In the most recent generation of the Pokemon franchise, the creators have added a new feature called "hordes." In the older games, a wild Pokemon encounter would only involve one Pokemon. In the latest versions, there is a chance for you to come across a horde - five Pokemon simultaneously.
With my obsession with both the Pokemon franchise and The Walking Dead series, naturally my nerdy mind thought "Hey.... which Pokemon would be best against a herd of walkers?" This past season premiere of TWD featured the biggest herd of walkers to date heading towards the town of Alexandria. And with the new addition of hordes in the Pokemon games, I thought it would be interesting to create a line up to fend of an oncoming herd. Of course the easy way out would be to pick six legendaries and let them leave piles of walkers in their wake, but where's the fun in that? So here are the stipulations I set for this line up:
- No Legendary Pokemon
- I can only pick one Pokemon from each generation
- Concerned with just combat/escape (survival tactics such as providing water or food resources were not considered)
- Each must have a unique move set (no two Pokemon can know the same move)
Front Line Defense/ Range Fighters
Gen. V: Chandelure
Move Set: Shadow Ball (Damage), Incinerate (Damage & Burn Bodies), Dark Pulse (Damage Out of Range Targets), Flash (Distract & Centralize Targets)
Gen. III: Salamence
Move Set: Dragon Breath (Damage), Flamethrower (Damage & Burn Bodies), Rock Slide (Damage Multiple Targets), Fly (Damage & Escape If Needed)
These two are needed in front for two reasons: one - to minimize the threat at a distance and two - minimize the possibility to become infested/attacked the fact that they both have the ability to either fly or levitate off the ground.
Secondary Defense/ Close Quarters Combat
Gen. II: Steelix
Move Set: Dig (Damage & Escape), Iron Tail (Damage), Rock Tomb (Damage & Slow Targets Further), Screech (Distract & Draw In Targets)
Gen. IV: Lucario
Move Set: Aura Sphere (Damage Out of Range Targets), Metal Claw (Damage), Bone Rush (Multi-strike Damage), Double Team (Distract Targets)
Gen. VI: Aegislash
Move Set: King's Shield (Defensive), Iron Head (Damage), Shadow Claw (Damage), Sacred Sword (Damage)
Just in case there are a few that slip through the ranks or the herd of walkers is massive enough to still escape the first two, this line will definitely do the trick. For obvious reasons, all three meant for close quarters combat are steel-types for the sake they should be immune to the effects of walker bites (steel-types being immune to poison effects). And also having a massive 30' metal snake doesn't hurt either.
Last Resort/Escape Option
Gen. I: Mega Alakazam
Move Set: Psychic (Damage), Telekinesis (Levitate Targets to Take Aim), Dazzling Gleam (Damage Multiple Targets), Teleport (Escape If Needed)
If by some sheer force of bad luck the herd is that overwhelming to move through my first two lines of defense, Mega Alakazam is primed and waiting. With the ability to attack multiple targets as well as pick them off the ground for easier destruction, it makes for a perfect last resort option. On top of that, if the compound/home base is still overrun with walkers (which is somewhat doubtful at this point), being able to Teleport to safety is just an added bonus.