Pompompurin cant believe clefavle would steal from wigglytuff like this
Pompompurin cant believe clefavle would steal from wigglytuff like this
The primal forms are scrubbed like the rest of the prospects fwiw.-Not new megas, but the scrubbed dex entrees add the missing latis and weather trio. I haven't seen anything about whether the primal forms might make it in (e.g., scrubbed slots in the item list corresponding to the orbs), so I'm curious if there's anything to glean about that from the datamine.
The mega-Meganium dex entry sounds more like a hint towards a potential paradox Pokémon.
They said as much before release. You can also only ever have one copy of a given stoneRead that mega stones apparently cannot be traded. Not sure if true. I assume online is working for those that have review/leak copies.
I"m sorry but Smogon is not the entire fanbase lmao.
The mega-Meganium dex entry sounds more like a hint towards a potential paradox Pokémon.
The only Pokémon/Trainer combination from the games that are in the same realm of popularity as Cynthia & Garchomp is Red & Pikachu and Whitney & MiltankIncidentally, Garchomp will perennially linger in the consciousness of even casual fans for being the centerpiece of the most iconic final boss in the whole franchise which got not one, but two even more challenging reboots for Switch zoomers & gen alphas
Now that Im actually home and can comment on these:
Could you name some mega examples? I think I have a few that are already in my mind, but then games like Pokken made some of them shine regardless.A lot of the mega designs in this game seem very animation based. They seem to have picked designs which would have provided fun ways to animate their motions, such as feraligatrs fake head, the floatiness of clefable and delphox, the bounciness of victreebel, or the everything about starmie.
If you look at the original megas, a lot of them have very clunky designs that work with figures more than motion, which was fine because they were made for a game where pokémon stand still for the most part and have very simple motions of attack. However once they Are in more involved motion other than doing an attack animation, they look really stupid.
The anime could get past this because it can just ignore weight and gravity and whatever, but in games where they're moving around a lot of them feel like old gojira costumes wobbling around lmfao
They said as much before release. You can also only ever have one copy of a given stone
Move #183: Mach Punch (ID 183)
================================================================================
Type: Fighting
Quality: Cool
Category: Physical
Battle Stats:
Power: 40
Accuracy: 100
PP: 30
Priority: +1
Effect Sequence: 103
Raw Target: 0
Yeah that's been a thing since at least Sun and Moon imo. Some designs have been a lot more based on how they'd look in motion. Stuff like Incineroar come immediately to mind since a lot of its personality is conveyed in its movement.A lot of the mega designs in this game seem very animation based. They seem to have picked designs which would have provided fun ways to animate their motions, such as feraligatrs fake head, the floatiness of clefable and delphox, the bounciness of victreebel, or the everything about starmie.
If you look at the original megas, a lot of them have very clunky designs that work with figures more than motion, which was fine because they were made for a game where pokémon stand still for the most part and have very simple motions of attack. However once they Are in more involved motion other than doing an attack animation, they look really stupid.
The anime could get past this because it can just ignore weight and gravity and whatever, but in games where they're moving around a lot of them feel like old gojira costumes wobbling around lmfao
I did a chart instead of just naming it allCould you name some mega examples? I think I have a few that are already in my mind, but then games like Pokken made some of them shine regardless.
maybe it's something like a princess (meganium), a dragon (feraligatr), and a knight (emboar) to have a sort of fairy tale theming? if thats the case, though, they got the type matchups backwardsNgl, I kinda wonder what the underlying theme behind this choice of starters and their Megas is given this. Emboar stays Fire/Fighting but Meganium becomes part Fairy and Feraligatr becomes part Dragon. Which is pretty cool, having more Dragon and Fairy starters, even if they're Megas, but starter trios since Sinnoh have generally had a bit of an underlying design theme. Even the Hisuian starters in Arceus had a bit of it too with a ronin archer, a ruthless samurai, and a monk-like Typhlosion.
I kinda wonder what they're going for with Mega Meganium, Mega Emboar, and Mega Feraligatr here that suits Z-A.
Effect Sequence is a holdover from previous games, where each number corresponds to a different move effect--mostly for the purpose of letting trainer AI have special routines that guide it on the (approximately) correct way to value each type of move. They go up to over 400, so 103 (which has stood for "priority damaging move" going as far back as Gold and Silver) isn't particularly high in that regard.That is kind of odd. I am reading they can be held by a Pokemon in game, but work more like key items (1 per game, cannot be removed from inventory).
Do we know what Effect Sequence is for moves? What determines the cool down/recharge time for a move? Looking at Mach Punch it still has a +1 priority but a very high Effect Sequence.
1. Do Xerneas, Yveltal and Mewtwo have proper boss fights or are they just the same old boring Ultra Ball lottery?
2. Is Lysandre Labs a dungeon or has it been reduced to one room for a legendary encounter like Turnback Cave in Arceus?
1. From what I've seen? The latter. Though, I haven't even seen Mewtwo around. Doesn't seem like anyone's found it yet.
2. Definitely not a Turnback Cave situation, there's quite a few rooms, with wild Pokemon also roaming the ruins of the labs.
Effect Sequence is a holdover from previous games, where each number corresponds to a different move effect--mostly for the purpose of letting trainer AI have special routines that guide it on the (approximately) correct way to value each type of move. They go up to over 400, so 103 (which has stood for "priority damaging move" going as far back as Gold and Silver) isn't particularly high in that regard.