11 Haziran 2019 Salı

Checklist for all new typings and type combinations in Galar

New Typings:
  1. Flying/Steel
  2. Flying/Water
New Type Combination:
  1. Dark/Fairy
  2. Electric/Dark
  3. Poison/Fairy
Former unique type combination:
  1. Steel/Dragon
  2. Dark/Normal
Former unique typing:
  1. Steel/Dragon
  2. Dark/Normal
Remaining type combinations:
  1. Grass/Fire
  2. Ground/Fighting
  3. Ghost/Rock
  4. Fire/Ice
  5. Electric/Fighting
  6. Normal/Steel
  7. Normal/Ghost
  8. Ice/Normal
  9. Ice/Poison
  10. Bug/Ice
  11. Bug/Psychic
  12. Bug/Dark
  13. Bug/Dragon
  14. Electric/Poison
  15. Fairy/Fire
  16. Fairy/Ground
  17. Fairy/Fighting
  18. Poison/Steel
  19. Poison/Psychic
  20. Normal/Rock
  21. Normal/Poison
  22. Bug/Normal
Completed: Water, Flying
1 remaining: Grass, Dragon, Dark
2 Remaining: Ground, Ghost, Rock, Steel, Psychic, Electric
3 Remaining: Fighting, Fire, Fairy,
4 Remaining: Ice
5 Remaining: Bug, Poison
6 Remaining: Normal, 

Non-Bug, Ice, Normal, Poison, Fairy combinations:
  1. Grass/Fire
  2. Ground/Fighting
  3. Dark/Electric
  4. Rock/Ghost
  5. Fire/Ice
  6. Electric/Fighting
Bug, Ice, Normal, Poison, Fairy combinations:
  1. Fairy/Poison, 
  2. Bug/Normal, 
  3. Normal/Ice, 
  4. Normal/Poison, 
  5. Bug/Ice
  6. Ice/Poison

                                                    5 Haziran 2019 Çarşamba

                                                    Short-term notes on new Pokémon for Sword and Shield, June 5, 2019

                                                    Wooloo:
                                                    *Wooloo's name, typing, abilities, and height/weight strongly implies it will have another evolution, which will likely give it a new type.
                                                    *Since its description notes it rolling away, it will likely get Rollout and Defense Curl like Skiddo.
                                                    *Basically it is just another Skiddo.
                                                    *It shares the same weight as Pikachu, Magnemite, Sentret, Smoochum, Helioptile and Yungoos.
                                                    *Its Fluffy means weakness to Fire, which might imply it will get either an unrelated type, or Grass.
                                                    *Its Egg Group will likely be Field.

                                                    Gossifleur-Eldegoss:
                                                    *Their names comes from a cotton genus.
                                                    *Gossifleur's name is obviously French, because this is Kalos 2.0
                                                    *Their signature ability Cotton Down implies we will get more Cotton Pokémon in the future generations. Great/sarcasm]
                                                    *Eldegoss' weight is the same as Exeggcute, Torchic, Sewaddle and Scatterbug, strongly implying it is not the final form.
                                                    *However, its height is the same as Cherrim, so there is a low chance it might be.
                                                    *One of its Max attacks uses mushrooms from Spore, which implies Powder moves will gain perfect accuracy when Dynamaxed.
                                                    *Both Cottonee and Hoppip-lines are maxed out in terms of Abilities, so Swirlix, Mareep, Swablu and Furfrou are the only likely Cotton Down obtainers, which is to say it will likely remain as a signature Ability for Gossifleur-line since none of these guys are Grass-type.

                                                    Dreadnaw:
                                                    *It shares the same height as Kecleon, Nosepass and Basculin and its weight is similar to Rhyhorn, so it is more than likely a single stager.
                                                    *Its ability implies it will learn Ice Fang, Crunch, Bite and possibly Poison Fang.
                                                    *Its Egg Groups will likely be Water 1 and Monster.
                                                    *Not much to say here really. It is an angry snapping turtle. At least it is primary Water instead of primary Rock.

                                                    Corviknight:
                                                    *Despite its design, it is actually Flying/Steel, inverse typing of Skarmory's Steel/Flying.
                                                    *Its size is the same as Mega Pidgeot, and its weight is the same as Crobat and Quagsire.
                                                    *He's a big guy.
                                                    *He is seen using Brave Bird or a similar move to Sawk, so he will likely be physically offensive compared to Skarmory and Celesteela.

                                                    Zacian and Zamazenta:
                                                    *Zacian is holding a sword, while Zamazenta is a shield.
                                                    *Zacian looks more sleek-looking, while Zamazenta is more bulky, so the difference will likely be on Speed.
                                                    *Their names refer to Saltire(Blue+White, or possibly Scottish blue+Irish green) and Union Jack(blue+red)
                                                    *Zamazenta has the samurai ponytail.
                                                    *Their designs are more based off Romus and Remulus than anything British, alluding to Roman rule in Britain.
                                                    *Their wings are likely a reference to various guardian canines in Asian mythologies like shiba inu and various shvan in Hindu mythology, but their design is most likely based on the Enfield beast, one of the heraldic beasts of England, though it actually originates from Ireland.
                                                    *Their Asian designs are a reference to the fact that Leon, our lovely Galarian Champion, is Indian.

                                                    2 Mart 2019 Cumartesi

                                                    Speculative Galar regional dex types

                                                    1. Grass->Grass->Grass/Dark
                                                    2. Fire->Fire->Fire/Ground
                                                    3. Water->Water->Water/Poison
                                                    4. Normal->Normal/Poison*
                                                    5. Normal/Flying->Electric/Flying->Electric/Flying
                                                    6. Bug->Bug/Ground->Bug/Ground
                                                    7. Grass->Grass/Water
                                                    8. Grass->Grass/Fire*
                                                    9. Psychic->Psychic/Ghost
                                                    10. Bug/Psychic->Bug/Psychic*
                                                    11. Normal/Fairy
                                                    12. Electric/Grass->Electric/Grass
                                                    13. Electric/Ground
                                                    14. Fire/Fairy->Fire/Fairy*
                                                    15. Fighting->Fighting/Ground*
                                                    16. Grass->Grass/Rock
                                                    17. Ghost/Rock->Ghost/Rock*
                                                    18. Rock/Fire->Rock/Fire
                                                    19. Flying/Rock->Flying/Rock
                                                    20. Ground/Fairy->Ground/Fairy*
                                                    21. Water/Ice
                                                    22. Dark/Electric->Dark/Electric*
                                                    23. Steel/Poison->Steel/Poison*
                                                    24. Poison/Grass->Poison/Fairy*
                                                    25. Ice/Normal->Ice/Normal*
                                                    26. Bug/Ice->Bug/Ice->Bug/Ice*
                                                    27. Dragon/Bug->Dragon/Bug->Dragon/Bug*
                                                    28. Steel: Eeveelution
                                                    29. Dragon: Eeveelution
                                                    30. Steel/Fighting
                                                    31. Steel/Psychic
                                                    32. Steel/Dragon
                                                    33. Ice/Fairy
                                                    34. Dark/Ghost
                                                    35. Fire/Ice*
                                                    *Unused combination.

                                                    Typings introduced each generation(post Gen I)


                                                    Type combinations introduced each generation(post Gen I)


                                                    1 Mart 2019 Cuma

                                                    Long form speculation for Galar starters

                                                    Need to get this out of my system.

                                                    Additional thoughts on Galar Region

                                                    Unique type combinations that might end:
                                                    1. Bug: Bug/Ghost and Bug/Fairy might work, but Bug/Ground is more likely.
                                                    2. Dark: Dark/Normal and Dark/Ground might work.
                                                    3. Dragon: Dragon/Fighting and Dragon/Rock might work.
                                                    4. Electric: Electric/Ground and Electric/Grass might work.
                                                    5. Fairy: Fairy/Flying and Fairy/Ice might work.
                                                    6. Fighting: Fighting/Flying and Fighting/Poison might work.
                                                    7. Fire: Fire/Rock and Fire/Steel might work.
                                                    8. Flying: Poison/Flying and Flying might work, but Ice/Flying is more likely.
                                                    9. Ghost: Water/Ghost and Ice/Ghost might work, but Psychic/Ghost is more likely.
                                                    10. Grass: Grass/Water and Rock/Grass might work.
                                                    11. Ground: Poison/Ground and Ground/Grass might work.
                                                    12. Ice: Ice/Rock and Grass/Ice might work.
                                                    13. Normal: Normal/Grass and Normal/Water might work.
                                                    14. Poison: Poison/Fire and Poison/Rock might work.
                                                    15. Psychic: Psychic/Ground and Psychic/Ice might work.
                                                    16. Rock: Rock/Dragon and Rock/Electric might work but Rock/Fairy is more likely.
                                                    17. Steel: Steel/Water and Steel/Dragon might work.
                                                    18. Water: Water/Grass and Water/Normal might work.
                                                    Unused type combinations that might appear:
                                                    1. Bug: Bug/Dark or Bug/Psychic might work.
                                                    2. Dark: Dark/Fairy or Dark/Electric might work.
                                                    3. Dragon: Dragon/Bug is the last remaining type combination.
                                                    4. Electric: Electric/Fighting or Electric/Poison might work.
                                                    5. Fairy: Fairy/Fighting or Fairy/Ground might work.
                                                    6. Fighting: Fighting/Ground or Fighting/Electric might work.
                                                    7. Fire: Fire/Ice or Fire/Grass might work.
                                                    8. Flying: None remains.
                                                    9. Ghost: Rock/Ghost or Normal/Ghost might work.
                                                    10. Grass: Grass/Fire is the last remaining type combination.
                                                    11. Ground: Ground/Fairy or Ground/Fighting might work.
                                                    12. Ice: Ice/Normal or Ice/Bug might work.
                                                    13. Normal: Normal/Rock or Normal/Poison might work.
                                                    14. Poison: Poison/Psychic or Poison/Steel might work.
                                                    15. Psychic: Psychic/Poison or Psychic
                                                    16. Rock: Rock/Normal or Rock/Ghost might work.
                                                    17. Steel: Normal/Steel or Poison/Steel might work
                                                    18. Water: None remains.
                                                    TM Speculations for Gyms:
                                                    1. Grass: Grass Knot
                                                    2. Water: New TM
                                                    3. Fire: Will-O-Wisp
                                                    4. Electric: Volt Switch
                                                    5. Ground: Bulldoze
                                                    6. Fairy: New TM
                                                    7. Dragon: New TM
                                                    8. Ice: Aurora Veil
                                                    To have 72 species in next generation (average 9 per generation):
                                                    1. Normal: +7
                                                    To have 64 species in next generation (average 8 per generation):
                                                    1. Water: +2
                                                    To have 40 species in next generation (average 5 per generation):
                                                    1. Grass: +2
                                                    2. Psychic: +5
                                                    To have 32 species in next generation (average 4 per generation):
                                                    1. Fire: +1
                                                    2. Electric: +5
                                                    3. Normal/Flying: +6
                                                    To have 24 species in next generation (average 3 per generation):
                                                    1. Fighting: +2
                                                    2. Bug: +6
                                                    3. Fairy: +8
                                                    To have 16 species in next generation(average 2 per generation):
                                                    1. Poison, Ground: +1
                                                    2. Bug/Flying, Grass/Poison, Ice: +2
                                                    3. Bug/Poison, Dragon: +4
                                                    4. Rock, Dark: +5
                                                    5. Rock/Water: +6
                                                    6. Rock/Ground, Water/Ground, Ghost: +7
                                                    To have 8 species in next generation(average 1 per generation):
                                                    1. Steel/Psychic, Water/Flying, Grass/Flying, Psychic/Flying, Steel: +1
                                                    2. Ground/Dragon, Rock/Steel, Bug/Steel, Psychic/Fairy, Water/Poison, Fire/Flying, Fire/Fighting, Dragon/Flying, Water/Ice, Ghost/Grass, Bug/Grass: +2
                                                    3. Poison/Dark, Electric/Flying, Normal/Fairy, Bug/Water, Bug/Rock, Dark/Flying, Grass /Fairy, Water/Dark, Water/Psychic: +3
                                                    To have 8 species in next generation(average 1 per generation):
                                                    1. Bug/Electric, Psychic/Fighting, Water/Fairy, Electric/Steel, Ground/Ghost, Normal/Fighting, Steel/Ground, Ghost/Fire, Dark/Dragon, Rock/Flying: +4
                                                    2. Normal/Psychic, Dark/Psychic, Ground/Flying, Steel/Fairy, Fire/Ground, Water/Electric, Grass/Steel, Dragon/Fire, Dark/Fighting, Water/Grass, Poison/Flying, Rock/Electric, Steel/Ghost, Dark/Fire, Fire/Psychic, Bug/Fighting, Ghost/Flying, Ghost/Poison, Ground/Ice, Ground/Dark, Grass/Fighting, Grass/Dark, Grass/Psychic: +5
                                                    • Water, Grass and Fire are already almost confirmed to keep their averages.
                                                    • Poison, Ground, Steel and Fighting might keep their averages.
                                                    • Ice and Dragon are less likely to keep their averages. Rock and Dark will likely drop out further.
                                                                Move addition speculations for confirmed returning species: