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My Magma Gang team ! Also help with Burning Field ?!
Gentleman Jaggi replied to MewZiikal's topic in Team Showcase
There's a clown NPC in the upper floor of the gate house between Agate City and Circus, you can trade him a Stunfisk for a Vulpix. You can use this to look up the location of any Pokémon and when they become available: Well dang, I was convinced it gets Grassy Field for some reason, didn't even play Gen VIII. In that case Jumpluff can do many of the same things that Whimsicott can, although it doesn't get Tailwind weirdly enough. It does get some other interesting support moves such as Rage Powder, Aroma Therapy and Memento. Grassy Field still boost Fire moves by 1.5 against grounded enemies and as long as Tailwind goes before your attacker the Field will be back at the end of the turn, so your damage output should only be affected when your attacker has Blaze. Shell Smash is one heck of a drug, Magcargo also has a pretty solid movepool with a variety of Fire moves, Ancient Power, Earth Power and Nature Power. You can get a Slugma from the game corner, but it's easier to trigger a wild Magcargo at one of the Rock Smash pillars in Pyrous Mountain. For the other three you can refer to the thread I linked above. -
My Magma Gang team ! Also help with Burning Field ?!
Gentleman Jaggi replied to MewZiikal's topic in Team Showcase
Ninetales should be a better Drought setter than Torkoal since it's way faster - you'll want to hit hard and fast before the enemy gets to do anything to disrupt your tactic. For Shiftry you should change its Ability to Chlorophyll to patch up its Speed to ensure Grassy Field gets set up; alternatively Prankster Whimsicott gets priority on Grassy Field. Either one can also use Tailwind to speed up your team so your heavy hitters can fully invest into SpAtk, particularly Typhlosion since Eruption relies on having full HP. In general I'd say offensive moves are very low priority on your Field setter, since you'll want switch it out for one of your heavy hitters as soon as the setup is done. Whimsicott can use U-Turn to leave the field, alternatively you could put Lava Plume on Typhlosion to burn up the support once it's done. Alternatively alternatively the Support can use Helping Hand to boost its partner every turn. I'd recommend getting a Solar Power Charizard as well, a sweeper that's non-grounded can be useful in several situations and once Mega Y is available it becomes the best Sun setter for short fights. Since you'll be spamming Heat Wave and Eruption a lot the Metronome item can actually give you a larger boost than most other held items. In fights where you go full Fire power you actually don't need much coverage since with enough boosts you can just punch right through Type resistance, so your main concern are Flash Fire mons that can turn your tactic against you. Aerodactyl or Archeops can dispose any of those without getting harmed by the Burning Field themselves. For more general fights Delphox, Salazzle, Magcargo, Rotom-Heat, Solar Power Heliolisk or any Chlorophyll user can provide some extra coverage while still fitting into the team. Blaziken, Infernape, Incineroar and Megazard X also additionally give some Physical presence in case of Special walls. Arcanine, Rapidash or Darmanitan can do so as well, but without the secondary Type. Can't really help you with the question about Abilities, other than that it probably works as you say. Blaze and Flare Boost are Abilities that get activated as long as a certain requirement is fulfilled (low HP and Burn status respecitvely), so it makes sense that the presence of the Burning Field would be the thing activating them. Flash Fire on the other hand produces an effect "on hit", so the end-of-turn damage makes the most sense for it. -
Seems like Rose has entered her rebellious teenage years during your hiatus. At least unlike with Karrina you actually got to experience her "cute age" beforehand.
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So when are you going to get Rose her Flygon boyfriend? She deserves some happiness after all the bullshit she helped you through. On the other hand he might die horribly so maybe hold off on that until uhhh, whatever the plot of this game is, is over.
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@monodramatic_ The Misty Field boosts the Special Defense of Fairy Types by one stage and Adrienn's team as a whole also tends towards special bulk so physical attackers tend to fare better than special ones. Your Durant should be a great pick for that since it's fast and hits hard. Give your chosen attacker a white herb to counter Granbull's Intimidate and they're good to go. Certain attacks can also blow away the Misty Field and reveal the Fairy Tale Field below it. Steel Types are especially good on that one. If you use
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Cherrim and Castform are your earliest sources of Sunny Day. Cherubi can be found in Mr Seacrest's garden in lower Peridot while Castform is a trade for Furret in Obsidia. The best Chlorophyll mons available to you should be Oddish and Bellsprout, both from Obisida Park. Later on Azurine Island there's also Exeggcute and way down the line of course there's Venusaur. A fast 'mon with Grassy Field is great to boost the power of both Grass and Fire Types, the special Hoppip encounters outside the Obsidia slums can have Grassy Field as an egg move. Fire Types with Heat Wave or Eruption can make great use of a Sunny Day + Grassy Field combo; you can get Growlithe for saving all the police officers in Jasper and Beryl or Cyndaquil quite a bit later. Solar Power Heliolisk can offer some additional Type variety for your team, otherwise the only notable users of that Ability are Charizard and Mega Houndoom. Both Charmander and Mega Evolution are only available way late, but you can at least get a Houndour from a certain sidequest in Lapis Ward.
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The Rejuvenation header under Developing Games isn't actually a subsection of DG but rather just a link to the Rejuv Club. So your thrad isn't listed as the most recent activity under the Developing games section because it's actually located somewhere entirely different. Clubs are treated kinda like their own different thing from forum subsections so they don't show up in the general forum overview either.
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@Reino20 Hit the Control key to toggle following Pokemon. If that doesn't work it's probably bugged and you should explain exactly how and when your Pokémon stopped following you to trace back the issue.
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Just avoid the electrocuting tiles
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Played through the demo and I'd say what's there so far seems quite promising. It's only one town and route each so not really enough to form concrete expectations; the starting town doesn't have much going on as is usual for Pokémon games but Route 1 has an interesting little gimmick to it that's required to progress through the first time. Regarding the plot there's not mucbh that can be said since the demo barely scratched the surface but the setup seems interesting enough, although I think the intro bit of the game brings up the bit about your parents a little too often in quick succession. Otherwise the only thing I can say is that I'm not really sure what Aria being a character from the anime is intended to contribute; it seems to be mostly just used as a backstory for her although as someone who hasn't watched the Pokémon anime in a hot minute I don't know what sort of reaction I'm supposed to have to her presence. It did kinda bug me how she just ditches her old Pokémon now because reasons when it's her explicit motivation to become able to protect herself and her family so sticking with the Pokémon she already knows for a long time and is familiar with should really be the smarter choice. Visually the game looks nice so far. Gen IV graphics produce pretty clean environments and it works well for Route 1 and Goldsong Village's coast. The custom NPC sprites blend in well and the one we get to see in battle so far looks quite good. The protgaonist's various sprites unfortunately all look rather plain and uninteresting, particularly the male ones. There are no major battles in this demo, but the random trainers on Route 1 are unfortunately rather ill-balanced in my opinion. There levels are a little too high for how little exp you can get until that point without grinding wild encounters and they use quite a number of Pokémon species that are just too strong for that point in the game. The second trainer you can find on Route 1 has a Durant, a Pokémon with three base stats higher than 100 at a point where players are lucky to have more than two Pokémon above Level 5 without grinding them out. Other standout Pokémon found on Route 1 include a Sudowoodo with Stone Edge, a Minimize spamming Litwick that's also surprisingly tanky, a Draining Kiss spamming Comfey that's annoyingly tanky, a Wigglytuff with Hyper Voice, a Snubbul with Elemental Fangs for coverage and potentially an ability that sharply raises its Speed, a Sneasel and a Dunsparce that will Rollout you into oblivion if you don't get rid of it quickly. With a lot of annoyingly strong enemies running around much of the gameplay is spend progressing a few stept forward and then immediately turning back around to the Nurse at the entrance to the Route because your team is on its last leg after just one, maybe two trainer battles. Many of the trainers also already carry three or four Pokémon with them with can make breaking through some of those annoyingly strong ones even more of an issue. Another contributing factor is that the early game seems rather heavily skewed in favor of Fire Type Starters and pretty heavily screwing over the other two Types. With Route 2 being set in a forest some Type bias is expected but it becomes kind of an issue when the trainers get in on it as well. The Field boosts Grass moves but many of the enemies resist it so if your Starter is a Grass Type your strongest team member's offense just got screwed while Water Starters need to be wary of enemies' powered up Grass moves. Fire Types meanwhile get to burn through the plentiful Bugs you have to fight on this route while being threatened by relatively few enemies. All that is exacerbated by battles being locked to "Set" mode. I get that it's a game design choice to make battles more challenging by removing a player-only advantage but it really never improves anything when it's forced on everyone. The vast majority of the time all it does is make random trainers more time-consuming to beat than they should be and training up new team members harder than it needs to be. Even if you feel like Set mode is somehow an absolutely vital component for the game to be fun and challenging I feel it would be a much better idea to restrict them to fights where it actually matters instead of also extending it to those trainers that should mainly exist to feed us exp on our way between the important bits of the game. Also options really don't hurt anybody. Random bit about music: I ran itno an Aroma Lady using Hopes and Dreams from Undertale for her battle music and then a few stept further an Dancer who used a track ripped straight from I think the Gen II games. Talk about whiplash. Also personal opinion but I feel like you shouldn't use climactic final boss music on random route trainers because it dulls the impact of whatever track you'll be using for the battles that are actually supposed to feel climactic. Particularly if it's music from other games the emotional connection players may have with it is going to make it hard for other tracks to compete against that. Lastly two bugs I encountered: during the battle at the big honey tree the enemy's Lv 6 Combee had an invisible sprite Secondly both Fury Swipes and Fury Attack don't work and throw out an error related to the Battlebond Ability for some unfathomable reason: Clicking on OK results in the Pokémon's turn being skipped
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@Jawz1023 After fighting Connor the professor should be standing outside next to the battlefield. If you haven't checked yet you could go look there on the off chance he doesn't actually move away there until you get the TM even if that means he's in two places at once. Your best bet is probably to tell Caz that Hidden Power is missable so he can add some sort of failsafe for the next version.
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Groudon in PMD Red/Blue has a -10% base recruitment chance, so you have to stack a bunch of recruitment chance modifiers to have a chance to get it.
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Mightyena acutally used to get Shadow Sneak and Claw by level up back in Ep4 but Caz forgot about that when updating the movesets to US/UM.
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Use the move relearner to get Mach Punch on your Infernape for Lucario; it usually uses its first turn to set up Swords Dance so you can Close Combat it on that turn and then kill it with priority. If your Yanmega has Speed Boost and Detect it should be able to help against Mienshao, Blaziken and Hawlucha; the latter is stupid fast due to its Seed and Unburden so you'll need three Speed Boosts iirc. Hawlucha doesn't get Acrobatics by level up as you've noticed, but Flying Press is listed as Fighting Type in the status screen so it should probably benefit from the Big Top Field like all other physical Fighting moves. If your Hawlucha has Unburden and you have the right Seed or Gem it'll probably do a lot of the heavy lifting, otherwise what I think you should do is try to goad Samson into sending out Mienshao before Hawlucha and use Yanmega's Detect to get a Speed Boost before killing it. After that his next Pokémon should be either Blaziken or Hawlucha with the other one following next where you again Detect for Speed Boost then kill. If Yanmega lacks in power against any of those carefully check your Items, even a Metronome can help once you have enough Speed Boosts. I think Mienshao and Conkeldurr are his only Pokémon with Poison Jab so having Sylveon nuke Hariyama is probably your best bet to bait out Mienshao. It might pull out Lucario instead but if you have the Berry that weakens Steel moves you should be able to avoid that. His Conkeldurr is slow as heck, but very bulky on the physical side and packs Drain Punch to heal itself. Try to keep your Special Attackers alive for it - particularly Roserade, Sylveon and Yanmega since they resist Drain Punch so he's less likely to use it - and only send out anything weak or neutral against Drain Punch when you're sure you can finish it off.
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Also Mega Toxicroak
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I'm actually pretty sure that it only shows up there once you've been to Spinel Town (or at least can go there). That's where you get the Good Rod so Houndour and Carvanha (its Aqua counterpart) become available at the same time.
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Pokemon Arena - Real Time Action RPG PvP Simulator
Gentleman Jaggi replied to chickenpicnic's topic in Fan-game Exposé
So Solo Mode kinda like Pokémon Stadium's Gym Leader Castle or Smash bros Classic Mode then huh. Also bummer, my smart scheme to get a bigger roster failed! What a shame!- 7 replies
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Pokemon Arena - Real Time Action RPG PvP Simulator
Gentleman Jaggi replied to chickenpicnic's topic in Fan-game Exposé
This looks like the kind of Pokémon game I've been dreaming of for years! Also the kind I'd be really bad at lol. Is there going to be a Story/Solo mode? Your planned roster looks pretty cool to me, although Ground and Ghost having one more pick each is totally not okay and you absolutely have to stock up the other Types by one each! Also nitpick: Shadow Claw should be a Ghost Type move, not Dark- 7 replies
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scyther egg Scyther Egg
Gentleman Jaggi replied to Faram's topic in Official Desolation Club's Discussions
Scyther has been axed in Ep5 -
Pokemon Desolation E5 Obtainable List
Gentleman Jaggi replied to Posty's topic in Official Desolation Club's Discussions
Anyone know how many of Silvally's Memory discs are available so far and where they are? I got Grass and Poison so far. -
Pokemon Desolation E5 Obtainable List
Gentleman Jaggi replied to Posty's topic in Official Desolation Club's Discussions
@andracass actually