Can [insert pokemon here] beat USM w/o affliction? (fire starter edition)
Main goal is to figure out which pokemon can or can not do the
main story. Postgame does not play. Affection is not used, as it can
push through practicaly anything (except Ditto).
USM is hard just by
hitting you with buff mons. Trick and gimmick moves almost don't exist
in the game, everything just try to nuke you. This simplifies things.
As
leveling up is inconvenient, and these are not speedruns, all pokemon
start at lvl 100, with perfect IV, and optimalised EVs (max s/atk, max
speed, 4 in HP), with Adamant or Modest nature.
To avoid PP-problems I
go for TMs wherever possible, and manualy upgrade my levelup moveset if
required. With all the above even a 40 power normal move with Silk
Scarf will surely bring you through the first two islands, you'll only
need to think about upgrades for real on the 3rd. I list all moves used,
I trust you figure out when to throw in a Z-move. Otherwise using
metronome as held item from the point of Island 3, unless mentioned
otherwise.
Watch out, there are 2 trainers with ghost pokemon until
you reach the "fire" trial - either have a not-normal move, or pay
attention to avoid them.
All pokemon start with 4 move moveset, which they'd have at lvl 5 - except island scans - taken from pokemondb.
In this way a run only takes 4-5 real life hours (at 2.5 speed), easily doable on a day.
Oh,
"pro tip": if you have a flying-type move at the beginning, keep it the
very least until you get to Konikoni City. Until that it is very
useful, and you can't get a replacement!
And stat-changing moves
unless they bump 2 category by casting, are most likely extremly
useless. And Double Team will barely help you, so only using it in The
League, most likely only the Rock Room (Olivia), where there is already a
chance the moves will miss.
Oricorio:
starting moveset: peck (used), pound (used), growl,
helping hand. Starting form is Pompom, as that's the first you would
encounter normaly.
I was not sure what build to run, so was not in a
hurry to upgrade, but ran Modest from the start. Inserted WorkUp against
Sophocles.
Learnt Icy Wind on Beach 3.
Upgraded Peck to Aerial Ace, and Pound to Round.
At Un Aerial Ace got upgraded to Air Cutter.
Because Ilima learnt Steel Wing.
Bird Room: icy wind
Ghost Room: steel wing (I wanned to spare on PP, so used a TM)
Molayne: eat red nectar -> revelation dance (thunder wave acoided)
Olivia: eat yellow nectar -> revelation dance (a PPMax is enough)
Hau: Air Cutter
Cubone:
starter moveset: growl, tail whip, bone club (used), headbutt (used)
Did not know, but you can steal the bone held item from the marowak totem, probably would worth trying it out.
moves learnt: fire punch, thief, aerial ace, Bone Club got replaced by Bulldoze
crithit UN with thief Z
passed Hapu with thief for not getting hit by muddy water, so i did not have to us my brain
against Albiino Boy it was nighttime (hail damage), so I had to put up Return
Bird room: thunder punch
Ghost Room: Thief. you need Froslass miss with Blizzard, aka. cast Confuse Ray instead, than hit through that
Olivia, Molayne: Bulldoze
Hau: fire punch (range), thunder punch, fire punch, fire punch, Brick Break (range), ice beam
Ekans:
starter moveset: leer, wrap, poison sting, bite (only this got used)
learnt bulldoze, sludge wave
dragon trial: return, 1 crit (I noticed I forgot to use hold metronome after this battle!)
against UN had to evolve
Hapu: aqua tail
Bird room: return
Ghost Room: Bite
Molayne: bulldoze. Shed skin gives you extra chance
Olivia: seed bomb (because I can)
Hau: poison jab
Ralts, female:
starter moveset: razor leaf, disarming voice, mysty terrain, lucky chant
learnt: shadow ball is obvious, shock wave or something
Lusamine: Psychic
lion necrozma: shadow ball + choice spec
UN: evolve to Kirlia. It's a range, but can survive an attack
upgrade: shock wave -> thunderbolt
Bird Room: thunderbolt
Ghost room: shadow ball
Olivia: Dazzling Gleam
Molayne: evolve, then Shadow Ball
Hau: Dazzling Gleam
Goomy:
starter moveset: bubble -> water pulse, tackle ->
round -> draco meteor, protect -> shockwave, absorb -> sludge
bomb
Mimikyu: Choice Spec is required
UN: hold Focus sash
Bird Room: thunderbolt
Ghost Room: dragon breath
Olivia: water pulse
Molayne: evolve, water pulse
Hau: dragon breath
Drifloon:
starter moveset: constrict -> ShockWave, minimize, astonish -> Shadow Ball, gust
to learn: thunderbolt, psychic, icy wind (good against Hapu)
Bird Room: Thunderbolt
Ghost Room: thunderbolt
Olivia: minimize 1 + shadow ball
Molayne: shadow ball
Hau: 4 shadow ball - 2 thunderbolt
Swinub:
starter moveset: ice shard, icy wind, icicle spear, take down -> bulldoze
UN: expert belt icicle spear (range to survive a hit, the belt lowers the necessary hits from 5 to 4)
Bird, Ghost and Rock Rooms: icicle spear
Molayne: Bulldoze (no pokemon tried to paralyze me)
Hau: bulldoze + icicle spear alternating and hoping for high amount of hits
NOTE: Earthquake is very obvious to upgrade to as levelup move, I was just lazy to edit it in
Axew:
starter moveset: slash, false swipe -> shock wave -> Aqua Tail, dragon claw, counter -> iron tail
You obviously want to pick up Return when reaching Lusamine, I did not need that fortunately, as it was not nighttime.
UN: focus sash, range
Bird Room: Rock Tomb
Ghost Room: Payback
Olivia: Aqua Tail
Molayne:
evolve, Aqua Tail (very annoying fight, as the Klefki seems to evolve a
brain, and cast Reflect is ThunderWave would miss)
Hau: Dragon Claw
Comfey:
starting moveset: Vine Whip -> Dazzling Gleam, Leech
Seed -> Magic Coat, Helping hand -> Round/Echoed Voice, Flower
Shield -> Giga Drain
TMs: Thief will probably prove useful during the Ghost Trial despite being a physical move.
Ghost Room: Thief
Olivia: Giga Drain
Molayne: Magic Coat might help, but more importantly Giga Drain (you'll need a PPUp, probably)
Hau: Dazzling Gleam
Charmander:
starter moveset: ember, sctratch, smokescreen -> shadow claw, counter -> fire pledge -> flamethrower
I
started this playthrough while suspecting the special build can't win
due to the lack of move variety, but very obviously both build can get
to The League. Well, if I'm aiming for the lowest possible evolution, I
had to switch at Ultranecrozma.
Well, this did not help, so time to evolve anyway. Dragon Claw has enough power then to knock UN down wihtout a crit.
Oh, and Fire Punch is better than anything a phys build can have until unlocking Charizard, so getting it.
Hapu: Sunny Day saves the day.
Bird Room: Thunder Punch:
Ghost Room: Shadow Claw
Rock Room: Double Team (1) + Brick Break
Steel Room: Double Team (1) + Flame Punch
Hau: Fire Punch (and 1 Thunder Punch on water-eevee)
Mime Jr.:
starter moveset: confusion -> psychic, pound, tackle, copycat
at
the beach you want to pick up some new move to deal with thoe
psychic-immun beasts. Take your fancy. Signal Beam seems the best choice
for now.
even if you picked up all 3 moves, Shadow Ball is a TM, so
pick it up, and play it around. Later Thunderbolt also goes to the
backpack.
Reaching The League if you have Uproar, time to change it to Magic Coat.
Bird Room: Thunderbolt
Ghost Room: Shadow Ball
Rock Room: Double Team (1) + Psychic
Steel
Room: Magic Coat makes Klefki paralyzed, use that to casta Double Team
to rise out chances of doding ThunderWave (and hopefully future moves),
then start blasting Shadow Ball.
Hau: Shadow Ball to Raichu and Decidueye, Thunderbolt the rest.
Mimikyu:
starting moveset: Wood Hammer, Double Team (becomes a TM-slot), Splash -> Thief, Scratch -> Return
TMs to collect: Shadow Claw, Leech Life,
Ghost Room: Shadow Claw
Bird Room: Return
Rock Room: Double Team (1), Shadow Claw
Steel Room: Shadow Claw
Hau: Leech Life (ran out of PP, so either use a PPUp, or just use whatever as the final hit)
Growlithe:
starter moveset: Bite -> Crunch (UN), Roar ->
Covet -> Return, Ember -> Flame Charge (leveling up normaly of
course gives you better options), Leer -> Aerial Ace
Ghost Room: Crunch
Bird Room: Return
Steel Room: Flame Charge (if your damage allows it, it compensates for the speed-loss from ThunderWave)
Olivia: Crunch
Hau:
maybe with some DoubleTeam luck it'd work, but I'm evolving, because
without evasion-luck this just doesn't work out. Crunch then.
Larvesta:
starting moveset: Ember -> Flamethrower, Absorb -> Giga Drain, String Shot ->Signal Beam, Take Down -> Psychic
I
literaly went through the game using only Ember, with the exception of
Team Skull's Hounour, Faba's Houndoom, and Sophocles' metal-bird. At
least until the very last dude before the Dragons' Den.
Need Focus Sash against UN.
At Sophocles 2 you need the Golem to miss.
Before entering The League you likely want to learn Magnet Rise.
Ghost Rom: Flamethrower
Molayne: Magnet Rise + Flamethrower
Olivia: Double Team (1), Giga drain
Bird Room: Flamethrower
Hau: Signal Beam the Raichu, Psychic the rest. Vaporeon fortunately missed with hydro Pump
Murkrow:
starting moveset: Astonish -> Return, Peck -> Aerial Ace, Pursuit -> Thief, Haze -> Steel Wing
Bird Room: Return
Ghost Room: Thief
Olivia: Double Team (2), Thief
Molayne: Double Team + Roost -> Thief (no idea why Klefki did not try to ThunderWave me)
Hau: Return (4 pokemon) -> Thief (2 pokemon)
Hoothoot:
starting moveset: tackle, Foresight -> Shadow Ball, Growl -> Echoed Voice, Hypnosis
To deal with ghosts pick up Thief.
At
the Ghost Trial you get access to Shadow Ball. I'm running a special
build, but won't rerun if that happens to be not the right choice, I'll
simply swap build. Because these last pokemons are the "very mid, very
forgetable" types.
Found out you actualy get a free full heal during
the overtly long cutscene when you go fight Lusamine. So no need to
crawl back to the desk.
Against UN you need a crit (Shadow Ball Z).
Ghost Room: Shadow Ball
Bird Room: I used Hypnosis to prevent the eagle lowering my speed, then twoshot it with Echoed voice.
Olivia: had to evolve, Double Team (3) -> Shadow Ball
Molayne: Shadow Ball
Hau: Shadow Ball the Raichu, then Psychic.
And
yes, I've not used any flying-type move. Normaly you probably would.
You even could learn Moonblast by levelup, which is also good against
Hau.
Shieldon:
This is very obviously a horrible pokemon not by just stats, but also shallow movepool.
The physical build would have: Normal, Steel, Rock, Ground (Bulldoze)
The special build would have: Normal (Round), Steel, Rock, Electric, Fire, Ice, Hidden Power
I'll
try first the special variant, then if it fails, I'll have to do the
entire run from the beginning with the physical one. That's how much I
don't trust this pokemon.
Starting moveset: Tackle, Metal Sound, Taunt, Protect
To
lessen my potential waste of time, I'm using physical moves with the
special build. When that approach will fail, ONLY THEN will I have to
make an archive-save.
Picking up Smack Down TM from the fly-Z cave to
be able to fight ghosts. Also, if it is nighttime, and you are going
special, would worth doing the school for Wise Glasses.
On the
Beaches you can pick up ShockWave and/or Iron Tail (later Iron Head) if
you need. If we get desperate Stealth Rock is also an option, and at The
LEague Magnet Rise will be a must.
Buying Bulldoze is a good idea, as it can oneshot the Togedemaru Totem.
Obviously
picking up Return. And I'm still going. It's a miracle. Even kicked
Lusamine with Iron Head. I got somewhat lucky, with a couple of
flinches, and the Bear not using Drain Punch (it is random what it
uses), but it went down, reaching Island 4.
I could even crush down UN with Stone Edge, though it required a crit involved.
Hapu
caused me HUGH troubles, because her mons are big, some of them are
fast, and they hit supereffective. And the Fing slug is resistent to
Steel even. I'm not saying a physical build could not beat her, but
definitely would have to evolve, or somesuch. Me on the other hand had
Blizzard.
Against Gladion use Thunderbolt. The middle-two mons of his can damage you very hard if you don't oneshot them.
Tehn
I've reached The League, so I'm totaly justified until now. Olivia
worries me the most. And when entering you only need 2 slots at most:
one for Magnet Rise, one for Ancient Power, if we need that at all. the
other two can be TM-slots.
Bird Room: Rock Slide
Ghost room: Flash Cannon
Molayne:
Double Team (4) -> Magnet Rise -> Flamethrower. The Klefki can't
hrut you too much, so you have time to set up. second is Metagross, and
you want to 1HKO it, because it has a fighting-type move. Third is the
triple-mole - if you have yellow health and the Z-animation starts,
might as well reset right there. The Magnezone will hit you with a
Thunderbolt (try, I mean), so let's hope you can tank one out, and your
paralyzation won't get in the way too much as it is Sturdy. Finaly the
steel-bug thingy comes, it won't try some ground-move, it'll try its
priority-move, and that's weak enough. And yes, I still not evolved. I
guess it'd help with tanking more damage, but doesn't even give you a
single speed-point!
Rock Room: I did 2 Double Team just to be safe, but they didn't really try.
Hau:
needed to evolve, and Raichu had to miss with one of its balls, and had
to get an omniboost on the 2nd (or 3rd?) pokemon, but that made me fast
enough and though enough to win with Ancient Power. Of course a PPMax
was required for the necessary amount of shots.
Granbull
starting moveset: Tackle, Scary Face, Charm, Tail Whip
Watch out for the kid with the ghost, pick up Brick Break and Thief when the opportunity comes.
And if you want, pick up Iron Tail at the Beach Shop.
At Kiawe, during the Gauntlet I picked up Fire Punch from the Beach, because at one try the Marowak survived and Cursed Body activated, so need a backup move, and Fire is a type will'll use during the Elite Four.
Bird Room: either Thunder or Ice Punch will work.
Ghost Room: Thief
Olivia: Brick Break
Molayne: Fire Punch
Hau: I just switched between the moves when something had resistance to the current one.
Magby:
starting moveset: Ember, Smog, Leer, Smokescreen
At latest your moveset demands an upgrade when reaching the dragon Trial's Gauntlet. Both physical and Special builds have simlar (70-75) power moves, so let's continue.
Magby outspeeds UltraNecrozma, and with Normalium-Z (Uproar/Return) can oneshot it. I did a crit, so that can be a factor.
Ghost Room: fire
Bird room: fire + Uprar will do it, or Return if physical build
Molyane: roll until the ThunderWave misses, and then fire away
Olivia:
I've not experimented wether you can squeez out enough special damage,
what might be possible from the one run I made. I switched to physical
build, so I did not have to evolve (Magmar can use Focus Blast, Magby
Brick Break). And this worked.
Hau: Fire Punch for most, Return for Vaporeon.
Delphox:
starting moveset: wish, psyshock, light screen, lucky chant. Because of Island Scan. And we immediately have to change this to pass the student with the grimer. So replacing Lucky Chant with Flamethrower.
Because of the Skull Gang at the bus to Sophocles I heavyily suggest to have something more than Psychic and Fire type attacks. Echoed Voice will do from the beginning.
You also probably want Shadow Ball and Dazzling Gleam.
Bird Room: if you are worried you can pick up ShockWave on the
beaches, but you can as well rely on Echoed Voice. Especialy on
Metronome it quickly becomes devastating.
Ghost Room: Shadow Ball
Molayne: Flamethrower
Olivia: Shadow Ball (it has neutral damage to everything she has)
Hau: Echoed Voice, and finaly a Shadow Ball
Jangmo-o:
starting moveset: Tackle, Leer, Bide, Protect
At the Beach learn Iron Tail. You won't get a move that can hit ghosts until Wela Mountain, and there are 2 trainers in your way, who are though avoidable, but. But what you really want is Rock Tomb on the side of the Volcano Park.
Ghost Trial: I looked for a dark move to use here, only had Payback, and while it worked out, it's not a realistic alternative for a normal playthrough. Keep that in mind. Oh, yeah, and pick up Dragon Claw when you can.
Ultra Necrozma is too strong, time to evolve.I mean in theory I could roll for a crit while holding a Focus Sash, but ... Ok, Hakamo-o still needs the Sash, so let's roll for that critical ... Worked, so we are still Janga.
Bird Room: some Rock move
Ghost Room: Payback worked for me
Molayne:
Bulldoze. And you either need ThunderWave to not hit, or knock down
Klefki when it puts up Reflect instead, then next turn Brick Break the
Reflect and return to Bulldoze.
Olivia: Bulldoze. But not as Jangmo-o. It was expected that sooner-or-later will have to evolve. Once, for this time.
Hau: Dragon Claw.
Aerodactyl:
starting moveset: Crunch, Ancient Power, Agility, Roar
During your travel you want to buy Bulldoze and pick up some Rock move. And learning Iron Head at Beach 3 will probably help too.
Bird Room: rock move
Ghost Room: Crunch
the other two rooms: Bulldoze. At Molayne you need a good amount of luck, but just keep trying.
Hau: the usual suspects work: Dragon Claw, Return, what have you.
Monferno
starting moveset: Mach Punch, Scratch, Leer, Ember
Change Ember to Fire Punch of course, and if you pick up Rock Tomb, that won't hurt either.
Acrobatics is worth picking up against Lusamine. Unless you have your friendship maxed out, then Return is even better - proving according to Pokemon friendship is stricktly transactional.
The first time this happened during this marathon, UN outsped me twice, I went out for the Focus Sash, when coming back UN was slower than me. Speed: 261. I guess UN got a speed-lowering nature (the tresholds if I'm correct are 241, 268, 295).
Btw, don't stick to Mach Punch, it is physical, and priority would only matter against Molayne's Klefki, which is ghost.
Shadow Claw is versatile, it worth paying the price.
Bird Room: I brought Thunder Punch for 100% accuracy
Ghost Room: Shadow Claw
Molayne: Fire Punch
Olivia: Brick Break
Hau: Fire Punch did most of the work, except the 2nd mon was Vaporeon, against which a single Thunder Punch did the job.
Combusken:
starting moveset: low kick, peck, flame charge, sand attack
Replace Low Kick to the more reliable Brick Break, and pick up Fire Punch too. And in Konikoni City upgrade Peck to Aerial Ace just for good measure. And on Island 3 at arrival buy Shadow Claw.
At the 3rd Beach you probably will find space to learn Thunder Punch.
Ultra Necrozma is impossible, therefor we evolve. I don't think Blaze Kick is worth learning, but it's up to you.
Bird Room: Thunder Punch
Ghost Room: Shadow Claw
Molayne: Flame Charge
Olivia: Brick Break
Hau: as with Monferno it was done with Fire Punch + a single Thunder Punch
Grimer:
starting moveset: poison gas, pound, harden, mud-slap (ok, I messed up, and used the regular grimer moveset here. Sue me.)
You get a free healing after the School Teacher. And Ilima also heals you after beating Team Skull.
You get a free healing when beating the Normal Totam.
You get a free healing when you beat Hau when returning Nebby from the cave.
Picked up Fire Punch at the Beach.
You get a free healing when you do the wrestling show.
You get a free healing when entering Konikoni City and speaking with the Probopass.
You get a full heal when you arrive to The Lab.
If you feel, pick up Ice Punch at the 3rd Beach. Nothing else is waiting around the corner after all. And I doubt Mud-Slap will be useful for long, not even when it is super-effective. Harden looks more useful than that.
You get a full heal when you beat Guzma in his city.
You get a full heal when you come up from the labs.
You get a full heal when you fight Faba before Guzma, after you beat the 2 scientists first. So while you don't get a break between the two fight (2 scientist, scientist + Faba) you do get healed between the two.
You get a free heal when you beat Lusamin.
You get a full heal after you fight Poipole the 3rd (final) time.
You get a full heal when crossing the bridge with Albino Girl.
You get a full heal when passing the gauntlet before the Dragons' Den.
You get a full heal passing the Dragon Trial.
Grimer is so though, it can stand 2 hits from Necrosma, while knocking it down with Ice Punch.
You get afull heal before and after Ultra Necrozma.
Quick Claw might actualy be useful for this one when fighting Albino Boy.
The good news is, you can get to The League with the above listed moves, so oyu don't have to hold on to the levelup moves - which can be relearnt by the Move Relearner at the gates.
Ghost Room: Thief is enough. That means you don't have to stuck to
Crunch. That means a possible slot for something like Acid Armor, or
Rock Polish, or even Minimize.
Bird Room: Return (max friendship)
will do it, so again, you only need the 1 TM slot, so we can still
insert something funky if we have to.
Molayne: Fire Punch after 1
dose of Rock Polish. The Klefki for some reason prefers to cast Reflect,
then start attacking, ThunderWave just didn't happen (neither from the
Magneton), what was a definite advantage. If we'd evolve we could even
tank all the damage, but why bother, when Rock Polish is also a TM! So
we still have 2 flexible slot for moves to use!
Olivia: ok, so we DO
need Crunch. For me I got the luck that Probopass missed on top of that
with its ThunderWave (yes, somehow that gets priority here. But it did
not cast its usual SandStorm, what is unfortunate).
----------
Summed:
you need Crunch, Fire Punch, one TM-slot, and you have a 4th slot open
for whatever you wish if you play your cards right. So you do not need
to max friendship for Return, you can go in with Ice/Thunder Punch
instead. That can speed things up.
Hau: Poison Jab. Yes, we FINALY use a poison move with our poison-type pokemon!
This little thing waaay passed any of my expectations.
Pikipek:
starting moveset: Peck, Growl, Echoed Voice, Rock Smash
You can throw out Rock Smash asap for the sake of Brick Break. Especialy that there is NOTHING we want from the beaches.
Return as always an easy idea to pick up.
Upgrade Peck to Aerial Ace when reaching Konikoni City.
I went for the Focus Sash, and to get it I suggest you steal a Leftover from a Munchlax. Or just rely on the mercy of randomness. Not that it proved any use, as I had to evovle into Trumpbeak anyway, and that was fater slash could tank 1 hit. Oh, yeah, U-Turn on Z knocked down UN for me.
Steel Wing is not a bad idea to have at the fairy girl.
Ghost Room: Thief
Bird Room: Smack Down
Olivia: Brick Break
Molayne: Flame Charge (Klefki missed with ThunderWave)
Hau: started with Fly, landed a crit on Raichu which might have counted. Decidueye has Smack Down, so switched to Aerial Ace. Done.
Litwick:
Starting moveset: Astonish, Ember, Minimize, Smog
I'm totaly switching out Smog to Shockwave on the beach.
Exchange Astonish to Shadow Ball when the opportunity arrives.
I held out until could pick up Flamethrower - you can gradualy evolve your Fire-move of course. Come to think of it, i'll have to hope off for Energy Ball (what is for some reason a Grass-type move).
Att he final confrontation with Gladion I had to evolve. Too fragile, too slow.
Bird Room: ShockWave
Ghost Room: ShadowBall
Molayne: Flamethrower
Olivia: Energy Ball
Hau: Flamethrower on the Raichu, then Psychic
Archen:
starting moveset: Wing Attack, Quick Attack, Leer, Rock Throw
Rock Throw is trash, so even Smack Down worth picking up. We have access to ALL the rock-moves, so go for the upgrades.
Pick up Bulldoze in the shop when you reach that. Ground-type moves are always good to have. Also buy Aerial Ace. Not because the difference is important, but because it is a TM.
At UN have to evolve. Dragon Claw is the best move to use.
Ghost Room: Shadow Claw
Bird Room: Rock-nove
Molayne:
Bulldoze. If you get struck by ThunderWave, you will HAVE TO rise your
speed (Rock Polish), or the mole will outspeed, and that's game over.
Olivia: Double Team -> Bulldoze
Hau: Dragon Claw
Lillipup:
starting moveset: Leer, Tackle, Bite, Odor Sleuth
changed Tackle to Covet at the beach for a better same type attack.
the dragon trial requires Aerial Ace + Flying Z
Against Necrozma you need Bite upgraded to Crunch, and deal with the margins still. Or geta critical Z.
Ghost Room: Crunch
Bird Room: Rock Tomb
Olivia: you need to be Herdier, start with Crunch, then switch on Reversal, and that will bring you through
Molayne: Covet on the Klefki, then Crunch, finaly Reversal. Very likely you'll need an Ether the replenish Revesal-PP here.
Hau: Return on metronome does the job. Another reason you need to evolve to Herdier.
Noibat:
the starting moveset: tackle, absorb, screech, supersonic
1st change at the electric gym: gust in place os supersonic
2nd change at the entrance of the Dragon Trial: gust -> air cutter, tackle -> bite
3rd change: Ultra Necrozma: Absorb -> Shadow Ball. Spent a bunch of try waiting for UN being slower, what never happened. But I remembered I can just Focus slash, and also swapped shadow Ball to Draco Meteor (dang the friendship-requirement - talking about that, you can't remove conditions on the field, that goes to the affliction-level!). The move was not absolutely necessary, but there were too many factors to try Shadow Ball (range + crit needed).
4th change at Sophocles: Bite -> Shadow Ball
5th change: The League: screech -> water pulse
6th change: Molayne. I hate Molayne. Air Cutter -> Air Slash, evolve to Noivern
7th change: Hau: Draco Meteor -> Dragon Pulse
Bagon:
starting moves: Rage, Ember, Leer, Bite
1st change: Gladion 3: Leer -> Return
2nd change: Ember -> Dragon Claw when I pick up the TM.
3rd change, Ilima: Dragon Claw -> Flamethrower
4th change, Totem Ribombee: Flamethrower -> Rock Slide
5th change, Olivia: -> Brick Break
6th change: Molayne: -> Shadow Claw. evolve to Salamance.
7th change: Hau: -> Dragon Claw
Gastly:
starting moves: Lick, Hypnosis, Spite, Mean Look
1st change: Ilima: Lick -> Night Shade, Mean Look -> Sucker Punch
2nd change: Spite -> Uproar
3rd change: Night Shade -> Shadow Ball (the damage was greater, made me oneshot Mimikyu)
Gastly outsepd Ultra Necrozma. Sweet.
4th change: at the door of The League you better tank up on the necessary TMs. You'll be able to keep whatever moves you have, and swap the TMs around: Shadow Ball, Thunderbolt, Energy Ball. Sludge Bomb
5th change: at Molayne I had to evolve into Haunter. Gengar does not need a playthrough, as though it is captured separately, it'd play the exact same, only stronger.
Early TMs to find, in order: Echoed Voice, Confide, Brick Break,
Roost, Smack Down, Round (only during night), Thief, Infestation,
Torment,
Beach: Snore, Heal Bell, Electroweb, Defog,
Low Kick, Uproar, Bind, Helping Hand, Shock Wave, Block, Last Resort,
Worry Seed, Covet, Bug Bite, Snatch, Recycle
Beach:
Iron Tail, Spite, After You, Giga Drain, Synthesis, Ally Switch, Signal
Beam, Gravity, Stealth Rock, Iron Defense, Telekinesis, Magnet Rise,
Bounce, Role Play, Fire Punch, Water Pulse
Frost Breath, Roar,
Flabébé:
This little thing is ridiculous.
starting moveset: Tackle, Vine Whip, Fairy wind (this will practicaly be your move for everything), Lucky Chant
1st change: at Dragon Trial: Fairy Wind -> Dazzling Gleam
Ultra Necrozma is faster, but I had enough HP to stand a hit, so could equip Choice Spec (probably Wise Glasses or Expert Belt would be also enough) and oneshot it.
EDIT: At the gate of The League pick up Energy Ball or Giga Drain to fight Olivia. I also strongly suggest to pick up Magic Coat. Synthesis is also a nice idea.
2nd change: Kahili: given the limited movepool I picked Echoed Voice here, but had to evolve to Florges to pull it out.
Against Molayne I managed to win 100% legit just with Echoed Voice and Synthesis - I just forgot about Magic coat, which'd make things easier.
In the end, the answer is yes.
Cleffa:
starting moveset: Pound, Charm, Encore, Sing
1st change: Pound -> Echoed Voice ASAP
2nd change: when you get access to the Beach Shops, pick up either Water Pulse or Shock Wave for those occasional Ghost Types ASAP. I picked Sing -> Water Pulse because it's right there, and the Fire Trial.
3rd change: pick up Shadow Ball before the Ghost Trial
4th change: at the Dragon Trial apply Psychic. I assume with every special-attacker you get the Choice Spec as soon as you reach that trainer (must fought 101+ trainer battle).
5th change: Ultra Necrozma: learn Magical Leaf as you can not later (you'll need it against Hapu), and evolve to Clefairy, because your stats are not enough. (I also assume you collect every Z-crystal, even if like me you don't, but I won't mention using Z-moves, I just do)
6th change: at Sophocles, during the gauntlet-trial you better have Flamethrower from that cave.
7th change: before you enter The LEague grab either Thunderbolt or Ice Bolt.. Don't know why that's their spelling, but you'll need one in the Flying Type room. They have the same chance to cause the secondary effect, so Ice is probably better.
At Molayne you'll either need Magic Coat (the move), or roll for the 101% chance to not get paralyzed. You also need to evolve to Clefable. But be aware, that against Hau you'll need a Firy Type move. That can be Dazzling Gleam from TM, but you also might want to preserve Moon Blast from Clefairy. All in all in The League you'll use these moves: Flmaethrower (TM), Water Blast (BP), Shadow Ball (TM), Ice Beam (TM), Magic Coat (BP), finaly Moon Blast or Dazzléing Gleam. Seems you have space to bring it on.
Igglybuff:
starting moveset: Pound, Defense Curl, Charm, Sing
1st change: Pund -> Echoed Voice as soon as you can
2nd change: Water Pulse as usual, when becomes available
3rd change: Shadow Ball. Ghost Trial. Again.
4th change: pick up Flamethrower when you get to it. Btw, for a while with this one I just tacked on Echoed Voice, Shadow Ball and Water Pulse for sheer convenience.
5th change: you glad you just get Psychic along somewhere your journey, don't you? (You still need Choice Spec or Z-crystal to pull it out.)
6th change: Ultra Necrozma: because of lack of stats, you have to evolve into Jigglypuff
7th change: at Galdion's last fight you have to evolve again, lacking any kind of hope to outlast his team. I don't see any move worth preserving from the pre-evolution leveling-up system, but now you know.
8th change: I put up Magic Coat when I was going into The League. SO entering with MC, Water Pulse, Defense Curl, and the TM-moveslot. For TMs have in store: Shadow Ball, Ice Beam, Flamethrower, Echoed Voice or Dazzling Gleam
----------
Another win in the bag. A thing I enjoy the most is, I can experience the full benefit of Abilities. Competitive here was AWESOME! Some previous was like not having ability at all. And I did want to make a "how the pink things compare", now I know. With normaly playing these things would take too much time to FEEL the difference.
Eevee:
Ok, I'm ... flexible with this one, given how the evolution-moves accessibility goes. I do need to make an Eevee-run after all, so I'll do that as long as I can, THEN and only then evolve into Flareon. The ting it'll mainly effect is, Flareon has access to Fire Fang while Eevee has Refresh. Flareon of course has much wider access to TMs, but there's nothing Eevee has that Flareon won't have in this department, what is good.
starting movepool: Tackle, Growl, Tail Whip, Sand Attack
1st change: despite both being physical builds, I did pick up and learnt Echoed Voice. It is a superb move after all, will make passing early game that much faster. Te3ach it in place of either Growl pr Tail Whip.
Story: I accidently ran into the Drifloon-kid, did not know when was the last time I've saved, but Struggle saved me. It was either he'll struggle itself to loose all its HP, or me hitting it, so it was a win-win scenario in the end.
2nd change: I picked up on the 2nd island Iron Tail, yes, to deal with ghosts, or just to have something, anything besides Normal Type attacks.
3rd change: for the Ghost Trial obviously pick up Shadow Ball. And if you don't like that idea, you can always just learn Bite from leveling up. It's actualy better, being physical move of course.
After a point I realised I'm just playing with a physical build, but using only special attacks, so I started to use only special attacks deliberately, so I can spare oh-so-much time on the other eeveelutions.
Ok, so it's time to dedicate to one way or another at the Dragon Trial.
-----
I slept on it, and realised if I can bring Eevee to the gate of The League, all of this worry is meaningless. If I can't, Ice-eon is already dead. So I suspect Eevee CAN get there. And at that point is the Move Reminder, so duh!
-----
4th change: I'm putting up Double Edge. which is overdoing it considering the damage, but also deals way bigger recoil, so if I can do it with that, I can do with Double Edge also, but that can miss, and that's annoying. The miss% is not that high though that with a couple of reloads couldn't knock down a whole sixpack even, so duh.
Ultra Necrozma is hard for Eevee, but with a critical Z-move (Shadow Ball for special build, Last Resort/Double Edge for physical) it'll go down.
Next tricky part was Totem Ribombee. I mean I can't just spam Shadow Ball here with my physical build. So I checked how much it does with Iron Tail, and a special build with Z-move can deal whata physical with just the move and no buff from held item. And the Blissey can be shot down after that with Echoed Voice even for the physical build, so we are still good just with Eevee. NOTE: of course you can just Shadow Ball the totem with a special build, then switch to Echoed Voice the same.
For Hapu I DID manage to win witha physical build using Shadow Ball holding Choice Spec. Just roll until you oneshot the Golurk, and hope the Mud Water won't make your life.
-----
In The League any Eevee can beat the Ghost Room. The rest i'll have to do individualy, I assume.
Eeevee: Flyer Room is done by Return. I suspect Echoed Voice will work for the special build. At Olivia the physical build has to rely on Iron Tail, but eventualy you get the connects. Crazy thing happened: I've beaten Molayne with Echoed Voice witha physical build!
For Olivia the special build CAN get past with Echoed Voice on Metronome with a 1% chance or something like that. It IS possible, but you need a lot of things to work out, like no crit from anything, when the Probopass comes out not get parallysed by being paralysed, it should focus on renewing the Sand Storm instead of attacking, the Aramldo should already be dead before the Probopass slows you down, and so on. but it is possible, it did happen to me.
The Flying Room for special attacker Eeevee was going bad, so bad I switched around my moves to have Rest and Snore on me. As Eevee only used TMs inside, this was still perfectly legit to do. Point is, either becuase f the moveset, or just by random, Kahili did not cast Scary Face during the first turn, so I could Echoed Voice (on metronome) everything to the gorund. This means no matter the build (I mean optimal physical or special), Eevee can reach to Champion Hau. There Eevee in this version obviously fails, as it will not have the damage-output to win.
WTF, I won. With Eevee. Against Hau I could Return most of his team (a crit to get rid of the Raichu might helped), for the last two (he always puts Deci and Novern last) went down to Iron Tail, which fortunately connected.
So... We're done with the Evil-utions. Great for me. Wow.
Abra:
Unfortunately you WANT to start as Abra with only Teleport, because of the Trainer Chool Grimer Boy. Kadabra gains no other type of move than Psychic, and that's devastating because of that enemy.
1st change: in the Trainer School,you have to heal, and that's getting rid of more Teleport to continue, so let's try evolving right there. Moves added: Kinesis, Confusion.
warning: if you don't go with the struggle-strat, avoid the old man after fighting Tema Skull at the beach.
warning 2: avoid the kid nearest to the village (he has an alolan rattata, again immun to you at the moment)
2nd change: if it is night-time, pick up Round. Either way sail to the next island, and pay for Fire Punch. Get rid of Teleport. Remember: Beach Shops don't give you new moveslot, only override occupied ones.
3rd change (optional): you can pick up Charge Beam during the Water Trial. Definitely do this if you don't have Round yet.
4th change: you get Psychic and can pick up Shadow Ball right before the Ghost Trial. Do the obvious.
5th change: with Machop Shove you can pick up Energy Ball, and inside the Valley you get access to Dazzling Gleam. That's pretty much all our attacking moves, unless we want to pick up Signal Beam from a Beach Shop. As Kinesis is not even needed for Ultra Necrozma, feel free to swap it out if you want. You don't have to, but feel free to do it.
6th change: at The League's gate as Kadabra has access to it, obviously pick up MAgic Coat. I also picked up Shockwave for the slightly bigger damage and perfect accuracy. Signal Beam seems useless inside, but if you want to try, feel free to do it, you still have a slot for the TM-moves after all.
Kadabra in the end easily decimated Hau's team with Psychic.
Salandit:
Did not forget to make it female, for obvious reasons (evolving if required will demand it). Not that the gender matter much in this game, but fair is fair.
starting moveset: Ember, Scratch, Poison Gas, Sweet Scent
1st change (optional): if you can, pick up Round and swap Scratch to it to gain special damage.
This pokemon will not get ANYTHING useful from the Beach Shops. At least we don't have to worry about that.
You can pick up Leech Life when you are going to the Roch Challange. Will you find some use for it? Also considerable to buy Shadow Claw when arriving to the 3rd island for obvious reasons. And in Bug Guy's house you finaly find Sludge Bomb, so you ffinaly can attack with poison type, if it ever comes to that - normaly you level up and get something better than Ember, but I just equipped it to fight Faba. And poison is absolutely great type against Lusamine.
In Seafolk Village I'd buy Sludge Wave as an upgrade. The chance to poison is "substantialy lower", but who really cares about that. You can get Fire Blast too, but I don't think that's necessary, especialy that Flamethrower is coming.
Btw, I've checked at this point, evolving does not bring anything special (pun intended).
Ok, now what was I writing here... Someting about Hapu I think - ah, I finished there with 5 HP left.
At the gate of The League I've learnt Dragon Puls to make everything fair and square.
Flmaethrower is an important TM to haveand used Sludge Wave in the Flying Room. At Molayne roll a battle where the Klefki misses. Unfortunately you can't roll this way at Olivia when the Probopass comes, so you WILL be paralysed. I mean it caaan miss, but then the AI there will know that and uses another move, so that doesn't help. And at Olivia the damage is hiigh, and your damage matter by a lot, so you definitely need to evolve. In the end I have no idea how I won, especialy that I was NOT paralysed when finishing the battle. I wish I had some high-end computer with zounds of HDD to record these runs, so we just have to accept the fact now, unfortunately.
Hau was fortunately no problem.
Torkoal:
Horribly slow, barely any stats, very shallow movepool... Yeah, this sounds like such a disaster, I'd be against it even WITH affliction. Turtunator - maybe with affliction. Torkoal? Absolutely not.
starting moveset: Ember, Smog, Withdraw, Rapid Spin
Round would be nice to pick up, but we have Rapid Spiin and Smog as damaging move, so whatever.
The Beaches are mostly usless, almost every move is either does nothing, or Battle Tree options, aka. postgame, aka. no access. Iron Defense at least makes Withdraw droppable. Aside that Stealth Rock and Iron Tail remain options.
In Konikoni I bought the Bulldoze, because what else can you do?
In the Shady House don't forget to pick up Sludge Bomb. I mean I'm trying to win with a special build, as that gets more gear, so is more straightforward to use, but I really did not route this out.
At the gate of the Dragon Trial our old friend Flamethrower awaits.
In Seafolk Village you should buy Solar Beam/Stone Edge. I don't say they are great, but what else can we have? And as I'm running Drought, Solar Beam is actualy considerable.
At Ultra Necrozma you need a critical Z. That took me a mind-numbing 15 minutes. On*10 speed.
So I made an archive save at The League, and went in with the special build. Gladion Final is faster with all his pokemon even with maxed out speed, but you have enough defenses to tank it through to my greatest surprise. We just might have a chance?
Acerola: Flamethrower metronome
Kahili: Sludge Bomb metronome
Molayne is very obviously Flamethrower, and if you don't get paralyzed too many times, you WILL pass through.
Olivia:
this is the harcdest challange here, and to pass you absolutely have to
have Iron Skin to mitigate the damage you get. Solar Beam worth nothing
here as everything will recast Sand Storm in place of it. So use
Flmaethrower. If you don't like the chances with that, you actualy can
learn Inferno with levelup, which has slightly better damage, but more
importantly guaranteed BURNS the target, cutting physical damage in
half. That1s massive.
Against Hau you can just drop that poison again. So I have to take it back: Torkoal, this crap, at least with maxed out stats, optimalised EVs, and the right ability CAN beat USM, and on top of it without affliction!
Litten:
starting movepool: Ember, Scratch, Growl, Lick
1st change: landing at Akala Island sail back to Melee to buy Covet in place of Scratch just because we can. I also gave Fire Pledge to it, even though even at Ulaula Island my Firendship was only 196 (but that could be fixed).
2nd change: when going the second time to the Resident Evil Hive pick up Return. Also pay attention you got Flame Charge, so you can swap it on as your new fire-attack if you want. Though at the moment Poipole is kinda good against physical damage, so plan accordingly.
At Ultra Necrozma I went on a shopping spree. Shadow Claw, Leech Life, Acrobatics, Brutal Swing, Low Sweep, Bulldoze. I have no idea what i'll be using you understand. Neither helps of course against UN, lacking the stats to stay alive there, or cause enough damage to oneshot, so time to evolve. Torracat is fast and strong enough (Leech Life Z which I used). Note that evolving into the final form would make you too slow to outspeed Necrozma. You probably would have enough HP, but you try it, I do not.
At the fire part of the Gauntlet I involved Shadow Claw.
Hapu's Mudsdale was a problem, but at the 2nd try it cast Payback for some reason instead ground-type Z-move, so I won.
Shadow Claw deals with the Ghost Room.
Return solves the fliers.
At
Olivia you have to be your final evolutionary form, you just do, you
need the stat. And with this you unlock new move types, so let's go with
that. Brick Break, Darkest Lariat - any of it solves the room.
Finally Bulldoze yourself through Molyane.
At Hau I forgot Decidueye, so started with Return, but it did not matter. Just switched to Shadow Claw, and it went down.
Diglett:
starting moveset: Metal Claw, Astonish, Growl, Sand Attack
at the start pick up Echoed Voice because it is a fantastic move, and is very close to you.
1st change: if you don't have Bulldoze yet through leveling (you should), then buy the TM.
2nd change: Metal Claw -> Iron Head at the 3rd beach
3rd change: when reaching the Ghost Trial hop back to Malie City (arriving port on the 3rd island) and buy Shadow Claw.
At Po Town don't forget to pick up Rock Slide. That'll be our Rock move if we need one. Stone Edge is an option only for after evolving.
NOTE: you normaly would learn Sucker Punch. That's a great move, keep it on your list I guess.
Also don't forget to pick up Return when you can. Physical attackers crave that move.
4th change: Aerial Ace worth hopping for when it comes to the Dragon Trial
Ha. This was weird. Could stand a hit from Ultra Necrozma. Interresting.
Hapu is in range. With lvl 100 Diglet, Iron Head metronome, which has to flinch the Mudsdale what comes second. But it is possible.
At Gladion Final I had to evolve. I mean if I really had to, I could buy that 10% all physical attack item, and hope for a crit or something, but how about just doing this. The LEague will demand evolving either way I strongly suspect.
Acerola not surprisingly paused no problem. At Kahili you just need your rock-moves to connect. Olivia is pathetic of you have a Ground move. And you should have Earthquake from levelup. What is overkill by the way. And at Molayne the Klefki started with Reflect, which lasted only as long as the Metagross, which could only hit me once, so I had the damage to sweep.
For Hau you have to roll until your rock-moves connect.
Fletchling:
starting moveset: tackle, quick attack, growl, peck
We get nothing from the beaches, so...
Before leaving Melee pick up Thief, in case at the Fire Trial Cursed Body kicks in.
Pick up Fly in the library.
Picking up Return is still the most brainless way to do to fight Lusamine.
In Malie City buy U-Turn - you'll need it for Ultra Necrozma. There you'll also have to be evolved once. It'll still be a range, but on the other hand you don't have to wait for a critical.
For Sophocles during The Gauntlet Trial pick up Double Team to avoid the Spiky Shield, and help avoid the Golem's Stone Edge.
When reaching The League collect these just to be sure: Acrobatics, Roost, Steel Wing, Flamethrower/Fire Blast.
Acerola: Thief
Kahili: Return
Molayne: Flamethrower
Olivia:
Do Double Team. 3-4 times is needed to avoid everything. Then U-turn on
metronome. And you obviously have to evolve to Talonflame.
Hau: Acrobatics. Though I shot down the Raichu with Return.
Minior:
starting moveset: Tackle, Defense Curl, Rollout, Confuse Ray
Note that Minior has equal special and physical attack, so you have to decide. I'm going for more varied damage types, aka. special. So grabbing Round when becomes available and putting it on in place of Tackle.
During the Water Trail pick up Charge beam.
In Malie City you might want to buy Rock Polish.
At Sophocles you obviously will have some ground-move.
If you are special build, pick up Dazzling Gleam while in the Canyon.
Against UN Survived 1 hit, then the shield went down (or up?) and by that outsped the beast. Dazzling Gleam + Choice Spec won.
Acerola: Dazzlin Gleam
Kahii: Charge Beam (I prefer trying TMs before levelup moves)
Olivia: Psychic
Molayne: Bulldoze on Klefki and Dugtrio, Charge Beam the rest (you must never miss)
Hau: Power Gem. Probably other moves would work too (eg. Dazzling Gleam), but why hold back this time.
Zubat:
starting moveset: Absorb, Supersonic, Astonish, Bite (Note: in case you ever have to give up on Bite, grab Thief before you leave Melee)
At Akala Beach you can if you can exchange Absorb to Giga Drain. It's not mandatory, this'll be a physical build, but we don't want anything else from the beaches anyway.
When going to Olivia's trial pick up Leech Life - the move of choice against Ultra Necrozma.
In the Library pick up Fly. And yeah, pick up Return too later.
To pull off UN, you have to be evolved to at least Golbat.
Steel Wing from Konikoni City might be a good idea against those pesky fairies. I mean we can afford it, even I have 200K+ gold every time.
Acerola: Bite
Kahili: Flying (ironic, isn't it)
Olivia: Gigadrain + Fly
Molayne: Shadow Ball
Hau: I shot down Raichu with Bite, then Fly on metronome finished the job.
Hawlucha:
starting moveset: Karate chop, Tackle, Hone Claws, Detect
On Akala's beach shop I suggest buy a move. Normaly probably the most logical is Bounce, but for me Fire Punch is also an option, as I don't really have to consider Totem strength myself, but definiely need something to damage ghosts.
On Mount hokulani (Fire Trial) pick up Rock Tomb. Very conveniently placed.
For the Ghost Trial use Payback you got along the way.
At Po Town you can pick up the upgrade to your rock-move.
Picked up Return out of habbit. It might prove handy later. And don't skip visiting Ulaula's beach, it unlocks a waypoint you'll want later.
When facing Ultra Necrozma go and pick up X-scizzor. That's the highest damage move you can have here.
Probably time to get Iron Heach from the Ulaula beach against those pesky fairies.
So we are at The League. My list of medicine I give here. Keep in
mind this is a melee build, so I fought less than with a special build,
gaining less resources:
- at the first pokecenter I bought 1 drink (gives 1 remove all condition item)
- picked up: 2 super potion (in and before Normal Totem)
- used 1 paralyze heal
- potion*10
- (bufé item)
- fresh water*1
- super potion*2
- full restore*1
- max ether*1 (you usualy can use TMs, you PP is not a problem)
- max potion*2
- pp max*2
- max elixir*1
I repeat, I did not pick up items aside those 3 mentioned
Acerola: Payback
Kahili: I used Rock Slide, but if you don't like the odds, consider buying Thunder Punch at Ulaula Beach
Olivia: Brick Break
Molayne: Brick Break (here was where I realised Mold Breaker overwrites Sturdy)
Hau: I picked up Poison Jab for this at the start of Victory Road, for variety. Return would top this (neutral damage to everything, put it on metronome), but you know.
Pidgeot:
starting moveset: Steel Wing, Twister, Feather Dance, Whirlwind
The beaches will not serve any purpose with this one.
After the Grand Trial pick up Thief. We'll have little variety of moves, every little bit helps. As well pick up Flying Z, in case you forgot about that.
In Konikoni City you can buy some replacement-TMs, but Malie City is where you can get a new type: U-Turn. Also pick up Fly from the Library.
At the end of Island 3 pick up Return, of course.
There si nothing really we can pick up for The League, so I even went out of my way to pick up Roost, just in case it'll be required.
Acerola: Thief
Kahili: Return
Olivia: Double Team, U-Turn
Molayne:
he is possible. 3* Double Team seeems to be the sweet spot, then put
Thief on metronome. All the other moves are more heavily resisted,
that1s why. With a bit of real life luck, not even the Dugtrio with its
Z-move will shoot you down.
Hau: I totaly forgt Decidueye, so started with Return. Fortunately D and Noivern were the last two, and they went down to Twister. Yeah, I kept that since all the way back.
Spearow:
starting moveset: Peck, Pursuit, Leer, Growl
Pick up Thief. You know when and where.
In Konikoni City buy Aerial Ace (there was one playthough I got constantly Smack Downed) and Steel Wing.
And in Malie buy U-Turn, and pick up Fly from the Library.
Buy Drill Run on the Ula-beach.
Also before leaving the island for good, pick up Return, our last move.
At UN you have to be evolved.
Acerola: Thief
Kahili: Fly
Molayne: Drill Run
Olivia: Drill Run (ether was needed)
Hau: U-Turned the raichu, then started Flying, but Decidueye Smacked me Down. Fortunately I realised this, and switched move against it (U-Turn), then seeing after like 3 turns with it it still barely hit Noivern after knocking down D, desperately tried Fly, and that worked. Win!
Miltank
Starting moveset: Tackle, Growl, Defense Curl, Stomp.
Miltank
can use Brick Break, so Tackle can go when we find it, and Growl is ok
to change to Heal Bell on the beaches. But what we'll eventualy want is
Fire Punch against Sophocles.
Miltank is a beast.
Bird Room: Ice Punch
Ghost Room: Stomp (I do have Return TM, but, hum)
Olivia: Brick Break
Molayne: Fire Punch
Hau: Stomp
Miltank is a beast.
https://www.youtube.com/watch?v=oo5vEiOywX4
KangasKHAAAN
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