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Showing content with the highest reputation on 07/30/25 in all areas

  1. Is the keep inventory pass out? In playing in expert and i like it being difficult but losing half my items is really a pain, i wouldnt mind losing revive seeds as its part of the game but losing other items makes you want to restart from a save point
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  2. Again, it will not update the 3DS region on trade within Generation 7. The value is set when it is imported via Transporter. Therefore, it is subject to the region lock restrictions of the console. PKHeX will indicate accordingly.
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  3. Aah, that makes sense; especially with Finneon being a very effective nuke with that set up. And, I actually like having a high PP range two move on a partner, as they're almost always behind you. If you didn't want to run Heat Wave, you could use the Start button to switch into manual mode. That would let you retreat into the hallway to swap with your partner then clear them out. Or if you could learn volt switch/U-turn on arcanine- those let you attack and swap while your partner can still attack. Oh, also, I think you get access to Volt tackle or something; the electric version of flare blitz. It could be worth while to wait for that one, as your ability gets rid of the downside. I couldn't take it on mine, as I like to do solo runs, and I had to drop it for Giga Impact. Nothing like a giant rock dog shouting "I AM THE BULLET!" before launching itself 10 spaces at you. ;3
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  4. Quick bug report: Palkia's ORB was smacked out of their "hands", and while the abilities reverted correctly, the sprite did not. Not a huge deal, just a lil bug. As for you, friendo, there are a few things I can suggest. I'll start with those life seeds, because there's info that'll help with your other questions. So! On the difficulty you're on, there should be a stat cap. I think. I know the expert and higher difficulties do, but I'm not in town atm, so I can't check. Anyways, the stat cap is raised after dialga and again after a certain mission in post game. If you are on one that has stat caps, I'd be careful using them. If you don't feel bad about it, I'd save before eating them, figure out what the cap is by eating a bunch, then reload and don't go over that HP cap. Save the rest of them for after the cap is raised. For your moveset and Ginseng usage... I'll state my suggestion, and then explain why, so if 'ya don't want to read it, 'ya don't have to. I'd try and get a heat wave TM, and Ginseng that. If not that, Flamethrower. Why? First off, Ginseng only boosts the one particular instance of a move. What that means is that if you learn ember, ginseng it, then replace it with flamethrower, all the ginseng you used on Ember is lost. Even if you relearn Ember, it won't have any Ginseng applied to it. So, you are rewarded for Ginseng-ing moves that will be in your endgame moveset. I don't know if H Growlithe has Rock Head, but I can confirm that both the regular and shiny H Arcanine have this ability, which means that the two moves you listed are probably going to be in your endgame moveset. If you have them, use it on them, full stop. That said, at level 45 you might not have access, so I'd say Heat Wave or Flamethrower. I'm personally of the opinion that having at least one Room Clearing move is a necessity for end game, as monster houses or large rooms become severe problems if you can only attack one pokemon, while 5 enemies get to use Water pulse on you. On to Ginseng mechanics. If you'll note, I did suggest two moves that have rather low PP. The reason for that is two-fold: you can easily farm Max elixirs in the beach cave, I think, and the more Ginseng you pour into a move, the more PP it gets. In addition to many IQ groups getting Multitalent, which just gives all your moves PP. That doesn't mean Hyper Beam will get 40PP or something, as, to my knowledge, and as stated in the first post, each move is balanced to itself. This means very powerful moves that start at 9PP, for example, can usually only get to around 18PP. Meanwhile, my Scizor has Metal Claw with 53PP. Now, because the moves have been balanced, this means that the ginseng damage boost is not the same across the board. That Scizor I have will deal less damage with Metal Claw (base 4* damage), than with Steel Wing (base 8* damage), even with both of them having maxed the ginsengs I can use on them. You mentioned multi-hit moves, right? Well, each hit is improved, but it is not to the same extent that hydro-pump is improved. It's increased by a smaller amount, to make sense for a multi-hit move. Now, here's where I tell you why you might not want to fully ginseng Ember, even though it might have an insane amount of PP. It comes back to those stat caps. When you're pushing up against those caps, moves with greater damage become far more useful. If you and the Bastiodon have the same stats across the board, it could take 4 or 5 Embers to KO it. Meanwhile Fire Blast can KO it in 1 or 2 uses. That might seem fine, but that's the difference between taking one Earthquake or four. Ouch. This means that anything that can push your damage or defense over the stat cap becomes very valuable towards the end of each story arc, and in the end game. Croagunk Swap items, Stat Bands, Stat Moves, and more powerful moves are all ways to deal with this problem. I actually carry some stat boosting bands to swap between for Monster Houses. It makes a significant difference, easily going from ~200 to ~300 damage, which is enough to turn a two use Earth Power into a single use room clear; depending on the pokemon.
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