Pokémon Bond Skin God
Chapter 460
Pink woke up, she took the initiative to choose Dark Tesla as an opponent, and with the blessing of Arceus' power, her Pokémon were temporarily upgraded to level 100.
Her Pokémon are the Nine Tails, the Moth, the Big-billed Finch, the Mosquito Swimmer, the Beautiful Flower, and the Hudi.
Dark Tesla's Pokémon are Mountain King, Drill Horned Rhinoceros Monster, Pyrlast, Big Eater, Stinger Jellyfish, and Toot Lee.
Dark Tesla: "I didn't expect you to be alive, but you didn't have so much luck when you met me, come out, Mountain King."
Pink: "Only you, I don't want to lose, I want to completely defeat you, come out mosquito swimmer."
Pink: "Mosquito swimmer (pomelo fruit), using a belly drum."
Dark Tesla: "Mountain King (Imposing Belt), Sandstorm."
The mosquito swimmer consumes half of his stamina, increasing his attack power to the maximum, and the pomelo fruit is triggered, restoring 25% of his stamina.
Chuanshan King created sandstorm weather, Chuanshan King splashed Saudi sex, and in sandstorm weather, the speed doubled.
Sandstorm Round 1
Dark Tesla: "Mountain King, Earthquake."
Pink: "Mosquito swimmers, climbing waterfalls."
The mosquito swimmer was hit by the earthquake and consumed 60% of his physical strength, the sandstorm consumed 12% of his physical strength, and the mosquito swimmer had only 3% of his physical strength left.
The mosquito swimmer's waterfall climbing hit the king of the mountain, and his physical strength directly left 1% of his physical strength, and the momentum was carried by it.
Sandstorm Round 2.
Dark Tesla: "Mountain King, another earthquake."
Pink: "Mosquito swimmer, jet of water."
The Pink Mosquito Swimmer uses the Preemptive Skill to defeat the Pangol, but it is also damaged by the sandstorm weather and loses its ability to fight.
Sandstorm Round 3.
Dark Tesla: "Come back, Mountain King, go drill horned rhinoceros (evolutionary stone)."
Pink: "Come back, mosquito swimmer, go beautiful flowers (leftovers)."
Pink: "Beautiful flowers, sunny day."
Beautiful pink flowers change the weather.
Dark Tesla: "Drill horned rhinoceros, use super horn strike."
Pink: "Beautiful flowers, avoid."
Beautiful flowers are chlorophyll properties, double the speed on sunny days, super corner strikes are not 100% hit skills, and are avoided by beautiful flowers with speed.
Round 1 on a sunny day.
Pink: "Beautiful flowers, sun blaze."
The solar flame that does not need to charge directly hits the drill-horned rhinoceros, this move is four times more restrained, plus the bonus of this system, the drill-horned rhinoceros is knocked down.
Round 2 on a sunny day.
Dark Tesla: "Come back Horned Rhinoceros, go to Pyrast (Imposing Shaw)."
Pink: "Beautiful flower, highly toxic."
Dark Tesla: "Pyrast, mushroom spores."
The skills of both sides hit, the beautiful flower fell asleep, Pyrast was poisoned, and the poison consumed 6% of his physical strength cumulatively.
Round 3 on a sunny day.
Beautiful flowers sleeping.
Diablo Tesla: "Pyrlast, cut continuously."
The beautiful flower was hit by Parast's continuous cut, attribute restraint, this system bonus, this move consumed 30% of the beauty flower's physical strength, leftovers restored the beauty flower 6% of its physical strength, and Paraast's cumulative poisoning consumed 18% of physical strength.
Round 4 on a sunny day.
Beautiful flowers are still sleeping.
Diablo Tesla: "Pyrlast, do it again, cut continuously."
Hit the beautiful flower again with consecutive cuts, this skill is a skill that doubles the power of the skill every time it is used, and this time it directly consumes 60% of the beauty flower's physical strength.
Meihua woke up, and the leftovers restored 6% of Meihua's physical strength, the remaining 22% of her physical strength, and the poison accumulated 37% of Parast's physical strength.
The sunny day is over.
Pink: "Beautiful flower, venom shock."
Diablo Tesla: "Pyrlast, cut continuously."
Both skills hit at the same time, the beautiful flower loses the ability to fight, the poison is triggered again, and Pyrast loses the ability to fight.
-----------------------------------------------
the Piglet Pokémon class has begun, and today I will talk about the
feature:
Although the premonition of insects / chlorophyll / dust
prevention is a nanny bug, the gender such as GF has always urine sex is 1:1, which expresses equal treatment of the male nanny industry.
As the first insect line in the black and white book, the nanny bug tells us with its up to 500 races that it is not a simple house worm, because the first bug treasure bag encountered in black and white is already about level 15, and the previous generations of bugs have evolved at this time - and then black and white 2 will honestly be demoted back to the ranks of home worms.
The 500-race nanny worm is relatively evenly distributed among various races, and the grass worm is one of the weakest attribute combinations, so even if there is a worm net in front of the USM, the probability of being remembered is minimal.
In fact, the nanny bug is the second PM, second only to the kettle pot (505) with extreme racial distribution, has a certain speed and attack power, and the durability is not bad, which leads to its each item is not top-notch, standing inferior to the kettle, the attack is far inferior to the electric spider and the emerging drop spider bully, the speed end has the super high-speed existence of the moe fly, coupled with the weak resistance end makes the good durability and not much sense of existence, the nanny bug has become a super unpopular, So much so that when I wrote about the Worm Network, I even had an impression of the musician Worm, but I couldn't think of this guy.
Returning to the race, 92 speed is actually not bad, and the native cat that can pass 91 at extreme speed has also passed most of the sappers, which means that he can guarantee that the insect net will not be lost in a round after his death.
103 attack is still okay, there is damage to restrain, and it is also returned with a knockdown, and the durability is virtual, and it is really difficult for the 7 nanny insects with sparse resistance to weaknesses to live too long, and you still have to rely on the waist to cast the worm net.
In terms of characteristics, the premonition of insects and the waist phase are not bad, but the basic power of the cross scissors is too low and embarrassing (blood sucking is good), chlorophyll is the characteristics of the grass system, the nanny worm with sword dance does have the potential for chlorophyll attack, but the double hit noodles are too dish, and lack of good blindness, everyone would rather use a slower magic frog to sword dance.
Dust prevention is the mainstream characteristic of nailing nanny insects, although it is said that the grass anti-powder and characteristics of itself have some overlap, but sand and snow breaking belt is still very important, after all, the nanny insects have attribute advantages over sandstorms, relying on the gas waist can still have spare power to output a shot after the nail is scattered.
The use of the nanny insect of the first gas waist scattering net is quite simple and rude, with the belt directly rapid full attack on the line, the worm net is enough, a big shot to earn, of course, can not expect too much on the output, the innate limitation of attributes and races is here.
Then there is not much choice in terms of skills, the core skills of the insect net, the stable output of the blade, the unique restraint surface and higher power make it much more priority than the insect (unless you choose the premonition of the insect as a feature), and the knockdown is the skill under the point most of the time, as a remedy for insufficient output, it is necessary to maximize functionality.
The last grid often does not carry another lineage, but a magic reflex, which is a common choice for starting PMs, especially the babysitter worms of the worm net are very afraid of provocation, similar to other PMs who eat by scattering nails such as Sodi.
It's just that the nanny bug is obviously much more unpopular, and not many people even understand that the nanny bug works with a dry spreading net, and the degree of prevention against the demon is almost 0, so the success rate of the nanny bug nail will be very good, and a good start can be established back and forth.
In other words, the first attribute of the nanny bug is the insect line, the achievements in the grass system skills are not very deep, no seeds and no three powders, only a grass flute can be used to fight the face, although the hit is only 55, but for the nanny bug that can be cannon fodder when the nail is scattered, it is not a big deal to make a big profit, not to hit, this mentality really has a great improvement in the hit rate.
The speed and chlorophyll characteristics of the nanny bug can theoretically play sword dance, but the restrictions are too large, and it is also mentioned in the first paragraph. So even the nanny bug with a sword dance is often positioned as an auxiliary - in the era when the baton was still alive.
The ideal situation is to start throwing the insect net, there is a starter attribute advantage or the opponent chooses the first round to scatter the nail this peaceful operation, so that the nanny bug has more rounds to complete the sword dance relay, with the insect net field effect, if you can successfully catch the sword dance, its destructive power is very powerful, of course, this requires the cooperation of the opponent, and now the relay is also banned, I will not go into details.
The doubles nanny bug has the operation of chlorophyll changing to companion, but this usage is actually more suitable for Miss Skirt with hypnotic powder.
Matching
: Cast the net (heavy object attack speed +): sticky net + leaf blade + drop + magic reflex / grass flute
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Features:
Stinger/
Bug Premonition/Acceleration
It turns out that more feet are running fast (riding Latina point out).
The sixth generation of the centipede received an epic boost, becoming the third accelerated relay player after the Ironmasked Ninja and the Turkey, further compressing the appearance space of other relaymen.
In the case that the turkey is too strong and is banned to UB, and the sonic cicada race is too low, the centipede has become the first choice for short contact, providing charcoal for a large number of short-legged attackers such as Hera and Black Ice
Of course, this is also in the past, after the relay was also completely locked up in the black room in UB, the father of the centipede from the crowd of medium-speed attackers returned to an ordinary strength PM, but compared to the ghost cicada sonic cicada, the two PMs that completely rely on the baton, the impact of the centipede is far from enough to make it hit into the cold palace, no matter what, the basic high speed of 112 and the 100 object attack with sword dance potential are not a good skill pool, plus the speed of basically unbeatable, the centipede can still have a not too low appearance rate in the OU.
The combination of insect poison attributes is not strong, which is not necessarily a bad thing for centipedes, after all, too strong as a turkey will be too much.
Weak nails are a more annoying thing, and the double hit face is not bad, but you can take drug nails, and you can resist immortals, with good material resistance, so that centipedes do not always need to rely on the belt to hang a breath, iron walls and stand-ins will also be very practical.
The physical attack of 100 is relatively mediocre, of course, the good thing is that the speed of the centipede is absolutely enough, and it can attack the sword dance extremely much, which is actually more powerful than many high-speed object attackers. , characteristics are not to hesitate, acceleration is the core of all centipede tactics, with the first hand to do whatever you want.
Centipede has a ground poison double nail and recklessness, combined with unparalleled speed, after the core skill baton was banned, the mainstream usage naturally shifted to the first nail flow.
The main limitation is that the two nails of the ground poison are just the icing on the cake, and the most necessary nails are still hidden gravel, which is more obvious after the expansion of the learning surface of the seventh generation of defogging, and the nails and poison nails that need to be superimposed many times to maximize the effect are somewhat unable to keep up with the rhythm, and the nails that have worked hard to scatter a few rounds are dissolved by the other party's understatement defogging, and the fat snake with a team of steel soldiers can not be stopped.
Obviously, this determines that the PM of the ground poison nails often only bring one, and in the internal competition of the two nails, the significance of the poison nails is generally greater, in the fast-paced duel, the role of the general poison is more direct than the role of the double poison nails, but it is not very suitable for the first shot, after all, a serious defect of the poison nails is that they will be absorbed by the poison system, so it is basically impossible to keep it if it is only sprinkled once, unless the opposite side does not bring the poison system on the ground, but after the goblin becomes strong, the status of the poison system rises, The first poison nail is basically unsafe, and it is more suitable for the meat shield PM that can be rotated many times like the super bad star.
So in order to maximize the effect of this skill, centipedes still scatter more nails. For the rest, gas waist and recklessness are common routines for starters, and centipedes have a very stable speed advantage, which is very suitable for reckless collision.
The remaining two grids can be considered for double output, the worm has a million horn strike high power, and the poison book has a suppressive power on the fin. Then the requirement to abandon protection is to be extremely fast, after all, not for the output, the first centipede or extreme speed is more appropriate, in the face of provoking PM (such as Geng Ghost Scorpion) can first hand out a nail, of course, the rest of the effort is still to give the material attack, with recklessness do not need to eat damage, gas waist stable trigger is better. Some other non-blind supplements are of little significance, and 100 full attacks basically do no damage.
Another idea is naturally that the extreme attack sword dance uses acceleration as an attacker, and the previous paragraph mentioned that the centipede has a million horn strikes, so the sword dance insect has considerable damage, close to full attack Hera.
The remaining position must be blinded to the earthquake, otherwise the steel cannot be moved. The poison book is still not a necessary skill, and the insect book has a large overlap in the strike surface, and the poison burst power is half exploded by a million horns, if it is not to hit the immortals, it is not very meaningful.
Mizuo is a very eye-catching skill, centipede and many attackers have the same aura that attracts the earth cat, extreme attack sword dance plus Z water tail can confirm a limit of material resistance of the earth cat, so it can even be directly aimed at the first sword dance centipede to fight the earth cat, although there is no belt, but the full attack of the earth cat earthquake can not second centipede (note, centipede's material resistance is good), with acceleration can take away almost all the earth cats that do not know the height of the sky and the earth to scatter nails or earthquakes except for the belt, opening up the situation for their own team.
In other cases, brute force rockslides have their own defects, the former and earthquake functions partially overlap, but the focus is on different targets, if you want to hit grass steel, you can bring one.
The latter can have HAX miracle effect with the first hand, and the blinding effect of the rock on the insect is also okay, the problem is naturally that the power is too urgent, and the damage of the poison system is not as high as the damage of the resisted insect.
Under the rules that allow relay, the strongest use of centipedes is still relay, and it would be nice if other abilities could be connected at the same time. If used as a starting point for a long connection, then the iron wall is more practical than the sword dance, and the strengthening of the defense can allow the centipede to stand longer and have the opportunity to keep the stand-in.
If it is a short connection, it is naturally a sword dance and take it out as soon as possible, not caring about the level of ability (of course, the more opportunities there are, the better).
The skill of this type of centipede is quite tight, basically a combination of protection relay doubles plus sword dance/iron wall, protection doubles can grind rounds to get a higher speed level, and at the same time have a certain chance of reverse reading, so that their own abilities can be maximized, and they can use time to strengthen skills.
Of course, not dying and picking up is the most priority target, don't lose the entire enhanced threat for a few pieces of ability. If you are worried about being provoked, you can also bring a worm, generally replacing the position of the stand-in, and if it is the previous baton rule, it is the position of the reinforcement skill, depending on the rules.
The doubles centipede can use its own characteristics to grab a speed, and use its attributes to suppress the Kapu forces, which is especially outstanding for those effects on the electric field. Of course, because it can't move the ground system such as Lias, in order to break the protection card, the centipede basically needs the assistance of poison Z, the sword dance is used in time, and the centipede can also reach the status of a small boss similar to a turkey if teammates help seal the space, but the attribute strength is weaker.
Matching:
Nail House (Heavy Object Attack Speed +): Saling + Reckless Collision
+ Million Angle Strike + Protection / Poison Storm
Sword Dance (Heavy Speed Object Attack +): Sword Dance + Million Angle Strike + Earthquake + Mizuo (Z) / Relay of Poison Heaven
(Heavy HP One Defense +/Heavy HP Speed +): Protection + Avatar + Relay Baton + Sword Dance / Iron Wall
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Features:
Prank Heart / Penetrating / Chlorophyll
Unscrupulous GF sells black heart cotton.
Rushing to register the shuttlecock cotton trademark, black on the outside and disgusting on the inside, and brainless to change clothes (hmm... The wind goblin itself has a leprechaun in its name), and the wind goblin can become the number one villain of the 315 party, and then the righteous GF can naturally crack down on disgusting products and slash mischievous hearts.
I felt deep malice when I was using cotton through USM, and the ineffectiveness of seeds against evil lines made me quite uncomfortable along the way, and I regretted that I should not use disgusting characteristics, which was originally a high-speed cotton clearance with penetration.
The attribute combination of grass fairies has greatly expanded after seven generations, but neither moo lantern mushroom nor cotton is a style, and there is little competition.
The biggest highlight of the grass fairy is the resistance to the earth dragon, but after the goblin becomes strong, such an attribute does not dare to block the earth dragon, because the latter are poisonous, which makes the cotton opportunity become more mixed, and the requirements for reading first are very high, after all, its own durability is average, the seed is still easy to be carried, and the timing of eating damage must be accurate.
Immortal attributes also help the evil treasure, which makes cotton less affected by the disgusting weakening than the disgusting soul, there is the threat of the monthly explosion restraint of the department there, which can effectively threaten the evil system to prevent it from playing, but cotton is originally one of the most nervous PM in the grid, and whether the moon explosion is worth it depends on the specific requirements for cotton.
In terms of race, cotton is a high-speed interference panel, the speed is outstanding, the double attack and defense are more mediocre, but the disgust has a pre-emptive system, so I believe that the speed and HP or swap cotton will be very happy.
The special attack is relatively high but does not reach the qualified level of the attacker, but it is still enough to threaten the evil line with the moonburst, and the physical attack is to make his UT slightly damage the weak bug PM, of course, you can't expect too high.
In terms of characteristics, the natural core characteristics are disgusting, even if it is weakened, cotton is still inseparable from it. The remaining two characteristics are basically of little help to cotton, because cotton lacks attack power.
Cotton has a lot of interference skills, and the compatibility is generally good, so here are some evaluations of each skill separately. Applause is cotton's most photographed change skill, even more so than seeds.
Disgusting applause is not the only one, the cool leopard in front and the earlier firefly have this combination, but the body plate of cotton is relatively harder, the basic speed is higher, and there are more immune skills as a grass system, such as cotton can find grass steel Kaguya These PM reverse attributes on the field to eat seeds to applaud to seize opportunities, can also eat earthquakes to applaud to create stand-ins, and the cooperation with seeds is very good
And in the face of regular reinforcement hands such as carp flying dragons, it can deter the other party well, and occasionally it can also play a rescue effect, and the forced 3-round love effect can give your own PM the opportunity to attack against the attribute, such as facing the mole formed by the sand digging sword dance, cotton can applaud to the iron head (earthquake higher) cannon fodder to let teammates seize the attack blind spot to counter-suppress.
Seeds are cotton's main output skills, with stand-ins and applause can create more consumption rounds to achieve the effect of controlling the field, if the other party does not have a grass evil line and penetration, it will be very disgusting to be seized by cotton to plant substitute control fields, basically nothing to do cotton can throw seeds to suppress the opponent's blood volume, the skill bound to it is a stand-in, but with seeds does not have to bring a stand-in, with a stand-in but basically with seeds, otherwise the cotton stand-in can not create any greater value.
If you bring seeds, the position of the stand-in can also choose to provoke, to avoid being consumed by the shield state and make the blood control effect of the seed stronger, but it is of little use to the attacker, and the provocation is much weaker than the stand-in. If it is combined with defogging, cotton can be dead-sealed, but it will be difficult to weigh with the remaining lattice.
Speaking of defogging, cotton has been defogged in the seventh generation, officially the nail sweeping business is preemptive, than everyone expected fire falcon spicy chicken wings defogging is more advanced, but this usage is not unique, flying insect line those several disgusting even keys have obtained defogging, cotton is only one of the options, but the innate advantage of the grass system to the ground makes cotton one of the best options, with the endurance of seeds, cotton's nail sweeping effect is very good, excellent performance for weak nail attackers, Y fire-breathing moth and other PM express good praise.
On the side of the genre is the tailwind parting gift, cotton is difficult to surpass the downwind hand, whether it is a single or double, find an opportunity, as long as it is not seconds can smoothly release the tailwind plus parting gift, if you want to save the downwind round as much as possible can also escape the button, anyway, cotton 116 speed disgusting downwind rarely can not be released.
If you use a parting gift, you can also consider the Z parting gift, which is suitable for the situation of multiple tailwinds, similar to the space team has repeatedly let the core attacker on the field output, the Z parting gift effect is quite powerful, and it also has the effect of a healing wish, which is almost equivalent to earning a life. When it comes to exits, Cotton routinely uses UT to guerrilla, which goes well with most interference configurations
, especially the clapping golden partner, which can grab a post-reading lead for teammates. ** Powder/Grass Flute/Poison is a state skill option for cotton, generally suitable for strengthening hands, considering the conventional countermeasures of cotton, the straw flute is the best to use....
Cough, considering the hit problem, para powder is the most conventional choice, reducing the speed is basically to declare the rescue successful, the rest of the matter is left to the teammates, the highly toxic words with disgusting put actually does not make much sense, anyway, the end of the round to settle the damage, the first two rounds may appear to control the effect needs to be the first hand.
Cotton defense is quite immediate strengthening, three-stage physical defense can make cotton not worthy of most of the object attackers, with the seed replacement can be very good to rely on the field, and UT has a conflict, but in 66 cotton has a lot of blind spots, it is easy to appear who can not catch up with whom, the playing style is relatively more entertainment, but it does have a certain strength. If you put the wall, cotton only has a light wall, so it is not as good as the key in terms of putting the wall alone.
Next, let's talk about the attack, because the disgusting change skill is ineffective against the evil line cast after seven generations, the priority of cotton's monthly explosion has been greatly increased, and it has basically reached the height of occupying a skill grid.
Cotton has a disgusting steal, so it has a glasses style of play. In addition to the moonburst, the power of this system is low but has a recovery effect, the storm can help hit the grass blind spot of the seed (seven generations ago it felt more common than the moonburst), it is worth mentioning the force of nature, this skill is classified as a change skill, affected by disgusting characteristics, but is actually an attack skill
In the PS field, the default is a triangle attack, and the 90 power skills that change to the corresponding attributes in the four fields, and the grass balls and moonbursts corresponding to the grass field and fairy field are all cotton native system (note that there is no effect under the super field), which means that cotton can have a +1 first system of 90 power skills, with extreme attack glasses can also play a good output, it is an alternative high-speed high-attack player, very interesting.
As a target for conventional cotton blind spots, cotton can be considered to use a fire to beat grass steel. Knocking down is a versatile functional attack skill, but the grid of cotton generally cannot be stuffed in, after all, the special attack end of cotton is not weak, and there is no grid on the interference side to knock down.
So to sum up a little, cotton's conventional playing method is the limit object resistance to interference, one is a kind of clapping type, now you can also plug fog and miscellaneous, the other is the tailwind parting gift to assist teammates, you can plug UT moon explosion storm skills as needed, of course, you can also steal the moon explosion natural force such as the offensive direction, and the remaining interference skills are carried on demand.
The lattice of cotton is very flexible, and there are many possibilities before the four moves of cotton are exposed, as its nickname is disgusting cotton, which is not a very good experience for opponents.
The cotton of the doubles is undoubtedly quite a powerful tailwind aid, there are many related offensive systems, can first clapping to protect and help teammates attack, fake crying to help gather fire, release sunshine to help grab the weather - and sunny team is very good, and even can be angry and reckless, provoke and break space, besiege or throw Wang Zheng Gan Kapu QQ, remove fog and break the aurora curtain, the function is quite comprehensive.
Matching:
Seed Flow (Heavy HP Physical Defense +): Parasitic Seed + Stand-in / Provocation + Applause / Moon Burst / UT / Fog Removal Select Two
Tailwind Flow (Heavy HP Physical Defense + / Heavy HP Speed +): Tailwind + Parting Gift (Can Z) + UT + Defogging / Provocation / Moon Burst (the above configuration can be plugged state skills according to demand)
Glasses Flow (Heavy HP Special Attack +/ Heavy Speed Special Attack +): Moon Burst + Billion Absorption / Energy Ball + UT / Storm + Steal / Awakening Power Fire / Force of Nature
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