I so wanted to actually battle her. As in she would have attacks and HP and the like.
I wonder, could you technically catch her in a Pokeball? I know the game won't let you but in the Pokemon universe I wonder if it's possible?
Of course not. Humans have thoughts and feelings, and can suffer pain. Capturing humans would be akin to slavery! That's just totally wrong!
Now get back out there, and ensla-- I mean "capture" some more pokemon because they are so cute and lovable and have thoughts and feelings that are forced into being love for you by the technology of pokeballs.
I so wanted to actually battle her. As in she would have attacks and HP and the like.
ya i thought the same. sun/moon had done so much different anyway, it would have made sense. plus i think she only has 5 pokemon so i thought that maybe that was eluding to the fact that she is the 6th member
A pokémon superboss with a massive HP pool and every 6 turns it heals itself a little and raises all its stats sharply, with no cap.
Every two rounds it changes color between the three main of the spectrum, red, blue and green, with each color corresponding to a possible type it now has. For example, if the boss glows red, it could be a fighting, rock or ground type, among others. If it glows green, it could be bug, grass or ghost, among others.
The boss is impossible to capture and the boss cannot call for help or use items of any kind. You can still do everything you normally do, you revive-spamming cheater.
Whenever the boss changes color, it also changes its movepool to reflect its new typing, so it's always changing its attacks. If it changes type to a move that has an attack like First Impression or Fake Out, the move cannot be used since it's the kind of move that only works on the first round.
ya i thought the same. sun/moon had done so much different anyway, it would have made sense. plus i think she only has 5 pokemon so i thought that maybe that was eluding to the fact that she is the 6th member
The regular trainers only have 1 or 2, which seems even lower than I remember in the older games, and even rivals and captains and kahunas (gym leaders) only have 3, so 5 is kind of a lot, relatively speaking.
It's like they heard complaints about how you need to keep HM slaves that are a sandbag in a slot in your pokebelt, so they made the Ride Pager and then also cut the number of pokemon you'll ever face at a time way down. It's so much that if you try to actually hunt for rare pokemon at all without changing your team up, you'll wind up massively overleveled. (I had to throw the starters I traded for in the PC because they kept going over the level limit and wouldn't follow orders anymore if I actually put them in the fight.) I basically beat the entire game using nothing but a single Snorlax just because it had both Hold Back and Happy Hour. After getting it about 10-20 levels above the competition, Chomp would OHKO anything that was invulnerable to Body Slam, and everything bounced off its beefy tankiness. Half the time, my Snorlax even went first, which just shouldn't ever happen.
Goldva said:
A pokémon superboss with a massive HP pool and every 6 turns it heals itself a little and raises all its stats sharply, with no cap.
Every two rounds it changes color between the three main of the spectrum, red, blue and green, with each color corresponding to a possible type it now has. For example, if the boss glows red, it could be a fighting, rock or ground type, among others. If it glows green, it could be bug, grass or ghost, among others.
The boss is impossible to capture and the boss cannot call for help or use items of any kind. You can still do everything you normally do, you revive-spamming cheater.
Whenever the boss changes color, it also changes its movepool to reflect its new typing, so it's always changing its attacks. If it changes type to a move that has an attack like First Impression or Fake Out, the move cannot be used since it's the kind of move that only works on the first round.
...Dreaming is fun.
You mean almost like a regular RPG, instead of one where every unit is basically just like yours, except without all your perfect IVs, EVs, min/maxed Natures, or strategically designed moveset that incorporates TMs and using an AI that will gleefully throw the same "not very effective" move at you twice in a row?
I'd almost wonder if there's some sort of line in the contract they have to sign that makes it so anything you fight HAS to be some inferior version of what you can ultimately capture, so that multiplayer is the only challenge outside of maybe getting really (un)lucky with SOS chain battles. (Although totem pokemon are a step in the direction of a proper boss fight, I suppose.)
Beyond that, though, having a monster that raises its stats would necessitate some sort of move that nullifies stat boosts. Uncapped stat boosts would probably be illegal, since that would lead to an invincible boss just a few dozen turns in, and that would basically be a "you must be at least this level to win" bar more than one of strategy. (Keep in mind the 6-stage cap already QUADRUPLES stats, and they scale up in effect as they go.) If you wanted to seriously pursue that, it would be more than a little odd, since it would almost mandate a player raise at least one pokemon solely and specifically for this one fight, as you don't really need to worry about stat boosts in the rest of single player (Why bother with stat changes when you can one hit kill everything with HP damage?), and it would be a strategy that wouldn't apply to multiplayer.
Of course, that's presuming it's going to get some sort of HP buff so that I'm not going to just throw Inciniroar out in the lead, check its vulnerability, then U-Turn and swap in whichever starter can insta-kill her. (Or, again, screw the type bonuses, and just use an overleveled normal-type move that OHKOs with brute force.) Without which, everything else you just said is moot.
I'd almost wonder if there's some sort of line in the contract they have to sign that makes it so anything you fight HAS to be some inferior version of what you can ultimately capture, so that multiplayer is the only challenge outside of maybe getting really (un)lucky with SOS chain battles. (Although totem pokemon are a step in the direction of a proper boss fight, I suppose.)
They want to make it so that anything you're having trouble with is something that you could in the future have yourself, so that a difficult challenge in the game becomes "ooh I can't wait to try this myself", instead of "ffs this boss sucks". And then they tone it down so that players aren't forced to spend hours EV training the strongest pokemon available and looking up guides to perfect their team in order to stand a chance. But the consequence of that is that if you do EV train and super-optimize, you steamroll.
They want to make it so that anything you're having trouble with is something that you could in the future have yourself, so that a difficult challenge in the game becomes "ooh I can't wait to try this myself", instead of "ffs this boss sucks". And then they tone it down so that players aren't forced to spend hours EV training the strongest pokemon available and looking up guides to perfect their team in order to stand a chance. But the consequence of that is that if you do EV train and super-optimize, you steamroll.
Yeah, I didn't quite say it outright, but what I meant was...
Either they make a boss that is a total roadblock to anyone that didn't read a guide, that requires hours of training pokemon you won't use for any other purpose but this one fight, and enrage a lot of players (many of which will be kids due to the nature of the game), or you make it a special boss fight with a ton of new rules that don't get used anywhere else that most people won't even notice happened... so why bother?
The single player can basically be seen as just the grinding grounds for the multiplayer, anyway, so if there were going to be some special rules bosses being thrown out, it would make more sense to throw in a doubles or even triples match boss fight. (Much like SOS chains, but where you actually get a second pokemon, yourself.) At least, then, you'd have some justification in those rules being applicable to other parts of the game.
Well, challenge superbosses normally aren't the kind of enemy you fight normally, you'd have to trigger a condition to allow yourself to battle them at all. So if you don't want to have fun with a difficult fight, you can always never actually activate it at all.
Another option for a boss like this, is to ignore its stat-raising shenanigans completely. A boss with a unique typing that's not weak or strong to anything but still has a big HP pool and very high stats would still work, and its color-changing mechanic would have you change your team around and not simply have one pokemon with a recovering ability tank the superboss forever.
Well, challenge superbosses normally aren't the kind of enemy you fight normally, you'd have to trigger a condition to allow yourself to battle them at all. So if you don't want to have fun with a difficult fight, you can always never actually activate it at all.
Another option for a boss like this, is to ignore its stat-raising shenanigans completely. A boss with a unique typing that's not weak or strong to anything but still has a big HP pool and very high stats would still work, and its color-changing mechanic would have you change your team around and not simply have one pokemon with a recovering ability tank the superboss forever.
Well, what I mean, for example, is that the Chief Faba battle is a double battle where the Aether employee has a pokemon that just supports Faba's pokemon with things like light screen and reflect.
You could set up a doubles boss battle where Nihilego has other supporting pokemon.
To keep things climactic, you could even make it so that the Nihilegos are somehow undefeatable without defeating the other pokemon, first. While this could be done with a cheesy "HAHA, it doesn't take damage" barrier until the other pokemon go down, you could also just make it constantly steal HP from its cohorts even if damaged down to 0 hp. (Although with quad ground vulnerability and half the physical defense of a pokemon of this class, that might make this battle a total joke if you just toss a Garchomp at it. You could make it somewhat balanced, however, by making the partner pokemon lose only 1/4 of its max HP every revive of Nihilego, then give that partner pokemon a stat drain to everything to make them more vulnerable across the board.) That way, the "evil parasite pokemon" is continuously demonstrating its parasitism of the other pokemon nearby...