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eddaket

New OR Route

May 1st, 2019
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  1. New route revolves around one thing: Metronome
  2.  
  3. The item, not the move ;)
  4.  
  5. Using the metronome allows us to do a few things. Here's the super unscientific breakdown of time losses and time gains (chronologically):
  6. Don't pick up Soft Sand (-9s)
  7. Don't equip Soft Sand (-2s)
  8. Get the Metronome (+26s)
  9. Equip the Metronome (+2s)
  10. 2 turns saved on Chimney Grunt (-8s)
  11. 2 turns saved on Norman (-8s)
  12. 1 turn saved on Wally 2 (-4s)
  13. 1 turn saved on Drake (-4s)
  14. Total: -7s
  15.  
  16. Other conditional factors:
  17. Never need to sacrifice healing items for X Items (Safety)
  18. Wally 1's Ralts is always a 2 turn instead of a 1 turn range (+4s)
  19. Neal's Trapinch is always a 2 turn instead of a 1 turn range (+4s)
  20. Chimney Grunt should never be able to troll with Smokescreen (-4s on average)
  21. George is always a 4 turn instead of a 3 turn barring Covet (+4s)
  22. Norman has less turns to crit you (Safety)
  23. *Untested* Norman's Slaking might do Encore more since you've used a move? Would make sense, but again I don't know
  24. Wally 2 Cotton Guard isn't an issue
  25. Heal on Drake less. Might be able to skip healing before Steven
  26.  
  27. So on a perfect run, no the Metronome doesn't save time, however over a typical run it still does
  28.  
  29. I've also tried routing Power Up Punch into the mix and it seems to still lose time. It's not forgotten and I'll continue to work on it, but it might never be worth it
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