New glitch uses: - Vilch (so you don't have to rely on critting Cacnea; loses 2.3s in best case) 1: X Special+Confusion Cacnea 2: SR Vulpix+Confusion Barboach - Geats (same as above + less damage on Croc; only if faster than Carvanha) 1: X Special+Confusion Barboach (or Larvitar if Carvanha/Larvitar lead) 2: SR Carvanha+Confusion Larvitar/Barboach - Akmen (avoid dying to Voltorb) 1: X Special+Confusion Voltorb (14/16 range) 2: SR+Confusion Electrike - Elidi (same as above + less damage on Croc; probably only do if Croc has sensitive HP) 1: X Special+Confusion Cacnea 2: SR+Confusion Tentacool - Doken (avoid Qwilfish range and don't need to crit Linoone) 1: X Special+Confusion Qwilfish 2: SR Linoone+Confusion Goldeen 3: SR+Confusion Linoone - Skrub 1 (avoid dying to Hitmontop/Clamperl in various situations) Hitmontop/Wynaut (low HP Hyper): 1: X Special Espeon+Confusion Hitmontop (Croc dies, send out Meditite) (3-turn fight if Hitmontop dies, potentially saving Croc; 4-turn otherwise) Clamperl/Wynaut (low HP Hyper) 1: X Special Espeon+Confusion Clamperl 2: X Special Espeon+Confusion Hitmontop 3: SR Wynaut+Confusion Geodude 4: SR+Confusion Wynaut Hitmontop/Geodude 1: X Special Espeon+Confusion Geodude (Croc dies, send out Meditite) 2: SR+Confusion Clamperl 3: SR+Confusion Hitmontop (4: SR+Confusion Wynaut) Hitmontop/Clamperl 1: X Special Espeon+Confusion Clamperl (Croc dies, send out Meditite) 2: SR Wynaut+Confusion Hitmontop (3-turn fight if Hitmontop dies; 4-turn fight otherwise) - Weeg (use on Helping Hand variant; glitch is ~2.3s faster than HH) - Dakim 1 (Marshtomp variant; assumes 20+ IV Sp. Atk) 1: Surf+X Special Gatr 2: Surf+HH Gatr (consider Surf+Psybeam) 3: Surf+X Special Gatr 4: Surf+X Speed Gatr (or Surf+Hyper Potion Espeon) - Venus 1 (Several uses; generally saves a turn on Suicune) Delcatty/Steelix: Same as original strats, except X Special Espeon whenever it's ready to OHKO Vileplume or attack Suicune Delcatty Vileplume: Same as original strats, except X Special Espeon+Psybeam Vileplume turn 1 No changes to shifted AI - Liaks (faster Stantler with minimal risk) 1: Bite Kirlia+Psybeam Roselia/Gloom 2: Surf+Psybeam Gloom/Roselia 3: X Special Espeon+Psybeam Stantler (extremely favorable range) - Lonia (generally save a turn) 1: X Special Espeon+Psybeam Octillery/Dunsparce 2: X Special Gatr+Psybeam Dunsparce/Octillery 3: Surf+Psybeam Masquerain - Skrub (avoid Wobbuffet troll) Hitmontop/Graveler 1: Surf+Psychic Hitmontop 2: X Special Espeon+Psychic Clamperl 3: Surf+Psychic Wobbuffet Hitmontop/Wobbuffet 1: X Special Espeon+Psychic Hitmontop 2: X Special Espeon+Psychic Clamperl 3: Surf+Psychic Wobbuffet - Ein 1 (generally save a turn) Altaria/Golbat (hit 2/3 Blizzards for 4-turn) 1: X Special Espeon+Psychic Golbat 2: Blizzard+Psychic Lanturn 3: Blizzard+Psychic Huntail 4: Blizzard+Psychic Raikou Altaria/Lanturn (hit 2/3) 1: X Special+Psychic Lanturn 2: Blizzard+Psychic Huntail 3: Blizzard+Psychic Golbat 4: Blizzard+Psychic Raikou Altaria/Huntail (hit 2/3) 1: X Special Espeon+Psychic Huntail 2: Blizzard+Psychic Lanturn 3: Blizzard+Psychic Golbat 4: Blizzard+Psychic Raikou Lanturn/Golbat (hit 1/1) 1: Protect+Psychic Golbat 2: X Special Espeon+Psychic Lanturn 3: Bite Altaria+Psychic Huntail 4: Blizzard+Psychic Raikou Lanturn/Huntail (hit 1/1) 1: Protect+Psychic Huntail 2: X Special+Psychic Lanturn 3: Full Heal+Psychic Golbat (Call if Altaria came out before Golbat) 4: Blizzard+Psychic Raikou Huntail/Golbat (hit 1/1) 1: X Special Espeon+Psychic Huntail 2: Full Heal+Psychic Lanturn 3: Full Heal+Psychic Golbat 4: Blizzard+Psychic Raikou - Miror B 2 (avoid Ludicolo and Golduck ranges + more flinch chances + can save a turn) Ludicolo/Ludicolo 1: X Special+Psychic L44 Ludicolo 2: Surf+Psychic L45 Ludicolo 3: Surf+Psychic Golduck All others 4-turn fight with the following priority: L44 Ludicolo, L45 Ludicolo, Loudred, Golduck (Surf Sudowoodo) - Dakim 2 Flygon+Whiscash (both AIs) (should be 100% consistent with 0 damage) 1: X Special Espeon+Psychic Flygon 2: X Special Gatr+Psychic Whiscash 3: Surf+Psychic Claydol 4: Surf+Psychic Entei Whiscash/Forretress (both AIs) 1: X Special Espeon+Psychic Whiscash 2: X Special Gatr+Psychic Flygon 3: Bite+Psychic Claydol (Surf+Psychic if Claydol will Solarbeam) 4: Surf+Psychic Entei (target Forretress instead with bad Sp. Atk) Claydol/Flygon (normal AI) 1: X Special Espeon+Psychic Flygon 2: X Special Gatr+X Special Gatr 3: Surf+Return Gatr 4: Surf+Psychic Entei - Venus 2 (same fight, but one fewer turn) - Ein 2 (safer+faster Starmie variant) Rhydon/Starmie 1: Switch to Plusle+Psychic Starmie (Plusle dies; Rhydon goes underground) 2: Protect+Psychic Starmie (Starmie dies; Gatr blocks Dig) 3: Surf+Psychic Crobat (Rhydon and Crobat die) 4: Protect+Psychic Pelipper 5: X Special Espeon+Psychic Raikou - Delan (more efficiently 2HKO Absol and Mightyena) Absol/Mightyena 1: X Special Gatr+Surf 2: Heal Espeon+Surf (X Spec Gatr again if Absol won't die) 3: Return+Surf Sharpedo (heal Espeon if +2 Gatr) - Ston (save animation time + hit 1-2 fewer Blizzards) ALL: 1: X Special Espeon+Psychic 2: Protect+Psychic 3: Blizzard+Psychic - Nascour (many uses) - Evice (many uses) Discarded: - Sosh (allows Croc to be used, assuming it's at high HP) 1: X Special+Confusion Dunsparce 2: SR+Confusion Dunsparce 3: SR+Confusion Cacnea Miscellaneous routing - Heal Espeon on last turn on Reath, rather than before fight? - Go for double Protect on Coren and Kotan instead of just relying on Thunder miss? - You can go above the Researcher before Coren (safe movement saves ~1s, perfect movement saves 1.5s) - Remil: Finish Kecleon with Bite if Return kills Kadabra - Dakim 2 Forretress/Flygon (both AIs) GENERAL IDEA: Manip Solarbeam from Claydol, so no Sunny Day or Forretress Protect 1: X Special+X Special 2: Bite+Psychic Flygon 3: X Special+Psychic Forretress 4: Bite/Surf Claydol+Psychic Whiscash 5: Bite+Psychic Entei Claydol/Whiscash (both AIs) 1: X Special+X Special 2: Surf+Psychic Whiscash 3: Bite+Psychic Flygon/Forretress (Surf instead if no Sunny Day and Bite won't kill) 4: Surf+Psychic Forretress/Flygon (Call+Psychic Forretress/Flygon; Protect+Psychic Entei instead if Solarbeam kills) (5: Surf+Psychic Entei/Flygon) Flygon+Whiscash (both AIs) (should be 100% consistent with 0 damage) 1: X Special Espeon+Psychic Flygon 2: X Special Gatr+Psychic Whiscash 3: Surf+Psychic Claydol 4: Surf+Psychic Entei Claydol/Forretress (both AIs) 1-4: Same idea as Claydol Whiscash Whiscash/Forretress (both AIs) 1: X Special Espeon+Psychic Whiscash 2: X Special Gatr+Psychic Flygon 3: Bite+Psychic Claydol (Surf+Psychic if Claydol will Solarbeam) 4: Surf+Psychic Entei (target Forretress instead with bad Sp. Atk) Claydol/Flygon (normal AI) 1: X Special Espeon+Psychic Flygon 2: X Special Gatr+X Special Gatr 3: Surf+Return Gatr 4: Surf+Psychic Entei - Definitely skip Herb Shop. Can buy 0-1 Full Restores to afford more Revives/Hyper Potions - Skip cave Hyper Potions? - Probably switch to safer Ferma strat to avoid flinch hax (but go for Aipom OHKO with 60 or 62+ Attack) - Buy 28 X Specials and 2 Great Balls, and use ball glitch on Croc