If MapleStory classes were Pokemon...
#1
What types would they be? Chin
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#2
Thiefs would be Psychics in 1st gen. Totally.
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#3
Well the mages are self explanatory. Evan's Dragon, Aran's Ice, Corsairs could be flying with AS and Wings, Buccs are fighting. And I'm sure everyone else will draw their own conclusions.
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#4
Rob Wrote:Thiefs would be Psychics in 1st gen. Totally.

That's Pirate, silly.

I would say Evans are Dragon/Normal, cause there's a boy and a dragon.
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#5
Hero, Dark Knight, Paladin and Aran: Steel, Rock/Ground, Normal and Ice
Bow and Crossbow: Flying/Fire and Flying/Ice
Buccaneer and Corsair: Fighting and Fighting/Psychic
Night Lord, Shadower and Dual Blade: Ghost, Ghost and Dark
Bishop: Chansey/Clefairy.
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#6
(Not gonna count HP washing)


Even better than a type:

-NLs are Weaviles. High speed, great damage, but one punch to the face and it's dead.

-Shadowers are... Bronzong (we'll have to ignore the speed since everything else works so well). It's ability can either reduce (fire) damage by half, or ignore (ground) damage altogether. It has access to a ridiculously powerful move. It's only recovery move isn't too reliable but it can come in handy occasionally.

-DBs are Garchomp. Strong and speedy. Pretty dam uber.

-Arans are Tyranitar. Ridiculous power but not as much survivability as other power houses (warriors). That is... until their special ability kicks in (Sandstream for T-Tar, combo barrier for arans)... but they still can't take a strong punch to the face.

-Paladins are Metagross. Tanks. Some power, but great tanks.

-Dark Knights are Azumarill. Huge Power doubles it's attack stat (effectively doubling it's damage). It has great resistances (just as DKs get elemental resist). Access to moves to adapt to the situation (such as DKs can switch between crusher and fury depending on the mob size... mostly after the BB update since slash/stab isn't penalized anymore).

-Heroes are Empoleon. Also tanks but have a rather great attacking capacity. It's typing makes it difficult to kill. Moves that it can use are quite strong. It's slow, but can use moves to increase it's mobility.

-Bowmasters are Absol. Crits.... lovely lovely crits. Quite likely to be OHKOd, or if not (rare), severly crippled.

-Snipers are Seaking. Horndrill for a ohko. You don't see that many of them. Has access to ice beam/blizzard. And a powerful attack that hits multiple foes: surf. Guaranteed to die from a strong hit....probably from a mediumish hit, but has access to moves to help it survive a bit longer.

-Corsairs are Scizor/Scyther. Speed loss (while on boat) to gain increased power. Or nice mobility with less power.

-Bucs are Milotic. Pretty much there just for support (SI/OakBarrelGlitch) or stalling (bucs invincibility frames). Has some attack, but is almost never used as an attacker.

-Bishops are Blissey. Ridiculously good recovery moves and capable of taken hits. Access to moves to help it survive tons of things. It IS still possible to OHKO but the move used on it will have to be ridiculously strong.

-F/P archmages are Torkoal. It has a fire move that hits the entire screen and access to multiple status inducing attacks. Also quite sturdy.

-I/L archmages are lanturn. Access to both ice and electric moves. Decent enough survivability. Can adapt to multiple types of situations requiring either single target, multi target, or full screen targeting.

-Evans are Porygon-Z. Access to multiple elemental attacks (and tri-attack). Ridiculously strong special attacks and quite interesting movesets are possible.


-GMs are ditto
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#7
Heroes: Fighting
Paladins: Fighting/Can switch betwen psychic,Ice,Fire and thunder.
Dark Knights: Fighting/Dark
FP Mages: Fire/Poison (NO sh'it)
IL Mages: Ice/Thunder
Bishops: Psychic
Corsairs: Flying/Steel
Buccs: Fighting/Psychic
NL: Flying/Ghost
Shadower: Dark/Ghost
Dual Blade: Flying/Ghost
Bowmaster: Normal/Fire
Marksan: Normal/Ice

Cygnus:
Dawn Warrior: Psichic/Fighting
Night Walker: Ghost/Poison
Wind Archer: Normal/ Flying
Thunder breaker: Fighting/Thunder
Blaze wizard: Fire

Heroes
Aran: Fighting/Ice
Evan: Dark/Dragon

Resistance
Battle Mage: Dark/Thunder
Wild Hunter: Normal/Dark, Fire, Ice, Thunder or nothing depending on the panthera that they have
Mechanic: Fighting/Steel

Yay for all of the classes.
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#8
Permabeginners are Magikarps, but they never evolve.
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#9
sicnarf Wrote:Permabeginners are Magikarps, but they never evolve.

Would that make perma-noblesses feebas?
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#10
[SIZE="5"]Adventurers[/SIZE]

Hero: Lucario
Paladin: Metagross
Dark Knight: Salamense
Fire/Poison Archmage: Charizard/Venusaur
Ice/Lightning Archmage: Blastoise/Pikachu
Bishop: Blissey
Bow Master: Pidgeot
Crossbow Master: Manectric
Night Lord: Nidoking
Shadower: Sableye
Captain: Pelliper
Viper: Machamp


[SIZE="5"]Knights of Cygnus[/SIZE]

Soul Master: Gallade
Flame Wizard: Magmortar
Wind Breaker/Wind Shooter: Fearow
Night Walker: Absol
Striker: Electivire


[SIZE="5"]Legend[/SIZE]

Aran: Mamoswine
Evan: Dragonite


[SIZE="5"]Adventurer v2[/SIZE]

Dual Blade: Noctowl


[SIZE="5"]Resistance[/SIZE]

Battle Mage: Medicham
Wild Hunter: Honchkrow
Mechanic: Steelix

That's all I can label.
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#11
But it's supposed to be pokemon type not species, oh well it's fun anyways.
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#12
FlameChocobo Wrote:[SIZE="5"]Adventurers[/SIZE]

Hero: Lucario
Paladin: Metagross
Dark Knight: Salamense
Fire/Poison Archmage: Charizard/Venusaur
Ice/Lightning Archmage: Blastoise/Pikachu
Bishop: Blissey
Bow Master: Pidgeot
Crossbow Master: Manectric
Night Lord: Nidoking
Shadower: Sableye
Captain: Pelliper
Viper: Machamp


[SIZE="5"]Knights of Cygnus[/SIZE]

Soul Master: Gallade
Flame Wizard: Magmortar
Wind Breaker/Wind Shooter: Fearow
Night Walker: Absol
Striker: Electivire


[SIZE="5"]Legend[/SIZE]

Aran: Mamoswine
Evan: Dragonite


[SIZE="5"]Adventurer v2[/SIZE]

Dual Blade: Noctowl


[SIZE="5"]Resistance[/SIZE]

Battle Mage: Medicham
Wild Hunter: Honchkrow
Mechanic: Steelix

That's all I can label.

Like solarboy said, and even if this were naming jobs as species, some of these make no sense.
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#13
Did mine at least make any sense?
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#14
shouri Wrote:Did mine at least make any sense?

I'd like an evaluation of Buccs post-BB. I don't think they are a Milotic anymore after the massive power boosts they will soon get.
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#15
1st gen: Paladins have to be Dragonite.

My reasoning for this:
Which other monster is able to learn Fire Blast, Flamethrower; Blizzard, Ice Beam; and Thunder, Thunderbolt? pineapple yeah.
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#16
IllegallySane Wrote:I'd like an evaluation of Buccs post-BB. I don't think they are a Milotic anymore after the massive power boosts they will soon get.

Post BB bucs are clefable. My oh my the OH so many ways that this thing can attack. There are so many different moves clefable can use and thus many different play styles (for bucs: transformed/untransfromed single/untransformed mob/energy attacks). Clefable's arsenal is ridiculous! I love it :3

Clefable's special ability let's it shrug off indirect damage and thus makes it a power house if you give it a life orb... or if you facade while holding a toxic orb. Likewise, post BB bucs have a way to avoid (at least momentarily) some damage and are, at the same time, huge powerhouses.
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