Some colo stuff Chaser Liak's Kirlia is a good range with HP, if low atk Espeon (7/16 and 9/16 for 69 and 70), FW can only be better if +SPA nature, random but good to know Can be important for choosing Espy? Also, HP 70 is 1/16 more likely to kill Octillery End of Ein split Do not stress too much abt Blaze. If the healing situation is kinda awkward, skip blaze setup on the fight before if it leaves Ty in very low blaze. (still go for it if you can guarantee being above double pursuit under fly). There are backups for not having blaze after Ein and Blaze isn't required for FB on Loudred (neutral 0 IV SpAtk is 100%). Ideally Ty is above double pursuit, but in Fly range. Check the spread sheet before the fight (maybe during lab death movement, and keep a mental note on that) Confuse ray can be annoying but is managable. Watchout for QA range and be mindful of Thunder Range. Mirror B 2 Try not to give the diving Ludicolo a turn (the 45), give sudo a turn instead (will just use RS and do almost no dmg to espy, or could be a good blaze backup if you aren't in blaze at this point for some godforsaken reason) Dakim2 Claygon If range is missed and espeon lived: reset(Kappa, kinda) very tricky situation: Espy should die to anything in that situation (unless you healed to full before the fight, which is sometimes discouraged) Low HP of Flygon can make Dakim use a Hyper potion on it. potential strat: Psychic Flygon + Hyper Espy Flygon died (no heal or heal and got range or crit) send in plusle! XSpc + revive Ty (unless in EQ range?) -> Fortress Protect+Claydol EQ send in Ty (unless no fortress Protect?) Hyper pot Espy, super pot Ty -> sunnyday+EQ (always?) HP Claydol + call Ty HP Wiscash+FW Fortress Psychic Entei Flygon lived (heal + missed the range, heal is 25%) haven't tested it yet, but the strat should be similar to above, only difference being that you stall one more turn and sac every mon in the party or something Obviously, any crit most likely kills the run so just hope to never get into this situation personal Manip "notes" max seconds 20 (probably should lower it to ~15, as It almost never makes a different) if the manip offset is higher than ~10s (or always since why not), see if there is a manip with a reachable (lower) offset on the next reroll (that's why max seconds could be lowered, since this happens a lot) max rerolls 650 (waiting for roughly 82s max) On Carvanha: 24-26/7-9 is 13/16, 27-29/10-12 is 7/8, 30+/13+ is 100%. (Modest/Rash) So try to avoid anything lower than 24/7 (would never take 0-15 ATK Modest) Don't take any Offset that is lower than 2.5s (skill issue) add 100ms to the manip offset Reset strat for quil so far 1.catch? I settled on never going for the safe strat and Always yolo the catch (40.96%) The obvious advantage is the faster top-end + impossible to accidently kill the quil (unless you are in a position in which you should reset anyway). The Downside is the potential infinite timeloss of getting trolled by quil. It is also much more common for this approach to get close to that bottom end. The safe strat on the other hand is really consistent, if it works (dig turn 1 makes it a slower yolo attempt basically). Wow this sounds like an ad for the safe strat lol However, since I'm curently pretty consistent with the starter Manip (hopefully not a jynx), I actually don't mind resetting for a potential 10s-30s timesave. The math is as follows: within 1 Ball: 40.96% within 2 Balls: 65.14% within 3 Balls: 79.42% I accept 3rd Ball quilavas. Good compromise imo, makes the worst case 1 turn slower (+1/2 Animations) than the best case of the safe strat, which sometimes has to yolo quil anyways while losing time compared to full yolo) If the time is "insane", there might be an argumet for taking 4th Ball quils if the stats and the nature are really good (something like 20+ SPA Brave or smth) 2.stats? Lowest SPA I'd run is 57, if Nature is decent and 46 ATK (can run lower SPA if you really want to, but for example Venus' steelix is only a 13/16 range with FW @+1 on 7 SPA, so FB would be more likely to 1shot. Very unlikely situation, but not impossible) This ensures that all physical ranges are either guaranteed or reasonable Ralts is a good range without the crit Barboach is 13/16 Cacnea is 13/16 Hoothoot is 13/16 non crit-Carvanha is prob 1/16 without a crit, but that is still 91.21% in Hyper mode Tentacool is 7/8 (almost never matters) Every other non-listed range is either 100% or never really matters For the Special ranges that matter: (assumes lowest possible SPA IV for that stat) Oddish is 3/16 out of blaze (good if no blaze, but in WG range) Beldum is 15/16 Baltoy1 in Blaze is 3/8 (kinda bad, but mostly fine) Baltoy2 in Blaze is 11/16 (slow to miss) Spinda in Blaze is 9/16 with high exp, Kadabra on same fight is 13/16 Sandslash is 3/8 (mostly whatever, more like a nice bonus) Geodudes are 13/16 (run dead if missed) Can run 56 SPA, but the run ending geodudes are only a 3/4 range those geodudes are 15/16 if x/19+/0+ SPA, 58 for +SPA and 59 for neutral if good Special, take any attack (43+ ATK makes Ralts 50%+, 16+/0+/0+) 3.Nature? :3 Still Need to evaluate how good the natures are in comparison to each other and Need more expierience (i have a good idea what to look for) 4.Cail? I know that this fight can lose a lot of time (worst I've had lost 3min+), bc this basically sets the potential for Pyrite colosseum especially with a nature that has low hyper Chance/requires 3+ Calls For now, I reset based on "vibes" for this one. i.e. I won't continue if i Need 2+ calls and quil dies turn 2 after not getting into hyper mode (or bc of getting into hyper mode on turn 2 after failing the ralts range) Nature ranking The nature doesn't only effect the stats, but also the rate of purification. So before ranking them, i first eliminate the -SPA natures and then list them with min required calls before Mirez (standart strat), init Chance for Hyper Mode and stats. Obviously, for stats you want either an ATK or SPA boosting nature (ideally not Modest i.e without lowering ATK/SPA). Def lowering natures seem to be really bad as well, especially with low HP. gotta check how low SPD effects the run. Adamant, Impish, Careful and Jolly are unrunable Nature Calls Hyper% Stat(+/-) Naughty 0 50/40 Atk/Sp Def Brave 0 50/40 Atk/Speed Hasty 0 50/40 Speed/Def Sassy 0 50/40 Sp Def/Speed Bold 0 50/40 Def/Atk Quirky 1 50/40 -/- Naive 1 50/50 Speed/Sp Def Hardy 1 30/70 -/- Docile 1 20/20 -/- Serious 1 20/20 -/- Rash 2 50/40 Sp Atk/Sp Def Lax 2 50/40 Def/Sp Def Lonely 2 30/25 Atk/Def Quiet 2 20/20 Sp Atk/Speed Relaxed 3 30/70 Def/Speed Modest 3 30/25 Sp Atk/Atk Timid 3 30/25 Speed/Atk Mild 4 50/50 Sp Atk/Def Bashful 4 30/70 -/- Gentle 4 50/50 Sp Def/Def Calm 4 30/25 Sp Def/Atk This is probably the order from best to worst natures. I still Need to get a run with Sp def, but it seems the importance of stats is the following: Sp Atk Atk Def Sp Def HP Speed Sp Atk and Atk are basically in reverse of importance compared to Crystal/Gold Manipless ATK is really important for a quick early game, since there are a lot of Shadow rush ranges with low atk, but late are a lot of Fire Blast/Flame Wheel ranges. The only difference is that you most likely die if you miss the Special ranges, but in Gold/Crystal you mostly just lose time. Chance to have 0/1 calls is 1/5 |2/5 Chance to have 2 calls is 4/25 |14/25 Chance to have 3 calls is 3/25 |17/25 Chance to have 4 calls is 4/25 |21/25 Chance for ":(" nature is 4/25 |25/25 Colo Practice I keep throwing PB paces in the late, so I'm gonna do some practice. Should be fine to just play the game from Venus to end to get some late game practice. I'm gonna be preparing some practice saves for that, using the practice saves from the discord as a base. For stats I probably go for: 18 HP, 31 ATK, 15 DEF, 30 SPA, 15 SPD, 31 Speed Modest for Espy 15 HP, 20 ATK, 15 DEF, 31 SPA, 15 SPD, 20 Speed Quirky for Ty