History YMMV / Pokemon

15th Jun '18 6:24:25 AM canidApath
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* FandomRivalry: The ''Pokémon'' fandom is infamous for its "generation wars", with fans often clawing each other's eyes out about which generation was the best. Roughly speaking, fans are divided into three broad groups: fans of the "classic" era ([[FirstInstallmentWins Gens I-II]]), fans of the "early modern" era (Gens III-V), and fans of the "renaissance" era (Gens VI-VII). Each of these groups constantly holds up why their preferred generation(s) is/are the best, often blaming the other two groups for overglorifying their own choices and (aside from "renaissance" fans) blaming Game Freak for not continuing in their preferred direction. One reason ''[=HeartGold=]'' and ''[=SoulSilver=]'' are considered a SacredCow is that they appeal to both "classic" fans and "early modern" fans (being Gen IV remakes of Gen II games), and "renaissance" fans have very few gripes against them.

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* FandomRivalry: FandomRivalry:
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The ''Pokémon'' fandom is infamous for its "generation wars", with fans often clawing each other's eyes out about which generation was the best. Roughly speaking, fans are divided into three broad groups: fans of the "classic" era ([[FirstInstallmentWins Gens I-II]]), fans of the "early modern" era (Gens III-V), and fans of the "renaissance" era (Gens VI-VII). Each of these groups constantly holds up why their preferred generation(s) is/are the best, often blaming the other two groups for overglorifying their own choices and (aside from "renaissance" fans) blaming Game Freak for not continuing in their preferred direction. One reason ''[=HeartGold=]'' and ''[=SoulSilver=]'' are considered a SacredCow is that they appeal to both "classic" fans and "early modern" fans (being Gen IV remakes of Gen II games), and "renaissance" fans have very few gripes against them.them.
** Somewhat related to the above is the growing rivalry with the upcoming ''Pokémon''-inspired game ''VideoGame/{{Temtem}}''. Many fans dissatisfied with the current direction of the series have jumped ship over to ''Temtem'' due said game supposedly being everything ''Pokémon'' should have been and more, with attractive features such as [[AntiFrustrationFeatures the removal of many luck-based mechanics]] and an optional Hard mode. However, those who are sticking with ''Pokémon'' are saying the game has a good chance of being similar to ''VideoGame/MightyNo9'' in that it turns out to be a flop that claims to be a SpiritualSuccessor to a nostalgic series.
30th May '18 12:38:09 PM PDL
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* ''[[YMMV/PokemonLetsGoPikachuAndLetsGoEevee Let's Go Pikachu and Let's Go Eevee]]''



* ''YMMV/PokemonLetsGoPikachuAndLetsGoEevee''
30th May '18 12:34:14 PM Isaac_Heller
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* MyRealDaddy: The franchise was created by Satoshi Tajiri, but there are many fans who consider Junichi Masuda, who took the reigns from Tajiri from Gen 3 and onward, as the Real Daddy of Pokemon, as he further fleshed out the world of the franchise and established many enduring elements of it, with increasingly greater emphasis on story and character development than there ever was in the Tajiri-helmed games.

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* MyRealDaddy: The franchise was created by Satoshi Tajiri, Creator/SatoshiTajiri, but there are many fans who consider Junichi Masuda, who took the reigns from Tajiri from Gen 3 and onward, as the Real Daddy of Pokemon, as he further fleshed out the world of the franchise and established many enduring elements of it, with increasingly greater emphasis on story and character development than there ever was in the Tajiri-helmed games.
30th May '18 12:33:41 PM Isaac_Heller
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* MyRealDaddy: The franchise was created by Satoshi Tajiri, but there are many fans who consider Junichi Masuda, who took the reigns from Tajiri from Gen 3 and onward, as the Real Daddy of Pokemon, as he further fleshed out the world of the franchise and established many enduring elements of it, with increasingly greater emphasis on story and character development than there ever was in the Tajiri-helmed games.
30th May '18 9:47:28 AM KagSwirby
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** Generation VI introduced ''many'' new improvements, including full 3D, trainer customization, and wider options for Wi-Fi play. Many features were designed to quicken the pace of gameplay: easier EV training through the Super Training mini-games, even more streamlined breeding mechanics and greater accessibility to [=perfect IVs=] even for legendaries. Game Freak also seemingly made a conscious effort to balance competitive play with, among many other things, a revision of type matchups (including a new type, Fairy, designed specifically to check Dragons and Fighting-types, as well as giving poison and steel type moves something they are super effective against), nerfs to weather abilities, and a more reliable way of removing entry hazards.

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** Generation VI introduced ''many'' new improvements, including full 3D, trainer customization, and wider options for Wi-Fi play. Many features were designed to quicken the pace of gameplay: easier EV training through the Super Training mini-games, even more streamlined breeding mechanics and greater accessibility to [=perfect IVs=] even for legendaries. Game Freak also seemingly made a conscious effort to balance competitive play with, among many other things, a revision of type matchups (including a new type, Fairy, designed specifically to check Dragons and Fighting-types, as well as giving poison Poison and steel type Steel-type moves something they are super effective against), nerfs to weather abilities, and a more reliable way of removing entry hazards.
30th May '18 9:46:57 AM KagSwirby
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** Generation VI introduced ''many'' new improvements, including full 3D, trainer customisation, and wider options for Wi-Fi play. Many features were designed to quicken the pace of gameplay: easier EV training through the Super Training mini-games, even more streamlined breeding mechanics and greater accessibility to [=perfect IVs=] even for legendaries. Gamefreak also seemingly made a conscious effort to balance competitive play with, among many other things, a revision of type matchups (including a new type, Fairy, designed specifically to check Dragons and Fighting-types, as well as giving poison and steel type moves something they are super effective against), nerfs to weather abilities, and a more reliable way of removing entry hazards.

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** Generation VI introduced ''many'' new improvements, including full 3D, trainer customisation, customization, and wider options for Wi-Fi play. Many features were designed to quicken the pace of gameplay: easier EV training through the Super Training mini-games, even more streamlined breeding mechanics and greater accessibility to [=perfect IVs=] even for legendaries. Gamefreak Game Freak also seemingly made a conscious effort to balance competitive play with, among many other things, a revision of type matchups (including a new type, Fairy, designed specifically to check Dragons and Fighting-types, as well as giving poison and steel type moves something they are super effective against), nerfs to weather abilities, and a more reliable way of removing entry hazards.
29th May '18 10:07:16 PM Crossover-Enthusiast
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* ''[[YMMV/PokemonLetsGoPikachuAndEevee Let's Go Pikachu and Eevee]]''


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* ''YMMV/PokemonLetsGoPikachuAndLetsGoEevee''
29th May '18 7:25:25 PM PDL
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* ''[[YMMV/PokemonLetsGoPikachuAndEevee Let's Go Pikachu and Eevee]]''
23rd May '18 5:21:43 AM sizorstrike
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** ''Base Set'' to ''Gym Challenge'' sets featured Trainer cards with extrodinarily powerful effects that often meant a game would be decided on the first turn of a game (In some extreme cases, the first turn was the ''only'' turn). Trainer cards from ''Neo Genesis'' onward were much less powerful; cards reprinting old effects often were limited to coinflip success or were simply less powerful. This lead to a brief 'Prop-15/3' format [[labelnote:*]]You could play at most 15 Trainer cards in your deck, and could only have 3 copies of any individual card. Naturally, the only difference Trainer cards than the standard format was that people were playing ''less'' of them[[/labelnote]] which proved unpopular enough that it was only used at a single major event[[labelnote:*]]Wizards of the Coast took inspiration from their own Magic tournaments, and began the practise of format rotation afterwards, rotating out Base Set, Jungle and Fossil for their next tournament.[[/labelnote]]. ''Expedition'' onward introduced Supporter cards, which you could only play one of a turn; many extremely powerful early Trainer cards eventually became Supporter cards.
*** The cards everyone remembers (Bill, Professor Oak, and Computer Search) allowed you to essentially draw through most of your deck in a single turn; successfully playing all twelve cards would let you draw ''40'' cards, four being searches; including draw-for-turn, your opening hand of 7, and Prize cards, you could end your turn with only six cards left in your deck.

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** ''Base Set'' to ''Gym Challenge'' sets featured Trainer cards with extrodinarily powerful effects that often meant a game would be decided on the first turn of a game (In some extreme cases, the first turn was the ''only'' turn). Trainer cards from ''Neo Genesis'' onward were much less powerful; cards reprinting old effects often were limited to coinflip success or were simply less powerful. This lead to a brief 'Prop-15/3' format [[labelnote:*]]You could play at most 15 Trainer cards in your deck, and could only have 3 copies of any individual card. Naturally, the only difference in Trainer cards cards used than the standard format was that people were playing ''less'' of them[[/labelnote]] them which only made it harder for the player going second to get into the game[[/labelnote]] which proved unpopular enough that it was only used at a single major event[[labelnote:*]]Wizards of the Coast took inspiration from their own Magic tournaments, and began the practise of format rotation afterwards, rotating out Base Set, Jungle and Fossil for their next tournament.[[/labelnote]]. Trainer cards from ''Neo Genesis'' onward were much less powerful; cards reprinting old effects often were limited to coinflip success or were simply less powerful; ''Expedition'' onward introduced Supporter cards, which you could only play one of a turn; turn, and many extremely of the old incredibly powerful early Trainer cards eventually Trainers became Supporter cards.
Supporters eventually.
*** The cards everyone remembers (Bill, Professor Oak, and Computer Search) allowed you to essentially draw through most of your deck in a single turn; successfully playing all twelve cards would let you draw ''40'' cards, four being free searches; including draw-for-turn, your opening hand of 7, and Prize cards, you could end your turn with only six cards left in your deck.
23rd May '18 5:03:08 AM sizorstrike
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** Shaymin-EX allowed for lightning-fast setup, making fast offense decks much more powerful; when played to the bench ,you can draw cards until you have six in hand. Not only does this not take up your supporter card for the turn, you could play ''multiple'' Shaymin-EX to keep drawing cards, making exceptionally potent early-game attackers even more so. To top it off, for a single Double Colorless Energy, you could return it to your hand- and then, if you wished, play it down ''again'' the next turn!
** Tapu Lele-GX' Wonder Tag ability allows it to search out a Supporter card from your deck when played to the bench, making it a fantastic card to get you out of pooer hands or to aid in setup.[[labelnote:*]]The last Pokemon to have this effect for an Ability, Jirachi-EX and it's Stellar Guidance saw incredible amounts of play despite effectively being very frail dead-weight in most decks after being played[[/labelnote]] To top it off, it's main attack is a copy of Mewtwo-EX's X-Ball attack that can't hit for weakness; despite having been long since powercrept past, it's far from being a bad attack, and means that it can't just be ignored and can be a powerful tool in some situations.
** Zoroark-GX is the first truly meta-shaping Pokémon, and the first true MasterofAll in a long while. He has 210 HP, possessing a large amount of bulk. His main attack, Riotous Beating, only costs 2 Colorless Energy and deals 20 damage for each of your Pokémon in play. With cards like Brigette, this can quickly ramp up to 80-120 damage for a single Double Colorless Energy. Even Trickster GX, which costs 2 Darkness Energy, allows you to copy any of your opposing Pokémon's attacks. The main draw is Trade, which allows you to discard a card and draw 2 new cards. Discarding your junk to draw 2 cards is great enough, but becomes outright broken in the Expanded format. There, you can play an Exeggcute that can return itself to your hand. This basically gives an infinite 2 cards for every Zoroark-GX you have on the field. It says a lot that the meta in both Standard and Expanded involves playing Zoroark or something that counters it.

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** Shaymin-EX [[https://bulbapedia.bulbagarden.net/wiki/Shaymin-EX_(Roaring_Skies_77) Shaymin-EX]] allowed for lightning-fast setup, making fast offense decks much more powerful; when played to the bench ,you can draw cards until you have six in hand. Not only does this not take up your supporter card for the turn, you could play ''multiple'' Shaymin-EX to keep drawing cards, making exceptionally potent early-game attackers even more so. To top it off, for a single Double Colorless Energy, you could return it to your hand- and then, if you wished, play it down ''again'' the next turn!
** [[https://bulbapedia.bulbagarden.net/wiki/Tapu_Lele-GX_(Guardians_Rising_60) Tapu Lele-GX' Lele-GX]]'s Wonder Tag ability allows it to search out a Supporter card from your deck when played to the bench, making it a fantastic card to get you out of pooer hands or to aid in setup.[[labelnote:*]]The last Pokemon to have this effect for an Ability, Jirachi-EX and it's Stellar Guidance saw incredible amounts of play despite effectively being very frail dead-weight in most decks after being played[[/labelnote]] To top it off, it's main attack is a copy of Mewtwo-EX's X-Ball attack that can't hit for weakness; despite having been long since powercrept past, it's far from being a bad attack, and means that it can't just be ignored and can be a powerful tool in some situations.
** Zoroark-GX [[https://bulbapedia.bulbagarden.net/wiki/Zoroark-GX_(Shining_Legends_53) Zoroark-GX]] is the a true JackOfAllStats; it has an incredibly powerful ability, Trade, which lets you discard a card to draw two more once a turn per Zoroark-GX, which is very powerful draw support especially when combined with cards like [[https://bulbapedia.bulbagarden.net/wiki/Mallow_(Guardians_Rising_127) Mallow]]. Its first truly meta-shaping Pokémon, attack, and the first true MasterofAll in a long while. He has 210 HP, possessing a large amount of bulk. His main attack, one it most often uses is Riotous Beating, only costs 2 Colorless Energy and deals which hits the opponents Active Pokemon for 20 damage for per each of your Pokémon the attacking player's Pokemon in play. With play, is a strong attack that's easy to hit large numbers with (especially with cards like Brigette, this can quickly ramp up to 80-120 damage for a single Double Colorless Energy. Even [[https://bulbapedia.bulbagarden.net/wiki/Brigette_(BREAKthrough_134) Brigette]]), and it's GX attack Trickster GX, which costs 2 Darkness Energy, GX allows you to copy any pick one of your the opponent's moves to use, including other GX attacks. About the only weaknesses it has are that it can almost never OHKO opposing Pokémon's attacks. The main draw GX Pokemon in a format where not dealing a KO every turn is Trade, which allows you to discard a card slow, and draw 2 new cards. Discarding your junk to draw 2 cards is great enough, but becomes outright broken that it shares a format with Buzzwole-GX.
** [[https://bulbapedia.bulbagarden.net/wiki/Buzzwole-GX_(Crimson_Invasion_57) Buzzwole-GX]] is, as a standalone card, not overly powerful. However,
in the Expanded format. There, you can play an Exeggcute 2018 BREAKthrough-Celestial Storm format it proved ''ridiculously'' powerful; with Strong Energy and Beast Energy as boosting Energy cards, Diancie-Prism Star and Regirock-EX powering it up from the bench, Float Stone to dodge the cooldown on Knuckle Impact, Choice Band to boost to even ''more'' power, perfect partners in [[https://bulbapedia.bulbagarden.net/wiki/Buzzwole_(Forbidden_Light_77) non-GX Buzzwole]] and [[https://bulbapedia.bulbagarden.net/wiki/Lycanroc-GX_(Guardians_Rising_74) Lycanroc-GX]], and Max Elixers and Beast Rings to power up extra Buzzwole incredibly quickly, Buzzwole-GX decks racked up more wins than any other achetype in that can return itself season. Due to your hand. This basically gives an infinite 2 cards for every Zoroark-GX you have on the field. It says a lot that the meta in how simple it is to set up, (Brooklet Hill and Ultra Space stadiums are both Standard and Expanded involves playing Zoroark or something that counters it. capable of Buzzwole search) the only serious weakness Buzzwole decks had was the inherent unreliability of the Max Elixer card, with Buzzwole mirror matches freqently being decided by which player hit more Max Elixers.


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** Alternatively typed Pokemon that appear in a far-off region? Alolan Formes might be the well-known version of this, Holon's Delta Pokemon first appeared in ''2005''.
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