Fun fact: one of the most feared Pokemon in Anything Goes is not Mega Rayquaza, or some Arceus forme… It’s Vivillon. Just thought you’d like to know.
Well “one of
the most feared” is a bit of an
exaggeration; she’s a bit niche and very high-risk/high-reward, but even that
much is a hell of an achievement for a cookie-cutter early-game butterfly. Honestly I think this says less about
Vivillon than about how heinously overpowered sleep is in Pokémon, even after
being nerfed in four out of six generations, and how completely we all tend to
forget about that most of the time. Smogon
has a rule (and I think other communities use this as well) that you can only
put one Pokémon to sleep at a time, and their influence on the competitive
Pokémon community is so great that even in contexts where their rules don’t
apply (like most official tournaments) people kind of act as if they did –
partly, I think, because the strategies banned by rules like this are just
incredibly dickish and make the game a lot less fun for everyone. Of course, in Smogon’s “anything goes” tier…
well, anything goes. Vivillon is faster
than Butterfree and gets Compoundeyes Hurricane, and Sun and Moon nerfed the
cr@p out of Darkrai’s Dark Void, so if you want to spam a very high-accuracy
sleep technique, she’s the one to do it with.
I mean, yes, Quiver Dance is part
of it, because without it Vivillon would be outrun and one-shot by practically
everything, but when you have all the legendary Pokémon in the game to work
with, the offensive presence of a Quiver Dance Vivillon, while significant,
isn’t that big a deal – which is why
we would never have this conversation
in the “uber” tier, where the sleep rules still apply. Sleep really is just that good. This is one of the reasons you shouldn’t
automatically defer to the competitive zeitgeist when choosing Pokémon and
movesets for single-player, not even in end-game battle facilities – it’s not actually the same game.
How would you rate changing Cacturne’s Sand Veil into Sand Rush? Too much? Not enough? Just right?
It would certainly help, because Cacturne is powerful but slow, and heavily reliant on Sucker Punch. It’s exactly the type of Pokémon who would benefit from an ability like Sand Rush, although how much is “enough” is pretty subjective. My concern here isn’t that Sand Rush would be too strong on Cacturne, but rather that it doesn’t really fit. Cacturne is a stalker, a Pokémon who follows prey across the desert, unseen and out of range, until that prey collapses from exhaustion. Tricky moves like Sucker Punch that catch the target off-guard are a good fit; Sand Veil, a silly ability though it admittedly is, is a good fit; low speed and high power are a good fit; a conventional weather-based sweeper mentality isn’t, really. I think maybe some kind of Grass-type situational first strike move, analogous to Sucker Punch, would be interesting – maybe something that has speed priority against a target with less than 50% of its health, but fails against healthy Pokémon the way Sucker Punch fails against status moves? You could even rework Needle Arm into this; the only other Pokémon that get it are Maractus and Chesnaught, and although Chesnaught is arguably decent already neither of them is in danger of breaking the game. That probably falls under “not enough,” but I like it better as an expression of what Cacturne is about.
Can you put together any reasoning for why Pokémon can learn only four moves? I mean, I can understand from game perspective but from in-universe perspective? I suppose complicated magical moves would make sense but some moves like Tackle or Peck are really just simple basic body movements. How does learning how to breathe fire or squirt water make you forget how to ram your face into stuff?
Obviously there are compelling gameplay reasons for it, and early seasons of the anime (which doesn’t need to care about that) actually do play fast and loose with this rule occasionally – Drake’s Dragonite uses no fewer than ten different attacks in Ash’s Orange League championship battle. But cases like that are the exception, not the rule, and often seem meant to illustrate that a particular Pokémon is unusually powerful and skilled – most Pokémon can’t do it. Why? I think we need to compare how athletic skills and martial arts techniques work in the real world (because that’s basically what Pokémon attacks are). Continue reading “Sandro asks:”
Lets up the Blaziken vs Infernape arms race! Mega Infernape with +50 speed (puts him faster than Pheromosa), +25 attack, +25 special attack, and Adaptability as the ability. Too broken? Not broken enough?
Uh… well, I mean, if you’re sure that’s what you want… Continue reading “Anonymous asks:”
What if Ability capsules were expanded to be more like TMs? E.g., there’s ACs for Static, Guts, Chlorophyll, etc. and any pokémon that’s compatible with that ability will learn it. There might need to be some “base” or “blank” capsule to get their original ability back in that system, ‘cuz we can’t be giving out Wonder Guard, Water Bubble, or Levitate ACs… maybe those pokémon will just be unable to use ACs.
I’m a little iffy on this, purely because abilities are able to define how Pokémon work much more completely than moves (usually) can. Like, you raise Pokémon with abilities that are too overpowered to give out indiscriminately, but what about the Pokémon that originally had those abilities? There’s no point in a Furfrou without Fur Coat, or a Darmanitan without Zen Mode, let alone some of the really mad stuff like a Wishiwashi without Schooling or a Shedinja without Wonder Guard. A bunch of Pokémon have abilities that don’t particularly matter or aren’t very interesting, but I’m not convinced the implementation of a TM-like system that would be basically unusable by a pretty large fraction of all Pokémon is the way to fix that.
For moves like Hyper Beam, Giga Impact, Frenzy Plant, etc… How do you like the sound of them being changed so that, rather than forcing the user to recharge and waste a turn after use, they simply fail if used in succession?
Hmm. I rather like this one. Probably the most important thing is that it all but prohibits using these moves with Choice items, which presents a trade-off in min-maxing potential that strikes me as an interesting choice. The moves will still force you into awkward situations quite often, so their power comes with a cost, but they’ll no longer f$#& you over so consistently as to make them unusable.
I don’t know how true this is, or if you’ve heard of it before already, but the supposed reason why so many Alola Pokemon are slow was because Gamefreak wanted to focus on diversifying the Doubles competitive environment what with Trick Room being a huge thing.
Don’t know how we would determine how true it is without actually asking Game Freak about it, but that thought had occurred to me, and it makes sense. A lot of Pokémon in Sun and Moon (and for that matter X and Y) also have moves or abilities that seem most useful, or only useful, in multiple battles. Me, I’m one of those cranky old bastard trainers who still insists on seeing doubles as something of a sideshow, but I agree they seem to be doing their best to push it.