I always find Kukui's line about Alolan Trainers to be funny.
"I want to show the world the power of Alola Trainers!"
Meanwhile, their first Champion is from Kanto...
Well, tecnically the 2 top trainers are an Alolan and the protagonist, and the Alolan guy keeps rematching him to try and beat him :P
He was also using Facade presumably without one of the orbs, though the high BP of that move kind of made it easy to overlookTalking about AI, I realized yesterday of another tiny but neat detail on Route 8, with the Preescholer that challenges you with a Kangaskhan.
I was wondering why on earth it was trying to use Fake Out after the first turn, but the following cutscene made me notice that was the point, that he had no idea how to use a powerful pokemon. A take that to those who think they are invincible online just because they are using a random set of legendaries/mythicals?
Considering how long it took them to get a league going, along with Kukui's insistence and seemingly long-term planning of it, one gets the feeling that alola trainers weren't seen as strong in some parts of the world.
Speaking of Z Moves, does it seem like the AI is more conservative in using them? For some reason the rando flying z move trainer refused to use hers on me, and Olivia did nothing but spam Bite against my Arbok. Didn't even see Rock Tomb once, much less continental crush.
The psychic z move trainer waited like 3 turns before pulling out z-light screen. Hala used his but I specifically baited it out.
It's not like the AI wasn't playing smart before then either. Olivia's Lilleep caused me a lot of trouble with its moveset before I remmebred it was weak to fighting and got a crit in.
Talking about AI, I realized yesterday of another tiny but neat detail on Route 8, with the Preescholer that challenges you with a Kangaskhan.
I was wondering why on earth it was trying to use Fake Out after the first turn, but the following cutscene made me notice that was the point, that he had no idea how to use a powerful pokemon. A take that to those who think they are invincible online just because they are using a random set of legendaries/mythicals?
Then there's the other strong Alolan trainers like Hau, Hala, Olivia, Acerola, Kahili, Hapu, Sophocles, Molayne, Guzma, Plumeria, and the other Captains and Island Challenge Champions. Granted Alola has strong trainers from other regions which consider Alola home like Gladion, Nanu, and Ryuki but then again the same goes for other regions.
So there's no problem with Kukui's line... it's just generic. Like, okay, so Alolan trainers are strong, though in that vain EVERY region has strong trainers. Having strong trainers is nothing unique, at least to advertise yourself by. And I get why from Kukui's perspective this is important, Alola is probably considered by the majority of the world as just a vacation spot/tourist trap so finally setting up a League shows Alola is more than just that.
Main Story
As far as the plot goes, I think it’s worse than the original. I do like how Lusamine isn’t comatose after the main story and actually has to reckon with her actions, but it really didn’t sit well with me how what should have been a pivotal moment – Lillie confronting Lusamine – was done off-screen (at the end of RR, Lillie mentions that she and her mom talked things over). I also don’t like how they mostly removed the human element of SM’s climax – sure, there was all sorts of extra-dimensional bullshit going on too, but the core conflict there was between Lillie and Lusamine. I just don’t care about Necrozma at all.
And man, that Ultra Necrozma fight. The only positive thing I can say about is that it’s the first Legendary fight that was actually a challenge, but the implementation is horrendous and feels like something you’d see in a poorly-designed romhack. To start, what the fuck at that level jump. Level 49 Kommo-o, Level 50 Dusk Mane Necrozma, then Level 60 Ultra Necrozma? On top of its base stats and aura boost, this thing’s stats are beyond absurd. That kind of ridiculous stat imbalance works in a typical turn-based RPG, but in Pokemon where it’s 1v1, it very easily leads to complete team sweeps with the player having no real option to retaliate.
It continues to get worse – Photon Geyser targets defense with this Necrozma's IVs and ignores Sturdy, while Dragon Pulse hits special defense, so it hits hard on both ends of the spectrum, while having very broad neutral coverage from Dragon Pulse. And it’s not like it even needs to have this omnipresent coverage to be difficult – even resisted hits from this thing on the stronger defense are painful, and it takes a ton of hits to KO regardless. When it comes down to it, outside of a few niche options, I don’t really see a good way to deal with this thing outside of Toxic, and Focus Sash if needed. Of course, Toxic demolishes the last two Totem fights as well, but at least there I have the choice not to use it, whereas here, I don’t really feel like I have a choice with most team set-ups. And that’s the direct opposite of what makes Pokemon fun to me – having an incredible breadth of options to take on challenges with.
Rainbow Rocket
Lastly, the Rainbow Rocket section. I enjoyed it overall, but man, would it have killed them to consolidate a few of these 1 Pokemon Grunts? Having as many Grunts as they did made it drag on, but at least you got to fight the various team bosses throughout the takeover to break up the monotony. And those were certainly a treat – I always liked how in BW, N used Reshiram/Zekrom alongside the rest of his team, so it was great to see that concept taken to the extreme, which made for a nice challenge. I also found the memorization puzzle where you get interrupted by Grunts amusing, though the joke was on them - I'd already forgotten the rest of the sequence before they even fought me!
And man, that Ultra Necrozma fight. The only positive thing I can say about is that it’s the first Legendary fight that was actually a challenge, but the implementation is horrendous and feels like something you’d see in a poorly-designed romhack. To start, what the fuck at that level jump. Level 49 Kommo-o, Level 50 Dusk Mane Necrozma, then Level 60 Ultra Necrozma? On top of its base stats and aura boost, this thing’s stats are beyond absurd. That kind of ridiculous stat imbalance works in a typical turn-based RPG, but in Pokemon where it’s 1v1, it very easily leads to complete team sweeps with the player having no real option to retaliate.
It continues to get worse – Photon Geyser targets defense with this Necrozma's IVs and ignores Sturdy, while Dragon Pulse hits special defense, so it hits hard on both ends of the spectrum, while having very broad neutral coverage from Dragon Pulse. And it’s not like it even needs to have this omnipresent coverage to be difficult – even resisted hits from this thing on the stronger defense are painful, and it takes a ton of hits to KO regardless. When it comes down to it, outside of a few niche options, I don’t really see a good way to deal with this thing outside of Toxic, and Focus Sash if needed. Of course, Toxic demolishes the last two Totem fights as well, but at least there I have the choice not to use it, whereas here, I don’t really feel like I have a choice with most team set-ups. And that’s the direct opposite of what makes Pokemon fun to me – having an incredible breadth of options to take on challenges with.
I love all the mini side quests. It makes the game / world real, and it's why it's one of my favourite game for the moment
Just like in Sun, in Ultra Sun I beat the totem Lurantis the very same way. My Torracat had Fire Fang alredy, so I just spammed it on Lurantis; its ally used Sunny Day and this made my fire move deal even more damage to it. She used Synthesis once but died in three hits.I just beat the League and found it a lot easier than in Sun/Moon; this could however be because I had the EXP share on for the latter half of the game. Incidentally, this is because I found the Totem battles so much harder. Every totem ally actually has a strategic moveset, most of which I was not prepared for. I feel only a twinge of shame in saying that I cheesed the last 4 trials with Toxic Salazzle.
It's pretty variant on your pokemon. I had a few answers (Fire Fang lycanroc, Bug Bite charjabug, Acid Arbok) but none were clear-cut and that stupid kecleon was confusing some and using ancient power on others and Lycanroc couldn't really stand to Lurantis who was juuust buff enough to survive so I had a rougher time though not as much as Araquanid & Marowak.Just like in Sun, in Ultra Sun I beat the totem Lurantis the very same way. My Torracat had Fire Fang alredy, so I just spammed it on Lurantis; its ally used Sunny Day and this made my fire move deal even more damage to it. She used Synthesis once but died in three hits.
I heard people had problems with this totem since SM first came out and I found it weird that its strategy didnt change a bit, at all.
Or Togedemaru, for that matter. 30% chance to flinch my hide. Bite me, game, then cause me to flinch.
There's a Veteran next to the Tapu Village Pokemon that uses a Rough Skin Gabite. Perhaps the first minor NPC outside of Battle Facilities to use a Pokemon with a Hidden Ability.
And he gives you Choice Specs for beating him, which is pretty nice.
EDIT: Aaaand the first trainer I battle after him has a Rough Skin Gible, making the Veteran look much less special. But at least minor trainers are now willing to use Hidden Abilities.