26 Ağustos 2017 Cumartesi

Abilities That Are Not Given Recently, Sun/Moon list

Abilities not given since OR/AS:

  1. Aerilate
  2. Delta Stream
  3. Desolate Land
  4. Healer
  5. Magic Bounce
  6. Magician
  7. Pixilate
  8. Primordial Sea
  9. Refrigrate
  10. Scrappy
  11. Swift Swim

Abilities not given since X/Y:

  1. Anticipation
  2. Aroma Veil
  3. Aura Break
  4. Big Pecks
  5. Clear Body
  6. Competitive
  7. Compoundeyes
  8. Dark Aura
  9. Dry Skin
  10. Fairy Aura
  11. Filter
  12. Flame Body
  13. Friend Guard
  14. Gale Wings
  15. Gooey
  16. Grass Pelt
  17. Huge Power
  18. Ice Body
  19. Infiltrator
  20. Insomnia
  21. Magic Guard
  22. Mega Launcher
  23. Mold Breaker
  24. Moxie
  25. Parental Bond
  26. Pickpocket
  27. Plus
  28. Prankster
  29. Protean
  30. Pure Power
  31. Reckless
  32. Rivalry
  33. Shadow Tag
  34. Shed Skin
  35. Sniper
  36. Solar Power
  37. Speed Boost
  38. Stance Change
  39. Static
  40. Suction Cups
  41. Synchronize
  42. Trace
  43. Unburden
  44. Volt Absorb

Abilities not given since B2/W2:

  1. Teravolt
  2. Turboblaze

Abilities not given since B/W:

  1. Aftermath
  2. Analytic
  3. Chlorophyll
  4. Damp
  5. Defeatist
  6. Download
  7. Early Bird
  8. Flare Boost
  9. Flash Fire
  10. Forewarn
  11. Guts
  12. Heavy Metal 
  13. Illusion
  14. Immunity
  15. Imposter
  16. Justified
  17. Klutz
  18. Light Metal
  19. Marvel Scale
  20. Minus
  21. Moody
  22. Motor Drive
  23. Multiscale
  24. Mummy
  25. Poison Heal
  26. Pressure
  27. Quick Feet
  28. Rough Skin
  29. Run Away
  30. Serene Grace
  31. Simple
  32. Solid Rock
  33. Stench
  34. Sticky Hold
  35. Storm Drain
  36. Super Luck
  37. Tangled Feet
  38. Tinted Lens
  39. Truant
  40. Victory Star
  41. Water Veil
  42. White Smoke
  43. Zen Mode

Abilities not given since D/P:

  1. Bad Dreams
  2. Flower Gift
  3. Heatproof
  4. Magnet Pull
  5. Multitype
  6. Normalize
  7. Slow Start
  8. Stall

Abilities not given since R/S:

  1. Air Lock
  2. Arena Trap
  3. Color Change
  4. Forecast
  5. Liquid Ooze
  6. Magma Armor
  7. Wonder Guard

25 Ağustos 2017 Cuma

How to improve: 412-414, Burmy-Mothim


1.Stats: Should Mothim get a stat boost, Evolution, Mega Evolution or nothing?

Mothim is a simple, terrible Pokémon, without much of a potential. It is possible that Mothim could get 454 BST like Masquerain and Araquanid, but Burmy is far too weak to let that happen. If Burmy had a cocoon form that would make a proper stat boost easier, because otherwise it would require unrealistic stat boost from its base form.

An evolution would be very much possible, as it has the stats of a middle stage, but it would be fairly absurd lore-wise.

A Mega Evolution would not work without a stat boost first, even with Mega Beedrill style min-maxing.

2.Should Mothim get more abilities?

YES. Mothim only has two abilities, and only one of them is any good. Some options would include:
  1. Aerilate
  2. Gale Wings
  3. Illuminate
  4. Shield Dust
  5. Unburden
          3. Should Mothim get more moves?

          YES. While Mothim gets new moves from time to time, it has the least expansive moveset of all Moth Pokémon. Some options would include:

          1. Swords Dance
          2. Sludge Bomb
          3. Hurricane
          4. Zen Headbutt
          5. Poison Jab
          6. Moonblast
          7. Hex
          8. Sleep Powder
          9. Stun Spore
          10. Dazzling Gleam
          11. Light Screen
          12. Payback
          13. Steel Wing
          14. Reflect
          15. Dark Pulse
          16. Nasty Plot

          4.What additional typing Mothim can have?

          Psychic is the most obvious one, followed by Grass, Poison and Ghost, and least options being Normal and Dark.

          Analysis of Types: Chapter 15: Dragon-type: Part 3: In-Universe Symbolism and Mythology


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

          The Legendaries and Their Role:

          Dream:
          Lati Duo:

          See Psychic.

          Mikado:
          Rayquaza:

          Rayquaza's Dragon-typing stems largely from the fact that the franchise was not ready for a pure Flying-type yet, and developers probably wanted another Dragon-type legendary. It might also stem from the fact that Asian dragons one of the few mythological species that constantly fly.

          Ironically enough, Rayquaza isn't even a dragon, it is actually a viper. Mega Rayquaza is on the other hand is based off a dragon dance puppet.

          Universal Maintainer:
          Creation Trio:

          It is unclear why Creation Trio is dragon-typed. One could be an obscure reference to Eviren, as discussed in Palkia's entry into water. One can be a thematic connection, as dragons served as protectors of Asian temples, regardless of their religious orientation, and the universe is Arceus' temple.

          Or most likely the creators just wanted to make space kaijus.

          Tao Trio:


          Tao trio is based off yin, yang and wuji. The draconic designs they have is probably meant to evoke Western heraldic dragons of royal families, considering their role as the signature of Unovan royalty.

           Níðhöggr:

          Zygarde:

          Zygarde's original %50 form is based off Nidhoggr, the snake which gnaws on Yggdrasil's roots. Its cells are designed off the snakes that reside in Nidhoggr's realm, which are sometimes depicted as one eyed.
          Stomach:

          Guzzlord:

          As the Ultra Beast of Gluttony, Guzzlord is a giant stomach who is also a black hole. Its Dragon-typing stems from its kaiju-like design and some depictions of dragons as gluttons.

          The Trainers and Their Roles:

          Lance:

          The Grand Flying-type Master himself, Lance initially served as a fake-out final boss, but after Red defeated Blue and went to Mt. Silver, Lance returned to his post as Champion. In Johto, he becomes a sort of mentor to Silver.
          Clair:
          Lance's cousin, The Grand Water-type Master herself is called "The Blessed User of Dragon Pokémon". She is a prissy, jealous little runt who refuses to give your badge unless you take on her clan's challange in Dragon's Den, which is nice as it lets you get an Extreme Speed Dratini.

          Drake:
          Drake is an old retired captain who uses Dragon-types because they saved them during one of his travels. In ORAS he is revealed as an old friend of Briney. He believes Pokémon need a trainer with a virtuous heart to influence them as they are their own persons.

          Drayden &Iris:
          "The Spartan Mayor", Drayden comes from an era when people still fought Pokémon themselves to gain their respect. His family are the keepers of DNA Splicers, the leftover of perfect dragon that would allow Kyurem to absorb other dragons.

          "The Girl Who Knows the Hearts of Dragons", Iris is the understudy of Drayden, and comes from the Village of Dragons, which in games exist in a far away region. Before Opelucid City, she appears in Castelia to protect your friendly rival Bianca. Two years later she becomes the champion because the previous player character is searching for N.
          Drasna:

          Easily the calmest of the trainers, Drasna's family from Celestic Town in Sinnoh, and their myths about the Creation Trio inspired Drasna to become a trainer herself.
          Ryuki:
          Ryuki is a rock star from "all across the sea"(ie. Japan) who came to Alola to spread his fame. His status as a guitarist is probably inspired by Kommo-o's signature move, which is sound-based.

          The Overview:

          Most Dragon-type legendaries are generally guardians or maintainers of stuff. Others are in this type due to type's mobility, or in Guzzlord's case, due to type's ability to gobble up stuff.

          Dragon-type trainers, like Ghost's, are all over the place. They are generally people who are looking for a good challange, and people who seem to have gained a lot experience despite their age. Even the most hyper ones exhibit a sense of wisdom.

          Sadly, Dragon-types like Psychic-types have been plastered around to make things look like proper gods. There isn't much Dragon-type legendaries who are about dragonness, or about the elements Dragon-type seems to represent like abundance of life or righteous fury. Sadly, neither do the trainers, because most of them are late-game bosses.

          Analysis of Types: Chapter 15: Dragon-type: Part 2: The Design Philosophies and Archetypes


          So, what are Dragon-types?

          The Purpose of the Dragon Type:

          The original Dragon-type was supposed to be the ultimate elemental type, having resistances to all primary elemental types, Grass, Electric, Fire and Water, and being weak to a single late-game type, Ice and itself. In the original games Dragon-type was supposed to be cleaning early game easily, but struggling at mid-game and requiring coverage moves late-game. The original idea was that Dragon-type would be just a final boss type which would require the player to change up their team structure. As the franchise grew however, the type shifted from the ultimate type to one of the strongest types in the game alongside Steel, but in somewhat of an inverse situation, with great moves and coverage but no species that would be weak against. Perfect for STAB, terrible for coverage.

          But that all changed with Fairy-types. Nowadays Dragon-type serves as the late-game replacement for Fire-types, and serves the same role as them, wallbreaking. The difference is that rather than having a large coverage, Dragon-types accomplish this with large coverage moves and self stat boosting, using their defensive capabilities alongside their offensive capabilities. Dragon-types also serve as a generic descriptive type for reptiles and lizards and whatnot.

          The Aesthetic Archetypes of Dragon Types:

          Classically Dragon-type was represented with bright pale blue and red, but TCG represents the type with Yellow, and the games now represent the type in a light violet color. The type is generally blue with the occasional white and grey species. Aesthetically the type consists of such:

          Amphibian:

          "Amphibian" covers salamanders and sea horses in this type. Generally aquatic, these species are generally partially in a Water 1 or Water 2 Egg Group. Conventional aquatic dragons can also be considered here.

          Lizard:

          "Lizard" covers reptiles and dinosaurs in this type. They are generally in Monster Egg Group. Conventional dragons that are not aquatic dragons can also be considered here.

          Mythical:

          "Mythical" covers species that are based off odd dragon myths real or imagined. They tend to be punny.

          The In-game Archetypes of Dragon Types:

          Mid-game Dragon-type: The rarest and earliest of Dragon-types, these are the weak Dragon-types around 485-520 range. They are generally not powerful, but have a bit more moves than their later counterparts.

          Late-game Dragon-type: The most common common group, these are species you encounter in the end-game or near. They tend to be in 520-540 range.

          Pseudo-legendary: Because Dragon-type has been basis of pseudos for a long time, this generational archetype became an archetype for the type itself.

          The Stat Archetypes for Dragon Types:

          Balanced: Standard balanced without much type specialty. They tend to be slow to compensate for high stats elsewhere.

          Bulky Offense: A variant of balanced, they generally sacrifice one of their offenses for a bit more speed.

          Dual Offense: Conventional dual offense, they either sacrifice defense for Speed, or sacrifice Speed for defenses.

          Beatstick: Conventional beatstick, they are species with tremendous offense power and little much else.

          There is also one Speeder, Noivern, but that's only species, so it is not an archetype.

          Analysis of Types: Chapter 15: Dragon-type: Part 1: The Retrospective


          So, what is the Dragon-type?

          Dragons are the archetypal RPG enemy, despite appearing in so few actual fantasy stories. Classically, Dragons were gods of religions, and later messengers of gods, until the emergence of monotheism which rendered them to enemies of God, and later God's followers. Reemergence of fascination with dragons seem to be more facilitated by expansion of discoveries involving dinosaurs, which are generally considered to be ideal ancestors of dragons. Another reason is that while other stories required dragons to be relevant or well designed, RPGs, tabletop and video, did not require that, they just required an artwork and some stats.

          Dragons' historical connections with elements of nature and their modern and Japanese association with serpents, long fishes and amphibians became the core basis of the Dragon-type in Pokémon, but of course this was one of the types SMT did before Pokémon. As time passed on however, Dragon just became a descriptive type for powerful serpents that did not have other types, as well as other mythical beasts that did not fit into other paranormal types. This made Dragon-type more esoteric, but also much more weaker, with the final nail in the coffin coming with the introduction of Fairy-type.

          The History of the Dragon-type:

          In the original game, there was one Dragon-type, Dragonite, which was also the pseudo-legendary of the game, and appropriately rare and hard to raise. And there was only one Dragon-type move, Dragon Rage, which was a fixed damage move that was a complete joke in later levels, but completely destructive in the early game. Surely, this would mean there wouldn't be anyone training this, right? Well, no. Lance was a fully fledged Dragon-type master who was the original champion before Blue beat him, and his team was focused on species who learned the Dragon Rage TM, because of course it was TM.

          This absurdity was caused because Dragon-type was meant to be the ultimate type, the type that was so rare and elusive that no other species would reach it. But of course, this is Pokémon. You are supposed to catch 'em all and train them to be the very best. So, "absolute final boss the type" could not work feasibly. But just letting it out would unbalance the game, which is why you have several species that have characteristics of a Dragon-type, without being a Dragon-type.


          The next generation introduced another Dragon-type master, the cousin of Lance, Clair, or as I like to call her "Water Master Clair". And of course, you had another Dragon-type, which was the cross-generational evolution Seadra, Kingdra. Kingdra was the sole reason Seadra was not granted a decent Special Defense, of course. And of course this Kingdra did not get the strongest Dragon-type move Outrage, despite being introduced in this generation. As usual.

          The new Dragon-type moves introduced here were Twister, which was largely for Kingdra, Dragon Breath, which was meant to replace Dragon Rage, and Outrage, which served as the strongest move of the type, despite being a Thrash clone. The new Steel-type also served to nerf Dragon-types, but Dragon-types did not have much trouble with it, because they were not good enough.

          The new generation, the third one, had a major Dragon-type legendary, so they needed to fix stuff. The first enlargement of the type created a bunch of weird species, which would not be repeated. The first one was Altaria which became archetypal for early Dragon-types. Another one was Flygon, which was the ultimate mid-game Dragon-type. To compensate this, Bagon was not available until obtaining Waterfall, which was impossible without beating the final Gym. Rayquaza was initially unavailable in the early game, but became available in Emerald, which became the archetypal distribution of third games.

          There was only two new moves, Dragon Dance, which was one of the strongest buffing moves in the game. Sadly, Dragon-types were special, so you wouldn't abuse your STABs here. The other Dragon-type move was Dragon Claw, which served as the upgrade to Dragon Breath. There wasn't much from Abilities, sadly. Just tons of Levitate.

          Fourth generation did not stop the esoteric nature of the Dragon-type. The new mascot legendaries looked like anything but dragons, while being clearly dragons. The sole common Dragon-type was just the pseudo-legendary, just like in the original games, but you could obtain it by the second gym and evolve it around sixth. Of course, this was also one of the strongest Dragon-type, Garchomp, so have fun breaking the game.

          Due to physical-special split, Dragon Claw no longer worked as a replacement to Dragon Breath. So, you needed a proper Special move, which was the Dragon Pulse. Outrage was buffed to the level of Double-Edge, as Dragon Pulse covered the 90 BP role. Outrage also became a Tutor, alongside the one-off Twister. The fan made Draco Meteor also appeared as an Overheat clone, but it was only accessible to Dragon-types. Another new move was introduced, Dragon Rush, but it served as little more than a pseudo-signature move for Gible-line.

          The new Dragon-types introduced in this generation are special, because they actually look like Dragons, despite their esoteric origins. One of them was Axew, which was basically a budget Gible, Druddigon who was a mid-game Dragon-type with Altaria-like stats, and Hydreigon, which was only accessible in the absolute final point of the game. The legendaries were the first in the franchise that actually wanted you to catch them, but that was because you went toe to toe against their opposite. Because of this change, Dragon-type was made into its own type in the middle of the generation in TCG. Its non-elemental status remained because TPCi is too cheap to make Dragon-type energy cards.

          Gen V introduced only two moves, Dual Chop, which became available for Fighting-types. The other move was Dragon Tail, which was basically Roar combined with a Dragon-type mid-game move. This generation introduced a Dragon-esque Ability, Multiscale, but it was only available to two species, one of which wasn't even a Dragon-type.

          Sixth gen was the big Dragon boom, due to Fairies. With fairies, Gen 6 could go with the early Dragon-types introduced in other generations without repercussions. This could only mean good things... Anyways, because Dragon-type was no longer the strongest type, and just a type now, many species that could have gained Dragon-type previously gained it in their Megas. Dragon also came back for the third legendary, though this legendary was an inversion of Rayquaza, and a pseudo-legendary, which was more defensive than others. The late game Dragon-type was not a primary Dragon-type, and evolved from a Zubat clone, and another Dragon was one of the fossils. Of course, you had the dragons from previous generations in early routes as well. Brilliant.

          The sixth generation did not introduce any new moves for Dragon-type, but Dragon Pulse was nerfed.

          Seventh gen basically said fuck you to the type, and made two Dragon-types that were version counterparts to each other, one being late-game, other being mid-game, another pseudo who was the weakest of the type, new forms for Zygarde because Z got cancelled, and Guzzlord, which is literally a stomach. There is also Alolan Exeggutor, which exists so Gen I has another Dragon-type.

          All moves introduced in this generation were signature moves, with one of them getting a Z-move for USUM. I guess Fairies killed the type.

          The Overview of Dragon-types:


          Dragon-type is the prime example of why conventional boss elements do not work in Pokémon. In Pokémon, anything you can see, fight and encounter is catchable. Even the items. With this in mind, there is absolutely no reason for a type to be the be all end all of all types. Because certain regions will introduce differing amount of types for sake of balancing and fitting the region. With this in mind, no type can be truly the best, like no one ever was. But no type can be truly the worst. And all types have to be like this in all areas, moves, species, stats and abilities. Everything has to be absolutely and aggressively mediocre. No asymmetric balancing here.

          And when this is not met, you have issues. And Dragon-type has issues. In its original form, Dragon-type was a type with decent resistances and large movepool, and great STAB. But the drawback was that it had hindering dual types and no coverage. But with Fairies introduced, Dragon-types are no longer a proper end boss type, but rather a generic wallbreaker type. Basically, they are an outgrowth of Fire-type these days.

          However, Dragon-type still retains the great stats and thus has great imbalance within itself, with the absolute strongest Dragons remaining the strongest species, and the older species being weak enough to be absolute lowest tiers, and this goes to mascot legendaries themselves. While this can be easily fixed probably by giving Dragon-type a proper strength against, without that Dragon-type will never reach its full potential as a generic type and will forever remain a gimped type with big stats and novelty coverage for other species from other types.

          24 Ağustos 2017 Perşembe

          How to improve: 551-552-553: Sandile-Krokorok-Krookodile


          1.Stats: Should Krookodile get a stat boost, Evolution, Mega Evolution or nothing?

          Krookodile already has gained a small boost, and the maximum it can get is +20, which would make it stronger than the Unova starters. Oddly enough, because of this boost, Krookodile is no longer considered a competitively valuable Pokémon by Game Freak, as it was removed from Battle Tree alongside others. But this boost was exactly what kept Krookodile in UU despite the Fairy-types... though it will likely drop in the next generation.

          An evolution is impossible, obviously. A Mega Evolution would make sense, but it would raise the question about what it will be its Ability, as the species is versatile enough to get anything, but only one thing will make it successful.

          2.Should Krookodile get more abilities?

          Here's a list. It has already got some nice abilities, but if you want more:
          1. Arena Trap
          2. Defiant
          3. Frisk
          4. Iron Fist
          5. Keen Eye
          6. Moody
          7. Rivalry
          8. Sand Force
          9. Sand Veil
          10. Sand Rush
          11. Sand Stream
          12. Shadow Tag
          13. Sniper
          14. Strong Jaw
          15. Super Luck
          16. Tough Claws
          17. Unnerve
          3. Should Krookodile get more moves?

          Yep. Krookodile has a nice movepool, but it is rather wonky. Some additions would include:
          1. Cross Poison
          2. Crush Claw
          3. Dizzy Punch
          4. Dragon Dance
          5. Dragon Rage
          6. Dynamic Punch
          7. Fake Tears
          8. Feint Attack
          9. Fissure
          10. Flatter
          11. Follow Me
          12. Force Palm
          13. Foresight
          14. Hyper Fang
          15. Magnitude
          16. Memento
          17. Mud Bomb
          18. Mud Shot
          19. Mud Sport
          20. Nasty Plot
          21. Night Slash
          22. Punishment
          23. Revenge
          24. Rock Blast
          25. Rock Wrecker
          26. Rototiller
          27. Screech
          28. Slash
          29. Spikes
          30. Sucker Punch
          31. Supersonic
          32. Switcheroo
          33. Tail Slap
          34. Wake-Up Slap
          Also Quash, Sky Uppercut, Hyper Voice, Echoed Voice, Thunder Punch, Fire Punch, Dual Chop, and False Swipe, as well as bunch of evolution exclusive moves for its lower stages so it is not a pain to raise. Oh and probably Poison Jab and Iron Head as well.

          4.What additional typing Krookodile can have?

          Dragon is the most obvious one, Normal, Fighting and Rock would be the lesser ones, and Poison would be the least.

          Analysis of Types: Chapter 14: Ghost-type: Part 3: In-Universe Symbolism and Mythology


          What is Ghost-type's role, really?

          The Legendaries & Their Role:

          Antimatter:

          Giratina:

          Giratina is widely regarded as more descriptive of gravity these days, but traditionally it represents antimatter, specifically one of the antimatter theories that suggest that all the antimatter that should exist in the universe but doesn't is located in an alternate dimension. Giratina's design obviously takes on Tsukiyomi, the banished god of moon of Shinto mythology, whereas its domain takes from Yomi, the Japanese underworld.

          Confinement:

          Hoopa:

          Same as its Psychic description, but Hoopa's Confined Form showcases that its confined form is just a "ghost of its former self". Its spiritual depiction also matches the pre-Islamic depictions of djinns as spirits.

          Moon Corona:

          Lunala:

          Lunala is based off moon's reflection of sun. As such, it is light is just a ghost of sun's light. Its bat design takes inspiration from various tribal bat goddesses and night goddesses, while its winged design represents the alchemical eagle that is the opposite of the alchemical lion.

          Dead soldier:

          Marshadow:

          Same as its Fighting description. However, its shadow design takes from shadow boxing, a form of self training which is exactly like how it is written.

          The Trainers & Their Role:

          Agatha:

          Former rival of Professor Oak, Agatha was the first Ghost-type expert... in a generation without Ghost-types. Due to this Agatha had more of a Poison orientation than a Ghost-type one. In FRLG she got a Misdreavus but her team remained more Poison oriented.

          Morty:

          Number one Ho-oh fanboy and Eusine's friend, Morty in his initial appearance had a more surfer druggie aesthetic, but in later games gained a more hipster look.

          Phoebe:

          Despite her Hawaiian aesthetic, Phoebe is actually Ryukyuan, and the only actually dark skinned trainer in the original games. Thankfully, this changed in the remakes, which means she is no longer special. Her grandparents are the guardians of the Red and Blue Orbs in Mount Pyre, which she emulates in E4 room.

          Fantina:

          A French immigrant in English and other Western releases, and an English immigrant in Japanese and French releases, Fantina's design is meant to evoke the generic feeling of a strange and quirky outsider. Despite being a ballroom dancer and a coordinator, her Gym is more designed like a church, alluding to the Arceus church in Hearthome City.

          Shauntal:

          The quirky writer of Pokémon series, Shauntal's design is a pun on term "ghost writer". Despite her room looking like horror novel set, she is actually a conventional novelist who uses references to past events and characters in her works.

          Acerola:

          Orphaned leftover of the Hawaiian royal family, Acerola is an odd medium with a permanent cat face. Her design is based off the popular Hex Maniac class, whereas her relation to Nanu is said to be not blood related. Her presence is more complex if you think about it.

          The Overview:

          Most Legendaries of this type represent death, banishment and remnants. Which is fitting for the type, but oddly there aren't anything related to curses and grudges directly, despite type evolving to cover those elements. Most Ghost-type legendaries besides Hoopa do not have much of a humor, going for either a creepy-cool, creepy-beauty and creepy-cute aesthetic.

          Some Ghost-types have something to the legendaries of the region and death directly or indirectly, but most Ghost-type trainers have radically different backgrounds and personalities from each other. What they have all in common is an odd calmness, the kind of calmness of a person who has seen it all. Ghost-type trainers also have some sense of humor, though some of them are keen on defeating the player for different reasons(Acerola for taking back the region, Agatha to flip the bird on Oak). Most Ghost-type trainers also feel out of place of their respective region, despite being connected to their mythos.

          Ghost-type sadly didn't get much legendaries, instead relying on radically different trainers, predominantly Elite Four members. Ghost-type due to its unique characteristics and historical similarities to Dragon-type have been a popular type for penultimate boss type, but besides Cynthia I don't think it was ever used by a Champion. Which is odd, but then again the entire type is odd.

          Ghost-type is sadly lore-wise is more bark than bite. It is far more focused on the aesthetic and theme than actual relevance to the Pokémon world itself. Yet, due to its unique status it always gained something new and always had a haunted place to obtain them... yet Dark and Fighting-types still lack a proper biome.