Tag: Team Building

Fire Emblem Heroes Version 1.8: Forging with Dragons

Fire Emblem Heroes Version 1.8: Forging with Dragons

Luckily for my sudden onset of insomnia tonight, it seems I have a new distraction to mull over beyond Superstar Saga. And writing overly long diatribes about Superstar Saga that I’m going to have to cut down to a more manageable form for a general newspaper audience.

Seriously, Sarah, if you wind up reading this… I’m sorry that I might wind up being more of a pain than I’m worth for the next couple of days with that review article.

But this isn’t the place for pre-emptive apologies. That can come at the end of this post. As the title suggests, we’ve got some Fire Emblem to discuss.

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This morning, Intelligent Systems has graced the world with an update to Fire Emblem Heroes, bringing us into the 1.8 version of the game. Thankfully, there isn’t a hell of a lot to this big update like there was with the last few, so I hopefully won’t be hating myself when I have to get up later.

The major addition with this update is a little feature we’ve been waiting on for quite some time: Seal Forging.

Now, for those of you who are uninitiated in the unending and relentless cult of Fire Emblem Heroes, Sacred Seals are items you can equip to your units that allow them to utilize a fourth passive skill on top of the “A,” “B” and “C” level skills they can be summoned with or inherit.

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These Sacred Seals can make a number of new possibilities open up for unit building and team composition overall. A few of my personal favorite examples include giving a unit like Reinhardt the “Quickened Pulse” seal that allows his special attack to pop off more often or giving a unit like Eirika a seal like “Fortify Resistance” so she can passively buff an additional stat for her allies at the start of a turn.

We’ve had a number of means of unlocking these Sacred Seals in the past, most notably through special Sacred Seal missions that cycle through on occasion, as rewards for completing Squad Assault challenges and as tier rewards during Tempest Trials:

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“Distant Defense” was a particularly good one out of the Tempest Trials category, as was “Quickened Pulse.”

The issue many players have had with these seals is that most have been stuck at a basic level 1 status, with no sign of additional level 2 or 3 variants being released anytime soon.

Enter: Seal Forging.

Though to allow Seal Forging to enter the conversation, we do have to take a step back. You don’t just get the ability to forge Sacred Seals right away, after all.

Thus, enter a new Intermission mission that players can unlock after they defeat Chapter 13 in the main story of the game.

 

Strangely enough this Intermission is the first of its kind and seems somewhat out of place as a result of being only one mission with no additional associated quests. The developers do make this strange addition make sense in the context of the story’s plot, however.

If you don’t remember what happened last time in the ongoing Fire Emblem Heroes saga, you can see me ramble about it in my post about the Crimean heroes some time back. If that’s a ‘too long, didn’t read’ kind of situation for you, then here’s the basics:

The Order of Heroes’ old ally Zacharias turns out to be their new enemy Prince Bruno, who fights against them because his bloodline makes him have an insatiable bloodlust because of something something evil dragon magic, so on and so forth in that classic Fire Emblem flavor. However, he revealed at that point that he still cares about his friends in the Order, and wants to help them help him so he can be friends with them again.

That’s the brief blurb about it, anyway.

This Intermission kicks off just about directly after that happened, when Anna leads the team to an ancient ruin called the Eternal Sanctum after Zacharias told her they could unlock more of their power there.

 

You go, you conquer, and at the end of the mission the team finds instructions for the Seal Forging ritual, which the team takes back home and unlocks for the player’s future use.

Really it’s as simple as that, even though I made it much more wordy than it had to be.

Once you unlock the option to forge Sacred Seals, you gain two abilities: Creation and Enhancement.

 

These options do exactly what you’d expect just off the names alone.

  • Creation mode: As the name suggests, allows a player to create a brand new Sacred seal that they do not already have. Currently there are only a few options with the “Spur” skills and brand new “Deflect” skills, with the latter being more expensive than the prior to create.
  • Enhancement mode: Again, as the name suggests, allows a player to boost the power of an enumerated Sacred Seal they already own. With this, “Breath of Life 1” can grow to eventually become “Breath of Life 3,” providing all the benefits of a third level skill as an add-on to a hero.

Both of these abilities take Sacred Coins, an item you receive as rewards for getting good rankings in the Arena Assault mode. Before now these items were completely useless and just taking up space, so I’m glad they can now be used for something.

Though, because I never took them seriously, I never actually spent a lot of effort earning them… So looks like I’ll have to take Arena Assault mode a bit more seriously from here on out. They are also adding them as rewards in other places like quests and through Tempest Trials from here on out, so that’s definitely a plus!

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Remember this image, it’s going to be relevant again later in this post.

That’s really about all there is to say about Sacred Seal forging at this point. All and all I’d say it’s a quite welcomed addition as a means of making units more powerful for both casual and Arena play. Plus, it fills in some knowledge gaps as far as letting us know what certain things do that previously had no purpose, so it’s satisfying in that regard.

Yet, I wouldn’t argue I’m personally blown away by this part of the update. It’s definitely nice, but I’m not enough of an Arena junkie to feel like I’ll get an exorbitant amount of use out of the system outside of an underlying drive to collect everything.

I can probably blame Pokémon for that one now that I’m thinking about it… But that’s another story.


Seal forging isn’t the only thing that was added in Version 1.8. It was certainly the biggest thing that was added, but there are a number of more minor aesthetic and mechanical adjustments that are actually wonderful additions in terms of making the entire user experience with Fire Emblem Heroes more smooth.

There are three other changes that the game felt were important enough to spell out in more detail as a part of this update, so I figure I’ll break them down the same way.

Changing Teams

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Now this is a change I can get behind. When playing Fire Emblem Heroes, I’m a huge culprit of the ‘look at a mission, then change teams up to fit said mission’ phenomenon. If that is, in fact, a phenomenon most players encounter.

Either way, the inconvenience of this issue is now a thing of the past. Instead of having to jump through seemingly 20 different pages to go from the entrance of a mission to the team editing screen, you can now go to team editing right away thanks to an extra button just at the bottom of the confirmation screen.

As you’ll see again with the other two things here, this change is all about convenience for the player, as just the fact that it was added at all leads me to believe other players had just as much to groan about as I did in regards to how long it took to get to the editing teams menu.

So good on you for listening to that bellyaching and turning it into constructive criticism, Intelligent Systems. I certainly know I appreciate the change.

Quick Questing

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See, I told you this particular image would be relevant again.

Much like going to the team editing screen from a battle confirmation screen was a pain, so was going from a battle confirmation screen to the menu showing off whatever quests and missions you had available. If you were trying to accomplish a mission with a certain goal on a certain level, flipping through those screens was almost a necessity.

Luckily, thanks to Version 1.8’s push for convenience, that problem is also a thing of the past.

Now when you’re looking at missions you can go directly to wherever that mission is relevant for. Need to beat the Training Tower’s Tenth Stratum another six times? Well, here’s a button to go straight there. Plus, it works in reverse, which means you can go from the battle confirmation screen to the quests and missions tab and vice versa. Way cool.

However, I think my favorite part of this change is that it also added these:

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Markers showing off which options include mission-specific things you can complete is honestly incredible. It again removes the need to flip between two pages to pick up on the information you need, but in a much more streamlined way.

I would probably argue this addition is my favorite part of this entire update, just because it’s exactly the sort of thing I’ve been internally asking for since the day the game came out.

Easy Auto-Battle

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The option is actually here in the bottom right-hand corner (^^^), in case you missed it.

With this one, what you see is what you get. Now there’s a more convenient button available (if you turn it on in your settings menu) to turn auto-battling on and off. During a game mode where you have to fight multiple teams in succession, this also keeps it on across multiple battles.

Simple convenience is the name of the game here, folks. Not too much to say, but the effort to improve the user experience is cool to see seeping through every inch of this game as time goes on.

Beyond those three, a number of other things were done that I figure are best left up to the concise words bestowed by in-game text:

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  • I haven’t played a lot with character supports beyond doing it for some stat buffs between my calvary units as a test run, but I guess it’s nice to see a more concise list of the benefits it provides right from the Support Rank icon. Don’t have much to say beyond that, however.
  • Voting Gauntlets don’t happen that often, and an aesthetic change as small as darkening out the members of a team you have selected other than the one that will appear in the Gauntlet is definitely more of an unnoticeable change unless you’ve been playing this game as long as I have. While I did notice this before even reading it in the change log, I’ll say pretty bluntly that it doesn’t change my life much at all.
  • Seeing every item you collect when using the “Accept All” option is a change that is arguably negligible enough to not have to be there at all, but I will admit there is something nice about getting a complete breakdown of what you’ll be earning should you be accepting items strewn across multiple mission and quest lines.
  • Gotta love bug fixes.

While that’s everything new with Version 1.8, I also figured it would be worth bringing up the new Voting Gauntlet that started today, if for no other reason than to look back at this when it’s over and lament whatever choices I’ve made in the here and now.

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The theme for this gauntlet is “The Blood of Dragons,” which pits Manakete against Manakete in a battle of the ancient bloodlines.

Not much has changed with this version in regards to the Voting Gauntlet system, other than the fact that supposedly adjustments were made in determining which army is stronger or weaker (which I really hope isn’t an actual fix considering what a meme it has become amongst my friends to send pictures of billion or trillion point differences in scores that read in-game as being the “same” as one another).

Though mechanically things are the same, there are some different rewards this time around for putting in the time to play:

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Take three – Possibly my most prominently used photo in any post ever just from this one alone.

Like I mentioned before in the Sacred Seals forging portion, now Sacred Coins have been added as rewards for completing Gauntlet-related quests. Between those and orbs, there are a growing number of incentives to participate as time goes on.

Personally, I’ll be participating on the side of young Tiki. She was one of my first five star units ever summoned, so there’s sentimental value there, and I also happen to adore her unrequited love for Marth in the canon of the games in which she appears.

I’m a sucker for that sort of thing, okay? Sue me.

If Tiki fails I’ll probably jump on the Nowi train since I get the feeling she has a strong chance of winning… But that’s a bridge we’ll have to cross when we get there. For now, I’ll just keep focused on supporting my girl as far as she’ll go.


Well, that about does it for another unnecessarily huge Fire Emblem Heroes post.

Seriously this was another relatively small update that I managed to turn into a 2,200 word post. How I do that is beyond me, but I sure hope that it clears out whatever issues I have backed up in my psyche in one way or another.

If you stuck with me so far, then thank you. As a reward, I’ll treat you with this: My favorite picture out of Mario & Luigi Superstar Saga so far.

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Nothing like a good old game of Donkey Kong to really bring the world together.

It’s either this one or blowing up the fat skeleton in the shipwrecked S.S. Chuckola, but that also requires some extra explanation to truly appreciate the fatso jokes, so… Yeah. For another time.

Like I mentioned at the beginning of this post, I’m actually working on an article for the Daily Titan reviewing the Superstar Saga remake, so expect to see that by the end of the week. In fact, I have far more to say about the game than I’ll ever be allowed to publish, even if it’s probably going online-only, so expect to see an unabridged version of that review here on the blog not too long after.

Until then, let me know what you think of Sacred Seal forging and the other small changes from this update in the comments below!

If nothing else, I know messing with some of this stuff is going to be a wonderful distraction from having to study for my statistics exam this week. Seriously not looking forward to that.

Preparing for battle – The 2017 International Challenge for February

I put a lot of pomp and circumstance around my entry (or lack thereof) in the Pokémon Sun and Moon Alola Friendly battle competition when it came around last month.  With Pokémon standing in pretty consistently as my favorite video game series, competitive team building and battling has been one of the things that has helped elongate my interest and playtime since I began to do it in Omega Ruby and Alpha Sapphire.

Of course, I’d been planning on trying out a team in the Alola Friendly competition, but I missed the registration window.

Luckily, the 2017 International Challenge for February has a prize worthy enough to encourage me to remember to register on time this time.  For participating, players get access to the Mega Stones for Mawile and Beedrill, which up until now have been unavailable in Generation 7.

Mega Mawile happens to be my favorite Mega Evolved Pokémon, so I jumped on the opportunity to get those stones right away:

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See?  Totally signed up this time.

Given that the 2017 International Challenge for February is a doubles battle competition, I decided to breed a whole new team just for the occasion.  I do have a wonderful combination sitting in my box with Wishiwashi and a Speed Swap using Ribombee, but I didn’t have a lot else to work alongside them.

Therefore I built a squad around a doubles combination I wanted to try, and I’m actually pretty proud of how it turned out.  Again, it might not be smart to give my strategy away ahead of time… But I also just love to gush about these things.  So here goes anyway!


Big Chungus

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My Elective is actually the first Pokémon I have competitively built that I didn’t personally name.  I was a little stuck on just what to call him and let my friend Juan name him instead.  Thus, Big Chungus was born.

It’s grown on me, admittedly.

This Pokémon was the reason I initially wanted to build this specific doubles team in the first place.  I had the idea of running a Motor Drive Pokémon holding a Cell Battery so I could get both an attack and a speed boost at the same time.  Combined with a Discharge user, I figured he could become a real beast in the field.

But of course I never decided to look up this strategy online ahead of time.  If I did, I would’ve found out that Motor Drive absorbs the Electric-type attacks before they can do things like activate items.  So that strategy kind of flew out the window.

While this development was disappointing, it didn’t lessen my zeal to build a powerful Big Chungus to sweep away the competition.  He still gets a speed boost from Discharge and now has the chance to hold a berry so he can heal some health when knocked down a few pegs.  By using a consumable item like this, I still have the opportunity to play with Thief and steal the items of opponents once it’s gone – the plan I had going for Cell Battery use as well.

Thunder Punch serves as Electivire’s primary STAB attack while Ice Punch gives him an opportunity to take down pesky Ground-types that gets sent out (a particularly useful strategy against Pokémon like Garchomp).  Finally, Cross Chop gives him more of a super effective damage spread against Normal-types, Ice-types, Rock-types and Steel-types.

The crux of Big Chungus’ skills only really become fully apparent when combined with his partner, so I should probably introduce him too.  Thus, without further adieu:


Schnoz 

This protruding proboscis Pokémon, aptly deemed Schnoz, is my team’s Discharge dealing defensive wall and the proud partner of Big Chungus whenever I get the chance to use them.  While this is mainly because of discharge, other factors help contribute to that as well.

Firstly, Schnoz has Magnet Pull as his ability.  As a result, no Steel-types can switch out when he’s on the field.  This doesn’t mean a lot for Probopass himself, but it does mean that Electivire can spam some Cross Chops while they’re out together.  Other team members benefit from this magnetic pull as well, like a certain other monkey I’ve trained, but he really is meant to work with Big Chungus.

Wide Guard is another example as to why they’re meant to work together.  Even though the Air Balloon Schnoz holds allows him to dodge Ground-type attacks until hit, Wide Guard lets him block Earthquakes for both himself and his partner.

Let me tell you, it’s incredibly satisfying to block an Earthquake from a Garchomp that’s killed by Ice Punch that same turn.

Flash Cannon and Stealth Rocks finish off Schnoz’s moveset, giving him a pretty powerful STAB attack and another utility option to damage opponents as they switch into battle.

Like some of the other Pokémon I’m using on this team I’ve built, I never expected I would ever use a Probopass in my life.  In fact, I was pretty opposed to his overall design not too long ago.  Now that I know what he can do, particularly in conjunction with my big, strong electrical ape, I’ve come to like the mustachioed magnetic rock.

Or at least, I like seeing the two of them in battle together.  If it wasn’t weird to say it out loud, I might even say that the two are the flagship couple on my squad.

But it is pretty weird to say, so let’s move on shall we?


Capuchin 

This semester I’m taking a course on primate behavior at Cal State Fullerton.  It’s easily my favorite class that I’m taking right now and I could probably argue that it’s one of the most fun courses I’ve taken in college in general.  Something about the subject matter and the professor just really click together for me.

One thing I’ve learned through the class so far is that the Capuchin monkey has to be my favorite primate ever.  Not only are they cute, but their tool usage is pretty incredible to watch, and I still haven’t gotten tired of it.

Seriously, check it out:

That’s some really cool stuff.

Anyway, the reason I’ve gone on this little tangent about primates is because it happens to coincide perfectly with this particular team member, a Passimian simply dubbed Capuchin.

Not only is there an intrinsic pun just in using a monkey name with ‘cap’ in it for a monkey wearing a shell like a hat, my Passimian likes to use stone tools as well.  His Hard Stone both improves his Rock Slide attack that hits both sides of the field and makes Fling a powerful 100 base power Dark-type move.

The Receiver ability works real well in a doubles battle setting as well, allowing Capuchin to steal his partner’s ability when they faint.  He could wind up able to absorb all Water or Electric-type attacks, he could gain an immunity to priority attacks, he could trap a Steel-type opponent against a Pokémon that’s super effective against them and more.

Really it’s just about a win-win no matter what he gets since a jolly speed-oriented heavy attacker is the monster in question.  I really do love having this team member around, and I’m looking forward to seeing him take some lives during the competition.


Tharja 

Tharja the Mandibuzz is essentially my main defensive wall.  While Schnoz fits that role pretty well too, Mandibuzz intrinsically has an immunity to Ground-type moves that balances the two weaknesses I have.

My strategy for using her is pretty simple honestly.  Knock Off and Brave Bird are strong STAB attacks with the prior also allowing me to nullify most of my opponent’s items.  Toxic is there so I can make use of the hefty bulk behind this bird in situations where those two attacks just won’t cut it.

Now Roost is where things get interesting.  With her hidden ability, Tharja gains two speed boosts at the cost of one defense stat debuff whenever she gets hit by a physical attack.  This boost compensates for her middle-tier base speed stat and helps her outspeed most opponents.

Once she’s that much faster, Z-Move Roost recovers her health AND replenishes her stat debuffs, making it so she has all the speed with none of the fallen defense.  It feels fantastic to pull it off on an opponent, especially if a Brave Bird or two can sweep up the rest of their side.  Plus, Z-Move Brave Bird can really pack a punch when I need to use it instead.

Before Tharja came along I never really imagined I’d ever use a Mandibuzz, but now I really dig what she can do.

Oh, and I figure I should add that she’s named after the Plegian mage from Fire Emblem Awakening because she has that darkness-and-death vibe going on.  Also because Fire Emblem Heroes has gotten me way back in the mood for any and all things Fire Emblem.

Seriously that game is like my current addiction.


Peach

Named after arguably the most famous princess in all of video game history, my Tsareena is here to kick ass and take names.

Literally.

Because kicking is her thing.

It’s a joke, see?

Anyway, moving on.  Tsareena actually wasn’t meant to be on this team I’ve built.  Originally I intended to run a Hyper Voice Sylveon thanks to the accessibility of the move via Poké Bank, but with this competition being limited to the Alola Pokédex I wasn’t sure whether I would be allowed to use a Pokémon with the pentagon icon indicating origins in Generation 6.

So, in came Tsareena as a replacement.  Not only is she strong against Ground-types (which I apparently felt was something I needed to correct against), she has quite a few weaknesses to make use of a Weakness Policy alongside her immunity to priority attacks and her diverse move pool.

Plus Trop Kick is just great.  I had quite a few experiences while practicing where I would lower the attack stat of a Pokémon using a super effective move and get a sweet stat boost as a result.  Pretty solid strategy also courtesy of my friend Juan.

Tsareena’s moves round out with Acupressure, which is more of a gimmick I was looking to try out in the moment.  Rapid Spin may have been smarter, but I like the idea of being able to strengthen my other Pokémon during a calm moment.  Hopefully the random nature of Acupressure doesn’t wind up screwing me over.


Nessie 

Like Tharja and Peach before her, my Lapras (named after the infamous Loch Ness monster) has a rather simple role on this team.  She’s the strong special attack wall to balance out the more physically oriented group around her.  With 237 HP and a 161 special defense stat (boosted to about 240 or so thanks to her Assault Vest), it’s pretty hard to take her down.

She even lived against a Thunder in the rain from a Tapu Koko during one of the practice battles I did.  It’s nuts.

Past her amazing walling status, Nessie also has a pretty wide typing coverage.  Hydro Pump is STAB and hits Fire, Ground and Rock-types.  Freeze Dry is also STAB and hits Flying, Grass, Dragon, Ground and specifically Water-types.  Dragon Pulse hits Dragon-types and isn’t resisted by much.  Finally, Psychic hits Fighting and Poison-types.

I’d considered running Perish Song as a way to take down Pokémon that are trapped by either Magnet Pull or a Mean Look from Schnoz, but I preferred having the walling capabilities that only an Assault Vest can bring.

I also decided to run Nessie with Water Absorb rather than Shell Armor so that I can switch her in whenever I’m expecting a Water-type attack to come my way, even if I’m stuck with taking potential critical hits as a result.

Though she has no particular gimmick, Nessie really rounds out my team well.  Her strength and attacks are solid all around and make her a good Pokémon to bring out for a wide variety of situations.

I’ve always loved Lapras, and I’m glad to finally get the chance to help her shine.


Tonight is the last night to register for the 2017 International Challenge for February, and battles will go underway throughout the weekend.  I’ll be keeping a log of how I do and there will probably be an update on that coming by Monday or so… Assuming the world doesn’t fall apart in the newsroom again like it did this last week.

While I’m really looking forward to putting this team to work, I’m also always looking for more ideas to build in the future.  If you have any comments about my team and how it shapes up or if you have any teams in mind you want to see built, I’d love to hear any and all of it!

Good ideas are never a bad thing to stockpile, I’d say.

My (currently planned) Pokémon Sun and Moon team

My (currently planned) Pokémon Sun and Moon team

A game series like Pokémon, in which there are over 700 individual characters to choose from when pulling a team together, really lends itself to choosing favorites.  Everyone who has ever played a Pokémon game undoubtedly has a favorite monster, be it for their competitive viability, the strength of the character building and lore around them or simply the nostalgia factor.

Personally, my absolute favorite Pokémon of all time is the Hoenn native Psychic-type Gardevoir for a combination of all three. A powerful and feared hyper voice using Mega Evolution with a newly adopted Fairy-typing, a wonderful design alongside descriptors about emotional closeness with the its trainer and a consistent reminder of my childhood days visiting my Grandparent’s house in Florida, playing Pokémon Sapphire and catching a Ralts on Route 102 that would stick with me for the entire journey.  I always taught my Gardevoir the move Shock Wave in those days.  Not entirely sure why, but I did.

While I don’t know exactly how many Pokémon will be added to the National Pokédex in Generation 7 (As I’m still avoiding the data mining spoilers), I’m going to assume that the total number of  monsters will probably top 800 by the time we’ve counted through all of them, from Rowlet to the mysterious Crystalline Prism creature we were shown not too long ago and beyond.  That adds a lot of new favorite Pokémon for both series veterans and newcomers to choose from.

In that same vein, I’ve seen many people putting together videos and lists of what Pokémon they’ll be using during their initial journey through the Alola Region.  I did the same kind of forward thinking when X and Y were on the horizon, and I’ve honestly been doing the same thing while Pokémon have been unveiled over the last couple of months, so I figure why not talk about them here?

I actually do team building quite often, both for casual gameplay runs and for competitive team planning, something I started to do a lot more in Alpha Sapphire.  Typically, I try to follow some personal rules when doing so for either kind of play:

  1. All members of the team will typically be entirely different typings, no overlap whatsoever is preferred for the sake of variety and diversification of moves/abilities.
    1. On occasion, teams may deviate from this rule if the typing diversity in a region isn’t phenomenal when using dual-typings or if there are some Pokémon I can’t avoid using that happen to be the same type.
    2. Usually the exceptions to this rule will only apply once.  Mono-type teams tend to be avoided at all costs unless the team is being built specifically for a competition with that rule in place.
  2. The make-up of my teams tend to vary based on region.  So, more often than not a play through of Black and White will have a Unova team consisting entirely of Generation 5 Pokémon, a play through of Ruby, Sapphire, Emerald or the remakes will have a Hoenn team consisting entirely of Generation 3 Pokémon and so on.
    1. Rare exceptions do exist for this rule as well, such as in X and Y where I considered Mega Evolutions to be Generation 6 Pokémon.  Thus, Mawile was on my initial team despite originating from Hoenn.
  3. Movesets, abilities and items used on each team member are usually decided on with single battles in mind, both for casual play and competitive building.  There are a few Pokémon I’ve built competitively that specifically exist to team up with another, however.
  4. While Pokémon can usually be either male or female (besides those with no gender or only one gender option), I tend to specifically pick a gender for a Pokémon that feels right to me and stick with it.  Thus, some I might refer to as he or she depending on how I personally picture that monster.
  5. No legendaries.  As much as I love legendary Pokémon in their own rights, I’m not a fan of mixing them into my team compositions.  Never really have been, it always seemed kind of cheap to me.  Sorry Lunala.

These rules are more my own attempts to make my life harder on myself, honestly.  Just choosing any Pokémon willy-nilly would be too easy, so it’s more fun to set up rules for myself as a way of encouraging more critical thought as far as building things ahead of time goes.

With that said, and without further adieu, I introduce the six Pokémon that will be accompanying me during my first adventure in Pokémon Moon.  Under this read more, naturally.  Could be some spoiler-y stuff for people avoiding any and all information, and  this post is already taking up a lot of space.

Continue reading “My (currently planned) Pokémon Sun and Moon team”