Pokemon conquest when does charmeleon evolve




















Charmeleon: Its Attack needs to reach Darumaka: Its Attack needs to reach Jigglypuff: You need a Moon Stone. Once you get it, have Jigglypuff's warrior equip the Moon Stone, and finish a battle with Jigglypuff. Luxio: Its Attack needs to reach Newly linked Pokemon: If you're in a kingdom, press Start and go to Info. You'll a list of the warriors and warlords in that kingdom, and the Pokemon that the highlighted warrior has will be shown.

User Info: CharizardFire. Sign Up for free or Log In if you already have an account to be able to ask and answer questions. Question Status Evolving Warlords? Answered Evolving oichi? Surge between File 1: Red and File 2: Cubone. Charmeleon debuted in Onix is On! He evolved from Charmander sometime between The Secret of Kangaskhan and this round. He has since evolved into Charizard with Blue's intense training and became even more powerful, assisting in the defeat of both the Team Rocket triads Koga and Sabrina.

Jet's Charmeleon appeared in Race to Danger. It later evolves again into Charizard. Charmeleon may be based off lizards , as its name suggests. Charmeleon may be a combination of char to burn and chameleon. Page actions Article Discussion View source History. Please remember to follow the manual of style and code of conduct at all times.

For a specific instance of this species, see Charmeleon disambiguation. Attack :. Defense :. Atk :. Def :. Speed :. For other sprites and images, please see Charmeleon images on the Bulbagarden Archives. Navigation menu Personal tools Create account Log in. This article is about the species. Images on the Bulbagarden Archives.

Type Fire. Abilities Blaze. Solar Power Hidden Ability. Cacophony Hidden Ability. Gender ratio Unknown. Catch rate 45 Breeding Egg Groups Monster and Dragon. Hatch time - steps. Height 3'07". Weight Mega Stone [[ ]]. Base experience yield Gen.

Leveling rate Medium Slow. EV yield Total: 2. Base friendship Charmeleon knocks down opponents with its tail, then defeats them using razor-sharp claws. Generation I. Red When it swings its burning tail, it elevates the temperature to unbearably high levels. When excited, it may blow out bluish-white flames.

It appears to be very vicious. It attacks with razor-sharp claws and won't stop until the enemy is defeated.

Generation II. Gold It is very hot-headed by nature, so it constantly seeks opponents. It calms down only when it wins. It has a barbaric nature. In battle, it whips its fiery tail around and slashes away with sharp claws.

If it becomes agitated during battle, it spouts intense flames, incinerating its surroundings. It is very hot-headed by nature, so it constantly seeks opponents. Generation III. Ruby Charmeleon mercilessly destroys its foes using its sharp claws. If it encounters a strong foe, it turns aggressive. In this excited state, the flame at the tip of its tail flares with a bluish white color. Without pity, its sharp claws destroy foes. If it encounters a strong enemy, it becomes agitated, and the flame on its tail flares with a bluish white color.

It lashes about with its tail to knock down its foe. It then tears up the fallen opponent with sharp claws. When it swings its burning tail, it elevates the air temperature to unbearably high levels.

Generation IV. Diamond In the rocky mountains where Charmeleon live, their fiery tails shine at night like stars. Generation V. Black In the rocky mountains where Charmeleon live, their fiery tails shine at night like stars. In the rocky mountains where Charmeleon live, their fiery tails shine at night like stars. Generation VI. X It lashes about with its tail to knock down its foe. Charmeleon mercilessly destroys its foes using its sharp claws. Generation VII.

When excited, it may breathe out bluish-white flames. Gyarados even took 3 Electro Balls in Violight from Joltiks. Simply put, how can you make a judgement on this if you haven't gone through and experienced this? I used both of them side-by-side and Machamp significantly outclasses Conkeldurr. This includes offensively, defensively and in a support role.

He has identical movement, with superior range and a better variety of abilities. His only downside is that you need to recruit Machop, like you said, but I had 2 warlords who could get perfect Sync with Machop by the time I even got to Pugilis. And I got him to Machoke in almost no time flat. In fact, Machoke and Gurdurr evolve in almost the same amount of time, because they evolve at link level Gurdurr evolves a little earlier, I will admit that, but it doesn't give him a huge edge, merely a slight one.

And lets face it, it's not hard to just auto-train until they both evolve anyway. Also worth noting that they have almost identical stats and both Machoke and Gurdurr get Wake-Up Slap. I believe that the bold speaks volumes. Why would you ever use two Fighting-types? An In-Game Tier list, as I have said multiple times, is not about conventional power. You only need one Fighting-type - and I am prepared to stand by this.

There is no point in training two, if you want team variety. With that said, why would you ever choose any Fighting-type over Yoshihiro's Gurdurr?

This is about getting the most efficient playthrough possible, remember. Why should you go after a Machop user early in the game when Yoshihiro is right there and, by virtue of his map, extremely easy to capture? Why would you want to waste time leveling up a Machop to a Machoke when you could be leveling up a perfectly good Gurdurr instead, which is faster, stronger, bulkier, and thus far easier to improve link with?

Whether or not the same can be said for Machamp is debatable. But Machamp is less easily obtainable in the main game than Conkeldurr is, and as such, Conkeldurr has the advantage over it for the majority of the game, irrespective of late-game advantages, and is thus placed higher in the tier lists on my list.

If we can't use Wi-Fi events or passwords for this list, then why bother analyzing Serperior and Samurott? There are no banks in this story, so we have no access to the areas you can find Snivy or Oshawott.

Correct me if I'm wrong about that, but I'm pretty sure you cannot get them. I'll forgive Scyther and Scizor, since there is a Warrior you can recruit that is already linked to Scyther and you can get a Metal Coat from the travelling merchant. I'm playing through Hideyoshi's story now, and I just saw a Warrior that is linked with a Snivy in Pugilis. I don't know if this guy can appear in the first story, I never saw a guy linked with a Snivy during Legend of Ransei besides Motonari.

Then again, Warriors in Ransei use some weird stuff before you recruit them. I can't really fight him right now. If I see him again, I'll try to check him out. You having two perfect links with Machop may rare - I've started playing today and I have none. On the flipside, I have two that are perfect links with Timburr. Going out of my way to recruit a Warrior with a perfect link is getting tedious. While Machamp may outclass Conkledurr in the long run, I've wasted more time looking for the warrior than actually playing.

Machamp lower than Conkle seems reasonable to me at this point. Or my luck is just bad. And you should have enough warlords later on in a campaign that you can mix and match according to what you're going against. If we're talking about post main game which we should , pokemon availability should not be a big issue.

If you do an easy campaign like Ieyasu's pokemon campaign, you can easily get 5 of every evolution item, 20 guardian charms, stage 2 on all recruited warlords, and evolved pokemon for all your warlords, as well as link 90 pokemon to spice up your team like Lucario for Kenshin.

I personally would rank Machamp slightly higher than Conkeldurr since cross chop can hit multiple opponent and superpower's side effect is very depressing. Yoshihero has a 90 link with machamp so links shouldn't be a big issue. You almost never hit link if you aren't GC abusing. Thread's been silent for a month, but I checked the rules and I think I'm allowed to bump it if I have something to add. My excuse is that I'm European so I got the game well after the rest of you.

This thread is mostly talking about main game, not postgame. The smaller campaigns can generally be defeated in 2 days just by repeatedly winning battles with a squad of 3, leaving room for 3 more to march to the conquered territory and conquer another. This gives you no real choice in what you're using except who goes where; the trick is to use a small number of warriors with a type advantage to start off with, then just throw everything you have left at the remaining territory. I think I played the game somewhat differently from everyone else, going through it much faster; all the "awesome when evolved" stuff is irrelevant for anything but stone evolutions and Staraptor, IMO, because I'd already completed the game by that point.

Starly evolves mindboggingly quickly; I had four Staravias by the end of the campaign, and most of those were from "Train" delegations and from things like shopping. I evolved a Magikarp by taking it shopping, too, but that was mostly for fun; I don't think I used the resulting Gyarados because the main campaign was almost over by then.

Instead of grinding when I couldn't beat a battle, I tried to formulate a strategy that worked things like AI exploits, mostly , which lead to a rather different team than what you've been describing. I'd first like to argue in favour of Jigglypuff; it's nowhere near the junk many people in this thread have been claiming it is. For one thing, Doubleslap does not deal negligible damage. And Hyper Voice is one of the most consistent damaging moves, if you evolve it; the damage potential is average but you can frequently hit three or four targets with it.

But more importantly, it's the easiest-to-obtain wall in the game, and it's pretty good at walling; my tactic for getting through the game quickly was "stick Jigglypuff in a chokepoint and do ranged attacks from behind it". You can give Oichi a Super Potion or even a Full Restore in order to enhance its walling ability further.

Its main issue is a tendency to be oneshotted by Fighting-type moves, but that shouldn't really be a surprise to anyone who knows the games. As a side-effect, Rhyperior is very good if you have a viable wall like Jigglypuff or Wigglytuff.

Its attack is still amazing as ever, the cooldown turn often doesn't matter because it's hard enough to get it in range anyway you can still move during it, so it's giving Rhyperior an effective range of 4 , and you can just hold the enemies up and vaporize them one by one with giant rocks from the sky. Rock Wrecker is one of the only moves that does entirely respectable damage even when resisted.

It hasn't even really been mentioned, but I'd also like to speak out in favour of Drilbur. Yes, seriously. For one thing, Dig has entirely viable damage. And finally, Zekrom can't touch it. Admittedly, my not-particularly-trained Drilbur did only about 35 points of damage to Zekrom, so it wouldn't beat it by itself; the battle would run out of time first. But it definitely helped, being around on a part with what my best neutral attacks would do.



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