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CaperNerd2011-07-10 09:17:36

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Part 10 - It had to happen eventually.

Okay, NOW it's time to finally do this. I've probably put this off a lot longer than I needed to, and this whole tower is probably going to be pretty easy, but whatever. Have at thee, Gary!

An easy battle. Our levels were mostly evenly matched, but slightly slanted in my favor. Of course, an evenly matched battle just means the one taking advantage of types/strategy wins.

The channelers aren't really anything worth talking about either. Most of them just have chibi Prismrivers. By the time I get to the heal spot I hardly even need it. I should probably mention what wild touhous I'm encountering, though.

Ghost Tower Floor 3 Touhous: CLunasa, CMerlin, CLyrica (Ghost), CYoumu, Lunasa.

Ghost Tower Floor 4 Touhous: CLunasa, CMerlin, CLyrica, CYoumu, Merlin.

Ghost Tower Floor 5 Touhous: CLunasa, CMerlin, CLyrica, CYoumu, Lyrica.

Ghost Tower Floor 6 Touhous: CLunasa, CMerlin, CLyrica, CYoumu.

Ghost Tower Floor 7 Touhous: CYuyuko, CLunasa, CMerlin, CLyrica, CYoumu, Merlin, Lyrica.

Level range for the tower is 14 to 25. Nothing here we haven't already caught, though. Aside from the CLyrica, who we caught in non-chibi form first.

Finally reach the part where we encounter the ghost and, for once, I might have a bit of a challenge in fighting said ghost. It's slightly higher leveled than my party, an evolution ahead, and has similar stats to Youmu but with more attack instead of more defense.

Athena manages to paralyze it with Thundershock and deals a decent amount of damage as a result before going down. Misty manages to finish the job, again thanks to paralysis. I only ended up losing one touhou to it in the end though, again, that paralysis helped out quite a bit. Really need a fire-type touhou on this team. Mind you, Athena will fill that role eventually.

After beating Youki, reach the top floor and beat down the three Rocket grunts here one after another. Noticing at this point that DCRemilia gives a LOT of exp for a chibi. 800-some for a trainer battle. Nice.

Talk to Fuji next and after a brief spiel he takes us back to his house via the power of Fade-To-Black Teleportation. After another brief spiel, he gives us the Toho Flute. Much less creepy than the Loli Flute and being told that we need a "deep love for lolis" to complete our quest.

We're not using said flute just yet, though. Naw, next we're going to Saffron briefly to challenge the fighting dojo.

Beat the four blackbelts easily enough. Their teams are kinda boring, all having either Meiling or, for some reason, Momiji. Yay for EXP at least? Nothing here is under level 30, though that's not particularly worrisome.

At least, that's what I thought. But then I fight the Master and he breaks out THIS! That... that's not going to be easy. I guess I should just be thankful it's not an EYuugi. The Yuugi pictured manages to take out both Signum and Raymoo before Canada knocks off the last bit of her health.

But we're still not done because the Master still has THIS in reserve. I break out Satoko for this fight but Suika manages to take her out with Rock Blast. For multi-hit moves like Rock Blast, only the last hit is countered. So it's a convenient way for it to take out Satoko. Athena goes down as well after getting off a single Thundershock. Melon somehow gets in the final blow.

This is my team after fighting this guy's two touhous. Damn oni... present company excluded, Melon...

Anyway, we have a choice now. One we're not rushed to make, so I can come back later. We can either take Yorihime or Toyohime.

These two aren't remotely overpowered like they are in Aqua+Yui or Insane. Sketch is still all they learn, but their stats have been toned down immensely. Enough to make you not feel guilty about using them. Yorihime is physical-based with base 100 attack and defense. Toyohime has base 100 special attack and special defense. Both have 95 speed, 75 hp, and base 60's in their not-specialized stats. They're also both Psychic/Fighting.

Now we start heading south to Fuschia through routes 12, 13, 14, and 15. That's a lot of routes to go through for going from one city to the next.

Along the way, pick up a free TM. Might use this.

Beat up a buncha fishermen next, then we arrive at Genji. Genji was sleeping peacefully, not even blocking this path. So naturally we beat him up and stuff him into an Ultra Orb.

Genji is Rock/Flying and an excellent HM slave, able to learn Fly, Surf, Strength, and Rock Smash. His defense is incredible, maxed out at 255. Base 60 hp isn't TOO bad when you compare him to pokemon like Shuckle, who wouldn't mind that much hp on top of their defenses. Special defense is very lacking in comparison, though, at base 50. And the rest of his stats are even lower than that.

Not much else to do on these routes though, aside from beating up trainers. We are constantly denied access to certain areas. Some of which contain the lone field of grass for that route. Go figure.

Route 15 has accessible grass at least. That's the last stretch of route before Fuschia, too.

Route 15 Touhous: CMedicine, CMystia, Medicine (Grass/Poison), CYuka (Grass/Dark), Mystia (Normal/Flying).

Only truly new touhou here is Yuka, though there's a pair of evolved touhous as well.

Yuka is still slow as frozen molasses, but has base 120 hp, 115 attack, and 120 special attack. A Mighty Glacier if you will. And even though her defenses are merely 75 (physical) and 85 (special), that hp helps balance it out. So she's decently bulky, but slow and deathly afraid of bugs.

And now we're back in Fuschia, but not QUITE as underleveled as my earlier trips here. After all those trainers I plowed through to get here, my team is in the 31 - 32 level range. Pretty nice. Some of them are starting to get close to evolving.

Before we do anything, though, I missed a touhou in the Safari Zone. See, this is one of the few places you can find a different touhou when using the old rod. Using it here nets us a CMurasa.

Unlike her Touhoumon Insane counterpart, CMurasa is very much the physical attacker you'd expect someone swinging an anchor around to be. Water/Ghost is (normally) a fairly unique type. Though in Touhoumon it'll always be shared with at least Komachi. Murasa has base 115 attack and 105 hp. Her base 75 defense and 70 special defense don't do her many favors but the hp partially makes up for it. Base 90 hp actually isn't too shabby and base 85 special attack is at least enough to make her Water STAB worthwhile.

Finally, gym battle time. Beat up all the trainers here, challenge the gym leader and...

Get my ass kicked. Koga's touhous are ridiculously overpowered compared to my own. And this isn't because I've fallen behind in levels or anything like that, oh no. There's just a sudden and absurd spike in power here...

Suppose with this many touhous I WAS going to have to grind eventually. Grabbing my VsSeeker and Lucky Egg, I go re-beat up some trainers on Route 15 until all my touhous are level 38. Enough to get caught up and evolve some touhous without getting overleveled.

Canada, Raymoo, Athena, ColdSteel, and Signum all evolve during this grinding process. Misty doesn't evolve again until level 40, and Satoko and Melon evolve at level 42. So it'll be a little bit before they evolve.

Even though I'm still pretty far behind some of Koga's touhous, this battle still proves to be fairly easy. Raymoo getting some lucky crits certainly helped with that. Raymoo and Canada basically took this battle.

Now that Koga's beaten, we can finally use Surf. I feel up to a little backtracking now.

Before ending off though, I take a quick trip into the nearest water to surf around a bit and find a CKomachi.

Komachi has the same amount of attack as Murasa and has base 90 defense and 95 hp, making her a bit bulkier physically, but she's weaker than Murasa in every other way. To make up for it, she can learn steel-type attacks like Cut and has her own signature moves in Life Balance and Life Cut. Life Balance is, I believe, Pain Split or possibly Endeavour - I've never honestly used it before - and Life Cut I believe is Super Fang. So she has some interesting tricks up her sleeve.

Since it was suggested we add a ghost to our team, and I find myself now wanting a water-type for Surf, I think I'll add Murasa. Just because she can make better use of Surf. Off the top of my head, though, I'd say Youmu is the better ghost in this hack. Possibly Youki.

So next installment we'll be adding Murasa to the team, seeing what that Rinnosuke will evolve into, catching another touhou in Cerulean Cave that a friend wanted me to add to my team, and finally getting Cut and doing a lot of backtracking and exploration.

Comments

DonRavioli Since: Dec, 1969
Jul 11th 2011 at 9:38:24 AM
Late comment here.But it looks good.
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