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Stormrage Mountain raids

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

Stormrage Mountain raids

Postby Zaratorm » Wed Aug 28, 2013 10:46 am

An ancient power has recently awakened atop the peaks of Stormrage Mountain... maybe the legendary birds finally awoke from their slumber? The New Dawn has moved to the area to try and discover what sent the primal energies in disarray. You are to join their quest to try and calm the raging elements before the entire region is swallowed in an unrelenting storm.

Content
- Stormrage Depths
- Wildfire Plateau
- Frozen Vault
- Cliff of Thunder
- Eye of the Storm


Stormrage Depths

Raid Composition

Normal

Both the bosses are weak to Water-type attacks, so Water-types make a good choice overall. Water/Ground Pokemon are especially good as tanks because neither of the bosses has Grass-type attacks, and the Ground-type helps soaking up the powerful Rock-type attacks thrown around. It is useful to carry at least one powerful Flying resistant Pokemon to tank Aerodactyl. Fighting-type moves help against Tyranitar, but carrying Fighting-type Pokemon is not always a good choice because of Aerodactyl (although Flying neutral ones such as Lucario do fine). Neither of the bosses require particularly intense damage, so even coverage attacks will do the trick (especially for Fighting-type attacks against Tyranitar). A healer is not required, as neither of the bosses do significant damage. As long as you don't use Ground-weak or Flying-weak Pokemon as tanks, you should be fine.

Hard

Not much changes in the way of the offense from Normal mode. Water-types still perform exceptionally well, and so does a singular Fighting-type saved for Tyranitar. Two or three Flying resistant Pokemon help coping with Aerodactyl, although for Hard Mode you probably will need at least one Pokemon with Trick Room to avoid losing to Fly and Sky Drop. However, the bosses' damage output is significantly higher in Hard mode, so a healer is a necessity. Slowbro and Slowking perform very well due to their good offenses and wide range of support moves as well as Own Tempo, although they need to be wary of Tyranitar. Unlike on Normal mode, having more than a Pokemon being able to perform as a tank is strongly recommended.

The bosses

Aerodactyl

HP 700 (1500 HM)
Atk Rank 5 (6 HM)
Def Rank 4
SpA Rank 3 (4 HM)
SpD Rank 4
Spe 150
Size Class: 4
Weight Class: 4
Accuracy bonus: 26% (36% HM)

Abilities: Rock Head, Unnerve, (Pressure HM)

Specials

Defeaning Screech: Whenever Aerodactyl falls below 75% (and once more at 50 and 25%), it will use this ability on its first available action. Up to two random Pokemon are defeaned, preventing them from using any move with a base energy cost higher than 5 for (6) actions. Pokemon with Soundproof are immune to this ability. Hard Mode: Defeaning Screech will affect up to 4 Pokemon instead of 2.

Wing Buffet: Every 3-6 actions (chosen at random), Aerodactyl will use this ability instead of its normal action. Flying, physical, 9 BP (Hard Mode: 18 BP), 100% accuracy, the target loses 50% of its threat against Aerodactyl. Hard Mode: Wing Buffet will hit the two highest Pokemon in the threat table beyond Aerodactyl's current target.

(Hard Mode only) Sonic Lance: On the second action of the first round of battle (and every two rounds after that), Aerodactyl will use this ability in addition to its normal action. Up to three random Pokemon are hit for 25 flat damage and are Confused for (4) actions. Own Tempo and Safeguard prevent the Confusion effect but not the damage. Soundproof prevents both the damage and the Confusion effect.

Arena Details

Restrictions: No weather (bar Sandstorm), no water source, no grass source
Affected moves: Nature Power (Rock Slide), Solarbeam/Morning Sun/Synthesis/Moonlight (low light)

Tactics

Aerodactyl is a rather slow-paced battle for survival. Rushing is particularly risky, because two Defeaning Screeches in rapid succession can spell trouble for even the most prepared team. Make sure the tank secures the boss's attention, then start unleashing firepower, slowly. Due to Wing Buffet, the tank is very likely to lose the top spot of the threat list, eventually. However, Taunt or another good tank taking the heat can prevent things from going out of hand. Another thing which you should keep an eye out for are Fly and Sky Drop. Due to Aerodactyl's extreme speed, should it focus a Flying-weak Pokemon (like most Fighting-types), it is very likely the team will be hard pressed to hit him due while it flies high. There are several ways to prevent this from happening, though. Trick Room and Thunder Wave can neutralize Aerodactyl's speed. Reflect can reduce the likelyhood of Fly and Sky Drop to happen since they're physical attacks. Will-O-Wisp can achieve a similar result. But in general, the best way to avoid this is to make sure Aerodactyl focuses a Flying resistant Pokemon all the time.

Despite these shortcomings, though, Aerodactyl doesn't have a lot of HP, and its damage output is pitiful at best. Play it safely, work around Aerodactyl's insane speed, and victory shall soon be yours!

Hard mode

Aerodactyl is a whole new beast on Hard Mode. Wing Buffet hits much harder on Hard Mode, and since it no longer hits just the main target it can make threat a very unpredictable variable during the battle. But the most dangerous aspect of the fight is certainly Sonic Lance. Not only it hits extremely hard, the Confusion effect can disrupt the team's strategy quite fast. Combine this with Defeaning Screech, and the battle turns into a chaotic brawl. Even more than on Normal mode, it is important that you don't rush things here. Most importantly, don't let Pressure wear you out right when you need your energy the most.

Keep the team healthy and chip away at the prehistoric bird steadily. Be particularly wary of Wing Buffet or Defeaning Screech happening at the same time of Sonic Lance. It may be worth to slow down the damage just to avoid this ugly scenario, or you may end up losing a Pokemon faster than you'd think.

Raid Prizes

Normal mode

Glyph of Ancientpower: Raises the secondary effect chance of Ancientpower to 30%
ImageAncient Amber: Raises the power of Flying-type attacks by (3) and reduces the energy cost of recoil moves by (1).
ImageBadge of Valor X1

Hard mode

Glyph of Ancientpower: Raises the secondary effect chance of Ancientpower to 30%
Glyph of Roost: Causes Roost to retain the Fighting, Grass and Bug resistances while Roosting, and also gives a Ground resistance replacing the lost Ground immunity. Does not apply to Pokémon which are not Flying-typed. Reduces the energy cost of Roost by 2 and raises its priority by 1 (unless the user has Prankster).
ImagePrimal Amber: Raises the power of Flying-type attacks by (4), reduces the energy cost of recoil moves by (1), and causes Roost to heal an additional 4 HP upon use.
ImageBadge of Valor X2
Zaratorm
Site Admin
 
Posts: 271
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Re: Stormrage Mountain raids

Postby Zaratorm » Sat Sep 14, 2013 11:28 pm

Tyranitar

HP 1000 (2100 HM)
Atk Rank 6 (7 HM)
Def Rank 5
SpA Rank 4 (5 HM)
SpD Rank 5
Spe 70
Size Class: 4
Weight Class: 6
Accuracy bonus: 6% (16% HM)

Abilities: Unnerve, (Sand Stream HM)

Specials

Gaze: At the end of the second round of fight, and every three rounds after that, Tyranitar will fixate its attention on a random Pokemon. This is followed by Rampage

Rampage: During the third round of fight, and every three rounds after that, Tyranitar will ignore the threat table and focus all its attacks on the Pokemon targetted by Gaze at the end of the previous round. During a Rampage, Tyranitar takes 50% less damage from all attacks and effects. At the end of Rampage (after having acted on the second action, or as soon as the Gazed Pokemon is KOed), Tyranitar gains Rampaging Growth.

Rampaging Growth: Tyranitar's attack raises by one stage. Hard Mode: Tyranitar's attack will raise by two stages instead.

(Hard Mode only)Stoneform: If at the end of the round Tyranitar is under 66% (1400), and again when Tyranitar is under 33% (700), he will petrify all the raid members but one single Pokemon, preventing them from doing anything but making them immune to Sandstorm damage. Tyranitar will then ignore threat table and focus all attacks on the Pokemon which is not petrified (if Gaze would have occurred on same round, it always hits the Pokemon which isn't petrified). At the end of the following round, Tyranitar will always follow up with Shatter (in addition to its usual actions).

(Hard Mode only)Shatter: Rock, physical, 15 BP, 100% accuracy, hits all the Pokemon under the effects of Stoneform, and cancels the effects of Stoneform. It also shatters Reflect and Light Screen, similarly to Brick Break.

Arena details

Restrictions: No weather (bar Sandstorm), no water source, no grass source
Affected moves: Nature Power (Rock Slide), Solarbeam/Morning Sun/Synthesis/Moonlight (low light)

Tactics

Tyranitar may look intimidating at first, but it is in fact a pretty simple fight. Make sure to grab threat with a fast Pokemon (or one with a priority move such as Bullet Punch or Mach Punch), then lash away with your most powerful attacks. Tyranitar hits pretty hard due to its high offenses and huge movepool, including many high-powered attacks. However, you should be able to outdamage it more likely than not. Just make sure to keep every team member above 50% HP to prevent Tyranitar from blindsiding them during a Rampage.

The tank is probably the only delicate choice to do against Tyranitar. A Ground-weak Pokemon may trigger Earthquake or Bulldoze, and both are bad for the team's health (especially if you plan to use Focus Punch). A Fighting weakness is also risky, because it may draw a Brick Break, which will cause you to take more damage than you may want. As long as Tyranitar is burned (possibly with Scald), though, it shouldn't be a likely event.

Hard Mode

On Hard Mode Tyranitar is pretty much the same fight, with only a few extra surprises. Sandstorm will be up, overriding any other weather. Aside from preventing you from using Rain Dance (with Damp Rock, that is), however, it won't cause other problems. The added special bulk shouldn't be an issue since the majority of Fighting-type attacks will come from the physical side anyway, and the passive damage is too little to be a concern. Still, Stoneform is something to watch out for. Should it occur along with Rampage, you're at a serious risk of losing a Pokemon, so make sure to hold back on damage when necessary to prevent this from happening.

All in all, the only thing it should be noted is that Tyranitar's offense is real on Hard Mode. You won't be able to keep screens consistently due to Shatter, and the improved stats and attacks will sting. As long as you heal your team mates when necessary, though, you shouldn't suffer any casualties, aside from an unexpected accident.


Raid Prizes

Normal mode

Glyph of Crunch: Raises the power of Crunch by 1
ImageShield of Impenetrable Darkness: Raises the power of Dark-type attacks by (4) and its Special Defense rank by 1.
ImageBadge of Valor X2

Hard mode

Glyph of Crunch: Raises the power of Crunch by 1
Glyph of Rock Slide: Makes Rock Slide deal full damage instead of 75% when hitting multiple targets, while also raising its accuracy by a flat 10% and its base power by 1
ImageBulwark of Impenetrable Darkness: Raises the power of Dark-type attacks by (5) and its Special Defense rank by 2. Reduces the energy cost of Taunt by (3).
ImageBadge of Valor X3
Zaratorm
Site Admin
 
Posts: 271
Joined: Thu Apr 14, 2011 3:46 pm

Wildfire Plateau

Postby Zaratorm » Sun Sep 15, 2013 12:17 am

Wildfire Plateau

Raid Composition

Normal

Both bosses are extremely weak to Rock-type attacks, so stacking on Rock-type attackers is highly recommended. Still, be wary as both Pokemon have Solarbeam. You'll need at least one Pokemon to be neutral or resistant to Grass while still resisting the powerful Fire-type attacks thrown around. Fire-type themselves are a good choice, as long as they have decent coverage attacks to still pose an offensive threat. Good examples are Darmanitan and Magcargo. Dragon-types are very fit for this job too, and many of them pack powerful Rock-type moves as well.

It is important to note that, despite both bosses having a high chance to burn your Pokemon, you'll still want to focus on physical attacks. Not only the best Rock-type attacks are physical, but Volcarona's Sunfury Dance makes special oriented raids a very bad choice (the only exception is Stratagem due to its extreme damage output). Additionally, while using Water-type Pokemon may seem a good choice, since both bosses are Fire-types, it is strongly advised to not use them. Aside from the aforementioned Solarbeam, both bosses summon sunlight on the battlefield at a certain point into the fight, making Water-type attacks much less powerful. Moreover, physical Water-type attacks are contact based, unlike Rock-type ones, making Flame Body a real concern.

Finally, both Trick Room and Gravity are useful and, while not mandatory, may help throughout both fights. A healer is probably not necessary.

Hard

Not much changes from normal mode. Damage requirements are significantly higher, so make sure to stack even more Rock-types. One healer may be required, but often Light Screen will suffice. Again, it is strongly recommended to pack both Trick Room and Gravity somewhere, but make sure to not sacrifice damage output for it with a sub-optimal Pokemon choice. Solrock, Gigalith, and Lunatone are among the few Pokemon which excel at this.

The bosses

Larvesta / Volcarona

Larvesta's stats:
HP 250 (600 HM)
Atk Rank 4 (5 HM)
Def Rank 3
SpA Rank 3 (4 HM)
SpD Rank 3
Spe 69
Size Class: 2
Weight Class: 3
Accuracy bonus: 11% (21% HM)

Abilities: Flame Body (Swarm HM)

Specials

Rebirth: When Larvesta is KOed, Volcarona will arise, and the round will end immediately.

Volcarona's stats:
HP 550 (1250 HM)
Atk Rank 3 (4 HM)
Def Rank 4
SpA Rank 6 (7 HM)
SpD Rank 5
Spe 115
Size Class: 3
Weight Class: 3
Accuracy bonus: 15% (25% HM)

Abilities: Flame Body (Swarm HM)

Specials

Sunlight: As soon as Volcarona enters the battlefield, weather will become sunny, overriding any other pre-existing weather.

Sunfury Dance: Fire, special, 12 BP (Hard Mode: 18 BP), 100% accuracy, 100% chance to burn the target, raises Volcarona's Special Attack, Special Defense, and Speed permanently by one stage. Volcarona will use this move on its current target, on the second action of every round in addition to its usual action. NOTE: Sunfury Dance ignores Flash Fire.

Hard Mode onlyFire Nova: Fire, special, 4 BP, 100% accuracy, hits all the Pokemon. Used on the first action of every round in addition to Volcarona's usual action.

Arena details

Restrictions: No hail, no water source
Affected moves: Nature Power (Earthquake), Solarbeam/Morning Sun/Synthesis/Moonlight (normal light)

WARNING: some of the bosses' specials may affect these features.

Tactics

Phase 1

Larvesta may have some high powered moves up its sleeve, such as Flare Blitz and Overheat, but it is not a real threat. It has low HP so just pound it until you knock it out. Then, Volcarona emerges and phase 2 begins.

Phase 2

The first thing you should note is that sunlight will immediately override any weather effects until the end of the battle. This, among other things, means that Moonlight, Solarbeam and other light-based moves will hit at full power. And, naturally, Fire-type attacks will hurt even more than usual.

Make sure a Pokemon with a Fire-type resistance or immunity grabs Volcarona's attention, then start unleashing all the attacks you can muster. If this Pokemon isn't immune to burns already, use Safeguard to prevent Sunfury Dance from burning it. Light Screen will also be very useful to reduce the blunt of Volcarona's attacks, especially as the battle progresses. Even then, though, prepare for a harsh fight. Within a matter of a few rounds, Volcarona's attacks will start to hurt, a lot. And what's worse, Sunfury Dance will also make it incredibly fast and impervious to special attacks. If you have Trick Room or paralysis support, now is the time to use them.

Volcarona may have Fly, but it's unlikely it'll use it, especially as battle progresses and it starts stacking up Special Attack boosts (making Hurricane the preferred Flying-type attack). Still, look out for Fly on the first rounds of fight, and sub accordingly if you can see it coming.

Other than that, give it all, and don't hold back. You only have a maximum of five or six rounds before Volcarona will start plowing through your team. Use Gravity if necessary to make sure your Rock-type attacks don't miss, then go nuts. Kill it before it kills you.

Hard mode

Nothing changes much in terms of strategy. Fire Nova stings, but it only starts to hurt once Volcarona gathers several Sp. Attack boosts. As long as you heal the tank and keep up the damage, Volcarona should fall as well as on Normal mode.

Raid Prizes

Normal mode

Glyph of Fiery Dance: Raises the secondary effect chance of Fiery Dance to 100%
ImageMoth Dust: Raises the power of Bug-type attacks by (3) and reduces the energy cost of Quiver Dance by (1).
ImageBadge of Valor X1

Hard mode

Glyph of Fiery Dance: Raises the secondary effect chance of Fiery Dance to 100%
Glyph of Quiver Dance: Causes Quiver Dance to grant the user's Special Bug-type attacks a 100% chance to cause Insect Swarm on the foe. Lasts for (6) actions. Insect Swarm reduces the target's evasion by a flat 3% for the next (3) actions, stacks up to (3) times.
ImagePurified Moth Dust: Raises the power of Bug-type attacks by (4) and reduces the energy cost of Quiver Dance by (1). Whenever the holder uses Quiver Dance, it gains the effects of Filter for the next (6) actions.
ImageBadge of Valor X2
Zaratorm
Site Admin
 
Posts: 271
Joined: Thu Apr 14, 2011 3:46 pm

Wildfire Plateau

Postby Zaratorm » Mon Sep 16, 2013 12:13 pm

Moltres

HP 950 (3000 HM)
Atk Rank 5 (6 HM)
Def Rank 4
SpA Rank 6 (7 HM)
SpD Rank 4
Spe 104
Size Class: 4
Weight Class: 4
Accuracy bonus: 12% (22% HM)

Abilities: Flame Body, (Pressure HM)

Specials

Living Flame: At the end of the first round, in addition to its usual actions, Moltres will launch a Living Flame at a random Pokemon. The affected Pokemon takes 5 damage each action, but all its attacks have their power raised by (5). Moreover, the Pokemon affected with Living Flame can pass it to another friendly target spending an action (it doesn't cost any energy). However, the Pokemon passing the Living Flame will be left with a Living Burn. If a Pokemon faints while under the effects of Living Flame, it will inflict 20 flat damage to every friendly target. Hard Mode: Moltres will throw another Living Flame at the end of every round

Living Burn: The Pokemon's physical attacks have their power reduced by (3), and it takes two damage per action. Living Burn is considered as a status for any move or ability, such as Facade and Guts, but it can't be healed or prevented. The affected Pokemon also takes +300% damage from the Living Flame's periodic damage effect.

Living Blaze: Whenever Moltres is below 30% HP (285/900), it will summon harsh sunlight upon the battlefield, overwriting other weather effects. Moreover, any Living Flame still active will expire without leaving a Living Burn. Hard Mode: Moltres's Attack, Defense, Sp. Attack, and Sp. Defense ranks will increase by 1 for each Living Flame removed this way

Arena details

Restrictions: No hail, no water source, no grass source
Affected moves: Nature Power (Earthquake), Solarbeam/Morning Sun/Synthesis/Moonlight (normal light)

WARNING: some of the bosses' specials may affect these features.

Tactics

Phase 1 (from 100% to 30% HP)

Be quick to grab Moltres's attention with your designated tank, set up the necessary support moves (Safeguard and Gravity are strongly recommended, as well Trick Room if your team is slower than Moltres and you can't paralyze it), then go nuts. Moltres has some powerful attacks at its disposal, both physical and special, but nothing you can't handle if you defeated Volcarona. The only things you probably want to watch out for are Fly and Sky Drop, since they have the potential to disrupt your offense. As long as your team is faster than Moltres, though, you won't have many problems. If you can't outpace him, set up Reflect (but not Light Screen) to make it focus on special attacks, or let a Flying resistant Pokemon (such as a Rock-type or an Electric-type) gain its attention.

Take note of Living Flame's target. To make the most out of it, make sure the affected Pokemon can use Rock-type attacks. It doesn't matter if it has Rank 1 or Rank 5 Attack or STAB, the benefit will be the same - actually, it may be more convenient if a weak Pokemon (like Magcargo) get it over a stronger one (such as Tyranitar or Rampardos), since it will have a better time avoiding to steal the boss's attention. Remember that, should this Pokemon be KOed, the entire team will take a massive 20 flat damage, so you don't want this to happen. Moltres doesn't have any attack hitting multiple targets beyond Heat Wave and Air Cutter, so any Rock-type Pokemon will be quite safe as long as it doesn't get targetted directly.

Phase 2 (from 30% to 0% HP)

Once it hits 30% HP, Moltres will summon harsh sunlight upon the battlefield. This means, among other things, that you can no longer rely on Water-type attacks to bring it down fast. Rock-types will do the trick, although Electric-types work too. All in all, the fight doesn't change a lot, although Moltres's attacks will start to hurt significantly (note: its Solarbeam will now have normal priority, so watch out for that as well). Keep attacking like before and victory shall be yours.

Hard mode

Moltres's hard mode is even more of a damage race than normal mode is. With Living Flame being thrown around every round, you don't have much time before Pokemon start to die - ideally, you don't want the fight to last more than six-eight rounds. Even a single Pokemon exploding can likely head to another Living Flame Pokemon dying, causing an ugly chain of explosions which can wipe the entire raid in a single round. On the upside, though, Living Flame will give you a lot in the way of offense, so be sure to take advantage of it.

The other important difference from Normal mode is that Living Blaze will also boost Moltres's defensive and offensive prowess considerably. While this will generally not add much to Moltres's offense (its attacks will do 4-6 more damage per swing, but that's about it), the defensive boost combined with removal of Living Flames may cut your damage output significantly. Be prepared for a pretty intense fight, and make sure to already have any defensive measures (such as screens and Safeguard) up and running before pushing Moltres into phase 2.

Moltres's 3000 HP may look massive, but it will eventually deplete quite fast under a barrage of high powered Rock-type attacks.

Raid Prizes

Normal mode

Glyph of Flamethrower: Reduces the threat generated by Flamethrower by 50%.
ImageVial of the Living Flame: Raises the power of Fire-type attacks by (4), and the burn chance of Fire-type moves by a flat +10% (after other modifiers).
ImageBadge of Valor X2

Hard mode

Glyph of Flamethrower: Reduces the threat generated by Flamethrower by 50%.
Glyph of Heat Wave: Makes Heat Wave deal full damage instead of 75% when hitting multiple targets, while also raising its accuracy by a flat 10% and its secondary effect chance to 30%.
ImageVial of the Living Blaze: Raises the power of Fire-type attacks by (5), and the burn chance of Fire-type moves by a flat +10% (after other modifiers). Returns an additional (2) HP on chills.
ImageBadge of Valor X3
Zaratorm
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Posts: 271
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Re: Stormrage Mountain raids

Postby Zaratorm » Thu Sep 19, 2013 11:33 pm

Frozen Vault

Raid Composition

Normal

Since a lot of passive damage is being thrown around, you want at least one healer in the group. Fighting-types like Lucario and Gallade are logic choices for their type advantage. Water-types are less strong offensively but they still resist Ice and thus make for a good choice. Steel-types tend to take everything the bosses can muster quite well (except for Weavile's Fighting-type attacks), so any of them can be a good tank.

Hard

One or two healers are a necessity to survive the boss fights. Then again, Steel-types and Rock-types still make excellent tanks and damage dealers. While it is useful even in Normal mode, a Pokemon with Gravity is nearly necessary in Hard mode.

The bosses

Frozen Slayers

Weavile

HP 300 (720 HM)
Atk Rank 6 (7 HM)
Def Rank 4
SpA Rank 3 (4 HM)
SpD Rank 4
Spe 144
Size Class: 2
Weight Class: 3
Accuracy bonus: 24% (34% HM)

Abilities: Pressure (Pick Pocket HM)

Specials

Vanish: Whenever Weavile drops below 66% (200/480) and 33% (100/240) of its health, it will disappear on its action, evading all attacks. For the next two actions, Weavile will be impossible to target. Wide-effect moves such as Heat Wave will do reduced damage on the first action if not subbed accordingly, but will be automatically retuned for single-target damage on subsequent actions. On third action, Weavile will reappear, performing Ambush on a random Pokemon on its action.

Ambush: Dark, physical, 15 BP, 100% accuracy, high critical chance. Hard Mode: 30 BP, very high critical chance.

(Hard Mode only) Pick Pocket: Weavile's Pick Pocket ability works similarly to Knock Off. Every contact attack aimed at Weavile and every contact attack performed by Weavile will cause the opposing Pokemon to lose its item until the end of the battle. The item can't be recovered with Recycle. If the Pokemon has both a Berry and another item, the Berry is disabled first. Note that Pick Pocket won't disable artifacts.

NOTE: On Hard mode, if Weavile is KOed and Froslass is still up at the end of the round in which Weavile has been KOed, Weavile will be brought back to 100% HP. This will also reset its Vanish special.

Froslass

HP 360 (900 HM)
Atk Rank 4 (5 HM)
Def Rank 4
SpA Rank 4 (5 HM)
SpD Rank 4
Spe 127
Size Class: 3
Weight Class: 3
Accuracy bonus: 19% (29% HM)

Abilities: Snow Cloak (Cursed Body HM)

Specials

During Weavile's Vanish phase, Froslass is more likely to select either Thunder Wave or Confuse Ray and a random target instead of attacking normally. Hard mode: Thunder Wave and Confuse Ray will hit up to three random Pokemon. Froslass never targets Ground-type Pokemon when using Thunder Wave and Own Tempo Pokemon when using Confuse Ray, and it ignores the effects of Safeguard, as if it had the Infiltrator ability.

NOTE: On Hard mode, if Froslass is KOed and Weavile is still up at the end of the round in which Froslass has been KOed, Froslass will be brought back to 100% HP.

Arena Details

Restrictions: Indoors (No Fly/Sky Drop), No weather (bar Sandstorm), no water source, no grass source
Affected moves: Nature Power (Rock Slide), Solarbeam/Morning Sun/Synthesis/Moonlight (low light)

Tactics

The fight against Weavile and Froslass is a fight of control, where you want to calculate every step correctly. You have the liberty to choose which boss to take down first, and while it'd be tempting to take down Froslass first since it can't Vanish, Weavile's attacking potential (especially against Steel-types), as well as quadruple Fighting weakness, makes it the preferred first target for most groups.

Assuming you head down this path, start wearing down Weavile with your attacks, while the designated tank takes Froslass's attention with a couple moves before turning on Weavile (or maybe using wide-effect moves such as Rock Slide or Heat Wave). Take note of when Weavile is going to Vanish, and use your substitutions accordingly to avoid losing an action. It's worth noting that Weavile can also Dig, so paralyzing it may be the safest solution. Since Froslass is particularly fast too, Trick Room is a viable choice as well.

Once Weavile Vanishes, turn your efforts on Froslass. Be ready to eat nasty status ailments as she spams Thunder Wave and Confuse Ray on your team. If you have a Pokemon with Heal Bell, everything becomes much simpler, but in a pinch even Rest + Sleep Talk works. Make sure to have as little status afflictions as possible when Weavile re-emerges, and heal immediately the Ambushed Pokemon if it is low on health.

From there, it's just a matter of repeating the same strategy until Weavile falls. Then finish Froslass with ease. Make sure to save your energy and don't take unneccessary risks

Hard mode

On Hard mode, you need to tweak your strategy slightly, as now Weavile and Froslass must be finished at the same time, otherwise they'll just resurrect back to full health in your face, and obviously you don't want this to happen. Make sure to split damage evenly, with a slight emphasis on Weavile since you have extra time to damage Froslass during Vanish. Over the course of the battle, Weavile will likely disable several items, and there's nothing you can do about it. Still, pay attention to Froslass's Cursed Body and be ready to change your attacks.

Froslass will hit a higher number of targets with her status afflictions, but if you have a Heal Bell user not much changes. Pay some care to Weavile's Ambush, since it's powerful enough to 2HKO a neutral target on Hard Mode. Keep everyone above 50% HP, though, and you shouldn't incur in nasty surprises.

The tricky part is about making sure both bosses die at the same time. Once Weavile used Ambush after the second Vanish phase, you want to time everything perfectly. Keep whittling at both bosses until they're at roughly 100 HP left each (or less, depending on your raid setup and damage output), then stop all damage. Even if you can dish out more than 200 damage in a round, you want a good margin of error to be available in case an attack misses, Weavile hits something with Dynamicpunch, or more simply something is frozen when you least expect it. Once both bosses are weakened at the right point, finish them both with an all-out offense. If you played your card rights, you should come out on top with relative ease.

Raid Prizes

Normal mode

Glyph of Ice Shard: Raises the power of Ice Shard by 4 and its energy cost by 3.
ImageVile Claws: Causes the holder's physical attacks to hit as if the foe's Defense rank were (1) points lower than normal (Never lower than Rank 1 Defense), and raises the power of Dark- and Ghost-type attacks by (2).
ImageBadge of Valor X1

Hard mode

Glyph of Ice Shard: Raises the power of Ice Shard by 4 and its energy cost by 3.
Glyph of Icy Wind: Icy Wind no longer lowers the foe's Speed. Instead, whenever Icy Wind is used, up to three friendly Pokémon can gain a Tailwind effect for (2) actions
ImageVile Hands of Darkness: Causes the holder's physical attacks to hit as if the foe's Defense rank were (2) points lower than normal (Never lower than Rank 1 Defense), and raises the power of Dark- and Ghost-type attacks by (2). Reduces the energy cost of Night Slash and Shadow Claw by (1).
ImageBadge of Valor X2
Zaratorm
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Posts: 271
Joined: Thu Apr 14, 2011 3:46 pm

Frozen Vault

Postby Zaratorm » Thu Sep 26, 2013 8:04 pm

Articuno

HP 520 (1200 HM)
Atk Rank 4 (5 HM)
Def Rank 5
SpA Rank 4 (7 HM)
SpD Rank 6
Spe 98
Size Class: 4
Weight Class: 4
Accuracy bonus: 11% (21% HM)

Abilities: Snow Cloak, (Pressure HM)

Specials

Frost Shield: Whenever Articuno reaches 75, 50, and 25% HP, it will immediately become invulnerable and the round will be over. At the same time, one Cryogonal (on Hard Mode only, two Cryogonals) will spawn.

HP 100, Atk 2 (3 HM), Def 2, SpA 3 (4 HM), SpD 5, Spe 105;
SC 2, WC 5, Ability: Levitate.

As soon as the Cryogonal is (are) defeated, Articuno will shatter its Frost Shield (once again putting an end to the current round) and resume the battle.

Hard mode only Icicle Tomb: After Articuno uses Frost Shield, two random Pokemon will become trapped into icicle tombs. These tombs have the following statistics:

Ice, HP 100, Def 2, SpD 2

They only take damage from direct attacks (they can't be hit with status ailments). As long as a Pokemon is trapped in an Icicle tomb, it can't act and, at the end of every action, it takes 5 damage unless it is immune to Hail damage. If any Pokemon is still trapped when both Cryogonals are KOed, Articuno will cast Permafrost.

Hard mode only Permafrost: Deals 150 flat damage to any Pokemon trapped into an Icicle Tomb. This damage can't be resisted or prevented by any means.

Arena details

Permament hail
Restrictions: No weather other than hail, no water source, no grass source, no sunlight.
Affected moves: Nature Power (Icicle Crash), Solarbeam/Morning Sun/Synthesis/Moonlight (low light)

Tactics

Normal phase

First of all, this is a very long battle. The endurance of your raid team will be tested fiercely. Articuno's movepool isn't very wide, and it doesn't have much besides Normal, Ice and Flying attacks, but most of its attacks carry nasty side effects, such as Freeze or Confusion. Blizzard in particular can weaken your squad significantly if used repeatedly. The hail damage also piles up mercilessly. Considering this fight can't last less than 7 rounds, you need to take into account over 20 passive damage (more likely over 30) on every member, only because of hail.

The first thing which should be noted is that Articuno is extremely hard to hit. Not only it takes everything but Rock-type attacks comfortably, but thanks to Snow Cloak, every attack has 80% accuracy at best against it. The best way to counteract this is using Gravity, or at least Hone Claws. It doesn't help that most Rock-type attacks have an imperfect accuracy to begin with (although under Gravity even Stone Edge will never miss).

Pick Articuno's attention with your designed tank (Bullet Punch is very effective for this task), then start hitting it slowly. You can't manage such a long fight without ever Chilling, so don't be afraid of spending some actions to recover your forces. Beware of Fly and Sky Drop, as usual, but look out for random freezes as well. You don't want any deadweights on your team when the next phase begins.

Frost Shield phase

Every time you strip Articuno of 25% of its max health, it will enter in an invulnerable state, becoming completely immune to all attacks and wiping off any status ailment or condition (benefic or negative). At the same time, a Cryogonal will head towards your team. Your objective is to take out the Cryogonal, so that Articuno will come out of its invulnerable state and enter battle once more.

Cryogonal itself isn't very threatening. It has some powerful Ice-type attacks, but that's just about it. Don't worry about Solarbeam since it can't use it due to the arena. Still, it has a very solid Special Defense, so your best bet are physical attacks. With a meager 2 Defense, it won't take many hits before Cryogonal bites the dust.

From there, it's just about repeating the same steps until Articuno falls. You're looking forward another Frost Shield phase at 50%, and one more at 25%. By then you may struggle to keep up with all the residual damage, but if you have a healer and you don't rush the fight, you should manage through it.

Hard Mode

The biggest difference from Hard Mode lies in the Frost Shield phase. Up to two of your team mates will find themselves unable to act because of Icicle Tomb. And to make things worse, you have to face two Cryogonals instead of one. First of all, make sure you free your team mates as soon as possible. Not only you want them to be able to act, but any extra residual damage is highly undesirable. And finally, you don't want Articuno to oneshot anything with Permafrost.

All in all, Articuno's Hard Mode is an even more unforgiving battle for survival than Normal Mode. Because of Pressure, you will struggle to keep up your energy throughout the battle, and the incoming damage is significantly higher, between the tombs, the Cryogonals, and Articuno itself. Do everything in your power to not waste any bit of energy - including setting up Gravity to avoid misses and using Trick Room or paralysis support to prevent Articuno from evading with Fly and Sky Drop. Sometime a loss due to energy exhaustion may indeed be inevitable, but if you don't play recklessly you should still come out victorious.

Raid Prizes

Normal mode

Glyph of Ice Beam: Reduces the threat generated by Ice Beam by 50%.
ImageSplintered Visage of the Spire: Raises the power of Ice-type moves by (4), and its Defense rank by (1).
ImageBadge of Valor X2

Hard mode

Glyph of Ice Beam: Reduces the threat generated by Ice Beam by 50%.
Glyph of Reflect: Causes Reflect to affect the entire team, regardless of positioning.
ImagePolished Visage of the Spire: Raises the power of Ice-type moves by (5), and its Defense rank by (2). Reduces the damage taken by supereffective attacks under Hail conditions by a number equal to half the holder's Special Defense rank (rounded down). "The eyes, finely carved in pure ice, follow you on every motion..."
ImageBadge of Valor X3
Zaratorm
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Re: Stormrage Mountain raids

Postby Zaratorm » Sat Sep 28, 2013 10:03 pm

Cliff of Thunder

Raid Composition

Normal

Ground-types are by far the best choice for this raid. They make excellent tanks due to their immunity to Electric-type attacks and have good STAB moves for both fights. However, if you go down that route, it is strongly suggested you bring along a Gravity user (to make Zapdos and its allies vulnerable to Ground-type attacks) and a Wide Guard user (to not kill yourself with your own attacks). You could always opt to synchronize your Earthquake and Bulldoze attacks, but it can be pretty risky if you don't time things right. If you dislike Ground-types, Fire-types make a good choice for the first boss, while Ice-type and Rock-type attacks fare well in the second fight.

A healer shouldn't be necessary, as long as you switch tanks when they are low on health, as neither of the bosses deal significant damage to Pokemon other than their current target. Another possibility is using a Pokemon with Lightningrod to draw the Electric-type attacks from the rest of the team. However, this tactic won't work more than a couple times, as the Lightningrod user will quickly gain enough threat to cement its position at the top of the threat list. Still, most Lightningrod Pokemon make good tanks by virtue of their typing and ability alone, so it's not necessarily a problem.

Hard

Once again, Ground-types are the premier choice, both for their defensive and their offensive qualities - just make sure to support them with Gravity and Wide Guard. Hard mode puts a higher emphasis on the ability to damage multiple targets, compared to Normal mode, so Earthquake is almost a necessity. However, unlike Normal mode, the damage is significantly higher, so a healer is suggested to avoid unexpected casualties. Water-immune Ground-types such as Quagsire or Gastrodon help against Zapdos because of Puddle, but they're not mandatory.

The bosses

Magnemite

HP 100 (200 HM)
Atk Rank 3 (4 HM)
Def Rank 4
SpA Rank 4 (5 HM)
SpD Rank 3
Spe 52
Size Class: 1
Weight Class: 1
Accuracy bonus: 9% (19% HM)

Abilities: Magnet Pull, Sturdy (Analytic HM)

Specials

Hard mode only: Magnemite is immune to Follow Me, Rage Powder, and Taunt

Hard mode only Polarity: At the end of every round, each Pokémon will randomly get a positive or negative charge. Pokemon with a negative charge have the Base Power of all their attacks and all attacks performed against them reduced by 2 for every other Pokemon with a negative charge. Pokemon with a positive charge have the Base Power of all their attacks and all attacks performed against them raised by 2 for every other Pokemon with a positive charge. Pokémon with the abilitiy Plus (or Minus) are considered always charged positively (or negatively) regardless of the change of polarity. Pokemon with both abilities can change their polarity at the beginning of the round, without spending an action.

Magneton

HP 220 (500 HM)
Atk Rank 3 (4 HM)
Def Rank 4
SpA Rank 6 (7 HM)
SpD Rank 4
Spe 81
Size Class: 2
Weight Class: 4
Accuracy bonus: 11% (21% HM)

Abilities: Magnet Pull, Sturdy (Analytic HM)

Specials

Hard mode only: Magneton is immune to Follow Me, Rage Powder, and Taunt

Reflective Wall: Whenever Magneton is hit by a physical attack, the attacker takes damage equal to half the damage inflicted. Magneton alternates this with the Reflective Shield.

Reflective Shield: Whenever Magneton is hit by a special attack, the attacker takes damage equal to half the damage inflicted. Magneton alternates this with the Reflective Wall.

Dynamo: At the end of each round, Magneton gets a Charge counter, increasing the base power of his Special attacks by 2 (Hard Mode: the base power of Special attacks is increased by 4).

Hard mode only Polarity: At the end of every round, each Pokémon will randomly get a positive or negative charge. Pokemon with a negative charge have the Base Power of all their attacks and all attacks performed against them reduced by 2 for every other Pokemon with a negative or positive charge (whichever is highest). Pokemon with a positive charge have the Base Power of all their attacks and all attacks performed against them raised by 2 for every other Pokemon with a negative or positive charge (whichever is highest). Pokémon with the abilitiy Plus (or Minus) are considered always charged positively (or negatively) regardless of the change of polarity. Pokemon with both abilities can change their polarity at the beginning of the round, without spending an action.

Magnezone

HP 320 (900 HM)
Atk Rank 4 (5 HM)
Def Rank 5
SpA Rank 6 (7 HM)
SpD Rank 4
Spe 69
Size Class: 3
Weight Class: 5
Accuracy bonus: 5% (15% HM)

Abilities: Magnet Pull, Sturdy (Analytic HM)

Hard mode only: Magneton is immune to Follow Me, Rage Powder, and Taunt

Reflective Wall: Whenever Magneton is hit by a physical attack, the attacker takes damage equal to half the damage inflicted. Magneton alternates this with the Reflective Shield.

Reflective Shield: Whenever Magneton is hit by a special attack, the attacker takes damage equal to half the damage inflicted. Magneton alternates this with the Reflective Wall.

Giga Dynamo: At the end of each round, Magneton gets two Charge counter, increasing the base power of his Special attacks by 4 (Hard Mode: the base power of Special attacks is increased by 8).

Hard mode only Polarity: At the end of every round, each Pokémon will randomly get a positive or negative charge. Pokemon with a negative charge have the Base Power of all their attacks and all attacks performed against them reduced by 2 for every other Pokemon with a negative charge. Pokemon with a positive charge have the Base Power of all their attacks and all attacks performed against them raised by 2 for every other Pokemon with a positive charge. Pokémon with the abilitiy Plus (or Minus) are considered always charged positively (or negatively) regardless of the change of polarity. Pokemon with both abilities can change their polarity at the beginning of the round, without spending an action.

Arena Details

Restrictions: Indoors (No Fly/Sky Drop), No weather (bar Sandstorm), no water source, no grass source
Affected moves: Nature Power (Rock Slide), Solarbeam/Morning Sun/Synthesis/Moonlight (low light)

Tactics

Phase 1

The fight starts with three Magnemites. They have some powerful STAB attacks, but nothing in your team should be particularly vulnerable to Electric-type attacks, whether you stacked on Ground-types or you opted for Lightningrod. Set up the necessary support moves, then unleash your best wide ranged attacks, such as Earthquake or Heat Wave, to take out the three foes. Once even the last Magnemite is KOed, the round will end. Then, the three little foes will combine into a new entity. The match against Magneton begins!

Phase 2

Magneton will begin the battle with Reflective Wall, causing all physical attacks to backlash, then at the end of every round it will change to the other shield (Reflective Shield at the end of the 1st round, Reflective Wall at the end of the 2nd round, and so on). The damage is not particularly lethal, but you probably won't like to incur the additional damage, especially with the Pokemon which is currently targetted by Magneton. For this reason, it is strongly suggested to alternate physical offense (Earthquake, Drill Run, etc.) with special assaults (Earth Power, Flamethrower). If it really isn't a possibility (maybe because the Pokemon has an abysmal Attack or Sp. Attack), consider spending an action to Chill or to support the rest of the team with a protective screen, Helping Hand or something similar.

Magneton packs a bit more of a punch compared to its previous form, because of a slightly enhanced movepool (sporting moves such as Hyper Beam and Giga Impact) and because of Dynamo. However, one is still less than three, so if you survived the three Magnemite you have good chances to overcome Magneton as well. Thought it was too easy? The real battle is just about to begin! After Magneton is KOed, the round will end. Then, the foe will be morphed into an even more threatening being!

Phase 3

Despite the more intimidating looks, Magnezone is much like Magneton. It has the very same offensive movepool, and the same Sp. Attack. However, once Giga Dynamo starts rolling, its attacks will soon pack a real whallop. And to make things worse, its HP pool is significantly higher than the ones of the enemies you just defeated. However, the tactic doesn't change at all. Open with your best physical attacks (Magnezone always begins the fight with Reflective Shield), then alternate accordingly. It will be just a matter of a few rounds before even Magnezone falls to your might.

Hard mode

Unlike Normal mode, which is easily navigable, Hard mode can be quite unpredictable, and your chances of success will depend from Lady Luck more than you could expect. Every round after the first, Polarity will assign a charge to each of your Pokemon. If the number of positive and negative charges is balanced (4 of each type), nothing changes. However, if the charges are predominantly negative or positive, you'll find that your negative charged Pokemon take much less damage from the opposition, but their offense is also nerfed drastically. At the same time, your positive charged Pokemon gain enhanced offenses, but they also become much more susceptible to enemy attacks.

The bosses are immune to Taunt effects, so you can't easily switch targets according with the charge. However, there are some ways to avoid your positive charged Pokemon from gaining the enemy's attention and get 2HKOed in short order. Helping Hand can help you manipulate threat in order to let the negative charged Pokemon keep the foes' attention. If it's not possible, Heal Pulse goes a long way in keeping your raid members alive. Finally, if worst comes to worst and there's nothing you can do to avoid a loss, keep attacking. Positive charged Pokemon are frail, but they also pack a massive punch. If you stay on the offense, you should be able to outdamage Magnezone despite one or two casualties. Naturally sometimes stalling a turn may be necessary (for example, if you get six or seven negative charges and you want to avoid the positive charged Pokemon from being obliterated), but you don't have much time before Magnezone's Giga Dynamo raises its offenses to lethal levels.

Raid Prizes

Normal mode

Glyph of Flash Cannon: Removes Flash Cannon's secondary effect chance and causes it to have a 30% chance to raise user's Special Attack by 1 stage (Doesn't work on Pokémon with the ability Sheer Force)
ImageCharged Stone: Raises the power of Electric-type attacks by (3), and reduces the energy cost of Reflect and Light Screen by (1).
ImageBadge of Valor X1

Hard mode

Glyph of Flash Cannon: Removes Flash Cannon's secondary effect chance and causes it to have a 30% chance to raise user's Special Attack by 1 stage (Doesn't work on Pokémon with the ability Sheer Force)
Glyph of Explosion: Causes Explosion to affect only one opponent instead of all allies and enemies, raises its base power by 40 and causes it to ignore resistances.
ImageLightning Stone: Raises the power of Electric-type attacks by (4), and reduces the energy cost of Reflect and Light Screen by (1) while extending the duration of these moves by (3) additional actions.
ImageBadge of Valor X2
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Cliff of Thunder

Postby Zaratorm » Wed Oct 09, 2013 9:42 pm

Zapdos

HP 300 (1050 HM)
Atk Rank 4 (5 HM)
Def Rank 4
SpA Rank 6 (7 HM)
SpD Rank 4
Spe 115
Size Class: 4
Weight Class: 4
Accuracy bonus: 15% (25% HM)

Abilities: Static, (Pressure HM)

Specials

Lightning Shield: Zapdos starts the fight shielded by a globe of lightning. This shield absorbs up to 200 HP (500 HP on Hard Mode). As long as Zapdos is protected by its shield, additional Pokemon will spawn, as it follows:

Rounds 1-2: 1 Tynamo (3 on Hard Mode)
Rounds 3-4: 1 Eelektrik (3 on Hard Mode)
Rounds 5+: 1 Eelektross (3 on Hard Mode)

These Pokemon have the same stats of an ordinary member of their species (Hard Mode: their Attack and Sp. Attack ranks are raised by 1), but they will never use an Electric attack. They have the [Add] label, which means they don't need to be KOed to win the battle.

When Lightning Shield wears off, no more Pokemon spawn

Big Thunder: Electric, special, 15 BP (40 BP on Hard Mode), 100% accuracy, causes the target to flinch. Zapdos will start using this on the first action of the round if it no longer has Lightning Shield, and every two rounds after that. It will randomly target a non-Ground type Pokemon (Lightningrod, Volt Absorb and Motor Drive have no effect on this attack). If there are only Ground-types alive, Zapdos won't use Big Thunder.

Hard mode only Puddle: At the end of each round, a Puddle will spawn beneath a random raid member. The affected Pokemon can't use contact attacks for the duration of the effect, and takes damage equal to a 4 BP Water-type attack from a Rank 3 Sp. Attack at the end of every action. This damage can't be redirected or prevented with Protect (it triggers Water Absorb and Storm Drain, however). Puddles last for a round. Once Zapdos loses its Lightning Shield, Puddles no longer despawn, although no more than one Puddle can spawn beneath each Pokemon.

Arena details

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

Tactics

Phase 1

The first part of the fight is a straightforward damage race. You need to take down Zapdos's shield before you are overwhelmed by adds. First of all, make sure to secure Zapdos's threat with a suitable tank. Zapdos's STAB attacks are very dangerous (especially Discharge and Fly/Sky Drop), but one needs to be careful about its few yet deadly coverage moves (most notably Heat Wave). A Rock/Ground Pokemon is probably the best choice for this, but most Ground-type Pokemon can do the trick (although without a Flying-type resistance you may incur in trouble).

Zapdos and its allies are kind of difficult to damage, due to their typing and abilities. The adds are especially annoying because Levitate make them immune to nearly every Ground-type attack. However, using Gravity can fix this, allowing you to damage both the thunder bird and the lightning eels. Rock Slide is a good choice as well, because adds have low defenses so even neutral hits will hurt them.

Phase 2

First of all, take care of any remaning adds. Tynamo are not especially dangerous, but its evolutions pose a much more serious threat and need to be taken down as soon as possible. Once you got rid of any distractions, focus on Zapdos. The bird will likely start using Big Thunder at this point, which means your non-Ground types will start taking solid damage every now and then. However, even without heals, you can manage it through just fine. Zapdos doesn't have a lot of HP, so it won't take long before it bites the dust.

Hard Mode

Depending on your raid composition, Puddles may vary from a mild threat to a painful thorn into your side. Rock/Ground Pokemon need to be especially wary about them. Light Screen won't do much to reduce this damage due to the low BP of Puddles, but a Heal Pulse should be enough to offset it.

A lot more adds spawn on Hard Mode, so it is strongly advised that you use wide range attacks to take them out. Gravity + Earthquake is the best way (make sure to use Wide Guard or synchronize your attacks), but Rock Slide and Blizzard work as well. The difficulty curve of the fight changes drastically once the Eelektrik start spawning, so try your best to destroy Zapdos's shield before the end of round 2.

Unlike Normal Mode, Zapdos becomes much more dangerous on Hard Mode. Big Thunder is strong enough to 2HKO nearly any Pokemon neutral to it with a bit of prior damage, so make sure to not leave any Pokemon on low health when Big Thunder is about to strike. This is easier said than done, since Puddles will start swallowing the entire team as the battle progresses. And while having a lot of Ground-types helps reducing the impact of Big Thunder, it makes Puddles a lot more of a concern. You'll need to take down Zapdos as fast as possible if you don't want to drown into Puddles, and with 1050 HP plus Pressure on its side, it won't be an easy task.

Raid Prizes

Normal mode

Glyph of Thunderbolt: Reduces the threat generated by Thunderbolt by 50%.
ImageWand of Five Thunders: Raises the power of Electric-type attacks by (4) and the paralysis chance of all Electric-type attacks by a flat +10%.
ImageBadge of Valor X2

Hard mode

Glyph of Thunderbolt: Reduces the threat generated by Thunderbolt by 50%.
Glyph of Light Screen: Causes Light Screen to affect the entire team, regardless of positioning.
ImageWand of Ten Storms: Raises the power of Electric-type attacks by (5) and the paralysis chance of all Electric-type attacks by a flat +10%. Each time the holder strikes the foe with a special Electric-type attack, it will affect the foe with Mark of Thunder, increasing the base power of the next physical Electric-type attack against the foe by (2). Only one Mark of Thunder can be active on a foe at any given time.
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Eye of the Storm

Postby Zaratorm » Tue Oct 15, 2013 1:23 pm

Eye of the Storm

Raid Composition

Normal

Both bosses sport very diverse movepools, so it is highly suggested that you resort to a varied team. Rock-types perform well offensively, but they are prone to be targetted by powerful Solarbeams and Hydro Pumps. Electric-types are pretty much in the same boat. They have the advantage of being able to neutralize their only weakness with Magnet Rise, but they will generally have to deal with the bosses' higher Special Defense.

Defensively, your choices are much more limited, due to the impressive coverage of both bosses, as well as the weather factor. Normal-types generally fare well against both bosses thanks to their lack of weaknesses. Lugia can hit almost everything which resists both its STABs supereffectively, however bulky Dark-types such as Umbreon can weather its attacks and retaliate. Electric-types can perform well too, but you should first burn Lugia so that it doesn't use Earthquake. Ho-Oh is more powerful, but also somewhat easier to wall. Rock-types without a quadruple weakness to Grass or Ground, such as Tyranitar or Gigalith, can tank the fiery bird's assault and have no problem keeping up the threat due to their STAB attacks. In a pinch, anything which is not weak to Psychic, Fire, or Flying works, as long as it doesn't have a double weakness to one of the bosses' many coverage options. Note that Mega Evolutions make for generally good tanks if they're into the right types, because of their beefy defenses.

Support is especially important in this battle. At least one healer is a necessity to survive the ordeal, but carrying two isn't necessarily a bad idea. Similarly, screens are highly useful to reduce incoming damage, as well as influence the bosses' attack choices (for example, using Reflect but not Light Screen highly reduces the chances that bosses will use Earthquake or Fly/Sky Drop). Gravity is useful too if your offense rely on inaccurate moves such as Rock Slide and Stone Edge, however it will prevent you from evading the foes' Earthquakes. Trick Room is a possibility if you're scared of Fly and Sky Drop (the latter is particularly dangerous, if it targets a Pokemon you need to heal before you can hit it with Heal Pulse).

Due to the sheer amount of support required in this battle, running a dedicated supporter isn't a bad idea. Blissey and Gardevoir have an extensive movepool which they can use to their team's advantage, and can even help the offense with Thunderbolt. However, if you're using Blissey make sure to not let her support moves push her threat too high (both Lugia and Ho-Oh like to spam Fly on her weak Defense). At the same time, things may turn sour, so having support options spread among other Pokemon isn't a bad idea. For example, Cyclohm can use Light Screen and Heal Bell while still providing solid offense. In a similar vein, Starmie, Solrock, Lucario and a whole slew of Electric-types carry useful support options while sporting a respectable offensive presence.

Hard

Unlike Normal mode, Hard mode requires even more of a varied team, because of Elemental Rifts. For the same reason, mono-type Pokemon are slightly better in this fight - Cinccino, Stratagem, Blissey and others make fine choices for this battle. At the same time, it is highly advised that you run Pokemon with extensive coverage, so that you can shut down Rifts faster. Luckily many Pokemon which tend to perform well in this fight, like Tyranitar and Cyclohm, also come with massive movepools (provided you taught them the right moves).

Support is still an integral part of the fight, so make sure to carry at least one dedicated supporter, and two or three Pokemon for each support move you may need, from heals to screens, from Gravity to Trick Room.

Related quests

The Taint of Stormrage

Objective: Bring the Tainted Ash to Eusine on the Bright Hope ship

After the demise of the two legendary birds, you recover what looks to be the remains of the fiery phoenix, Ho-Oh. The ashes are cold now, but you can feel a lingering taint still affecting them. Perhaps the corruption of Stormrage Mountain has deeper roots than you previously thought? Maybe the renowned seer of Johto, Eusine, could be able to uncover more about this.

Reward: 200 Reputation points with Bright Hope Expedition

The bosses

Lugia

HP 600 (1100 HM)
Atk Rank 4 (5 HM)
Def Rank 6
SpA Rank 4 (5 HM)
SpD Rank 7
Spe 127
Size Class: 6
Weight Class: 6
Accuracy bonus: 19% (29% HM)

Abilities: Multiscale, (Pressure HM)

Ho-Oh

HP 600 (1100 HM)
Atk Rank 6 (7 HM)
Def Rank 4
SpA Rank 5 (6 HM)
SpD Rank 7
Spe 104
Size Class: 5
Weight Class: 5
Accuracy bonus: 19% (29% HM)

Abilities: Regenerator, (Pressure HM)

Specials

Lugia and Ho-Oh enrage after 16 rounds, increasing their speed and damage output drastically as well as gaining the effects of Mold Breaker.

Erratic Weather: At the start of the battle, the RNG will randomly select one among the following weather conditions:

1) Sunny Day
2) Rain Dance
3) Hail
4) Clear Skies (no weather)

No moves or abilities can change weather. At the end of each round, another RNG check will decide the weather for the next round.

Twin Storm: Lugia and Ho-Oh will use this special every 3-6 actions (randomly chosen) instead of their standard action (at the speed priority of the bird acting first in that action). Special (uses Ho-Oh's Sp. Attack stat), 10 BP (12 BP in Hard Mode), 100% accuracy, hits all Pokemon. Its typing depends on the current weather.

Sun - Fire
Rain - Water
Hail - Ice
Clear Skies - Flying

If Twin Storm is Flying-type, it acquires STAB bonus. If either Lugia or Ho-Oh is KOed, Twin Storm will no longer occur.

Fury of the Phoenix: When Ho-Oh is KOed, Lugia's Attack and Sp. Attack ranks are raised by 1. On Hard Mode, it also restores Lugia's HP to 100%.

Shroud of the Night: When Lugia is KOed, Ho-Oh's Defense and Sp. Defense ranks are raised by 1. On Hard Mode, it also restores Ho-Oh's HP to 100%.

Hard mode only Elemental Rift: At the end of each round, an Elemental Rift spawns. The Elemental Rift has 100 HP, 2 Defense and 2 Sp. Defense. Each rift will be labeled with a type, chosen at random (Light is never chosen). The rift takes supereffective (*1.5) damage from all damaging attacks whose type matches the one of the rift, and no damage from any other effect. At the end of each action, the rift will deal 8 flat damage to any Pokemon whose type matches the one of the rift. After one of the two bosses has been KOed, Unstable Elemental Rifts will spawn instead, having 1000 HP instead of 100 but otherwise retaining all the features of an Elemental Rift.

Arena Details

Restrictions: No weather, no water source, no grass source
Affected moves: Nature Power (Rock Slide), Solarbeam/Morning Sun/Synthesis/Moonlight (depends on weather)

Tactics

The fight against Lugia and Ho-Oh is a long and challenging battle for survival. All your Pokemon will be tested to the limit of their abilities. In particular, you will have to react to many different situations, often several at the same time. Overall, it is a very unforgiving encounter, where players get ample opportunities to commit mistakes which can frequently prove to be fatal.

As usual, make sure you get your chosen tanks to gain the bosses' attention. This is a very delicate task, as both Lugia and Ho-Oh are faster than anything which may hope to survive their attacks. This means that the first round may be quite unpredictable, and if either boss chooses the wrong target, you may incur in serious trouble (either the bosses fly up and become untargettable, or they pound the entire team with Earthquake or Blizzard, and so on). A possible way to counter this situation is to hold off on the first action, while a Pokemon uses Trick Room to turn the tables. Alternatively, you could have a faster Flying-resistant Pokemon, such as Stratagem, drawing the bosses' attention while the rest of the team paralyzes them. Priority users with good resistances can work to a similar extent, although neither of the bosses is hit particularly hard from such moves.

One thing to watch out for is threat from heals. While it is necessary to heal tanks early and often, these heals tend to cause a sizeable amount of threat on both bosses. If both Lugia and Ho-Oh turn on your healer, they can make short work of it, so you want to avoid this. While it is easy to draw Ho-Oh away due to its quadruple Rock weakness, it is much more difficult to hit Lugia hard enough to keep it from targetting the healer. STAB Electric and Dark attacks can do the trick, as should any supereffective attack coming from a sufficiently powerful Pokemon. If necessary, Taunt is an option as well.

Twin Storm is possibly the most dangerous source of damage during the fight. It hits for 10-20 damage (depending on defenses and resistances), and if it happens at the wrong time it may spell doom for your raid. As such, it is highly advisable to keep Lugia and Ho-Oh as down in the speed list as possible. An effective way to achieve this is alternating Trick Room and paralysis. If you paralyze both bosses right before Trick Room goes off, and use Trick Room right before paralysis wears off, you can keep both bosses from attacking first for the entirety of the fight. This may prove crucial in allowing a timely heal to save the tank from its undoing. Naturally, Light Screen is highly useful in reducing the impact of Twin Storm, and it should be up on all but the most sturdy Pokemon of the team (such as Blissey).

The hardest part of the fight is ensuring the first bird goes down before the team suffers fatal damage. Once only one boss is left, things become much easier, especially if all four of your Pokemon are still alive and well. From there, it's all about minimizing risks and whittling at the enemy until it finally falls. It may take some time, since both bosses are particularly sturdy, but eventually you should come out on top.

Alternative strategies

The above strategy assumed you opted for a bulky offensive team, with heals and supportive moves to weather the bosses' assaults while paying back in return. This is the most reliable strategy for this encounter, but not the only available one. An alternative route is to employ some selected powerhouses to pound down the two bosses before dying. The best way to achieve this is using Rock-type Pokemon, since they can hit both bosses extremely hard, and they're the only ones who can bring down Ho-Oh fast enough unless you outgear the encounter.

If you opt for this path, make sure something faster than Ho-Oh (possibly with a Flying-type resistance or Reflect active) draws its attention, while the designated tank gets ready to steal threat with Helping Hand support or Taunt, then unleash every bit of power on the fiery bird. Ideally, you should strive to KO it within 5 actions, to ensure no more than one Twin Storm hits the party. Then, you should use whatever energy is left to finish Lugia. It is highly advised you use Rock Slide at least once to break Lugia's Multiscale before Ho-Oh goes down, but most likely you'll need to use this move several times if you want Lugia's health to be low enough to finish it off before it wipes the team.

Hard mode

Elemental Rifts add a new layer of strategy to the fight. These troublesome holes spawn one per round and can deal significant damage if left unchecked. To prevent this, all Pokemon which can damage the rift in question should drop whatever they're doing and focus down the rift as soon as possible.

Things can get out of hand pretty fast, having to deal with rifts, Twin Storm, wide damaging moves, weather and so on. Always have screens up, and heal your mates whenever needed. Unlike Normal mode, you don't want to push too hard in the first half of the fight. Ideally, you should strive to have every Pokemon with at least 50 energy left before taking down the first bird. Remember that, unlike on Normal, the surviving bird will heal back to full, so don't waste your time on spread damage unless you need to generate threat.

Once only one boss is left, the fun begins. Unstable Elemental Rifts will start spawning instead of normal Elemental Rifts. Their huge HP pools make any serious attempt to kill them futile (again, unless you vastly outgear the encounter), so you should ignore them and focus on the boss. At this point, the fight becomes a frantic damage race, where you have to kill the boss before rifts overwhelm you with damage.

Keep your acts together. It may look nearly impossible at first, but if you manage to survive the clash with both bosses without any losses, you should be able to manage through the last part of the fight as well.

NOTE: It is highly discouraged to use any of the "Alternative strategies" listed above in Hard mode. Heavy offense in particular is unviable, due to both bosses recovering HP after one falls as well as rifts dealing constant damage.

Raid Prizes

Normal mode

Glyph of Earth Power: Reduces the energy cost of Earth Power by 1.
Glyph of Recover: Allows Recover to be used on other friendly targets, at the cost of 14 energy instead of [Max HP/10] + 2.
ImageAshes of the Phoenix God: Raises the power of Fire-type attacks by (5). If the user is a Fire-type, reduces the energy cost of Heal Pulse, Recover, and Shadow Mend by (2).(If Ho-Oh is KOed last)
ImageBeacon of the Argent Night: Raises the power of Psychic-type attacks by (5), and reduces the energy cost of Heal Pulse by (2).(If Lugia is KOed last)
ImageBadge of Valor X2

Hard mode

Glyph of Earth Power: Reduces the energy cost of Earth Power by 1.
Glyph of Recover: Allows Recover to be used on other friendly targets, at the cost of 14 energy instead of [Max HP/10] + 2.
Glyph of Brave Bird: Prevents the recoil damage of Brave Bird and raises its power by 1.
Glyph of Dragon Rush: Raises the accuracy of Dragon Rush by 25% and its power by 1.
ImageSanctified Ashes of the Phoenix God: Raises the power of Fire-type attacks by (7). If the holder is a Fire-type, reduces the energy cost of Heal Pulse, Recover, and Shadow Mend by (2), and causes these moves to regenerate 2 energy to their target when used on other friendly targets. "And from the ashes it was reborn..."(If Ho-Oh is KOed last)
ImageBlessed Beacon of the Argent Night: Raises the power of Psychic-type attacks by (7), and reduces the energy cost of Heal Pulse by (2). If it is a Psychic-type, the holder grants Aura of the Argent Night to its raid mates, causing all Heal Pulses to restore an additional amount of HP equal to the holder's Special Defense, rounded down. "Shine brightest, in the depths of darkness."(If Lugia is KOed last)
ImageBadge of Valor X3
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