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Nincompoco
08-07-14 04:56 PM
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Pokemon Reviews, Sinnoh Champions: Locomotive
08-07-14 04:56 PM
Nincompoco is Offline
| ID: 1064975 | 1113 Words
| ID: 1064975 | 1113 Words
Nincompoco
Mecha Leo
Mecha Leo
Level: 71
POSTS: 880/1334
POST EXP: 198443
LVL EXP: 3019838
CP: 7297.7
VIZ: 62330
POSTS: 880/1334
POST EXP: 198443
LVL EXP: 3019838
CP: 7297.7
VIZ: 62330
Likes: 1 Dislikes: 0
I never beat pokemon Pearl until now and the post-game is AWESOME! Pearl was my first ever pokemon game, and back then I didn’t like 4th gen as much. But I’d say it has to be my favorite as I grew to appreciate it. Also I’m not a whiney chicken anymore… so that’s sweet. :3 Now that the day of reckoning hath arrived, I’ll devote my next project to the team that made me champion. And yes, I still remember the majora series and my comics. But I swear this will be quick! T^T I even went so far as to replicate the team on pokemon showdown and it’s decent for the most-part. So here is my honorary sinnoh champions celebration! It was a peaceful day on Twinleaf Town… other than Clint dragging me to the lake for some shiny Gyarados, but it was still a nice day. We came across a briefcase and were attacked by wild Starly, and we used two pokeballs in the briefcase, and in mine was none other than a Chimchar. For 9 levels that is… Infernape! The flaming monkey! You can’t get better than that. While I still think chimchar, in fact, looks completely stupid (poohead) Infernape was my pick for my starter in the long run, and his name was Locomotive. A fire and fighting type, it of course has blaze, increasing fire moves at 1/3 health, and a hidden ability, iron fist, increasing the power of punch-based moves. STAT TIME! HP: 76 Attack: 104 Defense: 71 Sp. Attack: 104 Sp. Defense: 71 Speed: 108 Truly the example of the short-lived beauty of fire types. Seriously, he’s frail as a froakie in a highway. But he does make an excellent sweeper, being fast and powerful. Be sure to use him wisely. Now the movepool. Starts with scratch and leer, and here’s the movepool in order if you were to evolve it as soon as possible. Lvl 7 Ember: 40 STAB damage and 100 accuracy, it has a 10% chance of leaving burns. Lvl 9 Taunt: Prevents the use of non-damaging moves. This CAN be useful, especially considering the speed of Infernape, but it’s a huge gamble being weak to hits as he is. Lvl 14 Mach Punch: You get this move for evolving into monferno right away, it’s a move that does 40 STAB damage and 100 accuracy that works like quick attack, going first most of the time. But again, infernape is fast, really fast. You’ll outspeed a lot of things, so invest in a stronger move later. Lvl 16 Fury Swipes: You do 18 damage 2-5 times, and it has 80 accuracy, so of course it’s a risky move, but better than scratch. Lvl 19 Flame Wheel: A physical attack doing 60 STAB damage and 100 accuracy, and has a 10% chance of leaving burns. Lvl 26 Feint: A very weak move doing only 30 damage, but it works on protect and detecting foes. However that’s another problem, IT ONLY DAMAGES PROTECTING AND DETECTING FOES. Lvl 29 Punishment: This is a dark type attack doing 60 damage, but every time the foe raises a stat it does an extra 20 damage. This gets very powerful if the foe keeps gaining power. Lvl 36 Close Combat: This is the first move to learn as Infernape, it does a whopping 120 STAB damage and 100 accuracy, but lowers defense and sp. defense when used. Try using it when you need to, and use other attacks whenever you don’t need to completely pwn the enemy’s face. Lvl 42 Fire Spin: A typical move to learn as a high level fire type, it initially does 35 STAB damage, but it traps the foe and does damage every turn for 5 turns as long as Infernape, as long as he’s active that is. That’s the thing, he’s a sweeper not a staller. Best to keep the flamethrower TM around. Lvl 52 Acrobatics: A flying move doing 55 damage, but does double that if you aren’t holding an item. If there isn’t a specific item you have in mind for Infernape, rather than stick a lum berry on him for competitive keep this move. Lvl 58 Calm Mind: This move increases sp. attack and sp. defense, but I’d prefer swords dance any day. Lvl 68 Flare Blitz: Its final move, this does 120 STAB damage and 100 accuracy, but does 1/3 recoil. Also has a 10% chance of burning foes. Use this or flamethrower. So that’s it for leveling up, here are some good TM’s. I already mentioned 2 ideal ones. TM17 Protect: Yes, protect… being wimpy as he is in the defensive, you may want to check for super-effective moves more than ever. TM26 Earthquake: Good ol’ earthquake, doing 100 damage, ideal when you’re on your own or have a levitator or flying type buddy in double battles, and easy to teach pokemon. TM31 Brick Break: This move puts klefki to shame, as it breaks the effects of reflect and lightscreen while doing 75 STAB damage. TM35 Flamethrower: 90 STAB damage, 100 accuracy, and 10% chance to burn. Ah, classics… TM40 Aerial Ace: This was my wild card in the pokemon league, I taught it to locomotive to take out double team users, and unless you have no need for it under the harsh dictatorship of smogun, it’s pretty dang useful. Flying attack, 60 damage, always hits. TM61 Will-O-Wisp: When you know Infernape is going down, be sure to leave a parting gift with your enemy. TM65 Shadow Claw: A ghost move doing 70 damage, 100 accuracy, and has a high critical rate. TM67 Retaliate: It does 70 damage, but doubles in power if an ally fainted in the last turn. TM75 Swords Dance: Here it is, use your speed to your advantage and close combat like there’s no tomorrow! Doubles your attack, then triples, even quadruples. TM80 Rock Slide: Attacks all adjacent enemies, 75 damage, 90 accuracy, a 30% chance to flinch. TM84 Poison Jab: 80 damage, 100 accuracy, it has a 30% chance of poisoning enemies too. TM89 U-Turn: Sometimes retreating is the best option, but if you’re fast like Infernape, you can leave one last hit before going. 70 bug damage for some reason, lets you switch with an ally after using it. And that was Infernape. He has lots of options so do what you want with yours. Use EV’s to raise it’s speed, then focus on either attack or sp. attack, but you probably should focus on attack. Also use a naïve or hasty nature to raise speed, and who cares about its defenses anymore? ML out, gonna catch my first pokemon next… AWESOME! Pearl was my first ever pokemon game, and back then I didn’t like 4th gen as much. But I’d say it has to be my favorite as I grew to appreciate it. Also I’m not a whiney chicken anymore… so that’s sweet. :3 Now that the day of reckoning hath arrived, I’ll devote my next project to the team that made me champion. And yes, I still remember the majora series and my comics. But I swear this will be quick! T^T I even went so far as to replicate the team on pokemon showdown and it’s decent for the most-part. So here is my honorary sinnoh champions celebration! It was a peaceful day on Twinleaf Town… other than Clint dragging me to the lake for some shiny Gyarados, but it was still a nice day. We came across a briefcase and were attacked by wild Starly, and we used two pokeballs in the briefcase, and in mine was none other than a Chimchar. For 9 levels that is… Infernape! The flaming monkey! You can’t get better than that. While I still think chimchar, in fact, looks completely stupid (poohead) Infernape was my pick for my starter in the long run, and his name was Locomotive. A fire and fighting type, it of course has blaze, increasing fire moves at 1/3 health, and a hidden ability, iron fist, increasing the power of punch-based moves. STAT TIME! HP: 76 Attack: 104 Defense: 71 Sp. Attack: 104 Sp. Defense: 71 Speed: 108 Truly the example of the short-lived beauty of fire types. Seriously, he’s frail as a froakie in a highway. But he does make an excellent sweeper, being fast and powerful. Be sure to use him wisely. Now the movepool. Starts with scratch and leer, and here’s the movepool in order if you were to evolve it as soon as possible. Lvl 7 Ember: 40 STAB damage and 100 accuracy, it has a 10% chance of leaving burns. Lvl 9 Taunt: Prevents the use of non-damaging moves. This CAN be useful, especially considering the speed of Infernape, but it’s a huge gamble being weak to hits as he is. Lvl 14 Mach Punch: You get this move for evolving into monferno right away, it’s a move that does 40 STAB damage and 100 accuracy that works like quick attack, going first most of the time. But again, infernape is fast, really fast. You’ll outspeed a lot of things, so invest in a stronger move later. Lvl 16 Fury Swipes: You do 18 damage 2-5 times, and it has 80 accuracy, so of course it’s a risky move, but better than scratch. Lvl 19 Flame Wheel: A physical attack doing 60 STAB damage and 100 accuracy, and has a 10% chance of leaving burns. Lvl 26 Feint: A very weak move doing only 30 damage, but it works on protect and detecting foes. However that’s another problem, IT ONLY DAMAGES PROTECTING AND DETECTING FOES. Lvl 29 Punishment: This is a dark type attack doing 60 damage, but every time the foe raises a stat it does an extra 20 damage. This gets very powerful if the foe keeps gaining power. Lvl 36 Close Combat: This is the first move to learn as Infernape, it does a whopping 120 STAB damage and 100 accuracy, but lowers defense and sp. defense when used. Try using it when you need to, and use other attacks whenever you don’t need to completely pwn the enemy’s face. Lvl 42 Fire Spin: A typical move to learn as a high level fire type, it initially does 35 STAB damage, but it traps the foe and does damage every turn for 5 turns as long as Infernape, as long as he’s active that is. That’s the thing, he’s a sweeper not a staller. Best to keep the flamethrower TM around. Lvl 52 Acrobatics: A flying move doing 55 damage, but does double that if you aren’t holding an item. If there isn’t a specific item you have in mind for Infernape, rather than stick a lum berry on him for competitive keep this move. Lvl 58 Calm Mind: This move increases sp. attack and sp. defense, but I’d prefer swords dance any day. Lvl 68 Flare Blitz: Its final move, this does 120 STAB damage and 100 accuracy, but does 1/3 recoil. Also has a 10% chance of burning foes. Use this or flamethrower. So that’s it for leveling up, here are some good TM’s. I already mentioned 2 ideal ones. TM17 Protect: Yes, protect… being wimpy as he is in the defensive, you may want to check for super-effective moves more than ever. TM26 Earthquake: Good ol’ earthquake, doing 100 damage, ideal when you’re on your own or have a levitator or flying type buddy in double battles, and easy to teach pokemon. TM31 Brick Break: This move puts klefki to shame, as it breaks the effects of reflect and lightscreen while doing 75 STAB damage. TM35 Flamethrower: 90 STAB damage, 100 accuracy, and 10% chance to burn. Ah, classics… TM40 Aerial Ace: This was my wild card in the pokemon league, I taught it to locomotive to take out double team users, and unless you have no need for it under the harsh dictatorship of smogun, it’s pretty dang useful. Flying attack, 60 damage, always hits. TM61 Will-O-Wisp: When you know Infernape is going down, be sure to leave a parting gift with your enemy. TM65 Shadow Claw: A ghost move doing 70 damage, 100 accuracy, and has a high critical rate. TM67 Retaliate: It does 70 damage, but doubles in power if an ally fainted in the last turn. TM75 Swords Dance: Here it is, use your speed to your advantage and close combat like there’s no tomorrow! Doubles your attack, then triples, even quadruples. TM80 Rock Slide: Attacks all adjacent enemies, 75 damage, 90 accuracy, a 30% chance to flinch. TM84 Poison Jab: 80 damage, 100 accuracy, it has a 30% chance of poisoning enemies too. TM89 U-Turn: Sometimes retreating is the best option, but if you’re fast like Infernape, you can leave one last hit before going. 70 bug damage for some reason, lets you switch with an ally after using it. And that was Infernape. He has lots of options so do what you want with yours. Use EV’s to raise it’s speed, then focus on either attack or sp. attack, but you probably should focus on attack. Also use a naïve or hasty nature to raise speed, and who cares about its defenses anymore? ML out, gonna catch my first pokemon next… |
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Affected by 'Laziness Syndrome'
Registered: 10-11-13
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Last Post: 1642 days
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Affected by 'Laziness Syndrome'
Registered: 10-11-13
Location: N/A
Last Post: 1642 days
Last Active: 1354 days
Post Rating: 1 Liked By: supernerd117,
08-07-14 05:06 PM
supernerd117 is Offline
| ID: 1064984 | 110 Words
| ID: 1064984 | 110 Words
supernerd117
Level: 142
POSTS: 3389/6187
POST EXP: 404633
LVL EXP: 34893290
CP: 17926.3
VIZ: 12818
POSTS: 3389/6187
POST EXP: 404633
LVL EXP: 34893290
CP: 17926.3
VIZ: 12818
Likes: 0 Dislikes: 0
"Frail as a Froakie in a highway" lol. That was classic.
I agree that Pearl's post-game is pretty sweet, although it's not my favorite (that's Emerald's with Heartgold/Soulsilver close behind). I'm also among those that enjoyed Pokemon X/Y's post-game. But I'm in the camp that believes that Pokemon contests should never have been removed from the games. Those were pretty sweet and fun, and added a whole lot of depth to the games. Pokemon X's post-game should have capitalized on the Super Training, attention given to Pokemon, and the mini-games, and combined them with Pokemon contests. I hope to see a blesses combination of the two in the next games. I agree that Pearl's post-game is pretty sweet, although it's not my favorite (that's Emerald's with Heartgold/Soulsilver close behind). I'm also among those that enjoyed Pokemon X/Y's post-game. But I'm in the camp that believes that Pokemon contests should never have been removed from the games. Those were pretty sweet and fun, and added a whole lot of depth to the games. Pokemon X's post-game should have capitalized on the Super Training, attention given to Pokemon, and the mini-games, and combined them with Pokemon contests. I hope to see a blesses combination of the two in the next games. |
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Affected by 'Laziness Syndrome'
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Last Post: 1600 days
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