General notes: - Gold over Silver, because Sandshrew and Caterpie instead of Weedle (poison DansGame) - Move type determines whether physical or special attack - Safety strat: sell TMs, get more heal items - 4 steps encounter immunity (turn frames count) - 1/16 crit chance for all pkmn, so not based on base speed. Moves like Razor Leaf or Slash are 1/8 to crit. Speed cut offs: - Lv 9: 14 = 5+ DV - Lv 12: 17 = 4+ DV - Lv 16: 21 = 3+ DV - Lv 18: 22 = bad LID manip for masterball We manipulate LID before the game even starts. We do this by clearing the save file, hard reset, and then specific inputs booting up the game. By looking at the Trainer ID we can confirm if we hit the correct LID. Then we can just save the game and the LID will be stored on the cart for ~24 hours. Starting the run, we set our clock to 5:2x. We do this because the type of encounters differ per day/night. To get the highest chance of encountering a Cut companion, we need it to be Day time for the first part of the run, and Night time after that if we didn't find a Cutter by then. In PB attempts you would always set to 10:00 because it is the fastest, and hope you will not get screwed over by not encountering a Cutter. We set the day to Sunday, not only because it is the fastest, but also because Sunday is the only day we can pick up a very important TM for this route. Runable Toto stats at Lv. 5 are at least 12 Attack (5+ DV), 10 special attack + 10 special defense (6+ DV special). 10 speed at Lv. 5 would be really convenient, but is not required, although 0 speed will give some trouble. When getting encounters, killing 2 Lv. 3s (or lv 2 + lv 4), will give very useful experience that helps upcoming fights be faster and safer. When not getting (the correct) encounters, fighting an extra trainer is required IF <10 DV defense. Equipping Berry needed for the first fight in Falkner's gym. During the menu we call to Mom, because otherwise she calls you which is slower. SPINNERS Spinners are optional trainers that do not look at one fixed direction, but change their direction all the time. To try and avoid them, we pause with 'start' right before them, freezing their spinning movements. While paused, we can judge the situation, to see if it is somewhat safe to pass them. Even though there is no way to pass them with 100% consistency in this game, we can still increase our chances a lot. If we pause right after they spinned, it is less likely they will spin again right after. Also, the next direction the spinner will face, is influenced by its current direction: looking DOWN has a 50% chance to look RIGHT next (and the other way around), and looking UP has a 50% to look LEFT next (and the other way around). The other directions are 25%. Based on all this information, we can try to pass them as justified as possible. The move Rage increases in power everytime Totodile gets hit. This increase in power keeps stacking as long as we use Rage, and is a really usefull move to get through the early difficult fights quickly. Berries: Bitter Berry to heal confusion, PRZCURE Berry to heal Paralysis, both very useful in the early game. If we get to keep the PRZ cure berry, there is a neat strat later on, where we can set up an X Special on Rival's magnemite, as it will always use Thunder Wave, losing our Berry there saves time as we need to equip another item later. Need to fight Ralph (optional trainer), to get Water Gun for Hikers and useful xp in general. Fury Cutter another useful early game move. Every consecutive Fury Cutter that hits will double in power, which is the only way for us to have a chance beating Bayleaf at Rival 2. Big downside: 5% miss chance. Many runs lose to rival 2. Headbutt powerfull move that we need to pick up (and flinch chance) Whitney is another big run killer, need to kill everything with Fury Cutter, if miss, it's gonna be hard to beat her. Also her Cleffairy knows Metronome, which always brings fun surprises. Miltank knows Stomp that can flinch you (which is rip fury cutter). Only 2% to use Attract, which would mean you're pretty much dead as well. Rollout is the move we wanna see here. While locked into Rollout, he cannot use milk drink to heal himself, and we can finish him off with Headbutt (100% accuracy is better than 95% hihi). Picking up Kenya (spearow), fastest way to get a flier. This is also the Pokemon we base our LID manipulation on, because Kenya has ALWAYS the same ID, we manipulate our LID to be exactly the same as Kenya's, meaning we win lotery, meaning we win Master Ball. Explain later: Master Ball Gyarados means we can use him for Whirlpool and Waterfall. Very big timesave over old route meaning we can skip a mart (because we don't need Poke Doll for Gyarados now) and we don't have to look for a Poliwag as Whirlpool/Waterfall companion. Abra strats: teleport to Violet city to be able to skip having to fight some trainers, saving a lot of time. Instead of taking the Goldenrod Mart now, we just take Violet mart real quick to buy the items we need for everything till we come back to Goldenrod. So originally we would have to go through Goldenrod shopping twice, but now we can just do it once, when coming back here for Radio tower. Chucks's Gym. Use Headbutt on everything that would be good to flinch. Chuck's Poliwrath can use Dynamic punch which deals a lot of damage and confuses you, only 50% to hit. If he uses it and you get hit you need to hope you hit through, since healing against it is not worth it as he will keep trying to kill you. Pryce split before Jasmine, because we will be able to one shot Steelix we all the xp from Pryce split. Gyarados (see notes a little back) Starting from the moments you receive the free Lance Heal, a big segment of very precise PP management starts. Over the course of upcoming splits all the way to E4, we will try to handle everything with the PP we have (and upcoming moves we teach). The only move that has flexible PP is Bite, but if we hit spinners, even Bite will get short. Other than that we have only a few moves left for use if missing ranges. The moves we use to get the best chance of hitting most ranges depends on Attack and Special DV, although for this marathon I will probably not do everything perfect since I play without notes. If we get short on PP, we will have to pick up an extra PP item or take an extra heal which is slower. Super effective textbox is 0.9 seconds. So we always try to avoid using SE moves where we can. Fucking Douglas. The only spinner you are forced to entirely Yolo is Douglas. Douglas is a spinner in Pryce's gym that you have to pass twice. But because we are literally skating on ice we cannot pause for him. It's approx 50/50 to hit him in a run. Goldenrod shop: - Return, power of the move is based on the friendship with the user. This friendship for us is already maximized by now, meaning our base damage with Return is 102. You can only pick up this move on Sunday, which is the other reason why we had to set our Day to Sunday. - Calciums, need Calciums to have a better chance on hitting ranges. - X items, duh. Rocket tower: - Long stretch of a lot of fights. Most of the Pokemon you can oneshot easily, but there are some tricky ranges that are convenient - to hit with respect to PP management. - Explain 'bonk into wall' pause to pass rotato. Stopping for 1 frame is enough to be able to pass him. - Explain setup on Magnemite if have PRZCURE berry - Pink Bow pick up, boosts Normal type moves with 10%. Great item that we give to Gatr to boost Return/Strength. - Radio Card, we will need it for Snorlax pokeflute. Ice Path Repelling 4 steps into the Cave, because you're immune for first 4 tiles and we need to stretch it as long as possible. Blackthorn City Menu 2 steps before the Gym because Repel has to wear out right when we want to Escape rope out of the next Cave. Combine Repel + escape rope menu. AI AI is pretty smart in this game. On high HP Pokemon are most likely to use status affecting moves, and if you're in range to kill with a move, most likely that move will be used. Random trainers dont calculate if they can kill you with a move, but they still wont use status affecting moves if you are already affected. Also, some trainers favour using a particular move at a specific turn (e.g. Tail Whip turn 1). Rock Tunnel / Mt Silver Navigating by audio cues (bonks), visual cues (glowing pokeballs), feeling (bike steps) Red Shittiest fight in the fucking game. Can ruin tons of time. It will use Charm most of the time on Full Health (75%). 25% to use Thunder, then 70% to hit. Meaning 17% chance to get hit by a Thunder each turn. If a Thunder hits, he will keep using it until Thunder misses. Since you set up 4 turns, the chance to get trolled by Thunder is 53% to get hit at least once.