Appendix:Mystery Dungeon: Explorers of Sky walkthrough/Chapter 0: Difference between revisions

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*Phanpy
*Phanpy
**'''Pros''': The only starters that starts as a Ground-type, so it doesn't restrict your partner choices. Its standout exclusive item makes Hidden Stairs more likely to appear, which is quite a rare effect that can help getting some rare items in the postgame. Has Pickup for items (which upon evolution becomes Sturdy, protecting it from OHKOs which in this game are simply very unlikely to hit). Gets Rollout and {{m|Charm}} (which massively reduces target's Attack stat, letting it cripple bosses). {{m|AncientPower}} has a chance to boost all stats. When it does evolve, it finally gets more usable attacking moves, such as {{m|Fire Fang}}, ThunderFang, and Fury Attack. Its E IQ group  focuses on survivability, complementing the one part of Phanpy's stats that isn't bad.
**'''Pros''': The only starters that starts as a Ground-type, so it doesn't restrict your partner choices. Its standout exclusive item makes Hidden Stairs more likely to appear, which is quite a rare effect that can help getting some rare items in the postgame. Has Pickup for items (which upon evolution becomes Sturdy, protecting it from OHKOs which in this game are simply very unlikely to hit). Gets Rollout, {{m|Endure}} to survive longer than it should (since like Protect and Detect, it lasts multiple turns in this game) and {{m|Charm}} (which massively reduces target's Attack stat, letting it cripple bosses). {{m|AncientPower}} has a chance to boost all stats. When it does evolve, it finally gets more usable attacking moves, such as {{m|Fire Fang}}, ThunderFang, and Fury Attack. Its E IQ group  focuses on survivability, complementing the one part of Phanpy's stats that isn't bad.
**'''Cons''': Horrible movepool. It gets ''no'' STAB naturally until evolution and the only Ground move it gets at all before that is {{m|Earthquake}}, which hits your allies as well. Most of the attacking moves it does learn are really bad (({{m|Flail}} requires you to be at low HP, {{m|Take Down}} and {{m|Double-Edge}} hurt user as well, Natural Gift relies on an item, {{m|Slam}} has no extra effects despite its bad accuracy, {{m|Last Resort}} requires to use other moves and itself has very little PP). Even with TMs, it doesn't get that many good moves. And as a final nail in the coffin, its HP and attacking stats are simply behind even in main story and get even more behind in postgame, meaning it you will have to use many stat boosters (though at least it levels up pretty fast). To put it simply, Phanpy is quite bad - while Eevee suffers from stats and type variety as well, it at least hits hard enemies with its Normal-type moves and it has great evolution variety after it can finally evolve. Phanpy doesn't get that. If you want a challenge, pick this as your starter and Eevee as your partner. Also male-only for whatever reason.
**'''Cons''': Horrible movepool. It gets ''no'' STAB naturally until evolution and the only Ground move it gets at all before that is {{m|Earthquake}}, which hits your allies as well. Most of the attacking moves it does learn are really bad (({{m|Flail}} requires you to be at low HP, {{m|Take Down}} and {{m|Double-Edge}} hurt user as well, Natural Gift relies on an item, {{m|Slam}} has no extra effects despite its bad accuracy, {{m|Last Resort}} requires to use other moves and itself has very little PP). Even with TMs, it doesn't get that many good moves. And as a final nail in the coffin, its HP and attacking stats are simply behind even in main story and get even more behind in postgame, meaning it you will have to use many stat boosters (though at least it levels up pretty fast). To put it simply, Phanpy is quite bad - while Eevee suffers from stats and type variety as well, it at least hits hard enemies with its Normal-type moves and it has great evolution variety after it can finally evolve. Phanpy doesn't get that. If you want a challenge, pick this as your starter and Eevee as your partner. Also male-only for whatever reason.


*Riolu
*Riolu
**'''Pros''': The only starter in the roster that starts as Fighting-type, picking this does not restrict your partner options at all. Inner Focus prevents cringing. Starts with Bite to cover Psychic-types. Gets {{m|Foresight}} to hit Ghost-types (which eventually gets replaced by its 3-star item, which does that but passively), {{m|Endure}} to survive longer than it should (since like Protect and Detect, it lasts multiple turns in this game), {{m|Force Palm}} (STAB move that can paralyze), Feint and Screech. Fighting-type are supereffective against many types, so starting as one helps in certain important boss fights all over the game , on top of having C IQ group skill, which means it can benefit from offensive skills such as Erratic Player. Gets some type coverage via TMs. On evolution his moveset greatly expands, gaining natural access to Dark Pulse, {{m|Aura Sphere}} (projectile that ignores accuracy check), {{m|Bone Rush}} (multihit Ground-type move), as well as some extra TM moves like Water Pulse, on top of gaining the defensively great Steel-type.
**'''Pros''': The only starter in the roster that starts as Fighting-type, picking this does not restrict your partner options at all. Inner Focus prevents cringing. Starts with Bite to cover Psychic-types. Gets {{m|Foresight}} to hit Ghost-types (which eventually gets replaced by its 3-star item, which does that but passively), Endure, {{m|Force Palm}} (STAB move that can paralyze), Feint and Screech. Fighting-type are supereffective against many types, so starting as one helps in certain important boss fights all over the game , on top of having C IQ group skill, which means it can benefit from offensive skills such as Erratic Player. Gets some type coverage via TMs. On evolution his moveset greatly expands, gaining natural access to Dark Pulse, {{m|Aura Sphere}} (projectile that ignores accuracy check), {{m|Bone Rush}} (multihit Ground-type move), as well as some extra TM moves like Water Pulse, on top of gaining the defensively great Steel-type.
**'''Cons''': Male only. Shallow natural movepool until evolution compared to pretty much everyone else - it learns its last move at 29, though at least it gets some useful moves before evolving. Steadfast is crippled by Inner Focus and as such will trigger only under specific conditions. For whatever reason, its natural attacking stats fall somewhat behind in main story and its physical Attack even moreso in postgame.
**'''Cons''': Male only. Shallow natural movepool until evolution compared to pretty much everyone else - it learns its last move at 29, though at least it gets some useful moves before evolving. Steadfast is crippled by Inner Focus and as such will trigger only under specific conditions. For whatever reason, its natural attacking stats fall somewhat behind in main story and its physical Attack even moreso in postgame.
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