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Seel The Deal

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  1. In addition to all this: - since you're using Dragonium Z, it's almost always better to use Draco Meteor than Dragon Pulse, giving you both a stronger Z-move and a stronger follow-up the next 2 turns (2 Draco > 2 Dragon Pulse despite the spatk drop). Dragon Pulse is only better if you're staying in for 4 or more turns in a row (and clicking a Dragon move each turn). Fly can be dropped for Fire coverage, ideally Heat Wave - since you're on litemode, Gyro Ball (as suggested above) isn't actually a great option on Bronzong, since opponents all have 0iv/ev in speed. Heavy Slam or Iron Head would be a better option. you could go with an Iron Ball (or another speed-dropping item) to use Gyro Ball but there are much better choices like Leftovers, type-resist berries, or Light Clay (if you teach it Reflect + Light Screen) - items on your mons could use some work. they're not bad (besides the weird King's Rock on Arcanine), but at this point, you can get all the dept. store stickers and have full access to choice items, Leftovers, Life Orb, type gems, Rocky Helmet and Focus Sash. - Mega Lopunny is a direct replacement for Persian if you're willing to train up another mon. it lacks Technician but makes up for it with much higher stats across the board and an unresisted STAB combo thanks to Scrappy. Return, High Jump Kick, Fake Out and coverage/utility of your choice is the usual setup - similarly, Greninja is a direct replacement for Simipour, having much better speed and coverage and a broken ability. it does pretty desperately want Z-moves though so you'd have to consider alternative item options for Noivern. moveset is whatever you need to get through a fight, but generally I'll have Ice Beam/Dark Pulse/Gunk Shot/Surf, and throw the appropriate Z-move on depending on what I need Greninja to OHKO - Klefki is a potential shout over Bronzong, trading raw bulk for Prankster and a vastly superior typing. Dazzling Gleam, Reflect, Light Screen, and your choice of Flash Cannon, Foul Play, Thunder Wave, Toxic, and Spikes for the last slot despite all the talk about replacements, you should be able to win just fine with your current team with good item use and some move changes. good luck :)
  2. Not my first time by any means but wanted to share this team in particular simply because funny electric rodent (no, THAT one. wait, I meant THAAAAAT one. well actually-). Anna Route, Set + noitems, PULSE Arceus was an RNG farm, Laura + Bennett was the only actually hard fight, everything else was 1st try.
  3. For Singles, probably unpopular opinion, but I actually think it's Shade? I find lategame singles leaders tend to be (relatively) underwhelming because of how easy it is to abuse broken tools in singles, I find the earlier singles leaders don't even require you to have good tools, and Noel and Luna are certainly the gym leaders of all time. It's mostly down to whether or not Shade or Samson are harder, and the latter is just so one-dimensional, even if their shtick is really damn effective. Hawlucha is 100 meters from your location and approaching rapidly - start running. For Doubles I'd say Adrienn. They're one of the few leaders that are particularly adaptable and function well on any field the player can create (except Glitch lmao), and most offensive gimmicks fall flat against a heavily specially bulky doubles team with two Intimidate users. Sludge Wave seems effective until you realize it's doubles and their whole team has 1.5x spdef so the move is pathetically weak. There isn't any real "cheese" for this fight like bringing Wide Guard against Hardy or using a slower team than Radomus - there's some specific mons/strats that are really good for the fight but nothing universal. Oh, and Fairy is almost undeniably the best overall type in the game, so there's that. That being said the doubles leaders as a whole are harder than singles and I could just as easily advocate for Shelly or Radomus.
  4. shiny sprites can be found in the game files (Graphics -> Battlers). no mon has its typing, stats or movepool changed from what it is in USUM. worth noting that this does mean many mons are left without access to event moves, though legendaries got special treatment here so things like V-Create Victini are obtainable there are a handful of moves with different effects, but you can learn about all of them ingame. in case you miss(ed) them though:
  5. (assuming stats are evenly distributed but this all generally applies regardless) Mega Mawile, a top-end OU mon, now gets a 70 point boost. Divide by 6 and round down for 11 per stat and you get a spread of 61/116/136/66/106/61 which is dumb as hell for a mon with Huge Power, strong priority, SD and arguably the best defensive typing in the game. This gets even worse if you boost Mawile and then apply the flat 100 BST boost of its mega stone (which is the better way to do it because you don't get an HP change between forms, keeping things consistent with every vanilla mega), resulting in a disgusting 78/133/153/83/123/78. 133 base Attack with Huge Power reaches a raw stat of 802 (after max EVs, IVs, and boosting nature) - for comparison, the strongest existing physical attacker (Choice Band Kartana) hits 760. Mega Medicham is in a similar, though less extreme, situation, as are all the other Huge Power mons (Medicham, Azumarill, Diggersby). Easy solution is to just not boost mons that get Huge Power/Pure Power. There are also some other mons that are really strong for their BSTs with the 6 big offenders being Mega Beedrill, Clefable, Crawdaunt, both Marowaks, and Vivillon. Probably fine anyway though since only Marowak and Vivillon have especially terrible BSTs.
  6. are you fighting on an icy (or snowy mountain) field? rock attacks are part-ice there making them resisted by both Water and mamoswine's Thick Fat (also mamoswine has really good physical bulk I definitely wouldn't be expecting most neutral attacks to ohko)
  7. level caps for each badge are on your trainer card ingame level caps also exist without passwords - the "hardcap" password makes it no exp gain while at cap, while vanilla behavior is disobedience above cap
  8. I've actually been doing something very similar, just with slightly different encounter rules (1 wild + 1 event per notable named area, maybe a bit too lenient but wilds only or using a random number generator isn't feasible on PULSE2 and having wilds is really nice for variety), without no ivs, but also no mints and a few bans (Blaziken and Amplifield Rock, most notably). also hell yeah shinycharm Charmander is probably the best alternate starter. Chewing through the PULSE Tangrowths' bulk with direct damaging moves can take literally 8+ turns in some cases so having a set 40HP move to just clean 3HKO is insane. I've been rolling with Mudkip so far and honestly it's such a huge mistake, it's been basically useless outside of Julia lmao it hits like a wet noodle good luck!
  9. the shiny egg sprite still looks slightly different (the colours match its tail). if you're concerned about missing one you could wait for 5 eggs at a time and look at them all side by side in the pc/party menu
  10. I don't recall it ever hitting both mons in doubles and Serebii lists it as "selected target," likely just Bulbapedia being wrong
  11. e15 was a treasure, e18's been a pleasure but god DAMN can I not wait for e19. been a wild ride and it's about to get wilder, glad to be a part of it all. love y'all, devs and community alike
  12. afaik the only Ground-type pre-Julia is sand cloak Wormadam (I thiiiiiink you get sand cloak from the alleyways? and Burmy is a headbutt encounter). other immunities include Goldeen with Lightning Rod, Blitzle with one of 2 immunity abilities or if you got lucky with the event, Volt Absorb Pachirisu most Grass types will do fine as resists though, and Roselia is even capable of soloing her (barring multiple Air Cutter crits). there's also a few other mons that can solo: Bibarel, Linoone (alternative event to Pachirisu), Noctowl, Guts Raticate, Kricketune (takes a bit of luck) and Moxie Mightyena, off the top of my head, all solo or get damn close at level 18-20 for a bit of extra help, catch a high level Trubbish from the north alleyway and use Toxic Spikes. two layers will stop anything on her team getting out of hand with Charge Beam boosts, since they'll die from poison first, and if she spams potions it just builds up more poison damage if Plusle or Minun keep getting a Nuzzle off before going down, you can grab a hidden Cheri Berry on the way to the railway, near a trainer with Glameow and Hoppip.
  13. generally I'd say you want to pick up Rain Dance, Giga Drain and Energy Ball as a Lotad (all by 36), then Hydro Pump at 44 as Lombre, before evolving. unfortunately if you already evolved Lotad you're gonna have to wait quite a while for those moves: Rain Dance is available around the middle of the game, Giga Drain tutor is post-restoration, and... is Energy Ball even available in E18? if you missed out on the moves but want to keep your shiny I'd recommend either taking the L and breeding a new one, or using debug/sandbox to grab a new shiny Lotad, since otherwise its only Grass STAB for quite a long time is going to be Mega Drain.
  14. hella text wall so I'm not gonna respond to anything specific, but one thing you're sorely missing here is that neutralities are often NOT enough in Reborn. many major battles will have you up against trainers abusing powerful field effects that supercharge STAB moves to levels that most pokemon cannot handle. in the earlygame you can potentially offset this by overleveling/evolving but past Shelly you aren't given much room for that. Arcanine in theory should have an excellent matchup against Shade with its great mixed bulk, Intimidate, recovery and ability to hit back super-effectively with Crunch, but in practice it gets overwhelmed very quickly by field-boosted STAB ghost moves. I'm also not sure why you made so many references to things that are simply not relevant in Reborn here, including but not limited to FSight + Teleport Slowbro, hazards (not entirely irrelevant but not likely to accomplish much against an AI that rarely switches), Mega Metagross etc. they kinda obscure your point more than prove it tbh we clearly have different stances here and I don't frankly want to get into a battle of essays so I'm just gonna leave it there. at the end of the day you're free to build and play how you wish and choosing not to use something like Chesnaught because you don't want to deal with its weaknesses is valid regardless of whether it's good or bad, or what some rando on the internet has to say about it give it gunk shot anyway, who needs game balance when you can have funny big numbers
  15. not really? most Fighting types have few resists and don't have good defensive moves and most Grass types simply aren't anywhere near as bulky as Chesnaught, but even aside from that the reason you're winning those matchups isn't JUST bulk, it's also the fact that you're dealing nearly 1/3 of the opponent's health passively over 1 vulnerable turn while recovering a similar amount. taking your examples, Fern's Rhydon/Krookodile can do fuck all to beat it, neither of Amaria Singles' physical attackers actually have coverage for it (lol ice shard), and Hardy/Amaria Doubles get utterly invalidated by Spiky Shield + good offensive partners, and that's all without any defensive EV investment and still being healthy enough to take on neutral threats afterwards. I'm also not sure how its resists "hold more weight in an easier game [with less coverage]," isn't any defensive Grass kinda garbage by that logic? and other excellent walls/tanks like Slowbro, Rhyperior and Metagross? defensive mons are rarely crippled by poor weaknesses, it's much more commonly about poor resists, poor stats and/or poor movepools idt Chesnaught's a mon for every team or any kind of god amongst mons, but I'd definitely stand by it being better than anything you've got in C tier. justice for Scolipede
  16. that begs the question though: if you're considering sun support with Charizard, why not consider it with Typhlosion as well? Typhlosion hits harder even considering Solar Power and doesn't passively lose HP: 252 SpA Charcoal Typhlosion Eruption (150 BP) vs. 0 HP / 0 SpD Mew in Sun: 390-460 (114.3 - 134.8%) -- guaranteed OHKO 252 SpA Charcoal Solar Power Charizard Heat Wave vs. 0 HP / 0 SpD Mew in Sun: 370-436 (108.5 - 127.8%) -- guaranteed OHKO zard is still arguably the better sun sweeper since you have more freedom to tank random priority moves and weak resisted hits, but even that's a stretch thanks to the passive damage and it's fairly close regardless lots of weaknesses doesn't necessarily mean a typing is bad defensively. Chesnaught carries resists to Water, Electric, Grass, Dark, and both Rock and Ground which is absolutely massive and is a trait only shared by non-Heatproof Bronzong, Flygon, Claydol, and Torterra, none of which have nearly the same physical bulk nor natural access to a Protect clone. its typing is exploitable but it shuts down a lot more than you'd think and thanks to seed + shield recovery it often outright beats physical attackers that only have coverage to hit it super-effectively, and not STAB. also worth noting that half of its weaknesses are very dominantly special and thus as a physical tank it's not Chesnaught's job to deal with them anyway mostly agree with the list tho, would put Fennekin and Chespin a good deal higher and that's about it. I mentioned Charmander being top-tier for a locke in that other thread but in a casual playthrough its earlygame talents aren't nearly as necessary, and its bad midgame becomes a much bigger issue when you're not optimizing your team for every major battle. though it might be worth mentioning (even if it doesn't change its ranking) that Chikorita actually learns Reflect and Light Screen naturally, and quite early at that (Reflect pre-Julia, and Light Screen pre-Shelly by holding off on Meganium), giving it that small niche over other grasses Bulbasaur would be S tier if it got decent Poison STAB change my mind
  17. from the perspective of someone who's been attempting a hc nuzlocke (not rn tho, gonna wait for e19), and not counting the obvious torchic pick: 1. Fennekin, great movepool and Fire/Psychic is possibly the best offensive typing you could ask for. puts in massive work in every major battle up to and including Radomus which is just insane value 2. Charmander, dragon rage is busted early game though it's a bit meh once that falls off 3. Mudkip, excellent defensive typing and it's both the bulkiest and strongest user of it. only water starter that's actually useful earlygame since it gets ground typing for Julia and Corey, and honestly it even does the whole "rock type" thing better than actual rock types once it learns Rock Slide. just an overall great "glue" mon 4. Litten, intimidate is an incredible ability and Fire/Dark is a really really good typing but slow, bulky, physical fire type isn't a great combination unfort since you can't afford Flare Blitz recoil and Fire Punch is just so weak 5. Popplio, Water/Fairy is probably straight up the best defensive typing (not counting Steel/Fairy since none of its available users have the stats to back it up), also a really really good special tank Chespin, Chimchar and Cyndaquil are also really good, just not prime pickings imo
  18. Standard Mawile was pretty useful into the mid 70s on my V12 Intense run, it doesn't really fall off until super late game because, yeah, turns out a physically defensive Steel/Fairy is pretty hard to come by and has a lot of very important uses. You could probably even eek out enough usage to keep it in your rotation all the way until you get the stone.
  19. For further clarification, the way that 1.5x speed boost works is that it increases the raw speed stat instead of the base stat. This means that EVs and IVs effectively have a 1.5x boost as well. This also means multipliers are much more influential on lower base stats, as IVs and EVs are flat increases to a stat. In this case, 31 IVs, 252 EVs and a Jolly nature bring a level 100 Ariados from 196 to 294 speed, or just short of base 85 (Nidoking, Rillaboom etc.) It's still far from a speed demon, but it's a substantial improvement, especially with webs and priority in play. The same thing happens with the ability Huge Power and is a major reason why Azumarill, Medicham and Diggersby hit so incredibly hard despite having such poor attack stats - Azumarill with an Adamant nature has nearly an effective base 150 attack stat, and that's the lowest of the 3.
  20. Tentacruel is the best setup fodder on her team. It has no crippling status, it's the weakest attacker on her team, and it's physically frail. Anything trained in SpDef should live one hit. +3 Lvl 40 252 Atk Silk Scarf Blaziken Frustration vs. Lvl 42 252 HP / 0 Def Primarina: 162-191 (102.5 - 120.8%) -- guaranteed OHKO - this is your best bet for Primarina. High Jump Kick with a Fist Plate is only a roll at +3, and it's not in your favor. Silk Scarf is in place of one Metronome boost. You can also get pre-poisoned and use Facade at +2: +2 Lvl 40 252 Atk Silk Scarf Blaziken Facade (140 BP) vs. Lvl 42 252 HP / 0 Def Primarina: 178-210 (112.6 - 132.9%) -- guaranteed OHKO I forget - are Passho Berries available before this fight? That could give you the wiggle room needed to take out Qwilfish, since there's no way you're setting up on it between its huge speed and Aqua Jet. Could also burn it with Flame Body. Also as 7ravens suggested, Magcargo can actually sweep too. Max attack max speed Jolly with Rock Slide can OHKO and outspeed everything barring Qwilfish at +6. It's more setup time than Facade Blaziken though and also has a chance to miss its moves.
  21. AI knows if you're going to attack or set up. I had a plan for a certain V13 fight involving a certain shiny possessed weapon where my Absol would use Swords Dance as it used "Protect" expecting a guaranteed Knock Off or Sucker Punch kill, but ended up having to use a seed to get the boost instead as it would always attack if I used Swords Dance raw. AI will also play around Sucker Punch to some extent as well, but I don't really know what extent. Honestly, never mind the move-reading, never mind the perfect predictions, what I hate the most is that it knows items. It makes status and type berries completely useless (and many other items less useful) apart from intensely-planned AI manipulation (which nobody is going to do casually) as well as just generally feeling awful to fight against because it feels like all your planning was just a waste and all that matters is brute-forcing the fight until things go right. This becomes even more apparent in V13 as... It's just bad design. It feels awful, it's rule- and immersion-breaking, and it leads to many frustrating situations that could otherwise be solved with smart item usage and strategy.
  22. Back when I beat him in V12, I had 3 :p The strat was fairly simple: Lightning Rod keeps powerful water-type attackers safe to spam their moves, meanwhile those same Water-types encourage him to spam ineffective Electric moves. Alolan Marowak was my choice for Lightning Rod, and I also made sure Alolan Muk was on the field when it died in order to take on its ability with Power of Alchemy. From there, Tentacruel and Mantine just went to town. I don't remember what my last water was, probably because I never sent it out lol. Obviously his team has changed now (and I don't know exactly what the changes are, other than Mega Toxtricity) but something similar can probably still be pulled off.
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