Sufficient Velocity Plays Pokemon

Player character
Fuguri / Green


001 - Bulbasaur - Grass/Poison - The seed on its back is filled with nutrients. The seed grows steadily larger as its body grows.
002 - Ivysaur - Grass/Poison - Exposure to sunlight adds to its strength. Sunlight also makes the bud on its back grow larger.
003 - Venusaur - Grass/Poison - By spreading the broad petals of the flower on its back and catching the sun's rays, it fills its body with power.
004 - Charmander - Fire - The flame on its tail indicates Charmander's life force. If it is healthy, the flame burns brightly.
005 - Charmeleon - Fire - It has a barbaric nature. In battle, it whips its fiery tail around and slashes with its sharp claws.
006 - Charizard - Fire/Flying - It is said that a Chariazard's flame burns hot enough to melt even stone. Its fiery breath inflicts terrible burns on enemies.
007 - Squirtle - Water - Its shell is soft when born, but grows resilient with age.
008 - Wartortle - Water - Wartortles are believed to live for an incredibly long time. This is not wholly accurate, as sufficiently aged Wartortles evolve long before the estimated end of their lifespans.
009 - Blastoise - Water - By concentrating the water pushed out of its cannons, it is able to punch holes in solid steel... And fly.
010 - Caterpie - Bug - Its feet have suction cups that allow it to cling to any surface. It uses them to scale tall trees in search of food.
011 - Metapod - Bug - Inside a hardened shell, its soft and weak body prepares for evolution.
012 - Butterfree - Bug/Flying - It loves the honey of flowers and can locate flower patches that have even tiny amounts of pollen.
013 - Weedle - Bug/Poison - It eats its weight in leaves every day. It fends off attackers with the poisonous barb on its head.
014 - Kakuna - Bug/Poison - While it awaits evolution, it hides from predators under the leaves of tall trees.
015 - Beedrill - Bug/Poison - It flies at high speed and attacks using the large venomous stingers on its forelegs and tail.
016 - Pidgey - Normal/Flying - It usually hides in tall grass. Because it dislikes fighting, it protects itself by kicking up sand.
017 - Pidgeotto - Normal/Flying - It has outstanding vision. No matter how high it flies, it is able to distinguish the movements of its prey.
018 - Pidgeot - Normal/Flying - By flapping its wings with all its might, Piedgeot can summon whirlwings strong enough to cause trees to bend.
019 - Rattata - Normal - Living wherever food is available, it ceaselessly scavenges for food the entire day.
020 - Raticate - Normal - Its whiskers help it maintain balance. It's front teeth never stop growing, so it constantly chews to whittle them down.
021 - Spearow - Normal/Flying - It flaps its short wings to flush out insects from tall grass.It then plucks them with its stubby beak.
022 - Fearow - Normal/Flying - Its huge and magnificent wings can keep it aloft in the sky. It can remain flying a whole day without landing.
023 - Ekans - Poison - It sneaks through the grass without making a sound and strikes unsuspecting prey from behind.
024 - Arbok - Poison - The pattern on its belly is used for intimidation. It constricts its prey while they are frozen in fear.
025 - Pikachu - Electric - Pikachu have a habit of chewing on electrical wires. Power outages are common in areas where Pikachu live.
026 - Raichu - Electric - When the electric pouches in its cheeks become full, it is possible for Raichu to release 100,000 volts in a single discharge.
027 - Sandshrew - Ground - To protect itself from attackers, it curls up into a ball. It lives in arid regions with minimal rainfall.
028 - Sandslash - Ground - It curls up, then rolls into foes with the sharp spines on its back, which inflict severe damage.
029 - Nidoran(F) - Poison - Many pokemon display degrees of sexual dimorphism. However, the Nidoran line displays it to such an extreme degree that males and females are categorized separately.
030 - Nidorina - Poison - It has a calm and gentle nature. Because its horns grow so slowly, it prefers not to fight.
031 - Nidoqueen - Poison/Ground - Its entire body is armoured with hard scales. It will protect the young in its burrow with its life.
032 - Nidoran(M) - Poison - Many pokemon display degrees of sexual dimorphism. However, the Nidoran line displays it to such an extreme degree that males and females are categorized separately.
033 - Nidorino - Poison - It has a violent disposition and is quick to use its large horn offensively.
034 - ???
035 - Clefairy - Normal - It is said that happiness will come to those who see a gathering of Clefairy dancing under a full moon.
036 - Clefable - Normal - Rarely seen by people, it is said to be drawn by the full moon to play at deserted lakes.
037 - Vulpix - Fire - At birth, it has only a single tail. As it grows, its tail splits into many tails.
038 - Ninetales - Fire - Its nine tails are said to be imbued with mystical power, giving it the ability to live for one thousand years.
039 - Jigglypuff - Normal - Jigglypuff loves to sing for an audience. Unfortunatel, its voice is so soothing that it often puts its audience to sleep.
040 - Wigglytuff - Normal - Its fur feels sublime to the touch. It can expand its body by inhaling air.
041 - Zubat - Poison/Flying - As it flies, it emits ultrasonic waves from its mouth that allow it to safely fly in dark places.
042 -Golbat - Poison/Flying - It can drink enormous amounts of blood at once. If it drinks too much, it gets heavy and can't fly very well.
043 - Oddish - Grass/Poison - It likes to plant its feet in the ground, lettings its roots take hold to drink up water and nutrients hiding underground.
044 - Gloom - Grass/Poison - what appears to be drool is actually sweet honey. It is very sticky and clings to substances it touches.
045 - Vileplume - Grass/Poison - Its large bud bursts into bloom with a bang. Then, it showers the area with poisonous pollen spores.
046 - Paras - Bug/Grass - As its body grows, the mushrooms on its back grow in size to match.
047 - Parasect - Bug/Grass - The larger the mushroom on its back grows, the stronger the scent of the spores it scatters.
048 - Venonat - Bug/Poison - What look like merely overly-large eyes are actually clusters of many small eyes that are sensitive to light. At night, they flock to light sources.
049 - Venomoth - Bug/Poison - When it attacks, it violently flaps its large wings to scatter its poisonous scales in all directions.
050 - Diglett - Ground - Diglett spend their entire life underground. As such, their sensitive eyes are accustomed to the darkness and they shun bright places.
051 - Dugtrio - Ground - Its three heads bob up and down in an alternating pattern, making it easier to dig through soil.
052 - Meowth - Normal - It loves anything that shines. It is especially fond of coins , which it picks up and secretly hoards.
053 - Persian - Enjoyed by many hobbyists for its haughty demeanor, Persians with especially large jewels are highly sought-after.
054 - Psyduck - Water - Plagued by chronic headaches, Psyduck is host to a myriad of psychic powers... That is can't remember how to use due to its constant pain.
055 - Golduck - Water - A pokemon that lives in lakes. It uses its webbed hands and feet to reach incredible swimming speeds.
056 - Mankey - Fighting - It is extremely ill-tempered. Groups of them will attack any handy target for no reason.
057 - Primeape - Fighting - It grows angry when you look at it, gets angrier if you run, and gets angrier if you fight back. And so help you if you manage to beat it...
058 - Growlithe - Fire - Extremely loyal, it will bark at anything it perceives to be a threat in order to protect its trainer from harm.
059 - Arcanine - Fire - Arcanine's proud and regal appearance has managed to capture the hearts and imaginations of countless through history.
060 - Poliwag - Water - The direction that the spiral on its belly points indicates whether it was born in the northern or southern hemisphere.
061 - Poliwhirl - Water - It can gently undulate he spiral pattern on its belly , causing enemies to become disoriented.
062 - Poliwrath - Water/Fighting - Its strong, well-developed muscles allow it to swim long distances without rest.
063 - Abra - Psychic - Having not yet learned to control its psychic powers, Abra must spend much of the day sleeping, lest their minds be overwhelmed from the strain.
064 - Kadabra - Psychic - It possesses strong spiritual power. The more danger it faces, the stronger its psychic power.
065 - Alakazam - Psychic - It has a highly developed brain. Closing its eyes heightens its other senses and allows it to use its psychic powers to their fullest.
066 - Machop - Fighting - It loves to work out and build its muscles. It's never satisfied, even if it spends all day training.
067 - Machoke - Fighting - Its large muscles teem with power. Even when standing still, it manages to exude power.
068 - ???
069 - Bellsprout - Grass/Poison - It prefers hot and humid climates. It is quick at capturing prey with its vines.
070 - Weepinbell - Grass/Poison - If its prey is bigger than its mouth, it first slices them up with sharp leaves before devouring everything.
071 - Victreebel - Grass/Poison - This terrifying pokemon fills its pitcher-like mouth with a sweet-smelling liquid to draw in prey, which is actually a potent acid that dissolves anything unfortunate enough to fall in.
072 - Tentacool - Water/Poison - It drifts aimlessly in salty water. Fisherman and swimmers are often at risk of stings during Tentacool spawning season.
073 - Tentacruel - Water/Poison - Its hundred tentacles contain a powerful toxin. Once it has its prey ensnared, it's too late.
074 - Geodude - Rock/Ground - At rest, it looks just like a rock. Carelessly stepping on it will make it swing its fists angrily.
075 - Graveler - Rock/Ground - Graveler make their homes on sheer cliff faces by gouging out large holes and tunnels with their bodies.
076 - Golem - Rock/Ground - It curls its body into a ball to tumble down mountainsides. Doing this creates deep grooves in the earth.
077 - Ponyta - Fire - Its legs are weak at birth, but they grow strong fairly quickly running through fields and mountains all day long.
078 - Rapidash - Fire - Because Rapidash moves so quickly, many have said that, rather than galloping, it flies across the ground.
079 - Slowpoke - Water/Psychic - Although slow, it is skilled at fishing with its tail. It doesn't react to pain even when its tail is bitten.
080 - Slowbro - Water/Psychic - Legend says that Slowpoke evolve into Slowbro when a Shellder bites down on its tail, but that doens't look like any Shellder I've ever seen. I wonder what it really is...
081 - Magnemite - Electric/Steel - The magnets on its side can generate electricity. The faster they spin, the more electricity they generate.
082 - Magneton - Electric/Steel - Three Magnemite are linked together by a strong magnetic field. Many of them clustered together can generate electrical storms.
083 - Farfetch'd - Normal/Flying - Hunting for their succulent meat, Farfetch'd are rapidly becoming harder and harder to find.
084 - Doduo - Normal/Flying - Two heads are better than one, but unfortunately for Doduo, both of its brains are little bigger than a walnut.
085 - Dodrio - Normal/Flying - Three heads are better than two, and fortunately for Dodrio, it has evolved beyond the bird-brained capabilities of its previous form. Unfortunately, the heads have now developed a tendency to squabble amongst themselves.
086 - Seel - Water - Although it can't walk on land very well, it is a graceful swimmer despite its bulk.
087 - Dewgong- Water/Ice - Its streamlined body has very little drag in water. Despite its slim profile, it is well-insulated against the frigid waters it prefers to hunt in.
088 - Grimer - Poison - Wherever Grimer has passed, so many germs are left behind that no plants will ever grow again.
089 - Muk - Poison - Its body is made of a powerful poison. Just touching it is enough to induce its ill effects, and prolonged exposure can even be fatal.
090 - Shellder - Water - Grains of sand trapped within its shell are mixed with bodily fluids to form beautiful pearls.
091 - Cloyster - Water/Ice - Cloyster have very strong and sharp shells. Once closed, getting them open is a Herculean task.
092 - Gastly - Ghost/Poison - This pokemon's body is comprised of a poisonous gas. It can defeat even the largest of enemies by engulfing them in gas.
093 - Haunter - Ghost/Poison - It likes to lurk in the shadows and play pranks on others. Its touch is icy-cold and its lick can cause paralysis.
094 - Gengar - Ghost/Poison - Lurking in the shadows, it awaits the opportunity to steal its prey's soul.
095 - Onix - Rock/Ground - It twists and squirms through the ground. The thunderous roar of its tunneling echoes a long way.
096 - Drowzee - Psychic - It can tell when people are dreaming my sniffing them with its big nose. Its favourite dreams are those of children.
097 - Hypno - Psychic - When it grows hungry, it puts nearby humans to sleep, then feasts on their dreams. Like its younger form, it finds the dreams of children to be the sweetest.
098 - Krabby - Water - It lives in burrows dug into sandy beaches. If it loses the large claw, the smaller one grows in size to compensate.
099 - Kingler - Water - It uses its powerful large claw to crush prey. If it loses the large claw, the smaller one grows in size to compensate.
100 - Voltorb - Electric - It looks just like a Pokeball. It is dangerous because it may electrocute or explode when touched.
101 - Electrode - Electric - If an Electrode has too much electricity and not enough to do, it is known to explode violently. This makes them very dangerous.
102 - Exeggcute - Grass/Psychic - Its six eggs converse through telepathy. Their shells are tough and they can survive even if a shell becomes cracked.
103 - ???
104 - Cubone - Ground - Some people say that Cubone wears the skull of its dead mother. In actuality, every Cubone is born with the signature bony face mask already in place.
105 - Marowak - Ground - It collects bones from unknown places. Some claim there exists a Marowak graveyard somewhere in the world.
106 - ???
107 - ???
108 - ???
109 - Koffing - Poison - Lighter-than-air gasses in its body keep it afloat. Not only do the gasses smell, they are also explosive.
110 - Weezing - Poison - If one of the two Koffing inflates, the other deflates to counteract the change in internal pressure. This cycle of inflation and delfation serves to mix the toxic gasses within.
111 - Rhyhorn - Ground/Rock - Its body is clad in a thick hide, and its charges can topple buildings. Unfortunately for it, it isn't all that smart.
112 - Rhydon - Ground/Rock - Its rugged hide protects it from extreme pressures and temperatures, allowing it to burrow deep underground to depths that most burrowing pokemon dare not trespass.
113 - Chansey - Normal - It is said to deliver happiness. It shares its eggs with the sad and injured to cheer them up.
114 - Tangela - Grass - It tangles anything that gets close in its thick net of vines. Their shaking is ticklish if you get ensnared.
115 - Kangaskhan - Normal - Young Kangaskhan rarely venture far from their mother. When darger approaches, they hide inside their mother's pouch.
116 - Horsea - Water - It makes its nest in the shade of coral reefs. If it is attacked, it sprays an inky cloud and swims to safety.
117 - Seadra - Water - Its sharp fins provide protection against larger predators, and are considered special ingredients in traditional herbal medicine.
118 - Goldeen - Water - A strong swimmer, it is capable of swimming nonstop upstream in rough waters for several kilometers.
119 - Seaking - Water - During spawning season, the rivers are clogged by so many Seaking that the waters appear to turn red.
120 - Staryu - Water - Even if its body is torn, it can regenerate as long as the red gem at its core is intact.
121 - Starmie - Water/Psychic - At the center of its body is a red core. It uses this to communicate with others of its kind.
122 - Mr. Mime - Psychic - It can create invisible walls from nothing by manipulating the vibrations of air molecules with its psychic powers.
123 - Scyther - Bug/Flying - It uses its massive bladed forelimbs to quickly slice through thick underbrush to carve out the boundary of its territory.
124 - ???
125 - Electabuzz - Electric - Its body courses with electricity. A single punch from its powerful arms carries a large enough electrical charge to kill large mammals on contact... Probably. No one has tested it before, for obvious reasons, but even if it can't you should still be careful.
126 - Magmar - Fire - Magmar prefer to live in very hot locations. If an area is not hot enough, Magmar will light controlled fires to keep suitably warm.
127 - Pinsir - Bug - It uses its powerful pincers to crack open prey, battle rivals, and ward of predators.
128 - Tauros - Normal - Tauros is quick to anger, and nearly impossible to stop once it's begun one of its famous charges.
129 - Magikarp - Water - It is said to be the world's weakest pokemon. No one knows why it has managed to survive.
130 - Gyarados - Water/Flying - Once it begins a rampage, a Gyarados becomes impossible to stop until everything around it has been destroyed.
131 - Lapras - Water/Ice - They have gentle hearts, and don't mind ferrying humans across the water. Unfortunately, their numbers have dwindled over the years, making them hard to find.
132 - Ditto - Normal - A very odd pokemon, Ditto possesses the unique ability to change its shape into that of anything it encounters.
133 - Eevee - Normal - Its irregularly configured DNA is affected by its surroundings. It evolves if its environment changes.
134 - Vaporeon - Water - Long ago, it was said that one could tell when rain would fall by watching the way Vaporeon's fins vibrated.
135 - Jolteon - Electric - When Jolteons feel threatened, their charge their fur with electricity and launch it at the enemy.
136 - Flareon - Fire - The fur of its mane is heated to extreme temperatures through hot air contained in air sacs within its body.
137 - Porygon - Normal - The world's first artificial pokemon! Made by the Silph Corporation, patent pending.
138 - Omanyte - Rock/Water - A pokemon brought back to life from a fossil. It uses wair stored in its shell to rise and sink in the water.
139 - ???
140 - Kabuto - Rock/Water - A pokemon brought back to life from a fossil. It digs burrows in beach sand and buries itself when the tides roll out.
141 - ???
142 - ???
143 - Snorlax - Normal - Snorlax can sleep all day. It rarely wakes up except to eat.
144 - ???
145 - ???
146 - ???
147 - Dratini - Dragon - Dratini is often called a "mirage" pokemon because of their incredible rarity. Very few have ever seen one, and fewer still have managed to catch one.
148 - Dragonair - Dragon - After many years, a Dratini sheds its skin and becomes a beautiful Dragonair. Ancient people believed that this shed skin could be used to control the weather.
149 - ???
150 - ???
162 - Furret - Normal - It makes a nest to suit its long and skinny body.The nest is nearly impossible for other pokemon to enter.
163 - Hoothoot - Normal/Flying - It has a perfect sense of time. Whatever happens, it marks the passage of time by tilting its head.
164 - Noctowl - Normal/Flying - Its eyes are specially adapted to see clearly even in complete blackness.
165 - ???
166 - ???
167 - ???
168 - Ariados - Bug/Poison - It attaches silk to its prey and lets them go. It then follows the stringto find the location of its prey and others who might make a meal.
169 - Crobat - Poison/Flying - Having four wings enables it to fly much faster. It is nocturnal, coming out at night to stalk its prey.
170 - ???
171 - ???
172 - ???
173 - ???
174 - ???
175 - ???
176 - ???
177 - ???
178 - ???
179 - ???
180 - ???
181 - Ampharos - Electric - The tip of its tail shines brightly. In olden times, people would use its tail as a signal beacon for ships out at sea.
182 - Bellossom - Grass - When the heavy rains end, it is drawn out into the open to dance in under the warm sunlight.
183 - ???
184 - ???
185 - ???
186 - ???
187 - ???
188 - ???
189 - ???
190 - ???
191 - ???
192 - ???
193 - ???
194 - ???
195 - ???
196 - Espeon - Psychic - Its fur has the look and feel of soft velvet. The gem on its head is allegedly the source of its psychic powers.
197 - ???
198 - Murkrow - Dark/Flying - It is believed that seeing this pokemon at night is an ill omen that brings bad luck to travelers.
199 - Slowking - Psychic - A strange deviation from the norm, Slowking eschews the trappings of its Slowpoke heritage and possesses immense intelligence on par with its typical psychic brethren.
200 - ???
201 - ???
202 - ???
203 - ???
204 - ???
205 - ???
206 - ???
207 - ???
208 - ???
209 - ???
210 - ???
211 - ???
212 - ???
213 - ???
214 - ???
215 - ???
216 - ???
217 - ???
218 - Slugma - Fire - A common sight in volcanic areas, it slowly slithers around in a constant search for warm places.
219 - Magcargo - Fire/Rock - The shell on its back is made of volcanic rock that has cooled and hardened. It is brittle, and breaks at the slightest touch.
220 - ???
221 - ???
222 - ???
223 - ???
224 - ???
225 - ???
226 - ???
227 - ???
228 - Houndour - Dark/Fire - It is smart enough to hunt in packs. It uses a variety of cries for communicating with others.
229 - Houndoom - Dark/Fire - Upon hearing its eerie howls, other Pokémon get the shivers and head straight back to their nests.
Leaf - Level 65 - Grass/Poison
HP - 60 / 211
ATK - 180
DEF - 181
Sp.ATK - 198
Sp.DEF - 198
SPD - 178

Moves:
Petal Dance - 90 Dmg each turn for 3 turns, then confuses the user, 100% Acc, 13 / 20 PP (Grass/Special)
Sunny Day - Sun weather for 5 turns, powers up Fire moves, 5 PP (Fire/Status)
Synthesis - Restore 1/2 HP in no weather, 2/3 HP in sun, 1/4 HP in all other weather, 5 PP (Grass/Status)
Solarbeam - Charges on first turn, 120 Dmg on second turn, 100% Acc, 10 PP (Grass/Special)

Rhydon - Level 63 - Ground/Rock FAINTED
HP - 0 / 231
ATK - 235
DEF - 225
Sp.ATK - 129
Sp.DEF - 129
SPD - 124​

Moves:
Earthquake - 100 Dmg, 100% Acc, 10 PP (Ground/Physical)
Megahorn - 120 Dmg, 85% Acc, 10 PP (Bug/Physical)
Swords Dance - Raises ATK +2 stages, 30 PP (Normal/Status)
Stone Edge - 100 Dmg, 80% Acc, high Critical Hit, 5 PP (Rock/Physical)

Spooky - Level 63 - Ghost/Poison
HP - 46 / 197
ATK - 164
DEF - 159
Sp.ATK - 267
Sp.DEF - 174
SPD - 209

Moves:
Shadow Ball - 80 Dmg, 20% chance to lower Sp.DEF -1 stage, 100% Acc, 12 / 15 PP (Ghost/Special)
Confuse Ray - Confuses enemy, 100% Acc, 19 / 20 PP (Ghost/Status)
Sucker Punch - 80 priority Dmg if opponent is reading an attack, 100% Acc, 5 PP (Dark/Physical)
Dark Pulse - 80 Dmg, 20% chance to flinch, 100% Acc, 15 PP (Dark/Special)

Lilac - Level 69 - Psychic
HP - 167
ATK - 150
DEF - 145
Sp.ATK - 248
Sp.DEF - 197
SPD - 212

Moves:
Light Screen - Halves enemy Sp.ATK damage for 5 turns, 30 PP (Psychic/Status)
Yawn - Puts opponent to sleep 1 turn after use, 10 PP (Normal/Status)
Shadow Ball - 80 Dmg, 20% chance to lower Sp.DEF -1 stage, 100% Acc, 15 PP (Ghost/Special)
Psychic - 90 Dmg, 10% chance to reduce Sp.DEF, 100% Acc, 9 / 10 PP (Psychic/Special)

Wave - Level 64 - Water/Ice FAINTED
HP - 0 / 322
ATK - 222
DEF - 208
Sp.ATK -222
Sp.DEF - 223
SPD - 124

Moves:
Surf - 95 Dmg, can be used to cross bodies of water outside of battle, 100% Acc, 14 / 15 PP (Water/Special
Avalanche - 60 Dmg, does double damage if user was injured during this round, 100% Acc, 10 PP (Ice/Physical)
Rain Dance - Rain weather for 5 turns, powers up Water moves, 5 PP (Water/Status)
Ice Beam - 95 Dmg, 10% change to freeze, 100% Acc, 10 PP (Ice/Special)

Cuddles - Level 64 - Normal FAINTED
HP - 0 / 349
ATK - 236
DEF - 124
Sp.ATK - 124
Sp.DEF - 236
SPD - 91

Moves:
Rest - User sleeps for 3 turns to heal HP and all status conditions, 10 PP (Psychic/Status)
Substitute - Pay 1/4 HP to create a Substitute to take damage in place of the user, 10 PP (Normal/Status)
Focus Punch - 150 Dmg, but attack fails if user is hurt before they can attack, 100% Acc, 20 PP (Fighting/Physical)
Body Slam - 85 Dmg, 30% chance to paralyze, 100% Acc, 14 / 15 PP (Normal/Physical)
Beedrill - Level 18
Geodude - Level 8
Furret - "Slinky" - Level 22
Clefairy - Level 7
Mankey - Level 24
Venomoth - Level 23
Meowth - Level 25
Crobat - "Vlad" - Level 50
Gyarados - "Gary" - Level 61
Vulpix - Level 17
Doduo - Level 28
Houndoom - "Kerberos" - Level 64
Parasect - "Shroom" - Level 56
Marowak - "Scully" - Level 56
Gengar - "Spooky" - Level 63
Noctowl - "Dreamer" - Level 48
Porygon - "Glitch" - Level 31
Grimer - Level 31
Farfetch'd - "Dux" - Level 40
Pinsir - Level 23
Pokeball x7 - Capture rate 1
Great Ball x8 - Capture rate 1.5
Escape Rope x4 - Instantly exit a dungeon or building
Moon Stone x2 - Evolves certain pokemon
Repel x1 - Prevents wild pokemon encounters for 100 steps
Big Mushroom x1
X Accuracy x1 - Increases Acc stage +1
Clefairy Doll - Use to flee from an otherwise inescapable wild pokemon encounter.
Fresh Water x5 - Recovers 50 HP
Leaf Stone x1 - Used to evolve certain species of Grass pokemon
Bicycle
Pokeflute
Old Amber
Itemfinder
Fishing Rod
Journal x2
Awakening x2 - Wakes up pokemon
Paralyz Heal x2 - Heals paralysis
Ether x2 - Restore 10 PP of any one move
Revive x3 - Revives fainted pokemon to 1/2 HP
Elixer x3 - Restore 10 PP for all moves
Full Heal x14 - Heals all status conditions of a pokemon
Super Potion x9 - Restore 50 HP
Hyper Potion x6 - Restores 200 HP
Rare Candy x1 - Gives pokemon +1 level
TM03 - Water Pulse - 60 Dmg, 20% chance to confuse, 100% Acc, 20 PP (Water/Special)
TM06 - Toxic - Inflicts severe poison on the opponent, 85% Acc, 10 PP (Poison/Status)
TM09 - Bullet Seed - Attacks 2-5 times in a row, 10 Dmg, 100% Acc, 30 PP (Grass/Physical)
TM11 - Sunny Day - Sun weather for 5 turns, powers up Fire moves, 5 PP (Fire/Status)
TM12 - Taunt - Opponent cannot use Status moves for 3-5 turns, 100% Acc, 20 PP (Dark/Status)
TM13 - Ice Beam - 95 Dmg, 10% change to freeze, 100% Acc, 10 PP (Ice/Special)
TM14 - Blizzard - 120 Dmg, 10% chance to freeze, 70% Ass, 5 PP (Ice/Special)
TM19 - Giga Drain - 60 Dmg, heals for 1/2 Dmg dealt, 100% Acc, 10 PP (Grass/Special)
TM22 - Solarbeam - Charges on first turn, 120 Dmg on second turn, 100% Acc, 10 PP (Grass/Special)
TM24 - Thunderbolt - 95 Dmg, 10% chance to paralyze, 100% Acc, 10 PP (Electric/Special)
TM28 - Dig - Hide underground on first turn, 80 Dmg second turn, 100% Acc, 10 PP, can be used to escape from caves outside of battle (Ground/Physical)
TM29 - Psychic - 90 Dmg, 10% chance to reduce Sp.DEF, 100% Acc, 10 PP (Psychic/Special)
TM32 - Double Team - Raises evade +1 stage, 20 PP (Normal/Status)
TM38 - Fire Blast - 120 Dmg, 70% Acc, 10% chance to burn, 5 PP (Fire/'Special)
TM47 - Steel Wing - 70 Dmg, 10% chance to raise DEF +1 stage, 90% Acc, 25 PP (Steel/Physical)
HM01 - Cut - 50 Dmg, 95% Acc, 30 PP, can be used to cut down small trees outside of battle (Normal/Physical)
HM02 - Fly - Fly up high on first turn, 90 Dmg second turn, can be used to fly to places you have visited, 95% Acc, 15 PP (Flying/Physical)
HM03 - Surf - 95 Dmg, can be used to cross bodies of water outside of battle, 100% Acc, 15 PP (Water/Special)
HM04 - Strength - 80 Dmg, can be used to move large boulders outside of battle, 100% Acc, 15 PP (Normal/Physical)
HM05 - Flash - Reduces enemy Acc -1 stage, can be used to illuminate dark places, 100% Acc, 20 PP (Normal/Status)
54,530P
What are rules? Rules are additions to Green's behaviour that keep her on the right path. Players can vote to add or modify rules as necessary.​
  1. If the active pokemon has a recovery move, that pokemon will automatically use that move if its HP is 1/4 or lower
    - Unless the enemy pokemon reduced the active pokemon's HP to 1/4 or below in a single attack​
  2. The pokemon with the lowest level will always be moved to the front of the party whenever possible, unless specified otherwise.​
  3. Always offer a prompt to nickname a newly-acquired pokemon.
  4. Pause if an opponent's revealed attack would KO our Pokemon on the next turn, unless if we're sure we'd go first and KO the opponent first.
  5. Immediately use (the appropriate) medicine to remove status effects (& damage if applicable)
  6. Pause if an opponent changes a battle-relevant stat stage (whether ours or theirs) by more than 2.
 
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[X] Use a Revive on Spooky
[X] Body Slam until Sandslash is paralyzed or Cuddles is KO'd
[X] If Cuddles is KO'd switch in Spooky and Confuse Ray praying to Arceus that Sandslash hit hitself



Sandslash - Level 72 - HP 247
Why would Giovanni have switched to Ssandslash? Dugtrio was doing just fine with the miniscule amount of HP that it had left, so wouldn't it have made more sense to heal that up instead of sending out someone new? Well, just like Dugtrio was hiding something that completely caught you, Spooky, and Wave off-guard, you'd bet anything that this little rodent is hiding something big.

Well, you can't have that, can you? Fortunately, you have a plan.
Used the Revive (Spooky HP =98)
Enemy Sandslash used Swords Dance (Enemy Sandslash ATK +2 stage)

And, just like you predicted, there it is. That's what Sandslash was hiding. But maybe you can put a stop to it early, if you manage for Cuddles to tap into that same wellspring of unbelievable luck that Giovanni has been tapped into. "Cuddles, use Body Slam!"
Enemy Sandslash used Earthquake (Cuddles HP 305 -225 =80)
Cuddles used Body Slam (Enemy Sandslash HP 247 -75 =172)​

Enemy Sandslash used Earthquake (Cuddles HP 80 -255 =0)
Cuddles fainted!

Sandslash - Level 72 - HP 172
So, now you've seen what this monstrous little rodent can do. And you don't like it one bit. Fortunately, you have a plan, and you're hoping that plan will put it out of commission. "Go, Spooky!"
Sandslash - Level 72 - HP 172
Pointed stones dug into Spooky (Spooky HP 98 -25 =73)
Except... You keep forgetting about those stones, and it's really costing your pokemon in terms of unnecessary pain.

Do you want to change tactics?
[] Yes
[] No​
Not sure curing status is a good idea? Kinda a waste of a move to me...

Oh, and shouldn't Spooky be immune to those spikes? Kinda levitate?

EDIT:
I think, if Status effect, stop for vote

BTW, wouldn't Spooky faint without healing?
[X] Hyper Potion
[X] Confuse Ray
 
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[X] Hyper Potion
[X] Confuse Ray

Spooky will faint if we don't heal, so yes. Let's heal.

I might make another post later on re:having fun, but I don't know if I will since I don't have any good solutions to that. I was thinking maybe just hardcapping our levels so the levels of the boss battles don't get out of control (if we're going to keep scaling challenges to our level, at least) or perhaps trying to make the challenges more suited for casual players (since I'm getting the feeling that more of the voters here are casual players like myself than competitive, but that might just be projecting so idk), but if the GM himself isn't having fun then there's no point in continuing when it would be just a chore to do so.

I've never run a quest before either, so I don't even know if my experiences as a player of quests and my suggestions based on that would even be appropriate from the other side of things. And I'm sure @SVS has probably thought of what I'd suggested already. So I don't really have much to say other than it was fun while it lasted.

(And here I said I wasn't going to make a post until later, but then I went and did it anyway)
 
Not sure curing status is a good idea? Kinda a waste of a move to me...

Oh, and shouldn't Spooky be immune to those spikes? Kinda levitate?

She is. The damage she's taking is from Stealth Rocks, not Toxic Spikes.

I've never run a quest before either, so I don't even know if my experiences as a player of quests and my suggestions based on that would even be appropriate from the other side of things. And I'm sure @SVS has probably thought of what I'd suggested already. So I don't really have much to say other than it was fun while it lasted.

Based on the criticism from longtime fans about how easy XY, ORAS, and SM are seen to be, I thought fans would be more welcoming of a game that got more challenging as it progressed. But instead, I failed to calculate just how quickly we would accumulate levels and how that in turn would impact the perceived difficulty of the game. Clearly I must have balanced something wrong somewhere along the way, because otherwise I wouldn't have people saying that losing is a punishment when we've lost all of once the entire game. Twice, assuming we're unable to beat Giovanni.
 
Based on the criticism from longtime fans about how easy XY, ORAS, and SM are seen to be, I thought fans would be more welcoming of a game that got more challenging as it progressed. But instead, I failed to calculate just how quickly we would accumulate levels and how that in turn would impact the perceived difficulty of the game. Clearly I must have balanced something wrong somewhere along the way, because otherwise I wouldn't have people saying that losing is a punishment when we've lost all of once the entire game. Twice, assuming we're unable to beat Giovanni.
i think part of the problem is balancing, and part of the problem is that when we've been winning for so long, people start to hate the prospect of losing. And considering each battle keeps getting drawn out for so long, and no matter what we try it feels like nothing seems to work unless we pull of a miracle crit or something similar (aka winning due to pure chance than skill), it can get really disheartening and feel like a punishment even when it's only happened once before. And even if we won against Koga, it still felt like a loss due to how drawn out and boring and just plain grindy the battle was due to our desperate flailing and the fact that poison types are pretty much built for stalling. So even if we've only really lost once, it still feels like more than that. Then there was that time with Gyrados in the first surprise battle that I feel like nobody really took well, not even me, and even our wins feel like losses because of how we really only are able to win due to pure chance. The quest started off fine, I think, in the beginning, but once we kept leveling up so quickly (I don't think I need to mention the grind to 50 vote was s large part of that) and you kept having to try and create a challenge that would be appropriate while still being a new GM (if I'm correct on that, I don't think I've seen any other quests by you before), things started to get unbalanced because of the learning experience that Gen 1 is and because we were simply going too fast for you to keep up. Then you had to calculate things by hand, and one person doing the math that a team of professional programmers put into a machine to be done automatically all by themselves is a recipe for disaster with no one to check it and help, not gonna lie. And that is on top of having to run a quest full of players who are learning just as you are, as a new GM. And that point of XY/ORAS/SM being too easy is fair, I didn't think of that. I'm mostly a casual gamer though so I was pretty much fine, so I guess I was projecting a little after all with my previous comment.

I hope I'm making some sort of sense, with this? I just got off work and my brain is fried, so hopefully I got my point across. I hope I didn't come off as too...I don't know, jerkish about it? Either way, I hope that I brought up some points that might help, and all.
 
I hope I'm making some sort of sense, with this? I just got off work and my brain is fried, so hopefully I got my point across. I hope I didn't come off as too...I don't know, jerkish about it? Either way, I hope that I brought up some points that might help, and all.

No, I think you're pretty spot on about 99% of what you said, with the last 1% only being wrong because I'm not really "new" at GMing so much as I am new to what I'm specifically doing here. I've GMed games on 4chan and on other forums before, and done some freeform stuff with and for friends before, but all of that was heavy on the narrative, so this was my first attempt at running something that operates on distinct formulas and hard numbers. For everything else I've been a part of "balancing" was more akin to something you might see in JoJo's Bizarre Adventure, where it matters less what you can do numerically and more what you can do dramatically.

I think where I went wrong the most was in the way I handled levels. I think I would have been able to retain a better and more realistic sense of pacing if I had been able to come up with a system that more accurately reflects the gain of levels.

Ultimately, though, I think that even if I had been able to sort out the pacing issues, I still would have run into the problem of my expectations clashing with the expectations of the players. The way I played Pokemon just seems so completely at odds with the sort of feedback that the rest of you have given me about how you play - The systematic avoidance of TMs being the biggest one, which is a problem I've never had, one that I didn't even know was a thing, because when I played I'd always plan my game out ahead of time so I always knew who needed or could make the most out of a given move. And when you plan a game out based on the way you've always played only to realize that the vast majority of the people that are playing with you played the exact opposite, that creates a lot of problems.

And really, the above problems only get compounded as items and abilities come into play, so if people are finding Gen 1 to be frustrating because they've just now realized that they can't just steamroll the game on high power alone, then I know for a fact that they wouldn't enjoy what I had planned for Gens 2 and beyond.
 
No, I think you're pretty spot on about 99% of what you said, with the last 1% only being wrong because I'm not really "new" at GMing so much as I am new to what I'm specifically doing here. I've GMed games on 4chan and on other forums before, and done some freeform stuff with and for friends before, but all of that was heavy on the narrative, so this was my first attempt at running something that operates on distinct formulas and hard numbers. For everything else I've been a part of "balancing" was more akin to something you might see in JoJo's Bizarre Adventure, where it matters less what you can do numerically and more what you can do dramatically.

I think where I went wrong the most was in the way I handled levels. I think I would have been able to retain a better and more realistic sense of pacing if I had been able to come up with a system that more accurately reflects the gain of levels.

Ultimately, though, I think that even if I had been able to sort out the pacing issues, I still would have run into the problem of my expectations clashing with the expectations of the players. The way I played Pokemon just seems so completely at odds with the sort of feedback that the rest of you have given me about how you play - The systematic avoidance of TMs being the biggest one, which is a problem I've never had, one that I didn't even know was a thing, because when I played I'd always plan my game out ahead of time so I always knew who needed or could make the most out of a given move. And when you plan a game out based on the way you've always played only to realize that the vast majority of the people that are playing with you played the exact opposite, that creates a lot of problems.

And really, the above problems only get compounded as items and abilities come into play, so if people are finding Gen 1 to be frustrating because they've just now realized that they can't just steamroll the game on high power alone, then I know for a fact that they wouldn't enjoy what I had planned for Gens 2 and beyond.
hm. I never saw any of your other work before on here, so I just assumed, but we all know what assuming does, right? :V

It really is a shame, though. If only there wasn't the problems with the levels, I think the quest would have been fine with most everything else, as long as you revised a couple of things here and there for the future gens to better take into account the changes in play style, hopefully not even majorly for the most part. Just a few tweaks here and there. And if you figure out how to compromise with the challenges and the fun, then that'd be even better. Then again, that's also a shit ton of work most people simply wouldn't have time for (especially since I have no clue what you could have had planned, but I think I can guess). So don't feel pressured to continue just because one person is saying they'd be willing to see this quest go further.

Still, it was fun while it lasted. Even with the somewhat disheartening losses (and victories), I still had a lot of fun playing. So props for doing as good of a job as you did while tackiling something this big.
 
It really is a shame, though. If only there wasn't the problems with the levels, I think the quest would have been fine with most everything else, as long as you revised a couple of things here and there for the future gens to better take into account the changes in play style, hopefully not even majorly for the most part. Just a few tweaks here and there. And if you figure out how to compromise with the challenges and the fun, then that'd be even better.

The only idea I can think of that might fix the level problem goes something like this-
For each enemy a pokemon defeats, it gains EXP equivalent to the defeated enemy's level. When it's gained enough EXP to where EXP = own level, it gets a level up. So, say your level 35 Gengar defeats a level 22 Oddish. Gengar would gain 22 EXP, but wouldn't gain the level until it had also beaten a level 13 Oddish as well, giving it 35 EXP.

If two pokemon (or more) take part in the same battle, the EXP is split evenly. So now say your level 35 Gengar and your level 27 Sandslash both defeat that level 22 Oddish. Now, each of them is only gaining 11 EXP, meaning that Gengar now needs 24 more and Sandslash needs 16 more.

In theory, that should slow down the rate at which we're gaining levels, and allow me to keep the moveset and roster complexity of my enemy team comps while driving their levels down to something that we're closer in parity to.

Then again, that's also a shit ton of work most people simply wouldn't have time for (especially since I have no clue what you could have had planned, but I think I can guess). So don't feel pressured to continue just because one person is saying they'd be willing to see this quest go further.

Actually, the one most pressuring me to continue is myself, largely because I've invested so much time into the planning and because, despite the disparity between the difficulty that I find enjoyable and the difficulty that everyone else finds enjoyable, I've got a lot of new takes on things planned that I think people would actually enjoy. It just sucks that I'm not having any fun with what I'm doing here, or I might still be tempted to press on and do Gen 2.

But maybe it's just the fatigue of having done this every day for half a year straight. When we're done with this gen, I'll take some time, and see if I still feel like stopping after a couple of weeks off. Because I would still like to continue, I would just prefer to do so only if I'm enjoying myself.
 
Take as much time as you need. Going on a hiatus until you feel up to continuing this is totally valid, I'm sure people do it all the time. Other quests I've followed have done pretty much the same thing before, pausing for a while until they're able to continue. Taking a break would probably be really good for the quest, actually—coming back to look at something like this with fresh eyes will make things a lot better, I think.

And that EXP system sounds cool. I was thinking that some form of EXP again needed to be implemented, but I wasn't sure how so I didn't say anything. But that might just work.
 
Leader Giovanni 1-7
[X] Hyper Potion
[X] Confuse Ray



Sandslash - Level 72 - HP 172
That Sandslash is going to end up being a nasty little bugger, you can tell for sure. You need to kill it, but the best way you're seeing of that happening is to hit it with its own attack before it can hit your pokemon any further. The only problem is how fast it is compared to the rest of your team. That means it has to be Spooky to take care of it, but Spooky's running pretty ragged in the HP department. So...
Used the Hyper Potion (Spooky HP 73 +200 =197)
Enemy Sandslash used Rock Slide (Spooky HP 197 -133 =46)

And... You're beginning to see the problem with this plan of yours, right off the bat.

Do you want to change tactics?
[] Yes
[] No


Sandslash is going to put us in a healing loop if we try to pull this strategy off.​
 
I guess we need to go with something different.
If anyone else has a better idea, I would give it some thought, but we need something.
A bit more attack power then follow up with with Stone Edge.
Might be able to take a chunk out of that Sandslash

[X] Yes
-[X] Send out Rhydon
--[X] Use Swords Dance, then follow up with Stone Edge
 
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[X] Yes
-[X] Send out Rhydon
--[X] Use Swords Dance, then follow up with Stone Edge
 
Leader Giovanni 1-8
[X] Yes
-[X] Send out Rhydon
--[X] Use Swords Dance, then follow up with Stone Edge



Sandslash - Level 72 - HP 172
Things aren't looking good for Spooky. Sandslash has the power to keep you constantly healing and hoping for the best, and that's not a good recipe for victory. But maybe, if you can bring out someone able to take the hits...
Sandslash - Level 72 - HP 172
Pointed stones dug into Rhydon (Rhydon HP 231 -15 =216)
Rhydon was poisoned!
Enemy Sandslash used Rock Slide (Rhydon HP 216 -67 =149)
Rhydon is hurt by poison (Rhydon HP 149 -29 =120)
Ouch. But at least Rhydon is in survival range.

Giovanni looks intrigued by your choice to send out Rhydon, commenting "I can see now that you were right when you said that you could still surprise me. It's not all that frequent that I see a trainer who's taken the time to train a Rhydon."

"Thanks," you reply. "It was hard work getting her up to snuff, but she's been really helpful."
Used the Full Heal (Rhydon was cured of poison)
Enemy Sandslash used Earthquake (Critical Hit! Rhydon HP 120 -1056 =0)
Rhydon fainted!

"Of course, having taken the time to raise your Rhydon, I assume that you must be aware of the fact that despite being of the ground-type itself, it still possesses a devastating weakness to ground-type attacks due to its secondary rock-type."
Sandslash - Level 72 - HP 172
[x] Send out (pokemon)​
 
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No one replied so I'm not sure if this story is quest or not.

[x] send out Leaf
[x] most likely end up losing this fight
[x] training montage
 
No one replied so I'm not sure if this story is quest or not.
It was dead, is what it was. I'm assuming you only read through the threadmarks in reader mode, because otherwise you would have seen that things went all kinds of south towards the end. The last few boss battles turned into punishing grinds that nobody was enjoying, I kept screwing up my math and that sapped all the enjoyment out of it for me, and when I got no votes I assumed that everyone had gone home and forgotten about this.

I had plans to come back and do Gen 2 after a few months off once I had figured out how to fix the things that had caused problems in the past, but then I just didn't have the time. I mean, if for whatever reason your vote attracts people back I guess I won't complain, and I'll try to come back to this if that's what players want, but until you showed up I really had no intention of returning to Gen 1 after its first death.
 
Fair enough! If you end up doing a gen 2 variant or any of the other gens, I would def be interested in joining into the game :)

It was a pretty fun read through!
 
Fair enough! If you end up doing a gen 2 variant or any of the other gens, I would def be interested in joining into the game :)

It was a pretty fun read through!
I'm glad you enjoyed the read, even if it died long before you showed up. If I were to continue, I'd definitely do Gen 2, then work my way up from there. I had completed plans for the first 5 Gens, and was stewing on some very half-baked ones for Gen 6. It's just a matter of finding the time.
 
I liked the quest. I remain impressed you made an essentially by the numbers play of the game interesting.

I didn't vote much, so, I guess that didn't help things. I struggled to figure out votes that weren't incompetent or useless. The banner at the top helped, but then things got complicated again. It often seemed like there was only one right way to do things in a battle. Once it felt like voting was pointless, I just read and enjoyed. I do enjoy your writing and will be checking out your other works.
 
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