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R.B

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  1. That makes sense, but having boosted speed in trick room is going to be pretty awkward, and I think whimsicott's tailwind will almost always do enough to let eevee outspeed and evoboost. Incidentally, probably worth running protect over double edge or wish on eevee - being able to delay your evoboost/pass by a turn while setting up your support options seems a lot more valuable than trying to make eevee do things other than the evoboost->pass sequence.
  2. For last slot, I'm inclined to suggest amoonguss - right now, you're a bit light on ways to exploit trick room outside of golem, and slow spore gives you another trick room threat; it can also run rage powder to protect eevee when going for extreme evoboost, so it's effective in both modes your team has. In a similar vein, wide guard conkeldurr pulls double duty as eevee protection and trick room attacker, as could swampert or araquanid (both of which also satisfy the goal of having a reasonably bulky water type). That being said, I don't actually think this wants to be a trick room team - there's a lot of anti-synergy between it and extreme evoboost, and since eevee can't really do anything but evoboost and golem/bronzong are pretty weak outside of trick room, you end up in a spot where no matter which strategy you go for, a substantial fraction of your team ends up as dead weight.
  3. The different intro sequence makes me think you might be trying to run an older version; are you for sure on 5.1 and using whichever of mac/windows version corresponds to your operating system?
  4. The minimum possible speed for a level 41 nidoqueen is 60, assuming IV 0, no EVs, and a -speed nature; either the source you're using for speed of 43 is wrong, or you're misinterpreting it. Linked thread suggests that nidoqueen should have 60 EVs in each stat, which would give a speed of 94 in conjunction with a +speed nature; that's probably what's going on.
  5. I believe that puzzle can't be done backwards, but if you go out the bottom you can jump off a ledge and circle back around.
  6. You didn't do anything wrong; beating Kiki just doesn't give you the badge until later in the story.
  7. Cool program; I think you can get significant improvements without much math by randomly generating boards that satisfy the row and column constraints and using those for a simple estimate of which tiles are safe.
  8. Cherrim's not strong on its own, but it's a pretty effective doubles support pokemon- with flower gift and helping hand, it can enable its partner to do quite a bit of damage. The AI tournament post also mentioned that probably-Laura had a very low win rate when not on flower garden field, so I suspect her team will have a lot of pokemon that seem underpowered in normal play.
  9. Flower gift is automatically activated on flower garden field, as is doubled growth (unclear whether doubled growth from field stacks with weather); chlorophyll and leaf guard are both activated in later stages. Given that, setting sun seems somewhat redundant.
  10. Presumably no one who has a relationship score will die (or at least will die permanently and on all story paths), since those have been stated to only matter for post-game content.
  11. Eevee is obtained by an event in the Chrysolia forest: https://pokemon-reborn.fandom.com/wiki/Lost_Railcave, so you should be able to get it. In terms of other tanks, Blissey's obviously phenomenal as a special tank, and Amoongus has impressed me a lot as a physical tank, but it depends a fair bit on your team.
  12. The trick with Chrysolia is that as long as you don't backtrack, there's only one path and it's the correct one. Otherwise, https://pokemon-reborn.fandom.com/wiki/Chrysolia_Forest lists the turns explicitly.
  13. I've been doing a run in which any pokemon whose final evolution has more than 60 base speed is banned. It's a noticeable difficulty increase relative to a normal run, but there's a much larger pool of legal pokemon than most monotype runs have (especially early game), so you've generally got plenty of options for any given fight. Really changes how a lot of fights play out, too - a lot of mons get way more threatening when you can't just outspeed them, as do set-up moves (Bennet's mono-quiver dance team in particular went from so trivial I missed the theme on first playthrough to something that took at me least 6 tries to get past). It does end up forcing a pretty defensive playstyle, which may not be to your taste, but if that's not an issue for you it's otherwise quite enjoyable, and I think works well as an entry-level challenge run.
  14. Lin fight probably won't be able to be cheesed that way, assuming it takes place on the new world field. Field halves speed of grounded pokemon, so even with the +1 from speed boost, mega sharpedo is likely slower than most of Lin's team.
  15. I don't remember there being any such scene. You might want to install the SWM modpack (top post in mod market) - it gives the ability to set weather manually, which is a lot more convenient than waiting for it to naturally roll the one you want.
  16. There aren't that many electric types that get around the speed penalty from her field, and all her teams have either two electric immunities or one immunity and two electric-neutral mons, so given that the NPC teams aren't directly targeting her weaknesses and the AI probably doesn't do as much as a player would to preserve counters when they do exist, the overall downside of her field is pretty small. On the other hand, big speed and damage buffs + conditionally shutting down most physical attackers is a ton of upside, and the benefits affect a lot more teams than the weaknesses do.
  17. Weather ball is a special normal move, so rainbow field should turn it into a random type. Magical seed applies the benefits of healing wish - the holder does not faint. I believe weather-dependent abilities like chlorophyll and swift swim do not activate, but I'm not certain.
  18. In the grand hall (building where you got your starter), there are repeatable trainer battles whose levels scale with your current badge count. Usually fighting them is the fastest way to level grind. Alternatively, if you enable debug mode, you can just manually set your Pokemon's levels with no grinding at all.
  19. R.B

    Gym 4 Help Wanted

    For headbutt, Bidoof/Bibarel gets it pretty early; you can catch them outside the grand hall during the day. There's also a headbuttable tree in the same spot. Anorith is outspeeding you because it has swift swim, which doubles speed in the rain. If you can stop the rain going up, the fight gets a lot easier and the fire/flying types you mentioned have a good chance to sweep her. The usual strategy for beating Shelly is to lead a pokemon with fake out (Meowstic's a pretty good pick, if you got it in Obsidia), and fake out + attack into her Illumise so she can't get rain up. Otherwise, if you have anything that can set weather, you can try overwriting the rain, or you can try to find a swift swim user of your own (I think both Finneon and goldeen are available, and evolve before the level cap), and exploit the rain that way.
  20. I don't think there's a way to get that vendor to go to your place in the current episode. If you want to get choice items, for the moment your options are to either grind for credits at the Celia fight club, or use the thief/fling/recycle exploit on a battle simulator trainer (in case you're not familiar, if you steal an item with thief, it normally won't be kept past the end of the battle, but if you steal the item, get rid of it with fling, and recycle it, the recycled item will be kept; panpour/pansage/pansear can learn all three moves, and the battle simulator in the Celia manor gives you infinitely repeatable fights against trainers who carry the relevant items).
  21. The Connor fight is possibly my favorite first gym battle in any Pokemon game I've played; sun+field makes brute forcing it extremely difficult, even with type advantage (combined effect of burning field and sun actually makes water type moves behave as if resisted, so type advantage doesn't actually get you much), but the game gives you access to a lot of tools to counteract those, so once you understand everything that's going on, it's pretty straightforward to develop a winning strategy. Key thing to keep in mind is that if it's raining or water sport is active, the burning field effect won't occur when he uses flame burst; you can get rain dance on poliwag and water sport on poliwag, buizel (available at the beach if you have a poke-candy), lotad, and surskit. If you water sport turn 1 and have a reasonably bulky fire resist (e.g., one of the lab starters, Bibarel, or Noctowl, which isn't a fire resist but has a ton of bulk for an early game mon), you can pretty easily stall out the sun, at which point all your water-type moves are doing *2 damage instead of *1 (halved by sun, then doubled back to normal from type advantage). Be aware that the gym battles are balanced around the assumption that you have a full team at or near the level cap, so if you're going in with just two max level pokemon, you're probably underprepared. Also be aware that the grassy field significantly weakens ground-type moves, so Diglett's not going to be very effective in the fight (incidentally, diglett is one of the frailest pokemon in the entire game, with the lowest hp and 15th lowest defense of any non-shedinja pokemon; getting oneshot is kind of the default thing that happens to it). Repeatable trainer mentioned by chamomile is next to the building to the left of the pokemon center, wearing a red hat - there's one in every town, and they make level grinding orders of magnitude faster.
  22. I don't think a bulky grass type really does much for you - the dragon in slot four covers the same resistances (except to ground, which can better be covered by a flying type). I feel like some sort of speed support could be good, since everything but greninja is pretty slow. Possibly Tailwind Gliscor or Gligar would do well in that slot, since it gives you a physical wall without ground-type weakness, which complements your metagross pretty well? In slot 5, I feel like dragon dance intimidate gyarados could do well? Gives you the offensive physical attacker you're looking for, but also acts as a sweeper in matchups where you can get a turn for that, and plays very nicely with metagross (against a physical attacker with e.g. earthquake+stone edge, you can use metagross to bait a ground move, get a free intimidate with gyarados, switch back to metagross to take the rock move, and then back to gyarados for a second intimidate, after which either you get a free set up turn from the opponent switching out, or they don't switch out and you get free setup just from the opponent's attack being too low to remain threatening; it sounds like a niche sequence but lines like it turn out to come up pretty often). Moxie's also an option; you lose some of the pivoting lines, but are a lot more likely to sweep after just one ddance. On Greninja, surf or scald seem better than hydro pump - after miss chance, hydro pump is equivalent to an 88 base power move (110*.8 hit chance), and the spread damage is probably also relevant.
  23. Assuming the item guide is correct, no moon stones are available at that point in the game.
  24. That's a known bug; install patch 13.01 (link is on the rejuv dev blog), and it should be fixed.
  25. Huge power is an ability that Diggersby can have. The star just means it's not using the default sprite for the pokemon; it's purely aesthetic. It gets crunch at 40, IIRC. Regarding getting wiped out by electric moves, if you have speed boost, a pretty good sequence is to paralyze the gengar with Pachirisu or another electric type, then let pachirisu faint, send in sharpedo, get the kill with crunch, and get the speed boost boost to outspeed subsequent pokemon.
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