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Post by Flip on Jun 1, 2009 12:42:06 GMT -5
Gonna roll with Cyndaquil XD he was my favorite of the 2Gen starters. That's a shame, you missed out on a fantastic console, right there. And I thought I was the only member @boss I don't understand why Empoleon is feeble, Empoleon is a tank isn't it. Empoleon resists 12 of the 17 types in the game. It's only weaknesses are Ground, Fighting, and Electric. Empoleon IS a beast. The damn thing can learn Aqua Ring too. It's really not hard if you've got a strong enough special sweeper with any of those three types (they're all pretty common), but Empoleons WILL throw a penguin-shaped wrench into your team if you aren't prepared.
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Post by Deleted on Jun 2, 2009 16:56:30 GMT -5
Empoleon is one of those tricky defensive types, though. It learns nothing in the way of effective attack moves with the exception of things like Surf. Honstly, I'd rather use Sableye, which has average stats and no weaknesses XD
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Post by Yamato.EXE V2 on Jun 3, 2009 7:06:45 GMT -5
Empoleon is one of those tricky defensive types, though. It learns nothing in the way of effective attack moves with the exception of things like Surf. Honstly, I'd rather use Sableye, which has average stats and no weaknesses XD I know, I'm always interested in tanks, Pocket Monsters isn't about overpowering rivals with fancy attacks that is one of the major rules.
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Post by Fryguy64 on Jun 3, 2009 7:41:05 GMT -5
I'm sure Empoleon is great. In the meta-game. But I've never owned an Empoleon in my copy of DP.
The damn Piplup/Prinplup died so often during the actual game, stubbornly refusing to learn any decent moves, that I shoved it in a box and used one of the million-kajillion other water types instead.
Water types always end up being HM-Bitches in the post-GSC games anyway. I mean seriously... how many water-based HMs do we need?! If I was going to make my starter an HM-Bitch, it had damn well better be strong enough to survive a Golbat...
There's always been a massive difference between comparing stats and movesets and actually playing the game. Piplup and Prinplup are balls, and if you raise an Empoleon, you have the patience of a saint.
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Post by Hiker of Games on Jun 3, 2009 10:07:48 GMT -5
I raised an Empoleon and it never seemed to be a bad Pokemon for me.
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Post by Johans Nidorino on Jun 3, 2009 11:56:49 GMT -5
I didn't teach any HM moves to an Empoleon ever; that's been the job of very noble Bibarel. I admit the penguins' level-up moves suck, but hey, Empoleon's typing is really good.
Feraligatr, though... that's going to be an ideal user of Waterfall.
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Post by TV Eye on Jun 3, 2009 12:22:17 GMT -5
I didn't teach any HM moves to an Empoleon ever; that's been the job of very noble Bibarel. I admit the penguins' level-up moves suck, but hey, Empoleon's typing is really good. You keep a Bibarel on your team? You are more man than I.
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Post by Deleted on Jun 4, 2009 9:13:09 GMT -5
Empoleon is one of those tricky defensive types, though. It learns nothing in the way of effective attack moves with the exception of things like Surf. Honstly, I'd rather use Sableye, which has average stats and no weaknesses XD I know, I'm always interested in tanks, Pocket Monsters isn't about overpowering rivals with fancy attacks that is one of the major rules. See, I do the "overpowering other trainers" bit and that works out for me really well. I get my ass handed to me in competitive play - but I never really play competitive because I don't like the style you're forced to play it with. Not to mention you will, more often than not, play a game of type-matching musical chairs...somebody busts out a Venusaur to my Starmie, I switch out to Magmortar and they swap to a Seaking...so on, so forth. And don't even get me started on assholes who take dragon types into competitive play. XD Water types always end up being HM-Bitches in the post-GSC games anyway. I mean seriously... how many water-based HMs do we need?! At any given time, I need three HM Bitches (named as such) to lug around the HMs that are no good by the time your team hits the late thirties; one to learn Cut and Flash, one for Waterfall, Dive, and Whirlpool, and one for Strength, Rock Smash and Rock Climb. Now I need a fourth for Defog, which I refuse to teach to anyone on my team! There's no reason an undeletable stat-changing move should only decrease a stat by one level. (Waterfall isn't that bad of an attack, really, but I try to avoid putting two moves of the same type on a Pokemon.) Which is why I stand by my previous point in that an HM's attack power should be based on the user's level, rather than a set value (because Rock Smash seriously cheeses me off). Actually, I have a better idea: abolish the concept of HMs (keeping the moves available as TMs to anyone who actually wants to use them). When you earn a gym badge, you unlock an unwritten ability that allows some Pokemon to cut down small trees, or push big boulders, etc. etc. Now, only certain Pokemon can inheiret some of these techniques (a Charizard won't be able to surf on the water, but it could clear out a foggy area, move boulders, break rocks, and so on), but you wouldn't have to substitute away one of their moves to teach it, and you won't have to swap out a member of your team for an HM Bitch so frequently. Best idea ever.
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Post by Johans Nidorino on Jun 4, 2009 11:45:50 GMT -5
That's a good idea for the HM issue. Field moves that don't require Pokémon to consume one of their 4 move slots but are still restricted by your progress in the game. Successive switch-outs in battles isn't that frequent... And it's not like it's infinite or anything We should battle sometime.
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Post by Yamato.EXE V2 on Jun 4, 2009 19:18:32 GMT -5
Tei the SpiffyThat was a personal opinion, I dignify your style though. I think before I attack and so on. But you seem like a diligent trainer.
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Post by Arcadenik on Jun 4, 2009 22:28:53 GMT -5
Abolish the HMs and turn them into TMs? I don't think that's a good idea... TMs are for one-time only. Unless you want to buy Cut and Surf at a store over and over, how about just let the HMs be easily forgotten like any other moves, only you can teach them HMs again if you need to?
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Post by Hiker of Games on Jun 4, 2009 22:38:09 GMT -5
It's not like HMs are a big deal, since you can just use a move rememberer when a certain HM move falls out of practical use.
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Post by Arcadenik on Jun 4, 2009 22:46:27 GMT -5
I think that HMs should be used for exploration and getting around the overworld more than just for one or two areas.
Surf to get through the river/sea routes. Cut to get through forest and tall grass routes, not just off-the-road paths for items. Rock Smash and Strength to go through mountain routes, not just to break rocks to get Pokemon and to move rocks to get items. Etc.
I'm currently playing Emerald and one of my favorite parts of playing it is traveling/exploring the overworld.
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Post by Johans Nidorino on Jun 4, 2009 22:58:23 GMT -5
The most annoying part about HM moves is that you can't overwrite them when your Pokémon is about to learn something new. Turning them into TMs is a bad idea, but making them independent from the 4-move slot system as Tei showed is not that bad an idea.
Arcadenik, did you already get Rock Smash in Emerald? It became an HM precisely because it lets you clear paths now. One obscure use of Cut is that it lets you cut nearby patches of grass, allowing you to walk without encountering wild Pokémon.
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Post by Arcadenik on Jun 4, 2009 23:09:16 GMT -5
Oh yes. I taught my Gyarados Rock Smash. I thought I'd just teach it a bunch of HMs and teach Linoone Cut when I need it for that rainy route with the tall grass.
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