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#marowak icons
pridewishes · 1 year
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♔ || ASSORTED FIRE POKEMON ICONS
250x250 || nonbinary lesbian || bordered circle
like / rb + credit + read dni if using
requested by anon !!
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perenlop · 1 year
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im gonna try and play pokemon red sometimes (like as something to do while listening to stuff maybe) and im trying to plan out my team and its soooo hard bc ive used too many kanto pokemon and most of the ones i havent used either clash w what i already want or i just dont care for em that much
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pkmnprofloblolly · 1 year
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i've always wondered about cubones-- is it true they all wear the skull of their mothers? are they really their own species or are they an evolutionary branch of a different kind of pokemon?
it is indeed untrue that they all wear the skull of their mothers! after all, a species which could only ever have one offspring, in which the mother was fated to die in childbirth could only ever decline in population. you may have also heard of the idea that cubone are 'born' when a mother kangaskhan dies, leaving behind an orphaned baby which wears the skull of the dead kangaskhan. neither of these are true... but neither of them are entirely untrue, either.
the short answer is that cubone and marowak are their own species, and cubone's skull helmet does not necessarily come from its dead mother. this species is a marsupial- pouch-bearing mammals (as opposed to placental mammals, like us)- and only has one baby at a time. the way marsupials are born is really neat- the baby, called a joey, is born at an absolutely tiny size and in an underdeveloped state. like, SERIOUSLY undeveloped- it's little more than an eraserhead baby with arms, less than an inch long.
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(photo by geoff shaw)
look at that. look at that fucking thing. this little meat gummy bear uses its tiny little arms to grapple all the way up to the teats in the pouch, and basically latches on like a lamprey for over half a year. the baby drinks and grows and drinks and grows til it's large enough to leave the pouch. it'll return to the pouch regularly for maybe a month after it first leaves, but eventually grows up enough to leave for good. after this, the mother marowak will often almost immediately begin to grow another joey.
it's at this point, just after leaving the pouch, that the cubone joey will don its iconic helmet. the skull it selects can indeed be from a marowak, even its deceased mother as has been reported in some infrequent cases, but it isn't always- any appropriately-sized skull will do, with species depending on what pokemon live nearby. the skull is sometimes from a prey item of the parent, but is also often simply scavenged. the cubone will swap out its helmet a few times as it grows before it evolves. the skull becomes part of the individual's body when it evolves into marowak, changing shape and fitting perfectly to the head, unable to be removed ever again.
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now, what does this have to do with kanghaskhan? kangaskhan and cubone/marowak aren't the same species, but they are closely related. additionally, their ranges often overlap- this is true in kanto, unova, kalos, and alola. in these areas, cubone will often don kangaskhan skulls if given the opportunity. furthermore, kangaskhan are sometimes known to care for orphaned or lost young of other pokemon species (or perhaps more legendarily, lost human children), and it seems that due to their close relation it isn't extremely uncommon to see a kangaskhan mother care for a baby cubone, perhaps adding more fire to the rumor.
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pokepollsters · 7 months
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Best Poké Ball Tournament-
Round 1: Match 8
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Well don't these Balls compliment each other well!
First up in the purple and pink face off is the Dream Ball! A very intersting Ball that was originally used for Pokémon obtained in the now defunct Pokémon Dream World or via the Dream Radar. When used, it would always catch without fail, though players were not able to use it elsewhere. But since Generation 8, it has once again become obtainable- though with a rather different use! Normally, it has 1x catch rate multiplier, but if used on a sleeping Pokémon, it reaches the frequently unmatched 4x multiplier! For sleepy 'Mons, this pretty in pink Ball is a very good choice.
But speaking of Balls that catch without fail- you know it, you love it, it's the Master Ball! With no catch rate multiplier of its own, it bypasses the catch calculation itself and will always get that satisfying click! Though you can still waste the Ball- the Ghost Marowak in Pokémon Tower, and trainers batting away Balls when you try to catch their Pokémon in Generations 1-3 will make you lose your Master Ball once and for all! Be careful out there! It's appeared in every game in the main series bar Legends Arceus, and is very iconic for a reason.
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ohnoitstbskyen · 1 year
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Cubone is one messed-up pokémon...
Yknow, Cubone is a really f***ed up pokémon. Here you have a creature whose entire existence as a species is apparently predicated on 1) seeing its mother die right in front of it, 2) wearing that mother’s skull as a helmet and using her bones as weapons and 3) having enough complex emotional consciousness to feel grief about it. It’s an entire species made of deep-seated parental trauma.
And the bones are, ironically, the meat of the design here. The body is a sort of generic cutesy cartoon dinosaur vibe, and so the helmet and club become the major iconic and recognizable elements. This is equally true for Marowak, although in its case the white skull face itself becomes the striking part of the design.
It's effective, and god damn if the child wearing the skull of its mother isn't a memorable idea, making for a simple but solid gen 1 design line. Alolan Marowak, being a ghostly firedancer, on the other hand, is a bit of a weird swerve? I dunno, I've never really felt like that idea works with the concept of the line, honestly.
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redlegend-a · 1 year
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What People Think Happened…
When people think of The Trainer Red, the inevitable thing that crops up is the savant boy who at fourteen years old took on the equivalent of the Yakuza and used his unheard of pokemon prowess to chase Team Rocket out of Kanto. Trainer Red is a pop culture icon and Kanto’s pride, joy, and personal legend.
To the region, he represents the epitome of talent and power. He’s the “Kanto Flag Bearer” because in the public perspective, he saved the region.
He took on an impossible fight and he won. Since that point, and since his involvement, Red’s legend pushed the envelope of competitive battling, battling theory, and personal philosophies for trainers, despite the only real involvement he had in these things being “existing”. In the public perspective, Team Rocket was defeated because Giovanni was humiliated at the feet of a child.
To this day, Red’s upbringing, influences, and almost everything about his personal life has been embellished to the point of him not being so much a person anymore, and instead being a living idea. And people use him for that idea.
What Actually Happened…
Trainer Red’s takedown of Team Rocket started with a newspaper and watching Rocket owned police beat someone down with batons outside Mt. Moon. He charged the group with abject violence, only honoring standard battle rules when his opponent honored them. If any Rocket member threatened violence against him, he beat them down and sent them to the hospital. His pokemon were absolutely ruthless.
He caused incredible amounts of property damage, disrupted operations, and very narrowly killed members several times. Why? It began as a seed of revenge for what he witnessed in Pewter, and escalated more and more until it erupted in the Lavender Town incident with Marowak’s death. Red attacked Celadon Game Corner, and destroyed the entire operation in a brutal assault, culminating in a battle with Giovanni. Several dozen Rockets were hospitalized in the attack. Giovanni was defeated fairly and honored the rules of battle, escaping Red’s violence through diplomacy over luck.
Giovanni misinterpreted the stakes though, and left to Silph Co. The entire city of Saffron was taken hostage and Red detoured through Fuschia City in the meantime, thinking of what to do about this.
Eventually he decided to take Saffron back even if it meant his life, his resolve being to execute Giovanni himself, so no one else bore the burden. He attacked Silph Co. This is no exaggeration.
Red’s invasion of Silph was absolutely terrifying and with no holds barred. He beat every single operative in Silph without regard for traditional battle rules (as the orders to stop him negated the rules), and nearly killed several people. He came at Giovanni ready to die and without exaggeration kill the leader of Team Rocket.
The only thing that stopped him was the realization that to kill was the kinder and easier path, and although he was fully willing to kill Giovanni, he could not give him the excuse of being killed. Giovanni’s Nidoqueen tackled him out the top floor of Silph Co, and Red plummeted with Charizard in full view of thousands upon thousands of people.
Red had, in one fell swoop, shredded the reputation of Team Rocket. The public fully turned on them. He called the absolute wrath of the public eye and international police down on everyone involved. Team Rocket was defeated… at least, for the time being.
This violence is largely unknown to most people. But it’s there in the background. The real shocker was the age of the man committing it.
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ABSOL BEAT CUBONE AND NOW MEGA ABSOL IS GOING AGAINST ALOLAN MAROWAK?? Y'ALL CAN'T DO THIS TO ME TWICE, GIVE IT TO MAROWAK!!!
Alolan Marowak is so cool! Cubone and Marowak always had strong ties to Ghost types in what was one of Pokemon Red and Blue's most iconic moments, so seeing that come full circle with Cubone becoming a Ghost type in Sun and Moon was one of the most exciting experiences I've ever had with Pokemon. It's got a great design, it's one of the best Regional Forms conceptually, and it does a fun little dance!
Plus it's the only left from the Cubone line in the running, both Absols are still kicking. Let's see a bit more variety in the next round!
💀🔥
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phlurrii · 1 year
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Is there by any chance, we might be able to see this baneful fox again?
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Possibly, likely not in any cannon form to the story however, it’s just a pokesona! It’s the only other Pokémon that’s come close to my love for mew and thus graduated to my second favorite of all time. That and I just identify a lot with it personally as well as we have the same mushroom cloud you call hair ;D
Before H. Zoroark, I used to draw cubone/marowak as my sona! A Pokémon I just loved normally before a grim turn in my life caused myself to share its ‘iconic’ characteristic. H. Zoroark shared a lot of its characteristics without the heavy stuff attached, so it’s not as big of a reminder as cubone is for me when I draw it!!
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shoppncarticles · 9 months
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The Timburr Family
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Still going with the Gen 1 parallels, now we've got one to the original icons of the Fighting type, Machop. Unlike Woobat which was a more realistic depiction of a bat than Zubat, Timburr here takes things in a more cartoony direction than Machop, much to its benefit I think. I never liked Machop's realistic arms and emaciated ribcage. Timburr's more generalized body shape make it appear more animalistic, and its rounded nose almost gives it a cheeky rubberhose cartoon feeling.
Timburr gets a lot of flak from people not only for compromising some of Machop's space, but also for carrying an object that isn't natively part of its body, and for having weird, giant pink veins. I mean, Cubone and Marowak carrying bones and no one complained back then. Kadabra and Alakazam hold spoons too! Those aren't natural whatsoever! What's so wrong with animals using tools anyways, especially when Pokemon are shown to be more intelligent than normal anyways? The veins make sense in terms of design too. The little thing's packing enough muscles to carry around that cut log like nothing, and it fits better than Machop's ribs.
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Admittedly I can't justify Gurdurr in quite the same ways, and I don't think it holds up nearly as well as a design. The idea that it lugs an iron girder around to demonstrate its strength is neat, but unlike the organic log does bring into question where Gurdurr gets the material from. Gurdurr's body is drawn much less nicely than Timburr's was too, especially its feet. I don't like how they're just attached to the bottom of its body, and its legs are barely defined from the waist.
Gurdurr also develops a big red clown nose, and weird lumps on its head as if it were supposed to have an afro. If the line were growing into a carnival strongman and accentuated these traits a bit more clearly, that would've been pretty fun. As is though, it seems a little half-baked and doesn't quite match with the whole iron girder thing that takes up a lot of the visual focus.
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Thankfully, the line's culmination in Conkeldurr is a lot more polished and concise by comparison. It drops the clown afro and now just resembles an old man with a top knot ponytail and goatee. The big red nose remains, but fits the goofy old man face just as much as it does a clown. Conkeldurr also carries pillars of concrete around, which at least makes a bit more sense due to being more natural than the iron girder. Additionally, it's been shown Conkeldurr uses these pillars like a walker, further strengthening the elderly vibe in a very amusing fashion. It's even got defined knees and legs, which helps a lot in the thing's body shape.
Overall, I actually think Conkeldurr is pretty fun as far as more humanoid monster designs go! I like how exaggerated and top heavy it is, it's a lot more interesting than Machamp's realistic proportions, and follows a more consistent theme while still feeling a natural creature (you'll never catch Conkeldurr with any PANTS). The exposed veins are cool too, and help add some splash of color the design and fit the super-buff Fighting type style.
I've realized when writing these past few reviews that they've partially been Gen 1 critiques again, saying what the original families got wrong and what these do better, but to me it really does seem like a lot of these families were built off the same general ideas as their Gen 1 counterparts, but under a retrospective lens. For example, when designing the Timburr line the designers at Game Freak could've looked at the general idea of the Machop family (muscular humanoid monster), and contemplated how to better incorporate it into the more developed and evolved style that Pokemon was now comfortably rolling with. I mean, the original Black and White games were filled exclusively with new Gen 5 Pokemon, so it's entirely possible they were trying to soft reboot the series again. In my opinion, the showings have been pretty strong so far, so I commend them for doing so if this is the case.
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Where were we? Oh yeah, Conkeldurr. Pretty cool, definitely a Fighting type I would use if the opportunity arose.
Score: 4/5
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Shame they didn't go all in on the strongman idea though.
[Gen 5 Archive]
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real actual things I wrote ScaryMacaronis about during my PokePasta phase:
Mama Marowak getting pissed off over the Pokemon Tower being replaced with a radio station and going apeshit. complete with Hyper-Realistic Blood (it was that story that birthed my Lovely, Lovely Iconic Tumblr Icon btw.)
a Nidoking card the narrator found in an alley coming to life and trying to kill them
Eusine having a meltdown over the player catching Suicune before he did and killing the player
Joey getting tired of people skipping over his PokeGear calls and sending his Evil Rattata after the narrator when they do it
a pair of kids finding an Emerald cart in a bargain bin and the Sceptile in the save file mistaking them for the original owner and trying to get revenge for the original owner hacking the game to shit
the narrator playing a Ruby ROM where Team Magma wins and it results in the narrator’s house melting or something. don’t ask me how that works
the narrator abusing Dream Eater in FRLG and then having a dream where an evil Drowzee tortures them? or some shit like that
a person who Researches Haunted Cartridges or w/e (btw this was a whole series) trying to do the old Celebi event on a normal HG cart with their friend only for it to instead show why Kris wasn’t in HGSS. was lowkey a Kris/Lyra fic I wrote as a Baby Gay and was mainly written to protest all of the fanart depicting Kris hating Lyra (in other words I was like “Kris and Lyra are dating and they love each other and Kris is so proud and supportive of Lyra for what she did in HGSS. Fight Me Pussies”). also the creator of the famous game adaption of Lost Silver faved it so that was cool
the narrator getting a secret chapter in PMD-E after the credits where the protag Pokemon tries to escape purgatory to reunite with their partner. probably the Least outlandish story on this list
and that’s not even half of everything I wrote back then
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latenitewaffles · 2 years
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Top 10 ghost type Pokemon? (Pay no attention to my icon, this is not a loaded question, there are no snipers in the wings.)
Also, top 10 gym leaders in general, either for design, characterization, whatever metric you like.
Ghost Type Pokemon!
1. Alolan Marowak
2. Dusknoir
3. Tie between Sableye and Mega Gengar
4. Polteageist
5. Spirtomb
6. Giratina
7. Hisuian Zoroark
8. Rotom
9. Basculegion
10. Yamask
Gym Leaders (+ Alola Trial Captains)
1. Drayden
2. Koga
3. Raihan
4. Falkner
5. Mina
6. Elesa
7. Wallace
8. Volkner
9. Morty
10. Acerola
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ohthehypocrisy · 2 years
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Jynx for Pokemon Unite!
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Prev: Miltank - Crobat - Heracross - Parasect - Ninjask (& Shedinja) - Sudowoodo - Swalot - Beedrill - Quagsire - Wormadam - Lapras - Drifblim - Mawile - Sableye - Alolan Marowak - Plusle & Minun - Lopunny
Talk about a blast from the past. As a pokemon from the original 150, Jynx is by far the coolest one, pun intended. From her disturbingly humanoid physique to the controversy surrounding her appearance (try not to dive too deep into that iceberg), Jynx is an iconic pokemon for one reason or another. So incredibly rare was this pokemon, that they had to give her a baby form just to make it easier to obtain one. As Jynx are known to give some of the best/worst kisses in the games, they are formidable in spite of their appearance.
So let’s see how it stacks up in Pokemon Unite. I hear some Jynx are very partial to the MOBA playstyle already, so let’s see how this one fares.
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By virtue of her Ice and Psychic typing, Jynx exemplifies the long standing tradition of having weak defenses coupled with very high offensive prowess. The first half of the base stats are really bad, up until you get to the other half, where they become really good. 115 Sp.Atk makes it the third strongest special attacking Ice type in the game, excluding legendary pokemon (the first is Glaceon second is Frosmoth). That’s no small feat considering how old Jynx is. I- I mean, old school. Jynx is old school. So old school, in fact, that her Sp.Atk used to be weaker before the Special split happened in Gen 2. With how fast and powerful Jynx is, she is really well suited to the archetype of...
Attacker
Basic Attack - Ranged/Sp. Atk
Blows a kiss at a target. On hit, the enemy gains a Kiss Counter. After receiving 3 kisses, the enemy will be stunned for 1 second. Kiss Counters disappear if the enemy is KOd. All Kiss Counters disappear if you are KOd.
-In the same way that Attackers like Ninetales and Cinderace mark enemies with their basic attack, Jynx follows the same act by planting kisses and painting them with lipstick. It gets a pseudo boosted basic attack by hitting a third Kiss Counter on the enemy, but it’s slightly better in this way. See, boosted attacks can go away on their own, with the exception of a few pokemon like Talonflame. Jynx doesn’t store boosted basic attacks, though. She just blows kisses at enemies and, if the enemy’s Kiss Counter hits a number that is a multiple of 3, they will get stunned. In this way, if Jynx hits an enemy two times and shifts targets, that first enemy will still get stunned when they come back later. As with all basic attacks that mark an enemy, the Kiss Counter goes away when that enemy is KOd, or when you get KOd yourself, so you can’t abuse the numbers in between lives. There’s a reason for that, as all of Jynx’s move use the Kiss Counter to some effect. Even her ability abuses it, as you’ll soon read.
Ability: Oblivious
When receiving a hindrance from an enemy’s moves or attacks, a Kiss Counter from that enemy will be reduced by 1 to negate the hindrance. Reduces the accuracy of enemies afflicted with Kiss Counters. The more Kiss Counters an enemy has, the less likely their moves and attacks will be able to hit. This ability has no effect on Unite Moves and the buffs they provide.
-Attackers have notoriously bad abilities when they are meant to be played defensively, given how squishy they are. Jynx isn’t...well she is...I mean...I regret the use of the word squishy. She plays hard to get, is what I’m trying to say. If an enemy lands a move that would inflict a hindrance, a Kiss Counter is reduced to negate that effect. Preventing Sleep from Snorlax and Wigglytuff, avoiding the slow down effects of Decidueye’s Shadow Sneak and Spirit Shackle, not stopping from the stun effects of Gardevoir’s Moonblast and Pikachu’s Thunderbolt, all of these are possible by spending 1 Kiss Counter. Granted, the enemy has to have been hit by your basic attack first to activate Oblivious, and it has no effect on Unite Moves or the item Slow Smoke. 
Also, it’s not as good as you may think it is. 1 Kiss Counter is spent on each hindrance attempt, so while you may get off scott free when a Lucario uses Meteor Mash or Bone Rush and you evade the shove effect, an enemy Crustle will shake off 3 Kiss Counters if they hit you with an X-Scissor, or 2 times from an enemy Cramorant hitting you with a Surf. It might be hard enough landing two kisses on an enemy before they start wailing on you. That’s why Oblivious has a bonus evasion boost against enemies smacked by your lips. Your evasion against enemy attacks increases the more Kiss Counters they have, but the evasion boost is not that big. At 1 Kiss Counter, you’ll only see a paltry 5% evasion boost or something to that effect, so it’s not like it can be relied upon. Even so, this makes Jynx well suited for long drawn out fights as opposed to surprise attacks. Thankfully, Jynx has other means of giving enemies a good lip lashing.
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At the start of the game, Jynx will start out as Smoochum. You can choose between Sweet Kiss and Powder Snow as your first move. By Level 3, you will have learned both.
Move 1: Sweet Kiss
Launch an innocent kiss of energy which then explodes on hit with an enemy or after traveling the maximum distance. All enemies caught in the attack will be stunned for 0.5 seconds and gain 2 Kiss Counters. 6s cooldown.
-Ahh, young love. There’s nothing sweeter than your first kiss. Which is why it’s worth 2 Kiss Counter when you hit your enemies with this move. As a projectile, it functions like a missile in the sense that it will keep flying until it lands on its target destination or gets body blocked by an enemy. Either way, it explodes into love energy, which is so sweet it stuns the enemies briefly. In this way, it is possible to smite multiple enemies at once as opposed to one at a time, which is how it goes with your basic attack. Those two extra kisses give you a head start on the Oblivious ability as well as amps up your other move.
Move 2: Powder Snow
Unleash a bitter snowfall all around you, chilling enemies for 4 seconds. Chilled enemies receive more damage from your attacks. The more Kiss Counters an enemy caught by this attack has, the greater the effect. 8s cooldown.
-Talk about a cold shoulder. Getting hit by Powder Snow inflicts a unique status effect called Chilled, which decreases your defense. It only has 4 seconds of activity, but at the starting stages of the game, Powder Snow is effective at putting huge dents in the enemy. Of course, it relies on the Kiss Counters you plant on their cheeks, so you have to play the long game and lead them on. Now, am I talking about flirting, or battling? For Smoochum, it’s usually both.
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At Level 5, Smoochum will evolve into Jynx. At the same time, Sweet Kiss becomes either Lovely Kiss or Draining Kiss.
Move 1a: Lovely Kiss
Wind up and launch a big kiss forward, exploding into love energy on hit with an enemy or after traveling the maximum distance. Enemies caught in the blast will be Asleep for 1.5 seconds and gain 3 Kiss Counters. In addition, the duration in which enemies stay asleep can be prolonged by receiving damage from your basic attack. 10s cooldown.
At Level 11, Lovely Kiss becomes Lovely Kiss+.
Increases area of effect. Enemies gain 4 Kiss Counters.
-Jynx’s signature move, and one of the few signature moves that were kept in the transition to Gen 8. Supposedly, the sleep inducing effect of Lovely Kiss is meant to be a heavenly sweetness that lulls the target to dream land by causing them to pass out from the violent love making affair. How poetic. Well, Jynx has enough love for everyone, so Lovely Kiss acts as a missile guided lip lock, same as Sweet Kiss. In addition to kissing them goodnight for 1.5 seconds, all enemies put to sleep by this move will gain 3 Kiss Counters instead of 2. Not only that, enemies can be forced to stay asleep by repeated lipstick application with your basic attack. At normal speeds, your basic attack, when used repeatedly, can prolong the sleep to about 2.7 seconds. This can be used to secure a KO on an enemy Attacker, or you can lay down the paint on a burly Defender that’s been giving you problems. It might get harder to blow kisses at your enemies, though, if they are very proactive about taking care of the more problematic players on your team, including you. In this way, Jynx accomplishes the role of a half Attacker, half Supporter in that you and a reliable teammate can take care of an unprepared squad of enemies. Without backup, though, Lovely Kiss should be used defensively and far away from any real danger.
Lovely Kiss+ grants a bonus area buff and an extra Kiss Counter on hit, which really amps up the Oblivious ability and the effects of your other move. Not Powder Snow, though, as Jynx forgets that move long before Lovely Kiss gets upgraded.
Move 1b: Draining Kiss
Target an enemy and draw them in to give them a lovey dovey kiss. Once captured, the kiss will deal draining damage to them ignoring their shields. Afterwards, the enemy gains a Kiss Counter relative to the amount of HP they had, to a maximum of 10. If the enemy is KOd from damage dealt by this move, resets this move’s cooldown. 7s cooldown.
At Level 10, Draining Kiss becomes Draining Kiss+.
The enemy gains more Kiss Counters after receiving damage from this move, but cannot receive more than 10. Deals more damage the less HP the target has.
-So powerful is Jynx’s love, she can literally pull you in to give you a big fat wet one. How, exactly? With psychic powers. She’s half psychic, duh. By confirming a target, you draw them in and drain their health forcefully with a forceful kiss. Not only does this move ignore shield, it also plants a lot of Kiss Counters on an enemy, which is a fair trade since you’re using Draining Kiss over Lovely Kiss, which is an AoE (area of effect, which can effect a lot of targets). The number of Kiss Counters planted on the enemy depends on how much HP they have leftover. The more HP they have, the more Kiss Counters, and vice versa. This turns into a moderarte risk versus reward type of deal. If you target a bulky Defender, you can reliably plant 9 or 10 Kiss Counters on the enemy, which gives you a huge head start on Oblivious and bonus damage from your other move. If you hit a weakened enemy, though, you won’t plant any kisses on them since, y’know, they’re KOd. But Draining Kiss has a bonus effect of resetting its own cooldown when you KO an enemy with it. So not only do you get free HP recovery, you even get a second go at your next fling. Keep in mind that Draining Kiss is a sure hit move, meaning it can only be used on a visible target, and also that the pull in effect is technically a hindrance, meaning it can be blocked by Blissey’s Safeguard or canceled by the Full Heal item.
Draining Kiss+ adds more Kiss Counters to an enemy, but will not go over 10. It also deals more damage the less HP the target has, which mitigates the risk vs reward factor. See, it is most optimal to either hit a full HP Defender with Draining Kiss or sucker in a weakened enemy for that easy KO. But if you hit an enemy with half HP, they come out with much less Kiss Counters and they will still have enough HP leftover to counterattack. The buffs Draining Kiss+ gets makes it easier to not only put more Kiss Counters on a half HP target, but against half HP Attackers, it might just be enough to KO them. You can even pluck them from the safety of their team and pull them towards your lovely friends to help land the successful KO, exemplifying Jynx’s hybrid role of Attacker/Supporter.
At Level 7, Powder Snow becomes either Blizzard or Psychic
Move 2a: Blizzard
Bluster out a freezing gale of ice and snow, inflicting Chill on enemies for 6 seconds. Enemies inflicted with Chilled have reduced basic attack speed and reduced defense. The more Kiss Counters they have, the greater this effect. 12s cooldown.
At Level 12, Blizzard becomes Blizzard+.
Expands the area of damage. Temporarily increases your movement speed for 1.5 seconds.
-Consider Blizzard to be a direct upgrade to Powder Snow. It’s bigger, badder, hits harder, and effects enemies for longer, with its Chill effect lasting for 6 seconds on top of reducing the enemy’s basic attack speed. Blizzard as a move has a half second wind up, where Jynx musters up the icy energy before expending it all around her in a garish gale. The enemy will see this coming, unless you’re hiding in tall grass, which will urge them to get away as soon as they can. But if they get hit, they are in for a world of hurt. The number of Kiss Counters they have increases the effectiveness of Chilled, which makes them more vulnerable to damage and less capable of fighting back. It’s ideal when combined with Draining Kiss to draw in an enemy with a really good basic attack and freezing them over with Blizzard, especially if they are effective at restoring their own HP. If the enemy prefers to fight as a group, though, especially with some reliable Supporters, Lovely Kiss and Blizzard is a little more optimal, since the sleep effect gives you just enough time to charge and unleash this attack. Blizzard+ tacks on more range and gives you a momentary speed boost which can be used to chase down an enemy or make an escape. It’s the greatest move to use to put some distance on your enemies or to give them the cold shoulder (did I use that pun already? I’m running out of puns don’t judge me).
Move 2b: Psychic
Emits a wave of psychic energy that damages all nearby enemies in a wide radius, rendering them stunned for 1 second. The more Kiss Counters an enemy has, the more damage they receive. Reduces the cooldown of this move by 1 second for each Kiss Counter on all enemies you KO. 13s cooldown.
At Level 12, Psychic becomes Psychic+.
Increases the damage dealt to enemies. Expands the range of attack.
-Jynx has no time for mind games, she prefers hitting you with mind blasts. Where Powder Snow hits in a wide area and inflicts status, Psychic trades in flash for substance, power over punishment. It takes her half a second to ready the telekinetic blast, but when it gets unleashed, it hits hard...provided you have been affected by Kiss Counters. The more Kiss Counters you’ve been marked with, the more damage Psychic deals. Not only that, it reduces its own cooldown if it KOs an enemy marked with Kiss Counters, 1 second for each kiss. Because of this, choosing the right move in either Lovely Kiss or Draining Kiss is really important in maximizing the damage play for this move. With Lovely Kiss, if you manage to hit a whole squad, you’ll be spreading a lot of damage with the follow up Psychic. If you hit a bulky enemy with Draining Kiss, however, you’ll be focusing a whole lot of damage on that one target, which can be useful if your team has more than 1 problematic Defender. Psychic+ gets more range and deals more damage, making it easier to get those reduced cooldown on enemies plastered in Kiss Counters. The only downside is the long cooldown, which is done on purpose so that you abuse the Kiss Counter properly. Hitting an enemy without a Kiss Counter will curse you with all 13 seconds of that cooldown, so you have to be blowing kisses properly before you throw out this move.
Unite Move: Glittering Glam Show
Charge forward and crash the party with an icy explosion, stunning and adding 2 Kiss Counters to all enemies caught in the snowfall briefly. For 11 seconds, your basic attack blows 2 kisses instead of 1. You can also move around nonstop while using your basic attack. When this move ends, the cooldown of Blizzard, Psychic, Blizzard+, or Psychic+ is reset.
-What a glamorous diva. Jynx has so much attitude that she will literally slide in on an ice floor and throw slush everywhere as she makes her entrance. Well, she’s doing something right, because that stunning display literally stuns any enemy caught in the explosion and also adds 2 Kiss Counters to them. Beyond that, the Unite Move functions mostly as a buff. Her basic attack throws out 2 kisses instead of 1, increasing the effectiveness of Blizzard, Psychic, and her Oblivious ability. Also, some of that ice floor ended up stuck to her feet, allowing her to slip and slide all over the place nonstop as she blows those kisses with her basic attack. This makes her not only more agile, but also more offensive in that she can spread the love more easily to more evasive opponents. After the 11 seconds are up, the cooldown of Blizzard, Psychic, and their upgraded versions get a cooldown reset. The idea here is that you’ve spent those 11 seconds kissing your enemies up and down, so now it’s time to finish them off with those moves. You can do that, or use Lovely Kiss or Draining Kiss to plant even more kisses on your target before busting out the painful Blizzard or Psychic. Please keep in mind that, aside from equipping Buddy Barrier, this move offers no defensive boons other than the Kiss Counters powering up Oblivious, so don’t burst onto the scene thinking you’re invincible. Because you’re not. You’re an Attacker. And Attackers are glass cannons. Or in this case I guess Jynx would be more of an ice cannon. Semantics.
Holowear
Now, let me tell you one thing. If Jynx is known for anything, it’s for being glamorous, and that’s no exception to Pokemon Unite. First, there’s Prom style, which gives Jynx a dress adorned in flowers and a glittering tiara on her head. Then there’s Fashionable style that gives her a plush muffler coat and large plushy hat that makes her look really warm. She can also rock a Roman style holowear that puts her in a toga and a laurel decorating her head. Speaking of rock, Punk rock style gives her some face paint, spiky bracelets, and a necklace charm with a broken heart design. For Summer, there’s Sunny style that decorates Jynx in a big sun hat, some heart shades, and an ice cream popsicle in one hand. For the winter, there’s Festive style that gives her a red nightcap, a red dress, a wreath around her shoulder, and a big bag of goodies strapped to her back. This pokemon’s wardrobe is as big as her list of crushes.
Strategy
As versatile as Jynx is, a great game can be made with careful planning and an adaptive playstyle. Jynx can easily handle most enemies one on one, but she’s vulnerable to surprise attacks, just like every other Attacker in the game. The difference here is that Jynx benefits very well from having backup in the form of an All Rounder or a Defender by her side, you know, escort business. At the start of the game, gaining EXP might be a little tough since you need to be Level 3 to learn both Sweet Kiss and Powder Snow, and one isn’t as effective without the other. For this reason, you must have a competent lane partner that is willing to split the EXP with you, perhaps a Lucario that wants the points mostly for scoring to boost their Attack Weight. If you can manage that, the game truly begins.
Keep your distance when dealing with the enemy team, as you’re most effective out of harms way but staying close enough to blow some kisses at your enemy. Unless you are confident in your ability to score an early KO, do not overextend, for the simple fact that you are an Attacker and have weak defenses. If your partner is capable of dealing high damage in a short amount of time, it’ll be easier for you to push forward and KO the enemy lane and clear the area to allow for an uncontested score. This can be great if you are running Sp.Atk Specs yourself.
When you evolve, the game plan stays the same, but Sweet Kiss becomes either Lovely Kiss or Draining Kiss depending on what the enemy team’s strategy is. If they have Supporters sticking close, Lovely Kiss is the preferred move, since it’ll be more often that the enemy team will be huddled together. If the enemy team has an efficient Defender or a high damage Attacker slash Speedster, Draining Kiss is better since you can burden their tanks with kisses or score an easy KO against their squishy Attacker or Speedster.
Oddly enough, Jynx is very effective at handling wild pokemon, since they are easier to plaster in smooches. It’s not a good idea to call the central area at the beginning of the game, though, since you lack the moves to be an effective early game jungler, but later on, if your team is in the lead by EXP, you can definitely go for your share of the EXP in the mid game (if your team jungler allows it...). Level grinding becomes even easier when Powder Snow becomes either Blizzard or Psychic, as both of these moves deal more effective damage the more kisses an enemy has. 
Both Blizzard and Psychic can damage multiple enemies at once, but their effectiveness depends on your other move. Lovely Kiss and Blizzard can effectively hamper multiple enemies at once, or make it easier for your team to pick up the slack, since the Chilled status effect of Blizzard makes them take more damage from attacks. It’s not a bad plan of attack, since neither Lovely Kiss nor Blizzard has built in cooldown reduction as opposed to the other moves. Lovely Kiss and Psychic is a more direct way of dealing lots of damage to multiple opponents at once. If there are multiple squishy enemies on the opposing team like, say, a bunch of Attackers or 1 too many Speedsters, you can get a surprising amount of KOs very often. If the team is too well rounded, though, they will be more resilient to spread damage, which is where Draining Kiss and Blizzard come into play. Draining Kiss will drag an enemy from the safety of their team cover and render them vulnerable to your ferocious love making, and the followup Blizzard will overwhelm them if it doesn’t outright KO them. This is very effective at targeting bulky pokemon that can be too tough to KO even with multiple teammates pitching in, like Tsareena or Crustle. Draining Kiss and Psychic is for outright eliminating those threats rather than playing coy, as the high amount of kisses you give with Draining Kiss will ramp up the damage of Psychic to such a high degree that even sturdy Defenders will crumble after the combo. Against well balanced teams, though, you have to make your own judgement call on which enemy is the most problematic for your team, where KOing them will give you and your teammates the opening you need to make a push.
When it comes time to use your Unite Move, it can be very tempting to slide in and fling snow everywhere at a cluster of enemies, but you must do so tactfully. Like I said before, you’re an Attacker, and you’re prone to easy KOs, you and your enemies. When you pop Glittering Glam Show, you need to bob and weave like a boxer or, more practically, an ice figure skater, sliding around blowing kisses everywhere. What you really need to calculate is when the Unite Move ends, as the cooldown for Psychic and Blizzard get reset. These moves have a longer cooldown than the duration of the Unite Move, so you can’t really use them twice before Glittering Glam Show ends. Well, except maybe Psychic, since it reduces its own cooldown by 1 second for each Kiss Counter on each enemy you KO with the move. If you’re efficient enough at spreading the love, you actually can use this move 2 times before the Unite Move ends, resetting the cooldown afterwards and giving you a third go at dealing psychic damage. As good as that may sound, Blizzard is not to be underestimated, as the Chilled status effect lingers for 6 seconds. With the reset, you can add another 6 seconds of extra damage, which can really break down the defenses of the enemy. And let’s not forget that Oblivious is building power, increasing your evasiveness on top of the increased speed you get from this Unite Move. 
All of this compounds Jynx’s ability to deal damage through hugs and kisses, with little recourse for the enemy team. She truly is a diva in the diamond dust. Yes, queen. Slay. (I say this unironically because Jynx deserves it)
-
And that’s it for Jynx for Pokemon Unite! Originally, I was going to make Jynx a Supporter, but basing her around her iconic lip lashing techniques made her more well suited for being an Attacker than a Supporter *coughhoopacough*. Also, I haven’t been making enough ranged attackers, so I’m trying to rectify this.
Speaking of which, the next pokemon for Pokemon Unite is also going to be a ranged attacker. Who’s it gonna be? You’ll have to find out when you get your face blasted in by this demonic beast born from your worst nightmares. Yes, a truly terrible terror that causes tremors upon visage of its countenance, all three of them. Find out who it is next time.
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spectral-king · 7 months
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placeholder icon, im trying to figure out which pokemon i want for icon for the month of october
i know i love alolan marowak, it is a ghost but it's not really halloween enough for me
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feyariel · 2 years
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Pokémon Remaking: Questionable Questions
I haven't gotten very many bites responses to my questions (here or elsewhere), so I'ma answer them meself and see how this goes.
Why Three?
The reason I would limit it to three is that I've found I'd cut a gigantic portion of the Pokédex:
Would cut without question: Blastoise, Spearow/Fearow, Jigglypuff/Wigglytuff (redundant), Gloom, Venomoth, Dugtrio, Mankey/Primeape, Poliwrath, Machamp, Weepinbell/Victreebel, Graveler/Golem, Slowpoke/Slowbro, Hypno, Hitmonlee, Lickitung, Weezing, Rhydon, Tangela, Kangaskhan, Pinsir, Tauros, Snorlax.
Have ideas for reform, but would rather cut: Venusaur, Charmeleon, Metapod, Raichu, Both Nidoran lines, Zubat/Golbat, Diglett, Psyduck, Doduo/Dodrio, Seel, Grimer/Muk, Drowzee, Exeggutor, Koffing, Rhyhorn, Chansey, Scyther, Jynx, Electabuzz, Magmar, Omastar, Kabuto, Zapdos, Moltres.
Am "cutting" by incorporating into a fusion in which it isn't the primary Pokémon: Caterpie, Weedle, Kakuna, Vulpix/Ninetales, Venonat, Kadabra/Alakazam, Krabby/Kingler, Goldeen/Seaking, Magikarp.
Reforms I have in mind would basically strip it of its original/finalized design anyway: Clefairy/Clefable, Poliwag/Poliwhirl, Tentacool/Tentacruel, Jolteon, Flareon
Want to touch up/rework but don't have ideas on yet or are so unimportant that I'm not actively thinking about them: Bulbasaur/Ivysaur (differentiate more?), Pidgey, Rattata/Raticate, Ekans/Arbok, Vileplume, Paras/Parasect, Meowth/Persian, Golduck, Growlithe/Arcanine (crappy art), Machoke (crappy art), Bellsprout, Magneton, Farfetch'd, Dewgong, Gastly/Haunter, Voltorb/Electrode, Horsea/Seadra, Starmie, Mr. Mime, Gyarados, Dratini, Dragonite, Mewtwo.
Need a type change: Butterfree (Bug/Psychic?; could use fusions from other Lepidopterans), Oddish (mono-Grass?), Ponyta/Rapidash (aka Galarian), Cubone/Marowak (aka Alolan)
I mean, I'm down to 32 Pokémon which I'd mostly leave alone or change so little that it's like I'm doing fanart.
So there you go. That's why only three.
1.) Which Three Pokémon Would You Cut?
This is a really close one, but after deciding that ideas I have constitute reformation, I would cut Tangela, Kangaskhan, and Tauros.
1a.) Why Tangela?
Tangela is a hideous vine monster with clashing cartoony feet; of the Grass-types in Gen I, it looks the stupidest. There are plenty of other vine monsters out there; heck, Bellsprout would work just as well evolving into a vine monster as it does continuing the pitcher plant idea. With that in mind, Bellsprout and Tangela are functionally identical in move set (Tangela learns Bind and Constrict while Bellsprout learns Wrap; Bind is a worse version of Wrap, while Constrict [despite its name] isn't a partial trapping move at all, but a very weak attack that has a 33% chance of lowering the target's Speed by a stage) save that Tangela can learn Absorb (like an Oddish) instead of Acid. In the metagame, it's not as good as Venusaur or Victreebel, which outperform it at everything it does. There's simply no reason to have this wretched thing besides being the only mono-Grass-type in the generation.
1b.) Why Kangaskhan?
Kangaskhan is a kaiju that looks nothing like the kangaroo that it's named over save the most minor of details: it carries a baby in a pouch attached to its stomach, it's a tailed biped, it's brown (though kangaroos tend to be gray or red), and it can punch. Where are the kangaroo legs? Why doesn't it have a deer/mouse head? As a kaiju, it looks more like early (crappy) paleoart of therapods than anything. It's been suggested that its appearance is based on some sort of Mongolian armor, which doesn't help matters: trying to change it to look more like a kangaroo makes this thing unrecognizable as Kangaskhan, armor or no armor. Furthermore, I am of the opinion that there should not be Pokémon based on iconic Australian fauna (kangaroos, koalas, platypodes, etc.) until we finally get a region based on Australia (which will be sometime after Game Freak exhausts its interest in Europe; I mean, we went Hokkaido but the main male character is French coded, New York but there's a lot of heavily French coding, France, Hawaii for a moment, Britain but especially Scotland, and now Spain.)
1c.) Why Tauros?
Cows are not Pokémon. Cows aren't interesting enough to be dignified with anything beyond the distinction of providing tasty, tasty foods and leather. Tauros isn't even something that's outside of the realm of possibility with domestic bulls: it has extra knobs on its head and two extra tails, but such things can happen with (gasp) deformities. To have the gall to give us this boring-ass thing and then make it one of the strongest Pokémon in the game and make it exclusive to the Safari Zone when cattle raising is by no means exotic is just infuriating. No Tauros.
2.) What would you include instead (and why)?
Leafeon, Duraludon, and the Steel-type.
Leafeon is pretty straight-forward: the Leaf Stone was one of the last items (probably the last item) included in the game and beta designs for Leafeon made it into Gold/Silver, but we didn't see the thing until Gen IV (largely unchanged). It's a glaring omission, even if Eevee and the Eeveelutions already take up too much room in the Pokédex as-is. Most importantly of all, it would be a pure Grass-type in a generation which doesn't have those.
Duraludon may have come out in Gen VIII, but it's clearly the finalized look of Omega, a Pokémon that was cut from Green/Japanese!Red (Mew overwrote its space in the index) and had been in the roster since Period 1. For once, it makes the stumpy kaiju look work.
Duraludon demands there be a Steel-type. That in itself might have altered how Gen I worked significantly, especially since Rock in this generation is entirely an extension of the Ground type when it's not used to note that something was a fossil (none of the fossil Pokémon in Gen I can learn Rock-type moves). How I'd integrate it into the type chart is another matter entirely.
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kinning-business · 4 years
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200x200 Marowak Circle Icons ‣ free to use
[ Mod Fuyuhiko • Chisaki Shift ]
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guiltfreeicons · 7 years
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140 Marowak Icons from Pokemon: EP075.
free to use or edit credit is appreciated but not required provided and edited by pebbles mod. screencaps made by: pebbles mod.
onedrive links: { bordered • plain }
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