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- Pokemon XD: Gale of Darkness
- Orre Colosseum Guide, Ver. 1.6 by Reptobismol
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- Iiiiiiiiiiiiiiit's SNORLAX! Welcome!
- OOOOOOOOOOOOOO Table of Contents OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- [1] Introduction
- [2] Version History
- [3] Before you begin...
- [3.1] Rules and Regulations
- [3.2] Team Preparation
- [3.3] XD Monsters Only: Making use of what's available to you
- [3.4] Basic Strategies
- [4] Lovrina Round
- [4.1] Battle 1
- [4.2] Battle 2
- [4.3] Semifinal
- [4.4] Final
- [5] Snattle Round
- [5.1] Battle 1
- [5.2] Battle 2
- [5.3] Semifinal
- [5.4] Final
- [6] Gorigan Round
- [6.1] Battle 1
- [6.2] Battle 2
- [6.3] Semifinal
- [6.4] Final
- [7] Chobin & Robo Groudon Round
- [7.1] Battle 1
- [7.2] Battle 2
- [7.3] Semifinal
- [7.4] Final
- [8] Gonzap Round
- [8.1] Battle 1
- [8.2] Battle 2
- [8.3] Semifinal
- [8.4] Final
- [Intermission]
- [9] Ardos Round
- [9.1] Battle 1
- [9.2] Battle 2
- [9.3] Semifinal
- [9.4] Final
- [10] Eldes Round
- [10.1] Battle 1
- [10.2] Battle 2
- [10.3] Semifinal
- [10.4] Final
- [11] Coupons, TM Rewards & Prestigious(HAH) Titles
- [12] What Now?
- [13] Credits & Special Thanks
- [14] Contact Info & Legal Stuff
- OOOOOOOOOOOOOO[1] Introduction OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- So, you've beaten the old man, restored peace in Orre (for a limited time
- of course!), and it appears there's no one left in the region in need of a
- good ass beating... ..until Eagun starts annoying you with emails again, that
- is. Why do you give these people your address anyway? Upon leaving your
- HQ, you'll find Eagun by the steps, who wishes to have a quick chat, but not
- before piling his rodents onto you. Exterminate them, and you'll learn that
- he's opened up a Colosseum in the far reaches of Orre, and he'd like you to
- participate in the battles there. Purifications and Mt. Battle aside, you have
- nothing better to do, so why not?
- You've noticed that Pokemon XD lacks a separate Colosseum mode in favor
- of a larger, much less crappier RPG, and this is the substitute. The teams are
- all assembled with fully-evolved Pokemon spanning all three generations of GBA
- games, with held items and movesets that are actually useful. Also unlike Mt.
- Battle, Pyrite, and Realgam, the trainers in this Colosseum are programmed
- with some competent A.I.; the battles won't be cakewalks compared to the rest
- of the game (sorry, there'll be no Wailmer or Seedot thrashing here, or
- Blazikens with Sand Attack). Whether you're great at this game or not, you're
- in for a pretty good challenge.
- This guide is to provide you with some assistance, or at the very least
- let you know what you'll be going up against, in order to make changes to your
- team accordingly. I've listed the Pokemon and their exact movesets and held
- items for each trainer, as well as their genders and abilities, and the
- strategy each one will try to employ. I'll also give a few bits of general
- advice for handling each one, and share a few of my own experiences where I
- deem it possibly helpful. Barring gross amounts of misfortune (i.e.: AI
- cheapness) or simply disadvantaged teamups, this guide will enable you to
- crush the opposition without too much trouble. AND earn you some pretty lame
- titles! Woo!
- OOOOOOOOOOOOOO[2] Version History OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- - Ver. 1.0:
- Compiled everything; trainers, their wretched little monsters, advice,
- you name it. Initial guide complete. Probably not going to add sections
- for Pyrite or Realgam, because they're too damn easy to require aid.
- - Ver. 1.1:
- Fixed some *GASP!!1* errors in punctuation that my beautiful eyes
- somehow missed the first time around, and added Neoseeker to the
- authorized websites list. Also fixed an ugly contradiction I seemed to
- have made in one of the strats. Got rid of the remark pertaining to Mr.
- Mime's gender, as I am aware that it merely clashes with English
- translation, but it was bringing forth a lot of messages explaining it
- to me. Better to just get rid of it.
- - Ver. 1.2:
- Listed traits for Marowak and Alakazam, whom I had passed over in the
- credits section. Tiny edit.
- - Ver. 1.3:
- Added GamerHelp to authorized websites list.
- - Ver. 1.4:
- Reworded a couple strategies that weren't worded as well as I would
- have liked. ...word.
- - Ver. 1.5:
- Finally! I've played my way through a second time, and beat each round
- of Orre all over again to get the letters you recieve from Eagun. Also
- updated the titles themselves, as serebii still used the Jap version.
- A lot of changing done to the 11th section.
- - Ver. 1.6:
- Fixed some little grammatical errors I managed to miss. Funny, I
- didn't think I'd be updating this anymore; just happened to be
- skimming over it after someone emailed me. A few other little touch-ups
- here and there.
- - Ver. 2.0 (9/12/06):
- Made an enormous edit, revamping if not overhauling many strategies,
- and included a section on using monsters exclusively within XD.
- OOOOOOOOOOOOOO[3] Before you begin...OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- A bunch of things worth mentioning before diving into this thing, as Orre
- is vastly different from anything else you'll face in XD, and you'll want to
- prepare/adjust yourself accordingly. Starting with the biggest change:
- [3.1] Rules and Regulations
- Things are much more strict than in other colosseums. Rules you must abide by:
- - Ubers, by which I mean Mewtwo, Mew, Lugia, Ho-oh, Celebi, Kyogre,
- Groudon, Rayquaza, Jirachi, and Deoxys are not allowed to enter. So much
- for Lugia being able to shine here. The Legendary Birds, Dogs, Regis,
- and Latios & Latias ARE permitted, however. Go crazy with 'em. Your
- opponents will.
- - Soul Dew has been banned. Hah! So much for cheap sweeping!
- - Two of the same hold item are not allowed. Which one NEEDS Leftovers..?
- - Likewise, two of the same Pokemon aren't allowed, either.
- - All opposing Pokemon will be at level 60, or the same level as your
- highest-leveled Pokemon.
- - Each round consists of four battles. All of them are double battles,
- and like the preceding games, you'll be prompted before each battle
- to choose which ones you plan to use, as well as a view of the
- opponent's roster.
- [3.2] Team Preparation
- Chances are, the Pokemon you caught throughout XD aren't ideally what
- you'd have on a serious team, whether they weren't EV trained, their IVs or
- especially their natures suck, poor movesets, or you just don't like the
- selection to begin with. Either way, I highly recommend bringing
- in a team of 6 that you devoted a lot of time to from your GBA games. That
- way you can have their moves and natures exactly as you want them, not
- to mention a much more efficient means of EV training. If you plan on using
- only Pokemon you caught while playing the game... ..you'd better know what
- you're doing, and I hope for your sake their EVs are damn near perfectly
- distributed, because your opponents' will be. I'll discuss this in the next
- section, though, for those that want to take Orre on using only what's
- available to them.
- I realise that there are some people still totally unfamiliar with EVs,
- but I won't be devoting any time to explaining it. There's an excellent guide
- regarding EVs in the Pokemon Ruby section of GameFAQs that I know of (though
- it takes some patience to really understand it) and plenty of knowledgeable
- posters on the boards that can help you if you need it.
- Spend a lot of time either on Mt. Battle or Emerald's Battle Frontier
- until you've won enough coupons/BP to buy any hold item you need, and get
- anything else you need completed out of the way. It's a good idea to have
- more than 6 mons traded over, as your opposition is pretty diverse, and one
- lineup might not be able to handle every situation. Use your best judgment.
- Or, you can be like me and scrape along to the finals, lose, then learn where
- you went wrong and totally ream them all the second time. =P
- [3.3] XD Monsters Only: Making use of what's available to you
- Whether you don't have a GBA cart or link cable needed to import mons
- you've actually bothered to EV train and raise properly, or just want much
- more challenge out of this thing, it's very possible to make competent teams
- using only the Pokemon found within the game. The selection isn't too bad,
- though you're definitely going to miss having a few of them around. I've split
- them up into categories based on their first type, and given my own opinions
- of what I think has potential to be useful and recommendations on particular
- moves they should utilize.
- Keep in mind, however, that having any hope whatsoever of trumping Orre
- means raising these guys to their full potential, paying special attention to
- their EV growth, and most of all, repeatedly purifying and resetting the game
- until you get the exact nature you want, and beneficial IVs. It's ridiculously
- time consuming and frustrating. And then there's leveling them up. On top of
- that, most TMs are in very limited supply, so you'll likely have to think
- carefully over everyone and use the TMs up only when you've decided you have
- the six you truly want to use. Certain monsters have the luxury of being so
- simple and limited in either movepool or overall use, though, so having a
- third and fourth moveslot devoted to Refresh and Tail Whip or whatever will
- be irrelevant if they only use one of two attacks much of the time.
- Choice Banders are a good example.
- To find the type you're looking for more quickly, if you aren't looking
- to skim the entire section, use CTRL + F and enter the type followed by the
- actual word 'Type'. For example, to skip to ice Pokemon, enter 'Ice Type' into
- the window. Easy stuff.
- Normal Type:
- - Togetic: If you didn't give the scientist back his purified Togepi and
- took the time to train and evolve it, it makes a very good Follow Me
- user. Thunder Wave, Wish, Safeguard, Seismic Toss, or even moves
- that abuse Serenegrace make decent fillers. Max HP and put the rest
- into Def and SpDef. I'd go SpDef enhancing nature.
- - Dodrio: Excellent Choice Bander. Return unfortunately is won by beating
- Snattle Round, but there are a host of other obtainable and strong
- normal-type attacks that Dodrio can use until then. The only issue is
- its speed, which while fast is not always fast enough to trump the guys
- you'll want to eliminate ASAP. Adamant nature recommended.
- - Kangaskhan: Not too terrible, actually, and she obtains Earthquake via
- purification. She also learns Endure and Reversal, which while not the
- best in her hands is still strong as hell. I recommend Endure and Salac
- or Leichi Berry for this lady, depending on what you ultimately do with
- her. Body Slam and Shadow Ball are also good. Early Bird can't really
- be utilized as Rest is obtainable only through the colosseum. Adamant
- or Jolly nature.
- - Blissey: Amazing if used effectively. Walls like no other. If you
- hopefully haven't already used up Thunder Wave and Seismic Toss via the
- Move Tutor already, she's the one to teach them. Since Counter isn't
- available without a trip to Emerald, I'd go Ice Beam for the 4th, or
- even stick with Thunderbolt that'll already be on her. Just make sure
- that she's paired with someone that can keep the brutal physical moves
- off, and she'll last. Definitely go Bold nature and max the Def stat as
- well. Rest into HP and SDef; I'd use Seismic Toss more than Ice Beam to
- attack, anyway.
- - Swellow: Another CBer, and with a movepool just as limited as Dodrio's.
- However Swellow has the benefit of Guts, and if you have someone that
- can trigger it, by all means abuse it. Facade is devastating with both
- CB and Guts activated, and Swellow has the benefit of an insane speed,
- trumping that of Raikou and many other annoying little bastards. You
- won't meet Jolteon or Aerodactyl much, either. Definitely Jolly Nature.
- - Snorlax: Best normal type period. One of the most annoyingly difficult
- to KO, and double battles don't really change that. If I had to choose
- one Normal type to use, it's this guy. Curselax, while available, is
- out of the question; double battles are not the place to take your time
- Cursing and Resting away the damage. Instead, give him Selfdestruct and
- three other attacks of your choice, depending on what TMs you're
- willing to expend. Body Slam or Return is a must. For held item, go
- Lefties or Quick Claw, Claw if someone else needs Lefties more. Snorlax
- can both stick it out to the end, or blow up right away and take down
- both opponents. He's a winner either way. Adamant nature and lotsa Att,
- with the rest in HP, Def and SDef. Best when partnered with a sweeper.
- - Tauros: Yet another great CBer, and I recommend this one over both
- Dodrio and Swellow due to Intimidate, a slightly better movepool, and
- defenses that can at least take a hit. No damn ice or electric weakness
- either. This guy NEEDS Return if you plan to use him; don't give it to
- anyone else. Gains Earthquake on purification which is pretty sexy, and
- you can give him Iron Tail and Hyper Beam as well, since no one else
- will be using them. Then again, you'll almost never be using them,
- either. Lead with this guy whenever possible and let 'im loose. Jolly
- nature as well as max speed is a must, which will allow him to outrun
- most other base 110 speedsters, as they tend to neglect the stat.
- Like Snorlax this guy lasts a lot longer with a special sweeper around
- to take care of things it can't, or more importantly to score the 2HKO
- on things his beefed Returns fall short on.
- Bug Type:
- - Ledian: Why didn't they ban Ledian?! IF YOU NEED TO USE LEDIAN TO WIN
- YOU ARE A DOUCHE
- - Ariados: See above
- - Forretress: This guy really has no place here, with nothing that needs
- rapid spinning and no way to make full use of Spikes. If you really
- like the world's hardest walnut however, it still has Counter, can
- learn Earthquake (though I'd have to wonder why you're wasting it on
- this guy) and can explode. Don't count on it getting to use the move
- if an enemy specialist is afoot. If the team you're facing has nothing
- it can really do to Forry, however, Reflect or Light Screen makes a
- great team-assist move. Preferably Light Screen. Impish nature, max
- HP, and put whatever doesn't go into defense into attack.
- - Parasect: Spore + filler + filler + filler = win
- However, for my personal opinion of Parasect, see Ledian.
- - Beedrill: Damn, they really went all out. There might be a battle in
- Lovrina round where this guy doesn't get his ass handed to him on the
- first turn.
- - Pinsir: Brought along with someone packing Fake Out, you might be able
- to wreak some havoc after safely pulling off a Swords Dance. Earthquake
- and Brick Break are all right, or Focus Punch if you're feeling bold.
- You might as well buy a Hidden Power and see if it's anything worth
- using on it, as well. Pinsir is cool, but he's not going to earn his
- spot in the sunlight until D/P when they finally do him justice.
- If he could get Endure and use a stat berry without needing to be
- traded he'd a lot better here, I think. Jolly nature I suppose, and
- a ton of attack. It can get the jump on more than a few things, and
- Fake Out or the proper ally will really prolong its life. Can't say
- I genuinely recommend it though.
- - Scyther/Scizor: Yet another one that won't be genuinely good until the
- release of D/P. On top of that, any moves these guys can actually get
- that are worth using are, whaddya know, unobtainable through XD alone.
- Don't bother with them unless you're importing, in which case you
- probably aren't reading this section anyway.
- Grass Type:
- - Shiftry: If you can bring yourself to raise a Seedot until it learns
- Explosion, then evolve it and put Fake Out onto Nuzleaf via the Move
- Relearner, then Shiftry can serve a nice purpose. For the remaining
- two moves, I say forsake SpAtt and just go Shadow Ball and some other
- filler. If you go with a speed enhancing nature, or even without,
- Shiftry can still be a quick little plant. Either way, pimp out the
- attack and speed stats for best results.
- - Breloom: Can kick a lot of ass if used properly, and is VERY effective
- coupled with a Follow Me user. Spore and Focus Punch are a must, and I
- recommend using Move Tutor's Substitute on it. The last move is up to
- you; if you can some how get HP Rock onto it, score. Otherwise all you
- need to concern yourself with is punching and not getting hit. Max the
- attack and consider an attack upping nature, as its main damaging move
- renders speed useless. HP requires a lot of attention as well.
- - Victreebel: Requires too much team support and diversion to really make
- use of this guy, and on top of that its available movelist is not too
- impressive. Sleep Power is a must and I'd go with a physical attacking
- set, though there's not much in the way of that. Sludge Bomb is there,
- and aside from that Body Slam and perhaps Hidden Power if you get lucky
- with the typing and power. I note that with a Jolly nature and maxed
- speed it can outrun a handful of monsters that aren't boasting similar
- natures. Still, this guy isn't recommended.
- - Exeggutor: While it requires largely the same amount of care that
- Victreebel does, it's actually capable of dishing out a lot of pain.
- I'd actually recommend Sunny Day if your team members can help
- guarantee its usage and benefit from it, and on top of that there's
- Psychic and Solarbeam, absolutely deadly when used by this guy. If you
- haven't bothered or don't plan on using a Snorlax, you'd benefit from
- teaching it Selfdestruct via Move Tutor, but I'd check out what its
- Hidden Power type is, first. If you do go Sunny Day, then enough speed
- to hit 198 is recommended, and a +SpAtt nature with plenty of EVs put
- into the stat. Exeggutor can be used to some degree of effectiveness
- alongside a Moltres.
- Rock Type:
- - Lunatone: While it's far from the best, if you want to use one of these
- here, it can make do with a Baton Pass set. I'd go with Calm Mind as
- the boosts to pass on, and Psychic and Ice Beam as its other attacks.
- I wouldn't use this set period without Fake Out, Follow Me or some
- other form of team support. Definitely Timid nature and plenty speed to
- have any hope of outrunning mean things that can easily OHKO you.
- - Solrock: I was ready to skip this guy when I realised that amusingly it
- can make a somewhat effective CB exploder. Other than that, in XD at
- least it can't do much else. It also learns Earthquake and Rock Slide,
- but I wouldn't want to use the precious TM on this guy. Still, for
- suicide purposes, Solrock gets the job done. Like Lunatone, I'd go with
- a speed nature, in this case Jolly. Max the stat out along with attack.
- I would stop using this guy after the third round, since you'll be
- fighting too many things that can off it in one shot. And for that
- reason, I'd consider avoiding it entirely.
- - Rhydon: Now HERE'S a rock monster you can write home about! What's not
- to praise about this guy? His abysmal speed and special defense? Pfft,
- who needs them when you've got bountiful HP, awesome attack, and Def
- that shrugs off those unSTABed Earthquakes that'll be coming your way?
- Earthquake, Megahorn and Rock Blast are good bets. Protect is very
- handy as a fourth move, and on particular teams, Focus Punch or
- Substitute. Leftovers is a great hold item but will likely belong to
- someone else, so Quick Claw is the way to go. Lightningrod is the
- preferred ability, but I'd keep the first one that has IVs that don't
- suck. Adamant nature, with enough attack to meet or break 350 at least,
- and the rest into HP and Defense. Don't worry about that awful SpDef
- as it'll be OHKOed by supereffective hits anyway, and those that don't
- will be 2HKOs whether it deals 60% or 80%. Rhydon is a guaranteed
- winner that'll see you through every round.
- - Tyranitar: Here's another one worth going out of your way for. With
- stats just as impressive as Rhydon's and an even better movepool,
- Tyranitar can be used effectively in a large number of battles. I'd
- actually recommend a mixed set of both special and physical attacks,
- among them Crunch, Earthquake, Focus Punch, Thunderbolt, Ice Beam, and
- even Rock Slide in some cases. While Sand Stream is annoying, the other
- team is suffering just the same, and it makes a great way to finish off
- those pesky enemies that escaped fainting with a sliver of health. Not
- anymore. Tyranitar is extremely durable with a Light Screen or Reflect
- in play, so I highly recommend pairing it with someone that'll use it,
- or even have one up before bringing it out. Even then it isn't crucial,
- however. Quiet nature if you plan on using a mixed set, which you
- should if you're going solely XD obtainable, and EVs in the vicinity
- of 188 for the stat. Max out HP, and put the rest into the stat of your
- choice. By the way, this is the guy to give Leftovers, as opposed to
- using it on someone just for the hell of it. I'd also consider
- Substitute as a fourth move, as it has some applicable situations where
- it's incredibly useful.
- Ground Type:
- - Claydol: If nothing else, give it Light Screen or Reflect. It's the one
- reason I would bring a Claydol, and it does that very well; I'd go with
- Light Screen personally, as it benefits itself far more, and for some
- reason special attacks just seem to be... meaner. Aside from that, you
- can do a lot with Claydol, and it can learn a host of good moves that
- it can effectively clean up with. Psychic and Ice Beam most notably,
- and Earthquake if you've got the TM to spare. Explosion is also very
- useful. Consider Claydol if you've already got 5 asskicking monsters
- ready to go and are looking for a team player to help round them out.
- - Dugtrio: Hellooooooo Choice Band. Dugtrio cleans up extremely well and
- brings a swift end to anything weak to Earthquake right from the start.
- Moves like Aerial Ace generally suck for their incredibly mediocre
- strength, but are just right for Duggy. Sludge Bomb requires some Orre
- stomping to earn, but also works well on it. Give Hidden Power a shot
- and see what that brings, too. In all, Dugtrio is great to have around
- either as a lead or backup to finish the job. As for nature, this time
- around I'd go Adamant instead of Jolly; you generally don't need the
- extra boost unless you're afraid of Sceptile or something. Max both
- attack and speed.
- - Marowak: A force to be reckoned with. With a Thick Club, this fella is
- just lethal. It doesn't even need attack EVs to deliver some really
- painful Earthquakes. That said, you can prolong this guy's lifespan
- considerably with plenty of EVs in defense, special defense and HP.
- For a beneficial nature, go attack (without EVs) or special defense.
- Moveset depends a little on trait, in that Double-Edge is nice to have
- so long as you're Rock Head. With Lightningrod, just stick with your
- purification moves and perhaps consider Return, once it becomes
- available. Focus Punch is also an excellent move with team support and
- substitute.
- - Flygon: While its movepool is teetering on horrible, Flygon does have
- something on Duggy in that its Earthquake is much better, and with
- Jolly nature and max EVs, its speed isn't much less than an unboosted
- Trio. And that speed is all you really need to kick some ass with this
- guy. Earthquake is a great move in itself, and with STAB and coming
- from this quick little dragonfly with its base 100 attack, it'll take
- down more than you think. There really isn't much else you can give
- Flygon via XD, but you're not bringing him into battle unless you'll
- be using this move repeatedly. In the end I'd take Tauros over Flygon,
- STABed EQ and same attack stat or not, but in the battles where he can
- shine, Flygon won't disappoint.
- Fire Type:
- - Ninetales: Surprisingly useful. Train Vulpix for a little bit, and let
- it learn Safeguard, invaluable in the first round, and Grudge, which
- can come through for you in a pinch. Particularly against bastards that
- pack Earthquake. For damage I recommend Fire Blast or Overheat, and as
- a final move, Will-O-Wisp. You could also try Hidden Power and see what
- that yields. Only one choice for actual attacking, but Ninetales really
- can't get much else. On top of that you'll be using its other moves
- just as much if not more, for the battles you'd be bringing the fox.
- For a filler Pokemon, Ninetales isn't too terrible. Oh, and I'd go with
- max speed and Modest nature, to get the most out of its fire move.
- - Arcanine: Not really recommended, though it has a pretty great trait.
- Its movepool is even more butchered with no Crunch, so if you really
- want to use this doggy, you'll basically have to go the Ninetales route
- and give it anything remotely usable. Extremespeed, Bite, Overheat,
- even Aerial Ace. Meh. One thing I note is that it can get Helping Hand,
- though, which can be devastating alongside a sweeper. And if nothing
- else it brings a fitting end to the evil Metagross.
- - Magmar: It actually learns some stuff, and purification is good to it.
- If you want a crapshoot little fire type that has some stuff up its
- sleeve, I present to you, Magmar. Follow Me is almost guaranteed to
- get it OHKOed, even though such fate was going to come to it anyway.
- Still, it's good for a last ditch effort to preserve someone else, and
- it has one of the sexiest abilities to go along with it. Fire Blast and
- Thunderpunch are pretty handy moves in general, and you can use Psychic
- or Confuse Ray to round it out. While it's incredibly frail, it IS
- quick and it has the special attack to kill things. I'd take it over
- the previous two.
- - Magcargo: In my fantasy world where chocolate is healthy and unsafe sex
- never results in STDs or pregnancy, Magcargo is an unstoppable force.
- I know what you're thinking; you want it to be true, too, but you'll
- wake up tomorrow and Magcargo will still be horrible.
- - Moltres: And here to steal attention away from Magmar is the borderline
- almighty Moltres. XD gives it some cool moves that can serve some great
- purpose in one battle or another, and on top of that its special attack
- is excellent. It also learns Safeguard, which effectively kicks
- Ninetales away. Will-O-Wisp, Extrasensory, Fire Blast/Overheat and
- Safeguard/Sunny Day is effective. Extrasensory is largely decoration,
- but is a reliable way to finish something off. Or you can bring it to
- Ardos Round 3 and OHKO Qwilfish. =P Timid nature preferably and put a
- great deal into SpAtt. Leftovers into HP. Considering Moltres is part
- of the borderline tier, it won't have much trouble surviving to take
- down a few enemies.
- Water Type:
- - Vaporeon: Great stuff. Ice Beam and Hydro Pump are all you really need
- to kick ass, and on top of that Vappy has the appropriate stats for
- surviving all manners of shit. For the remaining two moves, you have
- Bite, Acid Armor and Baton Pass, Helping Hand and Protect. The enemy
- Vaporeon uses Quick Attack for some reason, but you won't be finding
- too many uses for that. I'd go with Bite and Helping Hand/Protect.
- Modest nature with a lot of SpAtt, and the rest in defense and special
- defense. HP should be all right on it own. Definitely give Vaporeon
- Leftovers if you haven't decided someone else needs it moreso.
- - Dewgong: It's got a helpful trait, and can learn Helping Hand and
- Sheer Cold, so I'm giving it a passing thought. Its defenses are
- decent, too. With the number of ice weaknesses about it can possibly
- bring a few down with Ice Beam, as well. It's too bad they didn't
- give it Fake Out via purification, or it'd be somewhat more desirable.
- - Sharpedo: Frail as all hell. Neat trait. Crunch and Ice Beam to call
- on, as well as Earthquake and Double-Edge, from respectable attack
- stats. Potentially able to kill stuff with enough speed and offense.
- Seemingly OHKOed by anything with a base power. There's my passing
- thought.
- - Starmie: Here's the water you're most likely to use, if any. Not only
- does it have the stats in the right places, but purification almost
- entirely sets it up for you! No Hydro Pump, but Waterfall is better
- than nothing. Slap Thunderbolt on it and you're ready to go. Timid
- nature with max speed and attack. As for hold item, it doesn't need
- or want Leftovers, so go Scope Lens or an item like Lax Incense.
- - Lapras: Also highly recommended. Very resilient and excellent movepool.
- Ice Beam and Thunderbolt are generally musts, and I'd also go with
- Hydro Pump. As for the last move, I've done well and gotten a lot of
- usage out of Protect, but if your team setup doesn't call for it much
- there's also Sheer Cold, never reliable but always fun and sometimes
- a lifesaver. Go with a special defense boosting nature and spread all
- EVs amongst that, defense and SpAtt, which I would max; HP takes care
- of itself. Another very deserving candidate for Leftovers.
- Ice Type:
- - Walrein: Not having a halfway decent water move is a bit disappointing,
- but Walrein still kicks ass. Awesome trait, tons of HP, great special
- attack, and good defenses make it worth the trouble of raising one.
- I suggest Ice Beam and Sheer Cold, along with Encore for various
- situations and Protect to round things out. There's also Body Slam as a
- filler, but you'll primarily be Ice Beaming anything to death and using
- Sheer Cold otherwise. While Leftovers is a good choice for held item,
- Quick Claw also works well. Max HP and SpAtt with Modest nature.
- - Articuno: A very resilient birdie, however lacking in the movepool
- department. Then again, a lot of these guys are. You're not going to
- be doing much of anything about your weaknesses, and Water Pulse is not
- going to cut it. On that note, I'd go with Ice Beam, Extrasensory,
- Mind Reader, and Sheer Cold. Max HP, special defense boosting nature
- with a few EVs to buff it, and the rest in defense and special attack.
- Considering rock moves suck something fierce and fire types in general
- are uncommon in addition to sucking something fierce, Articuno need
- worry only about electricity. Come to think of it, rock attacks are
- quite rare throughout Orre, too. Just as good, because two chunks of
- Rock Blast are all it takes to put Articuno out of its misery.
- Electric Type:
- - Jolteon: Not a bad choice for your Eeveelution. You can use a simple
- set of Helping Hand, Thunderbolt, Bite and Protect to a degree of
- effectiveness, or try your hand at Hidden Power. Being that these are
- double battles you shouldn't try to BP Agility unless you're Ninjask.
- Modest nature and max special attack and speed, which is already
- deliciously high. If you don't want Zapdos but must have an electric,
- Jolteon is your man. Well, %87.5 possibility of being your man. =P
- - Ampharos: Considerably underrated, and actually ended up tearing
- through several battles in Orre for me. Its defenses and speed defy
- the electric stereotype, the former only benefiting it. You'll find
- that Amphy is pretty difficult to OHKO without Earthquake and even
- then it takes some real muscle to back it; its Thunderbolt is also
- particularly devastating. While my own took a trip to Emerald for
- Fire Punch, I rarely used it. Instead, you can get by with Thunderbolt
- and Thunder Wave, and Focus Punch is actually a somewhat decent filler.
- Unfortunately there's no Counter, but I'd be using Protect in this
- case, anyway. All you need to do is give Amphy something to jolt, and
- look on with satisfaction as it cripples it. Modest nature for this'un.
- - Electrode: CB Explosion. Actually worth using for this very reason.
- Trodelect is basically guaranteed to go first, too. Bonus! Whatever
- other three moves it knows are completely irrelevant as far as I'm
- concerned, because the only reason you'd bring and lead with this guy
- is to blow up and kill things, and grin evilly at them while doing so.
- Thunderbolt, Mirror Coat and Light Screen are cute but unfortunately
- they defeat the purpose of having a Choice Band. Adamant nature with
- maxed speed, of course. I'd actually recommend using this smilin'
- sphere if you're doing an XD only Orre challenge, because you're
- already disadvantaged enough as it is and might as well utilize one
- of the dirtiest and easiest tactics there are in double battles.
- - Electabuzz: Nothing terribly special about it, though it does have a
- decent movepool of versatile attacks, that being Thunderbolt and the
- elemental punches. You have no reason to arm it with anything else.
- Max speed and special attack, and a little prayer that physical hitters
- don't notice it would help. By the way, if you want this set, it means
- returning the purified Togepi and foregoing Tri Attack in exchange for
- an Elekid with the retarded but lovable moniker Zaprong.
- - Manectric: ARF ARF ARF ARF ARF GRRRRRRRROOOOOOOOOOOOOOOOOWWWWWWWWWRRRRR
- - Zapdos: Probably the one you're most likely to go with, and it's easy
- to see why. Zappy arguably fared the best out of all the birds, what
- with Metal Sound and all; unfortunately it won't do you a whole lot of
- good here. Instead, Thunderbolt and Extrasensory are keepers, and Drill
- Peck is an okay filler to be used to dispatch the couple of Shedinjas
- you'll face, or to finish off a Ludicolo/Sceptile/whatever. Throw on
- Protect or Light Screen for some very effective protection, and you've
- got yourself a winner. Zapdos can Baton Pass Agility or use Thunder
- along with Rain Dance, but those tactics won't have any place in Orre
- without teams specially made for them. Much like Moltres, if for
- whatever reason you ran out of Thunderbolt or just want to humiliate
- it, Extrasensory brings a swift and immediate end to Qwilfish. LOL
- KWILFESH U SUXX0R
- Fighting Type:
- - Hariyama: While Helping Hand is badly missed, it has what you really
- want, that being Fake Out. Along with Protect and two attacks, likely
- Brick Break and whatever else you can afford to spend on it, Hariyama
- can be led with every battle along with someone that needs a free turn
- to boost itself or simply just survive longer. Adamant nature with
- Thick Fat, both defenses maxed and the rest in attack, and Hariyama
- won't be going anywhere.
- - Hitmonlee: He's an Endrevver. His usefulness goes that far. There's
- Earthquake if you want to spend it on him, but you should use this
- guy only with the intention of Endrevving. No Mach Punch this time;
- Bummer. Hi Jump Kick is there for decoration. Max attack with Adamant
- nature, and max speed. Salac a must. It's too bad Heracross isn't
- obtainable within XD.
- - Hitmonchan: If only you had Iron Fist as your trait earlier...
- Psychic Type:
- - Espeon: Also not a bad choice for an Eeveelution. Calm Mind and Baton
- Pass plus Psychic and Bite/Helping Hand/Hidden Power works well enough.
- Max speed plus Timid nature and the rest in HP and defense if you plan
- on using it mainly to BP Calm Mind; max speed and special attack if you
- just want to asskick. In that case make sure to protect him suitably.
- - Gardevoir: Seems psychics that can Thunderbolt are a bit of a rarity.
- Garde is awesome, however, regardless of that; with defense that isn't
- flirting with awful, with the same going for HP, and excellent SpAtt &
- SpDef to boot. Psychic and Thunderbolt are basically musts, and without
- Ice Punch to call on you can instead use something like Reflect or
- Light Screen. Protect is ideal if you plan on using Quake or Explosion
- on the team as well. There's Calm Mind, but I wouldn't be using it with
- that speed, which for Garde I tend to neglect. Modest nature and either
- a Quick Claw or evasion boosting hold item.
- - Mr. Mime: If nothing else it can also Thunderbolt, and its SpAtt stat
- is decent. It also learns both Reflect and Light Screen, two very
- beneficial moves for you. To top it off, Mime's special defense is also
- very nice. While I wouldn't use it personally over Claydol as a Light
- Screener, it can actually deal halfway decent damage after putting it
- up. You can get Psychic and Thunderbolt in infinite supply, too, so
- it's not like you're making sacrifices for this guy. Mime can be a
- suitable last choice when you think you've already got everything you
- need. If you only want one screen-based move, go with Calm Mind as its
- last.
- - Lugia: For the best explanation of Lugia's talents, bring it to the
- Orre Colosseum entrance and talk to the lady (not the one with the
- beard; the other lady, stupid) while it's in your party. Or more
- specifically, try to begin a tournament.
- Dragon Type:
- - Dragonite: Good 'ol Draggy. IF and only IF you have adequate team
- support, by which I mean Fake Out, then you can pull off a Dragon Dance
- on a regular basis and begin sweeping teams that way. Considering it
- gains DD and Earthquake upon purification, ideally you'd go with that
- sort of set. While it requires a good bit more care, Dragonite can also
- utilize subpunching and boltbeaming effectively. Being one of few real
- obtainable powerhouses in XD, you'd do well to consider training this
- guy. Quiet for subpunching/boltbeam, Jolly for Dragon Dance.
- - Salamence: Whereas Dragonite had at least some other option as opposed
- to just using Dragon Dance, with XD's limitations it's basically all
- Salamence could do. Still, it does a damn good job at it. Earthquake,
- Aerial Ace and Brick Break are your best options here. While you're
- required to spend your TM26 on Sala, unlike Dragonite it brings the
- ever so useful Intimidate into battle. It's also much faster than
- Draggy, the tradeoff being much weaker defenses. You win either way,
- depending on who you ultimately choose. Adamant is your preferred
- nature, and you should buff speed just enough so that one DD will let
- it outrun pretty much everything. The rest of your EVs should go into
- HP.
- Dark Type:
- - Umbreon: The definition of a team player. Takes nothing down by itself
- yet renders its teammates healthy and unstoppable. Umbreon can be
- packed with moves that deal not a flick of damage but merely restore
- its HP while it helps to buff or disable its teammates. Moonlight,
- Screech, Helping Hand, Confuse Ray, Taunt, Snatch with Baton Pass...
- All of them have their uses. I'd at least go with Helping Hand, and
- Moonlight. The rest is your call. If you must have something that
- deals damage, there's Faint Attack or Body Slam. For nature, go with a
- defense enhancement, max HP, and then put the rest in Def and SpDef.
- Lefties, Brightpowder or particularly Lum Berry are good held items.
- - Houndoom: Not too terrible. Unlike Arcanine, it has Crunch and makes
- excellent use of it. Aside from that, Fire Blast and two fillers are
- the way to go; I'd recommend Protect as there'll otherwise be many
- cases where Houndoom only takes his initial turn. For a final move you
- can keep Charm, or Solarbeam if for whatever reason your team is
- utilizing Sunny Day (a la Moltres and Exeggutor.) Actually, I can't
- recall if Solarbeam is a purification move for Exegg, but if it isn't,
- then it isn't an option for Doom anyway. Otherwise don't ever use
- Sunny Day with Houndoom by itself. As for nature, enhance speed or
- SpAtt, preferably speed, and max out both those stats. Unfortunately
- this doggy is just one point short of being able to outrun the psychic
- dragons you'll be eventually facing.
- Ghost Type:
- - Dusclops: And now the one monster to have its own section, Dusclops.
- While being unable to breed deprives it of Pain Split, it still has
- Will-O-Wisp and Helping Hand, and is just extremely effing resilient.
- You can give it Night Shade and Protect or Shadow Ball and Ice Beam or
- some fillers that'll allow it to finish off things that your actual
- powerhouses don't. Protect is encouraged, however, these being double
- battles. Max HP and defense enhancing nature, with remaining EVs split
- between defenses.
- Poison Type:
- - Crobat: Guess Dusclops doesn't get his own section after all. I wasn't
- going to mention Crobat for various reasons, but it can still do some
- things, and I had briefly used one with some success. Basically you
- want either a Choice Band or Scope Lens, and Sludge Bomb, Shadow Ball,
- Aerial Ace and something else; Confuse Ray in the case of Scope Lens.
- Then you go Adamant, max speed and attack, get in there, and hit stuff.
- Crobat is somewhat useful as a mess cleaner, when the enemy is down to
- one and a half monsters and is looking pretty disadvantaged, which
- isn't too difficult a situation to put them in. It's also worth noting
- that unSTABed Thunderbolts and Ice Beams generally don't OHKO Crobat at
- full health, making it less worrysome to send it out against one
- that'll likely use them against you.
- There we have it. No one else gets a mentioning, either because I'm tired
- of writing this section, or they're pretty bad or downright useless this time
- around, what with all the limitations of not being able to breed or trade.
- Pretty much the latter, really. Hopefully after reading this section you'll
- have an idea of who you'd want to raise for a team that would ultimately
- conquer Orre. Very doable, but the tedium and gluttonous consumption of time
- in which it'd take to even come close to being ready to pull the feat off is
- enough to make most not want to bother.
- [3.4] Basic Strategies
- Some general advice and moves that will really help you, though I'm sure
- (well, hoping) most of you have a firm grasp on this already:
- - Rather than think of the 4 mons that would defeat theirs the easiest,
- look at the enemy's team and consider which ones mean the biggest
- threats. Build your opposition to combat them as well as handle
- anything else that may come out; it'd suck to go in there and find your
- team's biggest weakness exploited.
- - Leave nothing to chance whenever possible. Swellow is faster than
- Sceptile, who is faster than Espeon, but can be defeated by Espeon in
- the next turn. Rather than focusing on Sceptile's ally, destroy it with
- Swellow and guarantee success. The A.I. loves pulling insane stuff out
- of their ass and really screwing you over when you've got the upper
- hand. Don't give them the opportunity to do so; this is a perfect
- example.
- - Protect. If you don't already love this move, learn to. Equip anyone
- that doesn't need a fourth slot dedicated to another move with Protect.
- Not only will it shield you from the obvious EQ and Explosion, but
- it's great for baiting the enemy. Let 'em launch whatever at you in
- vain while your ally takes care of whomever is hassling you. If at all
- possible, try to obtain Detect for those that can learn it instead of
- Protect. Less PP, but it can't be Imprisoned (for they all block
- Protect), and you'll come across a few enemies that use it. It's not
- vital and you can get by without it, but it'll make life easier.
- - Fake Out. I LOVE this move! Guaranteed flinch on the first turn,
- unless they have Inner Focus, and those are very few in number.
- Absolutely invaluable when you need a turn to set someone up, or a free
- turn to wail on/faint someone that would otherwise be a major problem.
- - Helping Hand. XD tosses us a few more wielders of this move, but I
- wouldn't consider it for any of the newcomers besides Dusclops. Anyway,
- this move is VERY useful when you don't have enough power to deliver a
- OHKO on your own, and can make STABbed blows very deadly. While it's
- not a crucial asset to any team, it can really bolster one's strength,
- so consider making room for it. I happen to love Hariyama for this. He
- may not be all that awesome as a standalone Fighting type, but he can
- learn Fake Out, be bred both Detect and Helping Hand, has tankish HP,
- and Thick Fat to assist him further. Slap Brick Break on him, and he
- makes a damn good assistor to my team.
- - Explosion. You don't need a massive amount of attack power to be
- really destructive with it, and it couldn't be simpler; all the user
- needs to do is survive long enough to use it. Two for one is a great
- deal in most cases. Not a lot has to be said about the move, really; it
- just owns (AND looks friggin' awesome in this game). Just be sure to
- look at the enemies' movesets, so you know who's capable of Protecting
- against it. Metagross is my personal fave for this one. Snorlax with
- Selfdestruct is also a nasty little monster; in fact, I ended up
- exploiting that in the final tournament with my ingamers.
- - Reflect/Light Screen. I swear by their usefulness this time around.
- After slapping it onto a Claydol with nothing else I really wanted to
- teach it, I used it in battle and was stunned by the sheer resiliance
- it gave my teammates. This really cuts down the enemy's strength, and
- 5 turns is a reasonably long time. Things like lefties only prolong
- survival. While it's hardly a must and not nearly as useful as Fake Out
- or Explosion, the moves kick ass and make great fillers. Zapdos is
- another great candidate for Light Screen.
- There are a few other moves that would deserve a mention, but they're
- more situational than these and will be listed in the strategies when
- applicable.
- Now on to the actual battles!
- OOOOOOOOOOOOOO[4] Lovrina Round OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- Safeguard will be immensely helpful for the entire tournament. Every
- battle involves you being inflicted with ailments in some way, and the
- final pretty much depends on it. Any fast mon that can learn it, like
- Ninetales, will do nicely (Come to think of it, there are few that can use
- it that have base 100 speed or higher AND are allowed into Orre). A lot
- of UU Pokes to face off against here... Don't expect too rough a time.
- [4.1] Battle 1: Hunter Greel
- Parasect @ Quick Claw, Female, Effect Spore
- Spore
- Giga Drain
- Aerial Ace
- Return
- Slowbro @ Leftovers, Male, Own Tempo
- Dream Eater
- Focus Punch
- Shadow Ball
- Yawn
- Houndoom @ Focus Band, Male, Flash Fire
- Dream Eater
- Crunch
- Flamethrower
- Pursuit
- Breloom @ Brightpowder, Male, Effect Spore
- Spore
- Focus Punch
- Sludge Bomb
- Substitute
- Jynx @ Lax Incense, Female, Oblivious
- Dream Eater
- Psychic
- Ice Beam
- Lovely Kiss
- Gardevoir @ Scope Lens, Female, Synchronize
- Dream Eater
- Ice Punch
- Thunderbolt
- Hypnosis
- Strategy: He's likely to lead with Jynx or one of the Sporers, as they have
- the most reliable sleep-inducing moves of the bunch. The bulk of their
- firepower is going to come from Focus Punch or Dream Eater, and a few
- elemental attacks thrown into the mix. This battle is really very easy,
- though; simply overpower them with faster, stronger pkmn. Only Slowbro has
- decent defense here, but goes down easily to a good Thunderbolt or two.
- If you have the means, use Safeguard here to prevent them from putting anyone
- down, then proceed with the usual wailing. As for prioritizing, get rid of
- Parasect before anyone else if he is present; the AI abuses the hell out of
- that Quick Claw. Otherwise, Jynx and Houndoom are your biggest threats
- because they have good moves that aren't dependent on your sleeping.
- I really hope you don't lose this one. =P
- [4.2] Battle 2: Rider Herlam
- Spinda @ Focus Band, Female, Own Tempo
- Teeter Dance
- Dizzy Punch
- Flail
- Protect
- Cacturne @ Miracle Seed, Female, Sand Veil
- Teeter Dance
- Needle Arm
- Toxic
- Double Team
- Grumpig @ Lax Incense, Female, Own Tempo
- Confuse Ray
- Ice Punch
- Psychic
- Fire Punch
- Slowking @ Nothing, Female, Own Tempo
- Yawn
- Surf
- Psychic
- Ice Beam
- Lickitung @ Leftovers, Female, Own Tempo
- Body Slam
- Earthquake
- Shadow Ball
- Belly Drum
- Smeargle @ Brightpowder, Male, Own Tempo
- Teeter Dance
- Sheer Cold
- Lock-On
- Protect
- Strategy: Even easier than the first battle. Confusion is the theme here, and
- once again Safeguard reigns supreme. You don't even need it, though. Every
- single trip through here, I've won just by beating them up with good old
- physical attacks. Grumpig is the only mildly irritating one, because aside
- from Megahorn, it seems to survive with a little health remaining no matter
- what I throw at it. Type matchups aren't that important here, provided you
- protect your Fighter. He'll beat up anyone that isn't Grumpy or Slowking, who
- can be handled easily with strong Dark or Bug moves, or simply powerful
- physicals. I suggest taking out anyone that can Teeter Dance first.
- Be aware of these guys, though. Unlike the first battle, where speed was not
- nearly as important as the offensive stats, you will want to lead with Pokemon
- that have at least decent speed stats. These guys make a very unimpressive
- team, but the likes of Smeargle and Grumpig will easily outrun your slowpokes,
- and having everyone confused really sucks. Not to mention it opens up a huge
- window for the AI to pull some really lame stuff, namely Sheer Cold. All it
- takes is for you to smack yourself once, and the battle goes downhill from
- there. ...yes, I once actually managed to lose to these freaks. All thanks to
- ****ing Smeargle. He might as well have had 6 Double Teams in effect, and SC
- been a 100%-accurate move.
- [4.3] Semifinal: Sailor Lestor
- Stantler @ Scope Lens, Male, Intimidate
- Thunder Wave
- Stomp
- Confuse Ray
- Attract
- Xatu @ Focus Band, Male, Synchronize
- Confuse Ray
- Psychic
- Thunder Wave
- Giga Drain
- Raichu @ Lax Incense, Male, Static
- Volt Tackle
- Sweet Kiss
- Thunder Wave
- Encore
- Togetic @ Leftovers, Female, Serene Grace
- Follow Me
- Sweet Kiss
- Body Slam
- Thunder Wave
- Grumpig @ Lum Berry, Female, Thick Fat
- Confuse Ray
- Ice Punch
- Extrasensory
- Fire Punch
- Butterfree @ Brightpowder, Male, Compoundeyes
- Stun Spore
- Psychic
- Flash
- Giga Drain
- Strategy: Confusion AND paralysis. More annoying, but still pretty easy. If
- you don't have a Safeguarder, you'll still be fine, especially since I've
- found that these guys NEVER used their ailment-inducing moves on me. They
- always went with direct-damaging moves, which meant my team stayed healthy
- whilst pounding them. Once again you're up against a team with overall weak
- defense, so straight power is the way to go. Electric, Fire, and Rock attacks
- will take out most of 'em, and someone should have Earthquake to pick off
- Raichu. Stantler and Grumpig are the only ones capable of being problematic,
- but even then that's not saying much, as they're both pretty frail. Once
- again, it doesn't take anything crafty to win this one.
- [4.4] Final: Admin Lovrina
- Shuckle @ Chesto Berry, Male, Sturdy
- Toxic
- Attract
- Rest
- Wrap
- Wobbuffet @ Lum Berry, Female, Shadow Tag
- Charm
- Counter
- Encore
- Mirror Coat
- Misdreavus @ Quick Claw, Male, Levitate
- Torment
- Attract
- Confuse Ray
- Protect
- Milotic @ Lax Incense, Female, Marvel Scale
- Toxic
- Attract
- Confuse Ray
- Wrap
- Blissey @ Leftovers, Female, Natural Cure
- Counter
- Attract
- Sing
- Seismic Toss
- Meganium @ Brightpowder, Female, Overgrow
- Leech Seed
- Attract
- Toxic
- Protect
- Strategy: This battle can be pathetically easy if you have and utilize one of
- a few different things:
- -Safeguard. Self explanatory, it'll keep the status afflictions off you. But
- it pales in comparison to the likes of...
- -Taunt. Bring someone along with Taunt and enjoy watching the bulk of them use
- Struggle with no strength whatsoever to back it, or the occasional pathetic
- Wrap. Don't feel like using it again every two turns? Well then, there's...
- -Substitute. Breloom can have a field day with these guys, and all you need to
- do is create a sub the first turn, and nothing short of a Blissey Seismic Toss
- will break it. If both of your mons have used it, then all you have left to do
- is laugh at them while they use their moves in vain and whittle their HP down.
- It keeps Leech Seed and Attract off as well, which is nice.
- Without any of those, you may be in for a pretty tough, or at least extremely
- annoying, battle. Toxic, Attract, and Confuse Ray are the main problems here,
- but Misdreavus can and will cause major problems for you with Torment. By all
- means get rid of him first. If you get Tormented, they'll take turns using
- Protect, in an attempt to null out a move that's supereffective against them.
- Aside from stalling while poison takes its toll, if that attack is also the
- only thing that can really deal damage to them, you're in trouble. I'm not
- sure what encourages Lovrina to bring Wobb or Blissey; I've only faced them
- once as a pair, when I had an abundance of phys damagers. Perhaps they seek
- to abuse Counter. Provided you sent out someone capable of nailing them in
- a single blow, that's all it will take.
- Anyways, suppose you don't have Safeguard. I've found the least troublesome
- way of dealing with these guys while keeping everyone alive as long as
- possible is to single everyone out, one at a time. Misdreavus has to go.
- Meganium has to go next. If you have someone with Helping Hand, and an
- attacker with something they are weak to, abuse it. Meganium, unfortunately,
- is probably not going to go down in one hit no matter what you throw at it,
- unless you get a CH or it's a Megahorn from Heracross. If Mega gets a Leech
- Seed off successfully, she'll spend the rest of her turns alternating between
- Protect and harassing someone else, so act accordingly. That's what I hate
- about guys like Meganium- their defenses aren't sick enough to make them
- awesome, but they're tankish enough that they always survive just about
- everything with health to spare. Anyways. Shuckle cannot take repeated
- bombardment with your strongest special or physical attacks, but if you don't
- get rid of him quickly enough, he'll Rest and you'll have to start over.
- Lastly is Milotic, who cannot take a supereffective hit in conjunction with
- another good attack. Be warned that she can poison AND confuse AND attract
- you, so if she's out there and her ally is protecting or can be dealt with
- later, go and take her out of the picture. If you just focus everything on
- one of them at a time, you should be able to win this, even if you take a
- casualty or two. Switch people out whenever it's going to help you.
- Speed is a generally useless stat in this battle, as none of them, with the
- exception of Misdreavus, have any speed EVs, let alone a great speed stat.
- All you need is a few guys with attack stats over or well over 300, and these
- guys won't last long at all. Wobbuffet can and should be ignored until you
- can't benefit from doing anything else, but make an effort to OHKO it, or you
- might lose someone. Metagross is one of the best mons to have around in this
- battle, and if you'd love a place to abuse Focus Punch, this is it. Heracross
- can also deal some serious damage here, as can anyone with Dragon Dance.
- "I was so impressed by your toughness! Because you are so tough, I'll let you
- be the first member in my fan club! Doesn't that make your day?" -Lovrina
- No, dear, it doesn't. And watch where you swing that hair.
- Now that you've completed this round, you can begin the tedious but very
- worthy sidequest to get the Lucky Egg. I of course won't be covering that,
- though. This isn't a walkthrough. =P
- OOOOOOOOOOOOOO[5] Snattle Round OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- Next up, we have two pitifully easy battles, and two that could possibly
- hand us a loss if we aren't careful, or even unlucky. You'll want your team
- to have a few guys with Protect/Detect/Endure, here; they'll be lifesavers
- once you face Snattle.
- [5.1] Battle 1: Worker Lobel
- Tyranitar @ Leftovers, Male, Sand Stream
- Crunch
- Fire Blast
- Thunderbolt
- Protect
- Quagsire @ Quick Claw, Male, Water Absorb
- Ice Beam
- Yawn
- Earthquake
- Protect
- Cacturne @ Lax Incense, Male, Sand Veil
- Giga Drain
- Double Team
- Thunderpunch
- Substitute
- Sandslash @ Brightpowder, Female, Sand Veil
- Aerial Ace
- Earthquake
- Brick Break
- Focus Punch
- Claydol @ Lum Berry, Genderless, Levitate
- Psychic
- Explosion
- Ice Beam
- Light Screen
- Dugtrio @ Focus Band, Male, Sand Veil
- Substitute
- Double Team
- Rock Slide
- Earthquake
- Strategy: Sand Stream. Your Grass, Ice and Water types will make this a very
- easy match. All I can forewarn you about is Claydol- if he leads with it and
- Tyranitar, he's most likely going to use Explosion while Tyran Protects, so
- go after it first. These guys were all OHKOs for my Sceptile and Milotic. You
- shouldn't have any problems here at all, provided you have at least one good
- special attacker which can get in a move before any of these chumps, which
- shouldn't be too hard. Enjoy witnessing Tyranitar pull impressive feats such
- as four straight Protects. Too bad his allies aren't too competent with the
- task of survival.
- [5.2] Battle 2: Casual Guy Makel
- Dewgong @ Quick Claw, Female, Thick Fat
- Fake Out
- Encore
- Blizzard
- Sheer Cold
- Dugtrio @ Brightpowder, Female, Arena Trap
- Ancientpower
- Protect
- Earthquake
- Fissure
- Pinsir @ Salac Berry, Male, Hyper Cutter
- Flail
- Endure
- Brick Break
- Guillotine
- Kingler @ Nothing, Male, Shell Armor
- Guillotine
- Rest
- Amnesia
- Sleep Talk
- Nidoking @ Focus Band, Male, Poison Point
- Sludge Bomb
- Horn Drill
- Megahorn
- Protect
- Lapras @ Leftovers, Female, Water Absorb
- Ice Beam
- Hydro Pump
- Thunderbolt
- Sheer Cold
- Strategy: Gah, I hate teams that focus on OHKOs. If you don't destroy them
- all in one hit apiece, you run the risk of losing someone to one of their
- attacks. That said, these guys aren't a terribly sturdy bunch, save for
- Lapras. Also, Pinsir seems more intent on EndFlailing than trying to off you
- with Guillotine. I don't know who he's going to send out against you, but
- just focus on getting rid of everyone one at a time, if you don't think you
- can handle these guys in one blow. Lapras will take a lot of abuse, so wail
- on it with prejudice. A strong psychic type with some elemental attacks in its
- arsenal can handle just about everything here; other mons focused on speed and
- special attack will back it up nicely. This one may or may not be troublesome.
- [5.3] Semifinal: Researcher Limar
- Shedinja @ Focus Band, Genderless, Wonder Guard
- Silver Wind
- Shadow Ball
- Aerial Ace
- Swords Dance
- Hypno @ Leftovers, Male, Insomnia
- Calm Mind
- Ice Punch
- Psychic
- Thunderpunch
- Kabutops @ King's Rock, Male, Swift Swim
- Rain Dance
- Body Slam
- Rock Slide
- Brick Break
- Ditto @ Metal Powder, Genderless, Limber
- Transform
- Psycho Boost
- Frenzy Plant
- Explosion
- Altaria @ Brightpowder, Female, Natural Cure
- Dragon Dance
- Body Slam
- Aerial Ace
- Earthquake
- Rapidash @ Lax Incense, Female, Flash Fire
- Sunny Day
- Solarbeam
- Flamethrower
- Hypnosis
- Strategy: He'll lead with Ditto and someone else; Hypno was always his
- partner when I faced him. The first turn, everyone else will just make use
- of their stat boost or weather changing move, and Ditto.. well, there's only
- one thing Ditto can do. I went after both of them the first turn and then
- finished them off the second before they could pull anything. Earthquake is
- an awesome move to abuse in this battle, which stands to make short work of
- everyone aside from Altaria and Shedinja, who are taken out easily by their
- respective weaknesses. You might have some problems if you don't have a speed
- advantage, by which I mean letting guys like Kabutops and Altaria pull their
- stuff off and live. I Dragon Danced while my Rhydon EQed the first turn, so I
- was set to quickly wipe everyone out.
- Amusingly, once and only once did Ditto choose to transform into one of my own
- mons instead of its ally. I think it was my Aerodactyl.
- [5.4] Final: Admin Snattle
- Electrode @ Leichi Berry, Genderless, Soundproof
- Explosion
- Thunderbolt
- Light Screen
- Endure
- Muk @ Quick Claw, Male, Sticky Hold
- Imprison
- Explosion
- Protect
- Substitute
- Regirock @ Lax Incense, Genderless, Clear Body
- Explosion
- Earthquake
- Ancientpower
- Protect
- Gengar @ Scope Lens, Female, Levitate
- Explosion
- Sludge Bomb
- Shadow Ball
- Protect
- Glalie @ Salac Berry, Female, Inner Focus
- Explosion
- Shadow Ball
- Ice Beam
- Endure
- Regice @ Leftovers, Genderless, Clear Body
- Explosion
- Thunderbolt
- Ice Beam
- Protect
- Strategy: KABOOM! My favorite move in effect here. This one could be really
- nasty, because there's no telling who will use Explosion first and who will
- Protect. But it's made much easier on you by leading with two Protectors and
- both using it from the start; someone will blow up, and provided it isn't
- Gengar or Enduring Electrode that is left behind, you can go after the one
- that used Protect the next turn, as they'll be the ones to blow up next. The
- Regis are slow enough that two or even one supereffective hit, depending on
- the matchup, will bring them down before they have a chance to move, but
- always be wary of Explosion. If Muk makes an appearance, always leave him
- until he's the last remaining. He'll Imprison, but all he can do for damage
- is blow up, so he'll be a sitting duck when left behind. If you happen to
- have an EndRevver, he'll be really useful here. Provided you put plenty of
- EVs into his speed (Jolly Heracross is great) he can get the jump on anyone
- after the Salac kicks in, and will annihilate the Regis instantly. Caution
- and good predictions will get you through this. Once again, Metagross is very
- useful in the finals, its standard set being able to OHKO or put a huge dent
- in everyone that shows up. Especially if he leads with the weakling Regice. If
- there's no way you can avoid eating an explosion, switch anyone that can
- resist it in to try and salvage your team. Note that when they get down to two
- pokes remaining, they usually don't like using it again, especially if you
- still have 4 of your own. Lastly, if you have some balls, you can try to OHKO
- one of their leads (best if it's Regice) and have your ally use Focus Punch,
- to seriously injure whomever shows up next. It's a fun way to pick his team
- off, at least. Speaking of Focus Punch, if your poke also has Substitute and
- they don't have something like Electrode or Gengar out to render it moot (as
- they would go first, undoubtedly) then it makes a nice if not halfassed guard
- against Explosion. Sure, it'll be gone before the end of the round, but that's
- better than losing the entire monster.
- "In the near future, I shall appoint you as my official secretary. Let that
- be a motivation for you to constantly better your skills." -Snattle.
- OOOOOOOOOOOOOO[6] Gorigan Round OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- I recommend having at least two moderately if not extremely fast special
- attackers on your team before attempting this round, with more than one
- powerful special at their disposal (Psychic and Boltbeam are sufficient.)
- The final battle is where it really matters; for the others, you can get away
- with using what has already brought you success.
- [6.1] Battle 1: Chaser Navu
- Sharpedo @ Brightpowder, Male, Rough Skin
- Crunch
- Protect
- Ice Beam
- Hydro Pump
- Hitmonlee @ Salac Berry, Male, Limber
- Reversal
- Endure
- Earthquake
- Rock Tomb
- Zangoose @ Leichi Berry, Female, Immunity
- Flail
- Endure
- Shadow Ball
- Crush Claw
- Victreebel @ Lax Incense, Female, Chlorophyll
- Magical Leaf
- Sleep Powder
- Sludge Bomb
- Protect
- Golem @ Leftovers, Male, Rock Head
- Double-Edge
- Protect
- Earthquake
- Rock Blast
- Nidoqueen @ Quick Claw, Female, Poison Point
- Sludge Bomb
- Earthquake
- Shadow Ball
- Superpower
- Strategy: A bit of a balanced team here. Just employ common sense and
- eliminate your biggest threats first. All you need to take notice of is Endure
- and Protect; they'll alternate with it, especially when there's a quaker on
- the battlefield. Just focus your attacks on the one that isn't guarding, and
- they'll be a piece o' cake. Nidoqueen is the only real annoyance here, with
- the damned Quick Claw. Either way your psychics like Starmie or Gardevoir will
- handle everything here easily, and a strong flier brought along as backup can
- avoid the quakes and finish the job. Your only concern is killing them first,
- which is simple aside from Sharpedo and Zangoose, both of whom are incredibly
- frail in defense and aren't strong enough to sweep you. Be wary of the
- weaknesses Sharpedo can exploit. Aside from the psychics and fliers, a sponge
- in general with some good offense to boot is just as nice an asset here.
- ...I have to wonder if the CPU is playing fairly here. To my knowledge, when a
- pkmn is Encored it does not automatically go first in battle, but Victreebel
- did. I admit I can't remember the last time I battled in which I or my
- opponent used Encore, but there were no Quick Claw users in play, and aside
- from my Wobby who would go last anyway, my Latias was perfectly healthy yet
- didn't get the jump on Victreebel.
- [6.2] Battle 2: Chaser Pixen
- Nidoking @ Quick Claw, Male, Poison Point
- Sludge Bomb
- Shadow Ball
- Body Slam
- Megahorn
- Magmar @ Focus Band, Male, Flame Body
- Flamethrower
- Thunderpunch
- Psychic
- Confuse Ray
- Politoed @ Lum Berry, Female, Damp
- Ice Beam
- Hydro Pump
- Psychic
- Swagger
- Fearow @ Nothing, Female, Keen Eye
- Tri Attack
- Steel Wing
- Drill Peck
- Attract
- Jynx @ Lax Incense, Female, Oblivious
- Lovely Kiss
- Ice Beam
- Fake Out
- Dream Eater
- Armaldo @ Leftovers, Male, Battle Armor
- Body Slam
- Rock Blast
- Brick Break
- Dig
- Strategy: Yet another balanced team, while everyone has room to inflict some
- sort of status ailment, whether it be poisoning, paralysis, confusion, or
- burns. Again, common sense and prioritizing is all you'll need to get through
- this without a lot of problems. You'll notice that not one person has Protect
- or Endure, and that no one on the opposing side can Earthquake. Better for
- you. He always led with Nidoking and Magmar against me, regardless of my
- lineup.
- As is with a lot of UU Pokes, these guys pack some pretty good moves for the
- most part but they aren't capable of mowing down anyone with some halfway
- decent or even barely decent defenses. That Magmar couldn't even take out my
- Metagross with a single Flamethrower, and in a later battle a CH Hydro Pump
- from Politoed didn't even finish it off. Fearow is more geared towards speed
- than offense, as unless it's nailing a weakness, it'll use Tri Attack for some
- generally unimpressive damage. Armaldo's only good move is Rock Blast, and
- it's almost guaranteed to go last, so it isn't much of a threat. So what to do
- here? Bring some powerhouses along, both physical and special, and just pick
- them off as they appear. Politoed and Armaldo are the only ones that can
- survive a very strong hit, but their speed will prevent them from getting
- another turn to attack. Prioritize Jynx and Politoed first, followed by
- Nidoking.
- Once again no one has Protect or Endure, so anyone with Earthquake that won't
- go down to one of their attacks instantly should use it. Normals are good for
- the job, and a standard Aerodactyl can wreak total hell on this team with some
- special support. The only things that will make this battle a pain in the ass
- are Focus Band clings and the 90% chance of freezing from Fearow's Tri Attack
- (it sure seems like it at times.) Quick Claw and Lax Incense may demonstrate
- their nasty talents repeatedly as well. Otherwise a piece o' cake.
- [6.3] Semifinal: Chaser Daks
- Scizor @ Quick Claw, Male, Swarm
- Silver Wind
- Secret Power
- Aerial Ace
- Steel Wing
- Electabuzz @ Brightpowder, Female, Static
- Thunderbolt
- Protect
- Ice Punch
- Fire Punch
- Quagsire @ Lax Incense, Male, Damp
- Ancientpower
- Body Slam
- Sludge Bomb
- Earthquake
- Arcanine @ White Herb, Male, Intimidate
- Extremespeed
- Overheat
- Crunch
- Protect
- Walrein @ Leftovers, Female, Thick Fat
- Ice Beam
- Sheer Cold
- Waterfall
- Icy Wind
- Primeape @ Scope Lens, Male, Vital Spirit
- Low Kick
- Cross Chop
- Body Slam
- Rock Tomb
- Strategy: More balance, and now, they're out to cut down your speed. Even so,
- they'll spend more time just trying to take advantage of your type's
- weaknesses, so it's not like paralysis or Icy Wind/Rock Tomb is going to be
- an issue. For the third time, my Gyarados/Rhydon combo made really short work
- of these guys. There's no move you need to utilize here, but Earthquake did
- me a lot of good. As usual, common sense prevails. Take care when damage
- sponge Walrein shows up; it easily survives most attacks when hit at full
- health, Sheer Cold might as well be as accurate as Swift when the CPU uses it,
- and STABed Ice Beams tend to sting. While this team isn't particularly good,
- this guy can still be a major thorn in your character's underdeveloped balls.
- I've noticed that if he brings Quagsire along, he always comes last, and isn't
- terribly nasty even with a STABed Earthquake. Scizor can be very annoying even
- with its crap movepool, so don't ignore it. Swampert, Starmie and several
- other waters are nice to have in this battle, and I've actually kicked some
- serious ass with a physical based Gengar. I've praised Aerodactyl before in
- this guide, and I'll do it again, as he also tears these guys apart. Arcanine,
- Scizor and Walrein should be singled out if you don't have the power to OHKO
- them (Arcanine's Intimidate is its saving grace here; otherwise it doesn't do
- anything well except Overheat stuff, which is strong as hell however and
- merits KOing it quickly.) Quagsire will inevitably be singled out anyway as it
- loves being the only guy left, and both Electabuzz and Primape are very frail.
- A single Earthquake and Psychic should be the end of them, respectively.
- [6.4] Final: Monkey Boy- er, Admin Gorigan
- Salamence @ Brightpowder, Female, Intimidate
- Dragon Claw
- Crunch
- Flamethrower
- Hydro Pump
- Arcanine @ White Herb, Male, Intimidate
- Extremespeed
- Overheat
- Crunch
- Protect
- Hitmontop @ Leftovers, Male, Intimidate
- Brick Break
- Detect
- Body Slam
- Earthquake
- Granbull @ Quick Claw, Female, Intimidate
- Return
- Shadow Ball
- Brick Break
- Hyper Beam
- Tauros @ Chesto Berry, Male, Intimidate
- Return
- Hyper Beam
- Earthquake
- Rest
- Gyarados @ Lum Berry, Female, Intimidate
- Double-Edge
- Icy Wind
- Earthquake
- Thunder Wave
- Apparently Chaser Daks was so disappointed with his Arcanine that he traded it
- to Gorigan. The two are exactly the same, right down to their gender and order
- of their moves. Unfortunately it wouldn't become any more useful in Gorigan's
- hands, and before he could reconsider Daks yanked the link cable and sprinted
- off. Son of a bitch.
- But hey, at least it isn't Masquerain.
- Strategy: Intimidate! Hope you have a bunch of fast special attackers! Your
- physical strength will be butchered to all hell every time someone comes out,
- so don't rely on brute force. Those with speed well over 300 and good sp att,
- also well over 300, will be your best bets. A Starmie or Lati@s really
- butchers this team, as well as, believe it or not, Wobbuffet. If one of the
- offense so much as dares to launch an attack at it, they're goners. If you
- don't like using Wobb because of prediction issues, bring a Metagross or
- Rock/Steel/Electric along and they'll be more than happy to Earthquake the
- both of you. Metagross in general is a great help in this battle because of
- Clear Body, and I like having one along to clean up the mess should one of my
- special sweepers faint. The Tauros in this battle has no CB and thus is not
- particularly deadly; 300 HP and defense a little over 200 should give you
- pretty good odds of surviving its Hyper Beam, should it use it. Likewise, a
- supereffective Earthquake probably won't even score 60% damage on anything
- with excellent defense. Hi again, Metagross.
- My first run through, I had a HELL of a time; Granbull and Tauros kicked my
- ass into oblivion. Goddamn Granbull got the Quick Claw to take effect every
- single bloody turn he was out there, and they both Hyper Beamed and Returned
- my poor team to hell. I had managed to off Sala and Gyar before these freaks
- ruined it for me. Then I returned for a rematch, and he led Arcanine and Sala.
- Sala was Faked Out and Arcanine crunched my Latios for insignificant damage;
- Sala was Dragon Clawed the hell out of there. Next comes Gyarados, who gets
- served a nice helping of Thunderbolt while Arc protects (Quake. Of all moves
- he could use, he chooses the least effective.). Last is Hitmontop, who dies
- to Psychic, while Arcanine goes for another lousy Crunch. Next turn, he's out
- to a Helping Handed Psych. Woo. All that aggravation the first time, and then
- I win without losing anyone. May you have similar good fortune.
- "You're some kind of special! You're worthy of sharing my camaraderie as a
- friend. I therefore award you the "Hexagonal Bolt of Friendship Holder." The
- Hexagonal Bolt of Friendship is the perfect fit for my wrench, and is its
- truest friend. In spirit of unchanging friendship, -Gorigan"
- Wow.. someone softened up a lot. Is there something you're not telling us,
- Monkey Boy...?
- OOOOOOOOOOOOOO[7] Chobin & Robo Groudon Round OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- Now we have some fun ones! Nothing that truly bears mentioning here, but
- I did have a lot of unfortunate encounters with these guys, as they were
- displaying some disgusting acts of "luck."
- [7.1] Battle 1: Fun Old Man Rekix
- Espeon @ Brightpowder, Male, Synchronize
- Psychic
- Calm Mind
- Bite
- Reflect
- Jolteon @ Lax Incense, Male, Volt Absorb
- Thunderbolt
- Thunder Wave
- Bite
- Charm
- Flareon @ Quick Claw, Male, Flash Fire
- Body Slam
- Fire Blast
- Shadow Ball
- Helping Hand
- Umbreon @ Lum Berry, Female, Synchronize
- Confuse Ray
- Faint Attack
- Helping Hand
- Charm
- Vaporeon @ Leftovers, Female, Water Absorb
- Quick Attack
- Hydro Pump
- Ice Beam
- Helping Hand
- Eevee @ Focus Band, Female, Run Away
- Helping Hand
- Growl
- Attract
- Wish
- Strategy: Hmmm. Wonder what the theme of this team is? Regardless, you'll see
- a lot of Helping Hand and a lot of really beefed up attacks coming your way.
- Who will use Helping Hand, and who will attack? Espeon lacks Helping Hand,
- so he will always be the attacker; otherwise, they'll boost the one that is
- going to nail your weakness. Vaporeon attacks much more often than she
- boosts; get rid of her quickly. Jolteon Charms or Helping Hands unless you
- present him with a water or flying; occasionally he'll Bite a psychic.
- Umbreon uses Helping Hand more than anything else. The key to knowing when
- someone is going to use something other than Helping Hand is to look at the
- type matchups. The less damage they can inflict on you, the more likely they
- are to use annoying moves like Charm. Eevee will either Wish or Helping Hand
- as it doesn't have much at its disposal. Flareon generally does nothing but
- attack, but is too slow (and too limited in moves) to be problematic. Unless
- you took a serious beating, once Espeon and Vaporeon are out of the picture
- then you should have this match in the bag.
- [7.2] Battle 2: Fun Old Man Dargs
- Slaking @ Lum Berry, Male, Truant
- Aerial Ace
- Shadow Ball
- Body Slam
- Earthquake
- Alakazam @ Brightpowder, Male, Synchronize
- Psychic
- Ice Punch
- Fire Punch
- Skill Swap
- Milotic @ Leftovers, Female, Marvel Scale
- Ice Beam
- Mirror Coat
- Hydro Pump
- Protect
- Gengar @ Nothing, Female, Levitate
- Psychic
- Fire Punch
- Thunderbolt
- Skill Swap
- Metagross @ Scope Lens, Genderless, Clear Body
- Shadow Ball
- Earthquake
- Meteor Mash
- Protect
- Claydol @ Quick Claw, Genderless, Levitate
- Shadow Ball
- Earthquake
- Ancientpower
- Skill Swap
- Strategy: Skill Swap. At least, that's the intended strategy here. I'll warn
- anyone that thought this battle would be just like its Colosseum version; it
- isn't. Every time I fought through here, they ignored their truant buddy and
- just came after me. That cost me a win the first time; rather than having a
- free turn to boost up, Gengar just came right out and started killing off my
- team members. It didn't make a difference that I had faked Slaking out; by
- then, I had already lost my main damage dealer for the battle. I've had a lot
- of success by ignoring Slaking for the first turn and focusing on getting rid
- of his support. Without a CB Slaking isn't *that* deadly, especially
- considering its STABed move is only Body Slam, and if they didn't use Skill
- Swap the first turn, you can ignore it again until you think you can take it
- out in a single turn. Milotic uses Hydro Pump more than anything else, and
- isn't so much a threat without Recover. Metagross however, whom I have noticed
- is included in his lineup more often than not, is an unwelcome sight no matter
- what and can seal your fate pretty quickly if you've taken too awful a beating
- by the time its been sent out. A good water type works best, especially
- someone like Swampert, who won't take too much from its Earthquake and can
- almost take it out with a single quake of its own. Sure, there are a lot of
- things that can deal with Meta effectively, but unless it's resisted,
- Meteor Mash freaking hurts. Unless you can't afford to do otherwise, single it
- out and KO it before anything else.
- Leading with someone using Intimidate puts a nice dent in Slaking's power,
- though the most common wielders of that trait can also be offed instantly by
- Gengar or Zam, so unless you have something fast enough to take out either of
- them first turn, you might as well withdraw them immediately.
- This is by far the most difficult battle in this round, so I have found, so
- once you've won this, you shouldn't have any trouble with the remaining two
- battles. ..provided the CPU isn't ridiculously cheap, of course.
- [7.3] Semifinal: Matron Naono
- Crobat @ Brightpowder, Female, Inner Focus
- Aerial Ace
- Shadow Ball
- Sludge Bomb
- Toxic
- Swellow @ King's Rock, Female, Guts
- Facade
- Return
- Aerial Ace
- Hyper Beam
- Persian @ Leftovers, Male, Limber
- Fake Out
- Shadow Ball
- Body Slam
- Toxic
- Dodrio @ Choice Band, Male, Early Bird
- Return
- Steel Wing
- Drill Peck
- --
- Machamp @ Quick Claw, Male, Guts
- Facade
- Earthquake
- Cross Chop
- Rock Tomb
- Heracross @ Salac Berry, Male, Guts
- Facade
- Megahorn
- Brick Break
- Earthquake
- Strategy: These guys are looking to spill their guts all over you, and you'll
- be on the receiving end of some severely beefed up attacks if you don't deal
- with them carefully. Still, this match should be pretty easily won. Let the
- Toxic users survive while your fastest and strongest rip the Guts abusers to
- shreds. Fake Out is a godsend here; you can flinch the one that'll be doing
- the attacking, and pick it off with ease. She likes to lead with Crobat and
- Swellow, both of whom are probably faster than you. Ignore Crobat and get rid
- of Swellow. Now, chances are she brought both fighters; she has to have one at
- the very least. If you lead with a flying type and got rid of Swellow, this
- should be a piece of cake. If by chance she sends out Dodrio, either use
- someone faster to pick him off or focus both attacks on him, and let the
- survivor be the one to finish it. Crobat can be dealt with last. Sludge Bomb
- may deliver a decent amount of damage, but that's the worst thing it can do.
- A good supereffective hit will finish it off.
- Speedy psychics freaking rape these guys. An Aerodactyl or Zapdos will also
- humiliate them. Almost everyone has a psychic though, so just bring them along
- and anyone else that's strong and just mow them down. Her Swellow has a
- positive attacking nature instead of speed, so its speed is below 350; any
- Timid or Jolly base 110 with its speed EVs maxed will get the jump on it and
- pick it off, easy. Without a CB it's not too vicious, either, but better to KO
- it before you eat a Hyper Beam or Facade. Anyways, I'd go so far to say this
- battle is even easier than the Eeveelutions, if you brought someone capable of
- sweeping this team, which isn't hard to do.
- [7.4] Final: Chobin & Robo Groudon
- Scizor @ Lax Incense, Female, Swarm
- Silver Wind
- Return
- Aerial Ace
- Steel Wing
- Dragonite @ Leftovers, Male, Inner Focus
- Aerial Ace
- Earthquake
- Return
- Brick Break
- Kangaskhan @ Scope Lens, Female, Early Bird
- Return
- Earthquake
- Shadow Ball
- Protect
- Mr. Mime @ Lum Berry, Female, Soundproof
- Fake Out
- Psych Up
- Baton Pass
- Psychic
- Marowak @ Thick Club, Male, Rock Head
- Ancientpower
- Double-Edge
- Aerial Ace
- Earthquake
- Ninjask @ White Herb, Female, Speed Boost
- Swords Dance
- Baton Pass
- Silver Wind
- Protect
- Strategy: Ah, Baton Passing. Completely and utterly wrecks teams when
- successful; otherwise, they crumble to a pitiful defeat. It's a guarantee
- that Ninjask and Mr. Mime will be Chobin's leads. Expect to be faked out,
- and if Ninjask hasn't been defeated the first turn, ignore it as it will
- Protect the next. This battle is generally very easy however, and even if
- Ninjask manages to pass someone it likely won't mean the end for you.
- Depending on who you led with, it's either more worth your while to go after
- Ninjask and KO it immediately, or let the two of them sit there and go about
- their boosting/psych upping while you do something to beef up your own stats.
- I wouldn't even bother with Taunt even if you have it, except in the case of
- Mr. Mime. Ninjask is going to go before you no matter what, and SD Silver Wind
- stings a lot, so don't invite it to attack you. Mime on the other hand can
- only unleash Psychic with a lame SpAtt att, so if you want to render it almost
- useless, go ahead. Whatever you've decided, whether it be to boost yourself or
- take out Ninjask right away, all you need to do is gang up on the pokes
- capable of KOing your party and take them out as soon as they show up. This is
- even easier if you just let Ninjask SD, Protect and pass, as you can launch
- your attacks at him the same turn he passes and be rid of the souped up
- monster the same turn it appears. If you opt to do this though, get rid of
- Mr. Mime prior, so the two of them can't send their beefed teammates against
- you simultaneously. If Ninjask has been KOed before Mime can use Psych Up
- however, you can ignore it for the rest of the battle as it will either use
- Psychic for (generally) unimpressive damage, or amusingly, start using Psych
- Up against your own party, even if they haven't boosted themselves with
- anything.
- Bring someone with Ice Beam just for Dragonite/Marowak insurance, and Scizor
- will go down quickly to some neutral special or physical attacks. As with all
- Scizor though, its movepool isn't very nasty, so if it gets a turn to move it
- shouldn't be disastrous. Kangaskhan is just as easy to KO as Drago and Wak,
- because she has the worst defenses out of all of them and any STABed attack
- will knock her onto her ass. I rarely fight one, but if she's brought out you
- have little to worry about.
- The only thing I don't recommend you do is to lead with someone weak to
- Psychic, as Mr. Mime will most likely pass up Fake Out in order to critically
- injure you. Other than that, bring whomever you think can get the job done and
- destroy them one at a time.
- "___! Chobin admits defeat! Even Chobin's Robo Groudon could not defeat ___!
- So Chobin wishes to confer a very special title. It is "Defeater of Chobin!"
- What do you think? Chobin thinks it is a very enriching title you would be
- very proud to say. Chobin is certain that you will like it." -Chobin
- OOOOOOOOOOOOOO[8] Gonzap Round OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- We're a little more than halfway done, now! After this round, the
- challenge will be raised nicely, so if your team has been struggling along up
- to this point, it may be time to make some changes. See where your team has
- been lacking, and make the necessary substitutions. Be sure to bring at least
- two special sweepers for the final round, and having some tanks and a physical
- sweeper will get you by everything else without much trouble. If you haven't
- been dragging a Latios or Latias around or even raised one, you might do well
- considering doing so, as they'll make an excellent staple from here on out,
- both for cleaning up the mess when you've lost two of your mons already, or
- for taking things out right from the start. Otherwise Starmie, Gardevoir and
- even Zapdos make decent backup.
- [8.1] Battle 1: Team Snagem Biden
- Jolteon @ Lum Berry, Female, Volt Absorb
- Quick Attack
- Bite
- Thunderbolt
- Protect
- Weezing @ Quick Claw, Male, Levitate
- Sludge Bomb
- Explosion
- Fire Blast
- Shadow Ball
- Houndoom @ Salac Berry, Female, Flash Fire
- Fire Blast
- Reversal
- Crunch
- Endure
- Ninjask @ Brightpowder, Female, Speed Boost
- Shadow Ball
- Baton Pass
- Swords Dance
- Protect
- Steelix @ Focus Band, Male, Rock Head
- Earthquake
- Explosion
- Double-Edge
- Rock Tomb
- Hitmonlee @ Leichi Berry, Male, Limber
- Earthquake
- Reversal
- Mach Punch
- Endure
- Strategy: Back to fighting guys with nothing special about them. The only
- thing you must be aware of is Weezing and Steelix, the exploders. They WILL
- make use of it if you allow them to survive long enough to, and in doing so,
- they serve to set up two others- Houndoom and Hitmonlee. Hitmonlee only gets
- a Leichi Berry, so he's not much of an issue, but an even faster Houndoom
- that can Reversal as well as nuke your party is a considerable threat.
- Otherwise, there isn't much of a strategy to employ here- just pick off your
- enemies as you see fit, and go all out on Weezing and Steelix if and when
- they appear. Ignore Houndoom and Hitmonlee the first turn they are out, as it
- is likely they will Endure. Then, they can just be swatted away. As for the
- others, if he lead with Weezing or Steelix, count on the other using Protect
- unless you've thrown a 4x weakness at him or something, because I've found he
- makes them explode no matter what. If he opens with both Weezing and Steelix,
- which I have seen more than once, he's always made Steelix commit suicide
- first. It's definitely the more troublesome, as nothing less than a good fire
- or water attack will be enough to OHKO it or at least hurt it badly enough so
- that anything else takes it down; this guy shrugged off a 350 Att EQ from
- Swampert along with a 394 SpAtt Ice Beam from Latios. Needless to say neither
- of them lived to see the next turn, though I blame it more on bad luck since
- the guy had single digit HP before exploding. Guess I got the low end of the
- damage output. =/
- Leading with a powerhouse (rock/ground/Swampert are ideal; things that resist
- fire, electric or Explosion and can make a mean Earthquake) and a psychic or
- water should pretty much prepare you for whatever he may lead with himself.
- You want to be able to KO Steelix and Weezing immediately, and have some sort
- of edge against the other four. Go ahead and switch if the others can nail you
- for a weakness, but don't be afraid of Hitmonlee. Not only is Mach Punch the
- worst thing it can do without low HP, for whatever reason it likes using it
- against anything other than what is weak to it. Huh.
- The next two battles can get pretty nasty, so be prepared to do this one over.
- [8.2] Battle 2: Team Snagem Jedo
- Typhlosion @ Focus Band, Female, Blaze
- Flamethrower
- Attract
- Thunderpunch
- Protect
- Feraligatr @ Quick Claw, Male, Torrent
- Ancientpower
- Earthquake
- Brick Break
- Hydro Pump
- Slowking @ Leftovers, Male, Own Tempo
- Psychic
- Ice Beam
- Water Pulse
- Fire Blast
- Meganium @ Nothing, Female, Overgrow
- Reflect
- Giga Drain
- Light Screen
- Body Slam
- Raikou @ Brightpowder, Genderless, Pressure
- Protect
- Thunder Wave
- Thunderbolt
- Bite
- Crobat @ Scope Lens, Male, Inner Focus
- Confuse Ray
- Sludge Bomb
- Aerial Ace
- Shadow Ball
- Strategy: Only GSC Pokemon in this battle, including the three starters. They
- don't have the elemental Hyper Beams like the Mt. Battle prizes, but they can
- damn well still fight, so take care. Since this team is well balanced, you're
- just going to have to resort to weakness exploitation and common sense,
- though Electric and Ground moves will be your best bets. Lightningrod is a
- really useful trait here, as are Marowak and Rhydon in general.
- Especially Rhydon, with Megahorn, Rock Blast and Earthquake.
- He likes leading with that Raikou, so bring your ground type or whomever you
- plan to do all your Earthquaking with, along with a specialist. His Raikou is
- Timid, however, so bringing something other than a ground or tank is unwise as
- it'll simply be fried by Thunderbolt, and chances are whomever else he brought
- will finish it off. Swampert, I've found, is damn near perfect for this.
- If you did in fact bring a ground type, Raikou will simply use Bite in a sad
- attempt to save itself from being floored by the imminent Earthquake, and his
- ally will probably join in the offense against your quaker. Don't worry about
- them and just have your ally go after Raikou's buddy, and within a turn or two
- you'll use EQ successfully and take it out. As for everyone else, they don't
- pose a threat unless you've already lost your main counter for them. You
- ideally want to have someone out there that can attack every turn and not be
- in danger of getting quaked. Zapdos and Lati@s are your best bets; bring a
- Gyarados without Lightning Rod, and you'll give Raikou an opportunity it won't
- pass up.
- Anyways. Crobat is next on the To Go list, and a strong Psychic, Ice Beam or
- Thunderbolt will do the job, though without STAB, base 100 special attack will
- likely not be enough to deliver a OHKO, beneficial nature or not. Typhlosion
- comes next, not because it's anything special but just a real pain in the ass,
- both with its speed and Focus Band. It takes very little to bring it down, and
- if it came out with Raikou, you're golden. Feraligatr is a special case.
- Deal with it ASAP only if it can exploit one of your weaknesses and take your
- party down quickly, as it likes abusing the Quick Claw and can overwhelm you
- if you let it. Ideally he'd be one of the last opponents out, but if he leads
- with him, destroy it immediately. That's done as easily as it's said with a
- nice helping of Thunderbolt. Slowking has a host of strong moves but is so
- slow it's almost guaranteed to go last, and its weaknesses are pretty easily
- exploited. Your ground type has nothing to fear from it if he gets quaked the
- same turn as your ally attacks it. Last is Meganium, only problematic if it
- gets a Light Screen or Reflect off and its team is largely intact. At full
- health a Giga Drain will likely fail to OHKO things even with a 4x weakness
- to it, however try not to give it the opportunity. More often than not it's
- the last one to be brought out, so unless you're down to one monster beaten
- within an inch of its life, you can pick it off with one attack each.
- The next battle can be a lot harder than this one, and the cheese factor is
- just as bad if not worse than this battle, what with all the opportunities for
- hax. Get ready to exercise your vocabulary of curse words.
- [8.3] Semifinal: Team Snagem Wakin
- Swampert @ Leftovers, Female, Torrent
- Ice Beam
- Mirror Coat
- Hydro Pump
- Counter
- Sceptile @ Scope Lens, Male, Overgrow
- Leaf Blade
- Dragon Claw
- Crunch
- Thunderpunch
- Blaziken @ Salac Berry, Female, Blaze
- Reversal
- Earthquake
- Endure
- Fire Blast
- Gardevoir @ Quick Claw, Female, Trace
- Psychic
- Fire Punch
- Thunderbolt
- Destiny Bond
- Swellow @ Choice Band, Female, Guts
- Aerial Ace
- Steel Wing
- Return
- --
- Vileplume @ Focus Band, Male, Chlorophyll
- Sunny Day
- Solarbeam
- Sleep Powder
- Moonlight
- Strategy: Now the RSE monsters want a turn, and for whatever reason they let a
- Vileplume join their ranks. Little did they know that this guy will pretty
- much be their downfall.
- He likes leading with Gardevoir or Vileplume and someone else, so I've found,
- and before I talk about the overall strategy let me say that if he leads with
- Plume then it's a godsend. He's guaranteed to Sunny Day first turn, and all
- you have to do to keep it occupied for the rest of the battle is to have one
- of your own pokes hit it with anything that'll inflict over 50% damage; the
- lower you can go without KOing it, the better. Why? All it will do from then
- on is Moonlight, basically freeing you from one turn of harm for every turn
- that it does so. Just keep going after it with that same attack, and Moonlight
- will make up the damage. While you're essentially wasting a turn to otherwise
- go after someone else, you're also taking one more hit of damage away from the
- rest of your team, it won't put you to sleep, and you won't suffer the wrath
- of Solarbeam. On top of that, should he bring Swampert around it won't use
- Hydro Pump, and Blaziken will try to take advantage of the sunlight and use
- Fire Blast instead of expecting you to kill it and using Endure. Once he's
- down to his last two, then you can forget Vileplume and single out his ally.
- Now then, your biggest threats differ largely based on who you've got out,
- but they're all easy to pick off for the most part. The only exception is
- Gardevoir, with not only a Quick Claw but the capability of tracing something
- bad for you. Still, the best way to go about things is to lead with a special
- sweeper and a tank or CBer; then, pick them off one by one depending on who
- can deliver the OHKO. Sceptile does not have a speedy nature, and I believe
- Swellow does not, either, so a base 110 speed poke with 252 EVs and +Spd will
- easily get the jump on them both. Latios not only falls under this category,
- but with at least 359 special attack (which is basically another 252 EVs) can
- definitely OHKO Swellow, and as I'm writing this, has also OHKOed Sceptile
- with Ice Beam, so having him along is a definite perk. Gardevoir is the tough
- one, with the best defenses out of all of them save Swampert and Vileplume,
- and can be tough to OHKO. While I don't recommend singling it out if you can
- use that same turn to OHKO someone else, if you know her ally can't 2HKO you,
- then you might as well. I rarely see her use Destiny Bond, so I can't tell you
- to expect it; all I can say is that it sucks donkey balls when she uses it and
- gets the Quick Claw effect. My condolences; I know how you feel. =P
- Swampert tends to use Counter or Mirror Coat more than anything else, so
- either save it for last or single it out if you're afraid of being Ice Beamed.
- Blaziken is just laughable. If it can exploit a fire or ground weakness, it
- likely won't use Endure, so just send a psychic or a quake of your own its way
- and it'll be floored, easily. Unlike the battle before this one, I'd place
- speed higher in importance than offense, considering it doesn't take a whole
- lot of force to handle these guys. Your tanks are still excellent however,
- and a Snorlax will easily survive everything these guys throw at you, and
- if not deliver a OHKO, come very close. It's also a good choice to waste
- Vileplume's Moonlight PP away while your CBer or specialist destroys everyone
- else.
- The next battle is pathetically easy compared to the previous two, if you've
- come prepared. And you don't want to deal with these guy again, do you?
- [8.4] Final: Snagem Head Gonzap
- Blastoise @ Leftovers, Female, Torrent
- Ice Beam
- Yawn
- Hydro Cannon
- Roar
- Skarmory @ Lax Incense, Male, Keen Eye
- Drill Peck
- Sand Attack
- Attract
- Roar
- Charizard @ Brightpowder, Male, Blaze
- Dragon Claw
- Roar
- Blast Burn
- Bite
- Slaking @ Choice Band, Male, Wonderguard
- Hyper Beam
- Earthquake
- Shadow Ball
- --
- Salamence @ Scope Lens, Female, Intimidate
- Aerial Ace
- Earthquake
- Brick Break
- Hyper Beam
- Venusaur @ Lum Berry, Female, Overgrow
- Frenzy Plant
- Roar
- Sleep Powder
- Light Screen
- Strategy:
- Quite a fun battle, indeed. Everyone save for Skarmory has a powerful hit-and-
- recharge attack, which if you recall from Colo, Gonzap enjoys abusing. Not
- only that, many of them pack Roar, which they sometimes use on their teammates
- after they have fired off their beam, so that they don't have to spend a turn
- recharging and vulnerable. This strategy is easily ruined by singling out the
- likely attacker. That way, the enemy's Roar will fail, and they'll have
- wasted a turn. As for who they send out, it all depends, though he's pretty
- much guaranteed to bring Skarmory (though usually not as a lead.)
- Your enemies will be using their beams as their primary means of attack, and
- generally don't care if it will be very effective or not (Blastoise has used
- Hydro Cannon against my Ludicolo; I don't know what it was thinking, either)
- unless you provide a 4x weakness to something else, such as a dragon while
- Blastoise is out. That said, take advantage of their turns spent recharging
- and get rid of them. That's to say you don't OHKO them or otherwise take them
- out before they can even land their first hit, which is very easy to do. Lead
- with two special sweepers, preferably with at least Ice Beam and Thunderbolt
- under their belts; Psychics that know Psychic are also valuable. Starmie, the
- Lati@s duo, and even Alakazam to an extent. Then, just single out your threats
- or OHKO them simultaneously as you see fit. Obviously, get rid of the bigger
- threats first, and Skarmory can basically be ignored until last. Slaking is
- the only real problem here with both its speed and sick attack; I've always
- had to focus both attacks on it to take it down before it could Hyper Beam
- someone, but that isn't very difficult.
- Try to avoid using Protect, if only because it gets to be impossible in most
- cases to gauge who will go after whom, and blocking the shot won't get you a
- free turn, anyway. As for Endure, I doubt you have anyone with the move aside
- from Heracross, Zangoose or Blaziken. If you don't have any specialists or
- simply don't care, Explosion is a very dirty and effective way to end this
- battle quickly; just be sure that the user will detonate before Slaking can
- kill them. A Fake Out user can also provide some good assistance, either in
- dealing with Slaking or stalling someone so your slower ally can destroy them
- and be (somewhat) safe from harm. Nothing, however, truly compensates for
- speed and special attacks.
- Roar will always go last, so even your slowest pkmn will be able to get their
- attack in before the opponent can Roar. You'll likely have fainted the beamer.
- Of course, that's if they even used Roar; I've noticed that the only one of
- Gonzap's team that can be relied on to consistently use Roar is Skarmory.
- If there are two potential beamers out there, assume that they'll both be
- using them, to be on the safe side. After all the crap you went through to
- make it here, this battle really isn't difficult at all, especially when
- you've lead with special sweepers. May your victory come as easily as it did
- for me.
- "It's a rotten shame, but you're in a way bigger league than Team Snagem.
- It's sad, but Team Snagem's not big enough for you. I'll do the next best
- thing. I'll make you an honorary member of Team Snagem. If you get sick of
- your life, come to us anytime. You're always welcome." -Gonzap
- OOOOOOOOOOOOOO[Intermission]OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- During this intermission, I have a bit of a rant, which you will now read,
- whether you like it or agree with me or not. =P
- While this game is infinitely better than Colosseum, which I firmly
- believe was a completely half-assed piece of crap, I'm still quite unsatisfied
- with the amount of effort they put into transferring the GBA masterpieces to
- the Cube and giving it a polish you'd expect on a 128-bit console- little.
- Yes, we have plenty of new attack animations, some of which are a real
- graphical treat (but still seem to have an abundance of circles. What the
- hell is with all the circles? Once again, it's not as bad as Colosseum,
- but...). But what about the biggest focus of the game- the Pokemon themselves?
- We have NO bloody entrances, NO taunts throughout the battle, and, in my
- opinion, the most pathetic of all- the lowly cries from the damn HANDHELDS!
- Is it that difficult to render the voices so that they have actual volume and
- clarity? The developers for the 64 made it happen. I guess this is too much
- for Genius Sonority.
- What also really annoys me is that they really, really butchered the
- fainting sequences for just about all of the Pokes. Colosseum made the first
- ugly move by butchering the lot of them to hell, and once again, making an
- entirely pointless elimination of the sound effects they made when crumpling,
- plummeting, or otherwise crashing to the floor. While it's nothing major,
- it's still just a little something that helped to spice things up for the
- big(ger) screens. I have no clue why they'd keep it out of the sequels. But
- anyways, then they come up with XD, which not only continues the trend of
- serving up a game with little to no special extras, but they hack the
- animations even more. Some of the Pokes don't even get a chance to fall,
- because they're already being sucked back into their balls. Heh. Yes, I used
- sucked and balls in the same sentence. Don't spaz out, now. =P
- I guess I'll wrap this up just by saying that I don't understand why
- they exclude the things their predecessors used to bring a lot more cool
- features and especially beauty into the biggest focus of any Pokemon game-
- battling. Despite the gameplay being close to the same, it still only serves
- to turn people off. Or just annoy the hell out of them, like me.
- Now, back to our tournaments! I just need to put Selfdestruct onto my
- Snorlax, and Protect onto my Lapras, first... You'll see why.
- OOOOOOOOOOOOOO[9] Ardos Round OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- Calling all fast Pokemon- Starmie, Aerodactyl, Gengar, Tauros, Alakazam,
- Lati@s, Sceptile, and so on; here we have the speed round. If you want the
- absolute easiest time with these considerably difficult battles, load your
- team with monsters that have base 110 speed or higher and preferably a speed
- enhancing nature, along with a moveset geared towards sweeping. Even those
- that look like horrible type matchups on paper have all the leverage if they
- have the speed advantage (an Aerodactyl is a killing machine to be feared in
- battle three, despite it being loaded with water types.) However, be warned
- that speed alone is not going to get you easy wins; you also must be able to
- OHKO just about everything sent out against you. I'd say it's easier said
- than done, but having played this round so much, I can say it's actually very
- easy.
- For anyone else, the challenge is stepped up a bit, now. These guys know
- how to annoy the hell out of you, and if not dealt with appropriately, they
- will. Knowing the movesets ahead of time is going to greatly improve your
- odds. This round can be either a real pain or a mild workout for your team.
- [9.1] Battle 1: Sailor Jebol
- Dusclops @ Quick Claw, Male, Pressure
- Ice Beam
- Protect
- Ice Punch
- Imprison
- Dragonite @ Leftovers, Female, Inner Focus
- Aerial Ace
- Earthquake
- Return
- Protect
- Aerodactyl @ King's Rock, Male, Rock Head
- Ancientpower
- Earthquake
- Aerial Ace
- Protect
- Salamence @ Brightpowder, Male, Intimidate
- Dragon Claw
- Hydro Pump
- Fire Blast
- Protect
- Flygon @ Lax Incense, Female, Levitate
- Dragon Claw
- Fire Blast
- Giga Drain
- Protect
- Zapdos @ Scope Lens, Genderless, Pressure
- Thunderbolt
- Return
- Drill Peck
- Protect
- Strategy: This battle often teeters between pathetic and very annoying.
- Imprison is the only thing saving this team from icy decimation, and they'll
- usually make an effort to guarantee its usage by using Protect the first turn
- and letting the incredibly resilient Dusclops seal your moves. That said, they
- still decide to attack first thing now and then, and so in hopes of that I
- launch both attacks, usually Ice Beams, at Dusclops's ally. If they failed to
- Protect, that's usually an easy two OHKOs right there as Dusclops is likely to
- go last.
- However, it pays to expect the worst. Ice is certainly the easiest way to win
- but you likely won't be able to use it, so Thunderbolt and Dragon Claw is the
- way to go. As if they weren't amazing in most battles, the Lati duo reigns
- supreme, and if he happens to lead with another dragon, just use Dragon Claw,
- as it'll score the OHKO anyway, and you'll have nothing to fear from the Quick
- Claw, assuming Dusclops manages to get the boost. Right up there with extreme
- usefulness is Aerodactyl; while it isn't quite as handy as the uber dragons,
- it still has enough strength to score some OHKOs. Barring an earlier Salamence
- Intimidation, Aero should be strong enough to OHKO Zapdos and his own Aero
- with HP Rock. Barring that, Ancientpower will still bring similar results.
- Zappy has abysmal defense this time around, so I've noticed, and I believe it
- also spent a lot of EVs on attack to beef Drill Peck, as it hurts more coming
- from this guy than the Zapdos you'll fight later. Either way, it won't be very
- problematic.
- Now for general info about this guy. He basically will alternate between using
- Protect followed by an attack, always with the exception that they will go for
- a KO when the opportunity presents itself. That goes for Dusclops and its
- pitiful Ice Beam, which it still uses in place of Protect when someone has a
- sliver of HP remaining. If you've got some good common sense, it should be
- pretty easy to predict what they're going to do. Regardless of the importance
- of Ice Beam, I always left Dusclops for last. I've never been in a position
- where I lost the battle because of it; Thunderbolt, Dragon Claw and generally
- anything else I had up my sleeve was always sufficient enough to bring this
- team down. Slow tanks can tear these guys up as well, but they'll be much less
- useful in the battles ahead, so I'd avoid having too many of them. A Metagross
- or Snorlax makes a decent cleaner for the mess your sweepers leave, though,
- and the enemy EQs shouldn't be fatal to Meta.
- The only way this battle can be very tough is if you don't have something to
- exploit Salamence or Dragonite's weaknesses, as they're otherwise somewhat
- resilient and can put huge dents in your HP. Don't underestimate Sala and his
- specialist set, especially.
- Latias, Latios, Starmie, Aerodactyl and Sceptile make this team cry.
- [9.2] Battle 2: Bodybuilder Loar
- Shiftry @ Lax Incense, Female, Chlorophyll
- Fake Out
- Extrasensory
- Faint Attack
- Solarbeam
- Jumpluff @ Focus Band, Female, Chlorophyll
- Helping Hand
- Encore
- Sunny Day
- Sleep Powder
- Clefable @ Quick Claw, Female, Cute Charm
- Ice Beam
- Sunny Day
- Thunderbolt
- Fire Blast
- Exeggutor @ Nothing, Female, Chlorophyll
- Psychic
- Solarbeam
- Ancientpower
- Sunny Day
- Entei @ Scope Lens, Genderless, Pressure
- Flamethrower
- Sunny Day
- Solarbeam
- Protect
- Blaziken @ Salac Berry, Male, Blaze
- Endure
- Overheat
- Reversal
- Earthquake
- Strategy: This battle couldn't be easier. I've never liked Sunny Day teams,
- and without a mighty Groudon to protect them, these guys are at a severe
- disadvantage. Neither Shiftry nor Exeggutor has Explosion, which makes this
- team even less threatening. Your only real threat, if you go about this battle
- intelligently, is Clefable, with its "decent" defenses, single weakness which
- you probably will not be exploiting, and Quick Claw. Its movepool is nothing
- to sneeze at, either.
- There are too many monsters that have a field day with this team, and they
- will if you make it your goal to pick these guys off before they can use
- Sunny Day. And even if they do, you need only be concerned with getting rid
- of the more threatening enemies first. Now, I've found she likes leading with
- at least Entei, regardless, and depending on what you've sent out there, they
- will either both use Sunny Day or one will change the weather (usually Entei
- for me) and the other attacks. Despite being arguably the best of the bunch,
- Entei is actually the least of your worries. No Chlorophyll and no STABed
- Solarbeam puts a damper on its effectiveness.
- I definitely recommend leading with an Aerodactyl if you have one, and a
- Lati@s (or even both, if you've got no Aero.) CB Tauros also brings on the
- hurt, and can potentially remove Entei immediately. A Gengar is also extremely
- effective in this battle, both as special or physical. I used a physical
- myself, and while it can't OHKO Exeggutor with a Sludge Bomb it comes damn
- close, and anything else will finish it off. Shiftry is no contest. On top of
- that, mine had both Focus Punch and Explosion to call on when I was able to
- predict that neither enemy would go after him. Anyways, begin by using your
- combined assault of Ice Beam and whatever else you've brought and pick them
- off one by one. Singling out is the preferred method of elimination unless
- you have Aero or Tauros, in which I recommend you just use Earthquake to floor
- Entei and scratch whomever else is out there, and let your specialist worry
- about everything else. If they have CBs though and can likely score OHKOs with
- Aerial Ace or Hyper Beam (which Tauros might as well have, seeing as its
- movepool is so lousy) then they can participate in the grass thrashing as
- well. Blaziken can generally be counted on to use Endure first thing, but it
- or Jumpluff will almost always be the last one to be sent out, so by then you
- should be able to single it out, and have someone take a Reversal for the team
- the following turn. Unless these guys somehow managed to beat you up, it's not
- very threatening. Clefable's presence warrants getting rid of it immediately,
- as it is likely to be able to nail one of your weaknesses. Ignore it only if
- it means being able to take down Exeggutor that same turn, instead, as it's
- the biggest threat with Chlorophyll activated.
- I know this doesn't look like a very detailed or comprehensive strategy, but
- that's because there's no need for one whatsoever. This team sucks, I honestly
- feel, and even when they pull off their "strategy" of abusing sunlight, they
- still make a mediocre bunch. All they needed was a Groudon and some Explosion
- and they'd be almost brutal. As long as you make it a point to remove any
- potential nuisances first thing, you won't be swept.
- On the slower side of things, you're not at too big a disadvantage either, if
- you've got some special sponges. In this case, I recommend bringing someone
- along with Explosion and using it at the start. It'll do ya a world of good.
- Latias, Latios, Aerodactyl, Tauros, Gengar and Alakazam make this team cry.
- [9.3] Semifinal: Bodybuilder Felps
- Ludicolo @ Leftovers, Female, Swift Swim
- Fake Out
- Hydro Pump
- Ice Beam
- Giga Drain
- Omastar @ Focus Band, Male, Swift Swim
- Ice Beam
- Rain Dance
- Hydro Pump
- Rock Slide
- Manectric @ Lax Incense, Male, Lightningrod
- Thunder
- Rain Dance
- Crunch
- Protect
- Gorebyss @ Brightpowder, Male, Swift Swim
- Ice Beam
- Rain Dance
- Hydro Pump
- Psychic
- Kingdra @ Lum Berry, Male, Swift Swim
- Ice Beam
- Rain Dance
- Hydro Pump
- Dragonbreath
- Qwilfish @ Scope Lens, Male, Swift Swim
- Sludge Bomb
- Destiny Bond
- Shadow Ball
- Double-Edge
- Strategy: These guys may all be UU, but with Rain Dance in effect they can
- seal your fate very quickly and take the battle sharply downhill. I've gotten
- my ass kicked enough to know that it's almost imperative to kill them before
- they bring on the downpour; Hydro Pumps are basically OHKOs or 80%+ damage to
- anything that isn't Regice, Snorlax or Blissey (or anything with Water Absorb,
- obviously) and with an almost unsurpassable speed advantage, these guys will
- have their way with you and your turns will almost come down to hoping they
- don't faint whomever was going to land the finishing blow on someone.
- That said, with the sort of team setup I've been telling you to bring, taking
- both enemies down in one turn is not such a difficult feat. I highly recommend
- leading with a Sceptile or Raikou, and one of your psychic dragons. If you
- have a Tauros or Aerodactyl and are confident that they can take someone down
- (notably Manectric or Qwilfish, and in some instances Omastar or Ludicolo)
- then lead with them, as they'll be no good to you as backup; the idea is to
- wipe the entire floor with just your two leads. A Lati@s is highly recommended
- for the chance that Kingdra makes an appearance, because nothing aside from
- Dragon Claw aside from an overpowered STABed attack will have any hope of
- OHKOing it. I believe Latios has the SpAtt necessary to pull this off, and
- Sceptile can also unleash the move in a pinch. Ideally you'll be able to hit
- both opponents for supereffective damage, and remove them all before they have
- the chance to Rain Dance. Raikou is considerably less handy with Manectric
- around, but if someone else can go before it and pick the Lightningrodder off,
- you won't have any problems. While it's arguably the weakest of all the
- sweepers, Starmie does have the advantage of resisting both Hydro Pump and Ice
- Beam. Just beware Giga Drain.
- Ludicolo and Kingdra can potentially ruin this plan with their somewhat
- competent defenses (everyone else has abysmal special defense), lack of
- exploitable weaknesses in this battle (aside from Aerodactyl, you really don't
- want a physical flying type for this, and Heracross doesn't cut it this time,
- for various reasons) and then the chance that Ludicolo decides to open with
- Fake Out. If you do in fact fail to prevent them from starting a downpour,
- your Lati duo becomes slightly more valuable as they have the special defense
- needed to take at least one of the Ice Beams you know are coming your way.
- Aside from that, I recommend having a special sponge around, preferably
- Blissey or Snorlax, to stall away Hydro Pumps and pick at them some. A Snorlax
- with Earthquake could be your saving grace here, as it has done for me, and a
- maxed Return is strong enough to 2HKO Ludicolo or Kingdra, or rather finish
- them off if someone else already got a hit in. In the off chance that you had
- a physical Gengar like I did, Fake Out Ludicolo isn't even an issue. Leading
- with it is a little too risky however unless you plan to detonate it.
- For what it's worth, Trace Gardevoir is also surprisingly effective here, and
- has both the Thunderbolt and the SpAtt to kick some ass. With speed of at
- least 208 it'll have no worry of getting the jump on all Swift Swimmers,
- including Kingdra; everyone else just made it to 198-199. It can also take a
- RD Hydro Pump from one of these jerks, at the very least from Ludicolo and
- Kingdra, who for all their sponginess have rather mediocre special attack.
- Gorebyss and especially Omastar are kinda dangerously up there.
- Latias, Latios, Sceptile, Raikou, and Starmie, Tauros and Aerodactyl to a
- degree, make this team cry.
- [9.4] Final: Admin Ardos
- Sceptile @ Scope Lens, Male, Overgrow
- Leaf Blade
- Dragon Claw
- Crunch
- Thunderpunch
- Gengar @ Lax Incense, Male, Levitate
- Sludge Bomb
- Confuse Ray
- Shadow Ball
- Brick Break
- Tauros @ Choice Band, Male, Intimidate
- Return
- Iron Tail
- Earthquake
- --
- Charizard @ Brightpowder, Female, Blaze
- Dragon Claw
- Bite
- Fire Blast
- Seismic Toss
- Aerodactyl @ King's Rock, Female, Rock Head
- Ancientpower
- Double-Edge
- Aerial Ace
- Iron Tail
- Starmie @ Lum Berry, Genderless, Natural Cure
- Psychic
- Thunderbolt
- Ice Beam
- Hydro Pump
- Strategy: A strong, balanced, not to mention VERY FAST team. Even if you
- brought an entire team of sweepers, these guys not only have largely the same
- speed stats, but a few of them, most notably Aerodactyl and Starmie, went the
- Jolly and Timid route, so you'll likely be dismayed to see them take their
- turns before yours.
- I've found these guys are the biggest threats not by themselves but as a team,
- with certain combinations being far worse. For this reason singling them out
- isn't always very effective, as they all hit pretty hard and with a possible
- speed advantage, will manage to get some KOs against you anyway. Still, I
- recommend going for it against the likes of Starmie, Tauros and Aero.
- That said, this battle isn't so bad. You'll want to lead with your specialists
- and have physical sweepers like Tauros or Aerodactyl as backup. While your
- present weaknesses to the opponents movesets ultimately decide what you should
- do, in my opinion the order of prioritizing, from least problematic to most,
- goes Gengar<Charizard<Sceptile<Starmie<Aerodactyl<Tauros. By all means get rid
- of Tauros and its evil CB Return right away. Ardos has enjoyed leading with it
- many times against me, and Intimidate is another reason I don't like bringing
- out the physical attackers right away. Fortunately however, Tauros does not
- have Jolly nature, from what I can tell, and will fall easily to two special
- attacks. Next, get rid of Aero and its damn near almost guaranteed first
- strike right away. Its SpDef is rather lousy, but it can still take an
- Ice Beam or Thunderbolt from even a Latios, so the best way to deal with it is
- STAB. Starmie or Raikou can take care of that; sending out your own Aero is
- almost guaranteed to provoke an Ancientpower unless its ally is Starmie.
- Starmie is like Aero in that it can take those unSTABed super effective hits,
- and is best left to a Raikou, or even singled out, if its presence is too
- threatening. Sceptile can nail a handful of weaknesses, but its deadliness
- rides on hax. My memory is foggy, but I don't believe it had an evil Timid
- nature, so your base 110-252 EVers should get the jump on it.
- As mentioned earlier, Gengar and Charizard are not very threatening. Gengar is
- easily OHKOed by any good supereffective hit or physical attack in the range
- of 150 power or slightly lower. Charizard CAN survive unSTABed Thunderbolts,
- but is noticeably slower than every other sweeper, isn't terribly strong, and
- is just begging to be rocked. Hello, Aero. Physical attacks in general are its
- undoing. Speaking of physical, your tanks and sponges are actually pretty good
- in this battle, with one exception: Aerodactyl and Tauros as a team. Rest
- assured they will rape you painfully with a speed advantage. With either of
- them out of the way, preferably Tauros in the case of being horribly
- disadvantaged with speed, they can eat most attacks easily and hit back for
- the KO. Metagross and Snorlax are good for this. Endflail/revvers are also
- pretty useful, Heracross particularly, if you can provoke them into attacking
- you; or you can do it yourself by using a tactic I hyped in an earlier version
- of this guide and use Explosion right off the bat.
- "In all of Orre, I've never seen a Pokemon Trainer of your caliber. You
- appear to be the biggest threat to Cipher. To make sure my underlings watch
- you with caution, I give you the title "Cipher's Biggest Enemy." From now on,
- Cipher's battle crews will be constantly tracking you. Watch yourself." -Ardos
- What's this? A threat? Hmmm... I like it. Ardos is cool.
- OOOOOOOOOOOOOO[10] Eldes Round OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- Oh, jeez. Talk about an exercise in frustration. I must've played through
- this one 6 or 7 times, each time making it to either the 3rd or 4th battle,
- and being screwed over by SOMETHING and handed a loss. More often than not,
- I'd reach Eldes and make my selections, based on the last battle, and he'd go
- and serve up something else. While that wouldn't necessarily cost me the win,
- I'd end up making a few bad predictions and lose anyway. Eventually I got fed
- up and brought in an Alakazam, Heracross and Slaking, whom after careful
- consideration I decided would make a joke out of this round. And they did.
- Nonetheless, I'm still going to give my strategies as I have done for all of
- these, and then include what my Emergency Response squad did to ream them all.
- [10.1] Battle 1: Supertrainer Lest
- Charizard @ Lax Incense, Male, Blaze
- Belly Drum
- Overheat
- Aerial Ace
- Earthquake
- Shedinja @ Focus Band, Genderless, Wonder Guard
- Aerial Ace
- Shadow Ball
- Silver Wind
- Protect
- Snorlax @ Chesto Berry, Female, Thick Fat
- Selfdestruct
- Shadow Ball
- Body Slam
- Rest
- Clefable @ Leftovers, Female, Cute Charm
- Follow Me
- Softboiled
- Cosmic Power
- Protect
- Togetic @ Brightpowder, Male, Serenegrace
- Follow Me
- Protect
- Yawn
- Softboiled
- Heracross @ Salac Berry, Male, Swarm
- Reversal
- Earthquake
- Megahorn
- Endure
- Strategy: A really easy battle here, especially since your priorities will be
- focused on one objective and you won't have much to worry about. And that one
- objective is to just overpower the Follow Me user, whom she will definitely
- lead with, while another of your mons either joins in the attack, or
- preferably, uses a move to enhance his own stats. Dragon Dance is a great
- one, here. Afterwards, you're going to have to deal with Shedinja (almost
- guaranteed to make an appearance in this battle), and either Charizard,
- Heracross, or Snorlax. There's just one thing to be wary of throughout this
- battle: Selfdestruct. Once Clefable or Togetic is offed, if she sends out
- Heracross or Shedinja while Snorlax is out there, you're going to have an
- exploding Lax coming your way. Hera will Endure it and be set to wail on you
- with Reversal and swarmed Megahorns; Shedinja will just attack. This is why I
- recommend beefing someone up before Clef/Tic is down, because then you can
- launch a powerful move at Lax and if not destroy it outright, weaken it to
- the point that an attack from your ally will finish it. As for Charizard, if
- he ever shows up, just launch a quick supereffective attack at him and be
- done with him. If you've Dragon Danced, he's as good as screwed. As for
- Shedinja, whom as I mentioned before is almost guaranteed to show up, while it
- only takes a single hit to bring it down, its attacks are pretty powerful and
- can be dangerous if ignored. Not only that, the AI will once again show you
- the wonders of multiple clings with that Focus Band.
- When I brought my ER squad in, Slaking Hyper Beamed Clefable and Dragonite
- DDed. Next turn, Charizard got Aerial Aced and Sheddy Shadow Balled; finally,
- Slaking Hyper Beamed Snorlax and Shedinja was AAed to death. Yawn.
- [10.2] Battle 2: Cooltrainer Ebson
- Zapdos @ Lum Berry, Genderless, Pressure
- Thunderbolt
- Drill Peck
- Hidden Power (Ice)
- Detect
- Articuno @ Quick Claw, Genderless, Pressure
- Ice Beam
- Hidden Power (Grass)
- Water Pulse
- Reflect
- Entei @ Brightpowder, Genderless, Pressure
- Body Slam
- Fire Blast
- Hidden Power (Ground)
- Iron Tail
- Moltres @ Nothing, Genderless, Pressure
- Aerial Ace
- Fire Blast
- Hidden Power (Grass)
- Protect
- Raikou @ Lax Incense, Genderless, Pressure
- Thunderbolt
- Bite
- Hidden Power (Ice)
- Reflect
- Suicune @ Leftovers, Genderless, Pressure
- Waterfall
- Hidden Power (Electric)
- Ice Beam
- Calm Mind
- Strategy: HP types in the parenthesis are those I am absolutely positive of.
- Anyways, don't be alarmed by the pack of legendaries here; this is still a
- very easy battle, and because of one thing: Idiocy. Your enemies will gang up
- on someone like frenzied wolves, and will continue to do so without catching
- onto your tactic and predicting your switch-ins. That's exactly what will
- make this battle easy- switching. You can see what the Hidden Power types
- are, and they will generally use them when they have the weakness to exploit.
- What you want to do here, though, is to bring someone that is going to deal
- the bulk of the damage to these freaks, one that is NOT susceptible to being
- OHKOed or otherwise severely damaged by their attacks. Your ally, however,
- WILL be someone that falls under that category. Then, you want to have
- someone that you can switch in for that really vulnerable type, and will
- either completely negate or take extremely low damage from the attack. The
- ones I used for this were Lapras and Marowak. Lapras draws the attention of
- Thunderbolt; switch to Marowak. Then, they're gonna want to HP Ice him to
- death, so now is the time to switch; Lapras shrugs the hits off like nothing.
- As a bonus, Lapras takes very insignificant damage from Moltes's HP Grass, to
- the point in which he can survive several, and Fire Blasts don't phase him or
- Marowak much, either. My damage dealer was actually Ampharos. Destroys Moltres
- in a single hit; puts Suicune and Articuno in critical condition; deals more
- than half of Entei's and Zapdos's total HP in damage. Oddly, Entei only used
- HP Ground on Amphy once. The rest of the time, he Body Slammed Wak or Lapras.
- I believe the reason for this is that Wak or Lapras's presence makes them a
- bigger threat to either Entei or his cohort; thus he wants to aid his ally in
- crippling them or destroying them outright. That, or he expects his ally to KO
- whoever is out, and the Body Slam is to hurt the newcomer. Who knows.
- Either way, that's the tactic I employed, and while it may take several
- minutes, it makes a joke out of this battle. Once again, if you want to use
- Explosion and rip them apart right from the start, now is as good a time as
- any.
- If the above strategy of swapping repeatedly doesn't suit you, bringing some
- special sweepers along, or really anyone that can use Thunderbolt very
- effectively, will do. On the physical spectrum of things, Tyranitar is this
- team's worst enemy be it physical or mixed, and I've had the pleasure of
- witnessing their scheme of stubbornly surviving hits with single digit HP end
- in vain, as the sandstorm finishes them off. If you can get the threat of HP
- Grass out of the way, Swampert can play pretty rough with these guys as well.
- Thick Fat Snorlax can survive several turns worth of crap from these guys and
- can quickly bring them down as well; and who else tears these guys apart but
- Aerodactyl? HP Rock even OHKOed Zapdos, to my surprise, and it makes an
- excellent counter to Articuno and Moltes. With a CB, Earthquake will bring a
- swift end to Raikou and Entei. Really, the only one Aero can't handle in some
- form is Suicune. And last but not least, I want to hype Blissey and Wobbuffet.
- The ultimate special wall is almost indestructible in this battle; a simple
- moveset with Thunder Wave, Seismic Toss and Softboiled is all you need to
- slowly but surely pick these guys off. I had Counter, which helped tear Entei
- apart. As for Wobby, I don't think an explanation is required, but I'd like to
- share a mildly amusing (and astonishing) display of AI retardation; I had
- Encored Suicune's Calm Mind, while my Lapras dealt with the other opponents.
- Encore ended up lasting 5 turns, on the last of which I used Destiny Bond.
- Now, it simply could have HP Electric'd Lapras to death, and very easily, but
- instead it chose to Waterfall Wobbuffet. It of course OHKOed him, and as a
- result Suicune was dragged to the afterlife with it. Honestly, had it not done
- that it very well could have finished my team off, but I'll never know for
- certain seeing as it chose to get the battle over with and effectively throw
- the match. In retrospect that was an extremely stupid thing to do on my part,
- but eh, it was a long time ago, I won anyway, and I'll never do it again, so
- who cares? =P
- The ER squad gave it a try. Heracross Endured and Snorlax used Selfdestruct;
- Suicune and Articuno are taken out. Then, Entei is a goner to Reversal and
- Moltres took a Hyper Beam from Slaking. Yawn.
- [10.3] Semifinal: Cooltrainer Klept
- Marowak @ Thick Club, Male, Lightningrod
- Return
- Earthquake
- Ancientpower
- Protect
- Manectric @ Brightpowder, Female, Lightningrod
- Crunch
- Protect
- Thunderbolt
- Thunder Wave
- Starmie @ Lax Incense, Genderless, Natural Cure
- Psychic
- Hydro Pump
- Ice Beam
- Protect
- Gyarados @ Scope Lens, Male, Intimidate
- Return
- Earthquake
- Hidden Power (Flying)
- Dragon Dance
- Dodrio @ Choice Band, Male, Early Bird
- Return
- Hyper Beam
- Drill Peck
- Haze
- Lapras @ Leftovers, Female, Water Absorb
- Ice Beam
- Hydro Pump
- Thunderbolt
- Protect
- Strategy: This battle is more evil than it looks. He'll lead with a
- Lightningrodder and someone else; it varied every single time for me. However
- I can assure you that he won't bring both Marowak and Manectric, and that he
- always did bring Lapras.
- The one with Lightning rod always uses Protect the first turn, and may or may
- not use it thereafter depending on what the current situation is; I've seen
- them use it initially and then abandon it; I've also seen them follow a strict
- pattern of protect, then attack, then protect, and so on. The only time he
- ever passes on using it first turn is if he leads with Wak and a flier, and
- one of your mons has a weakness to it. They'll go after your electrics with
- prejudice, and then resort to mauling any weaknesses they can exploit. Starmie
- and Lapras generally don't even bother using Protect in the face of Wak's
- Earthquakes. Gyarados usually makes an appearance, and will DD or quake or HP
- depending on what's going on; I've found that he chooses to nail weaknesses
- over boosting himself up. Dodrio is a complete psycho with that Choice Band. I
- hope you have something faster than it, or at the very least KO it immediately
- after you lose someone to Hyper Beam. Dodrio is the only true threat
- offensively; Marowak, as I'll explain next, sacrificed a lot of attack for its
- other stats and won't be dealing any mortal blows. His Starmie also has more
- speed than anything else, and unless the attack was 4x strong, not even its
- Hydro Pump is enough to OHKO anything. My Tyranitar even survived one. Lapras
- is more special wall than anything else and is incredibly slow, which really
- hurts its ability to effectively mop you up. It also loves to come by last,
- which by then should leave you able to single it out and finish it off before
- it can take out both your remaining mons.
- I'll forewarn you- that Marowak has a special defense-boosting nature, and
- plenty of EVs put into the stat. In later battles I found (with extreme
- dismay no less) that the son of a bitch could survive Hydro Pumps from my
- Lapras and an Ice Beam from my Modest, 394 SpAtt Latios. Even if only barely,
- survival in itself was bad, especially since I had counted on it delivering
- the kill and instead gave it the opportunity to land a hit. That said, its
- attack stat suffers, so don't be too nervous about its Earthquake. An
- intimidate from the start of battle will leave it even weaker. Still though,
- if you plan on eliminating Marowak, you'll probably want to hit it twice
- during its vulnerable turn.
- Now, your best course of action. Lead with at least one special sweeper, if
- you've only got one, and someone solid that can stand to take a little abuse,
- and dish it out as well. I highly recommend Metagross for this, since EQ isn't
- such an awful threat despite the opposition. Your own team won't necessarily
- decide who they lead with, so the only thing you should count on is the
- Lightningrodder immediately going into a Protect. If Dodrio is the first one
- out, pick the frail thing off with your sweeper and take the free turn to
- nail whomever follows it. If you did happen to bring along a Metagross, use
- Shadow Ball as opposed to Meteor Mash, as he's more likely to bring Starmie or
- Gyarados instead of Lapras. If he led with Gyarados, don't worry about its
- Intimidate on your physical attacker and just single it out. It can take a
- decent amount of abuse thanks to its biggest weakness being disabled, so
- unless you were packing an Aerodactyl or Tyranitar with a rock move, plan on
- it surviving and pulling a move off. If it's Starmie, withdraw someone if
- you're worried and punish it with whomever is remaining. It's not defensively
- strong at all and should bite the dust easily. In rare cases, he'll open with
- Lapras. As I said its speed is utterly pathetic and won't outrun much of
- anything. While it has the best chance of surviving two attacks out of anyone,
- it won't be KOing anything, either.
- Now here's where things can start going wrong. If he led with Manectric, you
- don't have much to worry about- its Thunderbolt isn't too strong and it isn't
- gifted at anything else. However, if Klept has sent out a sweeper that can go
- before either of yours, they'll be able to pick your mons off one by one. At
- any rate, launch a single Earthquake from your phys. attacker and be done with
- the near-worthless Electric type. Your other attacker, hopefully your sweeper,
- should be able to deal with whomever is alongside it. If it's Dodrio,so much
- the better, as it won't do anything except faint. If he's got Marowak on board
- however, you need to be a little more careful. Don't count on it falling to a
- supereffective attack, especially if that attack was not STABed. In this case
- it's better to ignore Marowak's ally and single it out, UNLESS his partner is
- Dodrio. Never, ever allow Dodrio to take its turn. Gyarados may get a Dragon
- Dance off because of this, and if so you'll probably have to Protect or
- withdraw the next turn, depending on what you know he can do to you.
- If you've got a Protector that's weak to EQ and Marowak is teamed with Starmie
- or Lapras, instead you could use Protect and let it quake, as Klept will leave
- either water undefended, and they'll lose a huge chunk of HP. Otherwise, don't
- bother trying to predict what he'll do and go for the kill yourself. Either
- way, all you need is for Marowak or Manectric to faint and you've got your
- electric attacks back, which will make very short work of everyone that still
- remains. Easier said than done, but bad luck with predictions aside, this
- battle isn't so bad.
- My ER squad handled this one easily, though! I brought out my Snorlax and
- Alakazam; blew up, not caring that I only destroyed his Lapras. Out came
- Gyarados, who was decimated by Slaking's Hyper Beam. Manectric was ousted
- by Psychic. Out comes the uncontrollable Dodrio, ready to go postal, until
- he was ousted by a single Thunderpunch. Nice try, guys.
- [10.4] Final: Admin Eldes
- Latios @ Brightpowder, Male, Levitate
- Psychic
- Ice Beam
- Dragon Claw
- Thunderbolt
- Gengar @ Lax Incense, Male, Levitate
- Psychic
- Ice Punch
- Fire Punch
- Thunderbolt
- Snorlax @ Leftovers, Female, Thick Fat
- Body Slam
- Shadow Ball
- Earthquake
- Protect
- Latias @ Scope Lens, Female, Levitate
- Psychic
- Waterfall
- Dragon Claw
- Thunderbolt
- Metagross @ Quick Claw, Genderless, Clear Body
- Earthquake
- Shadow Ball
- Meteor Mash
- Protect
- Tauros @ Choice Band, Male, Intimidate
- Return
- Iron Tail
- Earthquake
- --
- Strategy: This is it... the final battle. It's also the hardest, and even
- more annoying than the Lightningrod battle. If you don't have an exploder,
- you'll need to come up with a way to handle all of these guys without being
- overwhelmed by constant, vicious attacks.
- He'll lead with either Lati@s, generally Latios, and an Earthquaker, whom I
- almost always found to be Tauros. Depending on who you sent out, you'll
- either be quaked or singled out. That's the main style of fighting Eldes
- likes to use- focusing on you, one at a time. His backup will consist of
- another Levitator and another quaker. He may or may not have brought the
- second Lati@s, and your victory will either be sealed or doomed depending
- on what he's brought as backup.
- Beating him at his own game tends to work well. A tank or two with Earthquake
- and something else it can hit hard with, and at least two specialists. Since
- the most common ones are psychics, you'll basically be provoking Shadow Balls
- over all else from the quakers; while it does bring a swift end to your
- specialists, they're almost never OHKOs, even from Metagross. The dragons will
- also go after your special users first, so make your hits count. Your own tank
- is crucial in that it'll have to finish off the Lati@s that same turn, or
- whomever you've decided to single out. Once again, I'd probably place Tauros
- as Numero Uno on the hit list, followed by Metagross. Snorlax is the least
- threatening of all with its astoundingly bad speed (my own had a sexy double-
- digit speed of 96, and it outran Eldes' Lax) and its offensive stat is also
- the weakest. Gengar is also pretty mild, as it can be OHKOed by anything
- supereffective or otherwise very strong. Latios and Latias are generally the
- same in both defense and offense; they'll take two attacks each that aren't
- Megahorns to defeat, and generally score 2HKOs on anything that doesn't
- effectively wall them. That said, with Tauros and Metagross out of the way you
- can have this battle well under control with a couple special sponges, as
- you'll eat their attacks right up. Go after a dragon first only if they'll be
- able to OHKO someone before they have a chance to attack to KO something else.
- They're strong, but lack of Soul Dew makes them much less deadly, so even a
- supereffective attack isn't usually fatal (my Heracross is almost never OHKOed
- by Latios's Psychic, so the unSTABed attacks will deal even less damage.)
- Fake Out, Protect and Explosion are extremely effective in this battle; by all
- means bring someone that can use it, if you have them. Blissey and Wobbuffet
- once again are almost nightmarish to these guys, though Wobby may have some
- prediction issues; partnering it with someone weak to EQ is the way to go.
- Blissey can wipe the floor using Counter, and does a great job disabling
- the dragons with Thunder Wave. Seismic Toss or Ice Beam them to death as you
- see fit. Really, other than that any tankish/spongy monster can handle these
- guys once you get the nasty bull and steel type out of the way.
- Anyone that read the earlier version of this guide knows the problems I was
- having with Eldes; my ingame XD team was routinely humiliated despite my
- using what I thought was an excellent tactic. This is what led me to import
- my Heracross, Alakazam and Slaking in the first place. They also made very
- short work of this team. As usual, I found the best way to begin was to get
- rid of the evil and extremely dangerous Latios and Tauros by detonating my
- Snorlax, who blew up while Heracross endured, ridding me of the two of them.
- Out comes my Slaking. Eldes sends out Snorlax (making life so much easier for
- me) and Latias. Poor Lax is Reversaled to her demise and Latias eats a
- Shadow Ball. Finally. Why didn't I think to bring these guys in the first
- time? Or the fifth? =P
- If anyone won this battle in an interesting fashion, I'd love to hear it.
- "I'm satisfied that I was able to battle to my heart's content. I would
- like to confer on you the title "Eldes's Top Rival." With your skills, you
- shouldn't lose against even the best trainers from around the world. I
- guarantee it. Let us meet again." -Eldes
- OOOOOOOOOOOOOO[11] Coupons, TM Rewards & Prestigious(HAH) Titles OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- Here is the amount of PokeCoupons, titles, and the TMs you'll win for
- triumphing over each tournament. As always, there's no limit to the amount
- of coupons you can win from these things, but the TMs are a one-time deal.
- The letters Eagun gives you after each round are found in the previous
- sections of this guide, underneath the corresponding battle with the trainers
- themseves.
- Lovrina- 500 Coupons, TM 06: Toxic, "Lovrina Fan Club Member No. 1"
- Snattle- 1000 Coupons, TM 27: Return, "Orre Governor's Secretary Candidate"
- Gorigan- 1500 Coupons, TM 48: Skill Swap, "Hexagonal Bolt of Friendship
- Holder"
- Chobin- 2000 Coupons, TM 36: Sludge Bomb, "Defeater of Chobin"
- Gonzap- 2500 Coupons, TM 44: Rest, "Honorary Member of Team Snagem"
- Ardos- 3000 Coupons, TM 47: Steel Wing, "Cipher's Biggest Enemy"
- Eldes- 3500 Coupons, TM 02: Dragon Claw, "Eldes's Top Rival"
- OOOOOOOOOOOOOO[12] What Now? OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- ...Yes, what now? What else is there to do in this game? Well, if you
- haven't already gone to the trouble to find and complete all of the Battle
- CDs, there's that. There's also Battle Bingo, which I don't particularly
- like, but it's there, and I know that plenty of others do, so knock yourself
- out. I'd hope you have caught and purified everyone by now, and if you
- haven't trekked through Mt. Battle to obtain the GSC starters with the
- badass-looking elemental Hyper Beams, you can set out to accomplish
- that. Just remember that you need to play from 1 to 100, without ever
- leaving (saving and turning it off is okay) and never using the PC. Too many
- people don't abide by those rules, and whine and complain on the boards when
- they aren't offered a starter.
- I know a great many of you have already made second and third runs
- through the story mode, and if you liked the game enough, why not? But make
- sure you've traded everyone you want to keep (or those that you traded over
- to crush Orre) back to your GBA.
- OOOOOOOOOOOOOO[13] Credits & Special Thanks OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- What else is a section like this for? I don't see why you'd be reading
- this, other than to learn the names of people you'll never meet, or see the
- list of little peons I dragged into this mess to get me through it. ;)
- -First and foremost, my buddy Matt, for patiently sitting there and
- playing through a bunch of battles I had already done, to pick up on
- any trends I hadn't noticed in my initial run-through. He was a really,
- really big help in getting the bastards' movesets exactly right. Lastly,
- he dropped by the house to help out with this, thereby giving me the
- job of "entertaining the guest" and getting out of running errands for
- people. =P
- -Nintendo and Genius Sonority for producing something a lot better than
- Colosseum. They still managed to piss me off, though. =P
- -Warfox18 of GFaqs, who told me that Lovrina is a joke when one abuses
- Safeguard, which I failed to notice, even after cursing my way through
- the tourney the first time and thinking there had to be a much simpler
- way.
- -CJayC and GameFAQs themselves, for not only having a huge abundance of
- excellent information, but message boards with a slew of people that
- actually know what they're talking about in the midst of intellectually
- flawed kids that seem to think grammar is a kind of cereal. Too bad
- they don't always find my questions. ;) Oh, and who could forget that
- CJayC hosted my guide? Thanks muchly.
- -www.serebii.net, which provided me with the titles won for completing
- each round of Orre, since I foolishly forgot to write them down, and
- as a result can never see them again. It's also a pretty good site for
- Pokedex info, though some people hate it for its occasional errors.
- -Curly, who slept in my lap and is responsible for tampering with my
- game via mind powers and giving me CHs and other things that allowed
- me to lord over the opposition. ...Curly is my cat. Dunno what you
- freaks were thinking. =P
- -Monkey Boy, by whom I mean Gorigan, who served as my primary source of
- amusement in this game. I mean, his opening pose! There's no voice for
- him, but you KNOW he's just screaming "Oooooh oooooooh ooooooh AAAAA-
- -AAAAAAAAAHHHHHH!"
- -Alakazam, Heracross, and Slaking, my Emergency Squad, who were traded
- over to XD for some action, after I had gotten sick and tired of losing
- over stupid crap to Eldes. As I expected them to, they made that final
- battle pathetic.
- And speaking of mons, a list of everyone I have ever used in Orre, plus
- moves, items and ability (when there's two to choose from).
- Hariyama @ Lax Incense, Thick Fat
- Detect
- Fake Out
- Helping Hand
- Brick Break
- Rhydon @ Quick Claw, Lightningrod
- Protect
- Earthquake
- Megahorn
- Rock Blast
- Gyarados @ Shell Bell
- Dragon Dance
- Return
- Earthquake
- Hidden Power (Flying)
- Sceptile @ Scope Lens
- Crunch
- Leaf Blade
- Dragon Claw
- Hidden Power (Ice)
- Milotic @ Leftovers
- Confuse Ray
- Ice Beam
- Mirror Coat
- Hydro Pump
- Latios @ Brightpowder
- Psychic
- Helping Hand
- Thunderbolt
- Dragon Claw
- Look familiar...? That's right; this team was modeled after one in Colosseum.
- I enjoyed the battle so much that I wanted to make that sort of team and use
- it for myself. It actually has served me pretty well, though I've made
- more substitutes than I can count to try out new teamups and combos.
- Now for my ingamers. Those with Hidden Power have made me unbelievably lucky.
- I also had a Flareon with Water and Victreebel with Bug, but Flare's was of a
- weak power and Victreebel just isn't someone I'd use outside of story mode.
- Snorlax @ Choice Band, Thick Fat
- Return
- Earthquake
- Shadow Ball
- Hyper Beam/Selfdestruct
- Ampharos @ Brightpowder
- Protect
- Thunderbolt
- Seismic Toss
- Fire Punch
- Lapras @ Leftovers, Shell Armor
- Thunder
- Sheer Cold/Protect
- Ice Beam
- Hydro Pump
- Dragonite @ Shell Bell
- Dragon Dance
- Aerial Ace
- Earthquake
- Brick Break
- Exeggutor @ Quick Claw
- Psychic
- Giga Drain
- Hidden Power (Fire)
- Explosion
- Marowak @ Thick Club, Rock Head
- Swords Dance
- Double-Edge
- Bonemerang
- Hidden Power (Rock)
- Some of them took vacations to FR and Emerald for some moveset updates. Hence
- Fire Punch on Amphy and so on. I kinda wish I put Protect on Wak, looking back
- on the battles I fought. Earthquake would've done him good, too, but prior to
- my bringing these pals to Orre, I only had Amphy with Protect (as these guys
- were for Mt. Battle) and wanted a good ground move that wouldn't kill my
- allies.
- Last but not least, my ER squad =P
- Alakazam @ Brightpowder, Synchronize
- Psychic
- Ice Punch/Protect
- Fire Punch
- Thunderpunch
- Heracross @ Salac Berry, Swarm
- Endure
- Earthquake
- Megahorn
- Reversal
- Slaking @ Choice Band
- Brick Break
- Earthquake
- Shadow Ball
- Hyper Beam
- Ruby Ingamers. Never all been on the same team, either. Zam replaced Amphy.
- Hera replaced Eggy. King replaced Wak.
- OOOOOOOOOOOOOO[14] Contact Info & Legal Stuff OOOOOOOO
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- First off, my email. If you have QUESTIONS PERTAINING TO THIS GUIDE ONLY,
- which means not asking me where a certain mon can be caught, how to beat a
- certain person in the story mode itself, or anything outside of THIS
- walkthrough. I'm not going to rate your movesets or tell you what's wrong
- with your team. The info throughout this guide will do you just fine, provided
- you have comprehension skills, and are capable of taking general advice and
- proceeding with it your own way. If you have found and can ABSOLUTELY confirm
- an error found within my guide, please let me know about it, and I will fix
- it. Note: It won't be in the movesets themselves. I went to a great deal of
- trouble to make sure they're listed flawlessly. Don't insist that you "saw
- so-and-so use this" because you are mistaken.
- That said, if you have a unique or interesting strategy that you used
- during a certain battle or tournament that I have not listed, provided that
- your victory DIDN'T involve multiple critical hits, Quick Claws or
- Brightpowders taking effect, or the enemy generally having a lot of
- misfortune. Strategies that don't hinge on luck are more than welcome.
- As with any email, please address it with "Orre Colosseum Guide" in the
- subject line, or I will delete it. Also, be aware that I will not necessarily
- reply to you, especially if your email is incoherent or in regards to
- something I explicitly stated not to bug me about. If your email is going to
- merit an update to this guide, then I shall most definitely reply and thank
- you.
- Lastly, do not email me asking for permission to post my guide on your
- website. I will not grant it. Sorry, but if you came to GFAQs to read it,
- then that's where you can head if you want some information from it. I'm not
- being an ass, here. I just don't want my work plastered all over the net,
- because that's when people start taking sections or even all of it without
- giving me any credit.
- -Extremespeed@mail.com is where I may be reached. Sorry, but I don't make
- public appearances on AIM, or any instant messaging program. This is
- the only way you may contact me.
- Now for the official legal bit:
- No breach of copyright is intended with the production of this guide.
- Pokemon, all characters and related articles are property of
- Genius Sonority, Inc. and Nintendo/Creatures/GAME FREAK, Inc. This guide,
- however, is property of my own.
- This guide may only be used for personal, private benefit. You may not
- reproduce or edit any part of this document at all, and it may not be displayed
- anywhere other than www.gamefaqs.com, www.neoseeker.com, or www.gamerhelp.com.
- This guide especially may not be used for monetary profit, and doing so will
- result in swift, harsh punishment. If I find that you have posted any portion
- of my guide and I have not given my approval, I expect you to remove my work
- promptly upon my ordering. I will handle all copyright violations and failure
- to comply with my guidelines with immediate legal action. Don't tempt me.
- Pokemon XD: Gale of Darkness, Orre Colosseum Guide Ver. 2.0
- Copyright 2005 by Dave Baker "Reptobismol"
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