Jump to content

Falirion

Veterans
  • Content Count

    576
  • Joined

  • Last visited

  • Days Won

    2

 Content Type 

Profiles

Forums

Calendar

Pokemon Reborn Development Blog

Pokemon Rejuvenation Development Blog

Posts posted by Falirion

  1. as the title states apparently ghost type pokemon are immune to the effect of rage powder, when it should be grass type pokemon that are immune to it (which they currently aren't)
    also currently the move has +3 priority when it is +2 priority since gen 6

  2. - Dazzling and Queenly Majesty don't protect their double Battle allies from priority, as they should
    - Strength Sap on bewitched woods (field number 42) doesn't lower special attack as noted, the effect is attached to corrupted cave (field number 41)
    EDIT: because imagine double posting
    - Rage Powder is +3 priority when as of gen 6 it should be +2, and more importantly currently ghost type pokemon are wrongfully immune to rage powder, and grass types are not (when they should be)

  3. - all mons on snowy mountain do x1.5 more damage due to the long reach field interactions conditions not being put into parenthesis properly (currently it reads
    long reach and mountain
    or
    snowy mountain)
    - same applies to fairy tale field due to the queenly majesty interaction not having parenthesis
    - refering to a previous report about partner AI in multibattles not having their items, same applies to opponents in multibattles, most notable in the valor mountain battle against geara & Zetta, zetta's silvally does not have the silvally crests effects
    - mist & misty terrain do not change the dragon's den field to fairy tale, like the field manual claims, they actually just do their normal effects of creating misty terrain

  4. Sooo leaving aside for a second my own problems of using the right tone when writting this post for which i do apologize,
    to be more precise in what my contentions with the arguments were.
    Greninja: i wasn't intending to cast aside the whole issue of Greninja, but it should be noted that Ice beam may have been a poor example, and being a protean user it's movepool is what makes or breaks the mon, to which i personally believe in rejuvenation specifically Greninja is being overvalued, since it takes quite a long time to come to the movepool that makes it the threat it is, and even as of the current endgame it just still missing some of these options. Is Greninja a powerful pokemon? absolutely no question. Would i argue it being a single mon that cleaves the game wide open? not really, when it comes to starters we have blaziken for that, and rillaboom as you noted rillaboom, being so gamebreaking they are reworking how grassy terrain (and other canon terrains) interact with the field system.

    Mega Lucario: While yes V13 is going to make the mega ring accessable to the player, i would actually be quite surprised if the lucarionite were the be avaiable, i am not questioning lucario's strengths in any way, my point here was more to the lines of making your argument of how other options are just as strong as gyarados if not stronger, these comparisions should not use mons that are just as unavaiable as gyarados is, to make the point of how gyarados is okay to have at this point.

    Lilligant: i will admit, that Lilligant can quite heavily use sleep moves combined with one of the most powerful setup moves in the game quite well, i personally would not put it on the same tier as gyarados, but i to be perfectly honest don't feel like digging a punch of calcs to make a prove for it, as this was neither my intention nor, nor am i in the mood for it.

    Volcarona: this is a fearsome beast that is avaiable, it's even in the mystery egg so even have a chance to be avaiable quite early, (with the downside that it only evolves very late as gen 5 mons do), now what was i trying to say with "it would not be able to do this" simple i do not believe volcarona to be able to do the same type of run, anyone who feels strongly enough about this, and has the freetime to do so can prove me wrong, start it as a level 5 volcarona for all i care, but that was all i was meaning to say with this, not that volcarona was worse than gyarados or whatever (same as you not saying that gyarados was a weak mon, i got that just fine) that being said volcarona's avaiability is definetly an argument to be made, when looking at other mons that are unavaiable.

    all of that aside, i truly didn't wish to make this seem as an attempt to "prove you wrong" or just disparaging the post. I just wanted to note what ultimately lead to me doing this run and used the wrong tone (i have since slightly changed the intro, anyone that wants to read what it said before myrrh has it quoted), and ultimately i just wanted to present this run (at the suggestion of someone else even, i was initially not even gonna make a post about it), if you think it impressive or not, fine with me, i certainly didn't intend to as a war of some description.
    The avaiability of mons, items and TMs in this game and any other can certainly be argued over, i know i have my own opinions about things that are avaiable too late, or even too early (too early is a dangerous argument to be made, but some things do deserve that distinction)
    I personally believe (especially after doing this run) that gyarados, is something that has perfectly good reason to not be accessable quite yet, (i do disaggre with the notion that it should be almost at the league late, that would be entirely to late, V14 maybe? seems fine)

    • Like 1
    • Thanks 1
  5. Come one, come all, and hear the legend of the most fearsome beast, the legend of greg, the mighty gyarados....... i am not going to do this whole thread in this style.
    So the title should already tell you this is about a recent run i did, a run in which i only used a gyarados (+a 2nd one for doubles, hence "solo", i could call it a duo run, but that is kinda not correct either, since i only uses 1 gyarados for most the battles). This was something that was started by mainly. me being the type of person that takes some statements as a challenge, in this case several forum user thinking gyarados is fine and should be avaiable already, in particular zumi once showed a specific forum post (by the user myrrh) in discord talking about how gyarados is fine enough to have in the game now, since other things are more broken, you may read the post yourself, i personally disagreed as a number of the examples given were mons that are also unavaible or with moves that are not accessable yet, while also based on competitive (which in a purely single player game, felt besides the point), that being said for kudos trying to make their point as extensively as they did. At which point i remembered the user and rejuv dev Azery to have done a solo run of gyarados in reborn, succesfully. and i decided to do the same. for intense Rejuv, at the time "as far as it will go", which turns out is all the way through the game.
    So let's talk about the run.
    sry @MattL stealing the formating
    THE RULES

    Spoiler

    - The run Starts with a Level 5 magikarp, this magikarp may know the event move bounce

    •  this was a later addition i didn't actually start with this, i started with tackle, but there is a reason for the rule to be like this. I will point it out once i get there

    - No Items may be used in battle (Potions, X-items etc. i am allowed held items)

    • Item's trivialize quite a lot of this challenge and are as such forbidden

    - The Difficulty Setting is "Intense" and may not be lowered
    - Only a single magikarp or gyarados may be used in a battle, 2 if the battle is a Double Battle without an AI partner

    • The Use of 2 Mons in Doubles has 2 reasons, first a "true" solo with these rules is impossible with a standard pokemon, for non standard pokemon see Matt's Thread. and secondly Reborn and Rejuv both can bug out in several ways if one starts a double battle with only a single mon (the AI decision making can completly crash, you can suddenly have a invisible 2nd mon, just to name examples), Azery's Gyarados solo of reborn ran into this aswell.

    - Rare Candy use is limited to leveling up to 5 levels over the cap for the purposes of move aquisition, i am not allowed to battle while leveled over the cap.

    • this ruling is mainly in place since i am allowed to use pickup, i personally never use rare candies from pickup in challenge runs unless absolutely necessary (mono fairy, mono steel), and rather treat rare candies as a limited ressource until buyable in GDC, i am also on record stating that buying rare candies with AP is a gross waste of AP.

    - For Timesaving the Use of Debug is allowed to alter Nature, EVs, IVs & moves of the Gyarados

    • this is within legal parameters, i cannot stress this enough, so no illegal EV spreads, moves only if they are accessible
    • If a Story segment locks me out of the move reminder/tutors, moves only accessable with those may not be learned until i regain access (this is specifically level 1 moves and tutor moves)
    • The Swap of Natures and IVs may seem illegal since you wouldn't be able to do that for a while or at all in the case of IV, but due to breeding this would be legal as early as sheridan village, did i observe a ban on this before getting there? no. could i do this run with without changing, EVs IVs, Natures from the start until reaching sheridan, given 2 gyarados? yes. do i care to prove this statement? not at all. the point of this run was more if gyarados can beat every single battle with the right setup, and how easy it can do it, not if it can do so by only using 2 specific gyarados given at the start.

    - Unreasonable Hax (Ice fang Freeze, Evasion) are a last resort and should only be used as such

    • This mainly refers to Evading more than 1 100acc move via Bright Powder, and Freezes via Ice Fang (and the target then staying frozen for several turns)
    • Hax will be part of this run, due to the nature it turned into a necessary evil for a select few batlles but the worst of it should be only used if necessary

    - Sidequest Battles are a part of this run, any battle in which winning is optional has to be atleast attempted

    • This is because i am too much of a completionist to leave sidecontent out, and just to have greg flex even harder on the game tbh

    THE POKEMON

    Spoiler

    Well as already mentioned the Pokemon used is Gyarados, but let's talk about greg in detail

    • Stats:
      • Type: Water/Flying
      • Base: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
    • Abilites:
      • Intimidate: Reduces Atk of Opponents by one stage when send out
      • Moxie: Raises Atk everytime it knocks out a pokemon


    Due to my ruleset the nature wasn't fixed, i generally used maximum IVs except on 2 instances of using Hidden Power Grass, but Adamant/Jolly were generally the goto natures. (Careful & Impish were natures that came up from time to time when i needed a little bit more bulk, Modest was a rarity but also used)
    Looking at these stats you should be seeing a moderately bulky phyiscal sweeper, with a good typing albeit a 4x weakness to electric, and that is basically also how it played, gyarados is suprisingly bulky, (especially with intimidate) and once a setup move became avaiable this bulk was often leveraged to get enough setup in to sweep the rest of the battle.
    It has 2 Top Tier abilities in intimidate and moxie, with moxie being the more commonly used one, since intimidate due to the nature of it being a solo run can only ever affect the lead of a battle, intimidate allowed more setup opportunities against physical leads, while moxie was a snowball tool that would break any battle wide open if only enough boosts were achieved with it.

    THE MOVEPOOL

    Spoiler

    Gyarados' Movepool is extremly physical heavy, and consists almost entirely of single target moves, any spread moves that are avaiable in rejuvenation are either generally to weak to use (eg. Brutal Swing), or avaiable way to late in the game to be of much use (eg. Bulldoze), it's rather sparse in status moves but the few it does get are used quite a bit throughout this run.
    The most important moves were:
    Attacking moves:

    • Aqua Tail: This was after aquisition Greg's Main STAB move, it a powerful Physical move at 90BP with no secondary effect, but an accuracy of 90%, sadly nothing more accurate would become avaiable until the challenge was over (waterfall becomes avaiable literally at the end of the run) (learned at Level 30)
    • Bounce: Gyarados' only Physical Flying STAB, a 2 turn move with 85BP and 85% accurate, also has a 30% chance to paralyze the target, also has some field interactions, specifically on any Mountain variant, Sky Field & Underwater. (avaiable as Tutor move after G/Z in akuwa Town, was given as an Event move)
    • Bite: 60 BP Dark move that has a 30% chance to flinch, 100% accuracy, this was a very important move since flinches were often necessary to bypass focus sashes, sturdy, or just sheer extreme bulk (learned upon evolution into gyarados, level 1 move)
    • Iron Head: 80 BP Steel move with a 30% chance to flinch, 100% accuracy, basically worked as an upgrade to bite once avaiable, is also good and accurate steel coverage, basically my go to filler move if i needed nothing else (Neo East gearen move tutor, avaiable after Sashila Village Ren)
    • Ice Fang: 65BP Ice move that has a 10% chance to freeze & a 10% to flinch*, this move was decent ice coverage in the early game particularly against grass (as i wasn't using bounce for the most part) and flying types, and a rather disgusting but important hax tool later on.
      *in rejuv's current version Ice fang is bugged and only has a 10% chance to have a 10% chance at both, so basically only a 1% chance for both effects, i fixed this for my own file as this is clearly not inteded and just made things more tedious when i did need ice fangs effects
    • Other moves that were used(in no particular order): Iron Tail, Crunch, Hidden Power, Flamethrower, Bulldoze, Tackle, Thrash, Outrage, Frustration, Return, Facade, Avalanche, Rock Smash

    Status Moves:

    • Dragon Dance: This move was probably THE most important move of the run, Dragon dance was the liveblood of this run, as anyone familiar with the move will tell you this move is some broken stuff, a setup move that raises both attack and speed by 1 stage. once aquired this move basically never left my moveset, it is to vital (learned at Level 45)
    • Substitute: Substitutes main use was generally to setup early to take multiple hits when this was possible, or take 1 hit that would do way more than 25%, or just as a status immunity (bonus points if the substitute can be used on the turn they would status you to nullify their turn aswell) (TM90 avaiable as a casine prize from the start of the game)
    • Rain Dance: Weather controll can be important, and rain boosts water stab, this move came to use when i either needed to nullify weather that would hurt me (if i have the room to do so) or just to be able to boost my water moves more (learned at level 51, also avaiable as a TM18 in darchlight woods)
    • Thunder Wave: Paralyze can be useful, it didn't come up a lot but when it came up it was useful (learned via TM73 in the xen backup Lab in sheridan wetlands)
    • Attract: One of the more infamous hax strats of the run, a 50% chance for the opponent to lose a turn is devastating, obviously situationl due to the opposite gender regquirement, but when it works, boi does it work (TM45, avaiable on Route 4)
    • also used: Leer, Taunt, Hail
       

    The main moveset without specific requirements tended to be: Aqua Tail, Bounce, Iron Head/Bite/Ice Fang, Dragon Dance

    HELD ITEMS

    Spoiler

    Choosing the proper Held Item was often important to get this run to work, so here are the most commonly useful held items, why they were used (or not used) and when they were avaiable:
    Bright Powder: i know, i know, these are listed in the order of avaiability okay? Bright Powder reduces the accuracy of anything targeting the holder by 10% so it was a hax tool, when nothing else worked, it was rarely used, mostly when the opponent lead a fast electric type that would oneshot me turn one, and other tools against this weren't avaiable (avaiable from wild wurmple in east gearen)

    Seeds: Seeds oftentimes are the most powerful held item one can have, their effects are varied and useful, but their avaiability is limited, some variants more than others, there are for example only 3 telluric seeds avaiable, and all 3 of those were used, the game is stingy with them and i was too.

    Status Berries (Pecha, Chesto, Rawst... etc.): only having 1 mon often meant that catching certain statuses was certain death so using a berry as held item to heal those was sometimes vital, their avaiability varies, but they are all avaiable in some way by Terajuma.
    Type Gems: every so often comes the time when a normal type boosting item doesn't have enough power to it, thats when these things come in, not used a lot but quite necessary when they were

    Power Herb: rarely used but quite neat when it was used, power herb makes 2 turn moves 1 turn as a one time consumable, so for gyarados that spells bounce and dive, why is this listed so early? well..... (avaiable from wild seedot on route 2)
    Mystic Water: A commonly used general goto item, 20% to water moves, which were my main STAB, it's just good, nuff said (avaiable earliest by fishing goldeen with an old rod in amethyst cave)
    Metronome: SNOWBALLING, metronome combined with a physical move and moxie is snowballs damage so hard it's quite disgusting, was abused in the early game a few times, lategame it either wasn't feasable or just not necessary, for those unaware metronome boosts the power of a move used by +20% for everytime it was used consecutively up to a maximum of doubling the power on the 6th attack (5 previous uses) (avaiable in sheridan village from wild kricketot/kricketune)
    Wacan Berry: THE HOLY ITEM, without the wacan berry this run may have very well been impossible, or just plain ridicolous, the wacan berry halves damage taken by 1 electric move which on a mon that has a 4x weakness is beyond useful, it cannot be overstated how important this item is, it should also be noted that the AI always knows when you hold a weakness berry and as such just holding it might just stop the AI from going for the move in the first place. (avaiable earliest hidden on a bush on terajuma island, south of kakori village)
    Aguav Berry: the aguav berry is one variant of the berries that heal you for 50% of your max HP, when you drop below 25% health, this was often used to take 1 or 2 extra hits that allowed the win in a battle (avaiable the first past segment on a hidden grass tile on past route 3)
    Leftovers: Another sustain item, it works better than aguav if i need more than 50% extra health and the battle takes longer than 8 turns between me needing this extra health, pretty specific but came up once or twice. (avaiable via pickup with a level 71 or higher pickup mon)

    there are many more that were used but those are the most important

    THE BATTLES

    Spoiler

    let's just continue to reuse matt's formating: battles noted in normal text caused some issues but weren't too bad (or are there because it be wierd to not name them, i will point those out), bolded text were actually difficult and Red bolded very supremly tough to almost impossible:

    Chapter 1:

    Spoiler

    i will note right here: starting with level 5 magikarp with just tackle, it is possible (and quite easy) to beat the entirety of east gearen's generic trainers except the bridge mugger, and the abusive buizel trainer, so let that sink in. after then evolving to gyarados, those 2 weren't an issue either
    nothing else this chapter proved much of an issue except:

    Dimensional Rift Gyarados: so who likes 2 intimidate procs from a single mon when you are only using 1 physical mon? no one? that's what i thought, i against rift dos i already had to pull out specific EV spreads namely special gyarados with HP grass/electric (i used electric now that i think about it, but if you want 1 IV spread that remains the same go for grass), special works better against dimensional rift gyarados for 2 reasons, 1. double intimidate running your physical attack into the ground, 2. dimensional rift gyarados has swapped base defenses compared to normal gyarados, so it's special defense is weaker than the physical defense, gets 3 shot by HP elec/grass, and with some def investment and intimidate it is possible to live 2 thunder fangs.

    nothing else this chapter (including venam and novae) proved any sort of problem.


    Chapter 2:

    Spoiler

    the game starts getting serious slowly around here that being said, greg didn't struggle overmuch on most things (although the lack of access to a STAB move is an issue), pulse musharna, nim, and zetta were no trouble, then we have:

    Dimensional Rift Galvantula: The Rifts in this game will not be denied, i will say that you will find every rift fight in this game on this list in some form (except volcanion), as they tend to pose at least some challenge for this run, galvantula and it's joltik were problematic at first due to use of electroweb and galvantula's blistering speed stat, but a use of a magical seed solved that problem right quick. venam as a partner works generally better in my experience than ren does, for this battle, seviper in particular makes short work of galvantula itself one it shows it's face
    (which due to trick room from the magical seed was at the very end)

    Keta 1: Keta proved to be the first real challenge of this run, his lead of breloom and hariyama along with his entire team carrying rock tomb (except lucario which carries slide) proved to be quite an issue, the fake out + spore lead was also mildly infuriating, eventually i came to the use of substitute along with metronome frustration, both gyarados (as this is a double battle i was allowed the use of 2 gyarados remember, i wil in the follow in refer to them by their nicknames whenever this happens, greg for the first gyarados, gregorious for the second) greg and gregorious would use substitute first turn, would get flinched, while the other would get a sub up, which often the spore from breloom would target that one and thus fail. after which the they would remove breloom with ice fang (rare candied move) and set a sub on the gyarados that didn't get a sub of, from there they would double up on hariyama (it tended to switch out and come back in for fake out a lot after if left at half health), and from there moxie + metronome snowball frustration hard enough to be able to remove lucario in a single turn after which it was cleanup. a lot had to go just right for this too work.

    Madelis (Shadow Mewtwo): this is honestly one of those battles that i mention because people expect it, a setup of substitute along with shadow mewtwo for some reason targeting Keta made this trivial tbh, Keta was also extremly helpful by sporing houndoom and aromatisse.

    Keta 2: This one, on the other hand, deserves mention, if only because Tessie exists tessie would come out 2nd (after ice fang one shot gabite) and click freeze dry (my second 4x weakness besides electric), i found no way around this so i had to go for a bite flinch on tessie to pass this battle, donphan's sturdy was a non issue, same with everything else in this battle


    Chapter 3:

    Spoiler

    astute readers may have noticed that the sheridan help center wasn't mentioned at all last chapter, thats because both the battle heavy quests were done this chapter due to novae 2 being utterly impossible on a 25 cap due to completely lack of stab, same with the gangsters on gearen harbor, the latter being a breeze now, but:

    Novae 2: the joy of every solo run everywhere, focus sashes, yes plural, she uses 2, both mons having rock moves to use, skill link trumbeak first, i can outspeed it and lycanroc though so we are good on that front, all we needed was flinching lycanroc, which.... was for some reason harder than it sounded, i could live skill link rockblast rather well due to added typings by crystal cave, but i just wasn't getting flinches on lycanroc, now that i think about it i may have been using ice fang for the flinch (or freeze) and i was not aware of the bug on this move yet, so that may have been the reason it took so long, lycanroc was flinchable because it prefered rock tomb over accelerock.

    Marianette: another entry that would be wierd to exclude, but probably the 2nd most free gymleader right behind venam, the only thing that required thought was her bewear being unreasonably fat due to fluffy, but that was invalidated by metronome and her sending it in 5th at which point i was +4 attack and had max count metronome oneshotting the teddybear through all it's bulk (note that even +6 without metronome can't ever hope to oneshot short of a crit), the only difficulty that remained was hitting aqua tail


    Chapter 4:

    Spoiler

    Alright let's start with something i delayed until now
    Guardian Kingdra: for those that don't know what i am refeering to it's the level 53 kingdra statue in mirage woods (i really wanted the itemfinder okay?) so i beat that with a level 35 gyarados i either quick clawed a substitute or set one up on a missed thunder (the main reason for quick claw was that in slightly unfavorable scenarios i would not get the last hit because i am outspeed, so thats where the quick claw came in as a fail save), and then just kept hitting it with pre burned facade (burn setup on basically anything in carotos mountain), kingdra kept going for thunder so it was entirely feasable for it to miss enough to actually get the kill (at a certain point it would switch to ice beam but by then it wouldn't kill me before i killed it)

    Geara 1: yeah this wasn't much trouble, it was generally alola marowak getting aqua tailed turn 1 and greg just kept on rolling through them, making sure to onehit persian, while gregorious was a distraction, the AI tends to go after low health targers so gregorious just kept setting up sub and dragged out it's presence on the field, by the time giratina hit the field i could 2 hit it without getting oneshot back

    Ren 3: so this is where we begin a cursed tradition of this run, ren being absolute ass to deal with, namely his sableye lead which would burn me if it doesn't miss wisp, i can't run a rawst berry either, for one i don't  even remember if those are avaiable by now, and even if without mystic water i don't oneshot sableye, so it would just prankster burn me again, i could have guaranteed the first turn looking back at it with one of my truly blessed strats i found later, but as it stood i needed wisp to miss, follow that up with greninja getting a guaranteed hit on me and this turned quite annoying real quick, if ren hadn't been an idiot and send his seeded arcanine earlier i am not sure how i could have dealt with that.

    Narcissa: from 1 annoying battle into the next, i needed to moxie roll this, but narcissa had dusclops being extremly fat with eviolite, sashed mismagius (that outspeeds me) and mimikyu. While i could oneshot rotom in the lead i would reveal aqua tail while doing so, causing narcissa to send dusclops 2nd which i cannot ever onehit at +1, what i ended up doing which took a while to figure out, was flinch rotom and 2 hit it with bite, this would bait in spiritomb, on which i could setup a sub for free (it clicks hypnosis) and oneshot it with aqua tail, due to me being damaged mismagius would come out after which i 2 hit due to sash (i used ice fang to break the sash hoping for a freeze, still unaware of the move being bugged) after which dusclops was oneshotable, and finish it up with flinching mimikyu, afterwards chandelure was no problem at all, this was all rather specific manipulation of narcissa's AI (mismag's power gem does about 50% so i live past it with about 25% HP)


    Chapter 5:

    Spoiler

     

    note that this is the chapter that dragon dance finally became avaiable by means of rare candy use, so the world is now greg's oyster to smash open

    Dimensional Rift Gyarados 2: back to dealing with the inferior greg, thanks to higher base speed and level advantage it is now impossible to outspeed it, but it still dies to 3 HP grass uses thanks to field boost (of modest max spatk, with miracle seed) use of a telluric seed trivializes the battle but, telluric seeds are too valuable to use on this so i used a new tech, attract, 2 attract immobilizes allow enough room to beat it.

    Madelis 2: i should not note this but this was a first try, bulk a 3 hit rockblast and dance up, flinch sharpedo, that is all

    Neved: now this, this was almost deadly, neved leads a level 44 manectric, it outspeeds it murders, it could have spelled the end of this run, initially tried to quick claw substitute (aelita's blaziken 2 hits manectric and speed boost makes it outspeed it on the 2nd turn), but the sub damage made me a focus target for tentacruel, not ideal. i eventually caved and used bright powder to dodge manectric's thunder bolt, after which i would kill manectric myself to swipe a moxie boost (this decision was caused by blaziken missing blaze kick turn 1, so i actually got lucky with that since it made me see the strat), after which i would oneshot froslass while aelita's hawlucha deals with tentacruel, hawlucha dodge a blizzard from tentacruel which i am sure mattered (greg dodged the same blizzard but that wouldn't have killed so it didn't end up mattering), vikavolt next, +3 being necessary here (+1 from dd, +2 moxie from manectric and froslass), this turn tentacruel was KO'd by hawlucha, next turn i removed barbaracle, while hawlucha put crabominable down to sash, i actually dodged crab's rockslide, but me dying here wouldn't have mattered, aelita would have finished a 1HP crab easily

    Madame X: So now i don't actually consider madame X a battle but i should note anyway, greg has literally no way to beat a level 100 yveltal with decimation, so 100% impossible to win this.

     

    valarie: this is one of those that would be wierd to exclude, but this was entirely free, intimidate, setup 3 dances, go to town, done, next.

     


    Chapter 6:

    Spoiler

    Dimensional Rift Carnivine: hey so this rift is usually quite forgetable, but for this run it was hellish, the dimensional rift tangela and tangrowth are quite bulky (as is standard even for the normal species) it's field boosted dark pulses hit rather hard, and even if i had yet allowed bounce, it wouldn't help as dimensional field makes bounce quite literally suicide (it kills the user). ultimately this went similarly to geara 1, with gregorious being a distraction and greg being the actual attacker, both had specific EV spreads to bait the attacks against gregorious, both equipped with a sitrus berry to heal up damage to make them last longer, it should be noted that the tangling hair ability does not activate if the user is knocked out, so i could setup enough speed to outpace rift carnevine itself (even being at +1 scared it from coming in in the first place, +2 being actually needed to outspeed) it should be noted that gregorious despite all of this dies on turn 3, so greg had to sweep from there, every single move in this battle was deliberate and choregraphed, i am unsure if it would be at all possible to do if tangling hair activated properly on knock out. specifically greg ddances and gregorious ice fangs the left tangela (the one that holds a tanga berry), it lives 2 dark pulses and sitrus berry puts him high enough again to use sub on turn 2, while greg knocks out the tanga berry tangela without recieving a speed drop, gregorious would then chip the eviolite tangela (righ sided) and die on the 3rd turn, while greg oneshots a tangrowth with crunch (assault vest tangrowth), the chip on eviolite tangela made it swap out next turn so greg oneshots the new tangela (iapapa berry). so now i am facing the eviolite tangela and colbur berry tangrowth, i dance i the face of this and hope to dodge a sleep powder, tangrowth shadowballs, i kill the tangela next turn, tangrowth shadow balls again, i activate sitrus berry, i ice fang the rift carnevine and tank a 3rd shadow ball, after which i finish the tangrowth to end it.

    Honorable mention Dexoys: these all forced me to use a wacan berry each (which just became avaiable so that was great)

    Ren 4: ren is back and the annoyance he causes hasn't diminished. his lead is cacturne which is sashed, i danced on it and tried to flinch it out of the sash with ice fang (which i never got because bugged, i still didn't know) the battle had ultimately the same problem as all ren battles do for this, a lot of guaranteed damage, due to extreme speed arcanine, the sash on cacturne and greninja being rather fast (can be outspeed with proper ddance, but that requires taking hits somewhere else which is what i ended up doing)

    Crawli: with double telluric seeds this is an absolute stomp, but i noticed something so i redid the battle without the use of telluric seeds, since those are as mentioned valuable, instead i ran double wacan berries because of galvantula, with gregorious being mainly physically bulky, and greg mainly special bulky, this caused galvantula to attack gregorious while ariados went after greg, both dancing up, from there on it was the same as the run with seeds, a double sweep knocking out 2 things per turn, since despite gregorious red health scizor would come out last
    which made this possible, turn 2 kill galv and ariados, turn 3: kille heracross and pinsir, turn 4 attacking into araquanid, turn 5 kill scizor (priority bullet punch first kills gregorious and is then not able to finish greg)


    Chapter 7:

    Spoiler

    Sharpedo Gang: Elemental seed gyarados is quite bulky, a dance to outspeed the following sharpedo, the biggest challenge was actually figuring out which sharpedo just came in as there are multiple different sets all needing to be handled differently, setting up 2nd dance on the protect user sealed the deal

    Saki + Venam: Synthetic seed greg on glitch field is fun, i ran max def max spdef careful gyarados and just used my now special attacks along with my substantial bulk + sub, to cause as much havoc as possible, melia actually way useful partner for this, particularly her crested meganium

    Angie: fine i will give angie some respect i don't usually, her lead is scary but with seeds of my own i can oneshot the infamous sanicswine, needed to flinch the rotom frost though, as discharge would murder me, afterwards it was a double sided sweep by switching between aqua tail and pre poisoned facade (i commited to this as i already decided i could not take hits here)
    walrein when it came in was thunder waved and para'd on the same turn, it's next turn was then taken up with angie healing said paralyze which was all i needed to finish up


    Chapter 8:

    Spoiler

    Novae 3: i already delayed this until now from chapter 6 due to the sheer level spike, this battle has on intense, her lead toucannon would always go for beak blast against me, which burns if i attack into it, something i cannot afford, so i was forced to run rawst berry i also had to setup enough to be able to oneshot this bird, so ultimately i went for thunder wave, to paralyze it and wanted it to paralyze.... i believe 3 out of 5 turns (don't remember this particular battle that well and i didn't make notes for it) after which i had to have high enough health left for sash lycanroc to either go for stone edge, and either miss or flinch (and i was still unaware of icefang being bugged so that wasn't happening, which was my only flinch move due to moveslot issues) and be able to survive accelerock after or just straight up being able to live 2 accelerocks, the rest of the battle poses no problem

    Primal Groudon: this thing outlevels by 12 and invalidates my main STAB, i actually had to go deep in my box of tricks to 1v1 this despite the field actively working against it, specifically this is when my truly blessed strat was developed, pre setup sleep. now if you are unaware how long a mon stays asleep is actually defined when the sleep move hits (so sleep powder hits it rolls a number between 1 & 3 that is how long you stay asleep for), the remaining sleep turns do carry between battles, so you can setup a sleep and have it have 0 turns left so you wake up the first turn of the battle but come in statused. you may ask "why does that matter?" well corrupted caves seed gives +2 defense but poisons the user, with preset sleep i could avoid the poison while still getting the +2 and not lose a turn, a +2 def allowed a sub from gyarados to live a fire punch in sun from primal groudon which gave me an extra turn to stall
    it also replaced the wacan berry to survive thunder punch since it reduced the damage by the same amount but also helped later. so i subbed in it's face until i was deep red, the AI would then go for fire punch since it assumes to kill with that on which turn i danced, i then attacked 2 times, with thrash, and it was just barely not enough, so i either needed thrash to crit, or just allow bounce at this point, i did the latter since i assumed it to be necessary on valor mountain anyway, i would be right, but not for the battle i thought, nor a battle any of you expect.
    with bounce i used frustration instead of the first turn of thrash and then bounce after to stall one more poison turn. which beat this behemoth finally.
    looking back on it now i could have used flail to beat this without the use of bounce, since i was going into range for max power flail anyway, this fact would probably reduce the rating from extremly tough to just tough tbh, but i am leaving it as is, since thats how it went for me.

    Kyogre: i am tempted to mark this red considering what i had to end up doing, but ultimately it wasn't that bad, i used a wacan berry to live a field boosted thunderbolt (with considerable special defense investment) and i would ice fang freeze it.... (this was the battle i finally noticed that ice fang is bugged, and i would end up fixing it) it would then stay frozen 3 turns while i set up 2 dances the aqua tail it twice (boosted by kyogre's own rain) which takes it out (it didn't need to stay frozen the last turn since i outsped)

    Eli & Sharon 3: Now this is the battle that required bounce, and it was still horrible, i am sure no one even expects this battle to be even a speed bump but let me tell you... let me tell you how venam is just actively bad at being a doubles partner, like good lord, her toxapex lead does basically nothing the entire battle except being a big dumb distraction and i had to carry wacan berry and some considerable special defense investment to make it do even that. it doesn't help that the rest of her team gets absolutely slaughtered once it comes in. i am serious, you all think melia in the next battle is bad? Melia in G&Z is a fucking blessing, there i said it.
    i ultimately after trying to play in sky field only to be utterly murdered by mismagius (levitate on sky field gives +1 speed on entry, and it's under tailwind because of the seed on lickylicky) decided i had to prevent sky field from happening, atleast until lickylicky was of the field, so i froze their gyarados, and then setup and attacked lickylicky while it was distracted by toxapex
    pex would eventually kill gyarados while i then sweeped up the remaining 5 mons after this setup (with including sky field bounce after getting rid of lickylicky)

    Giratina: level 75 outleveling by 20 and still not being able to oneshot me, i ultimately bounce para'd it to 3hit it after a dance (sky field bounce wheeee), only needed 1 fully para due to giratina clicking calm mind the turn i come down from the first bounce (which is still 2 turn due to how the field transistion works), and i was outspeeding with +1 anyway, so i only needed the very next turn to fully para

    Geara & Zetta: no i did not forget to bold this, this was as clean a sweep as they come, i did use a telluric seed though, the defenses from the telluric seed + volcanic top making rock moves part fire allowed quite a bit of setup on the lead, melia was also quite good at keeping their attention and even helped me take out a thing i would not have been able to oneshot, namely zetta's dragonite, with melia's hydreigon attacking into it, after that setup i basically just swepped zetta's side of the field and then cleaned up geara. note that i didn't need to use bounce for this, in fact the one time i clicked it, it almost lost me the game due to clefables elemental seed (zetta was already out so i clicked it on geara, clefable was thankfully the last mon so the tailwind didn't matter to much)

    Amber: wacan berry, 1 dance, moxie sweep with aqua tail even under sun, greg didn't give a single fuck, just in case anyone thought amber could ever pose a problem

     

    Chapter 9:

    Spoiler

    Dimensional Rift Chandelure: delayed till now due to sheer stat issues, with now a cap at 60 it was possible to speedtie rift chandelure, and oneshot it using water gem aqua tail, nancy beforehand was a complete non issue, and just beaten by the use of bounce, the only problem that could arise was clefables randoming into unaware as its ability.

    Dimensional rift Garbodor: to be honest, the first encounter is fine, the second one due to the field giving its sludge wave part rock typing was nightmarish, this sludge wave would cleanly OHKO and the Kebia berry was not avaiable as of yet, hax were necessary and due to the sheer bulk, a lot of hax, we are talking about it staying frozen for 5 turns while i setup 2 ddances, a rain dance and then hit it with aqua tail twice, it was basically like kyogre but worse. so this would not classify as battle greg would outright break by any measure.

    Amanda 3: set a dragon dance on one and rain dance on the other, proceed to double sweep the whole battle, nothing to this at all

    Erick: be honest you have been waiting for this one, to the suprise of absolutely no one that understands how pokemon works, a duo of water/flying mons against an electric type gym (of actually notable difficulty) had actual problems here, lets go over it.
    Erick leads alola raichu (whose surge surfer ability is activated by the field, so blistering speed this thing) and a magnezone which is not only quite bulky but also the field amplyfies that by nullifying all ground moves (not that i have any short of HP ground, since bulldoze is post gym 14 in this game, something i'd argue being way too late, and earthquake being unavaiable entirely) and water moves gain part poison typing being unable to hit magnezone either, i frankly had nothing to hit this thing with (my best move was rock smash, yes you read correctly, rock smash), then there is the issue of mega ampharos if i even get past the lead which is entirely too fat and resists my (fieldboosted btw) mainstab, and lastly we have erick's signature move Thunder Pulse, a 100BP 90% accuracy spread move, that is boosted by the field and paralyzes with a 100% chance everything it hits.....
    if you were expecting a genius strat without hax for this i will have to dissapoint you, ultimately i used attract and ice fang freeze to make this doable, both gyarados were using wacan berry to live a thunder pulse from alola raichu, along with just enough spdef investment to make this possible, they came in with a preset sleep that is about to run out, to not get paralyzed by said thunder pulse, both gyarados 1 male 1 female were carrying attract and ice fang, the opposite gendered gyarados to the alola raichu would attract it, while the other ice fangs and freezes magnezone, next turn greg would setup a dance while gregorious would aqua tail alola raichu, oneshotting it, raichu needs to be immobilized this turn. afterwards greg would oneshot everything comming in, as +1 speed with about 180 speed investment was enough to outspeed everything including crest oricorio, gregorious in the meantime chips away at magnezone, i cannot kill it at this point as much as i want to, when mega ampharos comes in both attack into it to guarantee the kill, and then the turn after eelektross and magnezone die, ending the battle
    the probability for everything going the right way including move accuracy, magnezone staying frozen ,raichu getting immobilized by attract, is a 0.97% chance, yes i calced it, this probably proves more how stubborn i am that anything much in regards to gyarados. that being said, about a 1% chance to win this battle was much MUCH better than i expected this to go, going into this run, i personally went into this run expecting erick to be impossible, and for most of the run up to here i didn't see anything working, until i looked over all the strats and hax i used up to here and it just fell into place, by the time i reached erick i knew this was the strat, i knew this was the only thing with a realistic chance of working, and it did somehow.

     

    Chapter 10:

    Spoiler

    Given the mass of red marked battles the last 2 chapters one would think it can only get worse from here, which is kinda true much later, but for now the game actually eases up a bit, which i am fine with since i am kinda unhappy with this solid block of freeze hax (heh.... solid block of freeze)

    Spector: Spector on intense is in this wierd level range where you either fight him about 10 levels under, or 10 levels over, with no inbetween, so i generaly do spector now. while it took a little bit to figure out how to do this ultimately the strat is pretty simple, and it only really took so long because i was not aware that i picked up aguav berries in the past. Come in with presleep, Dance once on the froslass, then bite it twice (the first either flinches or lass misses frost breath either works), sub on the ninetales to tank wisp (this is when i found out that wisp is bugged in rejuv to ignore subs, another bug i fixed for myself, otherwise i would have just done spector after GDC and that would have been boring soooo) dance twice (ninetales needs 2 hits to kill a sub), sub up again (it uses up the aguav berry here) and kill ninetales with aqua tail (we are stalling sun turns here), oneshot mega bannette with aqua tail, while the remainder of the sub tanks shadow sneak, 2 hit sash shedninja, with easily enough HP to take 2 field boosted sneaks (i love priority in this run) then just murder palossand and houndoom, done

    Flora: so i actually did both grass siblings, between the 2 flora is more RNG heavy, a presleeped gyarados (there are static amoongus with spore) with not too much special defense, can oneshot the whimsicot lead with avalanche which is great since that thing is annoying, after which it tanks an attack from ludicolo and the aguav berry heals back up to half, killing ludicolo with bounce, and now here, here is where the RNG comes in, ferrothorn. +2 attack gyarados has no moves to actually oneshot the spikeball with, considering how bulky ferrothorn is that shouldn't really be a surprise, i 2HKO with bounce, and after the aguav berry i have enough health to not die to iron barbs, but i would die to it landing a move, it clicks power whip, so we want either power whip to miss, or a bounce fully para, fun, afterwards rotom mow, shiinotic and mega venusaur just fold to a single attack each (don't bounce the rotom it knows thunder)

    Florin: required a slightly precise strat but is pretty consistent (as consistent as you get with the inaccurate moves greg gets) double seeded gyarados with mainly bounce and ice fang, 1 moxie 1 intimidate (for cradily) the moxie one setup to bait cradily's attacks, intimidate gyarados dances up to +2 to be able to outspeed false the sceptile, other than that a lot of baiting the AI into attacking into a bounce. maybe not quite straightforward but simple all things considered (for this stage anyway)


    Chapter 11:

    Spoiler

    uuuh there are notable battles this chapter? i guuuueess

    Venam: only thing of note is mega zard x with thunder punch. but double intimidate with wacan berries makes it go for rock slide which does nothing. after which easy dances and smacking everything

    Zetta: was a clean sweep, just to say it, only issue would be not getting flinched by weavile, nothing else is a speedbump

    Puppet Masters: sooooooo chesto berry gyarados can dance up twice in delphox's face after which it cleanly just outspeeds telepathy gardevoir, causing magenta to get rolled even behind reflect, only exception is metagross which needs 2 hits, neon in the meantime swaps around trying to stop the gyarados and get's punished by aelita for doing so, he tried to hypnosis with bronzong but aelita's blaziken was having none of that so it blaze kicked it and it swapped back to oranguru after, which did nothing effectual, mega bro on neon's side can't be oneshot but that is what aelita is there for, all in all pretty simple oddly enough.


    Chapter 12:

    Spoiler

    Dimensional Rift Ferrothorn: Intimidate with an aguav, setup a ddances then rain, then another 3 ddances, one shot from 75% after a cave collapse because of it clicking EQ after rain turns it into cave, Rain is so it doesn't go for fire lash, the defense drop from it is nasty, the cave collapse helps too though

    note about the following 3 battles i decided for basically no reason that i would not change my sets with debug until i leave doomed world (i would have the excuse of having access to the PC normally) soooo i will note all 3 but they were mainly slightly more difficult by needing sets that beat all 3, or well 2 since valarie is a joke.
    to be exact against vivian i had aqua tail/bite/bounce/ddance with adamant and 252 atk, 214 def, 44 spe

    this moveset would pretty much stay that way, as would the nature, the EV spread would be changed slightly, namely 16 speed EVs over to defense, so 28 speed 230 def (i actively trained it on the generic pirates on val's ship using power items)

    Vivian: the ttar is begging to be setup up on so i did, aguav berry lots of defense investment a little bit of speed just enough to outpace sigilyph at +1, ttar prefers clicking slide so i don't need to worry about toxic too much, dance once then hit it with aqua tail, bite flinch the tyrantrum (sashed), dance on rhyperior and bank on stone edge missing, i really wish i could have done that differently, i could setup 2 dances on ttar with intimidate but i needed moxie to beat florges soooo f (and i need +2 speed for mega zam)
    after which just oneshot everything else

    Valarie: setup 3 dances on tentacruel it can't hurt greg in a meaningful way, kill with aqua tail, kill everything with aqua tail except vaporeon and jellicent, vaporeon is killed with power herb bounce, jellicent with normal bounce, dance on toxicroak until it runs out of sucker punch and bit flinch it to break the sash then just kill it (it should be noted there are more consistent ways to do this battle, subsitute instead of bite flinch, but due to my own stipulations for doomed world i would have lost out on bite which i need for kenneth) in short i shouldn't even need to note valarie and the only reason i do is her effect on kenneth's battle.

    Kenneth: sooo kenneth, this was what this build up to, leftovers gyarados, tank a blackhole eclipse and dance up on krook, then bite flinch krook to stall out a turn of dimensional field, then kill it with aqua tail, bounce the roserade coming in, then just dance again on weavile, oneshot it after (with bounce to stall a turn of leftover heal), gyarados is now at +5 (with 2 dances and 3 moxie boosts) which is a range of 50% to kill tessie, which just came in, with bounce (yes this lapras is actually that fat) after that one tank a bullet punch from mega lucario and just kill the alola muk.

    Souta: ..... so should i say it or can you guess it? we are freezing hawlucha because no. not dealing with tailwind and and even on a sky attack miss while bringing my own tailwind with moxie is just not feasable thanks to dnite so intimidate greg tanks a sky attack freezes hawlucha, dances up 4 times (+4 speed with jolly is enough to outpace timid crestcorio under tailwind) kills hawlucha (yes thats 5 turns of freeze) after which everything else gets oneshot (+4 atk with field boosted bounce and a sharp beak onehits dnite through multiscale).
    all i really have to say about this and i don't wanna hear complaints about the freeze.

    Rift Aelita: "erin totally hard carries this battle" suuuuuuuure..... why is it that AI partner battles that aren't usually difficult are just really bad on this run while the usually hard AI partner battles are a fucking joke? idk either
    attract the golem add turn 1 (it's always female because the 2 different looks on the rift golems are gender differences) it immobilizes, erin's absol put rift aelita at half (aka +2/+2 attacking stats because savagery) rift lita goes after absol and puts it to sash, next turn rift lita finishes absol and i finish rift lita, i am invested into physical defense so in comes a special rift golem, which i can onehit at +1 after which we are rolling moxie, the attracted rift golem is allowed to break out of attract a few times at this point so whatever
    this battle took way longer than it needed to because erin was just entirely uncooperative she would always send florges 2nd which would first turn click protect, when usually nothing targets it, fun...


    Chapter 13:

    Spoiler

    okay let's start right away with the battle you are probably looking for

    Angel of Death Gardevoir: i did not forget the red color, this was annoying but not unreasonably bad, moxie greg with wide lens, intimidate gregorious with magical seed, gregorious had 1 job this battle and 1 job only, make AoD unable to do shit, i came in with pre setup sleep (wild delcatty in hiyoshi city) greg hits aqua tail into rift ralts, gregorious uses attract on AoD, ralts would nigh shade gregorious, greg finishes the ralts next turn while gregorious stacks thunder wave on top of attract on AoD. AoD wants nothing to do with this so she swaps into a kirlia on turn 3 which i abuse by having greg attack into it with aqua tail (kirlia are part fire), while gregorious bites the ralts (this ralts has eviolite so greg can't oneshot it at +1, note that rift ralts and kirlia are quite a bit more bulky than their normal counterparts), AoD comes back in on that spot which promptly gets attracted again, while greg uses a +2 iron tail to get rid of eviolite ralts, trick room despite the supossedly random turn number would basically always run out here, not sure if it's juts fix 5 turns after all or i was just getting unlucky, so i needed the last rift kirlia to miss lovely kiss or target gregorious with it. while greg dances up, gregorious bites AoD because bored (which obviously does literally nothing)
    greg follows up by just oneshotting rift kirlia, AoD breaks the hax lock and kills gregorious, but and here is the fun part. greg at +1 outspeeds para'd AoD and dark pulse only 2 shots from full, yes the absurdly boosted dark pulse from angel of death can't OHKO a max spdef gyarados, imagine that, while +6 iron tail 2HKO's back (remember i am running wide lens and garde can still get parahaxed). round 2 is not worth talking about

    Ren 5: sigh...... i don't like ren this run, i really don't. as mentioned before the problem with ren is unavoidable damage, he dialed that up to 11 here, i need to dance once on cacturne to not have flygon do worse to me than cacturne does, while tanking a foul play (foul play was not a fun move to deal with this run all in all), then flinch cacturne and kill it, i just had to believe here that greninja wouldn't come in on me despite being faster than +1 at my investment, which it didn't mega scizor decided to come in. i would dance a 2nd time on scizor, set a sub (tech bullet punch doesn't break sub) and then bounce scizor +3 kills and now in would come the thing that ruined all previous plans crested fairy silvally, for those that don't know the ability fairy silvally gets from the crest is unaware, i don't think i need to explain why that is a problem for a setup sweeper, it also hits really hard, but with this plan (i was holding leftovers to sustain the various bullet punches, the e-speed, the foul play and the boosted multi attack) for some reason fairy vally came out to attack into my sub, that was almost broken anyway, so yay for that, 2 bounces kills it, and bounce then kills everything else.

    we be going sidequesting now, yippie

    Officers Gumshoe and Miles: the main idea was basically disable the incineroar's side of the field while dealing with the murkrow's side, using moxie and substitute to avoid intimidate spam, so much for the theory, the practice was wierd to say the least, pretty sure there were atleast 2 bugs involved, since i sometimes wasn't losing atk despite the sub already being broken, also apparently the turn one wake's up from sleep one can't get flinched.... which is wierd. but the general plan did work, not sure how well this would work if these 2 had proper EVs

    Xen Analysist Ruby and Kyle: i am mainly noting this battle for those that actual know what i am refering to, this is badlands baddies, and well it turns out desert only nerfs water moves if the user is grounded, which gyarados is not, so this was basically a double sided sweep without really too much to it

    Novae 4: REVENGE, this battle was more or less a breeze because rainbow field is an abomination that shouldn't exist, i did use a telluric seed (the 2nd out of 3 in existance for those keeping count), greg ran telluric seed, gregorious set up rain with damp rock to say fuck you to sun and desert, great 2 for 1 deal on that one. greg would usually get sleeped by exeguttor which is fine, since healing on rainbow field in rain ninetales does basically nothing so it spends like 2 turns setting up nasty plot and the telluric seeds boosts made them go after gregorious instead of greg so bounce to dodge to kill exeg. greg should wake up after 2 turns at the latest and kill ninetales, taking an easy hit from lycanroc, and killing everything else with ease

    Deathwing Danni: Forest Restoration btw, dance once on telluric seed crobat, tank a hit, outspeed and oneshot after, flinch primeape (sash), sweep through, done, not much to it, yes +1 can outspeed mega beedrill.

    Deathwings Lupin and Sonia: wacan berry gyarados makes togedemaru forget it has zing zap, so it fake outs and iron heads lycanroc which gives me 2 free turns to dance, so we are dancing 2 times while togedemaru and bronzong take 2 turns to remove duskroc, with bronzongs own bulldoze almost killing togedemaru (this can kill and it still works, on the sucessful attempt it just didn't) and then after aya just heatwaves togedemaru with salazzle while i dance a 3rd time this turn, clawitzer replaces replaces togedemaru, i aqua tail it, salazzle heat waves and almost kills bronzong with it and then gets nuked (the sash was apparently used up against one of the generic grunt battles and stays gone, that was new to me aswell but apparently things work that way) , bronzong bulldozes nothing, so it swaps into pelipper which gets caught on the switch by nidoqueens tbolt, while i finish clawitzer so bronzong comes back in and tries to blow up which nidoqueen prevents, i remove krook, from here it can basically go several ways but mainly i remove the most threatening thing, dodging dangerous attacks with bounce as necessary +3 speed makes me outspeed swiftswim kabutops so i can avoid rock z from it, it should be noted if togedemaru dies to the bulldoze klingklang comes in second which gets oneshot by heatwave, so that is preferable even, the important part is that bronzong completely misses bulldoze due to only greg on the field which causes it to switch and gives nidoqueen an easy kill on pelipper.

    we stop sidequesting here since aya wasn't quite doable with a 80 level cap, so back to the main story

    adam: aguav berry with decent defense sets up a dance then bounces, adam swaps gigalith into the bounce allowing a kill on it with return without it getting a move of (arenite wall) archeops comes back and dies aswell, terrakion gets bite flinched (don't really care about justified, but do care about the sash) then just folds to the next attack, nothing else after lives a hit, and with a jolly nature gyarados outspeed mega dactyl at +1, nothing too bad


    Chapter 14:

    Spoiler

    back to sidequesting:

    Temple Kingdra: easy setup with intimidate on seaking (bounce/dive first turn before setting up to make water resisted again instead of neutral) sweep after, done

    Challenger Venus: same deal here, intimidate + dances on dhelmise, +3 kills everything with dive (dry skin heliolisk gets bounced instead), simple

    Aya: aya was annoying due to running 2 protect seeds (or rather baneful bunker seeds to be precise) and a sash, also her venusaur's grass knot does doubled damage and gyarados is heavy enough to take the full 120BP from it, so mega venu has a 240BP grass move against me, it was also to fat to be dealt with before, now it dies to +1 bounce (with power herb) so gregorious ran moxie and the herb, greg ran intimidate a telluric seed (my last one) to not take damage from duskrocs rock slide, greg dances, gregorious oneshots nidoqueen (sheer force tbolt is a no from me, die) power herb bounce takes down mega venusaur, greg would then flinch salazzle while the chipped gregorious bounces onto alolamuk, now without power herb to not hit into baneful bunker, +2 bounce taking down muk while aqua tail removes salazzle the next turn
    dragalge gets double bounced, the end.

    Kowapudunga: it does quite a bit of damage but it's always female so we make it not do much with attract intimidate also reduces the damage it does when it breaks through that, then we just remove both the wailmer adds and setup a bit, kowapudunga would focus on goomink first after intimidate so i had a lot of breathing room, i also ran leftis for recovery.
    and as we learned dive on water surface/underwater does a lot so after a bit of setup it gets killed relatively quickly.

    Totem Cofagrigus: ice fang freeze... yes i know but it was just to powerful with crest and totem boost (free +2 defenses was not nice) it didn't need nearly as many turns as others, about 3 at most. the rest of the crest mons are not an issue. i went for ice fang freeze over other hax here mainly due to needing ice fang for crest leafeon anyway, paralyze or attract could have easily been enough for cofagrigus but moveslot issues.

    Karrina: musharna is setup bait, that is all

    Kimono Girl Gauntlet: this was "fun", mainly due to having to get past umbreon and vaporeon somehow, which are way to bulky, and with it being 8 seperate battles with no healing setup is not a plan, i could have made reasonable sets for each of those individually or even all in one battle but the seperation makes this problematic, ultimately i was mainly using bright powder and attract here, attract is of special note since eeveelutions lean heavily towards being male so a female gyarados was used for this, the moveset was attract, outrage, dragon dance, iron head. umbreon was attract haxed, can't get hit by foul play here. flareon gets 2hit by outrage, ideally flare blitz misses due to powder (note that saving between each battle is possible otherwise i would deem this entirely impossible, and even with the sheer amount of hax needed makes this unreasonable tbh, i just wanted the stamp) leafeon would spend a turn with SD due to intimidate so dance then 2hit with outrage, there is probably a leafblade miss here don't remember. espeon is fully free since it clicks calm mind, while i dance which then gets 1hit by outrage, now vaporeon has attract hax written all over it, 2 dances then outrage, toxic can land but should be late in the battle (you take 3 poison ticks after this and are not going  to get hit from here on out) jolteon is the main reason for bright powder, like espeon 1 dance and it dies to outrage. glaceon gets 2 hit by iron head and probably misses blizzard anyway, sylveon gets also 2 hit by iron head, with a flinch
    this was obviously a complete hax execution but ig..... not too proud of this one obviously.

    okay time for the rest of the main story, before the pyramid this wasn't too bad the pyramid itself was pretty bad and i was stuck in there for days, on what i clearly consider the toughest battle of the run, and no, it wasn't any of the battles you are guessing.

    Eli & Sharon 4: free sweep i am only mentioning this one to show i didn't forget about this

    Lorna: while holding power bracers gyarados functions suprisingly well in trick room, i ran adamant and not brave due to aromatisse not clicking trick room if i underslow it, which i do with brave, i underslow everything else though, so i was just doubling up on everything coming in until it was only aromatisse left, then hit it with iron head. not really an issue

    Dimensional Rift Hippowdon: so these things are fat, we all know this, manuel runs 1000 arrows, although a bugged version that can't hit levitate, it CAN hit flying mons though so i was not as immune to it as i thought and while i could have ran air balloon to be immune to 1000 arrows (no one ever said that before while actually being right) i didn't really want to abuse this, so i was running an aguav berry and fully defensive set, and LEER to drop the hippos defenses enough that ren can kill manuel, i used attract on gloria to keep it out of the fight as much as possible, manuel would often use sandtomb on the silvally switching out into flygon and as such waste a turn, the hope was that i could get 4 leers of when that happens, since ren would just barely not kill manuel at +0 def, i never got this, what i instead got was ren critting manuel for the kill 1 turn after i died to it, me lowering the defenses did allow ren to put it in the range for that though, and also allowed ren with the rest of his team to 1v1 gloria. more luck than skill with this one.

    Defense Mechs: the inglorious return of ice fang freeze for a lot of turns, defense mechs are extremly bulky so i needed to heavily double up on them to even get a kill, i froze the leading magneton while dancing up with greg, gregorious would get psyshocked by mech claydol which puts it in red for a salac berry. and now they would attack into claydol (greg with a water gem) to kill, my own speed setup so gregorious is faster just so that greg gets the moxie boost (and more importantly so greg takes the aftermath damage, since gregorious would die from that), then doubling up on the 2nd claydol, on the 2nd magneton, sigilyph could get oneshot by just greg so gregorious iron heads the frozen magneton just so to flinch it if it thaws (which wouldn't have worked now that i think about it since apparently in rejuv you can't be flinched on turns you recover from status) and finally finishing of the frozen magneton.
    could i have just skipped this battle? yes, since it's optional to actually win this, but i am too stubborn for that.

     

    Bladestar Gauntlet: delete this, just i don't even know, this was ridicolously hard, it was by far the hardest thing of the run and it was that for all the wrong reasons, i don't even know where to begin, those that saw me in discord while i was doing this run know that this got me stuck for days, and i was upset. lets go in order, a gauntlet consisting of 3 double battles the first against 8 mons with huey as your partner, the second against 12 with reina as your partner, and the last against 12 again with ren as your partner.
    the first battle is a non issue huey can basically solo this if he has too.
    the 2nd battle leads tbolt meowstic, bugged EV spreads make it so that it can't actually kill gyarados with it, but it does a ton of damage, wacan berry makes it thunder wave ribombee instead. the other lead is choice band explosion lickylicky (it literally only has explosion, it WILL blow up) so the easiest way to avoid that was just dive or bounce to dodge, reina's ribombee is sashed anyway, zebstrika would come after and with thunder it can hit into bounce, so dive is prefered. in the end i would dodge the first turn with dive into lickylicky's spot
    which half healths zebstrika coming in, reina's ribombee sets web which is helpful, during the dive turn zebstrika finishes the paralyzed ribombee, skarmory (which replaced meowstic) would catch me after the dive with iron head. reina sends out a honchkrow which sucker punches zebstrika, it gets hit by iron head from skarm, i dance once, i iron head the druddigon coming in to guaranteed honchkrow killing it, which it does, skarm removes honchkrow, from here it went a number of ways but basically it was managable from here on out, reina's sticky web made scarf medicham outspeedable, reina in general put in a good amount of work, but either way the 2nd battle wasn't trivial, which is relevant for what comes next,
    the 3rd battle is a complete abomination to this run, it's horrible and i hate every facet of it, first of ren leads his sableye which clicks prankster gravity, now since this usually needs explaining, gravity basically causes everything on the field to have -2 evasion while it's active, along with grounding everything and preventing bounce, fly and sky drop, so ren just hurt me in several ways, i can't use my flying stab (and there is a gogoat i would love to use it on), it made bright powder strats impossible (and there is a raichu lead that oneshots me on max special defense even with it having due to bugged spreads no Special attack investment), and it made me vulnerable to ground moves (not relevant here, but just to note), he would then spend the next 2 turns burning gogoat (which is useful tbf) and raichu (which is not), sableye would generally get ignored so i would get murdered and sableye itself does basically no damage, since the raichu has max defense, i can't even oneshot it with +0 and i can't oneshot at +1 either since then the battle is on grassy terrain (curtesy of gogoat) and raichu has a elemental seed (which gives +1 defense) i cannot do anything to these leads and just die outside of extraordinary circumstances, and all of that only due to bugged EV spread, with the intended spreads i could run quick claw strats.
    so how did i beat this then? with the most cursed gyarados EV spread on this earth a decent plan, and a crit which i infact planned FOR,
    first the spread
    unknown.png
    YEAH..... this is extremly highly specific and everything has a purpose, the HP investment is so that grassy terrain heals for 20 instead of 19, the special attack investment is to guarantee a flamethrower kill on alola sandslash on grassy terrain, the speed is to out speed said sandslash (under slush rush) and scarf medicham in battle 2 with +1 speed
    the investment into defense and and special defense is to make me live things, adamant is just to get certain physical ranges. wacan berry is to manipulate meowstics AI in battle 2, while also to make me live a tbolt in battle 3 from raichu (at slightly above half HP.... on a good roll), the plan was to eat the fake out turn 1, then dance up while raichu tbolt me, then click dive on it, this dive NEEDS to crit, which would remove the raichu, gogoat would hit me with +1 horn leech here, iron head deletes abomasnow that comes in after (flamethrower would too but scare away my target) i would eat a 2nd horn leech while sableye continues to do fuck all, alola sandslash comes in which i outspeed even in hail and flamethrower kills it (no physical attack even at +3 kills this thing because bugged spreads made it max HP max Def, why do i need to remove this so badly? it sets aurora veil after which ren just loses. i die to horn leech now, so ren has to beat 9 mons remaining, which i know he can..... is what i would like to say, i know he could, if he actaully had the silvally crest that the PBS gives him, but partner trainers seem to have no inventory so the crest is just gone, without the crest he manages to beat 8 mons, and then silvally clicks parting shot on alola marowak because he can't oneshot it crested ground vally could..... this part was just demoralizing as i was denied a win again and again, by bugs, because that is what this battle is, a battle against bugs.
    how i ultimately won was that after getting the crit once again gogoat horn leeched sableye that turn, i can only imagine it was because raichu's tbolt low rolled hard enough that gogoat rather attacks sableye after missing once because of dive. which caused me to sweep the entire left side, and rapidash on the right (i got flame bodied then) but ren's greninja  1 v 5'd the entire rest of the right side. was this win likely? not at all, honestly if i had been further from the end or if this had been an actually major battle that wasn't insulting to lose the run to, i would have probably given up, i probably should have really, but i didn't want to lose the run to random nobodies and a massive pile of bugs, so yeah that is that.
    makes this run a whole lot less impressive doesn't it?
    sorry for the essay on this btw, i just couldn't really put my frustration with this any shorter
    TL:DR: this was basically impossible thanks to a lot of buggy BS and i only won due to an obscure low roll along with a crit

    Ryland: this is just the pointe to the previous joke, ryland was.... dare i say it? easy. with an aguav berry intimidate and defensive investment, one can get a rain dance (to nullify sandstorm chip) and 4 dragon dances on nidoqueen (which with 24 EVs in speed is enough to outspeed ryland's excadrill) after that everything except torterra gets oneshot , torterra needing an iron head flinch, but that is it, i even did this twice because i forgot to save after, didn't get any harder from that.

    Aelita & Melia: a little bit more finicky but ultimately quite doable due to aegislash being extremly abusable, cherri berry gyarados dances once, once it dances twice, i actually want beheeyem to get paralyzed, the speeddrop from that makes aegislash come out after togekiss faints, it can't get fully para'd though since it needs to 3 hit togekiss (otherwise togekiss hardswitches into hydreigon), +2 dive kills gliscor at half health (from sandtomb chip) through arenite wall, aqua tail then kills starraptor at +2 (+1 moxie -1 intimidate) while aegislash shadow sneaks beheeyem which lives, iron head into goodra and either flinch or just plain don't get hit by outrage, finish it next turn, use dive from here on out to remove aelita's side while avoiding aegislash (it clicks king's shield every second turn as aegislash does) it wises up sometimesand shadow sneaks me before i hide with dive (after not being disabled anymore by beheeyem crest ofc) but i cleanly remove aelita's side of field,ans sometimes gyarados even survives to deal with melia aswell, if not, oh well naganadel can generallly sweep the entirety of melia's team once arenite wall drops (which it will have by then a long time ago), finicky but managable

    short sidequest intermission:

    Empoleon crest def mech gauntlet: the only difficult one was the 2nd tbh. in the first battle the golurk gets double hit by aqua tail, and magneton loves clicking zap cannon (and we all know how accurate that is). the 2nd one has to claydols leading which needs a bit of setup to get right, gregorious baits a low roll on short curcuit thunderbolt from the level 96 claydol
    the level 97 just goes for light screen, both gyarados dance up, then greg aqua tails the level 96 claydol while gregorious dives out of the way of tbolt and psyshock, dive and aqua tail finish the claydol, while gregorious tanks a psyshock (thanks to aguav berry heal), then both double up on magneton with aqua tail from gregorious which is slightly faster and bulldoze from greg (which is why we are doing this now and not earlier), greg then 1 v 1s the remaining claydol, invested to just barely live above 25% so i can take the aftermath damage.
    the 3rd is just doubling up on claydol while double intimidate makes golurk useless (also living crest def mech hyper beam thats important too)

    Challenger Venus: intimidate lives a 2x roll from tauros' body slam, then ddance on big top goes to town, remember equip aguav berry to be able to take all the priority hits, also kill tauros with aqua tail so steelix doesn't show early, 2nd dance on azumarill seals the deal
    as if a ddancer on big top field could have ever been difficult

    Final round:

    Dr. Isha: hey kids? did you know that a gyarados can live a +1 crit dark pulse from hydreigon without defensive investment? on a roll tbf, guaranteed with some investment, so aguav berry to not get killed by tech shadow sneak, and dance once on hydra, flinch or freeze with ice fang (outrage would kill but not too great to lock into that several things on isha's team can live +2 outrage) then finish hydra and just kill what comes in, have outrage for giratina (yes i didn't free it just to trounce the legendary thing for a third time), not much to this
    unknown.png

    BONUS:

    Dufaux: soooo turns out dufaux + any add without an electric move can't break a sub from gyarados with careful nature max spdef at +1 (from seed which also does ingrain), so free setup for days, and just sweep through the rotom adds, (bring crunch for rotom mow and rotom wash), then aqua tail dufaux till it dies (at +5 speed greg even outspeeds 2nd form dufaux)
     

     

    CONLUSION

    Spoiler

    i would say the run was pretty reasonable considering the circumstances, until rift hippowdon and the true hardest battle after, those 2 make this run just sooo bad all on their own, the latter especially, although i firmly believe if everything worked as intended that battle wouldn't have been nearly as hard as it was, it was just everything falling together in such a way that this battle couldn't have been much harder if it had been specifically made to stop this specific run, and it was entirely unitended which is just the biggest insult about it, all the issues that come from it were based on unintended EV spreads and ren missing and item he should have had.
    Gyarados itself is a setup sweeper a strong one at that, it's typing and bulk lets it setup on a lot of things, it also just so happened to have certain tools (hax if we are being honest) to bypass things it otherwise couldn't, and that was it alone, put it in a team of mons that help it get around the parts it has trouble dealing with and it will go on a rampage, there is good reason that it's unavaiable as of yet, that being said it there are mons that are of similiar power or stronger that can accomplish similar, i wouldn't bat an eye if it was avaiable in the next version, i personally would say V14 might be a good place for it, not much later than that though
    not likely to redo this or anything similar to it anytime soon, though it was interesting, i may pick this particular run back up on the finished game and see how it fares then.


    - Thanks to Matt, Pyuku, Marten, SG, Citrine & more for listening to me ramble about this so long and give their own suggestions on some of the more diffcult parts
    - Also thanks all the Rejuvenation devs, for this beatiful game that i can't help but replay with even the most ridicolous challenges
     

    • Like 8
  6. All right this one is juicy, since it relates to Silvally crest and (more importantly) the AI just fucking kill me already

    Okay first off: AI partner trainers don't have their usable items (potions, silvally crest etc.) at all seems like their "inventory" (aka the @item array) isn't getting initialized, so for example the several instances where ren is a partner and has silvally that silvally isn't crested despite the PBS having a silvcrest as an item for him.

    then we have the Silvally crest itself and how AI interacts with it:
    1. the AI seems to apply the silvally crests Stab boost to itself for selecting the moves (causing wildly different behaviour between the player having a silvally crest and them not having one) if the player has a silvally crest in their bag, no matter if the mon is silvally or not.
    example of this would be for instance this:
    The 2nd battle of the bladestar grunt gauntlet in the pyramid has reina as the players partner, she leads her ribombee, this ribombee usually always clicks sticky web. turn1 (i have literally never seen it use something else)
    now if they player has a silvally crest in their bag ribombee suddenly decides that it should bugbuzz the meowstic turn 1, every time, which doesn't kill (it does about 80%) without fail
    and this continues and affects opponents aswell, if the player has a silvally crest the AI heavily favors hitting things with their stab
    unknown.png
    this is a message i hooked into the AIs stab check, it played about 20ish times per turn, even without a player on the field (the sableye is ren) it just to confirm that the AI just assumes silvally crest stab if the player has silvally crest in their bag, on any mon, no matter what

    2. and on the reverse the AI does not seem to know it's stab is boosted if it uses silvally crest itself (without the player having a silvally crest anyway)
    now this i am less sure of but i am still think to this be the case, in the process of testing point 1 i hooked a message to the AIs stab modifier check, now battling zetta (Zetta,208: the valor mountain team) this message never came up, not even with silvally on the field, which makes me think that the AI if it has a silvally crest does not in fact know about the STAB boost, (pretty confident it knows about the abilities, normal vally definetly decided clicking return on ghosts was a worthwhile thing before, which with the crest it is)

    also:
    gogoat's sprite has an empty pixel in it's eye, the screenshot above should kinda show it, the dark green pixel in gogoat's eye

  7. 23 hours ago, hi1753 said:

    When I encounter a pokemon in the safari zone, a message pops up that says:

     

    Script 'Settings' line 0:NoMethodError occurred.

    undefined method 'ability' for

    #<PokeBattle_FakeBattler:0x13043738>

     

    Then, the game would crash

    I know this is small, but can someone help?

    this is not a bug for the main game, this is a bug with a mod, specifically the stat and type icons from the modpack (the modpack has this bug noted btw) just don't have these 2 mods active when you need to do something in the safari zone.

    anyway while i am here:
    -shedninja is still avoiding normal type moves on blessed field via wonder guard (normal moves are super effective against ghost on blessed and should hit)
    -also if a multihit moves triggers a focus sash, the sash will work against every hit of the multihit move (so for example sashed shedninja will live all 5 hits of a rockblast)
    -this is a little bit of a strange one, while battling the police gauntlet i noticed 2 things:
     1. on the turn a pokemon wakes up from sleep it cannot be flinched, as a my pokemon (who came in with a sleep on the verge of waking) was getting fake'd out and still used it's move
     2. and this is the tricky one, substitute seems to prevent stat lowering even after it gets broken, but not always, i used substitute against gumshoe and miles (aka intimidate spam: the battle) and even after breaking the substitute their intimidates would not lower my attack, until one of my mons used a buffing move (dragon dance) then this mon was affected by intimidate, the other one still wasn't.

    edit: and now for something really minor
    in hiyoshi city ren's silvally (formerly zetta's silvally) zepto, is not nicknamed, it is also not shiny, which it should be (all of ren's mons use the player's trainer ID aswell but that is really going to deep into the details)
    similar applies to nightmare city zetta's silvally
    melia's mimikyu and snorlax are also not nicknamed while playing as her in the scholar district library

  8. Huey,1 & 201
    in addition to kecleon, gogoat and palossand have ability flag 2 set, but only abilities for 0 & 1 defined, causing a random ability

    For some reason a few moves show up twice in the PBS (ignoring moves like future sight, that have to be present twice) namely:
    Diamond Storm, Dragon Ascent, Origin Pulse, Precipice Blades, Steam Eruption, Thousand Arrows, Thousand Waves
    Note that an earlier report of thousand arrows not hitting levitate users is caused by this apparently Rift hippos use thousand arrows with the move ID 674, which isn't checked for when deciding if levitate negates the move
    Thousand arrows with the move ID 664 hits levitate mons as it should (it should still be changed to spread)

  9. - Will-o-Wisp bypasses substitute, pretty sure it's specifically wisp, as other status moves do get blocked by sub,
    - Shadow Blast is classified as special, it should be physical
    - Metronome can call animation placeholders and some other moves it should not be able to (for example protect and similar moves, apparently several legendary signature moves are blacklisted in canon games aswell, although i don't really see a reason to for those)

  10. Movebug:
    Ice Fang has a 10% effectchance in the PBS, but the function itself already has a 10% chance for both effects, which effectively makes ice fang only have 1% chance to freeze and a 1% chance to flinch

  11. Well Well a game of mafia is it?
    i really love how this story always manages to put it's own spin on things, it's really great.
    although i wouldn't exactly blame vanilla here on not seeing who else's behaviour was suspicious of the bunch, sometimes people can't see whats in front of them, especially when it's something one doesn't want to see.
     

    Spoiler

    seems like our candy is a bit more bittersweet than some people would like, the question is what exactly was the motive, though it serves as an explanation why vanilla should not be harmed.
    Ame's death obviously was not something candy intended, it was Lin doing her thing

    can't wait for the next chapter

  12. back again.
    as a continuation of the bug i reported a while ago about pikachu evolving into the wrong raichu form under certain circumstances, (see earlier post) another problem with pikachu line evolutions. if one breeds an alolan raichu the pichu that hatches from that egg is form 1 which causes the pichu to be unable to evolve for some reason, and even if it were able to, the resulting form 1 pikachu would always evolve into alola raichu, seems like it inherits raichu's form.
    this bug may extend to other similar situations aswell (for example cubone) i have not tested other cases besides raichu -> pichu

    additionally while i may have talked about these cases on the discord i don't think i ever officialy reported them so:
    Venam's Kiss has a staggering 95 PP but a 0% chance to poison, also it is not a contact move (while this was never claimed to be the case, it seems odd for a kiss move to not make contact)
    Spectral Scream: is classified as a contact move which seems odd (a scream/sound making contact?)
    Multipulse: is also classified as a contact move which again, seens strange considering the animation and discription of the move (also despite the name not classified as a "Pulse" move, (to work with mega launcher for example), but given it's nature as a gym leader sig this part is probably unnecessary)
    Thunder Pulse: as above not classified as a "pulse" move but again, may be unneccessary anyway
    Heavenly Wing: does not make contact, though this one may be meant to not make contact, but thought i'd mention it anyway
    Desert's Mark: the sandtomb damage from this seems to bypass magic guard (this is a 3rd hand report so not entirely sure)

    Shift/Temporal shift, these abilities are traceable, overwriteable and supressable, while similar abilities (power construct), are canonically not, in fact if i remember right power construct is currently also supressable in rejuvenation

    sky field: the field notes note the flying boost as x1.3 but it's actually a x1.5 boost, also cloud nine despite the field notes claiming it being able to remove strong winds, can in fact not remove strong winds

    Shadow Beldum can be purified like a normal shadow pokemon (even though it is supposed to be harder to purifiy for being an ace shadow)

    damn me for not reporting this stuff when i found it, completly slipped my mind, and now i am unsure if i forgot something, well will post more if i remember more
     

  13. Soooo some more funny move bugs:
    -Arenite wall isn't ignored by crits unlike light screen or reflect, and i think infiltrator might not apply either
    -Spectral thief doesn't remove the opponents stat stages so it basically just copies them
    -Hyperspace Fury: OH BOI,
     it's currently classified as a Psychic move when it's supposed to be a Dark move,
     it currently drops the targets defense after the attack, when it canonically is supposed to drop the Users defense,
    also as a side note the second battle against rift gardevoir on all difficulties (Gardevoir, 103, 3 & 203 respectively) was given this move, which causes 2 issues:
    1. rift gardevoir can't use the move as it's currently implemented that only hoopa unbound can use it
    2. due to it being classified as a psychic move, the intense and normal versions cannot use their darkinium Z (as they don't have a dark move to use it with)

  14. On 6/23/2020 at 12:34 AM, TripleHHH said:

    Nice post and thanks for the link to the Crest Effect Guide! I would like to add my opinion about 2 crests:

    • About Infernape crest, I think that running Close Combat on a defensive set undermines the whole point of the crest. And so us not using all of the amazing support options in its movepool, which at this version of the game is understandable, the only way that Chimchar is obtainable is via starter choice, so whoever pick it is probably using it as a offensive glass cannon through the whole game. This Pokemon has access to 3 setup moves in Calm Mind, Nasty Plot and Bulk Up (the TM already available right?), something that is really rare on both Rejuv and Reborn where set-up TMs are rarely distributed, while being able to recover with Slack Off. It's capable of cripple, trap and do residual damage on physical opponents with Will-O-Wisp and Fire Spin. If the Substitute TM is available it can also try to use Sub + Focus Punch after a couple Bulk Ups make so that the opponent can't break the Sub with a single hit, doing more damage than CC while not having its defenses dropped. It also has access to both physical and special STAB priority with Mach Punch and Vacuum Wave TM if choose to run defensive EVs instead of Speed EVs on the set-up sets. Another moves that could be mentioned are: Fake Out, Quick Guard, Helping Hand (the last 3 more useful to Double Battles), Stealth Rock, Endeavor, Encore, Taunt and Power-Up Punch. The main downsides is the lost of the item slot to run those options and the fact that its abilities doesn't help most of those options.
    • About Meganium set, another option is make the Meganium a physical wall and add Counter (via Egg Move Tutor) as one its options do deal damage. It also learns Heal Pulse, complementing its role as a good partner for Doubles Battles.

    CC on crest- ape is actually strange in that regard, as CC doesn't actually lower it's defenses with the crest it drops it's OFFENSES ( so it actually opperates more like Leaf storm or the like)
    because the crest swaps the stat wholesale including boost so -1 def is effectively -1 atk for it (aka the same issue that crest magcargo has with shell smash, making shell smash horrible on magcargo)
     

  15. Sooo let's try and order my thoughts really i am usually not all that good at that

    Tesla, Karen, Jolene:
    not much to add here
    we know they are E8 as we were outright told about that part
    Jolene is interesting as she specifically said she was a honoary E8 member, whether that means anything different about her or the E8 position is just honoary in general, is unknown, but it might be worth keeping in mind
    another thing is even Tesla and Jolene don't necessarily need to be Type specialists, while their titel/name ect. do imply as much they can very well have more expansive or more specialised themes

    Rorrim B:
    my thoughts just so happen to be included in that screenshot already
    Rorrim B currently mainly functions as comic relief and has been beaten twice before, he just doesn't strike me as the type for E8, and before someone goes: "BUUUUUT FALI, bennet is going to be part of the E4 in reborn, and he got beat twice aswell!" well first of we don't know if he ultimatley keeps the E4 position (though i find it likely) and secondly bennet was told to have heavily trained and been mentored in the meantime, both of those things i don't see Rorrim B doing at all (guy just wants to DANCE)

    Karrina:
    Soo this one is curious, i think we can agree that she definetly doesn't start the game as part of the E8, considering her and Karen's relationship, at the same time that "whole league is in shambles because of Amanda" argument really doesn't pull for me on the E8, the Elite generally feel more established in a region than most gym leaders, and i ultimately don't see Amanda getting to those that quickly (also would be incredibly inefficient to even try putting Elites out of commision, seeing as most people in aevium don't even make it to the E8 under normal circumstances, let alone with the sabotaged league), more importantly we don't know that Amanda affected the E8, so it's an assumption that can be made, but i personally would contest the likelyhood of it, which ultimately makes me question all E8 arguments that rely on them being new inclusions.

    Rune:
    we know fuck all about her, next!

    Dylan:
    Dylan is to be perfectly honest basically confirmed, one of his interactions (on Route 9, i think when he gifts A.N.A the magnemite) mentions that he has achieved a high position due to his battle ability, and he generaly acts in the underground (a rather dangerous area, if you go against the people there) as if no one could possibly touch him, even keeping A.N.A safe, despite the danger that would put him in, implying very high confidence in himself and his power to protect her. Strong likelyhood if not garantied to be E8

    Nastasia:
    I was one of the people that brought up Nastasia, so let me explain: Nastasia clearly is a powerful Trainer swatting Gym Leaders like Crawli aside as if they were nothing, additionally we have yet to battle her, the only Xen Higher-Up that is the case for. As for the complaint of her being a known xen-member, i have to ask... is she? Xen Executives seem to be able to just walk around without any worry to be recognized by the authorities, Nastasia especially also constantly is wearing rather big obscuring shades (now you may bring up those wouldn't hide her identity, and in the real world, you'd be sorta right, but this game runs on anime logic more often than not, where "disguises" like that tend to work)
    either way i myself admitted it to be an oddball pick, bit i don't find it as unlikely as you are making it out to be. Also we know a few more Pokemon that she could be using, her younger self Anastasia was using Castform, starmie and porygon, while those don't exactly make a team, it's something to note

    Edit: i just remembered something regarding this: Nastasia after beating Crawli in sheridan wetlands, says something along the lines of: "you are a gym leader? their standards really must have dropped." this line is interesting, because it implies previous experience with the league's recruitment standards.

    Nim:
    Another New addition Theory.... let's just move on, i really don't think Nim is a candidate, she has a much different role

    Crescent:
    I fucking hate that i can't disprove this one, i DON'T LIKE THIS IDEA, i really don't, yes crescent is supposedly powerful, she has a type based team yadda yadda, but 1. i don't find being a type specialist to be a crucial feature, 2. considering Crescents general Agenda, i just don't see it just character wise. Crescent clearly has big plans, manipulating Various events, to get something she wants (we don't know that something) what we do know about that is that she needs us in the region for actual reasons beyond sentimentallity (as people suggest a lot) due to her being the one that made nancy move us to Aevium in the first place (despite crescent knowing very well what is happening in that region), we also know that her interests aren't alligned with any known faction, she openly opposes team Xen, she left the stormchasers, she doesn't even care about bladestar, she actively manipulated both the player and nim away from Melia (with varing success) lying through her teeth, while doing so all the time..... okay i got kinda sidetracked.... E8! given crescents time jumping and grandios plans, i just don't see Crescent seeing a postion in the E8 as worth her sweet time, even if she had infinite time due to time-jumping.

    Hazuki:
    Well what to say? Hazuki Blakeory is a former Protector of Aevium, aligned with Registeel, she most likely isn't lacking in the Battle skill department. I really don't see why Saki being the Steel leader rules out Hazuki being a Steel specialist, wouldn't even be the first instance of a family shared type speciality, see Tesla and Amber, and in some respects  Aelita and Keta (Aelita's team pre Chapter 14 is mostly fighting type), in fact i'd argue making it more likely for her to be Steel type, (family influence and all) especially considering her association (possibly former?) with Registeel. But yes, she is currently an E8 candidate for me

    Risa Raider:
    I'm gonna put my thoughs here in a spoiler tag, because YES
     

    Spoiler

    Are we arguing her to be E8 based on her Tuff-Puff *cough* NAGANADEL *cough* being Powerful? HHAHAHAHAHAH
    okay real talk, her Tuff-Puff has the stats, moveset, held item, and was meant to have the ability of a Naganadel, which character do we know that uses a Naganadel
    yes Redheaded Timesurfer (i'm not calling her Freya, there are points for and against that being her name, and it's not confirmed either way, so no)
    would she care to be E8? fuck no, like imo crescent she has more important things to do
    also her mysterious terminal illness that was sudenly cured? Isha covering up the real Risa Raider dying to it by letting Redhead impersonate her, his Ego would absolutely lead him to do that, and he works with Team Xen anyway
    so no Risa is absolutely not E8


    Rhodea:
    It's possible but i don't see it, not really much to say here

    so in conclusion my current lineup is:
    Karen, Tesla, Jolene, Nastasia, Dylan, Hazuki

    Alexandra subs in for Nastasia if Alexandra isn't the Champion, simply because the conversation with Venam on the train implies her knowing the Champion, which would make her something in the League, either the Champion herself or an E8

    • Upvote 2
  16. Well illegal EVs are actually less of an issue:
    1. Only intense even has illegal EVs at all (and by that i generaly mean exceeding the 510 EV total)
    2. Only 1 singular Fight (so far) has mons that exceed 252 EVs in a stat (or multiple), which would be Ryland (glares at 348 Speed Adamant Sandrush Drill, and other fun stuff)

    As for the sets, the all look fun, and make sense, not sure if Power-Up Punch is avaiable for Ledian yet though (in fact i think it isn't, we don't have a TM for it iirc)

    • Like 1
  17. So cherry really doesn't want to add anything to the game, except jumping on the firts best wagon....
    i really don't know if that is just cult member, or just boring af lurker
    seriously, can we have less lurkers in these games? they make the game boring

    anyway, sure lynch mafia, test evi's claim about how benvolent her cult is, i am plenty sure you won't like the answer though, in fact think about this, evi was culted N2, she could have told you all about me and amine on D3, instead she just did a weakish push on amine (who may i remind you since evi already mentioned that, can only be lynched if all of town aggrees, so she was never getting that) and only today brought up what she knows, if her cult was that benvolent, would she have really waited this long to point out the mafia? really?
    anyway since no one even wants to hunt the cult leader i propose lynching the only known cult member, aldo can always shoot me next night apparently
    [Unvote] Cherry
    [Eliminate] Eviora

  18. Okay Let's clarify 2 things, evi, while i referenced higurashi mafia myself, there is the key difference that unlike higurashi, mafia isn't even in a position to win, in even the most remote scenario and you know it, we are down to 2, both of us would have to make it to the final  4 without being killed or culted (and NO i don't believe your bogus claim about how that cult works, and you can mince words however you want, you changed alignement to 3rd party and lost your ability, thats a cult, and if you expect me to believe that this cult can win with town, then you must clearly think i am an idiot), while it is open knowledge who we are... doesn't seem likely does it?

    2nd, i could HAPPILY vote for aldo here, he either is lying and as such part of the cult, or his claim is true and he is a vigi ( That is probably gonna shoot me next night) so either way it be something i wouldn't mind being rid of, but the thing is i am much more interested in that cult, because i find it much more likely that there are enough cult members to be close to a win, and on a personal note, i just don't like cults, like the archetype? i just really don't enjoy it

  19. Okay this seems way to easy.... a bunch of people suddenly voting aldo, over wierd behaviour that he has sported from day 1, that evi referenced for he bogus explanation of how her cult is clearly friendly or something, i am actually inclined to believe aldo's claim, and think there is some framing going on
    ....
    [Unvote] Aldo
    [Eliminate] Cherry

    Cherry is too hard to ping ffs
    Do you have ANYTHING to say to the current situation besides jumping on the aldo wagon
    i'd extend the same question to seal tbh

     

  20. Well that is delving into the depths of conspiracy theory, evi wanting the mafia kill to give a cult the win, a cult she wouldn't even know about at the time? amine, pls
    either way fine, let's see what aldo has to say
    [Unvote] Evi
    [Eliminate] Aldo

    why do i get the feeling that I somehow ruined this game....

×
×
  • Create New...