Wednesday, April 30, 2014

Psychic Day 2: The Scientific Method

Current location: Saved in Cyllage after a quick Battle Chateau training session and beating Grant.

Current team:
Halley - Ember, Fire Spin, Psybeam, Thief
Turing (now a Kirlia) - Confusion, Magical Leaf, Thief, Teleport
Oppenheimer (now a Gallade) - Confusion, Rock Smash, Bulldoze, Strength
Schrodinger (still an Espurr) - Psybeam, Disarming Voice, Covet, Light Screen

And the newcomers:
Hypatia the Inkay (Female) - Jolly, Contrary, STed Atk/Speed - Thief, Aerial Ace, Swagger, Hypnosis
Fujita the Sigilyph (Male) - Docile, Magic Guard, STed SA/Speed - Psybeam, Air Cutter, Tailwind, Whirlwind

The advantages of having three Pokemon with Thief is that if you're going after a Pokemon like say, Snorlax, you can swipe its Sitrus Berry before attempting to deal with it. For the record, it was caught. From there, Route 8 brought an Inkay - and Oppenheimer was still a Ralts and packing Synchronize, so it only took a single reset to get a good natured one. The first round of Super Training ensued.

Glittering Cave was designed strictly for leveling up, as we caught Hypatia up and tried to get the rest of the team up to L20 to trigger three evolutions. Didn't quite work, but once we got out it was time to run to 10 and grab Fujita (named after the scale of tornadoes, Hypatia's a female Greek astronomer). The first one had Magic Guard as I learned when Halley burned it, so I decided to run with it - Docile's not ideal, but it's good enough for now.

After picking up some more levels, it was time for the gym - and we got Turing into Magical Leaf, which made the rest of the Gym quite simple. Oppenheimer took the lead and got Amaura in one, and Tyrunt in two, to pick up the 2nd badge.

Tomorrow: Korrina, we comin' for YOU. And the same goes for you, Sawk-dude.

Tuesday, April 29, 2014

Just For Fun: The Ringer List

Even with the wide variety of Pokemon available ingame in XY, sometimes there's something I would recommend for single-type runs that would really help but can't use because of the "pre-E4 only" rule I've laid out.

So what would be the ringers if I could use them? Some of these are speculation, but the whole list is theorymon so why not? Also, I'm trying to avoid legendaries, legendary trios or starters if at all possible.

Normal: Girafarig
Combines the wide movepools of Normal and Psychic to allow for a Fighting switchin that doesn't promptly get Rock Slid to death.

Fire: Camerupt
Yeah, it's probably cheating to include Torchic since he was available with a Mega Stone at one time. If we can't do him, I'd like Camerupt for Rock nulling and STAB Earth Power.

Water: Jellicent
Also handy for Ghost, but Jellicent's big deal in Water is the whole "unique type combo" thing.

Electric: Galvantula
91% accurate STAB Thunder and another Electric who can deal with Ground/Rocks? Yeah, that'd be nice.

Grass: Whimsicott
The W4 to Poison sucks, but it's got an interesting movepool (Grass/Fairy is unique STAB, learns Hurricane for some reason...)

Ice: Froslass
OH DEAR GOD GIVE THIS TO ME PLEASE. Preferably on or around Route 8. (Fighting immunity solves a lot of Ice's problems... except for Steel.)

Fighting: Tyrogue
Because Tyrogue means Hitmons, and Hitmons mean Hitmonchan's sexy Iron Fisted elemental punches. For an ingame run, they're amazing.

Poison: Weezing
I know, it's a single-typer, but Levitate is another option for nulling Ground in that run and he can run as a pretty potent checker to Poison's problem types with Flamethrower and Dark Pulse.

Ground: Excadrill
Also known as "I do Steelix's job way better than Steelix", and in a game where Steel STAB actually means something.

Flying: Braviary
Preferably in hordes so I can get Defiant, since I had way too much fun using that in White 2's ingame.

Psychic: Claydol
Extra immunity with Levitate, although he doesn't help the Psychic type's physical/special divide.

Bug: Volcarona
30% Fly learnng, 70% STAB Fire moves for the E4. (Did you know: Volcarona's ENTIRE LEARNSET gets doubled up if you go to the Returner)

Rock: Omastar
Mainly because it's a Rock type who can Surf and actually do it well.

Ghost: Spiritomb
Way, way, WAY better Sableye.

Dragon: None!
Every non-legendary Dragon family is in the Kalos Dex already.

Dark: Shiftry
It was either him or Mandibuzz, which I could bring as an equivalent to Braviary... but let's not. This game needs more Swagger anyways.

Steel: Bronzong
Not a legend, not a psuedo-legend, but good enough to do the job.

Fairy: Togekiss
Because christ, that type needs a Flyer bad and Togekiss is even more awesome with that added Fairy type.

Psychic Day 1: Never Attempt To Call Your Lore

Current location: Saved in Camphier Town, just finished Route 6 and about to take a run at Snorlax.

It took about 15 soft resets before I got a stat spread and nature I could live with on Fennekin, but I got a good Bold one so it might survive with an extra few HP on a stray Rock move or something. A round of ST later, it was time to blaze Santalune Forest. No Light Balls, but we got a fresh Panpour for HM muling purposes (I'll be damned if I'm giving anyone Cut without access to TMs and the Move Deleter).

I had a L14 Fennekin going into the fight with Viola, and as expected, we had trouble getting rid of Surskit (three Embers after a Water Sport). Thankfully, Vivillon went down in three as well as the Water Sport wore off after the second one. "Nothing... nothing... ah, there we go."

From there, it was out to Route 4 and a lesson I should've tried to learn from Twitch Plays Pokemon: Be prepared if your best-laid "lore" plans go awry, because they probably would. In my case, the second Ralts I caught had good stats for an L8, Trace and a Modest nature which is perfect for a Gardevoir... and is also, in the words of noted mad scientist Okabe Rintaro, "a dude". So much for the Curie reference. However, that doesn't mean we can't still use it. Especially when a second male Ralts on the route was Jolly (read: perfect for turning into a Gallade), so we'll just roll with it.

Going up through Route 5 - come to think, I didn't even stop to grab Abra, though nothing of value is lost there since I'm not using it - I quickly slapped Return on the Ralts so one of them could do damage (the one STed for Attack, future Gallade) and went up to Route 6 for a temporary cat addition... AND GOT A SHINY VENIPEDE. Are you kidding me? This is the fifth shiny of the experiement! (Bunnelby, Floatzel, Gulpin, Basculin and now Venipede) Next, I'll get one when it's actually relevant for the type.

Anyway, we picked up Espurr (F) on Route 6, took care of Parfum Palace, and ended up sweeping past that ****ing Volbeat quickly before the night ended. My sole complaint: English XY did not have an option for nicknaming with umlauts. Yes, this is relevant.

Current team, all L18:
Halley (Male Fennekin, Bold nature, SA/Speed Super Training, Ember/Psybeam/Scratch/Thief)
Turing (Male Ralts, Modest, Trace, SA/Speed, Confusion/Thief/Teleport/Double Team)
Oppenheimer (Male Ralts, Jolly, Synchronize, Atk/Speed, Thief/Return/Confusion/Teleport)
Schrodinger (Female Espurr, Hasty, Infiltrator, SA/Speed, Psybeam/Confusion/Covet/Light Screen)

Tomorrow's goal: Beat Grant, and ideally have Inkay, Gallade, Sigilyph and Meowstic.

Monday, April 28, 2014

Type Preview: Psychic

It's a type with a small elemental damage base on its own, but well-placed pairings mean it can slaughter just about everything. If it was as broken as in past games, I could retire. For once, I get to laugh heartily at every trainer in Frost Cavern and Terminus Cave.

Figured it out? Wow, you must be Psychic.

Type Effectiveness:
Attacking: Super effects Poison and Fighting. Resisted by itself and Steel. Can't touch Dark.
Defending: Hit SE by Bug, Ghost, and Dark, resists Fighting and itself, no immunities.

Dual-types: Fire, Water, Grass, Ice, Fighting, Flying, Rock, Dark, and Fairy ingame. Postgame adds Normal, Ground, Dragon and Steel.

Probable Final Team:
Fennekin/Braixen/Delphox: It's the starter, the best possible check to Bugs, and all around bad mother you don't want to mess with. Oh yeah, it learns Shadow Ball by returner because..  reasons?

Ralts/Kirlia/Gardevoir AND Ralts/Kirlia/Gallade: Although Medicham with Pure Power is tempting, the lore possibilities of having both members of the Ralts family on board are too awesome to pass up. Gardevoir plays the role of potent SAer, while Gallade's natural attack rating makes it a fine complement as I attempt to balance this team somehow. Already have the names picked: Marie and Pierre.

Inkay/Malamar: You know this guy from the Dark run. As mentioned there, Malamar is my favourite XY Pokemon, and is the other physical attacker on the team.

Sigilyph: I don't get to use this guy very often, I'd like to have a Flyer to go with the Surfer (below) and it helps to have immunity to added effects provided I can get a good one with Magic Guard.

Staryu/Starmie: The advantage of an X run is that I get to use one of the three original 151 I'd keep away from the revolution. A speedy, type-bonused Surf and extremely varied movepool for the XY era (Power Gem? Dazzling Gleam?) earn it a spot.

Other Team Members: Espurr/Meowstic (F) will fill the last slot until Staryu joins. Other than that... not much. What you see is what you get.

Why not use...?
Abra/Kadabra/Alakazam: Trade evolution and just not really a slot for him, frankly.

Meditite/Medicham: Too much of a one-trick pony, even if that one trick is incredibly huge offense.

Spoink/Grumpig: Just doesn't have the *umph* to hang with the rest of the team.

Lunatone/Solrock: One has already proven to be a bad idea, the other one got rejected from the Rock run for sucking and it's not going to fit in here.

Woobat/Swoobat: Only  has Speed in an era where damage is actually relevant.

Espeon: One of the few Eevees I would have considered, but there's just no room for him especially when I don't know when I'd get it.

Chingling/Chimecho: Already have something immune to Ground.

Solosis/Duosion/Reuniclus: Too slow, team's pretty much full once it shows up.

Wynaut/Wobbuffet: I don't do punching bags.

Slowpoke/Slowbro or Slowking: By the time I'd have either final evo, I'll probably have evolved Staryu.

Exeggcute/Exeggutor: Nearly made it, but I can't find a slot for him until Grass.

Smoochum/Jynx: Too late + low Defense = no way Jose.

Gothita/Gothorita/Gothitelle: No Route 20s on this run.

Major Battle Expectations:
Viola: Ironically, the hard part is getting rid of Surskit.
Grant: I'll have Gallade by this point for STAB Rock Smash or SE Bulldoze. Plus, Magical Leaf on Kirlia.
Korrina: Wow, the WHOLE TEAM is Psychic or at least has Aerial Ace and you have to ask here?
Ramos: The whole team except Starmie can have fun here.
Clemont: Although SpDef is high, a Gallade/Delphox combo should win the day here.
Valerie: Gallade Poison Jabs for some, miniature flames for others.
Olympia: Anything that can fling a ball or use a claw goes to town here.
Wulfric: Gallade + Delphox again.

Rival: The key is going to be getting Gallade out for Absol, and having all hands on deck for Greninja.
Team Flare: Should be able to wipe out the lot with power before they start Crunching.
Elite 4: Steel goes last and gets promptly burninated.
Diantha: Parting is such sweet sorrow when Gallade fires Shadow Claw against its compatriot.

Trainer:
This whole blog has been for science, but never more than now. The trainer is Darwin, and all the Pokemon will be named after other scientists (for instance, Pierre and Marie is a reference to the Curies).

Bug run complete!

Today was the day - and the first time I ever had trouble with Wulfric's Avalugg. When your only special attackers a) don't have moves that can super-effect Ice aside from Ancientpower, and b) are weak to Ice, you have some trouble. Thankfully, Storm Throw ignores Curse's defense boost, so Chihiro ended up winning the match for us.

After a round of TMs and a trip through Victory Road, it was E4 time. To make sure I could survive, I went up one more level to 65 - though that was also caused by not having a full team due to HM requirements.

Here's how the team went in:
Ponyo - Bug Buzz, Energy Ball, Ice Beam, Scald (167 SA, 140 Speed)
Sasuke - Megahorn, Poison Jab, Rock Slide, Earthquake (207 Atk, 195 Speed)
Kiki - Shell Smash, X-Scissor, Earthquake, Rock Slide (171 Atk/123 Speed)
Howl - Bug Buzz, Air Slash, Psychic, Shadow Ball (203 SA/174 Speed)
Chihiro - X-Scissor, Storm Throw, Earthquake, Rock Slide ((226 Atk/166 Speed)
Lupin - Iron Head, X-Scissor, Crunch, Dig (220 Atk/196 Speed)

And so it began...

Siebold
The fewest things that could cause the team problems, and I wanted some revenge from Dragon.

Ponyo v Clawitzer
Energy Ball opens by taking 70% off Clawitzer, and Ponyo tanks Water Pulse to 76/170. A second Energy Ball finishes.

Ponyo v Barbaracle
Rock-type? No problem. Energy Ball OHKOs.

Kiki v Gyarados
Kiki hits Shell Smash to open, while Gyarados Dragon Dances... but +1/+2 beats +1/+1 as Rock Slide OHKOs.

Chihiro v Starmie
X-Scissor OHKOs. We're not repeating Dragon.

Drasna
...however, we are beating Dragon next.

Chihiro v Dragalgae
Highest-powered Earthquake in the run means Dragalgae's done in one.

Chihiro v Noivern
I think Chihiro can at least survive 1 hit... and the opening Air Slash MISSES. Rock Slide does 70%, and a second Air Slash... ALSO MISSES! (400:1 against) Rock Slide ends it.

Ponyo v Altaria
Ice Beam OHKOs, justifying its existence.

Lupin v Druddigon
Iron Head takes about 60% off, and Rough Skin drops 20HP to counter (145/165). Revenge takes off 70 and a second Iron Head finishes (55/165 at the end).

Wikstrom
Again, given a choice between a type that resists my type and one that can SE me with everything, I'll take the resistance.

Sasuke v Klefki
Klefki Torments, but Earthquake hits true for the OHKO.

Chihiro v Probopass
Suddenly, the advantage of having a Mold Breaker Pokemon becomes clear. Storm Throw ignores Sturdy and OHKOs.

Chihiro v Scizor
Lack of Fire moves means I have to throw my best at it... and after Earthquake does 40%, Iron Head drops Chihiro to 72/163. This only works if I can get a crit on the second EQ... and it doesn't happen. Iron Head finishes.

Kiki v Scisor
OK, let's try this again. On the Full Restore Kiki Shell Smashes, then Earthquake does 70%. (Rock Slide would probably have been more powerful, but it would've just been a Full Restore and I didn't want to chance the miss.) Iron Head leaves Kiki on 4HP, and a second EQ ends it.

Kiki v Aegislash
I use a Hyper Potion to reset Sturdy, and Iron Head abuses it as Kiki goes to 1HP. Earthquake on the Blade Form ends it.

Malva
And here we go...

Sasuke v Pyroar
Combination of speed and power means Earthquake OHKOs.

Kiki v Talonflame
Flare Blitz takes Kiki down to 107/174 and after the recoil, Rock Slide ends it. Kiki levels here.

Ponyo v Torkoal
Ponyo uses Scald... and Torkoal survives with 5%. Stone Edge OHKOs.

Kiki v Torkoal
Shell Smash on the Full Restore, Earthquake OHKOs. Seen that before.

Kiki v Chandelure
And another Earthquake OHKO. Not as painful as I expected, no sir.

Diantha
Time for the under-appreciated teammates to shine here.

Howl v Hawlucha
For instance, Howl's making his debut against the champion. Poison Jab does light damage (170/204), and Air Slash OHKOs.

Lupin v Tyrantrum
Iron Head hits an insane Defense and takes about 80% off. For the second time, Tyrantrum stupidly Head Smashes a Steel type (51/165) and faints because of the 50% recoil.

Chihiro v Goodra
A critical X-Scissor... does 95%. Maybe I used up all my luck on the double Air Slash miss? As it turns out, I was right, as Fire Blast drops Chihiro to 3HP... and burns. Down goes Chihiro.

Sasuke v Goodra
On the first Full Restore we hit the most powerful move, Megahorn... and it does 80%. The second Full Restore is met with 55% from Poison Jab, and we don't get another FR as a second Poison Jab finishes.

Lupin v Aurorus
Iron Head, OHKO. Next.

Howl v Gourgeist
Before any stray Flamethrowers can be fired, Air Slash OHKOs.

Lupin v Gardevoir
And Iron Head OHKOs for a new hero(ine)!

Pictured: An elegant champion and her two Finals MVPs

Next up, we go Psychic. But not in the way you expect.

Time of the fall: 35:40

Sunday, April 27, 2014

Bug Weekend: The Gentlemen Thieves

Current location: Couriway Town, and the current team:

Ponyo - Bug Buzz, Air Slash, Ominious Wind, Hidden Power [Water] (L56)
Sasuke - Megahorn, Poison Jab, Dig, Rock Smash (L56)
Kiki - X-Scissor, Rock Slide, Dig, Shell Smash (L56)
Howl - Bug Buzz, Air Slash, Shadow Ball, Ancientpower (L56)
Chihiro - X-Scissor, Storm Throw, Strength, Rock Tomb (L55)
and newcomer Lupin the male Durant - Naughty (meh, works for the lore), Swarm - X-Scissor, Iron Head, Dig, Crunch (L52)

We picked up in Dendemille and after a brief raid, it was on to Frost Cavern to get Shedinja back up to speed... unfortunately, the area out front isn't conducive to raising a Pokemon on 1 HP due to constant Hail. Inside, he held up against the various Fighting types and he quickly caught up to the rest, and almost would've swept the rival if he didn't pull out Flareon.

The entire Psychic gym got OHKOed except for Slowking, who picked off Shedinja with Power Gem. No big deal, as Chihiro picked up the pieces. From there, it was on to the Flare run, and Ponyo's Intimidate set up a lot of KOs from Sasuke and Chihiro. Shedinja was dropped after the fight though, because it was Durant time.

The issue is that only half of the Durant are usable, and he's rare enough as it is. The sixth Durant had both Swarm and a capable nature, and it took only about a half hour to get him STed thanks to a 200 EV booster in the form of vitamins. From there, he rolled over Route 18 and the Terminus Cave to get to his current L52.

Now that we're coming down to the end... I like the Bug type, I really do. Am I insane enough to pull out three Bugs when I go for my first Maison run? ...possibly. I mean, I have a quality Galvantula, a perfectly-equipped Heracross... just need a quality Dwebble (and by quality, I mean Adamant, Sturdy and equipped with a Weakness Policy because sure, I'll take a +4.). That being said, I'm really looking forward to getting a full squad of power 'mons next time.

Tomorrow's plan: Finish this run and move on to Psychic.

Saturday, April 26, 2014

Bug Day 4: Rant Mode Irrevocably Engaged

Current location: Saved in Dendemille Town after raiding Routes 15/16/Lost Hotel. The team stands at:

Ponyo L45 - Bug Buzz, Gust, Ominous Wind, Stun Spore
Shedinja L41 - X-Scissor, Shadow Claw, Dig, Aerial Ace (presently Cut but that's getting fixed before Frost Cavern)
Sasuke L45 - Megahorn, Poison Jab, Dig, Rock Tomb
Kiki L45 - X-Scissor, Rock Slide, Dig, Shell Smash
Howl L45 - Bug Buzz, Air Slash, Uproar, Ancientpower
Chihiro L45 - X-Scissor, Storm Throw, Rock Tomb, Strength

Today's misadventures began in Courmarine City, in which we got to paste the Rival for the second time. Chihiro F (to distinguish it from the Ice Pokemon of the same name) rocked the first two rounds, taking only a Fake Out, before 2-shotting the Frogadier, then the Gym fell at a bunch of bugs.

And then on to Route 13, which... let me just outline the ways this route is a PITA in case you've forgotten:

- Repels don't work to dodge wild Pokemon encounters
- 40% of the time, you need to have a Ghost or Flying type in the lead, or you can't run from the fight
- Half of the route is virtually inaccessible due to wind
- Half the rails have dips that you need momentum to clear, which is prevented by the above

I thank heavens that this marks the halfway point of the runs or else this would continue to be annoying as hell.

The Bugs went on to paste Team Flare and get past Clemont, with Kiki taking the lead and getting rid of Magneton, Shedinja chuckling at Heliolisk, and the team banding together to finish Emolga off. A full beatdown of the Rival - who had a full Bug weak - followed.

The Laverre Gym was dispatched with Chihiro's Dig and X-Scissor followed up with a double Poison Jab from Sasuke (thanks to Reflect being up). From there, it was down to 15 and Dendemille to reorganize HMs, fix up moves and give Ponyo some things to actually do damage with.

Today: No podcast recording, so I'm going to try and squeeze in some Frost Cavern and Flare beatdown action, maybe pick up Durant (who is going to be called Lupin, I'm sure) as well...?

Thursday, April 24, 2014

Bug Day 3: (ANNOYED GRUNT)

Current location: Saved literally just outside Courmarine City. Team is currently in the low 30s, and I need to pick up Shedinja again. I'm saving the team for the end, though.

The first one up was getting Aerial Ace and using Strength a bit, then some Battle Chateau grinding. We picked up on Route 10 and that let Yanma get his Uproar, making him 90% more usable. The Geosense double-Lucario ended up with Shedinja gleefully no-selling all of the Lucario's offense, in what would be a theme of the day.

Route 11 was quickly dispatched and the Reflection Cave was quiet for once, didn't even lose a Pokemon to Sawk-dude. We get out to Shalour City, and of course, the first stop is route 12 to pick up Heracross. The Bugs are "Very Rare" in the professional opinion of Bulbapedia, so I truck along for about ten minutes, when...

"A wild Pinsir appears!"

(cue headdesk)

It would seem that I misread the Route 12 chart of Pokemon as it turns out - Pinsir's in X, Hera's in Y. Now, I have a suitable Heracross rotting in Bank, but a) I can't nickname it since it was a trade request for the Battle Maison, and b) I'm not wasting a Rock Blast Heracross on an ingame run.

So now I have to readjust to Pinsir having slightly better Defense (only slightly since it ended up Mild), but actually being able to take a Flying hit. Pinsir ended up with L26 on the Rival, and L28 on the gym. As for the gym, well... install Shedinja, problem solved. Even Machoke got 2HKOed by Aerial Ace before it could Rock Tomb.

After unlocking an unusable feature for this run, it was time to get Masquerain... and the first one was a Modest one. AW YISS. It got ground up to L31 between the Swimmers on Route 8 and Azure Bay, Yanma evolved, and we're just about ready to lay waste to Ramos.

Current team:
Pinsir "Chihiro" L30 - Mild, Mold Breaker - X-Scissor, Dig, Brick Break, Rock Tomb
Masquerain "Ponyo" L31 - Modest - Struggle Bug, Gust, Quick Attack, Sweet Scent
Shedinja L33 - Dig, Shadow Claw, Aerial Ace, Cut
Sasuke L32 - X-Scissor, Poison Jab, Dig, Rollout
Dwebble "Kiki" L32 - X-Scissor, Rock Slide, Dig, Strength
Yanmega "Howl" L33 - Uproar, Ancient Power, Aerial Ace, Thief

Wednesday, April 23, 2014

Bug Day 2: The First Surmountable Obstacle

Current location: Saved in Cyllage City having just gotten the 2nd badge. Current team:

Yanma (unnamed) - Lax, Speed Boost - Tackle, Quick Attack, Sonic Boom, Thief - L24
Vivillion - Draining Kiss, Struggle Bug, Stun Spore, Psybeam - L26
Beedrill - Twinneedle, Poison Sting, Thief, Cut - L26
Shedinja - Shadow Claw, Thief, Leech Life, Return - L25
Sasuke - Bug Bite, Rock Smash, Poison Tail, Rollout - L26
Dwebble (unnamed) - Impish, Sturdy - Bug Bite, Bulldoze, Rock Tomb, Strength - L26

The first objective was to get past Snorlax, which meant Parfum Palace and Route 6. Through sheer repetition I was almost able to get that done during my commute... until I ran into Tourist Takemi and the Volbeat From Hell: Tackle, Double Team, Confuse Ray and Moonlight. By the time I was able to get something in, it had 6 DTs under its belt - and of course, no Aerial Ace yet. They don't give enough experience for that thing.

Snorlax was caught in a Quick Ball, and Route 7/Battle Chateau were dispatched to get Nincada to split off. After Ninjask was boxed for good, I discovered that having two Pokemon ready for Sky Battles is a cheap way to get experience.

As soon as we hit Ambrette Town, Rock Smash was obtained and we immediately marched down to get Dwebble. And I got a lot of good draws on the natures - Adamant, Jolly, Lonely among them - but they all had Shell Armor. It took about 10 resets before I hit one with Sturdy, and I wasn't going to keep going to see if the RNG would agree with me.

A quick run through Route 9 and it was trainer-dodging time as we moved to Route 10 and went Yanma hunting. Thankfully, Dwebble had one move that could OHKO Yanma, and I wasn't laying the Smack Down until I knew which ones had Speed Boost. A few battles later - after turning down among other things, Adamant and Impish again - I got an acceptable nature and learned the hard way that one should not take the task of raising Yanma lightly ingame, since its movepool is basically nothing but Sonic Boom until LEVEL 27 (Uproar, 90 power Normal) and it can't even learn Struggle Bug. WTF GameFreak.

We returned to Cyllage and began the long trek up through the Gym. Dwebble managed to hang on against Relicanth long enough to let Sonic Boom finish it, and I took great joy in wiping out the Solrock/Lunatone guy with Shedinja. The Grant fight went largely as expected - two Rock Smashes from Sasuke for Amaura, and two Bulldozes helped Yanma finish off Tyrunt.

Tomorrow: Get nicknamed, get Heracross, get Masquerain, box Vivillon and Beedrill as the final team begins to take shape.

Tuesday, April 22, 2014

Bug Day 1: Such Training, Many Targets

Current location: Saved in Camphier Town and have the First Half All-Stars assembled.

Nincada - Jolly - Scratch, Fury Swipes, Leech Life, Sand Attack (L14)
Venipede "Sasuke" - Lonely, Swarm - Pursuit, Rollout, Poison Sting, Screech (L16)
Vivillion - Hasty, Compound Eyes - Struggle Bug, Psybeam, Stun Spore, Tackle (L17)
Butterfree - Bashful - Struggle Bug, Gust, Confusion, Sleep Powder (L17)
Beedrill - Gentle - Twinneedle, Poison Sting, Fury Attack, Thief (L17)

The run began with Fennekin, who lasted long enough to let me catch Fletchling (for Fly) and Scatterbug and Weedle on Route 2. From there, it was Super Training. And lots of it. Two hours worth. This is why I may or may not have hacked in BW-era runs. Santalune Forest brought Caterpie, another round of ST, a Panpour (general HM mulery) and a Pikachu... with the Light Ball. Going to have to find a way to store that so I don't bloody kill myself in Electric looking for another one.

Because Scatterbug's evo levels are offset from Weedle and Caterpie, it took a little bit of extra work before I could finish assembling the party. In the end, I faced Viola with the group at 11 except for the newly promoted Vivillion, and all three current members got the experience as it took a couple of Poison Stings and Confusions to wear down her Vivi to the point that a Tackle ended up finishing the job.

Not much to report on 4, in Lumoise and on 5, but Route 6 brought Sasuke (after my attempt to name him after Princess Mononoke's prince, Ashitaka, got rejected due to the Scunthorpe Problem) and Nincada. I thought about keeping the Ninjask but have decided I'm just going to stick with Shedinja since Ninjask can't do jack to a Rock gym.

And yes, bringing two members on meant more Super Training. I'll probably have to do some tomorrow as well, as the plan is to at least make it to Dwebble. That means finishing Route 6 and pretty much the whole rest of the complex. There's an outside shot at finding Yanma, as well, at which point I'll probably curb Butterfree as a 98% Stun Spore is fine too (and Vivillion learns Draining Kiss naturally, which is the first and last Fairy move I'll have.)

Monday, April 21, 2014

Type Preview: Bug

It's the first gym in the game, and some would say the WORST type in the game now that Poison has a reason to exist. It can't hit much, gets resisted by a lot, and although I've done this run before I did it with an event legend and two great Pokemon who are stuck in the postgame. Arranging a quality moveset for the team with this bunch is damn near impossible.

If you hadn't guessed, this run is going to Bug me.

Type Effectiveness:
Attacking: Super-effects Grass, Psychic, and Dark. Resisted by Fire, Fighting, Poison, Flying, Ghost, Steel and Fairy. No immunities, because it's suffered enough.
Defending: Super effected by Fire, Flying and Rock. Resist Grass, Fighting and Ground. No immunities.

Dual types: Water (temporarily), Grass, Fighting, Poison, Ground, Flying, Rock, Ghost, Steel ingame. Fire and Electric in the postgame.

Probable Final Team:
Masquerain: Yes, I know, it's not Bug/Water like its pre-evo Surskit. But it still provides two key types in the TM pool: Water and Ice... and it has some nice filler until then. Intimidate always helps.

Venipede/Whirlipede/Scolipede: Best of the /Poison species, in that it is fast and capable of learning more than four types of moves. Hoping for Poison Point here.

Dwebble/Crustle: 95% of this run's problems will be solved by "Shell Smash, ?, profit" as we saw in the Rock run.

Yanma/Yanmega: The return of the Obligatory Route 10 'Mon, key point will be Speed Boost and STABs, as it helps me make sure I get an SA+ nature (Quiet gets ignored because of Speed Boost).

Heracross: If only I could get his Mega Stone in, but he's quick and brings Fighting STAB (plus Rock neutrality, which this team NEEDS.)

Durant: Yeah, yeah, Route 18. But I need something with Steel, and Durant's extremely fast and comes equipped to bring the pain out of the box.

Let me say for the record I preferred this run far more when it had Volcarona and Galvantula.

Other Team Members:
Butterfree, Vivillion and Beedrill in the early game. Nincada/Shedinja for stalling purposes.

Why not use...?
Burmy/Wormadam, Mothim, Ledian: Bug/Flying types who create incredibly large vacuums

Nincada/Ninjask: Not enough of a movepool

Combee/Vespiquen: Slow and getting one is a PITA

Volbeat/Illumise: Outclassed by pretty much everything, 3-stage SA booster or no. Which sucks, as I would've liked to have Dazzling Gleam, but no dice.

Pinsir: Unobtainable in X and Heracross does his job better anyway.

Escavalier and Accelgor: Limited movepools both, plus trade evo required.

Ariados: As far as late-game Pokemon go, Durant wins every day of the week and twice on Sunday.

Scyther/Scizor: Trade evo required + Route 21.

Major Battle Expectations:
Viola: 98% Sleep Powders for the win, with a side of "Oh look, I resist Infestation".
Grant: Lots of Rock Smashing and Bulldozing, but I am going to *hate* this place.
Korrina: I'll resist everything but the stray Rock Tombs, but it's largely going to be down to Sleep Powders.
Ramos: Finally, an easy oOH CRAP ACROBATICS
Clemont: A lot of Potioning on Crustle and Heracross Brick Breaking everything in sight.
Valerie: Scolipede and a side of Dig.
Olympia: I'll either be KOing everything in sight or a lot of things are gonna die. Yanmega's going to go off here, hopefully.
Wulfric: Hi Crustle, here's your first Smash sweep.

Rival: Since I'm sticking the rival with Froakie, most of that team is Bug-weak. Yay.
Team Flare: Oh joy, an entire run of things weak to Houndoom. This'll be fun.
Elite 4: I believe my only hope is Smash Sweeping THE ENTIRE E4.
Champion: Durant's going to go HAM here once we get rid of Hawlucha.

Trainer:
I'm playing a female on this run, thankfully there's an ancient story about a princess who loved bugs. In fact, you might've heard of it... Nausicaa. She's from the Valley of the Wind, and she's got a lot of friends... and the final team is going to be all Miyazaki main characters.

Dragon run complete!

So off we went to the Elite 4... and you know what this means. PBP time!

Malva
Probably the type I'm best equipped to handle.

Naga v Pyroar
Opening Earthquake OHKOs.

Komodo v Torkoal
Surf does about 85%, and Torkoal counters with Earthquake for 100 dmg (61/161). Dragon Pulse up against Full Restore 1 does 2/3, allowing Sludge Bomb to finish.

Kaiser v Talonflame
Plays out just like in Rock -  Brave Bird does about 40 and Rock Slide ends it.

Alcar v Chandelure
Earthquake OHKOs.

Siebold
Figured I could take the Water next, but I made this one way harder than it needed to be.

Seath v Clawitzer
Mega Thunderbolt OHKOs.

Seath v Gyarados
Remember, when an Ampharos goes Mega, its speed actually DROPS. So Gyarados can get in an Earthquake to bring Seath near 1/3 health (69/203) before getting the inevitable Thunderbolt. I probably should have gone to Komodo here, since it had similar Defense and I wouldn't be stuck against Starmie.

Komodo v Starmie
Starmie gets the jump and throws up a Light Screen, meaning Komodo can only do about 45% with Thunderbolt. Starmie throws a Psychic that takes Komodo to 45/161 and drops Special Defense, while a second Thunderbolt puts it in Full Restore range.I switch to Kaiser.

Kaiser v Starmie
After the Full Restore, Starmie KOs the weakened Kaiser with Dazzling Gleam.

Hurtslime v Starmie
Dragon Pulse goes first and takes 30% off, while Dazzling Gleam takes 70 off Hurtslime (129/199). The Light Screen drops, so I probably should have gone to Sludge Bomb which would've put it in Dragon Pulse KO range even with the Light Screen, but a second Pulse means it gets to Full Restore after putting Light Screen back up. Dragon Pulse is now a 4HKO, and Hurtslime can only squeeze in two before falling to Dazzling Gleam.

Alcar v Starmie
At which point I declare a motion of "F it" and Earthquake Starmie to death.

Seath v Barbaracle
And Mega Thunderbolt OHKOs again.

Drasna
Yay, mirror match!

Alcar v Dragalgae
Earthquake OHKOs, as it should.

Kaiser v Altaria
Dragon Claw OHKOs.

Hurtslime v Noivern
Dragon Pulse takes Hurtslime to 91 before Ice Beam OHKOs.

Hurtslime v Druddigon
We go for the sweep, but Dragon Pulse leaves Druddigon at about 5% and Dragon Tail picks it off. I forgot for a minute that 48 was the base SPEED, not Special Defense.

Seath v Druddigon
Full Restore gets met with a Mega Dragon Pulse for the circuitous OHKO.

Wikstrom
Saving the worst for last here.

Alcar v Klefki
Klefki falls for the bait and gets Earthquaked to death.

Alcar v Probopass
No multi-hit moves here, so we do it the old fashioned way - Earthquake to 1HP, take Flash Cannon (123/219), Brick Break on the Full Restore and EQ for the finish.

Hurtslime v Aegislash
Flamethrower does half to Shield Form, then Hurtslime gets Iron Head to 64HP. Second Flamethrower finishes.

Hurtslime v Scizor
Remember how Scizor's had four or five opportunities to prove Bullet Punch WASN"T theoretical? Yeah, about that. He finally pulls it out to finish the weakened Hurtslime.

Naga v Scizor
Fire Fang OHKOs coming back, as I thank Goddish I kept that one.

Diantha
Time to hope this is more Ice than, well, anything else.

Seath v Hawlucha
Hawlucha Swords Dances futilely and falls to Mega Thunderbolt.

Alcar v Aurorus
You'd think I'd be crazy to throw out a Ground/Dragon against Ice. As it turned out... crazy like a Delphox. Brick Break OHKOs.

Naga v Goodra
Dragon Claw OHKOs.

Hurtslime v Tyrantrum
Dragon Pulse OHKOs...

Hurtslime v Gourgeist
Flamethrower OHKOs...

Alcar v Gardevoir
...and Poison Jab justifies its existence by OHKOing! New hero!

 Pictured: The last time Ricky won a title like that, it was in 23 minutes in Chicago.

And this time, I remembered to upload the team (sorry Rock dudes), so we'll sleep on this and start Bugging out in the AM.

Time of the fall: 35h00m.

Dragon Day 7: Technical Mastery

Current location: Saved at the Pokemon League.

Team at time of entry, all the usual L64:
Naga - Dragon Claw, Fly, Fire Fang, Earthquake
Komodo - Sludge Bomb, Dragon Pulse, Thunderbolt, Surf
Kaiser - Dragon Claw, Rock Slide, Crunch, Earthquake
Seath - Thunderbolt, Dragon Pulse, Power Gem, Signal Beam
Alcar - Earthquake, Dragon Claw, Poison Jab, Brick Break
and Hurtslime - Dragon Pulse, Sludge Bomb, Flamethrower, Ice Beam

Picked up Flamethrower off the hop and dropped Komodo (who was actually L55, but it's hard to tell the difference) before embarking on the Route 18 area... and it was great to go on that route for the first time in a long while without geeting OHKOed by everything that moves in Terminus Cave's basement.

Based on what he was packing, it was fun having Hurtslime solo Sycamore's starter trio with a full collection of moves (OK, Flamethrower and two Thunderbolts, but w/e). The Route 19 Rival Gauntlet Of Mild Discomfort lived up to its name, letting Seath pick off the originals and the entire team was L56 at Snowbelle's entrance.

I ducked over to Route 21 and spent an hour seeing if I could potentially get a good draw on Dratini or Dragonair... and I didn't see either one. Hell, I saw a SHINY BASCULIN, but no dragons. I left without even going for Altaria, because the hell with that.

Snowbelle Gym didn't even get a chance to fire Ice Beams... Hurtslime OHKOed 2/3 with Flamethrower and Alcar managed to outrun Cryogonal (lols) to waste it with Rock Tomb.

Victory Road went down quite quickly, and it only took about four Honeys to put us in Rare Candy range. Also, because of a lack of care, I ended up north of $1.9m in cash so I bought myself up to 99 Max Potions, Full Restores, Revives and Full Heals because *eff* you, that's why.

The Elite goes down tonight... and Bug starts tomorrow.

Sunday, April 20, 2014

Dragon Weekend 1: Hitting The Stride

Current location: Saved in Anistar after Flying back post-Flare event. The current team:

Naga - Fly, Fire Fang, Crunch, Dragon Breath (L53)
Komodo - Sludge Bomb, Dragon Pulse, Surf, Thunderbolt (L56 - benching until Snowbelle or at least the triple-threat match)
Kaiser - Crunch, Dragon Claw, Earthquake, Rock Tomb  (L52)
Seath - Thunderbolt, Power Gem, Signal Beam, Dragon Pulse (L52)
Alcar - Dragon Claw, Dig, Rock Tomb, Crunch (L52)
Hurtslime - Dragon Pulse, Hidden Power, Thunderbolt, Muddy Water (L52)

The trek began with a hard round in the Battle Chateau to get Hurtslime up in levels - to the point where I actually encountered a Gym Leader for the first time. Clemont's not as hard as his gym fight thought, as I was able to beat the leader from five levels down (45 thanks to a bad writ).

Route 14 was quickly dispatched and the team hit the Fairy gym... and it was surprisingly easy to deal with. A combo of two well-placed Digs and a couple of Mega-TBolts wiping out Sylveon to get the Fairy Badge. Sadly, nobody can get Dazzling Gleam on this team - why can't Seath, whose entire purpose is to shed light, use it? (Then again, he's needed Tail Glow since Gen 3 and hasn't gotten it... mrgrgr)

There wasn't much to pick up on the first run to the Move Returner, but it finally got Seath some usable Dragon power. The Frost Cavern was surprisingly easy for a bunch of Dragon types, but so much of the team being middle-evos (only had Kaiser and Seath in final form) started to be a drain on resources.

In Anistar, the Gym went down to Hurtslime as I quickly moved into "get evos by any means necessary" mode, so Thunderbolt and a few Crunches pelted the gym. The first part of Team Flare's area was the final straw, but Alcar evolved about halfway through... and we nearly got Naga to evolve by L50 by a couple hundred experience. Two Rare Candies - one on Naga and one on Hurtslime after the 2nd Fly landed me back in Laverre - solved the evo problem, and the 2nd Flare run was so much easier now that everything was going down in one hit.

Tomorrow: Maybe we can beat this? Who knows.

Friday, April 18, 2014

Dragon Day 4: Crashing and Banging

Current location: Saved in Camphier and about to raid the Battle Chateau (again) for levels for our final member. The team current stands at L38 except for our newcomer, Ampharos is now "Seath" after a Dark Souls dragon who fires cursed crystals (Power Gem), the Gabite is "Alcar" who is a late-game boss I could never beat in Xenoblade, and the new Goomy (L32, Naive, Sap Sipper, Dragonbreath/Thunderbolt/Rain Dance/Flail) is "Hurtslime".

It started with a quick Super Training session on Gible, then we stuck Komodo out front to try and level it up in Courmarine Gym. Just as we were finishing off the last trainer in the gym... the game crashed. That's the first time I ever saw that, and considering going in my total time clock was at about 320 hours I'm not even mad. It let me change up strategy and stick Alcar out front and let the Exp Share level Komodo up. Ramos went down to a couple of well placed Rock Tombs and a lot of Aerial Aces.

Route 13 served another purpose - get Komodo up to the rest of the team by Surfing all of the Pokemon I couldn't run from into, uh, fainting. By the time we entered the Flare base, it was L35 and Flare got it up the rest of the way. Clemont ended up Volt Switching to Heliolisk, who futilely Quick Attacked Seath while it Rock Smashed the night away. Alcar picked up the pieces with a couple of Rock Tombs and proved he can dig it, sucka.

Finally, we pounded the Rival into dust and went out Hurtslime hunting. I was looking for something with Hydration, but that ability is entirely theoretical as I have *never* encountered a Hydration member of that family once. The first nature I got that was acceptable was Naive (again), and considering the base at endgame is 150 that would be acceptable. Also, I used the Rare Candy on the route to take care of the last level Kaiser needed to evolve.

Tomorrow (or this weekend, since I have a couple of podcasts to attend and a couple of things to play for said podcasts), we're going to at least get to the final Flare showdown - and I'm going to have the final forms of these guys, even if I have to fly all over Kalos to find the spot to feed Hurtslime a Rare Candy.

Thursday, April 17, 2014

Dragon Day 3: The Most Electrifying Reptile In Sports And Entertainment

Current location: Saved in Courmarine, ready to raid the Gym. In addition to Fangoro, Naga and Kaiser, the newcomers are:

Ampharos (pending nickname) - Naive, Static - L32 - Electroball, Thundershock, Thunder Wave, Confuse Ray @ Ampharosite

Gible (pending nickname and Super Training) - Naive - L28 - Sandstorm, Take Down, Sand Tomb, Slash

Skrelp "Komodo" - Timid - L1 - Tackle, Smokescreen, Water Gun

The day started on Route 10 and wrapped into Geosenge Town, where the Lucario went down to a combo of Naga and Kaiser. By the time Naga got caught up, I was L29 (the highest I've ever been at this point when I wasn't soloing the game back in Ice) and Reflection Cave was a nice break as opposed to an exercise in frustration.

The first stop in Shalour was a quick run to Route 12 to pick up Mareep... and there's nothing more irritating than five sheep slinging Growls and Thunder Waves on physical, slow Pokemon. I got a good draw on the third one - Amphy has high HP, for one thing - and STed it up before doing some leveling in Reflection Cave to get it back to par.

After beating the Rival for the first time and a few trainers in the gym, I was able to stick the then-Flaaffy out against Korrina, and the nasty Electro Ball/Thunder Wave combo brought it to Machoke (whose Rock Tomb was probably Guts boosted, knowing my luck), before Kaiser finished it. Route 12 served to get us Ampharos, and then Azure Bay held the Mega evo stone. Booyah.

Upon pullng into Courmarine, we got the items and I snuck out to Route 13 (yuck) to get Gible. Thankfully, the first one had a nature I could live with so I got the hell out of there, and went to grab Komodo - who had to hatch in Y because Bank apparently blocks Egg transfer. But I did get to apply a suitable nickname AND get Komodo's Super Training done, so no big loss there.

Tomorrow: Hopefully everybody catches up, we're gunning for Clemont, and maybe we'll get to join the Church of Goomy. (Yes, that exists.)

Wednesday, April 16, 2014

Dragon Day 2: Rock Solid Performances

Current location: Saved on Route 10. The team currently stands at L27/L28:

Charmeleon "Bahamut" - Scratch, Fire Fang, Dragon Rage, Shadow Claw
Axew "Fangoro" - Dragon Claw, Aerial Ace, Rock Tomb, Strength
Bagon "Naga" - Ember, Rock Tomb, Aerial Ace, Shadow Claw
Tyrunt "Kaiser" - Rock Tomb, Bite, Rock Smash, Bulldoze

Yes, that's two Final Fantasy, one Fire Emblem, and a KIRBY'S EPIC YARN reference. I regret nothing.

Started out by wrapping up Naga's ST, then leveled them up through the Glittering Cave until we got to the Jaw Fossil. Kaiser is Hasty (+Speed -Defense), which I can deal with by simply KOing everything in sight.

After that, I actually boxed Bahamut for a bit and rolled Route 8's bottom part with just the three Dragons, since Bahamut was L25 and the rest were in the low 20's. It also involved a lot of trips to the Battle Chateau - so much so that I'm a few battles away from unlocking the L35 rounds and have more money than small countries right now. Instead of the Amulet Coin, I'm giving the slow growers (Fangoro/Naga) the Lucky Egg.

The team of 3 carried into the Rock gym, where I solved my Amaura problem by sticking a Cheri Berry onto Naga before it got Rock Smashed to smithereens. Kaiser rolled his counterpart to pick up Rock Tomb for pretty much everyone.

Tomorrow's plan: Get to Shalour, get a good Mareep, and get a certain something bred...

Tuesday, April 15, 2014

Dragon Day 1: The Bugs Lie Bleeding

Current location: Standing around (literally) outside the Connecting Cave. Current party is:

Charmeleon L22 - Rash - Scratch, Ember, Dragon Rage, Smokescreen
Axew L14 - Jolly, Mold Breaker - Leer, Assurance, Dragon Rage, Dual Chop
Bagon L14 - Mild - Rage, Bite, Leer

Yeah, I just caught the last two. Axew's STed, but Bagon isn't, and I still need to nickname and TM the buggers. Tyrunt's coming tomorrow, which will slow me down further.

Got a lot of defensive affecting natures on Froakie and Fletchling, actually decided to use Pikachu this time because why not? Viola went down to three Thundershocks from Pikachu, after Fletchling ran it out of Potions.

Picked up Charmander - got a good draw on the first shot, which helped - and STed it up, got it past the two double battles (Routes 5 and 6) and immediately started soloing everything in sight. Dragon Rage as a fixed 40 dmg helped immensely. I'm also carrying the Snorlax who went down to a Quick Ball, but it didn't get any experience.

Catching Axew and Bagon was not fun, though - Axew's 10% in Connecting Cave (so roughly 5% of the right ability) and Bagon's even rarer. It took about 6 or 7 Axew before I got the Jolly one, and both times I managed to find the worst possible ability on both of them (Timid - +Speed, -Attack - good for Amphy/Skrelp/Goomy, not so much these guys). Thankfully, Bagon got an acceptable nature in the 2nd.

Tomorrow; Level up, get Tyrunt, beat Grant. Anything beyond that is a bonus.

Type Preview: Dragon

It's a type so devestating for two generations they had to introduce a hard counter to stop it, and THAT didn't appear to help. It's a group of Pokemon who count among its numbers over 50% of the psuedo-legendaries, and as a group they have the highest collective stats in the game.

Get the Sisqo blaring, it's time to unleash the Dragons. (FINALLY! GEEZ! - Kaiba, Yu-Gi-Oh Abridged)

Type Effectiveness
Attacking: Super-effects itself, resisted by Steel, no damage to Fairy.
Defending: Super effected by Ice, itself and Fairy. Resists Fire, Water, Electric, and Grass. Yeah, I'd take those too.

Dual types:
Thanks to Mega evos, Fire, Water, Electric, Poison, Ground, Flying, Rock and Dark are available in game. Postgame adds Ice, Psychic, Ghost, and Steel.

Probable Final Team:
Bagon/Shelgon/Salamence: I don't even have to remember to use Fly once I get Salamence since he'll learn it naturally. Provides air coverage and hyper-offense, plus Intimidate is always fun.

Skrelp/Dragalgae: Look, I'm aware this is supposed to be an X run. This is purely for research purposes, as I want to see if carrying a Poison/Dragon actually means anything in the endgame so I can say you would be best served doing the Dragon run in Y. (It will come in at L1, as I'm sending an egg through Bank.)

Tyrunt/Tyrantrum: Played his way onto the team in the Rock run, and now we don't have to worry about wasting moveslots all the time.

Mareep/Flaaffy/Ampharos: Only qualifies as a Dragon for purposes of this run by virtue of the Mega evo, but that's good enough for me. Will fill some holes in the coverage if nothing else, and I'd like to carry STAB Thunderbolts for things like Mega-Gyarados.

Gible/Gabite/Garchomp: Will spend a grand total of about five minutes as a Gible, STAB Ground is always handy, even if he is a little redundant with Tyrantrum. We'll make it work, though.

Goomy/Sliggoo/Goodra: Probably the most controversial pick of the bunch, especially given the hoops I have to jump through to get the damn thing to evolve. Main purpose is to provide physical/special balance, so I'm hoping to get something like Rash or Modest. Has access to Sludge Bomb AND Ice Beam for some reason.

Why not use...?
Charmander/Charmeleon/Mega Charizard X: It'll be the run inagurator, but I'm not going to go all the way with it simply because I need Ampharos more and to keep in the spirit of the run, I can't let either one be unable to go Mega.

Axew/Fraxure/Haxorus: If there were more Levitators in this game I'd keep it around, but it's made redundant by Bagon (ON THE NEXT ROUTE) and Goodra. (Either one of them could fill in for Tyrantrum if I don't feel like taking it again, but Haxorus is more likely to do so.)

Horsea/Seadra/Kingdra: Evo item is pre-8th badge, and it's a trade evo.

Trapinch/Vibrava/Flygon: Uh, Gible is RIGHT THERE. Awkward middle phase as a Vibrava.

Noibat/Noivern: Comes in too late (post-Flare) or it'd be in the Salamence slot.

Swablu/Altaria, Dratini/Dragonair/Dragonite, Druddigon, Zweilous/Hydreigon: Come in even later (realistically, I'm IN Snowbelle next to an Ice gym for the first two, and in Victory friggin'  Road for the last two).

Major Battle Expectations:
Viola: Don't have anyone at that point, but I'm probably grabbing Froakie so it'll probably involve use of a Fletchling.
Grant: Bulldoze rocking faces should get us through here.
Korrina: No real positives or negatives, though I'll probably be swapping Mareep/Flaaffy/Ampharos in a lot.
Ramos: Everyone resists Grass, so that'll make things easier.
Clemont: Gabite will shine here, with Tyrunt on standby/Emolga destruction duty.
Valerie: Eeeeh... Poison Jab TM working overtime here, I think. As well as Skrelp.
Olympia: All about the power and some Amphabulous Thunderbolt action.
Wulfric: Should be able to overwhelm the Ice types, I just can't afford to get hit.

Rival: I'm taking any possibility of decent damage away by grabbing Froakie, so I'm expecting to stall out Absol and waste Chesnaught, especially when Salamence hits.
Team Flare: Sheer power and Gabite/Garchomp win the day here.
Elite 4: Aside from Steel, these are all extremely winnable matchups.
Champion: Going to have to overwhelm and find a way to outrun Mega Gardevoir (Good luck).

Trainer:
Pokemon has a rich history of dragon trainers, but for this one I'm going to look to another fandom... the realm of professional wrestling, as it turns out. From Vainville Town, 140 pounds, Ricky "The Dragon". As for the nicknames? Probably a lot of mythological references.

Monday, April 14, 2014

Rock run complete!

Subtitle: We Will Rock You 'Cause We Are The Champions

We got Lairon, we got Shuckle, we got the tree, we're done. Wulfric met the business end of Skynyrd's Iron Head, Victory Road was a cinch after the Rival, but we hit the Elite 4 at the usual L64. Team was as outlined previously, so let's dance.

First up...
Malva
Probably the most obvious lead yet.

Steven Tyler (hence S.Tyler) v Pyroar
Pyroar gets the jump and lets loose a Noble Roar, so the Razor Shell counter only does about 70%. Pyroar then uses Wild Charge which does some light damage (129/169), but Brick Break is enough to do it in.

Denver v Torkoal
The opening Rock Slide does 75% to Torkoal... and flinches, which brings out Full Restore 1. A Dragon Claw on the FR turn does 35%, meaning Rock Slide 2 gets the duke.

Denver v Chandelure
Rock Slide OHKOs here.

S.Tyler v Talonflame
4x resist to Fire, 2x to Flying. Brave Bird takes Steven down to 96/169, and Rock Slide finishes after the recoil is assessed.

Drasna
The most appetizing of the remaining matchups.

Tori v Dragalgae
The opening salvo comes Earthquake, which does... 95% or so. Surf brings Tori to 50/166, so on the Full Restore turn Shell Smash intensifies. Earthquake gets the duke.

Madonna v Altaria
Ice Beam. 'nuff said.

Madonna v Druddigon
A second Ice Beam goes off... and Druddigon has 1%, more like 1HP, left. How he survived I'm not sure, but that lets him fire Revenge off... and Madonna's not taking too many 120 power Fighting moves and surviving.

Denver v Druddigon
Druddigon gets Full Restore 1, but Denver avenges the fellow fossil by Dragon Clawing Drudd to death (and taking 1/4 health on the Rough Skin)

Zappa v Noivern
Dragon Pulse brings Zappa to 74/170, but Ice Beam takes Noivern to 0.

Wikstrom
I thought this was the better matchup between S.Tyler resisting and the high Defense. Little did I know...

Tori v Klefki
Klefki lays down Spikes, officially screwing Sturdy Smash, and the EQ counter leaves Klefki at 5%. Another Smash on Full Restore, another OHKO with Earthquake.

Skynyrd v Scizor
I kept Fire Fang for a reason. OHKO

S.Tyler v Probopass
Razor Shell does about 70% damage on turn 1, and the countering Earth Power brings Steven to 68/169 and drops the SpDef. Brick Break ends it.

Denver v Aegislash
Denver takes a round of Spikes damage, then fires with Crunch (just slightly more powerful than Earthquake because of Strong Jaw) to lop 70% off. At this point, I'm thinking "Oh crap" but Denver SURVIVES IRON HEAD WITH 11 HP. In my notes, there's three !s for this. Crunch 2 finishes.

Siebold
There's really only one way I can win this fight. Let's see how it goes.

Tori v Clawitzer
Turn 1: Shell Smash. Clawitzer gets Water Pulse off... and Tori has Sturdy, so it survives with 1 HP. X-Scissor finishes.

Tori v Barbaracle
I'd have put Steven out if I didn't want to lose +2/+2. Earthquake OHKOs...

Tori v Starmie
...and X-Scissor OHKOs...

Tori v Gyarados
...and the +1/+2 Rock Slide OHKOs. Hrm. Tori levelled up here.

Diantha
Remember, she leads with a Fighting type. So why would I put Madonna out first?

Madonna v Hawlucha
Well, it helps when the Fighting move is actually 2x instead of 4x... or so I thought. Flying Press CHd... and Madonna hung on by SIX HIT POINTS. (!!!!!) Ice Beam OHKOed back.

Denver v Goodra
Dragon Claw OHKOs, which doesn't bode well for the next run...

S.Tyler v Aurorus
Not messing around with fancy dual-typed moves, Brick Break does its usual.

Skynyrd v Gourgeist
Skynyrd hits the air to dodge Trick-or-Treat (ooh, Shadow Claw STAB if I cared), and Fly OHKOs.

Zappa v Tyrantrum
Moonlight has to be the best shot here... nope, Tyrantrum survives with about 5% health and OHKOs back with Crunch. Operation Moon: *pop* FAILURE

Skynyrd v Tyrantrum
I figured Iron Head had to be a 2-shot based on the Wikstrom fight. On the Full Restore turn, we hit the first one... and it crits for the OHKO. Well now.

Skynyrd v Gardevoir
In a Mega showdown, Iron Head wins. Flawless victory.

Pictured: The Elite 4 MVPs (though Skynyrd was the overall run MVP)

Now to assemble a few Pokemon for, um, nefarious purposes on the Dragon run...

Sunday, April 13, 2014

The Rock Weekend: Under Pressure

Current location: Saved in Anistar City, about to pick up Flamethrower in the morning, team is L53.

Zappa - Psychic, Moonblast, Grass Knot, Charge Beam (last two to be replaced by Shadow Ball and Ice Beam, then swapped *back* to Grass Knot for one fight during the E4, yadda yadda)
Steven Tyler - Razor Shell, Night Slash, Rock Tomb, Surf (last two: Rock Slide and Brick Break)
Tori - X-Scissor, Rock Slide, Dig, Cut (last two: Earthquake and Shell Smash)
Denver - Dragon Claw, Crunch, Rock Tomb, Strength (last two: Rock Slide and Earthquake)
Madonna - Freeze-Dry, Thunderbolt, Ancientpower, Nature Power (last one: Dark Pulse)
Skynyrd - Fly, Iron Head, Fire Fang, Thunder Fang (no changes planned)

The story begins with a tour of Lumiose for shiggles as I try to see if I can stay up long enough to evolve both Denver and Madonna close together, but that didn't work out according to plan. Instead, we rolled Route 14 and took on the Fairy Gym, which went pretty much as expected except for Sylveon surviving long enough to squeeze a Charm off against Skynyrd.

Denver evolved in the Poke Ball Factory, and a quick tour of the 15->Lost Hotel->16 complex let me handle Madonna's evo and general leveling of the team - the fact that I'm able to do Sky Battles and not miss Exp is helping as well.

In the Frost Cavern, I actually didn't have all that much trouble with the Fighting round... though that's largely due to it being a combo of Skynyrd and Zappa's turn to ride. Even the dreaded Brains and Brawn got wrecked by Tori.

After the Psychic gym was swiftly dispatched, it was time for Flare. And a big run it was - Steven got Razor Shell to give it a usable Water attack for the first time since Surf was added, Zappa learned Moonblast for Fairy fun, and Skynyrd basically wrecked everything short of MegaGyarados.

Tomorrow's goals are two-fold: Get to the Elite, and figure out which 6 of 8 will be used for Dragon coming up next.

Friday, April 11, 2014

Rock Day 3: Fat Bottomed Girls

Current location: Saved in the central Pokemon Centre in Lumiose, team is L37. And we have...

Zappa: Psychic, Rock Slide, Grass Knot, Charge Beam
Steven Tyler: Rock Tomb, Surf, Poison Jab, Slash
Tori (now a Crustle): X-Scissor, Rock Slide, Dig, Cut
Denver: Dragon Claw, Rock Tomb, Crunch, Strength
Madonna: Ancientpower, Aurora Beam, Nature Power, Charge Beam
Skynyrd: Fly, Rock Tomb, Crunch, Rock Smash

Went up and picked up Aerial Ace (a solid filler) for Skynyrd to start, and then it was off to Geosenge for the dreaded Double Lucario. Thankfully, that fight ended quickly with Skynyrd's Bulldoze.

Through the Reflection Cave, only losing two Pokemon to the Throh/Hawlucha double shot, before levelling up a bit into Shalour City. Hawlucha couldn't touch Skynyrd, so it was three AAs, a Rock Tomb, and a 4th AA to finish.

Courmarine was fun when I didn't make the mistake of leading with the Water/Rock type, Poison Jab or no. A combo of Fly and X-Scissor got the job done there.

By this time, the team was building up a good supply of STAB (and in Denver's case, psuedo-STAB) moves, so much so that I had to start ditching Bulldoze and Dig in slots where I can't ditch HMs yet. This would present a problem with the Electric gym, where it took a combo of Skynyrd wiping out Emolga in one, a stray Full Restore and figuring out how to take out Heliolisk to get the badge and (more importantly) the Thunderbolt TM for Madonna.

Plans for the weekend that don't involve hunting monsters or podcast editing: At least get to Laverre City and figure out how we're getting past the Sylveon. (Probably the same way we always do: Mega Fly.) Also, I'm hoping to get Steven/Madonna/Denver to L39 tomorrow, so they'll evolve - although Madonna is a lady of the night, so I have to hold off on her.

Thursday, April 10, 2014

Rock Day 2: Princes of the Universe

Current location: Cyllage City, just beat Grant and got the most important thing of all: STAB for everybody!

Let's meet the team, shall we?

Zappa the Lunatone (L25) - Naive - Confusion, Rock Slide, Hypnosis, Psywaye
- Psywave is actually proving to be quite useful right now, it's actually outdamaging Confusion. That'll change as the SA stat increases, of course.

Steven Tyler the Binacle (L24) - Clamp, Rock Tomb, Shadow Claw, Slash
- Those last two moves are doing way more damage than they should. Thank you, Sniper.

Tori the Dwebble (L24) - Bug Bite, Rock Tomb, Bulldoze, Cut
- First Pokemon stuck with an HM, first one to evolve, and the first to have lunch with Bug Bite.

Denver the Tyrunt (L24) - Brave - Rock Tomb, Strength, Bite, Bulldoze
- Second Pokemon stuck with an HM, I wish his other Strong Jaw moves didn't require breeding. Voted "Most Likely To Not Use Bulldoze".

Madonna the Amaura (L24) - Mild - Aurora Beam, Nature Power, Icy Wind, Take Down
- Same as the Ice run, except now it has five teammates off the hop.

Skynyrd the Aerodactyl (L24) - Naughty, Pressure - Rock Tomb, Bite, Rock Smash, Bulldoze
- About to pick up Aerial Ace for a secondary STAB, which will be quite abused in the upcoming Gym.

Basically, it was "get everyone up to speed, then go beat Grant" day. And it worked out well, as the early availability of Bulldoze/Rock Smash means it's easy to beat down a bunch of fellow Rock types. For what it's worth, I got Lightningrod / Adamant Rhyhorn and Sturdy / Rash Nosepass if for some reason I want or need a B-team.

The Grant fight was a Madonna sweep like the last one, bar the Amaura surviving Power Gem (it was 2 levels down from the Ice run, you might recall) and managing to squeeze off a T-Wave. Tyrunt still got one-shot, though.

Tomorrow's plan: Unlock Mega-Skynyrd. Anything else is cream cheese.

Wednesday, April 9, 2014

Rock Day 1: Don't Stop Me Now

Current location: Saved in the Ambrette City Pokemon Center. We have two Pokemon currently for the run:

male Binacle "Steven" - Adamant, Sniper, trained for Atk/Spd. Named after the Aerosmith front man largely because my favourite Aerosmith song is, amazingly, "Janie's Got A Gun".
female Dwebble "Tori" - Naughty, Sturdy, not yet STed. Named after Tori Amos, who was the first result for "Troubled Female Rocker" that qualified. (Also applicable: Madonna, Cyndi [Lauper].)

I was hoping for Tough Claws on Binacle simply because it would kick in more (33% boost on every move but Surf v 300% 6% of the time... give me the former) but when it came up Adamant, I didn't really have a choice. I haven't gotten them any battle experience, nor TMed them, but that'll go down tomorrow once Tori's ready to go.

In the meantime, I ended up with a Naughty Chespin and official "Mountain filler" Fletchinder came in at Modest. The first gym went down to Rollout (at least Viola did), and the only thing I've left to do on Route 7 is clean out a couple of Smeargles, get my Battle Chateau on, and pick up a few items with Cut.

The plan for tomorrow (Thursday) is get the fossils, and add Lunatone to the team. I've already figured out two nicknames ("Denver" for Tyrantrum in loving tribute to Denver, The Last Dinosaur, "Zappa" for Lunatone because duh, Moon Unit.)

Type Preview: Rock

It's a type known for physical defense, and for being the only type that would be super-effective on a Pokemon of all 18 elements. Its special defenses are in the crapper, though I can take steps to mitigate this. It's without question the most physically biased type in the game, and all of its Pokemon show up within 20 minutes of each other. It's weak to Fighting again, because I hate myself.

One question: Do you smell what the Rock is cookin'?

Type effectiveness:
Attacking: Super effective against Fire, Ice, Flying, Bug. Not very effective against Fighting, Ground, and Steel.
Defending: Super effected by Water, Grass, Fighting, Ground, and Steel. Resistant to Normal, Fire, Poison and Flying.

Dual types:
Fire, Water, Ice, Ground, Flying, Psychic, Bug, Dragon, Dark, Steel, and Fairy are all in XY. Add in Bank for Grass and Fighting.

Probable final team:
Binacle/Barbaracle: Ideally this would be an Omanyte, but Lord Helix is technically postgame so that's a no go. We'll make due with a Pokemon I've used before, who has decent move variety even if it's incredibly biased toward physical with the sole exception of Waterfall.

Dwebble/Crustle: Two words: Shell Smash. One more: Sturdy. Seriously, one Smash and this thing nearly swept Iris R2 in BW2. My body is ready to see if we can repeat this in XY.

Lunatone: I need one of the Celestial Bodies to make sure I have something else to switch into Earthquake, and Lunatone has a wider movepool. In fact, I'm probably not even using Special Rock STAB on this one because it doesn't have any - it does, however, have Moonblast.

Tyrunt/Tyrantrum: Rock/Dragon with psuedo-STAB on Dark moves and this thing hits like a truck. Since it's a fossil, it's way easy to control the nature.It may be possible to forego Earthquake and still rock everything.

Amaura/Aurorus: Wait, really? 2 Fossils? And the answer is yes. I suspect this one's more essential than Tyrantrum, so this is the control experiment.

Aerodactyl: 3rd fossil of the run. You get its Mega Stone as part of the story. I'd be a fool. Problem is, it's got like nine moves I want to use. (All three Fangs, Iron Head, Fly, Earthquake, Rock Slide, Crunch, and Dragon Claw.)

Why not use...?
Solrock: Really relied on move tutors when I wanted to use it, because the movepool is highly Special but the Attack is the higher stat. If I could get, I dunno, Zen Headbutt and Flame Wheel on it I'd be happier.

Relicanth: Combination of lower stats than Barbaracle and less overall damage even if Barb ends up with Sniper. Plus, it comes in at like, post-6th badge and I'll need a Surfer far before that.

Rhyhorn/Rhydon/Rhyperior: For all the love Rhyperior gets, I'm stuck with Rhyhorn for a long time and then it's a trade evo.

Nosepass/Probopass: Wasn't too thrilled with it in the Steel run and can't think of a Pokemon in here it's better than.

Roggenrola/Boldore/Gigalith: Trade evo, not enough advantages to being pure-Rock.

Carbink: The ability I want comes in hordes only, and Lunatone probably has a stronger Moonblast even without type bonus.

Corsola: Sucks [redacted] through a straw.

Geodude/Graveler/Golem: Trade evo, no real variety in moves.

Magcargo: See Corsola. If it could Power Gem I might've considered it, but no dice.

Shuckle: Probably the worst Pokemon possible for an ingame run, and that covers a LOT of ground.

Aron/Lairon/Aggron: Simple matter of availability (post-7th badge).

Larvitar/Pupitar/Tyranitar: Same issue as Aggron, with the added hassle of being a Y Pokemon.

Sudowoodo: Stats aren't that hot, and it's technically AFTER the 8th gym city.

Major battle expectations:
Viola: I won't have a Rock type at all or this would be a cakewalk, but since my starter choice is Chespin I'll still have Rollout.
Grant: An entire party of Pokemon who can use Rock Smash at minimum means this should be easy. Or I'll just use Amaura again.
Korrina: Aerodactyl and Lunatone get their paychecks here. And every other cave in the game.
Ramos: Aerodactyl is the obvious answer here, but the urge to get Dwebble into Crustle here is strong.
Clemont: Bulldoze or Dig everything before they can Thunderbolt us is the plan.
Valerie: Pretty sure someone's going to get to Poison Jab everything in sight, with comedy Ground moves for Mawile.
Olympia: Fire up Crustle, Barbaracle or anything with X-Scissor really.
Wulfric: Finally, something that can outrun Cryogonal. The hard part's going to be getting rid of Avalugg (probably involves Ancientpower from our two Specialists.)

Rival: He's stuck with Delphox, because I'm evil like that. Lunatone probably has the most fun here.
Team Flare: Scraggy/Scrafty are the trouble spots, along with the sick running joke of Gyarados problems.
Elite 4: Order is Fire -> Dragon -> Steel -> Water. Not going to have the option of randomly throwing Grass Knot on something this time.
Champion: Remember, Rocks take neutral damage from Flying Press. Also, Aero v Gardevoir is going to be quite entertaining for the eight seconds it lasts.

Trainer:
Since we're playing a female this time, and I'm not going straight for the "Roxanne" reference from RSE, I'm going to go with Joan (as in Joan Jett, best known for "I Love Rock 'n Roll"). The Pokemon will be named after rockers of choice as well.

Tuesday, April 8, 2014

Going Forward, Or How I Learned To Stop Worrying And Follow The Type Chart

So now with the Dark run being complete, we are 1/3 of the way through this little experiment. I've filled Box, abused stat drugs and done so much Super Training I may be ready for a Kid Icarus Uprising tournament. So let's review, shall we?

Although it didn't end up being the plan, I basically have alternated between the nine "physical" types from up until the big gen 4 split and the nine special types, going Ghost -> Fairy -> Poison -> Ice -> Steel -> Dark. I kind of like the idea of going backwards through the type chart in this fashion, so here's the order for the rest of the runs:

1) Rock
2) Dragon
3) Bug
4) Psychic
5) Flying
6) Grass
7) Ground
8) Electric
9) Fighting
10) Water
11) Normal
12) Fire

This works out well as I've already done a Fire run on X before, but I had a REAL unfair advantage on that one. (Thanks, Torchic.)

Potential trouble spots:
Dragon - Most of this run is composed of slow-group Pokemon who are going to *love* the Exp Share. Also, two issues outlined below.
Ground - More of an annoyance than everything, as this run basically starts Route 1 with Bunnelby. Yes, Bunnelby. And he's the only thing I can use until Ambrette, unless I for some reason raise Nincada until L20.
Electric - The significant shrinkage of movepools for Electrics and the fact that Pikachu is prominently involved.
Grass - Oh hi, everything super effects me.

Also, there's the question about the rules for Megas on this run. There's two Pokemon for who this applies: Charizard and Ampharos. In Charizard's case, can I bring it with me and force Mega in every fight once it's a Charizard? And in the Flying run, if I bring Charizard, is that Mega Stone out of play? (There's probably a simple solution to the latter, involving using Talonflame, but still.) Ampahros will probably play the role of main Mega in the Dragon run.

As well, since this is getting turned into an FAQ at some point, I will say this now: The Dragon run WILL have Dragalgae by way of breeding and Bank. As part of the document, my plan is to recommend a version to do the run on. For instance, Ice and Dragon would be easier in Y because of the presence of Cloyster and Draglage, whereas Fighting and Bug are a lot easier in X because Heracross and to a lesser extent Sawk are around.

But there will be time to explain my choices for the Dragon run when we get there. For now, it's time for rock and/or roll.

Dark run complete!

Victory Road? Easy as pie.

Grinding? 11 Rare Candies took care of that.

So we went into the Elite 4 with the following:

Suzaku - Surf, Dark Pulse, Ice Beam, Extrasensory (and Grass Knot for one battle)
CC - High Jump Kick, Crunch, Poison Jab, Dragon Claw
Rolo - Night Slash, Psycho Cut, Superpower, Rock Slide
Jeremiah - Earthquake, Crunch, Outrage, Rock Slide
Cecilia -  Flamethrower, Dark Pulse, Sludge Bomb, Thunder Fang
Lloyd - Iron Head, Night Slash, X-Scissor, Poison Jab

And with this crew, could the OHKO record be gone? Well, let's find out.


Malva
Opening with vengeance from last time.

CC v Pyroar
Pyroar gets the drop and takes CC down to 89/170... but HELLOJUMPKICK OHKOs back.

Jeremiah v Talonflame
HOLY CRAP JEREMIAH WENT FIRST. OHKO, of course, off Rock Slide.

Suzaku v Torkoal
Surf OHKOs.

Cecilia v Chanderlure
And Dark Pulse completes the sweep. (OHKO count: 4)

Wikstrom
Dark being neutral to Steel now, and I had a plan for one in particular...

Jeremiah v Klefki
Jeremiah OHKOs with Earthquake, as the Dark type lures Klefki into not using a status move.

Rolo v Aegislash
Aegislash uses King's Shield to dodge Night Slash... and Rolo gets a free Attack doubler from it. :-P Night Slash does 90% to Shield form, and Iron Head takes Rolo to 100/196. On the Full Restore, Aegislash is still in Blade Form so Night Slash cleans it up.

Cecilia v Scizor
Flamethrower OHKO, obviously.

CC v Probopass
Not wanting to activate Sturdy, CC Crunches and Flash Cannon takes CC down to 130. High Jump Kick for the win... MISSES!! And CC survives the Flash Cannon with TWO HP. A second kick doesn't miss. (OHKO count: 6)

Drasna
There was one specific reason for a certain move...

Jeremiah v Dragalgae
Earthquake OHKOs, and Moxie gets a +1, which is about to become relevant...

Jeremiah v Altaria
Outrage with a +1 OHKOs...

Jeremiah v Druddigon
Outrage with a +2 OHKOs (175/200 because of Rough Skin)...

Jeremiah v Noivern
...and Outrage with a +3 OHKOs. All too easy. Jeremiah levels here. (OHKO count: 10)

Siebold
Lack of Electric moves, and a temporary sub for Grass Knot being required, means I'm kinda worried about this one.

CC v Clauncher
And this is why. High Jump Kick does 75%, and a Mega Launcher-powered Aura Sphere does 116 (54/170) coming back. Second High Jump Kick finishes.

Lloyd v Starmie
Surf takes Lloyd to 85/175 in his debut, but Night Slash OHKOs back.

Suzaku v Barbaracle
Hence the Grass Knot, OHKO of course.

Rolo v Gyarados (free +1):
Rock Slide... MISSES turn 1. Waterfall does 81 back (115/196). The +1 means Rock Slide does 75%, but this lets Gyarados DD up and Waterfall for the duke.

(Note: I ran this fight twice. Both times, a Rock Slide miss on turn 1, and instead of KOing with the 2nd waterfall it FLINCHED the first time. Clearly it wasn't meant to be.)

Suzaku v Gyarados
Grass Knot finishes. (OHKO count: 12.)

Diantha
Time for a little payback, methinks.

Suzaku v Hawlucha
Ice Beam OHKOs, thankfully.

CC v Goodra
Dragon Claw keeps Goodra out of Full Restore range by doing about 65%, before Focus Miss lives up to its name. Dragon Claw 2 finishes.

Lloyd v Aurorus
In a shocking development, Iron Head OHKOs.

Suzaku v Tyrantrum
Ice Beam OHKOs.

Cecilia v Gourgeist
Flamethrower OHKOs...

Lloyd v MegaGardevoir
... and Iron Head scores a OHKO for the win!

 Pictured: Greninja completed his epic day by being confirmed for Smash Bros. I think we all know the winner here. 

Final score: 17 OHKOs. Not quite the Ice run, but close.

Monday, April 7, 2014

Dark Day 8: Anti-Heroes Assemble

Current location: Saved in Snowbelle City after ripping through a bunch of TMs. The group's L56-L57 as we prepare to head off to Victory Road, though I'll save the full team dump for when we actually get there. For one thing, some HMs need deletin'.

There was a great deal of pleasure in beating down the Psychic gym with a bunch of Dark types... the hard part was deciding who to sub in to finish off Meowstic. From there, the Exp Share got cranked as it was time to blitz Team Flare one last time.

I'm almost going to miss being able to resist all of the Dark STAB flying around, though I'm not going to miss not having Thunderbolt somewhere for the late game heroics (read: Gyarados). If only Luxray became Electric/Dark and available in XY outside of nonexistent hackery.

Managed to power through Terminus Cave with a bunch of Fighting-weak Pokemon again, though it did help that Suzaku picked up Extrasensory so I had a second Pokemon capable of SEing them. It also meant Brick Break for Jeremiah. Picked up Waterfall on 19, and proceeded to beat down Wulfric by way of two Flamethrowers and a Metal Claw (still haven't gone back to put Iron Head on because it comes in like, 2000 experience points.)

And I managed to get the time for "get all of the TMs" (remember, this is Earthquake, Rock Slide, Stone Edge, Dark Pulse AAAAAAAND Psychic) inside of 15 minutes.

Tomorrow's plan is simple: Eat. Sleep. Beat Elite.

Sunday, April 6, 2014

Dark Weekend: So Hype I Forgot To Nickname

Current location: Saved in Dendemille Town having just cleared the Frost Cavern and opened up Route 17. The team is largely the same, except I've made the promised substitute for Nina:

Lloyd the Pawniard - L46 - Bashful, Defiant - Thief, Metal Claw, X-Scissor, Poison Jab

And a mild correction from the last update: There was one other thing I could have done to possibly get CC able to blitz Sylveon, and that's giving it Poison Jab in lieu of Strength. I'll definitely be able to try this when the Fighting run happens because I'll have a full team of Pokemon capable of using Strength, so that slot will be opened.

After leaving the Gym and acquiring a Murkrow from a friend in exchange for Rock run assistance, the Poke Ball Factory is down to about a ten minute run, and from there on to Route 15. Finding Pawniard was the top priority, and I would've obviously preferred something Attack boosting, but between Defiant proving free Swords Dance equivalents and the desire to have reasonable defenses, I ended up keeping one with good defenses and what may be the highest native HP possible.

We took down Route 15 pretty quickly, and then stopped in to pick up some moves from the Returner - nothing really major, but I did get Thunder Fang on Cecilia since literally nothing learns Thunderbolt, and more importantly... Rolo has Superpower now. This means, among other things, that he gets a free +1/+1 most battles because there's bound to be something Fighting weak. Also, I may actually use the set of Repels.

From there, I went down to Lost Hotel and Route 16, whereby I made my HM muling easier by grabbing the Super Rod and fishing up Crawdaunt and Sharpedo. Although they won't be used in Battle, at least one of them will get Waterfall so I can pick up those stray TMs after Wulfric (for one thing, Suzaku and Cecilia need Dark Pulse badly).

The run finished in Frost Cavern, where I took a great deal of pleasure in getting Rolo up to +5 Speed and Attack against that one Hiker with the Rock Tomb Relicanth.

Goal for tomorrow: At least get the TMs I need for the end. Yes, that means beating Wulfric.

Friday, April 4, 2014

Dark Day 4/5: Grand Experiments And Badge Runs

Note: There is no Day 5 progress because of Pokemon Battle Trozei, so this covers 2 days.

Current location: Saved in Laverre City having just beaten Valerie. The team is currently L40-L41, and everyone is now final form... until Nina gets boxed due to lack of good offensive Poison moves in lieu of Pawniard.

Shalour had an easy fight against Serena, once Cecilia picked up an actual Fire move to beat down Quilladin with. The Fighting gym was predictably annoying, and Rolo actually didn't make it past Hawlucha, but Suzaku managed to not be Fighting weak long enough to Water Pulse things to death.

Courmarine was quite fun to roll through with Cecilia Fire Fanging everything in sight, and Rolo cleaning up Weepinbell with some well timed Aerial Aces. That led to the Route From Hell, where I curse the lack of a Flying type until Route 15 but was nearly able to get Suzaku to evolve. The Flare base finished that mission off.

In the Electric gym, Jeremiah pretty much went off as expected. Suzaku actually led the fight (because he had the Amulet Coin), so Emolga ate two Rock Tombs and everything else was well Dug out. Finally, we hit Laverre and time for an experiement... can a Scrafty solo Valerie?

Under ideal circumstances - a couple of levels (CC was L40) and a better nature, it might have been possible. It took the Roseli Berry (helpfully located on Route 14) and an X Speed to set up taking down Mawile with High Jump Kick, OHKOing Mr Mime with Crunch before it can either set Reflect or Dazzling Gleam, and then needing a crit to get past Sylveon. But we did do it and now I can go back to get the missing Dark Pokemon and continue on. I only have to ST one Pokemon, so I won't go bankrupt buying drugs as well!

Also, a preview of the update at 1/3... the next type after this is Rock.

Wednesday, April 2, 2014

Dark Day 3: Punky Skunk

Current location: Just pulled into Shalour City. The team is now L29/30, Rolo's a Malamar (and has Aerial Ace), Cecilia has evolved and will actually get a Fire move soon, Jeremiah evolved, I inadvertently overwrote CC's Brick Break and don't care because HELLOJUMPKICK is two levels away, and I have a newcomer:

"Nina" - female Stunky - Stench, Naughty - Cut, Dig, Thief, Shadow Claw

We got Cecilia situated and headed down to the Coastal level for the ceremonial item digging and Swimmer punting... though it was kind of hard when you're leading off with a Fire type. Oh well. Pulled into Cyllage City, beat the Gym including Cecilia needing two hits to take out Amaura with Rock Smash. Also, I gained a new respect for Rolo's Foul Play (it 2HKOed Tyrunt).

Route 10 and Geosenge were soaked with rain, so I sent Team Flare temporarily packing. It took some subtle manuvering to get past Lucario x2, but Jeremiah proved his loyalty and managed to Bulldoze them into submission to get past that. Only took one Revive + Soda Pop combo to do so.

On Route 11, we met Nina, I am officially sick of Naughty natures, and managed to beat the Brains and Brawn in front of Reflection Cave without losing Nina so I call that a win. The cave itself had a hairy moment at the hands of a surprisingly durable Sawk who ended up wiping out the entire team before I could run back to the Nurse equivalent. So glad he'll be on my side for once a few runs down the road.

By the way, since this is the 6th run, we're about at the 1/3 mark of the project, so I'll be going over plans for the rest of the run after this one ends. I've pretty much got the order decided, starting with a situation where I'll get all 6 party Pokemon within what would be 20 minutes or so of game time if I wasn't stopping to Super Train everything.

Tuesday, April 1, 2014

Dark Day 2: Answering The Call

No badges to report today, but that's just a sign of how long the complex is. Here's the team as it stands right now:

L24 Suzaku - Water Pulse, Round, Thief, Lick
L23 CC - Feint Attack, Brick Break, Headbutt, Low Kick
L22 female Absol "Rakshata" - Naughty, Super Luck - Bite, Shadow Claw, Cut, Rock Smash
L21 male Sandile "Jeremiah" - Jolly, Moxie - Bulldoze, Thief, Sand Tomb, Assurance
L21 male Inkay "Rolo" - Jolly, Contrary - Thief, Psybeam, Hypnosis, Foul Play
L19 female Houndour "Cecilia" - Naughty, Early Bird - Bite, Howl, Rock Smash, Smog

Basically, it was get through Parfum Palace to start, then skip past everything possible on Route 7 to reach 8 and pick up Rakshata and Rolo. Jolly works quite well on an Inkay because once it becomes Malamar the Speed becomes a slight issue, this lets me focus on it. So far, Rakshata's been in beast mode, but I blame the 25% crit chance for that.

From there, it was back to 7 for experience and items, then over to 8, and finally into 9 to pick up Jeremiah. The fun part came after the third round of ST when I was able to tee off on all of the Solrock that seemed to swarm in that cave. Even below the  Solrock's level, Bite was a 2-shot.

From there, it was a zip down to Route 10 and to find an acceptable Houndour. No puns about the nature, please. I also would've preferred Flash Fire, but decided to go with maxing SA/Speed on  it and simply let the nature boost Attack for things like Thunder Fang. It's not like Cecilia would be able to do anything to Malva besides the Chandelure anyway, and that's what Jeremiah and Suzaku are for.

Tomorrow: Finally get the second badge, see if we can survive the Lucario Gauntlet again, hopefully find a good Stunky and possibly unlock Surf.

Dark Day 1: Missed Opportunity Theatre

Current location: About to enter Parfum Palace, with all that entails. We have two Pokemon:

Suzaku the Frogadier - L20 - Timid - Water Pulse, Thief, Lick, Quick Attack
CC the Scraggy - L19 - Docile, Moxie - Feint Attack, Low Kick, Headbutt, Return

Started with Froakie, did the early Super Training and blasted through, enough that I was able to bring down Viola despite not getting Water Pulse (L14) until after the fight. It took several Bubbles/Quick Attacks and I nearly ran out of HP restoratives, but it got through.

At this point, I wanted to save the trainers for a Scraggy so I dodged everyone on 4, speed-ran the Sycamore fight, and went out to grab Scraggy. And for whatever reason, I couldn't find a Scraggy or a Pancham to save my life. Hell, there was a shiny Gulpin in one of the hordes I found (and accidentally brought down, d'oheth). Thinking I should have at least stopped and grabbed one of the Honey on Route 4 before proceeding, so lesson learned for Fighting.

Much like Nidoking, I ended up with a Docile one that had a good nature, but STing it up made it quite good and Moxie can overcome most Attack issues. Went back, speed ran Routes 22->4->5, and actually managed to get past Route 6 before the work shift ended.

Today's plan: Pick up Inkay, Absol and Sandile, ST two of them, and maybe get to Route 10 as well...?