Join Date: Mar 2011
Posts: 309
You have to get good and lost to find places which cannot be found
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While I love a good Dragon and a good Bug type, I feel that combined for this particular concept they just wouldnt give the results we are looking for. A resistance to Water, Fighting, Ground, Electric, and Grass, some of the premier attacking types in the game is just too great that the weaknesses to Ice, Dragon, Flying, and Rock are not migitated enough. And if one were to take the Stealth Rock weak card, well by the same token so is Salamence and Dragonite, but I wouldnt exactly call them "risky" to play with. It is a great typing for a different concept; but not for a high risk high reward style.
Actually, Dragon in general just isnt risky.
Instead I think we should look elsewhere. At first I wanted to say a Fire/Bug. But then I remembered Volcarona already exists... So then I thought hey, why not Fire/Flying. But again, that is along the same lines as Volcarona. (In all honesty, we would probably just be making another Volcarona.) But Fire is just such a risky typing: Outside of Ice and Rock, it may be one of the worst defensive typings. And because its been thrown around so much, I decided to add Psychic.
Typing: Fire/Psychic
While immediately one might jump to the conclusion that this will be just another Victini, I will argue that. Victini has great stats across the board, being able to take hits like Celebi while dishing out damage like Starmie can. Our CAP wouldnt be so well rounded: and instead be very focused on one side of the spectrum. But what this type also allows is for us to create a set for a support Pokemon. Psychic lends itself to support, while fire has resistances and a movepool that add to that to have 3 effective sets: a risky supporter (like Final Gambit or Memento), a dangerous but difficult to use Set-Up Sweeper, or a hole-punching Choice Abuser (or abused depending on if you are looking at the risk or reward aspect)
Passive damage weakness: Check. Weak to Stealth Rock, all forms of spikes, both Hail and Sand Storm, Leech Seed, Paralysis (crippling), Sleep, and Toxic. Of course, it is immune to Burnimg and Freezing, but that isnt too bad when compared to what harms it.
Good overall STAB combo: Check. What Fire lacks in defense it makes up in offensive prowess. Being able to get boosted from the sun, hitting 4 types super effectively on its own, and some key resistances. Psychic has decent neutral coverage, is super effective against Fighting (and Poison, but who really cares about that), as well as a key resistance to Fighting and Psychic to some extent. In total that is 6 types covered super effectively, while being stopped pretty cold by Heatran, the Latis, and bulky Water-types.
Resistance wise, it great for resisting 6 types: Fire, Grass, Ice, Psychic, Fighting, and Steel. While not all of those are used all the time, they are good enough to get by and not making switching in impossible.
Weakness wise, it is hard for this Pokemon. Rain being around and a Water weakness makes life hard. In total it has 5 relatively common weaknesses. Rock, Ground, Water, Ghost, and Dark. Meaning it is weak to Pursuit, and still hit neutrally by U-Turn. It does resist many of the common priority attacks, but it can still be hurt Super-effectively by Sucker Punch, Shadow Sneak, and Aqua Jet (which when rain boosted would destroy it)
STAB that cannot realistically be spammed endlessly for maximum impact: Check. Like I said above, this typing can be very dangerous, but is stopped cold by several key threats. Namely the ubiquitous Bulky Water-types, Heatran, and the Lati twins, Tyranitar, Starmie, Houndoom (lol) etc. Meaning it will need to rely on unSTABed and possibly weak coverage moves or setting up/choice items to get around these checks/counters.
Lots of weaknesses and resistances: Check. Again, as I have already said, this typing has key weaknesses and resistances to common types that range from all sides of the spectrum, meaning it can easily be tailored to not only go an offensive route, but also the support route. 6 resistances and 5 weaknesses, both groups relatively common make for a great Pokemon that can be utilized in any risky role.
To re-emphasize:
Weaknesses: Water, Ground, Rock, Ghost, Dark
Resistances: Fire, Grass, Steel, Ice, Psychic, Fighting
STAB on notable risky moves: Check. We've established that Psychic lacks "risky" attacking options outside of Psycho Boost and the 90% accurate Zen Headbutt, but in truth the risk of Psychic attacks is in using them. Resisted by Steel and Psychic-types while not being able to hit Dark-types gives the opponent plenty of opportunities to switch in against you. Though, it may get Hypnosis, allowing for an interesting support move.
Fire on the other hand has more options. Eruption is an example, as it relies on health. Fire Blast because of its less-than-stellar accuracy. The favorite Flare Blitz, which has aweful recoil. V-Create and Blast Burn because of their nasty after effects (lowering stats and recharging respectively.) Lava Plume/Will-o-Wisp for a support Pokemom because the former isnt a guarnteed burn while the latter has shaky accurcy.
Truthfully, I think this is the way to go, as it encompasses all the aspects of this concept that we wish, while balancing out weakness with resistances and while proportioning risk with reward.
Last edited by DEMo_Gorgon47; Sep 18th, 2012 at 10:58:08 PM.
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