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#crossing it with exploud
quillpokebiology · 5 months
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Me when I desperately scrolling through the field egg group to find a pokemon I can cross Swoobat with so I can call the breed 'Gargoyle,' and I actually find something
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brokecorviknight · 5 months
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Hatchetfield Pokémon AU - Partner List:
Main Characters:
TGWDLM:
Paul Matthews - Exploud
Emma Perkins - Porygon
BF:
Tom Houston - Donphan
Becky Barnes - Comfey
Lex Foster - Zigzagoon (Cressellia is also here)
Hannah Foster - Mew
NPMD:
Pete Spankoffski - Stoutland
Steph Lauter - Luxray
Grace Chasity - Hatterene
Max Jägerman - Passimian
LIB:
Wiggly (Wiggog Y’rath) / Wendell (Dark/Psychic)
Nibbly (Nibblenephim) / Nicky (Dark/Psychic)
Pokey (Pokotho) / Porter (Dark/Psychic)
Blinky (Bliklotep) / Blaine (Dark/Psychic)
Tinky (T’noy Karaxis) / Theo (Theodore) (Dark/Psychic)
Webby (Queen in White) / Wendy (Psychic/Dark)
Important Characters:
TGWDLM:
Ted Spankoffski - Volcarona
Bill Woodward - Leavanny
Alice Woodward - Skitty
Prof. Henry Hidgens - Liligant
Gen. John MacNamara - Genesect
BF:
Ethan Greene - Cyclizar
Linda Monroe - Vespiqueen
Tim Houston - Cubone
NPMD:
Richie Lipschitz - Gallade
Ruth Fleming - Sprigatito
Solomon Lauter - Honchkrow
Detective Shapiro - Pikachu
NT:
Henry (Fake Prof. Henry Hidgens) - Mimikyu
Lucy Stockworth - Gholdengo
Wooly-Foot - Galrian Darmanitan
Konk (Ted Spankoffski) - Darmanitan
Pryce Perkins (Paul Matthews 23) - Ditto
Emilia Matthews (Emma Perkins Android) - MissingNo
Time Bastard / Homeless Man (Ted Spankoffski) - Iron Moth and Slither Wing
Jane Houston (Perkins) - Revaroom
Miss Holloway - Hypno
Duke Keane - Snorlax
Gerald Monroe - Vivallon
Perky (Emma Perkins) - Aribolva
Ziggy - Shiftry
Jeri - Nidoqueen
Jerry - Nidoking
Lumber Axe (Lil’ Jerry) - Witchwood Haxorus
Shelia Young - Froslass
Rose - Toxtricity
Melissa - Meowstick (Female)
Puss - Espeon
Named Characters:
TGWDLM:
Greenpeace girl / Harmony Jones - Shaymin
Ken Davidson - Grumpig
Charlotte Sweetly - Oinkalogne
Sam Sweetly - Braviary
Nora - Minccino
Zoey Chambers - Alcreamie
Deb - Liepard
BF:
Frank Pricely - Sableye
Sherman Young - Salazzle
Gary Goldstein - Meowth
Uncle Wiley / Wilbur Cross - Tentacruel
Man in a Hurry / Barry Swift - Yanmega
Dude with Peanut - Pachirisu (Peanut)
Xander Lee - Empoleon
President - Unfezant (Male)
NPMD:
Mark Chasity - Flapple
Karen Chasity - Appletun
Off. Bailey - Skarmory
Kyle - Chesnaught
Brenda - Oricorio (Electric)
Jason - Bastiodon
Caitlyn - Altaria
Ms. Mulberry- Audino
Ms. Tessburger - Corsola
Rudolph - Sawsbuck
Brook - Finneon
Trevor Lipschitz - Magcargo
NT:
Allison - Lanturn
Madame Iris - Reuniclus
Craig - Tropius
Barker - Coalossal
Rupert - Gigalith
Jonathan Brisby - Tyrantrum
Sylvia - Floatzel
Andy / Executive Kilgore - Aggron
Jenny - Milotic
Dan Reynolds - Karrablast
Donna Daggit - Shelmet
Tony Greene - Klingklang
Jacqueline Frost - Glaceon
Pamala Foster - Komala
Roman Murray - Morpeko
River Monroe - Combee (Male) or Teddyursa
Trent Monroe - Venomoth
Seaton Monroe - Ninjask
Jordan Monroe - Shuckle
Malone - Octillery
Hailey - Skuntank
Zach Chambers - Gogoat
Liz - Beartic
Judith - Butterfree
Martha - Clawitzer
Mary - Bibarel
Mima Chambers - Drampa
Bob Metzger - Witchwood Aegislash
Carl Metzger - Witchwood Doublade
Larz Metzger - Witchwood Doublade
Louie Metzger - Witchwood Honedge
Mary - Medichan
Noah - Furret
Gabe - Sudowoodo
Marco - Copperajah
Kale - Chatot
Thrash - Noivern
Skud - Rillaboom
Courtney - Zebstrika
Russ - Scovillain
Beth - Centiskorch
Eddie Chiplucky - Krookodile
Stopwatch / Daniel - Phantump
Spitfire / Sophia - Blaziken
Charles - Type: Null
Bruno - Pangoro
Otho - Flamigo
Freddie Biggs - Corviknight
Mina - Pyroar (Female)
Chrissy - Alolan Persian
Aubrey - Purugly
Teddy Bear - Mabosstiff
Jerrie - Golurk
Different Actors:
Hot Chocolate Boy (Peter Spankoffski) (TGWDLM) - Polteageist
Pete Spankoffski (AC) - Aromatisse
Prof. Henry Hidgens (HQ) - Jigglypuff
Prof. Henry Hidgens (WB) - Spinda
Max Jägerman (TGWDLM) - Cinderace
Ethan Greene (YJ) - Goodra
(I’ve been working on this for a few weeks. I thought it would be fun to share. Hope you all enjoy it)
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I decided to make dndads pokemon team headcanons
Each character will be limited to 3 max (exceptions pending)
Daryll:
Greedent - Looks just like him, Matt said so himself. Calls it Grant. It gets confusing.
Meowth (Galar) - Scruffy just like Daryll. Evolves into Perrserker, fitting Daryll's barbarian class. Named it Aragorn on a whim and wouldn't change it even when people told him it doesn't fit.
Kangaskhan - Loving, protective parent. Inherited from Frank as the baby of his own Kangaskhan now grown up. Named it after his grandmother, Sally.
Henry:
Cradily - No brainer. Best of both interests (nature and geology). Named it Lily. Simple, sweet.
Carnivine - Thorn Whip/Entangle/Grasping Vine! Also representative of his more aggressive nature that he pushes down until he snaps. Named it simply Flower cause he wanted to associate it with nice and gentle imagery.
Trevenant - Had it since he was a boy and both lost their memories when they were transported to earth. Gifted to him by Beary to help attune him to the Doodler's eldritch nature within him by interacting with the ghost type. Made of the husk of an oak tree. Perhaps possessed by the lost soul of an Oakvale child. Can learn Will-O-Wisp, which is a good enough justification for Wall of Fire for me. He never named it.
Glenn:
Beeheeyem - Had it since it was an Elgyem, but doesn't remember catching it. He remembers getting high in the desert one night, then waking up with a new friend. He doesn't even know the species name, he just calls it Star Wars.
Rotom - Let's it chill in his amps or guitars when at home and in his vape pen when on the go. When it possesses his electric guitars it can play loud even without an amp. Calls it Lil' Dude/Lil' Man/Lil' Guy/Lil' Buddy. It responds to all.
Pikachu - of all the characters, he feels the most right to have a Pikachu. What's it's name? Nick Jr.
Glenn hasn't technically captured any of his pokemon.
Ron:
Herdier - His first pokemon that he had to give up long ago. Named Rogue.
Greavard - It found him one day.
Paeden:
Tyrogue - It's the same size as him and he found it after joining the dads. He fought it himself. Calls it his Rival.
Walter the Immoral:
Honedge - The sword that gave him his name. He never wanted a pokemon, but when the sword he crafted broke and killed that hero, it became possessed and returned to him. Has no name, and he barely refers to it. Good friends with Paeden.
Scam Likely/Well Actually/Scam Actually:
He has no set team. Every time he crosses paths with the daddies he has a different pokemon accompanying him, even if they were only separated for an hour.
Some examples of pokemon he's been seen with -
Purrloin
Sneasel (both versions)
Mew
Igglybuff
Each of the daddies' pokemon (at different occasions)
Spinarak
Murkrow
Meowth (Kanto)
Seviper
Zorua (most commonly seen)
Arin O'Neal:
Trevenant - (Lots)
Torterra - (Lots)
Willy:
Dusknoir - Uses it as a tool and nothing else. Doesn't refer to it at all, conditioned it to respond to orders only.
Darkrai - Keeps it contained and under wraps. Never tries to use it for battle or utility. He doesn't want to risk losing control, even in his dreams. He would have to be desperate to resort to using it.
Beary:
Liligant (Hisui) - Uses it as a partner for light aerobics and yoga. Calls it Lily.
Golurk - Created it himself. He considers it something of a magnum opus. Refers to it by its species name.
Dragonite - His ace up his sleeve. He lets it guard the O-Dads compounds and bases. Calls it Raymond Dio Labot.
Bill:
Slaking - His oldest pokemon. Extraordinarily powerful, but just as lazy as he is. Calls it Brother.
Exploud - He likes it loud. Taught it to beatbox and Willy fucking hates it. Calls it Rock and/or Roll.
Rotom - Glenn's Rotom. He bequeathed it to him some time before he "died". He's the one that started calling it any variation of "Lil'" that Glenn caught on to.
The Doodler:
Unown Unknown
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ohthehypocrisy · 2 days
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Palafin for Pokemon Unite!
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Season 1
Season 2
Prev: Cradily - Hatterene - Tropius - Cacturne - Ditto - Weavile - Ogerpon - Coalossal - Gogoat - Galarian Slowbro - Luxray - Breloom - Uxie, Mesprit, & Azelf - Wobbuffet - Obstagoon - Lanturn - Castform - Dusknoir - Persian - Tatsugiri & Dondozo - Magnezone - Sirfetch'd - Exploud - Smeargle
When it became apparent that Pokemon was going to be a long-running franchise, most of us realized that we were going to see nearly all real world animals turned into pokemon at some point. We all had our ideas and high hopes for some of our favorite animals, but no vision was more grandiose than what a dolphin pokemon would look like.
And then, 8 generations later, we finally got one, and a Superman allegory was far from what most of us were expecting, but certainly very welcoming. It's a well designed pokemon and makes it more amicable, especially considering what real dolphins are known for. You know, for their 'pranks', if you can call them that.
But never mind all that, there's trouble on Aeos Island! Can Palafin answer the call? Tune in to find out!
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With average HP and average Speed, Palafin struggles a bit in bringing justice to the ne'er-do-wells it may encounter. It lacks the Attack and Defense needed to last long in a fight, and its Sp. Attack and Sp. Defense is wholly unreliable.
While Palafin is a fully evolved pokemon, this isn't actually its full power.
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When Zero to Hero activates, Palafin shifts from its Zero form into its Hero form, a process no one has ever seen. This form change not only alters Palafin's appearance, but also its stats, granting it a massive boost to its Attack, as well as major boosts to its other stats. The high Attack power is nothing to sneeze at, but this form lacks a bit in its defenses. Bulk and durability aren't as important when you need to be more streamlined to make it just in time to save the day. For that reason, Palafin is supercharged for the role of a...
Speedster
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Basic Attack - Melee/Attack
Finizen/Palafin
The user blows ring bubbles at nearby targets. These bubbles reduce the Movement Speed of opposing pokemon for a short while.
Palafin-Hero
Becomes a boosted attack after 3 hits. The user fires a ring bubble that Immobilizes enemies. If a nearby enemy is caught, the next basic attack deals a mighty punch that Shoves them away, damaging all enemies along the way.
The ring bubbles comes out of Finizen's and Palafin's little blowhole and are very tiny. They come out as a spray, which makes it close range as an attack. A hit will reduce the Movement Speed of opposing pokemon by 2 seconds, resetting the debuff duration with each additional attack.
Palafin-Hero has a very fast basic attack speed, but it winds up a bit to launch its boosted attack, making it just as fast as other pokemon. All three forms can move while attacking.
The boosted attack of Palafin-Hero comes out as a ranged projectile. While it is a sure-hit attack like other ranged basic attacks, it will snag onto the first enemy it crosses paths with, not necessarily the original target.
Opposing pokemon hit by Palafin-Hero's boosted attack will be Immobilized for 1.5 seconds. While Immobilized, the pokemon can still attack and use moves and items, with the exception of Dash moves.
If Palafin-Hero is nearby any opposing pokemon ensnared by its boosted basic attack, the next basic attack will be a mighty punch that Shoves enemies away in the opposite direction. This Shove damages other pokemon as well. Note that this punch will not increase the basic attack meter nor will it expend the boosted basic attack if you have one.
The first tool in a superhero's toolkit is a weapon or skill that aids in immobilizing criminals trying to escape justice. For Palafin, that would be a sticky film of ring bubbles that cling to the enemy and binds their limbs in place, preventing their movement.
Of course, this is for the Hero form. Both the Zero form and its preevolution spray a series of bubbles out from its blowhole in an attempt to hinder the bad guys. It's a noble effort, but not all that effective as the pokemon needs to be close by to hit the enemy with these ring bubbles.
When Palafin shifts into its Hero form, though, the basic attack becomes a very reliable method of incapacitating the enemy team. Just by mashing the basic attack button, you'l be able to ensnare the enemy in a ring bubble, which both hinders the enemy and prevents them from using Dash moves. It won't stop them from casting ranged attacks, but you can with a followup punch.
Standing next to an immobilized enemy will change the basic attack used when it comes out. When the opportunity presents itself, Palafin will instead deliver a high pressure punch that blows enemies away, sending them flying and damaging other enemies caught in the path of the flying fiend. It's great for destabilizing the opposing team's offensive structure as it separates players from their teammates, but you only have 1.5 seconds to use this followup attack, so get your hits in while you can.
Ah, but what exactly is a hero? I can't answer that for you, but I can describe how Palafin does it.
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Ability: Water Veil/Zero to Hero
Water Veil (Finizen)
The user's Defense and Sp. Defense increases and becomes resistant to hindrances after 5 seconds of battle with the opposing team.
Zero to Hero (Palafin)
This ability activates after 7.5 seconds of battle with the opposing team. The user's Defense and Sp. Defense increases and the user becomes resistant to hindrances. Using moves and dealing damage to the opposing team reduces this timer. After activating, Palafin changes to its Hero Form while using Dive or when it retreats to base manually. The user stays in this form until it is KO'd.
When Water Veil and Zero to Hero activate, both Finizen and Palafin become resistant to hindrances. Water Veil increases Finizen's Defense and Sp. Defense by 20% whereas Zero to Hero increases them by 35% instead.
The timing activation works like the Leftovers and Float Stone items but in reverse. The battle has to start when the user takes or deals damage to an opposing pokemon. Likewise, the ability buff deactivates after 5 seconds out of combat.
Damaging pokemon on the opposing team with your moves reduces the cooldown of Zero to Hero by 0.5 seconds each time.
When activated, Palafin will change into its Hero Form while submerged during Dive or when it reappears at the home base after retreating manually. The Hero Form will be maintained permanently until you are KO'd.
The defense buffs and hindrance resistance boons still have to be activated through combat, even while the user is in Hero Form.
First off, Finizen's Water Veil is a pragmatic ability that triggers during fights, but it's worth the effort. Getting a defense boost and a hindrance resistance is a powerful boon, but you are still a Speedster, so don't overestimate its effects.
I bring up Water Veil because Zero to Hero has a similar activation requirement. It takes a little longer to activate, but the boost is stronger and the activation timing can be reduced by using your moves as normal. However, once activated, Zero to Hero requires two specific conditions to be met before Palafin can transform. Well, there is a third way to transform, but this is the most common way you'll get it done in the heat of battle.
If Zero to Hero is activated, you'll change into your Hero form when you retreat to base manually. When you pop back in at the main base, you'll automatically have changed into your Hero form, and you can rush back to the fight by using the jump pad, if it happens to have been set up. Alternatively, you'll change form automatically while using Dive, so you won't need to take a long detour to return to the fight.
But why Dive? That's a starting move, isn't it? Well, superheroes are very good at keeping secret identities, pretending to be weaker, plain old civilians in broad daylight. Think you can commit crimes while this cute little dolphin is nearby? Think again.
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At the beginning of the game, Palafin will start out as Finizen. You can choose between Aqua Jet and Dive as your first move. By Level 3, you'll have learned both.
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Move 1: Aqua Jet (Dash)
A mighty water tackle that travels a fair distance. Each hit reduces the cooldown of Dive. The cooldown of this move is reduced each time you damage an enemy on the opposing team. 3.5s cooldown.
Aqua Jet reduces the cooldown of Dive by 2 seconds each time it hits an opposing pokemon.
Additionally, each time you damage an enemy on the opposing team, the cooldown of Aqua Jet is reduced by 2 seconds.
Dolphins are known for their fancy water tricks and they're intelligent disposition. Yep, just those things, nothing else.
For that reason, Finizen and Palafin are both expert users of Aqua Jet. A fast cooldown of 3.5 seconds means that this portly porpoise has an easy time rushing around the map. The move gets even faster when used in combat, as the move gets its own cooldown reduced when dealing damage to enemies on the opposing team. A little splash of water can actually hurt if you splash hard enough.
Not only that, Aqua Jet also reduces the cooldown of Dive, which it needs since the move is part of its transformation plan.
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Move 2: Dive (Dash)
The user jumps and splashes into a puddle, damaging nearby enemies. The user then jumps out towards the designated direction, splashing water everywhere and Shoving nearby enemies. The button can be held to delay the resurface attack. 9s cooldown.
When the user dives into the puddle, it becomes unreachable and cannot be targeted by any attack or ability. This works just like Talonflame's Fly.
Upon resurfacing, the water splash Shoves away nearby enemies.
The attack button can be held to delay the resurfacing attack by up to 3 seconds. The user will be forced to reemerge after 3 seconds.
Where did all of this water come from? And how is it that you can hide in a puddle of water like this? Listen, we're 9 generations into pokemon. The time to ask these kinds of questions was 8 Gens ago. It's best not to think about how pokemon physics work.
Like how Finizen doesn't have to worry about diving into extremely shallow water when it uses Dive. No, it hits the water with enough power to hurt nearby enemies, but that's not all. When Finizen resurfaces, the power of its propelled push repels potential opponents in proximity, Shoving them away slightly.
Now, if there's one thing dolphins are known for, it's the fact that they're actually mammals, and that they are able to live in the water thanks to being able to hold their breath for a really long time. Holding the attack button during the dive has Finizen hold its breath, delaying the second attack for a short while. Now, I say short, because Finizen and Palafin aren't allowed to stay underwater for the whole game, so they have to pop out after 3 seconds at most. You can aim where your jump leads to in the meantime, but if you want to also hit your enemies, you better aim quick, since they'll likely retreat away from the attack while you're aiming.
Now, I briefly mentioned that both Finizen and Palafin can use this move and Aqua Jet, even though this is a beginner move. Why is that? Also, how is Dive supposed to activate Zero to Hero if that ability is exclusive to the evolved form? All will be explained in due time.
Which is now. Pay attention.
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At Level 7, Finizen evolves into Palafin. At the same time, you will be asked to choose between Flip Turn and Jet Punch for Move Slot 1, and Focus Punch and Wave Crash for Move Slot 2.
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These moves will replace Aqua Jet and Dive respectively when Palafin shifts from Zero to Hero.
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Move 1a: Flip Turn (Dash)
A water dive straight forward that Shoves enemies. On hit with an enemy or a wall, the user dives in the opposite direction and dashes a much greater distance, damaging enemies. The user's Movement Speed increases for a short while afterwards. 5s cooldown.
At Level 12, Flip Turn becomes Flip Turn+.
The return dive deals increased damage and resets the cooldown of the move if it KO's an opposing pokemon.
Flip Turn will send the user dashing in the opposite direction after hitting a wall or opposing pokemon. The user's Movement Speed increases by 50% for 4 seconds afterwards.
The return dive of Flip Turn+ deals 2.5x more damage.
First off, the reason why Palafin is able to use Aqua Jet and Dive is because it is assuming the identity of a plain old Finizen. Secondly, much of Palafin's high powered moves are only effective when used during its supercharged Hero form transformation. As such, when you evolve from Finizen to Palafin, the moves you choose to upgrade to will replace Aqua Jet and Dive respectively when Palafin successfully changes forms.
Between Flip Turn and Jet Punch, this move makes Palafin rather speedy. With a graceful kick, Flip Turn sends Palafin forward and then back, warping the water around itself so that it may reduce drag while swimming. It's the definition of a hit-and-run attack, so it's useful for diving in to get the enemy's attention.
Of course, you don't actually need to hit anyone. If you're in the middle of grinding for EXP, and you hear a call for help on the other side of the map, Flip Turn can be used against a wall to give you a burst of speed. A 1.5x boost for 4 seconds is a lot of time to cover a lot of ground, but you aren't likely to make it in time. Thankfully, Flip Turn has very low cooldown, so you can refresh the boost on another wall or wild pokemon if necessary.
Also, Palafin can move continuously while using its basic attack, making it very fleet-footed in combat combined with that boosted Movement Speed. Using the boost in tandem with the Shove effect makes Palafin very effective at either disrupting the enemy team or picking off stragglers.
However, because the move pushes against walls, Flip Turn cannot be used to jump over them, or obstacles for that matter. Also, the pokemon you hit with Flip Turn will be pushed the furthest away from you. Depending on the pokemon, they can safely retaliate with long range moves, like Delphox and Dragapult. Also, speedy enemies that can use Dash moves are likely to either reenter the fight or make a run for it. Either make sure that Flip Turn secures the KO, or that you hit an opposing bulky All-Rounder or Defender with this move to better destabilize the attacking front.
If you want a better move built for diving into fights, Jet Punch is the preferred option. Aside from Dive, all things considered, but that move is exclusive to the Zero Form, and Finizen. Ahem.
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Move 1b: Jet Punch (Ranged/Dash)
The user launches a jet of water from its fist, damaging all enemies in the way. Afterwards, the move can be used again to deliver a flying punch at the area where the attack landed. Any enemy hit by both moves receives extra damage. 7.5s cooldown.
At Level 12, Jet Punch becomes Jet Punch+.
Reduced cooldown.
Jet Punch is a ranged attack that comes out at a fixed distance. After the move is launched, Jet Punch can be used again to send the user flying with another punch, landing at the fixed point of the ranged attack. You have 3 seconds to use the attack again before the move goes on cooldown.
If the fixed point is within a wall or obstacle or otherwise out of bounds, the user will land as close as possible to the fixed point.
The flying punch deals 3.5x more damage to all opposing pokemon damaged by the ranged attack initially.
Jet Punch+ reduces the cooldown of the move to 6 seconds.
In game, Palafin is able to use these punch attacks before changing into its Hero form, which I think is cute and silly. However, in Pokemon Unite, it's much easier to animate by making these attacks exclusive to the supercharged form. It also looks much more heroic this way.
Jet Punch is a flying water punch ejected from Palafin's fist shaped fins, dealing pretty decent damage. However, the attack has a followup combo, which sends the aquatic superhero flying towards the impact point of the ranged wave. This second strike deals multiplied damage against enemies that got splashed by the initial shot, making it a very powerful attack to dive into fights with.
The followup strike will send you flying towards the spot where Jet Punch landed, which is a fixed distance. It reaches very far, but things can get weird if it happens to land within a wall or out of bounds. Don't worry, the attack won't send you flying into oblivion, but it becomes difficult to accurately use the followup strike if you don't know which side of the wall you'll land on.
Also, the followup strike had to be used manually. You can delay it a bit to deliver a series of basic attack strings, but it is nearly impossible to combine it with your other move due to the strict timing.
Speaking of which, let's take a look at the rest of this superheros skill set.
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Move 2a: Focus Punch (Melee/Dash)
The user flies at the designated area and lands with a quaking punch. The user then charges its fist and dashes towards the designated direction, dealing great damage and Throwing all enemies hit. 9.5s cooldown.
At Level 13, Focus Punch becomes Focus Punch+.
Deals increased damage and charges faster.
Focus Punch has the user jump a short distance and crack the ground with its fist. This quake attack Stuns opposing pokemon briefly for 0.5 seconds and reduces their Movement Speed by 30% for 1 second.
After landing, the user focuses and charges the attack for 3 seconds. The flying fist attack reaches far, damage all enemies along the way and Throwing them. Focus Punch+ reduces the charge time to 2 seconds and increases the overall damage of the move by 3x.
You ever see those superhero landings where the hero hits the ground, cracking it, landing on their fist and knee? It turns out that that pose is terrible for your back and legs, so you'll never see it done in real life. Not only is Palafin not real, it doesn't have knees, so it can get away with doing the superhero landing.
Focus Punch sends you flying at the designated area with a mighty punch, covering a lot of ground with a single jump. The landing quake Stuns nearby enemies for a brief second and reduces their movement speed for a short while. This is all so that the enemy can't easily escape the following charge punch coming up. After landing, Palafin focuses power for 3 seconds before it charges fist first in the designated direction.
This second punch deals heavy damage and can easily KO most Attackers and Speedsters, but 3 seconds of focus is very demanding in the heat of battle. It's not unlikely you'll get stifled by a hindrance before the attack comes out, even with the Stun effect taking the enemy by surprise. The power is worth it, though, as it can put a huge dent in Defenders and All-Rounders. You might even consider running Full Heal just for the insurance.
The upgrade shortens the charge time of Focus Punch from 3 seconds to 2, making it faster and more reliable to hit. It also drastically increases the overall damage output, greatly rewarding you for successfully landing the attack. You still have to watch out for hindrances, so maybe you should wait until the enemy team has exhausted all of their stunning attacks or have Zero to Hero actively boosting your defenses and granting you hindrance resistance. Heroes are always fashionably late, you know.
They're also famous for crashing the party. For Palafin, it brings with it a wave of justice.
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Move 2b: Wave Crash (Ranged)
The user dives into a large pool of sea water, then reappears while launching a large wave in the designated direction, Shoving enemies away. The attack can be held to remain underwater for a short while longer, while also increasing the size and damage of the wave attack when the user resurfaces. 9s cooldown.
At Level 13, Wave Crash becomes Wave Crash+.
Increases the Shove power of the wave.
The user dives into a pool of water and comes back out 1 second later, launching a large wave in the designated direction. This wave Shoves enemies away, though not the whole length of the attack.
Like with Dive, Wave Crash can be delayed by holding the attack button for up to 2.5 seconds. However, holding the attack causes the resulting wave to increase in size and power proportional to the charge time.
Wave Crash+ increases the Shove distance by 50%.
What do heroes like Palafin use to clean the city of crime? Why, with a big wave of pure seawater, of course. A salty splash of saline sanitizes the streets of sin, saving the citizens with satisfying succor.
Back when you were a Finizen, Dive was useful in providing a moment of invulnerability in the heat of battle. As Palafin Zero, it was the most effective way at damaging multiple enemies in order to trigger Zero to Hero multiple times in one attack. Having changed into Hero form, the only way to retain this momentary immunity is to learn Wave Crash over Focus Punch.
The tradeoff is subjective. Wave Crash casts a big projectile that can Shove enemies, which is useful for a Speedster that is prone to being taken by surprise. Blowing away foul fiends from your helpless teammates is a surefire way to save the day. Some players would prefer the ability to dive into the fight recklessly, but they're usually overconfident about their ability to deal burst damage as a Speedster.
Just like with Dive, you can hold the attack button to delay resurfacing. While you have slightly less time to hide, holding the attack button will charge the power and size of the wave that comes out. A bigger wave means you can catch more opponents in the wash, blowing them back with the might of the sea.
Now, holding the attack can make the wave projectile a bit predictable. Any enemy packing hindrance resistance or immunity like Full Heal will know the attack is coming and can react to it when the wave appears. Also, 2.5 seconds is plenty of time for the enemy to dash over and reach the objective you're trying to block, so try to settle for just long enough to charge up Wave Crash.
Though, if you really wanted to demonstrate the full might of the sea, no other power will compare to Palafin's Unite Move.
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Unite Move: Palafin To The Rescue! (Area)
The user dives into the water before reappearing at the designated area with a sunken ship pulled straight from the seafloor. The user then throws the sunken ship in the designated direction, Shoving all enemies hit by the attack and Stunning them for a while.
This Unite Move is functionally similar to Dragonite's Unite Move, Draco Impact, in that an area has to be designated and selected, and the reach of the attack is considerably far. Although compared to Dragonite's Unite Move, Palafin to the Rescue can cover a little over half the distance. An area cannot be selected if Palafin cannot be within it, such as within a wall or out of bounds.
After diving down, Palafin reappears with a huge wooden ship that had sunk to the seafloor. Palafin will then chuck the entire thing in the designated direction, damaging all enemies along the way, Shoving them the entire length of the attack, and Stunning them for 1.75 seconds. Palafin is Invincible during the attack.
If Palafin-Zero uses this Unite Move, it will reappear as Palafin-Hero at the designated area. Like with Zero to Hero, Palafin will stay in this Hero Form for the rest of the battle or until it is KO'd.
When you really need a hero, one will pop up out of nowhere. It doesn't matter when or where, just call for help, and Palafin will appear, never fear.
When you need to use Palafin to the Rescue, the target range and distance is pretty far for a Unite Move. It's comparable to Dragonite's Draco Impact, though it doesn't reach quite as far. Still, being able to cover a lot of ground really quickly is vital to saving the day, even if you're crashing the party with a last minute present.
When Palafin appears out of the water, it comes out holding an old, wooden ship that sank to the seafloor years ago, probably over a decade ago. I don't know what that flotsam is doing in Theia Ruins or why there are so many of them around Aeos Island, but to Palafin it doesn't matter. The enemy team will be taking a very close look at its hull when the entire thing is thrown at them.
The old ship may be rickety and waterlogged, but it still packs a punch when Palafin throws it at the enemy team. It's such a big projectile too, which makes it difficult to avoid. Those unlucky enough to get hit will be Shoved away the whole distance of the attack. Afterwards, they'll be Stunned in place for a while, allowing you and your team to finish them off or safely secure the objective.
Palafin to the Rescue is a powerful Unite Move in its effect and execution, but perhaps its most significant boon is that it allows Palafin Zero to change into Hero immediately. This makes it ideal for jumping back into a fight after an unfortunate KO, skipping the wait time for Zero to Hero to activate, and starting the battle with the HP advantage, especially if you manage to hit most of the opposing team with the flying ship.
The only downside to the Unite Move is its long charge time. The power to push away an entire team with a huge projectile, and being Invincible the whole time, is an overpowered effect that has to be used sparingly. As such, Palafin to the Rescue must be used at crucial times, you shouldn't expend all of your power for minor disturbances. No, when there's evil afoot, you must be prepared to quash the worst of them with your overwhelming strength.
It's a fish, it's a boat, no, it's Palafin!
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Achievement
Have your allies Assist you and KO opposing pokemon while in Hero Form.
The whole point of being a hero is to save defenseless people from fiends who would use their powers maliciously, but that's kind of hard to do when your peers are equal to you in strength. Therefore, as part of a team, you must back your teammates up when their strength fails them, whether they were caught by surprise or they have been weakened considerably from a fight. Why, you could call yourselves a league of justice, or something to that effect.
As such, this achievement requires you to KO pokemon on the opposing team while in Hero form, but you must also have an ally Assist you with it as well. It's strangely worded, but basically, you and an ally must be fighting together to secure a KO. Now, it doesn't have to be a 2-v-1 fight. It could be you and a friend versus 3 or even 4 opposing pokemon. As long as you get the last hit, it'll count for the achievement.
However, keep in mind that Palafin is a Speedster, so starting the fight on equal footing is not likely to work out for you. Even with an ally Comfey attached to you, I don't think the fight will end well, as it's difficult for a Speedster to stay alive against multiple opposing pokemon (not counting the current meta of Zoroark and Comfey duos, those two are insane...). I mean, maybe if the whole team was weakened, but at that point you could handle things yourself, missing the whole point of the achievement.
The best way to fill out this achievement would be to come to the rescue of your allies, after they have taken the brunt of the damage from the fight. It may be poor form to wait for your teammates to soften up the enemy, but if they are able to hold out and keep up the pace, they'll be just as capable of finishing the fight themselves. If not, you can come down to help and finish the job for them. Sometimes the opposing side will get backup, at that point you can crash the party to even the odds, taking control of the lane for you and your team.
Never fear, Palafin is here.
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Holowear
Unlike most pokemon, Palafin shifts between two forms during battle, so our Holowear choices must give some attention to both the Zero and Hero form. Since the Zero form uses anonymity to blend in and pretend to be weak, we can make the Hero form look more grandiose than it already is.
First, up, Pirate Style Holowear gives the Zero form a blue and white striped bandanna on its head, whereas the Hero form is fully decked out in a tricorn hat, eyepatch, captains coat slung over its shoulders like a cape, and a belt strapped with a toy sword and toy gun. On the opposite side of the morality spectrum, Navy Style Holowear gives little Palafin a cadet's cap, and the big Palafin wears a sea captian's hat, a large coat shirt slung over its shoulders, also worn like a cape, and an ascot around its neck. In Masquerade Style Holowear, the little dolphin gets a quaint eye mask to cover its face, but the big dolphin gets a bigger, fancier mask, a top hat with some fluff and wiry decor, and a short cape flowing from its back. In true heroic fashion, Lifeguard Style Holowear gives Palafin Zero a little outdoorsy hat and whistle, whereas the Hero form retains all of these things as well as a flotation board strapped to its back along with a utility belt full of medicinal supplies. And finally, Orange and Grape Style Holowear is very special, as it puts little Palafin in a polo shirt along with a scarlet and violet pair of shorts and tie; I call this Holowear special, because it pays homage to the classic superhero trope of keeping a secret identity, making Palafin appear to be a regular student at Naranja/Uva Academy from Pokemon Scarlet/Violet. What about Palafin Hero? Well, it wears a scarlet and violet themed mask and superhero cape, along with a fashionable belt around its waist.
Justice is served, and served while serving looks, of course.
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Strategy
All heroes come from somewhere, but superheroes can come from out of nowhere, saving the day with blinding speed. Of course, you have to build up to that power and potential, so let's discuss what you need to do to become a superhero.
Firstly, taking the Central Area is the easiest and safest way of getting enough EXP to get to Level 5, but your moves are better suited for direct combat with opposing pokemon. Yes, you're a Speedster, but running into Top or Bottom Lane may not be such a bad idea, especially if an ally Attacker may need the EXP more than you.
However it goes, sooner or later you will run into opposition, and hopefully you'll have learned both Aqua Jet and Dive. It's important to master these moves early because Palafin Zero uses these attacks to help shift into Palafin Hero much more easily. While Dive is a great jumping attack, it's also a fantastic retreat option as well. You can jump in, jump out and fly back in the direction you came from, all the while distracting the enemy with waterworks.
Aqua Jet can be used to be more direct with the enemy team. Since the move lowers the cooldown of itself and Dive when fighting the enemy, you can splash about like a happy dolphin ignorant to the damage you're causing to the enemy team. It makes you harder to hit, yes, but ranged basic attacks will still hit their mark due to how the game works. There are also plenty of Sure-Hit moves to watch out for in the early game, like Scorbunny's Ember or Pikachu's Thunder Shock.
Assuming you've gotten good at playing with water, you'll also have gotten the hang of fighting as Finizen. The little dolphin is a bit needy when it comes to EXP, so you're gonna need to keep up the pace up until Level 7. When you hit Level 7, Finizen evolves into Palafin, but instead of replacing moves, you're picking out the moveset for Palafin Hero for when you transform. When you make your choice, you'll be stuck in Zero form for a while, still stuck with Aqua Jet and Dive. If you want to shift into Hero form, you'll have to pick a fight with some ruffians.
Fighting as Palafin Zero, your base stats are slightly improved from what they were as a Finizen, but you're still a bit flimsy for a Speedster. Even so, you do need to engage in fights if you want to activate Zero to Hero. You will be rewarded for your bravery, of course, as the defense boosts are pretty great, but the hindrance resistance will be a lifesaver in any and all situations. You just have to pick your battles carefully, as you only need to be in the fight just enough that Zero to Hero activates. Remember, Aqua Jet and Dive both reduce the cooldown of Zero to Hero each time you hit an enemy with these moves.
When you do manage to activate Zero to Hero, you have two different options to change your form. The quickest way would be to use Dive and resurface as a completely different pokemon, primed and ready to save the day. The other, more boring method is to manually recall to base. There are only two situations where you would manually recall to base over using Dive to cover your transformation. The first would be to restore your lost HP, as the Hero transformation is permanent until you are KO'd. Nothing feels worse than letting all of that hard work go down the drain.
The second situation is more uncommon but still feasible. Say you help an ally wipe out the team in Top or Bottom Lane. They're all gone, but there's an important objective on the other side of the map. If you were to walk the whole way, Zero to Hero would deactivate, and you'd have to get into another fight to reignite that heroic spark. However, if you just manually recalled, not only will you guarantee the transformation, but you can use the springboard to more quickly reach your destination. You'll have your HP topped off too, so you can start the next fight fit as a fiddle.
You can't afford to be KO'd, though, as Zero to Hero will then have to be reactivated after you respawn. Luckily, Zero to Hero still retains its boon of granting boosted defenses and hindrance resistance, so you can get a defensive buffer midway through the fight. The defense boosts may not help out much, considering you are only slightly bulkier than a normal Speedster, but the hindrance resistance is the most important boon to have in your fight.
For example, you'll be able to use both hits of Jet Punch freely without getting interrupted, and your Focus Punch hits will never be stifled by hindrances. The speed boost of Flip Turn means that you can move and attack freely while it's active, since Palafin can use its basic attacks freely while moving. Wave Crash is mostly unaffected by the hindrance resistance, since you go into hiding for a second or two, depending on your charge time. Overall, it's important to have the hindrance resistance boon activated during Zero to Hero, and to do that, you'll need to be careful on how you handle the fight until it's powered up.
Palafin's most powerful moves, Focus Punch and Wave Crash, suffer from high cooldown, so these moves must be used either at the beginning of a fight or reserved until the opposing team has exhausted all of their defensive abilities. The awesome power of Focus Punch and Wave Crash can be mitigated by a well timed shield provided by Blissey's Safeguard or Hoopa's Trick. Not only that, any pokemon with a Dash move can and will use them to run away, so it's best to immobilize them with your boosted basic attack first.
Lastly, we need to go over the applications of your Unite Move, Palafin to the Rescue! Not only is it powerful, it also covers a lot of space, making it nearly impossible to miss against the enemy team. That said, there's a good 1.5 seconds of showboating on Palafin's part when it comes out of the water with a massive lunker on its shoulders. The ship will always be thrown at the same time and speed, so experienced players can time their Dash moves just right to avoid the attack. Be that as it may, the most important power up provided by your Unite Move is that fact that it lets Palafin Zero change to Hero when it's used. Hit or miss, you'll start the fight powered up with super strength, super speed, and super swimming skills.
Faster than a speeding bullet, stronger than a locomotive.
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And that's Palafin for Pokemon Unite! I love the superhero idea for this dauntless dolphin and figured that if it got into Pokemon Unite, it would look something like this. After a difficult fight, you get rewarded with a massive power boost, rushing in to save the day like the hero you truly are.
Alright everyone, there's only one more post left in Season 3. Hold on to something, because the very earth itself will shake when this pokemon gets here. Until then, maintain order.
See ya next week for the Season finale!
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Note
(@wingsofachampion) Hiya! I'm super glad you're ok! Though I'm kinda confused what happened. I heard you got kidnapped or something? -Tropius
o-oh arc. that’s a pretty long answer but… oh vanilla’s rambling already. pzzt. they say…
“okay so basically there’s this fuckin. internet explouder ass looking hair dude. or uh. there was. is it still ‘is’ if he’s in a different fuckin universe? anyways uhhh he knew about me. for reasons. normal ones. and he’s been tracking me down for the last ummm two weeks?”
“and so i said fuck that and tried to get him to stop by making everyone in the public upset enough about this that maybe the officials would finally do something except i completely messed up and got people hurt… fuck i need to say sorry to aspear he’s okay right? cross he’s okay right?”
h-he’s okay, pzzt.
“oh thank arc well i still need to apologize properly but basically colress tried to zap himself out of there into the dreamyard and i said screw that and jumped after him and then we both went to the dreamyard and i was trying to figure out where he kept all of his data but instead i found his… subordinates? who were all hybrids except wrong and i freaked out and then this guy just put me in a fucking master ball which hurts like hell by the way and then i don’t even know until rune and tula and wyrdo came to save me. and i was in so much pain for half of it i don’t even remember what i did. fuck. apparently i tried to hurt wyrdo. thank arc they’re ok. and now… i’m here.”
…yeah, pzzt. glad you’re here.
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thenixkat · 1 year
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Pokemon games that I became Champion in
Kalos Region
Starter: Zira the Hydregon (F)
Ability: Levitate
Nature: Jolly- somewhat vain
Item: Leftovers
Moves:
Hyper Voice
Crunch
Rock Smash
Dragon Pulse
Draco the Charizard (M)
Ability: Blaze- powers up fire moves when hp low
Nature: Lax- very curious
Item: Charizardite Y
Moves:
Fly
Slash
Fire Pledge
Heat Wave
Buck the Gogoat (M) (MVP)
Ability: Sap Sipper- boosts attack when hit by grass moves
Nature: Adamant- quick tempered
Item: Miracle Seed
Moves:
Strength
Horn Leech
Leaf Blade
Earthquake
Nazca the Sigilyph (F)
Ability: Magic Guard- only takes damage from attacks
Nature: Hardy- alert to sounds
Item: Amulet Coin
Moves:
Air SLash
Psychic
Sky Attack
Dazzling Gleam
Zoro the Aegislash (F)(MVP)
Ability: STance Change- changes forms depending on what moves used
Nature: Serious- hates to lose
Item: Black Belt
Moves:
Iron Head
Cut
Night SLash
Sacred Sword
Toxic the Dragalge (M)
Ability: Poison Touch- may poison if touched by physical attack
Nature: Hasty - quick tempered
Item: N/A
Moves:
Surf
Thunderbolt
Dragon Pulse
Waterfall
Sinnoh Region
Gondwanna the Torterra(F) (partner)
Ability: Overgrow
Nature: Calm
Item: Soft Sand
Moves:
Giga Drain
Cut
Leaf Storm
Earthquake
Ducky the Golduck (M)
Ability: Damp- prevents self destructs
Nature: Modest
Item: Amulet Coin
Moves:
Psychic
Rock Smash
Surf
Waterfall
Kur the Giratina
Ability: Pressure- raises PP usage of foes
Nature: Rash
Item: Soothe Bell
Moves:
Fly
Dark Pulse
Dragon Pulse
Shadow Force
Bird?Yes the Porygon (MVP)
Ability: Download- adjusts power according to foe’s ability
Nature: Impish
Item: Razor Fang
Moves:
Tri Attack
Signal Beam
Discharge
Thunder
Champ the Machoke (F)
Ability: No Guard- all attacks always land for everyone
Nature: Quirky
Item: King’s Rock
Moves:
Rock Climb
DynamicPunch
Cross Chop
Wake-up Slap
Carcaridon the Garchomp (F)
Ability: Sand Veil- boosts evasion in a sandstorm
Nature: Serious
Item: Quick Claw
Moves:
Rock Slide
Strength
Dragon Claw
Dig
Hoenn Region
Tyson the Blaziken (M)(partner)
Ability: Blaze
Nature: Lax- highly curious
Item: Blazikenite
Moves:
Cut
Blaze Kick
Brave Bird
Sky Uppercut
Lobobo the Lombre (M)(MVP)
Ability: Rain Dish- gains hp in rain
Nature: Timid- highly curious
Item: Eviolite
Moves:
Surf
Nature Power
Dive
Grass Knot
Shout the Exploud (F)
Ability: Soundproof- immune to all sound based moves
Nature: Quiet- thoroughly cunning
Item: Silk Scarf
Moves:
Rock Smash
Boomburst
Strength
Crunch
Zapp the Eelektrik (F)
Ability: Levitate
Nature: Sassy- capable of taking hits
Item: Bright Powder
Moves:
Wild Charge
Thunderbolt
Flash
Crunch
Skitch the Sableye (M)
Ability: Keen Eye- no one can reduce accuracy
Nature: Quiet- likes to fight
Item: Sablenite
Moves:
Will-OWisp
Night Shade
Shadow Ball
Foul Play
Eo the Latias (F)
Ability: Levitate
Nature: Naughty- somewhat vain
Item: Latiasite
Moves:
Fly
Dragon Pulse
Psychic
Waterfall
Alola Region
Strix the Decidueye (F) (partner)
Ability: Overgrow- powers up grass type attacks when hp is low
Nature: Modest
Item: Grassium Z
Moves:
Leaf Blade
Grass Pledge
Spirit Shackle
Sucker Punch
Krakatoa the Toucannon (F) (MVP)
Ability: Skill Link- maximizes number of hits from multi hit moves
Nature: Bold
Item: Fightinium Z
Moves:
Hyper Voice
Brick Break
Bullet Seed
Beak Blast
Ex the Vikavolt (F) (MVP)
Ability: Levitate- immune to ground type moves
Nature: Naughty
Item: Electrium Z
Moves:
Charge Beam
X-Scissor
Thunderbolt
Dig
The Mistress the Salazzle (F)
Ability: Corrosion- can poison anything regardless of type
Nature: Naughty
Item: Firium Z
Moves:
Flamethrower
Leech Life
Dragon Pulse
Venoshock
Kaiju the Wishiwashi (M)
Ability: Schooling- in schooling form when hp is high; solitary form if low hp
Nature: Jolly
Item: Waterium Z
Moves:
Hydro Pump
Scald
Beat Up
Feint Attack
Danny the Darkrai (gift)
Ability: Bad Dreams- reduces hp of sleeping enemies
Nature: Careful
Item: Dragonium Z
Moves:
Psychic
Spatial Rend
Dark Pulse
Dark Void
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meganuzlockediary · 1 year
Text
Emerald! Gym 5!
February 21st
OK so Norman is basically right after this and I have watched a few videos to help me with this one. Slaking is a monster but all the other pokemon have nasty tricks if I'm not careful so I really need to plan. So I collect the necessary berries and begin.
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As much as I want to sweep through this with Hariyama that is optimistic at worst and foolish at best. I bring in my new secret weapon specifically designed to destroy Spinda!!!
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Another Spinda! I didn't think I'd use her when I caught her but the combination of own tempo and some pretty flashy moves means shes a good choice. I forgot to name her so I will now christen her Spots! So Spots cannot be confused and actually outpaces the foes spinda using dizzy punch. But I don't wanna take damage only deal it. So I use hypnosis a risk but I have the time. It works and spinda goes to sleep. 2 dizzy punches takes it to red leading to norman using a potion. This is good I want to use them so slaking doesn't get the opportunity. The spinda wakes up after another dizzy punch but I outspeed and finish it with a critical hit removing spinda from the field.
Surprisingly Slaking is out next Spinda has been useful so it is time for a true sack! A shame but I am not fussed. Spinda uses 3 psybeams in succession (to avoid counter) and takes 2 facades before she goes down. I realise in hindsight I should have just switched into Hariyama in the truant turn and may not have lost her but its too late now. Hariyama comes in on a truant turn allowing him to get a vital throw off so the Slaking is at just under half health. Slaking outspeeds and goes for facade taking out about a thrid of Hariyamas health as another vital throw finishes the job. Vigoroth and linoone now can be easily finished off by Hariyama and its incredible bulk stopping the belly drum from linoone and winning me the badge.
While I did have some back ups e.g. a chesto berry on hariyama, dig on marshtomp and protect on pelliper this was the best option due to Marshtomps and pellipers kinda abyssmal ability to damage slaking at this point. I could have kept spinda in really and did forget to teach hariyama bulk up which would have also helped but still I am happy with the strategy here and happy that it all went well.
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Since this was reasonably short and with access to surf I can now catch some new mons. First is Mauville city where I catch a Magnemite... I have already used magnezone so it feels a little cheap. I kinda did this with weepinbell already but magnezone may be essential to this run. It had sturdy and a Rash nature.
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On route 118 I get lucky and catch a manectric! Almost took out exploud! I caught him and named him spork! It has lightning rod and a naughty nature!
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Finally on route 119 I catch a linoone finally! I am wondering if I can pull off the linoone hacks in the elite 4. Might need it! It has the ability pick up! Useful and a mild nature.
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With Winona coming up I will likely be using a few of these fingers crossed all goes well.
Badges won - 37
Pokemon used - 86
Pokemon down - 19 RIP Spinda!
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spungebek · 5 years
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Exploud done! 😁🤯
Now onto Shroomish 🍄
45 down, 90 to go!! 🤪
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timundvin · 6 years
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Exploud is finished! I also started on Wooper, he is small so he won't take long. Can't wait to show off the whole piece some day soon! (Pokemon patterns by @birdiestitching)
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i-am-blue15 · 2 years
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Danagnronpa X Pokemon: Class 77-B (2/2)
Chiaki Nanami: Ultimate Gamer
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Clefairy (Defense Curl, Brick break, Double-Edge, Psychic) Nature: Gentle
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Skitty (Fury Swipes, Play Rough, Heal Bell, Baby-Doll Eyes) Nature: Lax
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Akane Owari: Ultimate Gymnast
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Primeape (Seismic Toss, Swagger, Stomping Tantrum, Aerial Ace) Nature: Hasty
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Vigoroth (Focus Energy, Counter, Reversal, Brick Break) Nature: Quirky
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Snorlax (Rest, Sleep Talk, Body Slam, Hammer Arm) Nature: Relaxed
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Sonia Nevermind: Ultimate Princess
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Togekiss (Fairy Wind, Air Slash, Extreme Speed, Extrasensory) Nature: Gentle
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Jellicent *Female* (Water Pulse, Shadow Ball, Recover, Dazzling Gleam) Nature: Quirky
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Empoleon (Whirlpool, Swords Dance, Flash Cannon, Drill Peck) Nature: Serious
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Ibuki Mioda: Ultimate Musician
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Toxtricity *Amped* (Boomburst, Overdrive, Poison Jab, Shock Wave) Nature: Rash
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Toxtricity *Low Key* (Boomburst, Eerie Impulse, Overdrive, Sludge Wave) Nature: Mild
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Rillaboom (Drum Beating, Boomburst, Knock Off, Uproar) Nature: Bold
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Obstagoon (Snarl, Obstruct, Hyper Voice, Cross Chop) Nature: Quirky
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Exploud (Hyper Voice, Uproar, Screech, Supersonic) Nature: Hardy
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Peko Pekoyama: Ultimate Swordswoman
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Skarmory (Steel Wing, Drill Peck, Slash, Agility) Nature: Brave
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Bisharp (Night Slash, Laser Focus, X-Scissor, Iron Head) Nature: Brave
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Excadrill (Swords Dance, Crush Claw, Drill Run, Smart Strike) Nature: Hardy
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Hiyoko Sainoji: Ultimate Traditional Dancer
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Oriocorio X4 (Revelation Dance, Mirror Move, Feather Dance, Teeter Dance) Nature: Quirky
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Mahiru Koizumi: Ultimate Photographer
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Vivillon (Light Screen, Stun Spore, Draining Kiss, Gust) Nature: Quirky
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Mikan Tsumiki: Ultimate Nurse
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Audino (Heal Pulse, Helping Hand, Light Screen, Reflect) Nature: Gentle
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Chansey (Heal Pulse, Healing Wish, Soft-Boiled, Protect) Nature: Docile
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jdwriting · 3 years
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Chapters: 3/? Fandom: Pocket Monsters | Pokemon - All Media Types, Pokemon Mystery Dungeon, Pocket Monsters | Pokemon (Anime) Rating: Teen And Up Audiences Warnings: Creator Chose Not To Use Archive Warnings Relationships: Satoshi | Ash Ketchum/Serena Characters: Satoshi | Ash Ketchum, Serena (Pokemon), Bakuong | Exploud, Meguroco | Sandile, Lilyla | Lileep, Vulgina | Mandibuzz, Pikachu (Pokemon), Original Characters Additional Tags: Everyone’s a Pokémon, Childhood Friends, Team Bonding, Other Additional Tags to Be Added, Friends to Lovers, Enemies to Friends, Blood and Injury, Pokemon Battles, Eventual Romance, PMD, Slow Romance, amourshipping, Cross-Posted on Wattpad Summary:
Nothing is stranger than turning into a Pokémon. Ash would know because that just happened to him.
Ash wakes up on the shore and finds himself transformed into a Pokémon and transported into a new, strange world. Ash creates his own exploration team with friends both new and old, faces against new villains and rivals, and harnesses new power in order to protect his team and this world.
Eventual Amourshipping, Ash/Serena but not the entire focus.
(I finally finished the third chapter!!!! I’ll post it to my wattpad soon!)
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pkmn-downtheline · 2 years
Note
#11 for Cade + Sorrel
#11: "Wow. You look... amazing." (Took some liberties with the quote on this one.)
“Ah, man. What a rush,” Cade breathed, running his fingers through loose strands of tousled hair. He shut his eyes and allowed the back of his head to rest against the wall. “Didn’t think a battle could get me so amped up.”
Exploud sat at his trainer’s side, thoroughly spent from the match he had just endured. Sorrel knew that Exploud and Cade’s other Pokemon were well-deserving of bellies filled with hot meals that night—he would personally ensure that much. Making it all the way to the semi-finals of the Grand Festival was nothing to sneeze at, after all.
At the end of the day, it really was a battle to be marvled at. The entire Contest Hall reverberated with sounds and sights like Sorrel had never experienced before. The atmosphere from the crowd was electric, and Cade seemed to feed off every ounce of it. He and his Pokemon had put on such a show. Every attack, every movement, every combination had Sorrel’s heart pounding like a drum.
It was beautiful.
“You guys really gave it your all out there,” Sorrel noted, leaning his shoulder against the doorframe. “You should be proud.”
“Thanks,” Cade huffed through a dry laugh. He opened his eyes, his gaze fixated on the hanging fluorescent lights. “We got so close this time, but it still wasn’t enough.” There was a pause that made Sorrel’s heart slow, but Cade didn’t allow the moment to linger. He grunted as he sat upright, rubbing his hand against the back of his neck. “Just have to keep going at it, I guess.”
Cade was tired, Sorrel knew he was. He hid it well, but Sorrel recognized the slight slouch to his posture, the faint haze behind his lidded eyes, the lack of bounce and rhythm to his step, the residue of sweat that painted his temples and chest. It was the evidence of all he had put into that last battle—all he and his Pokemon had worked tirelessly for.
It was a look that embodied everything of who Cade was—everything that Sorrel envied about him.
Everything that Sorrel admired about him.
“Anyway, I look like shit,” Cade scoffed with a click of his tongue. He stretched his arms behind his head and strode toward the exit. “I’m gonna get this crap off and hit the showers. Let’s go, Exploud.”
Exploud gave a small groan of protest before pulling himself to his feet and trudging behind his trainer.
Sorrel crossed his arms tightly in front of his chest, his eyes trailing Cade as he walked past. He wasn’t sure what made him do it, but before he even had the chance to think twice about it, he spoke up.
“On the contrary,” Sorrel started, and Cade stopped, glancing over his shoulder. Sorrel averted his gaze, drumming the tips of his fingers against his forearm. He hesitated, but his words softly found their escape, “I think you look amazing.”
Sorrel didn’t allow himself to stay long enough to hear what his companion’s response may have been. But the heat that blossomed onto Cade’s face didn’t go entirely unnoticed by Sorrel as he walked on by. Neither did the way Exploud chuckled at his trainer’s expense.
The ghost of a satisfied smirk danced along the corners of Sorrel’s mouth.
“I’ll see you back at the Pokemon Center.”
Send me a number and a character(s) and I’ll write a drabble!
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omegawizardposting · 3 years
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Oleana should have been the villain in SWSH.
H E A R M E O U T !
Everyone knew it was Chairman Rose from the get-go. Absolutely nobody was fooled by his nice guy act. He was about as subtle as an Exploud with a megaphone.
So keep that. Change nothing about his character. He delivers all the same lines, has the same goal of protecting Galar's future, and the only thing that's different is that he isn't the villain. He isn't the one who summons Eternatus. The idea may have crossed his mind, but in the end, he realized that it was simply too risky.
Oleana, however, would do anything for the Chairman, including summoning Eternatus. If she got it in her head that bringing about the Darkest Day was the only way to help the Chairman achieve his goals, by Arceus, she'd do it. The Chairman is busy mentoring Bede and overseeing the Championship; she would have both the time and the means to set things into motion behind his back.
It would make both of their characters a lot more interesting, and it would subvert the player's expectations.
Plus, another female villain would be cool. We have a zillion male villains. Give Lusamine a gal pal.
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superjennysunshine · 4 years
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Day 3: Building a better Pokémon Game
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I had ideas for like a better Pokémon game so I’m gonna write them out instead of that horrific shit I wrote yesterday.
Crazy Starters: Starting out with one of your first actions in game, I think that the typing of starters should get crazier. Not that it should change from your starters being Fire, Water, and Grass types, but they should grow into crazier combos. Imagine choosing a fire starter and ending with a fire ghost, or choosing water and ending with water bug, or grass electric. Idk if any of those combos are good examples but I think crazier dual type starters would be cool.
Better Routes: I think that expanded area concepts would be cool. Most of the time the routes are just as complex as find your way from point A to point B and like that’s fine but I feel like there’s so much more that could be done. Imagine you come across route 14, a lush forest filled with the typical types of Pokémon. But there’s a level 60 Ursaring on a rampage through the forest. It’s up to you to make your way through the route silently, avoiding the massive Ursaring by hiding in tall grass and behind trees where you encounter wild Pokémon. What if the Ursaring Felled large trees or crushed stones along the way, creating paths across the route, maybe even you have to do something to insight the Ursaring to come near. Imagine route 23, a massive bridge extending across a large river. On the bridge Team Star as we’ll call them in this fake installment of Pokémon, has set up a base blocking trainers and everyday citizens from crossing the bridge unless they pay a heavy toll fee. Your trainer has to venture to the river below and fight past wild Pokémon to a ladder that leads all the to a back (or should I say bottom?) entrance and drive Team Star out from the inside of their own base. While your trainer is in the base they’ll discover Team Star’s plan was to harvest resources and Pokémon from the river below and make money to fund the nefarious operation from the tolls at the same time. I think creative routes layered throughout the journey would be super awesome. Side Quests: Sword and Shields Wild Area was great in concept but in my opinion poor in execution. Instead of a wild area, make them wild areas, large parts of the map that serve as occasional separation between routes. Put in small hamlets, buildings, ruins and caves to explore, but most importantly, side quests. Imagine you are in a town in this game, we’ll call it Oar Town for the sake of naming it, and when you’re in the town you meet an NPC with a ! over his head, so you speak to him and he says that his son is a Pokemon breeder who went out on a expedition to Trilo Cave, in Manwa Peninsula (the name of the Wild Area) So when you leave the town you travel around the Manwa Peninsula and you find Trilo Cave, you travel through the cave, breaking large boulders and fighting Wild Pokemon until you find a strong Exploud and are forced to defeat it. After you do you encounter the mans son who tells you the Exploud attacked him during the expedition, and caused a large rockfall all across the cave, trapping him inside, and that he’d been hiding from the creature with his pokemon ever since. I think things like this would not only serve to make the Pokemon Experience so much more meaningful in the end and utilize Wild Areas a lot better. Better Gyms: Gyms in Pokemon are boring. At least to me. I’ve come to realize it’s because gyms are almost entirely type based and so if you have a pokemon that’s the right type which often times you will, you’ll almost always sweep the gym every time. Gyms should not be focused on Types and instead focused on a form of Strategy. Maybe a Gym where you face different Opponents in double battles, their first pokemon will try to inflict Status’s on your pokemon and the second will attempt to capitalize on that status with attacks. You know just interesting strategies, after all Gyms in the series exist as a test of the trainers merit, but it never feels like their skill is tested when all it comes down to is fire kill grass you win. Gyms should also be longer and have maybe small story arcs of their own. Imagine a assertive and narcissistic gym leader who claims you will never beat him, so you make your way through the gym, solving the puzzles (btw Gyms should follow similar design as the route idea i had above) and battling the trainers and working your way around the strategy of the gy until finally you make it to the top. You fight the Gym leader and with every one of his pokemon you defeat he becomes angrier shouting at you in fury until you get his last pokemon below half health at which point he screams and stops the battle, commanding his pokemon to stop you at all costs. His final pokemon, lets say it’s a magnezone fires out a huge beam of electricity, not at your Pokemon, but at you. Your trainer dodges out of the way and the blast just happens to hit a conveniently exposed part of the wall. Which shuts off the power to the entire Gym. As the Magnezone keeps attacking you are forced to retreat to a broom closet at the very beginning of the gym. Now the Gym has changed. The Gym Leader sits in the lobby, blocking the front door of the gym, vowing to defeat a “lowly loathsome little Trainer Like you.” But through the crack in the doorway of the closet you notice a large vent directly above the door. So now you must sneak through the vents of the gym, making your way through closets and bathrooms, fighting trainers who eventually reveal themselves as Team Star members with the Gym Leader as their captain! You make it to the vent by the door and sneak up on the Gym Leader surprising him and initiating the final battle. When you defeat him this time, he is taken by the local authorities, and you are given the Gym badge as a symbol of a job well done. Doesn’t all that just sound fucking AWESOME!? cause it does to me.
Difficulty Modes: So obviously Pokemon is a franchised made for children, i get that, but, It’s also a franchise that has been around for YEARS with a huge adult demographic and one of the biggest complaints about current pokemon is it’s too easy and it is. So We introduce difficulty. From the very start of the game you can choose one of two difficulties; Normal, or Advanced. Normal is pokemon difficulty as it is today horrifically easy to every degree. But Advanced is more like the classics, Trainers are a bit higher level, type advantages matter a little bit less than they do on Normal, The potential for a trainers strategy to overwhelm you is alot higher, and Pokemon in gyms are changed up, giving Gyms a much more challenging feel than on normal.
anyway that’s all the ideas i have for now so Gamefreak if you’re hiring hit a bitch up lets make the Pokemon Code Red and Baja Blast dream a reality.
DAY 3 NEWS: Today’s been cool, played Xenoblade, still really fun. About to play FFXIV, know it’ll be fun. I’ve also made a plan to spice up my room a bit cause it’s kinda boring in here, it starts with buying some led lights to hang up near my ceiling! Exciting developments happening over here at Strato HQ.
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So my wonderful boyfriend got me thinking about what my gymsona would be like soooooo (I’m gonna be referring to my sona in the third person, it’s confusing no matter how I do it lmao)
here is his toyhouse profile, made by the aforementioned wonderful boyfriend 💖
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- Normal-type gym leader
- His gym team is Igglybuff and Audino. All his Pokemon are kept in Friend Balls.
- His gym is the the first one new trainers must challenge
- He’s just started his career as a leader
- He has messy hair and his clothes are all splattered with multicoloured paint. He wears a pink hoodie and a beanie, glasses, and shoes that are two different colours. His pants are either sweats or ripped jeans. He carries his Igglybuff around in his hood.
- The gym’s theme is a rainbow-coloured, fun indoor playground
- The gym looks like it’s only just been finished (maybe some of the paint is still wet.) You go through an obstacle course, climb some mesh, go down a few slides, cross some platforms, and then there’s a maze created by giant Snorlax plushies that lead you right into view of the gym trainers. At the end of all of them, there is a big clean non-Tumblr ballpit that you can mess around in, and then you get to challenge the gym leader.
- He’s very friendly and says he’s going to do his best to give you a great first gym battle. He gets fired up during the battle, though. When you win, he gives you your badge, the TM for Return, and your character notices a super potion is attached to the TM. He expresses that he’s proud of you, that this is the first step on your very own adventure and that he knows you’re gonna do great. He tells you to say hi to his boyfriend when you meet him, but doesn’t specify who his boyfriend is.
- There is a completely optional fight you can do with him later on, if you have gotten past the 4th gym but haven’t reached 8 badges yet and you return to the first gym, he will ask you if you came back to the beginning of your journey to clear your head, and offers you a friendly Pokemon battle. This time his team is Furret, Linoone, Porygon2 and Audino - their levels scale to what gym badges you do have. When you beat him he heals your Pokemon and gives you some Friend Balls and some encouragement.
- You can meet him in the Battle Tower after you finish the game. He congratulates you on becoming Champion and tells you not to go easy on him. His full battle team is comprised of Furret, Bewear, Girafarig, Exploud, Tauros, and Audino (with a Mega Stone this time.)
- However, he has another battle available in the Battle Tower - a double battle against him and his boyfriend, Poison gym leader Joshua.
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obstructthis · 4 years
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... COME ON LET OBSTAGOON SPEAAAAK. OBSTAGOON RIGHTS.
Talk to Piers’ Band! (I mean, his pokemon!)
There was a loud, eager roar that came from off-stage as the Dark/Normal Type finally made his way into the spotlight, other pokemon finally opting to let him have his time in front of the crowd, even with the continued, if muffled protestations of Exploud in the next room, and Malamar’s derisive scoff from the audience.
“’BOUT TIME!” Obstagoon let out a howl to the rafters above and then faced the audience again.
“I’m Obstagoon! I’m Piers’ first pokemon and the one that comes in clutch whenever he’s on the ropes!”
He stomped on the stage, making it shake as he took on a defensive pose, “I can come over there, or you can come over here if ya wanna play it rough! One way or another, we’re gonna tustle! I just dare you to get through my defenses! Think you’re tough enough, bud? Come at me! I’m ready for ya!!”
He let out a laugh around his dangling tongue as he made a ‘come here’ motion with both hands, crossing them over his chest as he waited for any challenger to come foward.
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