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Isle of Lost Relics raids

Want to learn more about how to beat a specific raid? Read more!

Isle of Lost Relics raids

Postby Zaratorm » Sat Nov 09, 2013 1:01 am

On its way towards the sunrise, the Bright Hope's ship found itself stranded on the shores of a mysterious island. The charts make no mention of it. Violent storms and unpredictable winds sweep the land. And a strange magnetic field shut down the ship's electronic system, preventing it from sailing again. It looks like the key to solve this mysteries lies deep within the island... but what else remains hidden, beyond its shadows?

Content

- Central Processing
- Windburn Gulch
- Tidefury Strand
- Legendary dogs
- Raging Shore
- Shrine of the Old Gods
Zaratorm
Site Admin
 
Posts: 271
Joined: Thu Apr 14, 2011 3:46 pm

Re: Isle of Lost Relics

Postby Zaratorm » Tue Nov 12, 2013 12:51 pm

Central Processing

Raid Composition

Normal

The setup largely depends on whether you're taking the easy route (just defeating Metagross) or the difficult route (defeating Porygon2). In the former case, Sunny Day teams perform really well. Even if Hammer Drop deals solid damage to such teams, you should be able to outdamage Metagross easily. Reflect and Will-O-Wisp help a lot in this task, but they're not a necessity. Still, make sure to give a Heat Rock to your sun inducer, since the arena is indoors.

If you're going for Porygon2, things become a bit trickier, but not impossible. At least two of your Pokemon should carry Electric-type attacks for batteries. Alternatively, one strong Electric-type which is not too scared of Hammer Drop - such as Eelektross, Cyclohm or Rotom - can handle the batteries by itself. Porygon2 is only weak to Fighting-type attacks, but a Fighting-type Pokemon isn't required. If you want to use one, though, make sure it isn't weak to Psychic because both Metagross and Porygon2 carry such moves. Lucario and Gallade (as well as their mega formes) are obvious choices, since they can also support their team mates in various ways. Other than that, make sure you're using screens and a burn inducer for Metagross.

Hard

Unlike Normal mode, where you could just pound down Porygon2 with neutral attacks, the presence of PorygonZ requires the use of at least a dedicated Fighting-type attacker. In addition to the aforementioned ones, Revenankh gets special mention for being immune to the dangerous Normal-type attacks which the bosses like to use. Fire-types are still a good choice, although you shouldn't overstack on them if you're going for Porygon2/PorygonZ.

Make sure to bring a variety of support and defensive options. Reflect, Light Screen, Heal Pulse, Safeguard are all moves you will find extremely useful for the run.

Related quests

Taking on the Programmer's Job

Objective: Fix the CPU core, within Central Processing.

Maybe the nameless island hides unspeakable dangers which are a threat to everyone, but there are also more pressing problems to tackle. The ship's system has broken down, and its malfunction seems to not be the kind which can be taken care of by the crew. Looks like you will have to fix it the hard way.

Reward: 500 Reputation points with the Bright Hope Expedition. Berry Harvesting (allows all your Pokémon to carry a berry in addition to another item - but not two berries at the same time)

The Legacy of the Old Gods

Requirements: Exalted status with Bright Hope Expedition
Objective: Go into Central Processing (Hard Mode) and complete the challenge without causing Metagross to fall under 90% of its max HP.

According to Lorien, the only way to vanquish the evil looming in the depths of the island is to reforge the same mythical sword which once was used to destroy it in the past. However, the forging requires a special alloy, which can only be recovered from the ship's wrecked CPU. To make things worse, the alloy's properties could be compromised by a fierce battle, and thus you will require further care in handling the emergency.

Reward:

ImageBadge of Valor X2
ImageParagon of Gygax: Raises the Attack rank of the holder by (7) and its critical hit stage by (1)

The bosses

Beldum

HP 120 (250 HM)
Atk Rank 3 (4 HM)
Def Rank 4
SpA Rank 3 (4 HM)
SpD Rank 3
Spe 35
Size Class: 1
Weight Class: 4
Accuracy bonus: 5% (15% HM)

Abilities: Clear Body, (Light Metal HM)

Metang

HP 260 (600 HM)
Atk Rank 4 (5 HM)
Def Rank 5
SpA Rank 3 (4 HM)
SpD Rank 4
Spe 58
Size Class: 2
Weight Class: 6
Accuracy bonus: 6% (6% HM)

Abilities: Clear Body, (Light Metal HM)

Metagross

HP 700 (1500 HM)
Atk Rank 6 (7 HM)
Def Rank 6
SpA Rank 4 (5 HM)
SpD Rank 4
Spe 81
Size Class: 4
Weight Class: 9
Accuracy bonus: 8% (18% HM)

Abilities: Clear Body, (Light Metal HM)

Porygon2

HP 300 (400 HM)
Atk Rank 4 (5 HM)
Def Rank 4
SpA Rank 5 (6 HM)
SpD Rank 4
Spe 69
Size Class: 1
Weight Class: 3
Accuracy bonus: 9% (19% HM)

Abilities: Trace (selects the ability of the current target), Download (selects boost depending on current target), (Analytic HM)

PorygonZ

HP 600
Atk Rank 5
Def Rank 4
SpA Rank 7
SpD Rank 4
Spe 104
Size Class: 2
Weight Class: 3
Accuracy bonus: 12% (22% HM)

Abilities: Adaptability, Download (selects boost depending on current target), (Analytic HM)

Specials

While it's not actually an enrage timer, at the end of round 10, a countdown will begin. At the end of round 15, the room will self-destruct, causing the entire raiding team to be KOed.

Beldum

Float Defense: Beldum can evade some Ground-type attacks, as if it had the Levitate ability. This immunity can't be suppressed by Smack Down, Gravity and similar effects.

Metang

Metang has Float Defense. On Hard Mode, it also has:

Hard Mode only Psycho Virus: The Pokemon with the highest overall threat level against all enemies at the end of each round is given a counter by the Core CPU, announced by the CPU as "Threat Assessment: <Pokemon Name>". Once that Pokemon receives 3 counters, a data stream is patched into the mind of Beldum and Metang from the computer, which they fire at the threat. That Pokemon has its Attack and Sp. Attack stages reduced by (3). These stat losses cannot be restored, and any change induced through other means will be resetted to this level.

Metagross

Metagross has Float Defense (on Hard Mode, it also retains Psycho Virus until PorygonZ spawns). It also has the following specials:

Hammer Drop: Physical, Ground, 3 BP (4 BP in Hard Mode), hits all Pokemon 2-4 times (selected randomly) and lowers the Speed of each Pokemon by 1 stage. This stat loss cannot be restored, and any change induced through other means will be resetted to this level. This special is used on the first action of the second round and every two rounds after that. (In Hard Mode, Hammer Drop's frequency is effected by Psycho Room. The special's trigger is anticipated by 1 round under Gravity, and delayed for 1 round under Anti-Gravity and Trick Room)

Unstable Core: Once Batteries are fully charged up, Metagross takes +200% damage from all direct damaging attacks and effects.

Hard Mode only Psycho Room: The CPU randomly changes the field to a different effect each round. The field effects possible are Anti-Gravity (Field-wide Telekinesis), Gravity, Heal Block, Trick Room, and Wonder Room.

Porygon2

Porygon2 has Float Defense. On Hard Mode it also retains Psycho Room. It also has the following specials:

Hacking Cough: Inflicts a random Pokemon with Burn, Poison, and Paralysis. This special is used every 3-6 actions (chosen at random).

PorygonZ

PorygonZ has Float Defense. On Hard Mode it also retains Psycho Room. It also has the following specials:

Psycho Code: The Pokemon with the highest threat level at the end of each round is given a counter by Porygon-Z, announced through the CPU as "Threat Assessment: <Pokemon Name>". Once that Pokemon receives 3 counters, a data stream is patched into the mind of Porygon-Z and Metagross from the computer, which they fire at the threat. That Pokemon has its Attack and Sp. Attack stages reduced by (6). These stat losses cannot be restored, and any change induced through other means will be resetted to this level. If Metagross has been Knocked Out, Attack and Sp. Attack stages are only reduced by (3).

Meta-Mind: Psychic, Special, 10 BP (STAB boost, Rank 7 Sp. Attack), hits all Pokemon and lower their Sp. Defense by (1) stage. This stat loss cannot be restored, and any change induced through other means will be resetted to this level. PorygonZ and Metagross will use this instead of their standard action every 3-6 actions (chosen at random), at the speed priority of whichever boss would have acted first on that round. If Metagross is Knocked Out, Meta-Mind will no longer occur.

Arena Details

Restrictions: No weather, no water source, no grass source, indoors (no weather moves/abilities allowed without weather stones)
Affected moves: Camouflage (Steel), Nature Power (Tri Attack), Solarbeam/Morning Sun/Synthesis/Moonlight (low light)

Tactics

If you're only interested into knocking out Metagross, the fight is actually pretty straightforward. Quickly dispatch the Beldums with either wide ranging attacks or single-target ones, then take out Metang before defeating the other two Beldums. Then, once Metagross spawns, set up Reflect and / or weaken Metagross with burn and paralysis. Then, start battering it with your best attacks until it falls. As long as you don't waste your energy throughout the battle, you should win this smoothly with a proper team. Needless to say, the self-destruct counter is not an issue at all for this strategy.

If you intend to go for Porygon2, however, a little more strategy is required. You want to have a solid amount of energy in reserve by the time Metagross shows up (around 70 average is strongly recommended), but at the same time you can't waste too much time if you want to finish this within 15 rounds. Ideally, you should take out Metang and the Beldums in six rounds or less. Sun-boosted Heat Waves are particularly useful for this.

Once Metagross shows up, you will also notice that there will be two Batteries which can be targetted. The Battieries have 75 HP each, rank 3 Defense/Sp. Defense, and can only be damaged by Electric-type attacks (Thunder Wave does a fixed 10 damage). Have your designated Electric-type attacker focus on batteries while you weaken Metagross, then "knock out" the remaining battery. This will cause Porygon2 to spawn. Note that from this point, Metagross also becomes an Add - knocking it out no longer triggers victory for your team. It will also cause him to take significantly more damage.

Dispatch Metagross as soon as possible, then focus on Porygon2. The virtual duck has a limited yet precise coverage, which allows it to hit at least neutrally on almost any target. However, its most dangerous threat are its STAB attacks. Tri Attack and Double-edge really pack a wallop, dealing 13-18 damage to anything not resisting them. Light Screen and Reflect are recommended to soak the damage, especially if you don't have a healer.

Beware of Hacking Cough as well. Few things cripple a Pokemon like getting three status ailments at once. Luckily there are many ways to fix this. The best way is obviously letting the targetted Pokemon use Refresh (or let another team mate use Heal Bell/Aromatherapy). Rest works as well, although letting a Pokemon dooze for 3 actions is not really a bright idea. Safeguard is also a good way to prevent the effects of Hacking Cough - just beware of it targetting a Pokemon not covered into Safeguard.

The main challenge is to take out Porygon2 before the 15 rounds benchmark. If you did all steps correctly without screwing up, you should have at least four rounds left when Porygon2 shows up. With 300 HP overall, this means that your team needs to dish out at least 75 damage per round, which is less than 10 damage per action for each Pokemon. This is much less than what your team mates should be able to manage if you come this far, so you have plenty of room for using support moves to counter Porygon2's tricks as well.

An alternative path if you don't pack enough damage output is to just ignore Metagross and go for batteries and Porygon2 straight away. This causes your team to take significantly more damage from repeated Hammer Drops, but with the right team setup it can be endured.

Hard Mode

Hard Mode doesn't change a lot if you're just going for Metagross. Psycho Virus may be a nuisance, but ideally the battle won't last enough for it to make a difference. Psycho Room is in a similar boat. As long as you don't take unneccessary risks and weaken Metagross's physical attacks properly, you should not have significant issues with it.

If you intend to shut down batteries, however, prepare for a very fierce battle. Defeating the four Beldum, Metang, Metagross, Porygon2 AND PorygonZ within 15 rounds is not an easy task, and the bosses have all sorts of tricks to slow you down, repeatedly. A lot of your chances of success will rely on the RNG not screwing you up, but this doesn't mean strategy isn't required. Quite the contrary. Without careful management, you won't even make it to PorygonZ, let alone knocking it out.

Start the fight by taking out the Beldums and Metang. Use your energy wisely, saving it only for decisive attacks like Heat Wave and other supereffective moves. If a Pokemon can't damage these foes significantly, let it use support moves instead (for example Reflect and Light Screen), but try to keep its energy up. You will most likely need their forces for Porygon2 and PorygonZ, and every bit of energy you save now is a bit of energy you can burst into all-out offense later - when your Steel killers are worn out and out of energy.

As soon as Metagross shows up, start by crippling it, then have each Pokemon focusing on its task. You will want at least one dedicated Electric-type attacker for the batteries (maybe two). The batteries have 125 HP and rank 4 defenses on Hard Mode, but they are otherwise unchanged. Psycho Virus is another matter. If you weren't careful when you took out Metang and Beldum, it is possible that one or more of your Pokemon may have 2 counters already. Every Pokemon with -3 Atk and SpA is a burden for the remainder of the match - too many of them and you will almost certainly not going to make it before the room blows up. Time your chills and your other attacks, in order to distribute counters among the team. Remember, counters are ALWAYS assigned to whichever Pokemon caused the highest amount of threat in any given round. If you play it correctly, it is very possible to burn down Metagross without any Pokemon on your team ever getting more than a counter. That will be particularly useful in the last phase, since PorygonZ's specials will make it very hard to plan your moves as precisely as you can at this point.

Psycho Room is not very dangerous, but it must be taken into account nonetheless. Most importantly, you must always remember that, at the end of every round, there always is a 20% chance that you won't be able to heal up for the round after that. This means that you must do your best to always keep your Pokemon as healthy as possible. A benchmark is hard to set, but ideally you should have each of your Pokemon with enough HP to be able to take 2-3 hits without fainting - at least the designed tanks.

Like on Normal Mode, shut down batteries first. When Porygon2 shows up, take out Metagross from the equation, then focus on Porygon2. The duck isn't really changed from Normal mode, with only a bit more HP and slightly higher offenses. This means you can and must take it out in less time than you would have on Normal, because you'll need all the time you can get to face PorygonZ.

PorygonZ is a brutal opponent. His attacks are really powerful - expect anything not resisting Normal to take upwards to 50 damage every round. Moreover, Psycho Code builds up on the counters left by Psycho Virus, forcing you to excercise extra care if you want to avoid having multiple team members shut down by the stage drops. Nevertheless, it is not very bulky, and it should fall within three rounds of attacks.

The Legacy of the Old Gods

Due to the nature of PorygonZ's specials - as well as Metagross's own offenses - the fight is much easier if you take out Metagross as soon as Porygon2 is up. However, if you intend to complete the quest "The Legacy of the Old Gods", you need a change in tactics. In order to succeed, Metagross's HP must never fall under 90% (1350 HP), which means that taking it out is not an option. The only bright side is that you can focus all your efforts on batteries, possibly causing Porygon2 to spawn on the round immediately after Metagross's spawn. But the good news end here.

With Metagross up, you will have to deal with Psycho Virus also while fighting Porygon2. This shouldn't slow you down significantly, and indeed you should manage to take out Porygon2 with at least five rounds remaining. Things change dramatically when PorygonZ rises. The first thing you'll notice is that Psycho Code will now drop the Pokemon's Attack and Special Attack stages by a whopping 6. Having all attacks dealing 12 less damage is awful, but unless you played the previous rounds flawlessly, it's something you need to take into account for the fight. Meta-Mind is much worse. Having to take a STAB 10 BP Psychic attack from a Rank 7 Sp. Attack against all team mates is already bad, but the Special Defense drop makes it worse. Use Light Screen on as many raid members as possible, and alternate heals and attacks as best as you can. Between Hammer Drop, Psycho Room, Meta-Mind and Psycho Code you will have a really hard time controlling everything, but you must do your best to not lose any Pokemon. Each loss reduces your chances of victory dramatically, since it gives you less targets for Psycho Code and in turn it depresses your offense even further.

Raid Prizes

The rewards vary depending on whether you defeated Porygon2/PorygonZ or not.

Normal mode

Glyph of Meteor Mash: Raises the accuracy of Meteor Mash by a flat 15%, and its secondary effect chance by a flat 20%.
Glyph of Signal Beam: Raises the power of Signal Beam by (2). Awarded only if Porygon2 is defeated
ImageTainted Matrix: Whenever the user uses an Electric, Normal, Psychic or Steel attacking move, he gains a matrix charge. For every matrix charge, the power of the user's special attacks raise by (2). Stacks up to 3 charges. If the user doesn't use an Electric, Normal, Psychic or Steel attacking move for an action, all matrix charges are lost. Awarded only if Porygon2 is defeated
ImageBadge of Valor X1 (X2 if Porygon2 is defeated)

Hard mode

Glyph of Meteor Mash: Raises the accuracy of Meteor Mash by a flat 15%, and its secondary effect chance by a flat 20%.
Glyph of Agility: Causes Agility to lower overall threat by 30%.
Glyph of Signal Beam: Raises the power of Signal Beam by (2). Awarded only if PorygonZ is defeated
Glyph of Tri Attack: Raises the power of Tri Attack by (2) and the effect chance for any status by an overall 20% Awarded only if PorygonZ is defeated
ImageTwisted Matrix: Whenever the user uses an Electric, Normal, Psychic or Steel attacking move, he gains a matrix charge. For every matrix charge, the power of the user's special attacks raise by (3) and their accuracy by 5%. Stacks up to 3 charges. If the user doesn't use an Electric, Normal, Psychic or Steel attacking move for an action, all matrix charges are lost. Awarded only if PorygonZ is defeated
ImageBadge of Valor X2 (X5 if PorygonZ is defeated)
Zaratorm
Site Admin
 
Posts: 271
Joined: Thu Apr 14, 2011 3:46 pm

Windburn Gulch

Postby Zaratorm » Thu Dec 19, 2013 10:21 pm

Windburn Gulch

Raid Composition

Normal

Due to the type differences between Heatran and Groudon, finding a properly balanced set up can be quite hard. Still, there are quite a few Pokemon who can perform well against both. Specially oriented Grass-types with Earth Power are an excellent choice for offense: Sunflora, Pyroak, Cradily (Torterra may not be specially oriented but has STAB to make up for it). Similarly, Ground-types with Grass Knot and Solarbeam such as Flygon and Cradily may be useful too. Water-types are also a strong choice, especially against Heatran. Those that learn Grass Knot (like Starmie, Slowbro or Ludicolo) stand out for being able to heavily damage Groudon despite Drought.

As far as taking hits goes, Water-types still make a good choice, especially those with an added neutrality to Ground or Grass types - most notably Ludicolo (Gyarados works too, but you really need Lightningrod support or some other means to neuter Electric-type attacks). Alternatively, you can always copy or transfer abilities like Levitate and Sap Sipper on your tank of choice. Following the same logic, Grass-types are interesting choices as well if you can get around their Fire-type weakness.

Not much is needed in the way of support. Rain Dance may be important for Heatran, depending on your setup, but it won't help against Groudon due to Drought. Water Sport is very useful as well. Protective screens and heals are strongly advised, especially for Groudon.

Hard

Not much changes from Normal in the way of setup. Damage from bosses is significantly higher, so you will need a dedicated tank even more than on Normal. Make sure to pack at least one Pokemon with the tutor move Dispel for Groudon, and at least one dedicated healer since there are a lot more sources of spread damage on Hard mode.

The bosses

Heatran

HP 900 (2200 HM)
Atk Rank 4 (5 HM)
Def Rank 5
SpA Rank 6 (7 HM)
SpD Rank 5
Spe 89
Size Class: 4
Weight Class: 8
Accuracy bonus: 10% (20% HM)

Abilities: Flash Fire (Flame Body HM)

Specials

Heatran enrages after 8 rounds of combat.

Conflagrate: Every 3-6 actions (chosen at random), Heatran will use this ability on a random target. The afflicted Pokémon is hit with a 18 BP (45 BP in Hard mode) Special Fire attack (resistances/weaknesses are factored in, but abilities aren't), and wanders disoriented for the following (2) actions. While disoriented, the Pokémon can't make any actions (not even Chill). If Conflagrate hits the Pokémon which has Heatran's attention, Heatran will move onto the next highest threat target in the threat list (as if the Conflagrated Pokémon died). If, once the disorientement effect ends, the Conflagrated Pokémon still conserved the top spot of the threat list, Heatran will return to him.

(Hard Mode only) Flame Buffet: Every attack of Heatran gives a Flame Buffet stack to the target. For each Flame Buffet stack, the Pokémon takes (3) more flat damage from Fire-type attacks. Flame Buffet can stack up to 20 times. Flash Fire Pokémon can't be hit with Flame Buffet. If the Pokémon afflicted with Flame Buffet doesn't receive a Flame Buffet stack for (2) actions, all stacks are lost.

Arena Details

Restrictions: no water source, no grass source
Affected moves: Camouflage (Ground), Nature Power (Earthquake)

Tactics

Heatran is a rather straightforward damage race. It dishes out significant amounts of damage on the tank, but has little up to its sleeve otherwise. Conflagrate can still be annoying, though, but between Rain Dance, Water Sport, and Light Screen, even Pokemon weak to it should not take impressive amounts of damage. Beware of Heatran's wide range attacks (such as Lava Plume, Heat Wave, and Earthquake). It is not a bad idea to use Safeguard to avoid burns, but if you have at least one Heal Bell or Aromatherapy user it should not necessary.

Heatran has three weaknesses, all of which can be exploited in some way. Ground is the more apparent one, since Heatran is doubly weak to it. Any Pokemon with Earth Power or Drill Run can hurt it significantly. Earthquake requires a bit more caution, but if synchronized or paired with Wide Guard it works as well. Water is the second notable weakness, especially because it can be amplified with Rain Dance. Moreover, if rain is up, Water-types are much better equipped than Ground-types to weather Heatran's blows, so they have to be less wary about their threat generation. Finally, while Fighting-type attacks may look underwhelming in comparison, Low Kick hits Heatran surprisingly hard because of the beast's high Weight Class.

All in all, if you came prepared, Heatran is a relatively easy fight, as long as you pack enough power to bring it down before it enrages.

Hard mode

Heatran is more or less the same fight of Normal mode, but with a few more tricks. First of all, Conflagrate is a lot more deadly than on Normal. With a frightening 45 Base Power, it can oneshot a lot of Pokemon weak to it (and your raid prolly sports a few of those). Rain Dance, Water Sport, and Light Screen should always be up to make the damage manageable.

Flame Buffet is the other thing you should watch out for. Everytime Heatran hits a Pokemon, that Pokemon takes a stackable debuff that increases its damage taken from Fire-type attacks by a flat 3 per stack. If Heatran's target resists Fire-type attacks and Rain is up, you should be able to weather even six or more stacks easily, but beware as Heatran's ranged attacks spread the debuff to all the Pokemon it hits, and the extra damage from the debuff may be all it takes for Conflagrate to obliterate something.

All in all, despite its kinda scary damage output, Heatran is not a tricky foe on Hard mode, just like on Normal. Keep pounding at it until it falls to your onslaught.

Raid Prizes

Normal mode

Glyph of Fire Fang: Raises the power of Fire Fang by 3.
ImageFireproof Armor: Raises the power of Steel-type attacks by (5) and the threat generated by the holder by 100%.
ImageBadge of Valor X1

Hard mode

Glyph of Fire Fang: Raises the power of Fire Fang by 3.
Glyph of Lava Plume: Raises the secondary effect chance of Lava Plume to 100%.
ImageFireproof Battlegear: Raises the power of Steel-type attacks by (7) and the threat generated by the holder by 100%. If the holder is a Steel-type, reduces the base power of incoming Fire-type attacks by (3).
ImageBadge of Valor X2
Zaratorm
Site Admin
 
Posts: 271
Joined: Thu Apr 14, 2011 3:46 pm

Re: Isle of Lost Relics raids

Postby Zaratorm » Mon Dec 23, 2013 7:28 pm

Groudon

HP 1050 (2650 HM)
Atk Rank 7 (8 HM)
Def Rank 6
SpA Rank 5 (6 HM)
SpD Rank 4
Spe 104
Size Class: 6
Weight Class: 12
Accuracy bonus: 13% (23% HM)

Abilities: Drought

Specials

Groudon enrages after 12 rounds of combat. It begins the fight flanked by two Magmortars (80 (240 HM)/4(5 HM)/4/6 (7 HM)/4/96, Vital Spirit (Flame Body HM)). The two Magmortars have Alertness, making them immune to the allies' damaging attacks (like Telepathy).

Vitality: Groudon's Eruption always has 15 Base Power, regardless of Groudon's health.

Hard mode onlyVolcanic Force: Groudon's wide range attacks don't suffer the standard BP reduction for hitting multiple targets

Hard mode onlyAncient Hysteria [Magic]: Groudon will cast this on a random Pokémon at the end of each round. The afflicted Pokémon have their Sp. Attack and Sp. Defense ranks reduced by 2, and raises the energy cost of the non-attacking moves they use by 100%. The debuff lasts for 6 actions.

Pulsing Quake: When Groudon gets down to 15% of his max HP, every attack he deals (barring wide effect moves) causes also a Bulldoze-like effect on the attacked Pokémon and two other random targets. However, Pulsing Quake doesn't lower Speed. On Hard Mode it does reduce speed by 1 Stage

Arena Details

Restrictions: no water source, no grass source, no weather (except Sun)
Affected moves: Nature Power (Earthquake), intense light

Tactics

A large part of the fight's outcome is decided in the first few actions. Your chances of success depend almost entirely on taking out the two Magmortars before suffering unrecoverable damage.

All the Pokemon here - both Groudon and its allies - pack insane offensive power, so it is absolutely vital that the designated tanks pick their targets as soon as possible. The Magmortars are particularly dangerous, because their sun-boosted STAB attacks can dismantle any Grass Pokemon in an eyeblink. Luckily, while the two Pokemon aren't slow with 89 Speed, they aren't incredibly fast either, and any Pokemon faster than them can instantly draw their attention with a weak Rock Slide or something similar. An alternate strategy is to have a fast Pokemon that can survive the first offense draw the Magmortars' attention for an action, while the tank picks the two of them up after they acted. Sometimes a bit of chaos is unavoidable, but you ought to do your best to not let too many enemies on the loose.

After you secured your targets, you must immediately start wearing them out as quickly as possible. If you have Wide Guard support, it should take only four or five Earthquakes to knock both out. Rock Slide is a possibility as well, but most good users of the move don't fare well in this raid. Surf does significant damage as well, despite the sun - especially if backed by STAB. Single-target attacks work, too. Earth Power plows through them, and a STAB Hydro Pump will do a number even factoring in Drought. The most important factor here is to not let any Pokemon top the threat list but the one who can actually tank the Magmortars. If necessary, you may use Helping Hand to cement the tank's threat, but you should avoid holding back on damage, since every extra action of mayhem you allow the Magmortars significantly hinders your chances to win the battle.

Once Magmortars are taken out, start focusing Groudon. Make sure the tank secured the earth legend's attention, then go nuts. Groudon itself has no special abilities to speak of. It does consistent damage on the tank throughout the fight, but aside from healing it periodically you have nothing else to worry about. With 1050 HP, it will take quite a while to take it down, but 12 rounds are plenty of time to accomplish this. Just beware of when Groudon hits the 15% mark (167 HP), as it will start performing Pulsing Quake on every action. It is only a matter of taking heals up a notch before the beast bites the dust.

Hard Mode

First, Volcanic Force means Groudon will be far more likely to fire off raid wide damage often from moves such as Earthquake, Precipice Blades, and Eruption. Secondly at the end of each round, Groudon will cast the Ancient Hysteria magical debuff on one Pokémon in the raid. If the affected is not taking threat and just using physical attacks then it is fine but more often than not, you will need to dispel it. Otherwise not much changes from Normal Mode except for Pulsing Quake, which now lowers speed.

Like usual, take out the Magmortar and secure threat on them as soon as possible before the raid takes unrecoverable damage while the designated Groudon tank secures threat on it. After that, take out the Magmortar as quickly as possible before focusing on Groudon. Ancient Hysteria will slow down the raid at times but other than that, it is a matter of whittling Groudon down over the 12 rounds before taking it out. Pulsing Quake late in the raid will deal a lot of damage so make sure to keep Pokémon filled up on heal though you should aim at minimising the amount of times it uses it by making one final push near the end.

Raid Prizes

Normal mode

Glyph of Earthquake: Reduces the energy cost of Earthquake by (1), and causes it do hit only one target. Earthquake can now be used regardless of the arena.
ImageMolten Core: Causes Fire-type attacking moves to deal an additional flat 7 damage per action for (6) actions.
ImageBadge of Valor X2

Hard mode

Glyph of Earthquake: Reduces the energy cost of Earthquake by (1), and causes it do hit only one target. Earthquake can now be used regardless of the arena.
Glyph of Eruption: Causes Eruption to always have 15 BP regardless of the current HP and makes it deal full damage instead of 75% when hitting multiple targets.
ImageMolten Relic: Causes Fire-type attacking moves to deal an additional flat 10 damage per action for (6) actions, and causes Lava Plume to not suffer Base Power reduction when hitting multiple foes.
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Re: Isle of Lost Relics raids

Postby Zaratorm » Fri Dec 27, 2013 1:42 am

Tidefury Strand

Raid Composition

Normal

All the enemies are Water-typed, so Electric-type and Grass-type Pokemon are a logical choice for the offense. Physical attacks tend to be slightly more effective due to the foes' sturdier Special Defense. However, both Electric and Grass tend to pack stronger special offense than physical, and Grass Knot still hits Kyogre very hard.

Defensively, dual types are the best options, since neither pure Electric nor pure Grass Pokemon are suited to withstand the powerful Water and Ice attacks thrown around (especially wide range ones like Surf and Blizzard). Examples of good dual type Grass-type Pokemon are Ludicolo, Ferrothorn and Abomasnow. Similarly, Lanturn and Krilowatt are very effective choices as defensive Electric-type Pokemon. Another possibility is to pass or copy abilities such as Water Absorb and Thick Fat on the proper tank, or to use Storm Drain to assist a Pokemon lacking a Water-type resistance.

Light Screen is almost a must for this raid, to soften the blow from the bosses' frightening special attacks. A healer is also a strongly advised choice, as long as said healer is not a deadweight offensively. Finally, Safeguard support is very useful to avoid an untimely freeze, burn, or paralysis.


Hard

At least two healers are recommended for surviving the high raidwide damage. Wonder Room support is also viable if you're overstacked with special attackers. Make sure to pack at least one Dispel user, as well.

The bosses

Manaphy

HP 900 (2200 HM)
Atk Rank 5 (6 HM)
Def Rank 5
SpA Rank 5 (6 HM)
SpD Rank 5
Spe 115
Size Class: 1
Weight Class: 1
Accuracy bonus: 16% (26% HM)

Abilities: Hydration

Specials

Manaphy enrages after 10 rounds of combat.

Summon Phione: At the beginning of the fight, and at the end of every round (except when it enters Evocation), Manaphy will call a Phione to its aid. Manaphy stops summoning Phione once it uses Tail Glow.

Water Bolt: Manaphy will use this on the first action of one of the three "Phione rounds" (chosen at random). It hits one random Pokemon (never Manaphy's current target) with a 20 BP Water-type Special Attack at +3 Priority. Manaphy stops using Water Bolt once it uses Tail Glow. On Hard mode, it hits three Pokemon instead of one, and the targetted Pokemon are affected by Energy Torrent for 4 actions

Energy Torrent (Hard Mode only): The affected Pokemon loses 6 energy at the end of every action

Evocation: On the third round of combat, and every four rounds after that, Manaphy will enter in an Evocation state at the end of the round. During Evocation, it won't perform any action and will take 300% damage from all sources. Evocation lasts for a full round, until which Manaphy will resume summoning Phione.

Tail Glow: If any attack brings Manaphy below 20% of its max HP, it will get out of its Evocation state. Its special attack will raise by 3 stages, and it will stop summoning Phione for the rest of the battle. On Hard mode, Sp. Attack will be raised by 6 stages instead

Phione

HP 90 (230 HM)
Atk Rank 4 (5 HM)
Def Rank 4
SpA Rank 4 (5 HM)
SpD Rank 4
Spe 92
Size Class: 1
Weight Class: 1
Accuracy bonus: 11% (21% HM)

Abilities: Hydration

Specials

Calm Rise: At the end of the round, Phione's Attack and Sp. Attack raise by one stage. Two stages on Hard Mode

Arena Details

Restrictions: no grass source
Affected moves: Nature Power (Hydro Pump)

Tactics

Manaphy is a rather difficult damage race for non-overgeared raids, and it will require careful management throughout the battle. Your first concern should be dealing with the Phione as they spawn. Since they keep spawning every round, they can't really be ignored or they will quickly overwhelm the raid with their boosted offense. Make also sure to protect the raid members with Light Screen, and to quickly heal any mate incurring serious wounds.

At the end of the second round, Manaphy will enter its Evocation state, ceasing any form of offense and taking triple damage from all sources. It is very important to maximize this small window to deliver as much damage as possible before Evocation ends. In order to accomplish this, several things need to be taken care of. First of all, there should be no Phione up at the beginning of the Evocation round. If there is one, finish it quickly then concentrate on Manaphy. Second, any damage-over-time effect (such as Leech Seed or burn) should be ongoing as Manaphy enters Evocation. It is particularly useful to hit Manaphy with Toxic on round 2, so that the biggest ticks will kick in during Evocation. Other than that, unleash every STAB Electric and Grass attack you can muster. You have only two Evocation rounds before Manaphy enrages, and it must suffer at least 800 damage before it uses Tail Glow.

Once Manaphy reaches 20% HP, it will boost its Special Attack and will stop Evocating and summoning Phione. At this point, it's just a matter of taking out the last few HP and victory shall be yours. Remember, despite some elements of luck to the fight (like Water Bolt), this battle depends largely on your setup. If you find you can't muster enough damage to knock out Phione in a timely fashion, or you can't push Manaphy into Tail Glow phase after two Evocation rounds, it probably means you simply didn't come with the right setup.

Hard mode

To be announced...

Quotes

Summon Phione: Wait, little ones, what are you... ARGH!
Please, don't hurt them! They're not our... ARGH!
Stop, my brood! Please, stop! ARGH!
Water Bolt: Stay back!
Go away!
Evocation: So... tired...
Tail Glow: I can't hold anymore! ARGH!
Kills a Pokemon: Forgive me, <trainer>, I didn't want this!
Enrage:I can't hold myself anymore! RUN FOR YOUR LIVES!
Death: Peace, at last...

Raid Prizes

Normal mode

Glyph of Aqua Ring: Allows Aqua Ring to be used on other friendly targets.
ImageManaspring Headdress: Raises the power of Water-type attacks by 5 and restores 1 energy at the end of every round.
ImageBadge of Valor X1

Hard mode

Glyph of Aqua Ring: Allows Aqua Ring to be used on other friendly targets.
Glyph of Scald: Raises the secondary effect chance of Scald to 100%.
ImageManastorm Headdress: Raises the power of Water-type attacks by 7 and restores 1 energy at the end of every round. Restores an additional 2 energy on chills.
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Tidefury Strand

Postby Zaratorm » Fri Jan 03, 2014 1:33 am

Kyogre

HP 1050 (2650 HM)
Atk Rank 5 (6 HM)
Def Rank 4
SpA Rank 7 (8 HM)
SpD Rank 6
Spe 104
Size Class: 6
Weight Class: 8
Accuracy bonus: 13% (23% HM)

Abilities: Drizzle

Specials

Kyogre enrages after 12 rounds of combat.

Vitality: Kyogre's Water Spout always has 15 Base Power, regardless of Kyogre's health.

Tidal Force (Hard Mode only): Kyogre's spread attacks don't suffer the standard BP reduction for hitting multiple targets

Icicle Spine: At the end of every round (except when it uses Tidal Shield), Kyogre throws an Icicle Spine at a random target (never at its current target). The Pokémon hit by Icicle Spine can't act and takes 20 flat damage at the end of each action until the spine is removed. Another Pokémon can spend an action to pick the Icicle Spine, freeing the trapped ally. The Pokémon which took the Icicle Spine will keep it as an held item (in addition to the one he eventually already has). Any Pokémon can only hold one Icicle Spine at any given time, but it is possible to drop the one currently held (without spending an action) to pick another one.

Tidal Shield: At the end of the 3rd round, and every three rounds after that (6th, 9th, etc), Kyogre will shield him within a huge bubble of water. At the end of each action he's protected by the Tidal Shield, he recovers 100 HP. The shield can be broken with an Icicle Spine previously looted by one of the Pokémon if it is thrown. Throwing an Icicle Spine takes an action. Once the shield is broken this way, Kyogre suffers 50 flat damage and immediately uses Tidal Wave. On Hard Mode, Kyogre recovers 200 HP per action instead

Tidal Wave: Inflicts 70 energy to every Pokémon. Gives the Sparkling Spirit buff to all hit targets.

Sparkling Spirit: The affected Pokémon restores 30 energy per action for (3) actions.

Energy Torrent [Magic] (Hard mode only): Used at the end of each round on a random target. The affected Pokémon loses 12 energy per action for 6 actions.

Arena Details

Restrictions: no weather (except Rain)
Affected moves: Nature Power (Hydro Pump)

Tactics

This fight is all about flawless energy management. Long-term planning and field control will be tested here more than anywhere else.

Make sure the designated tank quickly gets Kyogre's attention, and shield it properly with defensive screens and other supportive actions. Kyogre packs an insane offensive power, with a lethal arsenal of wide-range moves and a narrow yet perfect coverage. Safeguard should be up to prevent untimely status ailments, as well. The other raid members should start unloading on Kyogre, but without burning out their energy reserve too fast. In particular, never use the same move twice in a row for any reason. Energy penalties are never a good idea in any raid, but against Kyogre they are nearly granted to backfire.

At the end of the first round, Kyogre will impale a raid mate, other than the tank, with Icicle Spine. Make sure it is freed immediately - saving energy is hard as it is, you don't need added strain coming from unneccessary damage. Since taking and throwing the spine doesn't consume energy, it isn't a bad idea to let a support Pokemon loot the spine, since support moves tend to be generally more expensive than offensive ones. Naturally, don't do this unless you're positive the tank will survive the onslaught without any support for that action. You will get two Icicle Spines before every Tidal Shield, which means that you can either have one Pokemon loot both or have them looted by two different raid members. While the former is often a simpler strategy in its execution, the latter allows more room for inconveniences, like an unexpected freeze or (more commonly) the tank or another raid member needing immediate support. Another popular strategy is to let the slowest Pokemon in the raid loot all the spines, since this allows the other raid mates one extra action to chill before breaking Tidal Shield.

While the above seems nothing hard to perform, you have to keep an important detail in mind. All your Pokemon need to be above 70 energy by the end of the third round. This means two things:

- Sweepers should resort to their cheaper attacks. While spamming Thunderbolt and Thunder may be appealing (especially due to the latter being 100% accurate in rain) you will get better results from moves such as Thundershock or Volt Switch, since they do less damage but cost less than half the energy cost of their stronger counterparts. The same applies to Grass-type attacks. Despite Grass Knot's raw power, you should try to use the weaker moves such as Magical Leaf and Vine Whip whenever possible
- Supporters need to chill whenever possible. If you don't have to loot spines, the tank can take a hit or two, and screens and other field effects are ongoing, chill. This can't be stressed enough. A supporter who is forced to chill right before Tidal Shield is a supporter that can't help the tank if an unlucky crit kicks in. Chilling everytime you have an opportunity to do so allows you some margin of comfort for when the RNG screws you up. And since this is a long fight, RNG screw-ups are bound to happen.

Assuming you managed your energy pools correctly, you should be ready to break the Tidal Shield as soon as Kyogre summons it. After Tidal Wave depleted your energy, you will get it back through Sparkling Spirit, which grants you 90 energy over the following (3) actions. This means that, overall, you will get back all the energy you lost plus an extra 20. Still, you will need to chill even more often than before after the first Tidal Shield, because a second one is bound to happen after three rounds. Even if you may feel overwhelmed, don't give up. It's only a matter of applying the same strategy you followed up until now for the next three actions. If you survived the first Tidal Wave, chances are you'll survive the next ones as well.

With 1200 HP to be depleted over the course of 12 rounds, you only need to deal an average 100 damage every round. This is a lot less than what you should be able to dish out if you prevailed against Manaphy. Just stick to the plan, and eventually you will come out victorious.

Hard Mode

To be announced...

Raid Prizes

Normal mode

Glyph of Surf: Reduces the energy cost of Surf by (1), and causes it do hit only one target. Surf can now be used regardless of the arena.
ImageWavefront Necklace: Raises the periodic heal of Aqua Ring by 2, and the HP restored by Heal Pulse and Recover by 6. Raises the power of Water-type moves by (6).
ImageBadge of Valor X2

Hard mode

Glyph of Surf: Reduces the energy cost of Surf by (1), and causes it do hit only one target. Surf can now be used regardless of the arena.
Glyph of Water Spout: Causes Water Spout to always have 15 BP regardless of the current HP and makes it deal full damage instead of 75% when hitting multiple targets.
ImageWavefront Pendant: Raises the periodic heal of Aqua Ring by 2 and the HP restored by Heal Pulse and Recover by 6, while reducing the energy cost of these moves by 2. Raises the power of Water-type moves by (8).
ImageBadge of Valor X3
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Legendary Dogs

Postby Zaratorm » Fri Jan 03, 2014 2:22 pm

Legendary Dogs

Raid Composition

Normal

Each legendary dog is located into a different raid, as a bonus encounter if one of the two players has completed the quest "The Taint of Stormrage". As such, raid composition differs for each encounter and is somewhat dependant on the one required for the respective raid. Nevertheless, due to the legendary dogs' superior power compared to the previous bosses, some extra preparation is required.

Raikou requires a very intense damage output, so just about every raid member should be of the Ground-type. A Storm Drain Pokemon or a Ground-type tank that is immune or neutral to Water is invaluable as well. A healer is needed to cope with the recoil damage from Lightning Ball, as well as Raikou's fierce damage output. Reflect and Light Screen are not a bad choice, either. Strange as it may sound, a Ground-weak tank can come in handy, in order to force Raikou to use Dig and thus increase the damage dealt by Earthquake and some other Ground-type attacks.

Entei has roughly the same offensive coverage of Volcarona and Moltres, so whichever Pokemon tanked the previous two should fare well against the legendary dog as well (beware of Steel-type attacks, though). Unlike the other two bosses, Entei is not as vulnerable to Rock-type attacks, but, on the bright side, it takes a beating from Ground-type attacks. Similarly to Raikou, it's not a bad idea to force it to use Dig, if you have enough Earthquake or Earth Power users. As with every Fire-type boss, make sure to have Water Sport available.

Suicune is perhaps the most difficult boss to prepare for, since it doesn't share many weaknesses with the other Frozen Vault bosses. If you're going for Suicune, make sure to pack at least a couple Electric-type Pokemon, and a tank which can withstand Water and Ice attacks (some of them, like Ferrothorn, also fare well against the previous bosses). Stock on as many healers as you can muster - use Mimic if necessary. Any defensive support such as Reflect and Light Screen should be available as well. Psychic-types are particularly useful in this sense, since they get STAB on Heal Pulse and can hit Toxic Horrors hard as well. Hail immunity (via type or ability) should not be underestimated, as well as immunity to draining moves through Liquid Ooze. If you have at least one Liquid Ooze Pokemon in the raid, it is not a bad idea to bring some Role Play users along as well to make the most out of it. Dispel should not be necessary for this fight.

Hard

Very little changes from Normal mode. The only notable exception is Entei, which absolutely requires at least one Dispel user (two or three are recommended).

The bosses

Raikou

HP 1000 (2100 HM)
Atk Rank 4 (5 HM)
Def Rank 4
SpA Rank 5 (6 HM)
SpD Rank 5
Spe 133
Size Class: 4
Weight Class: 5
Accuracy bonus: 21% (31% HM)

Abilities: Volt Absorb (HM Pressure)

Specials

Raikou enrages after 8 rounds of combat.

Lightning Ball: Before the battle begins, Raikou gives a Lightning Ball to a random Pokémon. The affected Pokémon takes 5 damage at the end of each action, plus an additional 5 for each consecutive round. The ball accumulates double as many charges as the damage suffered by each Pokémon wielding it. The ball can also be passed to another Pokémon using an action. If the ball is thrown at Raikou, Raikou takes as much damage as the amount of charges on the Lightning Ball. If no Lightning Ball are present on a Pokémon at the end of a round, Raikou will give another one to a random Pokemon. On Hard Mode the Lightning Ball will cause 10 damage at the end of each action, plus an additional 10 for each consecutive round

Thunderstorm: At the end of the third round, and every four rounds after that, Raikou will shroud itself into a Thunder Shield, becoming immune to all damage and status. He will then stop attacking and start casting Thunder Storm. The shield has 175 HP (400 HP on Hard mode). If he manages to complete the casting, every Pokémon takes 150 flat damage. If he takes even 1 damage before the end of the round, the spell is interrupted and Raikou takes 100% increased damage until the end of the round.

(Hard Mode only)Thunder Might: If Raikou fails to perform Thunder Storm, its Special Attack rank raises by 3 at the end of the round.

Arena Details

Restrictions: Fixed weather (Rain)
Affected moves: Nature Power (Earthquake)

Tactics

Raikou is a very intense damage race, requiring insane damage output from all the raid members throughout the entire fight. Raikou itself isn't very threatening. Weather Ball and Aura Sphere can be dangerous if they hit a weak target, but otherwise Raikou doesn't have any more tricks up to its sleeve. Its offenses are respectable, but nothing worldbreaking.

The fight revolves largely on the management of Lightning Ball. Raikou has next to nothing in the way of wide-ranging damage, so if any Pokemon but the designated tank gets the Ball, don't be afraid of draining its HP as much as possible. Ideally, you should stack up at least 120 charges (60 damage) on the ball before the end of round 3. The easiest way to do it is to let the first Ball target keep it for 3 actions (suffering an overall 30 damage), then pass it to another Pokemon for the remaining 3 actions. If you are a bit low on damage, or you have an abundance of HP to tap into, it is also possible to hold the Ball for 4 actions (for a total of 50 damage), then passing it, however anything beyond that is very risky. If a Pokemon with a Lightning Ball is knocked out, the battle is likely over.

As soon as Raikou throws up its Thunder Shield, you want to time everything perfectly. By now, the ball should have gathered around 120-130 charges. As tempting as it seems to wait out for an extra amount of charges, the best path is to throw it as soon as possible. Not only it is safer, but it gives you a longer time to abuse Rakou's weakened state. Remember that damage won't go through the shield. You need first to take down the Thunder Shield, and then to deal at least 1 damage to Raikou to interrupt the cast. After you interrupted Thunder Storm, all damage done to the beast is increased by 100% until the end of the round.

The most difficult part about the encounter is not to manage to take down the shield before Thunder Storm wipes the raid, but to do it fast enough to allow the raid to deal some relevant damage before the round ends. This is especially hard to achieve on the second Thunder Storm phase, when you will likely start to be low on energy. The best way to counteract this is obviously to time your chills and to minimize energy expenses. Beyond that, it's not a bad idea to use boosting moves such as Swords Dance (or even Belly Drum, if you still got enough HP left) before Thunder Shield goes up. while these moves cost a relevant amount of energy, the extra kick they give on the next round can make up for it easily. Not only they allow you to hit much harder on Raikou in its weakened state, but they may also let you break shield sooner, allowing one or two extra hits on the beast before the round ends.

Hard Mode

Unlike Normal Mode, you should have a lot more recipients available for Lightning Ball. At the same time, the Ball drains its target much faster. A 3-3 rotation like the one suggested for Normal is still the best option. A 4-2 could work too, but you absolutely need heal support for this, since the fourth tick will deal a whopping 40 damage - enough to kill any Pokemon with base 100 HP or less. Other than this, what said about Thunder Storm for Normal applies here as well, although with a larger emphasis. Between Pressure and Raikou hitting harder thanks to Thunder Might, you will deplete energy significantly faster compared to Normal, so extra care in timing chills is required.

Raid Prizes

Normal mode

Glyph of Thunder Fang: Raises the power of Thunder Fang by 3.
ImageAncient Topaz: Raises the power of Electric-type attacks by (4) and reduce their energy cost by (1). It can be combined with Ancient Ruby and Ancient Sapphire to obtain a powerful artifact.
ImageBadge of Valor X2
Valor Counters: 4

Hard mode

Glyph of Thunder Fang: Raises the power of Thunder Fang by 3.
Glyph of Extremespeed (Yellow): If the receiver is an Electric-type, it learns Extremespeed as an Electric-type move. If the receiver is not an Electric-type but knows Extremespeed, the base power of Extremespeed raises by (2) and it becomes an Electric-type move. If the receiver is an Electric-type and knows Extremespeed, the base power of Extremespeed raises by (4), it becomes an Electric-type move, and it has a 30% chance to raise all of the user's stats one stage. Extremespeed's threat generated raises by 200%
ImageAncient Topaz: Raises the power of Electric-type attacks by (4) and reduce their energy cost by (1). It can be combined with Ancient Ruby and Ancient Sapphire to obtain a powerful artifact.
ImagePristine Topaz: Raises the power of Electric-type attacks by (6) and reduce their energy cost by (1). If the holder is an Electric-type, it regenerates an additional (1) energy on Chills. It can be combined with Pristine Ruby and Pristine Sapphire to obtain a powerful artifact.
ImageBadge of Valor X3
Valor Counters: 6
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Re: Isle of Lost Relics raids

Postby Zaratorm » Fri Jan 10, 2014 9:09 pm

Entei

HP 900 (2100 HM)
Atk Rank 5 (6 HM)
Def Rank 4
SpA Rank 4 (5 HM)
SpD Rank 4
Spe 115
Size Class: 4
Weight Class: 5
Accuracy bonus: 16% (26% HM)

Abilities: Flash Fire (HM Pressure)

Specials

Entei enrages after 8 rounds of combat.

Deadly Gaze: At the end of the first round, Entei will take aim at a certain Pokémon. If that Pokémon is the one who deals the highest amount of damage during the next round, Entei will launch a Magma Boulder at it. After that, he will use Deadly Gaze again at the end of the next round.

Magma Boulder: Fire, Special, 120 BP, 100% Accuracy, the target takes 12 flat damage per action for the next (3) actions.

Fire Nova: Cast every 2-4 actions (chosen randomly) in addition to Entei's normal action, 4 BP, Fire, Special, affects all the Pokémon on the field. Hard Mode: 6 BP

Berserk: When Entei drops below 30% HP, his Attack and Sp. Attack ranks raise by 3. Hard Mode: Attack and Sp. Attack ranks raised by 5.

(Hard Mode only)Ancient Despair [Magic]: Entei will use this at the end of every two rounds on three random Pokémon. The affected Pokémon lose 20 energy per action for (6) actions.

Arena Details

Restrictions: Fixed weather (Sun), no water source, no grass source.
Affected moves: Nature Power (Earthquake)

Tactics

Entei's battle revolves around damage control. And with Entei's tight enrage timer, damage control is not going to be a simple task.

Make sure support moves such as screens and Water Sport are used as soon as possible. Under the sun, Entei is capable of dealing insane damage, and Fire Nova will chew through the raid quickly without any means of protection. Moreover, almost any kind of attack Entei can boast carry a nasty side effect (mostly burn), and a few number of them can hit multiple targets. For this reason, Safeguard should not be overlooked.

Deadly Gaze is where the fun begins. At the end of every round, Entei will take aim at the Pokemon that caused the highest amount of damage in that round. If that Pokemon causes the highest amount of damage on the following round too, Entei will obliterate it with an extremely powerful Magma Boulder. Between Light Screen and Water Sport, even neutral targets stand a good chance at surviving, however the constant pressure from Fire Nova makes repeated Magma Boulders undesireable.

As long as you time Chills correctly, however, it is not hard to play around Deadly Gaze. From there, it's only a matter of taking down the legendary beast before the enrage timer kicks in. Near the end of the fight, Berserk does increase Entei's offensive power significantly, but if you got up to this point, you probably have what is required to finish the task.

Hard Mode

The damage suffered by the raid is only slightly higher than on Normal, although Pressure will likely force damage dealers to be a bit more careful. Ancient Despair is what you need to watch out. If left unchecked, it can deplete a Pokemon's energy pool really fast. Whenever Entei uses Ancient Despair, any Pokemon capable of using Dispel should drop whatever it is doing and cleanse any affected raid partner.

Raid Prizes

Normal mode

Glyph of Flare Blitz: Prevents the recoil damage of Flare Blitz.
ImageAncient Ruby: Raises the power of Fire-type attacks by (4) and reduce their energy cost by (1). It can be combined with Ancient Sapphire and Ancient Topaz to obtain a powerful artifact.
ImageBadge of Valor X2
Valor Counters: 4

Hard mode

Glyph of Flare Blitz: Prevents the recoil damage of Flare Blitz.
Glyph of Extremespeed (Red): If the receiver is a Fire-type, it learns Extremespeed as a Fire-type move. If the receiver is not a Fire-type but knows Extremespeed, the base power of Extremespeed raises by (2) and it becomes a Fire-type move. If the receiver is a Fire-type and knows Extremespeed, the base power of Extremespeed raises by (4), it becomes a Fire-type move, and it has a 30% chance to raise all of the user's stats one stage. Extremespeed's threat generated raises by 200%
ImageAncient Ruby: Raises the power of Fire-type attacks by (4) and reduce their energy cost by (1). It can be combined with Ancient Sapphire and Ancient Topaz to obtain a powerful artifact.
ImagePristine Ruby: Raises the power of Fire-type attacks by (6) and reduce their energy cost by (1). If the holder is a Fire-type, it regenerates an additional (1) energy on Chills. It can be combined with Pristine Sapphire and Pristine Topaz to obtain a powerful artifact.
ImageBadge of Valor X3
Valor Counters: 6
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Re: Isle of Lost Relics raids

Postby Zaratorm » Sat Jan 11, 2014 1:46 am

Suicune

HP 1000 (2100 HM)
Atk Rank 4 (5 HM)
Def Rank 5
SpA Rank 4 (5 HM)
SpD Rank 5
Spe 115
Size Class: 4
Weight Class: 5
Accuracy bonus: 16% (26% HM)

Abilities: Water Absorb (HM Pressure)

Specials

Suicune enrages after 8 rounds of combat.

Summon Toxic Horror: At the end of the first round of combat, and every three rounds after that (4th, 7th, etc), Suicune will summon a Toxic Horror.

Wild Torrent: Suicune will use this special on both actions of the fourth round, and every three rounds after that (7th, 10th, etc). Each Pokémon takes 13 flat damage per action, while Suicune regenerates four times the amount of damage it causes this way. However, for any Pokémon affected by the Corrupted Blood debuff or with the Liquid Ooze ability, Suicune will take damage equal to how much HP he would've healed.

Toxic Horror

HP 125 (265 HM)
Atk Rank 4 (5 HM)
Def Rank 3
SpA Rank 4 (5 HM)
SpD Rank 3
Spe 80
Size Class: 4
Weight Class: 4

Abilities: Liquid Ooze, (HM Water Veil)
Movepool: Belch (doesn't need a Berry to use this move), Giga Drain, Gunk Shot, Mud Bomb, Muddy Water, Poison Jab, Scald, Sludge Bomb, Sludge Wave, Surf, Waterfall

Specials

Corrupt Soul: Used on the first action when they come into play, priority +3. It puts a Corrupted Soul debuff on every Pokémon in the raid.

Corrupted Soul [Magic]: The affected Pokémon gets the Liquid Ooze ability in addiction to his existing ones, and takes 4 damage per action. Lasts for (6) actions. On Hard Mode, the affected targets also lose 3 energy per action.

Arena Details

Restrictions: Fixed weather (Hail).
Affected moves: Nature Power (Earthquake), low light.

Tactics

Suicune is a major battle for survival. The key to overcome this fight is, very simply, to make each and every raid member survive throughout the battle.

As with most Water-types, Suicune sports a solid neutral coverage, however the lack of Electric-type attacks means that most Water-type Pokemon can tank its blows easily. Even if Suicune itself doesn't look too threatening, don't be shy on using damage mitigating moves, such as Reflect and Light Screen. You will need every bit of HP you can muster to survive the ordeal.

At the end of the first round of combat, Suicune will summon a Toxic Horror to attack the raid. The first thing this enemy will do is hitting the entire raid with Corrupt Soul, giving a nasty debuff to all Pokemon that causes passive damage. Do not dispel this debuff! Unless the targetted Pokemon has Liquid Ooze or can copy Liquid Ooze from the Toxic Horror with Role Play, you will need this debuff to kill Suicune. Make sure to dispatch the Toxic Horror as soon as possible, then recover your forces if needed. Luckily, the Toxic Horror itself isn't very tough and should fall in a handful of actions.

Make sure to have every raid member reasonably healthy by the end of round three. On the subsequent round, Suicune will stop attacking the tank and will assault the entire raid with a powerful Wild Torrent, dealing 13 damage per action for two actions to each and every Pokemon. What's worse, it will regenerate an amount of HP equal to four times the damage caused by Wild Torrent. The only exception is if the affected Pokemon has Liquid Ooze (or the Corrupted Soul debuff). In that case, Suicune will lose and amount of HP equal to four times the damage caused to that Pokemon. This means that, basically, you can and should use Wild Torrent to kill Suicune. You have only two rounds of Wild Torrent before Suicune enrages - needless to say, it must bite the dust before then. Each Wild Torrent can deal up to 416 damage to Suicune. This means that, factoring in Hail damage as well, you only need to deal 136 damage to Suicune over eight rounds.

After the first Wild Torrent, another Toxic Horror will spawn. By now, you will start to be strained by the insane amount of passive damage, but you must not give up. Use Heal Pulse and other healing moves liberally, while the best attackers take out the Toxic Horror. You can even use Rest in a pinch (it is safe to make every Pokemon in your raid learn Rest beforehand, since you never know when you will need it). Do everything in your power to stay alive and, with some luck, the next Wild Torrent will kill Suicune before everything else kills you.

Hard Mode

While the passive damage is basically unchanged, the combination of Pressure and the energy depletion caused by Corrupted Soul will make a lot harder to stay alive throughout the battle. Both healers and attackers will need to Chill often, and will get very few safe opportunities to do so. Wild Torrent alone will rack up 1664 damage on Suicune if every Pokemon is alive and sports Liquid Ooze. Adding in Hail, you need less than 500 damage. Given Suicune's insane defenses, Pressure, and the necessity to take out the Toxic Horrors as well, you will find a bit difficult to get that damage in, but don't take any risk. Even a single death will raise the damage required to defeat Suicune by 100 or more, easily resulting in a wipe.

Raid Prizes

Normal mode

Glyph of Ice Fang: Raises the power of Ice Fang by 3.
ImageAncient Sapphire: Raises the power of Water-type attacks by (4) and reduce their energy cost by (1). It can be combined with Ancient Ruby and Ancient Topaz to obtain a powerful artifact.
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Hard mode

Glyph of Ice Fang: Raises the power of Ice Fang by 3.
Glyph of Extremespeed (Blue): If the receiver is a Water-type, it learns Extremespeed as a Water-type move. If the receiver is not a Water-type but knows Extremespeed, the base power of Extremespeed raises by (2) and it becomes a Water-type move. If the receiver is a Water-type and knows Extremespeed, the base power of Extremespeed raises by (4), it becomes a Water-type move, and it has a 30% chance to raise all of the user's stats one stage. Extremespeed's threat generated raises by 200%
ImageAncient Sapphire: Raises the power of Water-type attacks by (4) and reduce their energy cost by (1). It can be combined with Ancient Ruby and Ancient Topaz to obtain a powerful artifact.
ImagePristine Sapphire: Raises the power of Water-type attacks by (6) and reduce their energy cost by (1). If the holder is a Water-type, it regenerates an additional (1) energy on Chills. It can be combined with Pristine Sapphire and Pristine Topaz to obtain a powerful artifact.
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Valor Counters: 6
Zaratorm
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Re: Isle of Lost Relics raids

Postby Zaratorm » Sat Jan 11, 2014 3:32 pm

Raging Shore

Raid Composition

Normal

There is not much choice here: you need to stock on as many Fire-type attackers as possible. Electric-types are also useful, but unless they also can use Fire-type attacks they will end up being deadweights. Rock-types are not a bad choice either, but aside from being unable to do much on the first round of combat, they lack the punch of Fire-types. Sunny Day or Drought are mandatory, as is Heat Stone (or any other item that extends the duration of sun-inducing moves and abilities). At least one healer is required, as are defensive screens and a Will-O-Wisp user. Safeguard is useful, but not necessary. If your raid relies heavily on inaccurate moves (such as Fire Blast, Will-O-Wisp and most Rock-type attacks) then Gravity is recommended, but it will make dealing with Gyarados significantly harder

Fire-types are good choices for tank duty as well, especially if they come with a high physical defense. An Electric-type with Magnet Rise or Levitate is also strongly advised to take on Gyarados (unless you're using Gravity).

Hard

The same guidelines for Normal apply here as well. Bug-type resistance becomes even more crucial for tank duty than on Normal. Two healers will most likely be required to cope with the insane damage output, as will a Dispel user for Frost Touch. While not strictly necessary, Haze is useful for negating Gyarados's Intimidate if your raid is heavy on physical attackers.

Related quests

Of Love and Frost

Objective: Defeat Syclant and retrieve Zephyr's Ice

During the first exploration of the uncharted island, Linna retrieved a mysterious egg. It seems tainted by corruption, but apparently it's possible to cleanse it with a very special component: a fragment of ice from faraway northern lands. Right when you thought you would never find such an item on a tropical island, a Bug/Ice giant bug attacks the ship. Maybe it could have what you seek, but it is unlikely to give it away peacefully.

Reward: 500 Reputation points with the Bright Hope Expedition and the following item:

ImageNorthspring Egg: This item begins a quest.

Upon getting the egg, it will break. From it, a Syclar will hatch. It will always be Mild natured, and will know the following moves:
Level: Fury Attack, Leer, Leech Life, Scratch, Focus Energy, Ice Shard, Slash, Bug Bite, Icicle Spear, Icy Wind, X-Scissor
Egg: Counter, Earth Power, Tail Glow, Silver Wind, Water Pulse
TMs/HMs: Taunt, Blizzard, Protect, Solarbeam, Double Team
It will also know the following event moves:

Holy Shock: A powerful burst of light that cannot miss its target. Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Light | Priority: 0
Holy Light: A shining slash which ignores the foe's stat boosts. Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Light | Priority: 0

The hatched Syclar will also hold the following item:
ImageTorch of Light: Raises the power of Light-type moves by (7). Whenever the user hits the foe with a Light-type move, it has a 20% chance to enter in Clearcasting state, reducing the energy cost of the next special attacking move by 100% and causing it to always land a critical hit.

The boss

Syclant

HP 1350 (3300 HM)
Atk Rank 6 (7 HM)
Def Rank 4
SpA Rank 5 (6 HM)
SpD Rank 4
Spe 140
Size Class: 3
Weight Class: 4
Accuracy bonus: 23% (33% HM)

Abilities: Mountaineer, Compoundeyes, (Technician HM)

Specials

Syclant enrages after 12 rounds of combat

Shred: Every 2-4 actions (chosen at random), Syclant will use Shred on its current target in addition to its standard action. Bug, Physical, 12 BP, 100% Accuracy. On Hard Mode it has 25 BP instead of 12.

Whirlwind: Whenever Syclant drops to 66% (and again when he drops to 33%), he will enter his Whirlwind state at the end of the round, making him immune to any form of damage and healing him from all status and afflictions. In this phase he can't attack, but he will instead deal the equivalent of a 3 BP, Physical Ice attack to every foe each action. This damage is boosted by Technician on Hard Mode. Whenever Syclant enters its Whirlwind phase, a Gyarados spawns.

Gyarados

HP 120 (240 HM)
Atk Rank 6 (7 HM)
Def Rank 4
SpA Rank 3 (4 HM)
SpD Rank 5
Spe 94
Size Class: 6
Weight Class: 6
Accuracy bonus: 11% (11% HM)

Abilities: Moxie, (Intimidate HM)

Hard Mode only Totem of Storms: As soon as Syclant enters its Whirlwind phase, one Totem of Storms will appear. It has Ice-type, 120 HP, 3 Def, 3 SpD. At the beginning of each action it will cast Frost Touch on a random Pokemon.

Hard Mode only Frost Touch [Magic]: The Pokemon's speed is reduced by 50%, the power of its special attacks is cut by (3). Lasts for (6) actions.

Arena Details

Restrictions: No grass source
Affected moves: Nature Power (Earthquake)

Tactics

This fight is a combination between an intense damage race and a fierce battle for survival. While you will need to be on the offense pretty much for the entirety of the fight, each and every raid member will take solid damage throughout the battle so you can't avoid using support and healing moves.

First and foremost, make sure sunlight is up as fast as possible. If you don't have a Pokemon with Drought, use Sunny Day immediately. Without Fire-type attacks it's nigh impossible to beat Syclant's enrage timer so you need to boost them as much as possible. If you have multiple Flash Fire users, and no Pokemon susceptible to burn, use Lava Plume as soon as possible to activate the ability for extra damage. Syclant's highest source of damage are its physical attacks and specials, so burn it with Will-O-Wisp or Inferno. While the Bug/Ice insect is no slouch on the special side, almost all its special moves are resisted by Fire-types so they pose a lot less of a threat.

Once the stage is set, go nuts. If your tank is a Fire-type itself, it will be very unlikely to lose the boss's attention if it keeps attacking, so don't hold back for any reason. Ideally you want to push Syclant into its first Whirlwind phase at the end of the second round of combat.

Whirlwind

Once Syclant will go below 66% HP (1200), it will start spinning on itself, causing constant raid-wide Ice-type damage. If your raid is heavy on Fire-types as it should be, it is nothing to worry about, but do note that Syclant will shrug off any kind of status affliction on itself upon the phase change, so Burn won't weaken Whirlwind damage. At the same time, a dangerous Gyarados will spawn and attack the raid. It has fierce offenses (arguably deadlier than Syclant itself), but if you let the right Pokemon grab its attention it's not too threatening. Electric-types are the best choice, not only because they can hold its attention easily but also because, if they manage to evade Gyarados's Earthquake with Magnet Rise or other means, they take little damage from the rest of Gyarados's arsenal. Do not allow it to use Earthquake for any reason, or it will make quick work of your Fire-type attackers. If necessary, burn it with Will-O-Wisp to reduce the likelyhood of Earthquake spam (this is particularly important if you are using Gravity and can't evade Ground-type attacks otherwise).

All Pokemon not engaged in support duty or in need of Chilling should start attacking Gyarados right away. Electric-type attacks will burn it down very fast, but even Fire-type attacks can do a number under sunlight, despite being resisted. Rock-type attacks are not a bad choice either, although very few Rock-types can afford grabbing Gyarados's attention so be careful. Naturally, if you can afford to let some attackers Chill, you definitely should. This is a very long battle, and even Fire-type Pokemon will need to Chill eventually if they are to keep up the offense. A good strategy is to let your Fire-types recover their energies during Whirlwind while your Electric-type takes out Gyarados, then let your Electric-type rest between Whirlwind phases.

Hard Mode

Syclant's damage output is significantly higher than on Normal - even the mightiest of tanks will need constant healing to cope with Shreds. To make things worse, the Whirlwind phase will be a lot more complicated, having to deal with the Totem of Storms while suffering from Gyarados's attacks and Intimidate ability. Make sure your Fire-types deal with the Totem as soon as possible while any Pokemon carrying Electric-type attacks focuses on Gyarados, then Dispel any special attacker affected by Frost Touch. Eventually you will start running out of energy, but if you plan your Chills correctly you should still be able to come out on top.

Quotes

Shred: You are going to leave in pieces!
I'll sharpen my claws on your bones!
Whirlwind: Spirits of Rage! Come to my aid!
Kills a Pokemon: Now what do you have to say?
Done and done
Enrage:My patience has run out! DIE, DIE!
Death: The Plan... shall continue

Raid Prizes

Normal mode

Glyph of X-Scissor: Raises the power of X-Scissor by 2.
ImageScythe of Northern Winds: Raises the base power of Flying-type and Ice-type moves by (5), and raises the base power of Icy Wind by (3).
ImageBadge of Valor X2
Valor Counters: 4

Hard mode

Glyph of X-Scissor: Raises the power of X-Scissor by 2.
Glyph of Icicle Spear: Reduces the energy cost of Icicle Spear by 2 and raises its critical hit stage by 1.
ImageScythe of Northern Storms: Raises the base power of Flying-type and Ice-type moves by (7), and raises the base power of Icy Wind by (3). If the Pokemon is a Flying-type, it can use Aurora Beam even if he couldn't learn it normally. If the Pokemon is an Ice-type, it can use Air Slash even if he couldn't learn it normally.
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Valor Counters: 6
Zaratorm
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