entrpntr

[Crystal Battle Tower] L20 Concept

Jul 27th, 2018 (edited)
552
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.41 KB | None | 0 0
  1. With the arrival of "real" RNG manip for Gen 2, a reasonably efficient, 4 badge, L20 route for Crystal Battle Tower is now very possible. With proper decision-making, this team should average a win rate of about 80-85% per battle, making a streak of 7 quite feasible. This (or some similar idea for L20) will likely be the only viable concept for record attempts in the future.
  2.  
  3. =~=~=~=~=~=~=
  4.  
  5.  
  6. Wobbuffet @ Gold Berry [DVs = FF5D + 1 HP Up + 2 Irons ----> 114/24/37/23/33/20] ; standard
  7. - Counter [ = 9F8D ----> 111/21/34/23/33/21] ; risky
  8. - Mirror Coat
  9. - Safeguard
  10. - Destiny Bond
  11.  
  12. > Female is very likely inferior, but helps on Miltank and has some potential to AI-abuse male Attract users (free switches)
  13. > 13-15 def DV + 2 Irons + 12-14 spc DV = guaranteed Flamethrower from Arcanine (vs. crapshoot Hyper Beam AI)
  14. : Irons help mitigate strong Hyper Beams, less need to switch Wobbuffet out (minor effects on Counter ranges)
  15. : 12-14 spc DV may be on par with 15 spc DV anyway (improved Alakazam/Lapras ranges with Mirror Coat)
  16. > Best manips found: many "perfect" L20 Wobbuffets (FF5D/DFFE/9FBC/etc.)
  17.  
  18.  
  19. Gyarados @ PSNcureberry/Quick Claw [DVs = CDEF + 1 Carbos ----> 70/59/41/35/51/45] ; standard
  20. - Surf [ = CDEF ----> 70/59/41/35/51/43] ; risky
  21. - Hidden Power [Flying 70]
  22. - Endure
  23. - Rock Smash
  24.  
  25. > Other moves considered: Hidden Power [Bug 69+], Roar (bad with Quick Claw), Thrash (Magikarp doesn't learn), Headbutt
  26. > Best manips found: L19 Magikarp CDEF [Flying 70], i.e. "perfect"
  27.  
  28.  
  29. Miltank @ Quick Claw/PSNcureberry [DVs = FBFE + 1 HP Up + 1 Carbos ----> 76/44/52/28/40/53] ; standard
  30. - Stomp [ = FBFF ----> 75/44/52/28/40/52] ; risky
  31. - Attract
  32. - Milk Drink
  33. - Mud-Slap
  34.  
  35. > Headbutt could replace Stomp (70 vs 65 power), but it's extra time to get/teach
  36. > Best manips found: L15 FBFF/FBFE [w/Moomoo Milk], L15 FDEF/BFED [no Moomoo Milk]
  37. : Nidoking switches from Blizzard to EQ with def DV <= 11 and spc DV >= 12 (unclear which of FBFF/FFFF is "perfect")
  38. : 15 atk DV + 15 spd DV enables Vaporeon/Espeon/Flareon/Jolteon/Umbreon order for Kimono Girls
  39. : Moomoo Milk + Milk Drink (in overworld) provide extra healing at no $$$ cost
  40.  
  41.  
  42. **NOTE: Other pokes were considered as options, replacing Gyarados: Lapras/Weezing (tested), Vaporeon/Slowbro/Quagsire/Crobat/Scyther (untested), but all were evidenced (or theorized) to perform worse and/or take significantly more time to properly prepare for Battle Tower.
  43.  
  44. **NOTE: The risky version of the route would skip all vitamins (the only vitamin you can get reasonably quickly is the Burned Tower HP Up). It requires different manips because it skips getting Kenya (completing the Kenya sidequest nets an HP Up from the Route 35 gatehouse guard). The route would save ~3.5 minutes up to Battle Tower, but success rate in Tower would be appreciably lower.
  45.  
  46.  
  47. =~=~=~=~=~=~=
  48.  
  49. {{STANDARD}}
  50.  
  51. > BOY (StartHMS = 16:59:00) (video of manips: https://streamable.com/wm96l)
  52.  
  53. [Miltank]
  54. "loadfarm", partysize(4), psc(0) (offset: 13.339, frame: 234, calcStats: 23.024)
  55. - Path: [ 85] SEL L R S_B S_B L R SEL D [turnframe]
  56. - DVs: 0xFBFE (57/33/39/21/30/39) --- Item = Moomoo Milk
  57. - IGT: 58/60=FBFE, 1/60=F9FC, 1/60=FAFD; 60/60=Moomoo Milk
  58. - Practice save: https://cdn.discordapp.com/attachments/143862450712739840/496320038916063232/cbt_cow_test3_ace.sav
  59.  
  60. [Magikarp]
  61. "leftside", buffered, repel, partysize(5), psc(3) (offset: 13.105, frame: 220, calcStats: 19.962)
  62. - Path: [ 71] R S_B U D D L
  63. - DVs: 0xCDEF (38/13/30/16/18/40) --- HP = Flying 70
  64. - IGT: 56/60=CDEF (Flying 70), 2/60=CBED (Ground 69), 1/60=B7C7 (Dark 57), 1/60=No Encounter
  65. - Practice save: https://cdn.discordapp.com/attachments/143862450712739840/496320037716754492/cbt_rage_test4_ace.sav
  66.  
  67. [Wobbuffet]
  68. repel, partysize(5), psc(0) (offset: 12.050, frame: 157, calcStats: 15.379)
  69. - Path: [ 8] U U U U U U U
  70. - DVs: 0xFF5D (112/24/34/23/33/20)
  71. - IGT: 57/60=FF5D, 1/60=FE5C, 1/60=87E6, 1/60=005E
  72. - Practice save: https://cdn.discordapp.com/attachments/143862450712739840/496320036407869460/cbt_dark_test2_ace.sav
  73.  
  74.  
  75. =~=~=~=~=~=~=
  76.  
  77. {{RISKY}}
  78.  
  79. > BOY (StartHMS = 17:00:00)
  80.  
  81. [Miltank]
  82. "loadfarm", partysize(3), psc(0) (offset: 12.218, frame: 167, calcStats: 23.024)
  83. - Path: [ 18] SEL U S_B D L R S_B U U D SEL D
  84. - DVs: 0xFBFF (58/33/39/21/30/39) --- Item = Moomoo Milk
  85. - IGT: 56/60=FBFF, 1/60=F9FD, 2/60=FAFE, 1/60=FAFD; 60/60=Moomoo Milk
  86.  
  87. [Magikarp]
  88. "leftside", buffered, repel, partysize(4), psc(2) (offset: 11.916, frame: 149, calcStats: 19.963)
  89. - Path: [ 0] U D D D U S_B S_B U
  90. - DVs: 0xCDEF (38/13/30/16/18/40) --- HP = Flying 70
  91. - IGT: 57/60=CDEF (Flying 70), 1/60=CCEE (Fighting 69), 1/60=CBED (Ground 69), 1/60=B7C7 (Dark 57)
  92.  
  93. [Wobbuffet]
  94. repel, partysize(5), psc(0), bike(0), facing(R) (offset: 14.227, frame: 31, calcStats: 17.823)
  95. - Path: [138] U U U U
  96. - DVs: 0x9F8D (111/21/34/23/33/21)
  97. - IGT: 56/60=9F8D, 1/60=9F8C, 1/60=9C8A, 1/60=A792, 1/60=A08E
  98.  
  99.  
  100. =~=~=~=~=~=~=
  101.  
  102. Dangerous :: Heracross, Pikachu, Tauros
  103. Stallers :: Umbreon, Blissey
  104. Annoying :: Lapras, Aerodactyl, Gyarados, Scizor (+ Arcanine for risky)
  105.  
  106.  
  107. =~=~=~=~=~=~=
  108.  
  109. Toxic: Umbreon, Alakazam, Exeggutor, Pikachu, Scizor
  110. Confusion: [swagger] Steelix, Wigglytuff2; [confuse_ray] Lapras
  111. Weather: [rain_dance] Azumarill, Quagsire; [sandstorm] Scizor
  112. Attract: [male] Umbreon, Azumarill, Wigglytuff1; [female] Miltank
  113. Hyper Beam: Tauros, Gyarados, Wigglytuff1, Aerodactyl, Arcanine, Exeggutor
  114. Psych Up: Starmie, Alakazam, Wigglytuff2
  115. Rest/Recover: Blissey, Aerodactyl, Starmie
  116.  
  117.  
  118. =~=~=~=~=~=~=
  119.  
  120. Items / Speed Values
  121.  
  122. Gold Berry @ Aerodactyl (72), Starmie (67), Hitmonchan (52), Lapras (45), Wigglytuff1 (39), Steelix (31)
  123. Berry Juice @ Alakazam (69)
  124. Brightpowder @ Tauros (63), Arcanine (60), Blissey (41)
  125. King's Rock @ Miltank (61)
  126. Light Ball @ Pikachu (58)
  127. Miracleberry @ Gyarados (54)
  128. Focus Band @ Heracross (52), Scizor (47)
  129. Berry @ Nidoking (49)
  130. Leftovers @ Umbreon (46), Exeggutor (43)
  131. Mystic Water @ Azumarill (41)
  132. Pink Bow @ Wigglytuff2 (34)
  133. Quick Claw @ Quagsire (29)
  134.  
  135.  
  136. Full info on pool of L20 pokes (movesets/stats/etc.)
  137. - https://github.com/pret/pokecrystal/blob/d9b44d4423f16aa238f0c5bccd65f8710afdd072/data/battle_tower/parties.asm#L553-L1099
  138.  
  139.  
  140. =~=~=~=~=~=~=
  141.  
  142. Miscellaneous notes:
  143. - The player's badge boosts are removed in Battle Tower, as are other in-game player advantages (treated as link battles)
  144. - All enemy trainers in Battle Tower are given the standard "boss" AI (see: https://pastebin.com/EjAW76cx)
  145. - Battle Tower selects enemy teams with item clause restriction, and doesn't reuse pokes from the previous 2 enemy teams
  146. - The player's team is silently healed before the first Tower battle (and obviously healed before all subsequent battles)
  147. - Psych Up fails if player has no stat boosts (but is still encouraged by the AI if enemy has stat drops, allowing for abuse)
  148. - Swagger is not discouraged by the AI when player has a Safeguard, and raises player's attack without confusing when used
  149. - Endure can bait Hyper Beam users into a loop of failing to kill -> recharging, giving the player free turns to attack
  150. - Counter/Mirror Coat/Destiny Bond skip accuracy checks (as does Safeguard, but that's more obvious)
  151. - Destiny Bond only brings opponent down if the previous opponent attack is what brought HP to 0 (i.e. not residual damage)
  152. - Clock resets allow for an infinite loop of lottery wins (multiple Master Balls, or PP Ups for $$$)
  153. : Elapsed RTC stays as is and StartHMS updates once day/time are confirmed (pre/post-clock reset StartHMS can differ)
  154. : Since manips occur after clock resets, need to use LiveSplit as cue to confirm time when StartSecond will reset to 0
  155. : Day of week must be initially set to Sunday, and clock resets must stick to Sundays in order for LID to stay the same
Add Comment
Please, Sign In to add comment