Pink Fairy Armadillo asks:

If you could have one Pokémon help you with your PhD thesis right now which one would you want? Like not to help you directly write it but help with other things related to it?

I like to think about things like what Pokémon would make good service animals and stuff. Pretty much any Pokémon work, the least obvious ones are more interesting!

To be honest, at the point I’m at, directly writing it is pretty much the entire remaining task; I don’t have any more travel to do, or objects to examine.  So… the real answer to this question is none of them, and nothing, because there is nothing else – just my brain, the scholarship and some Word docs.  And… I’d be pretty nervous about using a Pokémon’s abilities to try to augment my brain (my mind always goes back to the cautionary tale of that anime episode where a bunch of aristocrats use Drowzee and Hypno to help them sleep and accidentally scramble the brains of a dozen local children).  I’ll assume Victini’s power to make its trainer always succeed at everything is off the table.

In a hypothetical world where I were still travelling to visit archaeological sites or working on physical objects, I suppose there’d be a lot more options.  I’ve always thought a Claydol’s combination of psychic senses and control over earth and soil would be really helpful in carefully digging through dirt one layer at a time.  Castform’s ability to manipulate the weather would be great during a dig – you can get a bit of cloud cover to avoid the worst of the summer sun, but also make sure it doesn’t rain on your open trenches.  Failing that, I’d take anything that can produce drinkable water; I’m not 100% clear on whether humans can safely drink water from a Pokémon’s Water Gun attack, but if you can, the possibilities are endless.  Pokémon seem to have at least some ability to comprehend human speech regardless of the actual language being spoken, so a Pokémon that can also imitate speech, like Chatot, might have some potential as an interpreter (alas, street signs would probably remain out of reach – I can read French, Italian, German and Greek with a certain… very limited degree of competence, but I can’t even sound out a single written word in Hebrew or Arabic).  In terms of some more specific archaeological problems… well, Stakataka might have some very niche use if you could train it to simulate the collapse of walls and structures in different field conditions.  I wonder if you could teach a Muk to run some form of microdestructive chemical analysis…?

I suppose a Metagross’s supercomputer brain would be good for the statistical processing of my chemical data that I actually do still need to finish, but I think there’s a solid argument that that would be cheating.  And there is also Xatu’s ability to see into the past… but to be honest, if that vision could be reliably/safely shared with humans, it would instantly make a good chunk of the current methods and practice of archaeology and history obsolete, so if I had access to that, I probably wouldn’t be writing this thesis at all.  Not that I wouldn’t still be interested in studying the past, but I’d be asking completely different questions.

Lupina Howls asks:

Wait, you’re using this again? Neat. Well thoughts on Tarastalization? (The Crystal hat thingy in Scarvio)

No-one sent any questions in for, like, six months! There were, like, one or two comments, but nothing that seemed worth posting a response to. This question-and-answer routine is a terrible system for two complementary reasons: one is that if no one asks any questions for a while, people forget it’s an option or think I’m not doing it anymore, and continue not asking any questions (to be honest, until last week I was beginning to suspect that perhaps it had finally died a natural death); the other is that if I get a lot of questions in a short time and manage to answer them, people get excited about it and send in more than I have time to write proper answers to, and then sometimes if I’m busy in real life it starts to feel overwhelming and I actually do give up on it for a while. It’s an extremely bad system that I only have in the first place because it was there by default on Tumblr, but hey, it means sometimes I talk about topics I wouldn’t have thought to talk about, without making it a whole thing that I have to have a researched and sober opinion on.

sorry, what were you saying?

oh yeah, sparklification

Well, I’ve never been one to get super enthusiastic about the big flashy mechanics like Mega Evolution or Z-Moves, but I have to admit, the strategic possibilities of being able to set up a Pokémon to change its type are interesting. The way it’s described, it sounds like sparklified Pokémon get a sort of double-STAB, so they’ll certainly have raw power on tap, but it seems like something that will take a bit more finesse and forethought than Dynamax or Mega Evolution. To be honest, I think the sparkly hats look pretty goofy, but I suppose they’re a reasonable compromise in this dilemma Game Freak seems to keep facing, where they want the flagship mechanic to be something all Pokémon can participate in (rather than a small minority, as with Mega Evolution), but also want it to be something visually striking that isn’t practical to tailor to every Pokémon in the game. I actually quite liked how Dynamax was part of the regional battle culture of Galar; I don’t think we’ve seen yet how/whether Scarlet and Violet plan to work sparklification into Paldean culture, but it seems clear that the phenomenon is tied to the land and perhaps the geology of Paldea itself, and I don’t believe any of the trailers or promos have claimed it’s a recent discovery, so I have to imagine there’ll be some kind of local tradition around it.

Gym Trainer Jeff asks:

Pokemon Concept:
Mechanically, what would you think of a Dark-type Pokemon that functions like an “anti-Zoroark?” What I mean is: imagine a Pokemon that has high stats on average, but no/few moves it can learn or be taught/bred on its own. Instead, it has a unique ability that works like the move version of Zoroark’s Illusion, where it fills in any empty move slots it has with the moves from those slots on the last Pokemon in your party? This is why I’m calling it an “anti-Zoroark”—while with Zoroark it always has Zoroark moves but hides under the illusion of another Pokemon, with this “anti-Zoroark,” you always know the type of Pokemon it is, but it could come at you with almost any move, based on what’s in the party with it, and generally has the stats to make them work? Weirdly enough, it’s a Pokemon where forgetting moves is actually *encouraged* (more empty move slots to fill with its ability). I get that this is a super gimmicky idea to base a Pokemon around, but is it an *interesting* gimmick, or just dumb?

hmmmmmmmmmm

Without more details, my first instinct is that this is too strong – like, if it has good stats and a bad movepool, but its bad movepool doesn’t matter because it can have practically any moveset you want, then that seems extremely good to a degree that is probably dangerous. The fact that its type coverage is going to be redundant with something else on your team is a limiting factor, but it could also have other tricky bull$#!t that just doesn’t rely on fighting toe-to-toe; maybe it has Spore or something, which on a fast Pokémon has a lot of potential for abuse. Hell, maybe you just put Smeargle in your last slot; then “anti-Zoroark” can have literally anything you want, but on a body with actually good stats. That’s terrifying. Of course, you can’t ever make a Pokémon forget its last move, so this thing is always going to be stuck with one move of its own. If its natural movepool is really $#!t – like if there is nothing good in there whatsoever, not even a good Dark-type STAB move – you could design a Pokémon that effectively has only three moveslots, which might be interesting. Without actually diving into all the zillions of possible combinations of moves out there, or doing the calculus of whether this is good enough to be worth having a Smeargle on your team with a moveset designed for a high-statted Dark-type, I really don’t know where this falls from a balance standpoint. And, of course, in the post-Sword and Shield era, maybe you can just never allow this thing to exist in the same game as Smeargle; that’s probably safest. Still, my instinct is very much to assume this thing will be super overpowered unless someone can really convincingly prove otherwise.

Chronos asks:

So, do you have any thoughts on some of the more “loose” interpretations of moves in the new Pokemon Unite? For example Defense Curl, Hex and the three different Surfs?

I haven’t actually looked at Unite.  I don’t really enjoy MOBAs as a genre; I kinda find the design of character abilities interesting from an abstract perspective and I can see why people like them, but the fast-paced team combat just doesn’t play to the things I enjoy about games or have any aptitude with.  So, yeah, I haven’t looked at it.  I was thinking maybe I should, specifically so I can talk about this kind of thing with reference to the portrayals of specific Pokémon across different media, but I doubt I’m going to get really into it.

The other thing on my mind at the moment is that I’m hearing Pokémon Unite is extremely microtransaction-heavy, even more so than Pokémon Go or anything else in the franchise.  Which… well, given that Pokémon (even though it now has a lot of adult fans) has always consciously marketed itself as being for preteen children and still makes a lot of major decisions from that perspective… seems a little bit on the evil side, and maybe represents something that I shouldn’t be giving oxygen to?  I dunno; I am willing to be guided by my readers on this.

Leo M.R. asks:

I think the execution of Solar Power is bizarre. It’s understandably given to various Pokémon who are supposed to draw power from the sun (e.g. Sunflora or Heliolisk) but the HP loss means that these Pokémon would actually be *harmed* from being in intense sunlight. Sure, they get that Sp. Atk boost but is it worth the drawback? The current mechanics of Solar Power would actually incentivize them to not be in the sun, unless they’re feeling particularly suicidal and want to go out in a solar blaze of glory. I wonder two things:

1) Must there even *be* a drawback to Solar Power? Other weather-dependent Abilities don’t have drawbacks (compare Chlorophyll, which just freely doubles your Speed); I feel like Solar Power giving Pokémon a free Sp. Atk boost wouldn’t break the game; 2) If there *must* be a drawback, why not have it so that it increases your Sp. Atk in sunlight but decreases it in rain/any other weather condition? Making a Solar Power Pokémon wholly dependent on the weather – their own preferred weather – makes more sense to me than the current ‘they lose an eighth of their health every turn even though it’s their preferred weather’ thing.

I dunno if I’m with you on this.  There’s not no precedent to the way Solar Power works – it’s unlike the other weather abilities, sure, but its drawback is pretty similar to the way a Life Orb functions.  You get more power, you lose health every turn.  Solar Power seems worse: it takes more of your HP (1/8 per turn rather than 1/10), only benefits special attacks and doesn’t work without the weather support, but its bonus is larger (50% rather than 30%).  I think the trade-off is more interesting than a pure buff, although there’s certainly an argument that Solar Power isn’t strong enough to make up for the damage it does to you.  I would also suggest that thematically it makes sense for the Pokémon that get it; Charizard is all about burning up in a blaze of glory and Mega Houndoom has a certain self-destructive cast to it, while for Grass Pokémon like Sunflora and Tropius, their weakness to Fire attacks has always made fighting under the sun a bit of a double-edged sword.  Actually, it really reminds me of the energy-burning effects that Charizard and other Fire Pokémon tend to have in the TCG, where you have ridiculous power on tap, but you have to win quickly and efficiently because you’re destroying so much of your own resources. It’s like the sheer CELESTIAL POWER of the BLAZING SUN is too great for your mortal body to contain and it will BURN YOU FROM THE INSIDE if you try to channel it for too long.

Chlorophyll and Solar Power aren’t really comparable, in my opinion, because speed works differently to all the other stats; once you’re 1 point faster than the competition, you already have everything you’re going to get out of extra speed.  Extra special attack only stops being useful when you’re already powerful enough to one-shot everything that matters, which is a much higher threshold.  The other consideration is that most Pokémon with Chlorophyll are pretty slow to begin with (the major exceptions being Jumpluff, who can’t actually do anything, and Whimsicott, who gets more out of Prankster anyway); the ability bumps them up to merely “acceptable.”  Apart from Tropius, all the Pokémon that get Solar Power have quite high special attack stats already.  They still aren’t very good, but it’s not specifically a lack of power that lets them down, so I’m not convinced that buffs to Solar Power would change their fortunes.  Sunflora and Tropius are bad because they’re slow and have garbage movepools; Heliolisk’s problems are that it’s ludicrously fragile and it can’t figure out which weather condition it wants to synergise with; Charizard historically has mostly been fµ¢£ed over by its double weakness to Stealth Rock, but hey, at least we have Heavy Duty Boots now.  Dynamax that $#!t, you can really easily set up your own weather support with Max Flare and go to town.

I’m also… honestly not even sure Solar Power is a bad ability? Like, a 50% buff to special attack, on top of any bonuses your moves already get from bright sunlight, really is quite a lot! It’s a bigger bonus than Sand Force, which is the only other ability that gives you extra damage from weather. I think the only reason we don’t see more of it is because most of the Pokémon that get it are so terrible. I mean… Sunflora? I’m not even sure Wonder Guard would make Sunflora good. Tropius is less awful but still pretty ineffectual; Heliolisk has pretty nice stats for a weather-based sweeper but also has basically no Fire attacks and is better under rain with Dry Skin (despite being a Pokémon with a solar energy theme and the Greek word for “sun” in its name). The only Pokémon you’d ever really expect to see succeeding with Solar Power is Charizard, and that genuinely kinda works, even with Charizard’s iffy special movepool and the Stealth Rock weakness that makes it nearly impossible to take a Life Orb (or really any item other than Heavy Duty Boots).

what was the question?

yeah, no, I think Solar Power is actually fine

Name asks:

Lore-wise, how is aura sphere a fighting type move if other pokemon besides Lucario (Togekiss, Clawitzer, Zeraora to name a few) can also learn it? And why is aura wheel electric?

Well, Aura Wheel is a different thing from Aura Sphere, because if you go back to the original Japanese, the “Aura” of Aura Wheel is オーラ, ōra – just the English word “aura” written in katakana. This is, I have to assume, a reference to the new-age/pseudoscience concept of auras, visible, colourful energy fields that represent your personality or mood (which is why Aura Wheel changes type according to Morpeko’s mood).  The “Aura” of Aura Sphere, also mentioned in Lucario’s flavour text, is はどう/波動, hadou, which means something like “wave energy” (see also the classic Street Fighter move Hadouken, or “Wave Motion Fist”).  Despite the English translations, the two are completely unrelated.

As for the other Pokémon that learn Aura Sphere – the move is supposed to represent, basically, weaponised spiritual energy (it’s… well, it’s a Dragonball Z ki blast; there’s no other way to put it).  Lucario gets it because of the mastery of spirit produced by intense martial arts training.  Other than Fighting-types, it’s primarily learned by Pokémon with what you might think of as “strong souls”; Togekiss, Mewtwo, the Sinnoh space-time trio, Magearna.  Clawitzer and Blastoise, on the other hand, get it because of their Mega Launcher ability, which powers up things with hadou in their Japanese names (the “Pulse” moves).

Osprey asks:

The most important Pokemon move, in terms of its centralizing impact on the competitive metagame (at least in singles), is probably Stealth Rock. Having a Stealth Rock setter on your team is essentially mandatory in serious competitive singles play, and Pokemon like Volcarona and Charizard are singlehandedly dropped several tiers of competitive viability by their 4x weakness to Stealth Rock.

On the one hand, it does seem useful to have some way to check endless switching. But on the other hand, this one single move being Rock type has a really unfortunate impact on the competitive metagame for those of us who favor types that happen to be weak to Rock. The changes to Defog in Gen VI seem to have been intended at least partly as a SR nerf, so Game Freak seems at least somewhat inclined to agree, but several generations later, the impact of Stealth Rock is still enormous.

In your view, is this something that needs fixing? If so, how would you fix it? Remove type advantage/disadvantage from Stealth Rock damage? Add other mutually-exclusive entry hazards of other types (“Stealth Ice???”), forcing teams to decide which they’ll run in a way similar to Terrain? Other ideas?

So, mutually exclusive entry hazards of different types have been my go-to solution for this in the past, but I think there’s several things you could do – some of which Game Freak has done.  You mentioned Defog, which I kind of like, since it’s a much more widely available counter to entry hazards, but comes at a cost that Rapid Spin doesn’t have (clearing your own hazards as well), and there’s also the new Heavy-Duty Boots item in Sword and Shield that just makes a Pokémon straight-up immune.  Those are both a little blunt for my liking, though; they hit all entry hazards, when we really just want to hit Stealth Rock.  I remember Smogon’s very first Create-A-Pokémon, Syclant, was a Bug/Ice-type with an ability that made it immune to Rock-type damage on the turn it switched in, which is an interesting response, but more a cool toy for that Pokémon in particular than a real nerf to Stealth Rock.  You could just reduce Stealth Rock’s damage directly, but honestly its neutral damage output is probably fine; you could take away its ability to do more or less damage based on the target’s weakness or resistance to Rock, but that’s the most interesting thing about the move.  That’s why I like the idea of having several competing options for that slot, with different type properties; it actually introduces an additional interesting decision (which one is most helpful for your team composition?), while also reducing the victimisation of Pokémon who are weak to Rock attacks in particular.  On the other hand, it’s clunky – why are these moves mutually exclusive, when Spikes and Toxic Spikes aren’t?  And what’s the best way of communicating that to a new player?  My latest idea is to have Stealth Rock actually wear out over time; it can do a total of eight (or twelve, or some other number) “ticks” of damage, each of which is equal to 1/8 of the target’s health (Stealth Rock’s standard neutral damage).  Pokémon with a Rock weakness still take a lot more damage, but they also wear the rocks out faster, which turns an unfair-feeling punishment into an additional strategic calculation.  It’s another thing players then have to keep track of during battles, but you could probably add a counter or something to the battle UI (which has already been picking up some useful extra functions over the last few generations).

The Dag asks:

Who would win in a dance-off? Ludicolo, Oricorio, Bellossom, Sudowoodo, Maractus, Jynx, or you?

Okay, so, the easy part first: I cannot dance, and I come dead last.  I will, however, sabotage all the other contestants by spiking their drinks.  I’m not trying to tip the competition towards anyone in particular; I just think it would be hilarious.

Now, what are the dance skills of all these Pokémon like?

Continue reading “The Dag asks:”

Jumping Joltik asks:

In battle, Pokémon are basically indestructible. No matter what kind of attack they endure, the worst that can happen to them is they’ll faint. A slash from a Scyther won’t sever your Caterpie in two. A punch from a Machamp won’t shatter your Rattata’s bones. If this wasn’t the case, then it would be impossible to ethically justify battles.

However, there are also many circumstances where Pokemon are depicted as being susceptible to injury. For example, I recently watched The Power of Us. In the movie, we learn that the old woman’s Snubble died as a result of a fiery explosion…but why? If every Pokémon can endure a Blast Burn from a Charizard without being reduced to a pile of ash, then why would this explosion kill Snubble?

The obvious explanation is that Pokémon are only capable of being harmed when it’s convenient to the plot, but that’s boring and terrible. If you had to come up with an in-universe explanation, what would it be? Why are Pokemon indestructible in some circumstances but not others?

I kind of suspect that this is actually part of Pokémon training – learning to use your attacks accurately, under pressure, in a wide range of situations, and non-lethally.  I mean, that’s part of martial arts in the real world; you have to be proficient in not just inflicting maximum damage, but also in inflicting exactly the amount of damage you intend to and no more.  In real combat sports, if you’re in a match and you kill your opponent by mistake, you generally have to flee Los Angeles with your petite French girlfriend and your father’s precious gold wristwatch, and I don’t think most Pokémon can even drive a stolen motorbike, much less rescue a mobster from a sex dungeon.  The point is, there is a certain amount of control and holding back that is probably exercised in all but the blackest of underground cage matches.

Continue reading “Jumping Joltik asks:”

Leo M.R. [Patreon Cultist] asks:

What do you think of getting rid of weather altogether, but in replacement give ALL of the types terrain effects instead? The same rules still apply (only affect grounded Pokémon, only one can be active at any given time, etc.), of course. I always did find it kind of unfair how certain types are so advantaged in specific weather over other types, but those other types have no equivalent for themselves (e.g. Poison, Dark, Bug). Now that we’ve got type-specific terrains, what do you think? I figure the effects of intense sunlight can be taken over by Fiery Terrain, rain by Watery Terrain, hail by Icy Terrain, and sandstorm by Sandy Terrain. I have some fun ideas about the other types but I wanna hear your thoughts about the idea first. Cheers!

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