Moveset: Fly, Return, Close Combat, U-Turn or Steel Wing
Other team members: Unfortunately, I want to use Bibarel for late-game Waterfall purposes which means Bidoof. Diggersby will also return, and by the time Staravia joins I'll probably have a Farfetch'd to box.
Why not use...?
Pidgeot: Outclassed by Farfetch'd as an early gamer and Staraptor at the end game.
Linoone: Even with physical Fairy offense, just gets outclassed by the other Normals.
Dunsparce: A lot of interesting toys but lacks the skills to use them.
Delcatty: 50% chance of being complete crap (Normalize), 100% chance of being somewhat crap (Delcatty).
Furfrou: Usefulness falls off a cliff right around Route 8.
Dodrio: See Pidgeot
Furret: No real skills outside of HM muling
Kecleon: Both of its abilities would violate the point of the run anyway.
Audino: Exists solely to grind on.
Smeargle: The least efficient Pokemon possible for an ingame run.
Swellow: See Pidgeot + limited movepool.
Kangaskhan: Scrappy's not all that useful ingame - there's no Ghost specialist - and Zangoose hits harder. Mega Stone being postgame finishes it.
Tauros: Snorlax tanks like a mofo and Zangoose has more move variety.
Miltank: Not sure where it would fit, quite frankly.
Chatot: Worse than Pidgeot. Does that tell you anything?
Watchog: I might've used it if it was early, but Route 15 means it's punching about nine routes above its weight.
Fearow: Victory Road? nothxbai
Noctowl: Better than Chatot, but Route 20 dooms it.
Wigglytuff: I almost brought it, but finding out that Exploud does everything it would except for Fairy offense means I can't justify it.
Spinda: Needs an evo before I'd touch it.
Ursaring: Route 21 is way too late for this run.
Lickilicky: Why does this thing even EXIST?
Ditto: See Kecleon
Major Battle Expectations:
Viola: Litleo Ember sweep with a side of Farfetch'd getting rid of Surskit.
Grant: Normal might not be able to scratch it, but there's a full team of Bulldozers and Rock Smashers to play with.
Korrina: I'll have Staravia at this point, so he'll be able to Intimidate-sweep.
Ramos: Staravia's Fly is the key here.
Clemont: Snorlax tanks the whole place, with Zangoose hitting the last two with Fighting offense.
Valerie: Stray Poison Jabs ho.
Olympia: Balls and Claws carry the day here.
Wulfric: Exploud and Zangoose tag-team the place.
Rival: Definitely taking Chespin to minimize my Fighting exposure.
Team Flare: Not the best defenses, and Heliolisk works OT wiping out Lysandre.
Elite 4: Definitely have to leave Steel until the end.
Champion: The main reason Snorlax is hanging onto Heavy Slam? Mega Gardevoir.
Trainer:
I'm actually tempted to go with a) a canon name (Serena) for the trainer, and b) no nicknames on the Pokemon. It's a run so boring, there's no lore around it at all.
One more run after this and we'll be back to Normal.
Type Effectiveness:
Attack: Super-effects nothing, resisted by Rock and Steel, and can't touch Ghost.
Defending: Super-effected by Fighting, no resistances, Ghost immunity.
Available dual types:
Fire, Water, Electric, Ground, Flying, Fairy ingame. Grass, Fighting and Psychic in the postgame.
Probable Final Team:
Litleo/Pyroar: Always a tricky battle in the E4, Normal/Fire doesn't do it any type favors but it does allow for a surprising Special focus for the team. Plows through the Steel Elite, if nothing else. Moveset: Hyper Voice, Flamethrower, Dark Pulse, Solarbeam
Snorlax: I usually catch it, now I have to use it. Physical cleaner who relies a lot on stray Body Slam paralysis or flat-out destroying things with Return. Moveset: Return, Heavy Slam, Rock Slide, Earthquake
Whimsur/Loudred/Exploud: Fills several Special-based holes on the team, also provides the E4 grinding with two major horde-clearing moves. Moveset: Boomburst, Surf, Ice Beam, Shadow Ball
Zangoose: 115 base Attack on Route 8? Are you kidding me? Also serves as an anti-Psychic and a mid-game anti-Fairy. Moveset: Return, X-Scissor, Poison Jab, Brick Break
Heloptile/Heliolisk: Anti-Water play that can defend itself quite well against Ground-Rocks. Returning champ from the Electric run. Moveset: Thunderbolt, Surf, Grass Knot, Dark Pulse
Staravia/Staraptor: Returning champ from Flying, now more important than ever. Defensive issues mitigated by Intimidate, for the most part. Moveset: Fly, Return, Close Combat, U-Turn or Steel Wing
Other team members: Unfortunately, I want to use Bibarel for late-game Waterfall purposes which means Bidoof. Diggersby will also return, and by the time Staravia joins I'll probably have a Farfetch'd to box.
Why not use...?
Pidgeot: Outclassed by Farfetch'd as an early gamer and Staraptor at the end game.
Linoone: Even with physical Fairy offense, just gets outclassed by the other Normals.
Dunsparce: A lot of interesting toys but lacks the skills to use them.
Delcatty: 50% chance of being complete crap (Normalize), 100% chance of being somewhat crap (Delcatty).
Furfrou: Usefulness falls off a cliff right around Route 8.
Dodrio: See Pidgeot
Furret: No real skills outside of HM muling
Kecleon: Both of its abilities would violate the point of the run anyway.
Audino: Exists solely to grind on.
Smeargle: The least efficient Pokemon possible for an ingame run.
Swellow: See Pidgeot + limited movepool.
Kangaskhan: Scrappy's not all that useful ingame - there's no Ghost specialist - and Zangoose hits harder. Mega Stone being postgame finishes it.
Tauros: Snorlax tanks like a mofo and Zangoose has more move variety.
Miltank: Not sure where it would fit, quite frankly.
Chatot: Worse than Pidgeot. Does that tell you anything?
Watchog: I might've used it if it was early, but Route 15 means it's punching about nine routes above its weight.
Fearow: Victory Road? nothxbai
Noctowl: Better than Chatot, but Route 20 dooms it.
Wigglytuff: I almost brought it, but finding out that Exploud does everything it would except for Fairy offense means I can't justify it.
Spinda: Needs an evo before I'd touch it.
Ursaring: Route 21 is way too late for this run.
Lickilicky: Why does this thing even EXIST?
Ditto: See Kecleon
Major Battle Expectations:
Viola: Litleo Ember sweep with a side of Farfetch'd getting rid of Surskit.
Grant: Normal might not be able to scratch it, but there's a full team of Bulldozers and Rock Smashers to play with.
Korrina: I'll have Staravia at this point, so he'll be able to Intimidate-sweep.
Ramos: Staravia's Fly is the key here.
Clemont: Snorlax tanks the whole place, with Zangoose hitting the last two with Fighting offense.
Valerie: Stray Poison Jabs ho.
Olympia: Balls and Claws carry the day here.
Wulfric: Exploud and Zangoose tag-team the place.
Rival: Definitely taking Chespin to minimize my Fighting exposure.
Team Flare: Not the best defenses, and Heliolisk works OT wiping out Lysandre.
Elite 4: Definitely have to leave Steel until the end.
Champion: The main reason Snorlax is hanging onto Heavy Slam? Mega Gardevoir.
Trainer:
I'm actually tempted to go with a) a canon name (Serena) for the trainer, and b) no nicknames on the Pokemon. It's a run so boring, there's no lore around it at all.
Monday, June 2, 2014
Type Preview: Water
It's the most populous type in the game, with a full 120+ Pokemon represented, and it's one unreleased event legend away from being paired with everything. It's a solid type on offense and defense, except for the one part of the midgame. I can probably run two teams with all the Pokemon here.
These puns are starting to not hold Water.
Type Effectiveness:
Attacking: Super effective on Fire, Ground and Rock. Resisted by itself, Grass, and Dragon. No immunities.
Defending: SEd by Electric and Grass. Resists Fire, itself, Ice and Steel. No immunities on type alone.
Dual-types: Normal, Grass, Electric, Ice, Fighting, Poison, Ground, Flying, Psychic, Bug (temporarily), Rock, Dragon, Dark, and Fairy ingame. Postgame adds Ghost, Steel and (once they get around to releasing #721) Fire.
Probable Final Team:
Froakie/Frogadier/Greninja: Well, let's see, it's a starter, it's /Dark which is a useful STAB, and it's a ninja frog. Last time I used this thing it made Smash Brothers. Probable Final Moveset: Surf, Dark Pulse, Extrasensory, Grass Knot/Ice Beam depending on the situation
Marill/Azumarill: Note what's missing there; I'm not starting the run with it this time, so I can pass it up until Surf comes in and I can double back to Route 3 to pick it up in the pond. Anti-Dragon and designed to Aqua Tail Valerie into next week. PFM: Waterfall, Play Rough, Dig, Brick Break
Squirtle/Wartortle/Blastoise: Run-Mega, for one thing. Sadly, his extra Pulse moves don't come into play unless I breed it with a Clawitzer, so I'll have to make do with a somewhat oddball moveset. PFM: Water Pulse, Dark Pulse, Flash Cannon, Ice Beam
Lanturn: Main switchin for Electric-types - screw being immune, I get HP *back*. Also provides much tanking and suprisingly good versatility. PFM: Surf, Thunderbolt, Ice Beam, Dazzling Gleam
Remoraid/Octillery: It's been my favorite Pokemon for years and FINALLY I get to use it in a run. Fills in some key coverage holes. PFM: Surf, Flamethrower, Sludge Bomb, Psychic
Poliwhirl/Poliwrath: Solid phyiscal cleaner, don't need to be heavy on the Special end this time. PFM: Waterfall, Brick Break, Earthquake, Rock Slide
Other team members: If I get a good draw on Clawitzer I might swap Blastoise for a full Mega Launcher-abuser. I'm also considering options for a Water/Flying at least until we get past Ramos and The Route That Shall Not Be Named, and I'm truthfully leaning toward Swanna.
Why not use...?
Let's start with the previous teammates that don't make it: Starmie, Lapras, Barbaracle, Ludicolo and Gyarados. /pours a .40 In all seriousness, they didn't really provide the team balance I needed for the run.
As for the rest: (deleted due to absurd length)
A few prominent ones:
Vaporeon: Yes, even Vaporeon got the sting of Eeveelution movepool shrinkage. Maybe when Move Tutors return.
Relicanth: Not enough physical variety again.
Bibarel: Is still related to Bidoof.
Major Battle Expectations:
Viola: Sheer power of Froakie should get me past Vivillon.
Grant: Type advantage does it, just have to be careful to avoid the Thunder Wave.
Korrina: By the time I get here, I should have access to high-powered Water Pulses *and* an Air Slash.
Ramos: The first of two problems... There's going to be a lot of Aurora Beaming and Air Slashing involved.
Clemont: Lanturn can actually sweep this gym provided I can get something in to deal with Heliolisk's Grass Knot.
Valerie: Going for the straight sweep with Azumarill based on Fairy resistances.
Olympia: Greninja goes off here.
Wulfric: It helps to be Ice-resistant, but there's a little Flamethrower and Brick Break action.
Rival: Getting past Chesnaught might be tricky until the late game when we start getting Fairy moves.
Team Flare: Aside from Manectric, we should be able to overpower it.
Elite 4: Finally, an E4 where I'm picking the first type based on what I'll have more fun beating.
Champion: MegaBlastoise v MegaGardevoir: WHO YA GOT?
Trainer:
Despite not using a Wailord, I have always looked at using some of these Pokemon as a white whale if you weeeeel. So call me Ishmael. As for the Pokemon, I'm thinking of a Captain theme... and not just a bunch of sea captains.
These puns are starting to not hold Water.
Type Effectiveness:
Attacking: Super effective on Fire, Ground and Rock. Resisted by itself, Grass, and Dragon. No immunities.
Defending: SEd by Electric and Grass. Resists Fire, itself, Ice and Steel. No immunities on type alone.
Dual-types: Normal, Grass, Electric, Ice, Fighting, Poison, Ground, Flying, Psychic, Bug (temporarily), Rock, Dragon, Dark, and Fairy ingame. Postgame adds Ghost, Steel and (once they get around to releasing #721) Fire.
Probable Final Team:
Froakie/Frogadier/Greninja: Well, let's see, it's a starter, it's /Dark which is a useful STAB, and it's a ninja frog. Last time I used this thing it made Smash Brothers. Probable Final Moveset: Surf, Dark Pulse, Extrasensory, Grass Knot/Ice Beam depending on the situation
Marill/Azumarill: Note what's missing there; I'm not starting the run with it this time, so I can pass it up until Surf comes in and I can double back to Route 3 to pick it up in the pond. Anti-Dragon and designed to Aqua Tail Valerie into next week. PFM: Waterfall, Play Rough, Dig, Brick Break
Squirtle/Wartortle/Blastoise: Run-Mega, for one thing. Sadly, his extra Pulse moves don't come into play unless I breed it with a Clawitzer, so I'll have to make do with a somewhat oddball moveset. PFM: Water Pulse, Dark Pulse, Flash Cannon, Ice Beam
Lanturn: Main switchin for Electric-types - screw being immune, I get HP *back*. Also provides much tanking and suprisingly good versatility. PFM: Surf, Thunderbolt, Ice Beam, Dazzling Gleam
Remoraid/Octillery: It's been my favorite Pokemon for years and FINALLY I get to use it in a run. Fills in some key coverage holes. PFM: Surf, Flamethrower, Sludge Bomb, Psychic
Poliwhirl/Poliwrath: Solid phyiscal cleaner, don't need to be heavy on the Special end this time. PFM: Waterfall, Brick Break, Earthquake, Rock Slide
Other team members: If I get a good draw on Clawitzer I might swap Blastoise for a full Mega Launcher-abuser. I'm also considering options for a Water/Flying at least until we get past Ramos and The Route That Shall Not Be Named, and I'm truthfully leaning toward Swanna.
Why not use...?
Let's start with the previous teammates that don't make it: Starmie, Lapras, Barbaracle, Ludicolo and Gyarados. /pours a .40 In all seriousness, they didn't really provide the team balance I needed for the run.
As for the rest: (deleted due to absurd length)
A few prominent ones:
Vaporeon: Yes, even Vaporeon got the sting of Eeveelution movepool shrinkage. Maybe when Move Tutors return.
Relicanth: Not enough physical variety again.
Bibarel: Is still related to Bidoof.
Major Battle Expectations:
Viola: Sheer power of Froakie should get me past Vivillon.
Grant: Type advantage does it, just have to be careful to avoid the Thunder Wave.
Korrina: By the time I get here, I should have access to high-powered Water Pulses *and* an Air Slash.
Ramos: The first of two problems... There's going to be a lot of Aurora Beaming and Air Slashing involved.
Clemont: Lanturn can actually sweep this gym provided I can get something in to deal with Heliolisk's Grass Knot.
Valerie: Going for the straight sweep with Azumarill based on Fairy resistances.
Olympia: Greninja goes off here.
Wulfric: It helps to be Ice-resistant, but there's a little Flamethrower and Brick Break action.
Rival: Getting past Chesnaught might be tricky until the late game when we start getting Fairy moves.
Team Flare: Aside from Manectric, we should be able to overpower it.
Elite 4: Finally, an E4 where I'm picking the first type based on what I'll have more fun beating.
Champion: MegaBlastoise v MegaGardevoir: WHO YA GOT?
Trainer:
Despite not using a Wailord, I have always looked at using some of these Pokemon as a white whale if you weeeeel. So call me Ishmael. As for the Pokemon, I'm thinking of a Captain theme... and not just a bunch of sea captains.
Wednesday, May 28, 2014
Type Preview: Fighting
After so many rounds of being the object of my torture, I finally get to turn it on Kalos. It's one of the most physically biased types in the game, so much so that I ended up going out of my way to have special move users at the endgame. It had one of the hardest tossups of type in the game, where I went against a previous run.
I'm Fighting through the darkness to complete this project.
Type effectiveness:
Attacking: Super-effects Normal, Ice, Rock, Dark and Steel. Half damage to Poison, Flying, Psychic, Bug, and Fairy. Ghosts are immune.
Defending: Super-effected by Flying, Psychic and Fairy. Resist Bug, Rock and Dark.
Dual-types: Ingame has Water, Grass, Poison, Flying, Psychic, Bug, Dark, and Steel. Postgame adds Normal (partially), Fire, and Rock.
Probable Final Team:
Chespin/Quilladin/Chesnaught: Yep, he's back. Key anti-Water, and his presence is what made a decision about this team for me. Probable Final Moveset: Brick Break, Seed Bomb, Earthquake, Rock Slide
Riolu/Lucario: Run's official Mega. I might actually just use the one Korrina gives you if I can't get a good nature draw (Hasty's fine as long as I don't randomly misclick and get OHKOed by something). Adaptability'd Metal Claw is probably my best bet at the end of the game for MegaGarde. PFM: Aura Sphere, Metal Claw, Psychic, Shadow Claw
Scraggy/Scrafty: Mr. Fancypants returns from Dark to provide Psychic immunity, Moxie-based sweeping and generally be a boss. Fully prepared to attempt the Valerie sweep again. PFM: High Jump Kick, Crunch, Poison Jab, Dragon Claw
Meditite/Medicham: Provides elemental offense that Gallade just can't provide without move tutors. Attack rating is equivalent... sadly, Lucario has to switch into Flying moves aimed at it quite a bit. PFM: High Jump Kick, three of Psycho Cut, Ice Punch, Fire Punch, Thunder Punch (leaning toward Psycho, Fire and Thunder)
Hawlucha: Aerial offense, will be the anti-Fighter until Medicham can pay a visit to the Returner. PFM: High Jump Kick, Fly, X-Scissor, Poison Jab or Rock Slide
Poliwag/Poliwhirl/Poliwrath: Never thought I'd use this one, but its SA is just good enough that I can use it with either special (ideal, for Ice Beam destruction) or physical (for actual Fighting STAB. On the special side, that's Focus Miss. Ick.) PFM: Focus Blast, Surf, Ice Beam, Psychic
Other team members: Toxicroak will come along for the ride until Poliwrath comes on - of course, that's literally RIGHT BEFORE THE FAIRY GYM where he'd be useful. Oh well, that's Scrafty's job anyway.
Why not use...?
Gallade: Already mentioned, but a lot of his move variety is covered elsewhere and I'm trying to diversify.
Pangoro: Still not a fan compared to Scrafty.
Mienshao: Stuck in the awkward Mienfoo stage for too long, not enough move variety.
Machamp: Trade evo
Hariyama, Sawk: On the same route, pure-Fighting, I would like to use one but need the party slot for variety.
Throh, Heracross: As we know now, neither is available in X.
Gurdurr/Conkledurr: A Machamp that comes on Route 18? nope.gif
Major Battle Expectations:
Viola: Nothing a Rollout can't fix
Grant: Operation "Throw Rock Smash On Everything" now has STAB? How can I lose?
Korrina: Pretty sure I can win the Hawlucha fight.
Ramos: At worst, we have a couple of Poison Jabbers and Hawlucha's Fly.
Clemont: wow such bulldoze many low sweeps
Valerie: Scrafty's gonna do it this time, I swear.
Olympia: Scrafty, Lucario and pray for rain. Medicham will also have been to the Move Returner since.
Wulfric: Ice crashing? Easy.
Rival: He's on Delphox, which would be a problem if it wasn't for Scrafty.
Team Flare: Half their best Pokemon are Fighting weak, just have to watch for the bats.
Elite 4: Wikstrom up first? This is madness! Also, Poliwrath's sole purpose in life is to get rid of Drasna.
Champion: Can Adaptability Metal Claw off base 140 take out MegaGarde?
Trainer:
As befitting a Fighting team, the trainer will be named Paige and the Pokemon nicknamed appropriately - after famous champion wrestlers.
I'm Fighting through the darkness to complete this project.
Type effectiveness:
Attacking: Super-effects Normal, Ice, Rock, Dark and Steel. Half damage to Poison, Flying, Psychic, Bug, and Fairy. Ghosts are immune.
Defending: Super-effected by Flying, Psychic and Fairy. Resist Bug, Rock and Dark.
Dual-types: Ingame has Water, Grass, Poison, Flying, Psychic, Bug, Dark, and Steel. Postgame adds Normal (partially), Fire, and Rock.
Probable Final Team:
Chespin/Quilladin/Chesnaught: Yep, he's back. Key anti-Water, and his presence is what made a decision about this team for me. Probable Final Moveset: Brick Break, Seed Bomb, Earthquake, Rock Slide
Riolu/Lucario: Run's official Mega. I might actually just use the one Korrina gives you if I can't get a good nature draw (Hasty's fine as long as I don't randomly misclick and get OHKOed by something). Adaptability'd Metal Claw is probably my best bet at the end of the game for MegaGarde. PFM: Aura Sphere, Metal Claw, Psychic, Shadow Claw
Scraggy/Scrafty: Mr. Fancypants returns from Dark to provide Psychic immunity, Moxie-based sweeping and generally be a boss. Fully prepared to attempt the Valerie sweep again. PFM: High Jump Kick, Crunch, Poison Jab, Dragon Claw
Meditite/Medicham: Provides elemental offense that Gallade just can't provide without move tutors. Attack rating is equivalent... sadly, Lucario has to switch into Flying moves aimed at it quite a bit. PFM: High Jump Kick, three of Psycho Cut, Ice Punch, Fire Punch, Thunder Punch (leaning toward Psycho, Fire and Thunder)
Hawlucha: Aerial offense, will be the anti-Fighter until Medicham can pay a visit to the Returner. PFM: High Jump Kick, Fly, X-Scissor, Poison Jab or Rock Slide
Poliwag/Poliwhirl/Poliwrath: Never thought I'd use this one, but its SA is just good enough that I can use it with either special (ideal, for Ice Beam destruction) or physical (for actual Fighting STAB. On the special side, that's Focus Miss. Ick.) PFM: Focus Blast, Surf, Ice Beam, Psychic
Other team members: Toxicroak will come along for the ride until Poliwrath comes on - of course, that's literally RIGHT BEFORE THE FAIRY GYM where he'd be useful. Oh well, that's Scrafty's job anyway.
Why not use...?
Gallade: Already mentioned, but a lot of his move variety is covered elsewhere and I'm trying to diversify.
Pangoro: Still not a fan compared to Scrafty.
Mienshao: Stuck in the awkward Mienfoo stage for too long, not enough move variety.
Machamp: Trade evo
Hariyama, Sawk: On the same route, pure-Fighting, I would like to use one but need the party slot for variety.
Throh, Heracross: As we know now, neither is available in X.
Gurdurr/Conkledurr: A Machamp that comes on Route 18? nope.gif
Major Battle Expectations:
Viola: Nothing a Rollout can't fix
Grant: Operation "Throw Rock Smash On Everything" now has STAB? How can I lose?
Korrina: Pretty sure I can win the Hawlucha fight.
Ramos: At worst, we have a couple of Poison Jabbers and Hawlucha's Fly.
Clemont: wow such bulldoze many low sweeps
Valerie: Scrafty's gonna do it this time, I swear.
Olympia: Scrafty, Lucario and pray for rain. Medicham will also have been to the Move Returner since.
Wulfric: Ice crashing? Easy.
Rival: He's on Delphox, which would be a problem if it wasn't for Scrafty.
Team Flare: Half their best Pokemon are Fighting weak, just have to watch for the bats.
Elite 4: Wikstrom up first? This is madness! Also, Poliwrath's sole purpose in life is to get rid of Drasna.
Champion: Can Adaptability Metal Claw off base 140 take out MegaGarde?
Trainer:
As befitting a Fighting team, the trainer will be named Paige and the Pokemon nicknamed appropriately - after famous champion wrestlers.
Wednesday, May 21, 2014
Type Preview: Electric
It's a fast moving type with one very obvious weakness, but movepools that make Bug look deep. It's added paralysis immunity to the lineup for unclear reasons. It's made complete by the game's biggest wild card.
It's the most Electric run we've had yet.
Type effectiveness:
Attacking: SEs Water and Flying. Resisted by itself, Grass and Dragon. Can't touch Ground AT ALL.
Defending: SEd only by Ground. Resists itself, Flying and Steel.
Dual types: Normal, Fire*, Water, Grass*, Ice*, Ground, Flying, Ghost, Dragon*, Steel and Fairy are ingame. Bug's added in postgame.
* outside intervention required: either Rotom's transformations or a Mega Stone
Probable Final Team:
Helioptile/Heliolisk: Electric/Normal is an odd STAB combo, but he won't get a Normal STAB since he's special-focused and Normal STAB isn't all that hot. Serves as the early Surfer, and has a decent Special movepool overall. Probable Final Moveset: Thunderbolt, Surf, Grass Knot, Dark Pulse
Mareep/Flaaffy/Ampharos: It returns from Dragon and serves as official run-Mega. Fills in several key coverage gaps. PFM: Thunderbolt, Dragon Pulse, Power Gem, Signal Beam
Lanturn: STAB Surf, and it's fun to get. Serves as the main anti-Dragon between the Ice move and the Fairy move. The HP will be buffered potentially with Volt Absorb. PFM: Surf, Ice Beam, Thunderbolt, Dazzling Gleam
Stunfisk: What kind of world are we living in when the words "STAB Mud Bomb" are called for? Well, one where the wielder also has Sludge Bomb and won't die right away to the first stray Bulldoze. PFM: Thunderbolt, Scald, Sludge Bomb, Mud Bomb
Rotom: Yeah, I know, a Rotom run. Deal. Because of the ability to change types, I'll be flying a lot - it'll probably go Grass and Flying at points, but will finish on Fire for metallic bug reasons. PFM: Overheat, Thunderbolt, Shadow Ball, Dark Pulse
Magnezone: The obligatory Steel-type, will be Sturdy enough to allow for quick team healing and generally be one bad mother. PFM: Flash Cannon, Thunderbolt, Tri Attack, Hidden Power
Other team members: May have Raichu (Thunderbolt/Dig/Brick Break/Grass Knot) in for Stunfisk, and he's the run originator. Note that I *will* have a Light Ball for this. Might carry Emolga for the Fighting gym.
Why not use...?
Plusle/Minum: Twin crap
Manectric: It's not in X, if it was I'd have used it if only because of Flamethrower.
Jolteon: Eevee Movepool Syndrome.
Dedenne: If it had access to a special Fairy move, it'd be in.
Pachirisu: Couldn't hurt a Flying type.
Electrode: Not enough moves to justify it.
Major Battle Expectations:
Viola: Pikachu sweeps, Thundershocks all 'round.
Grant: Light Ball Rock Smashes from Pikachu are the best bet.
Korrina: Paralyze everything before unleashing Acrobatics Emolga.
Ramos: Plan is to have Mega-Ampharos tank the lot.
Clemont: Raichu (or Pikachu) gettin' work. Lanturn has possibilities here since it's immune to Electric...
Valerie: Wearing them down with Thunderbolt appears to be the plan.
Olympia: I'll have Magnezone for resistances and Rotom for damage, among others.
Wulfric: sup Rotom
Rival: Oh, like they're getting anything but Froakie. Should be clear for the others.
Team Flare: The Manectrics will be tricky but everything else is owerpowered. Certainly no Gyarados problems.
Elite 4: Siebold's obviously first, but not sure if I'm gonna go through Wikstrom at the end.
Champion: Magnezone and Rotom v MegaGarde... I like my chances.
Trainer:
Probably going to go with a trainer that Electrifies the crowd...Nikola. As for the Pokemon nicknames, I'm not sure at this point.
It's the most Electric run we've had yet.
Type effectiveness:
Attacking: SEs Water and Flying. Resisted by itself, Grass and Dragon. Can't touch Ground AT ALL.
Defending: SEd only by Ground. Resists itself, Flying and Steel.
Dual types: Normal, Fire*, Water, Grass*, Ice*, Ground, Flying, Ghost, Dragon*, Steel and Fairy are ingame. Bug's added in postgame.
* outside intervention required: either Rotom's transformations or a Mega Stone
Probable Final Team:
Helioptile/Heliolisk: Electric/Normal is an odd STAB combo, but he won't get a Normal STAB since he's special-focused and Normal STAB isn't all that hot. Serves as the early Surfer, and has a decent Special movepool overall. Probable Final Moveset: Thunderbolt, Surf, Grass Knot, Dark Pulse
Mareep/Flaaffy/Ampharos: It returns from Dragon and serves as official run-Mega. Fills in several key coverage gaps. PFM: Thunderbolt, Dragon Pulse, Power Gem, Signal Beam
Lanturn: STAB Surf, and it's fun to get. Serves as the main anti-Dragon between the Ice move and the Fairy move. The HP will be buffered potentially with Volt Absorb. PFM: Surf, Ice Beam, Thunderbolt, Dazzling Gleam
Stunfisk: What kind of world are we living in when the words "STAB Mud Bomb" are called for? Well, one where the wielder also has Sludge Bomb and won't die right away to the first stray Bulldoze. PFM: Thunderbolt, Scald, Sludge Bomb, Mud Bomb
Rotom: Yeah, I know, a Rotom run. Deal. Because of the ability to change types, I'll be flying a lot - it'll probably go Grass and Flying at points, but will finish on Fire for metallic bug reasons. PFM: Overheat, Thunderbolt, Shadow Ball, Dark Pulse
Magnezone: The obligatory Steel-type, will be Sturdy enough to allow for quick team healing and generally be one bad mother. PFM: Flash Cannon, Thunderbolt, Tri Attack, Hidden Power
Other team members: May have Raichu (Thunderbolt/Dig/Brick Break/Grass Knot) in for Stunfisk, and he's the run originator. Note that I *will* have a Light Ball for this. Might carry Emolga for the Fighting gym.
Why not use...?
Plusle/Minum: Twin crap
Manectric: It's not in X, if it was I'd have used it if only because of Flamethrower.
Jolteon: Eevee Movepool Syndrome.
Dedenne: If it had access to a special Fairy move, it'd be in.
Pachirisu: Couldn't hurt a Flying type.
Electrode: Not enough moves to justify it.
Major Battle Expectations:
Viola: Pikachu sweeps, Thundershocks all 'round.
Grant: Light Ball Rock Smashes from Pikachu are the best bet.
Korrina: Paralyze everything before unleashing Acrobatics Emolga.
Ramos: Plan is to have Mega-Ampharos tank the lot.
Clemont: Raichu (or Pikachu) gettin' work. Lanturn has possibilities here since it's immune to Electric...
Valerie: Wearing them down with Thunderbolt appears to be the plan.
Olympia: I'll have Magnezone for resistances and Rotom for damage, among others.
Wulfric: sup Rotom
Rival: Oh, like they're getting anything but Froakie. Should be clear for the others.
Team Flare: The Manectrics will be tricky but everything else is owerpowered. Certainly no Gyarados problems.
Elite 4: Siebold's obviously first, but not sure if I'm gonna go through Wikstrom at the end.
Champion: Magnezone and Rotom v MegaGarde... I like my chances.
Trainer:
Probably going to go with a trainer that Electrifies the crowd...Nikola. As for the Pokemon nicknames, I'm not sure at this point.
Thursday, May 15, 2014
Type Preview: Ground
It's the most potent offensive type in the game, including being the only Pokemon capable of super-effecting Electric types. It's going to remain far from one Elite 4 member as long as I can avoid it. It almost had enough Pokemon to make two teams out of it.
Now let's see how long it goes before I run these type puns into the Ground.
Type Effectiveness:
Attacking: Super-effects Fire, Electric, Poison, Rock and Steel. Resisted by Grass and Bug. Can't touch Flying.
Defending: SE'd by Water, Grass and Ice. Half from Poison and Rock, immune to Electric.
Dual Types: Normal, Water, Electric, Ice, Poison, Flying, Bug, Rock, Ghost, Dragon, Dark and Steel ingame. Postgame brings Fire, Grass, and Psychic.
Probable Final Team:
Hippopotas/Hippowdon: Purely designed to teach me how to spell the final form's last name. Provides a Sandstorm that doesn't dick over the rest of the type, so yay. Also can play a version of the Aerodactyl role given its access to Crunch (though that would be redundant) and the Fangs. Probable Final Moveset: Earthquake, Fire Fang, Ice Fang, Thunder Fang
Sandile/Krokorok/Krookodile: Guess who's back, back again. Yes, we have the return of the E4 MVP from Dark, complete with the same "Earthquake, Outrage, ???, profit" strategy that rocked Drasna's world on that run... provided I end up with Moxie. (I'll end up with Moxie.) PFM: Earthquake, Crunch, Outrage, Rock Slide
Golett/Golurk: Given how much of a PITA this thing was, I'm holding out for a really good nature and hoping the Super Training makes up for Golett's lack of offense. Ghost STAB is just that useful when you're staring down a Mega Gardevoir at the endgame. Will suddenly get a 50 pwr/+1 Attack move when he solos Korrina. PFM: Earthquake, Shadow Punch, Fly, Heavy Slam
Gible/Gabite/Garchomp: Dude, it's Garchomp. Do I have to draw you a diagram? PFM: Earthquake, Dragon Claw, Brick Break, one of Poison Jab, Shadow Claw or Fire Fang.
Stunfisk: At which point you're all like "hu-WHAAAAAT?" To which I point out that I happen to find STAB Thunderbolts useful, and he also learns Surf for some reason so I don't have to waste a slot down below. PFM: Mud Bomb, Thunderbolt, Surf, Sludge Bomb
Barboach/Whiscash: His stats are just good enough for offense that I can take a risk running this thing. Also learns Zen Headbutt by Returner for anti-Fighting power. PFM: Earthquake, Waterfall, Zen Headbutt, Rock Slide.
Other Team Members: I'm stuck with Diggersby for a full Pokedex. Thumper the Steelix can return, and if I get a Thick Club out of Cubone it's in and treated as the run Mega. (Note in that instance, I *will* use Bonemerang as an anti-Probopass move.) Lastly, Nidoking will probably come along for anti-Fairy shenanigans if I don't end up using Thumper.
Why not use...?
Rhyhorn/Rhydon/Rhyperior (also Geodude/Greveler/Golem): I'm not worried about needing Rock STAB, and it's a trade evo when I can avoid that.
Nidoqueen: Prefer the offensive to the defensive, as I mentioned back in Poison.
Dugtrio: Because RBY critical mechanics aren't walking through that door.
Flygon: Ground/Dragon role filled by a freaking LAND SHARK.
Quagsire: I can get Barboach/Whiscash on the same route and it's capable of having a full learnset.
Mamoswine: Saw use in Ice because I needed the Earthquake STAB, and half the team was in Frost Cavern anyway. Now, EVERYTHING has Earthquake STAB.
Sandslash: Hippowdon does it better for pure-Ground, and it's an 18 Pokemon.
Gligar: Can't evo until postgame.
Major Battle Expectations:
Viola: Sheer power of... Bunnelby... overwhelms her.
Grant; The entire team has access to Bulldoze at minimum and most candidates learn Rock Smash.
Korrina: Send out Golett and laugh the night away.
Ramos: Gabite overwhelms with power and a timely Grass neutrality. Nidoking has fun here too, Thumper not so much considering everything has Grass Knot and he weighs in at a total combined weight of "TILT"
Clemont: :D
Valerie: Nidoking or Thumper's last hurrah before box duty.
Olympia: A Krookodile sweep backed up by Hippowdon's Crunches.
Wulfric: Basically counting on out-speeding everything and Moxie-wasting.
Rival: Sorry dude, you're stuck with Braixen/Delphox again. And everything dies to Earthquake.
Team Flare: Their predominant Pokemon (Houndour/Electrike) are Ground weak, thankfully. Getting past Gyarados will probably be tricky, though.
Elite 4: Oh, the fun that will be had with Malva... we just have to avoid Siebold for a long time.
Champion: I'm going to make damn sure Aurorus doesn't survive this time. Oh, and I get to try a new strategy on Gardevoir: Heavy Slam the crap out of it.
Trainer:
Really, there's only one way to go with this type... row row, fight the powa. Since I'm playing female on the physical types, the trainer name is Yoko. And the best part is, I even have a mecha on the team!
Now let's see how long it goes before I run these type puns into the Ground.
Type Effectiveness:
Attacking: Super-effects Fire, Electric, Poison, Rock and Steel. Resisted by Grass and Bug. Can't touch Flying.
Defending: SE'd by Water, Grass and Ice. Half from Poison and Rock, immune to Electric.
Dual Types: Normal, Water, Electric, Ice, Poison, Flying, Bug, Rock, Ghost, Dragon, Dark and Steel ingame. Postgame brings Fire, Grass, and Psychic.
Probable Final Team:
Hippopotas/Hippowdon: Purely designed to teach me how to spell the final form's last name. Provides a Sandstorm that doesn't dick over the rest of the type, so yay. Also can play a version of the Aerodactyl role given its access to Crunch (though that would be redundant) and the Fangs. Probable Final Moveset: Earthquake, Fire Fang, Ice Fang, Thunder Fang
Sandile/Krokorok/Krookodile: Guess who's back, back again. Yes, we have the return of the E4 MVP from Dark, complete with the same "Earthquake, Outrage, ???, profit" strategy that rocked Drasna's world on that run... provided I end up with Moxie. (I'll end up with Moxie.) PFM: Earthquake, Crunch, Outrage, Rock Slide
Golett/Golurk: Given how much of a PITA this thing was, I'm holding out for a really good nature and hoping the Super Training makes up for Golett's lack of offense. Ghost STAB is just that useful when you're staring down a Mega Gardevoir at the endgame. Will suddenly get a 50 pwr/+1 Attack move when he solos Korrina. PFM: Earthquake, Shadow Punch, Fly, Heavy Slam
Gible/Gabite/Garchomp: Dude, it's Garchomp. Do I have to draw you a diagram? PFM: Earthquake, Dragon Claw, Brick Break, one of Poison Jab, Shadow Claw or Fire Fang.
Stunfisk: At which point you're all like "hu-WHAAAAAT?" To which I point out that I happen to find STAB Thunderbolts useful, and he also learns Surf for some reason so I don't have to waste a slot down below. PFM: Mud Bomb, Thunderbolt, Surf, Sludge Bomb
Barboach/Whiscash: His stats are just good enough for offense that I can take a risk running this thing. Also learns Zen Headbutt by Returner for anti-Fighting power. PFM: Earthquake, Waterfall, Zen Headbutt, Rock Slide.
Other Team Members: I'm stuck with Diggersby for a full Pokedex. Thumper the Steelix can return, and if I get a Thick Club out of Cubone it's in and treated as the run Mega. (Note in that instance, I *will* use Bonemerang as an anti-Probopass move.) Lastly, Nidoking will probably come along for anti-Fairy shenanigans if I don't end up using Thumper.
Why not use...?
Rhyhorn/Rhydon/Rhyperior (also Geodude/Greveler/Golem): I'm not worried about needing Rock STAB, and it's a trade evo when I can avoid that.
Nidoqueen: Prefer the offensive to the defensive, as I mentioned back in Poison.
Dugtrio: Because RBY critical mechanics aren't walking through that door.
Flygon: Ground/Dragon role filled by a freaking LAND SHARK.
Quagsire: I can get Barboach/Whiscash on the same route and it's capable of having a full learnset.
Mamoswine: Saw use in Ice because I needed the Earthquake STAB, and half the team was in Frost Cavern anyway. Now, EVERYTHING has Earthquake STAB.
Sandslash: Hippowdon does it better for pure-Ground, and it's an 18 Pokemon.
Gligar: Can't evo until postgame.
Major Battle Expectations:
Viola: Sheer power of... Bunnelby... overwhelms her.
Grant; The entire team has access to Bulldoze at minimum and most candidates learn Rock Smash.
Korrina: Send out Golett and laugh the night away.
Ramos: Gabite overwhelms with power and a timely Grass neutrality. Nidoking has fun here too, Thumper not so much considering everything has Grass Knot and he weighs in at a total combined weight of "TILT"
Clemont: :D
Valerie: Nidoking or Thumper's last hurrah before box duty.
Olympia: A Krookodile sweep backed up by Hippowdon's Crunches.
Wulfric: Basically counting on out-speeding everything and Moxie-wasting.
Rival: Sorry dude, you're stuck with Braixen/Delphox again. And everything dies to Earthquake.
Team Flare: Their predominant Pokemon (Houndour/Electrike) are Ground weak, thankfully. Getting past Gyarados will probably be tricky, though.
Elite 4: Oh, the fun that will be had with Malva... we just have to avoid Siebold for a long time.
Champion: I'm going to make damn sure Aurorus doesn't survive this time. Oh, and I get to try a new strategy on Gardevoir: Heavy Slam the crap out of it.
Trainer:
Really, there's only one way to go with this type... row row, fight the powa. Since I'm playing female on the physical types, the trainer name is Yoko. And the best part is, I even have a mecha on the team!
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.
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.
Sunday, May 4, 2014
Type Preview: Flying
It's now available with every other type, and yet the one I miss the most is the one I can't get until postgame. It really settles the dispute over who gets one HM in particular. It's going to be all about air superiority.
Yes folks, we're Flying into the next run.
Type Effectiveness:
Attacking: Super effects Grass, Fighting, and Bug. Resisted by Electric, Rock, and Steel. No immunities.
Defending: Double from Electric, Ice and Rock. Half from Grass, Fighting and Bug. Immune to Ground.
Dual types: Well, all of them. Literally. Of those, only Fairy is (sadly) locked into the postgame.
Probable Final Team:
Fletchling/Fletchinder/Talonflame: First out of the gate, works well with both types, learns just enough to be dangerous (including natural Steel Wing). Hoping for a non-Attack reducing nature so it can play both sides.
Gyarados: Greatest damage potential among Water/Flyers, provides a second Earthquaker if necessary and hey, why not?
Aerodactyl: The return of the Mack (Truck). Run's Mega, will serve as an anti-Flying device and let me fill in coverage gaps, as usual.
Hawlucha: It's Flying/Fighting, your argument is invalid. Always fun to use, and gives a key Rock neutrality.
Sigilyph: Carries over from Psychic, good Special variety that I'll be able to make better use of now that he's not holding a moveslot up for Fly.
Rotom: Wait, ROTOM? Yes. It's true. I'm going to end up getting to the Lost Hotel on a Tuesday just to support this. The sight of a Levitating Flying type is enough to justify it, darnit.
Fillers: Pidgey until Route 11 when Staravia appears.
Why not use...?
Instead of doing the Pokemon since I'd be here all night, we'll do this type-based instead:
Normal: Dodrio and Fearow are basically inferior Staraptors, Fearow and Noctowl are 8th badge or later. Swellow doesn't fill in because getting Taillow will take damn near forever as is, I'm not bothering with nature unless I get a good one first shot.
Fire: Charizard can't go Mega here, and Talonflame actually does his job better as a result.
Water: Swanna and Pelipper have extremely shallow movepools, and Mantine means a) having to catch Remoraid and b) not as much damage.
Electric: Emolga can't do much besides die quickly and annoy people.
Grass: Jumpluff can't hit worth a damn.
Ice: Uh, my only option is DELIBIRD. nope.gif
Poison: Just no room to use Crobat, especially as a happy evolution.
Ground: Gligar is late, and I can't evolve it until after the run's over.
Psychic: Swoobat is an inferior Sigilyph with slightly higher Speed.
Bug: Having acid flashbacks to the various beatdowns they got in Bug.
Ghost: Drifblim might be a late filler, but Rotom does the "Flying thing that can Thunderbolt and Shadow Ball" better.
Dragon: All the Dragon/Flyings take forever to obtain.
Dark: Honchkrow's movepool: (THUMBS DOWN)
Steel: No Skarmory until Victory Road.
Major Battle Expectations:
Viola: It's a Bug gym. How do you THINK it ends up?
Grant: Hawlucha will hopefully still have Karate Chop for Amaura, Aerodactyl's a good backup.
Korrina: Entire gym is Flying-weak. Just... watch the Rock Tombs.
Ramos: Let's see, they give you Fly before you can even walk into the Gym and it's a Grass gym... this could be trickHAHAHAHAHAHAHAHAHA
Clemont: Hawlucha and Aerodactyl carry the day here.
Valerie: Sheer Gyarados power, since Iron Head comes in after.
Olympia: 2/3rd go down to Rotom and Aero should still be on Crunch for Meowstic.
Wulfric: sup talonflame
Rival: He'll be stuck with Chesnaught, and by the time we're ready to fight him Hawlucha will be all warmed up.
Team Flare: Rotom's sole purpose in life: GET THAT GYARADOS. The rest of the team is not much of a concern (especially stray Fighters)
Elite 4: Every E4 has a member of this team it can't touch.
Champion: Hawlucha fight~! And then the rest goes down to Aerodactyl with a side of Gyarados.
Trainer:
A female air specialist... well, there's really only one way to go with this, right Amelia? I'm looking at naming the Pokemon after famous flying machines... and now I want to use Jumpluff and call it "Spruce Goose". Crap.
Yes folks, we're Flying into the next run.
Type Effectiveness:
Attacking: Super effects Grass, Fighting, and Bug. Resisted by Electric, Rock, and Steel. No immunities.
Defending: Double from Electric, Ice and Rock. Half from Grass, Fighting and Bug. Immune to Ground.
Dual types: Well, all of them. Literally. Of those, only Fairy is (sadly) locked into the postgame.
Probable Final Team:
Fletchling/Fletchinder/Talonflame: First out of the gate, works well with both types, learns just enough to be dangerous (including natural Steel Wing). Hoping for a non-Attack reducing nature so it can play both sides.
Gyarados: Greatest damage potential among Water/Flyers, provides a second Earthquaker if necessary and hey, why not?
Aerodactyl: The return of the Mack (Truck). Run's Mega, will serve as an anti-Flying device and let me fill in coverage gaps, as usual.
Hawlucha: It's Flying/Fighting, your argument is invalid. Always fun to use, and gives a key Rock neutrality.
Sigilyph: Carries over from Psychic, good Special variety that I'll be able to make better use of now that he's not holding a moveslot up for Fly.
Rotom: Wait, ROTOM? Yes. It's true. I'm going to end up getting to the Lost Hotel on a Tuesday just to support this. The sight of a Levitating Flying type is enough to justify it, darnit.
Fillers: Pidgey until Route 11 when Staravia appears.
Why not use...?
Instead of doing the Pokemon since I'd be here all night, we'll do this type-based instead:
Normal: Dodrio and Fearow are basically inferior Staraptors, Fearow and Noctowl are 8th badge or later. Swellow doesn't fill in because getting Taillow will take damn near forever as is, I'm not bothering with nature unless I get a good one first shot.
Fire: Charizard can't go Mega here, and Talonflame actually does his job better as a result.
Water: Swanna and Pelipper have extremely shallow movepools, and Mantine means a) having to catch Remoraid and b) not as much damage.
Electric: Emolga can't do much besides die quickly and annoy people.
Grass: Jumpluff can't hit worth a damn.
Ice: Uh, my only option is DELIBIRD. nope.gif
Poison: Just no room to use Crobat, especially as a happy evolution.
Ground: Gligar is late, and I can't evolve it until after the run's over.
Psychic: Swoobat is an inferior Sigilyph with slightly higher Speed.
Bug: Having acid flashbacks to the various beatdowns they got in Bug.
Ghost: Drifblim might be a late filler, but Rotom does the "Flying thing that can Thunderbolt and Shadow Ball" better.
Dragon: All the Dragon/Flyings take forever to obtain.
Dark: Honchkrow's movepool: (THUMBS DOWN)
Steel: No Skarmory until Victory Road.
Major Battle Expectations:
Viola: It's a Bug gym. How do you THINK it ends up?
Grant: Hawlucha will hopefully still have Karate Chop for Amaura, Aerodactyl's a good backup.
Korrina: Entire gym is Flying-weak. Just... watch the Rock Tombs.
Ramos: Let's see, they give you Fly before you can even walk into the Gym and it's a Grass gym... this could be trickHAHAHAHAHAHAHAHAHA
Clemont: Hawlucha and Aerodactyl carry the day here.
Valerie: Sheer Gyarados power, since Iron Head comes in after.
Olympia: 2/3rd go down to Rotom and Aero should still be on Crunch for Meowstic.
Wulfric: sup talonflame
Rival: He'll be stuck with Chesnaught, and by the time we're ready to fight him Hawlucha will be all warmed up.
Team Flare: Rotom's sole purpose in life: GET THAT GYARADOS. The rest of the team is not much of a concern (especially stray Fighters)
Elite 4: Every E4 has a member of this team it can't touch.
Champion: Hawlucha fight~! And then the rest goes down to Aerodactyl with a side of Gyarados.
Trainer:
A female air specialist... well, there's really only one way to go with this, right Amelia? I'm looking at naming the Pokemon after famous flying machines... and now I want to use Jumpluff and call it "Spruce Goose". Crap.
Monday, April 28, 2014
Type Preview: Psychic
It's a type with a small elemental damage base on its own, but well-placed pairings mean it can slaughter just about everything. If it was as broken as in past games, I could retire. For once, I get to laugh heartily at every trainer in Frost Cavern and Terminus Cave.
Figured it out? Wow, you must be Psychic.
Type Effectiveness:
Attacking: Super effects Poison and Fighting. Resisted by itself and Steel. Can't touch Dark.
Defending: Hit SE by Bug, Ghost, and Dark, resists Fighting and itself, no immunities.
Dual-types: Fire, Water, Grass, Ice, Fighting, Flying, Rock, Dark, and Fairy ingame. Postgame adds Normal, Ground, Dragon and Steel.
Probable Final Team:
Fennekin/Braixen/Delphox: It's the starter, the best possible check to Bugs, and all around bad mother you don't want to mess with. Oh yeah, it learns Shadow Ball by returner because.. reasons?
Ralts/Kirlia/Gardevoir AND Ralts/Kirlia/Gallade: Although Medicham with Pure Power is tempting, the lore possibilities of having both members of the Ralts family on board are too awesome to pass up. Gardevoir plays the role of potent SAer, while Gallade's natural attack rating makes it a fine complement as I attempt to balance this team somehow. Already have the names picked: Marie and Pierre.
Inkay/Malamar: You know this guy from the Dark run. As mentioned there, Malamar is my favourite XY Pokemon, and is the other physical attacker on the team.
Sigilyph: I don't get to use this guy very often, I'd like to have a Flyer to go with the Surfer (below) and it helps to have immunity to added effects provided I can get a good one with Magic Guard.
Staryu/Starmie: The advantage of an X run is that I get to use one of the three original 151 I'd keep away from the revolution. A speedy, type-bonused Surf and extremely varied movepool for the XY era (Power Gem? Dazzling Gleam?) earn it a spot.
Other Team Members: Espurr/Meowstic (F) will fill the last slot until Staryu joins. Other than that... not much. What you see is what you get.
Why not use...?
Abra/Kadabra/Alakazam: Trade evolution and just not really a slot for him, frankly.
Meditite/Medicham: Too much of a one-trick pony, even if that one trick is incredibly huge offense.
Spoink/Grumpig: Just doesn't have the *umph* to hang with the rest of the team.
Lunatone/Solrock: One has already proven to be a bad idea, the other one got rejected from the Rock run for sucking and it's not going to fit in here.
Woobat/Swoobat: Only has Speed in an era where damage is actually relevant.
Espeon: One of the few Eevees I would have considered, but there's just no room for him especially when I don't know when I'd get it.
Chingling/Chimecho: Already have something immune to Ground.
Solosis/Duosion/Reuniclus: Too slow, team's pretty much full once it shows up.
Wynaut/Wobbuffet: I don't do punching bags.
Slowpoke/Slowbro or Slowking: By the time I'd have either final evo, I'll probably have evolved Staryu.
Exeggcute/Exeggutor: Nearly made it, but I can't find a slot for him until Grass.
Smoochum/Jynx: Too late + low Defense = no way Jose.
Gothita/Gothorita/Gothitelle: No Route 20s on this run.
Major Battle Expectations:
Viola: Ironically, the hard part is getting rid of Surskit.
Grant: I'll have Gallade by this point for STAB Rock Smash or SE Bulldoze. Plus, Magical Leaf on Kirlia.
Korrina: Wow, the WHOLE TEAM is Psychic or at least has Aerial Ace and you have to ask here?
Ramos: The whole team except Starmie can have fun here.
Clemont: Although SpDef is high, a Gallade/Delphox combo should win the day here.
Valerie: Gallade Poison Jabs for some, miniature flames for others.
Olympia: Anything that can fling a ball or use a claw goes to town here.
Wulfric: Gallade + Delphox again.
Rival: The key is going to be getting Gallade out for Absol, and having all hands on deck for Greninja.
Team Flare: Should be able to wipe out the lot with power before they start Crunching.
Elite 4: Steel goes last and gets promptly burninated.
Diantha: Parting is such sweet sorrow when Gallade fires Shadow Claw against its compatriot.
Trainer:
This whole blog has been for science, but never more than now. The trainer is Darwin, and all the Pokemon will be named after other scientists (for instance, Pierre and Marie is a reference to the Curies).
Figured it out? Wow, you must be Psychic.
Type Effectiveness:
Attacking: Super effects Poison and Fighting. Resisted by itself and Steel. Can't touch Dark.
Defending: Hit SE by Bug, Ghost, and Dark, resists Fighting and itself, no immunities.
Dual-types: Fire, Water, Grass, Ice, Fighting, Flying, Rock, Dark, and Fairy ingame. Postgame adds Normal, Ground, Dragon and Steel.
Probable Final Team:
Fennekin/Braixen/Delphox: It's the starter, the best possible check to Bugs, and all around bad mother you don't want to mess with. Oh yeah, it learns Shadow Ball by returner because.. reasons?
Ralts/Kirlia/Gardevoir AND Ralts/Kirlia/Gallade: Although Medicham with Pure Power is tempting, the lore possibilities of having both members of the Ralts family on board are too awesome to pass up. Gardevoir plays the role of potent SAer, while Gallade's natural attack rating makes it a fine complement as I attempt to balance this team somehow. Already have the names picked: Marie and Pierre.
Inkay/Malamar: You know this guy from the Dark run. As mentioned there, Malamar is my favourite XY Pokemon, and is the other physical attacker on the team.
Sigilyph: I don't get to use this guy very often, I'd like to have a Flyer to go with the Surfer (below) and it helps to have immunity to added effects provided I can get a good one with Magic Guard.
Staryu/Starmie: The advantage of an X run is that I get to use one of the three original 151 I'd keep away from the revolution. A speedy, type-bonused Surf and extremely varied movepool for the XY era (Power Gem? Dazzling Gleam?) earn it a spot.
Other Team Members: Espurr/Meowstic (F) will fill the last slot until Staryu joins. Other than that... not much. What you see is what you get.
Why not use...?
Abra/Kadabra/Alakazam: Trade evolution and just not really a slot for him, frankly.
Meditite/Medicham: Too much of a one-trick pony, even if that one trick is incredibly huge offense.
Spoink/Grumpig: Just doesn't have the *umph* to hang with the rest of the team.
Lunatone/Solrock: One has already proven to be a bad idea, the other one got rejected from the Rock run for sucking and it's not going to fit in here.
Woobat/Swoobat: Only has Speed in an era where damage is actually relevant.
Espeon: One of the few Eevees I would have considered, but there's just no room for him especially when I don't know when I'd get it.
Chingling/Chimecho: Already have something immune to Ground.
Solosis/Duosion/Reuniclus: Too slow, team's pretty much full once it shows up.
Wynaut/Wobbuffet: I don't do punching bags.
Slowpoke/Slowbro or Slowking: By the time I'd have either final evo, I'll probably have evolved Staryu.
Exeggcute/Exeggutor: Nearly made it, but I can't find a slot for him until Grass.
Smoochum/Jynx: Too late + low Defense = no way Jose.
Gothita/Gothorita/Gothitelle: No Route 20s on this run.
Major Battle Expectations:
Viola: Ironically, the hard part is getting rid of Surskit.
Grant: I'll have Gallade by this point for STAB Rock Smash or SE Bulldoze. Plus, Magical Leaf on Kirlia.
Korrina: Wow, the WHOLE TEAM is Psychic or at least has Aerial Ace and you have to ask here?
Ramos: The whole team except Starmie can have fun here.
Clemont: Although SpDef is high, a Gallade/Delphox combo should win the day here.
Valerie: Gallade Poison Jabs for some, miniature flames for others.
Olympia: Anything that can fling a ball or use a claw goes to town here.
Wulfric: Gallade + Delphox again.
Rival: The key is going to be getting Gallade out for Absol, and having all hands on deck for Greninja.
Team Flare: Should be able to wipe out the lot with power before they start Crunching.
Elite 4: Steel goes last and gets promptly burninated.
Diantha: Parting is such sweet sorrow when Gallade fires Shadow Claw against its compatriot.
Trainer:
This whole blog has been for science, but never more than now. The trainer is Darwin, and all the Pokemon will be named after other scientists (for instance, Pierre and Marie is a reference to the Curies).
Monday, April 21, 2014
Type Preview: Bug
It's the first gym in the game, and some would say the WORST type in the game now that Poison has a reason to exist. It can't hit much, gets resisted by a lot, and although I've done this run before I did it with an event legend and two great Pokemon who are stuck in the postgame. Arranging a quality moveset for the team with this bunch is damn near impossible.
If you hadn't guessed, this run is going to Bug me.
Type Effectiveness:
Attacking: Super-effects Grass, Psychic, and Dark. Resisted by Fire, Fighting, Poison, Flying, Ghost, Steel and Fairy. No immunities, because it's suffered enough.
Defending: Super effected by Fire, Flying and Rock. Resist Grass, Fighting and Ground. No immunities.
Dual types: Water (temporarily), Grass, Fighting, Poison, Ground, Flying, Rock, Ghost, Steel ingame. Fire and Electric in the postgame.
Probable Final Team:
Masquerain: Yes, I know, it's not Bug/Water like its pre-evo Surskit. But it still provides two key types in the TM pool: Water and Ice... and it has some nice filler until then. Intimidate always helps.
Venipede/Whirlipede/Scolipede: Best of the /Poison species, in that it is fast and capable of learning more than four types of moves. Hoping for Poison Point here.
Dwebble/Crustle: 95% of this run's problems will be solved by "Shell Smash, ?, profit" as we saw in the Rock run.
Yanma/Yanmega: The return of the Obligatory Route 10 'Mon, key point will be Speed Boost and STABs, as it helps me make sure I get an SA+ nature (Quiet gets ignored because of Speed Boost).
Heracross: If only I could get his Mega Stone in, but he's quick and brings Fighting STAB (plus Rock neutrality, which this team NEEDS.)
Durant: Yeah, yeah, Route 18. But I need something with Steel, and Durant's extremely fast and comes equipped to bring the pain out of the box.
Let me say for the record I preferred this run far more when it had Volcarona and Galvantula.
Other Team Members:
Butterfree, Vivillion and Beedrill in the early game. Nincada/Shedinja for stalling purposes.
Why not use...?
Burmy/Wormadam, Mothim, Ledian: Bug/Flying types who create incredibly large vacuums
Nincada/Ninjask: Not enough of a movepool
Combee/Vespiquen: Slow and getting one is a PITA
Volbeat/Illumise: Outclassed by pretty much everything, 3-stage SA booster or no. Which sucks, as I would've liked to have Dazzling Gleam, but no dice.
Pinsir: Unobtainable in X and Heracross does his job better anyway.
Escavalier and Accelgor: Limited movepools both, plus trade evo required.
Ariados: As far as late-game Pokemon go, Durant wins every day of the week and twice on Sunday.
Scyther/Scizor: Trade evo required + Route 21.
Major Battle Expectations:
Viola: 98% Sleep Powders for the win, with a side of "Oh look, I resist Infestation".
Grant: Lots of Rock Smashing and Bulldozing, but I am going to *hate* this place.
Korrina: I'll resist everything but the stray Rock Tombs, but it's largely going to be down to Sleep Powders.
Ramos: Finally, an easy oOH CRAP ACROBATICS
Clemont: A lot of Potioning on Crustle and Heracross Brick Breaking everything in sight.
Valerie: Scolipede and a side of Dig.
Olympia: I'll either be KOing everything in sight or a lot of things are gonna die. Yanmega's going to go off here, hopefully.
Wulfric: Hi Crustle, here's your first Smash sweep.
Rival: Since I'm sticking the rival with Froakie, most of that team is Bug-weak. Yay.
Team Flare: Oh joy, an entire run of things weak to Houndoom. This'll be fun.
Elite 4: I believe my only hope is Smash Sweeping THE ENTIRE E4.
Champion: Durant's going to go HAM here once we get rid of Hawlucha.
Trainer:
I'm playing a female on this run, thankfully there's an ancient story about a princess who loved bugs. In fact, you might've heard of it... Nausicaa. She's from the Valley of the Wind, and she's got a lot of friends... and the final team is going to be all Miyazaki main characters.
If you hadn't guessed, this run is going to Bug me.
Type Effectiveness:
Attacking: Super-effects Grass, Psychic, and Dark. Resisted by Fire, Fighting, Poison, Flying, Ghost, Steel and Fairy. No immunities, because it's suffered enough.
Defending: Super effected by Fire, Flying and Rock. Resist Grass, Fighting and Ground. No immunities.
Dual types: Water (temporarily), Grass, Fighting, Poison, Ground, Flying, Rock, Ghost, Steel ingame. Fire and Electric in the postgame.
Probable Final Team:
Masquerain: Yes, I know, it's not Bug/Water like its pre-evo Surskit. But it still provides two key types in the TM pool: Water and Ice... and it has some nice filler until then. Intimidate always helps.
Venipede/Whirlipede/Scolipede: Best of the /Poison species, in that it is fast and capable of learning more than four types of moves. Hoping for Poison Point here.
Dwebble/Crustle: 95% of this run's problems will be solved by "Shell Smash, ?, profit" as we saw in the Rock run.
Yanma/Yanmega: The return of the Obligatory Route 10 'Mon, key point will be Speed Boost and STABs, as it helps me make sure I get an SA+ nature (Quiet gets ignored because of Speed Boost).
Heracross: If only I could get his Mega Stone in, but he's quick and brings Fighting STAB (plus Rock neutrality, which this team NEEDS.)
Durant: Yeah, yeah, Route 18. But I need something with Steel, and Durant's extremely fast and comes equipped to bring the pain out of the box.
Let me say for the record I preferred this run far more when it had Volcarona and Galvantula.
Other Team Members:
Butterfree, Vivillion and Beedrill in the early game. Nincada/Shedinja for stalling purposes.
Why not use...?
Burmy/Wormadam, Mothim, Ledian: Bug/Flying types who create incredibly large vacuums
Nincada/Ninjask: Not enough of a movepool
Combee/Vespiquen: Slow and getting one is a PITA
Volbeat/Illumise: Outclassed by pretty much everything, 3-stage SA booster or no. Which sucks, as I would've liked to have Dazzling Gleam, but no dice.
Pinsir: Unobtainable in X and Heracross does his job better anyway.
Escavalier and Accelgor: Limited movepools both, plus trade evo required.
Ariados: As far as late-game Pokemon go, Durant wins every day of the week and twice on Sunday.
Scyther/Scizor: Trade evo required + Route 21.
Major Battle Expectations:
Viola: 98% Sleep Powders for the win, with a side of "Oh look, I resist Infestation".
Grant: Lots of Rock Smashing and Bulldozing, but I am going to *hate* this place.
Korrina: I'll resist everything but the stray Rock Tombs, but it's largely going to be down to Sleep Powders.
Ramos: Finally, an easy oOH CRAP ACROBATICS
Clemont: A lot of Potioning on Crustle and Heracross Brick Breaking everything in sight.
Valerie: Scolipede and a side of Dig.
Olympia: I'll either be KOing everything in sight or a lot of things are gonna die. Yanmega's going to go off here, hopefully.
Wulfric: Hi Crustle, here's your first Smash sweep.
Rival: Since I'm sticking the rival with Froakie, most of that team is Bug-weak. Yay.
Team Flare: Oh joy, an entire run of things weak to Houndoom. This'll be fun.
Elite 4: I believe my only hope is Smash Sweeping THE ENTIRE E4.
Champion: Durant's going to go HAM here once we get rid of Hawlucha.
Trainer:
I'm playing a female on this run, thankfully there's an ancient story about a princess who loved bugs. In fact, you might've heard of it... Nausicaa. She's from the Valley of the Wind, and she's got a lot of friends... and the final team is going to be all Miyazaki main characters.
Tuesday, April 15, 2014
Type Preview: Dragon
It's a type so devestating for two generations they had to introduce a hard counter to stop it, and THAT didn't appear to help. It's a group of Pokemon who count among its numbers over 50% of the psuedo-legendaries, and as a group they have the highest collective stats in the game.
Get the Sisqo blaring, it's time to unleash the Dragons. (FINALLY! GEEZ! - Kaiba, Yu-Gi-Oh Abridged)
Type Effectiveness
Attacking: Super-effects itself, resisted by Steel, no damage to Fairy.
Defending: Super effected by Ice, itself and Fairy. Resists Fire, Water, Electric, and Grass. Yeah, I'd take those too.
Dual types:
Thanks to Mega evos, Fire, Water, Electric, Poison, Ground, Flying, Rock and Dark are available in game. Postgame adds Ice, Psychic, Ghost, and Steel.
Probable Final Team:
Bagon/Shelgon/Salamence: I don't even have to remember to use Fly once I get Salamence since he'll learn it naturally. Provides air coverage and hyper-offense, plus Intimidate is always fun.
Skrelp/Dragalgae: Look, I'm aware this is supposed to be an X run. This is purely for research purposes, as I want to see if carrying a Poison/Dragon actually means anything in the endgame so I can say you would be best served doing the Dragon run in Y. (It will come in at L1, as I'm sending an egg through Bank.)
Tyrunt/Tyrantrum: Played his way onto the team in the Rock run, and now we don't have to worry about wasting moveslots all the time.
Mareep/Flaaffy/Ampharos: Only qualifies as a Dragon for purposes of this run by virtue of the Mega evo, but that's good enough for me. Will fill some holes in the coverage if nothing else, and I'd like to carry STAB Thunderbolts for things like Mega-Gyarados.
Gible/Gabite/Garchomp: Will spend a grand total of about five minutes as a Gible, STAB Ground is always handy, even if he is a little redundant with Tyrantrum. We'll make it work, though.
Goomy/Sliggoo/Goodra: Probably the most controversial pick of the bunch, especially given the hoops I have to jump through to get the damn thing to evolve. Main purpose is to provide physical/special balance, so I'm hoping to get something like Rash or Modest. Has access to Sludge Bomb AND Ice Beam for some reason.
Why not use...?
Charmander/Charmeleon/Mega Charizard X: It'll be the run inagurator, but I'm not going to go all the way with it simply because I need Ampharos more and to keep in the spirit of the run, I can't let either one be unable to go Mega.
Axew/Fraxure/Haxorus: If there were more Levitators in this game I'd keep it around, but it's made redundant by Bagon (ON THE NEXT ROUTE) and Goodra. (Either one of them could fill in for Tyrantrum if I don't feel like taking it again, but Haxorus is more likely to do so.)
Horsea/Seadra/Kingdra: Evo item is pre-8th badge, and it's a trade evo.
Trapinch/Vibrava/Flygon: Uh, Gible is RIGHT THERE. Awkward middle phase as a Vibrava.
Noibat/Noivern: Comes in too late (post-Flare) or it'd be in the Salamence slot.
Swablu/Altaria, Dratini/Dragonair/Dragonite, Druddigon, Zweilous/Hydreigon: Come in even later (realistically, I'm IN Snowbelle next to an Ice gym for the first two, and in Victory friggin' Road for the last two).
Major Battle Expectations:
Viola: Don't have anyone at that point, but I'm probably grabbing Froakie so it'll probably involve use of a Fletchling.
Grant: Bulldoze rocking faces should get us through here.
Korrina: No real positives or negatives, though I'll probably be swapping Mareep/Flaaffy/Ampharos in a lot.
Ramos: Everyone resists Grass, so that'll make things easier.
Clemont: Gabite will shine here, with Tyrunt on standby/Emolga destruction duty.
Valerie: Eeeeh... Poison Jab TM working overtime here, I think. As well as Skrelp.
Olympia: All about the power and some Amphabulous Thunderbolt action.
Wulfric: Should be able to overwhelm the Ice types, I just can't afford to get hit.
Rival: I'm taking any possibility of decent damage away by grabbing Froakie, so I'm expecting to stall out Absol and waste Chesnaught, especially when Salamence hits.
Team Flare: Sheer power and Gabite/Garchomp win the day here.
Elite 4: Aside from Steel, these are all extremely winnable matchups.
Champion: Going to have to overwhelm and find a way to outrun Mega Gardevoir (Good luck).
Trainer:
Pokemon has a rich history of dragon trainers, but for this one I'm going to look to another fandom... the realm of professional wrestling, as it turns out. From Vainville Town, 140 pounds, Ricky "The Dragon". As for the nicknames? Probably a lot of mythological references.
Get the Sisqo blaring, it's time to unleash the Dragons. (FINALLY! GEEZ! - Kaiba, Yu-Gi-Oh Abridged)
Type Effectiveness
Attacking: Super-effects itself, resisted by Steel, no damage to Fairy.
Defending: Super effected by Ice, itself and Fairy. Resists Fire, Water, Electric, and Grass. Yeah, I'd take those too.
Dual types:
Thanks to Mega evos, Fire, Water, Electric, Poison, Ground, Flying, Rock and Dark are available in game. Postgame adds Ice, Psychic, Ghost, and Steel.
Probable Final Team:
Bagon/Shelgon/Salamence: I don't even have to remember to use Fly once I get Salamence since he'll learn it naturally. Provides air coverage and hyper-offense, plus Intimidate is always fun.
Skrelp/Dragalgae: Look, I'm aware this is supposed to be an X run. This is purely for research purposes, as I want to see if carrying a Poison/Dragon actually means anything in the endgame so I can say you would be best served doing the Dragon run in Y. (It will come in at L1, as I'm sending an egg through Bank.)
Tyrunt/Tyrantrum: Played his way onto the team in the Rock run, and now we don't have to worry about wasting moveslots all the time.
Mareep/Flaaffy/Ampharos: Only qualifies as a Dragon for purposes of this run by virtue of the Mega evo, but that's good enough for me. Will fill some holes in the coverage if nothing else, and I'd like to carry STAB Thunderbolts for things like Mega-Gyarados.
Gible/Gabite/Garchomp: Will spend a grand total of about five minutes as a Gible, STAB Ground is always handy, even if he is a little redundant with Tyrantrum. We'll make it work, though.
Goomy/Sliggoo/Goodra: Probably the most controversial pick of the bunch, especially given the hoops I have to jump through to get the damn thing to evolve. Main purpose is to provide physical/special balance, so I'm hoping to get something like Rash or Modest. Has access to Sludge Bomb AND Ice Beam for some reason.
Why not use...?
Charmander/Charmeleon/Mega Charizard X: It'll be the run inagurator, but I'm not going to go all the way with it simply because I need Ampharos more and to keep in the spirit of the run, I can't let either one be unable to go Mega.
Axew/Fraxure/Haxorus: If there were more Levitators in this game I'd keep it around, but it's made redundant by Bagon (ON THE NEXT ROUTE) and Goodra. (Either one of them could fill in for Tyrantrum if I don't feel like taking it again, but Haxorus is more likely to do so.)
Horsea/Seadra/Kingdra: Evo item is pre-8th badge, and it's a trade evo.
Trapinch/Vibrava/Flygon: Uh, Gible is RIGHT THERE. Awkward middle phase as a Vibrava.
Noibat/Noivern: Comes in too late (post-Flare) or it'd be in the Salamence slot.
Swablu/Altaria, Dratini/Dragonair/Dragonite, Druddigon, Zweilous/Hydreigon: Come in even later (realistically, I'm IN Snowbelle next to an Ice gym for the first two, and in Victory friggin' Road for the last two).
Major Battle Expectations:
Viola: Don't have anyone at that point, but I'm probably grabbing Froakie so it'll probably involve use of a Fletchling.
Grant: Bulldoze rocking faces should get us through here.
Korrina: No real positives or negatives, though I'll probably be swapping Mareep/Flaaffy/Ampharos in a lot.
Ramos: Everyone resists Grass, so that'll make things easier.
Clemont: Gabite will shine here, with Tyrunt on standby/Emolga destruction duty.
Valerie: Eeeeh... Poison Jab TM working overtime here, I think. As well as Skrelp.
Olympia: All about the power and some Amphabulous Thunderbolt action.
Wulfric: Should be able to overwhelm the Ice types, I just can't afford to get hit.
Rival: I'm taking any possibility of decent damage away by grabbing Froakie, so I'm expecting to stall out Absol and waste Chesnaught, especially when Salamence hits.
Team Flare: Sheer power and Gabite/Garchomp win the day here.
Elite 4: Aside from Steel, these are all extremely winnable matchups.
Champion: Going to have to overwhelm and find a way to outrun Mega Gardevoir (Good luck).
Trainer:
Pokemon has a rich history of dragon trainers, but for this one I'm going to look to another fandom... the realm of professional wrestling, as it turns out. From Vainville Town, 140 pounds, Ricky "The Dragon". As for the nicknames? Probably a lot of mythological references.
Wednesday, April 9, 2014
Type Preview: Rock
It's a type known for physical defense, and for being the only type that would be super-effective on a Pokemon of all 18 elements. Its special defenses are in the crapper, though I can take steps to mitigate this. It's without question the most physically biased type in the game, and all of its Pokemon show up within 20 minutes of each other. It's weak to Fighting again, because I hate myself.
One question: Do you smell what the Rock is cookin'?
Type effectiveness:
Attacking: Super effective against Fire, Ice, Flying, Bug. Not very effective against Fighting, Ground, and Steel.
Defending: Super effected by Water, Grass, Fighting, Ground, and Steel. Resistant to Normal, Fire, Poison and Flying.
Dual types:
Fire, Water, Ice, Ground, Flying, Psychic, Bug, Dragon, Dark, Steel, and Fairy are all in XY. Add in Bank for Grass and Fighting.
Probable final team:
Binacle/Barbaracle: Ideally this would be an Omanyte, but Lord Helix is technically postgame so that's a no go. We'll make due with a Pokemon I've used before, who has decent move variety even if it's incredibly biased toward physical with the sole exception of Waterfall.
Dwebble/Crustle: Two words: Shell Smash. One more: Sturdy. Seriously, one Smash and this thing nearly swept Iris R2 in BW2. My body is ready to see if we can repeat this in XY.
Lunatone: I need one of the Celestial Bodies to make sure I have something else to switch into Earthquake, and Lunatone has a wider movepool. In fact, I'm probably not even using Special Rock STAB on this one because it doesn't have any - it does, however, have Moonblast.
Tyrunt/Tyrantrum: Rock/Dragon with psuedo-STAB on Dark moves and this thing hits like a truck. Since it's a fossil, it's way easy to control the nature.It may be possible to forego Earthquake and still rock everything.
Amaura/Aurorus: Wait, really? 2 Fossils? And the answer is yes. I suspect this one's more essential than Tyrantrum, so this is the control experiment.
Aerodactyl: 3rd fossil of the run. You get its Mega Stone as part of the story. I'd be a fool. Problem is, it's got like nine moves I want to use. (All three Fangs, Iron Head, Fly, Earthquake, Rock Slide, Crunch, and Dragon Claw.)
Why not use...?
Solrock: Really relied on move tutors when I wanted to use it, because the movepool is highly Special but the Attack is the higher stat. If I could get, I dunno, Zen Headbutt and Flame Wheel on it I'd be happier.
Relicanth: Combination of lower stats than Barbaracle and less overall damage even if Barb ends up with Sniper. Plus, it comes in at like, post-6th badge and I'll need a Surfer far before that.
Rhyhorn/Rhydon/Rhyperior: For all the love Rhyperior gets, I'm stuck with Rhyhorn for a long time and then it's a trade evo.
Nosepass/Probopass: Wasn't too thrilled with it in the Steel run and can't think of a Pokemon in here it's better than.
Roggenrola/Boldore/Gigalith: Trade evo, not enough advantages to being pure-Rock.
Carbink: The ability I want comes in hordes only, and Lunatone probably has a stronger Moonblast even without type bonus.
Corsola: Sucks [redacted] through a straw.
Geodude/Graveler/Golem: Trade evo, no real variety in moves.
Magcargo: See Corsola. If it could Power Gem I might've considered it, but no dice.
Shuckle: Probably the worst Pokemon possible for an ingame run, and that covers a LOT of ground.
Aron/Lairon/Aggron: Simple matter of availability (post-7th badge).
Larvitar/Pupitar/Tyranitar: Same issue as Aggron, with the added hassle of being a Y Pokemon.
Sudowoodo: Stats aren't that hot, and it's technically AFTER the 8th gym city.
Major battle expectations:
Viola: I won't have a Rock type at all or this would be a cakewalk, but since my starter choice is Chespin I'll still have Rollout.
Grant: An entire party of Pokemon who can use Rock Smash at minimum means this should be easy. Or I'll just use Amaura again.
Korrina: Aerodactyl and Lunatone get their paychecks here. And every other cave in the game.
Ramos: Aerodactyl is the obvious answer here, but the urge to get Dwebble into Crustle here is strong.
Clemont: Bulldoze or Dig everything before they can Thunderbolt us is the plan.
Valerie: Pretty sure someone's going to get to Poison Jab everything in sight, with comedy Ground moves for Mawile.
Olympia: Fire up Crustle, Barbaracle or anything with X-Scissor really.
Wulfric: Finally, something that can outrun Cryogonal. The hard part's going to be getting rid of Avalugg (probably involves Ancientpower from our two Specialists.)
Rival: He's stuck with Delphox, because I'm evil like that. Lunatone probably has the most fun here.
Team Flare: Scraggy/Scrafty are the trouble spots, along with the sick running joke of Gyarados problems.
Elite 4: Order is Fire -> Dragon -> Steel -> Water. Not going to have the option of randomly throwing Grass Knot on something this time.
Champion: Remember, Rocks take neutral damage from Flying Press. Also, Aero v Gardevoir is going to be quite entertaining for the eight seconds it lasts.
Trainer:
Since we're playing a female this time, and I'm not going straight for the "Roxanne" reference from RSE, I'm going to go with Joan (as in Joan Jett, best known for "I Love Rock 'n Roll"). The Pokemon will be named after rockers of choice as well.
One question: Do you smell what the Rock is cookin'?
Type effectiveness:
Attacking: Super effective against Fire, Ice, Flying, Bug. Not very effective against Fighting, Ground, and Steel.
Defending: Super effected by Water, Grass, Fighting, Ground, and Steel. Resistant to Normal, Fire, Poison and Flying.
Dual types:
Fire, Water, Ice, Ground, Flying, Psychic, Bug, Dragon, Dark, Steel, and Fairy are all in XY. Add in Bank for Grass and Fighting.
Probable final team:
Binacle/Barbaracle: Ideally this would be an Omanyte, but Lord Helix is technically postgame so that's a no go. We'll make due with a Pokemon I've used before, who has decent move variety even if it's incredibly biased toward physical with the sole exception of Waterfall.
Dwebble/Crustle: Two words: Shell Smash. One more: Sturdy. Seriously, one Smash and this thing nearly swept Iris R2 in BW2. My body is ready to see if we can repeat this in XY.
Lunatone: I need one of the Celestial Bodies to make sure I have something else to switch into Earthquake, and Lunatone has a wider movepool. In fact, I'm probably not even using Special Rock STAB on this one because it doesn't have any - it does, however, have Moonblast.
Tyrunt/Tyrantrum: Rock/Dragon with psuedo-STAB on Dark moves and this thing hits like a truck. Since it's a fossil, it's way easy to control the nature.It may be possible to forego Earthquake and still rock everything.
Amaura/Aurorus: Wait, really? 2 Fossils? And the answer is yes. I suspect this one's more essential than Tyrantrum, so this is the control experiment.
Aerodactyl: 3rd fossil of the run. You get its Mega Stone as part of the story. I'd be a fool. Problem is, it's got like nine moves I want to use. (All three Fangs, Iron Head, Fly, Earthquake, Rock Slide, Crunch, and Dragon Claw.)
Why not use...?
Solrock: Really relied on move tutors when I wanted to use it, because the movepool is highly Special but the Attack is the higher stat. If I could get, I dunno, Zen Headbutt and Flame Wheel on it I'd be happier.
Relicanth: Combination of lower stats than Barbaracle and less overall damage even if Barb ends up with Sniper. Plus, it comes in at like, post-6th badge and I'll need a Surfer far before that.
Rhyhorn/Rhydon/Rhyperior: For all the love Rhyperior gets, I'm stuck with Rhyhorn for a long time and then it's a trade evo.
Nosepass/Probopass: Wasn't too thrilled with it in the Steel run and can't think of a Pokemon in here it's better than.
Roggenrola/Boldore/Gigalith: Trade evo, not enough advantages to being pure-Rock.
Carbink: The ability I want comes in hordes only, and Lunatone probably has a stronger Moonblast even without type bonus.
Corsola: Sucks [redacted] through a straw.
Geodude/Graveler/Golem: Trade evo, no real variety in moves.
Magcargo: See Corsola. If it could Power Gem I might've considered it, but no dice.
Shuckle: Probably the worst Pokemon possible for an ingame run, and that covers a LOT of ground.
Aron/Lairon/Aggron: Simple matter of availability (post-7th badge).
Larvitar/Pupitar/Tyranitar: Same issue as Aggron, with the added hassle of being a Y Pokemon.
Sudowoodo: Stats aren't that hot, and it's technically AFTER the 8th gym city.
Major battle expectations:
Viola: I won't have a Rock type at all or this would be a cakewalk, but since my starter choice is Chespin I'll still have Rollout.
Grant: An entire party of Pokemon who can use Rock Smash at minimum means this should be easy. Or I'll just use Amaura again.
Korrina: Aerodactyl and Lunatone get their paychecks here. And every other cave in the game.
Ramos: Aerodactyl is the obvious answer here, but the urge to get Dwebble into Crustle here is strong.
Clemont: Bulldoze or Dig everything before they can Thunderbolt us is the plan.
Valerie: Pretty sure someone's going to get to Poison Jab everything in sight, with comedy Ground moves for Mawile.
Olympia: Fire up Crustle, Barbaracle or anything with X-Scissor really.
Wulfric: Finally, something that can outrun Cryogonal. The hard part's going to be getting rid of Avalugg (probably involves Ancientpower from our two Specialists.)
Rival: He's stuck with Delphox, because I'm evil like that. Lunatone probably has the most fun here.
Team Flare: Scraggy/Scrafty are the trouble spots, along with the sick running joke of Gyarados problems.
Elite 4: Order is Fire -> Dragon -> Steel -> Water. Not going to have the option of randomly throwing Grass Knot on something this time.
Champion: Remember, Rocks take neutral damage from Flying Press. Also, Aero v Gardevoir is going to be quite entertaining for the eight seconds it lasts.
Trainer:
Since we're playing a female this time, and I'm not going straight for the "Roxanne" reference from RSE, I'm going to go with Joan (as in Joan Jett, best known for "I Love Rock 'n Roll"). The Pokemon will be named after rockers of choice as well.
Monday, March 31, 2014
Type Preview: Dark
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.)
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.)
Sunday, March 23, 2014
Type Preview: Steel
There once a type that was so dominant defensively that they had to take two resistances away from it in the name of balance. It has good dual types, powerful attacks and keeps up a very irritating theme from the Ice run.
Time to climb aboard the wheel of Steel.
Type effectiveness:
Attacking: Beats Ice, Rock and Fairy. Resisted by Fire, Water, Electric and itself.
Defending: Super effected by Fire, Fighting and Ground. Neutral to Water, Ghost and Dark. Immune to Poison. EVERYTHING ELSE is resisted.
Dual types:
Available in XY: Electric, Grass, Fighting, Ground, Flying, Bug, Rock, Ghost, Dark, and Fairy. Theoretical but not in the game: Fire, Water, Psychic, Dragon.
Probable final team:
Riolu/Lucario: In addition to being the run's Mega (that they GIVE YOU, for heaven's sake) it's the first one up, will come with 3 max IVs and provides a huge mix of attack variety. Even if I'm stuck using Feint for a few levels.
Honedge/Doublade/Aegislash: Returning champion from the Ghost run, will serve the same role and may actually get its own evo item once I have access to the Move Returner.
Mawile: Another returning champion. I wanted to give Klefki a go, but I'd have to get a great draw on the nature to justify carrying a Pokemon who relies on Hidden Power for coverage. No real changes from the Fairy run.
Steelix: Just Steelix, since the one I'm using is from the Cyllage City ingame trade to avoid that awkward Onix phase. Comes Impish, and I'm not sure about the IVs but hopefully the Attack is good enough.
Ferroseed/Ferrothorn: I've actually used it in BW2, and its movepool was good enough there so this should be fun. Provides the passive damage factor that saved Abomasnow in Ice.
Magneton/Magnezone: Completes the Electric trio, but the shrinkage of the movepool (no access to Signal Beam because of a lack of move tutors, for instance) means I'm using Hidden Power AND Tri Attack for coverage.
Why not use...?
Nosepass/Probopass: May consider (again, depends on the nature) but the Nosepass phase is going to be quite annoying to get through (can't evolve it until of all places, Route 13) and the fact that it comes in hordes only means I'm stuck grinding at least 10 levels early on.
Escavalier: Trade evo, generally sucks overall, will have a full team by the time it comes around.
Pawniard/Bisharp: Another one at least worth considering, I'm going to be flexible with this one (how apropos). Not looking forward to a 4x weak to Fighting, but the trolling possibilities from Defiant...
Klefki: As mentioned above, has movepool problems.
Lairon/Aggron, Durant, Skarmory, Scyther/Scizor: All come Route 18 or in Scizor/Skarmory's case, LATER. Don't want to take the time at that point.
Major battle expectations:
Viola: I'll only have Lucario at this point, but its stats are so insane for a Pokemon of that level that I can probably win a Quick Attack race.
Grant: Steelix is designed to treat this gym like the Machop ingame trade in GSC.
Korrina: Hi Honedge, enjoy the sweep.
Ramos: Resist the STAB? Check. Insane defense to get around Acrobatics? Check. Easy win? Check.
Clemont: "(trainer) sent out Steelix! Hilarity ensues!"
Valerie: The 2nd gym everyone SEs.
Olympia: Depending on the team makeup, I either outstall everything or just rip everything apart.
Wulfric: lols
Rival: Since I'm taking Fennekin out of play, this will be no issue until Flareon shows up.
Team Flare: Houndoom will be the biggest issue, but Steelix and Lucario should be able to win damage races.
Elite 4: There isn't a clear entry point here - I'm leaning toward going Siebold->Drasna->Wulfric->Malva at the end, since I really don't have a Water type.
Champion: Remember what happened in the last fight? I'm picturing something like that.
Trainer:
Having one of the Pokemon locked into "Thumper" means I'm sort of limited in my options, but it turns out that was the name of a character in Veronica Mars. So I'll pull the characters from that... and my trainer will be named Veronica as a result.
Time to climb aboard the wheel of Steel.
Type effectiveness:
Attacking: Beats Ice, Rock and Fairy. Resisted by Fire, Water, Electric and itself.
Defending: Super effected by Fire, Fighting and Ground. Neutral to Water, Ghost and Dark. Immune to Poison. EVERYTHING ELSE is resisted.
Dual types:
Available in XY: Electric, Grass, Fighting, Ground, Flying, Bug, Rock, Ghost, Dark, and Fairy. Theoretical but not in the game: Fire, Water, Psychic, Dragon.
Probable final team:
Riolu/Lucario: In addition to being the run's Mega (that they GIVE YOU, for heaven's sake) it's the first one up, will come with 3 max IVs and provides a huge mix of attack variety. Even if I'm stuck using Feint for a few levels.
Honedge/Doublade/Aegislash: Returning champion from the Ghost run, will serve the same role and may actually get its own evo item once I have access to the Move Returner.
Mawile: Another returning champion. I wanted to give Klefki a go, but I'd have to get a great draw on the nature to justify carrying a Pokemon who relies on Hidden Power for coverage. No real changes from the Fairy run.
Steelix: Just Steelix, since the one I'm using is from the Cyllage City ingame trade to avoid that awkward Onix phase. Comes Impish, and I'm not sure about the IVs but hopefully the Attack is good enough.
Ferroseed/Ferrothorn: I've actually used it in BW2, and its movepool was good enough there so this should be fun. Provides the passive damage factor that saved Abomasnow in Ice.
Magneton/Magnezone: Completes the Electric trio, but the shrinkage of the movepool (no access to Signal Beam because of a lack of move tutors, for instance) means I'm using Hidden Power AND Tri Attack for coverage.
Why not use...?
Nosepass/Probopass: May consider (again, depends on the nature) but the Nosepass phase is going to be quite annoying to get through (can't evolve it until of all places, Route 13) and the fact that it comes in hordes only means I'm stuck grinding at least 10 levels early on.
Escavalier: Trade evo, generally sucks overall, will have a full team by the time it comes around.
Pawniard/Bisharp: Another one at least worth considering, I'm going to be flexible with this one (how apropos). Not looking forward to a 4x weak to Fighting, but the trolling possibilities from Defiant...
Klefki: As mentioned above, has movepool problems.
Lairon/Aggron, Durant, Skarmory, Scyther/Scizor: All come Route 18 or in Scizor/Skarmory's case, LATER. Don't want to take the time at that point.
Major battle expectations:
Viola: I'll only have Lucario at this point, but its stats are so insane for a Pokemon of that level that I can probably win a Quick Attack race.
Grant: Steelix is designed to treat this gym like the Machop ingame trade in GSC.
Korrina: Hi Honedge, enjoy the sweep.
Ramos: Resist the STAB? Check. Insane defense to get around Acrobatics? Check. Easy win? Check.
Clemont: "(trainer) sent out Steelix! Hilarity ensues!"
Valerie: The 2nd gym everyone SEs.
Olympia: Depending on the team makeup, I either outstall everything or just rip everything apart.
Wulfric: lols
Rival: Since I'm taking Fennekin out of play, this will be no issue until Flareon shows up.
Team Flare: Houndoom will be the biggest issue, but Steelix and Lucario should be able to win damage races.
Elite 4: There isn't a clear entry point here - I'm leaning toward going Siebold->Drasna->Wulfric->Malva at the end, since I really don't have a Water type.
Champion: Remember what happened in the last fight? I'm picturing something like that.
Trainer:
Having one of the Pokemon locked into "Thumper" means I'm sort of limited in my options, but it turns out that was the name of a character in Veronica Mars. So I'll pull the characters from that... and my trainer will be named Veronica as a result.
Sunday, March 16, 2014
Type Preview: Ice
In this run, there was only one type that I anticipated would be a problem. Almost all of its Pokemon are late, the first one you get is weak to everything, and there's an entire gym it has to solo under the most difficult of circumstances.
As well, the type was nearly made redundant by Fairy, and continues to have the resistances of a wet noodle.
As winter draws to a close, I send it off by packing Ice.
Type effectiveness:
Attacking: Beats Grass, Ground, Flying, Dragon. Resisted by itself and Water.
Defending: Super effected by Fire, Fighting, Rock, and Steel. Only resists itself.
Dual types:
Rock, Water, Ground, Psychic, Grass, Dark, Flying and Electric (theoretically, getting it would be nigh-impossible) in the main game. Ghost and Dragon are locked out until postgame.
Probable final team:
Amaura/Aurorus: The run instigator has a huge problem - it has to basically run solo for three routes and two gyms, that are both super effective against it (Fighting is 4x) and an event fight against something with 2 Lucario with its best move against Lucario being ROCK SMASH. This is, to put it mildly, a problem.
Lapras: At least I don't have to worry about who the Surfer will be. Might have to run hyper-defensive for the sake of tanking stuff it's weak to.
Beartic: As far as pure-Ice types go, this is one of them. Has enough of a movepool on its physical side that I can justify carrying it and works thematically if nothing else (see Trainer).
Jynx: Something to check the multitudes of Fighting types, get this team banned in several countries, and generally drive me nuts with its cry. It's too bad they didn't tie its destiny to that of Electabuzz and Magmar with an evo...
Piloswine/Mamoswine: Carries Strength, useful for beating down Fire types with STAB Earthquakes and is generally quite awesome.
Snover/Abomasnow: Has just enough movepool that I can take either physical or special attacks and make it work. If it's physical, it's probably going to run Wood Hammer as a Gardevoir check. Also, ingame Mega evo.
Why not use...?
Shellder/Cloyster: Not available in X. For ingame purposes, might serve a different niche than Lapras but would just be dead weight most of the game.
Frost Rotom: Can't guarantee that I'll get to Lost Hotel on Tuesday to grab it.
Glaceon: 404: Moves not found. Also, not accessible until Frost Cavern so what's the point?
Avalugg: On the physical end, it's great - but it's mortally slow and dies in two anything on the Special end.
Cryogonal: 1% appearance rate + not enough moves available on the Special end = no dice.
Vanilluxe: See Cryogonal and sub out "appearance rate" for "experience curve".
Weavile: Doesn't learn an actual Ice move, evo item is postgame.
Delibird: Is, and continues to be, Delibird.
Major battle expectations:
Viola: n/a
Grant: Rock Smash and pray, if I can get Amaura in one hit Tyrunt is probably OHKOed by Tri Attack or Aurora Beam.
Korrina: Uh, pick a god and pray? Even if I outrun and manage to beat Mienfoo and Machoke, there's no bloody way I'm beating Hawlucha without a hellacious grind.
Ramos: Going to beat him by sheer force of level, since I'll still only have two Pokemon here and both take double damage from Grass.
Clemont: How do I get past the Magneton with Steel moves (4x) for Aurorus and Thunderbolt for Lapras?
Valerie: Special Defense is high here. Too high, in fact. Another troubling fight.
---Note: I have TWO POKEMON UNTIL HERE---
Olympia: I can overpower most things here, or at the very least set up a mirror match with Jynx.
Wulfric: *irony intensifies* Uh, Beartic does quite well here and I'll have Lapras for Avalugg.
Rival: Pretty sure I have to take Fennekin out of play, which means Froakie. Thankfully, Freeze-Dry exists by the time it's a threat, and Lapras has Thunderbolt for him.
Team Flare: Main problem will be Houndoom and Manectric, the rest get overpowered.
Elite 4: First time I've had to save Malva for last, that's for sure.
Champion: No real weaknesses, but not really in a position to overpower her either. Hawlucha may be the biggest threat here.
Trainer:
For this run I'm going to need hope, optimism, and super high-school level luck. So say hello to Makoto. As well, this lets me set up the team with the rest of his classmates... and of course, the bear will be named Monokuma.
As well, the type was nearly made redundant by Fairy, and continues to have the resistances of a wet noodle.
As winter draws to a close, I send it off by packing Ice.
Type effectiveness:
Attacking: Beats Grass, Ground, Flying, Dragon. Resisted by itself and Water.
Defending: Super effected by Fire, Fighting, Rock, and Steel. Only resists itself.
Dual types:
Rock, Water, Ground, Psychic, Grass, Dark, Flying and Electric (theoretically, getting it would be nigh-impossible) in the main game. Ghost and Dragon are locked out until postgame.
Probable final team:
Amaura/Aurorus: The run instigator has a huge problem - it has to basically run solo for three routes and two gyms, that are both super effective against it (Fighting is 4x) and an event fight against something with 2 Lucario with its best move against Lucario being ROCK SMASH. This is, to put it mildly, a problem.
Lapras: At least I don't have to worry about who the Surfer will be. Might have to run hyper-defensive for the sake of tanking stuff it's weak to.
Beartic: As far as pure-Ice types go, this is one of them. Has enough of a movepool on its physical side that I can justify carrying it and works thematically if nothing else (see Trainer).
Jynx: Something to check the multitudes of Fighting types, get this team banned in several countries, and generally drive me nuts with its cry. It's too bad they didn't tie its destiny to that of Electabuzz and Magmar with an evo...
Piloswine/Mamoswine: Carries Strength, useful for beating down Fire types with STAB Earthquakes and is generally quite awesome.
Snover/Abomasnow: Has just enough movepool that I can take either physical or special attacks and make it work. If it's physical, it's probably going to run Wood Hammer as a Gardevoir check. Also, ingame Mega evo.
Why not use...?
Shellder/Cloyster: Not available in X. For ingame purposes, might serve a different niche than Lapras but would just be dead weight most of the game.
Frost Rotom: Can't guarantee that I'll get to Lost Hotel on Tuesday to grab it.
Glaceon: 404: Moves not found. Also, not accessible until Frost Cavern so what's the point?
Avalugg: On the physical end, it's great - but it's mortally slow and dies in two anything on the Special end.
Cryogonal: 1% appearance rate + not enough moves available on the Special end = no dice.
Vanilluxe: See Cryogonal and sub out "appearance rate" for "experience curve".
Weavile: Doesn't learn an actual Ice move, evo item is postgame.
Delibird: Is, and continues to be, Delibird.
Major battle expectations:
Viola: n/a
Grant: Rock Smash and pray, if I can get Amaura in one hit Tyrunt is probably OHKOed by Tri Attack or Aurora Beam.
Korrina: Uh, pick a god and pray? Even if I outrun and manage to beat Mienfoo and Machoke, there's no bloody way I'm beating Hawlucha without a hellacious grind.
Ramos: Going to beat him by sheer force of level, since I'll still only have two Pokemon here and both take double damage from Grass.
Clemont: How do I get past the Magneton with Steel moves (4x) for Aurorus and Thunderbolt for Lapras?
Valerie: Special Defense is high here. Too high, in fact. Another troubling fight.
---Note: I have TWO POKEMON UNTIL HERE---
Olympia: I can overpower most things here, or at the very least set up a mirror match with Jynx.
Wulfric: *irony intensifies* Uh, Beartic does quite well here and I'll have Lapras for Avalugg.
Rival: Pretty sure I have to take Fennekin out of play, which means Froakie. Thankfully, Freeze-Dry exists by the time it's a threat, and Lapras has Thunderbolt for him.
Team Flare: Main problem will be Houndoom and Manectric, the rest get overpowered.
Elite 4: First time I've had to save Malva for last, that's for sure.
Champion: No real weaknesses, but not really in a position to overpower her either. Hawlucha may be the biggest threat here.
Trainer:
For this run I'm going to need hope, optimism, and super high-school level luck. So say hello to Makoto. As well, this lets me set up the team with the rest of his classmates... and of course, the bear will be named Monokuma.
Saturday, March 8, 2014
Type Preview: Poison
By the power of Democracy - and it was about as effective as the Twitch version, winning by a whole vote - Poison has emerged as the winner and my next type. Long the punching bag of the type chart, Poison got a necessary buff by becoming strong against Fairy and has a laundry list of types that it can pair with.
The key is, the Poison type is still a bit of a punching bag with a LOT of junk to wade through.
Type Effectiveness:
Attacking: Super effects Grass and Fairy, not very effective against Poison, Ground, Rock, and Ghost. No effect on Steel.
Defending: Super effected by Ground and Psychic. Resists Grass, Fighting, Poison, Bug and Fairy.
Dual types:
Water, Grass, Fighting, Ground, Flying, Bug, Ghost, Dragon and Dark are all available in the Kalos Dex... and I can use them all, except for Dragon because that involves Skrelp who isn't available in X.
Probable final team:
Bulbasaur/Ivysaur/Venusaur: Hi, built in Mega and it's given to you, have fun. I'm torn on which way to go with it, probably going to go mixed since the SA is quite high and the movepool leans heavy on the physical.
Croagunk/Toxicroak: I've always been intrigued by having a Pokemon THAT ridiculously weak to Psychic, and since I'll have built in defenses, why not? At the very least, I'll have stray-Ground move warning with Anticipation.
Zubat/Golbat/Crobat: Another happy-evolve, but I don't have a time threat to run around with. Provides Fly support, is LIGHTNING fast and surprisingly powerful.
Nidorino/Nidoking: I might drive myself crazy trying to find a good natured one with something that ISN'T Rivalry, let alone going for the possibility of Sheer Force off the hordes. Also, it's nice to have something for that bloody Electric gym.
Tentacool/Tentacruel: Like I said, I don't have access to Skrelp/Dragalgae. So I need something that can Surf. As it turns out, Tentacruel can also use, of all things, Dazzling Gleam. Who knew?
Skorupi/Drapion: At the very least, I appreciate the opportunity to learn how to spell Drapion. Largely here for its Psychic immunity, and either will be immune to crits or gets triple damage off them, plus its Fire Fang is probably more powerful than the comparable Skuntank's Flamethrower.
Why not use...?
Beedrill - Did not get enough of a stat boost to hang around.
Roserade, Vileplume, Victreebel, Amoongus - All outclassed by MegaVenusaur.
Swalot - Creates a considerably sized vacuum.
Scolipede - Better than Beedrill, will probably be here for a while before I get access to Drapion.
Seviper - Simply put, getting one in X will take for-bloody-ever.
Qwilfish - Inferior Tentacruel.
Nidoqueen - Defense is good for competitive, but I prefer offensive efficency for ingame runs.
Gengar - If I feel the need to grab a second Mega I'll bring it in, but I'm not sure where it'll fit and this run is going to be self-sufficient for once so I'm trying to avoid trade evos.
Arbok, Garbodor - Stat issues and come after the team's locked in.
Ariados - Way too late, way too weak.
Major Battle Expectations:
Viola: I should have a Beedrill here, and he'll resist Bug, so I should win by attrition.
Grant: Ivysaur lunchtime, if it can get past Amaura. Croagunk has STAB Rock Smashes for backup.
Korrina: Everybody resists Fighting, but I'm going to have some trouble getting past Hawlucha...?
Ramos: All Grass. Next. Hopefully I have a Crobat here for Fly.
Clemont: Nidoking's reason for membership.
Valerie: The other easy Gym, once I can get past Mawile.
Olympia: Drapion is going to eat the place alive. Crobat's also going to get to tee off with X-Scissor.
Wulfric: Toxicroak should be good here, but I'm sensing some Avalugg problems.
Rival: The main one will get stuck with Chesnaught for an easy win, the other is going to have Delphox at the end but I should be able to get past it with Tentacruel.
Team Flare: They all use Poisons and things weak to Ground. sup Nidoking
Elite 4: Steel's definitely last again (christ, three in a row), probably going Fire first this time.
Champion: oh god the champ has a Psychic going Mega I'm so boned
Trainer:
In the name of stereotype busting, I'll go female this time. For the name, my NFR co-host Austen decided on Pamela, though if she ends up looking like [massive Danganronpa spoiler redacted], I'm not going to complain.
The key is, the Poison type is still a bit of a punching bag with a LOT of junk to wade through.
Type Effectiveness:
Attacking: Super effects Grass and Fairy, not very effective against Poison, Ground, Rock, and Ghost. No effect on Steel.
Defending: Super effected by Ground and Psychic. Resists Grass, Fighting, Poison, Bug and Fairy.
Dual types:
Water, Grass, Fighting, Ground, Flying, Bug, Ghost, Dragon and Dark are all available in the Kalos Dex... and I can use them all, except for Dragon because that involves Skrelp who isn't available in X.
Probable final team:
Bulbasaur/Ivysaur/Venusaur: Hi, built in Mega and it's given to you, have fun. I'm torn on which way to go with it, probably going to go mixed since the SA is quite high and the movepool leans heavy on the physical.
Croagunk/Toxicroak: I've always been intrigued by having a Pokemon THAT ridiculously weak to Psychic, and since I'll have built in defenses, why not? At the very least, I'll have stray-Ground move warning with Anticipation.
Zubat/Golbat/Crobat: Another happy-evolve, but I don't have a time threat to run around with. Provides Fly support, is LIGHTNING fast and surprisingly powerful.
Nidorino/Nidoking: I might drive myself crazy trying to find a good natured one with something that ISN'T Rivalry, let alone going for the possibility of Sheer Force off the hordes. Also, it's nice to have something for that bloody Electric gym.
Tentacool/Tentacruel: Like I said, I don't have access to Skrelp/Dragalgae. So I need something that can Surf. As it turns out, Tentacruel can also use, of all things, Dazzling Gleam. Who knew?
Skorupi/Drapion: At the very least, I appreciate the opportunity to learn how to spell Drapion. Largely here for its Psychic immunity, and either will be immune to crits or gets triple damage off them, plus its Fire Fang is probably more powerful than the comparable Skuntank's Flamethrower.
Why not use...?
Beedrill - Did not get enough of a stat boost to hang around.
Roserade, Vileplume, Victreebel, Amoongus - All outclassed by MegaVenusaur.
Swalot - Creates a considerably sized vacuum.
Scolipede - Better than Beedrill, will probably be here for a while before I get access to Drapion.
Seviper - Simply put, getting one in X will take for-bloody-ever.
Qwilfish - Inferior Tentacruel.
Nidoqueen - Defense is good for competitive, but I prefer offensive efficency for ingame runs.
Gengar - If I feel the need to grab a second Mega I'll bring it in, but I'm not sure where it'll fit and this run is going to be self-sufficient for once so I'm trying to avoid trade evos.
Arbok, Garbodor - Stat issues and come after the team's locked in.
Ariados - Way too late, way too weak.
Major Battle Expectations:
Viola: I should have a Beedrill here, and he'll resist Bug, so I should win by attrition.
Grant: Ivysaur lunchtime, if it can get past Amaura. Croagunk has STAB Rock Smashes for backup.
Korrina: Everybody resists Fighting, but I'm going to have some trouble getting past Hawlucha...?
Ramos: All Grass. Next. Hopefully I have a Crobat here for Fly.
Clemont: Nidoking's reason for membership.
Valerie: The other easy Gym, once I can get past Mawile.
Olympia: Drapion is going to eat the place alive. Crobat's also going to get to tee off with X-Scissor.
Wulfric: Toxicroak should be good here, but I'm sensing some Avalugg problems.
Rival: The main one will get stuck with Chesnaught for an easy win, the other is going to have Delphox at the end but I should be able to get past it with Tentacruel.
Team Flare: They all use Poisons and things weak to Ground. sup Nidoking
Elite 4: Steel's definitely last again (christ, three in a row), probably going Fire first this time.
Champion: oh god the champ has a Psychic going Mega I'm so boned
Trainer:
In the name of stereotype busting, I'll go female this time. For the name, my NFR co-host Austen decided on Pamela, though if she ends up looking like [massive Danganronpa spoiler redacted], I'm not going to complain.
Saturday, February 22, 2014
Type Preview: Fairy
Introduced in X/Y to serve as a hard check for the Dragon type (super-effective AND immune), the Fairy type is quite a potent one, with wide movepools and a good variety of dual types.
Which is a good thing, because they have some, shall we say... statistical issues.
Type Effectiveness:
Attacking: Double damage to Fighting, Dragon and Dark. Resisted by Fire, Poison and Steel.
Defending: Super effected by Poison and Steel. Resist Bug, Fighting and Dark. Immune to Dragon.
Dual types:
Water, Psychic, Steel, Electric, Rock, and Normal. Grass and Flying are locked to Friend Safari or Pokemon Bank.
Probable Final Team:
Azurill/Marill/Azumarill: Unlike the Ghost run, it's Fairies for all gyms, and they're all I'm catching. The annoying parts are going to be: a) finding one with the ideal nature (Attack boostng)/ability (Huge Power) combo, and then getting it to happy-evolve before Marill learns Rollout at level 10.
Ralts/Kirila/Gardevoir: So much of this team is built on the early routes. I've used Gardevoir before, but not in a run where it got the Fairy type. Unlike Gengar, though, its Mega is like Mawile's and stuck in the postgame. For various reasons, I'm hoping for a Modest one with Synchronise ability.
Swirlix/Slurpuff: Provides a pure Fairy, I didn't realize a) that its stats were as balanced as they are, and b) it learns Surf so I don't have to waste that slot on Azumarill. Bonus: Learns Flamethrower and Thunderbolt.
Mawile: Steel/Fairy is the best defensive type combo in the game, Mawile has Intimidate, and I figured I used Sableye on the last run so I should use its actually-functional counterpart in this run. Provides a physical/special balance.
Snubbull/Granbull: Another re-typed Fairy, will provide coverage with elemental Fangs, another dose of Intimidate, and someone's gotta learn Strength.
Xerneas: You give me an uber, I'm going to use it. No exceptions. Plus, it's an excuse to get one I want.
Why not use...?
If there's a lot of options for a type, I'll explain why I'm not using it at the endgame. Ghost didn't have that problem, fairy does.
Flabebe/Floette/Florges: It'll be there until Team Flare, but if I'm going to bring three pure Fairies I'm going to make them as strong as possible.
Spritzee/Aromatisse: For one thing, I'm in X. For another, it's MORTALLY slow. I'll sacrifice Moonblast for something that won't have to constantly heal.
Eevee/Sylveon: I've used Sylveon before, and a combo of bad movepool and the time it takes to get a usable one isn't worth it.
Dedenne: Yes, it'd provide an Electric STAB, but I bet Gardevoir (among others) can still outdamage it. And it doesn't even learn a special Fairy move!
Mr Mime: Gardevoir > Mr Mime as far as Psychic fairies go, and it's just bloody creepy.
Carbink: Too defensive for the run, movepool issues.
Major Battle Expectations:
Viola: Marill will roll everything to death.
Grant: Mawile will Rock Smash Amaura to death, and the team being able to resist Strong Jaw Bite will make this far easier than the Ghost run.
Korrina: Hopefully the grinding will allow me to have Gardevoir here for an easy win.
Ramos: I may not be able to super-effect anything, but Mawile will resist everything.
Clemont: High Special Defenses will open the door to an easy win
Valerie: Going to have to overpower everything since Mawile's STAB comes at the Move Returner and I don't think anyone's going to have Poison moves.
Olympia: Gardevoir's gonna wreck a lot of stuff, with Granbull along for the ride.
Wulfric: Install Mawile, problem solved.
Rival: I'm going to go Fennekin as a starter, so the rival I fight the most has -Dark Greninja. and the other has -Fighting Chesnaught at the end. Thankfully, Absol will *not* be a problem this time.
Team Flare: The mostly Dark-types shouldn't be a problem.
Elite 4 and Champ: I'll definitely save Wikstrom for last, but Drasna goes first.
Trainer:
For the first time, I play a guy. And his name? On the suggestion of my brother... Takei. As in George Takei. Oh my, indeed.
Which is a good thing, because they have some, shall we say... statistical issues.
Type Effectiveness:
Attacking: Double damage to Fighting, Dragon and Dark. Resisted by Fire, Poison and Steel.
Defending: Super effected by Poison and Steel. Resist Bug, Fighting and Dark. Immune to Dragon.
Dual types:
Water, Psychic, Steel, Electric, Rock, and Normal. Grass and Flying are locked to Friend Safari or Pokemon Bank.
Probable Final Team:
Azurill/Marill/Azumarill: Unlike the Ghost run, it's Fairies for all gyms, and they're all I'm catching. The annoying parts are going to be: a) finding one with the ideal nature (Attack boostng)/ability (Huge Power) combo, and then getting it to happy-evolve before Marill learns Rollout at level 10.
Ralts/Kirila/Gardevoir: So much of this team is built on the early routes. I've used Gardevoir before, but not in a run where it got the Fairy type. Unlike Gengar, though, its Mega is like Mawile's and stuck in the postgame. For various reasons, I'm hoping for a Modest one with Synchronise ability.
Swirlix/Slurpuff: Provides a pure Fairy, I didn't realize a) that its stats were as balanced as they are, and b) it learns Surf so I don't have to waste that slot on Azumarill. Bonus: Learns Flamethrower and Thunderbolt.
Mawile: Steel/Fairy is the best defensive type combo in the game, Mawile has Intimidate, and I figured I used Sableye on the last run so I should use its actually-functional counterpart in this run. Provides a physical/special balance.
Snubbull/Granbull: Another re-typed Fairy, will provide coverage with elemental Fangs, another dose of Intimidate, and someone's gotta learn Strength.
Xerneas: You give me an uber, I'm going to use it. No exceptions. Plus, it's an excuse to get one I want.
Why not use...?
If there's a lot of options for a type, I'll explain why I'm not using it at the endgame. Ghost didn't have that problem, fairy does.
Flabebe/Floette/Florges: It'll be there until Team Flare, but if I'm going to bring three pure Fairies I'm going to make them as strong as possible.
Spritzee/Aromatisse: For one thing, I'm in X. For another, it's MORTALLY slow. I'll sacrifice Moonblast for something that won't have to constantly heal.
Eevee/Sylveon: I've used Sylveon before, and a combo of bad movepool and the time it takes to get a usable one isn't worth it.
Dedenne: Yes, it'd provide an Electric STAB, but I bet Gardevoir (among others) can still outdamage it. And it doesn't even learn a special Fairy move!
Mr Mime: Gardevoir > Mr Mime as far as Psychic fairies go, and it's just bloody creepy.
Carbink: Too defensive for the run, movepool issues.
Major Battle Expectations:
Viola: Marill will roll everything to death.
Grant: Mawile will Rock Smash Amaura to death, and the team being able to resist Strong Jaw Bite will make this far easier than the Ghost run.
Korrina: Hopefully the grinding will allow me to have Gardevoir here for an easy win.
Ramos: I may not be able to super-effect anything, but Mawile will resist everything.
Clemont: High Special Defenses will open the door to an easy win
Valerie: Going to have to overpower everything since Mawile's STAB comes at the Move Returner and I don't think anyone's going to have Poison moves.
Olympia: Gardevoir's gonna wreck a lot of stuff, with Granbull along for the ride.
Wulfric: Install Mawile, problem solved.
Rival: I'm going to go Fennekin as a starter, so the rival I fight the most has -Dark Greninja. and the other has -Fighting Chesnaught at the end. Thankfully, Absol will *not* be a problem this time.
Team Flare: The mostly Dark-types shouldn't be a problem.
Elite 4 and Champ: I'll definitely save Wikstrom for last, but Drasna goes first.
Trainer:
For the first time, I play a guy. And his name? On the suggestion of my brother... Takei. As in George Takei. Oh my, indeed.
Saturday, February 8, 2014
Type Preview: Ghost
The Ghost type went from three Pokemon in Gen I to quite a few dual types that make it quite potent in a run such as this. XY has given them a few new tricks - immunity to trap moves, and an auto-Smoke Ball element that makes their Speed issues less of a concern.
That's good, because calling most Ghosts that aren't Gengar "slow as balls" would be an insult to balls.
Type Effectiveness
Attacking: Super-effective on Ghost and Psychic, Dark resists, Normal no-sells.
Defending: Double damage from Dark and Ghost, half damage from Bug and Poison, immune to Normal and Fighting. Foresight/moves of that type can remove the immunities.
Dual types
Steel, Bug, Flying, Ground, Poison, Grass, Electric, Dark, and Ice are accessible. Water is locked out by Pokemon Bank, as is Dragon.
Probable Final Team
Honedge/Doublade/Aegislash: The first or second Ghost I'll find comes in on Route 6 and immediately goes to town with a massive attack stat, helped by good type coverage. Only problem will be finding a Dusk Stone - I'll be doing a lot of Super Training in this run, so that will help.
Golett/Golurk: The Iron Giant provides powerful Ground moves and the ability to Fly. Is this awesome (Y/N)?
Haunter/Gengar: Well, it's the only Mega Evolution I'll have to work with - and the stone's accessible in game. Awwww yeah. Wide variety of types to work with, but will I have Sludge Bomb when I need it?
Phantump/Trevenant: A lot of the good Ghosts come late, and I wanted to use this in my infamous 3 team Y run but couldn't find a slot for it. Helps with a Water resist.
Litwick/Lampent/Chandelure: Why do I torture myself with Litwick and Lampent, especially when the Dusk Stone comes so late unless I abuse the Super Training? Because Chandelure often goes on runs where it doesn't faint for several hours with that insane SA and good-enough Speed.
Froslass: I've never used this Pokemon, but its stats look great in theory. And I need something for the Dragon E4.
Major Battle Expectations
Viola: Not applicable.
Grant: Honedge might be Doublade by now, and it and Golett both resist Rock.
Korrina: lol
Ramos: I should have Drifblim, and he'll have Fly at worst.
Clemont: Hi Golett/Golurk, have fun.
Valerie: Sylveon could cause problems if I can't get a Poison move on Gengar or a Steel move on Doublade.
Olympia: Lunch time!
Wulfric: Well equipped to handle the gym with the dual types.
Elite 4 and Champion: No real trouble spots except for maybe the Aegislash mirror match and the champ's Gardevoir.
Team Flare: Houndoom will cause some problems, and Gengar's going to have to outrun MegaGyarados before it can start Crunching the team to death.
Trainer
On each run, I'll have an appropriately named player character and will try to theme the clothing appropriately. For the Ghost run, my character will be named Caitlin, after the character you play as in 2013 indie PC ghost game Gone Home. She returns home from overseas... will this run be what she did while away?
That's good, because calling most Ghosts that aren't Gengar "slow as balls" would be an insult to balls.
Type Effectiveness
Attacking: Super-effective on Ghost and Psychic, Dark resists, Normal no-sells.
Defending: Double damage from Dark and Ghost, half damage from Bug and Poison, immune to Normal and Fighting. Foresight/moves of that type can remove the immunities.
Dual types
Steel, Bug, Flying, Ground, Poison, Grass, Electric, Dark, and Ice are accessible. Water is locked out by Pokemon Bank, as is Dragon.
Probable Final Team
Honedge/Doublade/Aegislash: The first or second Ghost I'll find comes in on Route 6 and immediately goes to town with a massive attack stat, helped by good type coverage. Only problem will be finding a Dusk Stone - I'll be doing a lot of Super Training in this run, so that will help.
Golett/Golurk: The Iron Giant provides powerful Ground moves and the ability to Fly. Is this awesome (Y/N)?
Haunter/Gengar: Well, it's the only Mega Evolution I'll have to work with - and the stone's accessible in game. Awwww yeah. Wide variety of types to work with, but will I have Sludge Bomb when I need it?
Phantump/Trevenant: A lot of the good Ghosts come late, and I wanted to use this in my infamous 3 team Y run but couldn't find a slot for it. Helps with a Water resist.
Litwick/Lampent/Chandelure: Why do I torture myself with Litwick and Lampent, especially when the Dusk Stone comes so late unless I abuse the Super Training? Because Chandelure often goes on runs where it doesn't faint for several hours with that insane SA and good-enough Speed.
Froslass: I've never used this Pokemon, but its stats look great in theory. And I need something for the Dragon E4.
Major Battle Expectations
Viola: Not applicable.
Grant: Honedge might be Doublade by now, and it and Golett both resist Rock.
Korrina: lol
Ramos: I should have Drifblim, and he'll have Fly at worst.
Clemont: Hi Golett/Golurk, have fun.
Valerie: Sylveon could cause problems if I can't get a Poison move on Gengar or a Steel move on Doublade.
Olympia: Lunch time!
Wulfric: Well equipped to handle the gym with the dual types.
Elite 4 and Champion: No real trouble spots except for maybe the Aegislash mirror match and the champ's Gardevoir.
Team Flare: Houndoom will cause some problems, and Gengar's going to have to outrun MegaGyarados before it can start Crunching the team to death.
Trainer
On each run, I'll have an appropriately named player character and will try to theme the clothing appropriately. For the Ghost run, my character will be named Caitlin, after the character you play as in 2013 indie PC ghost game Gone Home. She returns home from overseas... will this run be what she did while away?
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