Welcome Guest [Log In] [Register]
Welcome to Pokemon Tabletop. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Signature Combos; Does anyone else have specific combos for their 'mons?
Topic Started: Jun 7 2017, 11:32 PM (288 Views)
ThirtiethElement
Pokémon Trainer
[ *  *  *  *  * ]
It's a well-known fact that certain Classes, moves, and features synergize really well, but does anyone else have any particularly cool or notable combinations? Personally, I found a really fun one for Golurk. My character is a Duelist, Ghost Ace, Channeler, and Mentor (Intimidate and Charm; you'll see why I'm noting this in a second), and after some reading up on how those work together, I managed to figure out a series of events and abilities that should be able to result in an almost 300 damage hit.

To start with, you need a Golurk (Any Level) with the Hustle and Iron Fist abilities; When it evolves into Golurk, if you've had the Golett since before it hit level 20, this should be no problem, since Golett evolves at level 40 anyway. Then, it'll need Haunt (Last Chance for Ghost), Tolerance or Exploit, the Charm lesson from Mentor (Use at least 2 of the 3 on Advanced Mobility for Overland and Sky speeds), and finally, to be taught Focus Punch. Next, by type shifting Focus Punch to Ghost, you'll not only get STAB for the attack, but also the Iron Fist bonus, knocking it up to a very nice Damage Base 19.

Once you're in combat, you'll need to build Momentum up to six points. Ideally, you'll be in melee range at the top of your turn; anything beyond six or so meters away might be able to escape the area the attack can reach. At this point, you use Ghost Step, and since your momentum can't trigger Seize the Moment yet, it'll instead be able to trigger when you reappear next turn. Focus Punch has to be declared at the top of the round, even before orders are given, and is usually interruptible if the user takes 25% of their HP or more in damage. In this case, that's impossible -- you can't even be targeted! Assuming the target isn't recalled or able to escape the reach you get with this combo, you then get to reappear up to 8 (7, if you're using Sky) spaces away and activate your Ghost Focus Punch without an issue... which allows another Shift on top of the Ghost Step, meaning you can reach any target within 14 spaces, and with Boo!, no Protect, Parry, or other method of deflecting the attack is possible.

In total, assuming Golurk is at 33% or less HP and is attacking super effectively while under the 1 Momentum effect of Duelist's Manual, this attack deals 6d12+60 damage at base even if it misses; if not, it automatically crits for a maximum of 264 damage, which can then be further increased with Vampirism and Spirit Boost. All this needs is a cool name for the combo.
Offline Profile Quote Post Goto Top
 
Lord Fhalkyn
Member Avatar
The one and the only
[ *  *  *  *  * ]
Sounds like this was custom made for you.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · General Discussion · Next Topic »
Add Reply

Pokéball created by Sarah & Delirium of the ZNR