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Unread 06-01-2010, 02:43 AM   #1
Astral Harmony
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Default Pokemon Umbral Discussion 25: Pokegeddon Returns



And no, their return in the RP is not a good thing for you. Take them seriously when they show up. They're make Phantomere look like a punk.

Anyways, I'll get to the actual post now.

EDIT 1: Sorry about the hurried post. Damn homework. Also, here's something for Matthias...

Matthias' Castform SyncTech has an effect of creating permanent weather, weather that no other effect can change unless he wishes it to. It loses its ability to stay permanent if changed, but hopefully that will strengthen that SyncTech some.

Last edited by Astral Harmony; 06-01-2010 at 04:45 AM.
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Unread 06-01-2010, 06:32 AM   #2
Dracorion
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Yeah, Pokegeddon doesn't stand a chance.

And Jesus Christ AB, why'd you make Muon talk like that? That's just racist, man.

Got one suggestion: Mollesk's Rock Slide on Pegidash and Altarisect. Moon's pokemon can help out with Pegidash, or we can use Harliette's Mineral Shot. After we down Pegidash, get some Sunny Day all up in their business.

Have Harliette send out Illumise and Wormadam, go nuts on Gardenoir. 4x damage, for the win! Throw in Matthias to seal the deal.

Altarisect takes 4x damage from Ice, so we can use Ice Beam or Focused Blizzard on it. Wilhelmina's Piercing Shot would do 2x damage.

Pierce's Nagarai and Renny's Magnezone can concentrate on Seacalibur, but Aria's Drizzle could be troublesome. Harliette's Charge Shot works too.

Fire attacks on Frossqueen. Pierce's Hellfire if he can build up the RP would be great if it targets Regina, Frossqueen and Altarisect. Also, Wilhelmina's Nether Shot.

And Pierce can do Dragon damage to Altarisect or Ghost damage to Frossqueen with his Trainer Attack.

And I haven't even considered Rachel or the Enforcers!

Would Pierce's flinching Signature Sequence with Chizuru work on Pokegeddon?
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Last edited by Dracorion; 06-01-2010 at 07:38 AM.
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Unread 06-01-2010, 08:28 AM   #3
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If I had exel on this PC, I'd make a graph of how AWESOME this RP just got. Or I'd try. But I'd fail. Because the magnitude of awesome cannot possibly be calculated by a computer with less than several terabytes of ram.
THAT AWESOME.

Anyway, let's do dis!

Our enemies have 100/100 rage.
We have two scenarios here:
Either, they have standard signature techniques. If so, then it's likely that they'll probably open up with at least a few of said signature techniques.

Or, they're like pokebrids, and they have to paradigm shift to use their uber-techniques. In which case, I'm guessing they'd save their pokeshift, and their techniques, for later in the battle.

I find scenario 1 more likely, which is why I think we should definitely begin defensively. That'll protect us from the first wave of enemy attacks, and it'll give us some time to gather more info. Information is really improtant right now.

And in regards to Drac's question, using the flinch technique would actually have been my plan. Defensive moves. I like your breakdown of their strengths and weaknesses, but, see, last time we split up our damage, and brought a few enemies critically close to death, they pulled full restores out of their ass and healed themselves right back up. And those were just mooks. I'm guessing our foes over here have full restores as well, at the very least. And I don't want them to heal, this time. Don't want it at all.
Hell, they probably even have max revives! Dammit.

Anyway, like I said, caution. We weather their first attacks, find out more, test their defenses. When we know more about them, we open concentrated fire on priority targets, their glass cannons, their supporters. I tried to set our troops up so we had a lot of different types, and that hepled. Anyway, their high-priority targets're gone, we just take them down at our pace. As long as we don't lose anyone important, we'll control the battle.

Sooo... defensive techniques. I have a feeling AB won't let us just flinch them all death (it'd just be too easy otherwise), so any other suggestions for defensive moves? Renny's Co-op remains an option, that might be useful. Protects all-round, we'd definitely be safe, but expensive.

Worst-case scenario, we just send out our enforcers to take the first few hits. Hell, what're they there for, if not cannon fodder?
Though mine has an instant-kill technique. Hmm-hmm.

And I made two major mistakes last battle:
1: Didn't focus fire when I should have
2: Misallocated rage. Moon's power amplifier? Helped us, but was not necessary. Also, Impact's sweep wasn't necessary either.
Ah well. We live and learn.

Oh, and one final thing... Drac already started with the type breakdown. Lemme just continue that:
Gardenoir: Psychic/Dark
Pegidash: Fire/Air
Seacalibur: Water/?
Lopunnish: Normal/Steel
Altarisect: Dragon/Insect
Frosqueen: Ice/?
They all have dual weaknesses, so we should be able to kill them with moderate ease. Depending on what we find out, we should hit Gardenoir first. Losing their leader? Must be bad for morale. And on that note, let's try to keep Impact alive. For the good of the team.
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Unread 06-01-2010, 08:37 AM   #4
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Sure, let's try to keep Impact alive. But hey, Tyranitar is pretty happy with his new hammer. Pierce can't be held responsible if Tyranitar goes axe crazy and some teammates, or just one, lose their heads.

According to AB's post, Frossqueen should be Ice/Ghost. Seacalibur should be Water/Steel, supported by the fact that it named itself after Excalibur. Lopunnish according to AB's post should be Normal/Fighting, but it might be Normal/Steel. Either way, we should get it with Fighting moves.

If Pierce's flinching SigSeq won't work on them, I don't think inta-kill would work either.

Also, what I was suggesting was more like who we should hit with what, rather than what we should actually do this turn. Yeah, let's concentrate on a few targets first. Gardenoir and Pegidash are my suggestions.
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Unread 06-01-2010, 08:45 AM   #5
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Oh, right. I totally missed it where AB mentioned there types. Unless he edited that in after I read it. Nevermind.

I'm guessing the techs won't be utterly ineffective, just less so. Like, 50% chance to flinch, and just major damage, instead of insta-kill.

Hey, AB: Tyranitar's item, the hammer: It stops sandstorm from hitting teammates. Does it also just obscure visibility on our side? Like, will the enemies find it harder to shoot at us, while we can easily shoot at them?

And, y'know, what are these things? Pokebrid/Slayer? Pokemon/Slayer?

Last edited by Geminex; 06-01-2010 at 08:52 AM.
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Unread 06-01-2010, 08:50 AM   #6
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I think they're rogue Pokemon/Slayers. They're Pokesapiens, not Pokebrids, after all.

Their movesets might also be limited, but I'm not sure. The fact that most of them need weapons might suggest as much, but with all the DNA tampering they've done on themselves they might have overcome silly little things like movesets.
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Last edited by Dracorion; 06-01-2010 at 08:55 AM.
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Unread 06-01-2010, 08:52 AM   #7
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I'm under the impression that this fight will take longer than normal...

I'm probably going to have Mollesk use Cosmic Power for about 2 turns, to really send his defence and special defense to outer space. Once that's dealt with, Mollesk can use Power Trick to have like 900+ Attack. Rock Slide will do MASSIVE damage to two targets, or a Testament Drive will CRUSH whomever it hits.

If I can get more rage, I can give almost the entire party a Rocket Booster. (Scratch that. I can give everyone a rocket Booster if I had 90 RP. Although if I skip a few people, it'll be a 10 RP cheaper for each person skipped.)

AB: How much rage did our group get from the finishing fight of that last combat? I'm under the impression we should have gotten some when we gave them the smack down! I think I got 15 rage myself due to hitting 3 targets.

As for my second pokemon, I'll probably use Swampert.

I propose we take out the Rapidash first as our target. Once she's out of the picture, we'll be safe to send out Steel types without having to worry about fire types that much. And every one of us trainers (except for Charlotte at the moment) has a steel type.

Last edited by Menarker; 06-01-2010 at 08:58 AM.
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Unread 06-01-2010, 08:56 AM   #8
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Quote:
Originally Posted by Menarker View Post
I'm under the impression that this fight will take longer than normal...
Yeah, you'd think so. But I think he also intended the Lexhur fight to take longer, and look how that turned out.

Thinking outside the box is nice and all, but we need to know what these baddies are capable of first.
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Unread 06-01-2010, 08:58 AM   #9
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If anything, I'd want it to obscure only our side (so we get the evasion bonus), but damage only theirs.
BECAUSE THAT'S PERFECTLY LOGICAL SHUT UP THAT'S TOTALLY HOW PHYSICS WORK

And I don't think they "need" weapons, I think they "want to kick more ass by using" weapons.

And I think they are beyond movesets, I could imagine them just having the same move selection that a level-1 pokebrid does, with some custom moves thrown in. But they'd be able to choose from a whole moveset, is what I mean.

I wonder who created them?

Oh god, I just realized. I'm coming face-to-face with my greatest weakness.
The I-might-need-it-later syndrome. It's the reason I went through the original half-life using only a pistol. It's why I never use rare candies.
I'm really, really apt, given a one-time resource, to utterly refuse to use said resource, because I desparately try to find ways to overcome challenges without using said resources. In this case, rage. I'll try to fight it, but I'm thinking that I could give Renny control over our support classes, and Pierce control over our rage usage.

Edit:
And Menarker... I really wouldn't encourage usage of Mollesk too much, yet. These are very quick, brutal battles. 2 Cosmic power, + trick room will take three turns. Until then we've already won or lost.

Oh, and AB:
I sense a disturbance in the balance.
Cause, see, Slayers have 1 slot, for themselves. Trainers have 2 slots. For two pokemon.
That alone means that trainers get twice the rage, since they get to attack twice as often as Slayers, and're more likely to get attacked. Not to mention that when they use a technique that'd otherwise take an attack, they only have to give up one pokemon's attack, and can still the other. Is it going to be standard for trainers to have two slots? Cause, if so, can we somehow find a way to give Slayers better rage generation? Just... balance things out a bit?

Last edited by Geminex; 06-01-2010 at 09:04 AM.
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Unread 06-01-2010, 08:59 AM   #10
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You shouldn't give me control over our Rage usage. I can't be bothered to keep track of it all.

I'd fuck that shit up bad.

Quote:
Originally Posted by Geminex
I wonder who created them?
I wanted Pierce to be confident in the team's ability to kick their asses, but I think I'll have him play nice long enough to ask this question.
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