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Little things you like about Pokémon

Making money farmable. In Gen I there were very few regenerating items (maybe none? I'm honestly not sure) and no rematchable NPCs other than the Elite Four. This basically meant that your only way to get more cash was to repeatedly fight the E4 over and over. Not particularly exciting or quick. Gen II obviously fixed this by providing rematches with various NPCs and by making certain items reappear.
Gen 1 had no regenerating items and honestly beyond the low-selling berries, and a handful of daily or weekly events, GEn 2 didn't really have regenerating items for the sake of money farming.
I'd also say the rematch system in Gen 2 is unreliable enough that you're better off going through the E4 again and again anyway.

But yes Gen 2 was such a ridiculous leap from Gen 1 in QOL stuff. A number of this was in motion during the spaceworld period but I think the delay and full restructure really assisted things along.



Separate bag pockets. Actually just improving the bag all round. Who enjoys scrolling through a massive list to find the one item you need? Not me!
haha yeah could you just....imagine that.....
 
Sometimes reddit gets it right.

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Its like Emerald without Electrike or Platinum without Shinx, but worse.

Hell Amphy is still a major plot point what a teaseee
 
Petrel's second fight in Heartgold and Soulsilver is a rather interesting case for me, because it is objectively really a boring team, with 5 of the exact same mon and a 6th that's the same mon but with a couple extra levels and a stat boost.

However, i still kinda really like it, mostly due to what is probably headcanon, but it just feels like a really fitting team for him to have for me

He's there impersonating the director to try to ensure the success of the operation, with a lot of grunts on the path to try to stop anyone from reaching him, and his team is more built around being annoying rather than actually powerful like Proton, Ariana and Archer's are meant to be, with all his pokemon having the same basic moveset of Tackle (weak, basic damaging move), Sludge (not the weakest move ever but the main appeal of it is the 30% chance of inflicting Poison) and Smokescreen (accuracy lowering is never fun).

The only difference is that all his Koffing have Self-Destruct, while his Weezing has Explosion, which still serve the exact same role of "i'm taking you down with me".

It's a relatively weak team, if the player has any semblance of a psychic type on their team he's likely not going to be any threat whatsoever, but in a recent playthrough I didn't have anything like that, and while he wasn't difficult even still, it gave me an opportunity to think about it and appreciate the team design
 
There is something so charming about people on Home clearly seeing that Furfrou is "popular" on the GTS, and maybe seeing all the many many rare Pokemon being put up for "Furfrou"

But at no point realizing that Furfrou coats are popular, and that no, nobody is going to trade you a laundry list of rare and legendary Pokemon for your dime a dozen natural coat default Furfrou I'm so sorry.

Like GTS is always full of trades like this, that languish on the vine, but with Furfrou specifically it's clear there's a logic to it. And that elevates it to cute, for me.
 
I actually traded a few trim-less Furfrou when I initially transferred a bunch from Bank and found it pretty easy to get shot of them. In the early days of Gen VIII I think a lot of people putting them up for trades were counting on the ignorance of others - I suspect that people would trade for them under the impression that they could change the coat once they had it (which obviously wasn't possible). And it being Dexited obviously helped as people would want it purely for the dex entry.

Now there's not really an excuse. Atm Roaming Gimmighoul seems to be in high demand as whenever I put one up it never takes that long for the trade to go through. Which is funny to me as I have, like, 40 in my box right now. Like I get that not everyone plays Pokemon Go but it's not exactly in short supply.

On a similar note, though, I received a shiny Furfrou in a trade in Pokemon Go a while back and I am paralysed with indecision over what to do with it. Since it can't be traded again I should obviously transfer it to Home as it's clearly of much more use there, but the agony of choice holds me back. Should I wait until Valentine's Day for the Heart trim? But the Pharoah and La Reine trims are the most exclusive, so maybe I should hold off until/unless I go to Egypt/France...? Argh!
 
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Archeops was brought up in another thread recently and it brought to mind something that struck me a short while ago, but at first while for the longest time I was confused by the disparity between Archeops and Carracosta as Unova's fossil duo in terms of stat build and the former being a high stat mon with a crippling ability while the latter is supposedly ordinary, the more I looked at them the more I realized there's a clear dichotomy between them in terms of how they are built, that they both end up being "do-or-die" Pokemon in opposite manners due to a certain aspect of them, especially when you account for Carracosta having the then-new move Shell Smash, and the idea that Shell Smash was designed with Carracosta in mind. I think it's a rather interesting dichotomy where they are designed on the same principle but in completely opposite ways.

Carracosta has rather average offensive stats of 108 and 83 respectively, and is very slow, but bulky with high physical Defense, and it has defensive abilities in Solid Rock and Sturdy which can either reduce damage from super effective hits or allow it to survive one hit with minimum HP. But take Shell Smash into account and it can reverse its initial stat build: with its initially poor Speed, it's almost certain to move second and take a hit as a result, but its abilities and bulk allow it to endure a hit and then use Shell Smash, which essentially doubles its offensive stats and its Speed, in exchange for lowering its Defense stats, in essence becoming faster and significantly more powerful after having been weakened and then firing powerful attacks from either side and ideally outspeeding its opponent before going down, its weakened Defenses and likely already being low on HP ensuring one more hit will take it down, but it aims to sweep before losing.

Archeops is on the other hand insanely fast and strong from the get go, with 140 and 112 offensive stats and a high 110 Speed, with inherently poor bulk to begin with. But while it can sweep and hit hard from the get go, hitting hard and fast, it has the ability Defeatist, which halves its offensive stats when its HP falls below half. Since Archeops is naturally frail, if it's not OHKOed by a move, it will almost certainly fall into Defeatist range from just one attack, which means it's also a do-or-die, except it's more immediate, and then loses its luster if it takes even one, the opposite of Carracosta in that regard, who needs a turn to get going and will take a hit first before boosting its own power in a pinch, whereas Archeops hits hard from the get go and then in a weakened state hits comparatively less overpoweringly hard.

I think there's a surprisingly interesting design theme going there in both cases, both around a unique do-or-die battle style, but in opposite manners. Carracosta revolves around a then-new mostly unique move to it, starting off with relatively unimpressive firepower but great endurance but boosting its Attack, Special Attack, and Speed in exchange for its defensive prowess, while Archeops possesses a unique ability and starts off with impressive Attack, Special Attack, and Speed, but will lose that if its loses over half of its HP, thus relying on keeping a high HP up.

Two sides of the same coin, if you will. A gimmicky as hell style in both cases but it's a surprisingly funny dichotomy.
 
Archeops was brought up in another thread recently and it brought to mind something that struck me a short while ago, but at first while for the longest time I was confused by the disparity between Archeops and Carracosta as Unova's fossil duo in terms of stat build and the former being a high stat mon with a crippling ability while the latter is supposedly ordinary, the more I looked at them the more I realized there's a clear dichotomy between them in terms of how they are built, that they both end up being "do-or-die" Pokemon in opposite manners due to a certain aspect of them, especially when you account for Carracosta having the then-new move Shell Smash, and the idea that Shell Smash was designed with Carracosta in mind. I think it's a rather interesting dichotomy where they are designed on the same principle but in completely opposite ways.

Carracosta has rather average offensive stats of 108 and 83 respectively, and is very slow, but bulky with high physical Defense, and it has defensive abilities in Solid Rock and Sturdy which can either reduce damage from super effective hits or allow it to survive one hit with minimum HP. But take Shell Smash into account and it can reverse its initial stat build: with its initially poor Speed, it's almost certain to move second and take a hit as a result, but its abilities and bulk allow it to endure a hit and then use Shell Smash, which essentially doubles its offensive stats and its Speed, in exchange for lowering its Defense stats, in essence becoming faster and significantly more powerful after having been weakened and then firing powerful attacks from either side and ideally outspeeding its opponent before going down, its weakened Defenses and likely already being low on HP ensuring one more hit will take it down, but it aims to sweep before losing.

Archeops is on the other hand insanely fast and strong from the get go, with 140 and 112 offensive stats and a high 110 Speed, with inherently poor bulk to begin with. But while it can sweep and hit hard from the get go, hitting hard and fast, it has the ability Defeatist, which halves its offensive stats when its HP falls below half. Since Archeops is naturally frail, if it's not OHKOed by a move, it will almost certainly fall into Defeatist range from just one attack, which means it's also a do-or-die, except it's more immediate, and then loses its luster if it takes even one, the opposite of Carracosta in that regard, who needs a turn to get going and will take a hit first before boosting its own power in a pinch, whereas Archeops hits hard from the get go and then in a weakened state hits comparatively less overpoweringly hard.

I think there's a surprisingly interesting design theme going there in both cases, both around a unique do-or-die battle style, but in opposite manners. Carracosta revolves around a then-new mostly unique move to it, starting off with relatively unimpressive firepower but great endurance but boosting its Attack, Special Attack, and Speed in exchange for its defensive prowess, while Archeops possesses a unique ability and starts off with impressive Attack, Special Attack, and Speed, but will lose that if its loses over half of its HP, thus relying on keeping a high HP up.

Two sides of the same coin, if you will. A gimmicky as hell style in both cases but it's a surprisingly funny dichotomy.

White Herb makes using Shell Smash less do-or-die, though of course it does mean that you only get one chance to boost without penalty. But I like this way of thinking. I always thought of Archeops as the high risk/high return option and Carracosta the "safer" and more standard of the two. But there's definitely a case for both being risky choices, especially given that Carracosta has more common and exploitable weaknesses.
 
Not if sent from Go to Home instead of Bank to Home, and since many trims are only available in very specific parts of the world in GO they are valuable for trading.
Additionally, the entire Fufrou economy will likely crash once it's finally available in a new game; the reason Bank to Home gets rid of the coat is because the moment you put Furfrou into a Box it gets rid of the coat much less before you can put it into Bank. But the fact the coat is retained, and indeed can be asked for, when placed into Home implies that it's not just a Go quirk it's a function of Furfrou from now on. Which would be great because, even without collector brain, it was just stupid how quickly the trim went away like that.

We can see something similar with Hoopa! In Gen 6/7 putting Unbound Hoopa into the Box would immediately transform it into Confined Hoopa so it aws impossible to have an Unbound Hoopa just chilling; but now in Gen 9 if you turn it into Unbound Hoopa it stays that way and can be placed into Home. I also see that Hoopa Unbound is available in Go, so I assume that it might have worked with it as well.
 
In DPPt there is a double battle with a Collector and an Aroma Girl in the restaurant at the Valor Lakefront resort complex.

If you begin the battle by talking to the Aroma Girl she reveals that she has been asked on a date by the (presumably geeky) Collector, who is apparently a frequent customer, and is unsure of whether she wishes to take things further.

She uses a Roselia and he uses a Feebas. Really great and subtle storytelling here that didn't become evident to me until many years later.
 
Additionally, the entire Fufrou economy will likely crash once it's finally available in a new game; the reason Bank to Home gets rid of the coat is because the moment you put Furfrou into a Box it gets rid of the coat much less before you can put it into Bank. But the fact the coat is retained, and indeed can be asked for, when placed into Home implies that it's not just a Go quirk it's a function of Furfrou from now on. Which would be great because, even without collector brain, it was just stupid how quickly the trim went away like that.

We can see something similar with Hoopa! In Gen 6/7 putting Unbound Hoopa into the Box would immediately transform it into Confined Hoopa so it aws impossible to have an Unbound Hoopa just chilling; but now in Gen 9 if you turn it into Unbound Hoopa it stays that way and can be placed into Home. I also see that Hoopa Unbound is available in Go, so I assume that it might have worked with it as well.
To answer about Go, the Hoopas can't change their forms in that game, with Confined being a one-off (as of now) capture while Unbound was a Raid boss.

I imagine a discrepancy between respective "economies" informs how much you're going to see stuff in the GTS like that: Hoopa-Unbound has only appeared a few times, but could be caught dozens of times if you had saved/bought Raid passes to ruin the raids with people, while Furfrou is limited to Research Breakthroughs and VERY rare wild spawns, which not only means getting Furfrou itself is a rare occurrence, but it then requires 25 candy to give it a Trim (which amounts to needing 4 to 7 Furfrous depending on if you get them with Pinap Berries and transfer for more candy per catch).

In short, the only source of Furfrou trims until it makes another appearance with a stylist is as a very rare encounter in Go that also costs resources that take significant time to amass and are limited by real world geography. It makes Vivillion collection at the moment look like a simple affair to me.
 
Hoopa can change its form in Go, but you had to complete a research line within a certain timeframe to unlock a second research line that unlocked the ability.

It's kinda a lot
Well guess I missed that so they're just stuck this way now.
 
To answer about Go, the Hoopas can't change their forms in that game, with Confined being a one-off (as of now) capture while Unbound was a Raid boss.

I imagine a discrepancy between respective "economies" informs how much you're going to see stuff in the GTS like that: Hoopa-Unbound has only appeared a few times, but could be caught dozens of times if you had saved/bought Raid passes to ruin the raids with people, while Furfrou is limited to Research Breakthroughs and VERY rare wild spawns, which not only means getting Furfrou itself is a rare occurrence, but it then requires 25 candy to give it a Trim (which amounts to needing 4 to 7 Furfrous depending on if you get them with Pinap Berries and transfer for more candy per catch).

In short, the only source of Furfrou trims until it makes another appearance with a stylist is as a very rare encounter in Go that also costs resources that take significant time to amass and are limited by real world geography. It makes Vivillion collection at the moment look like a simple affair to me.
OH to be clear I was just comparing Hoopa mechanics, not economies. I don't see a lot of people asking for Mythics (mercifully), probably since they're so much harder to trade on it

And yes getting VIvillons is significantly easier than Furfrou. With Vivillon you can at least get your foot in the door with some Gen 6 Vivillons and Go Postcards, and when Home finally updated it really revitalized the Vivillon trades so you were able to find even the rarer patters much easier and with less "up front" cost.

honestly I'm kind of "going through it" on Home goals right now and even I'm not touching the Furfrous.

Hoopa can change its form in Go, but you had to complete a research line within a certain timeframe to unlock a second research line that unlocked the ability.

It's kinda a lot
I've gathered a lot of Go is based around fomo, but even with that in mind that's kind of ridiculous. I've seen the Research goals for other Pokemon! That's a lot to do for something yo uget only one shot at
 
I've gathered a lot of Go is based around fomo, but even with that in mind that's kind of ridiculous. I've seen the Research goals for other Pokemon! That's a lot to do for something yo uget only one shot at

Tbf that one is kind of an outlier. There are very few other comparable mechanics or features that are completely inaccessible because they were only available for a certain period. Pretty much every other Pokemon capable of changing form in Go (which... I think is just Shaymin and Furfrou at the time of writing?) can change form without any sort of lock of this nature.

And they may make it universally accessible at some point, IIRC Hoopa has only had two outings (the initial season it was here for, and then one round of Elite Raids).

The only thing that really comes to mind as "gone forever" is shiny Mew and Jirachi only being available from quests that were only available for a certain time period. But shiny Mew has always been guarded fiercely so that makes more sense.
 
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Well great now the collector in me won’t be satisfied until I collect all the Furfrou trims for my living dex… stupid GO, first Meltan, then Gimmighoul, now this :(
 
Why is Furfrou coats so arbitrarily hard to obtain now

Because it's a legacy mechanic. It gets more and more painstaking to contrive a way to get all the alternate form mechanics into each new game and sometimes they just don't bother: always bother: like with Sawsbuck, for instance, where the non-Spring forms were completely unobtainable in Gen VI and VII (it was dexited for VIII) unless you transferred them from Gen V. Furfrou, having been absent from gens VIII and IX, has basically just been left to Go to handle, and Go generally makes multiple forms hard to get. Vivillon is another partial example of this. The main series seems to have basically given up on the regional gimmick; that's now Go's thing.
 
Best get into speedrunning the IOA for Kubfus then since those are probably the most readily available asks for the various trims.

Went and checked on GTS shortly after that post - almost every Furfrou was asking for another Furfrou…

Better get buying some plane tickets then.

Nah nothing is worth getting into GO for me.

Because it's a legacy mechanic. It gets more and more painstaking to contrive a way to get all the alternate form mechanics into each new game and sometimes they just don't bother: always bother: like with Sawsbuck, for instance, where the non-Spring forms were completely unobtainable in Gen VI and VII (it was dexited for VIII) unless you transferred them from Gen V. Furfrou, having been absent from gens VIII and IX, has basically just been left to Go to handle, and Go generally makes multiple forms hard to get. Vivillon is another partial example of this. The main series seems to have basically given up on the regional gimmick; that's now Go's thing.

The annoying thing for me personally at least is that originally the forms would change back - and now from GO they don’t. i.e I would’ve easily and gladly been able to do it myself… now because of a silly change they’ve made I have to rely on others :(
 
I'd say that the whole Furfrou and Vivillion thing is basically on same boat as Spinda...

Stuff that felt cool at the moment, and back then noone stopped a moment to think "ok but how are we making this work in the next 5 games".
Granted, at least Spinda was just a completely random waste of time that probably just sounded cool back then...
 
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