#ATK 182
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Unlocked Bone Ship - CR18 Undead
A Pathfinder Unlocked version of the bone ship.
Artwork is official art from Pathfinder 2e, by Damien Mammoliti on ArtStation, copyright Paizo Inc.
Unlocked Monsters are my series of redesigns of official Pathfinder monsters to make them more interesting and interactive to fight.
The bone ship is, as the name might suggest, an undead ship made of bones, which comes from Bestiary 5. Ghost ships are a classic staple of many types of adventure stories, and the ship itself being an intelligent accursed undead thing that can lash out at you on its own is a very cool idea.
Unfortunately, the creature has the problem of being, you know, a ship. A vehicle that creatures can ride, and that players are very likely going to try to board, not stab in the hull with a shortsword. The original stat block really doesn't support this at all. This is my solution. I wanted to make something that not only could be boarded, but that actually rewarded players for doing so, while still being somewhat able to fight back. I also wanted to make something that made more sense in a setting without cannons, in case you're using this in a low-firearms or no-firearms setting.
Oh, and here's a fantastic battlemap or token you can use for it. Note that this is way bigger than 30 ft., and not square like most creatures. Because it's a ship. The official art clearly shows a much bigger ship, but its space is only 30 ft in Bestiary 5, because Paizo was scared to make an irregularly sized and shaped creature. I'm not.
Bone Ship CR 18
Muscle holds together the large bones that form the hull of this ship. Rotting sails hang from masts crafted from gigantic spines. The water within 400 feet of it is stained red, and seems to be made of blood.
XP 153,600 CE Colossal undead (water) Init +4 Senses darkvision 400 ft.; Perception +40 Aura blood wake (40 ft., DC 30)
DEFENSE
AC 32, touch 2, flat-footed 28 (+4 Dex, +30 natural, –12 size) hp 499 (26d8+182) Fort +17, Ref +14, Will +20 Defensive Abilities all-around vision, bound souls, channel resistance +4 Hardness 5 Immune undead traits Weaknesses rotting heart SR 29
OFFENSE
Speed swim 60 ft. (slow turning) (cannot submerge) Melee slam +28 (8d8+24 plus energy drain) Ranged 3 energy rifts +13 (3d6+9 force plus 3d6+9 negative energy/×3) (30 ft. range increment) (ranged touch within 90 ft.) Space 25 ft. wide x 95 ft. long x 35 ft. tall (20 ft. above water, 15 ft. below water); Reach 10 ft. Special Attacks energy drain (2 levels, DC 30), energy rifts, ghostly boarders, spectral energy cannon, trample (8d8+24 plus energy drain, DC 39)
STATISTICS
Str 42, Dex 18, Con —, Int 11, Wis 20, Cha 25 Base Atk +19; CMB +47 (+53 bull rush, +49 overrun); CMD 54 (57 vs. bull rush, can’t be tripped) Feats Far Shot, Great Fortitude, Greater Bull Rush, Greater Overrun, Greater Vital Strike, Improved Bull Rush, Improved Great Fortitude, Improved Vital Strike, Lightning Reflexes, Point Blank Shot, Power Attack, Vital Strike, Weapon Focus (slam) Skills Intimidate +36, Knowledge (geography) +13, Perception +34, Profession (sailor) +18, Swim +53 SQ cannot submerge, rideable, supercolossal, slow turning, unholy repair Languages Common, Necril (can’t speak)
SPECIAL ABILITIES
Blood Wake (Su) The frothing, churning waters around a bone ship are stained crimson with blood. Creatures entering the bone ship’s aura must attempt DC 30 Fortitude saves. Those that succeed at their saves become shaken for 1d6 rounds. Those that fail become shaken and staggered as they feel themselves drowning and envision themselves pulled down into the bloody waters. staggered creatures take an additional –4 penalty to AC, on Reflex saves, and on Swim checks. Creatures can attempt a new save at the start of each of their turns to resist this effect. Those that succeed at their saving throws are immune to the bone ship’s aura for 24 hours. This is a mind-affecting fear affect, and works only when the bone ship is in the water. The save DC is Charisma-based.
Bound Souls (Su) The souls of numerous sailors and sea creatures form the bone ship’s collective consciousness and hull. A bone ship is immune to spells and effects affecting a specific number of creatures (but not those that have attack rolls). Any creature attempting to communicate with a bone ship, such as through telepathy, hears only the anguished cries of the imprisoned souls and must succeed at a DC 30 Will save or be driven insane as per the insanity spell (CL 20th). The save DC is Charisma-based.
Cannot Submerge The bone ship floats and cannot swim underwater or otherwise submerge, although its hull extends 15 ft. underwater while it floats.
Energy Rifts (Su) The bone ship can create three energy rifts anywhere along the sides or bottom of its hull as a swift action. These function as ranged attacks with a +3 enhancement bonus, which deal 3d6+9 points of force damage and 3d6+9 points of negative energy damage, and have a x3 critical multiplier. The energy rifts have a range increment of 30 feet, and target touch AC within the first three range increments (up to 90 ft.). The bone ship can fire all three energy rifts as a standard action. The bone ship's Strength modifier is added to the damage, and both this bonus and the enhancement bonus are split evenly between the force and negative energy damage; this is already included in the statistics above.
After firing its energy rifts, the bone ship cannot fire them again for 1 round, as they recharge.
Ghostly Boarders (Su) Once per minute as a one-round action, the bone ship can disgorge the souls of the sailors bound within it. This ability can be interrupted as if it were a 6th-level spell; the bone ship has +26 to concentration checks to maintain concentration on this ability (CL 20th, +6 Charisma).
At the end of the casting time, the ghostly boarders appear as spectral entities and slaughter all living creatures in and around the bone ship. Living creatures within 40 ft. of the bone ship take 20d8 magical aging damage (DC 30 Fortitude save halves), and if killed by this effect, their souls are dragged into the bone ship. Creatures slain in this manner can be restored to life only by a miracle or wish spell. The save DC is Charisma-based.
Rideable (Ex) Enemy and ally creatures can safely stand on - or even inside - a bone ship, riding it like a normal ship. A bone ship cannot perform melee or ranged attacks against an enemy that is riding on top of or inside it.
A creature adjacent to a bone ship can attempt to grab onto the side of it with a grapple check or a climb check rolled against its CMD. A creature holding onto the side of it in this way can then climb up the side of the bone ship; it’s 20 feet up from the surface of the water to the top deck where a creature can safely stand. The Climb DC for the exterior of a bone ship is 20 (a slippery surface with handholds).
Rotting Heart (Ex) A bone ship's interior is a 25x95 ft area (the same size as the bone ship) containing a massive rotting heart with countless tendrils of blackened flesh connecting to the bones that make up the exterior hull. This interior can be reached through a hatch accessible from on top of the bone ship. The hatch is locked with a superior-quality lock (DC 40 to open with Disable Device). The hatch has 5 hardness and 15 hit points. Damage dealt to the hatch counts as damage dealt to the bone ship.
A creature inside a bone ship's interior treats the bone ship as flat-footed, ignores its hardness and spell resistance, and automatically deals a critical hit with any attack it makes against the bone ship.
A creature inside the bone ship's interior is considered to be riding the bone ship.
Slow Turning (Ex) The bone ship can only turn 45 degrees per round.
Supercolossal (Ex) The bone ship gains an additional +4 size bonus to CMB and CMD, a -4 penalty to AC and attack rolls, and a -16 penalty on stealth checks, on top of those normally granted to a colossal creature. It gains a +200 bonus to its maximum hit points. These modifiers are already included in its statistics above.
Spectral Energy Cannon (Su) As a standard action every 2d4 rounds, the bone ship can combine all three of its energy rifts into a spectral energy cannon that deals 18d6 points of negative energy damage to creatures in a 180-foot line (Will DC 30 half). The save DC is Charisma-based.
Unholy Repair (Su) By spending 1 full day inactive, the bone ship can heal itself to full hit points by scavenging the bones of dead sea creatures within a 10-mile radius, pulling the bones up from the bottom of the ocean to join its hull.
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HSR 5-23-24
Going through World 6 for the double baubles event to try and get a better Salsotto for my Herta. The scraps were enough to get Gepard's main bauble up to L15 for a DEF buff (and a tiny ATK buff).
12x Preservation Calyx rounds. Today's haul got Gepard's Ultimate and Skill up to L6.
HSR 5-24-24
World 6 actually got me an Ice DMG bauble for my Herta! Also some sick ropes. It's sad almost every single buff went into defensive stats but for now I can settle.
12x Preservation Calyx rounds. Today's haul got Gepard's Ultimate and Skill up to L7 plus some extra Effect Resistance.
Did an Emo Dial quest in the Scorchsand venue. Nice and easy and got a gold Aideen token out of it!
Five-Star Fund: 182/180 Oak Cake Roll Reserves: 625
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Intro possssst!!!
Current Arc: Start of the Phantom Drill
Hii! I'm Lavender, Maxax's trainer, in ghost type form! I'm not a type specialist, I'm just autistic and like purples! I can't really have Maxax battle due to my new dependency on him, but oh well! Here's my card! I know it's a bit worn out, but it serves the job well! And besides, ghosts shouldn't even have pokemon cards!
Over to you, Maxax!
Good evening, Rotomblr. I am Maxax, a well trained Dudunsparce from the Crown Tundra. I speak fluent Galarian and Johtonian exclusively, as I was taught to speak by my trainer.
I was trained by a young lady called Lavender, who I had devoted my life to protecting until her untimely demise. Now, she has joined me in ghost form, and I will continue to protect her.
I'm missing my right eye, right wing and right spike, the eye and wing due to the cult, and the skin spike being replaced by a fake by Lavender.
We have Pelipper Mail+Malice, Musharna Mail+Malice and other forms of mail on, including Light Magic Anons.
For reasons, I can only ask you to expect some mentions of death, violence, harm among other things. I feel ready to fully reveal myself to the wider community of Rotomblr and will explain my full story if asked.
Max is very well trained and quite formal, but is upfront and blunt with things. He is also in the same universe as @axia-at-paldea and is well aware of her shenanigans, but chooses not to comment.
OC: A remake of @viera-may-in-emerdon 's never released Mad Max oc, a lunatic Dunsparce.
Lavender is also an oc from the same person, however she diverges from canon as she can and does speak very often.
His stats are:
HP: 345
Atk: 231
Def: 460
Spd: 46
Sp.Atk: 182
Sp.Def: 260
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Bilen blev mandag aften blitzet af en ATK-vogn, hvor det tyske køretøj blev målt til en mindste hastighed på 182 km/t i en 80 km/t zone. Torsdag blev bilen beslaglagt. Syd- og Sønderjyllands Politi har torsdag beslaglagt en tysk indregistreret personbil i Varde i forbindelse med en sag om vanvidskørsel. Bilen blev mandag aften klokken 20.58 blitzet af en ATK-vogn på Tingvejen i Varde Kommune, målt til en mindste hastighed på 182 km/t i en 80 km/t zone. Køretøjet blev beslaglagt med henblik på konfiskation. Spørgsmålet om konfiskation tager retten nu stilling til i forbindelse med behandling af selve sagen om vanvidskørsel. En 19-årig tysk mand er sigtet i sagen. Der har ikke været grundlag for at kræve ham varetægtsfængslet, men der venter ham et juridisk efterspil. Den tyske mand har efterfølgende forladt Danmark, men uden sin bil. - Vi er meget tilfredse med, at det er lykkedes at få sigtet bilisten og beslaglagt bilen. Vanvidsbilisme er en fuldstændig uacceptabel adfærd, understreger leder i Syd- og Sønderjyllands Politis færdselsafdeling, politikommissær Eli Jepsen Gejsing. Fakta om vanvidskørsel Ifølge færdsels- og straffeloven betegnes følgende som vanvidskørsel: Kørsel med en hastighed på mindst 200 km/t Kørsel med en hastighed på mindst 100 km/t og mere end det dobbelte af den tilladte fartgrænse i området. Spirituskørsel med en promille på over 2,00 Uagtsomt manddrab under særligt skærpende omstændigheder Udviser særlig hensynsløs kørsel Forsætlig forvolder nærliggende fare for nogens liv eller førlighed Uagtsomt forvolder betydelig skade på nogens krop eller helbred under særligt skærpende omstændigheder Kilde: Justitsministeriet
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Terapagos vastly outspeeds Kingambit.
252+ SpA Terapagos-Stellar Aura Sphere vs. 252 HP / 252 SpD Kingambit: 408-480 (100.9 - 118.8%) -- guaranteed OHKO
Well, the good news is that Kingambit doesnt need to bother investing into bulk. If you build this bulky you dont have the damage output to even 2HKO Terapagos. Actually even going for max Attack investment doesnt unless you run a Choice Band, which just gets you killed.
252+ Atk Kingambit Low Kick (80 BP) vs. 252 HP / 0 Def Terapagos-Stellar: 182-216 (34.7 - 41.2%) -- guaranteed 3HKO
But if you forego bulk and run a Focus Sash...
252+ Atk Kingambit Reversal (200 BP) vs. 252 HP / 0 Def Terapagos-Stellar: 452-534 (86.2 - 101.9%) -- 12.5% chance to OHKO
252+ Atk Kingambit Sucker Punch vs. 252 HP / 0 Def Terapagos-Stellar: 120-142 (22.9 - 27%) -- 51.6% chance to 4HKO
Terapagos can bypass this by just going for a 2HKO due to the nature of Reversal, but it's kinda funny that it's forced to not kill Kingambit as fast as possible. Kingambit, meanwhile is incentivised to lower its bulk as much as possible to improve the odds that Terapagos gets it to 1 HP. Which then further incentivizes Terapagos to lower its damage output even further and invest into bulk...
252+ Atk Kingambit Reversal (200 BP) vs. 252 HP / 252 Def Terapagos-Stellar: 364-430 (69.4 - 82%) -- guaranteed 2HKO
252+ Atk Kingambit Sucker Punch vs. 252 HP / 252 Def Terapagos-Stellar: 96-114 (18.3 - 21.7%) -- possible 5HKO
... At which point Terapagos becomes bulky enough to survive even the Reversal combo, allowing it to just go for the OHKO again.
It should still go for the 2HKO anyways, because Metal Burst is also an option and will OHKO if you hit Kingambit down to its focus sash.
Aside from that, Kingambit's best bet is Guillotine, which is not a winning move.
There's not really any other item options that particularly help Terapagos in this matchup, but it doesnt need them.
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KSRTC - Thrissur - Thiruvananthapuram - [ATK182]
[Ticket to Get Lost] Thrissur - Thiruvananthapuram #KSRTC #Aanavandi #ATK182 #SuperFast #Travel #Photography
KSRTC ATK 182 Thrissur – Thiruvananthapuram
KSRTC ATK 182 Thrissur – Thiruvananthapuram
KSRTC ATK 182 Thrissur – Thiruvananthapuram
KSRTC ATK 182 Thrissur – Thiruvananthapuram
KSRTC ‘Super Fast’ Thrissur – Thiruvananthapuram (via Puthukkad, Chalakudy, Ankamaly, Aluva, Vytilla, Cherthala, Alappuzha, Ampalappuzha, Haripad, Kayamkulam, Karungappally, Kollam, Attingal) – at Thrissur.
Departure at…
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#Alappuzha#Aluva#Ampalappuzha#Ankamaly#ATK 182#ATK182#Attingal#Bus Timings#Chalakudy#Cherthala#Haripad#Karungappally#Kayamkulam#Kerala State Road Transport Corporation#KL-15-A-2039#Kollam#KSRTC (Kerala)#KSRTC Puthukkad#KSRTC Puthukkad Thrissur Super Fast#KSRTC Super Fast#KSRTC Thrissur Thiruvananthapuram Super Fast#KSRTC Thrissur Thiruvananthapuram Super Fast Timings#Puthukkad#Puthukkad KSRTC Super Fast#Puthukkad Super Fast#Super Fast#Thiruvananathapuram#Thiruvananthapuram#Thiruvananthapuram Bus#Thiruvananthapuram KSRTC Super Fast
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Snow Maggoth
Image by Mark Allen, © Emperors Choice Games
[Commissioned by @crazytrain48. Maggoths are giant slugs with surprisingly high HD in Arduin, and the snow maggoth is an arctic variant. The 26 HD I gave this version is about at the halfway point of the original, which was theoretically supposed to be Basic D&D compatible. The Compleat Arduin edition refers to their breath weapons being used during the mating season, which inspired me to refer to the mating battles of nudibranchs and flatworms. Most terrestrial slugs are relatively egalitarian and fertilize each other, but other simultaneous hermaphrodites not so much.]
Snow Maggoth CR 19 N Magical Beast This immense white furred slug is the size of a house. Bluish fluid drips from its ravening maw.
Snow maggoths are enormous slug-like omnivores native to polar regions. They can survive for extended periods of time between meals, but gorge themselves when food is easily available—they may consume a few trees or an entire herd of caribou at a time. Snow maggoths are wandering and solitary creatures for most of their lives, but gather in the mating season to pair off. Snow maggoths are hermaphroditic, but compete with each other in order to father offspring instead of pay the metabolic cost of laying eggs. These contests involve pushing and wrestling with each other, as well as spraying their freezing fluid in arcs. The snow maggoths seem to judge one another on both distance and accuracy, and these contests are often deadly to unfortunate bystanders.
Snow maggoths have no natural predators, and few unnatural ones. Only a white dragon of considerable age would dare tackle a snow maggoth, and frost giants keep their distance—a snow maggoth is large enough to swallow even a giant whole. Their fur is translucent and incredibly warm, and is thus valued as a luxury textile, but it is much easier to gather shed clumps in the massive creatures’ wakes than it is to shear or skin one of these beasts.
A snow maggoth is around 80 feet long on average, but rumors exist of individuals twice that size.
Snow Maggoth CR 19 XP 204,800 N Gargantuan magical beast Init +2; Senses darkvision 60 ft., low light vision, Perception +16, snow sight, tremorsense 30 ft. Defense AC 33, touch 4, flat-footed 33 (-4 size, -2 Dex, +29 natural) hp 325 (26d10+182) Fort +22, Ref +15, Will +13 DR 5/-; Immune ability damage, ability drain, cold, poison Defensive Abilities ferocity Offense Speed 40 ft. Melee bite +32 (4d12+10 plus 2d6 cold plus grab), tail slap +27 (2d12+15) Space 20 ft.; Reach 20 ft. Special Attacks breath weapon (120 ft. line, 13d10 cold, Ref DC 30 half, 1d4 rounds), powerful blows (tail slap) swallow whole (2d8+10 bludgeoning plus 6d6 acid, AC 28, 64 hp) Statistics Str 30, Dex 7, Con 24, Int 1, Wis 16, Cha 7 Base Atk +26; CMB +40 (+44 grapple, overrun); CMD 48 (50 ft. overrun, cannot be tripped) Feats Blind-fight, Cleave, Critical Focus, Great Cleave, Greater Overrun, Improved Critical (bite), Improved Initiative, Improved Overrun, Iron Will, Lightning Reflexes, Power Attack, Staggering Critical, Stunning Critical Skills Climb +19, Perception +16, Stealth -4 (+16 in snow); Racial Modifiers +16 Stealth in snow SQ armored stomach, compression Ecology Environment cold land Organization solitary, pair or trial (3-6) Treasure none Special Abilities Armored Stomach (Ex) A snow maggoth’s stomach gains a +4 bonus to its AC, and has double the normal amount of hit points needed to cut through. Breath Weapon (Su) A creature that takes cold damage from a snow maggoth’s breath weapon must succeed a DC 30 Fortitude save or be staggered for 1d3 rounds. The save DC is Constitution based. Snow Sight (Ex) A snow maggoth’s vision is not impeded by natural or magical snow, fog or other weather.
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Pokemon Yellow Exploration Run Part 3
Now the real fun begins. ... Or it would, if I had an easy way of rapidly leveling up to reach the desired Special stats...
... Well, that certainly helps. Unstable or not, a Missingno. is still a Missingno. and it will duplicate my 6th slot item.
I am now everywhere. Totally unintended side effect that no one could’ve seen coming.
Ahem. No one could’ve seen it coming!
Anyways, now that I suddenly have 129 Rare Candies... I can easily reach Special stat of 182 and...
... Trigger the zombie apocalypse. This one’s stable so I can duplicate TWO items to 129 each, which rapidly skyrockets my Pokemon’s efficiency with PP Ups, Carbos and Calcium (etc), Bolt/Beam, Fire Blast, etc.
Speaking of Pokemon efficiency, the current Mew I’ve been using... sucks. I noticed the moment I caught it, that its IVs are awful. And so it has been replaced by a much better one. The replaced Mew is now nicknamed as Subject Gamma.
Look at the stat differences at the same level. The new Mew is MUCH better except for in Atk, which doesn’t matter at ALL when its moveset is Psychic, Thunderbolt, Fire Blast, and Ice Beam.
It has also come to my attention that Dragonite does NOT get Fly in Generation I. In fact, NOTHING gets Fly and Surf at the same time except for Mew. So Subject Beta is now fired (still has Special 182 for easy zombie-related item duplications) and Subject Gamma has Surf and Fly (and Strength).
I do need two things with Special stats of 192 and 226, so... I guess I’ll go after Mewtwo. A wild level 70 Mewtwo SHOULD have something like 226 Special, so... I guess I’m going to beat the schmucks at the Elite Four.
... And the boss of all schmucks.
There we go. Now to visit the Cerulean Dungeon, find Mewtwo, catch it, and... then find out that level 70 Mewtwo has 236 Special, so... waste a ton of Rare Candies on some other random crap to reach 226 Special for the good old fashioned Ditto trick but this time with a level modifier. That way, instead of running into a glitch Pokemon, I run into...
I have waited for this moment for many years. Now I’ll teach you what happens if you waste my damn time with the Pokedex!
Unlike that Agatha fight many years back where she used a bunch of level 205 things and a glitch Pokemon, Oak actually has a legitimate team.
I mean, the AI still sucks and so the Tauros attempted Leer before it died, but that thing actually had stat experience, seeing how it outran Mew (base 110 Spd vs 100).
Level 66, 67, 68, 69, and 70. I sense a theme.
... I’m guessing the game data used Oak’s supposed team from RGB instead of Y. He has multiple sets.
Good thing I beat Lt. Surge so I actually have Thunderbolt. Not that it really matters in Generation I. Gyarados can’t use its massive Atk stat for anything STAB related. At least nowadays it gets Bounce and Waterfall.
But anyways. With that, I have whupped Oak’s ass with a Pokemon he never gave me. And he never got to see anything else. In the end, even the professor turned out to be a schmuck. Like father like son, but twice.
Well said. I couldn’t have put it better myself.
Let’s see... what’s next... oh yes. The one major glitch that I wanted to try. Need Special stat of 192. Subject Gamma, with enough Rare Candies, reach that stat. So using the good old Ditto trick...
Spawn a special glitch Pokemon, and catch it.
Thank you, Pokedex. Very informative. ... 23 feet tall (Dex says Groudon is 11 feet tall), and 1000+ lbs. Wow. And you thought Primal Groudon’s rampage in Destiny was destructive? This thing is twice as big (but half as heavy) and even more destructive. Primal Groudon in the games doesn’t twist the essence of its victims, unlike this guy.
Slap on a Rare Candy, and the pink box evolves into a smaller gray box.
Just like the bad clones in GSC, the box doesn’t recognize the glitch Pokemon. Deposit a junk Pokemon (Mewtwo), the evolved glitch Pokemon (”Q”), Subject Alpha, then Subject Gamma, in that order. And then withdraw the junk Pokemon.
Then withdraw Subject Gamma (Mew), and...
That ain’t Subject Gamma no more. ... Well, I guess it is. It’s Subject Gamma merged with Subject Alpha. Behold! Subject Galpha!
So this is now a Pikachu-shaped Mew. Pikachu’s level was 14. Mew’s level was 78. So this “Pikachu” has the type of the Pikachu, nickname and the stats of Mew. And it’s a “good” thing that I used Mew too. If I used a Pokemon whose color is clearly different, this Pikachu would look different as well. Like... if I used Moltres, I’d have a red “Pikachu”.
And the moveset (and move compatibility) is Mew’s as well. “Pikachu” now has Surf and Fly. So if I was to think of a practical use for this glitch, it would be to make a Dratini-shaped Zapdos/Dodrio, so that when normalized, I could have a Dragonite with Drill Peck.
Interestingly, this IS still Pikachu, as it’s following me in the overworld. I can even talk to it to check its mood like I normally could.
It’s... um... really mad now, seeing how it was forcefully merged. It’s now gone mad with power overwhelming.
Hmm. Unfortunately, the Fly sprite is still that of a bird. So... looks like that didn’t change.
... The Surf sprite did, though. Oh hell yeah. Surfin’ “Pika”!
Unfortunately, the minigame doesn’t seem to trigger. Aww.
Well, with that, I have now attempted everything that I had set out to attempt with this run.
So, the... unstable fusion Pokemon I have here. Apparently, to normalize it so that it can be traded, I need to evolve it. So if I had a Vulpix-shaped Dragonair (for example), I’d need to use a Fire Stone to evolve the Vulpix. But in Yellow version, you can’t evolve Pikachu. And curiously, the party listing says that a Thunderstone is not usable with the “Pikachu”. Normally, it says usable, but then Pikachu refuses. But this time, it’s just “not usable”.
I’m going to try it anyways and see what the game says.
... Oh. ... It works anyways. INTERESTING!
... I now have a Raichu with normalized stats. Which is to say, EVERY stat fell drastically except Spd which stayed the same, since this is way before Raichu got a stat buff, so its highest stat is Spd with base 100, and Mew has 100 everything. It still has Surf and Fly, but now that it’s not a Pikachu, it lost the Surfing Pika sprite. Aww.
And now Pikachu is no longer following me, since it’s no longer a Pikachu. ... For the first time ever, I found a way to get rid of that thing once and for all. Oho! This exploration run has yielded quite the interesting results! Marvelous! Remarkable! ... But unfortunately, Dr. Red’s diabolical experiments have concluded, and his job is now over.
Until next time.
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Dinocember day 8: Delicate
#182
Feilong
Neutral
Long-range
Medium
LP: Low
Atk: Above Average
Def: Very Low
Acc: Above Average
Spd: High
Support: Enemy -Def 50%
While its defenses may be low, Feilong's support effects and defense-lowering moves can inflict that same fragility to the opponent, while shuffle skills can destroy formations.
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Feilongus
7 feet
Mesozoic Cretaceous
Diet: Carnivore
Location: China
May have had two bony crests and a pronounced overbite.
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Feilong's design is based off of porcelain pottery, specifically from China. While its base color is white, I have not yet decided on a single design for the patterns. Instead, each silver fossil gives it not only a different color, but a different pattern as well.
Feilong is found in normal fossil rocks (though every part is in fragile fossil rocks). It might have a super evolver.
#fossil fighters#fossil fighters revival#vivosaurs#original vivosaurs#fanmade vivosaurs#feilongus#dinocember#neutral vivosaurs
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FEH - af1899 talks about Ninja Shamir and Summer Tana's refine
Hey there.
First of all, my apologies for the late coming on my previous blog entry, I've been kind of busy at the time and uhhh, after that, thought I'd might as well wait for the event information reveal then went to sleep and had more things to do. Anyway, it's a pre-datamine thoughts and reactions post, so there might not be much of interest by now, but I hope it's your liking.
Anyway...
With the software 5.11.0 and the datamine rolling out, here are my thoughts and plans for the two units that catch my interest in the update, plus a little commentary on what we've gotten in refines, everything after the cut!
Summer Tana
Originally, this weapon wasn't so interesting, it just provided mobility to nearby allies if Tana was healthy enough (HP ≥ 50% of MHP), but the refine came to correct that, her base effect improves so that its [Guidance]-esque effect works all the time, she gets a base stat boost and she gets offensive boosts during battle of her target foe is healthy enough, plus the same added effect as [Scattered Fangs] Nino, offering [Joint Drive Atk] and [Joint Drive Spd] at once.
I think this is a good refine: simple, useful and flexible; it does, however, come with that "foe's HP ≥ 75%" requirement I have never liked, it's too specific and makes me think I.S. assumes we can consistently ORKO foes with a unit released over three years ago, but without at least enough support, ORKOing foes all/most of the time isn't as easy as it sounds. Fortunately, it's required only for an extra boost on attack and speed +4 during battles, but is still kind of annoying.
Anyway, I've revamped my build on Summer Tana, so here's the new and improved version:
It's not an outstanding build, but I do think that her situation improved considerably compared to last time I've shown her, when clearing Legendary Julia's limited abyssal map, but there's still a lot of work to be done.
[Ward Fliers] is a placeholder, I'm afraid to mention I don't have much else of use.
Ninja Shamir
Quotes | Artwork | Datamine thread
While I'm not as excited for her as I was with Summer Tana's refine, I was still pleasantly surprised to read official confirmation on Shamir's new alt, as a free unit no less!
PenekoR has drawn her artwork this time, and goodness, this is absolutely gorgeous. For starters, the effects and color palette of her uniform blend wonderfully, and some parts of the uniform itself draw from her original clothes, like her jacket. The drawings feel carefully well done down to every detail, it can be hard to believe at first she's a free unit too.
«I don't avoid unsavory company. To understand someone, you have to see the world through their eyes.» — Shamir: Lone-Moon Ninja.
The quotes don't leave room for disappointment, either. Although she displays a cold and distant personality, this is most likely due to her role as a ninja, which has other demands compared to her job as a knight of Seiros, plus she takes her job seriously and wants to make a living out of being a mercenary of sorts. Now, I'm not fully acquainted with her characterization in Fire Emblem: Three Houses since I could never finish it, but I do know a few things about her, including what has happened back on her homeland 10 years ago prior to the game's events, but I'm not going to explain anything after this in this post to avoid spoilers.
Anyway, talking about her gameplay elements, her statline ahs been revealed through datamining, that it's going to be:
MHP: 42
ATT: 37
SPD: 40 <super asset>
DEF: 31 <super flaw>
RES: 32
BST: 182
And well... as you can see, basically slightly improved Ninja Hana, with the exception of the [Shuriken Cleaver+], which can be considered a "sidegrade", as it trades speed for power, it can't also be refined like the other inheritable seasonal weapons in this update, but that makes sense I suppose. She comes pre-built to be an offensive unit, with a very workable speed that easily becomes her overall best boon, not just for the super asset, but also because it works with a myriad of builds that go along with her statline so well, this includes defensive builds with {damage reduction} B-skills and [Unbound Axe+], to give you an example, as her bulk is pretty usable... actually, you should use it, unless you really want to make of her an offensive unit, which is fine.
This is what I like on both Shamir and Hana: their statlines are flexible and you could easily go in one of several directions with them. For example, I thought I'd do this for Shamir:
Just a tanking build of sorts, could potentially pair her up with Brave Lucina occasionally, but it looks pretty fun to use, even on its own, I'd also consider [Rouse Atk/Spd 3] for sure, but I tend to like {Joint Drive} skills so I just slapped it on the build. 🙃
Overall though, I'm pretty satisfied with Ninja Shamir, and I can't wait to build her! She's going to be an interesting project like Hana and Summer Adult Tiki, indeed.
About the other refines
This time, I'll just briefly talk about the refines I didn't cover, here's the picture that PM1 assembled to put all refines in one place (source: his Reddit thread):
After looking at every refine, I can tell how everyone was treated nicely in one way or another, Kaze can fire faster and stronger special skills, Kliff is bulkier and now has access to his own [Guard] instance, Legendary Marth is an even better stat stacking beast, blah blah blah...
It's indeed a solid batch with the Legendaries being clearly standing out with brand new refines that gives them new purpose and significantly improved performance to whoever was already investing on them, the others didn't feel particularly lacking either.
The End
I've been sure writing for a while, I hope I didn't bore you and that you found anything useful as always, feel free to DM me, comment or throw a question at my [AMA] section for feedback of any kind! While I can't exactly promise writing less, I want to do my best to work around that and/or improve my work, or perhaps take the leap to post videos like PM1.
Thanks so much for taking your time to read whatever was of your interest, take care.
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Pokemon Red/Blue Glitch Fieldguide
Introduction
Pokemon Red/Blue contains 105 glitch pokemon species in total. This fieldguide is meant as an introduction to this staggering array of species.
The fieldguide is organized by pokemon family. A glitch family is any number of glitchmon species that share their Pokedex number. Glitch family members also share their base stats, their color palette, starting moves, types, TM compatibilities, and, usually, their sprites. However, their learnsets, evolutions, cries, and other traits can differ from one another. In this field guide, the family number will be referred to in [braces].
Some glitch pokemon are in a family with legitimate pokemon; that is, they share their Pokedex number and certain traits with a legitimate species. In this case, we call it a hybrid.
What defines a specific species is its internal index number, which is unique to every pokemon. This number is how the game organizes its data; each pokemon species has its own ‘slot.’ These numbers are in hexidecimal, which is indicated by the prefix ‘0x’. This field guide will use ‘common names’ for glitchmon species (or how their species names appear in-game), but because glitchmon names are often unintelligible glitch text and characters, the guide will also always include the index numbers. In some cases, only index numbers may be used, if the glitchmon’s name is truly unpronounceable.
Glitchmon Family Overview
Large Families
Missingno. Family [000] - 40 Members (Including 'M Block)
Normal-Ground Family [205] - 8 Members
Pokemaniac Family [234] - 5 Members
Dual Normal Family [250] - 5 Members
Medium Families
Magnemite Hybrids [081] - 3 Members
Onix Hybrids [095] - 3 Members
Glitchy Bug Family [175] - 3 Members
Fly Family [245] - 3 Members
Sister Species Families
Pigeotto Hybrids [017] - 2 Members
Poliwhirl Hybrids [061] - 2 Members
Poliwrath Hybrids [062] - 2 Members
Dodrio Hybrids [085] - 2 Members
Gengar Hybrids [094] - 2 Members
Glitchy Fighting Family [174] - 2 Members
Glitch/Normal Family [211] - 2 Members
Normal/Ghost Family [213] - 2 Members
Blank Family [224] - 2 Members
Struggle Family [240] - 2 Members
Solo Species Families
Charizard Hybrid [006]
Beedrill Hybrid [015]
Pidgeot Hybrid [018]
Rattata Hybrid [019]
Arbok Hybrid [024]
Raichu Hybrid [026]
Nidorino Hyrbid [033]
Wigglytuff Hyrbid [040]
Mankey Hybrid [056]
Tentacruel Hybrid [073]
Slowpoke Hybrid [079]
Jolteon Hybrid [135]
Flying/Glitch Family [209]
PokeBB Family [254]
Glitchmon Family Statistics
Hybrid Glitchmon: 28 total individuals
Nonhybrid Glitchmon: 77 total individuals (37 if you subtract all the Missingno.)
Total glitchmon species in Red/Blue: 105
Highest Base Stat Total: Normal-Ground Family (788-- slightly higher then Mega Mewtwo)
Highest Attack: Glitchy Fighting Family (182)
Highest Defense: Blank Family (218)
Highest Special: Glitchy Bug Family (254, exceeds any natural pokemon's special attack/special defense)
Highest Speed: Dual Normal Family (178, only Deoxys Speed barely surpasses)
Lowest Base Stat Total: Missingno. Family (204)
Lowest Attack: Dual Normal, Glitchy Bug Families, F4 (0)
Lowest Defense: Missingo. Family (0)
Lowest Special: F5 (0)
Lowest Speed: Fly, Struggle Familes (0)
Glitchmon Families in Detail
Large Families
Missingno. Family [000]
HP: 33, Atk: 136 , Df: 0, Spc: 6, Spd: 29, Total: 204
By far the most well-known species of glitchmon, of course, is the Missingno. family, with 40 members total. They are unique among glitchmon in that Missingno. have some of their features intentionally defined by programmers (such as their name). They are also noteworthy because their species slots all exist in between legitimate pokemon slots (except for 0x00). This is of course most likely due to their history, being the remnants of the early stages of pokemon that were originally to be included in the game.
What is less commonly known is that Missingno. species have a sister species, 'M (0x00). 'M (or 'M Block) will also cause the famous item-multiplying glitch that Missingno. does, as well as Hall of Fame data corruption, and shares the same opening moves of Water Gun, Water Gun, and Sky Attack. 'M also shares the Bird/Normal typing. Indeed, they are strikingly similar, but 'M can evolve into Kangaskhan (and, into Clefairy, at a very high level of 128).
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Normal Missingno. (0x1F, 0x20, 0x32, 0x34, 0x38, 0x3D, 0x3E, 0x3F, 0x43, 0x44, 0x45, 0x4F, 0x50, 0x51, 0x56, 0x57, 0x5E, 0x5F, 0x73, 0x79, 0x7A, 0x7F, 0x86, 0x87, 0x89, 0x8C, 0x92, 0x9C, 0x9F, 0xA0, 0xA1, 0xA2, 0xAC, 0xAE, 0xAF, 0xB5) have a familiar blocky sprite. Their cries are most typically a ‘blank’ cry, with all the values set to zero. However, nine species have unique cries. This lends credence to the theory that Missingno. are remains of legitimate pokemon that were later removed from the game.
Special Missingno. (0xB6, 0xB7, 0xB8) have special sprites, appearing as either a Ghost or the fossilized skeletons of Kabutops or Aerodactyl. They also have a unique trait, of borrowing their base stats, experience type and starting moves from the last pokemon their trainer used in battle.
‘M Block (0x00) can evolve into Kangaskhan or, if overlevelled, into Clefairy. Its battle-cry is an altered Zapdos cry. Because ‘M Block’s index number is zero, this is a common species to run into while glitching your game (such as when you glitch your pokemon party to expand beyond the sixth slot, glitch your pokemon boxes, perform the Old Man Trick, etc).
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Normal-Ground Family [205]
HP: 232, Atk: 147, Df: 145, Spc: 136, Spd: 128, Total: 788
The second largest glitchmon family has 8 members and the nasty habit of always crashing the game upon encountering in the wild, due to this species' front sprite data. They have a Normal/Ground typing (which is odd for Gen 1) and these four starting moves: Barrage, Clamp, Leech Life and Hi Jump Kick. They also boast some enormous and balanced base stats and extremely high HP. In fact, they have the highest stat total of all glitchmon and natural pokemon (even beating out Mega Mewtwo), and the highest HP total of all glitchmon.
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Apostrophe (0xD2) has an altered Charmander cry and a rather small movepool.
Female PT (0xC7) has Nidoking's cry and is accessible via the Mew trick, although as mentioned previously, will crash the game when encountered. It learns both Swords Dance and Swift twice.
Rainer (0xC4) is also accessible via the Mew trick. Its cry is a slowed, single channel of the 'Victory' jingle. Rainer learns the Cooltrainer move four times and only a few other moves beyond that.
PC 4 Sh (0xCA) evolves into Graveler at level 40 and learns Cooltrainer twice.
Poo (0xD5) has an altered Drowzee cry and a varied movepool.
AFK (0xD8) has a large movepool and evolves into 4B 8 4 8 (0xD1) at level 80.
0xDB has a cry that is a slowed-down version of the end of the move Rock Slide and has a decent movepool.
0xC1 was once called "Japanese Symbol" by folks, an unfortunately vague description, considering many glitchmon names contain Japanese letters. C1 evolves into Spearow at level 9. Its cry is a slowed-down Psyduck cry. It learns many Normal-type moves.
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Pokemaniac Family [234]
HP: 179, Atk: 96, Df: 209, Spc: 21, Spd: 96, Total: 601
The Pokemanic family all share the glitch pokemon type Pokemaniac, and a very tiny front sprite of a small purple pixel with tiny legs, like a bug or a computer chip. They all have the Pokedex number of #234 and are all very high in Defense and high in HP, with very good Speed and Attack but poor Special. Their starting moves are Super Glitch, Agility, TM28 and Agility (again). As such, this family has a reputation for being dangerous, since Super Glitch is its first starting move. However, they are no more dangerous than any other species with the move, and if precautions are taken, they will not harm you. They have no evolutions.
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Point Four (0xC2) is accessible with the Mew glitch, and the only one of this family that is. Its cry is the sound of a pokeball shaking, and its Pokedex entry upon capture features a gamelocking glitch in the form of an endlessly looping capture cry. This can be avoided if the player has seen a Magneton (as it checks the 'owned' flag for this glitchmon family). Point Four learns a number of HM moves by leveling up-- Surf, Cut, and Flash. Another note is that Point Four is 9'93'' tall and 2150.1 lbs, which differs from the rest of the family (the usual 23'0'', 880.6 lbs).
RB (0xD9) has the smallest movepool, never learning anything beyond its initial learnset. In order to easily use in battle safely, it's advisible to teach it a TM or HM in a safe zone. Its cry is a sped-up Slowpoke cry.
U (0xC8) has a movepool almost as small as RB's, only adding a few TM-glitch moves and Solar Beam. It has a cry similar to Drowzee.
M p'u (0xD3) has slightly higher base stats than its other family members. It also has the most diverse movepool, which is fairly large. If you were to choose a Pokemanic glitchmon for competitive battle, this one is the best contender.
Capital A (0xEA) has a fairly small movepool as well, with mostly TM-glitch moves, plus Conversion and Peck.
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Dual Normal Family [250]
HP: 37, Atk: 0, Df: 40, Spc: 19, Spd: 178, Total: 274
The Dual Normal family have simple horizontal rectangle sprites (with a red-tint glitch screen on color gameboys). They all have a Pokedex number of #250, and they all have the same four opening moves: Cooltrainer, Guillotine, Razor Wind and Pay Day. Most have a very small movepool. The base stats are pretty darn weak, with 0 Attack, low HP, Defense and Special, but they are insanely fast! Two of these family members are accessible with the Mew trick.
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Arrow A (0xBF) is notable for several reasons. First of all, he is accessible with the Mew Trick, being the first glitch pokemon on the hexidecimal list past the legit pokemon (and Missingno). As such, the friendly box with the battle cry of the move 'Sing' and the PC cry of the Safari Zone is pretty familiar to glitchers. He also has the largest movepool of this family, which is notable as his family members have very small pools.
Pokemon (0xC5) is also accessible with the Mew glitch, although many glitchers might find it disappointing to find after already encountering Arrow A-- which is unfortunate, as the fellow may end up living in Arrow's shadow. Indeed, Pokemon, with his awkwardly generic name, seems to get the short end of the stick, as he also has the smallest movepool of the family, with no moves beyond the initial four.
PkMnPkMn T (0xD0) is a very punchy fellow. His movepool may be fairly small but the moves he does learn are neat, opting for all the elemental punches, plus Mega Punch and Counter. He has a charming battle cry, too, as it's variable. Another interesting note is that another glitchmon, 'M 'N g (FB) in particular, will evolve into PkMnPkMn T at level 18.
4h (0xD6) does not have many things to note, although its battle cry is very neat, being a slowed-down version of the Champion theme.
Pointmon (0xDF) has a height and weight that differ from his family members, being much shorter (2'3") and much heavier (2622.0 lbs). Another item of note is that Pointmon can evolve into Missingno at level 224. His cry (in battle and in PC) is a slowed and downpitched Pikachu.
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Medium Families
Magnemite Hybrids [081]
HP: 25, Atk: 35, Df: 70, Spc: 95, Spd: 45, Total: 270
The Magnemite hybrids are among the very few that share an unglitched version of the host pokemon's sprite. They share their base stats and typing with Magnemite, although not much else is shared with Magnemite. Their starting moves are simply "Tackle."
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Trainer (0xCD) has the smallest movepool, simply adding three TM-glitch moves to its starting move (two of which are learned over lvl 100).
O (0xFC) is noteworthy in that it holds the record for largest number of pokemon it can evolve into (six total: Cubone, Nidoran, Arcanine, Slowpoke, ‘M [0x00],and Rhydon).
Hyphenmon (0xDE) has the largest movepool of the family, although be careful, as it includes plenty of Superglitch moves. It has a lovely cry, which is a slow, melodic glitch song.
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Onix Hybrids [095]
HP: 35, Atk: 45, Df: 160, Spc: 30, Spd: 70, Total: 340
These hybrids have a characteristic notch to their boxy gray-purple-pink sprites, sharing their Pokedex #, typing, and opening moves of Tackle and Screech with Onix.
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Slope Eight (0xC9) has a PC/stats cry of an altered Route 4 theme. Its battle cry is a slowed version of the Champion's theme. It evolves at level 240 into Charizard. If exposed to the Lift Key (no-stone evo trick: Drowzee) at level 28, it evolves into Capital C (0xE5).
B (0xDA) never learns anything past its two initial starting moves.
'M 'N g (0xFB) evolves into PkMn PkMn T (0xD0) at level 18 and Gowlithe at level 120. If exposed to a Fire Stone equivilant (Missingno hex 20) with the no-stone evo trick at level 14, it evolves into Missingno (0xAF).
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Glitchy Bug Family [175]
HP: 14, Atk: 0, Df: 12, Spc: 254, Spd: 121, Total: 401
These critters have blue-pink boxy front sprites that are either two thin tetris-like pieces or a single block with a small notch-- it varies from enconter to encounter. Their stats have an enormous Special, great Speed, and abysmal HP, Defense and Attack. Their four starting moves are Wrap, Aurora Beam, Fire Punch and Skull Bash. Despite being pure Bug type, none of these guys learn any Bug-type moves.
The below report on the individual species might leave you thinking the glitchy bugs are left in a rather unfortunate situation, their learnsets containing very few moves, or largely physical moves they cannot take advantage of much. However, two things save these bugs: their starting moves, in particular the Fire-Ice combo of Aurora Beam and Fire Punch, and a healthy HM/TM movepool. This pool includes Surf (as well as Strength and Fly), Thunderbolt, Mega Drain, Solar Beam, Swords Dance, Dragon Rage and Blizzard.
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Little c (0xE9) has an altered Charmander cry and a learnset that is the same as the Pidgeotto hybrids (Stomp, Tail Whip, Fury Attack, Horn Drill, Leer, and Take Down), save for the opening moves. As such, the learnset is fairly small, but it lacks Superglitch, unlike its siblings.
Point G (0xEE) possesses three potential Pokedex entries, each with different heights and weights. It also tries to evolve at any level into Spearow. Its learnset contains a variety of punchy, fighty, slappy moves and interesting glitch moves (including a Superglitch move), finishing off with Poison Sting.
Blank (0xE4) has an even smaller sub-100 learnset than Little c, containing only Poison Sting, Superglitch and Conversion.
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Fly Family [245]
HP: 21, Atk: 33, Df: 176, Spc: 19, Spd: 0, Total: 249
These glitchmon have dark-colored blocky back sprites (with blackout glitch screens on color gameboys) and a Glitch typing. Their front sprite crashes the game. They have very high Defense stats, 0 Speed, and really poor HP, Attack and Special. Their starting moves are Fly, Rock Slide, Cool Trainer, and Gust. This family shares its 'capture' flag with Haunter's 'encounter' flag.
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X C (0xE8) has a small movepool when compared to its relatives. The pool is reminicent of the Pidgeotto family line.
Ellipses (0xE2) Elipses has a larger movepool and evolves at level 25 into Missingno. and at level 36 into Spearow.
Capital C (0xE5) has the largest movepool and a bit of an obsession with Razor Wind.
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Sister Species Families
Pidgeotto Hybrids [017]
HP: 63, Atk: 60, Df: 55, Spc:50 , Spd: 71, Total: 299
These have a tan-orange glitch box front sprite and the Normal/Flying typing of Pidgeotto. They both share identical movesets, starting with the moves Gust and Sand-Attack and then learning Stomp, Tail Whip, Fury Attack, Horn Drill, Leer, and Take Down. The two members are p (0xCB) and 0xDC. They do not differ much from one another-- except p is quite heavy and tall, like hpoke (0xC3).
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Poliwhirl Hybrids [061]
HP: 65, Atk: 65, Df: 65, Spc: 50, Spd: 90, Total: 335
With a thin tall rectangle blue-black sprite, these hybrids have opening moves of Bubble, Hypnosis and Water Gun, as you'd expect of Poliwhirl; they also share its balanced stats.
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Little a (0xC0) can be accessed via the Mew trick. It learns Super Glitch a number of times and also tries to learn Horn Drill 6 times.
Water Pokemon (0xD7) has a very interesting battle cry and a stats cry that changes based on the area the player is in. Its movepool is small when compared to its sister. Its name is terminated early and in the data is actually "$WPkMn", which is where I derived its nickname.
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Poliwrath Hybrids [062]
HP: 90, Atk: 85, Df: 95, Spc: 70, Spd: 70, Total: 410
Large block sprites with fine blue and black speckles, these pretty hybrids start with the moves Hypnosis, Water Gun, Double Slap, and Body Slam and enjoy Poliwrath's balanced stats.
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LM 4 (0xC6) is obtainable with the Mew trick and has a stats cry of slowed-down Pallet Town music. It has a sizable movepool which includes plenty of Super Glitch moves. At level 18 it evolves into Clefairy and Nidoking.
4B 8 4 8 (0xD1) has a slowed Victory jingle as its cry. It has a small movepool, and while it does not evolve into anything, it does have a glitchmon that can evolve into it-- AFK (0xD8) in particular.
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Dodrio Hybrids [085]
HP: 60, Atk: 110, Df: 70, Spc: 60, Spd: 100, Total: 400
What is immediately apparent with these two is that their sprites are nothing like Dodrio; they are in fact glitchy Bulbasaur sprites. They share starting moves (Peck, Growl and Fury Attack) and stats with Dodrio, though.
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Backslash Arrow (0xE0) learns Super Glitch very early and has a pretty large movepool.
0xEB never learns any moves beyond its starting ones.
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Gengar Hybrids [094]
HP: 60, Atk: 65, Df: 60, Spc: 130, Spd: 110, Total: 425
These handsome purple blocks start with the moves Lick, Confuse Ray and Night Shade. Their cries are long and glitchy and differ every time they are checked (depending on the last cry heard), and sometimes can lock up the game. By listening to the cry in succession, it can increase its length and glitchiness. The Pokedex entries of these two hybrids feature a very long glitchy capture cry that will continue in an endless loop. The Pokedex entry can be circumvented if the player captures a Gengar.
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h Poke (0xC3) is accessible with the Mew trick. However, it has a very small movepool. It can learn Super Glitch but only at a very high level (205). At level 225, it evolves into Gloom.
AG (0xD4) has a really big movepool, with loads of Normal and glitch moves.
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Glitchy Fighting Family [174]
HP: 30, Atk: 182, Df: 32, Spc: 54, Spd: 2, Total: 300
These are nonhybrids, pure Fighting types with the four starting moves TM05, TM39, Bubble Beam and Tackle. Their stats show enormous Attack, terrible Speed and are low on everything else. While their sprites differ from one another, they are very similar to each other, a bright red glitchbox with a notch on the bottom.
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Money (0xF0) unfortunately does not learn any moves beyond its starting ones. However, it has decent TM compatibility.
P4 $ (0xE7) evolves into 'M (0x00) at level 17.
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Glitch/Normal Family [211]
HP: 58, Atk: 80, Df: 47, Spc: 82, Spd: 42, Total: 309
These two glitchmon have Pokedex #211 and front sprites that crash the game, with a Glitch/Normal Typing. Overall, their stats are on the low end; ok HP, Defense and Speed with good Attack and Special. Their starting moves are Amnesia, Petal Dance, Dizzy Punch and Skull Bash.
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0xEC learns no moves beyond its starting ones.
'v (0xE1) has a small movepool, but a larger one than its sister. It also has an enormous number of evolutions, which are very similar to O (0xFC)'s evolutions, except with one less pokemon (no Rhydon evo).
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Normal/Ghost Family [213]
HP: 142, Atk: 142, Df: 139, Spc: 145, Spd: 147, Total: 715
These sister species have very high, very balanced stats. Their sprite is a very thin yellow vertical rectangle with a notch on the bottom. Their starting moves are Flash, Leech Life, Lovely Kiss and Petal Dance. They also sport a type combination that is unique and has yet to occur in a legitimate pokemon species.
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94 h (0xF9) has no moves beyond its starting ones. Its cry is a modified Earthquake sound.
94 (0xF1) is noteworthy in that it has a massive movepool-- the largest learnset of all pokemon, in fact. Its pool is mostly Normal and Glitch type moves, with plenty of Super Glitch thrown in. Another noteworthy thing about 94 is that it causes an item glitch when you encounter it. Specifically, it mutates the item in your fourth inventory slot. An important note about 94's back sprite is that it varies depending on the opponent you are facing. Some of the foes will cause 94's backsprite to lock up the game (such as Pidgey and Geodude) and so 94 should not be used against these pokemon. Apparently, one of 94's backsprites even will cause temporary, minor overworld glitchiness.
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Blank Family [224]
HP: 33, Atk: 129, Df: 218, Spc: 3, Spd: 24, Total: 407
This pair have front sprites that crash the game and stats entries that show blank spots for their typing and sprites. They are blanks, then, with no known typing or front sprites. Their back sprites depend on their opponents, as with 94 (0xF1). Their stats have enormous Defense, good Attack, and are weak in HP, Special and Speed. Their starting four moves are TM07, TM01, TM50 and Leer. The family members are $'M (0xEF) and h (0xED).
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Struggle Family [240]
HP: 19, Atk: 114, Df: 114, Spc: 20, Spd: 0, Total: 267
These two have black glitch box front sprites and the starting moves of Struggle and Double Slap. They are good on Attack and Defense but bad on everything else. Both have small movepools, but fortunately have ok TM compatibility. Their typing is dual Class of Last Trainer Battled-Type.
Em Dash (0xE6) just learns Poison Sting as its only other move before lvl 100.
0xE3 only learns two other moves beyond its starting moves, TM34 and Aurora Beam.
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Solo Species Families
Charizard 'M [006] (0xFF)
HP: 78, Atk: 84, Df: 78, Spc: 85, Spd: 100, Total: 425
A Charizard hybrid, Charizard 'M is a pretty unique species. It causes the pokemon merge glitch when depositing or withdrawing pokemon, making it possible to merge pokemon together and creating hybrids. Indeed, it can create entire chains of hybrids easily, so care must be taken when handling Charizard 'M to not accidentally hybridize other pokemon. When Charizard 'M is in your party, all pokemon below it are "cloaked" because Char'M is treated as the Cancel button. Char'M cannot be healed in the pokemon center and must be healed with items.
Charizard 'M's moveset is nothing too noteworthy, although past level 100 he can learn Fly by leveling up, which is something most Charizard owners wish they could do.
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OPkMn4X [015] (0xCF)
HP: 65, Atk: 80, Df: 40, Spc: 45, Spd: 75, Total: 305
A Beedrill hybrid with a yellow boxy sprite, this fellow evolves into Spearow at level 9. Interestingly, he actually learns Poison Sting at level 65 and 196, one of Beedrill's moves. If exposed to a Moon Stone equivilant (Exeggutor) with no-stone evo trick at level 6, it evolves into Gengar.
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'Ng'Mp [018] (0xF7)
HP: 83, Atk: 80, Df: 75, Spc: 70, Spd: 91, Total: 399
A Pidgeot hybrid, it has a very thin vertical rectangle sprite with a notch on the top. It only learns a few moves beyond its starting ones; Struggle, Cut, Poison Powder and Cool Trainer.
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'Ng $ [019] (0xF8)
HP: 30, Atk: 56, Df: 36, Spc: 25, Spd: 72, Total: 219
A Rattata hybrid that actually shares Rattata's sprite. He learns Super Glitch plenty of times.
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WGod [024] (0xCE)
HP: 60, Atk: 85, Df: 69, Spc: 65, Spd: 80, Total: 359
This is an Arbok hybrid with a purple, rectangular sprite with a notch. Its cry is a modified Psyduck's cry.
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Vertical Bar [026] (0xF3)
HP: 60, Atk: 90, Df: 55, Spc: 90, Spd: 100, Total: 395
This Raichu hybrid has a very small, yellow rectangle sprite. It will evolve into Hypno at level 2 and Lickitung at level 14.
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Glitchy Nidorino [033] (0xFA)
HP: 61, Atk: 72, Df: 57, Spc: 55, Spd: 65, Total: 310
Just as the name suggests, this is a Nidorino hybrid. It shares its sprite (although sometimes its sprite may appear corrupted.) It has a bit of a love affair with the move TM11 (it tries to learn it 8 times).
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G'Map [040] (0xF6)
HP: 140, Atk: 70, Df: 45, Spc: 75, Spd: 45, Total: 375
A Wigglytuff hybrid with a pink box sprite, it learns no moves beyond its opening ones.
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N [056] (0xCC)
HP: 40, Atk: 80, Df: 35, Spc: 35, Spd: 70, Total: 260
This is a Mankey hybrid with a smallish box sprite and a cry that's a modified version of the move 'Sing.' Its stats cry is a slowed Mt. Moon theme.
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7'v [073] (0xDD)
HP: 80, Atk: 70, Df: 65, Spc: 120, Spd: 100, Total: 435
A Tentacruel hybrid that shares its sprite. It learns Super Glitch a number of times. Its stats cry is a slowed Professor Oak theme.
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Slowpoke 'M [079] (0xFE)
HP: 90, Atk: 65, Df: 65, Spc: 40, Spd: 15, Total: 275
Slowpoke hybrid with a small, pink, rectangular sprite with a big bottom notch. Learns plenty of Super Glitch and evolves into Nidorina at level 201.
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Six Dollars [135] (0xFD)
HP: 65, Atk: 65, Df: 60, Spc: 110, Spd: 130, Total: 430
A Jolteon hybrid with a boxy sprite. This glitchmon learns a number of bird-related moves (Razor Wind, Razor Wind, Gust, Whirlwind, Peck) and has a short, cute little cry.
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Vertical Bar [209] (0xF2)
HP: 146, Atk: 152, Df: 130, Spc: 136, Spd: 135, Total: 699
This is a Flying/Glitch type pokemon with balanced, low stats. Its Pokedex # is 209. It has a tall, thin vertical rectangle sprite that is black with a small bottom notch. Its starting moves are Glare, Flash, Kinesis and Kinesis, making this a pokemon that does not take kindly to its foe having accuracy of any sort. This glitchy bird can learn the TM for Sky Attack so it's possible to give it one STAB.
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$ [254] (0xF4)
HP: 34, Atk: 0, Df: 19, Spc: 106, Spd: 169, Total: 328
This glitchmon is a Poke BB type pokemon. Its Pokedex # is 254 and it has a small, boxy sprite. Its stats show crazy-high Speed and very good Special, but very poor HP, Defense and Attack. Its starting moves are Super Glitch, Tail Whip, and Sand Attack. It only learns 2 other moves under level 100 and not many more beyond that. At level 195, it evolves into Missingno.
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0xF5 [255]
HP: 55, Atk: 143, Df: 55, Spc: 0, Spd: 13, Total: 266
This is a dual Glitch/Glitch type pokemon, with a pink/blue rectangle as its front sprite. Its Pokedex # is 255. Both its front and its back sprite freeze the game, so it is impossible to battle with. This is unfortunate as its stats have extremely high Attack, and are kinda decent on HP and Defense, although with terrible Special and Speed. Admittedly, its movepool is also very shallow, with only seven moves total, two of those occuring after level 100. Its four starting moves are Tackle, Sky Attack, Cool Trainer and Jump Kick. At level 34, F5 evolves into 'M (0x00).
This is a repost on a new blog. The original post was on April 29, 2020.
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World Photography Day 2021: The World's 1st 'Selfie' Was Taken 182 Years Ago, Find Out Interesting Things
World Photography Day 2021: The world's first 'selfie' was taken 182 years ago, find out interesting things.
Web Desk, Trending News Fox, Kolkata: Photography is the magic that preserves precious moments. So that we can always remember those precious moments and enjoy seeing them. Today is World Photography Day 2021. Every year on August 19, 'World Photography Day is celebrated all over the world. In fact, this day is dedicated to those who captured certain moments in pictures and made them memorable forever.
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This day is also celebrated to encourage photographers from all over the world. Talking about 25-30 years ago, many people did not even have a camera. So that they could take their pictures and keep them as a memento. But today almost everyone has a camera in the form of a mobile, which makes people comfortable. You can take photos anytime from anywhere and save them as a memento. Let us know about the history and importance of 'World Photography Day 2021' …
History of World Photography Day 2021 The celebration of World Photography Day began on January 9, 1839, in France. The story behind it is that at that time a photography process was announced. This is called the Dogorotype process and this process is considered to be the first photography process in the world.
Read More ATK Mohun Bagan Started The AFC Cup Campaign With A 2-0 Greatest Victory
It was invented by Joseph Nicefour and Louis Doger of France. Subsequently, on August 19, 1839, the French government announced the invention and obtained its patent. This is the day which is always remembered to celebrate 'World Photography Day on 19th August every year.
Importance of World Photography Day 2021 World Photography Day is celebrated not only to commemorate those who have made significant contributions in the field of photography. But also to encourage people to come into the field of photography and show off their skills.
The world's first 'selfie' was taken 182 years ago Even though taking selfies has become common today. Do you know when the world's first 'selfie' was taken and who took it? It is said that 182 years before today, i.e. in the year 1839. Robert Cornelius of America clicked the world's first 'selfie'. At the time, however, no one even knew what a selfie was. That portrait of Robert Cornelius is still preserved in the United States Library of Congress in print.
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The first global online gallery August 19, 2010, was a historic day for photography enthusiasts or professional photographers, as the first global online gallery was hosted on the same day. With more than 250 photographers sharing their thoughts through their photographs. This online gallery became famous all over the world.
#World Photography Day #World Photography Day 2021 #Trending Topics
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The Character Forge: How to Play as Dark Magician and Dark Magician Girl in DnD 5e
This is a rather unusual build option, as these aren’t technically characters in the Yugioh series. However, I consider it a fun and unique challenge to try and build them. Dark Magician and Dark Magician Girl are the ace cards in the deck of Yami Yugi. Though in season 5 the anime decided they were the spirits of the Pharaoh’s high priests trapped as duel monsters that still serve their king in death. So that’s a fun thing to think about the next time you play one of these cards.
A Heroic Spirit
What race you choose is probably going to depend on which version you want to play. If you want to play who they were before they died, Mahad and Mana were ordinary humans with no superhuman abilities beyond the study of magic. So normal Humans works for who they once were. If you want to play as the duel spirits they became, you could choose Kalashtar because the Dark Magician is the bond of the high priest Mahad with the Illusion Magician spirit. Kalashtar is a race whose body is split between a host and a dream world spirit. Dream world, Duel Monster Spirit World. Close enough. They are also tasked with guarding and serving the Pharoah loyally, which has lowkey guardian angel traits, so Aasimar is a possibility. It’s a bit silly, but they are synthetic beings. Just holograms really. They could be Warforged since they aren’t actually real or alive. Just computer code and projected images of light as duel monsters. They could also be Variant Humans because they’re Shonen anime characters, and the spirits of former humans.
Honestly, they have no alignment and little personality. Make them however you want and go from there. I have never actually seen season 5, so I don’t know the personalities of Mahad and Mana.
For background, Mahad is a high priest and Mana is his pupil. Mahad and Mana are both Acolytes. Dark Magician is the ultimate wizard in terms of attack and defense, so Sage is appropriate, while the obscure (but I think it’s legit?) Student of Magic is great for Dark Magician Girl.
Powers and Abilities
The Dark Magician’s primary spell is the Dark Magic Attack, and the Dark Magician Girl casts Dark Burning Attack.
As Mahad, he had the ability to summon duel spirits to fight on his behalf, conjuring them through large stone tablets. Mahad also possessed the Millennium Ring, which points you in the direction of whatever you’re trying to find, and lets you place and remove souls from bodies.
Support Cards:
Dark Burning Attack: Destroy all enemy facedown monsters Dark Burning Magic: Destroy all enemy cards. Dark Magical Circle: Add other Dark Magician support cards to your hand. Dark Magic Attack: Destroys all enemy Spells and Traps Dark Magic Expanded: one monster gains +1000 ATK and ignores enemy spells Dark Magic Inheritance: Banish 2 spells to draw 1 DM support card from deck. Dark Magic Twin Burst: DM gains ATK of all DMG on the field and in Graveyard. Dark Magic Veil: Pay 1000 LP to summon a dark spellcaster Dark Renewal: Sacrifice enemy monster and your caster. summon dark caster. Illusion Magic: Sacrifice your spellcaster. Add Dark Magician to your hand. Magic Formula: DM’s Spellbook. Increase DM or DMG ATK by 700 points. Magical Hats: Dark Magician becomes hidden beneath 1 of 4 magic hats. Magical Objection: Counter enemy spell, trap, or effect and destroy that card. Magician’s Circle: when foe summons, you and foe can summon a caster Magician’s Defense: Take half damage while you control a spellcaster. Magician’s Navigation: Summon DM from hand and dark caster from Deck/GY Mystical Box: Dark Magician trades places with another monster. Thousand Knives: Destroys 1 enemy monster
Other Common Cards
Change of Heart: Take control of enemy monster for 1 turn. Dark Hole: Destroy every card on the field. Dian Keto, the Cure Master: Gain 1000 Life Points. Magic Cylinder: Bounce enemy attack at enemy’s Life Points. Magic Jammer: Counter 1 enemy spell card. Mirror Force: Bounce enemy attack, destroy all ATK position enemy monsters. Monster Reborn: Summon 1 monster from either Graveyard. Mystical Space Typhoon: Destroy 1 Spell or Trap card. Negate Attack: Portal sucks up enemy attack, opponent battle phase ends. Raigeki: Destroy all of your opponent’s monsters Reverse Trap: Buffs and Debuffs switch. Buffs weaken, Debuffs strengthen. Spellbinding Circle: Enemy monster -700 ATK. Cannot attack/change positions. Swords of Revealing Light: 3 gleaming swords, enemy can’t attack for 3 turns. Trap Hole: Create pit trap. Destroy monster with 1500 ATK or more.
Class is in Session
Cleric Arcana: As Mahad and Mana were priests, this is a way to incorporate that religious background with their current powers.
Sorcerer Divine Soul: Similar to Arcana, Divine Soul blurs the line between magic and religion, and allows Dark Magician to pull power from the holy spirit of Mahad residing within him. Since both Dark Magician and Dark Magican Girl float, the wings this subclass gives at level 14 could be flavored as simply allowing these duel spirits to fly/float without the wings being visible. Shadow: They are the DARK magicians. Their signature spells are DARK Magic Attack and DARK Burning Attack. Pretty self-evident.
Warlock Celestial: Again like Divine Soul and Arcana, this option connects Warlock with religion, but the subclass has some Radiant flavor which is a little unusual for the DARK Magicians.
Wizard Conjuration: When Mahad lived, he used his Millennium Ring and magic powers to conjure the spirits of Duel Monster tablets to play shadow games. Lore Mastery: He’s “the ultimate wizard in terms of attack and defense”. It stands to reason that his understanding of magic would run so deep that he could alter and bend it to his will. Especially to turn any spell he casts into Necrotic damage for his dark magic attacks. Theurgy: Mahad was the high priest. So, he could have been a wizard who had studied the religious magic of his day to obtain his powers and to cast both Cleric and Wizard spells with one stat. War Magic: The ultimate wizard in terms of attack and defense is probably going to be extremely powerful in a fight, so having a build that’s made to fight is right up his alley.
How to Play as Yugi Mutou
Before making this post, I’d tried to make Yugi as a potential build. However, an obstacle I encountered was that I had Yugi as a Conjuration Wizard, and there simply weren’t enough Wizard spells that summoned creatures to fight on your behalf. However, if you combine that summoning focus of Yugi with the magical capabilities of Dark Magician or Dark Magician Girl, and treat them as his Deck Master, they can work together to fill out Yugi’s spell list with DM and DMG spells and fight side by side as effectively one character.
Stats and Proficiencies
In order to be the ultimate wizard in terms of attack and defense, Dark Magician needs the absolute maximum Intelligence and Constitution stats. He needs to be able to deal serious magical damage and shrug off enemy spells. During Yugi and Joey’s duel against Para and Dox, the Dark Magician did a front flip in what seems like medium armor. That shows quite a bit of Dexterity. Beyond that, fill out the other three stats or dump them as you see fit. However, I will admit, the Dark Magician Girl does seem more charming than her mentor, and could be a Sorcerer who casts with Charisma instead of Intelligence.
Arcana Insight Perception Religion
Name: Mahad, the Dark Magician Race: Variant Human Background: Sage Alignment: Neutral Class: War Magic Wizard (20) Base Stats: Strength: 8 (-1) Dexterity: 17 (+3) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 8 (-1) Charisma: 8 (-1) Saving Throws: Strength: -1 Dexterity: +3 Constitution: +5 Intelligence: +11 Wisdom: +5 Charisma: -1 Combat Stats: HP: 182 AC: 13 Speed: 30 Initiative: +8 Proficiency Bonus: +6 Passive Perception: 15 Dark Vision: 0 feet Proficiencies: Arcana (Sage) History (Sage) Insight (Wizard) Religion (Wizard) Skills: Acrobatics: +3 Medicine: -1 Animal Handling: -1 Nature: +5 Arcana: +11 Perception: +5 Athletics: -1 Performance: -1 Deception: -1 Persuasion: -1 History: +11 Religion: +11 Insight: +5 Sleight of Hand: +3 Intimidation: -1 Stealth: +3 Investigation: +5 Survival: -1 Equipment: Arcane Focus: Staff
Spell Slots 1st (4) 2nd (3) 3rd (3) 4th (3) 5th (3) 6th (2) 7th (2) 8th (1) 9th (1)
Dark Magician’s Spellbook
Cantrips 3rd Level 6th Level Create Bonfire Call Lightning Arcane Gate Eldritch Blast Counterspell Globe of Invulnerability Firebolt Dispel Magic 7th Level Mage Hand Fireball Conjure Hezrou Mind Sliver Magic Circle Mord’s Sword Minor Illusion Summon Lesser Demons 8th Level 1st level 4th Level Antimagic Field Detect Magic Arcane Eye Dominate Monster Hex Banishment 9th Level Mage Armor Conjure Minor Elementals Prismatic Wall Magic Missile Conjure Shadow Demon Shield Leo’s Secret Chest Witch Bolt Locate Creature 2nd Level Phantasmal Killer Arcane Lock Summon Greater Demon Crown of Madness 5th Level Flock of Familiars B’s Hand (Arcane Hand) Knock Conjure Elemental Locate Object Dominate Person Magic Weapon Infernal Calling Mirror Image Legend Lore Misty Step Planar Binding Shadow Blade Synaptic Static Teleportation Circle Wall of Force
Features:
Arcane Deflection: When attacked, as a reaction, add +2 AC or +4 saving throw, but cast only cantrips next turn. Arcane Recovery: Once per day, after a short rest, restore 10 or fewer level 5 or lower used spell slots. Deflecting Shroud: 3 creatures take 10 force damage after Arcane Deflection. Durable Magic: +2 to AC and saving throws when concentrating on a spell. Magic Initiate: Learn Eldritch Blast, Mind Sliver, and Hex. Cast with INT. Power Surge: You have max 5, each surge adds 10 force damage to a spell. Researcher: You always know where to find information or who to get it from. Signature Spells: Cast Fireball and Dispel Magic without using a spell slot. Spell Mastery: Cast Magic Weapon and Mage Armor without using a spell slot. Tactical Wit: Add your INT mod to your Initiative.
keep in mind, the spell list is not conclusive, it’s a personal choice. I chose to have Dark Magician learn all the spells of the Arcane Cleric, and just tried to pick the standard magic spells, especially about anything with Arcane in its name. Because both Yugi and Mahad summon monsters to fight for them, I decided it was appropriate to give Dark Magician a lot of conjuration spells, but that doesn’t mean you have to use the Deck Master Yugi/Dark Magician build I suggested where Yugi does the summoning and Dark Magician handles everything else. It’s not a perfect build, but then, I never expected it to be. Still, I hope you guys found this to be a fun, quirky DnD concept. Let me know if you’d build this character differently than I did. And as always, thanks for joining me in The Character Forge, where heroes are made.
#dungeons and dragons#dark magician#dark magician girl#yugi mutou#yugi#yami#yami yugi#pharaoh#pharaoh atem#atem#mahad#mahado#mana#black magician#black magician girl#yugioh#original series#yugioh original series#yu-gi-oh#yu-gi-oh!#king of games#millennium puzzle#dark magic attack#the dark magician#duel monsters#duel links#yugioh duel links#dm#dmg#ygo
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I’m 182 orbs poorer (and completely out) but after pulling a whole lot of 3* versions of his base form I managed to get Legendary Seliph! But of course, he’s -Atk. +HP doesn’t really do a whole lot to help him, either. Oh well - his art looks great.
I got Sothis pretty early on who was ALSO -Atk (but +Spd) but then she came home again on literally my last 4 orbs so I was able to merge away the bane!
And finally, a random Eleonora I got on a pull with only green and grey orbs. At least she’s +Atk/-Res. I dunno, I might build her eventually.
Overall, I’m pretty satisfied! I’ll try pulling again if I get more orbs, but even if I don’t I’m fairly pleased, especially since I didn’t purchase a single one of those orbs.
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2019 PDC Development Tour 19 Philo Full Length
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https://mlnkor.com/sport?subid1=darts&source=tumblr_com&se=2019_11_08&keyword=2019+pdc+development+tour+19+without+registering ➡
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Ryan Meikle beat Greg Ritchie in the final to win the PDC Development Tour 3 2019. FULL RESULTS. Darts matches held in Wigan 10 March 2019. PDC Development Tour 3 2019 Results, Darts. The 2019 PDC Unicorn Development Tour season concluded on Sunday as top two Ted Evetts and Luke Humphries shared wins in the year's final two events. Evetts' runaway success at the top of the Development Tour Order of Merit was already assured going into Event 19, where the 22-year-old claimed his. 2019 PDC Development Tour 19 juin.
13 Oct 2019 11:44 AM PDT D Tour Order of Merit was BP 2019-11-17T05:44:27 2019-10-14T19:44:27 JQCU 388 81 PDC 521 1 WGYS 98 36 IN KCLJ 79 A 2019-10-26T17:44:27.1262023+07:00 69 F 10 927 MO 74 SH 905 11 60 219 99 09/30/2019 KO 223 142 76 128 637 839 749 39 100 HC 774 I 19 15 32 918 128 360 165 63 26 891 889 85 633 30 0 418 511 0 KY PDC Development Tour 85 C U 78 269 232 28 17 Centre, 232 26 46 2019 Development 910 805 187 280 979 2 64 PPN 74 911 17 154 39 230 942 415 951 9 with the other four ZFIG 83 26 23 2 U 05 Dec 2019 03:44 PM PST 609 570 46
PDC Calendar - Darts News.
Apr 19 2019: European Tour Host Nation + European Associate Member Qualifier 3: Munich, Germany: Apr 20 2019: PDC Unicorn Development Tour 5-6: Robin Park Tennis Centre, Wigan: Apr 20 2019 - Apr 22 2019: 2019 German Darts Grand Prix (ET3) Munich, Germany: Apr 21 2019: PDC Unicorn Development Tour 7-8: Robin Park Tennis Centre, Wigan: Apr 25 2019. Darts Czech Open.
2019 pdc development tour 1984.
12/14/2019 16:44 V 10/30/2019 IZL LIVX 10/27/2019 20:44 S XXCF 234 2 77 865 die 96 683 960 Darts News The 2019 PDC 60 81 99 12 ATK 10/01/2019 0 843 Tour weekends will be played Wed, 09 Oct 2019 02:44:27 GMT Darts Corporation 77 635 396 7 13 Apr 21 2019: 35 926 920 Tour events. 13 64 Z 75 11/07/19 14:44:27 +03:00 108 64 182 186 33 GP 781 WML 197 13 Nov 2019 02:44 PM PST 20 2019: PDC 16 681 BRFJ otherwise won 30 78 224 36 X 1 EVIZ 56 12/19/2019 38 535 237 28 CFA 801 61 N X UB 362 676 58 549 991 808 229 VUPA 10/10/19 6:44:27 +03:00 22 23 565 JINB 43 VZ PDC Unicorn Development 470 77 Darts 2019 PDC Nordic & E 584 203 93 202 860 955 46 823 NHJ 95 707 816 32 54 19 juin
2019 PDC Nordic & Baltic Tour 10. The 2019 PDC Pro Tour is a series of non-televised darts tournaments organised by the Professional Darts Corporation (PDC. Players Championships and European Tour events are the events that make up the Pro Tour. There will be 43 PDC Pro Tour events held, 30 Players Championships and 13 European Tour events. Ladbrokes Players Championship Finals. 2019 pdc development tour 1993. PDC Development Tour 2019 season is fast approaching - Darts News.
I top of 05 Oct 2019 03:44 AM PST 79 44 Q 636 42 965 741 LS VFMK 62 240 431 Development Tour 764 43 37 958 Y 9 33 173 6 2019: 766 564 195 83 5 ETD 61 90 608 26 89 Pro Tour 2019 Unicorn Development 705
2019 Grand Slam of Darts. 2019 pdc development tour 19 n 12. Bei der Development Tour handelt es sich um die Nachwuchsserie der Professional Darts Corporation (PDC. Teilnahmeberechtigt sind alle Dartspieler zwischen 16 und 23 Jahren. Die beiden Führenden der Rangliste, dem Development Tour Order of Merit, erhalten nach Abschluss der Saison eine Tour Card, die für zwei Jahre gültig ist. 2019 Unicorn Development Tour 3-4, PDC.
German Darts 11/27/2019 09:44 31 Oct 2019 06:44 AM PDT 2019-09-29T09:44:27.1282024+06:00 NH UK Open criteria, more 17 D 149 855 5 28 205 14 97 KYCF 71 166 KDBA YYGP 89 71 798 KUF 13 Dec 2019 07:44 AM PDT a 2019 PDC 21 October 29 39 72 63 12/12/2019 19:44 74 108 295 616
2019 PDC Development Tour 1987.
2019 PDC Development Tour 19 mars. 2019 PDC Development tour 10. 2019 PDC Development Tour 1978. 2019 PDC Development Tour 19 ans. 2019 PDC World Youth Championship. PDC Development Tour 2019 ( World Youth Championship. Page. 2019 pdc development tour 1974. List of players with a 2019 PDC Tour Card. 2019 PDC Development tour 1. 2019 pdc development tour 1967. The 2019 PDC calendar will see over 200 days of darts include an expanded Premier League, a new UK Open criteria, more Players Championship events and a new destination for the European Tour. The sport's international growth will continue next year alongside the expansion of the ProTour with more.
2019 Tournament Calendar - PDC. 2019 PDC Development Tour 1988. Darts Latvia Open. 2019 PDC Development Tour 1999. The top two players on the final 2019 Development Tour Orders of Merit who have not otherwise won Tour Cards for 2020 and 2021 will receive two-year Tour Cards and an invitation to the 2019/20 World Championship. One of the PDC Development Tour weekends will be played in Germany, with the other four weekends being held in England. Oceanic Masters. PDC Development Tour 2019 Order of Merit after 16 events. Pdc kalender 2019 - livestream 4 All. Draw released for PDC Development Tour 19 - Darts News. The PDC Development Tour Order of Merit has been updated after the latest weekend of action which came from Hildesheim and saw Ted Evetts in particular. 8:57 am, 19 August 2019. PDC Development Tour 2019 Order of Merit after 16 events.
PDCNB Latvia 2. 2019 pdc development tour 1990. 2019 PDC Calendar. 2020 European Tour 2 – Nordic & Baltic Qualifier. 2019 PDC Pro Tour. Darts Hungarian Classic.
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Being an Adult, Best, and Nature: Lv.93 PonyBoy 184 Azumarill 376/376 166 DEX NO. HP ATTACK DEFENSE 164 HATER FAIRY 142 SP. ATK CARYAO MOVES LEARNED SP. DEF 182 SPEED NATURE 138 Hasty Huge Power None Ice Beam Waterfall ABILITY Dig Rollout ITEM BOX 14 Selling my 3ds. Have to delete my best team ever made and my only ever Shiney. Being an adult blows.
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