Post by v)Luminesce(v on Aug 16, 2016 11:11:56 GMT
When you come up against a Gym leader, they are aiming for certain outcomes. Brock, for instance, would prefer an opposition based around Normal-type, damaging attacks. Special attacks will often be harmful in the first Gym, as with the last. However, inviting damaging attacks as a best-case scenario risks things like Bulbasaur running through the Gym easily. Misty prefers the ability for her Pokémon to attack and move, and if they are static this limits them. Using Thunder Wave here is effective, as is a Pidgey with Sand-Attack. Misty is hence attempting to rein in the battle and have some say in it, and is as a Gym leader probably most similar to Sabrina. Misty should be slightly harder for their period of the game, however, as they are more persistent and moves which allow you to build up are rare.
Hence, the question is raised of what challenge a Gym is offering. Now, type-wise, this can be quite clear, but it isn't always - Wattson can be harsh if you were expecting an Electric Gym (at the expense of taking the focus off the Electric-type), Sabrina sets up with a lack of weaknesses and hence will usually have to be taken down without relying on type (another clue that you should use non-damaging moves here initially), and Clair is similar but relies for this on one Pokémon. Hence, while types might seem to give certainty about Gyms, they are not always the main focus of the Gyms, and relying on them can be problematic.
Misty's Gym can have type problems, with Bulbasaur for instance, because they are trying to rein in the battle and hence leaving the Pokémon mostly to suffer their weaknesses. However, this can be problematic if your team does not have types strong against Water yet - and you shouldn't feel forced to, with types such as Tangela still to come. As such, beginning with some focus on non-damaging moves and status effects is often useful here, although this need only be done cursorily at the moment. In the anime, she eventually gives up the badge because her Gym has been compromised - however, being a female Gym leader, she is not defeated in the anime. The general trend in Sabrina's Gym, to look at more of an exception, is that if you keep your eyes open for early options, you can generally take it down quite easily. Sabrina's Gym is an attempt to attack in a single way while not being damaged too notably - due to the use of special attacks, things like Burn are less effective. Hence, they rely on a certain pattern, and if the player diverges from this pattern by preventing them from attacking however possible, then they should generally be secure. Hence, what Sabrina wants is the ability to get the battle into a repeating pattern that they are used to, and if this is disturbed then they should be taken down. This means that usually they will present a notable challenge, or just be brushed aside in a run-through. A player with a decently-levelled Charizard should do well.
Sabrina is one of the more obscure challenges. Erika is attempting to prevent any of the many, varied threats to her Pokémon, and hence keep them secure. Of course, she has to challenge trainers with these in order to remain a Gym leader, perhaps constantly - unlike Sabrina, she has very little security against weaknesses. Hence, fire-types having a notable effect here is something which is well-noted, and likewise Fire-types and Flying-types can be found nearby as well as early on in the game. While this is therefore the weakness Gym, it does have so to speak a 'Weakness Policy' - it is attempting to shut down attackers. This is limited, however, and they are still highly vulnerable - if they are Paralysed, they have few advantages here, but can still be a hypothetical danger. As such, the approach which will work here is anything which can stay effective throughout the battle - type advantage, status effects, or stats moves. Using items to heal Paralysis, etc., could work, but you might not want to use them, and it should still be straightforward. Things like status effects can still be slightly iffy if they apply to both, however, and hence generally you will want moves to dissuade attacks further alongside this, like Sand-Attack, etc. Alongside this, you will want highly accurate moves, or you are in a sense helping to secure them, which is their aim. Hence - either super-effective moves, or a combination of status effects and stats moves, where the former are applied first. In the latter case especially, moves with high accuracy should be used, which are not resisted. If this is a problem, you can feel free to skip this Gym for the moment, and go elsewhere. Nonetheless, it is quite a vulnerable Gym, and some combination of status effects, accurate attacks, using type weaknesses and stats moves should be sufficient.
Hence, let's list the Gym leaders of the early games, to see which is more demanding here.
red/blue
- brock
prefers moves resisted.
do more dmg/turn.
increase atk by dmg guarantee
- misty
prefers attacking.
do shut down attacks.
increase defence by preventing attacks
- lt. surge
prefers inaccurate moves.
do use accurate attacks.
increase atk by using accurate attacks
- koga
prefers biding time.
do attack insistently.
increase atk by attacking insistently
- erika
prefers security from threats.
do present a constant threat, by keeping them less secure.
increase atk by reducing opp. security
- sabrina
prefers patterns of attack.
do avoid getting trapped in repeating patterns.
increase spcl by avoiding pattern traps
- blaine
prefers attacking however possible.
do prioritise shutting down or resisting attacks.
increase defence by resisting attacks
- giovanni
prefers attacking static targets.
do attack using effective moves.
increase atk using effective moves
- general demands
do more dmg/turn.
do shut down attacks.
do use accurate attacks.
do attack insistently, when doing so.
do keep them less secure.
do avoid getting trapped in patterns.
do prioritise shutting down attacks.
do attack using effective moves.
We may order these in terms of attack, defence and what we may name 'special' - in tribute to the early-game stat - for other things such as specifics of non-damaging move usage.
atk 5
- attack with super-effective moves (type-match, basic.)
- attack with accurate moves (hit.)
- attack persistently (keep going.)
- keep opponent's security lower (attack more persistently and dangerously.)
- attack with guaranteed damage (somewhat advanced as a general tactic, try to keep the opponent stationary and so on enough to get guaranteed damage in which outweighs any type problems, or use type advantage. Retain a certain advantage in terms of damage dealt through the game, and momentum generally.)
defence 2
- resist attacks (type-matching)
- shut down attacks (using moves to prevent attacks)
spcl 1
- resist being trapped in patterns (quite basic, in a way.)
Attack is in a sense the easiest aspect, as it can be carried out directly in battle, using the options presented, rather than causing problems if not done beforehand. This gives us 2.5 in this case. Defence can be taken as-is; here, 2. As it has an initial rival battle which can't be trained for, we should add another 0.5, as this cannot be prepared for and is a demanding aspect which players are forced to go through, and hence an aspect of the game. Finally, Special is rare, but can be multiplied by two due to its reflecting overall qualities of battle, and hence leads here to: 2, and indeed a total of 7. This is quite a notable difficulty, and measuring it out of 10 (which is a generally appropriate measure to illustrate the comparative difficulty) is 7/10, which though achievable is complex.
Hence, these games ultimately come down to the demands to shut down attacks, then attack insistently, with the ability to keep the opponent less secure than you are. In shutting down attacks, you should also try to avoid patterns of attack, and hence use stats moves to gain security when possible. When attacking, try and use super-effective moves, of course. This is fairly complex, but still only goes so far as using phases and other moves. As for G/S:
- falkner
prefers a static opponent.
do attack them to prevent them from gaining a foothold or reducing accuracy.
increase attack by attacking persistently
- bugsy
prefers to attack freely.
do prevent from attacking freely (status effects.)
increase defence by preventing free attacks.
- whitney
prefers to attack in patterns.
do prevent from attacking continually (similar.)
increase defence by preventing continual attacks.
- morty
prefers to inflict status before attacking.
do hamper status infliction.
increase defence by preventing free attacks.
- jasmine
prefers type resistances
do use type advantage
increase attack by using type advantage
- pryce
prefers to attack with accurate moves
do use accurate moves to prevent them pulling away.
increase attack by using accurate moves.
- chuck
prefers to show off moves
do prevent from attacking
increase defence by focussing on paralysing attack
- clair
prefers to lock the opponent until they cannot gain an advantage
do prevent them from attacking.
increase defence by preventing attacks.
atk
- attacking using super-effective moves
- attack using accurate moves
- attack persistently
defence
- shutting down free attacks (prevent opponents from easily targetting you.) (Included twice in this form, one is redundant.)
- shutting down attacks (cramp opponent attacks.)
- focus on paralysing attacks. (make this a priority in battle.)
- shutting down continual attacks (prevent the opponent from attacking on consecutive turns - rather than preventing free moves, now you try to gain free turns.)
As such, it is quite one-note - often, the trainers come across as near-identical, and it's something of a slog. Nonetheless, this is slightly more challenging than the Gym sequence which it features on returning to the region of Kanto, which can still throw up surprises if for whatever reason you were really not careful by then.
Nonetheless, we may hence estimate the demands made on the players by the Gym segments at actually 5.5. This may seem easier, and in a sense it is. However, it requires twice the defence stats, and hence for most players who only wander into the game and try to attack, it will be more difficult. Once this is taken into consideration, however, it is mostly an easy journey. Because few will take the step of prioritising paralysing attack over attacking and so on, it is in a sense more difficult for most players, if they aren't using all that the game offers them. We may hence call 2 a defensive 'threshold.' Compared to this it has 4, or +2. This may be notated: 5.5 (threshold +2.)
In a way, these are more difficult games, but if the threshold does not dissuade or demoralise a player they are easier - a more patient player will probably gain something out of it.
With the claimed decline of Gyms in the main games, the format is hence given over primarily to ROM Hackers and such to use. Hence, it can still invigorate these games, especially by cleaving closer to the established formula of the Pokémon games. This is hence a useful thing to look at, especially at this moment.
Nonetheless, what if the demands of all of the Gyms in one game were to be concentrated into one Gym, somehow? It would require, for instance:
atk
- attacking using super-effective moves (Lapras.)
- attack using accurate moves (Raticate.)
- attack persistently (use the same Raticate.)
defence
- shutting down free attacks (Jumpluff.)
- shutting down attacks (Jumpluff.)
- focus on paralysing attacks. (Butterfree.)
- shutting down continual attacks (Jolteon.)
Of course, this would not necessarily mean that this was an impenetrable team for a Gym leader - just that it gathered aspects of the game's Gym leaders, and hence while not necessarily much more difficult still has plenty of challenge. The Pokémon given are just examples, but having multiple Jumpluff and a Rattata on a Gym team strikes one, if one wants a colourful game, as close to optimal if done right. It could easily go wrong, however, as they each need to be focussed on a point. While it will have some of the same problems as other Gyms, or can be taken down in a similar way to some Gyms in G/S, nonetheless it also has many of the strengths.
In any case, it should be clear that each Gym has so to speak its story, and more pertinently what it requires in interacting with the player. In general, and this could be further elaborated on, some Gyms tend to just focus around integrating game mechanics like type weakness and so on, while those which focus on shutting down attack and such generally imply more specificity and a focus on mobility of a certain kind or character - mobility implies an attempt to do something in some manner, if not clearly directed yet. Gyms which are more obscure to newer players tend towards certain forms which are less easily broken down by relying on type advantage.
Hence, the question is raised of what challenge a Gym is offering. Now, type-wise, this can be quite clear, but it isn't always - Wattson can be harsh if you were expecting an Electric Gym (at the expense of taking the focus off the Electric-type), Sabrina sets up with a lack of weaknesses and hence will usually have to be taken down without relying on type (another clue that you should use non-damaging moves here initially), and Clair is similar but relies for this on one Pokémon. Hence, while types might seem to give certainty about Gyms, they are not always the main focus of the Gyms, and relying on them can be problematic.
Misty's Gym can have type problems, with Bulbasaur for instance, because they are trying to rein in the battle and hence leaving the Pokémon mostly to suffer their weaknesses. However, this can be problematic if your team does not have types strong against Water yet - and you shouldn't feel forced to, with types such as Tangela still to come. As such, beginning with some focus on non-damaging moves and status effects is often useful here, although this need only be done cursorily at the moment. In the anime, she eventually gives up the badge because her Gym has been compromised - however, being a female Gym leader, she is not defeated in the anime. The general trend in Sabrina's Gym, to look at more of an exception, is that if you keep your eyes open for early options, you can generally take it down quite easily. Sabrina's Gym is an attempt to attack in a single way while not being damaged too notably - due to the use of special attacks, things like Burn are less effective. Hence, they rely on a certain pattern, and if the player diverges from this pattern by preventing them from attacking however possible, then they should generally be secure. Hence, what Sabrina wants is the ability to get the battle into a repeating pattern that they are used to, and if this is disturbed then they should be taken down. This means that usually they will present a notable challenge, or just be brushed aside in a run-through. A player with a decently-levelled Charizard should do well.
Sabrina is one of the more obscure challenges. Erika is attempting to prevent any of the many, varied threats to her Pokémon, and hence keep them secure. Of course, she has to challenge trainers with these in order to remain a Gym leader, perhaps constantly - unlike Sabrina, she has very little security against weaknesses. Hence, fire-types having a notable effect here is something which is well-noted, and likewise Fire-types and Flying-types can be found nearby as well as early on in the game. While this is therefore the weakness Gym, it does have so to speak a 'Weakness Policy' - it is attempting to shut down attackers. This is limited, however, and they are still highly vulnerable - if they are Paralysed, they have few advantages here, but can still be a hypothetical danger. As such, the approach which will work here is anything which can stay effective throughout the battle - type advantage, status effects, or stats moves. Using items to heal Paralysis, etc., could work, but you might not want to use them, and it should still be straightforward. Things like status effects can still be slightly iffy if they apply to both, however, and hence generally you will want moves to dissuade attacks further alongside this, like Sand-Attack, etc. Alongside this, you will want highly accurate moves, or you are in a sense helping to secure them, which is their aim. Hence - either super-effective moves, or a combination of status effects and stats moves, where the former are applied first. In the latter case especially, moves with high accuracy should be used, which are not resisted. If this is a problem, you can feel free to skip this Gym for the moment, and go elsewhere. Nonetheless, it is quite a vulnerable Gym, and some combination of status effects, accurate attacks, using type weaknesses and stats moves should be sufficient.
Hence, let's list the Gym leaders of the early games, to see which is more demanding here.
red/blue
- brock
prefers moves resisted.
do more dmg/turn.
increase atk by dmg guarantee
- misty
prefers attacking.
do shut down attacks.
increase defence by preventing attacks
- lt. surge
prefers inaccurate moves.
do use accurate attacks.
increase atk by using accurate attacks
- koga
prefers biding time.
do attack insistently.
increase atk by attacking insistently
- erika
prefers security from threats.
do present a constant threat, by keeping them less secure.
increase atk by reducing opp. security
- sabrina
prefers patterns of attack.
do avoid getting trapped in repeating patterns.
increase spcl by avoiding pattern traps
- blaine
prefers attacking however possible.
do prioritise shutting down or resisting attacks.
increase defence by resisting attacks
- giovanni
prefers attacking static targets.
do attack using effective moves.
increase atk using effective moves
- general demands
do more dmg/turn.
do shut down attacks.
do use accurate attacks.
do attack insistently, when doing so.
do keep them less secure.
do avoid getting trapped in patterns.
do prioritise shutting down attacks.
do attack using effective moves.
We may order these in terms of attack, defence and what we may name 'special' - in tribute to the early-game stat - for other things such as specifics of non-damaging move usage.
atk 5
- attack with super-effective moves (type-match, basic.)
- attack with accurate moves (hit.)
- attack persistently (keep going.)
- keep opponent's security lower (attack more persistently and dangerously.)
- attack with guaranteed damage (somewhat advanced as a general tactic, try to keep the opponent stationary and so on enough to get guaranteed damage in which outweighs any type problems, or use type advantage. Retain a certain advantage in terms of damage dealt through the game, and momentum generally.)
defence 2
- resist attacks (type-matching)
- shut down attacks (using moves to prevent attacks)
spcl 1
- resist being trapped in patterns (quite basic, in a way.)
Attack is in a sense the easiest aspect, as it can be carried out directly in battle, using the options presented, rather than causing problems if not done beforehand. This gives us 2.5 in this case. Defence can be taken as-is; here, 2. As it has an initial rival battle which can't be trained for, we should add another 0.5, as this cannot be prepared for and is a demanding aspect which players are forced to go through, and hence an aspect of the game. Finally, Special is rare, but can be multiplied by two due to its reflecting overall qualities of battle, and hence leads here to: 2, and indeed a total of 7. This is quite a notable difficulty, and measuring it out of 10 (which is a generally appropriate measure to illustrate the comparative difficulty) is 7/10, which though achievable is complex.
Hence, these games ultimately come down to the demands to shut down attacks, then attack insistently, with the ability to keep the opponent less secure than you are. In shutting down attacks, you should also try to avoid patterns of attack, and hence use stats moves to gain security when possible. When attacking, try and use super-effective moves, of course. This is fairly complex, but still only goes so far as using phases and other moves. As for G/S:
- falkner
prefers a static opponent.
do attack them to prevent them from gaining a foothold or reducing accuracy.
increase attack by attacking persistently
- bugsy
prefers to attack freely.
do prevent from attacking freely (status effects.)
increase defence by preventing free attacks.
- whitney
prefers to attack in patterns.
do prevent from attacking continually (similar.)
increase defence by preventing continual attacks.
- morty
prefers to inflict status before attacking.
do hamper status infliction.
increase defence by preventing free attacks.
- jasmine
prefers type resistances
do use type advantage
increase attack by using type advantage
- pryce
prefers to attack with accurate moves
do use accurate moves to prevent them pulling away.
increase attack by using accurate moves.
- chuck
prefers to show off moves
do prevent from attacking
increase defence by focussing on paralysing attack
- clair
prefers to lock the opponent until they cannot gain an advantage
do prevent them from attacking.
increase defence by preventing attacks.
atk
- attacking using super-effective moves
- attack using accurate moves
- attack persistently
defence
- shutting down free attacks (prevent opponents from easily targetting you.) (Included twice in this form, one is redundant.)
- shutting down attacks (cramp opponent attacks.)
- focus on paralysing attacks. (make this a priority in battle.)
- shutting down continual attacks (prevent the opponent from attacking on consecutive turns - rather than preventing free moves, now you try to gain free turns.)
As such, it is quite one-note - often, the trainers come across as near-identical, and it's something of a slog. Nonetheless, this is slightly more challenging than the Gym sequence which it features on returning to the region of Kanto, which can still throw up surprises if for whatever reason you were really not careful by then.
Nonetheless, we may hence estimate the demands made on the players by the Gym segments at actually 5.5. This may seem easier, and in a sense it is. However, it requires twice the defence stats, and hence for most players who only wander into the game and try to attack, it will be more difficult. Once this is taken into consideration, however, it is mostly an easy journey. Because few will take the step of prioritising paralysing attack over attacking and so on, it is in a sense more difficult for most players, if they aren't using all that the game offers them. We may hence call 2 a defensive 'threshold.' Compared to this it has 4, or +2. This may be notated: 5.5 (threshold +2.)
In a way, these are more difficult games, but if the threshold does not dissuade or demoralise a player they are easier - a more patient player will probably gain something out of it.
With the claimed decline of Gyms in the main games, the format is hence given over primarily to ROM Hackers and such to use. Hence, it can still invigorate these games, especially by cleaving closer to the established formula of the Pokémon games. This is hence a useful thing to look at, especially at this moment.
Nonetheless, what if the demands of all of the Gyms in one game were to be concentrated into one Gym, somehow? It would require, for instance:
atk
- attacking using super-effective moves (Lapras.)
- attack using accurate moves (Raticate.)
- attack persistently (use the same Raticate.)
defence
- shutting down free attacks (Jumpluff.)
- shutting down attacks (Jumpluff.)
- focus on paralysing attacks. (Butterfree.)
- shutting down continual attacks (Jolteon.)
Of course, this would not necessarily mean that this was an impenetrable team for a Gym leader - just that it gathered aspects of the game's Gym leaders, and hence while not necessarily much more difficult still has plenty of challenge. The Pokémon given are just examples, but having multiple Jumpluff and a Rattata on a Gym team strikes one, if one wants a colourful game, as close to optimal if done right. It could easily go wrong, however, as they each need to be focussed on a point. While it will have some of the same problems as other Gyms, or can be taken down in a similar way to some Gyms in G/S, nonetheless it also has many of the strengths.
In any case, it should be clear that each Gym has so to speak its story, and more pertinently what it requires in interacting with the player. In general, and this could be further elaborated on, some Gyms tend to just focus around integrating game mechanics like type weakness and so on, while those which focus on shutting down attack and such generally imply more specificity and a focus on mobility of a certain kind or character - mobility implies an attempt to do something in some manner, if not clearly directed yet. Gyms which are more obscure to newer players tend towards certain forms which are less easily broken down by relying on type advantage.