Factoring that in, my ideal target is Wooloo. But, consider that most Pokemon don't actually have that many damaging egg moves, and a problem quickly emerges – BA Pokemon are pretty unlikely to even be able to damage Pokemon for me. Pokemon on the overworld have a small chance of having this aura around them, which guarantees them at least 2 max IVs and a random egg move. While a daycare isn't available yet, the “Brilliant Aura” mechanic still lets me obtain egg moves now. The first battle with Hop is standard since I can't get any egg moves yet. Thankfully I can check this before the cutscenes afterwards by going to the nickname screen, so it doesn't take too long. Since Ditto is not obtainable for a long time, I need to make sure my Grookey is female. Grookey, while being arguably worse at endgame, blooms much earlier with Leech Seed, a set-up move in Growth, and an okay damaging move in Strength, all obtainable roughly around the first gym. While Scorbunny's fast, strong High Jump Kick and Super Fang are very nice, they're obtained late (or rather, the parents learn these moves at high levels only). Sobble is clearly pretty awful, so the choice is between Grookey and Scorbunny. At least as far as the main story goes, I've hard far more fun treating Dynamax as an AI-only mechanic to give them a much-needed edge. This is an extremely powerful mechanic that the player takes far more advantage of than the AI (mainly since they use it at fixed points only), so it's an unfair advantage for me. Not that anyone would be able to verify this anyways since I'm not recording normal fights, but still, full disclosure. I will point out that I don't really care about this restriction for normal trainers, mainly for dumb scenarios where a trainer only has 1 Pokemon and I have a bad lead for it. Since there's very little downside to having a large team with Exp Share (and my team will fill up quick), I thought this would be a good, immersive restriction to keep things more interesting. This means that I only use up to as many Pokemon as my opponent uses. So to remove the fine polish of generational updates, I'm sticking with only the new Pokemon. While this doesn't mean Pokemon have completely functional movesets from their egg moves, it does, as a whole, make Pokemon much more functional than I'd like for this kind of run. While it's still largely true that egg moves are flavor supplements, GameFreak also often uses them to add useful moves to Pokemon when doing generational updates. This one might seem a little strange, so let me explain. I am free to have whatever else in my party gaining exp. In battle, I can only attack with egg moves. So since this is finally a viable run concept, it's time to play Pokemon Sword with only egg moves! This means that egg moves are actually feasible to obtain during the main story. For those unaware, if you have two Pokemon of the same species (gender does not matter) in the daycare, they will pass any egg moves they have to each other provided there are empty moveslots. One change that has comparatively gone under the radar, though, is the ability to pass egg moves in the daycare. They brought a litany of quality of life improvements with them, like ease of access to name-changing and move modification, as well as portable boxes. All in all, it added up to a very tedious run.Įnter Sword and Shield. Furthermore, prior to Gen 6, egg moves are littered with compatibility issues since only the father could pass them. And if I wanted to get more egg moves on a Pokemon, I would need to hatch a new egg and then raise that up yet again from minimum level. Eggs hatch at Level 5 or 1 depending on the game, so Pokemon would have to be trained up from minimum Level. That is, until I thought about how insanely awful it would actually be in practice. Since they tend to be weird amalgamations of moves, I've always thought it would be a fun challenge concept to limit Pokemon to only their egg moves. For the most part, they exist to expand a Pokemon's flavor without bloating their Level-Up movepool. Egg moves have been a long-standing mechanic of Pokemon, being introduced in Gen 2.
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