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Light-Type Pokemon Guide

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Description

Overview
In general, the Light type is a well-rounded, generalist type with no glaring weaknesses stats-wise. Most Light-type moves are status moves, with effects including healing allies or themselves, preventing opponents from attacking, or reflecting effects back at the opponent. Combat-wise, Light types can be adapted to both defensive and offensive styles of gameplay, and their relatively balanced stats can be used to cover the disadvantages that other types may have.

Defense
The Light type plays competently as a defensive player, but is not entirely infallible in this respect. In particular, elemental effectiveness can be a double-edged sword at times. The relationships between Light and other types are interesting, in that Light and Dark are super-effective against each other, the only types with this relationship. Light is also weak to the common Grass and Ground types, the latter of which is a particularly powerful offensive type. Light is, however, resistant to six types and immune to one more. Resistances include the common Water, Flying, and Fighting types, the first two of which have many representatives and the latter often used offensively. However, the Light type makes up for this in that it has a diverse movepool, with numerous status moves, and many Light-types have strong defensive stats to counteract their elemental weaknesses. The Light-type can work well with most other types, but is most suitable for pairing with a type that is specialized in either attack (e.g. Ice or Fighting) or defense (e.g. Rock or Steel), either to back up the usually weak defensive stats of the former or to enhance the already strong defenses of the latter.
The Light type is also notable for its wide variety of recovery moves, which can restore health or prevent enemy attacks from reaching it. Many moves of this sort can be beneficial to the user itself, allowing the Light type to hold its own in single battles. However, Light-type status moves are most effective in team battles, because many of them are used primarily to help allies instead of the user itself. This means the Light type shines, quite literally, as a support type, possibly even more so than on its own.

Offense
Offensively, the Light type is a mixed bag. Its Attack is somewhat mediocre, making physical moves challenging, but its Special Attack is more useful. It is the only type capable of affecting both Dark and Ghost type Pokemon, eliminating their previous lack of weaknesses. The use of attacks that reflect moves back at the opponent, along with increased priority, makes Light-types a challenging type to overcome. Many offense-oriented Light-types are also known for their speed, allowing them to strike more quickly than other types of Pokemon. Direct offense falls flat, however, in terms of elemental effectiveness; although the Light type is super-effective against four types, six others resist it, including the common Grass and Fire types. It is helpful, therefore, to pair the Light type with another offensive type, such as Fighting, to cover this critical weakness.
With the introduction of the Light type, a new Status condition is also added: Blindness. A Pokemon that is blinded will be affected for an indeterminate number of moves; Light-types cannot be blinded, but all others will be blinded until the effect wears off or if it is hit by a Dark-type move. Under this effect, the damage of Special attacks is reduced by 50%, and there is a 50% chance that an attack used by the affected Pokemon will miss.

Contest Properties
When used in Contests, Light-type moves typically become Beauty moves, while some may be Cool moves.

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Uploaded to scraps because it's intended to be a reference, not a work of its own.
Since I'm returning to fakemon yet again, and since I have movepools with my Battlemon, I've decided to make a guide to the new type that I've introduced, including moves and elemental effectiveness. Now I'll admit, ~Fakemon-fan's Light-type guide [link] was an EXTREMELY helpful reference when making this. I'm fully aware that a lot of the moves on the spreadsheet were actually swiped from that guide, but I'm also aware that it in turn had cannibalized them from existing Pokemon moves. However, I wanted to make this type description distinct from the other one, so I included a few more existing attacks and, more importantly, added some of my own fanmade moves as well which are exclusive to my fakemon regions. After adding a lot of physical and special moves to compensate for the lack, I noticed that instead of making the Light type a pure defensive/support player like the reference did, it was easier to make it a balanced type, because light can be used for attacking (lasers) as well as defending (barriers). Light is also fast, hence the addition of Quick Attack and ExtremeSpeed. To keep Light from being overpowered I decided on making Light a Jack-Of-All-Stats, with average speed, defense, attack, and health; this way it can be applied to other more specialized types without too many complications.
For elemental effectiveness, I used the properties of light to help me out here. Light and Dark make good polar opposites, so they work against each other. Light weakens Psychic and Bug because they don't like bright lights. Ghost because of the holy theme. Ground, Rock, and Steel resist Light because Light cannot penetrate them; Grass both resists and weakens Light because it absorbs it; Fire and Electric resist because they create light. Light in turn resists Water, Ice, and Flying because it can pass through all of them, and Fighting, Bug, and Psychic for the sake of self-defense. It's also unaffected by Ghost because, again, holiness.
Whew, that was fun. From now on, if you want to know what the Light-type attacks in my movepool are, see this spreadsheet for details.

Original guide (c) ~Fakemon-fan
Additions (c) mine
© 2012 - 2024 FawkesTheSkarmory
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Amphitrite7's avatar

Who is this bird you made?