ReptoAbysmal

Defunct Orre Colosseum Guide by Repto

Apr 20th, 2020
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  1. Pokemon XD: Gale of Darkness
  2. Orre Colosseum Guide, Ver. 1.6 by Reptobismol
  3.  
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  26.  
  27. Iiiiiiiiiiiiiiit's SNORLAX! Welcome!
  28.  
  29. OOOOOOOOOOOOOO Table of Contents OOOOOOOO
  30. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  31.  
  32. [1] Introduction
  33. [2] Version History
  34. [3] Before you begin...
  35. [3.1] Rules and Regulations
  36. [3.2] Team Preparation
  37. [3.3] XD Monsters Only: Making use of what's available to you
  38. [3.4] Basic Strategies
  39. [4] Lovrina Round
  40. [4.1] Battle 1
  41. [4.2] Battle 2
  42. [4.3] Semifinal
  43. [4.4] Final
  44. [5] Snattle Round
  45. [5.1] Battle 1
  46. [5.2] Battle 2
  47. [5.3] Semifinal
  48. [5.4] Final
  49. [6] Gorigan Round
  50. [6.1] Battle 1
  51. [6.2] Battle 2
  52. [6.3] Semifinal
  53. [6.4] Final
  54. [7] Chobin & Robo Groudon Round
  55. [7.1] Battle 1
  56. [7.2] Battle 2
  57. [7.3] Semifinal
  58. [7.4] Final
  59. [8] Gonzap Round
  60. [8.1] Battle 1
  61. [8.2] Battle 2
  62. [8.3] Semifinal
  63. [8.4] Final
  64. [Intermission]
  65. [9] Ardos Round
  66. [9.1] Battle 1
  67. [9.2] Battle 2
  68. [9.3] Semifinal
  69. [9.4] Final
  70. [10] Eldes Round
  71. [10.1] Battle 1
  72. [10.2] Battle 2
  73. [10.3] Semifinal
  74. [10.4] Final
  75. [11] Coupons, TM Rewards & Prestigious(HAH) Titles
  76. [12] What Now?
  77. [13] Credits & Special Thanks
  78. [14] Contact Info & Legal Stuff
  79.  
  80. OOOOOOOOOOOOOO[1] Introduction OOOOOOOO
  81. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  82.  
  83. So, you've beaten the old man, restored peace in Orre (for a limited time
  84. of course!), and it appears there's no one left in the region in need of a
  85. good ass beating... ..until Eagun starts annoying you with emails again, that
  86. is. Why do you give these people your address anyway? Upon leaving your
  87. HQ, you'll find Eagun by the steps, who wishes to have a quick chat, but not
  88. before piling his rodents onto you. Exterminate them, and you'll learn that
  89. he's opened up a Colosseum in the far reaches of Orre, and he'd like you to
  90. participate in the battles there. Purifications and Mt. Battle aside, you have
  91. nothing better to do, so why not?
  92.  
  93. You've noticed that Pokemon XD lacks a separate Colosseum mode in favor
  94. of a larger, much less crappier RPG, and this is the substitute. The teams are
  95. all assembled with fully-evolved Pokemon spanning all three generations of GBA
  96. games, with held items and movesets that are actually useful. Also unlike Mt.
  97. Battle, Pyrite, and Realgam, the trainers in this Colosseum are programmed
  98. with some competent A.I.; the battles won't be cakewalks compared to the rest
  99. of the game (sorry, there'll be no Wailmer or Seedot thrashing here, or
  100. Blazikens with Sand Attack). Whether you're great at this game or not, you're
  101. in for a pretty good challenge.
  102.  
  103. This guide is to provide you with some assistance, or at the very least
  104. let you know what you'll be going up against, in order to make changes to your
  105. team accordingly. I've listed the Pokemon and their exact movesets and held
  106. items for each trainer, as well as their genders and abilities, and the
  107. strategy each one will try to employ. I'll also give a few bits of general
  108. advice for handling each one, and share a few of my own experiences where I
  109. deem it possibly helpful. Barring gross amounts of misfortune (i.e.: AI
  110. cheapness) or simply disadvantaged teamups, this guide will enable you to
  111. crush the opposition without too much trouble. AND earn you some pretty lame
  112. titles! Woo!
  113.  
  114. OOOOOOOOOOOOOO[2] Version History OOOOOOOO
  115. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  116.  
  117. - Ver. 1.0:
  118. Compiled everything; trainers, their wretched little monsters, advice,
  119. you name it. Initial guide complete. Probably not going to add sections
  120. for Pyrite or Realgam, because they're too damn easy to require aid.
  121.  
  122. - Ver. 1.1:
  123. Fixed some *GASP!!1* errors in punctuation that my beautiful eyes
  124. somehow missed the first time around, and added Neoseeker to the
  125. authorized websites list. Also fixed an ugly contradiction I seemed to
  126. have made in one of the strats. Got rid of the remark pertaining to Mr.
  127. Mime's gender, as I am aware that it merely clashes with English
  128. translation, but it was bringing forth a lot of messages explaining it
  129. to me. Better to just get rid of it.
  130.  
  131. - Ver. 1.2:
  132. Listed traits for Marowak and Alakazam, whom I had passed over in the
  133. credits section. Tiny edit.
  134.  
  135. - Ver. 1.3:
  136. Added GamerHelp to authorized websites list.
  137.  
  138. - Ver. 1.4:
  139. Reworded a couple strategies that weren't worded as well as I would
  140. have liked. ...word.
  141.  
  142. - Ver. 1.5:
  143. Finally! I've played my way through a second time, and beat each round
  144. of Orre all over again to get the letters you recieve from Eagun. Also
  145. updated the titles themselves, as serebii still used the Jap version.
  146. A lot of changing done to the 11th section.
  147.  
  148. - Ver. 1.6:
  149. Fixed some little grammatical errors I managed to miss. Funny, I
  150. didn't think I'd be updating this anymore; just happened to be
  151. skimming over it after someone emailed me. A few other little touch-ups
  152. here and there.
  153.  
  154. - Ver. 2.0 (9/12/06):
  155. Made an enormous edit, revamping if not overhauling many strategies,
  156. and included a section on using monsters exclusively within XD.
  157.  
  158. OOOOOOOOOOOOOO[3] Before you begin...OOOOOOOO
  159. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  160.  
  161. A bunch of things worth mentioning before diving into this thing, as Orre
  162. is vastly different from anything else you'll face in XD, and you'll want to
  163. prepare/adjust yourself accordingly. Starting with the biggest change:
  164.  
  165. [3.1] Rules and Regulations
  166.  
  167.  
  168. Things are much more strict than in other colosseums. Rules you must abide by:
  169.  
  170. - Ubers, by which I mean Mewtwo, Mew, Lugia, Ho-oh, Celebi, Kyogre,
  171. Groudon, Rayquaza, Jirachi, and Deoxys are not allowed to enter. So much
  172. for Lugia being able to shine here. The Legendary Birds, Dogs, Regis,
  173. and Latios & Latias ARE permitted, however. Go crazy with 'em. Your
  174. opponents will.
  175.  
  176. - Soul Dew has been banned. Hah! So much for cheap sweeping!
  177.  
  178. - Two of the same hold item are not allowed. Which one NEEDS Leftovers..?
  179.  
  180. - Likewise, two of the same Pokemon aren't allowed, either.
  181.  
  182. - All opposing Pokemon will be at level 60, or the same level as your
  183. highest-leveled Pokemon.
  184.  
  185. - Each round consists of four battles. All of them are double battles,
  186. and like the preceding games, you'll be prompted before each battle
  187. to choose which ones you plan to use, as well as a view of the
  188. opponent's roster.
  189.  
  190. [3.2] Team Preparation
  191.  
  192.  
  193. Chances are, the Pokemon you caught throughout XD aren't ideally what
  194. you'd have on a serious team, whether they weren't EV trained, their IVs or
  195. especially their natures suck, poor movesets, or you just don't like the
  196. selection to begin with. Either way, I highly recommend bringing
  197. in a team of 6 that you devoted a lot of time to from your GBA games. That
  198. way you can have their moves and natures exactly as you want them, not
  199. to mention a much more efficient means of EV training. If you plan on using
  200. only Pokemon you caught while playing the game... ..you'd better know what
  201. you're doing, and I hope for your sake their EVs are damn near perfectly
  202. distributed, because your opponents' will be. I'll discuss this in the next
  203. section, though, for those that want to take Orre on using only what's
  204. available to them.
  205.  
  206. I realise that there are some people still totally unfamiliar with EVs,
  207. but I won't be devoting any time to explaining it. There's an excellent guide
  208. regarding EVs in the Pokemon Ruby section of GameFAQs that I know of (though
  209. it takes some patience to really understand it) and plenty of knowledgeable
  210. posters on the boards that can help you if you need it.
  211.  
  212. Spend a lot of time either on Mt. Battle or Emerald's Battle Frontier
  213. until you've won enough coupons/BP to buy any hold item you need, and get
  214. anything else you need completed out of the way. It's a good idea to have
  215. more than 6 mons traded over, as your opposition is pretty diverse, and one
  216. lineup might not be able to handle every situation. Use your best judgment.
  217. Or, you can be like me and scrape along to the finals, lose, then learn where
  218. you went wrong and totally ream them all the second time. =P
  219.  
  220.  
  221. [3.3] XD Monsters Only: Making use of what's available to you
  222.  
  223.  
  224. Whether you don't have a GBA cart or link cable needed to import mons
  225. you've actually bothered to EV train and raise properly, or just want much
  226. more challenge out of this thing, it's very possible to make competent teams
  227. using only the Pokemon found within the game. The selection isn't too bad,
  228. though you're definitely going to miss having a few of them around. I've split
  229. them up into categories based on their first type, and given my own opinions
  230. of what I think has potential to be useful and recommendations on particular
  231. moves they should utilize.
  232.  
  233. Keep in mind, however, that having any hope whatsoever of trumping Orre
  234. means raising these guys to their full potential, paying special attention to
  235. their EV growth, and most of all, repeatedly purifying and resetting the game
  236. until you get the exact nature you want, and beneficial IVs. It's ridiculously
  237. time consuming and frustrating. And then there's leveling them up. On top of
  238. that, most TMs are in very limited supply, so you'll likely have to think
  239. carefully over everyone and use the TMs up only when you've decided you have
  240. the six you truly want to use. Certain monsters have the luxury of being so
  241. simple and limited in either movepool or overall use, though, so having a
  242. third and fourth moveslot devoted to Refresh and Tail Whip or whatever will
  243. be irrelevant if they only use one of two attacks much of the time.
  244. Choice Banders are a good example.
  245.  
  246. To find the type you're looking for more quickly, if you aren't looking
  247. to skim the entire section, use CTRL + F and enter the type followed by the
  248. actual word 'Type'. For example, to skip to ice Pokemon, enter 'Ice Type' into
  249. the window. Easy stuff.
  250.  
  251.  
  252. Normal Type:
  253.  
  254. - Togetic: If you didn't give the scientist back his purified Togepi and
  255. took the time to train and evolve it, it makes a very good Follow Me
  256. user. Thunder Wave, Wish, Safeguard, Seismic Toss, or even moves
  257. that abuse Serenegrace make decent fillers. Max HP and put the rest
  258. into Def and SpDef. I'd go SpDef enhancing nature.
  259.  
  260. - Dodrio: Excellent Choice Bander. Return unfortunately is won by beating
  261. Snattle Round, but there are a host of other obtainable and strong
  262. normal-type attacks that Dodrio can use until then. The only issue is
  263. its speed, which while fast is not always fast enough to trump the guys
  264. you'll want to eliminate ASAP. Adamant nature recommended.
  265.  
  266. - Kangaskhan: Not too terrible, actually, and she obtains Earthquake via
  267. purification. She also learns Endure and Reversal, which while not the
  268. best in her hands is still strong as hell. I recommend Endure and Salac
  269. or Leichi Berry for this lady, depending on what you ultimately do with
  270. her. Body Slam and Shadow Ball are also good. Early Bird can't really
  271. be utilized as Rest is obtainable only through the colosseum. Adamant
  272. or Jolly nature.
  273.  
  274. - Blissey: Amazing if used effectively. Walls like no other. If you
  275. hopefully haven't already used up Thunder Wave and Seismic Toss via the
  276. Move Tutor already, she's the one to teach them. Since Counter isn't
  277. available without a trip to Emerald, I'd go Ice Beam for the 4th, or
  278. even stick with Thunderbolt that'll already be on her. Just make sure
  279. that she's paired with someone that can keep the brutal physical moves
  280. off, and she'll last. Definitely go Bold nature and max the Def stat as
  281. well. Rest into HP and SDef; I'd use Seismic Toss more than Ice Beam to
  282. attack, anyway.
  283.  
  284. - Swellow: Another CBer, and with a movepool just as limited as Dodrio's.
  285. However Swellow has the benefit of Guts, and if you have someone that
  286. can trigger it, by all means abuse it. Facade is devastating with both
  287. CB and Guts activated, and Swellow has the benefit of an insane speed,
  288. trumping that of Raikou and many other annoying little bastards. You
  289. won't meet Jolteon or Aerodactyl much, either. Definitely Jolly Nature.
  290.  
  291. - Snorlax: Best normal type period. One of the most annoyingly difficult
  292. to KO, and double battles don't really change that. If I had to choose
  293. one Normal type to use, it's this guy. Curselax, while available, is
  294. out of the question; double battles are not the place to take your time
  295. Cursing and Resting away the damage. Instead, give him Selfdestruct and
  296. three other attacks of your choice, depending on what TMs you're
  297. willing to expend. Body Slam or Return is a must. For held item, go
  298. Lefties or Quick Claw, Claw if someone else needs Lefties more. Snorlax
  299. can both stick it out to the end, or blow up right away and take down
  300. both opponents. He's a winner either way. Adamant nature and lotsa Att,
  301. with the rest in HP, Def and SDef. Best when partnered with a sweeper.
  302.  
  303. - Tauros: Yet another great CBer, and I recommend this one over both
  304. Dodrio and Swellow due to Intimidate, a slightly better movepool, and
  305. defenses that can at least take a hit. No damn ice or electric weakness
  306. either. This guy NEEDS Return if you plan to use him; don't give it to
  307. anyone else. Gains Earthquake on purification which is pretty sexy, and
  308. you can give him Iron Tail and Hyper Beam as well, since no one else
  309. will be using them. Then again, you'll almost never be using them,
  310. either. Lead with this guy whenever possible and let 'im loose. Jolly
  311. nature as well as max speed is a must, which will allow him to outrun
  312. most other base 110 speedsters, as they tend to neglect the stat.
  313. Like Snorlax this guy lasts a lot longer with a special sweeper around
  314. to take care of things it can't, or more importantly to score the 2HKO
  315. on things his beefed Returns fall short on.
  316.  
  317.  
  318. Bug Type:
  319.  
  320. - Ledian: Why didn't they ban Ledian?! IF YOU NEED TO USE LEDIAN TO WIN
  321. YOU ARE A DOUCHE
  322.  
  323. - Ariados: See above
  324.  
  325. - Forretress: This guy really has no place here, with nothing that needs
  326. rapid spinning and no way to make full use of Spikes. If you really
  327. like the world's hardest walnut however, it still has Counter, can
  328. learn Earthquake (though I'd have to wonder why you're wasting it on
  329. this guy) and can explode. Don't count on it getting to use the move
  330. if an enemy specialist is afoot. If the team you're facing has nothing
  331. it can really do to Forry, however, Reflect or Light Screen makes a
  332. great team-assist move. Preferably Light Screen. Impish nature, max
  333. HP, and put whatever doesn't go into defense into attack.
  334.  
  335. - Parasect: Spore + filler + filler + filler = win
  336. However, for my personal opinion of Parasect, see Ledian.
  337.  
  338. - Beedrill: Damn, they really went all out. There might be a battle in
  339. Lovrina round where this guy doesn't get his ass handed to him on the
  340. first turn.
  341.  
  342. - Pinsir: Brought along with someone packing Fake Out, you might be able
  343. to wreak some havoc after safely pulling off a Swords Dance. Earthquake
  344. and Brick Break are all right, or Focus Punch if you're feeling bold.
  345. You might as well buy a Hidden Power and see if it's anything worth
  346. using on it, as well. Pinsir is cool, but he's not going to earn his
  347. spot in the sunlight until D/P when they finally do him justice.
  348. If he could get Endure and use a stat berry without needing to be
  349. traded he'd a lot better here, I think. Jolly nature I suppose, and
  350. a ton of attack. It can get the jump on more than a few things, and
  351. Fake Out or the proper ally will really prolong its life. Can't say
  352. I genuinely recommend it though.
  353.  
  354. - Scyther/Scizor: Yet another one that won't be genuinely good until the
  355. release of D/P. On top of that, any moves these guys can actually get
  356. that are worth using are, whaddya know, unobtainable through XD alone.
  357. Don't bother with them unless you're importing, in which case you
  358. probably aren't reading this section anyway.
  359.  
  360.  
  361. Grass Type:
  362.  
  363. - Shiftry: If you can bring yourself to raise a Seedot until it learns
  364. Explosion, then evolve it and put Fake Out onto Nuzleaf via the Move
  365. Relearner, then Shiftry can serve a nice purpose. For the remaining
  366. two moves, I say forsake SpAtt and just go Shadow Ball and some other
  367. filler. If you go with a speed enhancing nature, or even without,
  368. Shiftry can still be a quick little plant. Either way, pimp out the
  369. attack and speed stats for best results.
  370.  
  371. - Breloom: Can kick a lot of ass if used properly, and is VERY effective
  372. coupled with a Follow Me user. Spore and Focus Punch are a must, and I
  373. recommend using Move Tutor's Substitute on it. The last move is up to
  374. you; if you can some how get HP Rock onto it, score. Otherwise all you
  375. need to concern yourself with is punching and not getting hit. Max the
  376. attack and consider an attack upping nature, as its main damaging move
  377. renders speed useless. HP requires a lot of attention as well.
  378.  
  379. - Victreebel: Requires too much team support and diversion to really make
  380. use of this guy, and on top of that its available movelist is not too
  381. impressive. Sleep Power is a must and I'd go with a physical attacking
  382. set, though there's not much in the way of that. Sludge Bomb is there,
  383. and aside from that Body Slam and perhaps Hidden Power if you get lucky
  384. with the typing and power. I note that with a Jolly nature and maxed
  385. speed it can outrun a handful of monsters that aren't boasting similar
  386. natures. Still, this guy isn't recommended.
  387.  
  388. - Exeggutor: While it requires largely the same amount of care that
  389. Victreebel does, it's actually capable of dishing out a lot of pain.
  390. I'd actually recommend Sunny Day if your team members can help
  391. guarantee its usage and benefit from it, and on top of that there's
  392. Psychic and Solarbeam, absolutely deadly when used by this guy. If you
  393. haven't bothered or don't plan on using a Snorlax, you'd benefit from
  394. teaching it Selfdestruct via Move Tutor, but I'd check out what its
  395. Hidden Power type is, first. If you do go Sunny Day, then enough speed
  396. to hit 198 is recommended, and a +SpAtt nature with plenty of EVs put
  397. into the stat. Exeggutor can be used to some degree of effectiveness
  398. alongside a Moltres.
  399.  
  400.  
  401. Rock Type:
  402.  
  403. - Lunatone: While it's far from the best, if you want to use one of these
  404. here, it can make do with a Baton Pass set. I'd go with Calm Mind as
  405. the boosts to pass on, and Psychic and Ice Beam as its other attacks.
  406. I wouldn't use this set period without Fake Out, Follow Me or some
  407. other form of team support. Definitely Timid nature and plenty speed to
  408. have any hope of outrunning mean things that can easily OHKO you.
  409.  
  410. - Solrock: I was ready to skip this guy when I realised that amusingly it
  411. can make a somewhat effective CB exploder. Other than that, in XD at
  412. least it can't do much else. It also learns Earthquake and Rock Slide,
  413. but I wouldn't want to use the precious TM on this guy. Still, for
  414. suicide purposes, Solrock gets the job done. Like Lunatone, I'd go with
  415. a speed nature, in this case Jolly. Max the stat out along with attack.
  416. I would stop using this guy after the third round, since you'll be
  417. fighting too many things that can off it in one shot. And for that
  418. reason, I'd consider avoiding it entirely.
  419.  
  420. - Rhydon: Now HERE'S a rock monster you can write home about! What's not
  421. to praise about this guy? His abysmal speed and special defense? Pfft,
  422. who needs them when you've got bountiful HP, awesome attack, and Def
  423. that shrugs off those unSTABed Earthquakes that'll be coming your way?
  424. Earthquake, Megahorn and Rock Blast are good bets. Protect is very
  425. handy as a fourth move, and on particular teams, Focus Punch or
  426. Substitute. Leftovers is a great hold item but will likely belong to
  427. someone else, so Quick Claw is the way to go. Lightningrod is the
  428. preferred ability, but I'd keep the first one that has IVs that don't
  429. suck. Adamant nature, with enough attack to meet or break 350 at least,
  430. and the rest into HP and Defense. Don't worry about that awful SpDef
  431. as it'll be OHKOed by supereffective hits anyway, and those that don't
  432. will be 2HKOs whether it deals 60% or 80%. Rhydon is a guaranteed
  433. winner that'll see you through every round.
  434.  
  435. - Tyranitar: Here's another one worth going out of your way for. With
  436. stats just as impressive as Rhydon's and an even better movepool,
  437. Tyranitar can be used effectively in a large number of battles. I'd
  438. actually recommend a mixed set of both special and physical attacks,
  439. among them Crunch, Earthquake, Focus Punch, Thunderbolt, Ice Beam, and
  440. even Rock Slide in some cases. While Sand Stream is annoying, the other
  441. team is suffering just the same, and it makes a great way to finish off
  442. those pesky enemies that escaped fainting with a sliver of health. Not
  443. anymore. Tyranitar is extremely durable with a Light Screen or Reflect
  444. in play, so I highly recommend pairing it with someone that'll use it,
  445. or even have one up before bringing it out. Even then it isn't crucial,
  446. however. Quiet nature if you plan on using a mixed set, which you
  447. should if you're going solely XD obtainable, and EVs in the vicinity
  448. of 188 for the stat. Max out HP, and put the rest into the stat of your
  449. choice. By the way, this is the guy to give Leftovers, as opposed to
  450. using it on someone just for the hell of it. I'd also consider
  451. Substitute as a fourth move, as it has some applicable situations where
  452. it's incredibly useful.
  453.  
  454.  
  455. Ground Type:
  456.  
  457. - Claydol: If nothing else, give it Light Screen or Reflect. It's the one
  458. reason I would bring a Claydol, and it does that very well; I'd go with
  459. Light Screen personally, as it benefits itself far more, and for some
  460. reason special attacks just seem to be... meaner. Aside from that, you
  461. can do a lot with Claydol, and it can learn a host of good moves that
  462. it can effectively clean up with. Psychic and Ice Beam most notably,
  463. and Earthquake if you've got the TM to spare. Explosion is also very
  464. useful. Consider Claydol if you've already got 5 asskicking monsters
  465. ready to go and are looking for a team player to help round them out.
  466.  
  467. - Dugtrio: Hellooooooo Choice Band. Dugtrio cleans up extremely well and
  468. brings a swift end to anything weak to Earthquake right from the start.
  469. Moves like Aerial Ace generally suck for their incredibly mediocre
  470. strength, but are just right for Duggy. Sludge Bomb requires some Orre
  471. stomping to earn, but also works well on it. Give Hidden Power a shot
  472. and see what that brings, too. In all, Dugtrio is great to have around
  473. either as a lead or backup to finish the job. As for nature, this time
  474. around I'd go Adamant instead of Jolly; you generally don't need the
  475. extra boost unless you're afraid of Sceptile or something. Max both
  476. attack and speed.
  477.  
  478. - Marowak: A force to be reckoned with. With a Thick Club, this fella is
  479. just lethal. It doesn't even need attack EVs to deliver some really
  480. painful Earthquakes. That said, you can prolong this guy's lifespan
  481. considerably with plenty of EVs in defense, special defense and HP.
  482. For a beneficial nature, go attack (without EVs) or special defense.
  483. Moveset depends a little on trait, in that Double-Edge is nice to have
  484. so long as you're Rock Head. With Lightningrod, just stick with your
  485. purification moves and perhaps consider Return, once it becomes
  486. available. Focus Punch is also an excellent move with team support and
  487. substitute.
  488.  
  489. - Flygon: While its movepool is teetering on horrible, Flygon does have
  490. something on Duggy in that its Earthquake is much better, and with
  491. Jolly nature and max EVs, its speed isn't much less than an unboosted
  492. Trio. And that speed is all you really need to kick some ass with this
  493. guy. Earthquake is a great move in itself, and with STAB and coming
  494. from this quick little dragonfly with its base 100 attack, it'll take
  495. down more than you think. There really isn't much else you can give
  496. Flygon via XD, but you're not bringing him into battle unless you'll
  497. be using this move repeatedly. In the end I'd take Tauros over Flygon,
  498. STABed EQ and same attack stat or not, but in the battles where he can
  499. shine, Flygon won't disappoint.
  500.  
  501.  
  502. Fire Type:
  503.  
  504. - Ninetales: Surprisingly useful. Train Vulpix for a little bit, and let
  505. it learn Safeguard, invaluable in the first round, and Grudge, which
  506. can come through for you in a pinch. Particularly against bastards that
  507. pack Earthquake. For damage I recommend Fire Blast or Overheat, and as
  508. a final move, Will-O-Wisp. You could also try Hidden Power and see what
  509. that yields. Only one choice for actual attacking, but Ninetales really
  510. can't get much else. On top of that you'll be using its other moves
  511. just as much if not more, for the battles you'd be bringing the fox.
  512. For a filler Pokemon, Ninetales isn't too terrible. Oh, and I'd go with
  513. max speed and Modest nature, to get the most out of its fire move.
  514.  
  515. - Arcanine: Not really recommended, though it has a pretty great trait.
  516. Its movepool is even more butchered with no Crunch, so if you really
  517. want to use this doggy, you'll basically have to go the Ninetales route
  518. and give it anything remotely usable. Extremespeed, Bite, Overheat,
  519. even Aerial Ace. Meh. One thing I note is that it can get Helping Hand,
  520. though, which can be devastating alongside a sweeper. And if nothing
  521. else it brings a fitting end to the evil Metagross.
  522.  
  523. - Magmar: It actually learns some stuff, and purification is good to it.
  524. If you want a crapshoot little fire type that has some stuff up its
  525. sleeve, I present to you, Magmar. Follow Me is almost guaranteed to
  526. get it OHKOed, even though such fate was going to come to it anyway.
  527. Still, it's good for a last ditch effort to preserve someone else, and
  528. it has one of the sexiest abilities to go along with it. Fire Blast and
  529. Thunderpunch are pretty handy moves in general, and you can use Psychic
  530. or Confuse Ray to round it out. While it's incredibly frail, it IS
  531. quick and it has the special attack to kill things. I'd take it over
  532. the previous two.
  533.  
  534. - Magcargo: In my fantasy world where chocolate is healthy and unsafe sex
  535. never results in STDs or pregnancy, Magcargo is an unstoppable force.
  536. I know what you're thinking; you want it to be true, too, but you'll
  537. wake up tomorrow and Magcargo will still be horrible.
  538.  
  539. - Moltres: And here to steal attention away from Magmar is the borderline
  540. almighty Moltres. XD gives it some cool moves that can serve some great
  541. purpose in one battle or another, and on top of that its special attack
  542. is excellent. It also learns Safeguard, which effectively kicks
  543. Ninetales away. Will-O-Wisp, Extrasensory, Fire Blast/Overheat and
  544. Safeguard/Sunny Day is effective. Extrasensory is largely decoration,
  545. but is a reliable way to finish something off. Or you can bring it to
  546. Ardos Round 3 and OHKO Qwilfish. =P Timid nature preferably and put a
  547. great deal into SpAtt. Leftovers into HP. Considering Moltres is part
  548. of the borderline tier, it won't have much trouble surviving to take
  549. down a few enemies.
  550.  
  551.  
  552. Water Type:
  553.  
  554. - Vaporeon: Great stuff. Ice Beam and Hydro Pump are all you really need
  555. to kick ass, and on top of that Vappy has the appropriate stats for
  556. surviving all manners of shit. For the remaining two moves, you have
  557. Bite, Acid Armor and Baton Pass, Helping Hand and Protect. The enemy
  558. Vaporeon uses Quick Attack for some reason, but you won't be finding
  559. too many uses for that. I'd go with Bite and Helping Hand/Protect.
  560. Modest nature with a lot of SpAtt, and the rest in defense and special
  561. defense. HP should be all right on it own. Definitely give Vaporeon
  562. Leftovers if you haven't decided someone else needs it moreso.
  563.  
  564. - Dewgong: It's got a helpful trait, and can learn Helping Hand and
  565. Sheer Cold, so I'm giving it a passing thought. Its defenses are
  566. decent, too. With the number of ice weaknesses about it can possibly
  567. bring a few down with Ice Beam, as well. It's too bad they didn't
  568. give it Fake Out via purification, or it'd be somewhat more desirable.
  569.  
  570. - Sharpedo: Frail as all hell. Neat trait. Crunch and Ice Beam to call
  571. on, as well as Earthquake and Double-Edge, from respectable attack
  572. stats. Potentially able to kill stuff with enough speed and offense.
  573. Seemingly OHKOed by anything with a base power. There's my passing
  574. thought.
  575.  
  576. - Starmie: Here's the water you're most likely to use, if any. Not only
  577. does it have the stats in the right places, but purification almost
  578. entirely sets it up for you! No Hydro Pump, but Waterfall is better
  579. than nothing. Slap Thunderbolt on it and you're ready to go. Timid
  580. nature with max speed and attack. As for hold item, it doesn't need
  581. or want Leftovers, so go Scope Lens or an item like Lax Incense.
  582.  
  583. - Lapras: Also highly recommended. Very resilient and excellent movepool.
  584. Ice Beam and Thunderbolt are generally musts, and I'd also go with
  585. Hydro Pump. As for the last move, I've done well and gotten a lot of
  586. usage out of Protect, but if your team setup doesn't call for it much
  587. there's also Sheer Cold, never reliable but always fun and sometimes
  588. a lifesaver. Go with a special defense boosting nature and spread all
  589. EVs amongst that, defense and SpAtt, which I would max; HP takes care
  590. of itself. Another very deserving candidate for Leftovers.
  591.  
  592.  
  593. Ice Type:
  594.  
  595. - Walrein: Not having a halfway decent water move is a bit disappointing,
  596. but Walrein still kicks ass. Awesome trait, tons of HP, great special
  597. attack, and good defenses make it worth the trouble of raising one.
  598. I suggest Ice Beam and Sheer Cold, along with Encore for various
  599. situations and Protect to round things out. There's also Body Slam as a
  600. filler, but you'll primarily be Ice Beaming anything to death and using
  601. Sheer Cold otherwise. While Leftovers is a good choice for held item,
  602. Quick Claw also works well. Max HP and SpAtt with Modest nature.
  603.  
  604. - Articuno: A very resilient birdie, however lacking in the movepool
  605. department. Then again, a lot of these guys are. You're not going to
  606. be doing much of anything about your weaknesses, and Water Pulse is not
  607. going to cut it. On that note, I'd go with Ice Beam, Extrasensory,
  608. Mind Reader, and Sheer Cold. Max HP, special defense boosting nature
  609. with a few EVs to buff it, and the rest in defense and special attack.
  610. Considering rock moves suck something fierce and fire types in general
  611. are uncommon in addition to sucking something fierce, Articuno need
  612. worry only about electricity. Come to think of it, rock attacks are
  613. quite rare throughout Orre, too. Just as good, because two chunks of
  614. Rock Blast are all it takes to put Articuno out of its misery.
  615.  
  616.  
  617. Electric Type:
  618.  
  619. - Jolteon: Not a bad choice for your Eeveelution. You can use a simple
  620. set of Helping Hand, Thunderbolt, Bite and Protect to a degree of
  621. effectiveness, or try your hand at Hidden Power. Being that these are
  622. double battles you shouldn't try to BP Agility unless you're Ninjask.
  623. Modest nature and max special attack and speed, which is already
  624. deliciously high. If you don't want Zapdos but must have an electric,
  625. Jolteon is your man. Well, %87.5 possibility of being your man. =P
  626.  
  627. - Ampharos: Considerably underrated, and actually ended up tearing
  628. through several battles in Orre for me. Its defenses and speed defy
  629. the electric stereotype, the former only benefiting it. You'll find
  630. that Amphy is pretty difficult to OHKO without Earthquake and even
  631. then it takes some real muscle to back it; its Thunderbolt is also
  632. particularly devastating. While my own took a trip to Emerald for
  633. Fire Punch, I rarely used it. Instead, you can get by with Thunderbolt
  634. and Thunder Wave, and Focus Punch is actually a somewhat decent filler.
  635. Unfortunately there's no Counter, but I'd be using Protect in this
  636. case, anyway. All you need to do is give Amphy something to jolt, and
  637. look on with satisfaction as it cripples it. Modest nature for this'un.
  638.  
  639. - Electrode: CB Explosion. Actually worth using for this very reason.
  640. Trodelect is basically guaranteed to go first, too. Bonus! Whatever
  641. other three moves it knows are completely irrelevant as far as I'm
  642. concerned, because the only reason you'd bring and lead with this guy
  643. is to blow up and kill things, and grin evilly at them while doing so.
  644. Thunderbolt, Mirror Coat and Light Screen are cute but unfortunately
  645. they defeat the purpose of having a Choice Band. Adamant nature with
  646. maxed speed, of course. I'd actually recommend using this smilin'
  647. sphere if you're doing an XD only Orre challenge, because you're
  648. already disadvantaged enough as it is and might as well utilize one
  649. of the dirtiest and easiest tactics there are in double battles.
  650.  
  651. - Electabuzz: Nothing terribly special about it, though it does have a
  652. decent movepool of versatile attacks, that being Thunderbolt and the
  653. elemental punches. You have no reason to arm it with anything else.
  654. Max speed and special attack, and a little prayer that physical hitters
  655. don't notice it would help. By the way, if you want this set, it means
  656. returning the purified Togepi and foregoing Tri Attack in exchange for
  657. an Elekid with the retarded but lovable moniker Zaprong.
  658.  
  659. - Manectric: ARF ARF ARF ARF ARF GRRRRRRRROOOOOOOOOOOOOOOOOWWWWWWWWWRRRRR
  660.  
  661. - Zapdos: Probably the one you're most likely to go with, and it's easy
  662. to see why. Zappy arguably fared the best out of all the birds, what
  663. with Metal Sound and all; unfortunately it won't do you a whole lot of
  664. good here. Instead, Thunderbolt and Extrasensory are keepers, and Drill
  665. Peck is an okay filler to be used to dispatch the couple of Shedinjas
  666. you'll face, or to finish off a Ludicolo/Sceptile/whatever. Throw on
  667. Protect or Light Screen for some very effective protection, and you've
  668. got yourself a winner. Zapdos can Baton Pass Agility or use Thunder
  669. along with Rain Dance, but those tactics won't have any place in Orre
  670. without teams specially made for them. Much like Moltres, if for
  671. whatever reason you ran out of Thunderbolt or just want to humiliate
  672. it, Extrasensory brings a swift and immediate end to Qwilfish. LOL
  673. KWILFESH U SUXX0R
  674.  
  675.  
  676. Fighting Type:
  677.  
  678. - Hariyama: While Helping Hand is badly missed, it has what you really
  679. want, that being Fake Out. Along with Protect and two attacks, likely
  680. Brick Break and whatever else you can afford to spend on it, Hariyama
  681. can be led with every battle along with someone that needs a free turn
  682. to boost itself or simply just survive longer. Adamant nature with
  683. Thick Fat, both defenses maxed and the rest in attack, and Hariyama
  684. won't be going anywhere.
  685.  
  686. - Hitmonlee: He's an Endrevver. His usefulness goes that far. There's
  687. Earthquake if you want to spend it on him, but you should use this
  688. guy only with the intention of Endrevving. No Mach Punch this time;
  689. Bummer. Hi Jump Kick is there for decoration. Max attack with Adamant
  690. nature, and max speed. Salac a must. It's too bad Heracross isn't
  691. obtainable within XD.
  692.  
  693. - Hitmonchan: If only you had Iron Fist as your trait earlier...
  694.  
  695.  
  696. Psychic Type:
  697.  
  698. - Espeon: Also not a bad choice for an Eeveelution. Calm Mind and Baton
  699. Pass plus Psychic and Bite/Helping Hand/Hidden Power works well enough.
  700. Max speed plus Timid nature and the rest in HP and defense if you plan
  701. on using it mainly to BP Calm Mind; max speed and special attack if you
  702. just want to asskick. In that case make sure to protect him suitably.
  703.  
  704. - Gardevoir: Seems psychics that can Thunderbolt are a bit of a rarity.
  705. Garde is awesome, however, regardless of that; with defense that isn't
  706. flirting with awful, with the same going for HP, and excellent SpAtt &
  707. SpDef to boot. Psychic and Thunderbolt are basically musts, and without
  708. Ice Punch to call on you can instead use something like Reflect or
  709. Light Screen. Protect is ideal if you plan on using Quake or Explosion
  710. on the team as well. There's Calm Mind, but I wouldn't be using it with
  711. that speed, which for Garde I tend to neglect. Modest nature and either
  712. a Quick Claw or evasion boosting hold item.
  713.  
  714. - Mr. Mime: If nothing else it can also Thunderbolt, and its SpAtt stat
  715. is decent. It also learns both Reflect and Light Screen, two very
  716. beneficial moves for you. To top it off, Mime's special defense is also
  717. very nice. While I wouldn't use it personally over Claydol as a Light
  718. Screener, it can actually deal halfway decent damage after putting it
  719. up. You can get Psychic and Thunderbolt in infinite supply, too, so
  720. it's not like you're making sacrifices for this guy. Mime can be a
  721. suitable last choice when you think you've already got everything you
  722. need. If you only want one screen-based move, go with Calm Mind as its
  723. last.
  724.  
  725. - Lugia: For the best explanation of Lugia's talents, bring it to the
  726. Orre Colosseum entrance and talk to the lady (not the one with the
  727. beard; the other lady, stupid) while it's in your party. Or more
  728. specifically, try to begin a tournament.
  729.  
  730.  
  731. Dragon Type:
  732.  
  733. - Dragonite: Good 'ol Draggy. IF and only IF you have adequate team
  734. support, by which I mean Fake Out, then you can pull off a Dragon Dance
  735. on a regular basis and begin sweeping teams that way. Considering it
  736. gains DD and Earthquake upon purification, ideally you'd go with that
  737. sort of set. While it requires a good bit more care, Dragonite can also
  738. utilize subpunching and boltbeaming effectively. Being one of few real
  739. obtainable powerhouses in XD, you'd do well to consider training this
  740. guy. Quiet for subpunching/boltbeam, Jolly for Dragon Dance.
  741.  
  742. - Salamence: Whereas Dragonite had at least some other option as opposed
  743. to just using Dragon Dance, with XD's limitations it's basically all
  744. Salamence could do. Still, it does a damn good job at it. Earthquake,
  745. Aerial Ace and Brick Break are your best options here. While you're
  746. required to spend your TM26 on Sala, unlike Dragonite it brings the
  747. ever so useful Intimidate into battle. It's also much faster than
  748. Draggy, the tradeoff being much weaker defenses. You win either way,
  749. depending on who you ultimately choose. Adamant is your preferred
  750. nature, and you should buff speed just enough so that one DD will let
  751. it outrun pretty much everything. The rest of your EVs should go into
  752. HP.
  753.  
  754.  
  755. Dark Type:
  756.  
  757. - Umbreon: The definition of a team player. Takes nothing down by itself
  758. yet renders its teammates healthy and unstoppable. Umbreon can be
  759. packed with moves that deal not a flick of damage but merely restore
  760. its HP while it helps to buff or disable its teammates. Moonlight,
  761. Screech, Helping Hand, Confuse Ray, Taunt, Snatch with Baton Pass...
  762. All of them have their uses. I'd at least go with Helping Hand, and
  763. Moonlight. The rest is your call. If you must have something that
  764. deals damage, there's Faint Attack or Body Slam. For nature, go with a
  765. defense enhancement, max HP, and then put the rest in Def and SpDef.
  766. Lefties, Brightpowder or particularly Lum Berry are good held items.
  767.  
  768. - Houndoom: Not too terrible. Unlike Arcanine, it has Crunch and makes
  769. excellent use of it. Aside from that, Fire Blast and two fillers are
  770. the way to go; I'd recommend Protect as there'll otherwise be many
  771. cases where Houndoom only takes his initial turn. For a final move you
  772. can keep Charm, or Solarbeam if for whatever reason your team is
  773. utilizing Sunny Day (a la Moltres and Exeggutor.) Actually, I can't
  774. recall if Solarbeam is a purification move for Exegg, but if it isn't,
  775. then it isn't an option for Doom anyway. Otherwise don't ever use
  776. Sunny Day with Houndoom by itself. As for nature, enhance speed or
  777. SpAtt, preferably speed, and max out both those stats. Unfortunately
  778. this doggy is just one point short of being able to outrun the psychic
  779. dragons you'll be eventually facing.
  780.  
  781.  
  782. Ghost Type:
  783.  
  784. - Dusclops: And now the one monster to have its own section, Dusclops.
  785. While being unable to breed deprives it of Pain Split, it still has
  786. Will-O-Wisp and Helping Hand, and is just extremely effing resilient.
  787. You can give it Night Shade and Protect or Shadow Ball and Ice Beam or
  788. some fillers that'll allow it to finish off things that your actual
  789. powerhouses don't. Protect is encouraged, however, these being double
  790. battles. Max HP and defense enhancing nature, with remaining EVs split
  791. between defenses.
  792.  
  793.  
  794. Poison Type:
  795.  
  796. - Crobat: Guess Dusclops doesn't get his own section after all. I wasn't
  797. going to mention Crobat for various reasons, but it can still do some
  798. things, and I had briefly used one with some success. Basically you
  799. want either a Choice Band or Scope Lens, and Sludge Bomb, Shadow Ball,
  800. Aerial Ace and something else; Confuse Ray in the case of Scope Lens.
  801. Then you go Adamant, max speed and attack, get in there, and hit stuff.
  802. Crobat is somewhat useful as a mess cleaner, when the enemy is down to
  803. one and a half monsters and is looking pretty disadvantaged, which
  804. isn't too difficult a situation to put them in. It's also worth noting
  805. that unSTABed Thunderbolts and Ice Beams generally don't OHKO Crobat at
  806. full health, making it less worrysome to send it out against one
  807. that'll likely use them against you.
  808.  
  809.  
  810. There we have it. No one else gets a mentioning, either because I'm tired
  811. of writing this section, or they're pretty bad or downright useless this time
  812. around, what with all the limitations of not being able to breed or trade.
  813. Pretty much the latter, really. Hopefully after reading this section you'll
  814. have an idea of who you'd want to raise for a team that would ultimately
  815. conquer Orre. Very doable, but the tedium and gluttonous consumption of time
  816. in which it'd take to even come close to being ready to pull the feat off is
  817. enough to make most not want to bother.
  818.  
  819.  
  820. [3.4] Basic Strategies
  821.  
  822. Some general advice and moves that will really help you, though I'm sure
  823. (well, hoping) most of you have a firm grasp on this already:
  824.  
  825. - Rather than think of the 4 mons that would defeat theirs the easiest,
  826. look at the enemy's team and consider which ones mean the biggest
  827. threats. Build your opposition to combat them as well as handle
  828. anything else that may come out; it'd suck to go in there and find your
  829. team's biggest weakness exploited.
  830.  
  831. - Leave nothing to chance whenever possible. Swellow is faster than
  832. Sceptile, who is faster than Espeon, but can be defeated by Espeon in
  833. the next turn. Rather than focusing on Sceptile's ally, destroy it with
  834. Swellow and guarantee success. The A.I. loves pulling insane stuff out
  835. of their ass and really screwing you over when you've got the upper
  836. hand. Don't give them the opportunity to do so; this is a perfect
  837. example.
  838.  
  839. - Protect. If you don't already love this move, learn to. Equip anyone
  840. that doesn't need a fourth slot dedicated to another move with Protect.
  841. Not only will it shield you from the obvious EQ and Explosion, but
  842. it's great for baiting the enemy. Let 'em launch whatever at you in
  843. vain while your ally takes care of whomever is hassling you. If at all
  844. possible, try to obtain Detect for those that can learn it instead of
  845. Protect. Less PP, but it can't be Imprisoned (for they all block
  846. Protect), and you'll come across a few enemies that use it. It's not
  847. vital and you can get by without it, but it'll make life easier.
  848.  
  849. - Fake Out. I LOVE this move! Guaranteed flinch on the first turn,
  850. unless they have Inner Focus, and those are very few in number.
  851. Absolutely invaluable when you need a turn to set someone up, or a free
  852. turn to wail on/faint someone that would otherwise be a major problem.
  853.  
  854. - Helping Hand. XD tosses us a few more wielders of this move, but I
  855. wouldn't consider it for any of the newcomers besides Dusclops. Anyway,
  856. this move is VERY useful when you don't have enough power to deliver a
  857. OHKO on your own, and can make STABbed blows very deadly. While it's
  858. not a crucial asset to any team, it can really bolster one's strength,
  859. so consider making room for it. I happen to love Hariyama for this. He
  860. may not be all that awesome as a standalone Fighting type, but he can
  861. learn Fake Out, be bred both Detect and Helping Hand, has tankish HP,
  862. and Thick Fat to assist him further. Slap Brick Break on him, and he
  863. makes a damn good assistor to my team.
  864.  
  865. - Explosion. You don't need a massive amount of attack power to be
  866. really destructive with it, and it couldn't be simpler; all the user
  867. needs to do is survive long enough to use it. Two for one is a great
  868. deal in most cases. Not a lot has to be said about the move, really; it
  869. just owns (AND looks friggin' awesome in this game). Just be sure to
  870. look at the enemies' movesets, so you know who's capable of Protecting
  871. against it. Metagross is my personal fave for this one. Snorlax with
  872. Selfdestruct is also a nasty little monster; in fact, I ended up
  873. exploiting that in the final tournament with my ingamers.
  874.  
  875. - Reflect/Light Screen. I swear by their usefulness this time around.
  876. After slapping it onto a Claydol with nothing else I really wanted to
  877. teach it, I used it in battle and was stunned by the sheer resiliance
  878. it gave my teammates. This really cuts down the enemy's strength, and
  879. 5 turns is a reasonably long time. Things like lefties only prolong
  880. survival. While it's hardly a must and not nearly as useful as Fake Out
  881. or Explosion, the moves kick ass and make great fillers. Zapdos is
  882. another great candidate for Light Screen.
  883.  
  884. There are a few other moves that would deserve a mention, but they're
  885. more situational than these and will be listed in the strategies when
  886. applicable.
  887.  
  888. Now on to the actual battles!
  889.  
  890. OOOOOOOOOOOOOO[4] Lovrina Round OOOOOOOO
  891. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  892.  
  893. Safeguard will be immensely helpful for the entire tournament. Every
  894. battle involves you being inflicted with ailments in some way, and the
  895. final pretty much depends on it. Any fast mon that can learn it, like
  896. Ninetales, will do nicely (Come to think of it, there are few that can use
  897. it that have base 100 speed or higher AND are allowed into Orre). A lot
  898. of UU Pokes to face off against here... Don't expect too rough a time.
  899.  
  900. [4.1] Battle 1: Hunter Greel
  901.  
  902. Parasect @ Quick Claw, Female, Effect Spore
  903. Spore
  904. Giga Drain
  905. Aerial Ace
  906. Return
  907.  
  908. Slowbro @ Leftovers, Male, Own Tempo
  909. Dream Eater
  910. Focus Punch
  911. Shadow Ball
  912. Yawn
  913.  
  914. Houndoom @ Focus Band, Male, Flash Fire
  915. Dream Eater
  916. Crunch
  917. Flamethrower
  918. Pursuit
  919.  
  920. Breloom @ Brightpowder, Male, Effect Spore
  921. Spore
  922. Focus Punch
  923. Sludge Bomb
  924. Substitute
  925.  
  926. Jynx @ Lax Incense, Female, Oblivious
  927. Dream Eater
  928. Psychic
  929. Ice Beam
  930. Lovely Kiss
  931.  
  932. Gardevoir @ Scope Lens, Female, Synchronize
  933. Dream Eater
  934. Ice Punch
  935. Thunderbolt
  936. Hypnosis
  937.  
  938. Strategy: He's likely to lead with Jynx or one of the Sporers, as they have
  939. the most reliable sleep-inducing moves of the bunch. The bulk of their
  940. firepower is going to come from Focus Punch or Dream Eater, and a few
  941. elemental attacks thrown into the mix. This battle is really very easy,
  942. though; simply overpower them with faster, stronger pkmn. Only Slowbro has
  943. decent defense here, but goes down easily to a good Thunderbolt or two.
  944. If you have the means, use Safeguard here to prevent them from putting anyone
  945. down, then proceed with the usual wailing. As for prioritizing, get rid of
  946. Parasect before anyone else if he is present; the AI abuses the hell out of
  947. that Quick Claw. Otherwise, Jynx and Houndoom are your biggest threats
  948. because they have good moves that aren't dependent on your sleeping.
  949. I really hope you don't lose this one. =P
  950.  
  951. [4.2] Battle 2: Rider Herlam
  952.  
  953. Spinda @ Focus Band, Female, Own Tempo
  954. Teeter Dance
  955. Dizzy Punch
  956. Flail
  957. Protect
  958.  
  959. Cacturne @ Miracle Seed, Female, Sand Veil
  960. Teeter Dance
  961. Needle Arm
  962. Toxic
  963. Double Team
  964.  
  965. Grumpig @ Lax Incense, Female, Own Tempo
  966. Confuse Ray
  967. Ice Punch
  968. Psychic
  969. Fire Punch
  970.  
  971. Slowking @ Nothing, Female, Own Tempo
  972. Yawn
  973. Surf
  974. Psychic
  975. Ice Beam
  976.  
  977. Lickitung @ Leftovers, Female, Own Tempo
  978. Body Slam
  979. Earthquake
  980. Shadow Ball
  981. Belly Drum
  982.  
  983. Smeargle @ Brightpowder, Male, Own Tempo
  984. Teeter Dance
  985. Sheer Cold
  986. Lock-On
  987. Protect
  988.  
  989. Strategy: Even easier than the first battle. Confusion is the theme here, and
  990. once again Safeguard reigns supreme. You don't even need it, though. Every
  991. single trip through here, I've won just by beating them up with good old
  992. physical attacks. Grumpig is the only mildly irritating one, because aside
  993. from Megahorn, it seems to survive with a little health remaining no matter
  994. what I throw at it. Type matchups aren't that important here, provided you
  995. protect your Fighter. He'll beat up anyone that isn't Grumpy or Slowking, who
  996. can be handled easily with strong Dark or Bug moves, or simply powerful
  997. physicals. I suggest taking out anyone that can Teeter Dance first.
  998.  
  999. Be aware of these guys, though. Unlike the first battle, where speed was not
  1000. nearly as important as the offensive stats, you will want to lead with Pokemon
  1001. that have at least decent speed stats. These guys make a very unimpressive
  1002. team, but the likes of Smeargle and Grumpig will easily outrun your slowpokes,
  1003. and having everyone confused really sucks. Not to mention it opens up a huge
  1004. window for the AI to pull some really lame stuff, namely Sheer Cold. All it
  1005. takes is for you to smack yourself once, and the battle goes downhill from
  1006. there. ...yes, I once actually managed to lose to these freaks. All thanks to
  1007. ****ing Smeargle. He might as well have had 6 Double Teams in effect, and SC
  1008. been a 100%-accurate move.
  1009.  
  1010. [4.3] Semifinal: Sailor Lestor
  1011.  
  1012. Stantler @ Scope Lens, Male, Intimidate
  1013. Thunder Wave
  1014. Stomp
  1015. Confuse Ray
  1016. Attract
  1017.  
  1018. Xatu @ Focus Band, Male, Synchronize
  1019. Confuse Ray
  1020. Psychic
  1021. Thunder Wave
  1022. Giga Drain
  1023.  
  1024. Raichu @ Lax Incense, Male, Static
  1025. Volt Tackle
  1026. Sweet Kiss
  1027. Thunder Wave
  1028. Encore
  1029.  
  1030. Togetic @ Leftovers, Female, Serene Grace
  1031. Follow Me
  1032. Sweet Kiss
  1033. Body Slam
  1034. Thunder Wave
  1035.  
  1036. Grumpig @ Lum Berry, Female, Thick Fat
  1037. Confuse Ray
  1038. Ice Punch
  1039. Extrasensory
  1040. Fire Punch
  1041.  
  1042. Butterfree @ Brightpowder, Male, Compoundeyes
  1043. Stun Spore
  1044. Psychic
  1045. Flash
  1046. Giga Drain
  1047.  
  1048. Strategy: Confusion AND paralysis. More annoying, but still pretty easy. If
  1049. you don't have a Safeguarder, you'll still be fine, especially since I've
  1050. found that these guys NEVER used their ailment-inducing moves on me. They
  1051. always went with direct-damaging moves, which meant my team stayed healthy
  1052. whilst pounding them. Once again you're up against a team with overall weak
  1053. defense, so straight power is the way to go. Electric, Fire, and Rock attacks
  1054. will take out most of 'em, and someone should have Earthquake to pick off
  1055. Raichu. Stantler and Grumpig are the only ones capable of being problematic,
  1056. but even then that's not saying much, as they're both pretty frail. Once
  1057. again, it doesn't take anything crafty to win this one.
  1058.  
  1059. [4.4] Final: Admin Lovrina
  1060.  
  1061. Shuckle @ Chesto Berry, Male, Sturdy
  1062. Toxic
  1063. Attract
  1064. Rest
  1065. Wrap
  1066.  
  1067. Wobbuffet @ Lum Berry, Female, Shadow Tag
  1068. Charm
  1069. Counter
  1070. Encore
  1071. Mirror Coat
  1072.  
  1073. Misdreavus @ Quick Claw, Male, Levitate
  1074. Torment
  1075. Attract
  1076. Confuse Ray
  1077. Protect
  1078.  
  1079. Milotic @ Lax Incense, Female, Marvel Scale
  1080. Toxic
  1081. Attract
  1082. Confuse Ray
  1083. Wrap
  1084.  
  1085. Blissey @ Leftovers, Female, Natural Cure
  1086. Counter
  1087. Attract
  1088. Sing
  1089. Seismic Toss
  1090.  
  1091. Meganium @ Brightpowder, Female, Overgrow
  1092. Leech Seed
  1093. Attract
  1094. Toxic
  1095. Protect
  1096.  
  1097. Strategy: This battle can be pathetically easy if you have and utilize one of
  1098. a few different things:
  1099.  
  1100. -Safeguard. Self explanatory, it'll keep the status afflictions off you. But
  1101. it pales in comparison to the likes of...
  1102.  
  1103. -Taunt. Bring someone along with Taunt and enjoy watching the bulk of them use
  1104. Struggle with no strength whatsoever to back it, or the occasional pathetic
  1105. Wrap. Don't feel like using it again every two turns? Well then, there's...
  1106.  
  1107. -Substitute. Breloom can have a field day with these guys, and all you need to
  1108. do is create a sub the first turn, and nothing short of a Blissey Seismic Toss
  1109. will break it. If both of your mons have used it, then all you have left to do
  1110. is laugh at them while they use their moves in vain and whittle their HP down.
  1111. It keeps Leech Seed and Attract off as well, which is nice.
  1112.  
  1113. Without any of those, you may be in for a pretty tough, or at least extremely
  1114. annoying, battle. Toxic, Attract, and Confuse Ray are the main problems here,
  1115. but Misdreavus can and will cause major problems for you with Torment. By all
  1116. means get rid of him first. If you get Tormented, they'll take turns using
  1117. Protect, in an attempt to null out a move that's supereffective against them.
  1118. Aside from stalling while poison takes its toll, if that attack is also the
  1119. only thing that can really deal damage to them, you're in trouble. I'm not
  1120. sure what encourages Lovrina to bring Wobb or Blissey; I've only faced them
  1121. once as a pair, when I had an abundance of phys damagers. Perhaps they seek
  1122. to abuse Counter. Provided you sent out someone capable of nailing them in
  1123. a single blow, that's all it will take.
  1124.  
  1125. Anyways, suppose you don't have Safeguard. I've found the least troublesome
  1126. way of dealing with these guys while keeping everyone alive as long as
  1127. possible is to single everyone out, one at a time. Misdreavus has to go.
  1128. Meganium has to go next. If you have someone with Helping Hand, and an
  1129. attacker with something they are weak to, abuse it. Meganium, unfortunately,
  1130. is probably not going to go down in one hit no matter what you throw at it,
  1131. unless you get a CH or it's a Megahorn from Heracross. If Mega gets a Leech
  1132. Seed off successfully, she'll spend the rest of her turns alternating between
  1133. Protect and harassing someone else, so act accordingly. That's what I hate
  1134. about guys like Meganium- their defenses aren't sick enough to make them
  1135. awesome, but they're tankish enough that they always survive just about
  1136. everything with health to spare. Anyways. Shuckle cannot take repeated
  1137. bombardment with your strongest special or physical attacks, but if you don't
  1138. get rid of him quickly enough, he'll Rest and you'll have to start over.
  1139. Lastly is Milotic, who cannot take a supereffective hit in conjunction with
  1140. another good attack. Be warned that she can poison AND confuse AND attract
  1141. you, so if she's out there and her ally is protecting or can be dealt with
  1142. later, go and take her out of the picture. If you just focus everything on
  1143. one of them at a time, you should be able to win this, even if you take a
  1144. casualty or two. Switch people out whenever it's going to help you.
  1145.  
  1146. Speed is a generally useless stat in this battle, as none of them, with the
  1147. exception of Misdreavus, have any speed EVs, let alone a great speed stat.
  1148. All you need is a few guys with attack stats over or well over 300, and these
  1149. guys won't last long at all. Wobbuffet can and should be ignored until you
  1150. can't benefit from doing anything else, but make an effort to OHKO it, or you
  1151. might lose someone. Metagross is one of the best mons to have around in this
  1152. battle, and if you'd love a place to abuse Focus Punch, this is it. Heracross
  1153. can also deal some serious damage here, as can anyone with Dragon Dance.
  1154.  
  1155. "I was so impressed by your toughness! Because you are so tough, I'll let you
  1156. be the first member in my fan club! Doesn't that make your day?" -Lovrina
  1157.  
  1158. No, dear, it doesn't. And watch where you swing that hair.
  1159.  
  1160. Now that you've completed this round, you can begin the tedious but very
  1161. worthy sidequest to get the Lucky Egg. I of course won't be covering that,
  1162. though. This isn't a walkthrough. =P
  1163.  
  1164. OOOOOOOOOOOOOO[5] Snattle Round OOOOOOOO
  1165. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  1166.  
  1167. Next up, we have two pitifully easy battles, and two that could possibly
  1168. hand us a loss if we aren't careful, or even unlucky. You'll want your team
  1169. to have a few guys with Protect/Detect/Endure, here; they'll be lifesavers
  1170. once you face Snattle.
  1171.  
  1172. [5.1] Battle 1: Worker Lobel
  1173.  
  1174. Tyranitar @ Leftovers, Male, Sand Stream
  1175. Crunch
  1176. Fire Blast
  1177. Thunderbolt
  1178. Protect
  1179.  
  1180. Quagsire @ Quick Claw, Male, Water Absorb
  1181. Ice Beam
  1182. Yawn
  1183. Earthquake
  1184. Protect
  1185.  
  1186. Cacturne @ Lax Incense, Male, Sand Veil
  1187. Giga Drain
  1188. Double Team
  1189. Thunderpunch
  1190. Substitute
  1191.  
  1192. Sandslash @ Brightpowder, Female, Sand Veil
  1193. Aerial Ace
  1194. Earthquake
  1195. Brick Break
  1196. Focus Punch
  1197.  
  1198. Claydol @ Lum Berry, Genderless, Levitate
  1199. Psychic
  1200. Explosion
  1201. Ice Beam
  1202. Light Screen
  1203.  
  1204. Dugtrio @ Focus Band, Male, Sand Veil
  1205. Substitute
  1206. Double Team
  1207. Rock Slide
  1208. Earthquake
  1209.  
  1210. Strategy: Sand Stream. Your Grass, Ice and Water types will make this a very
  1211. easy match. All I can forewarn you about is Claydol- if he leads with it and
  1212. Tyranitar, he's most likely going to use Explosion while Tyran Protects, so
  1213. go after it first. These guys were all OHKOs for my Sceptile and Milotic. You
  1214. shouldn't have any problems here at all, provided you have at least one good
  1215. special attacker which can get in a move before any of these chumps, which
  1216. shouldn't be too hard. Enjoy witnessing Tyranitar pull impressive feats such
  1217. as four straight Protects. Too bad his allies aren't too competent with the
  1218. task of survival.
  1219.  
  1220. [5.2] Battle 2: Casual Guy Makel
  1221.  
  1222. Dewgong @ Quick Claw, Female, Thick Fat
  1223. Fake Out
  1224. Encore
  1225. Blizzard
  1226. Sheer Cold
  1227.  
  1228. Dugtrio @ Brightpowder, Female, Arena Trap
  1229. Ancientpower
  1230. Protect
  1231. Earthquake
  1232. Fissure
  1233.  
  1234. Pinsir @ Salac Berry, Male, Hyper Cutter
  1235. Flail
  1236. Endure
  1237. Brick Break
  1238. Guillotine
  1239.  
  1240. Kingler @ Nothing, Male, Shell Armor
  1241. Guillotine
  1242. Rest
  1243. Amnesia
  1244. Sleep Talk
  1245.  
  1246. Nidoking @ Focus Band, Male, Poison Point
  1247. Sludge Bomb
  1248. Horn Drill
  1249. Megahorn
  1250. Protect
  1251.  
  1252. Lapras @ Leftovers, Female, Water Absorb
  1253. Ice Beam
  1254. Hydro Pump
  1255. Thunderbolt
  1256. Sheer Cold
  1257.  
  1258. Strategy: Gah, I hate teams that focus on OHKOs. If you don't destroy them
  1259. all in one hit apiece, you run the risk of losing someone to one of their
  1260. attacks. That said, these guys aren't a terribly sturdy bunch, save for
  1261. Lapras. Also, Pinsir seems more intent on EndFlailing than trying to off you
  1262. with Guillotine. I don't know who he's going to send out against you, but
  1263. just focus on getting rid of everyone one at a time, if you don't think you
  1264. can handle these guys in one blow. Lapras will take a lot of abuse, so wail
  1265. on it with prejudice. A strong psychic type with some elemental attacks in its
  1266. arsenal can handle just about everything here; other mons focused on speed and
  1267. special attack will back it up nicely. This one may or may not be troublesome.
  1268.  
  1269. [5.3] Semifinal: Researcher Limar
  1270.  
  1271. Shedinja @ Focus Band, Genderless, Wonder Guard
  1272. Silver Wind
  1273. Shadow Ball
  1274. Aerial Ace
  1275. Swords Dance
  1276.  
  1277. Hypno @ Leftovers, Male, Insomnia
  1278. Calm Mind
  1279. Ice Punch
  1280. Psychic
  1281. Thunderpunch
  1282.  
  1283. Kabutops @ King's Rock, Male, Swift Swim
  1284. Rain Dance
  1285. Body Slam
  1286. Rock Slide
  1287. Brick Break
  1288.  
  1289. Ditto @ Metal Powder, Genderless, Limber
  1290. Transform
  1291. Psycho Boost
  1292. Frenzy Plant
  1293. Explosion
  1294.  
  1295. Altaria @ Brightpowder, Female, Natural Cure
  1296. Dragon Dance
  1297. Body Slam
  1298. Aerial Ace
  1299. Earthquake
  1300.  
  1301. Rapidash @ Lax Incense, Female, Flash Fire
  1302. Sunny Day
  1303. Solarbeam
  1304. Flamethrower
  1305. Hypnosis
  1306.  
  1307. Strategy: He'll lead with Ditto and someone else; Hypno was always his
  1308. partner when I faced him. The first turn, everyone else will just make use
  1309. of their stat boost or weather changing move, and Ditto.. well, there's only
  1310. one thing Ditto can do. I went after both of them the first turn and then
  1311. finished them off the second before they could pull anything. Earthquake is
  1312. an awesome move to abuse in this battle, which stands to make short work of
  1313. everyone aside from Altaria and Shedinja, who are taken out easily by their
  1314. respective weaknesses. You might have some problems if you don't have a speed
  1315. advantage, by which I mean letting guys like Kabutops and Altaria pull their
  1316. stuff off and live. I Dragon Danced while my Rhydon EQed the first turn, so I
  1317. was set to quickly wipe everyone out.
  1318.  
  1319. Amusingly, once and only once did Ditto choose to transform into one of my own
  1320. mons instead of its ally. I think it was my Aerodactyl.
  1321.  
  1322. [5.4] Final: Admin Snattle
  1323.  
  1324. Electrode @ Leichi Berry, Genderless, Soundproof
  1325. Explosion
  1326. Thunderbolt
  1327. Light Screen
  1328. Endure
  1329.  
  1330. Muk @ Quick Claw, Male, Sticky Hold
  1331. Imprison
  1332. Explosion
  1333. Protect
  1334. Substitute
  1335.  
  1336. Regirock @ Lax Incense, Genderless, Clear Body
  1337. Explosion
  1338. Earthquake
  1339. Ancientpower
  1340. Protect
  1341.  
  1342. Gengar @ Scope Lens, Female, Levitate
  1343. Explosion
  1344. Sludge Bomb
  1345. Shadow Ball
  1346. Protect
  1347.  
  1348. Glalie @ Salac Berry, Female, Inner Focus
  1349. Explosion
  1350. Shadow Ball
  1351. Ice Beam
  1352. Endure
  1353.  
  1354. Regice @ Leftovers, Genderless, Clear Body
  1355. Explosion
  1356. Thunderbolt
  1357. Ice Beam
  1358. Protect
  1359.  
  1360. Strategy: KABOOM! My favorite move in effect here. This one could be really
  1361. nasty, because there's no telling who will use Explosion first and who will
  1362. Protect. But it's made much easier on you by leading with two Protectors and
  1363. both using it from the start; someone will blow up, and provided it isn't
  1364. Gengar or Enduring Electrode that is left behind, you can go after the one
  1365. that used Protect the next turn, as they'll be the ones to blow up next. The
  1366. Regis are slow enough that two or even one supereffective hit, depending on
  1367. the matchup, will bring them down before they have a chance to move, but
  1368. always be wary of Explosion. If Muk makes an appearance, always leave him
  1369. until he's the last remaining. He'll Imprison, but all he can do for damage
  1370. is blow up, so he'll be a sitting duck when left behind. If you happen to
  1371. have an EndRevver, he'll be really useful here. Provided you put plenty of
  1372. EVs into his speed (Jolly Heracross is great) he can get the jump on anyone
  1373. after the Salac kicks in, and will annihilate the Regis instantly. Caution
  1374. and good predictions will get you through this. Once again, Metagross is very
  1375. useful in the finals, its standard set being able to OHKO or put a huge dent
  1376. in everyone that shows up. Especially if he leads with the weakling Regice. If
  1377. there's no way you can avoid eating an explosion, switch anyone that can
  1378. resist it in to try and salvage your team. Note that when they get down to two
  1379. pokes remaining, they usually don't like using it again, especially if you
  1380. still have 4 of your own. Lastly, if you have some balls, you can try to OHKO
  1381. one of their leads (best if it's Regice) and have your ally use Focus Punch,
  1382. to seriously injure whomever shows up next. It's a fun way to pick his team
  1383. off, at least. Speaking of Focus Punch, if your poke also has Substitute and
  1384. they don't have something like Electrode or Gengar out to render it moot (as
  1385. they would go first, undoubtedly) then it makes a nice if not halfassed guard
  1386. against Explosion. Sure, it'll be gone before the end of the round, but that's
  1387. better than losing the entire monster.
  1388.  
  1389. "In the near future, I shall appoint you as my official secretary. Let that
  1390. be a motivation for you to constantly better your skills." -Snattle.
  1391.  
  1392. OOOOOOOOOOOOOO[6] Gorigan Round OOOOOOOO
  1393. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  1394.  
  1395. I recommend having at least two moderately if not extremely fast special
  1396. attackers on your team before attempting this round, with more than one
  1397. powerful special at their disposal (Psychic and Boltbeam are sufficient.)
  1398. The final battle is where it really matters; for the others, you can get away
  1399. with using what has already brought you success.
  1400.  
  1401. [6.1] Battle 1: Chaser Navu
  1402.  
  1403. Sharpedo @ Brightpowder, Male, Rough Skin
  1404. Crunch
  1405. Protect
  1406. Ice Beam
  1407. Hydro Pump
  1408.  
  1409. Hitmonlee @ Salac Berry, Male, Limber
  1410. Reversal
  1411. Endure
  1412. Earthquake
  1413. Rock Tomb
  1414.  
  1415. Zangoose @ Leichi Berry, Female, Immunity
  1416. Flail
  1417. Endure
  1418. Shadow Ball
  1419. Crush Claw
  1420.  
  1421. Victreebel @ Lax Incense, Female, Chlorophyll
  1422. Magical Leaf
  1423. Sleep Powder
  1424. Sludge Bomb
  1425. Protect
  1426.  
  1427. Golem @ Leftovers, Male, Rock Head
  1428. Double-Edge
  1429. Protect
  1430. Earthquake
  1431. Rock Blast
  1432.  
  1433. Nidoqueen @ Quick Claw, Female, Poison Point
  1434. Sludge Bomb
  1435. Earthquake
  1436. Shadow Ball
  1437. Superpower
  1438.  
  1439. Strategy: A bit of a balanced team here. Just employ common sense and
  1440. eliminate your biggest threats first. All you need to take notice of is Endure
  1441. and Protect; they'll alternate with it, especially when there's a quaker on
  1442. the battlefield. Just focus your attacks on the one that isn't guarding, and
  1443. they'll be a piece o' cake. Nidoqueen is the only real annoyance here, with
  1444. the damned Quick Claw. Either way your psychics like Starmie or Gardevoir will
  1445. handle everything here easily, and a strong flier brought along as backup can
  1446. avoid the quakes and finish the job. Your only concern is killing them first,
  1447. which is simple aside from Sharpedo and Zangoose, both of whom are incredibly
  1448. frail in defense and aren't strong enough to sweep you. Be wary of the
  1449. weaknesses Sharpedo can exploit. Aside from the psychics and fliers, a sponge
  1450. in general with some good offense to boot is just as nice an asset here.
  1451.  
  1452. ...I have to wonder if the CPU is playing fairly here. To my knowledge, when a
  1453. pkmn is Encored it does not automatically go first in battle, but Victreebel
  1454. did. I admit I can't remember the last time I battled in which I or my
  1455. opponent used Encore, but there were no Quick Claw users in play, and aside
  1456. from my Wobby who would go last anyway, my Latias was perfectly healthy yet
  1457. didn't get the jump on Victreebel.
  1458.  
  1459. [6.2] Battle 2: Chaser Pixen
  1460.  
  1461. Nidoking @ Quick Claw, Male, Poison Point
  1462. Sludge Bomb
  1463. Shadow Ball
  1464. Body Slam
  1465. Megahorn
  1466.  
  1467. Magmar @ Focus Band, Male, Flame Body
  1468. Flamethrower
  1469. Thunderpunch
  1470. Psychic
  1471. Confuse Ray
  1472.  
  1473. Politoed @ Lum Berry, Female, Damp
  1474. Ice Beam
  1475. Hydro Pump
  1476. Psychic
  1477. Swagger
  1478.  
  1479. Fearow @ Nothing, Female, Keen Eye
  1480. Tri Attack
  1481. Steel Wing
  1482. Drill Peck
  1483. Attract
  1484.  
  1485. Jynx @ Lax Incense, Female, Oblivious
  1486. Lovely Kiss
  1487. Ice Beam
  1488. Fake Out
  1489. Dream Eater
  1490.  
  1491. Armaldo @ Leftovers, Male, Battle Armor
  1492. Body Slam
  1493. Rock Blast
  1494. Brick Break
  1495. Dig
  1496.  
  1497. Strategy: Yet another balanced team, while everyone has room to inflict some
  1498. sort of status ailment, whether it be poisoning, paralysis, confusion, or
  1499. burns. Again, common sense and prioritizing is all you'll need to get through
  1500. this without a lot of problems. You'll notice that not one person has Protect
  1501. or Endure, and that no one on the opposing side can Earthquake. Better for
  1502. you. He always led with Nidoking and Magmar against me, regardless of my
  1503. lineup.
  1504.  
  1505. As is with a lot of UU Pokes, these guys pack some pretty good moves for the
  1506. most part but they aren't capable of mowing down anyone with some halfway
  1507. decent or even barely decent defenses. That Magmar couldn't even take out my
  1508. Metagross with a single Flamethrower, and in a later battle a CH Hydro Pump
  1509. from Politoed didn't even finish it off. Fearow is more geared towards speed
  1510. than offense, as unless it's nailing a weakness, it'll use Tri Attack for some
  1511. generally unimpressive damage. Armaldo's only good move is Rock Blast, and
  1512. it's almost guaranteed to go last, so it isn't much of a threat. So what to do
  1513. here? Bring some powerhouses along, both physical and special, and just pick
  1514. them off as they appear. Politoed and Armaldo are the only ones that can
  1515. survive a very strong hit, but their speed will prevent them from getting
  1516. another turn to attack. Prioritize Jynx and Politoed first, followed by
  1517. Nidoking.
  1518.  
  1519. Once again no one has Protect or Endure, so anyone with Earthquake that won't
  1520. go down to one of their attacks instantly should use it. Normals are good for
  1521. the job, and a standard Aerodactyl can wreak total hell on this team with some
  1522. special support. The only things that will make this battle a pain in the ass
  1523. are Focus Band clings and the 90% chance of freezing from Fearow's Tri Attack
  1524. (it sure seems like it at times.) Quick Claw and Lax Incense may demonstrate
  1525. their nasty talents repeatedly as well. Otherwise a piece o' cake.
  1526.  
  1527. [6.3] Semifinal: Chaser Daks
  1528.  
  1529. Scizor @ Quick Claw, Male, Swarm
  1530. Silver Wind
  1531. Secret Power
  1532. Aerial Ace
  1533. Steel Wing
  1534.  
  1535. Electabuzz @ Brightpowder, Female, Static
  1536. Thunderbolt
  1537. Protect
  1538. Ice Punch
  1539. Fire Punch
  1540.  
  1541. Quagsire @ Lax Incense, Male, Damp
  1542. Ancientpower
  1543. Body Slam
  1544. Sludge Bomb
  1545. Earthquake
  1546.  
  1547. Arcanine @ White Herb, Male, Intimidate
  1548. Extremespeed
  1549. Overheat
  1550. Crunch
  1551. Protect
  1552.  
  1553. Walrein @ Leftovers, Female, Thick Fat
  1554. Ice Beam
  1555. Sheer Cold
  1556. Waterfall
  1557. Icy Wind
  1558.  
  1559. Primeape @ Scope Lens, Male, Vital Spirit
  1560. Low Kick
  1561. Cross Chop
  1562. Body Slam
  1563. Rock Tomb
  1564.  
  1565. Strategy: More balance, and now, they're out to cut down your speed. Even so,
  1566. they'll spend more time just trying to take advantage of your type's
  1567. weaknesses, so it's not like paralysis or Icy Wind/Rock Tomb is going to be
  1568. an issue. For the third time, my Gyarados/Rhydon combo made really short work
  1569. of these guys. There's no move you need to utilize here, but Earthquake did
  1570. me a lot of good. As usual, common sense prevails. Take care when damage
  1571. sponge Walrein shows up; it easily survives most attacks when hit at full
  1572. health, Sheer Cold might as well be as accurate as Swift when the CPU uses it,
  1573. and STABed Ice Beams tend to sting. While this team isn't particularly good,
  1574. this guy can still be a major thorn in your character's underdeveloped balls.
  1575.  
  1576. I've noticed that if he brings Quagsire along, he always comes last, and isn't
  1577. terribly nasty even with a STABed Earthquake. Scizor can be very annoying even
  1578. with its crap movepool, so don't ignore it. Swampert, Starmie and several
  1579. other waters are nice to have in this battle, and I've actually kicked some
  1580. serious ass with a physical based Gengar. I've praised Aerodactyl before in
  1581. this guide, and I'll do it again, as he also tears these guys apart. Arcanine,
  1582. Scizor and Walrein should be singled out if you don't have the power to OHKO
  1583. them (Arcanine's Intimidate is its saving grace here; otherwise it doesn't do
  1584. anything well except Overheat stuff, which is strong as hell however and
  1585. merits KOing it quickly.) Quagsire will inevitably be singled out anyway as it
  1586. loves being the only guy left, and both Electabuzz and Primape are very frail.
  1587. A single Earthquake and Psychic should be the end of them, respectively.
  1588.  
  1589. [6.4] Final: Monkey Boy- er, Admin Gorigan
  1590.  
  1591. Salamence @ Brightpowder, Female, Intimidate
  1592. Dragon Claw
  1593. Crunch
  1594. Flamethrower
  1595. Hydro Pump
  1596.  
  1597. Arcanine @ White Herb, Male, Intimidate
  1598. Extremespeed
  1599. Overheat
  1600. Crunch
  1601. Protect
  1602.  
  1603. Hitmontop @ Leftovers, Male, Intimidate
  1604. Brick Break
  1605. Detect
  1606. Body Slam
  1607. Earthquake
  1608.  
  1609. Granbull @ Quick Claw, Female, Intimidate
  1610. Return
  1611. Shadow Ball
  1612. Brick Break
  1613. Hyper Beam
  1614.  
  1615. Tauros @ Chesto Berry, Male, Intimidate
  1616. Return
  1617. Hyper Beam
  1618. Earthquake
  1619. Rest
  1620.  
  1621. Gyarados @ Lum Berry, Female, Intimidate
  1622. Double-Edge
  1623. Icy Wind
  1624. Earthquake
  1625. Thunder Wave
  1626.  
  1627. Apparently Chaser Daks was so disappointed with his Arcanine that he traded it
  1628. to Gorigan. The two are exactly the same, right down to their gender and order
  1629. of their moves. Unfortunately it wouldn't become any more useful in Gorigan's
  1630. hands, and before he could reconsider Daks yanked the link cable and sprinted
  1631. off. Son of a bitch.
  1632.  
  1633. But hey, at least it isn't Masquerain.
  1634.  
  1635. Strategy: Intimidate! Hope you have a bunch of fast special attackers! Your
  1636. physical strength will be butchered to all hell every time someone comes out,
  1637. so don't rely on brute force. Those with speed well over 300 and good sp att,
  1638. also well over 300, will be your best bets. A Starmie or Lati@s really
  1639. butchers this team, as well as, believe it or not, Wobbuffet. If one of the
  1640. offense so much as dares to launch an attack at it, they're goners. If you
  1641. don't like using Wobb because of prediction issues, bring a Metagross or
  1642. Rock/Steel/Electric along and they'll be more than happy to Earthquake the
  1643. both of you. Metagross in general is a great help in this battle because of
  1644. Clear Body, and I like having one along to clean up the mess should one of my
  1645. special sweepers faint. The Tauros in this battle has no CB and thus is not
  1646. particularly deadly; 300 HP and defense a little over 200 should give you
  1647. pretty good odds of surviving its Hyper Beam, should it use it. Likewise, a
  1648. supereffective Earthquake probably won't even score 60% damage on anything
  1649. with excellent defense. Hi again, Metagross.
  1650.  
  1651. My first run through, I had a HELL of a time; Granbull and Tauros kicked my
  1652. ass into oblivion. Goddamn Granbull got the Quick Claw to take effect every
  1653. single bloody turn he was out there, and they both Hyper Beamed and Returned
  1654. my poor team to hell. I had managed to off Sala and Gyar before these freaks
  1655. ruined it for me. Then I returned for a rematch, and he led Arcanine and Sala.
  1656. Sala was Faked Out and Arcanine crunched my Latios for insignificant damage;
  1657. Sala was Dragon Clawed the hell out of there. Next comes Gyarados, who gets
  1658. served a nice helping of Thunderbolt while Arc protects (Quake. Of all moves
  1659. he could use, he chooses the least effective.). Last is Hitmontop, who dies
  1660. to Psychic, while Arcanine goes for another lousy Crunch. Next turn, he's out
  1661. to a Helping Handed Psych. Woo. All that aggravation the first time, and then
  1662. I win without losing anyone. May you have similar good fortune.
  1663.  
  1664. "You're some kind of special! You're worthy of sharing my camaraderie as a
  1665. friend. I therefore award you the "Hexagonal Bolt of Friendship Holder." The
  1666. Hexagonal Bolt of Friendship is the perfect fit for my wrench, and is its
  1667. truest friend. In spirit of unchanging friendship, -Gorigan"
  1668.  
  1669. Wow.. someone softened up a lot. Is there something you're not telling us,
  1670. Monkey Boy...?
  1671.  
  1672. OOOOOOOOOOOOOO[7] Chobin & Robo Groudon Round OOOOOOOO
  1673. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  1674.  
  1675. Now we have some fun ones! Nothing that truly bears mentioning here, but
  1676. I did have a lot of unfortunate encounters with these guys, as they were
  1677. displaying some disgusting acts of "luck."
  1678.  
  1679. [7.1] Battle 1: Fun Old Man Rekix
  1680.  
  1681. Espeon @ Brightpowder, Male, Synchronize
  1682. Psychic
  1683. Calm Mind
  1684. Bite
  1685. Reflect
  1686.  
  1687. Jolteon @ Lax Incense, Male, Volt Absorb
  1688. Thunderbolt
  1689. Thunder Wave
  1690. Bite
  1691. Charm
  1692.  
  1693. Flareon @ Quick Claw, Male, Flash Fire
  1694. Body Slam
  1695. Fire Blast
  1696. Shadow Ball
  1697. Helping Hand
  1698.  
  1699. Umbreon @ Lum Berry, Female, Synchronize
  1700. Confuse Ray
  1701. Faint Attack
  1702. Helping Hand
  1703. Charm
  1704.  
  1705. Vaporeon @ Leftovers, Female, Water Absorb
  1706. Quick Attack
  1707. Hydro Pump
  1708. Ice Beam
  1709. Helping Hand
  1710.  
  1711. Eevee @ Focus Band, Female, Run Away
  1712. Helping Hand
  1713. Growl
  1714. Attract
  1715. Wish
  1716.  
  1717. Strategy: Hmmm. Wonder what the theme of this team is? Regardless, you'll see
  1718. a lot of Helping Hand and a lot of really beefed up attacks coming your way.
  1719. Who will use Helping Hand, and who will attack? Espeon lacks Helping Hand,
  1720. so he will always be the attacker; otherwise, they'll boost the one that is
  1721. going to nail your weakness. Vaporeon attacks much more often than she
  1722. boosts; get rid of her quickly. Jolteon Charms or Helping Hands unless you
  1723. present him with a water or flying; occasionally he'll Bite a psychic.
  1724. Umbreon uses Helping Hand more than anything else. The key to knowing when
  1725. someone is going to use something other than Helping Hand is to look at the
  1726. type matchups. The less damage they can inflict on you, the more likely they
  1727. are to use annoying moves like Charm. Eevee will either Wish or Helping Hand
  1728. as it doesn't have much at its disposal. Flareon generally does nothing but
  1729. attack, but is too slow (and too limited in moves) to be problematic. Unless
  1730. you took a serious beating, once Espeon and Vaporeon are out of the picture
  1731. then you should have this match in the bag.
  1732.  
  1733.  
  1734. [7.2] Battle 2: Fun Old Man Dargs
  1735.  
  1736. Slaking @ Lum Berry, Male, Truant
  1737. Aerial Ace
  1738. Shadow Ball
  1739. Body Slam
  1740. Earthquake
  1741.  
  1742. Alakazam @ Brightpowder, Male, Synchronize
  1743. Psychic
  1744. Ice Punch
  1745. Fire Punch
  1746. Skill Swap
  1747.  
  1748. Milotic @ Leftovers, Female, Marvel Scale
  1749. Ice Beam
  1750. Mirror Coat
  1751. Hydro Pump
  1752. Protect
  1753.  
  1754. Gengar @ Nothing, Female, Levitate
  1755. Psychic
  1756. Fire Punch
  1757. Thunderbolt
  1758. Skill Swap
  1759.  
  1760. Metagross @ Scope Lens, Genderless, Clear Body
  1761. Shadow Ball
  1762. Earthquake
  1763. Meteor Mash
  1764. Protect
  1765.  
  1766. Claydol @ Quick Claw, Genderless, Levitate
  1767. Shadow Ball
  1768. Earthquake
  1769. Ancientpower
  1770. Skill Swap
  1771.  
  1772. Strategy: Skill Swap. At least, that's the intended strategy here. I'll warn
  1773. anyone that thought this battle would be just like its Colosseum version; it
  1774. isn't. Every time I fought through here, they ignored their truant buddy and
  1775. just came after me. That cost me a win the first time; rather than having a
  1776. free turn to boost up, Gengar just came right out and started killing off my
  1777. team members. It didn't make a difference that I had faked Slaking out; by
  1778. then, I had already lost my main damage dealer for the battle. I've had a lot
  1779. of success by ignoring Slaking for the first turn and focusing on getting rid
  1780. of his support. Without a CB Slaking isn't *that* deadly, especially
  1781. considering its STABed move is only Body Slam, and if they didn't use Skill
  1782. Swap the first turn, you can ignore it again until you think you can take it
  1783. out in a single turn. Milotic uses Hydro Pump more than anything else, and
  1784. isn't so much a threat without Recover. Metagross however, whom I have noticed
  1785. is included in his lineup more often than not, is an unwelcome sight no matter
  1786. what and can seal your fate pretty quickly if you've taken too awful a beating
  1787. by the time its been sent out. A good water type works best, especially
  1788. someone like Swampert, who won't take too much from its Earthquake and can
  1789. almost take it out with a single quake of its own. Sure, there are a lot of
  1790. things that can deal with Meta effectively, but unless it's resisted,
  1791. Meteor Mash freaking hurts. Unless you can't afford to do otherwise, single it
  1792. out and KO it before anything else.
  1793.  
  1794. Leading with someone using Intimidate puts a nice dent in Slaking's power,
  1795. though the most common wielders of that trait can also be offed instantly by
  1796. Gengar or Zam, so unless you have something fast enough to take out either of
  1797. them first turn, you might as well withdraw them immediately.
  1798.  
  1799. This is by far the most difficult battle in this round, so I have found, so
  1800. once you've won this, you shouldn't have any trouble with the remaining two
  1801. battles. ..provided the CPU isn't ridiculously cheap, of course.
  1802.  
  1803. [7.3] Semifinal: Matron Naono
  1804.  
  1805. Crobat @ Brightpowder, Female, Inner Focus
  1806. Aerial Ace
  1807. Shadow Ball
  1808. Sludge Bomb
  1809. Toxic
  1810.  
  1811. Swellow @ King's Rock, Female, Guts
  1812. Facade
  1813. Return
  1814. Aerial Ace
  1815. Hyper Beam
  1816.  
  1817. Persian @ Leftovers, Male, Limber
  1818. Fake Out
  1819. Shadow Ball
  1820. Body Slam
  1821. Toxic
  1822.  
  1823. Dodrio @ Choice Band, Male, Early Bird
  1824. Return
  1825. Steel Wing
  1826. Drill Peck
  1827. --
  1828.  
  1829. Machamp @ Quick Claw, Male, Guts
  1830. Facade
  1831. Earthquake
  1832. Cross Chop
  1833. Rock Tomb
  1834.  
  1835. Heracross @ Salac Berry, Male, Guts
  1836. Facade
  1837. Megahorn
  1838. Brick Break
  1839. Earthquake
  1840.  
  1841. Strategy: These guys are looking to spill their guts all over you, and you'll
  1842. be on the receiving end of some severely beefed up attacks if you don't deal
  1843. with them carefully. Still, this match should be pretty easily won. Let the
  1844. Toxic users survive while your fastest and strongest rip the Guts abusers to
  1845. shreds. Fake Out is a godsend here; you can flinch the one that'll be doing
  1846. the attacking, and pick it off with ease. She likes to lead with Crobat and
  1847. Swellow, both of whom are probably faster than you. Ignore Crobat and get rid
  1848. of Swellow. Now, chances are she brought both fighters; she has to have one at
  1849. the very least. If you lead with a flying type and got rid of Swellow, this
  1850. should be a piece of cake. If by chance she sends out Dodrio, either use
  1851. someone faster to pick him off or focus both attacks on him, and let the
  1852. survivor be the one to finish it. Crobat can be dealt with last. Sludge Bomb
  1853. may deliver a decent amount of damage, but that's the worst thing it can do.
  1854. A good supereffective hit will finish it off.
  1855.  
  1856. Speedy psychics freaking rape these guys. An Aerodactyl or Zapdos will also
  1857. humiliate them. Almost everyone has a psychic though, so just bring them along
  1858. and anyone else that's strong and just mow them down. Her Swellow has a
  1859. positive attacking nature instead of speed, so its speed is below 350; any
  1860. Timid or Jolly base 110 with its speed EVs maxed will get the jump on it and
  1861. pick it off, easy. Without a CB it's not too vicious, either, but better to KO
  1862. it before you eat a Hyper Beam or Facade. Anyways, I'd go so far to say this
  1863. battle is even easier than the Eeveelutions, if you brought someone capable of
  1864. sweeping this team, which isn't hard to do.
  1865.  
  1866. [7.4] Final: Chobin & Robo Groudon
  1867.  
  1868. Scizor @ Lax Incense, Female, Swarm
  1869. Silver Wind
  1870. Return
  1871. Aerial Ace
  1872. Steel Wing
  1873.  
  1874. Dragonite @ Leftovers, Male, Inner Focus
  1875. Aerial Ace
  1876. Earthquake
  1877. Return
  1878. Brick Break
  1879.  
  1880. Kangaskhan @ Scope Lens, Female, Early Bird
  1881. Return
  1882. Earthquake
  1883. Shadow Ball
  1884. Protect
  1885.  
  1886. Mr. Mime @ Lum Berry, Female, Soundproof
  1887. Fake Out
  1888. Psych Up
  1889. Baton Pass
  1890. Psychic
  1891.  
  1892. Marowak @ Thick Club, Male, Rock Head
  1893. Ancientpower
  1894. Double-Edge
  1895. Aerial Ace
  1896. Earthquake
  1897.  
  1898. Ninjask @ White Herb, Female, Speed Boost
  1899. Swords Dance
  1900. Baton Pass
  1901. Silver Wind
  1902. Protect
  1903.  
  1904. Strategy: Ah, Baton Passing. Completely and utterly wrecks teams when
  1905. successful; otherwise, they crumble to a pitiful defeat. It's a guarantee
  1906. that Ninjask and Mr. Mime will be Chobin's leads. Expect to be faked out,
  1907. and if Ninjask hasn't been defeated the first turn, ignore it as it will
  1908. Protect the next. This battle is generally very easy however, and even if
  1909. Ninjask manages to pass someone it likely won't mean the end for you.
  1910.  
  1911. Depending on who you led with, it's either more worth your while to go after
  1912. Ninjask and KO it immediately, or let the two of them sit there and go about
  1913. their boosting/psych upping while you do something to beef up your own stats.
  1914. I wouldn't even bother with Taunt even if you have it, except in the case of
  1915. Mr. Mime. Ninjask is going to go before you no matter what, and SD Silver Wind
  1916. stings a lot, so don't invite it to attack you. Mime on the other hand can
  1917. only unleash Psychic with a lame SpAtt att, so if you want to render it almost
  1918. useless, go ahead. Whatever you've decided, whether it be to boost yourself or
  1919. take out Ninjask right away, all you need to do is gang up on the pokes
  1920. capable of KOing your party and take them out as soon as they show up. This is
  1921. even easier if you just let Ninjask SD, Protect and pass, as you can launch
  1922. your attacks at him the same turn he passes and be rid of the souped up
  1923. monster the same turn it appears. If you opt to do this though, get rid of
  1924. Mr. Mime prior, so the two of them can't send their beefed teammates against
  1925. you simultaneously. If Ninjask has been KOed before Mime can use Psych Up
  1926. however, you can ignore it for the rest of the battle as it will either use
  1927. Psychic for (generally) unimpressive damage, or amusingly, start using Psych
  1928. Up against your own party, even if they haven't boosted themselves with
  1929. anything.
  1930.  
  1931. Bring someone with Ice Beam just for Dragonite/Marowak insurance, and Scizor
  1932. will go down quickly to some neutral special or physical attacks. As with all
  1933. Scizor though, its movepool isn't very nasty, so if it gets a turn to move it
  1934. shouldn't be disastrous. Kangaskhan is just as easy to KO as Drago and Wak,
  1935. because she has the worst defenses out of all of them and any STABed attack
  1936. will knock her onto her ass. I rarely fight one, but if she's brought out you
  1937. have little to worry about.
  1938.  
  1939. The only thing I don't recommend you do is to lead with someone weak to
  1940. Psychic, as Mr. Mime will most likely pass up Fake Out in order to critically
  1941. injure you. Other than that, bring whomever you think can get the job done and
  1942. destroy them one at a time.
  1943.  
  1944.  
  1945. "___! Chobin admits defeat! Even Chobin's Robo Groudon could not defeat ___!
  1946. So Chobin wishes to confer a very special title. It is "Defeater of Chobin!"
  1947. What do you think? Chobin thinks it is a very enriching title you would be
  1948. very proud to say. Chobin is certain that you will like it." -Chobin
  1949.  
  1950. OOOOOOOOOOOOOO[8] Gonzap Round OOOOOOOO
  1951. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  1952.  
  1953. We're a little more than halfway done, now! After this round, the
  1954. challenge will be raised nicely, so if your team has been struggling along up
  1955. to this point, it may be time to make some changes. See where your team has
  1956. been lacking, and make the necessary substitutions. Be sure to bring at least
  1957. two special sweepers for the final round, and having some tanks and a physical
  1958. sweeper will get you by everything else without much trouble. If you haven't
  1959. been dragging a Latios or Latias around or even raised one, you might do well
  1960. considering doing so, as they'll make an excellent staple from here on out,
  1961. both for cleaning up the mess when you've lost two of your mons already, or
  1962. for taking things out right from the start. Otherwise Starmie, Gardevoir and
  1963. even Zapdos make decent backup.
  1964.  
  1965. [8.1] Battle 1: Team Snagem Biden
  1966.  
  1967. Jolteon @ Lum Berry, Female, Volt Absorb
  1968. Quick Attack
  1969. Bite
  1970. Thunderbolt
  1971. Protect
  1972.  
  1973. Weezing @ Quick Claw, Male, Levitate
  1974. Sludge Bomb
  1975. Explosion
  1976. Fire Blast
  1977. Shadow Ball
  1978.  
  1979. Houndoom @ Salac Berry, Female, Flash Fire
  1980. Fire Blast
  1981. Reversal
  1982. Crunch
  1983. Endure
  1984.  
  1985. Ninjask @ Brightpowder, Female, Speed Boost
  1986. Shadow Ball
  1987. Baton Pass
  1988. Swords Dance
  1989. Protect
  1990.  
  1991. Steelix @ Focus Band, Male, Rock Head
  1992. Earthquake
  1993. Explosion
  1994. Double-Edge
  1995. Rock Tomb
  1996.  
  1997. Hitmonlee @ Leichi Berry, Male, Limber
  1998. Earthquake
  1999. Reversal
  2000. Mach Punch
  2001. Endure
  2002.  
  2003. Strategy: Back to fighting guys with nothing special about them. The only
  2004. thing you must be aware of is Weezing and Steelix, the exploders. They WILL
  2005. make use of it if you allow them to survive long enough to, and in doing so,
  2006. they serve to set up two others- Houndoom and Hitmonlee. Hitmonlee only gets
  2007. a Leichi Berry, so he's not much of an issue, but an even faster Houndoom
  2008. that can Reversal as well as nuke your party is a considerable threat.
  2009. Otherwise, there isn't much of a strategy to employ here- just pick off your
  2010. enemies as you see fit, and go all out on Weezing and Steelix if and when
  2011. they appear. Ignore Houndoom and Hitmonlee the first turn they are out, as it
  2012. is likely they will Endure. Then, they can just be swatted away. As for the
  2013. others, if he lead with Weezing or Steelix, count on the other using Protect
  2014. unless you've thrown a 4x weakness at him or something, because I've found he
  2015. makes them explode no matter what. If he opens with both Weezing and Steelix,
  2016. which I have seen more than once, he's always made Steelix commit suicide
  2017. first. It's definitely the more troublesome, as nothing less than a good fire
  2018. or water attack will be enough to OHKO it or at least hurt it badly enough so
  2019. that anything else takes it down; this guy shrugged off a 350 Att EQ from
  2020. Swampert along with a 394 SpAtt Ice Beam from Latios. Needless to say neither
  2021. of them lived to see the next turn, though I blame it more on bad luck since
  2022. the guy had single digit HP before exploding. Guess I got the low end of the
  2023. damage output. =/
  2024.  
  2025. Leading with a powerhouse (rock/ground/Swampert are ideal; things that resist
  2026. fire, electric or Explosion and can make a mean Earthquake) and a psychic or
  2027. water should pretty much prepare you for whatever he may lead with himself.
  2028. You want to be able to KO Steelix and Weezing immediately, and have some sort
  2029. of edge against the other four. Go ahead and switch if the others can nail you
  2030. for a weakness, but don't be afraid of Hitmonlee. Not only is Mach Punch the
  2031. worst thing it can do without low HP, for whatever reason it likes using it
  2032. against anything other than what is weak to it. Huh.
  2033.  
  2034. The next two battles can get pretty nasty, so be prepared to do this one over.
  2035.  
  2036. [8.2] Battle 2: Team Snagem Jedo
  2037.  
  2038. Typhlosion @ Focus Band, Female, Blaze
  2039. Flamethrower
  2040. Attract
  2041. Thunderpunch
  2042. Protect
  2043.  
  2044. Feraligatr @ Quick Claw, Male, Torrent
  2045. Ancientpower
  2046. Earthquake
  2047. Brick Break
  2048. Hydro Pump
  2049.  
  2050. Slowking @ Leftovers, Male, Own Tempo
  2051. Psychic
  2052. Ice Beam
  2053. Water Pulse
  2054. Fire Blast
  2055.  
  2056. Meganium @ Nothing, Female, Overgrow
  2057. Reflect
  2058. Giga Drain
  2059. Light Screen
  2060. Body Slam
  2061.  
  2062. Raikou @ Brightpowder, Genderless, Pressure
  2063. Protect
  2064. Thunder Wave
  2065. Thunderbolt
  2066. Bite
  2067.  
  2068. Crobat @ Scope Lens, Male, Inner Focus
  2069. Confuse Ray
  2070. Sludge Bomb
  2071. Aerial Ace
  2072. Shadow Ball
  2073.  
  2074. Strategy: Only GSC Pokemon in this battle, including the three starters. They
  2075. don't have the elemental Hyper Beams like the Mt. Battle prizes, but they can
  2076. damn well still fight, so take care. Since this team is well balanced, you're
  2077. just going to have to resort to weakness exploitation and common sense,
  2078. though Electric and Ground moves will be your best bets. Lightningrod is a
  2079. really useful trait here, as are Marowak and Rhydon in general.
  2080. Especially Rhydon, with Megahorn, Rock Blast and Earthquake.
  2081.  
  2082. He likes leading with that Raikou, so bring your ground type or whomever you
  2083. plan to do all your Earthquaking with, along with a specialist. His Raikou is
  2084. Timid, however, so bringing something other than a ground or tank is unwise as
  2085. it'll simply be fried by Thunderbolt, and chances are whomever else he brought
  2086. will finish it off. Swampert, I've found, is damn near perfect for this.
  2087. If you did in fact bring a ground type, Raikou will simply use Bite in a sad
  2088. attempt to save itself from being floored by the imminent Earthquake, and his
  2089. ally will probably join in the offense against your quaker. Don't worry about
  2090. them and just have your ally go after Raikou's buddy, and within a turn or two
  2091. you'll use EQ successfully and take it out. As for everyone else, they don't
  2092. pose a threat unless you've already lost your main counter for them. You
  2093. ideally want to have someone out there that can attack every turn and not be
  2094. in danger of getting quaked. Zapdos and Lati@s are your best bets; bring a
  2095. Gyarados without Lightning Rod, and you'll give Raikou an opportunity it won't
  2096. pass up.
  2097.  
  2098. Anyways. Crobat is next on the To Go list, and a strong Psychic, Ice Beam or
  2099. Thunderbolt will do the job, though without STAB, base 100 special attack will
  2100. likely not be enough to deliver a OHKO, beneficial nature or not. Typhlosion
  2101. comes next, not because it's anything special but just a real pain in the ass,
  2102. both with its speed and Focus Band. It takes very little to bring it down, and
  2103. if it came out with Raikou, you're golden. Feraligatr is a special case.
  2104. Deal with it ASAP only if it can exploit one of your weaknesses and take your
  2105. party down quickly, as it likes abusing the Quick Claw and can overwhelm you
  2106. if you let it. Ideally he'd be one of the last opponents out, but if he leads
  2107. with him, destroy it immediately. That's done as easily as it's said with a
  2108. nice helping of Thunderbolt. Slowking has a host of strong moves but is so
  2109. slow it's almost guaranteed to go last, and its weaknesses are pretty easily
  2110. exploited. Your ground type has nothing to fear from it if he gets quaked the
  2111. same turn as your ally attacks it. Last is Meganium, only problematic if it
  2112. gets a Light Screen or Reflect off and its team is largely intact. At full
  2113. health a Giga Drain will likely fail to OHKO things even with a 4x weakness
  2114. to it, however try not to give it the opportunity. More often than not it's
  2115. the last one to be brought out, so unless you're down to one monster beaten
  2116. within an inch of its life, you can pick it off with one attack each.
  2117.  
  2118. The next battle can be a lot harder than this one, and the cheese factor is
  2119. just as bad if not worse than this battle, what with all the opportunities for
  2120. hax. Get ready to exercise your vocabulary of curse words.
  2121.  
  2122. [8.3] Semifinal: Team Snagem Wakin
  2123.  
  2124. Swampert @ Leftovers, Female, Torrent
  2125. Ice Beam
  2126. Mirror Coat
  2127. Hydro Pump
  2128. Counter
  2129.  
  2130. Sceptile @ Scope Lens, Male, Overgrow
  2131. Leaf Blade
  2132. Dragon Claw
  2133. Crunch
  2134. Thunderpunch
  2135.  
  2136. Blaziken @ Salac Berry, Female, Blaze
  2137. Reversal
  2138. Earthquake
  2139. Endure
  2140. Fire Blast
  2141.  
  2142. Gardevoir @ Quick Claw, Female, Trace
  2143. Psychic
  2144. Fire Punch
  2145. Thunderbolt
  2146. Destiny Bond
  2147.  
  2148. Swellow @ Choice Band, Female, Guts
  2149. Aerial Ace
  2150. Steel Wing
  2151. Return
  2152. --
  2153.  
  2154. Vileplume @ Focus Band, Male, Chlorophyll
  2155. Sunny Day
  2156. Solarbeam
  2157. Sleep Powder
  2158. Moonlight
  2159.  
  2160. Strategy: Now the RSE monsters want a turn, and for whatever reason they let a
  2161. Vileplume join their ranks. Little did they know that this guy will pretty
  2162. much be their downfall.
  2163.  
  2164. He likes leading with Gardevoir or Vileplume and someone else, so I've found,
  2165. and before I talk about the overall strategy let me say that if he leads with
  2166. Plume then it's a godsend. He's guaranteed to Sunny Day first turn, and all
  2167. you have to do to keep it occupied for the rest of the battle is to have one
  2168. of your own pokes hit it with anything that'll inflict over 50% damage; the
  2169. lower you can go without KOing it, the better. Why? All it will do from then
  2170. on is Moonlight, basically freeing you from one turn of harm for every turn
  2171. that it does so. Just keep going after it with that same attack, and Moonlight
  2172. will make up the damage. While you're essentially wasting a turn to otherwise
  2173. go after someone else, you're also taking one more hit of damage away from the
  2174. rest of your team, it won't put you to sleep, and you won't suffer the wrath
  2175. of Solarbeam. On top of that, should he bring Swampert around it won't use
  2176. Hydro Pump, and Blaziken will try to take advantage of the sunlight and use
  2177. Fire Blast instead of expecting you to kill it and using Endure. Once he's
  2178. down to his last two, then you can forget Vileplume and single out his ally.
  2179.  
  2180. Now then, your biggest threats differ largely based on who you've got out,
  2181. but they're all easy to pick off for the most part. The only exception is
  2182. Gardevoir, with not only a Quick Claw but the capability of tracing something
  2183. bad for you. Still, the best way to go about things is to lead with a special
  2184. sweeper and a tank or CBer; then, pick them off one by one depending on who
  2185. can deliver the OHKO. Sceptile does not have a speedy nature, and I believe
  2186. Swellow does not, either, so a base 110 speed poke with 252 EVs and +Spd will
  2187. easily get the jump on them both. Latios not only falls under this category,
  2188. but with at least 359 special attack (which is basically another 252 EVs) can
  2189. definitely OHKO Swellow, and as I'm writing this, has also OHKOed Sceptile
  2190. with Ice Beam, so having him along is a definite perk. Gardevoir is the tough
  2191. one, with the best defenses out of all of them save Swampert and Vileplume,
  2192. and can be tough to OHKO. While I don't recommend singling it out if you can
  2193. use that same turn to OHKO someone else, if you know her ally can't 2HKO you,
  2194. then you might as well. I rarely see her use Destiny Bond, so I can't tell you
  2195. to expect it; all I can say is that it sucks donkey balls when she uses it and
  2196. gets the Quick Claw effect. My condolences; I know how you feel. =P
  2197.  
  2198. Swampert tends to use Counter or Mirror Coat more than anything else, so
  2199. either save it for last or single it out if you're afraid of being Ice Beamed.
  2200. Blaziken is just laughable. If it can exploit a fire or ground weakness, it
  2201. likely won't use Endure, so just send a psychic or a quake of your own its way
  2202. and it'll be floored, easily. Unlike the battle before this one, I'd place
  2203. speed higher in importance than offense, considering it doesn't take a whole
  2204. lot of force to handle these guys. Your tanks are still excellent however,
  2205. and a Snorlax will easily survive everything these guys throw at you, and
  2206. if not deliver a OHKO, come very close. It's also a good choice to waste
  2207. Vileplume's Moonlight PP away while your CBer or specialist destroys everyone
  2208. else.
  2209.  
  2210. The next battle is pathetically easy compared to the previous two, if you've
  2211. come prepared. And you don't want to deal with these guy again, do you?
  2212.  
  2213. [8.4] Final: Snagem Head Gonzap
  2214.  
  2215. Blastoise @ Leftovers, Female, Torrent
  2216. Ice Beam
  2217. Yawn
  2218. Hydro Cannon
  2219. Roar
  2220.  
  2221. Skarmory @ Lax Incense, Male, Keen Eye
  2222. Drill Peck
  2223. Sand Attack
  2224. Attract
  2225. Roar
  2226.  
  2227. Charizard @ Brightpowder, Male, Blaze
  2228. Dragon Claw
  2229. Roar
  2230. Blast Burn
  2231. Bite
  2232.  
  2233. Slaking @ Choice Band, Male, Wonderguard
  2234. Hyper Beam
  2235. Earthquake
  2236. Shadow Ball
  2237. --
  2238.  
  2239. Salamence @ Scope Lens, Female, Intimidate
  2240. Aerial Ace
  2241. Earthquake
  2242. Brick Break
  2243. Hyper Beam
  2244.  
  2245. Venusaur @ Lum Berry, Female, Overgrow
  2246. Frenzy Plant
  2247. Roar
  2248. Sleep Powder
  2249. Light Screen
  2250.  
  2251. Strategy:
  2252.  
  2253. Quite a fun battle, indeed. Everyone save for Skarmory has a powerful hit-and-
  2254. recharge attack, which if you recall from Colo, Gonzap enjoys abusing. Not
  2255. only that, many of them pack Roar, which they sometimes use on their teammates
  2256. after they have fired off their beam, so that they don't have to spend a turn
  2257. recharging and vulnerable. This strategy is easily ruined by singling out the
  2258. likely attacker. That way, the enemy's Roar will fail, and they'll have
  2259. wasted a turn. As for who they send out, it all depends, though he's pretty
  2260. much guaranteed to bring Skarmory (though usually not as a lead.)
  2261.  
  2262. Your enemies will be using their beams as their primary means of attack, and
  2263. generally don't care if it will be very effective or not (Blastoise has used
  2264. Hydro Cannon against my Ludicolo; I don't know what it was thinking, either)
  2265. unless you provide a 4x weakness to something else, such as a dragon while
  2266. Blastoise is out. That said, take advantage of their turns spent recharging
  2267. and get rid of them. That's to say you don't OHKO them or otherwise take them
  2268. out before they can even land their first hit, which is very easy to do. Lead
  2269. with two special sweepers, preferably with at least Ice Beam and Thunderbolt
  2270. under their belts; Psychics that know Psychic are also valuable. Starmie, the
  2271. Lati@s duo, and even Alakazam to an extent. Then, just single out your threats
  2272. or OHKO them simultaneously as you see fit. Obviously, get rid of the bigger
  2273. threats first, and Skarmory can basically be ignored until last. Slaking is
  2274. the only real problem here with both its speed and sick attack; I've always
  2275. had to focus both attacks on it to take it down before it could Hyper Beam
  2276. someone, but that isn't very difficult.
  2277.  
  2278. Try to avoid using Protect, if only because it gets to be impossible in most
  2279. cases to gauge who will go after whom, and blocking the shot won't get you a
  2280. free turn, anyway. As for Endure, I doubt you have anyone with the move aside
  2281. from Heracross, Zangoose or Blaziken. If you don't have any specialists or
  2282. simply don't care, Explosion is a very dirty and effective way to end this
  2283. battle quickly; just be sure that the user will detonate before Slaking can
  2284. kill them. A Fake Out user can also provide some good assistance, either in
  2285. dealing with Slaking or stalling someone so your slower ally can destroy them
  2286. and be (somewhat) safe from harm. Nothing, however, truly compensates for
  2287. speed and special attacks.
  2288.  
  2289. Roar will always go last, so even your slowest pkmn will be able to get their
  2290. attack in before the opponent can Roar. You'll likely have fainted the beamer.
  2291. Of course, that's if they even used Roar; I've noticed that the only one of
  2292. Gonzap's team that can be relied on to consistently use Roar is Skarmory.
  2293. If there are two potential beamers out there, assume that they'll both be
  2294. using them, to be on the safe side. After all the crap you went through to
  2295. make it here, this battle really isn't difficult at all, especially when
  2296. you've lead with special sweepers. May your victory come as easily as it did
  2297. for me.
  2298.  
  2299. "It's a rotten shame, but you're in a way bigger league than Team Snagem.
  2300. It's sad, but Team Snagem's not big enough for you. I'll do the next best
  2301. thing. I'll make you an honorary member of Team Snagem. If you get sick of
  2302. your life, come to us anytime. You're always welcome." -Gonzap
  2303.  
  2304. OOOOOOOOOOOOOO[Intermission]OOOOOOOO
  2305. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  2306.  
  2307. During this intermission, I have a bit of a rant, which you will now read,
  2308. whether you like it or agree with me or not. =P
  2309.  
  2310. While this game is infinitely better than Colosseum, which I firmly
  2311. believe was a completely half-assed piece of crap, I'm still quite unsatisfied
  2312. with the amount of effort they put into transferring the GBA masterpieces to
  2313. the Cube and giving it a polish you'd expect on a 128-bit console- little.
  2314.  
  2315. Yes, we have plenty of new attack animations, some of which are a real
  2316. graphical treat (but still seem to have an abundance of circles. What the
  2317. hell is with all the circles? Once again, it's not as bad as Colosseum,
  2318. but...). But what about the biggest focus of the game- the Pokemon themselves?
  2319. We have NO bloody entrances, NO taunts throughout the battle, and, in my
  2320. opinion, the most pathetic of all- the lowly cries from the damn HANDHELDS!
  2321. Is it that difficult to render the voices so that they have actual volume and
  2322. clarity? The developers for the 64 made it happen. I guess this is too much
  2323. for Genius Sonority.
  2324.  
  2325. What also really annoys me is that they really, really butchered the
  2326. fainting sequences for just about all of the Pokes. Colosseum made the first
  2327. ugly move by butchering the lot of them to hell, and once again, making an
  2328. entirely pointless elimination of the sound effects they made when crumpling,
  2329. plummeting, or otherwise crashing to the floor. While it's nothing major,
  2330. it's still just a little something that helped to spice things up for the
  2331. big(ger) screens. I have no clue why they'd keep it out of the sequels. But
  2332. anyways, then they come up with XD, which not only continues the trend of
  2333. serving up a game with little to no special extras, but they hack the
  2334. animations even more. Some of the Pokes don't even get a chance to fall,
  2335. because they're already being sucked back into their balls. Heh. Yes, I used
  2336. sucked and balls in the same sentence. Don't spaz out, now. =P
  2337.  
  2338. I guess I'll wrap this up just by saying that I don't understand why
  2339. they exclude the things their predecessors used to bring a lot more cool
  2340. features and especially beauty into the biggest focus of any Pokemon game-
  2341. battling. Despite the gameplay being close to the same, it still only serves
  2342. to turn people off. Or just annoy the hell out of them, like me.
  2343.  
  2344. Now, back to our tournaments! I just need to put Selfdestruct onto my
  2345. Snorlax, and Protect onto my Lapras, first... You'll see why.
  2346.  
  2347. OOOOOOOOOOOOOO[9] Ardos Round OOOOOOOO
  2348. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  2349.  
  2350. Calling all fast Pokemon- Starmie, Aerodactyl, Gengar, Tauros, Alakazam,
  2351. Lati@s, Sceptile, and so on; here we have the speed round. If you want the
  2352. absolute easiest time with these considerably difficult battles, load your
  2353. team with monsters that have base 110 speed or higher and preferably a speed
  2354. enhancing nature, along with a moveset geared towards sweeping. Even those
  2355. that look like horrible type matchups on paper have all the leverage if they
  2356. have the speed advantage (an Aerodactyl is a killing machine to be feared in
  2357. battle three, despite it being loaded with water types.) However, be warned
  2358. that speed alone is not going to get you easy wins; you also must be able to
  2359. OHKO just about everything sent out against you. I'd say it's easier said
  2360. than done, but having played this round so much, I can say it's actually very
  2361. easy.
  2362.  
  2363. For anyone else, the challenge is stepped up a bit, now. These guys know
  2364. how to annoy the hell out of you, and if not dealt with appropriately, they
  2365. will. Knowing the movesets ahead of time is going to greatly improve your
  2366. odds. This round can be either a real pain or a mild workout for your team.
  2367.  
  2368. [9.1] Battle 1: Sailor Jebol
  2369.  
  2370. Dusclops @ Quick Claw, Male, Pressure
  2371. Ice Beam
  2372. Protect
  2373. Ice Punch
  2374. Imprison
  2375.  
  2376. Dragonite @ Leftovers, Female, Inner Focus
  2377. Aerial Ace
  2378. Earthquake
  2379. Return
  2380. Protect
  2381.  
  2382. Aerodactyl @ King's Rock, Male, Rock Head
  2383. Ancientpower
  2384. Earthquake
  2385. Aerial Ace
  2386. Protect
  2387.  
  2388. Salamence @ Brightpowder, Male, Intimidate
  2389. Dragon Claw
  2390. Hydro Pump
  2391. Fire Blast
  2392. Protect
  2393.  
  2394. Flygon @ Lax Incense, Female, Levitate
  2395. Dragon Claw
  2396. Fire Blast
  2397. Giga Drain
  2398. Protect
  2399.  
  2400. Zapdos @ Scope Lens, Genderless, Pressure
  2401. Thunderbolt
  2402. Return
  2403. Drill Peck
  2404. Protect
  2405.  
  2406. Strategy: This battle often teeters between pathetic and very annoying.
  2407. Imprison is the only thing saving this team from icy decimation, and they'll
  2408. usually make an effort to guarantee its usage by using Protect the first turn
  2409. and letting the incredibly resilient Dusclops seal your moves. That said, they
  2410. still decide to attack first thing now and then, and so in hopes of that I
  2411. launch both attacks, usually Ice Beams, at Dusclops's ally. If they failed to
  2412. Protect, that's usually an easy two OHKOs right there as Dusclops is likely to
  2413. go last.
  2414.  
  2415. However, it pays to expect the worst. Ice is certainly the easiest way to win
  2416. but you likely won't be able to use it, so Thunderbolt and Dragon Claw is the
  2417. way to go. As if they weren't amazing in most battles, the Lati duo reigns
  2418. supreme, and if he happens to lead with another dragon, just use Dragon Claw,
  2419. as it'll score the OHKO anyway, and you'll have nothing to fear from the Quick
  2420. Claw, assuming Dusclops manages to get the boost. Right up there with extreme
  2421. usefulness is Aerodactyl; while it isn't quite as handy as the uber dragons,
  2422. it still has enough strength to score some OHKOs. Barring an earlier Salamence
  2423. Intimidation, Aero should be strong enough to OHKO Zapdos and his own Aero
  2424. with HP Rock. Barring that, Ancientpower will still bring similar results.
  2425. Zappy has abysmal defense this time around, so I've noticed, and I believe it
  2426. also spent a lot of EVs on attack to beef Drill Peck, as it hurts more coming
  2427. from this guy than the Zapdos you'll fight later. Either way, it won't be very
  2428. problematic.
  2429.  
  2430. Now for general info about this guy. He basically will alternate between using
  2431. Protect followed by an attack, always with the exception that they will go for
  2432. a KO when the opportunity presents itself. That goes for Dusclops and its
  2433. pitiful Ice Beam, which it still uses in place of Protect when someone has a
  2434. sliver of HP remaining. If you've got some good common sense, it should be
  2435. pretty easy to predict what they're going to do. Regardless of the importance
  2436. of Ice Beam, I always left Dusclops for last. I've never been in a position
  2437. where I lost the battle because of it; Thunderbolt, Dragon Claw and generally
  2438. anything else I had up my sleeve was always sufficient enough to bring this
  2439. team down. Slow tanks can tear these guys up as well, but they'll be much less
  2440. useful in the battles ahead, so I'd avoid having too many of them. A Metagross
  2441. or Snorlax makes a decent cleaner for the mess your sweepers leave, though,
  2442. and the enemy EQs shouldn't be fatal to Meta.
  2443.  
  2444. The only way this battle can be very tough is if you don't have something to
  2445. exploit Salamence or Dragonite's weaknesses, as they're otherwise somewhat
  2446. resilient and can put huge dents in your HP. Don't underestimate Sala and his
  2447. specialist set, especially.
  2448.  
  2449. Latias, Latios, Starmie, Aerodactyl and Sceptile make this team cry.
  2450.  
  2451. [9.2] Battle 2: Bodybuilder Loar
  2452.  
  2453. Shiftry @ Lax Incense, Female, Chlorophyll
  2454. Fake Out
  2455. Extrasensory
  2456. Faint Attack
  2457. Solarbeam
  2458.  
  2459. Jumpluff @ Focus Band, Female, Chlorophyll
  2460. Helping Hand
  2461. Encore
  2462. Sunny Day
  2463. Sleep Powder
  2464.  
  2465. Clefable @ Quick Claw, Female, Cute Charm
  2466. Ice Beam
  2467. Sunny Day
  2468. Thunderbolt
  2469. Fire Blast
  2470.  
  2471. Exeggutor @ Nothing, Female, Chlorophyll
  2472. Psychic
  2473. Solarbeam
  2474. Ancientpower
  2475. Sunny Day
  2476.  
  2477. Entei @ Scope Lens, Genderless, Pressure
  2478. Flamethrower
  2479. Sunny Day
  2480. Solarbeam
  2481. Protect
  2482.  
  2483. Blaziken @ Salac Berry, Male, Blaze
  2484. Endure
  2485. Overheat
  2486. Reversal
  2487. Earthquake
  2488.  
  2489. Strategy: This battle couldn't be easier. I've never liked Sunny Day teams,
  2490. and without a mighty Groudon to protect them, these guys are at a severe
  2491. disadvantage. Neither Shiftry nor Exeggutor has Explosion, which makes this
  2492. team even less threatening. Your only real threat, if you go about this battle
  2493. intelligently, is Clefable, with its "decent" defenses, single weakness which
  2494. you probably will not be exploiting, and Quick Claw. Its movepool is nothing
  2495. to sneeze at, either.
  2496.  
  2497. There are too many monsters that have a field day with this team, and they
  2498. will if you make it your goal to pick these guys off before they can use
  2499. Sunny Day. And even if they do, you need only be concerned with getting rid
  2500. of the more threatening enemies first. Now, I've found she likes leading with
  2501. at least Entei, regardless, and depending on what you've sent out there, they
  2502. will either both use Sunny Day or one will change the weather (usually Entei
  2503. for me) and the other attacks. Despite being arguably the best of the bunch,
  2504. Entei is actually the least of your worries. No Chlorophyll and no STABed
  2505. Solarbeam puts a damper on its effectiveness.
  2506.  
  2507. I definitely recommend leading with an Aerodactyl if you have one, and a
  2508. Lati@s (or even both, if you've got no Aero.) CB Tauros also brings on the
  2509. hurt, and can potentially remove Entei immediately. A Gengar is also extremely
  2510. effective in this battle, both as special or physical. I used a physical
  2511. myself, and while it can't OHKO Exeggutor with a Sludge Bomb it comes damn
  2512. close, and anything else will finish it off. Shiftry is no contest. On top of
  2513. that, mine had both Focus Punch and Explosion to call on when I was able to
  2514. predict that neither enemy would go after him. Anyways, begin by using your
  2515. combined assault of Ice Beam and whatever else you've brought and pick them
  2516. off one by one. Singling out is the preferred method of elimination unless
  2517. you have Aero or Tauros, in which I recommend you just use Earthquake to floor
  2518. Entei and scratch whomever else is out there, and let your specialist worry
  2519. about everything else. If they have CBs though and can likely score OHKOs with
  2520. Aerial Ace or Hyper Beam (which Tauros might as well have, seeing as its
  2521. movepool is so lousy) then they can participate in the grass thrashing as
  2522. well. Blaziken can generally be counted on to use Endure first thing, but it
  2523. or Jumpluff will almost always be the last one to be sent out, so by then you
  2524. should be able to single it out, and have someone take a Reversal for the team
  2525. the following turn. Unless these guys somehow managed to beat you up, it's not
  2526. very threatening. Clefable's presence warrants getting rid of it immediately,
  2527. as it is likely to be able to nail one of your weaknesses. Ignore it only if
  2528. it means being able to take down Exeggutor that same turn, instead, as it's
  2529. the biggest threat with Chlorophyll activated.
  2530.  
  2531. I know this doesn't look like a very detailed or comprehensive strategy, but
  2532. that's because there's no need for one whatsoever. This team sucks, I honestly
  2533. feel, and even when they pull off their "strategy" of abusing sunlight, they
  2534. still make a mediocre bunch. All they needed was a Groudon and some Explosion
  2535. and they'd be almost brutal. As long as you make it a point to remove any
  2536. potential nuisances first thing, you won't be swept.
  2537.  
  2538. On the slower side of things, you're not at too big a disadvantage either, if
  2539. you've got some special sponges. In this case, I recommend bringing someone
  2540. along with Explosion and using it at the start. It'll do ya a world of good.
  2541.  
  2542. Latias, Latios, Aerodactyl, Tauros, Gengar and Alakazam make this team cry.
  2543.  
  2544. [9.3] Semifinal: Bodybuilder Felps
  2545.  
  2546. Ludicolo @ Leftovers, Female, Swift Swim
  2547. Fake Out
  2548. Hydro Pump
  2549. Ice Beam
  2550. Giga Drain
  2551.  
  2552. Omastar @ Focus Band, Male, Swift Swim
  2553. Ice Beam
  2554. Rain Dance
  2555. Hydro Pump
  2556. Rock Slide
  2557.  
  2558. Manectric @ Lax Incense, Male, Lightningrod
  2559. Thunder
  2560. Rain Dance
  2561. Crunch
  2562. Protect
  2563.  
  2564. Gorebyss @ Brightpowder, Male, Swift Swim
  2565. Ice Beam
  2566. Rain Dance
  2567. Hydro Pump
  2568. Psychic
  2569.  
  2570. Kingdra @ Lum Berry, Male, Swift Swim
  2571. Ice Beam
  2572. Rain Dance
  2573. Hydro Pump
  2574. Dragonbreath
  2575.  
  2576. Qwilfish @ Scope Lens, Male, Swift Swim
  2577. Sludge Bomb
  2578. Destiny Bond
  2579. Shadow Ball
  2580. Double-Edge
  2581.  
  2582. Strategy: These guys may all be UU, but with Rain Dance in effect they can
  2583. seal your fate very quickly and take the battle sharply downhill. I've gotten
  2584. my ass kicked enough to know that it's almost imperative to kill them before
  2585. they bring on the downpour; Hydro Pumps are basically OHKOs or 80%+ damage to
  2586. anything that isn't Regice, Snorlax or Blissey (or anything with Water Absorb,
  2587. obviously) and with an almost unsurpassable speed advantage, these guys will
  2588. have their way with you and your turns will almost come down to hoping they
  2589. don't faint whomever was going to land the finishing blow on someone.
  2590.  
  2591. That said, with the sort of team setup I've been telling you to bring, taking
  2592. both enemies down in one turn is not such a difficult feat. I highly recommend
  2593. leading with a Sceptile or Raikou, and one of your psychic dragons. If you
  2594. have a Tauros or Aerodactyl and are confident that they can take someone down
  2595. (notably Manectric or Qwilfish, and in some instances Omastar or Ludicolo)
  2596. then lead with them, as they'll be no good to you as backup; the idea is to
  2597. wipe the entire floor with just your two leads. A Lati@s is highly recommended
  2598. for the chance that Kingdra makes an appearance, because nothing aside from
  2599. Dragon Claw aside from an overpowered STABed attack will have any hope of
  2600. OHKOing it. I believe Latios has the SpAtt necessary to pull this off, and
  2601. Sceptile can also unleash the move in a pinch. Ideally you'll be able to hit
  2602. both opponents for supereffective damage, and remove them all before they have
  2603. the chance to Rain Dance. Raikou is considerably less handy with Manectric
  2604. around, but if someone else can go before it and pick the Lightningrodder off,
  2605. you won't have any problems. While it's arguably the weakest of all the
  2606. sweepers, Starmie does have the advantage of resisting both Hydro Pump and Ice
  2607. Beam. Just beware Giga Drain.
  2608.  
  2609. Ludicolo and Kingdra can potentially ruin this plan with their somewhat
  2610. competent defenses (everyone else has abysmal special defense), lack of
  2611. exploitable weaknesses in this battle (aside from Aerodactyl, you really don't
  2612. want a physical flying type for this, and Heracross doesn't cut it this time,
  2613. for various reasons) and then the chance that Ludicolo decides to open with
  2614. Fake Out. If you do in fact fail to prevent them from starting a downpour,
  2615. your Lati duo becomes slightly more valuable as they have the special defense
  2616. needed to take at least one of the Ice Beams you know are coming your way.
  2617. Aside from that, I recommend having a special sponge around, preferably
  2618. Blissey or Snorlax, to stall away Hydro Pumps and pick at them some. A Snorlax
  2619. with Earthquake could be your saving grace here, as it has done for me, and a
  2620. maxed Return is strong enough to 2HKO Ludicolo or Kingdra, or rather finish
  2621. them off if someone else already got a hit in. In the off chance that you had
  2622. a physical Gengar like I did, Fake Out Ludicolo isn't even an issue. Leading
  2623. with it is a little too risky however unless you plan to detonate it.
  2624.  
  2625. For what it's worth, Trace Gardevoir is also surprisingly effective here, and
  2626. has both the Thunderbolt and the SpAtt to kick some ass. With speed of at
  2627. least 208 it'll have no worry of getting the jump on all Swift Swimmers,
  2628. including Kingdra; everyone else just made it to 198-199. It can also take a
  2629. RD Hydro Pump from one of these jerks, at the very least from Ludicolo and
  2630. Kingdra, who for all their sponginess have rather mediocre special attack.
  2631. Gorebyss and especially Omastar are kinda dangerously up there.
  2632.  
  2633. Latias, Latios, Sceptile, Raikou, and Starmie, Tauros and Aerodactyl to a
  2634. degree, make this team cry.
  2635.  
  2636. [9.4] Final: Admin Ardos
  2637.  
  2638. Sceptile @ Scope Lens, Male, Overgrow
  2639. Leaf Blade
  2640. Dragon Claw
  2641. Crunch
  2642. Thunderpunch
  2643.  
  2644. Gengar @ Lax Incense, Male, Levitate
  2645. Sludge Bomb
  2646. Confuse Ray
  2647. Shadow Ball
  2648. Brick Break
  2649.  
  2650. Tauros @ Choice Band, Male, Intimidate
  2651. Return
  2652. Iron Tail
  2653. Earthquake
  2654. --
  2655.  
  2656. Charizard @ Brightpowder, Female, Blaze
  2657. Dragon Claw
  2658. Bite
  2659. Fire Blast
  2660. Seismic Toss
  2661.  
  2662. Aerodactyl @ King's Rock, Female, Rock Head
  2663. Ancientpower
  2664. Double-Edge
  2665. Aerial Ace
  2666. Iron Tail
  2667.  
  2668. Starmie @ Lum Berry, Genderless, Natural Cure
  2669. Psychic
  2670. Thunderbolt
  2671. Ice Beam
  2672. Hydro Pump
  2673.  
  2674. Strategy: A strong, balanced, not to mention VERY FAST team. Even if you
  2675. brought an entire team of sweepers, these guys not only have largely the same
  2676. speed stats, but a few of them, most notably Aerodactyl and Starmie, went the
  2677. Jolly and Timid route, so you'll likely be dismayed to see them take their
  2678. turns before yours.
  2679.  
  2680. I've found these guys are the biggest threats not by themselves but as a team,
  2681. with certain combinations being far worse. For this reason singling them out
  2682. isn't always very effective, as they all hit pretty hard and with a possible
  2683. speed advantage, will manage to get some KOs against you anyway. Still, I
  2684. recommend going for it against the likes of Starmie, Tauros and Aero.
  2685.  
  2686. That said, this battle isn't so bad. You'll want to lead with your specialists
  2687. and have physical sweepers like Tauros or Aerodactyl as backup. While your
  2688. present weaknesses to the opponents movesets ultimately decide what you should
  2689. do, in my opinion the order of prioritizing, from least problematic to most,
  2690. goes Gengar<Charizard<Sceptile<Starmie<Aerodactyl<Tauros. By all means get rid
  2691. of Tauros and its evil CB Return right away. Ardos has enjoyed leading with it
  2692. many times against me, and Intimidate is another reason I don't like bringing
  2693. out the physical attackers right away. Fortunately however, Tauros does not
  2694. have Jolly nature, from what I can tell, and will fall easily to two special
  2695. attacks. Next, get rid of Aero and its damn near almost guaranteed first
  2696. strike right away. Its SpDef is rather lousy, but it can still take an
  2697. Ice Beam or Thunderbolt from even a Latios, so the best way to deal with it is
  2698. STAB. Starmie or Raikou can take care of that; sending out your own Aero is
  2699. almost guaranteed to provoke an Ancientpower unless its ally is Starmie.
  2700. Starmie is like Aero in that it can take those unSTABed super effective hits,
  2701. and is best left to a Raikou, or even singled out, if its presence is too
  2702. threatening. Sceptile can nail a handful of weaknesses, but its deadliness
  2703. rides on hax. My memory is foggy, but I don't believe it had an evil Timid
  2704. nature, so your base 110-252 EVers should get the jump on it.
  2705.  
  2706. As mentioned earlier, Gengar and Charizard are not very threatening. Gengar is
  2707. easily OHKOed by any good supereffective hit or physical attack in the range
  2708. of 150 power or slightly lower. Charizard CAN survive unSTABed Thunderbolts,
  2709. but is noticeably slower than every other sweeper, isn't terribly strong, and
  2710. is just begging to be rocked. Hello, Aero. Physical attacks in general are its
  2711. undoing. Speaking of physical, your tanks and sponges are actually pretty good
  2712. in this battle, with one exception: Aerodactyl and Tauros as a team. Rest
  2713. assured they will rape you painfully with a speed advantage. With either of
  2714. them out of the way, preferably Tauros in the case of being horribly
  2715. disadvantaged with speed, they can eat most attacks easily and hit back for
  2716. the KO. Metagross and Snorlax are good for this. Endflail/revvers are also
  2717. pretty useful, Heracross particularly, if you can provoke them into attacking
  2718. you; or you can do it yourself by using a tactic I hyped in an earlier version
  2719. of this guide and use Explosion right off the bat.
  2720.  
  2721. "In all of Orre, I've never seen a Pokemon Trainer of your caliber. You
  2722. appear to be the biggest threat to Cipher. To make sure my underlings watch
  2723. you with caution, I give you the title "Cipher's Biggest Enemy." From now on,
  2724. Cipher's battle crews will be constantly tracking you. Watch yourself." -Ardos
  2725.  
  2726. What's this? A threat? Hmmm... I like it. Ardos is cool.
  2727.  
  2728. OOOOOOOOOOOOOO[10] Eldes Round OOOOOOOO
  2729. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  2730.  
  2731. Oh, jeez. Talk about an exercise in frustration. I must've played through
  2732. this one 6 or 7 times, each time making it to either the 3rd or 4th battle,
  2733. and being screwed over by SOMETHING and handed a loss. More often than not,
  2734. I'd reach Eldes and make my selections, based on the last battle, and he'd go
  2735. and serve up something else. While that wouldn't necessarily cost me the win,
  2736. I'd end up making a few bad predictions and lose anyway. Eventually I got fed
  2737. up and brought in an Alakazam, Heracross and Slaking, whom after careful
  2738. consideration I decided would make a joke out of this round. And they did.
  2739. Nonetheless, I'm still going to give my strategies as I have done for all of
  2740. these, and then include what my Emergency Response squad did to ream them all.
  2741.  
  2742. [10.1] Battle 1: Supertrainer Lest
  2743.  
  2744. Charizard @ Lax Incense, Male, Blaze
  2745. Belly Drum
  2746. Overheat
  2747. Aerial Ace
  2748. Earthquake
  2749.  
  2750. Shedinja @ Focus Band, Genderless, Wonder Guard
  2751. Aerial Ace
  2752. Shadow Ball
  2753. Silver Wind
  2754. Protect
  2755.  
  2756. Snorlax @ Chesto Berry, Female, Thick Fat
  2757. Selfdestruct
  2758. Shadow Ball
  2759. Body Slam
  2760. Rest
  2761.  
  2762. Clefable @ Leftovers, Female, Cute Charm
  2763. Follow Me
  2764. Softboiled
  2765. Cosmic Power
  2766. Protect
  2767.  
  2768. Togetic @ Brightpowder, Male, Serenegrace
  2769. Follow Me
  2770. Protect
  2771. Yawn
  2772. Softboiled
  2773.  
  2774. Heracross @ Salac Berry, Male, Swarm
  2775. Reversal
  2776. Earthquake
  2777. Megahorn
  2778. Endure
  2779.  
  2780. Strategy: A really easy battle here, especially since your priorities will be
  2781. focused on one objective and you won't have much to worry about. And that one
  2782. objective is to just overpower the Follow Me user, whom she will definitely
  2783. lead with, while another of your mons either joins in the attack, or
  2784. preferably, uses a move to enhance his own stats. Dragon Dance is a great
  2785. one, here. Afterwards, you're going to have to deal with Shedinja (almost
  2786. guaranteed to make an appearance in this battle), and either Charizard,
  2787. Heracross, or Snorlax. There's just one thing to be wary of throughout this
  2788. battle: Selfdestruct. Once Clefable or Togetic is offed, if she sends out
  2789. Heracross or Shedinja while Snorlax is out there, you're going to have an
  2790. exploding Lax coming your way. Hera will Endure it and be set to wail on you
  2791. with Reversal and swarmed Megahorns; Shedinja will just attack. This is why I
  2792. recommend beefing someone up before Clef/Tic is down, because then you can
  2793. launch a powerful move at Lax and if not destroy it outright, weaken it to
  2794. the point that an attack from your ally will finish it. As for Charizard, if
  2795. he ever shows up, just launch a quick supereffective attack at him and be
  2796. done with him. If you've Dragon Danced, he's as good as screwed. As for
  2797. Shedinja, whom as I mentioned before is almost guaranteed to show up, while it
  2798. only takes a single hit to bring it down, its attacks are pretty powerful and
  2799. can be dangerous if ignored. Not only that, the AI will once again show you
  2800. the wonders of multiple clings with that Focus Band.
  2801.  
  2802. When I brought my ER squad in, Slaking Hyper Beamed Clefable and Dragonite
  2803. DDed. Next turn, Charizard got Aerial Aced and Sheddy Shadow Balled; finally,
  2804. Slaking Hyper Beamed Snorlax and Shedinja was AAed to death. Yawn.
  2805.  
  2806. [10.2] Battle 2: Cooltrainer Ebson
  2807.  
  2808. Zapdos @ Lum Berry, Genderless, Pressure
  2809. Thunderbolt
  2810. Drill Peck
  2811. Hidden Power (Ice)
  2812. Detect
  2813.  
  2814. Articuno @ Quick Claw, Genderless, Pressure
  2815. Ice Beam
  2816. Hidden Power (Grass)
  2817. Water Pulse
  2818. Reflect
  2819.  
  2820. Entei @ Brightpowder, Genderless, Pressure
  2821. Body Slam
  2822. Fire Blast
  2823. Hidden Power (Ground)
  2824. Iron Tail
  2825.  
  2826. Moltres @ Nothing, Genderless, Pressure
  2827. Aerial Ace
  2828. Fire Blast
  2829. Hidden Power (Grass)
  2830. Protect
  2831.  
  2832. Raikou @ Lax Incense, Genderless, Pressure
  2833. Thunderbolt
  2834. Bite
  2835. Hidden Power (Ice)
  2836. Reflect
  2837.  
  2838. Suicune @ Leftovers, Genderless, Pressure
  2839. Waterfall
  2840. Hidden Power (Electric)
  2841. Ice Beam
  2842. Calm Mind
  2843.  
  2844. Strategy: HP types in the parenthesis are those I am absolutely positive of.
  2845. Anyways, don't be alarmed by the pack of legendaries here; this is still a
  2846. very easy battle, and because of one thing: Idiocy. Your enemies will gang up
  2847. on someone like frenzied wolves, and will continue to do so without catching
  2848. onto your tactic and predicting your switch-ins. That's exactly what will
  2849. make this battle easy- switching. You can see what the Hidden Power types
  2850. are, and they will generally use them when they have the weakness to exploit.
  2851. What you want to do here, though, is to bring someone that is going to deal
  2852. the bulk of the damage to these freaks, one that is NOT susceptible to being
  2853. OHKOed or otherwise severely damaged by their attacks. Your ally, however,
  2854. WILL be someone that falls under that category. Then, you want to have
  2855. someone that you can switch in for that really vulnerable type, and will
  2856. either completely negate or take extremely low damage from the attack. The
  2857. ones I used for this were Lapras and Marowak. Lapras draws the attention of
  2858. Thunderbolt; switch to Marowak. Then, they're gonna want to HP Ice him to
  2859. death, so now is the time to switch; Lapras shrugs the hits off like nothing.
  2860. As a bonus, Lapras takes very insignificant damage from Moltes's HP Grass, to
  2861. the point in which he can survive several, and Fire Blasts don't phase him or
  2862. Marowak much, either. My damage dealer was actually Ampharos. Destroys Moltres
  2863. in a single hit; puts Suicune and Articuno in critical condition; deals more
  2864. than half of Entei's and Zapdos's total HP in damage. Oddly, Entei only used
  2865. HP Ground on Amphy once. The rest of the time, he Body Slammed Wak or Lapras.
  2866. I believe the reason for this is that Wak or Lapras's presence makes them a
  2867. bigger threat to either Entei or his cohort; thus he wants to aid his ally in
  2868. crippling them or destroying them outright. That, or he expects his ally to KO
  2869. whoever is out, and the Body Slam is to hurt the newcomer. Who knows.
  2870. Either way, that's the tactic I employed, and while it may take several
  2871. minutes, it makes a joke out of this battle. Once again, if you want to use
  2872. Explosion and rip them apart right from the start, now is as good a time as
  2873. any.
  2874.  
  2875. If the above strategy of swapping repeatedly doesn't suit you, bringing some
  2876. special sweepers along, or really anyone that can use Thunderbolt very
  2877. effectively, will do. On the physical spectrum of things, Tyranitar is this
  2878. team's worst enemy be it physical or mixed, and I've had the pleasure of
  2879. witnessing their scheme of stubbornly surviving hits with single digit HP end
  2880. in vain, as the sandstorm finishes them off. If you can get the threat of HP
  2881. Grass out of the way, Swampert can play pretty rough with these guys as well.
  2882. Thick Fat Snorlax can survive several turns worth of crap from these guys and
  2883. can quickly bring them down as well; and who else tears these guys apart but
  2884. Aerodactyl? HP Rock even OHKOed Zapdos, to my surprise, and it makes an
  2885. excellent counter to Articuno and Moltes. With a CB, Earthquake will bring a
  2886. swift end to Raikou and Entei. Really, the only one Aero can't handle in some
  2887. form is Suicune. And last but not least, I want to hype Blissey and Wobbuffet.
  2888. The ultimate special wall is almost indestructible in this battle; a simple
  2889. moveset with Thunder Wave, Seismic Toss and Softboiled is all you need to
  2890. slowly but surely pick these guys off. I had Counter, which helped tear Entei
  2891. apart. As for Wobby, I don't think an explanation is required, but I'd like to
  2892. share a mildly amusing (and astonishing) display of AI retardation; I had
  2893. Encored Suicune's Calm Mind, while my Lapras dealt with the other opponents.
  2894. Encore ended up lasting 5 turns, on the last of which I used Destiny Bond.
  2895. Now, it simply could have HP Electric'd Lapras to death, and very easily, but
  2896. instead it chose to Waterfall Wobbuffet. It of course OHKOed him, and as a
  2897. result Suicune was dragged to the afterlife with it. Honestly, had it not done
  2898. that it very well could have finished my team off, but I'll never know for
  2899. certain seeing as it chose to get the battle over with and effectively throw
  2900. the match. In retrospect that was an extremely stupid thing to do on my part,
  2901. but eh, it was a long time ago, I won anyway, and I'll never do it again, so
  2902. who cares? =P
  2903.  
  2904. The ER squad gave it a try. Heracross Endured and Snorlax used Selfdestruct;
  2905. Suicune and Articuno are taken out. Then, Entei is a goner to Reversal and
  2906. Moltres took a Hyper Beam from Slaking. Yawn.
  2907.  
  2908. [10.3] Semifinal: Cooltrainer Klept
  2909.  
  2910. Marowak @ Thick Club, Male, Lightningrod
  2911. Return
  2912. Earthquake
  2913. Ancientpower
  2914. Protect
  2915.  
  2916. Manectric @ Brightpowder, Female, Lightningrod
  2917. Crunch
  2918. Protect
  2919. Thunderbolt
  2920. Thunder Wave
  2921.  
  2922. Starmie @ Lax Incense, Genderless, Natural Cure
  2923. Psychic
  2924. Hydro Pump
  2925. Ice Beam
  2926. Protect
  2927.  
  2928. Gyarados @ Scope Lens, Male, Intimidate
  2929. Return
  2930. Earthquake
  2931. Hidden Power (Flying)
  2932. Dragon Dance
  2933.  
  2934. Dodrio @ Choice Band, Male, Early Bird
  2935. Return
  2936. Hyper Beam
  2937. Drill Peck
  2938. Haze
  2939.  
  2940. Lapras @ Leftovers, Female, Water Absorb
  2941. Ice Beam
  2942. Hydro Pump
  2943. Thunderbolt
  2944. Protect
  2945.  
  2946. Strategy: This battle is more evil than it looks. He'll lead with a
  2947. Lightningrodder and someone else; it varied every single time for me. However
  2948. I can assure you that he won't bring both Marowak and Manectric, and that he
  2949. always did bring Lapras.
  2950.  
  2951. The one with Lightning rod always uses Protect the first turn, and may or may
  2952. not use it thereafter depending on what the current situation is; I've seen
  2953. them use it initially and then abandon it; I've also seen them follow a strict
  2954. pattern of protect, then attack, then protect, and so on. The only time he
  2955. ever passes on using it first turn is if he leads with Wak and a flier, and
  2956. one of your mons has a weakness to it. They'll go after your electrics with
  2957. prejudice, and then resort to mauling any weaknesses they can exploit. Starmie
  2958. and Lapras generally don't even bother using Protect in the face of Wak's
  2959. Earthquakes. Gyarados usually makes an appearance, and will DD or quake or HP
  2960. depending on what's going on; I've found that he chooses to nail weaknesses
  2961. over boosting himself up. Dodrio is a complete psycho with that Choice Band. I
  2962. hope you have something faster than it, or at the very least KO it immediately
  2963. after you lose someone to Hyper Beam. Dodrio is the only true threat
  2964. offensively; Marowak, as I'll explain next, sacrificed a lot of attack for its
  2965. other stats and won't be dealing any mortal blows. His Starmie also has more
  2966. speed than anything else, and unless the attack was 4x strong, not even its
  2967. Hydro Pump is enough to OHKO anything. My Tyranitar even survived one. Lapras
  2968. is more special wall than anything else and is incredibly slow, which really
  2969. hurts its ability to effectively mop you up. It also loves to come by last,
  2970. which by then should leave you able to single it out and finish it off before
  2971. it can take out both your remaining mons.
  2972.  
  2973. I'll forewarn you- that Marowak has a special defense-boosting nature, and
  2974. plenty of EVs put into the stat. In later battles I found (with extreme
  2975. dismay no less) that the son of a bitch could survive Hydro Pumps from my
  2976. Lapras and an Ice Beam from my Modest, 394 SpAtt Latios. Even if only barely,
  2977. survival in itself was bad, especially since I had counted on it delivering
  2978. the kill and instead gave it the opportunity to land a hit. That said, its
  2979. attack stat suffers, so don't be too nervous about its Earthquake. An
  2980. intimidate from the start of battle will leave it even weaker. Still though,
  2981. if you plan on eliminating Marowak, you'll probably want to hit it twice
  2982. during its vulnerable turn.
  2983.  
  2984. Now, your best course of action. Lead with at least one special sweeper, if
  2985. you've only got one, and someone solid that can stand to take a little abuse,
  2986. and dish it out as well. I highly recommend Metagross for this, since EQ isn't
  2987. such an awful threat despite the opposition. Your own team won't necessarily
  2988. decide who they lead with, so the only thing you should count on is the
  2989. Lightningrodder immediately going into a Protect. If Dodrio is the first one
  2990. out, pick the frail thing off with your sweeper and take the free turn to
  2991. nail whomever follows it. If you did happen to bring along a Metagross, use
  2992. Shadow Ball as opposed to Meteor Mash, as he's more likely to bring Starmie or
  2993. Gyarados instead of Lapras. If he led with Gyarados, don't worry about its
  2994. Intimidate on your physical attacker and just single it out. It can take a
  2995. decent amount of abuse thanks to its biggest weakness being disabled, so
  2996. unless you were packing an Aerodactyl or Tyranitar with a rock move, plan on
  2997. it surviving and pulling a move off. If it's Starmie, withdraw someone if
  2998. you're worried and punish it with whomever is remaining. It's not defensively
  2999. strong at all and should bite the dust easily. In rare cases, he'll open with
  3000. Lapras. As I said its speed is utterly pathetic and won't outrun much of
  3001. anything. While it has the best chance of surviving two attacks out of anyone,
  3002. it won't be KOing anything, either.
  3003.  
  3004. Now here's where things can start going wrong. If he led with Manectric, you
  3005. don't have much to worry about- its Thunderbolt isn't too strong and it isn't
  3006. gifted at anything else. However, if Klept has sent out a sweeper that can go
  3007. before either of yours, they'll be able to pick your mons off one by one. At
  3008. any rate, launch a single Earthquake from your phys. attacker and be done with
  3009. the near-worthless Electric type. Your other attacker, hopefully your sweeper,
  3010. should be able to deal with whomever is alongside it. If it's Dodrio,so much
  3011. the better, as it won't do anything except faint. If he's got Marowak on board
  3012. however, you need to be a little more careful. Don't count on it falling to a
  3013. supereffective attack, especially if that attack was not STABed. In this case
  3014. it's better to ignore Marowak's ally and single it out, UNLESS his partner is
  3015. Dodrio. Never, ever allow Dodrio to take its turn. Gyarados may get a Dragon
  3016. Dance off because of this, and if so you'll probably have to Protect or
  3017. withdraw the next turn, depending on what you know he can do to you.
  3018.  
  3019. If you've got a Protector that's weak to EQ and Marowak is teamed with Starmie
  3020. or Lapras, instead you could use Protect and let it quake, as Klept will leave
  3021. either water undefended, and they'll lose a huge chunk of HP. Otherwise, don't
  3022. bother trying to predict what he'll do and go for the kill yourself. Either
  3023. way, all you need is for Marowak or Manectric to faint and you've got your
  3024. electric attacks back, which will make very short work of everyone that still
  3025. remains. Easier said than done, but bad luck with predictions aside, this
  3026. battle isn't so bad.
  3027.  
  3028. My ER squad handled this one easily, though! I brought out my Snorlax and
  3029. Alakazam; blew up, not caring that I only destroyed his Lapras. Out came
  3030. Gyarados, who was decimated by Slaking's Hyper Beam. Manectric was ousted
  3031. by Psychic. Out comes the uncontrollable Dodrio, ready to go postal, until
  3032. he was ousted by a single Thunderpunch. Nice try, guys.
  3033.  
  3034. [10.4] Final: Admin Eldes
  3035.  
  3036. Latios @ Brightpowder, Male, Levitate
  3037. Psychic
  3038. Ice Beam
  3039. Dragon Claw
  3040. Thunderbolt
  3041.  
  3042. Gengar @ Lax Incense, Male, Levitate
  3043. Psychic
  3044. Ice Punch
  3045. Fire Punch
  3046. Thunderbolt
  3047.  
  3048. Snorlax @ Leftovers, Female, Thick Fat
  3049. Body Slam
  3050. Shadow Ball
  3051. Earthquake
  3052. Protect
  3053.  
  3054. Latias @ Scope Lens, Female, Levitate
  3055. Psychic
  3056. Waterfall
  3057. Dragon Claw
  3058. Thunderbolt
  3059.  
  3060. Metagross @ Quick Claw, Genderless, Clear Body
  3061. Earthquake
  3062. Shadow Ball
  3063. Meteor Mash
  3064. Protect
  3065.  
  3066. Tauros @ Choice Band, Male, Intimidate
  3067. Return
  3068. Iron Tail
  3069. Earthquake
  3070. --
  3071.  
  3072. Strategy: This is it... the final battle. It's also the hardest, and even
  3073. more annoying than the Lightningrod battle. If you don't have an exploder,
  3074. you'll need to come up with a way to handle all of these guys without being
  3075. overwhelmed by constant, vicious attacks.
  3076.  
  3077. He'll lead with either Lati@s, generally Latios, and an Earthquaker, whom I
  3078. almost always found to be Tauros. Depending on who you sent out, you'll
  3079. either be quaked or singled out. That's the main style of fighting Eldes
  3080. likes to use- focusing on you, one at a time. His backup will consist of
  3081. another Levitator and another quaker. He may or may not have brought the
  3082. second Lati@s, and your victory will either be sealed or doomed depending
  3083. on what he's brought as backup.
  3084.  
  3085. Beating him at his own game tends to work well. A tank or two with Earthquake
  3086. and something else it can hit hard with, and at least two specialists. Since
  3087. the most common ones are psychics, you'll basically be provoking Shadow Balls
  3088. over all else from the quakers; while it does bring a swift end to your
  3089. specialists, they're almost never OHKOs, even from Metagross. The dragons will
  3090. also go after your special users first, so make your hits count. Your own tank
  3091. is crucial in that it'll have to finish off the Lati@s that same turn, or
  3092. whomever you've decided to single out. Once again, I'd probably place Tauros
  3093. as Numero Uno on the hit list, followed by Metagross. Snorlax is the least
  3094. threatening of all with its astoundingly bad speed (my own had a sexy double-
  3095. digit speed of 96, and it outran Eldes' Lax) and its offensive stat is also
  3096. the weakest. Gengar is also pretty mild, as it can be OHKOed by anything
  3097. supereffective or otherwise very strong. Latios and Latias are generally the
  3098. same in both defense and offense; they'll take two attacks each that aren't
  3099. Megahorns to defeat, and generally score 2HKOs on anything that doesn't
  3100. effectively wall them. That said, with Tauros and Metagross out of the way you
  3101. can have this battle well under control with a couple special sponges, as
  3102. you'll eat their attacks right up. Go after a dragon first only if they'll be
  3103. able to OHKO someone before they have a chance to attack to KO something else.
  3104. They're strong, but lack of Soul Dew makes them much less deadly, so even a
  3105. supereffective attack isn't usually fatal (my Heracross is almost never OHKOed
  3106. by Latios's Psychic, so the unSTABed attacks will deal even less damage.)
  3107.  
  3108. Fake Out, Protect and Explosion are extremely effective in this battle; by all
  3109. means bring someone that can use it, if you have them. Blissey and Wobbuffet
  3110. once again are almost nightmarish to these guys, though Wobby may have some
  3111. prediction issues; partnering it with someone weak to EQ is the way to go.
  3112. Blissey can wipe the floor using Counter, and does a great job disabling
  3113. the dragons with Thunder Wave. Seismic Toss or Ice Beam them to death as you
  3114. see fit. Really, other than that any tankish/spongy monster can handle these
  3115. guys once you get the nasty bull and steel type out of the way.
  3116.  
  3117. Anyone that read the earlier version of this guide knows the problems I was
  3118. having with Eldes; my ingame XD team was routinely humiliated despite my
  3119. using what I thought was an excellent tactic. This is what led me to import
  3120. my Heracross, Alakazam and Slaking in the first place. They also made very
  3121. short work of this team. As usual, I found the best way to begin was to get
  3122. rid of the evil and extremely dangerous Latios and Tauros by detonating my
  3123. Snorlax, who blew up while Heracross endured, ridding me of the two of them.
  3124. Out comes my Slaking. Eldes sends out Snorlax (making life so much easier for
  3125. me) and Latias. Poor Lax is Reversaled to her demise and Latias eats a
  3126. Shadow Ball. Finally. Why didn't I think to bring these guys in the first
  3127. time? Or the fifth? =P
  3128.  
  3129. If anyone won this battle in an interesting fashion, I'd love to hear it.
  3130.  
  3131. "I'm satisfied that I was able to battle to my heart's content. I would
  3132. like to confer on you the title "Eldes's Top Rival." With your skills, you
  3133. shouldn't lose against even the best trainers from around the world. I
  3134. guarantee it. Let us meet again." -Eldes
  3135.  
  3136. OOOOOOOOOOOOOO[11] Coupons, TM Rewards & Prestigious(HAH) Titles OOOOOOOO
  3137. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  3138.  
  3139. Here is the amount of PokeCoupons, titles, and the TMs you'll win for
  3140. triumphing over each tournament. As always, there's no limit to the amount
  3141. of coupons you can win from these things, but the TMs are a one-time deal.
  3142.  
  3143. The letters Eagun gives you after each round are found in the previous
  3144. sections of this guide, underneath the corresponding battle with the trainers
  3145. themseves.
  3146.  
  3147. Lovrina- 500 Coupons, TM 06: Toxic, "Lovrina Fan Club Member No. 1"
  3148.  
  3149. Snattle- 1000 Coupons, TM 27: Return, "Orre Governor's Secretary Candidate"
  3150.  
  3151. Gorigan- 1500 Coupons, TM 48: Skill Swap, "Hexagonal Bolt of Friendship
  3152. Holder"
  3153.  
  3154. Chobin- 2000 Coupons, TM 36: Sludge Bomb, "Defeater of Chobin"
  3155.  
  3156. Gonzap- 2500 Coupons, TM 44: Rest, "Honorary Member of Team Snagem"
  3157.  
  3158. Ardos- 3000 Coupons, TM 47: Steel Wing, "Cipher's Biggest Enemy"
  3159.  
  3160. Eldes- 3500 Coupons, TM 02: Dragon Claw, "Eldes's Top Rival"
  3161.  
  3162. OOOOOOOOOOOOOO[12] What Now? OOOOOOOO
  3163. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  3164.  
  3165. ...Yes, what now? What else is there to do in this game? Well, if you
  3166. haven't already gone to the trouble to find and complete all of the Battle
  3167. CDs, there's that. There's also Battle Bingo, which I don't particularly
  3168. like, but it's there, and I know that plenty of others do, so knock yourself
  3169. out. I'd hope you have caught and purified everyone by now, and if you
  3170. haven't trekked through Mt. Battle to obtain the GSC starters with the
  3171. badass-looking elemental Hyper Beams, you can set out to accomplish
  3172. that. Just remember that you need to play from 1 to 100, without ever
  3173. leaving (saving and turning it off is okay) and never using the PC. Too many
  3174. people don't abide by those rules, and whine and complain on the boards when
  3175. they aren't offered a starter.
  3176.  
  3177. I know a great many of you have already made second and third runs
  3178. through the story mode, and if you liked the game enough, why not? But make
  3179. sure you've traded everyone you want to keep (or those that you traded over
  3180. to crush Orre) back to your GBA.
  3181.  
  3182.  
  3183. OOOOOOOOOOOOOO[13] Credits & Special Thanks OOOOOOOO
  3184. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  3185.  
  3186. What else is a section like this for? I don't see why you'd be reading
  3187. this, other than to learn the names of people you'll never meet, or see the
  3188. list of little peons I dragged into this mess to get me through it. ;)
  3189.  
  3190. -First and foremost, my buddy Matt, for patiently sitting there and
  3191. playing through a bunch of battles I had already done, to pick up on
  3192. any trends I hadn't noticed in my initial run-through. He was a really,
  3193. really big help in getting the bastards' movesets exactly right. Lastly,
  3194. he dropped by the house to help out with this, thereby giving me the
  3195. job of "entertaining the guest" and getting out of running errands for
  3196. people. =P
  3197.  
  3198. -Nintendo and Genius Sonority for producing something a lot better than
  3199. Colosseum. They still managed to piss me off, though. =P
  3200.  
  3201. -Warfox18 of GFaqs, who told me that Lovrina is a joke when one abuses
  3202. Safeguard, which I failed to notice, even after cursing my way through
  3203. the tourney the first time and thinking there had to be a much simpler
  3204. way.
  3205.  
  3206. -CJayC and GameFAQs themselves, for not only having a huge abundance of
  3207. excellent information, but message boards with a slew of people that
  3208. actually know what they're talking about in the midst of intellectually
  3209. flawed kids that seem to think grammar is a kind of cereal. Too bad
  3210. they don't always find my questions. ;) Oh, and who could forget that
  3211. CJayC hosted my guide? Thanks muchly.
  3212.  
  3213. -www.serebii.net, which provided me with the titles won for completing
  3214. each round of Orre, since I foolishly forgot to write them down, and
  3215. as a result can never see them again. It's also a pretty good site for
  3216. Pokedex info, though some people hate it for its occasional errors.
  3217.  
  3218. -Curly, who slept in my lap and is responsible for tampering with my
  3219. game via mind powers and giving me CHs and other things that allowed
  3220. me to lord over the opposition. ...Curly is my cat. Dunno what you
  3221. freaks were thinking. =P
  3222.  
  3223. -Monkey Boy, by whom I mean Gorigan, who served as my primary source of
  3224. amusement in this game. I mean, his opening pose! There's no voice for
  3225. him, but you KNOW he's just screaming "Oooooh oooooooh ooooooh AAAAA-
  3226. -AAAAAAAAAHHHHHH!"
  3227.  
  3228. -Alakazam, Heracross, and Slaking, my Emergency Squad, who were traded
  3229. over to XD for some action, after I had gotten sick and tired of losing
  3230. over stupid crap to Eldes. As I expected them to, they made that final
  3231. battle pathetic.
  3232.  
  3233. And speaking of mons, a list of everyone I have ever used in Orre, plus
  3234. moves, items and ability (when there's two to choose from).
  3235.  
  3236. Hariyama @ Lax Incense, Thick Fat
  3237. Detect
  3238. Fake Out
  3239. Helping Hand
  3240. Brick Break
  3241.  
  3242. Rhydon @ Quick Claw, Lightningrod
  3243. Protect
  3244. Earthquake
  3245. Megahorn
  3246. Rock Blast
  3247.  
  3248. Gyarados @ Shell Bell
  3249. Dragon Dance
  3250. Return
  3251. Earthquake
  3252. Hidden Power (Flying)
  3253.  
  3254. Sceptile @ Scope Lens
  3255. Crunch
  3256. Leaf Blade
  3257. Dragon Claw
  3258. Hidden Power (Ice)
  3259.  
  3260. Milotic @ Leftovers
  3261. Confuse Ray
  3262. Ice Beam
  3263. Mirror Coat
  3264. Hydro Pump
  3265.  
  3266. Latios @ Brightpowder
  3267. Psychic
  3268. Helping Hand
  3269. Thunderbolt
  3270. Dragon Claw
  3271.  
  3272. Look familiar...? That's right; this team was modeled after one in Colosseum.
  3273. I enjoyed the battle so much that I wanted to make that sort of team and use
  3274. it for myself. It actually has served me pretty well, though I've made
  3275. more substitutes than I can count to try out new teamups and combos.
  3276.  
  3277. Now for my ingamers. Those with Hidden Power have made me unbelievably lucky.
  3278. I also had a Flareon with Water and Victreebel with Bug, but Flare's was of a
  3279. weak power and Victreebel just isn't someone I'd use outside of story mode.
  3280.  
  3281. Snorlax @ Choice Band, Thick Fat
  3282. Return
  3283. Earthquake
  3284. Shadow Ball
  3285. Hyper Beam/Selfdestruct
  3286.  
  3287. Ampharos @ Brightpowder
  3288. Protect
  3289. Thunderbolt
  3290. Seismic Toss
  3291. Fire Punch
  3292.  
  3293. Lapras @ Leftovers, Shell Armor
  3294. Thunder
  3295. Sheer Cold/Protect
  3296. Ice Beam
  3297. Hydro Pump
  3298.  
  3299. Dragonite @ Shell Bell
  3300. Dragon Dance
  3301. Aerial Ace
  3302. Earthquake
  3303. Brick Break
  3304.  
  3305. Exeggutor @ Quick Claw
  3306. Psychic
  3307. Giga Drain
  3308. Hidden Power (Fire)
  3309. Explosion
  3310.  
  3311. Marowak @ Thick Club, Rock Head
  3312. Swords Dance
  3313. Double-Edge
  3314. Bonemerang
  3315. Hidden Power (Rock)
  3316.  
  3317. Some of them took vacations to FR and Emerald for some moveset updates. Hence
  3318. Fire Punch on Amphy and so on. I kinda wish I put Protect on Wak, looking back
  3319. on the battles I fought. Earthquake would've done him good, too, but prior to
  3320. my bringing these pals to Orre, I only had Amphy with Protect (as these guys
  3321. were for Mt. Battle) and wanted a good ground move that wouldn't kill my
  3322. allies.
  3323.  
  3324. Last but not least, my ER squad =P
  3325.  
  3326. Alakazam @ Brightpowder, Synchronize
  3327. Psychic
  3328. Ice Punch/Protect
  3329. Fire Punch
  3330. Thunderpunch
  3331.  
  3332. Heracross @ Salac Berry, Swarm
  3333. Endure
  3334. Earthquake
  3335. Megahorn
  3336. Reversal
  3337.  
  3338. Slaking @ Choice Band
  3339. Brick Break
  3340. Earthquake
  3341. Shadow Ball
  3342. Hyper Beam
  3343.  
  3344. Ruby Ingamers. Never all been on the same team, either. Zam replaced Amphy.
  3345. Hera replaced Eggy. King replaced Wak.
  3346.  
  3347. OOOOOOOOOOOOOO[14] Contact Info & Legal Stuff OOOOOOOO
  3348. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  3349.  
  3350. First off, my email. If you have QUESTIONS PERTAINING TO THIS GUIDE ONLY,
  3351. which means not asking me where a certain mon can be caught, how to beat a
  3352. certain person in the story mode itself, or anything outside of THIS
  3353. walkthrough. I'm not going to rate your movesets or tell you what's wrong
  3354. with your team. The info throughout this guide will do you just fine, provided
  3355. you have comprehension skills, and are capable of taking general advice and
  3356. proceeding with it your own way. If you have found and can ABSOLUTELY confirm
  3357. an error found within my guide, please let me know about it, and I will fix
  3358. it. Note: It won't be in the movesets themselves. I went to a great deal of
  3359. trouble to make sure they're listed flawlessly. Don't insist that you "saw
  3360. so-and-so use this" because you are mistaken.
  3361.  
  3362. That said, if you have a unique or interesting strategy that you used
  3363. during a certain battle or tournament that I have not listed, provided that
  3364. your victory DIDN'T involve multiple critical hits, Quick Claws or
  3365. Brightpowders taking effect, or the enemy generally having a lot of
  3366. misfortune. Strategies that don't hinge on luck are more than welcome.
  3367.  
  3368. As with any email, please address it with "Orre Colosseum Guide" in the
  3369. subject line, or I will delete it. Also, be aware that I will not necessarily
  3370. reply to you, especially if your email is incoherent or in regards to
  3371. something I explicitly stated not to bug me about. If your email is going to
  3372. merit an update to this guide, then I shall most definitely reply and thank
  3373. you.
  3374.  
  3375. Lastly, do not email me asking for permission to post my guide on your
  3376. website. I will not grant it. Sorry, but if you came to GFAQs to read it,
  3377. then that's where you can head if you want some information from it. I'm not
  3378. being an ass, here. I just don't want my work plastered all over the net,
  3379. because that's when people start taking sections or even all of it without
  3380. giving me any credit.
  3381.  
  3382. -Extremespeed@mail.com is where I may be reached. Sorry, but I don't make
  3383. public appearances on AIM, or any instant messaging program. This is
  3384. the only way you may contact me.
  3385.  
  3386. Now for the official legal bit:
  3387.  
  3388. No breach of copyright is intended with the production of this guide.
  3389. Pokemon, all characters and related articles are property of
  3390. Genius Sonority, Inc. and Nintendo/Creatures/GAME FREAK, Inc. This guide,
  3391. however, is property of my own.
  3392.  
  3393. This guide may only be used for personal, private benefit. You may not
  3394. reproduce or edit any part of this document at all, and it may not be displayed
  3395. anywhere other than www.gamefaqs.com, www.neoseeker.com, or www.gamerhelp.com.
  3396. This guide especially may not be used for monetary profit, and doing so will
  3397. result in swift, harsh punishment. If I find that you have posted any portion
  3398. of my guide and I have not given my approval, I expect you to remove my work
  3399. promptly upon my ordering. I will handle all copyright violations and failure
  3400. to comply with my guidelines with immediate legal action. Don't tempt me.
  3401.  
  3402. Pokemon XD: Gale of Darkness, Orre Colosseum Guide Ver. 2.0
  3403. Copyright 2005 by Dave Baker "Reptobismol"
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