
Project 1025: Can every Pokémon beat Elite Redux? (0343-0352)
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
This was quite the fun team to use, especially since it carries a lot of interesting answers into different threats. Quite the impressive showing from what are normally a bunch of iconic but mediocre Hoenn mons.
Baltoy/Claydol
Claydol offers an effective combination of offense and defense, in multiple ways depending on the team. Its wide coverage, boosted by Mystic Power, can be put to good use with Twisted Dimensions, flipping the script against the many extremely fast lategame threats. In doubles this becomes even more effective, enabling strong but powerful allies. There's also the very funny tech of using STAB Outburst to wipe something off the face of the earth. What I find more interesting, though, is its other ability: Ancient Idol. This makes its attacks scale on its defensive stats instead, which makes for a phenomenal synergy with Cosmic Power. Against a suitable opponent, Claydol can begin ramping up its bulk on both sides, becoming unbreakable especially with healing from Recover. From there, the exceptional combo of Earth Power and Dazzling Gleam can tear through any team. You could also make use of Psycho Boost, whose SpA drop is irrelevant since it'll be coming off of the SpD stat instead.
Lileep/Cradily
One of the most reliable drain tanks in the game. While Grass and Rock individually suck as defensive types, together they're actually really good. This makes it pretty easy for it to live hits and answer back with a Giga Drain. It won't do much, but equipped with the Absorbant ability, it also applies a Leech Seed, allowing it to deal consistent damage to nearly anything while also staying healthy. Since all its offensive pressure comes from this, you're free to invest fully in its bulk, further enhanced by Battle Armor. Combined with Subtitute, Protect, and Recover, Cradily can stick around for a very long time, able to take out multiple enemy Pokémon with just this combo. You can also use that bulk to make it a reliable Stealth Rock setter, or accelerate your opponents' demise with Toxic.
Anorith/Armaldo
Armaldo was kinda underwhelming, probably because the rest of this team is way better than it. Really though, it's a perfectly serviceable offensive Pokémon. Keen Edge boosts powerful STAB moves like Mighty Cleave and Guillotine, and it has STAB priority as well in Accelerock and Aqua Jet. Trick Room is the best environment for it, but a bulky Choice Band set works fine too and Rock Polish with a Sash is surprisingly effective in the right environments. It just doesn't have much else outside of being a standard bulky attacker.
Feebas/Milotic
Feebas is absolutely terrible, somehow worse than Magikarp, but Milotic more than makes up for it. It carries on its legacy of bulk from the base game, sporting abilities like Marvel Scale, Prism Scales, and Self Sufficient to help it stick around for a long time. With this longevity it can either support the team with moves like Hypnosis and Flip Turn or go on the attack with STAB Scald and Moonblast, boosted greatly by Adaptability. Base 100 SpA may not seem very high in Elite Redux, but when you can stick around for this long, it's hardly an issue. Even less so for its well-deserved Mega, turning it into a true behemoth of bulk and further enhancing its offensive capabilities. Pure Love and Tangling Hair heavily punish opponents who try to attack it on its weaker physical side, the former also being great for stopping scary multi-hit moves like Triple Kick and Whirling Strikes. Alternatively, Natural Recovery makes its pivot role even better, sustaining its HP throughout long fights and giving it more opportunities to reposition. This excellence in both offense and defense made Milotic an excellent choice for any situation, whether it be using Karma to set up in the Psychic gym, Brine to wear down the Water gym, or just sponging hits in general all throughout the run.
Castform
Castform is one of the most infamous cases in the vanilla competitive scene. A Pokémon that can effectively fight in any weather sounds like a fantastic concept, but it just doesn't have enough sauce to make it work. At the very least, it gave us Weather Ball, used to much greater effect by countless other Pokémon. Anyway, as for its incarnation in ER, that is a very different story. Castform is one of the best and most fun Pokémon to use in this game, at least in my opinion. Its stats are better, and it has forms for sand and fog now, the former of which it always should've had. Additionally, its signature ability Forecast has been buffed to not just change its form with the weather, but to also automatically cast Weather Ball after using a weather-setting move. This makes it amazing for countering opposing weather, since it can set a more favorable weather for you while also attacking so as not to leave itself vulnerable. It's also just good in general, as this grants it 100 power Adaptability-boosted STAB moves of five different types, some boosted by their respective weathers as well. Something that's really interesting to note as well about the buffed Forecast is that using a weather-setting move while that weather is already up can still trigger Weather Ball, meaning you can save a moveslot on Weather Ball itself and just have a moveset of four weather moves. But wait, there's more! Castform's choice abilities also change when it tranforms, so it's a good idea to pay attention to what base Castform has. Anticipation turns into each weather's offense-boosting ability, giving it a free Specs boost once transformed. Guilt Trip turns into a speed-boosting ability instead, very useful into opposing weather since you can use their weather to outspeed them and set your own. Pressure then turns into a specialized ability, mostly useful if you're working with another weather setter to allow Castform to focus on one weather only. Annoyingly, the above only apply to the rain, hail, sand, and fog forms, with the sun form getting its own unique arrangement. I know it's not a plant, but I feel like they could give the sun form Chlorophyll instead of Catastrophe to at least be consistent with the others. Anyway, with how many weather teams there are throughout the game, having a Pokémon like Castform that specializes in weather strategies is valuable for any team.
Kecleon
This run is two for two on terrible Hoenn Normal-types who have suddenly become cracked. Kecleon has absolutely terrible choice abilities, awful stats, and an exceedingly shallow movepool, but all of that is irrelevant in the face of one of the best abilities in the game: Color Change. I'm sure most of us are familiar with what this ability does; it's amazing what the ability to be resistant or immune to literally every attack that comes your way does to an otherwise terrible Pokémon like this. It has no recovery, limited coverage, literally zero setup moves, and only a handful of useful utility moves like Fake Out, Trick Room, Blood Shot, and Knock Off. Still, it's just enough that, combined with its incredible longevity, it can be a reliable disruptor into nearly everything. Honestly, it was a wise move to make every other aspect of it so terrible, since it would otherwise be utterly broken. Even then there's a case to be made that it's still broken; any Pokémon with Fighting coverage can't hit Kecleon at all so long as it turns into a Normal- or Dark-type with Protean at the end of each turn, and strong Electric, Dragon, or Ground attackers don't appreciate its presence either. Quite possibly the most reliable defensive piece any team could ask for, even with its limited presence once it actually hits the field.
In other news, I'm making progress on the spreadsheet. I don't have enough entries in it to be satisfied about releasing it, but it should be good to go in one or two runs.