Where is raikou in pokemon crystal
Improve this answer. Ben Brocka Zefiris Zefiris 5 5 silver badges 11 11 bronze badges. Then you can use the Repel and route switching technique to hopefully find Raikou. Good luck! LoveAndCoding Billy bob Billy bob 1. Vemonus I edited to improve the grammar, but this still doesn't make a whole lot of sense. Ce L Ce L 7 1 1 bronze badge. Theres no escape. AshKetchup AshKetchup 1. Screenshot of the Week. Submit your photo Hall of fame. Featured on Meta.
Not only are Raikou's stats pretty darn average for a supposed legendary, his move compatibility is wretchedly poor compared even to most other Electric types a Pokemon class not generally known for its versatility! Though I haven't done much in the way of actively training Raikou, analyzing him should be pretty easy insofar as he has so painfully few options.
I'll say right now that I hope no one expects the alternate moves section of this review to be the longest paragraph I've ever written. Okay, first off we have Thunderbolt for obvious reasons.
Raikou's Special Attack is fairly impressive and he does receive STAB for the move, so be sure to give it to him if you happen to have access to Crystal.
Raikou's high Special Attack, acceptable Special Defense and the pitiful Attack of most kinetic Pokemon makes him a relatively safe bet in facing off against Psychic and Ghost types. If nothing else, Crunch gives Raikou a better option than just rolling over and dying should he find himself stuck in against a Grass, Electric, Dragon or Ground type.
Rest and Sleep Talk are pretty self-explanatory. Basically you use Rest when Raikou's HP starts getting on the low side and then engage in the totally random fun of Sleep Talk.
I've found that when I personally use Rest and Sleep Talk my Pokemon usually remains asleep for the rest of their time in the ring, as oftentimes the move Sleep Talk will elect to use a new Rest in the middle of the current Rest.
This is a good thing, though, as it can save Raikou's butt if he finds himself taking damage hard and fast and wouldn't have a chance to Rest again before he woke up otherwise. Of course this combo can be downright infuriating if Sleep Talk happens to select Rest when Raikou's HP is already full or Thunderbolt against a Ground type but, as I said, Raikou really doesn't have many other choices. As far as I'm concerned, Raikou's held item makes little difference. I like Leftovers as they can do their part to ensure Raikou lives long enough to use that next crucial Rest, but really, any ol' item can work here okay, so Thick Club might be a bad idea, but I meant any "standard" item.
MiracleBerry is always a good idea on a Pokemon whose Speed is its shining glory as paralysis is a huge concern, and Focus Band and Bright Powder usually serve Electric types well given their generally poor Defense and weakness to the vastly popular and powerful Earthquake. You can even try the relatively uncommon King's Rock thanks to Raikou's great Speed, and though I don't usually recommend it, for some reason my brain is telling me to throw out Scope Lens for consideration as well.
Then you can use the Repel and route switching technique to hopefully find Raikou. Good luck! Suicune is a slightly trickier matter than Entei or Raikou.
The meetings with the Beasts and Eusine in the Burned Tower is still necessary. Go to Cianwood City. TM06 Toxic -- 85 10 -- A move that badly poisons the target. The amount of poison damage increases every turn. Inaccurate but is guaranteed to cause paralysis if it hits. In the field, it can be used to shatter rocks to open new paths.
TM09 Psych Up -- 10 -- Self-hypnosis move that copies the foe's stats changes, then applies them to the user. TM10 Hidden Power?? TM11 Sunny Day -- 90 5 -- Makes the weather sunny for five turns.
When sunny, FIRE-type moves are more powerful. TM13 Snore 40 15 30 Has a one-in-three chance of making the target flinch. TM15 Hyper Beam 90 5 -- An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. TM17 Protect -- 10 -- Completely foils an opponent's attack. If used consecutively, its success rate decreases. TM18 Rain Dance -- 90 5 -- Summons rain for five turns. Success rate decreases if used repeatedly.
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