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DistantBliss

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  1. Hi there, I was looking for this myself a while back. The guide is actually clear about what you have to do, but for some reason it isn't obvious to many (including you and me) anyway. So you have to be outside at the entrance of the cave system you entered and then go left; there is a tiny strip of ground that you can pass and it will bring you to another cave entrance. Here is a picture with my awesome paint skills. So if you then take that entrance and go to the top right of the cave, there is an exit there if you move down. And then you just follow the path and you will get to the TM. I believe a kimono girl for the related quest can also be found there (it's a good quest to do because it gives you a rare evo stone as a reward). The unresponsive crystal in the cave you explored is for a quest later on; not important or available atm. Good luck!
  2. Good point about burning field halving grass moves power; didn't think of that but as you said, grassy terrain and sunny day do work and flamethrower is the most reliable, non terrain altering high base power fire move i can think of that isn't mon-specific like fiery dance on volcarona. I'm kinda curious what your main team is now tbh. I say that because i wonder how you are using trick room and with which mons, since I use that trick room swamp field + rain dance strat with a milotic with competative, since the speed drop from swamp field isn't considered 'drop by allied move' and thus works and triggers the +2 sp.att. increase at the end of every turn. I then use an araquanid with entrainment to pass on it's water bubble ability to milotic to increase the power of water moves by 100% before STAB and then swap in a mon with water absorb/dry skin next to milotic . Milotic can then obliterate everything in double battles with surf, while healing my partymember for 1/4th every turn with that same surf while the party member can assist/heal/attack/etc. It's a fun strat but I'm sure there are other ways to have fun with trick room.
  3. Ok, concerning the field affecting abilities; you already figured out flare boost and blaze and you are correct flash fire only triggers at the end of the turn. The way it works is when the mon would take fire damage it gets the boost instead, the field only damages at the end of the turn so it triggers at that point. (If it would activate when the field is created, it would trigger twice cause of the end of turn damage, which would be useless, so it only triggers at the end of turn on hit.) Similarly, on a swamp field (gras and water pledge combo), the speed drop only occurs at the end of turn. Concerning your team; it seems to work as is, but I'd say solar beam instead of focus blast is generally more reliable plus it's good vs rock/water/ground ofc. You could always make changes to your team to try new stuff or mons or mons with higher base stats which is up to you. As a reminder; chandelure and volcarona exist and have already insane sp.att. stats to begin with. As the guy above me mentioned, shiftry with chlorophyll can be a nice improvement or one of his other suggestions for a mon that can setup grassy terrain. Alternatively, you could use a cherrim as it's ability gives a 1.5 boost to allies attack and sp.def. and it can learn grassy terrain (duh) by breeding, helping hand (for another 1.5 boost to your sweeper), solar beam and nature power/heal pulse (breeding). And lastly, if you can be bothered you can add mons with levitate (would not nessessarily recommend flying mons as they share the weaknes to rock, although not to ground; actually sigilyph with heatwave is probably nice but flimsy) to shore up some type weaknesses. Or you could go even further, toss in a bronzong with levitate and trick room and make use of slow fire mons that get to go first now. This would work for torkoal and (mega-)camerupt who also just happen to be able to learn eruption through breeding or perhaps even a turtonator (although it doesn't matter much for shell trap), darmanitan with zen mode and maybe even incineroar/emboar if you're up against a speedy team.
  4. Hi there, It all depends if you wanna leave it defiant and go for an attack based moveset or build it around special attack. As for the moveset; you seem to have decent type coverage on your team already which allows for a lot of liberty there. For an attack based moveset, you could consider Swords Dance, Drill Peck, liquidation/waterfall & steel wing/brick break/earthquake/rock slide; just what you like/need most. For a special attack build things like scald, flash cannon, ice beam/blizzard and signal beam are desirable i reckon. As a little side note and build idea that you absolutely do not need to follow about the defiant (and competative) ability; the stat increase doesn't happen from self inflicted stat decreases; only from opponents using them AND terrain influence. Which means you can set up a swamp by using grass pledge and water plegde in the same or consecutive turn and every turn after your speed decreases at the end of the turn and as a result your attack stat goes up by 2. To counter the speed drop you could set up a trick room effect to make your mostly already slow base speed team comp always go first against speedy mons which will increase their survival chances ofc. In this case empoleon would need to learn water pledge and you'd need a slow grass starter to use grass pledge. Torterra and chesnaught come to mind for that. You'd need to teach trick room to someone though, and a gothitelle would benefit doubly from that by having slow speed and competative so every turn she is slowed she gets +2 sp.att. increase.
  5. Hey there, Been wanting to do a ground 'mono' run for a while myself, so it's nice to see some other people doing that too. Some of your picks seem obvious choices (for which i can't blame you for obvious reasons) and the overal attack type coverage seems solid, When i read the first two i was thinking ''could probably sweep a lot of battles with that alone'' but the rest seems to fit in nicely too. I might have included some more stab or higher base power moves on garchomp and gliscor myself but that's up to you ofc (things like rock slide, iron head or dragon claw/rush on garchomp or fling/acrobatics, brick break on gliscor for instance but those moves are debatable cause you might not even need them). As for your subs: I've been using a golurk with 'no guard' ability at times myself since it is actually decently bulky and hard hitting, with a good moveset and its ability makes dynamic punch a 100% hit chance move which can be nice vs ice mons. In my current roster I use a donphan; I used it while leveling around lvl 30 but it held up way beyond what I expected even in endgame, so I could recommend that as well. It can get sturdy as an ability and can learn play rough (for type coverage), endeavor and ice shard through breeding. If you consider that cheating, remember that the opponents have an ample supply of focus sashes and stuff that we dont : ) Other subs to consider are mudsdale and pallosand if you don't mind them slow and bulky (or seismitoad if you want depression). E19 might add another gen with ground types i do not know but those might be worth checking out by that time. So yea, not much else to add.
  6. Works properly again now? Glad to hear, and gl; game isn't getting easier : )
  7. You can try reverting to a previous save by going to your saved games folder (usually found in C:\User\[Insertusername]\Saved Games) and replacing your current Game.rxdata (your safe file) with one of the files above it. You do this by changing the name of one of the later files (check their timestamps) above it into Game.rxdata and this will change your current safe into a save game you made earlier which will most likely place you into a state before this bug triggered. You'd probably have to do the fight with Amanda again, but it's better than starting over. Also; this kind of bug can happen more often throughout the game and this method should fix it in most cases. Gl.
  8. Good chance V13 will have it fixed. And I'm really glad you still had a previous save; I did a ton of stuff after the tournament and didn't have one anymore so I had to start over. From the beginning. I'm not telling you how many hours that cost me haha. Next bit of the storyline is quite nice imo; hf.
  9. Can you be a bit more specific? What did you do already and where are you currently? And are you aware of the method to revert to previous save files?
  10. Just to verify: you got the one from the help center counter and not the receptionist after completing classified information right? SPOILERS BELOW (don't read if you don't wanna know about the other stamps obviously): And did you get the stamp from the virtual badges questline? You can at some point also get one by diving in terajuma somewhere iirc, then there's one after an optional battle in zone zero and one after the dufaux questline by talking to some dude at the power plant in west gearen. Gl anyway.
  11. What the guy above me said. At a certain point you get the tm from someone and then you can use it. Warning however: do not, for any reason, leave the grand dream tournament area with fly or other means after the tournament and just do what the story tells you to do at that point or you get stuck.
  12. So this is a common problem sadly. You can still get into GDC via the claydoll in the desert, but the real issue is that if you don't take the xen aircraft and leave the GD tournament zone you can't go back there in any way and thus can't progres the story anymore. Only way to solve it is to revert to a previous save file (during the tournament or before you encounter the xen aircraft anyway). If you hit ''rejuvenation'' in your windows search bar you should find the ''saved games'' folder. There you can replace the current ''Game.rxdata'' (save game) with one of your earlier saves by changing the name of one of the saved games above it into Game.rxdata. Hope not too much time has past and you still have a saved file from before this event.
  13. Oh there are some nifty solutions among these. The seed triggering trick room i did not know of; must've missed that in the field notes. It's nice that there are some legit ways that aren't too random (like beating the lvl100 Yveltal in blacksteeple with a lvl 5 fledgling that you find in the first are in the game which happens to have quick guard).
  14. So for all those people playing rejuv; I'm on my second playthrough atm and just beat the gardevoir fight again, but man, is it a hastle. I get why people get annoyed by gyms like souta's but for me this fight is worse. So many factors are unknown; for instance: the gardevoir typing is known, but it's stats are not. From what i could figure she has over 550 flat hp and a speed stat over 130 (she beats crobat in speed), the same speed stat applies to her support ralts since quick guard isn't blocking lovely kiss so they don't have prankster? The support kirlias are slower however. Then onwards to the typing. We know from the rift dex gardevoir is fairy-dark, but the kyrlia and ralts are not i think? The kirlia take super effective damage from water moves for example, but the ralts do not. Makes no sense to me. So, on towards the question: how did you guys beat it? First time i beat it i struggled a lot and had to stall with tons of healing items; i think i might've used poison or something; was a whle back. The second time i put a chesto berry on a togedemaru with sturdy, instantly woke up from lovely kiss and used electric terrain so no grounded pokemon could be inflicted with sleep. I then used a donphan with sturdy (i know, but gardevoir oneshots everything with something like less than 120 special defense and 120 hp stat with normal effective moves so it is an un-fun interaction to me), endeavor and ice shard to take it out on the second turn. After that it was fairly easy. But seriously; how is this fight intended to be won?
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