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Look at the metagame of Generation V and you’ll see that weather is the dominant force of Generation V. Entire teams are built around strategies of utilizing rain, sun, sandstorms and hail. A subpar Pokémon can be turned into a nightmarish attacker or a defensive powerhouse under the right weather conditions. | Look at the metagame of Generation V and you’ll see that weather is the dominant force of Generation V. Entire teams are built around strategies of utilizing rain, sun, sandstorms and hail. A subpar Pokémon can be turned into a nightmarish attacker or a defensive powerhouse under the right weather conditions. | ||
What’s interesting about weather is that it took several generations to become the dominant force it is today. Rain, sun and sandstorm were interesting novelties and welcome boosts for corresponding Pokémon when it was first introduced in Generation II. Generation III brought permanent weather-summoning abilities, but these remained confined to the legendary Uber tier, though Sandstorm-producing Sand Stream leaked out via Tyranitar. Abilities also allowed Pokémon to take better advantage of weather, such as speed-doubling Swift Swim or Chlorophyll. [[File:Sunny_Day_III.png|left|thumb|300px| | What’s interesting about weather is that it took several generations to become the dominant force it is today. Rain, sun and sandstorm were interesting novelties and welcome boosts for corresponding Pokémon when it was first introduced in Generation II. Generation III brought permanent weather-summoning abilities, but these remained confined to the legendary Uber tier, though Sandstorm-producing Sand Stream leaked out via Tyranitar. Abilities also allowed Pokémon to take better advantage of weather, such as speed-doubling Swift Swim or Chlorophyll. [[File:Sunny_Day_III.png|left|thumb|300px|Burn.]] | ||
Weather finally came full-circle in Generation V with Drizzle and Drought being granted to Politoed and Ninetales, respectively. Now all three major weather conditions could be utilized in standard play, although hail still had its niche too. Now it’s not uncommon to see weather conditions shift several times throughout the course of a battle. | Weather finally came full-circle in Generation V with Drizzle and Drought being granted to Politoed and Ninetales, respectively. Now all three major weather conditions could be utilized in standard play, although hail still had its niche too. Now it’s not uncommon to see weather conditions shift several times throughout the course of a battle. | ||
'''4. The Physical/Special Split''' | '''4. The Physical/Special Split''' | ||
Up until Generation IV, many Pokémon were simply cursed with having offensive stats that didn’t match up well with their default special or physical oriented elements. Gyarados was stuck with special Water in contrast to its massive Attack stat while Gengar’s Special Attack was let down by Ghost’s status as a physical element. This all changed when Generation IV tweaked the system to have both physical and special moves fall under the same element. | Up until Generation IV, many Pokémon were simply cursed with having offensive stats that didn’t match up well with their default special or physical oriented elements. Gyarados was stuck with special Water in contrast to its massive Attack stat while Gengar’s Special Attack was let down by Ghost’s status as a physical element. This all changed when Generation IV tweaked the system to have both physical and special moves fall under the same element. | ||
Many Pokémon were finally able to take full advantage of their stats. Waterfall became a staple for high attack Water Pokémon. Focus Blast gave special attackers a Fighting move to ward off Dark and Steel types. Tyranitar became the nightmare it was meant to be as its Dark moves Crunch and Pursuit became physical. | Many Pokémon were finally able to take full advantage of their stats. Waterfall became a staple for high attack Water Pokémon. Focus Blast gave special attackers a Fighting move to ward off Dark and Steel types. Tyranitar became the nightmare it was meant to be as its Dark moves Crunch and Pursuit became physical. | ||
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'''3. Held Items''' | '''3. Held Items''' | ||
This was the first huge advancement in complexity for battling. Pokémon could be given little advancements that could alter the course of battle in ways never quite imagined in Generation I. Attacks could be powered up, status effects could be healed instantly, turns wouldn’t be wasted to restore hit points. Later generations gave held items even more potency. Items were introduced that altered attacks, altering weather and even altering some Pokémon’s types. | This was the first huge advancement in complexity for battling. Pokémon could be given little advancements that could alter the course of battle in ways never quite imagined in Generation I. Attacks could be powered up, status effects could be healed instantly, turns wouldn’t be wasted to restore hit points. Later generations gave held items even more potency. Items were introduced that altered attacks, altering weather and even altering some Pokémon’s types. | ||
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'''2. Dark and Steel''' | '''2. Dark and Steel''' | ||
Let’s face it: Psychic was a broken type in Generation I. They benefitted from the fact that the Special stat counted for both Special Attack and Special Defense plus the fact that since there were so many Poison Pokémon in Kanto, Psychic was super effective against 1/4th of all Pokémon, and then there was its advantage against Fighting on top of that. Ghost, the type that was supposed to counter it, had no useful moves and the only Ghost Pokémon were also half Poison. [[File:Crunch_Stad2.png|thumb|250px|Psychic's nightmare.]] | Let’s face it: Psychic was a broken type in Generation I. They benefitted from the fact that the Special stat counted for both Special Attack and Special Defense plus the fact that since there were so many Poison Pokémon in Kanto, Psychic was super effective against 1/4th of all Pokémon, and then there was its advantage against Fighting on top of that. Ghost, the type that was supposed to counter it, had no useful moves and the only Ghost Pokémon were also half Poison. [[File:Crunch_Stad2.png|thumb|250px|Psychic's nightmare.]] | ||
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'''1. Abilities''' | '''1. Abilities''' | ||
This is the big one. No other advance in the system has changed the game as much as this gem from Generation III. Abilities completely changed the dynamics of how Pokémon were used in battle and the strategies using them. | This is the big one. No other advance in the system has changed the game as much as this gem from Generation III. Abilities completely changed the dynamics of how Pokémon were used in battle and the strategies using them. | ||
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''Stealth Rock-'' This isn’t so much an innovation to the system but it still qualifies as a game changer. Whether you like what it did to the metagame or not, Stealth Rock undeniably set the foundations for the Generation IV metagame. Entire types found themselves at a disadvantage simply because of a rock weakness. Pokémon with a double-weakness to Rock found themselves quickly exiled from common use. This is probably why Stealth Rock was no longer a TM in Black and White, although it’s returned as a Move Tutor in Black 2 and White 2. | ''Stealth Rock-'' This isn’t so much an innovation to the system but it still qualifies as a game changer. Whether you like what it did to the metagame or not, Stealth Rock undeniably set the foundations for the Generation IV metagame. Entire types found themselves at a disadvantage simply because of a rock weakness. Pokémon with a double-weakness to Rock found themselves quickly exiled from common use. This is probably why Stealth Rock was no longer a TM in Black and White, although it’s returned as a Move Tutor in Black 2 and White 2. | ||
[[File:Ash_Heracross_Megahorn.png|left|thumb|200px|The moment Bug became dangerous.]] | |||
Charizard, you are still dearly missed. | Charizard, you are still dearly missed. | ||
''Megahorn/Outrage/Shadow Ball-'' These three moves didn’t so much change the game as they made their respective types legitimate threats. Bug, Dragon and Ghost had zero useful moves in Generation I. Bug and Ghost only had the weak Leech Life and Lick to do regular damage, while Dragon had no moves outside of the set damage of Dragon Rage. These three moves finally gave these types a chance to shine, and later generations would only keep up the generosity. | ''Megahorn/Outrage/Shadow Ball-'' These three moves didn’t so much change the game as they made their respective types legitimate threats. Bug, Dragon and Ghost had zero useful moves in Generation I. Bug and Ghost only had the weak Leech Life and Lick to do regular damage, while Dragon had no moves outside of the set damage of Dragon Rage. These three moves finally gave these types a chance to shine, and later generations would only keep up the generosity. | ||
Agree? Disagree? Let me know on the forum discussion! | Agree? Disagree? Let me know on the forum discussion! | ||
''GodofPH, AKA Pat Hessman, is a senior studying Film at Montana State University. He wrote a series of articles for Bulbanews prior to the Black and White release entitled "Looking Forward". He is relearning that Torchic is gifted by Professor Birch and not Professor Elm.'' | ''GodofPH, AKA Pat Hessman, is a senior studying Film at Montana State University. He wrote a series of articles for Bulbanews prior to the Black and White release entitled "Looking Forward". He is relearning that Torchic is gifted by Professor Birch and not Professor Elm.'' |
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