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#26 | |
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Join Date: Apr 2005
Posts: 2,061
London
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unown, metagross, starmie all do not.
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You Go? |
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#27 |
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Jigen Makkoto
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Moderator
Join Date: May 2005
Posts: 6,843
Massachusetts
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I had an incident where I copied over my data, so I've had to spend the last few days getting re-motivated and doing it over again.
I still have the TMs Section to do, but I figure I'll post these articles for your review. From the Movepool Guide(WIP) Type Diversity Matrix: This section will go over which types tend to always have or deliberately exclude other attacking types in their movepools. After a brief overview, morphological categories listed above will be used to highlight newly available movepool options. For example, if they have Wings, Normal types usually get Flying moves and Heat Wave. Methodology: What I tried to do in the essential morphology section is get a consensus on what type of pokemon get which moves based on their body parts. Electric is a good example of my discretion. There are 3 Electrics with punches. Raichu only gets Thunderpunch, Ampharos gets Fire Punch and Thunderpunch, and Electivire gets all 3 elemental Punches. Thus I split the difference and went with Fire Punch and Thunderpunch. Brick Break and Focus Punch were unanimous. With the exceptions of Normal and Flying, most types only had one pokemon with a beak or wings, so I copied down that pokemon’s whole relevant move list as a template. [...] Interpreting the Matrix The Type Diversity Matrix is all about creating a pokemon’s initial allowable movepool. For example. If CAP were to create an Electric/Grass type, its initial allowable competitive movepool would start with the “Always” moves. Take the type descriptions and go from there: Grass Grass acts as a primary type most of the time. Always: Grass, Growth, Sunny Day, Swords Dance Rare attack types: Electric, Fire, Ghost, Ice, Psychic, Water Electric Electric generally acts as a primary type. Always: Electric, Signal Beam, Rain Dance, Light Screen Rare attack types: Dragon, Ghost, Grass, Ground, Poison, Psychic, Rock, Water Offensive: Allowable: -Discharge -Spark -Thunder -Thunder Fang -Thunderbolt -Thunderpunch -Volt Tackle -Zap Cannon -Energy Ball -Frenzy Plant -Giga Drain -Grass Knot -Leaf Blade -Leaf Storm -Magical Leaf -Petal Dance -Power Whip -Seed Bomb -Seed Flare -Solarbeam -Wood Hammer -Signal Beam Support: Allowable: -Charge -Magnet Rise -Thunder Wave -Aromatherapy -Cotton Spore -Ingrain -Leech Seed -Sleep Powder -Spore -Stun Spore -Synthesis -Growth -Swords Dance -Light Screen -Sunny Day -Rain Dance The initial disallowed movepool will be more contentious. It would look at the rare attack types to determine unlikely damaging attacks. Grass and Electric both rarely see Ghost, Psychic, and Water moves, so those would be the first to go. Follow through and it would be along the lines of the following: Offensive: Disallowed: -Ominous Wind -Shadow Ball -Shadow Claw -Shadow Force -Shadow Sneak -Extrasensory -Psychic -Psycho Boost -Psycho Cut -Zen Headbutt -Aqua Jet -Aqua Tail -Brine -Clamp -Crabhammer -Dive -Hydro Cannon -Hydro Pump -Muddy Water -Surf -Water Pulse -Water Spout -Waterfall -Whirlpool Support Moves are foggier territory than attack moves. For example, despite rarely having Water or Psychic attacks, the theoretical Electric/Grass is already assumed to be eligible for Rain Dance and Light Screen. Finally, there are what some often call “flavor” moves. This is why we have the Essential Morphology breakdown. For example, if our Electric/Grass CAP Artist comes up with a design that has usable arms, one could, since Electric and Grass are both primary types, have a good discussion on whether or not it should get Fire Punch. Electrics with punches tend to get it, Grass types rarely get Fire moves at all. Ice Punch, however, seems to curry no favor with either Grass or Electric generally. That being said, both Ludicolo and Electivire get Ice Punch, so the argument against Ice Punch is not canonically bulletproof.
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Deck Knight; Dec 27th, 2008 at 11:06:05 AM. |
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#28 |
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Jigen Makkoto
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Moderator
Join Date: May 2005
Posts: 6,843
Massachusetts
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This could use a good update. I'm still working on it, but its been going pretty slowly.
I'll post up the first 26 TMs for feedback. TM Trends: This section goes over the general trends in TMs, type by type, including relevant features and exceptions. Pokemon that are unable to learn TMs are inherently excluded. TM 01: Focus Punch Focus Punch is learned by every single pokemon with physically attached, extendable arms. This excludes disembodied arms such as Haunter’s or Raticate’s footlike claws. Exceptions: Tyrogue, Hitmontop, Whismur line. Oddball learners: Sandslash TM 02: Dragon Claw Dragon Claw has no particular trend among types, save it is learned among the Dragon type and what Gamefreak seems to hold as pseudo-dragons. Generally they are in the Dragon Egg Group. Phyical attributes of most learners: large, bipedal, fully evolved reptilian style pokemon. TM 03: Water Pulse Water Pulse is learned by all Water pokemon, and all Ice pokemon with the exception of the Swinub line. Many Pure Normal pokemon also get it, with no particularly common feature. Anorith seems to be based on an ancient aquatic vertebrate, so it also learns Water Pulse. Odd learners: Nidoran lines, Aron line. Volbeat, Illumise. TM 04: Calm Mind Calm Mind is learned by all except two psychic pokemon lines and roughly half of Ghost pokemon learn it. It is common among special-attack oriented Normal types and a few Dark types. All GSC Era legendaries possess it. Exceptions: Starmie, Metagross, Gengar, Rotom. Oddball learners: Sudowoodo, Relicanth, Infernape. TM 05: Roar Roar is learned by most fully evolved pokemon based on mammalian or reptilian design. Pokemon outside that general description are noted as being territorial, as in the case of Skarmory and Sharpedo. TM 06: Toxic Every pokemon capable of learning TMs learns Toxic. TM 07: Hail Hail is learned only by Water pokemon, Ice pokemon, pokemon with dex entries claiming they can change weather patterns such as Dratini line and Castform, and scattered legendaries. Exceptions: Bibarel. TM 08: Bulk Up Bulk Up is learned by every fighting type, then dispersed upon bipedal pokemon with access to Close Combat via Breeding. Oddball learners: Buizel line. TM 09: Bullet Seed Bullet Seed is learned by all Grass types, plus Remoraid line and Mantine. TM 10: Hidden Power Every pokemon capable of learning TMs learns Hidden Power. TM 11: Sunny Day Sunny Day is learned by every pokemon except for Water and Ice types. Oddball learners: Slowpoke lines, Remoraid line, Corsola, Vaporeon, Glaceon, Lotad line. TM 12: Taunt Taunt is learned by every Dark, and Ghost pokemon, and a majority of Poison and Psychic types. Ape-themed and Normal-typed feline pokemon also get it. Grass types do not learn Taunt. TM 13: Ice Beam Ice Beam is learned by every Water and Ice Type. It is a generic filler move among most other types, with a wide dispersal. Fire types do not learn Ice Beam Grass and Electric types do not learn Ice Beam unless they are part Water or Ice. TM 14: Blizzard Blizzard is only slightly more exclusive than Ice Beam. It is learned by every Water and Ice type. It is generic filler for other types, with a wide dispersal. Fire types do not learn Blizzard Grass and Electric types do not learn Blizzard unless they are part Water or Ice. TM 15: Hyper Beam Hyper Beam is learned by every fully evolved pokemon, with only a few rare single stage exceptions. TM 16: Light Screen Light Screen is learned by every Psychic and Electric type. It is learned by most non-Poison Grass types. Dark and Ghost Pokemon do not learn Light Screen. With rare exception, Non-Psychic/Electric Fire, Fighting, Ground, Poison, Rock, and Steel pokemon do not learn Light Screen. TM 17: Protect Every pokemon capable of learning TMs learns Protect, except Regigas. TM18: Rain Dance Rain Dance is learned by every pokemon except Non-Water/Ice Fire, Grass, Ground, and Rock pokemon. Oddball learners: Rhyhorn line, Larvitar line, Aron line, and Budew line learn Rain Dance. TM 19: Giga Drain Giga Drain is learned by every Grass type. A majority of Bug Poison types learn it. It is otherwise highly exclusive. TM 20: Safeguard Safeguard is learned by almost every Psychic type and non-Poison Grass type. Dark, Ghost, and Poison Pokemon do not learn Safeguard. With rare exception, Non-Psychic Electric, Fire, Fighting, Ground, Rock, and Steel pokemon do not learn Safeguard TM 21: Frustration Every pokemon capable of learning TMs learns Frustration. TM 22: Solarbeam Every Fire and Grass pokemon learns Solarbeam A majority of Bugs learn it, and most pure Normal types. Psychic types occasionally learn it. Exceptions: Snowver line and Flareon do not learn Solarbeam TM 23: Iron Tail Every pokemon with a usable tail somewhere along the line (Kadabra, Mankey) learns Iron Tail. TM 24: Thunderbolt Thunderbolt is learned by every electric type. Most Ghost types learn it. It is generic filler for other types, with wide dispersal. Fire, Fighting, Grass, and Ground types do not learn Thunderbolt Most Water types do not learn Thunderbolt. Oddball learners: Mankey line and Magmortar, learn Thunderbolt. TM 25: Thunder Thunder is more exclusive than Thunderbolt. It is learned by every electric type. It is generic filler for other types. Fire, Fighting, Grass, and Ground types do not learn Thunderbolt Most Water types do not learn Thunderbolt. TM 26: Earthquake Earthquake is learned by every Fighting, Ground, Rock, and Steel type. Most fully evolved pokemon learn it. Electric types do not learn Earthquake. Most Non-Ground/Rock/Steel Psychic types do not learn it. Exceptions: Skarmory does not learn Earthquake Oddball learners: Electivire learns Earthquake. This is a brief sampling of what is to come. I'm only a little bit farther than this. Post Christmas really screwed with my life.
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| |
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#29 | ||||
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np: Biffy Clyro - Shock Shock
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Join Date: Feb 2006
Posts: 4,679
Malta
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Looks good. Here are some additions:
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http://users.smogon.com/X-Act For all your Pokemon needs (and more!) including: the Defensive EVs applet, the Probabilities of Breeding IVs in Pokemon applet, and the Ratings of Pokemon Base Stats applet (now Version 2.0!). And also the IV to PID applet! |
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#30 |
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RIDE OR DIE MOTHERFUCKERS ᕦ(ò_óˇ)ᕤ ᕦ(ò_óˇ)ᕤ ᕦ(ò_óˇ)ᕤ
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Posts: 5,240
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Staryu/Starmie also get Thunderbolt/Thunder.
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ᕦ(ò_óˇ)ᕤ
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#31 |
Moderator
Join Date: Jul 2008
Posts: 2,467
somewhere but nothere
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As does gyarados?
There's a reason he said most, and not all. The same reason that he did not include any water types in exceptions. |
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#32 | |
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Join Date: Aug 2005
Posts: 858
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Quote:
Notable exception to Giga Drain is Kabutops. This was largely how we justified putting it on Stratagem. Additionally, Xatu and Uxie get it with no real explanation. Lastly, I assume by "Bug Poison types", you mean "Bug and Poison types", as both bug-types and poison-types tend to get the move. |
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#33 |
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Jigen Makkoto
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Moderator
Join Date: May 2005
Posts: 6,843
Massachusetts
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A few notes:
The Guide is supposed to be a general guideline for setting up movepools. I didn't feel the need to be that exhaustive. It's supposed to be a trend analysis, not a rehash of Serebii, which is why it focuses primarily on types/traits rather than individual pokemon. If you want to make an argument for Giga Drain on a Psychic type, that would be the time to bring up Xatu. Most people would probably abide it anyway, since Psychic types always get either Energy Ball or Grass Knot to begin with. I should perhaps mention that I ignore things like Legendaries because they generally have bloated movepools far beyond most of their type. I also try to avoid using the "super filler" pokemon (Aggron/Rhyperior/Nidos etc.) if I can, since generally speaking they also get the most abnormal stuff. Basically its a judgement call.
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| |
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#34 |
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Jigen Makkoto
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Moderator
Join Date: May 2005
Posts: 6,843
Massachusetts
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Alright, so I think this needs a kickstart for one simple reason:
I've decided a while ago that doing the TMs was a fruitless effort. People will always complain about flavor vs. non-flavor, and additionally it was too hairy and subjective process to ever have been deemed credible coming from only one user (ie me.) However what has disturbed me is that we always complain about the poor quality of Attacking/Non-Attack move posts when the literally start out with a blank slate. We can address the specific policy after CAP8 is finished (I will craft a PR thread), but for now I'll post the sections that are relevant, specifically those moves that are attached specifically to types in large enough quantities to be allowed without extenuating circumstances. I will edit the full guide in shortly, I'm working on it now. Use Ctrl + F to find a type: Pokemon initial Allowable/Unallowable moves. These moves are initially allowed and have the following properties: 1. Non-Pokemon Exclusive (Aeroblast, Sacred Fire, etc.) 2. Found on a majority of their type considering only that type’s pokemon. 3. Exceptions made for non-legendary “exclusives” (Twineedle, Megahorn) 4. At least plausibly competitive. If a CAP has two types, include the initial options of both types. Format: Always: Moves pokemon always get. If it lists a type, it means all the moves in that type, give or take a few small exceptions like legendary moves etc. Rare Attack types: While not unallowed, they generally aren't seen on that type. Allowed: Attacking: Non-Attacking: Bug: Always: Bug, Giga Drain Rare attack types: Fire, Water, Psychic, Dragon Allowed: Attacking: Fury Cutter Pin Missile Leech Life Twineedle Bug Bite Silver Wind U-turn Signal Beam X-Scissor . Attack Order Bug Buzz Megahorn Giga Drain Non-Attacking: Defend Order Heal Order Spider Web String Shot Moonlight Morning Sun Dark: Always: Dark Rare attack types: Dragon Allowed: Attacking: Beat Up Pursuit Thief Assurance Payback Punishment Bite Faint Attack Night Slash Crunch Dark Pulse Sucker Punch Non-Attacking: Embargo Fling Snatch Taunt Torment Mean Look Moonlight Dragon: Always: Dragon, Flamethrower, Fire Blast, Earthquake Rare attack types: Ice, Poison Allowed: Attacking: Twister Dragon Rage DragonBreath Dragon Claw Dragon Pulse Dragon Rush Outrage Draco Meteor Flamethrower Fire Blast Earthquake Non-Attacking: Dragon Dance Electric Always: Electric, Signal Beam, Rain Dance, Light Screen Rare attack types: Dragon, Ghost, Grass, Ground, Poison, Psychic, Rock, Water Allowed: Attacking: Charge Beam Shock Wave Thunder Fang Spark ThunderPunch Discharge Thunderbolt Zap Cannon Volt Tackle Thunder Signal Beam Non-Attacking: Charge Magnet Rise Thunder Wave Rain Dance Light Screen Fighting: Always: Fighting, Fire/Ice/ThunderPunch and Blaze Kick unless secondary type overrides. Rare attack types: Psychic, Bug, Dragon Allowed: Attacking: Triple Kick Arm Thrust Double Kick Mach Punch Rock Smash Vacuum Wave Drain Punch Force Palm Revenge Rolling Kick Wake-Up Slap Low Kick Vital Throw Brick Break Submission Jump Kick Sky Uppercut Aura Sphere Cross Chop Seismic Toss DynamicPunch Hi Jump Kick Reversal Close Combat Focus Blast Superpower Focus Punch Fire Punch Blaze Kick Ice Punch ThunderPunch Non-Attacking: Bulk Up Counter Detect Fire Always: Fire, Solarbeam Rare attack types: Bug, Poison, Water Allowed: Attacking: Fire Spin Flame Wheel Fire Fang Fire Punch Lava Plume Blaze Kick Flamethrower Heat Wave Sacred Fire Fire Blast Flare Blitz Overheat Blast Burn Eruption Solarbeam Non-Attacking: Sunny Day Will-O-Wisp Flying Always: Flying, Steel Wing, 2-3 of Heat Wave, Ominous Wind, Icy Wind Rare attack types: Grass, Fighting, Poison Allowed: Attacking: Air Cutter Aerial Ace Chatter Pluck Wing Attack Air Slash Drill Peck Fly Brave Bird Sky Attack Steel Wing Heat Wave Ominous Wind Icy Wind Non-Attacking: Featherdance Mirror Move Roost Tailwind Whirlwind Ghost Always: Ghost, Sucker Punch, Psychic, Dream Eater, Will-O-Wisp Rare attack types: Bug, Dragon, Ground, Poison, Rock, Steel, Water Allowed: Attacking: Shadow Sneak Ominous Wind Shadow Punch Shadow Claw Shadow Ball Night Shade Psychic Dream Eater Sucker Punch Non-Attacking: Confuse Ray Destiny Bond Grudge Memento Mean Look Pain Split Spite Will-O-Wisp Trick Trick Room Grass Always: Grass, Growth, Sunny Day, Swords Dance Rare attack types: Electric, Fire, Ghost, Ice, Psychic, Water Allowed: Attacking: Razor Leaf Giga Drain Magical Leaf Needle Arm Energy Ball Seed Bomb Leaf Blade Petal Dance Grass Knot Power Whip SolarBeam Wood Hammer Leaf Storm Frenzy Plant Non-Attacking: Aromatherapy Cotton Spore. Ingrain Leech Seed Sleep Powder Spore Stun Spore Synthesis Worry Seed Nature Power Growth Swords Dance Sunny Day Ground Always: Ground, Rock Rare attack types: None Allowed: Attacking: Sand Tomb Bone Rush Bonemerang Mud Shot Dig Earth Power Earthquake Rock Blast Rock Tomb AncientPower Rock Slide Stone Edge Non-Attacking: Sandstorm Stealth Rock Ice Always: Ice, Water Pulse, Signal Beam Rare attack types: Dark, Dragon, Fire, Grass, Poison Allowed: Attacking: Ice Shard Icy Wind Avalanche Ice Fang Ice Punch Ice Beam Blizzard Water Pulse Signal Beam Non-Attacking: Hail Haze Mist Normal Always: Normal, Sunny Day, Rain Dance Rare attack types: Dragon Allowed: Attacking: Double Hit Fake Out Covet Quick Attack Dizzy Punch Façade Secret Power Crush Claw Extremespeed Hyper Fang Mega Punch Tri Attack Body Slam Hyper Voice Super Fang Return Frustration Mega Kick Double-Edge Hyper Beam Giga Impact Non-Attacking: Charm Encore Softboiled Magic Coat Role Play Switcheroo Sunny Day Rain Dance Poison Always: Poison, Giga Drain Rare attack types: None Allowed: Attacking: Poison Fang Poison Tail Cross Poison Poison Jab Sludge Bomb Gunk Shot Giga Drain Non-Attacking: Acid Armor Gastro Acid Toxic Spikes Psychic: Always: Psychic, Signal Beam, Energy Ball and/or Grass Knot Rare attack types: Dark, Dragon, Poison Allowed: Attacking: Confusion Psycho Cut Future Sight Zen Headbutt Psychic Dream Eater Non-Attacking: Calm Mind Cosmic Power Guard Swap Heal Block Imprison Light Screen Healing Wish Miracle Eye Reflect Power Swap Psycho Shift Rock Always: Rock, Ground Rare attack types: Grass, Poison Allowed: Attacking: Rock Blast Rock Tomb AncientPower Power Gem Rock Slide Stone Edge Head Smash Rock Wrecker Mud Shot Dig Earth Power Earthquake Non-Attacking: Rock Polish Sandstorm Stealth Rock Steel Always: Steel, Rock Slide, Earthquake, Magnet Rise Rare attack types: None Allowed: Attacking: Bullet Punch Metal Claw Iron Head Flash Cannon Gyro Ball Metal Burst Iron Tail Meteor Mash Rock Slide Earthquake Non-Attacking: Metal Sound Sandstorm Stealth Rock Magnet Rise Water: Always: Water, Ice Rare attack types: Fire, Grass, Psychic Allowed: Attacking: Whirlpool Aqua Jet Water Pulse Brine Dive Waterfall Aqua Tail Crabhammer Muddy Water Surf Hydro Pump Hydro Cannon Water Spout Ice Shard Icy Wind Avalanche Ice Fang Ice Punch Ice Beam Blizzard Non-Attacking: Aqua Ring Rain Dance Hail Haze Mist Mirror Coat
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Deck Knight; May 10th, 2009 at 7:19:39 PM. |
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#35 |
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Join Date: Mar 2009
Posts: 307
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I know that this doesn't matter, but all the more reason for a nobody like me to post it.
Levels of Level-Up Moves: For the first Pokemon of an evolutionary line, all the levels have some sort of pattern associated with it that is kept consistant for all moves (exceptions include when a Pokemon learns 2 or 3 of Poisonpowder, Sleep Powder, and Stun Spore consecutively, which are learned 1 or 2 levels of each other regardless of the pattern for the rest of the moves). Level 1 moves are considered Level 1 or Level 0 for the pattern of these moves, depending on Pokemon. Chimchar -- Scratch (treated as Level 1 in this case) -- Leer (treated as Level 1 in this case) 7 Ember (+6) 9 Taunt (+2) 15 Fury Swipes (+6) 17 Flame Wheel (+2) 23 Nasty Plot (+6) 25 Torment (+2) 31 Facade (+6) 33 Fire Spin (+2) 39 Slack Off (+6) 41 Flamethrower (+2) As we can see, the pattern is +6/+2/+6/+2, etc. These are usually the addition of 1 or 2 numbers (which alternate in the case of 2 numbers). When a Pokemon evolves by Leveling Up to a specified level, then all moves after that level must be the same levels as their pre-evolution, plus a number which can either be constant or part of a pattern in itself. Also, a new move may be added at the exact level as the level the Pokemon evolved at. Monferno -- Scratch -- Leer -- Ember 7 Ember 9 Taunt 14 Mach Punch (Evolution Level) 16 Fury Swipes (Level 15 + 1) 19 Flame Wheel (Level 17 + 2) 26 Feint (Level 23 + 3; replaces Nasty Plot) 29 Torment (Level 25 + 4) 36 Close Combat (Level 31 + 5; replaces Facade) 39 Fire Spin (Level 33 + 6) 46 Slack Off (Level 39 + 7) 49 Flare Blitz (Level 41 + 8; replaces Flamethrower) The level change pattern is +1/+2/+3, etc. which it usually is or something similar. It is rarely more complicated than a simple increase. Infernape -- Scratch -- Leer -- Ember -- Taunt 7 Ember 9 Taunt 14 Mach Punch 16 Fury Swipes 19 Flame Wheel 26 Feint 29 Punishment (replaces Torment) 36 (Evolution Level) 41 Close Combat (Level 36 + 5) 45 Fire Spin (Level 39 + 6) 53 Calm Mind (Level 46 + 7; replaces Slack Off) 57 Flare Blitz (Level 49 + 8) Here, the levels go up from Monferno's levels by the same pattern as the same moves did for Monferno from Chimchar. This isn't always the case. Levels for Pokemon which have evolved using an Evolutionary Stone must be the same as a level that their pre-evolved form* learned a move or must be one of those levels +10 or -10 (-10 is for Poliwrath and Politoad only for real Pokemon, so far). Usually, Pokemon learn later moves (if at all) at the same level as their pre-evolution learned their final move, and then higher (if they learn more moves), although they can also be comparatively low as well. * If they are part of a split evolution, it must be a level that the other evolution of their pre-evolution learned a move (or +/-10). Whenever a Pokemon evolves by a method other than Leveling Up at a specific level or via Evolutionary Stone, that Pokemon retains the level pattern as their pre-evolved form, unless that Pokemon is part of a spilt evolution (where the Pokemon will instead get the level pattern as the other evolution of their pre-evolved form). If these Pokemon get new moves, then the pattern continues with the level where it was last left off. TO BE CONTINUED EDIT: There is no difference between a Level 1 move and a Heart Scale move. Heart Scale moves are just Level 1 moves that that Pokemon's pre-evolutions can't learn at Level 1. Last edited by R S E FR LG; Aug 15th, 2009 at 9:39:22 PM. |
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#36 |
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Join Date: Apr 2009
Posts: 499
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Woah Infernape can learn Slack Off!?
Nice find too! |
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