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  1. Notes Nuzlocke-wise:
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  3. NOTE: It's only labeled by cities. Areas that are near the cities will be clumped in.
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  5. Aspertia/Floccesy: (Suggested levels: 10-13)
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  7. - Be careful with the Rival--don't get too cocky because it's early.
  8. - Most things from the Floccesy Ranch (save for Patrat and maybe Pidove) will be damn useful. Riolu is just plain broken at this point in the game and will make Cheren easier than expected. Azurill isn't too good at first, but with Huge Power they can be utter monsters. Mareep is a good electric type at this point in the game, and can bring some beatdown if needed. Lillipup is a pretty decent monster all around, and can have a decent variety in moves with the fangs. Pidove's decent enough, but the movepool it has REALLY wishes it was on a special attacker. Patrat is just plain lol nope.
  9. - Pray for a Sewaddle or Venipede on Route 20. Anything but a Sunkern, really. Both are very good when focused on, but Venipede tends to be the better of the two.
  10. - Cheren can be easy mode or a complete nightmare depending on how you are at this point. If you're fast, sufficiently defensive, and have a fighting type attack? Cheren's gonna be a cakewalk. If that Lillipup manages to get too many Work Ups off, you might just wanna start praying. Underestimating him could lead to an ended run.
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  12. Virbank: (Suggested levels: 15-21)
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  14. - It might not seem Kosher, but I'd count inner and outer Virbank Complex as two areas. Koffing might not seem like much, but it's enough of a difference to consider. Magby/Elekid are really good for this point in the game--if you didn't start with Tepig or didn't get a Mareep, these are both damn good replacements. Magnemite likewise is a good substitute, and can be even better than Mareep when it all comes down to it. Koffing is a good defensive mon if you can get your hands on one, and Audino is basically Chansey-lite, with decent supporter, and an okay physical attacker too. **It appears in every Route's shaking grass, so to save myself some trouble, this is the only time Audino will be listed**.
  15. - TRAIN LIKE HECK FOR ROXIE. She's not considered a Wake Up Call Boss for nothing--her Whirlipede is the most worrying, but Koffing can cause trouble too unless you have a Magnemite and especially if you only have grass types. Also, utilize those Pecha berries.
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  17. Castelia: (Suggested levels: 22-26)
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  19. - Sewers are really just filler mons. The real good stuff's gonna come from the park--if you get an Eevee or Cottonee/Petilil, you're pretty much set. Eevee in particular is damn good because you can get five evolutions out of one, and they're all useful in their own way. Cottonee can be a damn good annoyer, and Petilil is an AWESOME special attacker. Buneary is okay if you're willing to train it up a bit, but not the best. Skitty is shitty and really doesn't have any redeeming points about it. Rattata CAN be decent, but they'll have to be overleveled to be a credit to the team. (Never personally used one, so I can't go into too much detail about them.)
  20. - Burgh's trainers will likely present more of a problem than Burgh himself, save for his Leavanny or Dwebble. Be sure to have lots of potions on hand.
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  22. Nimbasa: (Suggested levels: 28-34)
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  24. - Any of the mons from the desert can be made extremely useful; Darumaka is probably the most tedious to train due to Hustle, but their your best option for punching faces in. Scraggy tends to be damn good too; low HP, but they make up for it with two damn good abilities, good defenses, and good offense. Sandile's another good bet because it's pretty much the middle ground between Darumaka and Scraggy.
  25. - The Desert Resort is another good chance for any of these, but it also introduces Maractus, Dwebble, and Sandshrew in the entrance, along with Trapinch and Sigilyph in the Resort itself. Sandshrew only has real use for Elesa's Gym due to shutting down her strategy. A well trained Maractus can do some damn good damage, but it would be wise to be careful with it. Dwebble are pretty decent little bugs, though they tend to be pretty slow as well; they make up for it in hitting pretty hard if you're careful with them. Your real bread and butter are Trapinch and Sigilyph, though; Sigilyph is an utter monster at this point in the game, and while it tends to be hideously frail, it can lay the smack down. Trapinch is hell to raise, but can evolve into a really damn useful mon.
  26. - If you can get enough money (or are sadistic and using the no items rule) USE THE JOIN AVENUE TO YOUR ADVANTAGE. I especially recommend leveling your Cafes and Dojos fast if you can get them, ditto the Marts too. Everything else pales in comparison with a Nuzlocke. If it's just a no money run, get some Raffles
  27. - We'll cover the Relic Passage in the World Tournament section.
  28. - BE EXTREMELY CAREFUL WITH THE SUBWAY BOSSES. Even with Nate/Rosa's help, Gurdurr and Boldore can really be run enders at this point.
  29. - With that warning with the Subway Bosses? Double that for Elesa and her gym. She's a horrifying wake up call at this point and will seriously kick your ass to the ground if you don't happen to have a ground type. Sandslash, Trapinch, and Sandile can make this complete and utter easy mode if you're careful.
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  31. Driftveil: (Suggested levels: 35-38)
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  33. - Routes 5 and 16 are relatively the same in terms of mons; Liepard is frail as all hell, Trubbish can be relatively okay, Minccino isn't exactly too good unless you're going for the one in the Hidden Grotto (which is pretty damn swanky at this point), and Gothita is utterly inferior to Solosis (though Solosis can be hell to raise in the beginning). If you don't have a Sigilyph though, either can be a damn fine substitute.
  34. - Lostlorn Forest is a great place with an amazing variety in mons. Heracross/Pinsir (Heracross is a DAMN good bug and fighting type, and definitely would earn his place on a team--Pinsir isn't too bad, but is not necessarily as good as Heracross) Roselia/Roserade (Did that whole amazing special attacker thing way before Lilligant, and definitely surpassed her in that regard), Combee/Vespiquen (Wouldn't bother with it unless it's ♀ or you managed to get a Vespiquen; otherwise a decent Bug/Flying type), Cottonee|Whimsicott/Petilil|Lilligant, Swadloon/Leavanny, Venipede/Whirlipede, Emolga (Surprisingly? A pretty useful Pikaclone) **Same circumstances as Audino from this point onward**, and Pansage/Pansear/Panpour (pretty much all the same except for their types--Panpour is the best of them due to being a water type, but any of them can be a decent crutch til you get something better).
  35. - Charles...well, depending on the version, he can be relatively easy to utter hell. It all depends on your knowledge of Triple and Rotation battles, and how quick you can take Sigilyph out and force Archen into Defeatist if not outright defeating it. Tirtouga, unless you're swimming in fire or ground types, is a relative non-issue.
  36. - Ah, Driftveil Bridge. Bridge of one assured Ducklett. If you don't have an HM Slave at this point? This is your best bet at getting one, so I would be very careful with it. Duckletts tend to be way too frail to use, but if you manage to get it up to speed then you've got a decent mon too. So, it's not a huge loss!
  37. - Driftveil itself doesn't have much to offer unless you're waiting until after the gym to surf and get mons, but the one it does offer is really good. N's Zorua will be a boon to just about anyone's team if you're in dire need of a special attacker. Otherwise, you've got Frillish/Jellicent (which can be good, don't get me wrong! They're good walls, and can be just as good special attackers), and if you're really lucky, Alomomola. (Very defensive--takes physical hits like a boss, though it might not be able to take many special hits. Can be your resident water Blissey if you're careful).
  38. - Clay himself is...well. He's like Cheren in the regard that he can be easy or a complete nightmare if you aren't prepared for Excadrill or don't have any way to deal with the lowering of Speed via Bulldoze. In particular, if Excadrill manages to get off some Hone Claws, it will start ripping into your team like paper. Really, just take some extreme caution and don't get overconfident unless you're swimming in the levels.
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  40. World Tournament: (Suggested levels: You're okay as is)
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  42. - ...Really, this is gonna be easy mode. You have nothing to worry about here.
  43. - The Relic Passage itself has two entrances, with two different level fields of mons--if you consider it Kosher, feel free to count them as two areas. Rattata/Raticate (covered slightly in Castelia), Roggenrola/Boldore (good defensive mons, but really just your typical rock type), Woobat (decent enough, but still not necessarily the best), Onix (pretty good defensive snakes), and Timburr/Gurdurr (Probably the best damn thing in this cave, won't lie.)
  44. - Also, have plenty of Repels on hand. Remember that passage that you couldn't really do anything with in the Sewers? Stay on a path--I'd suggest getting a map out for this because I kinda suck with this whole 'directions' thing (my only suggestion is that if you find ledges, you've gone too far), but if you get to a recognizable place from BW? You're going in the right direction. Keep those repels up until you get to a room where you probably remember getting Volcarona. It's baaaaaaaaaaack. Have plenty of Ultra Balls on hand and GET this thing--Volcarona is just one gigantic boon at this point.
  45. - Otherwise, you can also get Sandslash (which isn't necessarily gonna be any more useful at this point) Baltoy (a pretty good defensive mon with decent offenses--I'd suggest this if you aren't going for Volcarona.), Sandile and Krokorok, and Yamask (completely annoying defensive wall, but really damn hard to raise--if you're willing to go the distance with it, I'd definitely suggest it).
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  47. Mistralton: (Suggested Levels: 39-43)
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  49. - Route 6 is gonna be a pretty decent Route--you can get Swadloon/Leavanny, Deerling (pretty decent physical attackers, but horrifyingly frail with a shitload of weaknesses) Tranquill/Unfezant, Marill/Azumarill, Karrablast (okay physical attacker, would recommend trading asap), Foongus (pretty decent, excellent sleep inducer), and Shelmet (okay special attacker, same as Karrablast), Dunsparce (...useful movepool, useless mon), and Castform (not exactly great, but an okay gimmick mon I suppose?).
  50. - Chargestone Cave is your last chance to get a Skyla killer if you haven't already. Nosepass (it's a good defensive wall, and it'll instantly evolve into Probopass in the cave so you can get a head start with it), Boldore, Joltik (Cute as hell, pretty horrifying if you can be careful with it and get it to evolve; it is gonna be a damn good facepuncher in time), Ferroseed (amazingly defensive, with good attack to hurt things--you can't go wrong with one of these) Klink (Pretty decent? Never really used one, but they're decently fast and decently good attacking wise), Drilbur (Damn good ground type--it got banned to the Uber tier FOR A REASON) or if luck REALLY shines on you, Tynamo (a bitch to raise in the beginning, but so. So worth it when it finally evolves into Eelektross.).
  51. - Skyla is seriously gonna be easy at this point unless you aren't careful. Swoobat's frail but fast, and probably the biggest worry with Acrobatics. Once you get past that? You're onto smoooooooth sailing.
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  53. Lentimas/Undella/Village Bridge/Opelucid: (Suggested levels: 43-50)
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  55. - Will get to this soon.
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  57. Victory Road: (Suggested levels: 58-64)
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  59. - If you think I'm joking with these levels, I seriously am not. The people here have massive variety in Pokemon that CAN tear into any team that's not prepared to deal with them. Over level them like hell.
  60. - A portion of the Pokemon seen here are relatively old news.
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  62. Team Plasma:
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  64. - The grunt's main types are Poison and Dark; be prepared to face either of those types at all times.
  65. - Rood can be a bit of an issue if you aren't prepared, but if you're overleveled from Nimbasa? You won't have too much of an issue outside of maybe Swoobat.
  66. - Zincolin or whatever he's called isn't too much of a problem until he gets a Weavile. A simple fighting (or any physical attack in the case of Cryogonal) move will utterly decimate his team. gg. oDo
  67. - Colress isn't too tough in the first round--he mostly uses steel types, so if you've got something to kill him with fire, fighting, or ground then you're golden. It's his second round that he's pretty much able to be a run ender at this point if you aren't prepared.
  68. - Ghetsis...is really downleveled from his status at That One Boss in the previous games. He's still a monster to the unprepared though, and if Black or White Kyurem don't tear holes into you? He most certainly will try to. Cofagrigus is still his lead, and it's still annoying as ever.
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  70. Elite Four:
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