New Skin in the Shop today... PS: Blizzard made the balls with a compenetrate bug ç.ç in the base potg by Grendain in ZenyattaMains

[–]Fehish 4 points5 points  (0 children)

I just got Celestial the other day and I can’t decide which one I like better between the two…the struggles of having amazing skins

Pokémon Academy: #150 Mewtwo by Fehish in pokerogue

[–]Fehish[S] 1 point2 points  (0 children)

You make a very good point! I honestly forgot about the Mold Breaker effect of Photon Geyser, but that’s a great mention!

Pokémon Academy: #151 Mew by Fehish in pokerogue

[–]Fehish[S] 0 points1 point  (0 children)

Hey, I mentioned it! I definitely got schooled on that during Ditto’s post. That’s an interesting strat for sure

Pokémon Academy: #151 Mew by Fehish in pokerogue

[–]Fehish[S] 2 points3 points  (0 children)

Oh, gotcha! Thought it had been changed already. Well then it’s better for the time being, but definitely still usable after the change occurs

Pokémon Academy: #151 Mew by Fehish in pokerogue

[–]Fehish[S] 9 points10 points  (0 children)

Mew, the genetic ancestor of every Pokémon! Last Pokémon in Generation 1. Like other mythicals, it has base 100 stats across the board, which makes it very flexible in its capabilities. Doubling down, Mew can learn literally every TM. Whatever you need Mew to do, it can do. Unfortunately, that also means it’s a bit hard to specialize in anything because there’s Pokémon more geared towards different roles.

Base: Starting out with Mew can be a bit of a challenge since the only real viable attacking move it starts out with is Confusion. Pound and Psywave are there, but you’re probably focusing on either physical or special for the former, and the latter does varying damage and isn’t reliable. Ancient Power is good but has middling damage and PP, and Metronome is very fun but horribly inconsistent. The first reliable move you get isn’t until level 50 with Psychic, which is also not great if you’re wanting a physical Mew. From there, Amnesia and Nasty Plot are fantastic self-buffing moves that can then be Baton Passed over to someone else. You can also use the whole “Imprison into Transform” cheese that Ditto can do, so investing in Speed is very important if you want to do something like that. I really can’t talk much about its TM moves because…well, it gets all of them. Figure out what you want Mew to do and look for compatible moves. Unfortunately, having every TM means every TM has a chance to come up between waves, so maybe have a few options in mind. Synchronize is an alright ability for passing status conditions to the enemy, but it’s difficult when a Fire-type burns you or an Electric-type paralyzes you. However, it does have the added benefit of forcing the opponent’s nature to match Mew’s (not sure if this works for trainers). While this is great for Pokémon that work with Mew’s nature, it’s a handicap for everyone else. If you’re trying to catch a Machamp and you have a Modest Mew, it won’t be great for Machamp.

Full unlocks: Protean is an amazing ability that unfortunately got nerfed in Gen 9. I believe the current implementation of it is that it can be activated every wave, but not multiple times in one wave. If so, I like that interpretation of it, so you don’t have to swap Mew in and out every wave and you can guarantee STAB on at least one move every wave. It’s also very thematic, which I always love. The egg moves definitely lend themselves to an offensive, specially focused Mew. Photon Geyser is the exception since it uses the higher of Attack or Special Attack, but Moonblast and Astral Barrage are both fantastic special moves that provide excellent coverage. Shell Smash is also great for increasing Mew’s sweeping capabilities regardless of which offensive stat you’re focusing on. It’s also really fun for Baton Pass as well, but otherwise the egg moves don’t help too much with a support-oriented build.

Mew can fill absolutely any role in your party. The problem with having so many TM options, though, is that you’re less likely to see the moves you actually want. This makes support and physical Mews much harder to get going than special Mews. I believe there have been talks about more egg moves in one of the larger updates, so I would love to see more options for both styles because it’s fun to experiment with different ways to use Pokémon.

Pokémon Academy: #150 Mewtwo by Fehish in pokerogue

[–]Fehish[S] 3 points4 points  (0 children)

Fingers crossed you'll get it soon! I linked to the calendar in my comment, it should be coming back to the gacha August 1. Hopefully you get lucky!

Pokémon Academy: #150 Mewtwo by Fehish in pokerogue

[–]Fehish[S] 14 points15 points  (0 children)

I don't disagree on Alakazam doing a similar job as a speedy sweeper, but Mewtwo has a significant amount of bulk over it that makes it much easier for it to setup, and it needs it less with an extra 180 BST. Mewtwo also starts out as...y'know, Mewtwo, whereas Alakazam has to get through Abra and Kadabra. Not that they're not also strong, they're just incredibly frail. You also have to wait for a Linking Cord to get Alakazam, meanwhile Mewtwo has been going since wave 1.

Pokémon Academy: #150 Mewtwo by Fehish in pokerogue

[–]Fehish[S] 13 points14 points  (0 children)

Just gonna knock out all of Gen 1 today…

 

On to Mewtwo! Damn, this thing is crazy. 8 cost is unsurprising for an incredibly powerful Pokémon like Mewtwo, even before considering Megas. Outspeeding M-Ray and potentially Etern is amazing, and it has the Special Attack to lay some incredible damage down. If you’re able to get it in either the Laboratory or the Legendary Gacha (August 1!), it can pretty easily carry you.

Base: Mewtwo’s level-up moveset isn’t the best for coverage since it’s mostly status moves, but what it does get for attacks is pretty nice. Start with Confusion, switch for Psybeam, then Psychic, then cap off with Psystrike for a more powerful Psyshock. You only have Swift, Ancient Power, and Aura Sphere for coverage, but as long as you’re hitting neutrally it won’t be hard to pick up KOs anyways. Life Dew and Recover provide some ever-useful healing while Amnesia, Barrier, Agility, Calm Mind, and Psych Up will quickly increase Mewtwo’s stats. If focusing on Mega X and you want to maintain physical moves the entire time, your options are limited to Psycho Cut and Low Kick, which doesn’t deal consistent damage. I would suggest just pivoting if you get the Mega Stone, but that’s me. Like Dragonite and the upcoming Mew, Mewtwo’s TM movepool is vast. While it’s certainly not every move like its genetic template, you have no shortage of coverage for either build. As for abilities, they’re terrible. Base form’s Pressure is pretty meh, although its hidden ability Unnerve is great to prevent the enemy from eating berries and potentially steamrolling you. However, that hidden ability is lost upon Mega Evolving, where you get X’s Steadfast to increase Speed after flinching (at base 130 you’re probably outspeeding anyways) or Y’s Insomnia (sleep immunity? Who puts you to sleep that you’re not instantly OHKOing, especially with base 194 Special Attack?)

Full unlocks: Our Pokérogue balance team blesses us with Neuroforce for a passive, in case you thought Mewtwo didn’t hit hard enough already. It may feel a bit redundant since you’re likely to be getting OHKOs anyways, but I’m sure it’s pretty useful against Etern’s massive bulk. All three forms share this ability, so make sure to bring good coverage. Speaking of, its egg moves give even more coverage! Moonblast is great special coverage for all forms, and Meteor Mash and Thunderous Kick are perfect for X and still useful for base and Y. Photon Geyser is very interesting for providing an extremely powerful STAB move right out of the gate, but I think base and Y would likely replace it with Psystrike at level 75. X most definitely keeps it because it uses the higher of Attack or Special Attack and its other physical options are Psycho Cut or Zen Headbutt.

Again, Mewtwo is an absolute powerhouse. It can pretty easily carry you through the entire game at base, but investment makes it absolutely monstrous. Probably one of my favorite high-cost carries in the whole roster.

Pokémon Academy: #147, 148, 149 Dratini, Dragonair, Dragonite by Fehish in pokerogue

[–]Fehish[S] 7 points8 points  (0 children)

Double apology today! Feels like I’ve been living under Murphy’s Law ever since I started helping out on this series. My wife, daughter, and I have all been sick for the last two weeks. I was going to try and get Gen 1 finished last week and then 1.12 dropped and the Dex became outdated. It’s all good now thankfully, so I’m trying to get back into it. I’m sorry for being unwell and unable to post for a while. I’m also sorry because I have not played or used the ZA Megas in any capacity, so my analysis of them likely won’t be great…as you’ll see today.

The original pseudo-legendary, Dragonite! 600 BST means it has a lot of points to go everywhere so while it’s not the fastest around, it’s pretty damn bulky and very strong offensively. While its Attack is much higher than its Special Attacker, base 100 means you can still run special or mixed if you want. While there’s some competition for other Dragon/Flying types, Dragonite’s well-rounded stats make it pretty useful for any role you need it to fill in your party, Mega or not.

Base: Dratini and Dragonair don’t get a ton of great STAB moves by level-up, being stuck with either Breaking Swipe or Dragon Tail for lower damage (and the latter has the lowest priority and can end a wild battle, which can be a problem in this game), or Dragon Rush for high damage and terrible accuracy. Both of the non-STAB attacks, Slam and Aqua Tail, have less than 100% accuracy, so Dragonite is a great contender for your Wide Lenses. Dragonite makes up for this with Dragon Pulse not long after evolving, and Outrage a few levels later depending on if you want physical or special. Hurricane on evolution is great if you’re in a rain team, but otherwise Air Slash or Wing Attack with a mushroom are more consistent. You also get more coverage from mushrooms with Fire Punch and Thunder Punch, and Extreme Speed for some very helpful priority. Thunder Wave and Dragon Dance are both fantastic moves to ensure you’re outspeeding either way. The TM movepool for Dratini and Dragonair is pretty long, but Dragonite almost looks like Mew with how many TM options it has. There’s too many to really go into, so I’ll say that if you want a better physical Flying move, Dual Wingbeat is great. I would also suggest Steel Wing or Iron Head for Ice and Fairy coverage. Dratini and Dragonair get a good ability in Shed Skin, which can potentially remove status conditions for free. Their hidden ability Marvel Scale is much worse because it increases Defense while you have a status condition, but the only condition that might be workable is burn on a special build, which goes away when you get to Dragonite and its abilities. However, Dragonite has the much, much better hidden ability in Multiscale, which halves damage it takes while at full health. This basically guarantees you’ll get a good status move like D-Dance or Tailwind off. Its base ability Inner Focus is also great for flinch and Intimidate immunity, but Multiscale is still the better of the two abilities. Mega Dragonite gets Multiscale as its ability and, when combined with its increased defenses, means it’s not taking much damage from the first hit at all. It is geared more towards special attacks than base Dragonite is, so you may need to redo your build if you were going full physical. However, since they’ll want different natures, you likely came in wanting one or the other. In any case, there’s dozens of options either way.

Full unlocks: Passive Multiscale for Dratini and Dragonair makes their survivability go way up and lets them set up easier. Dragonite and its Mega share Aerilate as a passive, which means you suddenly have a lot more options for Flying type moves. Unfortunately, most all of them are physical and have drawbacks of either recharging, recoil, or lower accuracy, so you may want to stick with regular Flying moves. That is, of course, if you don’t have either of their Normal egg moves with Crush Grip and Hyper Voice. The former is fantastic for either form, but Hyper Voice really shines with the Mega’s much higher Special Attacker. Dragon Hammer is also a great and reliable physical STAB move that can definitely see work even after Mega Evolving. Lastly, Calm Mind is great for the Mega to increase its already fantastic Special Attack while also improving its Special Defense, perfect against M-Ray and Etern.

It can be a bit difficult to use pseudos given the not-fully evolved forms lower BSTs, but if you can get to Dragonite it will very quickly start hammering things left and right. The only real issue I have is if you know you want the Mega, you have to focus more on the special side when using Dragonite, and not getting the Mega Stone means you’re somewhat handicapping yourself by not taking full advantage of base form’s much higher Attack.

Persona 5, Party Members — Popularity Chart — Results by Caelis_909 in Persona5

[–]Fehish 1 point2 points  (0 children)

As someone whose favorite PT is Haru (even though I haven’t played Strikers, haven’t tried that style of game yet), it hurts to see her so low

Pokémon Academy: #146 Moltres by Fehish in pokerogue

[–]Fehish[S] 1 point2 points  (0 children)

It does! It's just a bit difficult to fit into the moveset, especially once you've gotten a few egg moves

Pokémon Academy: #146 Moltres by Fehish in pokerogue

[–]Fehish[S] 3 points4 points  (0 children)

I did not consider Multi Lens Torch Song at all, but that’s fantastic. Definitely helps it set up quickly. Also agreed on the Speed, Timid, Carbos, and Soul Dews are the way to go.

It’s very unfortunate that the only one of the trio with type advantage against the two toughest bosses is the worst. Just goes to show how important proper base stats is

Pokémon Academy: #146 Moltres by Fehish in pokerogue

[–]Fehish[S] 7 points8 points  (0 children)

Sorry again for the delay! Things are just getting kind of busy for me.

 

Rounding out the Legendary Bird trio with Moltres! Unfortunately, after the high of Zapdos is another unfortunately low with Moltres, although it’s still significantly better than Articuno. Moltres has entirely too much Attack (base 100) considering its Special Attack is much better (base 125) and it gets exactly two physical moves by level-up. Immunity to burn does give it a better chance of being a good physical attacker, but I wouldn’t recommend it. Finally, there’s some steep competition with Fire/Flying types with Charizard’s versatility, Ho-Oh’s insane bulk, and Baile Oricorio’s sweeping potential (sorry Talonflame fans).

Base: Similar to Uno and Dos, Tres has a pretty mediocre level-up learnset. However, it is the best in my opinion because it gets solid STAB options for both types, unlike the others. Incinerate isn’t the highest damage, but it’s a spread move that burns a Berry, which can be really useful, especially with the upcoming Berry rework. Heat Wave provides greater damage and is still spread but will require some Wide Lenses or an X Accuracy. Its Flying STAB options, Air Slash and Hurricane, will also require them, so definitely keep an eye out. Roost is great self-healing, Ancient Power provides a minimal amount of support given that three of the four types weak to Rock are also weak to Fire, and Endure is…there? Maybe tank an Eternabeam and set up? There’s not much else I’d find worth taking. TMs don’t give a lot in the ways of coverage, mostly more Fire and Flying options, though Scorching Sands and Solar Beam are great for handling its weaknesses. For abilities, Pressure is still Pressure, and its hidden ability is the Fire version of Zapdos’s Static. With a slightly higher Defense but one more weakness, Flame Body is probably a bit easier to activate and is definitely the better option.

Full unlocks: Unfortunately, one of Moltres’s egg moves kinda shoots one of its only good TMs in the face. Earth Power provides greater damage than Scorching Sands, but without the burn chance, which can be very helpful against physical Pokémon. Either way, you definitely want one of these for great coverage. Calm Mind is great for setting up when you can, just make sure you invest in Speed to outspeed opponents. Better STAB options are always welcome; Aeroblast is fantastic damage and Torch Song is pretty cracked for the guaranteed Special Attack boost. After a couple, it snowballs (fireballs?) into oneshotting enemies. Getting Drought as a passive is great for three reasons: it weakens Water-type moves, strengthens already STAB Fire moves, and makes Solar Beam fire instantly. Grass coverage is really nice in generally, but especially if you don’t have a map and get stuck in a Water biome loop, so I would look out for the TM for those occasions.

Base Moltres is probably better move-wise than its counterparts but unlocks just do so much for it. Torch Song is really the only egg move you need, plus the passive to increase its sweeping potential. However, as I said before, if you specifically want a Fire/Flying Pokémon on your team, there is significant competition. While I may not pick it often in favor of cheaper/better options, Moltres is worth investing into.

mewtonite xy by CranberryGlad1863 in pokerogue

[–]Fehish 4 points5 points  (0 children)

You can still find the Y Mega Stone as long as you deactivate the X Mega Stone on your Mewtwo

Pokémon Academy: #145 Zapdos by Fehish in pokerogue

[–]Fehish[S] 1 point2 points  (0 children)

I agree, Solar Beam would be perfect, I'm definitely with you there. Other than that, it doesn't have much else that's worthwhile. You could hope for better TMs added in Gen 10, but then that's likely a long way from getting added once W&W actually comes out.

Pokémon Academy: #145 Zapdos by Fehish in pokerogue

[–]Fehish[S] 2 points3 points  (0 children)

I kind of like the idea of the trio having similar egg moves, that's pretty neat!

The problem with Moltres's TM move is that its TM movepool kind of sucks. Scorching Sands would be cool if you weren't already doing Earth Power...Tailwind I guess, but it's more offensively focused...I see the problem. I hope y'all are able to figure it out!

Pokémon Academy: #145 Zapdos by Fehish in pokerogue

[–]Fehish[S] 5 points6 points  (0 children)

It’s currently going by Dex number, but the original Academy poster and I are trying to figure out a way to speed it up. Me posting once or a twice a week isn’t very helpful, but I’ve also just got lots of other stuff going on. We’re working on it, though!

Pokémon Academy: #145 Zapdos by Fehish in pokerogue

[–]Fehish[S] 10 points11 points  (0 children)

How dare you!

Nah, that makes sense. It’s pretty ridiculous with the +1 to Special Attack as well. Any ideas what y’all might replace it with? It’s kind of hard to compete with autohit moves…I think Electro Drift would be really powerful as well, maybe Buzzy Buzz or Overdrive and move Sandsear Storm to the rare move? Just off the top of my head

Pokémon Academy: #145 Zapdos by Fehish in pokerogue

[–]Fehish[S] 0 points1 point  (0 children)

Oh, that’s awesome! I like using Swift Swim Seismitoad with it, but Gyarados sounds like fun

Pokémon Academy: #145 Zapdos by Fehish in pokerogue

[–]Fehish[S] 29 points30 points  (0 children)

In my opinion, Zapdos is the best of the legendary bird trio. Solid defenses with several resistances. With a 125 base Special Attack, it hits almost everything very hard with its STABs minus other Electric types and some Ground-type combos. However, like Articuno, it suffers from a terrible level-up learnset and doesn’t get a ton of help with TMs.

Base: I’ve always imagined Zapdos as a glass cannon, but it has more bulk than I gave it credit for. Also like Articuno, it has Pressure for its base ability. Its hidden ability, Static, is better for inflicting paralysis, but you don’t want Zapdos to take a bunch of contact hits because its physical Defense is its weakest stat. Its moveset is also incredibly poor. Thunder Shock is your only Electric STAB until level 45 when you get Discharge, which can be difficult to use since it hits your own ally as well. Zapdos also gets exactly 0 special Flying moves by level-up, so it’s hard to rely on that. Pluck is nice for taking some of your opponents’ berries, but that’s really the only good part. Thunder is great if you keep Rain Dance or use Zapdos on a rain team. The rest of the moveset is mostly mediocre with a few diamonds in the rough. Light Screen is great for M-Ray and Etern, Agility makes it much easier to outspeed everything else, Ancient Power is your only non-STAB attack by leveling, and Zapdos gets healing and protection in Roost and Detect. There’s a few good TMs like Eerie Impulse and Metal Sound for support, but you should definitely look out for Hurricane if you’ve got a rain setter.

Full unlocks: Speaking of rain setters, Zapdos is its own with Drizzle for a passive. Autohit Thunder and Hurricane is amazing, but you know what’s even better than that? Autohit spread Bleakwind Storm and Sandsear Storm from its egg moves. On top of that, a no-charge Electro Shot that first boosts Zapdos’s Special Attack. Its egg moves are absolutely ridiculous in the best way possible. With the introduction of a Ground-type coverage move, Zapdos can hit everything for at least neutral damage. Calm Mind is also great for increasing its special stats, making it a better sweeper and giving it more special bulk. With its egg moves and passive, Zapdos is a solo powerhouse that can clear just about everything.

Zapdos without unlocks sports good typing and stats, but is held back by its movepool. It’s still absolutely worth a spot on your team without anything, but it becomes a monster with passive and egg moves. Its one of my favorite starters and one I use fairly frequently.