[Advanced] Any% WM with Split Up - Pikachu/Tepig - January 2022
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[Advanced] Any% WM with Split Up - Pikachu/Tepig - January 2022
Updated 2 years ago by halqery

Credit to Kobral for the original Chespin route that this guide is based on.

#Team Leader: The leader of our choice for this category is Pikachu. He shines in this category thanks to Thunder which is the most powerful move available to us. So he will be able to hit harder than most other starters. However, Thunder is quite inaccurate. Missing your moves will be quite common.

Pikachu also learns Thunderbolt, a move that can hit all enemies around him. Its also useful for preserving some PP for Thunder if you don't need it to kill an enemy. However, Thunderbolt has the same accuracy as Thunder with drinks. So don't use it if you just want to hit your enemies more often.

Partner: The partner of our choice is Tepig. He hits very hard and reliably with the moveset of Heavy Slam/Flamethrower/Gyro Ball/Tail Whip. This is Tepig's final moveset. He also involves a lot less reliance on luck and accuracy than the Chespin alternative does, and does not require as many Wonder Mail'd in TMs to function.

Heavy Slam most likely won't be useful for much of the story, however, in the right circumstances, you can see Heavy Slam doing 280+ per hit to Dark Matter 1 which very quickly and cleanly takes care of that fight in no time, because Dark Matter for some reason is assigned 0 weight.

Flamethrower is a very powerful STAB ranged move that helps Tepig overcome the early-game obstacles needed to successfully split up with him.

Gyro Ball is a very accurate (95%) close range move that also deals twice the damage if Tepig is slower than his opponent. It really deals a lot of damage with the multiplier so Tepig wants to use it almost all the time (Look at this list if you want to know which enemies Gyro Ball is effective against: https://www.speedrun.com/psmd/guide/0oics )

Tail Whip will mostly be a setup move for taking out bosses quickly.

#Split Up

In this game, isolated team members can uncover parts of the map even if they are not close to the team. This is very useful as you can search for stairs a lot more effectively that way. Thats why we set the strategy for one team member to "Go the Other Way" in most dungeons. In general, you want to be on the opposite side of the Pokémon splitting up to uncover most parts of the map.

However, isolated team members can't see the client pokemon during a mission (Sylveon) so do not use the split up strategy if you are looking for the client.

A few more tips if you are doing splitup:

  • As soon as you spawn on a floor, skip a few turns with A+B so you an see where you teammates are going, and go the opposite way. For a "Other Way" AI, they don't seem to care that much where you are going

  • Don't petrify enemies if you are in the same room as the teammate who is doing the splitup. For some reason, the AI just breaks in that case and waits next to the petrified enemy

  • You want to heal your splitup partner if their HP bar is red, as for some reason they think its a great idea to waste your time by just running away instead of fighting the enemy

#Emeras

You always want to check yellow emeras due to Wand Expert, so I'll list all useful ones here:

  • Wand Expert (Yellow): Increases the range and does not consume a wand sometimes. Extremely useful with Guiding Wands which save you a lot of time if you get more uses out of it

  • Alliance Expert (Yellow): Increases the accuracy of moves used during an alliance

  • Power Boost X (Yellow): Increases the damage. Also increases accuracy if you have both X and Y equipped

  • Type Bulldozer (Yellow): Prevents damage from being reduced if move is not effective. Very useful for team members who are splitting up alone

Purple also holds good emeras:

  • Barrage (Purple): Sometimes let you attack an additional time. Effect gets improved depending on the amount of empty slots

  • Intimidator (Purple): Sometimes makes the targets move fail

  • Distance Dodge (Purple): Makes it easier to dodge ranged moves

Also:

  • Awakening (Rainbow): Awakens your Pokemon. Very very rare

Other useful emeras:

  • Berry Power (Red): Blocks status ailments and stat reductions.

  • Guard Boost (Red): Reduces damage received

  • Dizzying Stare (Light Blue), Lullaby (Yellow): Inflicts confusion / sleep on the target. Very useful for team members who split up alone, since they are not be able to oneshot opponents most of the time

  • Dizzying Payback (Dark Blue), Sleep Payback (Red), Warp Payback(Red): Inflicts confusion / sleep / warp on the attacker (works on ranged attacker too). Good for team members who split up alone

  • Effect Boost (Dark Blue): Increases the chance of triggering additional effects. Good for Pikachu

  • Thoughness (Dark Blue): Endure an attack with 1HP

  • Sleep/Confusion Guard (Green): Prevents sleep/confusion (other Guards are also useful depending on the dungeon, they are mostly green). Very useful in Poliwrath River and Cave of the Deep where sleep can very easily end your run.

  • Big Ears (Green): Displays enemies on your map. Always equip it on Pikachu

  • Trap Proof (Green): Nullifies the effects of traps

If you can't make use of a specific Emera, consider eating them instead for 2 extra points of an stat for the rest of the dungeon:

Purple boosts Speed Yellow boosts Attack Light Blue boosts Special Attack Dark Blue boosts Special Def Red boosts Def Green boosts HP

#Looplets

Looplets not only provide slots for emeras, they also give you useful effects depending on the looplet you have. Some of them are very useful in a speedrun.

Main Looplets:

  • Attack Looplet: Increases your Attack by 10 points (Tepig)
  • Special Attack Looplet: Increases your Special Attack by 10 points (Pikachu)
  • Speed Looplet: Increases your Speed by 20 points (Speed increases accuracy)
    • Don't give it to Tepig, it will ruin his Gyro Ball
    • Its really useful for Pikachu due to his Thunder having bad accuracy

Very useful split up Looplets:

  • Persim Looplet: Prevents confusion
    • Very useful for split ups
    • Useful in Nectar Meadow and Revelation Mountain 1
    • Also very useful in Cave of the Deep, Reverse Mountain, Primeval Forest, Tree of Life Roots and Trunks
  • Wakeful Looplet: Prevents sleep
    • Good for split ups
    • Really useful to get early for Poliwrath River to deal with Drowzees more easily
    • Also useful for: Cave of the Deep, Reverse Mountain

Other useful Looplets:

  • Def Looplet: Increases your Defense by 15 points
  • Special Def Looplet: Increases your Special Defense by 15 points

#Items

Important things to mention when it comes to items:

  • You want to use Guiding Wands in Sheer Mountain Range, Gentle Slope Cave, Abysal Badlands, Submerged Cave, Prehistoric Ruins, and both halves of Tree of Life. In total this requires 61 Guiding Wands, 16 more than you start with, if you find yourself running low and don't have enough in hand to get through all of these dungeons, just use them in the order listed, because you can always pick up more, but once you've passed a dungeon, you cannot go back and Guiding Wand it.

    • Or whenever you find a Wand Expert (always carry a stack (~20) of them just in case)
    • Its also worth it to check every Wand in a dungeon in case they are Guiding Wands, EXCEPT FOR CAVE OF THE DEEP because Ditto can disguise itself as wands and ruin your day.
  • Blast Seeds deal 100 Damage in this game so they are useful in certain boss battles

    • 4 Blast Seeds are required in this run (1 for Gabite, 1 for Giratina, 2 for Entei), its very important to check seeds and shops early on to get them
    • You get one Blast Seed for free in F1 in Foreboding Forest
    • Three of them are not very hard to find in general
  • Pounce Wands are useful in general, however, don't use them if you only have very few since you need them for most boss battles

  • Having at least 1 Rollcall Orb in your inventory is never a bad idea if you do split up, so you can summon your teammate if hes in a bad situation he can not get out of without wasting a lot of time

  • Slow and Slumber Wands are useful in the Dark Matter battle, you should save them!

    • Also make sure to always have at least one Slow Wand for Dark Matter Phase 2, more are really useful though
    • You get 5 free Slow Wands from Goomy
  • Tunnel Wands are very useful for building a path for you, they are a lot better than they sound like in the description!

  • Quick Orbs save a lot of time in Dark Matter phase 2, try checking the Shop very often to find one!

  • Slow Orbs are useful in combination with Slumber Orbs in some boss battles (very good in Yvetal)

  • You need a Petrify Orb for the Magmortar battle, but you get that one for free in Foreboding Forest

    • In general they don't work very well for boss battles except of Magmortar
    • Additional ones however are still pretty nice to deal with many enemies in a room

In general, don't be afraid of checking the shop as many times as possible. Some of the items you can find here could save you a ton of time (for example, luminious or a quick orb).

In shop checks, you usually look for:

  • Good Looplets (after Glittering Mountain)
  • Tiny Reviver Seeds
  • Oran Berries
  • Blast Seeds
  • Good Orbs (Luminious, Quick, Slow, Petrify,...)
  • Good Wands (Guiding, Petrify, Slow, Slumber, Stayaway, Warp, Tunnel,...)

My standard bag looks like this:

  • 2-3 Looplets (depending on your teamsize)
  • 2 Apples
  • 3 Oran Berries
  • 3 (Max-)Elixiers
  • 5 Tiny Reviver Seeds (its never a bad idea to have a lot of them with split up)
  • 2 Reviver Seeds (to fill up PP again)
  • [1-2 Slumber/Totter/Petrify Orb]
  • 1 Stack of Petrify Wands (~20)
  • 1 Stack of Guiding Wands (~20)
  • Additional useful Wands (Stayaway,Warp,Tunnel,Slumber,...)

#General Tips

  • Alliances have the extra effect of increasing a moves damage significantly (even slightly more than effective moves) if they are not effective against the enemy

  • Its more optimal to do movement with the slide-pad instead of the d-pad since it buffers your inputs and its easier to move diagonally without holding R

  • Checkpoints/Middlepoints in dungeons refresh PP, Belly, HP and revive your teammates

Start

Answers for the Personality Quiz:

  • 1211113
  • Gets you Pikachu Leader and Chespin Partner, you simply need to say no to Chespin and move left 2x.

#Chapter 1: Those who live...

Open Pass 3F:

  • Change Settings as soon as you gain control:
    • Speed: Fast
    • Use Recovery Items: No
    • Top Screen Map: Yes
    • Camera Effect: Off
  • Let Nuzleaf kill all the enemies (swapping spaces does not cost a turn for teammates)
  • The optimal movement for 2F involves going through the middle room, here is a demonstration:

Lush Forest 5F:

  • Avoid the middle room on 2F and let Nuzleaf kill enemies
  • Floor 3 and 4 are random

Pre Dungeon:

  • Say yes (up) to Nuzleaf to stay in his house

#Chapter 2: Meeting Tepig

  • Its possible to save+quit to input WM codes either in the house or in the plaza

  • Look at the WM code section and input all of the codes now: https://www.speedrun.com/psmd/guide/kxiuw

  • Immediately sell all fresh Apples you have!

    • Put all your items into the storage, and fill your bag with as many apples as possible
    • Go to the Shop and choose "Sell All"
    • Repeat this until you have sold all your fresh apples
  • Buy anything you need from the Shop

  • Pick up Sitrus Berrys, Life Seeds, Drinks, TMs, and Blast Wands from your storage

Foreboding Forest 5F:

  • Eat all your Situs Berries and 1 Life seed

  • Teach Thunder over Fake Out (the top move is the default one for alliances, so you save a bit of time having Thunder at the top)

  • Teach Thunderbolt over Growl

  • Use Thunder once, and use one PP-Up Drink and both Accuracy Drinks you have on Thunder

  • Kill everything with Blast Wands

    • The exception being the two Furfrous at the first floor, you can oneshot them with Thunderbolt if you'd like, but Thunderbolt is rather inaccurate, so I personally prefer to Blast Wand each of them so that it takes 2 guaranteed turns to finish them off.

#Chapter 3: On a Large Hill where a Large Tree Stands

Pre-Dungeon:

  • Press yes (up) to go to the special place
  • Pick "Go to the Plaza" to get a shorter cutscene

Drilbur Coal Mine 8F, Checkpoint 5F:

  • Feed Tepig your Life Seeds
  • Teach Tepig the new move:
    • Gyro Ball over Tackle
  • Let Tepig hit an enemy with Flamethrower, use the remaining PP Up Drink on it, then disable Flamethrower for now and enable only Gyro Ball. Once Tepig has hit something with Gyro Ball, use both of the Power Drinks.
  • Kill everything with Blast Wands one more time (make sure you have a few left for boss battles later)

Gabite (~150HP):

  • Walk down
  • Y-Turn to face Gabite, Blast Wand
  • Blast Seed
  • Tepig kills Gabite with Gyro Ball, if not B+A and wait for him to do so.

#Chapter 4: Field Trip

School Forest 9F:

  • You get a school bag during this dungeon with the following items:

    • Apple x3
    • Max Elixier
    • Oran Berry x3
    • Tiny Reviver Seed x3
    • Rollcall Orb
    • Slumber Orb x2
    • Stayaway Wand x5
    • Slumber Wand x5
  • Also try to save one Slumber Orb in case you want to do the Slow Orb -> Slumber Orb strat in Yvetal

  • Enable Flamethrower on Tepig and disable Absorb on Goomy (it has a very long animation even offscreen)

  • Set Tactics on the entire Team to "Go the other Way"

  • If Goomy dies, don't bother with reviving him

  • Reminder that Tepig is currently sporting his final moveset, do not teach any learned moves to Tepig.

Pre Dungeon:

  • Tell Tepig he is annoying (press a)

Glittering Mountain 10F:

  • You get a school bag during this dungeon with the following items:

    • Looplet x3
    • Apple x3
    • Max Elixier
    • Oran Berry x3
    • Tiny Reviver Seed x3
    • Rollcall Orb
    • Totter Orb x2
    • Progress Device
    • Pounce Wand x5
  • Equip a looplet to everyone

  • Walk up-right in the second room to set Power Boost X on Pikachu

  • Walk down-right in the fourth room to set Power Boost Y on Pikachu

  • Grab the red emera (Guard Boost) and put it on Deerling's looplet

  • In the second floor, set the strategy for the entire team to "Go the other way"

  • Don't bother reviving Deerling when she dies, you are fine with splitting up with Espurr alone

  • Put all good Emeras on Espurr, since Pikachu should go through this dungeon very smoothly already with X and Y

#Chapter 5: Harmony Scarves

Pre Dungeon:

  • From now on, looplets will appear in the shop. Make sure to check shop often to get one of the good ones!
  • The shop will reset its inventory after every school session. So make sure to check before and after you go to school
  • If you have a Persim Looplet you can give it to Tepig so he won't get confused in Nectar Meadow, similarly with Wakeful Looplet you can avoid sleep.

DEPOSIT ALL ITEMS AND MONEY IF GOING FOR ALLIANCE ESCAPE

Alliance Tutorial:

  • Its optimal to use Tackle (left) -> Pursuit (down) -> Scratch (up) (found by Colequil)

  • There is also a way to glitch out of the tutorial and save 5 seconds. IF YOU DO THIS MAKE SURE TO DEPOSIT ALL OF YOUR MONEY AND ITEMS if you press a direction and the A button at the exact same time, the game will not recognize that you have selected a move, do this at least twice, then tap the alliance button on the bottom screen, mash through the text, then you are free to go. Hold Up on the Dpad and press X to pop up the menu, select Give Up from the settings. Demonstration:

  • Make sure to have at least 5 Blast Wands and a Pounce Wand ready for the boss in the next dungeon!

  • Its very useful to have a Persim/Wakeful Looplet for Tepig in Nectar Meadow, but ultimately important to find his Attack Looplet

Nectar Meadow 10F, Checkpoint 5F:

  • Split Up with Tepig:

    • Have Gyro Ball and Flamethrower enabled
      • Gyro Ball is especially useful because of its high accuracy with so many things being able to use Double Team or Sand Attack
  • Its a good idea to put aggressive Emeras on Pikachu to make him be able to kill enemies in one turn as Tepig should do fine

    • The ailment inflicting Emeras should still be on Tepig

Boss: Combee x3; Beedrill x2 strat by secureaccount:

  • Set Tactics to "Follow Me"
  • Pounce Wand down
  • Walk one step left
  • Spam Blast Wands at the enemy

Pre-Dungeon:

  • Become Tepigs friend (Up -> Yes)

#Chapter 6: A Jr. Expedition Society Member is Born

  • Talk to Kecleon when you get out of school
  • Make sure to get Stayaway or Warp or at least Blast Wands for Pikachu to be able to deal with Barboachs
  • If you have a Wakeful Looplet, equip it to Pikachu in this dungeon so that you cannot be put to sleep by Drowzee
  • Other than that there's Joltik with Thunderwave in this dungeon so both Paralysis Guard (Green) and Sleep Guard (Green) are good Emeras for Tepig (or just Berry Power (Red))

Poliwrath River 10F, Checkpoint 6F:

- Set Tactics back to "Go the Other Way" **ONLY IF YOU HAVE AN ATTACK LOOPLET**
- Put all aggressive Emeras on Pikachu for a quick boss battle

Boss: 3 Poliwraths, 1 Poliwag:

  • Walk up-right
  • use Thunder+Gyro Ball Alliances on each Poliwrath, they should each go down in one shot. (especially if one of them uses Rain Dance, since it makes Thunder's accuracy 100%)

You now have a bigger bag! (24 -> 32)

Pre-Dungeon:

  • The Sylveon mission can be a random floor from 2F to 7F (myths say 8F is possible too)
  • Save the game before leaving the school in case you want to reset because of bad RNG

Sylveon:

  • Split up
  • Disable Gyro Ball, Tepig is overleveled at this dungeon. Flamethrower is fine
  • Set Tactics to "Follow me" on Sylveon floor

Now you would be able to do missions whenever you want to during filler times. Sadly, this is a speedrun so we will just skip all of the mission days by giving up in the dungeon. You just have to deposit all your items and money before you do the give up.

  • In the first give up, you need to put Sylveon in your party
  • In the second one, you need to remove Sylveon from your party with Y
  • For the rest of the give ups, you do not have any of these restrictions and can go directly to the dungeon
  • Still be on the lookout for a Sp. Atk/Speed Looplet for Pikachu and an Attack Looplet for Tepig if you do not have one yet.

Give Up x 3

#Chapter 7: Summer Vacation

Give Up x 4

#Chapter 8: Prove your Mettle

  • Stick with Tepig (Up -> Yes)
  • Exit out of the window
  • You can item manage when you enter the dungeon
    • Don't forget to get one Blast Seed for Giratina!

Ancient Burrow 12F, Checkpoint 8F:

  • Put Espurr in your team

  • Equip looplets on everyone

  • Manage your bag (don't forget at least 6 Blast Wands for the boss and for killing Deerling!)

  • Kill Deerling with 2 of your Blast Wands (if you have enough), kill her again after the Checkpoint

    • (2 people between you and your partner would block alliances and Goomy is more useful than Deerling)
  • Set "Follow Me" for Tepig, set "Go the Other Way" for Espurr

  • Use alliances most of the time with Tepig (Thunder -> Gyro Ball)

  • You should be fine on your own in this dungeon, give good Emeras to Espurr

    • Its also more useful if she has the good Emeras for the boss battle

Boss: Giratina (~200HP), Litwick x4 (~50HP): Strat by secureaccount:

  • Set Tactics to "Let's go Together"
  • Pounce Wand down left
  • Defeat the Litwick with Thunder (without alliance)
  • Defeat the Litwick at the top right with 2 Blast Wands
  • [If there are any Litwicks left, defeat them too either with Blast Wands or alliances (Thunder -> Gyro -> Psybeam)]
  • Pounce Wand to Giratina if you are not near him
  • Use a Blast Seed on him
  • [If he is not dead yet, defeat him with alliances (Thunder -> Gyro Ball -> Psybeam)]

#Chapter 9: The village's sacred spot

Choose a Partner:

Pancham: Geo Pebble x10 Goomy: Slow Wand x5 <------- Shelmet: Silver Spike x5 Deerling: Whirlwind Wand x5 Espurr: Silver Spike x5

  • Pick Goomy (second option)
  • Give up x2 (do not forget to put your Slow Wands in storage after the first day)

Pre-Dungeon:

  • Make sure to bring more Orans and Elixiers as usual
    • Bring one Rollcall Orb if you have one in case Tepig gets into trouble.
    • Some enemies can deal high damage
    • Mismagius can use Spite, which will set your PP of the last used move to 0. Use Elixiers for that case
    • Prepare for the worst

Revelation Mountain 8F:

  • Only have Gyro Ball enabled.
  • Set Tepig's tactic to "Go the other way"
  • Scraggy, Bagon, Deino (who uses Dragon Rage) are slower than Tepig, it may take a bit longer for him to defeat them
  • Also be careful whether a Mismagius used Spite on Tepig
  • Again, put all good Emeras on Tepig as he needs the extra power, with Nuzleaf's Razor Leaf you can already defeat everything with one hit
  • Confusion Guard (Green) or Berry Power(Red) is good on Tepig since Noibat can use Supersonic

#Chapter 10: A Journey beginns

  • Give Up

Next day:

Talk to everyone thats not a shopkeeper:

  • Goomy

  • Deerling

  • Farfetchd

  • Pancham

  • Shelmet

  • Lombre

  • Raticate

  • Magnezone

  • Give Up

Press yes (up) to leave the village with Tepig

Next night:

  • Sneak out of the window
  • Go to the hill
  • Leave the village

#Chapter 11: Over the mountains

Sheer Mountain Range 14F:

  • Use Guiding Wands. Use all of your Luminious Orb here, these layouts can be really awful
  • Mostly use alliances with Thunder -> Gyro Ball
    • If you go against Makuhita, Timburr or Bergmite use Thunder -> Gyro Ball instead (unless you have enough exta damage to kill with Gyro Ball)
  • Swablus can cure their status ailments so don't try to petrify them

Gentle Slope Cave 9F:

  • Use Guiding Wands here too!
  • In this dungeon there's Larvitars with Sandstorm, Yamasks with Disable and Shuppets with Spite
  • With Thunder -> Gyro Ball alliances there shouldn't be too many issues

After the dungeon:

  • Put all your stuff in the storage for the upcoming Jirachi "battle"
  • If you are level 11, remember moves for Pikachu at Hawlucha:
    • Tail Whip over Electro Ball
  • Also, if you got any Gold Bars, you can trade them for either Reviver Seeds (only if necessary) or Proteins for Tepig (HIGHLY HIGHLY RECOMMENDED)

#Chapter 12: Life at the Expedition Society

  • Give Up x4

#Chapter 13: Across the Sea

Mystical Forest 10F:

  • Set Tepig to "Follow Me" and Archen to "Go the other Way

  • Have only Gyro Ball enabled on Tepig and enable Roost onto Archen

  • The main party should stick with Thunder -> Gyro Ball alliances, Archen should be able to take care of himself with Wing Attack, using Roost to get out of Defeatist when he needs to.

  • Be careful of Exeggutor's Hypnosis, Aromatisses Sweet Kiss and Grimers Stench

  • Also be careful of Grimers disable

  • Do not underestimate this dungeon. It can very easily cost you minutes off of tiny mistakes alone.

After the dungeon:

  • Give up x2

#Chapter 14: A Fun Outing

  • Talk to Dedenne
  • You can do menuing before the dungeon
  • Make sure to get at least 2 Blast Seeds and 1 Petrify Orb AT THE CHECKPOINT for the Magmortar battle
    • Pansear and Darumaka can use Incinerate, which burns a random berry or seed from your bag

Fire Island Volcano 11F:

  • Set Buizel to "Go the other Way"
  • Also, make sure to put the good Emeras on Tepig for Magmortar

Boss: Magmortar (~250HP), Magby x4 (~150HP)

  • Use Petrify Orb
  • Walk up to the Magmortar
  • Alliance (Thunder -> Gyro Ball -> Water Gun) on every enemy
  • Using this combination of moves, no one can possibly be burned by Flame Body.

Secureaccount found some small movement strat for the Entei battles that makes it very save. It will put you into a position where Roar will only push you into the partner or a wall.

Entei Phase 1 (~200HP):

  • Walk one step down, then up
  • Eat 2 Blast Seeds

Entei Phase 2 (~500HP):

  • Walk one step right, then down-right
  • Alliance (Tail Whip -> Gyro Ball) once, then spam (Thunder -> Gyro Ball)

After the dungeon:

  • Give up x4

#Chapter 15: A New Warning

Showdown Mountain 12F:

  • Set Tepig to "Follow Me" and Mawile to "Go the other Way"

  • Vibravas can be really dangerous with Earth Power. If there is one in the room, use an Orb or Wand

    • It may be useful to have a Rollcall Orb if Mawile should be in the same situation, since she is not getting out of that without wasting a lot of revives. Giving her a Sp. Def Looplet may also be very helpful

After the Dungeon:

  • Give Up

  • Item manage as soon as you leave the guild, you will go immediately into the dungeon when you leave Lively Town

  • Make sure to bring extra Orans and Revives into this dungeon

    • Having 1 page of Reviver Seeds in this dungeon is very reasonable
  • Its also a good idea to bring extra Petrify Orbs you found into this dungeon to deal with Drifblims or Noctowls in a large room

    • Just make sure you are not on a hail floor when using one

After the dungeon:

  • Before you leave Lively Town, remember moves at Hawlucha (Lv 13)
    • Nasty Plot over Grass Knot

Revelation Mountain 2 14F:

  • Set Tepig to "Follow Me" and Archen to "Go the other Way"

  • Only have Acrobatics enabled on Archen

    • Don't equip any items on Archen!
    • Be careful of Archens HP bar, if it is below 50% his damage will be reduced. Try to heal him with Orans if you don't want to waste revives
    • Its very fortunate that his Acrobatics does like 130 dmg so it will still be a lot
  • Archeops with Pluck, Drifblims with Ominous Wind and Unburden (two moves in one turn), Noctowls with Sky Attack..., this dungeon is a lot of fun

  • If you are having a very hard time at this dungeon, I would just recommend to use Guiding Wands to avoid a death

#Chapter 17: The Voidlands

Abyssal Badlands 8F:

  • Use Guiding Wands here

Cave of The Deep 8F:

  • Pick Mawile (give her a Wakeful or Persim Looplet if you have any)
  • Set Mawile to "Go the other Way"
  • This dungeon is quite annoying:
    • Jynx can use Perish Song, make sure to use a Wand if she is in the room
    • Munna can use Hypnosis and is not a 0HKO
    • Lickitung can use Supersonic and is not a 0HKO either

#Chapter 18: Hope

Calm Craggy 8F, Checkpoint 5F:

  • Pick Archen (Do not give him any held items)
  • Have only Acrobatics enabled for Archen and set him to "Go the Other way"

Boss: Void Shadows x4 Another strat by secureaccount:

  • Shadows have the chance to split up when being hit

  • The idea is to let Archen and Mawile defeat the Shadows to minimize the chance of them splitting up due to both having high damage

  • Disable all moves on Tepig

  • Push Archen one step to the left and let him start defeating the shadows

  • Walk up, enable Quick Attack on Archen, then trade places with him when he defeats both Shadows

    • Pushing him up to the other 2 Shadows in case they split up
  • Let Mawile (and maybe Archen) finish the other Shadows

Reverse Mountain 10F, Checkpoint 7F:

- Set Mawile to "Go the Other Way"
- Confusion and Sleep should be the only ailments in this dungeon, give Mawile a Persim Looplet or Wakeful Looplet if you have one
- Spiritomb also has Spite, so it may be possible Mawile will run out of PP so try to be aware of that!
- Aegislash is also a very dangerous enemy with his high damage in attack form

Boss Tyranitar, Gengar x2, Shadows x2: And another strat by Secureaccount:

  • Enable Misty Terrain on Mawile and set Tactics to "Follow Me"

  • Walk left-down

  • Pounce Wand down

  • Walk two stept up-right

  • Use Nasty Plot if you can

  • Use Thunderbolt for the two Gengars

  • Defeat the first Shadow

  • Defeat Tyranitar with Alliances (Tail Whip -> Gyro Ball -> Iron Head)

  • Defeat the last Shadow

After the dungeon:

  • As soon as you enter the guild, put all your stuff into the storage and die to the Beheeyem

#Chapter 19: The Planet is already... #Chapter 20: The Prehistoric Ruins to the East

  • Get one page of Reviver Seeds (~10) for Submerged Cave

Submerged Cave 11F:

  • Use Guiding Wands here
  • A lot of stuff have ranged water moves that deal a lot of damage
    • Thats why I recommend to spam wands for enemies at a distance

Prehistoric Ruins 10F:

  • Use Guiding Wands

#Chapter 21: Dark Matter

  • I'd save Guiding Wands for Tree of Life if you still have some since its a more difficult dungeon, but you can use them here if you have that many left

Primeval Forest 10F, Checkpoint 6F:

  • Pick Ampharos

If you don't use Guiding Wands: - Set Ampharo to "Go the Other way" and only have Electro Ball enabled If you do: - Use Guiding Wands

  • Lilligant can use Teeter Dance, which confuses everyone in the room. Use Wands or Orbs on her if possible!
    • Ampharos would probably appreciate a Persim Looplet

Boss: Yvetal, Nuzleaf, Beheeyem x2

  • If you have a Slow Orb and a Slumber Orb, you can save a lot of time in this battle!
    • [Use Slow Orb, then use Slumber Orbs] (you can also use additional Slow and Slumber Orbs if they heal)
    • Pounce Wand to Yvetal
    • Defeat everything by spamming Thunder -> Gyro Ball -> Electro Ball

#Chapter 22: Battle in the Stratosphere

  • Use as many Guiding Wands as possible in both dungeons

Tree of Life - Roots 8F:

  • If you are well off, you have the option to do split up here!

    • You need good Wands (Stayaway,Warp,Petrify,...) to do this, since Raichu struggles a bit in both dungeons

    • Set Emboars tactics to "Go the Other Way" and have only Gyro Ball enabled

    • Give Emboar a Persim Looplet if you have one, will make his life a lot easier here

    • Phantump and Yanmega can cause Confusion

    • Other things to keep in mind:

    • Ledian can use Light Screen, so Raichu will struggle if you don't use Wands

  • If you don't do split ups, you will just do Thunder -> Gyro Ball alliances

Tree of Life - Trunks 8F, Checkpoint 4F:

  • You can do split ups here too!

    • Moves and Tactics reset here!
    • Set Emboars tactics to "Go the Other Way" and only enable Gyro Ball
    • Seismitoad can use Supersonic, so Persim Looplet is still useful
    • If Raichu faces Seismitoad, you are forced to either use Warp or Stayaway Wand it
  • If you don't do split ups, spam Thunder -> Gyro Ball

Dark Matter 1 (1285 HP):

-Walk Forward -Tail Whip + Heavy Slam Alliance -Nasty Plot + Heavy Slam Alliance -Thunder + Heavy Slam Alliance until dead

Dark Matter 2 (~385HP each):

  • Set Tactics to "Wait There"
  • Set Emboar to only be able to use Tail Whip

If you have a Quick Orb (First Phase):

  • Use Quick Orb
  • Go one step up
  • Use Slow Wand
  • Tail Whip + Heavy Slam
  • Nasty Plot + Heavy Slam until phase 1 dead

If you don't have a Quick Orb (First Phase):

  • Use Slow Wand
  • Alliance spam [Nasty Plot+Tail Whip] x2
  • Make sure you are on a safe tile
  • Spam Thunder + Heavy Slam until dead

For the other phases:

  • Use Alliance [Thunder + Heavy Slam] until dead

  • Pounce Wand back up after every phase (Emboar uses Tail Whip naturally)

  • Timing ends on fade to black after Pikachu crying