Re: Manamon 2: Impressions Thread

Glimmerodo stuff:
4x weak to magic and 2x weak to earth.
So okay, it has some common weaknesses, which isn't oh no horrible end of the world on its own. It's stats are even pretty good almost across the board, it just...doesn't have the moves to use them. It's like another vishthaugh. The highest base power move it learns is superspark. Ever.
It gets like 2 dragon moves of about base power 80 that are just raw damage (definitely not what I want to see on a dragon move, given it's never really going to be super effective, and if it is, you shouldn't be using a dragon type) and dragon heart, which is like psycho trick but objectively worse.
It gets stunning bolt and volt tower, which might have a little better stun chance than superspark but is otherwise objectively worse.
I guess hyper magnet give nitche electric type coverage, but...meh. Flash scale if evasion stats are actually something you want to spam and set up with (not that it matters because a single magic hit and its toast).
And that's kind of it, unless you want growl and pounce on your big scary intimidating lightning dragon of death, woooo.
Seriously, even a giant frog learns final thunder, why not this thing? Or lunar cannon for some neat surprise coverage, or a better dragon move.
It's like someone started designing a cool manamon and fell asleep before finishing its moveset.
It doesn't even finish evolving until level 55, so if you're leveling it before you have all the neat end of game tricks, it's a pretty decent time investment for a very subpar manamon. I mean, unless it learns something at level 80 or something ridiculous like that. But iirc I remember trying herbs and it doesn't learn anything between 60 (wen it gets dragon fury) and 72.
Edit: (A bit of a rant on a new "style" of move) It also learns overcharge, and the ramping up moves are a cool idea if they ramped up a little faster. I imagine in whatever meta develops, you're only realistically going to get a max of two or three shots off with something before the other person switches out, and overcharge starts at 15 base power. I can't really see how it'd be hard to balance; just cap it at 120 or something--if it were 45-90-120 that seems a fair trade: two turns during which someone can go "oh, okay, time to switch to a ground type or someone wearing rubber gloves", and if it ever misses, you have to start back at 45 base. That's ntb, and they let you set up to 120 then that's entirely on them.

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