Wednesday, May 21, 2014

Type Preview: Electric

It's a fast moving type with one very obvious weakness, but movepools that make Bug look deep. It's added paralysis immunity to the lineup for unclear reasons. It's made complete by the game's biggest wild card.

It's the most Electric run we've had yet.

Type effectiveness:
Attacking: SEs Water and Flying. Resisted by itself, Grass and Dragon. Can't touch Ground AT ALL.
Defending: SEd only by Ground. Resists itself, Flying and Steel.

Dual types: Normal, Fire*, Water, Grass*, Ice*, Ground, Flying, Ghost, Dragon*, Steel and Fairy are ingame. Bug's added in postgame.
* outside intervention required: either Rotom's transformations or a Mega Stone

Probable Final Team:
Helioptile/Heliolisk: Electric/Normal is an odd STAB combo, but he won't get a Normal STAB since he's special-focused and Normal STAB isn't all that hot.  Serves as the early Surfer, and has a decent Special movepool overall. Probable Final Moveset: Thunderbolt, Surf, Grass Knot, Dark Pulse

Mareep/Flaaffy/Ampharos: It returns from Dragon and serves as official run-Mega. Fills in several key coverage gaps. PFM: Thunderbolt, Dragon Pulse, Power Gem, Signal Beam

Lanturn: STAB Surf, and it's fun to get. Serves as the main anti-Dragon between the Ice move and the Fairy move. The HP will be buffered potentially with Volt Absorb. PFM: Surf, Ice Beam, Thunderbolt, Dazzling Gleam

Stunfisk: What kind of world are we living in when the words "STAB Mud  Bomb" are called for? Well, one where the wielder also has Sludge Bomb and won't die right away to the first stray Bulldoze. PFM: Thunderbolt, Scald, Sludge Bomb, Mud Bomb

Rotom: Yeah, I know, a Rotom run. Deal. Because of the ability to change types, I'll be flying a lot - it'll probably go Grass and Flying at points, but will finish on Fire for metallic bug reasons. PFM: Overheat, Thunderbolt, Shadow Ball, Dark Pulse

Magnezone: The obligatory Steel-type, will be Sturdy enough to allow for quick team healing and generally be one bad mother. PFM: Flash Cannon, Thunderbolt, Tri Attack, Hidden Power

Other team members: May have Raichu (Thunderbolt/Dig/Brick Break/Grass Knot) in for Stunfisk, and he's the run originator. Note that I *will* have a Light Ball for this. Might carry Emolga for the Fighting gym.

Why not use...?
Plusle/Minum: Twin crap

Manectric: It's not in X, if it was I'd have used it if only because of Flamethrower.

Jolteon: Eevee Movepool Syndrome.

Dedenne: If it had access to a special Fairy move, it'd be in.

Pachirisu: Couldn't hurt a Flying type.

Electrode: Not enough moves to justify it.

Major Battle Expectations:
Viola: Pikachu sweeps, Thundershocks all 'round.
Grant: Light Ball Rock Smashes from Pikachu are the best bet.
Korrina: Paralyze everything before unleashing Acrobatics Emolga.
Ramos: Plan is to have Mega-Ampharos tank the lot.
Clemont: Raichu (or Pikachu) gettin' work. Lanturn has possibilities here since it's immune to Electric...
Valerie: Wearing them down with Thunderbolt appears to be the plan.
Olympia: I'll have Magnezone for resistances and Rotom for damage, among others.
Wulfric: sup Rotom

Rival: Oh, like they're getting anything but Froakie. Should be clear for the others.
Team Flare: The Manectrics will be tricky but everything else is owerpowered. Certainly no Gyarados problems.
Elite 4: Siebold's obviously first, but not sure if I'm gonna go through Wikstrom at the end.
Champion: Magnezone and Rotom v MegaGarde... I like my chances.

Trainer:
Probably going to go with a trainer that Electrifies the crowd...Nikola. As for the Pokemon nicknames, I'm not sure at this point.

Ground run complete!

By the way, the stats for the record going into the Elite:
Kamina - 221 Atk, 164 Speed
Simon - 222/116
Nia - 342 (171x2)/105
Gurren - 206/123
Leyte - 247/168
Gimmy - 155 SA, 106 Speed

...so yeah.

Wikstrom
Wait, seriously? Yes, we're LEADING with Steel. This happens two more times.

Kamina v Klefki
Klefki drops a layer of Spikes, but Earthquake crits for a gratuitous OHKO.

Kamina v Aegislash
Earthquake OHKOs... in Shield Form. DAMN.

Simon v Scizor
Fire Fang, next.

Nia v Probopass
Bonemerang hit 1 triggers Sturdy. Of course, there's a second. (4/4)

Malva
Obvious matchup #2 on the way...

Leyte v Pyroar
Earthquake does it in 1.

Kamina v Talonflame
Talonflame's faster, and Flare Blitz drops Kamina to 78/202 HP. Rock Slide... MISSES. Back to Leyte...

Leyte v Talonflame
Flare Blitz brings Leyte to 179/221 on the switchin. Brave Bird brings it to 91, and Dragon Claw finishes but causes a burn (64/221)

Gimmy v Torkoal
Surf does 75%, and Torkoal uses Curse. On the Full Restore, Mud Bomb does 95% for Full Restore 2, and a Thunderbolt/Surf combo finishes.

Simon v Chandelure
Flamethrower takes Simon to 77/219, but Earthquake hits true. (6/8)

Drasna
Creates a nice Z pattern... and just ignore the hose coming from the bottom-right corner.

Gurren v Dragalgae
Finally, an Earthquake that finishes in one.

Leyte v Altaria
Foregoing the Moxie strategy because... reasons. Well, that and STAB Dragon Claw still OHKOs, so why bother?

Leyte v Noivern
Dragon Pulse takes Leyte to 51/221 and Dragon Claw OHKOs back.

Leyte v Druddigon
And Dragon Claw finishes here as well, leaving 24HP after Rough Skin. (10/12)

Siebold
This is it... don't get scared now.

Nia v Clawitzer
Bonemerang connects for a full OHKO.

Kamina v Starmie
Crunch OHKOs.

Kamina v Barbaracle
Now, I have an idea for the end here... Earthquake OHKOs, and Moxie's at a +2...

Kamina v Gyarados
Intimidate brings it to +1, and Rock Slide... LEAVES GYARADOS ON 5%. Waterfall OHKOs back.

Gimmy v Gyarados
Gyarados gets Full Restored, then Thunderbolted to death. (13/16)

Diantha
And to the strains of "Libera Me From Hell", we have endgame...

Gimmy v Hawlucha
Hawlucha Swords Dances, but eats a Thunderbolt to the face for the OHKO.

Leyte v Aurorus
sup Brick Break

Kamina v Goodra
I didn't get to use Outrage on Drasna, so I turn it on the other D-lady for the OHKO and a Kamina levelup.

Simon v Gourgeist
Gourgeist Trick-or-Treats, and takes 2/3 + sandstorm from Ice Fang. Phantom Force does about half even SE, and Ice Fang finishes.

Nia v Tyrantrum
The first hit of Bonemerang gets a critical OHKO, and you know what this means...

Gurren v Gardevoir
Shadow Ball brings Gurren to 39... and Heavy Slam does it! (18/22)

Pictured: If I tried to use her canon outfit this blog would be pushing TV-14.

While the credits roll and I prep for an upload, plug in... 'cause the next run's going to be positively Electric.

Time of the fall: 29:45

Ground Day 6: Don't Underestimate Us

Current location: Pokemon League.

Current team, ready to go and L64 except for one (who went to 65):
Kamina - Earthquake, Crunch, Outrage, Rock Slide
Simon - Earthquake, Ice Fang, Fire Fang, Thunder Fang
Nia - Bonemerang, Rock Slide, Brick Break, Aerial Ace
Golurk - Earthquake, Shadow Punch, Fly, Heavy Slam
Leyte - Earthquake, Dragon Claw, Brick Break, Poison Jab
and Gimmy (the L65) - Mud Bomb, Thunderbolt, Surf, Sludge Bomb

The run was early to rise on Route 18, and Terminus Cave had no casualties even if I could've skipped half of it due to not needing Shadow Ball this time. I figured out a good doubles combo on the Nidoqueen and Nidoking combo - Fly and Earthquake.

In Couriway, the Sycamore fight got me really worried about the E4... Gimmy's getting hit hard by any Water move, and she's slow enough that it's losing damage races even with Thunderbolts. Adding in Sludge Bomb on 19 before the rival gauntlet helped a little bit, but then Leyte picked up Poison Jab and I believe my word was "welp".

As for the gauntlet itself, I elected to Heavy Slam the Florges... a wise decision indeed. The team was L56 going into Snowbelle. And after a quick janut to the Pokemon Village, it was time for... THE ICE GYM. *dramatic chipmunk .gif*

I started by finding out the slower guy wins in a double weather race - but Fire Fang OHKOed Abomasnow from Simon. Kamina outran Cryogonal with Rock Tomb, then it was Avalugg time... and he wasted half the team before I could get Gimmy into to hit two Thunderbolts (the first on a Hyper Potion, he had three Curses) to win the badge.

I elected to forego some of the TMs - just picked up Earthquake and Rock Slide, then went to Victory Road and managed to get all the way up to L62, with Gimmy and Nia at L63. With 11 Rare Candies, I gave everyone but Nia a +2 to make sure we're ready for the Elite 4, starting... NOW.

Tuesday, May 20, 2014

Ground Day 5: Who The Hell Do You Think We Are?

Current location: Team Flare is gone. Wow, that was fast.

Current team:
Kamina: Your argument is invalid.
(Dig, Rock Tomb, Low Sweep and Crunch... but seriously, this is probably the best combo of nickname to Pokemon yet. Yes, even better than my Slowbro and Slowking named "Kotaku" and "Joystiq".)
Simon: Earthquake, Ice Fang, Fire Fang, Thunder Fang. (Wanna guess what we passed today?)
Nia: Bonemerang, Rock Smash, Aerial Ace, Strength @ Thick Club (current attack rating somewhere north of 270)
Gurren (now a Golurk): Earthquake, Shadow Punch, Fly, Heavy Slam
Leyte (now a Garchomp): Dig, Dragon Claw, Rock Tomb, Aerial Ace
Gimmy: Mud Bomb, Thunderbolt, Surf, Discharge

We picked back up on Route 14, and left Rossiu in the box while we picked our way through the trainers on the route. The rain actually helped because it basically gave me the equivalent of STAB Surfs. In Laverre, we pulled out Rossiu one last time... and he proceeded to sweep the entire Fairy gym, though it took a crit against Mawile who managed to get an Iron Defense up, and I had to switch in Gimmy for a couple of rounds to get rid of Charm effects. Still, Rossiu went out as expected.

The team's levels were all over the place at this point because of boxing and the Exp Share - the different growth rates make it hard to keep them close together. Route 15 and the environs were pretty well wasted, no fun battles or anything to report there.

Frost Cavern was weird as I somehow managed to avoid the last trainer on 1F (the 2 Graveler + Carbink Hiker) until after I beat Team Flare and was just going down to heal. Whoops. Gurren evolved just before, so his Fly was much appreciated getting back.

The Anistar Gym was fun, as we got Sigilyph in one thanks to Kamina's Crunch, but Meowstic proved surprisingly durable - surviving Leyte's Shadow Claw, for instance. Eventually, Nia was inserted and you know how that ends up. Thinking if I had found a male Cubone back then, I would've called it Boota since it's an emergency boost of pain.

Finally, Team Flare... and surprisingly, I had more trouble with Lysandre's Pyroar than I did with his Gyarados. Sure, the first time I wasn't able to squeeze in a KO with Gimmy, but once I went to a "lead with Leyte, switch to Simon and Thunder Fang before Outrage wears off" strategy there wasn't as many problems. Of course, I brought Gimmy for the sole purpose of being an anti-Gyarados device, so it's going to need a Shinxesque redemption story soon...

Tomorrow: I *may* be able to at least get into Victory Road, so we'll shoot for at least beating Snowbelle Gym. Though meetings may get in the way of this.

Monday, May 19, 2014

Ground Day 4: The Winding Spiral Path

Current location: Back in the north Pokemon Center of Lumiose after a round of training, about to raid Route 14.

The team is all L37 with one exception, and the movesets haven't changed for the big 5 from yesterday (though Simon's now a Hippowdon) - but we did add two newcomers:

Leyte the Gabite - Brave, STed Atk/Speed - Dragon Claw, Dig, Rock Tomb, Aerial Ace/Shadow Claw depending on the needs of the team at that moment
Gimmy the Stunfisk - Timid, STed SA/Speed, Limber - Thunderbolt, Surf, Mud Bomb, Discharge

After dropping Diggersby for the last time, we set out for a quick jaunt of grinding on Route 12 and the Azure Bay -  despite carrying all of these Ground-types, they didn't get a single Water move off in all of the Azure Bay. Upon our return, it was down to Route 13 and the first Gible caught happened to be Brave - not ideal, but ingame it's workable.

The hard part was getting it to evolve, until I realized there was a new experience mechanic in XY that gives Pokemon past their experience level a 50% booster, which got me a Gabite after beating the rival with some timely switching. For beating down disaster bringers, there's nothing better than a rampaging Nia.  :-)

In the Courmarine gym, I decided to see if Gabite could run it - and after swapping in Rock Tomb to not get nearly wrecked by Jumpluff (one Tomb meant Gabite was faster) and a few Soda Pop Gabite managed to bring down a rampaging Gogoat who helped by committing Take Down-induced suicide.

It was back to the Route That Shall Not Be Named afterwards, and into the Flare office to let Leyte finish catching up inside the Power Plant. Though somehow, Kamina managed to hit L37 first.... Completing the plant meant Lumiose Gym, and the only damage I took prior to the gym battle were a couple of Static-induced paralysis incidents. Clemont managed to inflict the only damage of the gym when Leyte's Rock Tomb didn't OHKO Emolga so it had time to fire an Aerial Ace - thankfully, Nia cleaned up from there. And yes, that included OHKOing Magneton by using Bonemerang to get around Sturdy.

Another round of rival fighting followed, then as it turned out, I didn't need to bring the Pikachu with me after all - a few resets and I managed to find a Timid Stunfisk. Sadly, no Static, but maybe that's for the best.

Tomorrow: I've got to deal with Route 14 by dropping Rossiu for now and leveling up Gimmy. Rossiu's going to probably solo the Laverre Gym, then we'll go from there. I'm thinking the goal for tomorrow is to get through Frost Cavern.

Sunday, May 18, 2014

Ground Day 3: Invisibility Is A Man's Soul

Current location: In Shalour, post-Mega tutorial but pre-Surf acquisition. Current team at L31:

Kamina (now a Krokorok) - Dig, Crunch, Rock Tomb, Low Sweep
Simon - Dig, Crunch, Rock Tomb, Rock Smash
Nia (now a Marowak) - Bonemerang, Rock Tomb, Aerial Ace, Rock Smash @ Thick Club
Gurren - Magnitude, Shadow Punch, Rock Tomb, Power-Up Punch
Rossiu - Dig, Poison Jab, Rock Tomb, Shadow Claw
(non-EXP gaining Surf mule Panpour)

We picked up on Route 11 and I immediately set out to take Rossiu through the Chateau and for a quality nicknaming... this got him to L23, so the Brains and Brawn on 11 got him to L24 and Reflection Cave did the rest.

In the cave itself, the key problems were Counterbufffet when it couldn't be one-shot, Sawk dude until Gurren won a damage race, and accidentally engaging the last Hiker with a fainted lead because he blocked the shortcut to the healing lady. Upon arrival in Shalour, Diggersby returned to the box that he will not return from for a while, as I don't need Strength for the next few routes and he doesn't learn Surf.

The first Rival round didn't  go as expected, as Meowstic was in that awkward phase where he could 2HKO Kamina with Disarming Voice but didn't have any Psychic moves (or wasn't using them, not sure). Nia wrapped that up, then Simon beat Absol and Braxien.

The Shalour Gym went largely as expected - a lot of Gurren stall. And by stall, I mean "Magnitude 8ing everything in sight". As usual, he didn't take a single hit, but I did have Nia take on Machoke for the badge.

Tomorrow: Back to work, and since it's a holiday here I should have some extra time to get in... so we'll shoot for having the full final team.

Saturday, May 17, 2014

Ground Day 2: Let's See You Grit Those Teeth

Current location: Saved in Geosenge after STing a new team member.

Current team (L26 except for 1):
Diggersby (Cut, Strength, Double Kick, Bulldoze) - first against the wall when Gible enters
Kamina (Bulldoze, Thief, Rock Tomb, Assurance)
Simon (Bite, Dig, Rock Tomb, Rock Smash)
Nia (Bonemerang, Rock Tomb, Aerial Ace, Rock Smash) @ Thick Club
Gurren the Golett - Hardy, Iron Fist, At/Speed STing (Shadow Punch, Magnitude, Rollout, Rock Tomb)
and Rossiu the Nidorino - Hasty, Poison Point, Atk/Speed (Poison Sting, Double Kick, Shadow Claw, Fury Attack)

We picked up with the three in Ambrette, so I grabbed Nia and put her through the L20 Chateau for some experience... after that, it was Ghost hunting time. And a hunt it was... took about 45 minutes before I realized maybe I should move the Thick Club off of Nia if I'm using her for wear-down purposes, and only found about five Golett in that time. I decided to proceed with a neutral nature because hey, this one will actually do better against Bites and I have enough Lonely Pokemon. (Wanna know why I'm sticking with Stunfisk? Consider how biased this team is toward the physical end...)

After STing and clearing out the Route 8 trainers, I still had the guys at L21... so I pulled Diggersby back out because why not and raided the gym. Classic moments included Bone Club nearly dropping Relicanth (it of the base 140 Defense) into the red in one shot and Kamina showing the boys how it's done by hanging on with one HP against Tyrunt's Stomp. Just who the hell do you think we are, indeed.

Route 10 served to get them into the L25 range, and Geosenge's Double Lucario is way easier when you can pick and choose who gets to super-effect it (it was Simon, since he's the Slow grower of the bunch). From there, I took out the first couple of trainers on Route 11 before deciding to pick up the future Rossiu - explaining that's a spoiler - and THAT took 45 minutes. I anticipate an hour and a half of pure hell when I go ater Gible (I'm bringing outside help for Stunfisk in the form of a certain rat I caught back in Santalune Forest).

So tomorrow... Not sure how much progress to expect, probably just the rest of 11 and Reflection Cave.

Friday, May 16, 2014

Ground Day 1: Kicking Reason to the Curb

Current location: Saved outside of Glittering Cave. Current team:

L20 male Hippopotas "Simon" - Lonely, Atk/Speed, Tackle, Bite, Dig, Rock Smash
L21 male Sandile "Kamina" - Lonely, Atk/Speed, Moxie - Bulldoze, Thief, Sand Tomb, Assurance
L15 female Cubone "Nia" - Naughty, no ST yet, Lightningrod - Tail Whip, Bone Club, Headbutt, Leer

Grabbed Chespin to start (giving the rival Delphox) and went on the longest catch spree yet - it took about 20 Bunnelby before I found one I was happy with (Brave). Trained it up for reasons I can't figure out, and it proceeded to three-shot the entire Bug gym with Tackle at L12. Cool beans, except that's three per Pokemon. Not three total.

Nothing major happened until I decided to peel off after catching Snorlax, but before doing anything else on the route as quite frankly, I was getting bored to tears. We managed to avoid every trainer on routes 7 and 8 except for the mandatory double battle against Trevor/Tiermo to get down to Route 9, and the future Simon and Kamina were caught on about the third round and STed up.

Coming back, I decided to go to Route 6... and I really need to start bringing special moves for those darn Furfrou. They managed to two shot everyone at L15 to L17, so much so that I reset and put Simon through the Battle Chateau before attempting it again and getting the duke. No other incidents happened, but by the end of Route 6 the three of them were in the 20 range, I had Diggersby tho :/ and was already ready to dump it.

Upon returning to Route 9, we went all the way to Glittering Cave, and though I caught Rhyhorn and Onix (neither that useful), I also managed to get... a shiny Machop. (Experiment shiny #6, or roughly once every two runs or so.) But the big prize was grabbing a Thick Club off a stray Cubone, catching it and finding out it had Attack+ and was over 30 Atk at base. Time to train her up and get her on the rest of the team's level. All things considered, I'll probably drop Whiscash for it - a Thick Club-aided Aerial Ace should do more on average than a middling-Attack Zen Headbutt.

Tomorrow: Train Cubone, catch us a Gurren - er, Golett, and beat Grant.

Thursday, May 15, 2014

Type Preview: Ground

It's the most potent offensive type in the game, including being the only Pokemon capable of super-effecting Electric types. It's going to remain far from one Elite 4 member as long as I can avoid it. It almost had enough Pokemon to make two teams out of it.

Now let's see how long it goes before I run these type puns into the Ground.

Type Effectiveness:
Attacking: Super-effects Fire, Electric, Poison, Rock and Steel. Resisted by Grass and Bug. Can't touch Flying.
Defending: SE'd by Water, Grass and Ice. Half from Poison and Rock, immune to Electric.

Dual Types: Normal, Water, Electric, Ice, Poison, Flying, Bug, Rock, Ghost, Dragon, Dark and Steel ingame. Postgame brings Fire, Grass, and Psychic.

Probable Final Team:
Hippopotas/Hippowdon: Purely designed to teach me how to spell the final form's last name. Provides a Sandstorm that doesn't dick over the rest of the type, so yay. Also can play a version of the Aerodactyl role given its access to Crunch (though that would be redundant) and the Fangs. Probable Final Moveset: Earthquake, Fire Fang, Ice Fang, Thunder Fang

Sandile/Krokorok/Krookodile: Guess who's back, back again. Yes, we have the return of the E4 MVP from Dark, complete with the same "Earthquake, Outrage, ???, profit" strategy that rocked Drasna's world on that run... provided I end up with Moxie. (I'll end up with Moxie.) PFM: Earthquake, Crunch, Outrage, Rock Slide

Golett/Golurk: Given how much of a PITA this thing was, I'm holding out for a really good nature and hoping the Super Training makes up for Golett's lack of offense. Ghost STAB is just that useful when you're staring down a Mega Gardevoir at the endgame. Will suddenly get a 50 pwr/+1 Attack move when he solos Korrina. PFM: Earthquake, Shadow Punch, Fly, Heavy Slam

Gible/Gabite/Garchomp: Dude, it's Garchomp. Do I have to draw you a diagram? PFM: Earthquake, Dragon Claw, Brick Break, one of Poison Jab, Shadow Claw or Fire Fang.

Stunfisk: At which point you're all like "hu-WHAAAAAT?" To which I point out that I happen to find STAB Thunderbolts useful, and he also learns Surf for some reason so I don't have to waste a slot down below. PFM: Mud Bomb, Thunderbolt, Surf, Sludge Bomb

Barboach/Whiscash: His stats are just good enough for offense that I can take a risk running this thing. Also learns Zen Headbutt by Returner for anti-Fighting power. PFM: Earthquake, Waterfall, Zen Headbutt, Rock Slide.

Other Team Members: I'm stuck with Diggersby for a full Pokedex. Thumper the Steelix can return, and if I get a Thick Club out of Cubone it's in and treated as the run Mega. (Note in that instance, I *will* use Bonemerang as an anti-Probopass move.) Lastly, Nidoking will probably come along for anti-Fairy shenanigans if I don't end up using Thumper.

Why not use...?
Rhyhorn/Rhydon/Rhyperior (also Geodude/Greveler/Golem): I'm not worried about needing Rock STAB, and it's a trade evo when I can avoid that.

Nidoqueen: Prefer the offensive to the defensive, as I mentioned back in Poison.

Dugtrio: Because RBY critical mechanics aren't walking through that door.

Flygon: Ground/Dragon role filled by a freaking LAND SHARK.

Quagsire: I can get Barboach/Whiscash on the same route and it's capable of having a full learnset.

Mamoswine: Saw use in Ice because I needed the Earthquake STAB, and half the team was in Frost Cavern anyway. Now, EVERYTHING has Earthquake STAB.

Sandslash: Hippowdon does it better for pure-Ground, and it's an 18 Pokemon.

Gligar: Can't evo until postgame.

Major Battle Expectations:
Viola: Sheer power of... Bunnelby... overwhelms her.
Grant; The entire team has access to Bulldoze at minimum and most candidates learn Rock Smash.
Korrina: Send out Golett and laugh the night away.
Ramos: Gabite overwhelms with power and a timely Grass neutrality. Nidoking has fun here too, Thumper not so much considering everything has Grass Knot and he weighs in at a total combined weight of "TILT"
Clemont: :D
Valerie: Nidoking or Thumper's last hurrah before box duty.
Olympia: A Krookodile sweep backed up by Hippowdon's Crunches.
Wulfric: Basically counting on out-speeding everything and Moxie-wasting.

Rival: Sorry dude, you're stuck with Braixen/Delphox again. And everything dies to Earthquake.
Team Flare: Their predominant Pokemon (Houndour/Electrike) are Ground weak, thankfully. Getting past Gyarados will probably be tricky, though.
Elite 4: Oh, the fun that will be had with Malva... we just have to avoid Siebold for a long time.
Champion: I'm going to make damn sure Aurorus doesn't survive this time. Oh, and I get to try a new strategy on Gardevoir: Heavy Slam the crap out of it.

Trainer:
Really, there's only one way to go with this type... row row, fight the powa. Since I'm playing female on the physical types, the trainer name is Yoko. And the best part is, I even have a mecha on the team!

Grass run complete!

Well, the Grass run is done... and it was the longest Elite 4 run yet. But before we got there, we had to run Victory Road, in which I nearly got wiped by Mienshao Bouncing all over everybody - had two left before we brought it down. Also, I nearly blew it pretty badly at the end when it was "Remove HMs and Make Them Not Suck" time, when I accidentally overwrote Harrelson's Iron Head with Shadow Claw (meant to ditch Poison Jab). Thankfully, I had a few extra Heart Scales for just such a screwup.

The team at L64:
Cheech - Seed Bomb, Brick Break, Earthquake, Rock Slide
Chong - Petal Blizzard, Earthquake, Nature Power, Sludge Bomb @Venusaurite
Harrelson - Power Whip, Iron Head, Bulldoze, Shadow Claw
Marley - Energy Ball, Psychic, Nature Power, Sludge Bomb
Phelps - Energy Ball, Surf, Ice Beam, Nature Power
Nelson - Seed Bomb, Phantom Force, Rock Slide, Flame Charge

Siebold
Like I'm going anywhere else, right?

Marley v Clawitzer
Energy Ball OHKOs.

Marley v Barbaracle
...what? Really? The CPU making a move from the "Let's Get This Over With" department? Energy Ball goes 2/2.

Phelps v Gyarados
That's more like it. Energy Ball does 40%, which lets Gyara get DDance1 up. A second Energy Ball got it to 20%, which triggers Full Restore 1, and Ice Beam does 20%. A third Dragon Dance gets countered with a SpDef reducing Energy Ball, and the Ice Fang is survived at 31/192, so Energy Ball finishes.

Marley v Starmie
Starmie Light Screens, but a CH Energy Ball gets around *that* little obstacle. Also, I'm sick of typing Energy Ball now.

Drasna
There's no good matchups left here, but at least this has a good counter.

Chong v Dragalgae
Again, Dragalgae hangs by 5% on my best shot (Mega EQ). Sludge Bomb does 51 back (143/194), so a NP-> Tri Attack and EQ combo finishes (and throws in a gratuitous paralysis for good measure).

Phelps v Noivern
Clearly not messing around here, Drasna is. Super Fang does the usual half, and Ice Beam OHKOs.

Phelps v Altaria
Ice Beam OHKOs again.

Phelps v Druddigon
Ice Beam does 70%, Dragon Tail does light damage (17/192) and forces in Cheech.

Cheech v Druddigon
Brick Break finishes (161/184 due to Rough Skin).

Wikstrom
Steel doesn't do much to this team, so I'm hoping to get around its, uh, issues.

Cheech v Klefki
Klefki uses Torment, which I'm not so much worried about, and Earthquake drops it to 15%. Brick Break does just over half, and Klefki manages to get a set of Spikes off before getting Earthquaked out. Crap.

Cheech v Aegislash
I use a Hyper Potion (no effect) to dodge King's Shield, but can't use Earthquake because of Torment so I futilely Seed Bomb (15%) and take an Iron Head counter (110/189). I Hyper Potion again and take a little less from Iron Head (117/189), then Earthquake the King's Shield. Stuck in a loop, I switch in Harrelson (154/176 due to Spikes.)

Harrelson v Aegislash
I take an Iron Head on the switch (117) but do some Barbs damage. Shadow Claw hits the Shield again (Blast!) and -2s. Back to Cheech...

Cheech v Aegislash 2
A Sacred Sword and Spikes take him to 36, so I Hyper Potion (3) and Iron Head brings him back to 117. King's Shield dodges another Earthquake, but the Torment's gone so I can fire again... against a missed Shield for 60%. A Full Restore means another Earthquake for just over half, Seed Bomb lops 20% off, Iron Head brings Cheech to 35, and Earthquake FINALLY brings it down.

Nelson v Scizor
You've got one job, Willie... and you take Spikes damage on the switchin (147/168). Flame Charge does 70% and Night Slash takes him to 69/168. I ward off Bullet Punch by Hyper Potioning, but a second Night Slash takes him to 86 and Flame Charge 2 finishes.

Chong v Probopass
(170/194 due to Spikes) Mega Petal Blizzard does 30%, Flash Cannon does 40, and Earthquake finishes.

Malva
The matchup I dreaded the most, right at the end.

Cheech v Pyroar
Flametrhower drops Cheech to 39/189, but Brick Break OHKOs back. Phew.

Phelps v Talonflame
Brave Bird OHKOs, but Talonflame takes 50HP recoil. Oh, joy.

Chong v Talonflame

Flare Blitz (w/Thick Fat help) does 120/194, and Sludge Bomb finishes.

Chong v Chandelure
Chong gets Confused and hits itself to 93/194. I Hyper Potion and Flamethrower takes him to 36, but Earthquake... leaves him at 5%. On the Full Restore turn, I bring Phelps back and burn (lol) another Hyper Potion, take another 2 Flamethrowers to 34... and go to 9 with a confusion hit. I sacrifice Chong to Shadow Ball.

Phelps v Chandelure
Phelps, sick of this, OHKOs with Surf.

Phelps v Torkoal
And Surf OHKos as well. Phelps levels.

Diantha
I have to get past a Flying lead who may or may not be packing X-Scissor on a bunch of Grass types. This... may not be good.

Marley v Hawlucha
Marley survives X-Scissor by 58/214, and OHKOs with Psychic. *phew*

Harrelson v Aurorus
Aurorus gets a Reflect off... AND SURVIVES IRON HEAD WITH 10%. This run's cursed, I swear. Bulldoze on the Full Restore turn takes 15% off and drops its speed and a second Iron Head wraps it.

Cheech v Goodra
Brick Break kills the Reflect and does about half, and Cheech survives the Fire Blast with 47HP. Brick Break 2 finishes.

Harrelson v Gourgeist
Gourgeist uses Phanton Force to cause Shadow Claw to whiff, but only does 54 damage with the move and hits Iron Barbs. Shadow Claw does 60% or so, then Gourgeist Trick-or-Treats... making it a STAB Shadow Claw for the KO.

Harrelson v Tyrantrum
I Hyper Potion Cheech on Tyrantrum's Crunch, which Harrelson survives on 4HP. Damn. Dragon Claw wraps, but gives him another round of Iron Barbs damage...

Cheech v Tyrantrum
...but Brick Break leaves him at 10%. Dragon Claw has Cheech at 102, so two Brick Breaks around the Full Restore sets up endgame. (Cheech levels.)

Nelson v MegaGardevoir
Phantom Force dodges Shadow Ball... AND ONE HIT KILLS! NEW HERO!



Pictured: A man high as a kite and his disco dancing duck.

So as it turned out, I didn't use Power Whip at all. But it's nice to have for archival purposes. Anyway, up they go to the Bank, and off we go to the realm of the rabbit.

Time of the fall: 28:24

Wednesday, May 14, 2014

Grass Day 5: Out of the Fridge and Into the Freezer

Current location: Saved in Snowbelle with eight badges. Current team:

Cheech L57 - Seed Bomb, Brick Break, Rock Tomb, Aerial Ace
Chong L57 - Petal Blizzard, Sludge Bomb, Nature Power, Cut
Harrelson L57 - Power Whip, Iron Head, Poison Jab, Bulldoze
Marley L56 - Energy Ball, Psyshock, Nature Power, Strength
Phelps L56 - Surf, Energy Ball, Nature Power, Zen Headbutt
Nelson L57 - Seed Bomb, Phantom Force, Flame Charge, Rock Smash

We picked up in Laverre and went to work evening out the team. Running 15, Lost Hotel and 16 led to the team being in the 44-46 range at the end, and Marley went back to being the experience sponge given its Slow growth rate. There were no issues in Dendemille, though I forgot the Honedge family doesn't get good SpeDef until it becomes an Aegislash, so I didn't think to throw Surf at it until Flame Charge did basically nothing.

Upon wrapping that up, we went through Route 17 to Anistar, picking up a Modest Snover in a case of too little, too late. The gym at Anistar let Sigilyph set up Reflect, but not much else and surprisingly, Phelps beat Slowking with Grass Knot to end it.

I didn't have many problems in the Flare lair, just as long as I led with Marley to take care of the early Mienshao - Pyroar was putting in work with Fire Blast, but Phelps could take it with around half and Surf was OHKOing. I thought Gyarados would be tricky - the first round ended in a duel between Petal Dance and Outrage, somehow - but it going Mega meant that it was suddenly taking a super-effective Grass Knot from Marley. Yeah, that's not ending well.

Nothing really to report in the 18 or Terminus Cave areas, and the round of rivals had no casualties, surprisingly. Harrelson was the star, taking out the Aerodactyl and Florges of Trevor's in two Iron Heads. And then came the Ice gym... where it turns out, Flame Charge did about half to an Abomasnow. This... does not bode well for the Steel Elite, but we've got to make do. I ended up resetting and going with a Harrelson for two, Mega'd Chong (Thick Fat nulling the Ice weakness) to get out of that fight.

Tomorrow: The end's in sight. I just have to pick up a few TMs first.

Tuesday, May 13, 2014

Grass Day 4: My Pumpkin Isn't From Windsor

Current location: Saved in Laverre, but we have the full team - and thanks to a little help from a friend, I just got Gourgeist.

The team:
Cheech (now a Chesnaught) L40 - Seed Bomb, Low Sweep, Rock Tomb, Shadow Claw
Chong L40 - Petal Dance, Venoshock, Nature Power, Rock Smash
Harrelson (a Ferrothorn, obv) L40 - Power Whip, Metal Claw, Poison Jab, Pin Missile
Marley L40 - Grass Knot, Psyshock, Nature Power, Strength
and our newcomers Phelps the Ludicolo (Modest, Rain Dish, SA/Speed, L35) - Surf, Nature Power, Grass Knot, Zen Headbutt and Nelson the Gourgeist (Jolly, Pickup, Atk/Speed, L34) - Bullet Seed, Shadow Sneak, Flame Charge, Leech Seed

The Route That Shall Not Be Named was a quick jaunt, as has been the case in recent runs - though it helped I skipped unessential items. (That's actually been a rule for this run: Skip anything you don't actually need unless it gives cash money.) Cheech evolved at the hands of a Mightyena in the Power Plant, and we left at L36 all 'round.

The Electric gym was predictably easy, though Harrelson needed two turns of Rocky+Barbs help to get rid of Emolga as Rollout is really starting to weaken. Probably going to swap in Shadow Claw soon. A Rock Smash/Dig combo took care of Magneton, and Chong's Mega Petal Dance wiped out the Heliolisk in two.

Route 14 brought catches of Carnivine and Weepinbell, fat lot of good those did, but also brought us Harrelson's evolution and opening of a can of the Power Whip. The gym went down in Colorado's last hurrah, as he Dug out Mawile before Chong took our Mr. Mime and wore out its Reflect quickly enough for Hareelson to tank Sylveon Dazzling Gleams like a boss and win that fight.

After a tearful deposit of Colorado, it was time to ride and get the last two... the Lombre eventually known as Phelps was about the fourth attempt, and the Pumpkaboo on Route 16 was Jolly on the third try. (It was also Average-size... no Howard Dill specials here. And I suddenly realize nobody outside of my home province knows what that's a reference to, so Google it.) Moves are in place, nicknames given, and we're ready to roll for tomorrow.

The plan for tomorrow: At least get to the end of the Flare quest, with an outside shot of getting to Snowbelle.

Monday, May 12, 2014

Grass Day 3: Psycho Palm Tree Wrecks Roller Rink

Current location: Saved in Courmarine City having just unlocked Fly and given a nickname. The current team:

Cheech L34 - Needle Arm, Aerial Ace, Rock Tomb, Shadow Claw
Chong L34 (now a Venusaur) - Petal Dance, Venoshock, Rock Smash, Nature Power
Colorado L34 (now a Gogoat) - Seed Bomb, Strength, Dig, Rock Smash
Harrelson L35 - Metal Claw, Pin Missle, Poison Jab, Rollout @ Rocky Helmet
and newcomer Marley the male Exeggutor at L34 (Timid, Chlorophyll, SA/Speed trained) - Sleep Powder, Confusion, Grass Knot, Nature Power

Kicking this day off, we went for a round of beating Route 10 about the head and neck before making way to the Rock gym. That pretty much went as expected, though Amaura thinking Thunder Wave would slow Harrelson down - spoilers m'lady, it's already slower than a speeding Shuckle - was kind of amusing. One Metal Claw ended that little argument, then Colorado's Bulldoze and Rock Smash combo rid us of Tyrunt to pick up the badge.

From there, it was back to Route 10 and we managed to get past that one Flare guy with a Golbat - thanks, Rock Tomb - before moving forward with the Lucario beatdown thanks to some well placed Bulldozing. Reflection Cave only had one casualty, and it wasn't from Sawk-dude, but rather a bad luck on the guy with the Absol/Pinsir combo near the end.

Upon arriving in Shalour, it was time for a quick detour to Route 12 for Exeggcute. A suitable nature was obtained on about the fifth try, and then I realized that its two best moves - Uproar as a Exeggcute and Psychock as an Exeggutor - were both unattainable to this point. No problem, some well timed ST work and a couple of rounds against the Rival - the Braixen actually went to sleep and got Colorado on wakeup before Cheech and Chong tag-teamed finishing it - got it to the point of having Confusion... where I then pulled the trigger on evolution.

Walking around with a Sleep Powder-slinging, Confusion-firing palm tree / weapon of mass Fighting destruction was quite enjoyable, especially when it crit twice against Hawlucha and forced it into a Hyper Potion loop that it couldn't get out of for badge 3.

After the Mega tutorial, I went to Route 12 to get the necessary Exp to actually have my own - and Cheech evolved, bringing Colorado with it. Azure Bay was wiped out quite quickly, as Bullet Seed going to 25pwr from 10 made it so that a minimum-Attack Marley could still do some damage. After that, it was over to Courmarine, in which Chong managed to solo Braixen not with Thick Fat, but Nature Power-induced freezing. The gym was also quite easy, with a one-turn wipe of Jumpluff that only had about 70% or so direct damage: Jumpluff hit Harrelson with Acrobatics, triggering Iron Barbs (6%) and the Rocky Helmet (1/6), then Poison Jab poisoned and the poison damaged finished the strangest one-round KO ever..

Tomorrow: I start on the Route From Hell, and have no Flyers. If I can get to Valerie, I'll call it a win... but ideally, I get the rest of the full team.

Sunday, May 11, 2014

Grass Day 2: Munching On The Competition

Current location: Saved in Cyllage City, on first arrival and going to run Grant. The current team:

Cheech (Quilladin) - Vine Whip, Rock Smash, Bulldoze, Rollout
Chong (Ivysaur) - Razor Leaf, Venoshock, Nature Power, Rock Smash
Colorado - Razor Leaf, Leech Seed, Bulldoze, Rock Smash
and newcomer Harrelson the Ferroseed - Brave, Atk/Speed - Metal Claw, Rock Smash, Rollout, Pin Missile

It was a basic training day, as we picked up the aforementioned Route 3->22->4 experience that almost got Chong evolved. Route 5 saw that error corrected along with Cheech, which almost caught them up to Colorado in HP and most other stats.

I continued the plan of beating Parfum Palace to get the Amulet Coin before raiding Route 6, and found a new least favorite trainer(s): The fan couple on Route 6 with the double Furfrou combo. Because of their ability, Furfrou gets to take nearly half of two defensive Pokemon's health. And since they start the route, there's no getting around them.

After getting away from the dogs and picking up Chong's Poison STAB for 80% of the game, we caught Snorlax, a gratuitous Roselia, and moved down to Glittering Cave dodging trainers to pick up the future Harrelson. I suddenly realized this run is going to have a slight problem... ok, a big problem with Zubat family members (since they 4x resist Grass and immune to Ground, I can't touch them realistically until at least after the gym).

Harrelson was caught and STed - forget the Mega Stone, he needs a Smoke Ball - and I went back to pick up the pieces on Route 8 and 9, including Chong surviving an Icicle Spear from Skill Link Shellder w/1HP, holy crap that was close. It's saved out with the team in the L20 - L21 range, so we have some work to do before the Gym tomorrow.

Tomorrow's plan: At least get to Korrina and have Exeggcute on the team.

Saturday, May 10, 2014

Grass Day 1: Totally Significant

Well, since podcast editing takes forever and a day to get done on my current lappy, I had time to burn through a few hours of game. Currently in Lumoise City, and have to double back to routes 3, 22 and 4 to get the experience off them.

The current team:
Cheech the Chespin - Adamant, trained n Atk/Speed - Tackle, Bite, Vine Whip, Rollout L15
Chong the Bulbsaur - Adamant, trained in Atk/SA because Mega - Tackle, Growl, Leech Seed, Vine Whip L10
Colorado the Skiddo - Hasty, trained in Atk/Speed - Tackle, Growth, Vine Whip, Tail Whip  L10

Got a good Chespin on the 3rd reset and quickly got it leveled up, then went out for a bit. Upon my return, it was time to run through Santalune with just Cheech, picking up the HM guys, the obligatory rat (which came out Modest for some reason), and Pansage (also Modest) along the way.

I dodged all the trainers on 3->22->4 due to wanting to save them for later, so we were only L11 going in... and L14 coming out. Rollout, once again, is a godsend (though I did get nervous when Vivillon used Infestattion). After Route 4, we had the Sycamore fight which led to picking up Chong and not getting the nickname rejected. I call that a win given our theme.

Finally, it was out to Route 5 just long enough to pick up Colorado before a few rounds of Super Training rounding out the evening. Not the most exciting start, but baby steps. Really.

Tomorrow's goal (aside from getting NFR posted) will be devoted to at LEAST getting Ferroseed.

Friday, May 9, 2014

Type Preview: Grass

For some reason, natural types like Bug get the shaft from GameFreak. Maybe it's their common nature, or the fact that they're not exactly built for efficient operation. Maybe they're just too popular for their own good.

If I'm not careful this time, my *censored* is Grass.

Type Effectiveness:
Attacking: Beats Water, Ground and Rock. Resisted by Fire, Poison, Flying, Bug, Dragon and Steel.
Defending: Hit SE by Fire, Ice, Poison, Flying and Bug. Resists Water, Electric, itself and Ground. Immune to Powder/Spore moves.

Dual types: Water, Electric (ALLEGEDLY), Ice, Fighting, Poison, Flying, Psychic, Bug, Ghost, and Steel ingame. Add Ground, Rock and Fairy in the postgame.

Probable Final Team:
Chespin/Quilladin/Chesnaught: Starter also provides Fighting STAB and a very high Attack rating to go along with the move variety being a Fighting type provides.

Bulbasaur/Ivysaur/Venusaur: Returns in the "Run's official mega" role from Poison, provides Poison STAB and forms the statistical backbone of the team.

Ferroseed/Ferrothorn: Hilarity will ensue when this thing somehow ends up Jolly again. Mortally slow but Steel gives it a lot of checks to the things in the "SE" section up there (including Poison immunity)

Exeggcute/Exeggutor: Anti-Fighting device, helpfully doesn't do too bad against Rock moves.

Lombre/Ludicolo: a) It's a dancing disco duck, your argument is invalid. b) Surfer, c) Just enough of a movepool to be dangerous.

Pumpkaboo/Gourgeist: Its stats, on average, are up there with Trevenant's. I didn't need something that had access to Fire moves in Ghost because I had Chandelure. I need a Fire move here, and his Flame Charge *should* do its one job.

Other members: Skiddo/Gogoat until we get Gourgeist. That's it.

Why not use...?
Simisage: No room for pure-Grass, and as you'll quickly learn, MONKEYS SUCK.

Wormadam: No discernible reason to exist.

Roserade/Vileplume/Amoongus/Victreebel (and Bellossom): All made utterly redundant by Venusaur.

Jumpluff: Not enough offensive ability. If Tropius was available, it'd probably be on the team honestly.

Leafeon: Remember when I didn't use Glaceon because I couldn't get it before badge 7? I can't get Leafeon until LATER THAN THAT.

Carnivine: I'll take four Ground resists over an immunity that can't do anything besides Grass and Dark.

Trevenant: Discussed in the Gourgeist section.

Abomasnow: Already have a Mega + his ability is just going to screw the rest of the team over.

Major Battle Expectations:
Viola: Rollout at level 8. No problem.
Grant: Almost the entire gym is SE'd.
Korrina: Couple of Pokemon resist or have access to Aerial Ace + Exeggcute's right there.
Ramos: Venusaur will have Venoshock, the stray AAs/X-Scissors and Ferroseed can troll with Rocky Helmet Barbs.
Clemont: Hurray, resistance to Electric. Just have to get past Emolga.
Valerie: Venusaur goes to town with Ferrothorn (hopefully) as a backup.
Olympia: Gourgeist's coming-out party.
Wulfric: Going to be all about Chesnaught out-running stuff, which could be a definite problem. Honestly, this wasn't the fight I expected Gourgeist's Flame Charge to get, but it'll be a nice benefit.

Rival: Can't really avoid Braixen/Delphox, but the stray Bulldozers/Diggers will do the work until Ludicolo shows up.
Team Flare: Chesnaught beats all the Dark-types and potentially Mega-Gyarados.
Elite 4: Well, that's a pretty obvious first round. This is where I need Flame Charge, Scizor.
Champion: Gourgeist goes to town on the Megas.

Trainer:
OK, let's face it, I'm jacking up the ESRB rating. I'm hoping for a lot of males because the trainer is Rob (as in Van Dam), and the Pokemon... well, let's just say this might be Flying v2.

Flying run complete!

Malva
Went Fire first since I can do a fair bit more damage to these guys...

Arrow v Pyroar
HELLOJUMPKICK, goodbye kitty. (1)

Kinner v Talonflame
As tempting as a Talonflame fight is... not this time. Rock Slide clears it, obviously. (2)

Spitfire v Torkoal
Forgot about White Smoke beating Intimidate. Forgot that Torkoal has decent HP and massive defense, so Waterfall did 95%... and flinches. A Earthquake -> Waterfall combo wrapped around the Full Restores finishes.

Kinner v Chandelure
Mega Rock Slide makes sure she will not go to space today. (3)

Drasna
I've got a few, serpentine weapons to play with here.

Kinner v Dragalgae
The most potent move I have for this one is a Mega Earthquake. Needless to say, it did the job. (4)

Spitfire v Altaria
Ice Fang finishes before Cotton Guard shenanigans. (5)

Spitfire v Noivern
The first contact against me is a Dragon Pulse to bring Spitfire to 151/215. Ice Fang is way more damaging. (6)

Enola v Druddigon
I take the Intimidate, Return hits Rough Skin for 2/3 (176/201), then Dragon Tail brings Enola to 122... and brings in Spitfire for a 2nd Intimidate.

Spitfire v Druddigon
...which proves fruitless as Ice Fang does the rest. (125/215 from Rough Skin.)

Siebold
Obviously saving the resistor for last...

Arrow v Clawitzer
Even resisting two of the moves makes this a KO or get KOed situation... and HELLOJUMPKICK does 80%, Water Pulse leaving me at 44/191. I X-Scissor on the Full Restore for about a quarter, and HELLOJUMPKICK finishes.

Zeppelin v Starmie
Zeppelin got some extra fire under him, as he gets the jump on Starmie and finishes it with Shadow Ball. (7)

Kinner v Barbaracle
Mega Earthquake does 90%... and a critical Stone Edge OHKOs. Blast.

Zeppelin v Barbaracle
Thunderbolt 1 does 60% after a Full Restore, meaning T-Bolt 2 finishes.

Zeppelin v Gyarados
And Thunderbolt 3 finishes THIS one. (8)

Wikstrom
Could this be Concorde's time to shine?

Concorde v Klefki
My one concern is Torment, then an immediate Scizor. Torment comes, then Flamethrower OHKOs. (9)

Kinner v Probopass
Thankfully, the threat of throwing anyone besides a Flamethrower against Scizor is mitigated. I elect to Mega Iron Head, since EQ would just hit Sturdy, and it does 30%. Power Gem coming back takes Kinner to 94/192. Earthquake finishes.

Concorde v Scizor
Flamethrower. 'nuff said. (10)

Concorde v Aegislash
Flamethrower does 60% to the shield... and burns it! Shadow Claw does light damage (136/184), and burn damage doesn't put it in Full Restore range so a second Flamethrower is a mercy killing.

Diantha
Surely I'm not crazy enough to start a Hawlucha fight...?

Arrow v Hawlucha
YES I AM! Turns out, mine's the only one with a Flying move, as she futilely Swords Dances before being dropped by Fly. (11)

Enola v Aurorus
A Normal/Flying against Ice/Rock? The hell, you say. Well, it's called Close Combat. (12)

Spitfire v Tyrantrum
Intimidate dulls the Attack, then Ice Fang does just under half. This leads to a Head Smash OHKO... where Tyrantrum goes down to the recoil. (107 HP is a pain, ain't it?)

Concorde v Gourgeist
Not sure where she was going, so I pick Concorde and it works perfectly. Flamethrower OHKOs. (13)

Kinner v Goodra
Lacking the Ice power to deal with Goodra, a Mega Iron Head does 65%... AND FLINCHES AGAIN! That's the second time I've pulled that against Goodra! A second Iron Head brings it down...

Kinner v Gardevoir
It's Mega v Mega... and once again, my Mega emerges victorious as Iron Head wins the title on OHKO 14 (and a gratuitous Kinner level-up)!

Pictured: And not a single Red Bull required.
Coming up next... it's probably the most controversial run yet, at least as far as lore goes. Hey Kalos, your *censored* is Grass and I'm gonna mow it.

Time of the fall: 32:49

Flying Day 5: Winged Ring Warriors

The run picked up today with a trip to Team Flare's bases, in which only one Pokemon was lost for the whole trip (and that was of course, to Gyarados). Xerneas went down to a Quick Ball, but I haven't checked it and probably won't bother.

Route 18 and the Terminus Cave were quite a joy to deal with as I swapped back and forth between the Intimidators (Enola/Spitfire) to wear down the Rock moves of the Fighting types. Of course, the team's relative luck issues continued with a Probopass at the bottom of the cave winning the Zap Cannon coin flip three times.

Route 19 was a basic grinding spot with the three other rivals, but the end saw me be quite disappointed that I had to give up a few points of power for the accuracy and well, not having to carry an HM mule. Snowbelle saw me pick up my first outfit AND the Ice gym go down to in sequence: Flamethrower, Iron Head and Flamethrower.

Route 21 saw me catch my first Dratini from back in Dragon... and it was Timid. There goes that opportunity. That led to Victory Road, and Zeppelin's experience curve starting to get beyond the point of sanity (he now takes more Exp to get to 66 than even the slow-growers, Spitfire and Kinner) so he led most of the way. We just cleared that out and now I'm saved outside of the Elite 4 building itself.

That'll go live shortly, but here's what we're entering with - a bunch of L65s:

Concorde - Flamethrower, Fly, Steel Wing, Return
Spitfire - Waterfall, Ice Fang, Stone Edge, Earthquake
Zeppelin - Shadow Ball, Thunderbolt, Psychic, Hidden Power (Water)
Kinner - Rock Slide, Iron Head, Earthquake, Thunder Fang
Arrow - High Jump Kick, Fly, Poison Jab, X-Scissor
Enola - Fly, Return, U-Turn, Close Combat

Thursday, May 8, 2014

Flying Day 4: The Opposite of Shiny Odds

Current location: Anistar City with a trip to Team Flare in sight.

Current team:
Concorde L47 - Fly, Flamethrower, Thief, Return
Spitfire L47 -  Aqua Tail, Ice Fang, Strength, Surf
Zeppelin L47 - Shadow Ball, Gust, Thunderbolt, Cut
Kinner L47 @ Aerodactylite - Rock Tomb, Bulldoze, Thunder Fang, Iron Head
Arrow L47 - High Jump Kick, Fly, X-Scissor, Poison Jab
Enola L47 - Fly, Return, Thief, Close Combat

The day began with a quick sweep of Lumiose before flying to Route 3 and picking up Masquerain for an extra item slot before heading off to Rival fight #3. It ended like the first two: Bite, Low Sweep, Fly.

At Laverre Gym, after a Bulldoze/Aqua Tail combo got rid of Mawile, Zeppelin 2-shot Mr Mime but let it get Reflect up, which necessitated some special stalling of Sylveon before it got pasted by Kinner's Rock Tomb. Post Poke Ball Factory it was off to Route 15... where one of the trainers got on my **** list by somehow having an Aromatisse dodge three consecutive Fly attacks from Concorde and Enola. That's 8000:1 against, or roughly the odds of finding a shiny without outside help.

Mrgrgr.

ANYWAY, we stopped into Dendemille for a supply run before dealing with the two optional areas, then loading up on new moves. The returner wasn't that useful... unless you're Kinner, who picked up Iron Head (which thanks to Tough Claws is basically psuedo-STAB) and Thunder Fang. Frost Cavern was pretty simple, with the only casualty coming from Relicanth - sadly, there's no real way to get a Grass move on this team.

Anistar Gym fell before the might of a Spitfire Ice Fang CHing Sigilyph (might've been redundant, don't know and don't care), and a couple of fat Shadow Balls from Zeppelin.

Tomorrow: Endgame, methinks.

Wednesday, May 7, 2014

Flying Day 3: Danger - High Voltage

On the day where ORAS became an actual acronym in the Internet Pokemon Community, I managed to get way farther than I thought I would. Thanks to unexpected overtime, I actually managed to beat Clemont. (Team is at the end.)

It all started back in Cyllage, where I needed to pick up Aerial Ace - surprisingly, this hasn't gotten much use (Pidgeotto and Concorde had it, Arrow and the newcomer learned it naturally). Route 10 was quickly pounded, and thus we entered Geosenge and engaged in some laying of the smacketh down on Korrina's Lucario(s? en?) with Spitfire and Arrow.

On Route 11 came time to remove a team member and bring in the final member of the squad, Enola the female, Hasty Staravia (I took Hasty because hey, free Intimidate). It had a bit of a rough go early on as wild Sawk overwhelmed it with a Low Sweep/crit Double Kick combo, but perseverance and quick switching got it caught up to the team around halfway through Reflection Cave.

In Shalour, the first Rival fight went about as expected - Meowstic got Bit to the Poke Ball, Absol met the business end of a Karate Chop and the entire team feasted on the entrails of Quilladin. Funny thing; Same thing happened with the Fighting gym, as only Concorde fell to Machoke's Rock Tomb (darn that thing) and rather than risk a Hawlucha fight, I simply decided to throw a Zeppelin at the problem. :P

Route 12 and Azure Bay passed as grinding spots, pity poor Spitfire stuck on Surfing duty (though if you're gonna ride something, might as well be a 20-foot tall sea serpent). Of note: Sky Battles are way more fun 5-on-whatever. We hit Courmarine... and got Fly. :giggity: I restrained myself and kept it to two Pokemon - Concorde and Enola, because the others have better things to do with their offense. Oh yeah, Ramos was a pushover. Fly was a 3 shot.

After The Route That Shall Not Be Named - though I did manage to get on the ramp to Charge Beam for Zeppelin on the first shot, thank Arceus - and the Power Plant, it was time for what should be my worst nightmare: The Electric gym. I bought ten Revives just in case... and only needed one, because that damn Ampharos on 4F managed to two-shot Arrow with Thunderpunch. Even Clemont was a dead sinch, as you can see:

- Emolga OHKOed by Kinner's Rock Tomb in Mega
- Concorde 2HKOed Magneton with Flame Charge (it helped it used Electric Terrain on trn 1 instead of, y'know, attacking)
- Arrow OHKOed Heliolisk with Low Kick

Easy as pie.
Tomorrow's goal: I can't guarantee that I'll be able to get this done, but I at least want to hit the Move Deleter and Returner so I can swap some HMs around. Also, I need to find some more mules for item storage.

Current team:
Concorde L38 - Fly, Flame Charge, Thief, Return
Spitfire L37 -  Aqua Tail, Ice Fang, Bulldoze, Surf
Zeppelin L37 - Hex, Gust, Thunderbolt, Minimize
Kinner L37 @ Aerodactylite - Rock Tomb, Crunch, Bulldoze, Rock Smash
Arrow L37 - Low Sweep, Aerial Ace, Strength, Poison Jab
Enola L37 - Fly, Return, Thief, Close Combat