![]() ![]() Preserve Unite Moves in preparation for the Zapdos fight.Unlike other wild Pokemon, Zapdos does not respawn after defeating it. Zapdos can only be defeated once per match. Once it spawns, both teams will get an alert, and the Objective Pokemon icon ( ) will appear on the mini map. It will appear in the Legendary Pit, which is located at the central part of the map within the Jungle area. Zapdos will spawn when there is 2 minutes left in the match. These will point you to the nearest enemy Goal Zone that you can score in. Upon beating Zapdos, Yellow Arrows will appear below your Pokemon. Otherwise, it will not be counted in the final tally. Take note that the points you get from defeating Zapdos must still be scored in the enemy goal to add to your team's overall points. Charges Enemy Goal ZonesĪside from the extra Aeos Energy, the remaining enemy Goal Zones on the mini map will have a timer placed on them, indicating that you can score instantly without the need to charge. Moreover, it is not recommended to stop fighting Zapdos if a teammate falls just for the sake of getting the full value. Since fighting Zapdos will be a team effort, it is best to protect each other by providing buffs or absorbing most of the damage if your Pokemon has high Endurance. ![]() The additional 20 Aeos Energy will not be rewarded to team members who have yet to respawn from getting knocked down. Like other wild Pokemon, it is important to deliver the final hit to Zapdos so your team can get the bonus effects, as even if your team does 99% of the damage to Zapdos, the opposing team can steal all the rewards just by getting the final blow. The player who takes down to Zapdos will get 30 Aeos Energy, while all their teammates get 15 Aeos Energy. Makes enemy Goal Zones vulnerable to be captured for 30 seconds.ĭefeating Zapdos will reward your team with a huge amount of Aeos Energy. Upgrade at Level 13: Increases the number of water projectiles fired.Spawns at the area below the bottom lane.Ĭatch ’Em Battles Guide Zapdos Rewards Aeos Energy Has the user continually fire water projectiles from both hands, dealing damage to the designated opposing Pokémon it hits.If this move hits times within a short period of time, damage the opposing Pokémon takes from the user's attacks will be increased for a short time.This move has a set chance of becoming a critical hit.This move can also be used while moving via Acrobatics. Upgrade at Level 13: Decreases the time it takes to store a use of this move. Def.The farther away the user is from the opposing Pokémon it hits, the more damage this move does.This move has a set chance of becoming a critical hit.A maximum of three uses can be kept in reserve for this move. Has the user aim in the designated direction for a set amount of time and then fire a water projectile, dealing damage to opposing Pokémon it hits while partially ignoring their Sp. Upgrade at Level 7: Upgrades to 1 of the following moves This move has a set chance of becoming a critical hit. Has the user squirt water, dealing damage to opposing Pokémon it hits. Upgrade at Level 11: Increases the first glide's travel distance. Has the user glide in the designated direction, and if the user hits an opposing Pokémon or wall, it can glide in a designated direction again.If the user hits an opposing Pokémon while gliding, the user deals damage to it and decreases its movement speed.Every time this move is used, the user gains one critical counter.This move can also be used while attacking with Liquidation. Upgrade at Level 11: Reduces this move's cooldown. Has the user fire a sharp stinger in the designated direction, dealing damage to opposing Pokémon it hits.If the stinger hits a wall, the user moves to the point the stinger hit, and this move's cooldown is reduced.If the stinger hits an opposing Pokémon or a wall, the user gains one critical counter. Upgrade at Level 5: Upgrades to 1 of the following moves Atk of the designated opposing Pokémon, and increases the user's movement speed for a short time. When a critical counter is consumed, the Pokémon's basic attack or move that has a set chance of becoming a critical hit is guaranteed to be a critical hitīecomes a boosted attack with every third attack, dealing increased damage with an increased critical-hit rate.ĭecreases the Attack and Sp. ![]() The Pokémon gains 1 Critical Counter whenever a set amount of time passes while camouflaged (up to a maximum of 3 counters). WHen the Pokémon is near a wall, it becomes camouflaged and opposing Pokémon are unable to target it. The Pokémon deals increased damage to opposing Pokémon when landing a critical hit.
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