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Seel The Deal

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  1. As someone partway through a mono-Fairy run (just post-Noel, procrastinating on the Aventurine Forest sticker) Mawile has been pretty much essential to breaking down special walls and taking hits from common Poison and Steel types. It isn't the best but if you pick your battles carefully it can do pretty good work surprisingly often.
  2. First of all, make sure your team is properly leveled. Your levels are all over the place, with your Arcanine being (I think) 15 levels below the cap. Getting everyone to mid 60s like Metagross and Blaziken will make a huge difference. Noivern's moveset is... rather questionable. I'd go back to the move relearner at the circus to get Dragon Pulse and Boomburst on it, and learning Hurricane at level 62, replacing every move except either Roost or Air Slash. It would probably help to have a more reliable Rock move on Crustle, like Rock Slide. Rock Wrecker leaves you too vulnerable, especially in double battles like this. Switching Arcanine's ability to Intimidate will help a lot with the physical attackers on their teams, and although it's not super relevant for this battle in particular, Metagross could have Clear Body to prevent itself from being intimidated. Lastly, you should probably consider replacing Emolga; it's solid early on with its high speed and easy access to both electric terrain and paralysis, but it's frail and weak and does little but set terrain at this point. You have a pretty big Ground and Rock weakness, and a Water or Grass type would help with that, so you could consider grabbing Walrein or Floatzel (unfortunately I don't think you have access to a good grass type in your immediate area? if you aren't averse to trading, Gogoat, Roserade and Chesnaught are some of the best you would have access to by this point, and honestly some of the best in the game, alongside Breloom and Ferrothorn who are obtained much later)
  3. If I understand Stance Change correctly the stat change happens AFTER evs are added to your stats, so investing in Defense will give you greater Attack in Blade Forme (and of course better Defense in its default Shield Forme). With that in mind maxing HP and either defensive stat depending on whether you want to use special or physical moves should be a priority. Physically attacking Aegislash are definitely the better sweepers with priority and a boosting move but special attacking ones still hit like monster trucks and can afford to run more defensive options like Toxic or Will-O-Wisp.
  4. As mentioned Typhlosion is great out of the box and tears the early- to mid-game to shreds, getting Nature Power very early on, Lava Plume as it evolves and the sweeper's dream Eruption not long after that, but it won't last in some of the later parts of Reborn unfortunately. Don't let that turn you away though; by the time you should be considering putting it away you have access to many other strong Fire types like Arcanine, Delphox, and Ninetales through normal methods. Incineroar also has an extremely strong start with its excellent typing and powerful moves making short work of all the most difficult early leaders, and has a good niche in late game as a doubles 'mon with Intimidate (although Arcanine is arguably better at this, but it doesn't get Fake Out and has a worse defensive typing). Delphox is the other nice choice, getting access to Light Screen and Shadow Ball without the TMs (which are obtained very late normally) and having strong special moves, although its stats are barely better than Charizard or Typhlosion's and as such it falls off offensively come late game. It's also a bit weak early on, not getting STAB on its Psychic attacks and having weak Fire STAB until level 36. Charizard isn't a bad choice, but is unfortunately outclassed by Typhlosion from the time they both evolve to the time Charizard can mega evolve. It can still perform quite well with Sun up, but you get the TM for that well after you get access to the move relearner, and there aren't many 'mons that learn Sunny Day by level-up that would be useful outside of setting sun and immediately getting sacked, so you're effectively stuck waiting for Ninetales. It does have a niche against Kiki due to being resistant to Fighting and not relying heavily on Air Slash, and it's not bad against Samson either. It's almost certainly the best Fire starter late game but by that point you can get it through other means anyway.
  5. The main draw about mixed Hydreigon is having access to Superpower through move tutors in neo Reborn City (after Titania I think?), which deals with bulky sandstorm abusers like Tyranitar very well and saves a slot on Flamethrower as your Steel killer. For the most part, it's better to go with Focus Blast, but it's something worth considering. I don't have a Hydreigon in my rotation personally but if I did and I decided to go mixed I'd run it with Draco Meteor/Dark Pulse/Flash Cannon/Superpower, with Dark Pulse as the spammable STAB, Draco as a nuke, Flash Cannon for Fairy coverage and Superpower for steels and sand teams. If you're running mixed, the best nature is probably Rash - Defense should be kept as high as possible to soak up something like Mach Punch so Special Defense is the better stat to lower, and it isn't necessary to boost Speed since Hydreigon doesn't compete with the common base 100 tier anyway, so Special Attack should be boosted instead. Pure special sets should run Modest.
  6. You can use a wild Sawk with Sturdy+Counter and EV train its HP, or do the same with a Slaking and give it a Focus Sash. Intimidate spam with something like Granbull works wonders as long as you don't get crit. There are also some mons that can just straight up take hits, but they're few and far between and most will struggle to kill it alone. If you're going the tank route, try Aromatisse, since Misty Terrain + Moonblast will chunk its health pretty well and it's completely immune to Dragon Rush which allows you to easily stall out Earthquake.
  7. If you aren't utilizing Sun, you might as well go with any other sweeping Fire starter, as they'll all outperform regular Charizard as a sweeper quite handily (Infernape and Blaziken because of their speed, boosting moves and Fighting STAB, and Typhlosion because of Eruption). This changes with Mega Evolution, but by the time you get the Charizardite X you can catch Charmander normally. Pair Charizard with a sun setter (Ninetales, Meowstic, Bronzong) and run Air Slash, Heat Wave, Solarbeam and a fourth move of your choice (Sunny Day, Dragon Pulse, Focus Blast, and Flamethrower are probably the best options).
  8. If you just beat Shade, you're not far at all from the game's first Shiny Stone. Out of the 'mons you have, Bounsweet will probably do the most work in the time before you get it, with a set of Play Rough/Trop Kick/Synthesis with the 4th slot being mostly irrelevant. Pumpkaboo isn't a bad option either, nor is Petilil.
  9. As of E18, Greninja cannot learn Ice Beam, Venusaur cannot learn Sludge Bomb and Garchomp cannot learn Earthquake. The best replacements currently are Icy Wind, Venoshock/Sludge and Stomping Tantrum. Also, you can only get one of those 'mons before like, 9 badges into the game I think, and the rest after that are 13+ badges in, so you'll need to have some temporary teammates to make your way up to your ideal team. Also, I'd personally recommend Fire Blast or Iron Head over Poison Jab on Garchomp, and Bulk Up over Protect on Blaziken. And if you're fine with using potions, you should probably replace Venusaur's Synthesis and Rotom-W's Pain Split, though they aren't bad moves to have anyway there isn't much point to using them if you've got 50 Full Restores sitting in your bag. And as Endstrom said, having a rotation is a very good idea in Reborn. There are 'mons like Rhyperior and Cofagrigus that do particularly well as part of a rotation due to their ability to straight up invalidate certain teams - Rhyperior takes next to no damage from physical attacks (even super-effective ones) and Cofagrigus' Trick Room sweeper set makes very quick work of teams lacking an appropriate check to Ghost types.
  10. I don't think having 2 mons of the same type is necessarily a bad thing, especially in a case like this where only 1 of the weaknesses are shared (Gallade is neutral to Psychic and Blaziken is neutral to Fairy, so only Flying is shared), plus we're already past the Flying leader. A Flying resist somewhere on the team wouldn't be a terrible idea though.
  11. What's with all the Quick Claw spam? Your team is pretty fast, so it's kinda useless. The Life Orb is available as of E18 and would go particularly well on Greninja, a Groundium Z would be perfect for Flygon (Firium Z isn't bad either), and Blaziken and Scizor would appreciate items that boost their STAB moves (Flame/Fist Plate and Iron/Insect plate, respectively). As for Gallade, you could either run a second Life Orb, a Choice Band or Choice Scarf, or just a type-boosting item like the Fist Plate. (I don't remember if its Mega Stone is available in E18, but it probably will be in E19, so run that once you get it). As for movesets: - Blaziken would benefit greatly from Bulk Up (Swords Dance once the TM is available). Its sweeping potential when its attack is boosted is what makes it the best 'mon in Reborn. I'd personally replace Blaze Kick, as it's nice to have one of Blaziken's STABs be powerful but risky and the other be reliable. Brave Bird could possibly be replaced with Stone Edge or Thunderpunch but it's not the worst option ever. - Gallade doesn't have any STAB moves for some reason. I'd recommend at least grabbing Close Combat, and seriously considering Zen Headbutt. Keep Ice Punch for the 3rd slot and run either Swords Dance or Knock Off for the last. - If you're going to run a Ground/Dragon type with 4 attacks, Garchomp is strictly better than Flygon. Flygon's niche over Garchomp comes from its access to Dragon Dance, so if you're running Flygon you 100% need to run Dragon Dance, probably instead of Flamethrower. I'd also recommend Outrage or Dragon Claw over Dragon Rush, as Dragon Rush tends to miss a bit too often. - If you decide to run Garchomp instead of Flygon, a set of Stomping Tantrum (to become Earthquake when we get the TM), Dragon Claw or Outrage, Stone Edge, and Fire Blast or Iron Head is ideal. - Thunderbolt is useless on Snorlax due to its awful Special Attack. I'd replace it with Curse, as Snorlax is one of if not the best users of it in Reborn due to its incredible bulk, naturally high attack and already abysmal speed. Giga Impact is also a bit questionable and I think you'd find a bit more use from Return or Body Slam. EDIT: Also should slot Fire Punch in there somewhere for Steel types, possibly over Ice Punch. - Scizor has the same issue as Snorlax with Flash Cannon going off its lower Special Attack stat. Bullet Punch is a good replacement, as Technician gives it some respectable power and its priority helps with finishing weakened opponents or sweeping frailer teams. Toxic isn't really a great move for Scizor since it isn't bulky enough to pull off a defensive role in Reborn with all the field effects running around; Aerial Ace or Knock Off are probably the best 4th moves you could use.
  12. Feel like I need to justify mine at least a little since I made some uncommon picks to say the least (difficulty btw) S Tier: Everyone here seems to find Shade, like, really easy. And yeah, I don't find myself losing often, but I usually have to prepare specifically for Shade (not just for ghost types) with certain countermeasures. The only field change that really helps you here is if you can get Misty Terrain up, but even then his pokemon still hit very hard and his Mimikyu stops any attempt at a full sweep. Adrienne and Aya are doubles leaders, both have bulky, hard hitting teams with good defensive typings that make them very difficult to cut through before they get a few blows in. It can take a few attempts to get a "download" on them and figure out exactly what order you need to do things in to disassemble their teams before they smash yours. A Tier: Corey is as high as he is because Skuntank. Like, really, that thing's way more threatening than anything else on his team. Not much can deal with Skuntank "efficiently", especially in the Corrosive Mist field where Aftermath deals a whopping 50%, which is usually enough to kill after whatever damage Skuntank itself deals. Crobat can also sweep frailer teams so if you're using a few too many "late evolution" mons you might just not be able to win. B Tier: Serra is pure RNG Hell with Mirror Field but not much harder than lolnoel without it. Florinia seems to be on the low end for most people, but for me I find that, while I don't usually get "stumped" or anything trying to win, I have enough trouble on a consistent basis to justify putting her in B at least. C Tier: Hardy is pathetically easy with Wide Guard or Rain and just luck without it. His only trick is spamming Rock Slide with fast 'mons in a doubles environment and hoping you flinch. D Tier: Ribombee 6-0s Noel and can be found literally 10 steps from where you fight him... If that's not "easiest leader" material I don't know what is.
  13. focus down Shelly first, Cain's lead (mimikyu, right?) is very much not threatening at all with its low attacking stat and its odd tendency to use Thunder instead of its STABs. Once Shelly is down it turns into a 1v2 and you're basically guaranteed a win
  14. Walrein's prevos can be caught in Ametrine Mountain, it has Thick Fat and learns Blizzard by level up and Surf and Rain Dance by TM. Wild Mienfoo on Route 2 can re-learn Fake Out with a Heart Scale. Bring along Golem for Stealth Rock and Empoleon + Floatzel for more Water spam and it should be an easy sweep. (Also you could probably outspeed Typhlosion if you EV-trained Floatzel, this is around the point in the game where leaders begin to have optimized natures and EVs and can very easily sweep underprepared teams so you should consider EV training of your own. Typhlosion's speed stat is 215.)
  15. @notnoyes afaik, Razor Fang and King's Rock only boost flinch rate on attacks that don't normally flinch. Air Slash would still be 60% on that set unless Razor Fang for some reason uses gen 4 mechanics in Reborn.
  16. The event Absol can hold Life Orb in previous versions (E16 or earlier I believe) but if you already got that then no, I don't think there are any others. If you're going with the niche Wish pick you could invest in HP/Attack but usually it's best to go Attack/Speed.
  17. ^ On top of that, when Espurr dies you can send in Onix and have it use Stealth Rock, which will cripple anything sent in (also I think the damage would matter for Araquanid, it has good special bulk and isn't weak to Fire). You can also evolve Numel (level 33) and have it spam Lava Plume.
  18. yeah, the magic square puzzle is kinda silly honestly... if that video doesn't help you can always just Sandbox Mode in the Gardevoirite, T-Bolt and Darkinium Z then look up the password to grab the sticker and Manectite
  19. I believe there's also a mod which lets you reteach previous evolutions' moves, I thought that was included with the egg moves mod tbh but I guess I'm just special But yeah, it probably would be just from evolving too early, since there isn't really anything else worth waiting for in Togetic's movepool besides the rather situational Baton Pass (Togekiss can get everything it needs via relearner and TMs) so most people just evolve right away
  20. I think Wish might be an Egg move. I was lucky enough to get it as an egg move when I first got Togepi instead of having to breed for it. I think there's a mod which lets you relearn Egg moves so you could try that to save some time. Kanga is a great mega, its bulky, fast, and hits pretty damn hard. Its only really problem is it has too many good moves so trying to build one with just four moveslots is tough. You'd love to run Ice Punch, Sucker Punch, Crunch, Wish, Power-Up Punch, Drain Punch, Return and Fake Out all on the same set but obviously that can't happen. I'd personally go with a set of Return/Power-Up Punch/Sucker Punch/Ice Punch, with Power-Up Punch basically just there to be a damaging Swords Dance but also to cover Steel types (despite only being 40 + 20 base power it'll still hit pretty hard since it's boosting your attack as you use it), Ice Punch to bop bulky Ground and Dragon types that can sponge Return, Sucker Punch to beat Ghosts and other fast threats, and Return as the obvious STAB choice. Comparing +1 Adamant Fire Fang vs. unboosted Adamant Fire Blast, the latter actually hits harder against some Steel types like M-Aggron and Steelix. Hell, with Naughty nature used instead, Fire Blast is almost a 2HKO against 252/252+ HP/SpDef Mega Aggron. Flamethrower hits for slightly less than boosted Fire Fang but still beats it out unboosted. Steels with less lopsided defense stats like Aegislash and Bronzong, although not too common, are better hit by Fire Fang.
  21. Brick Break really isn't a great option for Salamence. Even after considering Moxie and Salamence's way higher attack stat, Fire Blast is usually more effective at removing Steel types - it's not available via TM yet but will be in E19 more likely than not, and Flamethrower would work for now too. If you really need to go with something physical, Fire Fang works too. Main issue with Brick Break is it misses certain type combos like Steel/Flying, Steel/Psychic and Steel/Ghost, all of which have some really good 'mons to their name (Skarmory, Metagross, Aegislash). Excadrill could run Iron Head over Smart Strike for a +10 power boost and a solid chance of flinching anything that doesn't die to it. I'd also recommend Rock Slide or Stone Edge over X-Scissor - ground/rock is too solid a combo to pass up on. Currently, I run my Naganadel with Sludge Wave and Dragon Pulse for dual STAB, Nasty Plot for obvious reasons, and then switch the coverage move between Flamethrower and Thunderbolt on the fly depending on which is more useful at the time (Flamethrower is usually the move of choice for Steels but Thunderbolt helps a lot considering how many specially-bulky Water types there are). Draco Meteor is a good option over Dragon Pulse but can make sweeps harder to pull off against teams with lots of Poison resists (which isn't too uncommon considering Poison is the single worst offensive typing in the game...). If you're running Draco, there's pretty much zero excuse not to run Dragonium Z, but Dragon Pulse sets can make good use of Life Orb for the extra power, or a different Z-Crystal to beef up your coverage. Focus Sash is another option but it's non-renewable in E18 so I can't really recommend it for in-game use (can be useful in competitive though). It's also possible to run a Specs set for Naganadel, which means it doesn't even need to set up and instead plays more hit-and-run. It also lets you run two coverage moves (Thunderbolt and Flamethrower together is a nasty combo) and makes Draco's downsides less prominent since you'll be getting out of battle after one kill most of the time. Nasty Plot is probably better in-game though. Togekiss' set is fine, but it's worth considering Wish in one of its slots, as it makes a great user of the move with its high HP and great defensive typing. You could argue for replacing literally any of its moves but Air Slash; I personally run Flamethrower/Air Slash/Dazzling Gleam/Wish on mine, with Flamethrower preferred over Aura Sphere for... no real good reason really, I just like when I get a cheeky burn with the boosted chances from Serene Grace. You have nothing on your team that isn't weak to either Rock or Ground, so your final member should be at least neutral to both, if not resistant to one of them. Resisting both is a bit much to ask, but if you want to do that, Breloom does that while also carrying an amazing utility move in Spore and a huge attack stat with plenty of ways to abuse Technician. Breloom would start to stack up a lot of Fairy weaknesses on your team though, and with only one resist (and a relatively frail one at that) that's pretty dangerous. If you're really stuck on ideas for a 6th member, here's my rotation, minus a Cofagrigus (Nasty Plot + Trick Room is broken yo) and Weavile not shown here. They've all proven themselves useful at some point and there's sure to be something that would fit on your team. (Important to note: Pinsir, Houndoom, Sharpedo, Manectric and Beedrill are all mega, Gardevoir, Steelix and Heracross are sometimes mega but not always, and Krookodile has Intimidate since it's used as a lead instead of a sweeper - Moxie isn't bad but it's not fast enough to really abuse it)
  22. If you're at Shade I believe you have access to Murkrow, who can do some neat shenanigans with Prankster (priority Perish Song and Tailwind come to mind), but requires some breeding to get good moves (I'd recommend breeding with Ducklett; get it up to 47 so it learns Brave Bird, and also keep Roost from lower levels, then breed it with Murkrow). I'd recommend evolving Murkrow at 55 when it learns Sucker Punch. Zoroark is available too, and Houndoom/Sharpedo depending on whether you sided with Aqua or Magma. Skorupi can be found in the Railnet past the Rock Smash rocks, and is a great Toxic Spikes setter with a bunch of good Dark STAB. As for Fairies: Mr. Mime is good but doesn't have much actual Fairy STAB and acts more as a Psychic user/support 'mon, Aromatisse is a great Calm Mind abuser that lacks any immediate offensive presence, Granbull is an awesome physical tank but it's a 50/50 event with the other possibility being Stufful, and Shiinotic is in a similar vein to Aromatisse in that it isn't great offensively but has some great defensive utility including the absolutely amazing Strength Sap and Spore. There aren't too many great all-around fairies available yet but at least one of these should fit well on any team. You're a few gyms off from Gardevoir and Sylveon, so if you can wait a bit, those are some really, REALLY good options.
  23. No? Excadrill is amazing for 3 of the 4 leaders fought after it's obtainable, only Amaria has an advantage against it
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