Potential Hydro Pumps: Whiscash*, Gardevoir, either Dusclops, Glalie, Cradily, Metagross (*could skip Whiscash with Sealo setup*) Mild: 3-4 uses Calm/Hasty/Hardy: 5-6 uses If Mild: 1) Skip Teaching Surf, Teach Waterfall in Slot 1 2) Hydro Pump Wallace Whiscash after X-Spec if Amnesia is used 3) Hydro Pump Wally Gardevoir 4) PC Heal Kyogre in E4 PC (Use Deposit pokes, deposit all but Swampert, then use Move and Swap Kyogre for Swampert) 5) Waterfall Phoebe Dusclops 1 (13/16) + Hydro Pump Dusclops 2 6) Hydro Pump Glacia Glalie 1 7) Ice Beam Drake Flygons 8) Waterfall x6 Steven after X-Spec If Calm/Hasty/Hardy: 1) Skip Teaching Surf, Teach Waterfall in Slot 1 2) Hydro Pump Wallace Whiscash after X-Spec if Amnesia is used 3) Ice Beam Pre Wally Cacturne 4) Hydro Pump Wally Gardevoir 5) PC Heal Kyogre in E4 PC (Use Deposit pokes, deposit all but Swampert, then use Move and Swap Kyogre for Swampert) 6) Hydro Pump Phoebe Dusclops 1 + either Waterfall x2 OR Ice Beam + Waterfall Dusclops 2 - Waterfall Plan: Hope for Crit (-4 ~ -6), if no crit Sitrus Procs (+8 - +12) - Ice Beam Plan: Take the extra turn (+5 - +7), dodge Sitrus Proc (+3-4), loses crit OHKO chance - Hasty/Hardy = 92% to 2HKO - Calm = 100% to 2HKO - If DMG is taken youll need to Heal Pre Glacia again, losing 6-7 seconds 7) Hydro Pump Glacia Glalie 1 8) Hydro Pump Steven Cradily + Metagross - This means you need to go 4/4 on your E4 Hydro Pumps Pros: - Skip Surf teach (~14ish) - Always Ice Beam Cacturne (-0.4) - Can Skip Glacia/E4 Heal (-6.4 - 7.2) - OHKO 2nd Dusclops (-5-7) or (-4-6) - Mild can Skip Dusclops 1 (13/16), Cradily, and Metagross - All can skip Whiscash with Sealo setup (risk BS Para), or if lucky and see EQ Total: ~26.2-28.2 saved for Mild, ~14.2-27.2 saved for Calm/Hasty/Hardy Cons: Potential Hydro Pumps: Whiscash*, Gardevoir, Both Dusclops, Glalie, Cradily, Metagross (*could skip Whiscash with Sealo setup*) Slower E4 PC (need to PC heal Kyogre) (+5) Miild has to go for 13/16 Waterfall on Dusclops 1, if missed run is likely over Avg Misses on Mild 0.6-0.8 ~ Depending on HP missed loses large variables of time, can kill the run Avg Misses on other Natures: 1.0-1.2, CANT MISS ANY IN E4 (Requires 4/4) Net: -21~23 seconds if successful Mild, -9~22 seconds if successful Calm/Hasty/Hardy Conclusion: Introduces Yolo strat to gain significant time after getting Kyogre, which is hard to come by at the end of a run Very risky strat, as most misses (specifically the E4 ones) are very bad, can be run ending If things don't work out could teach Surf in E4 anyway in some cases (+14) Cradily 11/16 WF Range with Calm, Metagross 12/16 Range with Calm if missed a Pump FINAL THOUGHTS: ESSENTIALLY A YOLO FOR RUNS THAT ARE JUST A BIT BEHIND WR LEAVING ARCHIE 2 (+10 - +20), PB'S THAT HAVE LITTLE TIMESAVE AFTER KYOGRE SHOULD CONSIDER THIS AS WELL IF BEHIND BY SAME AMOUNT. OPENS MORE RUNS TO 1:55 POSSIBILITY