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#persian graphic design
chahab · 2 years
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for Persian Lion
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hautecouturehues · 9 months
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wuzhere75 · 1 year
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I am domesticated carnivore
What is fancy
Feast
But
Another form
Of
Flesh
Something something the smilodon skull was easier to draw than expected but there’s at least a dozen small details I got wrong
Anyways textless version
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eminsunnytoons123 · 2 months
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Disclaimer: this will always get updated And when I reblog it, it Means that it Got updated again.
The muppets Show: Life in the boarding home
Characters list:
The muppets:
The muppets (they appear in almost EVERY EPISODE, but not every episode is about them, they just help the Main supporting muppets that have most attention in each episodes) - Kermit, fozzie, miss piggy gonzo, Rizzo, Pepe, rowlf, yolanda, scooter
Main supporting muppets (they appear a Lot just like the Main ones And they are VERY important to the series And episodes, And im adding more) - sam eagle, Skeeter, dr teeth, Janice, Lips, Floyd, animal, Zoot, Vicki, Clifford, digit, Waldo C Graphic, bean Bunny, Lindbergh, Leon lizard, Flash, solid foam drummer (aka Kimberly), beard, zondra, Ubu, chip, Constantine, swedish chef, Wayne And Wanda, Mildred huxetetter, miss mousey, afghan hound, baskerville hound, Camilla chicken, Walter, Crazy Harry, Lew Zealand, uncle deadly, Bobo bear, dr Phil van neuter, waldorf And statler, beauregard, link hogthrob, dr Julius strangepork, Marvin suggs, the newsman, Robin the frog, sweetums, thog, timmy Monster, the mutations, Annie sue, Denise pig, 80s robot, behemoth, big mean Carl, doglion, Fletcher Bird, Betsy Bird, George the janitor, foo-foo, gaffer the pirate Cat, Johnny fiama, Sal minella, mahna mahna, the snowths, Mr poodlepants, Seymour, spamela Hamderson, mulch, Bubba the rat, gorgon heap,
Reccuring/minor/additional characters (they sometimes or rarely appear in some episodes, but they even dont live with The muppets in the boarding home) - Hilda, Gladys, trumpet girl (Dolores), cliffy hatzis, cliffster Hatzis, Nigel, Mary Louise, selena the brunette haired whatnot, Tammy the red haired whatnot, Isabella the dirty-blonde haired whatnot, violette the brunette haired whatnot, merice the blue whatnot, Lauren the light Purple whatnot, flower eating Monster, Katherine Seahorsse Atlantic, Clara Hatzis, green muck Monster, angelco And devilzo, Angelica And demonica, kermgel And devmit, Jeremy the light blue whatnot, Mikey the orange whatnot,
Guest characters (these are the characters that appear in each episodes And sometimes have attention on them, or theyre from other muppets media And appear only a little bit) - wocka agent bear, Cosmo bopper, ghost of Christmas past, ghost of Christmas present, And ghost of Christmas future, green muck Monster,
Main supporting whatnot Show gang characters (and they appear in each episode to help the muppets with some problems, And yes theyre important to the story too, And im still editing this) - dermot the dog, miss tiggy, Ozzy woodchuck, Gustavo the King ladybug, Pierce the chinchilla, paisley the persian Cat, bonzo the amazing Monkey, Sid the British bulldog, dr tounge, ibeeria, Sgt Easton Oliver, yakim, vegetable, Mateo, auncle heavenly, ceco the andean bear, Leo the axolotl, raiden the semi radio person, Max Gerbils, una, Frederick the toucan, Jagger the Fox, Iggy D digital, dr quill Owens, zuri the chinchilla, snooper, Victor, kameron Gibson, Tristan Nelson Koala, crazed Gael, Maxwell Armstrong, Sammy the dog, Aleksandr the dog, tiana the fairy, dr Aristotle un wonders, kiyoshi, Napoleon Thibault, tarrasque, weather man, bi-bi, Sneeker, Remington the hippo, miss Batty, carina flamingo, italian culinarian, Mr. Parrotyno, Willa, Maverick the yeti, Clark the computer designer, Bartha the Ragdoll Cat, christoper the Ragdoll Cat, sea ocean witch man, O' Theodore Purple, the telephaty Brothers, 60's telephone, Miroslav Agovich, the trolls (bluan, huang And pinkery), yuna flowerwoman, chirping lovebird, ignorant Alfred, rude Oscar, naive lester, Cody the chihuahua, Garrett the pug, micah the Pitbull, Kathy And Kevin, Fred the janitor, adolpha the jungle parrot,
Main supporting teppums characters (the same like whatnot Show gang, they always help the muppets in any problems or trouble, And im still editing this) - timrek the sheep, madame camela, Evan the Elephant, Hector the brilliant, quade the fennec Fox, litvik the King cobra, arlo, dr linnaeus un shingems, Shane the american bison, Travis, Zane, lavi the King lion, stephany, dr Lips, Sgt Gideon Quinn, wilds Benner, Nicolas, Werner, Elias the Alligator, Abram the semi laptop Guy, Cassie, George E flyer, Liam the miniature horse, berengar the gecko, ben the otter, belladonna, Gunner the kapre, Arthur the game designer, tiana, madame gerbilsy, insane Axel, Asher the lamb, madame Li-Li, journalist man, gem the genie, tough Draco, glemsom Sebastian, monsieur gerbilso, Lionel the King lion II, Alfred And Chester, Diana the mermaid, Victoria the fennec Fox, sindy the verdin Bird, Raphael abadie, Federico agosti, rodan the Diamond Giant, Master Vincent, french has slinger, Daniil the dall sheep, Henrietta sunflowera
Main supporting parodies show characters - coming soon.... (Theyre not created yet, but soon will)
Main villains/antagonists - kermoot the frog, foozie bear, miss poogy, roowlf the dog, Bonzor the fantastic, paloma the flying shrimp, cici the mouse, dr dentist, janooce, flora, zotts, Lipst, animool, Camillo the rooster, soom the hawk, aunt goatella (she is a Nice Lady :3), Boryslav the frog, Tanya the red-brown haired whatnot, dr Vanessa van michigen, beba the Polar bear (she is a Nice Lady too), Jennifer Ferguson, schi-schi the red panda, Scarlett the black-haired whatnot, boombox catfish "Benjamin", Ruby the semi computery girl, Darren, Petunia parrot, Martha the Chameleon, Beeny the digital bee, pinks the news reporter Bird, dr Barbara, geekera, Mad Blake, Andrea zingler, Xavier, Ray the bigfoot, ash the Graphic designer, booper, British cooker, Wendy, Edward the antarctic fox, Thomas and Tristan, arabella And Frances, stormer, busher, solid cotton guitarist "sarah", yacoub the mouse, maria Santana, Beepera, Sebastian the Rhino, elids the garden witch troll, Rosalie the frog, miss persian Lady, reporter man, Hannah And Anna pig, miss mi-mi, Henry the mouse, maddison pig, Gabrielle Pig, golem rose witch, hadria MacAfee, fantastic Day green witch, Crystal snowe the snowy owl, galatea the janitor, the telekinesis Sisters, miss Theodora Huang, forgetfull Mirabella, mean penny, arrogant Mahira, 70s computer, Gavin frog, caleb frog, glothcher the frog, Giant rude Alexandro And Miranda gonzales
Muppets Monsters quintet (theyre the antagonists too, but they dont appear a lot) - ker-monster, ghoulfriend, wocka wocka bear, noseferatu and muck monster
And this is for all my besties/Sisters And brothers/pen pals who really love my Work, And that love me just the way I am And that always make me feel loved, And i would never let any of the besties And auntie that i lost make me feel more anxious And stressed out for what I fucking did to my blue haired auntie. And i will always care And love my besties/Sisters And brothers/pen pals no matter what. 💗
@splashy900 @kxllboii @cheezekennith @aquamarine-dream-queen @dayzsaclark @oscarandgrinchfan @moshywoosh @ilovescaredysquirrel2 @nuggetaubrey @sharkyy599 @nightkit92 @familyoffood @mysafespaceblog13 @thelazzyblogzz @sugar-miss1 @shrimpathizer @shypeachrunaway @iggyguyy @sophia-does-skits @typical-sophie @peaceforpeople @ben5569 @xxkurosakutisaxx @xxkurosakutisaxxaltofshitaccount @ducktoonz903707 @muppet-fan-real @artismeyou-12 @blackstar044 @acen402 @walt-diego-rodriguez @goatsarecool1 @nia1sworld @rumplestiltsbear @s4gefr0g @beeware-of-lulu @leafith
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mybeingthere · 1 year
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Born in 1972 in Tehran, Golnaz Fathi is a contemporary Iranian artist recognized for her reinterpretations of traditional Persian calligraphy. She studied graphic design at the Islamic Azad University and went on to study traditional Persian calligraphy, receiving a diploma from the Iranian Society of Calligraphy. She was named Best Woman Calligraphist by the Iranian Society of Calligraphy in 1995. She lives and works in Tehran.Fathi is widely recognized for expanding the tradition of calligraphy and pushing it to new heights. 
Her works are inspired by American Abstract Expressionists and Iranian and Middle Eastern modernists, who pioneered the use of the written word as a pictorial element in the late 1950s and early 1960s. Technically brilliant, she has developed a new visual language, which reconciles the ancient with the contemporary. Fathi's interest in calligraphy derives from the medium's intention to match the visual beauty of a text with its content. Instead of communicating with words, she pushes the gestural qualities of calligraphy beyond language, into abstraction. Her works repeat forms, creating a meditative quality.
https://www.operagallery.com/artist/golnaz-fathi
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abwwia · 8 months
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Maryam Lamei Harvani, Birds are gathered in God, 2021
Maryam Lamei Harvani was born in 1985 in Sarab, a historical city in northwest of Iran. After graduating in Graphic Design, she was awarded the National Art Prize and the art award from the Ministry of Science Research. Her work is inspired by the Iranian Golo Morgh (Flower and Bird) paintings, a traditional Persian way of painting in which the flower is the beloved and the bird is the lover. Via toiartgallery
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innervoiceartblog · 6 months
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Remember the nameless ones
Who survived the kiss of glacier
The years of lean and those of plenty
Whose genes slipped through pogroms
Who turned right instead of left
Whose soft, quick tongues made jokes of fate
Whose fingers shaped scraps into latkes
Who clung to their traditions, their songlines
Their medicine plants, their kinship
With Grandmother Earth, Grandfather Sky.
Blessed are the vanished ones
Whose habitat became expendable
Whose lives were extinguished by indifference
Whose pelts, horn and other body parts
Were worth more to those
Whose backs, walls and libidos they adorn
Those creeping, flying, swimming, leaping ones
Whose raucous calls, gauzy wings,
Webbed toes and gaudy hues
Will not be heard or seen again.
Give thanks to the myriad scavengers
Who scuttle and hover; who devour matter
Whose unseen industry tidies away death
Who rag-pick life from a mountain of leavings
Whose ingenuity fashions answers from decay
Whose webs and threads spin shrouds
Blessed are the wanderers who leave no trace
Who huddle under flyovers, in rotten wood
Who eat from skips and tips and gutters
Who sup from the kindness of strangers
Who sleep nightly under the infinite.
- Rachael Clyne
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Artwork: "Birds are Gathered in God" (date unlisted) by MARYAM LAMEI HARVANI (Iranian, born 1985).
Acrylic on canvas
20 × 24
Maryam Lamei Harvani was born in Sarab, a historical city in Iran. After graduating in Graphic Design, she was awarded the National Art Prize and the art award from the Ministry of Science Research.
Her work is inspired by the Iranian Golo Morgh (Flower and Bird) paintings, a traditional Persian way of painting in which the flower is the beloved and the bird is the lover.”
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birdiewolf · 10 months
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My feelings on Sumeru now that we’ve reached Fontaine—-(long post btw)
I have a love-hate relationship with Sumeru.
On one hand, characters are memorable, the world quests have brilliant story telling, and there’s new mechanics with each region we unlocked.
And on the other hand—-seeing the blatant colourism from Hoyo in regards to the playable character designs was so disheartening (especially since it triggered a wave of racism against poc in the fandom). Some areas are locked to quests, and omg the underground exploration was absolute hell
- Hoyo has clearly learned a lot from the previous region’s exploration feedback and they’ve done so much better with the maps. Everything shown on the map is specified whether it is on land or underwater. This makes Fontaine so much fun to explore compared to Sumeru.
At one point I completely gave up on finding the dendroculus because I wasn’t able to figure whether they were above or below. And it was this ongoing issue with Sumeru’s exploration in general.
I’m not surprised that players are relieved to leave Sumeru behind. If you were playing as the versions were being updated and new regions were being added, then you would know how frustrating exploration was since navigation wasn’t detailed enough.
Constantly trying to figure your way through complex temples and passages takes the joy out of going into a new area. The scenery and graphics were so beautiful but because there was so much struggle with figuring out where to go and how to get there, many players just didn’t get that feeling of appreciation for the region.
- The world quests for Sumeru had amazing storytelling. The Aranara, Jeht, and Sorush are a cast of characters who I’m so attached to. Their personalities and character development is incredible. What is disappointing is the fact that Hoyo still doesn’t let major world quests be voiced.
Voice acting plays such a big role in bringing a character to life. The way VAs are able to depict a character’s growth by subtly changing the tone of their voice is so incredible and something like that would’ve made such a big impact on the storytelling.
- The archon quests were amazing. There were some parts that felt meh, but overall, they were a major upgrade from the previous regions. Playable characters get a chance to shine instead of npcs.
Obviously we had Dunyarzad but she didn’t take over the spotlight. Seeing the playable cast interact with each other so much really helped the story feel more organic. Not everything was being dependent on the Traveler making the initiative.
Alhaitham, Dehya, Cyno, and Candace all working together. Dehya and Candace being friends beforehand, Cyno mentioning Tighnari…the in-game world just felt more real. The characters really shined in most parts especially the third act.
- Sumeru’s music is fantastic. The forest region is beautiful. The desert is also good enough.
- The mix and matching of cultures was a major let down. Genshin has always mixed cultures for its game but with Sumeru it was a whole mess.
On one hand, I appreciate the level of effort they put into doing research but on the other hand, there was wayyyy too much happening. Had they limited the real world regions from where they would inspiration then they wouldn’t have gotten so much backlash.
There’s an npc in Sumeru City that’s called ‘Berber’—and this is a literal slur against the Amazigh from whom Hoyo took inspiration from for Dehya and Tighnari…
This was the major issue. When you mix regions that are already diverse as hell, you’re taking the risk of making major mistakes unknowingly.
Nahida for example has a lot of Persian elements to her design. But her former title, Rukhadevata, and current title, Kusanali, along with what the Aranara call her, Aranyani, all are rooted in south Asian culture an history.
Kusanali is tree spirit from Buddhism, a religion practiced throughout various regions of South Asia.
Rukkhadevata is linked to both Buddhism and Hinduism.
Aranyani is the name of a literal god from Hinduism.
Many Persians were satisfied with her design, but many South Asians were not. If you don’t know, South Asians are majority brown with different skin tones. Most of us have visible melanin.
So seeing a character that takes so much influence from us, being even whiter than the literal white characters from the game was absolutely disappointing.
Sumeru’s colourist issue could’ve been solved had they actually shown a diverse range of skin tones for the playable cast. Many racists in the fandom pretend poc want every Sumeru character to be darkskin which isn’t true. Most of us have been asking for a proper balance. Some characters could have been light skinned, others could’ve been darkskinned (and I mean proper darkskinned, not the level of dark Cyno and Candace are…), and others in between.
You can’t take so much inspiration from people who are so diverse and then expect them to be okay with a mostly white cast reflecting their regions…I honestly think if Hoyoverse wasn’t so colourist then the initial backlash could’ve been avoided.
- All in all, I’m relieved to be moving on to Fontaine. There were good parts but the bad parts were so unbearable.
Sumeru brought out the worst of the worst in Genshin’s fandom. Racist ideologies being spread left and right, fans of colour getting death threats for criticizing the colourism, light skinned Arabs being absolutely unbearable and acting as if the colourism isn’t a big deal, and of course, the sudden selective behaviour towards fan art and edits.
Never had most of the genshin fandom gotten mad at a fan making a random edit of a playable character, until people started making edits of the Sumeru casts with culturally accurate clothing and skin tones. Even now, if a poc edits a character to have a little bit of blood circulation, the KKK lot will go off on them. These racist idiots always exist but they increased with Sumeru’s release.
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chahab · 1 year
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hautecouturehues · 7 months
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ohthehypocrisy · 2 months
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Magnezone for Pokemon Unite!
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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
Ah, Magnezone, one of my favorite new evolutions from Gen 4, having evolved from the quirky Magneton which ironically makes it the honorary Steel Type of Gen 1, before the typing existed. What a lovely pokemon with such a convoluted history, despite it's awkward magnet designs, I will always be there for Magnezone, much like how it will always be there for me.
Seriously, this thing is one of my go-to's for teambuilding, especially for Trick Room teams. It's so easy to use, I've grown fond of it. Maybe that's why I'm attracted to the idea of Magnezone for Pokemon Unite, and I'm not just saying that because of the metal implants in my body.
Of which there are none. I'm being facetious.
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Well, onto the stats, and would you look at that. There's a reason I never hesitated to put a Magnezone on my teams. Extremely high Sp. Attack coupled with high Defense makes the magnet monster bulky enough to take hits and dish them back. The rest of its stats are serviceable, particularly the Sp. Defense is decent enough that Magnezone's bulk is only held back by its below average HP.
While it may appear to have the makings of a Defender, Magnezone is often specialized in taking on specific threats that hinder the entire team. Remember how effective it used to be at trapping opposing Steel Types and removing them from the equation? I mean, it still is, you just gotta watch out for Terastilization. Outside of that, it's hyper focused in a sense that it lacks any other optimizations, and as such it doesn't have many options in sustaining itself. Lack of recovery greatly hinders its walling capabilities, but as long as it eliminates the target, it will have done its job. Yes, this is one of those pokemon that desperately needs support from Supporters and Bulky All-Rounders. What does that make Magnezone? A...
Defender
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Basic Attack - Ranged/Sp. Attack
The user generates a magnetic field around itself, slowly damaging all enemies within range. After dealing a certain amount of damage, affected enemies will be stunned and pulled towards the user.
The basic attack damages all enemies within range of the user. As damage is dealt, a magnet icon graphic appears over affected enemies that slowly fills. The magnet icon fills in when 15% of the opposing pokemon's HP is lost through the basic attack. When this happens, affected pokemon are Pulled a short distance towards the user.
The magnet icon disappears when the affected enemy is Pulled or leaves the range of the basic attack, or if the basic attack ends from releasing the attack button or when the attack is stopped forcefully through a hindrance. If it disappears from activating the Pull effect, the magnet icon will not reappear until the basic attack ends and restarts.
The magnet icon doesn't deplete if the target restores HP. The mark keeps track of how much HP the target has lost.
Now, the thing about magnets is that they're always on. You ever put a magnet in a small cup of honey, sprinkled in some metal fillings, and watched the particles slowly pull towards the nodes? I mean, aside from having made the world's worst snack, it's pretty fascinating to observe.
In Pokemon Unite, this is how Magnezone and its evolutions attack, by constantly filling the space around it with powerful electric currents. It deals weak damage, but the effect is powerful. If an enemy lingers in the area of effect for too long, they'll get magnetized and will be forcefully dragged towards the user. It's not a very strong pull, but if you coordinate with an ally, you can score some easy KO's this way.
Of course, once the magnetization takes effect, you have to wait for it to become active again. You can't magnetize an enemy multiple times, not unless you turn off the basic attack or let them leave the area of effect. Speaking of which, since you are holding the basic attack button to magnetize opposing pokemon, one disruptive hindrance is all it'll take to stop the magnet waves from taking hold. And there are some opposing pokemon you don't want to pull in, like Bulky All-Rounders. Remember what I said about Magnezone's lack of sustainability? Yeah, that'll become apparent much later on.
For now, work with your allies to make the most of your magnetization skills. You can improve your magnetism with your ability, Magnet Pull.
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Ability: Magnet Pull
The user's Pull effects are strengthened the more Aeos orbs you have in your Score Pocket. Aeos Orbs on the ground are collected from further away.
Each Aeos Orb in your Score Pocket adds 1% to the power of your Pull effects. This maxes out to 30% from Level 1 to Level 7, 40% from Level 8 through Level 11, and 50% from Level 12 onwards.
This Pull strength multiplier is based on the power of the pull effect, not the distance. Otherwise, it might be possible to Pull an enemy all the way out of their Home Base after they escape into Hoopa's Hyperspace Hole.
Stray Aeos Orbs on the ground are drawn in to you from further away than normal. You will only attract stray Aeos Orbs if you have the space for them in your Score Pocket.
This ability affects only your own Score Pocket, and not the combined Score Pocket of you and an ally Comfey or other future effects.
There are weak magnets, and then there are strong magnets. And then there are really strong magnets, the kinds they use to pick up scrap in a junkyard, like a floating saucer. Hey, that's just like Magnezone!
Magnet Pull powers up your Pull effects by 1% for each Aeos Orb in your Score Pocket. This means that the boost is limited by the size of the Score Pocket, and the only way to increase it is to Level Up during the match. Now, that's easy enough, but when you make a score, you go back down to 0, which can cause moments of bad timing if you score during a hotly contested fight around a Goal Zone. Can't really pull anything without any power, huh?
Thankfully, Magnet Pull has a secondary effect of pulling in Aeos Orbs from further away than other pokemon. You ever find it tedious to manually walk over all the stray Aeos Orbs on the ground to collect them? Well, thanks to Magnezone's magnetic personality, you can just suck them all up like a hungry vacuum just by being nearby. It only works on the points you have space for, so don't forget to make a score with all those points you have.
One other thing to note is that, since it only pulls in Aeos Orbs, dummy Aeos Orbs thrown by Sableye's Feint Attack will be ignored, so that's a handy way of foiling that foolish folly.
Now, you'd think there are no downsides to this ability, and for the most part, there isn't. It's just that, Magnezone has some really strong moves with Pull effects that instantly become weaker if you were to score them all. It might be worth it to hold on to a full Pocket of Aeos Orbs for defending purposes, but don't forget to actually make goals when you need to.
It's a good thing we know how magnets work, in spite of the lack of knowledge in this field of science, nor the insistence of such ignorance.
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At the start of the game, Magnezone will start out as Magnemite. You can choose between Magnet Bomb and Thunder Shock as your first move. By Level 3, you'll have learned both.
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Move 1: Magnet Bomb (Ranged/Hindrance)
The user launches metal orbs that fly and stick to any enemy in range. Afterwards, the orbs explode, Pulling affected enemies towards the user. 8s cooldown.
Little metal orb projectiles are shot forward in a conical shape, sticking to enemies within range. This effect is purely visual, as even one hit will cover an enemy with the magnetically charged beads.
After 1.5 seconds, the beads spark and explode, Stunning for 0.25 seconds and Pulling the affected enemies a very short distance towards the user. The distance Pulled is lengthened by Magnet Pull.
I will never not be mad about moves that get cut in between generations, no matter how useless they may have been. I mean, a Steel Type move that never misses? How novel! It's just too bad that the signature user is a Sp. Attacker and that Move was decidedly Physical for whatever reason.
Well, we can remedy this injustice by turning it into an actually useful move in Pokemon Unite. Magnet Bomb is a short ranged move that causes little magnetically charged beads to stick to whatever it hits. The beads explode a short while later, causing Stun and Pulling the affected enemy towards the user. At the beginning of the game, this won't be all that strong of an effect, unless you diligently stockpile Aeos Orbs in order to maximize the Pull power of this move.
The short delay makes the move tricky to use, since opposing pokemon can easily just Dash away from you in order to minimize the impact of the Pull effect. You do threaten big damage, though, when Magnet Bomb is combined with your other move, Thunder shock.
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Move 2: Thunder Shock (Area)
The user unleashes a bolt of electricity all around itself. The closer enemies are, the more damage is dealt. 6s cooldown.
Electricity is launched all around the user, damaging all enemies nearby.
The damage is multiplied the closer opposing pokemon are to the user. At the edge of the attack, the multiplier is 0.75x. Halfway it is 2.25x. Right next to the user, it becomes 4.5x increased damage.
With both your basic attack and Magnet Bomb being able to Pull enemies in, Thunder Shock is the coup de grace when the opposing pokemon is close enough. It deals pretty solid damage thanks to a proximity multiplier, which is intended to make up for Magnemite's lack longevity in a fight.
The idea is that you target a troublesome enemy like a frail Attacker, pull them in with your effects, then finish them off with Thunder Shock before they can escape. It's a solid plan, especially since ranged Attackers like to keep their distance in the first place. If an enemy Attacker is coming out of Central Area and into your Lane, you and your allies can amass a lot of EXP by coordinating a KO with your Pull effects.
And you're going to need to work together, since Magnemite is a bit of a late bloomer for a Defender.
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At Level 4, Magnemite evolves into Magneton.
Since they make Magnemite hold a camera for these Unite Battles, do you think they ever get Magneton in on it? I mean, 3D Movies are a thing, and the multiple perspectives would make for a trippy viewing experience.
Yeah, I'm glossing over this section since Magneton evolves early, but you don't reach your full potential until Level 7, when you fully evolve into Magnezone.
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At Level 7, Magneton will evolve into Magnezone. At the same time, Magnet Bomb becomes either Magnet Rise or Magnetic Flux.
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Move 1a: Magnet Rise (Buff/Hindrance)
The user begins floating with electromagnetism, making it immune to damage and effects for a short while. At the same time, a blast of magnetically charged electricity is unleashed around the user, charging all enemies nearby. When the user crashes down, all charged enemies will be damaged and pulled towards the user. 9.5s cooldown.
At Level 12, Magnet Rise becomes Magnet Rise+.
Expands the area of effect.
A short ranged wave of electromagnetism is unleashed all around the user, marking affected enemies with a lightning bolt icon. Magnet Rise+ expands the range of this burst by 50%.
When the user floats into the air, it is completely invincible, similar to Talonflame's Fly, though it is clearly visible. It becomes capable of floating over walls and obstacles and ignores all field effects, whether they be friendly or from foes. Tall Grass also doesn't hide you anymore. This effect lasts only for 1.5 seconds.
When Magnet Rise ends, the user crashes down with a heavy thud, damaging enemies nearby. Those marked with the bolt icon will also be damaged, even if they weren't nearby, and will be Pulled towards the user a short distance. An arrow line is drawn on the ground between the marked enemies and the user, showing where the direction of the Pull effect is. Magnet Pull can increase this Pull strength.
Magnet Rise cannot Pull enemies through walls.
Apologies to Orbeetle, but Magnezone was the first flying saucer pokemon, what with its powerful magnetic tractor beam grabbing things from the earth and pulling them towards it. Don't be surprised that it floats just like a flying saucer as well. And yet, for some reason, it can't have the Levitate Ability...
Anyways, Magnezone is heavy, like ridiculously heavy. So much so, that when it turns on its magnetic powers to fly, the magnetic waves are powerful enough to fry you if you're standing too close to it. That's what happens to nearby enemies when Magnet Rise is used, as it marks them with a quaint little lightning bolt icon.
Now, while Magnezone is flying, it is completely immune to all effects, negative and positive. Yeah, it's immune to damage even, but allies can't affect it with buffs or healing moves either, just like Cinderace's Feint. Magnet Rise only makes you invulnerable for a short while just as well, only you come crashing down with a heavy thud.
The charged enemies you hit with the jump get their polarities reversed when this happens. What this means is, that those marked by Magnet Rise will suddenly get pulled towards Magnezone when it comes down, wherever that happens to be. Magnezone is only in the air for a very short amount of time, so it's not likely you'll get a lot of distance between you and the enemy.
However, it is a Pull effect, which gets strengthened by Magnet Pull, and it is a delayed Pull effect at that. If the enemy gets caught, they can expect to be pulled in the direction you're moving towards, which can be coordinated with your allies. There's a whole electric current drawn on the ground to illustrate this effect, so its their own fault if they let themselves get pulled like dumb little fish on a fishing line.
The invincibility effect is very useful too, as Magnezone lacks any way to heal or empower itself. However, this invulnerability means that you can't pull off any silly tricks like diving into Hoopa's Hyperspace Hole when it opens, since you are immune to all effects, harmful or helpful. You can't even hide in Tall Grass while floating. Being able to avoid Unite Moves is pretty nifty though, but the cooldown of the move means it'll be an extensive wait time if you miss the timing.
Plus, you're depending on a full Score Pocket to power up the Pull effects of Magnet Rise. You really need those Aeos Orbs. It's just too bad that you can't really steal them from opposing pokemon by magnetizing the orbs right out of their Score Pocket.
Or can you?
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Move 1b: Magnetic Flux (Ranged/Hindrance)
The user fires a beam of magnetically charged electricity forward, damaging all enemies in range. The affected enemies will have their Aeos Orbs taken and added to the user's Score Pocket. When the move ends, the enemies will be pulled towards the user. The user receives reduced damage and the affected opposing pokemon deal less damage to the user while Magnetic Flux is in use. 9.5s cooldown.
At Level 12, Magnetic Flux becomes Magnetic Flux+.
Expands the range of the magnet beam and increases the damage reducing effects.
A magnetic electro beam is launched forward in a conical shape, burning enemies within range with charged radio waves. Magnetic Flux+ expands the range of this beam by 40%. Magnezone can move while using Magnetic Flux, though the direction will maintain constant.
All enemies within range of the beam will have their Aeos Orbs taken from their Score Pocket and added to the users at a rate of 2 Points per second. If the user doesn't have room in their Score Pocket, the excess is left behind on the ground. This doesn't affect Wild Pokemon.
The user receives 15% less damage from opposing attacks and opposing pokemon affected by the magnet beam deal 15% less damage to the user while within the area of effect. Magnetic Flux+ increases both of these effects to 25% each. These effects stack.
Magnetic Flux lasts for 5 seconds or until the attack is cancelled, manually or from a hindrance. When the attack ends, all opposing pokemon within range will be Pulled a short distance towards the user.
Magnezone's third eye, the big red circle in the middle of its face, is fully functional, despite the fact that it doesn't blink. That's because it's specialized to perceive magnetic waves and other strange wavelengths flying about in our world. Oh, and also because it shoots laser beams from it.
While Magnetic Flux is a passive status move, I've turned it into a sneaky little attack. Also, Magnetic Flux can only be learned by Magnezone, not Magneton, which is why Magnezone starts learning its moves at this Level and not at Level 5 as a Magneton.
Anyway, the magnetic waves launched out of Magnezone's eye magnetize the Aeos Orbs in the Score Pockets of opposing pokemon within range. What this does is that the loose change slips out of their pocket and floats into Magnezone's own deep coffers, completely of its own volition. It's not a lot of points passively, but any amount of points getting stolen is sure to illicit a violent response by the opposing team.
Normally Magnet Pull drags in stray points off the ground and towards you, but if there are none nearby, you can 'borrow' some from nearby enemies. It's too bad you get this move at Level 7 and not the early game, where it becomes much more lucrative to score and power up stacking items like Aeos Cookie.
Now, the move only runs for 5 seconds, but during that time, you get a small defense boost, reducing the damage you receive while the move is active. Those in range of Magnetic Flux will also have their damage output reduced, and these two effects can overlap, meaning that Magnezone gets a 30% total damage reduction from those it is directly harming with Magnetic Flux. That's enough to stifle most burst damage attacks coming your way. When upgraded to Magnetic Flux+, it comes out to 50% damage reduction, thwarting nearly all burst damage aimed at the giant magnet.
When the move ends, all opposing pokemon getting zapped by the beam will then get pulled towards the user. Because you are stealing Aeos Orbs, Magnet Pull will slowly increase in power. Magnetic Flux runs for 5 seconds, which totals 10 Aeos Orbs taken from each pokemon within range. More pokemon hit by the beam means more points taken, but that does naturally contribute to the risk of trying to affect the entire enemy team with this move.
While the defense boost is very nice, you can manually end the move early by using the attack a second time. Whether it ends from getting interrupted or the time has run out, Magnetic Flux pulls pokemon in when it goes away. Maybe a particularly twitchy enemy is liable to make a run for it to escape from your tractor beam. In that case, the defense boost of Magnetic Flux won't be all that useful to you since the enemy is choosing to flee instead of fight, so Pulling them in as soon as the beam hits is a great way to finish them off.
Just one thing to note. Magnetic Flux deals damage, but it doesn't hinder the enemy until it ends. You get a defense boost while using the move, but those outside of the beam's range can continue to pelt you with long range attacks like Decidueye or Inteleon, as they won't have to worry about the damage debuff. Speaking of which, hindrance resistance effects like Full Heal or Blissey's Safeguard can snub the damage reduction effects of Magnetic Flux, as well as the Pull effect if they time it right.
There's also the fact that, at this stage, your only other move is Thunder Shock, a pitifully weak move at your power level. Not to worry, as just one level later, you'll replace it with a much more impactful attack like Discharge or Flash Cannon.
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At Level 8, Thunder Shock will become either Discharge or Flash Cannon.
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Move 2a: Discharge (Area)
The user builds up a massive surge of electricity before unleashing it all around itself, Stunning nearby enemies. The closer they are, the more damage they receive. Affected opposing pokemon are more vulnerable to the Pull effect of your basic attack. 5.5s cooldown.
At Level 13, Discharge becomes Discharge+.
Decreases the charge time for the move.
Opposing pokemon are Stunned for 0.75 seconds when hit by Discharge.
The damage multiplies the closer they are to Magnezone, just like with Thunder Shock. The damage multiplier maxes out to 5.5x.
For 4 seconds afterwards, opposing pokemon receive a 150% stronger Pull effect from your basic attack. This stacks with Magnet Pull.
It takes Discharge 1.5 seconds to come out, causing the user the crackle with electricity right before it is unleashed. Discharge+ reduces this charge time to 0.75 seconds.
As a direct upgrade to Thunder Shock, Discharge has Magnezone let loose a powerful volley of lightning bolts all around itself. Not only does it hit hard, it also Stuns the enemy briefly, since electric attacks have a tendency to paralyze opposing pokemon that get hit.
It's not completely free to use, though, as Discharge has a short windup to it. It takes an entire second and a half for Discharge to come out when you use it, giving the opposing team plenty of time to try and dash away from your violent volt surges. Now, I would argue that limiting the space the enemy can play in is one of the defining traits of a Defender, as a direct hit can deal massive damage to slower enemies.
Just like Thunder Shock, Discharge has a proximity multiplier that increases the damage dealt to enemies too close for comfort. If they get hit at the edge of the attack, Discharge won't deal a whole lot of damage. In fact, it'll hit for a lot less than normal to those it just barely managed to graze. If opposing pokemon are shoulder to shoulder with Magnezone, however, Discharge will deliver a massive 5.5x damage multiplier to those directly nearby, potentially electrocuting frail Attackers and Speedsters.
Now, a powerful move like this would have some drawbacks, such as the charge time before the move comes out. However, Magnezone lacks the ability to empower itself with healing or shields, so it's putting itself at risk trying to maximize the damage of Discharge. As such, Discharge has a shockingly low cooldown of 5.5 seconds, which makes it ridiculously free to use at any point during a fight. Pokemon that lack sustainability need these sort of crazy cooldowns in order to be threatening to the opposing team as a Defender.
One last thing to note. The residual electricity of Discharge makes it so that your basic attack's Pull effect become much stronger, even if the attack just barely clipped them. If the move didn't successfully KO the opposing pokemon, you can have easier time Pulling the affected enemy towards you and your team with your followup attack.
Of course, you do need to coordinate with your allies to get this done.
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Move 2b: Flash Cannon (Area)
Let loose a brilliant light all around you, damaging enemies and makes it easier to Pull enemies with your basic attack. The closer they are, the greater the damage increase. 6s cooldown.
At Level 13, Flash Cannon becomes Flash Cannon+.
Movement Speed increases while Flash Cannon+ is active.
Flash Cannon scatters light particles around Magnezone that damage nearby enemies continuously for 5 seconds. The damage dealt increases the closer they are to the user. The damage multiplier maxes out to 4.75x.
The cooldown of Flash Cannon kicks in when the move ends.
While Flash Cannon is active, the basic attack only needs to fill in 10% of the magnet icon in order to Pull opposing pokemon closer.
Flash Cannon+ increases your Movement Speed by 25% while in use.
You ever wonder why Flash Cannon is a Steel type move? Because Steel types manipulate the light refracting off of their polished metal exteriors and focus it into an attack. I mean, that doesn't explain why the non-Steel types are able to use it, but at least it gives pokemon like Magnezone some way to deal Sp. Attack damage with their Same Type Attack Boost.
While Discharge lets loose a big wave of dangerous electricity all around itself, Flash Cannon is a bit weaker in exchange for consistency. It will deal small amounts of damage passively all around itself, which it will continue to do for 5 seconds. It can't even get stifled by hindrances, which is a weakness of Discharge if opposing pokemon are good at timing their attacks.
It also has a proximity multiplier, just like Discharge, though the maximum damage output is a bit weaker. Being able to deal continuous damage is effective, but it can be too weak when engaging opposing pokemon, as it may not deal enough damage to threaten them. It lets Magnezone float up to Wild Pokemon and get the last hit on objectives more often than not, so it's up to opposing Defenders to keep the area safe from this chromatic creature.
Since Flash Cannon is active at all times, it means that you can use other effects while the move is running. If you really want to abuse the proximity multiplier to its full effect, you should use Magnet Rise or Magnetic Flux while Flash Cannon is running to Pull the enemy closer towards you. Flash Cannon also makes the basic attack have an easier time of Pulling enemies inward, requiring only 10% damage to fill in the mark as opposed to 15%.
All these potential effects combined make Flash Cannon a very solid move with no downsides, though the low damage rate may be a deal-breaker for some players. It lacks the immediately threatening power of Discharge in exchange for passive safety, so it's up to you on how you employ Magnezone's defensive capabilities.
Admittedly, it is dangerous to always be pulling enemies towards you in order to Defend the team. Luckily, you have one final gambit to use to fulfill your true potential as a Defender.
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Unite Move: Polarity Swing
Launches an oversized magnet at the designated area. The magnet damages and pulls enemies inward, dealing more damaging the closer they are. Any Stun effects applied to enemies in range will strengthen the Pull effect. The magnet’s pull effect out-prioritizes your own.
The giant magnet damages enemies on hit, but it doesn't behave as an obstacle. It starts generating powerful magnet waves that damages enemies over time slowly in a large area around it. The damage dealt multiplies the closer they are to the center, maxing out to 7.5x.
While dealing damage, opposing pokemon are constantly being Pulled towards it. However, the Pull effect is very weak and can easily be moved away from. Magnet Pull strengthens the Pull effect.
If affected opposing pokemon are incapacitated by a Stun Effect, the Pull Effect increases drastically, more than tripling in power. This will only remain in effect while the affected opposing pokemon are Stunned.
Your own Pull effects stop working while within the area of effect.
Wild Pokemon are unaffected by Polarity Swing's Pull effect.
Polarity Swing lasts for 8 seconds.
When Magneton evolves into Magnezone, it goes from 6 horseshoe magnets to 3, so where did the other 3 go? Well, it turns out that these parts got disassembled into magnetic sand and float in the air around Magnezone, so that whenever it needs a big fat magnet to start pulling things into it like a localized black hole, it can just reconstitute it and throw it onto the ground. Please note that I am not a pokemon professor and that this is purely hypothetical, as I really don't know where that magnet came from.
Polarity Swing immediately starts generating a gravitational field all around itself, pulling in enemies on the opposing team towards the giant magnet wherever it was thrown. This pull effect can be increased with a full Score Pocket thanks to Magnet Pull, but it's still pretty easy for opposing pokemon to dash away from the magnetic field with moves. They are also just as easily capable of walking away, as the Pull effect doesn't stop them from moving.
The true power of Polarity Swing comes in its opportunistic behavior. While opposing pokemon are perfectly capable of walking away and out of the pull range, the Pull effect boosts dramatically if they are Stunned from any move, whether it be yours or your allies. This means that any Stunned enemy will be suddenly pulled towards the center of Polarity Swing, which can aid in defense, offense, or positioning for your team. Oh, and did I forget to mention that Polarity Swing is dealing damage continuously in its area of effect?
Just like with Discharge and Flash Cannon, Polarity Swing has a proximity multiplier that deals increasing damage to enemies caught in or near the center of the area of effect. The Pull effect is bad enough, but it is also hurting everything in range. This means that it is in the best interest of you and your team to unload all of your Stun moves at the opposing pokemon, since the longer they stay within the middle of the attack, the more damage they receive overall.
The only downside to this Unite Move is that your own Pull effects stop working, aside from the effects of Polarity Swing. If you try to Pull an enemy towards you while you're both in the area of effect, the Pull attempt will fail, since the giant magnet has a much stronger presence. You can Pull enemies that are outside the range of the Unite Move towards you into the area of effect, though. Although, good luck Pulling an enemy deep enough to be significantly affected by Polarity Swing, because if they want to leave, they'll more than likely escape.
It goes without saying, but try to avoid throwing Polarity Swing into a wall or obstacle. The move deals more damage when opposing pokemon are close to the center of the attack, but that won't happen if the center happens to be out of bounds within an object or big wall. Also, the Pull effect won't affect Wild Pokemon, which is actually a good thing in most situations, except for when you're trying to pull Regieleki away from your Goal Zone.
Biased magnets, how do they work?
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Achievements
Move the opposing team a total of 100 meters through your Pull Effects in a single battle.
Now, most achievements are easy enough to track, what with the formula being based on damage numbers, usually. But for Magnezone, the Achievement is based around the accumulated distance you pull enemies.
Now, everything that I've written down here, everything that I've written in the past, and everything that I will ever write about Pokemon Unite is based purely on conjecture, since I'm supposed to convince you of the idea of any one of these pokemon joining the game. As such, it isn't really possible for me to convey the distance and reach every single move may have, so you'll just have to take my word for it when I say, 'this move reaches far'.
Now, 100 meters is a lot of distance to cover, especially since your Pull effects cover about 2 to 3 meters each. Assuming you Pull each member of the opposing team, you'd have to drag each one for 20 meters to fulfill this achievement. In order to pull 100 meters, you'd need to maximize your Pull effects with Magnet Pull and a full Score Pocket.
The Unite Move, Polarity Swing, is big enough that it can pull the entire enemy team at once and will contribute to the Achievement. But you'd need to guarantee that it affects all opposing pokemon with good placement of the move as well as followup attacks used by you and your allies. Remember, any Stun effect causes Polarity Swing to intensify the Pull effect, so if Magnezone is on your team, give it a helping hand.
Gotta stick together.
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Holowear
Now, Magnezone is far from the typical body standards we adhere to when it comes to clothing, but that doesn't mean it can't be fashionable. Anything can walk the runway, even if they don't walk.
Starting things off, Movie Style Holowear gives Magnezone a big beret with a hole for its antennae to peek through, a director's clapper in one magnet, a megaphone in the other, a big projector light on one 'shoulder' and a big bulky video recorder on the other. Next, Cook Style Holowear gives it a tall chef's hat and apron, as well as spoons, ladles, pots, pans, knives, and a spatula all magnetically stuck to its body, which makes it always ready to cook. In Mechanic Style Holowear, it's wearing a baseball cap and is covered in wrenches, screwdrivers, and nuts and bolts. Similarly, Musical Style Holowear gives it a big hat that marching band leaders wear, along with an assortment of trumpets, big drums, cymbals, and an accordion stuck to its body. Finally, Space Explorer Style Holowear has it covered in star pins, starry veils, model exoplanets, and a pair of wriggly antennae headbands to give Magnezone an out-of-this-world look.
You'll notice that I like to give Magnezone costumes that has it covered in objects like an overpowered magnet. I'm a sucker for good visual jokes.
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Strategy
Remember what I said in the beginning? About how Magnezone is overly specialized in what it can do, it can do it well at the cost of general utility? Well, in Pokemon Unite, Magenzone is good at pulling enemies in, but that's it. It can't heal or sustain itself in battle and has to rely on its allies to follow up its Pull effects with burst damage or the like. It's kind of like Crustle and Mamoswine in this regard, as they're also really solid Defenders, but their potential is based on how well the team can back them up.
In order for Magnezone to be effective, you have to have smart teammates that can capitalize on the openings you provide with your Pull effects. Likewise, not every situation calls for a timely Pull, like say dragging an overleveled enemy towards your underleveled Speedster or Attacker. You gotta read the room and figure out how to best Defend the team in this instance. Usually it means to drag the enemy away from your allies, sacrificing yourself in the process, but if it gives your team some breathing room in order to catch up in EXP, it'll be worth the trade.
Starting a match off as Magnemite, your defensive capabilities are much stronger than normal. You have an automatic Pull attack with your basic attack, a ranged Pull move, and a short ranged area attack that deals increased damage to nearby enemies. This is almost unfair, but Magnemite is a bit of a late bloomer, so it's stuck with this moveset for the first 6 Levels. You evolve two times before you learn the first half of your end game moveset, so you need to focus on EXP while you're playing defense.
Because of the Pull effects you have access to at the beginning of a game, you're better off partnering with a bulky All-Rounder that is capable of dealing heavy damage up close, like Buzzwole or Azumarill. The idea is that you supplement your high EXP need with KO's scored against the opposing team, so you should target frail enemies like opposing Attackers or Speedsters. Do this enough times and you'll reach Level 7 fairly quickly.
If things go awry and you fall behind in EXP, it can be very hard to catch up. Losing the first Goal Zone may be your only recourse, since more Wild Pokemon spawn on your side of the map to compensate for the zone loss. Of course, this is assuming you can get this EXP unobstructed by the opposing team, but greedy pushes like this tend to result in a team wipe sometimes.
If you manage to make it to Level 7, then the fun can truly begin. You'd have to choose between Magnet Rise and Magnetic Flux, but both are very solid moves when playing Tag with the enemy team. Magnet Rise offers a very brief moment of invulnerability while also putting the enemies through magnetic shenanigans. It's also one of the safest ways you can grab multiples enemies at once, since you can move over obstacles while flying, though your Pull victims cannot be dragged through walls with this move.
Magnetic Flux hits a slightly wider area but offers two different boons over invulnerability. Firstly, there's the defense buffs you get from the move while it's running, which is arguably worse than invulnerability. However, the magnetic beam will also start stealing Aeos Orbs passively from those hit by the attack. It's not a lot of points, but any amount will passively boost Magnet Pull, increasing the power of your Pull effects. Speaking of which, when the move ends, whether manually, forcefully, or when the move duration runs out, all enemies hit by the beam will be Pulled towards the user, giving you a lot of dominion over how the attack works. You can either let the move run its course in order to steal the most amount of Aeos Orbs possible, or you end the move prematurely to drag those hit by the beam right away, which you'd prefer to do if you have a full Score Pocket anyway. The defense buff really helps out if you are boldly robbing the entire enemy team.
One Level later and you'll learn the upgrade to Thunder Shock, Discharge or Flash Cannon. Discharge is a little slower with the buildup charge, but it hits really hard, especially if you get an enemy nearby. Even the bulkiest opposing Defender will take a huge chunk of damage from an up close Discharge, so it's a matter of risk versus reward when engaging a Magnezone running this move. Of course, it is vulnerable to hindrances stopping the attack before it comes out, so Flash Cannon is a weaker but safer alternative to proximity damage.
Both of these moves also affect how your basic attack affects enemies. Discharge will make the Pull effect of your basic attack stronger, which stacks with Magnet Pull, so you can keep an enemy really close to you if you managed to land the attack. Flash Cannon speeds up the Pull effect taking hold, which is handy for keeping the enemy in range of the high proximity multiplier of the attack. It's all well and good, but the point of keeping your enemies close is that your friends also need to be close by to take advantage of the vulnerable enemies dragged in by your effects. You can deal high damage, yes, but not burst damage or KO damage. That's the job of your allies.
Speaking of allies, the best time for them to pull their weight would be during your Untie Move, Polarity Swing. As it constantly emits a Pull effect that gets stronger when enemies are Stunned, it's the best time for you and your teammates to unload all of their Stun attacks and burst damage at all enemies caught in the Pull. Of course, you can contribute too, but the giant magnet has a stronger Pull effect than you, so you won't be able to accidentally drag enemies away from the center of the Unite Move. Instead, you should use your moves to drag in enemies outside of the Unite Move's Pull range into it, so that everyone can get in on the magnetic waves.
When two opposing forces meet, the breaking point is at the point of contact. You're going to be pulling the enemy towards you to fight on your turf as Magnezone, so you gotta remember to stay positive.
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And that's Magnezone for Pokemon Unite! One of my favorite pokemon introduced in Gen 4, I always loved using this thing in battle, as it never disappointed. Of course, if it were to show up in Pokemon Unite, it'd be the most attractive pokemon for me to play, and not just because of the magnets covering its body. I favor playing Defenders if the team needs it.
That'll be it from me this week. Until next time, see ya!
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tvlandofficial · 1 year
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A keyline, in graphic design, is a boundary line that separates color and monochromatic areas or differently colored areas of printing on a given page or other printed piece. The line itself, usually consisting of a black (or other dark colored) border, provides an area in which lighter colors can be printed with slight variation in registration. In traditional paste-up graphics workflows, keylines for cropping were often merely indicated on original artwork, and then images were stripped into the area manually with the keylines themselves being added as part of the process. Keylines are often included when printing something that will be cut out using a die form, requires folding, or uses perforation lines.
er. um.
The Key lime or acid lime (Citrus × aurantiifolia or C. aurantifolia) is a citrus hybrid (C. hystrix × C. medica) native to tropical Southeast Asia. It has a spherical fruit, 25–50 mm (1–2 in) in diameter. The Key lime is usually picked while it is still green, but it becomes yellow when ripe. The Key lime is smaller, seedier, has higher acidity, stronger aroma, and thinner rind than the Persian lime (Citrus × latifolia). It is valued for its characteristic flavor. The name comes from its association with the Florida Keys, where it is best known as the flavoring ingredient in Key lime pie. It is also known as West Indian lime, bartender's lime, Omani lime, or Mexican lime, the last classified as a distinct race with a thicker skin and darker green colour. Philippine varieties have various names, including dayap and bilolo.
[ TENNA balls up the question and tosses it away about two lines in. ]
📺 NEXT.
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Indonesia🇮🇩 is a fight that I cannot won. Even thousand times I've tried. Time to escape, ○ Outdonesia✴️,♱.
Beside that, I'm them but at the same time I'm not them.
I'm more of Old Oriental🇹🇷🇮🇷 Polish Uncle Gaffer🇬🇧🇵🇱 on the pub inside, w/ so many Interracial materials on me. ☪️✴️🦅[🐉🔵]🌕☭🛕.
If you ask me. My childhood is in Indonesia, and I will rebuilt it by my own hands for the future. But it's the last place that I want to visit and spent the rest of end quarters of my life with. ±30 years this & 30 years there. I love cold weather; Katowice, İstanbul, Balkan or else, I'll see.
Throwing back,
It just really a brainer for me. In Poland🇵🇱 you either have a Microsoft Paint to advertise a thing or a very skillful graphic designer to do it. No Inbetweeners.
But I like the slow pace. The place where I grew everywhere is a very good design no Paint at all but it's everywhere, print this and that, print-print-print-print, streets are so full of fonts. Not building but poster papers.
There's ±30 years there, and my own 30± next.
And I non-stop talking to it for hours in the bus, just so you know, I don't have a real deal childhood here🇮🇩. It's scary if you think it. And I will march to the death just to fuck you.
And unplanned encounter. That makes my trip very worthwhile, only that. Just that. Since its, 👍woah how to say it😮‍💨🤏. It's like I found invert of my body. Will I ever have sex. 😮‍💨. To it. If you read this just so you know, the moment I sit next to you I really want to, apologies it's FULL ROMANCE. But your form is... I want to fuck you.
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I also seek Turkish Balkan, blue-eyed Levant & Persian girls. That choose not to do anal. For my own reminiscence.
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mybeingthere · 2 years
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Maryam Lamei Harvani
Maryam Lamei Harvani was born in 1985 in Sarab, a historical city in northwest of Iran. After graduating in Graphic Design, she was awarded the National Art Prize  and the art award from the Ministry of Science Research. Her work is inspired by the Iranian Golo Morgh (Flower and Bird) paintings, a traditional Persian way of painting in which the flower is the beloved and the bird is the lover.
Maryam is also part of the Iran's Miniaturist Association, Tehran Visual Arts Association and Zanjan Visual Arts Association. She has participated in more than twenty exhibitions in Art museums, galleries and cultural centers as well as her individual show in Paris in 2009 and in Istanbul-Turkey 2019. She has taught workshops on Iranian painting in universities and Art Institutes from 2006 to 2014 and was in charge of the Visual Arts Association of Zanjan Province in 2010. Her work is also published in journals and art books.
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brother-emperors · 2 years
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Finally someone who hates 300! Worst Hollywood movie in decades - level of historical inaccuracy that feels almost deliberately insulting, extremely bland direction not saved by AAA budget, is racist in its portrayal of Persians in a way everyone accuses LotR's portrayal of Sauron's forces... only much worse, just glorifies fascist virtues... and unlike WH40000, does it completely, 100% unironically. And also, the writing is just dumb.
FOR REAL THOUGH it's an incredibly frustrating movie, and that's before getting into the racism and homophobia (of the racist variety) and ableism and the fascism just. eurhgh. it's truly indicative of American society that when it came out, people glorified it to the point of it becoming a pop culture hit. I saw it for the first time earlier this year, and I knew it was going to be racist because (gestures at the historical event, gestures at post 9/11 America and the vitriolic racism that was encouraged by the media, lays down on the floor in despair) but the actual level of racism and fascist ideology they baked into that movie with enthusiasm was actually nauseating.
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and I haven't even started on the plagiarized soundtrack and absolute shit tier cinematic design choices. or the awful graphic design work done on the posters. 'oh I wanted it to look like the comic,' newsflash, snyder, it wasn't a good comic either!
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chahab · 7 months
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