Never give up!
This topic was inspired by a request made over in the requests thread, and I thought I'd start the talking because I have quite a bit of personal experience with this game.
Before you ask, no, I'm not committed to doing this myself. I just want to discuss ideas that would be involved in speedrunning this game.
You might wonder how a video game centered around a collectible card game could be speedrun. Well, that's the question right now. I imagine building one deck and changing it frequently to accomodate the situation would be the way to go. Generally, though, here's some Pokemon cards to consider:
-Machop (attacks that deal 20 damage - for just one energy)
-Staryu (see Machop)
-Rattata/Raticate (see Machop, except this is ANY energy)
-Hitmonchan (see Machop, PLUS 40 damage for three energy)
-Hitmonlee (able to hit anything on the bench for two energy, and a highly damaging attack for three)
-Electabuzz (chance of 40 damage for two energy. Useful on Thunder-weak enemies)
-Seaking (don't laugh just because it's in the practice deck. 30 guaranteed damage for two energy, especially when only one of it has to be Water)
-Nidoran Female (Pokemon-adding ability is useful, but the potential to do 30 damage in one attack is why I asked)
-Magmar L24 (Fire Punch is acceptable for two energy)
-Nidoran Male (30 for one energy, even if it doesn't always work, is insane)
-Nidoking (Toxic gets rid of those high-health Pokemon)
-Meowth (one version can allow the drawing of more cards faster, the other can hit random enemies without caring for weaknesses)
-Magnemite L13 (with Defender you take less damage from the aftershock of SelfDestruct, so you could conceivably blow up more than once)
-Kangaskhan (an excellent blocker, if I say so myself. And if you get four energy, that's one damaging attack. However, this guy only really works with Switch)
As for Trainer cards:
-Gambler (better than Professor Oak for refilling your hand, if for some reason you get a longer duel than usual)
-Professor Oak (for those times when you don't care about losing the cards)
-Bill (how did I forget about drawing two cards by playing this?)
-Poke Ball (finding any one Pokemon you want can easily speed things up)
-Switch (if for some reason your Pokemon comes under serious attack)
-PlusPower (duh)
-Defender (see Magnemite, above)
-Potion (the others make you discard energy, and that's risky)
I'll revise each list as I get ideas. What I'm looking for are Pokemon cards that deal lots of damage or have good special abilities, either of which should cost little energy (two or less), or trainer cards that can easily make battles go faster.
The other thing that has to be done is finding out which opponents to fight over and over for the right booster packs to build the deck.
I'm going to step aside and let others come up with ideas now.
Before you ask, no, I'm not committed to doing this myself. I just want to discuss ideas that would be involved in speedrunning this game.
You might wonder how a video game centered around a collectible card game could be speedrun. Well, that's the question right now. I imagine building one deck and changing it frequently to accomodate the situation would be the way to go. Generally, though, here's some Pokemon cards to consider:
-Machop (attacks that deal 20 damage - for just one energy)
-Staryu (see Machop)
-Rattata/Raticate (see Machop, except this is ANY energy)
-Hitmonchan (see Machop, PLUS 40 damage for three energy)
-Hitmonlee (able to hit anything on the bench for two energy, and a highly damaging attack for three)
-Electabuzz (chance of 40 damage for two energy. Useful on Thunder-weak enemies)
-Seaking (don't laugh just because it's in the practice deck. 30 guaranteed damage for two energy, especially when only one of it has to be Water)
-Nidoran Female (Pokemon-adding ability is useful, but the potential to do 30 damage in one attack is why I asked)
-Magmar L24 (Fire Punch is acceptable for two energy)
-Nidoran Male (30 for one energy, even if it doesn't always work, is insane)
-Nidoking (Toxic gets rid of those high-health Pokemon)
-Meowth (one version can allow the drawing of more cards faster, the other can hit random enemies without caring for weaknesses)
-Magnemite L13 (with Defender you take less damage from the aftershock of SelfDestruct, so you could conceivably blow up more than once)
-Kangaskhan (an excellent blocker, if I say so myself. And if you get four energy, that's one damaging attack. However, this guy only really works with Switch)
As for Trainer cards:
-Gambler (better than Professor Oak for refilling your hand, if for some reason you get a longer duel than usual)
-Professor Oak (for those times when you don't care about losing the cards)
-Bill (how did I forget about drawing two cards by playing this?)
-Poke Ball (finding any one Pokemon you want can easily speed things up)
-Switch (if for some reason your Pokemon comes under serious attack)
-PlusPower (duh)
-Defender (see Magnemite, above)
-Potion (the others make you discard energy, and that's risky)
I'll revise each list as I get ideas. What I'm looking for are Pokemon cards that deal lots of damage or have good special abilities, either of which should cost little energy (two or less), or trainer cards that can easily make battles go faster.
The other thing that has to be done is finding out which opponents to fight over and over for the right booster packs to build the deck.
I'm going to step aside and let others come up with ideas now.
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