18 Haziran 2017 Pazar

Analysis of Types: Chapter 2: Grass-type: Part 3: In-Universe Symbolism and Mythology

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

The Legendaries and Their Role:

Admittedly, I didn't research on these guys so much, since there is no mascot legendary that is a Grass-type(Xerneas is arguably a honorary one though)



Celebi's time travel abilities seem to be a reference to the Time Capsule. Its body shape is based on a generic tree sprite, while its association with the Ilex Shrine likely refers to kodama in Shintoism. Its ability to being eggs from future also likely refers to breeding being introduced in Gen 2.


Shaymin seems to be personification of the concept of gratitude, and its domain's name seems to imply that it is largely based on religious gratitude. Its ability to detoxify the land alludes to Suicune and seems to be personification of Aromatherapy the move. Its Sky Forme likely refers to messengers of gods.

Tapu Bulu:

Based off Hawaiian God Lono, Tapu Bulu seems to represent the "Revenge of the Gaia", that is, flora taking back their land from humans as a punishment for humanity's mischief.

Forest Guardian:


Based off Aramis of the Three Musketeers, Virizion primarily appears a guardian for forest based areas.

The Trainers and Their Roles:


With the tile of "Nature-Lowing Princess", Erika more or less represents traditional Japanese gardening. Though Bellossom seems to be her signature Pokémon GSC onwards, she traditionally doesn't have much difference between her Bellsprout-line members and Oddish-line members. Tangrowth also appears as her signature in HGSS rematch, though Vileplume rereplaces that in B2W2, with Bellossom getting the shaft.


With the tile of "Master of Vivid Plant Pokémon" and her green hood, Gardenia seems to based off an archetypical forest hiker. Her signature is Roserade.


Cilan serves as the meekest of the three Straiton Brothers, often failing to complete his sentences. His signature is obviously Simisage.


Ramos' title is "The old growth is still in bloom!"(Japanese version is not a full sentence, obviously). He doesn't have much of an interesting personality, but he makes plant puns. His signature is Gogoat.


The Trial Captain of Lush Jungle, her trial involves cooking. She based off a generic animé bad cook, someone who is relatively hyper but not too serious about the taste. Her signature Pokémon is Steenee, her Mega in Battle Tree is Sceptile and the Totem Pokémon of her trial is Lurantis.

Her extra story in Moon reveals she intends to follow in her father and brother's footsteps. INB4 Bechdel test.

The Overview:
On the legendary side, most Legendaries seem to be associated with forests, with the exception of Shaymin who is based off flower beds. Nonetheless, all of them represent the divinity of the untouched nature in some manner. Most of them appear as guardians of sorts, with few of them having to do with fertility.

On the trainer side, most trainers associated with the type are associated with either gardening or cooking, with the partial exception of Gardenia. Almost all of them are mellow, carefree trainers, with Mallow being the most hyper of them. They seem to be wiser than most trainers, but not necessarily deeper. They seem to be willing to give their knowledge freely to others. Some of them seem to be quite lazy as well, another characteristic of the type's species.

Since Grass-type hasn't been an E4 or mascot legendary type, it is hard to say what it would represent in those roles.

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

So, what are Grass-types, really?

The Purpose of the Grass Type:

As previously discussed, Grass-types' primary purpose is to become an early-type for cleaning some of the key early types like Water, Rock and Ground, and through its resistances clean Electric as well. The other purpose of Grass-type is to spam status moves and leech off opponents' HP. Because of this, Grass-type is predominantly a defensive type, so even the offensive and speedy Grass-types have some decent defense.

Grass-types can be obtained easily in all generations in the early-game, unlike Fire-types and Water-types. The difference is, even if Grass-types are obtained later in the game, they still tend to be weak, as they tend to be single staged, or have unique abilities/types that render high stats pointless.

Much like Fire-type, Grass-type is supposed to be replaced around mid-game, as after that point the difficulty spike for Grass increases. Water generally fulfills this role, with Electric filling in the role of Water-type cleaner. However, because of its versatility Grass-type can be used for the entire game, especially since once you obtain it, you will be able to easily grind it.

The Aesthetic Archetypes of Grass Types:

Grass types are generally Green colored with some Brown colored, but there are other colors as well.

Conceptually, Grass-types can be divided into following archetypes:


Generally composed of animals with plant covering, symbiotes generally depend on the "host" body for additional moves. They generally lean towards Normal-type moves.


Mushroom, as its name stands, are Pokémon made of or infected by mushrooms. They get Spore and generally have access to Poison moves and Effect Spore ability.


Composed of Pokémon that have blossoming flowers, and learn Petal based moves. They have some association with Fairy-types, generally speaking.


Composed of Pokémon with sharp leaves, these tend to focus on moves like Leaf Storm, Grass Whistle etc. They tend to get X-Scissor and/or Fury Cutter.


Composed of Pokémon with tree shapes, they tend to get Wood Hammer.

Fruits and seeds:

Composed of Pokémon with nut or fruit shape or covering, they tend to get moves like Seed Bomb, Rollout, Sweet Scent and Worry Seed.

Lesser archetypes include cacti(Cacnea, Maractus), nature sprites(Celebi, Tapu Bulu) and cottons(Hoppip-line and Cottonee).

The In-game Archetypes of Grass Types:

Yadda, yadda, this is an early type, so you get early stuff:

-Early grass type: The archetypical Grass-type. With that, I mean THE archetypical Grass-type. Generally around 480-490 BST range, with higher ups being in 510-531 range. The first three odd generation variants were version counterparts to each other, but Gen 7 haven't repeated that.

-The mushroom: An odd generation archetype, these Pokémon tend to be two staged and have access to Spore. They tend to be 405-465 range.

-Secondary early Grass-type: Generally occurring in even generations, these tend to be gimmicky Grass-types in 425-450 range.

-Single staged mid-game Grass-type: Generally occuring in odd generations, they are single staged Pokémon that occur in the mid-game appearing in rare routes. Two of them, Tangela and Roselia, gained additional evolutionary lines.

-Late-game Grass: Generally occuring in 490-535 range, these are late occuring Grass-types with odd types.

-Mid-game Grass: Generally occuring in mid-game and in odd generations, these are Grass-types that occur in the middle of the game. They tend to be around 474-495 range.

The Stat Archetypes for Grass-types:

-The Tank: Generally focusing on defense and offense in one specific area, these tend to be slow, bu they tend to have abilities or moves to double their speed.

-The Wall: Generally focused on Defense, these tend to be good in both defenses. They use Leech Seed and Synthesis to restore themselves.

-SubSeed: Generally focused on being an Annoyer, these Pokémon tend to have high Speed with mediocre offenses and mediocre defenses.

-Dual Offense: Generally focused on both offenses, these Pokémon tend to be either bulky but slow or decently fast but mediocrely bulky. They focus on using moves like Swords Dance to buff themselves, as their offenses tend to be around 100 range.

-Mono offense: Generally focused on one offense, they tend to be either slow and bulky or fast and weak. Mono offenses tend to focus on Physical, though Tangela is Specially oriented.

Because Grass-types tend to be slow, there isn't much of a conventional Sweeper, nor is there a conventional wall, as Grass-types tend to have low HP. Because they are overall more Defense and status spam oriented, most offensive Pokémon do not exceed around 100 range, and those that do tend to have average Speed with good defense/s.

Analysis of Types: Chapter 2: Grass-type: Part 1: The Retrospective

So, what is the Grass-type?

Grass-type is one of the few unique "inventions" of Pokémon. Representing the Chinese traditional element, the Wood, representing the spring, growth, and the Azure Dragon, the guardian of the East. This element corresponds to the traditional element of Earth in the Greek alchemical quartet, while Chinese Earth represents Aether, the divine element.

While almost all traditional RPGs had plant enemies of some sort that were weak to Fire, the popularization of plants as one of the primary elements of nature really started with Pokémon, with other franchises, including THE mother franchise of monster collection, Shin Megami Tensei, following Pokémon's example.

Because Grass-type is effectively an expy of the conventional Earth element, many of the "Nature" based moves, abilities and species are presented in the Grass-type, while actual Earth-type, the Ground-type, takes more inspiration from the Chinese Earth, the substitute for Aether.

The History of Grass-type in Pokémon:
Grass-type's early days are quite weird, indeed. As one of the primary types, it only exist in the starter trio, as neither the Eeveelutions, whose type trio would be reused for the Legendary Beasts, and the Legendary Birds, who represent all seasons except Autumn, had no Grass member. This is in spite of the existence of Leaf Stone, which is responsible for all the evolutions of Grass-types in RBY era, besides Paras-line and the starter. This got even weirder, as while Exeggutor exists as the prime Grass-type and the pre-evolutions in this era were about as powerful as some fully evolved Pokémon, Grass-types were overall weaker than the other elemental types, and gave less experience as well.

This was also present in the moves themselves, as while Grass-type got several status moves, its most powerful moves were Petal Dance and Solar Beam, both of which were incredibly situational and rare. This seems to imply that Grass-type was deliberately meant to be the weaker of the three starter types, focusing instead on status spam and health draining, an aspect exclusive to Grass-type and Bug-type.

In this generation, Grass-type was paired with Bug and Poison, and this organic between them has continued until Generation IV, when TCG put Poison to work with Psychic and Ghost.
The second generation was weirder for Grass-type. With the Special splitting off to Attack and Defense, the bulk of the Grass-types got their Special as Special Attack. However, unlike their Fire-type counterparts, the compensation Defense was much weaker than their original Specials, which gave Grass-types a massive weakness to Fire-types. Because of this, many of the Grass-types turned out much weaker than they were a Generation before, with Exeggutor becoming weaker than Lapras and Arcanine, and Vileplume and Victreebel being some of the weakest fully evolved Pokémon in GSC, and Tangela being only slightly more powerful than regional rodents. The newly introduced Pokémon were also much weaker than the old Pokémon, with Jumpluff being one of the weakest third stage Pokémon in entire game and Sunflora being an eternal joke.

Nonetheless, GSC introduced many things that helped the type. The most obvious one being Sunny Day and Synthesis, with the former being an indirect buff and the latter being much relevant later generations. This generation also introduced Giga Drain, but that would become relevant only in Gen V onwards. Sludge Bomb was another indirect buff, as many Grass-types Poison or non-Poison got it.

The next generation was much more generous for Grass-type. While Grass-types overall kept being weak, some significant Pokémon like Sceptile, Cradily and Breloom managed to become relevant due to their unique characteristics(speed tier, type and Attack+Spore+Priority). With the introduction of Abilities, Grass-types immediately got several type-specific ones, but they were mostly situational. Chlorophyll was the most common one, and Effect Spore was the one exclusive to mushrooms. The rest of the Gras-types however didn't gain such abilities and instead got abilities that were relevant to their habitat like Swift Swim or Sand Veil, relevant to their body type like Suction Cups or daily schedule like Early Bird.

Most influential moves introduced this gen was Ingrain which also inspired the item Big Root and Aromatherapy which solidified Grass-type as a cleric type.
Grass-type got significant changes from the Physical-Special split. Though Grass started off as Special, now Grass-type had a chance to become Physical, which made sense for the type as many of the species members got access to Swords Dance. This shift allowed Tangrowth to become Physically inclined, Flower Gift to provide Attack boost, and made dual offensive Grass-types relevant. However, to accomplish this, several new moves had to be introduced and other older ones had to be buffed.

In addition, new abilities like Leaf Guard, Poison Heal and Solar Power were introduced. The latter two became very relevant... for other types. Grass-types still lacked much beyond what was gained from Gen III on this front.
The fifth generation introduced a lot of Grass-types, most of them being fun to use, but statistically Grass-type remained weak. This generation did not introduce a lot of new Grass-type moves, just Cotton Guard and some other weaker moves. However this generation buffed some older moves like Giga Drain and Petal Dance and made them relevant.

The most significant thing introduced this generation was Sap Sipper, a type absorbing Ability similar to newly retconned Storm Drain and Absorbs. This marked Grass' shift from a weaker elemental type that primarily existed for sake of showcasing to flora to a more conventional elemental type. This generation also introduced Harvest as a new Ability for Grass-types.
This generation was also another okay generation for Grass-types. The newly introduced Grass-types were still not too powerful besides Gogoat, who was far too balanced to be good. Several Grass-types were also buffed to acceptable levels, but many more were forgotten. Most significant thing in this generation was the introduction of Grassy Terrain, a field effect dedicated exclusively for Grass-types, and Energy Ball buff.
This generation continued on making Grass a more conventional type, with new Grass-types getting powerful but gimmicky signature moves and Kartana and Tapu Bulu being introduced. However, sadly, the Grass-types were not buffed too much besides Exeggutor getting slightly more stats. This rendered the most significant introduction in this generation as Leafage, a Grass-type Tackle clone.

The Overview of Grass-types:

For all intents and purposes, Grass-type is a bad type. Not a terrible type, but a bad type. It is objectively the weakest type in terms of offense, defense and stats of all conventional elemental types(besides Poison, which is worse statistically). It remains significant due to its abundance(as the third most common type), and the abundance of its moves, as well as some nifty resistances to Water and Ground 

Grass-types' in-universe role is to fill in the flora. That is, to become grass. Their in-game role is generally to work as a good early-game type for dealing with Water and Rock-types. Or to be more clear, work as cleaning paper.

Grass-type's best advantage is, or was, access to sleeping moves. However, with the recent power creep, there is no reason for you to use Sleeping moves, and since most of the Grass-types are incredibly slow, you probably can't in the first place.

Much like Fire-type, Grass-type has little stat boosting moves besides Cotton Guard, which is one of the best stat boosting moves, if only because its users are so terrible. Grass-type is very closely associated with Growth and Swords Dance, the latter largely because most Grass-types have sharp leaves.

Grass-types' niche of absorbing opponent's health haven't been abused by other types, but other types can abuse Giga Drain better than Grass-types, particularly Bug-types, so there is not much reason for you to use them for Giga Drain, or there wouldn't be if Bug wasn't the worst type in the game statistically.

How to improve: 273-274-275: Seedot-Nuzleaf-Shiftry

1.Stats: Should Shiftry get a stat boost, Evolution, Mega Evolution or nothing?
Shiftry is already a fully evolved Pokémon with three stages, so an Evolution is functionally impossible.

A stat boost is expected, as Shiftry, alongside its counterpart Ludicolo, failed to get a stat boost in Generation 6. Shiftry can get 10 to 40 stat boost, which will likely focus on Special Attack and Speed.

A Mega Evolution is, however, the only chance Shiftry has in conventional competitive metagame. Its typing and its stat distribution is not significant enough to make it relevant, and the debuffs on Sucker Punch, Explosion and Hurricane did not help Shiftry at all.

2.Should Shiftry get more abilities?

Shiftry already has three abilities, but all of them are terrible in some manner. Pickpocket requires dropping one's item, Early Bird is irrelevant with the recent immunity to Spore and Powder moves, and Chlorophyll just attracts Fire-types to OHKO Shiftry.

Shiftry can get Moody for stat boosts, Sniper and Super Luck for critical hit spam, No Guard for Hurricane and Solar Power for extra oomph. Leaf Guard would make thematic sense, so would Aftermath.

3. Should Shiftry get more moves?

Yes. Shiftry lacks Dark-type Physical moves besides Sucker Punch. Moves like Pursuit, Assurance, Punishment, Night Slash would make sense. In addition to that, Nuzleaf can get conventional Fighting moves like Thunder Punch, Dual Chop, Superpower, Drain Punch etc. Outside of this, Shiftry can get Flying moves like Acrobatics and Air Slash. Weather Ball also makes thematic sense.

Shadow Claw, Head moves like Zen Headbutt, Head Smash, Iron Head, and Psychic-type moves like Stored Power, Psychic and Psyshock would also be cool. Status spam moves like Powder moves, Taunt, Flatter would be good as well. Fairy moves like Play Rough and Moonblast would be very cool as well.

4.What additional typing Shiftry can have?

Psychic is the most obvious one, alongside Fighting. Flying would also make sense. Fire and Fairy would also make thematic sense. Ghost would be interesting as well.

17 Haziran 2017 Cumartesi

Notes on average stats for types

-Bug: Bug is statistically the worst type, being the worst in total stats, HP, and quite low in other stats. It's highest rankings come from Speed(12th) and Defense(12th), though fully evolved Bug-types tend to be heavily offense oriented(11th).

-Poison: Poison is the second worst type statistically. Its lowest stats are HP, Attack and Defense. Its best stat in comparison to other types is Speed.

-Normal: Normal is statistically the third worst type(second worst fully evolved), being the worst in Defense, Special Defense and Special Attack. It excels in HP and Speed, however.

-Grass: Grass is the fourth weakest type statistically. Its worst stat is Speed. Its Attack and Defense are its only better stats compared to other types.

-Water: Water is the fifth weakest type. Its stats are generally average, as such it only becomes significant when fully evolved. Fully Evolved Water-types excel at HP, Defense and Sp. Attack.

-Fairy: Fairy is the sixth weakest type, and the weakest type for Attack, and it fails at HP and Speed as well. It is, however, one of the best types for Special Attack and Special Defense.

-Ground: Ground is the seventh weakest type, and excels in HP, Attack, Defense while utterly failing Special Attack, Defense Speed.

-Ghost: Ghost is the eighth weakest type(fourth worst fully evolved), failing in HP and Speed, but excelling in Defense and Special Attack.

-Electric: Electric is the ninth weakest type(sixth worst fully evolved), failing in HP, Attack, Defense, but excelling in Special Attack and Speed.

-Rock: Rock is the tenth weakest type, excelling in Defense, failing in Special Attack, Defense, and being the slowest type in the game.

-Flying: Flying is the eleventh weakest type, failing in Defense and Special Defense, excelling in Speed(being the fastest type overall) and being average in other stats.

-Fire: Fire is the twelfth weakest type(third best type fully evolved), excelling in Special Attack and being average in all stats except Defense, at which it is terrible.

-Dark: Dark is the thirteenth weakest type statistically, excelling in Attack, and failing in Special Attack, Defense, and Special Defense, with average HP and Speed.

-Ice: Ice is the fourteenth weakest type statistically, excelling in HP, being weak in Speed and being average in all other stats.

-Fighting: Fighting is the fourth best type(fifth fully evolved), having the best Attack in the game, with terrible Defense and Special Attack, bad Special Defense, good Speed and HP.

-Psychic: Psychic is the third best type(second fully evolved), second highest Special Attack, average HP, below average Defense, overall best Special Defense, and fourth best Speed, with terrible Attack.

-Steel: Steel is the second best type(fourth best fully evolved), with best Defense, good Attack, terrible HP, Speed and Special Attack, good Special Defense.

-Dragon: Dragon is the best type statistically, being the best in HP and Special Attack and great in all other stats, with its weakest stats being Defense and Speed.