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Apex Build 10 Is Now Available!
After over three years, I have finally completed Build 10 of Apex! This is planned to be the final feature release of Apex as a Pokémon fangame before converting it into my own original IP (more on that another time).
As for this build, you can now continue the story of Apex in Chapter 5 by exploring the western half of Abbadon, including the sprawling Megiddo Plains, the touristy beachside town of Ys, the sleepy floral town of Eden, and much more! Check out the changelog below for a full list of additions and changes, comprising the largest changelog so far.
As always, you can get the game either through the launcher (recommended) or assemble the game yourself through manual downloads on the blog.
If you want to report bugs, discuss the game, share theories, or praise me (please do, I worked very hard on this), please visit our discord server.
That's all for now, everyone. Thank you so much for your patience and support!
Here are all the changes and additions in Build 10!
Additions
Content
The Megiddo Plains, Ys, and Eden areas are now open to explore! Continue Chapter 5 with a deluge of new content, including some surprises!
Levitate system overhaul. Pokémon that formerly had the Levitate ability now inherently levitate based on their species. See the wiki for more details.
Pokémon that normally evolve due to trading now evolve when leveled up in Assiah. Any required held items are still needed.
New fast food items that are cheaper versions of strong healing items, but lower your Pokémon's EVs randomly when consumed.
New item: Inn Coupon. Exchange these tickets at any inn for a free stay!
New trainer classes: Zangs (male and female), Priest, Pirate, Surfer, Action Kid (Beach), Tourist, Sunbather, Beach Bros, Sightseers, Salaryman, Rancher, Florist, as well as some special encounters.
Four new musical tracks, courtesy of new composer DSTY.
New Artifact is now available! Complete the Great Canal dungeon to acquire the Hydrophobic Disc to cross calm waters.
New custom move: Grim Word, a low-power special Dark move that lowers the target's Sp. Def by 1 stage.
Everyone is here! With the exception of most legendary Pokémon, every single species up through Generation V is now available in Apex!
New questline events! Hang out with your favorite NPCs.
New ghosts to battle, including three difficult challenge ghosts for extra Keystones.
Features
Artifacts now give badge boosts. War God's Hammer: Attack, All-Seeing Eye: Sp. Attack, Quantum Mirror: Speed, Geos Gauntlets: Defense, Hydrophobic Disc: Sp. Defense. For existing save files, use the associated artifact in the overworld to permanently enable the respective boost.
Added Not-So-Crazy Fesiq to Old Jul'far Ruins as a dung merchant.
Added ambience to Sagaxis Forest, Mt. Belial Upper, Shrieking Cliffs, and Acacia Lake.
Added an Ether to RevTex Textiles 1F in the generator room.
The protagonist now remarks on the flickering lights in RevTex Textiles Front Office for context.
Added an Escape Rope to RevTex Textiles B1F.
Added a healing area and some flavor to the entrance area of Acacia Temple (not available in Hard Mode).
Wild/bred Pokémon now have a 5% chance to spawn with their hidden ability.
Added in-game trades and gift events for exclusive species. Check the wiki for details.
New TM Kid quest is available after acquiring the Hydrophobic Disc.
Added visible items to Sagaxis Forest.
Luvdisc now evolves into Alomomola at lv30. The two species have been rebalanced and given updated movesets to match.
Eevee can now evolve into Glaceon in Crystal Channel Upper.
Nosepass can now evolve into Probopass in the Adamantine Palace.
Added messages when entering maps with a Pokémon with a location-based evolution in that map.
Added Lucifer's Notes #2 to Altar of Truth.
The Guru of Potential has been added to the Amon Desert. Visit him to draw out your Pokémon's latent potential.
The Experience Share can now be purchased in the Rosemary Market in Acacia Town. It's relatively expensive, so you'll have to weigh your options!
Added Eviolite to Acacia Tunnel.
A Soothe Bell is now available from a new NPC in Nysa Indoors.
Added ancient runes to text for lore purposes. This should improve clarity for puzzles that rely on ancient runes.
Larry now answers his phone.
Tweaks
Aegis Facility
Added a hint to the door to Aegis Secret Room.
Added support struts to the elevator on Aegis 1F.
Swapped locations of the Elevator Key and Max Revive in Aegis 2F Rooms for better visibility.
Vahram Temple
Added additional hints for the Vahram rune puzzle.
Braziers in the Vahram and Cliff tilesets are now fully impassable on the bottom tile for better consistency.
Acacia Town
Opened a previously unused house in Acacia Town.
The Thornwood Inn in Acacia Town begins charging for lodging after the player enters Jul'far. No more warping back to Acacia Town for free heals!
The Puzzle House is now accessible immediately upon visiting Acacia Town for the first time.
Jul'far
Added more path blocking to help keep players from getting lost.
Added a new bandit encounter with Bandit Logan.
Added some new visible items, one of which only appears during the raid.
The Camerupt Cart that goes to the Old Jul'far Ruins now cannot be used until after the player has visited the ruins, to prevent skipping the entire desert.
Added a hint if the player tries to enter the Jul'far Town Hall through the front door during the bandit raid.
Hard Mode
Items cannot be used from the bag during battles (except Pokéballs, as normal).
During the Jul'far raid, Bandit Captain Kurt now only appears on Hard Mode.
Granny does not heal the party.
Holly stops healing the party after defeating the Cloaked Elder in Acacia Temple.
Other
You can now forfeit trainer battles outside of Hard Mode by selecting Run, but beware the losing cost!
Official starters can now only be found at level 5 in the wild.
Player name entry now supports up to 10 characters.
Stick renamed to Leek to match Gen VIII+ naming.
Scratch Cards now use fixed randomness to determine the prize (if any), so they can no longer be save-scummed. A unique message has been added if the jackpot is won.
Improved visual quality of in-battle rain animation.
Reduced visual intensity of overworld snow animation.
Deerling and Sawsbuck now appear in different forms based on location. Mt. Belial area: Winter form. Verdant Path area: Spring form. Acacia Secret Hollow: Summer form.
Updated new game scene flow. Quickstart option renamed and now defaults to Sarah instead of Griffen, and some suggested character names have been changed.
Switched locations of the TMs for Rock Smash and Brick Break and adjusted TM Kid's dialogue to match. If you already have one but not the other, you will get the old drops.
Disabled entry message from Mold Breaker ability.
Small tweaks to Nascene Suburbs layout to make skateboard pathing a tad easier.
Added visual details to Jagged Cavern B1F. Side path is now blocked by breakable rocks. Added a shortcut usable with the Quantum Mirror.
Ladders in cave/temple maps have more outlining for better visibility.
Battles with Larry now use the Rival Battle music.
Balance
Levitate overhaul
In addition to those species which formerly had the Levitate ability, the following Pokémon now levitate: Beedrill, Venomoth, Magnemite line, Mew, Scizor, Celebi, Dustox, Castform, Shuppet, Glalie, Froslass, Munna line, Solosis line, Vanillite line, Escavalier, Elgyem line, Lampent, Chandelure, and Volcarona.
Ability changes as part of the Levitate overhaul
Gastly line new abilities. Base: Cursed Body, Stench. Hidden: Bad Dreams.
Koffing line new abilities. Base: Forewarn, Aftermath. Hidden: Serene Grace.
Misdreavus line new abilities: Base: Shadow Tag, Frisk. Hidden: Prankster.
Unown new ability: Base: Technician.
Hydreigon, Vibrava, Flygon now use the same ability or abilities as their pre-evolved forms.
Duskull now uses the same ability its evolved forms.
Solrock, Lunatone new abilities: Base: Sturdy. Hidden: Magic Guard.
Baltoy line new ability: Base: Magic Bounce.
Chimecho line new ability: Base: Soundproof.
Latias, Latios new ability: Base: Cloud Nine.
Bronzor line abilities shifted: Base: Light Metal, Heavy Metal. Hidden: Heatproof
Carnivine new ability: Base: Chlorophyll.
Rotom new ability: Base: Motor Drive.
Uxie, Mesprit, Azelf new ability: Base: Filter.
Cresselia new ability: Base: Serene Grace.
Tynamo line new abilities: Base: Shed Skin, Static. Hidden: Volt Absorb.
Cryogonal new ability: Ice Body.
Move changes
Increased Gyro Ball PP from 5 to 10.
Raised accuracy of Gunk Shot from 70 to 80 to match Gen VI+.
Shadow Ball power increased from 80 to 90.
Drill Peck and X-Scissor now have an increased crit chance.
Constrict power increased from 10 to 40.
Leech Life power increased from 15 to 40.
Pin Missile power increased from 14 to 25 to match Gen VI+.
Luster Purge and Mist Ball power increased to 80 and PP increased to 10.
Pokémon changes
Raised Riolu's starting happiness from 70 to 100.
Gothita line is now Psychic/Dark.
Gothita line gains Unnerve as second natural ability.
Steel type is no longer resistant to Ghost and Dark moves, as per Gen VI+.
Torkoal, Wingull, Roggenrola, and Vanillite lines gain their GenVII+ second abilities.
Ice type no longer resists Grass.
Stat changes
Stat buffs from Gens VI and VII have been added.
Sunflora base Sp. Atk and Sp. Def increased by 20 each, bringing its base stat total up to 465.
Mightyena base stats increased: +10 to Attack, Defense, and Speed, bringing its base stat total up to 450.
Farfetch'd gains 20 base stat points in HP, Defense, and Speed, and 10 in Attack, bringing its base stat total up to 447.
Spinda base stats increased, +30 to HP, +10 to Speed, and +20 to Defense and Special Defense, for a new total of 440.
Whismur line has 10 base stat points moved from Attack to Special Attack.
Growlithe line has 5 base stat points moved from Special Attack to Attack.
Sableye gains base stat points: 30 to HP, 20 to Defense, and 20 to Special Defense, bringing its base stat total up to 450.
Rebalanced Cacnea line's stats. Lowered Sp. Attack and Speed by 10 and increased Defense and Special Defense by 10.
Corsola stats modified. -5 Attack and Speed, +10 Defense and Special Defense, +20 Special Attack and HP. New total: 460.
Ariados stats increased. +20 to HP, Defense, and Special Defense, +10 to Attack. New total 470.
Spinarak/Ariados now learn Megahorn at level 51/60 and now learn Psycho Cut instead of Psychic.
Beedrill stats increased. +10 to HP and Attack, +20 to Special Defense, and +35 to Speed. New total 470.
Butterfree stats increased. -5 to Attack, +30 to HP and Special Defense, +10 to Special Attack and Defense. New total 470.
Beautifly stats increased. +10 to HP, +20 to Attack and Special Attack, +25 to Speed. New total 470.
Ledian stats increased. -5 to Special Attack and +75 to Attack. New total 470.
Dustox stats increased. -5 to Speed, +10 to Special Defense, +20 to Special Attack, and +30 to HP and Defense. New total 470.
Kricketune stats increased. +3 to HP, +4 to Special Defense, +30 to Attack, +29 to Defense, +35 to Speed. New total 470.
Parasect stats increased. +5 to Attack, +20 to HP, Defense, and Special Defense. New total 470.
Marowak stats increased. +5 to Speed, +20 to HP and Attack. New total 470.
Purugly stats changed. -1 to HP, +8 to Attack, +11 to Defense, -4 to Special Attack, +6 to Special Defense, -2 to Speed. New total 470.
Chimecho stats increased. +5 to Special Attack, +10 to Special Defense. New total 470.
Dunsparce stats increased. +5 to Attack, +25 to Defense and Special Defense. New total 470.
Girafarig stats increased. +10 to Special Attack, +5 to Speed. New total 470.
Tropius stats changed. +1 to HP, -8 to Attack, +17 to Defense, +8 to Special Attack, +13 to Special Defense, -1 to Speed. New total 490.
Treecko line has had its Special Attack and Attack base stats swapped to now favor physical attacks.
Relicanth stats increased. +15 to Special Defense. New total 500.
Lanturn stats changed. -8 to Attack and Defense, -2 to Speed, +9 to Special Attack and Special Defense.
Learnset changes
Electrike and Manectric now learn Thundershock at level 7.
Absol now learns Focus Energy as a starting move.
Solrock now learns Zen Headbutt instead of Psychic, and now learns Flare Blitz at level 57 and Morning Sun at level 61.
Lunatone now learns Ancientpower instead of Stone Edge, and now learns Shadow Ball at level 57 and Moonlight at level 61.
Farfetch'd now learns Drill Peck instead of Air Slash at level 49, and now learns Focus Energy at level 16.
Grimer line now learns Poison Fang, Bulldoze, Poison Jab, and Night Slash instead of Sludge, Mud Bomb, Sludge Bomb, and Fling, respectively.
Gothita line now learns Dark Pulse at levels 53/58/64 respectively, and now learns Grim Word instead of Faint Attack.
Misdreavus, Gastly, Drifloon lines now learn Grim Word instead of Payback.
Litwick line now learns Grim Word instead of Imprison.
Yamask and Spiritomb get Grim Word as an egg move.
Umbreon, Murkrow, Girafarig, Purrloin lines now learn Grim Word instead of Assurance.
Oddish line now learns Grim Word instead of Natural Gift.
Swapped Ancientpower and Power Gem in Corsola's moveset, and it now learns Hydro Pump at level 57.
Butterfree, Beautifly, and Dustox now learn Psychic at level 50.
Ledyba/Ledian now learn Bug Bite instead of Silver Wind, Mega Punch instead of Swift, and X-Scissor instead of Bug Buzz, and now learn Drain Punch at level 50/60.
Dustox now learns Poisonpowder at level 15 and Air Slash at level 55.
Bronzor and Bronzong now learn Curse instead of Imprison.
Tropius now learns Leech Seed instead of Bestow and Dragon Pulse instead of Natural Gift.
Deerling and Sawsbuck can now learn Zen Headbutt by Move Tutor.
Venusaur can now learn Earth Power by Move Tutor.
Durant now learns Screech instead of Metal Sound.
Difficulty/Game Balance
Lolita Fayte's Ralts initial level lowered from 18 to 15.
Lolita Esmerelda's party initial levels lowered from 15 to 13. Added an additional rematch.
Elder Gerald's party levels lowered from 16 to 15.
Snow Angel May's party levels increased by 5.
Slight rebalance to encounter levels in RevTex. Max level reduced by 1 on 1F and Front Office and min level raised by 1 on B1F.
Lowered max encounter levels in Acacia Lake and Acacia town by 1.
Slightly raised Beldum's capture rate (making it easier to catch).
Reduced price of Pokeballs and Great Balls to 1000 and 2000, respectively.
Scratch Card price increased to 1000.
Fixes
Fixed Aegis warehouse minecart puzzle unintentionally completing while the minecarts are still moving. Minecarts must now stop on the correct positions to count.
Fixed Lolita Amelie using the wrong battle sprite.
Fixed an issue where, during the egg event on Shrieking Cliffs East, if the player catches the Braviary instead of defeating it, the whole event starts over. (Reported by Yasik)
Fixed Vahram 5F North button still considering the rock in the hall to the south of it to be blocking.
Fixed missing collisions on Vahram lava rocks.
Fixed a stray masking tile in the Bandit Hideout.
Rival name in Unknown Dungeon is now loaded dynamically from variable and not from static strings, which could cause inconsistency.
Fixed note 28 being inaccessible in XENO Corp. Server Room. (Reported by mflamel101)
Fixed a bug in Essentials where if the player was facing a water tile, but that tile wasn't otherwise passable, the game would let the player begin surfing on their current tile instead.
Fixed broken Love emote animation (finally!).
Fixed impassable stair railing tile in RevTex B1F blocking wall sign.
RevTex facility now properly sets cave flags on entry.
Fixed a typo in Note #18.
Fixed a movement bug with Mori in Murmur Tower 3F when playing as Sarah.
Fixed mismatched wall tiles in Nysa Indoors.
Fixed tile layering issue with wall/desk phones in the Indoor tileset.
Fixed inconsistent glowstick radius when changing maps (finally!).
Fixed incorrect BGM volume level in Aegis 2F Bathrooms.
Fixed some missing tree top tiles on Mt. Belial Upper.
Removed text referring to "someone's PC" when receiving Pokémon through events.
Fixed a script crash when attempting to fight the Frozen Prince.
Fixed incorrect barrel tiles in Puzzle House Challenge 2.
Fixed Snarl incorrectly flagged as a physical move.
Tweaked dialog with Sayaka on Mt. Belial Upper to better match lore.
Fixed legendary encounter events not using the same generated Pokémon for the battle and the post-battle distribution, which could result in minor discrepancies.
Fixed legendaries missing their summoning sigil where the ball icon should be in the summary screen.
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Day 359, Nosepass!
…I have a shiny one of these guys fun fact
Also fun fact, I named them Gavin a few years ago because of a YouTube group i was a fan of. It’s wild to think they ended this year, the group I mean
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There will be a ticketed event for Los Angeles starting Feb17-18, but I'm pretty sure most of us won't be attending that, so I'll cover the global one releasing Feb24-Feb25:
Special Research story featuring the player providing an assist to Team Rocket
Trainers will be able to pick between a Diamond or Pearl badge, with the badge you pick determining certain rewards and bonuses! The badge Trainers pick at Pokémon GO Tour: Sinnoh – Los Angeles will carry over to the global event the following weekend.
New Masterwork research rewards Shiny Shaymin. Ticket holders get their research sooner, but it will be available to purchase globally too.
1⭐ Raids feature the Sinnoh starters. 3⭐ are their final evolutions. 5⭐will feature Dialga and Palkia.
Wild Pokemon will have shifting habitats. Bustling Boardwalk has Pikachu in either Dawn's or Lucas's hat, both formes of Shellos, Magnemite, Porygon, Ralts, Piplup, Starly, Bidoof, Trash-cloak Burmy, Buizel, Drifloon, Glameow, and Finneon. Ancient Grove is Tangela, Eevee, Roselia, Misdreavus, Nosepass, Turtwig, Kriketot, Plant-cloak Burmy, Combee, Cherubi, and Bronzor. Toxic Digs features the aforementioned Pikachu, Yamna, Gligar, Aipom, Duskull, Shinx, Cranidos, Shieldon, Sandy-cloak Burmy, Stunky, Gible, Hippopotas, Skorupi, and Croagunk. Geothermal Location has Lickitung, Rhyhorn, Magmar, Eevee, Togetic, Murkrow, Swinub, Snorunt, Chimchar, Buneary, and Snover.
Incense will give Unown with the letters, S, I, N, O, H
2km eggs give Budew, Chingling, Mantyke, Bonsly, Mime Jr., Happiny, Munchlax, and Riolu. 5km eggs hatch Stunky and Gible, and 10km eggs have Carnivine, Pachirisu, and Chatot.
All Trainers will receive the following bonuses and rewards on event days between 10pm and 6pm: 1/2 incubator distance, 1/2 stardust cost for trades, and up to 6 Special Trades can be made each day.
Here's the link tho if you want to check out the Los Angeles event.
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Morning, everyone! Did I miss much of anything yesterday? I, uh. Was asked by my boss to unstick a wild Nosepass from one of those magnetic stones in Chargestone Cave. Believe it or not, that does take all day!
Especially when the stone is to the north and the Nosepass refuses to turn away. I know you don't want to, but you can! Little jerk.
Who ever decided it was a good idea to have a magnet Pokémon in a cave full of magnets...
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The Great All Generation Nuzlocks Roundup - Part 2
A continuation of Part 1, this encompasses the remaining games.
BLACK 2 - I love you Unova I love you so much you're so fucking good. I know B/W1 like the back of my hand, they're like home to me. So I went with B/W2 for additional challenge and just because of the broader encounter variety. Little did I suspect, that fate would have something in store for me.
This game had by far the most tumultuous early game, and it is in fact the game I wiped most in! I wiped three times before the second badge, and two of those were at Cheren! However, soldiering on, we eventually broke through the early game and clean through to the opposite side of a run. For most of this run a core contributor was a Magneton which I gave Eviolite to. As expected, a Steel/Electric type with 1.5x defensive stats is incredible for in game purposes, however, I blundered them away late in the run. Despite being consistent and undeniably helpful, I wasn't all that torn up by the loss. It actually freed up my team to have less type weakness overlap! This is definitely one of the stronger teams overall we got, with Whimsicott in particular truly surprising me with the sheer number of enemies it could just sit on and whittle down at little to no risk. A true champion.
But most importantly of all, our friend returned to us! A 10% chance of encounter, in only one location, Chargestone Cave. I didn't even know Nosepass could appear there! I was ecstatic and broke naming convention for the return of our true friend, Cao Cao the Probopass. This run, which had overcome the trials of the early game, now held the Mandate of Heaven and was destined for success. But getting through wasn't enough. Our true quest was now getting Cao Cao through to the end.
Unlike in Platinum, he had a +Sp. Attack nature this time and with Power Gem could dish out some serious damage! A very slow Volt Switch also allowed him to safely pivot us into our other team members to keep momentum up and enable a lot of powerful plays. Mienshao was a remarkable lategame encounter who truly did a lot to trivialize the late and endgame and paired well for a Volt/Turn core with Cao Cao. A very powerful team indeed, though Ampharos was mostly just There and saw no use in any major battle. She simply was late game, just-in-case backup filler after we lost Magneton on the Plasma Frigate.
In the end, not only did we succeed in getting our new friend through to the end of the game. He even dealt the finishing blow to Champion Iris. Fate blessed us with a second chance and we did not squander it!
In his well earned retirement, we've managed to move him all the way up to Paldea, thanks to his return in Kitakami. Any Region, Any Adventure, True Friends Always Stick Together!!
I love Unova and now I have another great memory thanks to it. Truly the GOAT region.
This game had a nickname theme - Food Biproducts, and Cao Cao
Total Wipes - 3 (Wild Magnemite Gym Leader Cheren Gym Leader Cheren)
Y - I hadn't played through Y except the once at launch, so I was honestly rather excited to give it another try. I did, however, challenge myself to not use any of the gift pokemon given to the player since you can make a whole team of them and I had a great time for it.
Gameplay wise, I quite like Kalos. It has great aesthetics and introduced pretty much nothing but great new designs. Unfortunately, however, it contains Writing and Characters and that part is basically all bad. I do think there's a seed of an interesting story with Lysandre and Team Flare but like, damn, they totally beefed it on this one, lmao.
Oh well, at least I had fun! And I don't have much else to say.
Aerodactyl and Snorlax were our absolute GOATs this run, plowing through most of the game. We actually blundered away Oats on the literal last trainer in Victory Road by not playing around a crit and I REALLY didn't want to grind up another Pokemon, so I simply carried his fainted body through the Elite Four and Diantha, largely on the back of Garchomp. This run really did endear me more to Garchomp, whom I've never used before and never been the biggest fan of. Even with a -Attack nature in the Fairy Region she simply annihilated everything I set her upon. Great pokemon, makes any team dramatically better for having it, lol.
Overall Kalos was exactly as mediocre as I remembered. But a mediocre Pokemon game is still quite fun minute to minute, so it's not all bad and it really let me look forward to the next region, which does away with TMs and is generally excellent.
Garchomp Sweep.
Total Wipes - 1 Gym Leader Viola
SUN - I recently played through Ultra Sun for the first time and jeez that game is quite the letdown compared to the vanilla version. Almost every change made worsens the experience in some way, and in many cases outright erases core character's arcs. It's not totally without merit, but picking vanilla Sun was an easy choice.
Alola is just plain fun. I had a great time but also don't have much to say! This run overall went pretty smoothly with the only critical loss being our Decidueye at Aether Paradise super late in the game! As a result, Exeggutor was a super late filler who ended up doing almost nothing.
Almost every member of this team impressed me though. I genuinely did not know Toucannon was so good! An incredible moveset and genuinely great stats for the early and mid game let him do a ton of work! Undeniably falls off late, but that's okay. Eviolite Charjabug is also shockingly great as a pivot and defensive stopgap for most of the game. It was almost better unevolved than fully evolved, lol. The real star of this team in the late game was Carracosta, what a beast. Shell Smash setups with sturdy and wide lens for high base power, perfectly accurate STAB just CRUSHED the elite four, champion, and final Hau fights.
Alola was fun, easy breezy, and a nice step up from Y, though I think it's the game that took by far the longest to clear. It does have a lot of cutscenes, but I like the charcaters and story so that's fine.
Total Wipes - 0
SHIELD - I'm a Galar appreciator. This region has issues but the core gameplay experience is not one of them. In fact, I think Galar has one of the strongest campaigns in the series for purposes like this, it's very Arcade-like. Brisk pacing, a well balanced difficulty curve, a shockingly tough final boss, and just a great and fun mechanic in dynamaxing. This game is a lot of fun to play through and I was pretty happy to get to return to it. I love cooking curry and playing with my funny guys in camp but I had to be careful not to do that so it wouldn't give me mechanical benefits, lol.
On the story side it's thin boned and that's fine, imo. After several generations of more serious or involved stories it's a nice palette cleanser for the franchise and further it helps serve the core experience of this game being 'you start the game and are in the wild area with access to 100+ species within 30-45 minutes'. There is truly no region better for, simply, playing through with a new set of 6 guys you've never used before. Even with that thin plot I still think Hop is the best rival in the franchise's history. He has a strong, easily identifiable character arc and uses the most different species of any trainer in the entire series besides N, who's whole thing is he uses completely different teams every time.
Hop struggles with inferiority to Leon and then to you and in the mid game dramatically changes his team around several times just to try and beat you! He even boxes his starter for one of them and NO other rival does that! In the postgame he realizes he's not necessarily in the top 1% of battling trainers, but pursues a career as a researcher which is great! I really like Hop, he's ace. I just wish his final team weren't so shit though. He uses so many different, cool, species and his final team has both Dubwool and Snorlax on it, for some reason? It's weird.
Anyway, I love playing through this region and this team rocked. I blundered away several encounters, including losing Badnik the Golisopod, at level 50, to Raihan because I didn't pay attention to the fact that his Duraludon has Rock Type coverage. Mantine was a very late filler pick, however, he actually accomplished a good bit and was a great teammate for what little time we had him.
This team has the biggest gap in level between its top runner and 6th man, and that's largely because I saved every rare candy in the game to ensure Cinderace specifically was equal to Leon's Charizard before that fight. It's such a strong mon I wanted to maximize what it could do. This region does have extremely few encounters outside of the Wild Area so it had two modifications to normal encounter rules - 1) In areas with no Wild Encounters (the two Mines) the first pokemon I run into is my encounter. One was a Drillbur and the other was Badnik, both of which I lost :(
2) I'm allowed to have one encounter from the Wild Area each time the game directs me there, for a total of three. Once right at the start, once after clearing Kabu's Gym, and once after clearing Raihan's gym. For these, I still took Random Encounters from shaking grass, but I did allow myself the nicety of choosing which region I wanted them from.
Overall, the former had a moderately large impact on the run since Golisopod was a great encounter but the latter didn't end up mattering really at all.
The true star of this run was our Route 1 encounter, Greedent. He is Him. Payback is the first TM in the game, immediately giving him a 100BP Dark move to hit ghosts with. Body Slam for STAB, Cheek Pouch gives RIDICULOUS survival with sitrus berries (58% extra HP in every battle! Equal to basically 150 extra health in the mid and late game!) all game long, stockpile for defensive boosts, rest to net heal even while continuously attacked. He swept the ghost gym, he swept the fairy gym. He swept half of Leon's team, including Haxorus and Dragapult. HE IS HIM!!! Greedent is so fucking strong and is my friend, I love you Greedent.
This game is the first time since Crystal where our starter made it all the way through.
Total Wipes - 0
VIOLET -
RAAAAAAUUGGGHH THIS GAME RUNS LIKE DOGSHIT LMAO!!!! IT'S BEEN LIKE 6 MONTHS AND IT STILL RUNS AWFUL!!!!!!!
However, I do like Violet for what it is. It lacks so may QoL features and just generally basic niceties and polish and yet it's so much more than the sum of it's parts. I guess that's what happens when you get the author of Cowboy Bebop to help write your game's story. Like, imaging getting that guy and then rushing the game out after a ONE YEAR development cycle. Geez.
Paldea itself is a fairly forgettable region that is full to bursting with incredible Pokemon designs and characters. It's the small things that are memorable rather than the region itself and I truly wish to see a 'complete' version of this game someday. Hopefully, the game being rightfully lambasted and made a mockery for releasing blatantly unfinished and buggy as fuck will light a fire under The Pokemon Company's ass and force them into actually giving GameFreak time to produce their damn games! You know GF themselves want to put out better than this!
Still, it has its strengths. Again, the scenario design and gameplay are quite fun and they're what I would consider the only 'truly' nonlinear Pokemon games. Gens 1 and 2 have 'Fake Nonlinearity' since doing things in a nonlinear fashion is basically a waste of time and effort. Those games were still made with specific paths in mind, but Paldea wasn't (mostly). While the gyms, titans, and team star encounters each have set levels, you're still free to do them out of order and you actually get the breadth of the region to explore and run around basically immediately. If you master some basic movement tech you can get practically anywhere without any of Koraidon/Miraidon's upgrades, too! The one true downside to this is only Gym Badges increase Pokemon obey levels when it really should be any badges that do.
For encounters in this game I only got encounters via Tera Raid Dens (Besides the Starter and Poco Path, which can't have Raid Dens) since those are truly random! This region also has BY FAR the fewest possible encounters with this method, at only thirty-ish, which makes every last one count! Thankfully, with easy access to vitamins, EXP candies, and nature changing mints, maximizing your few encounters is easy and fun.
Getting a Steel Tera Type Applin as our very first random encounter set the stage for the whole run. Eviolite Dipplin was an unbreakable monster. Dragon/Grass coverage with Recover and Reflect made a mockery even of super effective hits and crits. This whole team is slow and bulky (besides Cetitan) but Dipplin was the slowest and bulkiest of all by a mile. All six members worked in great harmony and were able to overcome all challenges without any real risk or nail biter moments. They were just plain consistent and strong. Lumineon is a firmly Mediocre Pokemon, but thanks to aforementioned mints and vitamins, we were able to max out his HP and Physical Defense. With Leftovers, Aqua Ring, and the debuffing moves Chilling Water and Icy Wind, he could turn any physical threat into setup fodder for Skeledirge (Torch Song), Muk (Minimize), Dudunsparce (Coil), or Cetitan (Snowscape + Slush Rush). This team's playstyle was often slow and methodical but could explode into vicious sweeps very easily.
Cetitan in particular truly just bowled over the endgame. The Elite 4, Champion, Final Nemona and Final Boss all got swept mostly or entirely by Cetitan after a single turn of setup with Snowscape. Slush Rush with Ice/Ground STAB on Ice Spinner and Earthquake just annihilated everything. What a monster, I love my huge whale friend. This team was basically perfect and nothing could challenge their stability and strength. A truly excellent note to end on.
This team reached it's 'final' state earliest of all, solidifying after just the fifth gym, whose level cap is 36 while Muk's evolution is 37.
This game is the only one where I completed all endgame content, and still lost no major team members.
Total Wipes - 1 (Team Star Leader Atticus)
I love Pokemon. It's a fun and fantastic series. It's got its ups and downs and right now it's definitely far from what it could, or should, be. But it's just such an impossible to fuck up gameplay loop it's just FUN to raise and bond with new guys!
If you've read this far, thank you! I hope you enjoyed a glimpse into my experiences, and I'm willing to field questions!
My kingdom for Gen 10 to get a six year dev cycle.
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So this wild nosepass huge my Pokemon
Floatzel nickname Float
Here’s the picture of them hugging
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Pokemon Emerald Ralts Only Part 2: Roxanne and her Rock-hard Nosepass
So last we left off on...uh...the second mandatory fight in the entire game. So now we need to talk about what my plan is from here to beat Roxanne.
Part 1
I'm going to be taking optional battles, and all of them that I can in between here and Roxanne. Ralts belongs in the Slow leveling group, which means that it is always going to be a few levels behind other Pokemon for the same amount of experience. Ralts also just isn't very good, and there's an additional factor to consider before we even get to Roxanne.
This gives us a pretty good way to use our Confusion PP. We haven't actually healed at a Pokemon Center yet, and if we can use all of our Confusion PP before a certain mandatory fight, we'll have actually performed a neat little optimization.
Sadly though, we are helpless to prevent a small sickly child from falling to the same fate as us. He will forever be doomed to Struggle against Poochyena like we will be.
As we fight the Wurmple trainer in Petalburg Woods, we have managed to perfectly sync up our Confusion uses. The last use of Confusion on the last Wurmple. We won't even need to take any wild encounters! This actually ended up working really well.
That's right. There's a mandatory fight against another Poochyena we have to do. This one is Level 9, and so it knows an incredibly annoying move: Sand Attack. There isn't, I think, a single Pokemon player alive who hasn't dealt with the considerable frustration of having your Pokemon's accuracy lowered and the game deciding you are no longer allowed to play.
This leads to a really, really frustrating reset here.
Reset Counter: 4
Let's discuss Struggle for a bit. In Generations II and Generation III, Struggle is typeless, 50 base power, and deals recoil damage equal to 1/4 of the damage dealt. Pokemon math works in an incredibly specific way, where you always drop the decimal on whatever calculation you're doing. So this means we can actually deal 1-7 damage with Struggle while only taking 1 damage in recoil. My guess is the Poochyena here either has 25 or 29 HP, because it seemed like a 4HKO up until it wasn't, and that we were doing 6 or 7 damage with our Struggle. It was a very, very winnable fight, but we lost somewhere around six turns due to Sand Attack. We were robbed.
The next fight goes a lot better.
Getting to Rustboro City from here is pretty uneventful, but I do briefly want to talk about Route 104 for a different reason: our HM friends we're gonna pick up along the way. We can actually catch a Pokemon for every relevant HM we're going to need on this run (we need to go onto Route 102 for Zigzagoon, actually, but it's still very close to Petalburg City):
-Zigzagoon will be able to use Cut, Rock Smash, and Surf -Marill will be able to use Strength, Waterfall, and Dive -Either Taillow or Wingull will be able to use Fly
It's really convenient! The other benefit to this is that we'll have access to a Pickup user. I'm not going to be looking to abuse Pickup, because it's inherently very random, but I will take note of when Pickup gets us something good. Pickup is also notably weaker in Emerald than it is in Ruby or Sapphire, or even in Fire Red and Leaf Green.
The only truly impactful item we can get here are Nuggets, and maybe the Full Heal or the Hyper Potion. I'll make sure to update this if Zigzagoon gets above Level 10 at any point.
After getting to Rustboro City and beating up Roxanne's gym trainers, we're only Level 12, and that's the Slow leveling group in action baby. We've picked up Double Team by level up, but I don't think that beating Roxanne at this level is reasonable.
The two Geodudes should probably be easy enough thanks to their very low Sp.Def stats, but the Nosepass is going to be a pretty serious problem. Nosepass is very bulky for this point in the game, and the Oran Berry along with Roxanne's two Potions means we'll have an additional 50 HP to burn through. It's not all bad news though. While Rock Tomb looks scary, Roxanne's AI treats it as a speed control move, and not a damage dealing move. This means she'll only use it if we're faster than her, and when we'll slower, she'll stop using it in favor of her other moves. It's also pretty inaccurate, only having an 80% chance to hit.
But Level 12 is just, an uncomfortable level. Ralts is pretty physically frail, so I head up to Route 116 and fight all of the available trainers here.
This gets us to Level 14, which is still a little uncomfortable. Ideally I would much rather be Level 15, but getting to that level is going to require a non-trivial amount of grinding on wild Pokemon, and the wild Pokemon we're going to be fighting at this point are pretty low level. So let's give it a chance.
Welp.
Reset Counter: 5
Okay jokes aside, I forgot to equip an Oran Berry for this fight, so let's make sure to try again with the Oran Berry.
First things first: at this level we can potentially 2HKO the Geodude with Confusion. This is actually potentially a good thing for us and an argument for not going to Level 15. We'll miss the 2HKO by only about 1 or 2 HP, and Roxanne will use a Potion on her Geodude to restores its HP. If she does that, we still can KO the Geodude without any issues, and we've wasted a Potion that could have gone to Nosepass. Leveling up to Level 15 would mean through the slight increase in our Sp.Atk as well as the bonus damage we get by getting over a level threshold, we'd be 2HKOing the Geodude guaranteed.
It would also improve our damage versus the Nosepass, but it's a thought at least. This little exploit might allow us to not have to use any grinding.
The other issue is that Rock Tomb hurts. 15 damage is nothing to sneeze at and we really don't want to be taking too many of these. Fortunately though, Geodude isn't guaranteed to use Rock Tomb and can use other moves like Defense Curl, so getting past these two without taking a ton of damage never proved difficult.
With one Rock Tomb from the Geodude, Nosepass actually outspeeds us, which means we can immediately begin to abuse that AI quirk and she'll avoid Rock Tomb for most of the fight now. The problem here is that Confusion is doing pretty uninspiring damage. Tackle does 9 damage to use and I would guess it's more than we're doing back, so this isn't a damage race we can afford to fall behind on.
Fortunately, Nosepass is pretty likely to use Block and Harden and waste a turn doing so, but even with an Oran Berry, this fight doesn't look super doable.
Reset Counter: 6
We're able to get through the Nosepass' Oran Berry and the last of Roxanne's Potions, but Nosepass will actually decide to use Rock Tomb if it sees that it can score a KO with it. This is pretty bad since Rock Tomb has essentially double the base power of Tackle, and will do way more damage. It makes our margins for victory a lot more narrow. So that's it right? This is where I tell you I leveled up to Level 15, tried the fight again, and then realized I needed further grinding?
Not quite.
These fights were done by only using Confusion, in order to maximize our DPS. I don't really want to be using Growl, because setting up Growl takes time and will only really benefit us for one Pokemon. But there's one move I haven't really mentioned, which is Double Team.
I'll be honest here, I think Double Team is actually just straight-up a not very good move. It's giving your opponent free turns to hit you or set themselves up while you use a move that might potentially let you not take damage. Compared to an offensive set-up move like Swords Dance, or a defensive set-up move like Amnesia, you have no guaranteed returns and it's not guaranteed to make any match-up safer. A lot of people also take the full six turns setting up Double Team, which just gives your opponent a tremendous amount of time to throw hits at you. If you're in a fight where you need Evasion to have a reasonable chance of surviving, it's probably not a fight that you can realistically win.
But this fight is...close enough that I was willing to experiment. There's two reasons for this: the first is that is our damage goes in a similar way, we actually only need about three more turns of time in order to win. It's a lot to ask normally, since we'd be asking for 3 turns of our opponent deciding to use Harden, but the margin we're looking for isn't big. The second is that Rock Tomb is already inaccurate. It can already miss, and remember what I said about Roxanne's AI uses it? It uses it in order to lower our speed. We can potentially get Roxanne stuck using an already inaccurate move into our heightened evasion.
Since we only need a few turns, I decide to try the fight again, at Level 14, but with one change. We use a single use of Double Team at the beginning of the fight, and see how much breathing room that gives us.
Welcome to the Lamia Institute of Ethical and Reasonable Strategic Use of Double Team.
I don't actually know how lucky this fight was, it's ultimately a little difficult to know for a certain without having the ability to simulate the fight over and over again. But we weren't looking for the perfect fight anyways. We were looking for the good enough fight, and this one looks good enough to me.
Next time! More Poochyena! Brawly! Freedom from the cycle of reincarnation?
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finally got around to playing the pokemon teal mask dlc today and. bro. dude. the fact that wild nosepass always stand facing north when they're idling in the overworld is such a cute little touch
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Pokemon Go x Pokemon Horizon the Series Event
Embark on a Pokémon GO Adventure with Pokémon Horizons: The Series Celebration Event!
As Pokémon enthusiasts eagerly anticipate the debut of the new animated series, Pokémon Horizons: The Series, on Netflix, Pokémon GO is joining in on the excitement with a thrilling celebration event. From March 5 to March 11, 2024, trainers around the world can immerse themselves in the world of Pokémon Horizons and discover new Pokémon and characters in Pokémon GO. New Pokémon Debut One of the highlights of the Pokémon Horizons: The Series Celebration Event is the debut of several Pokémon from the animation in Pokémon GO. Trainers can encounter Charcadet, Armarouge, Ceruledge, and Pikachu wearing Cap’s hat for the first time. Pikachu will even showcase the Electric-type Charged Attack Volt Tackle, making its Pokémon GO debut exclusively during this event. Keep an eye out for Charcadet, which may hatch from 10 km Eggs, and enjoy double XP for hatching Eggs during the event. Featured Pokémon in the Wild In addition to the new arrivals, several Pokémon will be appearing more frequently in the wild during the event. Look out for Pikachu wearing Cap’s hat, Alolan Grimer, Scyther, Nosepass, Beldum, Sprigatito, Fuecoco, Quaxly, and Pawmi as you explore your surroundings. Don't forget to capture snapshots during the event, as you may encounter surprise appearances from characters and Pokémon featured in Pokémon Horizons: The Series! Raid Battles Test your skills in raids and catch iconic Pokémon featured in Pokémon Horizons: The Series. Participate in one-star raids to encounter Pikachu wearing Cap’s hat, Rhyhorn, and Rockruff. For more challenging battles, tackle three-star raids featuring Chansey, Noctowl, and Metagross. Channel the courage and sense of adventure of characters like Liko and Roy as you strive to catch these powerful Pokémon. Reach New Horizons in Pokémon GO! Join the Pokémon Horizons: The Series Celebration Event and embark on an unforgettable journey in Pokémon GO. Discover new Pokémon, encounter beloved characters, and take on exciting raid battles as you prepare for the adventures that await in Pokémon Horizons: The Series. Get ready to reach for new horizons and experience the magic of Pokémon like never before! Read the full article
#nintendo#Pokemon#Pokémon#pokemoncenter#pokemoncollector#pokemoncommunity#pokemonfan#pokemongame#pokemontrainer
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So lately I've been re-playing pokemon emerald for like, the 18th time in my life and I forgot how difficult this game is compared to Ruby/Sapphire. It's actually kind of wild how much of an upgrade all of the gym leaders and even some of the trainers get.
Gym 1 is generally not a problem, it's a rock type gym so that's no surprise. Nosepass is surprisingly resilient, though.
Gym 2 is fighting and it's the only one where I feel like it's actually a difficulty *downgrade* in some aspects, especially in Emerald where you'll always have access to Sableye - which is completely untouchable by all of the leader's pokemon. His Makuhita loses Knock-Off for vital throw which was the only move on his entire team that could hit ghost types. Shame!
Gym 3, though? Oh my GOD this is where the crazy shit starts. They gave Wattson a level 22 MAGNETON *AND* a Manectric. For those that don't know, Magneton evolves from Magnemite at level 30, which not only makes this one ILLEGAL, but also makes it one of the strongest pokemon you will have encountered so far. Magneton has a base special attack stat of **120**. That **EASILY** dwarfs anything you will have seen up to that point. They also gave it thunderwave and supersonic to annoy the shit out of you, AND sonic boom to deal significant chip damage to your electric resist/immune teammates. Top that off with the steel secondary typing and a relative lack of accessible fire/ground/fighting types that can live a STAB shockwave coming off a whopping 120 base SpA and you've got a recipe for one of the most difficult early game fights they've ever done... and when you take it down, you're not even done! You've still gotta deal with Manectric, which is **ANOTHER** fully evolved pokemon that is VERY fast and has a respectable 105 SpA that specializes in finishing off whatever scraps you have left after Magneton. Unless you picked Mudkip, but that's a different discussion.
Gym 4 isn't SUPER crazy since it's not got quite the same level of threatening stats, but giving Flannery a full team of pokemon with Sunny Day, a Camerupt AND a Torkoal with Overheat **AND** a **WHITE HERB** so that it can freely launch TWO overheats is a VERY strong and VERY scary thing for a 4th gym. I had my own Torkoal and that sun-boosted overheat KO'd it from just over half. It's extremely scary.
This isn't to say I'm upset by all this, by the way. I love Emerald's tougher approach to boss encounters. People that have been asking for tougher pokemon experiences should *definitely* play emerald and choose either Torchic or Treecko as a starter. Mudkip is one of my favourite starter lines, but the ground/water combo is just so effective at completely countering the first four gyms that it's probably going to be less fun if you're looking for an explicit challenge.
#my posts#rant#pokemon#sorry im just surprised at how much i forgot about emerald's difficulty#maybe it's just because i always picked mudkip as a kid
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Augusta Cave
First of all- Apparently I linked the wrong page for the original Augusta Cave page and Tumblr made their search system shitty so I can't find the original now. If I find the old one I'll delete it.
How this cave works:
The floors are randomly generated. Right now there are 28 different maps but I might add more later if I can make any that actually looks good. Sometimes you'll go down a floor and enter the same map, but if you go up one floor it will be a completely different floor from one you just entered. (This makes sense in context.)
Elevators will show up every 20 floors, (plus 50, 100 and 150) so you can get your progress saved and go back down to certain floors through the elevator.
Since naming the floors "Floor \v[1353]" doesn't work (even though calling it "\PN's farm" does) so there's a sign telling you which floor you are on.
About the Pokemon:
Since I can't change what wild Pokemon will show up depending on what floor number you're on, I have them visible and walking around. The Pokemon are being represented by the most generic monster I can think of- a blob. If it touches you you'll get into a battle with it.
What Pokemon you can encounter changes every five floors (besides the first ten.) Some of them might be faster than others. The levels of these Pokemon are usually a range of five (or ten) depending on what floor you're on. (So if you're on floor 30, the levels will be between 30-34.) Each blob can make you encounter one 1 of 14+ different Pokemon. (With a few exceptions.)
Once you defeat, run or catch them the blob won't actually go away. Touching them again will most likely get you into a battle with a different Pokemon. This is the best way I could think of to best simulate wild battles.
It could be a bit easy to just avoid them so after every 50 floors there will be a "boss" Pokemon that you MUST defeat or catch in order to proceed.
There are also Pokemon in the water, but since there are only a few floors with water right now I only made it so you can encounter up to five different Pokemon. (One of them always being a Magikarp.)
The levels never go above level 80. (With the exception of Magikarp.) There's a reason for that.
After getting to level 100 the levels will reset, but will climb faster. (So if you're on Floor 116, you can find Pokemon from level 32-40 instead of 31-35.) This does not include water Pokemon.
You can find a list of them and where to find them below.
How items work:
Items are also random. There's a 1/500 chance that an item will spawn on the floor. What you get from them depends on how far down you are. This is the same with rocks, which you can break if you have a pick ax.
The items you can get are mostly just a variation of "Pokeball," "Potion," and sometimes a Revive or an Escape Rope. They're basically just there to help you in the most basic ways.
The rocks on the other hand can give you a variety of things. They first appear on floor 5. Instead of a mini game what you can get from them is instant. (But you can only get one thing at a time, maybe.) Again what floor you're on depends on what item you can get from them.
The lists of items and Pokemon you can find are below:
Wild Pokemon that you can find on land:
Note that I might change some of these throughout development. (Mostly so I can replace doubles.)
Floors 1-10: Rattata Diglett Zubat Geodude Tilian Snubbull Onix Whismur Nosepass Gastly Sableye Misdreavus Chingling Buneary Eevee Munchlax
Floors 11-15: Rattata Zubat Slowpoke Spearow Squirtle Charmander Bulbasaur FarFetch'd Larvitar Aron Ralts Ekans Slugma Togepi
Floors 16-20: Rattata Hoothoot Taillow Lunatone Solrock Lickitung Dunsparce Seviper Staravia Chatot Sewaddle Lombre Zigzagoon Aron
Floors 21-24: Rattata Aipom Meowth Teddiursa Vigoroth Minccino Herdier Porygon Zubat Happiny Growlithe Houndour Ponyta Gloom Buizel
Floor 25: Pikachu
Floors 26-30: Every starter from Gen 1-6
Floors 31-35: Kadabra Swablu Woobat Vullaby Murkrow Skarmory Duosion Beedrill Parasect Heracross Boldore Sudowoodo Tilian Shuckle Drifblim
Floors 36-40: Golett Shelgon Tilian Gabite Shiftry Zoroark Weavile Skuntank Scizor Forretress Mr. Mime Azumarill Ambipom Ampharos Arcanine
Floors 41-45: Banette Beheeyem Chandelure Tilian Camerupt Darmanitan Donphan Doublade Electabuzz Emolga Furret Florges Galvantula Gengar Gigalith
Floors 46-49: Gloom Gardevoir Glalie Hawlucha Hitmonlee Hitmonchan Hitmontop Kecleon Kachiyama Komuno Liepard Ludicolo Metagross Golbat Greninja Butterfree
Floor 50: Bomushika
Floors 51-55: Eevee and Eeveelutions (including the ones I added)
Floors 56-60: Rhydon Wobbuffet Audino Beautifly Bouffalant Helioptile Dedenne Carbink Slurpuff Ditto Durant Golbat Yanmega
Floors 61-65: Kantonian Exeggcute Tilian Exeggutor Excadrill Emolga Electrode Fearow Ferrothorn Furfrou Gogoat Gothitelle Tilian Granbull Grumpig Muk Heatmor
Floors 66-70: Johtotian Snubbull Magukiu Masquerain Maractus Mawile Noivern Noctowl Ninetales Ninjask Octillery Piloswine Pangoro Bisharp Raichu
Floor 71-75: Johtotian Stantler Poliwrath Quagsire Rapidash Reuniculus Rabbi Tilian Wyrdeer Sandslash Sawk Spinda Throh Seismitoad Sigilyph Scrafty
Floors 76-80: Sinnohian Gible Poliwrath Quagsire Rapidash… …I think I forgot to change the rest of the Pokemon from the last five floors. I might change that later maybe.
Floors 81-90: Volbeat Illumise Golbat Venusaur Charizard Blastoise Vespitos Waaurufu Weezing Watchog Wigglytuff Weavile Whimsicott Xatu Deino
Floors 91-95: Krookodile Swellow Gliscor Leavanny Pidgeot Primeape Snorlax Raticate Goodra Nidoqueen Nidoking Arbok Mightyena
Floors 96-99: Alakazam Gallade Aggron Bronzong Cofagrigus Drapion Pyroar Mienshao Scyther Sableye Malamar Ariados Barbaracle Swalot
Floor 100: Tilian Yanmega
Floors 101-105: Happiny Riolu Monja Peticorn Betobebe Pudi Mikon Kyoona Cleffa Pichu Azurill Smoochum Shelidos Bonsly
Floors 106-110: Chingling Munchlax Elekid Budew Togepi Magby Wynaut Mime Jr. Mantyke Igglybuff Tyrogue Joroo
Floors 111-115: Scraggy Kachiyama Electrike Manetric Kowakuru Usaki Gulpin Numel Teddiursa Croagunk Kotora Rinrin Bergmite
Floors 116-120: Pumpkaboo Phantump Snover Heatmor Karrablast Foongus Ducklett Swanna Mincinno Garbodor Crustle Scolipede Palplitoad Gurdurr Audino
Floors 121-125: Gigalith Unfezant Simisear Simisage Simipour Sudowoodo Purugly Vibrava Flygon Grumpig Roselia Manectric Medicham Aggron
Floors 126-130: Magneton Zebstrika Jumpluff Talonflame Hariyama Banette Druddigon Bibarel Gastrodon Slowking Slowbro Ninjask Shedinja Persian
Floors 131-135: Wigglytuff Jynx Magmar Claydol Poliwrath Delcatty Magcargo Altaria Ludicolo Eelektross Swoobat Klinklang Gourgeist Gliscor
Floors 136-140: Vileplume Dodrio Salamance Donphan Exploud Slaking Breloom Pelipper Smeargle Heracross Steelix Sunflora Dragonite Snorlax
Floors 141-149: Tangrowth Walrein Plusle Minun Malamar Carnivine Tropius Hippowdon Primeape Drapion Sandslash Bellossom Haxorus Porygon
Wild Pokemon you can find in the water (May not be entirely accurate): I didn't spend nearly as much time with these ones since there's only a few maps with water in them, so unless you're going up and down the ladder to find one at a certain floor, the chances of you actually finding a specific Pokemon in the water are pretty slim.
Floors 1-10: Magikarp
Floors 11-20: Magikarp Psyduck Poliwag
Floors 21-24 and 26-30: Magikarp Slowpoke Seel Shellder Krabby
Floors 25: Marill
Floors 31-40: Magikarp Horsea Goldeen Seaking Staryu Lanturn
Floors 41-45 and 47-50: Magikarp Politoed Seadra Gyarados Poliwhirl
Floors 46: Vaporeon
Floors 51-60: Magikarp Quagsire Basculin Octillery Mantine
Floors 61-70: Magikarp Kingdra Sharpedo Wailord Whiscash
Floors 71-80: Magikarp Crawdaunt Feebas Clampearl Relicanth
Floors 81-90: Magikarp Bibarel Floatzel Gastrodon Sinnohian Finneon
Floors 91-100: Magikarp Seismitoad Basculin Swanna Jellicent
Floors 101-110: Magikarp Alomomola Barbaracle Dragalge Clawitzer
111-120: Magikarp Ikari Gurotesu Mantyke Seaprin
121-: Magikarp Cloyster2 Basculegion Corsolora Triabo
I might add more later. I might not. Let's just wait and see.
All possible items that you can get from the rocks:
Floors 5-19: Nothing Light clay Lagging Tail Super Potion Iron Ball Pokeball
Floors 20-29: Nothing Light clay Lagging Tail Super Potion Sticky Barb Iron Ball Pokeball Rock Slide TM Bright Powder Stardust Float stone Sail Fossil Jaw Fossil
Floors 30-39: Nothing Light clay Lagging Tail Super Potion Sticky Barb Iron Ball Pokeball Rock Slide TM Bright Powder Stardust Float stone
Floors 40-49: Nothing Light clay Ultra Ball Sticky Barb Pokeball Toxic Orb Flame Orb Hyper Potion Great Ball Rock Slide TM Bright Powder Stardust Float stone Sail Fossil Jaw Fossil
Floors 50-59: Nothing All elemental gems Pokeball Sticky barb Toxic Orb Flame Orb Ultra ball Light clay Float stone Stardust Great Ball TM for Rock Slide
Floors 60-: Every evolutionary stone, including the Link Stone Everstone Hardstone TM for Earthquake Great ball Rare Club Revive King's Rock Ultra ball Light Clay Sticky Barb Great Ball Toxic Orb Flame Orb Pearl Hyper Potion Bright Powder Star Piece TM for Rock Slide
#pokemon essentials#pokemon fan game#pokemon fan games#pokemon everlasting orchard#pokemon#augusta cave#EO guide
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I just beat Olivia in my Tate & Liza team run of Pokemon Moon. This run is turning out harder than my Winona team run. I mentioned in my last post that my whole team is weak to Dark and Ghost, and four of my team members are weak to Grass. Turns out all but one of my Pokemon are weak to Bug too. Dark-type moves on non-Dark-types seem to be really common in this game too based on my experience on the second island.
I was nervous about the Water-type trial, since half of my team is weak to water. My Slowpoke burned the Totem Wishiwashi with scald and my Drowzee did good damage with thunder punches. Natu, Slowpoke, and Drowzee were able to win the battle without getting my Pokemon that are weak to Water involved.
After the Water trial I went to Kala’e Bay to find Slowbros in SOS battles, since they can hold King’s Rocks. But I couldn’t find a single Slowbro, let alone a Slowbro that had met the 5% chance to hold a King’s Rock, after about 30 minutes of grinding. The only other way to find one before the Pokemon League involves taking them from other wild Pokemon that only appear in SOS battles. So I decided to save myself some time and energy and just spend BP in my copy of Pokemon Ultra Sun to purchase a King’s Rock there. With that King’s Rock and some trading, I evolved Slowpoke into a Slowking!
Slowking proceeded to solo almost the entire Fire-type trial >:)
Natu evolved into Xatu shortly before the Grass-type trial and then defeated the totem Lurantis on its own. I was thankful for that since four of my Pokemon are weak to Grass.
A Black Belt in Diglett’s Tunnel one-shot my Baltoy with a Hariyama with knock off. Slowking’s scald landed a burn, weakening it enough that my Drowzee could finish it off and then evolve into Hypno!
Olivia’s Lycanroc was really strong and of course had to have bite. I reset after it flinched my Slowking and knocked it out before Slowking could do anything against it. On the second try Slowking managed to avoid getting flinched and got out a powerful scald before fainting. Solrock easily finished off Lycanroc after that. Luckily Olivia’s Nosepass and Boldore were both easy to take down!
It’s cool to have all but one of my Pokemon fully evolved already. Here’s what my team’s looking like now:
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What pokemon do you have?
I’m glad you asked!
Sandshrew, Cacnea, Gligar, Azumarill, Sunflora, Nosepass. Guess what they ALL have in common. The gym’s around level 40 because there’s NO WILD POKÉMON HERE. So all that experience is WASTED on little Timmy’s level five Hoppip that only knows SPLASH. I don’t even know how that thing doesn’t dry up here we have water but it’s like 85% sand. He’s probably already a mafia boss but ohhh the Colosseums? The Colosseums? They think they can be in the high sixties? For no reason? They honestly th
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The Searching for Gold Research Day has been announced, and runs on Jun3, at 2pm to 5pm, local time.
Event Bonuses are PokéStops may turn gold without a Golden Lure Module. Roaming Form Gimmighoul won’t appear at Golden PokéStops if a Golden Lure Module wasn’t used, but players may still find Gimmighoul Coins when they spin the PokéStop!
Wild encounters are Weedle, Bellsprout, Poochyena, Buizel, Tympole, Shelmet, and Stufful. Rare encounters Lickitung and Azumarill.
For US$1.00 (or the equivalent pricing tier in your local currency), you’ll be able to access event-exclusive Timed Research. This Timed Research will challenge you to complete Field Research tasks to encounter more of the featured Pokémon of your choice: Caterpie, Magikarp, Nosepass, Sableye, and Barboach. (These can also be found in regular, unpaid Field Research encounters.)
Pokémon that appear during this Timed Research will have the same chance of appearing as a Shiny Pokémon as those that can be encountered through Field Research during the event. Please note that Timed Research expires. The tasks associated with Timed Research must be completed and their rewards must be claimed before Jun3, 5pm local time.
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A pokemon registered to your trainer ID will of course be allowed to come with you to BBA. If you find yourself wishing to release this pokemon back into the wild, you must contact a staff to organize a proper release. You may not release external pokemon into the Terrarium. But otherwise, trainer-registered pokemon are completely allowed.
Regarding hand-to-hand combat, many trainers here do in fact engage in training with their pokemon directly. I myself have many times had to personally wrestle Kernel away from wild Nosepass. So long as you are doing so properly, training directly with your pokemon is often simply a reality of the profession.
Lastly, regarding self-defense against wild pokemon, the pokemon in the Terrarium are quite habituated to student presence. From what I understand, most of them were sourced from sanctuaries and deemed ineligible for wild release for specifically this reason - they are too used to and dependent on human presence to survive in the proper wild. They are highly unlikely to attack you directly, although many may try to engage you in a friendly battle. Should the unlikely happen and one of them does try to attack you with ill-intent, it is far more advisable to call on your pokemon to assist you than to attempt to fight them directly. That said, an action taken in purely self-defense will not be met with disciplinary action. We do ask that you report the incident promptly, so that the Terrarium Club can investigate and ensure the pokemon is not a risk to the student body.
Am I allowed to summon a god and fight it on campus?
Negative. All additions to the Terrarium must be requested and approved by the Terrarium club. Smuggling in unapproved pokemon to the Terrarium will result in disciplinary action, the removal of the offending pokemon, and potentially legal action.
#pkmn irl#//“ya if you caught god you can totally bring them. please don't punch the wild cows tho they're rescues”
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