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Guzam

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Posts posted by Guzam

  1. Been forever since I've done anything Reborn related. Started a new file for E19 and I gotta give it up. Revisiting this new early and mid game? Absolutely phenomenal. The story changes are welcome, and I'm surprised with how much new stuff that was fit in without changing the main course of the story. And the redone areas too? It honestly feels like I'm playing a brand new game, but no, it's just Reborn still. A new and well complete Reborn. Passwords are also a godsend too, these really are just the best. I've just made it to Agate so I'm sure I'll reach the E19 content within a week, can't wait for that.

    Not a gripe and moreso a suggestion that I made in the original passwords dev post that I'm making again here, I'd like if there was a 0 EXP password in some capacity. I still think 0 EXP is one of the most interesting challenges in any capacity for most mons games, so i was a bit bummed to see my suggestion didn't make it in. However I noticed with the patch 19.04 a new password was added, so I thought maybe i'd make my suggestion again aha?

    Beyond that, E19 has been a blast so far and i'm not even into the "E19" (Post E18) content yet. Great job Amethyst, Cass, Marcello and all the other devs who I'd list off if I had all your names

  2. Yeah bet you didn't see this coming. Or maybe you did. I did mean it when I said I'd finish this run eventually, and what better time to do it then when I'm locked away and unable to interact with society. Here's a video!

    And here's a brief refresher on the restrictions of this run since it's literally been a full year:

     

    For those not in the know, A 0 exp run is a variant of the self imposed low-level run restriction done in various rpgs. At the end of any battle, Pokemon will receive 0 exp so that no level ups will ever occur. As such, the Pokemon at your disposal will never grow, growing obsolete after a short while (with some exceptions of course). This means I will be constantly shifting up the party as new wild pokemon that are higher leveled become available.

     


    Here's a few other restrictions I've set in place for this run.

    -No Items can be used in battle

    The only exception to this is held items. Aside from those, there will be no healing items, no X items, etc. Z-stones and Mega stones which appear later on will also be allowed for usage.

    -No TMs, Move Relearner or Move Tutor

    This is what really makes the run what it is. The game would be a lot easier if you could teach some of the available pokemon TMs or have the later ones relearn moves so they aren't stuck with crap, but I've found the game is doable without them, and as such I won't be using them in this run.

    -Set Battle Style

    This one should be obvious. It's done to make battles a lot more interesting and challenging. This also gives me the chance to mention that a lot of Reborns bosses fight in Double Battles, where you can't switch out anyway. Due to this being a fan game and the code for it not being implemented yet, there are no triple battles.

    -Species Clause

    Some bosses can be cheesed if multiple of the same pokemon are used. While that's cool and all, I like a fair challenge a lot more, so I'll be restricting that kind of play from myself.

    It is currently not possible to set up a run like this without modding your game to do so.

     

     

    This run is GETTING FINISHED BEFORE MAY ENDS I PROMISE, I've been putting this off for too long and don't want to keep putting it off anymore so I'm doing this. I'm also just gonna limit the description to the Youtube videos only from now on, mostly so i just don't have to post as much and artificially lengthen my posts.

     

    Serra vid will be up in like, a few hours.

     

    Edit: I should also probably link the old archived thread too, oops lmao.


     

  3. epic

    Here's your description bro

    So...



    Lets. Talk. About. Aya.

    I totally wasn't getting how on Earth I was supposed to do this fight at first. Aya fights in doubles on the annoying ass swamp field which weakens ground moves and buffs her sludge waves, making her weird to fight. At first i tried to exploit the secondary weaknesses of all her pokemon... that didn't work. Then I tried to outpower her with wasteland poison types + Munna... that didn't work. I was almost out of ideas until a powerful realization came to me. JUST HIT EM WITH DUGTRIO AGAIN LMAO.

    As funny as it is that Metronome Dugtrio bodies even Aya thanks to Dig not being weakened by the field, there's still actually a few things to worry about in this fight. For one, Dugtrio cannot one shot everything until it builds up enough momentum (even when it does it needs some support from another party member). Not only that though, Aya has a Salazzle that outspeeds everything available to me as of rn and has Heat Wave. So all I had to do was find ways around those, and the solution was actually much simpler than I thought.

    All it took was my Palpitoad lead + Rain Dance to guarantee Dugtrio's survival from Heat Wave. Due to heat wave being weakened by doubles spread effect and being weakened by rain, Dugtrio could live a heat wave (or you know, dodge it like it decided to do in this attempt) and OHKO Salazzle the following turn leaving it open to pick up every remaining kill. From there though, I still needed something that could weaken Aya's remaining pokemon for Dugtrio to one shot them. Enter Muk.

    Yeah remember this guy? Dude comes with Gunk Shot and Screech. Screech lowering Aya's defense by 2 + the metronome stacking effect lets Dugtrio effectively one shot every single pokemon of Ayas, and even if it were to faint, Muks powerful gunk shot can 2HKO nearly everything after one screech, not to mention the thing is really good at tanking in this fight.

    Overall, a battle that seemed tricky to figure out at first, but ended up being laughably easy, only requiring three pokemon to beat. Can't say it wasn't fun at least, it just wasn't as hard as i remembered it being. Next time we go to save some children and go wherever else the story takes us. Until then, l8r.

    Next time: Sirius and Bennett

  4. We did it Reddit

    Description:

    Spontaneous uploads are a thing I'm pretty good at. I'm feeling slightly revitalized so more videos will actually be coming soon, big shock (and nice lie too) I know.



    So anyway, these two fights, i mean, what can be said other than:

    Cain eats a Metronome equipped Dugtrio to the face

    Fern continues to prove himself as a bit of a bitch to fight.

    In more detail now, Cain has very few things that can actually take on our good pal Dugtrio, who as we know also happens to be disgusting at manipulating the AI (though let it be known this battle is still super easy even without Duggy due to our options). We would've actually gotten to see the rest of my team fight... if Cain hadn't missed Will-o-Wisp. We take those. Coupled with the metronome item and its high speed, Dugtrio proceeds to either one shot or two shot everything in its path and we move on to one of my favorite areas, the Wasteland.

    Make no mistake here, I fucking hate this place and its field effect. It also lags up my game like a bitch too, and it's got a lot of areas to explore to boot. So why would I even like this area? Because there's SOOOO much good shit to find here, a lot of which we get to showcase fighting Fern.

    Ferns lead Rhyhorn unfortunately makes it hard for us to showcase these members however, so we'e gotta take it out first and we do so using Palpitoad, easy. From there Roserade comes in and does what it does to water/ground types best. Good stuff. That's when the champ himself comes in, MUK.

    This thing is fucking awesome. They're rare but can be found at such a high level, and they come with not just the good stats of a Muk, but Gunk Shot, a move that becomes DUMBY POWERFUL on this field effect. Muk makes quick work of Roserade, and Ferns Krookodile comes out, only to find out that I have a horrible fate awaiting it. Pyukumuku continues to prove useful, even at this level gap. Ferns new addition Scyther comes out and I bring in another new pokemon we got, Onix, who procs weak armor and proceeds to rock slide scyther to death.

    Ferns final pokemon, Decidueye, is a bit of a pest, but luckily our last two additions, Drapion and Weezing, can take the thing out just fine, even if it gets a swords dance boost (Drapion made it so weezing didn't have to come out at all actually. Thanks bro.).

    So yeah, an easy battle and one that would've been hard if our new recruits weren't so OP. If you thought Cain was easy though, hoo boy, just wait until you see what his sister has to offer lmao.

    Yeah next time is Aya cool bye

  5. make sure you read the description on this one js

    Right here as always:

    hahaha



    HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

    Remember that time when I said I was back? Remember when I said I was back again? Remember when I said I was back for real?

    Yeah no more of that, I'll just be uploading whenever from now on. Don't expect much until I start Spring Break. That doesn't mean I won't upload anything (I probably won't), just that if I do upload, it's not gonna be very often.

    So uh yeah, Solaris? He's got a level 75 Garchomp. Uhhhhh. Just intimidate it and sand attack it and get lucky. Not much else that can be done really. Yeah uh, fun stuff.

    The run will be finished before the last update for the game goes up at least, I swear.

  6. Back

    Your dole dippers, madame

    oof



    I'm only slightly late here. Sorry about that. This is definitely still a thing though, for sure.

    Thankfully, both of these battles are easy and won't require much explanation.

    Aster and Eclipse is another double battle, though this time around we don't get a partner. Fine by me, as the two together aren't actually that tough, even with us at a disadvantage. This is because as of right now, it's still a 6-on-6 really, as we go further we'll find some 12-on-6's, but thankfully we aren't there yet. Anyway where was I with these two? Right, easy.

    Lead is Solrock and Lunatone, just like last time. With access to a new area granted to us, the pair goes down quickly to the Palpitoad and Amoonguss obtainable there. Next comes Passimian and Lycanroc, Pass being new to the team. Despite having Swift Swim on Palpitoad, Lycanroc still comes through and destroys it. I bring in Palossand in response, and am promptly met with rock slide flinches. Cool. Donphan comes when Amoonguss falls and also flinches. Thankfully, Palossand manages to KO Lycanroc-Day, and Oranguru then comes out. From here the battle is just a slugfest until Oranguru and Donphan get knocked out, prompting Lycanroc-Night and Stunfisk to come out respectively. From here, Stunfisk chips Passimian to death, chips Lycanroc, and Dugtrio comes in to finish the job. Onto Taka.

    The dudes only got 4 pokemon, but he puts up a hard fight regardless. His lead, Klefki, sets up Spikes for him, which sucks for my team cause living his blows is hard enough as is, but we can live with it. Klefki goes down and Gligar comes out. This thing is pretty dumb, its Acrobatics hits hard, but other than that it doesn't usually do much. Alolaslash comes in to Ice Ball it away, and Taka brings out his ace, Chatot. This thing is oof. Nah jk, it KO's Alolaslash only to be one-shot seconds late by Stunfisk, who can tank any hit from it. Taka brings out the real problem child, Alolan Exeggutor. Seeing as how Sandslash is dead, the only real option here is to chip it down to a point where my Vivillon can then kill it, which isn't too hard. One Toxic from Amoonguss and a few stalled turns late and boom, it dies to Bug Buzz. Easy fight all around.

    With that battle done, we save Cain and make our way back to Apophyll cause Team Meteor is gonna try and explode the Volcano. Ok. That'll have to come next time tho, as video recordings don't want to work with me. Epic. See you guys then.

    Next part will have Solaris, and will go up tomorrow for sure too.

  7. I am unfortunately not dead. This time around I just kind of ended up forgetting about this, oops.

     

    That said, Next part will be up within the next 24 hours, though due to video issues, Solaris' battle will have to be uploaded separately as its own part, which is fine really, just annoying cause the video's gonna be so short. But hey, maybe that means I can make my description like one sentence this time lmao.

  8. H

    10 days, new record amirite? Description below

    Hey look at that, it only took me... 10 days this time : ^) 



    So after beating up a girl for trying to do what she thought was best for her master, we go to beat up her master. Why? So we can get Strength and the badge to use it of course :^)

    Kiki is tough. Like, REALLY TOUGH. Like a sort of "I actually underestimated and forgot" kind of tough. Her lead Machamp hits hard as hell and is pretty bulky to boot, so I did the best thing possible to beat it. I lead Pyukumuku and clicked Counter and killed it. Easy lead. Now its a 5v5.

    After getting hard countered, Kiki brings in Hitmonlee. This thing is a bitch to take out. It'll fake out turn 1 to increase its speed, and then use Meditate (which raises its attack by 3 stages on Kiki's field) and proceed to sweep more often then not. To counteract this, I bring Sand Veil Palossand who comes with Hypnosis and Bulldoze and use all three attributes to my advantage to set Alolan Dugtrio up for a kill. 4v4 now.

    Toxicroak comes out next, an odd choice to be sure, though it can be pretty scary itself if left unchecked. One dig from alolan Dugtrio is (thankfully) enough to finish it off. 4v3, starting to swing in our favor now right?

    Kiki brings in her ace next, Medicham. This thing is also a run killer. Even by sacking Yamask to it to get rid of its ability (Pure Power) it still hits really hard and has Meditate to boot. A bad Magnitude Roll with Donphan lead to it not going down like it potentially can, but it ended up fine as even with a Hyper Potion, Donphan procced a Magnitude 8 and 9 to keep the damn thing in the red. Based. Too bad Kiki uses another Hyper Potion when Dugtrio comes out, making that low magnitude roll to start that much more important. Thankfully, much like with Victoria, the AI bugs out at the sight of Dig an allows me to kill it. 2 to 2.

    Gallade comes out next and much like Victoria's, gets bodied by buggy AI. Even if Duggy did fall here, I did have a safety net in Quick Claw Stunfisk. The fight would usually go good magnitude procs, gallade kills phan, stunfisk comes out and kills lade (or chips to a point where Duggy can kill) and the last mon comes out. 2 to 1.

    Kiki's last mon is Lucario which unceremoniously goes down to Dugtrio in one dig. This thing is a fucking beast though, with one nasty plot and a dead Dugtrio, there's basically no saving the run, so it's absolutely important Dugtrio stays alive.

    While I had hoped not to AI cheese with Dig, it happened at a point in the battle where not much would change if I did or didn't (only difference would be that Stunfisk dies to either Gallade or Lucario and Dugtrio comes in to clean both really). A tough battle to be sure, but not super bad.

    After battle Kiki drops dead... jk, she's just really sick. We're forced to leave and go find Cain who went missing on his way here. Great. That'll have to come next time though, see u guys then.

    Next part will feature the battles with Aster and Eclipse, Taka and Solaris. See you guys then.

  9. 13 hours ago, TK3600 said:

    The problem is how do you get EV without xp? Are you OK using common candy to delevel back? Would it breach the rule? Or do you waste money on vitamin? Another concern is late game. When you want to keep a steady team, wild pokemon level still rise while your pokemon stay. Would full EV outweight great level difference?

    I had to check rn just to be sure, and it turns out, I was not gaining EVs despite killing pokemon. This shouldn't have been the case as the intention was for exp gain to be done like it is for level 100's, who despite not gaining exp, do gain EV's upon killing pokemon in reborn. I've changed the script accordingly and now properly get EVs, though this does make me want to revise some of my lategame strats that did use EV's to see if I can do them without.

     

    As for Lategame team, most of the wild pokemon by lategame come at levels 80-90, and at levels that high, it doesn't matter too much if the levels rise to say 90+ or 100. By that point, level gap hardly matters at all, and what does matter is EV's, IV's, items, natures, what moves i have available etc.

     

    Very glad this remark came up so that I could fix this issue and remind me to see if I can EV proof this run.

  10. On 11/12/2018 at 1:09 PM, Aegisth said:

    This is easily  the most impressive run of this game I've seen.

     

    What resources are you using to find all of the Pokemon that are available?

    Thanks.

     

    As for what resources I'm using to find pokemon, I have the PBS files for Reborn open at all times so I can check which encounters are in which areas. If I'm ever not too sure which area is which though (for example some route 4 areas have different encounters, but share the same map name) I have RPGMakerXP on hand so I can check which map is which. I also run Cheat engine so I can run the game at 2x speed (I do know alt increases the speed, but I'm far more used to 2x speed rather than alts speed increase). Finally, after I've got everything set up and checked out, I Just run around a map until I either find what i want, or I find a high leveled pokemon. Once I find something high leveled, I use all that money I can't use to buy healing items (and money left over after buying a shit ton of balls of course) to buy repels and keep finding more and more high leveled pokemon.

     

    I do not use pokemon above the level cap though. Won't even common candy them. Reason is that if I catch a level 65 pokemon in an area where 55 is the cap, and they get moves at 65, and i lower them to 55, they've still got all those moves from being level 65. It's basically a reverse of the argument for why I don't use rare candies this run. While this can make it annoying to find pokemon, I have plenty of time, and usually have plenty of ways to tackle a situation without said pokemon.

    On 11/12/2018 at 6:02 PM, TK3600 said:

    At some point you are going to run into full EV team which you would have none.

    This is indeed the case, I will inevitably run into teams that have EVs where I don't. Fortunately for me though, There's no restriction set on myself for EV training (though if I'm being honest, the run probably could be beaten without it, it'd require even more luck than what's already needed though). As we approach the lategame, our options for good pokemon will stagnate, to the point where I won't need to change my team between each battle and will instead be rocking a more standard Reborn team of say, 8-12+ pokemon. Due to how high leveled everything in the late game is and how many great options I'll have available to me at that point when it comes to actually making a team that synergizes well with itself, and due to how easy Reborn makes it to EV train, this really won't be that big of an issue (at least for the lategame, the middle stretch though can get pretty weird as more and more things get EVs and my team changes from area to area).

     

    Next episode should be up soon (like, less than a day from when I post this (I'm only saying this so I'll feel obligated to do it)) Thanks for the replies.

  11. Don't ever ask me for anything again

    Here's your description:

    Yeah yeah I'm late, fuck it, whatever



    I'll keep the description short and sweet for this one this time, I think I'll get back to longer descriptions at gym leader battles and other late game boss battles. That said, it's time for a rematch with ZEL.

    ZEL leads with Glaceon, it's not too scary, goes down really easy to a lead Klang with Gear Grind. Espeon comes out next and is a little scary, being fast and having Psychic which hits pretty hard. Luckily Klang gets a Grind off before falling. I then send in Alola-Slash to spam NeverMeltIce boosted Ice Balls on Espeon until it dies. Muk comes out next, and as seen, it's another PULSE mon. It's really bulky and has protean so all of its moves hit decently hard. Luckily Alolaslash hits one last Ice Ball before going out, leaving sturdy Donphan free to come in, eat a hit and KO. Donphan has to be the one to come out, otherwise ZEL will use their hyper potions on Muk. Umbreon is the last thing out, and while bulky, it's not exactly a threat, hit with some bug buzzes, double kicks and flail, it goes down easy enough. After this battle, we travel to the lone island of Apophyll to get strength from the next gym leader. Before that, this dude Cal needs to be fought.

    Cal fights you on top of a volcano, so the field he has is pretty good for fire types. Luckily, Cal is pretty easy on account of the fact you're given Gravelers before hand that come with Stealth Rock, and a lot of other ground types in general before him. His lead Barbaracle goes down pretty easy to capturable high level Stunfisks. With a combo of static and discharge, his Barbaracle, and next mon Hakamo-o both go down to some well timed paralysis and bounce styling. Typhlosion comes in next, and it's a bit of a bitch to take out, luckily Sturdy Nosepass can set up Sandstorm in its face and KO with some rock blasts after Stealth Rock chip. Turtonator comes in, KOs Pass, I bring out a Magcargo and use Amnesia, and Cal reveals Head Smash. At first I thought, well shit, wasted a mon, but then the AI went for Pulse thinking it could kill, and it didn't. Good stuff. Charizard comes in next, I throw Donphan at it and kill it by spamming knock off. Magmortar comes in last and it's pretty fucking scary, luckily a captured adamant alolan dugtrio is able to one shot it after stealth rock chip. Another one bites the dust.

    Everyone's favorite roadblock, back at it again. This time, Victoria is pretty tough too. She leads with Pangoro which hits really hard. I use Vivillon to Draining Kiss it, but to no avail and it drops, leaving Pangoro in the red. Dugtrio comes out to pick up the kill, and Mienfoo comes out in response. I send out Shiinotic in response, it gets paralyzed, I Giga Drain and Mienfoo gets eject buttoned out into Alolan Raichu. This thing sets up a bunch of Nasty Plots and KOs Stunfisk and Graveler, luckily they chip it enough that Dugtrio doesn't have to worry about trying to kill it. Mienfoo comes back out, Shiinotic comes in and Giga Drains on it, it drops and Gallade the killer comes out. This thing is one of the scariest mons up til this point, luckily the AI sucks at performing against mons with Dig, and I use that to my advantage to take out Gallade. Incineroar comes in last and unsurprisingly falls victim to my remaining ground types.

    Whoops, sorry for the delay i guess lmfao. Gym leader battle is next time.

    Kiki is up next, hopefully I don't take 2 months on this one too lmfao.

    • Like 1
    • Upvote 1
  12. Holy shit, fucking finally, amirite?

    ?????????????? Below

     

    College has really been hittin me hard if you guys couldn't tell.

     


    That said, I do have a bunch of videos coming down the pipeline, I mostly just need to type up their descriptions now and we're good. Aside from that, we've got a relatively simple leader battle compared to Shelly last time, so I'll keep this run down as short as I can.

    After helping a bunch of Orphans run away under the railnet, we're tasked with going to the abandoned power plant to turn the power back on for the railnet. In order to do that we'll have to defeat Reborn's Ghost leader Shade, an entity who doesn't say or do much aside from hang out in their creepy gym... Except they've actually got an extreme amount of plot relevance later on, so it's like ???

    Anyway, Shade, being a ghost leader in a dark room gets some major buffs to his mons go figure and right away he leads with a killer in Gengar, aptly named Corey too as Shade ended up taking Corey's body away after he took himself out of the game. Yikes. Anyway, I use a newly acquired Scraggy and a Cell Battery to eat a TBolt from the Gengar and OHKO it right back. That's really the best way to kill the thing due to its speed and power. Afterwards, Shade sends out his Banette which I didn't expect to be as annoying as it was. The thing gets boosted Shadow Claws and Dazzling Gleams meaning it can hit pretty hard on most of the available team members. I use intimidate Mawile to lower its attack and then Baton Pass out of there after landing one crunch to bring in Donphan who KO's the thing. Donphan comes out here in order to manipulate which pokemon Shade brings out next.

    Said pokemon being Rotom. This thing seems threatening on paper, but luckily for us, wild Diggersby end up destroying this thing and Shade's AI. Rather than switch out against something he can't hit, he spams confuse ray and pain split while I odor sleuth and double kick/Facade him to death. Dhelmise comes out next and I mud shot it with Diggersby just to make sure Alolaslash can outspeed it next turn. I bring in Alolaslash (who's holding nevermeltice from the cave below the power plant) and begin to spam Ice Ball, which ends up destroying Dhelmise and heavily damaging Shade's Doublade, so much so that Donphan can come in right after and KO the thing with Knock Off. Then comes Shade's ace and most threatening mon, Mimikyu.

    Mimikyu is a late game killer. It's fast, has disguise, has SD, and comes with buffed up Shadow Claw and fairy moves to boot. It's pretty damn dangerous so I opt to try and break its disguise first with Donphan (and fail) and bring out Mawile to intimidate it and try to do the same again. That fails too, but luckily we can still win with our final member, Klang. Klang comes with Gear Grind which can do a huge number on Mimikyu, and can bulk two of its -1 Shadow Claws assuming it doesn't crit. This allows it to pick up the kill and secure our win against Shade. Good stuff. Also the orphans get captured as soon as the railnet door opens. Oops. Guess we'll have to find a way to save em, next time.

     

    Part 12 will feature ZEL 2, Cal and Victoria 4. Until next time, bye.

  13. Amaria says after beating her in the Reshiram path, and I quote "Now go. I set you free. Both you and her. And if anything happens to me, Know that I will finally be at peace." No implication of ever wanting to see you again or get stronger at all.

     

    Bennett and Laura were a couple back when Reborn league was going on which is one of the few reasons why some believe the two will both be Elite 4 members. Not only that, a current popular theory going around is that, now that all the gemstones are back in their rightful owners hands, and those rightful owners all happen to be Elite 4 members (Anna definitely is, let's not kid ourselves here) those 5 will be in the elite. I say 5 because as we know, the Sapphire Bracelets plural means you've got two, and it just so happens they're in the possession of a couple. These factors have lead some people to believe the E4 will actually be the E5 and consist of El presumably after a change of heart upon seeing Solaris fall from grace, Anna, Heather and more likely than not, a double battle against Laura and Bennett together.

     

    As for the champ, still too fuzzy for me to say if there will even be one at all. We're sure as hell going to have a climatic final showdown with Lin, but I somehow doubt it'll be anywhere near the Elite 4/5's whereabouts. That said, I am inclined to believe we'll have champion battles akin to Sun and Moon where friends and foes from all throughout our journey come to try and take the spot from us. That or no one even tries and we just get to sit on our throne and look cool all day after completing the postgame.

  14. Yikes

    Short description this time

    Thankfully after that last battle with Shelly, things become so, so much easier for a while. These two battles really help to show off just why that is too... sort of.



    As I show off in the battles here, with Shelly defeated and us now having access to rock smash, so many new pokemon become available to us that we no longer have to worry about a huge level gap or lack of options now. Despite that though, there can still be difficulties encountered here, namely in the fight with Fern.

    As shown, everything in the Fern battle goes relatively smoothly, he doesn't seem like much of a threat as his two ground types and Dartrix are easily taken out by new additions Shiinotic and Alolan Sandslash. What's not so easily taken out however is his newly evolved Roserade. This thing has good coverage, and hits hard to boot with hidden power due to having technician. As if that wasn't enough, it comes with Giga Drain and Leftovers, making it a nuisance to kill much like Shelly's Volbeat. Thankfully, using a Diggersby I caught with a sp def increasing nature, and flail, I damage the thing enough to a point where newly caught Vivillon can (barely) live and KO on the next turn. Simple stuff.

    Just as simple as Fern is Cain. Despite how shoddily I play the battle out here, I believe it's pretty clear just why he was never going to win the battle in the first place, unfortunately for him. Much like Fern, his lead is easily taken out by Shiinotic, and despite my losing Golett to his Alolan Marowak, and getting Donphan burned by its Will-o-Wisp, Donphan proves that even while burned, it still manhandles this fight, plowing through Marowak, Grimer and Nidoking with relative ease.

    Two very short and easier fights that are extremely welcome after what came just before. As for story, something something orphanage, something jailbreak, turn on the old power plant, it just so happens the next gym leader is there, tah dah. Until next time, stay tuned, and take care.

    Part 11 will feature Shade. cool and edgy.

  15. Here it is, the highlight of the entire run thus far:

    You really should give this description a read if you have the time.

    This is it, the contender for the hardest fight in the entire run. Shelly is the 4th gym leader we fight and a bug type gym leader, it really seems like she shouldn't be too hard. All that gets flipped on its head though when you realize this is a double battle in a field that buffs her and she's got plenty of utility and moves that hit both of your pokemon at the same time. This is a battle where I'm going to have to go over every factor just to really help you guys get how barbaric this fight is/was. So stick with me for a bit here and get ready for a long read.



    Let's start with availability. This includes items, pokemon, etc. When it comes to this portion of the game, we had some great options for taking on the previous two bosses, fast hard hitting dark types and bulky ground/rock types and some flying pokemon left over from Beryl. Unfortunately for us though, these pokemon have flaws, that being they're either weak to bug and thus can't do anything here, or they lack any bulk and or speed whatsoever so they won't live past Shelly hitting them twice. Not to mention everythings level is super low. The highest leveled pokemon you can catch before Shelly that isn't over the level cap is Dunsparce at level 35. The next highest leveled mon is level 27. To put this into perspective, Shelly's levels range from 31-35. Shit. Items at this point are pretty scarce too, but luckily we do have access to the 4th floor of the department store which gives us useful items such as the white herb (which is used in this fight) and the air balloon. What's even more important than those however is a hidden item that you can pick up two of before this point, the Telluric Seed. One is hidden in Malchous Forest and the other is in a house in North Obsidia. These will boost a pokemons attack by one stage on this field and also grant them spiky shield for a turn. It's very broken and abuseable, and pretty much downright required to win this fight. You might be able to slip by with one, but two makes it so much more easier on yourself. With that out of the way, let's go over the field and battle format and what it means for us.

    Shelly battles us in a double battle. She is the first gym leader to do this to us, and alone, it wouldn't be as bad. Factor in her field effect though, and she's now become a nightmare. Shelly's signature move is Struggle Bug, which hits both of your pokemon, and also gets buffed by the Forest Field effect. Couple this with the fact that we have lower levels, non-fully evolved mons, and the fact that every member on her team will be spamming it (bar 2 of them) and your team is primed and ready to be wiped out if on the field for too long. Looking at the forest field though you might come to the realization we can change it into a burning field via a move like flame burst, from the Electrike we got. This sounds great at first, until you realize Shelly leads with Prankster Illumise which has Rain Dance and is holding a Damp Rock. Rain Dance prevents the field from being burned, and will stop it from burning if it's used after the field starts to burn. Just great. While I'm on the subject of Illumise, now is a good time to go over Shelly's entire team and what they do, and why each of her team of 6 is a threat here.

    Shelly's designated lead here is Illumise and Masquerain. I'll start with Illumise. As mentioned before, Illumise is packing Prankster and a Damp Rock to make Rain Dance last for 8 turns if it uses it. It comes with Confuse Ray as well, coupled with Prankster means it will always be able to confuse you at the start of the turn if it feels like doing so, which becomes a huge problem for my strat later on. As for the attacking department, while it might be Shelly's weakest, that doesn't mean anything here, as it's just the weakest of 6 strong team members. It comes with Struggle Bug which becomes field boosted and hits both team members, and Dazzling Gleam, which also hits both team members. I really do hate this thing a lot, it's bulky, annoying and is always chipping away at the team. What doesn't make it any better is it's co-lead, Masquerain.

    This Masquerain is what makes the lead match-up so rough to figure out as it comes with Intimidate, meaning all the good physical attackers you'll want to run due to struggle bug spam get -1 upon leading and thus have an even harder time taking out these two. It and Illumise are already relatively bulky to begin with, and this doesn't help either. Did I also mention it hits hard? Because it does. Despite having an Adamant nature (done to try and make it not too crazy) it's holding Silverpowder, which buffs bug type moves. Combine this with the Field and STAB and Struggle Bug will still be killing everything. Struggle Bug isn't the only move it has that you need to worry about though. It also has Icy Wind, which can lower both of your team members speed, Bubblebeam, which hits rock and fire types hard in the rain and Energy Ball, to nail water types trying to take advantage of the rain. This thing and Illumise form a killer lead, and it only gets worse when one of them drops.

    From here, Shelly has quite a few options she can bring in. More often than not, I usually see her Anorith come out. Anorith is by far the biggest hurdle to overcome in this fight aside from Shelly's ace of course. This Anorith comes packing a Telluric Seed, which if you recall is quite busted on this field, and Swift Swim. Couple that with the fact that it's more than likely raining, and things have already been set up for disaster, but it gets even worse. Anorith comes with Aqua Jet, a priority water move that gets boosted power in the rain, don't expect any heavily damaged pokemon to live it if it goes for it. It also has Rock Slide, which is hits both pokemon like Struggle Bug, but has Rock Type STAB (to kill fire and flying's) and can also flinch you. Combine it with its super speed, +1 attack and a confuse ray from Illumise and it's now capable of wiping the floor with our team. Our only real hope to taking this thing out is a Telluric Seed of our own as it'll protect us from this threat. Less threatening is that it has Rapid Spin and Knock Off. Knock Off is nothing special, and Rapid Spin is only there for if a player has stealth rocks (which we don't btw, it'd be really helpful to have here).

    Up next is Yanmega.Yep. An early game Yanmega, what could possibly go wrong here. Literally everything. The thing has 116 base special attack and is packing a modest nature, not just this, it's got Speed Boost too, so don't think about outspeeding it here. It's got Struggle Bug which is bound to annihilate most pokemon that step to it, Giga Drain which gets boosted damage from the field to kill rock/ground types and heal itself, Air Cutter to hit both of our mons with its Flying STAB, and Ancientpower to kill flying types. This thing needs to be dealt with ASAP as well, as it's just as threatening as the Anorith is.

    What's arguably Shelly's least threatening pokemon is her Araquanid. It's not that it's any weaker than anything before it, it's a few things actually. For one, the thing is slow, we'll be able to outspeed it with just about anything and usually hit it for massive damage to boot. Not only this, it's also packing no Struggle Bug. It's only move to hit two pokemon at the same time with is Icy Wind, which will be doing jack shit with its base 50 special attack. It's other moves can be a little scary though. It has a Damp Rock and Rain Dance as well to clear up burning fields that some how made it past Illumise. Combine that rain with its ability Water Bubble and Bubblebeam, and you probably aren't going to be living that. Bug Bite is it's last move, and while not as threatening, still hits hard coming off of STAB and 70 base attack. Overall the weakest link, but something that can't be ignored either.

    Finally, we have Shelly's Ace, Volbeat. This thing is the late game run killer. I know I called Illumise the weakest member earlier, but I'm pretty sure this thing is, rocking a base 47 special attack. The real problem with it, is how bulky it is compared to the rest of Shelly's team. While everything else can be taken out in 1-2 hits, we'd be lucky to KO this thing is 2 at all, even with boosts. It's got the same bulk as Illumise, but is also rocking a Bold Nature, Leftovers, Prankster Moonlight and 31 IVs. It cannot be taken down easily, not to mention all the while it's still throwing off boosted Struggle Bugs at you or Dazzling Gleams. This late into the run, a bulky killer is the last thing we want to see, but it can get even worse if Shelly decides to use Tail Glow, which boosts the damn things Special Attack by 3 stages and now allows it to KO basically anything.

    Alone and in singles, Shelly's team could be a cakewalk, but in doubles with the constant dual hitting moves, the field and a lack of options, the battle becomes a nightmare. However, there is still a way to win this, a strategy that can end the battle with a bit of luck. A strategy that took me nearly 30 attempts to find and get working and eventually succeed with. Here's the set up.

    The lead is a high leveled Dunsparce from beneath the stairway with Rattled, and an Adamant Fearow with enough speed IV's and EV's to break 60 speed. This needs to be done in order to outspeed the Masquerain on turn 2 and KO it, while also dealing heavy damage to Illumise on turn 1. Rattled will boost Dunsparce speed any time a bug type move hits it, which will eventually get it to a point where it outspeeds most of Shelly's mons. These two are equipped with White Herbs so that they regain their attack after being intimidated. Dunsparce needs to put Masquerain into range of Fearow's Aerial Ace, and Fearow has to put Illumise in range of a boosted Dunsparce Take Down. If all goes according to plan, turn 1 should end with Dunsparce at +1 speed, and Masquerain and Illumise chipped by Take Down and Aerial Ace respectively. Next, Fearow needs to KO Masquerain while Dunsparce begins to set up Coil's on itself. This will be done in an attempt to take the brunt of Anoriths attacks, while also boosting its attack to deal major damage later on. Turn 2 should end with Masquerain down, Dunsparce with boosted stats, and both mons alive.

    From here, Shelly should bring in Anorith. What's done from here is we switch Fearow out to random fodder that absolutely has to be KO'd by Rock Slide here, while Dunsparce use's Roost to heal up. The absolute worst case scenario here is if Dunsparce flinches and Rock Slide misses your fodder. A reset is usually what follows. From here, we bring in a Telluric Seed Graveler, with an attack boosting nature and Sturdy. Due to being protected on this turn, it's free to use Smack Down on Anorith and OHKO it while also being invulnerable to Rock Slide and Struggle Bug. From here, Dunsparce can either Roost or Coil again depending on how much HP it has. Roost is the safest option as Take Down recoil could hurt later. Turn 4 ends with Dunsparce healed, Graveler at full health and +1, and just Illumise on Shelly's side. Yanmega should come in, and from here Rattled Dunsparce needs to outspeed Illumise and likely break through confusion to KO it with Take Down. Yanmega will more likely than not Struggle Bug here which can potentially kill Graveler, hence the Sturdy. Smack Down after a Sturdy proc should get the Yanmega down.

    Next comes the final two, Araquanid and Volbeat. Depending on how much health Dunsparce has left, you should either Take Down Araquanid (high health) or Take Down Volbeat (low health). If Dunsparce lives the turn, it should immediately go for a Take Down on Volbeat thereafter. My turn ends with Dunsparce living, Graveler fainting and Araquanid being chipped. From here I bring in Telluric Seed Doduo, who I have use Pluck on Volbeat this turn while it's protected. Coupled with the Take Down, Volbeat is very nearly down and out. I bring Fearow back in to hit up Araquanid while Doduo hits Volbeat. As long as no lucky crits are scored, Fearow and Doduo should live and finish out the fight.

    There's a lot that can go wrong here if you couldn't tell, but it was all I could come up with, and hey, it worked out in the end. All's well that ends well. With Shelly defeated we get her badge and she informs us to speak with Ame at the Grand Hall about Corey's replacement. With probably the hardest battle in the run over and done with now, we can head on with a renewed vigor. This was uh... fun, I guess. I certainly enjoyed it when I finally conquered Shelly, but I'm more than happy that this next portion of the game is something I can just sort of coast through. With this long ass write-up concluded, I ask you to stay tuned, and take care, as usual.

    Part 10 will feature Fern 3 and Cain 3. Until then, take care and stay tuned.

  16. When a gamer ?????????????????????????

    A thing

    After our battle with Corey in the Beryl Ward, the man decided he had had enough and took himself out of the game to put it lightly. That means no badge for us. Fortunately though, we witness a terrorist act take place from a top Beryl Bridge, giving us a place to head off to next, that place being the Grand Stairway in North Obsidia and the Lapis Ward, home to another... really difficult gym leader. Can't wait for that one. Back to that terrorist act though.



    Turns out Team Meteor blew up the Grand Stairway and is making their way down towards some ruins at the bottom of it. They also nab Victoria, who's only able to fight when she's trying to stop us apparently. Good stuff. Anyway, we meet a mysterious man who points us in the direction of the two goons who nabbed Victoria, Aster and Eclipse.

    Seeing as how they have 4 rock types and you're paired with Victoria here, there's really no way a player should be losing this battle, even with a terrible team. Speaking of terrible, our options in this portion of the game are absolutely horrible, maybe not for this fight, but for the next gym leader, definitely so. Here, they're extremely useful. We get plenty of good dark types from alleyways, and good rock/ground types from under the stairway. Persian and Graveler in particular are very good for this fight against Aster and Eclipse.

    Shortly after saving Victoria, she's in our way again, this time acting so as to keep us from fighting the young gym leader, Shelly, who is more likely than not traumatized by Corey's departure and the other events taking place around her. Again, a considerate move on her part, but she is still a roadblock... Just as easy of one as last time too.

    Fearow deals with her new lead, Pancham, very well, demolishing it with Aerial Ace and forcing in Victoria's Pikachu. This Pikachu, as expected, can't do jack to a Graveler from the Stairway. Kirlia comes in after and we pull out our new Stunky from an alleyway to deal with it. It has no moves that can touch it, so it's doomed to a slow Acid Spray death. Victoria tries to save it by bringing out her Torracat, but this thing is incapable of much too, falling to the combo of Graveler and Alolan Persian, and from there, it's an easy win.

    Certainly an easy series of battles, but don't let them lead you into a false sense of hope. Hell, don't let any of the easy matches and gym leader flaws from the early game fool you. This next gym leader battle really amps up the difficulty, gunning for a spot as the hardest battle in the run. It's absolutely brutal. You'll have to stay tuned to see it and find out why though. Until next time, take care.

    Part 9 will be featuring one of the highlights of this run. Look forward to it.

  17. solid oof

    Sample Text

    Shortly after the Team Meteor superior from last video ran off, the police ambushed him and revealed him to be none other than Corey, the Beryl Ward gym leader! But what happens if you don't get the police to ambush here? Reborn will have moments in the story like this where making one choice can alter certain story events as they happen, and this is one such event. If Corey is not ambushed here, he will actually fight you with a different field effect. While there are other events kind of like this, I find this one to be the most drastic in terms of how it changes difficulty.



    Corey can come with one of two fields, Corrosive Field if he wasn't ambushed, and Corrosive Mist Field if he was. The Corrosive Field deals type scaling poison type damage to all grounded non-poison/steel types upon entry. I find it to be the much easier of the two because it has various other beneficial effects such as upping all powder moves accuracy to 100, Upping Acid/Acid Sprays power, and the entry thing. Corrosive Mist on the other hand poisons you at the end of each turn, heals dry skin mons, ups bubbles and fire moves power, amplifies aftermath, and causes special flying type attacks to gain additional poison typing. It can seem extremely threatening... at first, that is. I'll get to why it actually makes the fight easier later on.

    Corey leads with a Skrelp holding a focus sash, it's not too much of a threat at all as it's slow enough to the point where it'll only ever hit you once and then die. I bring Plusle back once more to use Electro Ball against it, knocking it down rather easy. Though the poison mist does poison our team, pecha berries bought from the department store give us one turn without being poisoned, which is one of the reasons the mist field is a lot easier to deal with. Corey then brings in Croagunk, which is just as much of a threat as his Skrelp, so not at all. One Switch to Fearow and an Aerial Ace later and its gone.

    Next comes Mareanie which seems threatening on paper, having Merciless proccing at all times and getting boosted Venoshocks to boot, but its so weak and not too bulky that it goes down as easy as the Skrelp and the Croagunk. It does take out Fearow unfortunately, but Plusle comes in soon after to net the KO. Next comes one of the only actual threats on Corey's team, his Skuntank.

    This thing is fast, bulky, hits hard as hell, and has a great defensive typing. I'd say it's easily the most threatening member on his team if you DID bring a steel type with you. If you didn't, it's the second most threatening. It outspeeds my Plusle and finishes it off, so I bring in an Arbok caught just outside the gym. Using Glare and Screech that it comes with, we've now set the stage for our Skuntank killer to come in. Huge Power Bunnelby's can be caught in the Rhodocrine Jungle with Take Down. After one screech, an adamant Huge Power Take Down sends the Skuntank packing, but we also take a hell of a lot of damage from recoil and Aftermath.

    Corey's third most threatening member, Nidorina comes in. While not as bulky as Skuntank, the thing can hit pretty damn hard due to having Hustle as its ability. That's also a major disadvantage for it too though, as Hustle causes it to miss not one, but two attacks in this fight, which causes it to fall without dealing any damage to our Growlithe. Then comes Corey's ace and potentially most threatening team member, Crobat.

    This thing is like Julia's Electrode and Florinia's Cradily combined. It's fast, it's bulky, it takes advantage of the field, it has set up, and it hits hard as hell. Much like the other two though, it also has a fatal flaw. Remember earlier how I said the mist field adds additional poison type damage to flying moves? Corey's Crobat comes with Air Cutter and Venoshock as its only attacking moves. This in turn makes it unable to hit any steel type whatsoever, making it the most laughable threat ever. Corey sets up to +6 in our face and can't even do anything with it. How sad. I use a Klink from way back in Obsidia to wall the bat and hit it a lot until it falls. All in all a very weird fight, challenging at first glance, but easy once you learn the field and Corey's team.

    It's not over for us yet though, as Corey seems reluctant to give us our badge. He heads out and we follow him. Where will we go from there? Well, you'll just have to stay tuned to find out.

    Part 8 soon(?) Idk, I've started up College so uploading schedule will be volatile. Next part will feature Aster+Eclipse 2 and Victoria 3, until then stay tuned and take care.

  18. Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

    PULSEgrowth stuff.

    On our way to the Beryl Ward gym leader, Corey, we are forced to take on two more PULSE Tangrowths that are blocking the way to it, one in the nearby Jasper Ward, and one in the Beryl Ward itself, and much like the Obsidia Ward PULSE, both are being kept safe by team Meteor admins. The first we fight is Taka in the Jasper Ward, who unlike ZEL, also uses his own pokemon in battle too, alongside the PULSE Tangrowth, making for a much more interesting battle, though still relatively easy.



    Taka will lead with an Exeggcute which is extremely weak to the numerous grass types found in the forest right next to Jasper. The one I bring in particular is Carnivine, which comes with Bite. It makes quick work of the eggs and forces out Taka's real threat, Chatot. Chatot is a bit of a menace as, much like Julia's Electrode, it's fast and hits hard. Not only that, it's immune to spikes and comes with Nasty Plot and its signature move, Chatter, a special flying type attack that will always confuse whoever it hits. If it gets off even one Nasty Plot, a run can be lost. This is why I bring in Emolga, another pokemon made available in Jasper that comes with Nuzzle, an electric type move that paralyzes 100% of the time so long as it hits. Combined with Plusles Electro Ball, Chatot goes down relatively easy. With that down, Taka is then forced to bring out the PULSE Tangrowth. Not much to say here that I didn't say last time, a few Acid Sprays from the same Trubbish before and a strong special attack and it's down. A relatively easy battle. The next one, not so much.

    Upon entering the Beryl Ward, you'll be forced to divert into a nearby jungle which is home to quite a few good pokemon, most of which don't see any usage here, except one, which I'll get into in a bit. The jungle and the rest of the Beryl Ward house some police officers, who if saved, will head back to the police station in Jasper. If you talk to the chief after saving 4 and finding one deceased officer, he'll give you a Growlithe and come to your aid after the battle with the Beryl PULSE. Said Growlithe can come with a few moves, the one I got came with Close Combat, which isn't bad, but I would've much preferred Morning Sun. It also didn't come with Intimidate, but it came with Adamant nature, which is all I really wanted, for this battle and the gym battle. Growlithe aside, upon reaching the PULSE we will be confronted by Taka, ZEL and a cloaked individual who seems to be their superior. He orders Taka and ZEL to fight us while he deals with a young girl who flies in to assist us, and thus, the battle commences.

    This is the first double battle fight of Reborn that's worth showing off, and rightfully so. It's a 6v6 double battle with ZEL now using their full team and Taka using their team + Tangrowth. Taka's team is unchanged, but ZEL's team proves to be quite threatening this time around as they pack a Glaceon, an Espeon and an Umbreon, two of which are bulky and hit hard, and the other is fast and hits even harder. It took me a while to figure out how I wanted to approach this battle again, but by my third attempt I finally had a winning plan.

    The duo leads with Exeggcute and Glaceon, Glaceon being the biggest problem here. I lead with Growlithe and Makuhita. Makuhita's only purpose in this battle is to Fake Out the Glaceon so that Growlithe can 2HKO the thing without getting hit by its Icy Wind. After taking some chip from Exeggcute, I switch it out for more fake out usage later on and bring in Ledian, who I was referring to before.

    Ledian comes with Silver Wind, a move that can be useful in this battle being effective against half of the pokemon on the opponents side. It's also prone to increasing every single stat of Ledians. It's not required, but it makes this fight so much easier. Growlithe takes out Glaceon and Exeggcute continues to not do much. Espeon comes in and from here, Growlithe takes the hits from it so that Ledian can take it out.

    As ZEL brings in their Umbreon, I bring out Trubbish once more to Acid Spray the Umbreon and make Silver Wind nearly KO it. I then switch Trubbish to Makuhita and watch as Ledian falls to Umbreon. Tranquil comes in and uses Air Cutter to bring down the Umbreon and deal big damage to Exeggcute. With ZEL taken down, we can finally get to work on taking out Taka. The fight from here goes about the same as last time, only this time in doubles, and with no move to paralyze Chatot. I equip my pokemon with Persim berries in an effort to make the Chatot easier to hit and it works, leaving me with Plusle and Trubbish to take out the PULSE Tangrowth. I have Plusle use Sing on it, and Trubbish spray and sludge, defeating it. With the battle over, the meteors superior runs away and we can now face the gym. Until then, take care.

    Next part will feature Corey and maybe commentary if I think it turns out ok, since there's a few things that should be said about that battle that I don't want to pack into the description. Until then, stay tuned and take care.

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