Project 1025: Can every Pokémon beat Elite Redux? (0252-0267)

Project 1025: Can every Pokémon beat Elite Redux? (0252-0267)

Project 1025 is my personal challenge to beat this game with every. Single. Pokémon. After all, the stat buffs, movepool additions, and especially abilities make all of them viable. I hope. And along the way, I'll share a bit about what I find interesting, unique, or strong about each one.

Disclaimers:

- I gen in the needed Pokémon for each run in a 2.65 debug savefile, then transfer the savefile up to the latest 2.65 patch and do the run there. It's quite a few hoops to jump through, but this challenge would not even be possible in the first place without debugging the mons in at the start.

- The particular patch of 2.65 I play on has a little toggle called Boss Rush, which does the same thing as turning off trainer sight. I'm not sure if this was supposed to be included, but it's technically a publicly available feature, so I will be using it to preserve my mental health. In the event that a future patch does not have this toggle, I will do the challenge in the latest version that does.

- I fight the gym leaders, the Pokémon League, the evil team leaders and admins, the rivals, the first Calvin fight, and every trainer in Victory Road.

- I play in Permanent Mega mode because I find it more fun.

- This is nowhere near a comprehensive guide to the Pokémon in this game, and in fact the vast majority will not be used optimally due to taking advantage of certain field conditions or synergies that the Pokémon surrounding them in the Pokédex can't provide.

- Redux forms and other fanmade mons (except evolutions of existing mons) will be done after all the official ones.

The Run

Thus begins Hoenn, the home region of Elite Redux! Today we have a cast of classic starters and some early route icons. This was actually a very easy run, this team is INCREDIBLY fast and can convert that speed into a powerful offense as well.

Treecko/Grovyle/Sceptile

Sceptile has always been rather unfortunate among starters. Its (former) signature move comes off of its worse attacking stat, it has a fairly shallow movepool, its Mega has a questionable ability, and it's incredibly frail to boot. Granted, it's been picking up lately in Champions thanks to Earth Power and ally Discharge support, but Elite Redux presents its own take on this beloved grass lizard. For starters, it's actually a physical attacker now like it always should have been, letting it use its several powerful slicing moves. These are boosted further by Keen Edge, letting things like Leaf Blade and Dragon Claw hit quite hard. Its Speed can also be put to additional use thanks to Blur, letting it take contact moves fairly well. The star of the show, though, is Protean, effectively giving it STAB on its coverage moves. This also goes well with its high Speed, as you can change your type before getting hit by an attack. Alternatively, Cutthroat gives it priority on entry just in case. The fun really starts when you factor in its Mega. Having become extremely fast, it can throw out its Keen Edge moves against even the speediest opponents, and these will be firther boosted by Speed Force. It becomes even deadlier on a Sun team; with Big Leaves boosting both its offense and Speed under the harsh sunlight, it becomes practically unstoppable. Sceptile makes for a very reliable general damage dealer, not only for its power but also for its ability to outpace most opposing Pokémon.

I think I should also note here that with the Quick Guard cheese in the Water gym that I mentioned in the run with Sneasler, Sceptile along with the next Pokémon were able to beat both parts of the Water gym fight by themselves.

Torchic/Combusken/Blaziken

There's a reason Blaziken is one of the best starters to ever grace competitive singles. Its bread and butter is the ability Speed Boost, which lets it outspeed most things after a single protect. It has Aerodynamics which you can do some funny stuff with if you switch it into a Flying move, but really you only ever want to use Speed Boost. After getting fast, it can hit really hard with Striker-boosted Blaze Kick and Double/High Jump/Triple Kick. If you want to play with fire (literally), you can drop Protect for Swords Dance and equip a Focus Sash. You can live a hit, set up, outspeed on the next turn, and hopefully sweep from there. The Mega only makes this even better. Now that it has Roundhouse, you never need to worry about HJK or Triple Kick misses again, and physical walls can't stop you either. With its massive Attack stat it doesn't quite need to set up anymore, but if you're playing Permanent Mega mode, why not? Sash SD Mega Blaziken can literally solo Steven; it outspeeds Mewtwo after one boost, his entire team drops to +2 Blaze Kick or Triple Kick, and he doesn't have a single priority move on his team (and even if he did, his own Psychic Terrain would block it). You'll need to be cautious around opposing priority and passive damage, but if you can find the right opportunity, Blaziken can end fights faster than you can say "fried chicken".

Mudkip/Marshtomp/Swampert

So, I heard you liek Mudkips? Good for you, as Swampert is quite the excellent choice. It really prefers being played on rain, as Swift Swim unlocks a lot of its offensive potential, but even outside of it it performs very well. With solid all-around bulk and access to abilities like Stamina and Regenerator, it makes for a good pivot with Flip Turn that can also dish out great damage. Aqua Tail and Earthquake are the STABs of choice, but if using Field Explorer over Stamina or Swift Swim, then Waterfall and weirdly enough Secret Power Ground have the highest damage output. In this run I used Stamina with a Rocky Helmet to punish physical attackers and safely set Stealth Rocks for the team. In its Mega form, just as with the other two Hoenn starters, its existing talents only get better. The stat increases help in all areas, Swift Swim gets upgraded to Breakwater to help on both offense and defense, and Iron Fist makes Seismic/Torrent Fist and especially priority Jet Punch very dangerous. Even when just using it as a lead to set Rocks, Jet Punch can take several knockouts before it goes down. With this great versatility, it's no wonder Swampert is so well-liked among starter Pokémon. Just keep it away from grass.

I should also note here my frankly hilarious strategy in the Psychic gym, which involved having Swampert sit on the field setting up with Curse while its frail teammates spammed Protect to buy turns for it. After getting fully set up, I just slammed everything with Hammer Arm and Ice Spinner.

Poochyena/Mightyena/Skulberus

For some reason I'm not too fond of the name "Skulberus", but that's neither here nor there. Regardless of the quality of its name, it's a decent physical attacker, though it can struggle to distinguish itself a bit. It has many powerful biting moves to take advantage of with Strong Jaw and loves seeing Intimidate thanks to Guard Dog. Shadow Tag is eh, the AI doesn't switch too much and it doesn't have a very good way to take advantage of it. Moxie is a fun option over Strong Jaw, against the right team you can ramp up pretty quickly with strong Knock Offs and Crunches boosted by Nocturnal. Stygian Rush is its most interesting ability, acting as Gale Wings for Dark moves. This was the one I brought to the League, though I used Moxie for the rest of the play through. Having an emergency button in Choice Band Nocturnal-boosted Crunch or Rip and Tear is nice, but overall, outside of Phoebe and the trainers in the Psychic gym, I never found myself thinking that it was an essential member of the squad.

Zigzagoon/Linoone

This is probably the biggest surprise of this entire challenge so far. I was expecting Linoone to end up like Furret or Ratiking; a decent Normal attacker with fun cheese but ultimately nothing too impactful in the lategame. Furthermore, these rodents tend to be overshadowed in their runs since they usually get grouped with the starters. What I got instead was a hydrogen bomb capable of annihilating pretty much anything, even in the halls of the Pokémon league. The key is Momentum, an excellent ability that lets it use its Speed as offense on its contact moves. With base 110 Speed this is a pretty good deal, since you can invest a bunch of EVs into HP to hopefully survive a hit and get off an Agility that functions as a double Dragon Dance in one turn. Linoone doesn't need that though. See, it also gets Quick Feet, increasing Speed when statused. Due to Momentum, this effectively acts like Guts as well. Equip it with a Frost Orb and now it has both a Choice Band and a Choice Scarf at the same time. Protect is not even required since Violent Rush gives it the same effect on its first turn. As for moves, Field Explorer gives it access to many great coverage options. Dig and Strength emulate the EdgeQuake combo, but with 100% accuracy and 165 BASE POWER APIECE. Secret Power also gets boosted to a 120 power move that can be any type you like. As for its Normal STAB, even with the boost, Headbutt is still weaker than Facade once the Frost Orb is active, so the latter is preferable. Combine all that and you have a Pokémon that can outspeed literally anything that isn't a pesky Booster Energy user and delete it with some of the most high-powered moves you'll see around. You'll have to watch out for priority since even with max HP EVs, Linoone is still quite frail, but when that isn't a factor, you'll have yourself one of the fastest and strongest offensive threats around.

Wurmple/Silcoon/Beautifly

Beautifly is fine. Its stats are eh, but at least Majestic Moth helps. To its credit, it can be pretty fast if you spec it to get the boost in Speed. Its damage is fine, I used it with a Life Orb and it got the job done but I can think of many better options for anything it could do. It has pseudo-STAB on Flying thanks to Giant Wings and Levitate so its Air Slashes can hit decently hard and cheese some flinches. Dazzling is situational but really funny when you can get it to work. Beautifly is really not built to be a lategame Pokémon, it can do a good bit against Roxanne and dunks on Brawly but falls off after that. If you really wanted to make it work, my best advice is to give it some good support, like a Yawn/Teleport Slowbro, and set up with Quiver Dance. Dazzling becomes valuable here to save it from priority moves or abilities that could otherwise bypass its speed boosts.

u/mfc314 — 18 hours ago

Project 1025 Tierlist - Generation 2 Update

S+: The best of the best. If you have these Pokémon on your team, you are playing on easy mode.

S: Very strong and consistent choices into a wide variety of encounters. Not an automatic win but you'll never complain about having them on your team.

A+: Strong but less versatile or consistent. Good assets to have on your team, but support from other members is needed.

A: Very strong, but only on the right team structure or in the right matchup. If you want to use one to the fullest potential, you'll have to build a team that can set up the conditions for success.

B: Decent, but outclassed in their roles. Using these on your team over higher-tier Pokémon is possible, but a direct downgrade in almost all situations.

C: Underwhelming. These Pokémon struggle to contribute much of anything, or at least anything unique or especially strong.

Every Pokémon here has been rated based on my experience using them in Project 1025. Tiers are very roughly ordered within themselves. Note that, as stated in the disclaimers on my HoF posts, many of these Pokémon are not on their optimal team structures, thus my perception of them may be impacted. I'd understand nearly any argument for a certain Pokémon to move to a higher or lower tier; for example, looking at it now, I think Wobbuffet could stand to be demoted a tier.

If you have questions about a specific Pokémon or would like to make a case for something to move to a different tier, just put it in the comments, I'll try to respond to everything. As you can see, I've made a separate tier for Pokémon people made cases for in the previous tierlist. I will be giving them a second chance at some point in the future. That's all, and see you in the next installment of Project 1025!

u/mfc314 — 3 days ago

Project 1025: Can every Pokémon beat Elite Redux? (0243-0241 - JOHTO FINALE)

Project 1025 is my personal challenge to beat this game with every. Single. Pokémon. After all, the stat buffs, movepool additions, and especially abilities make all of them viable. I hope. And along the way, I'll share a bit about what I find interesting, unique, or strong about each one.

Disclaimers:

- I gen in the needed Pokémon for each run in a 2.65 debug savefile, then transfer the savefile up to the latest 2.65 patch and do the run there. It's quite a few hoops to jump through, but this challenge would not even be possible in the first place without debugging the mons in at the start.

- The particular patch of 2.65 I play on has a little toggle called Boss Rush, which does the same thing as turning off trainer sight. I'm not sure if this was supposed to be included, but it's technically a publicly available feature, so I will be using it to preserve my mental health. In the event that a future patch does not have this toggle, I will do the challenge in the latest version that does.

- I fight the gym leaders, the Pokémon League, the evil team leaders and admins, the rivals, the first Calvin fight, and every trainer in Victory Road.

- I play in Permanent Mega mode because I find it more fun.

- This is nowhere near a comprehensive guide to the Pokémon in this game, and in fact the vast majority will not be used optimally due to taking advantage of certain field conditions or synergies that the Pokémon surrounding them in the Pokédex can't provide.

- Redux forms and other fanmade mons (except evolutions of existing mons) will be done after all the official ones.

The Run

The second region of this challenge is done! It took a lot less time than the Kanto section since that one included the many, MANY future additions to the Gen 1 evolutionary lines. Anyway, what better way to close out the land of tradition and legends than with a full legendary run? Though, to be honest, most of this run was just The Entei Show.

Raikou

Pretty much the paragon of pure Electric-type offense. With Ground Shock and Overcharge it has ways to break past common Electric counters, Drizzle lets it abuse Thunder and Electro Shot (though the latter is only available in the postgame), and Electric Surge and Transistor send the power of its Electric moves through the roof. With a deadly Rising Voltage and a priority Thunderclap, even resists would do well to be cautious around it despite it not really needing to use its coverage moves. The cherry on top is Beast Boost, which is an ability I always thought the legendary beasts should have for obvious reasons. It can boost either SpA or Speed, but since its power is so great as previously discussed, the Speed boost is more helpful to patch up its quick but not blistering base 115. As a general offensive threat, Raikou put in a lot of work throughout the run. It probably would've done more, if not for our next entry.

Entei

Choice Specs Flaming Soul Volcano Rage Molten Down Beast Boost Eruption. BEFORE THE THIRD GYM.

Suicune

I applaud the ER devs for having the foresight to NOT give Suicune Beast Boost like the other two dog-cat things, as it really is not built for that kind of thing. It prefers to play slowly, tanking hits behind the screens from North Wind as it deals damage and stays healthy with Recover. Water Veil and Leftovers combines means it has no trouble healing off damage even without spending a turn, and its incredible defensive stats mean it can shrug off even strong super-effective hits. With all this staying power, Suicune can either stall out passive damage sources like Toxic and Whirlpool or set up for more direct offense with Calm Mind. Notably, it has access to the perfect coverage of Water STAB + Sheer Cold, the latter also gaining STAB and never being able to miss thanks to Aurora Borealis letting it act as if in the hail. A bulky Water-type is useful anywhere and Suicune is one of the best ones. There is another, though.

Lugia

The guardian of the seas finally gains its well-deserved Water typing, a massive upgrade over Flying in terms of its defensive profile. This is all for the better, as Lugia is all about defense. With gargantuan stats in both defenses, Multiscale, and Wonder Skin, it can stand firm against nearly any attack and undo all the enemy's progress with Roost. Similarly to Suicune, it can either set up for damage or chip the foe down passively. The latter playstyle is significantly helped out by the ability Poseidon's Dominion, using Whirlpool on an enemy upon switching in. This traps them on the field and immediately puts them on a timer, though another underrated benefit is its decent chance to drench its target. This can provide valuable speed control in doubles or just help Lugia get the jump on fast threats. Overall, a super reliable switch-in to so many things, and one of the sturdiest defensive pieces in the game.

Ho-Oh

Where Lugia brought pure defensive prowess, its counterpart Ho-Oh takes a more balanced approach, balancing longevity with damage potential. For one, it trades its Flying type for Fairy, a vast improvement for both offense and defense. Off of its impressive base 130 Attack it can use stuff like Sacred Fire and Play Rough, but it would actually much rather use its Special Attack thanks to Majestic Bird giving it a sizable multiplier. Flamethrower, Dazzling Gleam, and something like Earth Power or Imposing Wings-boosted Air Slash can hit pretty much everything for great damage, and it even carries Flame Burst for spread priority. While its Speed is a little lower than you'd like on most offensive Pokémon, it makes up for it with its impressive special bulk with Prism Scales. I went the extra mile and equipped it with a Tactical Vest to shore up its Defense as well. Regenerator or Self Sufficient then let it heal off any chip it sustains, while Magic Guard can be used to prevent that chip in the first place and enable the use of Life Orb with no drawbacks.

Celebi

On the surface, Celebi's perfectly even stat spread would indicate a versatile Pokémon, somewhat like a lesser Mew. This is true to some extent, but its toolkit really pushes it to one particular playstyle. It can definitely serve as an offensive threat, setting up with Quiver Dance and making use of its selection of coverage moves to dispatch opponents. However, its movepool isn't the widest thing in the world, and an offensive build can struggle a bit to find opportunities to set up due to how sketchy Grass/Fairy is defensively. The best way to use Celebi, weirdly enough, is to go all in on defense instead, making use of its absurd healing from Grassy Surge, Self Sufficient, and Leech Seed to stall out opponents. Preferably you bring it in against something it can actually take hits from, and with good timing you can set up a Substitute to keep the stall going even in disadvantageous matchups. QDance still does well here, setting up its SpDef and Speed and ensuring its Giga Drains can actually heal for a good amount, but this is still a SubSeed build at its core. You can also just Baton Pass the QDances off, but who needs that on a team like this?

u/mfc314 — 4 days ago

Project 1025: Can every Pokémon beat Elite Redux? (0235-0248 + NFEs)

Project 1025 is my personal challenge to beat this game with every. Single. Pokémon. After all, the stat buffs, movepool additions, and especially abilities make all of them viable. I hope. And along the way, I'll share a bit about what I find interesting, unique, or strong about each one.

Disclaimers:

- I gen in the needed Pokémon for each run in a 2.65 debug savefile, then transfer the savefile up to the latest 2.65 patch and do the run there. It's quite a few hoops to jump through, but this challenge would not even be possible in the first place without debugging the mons in at the start.

- The particular patch of 2.65 I play on has a little toggle called Boss Rush, which does the same thing as turning off trainer sight. I'm not sure if this was supposed to be included, but it's technically a publicly available feature, so I will be using it to preserve my mental health. In the event that a future patch does not have this toggle, I will do the challenge in the latest version that does.

- I fight the gym leaders, the Pokémon League, the evil team leaders and admins, the rivals, the first Calvin fight, and every trainer in Victory Road.

- I play in Permanent Mega mode because I find it more fun.

- This is nowhere near a comprehensive guide to the Pokémon in this game, and in fact the vast majority will not be used optimally due to taking advantage of certain field conditions or synergies that the Pokémon surrounding them in the Pokédex can't provide.

- Redux forms and other fanmade mons (except evolutions of existing mons) will be done after all the official ones.

The Run

The second-to-last run for Johto. To ensure a clean finale that doesn't cross over into the start of Hoenn, I've padded this run with some NFEs who are powerful in their own right and most importantly in a different way from their evolutions. I do think they deserve some spotlight, especially since in some cases they are straight up better than their evolutions. I will be doing this more in the future, sometimes with NFEs and sometimes with Pokémon that I think deserve a second chance. I do hope that's okay with you people. If you're familiar with the Johto dex then you'll also know I jumped the order a bit here, also for the sake of the finale.

Smeargle

Smeargle is a worse Mew. It has a similarly expansive movepool, but with absolutely abysmal stats that render it entirely incapable on both offense and defense. That being said, there are far, far worse fates than being a bit less than half of one of the best Pokémon in the game. While Smeargle can adopt a number of roles, such as a suicide hazard lead or a doubles support, I did the same thing here as I did with Mew and turned it into a Baton Pass bot. In this role, Smeargle actually has some distinct advantages over Mew. For one, while Mew's only sleep move is Spore after the 8th gym, Smeargle gets the decently reliable Lovely Kiss from the very start, and also gets Spore one gym split earlier. This lets it safely set up for a large portion of the game, and it has better options here as well. While Mew has to wait a while for its really good boosting options like Clangorous Soul or Shell Smash, Smeargle gets the fantastic duo of Quiver Dance and Victory Dance after the 2nd gym, disgustingly early for such powerful setup moves. Smeargle in particular benefits from these moves boosting so many stats at once, as they lessen the move slots needed for a proper Baton Pass setup and thus make room for it to also fit hazard setting with Stone Axe. All of this is brought together by Prankster, which is useful on a kit like this for obvious reasons. It's also Smeargle's only good ability, including innates, but it's all it needs anyway. In spite of its awful stats, with a bit of sleep luck it can easily set any offensive threat up for success.

Miltank

Miltank is a rather infamous Pokémon, owing to Whitney having a very hax-heavy one early in the Johto games. It's a lot more honest here in Elite Redux though, living up to its name and being a proficient physical tank. This is due to Stamina and Let's Roll, which when combined allow it to take on nearly any physical threat. Paired with reliable recovery in Milk Drink, it can quickly become unbreakable. It doesn't just sit there, though. With access to Body Press, the Juggernaut ability to convert some Defense to Attack, and a surprisingly good Speed stat, it can dish out some serious damage if you let it stay on the field and rack up Stamina boosts.

Larvitar/Pupitar/Tyranitar

As the Johto region's resident pseudo-legendary and a long-time occupant of the OU tier in competitive singles, Tyranitar is naturally an excellent Pokémon in any environment, and ER is no exception. Impenetrable and Sand Stream protect it against passive and special damage respectively, complementing its great physical bulk. It can use the bulk to set up Dragon Dances, after which it can go to town. Predator lets it heal off any damage sustained during the setup, while Moxie lets it ramp up even further as it sweeps. Its Mega form makes this gameplan even more solid, sending its bulk into the stratosphere with Battle Armor and letting it convert that defensive power into offense with Juggernaut and Power Core. Tyranitar made for a perfect recipient for Smeargle's Victory Dances, enabling it to pull off many a clean sweep. Overall, an extremely reliable Pokémon that has no trouble finding openings to set up and punch holes through enemy teams.

Primeape

Ngl, Primeape is a fair bit better than Annihilape. It's not quite as reliable defensively, but it has far more explosive power and sweeping potential. The key is, of course, Moxie, which lets it snowball out of control. Getting that first KO to get going is also made all the easier by Violent Rush. If you want more immediate power though, there's nothing quite like Gorilla Tactics, which you can stack with either a Scarf for more speed or a Band to really delete everything. Both sets really like using Choice Scarf since Primeape is not wanting for power, but on a team like this with a Victory Dancing Smeargle, I also found myself using the Focus Sash after passing it a couple of boosts. It helps against priority moves, which otherwise are a huge problem because of all the drops from CC and Headlong Rush.

Porygon2

I'm sure it's well-known to us that P2 is better than P-Z in every competitive setting. I'm not entirely sure if that's the case here though. It maintains what makes it great in the first place, that being its access to Eviolite to turn it into a great defensive option. It even gets Self Repair to shrug off status and passively recover HP even without Leftovers. Normal is a decent defensive type, but it can actually do something really cool with its signature move Conversion. By having Thunderbolt in the first slot and Levitate as an innate, Conversion turns it into a pure Electric-type with no weaknesses, which is obviously great. This gives it the extra defensive power it needs to not just sit there and take hits, but dish them out as well. Conversion is not just a type-changing move, after all; it is also a special Dragon Dance. With its newfound defensive profile and Recover, it can fairly easily set up to +6 and sweep from there. Alternatively, in a doubles setting it can use Twisted Dimensions to support slow teammates. All that being said, in terms of being an offensive threat, P-Z outclasses it by far, and with some support it can achieve the same level of setup with stats that are much more suited to sweeping. As for its defensive role, it's still quite great in that, but the power of setup tanks is a bit diminished in ER due to stuff like Pressure and attackers being way more powerful in general. P2 is still great, but the playing field is at least more even.

Ursaring

Both Ursalunas are built for Trick Room, which proved to be a hindrance for their performance in their respective runs due to not being on teams that use Trick Room strats. Ursaring is a lot more well-suited to standard, non-TR teams due to the combination of Guts and Quick Feet, simulating the effects of both Band and Scarf when statused without being locked into a move. Despite its base 55 Speed, it can actually be quite fast with this boost. To pair with this, it gets a STAB full-powered Facade that can delete anything that isn't super physically defensive, especially when running Tough Claws. It also gets Close Combat and Shadow Claw to round out its coverage. Alternatively it can use Predator to heal off any chip it takes from its status or weak physical hits, which it can tank quite nicely with Fur Coat. I really liked passing Victory Dances to it with Smeargle, even a single boost alongside frostbite from a Frost Orb lets it clean house like nothing else. However, when it comes to tricky double battles, like the last two gyms and several Victory Road trainers, Ursaring has a silver bullet up its sleeve: Belly Drum. With a bit of help from Smeargle to put the other side to sleep and set Tailwind, it can easily max out its Attack and start dealing out oneshots like nobody's business. For the Psychic gym in particular, I employed a very funny tech of attacking my own Smeargle's Silk Trap to get slow enough to outspeed their whole team in Trick Room. While Ursaluna has more power overall in the right team, Ursaring comes close and can function anywhere.

u/mfc314 — 7 days ago

Rating, ranking, and reviewing every 2nd rotation song! ft. my opinions

A few stats:

  • Leo/need average: 7.875
  • More More Jump! average: 7.875
  • Vivid Bad Squad average: 8.75
  • Wonderlands x Showtime average: 8.5
  • Nightcord at 25:00 average: 7.875
  • 2nd rotation average: 8.175

To reiterate, this is all my opinion! Feel free to discuss your own thoughts here.

This is the point at which the songs begin to show their age somewhat. They're not bad at all, but I find some of them to be a little unpolished, whether in terms of music or vocals. If they ever decide to remaster old songs, a lot of these could stand to benefit from it. On a more positive note, this is Kohane's second top placement. To spoil a little bit, no other character does this, so good for her. Chinozo is also two for two on 10/10 comms.

Since the last ranking, I've recalibrated my rating system to be more consistent between rotations. Most of my earlier ratings should still hold though, and most changes were made upwards. There's too many to list here though, so you'll just see them when I rank all the characters' averages.

P.S. I REALLY CANNOT OVERSTATE HOW GOOD HARUKA LOOKS IN THE IF 2DMV

ESPECIALLY IN THE LAST PART WHERE SHE SMILES

I CAN FEEL MYSELF TURNING INTO MINORI THE MORE I WATCH IT

u/mfc314 — 8 days ago

Rating, ranking, and reviewing every 3rd rotation song! ft. my opinions

A few stats:

  • Leo/need average: 9.625 (!)
  • More More Jump! average: 7
  • Vivid Bad Squad average: 8.875
  • Wonderlands x Showtime average: 7.5
  • Nightcord at 25:00 average: 8.75
  • 3rd rotation average: 8.35

To reiterate, this is all my opinion! Feel free to discuss your own thoughts here.

"I wonder who will perform the best this rotation? Maybe the consistently strong N25? Or VBS whose music I have a personal preference for? What's that? OH MY GOD, IT'S LEO/NEED WITH A STEEL CHAIR!"

- My train of thought while I was listening to the 3rd rotation songs

This was a weird rotation. Some pretty low lows and pretty high highs, along with some fan favorites and hidden gems. And of course, the fact that Leo/need, who have had an unfortunate tendency to underperform in my other rankings, decided to lock the hell in and deliver a lineup on par with, if not even better than, VBS's legendary 5th rotation. I've always liked L/N more than the average PJSK fan, but making this ranking has elevated my opinion on them to new heights. Special thanks to halyosy, Wadatakeaki, Yuyoyuppe, and buzzG for delivering absolute peak and doing the girls justice.

BOROBORO NO MELODY RITSUDOU AOI KIZUATO

SORE GA MAZARIATTE KIENAI KARA

UTAU NO WA ITAI YO KOWAI YO SOREDEMO **↗**KIMI TO

TSUMUGU ARIFURETA UTA

SUBETE NO KABE WO KOERU UTA

u/mfc314 — 20 days ago

A few stats:

  • Leo/need average: 8.375
  • More More Jump! average: 7
  • Vivid Bad Squad average: 8.5
  • Wonderlands x Showtime average: 8.875
  • Nightcord at 25:00 average: 8.125
  • 6th rotation average: 8.175

To reiterate, this is all my opinion! Feel free to discuss your own thoughts here.

Anyway, 6th rotation was pretty good! I wasn't expecting to like some of these songs as much as I do now. I still like the 5th rotation more though, maybe I should make a ranking post for that too?

u/mfc314 — 2 months ago