New route revolves around one thing: Metronome The item, not the move ;) Using the metronome allows us to do a few things. Here's the super unscientific breakdown of time losses and time gains (chronologically): Don't pick up Soft Sand (-9s) Don't equip Soft Sand (-2s) Get the Metronome (+26s) Equip the Metronome (+2s) 2 turns saved on Chimney Grunt (-8s) 2 turns saved on Norman (-8s) 1 turn saved on Wally 2 (-4s) 1 turn saved on Drake (-4s) Total: -7s Other conditional factors: Never need to sacrifice healing items for X Items (Safety) Wally 1's Ralts is always a 2 turn instead of a 1 turn range (+4s) Neal's Trapinch is always a 2 turn instead of a 1 turn range (+4s) Chimney Grunt should never be able to troll with Smokescreen (-4s on average) George is always a 4 turn instead of a 3 turn barring Covet (+4s) Norman has less turns to crit you (Safety) *Untested* Norman's Slaking might do Encore more since you've used a move? Would make sense, but again I don't know Wally 2 Cotton Guard isn't an issue Heal on Drake less. Might be able to skip healing before Steven So on a perfect run, no the Metronome doesn't save time, however over a typical run it still does I've also tried routing Power Up Punch into the mix and it seems to still lose time. It's not forgotten and I'll continue to work on it, but it might never be worth it