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BlackRum

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  1. You can find a leaf stone in Keneph Jungle near the hut which houses the second entrance into the cave. It's hidden in a bush. Magneton can be evolved after the fairy type gym. You get a key to a locked room in an abandoned power plant. So you are still far away from that one. Dratini is not available, but Starly is. See the obtainable list in the original post. Starly is one of the pokemon available from the credit shop, though I don't remember which one it is. It could also be one of the pokemon only obtainable from the computers next to the credit shop salesmen. These give you a random pokemon out of a list of pokemon not obtained by trading with the salesman. But these are also after the gym you are currently at. By the way most of these questions have been asked and answered before in this topic, so if you have further questions that cant wait a full week to be answered, try the search function.
  2. So far I have completed Poison, Ground and Fire monotype runs. I have also started one Water and one Electric monotype run, but I've aborted these two mostly due to a lack of time and motivation. The trick to building a monotype team is to understand your type's weaknesses and strengths. For example Dragon types have limited availability, don't have too many dual types, tend to lack access to status moves and evolve late but they also have the highest base stat totals and have strong moves with good neutral coverage. On the other hand Poison types are available early, have early access to every status known to man, do well in quite a few field effects, tend to rely on bulk rather than all out offense, but only have a few Pokemon available to deal with Steel pokemon and their immunity to poison. In general it is advisable to have a diverse team with a lot of coverage, some key pokemon to counter your types main weaknesses, and reliable access to status or setup moves. Depending on the type you choose you will achieve that quite fast or not at all. As such a monotype run with Poison, Bug, Dark, Normal, Flying or Psychic is considered easier than others (In Reborn). However beating Reborn is doable with every type. Just pick the one you like best.
  3. Hi I don't have the time to trade with you right now, but I know a different solution to your problem. You could install this combined mod here. It includes a lot of sweet tools, which you don't have to use (simply don't copy the scripts) but the one tool you can use to copy over your mons is this one here: All you would need to do is store your desired mons in the last box of your pc and you can take them out again in your monorun.
  4. I can confirm that Espurr still appears in E17, as I've gotten it twice today. I don't know what determines if we get a Mincinno or an Espurr, but I'm willing to guess that it is the same kind of random magic, that determines if you get a Zigzagoon/Pachirisu on Opal bridge or the randomised two eggs you get in the Obsidia Slums and for rescuing the Daycare couple.
  5. I was hoping you would update your mod to the new version. I just love the convenience provided and I feared I would have to resort to HM-slaves for my new playthrough of E17. Glad to see you're still keeping up the good work.
  6. @GS Ball wrong game bro. I have not played V9 until entering Grand Dream City, so I can only give you a general overview: Arcanine is strong in its own right, so finding a better replacement can be tricky. Any of the fire starters do fine. Typhlosion is a bit one-dimensional though and Emboar is outclassed by the other two Fire/Fighting starters. Salazzle has a unique typing, good abilities and Nasty Plot to setup as well as nice Speed and SpA. Talonflame could work for you, since you're looking for a Flying Type as well. I found it to be underwhelming as a fire type early on, but you're way past that point and the Gale Wings Tailwind it brings could help you out tremendously. Torkoal is a defensive beast who can cheeze quite a lot of fights. Run Shell Armor with Amnesia and Iron Defence on it, wall whoever you need to and kill them with a stally tactic or switch to Shell Smash and sweep with Lava Plume. Its movepool for offensive coverage sucks, but its not built for it anyways. Houndoom is nice, also has Nasty Plot and decent Speed/SpA but its Dark typing won't carry much weight until you get Dark Pulse as TM. Also its defences are paper thin especially the physical def. Magmortar can be quite good, but its special attacking coverage moves rely on TMs, which you may or may not have. Chandelure has amazing SpA and interesting moves due to the Ghost type and TMs but will have issues because of its rather low speed and defenses. Alolan Marowak can be brutal with a bone club, has 3 vastly different yet strong abilities and some interesting moves. The only issue is its awful speed. Volcarona would have been a great choice, but its in the mystery egg, so I guess you have bad luck. Pyroar can be a replacement, but its typing doesn't add all too much and neither do its abilities. It has a decent special movepool and acceptable SpA and base speed. Things I wouldn't recommend for you: Darmantian with Sheer Force is strong, not doubt. But it's extremely similar to Arcanine in terms of coverage. It gets Belly Drum to be an even bigger threat, but lacks overall speed and the sweet priority from Extreme Speed that Arcanine has. It's even a bit more squishy. Simisear compares to Darmantian and Arcanine in a similar way. It has moves like Yawn, Fling for crazy sets and a good aptitude for TM-Moves but can't convincingly dethrone Arcanine. Rapidash is yet another of those Pokemon that get outclassed by Arcanine. It's also a physical attacker, wins by base speed but lacks a priority move and has weaker coverage. Flareon has more special bulk but nothing else going for it to replace Arcanine. Ninetales is amazing and has great utility, sadly it's unavailable in Rejuvenation. Camerupt is slow and shines a lot more in the early- and midgame. It's not bad, just not good enough for your point in the game unless you run Trick Room. Magcargo should be avoided. Its HP and Speed hinder it greatly and the moveset doesn't do its typing justice. I've never used Heatmor, Turtonator or Oricorio so I can't give you an opinion on those, but I've covered pretty much every other (non-legendary) Firetype. Tl;dr: I would recommend Salazzle or Talonflame, but you have all the options in the world, even keeping Arcanine.
  7. BlackRum

    Vs Amaria

    I like the idea of turning her field into the murkwater surface since her Water Absorb pokemon would get double field damage and an attempt to use Dive would result in 4x field damage. I agree that a Whirlpool can get you back to where you started, but the suggested Sludge Wavers Cradily and Gastrodon both counter Whirlpool with Storm Drain, so it could work if we fight her in a doubles. You guys keep mentioning Swampert's Earthquake, but ground moves fail in both regular surface and murkwater surface fields. So it would need Hammer Arm to deal with the proposed Excadrill. Honestly I think Amaria can be as strong as described but there's enough room for counterplay. The whole bulk of her over-powered-ness is focused on the field, mainly your pokemon losing speed due to it. Remove the field with a Prankster+Misty Terrain Meowstic and fight the fish out of water. Freezing the field also could work provided you manage to pull it off. Get your own Water pokemon/Swift Swim team and fight the most glorified super soaker fight ever. Ludicolo with Swift Swim will be a heavy threat to her. Use the built in weakness of the field of amplifiing electric attacks in combination with some speedy pokes holding Air Balloons. Heliolisk comes to mind here, since Dry Skin is bound to come in handy. Emolga, Eelektross and Rotom don't even need the balloons. Also the mentioned Air Balloon, Levitators or Flying types should prove universally useful to avoid losing speed to the field effect. Also have you considered a sun team in combination with various Chlorophyll users? You'd halve the Water power and get back to equal footing against non-swift-swimmers.
  8. I doubt that your teammates' pokemon can be shiny. They could be if they would be randomly created, once they are used, but I'm fairly certain that all Trainer Pokemon are defined beforehand and therefore shinylocked.
  9. I like two of your choises. Fire and Poison. Poison is in my eyes the most powerful, even though it has the lowest average stat total of the three types. That is because of three factors: 1. Available Pokemon and Typediversity. Poison has 9 available pokemon before the first gym. That means you can have a full team of 6 at day one of your adventure. They also get a fair share of dual types, letting you build a diverse team, although a lot are bug/poison or grass/poison. 2. Big pool of status moves. Think of any strategy right now. There's a poison type that can do it or at least mimic it. You can have entry hazards with Toxic Spikes or regular Spikes, you can setup sweep with Hone Claws, Coil or Accupressure (for the lolz). You get Toxic and every powder move under the sun as well as Leech Seed to cripple your opponents with every status effect in the game except for burn and freeze. You love Blaziken? Well it's only op because of Speed Boost and Scolipede gets that as well. Remember Corey beating your ass with Venoshock? Yeah get a Dustox and start being the Corey to others at level 20. No other type beats poison's versatility. 3. Field effects. Poison is arguably the best type to take advantage of field effects. 5 Fields benefit poison types directly and 4 others can be tansformed into one of these 5 fields. Additionally you have the option of setting up a corrosive field by yourself and overriding whatever you're fighting on at the moment. This needs a Roserade or Venausaur with Grassy Terrain and any Pokemon knowing Sludge Wave. It's easier to pull off in a double battle however, since no Grassy Terrain setter can learn Sludge Wave atm. So you'll not be abusing this every fight. Fire is both beautiful and powerful. You start off a bit slow, but have enough pokemon available early. It's also quite strong at abusing field effects. Mainly because plants are flammable material. If you manage to avoid fighting in the rain, you'll burn up quite a few bosses. You can't swing all fields in your favour, but at least cancel out some. Just remember to bring coverage moves if you go surfing or diving. Speaking of coverage, the fire type is actually somewhat limited in that regard until you get the move relearner and it also doesn't get many status moves unless the pokemon has a dual type that supports status, like Chandelure or Delphox. You can and should make use of sunny weather because it's free once you get a Ninetales and more damage never hurt you. Also Double Battles can be a blast with the right moves. Just remember that you'll get owned by Stealth Rocks, Earthquake and Rockslide. Finally I need to agree with Jess, refrain from using Torchik. It's overhyped and one dimensional. Other starters come pretty close to its power while maintaining a healthy game balance. Get Charmander and cheese the whole early game with Dragon Rage, build yourself a mixed sweeper Chimchar with a priority boosted Iron Fist Mach Punch for sticky situations, sweep early with a Howl + Flamecharge Fennekin before switching to support your other teammates with Light Screen, Will-O-Wisp and maybe even Wish, while nicking sweet items all the way with Magician and having a unique type combination. As for Dragon. It is going to suck but if that's what you want you'll at least get a good challenge out of it. There are 9 Dragon types available in the current release of Reborn. Just to reiterate, Poison gets 9 Pokemon before the first Gym. The second Dragon type is the mystery egg and the third and fourth come after the 6th gym. You'll probably want to switch your starter to be a Dragon type as well and depending on wether that pokemon will learn Dragon Rage or not, the early game could turn out to be surprisingly easy again. Still these mons have always seemed boring to me. Dragons win by having high stats and using moves with high basepower and are limited by eating exp like no other type. That requires dedication, but not all too much skill. It's basically the pokemon equivalent of driving around in a Hummer in the big city. It's usually overkill, drinks too much fuel and is too clunky to find a good parking spot. You yourself think you're awesome but everybody knows you only need it to compensate for something.
  10. You're welcome. The Monotype Guide helped me a great deal in finding Pokemon to add. Not just for actual Monotype runs but also when I ended up looking for a specific type to add to my team. Just a general thing about this forum. You don't need to quote the whole wall of text I wrote. That only clutters up the topic and forces people to scroll twice as much text down. I mean I tend to write a lot and no sane being is going to read my ramblings twice. Quoting is intended to use when you want to refer to a specific thing someone said and need it to stand there in order for your post to make sense. And even then you can simply delete the text you don't want to quote out of the post. If you simply want to mention someone, just use their forum name and add an @ in front of it. @ProtoAlpha This also sends the user a notification as if you would quote them, but keeps things short and sweet.
  11. Well it's a bit hard to give a definite answer to your question because the answer heavily depends on which point in time you're talking about. I do agree with Q-Jei's choises especially regarding the Solaris killers. So just think of me adding to his suggestions. In general just refer to the Monotype Pokemon Availability Guide to see what you could possibly add to your team and choose according to your needs. Don't hesitate to experiment. For normal Early game A simple or moody Bidoof/Bibarel is also a threat to be reckoned with. The Defense Curl + Rollout combo makes for an easy early sweep opportunity. Moody is dependent on rng so you're basically the house in gambling. You don't always win, but the odds are rigged in your favour. Simple has the problem of Bibarel lacking good setup moves, however someone on the forums here mentioned he had great success using it in combination with the X-boosting items that have been neglected since gen 1. Igglybuff is available early, scripted to have at least 31 IVs since it's a baby and the fairy typing helps you deal with your one weakness. Speaking of weakness to fighting. One of the many Normal/Flying types should be on your team. It doesn't really matter which one. However they'll be less useful against boss-level fighting trainers since they all pack Rock Slide. Teddiursa/Ursaring packs a heavy punch early on and its good abilities make it a nice status soaker. (Forget Unnerve exists, no enemy trainer uses berries) Late Game Snorlax is a classic and is equally strong at packing a punch or dishing out. It has multiple approaches with a classic Rest Talk Set or boosting by using Belly Drum, or Curse. Smeargle can be whatever you want. Sure its stats aren't the best so it's better off being a support pokemon but it is a solid one. Skill Link Kings Rock Cinccino is a one trick pony but a devastating one at that and the availability of different types for the multi-strike moves makes it surprisingly versatile. Normal types don't get many dual types, but Sawsbuck, Helioptile, Pyroar and Diggersby all manage to hold their own. Pyroar lacks synergy between its abilities and moveset. Diggersby is an absolute beast if you know how to train EVs and breed or hunt for IVs. Huge Power doubles every investment made there and makes or breaks this pokemon. Both help you deal with your steel type counter. Finally I'd like to mention Eviolite Chansey/Blissey as a special wall if you need or know how to use one. Don't forget Slaking and Proygon. The general approach with normal types is to use the pokemon for the roles they were defined for (Gamefreak designed them as "Tutorial pokemon"). In the end you'll never have the "super effective" message by using normal type moves telling you that you did well, so most of the fights have the character of the first ever fights where you only spam Tackle/Scratch/Pound. If you know how to look past this "blandness" then there's more to the type than what meets the eye. For Bug Early game Kricketune is your best friend. This guy is a beast with Fury Cutter, helps you slice through Florinia, sings Solaris' Garchomp to death with perish song and so forth. It falls off late, but don't let that stop you from using that beast to get going. Caterpie/Wurmple and their evolutions. It doesn't matter which one you get, they all have relatively fast access to a powder move to dish out status. Butterfree has access to all powders, giving you flexibility while the Wurmple evolutions gain only one but compensate with early healing moves. Surskit really isn't a beast but it gets access to water moves which help you not burn to death. Too bad it loses the STAB on them once it evolves but leaving it unevolved is not an option with bug pokemon. They all need the stats from evolving. Late Game Everything learning Quiver Dance is going to help you wreck. This means your early pokemon, except for Kricketune, get to stay on the team if you want them to. Volcarona is one of the Quiverdancers and has the potential to boost even more with Fiery Dance. Let's hope you get that one in the mystery egg. If you don't, curse the gods and then get one from the community. Vespiquen has good bulk and unique moves. Give it a try. Heracross is an absolute physical beast. It's fighting type is the answer to your problems with rock types. Moxie is op on everyone and makes it a threat to whole teams once it gets going. It heavily outclasses Pinsir in my eyes but both fill similar roles. Forretress is a famous wall and helps you set up entry hazards with Spikes/Toxic Spikes as well as potentially getting rid of Stealth Rocks with Rapid Spin. The rocks aren't too common to be honest but once someone sets them your team is pretty much wrecked. Durant and Escavalier share the same types with Forretress but both designs are offensive, not defensive. Durant has a nice natural speed, agility and a somewhat diverse physical movepool. Escavalier is similar but its speed is one of the lowest so it's only useful in Trick Room. Finally I'd like to mention the two Speed Boost users Ninjask and Scolipede who can be dangerous sweepers once they get going and both get Baton Pass to support one of their teammates (Moxie Heracross for example?). Ninjask is already crazy fast and Speed Boost doesn't really add a lot because of that. It's own offensive moves are quite limited to STAB. What makes it great is a boost in Swords Dance and the opportunity to potentially pass it on with the mentioned Baton Pass. Scolipede has a tad less speed but still enough. It can do the same as Ninjask while having more powerful offensive moves, more bulk but only learning Swords Dance by TM instead of level-up. Don't forget Crustle as mentioned above. In general Bug types are available early, but the most don't shine until late game. You'll have to rely on clever use of status moves, so the early game tends to be quite stally. Once you get the late game pokemon and moves however, you'll be golden.
  12. From your possible selections I mentally grouped normal, dark and bug together and would recommend you go for one of them. Here's why: I voted normal just because I think it is quite good to get a feel for a monotype run. You'll be let off easy with type matchups, have a wide variety of pokemon to fill the neccessary roles even early on and get access to a good range of status moves and strategies. Bug and dark types have the same benefits while not being as bland as the normal type tends to be. Both offer quick and early access to a big pool of strategies. If you're concerned about getting enough dual types in your team, then dark has the easiest time doing it, if you're lucky with your daycare rescue and mystery eggs. (If you're not you can always ask the community here to help you get the right pokemon) Statistically speaking, the water type should also be versatile since it's the most common type in pokemon. However I really wouldn't group it with the other three because it's Reborn. You'll be struggling hard depending on your choise of starter for the first 2 gyms. And despite there being a ton of water pokemon, in Reborn you'll actually be somewhat limited in terms of dual types and strategies. At least early on. The only edge water holds over the 3 aforementioned types is the possibility of going for a weather strategy with rain. Ghost and Ice are quite frankly near impossible to do as a "vanilla" mono run. You'll have to rely on a hack or a friendly community member here to give you an already chosen team of roughly 3 pokemon at the start of the game. Because if you don't, you'll be doing virtually nothing until you reach the storypoint between Shelly and Shade, which coincidentally is the point for both types where you'll finally be able to have an (almost) full team in vanilla Reborn. So if you intend to get help for it, then you can pull these runs off. In this case the ice type is a strong offensive type also being able to have its own weather, but their choise for status moves are limited compared to normal/dark/bug and they tend to be weak defensively overall although you do have dedicated walls with Dewgong and Avalugg. In the case of ghost types, you'll have an amazing number of strategies available that can almost effortlessly take down the infamously hard boss fights with curse/ destiny bond/ perish song. I think the biggest issue with a ghost mono run is not how to use it or how to fill your roles, but actually getting the pokemon in the first place.
  13. I obtained Cacnea from a lucky wondertrade and took 10 minutes to breed you one. Just send me a PM if you're still looking for one. Here's what you would get:
  14. No, I was still on V9.1. Guess it's all good then, my bad.
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