I have a vague memory of actually doing that irl with the Victini gift way back in the day and as you might imagine it was rather strong
Yeah I would expect most (pseudo-)Legendary or Mythical event Pokemon to rank highly for in-game purposes. I'm sure there's some obscure counterexample somewhere but for the most part the high stat totals, strong moves, or actually-decent gimmicks will overwhelm the computer. I recall the free Beldum with ORAS being ridiculously broken during my playthrough with it.
In an effort to keep existing collected information organized, I would personally want to see these expanded Tier Lists separate from their original versions. I'd imagine this probably goes without saying, but we don't need stuff like, say, Pokémon Dream Radar mons (especially the Legendaries) messing with the existing Black 2 & White 2 in-game tier list, for example. I'd just rather be safe than sorry, you know?
Even if the Day Care is very early in Emerald, trying to breed useful egg moves is still a huge time investment. A Lotad egg takes around 3750 steps to hatch and with just a 20% chance for an egg to appear every 256 steps, there is a good chance it will take over 4000 steps to get a level 5 Lotad with Leech Seed.[...]
As much as I love GSC, I despise how they located many of the new Johto Pokemon. Houndour is the poster boy of this. Because of its placement in these games this poor boy was relegated to always be late into the game and thus not often be worth considering to pick it up. It would be such a cool mon to use if it would just be available at a reasonable time.[...]
Honestly, at this point, it'd be better to get a Lotad with an actual Water STAB instead of Leech Seed.Even if the Day Care is very early in Emerald, trying to breed useful egg moves is still a huge time investment. A Lotad egg takes around 3750 steps to hatch and with just a 20% chance for an egg to appear every 256 steps, there is a good chance it will take over 4000 steps to get a level 5 Lotad with Leech Seed.
And I doubt that Leech Seed is going to move the needle much for Lombre. It is still useless in gyms 2, 3 and 4 in the early game. You could try to slowly stall out Slaking with Fake Out and Leech Seed but that is still much worse than just using the Toxic or Attract TMs since Norman has two Hyper Potions. And Lombre can't even use Dig to dodge Slaking's attacks every two turns. Which means you will have to switch other team members into Slaking's strong attacks every few turns. And with its huge attack stat, that is easier said than done. If you can manage that, then you probably don't need to go through the effort of breeding for Leech Seed.
And of course the big question is why you would not just use the Shroomish you caught for breeding in the first place. Breloom can make use of the same Leech Seed strat, and even has Stun Spore and Headbutt to make it more reliable. Even its bulk is basically the same as Lombre's.
Lombre is basically dead weight before Surf and I don't think Leech Seed is going to change that. But I am a certified Lombre hater (even though I love the design of the Lotad line) in Emerald, so keep that in mind.
One interesting thing to consider with the Day Care is breeding an Illumise in Emerald or Ruby, though. Putting it into the Day Care with any compatible Pokémon gives a 50% chance for a Volbeat. An interesting option if you just can't get that 1% encounter in those games. Still not very good, though.
As much as I love GSC, I despise how they located many of the new Johto Pokemon. Houndour is the poster boy of this. Because of its placement in these games this poor boy was relegated to always be late into the game and thus not often be worth considering to pick it up. It would be such a cool mon to use if it would just be available at a reasonable time.
snip
not convinced you're accounting for EVs + badge boosts enough in some of these situations. early game, sure, it'll struggle as a Porygon at lv 20. but to say return isn't a good move on porygon2 seems silly. max 102 return + stab + plain badge + zephyr badge is something like a 190 power move. add on to that you'd have 20 levels of EVs, the Pryce badge for special boosts + ice boost and I don't see how you're not out speeding and ohkoing Claire's dragonairs with ice beam. I'd be shocked if Kingdra was not a 2hko with return.
there's also a big issue with regard to the AI here. Chuck is not guaranteed to click dynamicpunch. I agree Porygon should not be used in that fight but it's unfair to assume things like that as well as stuff like Steelix always going for screech + iron tail.
Return is a good move on Polygon just like it is on almost every Normal or physical Mon. However, Porygon learns Tri Attack by level-up, so it's better to use that and save Return TM for another Mon. If a Pokemon learns a good Normal STAB by level, it's always good to save Return for something else.
yeah but return is unlimited as I'm assuming most ppl are playing on a system where they can modify the time to make it Friday
not convinced you're accounting for EVs + badge boosts enough in some of these situations. early game, sure, it'll struggle as a Porygon at lv 20. but to say return isn't a good move on porygon2 seems silly. max 102 return + stab + plain badge + zephyr badge is something like a 190 power move. add on to that you'd have 20 levels of EVs, the Pryce badge for special boosts + ice boost and I don't see how you're not out speeding and ohkoing Claire's dragonairs with ice beam. I'd be shocked if Kingdra was not a 2hko with return.
there's also a big issue with regard to the AI here. Chuck is not guaranteed to click dynamicpunch. I agree Porygon should not be used in that fight but it's unfair to assume things like that as well as stuff like Steelix always going for screech + iron tail.
I know the exact mission you're referring to; the Magnezone mission is absolute hell to play through on solo, and if the mission spawns Claydols instead of Bronzongs which you can dodge, it's downright impossible. FUCK this mission.But man, if this game mode isn'tnormally, one specific mission can rot for eternityarguably the most fun I've ever had with side content in any Pokémon game I've played.
It is actually possible to S Rank Magnezone, but you'd have to not only be extremely overleveled (I was able to reliably A Rank Arceus by the time S Rank Magnezone even seemed like a possibility), but the mission has to go flawlessly since you need to dodge every single Bronzong. Magnezone wasn't a walk in the park either, but flawless play with my Hippopotas assist let me burst it down in under 40 seconds iirc. Not impossible but very tedious and luck-reliant. Fuck those Claydols.Yep, that's the one. It's very obvious that the intended method is to get a second player so you can each take one of the split paths, but of course, if it's just you, you have to spend an agonizing amount of time going back and forth between the two. On average, that takes me about five minutes to do, and for context, your total mission time when accounting for all possible Time Extenders is around 11 minutes. Doing the math, that means you're left with only a single minute to complete the rest of the mission (the beginning segment plus the boss) outside of the split path segment if you want to get an S Rank in single player, which given the circumstances I'm starting to think is impossible without cheating.
The progression for the Past missions is a bit weird because again, your partner pokemon can't evolve. However, you can level up your partner pokemon's move to be stronger/bigger/have less cooldown/etc., such that even if you pick up the evolved version of your partner later, it might already be lagging behind your invested partner. Piplup is a great example of this because it's probably going to be your best, if not only Water assist throughout the entirety of the Fire Temple, and by the time you complete the Fire temple, Water assists are no longer going to be as important anymore, so "not being able to evolve" isn't really a big deal. It's not like pre-evolved partners are even a strict downgrade either, because they tend to have less cooldowns on their assists than their evolved forms in exchange for less power, so even a Hippopotas partner can be just as valuable as a Hippowdon partner for example.Much like the core series games, there's a lot that will go into what makes a good Partner Pokémon for a playthrough of this game mode viable in practice. Speaking as someone who's played through Guardian Signs three times and both of the other Ranger games and has yet to complete the full mode in single player in any of these playthroughs (I'm not kidding- it's that challenging), how useful a Partner Pokémon is in assisting with the absolutely brutal level grinding and replaying of previous Missions is especially important to look at, on top of where you're spending the resources you gain and how quickly you can grind/farm for said resources. This is in addition to looking at the type matchup chart and especially what Poké Assist attack each Partner Pokémon can have. The good news is, due to the nature of this game mode, you wouldn't have to play through every single Mission with just one Partner Pokémon. There should be enough information on each available Partner Pokémon in practice to adequately and accurately rank them based on their performance in the Missions they are best suited towards. Because let's face it, that Piplup that's effectively your forced Starter Pokémon is not getting all the way through every single Mission unless you're max level and are using tool assist. The poor little guy can't even evolve since this is a Pokémon Ranger game.
Yep, that's the one. It's very obvious that the intended method is to get a second player so you can each take one of the split paths, but of course, if it's just you, you have to spend an agonizing amount of time going back and forth between the two. On average, that takes me about five minutes to do, and for context, your total mission time when accounting for all possible Time Extenders is around 11 minutes. Doing the math, that means you're left with only a single minute to complete the rest of the mission (the beginning segment plus the boss) outside of the split path segment if you want to get an S Rank in single player, which given the circumstances I'm starting to think is impossible without cheating.I know the exact mission you're referring to; the Magnezone mission is absolute hell to play through on solo, and if the mission spawns Claydols instead of Bronzongs which you can dodge, it's downright impossible. FUCK this mission.
You pretty much summed this up better than I could have about why it's likely completely impractical to test for this game mode. I'd like to think I have a pretty good grasp on what all of the different Assists do and the quote-on-quote "meta" for each of these missions, but given that Guardian Signs isThe progression for the Past missions is a bit weird because again, your partner pokemon can't evolve. However, you can level up your partner pokemon's move to be stronger/bigger/have less cooldown/etc., such that even if you pick up the evolved version of your partner later, it might already be lagging behind your invested partner. Piplup is a great example of this because it's probably going to be your best, if not only Water assist throughout the entirety of the Fire Temple, and by the time you complete the Fire temple, Water assists are no longer going to be as important anymore, so "not being able to evolve" isn't really a big deal. It's not like pre-evolved partners are even a strict downgrade either, because they tend to have less cooldowns on their assists than their evolved forms in exchange for less power, so even a Hippopotas partner can be just as valuable as a Hippowdon partner for example.
There are two bigger issues with ranking Past partner Pokemon imo. The first is you don't have that much control over what litographs will drop in each mission to give you what you want, but at the same time the grindy nature of the past missions means that while you could get the rare litograph you desire eventually with enough grinding, you still need a partner to actually get you through the grind. This results in a conundrum where the early-game is almost as important as the late-game, if not even more so. Even then, assists that are only good for one late-game boss stage are still useful because investing AP into them can let you grind that stage easier and get your AP back. This makes it pretty difficult for almost any partner to be rendered truly obsolete because nearly all assists can be useful in some stage, which may be enough justification to consider them for grinding. Even Normal assists, which cannot hit the boss super effectively, might still have some potential in crushing those annoying Pokemon that you need to catch to reach the boss in the first place, since they tend to hit harder than other assists.
The bigger issue lies in the cataloguing of what each assist does, because currently, there is pretty much ZERO documentation on what each Past assist does. For example, I recall the likes of Donphan, Hariyama, and Primeape having pretty lousy assists due to their long startup/cooldown animation despite the coverage they offer, but would anyone have known this without me telling them or not use the Pokemon themselves? I haven't even gotten into the AP investment costs for each Pokemon, and I definitely can't remember for the life of me what any of them are because I haven't touched this game in years. While the concept of ranking the Past partner Pokemon definitely intrigues me, there simply isn't enough detailed information on them, and trying to compile them sounds like a herculean mammoth of a task, especially with the grinding involved.
This is bordering on theorymonning, but I feel like Stunky would have a better shot than Murkrow would. At the level cap, Mismagius and Haunter probably both outspeed your average Murkrow, and even resisted Shadow Ball hits Murkrow hard. Stunky at least has better natural bulk and a better Haunter matchup, though it does worry a bit more about Duskull than Murkrow does.So... Would Murkrow/Stunky be able to deal with Plat Fantina or not?![]()
So... Would Murkrow/Stunky be able to deal with Plat Fantina or not?![]()
63/47/41 vs. 60/42/42 only really matters on the physical side.Stunky at least has better natural bulk
A lot of mons in Emerald would change a lot from TM updates. Electrike is a completely different mon with the Fire coverage it gets in Gen 4.Because I am now finished with my Emerald challenge of using every available Pokemon, I wanted to theorycraft about a couple of Pokemon and how they would fair if they had just a bit more options. May it be due to availability, additional moves or other surrounding factors.
To not make this boring, I will keep some rules, though.
The biggest problem with underperforming Pokemon is simply that their stats are too bad. But stat changes are too big of a change in my book, and the really desperate Pokemon need such big stat buffs to become viable that they wouldn't feel like the same Pokemon anymore. So I will not do stat changes.
I also won't cover things that only cover a small part of the game or don't change the viability of the Pokemon much. Mainly because there is so little to talk about. It is true that if Tentacool learned Water Gun, its early game would be significantly better. But in practise, all it means is that Tentacool now beats Brawly and has an easier time leveling up to BubbleBeam. And that change describtion is over in like a paragraph. Same with something like Nuzleaf getting better early game moves like Mega Drain. That won't change the fact that it still matchs up badly against the early game due.
I also want a change to feel natural. Like something that could have been in the game in this way. Nothing out of place or overdone.
With all that out of the way, I have several topics that I will cover over the coming weeks.
Starting with...
What if Vulpix could be found on Route 112 and learned Solar Beam via TM in Emerald?Vulpix does not fare very well in Emerald because it comes rather late in Mt. Pyre, its movepool is pretty much only Flamethrower, Ninetales' stat are just a bit mediore and it doesn't much up well against the remaining late game. I gave it a D rank rating in my tier list.
View attachment 641209
To give it a better availability and matchup field, I will examine how it would fare if Vulpix could be encountered on Route 112. It being the first route where you get access to Fire types like Numel.
What I also missed dearly during my playthrough with Vulpix was Solar Beam. The TM for the move is very close to where you catch Vulpix but unfortunately Ninetales is unable to learn the move until gen 4. Which is a shame because it would give it some much needed special coverage. So I will asume Ninetales can learn the move via TM like in gen 4. The TM itself won't move, though, and is still in the Safari Zone.
Changed Vulpix performance:
If we replace Numel with Vulpix on Route 112, then Vulpix would be available between levels 14 and 16 with a 75% encounter chance.
It would start out with a good early Fire STAB move in Ember, Quick Attack and it would also soon learn a useful status move in Will-O-Wisp.
The routes between the third and fourth gym are a good place for leveling up weaker Pokemon and Vulpix matches up well against the trainers there. So Vulpix would likely be able to level up to level 29, where it learns Flamethrower, before gym 4. The Dig TM can also be picked up to give Vulpix coverage. In Lavaridge Town, we can also get the Charcoal for boosting up its Fire moves.
Flannery:
Her first Pokemon Numel is problematic for Vulpix. It has bad physical bulk and is weak to Magnitude, which means Dig is not a good choice. Vulpix can take down Slugma with 2 Digs and Camerupt with 3 Digs since both don't threaten Vulpix, as it is immune to Overheat due to its Flash Fire ability, and Camerupt only has Tackle to hurt it. Torkoal is too much for Vulpix, though. Even though Body Slam is its only attack to hurt Vulpix, it is still a 2HKO while Flamethrower and Dig don't do enough damage.
Overall performance: C
After the 4th gym, we can use Strength outside battle and get the nearby Fire Stone in Fiery Path to evolve into Ninetales, which gives it a big stat buff. It is a stone evolutions, so no more level-up moves but Vulpix doesn't miss out on any important moves anyway. We can also give Vulpix the Overheat TM. Now it has a good moveset of Flamethrower, Dig, Overheat and Will-O-Wisp.
Norman:
Ninetales outspeeds and 2HKOs Spinda, Vigoroth and Linoone while their Normal attacks don't do much. If Ninetales is a bit overleveled, which is likely if you went into the desert and the Trick House on the way back to Petalburg City, then it is even a likely OHKO against Spinda and Vigoroth. Slaking is slower than Ninetales and only does around half to it with Facade, while Flamethrower + Overheat is a guaranteed 2HKO. You could also savely chip it down into Overheat range with Dig and dodge its moves.
Overall performance: A
Ninetales is not too much of a help in the Water routes surrounding the starter island but STAB Flamethrower is still doing a lot, even if it's resisted, and it can also kill some Water Pokemon with Dig. Due to its high special defense it won't take a lot from Water Guns. Against the trainers in the Abandoned Ship, on Route 115 and the Trick House, Ninetales is good. We will also stop by the Pretty Petal flower shop on Route 104 and talk to the girl inside by the door. Afterwards, the girl outside the shop will give us the White Herb, which we will need for gym 6. Ninetales matches up well against the Voltorbs of New Mauvile City and the trainers on Route 119 before Fortree City. We get the Devon Scope from Steven, and get the Sunny Day TM from inside the nearby Scorched Slab. We replace Dig with Sunny Day before heading back for the next gym.
Winona:
Swablu, Tropius and Skarmory are all toasted by Flamethrower, and even Pelipper poses no threat and is 3HKOed after Ninetales sets up Sunny Day. Altaria is the real threat. We have to be careful about our remaining sun turns when we kill Pelipper and also have at least 70% health remaining. Ninetales is faster than Altaria and can burn it with Will-O-Wisp before it can attack it. Even if it Dragon Dances instead of just attacking outright with Earthquake, a +1 Earthquake is not a 2HKO. If we equipped the White Herb on Ninetales before the fight, two sun-boosted Overheats + the burn damage kill Altaria over 3 turns on average.
Overall performance: B
Ninetales does not like the rain on Route 120 but matches up well against the trainers anyway, just like on Route 119. It is solid on Mt. Pyre and the surrounding routes and really appreciates having a lot more EVs by this point than normally. After we reach Lilycove City, we get the Pokeblock Case and do a quick trip into the Safari Zone to pick up the Solar Beam TM. In the Team Magma Hideout we can also pick up the PP Max and use it on Ninetales' Sunny Day that allow it do use Solar Beam in more fights. The Water routes before Mossdeep City aren't exactly good for it but with Sunny Day, Solar Beam and Ninetales' good special defense, it isn't exactly the worst either.
Tate & Liza:
Claydol's Earthquake is a problem for Ninetales. Even if it burns it, Earthquake is still doing a lot and it would rather set up Sunny Day as quickly as possible. It needs a partner that can take care of Claydol. Ninetals can provide around 40% chip damage on Claydol. Xatu is still 2HKOed by sun-boosted Flamethrower, even after a Calm Mind boost. Solrock and Lunatone are 2HKOed by Solar Beam, and their Psychics don't hurt too much but Lunatone can be annoying with Hypnosis or Light Screen.
Overall performance: B
Ninetales doesn't have too much of a use in the coming water routes. It can deal with some land trainers and the last Team Aqua fights, though.
Juan:
Sunny Beam and the Miracle Seed come in handy here. Ninetales easily takes care of Luvdisc, Sealeo and Crawdaunt. Kingdra is a pickle, though, as it often is. Ninetales can technically try to tangle with it with obscure techs like the Attract TM or the Rest TM + relearned Imprision, but it woul have to give up some important TM moves to attempt that, so it isn't really worth it. Another team member should take care of Kingdra.
Overall performance: B
Ninetales should be fine in Victory Road but its lower stats certainly could catch up to it more and more now.
Elite Four and Champion:
Sidney should be fine for Ninetales and Phoebe is probably also okay with Will-O-Wisp. It definitely will need Potion support, though. Glacia's Sealeos don't have Water moves and Ninetales matches up well against her Glalies as well. Walrein just runs over it, though. Drake and Wallace are just too powerful and a bad matchup for Ninetales.
Overall performance: C
In total, I would rank changed Vulpix in lower B rank. Two whole ranks higher than it currently is.
It is honestly crazy how much of a difference the change in location and only one additional move makes for it. It has far more options with both and can contribute well, even if its stats aren't the best. It does fall off a bit at the end, but it is far better off than Vanilla Vulpix. Having much more EVs also makes a big difference. It is also nice that I is rather self-sustaning. It learns Flamethrower naturally and only need two uncommon TMs in Sunny Day and Solar Beam. There is a good chance that Vulpix would end up as one of the best Fire types in Hoenn.