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- Rules:
- - You may not use items other than TMs/HMs unless strictly required for story progression.
- - You may only teach each move once.
- - You may not heal outside of battle.
- - You may not use glitches.
- - The run ends when you defeat the Champion.
- General strategy:
- - You want a Pokemon that learns lots of moves, including some with high HP. Access to multiple healing moves is also very helpful.
- - Save your best moves for especially difficult fights. This is because every move can be used as many times as its max PP (e.g. Flamethrower = 15).
- - Grind for high-level, high-experience wild Pokemon when possible. This allows you to gain the most experience possible per PP.
- Specific game notes:
- - Red/Blue: Squirtle is not possible because of Cut. Charmander might not have enough PP
- - Yellow: Probably not possible because of Pikachu
- - Gold/Silver:
- - Crystal:
- - Ruby/Sapphire:
- - FRLG: Charmander. Late game might be too rough.
- - Emerald: Mudkip. Free heals help. Rollout is great. Surf/Strength timing tricky.
- Emerald is easily beatable using the Safari Zone loophole. Catching Pokemon in the Safari Zone arguably does not require using any items -- it just requires having one (Pokeblock Case) and then throwing Safari Balls, which do not appear as items in your inventory. You can effectively catch an infinite number of Pokemon and then use their PP to train against wilds. You can also just catch Doduo, Natu or Xatu to use Fly or Teleport, which allows attempting the Elite Four without 4 HM moves (Surf/Waterfall/Strength/Rock Smash) as a result of their necessity in Victory Road. (You can just go through Victory Road once, load the Elite Four Fly point, Fly to Lilycove to use the Move Deleter, and then Fly to the Elite Four and teach new moves.)
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