Abomasnow (+Icy Rock)
Cetitan (with EQ + Liquidation)
Frosmoth
Houndoom (with Flash Fire ability, Tera Blast, STABs and Nasty Plot).
Yeah, games are easier than that, but there needs to be some sort of a challenge that makes winning harder than just using Flamethrower 4 times.
noI prefer Ultra Necrozma's fight because there's a lot more variety and strategy that can be used to overcome it, as opposed to Volo, who truly forces you to only run specific Pokémon (bulky ones with recovery / ones who are ground or fairy-type) and/or just a lot of recovery items or full on cheese. Having to deal with the equivalent of 8 Pokémon is certainly a lot more restrictive in the long-run. Legends Arceus also does not have much to work with in terms of battling due to its battle mechanics. Ultra Necrozma's fight is unfair but at the same time there's a lot of ways you can think of as far as how you beat it, especially with the move tutors and items accessible by that point. Just being one Pokémon itself makes it possible to overcome it without strategy being thrown out the window. You can cheese it and you can change your Pokémon for strict counters, but you never actually need to. With Volo you do unless you are mad overleveled and it kinda loses its appeal at some point imo.
Nah there are move tutors in Alola that give you great moves and lady that gives you Focus Sash upon defeating her. Not to mention plenty of Pokémon can live a hit from Ultra Necrozma unless the entire team is very underleveled, which can allow you to make the use of various items to benefit off this. A well-built or even just some sort of meme team solves Ultra Necrozma more than it does Volo. For example last time, I got through it with a Pikachu and Pumpkaboo. It's a lot more possible than it looks on paper.no
just no
the counter to volo is a well built team.
there are only a few very specific counters to ultra necrozma. unless you are mad overleveled, you have to cheese it.
But see, doing anything more complicated than attacking and healing is cheese, so it doesn't count. Therefore a lack of options is a good thing. Wouldn't want The Plot to be overshadowed by an (ugh) player's individual quirks, after all.Nah there are move tutors in Alola that give you great moves and lady that gives you Focus Sash upon defeating her. Not to mention plenty of Pokémon can live a hit from Ultra Necrozma unless the entire team is very underleveled, which can allow you to make the use of various items to benefit off this. A well-built or even just some sort of meme team solves Ultra Necrozma more than it does Volo. For example last time, I got through it with a Pikachu and Pumpkaboo. It's a lot more possible than it looks on paper.
Fought them both plenty of times enough to understand the differences.
Additionally in Volo's case, a well-built team means being forced to switch out certain Pokémon if you lack this (bulky Pokémon with recovery in particular or just mons strong against his team like ground and fairy types). Could also cheese it with the free Cresselia you get beforehand, any Hisuian Lilligant, or Weavile.
Again it's 1 omniboosted dragon in a game that provides many tools as opposed to a full team of 6 Pokémon and 2 omniboosted dragons in a game that doesn't provide many tools. This alone makes a world of a difference. Ultra Necrozma is definitely easier to overcome with strategy and/or a higher variety of mons than Volo.
I think this nails something about the Ultra-Necrozma fight for me, actually. Because you do need to "cheese" the fight, sure, but only insofar as you need to go into it with counters and a plan. Zorua+Toxic is cheese, sure. But you can also use Topsy-Turvy Malamar, Haze, any given Steel mon, Light Screen, Status abuse, Affection, or even just a SE STAB Z-move. If you go in planning to just mash A you're screwed, sure, but this isn't DMax. The usual tools the player has access to all still work, it's just a matter of actually using them.But see, doing anything more complicated than attacking and healing is cheese, so it doesn't count. Therefore a lack of options is a good thing. Wouldn't want The Plot to be overshadowed by an (ugh) player's individual quirks, after all.
+1 Lvl 60 0 SpA Necrozma-Ultra Dragon Pulse vs. Lvl 50 0 HP / 0 SpD Malamar: 201-237 (124.8 - 147.2%) -- guaranteed OHKOBut you can also use Topsy-Turvy Malamar
See I would agree, but if the rather embarrasing first encounter with the cover wolf in the mist at the start of SWSH proves anything, is that GF is scared of fights the player has to lose. We are lucky you can even lose to Nemona and continue the story, or that the Houndoom scene with the Raidons happens.Honestly, I actually have an idea to make Ultra Necrozma WAY better. It's cliched, but hear me out. Make it a forced loss battle that you have no chance of winning. Then when it seems like all is lost, all of the main characters gather around the Ultra Wormhole and send some Z Energy through it. Necrozma gets stronger with Z Energy, right? Well how about fighting fire with fire and using that same energy to power up your Pokemon? And with that energy all your Pokemon will gain stat boosts like Necrozma, except they get +2 rather than one (And when I say all your Pokemon, I legit mean ALL. Make it so when you switch them in for the 1st time they're boosted, but they loose it when when you switch them out).
Yeah, we definetly don't agree on what a shonen moment is then (which as you said it's cool). For me, I can't turn my brain off and enjoy these legendaries duking it off and arriving at the last moment to save the day if I have to actually care about strategy. Since I have no connection to any of these legendaries, I want to at least have them feel powerful- with Necrozma you see it overpower Nebby, but without more context from a non-Ultra copy of the games I don't get the feeling it's as mad powerful as it's supposed to be. And since unlike with the Raidon scene in SV I don't have any connection to it, that hardly impresses me before going into the battle. Eternatus at least has a previous battle where you can see it's a powerful mon on its own before Eternamaxing- I don't need more context to buy it's powerful. Similarly, I don't think there is really a difference between giving Etwrnamax its absurd stats and the boosts Ultra Necrozma gets- if anything the later feels more artificial since it's the same that so many other bosses have in the series since Alola (the totems, the titans, Giratina, the wild UBs, you get the idea) while Eternamax is just so stupidly powerful you get to fight it in a max raid battle where *both* of the cover legendaries they have been building up during the game need to fight (and can get comically decimated by the Max Fire attack which is dumb). It makes the moment way more memorable for me than just a supposedly all powerful creature still being defeated by my team alone (same reason why as I mentioned the fused Kyurem was disappointing), even if it's harder to do so. If I late struggle with other opponents, I will just assume they could have done it as well so it isn't that special. However, no matter if I struggle with Leon or not, I know for a fact that neither me not him woyld have been able to stop Eternatus no matter how hard we tried or what strategy we used.When I say a "shonen moment" I mean an event that is mainly there to feel cool, make the audience feel cool, and not much else; often in line with very tropey shonen fiction.
The most lesson you get is maybe "the power of friendship is cool", but ultimately beyond the feelings of hype and amazement, these are vapid experiences. Ultra Necrozma is a fight I've defended this entire time, but as a plotpoint it replaced a storybeat that isn't vapid at all, and that is actually pretty cringe to be honest.
Ultra Necrozma is a "shonen moment" because its entire purpose is just to feel cool. There is nothing else of depth here. There is no lesson, no allegory, no anything; it is a very powerful light dragon God, you have to defeat it in battle to save the world, you do it and that's it the end let's go home. This isn't to say the stories that these events are in can't have actual substance, but that these individual moments don't.
I also love Ultra Large Lightbulb's lore. I think it's really fucking cool.
That is literally the most shonen thing. Most classic vapid shonen is just power scaling = storytelling. What is the story of all of these fights? You beat the giant powerscaled monster threat that's supposed to be able to destroy the world, congratulations, the end. The power of the scene is taken from the power of the monsters as we're shown (by how the characters react to them, descriptions, and gameplay elements), then you defeat them and restore status quo.
My point with Ultra Necrozma was that, for my tastes, I felt like it was way more powerful because I was on the receiving end of that power- for me Eternatus went too far in the end of "We're just gonna give it a bajillion stat points and now you're gonna let the boxart guys do the work", and while I don't think it's a bad scene I feel like it's just okay.
Scarlet/Violet IMO do the more interesting thing of, instead of forcing basically "You can't win" with the sheer stats, just turning off your Pokeballs is honestly a pretty clever solution that only really works in the context of the game where the Legendary is next to you the entire game, and that is nice because well... you know the Pokemon you're working with. I think if Zacian and Zamazenta were more involved in that game's plot I'd like them coming in to fuck up Eternatus more; as is, you kinda just know they exist and then they show up and then they fuck up Eternatus. Gun to my head Right Now and I still do not know what makes them special outside of they were in mythology and have powerful stats.
I know this is a long and seriously written post (I was just taking a break from creative writing right now, then decided to write a reply to this so I'm warmed up), but, just wanna make sure it's clear that I respect your opinion on this because ultimately we're really splitting hairs, and if you don't care for my definition of a "Shonen Momento" it's fine lol.
I can confirm, Cresselia cheese goes thru VoloNah there are move tutors in Alola that give you great moves and lady that gives you Focus Sash upon defeating her. Not to mention plenty of Pokémon can live a hit from Ultra Necrozma unless the entire team is very underleveled, which can allow you to make the use of various items to benefit off this. A well-built or even just some sort of meme team solves Ultra Necrozma more than it does Volo. For example last time, I got through it with a Pikachu and Pumpkaboo. It's a lot more possible than it looks on paper.
Fought them both plenty of times enough to understand the differences.
Additionally in Volo's case, a well-built team means being forced to switch out certain Pokémon if you lack this (bulky Pokémon with recovery in particular or just mons strong against his team like ground and fairy types). Could also cheese it with the free Cresselia you get beforehand, any Hisuian Lilligant, or Weavile.
Again it's 1 omniboosted dragon in a game that provides many tools as opposed to a full team of 6 Pokémon and 2 omniboosted dragons in a game that doesn't provide many tools. This alone makes a world of a difference. Ultra Necrozma is definitely easier to overcome with strategy and/or a higher variety of mons than Volo.
Norman is a neat example of a puzzle boss that I wish would come up in Pokemon more often; he is intimidating at first but becomes very easy once you figure out his vulnerabilities. The main attraction is obviously Slaking and figuring out how to exploit the dead turn, but the "high-damage Linoone that completely lacks coverage and is therefore walled by any ghost or the Aron line" is also a neat addition. This kind of puzzle fight isn't too common these days but it's a cool piece of design that your father is kind of testing your intelligence more than the strength of your Pokemon.norman in emerald is a good example of both because i just played it after years of not playing emerald and the entire gym uses really interesting AI, not to mention i did not remember his vigoroth had faint attack as coverage (my poor solrock) and his slaking had counter (my poor swellow).
then his last mon linoone got a slash crit against my last actual mon and i was reduced to my hm slave.. which happens to be a sableye. the plan was to send it, get the swellow revived and win, but then i decided to test something and stayed. my lv10 sableye defeated his linoone after a billion rock smashes, taking no damage because the linoone's set is belly drum and 3 normal attacks (slash, facade, headbutt).
how did they get this so wrong? just give it any non-normal/fighting move, make it special if working around belly drum was the intention here. using a ghost is an acceptable strategy, just... not a lv10 hm slave one...
common alola wYou see a lot of people talk up how great of an early boss Pokemon Brock's Onix is and now it balances early-game approachability with physical intimidation. That's all true, but I don't think it's the best in the series at this.
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While not occupying the first boss role, Gladion's Type: Null is such a cool encounter for the early stages of the game. Just seeing it immediately gets the player wondering who this mystery boy is and how he got a hold of this bizarre creature, especially if they take note of the Arceus iconography in the design. In terms of actually fighting it I also think it's pretty much balanced perfectly: It's a huge spike in terms of raw stats and Battle Armor shuts out crit-fishing as a way to break past it, but it's also got a pretty limited and basic move selection and its Normal typing makes it a great place to bring out the Fightinium Z you just got from Hala. Good counterplay exists, but none of it completely trivializes Type: Null due to the aforementioned stats and Gladion's other Pokemon helping out. It's strong, but not oppressive.
Shoutout to the USUM version of this fight where he leads with a Zorua disgused as ZubatYou see a lot of people talk up how great of an early boss Pokemon Brock's Onix is and now it balances early-game approachability with physical intimidation. That's all true, but I don't think it's the best in the series at this.
![]()
While not occupying the first boss role, Gladion's Type: Null is such a cool encounter for the early stages of the game. Just seeing it immediately gets the player wondering who this mystery boy is and how he got a hold of this bizarre creature, especially if they take note of the Arceus iconography in the design. In terms of actually fighting it I also think it's pretty much balanced perfectly: It's a huge spike in terms of raw stats and Battle Armor shuts out crit-fishing as a way to break past it, but it's also got a pretty limited and basic move selection and its Normal typing makes it a great place to bring out the Fightinium Z you just got from Hala. Good counterplay exists, but none of it completely trivializes Type: Null due to the aforementioned stats and Gladion's other Pokemon helping out. It's strong, but not oppressive.
You see a lot of people talk up how great of an early boss Pokemon Brock's Onix is
Honestly, I'm not buying it.![]()
While not occupying the first boss role, Gladion's Type: Null is such a cool encounter for the early stages of the game. Just seeing it immediately gets the player wondering who this mystery boy is and how he got a hold of this bizarre creature, especially if they take note of the Arceus iconography in the design. In terms of actually fighting it I also think it's pretty much balanced perfectly: It's a huge spike in terms of raw stats and Battle Armor shuts out crit-fishing as a way to break past it, but it's also got a pretty limited and basic move selection and its Normal typing makes it a great place to bring out the Fightinium Z you just got from Hala. Good counterplay exists, but none of it completely trivializes Type: Null due to the aforementioned stats and Gladion's other Pokemon helping out. It's strong, but not oppressive.
I think this discussion is running into the question of "what is the goal of a boss fight". Onix is scary. Type: Null is scary. Both are difficult early-game if you don't have a counter available, and easy if you do. But neither are hard. I think that's a perfectly reasonable slot to fit into for an early-game fight. Type: Null specifically is there to tell you not to waste your Z-Move early and to make sure your team has good enough stats(it's base 95 across the board, which is sizable for lvl 18). Onix says "you need to have leveled up" in RB and "you need to catch something other than your starter" in Y. Type: Null also has a lot of story associated with it and it's design, so introducing the player to that early is a good thing.I'mma let it slide so I don't crashout.
Honestly, I'm not buying it.
You have the Fighting Z-Crystal at that point, and Brick Break to give it enough juice. How is this thing not getting 2HKO'd at worst by any decent team?
I do appreciate him leading with Zorua using Zubat as a disguise. It made me look like an absolute buffoon when I tried bonking it with Mr. Mime's Confusion.![]()
I see it more as:Onix says "you need to have leveled up"
I see Null as more of a story boss tbh. It doesn't really introduce any new concepts. Not blowing your load on the 1st mon is something people learn against Hala since his team is a lot more troublesome to deal with.I think this discussion is running into the question of "what is the goal of a boss fight". Onix is scary. Type: Null is scary. Both are difficult early-game if you don't have a counter available, and easy if you do. But neither are hard. I think that's a perfectly reasonable slot to fit into for an early-game fight. Type: Null specifically is there to tell you not to waste your Z-Move early and to make sure your team has good enough stats(it's base 95 across the board, which is sizable for lvl 18). Onix says "you need to have leveled up" in RB and "you need to catch something other than your starter" in Y. Type: Null also has a lot of story associated with it and it's design, so introducing the player to that early is a good thing.
To me this argument falters when I keep in mind Pokemon, especially in the West, was Baby's First turn-based JRPG. Because while the games have always aimed broadly, that also includes the Lotta People who didn't really play JRPGs.I see Null as more of a story boss tbh. It doesn't really introduce any new concepts. Not blowing your load on the 1st mon is something people learn against Hala since his team is a lot more troublesome to deal with.
It has somewhat notable stats, but that serves more to set up Gladion as an enforcer than something noticeable on its own.
Brock's Onix is straight-up the worst-designed boss in this franchise. I'd need to double-check the rest to be safe, but my point is simple.
Onix fails as a tutorial since it only induces bad habits in players.
Think about it, in the original Red and Blue, here are the possible scenarios.
- The player picks a starter with a type advantage. They easily power through by either having STAB, or reliable damage and healing through Leech Seed. The player learns nothing and continues to rely on their starter to be overleveled and plow through the game.
- The player picks Charmander. Fishing for burns with Ember is not an option as Brock carries Full Heals. They spam Ember and power through a bad matchup. They learn nothing from it.
- The player tries aiming for the sprinklers with Pikachu. There are none. They lose.
- The player has shitmons like Pidgey, Rattata, or Beedrill. Onix uses Harden. They lose.
- The player gets a Butterfree by copious amounts of grinding with a mon that is borderline unusable. They spam Confusion and win fairly handily. They fail to notice that Butterfree is 4x weak to Rock as Brock has no STAB and that's the opposite of what the game is all about.
Brock fails to teach the players anything meaningful other than Rock resists Normal. He actively discourages players from branching out and building a varied team by stonewalling most options. It's an objective failure from a game design perspective.
Again, though, this is Baby's first JRPG and depending on your starter this is either:Brock fails to teach the players anything meaningful other than Rock resists Normal.
Missing the forest for the trees.To me this argument falters when I keep in mind Pokemon, especially in the West, was Baby's First turn-based JRPG. Because while the games have always aimed broadly, that also includes the Lotta People who didn't really play JRPGs.
STAB? STAB who? I grew up with Gen 5 and it took me a while and NPCs directly telling me that STAB existed for me to get it, I'd have to pay a lot of attention to damage numbers to know that my Water Gun is better than my Scratch especially when either did the job for the entire game so far. I'd literally just pick based on what animation I was less bored with, until type advantages actually started making me think even the slightest bit.
And realistically, only Squirtle/Bulbasaur are equipped to deal with Brock. Great way to throw everyone else under the bus.Again, though, this is Baby's first JRPG and depending on your starter this is either:
Squirtle - Third time possible in the ENTIRE game so far to see not-very-effective or super-effective (#1 being optional Rival fight, #2 being Pikachu in Viridian Forest? I think?)
Bulbasaur - Third time possible for same reasons
Someone's gotta be the first wall to either show the player the mechanics or force them to learn it, and I think Brock does that for everything except Charmander effectively.
That's correct.I feel the first "boss fight" in RGB that actually intends for you to try to build a more varied group of party members is Misty.