Just beat the 6th Labyrinth Boss, hit the Level 40 mark and want to make a third team

People were not kidding they said it rains EXP in this game lmao

Now that I can get everyone to level 40+, I was thinking about making a third team for shits and giggles since I already alternate between two other teams.

Thing is, I want to have no repeat main classes because I thought it was another interesting restriction to add. I usually rotate teams every floor or every other floor depending on how I feel. So these are the following classes that are still “available:”

-Hero

-Medic

-Survivalist

-Zodiac

-Farmer

-Landsknecht

-Nightseeker

-Pugilist

-Harbinger

Off the bat, this is kind of what I see for a team:

Hero/Nightseeker

Harbinger/Farmer/Zodiac

Farmer is a little odd but it does have a decent ailment in sleep and Rotten Egg isn’t the worst debuff to have. That said, I could replace it with Survivalist. I definitely expect Harbinger to work a little over time with both debuffing and healing in a pinch in Tandem with Hero’s own healing tho I don’t know if both of their heals can keep up with say, Sovereign’s healing. Zodiac is here because Multi Strike Ether into Meteor looks really fun.

I guess I’m a little more limited in than I initially thought, but I guess that’s the fun in it. Thought I’d also ask here in case there’s an angle I’m not seeing since everyone here was helpful when I made my last post.

reddit.com
u/HasteMaster — 6 days ago

The epiphany that many come to is what seems to paralyze me

Disclaimer: I didn’t know how to flair this.

One thing that I’ve been noticing not just on Reddit but even in real life that some people feel empowered by some variation of the following phrases:

“You’re the only one who can save yourself” or “no one is coming to help so you have to help yourself.”

So people naturally gravitate to this phrase and feel motivated by it to cause meaningful and positive change in their lives.

Me? I feel paralyzed by this epiphany. If I really am the only person who can save my own life, I feel massively under-qualified for it. Everything I do feels like it’s done out of obligation or desperation; not by motivation or discipline.

Just for some context, this year was especially brutal for me. I lost my job earlier in the year, and I left my friend group because of one toxic individual whose actions and constant insults started affecting my mental health over a fucking card game of all things.

I managed to get another job, and while I don’t have a constant friend group anymore, I play a different card game now with much lower stakes at a different local card shop (tho it has been inconsistent due to a wonky schedule).

These things that I have done feel like they were done out of obligation or desperation; not necessarily out of motivation or discipline. I still feel woefully incompetent in trying to “save” myself.

One Dr. K’s videos on Klishta did help out in sorting some of my feelings out. That is, being able to separate reality from how I color my reality with my perception of it and it has helped in a couple areas of my life such as when I’m writing a story or talking to people. Yet, this idea of “saving yourself” seems insurmountable because I don’t feel like I can do it. If I had to describe why it feels insurmountable, it feels like there’s this heavy physical burden in the front part of my head when I try to tackle a problem that’s getting in the way of creating positive change.

So how do I wrap my head around this idea of being my own savior in something that’s more digestible?

reddit.com
u/HasteMaster — 9 days ago
▲ 4 r/memes

I guess we can’t tell if they’re genuine morons or funny as hell without it

u/HasteMaster — 14 days ago
▲ 44 r/memes

I know now more about Digimon World 2 speedruns than the average person

u/HasteMaster — 25 days ago

Party composition help for Nexus (with two minor restrictions)

Finally finished EOV and it was a hell of a journey for sure, but now I’m setting my sights on Nexus having played most of the EO titles (minus original 1 and 2), and Nexus should be coming in tomorrow.

So having looked at the class lineup in Nexus and the skills, I decided that I wanted to impose a couple of restrictions on my party that I hope I can take to the very end (of postgame).

-Only one of either Sovereign, Hero, or Gunner on the team

-Use Shogun, Imperial, and/or Ronin

The first restriction is because it seems like those are the Big 3 of the game and using all 3 is akin to playing the game on easy mode even on Heroic from the discussions that I’ve seen. Apparently Harbinger and Nightseeker are almost as good as the aforementioned classes, but I chose not to include them in my first restriction.

The second restriction is just classes that I ended up not using in their original games in any capacity and would like to use them here. Mind you, I don’t necessarily want to use all of them in the same party (tho it would be extremely funny if I could), but just using one of them would suffice.

With that in mind, I did have a couple of preliminary ideas for a party:

1st Party:

Protector/Imperial/Shogun

Survivalist/Sovereign

First team I thought of. Might be a bit on the passive side because Imperial would be my main damage dealer while Shogun also does get imbued with elements via Sovereign. There might be some anti-synergy between protector and survivalist since survivalist wants to direct attacks to them to dodge while protector wants to help with the tanking, though I don’t know how Ally Shield interacts with Chain Dance.

2nd Party:

Hero/Ronin/Highlander

Harbinger/Ninja

Wasn’t sure about this at first, but on paper it sounds fine? Ninja would debilitate from the back while Harbinger acts as a healer and do some debuffing here and there while the front row just deals their damage. I am a little uneasy about putting Highlander without some dedicated healing or redirection but I’m under the impression that Hero’s Physical Shield will do some heavy lifting.

3rd Party:

Imperial/Nightseeker

Arcanist/Ninja/Gunner

Definitely closer to a lockdown party more than anything else, which I haven’t done since EO3. I guess my thought is that all the members minus Imperial would lock everything down or debuff to let the Imperial do its Edge skills though random encounters and Drive through FOEs/Bosses though it might get a bit TP intensive.

I am open to other party suggestions of course as long as they are in line with my two minor restrictions. Again, ideally I’d like to play my party through the end without changing anything up, but that in itself is not a deal breaker.

reddit.com
u/HasteMaster — 27 days ago
▲ 718 r/itsalwayssunday+1 crossposts

Buffing Pokémon I Like (#12): Mega Tinkaton

Self-Imposed Rules:

-No OC Abilities

-No more than 45 stat points added to one stat, no more than 20 stats subtracted from the BST, and no more than 10 stat points subtracted from a single

stat (Hard Rule)

-No Signature moves other than its own unless the signature move can be learned can be leared by at least two different Pokemon (Hard Rule)

-Make the Pokemon at Least UU (Soft Rule for Non-Legendary)

Why Tinkaton:

Funnily enough, this was actually my second choice for a Gen 9 mega, but there weren’t a lot of Flamigo mega designs floating around so I went with this.

Anyways, I remember when I saw that big hammer and thought this thing was gonna have a massive ATK stat, only to be let down when it was revealed to have a middling one. Stellar design and a good BST, but its abilities are so-so and its actual Stat Spread is so strangely distributed that I have to wonder what GameFreak was smoking when they made it like this.

Anyways, I buffed its ATK to match that gigantic hammer, buffed its speed since its design now has it fly, and gave it a good boost to its DEF so that it now has great well rounded bulk overall. Really simple set of changes here.

Why Levitate/The New Moves Received:

So there were a handful of abilities that I thought about before giving it Levitate such as Regenerator, Magic Guard, Serene Grace, and even Steelworker, but given its design and the artist saying it flies now, I think Levitate was the more flavorful choice. That said, it would have three great immunities in Dragon, Ground, and Poison, which all service it in setting up Shift Gear so it can start hitting things really hard with impunity.

Of course with the additions of U-Turn and Close Combat, it’s not beholden to merely setting up as it could serve as a offensive pivot thanks to the great typing and ability, letting it bonk something before switching to another mon on the team.

Psycho Cut is there due to the blade on its hammer-turned-axe now (probably should’ve gone with Axe Kick but it ain’t kicking anything with those stubby legs), Power Trip should it opt for more setup shenanigans, and Meteor Mash for lower power but consistent means of steel type damage with the potential added bonus of being able to potentially get another +1 ATK boost.

Thanks for reading.

u/HasteMaster — 28 days ago
▲ 120 r/stunfisk

Buffing Pokémon I like (#10 and #11): Mega Hatterene and Mega Grimmsnarl

Self-Imposed Rules:

-No OC Abilities (Hard Rule)

-No more than 45 stat points added to one stat, no more than 20 stats subtracted from the BST, and no more than 10 stat points subtracted from a single stat (Hard Rule)

-No Signature moves unless the signature move can be learned can be learned by at least two different Pokémon (Hard Rule)

-Make the Pokémon at Least UU (Soft Rule for Non-Legendary)

Why Hatterene and Grimmsnarl:

Apparently they are counterparts of each other, and they are the handful of Gen 8 Pokemon designs that I genuinely like (Cramorant is my number one favorite in case you wanted to know) and because the artist posted both of their megas together, I’m inclined to include them together as opposed to separating them.

Normally, I’d talk about their abilities in their own separate section, but I thought it would be cute to switch their...well I’d say signature abilities, but they aren’t unique to them, and I can’t say Hidden Abilities because only Magic Bounce is an HA and Grimmsnarl’s HA is the worthless Pickpocket. So I guess they’re the abilities that they are most well known for and switching them around seemed fun.

For Hatterene: Honestly, it’s just more Hatterene.

Higher Bulk across the board, and we pump its SAtk even more though even with the higher bulk, 57 base HP is still fairly low. There’s not much else to say here.

For Grimmsnarl:

Now I’m not entirely sure why, but it’s base firm’s base stats reminded me of Breloom if you squint hard enough at its statline so I just went in that direction, pumping its bulk up to give it a solid line of 95/100/90. Couple that with a high ATK stat and somewhat higher speed, you got a Pokemon that can be hard to take down in one go.

Why Prankster/The New Moves Hatterene received:

Again, just thought it would be thematic to switch the duo’s abilities around. With Prankster combined Calm Mind, Draining Kiss, Substitute, and the newly added Moonlight, it does become fairly difficult to take down if it’s your late game wincon. To say nothing of the plethora of support moves it already has such Thunder Wave, Healing Wish, Screens, and even Skill Swap to switch to a more advantageous ability on the fly. In my mind, despite Dark Pokemon being immune to Prankster, I can’t think of very many of them that would want to switch into its Fairy Coverage (Bisharp/Kingambit excluded probably with sets without Mystical Fire). Heck, even in Doubles/VGC, it gets Charm, Quash, and After You (I’m actually of fan of the After You/Choice Band Focus Punch combo from a long time ago).

With Will o’ Wisp to deter most physical attackers and Nasty Plot for a potential early wall breaking attempt, it has a pretty neat array of tools to torment whichever tier it would land in.

Why Magic Bounce/The new Moves Grimmsnarl received:

Now on a first glance, Magic Bounce might be a tad wasted because its Dark Typing already prevents Prankster shenanigans from opposing Mons, but hey. Non-Priority Taunts exist. Non-Priority Hazards exist. Grimmsnarl is here to deter every attempt to status in any capacity unless your name is Mold Breaker Excadrill/Tinkaton. You can also be kind of cheeky before it Mega Evolves. You can Bulk Up with Prankster before Mega Evolving, and then be safe from a Taunt or Wisp when you do mega Evolve.

Which leads me to the elephant in the room in Rapid Spin. Well...it’s only really here as a set up move lol, but if you happen to see some hazards drop before it can Mega Evolve, itcan at least clear them. Plus with Swords Dance, it can pull Double Dance Set. Or it can break out its PU Bulk Up Sub set with Drain Punch in the mix.

Or it can opt for a Pivot Set with Parting Shot, Knock Off (which I’m kind of surprised it didn’t already get), and Fake Out to scout. Honestly, Grimmsnarl has such an embarrassment of riches in its movepool that is enabled by Magic Bounce that you can’t exactly go wrong imo.

Thanks for reading.

u/HasteMaster — 1 month ago
▲ 823 r/stunfisk

Buffing Pokémon I like (#9): Mega Tsareena

Disclaimer: Please ignore that Play Rough is a new move. I didn’t realize it already got it until I was just about to post this lol

Self-Imposed Rules:

-No OC Abilities

-Minimal Min-Maxing: No more than 45 stat points added to one stat, no more than 20

stats subtracted from the BST, and no more than 10 stat points subtracted from a single

stat (Hard Rule)

-No Signature moves unless the signature move can be learned can be leared by at

least two different Pokemon (Hard Rule)

-Make the Pokemon at Least UU (Soft Rule for Non-Legendary)

Why Tsareena: Honestly, I was actually on mapping out a unified Mega Lycanroc that all the Lycanroc forms can mega evolve to, but I didn’t realize Dusk had a different HP stat from the other two so I just ended up scrapping the write up (even tho there was a raw as hell design for it).

Anyways I chose Tsareena because it looked interesting enough to do so. As for the stats, I have it a fairly balanced spread of stat buffs, the most being thrown into ATK while being somewhat faster and fairly bulkier.

As for the typing, I actually wouldn’t have gone Grass/Fairy because I actually hate that typing defensively, but because the artist decided on that typing and most likely based the Aesthetic around that typing, I will honor that typing although I would’ve gone Grass/Fighting or even kept it as pure Grass.

Why Technician/The New Moves Received: Originally it was Grassy Surge, but I also realized it would just be LO Rillaboom without an Item Slot and while that’s not necessarily bad, it doesn’t exactly stand out. Then I realized that Grassy Glide does get boosted by Technician…and that Rapid Spin gets a nifty boost from it…and that all three hits of Triple Axel get buffed by Technician. So uhh…Grass type Scizor started looking better and better lmao

As for the moves, I did not realize that a Pokémon known for kicking doesn’t get Double Kick. Color me surprise. Bulldoze is there for coverage that also gets boosted by Technician while Stomping Tantrum is also there for thematic purpose really (and I guess it can buff base Tsareena too). I also didn’t realize it didn’t get a reliable move to buff its ATK so I gave it Swords Dance.

In my mind, there are multiple ways to play with Mega Tsareena. One way is to have it put on its best Scizor cosplay and run a Synthesis/Substitute /Swords Dance set with Grassy Glide to become a scary late game cleaner. Another is just to run Swords Dance +3 Attacks on a setup opportunity with Triple Axel/Slide/Bulldoze or even High Jump Kick (accuracy willing of course). Another could be a Pivot set of U-Turn/Knock Off/Slide/ a Coverage move though I think that could be done by a Pokémon with better typing. And then of course, Double Dance with Rapid Spin and Swords Dance with Grassy Slide and a coverage move.

Thanks for reading.

u/HasteMaster — 1 month ago

Need a little party help post-2nd Stratum. *Minor Spoilers?*

Beating the Hippogryph was rough but I managed to barely clinch on the first try, and now that I unlocked Master Titles, I do want to hunker down on what roles my party will fulfill.

Front Line: Dragoon (Cannon Bearer) / Pugilist (???)

Backline: Necromancer (Broker) / ?????

Im not sure if I should go Shaman or Botanist, and I guess that’ll determine what my Pugilist will be.

On one hand, Herald Shaman is just really good no matter what. I feel like the buffs it provides will really help the Dragoon deal some big boy damage with Buster Cannon along with Barrage helping with binds to buy turns, and of course, support with Overexertion.

Then I did think about Evoker/Barrage/Poisoner for some lockdown shenanigans in lieu of using Broker with Fierce Shield. Healing would be on the low side, but I feel like I’d have enough debuffs to power through.

Then the other option is just Broker/Impact/Merciful to just ensure I almost never die and deal big damage on turns that I am not using Buster Cannon.

Then I’m not sure about the last slot. For the first combo, Deathbringer Harbinger feels it would complete a suite of debuffs. For the second combo…I’m actually not sure lol. I guess could double up with Herald/Merciful, but I don’t hate Omnimancer Warlock here either.

Any help is appreciated.

reddit.com
u/HasteMaster — 2 months ago
▲ 1.2k r/stunfisk

Buffing Pokémon I Like (#8): Mega Haxorus

Self-Imposed Rules:

-No OC Abilities

-Minimal Min-Maxing: No more than 45 stat points added to one stat, no more than 20

stats subtracted from the BST, and no more than 10 stat points subtracted from a single

stat (Hard Rule)

-No Signature moves unless the signature move can be learned can be leared by at

least two different Pokemon (Hard Rule)

-Make the Pokemon at Least UU (Soft Rule for Non-Legendary)

Why Haxorus: tbh most Gen 5 designs don’t hit that hard for me, but Haxorus is one of the handful of exceptions. It’s a Pokémon that just exudes of raw power to me. That said, it is currently RU BL so it is already UU on a technicality, but I haven’t done a gen 5 Pokémon yet and I do like him so…

Anyways, base Haxorus has a sky-high ATK already at 147…so I just decided to pump that up to an ungodly base 187 just to really let the rawness of its design sink in. We have him some boosts to his defenses and as far his speed goes…it was a toss up between leaving it at base to leave people malding for memes, putting it at 99 for even more memes, or put it just slightly over one of the more important benchmarks. As funny as the first two would’ve been, I think the correct choice was to make it a smidge faster.

As for the typing, I personally would have left it with pure Dragon, but the artist put it down as Dragon/Dark. Kind of steps on the toes of Hydreigon, but we will roll with that to honor their design choice.

Why Sharpness/The New Moves Received:

I mean, its base design is based on an axe and mega design just goes crazy with the sharp edges so this feels like a no brainer.

As for the moves, it already has Night Slash and Dragon Claw, and imagine my surprise when I found out that Sharpness boosts Dragon Claw. So I just handed it a couple of extra slicing moves for coverage along with U-Turn if it decides forgo setting up with DD or Swords Dance (though it does get Scale Shot). I think the only one that goes a little overboard is Sacred Sword, but being based off a slicing weapon, it would feel weird not to include it.

Thanks for reading.

u/HasteMaster — 2 months ago
▲ 13 r/pkmntcg

What deck should I move onto after playing Mega Lucario for some time?

I’ve been playing Mega Lucario for about three weeks now as my first deck, both irl and TCG Live. I will say it’s been really fun, but I’ve noticed some weaknesses about the deck that while not insurmountable, raises questions about the opportunity costs of overcoming those issues.

-it’s a three prize card meaning that I’m playing from behind if it gets knocked out and I can’t really trade well with my opponent because of it being three prize cards. Mega Pokémon in general seem to have this huge cost of playing I’ve noticed because of the prize count.

-I’m not savvy enough to make a distinction as to whether or not this is a meta trend, but I’m encountering a lot of Psychic decks, and that just makes it easier to knock out Mega Lucario

-it hits hard, but that’s about all it really offers and is the only real wincon

So I want to change decks, but I’m not entirely sure what the best call is. So far I have my eye on the following:

-N’s Zoraoark: the ability to use moves from N’s Pokémon on the bench looks really cool

-Hydrapple/Teal Mask Ogerpon: I took one look at Forest of Vitality and it looks insanely busted lmao

-Lillie’s Clefairy: I was just looking at the winning list from the more recent tournament in New Orleans, and it looks like a pile of good Pokémon meshed together, but I kind of like that and Clefairy looks like it can snowball very quickly.

I come from playing yugioh and one of my favored play styles is the sort of mid-range/grindy deck. Of the three, I’m definitely leaning Hydrapple, but I’m open to suggestions.

reddit.com
u/HasteMaster — 2 months ago

Buffing Pokémon I like (#6 and #7): Mega Bellossom and Mega Vileplume

Disclaimer: So I only have one rule regarding abilities and that is that I cannot make OC Abilities. That doesn’t mean I want to start slamming Primordial Land or Intrepid Sword on everything, but I do have a tendency to avoid the signature abilities of Legendaries. Most other abilities are fair game, and even new ones like Dragonize, Mega Sol, and Eelevate are included. I do avoid the ones as outlined in the Theorymon Thursday rules (I.e. giving Huge Power or Fur Coat to any Pokemon), but I just thought I’d throw this out there because I do try to get a little creative first (either by adhering to lore or using abilities that are only on lesser seen Pokemon) before resorting to the real heavy hitting Abilities. That, and I usually go by the artist’s depiction first when thinking about an ability.

Speaking of the artist, I am not the artist of any of these Mega designs. I usually put the link to the artist in the picture of the Pokemon to credit them. I usually honor their intended typing (such as the typings of the Mega Pokemon I bring before you today) as it is a core part of the aesthetic that they go for, and only give new typings if they do not already have one in their social media post.

Self-Imposed Rules:

-No OC Abilities (Soft Rule for non-Legendaries)

-Minimal Min-Maxing: No more than 45 stat points

added to one stat, no more than 20 stats subtracted from the BST, and no more than 10 stat points subtracted from a single stat (Hard Rule)

-No Signature moves unless the signature move can be learned can be leared by at least two different Pokemon (Hard Rule)

-Make the Pokemon at Least UU (Soft Rule for Non-Legendary)

Why Bellossom and Vileplume:

-For Bellossom: Generation 2 is probably my favorite generation in terms of design. They really do feel like an extension of the original 151 while still having an identity they can call their own. Bellossom has a simple, but aesthetically pleasing design. It has some usage in ZU, being ZUBL in Gen 9, meaning it doesn’t see much use anywhere else. So I want to fix that.

So for this wonderful mega evolution, it gains a secondary Fire type, which is fitting because it is often associated with the sun in its Dex entries. We shore up its speed as much as we can while maintaining our rules, and give it a superb Special Defense and Special Attack increase. This was a very simple array of stat increases, but I think it works thanks to some very notable moves in its existing moveset, which I will get to shortly.

-For Vileplume:...really it’s because the artist I found drew and posted both at the same time so I didn’t really want it to be left out.

That said, its typing is very interesting. It loses its Grass typing and becomes Fairy while keeping its secondary Poison typing, leading to some very interesting resistances, including its ability which I will also get to later. It’s been a lower tier defensive tank so I decided to dig its heel into that role further. That said, I did want it to mirror Mega Bellossom’s base stats while rearranging where they go without breaking my rules since they are the final evolutions of the Oddish line...which actually was kind of difficult. The speed and attack increase is a little awkward, but my hope is that its typing plus the moves I will give it can help circumvent that awkwardness.

Why Flash Fire/The New Moves Bellossom received: While it is associated with the sun, I felt like giving Drought would make it a lesser Charizard Y, and its neutrality to Fire becomes more a hindrance under the Sun if facing something like Charizard Y. So I thought giving it an immunity to Fire was more fitting and would actually stifle Charizard Y with its large Special Defense, a quadrauple resistance to Grass, and completely nullifying its fire moves while boosting its own.

As for the moves, Bellossom has an interesting existing movepool, including one of the best boosting moves in the game, Quiver Dance. So to fit it aesthetically, it gains Fiery Dance to potentially snowball Special Attack Boosts (learned by both Volcarona and Iron Moth so I’m not breaking my rules here), Heat Wave for Doubles usage, and Focus Blast for additional coverage. This does make it a side-grade to Volcarona on the surface. In return for more immediate speed and immediate special bulk, it cannot run items like Heavy Duty Boots, it takes your Mega Slot, and doesn’t have coverage for Fire/Flying type opponents. That said, I fully expect this Mega to muscle through most of its checks and counters if it allowed to set-up properly.

Why Water Absorb/The New Moves Vileplume Received: This ability definitely leans more into the real world flower that Vileplume is based off of as it very often found near water, and it lets it gain its most valuable resistance from its prior Grass typing, and turn it into not only an immunity, but a means of recovery. With a unique set of immunities (Dragon/Water) and resistances (x1/4 Fighting, x1/2 Dark, x1/2 Grass and other resistances not mentioned here), I think it’s poised to be a stalwart tank.

Imagine my surprise when I saw it already has access to Moonblast and Moonlight. Coupled with good existing moves like Sludge Bomb, Strength Sap, and Leech Seed, its utility is already pretty sound...so we gave it more utility in Knock Off and U-Turn so it can also be a defensive Pivot. It also has Swords Dance for some reason so I thought it would be funny to give it physical Poison moves in Gunk Shot and Poison Jab, and Play Rough for physical fighting STAB. Also with Acid Armor and Body Press, it can bully would-be Steel checks though a lot of Steel Types do run Ground coverage so it’s not foolproof.

Thanks for reading.

u/HasteMaster — 2 months ago
▲ 233 r/stunfisk

Buffing Pokémon I like (#5): Mega Milotic

Forgot to include it in my picture but here are the buffs to its stats

ATK: 60

Defense: 96 (+17)

Sp.Atk: 138 (+38)

Sp.Def: 150 (+25)

Speed: 101 (+20)

Self-Imposed Rules for making Megas:

-no OC abilities (Soft Rule for non-legendaries)

-Minimal Min-Maxing (no more than 45 stats points added to one stat, no more than 20 stats subtracted from the BST, and no more than 10 stat points subtracted from a single stat (Hard Rule)

-No signature moves unless the signature move can be learned by at least two different Pokémon (Hard Rule)

-make the Pokémon at least UU (Soft Rule for non-Legendaries)

Why Milotic: It’s definitely an iconic Gen 3 Pokémon and it’s always had a really great competitive history even in the lower tiers…then I saw it was PU in Scarlet/Violet. Yikes. So I wanna bring this titan back to relevance.

So I gave it a nice wide sweeping buff to all of its stats. Defense to make it tankier all around, a big increase to its special attack, make its Special Defense look monstrous, and a solid 101 speed to kind of rub it in on base 100 speed Pokémon lol

Despite it getting some fairy moves back in Gen 6, GameFreak never delivered on giving it a mega evolution with a Fairy typing, and I initially wanted to avoid adding the fairy typing to be more original, the artist did note the mega evolution to be Water/Fairy, and I wanted to honor that.

And while this has nothing to do with its competitive value, a bunch Mega Milotic concepts go super hard with saturated colors, notably deep red and black being pronounced to give it a more dragon-like appearance. I felt like those designs betrayed Milotic’s aesthetic. That is, beauty in simplicity. I really like this art just because it already accentuates its already existing colors and adds a light-like flair to it.

Why Multiscale/The new moves it got:

I actually was going back and forth between Lightning Rod and Multiscale, but I settled on Multiscale since it felt more thematic if a little boring. It super charges it’s-already great bulk to start setting up multiple Calm Minds and since it already Draining Kiss in its move set, it could theoretically forgo Recover and sit on a lot of moms and keep recovering back to full health to make Multiscale live again

Of course, there is merit to not Mega Evolve right away. Milotic already does have Competitive to deter Defog or Intimidates, but should it so happen receive one of the two (or a random stat drop from another move), you’d be facing down a +2 Mega Milotic. I feel like it would contribute to some interesting mind games.

As for moves, I actually didn’t want to give it too many more moves. It already has a lot of great moves like Scald, Draining Kiss, the aforementioned Calm Mind, Recover, Substitute, and Scale Shot of all things lmao

Spirit Break is the most interesting addition in order to further harass special attackers (doesn’t break my rules since both Grimmsnarl and Iron Valiant learn it). It could sit on special attackers with impunity.

Water Spout is more of a doubles/VGC move since it is faster now, it’s not blazing fast tho I could see with Thunder Wave/Sticky Webs Support being a monster.

And Moonblast because it got a bunch of other fairy moves except for that.

Thanks for reading.

u/HasteMaster — 2 months ago

Buffing Pokémon I like (#4): Mega Luxray

Disclaimer: I actually haven’t played Smogon Singles in a while (since maybe 2023ish), but I do occasionally look up meta shifts in OU or UU. Maybe I’ll play again later in the year lol

Self-Imposed Rules for making Megas:

-no OC abilities (Soft Rule for non-legendaries)

-Minimal Min-Maxing (no more than 45 stats points added to one stat, no more than 20 stats subtracted from the BST, and no more than 10 stat points subtracted from a single stat (Hard Rule)

-No signature moves unless the signature move can be learned by at least two different Pokémon (Hard Rule)

-make the Pokémon at least UU (Soft Rule for non-Legendaries)

Why Luxray: Most people remember Luxray fondly from Gen 4 as part of their main team for their playthrough. I remember it fondly because a random Japanese Shinx nicknamed Ren that I received through Wonder Trade in ORAS. It does have a really cool design, but because design does not equate to competitive value, it languishes in the lowest pits of ZU currently. When people theorize a Mega Luxray, they imagine adding a Dark Type. I decided go against the grain here thanks to this wonderful piece of art I found and went for Psychic typing instead. Electric/Psychic is only used by Alolan Raichu and it’s an offensive typing that is also stuffed by other in typings in Ground and Dark. I think this will be balanced because of the other things I gave it.

With its stats, I dropped all pretenses of having any defenses (save for a smidge more defense to get more value out of its Intimidate on switch in). A big attack boost, a sizeable special attack boost which I will discuss why shortly, and a huge speed to make it use of the offenses it was given. Feels self explanatory.

Why Galvanize/The new moves it got:

Since we are already stealing a typing from one Alolan Pokémon, we might as well take an ability from another one, and I think Galvanize deserves to be on a Pokémon with more speed overall

Let’s address the elephant in the room. That is, Boomburst. Its distribution is somewhat scarce, but I do see low tier heroes like Swellow, Toxcitricity, and Exploud using it to great effect. I recognize how powerful Boomburst is so in return for being the fastest (non-scarf) and 2nd strongest (non-specs) user of it, Mega Luxray obviously can’t use specs, and Galvanize makes it so that it can be stuffed by any ground type. It does get Nasty Plot to be a set up sweeper to make up for not being able to use Specs, but you still have to take a turn to get a boost. I think it’s a nice balance between power and opportunity cost.

As for its physical movepool, giving it Extremespeed makes the most of Galvanize off a base 156 Attack. Bulk Up to ramp up its physical attack and defense. It already has Ice Fang, but it now gets Superpower and Stomping Tantrum for greater coverage.

While it definitely leans physically offensive, I think it’ll be great at mixed sets thanks to Boomburst. It already has Psychic Fangs for physical Psychic STAB, or it can do ExtemeSpeed/Boomburst/Ice Fang for pseudo BoltBeam Coverage. I think the variety of its sets, that is to say, whether it goes physical, special, or mixed, will be the reason to use it.

Electric/Psychic definitely isn’t the most threatening offensive combination, but I think it does enough to give Mega Luxray a good role in whatever tier it would land in.

Thanks for reading.

u/HasteMaster — 2 months ago
▲ 215 r/stunfisk

Buffing Pokémon I Like (#3): Mega Tauros

I wasn’t actually going to make a second post today, but I ended up finding this really cool Mega Tauros concept and inspiration struck.

Self-Imposed Rules for making Megas:

-no OC abilities (Soft Rule for non-legendaries)

-Minimal Min-Maxing (no more than 45 stats points added to one stat, no more than 20 stats subtracted from the BST, and no more than 10 stat points subtracted from a single stat (Hard Rule)

-No signature moves unless the signature move can be learned by at least two different Pokémon (Hard Rule)

-make the Pokémon at least UU (Soft Rule for non-Legendaries)

Why Tauros: tbh it’s just because I found this art and I thought it looked really cool. It’s very simple and still very much looks like Tauros while accentuating all the things that make it look like it. That and he hasn’t had OU viability since Gen 1 and as of this writing, he is ZU. I want to bring him back to stardom.

His speed was alright good so I just buffed it a little bit. I buffed his Defense because I thought it would be kind of funny to have him switch in before Mega Evolving, get the intimidate off on a physical threat, then Mega Evolve and become a hell of a physical wall. His Attack got so much needed love since 100 baser Attack isn’t what it used to be, then some stats to his special defense to make him just a little more tank overall.

I chose ground type because alongside normal, it does get two interesting immunities to electric and ghost. There are three Pokémon with this typing (Both Urusaluna and Diggersby), whom have seen great success in their respective tiers (for reason outside their typing of course but I’m sure it helped). Had I went with steel, he would have a crippling x4 weakness to the Fighting, which I really didn’t want

Why Steelworker/The new moves it got:

I didn’t have a rule for signature Abilities so I decided to give it Steelworker because of how it looks. Imagine my surprise when I realized it already had Iron Head and Smart Strike so I decided not to give it other steel type moves. I was very deliberate in not giving Heavy Slam because I didn’t want to math anything out, and a 1.5 boost to a move that that could potentially reach 120 Base Power sounded just a bit too much.

I was also deliberate in not giving it a good Attack boosting move since I wanted to give it Steelworker and still have it be somewhat balanced. It still has Curse and Work Up, but the former puts its good speed to waste while the latter is understandably mediocre beyond belief, and with no recovery options outside of Rest, a substitute/curse set wouldn’t get much mileage, but I could be flat out wrong.

Thanks to it being around since Gen 1 and being a normal type, Tauros already had a solid movepool. That said, I gave it Headlong Rush for flavor mostly, but also for a STAB alternative to Close Combat. Iron Defense + Body Press would give it another playstyle as I would imagine aSteelworker-boosted Iron Head from an uninvested 132 base attack would still hit hard, and it would still have an attacking option should it get burned provided all Ghost Types haven’t been dealt with.

That said, it still fairly fast. It has the EdgeQuake combo, STAB Body Slam to fish for Paralysis, Raging Bull to break screens if that was ever needed, and even Trailblaze to boost its speed.

Thanks for reading.

Artist Source (forgot to include it in the picture):

an_artist_astray on Instagram (www.Instagram.com/p/CoXOc2Ev0Nz/)

u/HasteMaster — 3 months ago
▲ 163 r/stunfisk

Buffing Pokémon I like (#2): Mega Goodra

Disclaimer: I actually haven’t played Smogon Singles in a while (since maybe 2023ish), but I do occasionally look up meta shifts in OU or UU. Maybe I’ll play again later in the year lol

Self-Imposed Rules for making Megas:

-no OC abilities (Soft Rule for non-legendaries)

-Minimal Min-Maxing (no more than 45 stats points added to one stat, no more than 20 stats subtracted from the BST, and no more than 10 stat points subtracted from a single stat (Hard Rule)

-No signature moves unless the signature move can be learned by at least two different Pokémon (Hard Rule)

-make the Pokémon at least UU (Soft Rule for non-Legendaries)

Why Goodra: So my top 3 favorite Pseudo-Legendaries (in no particular order) are Tyranitar, Metagross, and Goodra. What they have in common is how “unique” they are. Tyranitar and Metagross are the only non-Dragon Pseudo-Legendaries, and Goodra is the only single typed Pseudo. That said, it’s always been kind of middling among its contemporaries. Really high special defense, but average offenses, low physical bulk, so-so speed, and no reliable means of recovery. It is currently NU and while its Hisuian form seems to have a place in the higher tiers, the original doesn’t seem to be reaching those heights any time soon. So let’s change that by giving it a mega evolution, the gimmick in its inaugural generation that it mysteriously never received even in ZA.

It did take me a while to figure out what direction I wanted it to go in as far as a Mega Evolution goes so I ultimately decided to just plant its feet firmly in its specialty of being a special wall with a decent increase to its offenses. I gave it some speed because I feel like that’s what GameFreak would do though I don’t necessarily think it needs it, but 90 speed is pretty okay for what I’m trying to accomplish here. A small increase to its physical defense so it doesn’t 100% die to any physical moves.

Lastly, I’m getting rid of the thing that makes it unique and make it Dragon/Water since its Dex entries imply its affinity to water along with its existing movepool. That, and Dragon type on its own isn’t the most stellar defensive typing imo.

Why Regenerator/The new moves it got: Its original abilities are nothing special or downright bad. Gooey on a mon with low physical defense is miserable, Hydration came a generation late, and while Sap Sipper gives a decent immunity, it does increase its lower Attack. I want to give it Regenerator to give it at least one means of recovery.

As for the moves, I actually didn’t want to give it too much since it already has an expansive move pool. Flip Turn is key here to make it a hell of a slow Pivot, giving a slower means of letting an teammate get in safely while recovering the hit it took. Strength Sap is another way to get reliable HP recovery. 85 defense with 90 HP is okay on the physical side, but with Strength Sap, I imagine it becomes annoying to take down. More than likely it will have max HP investment to let it tank at least one physical hit, use Strength Sap to recover, now the -1 opposing Mon has to either switch out as it can’t knock out Goodra physically anymore. Goodra is free to flip turn or manually switch out to something else that can set up

That said it still has great utility moves like Scald, Knock Off, and Dragon tail to name a few. It can lean into its utility while remaining an excellent pivot.

Liquidation and Grass Knot are there for “filler.” Maybe not 100% filler as it does get better Attack and STAB to use the former, and the latter can probably better in some matchups.

Thanks for reading.

u/HasteMaster — 3 months ago

Is Pokemon Gaia is still worth playing in 2026? A review from a “Newcomer” to the romhack scene

Background:

Believe it or not, this is actually the second Romhack I’ve ever played. I played Glazed back in college in 2015 and did a Nuzlocke for it. That said, I never touched a romhack up until last year, when I discovered this subreddit. I tried playing Gaia on three separate occasions, all three being Nuzlockes. My first attempt in 2025, I actually wiped at the Bug-Type Gym Leader. My second attempt, I got to the sixth gym leader, only to realize I was playing a much older version of Gaia. How old, you may ask? My save file was incompatible with the latest Version (3.2 at the time of this writing), so my motivation to play again went down the drain. However, I started playing more Pokemon again, and I felt the motivation to try again. In my third and final attempt, I did finally beat the game and I definitely had a blast doing it.

Why Gaia:

You may be wondering why I decided to play Gaia instead of all the other games that came after it such as Unbound, Radical Red, and the highly anticipated Odyssey (Anticipated back in 2025). As I understand it, Glazed was the Romhack that sparked the scene to begin with (at least I think it did), and Gaia is the Romhack that elevated Romhacks to a much higher standard, setting the stage for the aforementioned games to come about. I don’t know how much of this is true, but given my experience with Glazed, I thought it would be poetic to reenter the Romhack scene with this game before trying any other game.

The gameplay:

I do think it’s really cool how much Spherical Ice packed into this game. Gen 1 through 6 does feel like a lot of Pokemon to pack in here, but a lot of the routes feel like it has a nice balance of Pokemon to choose from, making each Nuzlocke feel unique in its own way. I never really felt bored of the choices I was presented with for each new area. That said, there is a slight dearth of fire Pokemon. I chose Infernape for my starter, and once it got wiped out, I was out of a Fire Type till I got an egg in Edashore Town that hatched into a Cyndaquil, which is about 70% of the game done I believe. It didn’t detract from the experience very much. However, what did detract from the experience was not being able to delete HM moves more readily. I’ve played more modern Pokemon recently that it just felt odd to not be able to delete HM moves and having to go back to a Move Deleter to do so.

The battles, however, started to feel a cut above your usual battles in a mainline game around the fifth gym when the important trainers started using Mega Evolution. Some trainers do have a gameplan of buffing up, or setting up weather to have their own Pokemon thrive in them. That said, it isn’t insurmountable, but I was caught off-guard a handful of times, leading to some unfortunate KOs on my end. In fact, I lost half my team to the Elder Team Boss, Morgana, in her penultimate battle to a Mismagius that had set up a Nasty Plot and I missed a Stone Edge, and I had no time to heal in her final battle. It was rough, but satisfying.

The Grottos are a great addition to the game, and the placements of the cuttable trees, the Rock Climb indicators, and smashable rocks really motivate you to be on the lookout for when you get a new HM so you can backtrack and see what you missed. You have an interesting assortment of stationary Pokemon, TMs, and even Mega Stones to come back to. Gen 5 did introduce these, but they never truly came back afterwards, which is a shame because I think this is a feature that should’ve been a mainstay in the official Pokemon Games so it’s great to see it here.

Last thing I wanted to mention was the stats screen. You can see your Pokemon’s IVs ranked from E- to S+ (At least I think it goes to S+ because I never saw a Pokemon with S+). Without the ability to readily edit your IVs (I couldn’t find a method in-game), it can be kind of disappointing to find a Pokemon like Timburr with a Modest nature and D+ in ATK (This didn’t happen to me with this specific Pokemon, but I did have a handful of situations like that). Doubly so for Nuzlocke purposes, but you do kind of have to play the hand you’re dealt with in a Nuzlocke. A double-edged sword of a feature, but still ultimately welcome.

Honestly, I have no real problems with gameplay. Just a couple gripes that do detract from the gameplay albeit in neglible ways.

Story:

Well…this feels like a Pokemon story. And I mean that in the best way possible. Spherical Ice really did capture the essence of your usual Pokemon game’s story with a handful slight twists to keep it fresh. You begin as a bright-eyed kid in Celanto, having to return a book that doesn’t belong to the city’s library to a strange woman. Earthquakes have shaken up (both figuratively and literally) the region of Orbtus, and Professor Redwood wants to you to investigate on his behalf, giving your starters, Pokeballs, and Pokedex. You go through the Gym challenges as a means of being able to progress farther to investigate the earthquakes, clashing the New Elders, the game’s resident evil team (not that Resident Evil).

Morgana, the New Elders team leader, wants to return the world back to the way it was because she hated modernity, and revered the magnificence of Pokemon in its natural state, and she sought the Regi Trio to awaken Regigigas to basically end the world and begin it anew. You thwart her plans, and challenge the Pokemon League, becoming the Orbtus Champion.

For one thing, I didn’t realize how much I missed having the highlighted evil team actually be evil, and be the actual antagonists. After several generations of having delinquents make up a team, but not be actually evil, this was definitely a breath of fresh air. You interact with the Elder Knights, the Admins of the new team, with some frequency as they are always a threat in the context of the story.

That said, the team leader, Morgana, did fall a bit flat for me. You meet her once in the beginning of the game without knowing her name, and you don’t really see her again until well over half the game. She traps you at the Ignis Roost with the intent of actually killing you, and subsequent encounters with her have her waffle between merciful and merciless, making her behavior feel fairly inconsistent. The final battle with her was actually hype due to the Regigigas in the background, and the volcanic setting the stage for what would be the last clash for the fate of the region.

Last thing that I did want to gripe about was the Elders of Orbtus. They are an ancient group of humans who sealed Regigigas and created murals across the region as a means of keeping it sealed…and that’s about all we really know about them. Morgana reveres them very fanatically, but mainly using them as a means to bash on modernity. Herschel, the Orbtus Champion, knows the Macguffin of a move, Molten Raze, that lets you get to the area with Regigigas, but doesn’t really go into detail about why he knows this move, or his relation to the Elders. I guess that’s up to the player to piece together at the end of the day, but they barely given breadcrumbs about them to make enough connections (unless I wasn’t paying attention).

Again, the story feels like a bog-standard that I didn’t realize I missed until I played it, and though I had some narrative gripes, it was still a pleasant experience.

Aesthetic and Setting:

Orbtus is a really cool fan region. Despite Morgana claiming that modernity sucks, the towns typically have a nice aesthetic between nature and modernity. I won’t go through every town, but I’ll highlight my favorites.

Valloon Town is on one end of the spectrum, surrounded by nature every which way. Valloon Way is very reminiscent of the route to Fortree City in Hoenn, with some marshalands and tall grass. Nemesis River is also a very forest-like area with a water route that leads up to Nemesis Cave, which brings back the rivalry between Heatmore and Durant. Then you have Telmurk Swamp, which is exactly what you would expect from a swamp. Not-so-very clear water, a murky atmosphere that’s dyed in the faded orange hue, and even some Grimer and Muk in the water when you surf through it. Valloon City itself is small itself, but it does have the Bug-Catching contest from Johto, which is another nice way of town using nature and bringing it to the forefront. The Pokemon Rangers are also headquarted here…though they don’t do very much in the context of the story, but they do at least highlight how they are experts in traversing the forests surrounding the town. It really is a cool town and area.

Then you have the opposite end of the spectrum, Telmurk City. Steeped in modernity, you have the department store, a bastion of commercialism. Then you have the various generator areas, which still have some Pokemon in them, and you can even sometimes go into the sewers and you get an idea of how much waste the city produces. Opposite to the Rangers in Valloon Town is the Mighty Mightyenas, the biker gang that has effectively taken over the city, and they even run an illicit casino very reminiscent of the casino in Kanto that was ran by Team Rocket. Even the Gym has you traversing the sewers to reach the gym leader. It really is a cool town the highlights modernity in excess.

Most other towns do have a more balanced mix of modernity and nature, but these two highlights the extremes between the two, and lets you appreciate the other towns.

Conclusion:

Yes, Pokemon Gaia is worth your time in 2026. You have all these new Romhacks coming out, but the foundation was paved by Gaia. It genuinely feels like a mainline Pokemon Game from before Gen 6 with some of the Quality of Life updates from the more recent gens. It is a bit rough around the edges in the story and the gameplay, but it really lets you appreciate how much Romhacking has progressed since its release. It is a must-play if you’re just getting into Romhacks and even who played other Romhacks extensively can appreciate the game that sparked an evolution in the way Romhacks are made now.

Gameplay: 8/10

QOL: 7/10

Pokémon Variety: 7/10

Story: 7/10

Aesthetic: 9/10

Overall: 7/10

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u/HasteMaster — 3 months ago