I'm also not really sure why you want both Hydro Pump and Surf, but I guess if you refuse to use TMs (???) there's not much else to do.
Surf is there so I have a workhorse water attack and a required HM move. Hydro Pump because it's just too awesome.
Speaking of Rage, the idea there was to have Rage face off against the likes of Fury Cutter and Rollout. That said, apparently Rage only goes up to six stages of attack increases, which IIRC only goes as far as like 4x or something, while those other ones go up to 16x.
I'm also not really sure why you want both Hydro Pump and Surf, but I guess if you refuse to use TMs (???) there's not much else to do.
5 PP on your only STAB attack is fine in multiplayer. Dungeons full of trainers, not so much.
It's actually a really good idea in the Mystery Dungeon games to double up on STAB attacks for this reason. The more recent ones tweak the damage formula and lessen type impact enough that STAB often winds up hitting harder than type advantage anyway -- even before things like Type Bulldozer come in.
In Crystal, they introduced the battle tower. But I dunno which version you're playing. Why?
Because having to deal with a long series of encounters in a row is more like the game's typical gameplay, than the one-at-a-time prize-matches that I imagine the multiplayer scene to be.
and I'm playing Crystal right now, but that was a general question.
The thing is, multiplayer matches are a lot more lethal than AI trainers. An AI trainer isn't gonna spring an EV trained Air Balloon Heatran or Life Orb Technician Scizor on you.
Finished Super Mystery Dungeon. That...was a suitably epic climax. I feel like the weakest part of the other games was that the final boss was basically just "throw some debilitating seed, wail the shit out of them, and finish the fight before the soundtrack gets 20 seconds in". They went to great pains to avoid that here -- you actually had to buff up and stick out a multi-phase boss.
I also love how technically you're not the hero -- your partner is. They foreshadow it surprisingly well.
What I don't love is that apparently saving the entire fucking world isn't worth any rank points.
I feel like the weakest part of the other games was that the final boss was basically just "throw some debilitating seed and wail the shit out of them".
excuse you, rayquaza spinning in circles tripping absolute fucking balls while i murdered the shit out of him is one of my fondest video game memories
I'd probably have fonder memories of doing that to Primal Dialga, but his music is way better and I'd at least like to have heard a minute or so of it before the fight abruptly ended.
My hobby: putting Barrage emera on a Sneasel and spamming Fury Swipes.
My other hobby: banking all but 2k gold, finding a shop selling a reusable Overheat TM for 5.2k, and having to sell literally all my gear including my XP looplet to (BARELY) afford it. I mean I was at the end of the dungeon and I'm not exactly hurting for wands and seeds and stuff, but I liked that looplet :(
Hobby #3: Putting Barrage, Excessive Force, and Discharge on a Lanturn, then walking into a Monster House and exploding half the room in one turn. All I was missing was Type Bulldozer just to make it extra egregious.
In Generation I, there were no types that resisted Ghost-type moves, although there was only one move that would be affected by same-type attack bonus. In Generation II, Steel and Dark were added in order to resist Ghost-type moves. As of Generation VI, the only differences between Dark and Ghost is that Dark-type moves are not very effective on Fighting or Fairy while Ghost-type moves do normal damage to those types, and Ghost-type moves do not affect Normal Pokémon.
Ghost-type moves are great for neutral coverage, as Steel-type Pokémon no longer resist them in Generation VI. No Pokémon resists a combination of Fighting and Ghost-type moves, as the only combination capable of this (Normal/Ghost) has never materialized. A combination of Fairy and Ghost-type moves has nearly as good coverage, only resisted by Normal types with a secondary type that resist Fairy, of which there are currently onlytwo. Despite this, Ghost types do not have reliable damaging moves that have 100 or more base power.
Why do they even call it a "Marsh Badge"? It's given out by a psychic-type gym, and has little to do with water or grass.
Meanwhile, it turns out that Haunter never actually used a ghost-type attack on a psychic-type pokémon, so the show technically never violated the game's bugged-up type chart in this instance...even though it just spent three episodes telling kids that ghosts beat psychics.
Why do they even call it a "Marsh Badge"? It's given out by a psychic-type gym, and has little to do with water or grass.
Meanwhile, it turns out that Haunter never actually used a ghost-type attack on a psychic-type pokémon, so the show technically never violated the game's bugged-up type chart in this instance...even though it just spent three episodes telling kids that ghosts beat psychics.
aren't legendaries pretty much impossible to catch without the master ball
Not remotely impossible, just very irritating (there are more legendaries than master balls, for one). Against a sleeping legendary with 1 HP you usually have to throw like 25 ultra balls on average. Dusk balls at night work noticeably better, but you still have to expect to tank a lot of very hard hits.
Comments
And strangest of all is Ghost being physical.
Speaking of Rage, the idea there was to have Rage face off against the likes of Fury Cutter and Rollout. That said, apparently Rage only goes up to six stages of attack increases, which IIRC only goes as far as like 4x or something, while those other ones go up to 16x.
and I'm playing Crystal right now, but that was a general question.
Also the fact that everything can be leveled up means that everything is at level 100.
Zenyatta (racehorse or overwatch character)
All is pokemon. The earth is paradise. Children can leave home for days and know they can return safely at any time.
right half: pepperoni only
special instructions: separate the two halves with a line of olives
(well, I have also hacked some, in my life)
Crystal isn't. It's GBC only.
...except for some reason I kinda remember once getting my Crystal cart to run on either my GB or my SGB...
*is trying to catch a Lugia*
but lol yeah
http://bulbapedia.bulbagarden.net/wiki/List_of_Pokémon_by_catch_rate
strangely enough, celebi's catch rate is 45, as is mew's, while mewtwo, lugia, ho-oh, articuno, zapdos, moltres, etc. are all 3
Offense
Ghost-type Pokémon are used mainly to inflict status effects, like confusion or burn. Contrary to Dark-types, most Ghost-type Pokémon are special attackers due to their typically high Special Attack, despite the fact that Ghost-type moves were physical moves prior to Generation IV.
In Generation I, there were no types that resisted Ghost-type moves, although there was only one move that would be affected by same-type attack bonus. In Generation II, Steel and Dark were added in order to resist Ghost-type moves. As of Generation VI,
the only differences between Dark and Ghost is that Dark-type moves are
not very effective on Fighting or Fairy while Ghost-type moves do
normal damage to those types, and Ghost-type moves do not affect Normal
Pokémon.
Ghost-type moves are great for neutral coverage, as Steel-type
Pokémon no longer resist them in Generation VI. No Pokémon resists a
combination of Fighting and Ghost-type moves, as the only combination capable of this (Normal/Ghost) has never materialized. A combination of Fairy
and Ghost-type moves has nearly as good coverage, only resisted by
Normal types with a secondary type that resist Fairy, of which there are
currently only two. Despite this, Ghost types do not have reliable damaging moves that have 100 or more base power.
(source: http://bulbapedia.bulbagarden.net/wiki/Ghost_(type)#Trivia )
> the only combination capable of this (Normal/Ghost) has never materialized.
> Ghost
> materialized
Anyone remember this? As in, Sabrina from the first series of the Pokémon TV series.
If she was like this from childhood, one seriously wonders what the fuck the Kanto League staff were thinking in letting Sabrina staff a gym.
Alternatively, she was a commanding presence before the League was formed.
Meanwhile, in cartoon-land, Haunter causes people to fall to their not-deaths, and it's perfectly okay.
Meanwhile, it turns out that Haunter never actually used a ghost-type attack on a psychic-type pokémon, so the show technically never violated the game's bugged-up type chart in this instance...even though it just spent three episodes telling kids that ghosts beat psychics.