Sun & Moon: The Review Panel: Part 2

By Codraroll, DHR-107, Lumari, and {Pokemon_Vigilante}.
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Art by FellFromtheSky

Art by FellFromtheSky.

Introduction

To celebrate the fact that Pokémon Sun and Pokémon Moon are now over a month old, we've asked some of our panelists to review the games. We'll be covering everything from Ultra Beasts to Team Skull.

This is the second of our three-part series that we will release over the next few days; today we'll be looking at some new features the games introduced. Let's welcome Codraroll, DHR-107, Lumari, and {Pokemon_Vigilante}.

Trials

Were they a suitable replacement for Gyms? Which Trials did you like or dislike the most?

Codraroll

Codraroll

Mechanics-wise, Gyms have always followed a pretty simple recipe: "Puzzle, then boss." You walk around a big building solving some simple task, or following a specific path, and battling trainers along the way. Then you reach the Gym Leader and have a difficult battle. In a sense, trials are largely similar, but I feel they are executed better. The puzzles aren't just "path puzzles", or flipping switches, there is much greater variety. Among other things, you get to try out item hunts, the Poké Finder, or recognizing audio cues. The puzzles are also vowen better into the story; it's made clear to players that the puzzles are customary and the totem battle is just their final piece. I prefer the structure of coming for a puzzle, and ending with a Pokémon battle, to the Gyms, where you come for a battle but have to brave a puzzle first for some reason. Why were Gyms built like mazes in the first place? What advantage could that possibly have for the Gym Trainers who study there?

In most of the trials, there are very few Pokémon battles before the Totem Pokémon, and they are rather short. The battles are short interruptions to the puzzle and don't come across as obstacles on the way to the final battle in the same way Gym Trainers are. In many Gyms, players would enter, half-solve the puzzle, beat a few Trainers, exit the building, heal their Pokémon, come back, solve most of the puzzle while beating a couple more trainers, and then exit the building again to heal before the Gym Leader battle. There is little overall flow to the Gyms, and when you backtrack to heal, I feel that a lot of the immersion is broken. Trials are a lot more condensed, where the pre-boss battle experience is sacrificed for a smoother flow. This opens up for a much better dramaturgy, too. Beating the Ghost trial was a highlight to me, where you ventured deeper and deeper into the abandoned Thrifty Megamart until the Totem appeared. The part where you have to look behind you through the Poké Finder to find Mimikyu was particularly genial.

The least impressive trial to me was the Water trial. "Surf over there!" "Surf over there!" "The trial is almost over, just beat that Pokémon!" While Totem Wishiwashi had a really epic cutscene and a really epic battle, the trial itself wasn't very exciting. Likewise, the Dragon trial was very underwhelming. For the final trial in the game, one would expect that they had put together something epic and memorable. And then they just have you walk down a tunnel, battling two Pokémon along the way.

I feel like I have to rank the battles separately from the trials, the same way one might rank Gym puzzles and Gym Leaders separately. As mentioned above, the Water trial was underwhelming, but the battle against Totem Wishiwashi may very well be among the best in the series. School Wishiwashi already is a monster in its own right, but with an ally Pokémon at its side, the result is a very difficult battle. I had one of my toughest battles ever against Wishiwashi and an accompanying Alomomola, which kept healing Wishiwashi with Heal Pulse or boosting its moves with Helping Hand. The highlight of the battle was finally pushing Wishiwashi below 25 % HP with my last Pokémon. The terrifying monster was reduced to a wimpy little fish, which did pitiful damage with its Water Gun and was promptly outsped and KOed on the next turn.

I also have to give my ovations to the Totem Lurantis battle. The way it showcases strategies with White Herb and Sunny Day is brilliant and makes the battle difficult (but possible to prepare for). However, its execution was a little blemished by the long and unskippable cooking cutscene when you returned to the battle after losing. With my (intentionally) underleveled team, I had to go through that sequence four times.

In my opinion, none of the Totem battles were bad per se. The first battle against Totem Gumshoos in Sun was a little underwhelming, but I guess it was easier to start simple when introducing the concept. All the subsequent Totem Battles were very well made, or should I say orchestrated. The designers clearly intended the battles to play out in specific ways, with specific strategies for players to overcome. That's a compliment, by the way, sometimes you have to orchestrate battles to truly deliver a good game experience.

The one problem I have with Totem battles is that the strategies they showcase can't easily be reproduced by players. There are very few double battles in the game for players to try out these strategies, and some of the utilized held items (such as Totem Lurantis's aforementioned White Herb) are one-off or postgame only. The game is careful to show you what is possible, but it doesn't give you any opportunities to explore the possibilities until the game is all but over.

Ride Pokémon

Was there ever a perfect replacement for the Bike in amongst those choices? Which were your favorites to use?

Codraroll

Codraroll

Ride Pokémon is a very good concept that, unfortunately, feels a little half-executed. It is easy to see what they tried to do: have the players utilize Pokémon to overcome obstacles in your adventure. This is the same basic idea that HMs also try to convey. Anybody who has seen the Pokémon Anime would want to use their Pokémon for other things than battle, and obstacles make a perfect setup in that regard. The player is not meant to use their Pokémon for battle only, but to befriend them and rely on them to overcome small and large problems. Battles are a very important aspect of the franchise, true, but so are the ideas of friendship and helping each other. Riding around on your Pokémon is the ultimate embodiment of this idea.

...which is why the Poké Ride falls a little short of the mark. You are not utilizing your own Pokémon to overcome these obstacles. You are calling on somebody else's Pokémon, like a taxi, to ferry you across the obstacle and then be gone again. You never get to a point where you think "this would be the perfect job for my starter!" and send out your own, trained Pokémon to move that rock or ferry you across the sea or sniff out hidden items. It's somebody else's Pokémon, it's always the same Pokémon for the same job, and you will never interact with it outside that one, single job.

That being said, getting to ride Pokémon around is still very fun. Storming down the main shopping street on the back of a Tauros, gracefully splashing around the bay on a Lapras, or being cradled in Machamp's strong arms. It's miles better than seeing a picture of your Pokémon and then a bush being cut; the Pokémon are actually out there and doing a job. That is a really cool feat, and if they manage to expand on it to include more Pokémon in the future, they may achieve that dream of useful overworld interaction with your Pokémon companions. And to answer the question asked, I think Tauros serves as a decent replacement for the Bike. Having to hold down B to run is a little annoying but completely understandable. It's a little hard to control Tauros's turns with precision at high speeds, so a speed toggle is necessary. And I think it would be much more annoying to press B to slow Tauros down, for instance. Utilizing the the press-B-to-run control scheme we've known from the Running Shoes for four generations is by far the most intuitive solution.

For the record, my favorite Poké Ride is probably Sharpedo. It is amazingly "drifty" when turning and really fast on straight sections. It's a shame you can't use it for fishing, as that comes across as a rather contrived excuse so as not to make Lapras completely obsolete. Least favorite by far is Mudsdale. Calling Sharpedo and Lapras lazy excuses is really an overstatement when stuff like Mudsdale is in the game. Its sole purpose is to take you across rocky terrain. But rocky terrain only appears after you have found Mudsdale, so there's nowhere you think "I wish I had something to help me across here". Mudsdale is a solution to a problem that wouldn't have existed without it. Rocky terrain was clearly put into the game to give Mudsdale a purpose, not the other way around. Whenever I come across it, I think "Great, now I have to summon Mudsdale again." Mudsdale is useless; it's slower than Tauros, and it doesn't solve a puzzle as much as force you to open a menu to proceed.

SOS Calls

Should have there been a limit on wild Pokémon calling for help? Was this a suitable replacement for all the other shiny hunting methods of last generation?

Codraroll

Codraroll

I dislike SOS calls. That's all that needs to be said. But I'll say a lot more anyway. SOS calls slow the pace of the game down to a crawl. Want to defeat a wild Pokémon for some quick EXP? Too bad, the battle is forcibly dragged on since the Pokémon you just defeated has summoned a replacement. Want to just get away from an unwanted battle? Oh no, the Alola Pokémon are all too slow to escape Golbat on turn one. Let's wait for a few more seconds while it attempts to summon an ally, after it has already used a move on us. Want to hunt for hidden abilities? Welcome, my friend, to hell.

SOS calls wouldn't have been too bad, actually, if not for one thing: the feature replaced the DexNav, which was the best new feature introduced to Pokémon for several generations. The DexNav was close to perfect; it gave people a reason to jump into tall grass, and every wild Pokémon battle you suffered through helped building your search level, which you could make good use of in the future. It would tell you in advance about useful Egg moves or hidden abilities. I never used it to hunt for shinies, but I appreciated every other aspect of it. It was the perfect integration of the PokéDex into gameplay, and Game Freak chose to scrap it. Kinda weird that they did that, considering how the Rotom Dex would be a perfect heir to the feature. But I guess cracking jokes is much more important for a PokéDex than, you know, showing you information about captured and available Pokémon in the area.

Personally, I feel like SOS calls were tacked on to give Sun and Moon more "NEW!!!" features. That the designers wanted to make new bells and whistles, even though the existing ones worked perfectly already. They also take over a little after horde battles, which may have been scrapped from Sun and Moon for technical reasons (anyone who has played a Double battle on the earliest iteration of the 3DS can attest to the fact that it doesn't handle battles very well when there are more than two Pokémon on the field). SOS calls might have been a neat idea in isolation, but it's overshadowed by the feature it replaced. This obvious step down makes me dislike SOS calls even more. Not for what they are, but for what they are not.

Trials

Were they a suitable replacement for Gyms? Which Trials did you like or dislike the most?

DHR-107

DHR-107

Absolutely a resounding yes. Whilst I love the idea of Gyms and how they block progression through the games, the Trials I think were an idea Game Freak had for a while but never had the system power to pull off well, which is why they went with Gyms. Much like in the Orange Islands anime arc, the Trials put the player against nature and tough battles all to decide if you have bonded with your Pokémon enough. The Totem battles are tough with the boosts they are given, which is what they should be. I have heard nightmare tales of Wishiwashi and Lurantis sweeping through unprepared teams.

I think I enjoyed the Acerola Trial at the Thrifty Megamart the most, just enough creepiness to keep the player going and a bit of mystery too. I don't believe we will ever get an answer to why it was built there. But it being abandoned does give a nice home for the Ghost-type Pokémon of the region. The Mimikyu battle is a tough one with its ability and its boosted stats. It can clean sweep teams that can't punch through those boosts.

Ride Pokémon

Was there ever a perfect replacement for the Bike in amongst those choices? Which were your favorites to use?

DHR-107

DHR-107

As much as people love the Bike, and it is an absolute staple of the series, I much prefer Tauros/Stoutland/Mudsdale as my form of transport. All three have nifty additions, and Tauros is just as fast as everything bar possibly the Mach Bike. Ride Pokémon were a long time coming if I am honest. The removal of HMs is probably the best decision Game Freak has ever made. I have long been praising Black and White for only having ONE forced HM use (to access the Dreamyard right at the start) and deriding ORAS's heavy use of them to get anywhere in particular.

The lack of requiring HMs opens up a multitude of team options and archetypes that weren't really available before. Now there is no need to have a Pokémon that can learn Strength or Fly in order to move around swiftly. At worst, HMs should have been for exploration only areas in the postgame, rather than being required for puzzles. Poké Ride fixes this wonderfully. There are a few areas that are blocked off until you get the correct Ride Pokémon, but the ease with which Fly enables you to get back to places (the Fly locations are very much expanded) makes it easy to go back and explore when you want.

SOS Calls

Should have there been a limit on wild Pokémon calling for help? Was this a suitable replacement for all the other shiny hunting methods of last generation?

DHR-107

DHR-107

This is the only negative I can really have against Sun and Moon. SOS battles can be very frustrating early in the game. I certainly didn't expect to end up in an almost endless loop against Rufflet on Route 3. The main gripe I have with the mechanics of SOS is that there is no cooldown. A Pokémon can both attack and call for help at the end of a round. This means if you are incapable of OHKOing the Pokémon, you might end up in a loop attempting to KO everything. Great for EVs and grinding for hidden abilities or shinies, but not so great during the main story. Early on you tend to be devoid of any status moves (which allow you to "block" calling for help) or global moves that affect both targets, which makes fighting SOS battles early-game tough. I think its a suitable replacement for getting shinies and hidden abilities, but I would have preferred a method to induce it manually (as in, no SOS call unless you use an Adrenaline Orb).

Trials

Were they a suitable replacement for Gyms? Which Trials did you like or dislike the most?

Lumari

Lumari

When the Island Trials were first announced, many people said they'd be replacing Gyms. And I was annoyed, because there was no confirmation of this whatsoever and the Trials really struck me as a Pokémon Ranger-esque sidequest, so I was like "let's wait and see". We waited, we saw, the Gym deniers were right, and here we are. If I'm asked if the Trials were a proper replacement for Gyms, then I honestly cannot give any other answer than "no, absolutely not"; compared to Gyms, they were downright skimpy. The average Gym featured at least five full Trainers, a puzzle of some sort, and a tough "boss battle"; Island Trials, on the other hand, were three easy wild encounters _at most_, in a couple cases even none at all, maybe a very minor puzzle if you're lucky (Mallow's Trial being the only real exception here), and the boss battle. Essentially just a boss battle with a prelude, if you will, no full boss stage like a Gym. And the Grand Trials were just the one boss battle, never a prelude of any kind; as if you ran into a Gym Leader in the overworld, they were blocking the gate to the next town, and you had to defeat them to gain access.

But here's the thing: they didn't have to be a one-on-one replacement to Gyms. We still have our "checkpoint" boss fights that provide minor powerups; they are just a lot less pronounced than Gyms used to be. Result? Losing the dedicated "boss stages" for a more consistent flow of the story. And I don't think either is worse than the other. As Game Freak was leaking basically the entire game through pre-release trailers and it became clear there'd be a lot of focus on the story this time, I was worried. Worried, because a strongly pronounced plot tends to conflict with typical RPG elements, which Pokémon does (or should) hinge on, after all. Kind of hard to work with a Johto- or Kanto-like near-open world when there's a ton of events that you're gonna have to follow in a pre-determined order. Therefore, I was afraid Sun and Moon were gonna feel more like a glorified spinoff than an actual Pokémon game. And I was right. I had just forgotten how good the Pokémon Ranger games were. The near-continuous state of "mission" really worked to enhance the plot in those games, and the much more continuous flow of the storyline in Sun / Moon as a result of the absence of Gyms or an equivalent had the same effect. I wouldn't have minded Gyms staying for Sun and Moon, but that is not to say Trials were worse by any means. And they were worthy boss battles too—I'm still pretty relieved about my Growlithe's first Flame Wheel landing a crit and a burn on Lurantis.

Ride Pokémon

Was there ever a perfect replacement for the Bike in amongst those choices? Which were your favorites to use?

Lumari

Lumari

Sorry, were these ever meant to replace the Bike? I thought they were the successor to HMs... As successors to the Bike they're objectively inferior as far as I can tell, since the only reason you'd use the Bike in the first place is speed. Tauros comes closest, but it requires the B button to be held down in order to actually go fast, which the Bike did not, meaning I can no longer read a book or browse the Internet while breeding. I probably sound like I'm oversimplifying this massively, but as someone who doesn't really care for the badassity that "riding a Tauros" involves, there's really not much else to base my judgment on... And heck, you're talking to someone who barely used the Bike in HGSS because it stopped my partner Pokémon from following me. Don't expect me to use Pokémon rides any more than necessary if I'm gonna have to wear armor like that.

Now, comparing them to HMs is much more relevant, since the removal of HMs forced Pokémon to come up with a new way to implement (the clearing of) roadblocks. HMs already started to disappear as early as BW, where Strength was limited to a couple optional cases of "push a block into a hole and you'll never need to clear this roadblock again" and the number of Cut trees could be counted on the fingers of one hand. Instead, we got several random dudes blocking paths who disappeared after you cleared a required event, such as defeating the Gym Leader. I have vented about this before, but I really hate this setup. Why would that guy blocking the way to the desert decide to go home right as you defeat Burgh? There is absolutely no logical reason why he would do that, which makes this really lazy game design. I know there's no real way to get around "event flags" like this altogether, but if there is a way to avoid them, then please do... and HMs were a good one. You need to get through Ilex Forest. But a Cut tree is in the way. So you have to obtain the Cut HM to get past it. So you seek out the guy that has the Cut HM and earn it by doing him a favor. Then, you defeat Bugsy to gain permission to actually use it. And everything has a purpose, nothing (or, well, not a lot) comes out of nowhere, and everything ties together nicely. See? Everything makes sense, nice and clean.

It is a big point in SM's favor that "random dudes blocking paths" are actually pretty rare; the barriers that were lifted after you cleared the Island Trials were the closest thing. "You need to be a recognized Trainer to go past this point." Still not something I care for particularly, but alright, it makes sense and gets a pass. Instead, now that we no longer have to temporarily teach one of our party Pokémon an HM move or briefly swap them out for an HM slave, traditional Strength- and Rock Smash-ish roadblocks return in much greater frequency than they used to (as well as a couple roadblocks we've never seen before!), and we can summon a seventh Pokémon to clear them away. Let me make it perfectly clear that this is not a bad way to implement roadblocks; there's nothing too irrational about it (by video game standards at least), and the coolness factor is there. I just think it's inferior to HMs once again because of how it simplifies the game design. You need to cross the sea? Better get the HM that allows you to do so, which is hidden deep down in the Safari Zone, prove yourself worthy to use it through battle, and make sure you pack the proper Pokémon if you actually intend to use it. That's what it used to be—but right now? Well crikey, there's a pond you need to cross, let me give you a one-click access button so this won't cause any trouble anymore ever. And that right in the middle of a trial that's supposed to test your skills. This is also once again very similar to a mechanic from the Pokémon Ranger games, "target clear", where a wild Pokémon that you capture can clear a roadblock (or, indeed, give you a ride), but just once—if you want to put out a second fire or get a second ride, you have to capture another Wartortle or Doduo. Essentially the same concept, and a good one, but if you want more gains, be prepared to put in more effort as well. Simple.

I liked HMs, bring them back. Or just throw a sidequest our way where we have to save and befriend that Tauros or Lapras first, I could settle for that as well. Or make the ride Pokémon harder to use. The possibilities are endless; just make us put in some effort please.

SOS Calls

Should have there been a limit on wild Pokémon calling for help? Was this a suitable replacement for all the other shiny hunting methods of last generation?

Lumari

Lumari

Okay, imagine this, true story. End of Melemele Island, your Growlithe is out facing a Petilil of a couple levels lower, and you click Ember for a very easy 2HKO—and who cares that it's not an OHKO at this point in the game, where this is the only Fire-type attack you have access to just yet. Petilil uses Leech Seed and calls for help. And eight turns and a continuous chain of newly summoned Petilil later, Growlithe has been defeated by a Pokémon that it always 2HKOes and that can barely inflict 2 HP of damage on it, and you wonder what the hell just happened. Does this sound in any way fair to you? No? Welcome to the wondrous world of SOS calls. Other highlights include Slowpoke suffering the same fate against a Caterpie half its level, and similarly, against any wild Golbat, Magneton sure should be a foolproof counter, shouldn't it... except when after you switch it in, suddenly Magneton is confused and facing two Golbat at once. At least I guess the Pokémon Centers made some decent profit here and Discharge's in-game viability just got a big boost!

I don't really have an issue with SOS calls being this generation's go-to method of shiny hunting, because your catcher will probably outlevel the wild Pokémon anyways and Growlithe-Petilil scenarios shouldn't be an issue. I cannot provide much of an insightful answer here otherwise, since I see shininess as little more than an aesthetic perk, meaning I'm not interested in getting them if they require more effort to get than a quick RNG abuse and would very quickly end up questioning my existence if I were to spend days grinding for them. My main issue is how they can slow down progress through the storyline so tremendously when they catch you at the wrong time or you need to grind some more levels to catch back up with the AI. Oh, and how they apparently made hidden abilities a pain to get as well, though I guess that's in line with the numerous nerfs to obtaining competitive Pokémon this gen. Either way, a cap on the number of Pokémon called would have solved the in-game trouble SOS calls pose to some degree, but that wouldn't have been feasible when they're also the prime shiny chaining mechanic. I think the most sensible fix would have been to level down the ally Pokémon to make them a lot easier to beat, similarly to horde battles in XY. Which were great.

Overall, this mechanic makes for a prime example of change for the sake of change being bad, which is something I never like being proven right about.

Trials

Were they a suitable replacement for Gyms? Which Trials did you like or dislike the most?

{Pokemon_Vigilante}

{Pokemon_Vigilante}

I have to say that the Trials were a suitable replacement for the Pokémon Gyms of older generations. They forced you to think outside the box, deal with some sort of unique task that really didn't take away from the goal of fighting the Totem Pokémon, and then made sure to test your strategy in a few different ways. There was always something to do besides simply battling underlings of the Gym Leaders and moving stuff in order to make your way through.

As for the individual Trials themselves, I have to say that Ilima's trial was my least favorite because I felt like I should have been playing whack-a-mole with the Yungoos. Kiawe's was a close second on my least favorites list simply because the detail changes weren't that hard to follow.

My favorite Trial overall would have to be Sophocles's, because it forced the player to remember and recall small sounds that we had heard previously throughout the game, and that made me stop and think about all the sounds and how little we actually pay attention to anything outside of the battles most times.

Ride Pokémon

Was there ever a perfect replacement for the Bike in amongst those choices? Which were your favorites to use?

{Pokemon_Vigilante}

{Pokemon_Vigilante}

The Ride Pokémon were an excellent addition to this game! I can honestly say without reservation that it has ALWAYS been a personal dream to see the actual Pokémon being ridden, not some nondescript little blob for surfing or flying. It made the game feel a little more realistic in my opinion and answered the question of what it would look like if you could ride Pokémon and use for them for various different things outside of battle with no need to clog their move sets with HMs that required players to build utility Pokémon and keep on the team more often than not. I know I personally liked that the Ride Pokémon didn’t require a space on my team, because it let me have the freedom to bring six Pokémon along for the sole purpose of training them.

My favorite Ride Pokémon to use, and the one that best replaced the bike, was Tauros. The full speed charge made Tauros move almost as fast, if not faster than the Mach Bike in my opinion. The added bonus is that we didn’t have to stop moving in order to bust through rocks like we would have had to do if we would have needed to use Rock Smash. Tauros was a PERFECT replacement for the Bike in my opinion.

The least favorite to use in my opinion had to be the Machamp, and there was a single question that I can ask you that will help you see that: Why would any trainer want to be carried like a baby by a Pokémon? I get it, Game Freak didn’t want to make it look like were getting a piggy back ride from Machamp, but they could have strapped us to Machamp’s back like a backpack or something with the player facing the opposite direction. I don’t know if I’m alone on that one, but that Ride Pokémon setup was the one that bugged me most of all.

SOS Calls

Should have there been a limit on wild Pokémon calling for help? Was this a suitable replacement for all the other shiny hunting methods of last generation?

{Pokemon_Vigilante}

{Pokemon_Vigilante}

The SOS calls ran rampant in this game, and I am being kind to put it that way. Half the time the help never arrived, and even if it did, the only thing it truly did was stall one Pokémon’s inevitable fate of being caught. It didn’t provide me with any shiny Pokémon as of the time of this writing, and I haven't used a single Repel in the game thus far, which is an actual first for me. Based on previous shiny hunting methods, however, this SOS system could be useful because a lot of players prefer to make the non-shiny Pokémon faint in order to have a shiny one appear faster. That being said, I didn't subscribe to that idea, mainly because I prefer to let it all happen at random, and though it's only happened for me a total of 5 times through the years, I'd rather enjoy the thrill of the random pop-up than go on a knockout spree just to get one. As for the SOS calls as a whole, I do think there should have been a limit on it, but as I said earlier, it didn’t really impact the game too much aside from making annoying pauses during the battle sequences, or multiple double teams against a Totem Pokémon in Trial battles.


^ Return to main menu

Conclusion

What do you guys think? Do you agree with our panelists? Let us know on Smogon's Facebook page!

Keep your eyes peeled for part three over the next few days!

Puzzle Page »

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Puzzle Page

Alakazam art by Bummer

Art by Bummer.

Welcome to the eighth edition of the Flying Press's Puzzle Page! Thanks to all of those who sent in their answers. Congratulations to Someoneelse, who earned the most points last time for the previous set of puzzles and for topping the new leaderboard! As usual, anyone who submitted correct answers has earned points on the brand-new leaderboard at the bottom of the page.

Thanks to all of the members of the puzzle team who helped out with the puzzles in this edition, including GoodMorningEspeon, Cynthia612, and Engiineer!


Anagrams

Anagrams consist of several Pokémon-related terms whose letters have been scrambled around. In order to solve them, you have to figure out which terms have been scrambled. For example, "Science Spy Hop" unscrambles to Espeon / Psychic.

  1. Haunted Inner Card (2 Terms: Move, Move)
  2. Mr Al Curt Pad Novel Glade Twin Pewter (3 Terms: Move, Move, Location)
  3. Tout Greek Strawberries (3 Terms: Move, Move, Ability)

Parameters

By using the /dexsearch command on Pokémon Showdown, find out which parameters match only the Pokémon listed. For example, say you are given these Pokémon: Bibarel, Bidoof, Pachirisu, Patrat, Raticate, Rattata, Smeargle, and Watchog. Even though all of them learn both Protect and Substitute, there are many other Pokémon that can as well, so the trick is to try to narrow down your options as much as possible. Parameters may include moves, abilities, tiers, generations, colors, and so on.

  1. Fomantis, Lurantis, Steenee, Swadloon, Tangrowth, Tsareena (2 Parameters)
  2. Dewgong, Froakie, Frogadier, Greninja, Incineroar, Litten, Seel, Smeargle, Torracat (2 Parameters)
  3. Gallade, Smeargle, Togekiss, Togepi, Togetic (3 Parameters)

Psywaves

A Psywaves puzzle takes a Pokémon's name and splits it up either by phonetics or by spelling. The terms are then either categorized (as a letter, number, body part, etc.) or replaced with a synonym of the original term. Each section of the term is separated by plus signs, and when put together, the terms will form a Pokémon's name. For example, the answer to Exhale + Animal would be Psyduck because "Sigh" (Psy) is a synonym of exhale and "Duck" is a type of animal.

Well, that's how it usually goes! This time round, it's gonna be a one-word puzzle! In this case, the hint is based entirely on the Pokémon's name without it being split up. For example, the answer to "Sadness" would be Gloom.

  1. Terrifying
  2. Herb
  3. Indecisive

Cryptogram

In a cryptogram, every letter used in a message is replaced with a different letter. In order to solve it, you must determine what the original message is. The following phrase is a quote from a character in the main series Pokémon games. For example, a cryptogram of "VDWXQFR REBU AFRSUBKYTCA!" would unscramble to "Pikachu used Thunderbolt!", as each U in the original sentence is swapped for R, each E is swapped for B, and so on.

  1. SYQH QCQZM UGLQ AQQOP FHTOYQZ UGLQ, PTAQOYGHK SGUU XQ XTZH.

Pokémon Link

In this puzzle, you must create a path from one Pokémon to the other identical Pokémon by drawing a continuous line. Each line must be either horizontal or vertical but can change directions wherever applicable. Every square in the grid must be filled, and lines cannot pass through other filled boxes or boxes with icons in them. Keep in mind that lines may not be created diagonally nor can boxes be filled without being part of the continuous line.


Conclusion

Starting from this issue, the answers to the previous issue's puzzles will be posted here. They can also be found in the announcement thread of the Flying Press forum. Be sure to keep an eye on the thread too, as any announcements regarding fixes to puzzles will be posted there. As usual, once you've completed one, some, or even all of the puzzles that this page has to offer, send your answers via a private message to Smogon's Flying Press on the forums (a Smogon account is required). Good luck to all who dare to participate, and we'll see you again in a few weeks!

Leaderboard

  1. Someoneelse: 23 points
  2. Axel Rouche: 21 points
  3. Calm: 13 points
  4. EnemyJurist: 7 points
  5. baconbagon: 6 points
  6. Maximum Optimizer™: 6 points

Answers

Answers to the previous puzzles:

Anagrams

  1. Shaymin, Gracidea
  2. Trubbish, Black Sludge
  3. Elekid, Thunderbolt, Mauville City

Parameters

  1. Fire Spin, Yellow
  2. Synchronize, Synchronoise
  3. Cosmic Power, Pink

Psywaves

  1. Corphish
  2. Braviary
  3. Porygon

Cryptogram

  1. Yuck! Papa, you're stinky! Go shower now, stinky!

Pokémon Link

Answer key

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