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RTresserhorn

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  1. Since you didn't mention which mons you want to put the move on, I can only tell you this: Pokemon Reborn operates on Generation 7 Moveset. Draining Kiss is only a TM from Gen 8 on. Ergo: Only mons that have in their level-up movelist in gen 7 (or Audino through breeding) can learn it. Please consult a site like Bulbapedia for a list of those mons.
  2. RTresserhorn

    Flame Orb

    Another option for the Flame Orb is to give it to a mon with Magic Guard. Since Magic Guard protects you from non-direct damage like weather and Status-afflictions, what ends up happening is that for the cost of an item slot, you have a mon that is effectively immune to other more debilitating status conditions like paralyze or sleep. One particular set that you can use: (Also viewable in Smogon) Sigilyph (Catchable at Citae Astrae Top) Ability: Magic Guard Item: Flame Orb Nature: Timid EVs: Max Speed and HP, 4 IVs in Sp.ATK IVs: Typical Sp.Attacker set-up. (31 all stats except for having 0 ATK stat) - Air Slash - Roost - Calm Mind - Psycho Shift Basic premise is that you boost up your special defense and special attack with Calm Mind, Roosting in between until you're ready to attack with Air Slash. Psycho Shift acts as a 100% accurate Will o Wisp once the burn status is already applied, making it easier to withstand physical attacks better. Air Slash serves as your lone Calm-Mind boosted STAB attack that no mon is immune to and which has a 30% chance of flinching a mon slower than Sigilyph (which has a passable speed tier at base 97 before nature, EVs/IVs ) It's bulk is not terrible either, especially after raising HP stat. And naturally, it becomes immune to poison (although Magic Guard moots this already), sleep, paralyze, and freeze after taking a burn. (Although it really shouldn't be fighting ice or electric types unless you get decent amount of calm mind boosts beforehand.) For that matter, having a lowered attack stat by burn might make it take less damage from Foul Play? (Although it also really shouldn't be staying in on a dark type either if it can help it). EDIT: And I just realized this thread is actually a couple of years old, dating back 2020. But Flame Orb is available earlier in EP.19 now, so some of the advice here might actually be interesting.
  3. If you want another way to test it for sure, go trade for a Tyrogue (bring a dunsparce, breed up some spares if you wanna fill up pokedex with tyrogue's three evolutions). In the forest area with all the tauros, miltanks and bouffulant, the corner building with all the scientists has the guy on the rooftop who offers it. It's a repeatable trade, so you can confirm that way.
  4. Baby pokemon have the same trait as legendary mons where 3 of their stats are guaranteed to be 31s. You'll notice the same thing if you 'save-reset' before other baby pokemon you can receive like Budew, Pichu and Happiney. The other 2 max IVs on top of that, you got lucky with. And even more lucky that you got it in that right distribution, with Attack being the lowest. That said, it's much more probable to get 5 max IVs out of a baby mon than it is to get them from a non-baby and non-legendary pokemon that have to roll each and everyone of those stats. Especially if you save-scum just before receiving the baby mon so you can try to maximize the stats. In fact, you can jump-start a lot of easy breeding if you set things up so budew's IVs and pichu's IVs are compatible. By which I mean, one mon having 3-4 stats max and the other one having max IVs in the stats the first one doesn't. (And are both female, with you finding other males or ditto to help new offsprings with those same max stats.) That's because Roselia and Pikachu are both part of the fairy egg group, while Roselia is also part of the grass egg group and Pikachu part of the field egg-group (which is very expansive!). So you can breed them together to get a perfect (or close to perfect) Roselia or Pikachu and then use that off-spring to help breed better other mons in linking egg-groups. This process takes very few steps to get an early max IV mon, and you can start this process very quickly! (Budew is available at the very beginning if I recall, and Pichu is just before the 2nd gym, after beating Fern). The real question to ask: Is why the evolved form of those baby mons that you find and catch in the wild don't have those great 3+ max IVs. THAT, I got no explanation that isn't a disappointing cop-out. ^^:
  5. I personally suggest getting Baby-Doll Eyes on several of your pokemon. It's a priority move that reduces her attack stat by 1 stage, so you can cripple her power without worrying about the speed of your pokemon. To min-max the fight even more, if you got Stufful at the beginning of the game (post Florina), it has both Baby-Doll Eyes AND the Fluffy ability which halves physical damage taken. Multiple of those will surely cripple her offensive power, letting you pile on the damage. Especially if you use Leer after Baby-Doll Eyes to weaken her Defense stat by a stage. As mentioned above, Multiple Intimidate users will also work nicely.
  6. A quick forum search could get you the answer here https://www.rebornevo.com/forums/topic/55570-mystery-egg-variable/?tab=comments#comment-934531 But I'll copypaste you the info you specifically asked for: Variable 228 1. mareanie 2. staryu 3. togepi 4. sneasel 5. shroomish 6. gastly 7. axew 8. a-vulpix 9. pawniard 10. phantump 11. drilbur 12. cottonee 13. vulpix 14. elekid 15. starly 16. rockruff 17. larvesta 18. azurill EDIT: It's also to my understanding that the variable isn't set in place until your character actually first set foot in the grand hall. So you can save just before following Victoria in the building and skip having to do the whole character creation and train crash bit each time. Granted, Mystery Egg is a bit too far along the plot to just reload the file if it's not the right one. But you could possibly use it to check on some of the earlier random event mons like Espurr/Minncinno, Ziggazoon/Pachrisu, Joltik/Grubbin
  7. I got three unconventional idea and a few other potentially useful tips. It's been a while since I've fought Charlotte though, so you may want to do some further research. Roserade can be taught Water Sport (The only poison type to learn it). That move would greatly reduce the power of Charlotte's fire type moves AND it would create a steam effect via her terrain reducing the accuracy of all participants on the field except for those protected by the Keen Eye ability (Both Drapion and Skuntank can have that ability). You'd just need to find a way to get Budew to be able to get the move out before it is hit for super effective damage. Toxicroak can help out in this regards with Fake Out, hindering one of the attackers for a turn, potentially repeatably if you could manage to switch it out. Victrelbel and Gulpin can both learn Encore. Ariados, Gengar, Arbok, Venomoth, Muk, and both of the Nido-family can learn Disable. If you use Encore and then follow up on the same mon with Disable, you'll lock that mon into being unable to attack for a few turns as it takes struggle damage from not having a move to attack with. This way, you can force Charlotte to effectively fight 1vs2, unless the AI is intelligent enough to switch out her mon after being locked in this way. If you're quite lucky, you might be able to lock down both pokemon this way.) If you're super-ballsy, you can get Venomoth with Sleep Powder, Quiver Dance and Baton Pass all in the same moveset (normally the set then uses Signal-Beam/Bug Buzz/Struggle-Bug and Tinted Lens). IV/EV train it for max speed and give it Timid nature, pair it up with another sleeper mon to keep Charlotte's team down. Then keep quiver-dancing until you feel satisfied with the number of boosts you have and pass it onto a special attacker (possibly one with Minimize mentioned below for extra livability). Sludge Wave and Acid in particular are the two poison moves that hit both enemy pokemon at the same type (although Sludge Wave also hits your ally). There are other non-poison moves that work though (Dragalge's Twister being one that hits both enemies but not your allies. And with enough quiver boosts, it could even benefit from Twister's flinch chance). Consult Bulbapedia's Double-Battle page for details. Grass types are probably a bad idea with a fire gym but Victrebel, Venusaur and Vileplume can have Chlorophyll to double its speed in the sun and you can risk using sleep powder. Possibly pair it up with Toxicroak's Fake Out so you can attempt to inflict sleep two turns in a row, one mon each. Crobat and Gengar can be bred to learn hypnosis, so both are speedy sleeper. (It seems like all of charlotte's mons has a move that is super-effective against the poison/flying combo, so be careful there.) Skelp/Dragalge can be caught prior to entering the no-return zone, so you could have a poison/water type or poison/dragon type, depending on its current evolutionary state. Either of which would resist fire types (The latter would quad resist solar-beam if that ends up being used with sunny day.) Salazzle learns Captivate upon evolution, which hits both opposing pokemon to reduce their special attack by 2 stages, which could be very efficient if both opposing mons happen to be Male. Plus, being fire type will help resist fire moves, while fire/poison quad resist solar beam. (You won't have the ability to train it in any unique way though as you get Salandit AFTER you enter the no-return zone, so you can't breed egg-moves, use heart-scales or train for IVs/nature until later. Save-Reset until you get a female one cause only the female evolves and its an event mon, so you only get one shot.) Qwilfish and Muk are capable of learning Minimize. This combined with the previously mentioned Water Sport (or teaching Qwilfish Surf) will give you a very evasive mon. Qwilfish can also use Rain Dance to help reduce the power of the fire type moves further (and hamper solar beam). If you get minimize running well, you might want to slot in substitute so the odd hit doesn't overly damage your mon. Weezing, Qwilfish and Gulpin also has access to Destiny Bond for a cheap kill. (Although you might not want to use Destiny Bond and Minimize both on Qwilfish. =P ) If you can get Toxic Spikes running, you can use a mon with Venom Drench to severely weaken her team's ATK, Sp.ATK and Speed. This option is counterproductive with the sleeper-build above though as you can't put to sleep someone who is already poisoned. The plus side is that Venom Drench hits both opposing mons on the field. The Nido- family both can learn Earth Power when fully evolved, so this could be a useful way to attack super-effectively (except Charlotte's Rotom) in spite of the terrain weakening water moves. Rock type moves can also be useful if you can fit it in somehow. Right... to sum somewhat what I've mentioned, the poison types can be prepped in several ways: - Accuracy/Evasion exploit: Either from Minimize or exploiting the terrain's steam effect. Keen Eye users are immune to the effect. - Reduce the enemy offensive power with Water Sport, Rain-Dance, Captivate, Venom Drench. - Lock-down the enemy with Fake-Out, Chlorophyll/Sleep-Powder, Encore/Disable - Score cheap kills with Destiny Bond. - Defensive typing (fire/poison and poison/dragon in particular) and offensive moves (Ground and Rock preferably as Water is weakened by the terrain). - Buff exploit with Quiver-Passing. A quick look at Charlotte's fandom-wiki page mentions that four of her pokemon has offensive rock type moves, so you might want to plan around that. (Assuming the page is still accurate) Wishing you luck!
  8. Would breeding pokemon outside of your chosen type, Bug, be against the rules? If not, maybe you could breed a Electabuzz with Thunder (Human-Like) with Volbeat or Illumise (Bug/Human-Like) egg-group to get one of those two bugs baby with Thunder. And then breed that one with Galvantula to get a baby that knows Thunder? Could someone double-check my thinking? EDIT: Ugh, I just realized the topic is kinda old now... Apologies.
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