Wednesday 8 July 2015

Pokemon Emerald Ratings (Part 7)

I think it's high time we enter Granite Cave to deliver that letter to Steven, but first...

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Zubat/Golbat/Crobat

Type: Poison/Flying
Ability(s): Inner Focus

Everyone hates encountering Zubat in the wild. They are known to show up all the fucking time and are lurking in every cave to ruin your chances of getting something good in Nuzlockes, but... this rating will not be based on that. This rating is based upon how good Zubat is at fighting, which to be frank... isn't good at first.

Zubat, like Tentacool, is lacking in quality moves early on, since a moveset of Leech Life and later on Astonish completely blow supreme amounts of ass. You'll probably be forced to switch grind him until Lv16, when he learns Bite, which is a bit earlier than when Tentacool gets Acid, so he improves somewhat fast. Bite allows Zubat to target the soft special defense of most earlygame mons, though you'll find that a lot things with low SpD tend to resist dark. However, it is a last ditch method of killing Geodudes. However, Zubat still has a 5 level wait after that to get Wing Attack, one level before he evolves. And while the Secret Power TM could theoretically help Zubat forget that he has no STAB until Lv21, he doesn't get that until after Watson, by which point he'll have Wing Attack.

Zubat evolves at Lv22, which is quite generous considering the amount of ass he sucked before then, but Golbat isn't too spectacular. Offensively, 80 Atk/90 Spe is okay for midgame, and 75/70/75 defenses are decent enough, but still can't hold a candle to Skarm. Of course, with all the potion feeding you will have given him prior to that point, it is entirely possible to get a Crobat by this point, since the evolution is triggered by happiness. When that happens, you get a 90 Atk/130 Spe juggernaut that can wreck most everything you come across, and this ability is backed up by his TM movepool... which wasn't that good to start with. Crobat really appreciates the Sludge Bomb TM since he does get STAB on it, and Return is a good overall option on him. While he does face stiff competition for them, Giga Drain can help Crobat kill rock types, and Shadow Ball rapes ghosts.

Zubat doesn't do jack shit against fighting types without his flying STAB, so he's not helping against Brawly, and he's not particularly helpful in any of the gyms afterwards. He can help kill Winona's Tropius, Sidney's Cacturne and Shiftry, and Wallace's Ludicolo, but otherwise, that's where his usefulness ends.

Crobat is awesome, but the effort needed to get there isn't worth it.

5/10


Geodude/Graveler/Golem

Type: Rock/Ground
Ability(s): Sturdy/Rock Head

Another Pokemon available in Granite Cave is Geodude, and while he isn't as useful as he is in Crystal, he is still good here. Up to a certain point.

Once again, Geodude has a rather unimpressive start, boasting a sluglike speed stat and lacking STAB until Lv11. Thankfully, he can be caught at the relatively high level of 9, so he only needs 2 levels for Rock Throw. Granted, it's not going to help him very much against Brawly, but that's what other teammates are for. However, it is possible to end up with like a Lv6 Geodude, so you may have to baby him a little, because in spite of his ability to tank, Geodude really can't damage stuff with just Tackle.

Speaking of tanking, that happens to be the line's forte. Geodude is a great midgame tank thanks to his high defense and his rock/ground typing allowing him to absorb attacks since midgame enemies tend to run a lot of normal type attacks. This also extends to the gyms where Geodude (and later Graveler/Golem) dominates Watson with STAB Magnitude, and is good against the next three gyms (do take note that Graveler isn't taking Overheats very well due to a poor 55/45 special durability. Golem can take them just fine with 80/65, but even he will buckle after a few hits.) Thankfully, his 115 (130 as Golem) defense is adequate for taking on the likes of Norman and Winona, despite the latter's Altaria carrying Earthquake.

Later on, Golem starts losing a significant amount of steam seeing as after Lilycove, the majority of enemy Pokemon are water typed, which hit Golem very hard thanks to that 4x weakness and his pitiful special defense. Also, bosses start relying on special attacks, and without resistances to things like psychic and dragon, as well as a weakness to ice (among other things, rock/ground has a cocktail of weaknesses including 4x weaknesses to water and grass), Golem gets left in the dust. Juan in particular rapes his ass seven ways 'til Sunday.

His movepool is standard rock and ground type fare. Rock Throw and Magnitude provide great coverage throughout the midgame and most of the lategame, with Rock Blast and Earthquake replacing them later on (Rock Slide tutor isn't available until postgame). Geodude is also well known for being a heart stopping bomb. If you see something that is too powerful for any single Pokemon on your team to handle on its own, you can set up a situation where Golem can just blow up in its face. Juan's Kingdra is one such Pokemon. While you do not want to do this right away since Water Pulse will kill Golem in one hit, if you can paralyze it and sac something, you can easily get Golem in and blow up on it.

While you can't exactly solo the game with Geodude, he does serve a good midgame niche, especially if you're the poor sap who started with Treecko, but he doesn't pair well with Torchic or Mudkip due to them sharing a weakness with one of Geodude's 4x's.

Not as good as Johto Geodude.

6.5/10 (5.5/10 w/o trade evo)


Makuhita/Hariyama

Type: Fighting
Ability(s): Thick Fat/Guts

If you did not choose Torchic, Makuhita is the first fighting type that you come across in the wild. Fighting as a whole is a good type to have in Hoenn, but how does Makuhita fare against his competition (a.k.a Machop and Breloom)? Offensively, he has 60 attack, which while weak compared to Machop, is still really good, especially with all the normal and dark types that litter the earlygame. It also helps that he gets Vital Throw at Lv13, very soon after he's caught, which means that he has a strong attack early on. This later upgrades to a monstrous 120 base attack, matching Blaziken's and only being surpassed by Heracross, Machamp, and Breloom in the fighting type department.

Due to his morbid obesity, he is very slow, limiting his outspeeding ability to stuff like Geodudes, and it unfortunately doesn't get a whole lot better when he evolves, and what little he can outspeed automatically outspeeds him when Vital Throw is used. However, what he lacks in speed, he makes up for in durability. While 30 in both defenses isn't that great, 72 HP allows this Pokemon to take a fair bit of punishment from most anything (stay away from psychics, that goes without saying), and having fire and ice resistances thanks to Thick Fat helps (if he has it). Once he evolves (which happens at Lv24, 4 levels lower than Machop's evo trigger), he has a mammoth 144 HP to soak up hits with, though 60's in either defense aren't anything special.

As a fighting type, Makuhita has a generally good gym performance (only particularly hates two gyms, and both of those are lategame gyms). He's one of your best choices against Norman, a solid pick against Watson, and if he has Thick Fat, can set up on Flannery. His performance against the elites is twinfold; while he sucks against Phoebe and doesn't particularly enjoy Drake (and even then, he can use Shelgon as set up fodder), he pretty much stops Sidney and Glacia cold with his powerful Fighting moves and resistance to their attacks (again, Thick Fat if he has it. He tears Glacia apart either way.)

Makuhita doesn't get very good moves through level up past Vital Throw and maybe Fake Out, so TM support is highly recommended, and thankfully, he gets access to good TMs. While I will note Rock Tomb's heavy competition and low base power, it is nonetheless his best option against flying types and it also lowers speed, which is helpful on someone as slow as he. As well, he really appreciates the Earthquake TM to round off any coverage induced holes he may have, as well as Bulk Up to set up against the aforementioned gym leaders/elites.

In a nutshell, Makuhita is a bulky fighter that generally won't disappoint.

8/10


Aron/Lairon/Aggron

Type: Steel/Rock
Ability(s): Sturdy/Rock Head

In many ways, Aron is like Geodude, but with steel typing instead of ground typing and a far worse level up movepool. But does the steel typing give Aron any crucial edges?

Coming in at Lv10 in the first basement of the Dewford Cave, Aron is already a somewhat proficient fighter with Headbutt, getting his first STAB 3 levels later, and a 70 base attack, though he isn't exactly knocking anyone's heads off offensively as it isn't as good as, say, Makuhita's, though it's better than what Geodude has at base. It also does not help that Aron moves as slow as an army tank, with only 30 speed and eventually getting 50 as Aggron. The quick claw can alleviate this to an extent, but face it: it hurts.

Like with Geodude, Aron's forte is tanking. Sporting 50 HP/100 def at base and eventually gaining a titanic 70/180 physical bulk, Aron's family already has better durability parameters than a lot of other Pokemon, and the added steel typing reinforces that fact, giving him useful resistances to things like psychic and dark (making him a good option against T+L provided you remove Claydol, despite a mediocre 60 SpD as Aggron), as well as further bolstering his resistances to normal and flying, which makes him a prime option against Norman and Winona (watch out for Altaria). However, the hybrid does have quite nasty 4x weaknesses to fighting and ground moves, the former of which the gym leader that he is first available for specializes in. On top of that, the age old water weakness that plague rock types is still existent, so take caution when using Lairon/Aggron past Lilycove, and he really doesn't like Juan. Despite being a rock type, the steel typing makes him... undesirable against either Watson or Flannery. But he trolls Sidney and Glacia (both bosses only have one Pokemon in their party that can really hurt him), can stand up to Phoebe (again, only the Lv51 Dusclops is a direct threat, but there's still the threat of WoW and Curse), but doesn't like Drake or Wallace very much.

Aron has issues getting good quality moves. He doesn't get any rock moves through level up, and the only rock type move he can get prior to the postgame is Rock Tomb, which has accuracy issues as well as power issues past midgame (fuck Rollout). As for his other STAB, while he does get Iron Tail through level up, it is an inaccurate piece of crap that can't be relied on, though the 100 power is sweet, especially since Aggron has 110 attack to abuse it with. As for good physical coverage, you can't get any better than Earthquake, but that shows up rather late, so Dig may be used as an alternative until then. As well, there's Return, Aerial Ace, Brick Break, stuff that a lot of other dudes want. It should be noted that while Aggron has a vast special movepool (including getting things like Solar Beam), his special attack won't cut it for special sweeping.

Aron also wishes he evolved sooner. Lv32 evolution on a first form is already pretty late, since Aron could use that power/speed boost for some of the midgame gyms. And Lairon has an even longer wait for evolution, since the evolution is triggered at Lv42, which isn't happening until around the time you reach Mossdeep. But at least it's better than having to trade, since that is pretty convoluted without access to GTS (btw, trading can be done on VBA).

Has a worse start and midgame than Geodude, but makes up for it with a better lategame.

6.5/10


Sableye

Type: Dark/Ghost
Ability(s): Keen Eye

With some relatively early availability, Sableye can be caught in the basement of the Granite Cave, ready to take advantage of his immunities to normal, fighting, and psychic. You're tempted to catch one, am I right?

The first thing that you notice with Sableye is his dark/ghost typing. This unique typing has the distinction of having zero weaknesses whatsoever (ok, it is weak to fighting, but only after you use Foresight/Odor Sleuth. It is also weak to fairy as of Gen VI.), which effectively means that Sableye has no real disadvantages in any gym defensively type wise. In fact, he is immune to everything that Brawly throws at him (though you will still want to be at ~Lv14 before you enter since Lv10 Night Shade does like nothing), as well as being a solid pick against Norman and the twins due to his immunities. Hell, while he's far from the best option there, he does hit Phoebe's Pokemon super effective with either STAB.

Now that the typing's out of the way, how does Sableye fare statwise? Quite poorly. 75/65/50 offenses are only decent during midgame, and they are quite bad by lategame, though Sableye does learn Calm Mind to bolster his Special Attack (there are totally better mons to abuse this, though.) 50 speed in particular is quite crippling, as it means that even midgame, quite a few things outspeed him, and he's not taking hits well with his 50/75/65 defenses. Again, immunities help, but the typing has no real resistances to speak of, except for poison, but lol poison.

Sableye has a surprisingly good movepool, though his stats aren't the best to make use of it. Physically, he learns Shadow Ball at the rather high level of 41, and can make moderate use of the Dig, Rock Tomb, Brick Break, or Aerial Ace TMs. His special movepool is a bit more stale, but he does get Calm Mind access, and with it, Feint Attack, Shock Wave, Water Pulse, and Psychic. He also gets Detect at Lv25, which allows him to troll Norman's Slaking, which can come in handy (even though Slaking only has Faint Attack to hit you with).

Super clutch against Brawly, ok against Norman and the twins, but after that, he's had his days.

6/10


Nosepass

Type: Rock
Ability(s): Sturdy/Magnet Pull

The only pure rock type in the game (other than the legendary Regirock), Nosepass can be obtained by going back to the basement of the Granite Cave after you've beaten Watson and use Rock Smash, but would you really want to do that?

Nosepass's typing makes most things applicable to Geodude and Aron applicable to him. He resists a lot of attack types present in the midgame, including the next three gyms after you get him, and does the job better than either of them due to his massive 135/90 defenses, though 30 HP is god fucking awful. However, his offenses are severely lacking at 45 apiece, and Rock Slide, which would resolve the problem somewhat during midgame, is learned at Lv28 (though probably just in time for the Lavaridge gym). However, unlike Onix, Nosepass doesn't even get Screech to help out his offense, so more often than not, you'll end up switching him out because the fucker can't do any reasonable damage unless it's super effective.

A decent option to put on Nosepass is Shock Wave, which allows him to hurt water types to an extent. Granted, off 45 base special attack, it isn't doing a whole lot, and you aren't fast enough to get two shots off before your water-type quarry kills you (30 speed is even slower than either Lairon or Graveler, and most waters are going to have above what they have). If you are still satisfied with using Nosepass past Norman, you can give him Thunderbolt. By the way, this thing learns a lot of electric attacks (he's based off a magnet, need another reason?)

As you progress on, you will find that the gap between Nosepass's offense and the enemy's (special) defense widens as you progress through the lategame, and to make things worse, everything after Lilycove is water, water, water, which is bad, bad, bad for Nosepass. Thunderbolt can help to some extent, but like I said in the last paragraph, they'll generally kill you before you kill them due to your shitty offenses. And that's not even mentioning the fact that rock is a terrible defensive typing (right up there with grass, the only difference being that grass is good in lategame, but rock isn't. And Nosepass cannot get away with it like Regirock can.)

Fun fact: A Modest Nosepass with 252 SpA EVs fails to OHKO a 0/0 neutral nature Gyarados with Thunderbolt from full health and only has a 46% chance of doing so with Thunder (he needs a magnet to secure the OHKO). What a piece of shit.

Basically, don't waste your time with this triceratops turd. All he does is slow your ass down.

0.5/10

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Have a nice day.

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