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Duskull was dropped off Day 70, so you can have him back tomorrow.
Registration for Safari Cup is open until 6:59, so there's no problem with Heart getting in last minute.
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(01-02-2019, 10:17 PM)Iron Wrote: Duskull was dropped off Day 70, so you can have him back tomorrow.
Registration for Safari Cup is open until 6:59, so there's no problem with Heart getting in last minute.
Tomorrow, as in the day after The Safari Cup? Okay, noted!
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Hmm....maybe I could consider bring Honedge to the Cup since there some Poisont-ypes there. But prepare the field with all kinds of traps like Spikes and Stealth Rock might help. Thoughs people?
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Does the Miracle Rod allow any pokemon to use Grass Knot, @ Iron? Or does that effect only work if held by a Grass type, just like the +2 HP effect?
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Anyone can use Grass Knot, only grass types get the stat buff.
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Which means handing the Miracle Rod gives a user a brand new Move they are not likely to learn otherwise. Sounds like a Pure Fire type, Grass/Fire, Fire/Bug, or any type combo weak to Rock, Ground, and/or Water would best benefit from the Move, while a Low HP Grass type that can't learn GK is the best candidate for the HP boost the Miracle Rod gives.
That means out of Heart's Pokemon, D-Onix, Golet, Rose, and the Nidos would be great users of GK, while Cheshpin is the best Grass avaliable to pick it up. The Pokemon that benefit the most from MR in the party's pool would be Swiftfire, Delphox, Macargo, and Melly Move wise, while I'm none to sure about the HP Bonus. Interesting!
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.
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Aggressive Pokemon in the Safari Zone can be caught, but they have increased Disobedience. Rarity Pokemon are more likely to be obedient, or close to obedient, when captured.
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01-03-2019, 01:55 PM
(This post was last modified: 01-03-2019, 03:04 PM by Dragonstrike.)
(01-03-2019, 01:44 PM)Lord Windos Wrote: Which means handing the Miracle Rod gives a user a brand new Move they are not likely to learn otherwise. Sounds like a Pure Fire type, Grass/Fire, Fire/Bug, or any type combo weak to Rock, Ground, and/or Water would best benefit from the Move, while a Low HP Grass type that can't learn GK is the best candidate for the HP boost the Miracle Rod gives.
That means out of Heart's Pokemon, D-Onix, Golet, Rose, and the Nidos would be great users of GK, while Cheshpin is the best Grass avaliable to pick it up. The Pokemon that benefit the most from MR in the party's pool would be Swiftfire, Delphox, Macargo, and Melly Move wise, while I'm none to sure about the HP Bonus. Interesting!
Ray and Sentry could benefit a bunch from it too, seeing as they don't know any damaging grass moves atm, and the only one that they can learn naturally besides Razor Leaf is Solar Beam (which Sentry can't even use effectively unless I purposely cancel Sand Stream with Sunny Day). Snivy and Yule could benefit from the HP buff, too. There also happens to be various other pokemon I have that would benefit a lot from access to a Grass move, but I was originally thinking about the item's applications for Grass types specifically, tbh.
Hence why I was personally interested in the Miracle Rod when it was first picked up.
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01-03-2019, 02:41 PM
(This post was last modified: 01-03-2019, 03:04 PM by Dragonstrike.)
Fun Fact about Grass Knot: only Pansage, Florges, and Comfey can learn it through level up. All other pokemon capable of learning it that aren't event pokemon (and not named Simisage) have to have learned GK from the TM for it in the games.
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And another fun fact! There's only one pokemon that naturally learns an OHKO faster than Krabby and Kingler do. The original crabs learn Guillotine for 31 exp in the book (though the levels they learn it at have ranged from 25-41 over the years), and Vikavolt learns Guillotine for 25!
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