22 Temmuz 2017 Cumartesi

How to improve: 128, Tauros

1.Stats: Should Tauros get a stat boost, Evolution, Mega Evolution or nothing?

Tauros is probably the poster child of power creep. Originally one of he strongest Pokémon in the game, it became significantly less useful in later games, and became an earlier mid-game Pokémon, and eventually a late-early game Pokémon in Sun and Moon.

With this in mind, Tauros is theoretically capable of all three options:

A Mega Evolution would require a good Ability and possibly a type change to work, but it can work.

An Evolution would have to be in the league of Electivire and Rhyperior, slower but more offensive.

A stat boost can easily work, as Tauros' stats are fairly mediocre by today's standards, though still decent. It can only have +50 more stats for both an evolution and a stat boost however, and a Mega would probably work best after a stat boost to future proof the bull.

2.Should Tauros get more abilities?

Tauros has a full three Ability set, and they are all pretty decent. But since we are talking about other possibilities, Reckless, Rock Head and Rivalry sound all good.

3. Should Tauros get more moves?

Yes, though largely for its in-game movepool which is pretty dry outside of Payback and Zen Headbutt.

Ignoring that, Poison Jab, Swords Dance from TM, Aqua Tail from Move Tutors, and a wide variety of Normal and Dark moves such as Headbutt, Double-Edge, Body Slam, Beat Up, Assurance, Trump Card, Tri Attack and other moves like Fissure, Magnitude, Head Smash, Megahorn, Revenge, Rock Blast, Drill Peck and Jump Kick can be granted.

Other moves like Flame Charge, Avalanche, Bulk Up and Superpower would be good as well.

4.What additional typing Tauros can have?

Ground and Rock are the most obvious ones, but Steel and Electric can also work. Dark, Fighting and Psychic would be lesser options as well.

How to improve: 208, Girafarig

1.Stats: Should Girafarig get a stat boost, Evolution, Mega Evolution or nothing?

Girafarig is a pretty terrible Pokémon. As one of the rejected designs for Gen I that made into Gen II, it didn't have much chance to be great, but in the first generation it was introduced, it was a mid-game Normal-type that served as a gimmick mon. In the third generation, it was a Safari Zone species, and in DPPt, it returned as a mid-game Pokémon that was more early mid-game. That was sadly its height, as it returned as a post-game species in B2W2, and as a late mid-game species in ORAS.

Girafarig stats are comparable to a powerful middle evolution, and it is weaker than its de-facto counterpart, Stantler, which has 10 more BST. 10 more BST is good enough for it to be not cripplingly terrible, but it is obviously not enough.

What Girafarig truly needs is either a +50 BST upgrade, or an evolution with +80 BST. A Mega cannot work without an exclusive broken ability, and a small update cannot work, though it is still necessary to match to Stantler.

2.Should Girafarig get more abilities?

Girafarig has a full set of abilities, but its first two abilities are terrible, and its HA is focused on its weaker Attack.

Thematically, better abilities it can get would be Shadow Tag, Strong Jaw, Trace, Magic Bounce, Magic Guard Psychic Surge and Speed Boost, but other abilities like Keen Eye, Illuminate, Frisk, Forewarn, Magician, Synchronize, and Intimidate.

3. Should Girafarig get more moves?

Yes. Most obviously Girafarig needs something to use for its large Physical movepool like Swords Dance. Outside of that, Elemental Fangs, Poison Fang, Tri Attack, Aqua Tail, Elemental Beams and their upgrades, Wild Charge, Dark Pulse, Flash Cannon, Power Gem, Jump Kick and Hex would be all fitting moves.

Slack Off and Megahorn would be fun as well, so would Iron Head and Head Smash. And of course Boomburst for the lulz.

4.What additional typing Girafarig can have?
Dark is the most obvious one, but outside of that Electric also fitting. Grass and Ghost can also work as well.

Analysis of Types: Chapter 8: Bug-type: Part 3: In-Universe Symbolism and Mythology

So, what is Bug-type's role, really?

The Legendaries and Their Role:

Carboniferous Period:


Genesect is a cybernetic insect that serves as Team Plasma's Mewtwo. Its cybernetic design seems to inspired by the cybernetic enemies of Mother 3. It can turn itself into a disc, and was contemporary with Kabutops, which it shares design characteristics with.

However, Genesect's period of life more accurately refers to carboniferous period(358.9–298.9 million years ago), a period of the earth were arthropods reigned supreme as megafauna. Insects themselves have evolved 400 million years ago from crustaceans. 

Sci-Fi Tropes:

Buzzwole & Pheromosa:

Buzzwole & Pheromosa seem to be references to The Fly and Metamorphosis respectively, and their designs are supposed to be inverse of their animal designs(strong fly, clean cockroach).

The Trainers and Their Roles:


"The Walking Bug Pokémon Encyclopedia", he is a Bug-type expert who in original GSC found Fury Cutter move. He is based on a bug catcher kid with camper aesthetic, and he represents boys declining interest in weird animals as they grow up.


Aaron is basically anti-Bugsy. He looks like some weird Japanese pop artist and constantly talks about beauty of Bug-types. Much like Bugsy, he started as a Bug Catcher who became a Gym Leader, but got bored and became an Elite Four member.


"Premier Insect Artist" he is fascinated by the efficient anatomy of Bug-types. He was originally from Nacrene City and a pal of Lenora before he made it big in Castelia.


"The camerawoman who never lets a single smile escape her focus." she is the earliest of Bug-type trainers. She represents the theme of "different perspectives" of XY.


It's ya boy.

Guzma's association with Bug-type is more symbolic than anything else, especially since he doesn't use Bug-types in Battle Tree exclusively or even primarily(he has more Dark-types than Bug-types in Battle Tree). Apparently, Guzma was a promising, but rather weak trainer who couldn't reach to his goal of becoming a Trial Captain, implied to be under Hala's leadership. Because of this, and due to his abusive father, he escaped his home to find a similarly abandoned kahuna, whose identity is unknown. When that ex-kahuna was punished by guardian deities, he had to reform Skull in his own image. Because Lusamine was the only adult who recognized his talents, he became loyal to her.

His association with Bug-types represents his desire to be intimidating and strong, while being unable to do so. His association with his signature Pokémon, Golisopod, refers to how he always runs away from trainer after being defeated, but tries to keep face by simply walking away, as a tactical "emergency exit".

The Overview:

The few Bug-type legendaries are not really deities, just overpowered members of the type, enhanced due to sci-fi nonsense.

For Bug-type trainers, we have some variance. There are artists, generic trainers, regular Bug Catchers etc. However the overall encompassing thing about Bug-type trainers seem to be the same as Ice and Normal-type trainers, they have a desire to train further. But unlike other types, Bug-type trainers seem to be locked in whatever they are doing now and cannot really go further even if they want to. Bugsy cannot comprehend other types, and doesn't want to because it would mean he would grow out of them. Aaron cannot become the Champion or a higher leveled Elite Four because he sucks. Burgh doesn't really get the anatomy of other types. Viola is stuck with her role as the first Gym Leader and cannot really defeat her opponents because it would mean she wouldn't capture their smiles. Guzma tries his hardest but cannot grow with his type, so he changes up in Battle Tree.

All of these showcase Bug-type's inherent lack of power to accomplish its goals. Nonetheless, its abundance means it can see variety of forms.

Analysis of Types: Chapter 8: Bug-type: Part 2: The Design Philosophies and Archetypes

So, what are Bug-types, really?

The Purpose of the Bug Type:

As said before, Bug-type was created as a classification type for arthropod-based species in Pokémon. These species were supposed to be some of the earliest Pokémon you could encounter and evolve, and eventually dispose of. Bug-type, like Grass-type, was designed to be gotten rid of later. To make it not too unbalanced for the type however the type was granted to major capabilities. One was defensive, it was granted resistance to two of the most common and powerful offensive types, Fighting and Ground. However, these were also granted for Flying-type and Grass and Psychic generally got around Fighting and Ground respectively through other means. This role was later disposed of by Dark and Fairy-types, who dealt with Psychic and Fighting-types.

Though Bug-type tried to get out of its classification status and become a more common type it was largely hit and miss. First major attempt was at Generation II, where an arachnid became a Bug-type. Second was in Generation III, where Signal Beam was designed to have a more digital look, and this idea was later alluded to in Pattern Bush in Sevii Islands, a location which was based off an integrated circuit board. Another major attempt was at Gen V, where a snail, Shelmet, and a crustacean, Dwebble were both in Bug-type. These are too few to make anything out of it, though.

The Aesthetic Archetypes of Bug Types:

Almost all Bug-types are arthropods. Species that are arthropod-based but not insects are allowed to be in the type. Bug-type comes in primarily Green, Blue and Red colors, with some being Yellow. Aesthetically, they can be divided into following groups:


Species that have a full three stage lifecycle, Cocoons are species that start off at a grub form, then pupate into a cocoon and finally evolve. Most of them are butterfly and moth based and thus get Quiver Dance, but this is not an absolute.


Species that are generally two staged, they start off at a baby stage and then evolve into a dog-sized spider. They get access to Spider Web and Sticky Web.

Two-stage Butterflies/Moths:

Unlike their cocoon counterparts, these are species that a grub that might be unrelated to the final evolution. They don't pupate but evolve something close to a moth or butterfly.


Physically offensive species with affinity towards Fighting-type moves, they are generally one staged though one of them is two staged.

Note: Grubbin is technically a beetle, but it belongs to the Cocoon archetype.

The In-game Archetypes of Bug Types:

Early Bug-type: The primary Bug-type archetype. They are generally cocoons. They can be either in 395-415 range or 485-500 BST range.

Secondary early Bug-type: Generally stronger than the conventional early Bug-type, these are more gimmicky species that are bit harder to obtain. They are in 450-470 range and they tend to be two staged.

Mid-game Bug-type: Later game Bug-types, these are much stronger Bug-types in around 500 range. They are supposed to be replacements to your early Bugs, but sometimes the two species can be unrelated, giving them reason to coexist.

Late-game Bug-type: A fairly rare variant of mid-game Bug, these are Bug-types you encounter during the last legs of your adventure. They are quite powerful, but they tend to have a crippling weakness.

The Stat Archetypes for Bug Types:

Quiver Dance: Species that excel in Special offense, defense and speed, these species exist primarily for Quiver Dance, even if they don't get the move. They are generally terrible or mediocre.

Fast Offense: Species with good offense and Speed, and some okayish defense, they are about dishing as much as damage as quickly as possible. They are generally not powerful enough to be considered true sweepers.

Brick Wall: Defensive species with utility moves, they generally serve for set up and using moves like Counter and Mirror Coat. They generally have low health and no recovery.

Bulky Offense: Conventional bulky offense. Bug-types are generally weak in the opposite direction of their offensive capabilities.

Annoyer: Fast species with status spam, or some other support means, they generally use their speed to cripple the opponent.

21 Temmuz 2017 Cuma

Analysis of Types: Chapter 8: Bug-type: Part 1: The Retrospective

So, what is the Bug-type?

All self-respecting RPGs have some sort of Insect enemy. From stuff like the Assassin Bug from Dungeons and Dragons to Hornets, Black Widows and Bte Bugs of Final Fantasy to Vermin race of Shin Megami Tensei, all good ol' role playing games give you some Bugs to punch out. Bugs in Pokémon are only slightly different. This is due to Pokémon's mechanics origins. You see, when Mr. Tajiri was a young boy, he was fascinated with bug catching. In Japan, you of course don't just catch bugs, you also fight them with each other. And they can fit into your pocket. Gee, no wonder this franchise is the way it is.

Anyways, Bug-type doesn't still differ much from insectoid enemies you face in other RPGs. They still have the same association with Poison and Flying, they are still weak to most elemental magic and non-conventional physical attacks, and they still largely experience fodder for your adventure. While Pokémon successfully turned Bug-type into its own element largely by syncretizing with the Three Worms of Taoism and expanding its "vermin" status, thus inspired others to do to so, Bug-type is still pretty much the worst type in the game.

The History of the Bug-type:

In the original games Bug-type was designed to be pathetic. Bug-type had only one useful move, Twineedle, which was exclusive to Beedrill. The rest were Leech Life, String Shot, and Pin Missile, all terrible moves improved in the last two generations. The species with the exception of Butterfree didn't have much other types to abuse either, owing to archaisms of the original game. While the species did their role as early route fodder admirably, this caused an issue for Safari Zone bugs. Nonetheless, in this generation, Bug-type got most of its basics, and a fairly rare type combination at the time, Bug/Grass.

Bug-type was important however for two reasons, one was the odd relationship it had with Poison, where both types were super-effective against each other, which was reversed in later generations. Another was that Bug-type was the only type that could damage Psychic-type. Why that is remains a mystery as it is hypothesized that Ghost was supposed to be super-effective against Psychic, but instead Psychic was immune to Ghost-types(which were only one family and had terrible moves to work with, in addition to the Physical-Special not happening yet.) However since all Bug-types were weak to Psychic-types in some manner or other, this didn't come to effect, and Psychic-type remained supreme, while Bug remained a gimmick.

The next generation was not exactly kinder to Bug-type. While there were some powerful Bug-types introduced there were also some terrible ones like the early route ones, and Yanma. Scizor also failed to live up to the hype as it had no moves to abuse, despite its good typing. Nonetheless, Bug-type got its first TM in this generation, Fury Cutter, alongside sexually ambiguous Bug Expert Bugsy. Fan favourite gimmick Pokémon Shuckle was also introduced in this generation, and Ariados kept following Beedrill's steps with its own signature move, Spider Web.

Some species were hampered negatively with the Special split, however. Venomoth lost its 90 Special Defense for 75 Special Defense, and Parasect lost its 80 Special Attack for 60 Special Attack. This made these two Species significantly weaker than their original distributions. Scyther and Pinsir were also granted the same BST, while in original games Pinsir had higher BST.

Due to type chart changes, Bug-type was no longer weak to Poison, but neither was Poison. With the introduction of Steel as well, Bug gained two types that would resist both its associated types, Grass and Poison as well as itself. Nonetheless, Bug-type gained some compensation. It could now hit Dark-type super-effectively, giving Bug-type another paranormal-type to deal with.

The third generation was mostly a miss Bug-type. While Bug-type gained some Pokémon that were cool on paper like Armaldo and Nincada-line, the rest were just terrible, and had to buffed in later generations. Nonetheless Bug-type gained some prominence as a coverage type after the brief experimentation with Fury Cutter. Megahorn saw a wider distribution(still to no Bug-types), and Signal Beam was the first non-BS Bug-type move to see a release. Another new move called Silver Wind was introduced, which some distribution amongst Flying-types.

To compensate for their terribles, Bug-type was given some decent Abilities to work with such as Shed Skin, Shield Dust, Speed Boost and Compoundeyes. Some of these Abilities remain exclusive for Bug-types. Another one-time buff for Bug-types was the introduction of Bug Experts, who would use late-game and mid-game Bug-types, as an upgrade to the conventional Bug Catchers. However, they did not survive for further generations, ignoring ORAS.

The fourth generation with Bug-type's first great revival. Bug-type suffered greatly from being a Specially oriented group that belongs to a Physical type, but with the split, Bug-type gained several powerful moves to abuse, all of which were available to other species through TMs and Tutors. Most famous one of these moves was U-turn, an instant-switch move that hits the opponent with a decently powered attack first that was available to variety of species, but most importantly to Flying-types. Others like Signal Beam and X-Scissor were largely used as coverage for other types. But in addition to this, the type upgraded three of the strongest Bug-types in the game, Pinsir, Heracross and Scizor, and added one more, Yanmega, a cross-generational evolution to Yanma.

In terms of other stuff Bug-type didn't get much. Tinted Lens remained somewhat unique for the type but it got distributed to elsewhere later. Dry Skin helped Parasect but that was it. Technician did not see much distribution outside of Scizor, and the rest of the Bug-types introduced this gen were either mediocre but better, or not a Bug-type, in the case of Skorupi. This made the new Bug-type Elite Four member Aaron's team even weirder, and solidified Bug's sad status as a classification type, rather than an elemental one.

The next generation was not as big as the previous one, but still it was pretty big. For the first time in the series, early Bug-types were treated as regular third stagers, instead of glorified second stagers to a three stage Pokémon. In addition, the mid-game Bug-types were just as powerful as other mid-game Pokémon from other types. Most notoriously however, Bug-type gained a Mythical, Genesect and a pseudo-pesudo-legendary, Volcarona, who served as the Champion's and his grandson's signature Pokémon.

Hidden Abilities were all over the place for Bug-types, as well. Volbeat and Illumise got access to Prankster which made them much powerful than before, Armaldo got Swift Swim but not much of a use from it, Moxie Heracross was ridiculous for the early metagame, and Keen Eye Skorupi was just sad. But the biggest event was the new moves, including Quiver Dance, a move specifically designed to buff early route Moths, and some Grass-types, and Rage Powder, a variation on Follow Me. Struggle Bug and Steamroller were interesting on paper, but far too weak to do anything.

Sixth generation was largely a loss for Bug-type. Bug-type was forced to early Gym status again, and had only one new representative, with the rest being Megas of the original three great Bugs, and later for Beedrill. Struggle Bug, Pin Missile and String Shot were all buffed to become useful. Some early Bugs that didn't gain Quiver Dance were instead given Sticky Web, a new entry hazard that cuts opponent's speed. Fell Stinger and Infestation were added, and Vivillon became the first early route Bug that had event exclusive forms.

There were also stat updates to the third stage Bug-types, but they were largely janitorial updates that made them better, rather than great updates that made them significant. However, Megahorn saw some more distribution, and Venipede was given Speed Boost as a compensation for not getting either Sticky Web or Quiver Dance.

And of course, Fairy-type. Fairy-type did not help the type at all, as it took Bug's role in defeating Dark-types and resisted the type. While some Bug-types enjoy the Fairy moves they gained, those are only a few.

The next generation was another janitorial update. Several new powerful Bug-types were introduced, but none of them were strong enough to make the cut, except the Ultra Beasts. Three new moves were given, but two were exclusive and one was relatively rare. Nonetheless, Fell Stringer got a slight update that made it viable, and Leech Life got a massive update, becoming another major TM.

In terms of stat updates however Bug-type was a bit more lucky. Volbeat and Illumise got significant stat updates, Ariados got a minimal update and Masquerain got one of the largest updates in this generation. Wormadam forms also gained access to Quiver Dance and got Sucker Punch back, but that was not as significant as other updates.

The Overview of Bug-types:

As the dedicated worst type Bug-type is pretty okay. Due to its utility capabilities, it is not as terrible as Ice-type. But as a type that was designed to suck its adventures as a useful type were not exactly prolonged. Part of this was due to the fact that first time it became actually useful, Stealth Rock was introduced. However Bug-types sucked before Stealth Rock and will continue to suck in the future, because it is their destiny.

Bug-types are a fascinating concept for game design as a first-hand example of how to introduce a mechanic that was designed to be weak, how to improve it to for it to become fun and as a cautionary tale on how to not roll back a previously given buff. While Bug-types still have several type combinations to mess around with, due to Bug-type's curious status as a classification type(which forces it to become predominantly a primary type) and due to its status as the weakest type.

There is nothing that can improve this type really. All one can hope for more powerful Bug-types to be introduced and slowly be thrown away thanks to the power creep, because there are better Steel-types than Forretress and better Fighting-types than Heracross.

19 Temmuz 2017 Çarşamba

Analysis of Types: Chapter 7: Normal-type: Part 3: In-Universe Symbolism and Mythology

So, what is Normal-type's role, really?

The Legendaries and Their Role:



The non-elemental creator of Regis, he is based off Oumitsunu, one of the Japanese demigod kings who pulled the land to expand his kingdom, eventually shaping modern Japan.

Creator Deity:


Despite being more closely associated with creator deities of Shintoism, it seems he is more closer to Izanagi. Nonetheless, he has elements of Yahweh, though largely of earlier pre-monotheistic descriptions of Yhw than anything else.



Based on music, Meloetta seems to based off Terpsichore, Greek muse of dance.


Type: Null-Silvally:

Wow. So fake. Much god. Type: Null and Silvally are based on chimeras and Frankenstein's Monster. It's status as a Chinese(actually German in this case but whatever) knock-off copy of Arceus alludes to the Golden Calf.

The Trainers and Their Roles:


Called "The Incredibly Pretty Girl", she is a representative of the pre-Fairy era. Though she is a dumb pinkie, she is actually quite into sports.


The only canonical father player character has, his title is "A man in pursuit of power!" He is from Johto, so his Gym is like a Buddhist dojo. He is focused on balance.


"An Archeologist with Backbone", she runs the Nacrene Museum and its library. She is married.


"The one who seeks the right path.", he trains the young trainers in the Trainer School. He also helps you later as a mentor of sorts to Hugh and kicks New Team Plasma around.


He is basically just the honor student. Apparently he went to Lumiose City to train around.

The Overview:

With the exception of Meloetta, all Normal-type Legendaries have a non-elemental theme, generally due to their mastery over more than two types. Regigigas' Normal-type is also meant to fit rest of Regis' Fighting weakness, and Type: Null's Normal-type is supposed to reference to fact that its RKS System is closed off. Arceus' Normal-type also runs a pun on Extreme Speed, whose Japanese name is God Speed, and other Normal-type moves like Refresh and Perish Song it gets for pseudo Abrahamic symbolism.

The trainers of Normal-type are varied in personality, but like Flying-type trainers they all wish to train to improve themselves. The difference from Flying-types is that most of them focus on balance, and have some sort of mentor or school aesthetic. In this view, Normal-type could be said to represent self-betterment and curiosity.

Because there aren't a lot of Normal-type legendaries and trainers are lesser compared to other types, Normal-type's symbolic role remains a bit undefined.

Analysis of Types: Chapter 7: Normal-type: Part 2: The Design Philosophies and Archetypes

So, what are Normal-types, really?

The Purpose of the Normal Type:

Normal-type was introduced for two major reasons, one was to have a non-elemental type that wouldn't be ???-type, and to have to type to physically oriented moves from Fighting-type. Normal-type effectively is the common terrestrial enemy type. As the franchise evolved, Normal-type became one of the major specially defensive types alongside Psychic, though this role was achieved largely by its small amount of defensive species and lack of a Special weakness.

In much later generations its specially oriented caliber was given the ability to abuse Sound-based moves, and while this remains, there are other, better species that Sound-based from other types, like Noivern, and Normal/Flying-types. The sole mono Normal-type with Sound-based moves is Exploud, and it is a one trick monster.

Its role as the early route enemy type was eventually covered by Dark-type and its role as a Special wall was eventually covered by Fairy-type, leaving Normal-type with its large HP. While Normal-type might seem like a good damage sponge, due to abundance of Fighting-types, inability to hurt Rock, Steel and Ghost-types, and its overall weakness in stats have lead Normal-type to ruin. Normal-type is probably the only type that has been milked enough to die.

The Aesthetic Archetypes of Normal Types:

Normal-types are generally given pastel colors. Prior to introduction of Fairy-types, Normal-type was associated with Pink, and remains to be but in a lesser manner. Its more commonly associated with Brown, Grey and White, however. Conceptually, the Normal-type can be divided into following groups:


Most Normal-types belong to this group. They are animalistic species with bestial moves. They occur primarily in Field, though part Flying ones occur in Flying. Some might appear in Monster, Human-Like, Fairy and Dragon in addition to this.


These consider Normal-type as the non-elemental type. They are artificial Pokémon that don't have mechanical parts enough to be considered Electric or Steel.


They are species that use Sound-based moves. They might also get some dancing moves.

Non-elemental Monster:

They are either yokai or kaiju-based species with non-elemental preference. They generally have some association with regular animals, but enough to be completely based off them. They belong to Monster Egg Group, mostly exclusively.

Ditto, Regigigas and Arceus belong to their exclusive conceptual archetypes, mimic, non-elemental deity and creator deity respectively.

The In-game Archetypes of Normal Types:

Early regional birds will not be mentioned. Similarly, early Fairy-types will not be mentioned, as they no longer belong to Normal-type.

Early rodent: You know what it is. Going from 410-423 range, these are two stage Pokémon that based on rodents, common carnivores and lagomorphs. They tend to get Super Fang.

Early secondary Normal: The second earliest Normal-type you will encounter. Generally cat based and two staged, but can be anything really. The only three stager, Stoutland is 500 BST(though Slakoth and Whismur debatably also count). Rest are generally around 440-460 range.

Mid-game Normal: Generally one staged, they occur during the mid-game. They are generally not powerful, but they might have interesting typing and abilities.

Late-game Normal: Generally occuring around the last Gym and Victory Road, these are one of the last species you'll encounter in game. One-staged ones are around 490, and two staged ones are around 500.

Gimmick: A low stats species that exists for some specific gimmick. They generally occur late-mid-game.

The Stat Archetypes for Normal Types:

The Fat Blob: Originally an archetype exclusive to Normal-type, this is now partially shared with Fairy-type. These are species with decent defenses and good health to abuse it. They might have decent offences.

The Jack of All Trades: Basically balanced species with no expertise. Slower ones tend to focus on health.

The Annoyer: Fast species with access to status moves. They tend to be mediocre in other stats.

The Beatstick: Offensive species with great Attack or Special Attack but mediocre stats elsewhere. They might be bulky or speedy, but their stats are far too under specialized to mean anything.

The Bulky Offense: Species with lower HP and better defenses and offense, unlike Fat Blobs, these guys their bulk to help their low Speed.

18 Temmuz 2017 Salı

Analysis of Types: Chapter 6: Flying-type: Part 3: In-Universe Symbolism and Mythology

So, what is Flying-type's role, really?

The Legendaries and Their Role:
Because Flying-type has three groups of Legendaries, the groups themselves will be discussed rather than the individual ones.


Rayquaza is based off Ziz, who is believed to battle with Leviathan and Behemoth at the end of the world. Its Mega Evolution seems to be based off Baal from the Baal Cycle. Both forms represent the sky, specifically the layers of sky that have different compositions of the minerals of sky.


Winged Mirages:

Each of the Winged Mirages represent a season and its weather, winter and snow for Articuno, summer and rain for Zapdos, spring and sunny weather for Moltres.


Tower Duo:

Based on the birds on the two Buddhist towers of Kyoto, Kinkaju-ji and Ginkaku-ji, Lugia represents storms, while Ho-Oh represents rainbows at the end of a rain.


Kami Trio:

Each of the Kami trio designed to look like clouds, representing their weathers, tornado for Tornadus, thunder storm for Thundurus, and harvest season for Landorus. Each of them are based on Shinto Kami that reside in clouds, Fujin for Tornadus, Raijin for Thundurus and Inari for Landorus.

Note: Yveltal will not be listed here. It will be listed in Dark-type.

The Trainers and Their Roles:

The first Flying-type specialist in the game, he is a traditional bird keeper. His title "The Elegant Master of Flying Pokémon" references his bishounen-ness. He tries to follow in his father's steps, who is MIA in all canons except Adventures.


Though she has the title of "The bird user taking flight into the world.", she looks more like a sky driver, like Sky Trainers. She continues the grace theme.


Called "The Highflying Girl", she is a pilot who in B2W2 helps you get to the Natural Reserve. She is pals with Elesa who she asks for help in a change of persona in-between BW and B2W2, and is generally friendly and silly.


The Elite Four member of Alola, taking the place Hapu would have taken if she was old enough, she is the daughter of the owner of the Grand Resort. She is a professional golfer. She apparently uses Trick Room to train herself against the speed of her type... which is hilarious in hindsight because her choice of Pokémon except for Crobat and Oricorio are slow.

The Overview:

The Legendary Pokémon are all tangentially or directly connected with weather. Since Flying-type does not have a true area effect move besides Tailwind, this will likely remain for the foreseeable future, especially since Terrain moves do not effect Flying-types. Flying-type has also not fully started introducing Flying-type Pokémon with Flying-type as their primary type, so lesser duos and trios with Flying-type as their secondary type will likely continue on.

In terms of trainers, the most common themes seem to be gracefulness and desire to study with a corresponding feeling of incompleteness, fitting for the type. The vast majority of Flying-type moves have the Cool category in contests, and Flying-types generally take time to evolve, and are generally paired with other types. The differences in the tiers of the trainers also represent the evolution of the type, Falkner represents the initial role of Flying-type, Winona and Skyla represent the status of the type in their respective regions, and Kahili represents the evolution of Flying-type into a true antithesis to Ground-type.

Flying-type still has a long way to go, however. There are more roles it can fill in for the future, but the versatility and balance of the type will likely allow those roles to be filled. 

Analysis of Types: Chapter 7: Normal-type: Part 1: The Retrospective

So, what is the Normal-type?

Every RPG that features elemental magic also features non--elemental magic. These can be late-game or early-game spells, status moves with no elemental association, or common moves that can be obtained by most members. The most obvious one, which serves as Pokémon's inspiration, is the Final Fantasy series, where physical attacks are by default non-elemental, and end-game and early attacks are also non-elemental. However, similarly, some of the elements associated with Light, like Holy in FFI, can also be non-elemental. Normal-type covers this as well.

Normal-type is also famous for demarcation of two types from it, Dark and Fairy, the former being an in-between type to fit in the middle of Normal and Ghost, and the latter being an in-between type created to bridge the gap between Normal and Psychic. Several elemental associations like Ground's association with Sand and Flying's association with Wind also originally originated from Normal-type to be granted to these types, in addition to Kiai/Focus-based moves which later became associated with Fighting.

The History of the Normal-type:

Normal-type was supposed to be one of the worst types. The vast majority of the Normal-types you could obtain were either early route fodder, or upgrades to early route fodder. However, Normal-type was granted several additions, like access to Hyper Beam, Body Slam, Double-Edge and Explosion, as well as some of the rarest Pokémon in the form of Porygon, Snorlax, Tauros and Chansey. However, thanks to speed based critical hit mechanics, as well as the earlier Hyper Beam mechanics, combined with a lack of a proper alternative besides Ground, have helped Normal-type to become one of the best types in the competitive, which also buffed Rock-type, another early type that was meant to suck.

This quasi-unintentional mechanic combination has not helped the early route fodder, Ditto, Dodrio, Lickitung, and Kangaskhan, though powerful, was largely outclassed by Tauros. However, Normal-type enjoyed the access to the strongest, accurate moves, though those moves were also accessible for other types as well, with vast majority of signature moves of Normal-type belonging to species that don't have the type at all, like Lovely Kiss. However, Normal-type's vast repertoire of moves served as the basis for other types, which as time went on gained their counterparts to moves like Double-Edge and Quick Attack.

The Special split was something of a blessing in disguise for Normal-type. Most Normal-type were either unaffected by the split, or buffed by the split, save for species like Tauros and Chansey, whose large Special movepools were now rendered irrelevant. However, since most buffs were on the Special Defense side, this split has turned Normal-type into one of the most significant Specially Defensive types in the game. This idea was later given to Fairy, however.

Another blessing in disguise was Steel-type. Though Steel-type was designed to also wall Normal-types, their introduction have helped the metagame to shift in favour of a defensive style. With lack of a Ghost or Fighting-type to wear them down, defensive Normal-types became the significant representatives of the type, which caused the new cross-generational evolutions to shift in favour of defense as well. Tauros also gained a female counterpart, Miltank, as a showcase of the new breeding mechanics, which became an infamous wall on its own.

However, three moves, Gust, Sand-Attack and Bite left the Normal-type for sake of other types. There hasn't been much to compensate for that, but Belly Drum was accessible for some Normal-types, and the happiness mechanic introduced in this generation brought in two strongest reliable moves of the type, Frustration and Return. Hyper Beam and trapping moves were also nerfed this generation, which made Tauros useless.

The third generation was the big shift for Normal-type. Few interesting moves like Covet, Crush Claw, Fake Out, Facade, Stockpile-Swallow-Spit Up and Secret Power&Nature Power were introduced. Another new gimmicky Pokémon to reintroduce the weather mechanics, Castform was brought in. However, the biggest introduction was oddly enough Whismur, a new sound-based species with moves like Uproar and Hyper Voice. While Normal-type had other sound-based moves that were largely used for status like Growl and Screech, this was the second Sound-based species Normal-type had, after Jigglypuff-line. This brought in Normal-type the association with sound moves.

Introduction of Abilities only made existing Normal-types even more gimmicky. Forecast was the poster child of this, the earliest Ability to shift forms, but others like Color Change, Normalize and Truant were also introduced, almost all of which were terrible. Other Abilities given to this type like Run Away and Pickup were also completely useless competitively, and Cute Charm would not survive the introduction of Fairy-type.
Physical-Special split was largely good for Normal-type. Because Normal-types have been Physically oriented since Gen 2, this made their large elemental repertoire useless. But this split put a clear buff for Physically oriented ones, and Specially oriented ones had enough toys to mess with anyways. Weaker Normal-types from previous generations gained several buffs, and Normal-type gained its first Legendaries, Arceus and Regigigas.

Special-Physical split also put beam based and sound based moves firmly on the Special side, with rest of the moves being largely Physical. There wasn't much else for Normal-type however besides Giga Impact, Last Resort and Rock Climb. In terms of Abilities, Normal-types gained several new Abilities, with Scrappy being the most significant one, though it would later be distributed to Fighting-types.

The fifth generation was a mixed bag for the type. Though the type gained some powerful moves, Abilities and species, these were all overshadowed by the buffs Fighting-type got, which made former OU staples like Snorlax no longer useful, leaving OU for Chansey, Blissey and Staraptor with the occasional Meloetta. However, this generation gave Normal-type its second elemental type combination in the form of Deerling.

Another major loss for the type was the Explosion nerf. Explosion was originally given to effectively work as a critical hit to balance the weak species it was given to, but in this generation it was turned into a standard move, which made it useless.

The sixth generation introduced the big drift. Withe the introduction of Fairy-type several Normal-types migrated from Normal-type to Fairy-type. While this generation Normal-type gained Boomburst, a Special nuke move, everything else it gained were either useless, event-exclusive or species-exclusive. To add further insult to injury, the introduction of -ate abilities made Normal-type coverage irrelevant. However the Normal-type gained some janitorial cleaning like Protean to Kecleon, stat buffs to early route third stage species etc. In addition, it gained some powerful Megas like Mega Pidgeot and Mega Kangaskhan, and in this generation it finally became a secondary-type to be utilized by Elemental types.

The seventh generation was a hit and miss. With lack of new Abilities to abuse and new moves to use, it remained dry. Though it was given some powerful species, they were largely outclassed, and most of them had either more relevant secondary types, or in Silvally's case could change their types. To add further insult to injury in parallel to the Fairy drift several early Normal-types gained or became Dark type in their regional forms. With the resurgence of Steel, its old ally turned enemy, it seems Normal-type's days are over.

The Overview of Normal-types:

Normal-type is kill.

More seriously, though, with the introduction of Dark-type, its status as a Physical coverage was made irrelevant, and with the introduction of Fairy-type, its status as the primary Special wall was rendered useless. While Normal-type still gets success from its status as the jack of all trades, master of none, which gives higher HP than most types, and gives it access to wide variety of status moves, it is simply not good enough of a type.

There are few ways Normal-type can continue to be relevant. Extreme Speed is still a viable option that is not available for most Normal-types. Continuing as a secondary type is also an option, due to wide variety of moves Normal-type brings in, and the useful Ghost-type immunity it brings. Fighting-type weakness hurts, but it only hits seriously if you are a mono Normal-type... which most Normal-types are. But if you aren't, you can probably mess things up.

Normal-type is also paradoxically far too overspecialized for HP, Special Defense, and Attack, with far too little species with Special Attack focus and almost no species with Defense focus. More species with Defense and Special Attack would help Normal-type to grow further, though for all intents and purposes Normal-type is pretty complete, which is why its decline is quite terrifying.