Abomasnow (Poké Monday 2/13/17)

rng-abomasnow

Type: Grass/Ice

Base Stats:

  • 90 HP
  • 92 Attack
  • 75 Defense
  • 92 Special Attack
  • 85 Special Defense
  • 60 Speed

Ability choices:

  • Snow Warning Abomasnow, upon switching in, conjure a hailstorm lasting five turns.
  • Soundproof Abomasnow are immune to sound-based moves. (Hidden Ability)

Changes upon Mega-Evolving (with Abomasite):

  • +40 base Attack
  • +30 base Defense
  • +40 base Special Attack
  • +20 base Special Defense
  • -30 base Speed
  • Snow Warning Ability

Notable physical attacks: Earthquake, Ice PunchIce ShardWood Hammer

Notable special attacks: Blizzard, Energy Ball, Focus Blast, Giga Drain (via ORAS tutor), Ice Beam

Notable status moves: Leech Seed (Egg move), Swords Dance

Notable Z-moves:

  • Bloom Doom (Grass)
    • Physical – Converts one use of Wood Hammer into a base 190 physical Grass-type attack.
    • Special – Converts one use of Energy Ball into a base 170 special Grass-type attack (or Solar Beam into base 190).
  • Subzero Slammer (Ice)
    • Physical – Converts one use of Ice Punch into a base 140 physical Ice-type attack.
    • Special – Converts one use of Blizzard into a base 185 special Ice-type attack.
  • All-Out Pummeling (Fighting)
    • Physical – Converts one use of Brick Break into a base 140 physical Fighting-type attack (or Focus Punch (via ORAS tutor) into base 200).
    • Special – Converts one use of Focus Blast into a base 190 special Fighting-type attack.
  • Tectonic Rage (Ground) – Converts one use of Earthquake into a base 180 physical Ground-type attack.
  • Z-Grass Whistle (Grass) – Grants +1 Speed with one use of Grass Whistle.
  • Z-Role Play (Psychic, via ORAS tutor) – Grants +1 Speed with one use of Role Play.

Overview

So, um…Pokémon Bank got updated recently, although sadly without another free trial, and so the floodgates are now open. Unfortunately, held items cannot be transferred, and the only available Mega Stones in Alola are those of native Pokémon, the Kanto starters, and the Hoenn legendaries (granted the latter don’t technically have Mega Stones, but that’s beside the point). For that reason, Pokémon like Abomasnow are rendered unable to Mega Evolve legally until their respective Mega Stones are released as entry gifts for online competitions. That is a shame because Abomasnow’s regular stat distribution is mediocre, and with the rise of Alolan Ninetales (and, albeit less importantly, an improved Vanilluxe), it is no longer the fastest or most viable Hail setter in the game.

Speaking of the improved Vanilluxe (improved in that it now gets Snow Warning as an extra Ability choice alongside Ice Body), it has better offenses and fewer weaknesses, but it’s slightly less bulky, has fewer resistances, and is very much lacking in the coverage department (especially with the lack of secondary STAB). As for the other new Snow Warning user, Alolan Ninetales, that one is hands-down the best of the bunch because of its access to Aurora Veil (which none of the other Snow Warning users, surprisingly including Aurorus, possesses), secondary Fairy typing, nice base 109 Speed, and access to Nasty Plot for its own brand of offensive prowess.

With that in mind, Abomasnow isn’t nearly as notable for its Snow Warning Ability as it was in days of old, especially since it cannot legally Mega-Evolve as of now, but it is one of few viable users of its alternative Ability: Soundproof. This notably allows it to block Boomburst, Clanging Scales, Chatter, Z-Grass Whistle, Hyper Voice, Parting Shot, Perish Song, and Z-Sing. Not the greatest viability helper in the world, but it’s something.

So, for the time being, Abomasnow is better suited for lower tiers. Moreover, even if Abomasnow could Mega-Evolve, its Mega form would never see the light of OU, considering it was one of the seven lowest-tiered Megas in the previous generation (the others being Audino, Banette, Camerupt, Glalie, Houndoom, and Steelix) and it doesn’t help that turn order is now determined after Mega Evolution (which actually makes Mega Banette and—to a lesser extent—Mega Glalie more viable). I mean, 90/105/105 bulk and 132 for each attacking stat (with priority, even) is great and all, but the base 30 Speed, Ice typing, and use of a usually adverse weather effect really hurt Mega Abomasnow’s viability.

Sets

1: Z-Grass Whistle (pre-Abomasite)

Abomasnow @ Grassium Z
Ability: Soundproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
– Grass Whistle
– Swords Dance
– Wood Hammer
– Ice Punch

Z-Grass Whistle is a neat little tool against balanced teams. When Grass Whistle is enhanced by Grassium Z, the move becomes perfectly accurate and grants a +1 boost to the user’s Speed when used (even if blocked by some Ability like Soundproof). Because of this, Abomasnow can put a slower Pokémon to sleep, gain +1 Speed, potentially boost its offensive prowess with Swords Dance, and sweep any team without a bulky Fire-type or anything faster than base 114 (or base 60 with Choice Scarf). The dual STAB combination of Wood Hammer and Ice Punch hits anything not mono-Fire or mono-Steel. Also note: If Z-Grass Whistle is not needed, Grassium Z can instead be used to turn Wood Hammer into a base 190 Bloom Doom, which, unlike Wood Hammer, is perfectly accurate, lacks recoil, and does not make contact.

Ability choice is Soundproof to block various harmful moves (including its own Z-Grass Whistle if it gets affected by Magic Bounce/Coat) and to not bring usually adverse weather, while EVs and Nature are focused offensively for maximum Speed and as much Attack as possible.

2: When Abomasite comes out…

Abomasnow @ Abomasite
Ability: Soundproof
EVs: 8 HP / 68 Atk / 252 SpA / 180 Spe
Mild Nature
– Blizzard
– Giga Drain
– Earthquake
– Ice Shard

This is just a rehash of a mixed set analysis from the previous generation, because even if Abomasite were to become legal, Mega Abomasnow would be not much different if at all from the previous generation. (I mean, turn order is now determined after Mega Evolution as mentioned earlier, but that’s not much of a change because Abomasnow is quite slow regardless.) Blizzard boasts perfect accuracy under hail and hits hard off of base 132 Special Attack with STAB. Giga Drain is its best bet for secondary special STAB, which allows it to hit Water-types and gain back HP, all without having to use its other attacking stat. Earthquake grants coverage against Fire- and Steel-types, notably including potential switch-ins of Alolan Marowak and Metagross. Ice Shard grants Abomasnow STAB priority, which somewhat helps its sluggish Speed.

Ability choice is Soundproof for the same reason as before. (Even though Snow Warning would give it 100% accurate Blizzards without M-Evo, it’s much more worthwhile to have the move immunities and to not have to pass around harmful weather before M-Evo.) Mild Nature (preferred over Rash because Abomasnow has a better time dealing with special attackers than physical attackers with maximum Special Attack investment allows it to hit as hard as possible with its Blizzards and Giga Drains. The Speed investment serves to creep past Relaxed Swampert, the HP investment gets it up to 323 HP (which gives it slightly more HP for Stealth Rock switch-ins), and the rest is dumped into Attack for stronger Ice Shards and Earthquakes.

Other Options

On the first set, Earthquake can be used as alternative coverage over Wood Hammer for grounded Fire- and Steel-types, albeit at the expense of strong STAB, coverage against bulky Water-types, and the ability to use base 190 Bloom Doom. Either that, or you could have Earthquake over Swords Dance, granting the utmost of its physical coverage at the expense of offensive presence. Additionally, Role Play, if obtained via transfer, can be used as a Speed-boosting alternative to Grass Whistle. While this doesn’t put the target to sleep and precludes the possibility of Bloom Doom, it works for fun shenanigans if used upon forcing a switch or similar misplay. For instance, imagine having Wood Hammer with the recoil prevention of Rock Head from an incoming Aggron…

On the mixed set, Wood Hammer and Focus Blast are alternatives for Giga Drain and Earthquake respectively. The former is its strongest option against Blissey but induces recoil instead of giving HP back; while the latter hits off of Abomasnow’s more invested attacking stat and hits particular Levitate / Air Balloon users but is far less accurate and leaves the set walled by some Fire-types such as Victini and Alolan Marowak.

To mix things up, you could also use special attacks on the Z-Move set, or Swords Dance on the Mega set. Using special attacks on the Z-Move set would mean more powerful Ice STAB (Ice Beam) and safer Grass STAB (Giga Drain); at the expense of weaker Grass STAB, less accurate and arguably worse coverage (Focus Blast), and lack of a power-boosting option. On the other side, Swords Dance with Mega Abomasnow grants it stronger physical attacks (including priority) albeit at the expense of Blizzard (or any Ice STAB stronger than base 40, for that matter).

As another alternative, Leech Seed can be used in lower tiers to pull off a more defensive set. I mean, its bulk and Speed are respectable enough for its tier, right? (At the time of writing, Abomasnow is currently NU.) It’s worth noting that Abomasnow is one of a handful of Leech Seed users with STAB that’s super-effective against Grass-types (which are immune to Leech Seed).

Problems and Partners

Problems

Abomasnow’s only 4x weakness is Fire, so Fire-types are an obvious threat, particularly those that can withstand its hits (e.g., Torkoal and Rotom-Heat) or are faster than it under all circumstances (e.g., Salazzle). Rotom-Heat is particularly notable as it resists all of Abomasnow’s notable attacks not named Focus Blast. (Well, there is Rock Slide (for base 140 Continental Crush if running Rockium Z), but that option is not very viable otherwise.)

Other bulky/fast attackers that can take advantage of Abomasnow’s many other weaknesses are also problematic. Mega Venusaur and Mega Aggron in particular work well for counters, being neutral or resistant to all or most (respectively) of Abomasnow’s attacks and able to retaliate with Sludge Bomb / Hidden Power Fire and Heavy Slam / Iron Head respectively.

Partners

Because of Abomasnow’s 4x weakness to Fire, a Flash Fire user would be a usable complement, potentially pressuring the opponent into thinking twice before bringing out the lighter. In lower tiers, Ninetales and Flareon are the best special and physical candidates respectively, while Chandelure is the candidate for higher tiers (unless Mega Abomasnow falls a tier below). Chandelure’s Ghost typing also allows it to switch into Fighting- (and Poison-)type moves with ease.

Another thing to note about Abomasnow is that it is weak to Stealth Rock and prone to any form of Spikes, so running a form of hazard control is imperative. In lower tiers, Claydol can take Rock- and Fighting-type attacks while hitting Fire- and Steel-types with its Ground STAB. In higher tiers: Empoleon resists all of Abomasnow’s weaknesses except Fire and Fighting, while Abomasnow can take Electric- and Ground-type attacks, and Empoleon has the ability to Defog hazards away and hit Fire-types super-effectively; while Starmie actually resists Fire (and Steel as well) and can also hit Fire-types with super-effective special attacks (and can run Reflect Type in case of problematic type match-ups).

Abomasnow may no longer be the best Hail setter around thanks to Alolan Ninetales, but Mega Abomasnow’s inevitable Snow Warning Ability can actually be helpful to at least one member of the team, thanks to the introduction of a new Ability in Slush Rush. Currently there are only two users: Beartic (secondary Ability) and Alolan Sandslash (Hidden Ability). Beartic has greater raw power, but Alolan Sandslash has arguably better typing and coverage (as well as Speed).

New PC + speedgames (Whimsical Weekend #8)

PC

I never really made this evident in any of my recent Vouiv-review posts, but I recently built a new PC! I spent roughly $1600 on all the relevant components, and it’s been working very well ever since I got the Windows 10 Home product key and Ethernet cable.

20170129_184232

This is my current setup. It may not be the most complex setup in the universe, but it gives me just what I need. As you may or may not be able to tell, in front of my bed, just near the window, I have a swivel chair facing a single table with the tower off to the right (which unfortunately hides the insides from view) and keyboard and mouse + mousepad in front of a dual-monitor setup on top. Because the monitors are of different sizes and odd angles (the 25″ one being HP brand and the 22″ one being Sceptre brand), I had to use Heroscape tiles (from my childhood) to adjust the heights and angles to my liking.

Also, since it’s a new PC with a resolution differing from that of the MacBook Pro that I would otherwise normally use, I decided that I would use a different wallpaper as well.

It’s from the same series as my laptop and phone wallpapers (that being Mondaiji-tachi ga Isekai kara Kuru Sou Desu yo), and this particular image is from volume 11 of the light novel.

Another funky thing about the dual monitor setup that I have is that not only are the monitors of different sizes and odd angles, but they also produced different sorts of output in their initial state. Thus, I had to tinker with the settings of the 22″ monitor in order to make the outputs as similar as they can be. Even so, I’ve noticed that it’s easier to see darker colors on the 25″ monitor (a fact that I first came to realize while playing around with Phoenotopia Awakening Demo v0.06b), although the 22″ monitor actually has a speaker (whereas the other monitor does not).

How great it is to have a dual monitor setup with Windows regardless; it allows me to multitask better than I ever have before. For example, I can have a Twitch stream up on the 25″ monitor, some other form of web browsing (which sometimes involves writing, such as this post to this current instant of typing) on the left side of the 22″ monitor, and email and/or some other utility on the other side of the 22″ monitor. (Sometimes, I even have Notepad in the bottom-right corner with the rightmost Chrome window in the top-right.)

Speedgames

Also thanks to the new PC, I find it easier to toy around with OBS (Open Broadcaster Software) for better quality footage of the PC games that I usually speedrun (where I would otherwise have to use the MacBook Pro). I currently don’t have reliable sources for external audio or keyboard overlay with the PC like I do with the MacBook Pro, but the benefits far outweigh the drawbacks. I mean, just look at this sample footage in the form of a demonstration of most of the first Prince Tower segment of Phoenotopia 100%:

The splits are just there on the side to show that I can use LiveSplit (while I would normally use Llanfair on Mac) to show all 35 splits at once. (I probably could have done something similar if not the same with Llanfair before, but I couldn’t be bothered to figure out that sort of thing.)

With that in mind, I might actually go back and improve my times in Phoenotopia (and maybe branch out to that one “Most Dangerous Arsenal” category that I mentioned in an earlier post, or maybe even the glitchless subcategory) with the new PC, and I’m heavily considering post-commentating the any% run so that I have a helpful video resource for that category (in a similar vein to the tutorial series that I made for 100%). However, the critical issue in that department is that I would have to get used to the mechanical keyboard. As it stands currently, I have a harder time performing brief inputs (notably short-hopping) with the mechanical keyboard than I have ever had with the MacBook Pro keyboard, so…yeah.

Phoenotopia Awakening Demo v0.06b

But hey, the original Phoenotopia wasn’t the first thing that I considered running on the new PC. As a matter of fact, not too long after I built the PC, demo version 0.06b of the upcoming remake (Phoenotopia Awakening) was released, and the first thing that I resolved to do was write a guide on the demo. The guide is totally completed (at least as far as I’m concerned) and can be viewed here, but…well, the developer’s most recent blog post says that download links for this particular build of the demo will be closed.

Regardless, while the game was fresh in my mind, of course I was the one to submit it on speedrun.com, and that even led me to submit a series entry for Phoenotopia. On the demo v0.06b leaderboard, I established three separate categories: any%, All Collectibles, and All Pearlstones. (I decided to make the third one a miscellaneous category because it’s less sensible of an objective than any% or All Collectibles (similarly to how All Moonstones is a miscellaneous category of the original Phoenotopia).)

By the way, All Collectibles constitutes the following (as far as I know):

  • 7 Anuri Pearlstones (should be left with 1 after unlocking all 6 frog seals)
  • 2 Heart Gems
  • 2 Moonstones (specifically from the breakable tomb and the Giant Slime)
  • 2 Antique Bracelets
  • Energy Gem
  • Slingshot
  • Crank Lamp
  • Bombs

My PBs in the three categories are 4:29, 10:27, and 6:58, respectively. My any% PB was initially 4:59, but a competitor with a 4:56 led me to rethink the route and improve my time.

Here be videos:

Rock Bottom

I don’t think I ever mentioned Rock Bottom in any of my blog posts, but that’s another game that I submitted to speedrun.com. To be honest, though, I didn’t continue beyond 7:45.97 for a long time, and it was back in early November 2016, before I had even bought the parts for the new PC, that I had established that time. Meanwhile, SRCom user CreepinAtMyDoor was out shredding my time to bits, even accidentally discovering a skip in level 14 that saves more than a minute, and ended up with a time of 6:22.1 before the end of that November. I felt at the time that WR was beyond recovery, but then, about a week ago, I had suddenly regained the inspiration to take it back. One day I got 6:35.43, the next day I got 6:30.67, and then finally I was able to take back the WR with 6:17.87 (after a 6:25 run that I opted against uploading).

This game is difficult as crud to optimize, so I am very happy with this time, even though I got spiked in level 12 (and at a very unconventional point too). Man, my heart was racing by the end of that run. Imagine what my reaction would have been if the recording had external audio. (The skip is at 4:15 in the video, by the way. If you miss the hard floor and hit the spongy surface, the run is pretty much over.)

Chompy

Another speedgame in my repertoire, although I haven’t run it since the time I submitted it to speedrun.com. My current record is 5:09.73, which notably includes two deaths in the 21-30 segment and a botched entry into level 11. So, even though I felt at the time that it was a solid run, there is still room for improvement, so I might actually try to get better.

Diamond Hollow II

This one is more of an up-in-the-air case. I don’t own the speedrun.com leaderboard of this game, and the owner of the leaderboard has been inactive for over a year (and it doesn’t help that said owner has no links to social accounts in his/her profile page). Currently there are four established categories:

  • Story Mode – Any% (all seven levels of Story Mode, anything goes)
  • Story Mode – New Save (all seven levels of Story Mode starting from fresh data)
    • The leaderboard owner also imposed a rule against “glitches,” but I honestly believe that the rule is arbitrarily imposed, especially considering the category name does not in any way imply the exclusion of glitches. Besides, I haven’t encountered anything resembling a “glitch” in the game, and I tried asking about it in the forum 9 months ago but still haven’t received a response.
  • Boss Rush – Normal
  • Boss Rush – Heroic

About two weeks ago, I submitted runs for Story Mode Any% and Boss Rush Normal, which can be viewed below:

I specified both real and in-game times because it was ambiguous which to go with, and I used real time as the submission time for the leaderboard because there was only one field.

I might do Story Mode New Save in the near future, but that seems like it would be difficult if not impossible to route out. (I’m thinking it will help to know all the Red Diamond locations, though.) Plus I would have to delete save data, and I’m reluctant to do so considering how long it took me to get a 100% completed file.

As for Boss Rush Heroic…no. No. Never. Forget speedrunning that category; I can’t even beat it casually!

Anyway, that’s all I have to say for now.

Nowi Wins À la prochaine! (Until next time!)

Feraligatr (Poké Monday 1/16/17)

rng-feraligatr

Type: Water

Base Stats:

  • 85 HP
  • 105 Attack
  • 100 Defense
  • 79 Special Attack
  • 83 Special Defense
  • 78 Speed

Ability choices:

  • Torrent Feraligatr, when at 1/3 max HP or less, have 50% stronger Water-type attacks.
  • Sheer Force Feraligatr have 30% stronger moves with secondary effects, but said secondary effects have zero chance of occurring. In addition, such moves no longer trigger item or Ability effects that activate after attacking (such as Life Orb recoil, Red Card’s switch-forcing effect, and Emergency Exit). (Hidden Ability)

Notable physical attacks: Aqua Jet, Crunch, Earthquake, Ice Punch (Egg move), Rock Slide, Superpower, Waterfall

Notable status moves: Agility, Dragon Dance (Egg move), Swords Dance

Notable Z-moves:

  • Hydro Vortex (Water) – Converts one use of Waterfall into a base 160 physical Water-type attack (or Aqua Tail into base 175).
  • Subzero Slammer (Ice) – Converts one use of Ice Punch into a base 140 physical Ice-type attack.
  • Supersonic Skystrike (Flying) – Converts one use of Aerial Ace into a base 120 physical Flying-type attack.
  • Tectonic Rage (Ground) – Converts one use of Earthquake into a base 180 physical Ground-type attack.

Overview

Interior Krookodile Feraligatr
Bank will be updated sooner or later

When? I don’t freaking know. All sources say January 2017, but with nary an exact day/time provided. Why does this matter? Well, currently, Feraligatr cannot be obtained with its hidden ability in the seventh generation, which is a shame because its hidden ability is essentially the reason for using it in the first place. Moreover, even without its hidden ability, Feraligatr can only be obtained currently by evolving a Totodile obtained through Island Scan, making it rather exclusive in terms of accessibility.

But hey, at least the situation is not as bleak as the fifth generation, wherein there was absolutely no way to obtain Sheer Force Feraligatr; nor the sixth generation, wherein it was unobtainable until 2015 (to put that into perspective, X&Y were released in 2013, and ΩRΑS were released in 2014). Rather, it’s all up to the imminent Pokémon Bank update to provide the luxury thereof. (Speaking of which, I hope it comes with another free trial, because I don’t want to have to pay to be able to transfer all of my 6th-gen Pokémon to Alola.)

Bank talk aside, Feraligatr is one of the three fully evolved Johto starters, which each have well rounded stats with two particularly high stats. In this case, the high stats are Attack and Defense, making Feraligatr strong physically and respectably bulky (especially on the physical side). Moreover, Water is and has always been a great type offensively and defensively (well, notwithstanding the fact that Water attacks prior to the fourth generation are all Special), defensively being weak to two types and resistant to four types, and offensively being super-effective against and resisted by three types each. Abilities like Water Absorb, Dry Skin, and Storm Drain have somewhat reduced the offensive viability of Water-types, but the latter still remain a prominent force in the metagame as a whole. So, even in the absence of Sheer Force, physical Water STAB coming off of base 105 Attack is no joke. Couple that with access to Swords Dance and Dragon Dance, the latter of which somewhat compensates for the fact that Speed is its lowest base stat at a mediocre 78. With Sheer Force, it gets even better; with the triumvirate of base 104 (before STAB) Waterfall, base 97 Ice Punch, and base 104 Crunch, it can run recoil-free Life Orb while only being completely resisted by Water/Fairy, Water/Dark, and Water/Fighting types.

(As a side note, what’s with the name? Why is it still “Feraligatr” and not “Feralligator”, even though the Pokémon name character limit was extended to 12 in the sixth generation? It makes a guy like me wonder…)

Sets

1: Pre-Bank

Feraligatr @ Icium Z
Ability: Torrent
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
– Dragon Dance
– Waterfall
– Ice Punch
– Aqua Jet

This is Feraligatr’s best bet without Sheer Force. To make the best use of Torrent, it is advised to run dual STAB in Waterfall and Aqua Jet. Speaking of making use, Dragon Dance is always a helpful tool for Feraligatr, patching up its mediocre Speed and strengthening its decent Attack. Ice Punch is used for coverage; although it leaves this particular set walled by Water-types, it takes care of the other two types that resist Water (i.e., Grass and Dragon) and is therefore arguably the best solitary coverage option for its Water STAB.

As for other aspects of the set, Icium Z is used to significantly strengthen one use of its relatively low BP coverage. As an example of how this can come in handy, Tapu Bulu without Defense investment get OHKO’d by +1 Subzero Slammer. Speaking of Tapu Bulu, the EVs and Nature serve primarily to stay ahead of Tapu Bulu (Choice Scarf at +1, other variants at +0) while maximizing Attack and adding a little bulk with the leftover EVs. (The Speed investment also lets it cut past base 135 after a Dragon Dance.)

2: Post-Bank

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
– Dragon Dance
– Waterfall
– Ice Punch
– Crunch

If Sheer Force were legal, this is what set Feraligatr would run. As mentioned before, the Ability in question powers up its coverage triumvirate of WaterfallIce Punch, and Crunch while also negating the recoil (and only the recoil) of Life OrbDragon Dance is the usual thing, but now the set is fully invested in Speed.

Why? Well, the availability of Sheer Force Feraligatr would imply that Pokémon Bank has been updated, right? If that were the case, that would also imply the availability of Heatran. Heatran are capable of putting Choice Scarf to good use, and the primary reason to run maximum (or at least 248) Speed on Feraligatr in the post-Bank era is to prevent it from being revenge KO’d at +1 by Choice Scarf Heatran. In a choice between 248 Speed and max Speed, it’s generally better to run max to ensure that it doesn’t lag behind other Feraligatr.

Other Options

Earthquake is another variety of coverage option to run alongside Waterfall and Ice Punch. Although this grants Feraligatr coverage only resisted by Water/Bug and Rotom-Wash, as well as the strongest possible option against Toxapex, the issue is that Earthquake is not boosted by Sheer Force and therefore induces recoil if used with Life Orb (Bulldoze is a thing, but the loss in power is not nearly worth negating Life Orb recoil), not to mention using it as a solitary coverage move with its Water STAB leaves it walled by Grass-types and a wide variety of Flying-types. Frustration/Return can be used as alternative solitary coverage on the pre-Bank set, hitting most Water-types for more damage than its other coverage options, but it does less damage to what Ice Punch hits super-effectively and is only 12 BP stronger than not-very-effective Torrent-boosted Waterfall (plus, Breakneck Blitz with Return and Normalium Z is only 160 BP, which is nothing compared to how Subzero Slammer compares to Ice Punch). Aqua Tail is an alternative STAB for the Torrent set (not the Sheer Force set, because Aqua Tail is weaker than Sheer Force Waterfall and is prone to Life Orb recoil) for 10 more BP at the expense of 10% accuracy and the 30% flinch rate…perhaps not the best trade-off. Superpower is Feraligatr’s strongest option for Ferrothorn (and Water/Dark types), but it is not boosted by Sheer Force and lowers Feraligatr’s Attack and Defense after use.

In terms of non-attacking options, Swords Dance can be used to break down sturdy walls, although it would have to give up Dragon Dance or a coverage option to put such a move to use.

As a gimmick, you can try running a special set with Ice BeamFocus Blast, and a choice of Water STAB between Scald and Hydro Pump (the latter being slightly stronger but less accurate), along with Agility for pure Speed boosting (because it does not have a special Dragon Dance counterpart). You get arguably worse coverage, however, being walled by Water/Poison, Water/Psychic, and Water/Bug alongside Water/Fairy. It would be better if Feraligatr’s base Special Attack was higher than 78, but eh…

Problems and Partners

Problems

Bulky Water-types, particularly those with extra Fairy typing (i.e., Primarina and Tapu Fini), can take hits from Feraligatr and do as they please. The Fairies can hit Feraligatr’s weaker defensive stat with their Fairy STAB (or Energy Ball in the case of Primarina), while Toxapex can set up Toxic Spikes and/or induce poison.

Pyukumuku is another notable option in the bulky water department, particularly because it has awesome natural bulk and, given its access to Unaware, can completely ignore Attack boosts. Couple that with Toxic, Counter, and Recover, and you’ve got yourself the most capable Pokémon of instigating a war of attrition against the gator.

Bulky Grass-types, particularly those neutral to Ice Punch, can also take hits and retaliate with super-effective Grass STAB. Mega Venusaur is particularly effective, attacking the weaker stat and being weak to none of Feraligatr’s possible coverage options barring Supersonic Skystrike, and Ferrothorn is capable of residual damage alongside the usual damage it deals (thanks to Iron Barbs and/or Rocky Helmet).

Turtonator is also a viable defensive option, boasting respectable 60/135 physical bulk; neutrality to all coverage options barring Earthquake and Rock Slide; access to Will-O-Wisp; and possibly even a surprise Bloom Doom. Mega Charizard X works in a similar vein; it may be slightly less physically bulky, but its overall potential is much better.

If Feraligatr is at +1, only these two Pokémon are capable of revenge KOing with super-effective STAB without requiring a Choice Scarf. (Because Electrode has a paltry base 80 Special Attack, however, it might need something to boost its offensive prowess (or just a bit of prior damage).)


Assuming Feraligatr hasn’t set up, however, it has much more to worry about.

Sturdy Electric-types (there are no Sturdy Grass-types) can also be considered situational checks to Feraligatr (although Magnezone generally prefers to run Magnet Pull), “situational” meaning “in a perfect world without hazards or prior damage.”

Partners

Speaking of hazards, any sort of sweeper can definitely appreciate hazard support. Feraligatr in particular would prefer the sorts of hazard setters that are special attackers and/or can take care of problematic Water- and/or Grass-types.

Dual screen support is also appreciated by sweepers, Feraligatr being no exception. Shown above are just a few examples of potential users. (For dual screens, Latios > Latias because of Memento.)

Or, you know, you could leave the opponent guessing which variety of support will be involved. (Paralysis support is also much appreciated.)

While already mentioned as a problem, Mega Venusaur can also be seen as a partner because of its ability to deal with Water-, Grass-, and Electric-types alike; its natural bulk; and its status as a special attacker.

Heck, Grass-types in general are usable allies for the gator.

If Turtonator and/or Mega Charizard X are problematic, try this.

2016 anime retrospective (Whimsical Weekend #7)

Nowi Wins Happy new year! Farewell 2016, hello 2017!

Well, that’s what I would say, but when it comes to the new year, I can’t help but to reflect upon the old year. After all, reviews are more fitting for past happenings than for future happenings, right?

2016 has been a whimsical year as a whole—what with a dead gorilla becoming an Internet sensation, the crowning of a new 602 champion (Vallu111), and Donald Trump becoming president (just to name a few things)—and the anime aired throughout the year is arguably proof of that. This post will cover the anime that I have watched this year, as well as that which I didn’t watch before but might consider watching in the near future (excluding sequels, as usual). Along with giving a brief synopsis of each anime, I will mention some pros and cons thereof. Without further ado, let’s get to it.

Winter

Musaigen no Phantom World

The Phantom World is a place where, simply put, illusion becomes reality. Workable premise for a fantasy story, right? It’s the sort of anime that alludes to real-life brain teasers while remaining faithful to the popular genre of fantasy. The trivia-dropping Haruhiko Ichijou, his fairy companion Ruru, the tomboyish but busty Mai Kawakami, the cute glutton Reina Izumi, the antisocial music lover Koito Minase, and the bear-loving child Kurumi Kumamakura band together to fight off rogue illusions that interfere with their daily lives and those of others.

+: Interesting concept
+: Likable characters (particularly Koito)
-: Not too stellar as a whole
-: Kurumi’s voice is annoying

Dagashi Kashi

Kokonotsu Shikada is an aspiring manga artist whose family runs a sweets shop in the countryside. Things are difficult for him because Hotaru Shidare, the representative of a sweets manufacturing company, wants to bring Kokonotsu’s father into her company, which would mean that Kokonotsu would have to run the shop all on his own. Kokonotsu, more interested in manga than the shop in question, is in adamant opposition of the idea, but circumstances threaten to change his mind. Oh, and his childhood friends, Tou and Saya Endou, get involved from time to time.

+: Odd but somehow mesmerizing art style
+: Comedic
+: Involves trivia centered around sweets
-: The way they sexualize Hotaru is…eh

Kono Subarashii Sekai ni Shukufuku wo

Shut-in Kazuma Satou dies a laughable death and is invited by the “goddess” Aqua to an RPG-like world to which he is allowed to take any one thing…and he chooses Aqua. So, this fledgeling shut-in and demoted goddess are stuck in the world to make a living and get stronger in hopes of defeating the demon king. On the way, they meet the explosion-obsessed chuunibyou arch wizard Megumin and the masochistic blonde crusader known as Darkness, and a stalwart(?) party of four is formed.

Say, the second season of this anime is airing really soon!

+: Parallel world fantasy
+: Comedic (more so than Dagashi Kashi, I would argue)
-: Art style
-: Outfits of the quest giver (Luna) and Aqua…what’s up with that exposure?

Spring

Uchuu Patrol Luluco

Each episode is only 7 minutes in length, and the content is so wacky that a simple description wouldn’t do justice for it. I’ll try, though: Luluco is a girl who just wants to live a normal life, but she becomes part of some space patrol and…um…becomes able to transform into a gun to fight baddies. Also, there’s light romance involved.

+: Short and sweet
+: So wacky it’s funny
+: Midori’s voice
-: So wacky it’s confusing

Gyakuten Saiban: Sono “Shinjitsu”, Igi Ari!

Based on the Ace Attorney video game series (a.k.a. “Gyakuten Saiban”) centered around the budding lawyer Phoenix Wright (Naruhodo Ryuuichi) and his life journey to serve justice where it is needed…but of course, not without assistance from the Fey (Ayasato) sisters.

+: Nice refresher/storyteller for those not overly familiar with the series (like me)
-: The art style is a little…uncanny

Boku no Hero Academia

80% of the population is born with “quirks,” a pet term for super powers. Izuku Midoriya is part of the other 20%, but his obsession with heroes leads him to enroll into UA, a prestigious university for only the best of the best heroes. Although he is looked down upon (particularly by Bakugo) for such high aspirations, he has a fortunate encounter with All Might (a famous hero and his idol), who is secretly deteriorating and in need of a successor. As a result, Izuku trains hard to prove his worth as such a successor, and he eventually earns a fragment of All Might’s power. However, one other issue arises: being able to harness the power while not placing too much strain on his child-like body.

Say, this anime is also getting a second season soon, although not as soon as that of KonoSuba.

+: So many interesting super powers
+: Action-packed
+: Tsuyu Asui: such a cute little character!

Re:Zero kara Hajimeru Isekai Seikatsu

Another story about a shut-in who dies and is taken to a parallel world, except this story is more morbid. This shut-in, Subaru Natsuki, falls in love with Emilia, a denizen of the parallel world, and darn near literally puts himself through hell primarily for her sake. He looks useless on the outside, and this much is reiterated throughout the first few episodes, but his curse—which not only revives him after death, but also makes it so that mentioning the curse causes some sort of witch to make direct contact with him—allows him to gain the upper hand in most situations.

Re:Zero is perhaps the most controversial anime of the year; some people (like me) loved it for what it was, while others disliked its jaded ending. Some people were bitter about episode 18 when Rem confessed her love to Subaru, who responded with “I love Emilia.” Although I can agree that Rem is superior to Emilia, I have to say that I am indifferent towards that moment because it’s plain as day that Subaru has always been after Emilia and no one else. Regardless, I prefer other characters of the series, namely Crusch and Felt.

+: So many amazing voices (particularly Beatrice (voiced by Satomi Arai!), Felt, Roswaal, Puck, and the Pearlbaton kids)
+: Such craziness going on, especially in the middle stages of the anime
+: Even if some would argue that it didn’t end well (and, moreover, ended contrary to light novel canon (or so I have heard)), at least it ended conclusively

Summer

New Game!

Cute girls work together in a game development company, particularly newcomer Aoba Suzukaze, energetic and busty Hajime Shinoda, self-conscious Yun Iijima, and taciturn Hifumi Takimoto. Aoba, the main character, becomes a character designer under the guidance of Kou Yagami, a name that she just so happens to recognize right off the bat…

+: As someone obsessed with games and the idea of game development, this anime is a great fit for me
+: Likable characters (particularly Hifumi and Umiko)
-: Nene Sakura has an annoying voice

Kimi no Na wa.

Through some phenomenon, small town girl Mitsuha Miyamizu and city boy Taki Tachibana (tried to find the words to say and somewhat accidentally ended up with a Journey reference) are affected with a condition that causes them to swap bodies every other day. As a result, they become a part of each other’s daily life without meeting each other, but then a compilation arises with the possibility of Mitsuha’s entire town being wiped out. The two hope that someday, somehow they will unite, no matter how much fate tempts to separate them (physically and psychologically).

This anime has been #1 on MyAnimeList for a while now, but I didn’t really get into it until my brother suggested that we watch it together. It’s great, though, trust me.

+: It’s a feature length film, therefore shorter and easier to get into than a regular series
+: Not all superheroes wear capes
+: So much mystery and craziness
+: A few comedic moments here and there
+: Has a sort of…romantic vibe, I guess?

Fall

Shakunetsu no Takkyuu Musume

Agari Kamiya has always been the top member of the table tennis club at her middle school…that is, until Koyori Tsumujikaze comes out of left field and knocks her off her high horse (but, y’know, in a way that warms her up). Before long, it seems more like the two share the top spot instead of competing for it. They are not the only ones to be focused on, however; four other capable players—including the temporarily retired captain who had just recovered from an injury—are with them in their competitions against other schools to rise to the top.

This is another series that didn’t interest me immediately; although I had watched Ping Pong the Animation (also introduced to me by my brother, who also piqued my interest in the sport as a whole) and enjoyed it, I was skeptical about the loli version. However, when my brother talked about it one day, I thought that I would give it a try in due time. It’s not bad, don’t get me wrong, but I have to say that I prefer Ping Pong the Animation.

+: Hokuto Itsumo and Kiruka Ushirode are particularly likable characters
+: Kururi Futamaru is voiced by Shiori Izawa
+: A few comedic moments (most of which poke fun at Mune Oomune)
-: Doki-doki (freaking Koyori)

Keijo!!!!!!!!

Keijo is a gambling sport wherein competitors are placed on a buoyant platform on water (known as a “Land”) and attempt to push each other off using only their butts and breasts. The competitors have their reasons for competing in such a crude sport, and that of Nozomi Kaminashi is…well, money. She had the opportunity to take up gymnastics, but she figured Keijo would be more profitable with its cash prizes. As a result of her interest in the sport, she ends up befriending Sayaka Miyata, Kazane Aoba, and Non Toyoguchi. The quartet, in spite of their initially low position, manage to quickly rise to the upper class with their own unique talents.

+: Perhaps it’s the sports aspect of the show that had me the most interested…
+: Likable characters (particularly Kazane, even though she always seems to lose by a hair)
+: Diverse body builds, not just slim figures (exhibit A: Nagisa Ujibe)
+: Rockin’ opening theme
o: It’s centered around the most sexualizing idea of a sport that can be shown on non-X-rated media
o: So many nonsensical moments
-: Also some not-so-likable characters, particularly Mio Kusakai
-: Plenty of manga canon was omitted in order to fit the pacing (particularly the untold dangers of the sport)
-: Is that enough exclamation marks for that title?

(I actually added some neutral points here because they are simultaneously notable and both positive and negative.)

Up for hindsight consideration

Hai to Gensou no Grimgar (winter)

I tried to watch an episode of this, but I got bored halfway through. That’s a pretty lame excuse to avoid getting into a series, though. It’s supposed to be an MMO virtual reality series like Log Horizon, so I might give it a second chance.

Mob Psycho 100 (summer)

Similarly to the previous, I only watched one episode of this (granted it was the whole episode, but that’s not much different). It’s by the creator of One Punch Man, which is probably the main source of the hype behind it, but two main points deterred me from it: the art style, and Arataka Reigen. Art style as a whole usually isn’t enough to turn me off (and I usually judge that from the cover, in spite of the age-old saying to not judge a book by its cover), but I didn’t really like Reigen’s personality, and that’s the main thing that prevented me from going beyond the first episode. Apparently, though, he is the most popular character of the series, so I was thinking perhaps I shouldn’t judge based on my preliminary thoughts on him, and instead…y’know, watch more than one episode.

Stella no Mahou (fall)

I don’t know why I never bothered with this. I mean, I had already watched New Game, and why should this series deserve any different treatment? I mean, I didn’t even try to watch it; I just avoided it entirely. What was I thinking, assuming that I wouldn’t be interested in two series with the same sort of premise? I mean, it’s not like it’s exactly the same, because I’ve heard based on the synopsis that the company in this series is a doujin company, which should make me all the more interested. (As a side note, the cover art is reminiscent of Love Lab.)

 

Nowi Wins À la prochaine! (Until next time!)

Fearow (Poké Monday 12/19/16)

Nowi Wins To compensate for the late Whimsical Weekend post, here’s an early Poké Monday post.

 rng-fearow

Type: Normal/Flying

Base Stats:

  • 65 HP
  • 90 Attack
  • 65 Defense
  • 61 Special Attack
  • 61 Special Defense
  • 100 Speed

Ability choices:

  • Keen Eye Fearow cannot have their accuracy lowered, nor are their attacks any less accurate if the target(s) thereof have increased evasion.
  • Sniper Fearow’s critical hits deal 2.25 times the damage of non-critical hits. (Hidden Ability)

Notable physical attacks: Double-Edge (FR/LG tutor), Drill Peck, Drill Run, Pursuit, Quick Attack (Egg move), U-turn

Notable status moves: Defog (D/P/Pt HM), Roost

Notable Z-moves:

  • Breakneck Blitz (Normal) – Converts one use of Return/Frustration into a base 160 physical Normal-type attack.
  • Supersonic Skystrike (Flying) – Converts one use of Drill Peck into a base 160 physical Flying-type attack.
  • Z-Mirror Move (Flying) – Grants +2 Attack with one use of Mirror Move.

Overview

Ever since the R/B days, Fearow has always been at odds with Dodrio in terms of competitive viability, even in lower tiers. In those days, Fearow had no advantages over Dodrio except slightly better special bulk (and Mirror Move in Gens I-III), and this applied in Gens I-IV—especially IV, when Dodrio got Brave Bird and Fearow was left out (although the latter did get U-turn, which is pretty nice too). In Gen V, Fearow gained a little niche in Drill Run and remains—even to this day—the first and only Flying-type capable of learning it. By that time, Fearow was one of the few Normal/Flying birds capable of piercing through (most) Steel-types (quite literally)…but then Gen VI happened. Knock Off was buffed, Steel-types were nerfed, and that gave Dodrio another advantage. A change that came about in Fearow’s favor, however, was buffed Defog, which Dodrio lacks.

And now we arrive at the present. While Fearow hasn’t changed much this generation, at least it’s Alola-native and therefore currently available in Sun/Moon unlike Dodrio. Otherwise, Fearow would probably cry, because Dodrio got quite a handful of important buffs this generation: +10 base Speed (making it now faster than Fearow while it used to be the same Speed), Jump Kick, and even freaking Swords Dance.

Anyway, enough about Dodrio; this is a doggone Fearow analysis. As mentioned before, Fearow hasn’t changed much this generation. In fact, the only notable new tool that it obtained is Z-Mirror Move, which acts as a makeshift Swords Dance even if the Mirror Move fails. Aside from that, it’s just an offensive sort of basic bird with odd coverage in Drill Run, and it’s doomed to roam the lower tiers that Dodrio will most likely transcend when it becomes legal. But hey, at least it’s better than having to trade a Spearow for a Farfetch’d, even with Farfetch’d’s base Attack having been buffed to base 90. (Pfft, that’s it?)

Sets

1: Choice Band

Fearow @ Choice Band
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
– Drill Peck
– Drill Run
– U-turn
– Quick Attack

In terms of pure offense, Choice Band is the main way to go for a Pokémon like Fearow. Drill Peck is its main STAB; while base 80 is rather disappointing considering Brave Bird and itemless Acrobatics exist, at least Fearow is still better off than Unfezant in terms of Flying STAB (and hey, no drawbacks). Drill Run is coverage against grounded Steel-, Rock-, and Electric-types; has precisely the same base power as Drill Peck; and has double the chance of inflicting a critical hit, which would lay down a lot of hurt with Sniper involved. U-turn is an escape mechanism for Fearow to put to use if predicting a switch and/or getting away from something that would normally be difficult to take down. Quick Attack serves as priority in case the situation calls for a revenge KO. EVs and Nature are focused on physical offense with particular emphasis in Speed, for obvious reasons.

2: Z-Mirror Move

Fearow @ Flyinium Z
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
– Mirror Move
– Drill Peck
– Drill Run
– Substitute

Along with the same Ability, EVs, Nature, and usual coverage moves Drill Peck and Drill Run, this set contains something that Fearow would have appreciated long ago: a boosting move. While it’s not quite the Swords Dance gifted to Dodrio this generation, it’s as close as can be. Fearow will most likely not be able to use Mirror Move for its intended purpose considering 65/65/61 bulk is definitely not the best, but even if it fails, Fearow can still use it as a Z-move and give itself +2 Attack. With this, it becomes slightly stronger than with a Choice Band, and it can switch between moves. Substitute can potentially be a helpful tool in creating a setup opportunity, or perhaps to scout and make sure the opposing Pokémon knows what it’s doing.

Another thing to note: If you can’t get an opportunity to use Z-Mirror Move and need to get off an especially powerful attack, you can use Supersonic Skystrike from Drill Peck instead. Also, there is the off chance that Mirror Move might copy Hidden Power, so you may wish to plan accordingly (but thanks to Hyper Training, this does not affect its IV distribution). I personally would stick with Dark because Psychic-types are the most likely users of Hidden Power (at least in lower tiers).

Other Options

In terms of offensive options, Fearow can run Return/Frustration (or Double-Edge if transferred from FR/LG) as much stronger STAB than Quick Attack, or it can run Pursuit to potentially trap Ghost- and Psychic-types (although there are bigger fish in the pond when it comes to running Pursuit).

As a supportive option, Fearow can use Defog (if transferred from D/P/Pt) to pretend like it’s not outclassed by Dodrio. However, Fearow’s frailty and weakness to Stealth Rock make Defog a rather unfavorable option in general. Roost should similarly be used with caution if running Life Orb or a more supportive set.

Problems and Partners

Problems

Any Steel-type immune to Ground can pose a problem to Fearow by hard-walling it. Skarmory can set up on it, Celesteela can stall with Leech Seed or hit hard with Flash Cannon (depending on its set), and Bronzong can set up and/or deal hefty damage with Gyro Ball.

Airborne Rock- and Electric-types can also pose a problem, as they are immune to Drill Run, mostly resistant to Fearow’s Flying STAB, and can retaliate with their own STAB. To make matters worse, while most of them are neutral to Fearow’s Normal STAB, things like Rotom and Archeops resist (or are immune to) such STAB, and the best way to deal with them is to run Pursuit (in the case of Rotom) or U-turn out. (Archeops is particularly threatening as it also happens to be faster.)

Sturdy and faster attackers with super-effective STAB are threatening as well. Alolan Golem has two different STAB moves super-effective against Fearow, while Alolan Raichu outspeeds by 10 base points and possesses Electric STAB. Also be wary of Choice Scarf users.

Heck, even bulky things neutral to Fearow’s attacks can sit tight and do what they do best (especially Mudsdale with its 100/100 physical bulk and Stamina). Palossand may seem like it can’t do much back, but hey, Hidden Power Ice.

Partners

Either of the magnets can trap Steel-types and resist Fearow’s weaknesses, while Fearow can switch into Ground-types attacks and form a sort of VoltTurn core (if Choiced).

Fearow takes 25% HP of damage from Stealth Rock, so it could use some hazard-clearing support if it decides to go offensive (which is usually the case). Sadly, when it comes to such support, typing selection is fairly limited, so most of the supporters share weaknesses with Fearow. For example, Torkoal may be resistant to Ice, but it’s weak to Rock; and Decidueye may resist Electric, but it’s weak to Ice. Hitmonchan doesn’t share any weaknesses, but it’s not Alola-native and is neutral to Electric and Ice.

I have been playing Pokémon Sun ((late) Whimsical Weekend #6)

(So much to write for such poor time management, so apologies for the late post.)

I made this evident in my update post before Poké Monday 11/28/16 (Mimikyu), but I have indeed been playing Pokémon Sun as of recently, and I wish to dedicate this post to elaborating upon my experience with the game.

To start, here is the team that carried me through the Elite Four:

20161127_163520

As you can probably tell by the word “Objets” (pronounced ohb-zhay) in the bottom-right, I did indeed decide to play the game in French, just as I always have ever since they introduced language selection (which was in X&Y). Although French is a second language to me (my primary language obviously being English), having the game in French isn’t too hindering, and it’s also fun that way. Besides, from what I know, the Masuda Method (a trick to increase the chances of getting a shiny from breeding) is only dependent on the language of the game from which the foreign parent originates, rather than the true nationality of the game. (My copy is North American.) So, playing the game in French is not entirely lying to myself, and it also has its benefits.

Anyway, on to describing the team (which is severely underleveled, and I will explain why later). I tried to make sure that the team was packing at least the following types: Ground, Ghost, Flying, Fairy, Steel, Dark, Fire, Water, and Grass; and, as usual, I wanted to avoid repeating types. Along with the six final team members above, there are numerous candidates that I considered and/or carried along prior to the Elite Four, and I will talk about those as well.

To bring back a certain formatting style from my Omega Ruby progress report two years prior (I can’t believe it’s been that long): Pokémon, natures, abilities, and moves will be named primarily in English with their French names in [] brackets.

Final team members

Algancre the Dhelmise [Sinistrail]
Level after E4: 49
Current level: 64
Nature: Lonely [Solo]
Ability: Steelworker [Expert Acier]
– Power Whip [Mégafouet]
– Shadow Claw [Griffe Ombre]
– Anchor Shot [Ancrage]
– Giga Drain [Giga Sangsue]

While I was considering the Grass part of my Fire-Water-Grass core (I had already decided the Fire and Water parts), this candidate was where my final decision, which I made just before the Elite Four, rested. I encountered it at level 43 and could not be bothered to grind it against wild Pokémon, so I brought it in pretty much as is. While it hits really hard and technically has three STABs (thanks to Steelworker), it is weak to rather common types (including one of its own), is extremely slow, isn’t quite up to par in terms of bulk, and has missed Power Whip way too many freaking times. Name is a portmanteau of “alga” and “ancre” (anchor), because that’s probably what I would have named it if I were in charge of the nomenclature.

snek the Zygarde [Zygarde]
Level after E4: 52
Current level: 64
Nature: Hasty [Pressé]
Ability: Aura Break [Aura Inversée]
– Thousand Arrows [Myria-Flèches]
– Rock Slide [Éboulement]
– Core Enforcer [Sanction Suprême]
– Dragon Dance [Danse Draco]

“A legendary? Blasphemy!” I wouldn’t be surprised if that were a thought lingering in someone’s mind right now. Well, I had been using Zygarde ever since I was able to obtain the 10% Forme on Route 16, mostly because it serves as my Ground-type and has great synergy with the rest of my team. Back when it was 10%, it was very fast and reasonably strong, but also rather frail. Now, however, it serves as nothing short of a backbone for the team. Respectably bulky in spite of its defense-hindering nature, still reasonably fast in spite of its lowered Speed, and still just as strong as ever (well, with a slightly stronger Core Enforcer). Above all else, Thousand Arrows is awesome; Ground has amazing coverage as it is, and Thousand Arrows does neutral damage to airborne targets before they are smacked down. Speaking of airborne targets, Rock Slide has been helpful against some Flying-types (particularly the fiery kind) as well. The nickname “snek” is a deliberate misspelling of “snake” (based on a meme). When this Zygarde was 10%, though, it used to be named FrankerZ after the big dog on Twitch. As for 100%…well, I’m not considering advancing that far until I’m done with the current Zygarde. As I have read, if you combine all 100% of the Zygarde cells, there’s no going back. (Make no mistake, though, I have collected all 100 cells; I just opt to keep the 50% Forme around until further notice.)

Ao the Ninetales [Feunard] (male)
Level after E4: 51
Current level: 65
Nature: Bold [Assuré]
Ability: Snow Cloak [Rideau Neige]
– Ice Beam [Laser Glace]
– Dazzling Gleam [Éclat Magique]
– Psyshock [Choc Psy]
– Nasty Plot [Machination]

Like Algancre, Ao was another member whom I brought on board as late as just before the Elite Four. (Ao, however, was caught at a higher level: 47.) I was considering using the S.O.S. Battle mechanic to go for one with Snow Warning, but I decided that that Ability would be too much of a hindrance to my team as a whole. As for the reason why I included this member in my team…well, to be honest, I had been considering adding Alolan Sandslash to the team ever since my first encounter with Sandshrew, but, 3/4 through the game, I did some research and came to realize a vital and disappointing fact: Alolan Sandslash is Moon-exclusive.

I usually decide what version to buy based on the cover legends and how the titles feel in general, and that led me to choose Sun over Moon; in other words, I paid no heed to any other version exclusives such as Ninetales and Sandslash. To make matters worse, this isn’t the first time I’ve chosen a Pokémon game version preventing me from getting Sandslash; in fact, I would go as far as to say that the Pokémon itself has been eluding my version choices…even as early as Gen II, where I chose Silver (and Sandslash is Gold-exclusive). In Gen III, I chose FireRed, and Sandslash is LeafGreen-exclusive. So…well, after twelve freaking years, the curse of the elusive Sandslash returns anew. (Hey, man, I like Sandslash, and it would have been a great Steel-type addition to the team.)

Anyway, rant aside, since I was so bothered at being unable to obtain Alolan Sandslash, I decided to make do with what I had and get myself an Alolan Ninetales instead. It’s no slouch in terms of offensive prowess (and serves as the only dedicated special attacker of the entire team), but it’s actually slower than Zygarde, presumably because of Zygarde’s Nature advantage and extra EVs. The nickname “Ao” reflects the blue coloration of Alolan Ninetales, and it’s also based on an original character of mine (from a story that I discussed in a former Vouiv-review post) who is elementally affiliated with Spirit and capable of freezing things. (I mean, I couldn’t think of anything else to name a male Ninetales.)

Oh, and also: I had caught an Alolan Vulpix before the one that I ultimately settled upon, but I soft-resetted afterwards because I was not willing to put up with a Jolly-natured Ninetales.

Crusch the Skarmory [Airmure] (female)
Level after E4: 52
Current level: 64
Nature: Quiet [Discret]
Ability: Keen Eye [Regard Vif]
– Steel Wing [Aile d’Acier]
– Aerial Ace [Aéropique]
– Swords Dance [Danse-Lames]
– Autotomize [Allègement]

Named after Crusch Karsten from Re:Zero (my personal favorite character of the series) because of her affinity with wind and steel, this Pokémon was quite an oddity but also quite an asset to the team. I consider it to be an oddity because it possesses a terrible Nature and Ability and runs dual STAB with Double Dance (something that I never normally do in-game), not to mention I have never actually used Skarmory in an in-game team before. It has been of great help, though, with its awesome defensive typing, ability to take hits, and the occasions where it puts in work after setting up. It was caught on Route 17 at level 34, and it has served well since its debut.

Leonardo the Poliwrath [Tartard] (male)
Level after E4: 52
Current level: 64
Nature: Modest [Modeste]
Ability: Water Absorb [Absorb Eau]
– Scald [Ébullition]
– Brick Break [Casse-Brique]
– Psychic [Psyko] after E4; Poison Jab [Direct Toxik] currently
– Work Up [Rengorgement]

The Water component of my Fire-Water-Grass core ever since Brooklet Hill (granted it was after Lana’s trial), I caught this in the wild at level 14, and I was deliberately going for Water Absorb (and for a darn good reason). I also use this for super-effective damage against Normal-types thanks to its Fighting STAB (although it is a shame that I have to choose between Brick Break and Low Sweep—Focus Blast be darned despite the Nature), and Scald is arguably its best Water-type option in spite of the burn nerf as of the current generation. I had Psychic on it during the Elite Four, but after fighting Mina in Poni Gauntlet, I realized that having Psychic on Poliwrath was redundant with Ao having Psyshock, so I decided to replace Psychic with Poison Jab as I began to realize the value of having Poison coverage on the team. Work Up has come in handy on a few occasions, and my primary motive for using it is to prevent stronger Trainers from healing up if Poliwrath does less than half with any given attack. The nickname “Leonardo” comes from a chain association of Poliwrath with Battletoads and Battletoads with Teenage Mutant Ninja Turtles. I thought that the name “Battletoad” would be too predictable, so I shifted focus to TMNT and settled on the nickname Leonardo because both Leonardo and Poliwrath are associated with the color blue. (Another nickname idea I had was “Nyoron Cena,” but that sounded stupid the more I thought about it.)

Nyanta the Incineroar [Félinferno] (male)
Level after E4: 56
Current level: 67
Nature: Quirky [Bizarre]
Ability: Blaze [Brasier]
– Flare Blitz [Boutefeu]
– Darkest Lariat [Dark Lariat]
– U-turn [Demi-Tour]
– Flame Charge [Nitrocharge]

Goodness forbid, another anime-based nickname. It’s not even that good of a nickname for the final evolution, considering it’s awfully slow (although not as slow as Algancre) and looks more buff than its namesake, but hey, I couldn’t make a Cena reference because it’s been done before. I probably could have made a JoJo reference based on the French nomenclature of its Nature, but I haven’t watched nearly enough JoJo to dare to do so. I may have had something else come to mind, but I completely forgot, and it was probably dumb anyway.

Anyway, I settled upon the fire cat as a starter, simply because I’ve always been a cat lover. I was considering the grass owl as a secondary choice, but the second form of the evolution line turned me off. As for the water seal…to be completely honest, I just don’t like its design. I will concede that Primarina is the best final-form starter typing-wise and stat-wise, but the design is a like-or-dislike sort of thing, and I have to say that I am on the dislike side. At any rate, the fire cat has been strong throughout the entirety of its evolutionary cycle, but then it slowed down drastically when it hit the final stage of evolution. On most occasions, even Flame Charge couldn’t redeem its disappointing Speed. I think I was also using Flamethrower as primary Fire STAB before I got to Flare Blitz level, which is…perhaps not the best idea, although I would argue better than having to settle with the 95% accurate Fire Fang. The recoil of Flare Blitz is slightly detrimental, but the power side of the tradeoff is well worth the risk. Darkest Lariat is the best Dark STAB option, and U-turn in conjunction with Speed boosts from Flame Charge allows the fire cat to switch with style.

Regarding the name of Incineroar/Félinferno, I don’t really like the English or French name (especially English), but man, the German name, Fuegro, is freaking awesome.

Former team members

Note: These Pokémon are presented in reverse chronological order of being put into the PC. Also, the term “former” does not mean to imply that I did a Nuzlocke, because I didn’t. (I’m not masochistic enough to make a Nuzlocke of my first playthrough of a game.)

Doppel Jr. the Mimikyu [Mimiqui] (female)
Level: 47
Nature: Quiet [Discret]
Ability: Disguise [Fantômasque]
– Play Rough [Câlinerie]
– Shadow Claw [Griffe Ombre]
– Charm [Charme]
– Shadow Sneak [Ombre Portée]

Mimikyu was something that I’d been wanting to use ever since Acerola’s trial, but when I realized how popular it actually became later on, I decided to stray away from it while making changes to the team prior to the Elite Four. I will say, though: It has served well in spite of its subpar Nature, with its extremely useful Ability and awesome three-immunity typing making it a huge help in defeating Totem Kommo-o. (I will provide further detail later.) It’s had Shadow Sneak and Charm ever since I caught it (at level 30), whereas Shadow Claw was taught via TM and Play Rough was learned later, specifically after the Dragon trial (and I had to use Dazzling Gleam for Fairy STAB in the meantime). The nickname is inspired by the character Doppel from the series Monster Musume, and the “Jr.” part of the name comes from how Mimikyu’s disguise does not perfectly mirror Pikachu (contrary to the namesake of this one in particular).

Giroeuf the Exeggutor [Noadkoko] (female)
Level: 46
Nature: Quiet [Discret]
Ability: Frisk [Fouille]
– Grass Knot [Nœud Herbe]
– Dragon Hammer [Draco-Marteau]
– Sludge Bomb [Bomb-Beurk]
– Nature Power [Force-Nature]

I would have named it Girœuf if the in-game keyboard had a œ character, but alas I had to keep the “o” and “e” separate. (Regardless, I will henceforth write œuf because it looks nicer.) I had initially considered the nickname “Giriffraffe,” which is simply inserting “riff-raff” (branding for the craziest allowable posts of the KnowYourMeme forums) into the word “giraffe” (a creature that Alolan Exeggutor strongly resembles), because Alolan Exeggutor’s design is a literal meme. Later, however, I decided to keep it simple and just combine “giraffe” with “œuf,” the French word for “egg.” Like Algancre, it would have been a slow but strong and moderately bulky attacker, but I didn’t want to double up on Dragon-types and thusly ended up ditching Girœuf primarily in favor of Algancre. Speaking of Algancre, Girœuf was also caught at level 43, but since it was a temporary placeholder for the team prior to bringing Algancre aboard, it actually picked up a few levels.

Entoma the Charjabug [Chrysapile] (female)
Level: 41
Nature: Jolly [Jovial]
Ability: Battery [Batterie]
– Spark [Étincelle]
– X-Scissor [Plaie-Croix]
– Poison Jab [Direct Toxik]
– Thunder Wave [Cage-Éclair]

An odd little case, this one. First of all, its nickname is based on a character from Overlord whom I didn’t care about until the Ple Ple Pleiades special, just because it’s a bug and has an oddly shaped but likely-to-devour mouth. Second, I didn’t know how to evolve it at first (because I was trying to avoid looking anything up until just before the Elite Four, at which point I would reflect upon my team ideas and whether or not they’d work), so I just left it in its secondary form and slapped an Eviolite on it. Although I caught it at level 28 on Blush Mountain and took it through (I think) the entirety of Aether Paradise, it didn’t take me long thereafter to decide that its time was up. (I replaced it with Girœuf.) Still, it was fun to use with its paralysis shenanigans, decent bulk thanks to Eviolite, and passable offense.

Puff Mama the Cottonee [Doudouvet] (female)
Level: 36
Nature: Brave [Brave]
Ability: Prankster [Farceur]
– Giga Drain [Giga-Sangsue]
– Fairy Wind [Vent Féérique]
– Leech Seed [Vampigraine]
– Stun Spore [Para-Spore]

Terrible nature and meh nickname (I would have named it “Puff Daddy” if it were male, because the cotton aspect of the Pokémon made me think of the word “puff”), but this ‘mon has been a bulky asset to the team until I decided to replace it with Entoma after obtaining Doppel Jr. (because I didn’t want to double up on Fairies). If I hadn’t traded it off, I would have kept it until it learned Moonblast, but then I recently realized that only its evolution learns Moonblast by level-up (and, unfortunately, not until level 50). Regardless, it was a valuable asset, the Grass component of the imminent Fire-Water-Grass core, since I caught it in Melemele Meadow at level 10. Leech Seed is an amazing move in-game, providing gracious recovery and helpful passive damage at the cost of 10% inaccuracy and being ineffective against Grass-types (and Dark-types thanks to the Prankster nerf), and the STAB moves do wonders in withering down the opposition. Because I didn’t bother to evolve Cottonee while I had it, it was my primary Eviolite holder until Entoma came along, and it was respectably bulky when it acquired the Eviolite. Good times.

Harem the Dugtrio [Triopikeur] (female)
Level: 36
Nature: Naive [Naïf]
Ability: Tangling Hair [Mèche Rebelle]
– Magnitude [Ampleur]
– Metal Claw [Griffe Acier]
– Rock Tomb [Tomberoche]
– Growl [Rugissement]

I caught this as a level 8 Diglett in Verdant Cavern, which I had initially named Blondie (obviously after its hair color and partially after the artist), but then I had the wild idea of naming it Harem after its evolution (because, y’know, it’s a multitude of female heads, and that’s what a harem is all about). My thought process was that it would fill the Steel-type and Ground-type needs of my team, but I came to realize before long that it was too frail considering how much damage it could deal (especially with its low BP moves) and just couldn’t pull its weight as a whole. With that in mind, I eventually set it aside and had Crusch fill the Steel-type role and 10% Zygarde fill the Ground-type role.

Praline the Oricorio [Plumeline] (female, Pom-Pom Style)
Level: 36
Nature: Bold [Assuré]
Ability: Dancer [Danseuse]
– Air Slash [Lame d’Air]
– U-turn [Demi-Tour]
– Roost [Atterrissage]
– Feather Dance [Danse-Plume]

Caught at level 9 in Melemele Meadow, this ‘mon filled the Flying-type role for my team for a long time, and I wanted to believe that it could learn an Electric-type move as well, but its gimmick move Revelation Dance takes way too freaking long to learn (and it doesn’t get any other Electric-type attacks). I tried to make do with what I had, though, and I have to say: Even with a hindering nature and base 70 Attack, Acrobatics hit really freaking hard. That said, I decided to shift the moveset to one that plays more off its strengths and uses special STAB in tandem with U-turn and other supporting moves. Nonetheless, it ended up replaced by Crusch due to its way-too-long-lasting lack of secondary STAB and the change in formation of the team in general. Its nickname is based on a character of the same name in Bravely Default, specifically because of its tendency to dance, the white part of its body, and the similarity of its French name to the name Praline.

Agatha the Misdreavus [Feuforêve] (female)
Level: 30
Nature: Mild [Doux]
Ability: Levitate [Lévitation]
– Shadow Ball [Ball’Ombre]
– Psychic [Psyko]
– Charge Beam [Rayon Chargé]
– Taunt [Provoc]

Used to be my go-to Ghost-type until I obtained Doppel Jr. I encountered it at level 9 in the Hau’oli Cemetery, and its decent special offense and three immunities made it a respectable part of the team. Sadly, though, as it remained unevolved for the entire duration when I had it, it just couldn’t pull its weight as the game started to get harder (and Dusk Stone is awfully far through the game, Poké Pelago be darned). Generically named after the Poison-type member of the Kanto Elite Four who is also infamous for using Ghost-types.

MasterSensei the Machop [Machoc] (male)
Level: 21
Nature: Brave [Brave]
Ability: No Guard [Annule Garde]
– Brick Break [Casse-Brique]
– Low Sweep [Balayette]
– Knock Off [Sabotage]
– Foresight [Clairvoyance]

Served as a Fighting-type attacker since obtained via in-game trade at level 9, but it ended up being replaced in favor of Leonardo. I didn’t have any real fond memories of this thing, just that it was there in case Rock-types (or perhaps Normal-types) would become a problem. It would be named Macho if I had decided to play in English, but the French counterpart is MasterSensei (apparently).

Straw the Cutiefly [Bombydou] (female)
Level: 10
Nature: Sassy [Malpoli]
Ability: Honey Gather [Cherche Miel]
– Struggle Bug [Survinsecte]
– Fairy Wind [Vent Féérique]
– Absorb [Vol-Vie]
– Stun Spore [Para-Spore]

This was my designated Fairy-type between Route 2 and Melemele Meadow, before I realized that Cottonee was a better fit for me (and arguably a better Pokémon in general). Plus, its Ability and Nature are evidently sub-optimal.

le toucan the Trumbeak [Piclairon] (female)
Level: 14
Nature: Bold [Assuré]
Ability: Keen Eye [Regard Vif]
– Peck [Picpic]
– Echoed Voice [Écho]
– Growl [Rugissement]
– Brick Break [Casse-Brique]

This is the Route 1 bird, which I planned to keep until it reached its final evolution (hence the nickname), but I lost patience with it when an issue arose with the low BP of its STAB moves and the faultiness of its Nature (and, now that I look back at it, its Ability), so I replaced it with Praline, which had a superior typing and damage output.

Nermal the Meowth [Miaouss] (male)
Level: 7
Nature: Naughty [Mauvais]
Ability: Pickup [Ramassage]
– Bite [Morsure]
– Scratch [Griffe]
– Growl [Rugissement]

Just a seldom used 6th team member until I had a full synergetic team to assemble. Pickup is always nice, but I didn’t want to keep this around because I knew that the Fire starter would eventually evolve into a Dark-type (admittedly because I was spoiled before I started the game). The Garfield reference in the nickname is far too obvious, but I honestly couldn’t think of anything else.

Sacapatates the Makuhita [Makuhita] (male)
Level: 13
Nature: Modest [Modeste]
Ability: Thick Fat [Isograisse]
– Brick Break [Casse-Brique]
– Tackle [Charge]
– Focus Energy [Puissance]
– Fake Out [Bluff]

Haha, Modest physical attacker. This was my initial Fighting-type from Route 2 until the in-game trade Machop in the Pokémon Center thereof (although I believe I conducted the trade after completing the first trial). In spite of its terrible Nature, it served well for what it was worth. The nickname is a shortening of the phrase “sac à patates,” which can be translated to “potato bag,” because that’s just the type of wording I would use to describe Makuhita’s appearance as a whole.

Miracle the Magnemite [Magnéti]
Level: 11
Nature: Quiet [Discret]
Ability: Sturdy [Fermeté]
– Tackle [Charge]
– Thunder Wave [Cage-Éclair]
– Thundershock [Éclair]
– Magnet Bomb [Bombaimant]

Of all the nicknames that I have given in this playthrough, I would have to say that this is the one that I’m the most proud of. The chief reasoning behind it is because of the song Miracles by Insane Clown Posse, which contains the phrase, “magnets, how do they work?” It also fits well because of the Ability Sturdy, which allows the user to survive at 1 HP as if by a miracle. Anyway, nickname aside, this was my designated Steel-type from the Trainer School until I caught myself a Diglett. It was fun to use while it lasted.

Profiteur the Rattata [Rattata] (male)
Level: 7
Nature: Naughty [Mauvais]
Ability: Hustle [Agitation]
– Tackle [Charge]
– Tail Whip [Mimi-Queue]
– Quick Attack [Vive-Attaque]
– Focus Energy [Puissance]

Nickname is a reference to another Bravely Default character, mostly because of the moustache, buck teeth, and black outfit. Only saw a bit of action, specifically because I fear Hustle and, again, didn’t want to double up on Dark-types.

The rest are filler members: Nom the Yungoos [Manglouton], Foxy Grandpa the Ledyba [Coxy], and Wormy the Caterpie [Chenipan]. They honestly just filled up space while I was in the process of assembling a team of six.

Honorable mentions

Pokémon that I may have considered before but did not end up making the cut:

Fire-types that I would have considered using if I hadn’t picked the Fire-type starter.

Same as above, but substitute Fire for Dark.

My teambuilding process was so immunity-centric that I didn’t bother with types like Alolan Raichu, but perhaps I would have considered it otherwise.

The Water/Flying typing and regular access to Drizzle were tempting, but I’m sure I’ve used a Pelipper before, and I didn’t plan on using one again. Besides, Drizzle would have had bad synergy with my starter.

Similarly to Alolan Raichu, my teambuilding process was too immunity-centric for this thing.

I like the idea of Accelerock, but I find pure-typed Pokémon to be less preferable over dual-typed Pokémon.

An alternative Water-type that I would have considered if not for the reasoning above.

Ground-type and has an interesting Ability in Stamina, but again, it only has one type. Moreover, I couldn’t possibly grind a Mudbray up to a comfortable level for the Elite Four at the point I was at while deciding my final team.

I was a fan of stuffed toys when I was a wee lad (and I still have pretty much my entire collection), and Fluffy is a very interesting Ability, but I had already decided that Poliwrath was going to be my Fighting-type before I could even encounter a Stufful. I won’t knock the design of this one, just because of how funny it is in the anime (and the moments with the Bewear and Team Rocket led me to appreciate its appearance more than I ever could have imagined).

Definitely an interesting ‘mon in terms of its typing and unique Ability in Water Compaction, but I had the same sort of too-little-too-late syndrome to deal with as I did with Mudsdale.

I might have considered this if not for how late-game it is (in spite of its pre-evolutions being in the demo) and if I hadn’t already been using Zygarde and Poliwrath.

Hypothetical alternative team

You know, the previous section has me thinking: What if I had chosen Moon with Rowlet as my starter? Then perhaps the final team would look more like this:


Gaebora (Decidueye)
Ability: Overgrow
– Leaf Blade
– Spirit Shackle
– U-turn
– Roost

Cocytus [Hokuto if female] (Sandslash-Alola)
Ability: Snow Cloak
– Icicle Crash
– Iron Head
– Earthquake
– Protect

Kirche (Salazzle) (F)
Ability: Corrosion
– Flamethrower
– Sludge Bomb
– Dragon Pulse
– Toxic

Ty [Saya if female] (Pelipper)
Ability: Drizzle
– Hurricane
– Scald
– Tailwind
– Roost

Teddy (Bewear)
Ability: Fluffy
– Hammer Arm
– Facade
– Shadow Claw
– Pain Split

Intérieur (Krookodile)
Ability: Intimidate
– Earthquake
– Crunch
– Rock Slide
– Taunt

Legendaries and similar

Thought I was done talking about obtained Pokémon? Nah, man. I still haven’t covered the legendaries (and similar) besides Zygarde. (Note: All of them have their default movesets.)

During the main story, of course I had to catch this. Because I didn’t have any Adamant Synchronize users at the time, I had to soft-reset for the Nature the good old-fashioned way. It didn’t take too long, considering Quick Ball had a good chance of capturing and, failing that, I could just weaken it with snek and capture it in a Timer Ball or similar. The whole legendary-catching process makes me glad for two new mechanics:

  1. Upon capturing a Pokémon and being taken through the nicknaming process, you can view its status before sending it to the PC or including it in your party. This means no more having to put up with the rest of the game’s crud before being able to access the nearest PC. I feel like checking status could stand to be before the nicknaming process, but hey, you can’t win ’em all.
  2. Hyper Training means not having to worry about IVs anymore (barring Hidden Power types, and IVs kept purposely low (such as Attack for strictly special attackers and Speed for purposely slow attackers)).

I generically named this Solgaleo “King” for lack of anything better.

I don’t know whether to call this a legendary. There is only one, and it cannot be bred, but it can evolve into a Pokémon that has rather poor base stats for being fully evolved and is not banned in battle facilities or online play. Just as I have my doubts about it being a legendary, I named it “Gry” even though it’s not exactly a gryphon.

I also got the Nature for this one without Synchronize, and I went for Jolly, keeping in mind that I would evolve it into a Silvally. I mean, Eviolite Type: Null theoretically seems better, until you realize that not only is its Speed significantly lower, but it lacks reliable recovery. Taking that into consideration, my initial idea would be to run a Choice Scarf set with Return / U-turn / Parting Shot / Explosion (even though apparently Parting Shot, along with Memento, is banned from online play due to a glitch with Z-Parting Shot and Z-Memento that mysteriously causes the battle to disconnect…though I personally think it would have been a better idea to ban Darkinium Z). A set taking advantage of RKS System would be nice too, like with Ground Memory and a set of Swords Dance / Multi-Attack / Rock Slide / Fire Fang.

On the flip side, now that I reflect further on the potential of Arceus 0.5, perhaps a Timid nature could have worked with Z-Heal Block working as a makeshift Nasty Plot and benefitting its respectable Special movepool notably containing Tri-Attack, BoltBeam, Surf, Flamethrower, and Shadow Ball.

Prior to catching Nihilego was when I decided to go to the Hau’oli Market and go through the painful process of catching one Synchronize Abra for every Nature excluding Gentle, Lax, and the neutral Natures. Afterwards, it was obvious what Nature and nickname to give Nihilego. Its base stats have “Timid” written all over them, and its appearance has “Lilie” written all over it. (Her French name only has 1 L in the middle.) I decided to go for Hidden Power Ground as well, because it seemed to have the greatest coverage with its dual STAB. (I was also considering Hidden Power Fighting, but that Hidden Power is impossible on legendaries in Gen 6 and onward due to the mechanic of always having at least 3 perfect IVs.) This was reasonably easy to weaken with Leonardo’s Brick Break.

Because there were two Buzzwole in the Ultra Beast saga, I decided to get one Adamant and one Jolly, named “JOHN SQUITO” and “Protein” respectively. Base 79 Speed might not be all that impressive, but neither is base 53 Special Defense, even fully invested. It’s a shame that Pheromosa is Moon-exclusive (because Pheromosa is much more my style), but hey, at least Buzzwole presented a great opportunity for a Cena-inspired pun. I believe I weakened this one with Ao’s Dazzling Gleam and let Crusch take hits during the catching process.

Another Ultra Beast that presented itself as a pair. Obviously, I wanted both to have Hidden Power Ice, with one Timid and the other Modest. (The Timid one is named “Lanky” based on its body structure, and the Modest one is named “Créé” after another original character from the story I mentioned earlier.) This was easily weakened with the help of snek.

Okay, now this is just overkill. Not one, not two, not even three, but freaking four of the same Ultra Beast, let alone one of such a predictable nature as Kartana. Because it can really only play a role of semi-fast physical attacker based on its stat distribution, I decided to catch two Adamant and two Jolly—named “o,” “ri,” “ga,” and “mi” because I couldn’t come up with anything else. I used Crusch to weaken this one, and I have to say that Leaf Blade does impressive damage even when quad resisted.

Now this was a real pain to get, not only because of the reduced catch rate, but also because of the requirements that I imposed for it. Specifically, I wanted it to be Brave-natured with an exceptionally low Speed IV (0-2, tested based on turn order using Algancre’s Speed at the time) because…well, its stats are really weird, and I figured the best use for it would be as a Trick Room-based slow attacker. Its attacking stats are not all that impressive, but it is sluggish and lacks a reliable form of recovery, so an offensive set is honestly the best way to go with it. I was considering a set along the lines of: Draco Meteor / Crunch / Heavy Slam / Protect (with Life Orb). As for the nickname, I decided on “Utsu-P” based on their song EAT.

After the very annoying process of obtaining the right Guzzlord, it was the perfect time to redeem the event Magearna. What intrigued me most about this Pokémon is that it is the new slowest user of the rare combination of Trick Room and Volt Switch. With that in mind, of course I would go for Quiet Nature with low Speed. Surprisingly, after just a few resets, the Speed IV turned out to be in the 4-5 range! (No nickname, obviously, because it’s an event Pokémon.)

Then came the Tapus. Tapu Koko is another unfortunate case of having stats and movepool mixed up. Although its Attack is higher than its Special Attack, its physical movepool is pretty much limited to Electric/Flying/Bug (it gets Steel Wing and Thief, but those are pretty weak), whereas its special movepool is notably more colorful and actually has Fairy STAB. Sure, it could be possible to run a mixed set, but I felt like it would be better to go purely physical with a set like Wild Charge / Brave Bird / U-turn / Roost. Nicknamed “Falco” because it’s bird-like and lives on Melemele Island (which very much resembles “Melee-melee,” and Falco is a notable character in Super Smash Bros. Melee). By the way, I’m so glad that the game allows you to re-challenge Tapu Koko if you KO it after the Pokémon League.

Timid, please. Psyshock / Moonblast / Focus Blast / Taunt, or perhaps some other fourth move. As easy as it was to come up with a set for Lele, nicknaming it was not so easy. I mean, it’s supposed to be based on a butterfly, but what’s so “butterfly” about it? I dunno, I just ended up choosing its nickname based on the fact that it seems to be hiding in a pot-like shell…thing. Therefore, I named it “Magick Pot” (after an enemy in Final Fantasy Tactics A2 that behaves similarly).

Another addition to the physically-oriented-Fairy-that-doesn’t-get-physical-Fairy-STAB club. Honestly, why do they still not have a physical Fairy attack besides Play Rough? Regardless, I was debating what nature to run on Bulu, whether to just roll with Adamant or go with something bulkier, or perhaps faster in spite of its base 75 Speed. Even after a bit of research, I ultimately settled upon Adamant, and I nicknamed it “Wizpig” (after the villain of Diddy Kong Racing).

Argh, this one was such a pain to deal with. I had three difficulties in trying to get the right Tapu Fini:

  1. Catching it. I circumvented this difficulty using the Master Ball, and I will explain why. The primary reason is because of this darned move called Aqua Ring. The passive recovery makes it so that I would have to burn it to keep its capture rate in check, and obviously it’s protected from burn as long as Misty Terrain is in effect. My normal capturing process is to use Leonardo (taking advantage of the fact that Nature’s Madness is Tapu Fini’s only damaging move that works, courtesy of Water Absorb) to weaken it using Poison Jab and its STAB(s) to reduce it to as low HP as possible without KOing it, applying burn if it uses Aqua Ring. Even though all Tapus have the same capture rate (3), Fini is the only one against which I had occasions of failing to capture it before it KO’d itself with Struggle.
  2. Getting the right Nature (Timid). 50% is lower than you may think.
  3. Getting the right Hidden Power type. I was initially considering Fire based on research, but I feel like Ground has the best coverage overall. I mean, the only resistant typings to both of its dual STABs are Grass/Poison, Grass/Steel, Water/Poison, and Water/Steel; and Volcanion is resistant by Ability. Fire covers the Grass-types and hits Water/Steel neutrally, but it’s resisted by Water/Poison and (quad-resisted by) Volcanion. Sure, Shadow Ball hits all five neutrally, but Ground hits the Water-types super-effectively and the Grass-types neutrally. Regardless, of the 42 possible odd/even IV combinations on any given legendary Pokémon, 3 yield Ground, so the chances of getting such a Hidden Power are roughly 7%. (Note: Special Attack and/or Special Defense being perfect is a clear indication that it does not have Hidden Power Ground, so if it’s obvious which 3 IVs are perfect and SpA or SpD is among them, or if I see a characteristic like “Coquin” or “Un peu vaniteux” (which mean “Mischievous” and “Somewhat vain” respectively), I know to soft-reset and repeat the capturing process.)

Regardless, after many, many grueling attempts at getting the right Tapu Fini, I decided to nickname it “Kraken Zwei” as a reference to the Unlimited Fafnir light novel (specifically starting from volume 7). I don’t want to spoil too much, but the purple coloration, human-like appearance, and silvery hair are what influenced the nickname.

 

Dang, that was a lot, and it’s not even the end yet. I have yet to obtain Necrozma or Cosmog, but I will get to that shortly. Speaking of Cosmog, now that I think about it, Solgaleo with Z-Splash and Flame Charge seems awfully threatening.

Miscellaneous

My in-game identity is a male Trainer named Toru. The reason? I’ve been intrigued by that name ever since the first time I played FireRed, when I gave that name to my rival as one of the defaults. (Ah, the good ol’ days of playing as BEELEE♂…)

As for my experience as a whole, everything before the Elite Four was pretty much touch-and-go, barring a few select battles. Specifically, Totem Wishiwashi took a painstakingly long time to defeat (even with Puff Mama, which was my best bet for taking it on), and Totem Kommo-o was pure craziness. To elaborate further…

Against Totem Kommo-o, I led off with Mimikyu. Dazzling Gleam didn’t do much (especially with Mimikyu’s laughable Special Attack), and I learned that Kommo-o had Flash Cannon thanks to the Disguise. To make matters worse, Kommo-o even called a Scizor as an SOS Partner, so I just had to switch out. I switched specifically into Nyanta, which took negligible damage from Kommo-o’s Flash Cannon and Scizor’s Bullet Punch. Next, Kommo-o went for Sky Uppercut, which Nyanta survived at 1 HP thanks to its affection level and proceeded to destroy the Scizor with its Fire STAB. (I don’t remember whether it was Flamethrower or Flame Charge, but that doesn’t really matter.) Afterwards, I had to sac Nyanta to get a free switch into Leonardo, which inflicted chip damage with Psychic as Kommo-o summoned Hakamo-o and had it set up and clean up shop (mostly the former). Then I felt comfortable finally bringing Mimikyu back in, and it ended up barely surviving Flash Cannon (and apparently Hakamo-o had nothing to touch it) and securing the victory with Dazzling Gleam.

I have to say some of the music is good, especially these three particular tracks:

And speaking of the Elite Four, that is where I really started having problems. Throughout the prior stages of the game, I would use the Exp. Share sparingly, specifically only against Totem Pokémon and major Trainers such as the Kahuna, because of how ridiculous it was in Gen VI. However, when I realized how underleveled I was in comparison to the Elite Four, as well as how experience gain in Gen VII is more akin to that of Gen V, I wholeheartedly regretted not using the Exp. Share more often.

In spite of the circumstances, I did manage to push through the Elite Four without much worry (barring the way too many freaking times Algancre missed Power Whip), but the main issue was that freaking Champion. Honestly, his Primarina alone would have swept my entire team under ordinary circumstances, so I had to go into Algancre, give it my only X-Sp.Def at the time, and—get this—stall it out of Moonblasts. Yep, that was my strategy for eliminating that threat: just spamming healing items until it had used up all 15 Moonblasts. Braviary also gave me grief, considering Crusch was down (I think) and snek couldn’t take two Brave Birds, not to mention Ao wasn’t fast enough to outspeed. Thankfully, Brave Bird has the risk of recoil, which is what ultimately caused it to faint at the expense of Ao. But man, what a painful experience.

The post-game Dexio fight was also quite a bother. In fact, I was so ill prepared for it the first time around that I had to reset the game, and the last time I had saved was after beating the game. Heck, even when I actually gained some levels in the Ultra Beast saga, that Mega Alakazam darn near destroyed my team; I had to stall it out of Focus Blasts using Nyanta and Crusch, and then destroy it with a Darkest Lariat from Nyanta. Thankfully, though, that’s really all I struggled with (outside of the competitive facilities, for which I don’t even have a properly EV trained team). Now I know to actually use the Exp. Share instead of struggling to survive without it.

Another recent post-game project I’ve been considering is breeding for Snow Warning Alolan Vulpix with Freeze-Dry and Moonblast. I already did the Snow Warning part with the help of an Absol that I caught and made my designated SOS Battle abuser.

Kili the Absol [Absol] (female)
Level: 46
Nature: Jolly [Jovial]
Ability: Pressure [Pression]
– Night Slash [Tranche-Nuit]
– Bite [Morsure]
– False Swipe [Faux-Chage]
– Thunder Wave [Cage-Éclair]

Having looked up information about SOS Battles, I learned that three key components are essential: Adrenaline Orbs, the right Ability, and reducing the lone target to the right HP value. Thankfully Adrenaline Orbs are nice and cheap, and the Ultra Beast saga rewards you with a whopping 1 million PokéDollars, so I could just simply buy until I had 99. As for the Ability, Absol is the easiest Pokémon to acquire with any of the three SOS-provoking Abilities (Intimidate, Pressure, Unnerve) that also has access to False Swipe. As a bonus, Absol gets Thunder Wave to prevent a potential capture target (if applicable) from calling for further help and to make said target easier to capture. As for the rest of the moveset, since Dark-type moves have good enough coverage on their own, I decided to run two STAB moves while finding the right balance between PP, power, and not hitting both targets at once. Night Slash and Bite combined have 40 PP total, each having no less than 60 BP and only hitting a single target, making them ideal in this case scenario. Leftovers (stolen from a Munchlax on Route 1) helped in that I wouldn’t have to worry as much about damage taken, because I was hunting for Alolan Vulpix in Tapu Village (which also made it easier to tell whether an Alolan Vulpix has Snow Cloak or Snow Warning). By the way, the nickname “Kili” is another Unlimited Fafnir reference, and its namesake is pretty much the reason why I like the series so much in the first place.

So, with a Snow Warning Alolan Vulpix in tow (and a female no less), I just have to get the appropriate Egg moves onto it (and a better Nature considering it’s Jolly). However, therein lies a conundrum: The only conventional way to breed Freeze-Dry onto an Alolan Vulpix is by chain breeding from Aurorus to Lapras to Delibird, and Aurorus is not native to Alola. Therefore, the only (currently) possible way to breed Freeze-Dry onto Alolan Vulpix is by getting a Smeargle to learn it. Still, therein lies another conundrum: Double Battles are not as prominent in Alola as they are in other regions. The best way to circumvent this conundrum is through the use of SOS Battles. In other words, my plan for obtaining a Smeargle with Freeze-Dry is to get a Smeargle to 1 HP, bring in Glalie (which was the easiest way to get Freeze-Dry: to simply catch a Snorunt in the wild and give it a Rare Candy), and, on the turn the 1-HP Smeargle calls in a male SOS Partner, KO the 1-HP Smeargle with Freeze-Dry, allowing the other Smeargle to Sketch that move. As for Moonblast, I initially planned on using the SOS Sketch method (as I’ll call it for simplicity) with Tapu Lele for that move (which is what led to the recent catching spree of Tapus), but I would rather EV train Tapu Lele beforehand, and that would be a real pain considering I don’t even have Pokérus yet. So, I think I would rather raise a Sylveon to learn the move at level 37 (and perhaps make sure that the Eevee is Timid for Nature transfer purposes).

Finally, here are a few closing thoughts:

  • I can think of two minor annoyances in booting up the game:
    1. On non-New3DS systems, the game (as well as the demo) takes an exceptionally long time to boot up for the first time. It’s not as bad as Nintendo Badge Arcade, but still.
    2. I don’t see why you can’t use the touch screen to advance from the title screen to file selection. I mean, the intro starts off covering the bottom screen and leaving the top screen black.
  • How glorious it is that they got rid of HMs in favor of Poké Ride. I never would have guessed such a wonderful change in mechanics.
  • Pokémon Refresh actually convinced me to get into the whole business of affection, just because of the close calls and ability to heal off status conditions during/after battle (especially the latter). Something that annoys me, though, is how affectionate Pokémon tend to fall asleep when you move things around in the PC.
  • Festival Plaza is like Join Avenue 2.0, only it’s marked with a green (!) bubble in the menu when the residents want to talk to you (which is every freaking hour). Also, the shops don’t level up like they do in Unova’s Join Avenue; they’re just randomly suggested by Sophocles every time the Festival Plaza levels up (except for a few major milestones). The green bubble triggers me at times, but I can’t really diss the feature otherwise.
  • Poké Finder is a nod to Pokémon Snap (which, although I don’t remember fondly, I watch 360chrism speedrun from time to time) in that it involves taking up to six photos of one Pokémon and getting points for whichever photo you choose. I did actually get 1,500,000 total points for the Trainer Passport stamp, and the highest score I’ve gotten for a single photo (specifically the Mimikyu photo shown below) is just above 16k.
    mimikyu
    Something I noticed about Poké Finder is that the photos taken make a different jingle for 0-1000, 1000-3000, and 3000+ ranges of points.
  • By the time of the Elite Four, I was honestly expecting Acerola to have a Mimikyu, and boy was I disappointed.
  • Something I find annoying about the game is how it lags so much on any system not named New3DS. Double Battles, Battle Royal, Z-Moves… You name it, it lags the game. But hey, at least Sun and Moon are not New3DS-exclusive games, because that would be even worse.
  • As much as they lag the game, Z-Moves are quite interesting. Supposedly the attacking moves bypass accuracy checks, and some of the status moves have interesting effects (especially Splash and pretty much anything that grants an all-stats boost (à la Ancient Power).)
  • Admittedly, I laughed at every part of the Firium Z trial. Not just the photobombing of the Hiker and Salazzle, but I found the dancing Marowak goofy as well.
  • The Poké Finder segment just before the Totem Mimikyu battle spooked me.
  • Poké Pelago is pretty cool. Collecting beans, finding wild Pokémon from out of nowhere, growing Berries in the most convenient manner possible, hunting for treasures, training Pokémon, and increasing the happiness of Pokémon…all while being reminded of Pokémon who are normally left to rot in the PC. It’s good stuff. (But y’know, I find it odd that you can get Golden Bottle Caps but not regular Bottle Caps through the treasure hunting.)
  • Speaking of Bottle Caps, I feel like a complete idiot because I thought they were undersea treasures returning from B/W (and therefore sold them whenever I happened upon them). It took me until after beating the game to realize that they’re those things that allow you to Hyper Train.
  • It’s so weird that the Move Reminder is so far into the game (just before the Elite Four), but it’s understandable considering this one actually teaches moves that Pokémon have yet to learn.
  • My top three list of favorite characters:
    1. Lana
    2. Sophocles
    3. Anabel
  • My top three list of favorite Gen VII Pokémon:
    1. Mimikyu
    2. Alolan Sandslash
    3. Bewear
  • Overall rating? 9/10. I would say it’s the best installment of the franchise (mostly because I have a high tendency to prefer newer games), but it’s still not quite perfect.

 

Phew, 8000+ words and I’m finally done. What a whimsical weekend it was indeed, considering I had to delay my post until Wednesday. But anyway, I think that’s all I have to say for now.

Nowi Wins À la prochaine! (Until next time!)

Mimikyu (Poké Monday 11/28/16)

  rng-mimikyu

Type: Ghost/Fairy

Base Stats:

  • 55 HP
  • 90 Attack
  • 80 Defense
  • 50 Special Attack
  • 105 Special Defense
  • 96 Speed

Ability: Disguise – If Mimikyu is attacked directly for the first time in battle, the attack will become a 0-damage neutral attack with the same effect(s) as the original attack, and Mimikyu will change form to indicate that its disguise is no longer active.

Notable physical attacks: Leech Life, Play Rough, Shadow Claw, Shadow Sneak, Wood Hammer

Notable status moves: Bulk Up, Destiny Bond, Pain Split, Swords Dance, Taunt, Thunder Wave, Will-O-Wisp

Notable Z-moves:

  • Never-Ending Nightmare (Ghost) – Converts one use of Shadow Claw to a base 140 physical Ghost-type attack
  • Twinkle Tackle (Fairy) – Converts one use of Play Rough to a base 175 physical Fairy-type attack
  • Z-Safeguard (Normal) – Grants +1 Speed with one use of Safeguard
  • Z-Splash (Normal) – Grants +3 Attack with one use of Splash

Overview

It’s not Pikachu; it’s Mimikyu. (Fun fact, though: their base Special Attack is exactly the same.) It’s a sort of gruesome ghostly thing that dresses as a Pikachu in an attempt to make itself more fetching in appearance. It possesses unique Ghost/Fairy typing that grants it three immunities in Normal, Fighting, and Dragon; a quad resistance to Bug; and only two weaknesses in Ghost and Steel. Along with that, the only existing typing resistant to both of its STAB is Fire/Normal, the typing of Pyroar (which is seldom used otherwise).

As for its base stats, 55/80/105 bulk is decent, base 90 Attack is not too bad, base 50 Special Attack is laughable, and base 96 Speed is a sort of middle ground between base 95s (such as Kyurem-Black) and base 100s (such as Victini). What really defines Mimikyu, however, is its Ability. Recall that the Alakazam line can run Focus Sash with Magic Guard for a one-time guarantee (barring the possibility of multi-hit moves) to fire off a strong special attack. In a similar fashion, if you give Mimikyu a Red Card, that’s a one-time guarantee that any attacking opponent will be forced out (unless said opponent has one of the Abilities Mold Breaker, Teravolt, Turboblaze; or is using one of the moves Sunsteel Strike or Moongeist Beam). This is the most surefire way to prevent a potential sweep from any non-Ability-bypassing Pokémon with multiple boosts under its belt. Even multi-hit abusers (such as Cloyster) will be forced out on the first hit.

To summarize, Mimikyu is not the best in terms of pure offense or utility, but it does have a niche in its dual STAB combination and Ability.

Sets

1: Offensive Red Card

Mimikyu @ Red Card
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
– Play Rough
– Shadow Claw
– Shadow Sneak
– Swords Dance

As mentioned in the Overview, the combination of Disguise and Red Card gives it one opportunity to stop any non-Ability-bypassing setup sweeper by forcing it out and thereby resetting its stats. Play Rough is its strongest STAB, Shadow Claw is supplementary STAB, Shadow Sneak is for priority, and Swords Dance allows it to increase its okay Attack to respectable levels. EVs and Nature are offensively focused with particular emphasis on Speed to make sure that Mimikyu stays ahead of the base 83-95 bracket.

2: Fast support

Mimikyu @ Red Card
Ability: Disguise
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
– Play Rough
– Will-O-Wisp
– Taunt
– Destiny Bond

A more supportive focus on Mimikyu’s niche. Play Rough is STAB to prevent it from being useless against faster Taunt users, Will-O-Wisp halves the opposing Pokémon’s Attack and adds 1/16 residual damage per turn, Taunt is for shutting down slower setup/utility Pokémon, and Destiny Bond can be helpful in conjunction with Disguise to force a(nother) switch or force the opponent to fodder off a faster threat. EVs are focused on maximizing Speed and bulk simultaneously, with filler EVs in Attack for a slightly stronger Play Rough.

3: Z-Safeguard

Mimikyu @ Normalium Z
Ability: Disguise
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
– Play Rough
– Shadow Claw
– Swords Dance
– Safeguard

With Z-Safeguard, Mimikyu gets +1 Speed, allowing it to outspeed the entire unboosted metagame, while also adding the status-blocking effect of Safeguard. Couple that with Swords Dance, and you can have something of a Double Dance set (although the issue is that Z-Safeguard can only be used once). The spread provided above ensures that it will outspeed base 85s at +0 and Pheromosa at +1, while providing a bit of bulk with the remaining EVs. (With Adamant, it only reaches a +0 Speed of 291, which equates to a +1 Speed of 436, only enough to cut past base 145 at +1. (To make that creep, the minimum investment is 232 EVs in Speed, with which it also cuts past base 80s at +0.) If you want to go as far as outspeeding +0 Ninjask at +1 while outspeeding base 90s at +0, you would have to invest 208 EVs in Speed with a Jolly nature.) As a side note, Normalite Z also gives access to Z-Swords Dance, which resets Mimikyu’s stats before applying the +2 boost (which can essentially give it +3 if it starts off affected by Intimidate).

Other Options

Façade is an alternative option that allows it not only to circumvent Burn, but also to make it easier to deal with Pyroar. While Play Rough can only manage 75-88 damage on standard Pyroar (which has 313 HP), Façade does 78-92 while healthy and 155-183 while burned. If Pyroar opts not to use Will-O-Wisp for this precise reason, Return/Frustration does 113-134 damage. Be careful when using Return/Frustration, though, because if you use it, the opponent will know that you don’t have Façade (or at least I hope not) and go for Will-O-Wisp. Another thing to note about Return/Frustration with Normalite Z becomes a 160 BP Breakneck Blitz, which does 177-209 damage. (Façade becomes base 140, which does 155-183.)

In terms of moves in the Status category, Mimikyu can run Bulk Up as a more defensive take on setup sweeping, but the problem with that is that it lacks any form of recovery beyond Pain Split or Rest+Sleep Talk. Mono-Fairy is pretty good in theory, but Salazzle walls it hard, and Heatran walls it harder. Thunder Wave can be used as an alternative status to spread, but there are better users.

Problems and Partners

Problems

As a Steel-type physical wall, Ferrothorn can take Mimikyu’s attacks very well, inducing residual damage through Iron Barbs and/or Rocky Helmet in the process, and secure the KO with super-effective STAB Gyro Ball (or, failing that, wither it down with Power Whip and/or Leech Seed). Will-O-Wisp and/or Taunt from Mimikyu might be a slight nuisance, but those moves do not entirely stop Ferrothorn from being a threat.

Pyroar resists both of Mimikyu’s STABs, is immune to Will-O-Wisp, can 2HKO any variant with Life Orb Fire Blast, and can potentially burn with its own Will-O-Wisp if Façade is not a problem.

In a similar vein to Ferrothorn, Heatran quad-resists Fairy, is immune to Will-O-Wisp, and is neutral to Mimikyu’s Ghost STAB (which, might I add, is relatively weak). Additionally, it can do one of the following: burn with Lava Plume (defensive), deal heavy damage with Magma Storm (stallbreaker), or guarantee a 2HKO with Flash Cannon (offensive).

Regardless of the situation (burn or otherwise), Excadrill can deal heavy damage—even through Disguise—with its Mold Breaker Steel STAB; only the most physically defensive variants of Mimikyu can avoid the 2HKO from burned Excadrill. It also takes less than half from +0 Shadow Claw.

Partners

Along with being a problem, Pyroar can also be considered a partner because it resists both of Mimikyu’s weaknesses in Steel and Ghost, and it threatens (most) Steel-types with STAB Fire Blast. Conversely, Mimikyu is immune to Pyroar’s Fighting weakness and can use its physical movepool to hack at special walls. Heatran might remain a problem, but hey, Hidden Power Ground.

Greninja can also take Ghost- and Steel-type attacks (and possibly more, depending on what type it chooses to become if it has Protean), and it provides special attacks for Mimikyu’s physical movepool. Battle Bond Greninja might have a harder time with Steel-types, but Protean Greninja can use Low Kick and Hidden Power Fire to deal with Heatran and Ferrothorn respectively.

Incineroar presents another type combination resistant to both Ghost and Steel, and it can use its Fire-type STAB and Earthquake to deal with Ferrothorn and Heatran respectively. On the flip side, Incineroar can use U-turn to pivot into Mimikyu if it encounters a slower Fighting-type that it would have a hard time dealing with otherwise. Too bad it lacks Sucker Punch, though, otherwise it would be a force for faster Ghost-types to reckon with.

 

This is my first time doing a Gen 7 “competitive” analysis, and I don’t find myself to be all that familiar with competitive play, so…yeah, this is all I can muster before the self-imposed deadline of the article.

Nowi Wins À la prochaine! (Until next time!)