
Dougtrio L29 Experience / 24389 2611 until L30 No. 051 Scratch PP 35/35 Growl PP 40/40 Dig PP 10/10 Sand Attack PP 15/15
It seems that there is no reliable technique when it matters most…
>>1
You were really strong at digging holes, weren’t you?
I cleared it with this Pikachu version.
Even sandcastles are quite crazy.
A perfect measure to cut through the fog in aviation.
“The name ‘digging a hole’ is so silly, yet it has the same power as an earthquake.”
Learn to remember by yourself.
An era when digging a hole has a power of 100.
Faster than anything.
I wonder if I can get past things like Kanna, who dies when the turn ends, or Wataru with his Ptera.
“What are you going to tear apart and how?”
>>10
There must be claws for digging down into the ground.
I learned Avalanche with a TM.
Looking back, it seems that the Diglett I captured in the side tunnel was just immediately usable for battle.
It’s impressive that you were able to be a gym leader with someone like that next to you, like Guile.
>>14
Well, there’s something like a nest of these guys nearby as a countermeasure against Guile in the RPG.
Originally, it was just an RPG, and the battles were an extra feature.
It feels great to dig a hole and get a double kill with a self-destruct.
It’s clearly a rescue for the Machis battle, but…
It’s too strong for that.
>>16
The hidden super ball of the Saint Anne was as if it was telling you to use it for getting that thread image.
>>16
Um… is it okay that my Lizard is being killed while I’m trying to capture it…?
>>103
It’s nice, but there’s a risk of total annihilation rather than just capture.
If we’re not careful, we could be wiped out by this wild thing.
>>17
The fear of being struck from above by someone superior is taught by Starmie…
>>17
When you encounter a thread while arriving at Diglett’s Cave, it’s too fast and has a high level, so you can’t escape, and its attack power is high, making it really tough.
This guy can win easily with Diglett; it’s an overkill.
>>18
But if you know there’s someone stronger, you naturally want that one, right?
Well, it’s true that I’ve been using Kirisaku for everyday use.
At this point, level 30 is too strong.
If you’re not careful, you might get hunted before you can get it.
Don’t increase the ferocity of wild Pokémon in FRLG.
>>22
It’s useful when catching Kadabra, though.
These days, digging a hole is 100, while a blizzard is 130.
The destructive wave is 140.
>>24
Isn’t the destructive cannon at 140 now?
>>27
In the sixth generation, special moves have been modified.
The freeze beam and 100,000 volts are not at full power 100, but now at 90.
In this era where speed is justice, being too strong, including skill, is overwhelming.
Being quickly shut down can happen unexpectedly even these days…
First of all, the kaikousen was originally 150.
Then they could have given us a rescue element near Kasumi too…
>>32
Hoennazono Grass or Madatsubomi
>>32
Do your best with the bud of the mystery flower!
I’ve always had a memory of 150 for Hakai Kousen, but when was it 140?
The blizzard is probably at 120 around this time, right?
In the first place, Frost Breath has a power of 120, while Ice Beam and Hydro Pump have a power of 95.
I didn’t really like digging holes because it simply extended the combat time.
You don’t remember anything except for digging a hole, do you!?
Are there any leaders besides Kasumi that are stuck?
Since it’s global content, the idea that “it’s about time we can slack off with the older generation and not get caught” is not feasible.
The way they make it impossible to escape in the remake is so brutal that it made me laugh.
As a countermeasure against gyms, just having a ground type can get you this far, at least.
Kikuko usually takes this guy down.
It’s nice to have stronger ones appearing randomly than what was expected, right? It seems like that’s the sentiment.
Why do ghosts die when they dig holes?
>>47
Therefore, in the remake, it will float.
Another gas guy is floating.
>>47
Grave
>>47
Grave
To be honest, I feel like I’m being helped by the specifications of the original model.
Reasons for not using sand in travel packs.
Sand isn’t weak, but this damn thing is convenient.
High power technique Dig – the epitome of ground techniques – almost a guaranteed critical hit slicing.
It’s already amazing to be able to memorize this area without using a TM.
In addition, it learns techniques like substitution, shadow clone, and destructive wave as if they are obvious rights.
When I caught them, they were such reliable allies.
For some reason, there’s a strong image of it slipping out of my hands halfway through…
>>53
Even just a hole in the wall is convenient.
>>53
Because I’m weak to being hit…
Additionally, Fire, Rock, and Poison types can also be countered with Water and Psychic types, and since there aren’t many significant trainers after the battle with Misty, Electric types tend to be underutilized.
>>79
The role of cutting can also be fulfilled by Charizard and Venusaur, so surprisingly, it competes with the starter Pokémon for roles…
In the first generation, even Fushigibana rarely loses to NPCs in speed.
I thought it was receiving too much damage even though it wasn’t a weakness, but it turned out this guy had really low HP.
>>55
If it wasn’t the first generation, would it have been a little higher?
The image doesn’t give a high impression of H.
100,000 volts as a machine move is terrible, isn’t it?
>>56
I understand that it’s to create a sense of specialness, but the fact that gym leaders’ TM moves can’t be learned by Pokémon on their own is disappointing…
Thunder often misses…
>>78
If Spark had existed since the first generation…
>>78
Pikachu learns it on its own in the Pikachu version, but it’s still Pikachu after all.
Many people catch this one but don’t catch Diglett.
>>59
I caught a suitable Diglett and, if it didn’t remember how to dig holes, I made it learn and let it train for a while.
The power of Wing Attack 35 is a catastrophic mistake.
I still think the original form is the strongest because later releases like Alolan Dugtrio and Wishiwashi are just too disappointing.
There are many slow ground types, so this guy’s speed is really reliable.
>>63
Even during the peak of blizzards, as long as you have a faster blizzard, it’s not a problem.
The status is too optimized.
I think Kuchiba Gym made a fatal mistake in its location.
>>66
As an RPG of GB, Hanada is definitely mistaken.
If it’s just the gym, I can completely shut it down with just Diglett digging a hole.
Making a quadruple weakness so easily is just too much, you know?
It seems that Machis falls asleep when it gets stuck on the ground type.
Fast ground types were top-tier throughout the first generation, right?
Since digging a hole functions as the main weapon, it’s pretty strong.
Moreover, it can also be used in the field.
That’s why I’m messing with the trash can to close the door.
According to the strategy guide I read, the original Diglett’s Tunnel should have a power of 60…
What? Using 2 turns for 60 damage is weak, I had forgotten that.
>>75
I wonder if it was a setting mistake.
In this game, Kirasaku is extremely strong.
But the image of the thread picture seems to be leaving the party one way or another.
I think this reflection is because the latest character, Nanjamo, is really hitting the ground hard.
>>80
It’s not so much about reflection, but rather that Digda is intentionally positioned for Machis, so it’s functioning properly as a countermeasure in the original sense.
>>93
Since the first generation, there’s not been that blatant of a meta prepared, likely because Electric types generally have low durability, which means they can easily go down even from moves that aren’t their weakness, like Ground-type moves.
Other types tend to have Pokémon that are relatively easy to prepare against.
It’s partly because I didn’t really engage in interpersonal interactions.
When you dig a hole, the one-turn charge of flying in the sky is avoided, so I don’t really worry about it.
Unless it’s something significant, being able to take the initiative, dodge the opponent’s moves, and deal damage is a bit too strong.
>>83
It feels a bit advantageous when you evade a self-destruct.
The Rockets are persistently pushing poison, so I’ll make sure to perform well in my journey team.
But the first generation has a bug with Psychic types, so Poison types are like snacks for Psychic types.
In the beginning, birds aren’t really used much, right?
Everyone is flying in the sky.
If H is low and someone is dropped, then Yungela should be discarded right away, but there was no one like that.
>>88
The first generation Yungler has high special defense, so it’s quite sturdy, you know.
>>96
Well, it was an era when offense and special defense were combined.
>>99
Additionally, the psychokinesis reduces the opponent’s special by 30%, making it even tougher and stronger.
>>88
Even when compared to the same high-speed paper durability attackers, there might be concerns about the tempo loss of “Digging a Hole” in the thread image.
In a travel party, it’s also important for your partner to defeat enemies quickly.
Kanna takes down with about 100,000 volts, Shiba takes down by flying and digging holes, Kikuko digs holes, and Wataru takes down with Ice Beam.
No… it’s a bit tough for Kanna to push through with 100,000 volts…
I get slapped back and forth and cling onto you…
It’s like calling them a companion or a helper.
>>90
In terms of immediate impact, I think the player in the thread is the best considering the timing of their joining.
Even though it overlaps with Esper, it has always been a starter because Ground types can hit Electric and Rock types.
What exactly is causing damage when digging a hole?
>>92
You’ll understand when you play an SLG.
>>92
Don’t drop it by making a hole at your feet?
If you could break the sprinkler, you would win…
I can obtain this in the wild and take out anything other than Ghost types in one hit with a big explosion.
Compared to other titles, Dugtrio is clearly strong, so it can be said to be in its prime.
But it’s really fragile.
You defeat Alakazam with physical attacks before it sets up Reflect.
I don’t have a strong impression of Maruain, but everyone is using it.
>>104
The 50-55 rule at the time and the standout speed were in sync.
Even if I’m at a lower level, there’s a high possibility of taking the first move and a high critical hit rate, so there’s a chance for a comeback.
It was strong to level up in two stages while the specialties were consolidated in one era.
The first generation has few powerful physical moves and doesn’t have many weaknesses, so Alakazam isn’t very fragile.
Machamp is too disappointing.
>>112
The technique…
Takeshi and Kasumi should take a little inspiration from Machis and create a forest of Monjara.
>>115
Lately, it feels like Monjara is in a hellish situation where, even after leveling up significantly, it only learns low-power moves.
>>115
It’s not just about entangling or tightening…
>>115
Is Nazonokusa a girl?
>>142
Great idea (Nazonokusa ×6)
>>142
The sucking power is just too low…
The gym’s early-game challenges against Charmander were so tough that in FRLG it learned moves like Metal Claw, right?
>>116
Chikorita, which received no support at all in HGSS…
>>119
Do your best with Geodude’s Rock Throw!
>>116
But it’s not a type match.
In the first place, Onix’s defense is so high that in the end, it’s better to use Charmeleon…
>>116
Overall, the battles against Brock in FRLG have become tougher.
The first generation doesn’t have the move Rock Throw, so Charmander won’t have its weakness exploited and can easily get through by just using the special move Ember.
Ratta’s special front teeth are quite reliable.
>>117
I will never forgive that guy from Tsukimi Mountain.
>>117
It’s still around 40 power and doing its best, but it has low accuracy; however, it’s 80 power and also a type match.
The ones that I don’t want to meet but encounter when going through a hole and end up wiping us out.
I can’t escape…❗️
>>120
It’s unrelated, but isn’t Fire-san’s glare reminiscent of a Fire-type move mistake?
And without a TM, I can’t teach it.
>>121
There is also a theory that the level was reversed from what is remembered with “God Bird.”
>>129
In the first generation, it seems that God Bird is treated as quite a special move, so I don’t think that’s the case.
>>145
Rather, there are no practitioners more suitable than the legendary Three Birds, especially for special techniques.
>>145
Isn’t it even more inappropriate for the other two to learn special moves like Blizzard and Thunder at that timing?
>>192
It’s probably at a lower rank than others because it’s special.
If you lead with a Pokémon around level 25 and use a spray, you will definitely encounter it!
We will meet!
If this is the salvation of Matis, then Pikachu is the salvation of Kasumi…
>>128
I’d say it’s more like a Budew or a Mystery Dungeon Pokémon…
>>134
It’s really tough to level up because I can’t return to Otsukimi Mountain…
It’s really too tough to try to progress with Chiko, and it makes me laugh.
It’s intense when you encounter a level 28 Dugtrio right after arriving in Kuchiwa.
Understanding the mechanics makes Nidoking too strong.
I’m curious enough about espers.
Since Rhydon learns the ability to glare at a ridiculously high level, I wonder if something was changed later to make it glare instead.
Gold and silver are much more useful than the Ishibutsute captured around here by the Three Great Families.
>>140
It’s hard to use Johto Pokémon, and before I knew it, my party was filled with Kanto Pokémon…
>>140
Hinoarashi and Waninoko wouldn’t do that!
Actually, I still don’t understand the system for the trash can in Matisse.
There are quite a few debuff skills, aren’t there?
You can easily take down a Machamp with just one hit using Fly.
What are you getting so worked up about?
Isn’t Giga Drain the strongest move of Monjara?
>>148
There is nothing like that.
Isn’t it a self-pulling technique like a whip that sucks?
>>157
It seems that I didn’t remember the whip of Tsuruno… when I checked, I indeed didn’t remember it.
The strongest grass move by self-reliance is Absorb.
>>164
It’s hard to believe you wouldn’t remember that appearance…
>>166
It seems that the whip of Tsuru was added in the Pikachu version because it was too much.
>>169
There were many exquisite good changes around the moves, like Charizard learning to fly and wild Kadabras learning to bend spoons.
>>157
I made a mistake; surely you’ve learned something like Mega Drain by now, right?
>>185
The following are Monjara’s self-taught abilities.
LV.1 Entangle
LV.24 Tighten
LV.27 Absorb
LV.29 Crane’s Whip
LV.32 Poison Powder
LV.36 Paralyzing Powder
LV.39 Sleep Powder
LV.45 Slam
LV.48 Growth
Since Surf was distributed afterwards, it’s a bonus stage at a level that doesn’t even leave a memory like Guren Gym.
>>150
Die die beam…
All the actions in the safari zone have no meaning.
Isn’t this terrible?
When you think of Godbird, you think of Pidgeot, right?!!
Butterfree and disposable early-game Pokémon are great, aren’t they?
I feel lonely when I go to the box.
The feeling of despair when throwing a ball in the safari zone and not even hitting anything is amazing.
>>158
Damn it, I guess I have no choice but to throw a rock…
The wild Tauros has escaped!
In the first generation, there were quite a few tough spots, so there are some areas of relief in Gold and Silver…
>>160
Isn’t the salvation decreasing rather than increasing, gold and silver…?
The lack of wild battle power makes it unavoidable to rely on the three starter Pokémon, which is the tough reason for Chikorita.
There isn’t a single opponent who uses water techniques in this era.
The recent battle environment of the first generation matches is
When patience is being put in, or something like that.
It’s a story about the original “Kiai Dama,” but due to a bug, it seems that the normal state is set to the critical hit up state, and using Kiai Dama actually cancels the critical hit up instead.
The critical cutter is the same.
Insects are just a super unequal society.
I often discover that Arbok’s strongest move is Earthquake.
Where is this guy using a knife to cut?
Pikachu, with half-baked knowledge thinking it would be super effective against Electric types, gets run over by Starmie.
>>174
Water is equal to electricity…
>>174
The base stats are too violent…
I can’t help but regret that the TM from the Hanada Gym wasn’t a water-type support move instead of Bubble Beam…
The performance of the crane was too tragic.
It’s obviously halved a lot, and it only has 10 PP.
It would be troublesome if you accidentally overwrite Bulbasaur’s Tackle with Poison Powder.
>>173
Instead, the cutter is a bargain…
Thanks to the simple increase in the number of Pokemon in modern games, the options for early-game Pokemon have also drastically increased.
Thanks to choosing Chikorita, I don’t have to struggle with the early game management anymore.
If you want, in the latest game, you can even choose your own first gym leader.
I think I would lose if I used Nazono Kusa and Madatsubomi against Kasumi.
>>181
It has a chance, but if you don’t nurture it like an appointment, it won’t even serve as a wall.
I think when I cleared it for the first time, I had Dugtrio, Charizard, Pidgeot, Articuno, Slowbro, and 500 yen.
Recently, Pokémon can learn amazing moves on their own, which is great…
Even though the cutting power is 140, do we really need a hyper beam with a power of 150 that has a chance of missing and recoil?
>>184
The first generation had no recoil after defeating it.
I need it because it was incredibly strong with Tauros and Snorlax.
>>184
Being almost a confirmed critical point means that no more than that can be expected in terms of doubling.
The quick ones are about 20% and when the vital points are hit, it becomes 300.
You might not believe it now, but during the fifth generation, Bug-type moves were quite effective and reasonably strong.
The environmental top was Rati.
I was surprised to learn that the first generation’s critical hit rate is always calculated in a state of focus.
Rare encounters had a romance to them, didn’t they?
>>188
It’s totally fine that rare Pokémon like Marill, which were originally found in gold and silver, are just wandering around in places like Paldea.
I think Nokocchi is no good in many ways.
You should be a rare encounter.
The fact that the Fire move goes from Ember to Flamethrower without any intermediate moves shows a pretty poor balance in the first generation.
If it were another type, that would be one thing, but the fire type is one of the initial three starters, you know!?
Isn’t the Esper type that can inscribe “psychic energy → psychic beam → psychokinesis” more balanced?
The gap with the water type that can be chopped very finely is severe.
Use Solar Beam.
Since it’s high in special defense, special attacks don’t work very well, and dying from Bubble Beam is pretty harsh, right?
I like eerie atmospheres like unmanned power plants and Shion Town.
The generic grass moves were useless until the appearance of Enabo.