Friday 10 July 2015

Pokemon Emerald Ratings (Part 12)

Sidequest stuff. Nuff said.

-----

Jigglypuff/Wigglytuff

Type: Normal
Ability(s): Cute Charm

Jigglypuff wishes she was as good as she was in Super Smash Bros. Melee.

Available to players who bother to backtrack to Route 115 (presumably to get the Focus Punch TM), Jigglypuff can be best described as a poor man's version of Whismur. Like Whismur, JP has normal typing and a very good TM movepool (compared to Whismur's line, JP's line gets Thunderbolt and Psychic, but lacks Earthquake), but her stats are quite a bit worse than his, as I'll get to in the next paragraph. Obviously, normal typing is usually beneficial to any Pokemon's offense (who doesn't like STAB Return/Secret Power/Strength?), and defensively, it's not too special, only having an immunity to a type that's only significant in one endgame boss fight, and a single weakness that, thankfully, isn't common at this point.

Besides that massive 115 HP stat (in and out of itself awesome for something that isn't fully evolved), JP's stats are pretty much a bigger joke than Shaq Fu; 45/45 offenses are pretty pitiful at this point in the game, while 20/25 defenses coupled with 20 speed is absolutely fucking disgusting. While evolution does improve this somewhat (and you can evolve JP as soon as you catch her too, assuming you didn't waste your only moon stone on a Skitty), you're still dealing with a Pokemon with Linoone level attack (special attack being five points higher), Ninjask grade defenses, and a speed stat equivalent to Golem's. At least 140 HP is kind of cool, but all that equates to is the ability to soak hits better, but at the same time, eating up potions faster than you can say 'fuck'.

While most players could say that what WT does at least decently is being a mixed attacker with STAB Strength, Bolt Beam, and maybe something like Shadow Ball for ghosts, but she's not doing anything of significance in most boss fights that someone else is doing better (e.g. Water kings are better dealt with by an electric/grass type or something that resists water). Still, she's decent at what she does, though she does beg for a little more speed so she doesn't get victimized by assholes who use flinching/accuracy dropping moves.

Another thing worth considering is Sing, though you'll need a heart scale to get it, since it is overridden a long time ago. It is inaccurate as all hell (only +5% more accurate than a Dynamic Punch), but the fact that it puts things to sleep can be very helpful for catching the Regis. It's not the best option available, but it is there if you need a sleeper or something.

Basically, a slightly bulkier, but weaker and slower Exploud that has the benefit of evolving as soon as she's caught, but isn't very spectacular outside of base 140 HP. If only she was as good as she was in Melee, because if she was, she'd get a top score, but unfortunately, this is not the case.

4/10


Magnemite/Magneton

Type: Electric/Steel
Ability(s): Sturdy/Magnet Pull

Magnemite is one of the two new Pokemon that can be caught in New Mauville, and this thing is like Electrike with better special offense and physical durability, as well as extra steel typing. Unlike Electrike, Magnemite's beginnings are quite good, coming at Lv22-26 and being at worst 4 levels from STAB Spark (at best, he will have it already), and a fairly early Lv30 evolution on top of that. It also helps that Magnemite joins right before a flying gym, so he can earn extremely easy exp from there (be very mindful of Winona's Altaria).

In a stark contrast to other electric types (who tend to be of the glass cannon type), Magneton is quite durable, sporting 50/95/70 defenses and steel typing, allowing him to take on the likes of the twins and Sid quite comfortably, and making the Winona battle even more of a joke (sans Altaria.) Now, this isn't to say Magneton is offensively inept either, since he sports an incredible 120 base SpA (which is what Kadabra has), giving him a better offensive game than any of the other electrics (hell, it's actually enough for him to justify using Spark as his STAB instead of gobbling up the only free Thunderbolt TM), though 70 speed is a bit of a disappointment. Thankfully, 70 speed is still enough to outspeed most Pokemon you face, especially with T-Wave backing.

What Magneton has in stats, he lacks in movepool, and let's face it; his movepool is among the worst in the game. Lv26 Spark is pretty much the highlight of his level up movepool, and the only other really useful move is Lv44 Tri Attack, but that isn't going to do a whole hell of a lot off 60 attack, not to mention that Lv44 is around when you fight Juan. As for his TM movepool, you're joking, rite? All he gets through TM are electric and normal moves, and as a lot of guys on Smogon put it, he is very reliant on Hidden Power for coverage, making it a somewhat notable, but risky option, though your chances of getting a water, grass, or ice typed Hidden Power with 60+ BP are up a rat's ass.

It should be noted that while it is possible to catch a pre-evolved Magneton in New Mauville, the encounter rate is the same as Seedot's, so don't bother.

Good, but not as good as BW2 Magnemite.

7/10


Voltorb/Electrode

Type: Electric
Ability(s): Static/Soundproof

Voltorb is like Magnemite if he was significantly faster and could explode, but worse everywhere else.

Found in the same area as Magnemite, Voltorb looks like a promising Pokemon to train, considering that he comes at the same level as Magnemite with the same chance of encounter. Also helping his case is showing up before a flying gym and waterfest. Unfortunately, he isn't as good as Magnemite at killing things, despite coming with Spark regardless of level. I'm going to be perfectly fucking honest with you, 50 SpA is pretty underwhelming at this point in the game, and even with an early Lv30 evolution, it isn't a whole lot better than Minun's (and it's actually slightly worse than Plusle's). 140 speed as Electrode is cute and all, but he begs for more attack power and maybe some better durability as 60/70/80 defenses are mediocre at best.

Like Magnemite, Voltorb has some severe movepool issues, with his TM movepool being just as bad as Magnemite's. Outside of Lv21 Spark, he gets no other electric moves through level (HINT: Use the Thunderbolt TM as his SpA isn't high enough to get away with using Spark), and everything else other than Lv27 Self Destruct and Lv54 Explosion is pretty much not worth jack shit about. Speaking of those moves, that is pretty much Voltorb's niche amongst electric types, and since he's insanely fast (out of the Pokemon in the entire National Dex up to the point when Emerald was released, only Deoxys and Ninjask are faster), he can easily blow himself up before the opponent can act, though with only 50 attack, you will find that Self Destruct might fall short on bulkier opponents. Explosion is a stronger version, but that shows up at Lv54, a level which I doubt you will be reaching ingame.

Unlike Magnemite (who you have a 1% chance of finding a wild Magneton in New Mauville; Electrode has the same odds), it is entirely possible to find wild Electrode in the Aqua Hideout at Lv30, thus allowing you to skip the massive suck phase that is Voltorb, though you will want to save before catching them as they have Self Destruct already learned (and the catch rate fucking sucks, so you will need to weaken them, increasing the risk of them committing suicide). The only con to this is that he misses out on Winona.

Basically, Electrode is a mediocre excuse of an electric type, but at least he gets points for being able to commit suicide, which puts him above the rats in my opinion.

5/10


Carvanha/Sharpedo

Type: Water/Dark
Ability(s): Rough Skin

The first Pokemon you can catch using the Route 118 good rod, Carvanha can be best described as Cacnea with water typing and higher speed, but worse defenses. Catch one at ~Lv25 (the levels range from 10-30, so I highly recommend running away from anything that is less than Lv25), and he can begin pulling his weight almost immediately with STAB Surf/Crunch and with evolution a mere ~5 levels away. Unfortunately, Carvanha comes at a somewhat inconvenient time since Routes 119 and 120 are full of grass and bug trainers that hit him super effectively as well as the former resisting Surf, plus most of the gyms that he'd be great in earlygame are but a distant memory, though the psychic gym is just around the corner.

As soon as you get the good rod, being a water type isn't anything special if you decided that you didn't liek Mudkipz or ignored the opportunity to catch any one of the other water types found in the western half of Hoenn. Carvanha is one of four new Pokemon that you can scoop up using your fancy new good rod before you set out for Fortree, so what's so special about him, when any of the others can make good Surf bots/dragon killers?

For starters, Sharpedo has water/dark typing in his favor, the typing of which is only shared by one other Pokemon as of Generation V (let alone just Generation III). While it certainly does him very few favors defensively (doesn't lose electric/grass weaknesses and gets fighting and bug tacked on, though you gain a psychic immunity), it is offensively beneficial against the twins and Phoebe, as well as the clusterfuck of psychics and hex maniacs inside Mt. Pyre. While the added fighting weak is a shame, thankfully Brawly is but a distant memory and black belts are rare lategame.

Statwise, Sharpedo can be best described as a glass cannon. This thing boasts better offensive bases than Swampert with 10 higher Atk/SpA and a whopping 35 higher speed, meaning that Sharpedo is consistently hitting hard and fast. And thank god he does because his durability is the equivalent of papier mache. With only 70/40/40 in his defenses, Sharpedo is hard pressed to take any reasonably strong STAB move, and he is not taking any sort of super effective move like ever. And it is a shame that his Rough Skin ability is wasted on shit-tastic defenses, since it would be pretty fucking funny to see the enemy die of self-inflicted chip damage.

Once you look past that Lv22 Crunch, Sharpedo's level up movepool is nothing to brag about, and he doesn't get any water moves through level up, but considering that you will have Surf by this point (you can't even get the good rod without Surf), this isn't all that big a problem. His TM movepool could certainly be a bit better, but getting Earthquake is a plus considering his attack stat, and Ice Beam is readily available for all your dragon killing needs. Other than that, he can make a pretty damn good HM slave just in case you needed one (he learns 5 of 8 HMs, the only ones he can't learn being Cut, Fly, and Flash).

Not much more to say, other than being a stronger, faster Swampert with less than half his durability and trades an electric immunity for a psychic immunity.

7.5/10


Corphish/Crawdaunt

Type: Water, Water/Dark (Crawdaunt)
Ability(s): Shell Armor/Hyper Cutter

Caught on Route 117 using the good rod, Corphish is basically Carvanha that is slightly more geared towards defense, but has worse offensive parameters as a result. Like Carvanha, he can be caught at a relatively high level, and with a Lv30 evolution right around the corner, Corphish can contribute to fights in virtually the same way as Carvanha, though statwise, he isn't nearly as fast as Sharpedo (actually, he's slower than Sharpedo by a full 40 points), but has around the same attacking stats with noticeably better bulk, meaning that he won't die if something looks at him funny (keep him away from anything packing an electric/grass attack, though.)

Everything that I said about Sharpedo's boss performance is pretty much applicable to Crawdaunt (both have the same type and everything), but with one major difference: Crawdaunt does not learn any damaging dark moves through level up outside of Lv25 Knock Off (which we aren't running since lol 20 BP) , meaning that his advantages against the twins and Phoebe are only defensive. Granted, STAB Surf still rips the twins apart, and Ice Beam still gets Drake's dragons, but face it: Not getting proper STAB on your secondary type hurts. Even if Crawdaunt could learn Crunch like he could in FR/LG, he gets it at Lv51.

So what does Crawdaunt have on Sharpedo, aside from better bulk? For starters, he has a better physical movepool and the ability to set up. While not getting Earthquake does kind of bite, he does get Brick Break and Aerial Ace to make up for the fact that he's lacking dark STAB, the former of which makes him pretty boss in the Sid and Glacia fights and the latter covering 3 of his 4 weaknesses all in one move, with the icing on the cake being Lv44 Swords Dance, which allows him to set up on bosses and pretty much annihilate them after a few boosts.

Basically, Crawdaunt is a solid water type who wishes that he got a stronger fucking dark STAB than fucking Knock Off and was a bit faster, since 55 speed is pretty fucking depressing to look at.

6.5/10


Wailmer/Wailord

Type: Water
Ability(s): Water Veil/Oblivious

Another water type you can catch using the good rod, this time on Route 110, Wailmer is somewhat interesting to look at. Unevolved, he has... 130 HP (5 more than what Lanturn has, and the only Pokemon in the Hoenn dex that have higher, besides his evolved form, are Wigglytuff, Hariyama, Slaking, and Wobbuffet), which I have to say is very impressive, and a lot of fully evolved Pokemon wouldn't mind having that much HP. However, I can't exactly say the same for his other stats. 70's in either offense with mono water are serviceable at best, but what drags this tub of shit down is his durability. 35's in either of his defenses are god fucking awful for this point in the game, and despite having a high HP buffer to mitigate this somewhat, you will find that he still gets 2HKO'd by any reasonably strong STAB attack (super effective hits pretty much kill you in at least 2 hits no matter what). 60 speed is also piss poor by this point, and you will also find that he's getting outsped by basically any reasonably fast opponent.

Unfortunately, unlike the other three water types you can get using the good rod, Wailmer evolves at the high level of 40, which is the same as Loudred and the fossils. What this equates to is that Wailmer's contributions are quite worse than Sharpedo or Crawdaunt's since they get their evolution bonuses earlier. And even once he does evolve, he still happens to be worse than them. Evolution gives him 170 HP and 90/90 offenses, which are good in and out of themselves, but his speed doesn't improve and his defenses are only 5 points higher than Sharpedo's. And unlike the last two good rod Pokemon I rated, he doesn't get either dark STAB or a good physical movepool, but at the very least, he does get Surf, Ice Beam, and Strength. Earthquake is an option as well, but too bad everyone and their fucking great-grandmother wants that. However, one move of note in his movepool is Lv44 Water Spout, which is basically a reverse Flail that gets weaker as your HP diminishes, which considering your speed, or lack thereof, will be happening a lot.

Basically, Wailord can do mostly the same things as other water types can do with Surf, and is decently bulky (those defenses can only do so much, high HP or no), but it wishes it were about 20 points faster and perhaps had 20 more defenses. Until that happens, Wailmer isn't something I would highly recommend to an efficient player.

6/10


Barboach/Whiscash

Type: Water/Ground
Ability(s): Oblivious

Barboach is like Mudkip if he had worse overall stats except HP, but got crucial moves earlier.

Caught using the good rod on Route 111 in the pond just outside of the Winstrate's house, Barboach is probably the last new water type you'll see for a while before you get Dive and the super rod. Coming at the same level as the other good rod joiners, Barboach is already dressed to kill with STAB Surf and Magnitude right off the bat and evolution happening at Lv30, the same as Carvanha and Corphish, which means that like the rest of them, he's already positively contributing.

However, his unevolved phase is somewhat worse than theirs due to overall crappy base stats as Barboach, because let's face it, 48/46/60 offenses just plain suck at this point and 50/43/41 defenses hold up a lot worse than Wailmer's. Evolution does wonders for Whiscash, giving him better attacking and defending stats (they are still pretty modest in comparison to the hard hitters/defenders) as well as a massive increase in HP, though his speed does not improve as Whiscash, so expect to be outsped a lot. Granted, this doesn't bug him as much as, say, Wigglytuff, since his defenses are actually decent and he only has one weakness to contend with.

Speaking of weaknesses, the big thing he has going for him is the water/ground typing he shares with Mudkip's evolved forms. Like I mentioned with Mudkip's rating, this typing renders Whiscash immune to electricity and gives him one solitary weakness to a rare type. Unfortunately, the areas around Fortree are littered with Pokemon Rangers that specialize in grass, so Routes 119 and 120 might not be the best places in the world to do your training. You also have resistances to poison and rock, which quite frankly, do not really matter at this point, but you don't have the same resistance to water that your brethren have.

Whiscash has pretty much no issues with movepool whatsoever. He already has two good moves in Surf and Magnitude, with Earthquake coming as early as Lv31 if you postpone Barboach's evolution, which means that he's pretty much set for STABs. This, along with the Ice Beam TM to smack grass and dragon types around, means that he has no issues with coverage whatsoever. This also allows him to run something like Amnesia to combat special heavy bosses better (READ: twins, Glacia, and the water kings).

Whiscash, while not bad, is in the unfortunate position of being inferior to Swampert. But then again, I could say the same for any water type that wasn't Swampert, so I'm not going to hold that against him.

7/10

-----

Have a nice day.

No comments:

Post a Comment