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EoS Destiny Tower Guide: Better Late Than Never Edition.

Nov 4th, 2018
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  1. EoS Destiny Tower Guide: Better Late Than Never Edition.
  2.  
  3. ===Introduction===
  4. So you're looking to clear Destiny Tower?
  5. Well, this guide may help you on your quest for the Space Globe.
  6.  
  7. As a word of warning, Destiny Tower is MUCH harder than Zero Isle South.
  8. If you haven't cleared that yet, I highly recommend that you do so before attempting Destiny Tower.
  9.  
  10. Most of the information in this guide is based on my own runs, with some pulled from the Prima strategy guide and various internet
  11. sources when I couldn't find specifics.
  12.  
  13. ===Part 1: Differences from Zero Isle South===
  14. -No IQ skills for the player.
  15. -No Reviver Seeds.
  16. -No TMs on the floor, only in shops.
  17. -No revealing traps on the floor by using your basic attack, they remain invisible until stepped on.
  18. -No rescues, if you die your run is over.
  19. -Has the new traps exclusive to dungeons introduced in Explorers of Sky. See the traps section in Part 7 for more information.
  20. -Certain Pokemon appear on different floors. Example: Seadra appears on floors 4-6, instead of 1-3. Arbok appears on floors 17-21,
  21. instead of 60-64.
  22. -New Pokemon appear, generally more dangerous ones. Example: Politoed appears from floors 90-99, and is arguably the most dangerous
  23. Pokemon in the dungeon.
  24. -Some Pokemon no longer appear at all. Example: Tentacool does not appear at all, replaced with Tentacruel on the floors it used to
  25. be at.
  26.  
  27.  
  28.  
  29. ===Part 2: Pokemon Choice===
  30. While you can clear this dungeon with many Pokemon, there are a few that are simply much better than the rest.
  31. Here, I'll list the best pokemon for Destiny Tower, and a little about why they're so good.
  32. Keep in mind that TM-reliant Pokemon such as Mew are much worse in Destiny Tower due to the lack of accessible TMs.
  33. If possible, use a female pokemon. They have slightly higher accuracy and evasion, and it can go a very long way.
  34.  
  35.  
  36. --Drifblim--
  37. Arguably the best Pokemon available, Drifblim has many advantages.
  38. -Starts with 2 STAB moves(Gust, Astonish), and Minimize.
  39. -Unburden gives you a second action each turn at no additional PP cost, as long as you don't hold any items.
  40. -Due to having Unburden, Drifblim doesn't need to find held items at all to have a successful run.
  41.  
  42. Start each floor by using Minimize 3 or more times, depending on remaining PP and Max Elixirs.
  43. At level 22, Drifblim gets Stockpile, a great move to replace Constrict with, since it's useless at this point.
  44. Keep in mind that you have less HP and defenses than most other choices, so Gravelerocks and sure-hit moves such as Faint Attack are
  45. much more dangerous.
  46.  
  47. --Smoochum--
  48. Another extremely good Pokemon, Smoochum has a lot going for it.
  49. -Forewarn gives a good chance to avoid moves, even sure-hit moves like Faint Attack.
  50. -Great levelups compared to most Pokemon.
  51. -Access to STAB Powder Snow at the low level of 11.
  52. -Many strong status moves, such as Sweet Kiss, Sing, and Mean Look.
  53.  
  54. Unlike Drifblim, Smoochum benefits greatly from held items. In addition to the standard Warp/Pass Scarf, Smoochum works very well
  55. with a Detect Band.
  56. Always be wary of Pokemon that carry sure-hit moves, such as Probopass with Magnet Bomb, and Weavile with Faint Attack. Even with
  57. Forewarn helping you dodge some of them, these will often hit and hurt a great deal.
  58.  
  59. --Spiritomb--
  60. A personal favorite, Spiritomb is unique due to its extremely high stats, high EXP requirement for level ups, and lack of reliance
  61. on evasion.
  62. -EXTREMELY high starting stats, comparable to Smoochum at level 20 aside from HP.
  63. -Starts with STAB Shadow Sneak.
  64. -Access to status moves such as Confuse Ray, Hypnosis, and the less useful Spite.
  65. -A powerful, high-PP, perfectly accurate STAB in Faint Attack, learned at level 7.
  66. -No weakness, due to Fairy type not existing yet.
  67.  
  68. Spiritomb needs Joy Seeds more than most other choices, so keep that in mind.
  69. Until you hit level 7, you'll probably be doing a lot of basic attacks. Try to use Spite/Confuse Ray on high EXP targets to get more
  70. out of them.
  71. Always have a few PP for Confuse Ray available for Steel types, due to them resisting both your STABs and being dangerous in
  72. general.
  73.  
  74. --Rotom--
  75. The only Pokemon on this list that can travel through walls, Rotom can be very useful.
  76. -Levitate gives complete immunity to Ground moves, including the annoying Mud-Slap and the dangerous Magnitude.
  77. -Great levelups compared to most other Pokemon.
  78. -Starts with 2 STAB attacks(Astonish, Thundershock), and the semi-useful Thunder Wave.
  79. -Learns the powerful Confuse Ray at level 2.
  80. -Access to Double Team at level 15. Although it's not nearly as strong as Drifblim's minimize, it gets the job done.
  81. -Can attack through walls, letting you get free hits on enemies around corners and enabling you to fight Ghost-types in walls
  82. without having to lure them out.
  83.  
  84. Try not to walk through too many walls, due to them cutting your belly by 5 whole points for each step. Cutting corners is fine
  85. though, as long as you don't end your turn in a wall tile.
  86. When you get Double Team at 15, replace Thunder Wave.
  87. Always remember that if everything goes south, you can escape through walls and eat an apple on the next floor.
  88.  
  89.  
  90.  
  91. ===Part 3: General Strategy and Items===
  92.  
  93. ---Combat Tips---
  94. Remember that you have rocks/sticks. Even if they seem weak, one or more ranged hits on a strong enemy can make a world of
  95. difference. Even Geo Pebbles can be useful.
  96. Abuse corners if you have the capacity to do so, and if the enemy can't do it back. Corner-cutting moves like Razor Leaf, Rock
  97. Blast, etc. are great at this, but rocks/sticks are good too.
  98. Always watch out for multi-hit users, even if you're overleveled or have a lot of defense boosts. They can and will end your run if
  99. underestimated.
  100. Speaking of underestimating enemies, never ever do that.
  101. Knowing what enemies can inflict statuses on you can save your life.
  102. Only use your basic attack if you know it'll finish the enemy off, or if you've used a status on them like Confuse Ray. There are
  103. exceptions to this, but it's a good rule of thumb.
  104. Keep in mind that you can often escape confusion by simply running backwards down a hallway until it wears off.
  105. Stat-raising moves can be very useful, particularly defensive stats. A few stages of defense can change that 15 damage attack into a
  106. 1 damage one. Stat-lowering moves are generally worthless.
  107. Running away when your health is low can get you into a worse situation. Run with caution, and always have a backup escape.
  108. If an enemy picks up a Gummi, know that a monster house lurks on the same floor.
  109. Screech/Metal Sound function differently from your defense buffs, the only way to remove them is Haze or a Wonder Tile.
  110. Never be afraid to head down the stairs if you need to, even early on. Your life is worth more than that of the enemy that picked up
  111. a Sitrus Berry somewhere.
  112. In the late game, use your rocks to scout for enemies by throwing them down hallways. Certain enemies like Scizor and Politoed can
  113. end your run before you can act, so it's important to know what's ahead.
  114. Never panic, you have unlimited time to make your moves. In difficult situations, consider your moves carefully.
  115. Remember, you will likely die. Don't get discouraged, though! Getting back up and trying again is the only way to victory.
  116.  
  117.  
  118. ---Leveling Tips---
  119. Early floors have many Pokemon with very low EXP values. Try to avoid using PP on these weak targets, if possible.
  120. Wasting PP can mean less EXP, but don't endanger yourself while trying to conserve PP.
  121. Always use a move on high-EXP targets, even if it's just a Growl or Leer.
  122. Level affects your damage directly, so getting lots of levels is good even if they don't increase your offenses by much.
  123.  
  124.  
  125. ---Pokemon with high EXP values---
  126. Spoink: 93/102/110 EXP. 2F-4F.
  127. Loudred: 117/127/137 EXP. 3F-5F.
  128. Bidoof: 154/166/178/190 EXP. 4F-7F.
  129. Electivire: 219/231/244 EXP. 10F-15F.
  130. Quagsire: 300/314/328 EXP. 17F-20F.
  131. Raichu: 277/288 EXP. 27F-30F.
  132. Poliwrath: 400/414/429 EXP. 36F-40F.
  133. Manectric: 352/365/378 EXP. 36F-40F.
  134. Skuntank: 403/415 EXP. 45F-52F.
  135. Lopunny: 429/442 EXP. 53F-60F.
  136.  
  137. After this point most Pokemon give roughly similar EXP values, and there are few standouts.
  138.  
  139.  
  140. ---Hunger---
  141. Generally, you won't have many problems with food.
  142. However, if all your food is sticky and you just can't find a cleanse orb, don't be afraid to take a little hunger damage and then
  143. eat a berry/drink. It's better than losing your run.
  144.  
  145.  
  146. ---Exploration---
  147. Starting off, I like to completely explore every floor, due to high item density in the first part of the dungeon.
  148. When the floors start to get harder around 40F, It's a good idea to explore a bit less.
  149. From around 60F, you're probably set to rush for the stairs.
  150. Keep in mind, this is all based on how much you like to grind EXP, and whether or not you have good items yet. Don't be afraid to
  151. explore more if you need more items/experience, at least until 80F.
  152.  
  153.  
  154. ---Held Items---
  155. There are many items that can make your life a lot easier. Always check those pink scarves on the ground, you never know if it could
  156. be that one item you need.
  157.  
  158.  
  159. -Warp Scarf
  160. One of the best items possible, along with Pass Scarf. This amazing item lets you avoid hallways entirely, ensuring that you always
  161. know exactly what you're up against. more useful in later floors, when you can get attacked or even killed right out of the
  162. darkness.
  163.  
  164. -Pass Scarf
  165. Like the Warp Scarf, this is one of the best items you can get. Just by holding this, most attacks aimed at you get bounced back for
  166. a minor hunger cost. Keep in mind that it doesn't work against long-range moves, or room-range moves.
  167.  
  168. -Detect Band-
  169. Not as good as the above, but still a great item to find. Boosting your evasion, this is easily the best stat-boosting held item out
  170. there. A little evasion can go an extremely long way.
  171.  
  172. -X-Ray Specs
  173. As useful as ever, these will let you see all items and enemies on the floor at all times. Saves you lots of hunger and health in
  174. the long run, despite no direct combat benefits aside from seeing in darkness.
  175.  
  176. -Def. Scarf/Zinc Band
  177. If you can't find one of the above, these can still help a great deal. I personally prefer defense to offense in level 1 dungeons,
  178. though you may prefer the power boost of the other Bands.
  179.  
  180. -Power Band/Special Band
  181. Despite not being a carry item like many of the others, these can still provide a useful boost especially if your choice is lacking
  182. in offensive stats.
  183.  
  184. -Insomniscope/Persim Band
  185. Generally less useful than the above items(particularly Pass Scarf), but still good. A perk of these is that they protect you from
  186. traps too.
  187.  
  188. -Weather Band
  189. Can save your life on the early Abomasnow floors, Useful on Cloudy floors as well if you don't have access to Normal STAB.
  190.  
  191. -Sneak Scarf
  192. VERY situational, but can be useful for not waking up dangerous sleeping foes that you would have to otherwise. Can be great or a
  193. completely wasted inventory slot, depending on sleeping pokemon spawns.
  194.  
  195.  
  196. ---Seeds---
  197. Always keep a good amount of seeds on hand, if possible. Killing a dangerous foe like a Drapion or Scizor for free will always be
  198.  
  199. useful. You probably know which ones are good, but here's a list of the best ones.
  200.  
  201. -Stun Seed
  202. A very useful seed if you want to escape an enemy, Petrify is invaluable and can block off a monster house if it spawns in a dead
  203. end for example.
  204.  
  205. -Sleep Seed
  206. Best to use these early, as enemies can get Nonsleeper starting on floor 70.
  207.  
  208. -Totter Seed
  209. Unlike Sleep Seeds, these remain useful throughout the entire dungeon. Keep in mind that it doesn't disable moves, so Silver
  210. Wind/Agility/etc. can still go off.
  211.  
  212. -X-Eye Seed
  213. Totter Seeds but better. not much else to say. Always useful.
  214.  
  215. -Blinker Seed
  216. Throw this and then get out of the way. Lasts a long time.
  217.  
  218. -Quick Seed
  219. Useful in many scenarios. Remember that it gives you 2 free turns after using it, not just one.
  220.  
  221. -Violent Seed
  222. Useful for clearing out a Monster House early on, just retreat into the hallway and pop it then go to town.
  223.  
  224. -Vanish Seed
  225. Possibly the best seed, it makes you invisible for a while. Being invisible means enemies won't attack or use moves at all, but they
  226.  
  227. can still block your movement.
  228.  
  229. -Warp Seed
  230. Useful to escape, but be aware that it may teleport you into another bad situation.
  231.  
  232. -Pure Seed
  233. These are incredible, and one of the best seeds to get. Useful for escaping danger, and also for stealing from shops.
  234.  
  235. -Heal Seed-
  236. Absolutely invaluable in the late game, keep some on hand specifically for Perish Song on the last 10 floors.
  237.  
  238.  
  239. ---Orbs---
  240. Many orbs can be useful, keep a large stock on hand at all times. You probably know which ones are good, but here's a list of the
  241. best ones.
  242.  
  243. -Quick Orb/All-Mach Orb
  244. Basically a Quick Seed, you won't have any party members here.
  245.  
  246. -Cleanse Orb
  247. Destiny Tower has lots of sticky items on the floor, and lots of Sticky Traps too.
  248.  
  249. -Petrify Orb/Slumber Orb/Totter Orb/Spurn Orb
  250. Your standard Monster House control orbs.
  251.  
  252. -Foe-Hold Orb
  253. The best orb, it petrifies the ENTIRE floor when used.
  254.  
  255. -Trawl Orb
  256. The ultimate in shop-stealing technology. Try to keep one of these in case there's good stuff in a shop.
  257.  
  258. -Escape Orb
  259. For quitters. You aren't a quitter, right? Leave it on the ground.
  260.  
  261.  
  262. ---Vitamins---
  263. Generally, you want to use these as soon as you get them, with a few exceptions.
  264. For Ginseng, you may want to wait until you get a more useful move depending on your learnset. Example: Waiting until you get Faint
  265. Attack on Spiritomb.
  266. For Sitrus Berries, Keep in mind that they work like Oran Berries do. If you're low on Oran Berries, it may be a good idea to keep
  267. them instead of using them instantly.
  268. For Joy Seeds, waiting until your level-ups slow down is always a good call. Generally, this happens around level 14-16, with few
  269. exceptions.
  270. With the others, you can go nuts. there's no benefit to waiting on a Zinc, for example.
  271.  
  272.  
  273.  
  274. ===Part 4: Notable Floors===
  275.  
  276.  
  277. --Floors 1 to 10--
  278. Floor 1: Start here. Very high item density. No threats to worry about.
  279. Floor 4: Item density lowers. Annoying Pokemon like Seadra and Chingling begin to show up.
  280. Floor 8: Ninjask begins to spawn. Avoid Bug Bite.
  281. Floor 10: Item density lowers once more.
  282.  
  283. --Floors 11 to 20--
  284. Floor 14: Hypno and Lanturn begin to spawn. Both of these are risky to fight, for different reasons.
  285. Floor 15: Bronzor begins to spawn. These are the first run-enders if you're unlucky. Random Weather.
  286. Floor 16: Stunky begins to spawn. Avoid these like the plague, they may explode on death and also know Screech.
  287.  
  288. --Floors 21 to 30--
  289. Floor 21: Item density lowers again. Drifloon begins to spawn. Avoid these just like Stunky. Random Weather.
  290. Floor 24: Gorebyss begins to spawn. Beware of Agility. Random Weather.
  291. Floor 27: Monferno begins to spawn. Watch out for their Mach Punch, it's quite strong.
  292. Floor 28: Random Weather.
  293. Floor 29: Dugtrio begins to spawn. Be aware of Magnitude.
  294.  
  295. --Floors 31 to 40--
  296. Floor 31: Misdreavus begins to spawn. First ghost that can go through walls, be cautious.
  297. Floor 32: Random Weather.
  298. Floor 35: Drifblim begins to spawn. Treat it like you would a Drifloon.
  299. Floor 36: Poliwrath begins to spawn. Stay out of the line of fire or risk getting Bubblebeamed to death.
  300. Floor 38: Random Weather.
  301. Floor 39: Weavile begins to spawn. Be prepared for STAB Faint Attack.
  302. Floor 40: Enemies now have 1.5 IQ stars. Skorupi begins to spawn. Don't get hit by Pin Missile. Skorupi has Type-Advantage Master,
  303. due to the increased IQ.
  304.  
  305. --Floors 41 to 50--
  306. Floor 42: Ariados and Skiploom begin to spawn. Avoid Ariados' Bug Bite and remember that Skiploom has Bullet Seed.
  307. Floor 43: Random Weather.
  308. Floor 45: Skuntank and Probopass begin to spawn. Skuntank is basically just Stunky again, watch for Probopass' Magnet Bomb.
  309. Floor 48: Random Weather.
  310. Floor 50: Item density increases slightly, but not for long.
  311.  
  312. --Floors 51 to 60--
  313. Floor 51: Hitmonchan and Hitmonlee begin to spawn. Watch out for Hitmonchan's Agility and Mach Punch, and Hitmonlee's Double Kick.
  314. Floor 52: Random Weather.
  315. Floor 55: Drapion begins to spawn. Like with Skorupi, Watch out for Pin Missile. Keep in mind it has Type-Advantage Master and
  316.  
  317. Sniper.
  318. Floor 56: Ditto begins to spawn. No, really. Struggle actually does a lot more damage than you'd expect, so be cautious.
  319. Floor 57: Random Weather.
  320. Floor 58: Swablu begins to spawn. Fury Attack will end your run. Avoid it.
  321.  
  322. --Floors 61 to 70--
  323. Floor 61: Random Weather.
  324. Floor 63: Pineco begins to spawn, another Bug Bite user.
  325. Floor 65: Aerodactyl begins to spawn, try not to get caught in a Monster House without a Petrify Orb.
  326. Floor 67: Random Weather.
  327. Floor 70: Enemies now have 3.5 IQ stars. Item density decreases for the final time. Dugtrio returns, along with Venomoth and
  328. Masquerain. Be prepared for room moves.
  329.  
  330. --Floors 71 to 80--
  331. Floor 73: Rhydon and Golem begins to spawn. Be aware of Rock Blast from them both. Golem has Selfdestruct.
  332. Floor 74: Duskull and Parasect begin to spawn. Duskull can and will hit you with Shadow Sneak from completely outside of your sight
  333.  
  334. range. Parasect can chain spore you from across the room and end your run.
  335. Floor 75: Claydol begins to spawn. Like Golem, it has Selfdestruct.
  336. Floor 79: Porygon2 begins to spawn. It has agility, so running away can be a bad idea.
  337. Floor 80: Enemies now have Exclusive-Move User. Mismagius and Camerupt begin to spawn. Be on the lookout for Mismagius coming
  338. through walls, and know that Camerupt has Magnitude.
  339.  
  340. --Floors 81 to 90--
  341. Floor 81: Garchomp begins to spawn, be wary if it changes the weather to Sandstorm. Random Weather.
  342. Floor 83: Shuppet begins to spawn.
  343. Floor 84: Scizor begins to spawn. Extremely deadly, keep it disabled or it can kill you with ease using Fury Cutter and Agility.
  344. Floor 86: Ledian begins to spawn. It's not that dangerous yet, though.
  345. Floor 87: Ledian gets Silver Wind. Now it is.
  346. Floor 89: Random Weather.
  347. Floor 90: POLITOED BEGINS TO SPAWN. I hope you brought some Heal Seeds.
  348.  
  349. --Floors 91 to 99--
  350. Floor 91: Empoleon, Altaria, and Bronzong begin to spawn. These are all capable of ending your run. Make sure to get rid of Empoleon
  351. before it gets to use Torrent.
  352. Floor 96: Noctowl begins to spawn. Don't get Hypnosis'd, or Sky Attack might end your run.
  353. Floor 99: Congrats, you made it! No Pokemon spawns at all, aside from traps and a sole Kecleon if a shop appears.
  354.  
  355.  
  356.  
  357. ===Part 5: Dangerous Pokemon===
  358. These Pokemon have the potential to end your run, due to their access to status moves, multi-hit moves, room-range moves, other
  359. strong moves/abilities, or just high stats overall.
  360. This is by no means an exhaustive list, just the ones that stand out. Most Pokemon pose a threat in some manner.
  361.  
  362.  
  363. Abomasnow: Grasswhistle, Icy Wind, Powder Snow, Razor Leaf. Snow Warning will make regaining health hard. Avoid if weak to
  364. Ice/Grass.
  365.  
  366. Aerodactyl: Agility, Ancientpower. Pressure is annoying, try not to waste all your PP. If encountered with others, kill ASAP.
  367.  
  368. Bronzor: High HP, high defenses, Hypnosis, Imprison, Confuse Ray (20F only). No weakness, due to having both its abilities. Imprison
  369. is a death sentence. AVOID.
  370.  
  371. Bronzong: Bronzor but stronger. Hypnosis, Imprison, Confuse Ray. No weakness. Just like Bronzor, this is almost never worth
  372. fighting. AVOID.
  373.  
  374. Buneary: Frustration. Low stats but Frustration does a set 45 damage, so watch out if it gets you by surprise.
  375.  
  376. Castform: Weather Ball, Hail, Sunny Day, Rain Dance, Powder Snow. Not much of a threat by default, but Weather Ball will be very
  377. powerful with weather up.
  378.  
  379. Drapion: Pin Missile, Acupressure, Thunder Fang, Ice Fang, Fire Fang, Bite. Sniper boosts crit damage, so if it gets a crit you're
  380. probably done for. Has Type-Advantage Master, boosting critical chance if you're weak to its moves, which can end your run
  381. instantly. Battle Armor means you can't crit it back. Try to stay out of Pin Missile's line of fire. AVOID.
  382.  
  383. Drifblim: Minimize, Focus Energy, Gust, Astonish. Unburden gives it 2 attacks in a turn, at all times. If it gets a Minimize off,
  384. you'll have a hell of a time trying to hit it. Because of Unburden, Astonish's flinch chance is very dangerous. Aftermath is just
  385. icing on the cake. AVOID.
  386.  
  387. Drifloon: See Drifblim.
  388.  
  389. Empoleon: High stats, Fury Attack, Bubblebeam, Bubble, Swagger. A pain to fight up close and at range. Try to kill before Torrent
  390. kicks in.
  391.  
  392. Hypno: Hypnosis, Disable, Switcheroo. Forewarn makes it harder to hit them. Insomnia makes trying to sleep them a wasted turn. Can
  393. stunlock you with Hypnosis+Disable. Switcheroo means they can steal important held items like Warp Scarf/Pass Scarf. Use
  394. rocks/seeds, avoid if you have none.
  395.  
  396. Ledian: High stats, Silver Wind, Comet Punch, Mach Punch, Supersonic, Baton Pass. Silver Wind is a run-ender if it gets a boost,
  397. Comet Punch is very powerful. Baton Pass moves everything around, breaking Petrify Orbs and potentially surrounding you with no
  398. escape. If you petrify a Monster House with this inside, leave it for last. AVOID.
  399.  
  400. Ledyba: High stats, Comet Punch, Supersonic. Watch out for Comet Punch, Ledyba's high stats make it hurt despite not having STAB.
  401. Don't try putting it to sleep, Early Bird can wake it up before it even loses a turn. Avoid when possible.
  402.  
  403. Magnezone: Supersonic, Metal Sound, Sonicboom, Thunder Wave. Hard to take out fast, due to having a whopping 13 resistances. Watch
  404. out for Metal Sound and status moves.
  405.  
  406. Masquerain: Ominous Wind, Bubble. Low stats, but watch out for Ominous Wind boosts.
  407.  
  408. Parasect: Spore, Stun Spore. Low HP, kill as soon as possible. try not to fight them in large rooms.
  409.  
  410. Poliwrath: High stats, Doubleslap, Hypnosis, Bubblebeam. Bubblebeam from this thing will mess you up. High EXP payout. Avoid if weak
  411. to Water.
  412.  
  413. Politoed: Perish Song(!!), Doubleslap, Hypnosis, Bubblebeam. This thing exists to end your run, and it does a damn good job. Make
  414. sure to save Heal Seeds in case perish song hits. Use any means possible to disable this. AVOID AT ALL TIMES.
  415.  
  416. Probopass: Magnet Bomb. Tankier than most. STAB Magnet Bomb hurts and doesn't miss. Avoid if you're using a Smoochum/Drifblim/other
  417. Evasion spammer.
  418.  
  419. Rhydon: Rock Blast, Fury Attack. Lightningrod will alert you to their presence if you use an electric move. Try not to be up close
  420. for too long, and remember that Rock Blast cuts corners.
  421.  
  422. Roserade: High Special Attack, Magical Leaf, Weather Ball. Weather Ball will hurt like hell in weather, and Castform appears
  423. alongside this. Avoid if there's weather on the floor.
  424.  
  425. Scizor: Focus Energy, Fury Cutter, Agility, Quick Attack, Bullet Punch. Technician boosts Fury Cutter, Quick Attack and Bullet
  426. Punch. Focus Energy makes everything worse. Agility makes running away very difficult. Use seeds to disable if possible. AVOID.
  427.  
  428. Skiploom: Bullet Seed, Sleep Powder. Can appear alongside Castform, so watch for Chlorophyll. Avoid if weather is Sunny.
  429.  
  430. Skorupi: Pin Missile, Acupressure, Bite. Drapion's younger, meaner cousin. STAB Pin Missile will end you quick. Acupressure has room
  431. range and boosts by +2. If encountered in a Monster House, Disable it ASAP. Has Type-Advantage Master, so if you're weak to Dark,
  432. Poison or Bug, don't let this thing attack you even once. AVOID.
  433.  
  434. Skuntank: Screech, Fury Swipes. Less HP than Stunky, but still enough to live 2 rocks. Try not to get hit by Aftermath. Avoid if you
  435. have no rocks.
  436.  
  437. Snorlax: High HP, Belly Drum, Defense Curl, Amnesia, Yawn. Not that threatening at first but gets very strong after a Belly Drum.
  438. Defense Curl/Amnesia can really put a dent in your PP if it gets a few boosts off. If boosted greatly, try to run or use rocks.
  439.  
  440. Stunky: High defenses, Screech, Fury Swipes. Aftermath punishes you for getting close. HP is low, 2 rocks and a basic attack will do
  441. the job. Avoid if you have no rocks.
  442.  
  443. Spearow: Fury Attack, Mirror Move. Not as strong as Swablu, but still has STAB Fury Attack. If it uses Mirror Move, run or use basic attacks.
  444.  
  445. Swablu: High stats, Sing, Fury Attack. STAB Fury Attack can end you in a single turn easily. AVOID.
  446.  
  447. Swinub: Powder Snow, Snow Cloak. Abomasnow appears on almost all the floors this does, so watch out for Snow Cloak if it's Hailing.
  448. Watch out for Powder Snow in big rooms.
  449.  
  450. Weavile: High attack, Screech, Fury Swipes, Faint Attack. STAB Faint Attack will end you if you're an evasion spammer like Smoochum
  451. or Drifblim. Pressure makes using moves costly, but trying to fight them with just basic attacks won't work. Use seeds if possible.
  452.  
  453. Venomoth: Silver Wind, Psybeam. Tinteed Lens negates your resists. STAB Silver Wind can end you from across a room with bad luck.
  454. Thankfully its stats are low.
  455.  
  456.  
  457.  
  458. ===Part 6: Other Dangers===
  459. Aside from the listed Pokemon above, some other Pokemon carry moves or abilities that can be a hindrance.
  460.  
  461.  
  462. ---Moves---
  463.  
  464. Bug Bite: Can eat a variety of important items, such as Max Elixirs, Apples, and Joy Seeds. Try to take these Pokemon out before they can use it.
  465. Users: Ninjask, Ariados, Forretress, Pineco.
  466.  
  467. Screech: Nukes your Defense to almost nothing, causing even the weakest Pokemon to be able to do massive damage in a single turn.
  468. Users: Stunky, Weavile, Skuntank, Golbat, Electrode, Pupitar, Shuppet.
  469.  
  470. Metal Sound: Drops your Special Defense to basically nothing, like a special version of Screech. Even weak Pokemon will be able to
  471. do huge damage with special attacks.
  472. Users: Magnezone, Shieldon, Bastiodon, Lucario.
  473.  
  474. Magnitude: Does fixed damage, which varies based on the roll. It's also room-range, which means bad luck can kill you before you even get a hit in.
  475. Users: Numel, Dugtrio, Camerupt, Golem.
  476.  
  477. Selfdestruct: Causes a 1-tile explosion around the user. Can deny you experience from the self-damage, which is annoying. Try not to
  478. fight users of this move near items.
  479. Users: Forretress, Pineco, Golem, Koffing, Claydol.
  480.  
  481. Agility: Boosts the whole room's movement speed. Keep in mind that it can give free turns to your enemies.
  482. Users: Porygon-Z, Gorebyss, Aerodactyl, Hitmonchan, Porygon2, Scizor.
  483.  
  484. Faint Attack: Strong, never misses. Super-Effective on the standard evasion spammers. Known by some surprising Pokemon.
  485. Users: Weavile, Spinda, Magmar, Slaking, Purugly, Ursaring, Magmortar, Shuppet.
  486.  
  487.  
  488. ---Abilities---
  489.  
  490. Aftermath: Sometimes causes a 1-tile explosion when the user is defeated. Try not to fight users of this ability near items.
  491. Users: Drifloon, Drifblim, Stunky, Skuntank.
  492.  
  493. Forewarn: The user can sometimes dodge attacks, even ones that never miss (Faint Attack, Aerial Ace, etc.)
  494. Users: Hypno.
  495.  
  496. Early Bird: Wakes the Pokemon up very fast, often before they even miss a single turn. Never use sleep moves on a Pokemon with this.
  497. Users: Ledyba, Ledian, Doduo, Girafarig, Natu, Kangaskhan.
  498.  
  499. Own Tempo: Makes the Pokemon immune to Confusion.
  500. Users: Spoink, Spinda, Glameow, Purugly.
  501.  
  502. Insomnia: Makes the pokemon immune to Sleep.
  503. Users: Hypno, Noctowl, Spinarak, Ariados, Murkrow, Shuppet, Honchkrow.
  504.  
  505.  
  506. --Nonsleeper--
  507. Many Pokemon will have Nonsleeper, mostly in the 70F-80F range.
  508. Here's a handy list:
  509.  
  510. -70F to 79F-
  511. Dugtrio, Pupitar, Zangoose, Skarmory, Luxio, Venomoth, Slaking, Magby, Magmar, Nidoqueen, Parasect, Mamoswine, Ursaring, Nidoking.
  512.  
  513. -80F to 89F-
  514. Magmortar, Lucario, Garchomp.
  515.  
  516. -90F to 99F-
  517. Crawdaunt.
  518.  
  519.  
  520.  
  521. ===Part 7: Misc. Information===
  522.  
  523.  
  524. ---Traps---
  525. In addition to most of the standard dungeon traps, Destiny Tower includes some new traps you may not have encountered yet.
  526.  
  527. Grudge Trap: Possibly the most dangerous trap. It summons many pokemon to adjacent tiles, and causes all pokemon on the floor to gain the Grudge status, causing the last move you used to be drained to 0 PP upon defeating them.
  528. Always have Pure Seeds/Foe-Hold orbs on hand for these traps.
  529.  
  530. Random Trap: Causes a random trap effect (Including Grudge Trap!), cannot fail to activate when stepped on.
  531.  
  532. In addition to these, Destiny Tower has all other standard dungeon traps except for Pitfall Traps.
  533. Some of these stop appearing as the dungeon goes on, causing the more dangerous traps to appear more often.
  534. Here's a list of those that disappear:
  535.  
  536. Chestnut Trap: Stops appearing after 39F.
  537.  
  538. Gust Trap: Stops appearing after 49F.
  539.  
  540. Selfdestruct Trap, Trip Trap, Warp Trap: Stop appearing after 59F.
  541.  
  542. Pokemon Trap: Stops appearing after 69F.
  543.  
  544. Grimy Trap: Stops appearing after 70F.
  545.  
  546.  
  547. ---IQ---
  548. Enemies can have IQ in this dungeon, which increases as it goes on.
  549. Some notes on this:
  550.  
  551. After 39F, Enemies will have 1.5 stars of IQ. This gives them IQ skills up to 110. This includes Item Master, meaning they'll eat
  552. vitamins and use held items.
  553.  
  554. After 69F, Enemies will have 3.5 stars of IQ. This gives them IQ skills up to 310. This includes skills like Nonsleeper, Counter
  555. Basher, and Sharpshooter.
  556.  
  557. After 79F, Enemies will have Exclusive-Move User. They will never use normal attacks, meaning you shouldn't either unless absolutely
  558. necesssary.
  559.  
  560.  
  561.  
  562. ---Enemy Pokemon Level---
  563. All Pokemon on a given floor will have the same level, and that level is determined by the floor number.
  564. Here's a list that contains all floors and the levels of the Pokemon encountered there.
  565.  
  566. 1F: Level 1
  567. 2F: Level 2
  568. 3F: Level 3
  569. 4F: Level 4
  570. 5F: Level 5
  571. 6F: Level 6
  572. 7F: Level 7
  573. 8F-9F: Level 8
  574. 10F-11F: Level 9
  575. 12F-13F: Level 10
  576. 14F-15F: Level 11
  577. 16F-17F: Level 12
  578. 18F-19F: Level 13
  579. 20F-21F: Level 14
  580. 22F-24F: Level 15
  581. 25F-28F: Level 16
  582. 29F-30F: Level 17
  583. 31F-33F: Level 18
  584. 34F-36F: Level 19
  585. 37F-38F: Level 20
  586. 39F-40F: Level 21
  587. 41F-43F: Level 22
  588. 44F-46F: Level 23
  589. 47F-54F: Level 24
  590. 55F-64F: Level 25
  591. 65F-78F: LEvel 26
  592. 79F-82F: Level 27
  593. 83F-86F: Level 28
  594. 87F-90F: Level 29
  595. 91F-99F: Level 30
  596.  
  597.  
  598.  
  599. ===Part 8: End===
  600. If you read through all this, congrats! You should be able to take on Destiny Tower armed with knowledge of its tricks.
  601. This guide started out as just a list of things I died to, but it quickly became more than that.
  602. Thanks for reading.
  603. Version: 0.9.5
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