Sorry for the double post, but I finally get to showcase my progress.
Shelly's Hell
A while back I had asked for the logic behind the Bug > Dark matchup, and I think the best answer that came up was that you really don't want to encounter a spider when you can't see it. I used that brilliant analogy to terrify myself for the match against Shelly. To prepare, I took some time for a bit of grinding on the Unowns underneath the Grand Stairway. My Mightyenas were already properly leveled (after being on the front lines for so long, they'd better be), but I didn't anticipate using them, so I focused my efforts elsewhere.
Stunky evolved into Skuntank and learned Flamethrower in the process. It also learned Toxic to replace Poison Gas, but that was incidental compared to me obtaining an official flaming fart skunk. I also leveled up Frogadier into Greninja—oh yeah! Frogadier. Remember that guy? The starter Pokemon that got, like, two mentions tops because between the first two gym leaders being Electric and Grass, and my Mightyena army handling the front lines, it was pretty much worthless? Well, I wanted to evolve it to get some more brute force on my side. I didn't expect to use it much due to both its Water- and now Dark-typing against a Bug gym, but I figured I could make some use of it while Skunktank suffocated everything.
It turns out Frogadier can learn, of all things, the Rock-type Smack Down.
You didn't think the header “Shelly's Hell” was in reference to Shelly giving me hell, did you?
Shelly, I am so sorry for how badly I destroyed you. Learning Smack Down was the most random thing ever, but with Protean giving Greninja both a Rock-typing and a STAB by using that move, I might as well have went in with a machine gun that fired bug spray pellets.
I opened with my machine gun-wielding Greninja. Dwebble's Sturdy meant it survived what should've been a OHKO from Water Pulse, but that just gave me a chance to make Shelly use up all her Hyper Potions. Although Dwebble got in some good hits with Bug Bite, Greninja had become rather durable since evolving and it was a simple matter of healing when Shelly did the same. By the second Hyper Potion, I finally used Smack Down to get rid of that pesky super effectiveness. It didn't OHKO it, which meant both Sturdy wouldn't activate and Shelly used her last potion. I finished it off from there. It never got the chance to use Stealth Rock, which had worried me at first but chances are it wouldn't have made a difference one way or the other.
Poor Yanmega, Scyther, and Wormadam didn't even get a chance to do anything. Yanmega and Scyther's 4x weakness to Rock didn't do them any favors, and Wormadam was… there. Masquerain was the first of Shelly's team to not be weak against Rock. Greninja took a heavy blow, but luckily, Skuntank was more than ready to finish it off with Flamethrower.
The only one of Shelly's team who wasn't totally helpless was Volbeat, and that was only after Tail Glow upped its special attack way high. Even with Skuntank's neutrality to Bug, I anticipated that sort of raw power would still leave a mark, so I settled with a simple Toxic stall. Volbeat's Leftovers couldn't compete with the poison damage, and all Skuntank had to do after Toxic was sit there while I healed it and Volbeat slowly suffered. To Volbeat's credit, I settled for Toxic stall because I had the feeling there wouldn't be any safe opening for an attack; some of its moves left Skuntank in the reds, and it was only its general beefiness that let it survive Volbeat's attacks at all. But they weren't enough. Volbeat couldn't handle the Toxic, and fainted.
And that was how I destroyed a gym leader who had the advantage in one sweeping try.
(Well, technically it took two; I restarted after accidentally opening with Backup Stunky, who I was training in the event things with Shelly went south. Look how that turned out.)
The Retiring of Brave Soldiers
Completing Shelly's gym unlocked multiple Dark-type options, which was great because honestly, Biting everything to death was getting boring. There's a reason most of my strategies up until now had involved some sort of stalling or (de)buffing. With how limited my options were, I didn't have much choice. But not anymore.
Having destroyed Shelly, the second half of the Underground Railnet can be traversed, the Dull Key can be collected, and the second Magma Gang quest can be finished. This means that I can now obtain Skorupi, Scraggy or Pancham, Houndour, and Zorua (and possibly Murkrow, if I can find the damn thing). Combined with Greninja, that's almost a full team right there. As those Pokemon are stronger, more useful, and more diverse, it's time to end a major chapter and lay some brave soldiers to rest.
Mightyenas and Stunky, thank you for your efforts. You have Bit, Screeched, and Poisoned through first wave of battles, paving the way for the new generation, one with more strategies available to them. I now welcome my new team which, although will certainly experience rotations, will probably stay with me for the long future. I have done the necessary grinding to get everyone up to speed, and until further notice, my team now consists of:
-Greninja
-Skuntank
-Drapion
-Houndoom
-Zoroark
-Scrafty
Shade
Shelly was a landslide victory I hadn't expected, but I expected it for Shade. I mean, really. Throwing a bunch of Dark-types at a Ghost-type gym leader would lead to a pretty self-explanatory conclusion. The only notable things that happened in this battle was me forgetting Shade opens with Rotom and accidentally having Greninja in my lead, Chandelure breaking Drapion's kill streak with the brute force of a Flame Burst + burn damage, and Spiritomb getting in two Nasty Plots that would've hurt my team from raw strength alone. But in the end, our mysterious ghostly entity just couldn't handle the Dark.
This battle was like the game threw me a bone, but with Cal and especially Kiki on the horizon, I know better than to get complacent. Reborn won't let me.
Cal
Cal was surprisingly unremarkable. Drapion and Houndoom fainted in the end, but my battlers contributed where it counted. Cal sometimes gives me problems in a normal playthrough because imo, he's a gym leader with one of the best coverage against types with the advantage. But, sticking with Dark-types means that, Infernape and Blaziken aside, no one was a huge threat to anyone, so it was just a matter of whittling everyone down.
I opened with Drapion to set up two Toxic Spikes. Drapion was beefy enough to survive Infernape's Close Combats and Mach Punches during the set up, and with Infernape's Defense stats lowered from the Close Combats, Drapion finished it off. From there, a combination of simple attacking and Toxic damage was enough. The only other real threat was Blaziken. It was only a combination of Water Pulse and Toxic stall that got me through it.
There's really not much I can say here except, yay team, and oh fuck Kiki's next.