Jump to content


  • Content Count

  • Joined

  • Last visited

Profile Information

  • Gender
  • Location

Previous Fields

  • Favorite Fire Emblem Game
    New Mystery of the Emblem

Member Badge

  • Members

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. From what I gather, the idea and concept of this thread is an Iron Man Tier List. Carving out the differences between Iron Man and Efficiency or Low Turn could give this actually some value, as Iron Man strategies aren't as established and discussed. Explaining which chapter massively differ and require a total different approach, a whole guideline ha to be established before knowing which units become better or wose. As of now, this isn't going anywhere. There is a fundamental disagreement of what makes a unit useful. Those tanky units are surely good at surviving, but all the crucial units that are mandantory for swiftly winning are disregarded.
  2. Everyone needs/wants the first BEXP dump to snowball. It is much better than distributing it. Kieran could become the best unit in an instant, but giving the bexp to Oscar or Marcia beforehand makes much more sense. If you want Oscar to be good, you give him all BEXP on chapter 7 to get him to level 17-18. Then he kills stuff there (he can barely ORKO the southern cavaliers with forged javelin) and then he can reach level 21 halfway in chapter 9 when he is killing all the southern enemies on his way to the boss. This makes him indeed one of the best units as you all noted. He is already better than Titania with 2 in the important stats and just gets better. I'm not ignoring that and put ranked him second, even above Jill (who has the flying advantage but has trouble reaching certain stats at the right time, especially speed and resistance). Now why is Marcia better? Because flying and she can mostly mimic his offense. 23 Strength may seem like a low cap, but Oscar isn't surpassing it until level 20/18. He may get a few ORKOs in chapter 26 against those sick Paladins with a forged Silver Lance, but it is a minor thing as a whole (and not reliable, I'd rather let Kieran do it). Her defense isn't lacking behind, either. 20/5 Marcia has 14,75 defense, 20/5 Oscar 17,35. Draco-Shield and Angel Robes help. Marcia has 5 points more Resistance, making her one of the sturdier units against magic attacks. Oscar has to rely on having Ike in reach, which isn't always feasible. 11: Can avoid the hellish passage in the west that are blocked by ton of enemies (takes Oscar a long time to beat them), by flying slightly north over the river. 12: To be fair, even an unpromoted Marcia can kill Seeker fairly quick, but a promoted one can do more stuff. 15: The best unit to reach and kill Muarim, aside form some weird shove strats that get a Laguzslayer or magic unit to him. 17-2: Easy ecape 17-4: Only a flyer can reach the heavily guarded Oliver, the other units have to take the long route to the swamp. 19: Can reach Homasa easier 20: Can skip the whole mountain pass and even if reaching and killing Shiharam with flyers alone is difficult, at the very least she can attack some of the long distcane mages and retreat. 21: Incredible important to have the other units fly over the water, has a better resistance against the sleep users. 23: No issues with the pitfalls 24: Reaching the castle asap is top priority. She can dodge fairly reliable, considering that maniac mode enemies mostly use steel weapons and javelins. 25: Pretty obvious. She can attack and retreat, beating many long distance enemies. Regarding the quote, arrow weakness is almost never an issue as the Full Guard comes before ballisticas and wind magic become an actual threat. Finale: Can transfer Ike to Ashnard with little issues. Oscar being better in an iron man run because of earth avoid, sun and better HP, I can see that and I would let him snail through the game then. Iron Man isn't my criteria, if there are some risky strats to low turn a chapter fairly reliable within a very short time for each approach, I would go for it. Enemies in maniac mode have still hit issues and dodge tanking is a thing.
  3. Didn't know a Tier List discussion only deals with five units, a bit more to work with would be preferable. With Titania vs Oscar it is the old question of how high the early game demands to be valued. Titania is crucial there and Oscar needs some level 16 or higher stats to start ORKOing. Titania can also carry herself through 23, if she gets more kills than usual and some statboosters. She is 3-4 stats weaker than the other Paladins and that will show. While Ocar can promote early, it is better to give the BEXP to Marcia, meaning that he has more trouble surpassing Titania asap. Kieran is theoretically a good as Oscar minus availability, but again, BEXP will get to Marcia and he can afford to be mediocre for a while and doesn't has to ruh his promotion. Not assuming forged Thunder Tomes, the mages would be much more potent. Jill starts with low level and low stats. She needs the BEXP that Marcia already swallowed and a lot of stat boosters. Her having higher max stats doesn't pay of until maybe chapter 25 if at all. Marcia doubling most stuff and having the Resistance to deal with long distance magic is so much better than Jill having a bit more strenght and defense. Reyson being pure utility and appearing in the mid game makes him difficult to compare him with mounted combat units. My intuitive take would be Marcia>Oscar>Kieran>Titania>Jill.
  4. Top 4, Lance The rest of the battles usually rely on on a couple of Sworddances to OHKO ever Pokemon. Will's Pokemon are weak to Crunch, only one Sworddance is required. The first Pokemon, Xatu, may screw this up with Confuse Ray. Koga's Ariados may poison Feraligator. Forretress is also tanky and resists most elements.The special Attack Hydro Cannon is a bit more useful, especially as Forretress wastes turn with Tocic Spikes and Protect, even when Feraligator is recovering. Bruno's Hitomontop wastes turns with Counter and Dig, so Feraligator can easily charge up and OHKO everyone with Return. Karen's Umbreon can confuse as well. Gengar can also surive an attack, as Crunch was replaced with Return and the weaker Icefang hat to be used. Unlike Clair's Gyarados, Lance's one is ill fit to face Feraligator. Its physical attacks are resisted by Feraligator, so it uses Dragon Pulse with its weaker Special Attack stat. This allows to take some hits to get the required amount of Sworddances. The three Dragonites obviously can't take an Icefang. Charizard and Aerodactyl are OHKOed as well, though the latter outspeeds it and uses Thunderfang, that could flinch or paralyze. Fights: 76 Level: 53
  5. Clair, Kimono Girls, Rival With all seven gym leaders beaten, Team Rocket has to be driven off again. There are only two Grunts in the Radio Tower, the one at the entrance and the female one near Buena. After beating Perel, the underground is next. The Rival and four Grunts have to be fought there. Another Grunt and three Executives are fought at the second visit of the tower. None of them are a threat. The Rival may require a reset because of his higher number of Pokemon that get a few more hits in, but Feraligator still 1-2HKOes them. After that, Blackthorn City is waiting. There are no encounters on the way and Feraligator can finally forget Cut, which gives room for Sworddance. Sworddance is crucial for sweeping. In the gym, a number of trainers can be avoided, but two have to be faced. Clair starts with Gyarados, a rather tough opponent to build up Sworddance. The Dragonairs can paralyse, so they have to be brought down with one boosted Icefang. Kingdra deals even more damage than Gyarados. Gyarados uses Dragon Rage against Shuckle, it likely recognizes the high defense and goes for reliable damage I guess. Shuckle can survive Dragon Rage barely and trick it with Encore. After it is beaten the next turn, Gyarados will use Dragon Rage again against Dratini, which should have 41 HP. It has one turn to use Thunderwave. The paralyzed Gyarados hopefully gives Feraligator more turns to set up Sworddance. It is a tough fight and if Gyarados and Kingdra use their strongest moves, Feraligator most likely dies. https://www.youtube.com/watch?v=6wI_9nhGhlI Before getting the final badge, the Dragon Cave has to be visited. Just like in Crystal, one trainer has to be fought at the entrance. Now the five Kimoono Girls have to be fought in order. Without healing in between and without being able to set up Sworddance, those fights are difficult and require luck. Umbreon is bulky and hopefully wastes turns confusing Feraligator. Freezing it would help. Ending the battle with Hydro Cannon is preferable, it does deal the most damage, but Umbreon gets an additional turn if it survives it. Espeon deals a lot of damage with Psychic. Hoping for a critical Crunch or maybe a flinch and freeze of Icefang is the best bet. Flareon falls after one Hydro Cannon. It survived Surf, as my Feraligator has a nature reducing its Special Attack. Jolteon is the trickiest one, with it 2HKOing Feraligator handily with Thunderbolt. If Feraligator has high HP, it may go for a defensive approach first, stunning with Thunderwave and setting up Double Team. Vaporeon isn't difficult on its own, but Feraligator is most of the team weakened enough to get beaten in two hits. And Vaporeon is bulky enough to survive two attacks. https://www.youtube.com/watch?v=3zU_qv3zuxQ The next destination is the Pokemon Leauge. The last three trainers on the way to Victory Road can't be avoided. And the Rival appears a final time. The first Pokemon, Sneasel, isn't too strong and allows to get Sworddance two times. The other Pokemon can be OHKOed now with a physical move, with the exception of Magneton. I kept Hydro Cannon just for this Pokemon. It allowed the following Haunter one turn, who could use Confuse Ray. https://www.youtube.com/watch?v=4L0-IC6MJyA Encounters: 71 Level: 48
  6. Pryce, Chuck, Jasmine It is possible to face Chuck and Jasmine immediately, but it is easier to tackle the Rocket hideout first for some easy experience. The red Gyarados doesnt have to fought in the remakes, it can simply be fled from. The grunts and executives in the hideout aren't a threat either. Many grunts and all scientists can be avoided, six grunts are confronted in total. The two executives and three Electrodes conclude the mission. It may be useful to catch an Electrode. Then, the three gyms can be tackled on in any order. One trainer has to be fought in Chuck's gym and two in Pryce's gym. The easiest is Pryce, as Surf is quite effective against Piloswine and ice attacks aren't bothering Feraligator at all. With Chuck, it is still an issue that none of Feraligators attacks are effective against Poliwrath. If not teaching Surf, something like Headbutt or a second Return or even a powerful Special Attack like Hyperbeam may be more effective. At the very least, Surf beats Primeape quickly. Poliwrath often uses Powerpunch, so always attacking is preferable to using non attacks like Leer. Jasmine is annoyingly difficult, because Feraligator with it's stat penality in Special Attacks fails to OHKO Magnemite with a Surf barely. It may do it on low HP because of its ability, but Steelix may finish it then. The Magnemites retaliate with Thunderwave or Thunderbolt, putting the fight in their favor. An Electrode could weaken them properly, but I had to retort to Shuckly. It can force them to use Thunderwave repeatedly with Encore and use Safeguard to let Feraligator be immune to it. This is the only time in the run in which experience are shared. Not an issue at all. Fights: 46 Level: 36
  7. Rival 3, Morty With the Squirtbottle, Sudowoodo can be removed to reach Ecruteak City. Around the National Park lurk some trainers, so it goes all the way back to Violet City to approach Sudowoodo from the left. After that, there are two beauties guarding the gates of Ecruteak City. It isn't set in stone what exactly qualifies as an encounter. If both are fought at the same time in a double fight, I would count this as one battle. So they are approached with more than one Pokemon (otherwise they would be fought successively) to have one single encounter. Their Clefables and Wigglytuffs are rather sturdy and a threat if thy gang up on Croconaw, but the Dratinis and Spearow can weaken them properly, so that Crconaw has an easier time beating them, when it is alone and the last Pokemon. First task in Ecruteak City is getting Surf, which just requires a fight with a Grunt. I hesitated teaching it Croconaw immediately, since it would have two HM moves then, having even less flexibility in learning moves. Even with Surf, it can't be used outside of battle yet and the only places that can be reached are the Lightinghouse. There are trainers who give Croconaw some easy exp before it returns to Ecruteak and fights the Rival, then the four trainers in the gym and finally its leader Morty. Zubat and Gastly are easily OHKOed. Bayleef requires two Icefangs and ideally the first one crits, freezes or flinches. Magnemite should go down with a Surf really. Still, the battle isn't so tough that it was required. As a side note, the ability to freeze allows for some free turns to use Sworddance, making Croconaw possible able to sweep the rest of the team. Not always working and and not reliable, but most of the game could be trivialized through this already. Morty has one Haunter that survives a Bite and Gengar who can 2HKO Croconaw and outspeed it. There are good chances it sets up Mean Look and misses with Hypnosis. A critical Bite OHKoes it. Battles: 29 Level: 29
  8. Whitney With the rival beaten, the Ilex Forest is entered and Cut is learned. Croconaw still has to spend an attack slot on it for a while. And later on it has to learn it sometimes if a tree has to be removed in Kanto. In Soulsilver, Sandshrew can do that in the later portion of the game. No trainer in the forest or the following route. Goldenrod City has plenty to offer. - A level 20 Spearow can be obtained. It can learn Fly which is optional, but useful. At the time, it has decent stats to survive a couple of rounds and deal some damage with Aerial Ace or weakening opponents for Croconaw with Leer. - The underground harbors some trainers, but none of them have to be fought. Later on, in the Rocket mission, the area is cleared. - The radio upgrade and the Bicycle have to obtained. - The store offers vitamins and TMs. Carbos may be crucial for Feraligators speed stat. If it can't outspeed Red's Pikachu later on, it is screwed. Regarding the TMs, Blizzard and Hyperbeam can be useful, though they aren't needed. Return on the other hand is one of the physical stronger attacks, only outmatched by moves that inflict effective damage or Waterfall/Aqua Tail. - The Game Corner offers Dratini, who can learn Waterfall, Surf and Whirlpool. It has good enough stats to survive a hit for now and can paralyze with Thunderwave, lower the defense with Leer and deal 40 damage with Dragon Rage, which is over half of the current HP of all opponents at this time. Getting two doesn't hurt. Getting them with 41 HP is useful for a certain fight later. This requires at last 25 IVs in the HP stat, so reseting a few times may be necessary. Sandshrew is missing in Heartgold, so no second user of Cut and no way to lower the accuracy either. It is sturdy as well, taking some hits from Miltank and being able to resist Magnetites. Instead, Ekans can be bought. I didn't bother with it, but it is a good Pokemon to start the battle, considering Intimidate. Many physical threats could be disabled by that and make it easier to set up Swords dance. That move can be bought here and it makes Feraligator an excellent Sweeper, good enough to beat most Pokemon. Icebeam may also be useful, but it is expensive and Surf isn't too far of in reach. Croconaw also learns an ice move soon enough.Thankfully, I like to play Voltorb Mine even without a guide. When all is done, the gym is next. Two trainers have to be fought this time. Then it is Whitney and once again Miltank is too strong for Croconaw to battle it on its own, so the help of the new gotten Pokemon is appreciated. Dratini can survive a Stomp and paralyze it. Since it cures itself once, a second Dratini was necessary. Spearow also can use Leer. If Togetic is still around, it can also be useful with Charme. A properly weakened Miltank is easy game for Croconaw. It had more troubles with Attract, weirdly enough. Battles: 18 Level: 21
  9. Bugsy, Rival 2 Route 32 and the Union Cave have avoidable trainers, like in Crystal. New is a different TM. Rock Tomb isn't too strong, but it is most important for exactly one following fight. The four Rocket Grunts are still not a threat, even with the boss getting an additional Pokemon. In the gym, only one Trainer has to be fought now and his Beedrill gives enough exp to compensate for that. Totodile wants to evolve as soon as possible. Sadly, it isn't done until the fight with the leader or the rival. Bugsys Scyther got a nasty new attack that can 2HKO Totodile. The key is hoping for Energy Focus or Leer first. The already mentioned Rock Tomb is the only decent way to hurt Scyther and even then it survives a hit and cures itself with a Berry and a Potion. But it isn't surviving a critical and just that was what I got. Against the Rival, Bite proves to be more useful, being learned earlier and using Croconaws superior Atk stat. Gastly can't do anything against it. Bayleef is still a danger, but with flinching and it using moves like Poison Powder, Synthesis and Reflect instead of always using Razor Leaf, it can be done. Zubat can ruin the last part of the battle with confusion. I didn't had Togetic hatched, so some luck was required. Fights: 15 Level: 20
  10. Hello. This is the continuation of my Low Encounter Runs, which were inspired by JRose11 and Load97 . Having finished Gold, Silver and Crystal, I'm staying in Johto and complete Heartgold/Soulsilver with the lowest amount of encounters. I won't tackle Hoeen, as baron_iw1 recently completed a Ruby run here: https://pastebin.com/04HiNhyD Rules - Beat Red - Skip as many trainers and Pokemon as possible. Always flee from wild battles - No using items in battle and no held items either - No Daycare - Battle Style is Set -No Buena's Password and Pokeahtlon (otherwise there would be a limitless amount of Rare Candies) - No elements outside the game (trading/events) - No Glitches (manipulating the clock to skip waiting time for Return is fine in my book) Which version? There is only one decisive difference: In Soulsilver, Lugia has to be confronted and in Heartgold it is Ho-Oh. To reach Lugia in the Whirl Islands, at least one trainer has to be fought, as some of them are guarding the entrances on the sea. There is no trainer in or in front of the Bell Tower. This has the minor inconvenience that two Rare Candies can't be obtained in Heartgold, as they are found in the Whirl Islands. The only other difference I noted was in the Game Corner: In Soulsilver there is Sandshrew Heartgold has Ekans. A second minor inconvenience for Heartgold, but it is the superior game for saving one encounter... Start The Battle Style is changed to Set. It is theoretically possible to chose any of the three starters, as the HM pool is a bit more generous. In gen 2, only Totodile could use Whirlpool, now a Dratini can be bought for that purpose. Chicorita has type disadvantage against the first two gym leaders and no good move pool. Cyndaquil may be good enough to take on most gym leaders, but it still hasn't the typing and coverage of Totodiles move pool. Totodile is chosen again for its decent all allround stats. This time, Natures exists. I made it through the game with a Nature that lowers speed, just to be walled by Red's Pikachu which OHKOed Feralgator. So I suggest a Nature that increases speed to ensure a First strike agains almost all Pokemon. The best may be Jolly (reduces Spec. Atk), as Totodile uses physical moves anyways, aside from Surf. Reseting until one with above average stats is gotten doesn't hurt either. As usual, Mr. Pokemon has to be visited and the first Rival match is fought rather unspectacular. Route 30 only forces to fight one Youngster with a Pidgey and a Ratata, just like in Gen 2. The first major difference shows in Violet City. The Bellsprout Tower is now mandatory. Some Sages can be avoided, but four have to be fought. Despite Totodile suffering from type disadvantage, the low leveled Bellsprouts don't hurt it too much and it can take a trainer per time, though constant retreats are necessary. The Hoothoot with Hynose is arguable a larger treat. Totodile favors the additional exp gain, because the trainer in the Violet gym can be avoided now and Falkners Pokemon got a level bump. Pidgey isn't too terrible, though it can lower Totodiles accuracy, making the following fight a larger gamble. Pidgeotto has an edge over Totodile and a critical hit of the just learned Bite move is mandantory. The AI may allow for additional chances by using Roost and even the weaker Tackle. A decent Totodile can make it through this fight with luck. It should be noted that it is possible to get Mareep, Wooper and Slugma through an Event in the Pokecenter. Since they are gotten as eggs, they are too low leveled to do much, maybe Mareep could be trained? Still, if one takes the time to hatch one of them, Totodile can already swap in battle and cure itself of stat reductions like Sand Whirl. Mareep also has Static, so if it is switched in properly, almost every Pokemon can get paralyzed. Still, they aren't necessary and don't learn important HMs. After the gym, Togepi can be gained. It is worth hatching it just to have another Pokemon to cure Totodile from Confusion in mid battle. It can also troll Ghost Pokemon and if it gets an opportunity to get a turn, Charm cripples the enemies offense. Fights: 8 Level: 13
  11. Player phase is arguable more important, as the weaker units get O-2RKOed and ORKOing is harder. Dodge tanking is only viable by Ike and Oscar, since they get 20 /30 avoid early in the game. It's both. Maniac is much harder than Hard Mode, but also slower because of it. Not in FE9. Promoted units appear earlier and starting with chapter 18, almost all enemies are promoted. And even unpromoted enemies have high stats comparable with your own units. It isn't anything like FE8 HM or FE9 HM.
  12. Red With Blue out of the way, the last obstacle is Red. In preparation, all eleven (or ten) Rare Candies will be used. They are all rather easy to find with a guide even without Flash. Though the one at the Light House is only accessed by entering the room from above by jumping down. Using the stairs up would require fighting trainers. In Crystal, the one in Teak City isn’t obtainable, as the place is guarded by three trainers. Combined with the lower amount of battles, Feraligator in Crystal is two levels weaker than the one in Silver. Finally, Feraligator gets three-four of each vitamin and four-five HP UP. I honestly don’t know how those work and as long a I can beat Red, I don’t have to. Pikachu seems like a threat with his speed and thunderbolt, but being unevolved its stats are just too low. A single Return takes it down. Venusaur can take two Ice Punches (Blizzard may be better), but it wastes time charging Solar Beam or using Sunny Day. By swapping Pokemon, Feraligator can avoid a nasty Solar Beam. Espeon gets one Psychic in before it falls in Silver with a second Surf. In Crystal, it outspeeds Feraligator. Hoping for a Crit or Reflect may work. In the latter case, the other Pokemon have to be switched in so Reflect wears off. Reflect shouldn’t be there when Snorlax is around. Snorlax is the largest threat, as it takes some Returns, while retailing with a mean Bodyslam. It can also recover. The solution of this is Dynamic Punch, which puts it in range to be beaten by another Return. Confusing it makes it even better. It also wastes its first turn with Amnesie. Blastoise is sturdy. Gambling with a Dynamic Punch to confuse it is possible, a weakened Feraligator may not beat it fast enough with Return. Charizard survives one Surf and its one attack can beat a weakened or unlucky Feraligator, even more so if it is a crit. Espeon, Snorlax and Blastoise can easily beat Feraligator, so some luck is required. Going for Dynamic Punch was the biggest surprise. In Crystal, Feraligator didn't even survived this battle. Out of all 12 participants in this battle, only one survived. The challenge ends with a total of 117 battles and 284 faced Pokemon in Silver. Feraligator wasn’t able to reach level 74, being short of 20 exp. In Crystal, the challenge ended with a total of 109 battles and 267 faced Pokemon. Feraligator loses out on two levels, but may get to level 72, if it beats all six of Red's Pokemon. Battle Count: 109 Current Level: 71-72 Spreadsheet with all Encounters and their number of Pokemon: https://docs.google.com/spreadsheets/d/13huUX_ZH5yrH0BmMVpozC2ycdPRKLrL9c2CUwdSkxCc/edit?usp=sharing Totodiles learning set, HM Distribution Each of the four lines represent the place in the attack menu, so Scratch will be replaced by Cut, then Cut will be replaced by Return and so on. Silver 1. Scratch 6. Cut 10. Return 2. Leer 5. Fury Cutter 7. Bite 13. Earthquake 14. Dynamic Punch 3. Rage 9. Ice Punch 4. Water Gun 8. Surf 11. Whirlpool 12. Surf (one Rare Candy requires Whirlpool, switch back to Surf afterwards) Kenya the Spearow has Fly Shuckie the Shuckle has Strength Sandshrew has Cut Dratini has Surf and Waterfall Crystal 1. Scratch 5. Cut 9. Strength 10. Whirlpool 11. Return 2. Leer 6. Bite 12. Earthquake 13. Dynamic Punch 3. Rage 8. Ice Punch 4. Water Gun 7. Surf (Cut is needed in Kanto and for some Rare Candies, switch back to Surf afterwards) Togetic has Fly Shuckie the Shuckle has Strength Dratini has Surf and Waterfall
  13. What exactly is a worthwhile run? Is it required to have fun? Is a Reset a no go? My take is that a run isn't worthwhile, if there aren't enough differences between another run. E.g. I wouldn't consider it worthwhile to play FE11 H4 when you have beaten H5 of that game, as the difference is too little. By contrast, a Maniac Run is completely different, harder and challenging than a Hard Mode Run. The game will be played in a new way, as many elements in hard mode like soloing maps with a Flyer/Horse that packs enough forged two ranged weapons aren't possible. Lower BEXP also means not being able to set up a powerful team as fast. And so on. The long duration of enemy phases is true. Battle animations can't be put off in this game, the enemy density is high and they are durable. All three factors combined make up for the slowest and sluggish Hard Mode in the franchise. If you can deal with that, you can deal with the worst of this game. If not, then yeah, don't bother. I played Maniac Mode slightly under 10 times, but only because I don't mind the pace. I'm not in hurry when I'm playing videogames and like to play for hours, rather than a couple of minutes. Almost is an exaggeration, but there are certainly many. Check the enemy stats, it also includes the equipment: https://docs.google.com/spreadsheets/d/13o8iTXOvkr0CsZzxinBtk9lj7DhYBxcwiRXiQQ0Rwnw/edit#gid=340590618 Quite often the more powerful units with forged Steel/Silver weapons can ORKO an approaching enemy group. And if a good unit is send in with a Handaxe/Javelin, it may not kill the approaching enemies in the enemy phase, but as usual, the harder FEs warrant a optimized player phase on your part. If all the weakened enemies can be ORKOed by your units the next turn (and with Canto and Reyson, you have a good numbers to match up the high amount of enemies) . Maniac Mode is only as sluggish as your performance and skill. I also add that not only the first two cavaliers (Astrid and Makalov are optional and have to be babysitted until chapter 18), but Marcia and Jill (hopefully there are some speedwings left) are superior to the non-mounts. High move and canto is still good and those units tend to have better or as good combat stats as the non mounted units (only trained Boyd could potentially outclass them in the offense and his durability is slightly lower). Earth supports are rare and most supports take way too much to depend of them. The only real good support that gives a notable amount of avoid is the Ike-Oscar one. The other ones take to long. My advice: Obviously train Ike. He can sort of solo the last two chapters with Wrath/Resolve. Get Oscar or Marcia promoted asap, give them all the BEXP. It is possible to promote Oscar in chapter 9, giving you a second and better Titania. Otherwise, Marcia is still the best unit and the faster she gets promoted, the faster she snowballs. Early- and Midgame have enemies with equal if not better stats than your own group. If your units are only slightly better, it doesn't change their performance much, so they are either useful or useless. Titania and the Laguz are a huge help to beat/weaken enemies for them. This is why its much better to focus on Titania and a few good units rather than spreading out anyone. Though almost everyone should be promoted at chapter 18, the prepromotes can't carry the team at this time anymore. Always forge Steel Axes and Steel Lances. Maybe Handaxes or Javelins if they would be apparently useful for the following chapter. Maybe forge one time a Steel Sword, if Ike or Makalov want one (unlikely). Later on, forge Silver Axes and Silver Lances.
  14. Thanks. Kanto will be summarized in only two posts, but after that I will show what Soulsilver and Heartgold offer. ----- Blue The second part in Kanto isn’t challenging with the exception of the last two trainers, Blue and Red. I won’t comment on any other trainer or gym leader, all their Pokemon get down in one or two attacks and they are even lower leveled than the Elite Four. Surf, Earthquake and Ice Punch are good enough if hitting effectively and if the opponent has low defense, Return makes good use of Feralgators high attack stat. It is a minor issue to travel through Kanto facing the least number of trainers. On the way to Kanto, one Sailor has to be fought on the Ship. The Power Plant can be reached in two ways. The long one through the Rock Tunnel (a pain without Flash) requires only one Hiker with a Machamp to beat. Fuchsania City has to be reached later on through the south side. Entering it from the west or east would require to beat at least one trainer! In the gyms, a total of five trainers have to be confronted (three in Erika's gym, and one in each of Brock's and Sgt. Surge's gym). Seven trainers are fought to reach Misty at the Nugget Bridge. With the already mentioned Sailor on the ship and the Hiker before the Rock Tunnel, this makes 14 trainers. With the 8 Gym Leaders and Red, we have 23 trainers in Kanto. A total of 117 encounters in Silver, if adding the 94 encounters in Jotho. Its 109 encounters in Crystal, adding the 86 in Jotho. Blue’s team is partly harmless and partly dangerous. Rhydon gets OHKoed. Pidgeot doesn’t deal much damage and Exegguttor wastes his turn charging up Solar Beam, both die in two hits. The threat is Alakazam, who can outspeed Feraligator and can use Reflect. In that case, some Pokemon should be traded in afterwards so that Reflect disappears. If it isn't using Reflect, it hurts with Psychic at least once. Gyarados survives two Returns and deals plenty of damage. Once again, switching and hoping to get a Hyperbeam so that Gyarados has to recharge one turn can save a turn. Arcanine can survive a Surf barely and a weakened Feralgator may be beaten with Extremespeed. Some luck and crits are appreciated, furthermore the fight differs how well Feraligators stats are distributed. On my silver fight, Arcanine wasn't OHKOed but Alakazam was outspeeded. It is also possible to give it some rare candies and vitamins, as long as its level is still low enough that it manages to get enonough experiene for a level in this fight. Battle Count: 108 Level: 61
  15. Rival 5, Elite 4, Lance Going to Victory Road, five trainers are on the way, though the first four can be avoided in Crystal. Earthquake is found in the Victory Road and can replace Bite. Return can replace Strength, if not done already. The Rival makes a final appearance in this run. Five of his Pokemon get OHKOed by Return, Earthquake and Surf,, only Meganium survives one Ice Punch. Will is the first of the Elite Four. Feraligator is unable to OHKO any of them with the exception of Jynx (who can get a Reflect, though). So, it takes at least one attack every battle. A couple of Psychics can kill it, so hopefully they waste their turns using Confuse Ray, Leech Seed, Amnesie, Curse or get critted. Koga is an easy battle, but a bit of a matter of luck. His Pokemon aren’t OHKOed with the exception of Muk. They usually don’t harm Feraligator aside from Psychic and Explosion, but Doubleteam can stall this battle in Koga’s favor, if Toxic works. Bruno has a rather durable Machamp though Return beats it in two hits. The other Pokemon go down with no effort. Hitmontop usually wastes his turn using Dig (countered with Earthquake) and Hitmonchan only gets a weak Thunderpunch in. Hitmonlee and Onix are OHKOed by Return and Surf respectively. Karen is the easiest member of them. 3 Pokemon get down in one hit. Umbreon is too weak to do much damage and Vileplume only gets one attack through (hopefully not hitting with Stun Spore). Lance is a tricky one, if his Dragonites survive a single Ice Punch. They can retaliate with Thunder Wave, the last one thankfully not. Aerodactyl and Charizard go down with one Surf each, though the former out speeds Feraligator. Feraligator can easily be beaten by this groups combined attacks. It depends on the Dragonites and the Gyarados. The latter can be 2HKOed with Return, but may be healed and has some turns to retaliate. Expecting a Hyperbeam and switching out to get a turn may be worth it. If Feralgaotr's Special Attack is too low, buying Blizzard may pay off. This completes the first part of the game with 94 forced encounters in Silver and 86 battles in Crystal. There is still Kanto. Battle Count: 86 Current Level: 53
  • Create New...