Oc Kiss Week 2024 #1 - Almost :)
Series: pokespe
Drabble below! Tw cuz Jackie faces transphobia for a sec in the beginning.
Jackie had been running as fast as her legs could carry her, deep into the Ilex forest with no real plan about where she was going. But finally, she was slowing down, too out of breath to keep it up.
That damn old man from Azalea logging company recognized her. Right in front of her rival, secretly best friend, called her Jack, and told her to take the skirt off.
Jackie was too frazzled to say a single thing. But her rival, Winter, seemed to misunderstand, going at the man with her Glaceon and croconaw, yelling obscenities as she tore through the old jerk's team of farfetch'd and magmar.
But the old man kept going. Kept insisting, drawing attention, and she couldn't take it anymore. And thus, she took off, cloak pulled overhead so she wouldn't be seen by anyone else.
Collapsing in the soft grass, Jackie cried. All this time, all the effort to convince Winter that she was a different person, ruined in an instant. Jackie had liked being this cute, gentle girl that Winter met days ago, instead of Jack, a fumbling boy barely in control of his psychic power, unable to keep a single pokemon listening to him that Winter knew for years as a bit of a failure.
She didn't want to stop being Jackie. But now what? What would her rival think of her? Would she be forced to stop being a girl? Could she ever face Winter again? Or their friends?
Thinking like this was hurting her, but she couldn't help it. For her, she felt it was over.
Jackie had spent so long sobbing, she didn't hear Winter calling for her. She only noticed when Winter’s Glaceon burst through the brush, calling out behind her for her trainer's attention.
Fear ripped through Jackie's heart instantly. She couldn't face her. She felt like a liar. She struggled to her feet, running the other way again.
“Jackie- hey!!” Winter called out.
Jackie kept going. She barely got any oomph left, and she knew Winter would gain on her. But still…
“Im- … s-sorry… that i lied-!” Jackie wheezed, hating the way her voice had sounded since she couldn't control it like this, “I don't… deserve… to be your rival…”
“Ugh, what the fuck are you talking about?!” Winter yelled back, “You're not a liar!”
Jackie could feel herself slowing, her heartbeat in her ears, in her throat, choking her from the run slowly turning to jog. “I… I am…!”
Jackie turned back, attempting to see how much Winter closed the distance on her.
The smaller girl jumped and tackled her to the ground, letting force do the work. To lessen the impact, Jackie instinctively used her psychic power to slow her descent before her head hit the dirt too fast.
Now, Winter was sitting on Jackie's stomach, hands perched on her shoulders. Her purple eyes glared down at the poor, winded girl, comparatively barely breaking a sweat.
“Gotcha… now.” Winter began, softening her voice as best as she could manage, “Whaddaya mean you're lying? This isn't about what that dickhead said, is it?”
Jackie didn't respond, only tearing up again. Slowly, she nodded.
Winter sighed softly. “Jackie. You being Jackie isn't some lie. You being the same person as Jack isn't a lie either - it's like- like how Toto evolved into a Croconaw a little while back. You know? So don't worry about it. Dickhead was the dickhead, not you.”
Jackie whined softly, “b-but at the start… i told you…”
“Ugh, that? The thing about being ‘Jack's cousin’? I know what you said. Back then, I rolled with it, but I knew it was you. Trust me, I wouldn't share my clothes with a girl I don't know.” Winter explained. “I won't be mad if you go back, or if you want to keep being a girl. You're my best friend, and it'd be stupid of me to force you either way. So quit cryin’.”
At this, Winter pulled a sleeve over her finger, and gently wiped the tears away from Jackie's cheeks. Jackie felt a bit more calmed down, her mind starting to stop racing.
“Okay…” Jackie replied. “C…can you keep the secret, still? Just go with that story for anyone who knows us…”
“Yeah, sure.” Winter replied. She sat back, looking up at the sky. “You know. I've kind of had my own secret evolution…thing. If I'm keepin’ yours, would you keep mine a secret, too?”
“Secret? S-sure…"Jackie answered.
“Thanks.” Winter said. “Just… try not to be afraid. It freaks me out. Bet you'll pass out or something, hehe.”
At this, Winter began to reveal her secret. She closed her eyes, and drew in a deep breath. In a shimmer of silver light, a horn appeared at the part of her hair, protruding from her forehead. Her light blue hair grew dark at the tips, and her freckles were now a similar silvery-blue as the horn on her head. From her back, silver wing-like appendages formed, with 2 deep blue claws at the end of each.
Now, Winter leaned forward, holding Jackie's head in her now-clawed hands. She opened her eyes, and instead of their usual beautiful purple, they were now a bright, glowing red. Jackie felt frozen under her gaze. Her heart picked up once again.
“Well?” Winter asked. Her voice was unusually quiet, near a whisper. She leaned in a bit more, to make sure she's heard. “They've been growing since I was 14, or at least that's when I noticed it… the horn can't break, and my hands can't grip my wings much. I can't speak up like this, but I think that's because another voice is growing in, too. I'm… not that human anymore, I don't think. But I can hide it. Isn't it scary?”
Jackie stared at her, taking in the details. Winter stared back. Winter began to back off, but Jackie grabbed her by the jacket, pulling her closer again.
“What're you…?” Winter muttered in confusion.
Then she saw it - Jackie was all flustered. Was it from the running? It couldn't be…
Jackie wanted to scream. She wanted to yell at winter and tell her she wasn't scary at all. She loved Winter, and always appreciated her support. No matter what - they'd be there for each other! Always!
But also? Also, Jackie really wanted to kiss her. Well, Jackie always wants to kiss Winter. And especially now! She was extra gorgeous with wings and a horn!
Winter tilted her head in confusion. “Jackie…?”
11 notes
·
View notes
Sirfetch’d for Pokemon Unite!
Season 1
Season 2
Prev: Cradily - Hatterene - Tropius - Cacturne - Ditto - Weavile - Ogerpon - Coalossal - Gogoat - Galarian Slowbro - Luxray - Breloom - Uxie, Mesprit, & Azelf - Wobbuffet - Obstagoon - Lanturn - Castform - Dusknoir - Persian - Tatsugiri & Dondozo - Magnezone
Some pokemon are born under a cursed star. Such is the case for Farfetch'd, a pokemon that has had little relevance in the games since the beginning of the series. It is a pokemon that gets by with a weak gimmick, and survives on its infamy as a terrible pokemon.
But then Pokemon Sword and Shield came out and not only did Farfetch'd get a Galarian variant, that variant got a new evolution as well. Surely, regular Farfetch'd would have gotten some favorable recognition as a result, right?
Well, if anything, all it did was show just how much cooler Farfetch'd could be if it had been born a proper pokemon instead. Sirfetch'd had not only excelled, it has done so without relying on its Stick Item gimmick. Hey, maybe regular Farfetch'd will get a proper evolution later down the line, right?
As if you could surpass the grace and demure of this magnificent duck.
-
Starting things off, we have some fairly balanced stats with a focus on Attack. 135 base Attack puts you on the peak of high damage, along with other pokemon like Scizor and Metagross. Below average HP is a little rough to deal with, but balanced defenses evens it out. It's too bad that Sirfetch'd isn't all that fast, but the sword and shield fighting style is known to favor balanced strikes with timely guards. As such, Sirfetch'd is best suited for the role of an...
All-Rounder
-
Basic Attack - Melee/Attack
A short ranged rapid-fire cut attack. The basic attack button can be held to charge the attack, increasing its power and expanding the range of the blade. If the user is damaged while charging, the user will automatically counter with double the power. If the basic attack is fully charged when the user is hit, the user will dash in and cut the attacker, negating the damage of the attack.
The basic attack has three different attack effects. The first effect is uncharged and can be used repeatedly and quickly. The second effect is the charging counterattack which activates on any attack received. The third effect is a dash attack counter when fully charged and activates when the user receives an attack while the basic attack is fully charged. It is a wide sweeping slash attack otherwise.
It takes 1.5 seconds for the basic attack to fully charge. The charge can be held for as long as the basic attack button is held for.
When countering an attack, the user will cut in the direction of the attacker. Only the fully charged version of the counterattack will negate the damage of the attack received. A hindrance can stifle the counter before it comes out.
Charging the basic attack increases the damage dealt and expands the size of the attack slightly with each level.
In the wild, Farfetch'd and Sirfetch'd live and die by their sword fighting skills, so it makes sense that the basic attack is a bit more complex than normal. For the most part, it's just three different attacks which are divided based on the charge level.
When uncharged, the basic attack can be used quickly and repeatedly. It deals great damage, but you cannot move while attacking, so committing to the attack can leave you vulnerable to ranged moves. You can charge the attack to give it some extra range and power, but the real value of the basic attack comes from its counterattack effects.
When charging, the move will automatically counter in the direction the attack was received, dealing more damage than usual. This sounds great and all, but the counterattack does not have any protections against hindrances. If a Stun attack lands while charging, like Kubfu's Headbutt or Swinub's boosted basic attack, the counter will fail to come out since the user is incapacitated.
Same goes for the fully charged version. The only difference is that it handles ranged attacks much better, since it's a dashing cut attack that closes the distance between the user and the attacker. It will also negate the damage received, so any high powered attack like Gardevoir's Future Sight or Inteleon's Snipe Shot will fail to deal damage, though long range Stun effects like Gardevoir's Moonblast will still trigger and incapacitate the user.
The thing is, these moves have a cooldown, whereas your basic attack does not. You can also charge your basic attack while moving without any movement penalty, so you can close the distance while preparing to counter the incoming attack. What you do next is up to you, but you'll find that Farfetch'd and Sirfetch'd are very adept at close combat.
The battle circumstance, not the move. That move isn't on here.
-
Ability: Steadfast
Every time the user receives damage from opposing pokemon, the cooldown of its moves decreases by 0.5 seconds. If the user is affected by a hindrance as well, the cooldown of its moves is reduced by 1 second.
Steadfast activates whether the attack and hindrances received are negated or not.
Getting hit sucks, and there's nothing you can do about it. Any hit, no matter how weak, reduces your HP which brings you closer to getting KO'd. You could remedy this with shields or HP recovery, but if you want to make progress in a match against the opponent, you'll have to risk life and limb by engaging the enemy in battle.
Steadfast will not improve your ability to take hits or restore your HP as compensation for taking part in battle, but it will help you fight better by reducing the cooldown of your moves consistently with each hit taken. 0.5 seconds of cooldown is paltry when it comes to manipulating your moves to come out sooner, but when you consider how many multi-hit moves there are in the game, you'll be surprised at how effective Steadfast is.
Some moves are obvious in how many hits they deal, like Crustle's X-Scissor being a three hit combo. Other moves are less obvious, like the multiple hits of Venusaur's Solar Beam. Taking 5 hits in quick succession will have Steadfast reduce the cooldown of your moves by 2.5 seconds, which is ridiculously short.
If the move also dealt a hindrance in that same attack, Steadfast will reduce the cooldown of your moves by 1 second for each hit instead. The aforementioned X-Scissor used by Crustle will reduce your cooldowns by an entire 3 seconds, letting you retaliate sooner than later with your own high powered move.
Of course, you are risking your own HP to lower the cooldown of your moves through Steadfast. If the attack were to hinder you, you'd see more cooldown reduced from your moves, but it might also be a strong hit that Stuns you into submission before you are KO'd.
The downside is that Steadfast will reduce the same amount of cooldown regardless of the power of the attack received. It could be a powerful blow like Absol's Night Slash. Alternatively, it could be a pathetically weak attack like a Supporter's unboosted basic attack. It works both ways in how it favors you, you just have to find the right battle to utilize Steadfast.
I'm not saying you should bully Supporters, but if you find the Supporter all by their lonesome, they're already fighting a losing game.
-
At the start of the game, Sirfetch'd will start out as Galarian Farfetch'd. You can choose between Detect and Fury Cutter as your first move. By Level 3, you'll have learned both.
-
Move 1: Detect (Buff)
The user sharpens its senses, revealing any enemy hiding in Tall Grass nearby. If an enemy hits with a move, the move will be negated and the user will counterattack with a dashing cut in the held direction. 9s cooldown.
Nearby opposing pokemon will be revealed to the user while Detect is active. Detect lasts for 5 seconds.
Detect will have the user automatically use a dashing cut when countering Moves used by opposing pokemon. This counter negates the damage and effects of the Move received. Only Moves will trigger the counterattack.
The counterattack has the user dash in the direction it is facing or moving towards.
Mastering the blade requires mastering your senses, all five of them, plus the secret sixth one; the sense to detect danger wherever it lurks.
Galarian Farfetch'd is a fast learner in this regard, so much so that it can react to these moves right at the moment of impact, countering with impunity. It only works against moves and not basic attacks or abilities, but moves are usually the stronger attacks to retaliate against.
Now, when the attack is actually countered, Galarian Farfetch'd will deliver a dashing cut attack in the direction it is facing, not in the direction of the attacker. The countered move is negated, ignoring the damage and effects, but if you manage to hit an enemy with the attack, that'd be a nice bonus. The thing is, you have to aim the counter to do this, so it's up to you if you want to use Detect to go on the offensive or to retreat safely.
Since Detect negates damage and any hindrances, Steadfast will trigger safely. This means that your other move, Fury Cutter, can be used again sooner against a particularly aggressive opponent.
-
Move 2: Fury Cutter (Melee)
A three part cutting attack with the user’s leek, cutting with a wide slash, followed by a diving slice, and then ending with a circular cut all around the user. The third attack mows away any Tall Grass in range, cutting them down and removing their ability to provide cover for a while. Each attack deals increasing damage to opposing pokemon hit multiple times. 7s cooldown.
When Fury Cutter starts, each followup attack has to be used manually within 1.5 seconds of each other before the move goes on cooldown.
Fury Cutter deals 2.5x more damage when it successfully damages a pokemon each time it is used.
The third hit of Fury Cutter cuts down all patches of Tall Grass within range, leaving behind level grass leaves. Mowed patches of Tall Grass cannot provide cover nor will they activate effects like Goodra's Gooey or Leafeon's Chlorophyll. The Tall Grass grows back after 10 seconds.
A blade that gets sharper with each cut, those leek blades are weird. However they work, they give Fury Cutter its frightening power of dealing increasing damage with each slash.
Fury Cutter is a three part attack used at your own discretion. As stated, it starts with a wide slash, followed by a dashing cut, and then ending with a spin attack. You only get one dash attack to close the distance against opposing pokemon, so use it wisely to maintain the power boost of Fury Cutter's increasing damage.
If your third cut attack happens to land near some Tall Grass patches, you'll be shocked to see it get mowed down in a single strike. When Tall Grass gets chopped down, it stops providing cover and stops interacting with certain abilities, like Goodra's Gooey. Don't worry, it'll grow back after 10 seconds, but there's no timer to indicate when that will happen. It's useful to deny the enemy team cover for ambushes, but it will also prevent your team from doing the same, so think carefully about where you're swinging that thing.
Other than that, be careful about attacking indiscriminately with this move. It is a Melee attack, so you're expected to dive in and deal some serious damage with just three hits. You'll need to rely on Steadfast and Detect to improve your combat capabilities.
If you get good enough at fighting, you'll get enough EXP to evolve into a truly dignified fighting style.
-
At Level 5, Galarian Farfecth'd will evolve into Sirfetch'd. At the same time, Detect becomes either Iron Defense or Swords Dance.
-
Move 1a: Iron Defense (Buff)
The user gains a moderate shield. For a short while afterwards, the effects of Steadfast are amplified and the charging speed and counterattack damage of your basic attack is increased. 10s cooldown.
At Level 11, Iron Defense becomes Iron Defense+.
Increases the amount of shield gained.
Iron Defense grants the user a 15% shield. Iron Defense+ grants a 20% shield instead.
For 5 seconds, Steadfast reduces the cooldown of your Moves by an additional 0.5 seconds. In addition, your basic attack takes 0.75 seconds to fully charge and the counterattack damage dealt during your basic attack is increased by 3x.
A shield is not a solitary piece of equipment. It is meant to pair with a weapon and augment it. By covering your openings, it makes your attacks much more dangerous, as your sword swings become much more difficult to counter and capitalize on.
Iron Defense turns your shield into a powerful asset. Yes, it gives you a little shield as a buffer against opposing attacks, but what it does for your Steadfast ability and basic attack are not to be understated. Firstly, Steadfast works better, reducing the cooldown of your moves by an additional 0.5 seconds with each attack received. This means that any attack received reduces your cooldowns by 1 second, or 1.5 seconds if it also inflicted a hindrance. Fury Cutter can be used again after 7 hits of damage while Iron Defense is active, which is easy enough to take with the shield you get.
Your basic attack charges faster, giving you more opportunities to deliver a counterattack, which will hit harder if it connects. This means that if you were to use your basic attack defensively, you'll be able to close the distance and strike the attacker without any risk, assuming the basic attack counter was fully charged before you got hit. Considering that it only takes 0.75 seconds for the basic attack to fully charge, nothing short of a hindrance will stop your impenetrable assault, and you'll get 1.5 seconds taken off of your moves even if you were hit by a hindrance inducing move.
It should be noted that Iron Defense is meant to augment your defenses for a team fight and not necessarily for defending a Goal Zone. I mean, yeah, it is called Iron Defense for a reason, but it doesn't protect you from hindrances nor does it improve your movement speed outside of triggering counterattacks more often. The counterattack will automatically send you flying in the direction of the attacker, so don't use it while at low HP while you're trying to make a run for it.
If you think you'll need more offensive power to break through the enemy's fortifications, perhaps Swords Dance will be the better choice.
-
Move 1b: Swords Dance (Buff)
The user brandishes its leek sword, increasing its Attack and changing its basic attack into dashing cuts for a short while. During the boost, the user will automatically counter Melee and Dash moves used by opposing pokemon with a fully powered basic attack, once per buff. Nearby enemies hiding within Tall Grass will be visible. The Attack boost resets when the user KO’s an opposing pokemon before the buff ends. If Swords Dance is used again before the buff wears off, the number of counterattacks you can use will increase by 1. 9s cooldown.
At Level 11, Swords Dance becomes Swords Dance+.
The number of counterattacks at the start of the buff increases to 2.
Swords Dance increases your Attack by 250% for 5 seconds. If the user KO's an opposing pokemon before the buff wears off, the buff duration is reset.
Additionally, your basic attack changes to a dashing cut that is similar to the dashing cut counterattack of your fully charged basic attack. Your basic attack's charged counterattack effect are unchanged.
Once per buff, any Melee or Dash type Move used by opposing pokemon will be countered with a standing slash attack, negating the damage and effects received. Using Swords Dance again before the buff wears off increases the number of automatic counterattacks you can use by 1. Swords Dance+ starts you out with 2 instead.
Opposing Pokemon will also be visible within Tall Grass if they are nearby. The visible range is slightly larger than Detect.
I still don't understand how dancing with your sword is supposed to double your Attack stat. I mean, would I be filled with fighting spirit by waving a cool sword around? Yes, actually, what am I saying. Look at my cool sword, swish swish swish.
Swords Dance does a lot for Sirfetch'd, of which we'll have to break it down bit by bit in order to fully understand the move. Firstly, your regular basic attack becomes a dashing cut attack, just like the one used in your fully charged counterattack. It makes you a whole lot faster, like a fully powered up Dodrio, except it doesn't turn off for 5 seconds, helping you cover a lot of ground quickly.
Secondly, your Attack stat goes way up, powering up by 250%, or 2.5x. And while Iron Defense improves your ability to deal counterattacks, Swords Dance gives you a freebie that triggers automatically, reacting to opposing Melee and Dash moves without any consequence. It will only trigger once per boost, but Melee and Dash moves cover a whole lot of attacks that can easily mess you up, such as Dodrio's Drill Peck or Buzzwole's Leech Life.
The automatic counterattack effect will negate the damage and effects received, meaning that Steadfast can safely be triggered once. Although, it won't work against any other type of attack, so Swords Dance becomes a lot more limited in this regard compared to Iron Defense. However, the attack boost of Swords Dance will reset itself when an enemy on the opposing team is KO'd, meaning you can get a KO streak going easily if you rush into a weakened horde of enemies.
If you keep the attack boost up and/or lower the cooldown of Swords Dance enough that you can use it again before the boost wears off, you'll manually reset the boost yourself while also getting an extra counterattack freebie. It's worded in such a way that if your Swords Dance counterattack somehow doesn't trigger before it is reused, you can bump it up to 2, or bring it back to 1 if you do manage to activate it. All you need to know is that reusing Swords Dance before the boost wears off is a very good thing and what you should absolutely be trying to achieve.
One last thing to note is that your senses are sharpened up, just like your blade, so you're able to see nearby enemies hiding in Tall Grass, just like with Detect. I didn't touch on this during the Detect segment, but it is a much shorter range than you think, and Swords Dance expands the visibility range by just a bit more. It's so that you can observe nearby enemies and target them with your basic attack no problem, since enemies tend to disappear from view when diving into grass for a brief second.
While Swords Dance increases your offensive capabilities, it doesn't do much for you defensively aside from the one counterattack freebie. The boons only become better when you put in the effort. It can extend the buff duration, but only if you nab a KO. You can get another counterattack freebie, but only if you can manipulate the cooldown enough to use it again before the buff wears off. Also, the counterattack freebie only works on two kinds of moves, failing against everything else and especially against ranged attacks. The dashing basic attack helps close the distance, but good luck getting past long range Stun effects like Gardevoir's Moonblast and Alolan Ninetales' Blizzard.
There's also the fact that you're still stuck with Fury Cutter up to this point. Level up some more, and you'll graduate into a fully fledged swordsman with either Leaf Blade or Meteor Assault.
-
At Level 8, Fury Cutter will become either Leaf Blade or Meteor Assault.
-
Move 2a: Leaf Blade (Melee)
A wide ranged slice with the user’s leek weapon. The move has a high chance of dealing critical hits, restoring the user’s HP when they hit. Mows down any Tall Grass in range, increasing the pokemon’s critical hit chance during the next use of Leaf Blade and resets the cooldown of the move. 5.5s cooldown.
At Level 13, Leaf Blade becomes Leaf Blade+.
Critical Hits become more likely.
Leaf Blade has the blade of the leek double in length before cutting in a wide area in front of the user. The odds of this move dealing a critical hit is 20%. Leaf Blade+ increases these odds to 30%.
When this move deals a critical hit, the damage the critical hit dealt becomes restored HP.
Any patches of Tall Grass in range of this attack get mowed down. Just like with Fury Cutter, they cannot provide cover and do not activate certain effects. Tall Grass cut down by Leaf Blade grows back after 15 seconds. The next hit of Leaf Blade deals damage in a much wider area and adds an additional 10% critical hit chance to the move.
The fact that the leek blade is still edible despite being used as a weapon by Sirfetch'd means that it must be a rich vegetable that keeps really well. I'm imagining it to be high in fiber which is how it keeps from drying out.
Eating your weapon is not a good idea, though. If you need healing that badly, rely on the healing effects of Leaf Blade and its curative critical hits. When Leaf Blade is swung, it attacks in a wide area, as the leek is filled with fighting vitality that it temporarily extends.
If you deal a critical hit during this swing, the damage of the critical hit is transferred to you as HP recovery. There's a chance that it'll fail to deliver a critical hit, despite its high odds, so maximize your luck by hitting multiple enemies in one strike.
Leaf Blade can be used to cut down Tall Grass as well, just like Fury Cutter. The grass stays cut for longer and the critical hit rate of the move increases for the next use of Leaf Blade. The short cooldown of the move makes it easy to spam and tame the wild overgrowth that plagues the battlefield, and the HP recovery of the critical hit keeps you in the fight for a while.
However, if you cut down all the grass in an area, you won't be able to continuously increase the critical hit rate of Leaf Blade. Against weaker enemies, this won't be a problem, but sturdy opponents like Defenders and bulky All-Rounders can easily outlast you, in spite of your healing. Leaf Blade kind of leaves you vulnerable as well when you're using it, as there's a bit of a windup to the attack.
Maybe you'd prefer to unleash the true fury of the leek swordsmanship you've mastered instead. Maybe you'd prefer Meteor Assault.
-
Move 2b: Meteor Assault (Melee/Dash)
A five part strike attack with the user’s leek weapon. Each time the move is used, the attack builds up power for each opposing pokemon damaged by the attack. The first hit has the user deliver a wide slash. The second hit has the user charge forward with its shield out. The third hit has the user jab rapidly with its leek sword. The fourth hit has the user jump and land on the ground with its shield, dealing damage in a wide area and Stunning nearby enemies briefly. The fifth and final hit has the user raise its leek sword up before swinging it down with fighting energy, unleashing it as a ranged wave. 12s cooldown.
At Level 13, Meteor Assault becomes Meteor Assault+.
KO’s restore a little HP.
Just like with Fury Cutter, Meteor Assault is a five part attack that has to be used manually within 1.5 seconds of each attack before the move goes on cooldown.
Meteor Assault has five parts to it. The first part is a wide cutting attack in front of the user with the leek sword. The second part is a shield charge in the designated direction. The third part is a flurry of sword jabs in the designated direction in front of the user. The fourth part is a jumping shield bash that damages all nearby enemies caught in the area of effect, Stunning them for 0.5 seconds. The fifth part is an Unstoppable skyward charge before swinging the sword down, unleashing a short ranged wave of fighting energy that damages all pokemon caught in the attack.
Meteor Assault deals an additional 1.25x more damage for each pokemon hit during each part of the attack. Note that this does not include the multi-hit parts of the attack. The same pokemon will continue to boost the power of the move if they are hit by each part of the attack, though.
The shield attacks make the user resistant to hindrances while they are coming out.
Meteor Assault+ restores your HP by 15% for each KO you get against the opposing team.
If I am able to help it I will never turn a pokemon's signature move into a Unite Move. Sorry to all the fans of Lucario and Zeraora, maybe you'll get your big break in Pokemon Unite 2: Electric Boogaloo.
If you enjoyed Fury Cutter for that steady build-up of power that you accumulated as you cut and dashed your way into enemy lines, then Meteor Assault would make you feel almighty, I bet. Meteor Assault is a 5 part combo attack that sends Sirfetch'd flying and slashing wildly into the fight, striking terror in the opposing team and leaving them gobsmacked at your superior swordplay.
Each of the 5 parts of the attack must be used at your command, otherwise the move will end without much of a climactic finish. The leek strikes give you the most range during the attack, but it's the shield that gives you some extra utility. The second strike of Meteor Assault is a flying bash with the shield held out, and the fourth strike is a jumping slam with that same shield. These shield attacks make Sirfetch'd resistant to hindrances while the attack is coming out, making it much less risky to dive into the fight.
Being resistant to hindrances also means that Steadfast activates much more safely, provided you time the attack just right. But the 5th and final hit of Meteor Assault renders you Unstoppable, as a reward for finishing the combo. It's a long range slash of fighting energy that covers a surprising amount of distance, but the real power comes from the number of opposing pokemon you managed to hit.
Meteor Assault builds up power when you damage an enemy during each strike. Do note that the multi-hit strikes of the third attack do not multiply the power with each hit, solely if the attack connected once or not. Beyond that, Meteor Assault is stronger against hordes of enemies due to the greater likelihood of vastly increasing the power of the move during the first initial strikes. There's no damage cap either, so if your first strike scores a hit on the entire enemy team, feel free to go wild with the rest of the move.
The long cooldown of Meteor Assault is its biggest weakness, as the high damage potential of the move is balanced out by a lengthy wait time. Steadfast helps in reducing the wait time by lowering the cooldown through taking hits, though you'll have to watch out for high damage attacks from opposing Attackers and Speedsters. If that happens, you'll need to rely on Iron Defense or Swords Dance to make it through the fight.
It goes without saying, but a sword is not a toy. It requires discipline and training to even wield one properly, let alone swing it. Don't go messing around with Meteor Assault just because it hits hard. You'll need it for the big battle coming up.
-
Unite Move: Perfect Parry (Area)
The user holds its shield out, anticipating an incoming attack. If an attack was received by a pokemon on the opposing team, the attack and effects are negated and the user slashes wildly in the direction of the attack. This furious volley of slashes damages enemies and interrupts all attacks and effects used by the opposing team. If the counter fails to activate, only a portion of the user’s Unite Move Charge Gauge is lost.
When Perfect Parry is used, it can counter any attack received in the designated direction for 0.75 seconds. If an attack is received in any other direction, the counter will not activate.
Perfect Parry will counter any attack, even Unite Moves. When the counter activates, the attack is negated and any effects are nullified. The counter will also cancel all effects and moves active on the pokemon that activated the counter, as well as all opposing pokemon within range of the counterattack.
If the counter fails to block an attack, the user will lose 25% of their Unite Move Charge gauge.
Any obvious attack will be parried by even the most mildly skilled swordsman, but a master can deflect any attack, no matter how strong or fast it is. Perfect Parry is the result of years of training and mastery of the sword and shield fighting style. It encapsulates perfect defense begetting perfect offense, a true counter.
Perfect Parry is the ultimate move of Sirfetch'd for many reasons, chief among them being its ability to cancel the incoming attack with a counter, even if it was an opposing Unite Move. The counterattack forces the move to end, canceling the effects that were already active such as Slowbro's Surf or Goodra's Acid Spray. It won't turn off boosts or buffs or even shields, but it will temporarily incapacitate the enemy during the counterattack, which hits hard and fast.
The activation timing for the counter is very tight though. The counter window is active only for 0.75 seconds, or 45 frames for you fighting game enthusiasts, so it's gonna take a solid prediction to use Perfect Parry. The counterattack will only activate if the attack was received by the shield, so make sure you aim that leek shield well.
Since the counter only works when taking the hit from the front, you can be blindsided by another big hit from the side. Given how big the hitboxes in this game are, there's a good chance the counterattack will activate anyways, but the direction of the resulting sword slashes will not change attacking in front of Sirfetch'd regardless.
There are also some effects that won't trigger the counterattack anyway, such as non damaging moves or certain grab moves. Umbreon's Mean Look deals no damage, so it will trap you if it hits. Other Unite Move like Charizard's Seismic Slam and Mimikyu's Play With Me are technically grab moves that don't deal damage until the attack actually begins, so these pokemon can grab and incapacitate Sirfetch'd, bypassing its counter and dealing heavy damage afterwards.
The biggest benefit to Perfect Parry is not just its ability to cancel certain moves, but also canceling moves used by other opposing pokemon of they get caught in the counterattack. Perfect Parry deals huge damage in a wide area, so it can catch a horde of enemies off guard if you predict an attack correctly.
Oh, and I should mention that you only lose some of your Unite Move charge if Perfect Parry doesn't counter anything. 25% charge doesn't seem like a lot, but it depends on the overall charge rate of the Unite Move. Also, missing the counter means that you won't have a 'Get-Out-Of-Jail' free card ready for a couple of seconds, so watch your back until then.
Honestly, the worst case scenario would be setting off the counter but failing to damage any opponent significantly because you countered a long ranged attack like Lucario's Aura Cannon or Decidueye's Spirit Shackle. At that point, you'd have to wait for the charge to fill all the way back up to 100% before you can counter another attack, during which time your team could be put in a losing situation that your Unite Move could have helped to avoid.
Never forget your training. Strike fast and true, sir. Fetch.
-
Achievements
Reduce the cooldown of your moves by a total of 75 seconds through your Steadfast Ability.
The ability to press on in spite of adversity is called bravery, courage, and dauntlessness. It's also the name of the ability Sirfetch'd uses here, as getting hit reduces the cooldown of your moves by 0.5 seconds. Remember, it's 1 second instead if the attack received was accompanied by a hindrance.
So the Achievement is pretty demanding when it's asking you to to reduce a total of 75 seconds of cooldown in a whole match. That would mean taking 150 normal attacks without getting KO'd, which is a pretty tall order, even for a Defender.
Mastering this achievement is one step towards mastering Sirfetch'd, as taking hits safely in order to fully utilize Steadfast is one of the key elements in this pokemon's gameplay. The trick to it is healing your HP diligently and using immunity at opportune moments. Having a Supporter around to keep your HP topped up is one way of accumulating Steadfast cooldown reductions, but you'd have to figure out how to deal with hindrances.
The easy way to do that would be with Full Heal, since Steadfast will reduce your cooldowns by 1 whole second if you got hit by a hindrance inducing attack, even if it was blocked by hindrance protection. Swords Dance's automatic counter, Meteor Assault's hindrance resistant attacks, and the counterattack of your Unite Move, Perfect Parry, all make you more resilient to these hindrance inducing effects if timed correctly. Using these moves optimally would mean getting the most out Steadfast, which would result in your moves coming out more often.
It's not just learning how to fight, you're learning how to take a hit. Be strong, be steadfast.
Or just partner up with a Blissey.
-
Holowear
Making holowear for pokemon means you're adding a concept to a creature, but that becomes a bit more difficult when the pokemon comes with its own theme. In the case of Sirfetch'd, it's very clearly meant to be a sword and shield fighter, so we're a bit limited in what we can add to its wardrobe without detracting from its overall appeal.
The best we can do is add to it. Starting off, Knight Style Holowear is the most obvious, giving Sirfetch'd a suit of armor complete with a helmet with a gap in it that lets its glorious head feathers peek through. With Cook Style Holowear, it wears a tall chef's hat, apron, ascot, and a fake swirly mustache pinned on its beak. Loosening up a bit, Sporty Style Holowear gives it a baseball cap and a jersey with the pokemon's Dex number cheekily embroidered on the back (which is 865 if you didn't know). With Gardener Style Holowear, Sirfetch'd wears a big sun hat and an apron filled with pruning shears and water bottles, since it seems to be very fond of vegetables. Finally, Marching Band Style Holowear gives it a big tall hat typical of parade leaders, along with a big red fancy coat, to give it that imposing authoritative look.
-
Strategy
As an All-Rounder, Sirfetch'd is a pokemon that covers offense as well as defense when it plays for the team. Even so, it can't play the role of a Defender solely by itself, nor is it much of a Speedster. But it can work as both, at the same time.
The key to its success is in its ability, Steadfast, and how it manipulates the cooldown of its moves for getting hit. Now, taking damage is counterproductive to winning games, in fact you should avoid damage at all costs if you can help it. But there's no such thing as a perfect game, so you have to deal with the reality of getting punched in the face. To compensate, Steadfast improves your ability to fight and reuse your moves, making stalemates go in your favor and amplifying the support you receive from teammates.
Optimally, you have to take advantage of something called invincibility frames. In laymen's terms, it means to abuse brief moments of invulnerability, whether it be from buffs and items or from the effects of your counterattacks negating damage and hindrances. Steadfast will reduce the cooldown of your moves when you get hit by an attack, even more when that attack was a hindrance. However, Steadfast will still reduce your cooldowns even if the move was blocked or negated from an effect like Full Heal or Blissey's Safeguard buff.
You have a lot of moves that negate damage in the same way too. Your basic attack will negate damage with a counterattack when it's fully charged, though it will not block hindrances. However, Swords Dance gives you a free counter against Melee and Dash moves, and it will negate damage and hindrances and activate Steadfast all in one go. Meteor Assault makes you hindrance resistant as well during the shield portion of the attack, also activating Steadfast, though that move is more stringent on your timing of the attacks.
Heck, even your Unite Move, Perfect Parry, will also activate Steadfast if you time the counter just right, though that is a smaller side effect compared to what the counterattack accomplishes for you. But in the grand scheme of things, shaving off an extra second is valuable to you as an All-Rounder, as it means you can continue to spread damage while playing rough with the enemy, establishing a foothold at choke points or on a Goal Zone.
To that end, Iron Defense and Swords Dance are to be chosen depending on your fighting style moreso than the structure of the opposing team. Both moves are great buffs in similar circumstances, but offensive players will prefer one more over the other most of the time for how they change your playstyle. Iron Defense improves your ability to counter with your basic attack while also amplifying your Ability, making it reduce more cooldown off of your moves when it activates. This can be used offensively or defensively, just like Swords Dance.
The attack boost of Swords Dance is a great boon, but it can be used to either hold off a push or make a breakthrough in the enemy's fortifications. Changing the basic attack into a running cut attack changes how Sirfetch'd handles fights, enabling a powerful dive or a strategic retreat. The freebie counter is the greatest boon, as it can deflect a Melee or Dash attack once per buff. This alone would make the move amazing for protecting you during dives, but if you get a KO during the buff, the buff duration resets. And if you use the move again before the buff wears off, you get another freebie counter. Getting KO's during Swords Dance is really important for the move and makes it a powerful tool for offense and defense.
Now the important question is whether to choose Leaf Blade or Meteor Assault. Leaf Blade has a fast recharge, making it very easy to use repeatedly, especially if you've mastered Steadfast. The critical hit healing is your only sustain as well, but it is based on chance, which can make it unreliable. If Leaf Blade hits a patch of grass, it'll get mowed down, removing the Tall Grass for a while but also empowering the move the next time it is used, adding more critical hit chance. It's still not a guarantee, but it drastically improves your odds in fights against multiple enemies.
Meteor Assault is a much riskier option, as the move has two diving strikes which sends you flying into danger. These diving dashes are covered by your shield, which makes you resistant to hindrances and handy for activating Steadfast. The reward is worth it, though, as Meteor Assault builds up power for each pokemon hit, building up to the final attack dealing a large ranged attack that has multiplied in power when used against the entire enemy team. The long cooldown makes it cumbersome should it miss, so you should practice the combo a bit before going all in with Meteor Assault.
All of these moves and effects combine to make Sirfetch'd a fierce warrior that employs balanced power in fierce strikes and sturdy guards, trading blocks with slashes and stabs with bashes. Sirfetch'd requires a steady hand to master, not unlike a sword and shield, as the player must know when to attack and when to defend.
While you studied the Type Chart, Sirfetch'd has studied the blade. And the shield. And that's about it. The rest of the knowledgeable stuff is up to you.
-
And that's Sirfetch'd for Pokemon Unite! Man, I've put a lot of pokemon from Galar into this season. I hope fans of Sword and Shield are really into this Sword and Shield pokemon that isn't Aegislash. Since that pokemon is already in the game.
Anyway, that'll be it from me for now. We're almost done with Season 3! Stay tuned next week for the continuation.
3 notes
·
View notes