Pokemon XD Orre Colosseum Guide (GP: 2/2) Finished

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Pokemon XD Orre Colosseum Guide
(Approved by Oglemi)



Abstract

This guide is limited in scope to the Orre Colosseum challenges present in the story mode of Pokemon XD. This guide covers the background of the colosseum, its rules, effective strategies and teams for its challenges, data on each round, and analysis of the AI teams. This is not a challenge to be taken lightly, as it requires much in-game time investment and contends for the most challenging battling ever presented in a Pokemon game. Your opponents have nearly perfectly IVed Pokemon that have been EV trained and have been given a variety of exotic movesets and held items. The potential for level advantage is impossible, meaning that the traditional in-game mindset of simply muscling through your opponents is not an option; you must outplay them. If you have a copy of Pokemon XD but never attempted this challenge, now would seem a good time to go back and test your prowess. For those without a copy and who are interested in the toughest battling Pokemon has ever produced, you will unfortunately have to invest in a copy of the game and possibly in a GBA link cable as well.



Introduction

The opportunity to challenge the Orre Colosseum is available only after the main storyline of Pokemon XD has been completed. The Colosseum consists of seven rounds of double battles, each with four battles. To advance to the next round you must win each battle consecutively; a loss against the AI during a challenge means that you must restart that round from the beginning again. At the start of each round you will challenge with a team, and you will use this team for all four battles of that round. Only four of your six Pokemon will be used in each battle, and these are to be chosen at the start of each battle. This provides more flexibility when preparing for the AI teams, which helps to offset the disadvantage of having to use the same team four battles in a row. In general, each round has some sort of a theme, meaning that it is expected for a challenger to bring a specially-selected team for each round. It is possible to complete all seven rounds with the same team; however, it is easier to complete the challenge by preparing for each round on its own.

Naturally there will be hax during the challenge, especially when considering that almost every round has a Pokemon that caries BrightPowder or Lax Incense. The AI also makes use of Thunder Wave, confusion, and OHKO moves, furthering the potential for disaster. While this is mostly limited to the first two rounds, it becomes quite apparent because the challenge requires that you win four battles in a row, quadrupling the AI's opportunity to screw you over. While this is a negative, it is nowhere near as bad as in the Battle Frontier, where almost every challenge is ended by hax due to how the player is forced to win a large number of battles in a row. The first round is the only one that really focuses on the use of confusion, paralysis, and infatuation. In the second round, the AI makes use of Sand Veil and Double Team, and in another battle it wields OHKO moves, although these things are not seen in the five subsequent rounds. While sometimes it is impossible to prevent hax from mangling your team, following several strategies can drastically reduce the opportunity for the AI to screw you over.

The AI in the Orre Colosseum is generally effective, albeit somewhat predictable. It tends to make the "smartest" play and has the Pokemon to execute such plays. "Smartest" is in quotations, because it refers to how the AI seeks to maximize the yield of its turn. The simplest case is that if you have a Water-type in battle against the AI’s Raikou, it is almost assured that Raikou will attack the Water-type with Thunderbolt. On occasion the AI does make some strange plays that serve to keep things interesting, but most of the time it will choose the obvious play. This is especially exploitable with users of Protect, which serves to further solidify the move's incredible utility. Situations of double battle events such as Explosion, Earthquake, and Skill Swap serve to further highlight this and are responsible for some of the more interesting moments of play.

There are a few moves in particular that prove extremely effective for this challenge. The previously mentioned Protect is great on a Pokemon that has room for it, and a majority of Pokemon should be running it. Protect can allow the manufacture of free turns when the AI focuses both their attacks on a single target, allowing your second Pokemon to take an advantage. Protect can also be used to alter how a trade occurs, allowing a slower Pokemon to knock out a faster Pokemon because the faster Pokemon was focused on the protected Pokemon. Protect also provides a single-turn immunity to Earthquake, Selfdestruct, and Explosion, which are some of the most effective and deadly moves in the Orre Colosseum. These moves allow the disposal of multiple foes at a time and, when used effectively, force trades in your favor. Strong special attacks are also valuable assets, and they can plow through foes quickly when coming off certain Pokemon. Similarly, fast Pokemon with good coverage can be used to double team one of the AI’s Pokemon and knock it out before it has a chance to move. The pace of the game is very fast and battles are usually over quickly, with the exception of the Lovrina final. This makes it very easy to lose from a single poorly played turn and means that the player needs to make calculated safe plays.



Rules

~ The following Pokemon are banned: Mew, Mewtwo, Lugia, Ho-Oh, Celebi, Groudon, Kyogre, Rayquaza, Jirachi, Deoxys;
~ Soul Dew is banned;
~ A team is not allowed to have multiple of the same species of Pokemon (Species Clause);
~ A team is not allowed to have multiple use of the same item (Item Clause);
~ You are permitted from calling your Pokemon or using healing items on them;
~ All AI Pokemon are at level 60, or they are at the same level as your highest Pokemon;
~ All battles are double battles;
~ Four of six Pokemon are to be selected and used at the start of every battle;
~ The challenge must be completed by winning four consecutive battles, losing a battle restarts the challenge for that round;
~ Use of recoil or self-destructing moves that knock out the last Pokemon of both the AI and the player always results in a victory for the AI; the AI always wins if the player has run out of usable Pokemon.



Building Teams

To attempt this challenge it will be necessary to train an elite group of Pokemon. The best Pokemon are often bred for optimal IVs and nature and then EVed, given the best moveset, and leveled up. This is a very time-consuming process that also wants all the resources available across the Gen III Pokemon games (Ruby / Sapphire EV training spots, Emerald move tutors, Fire Red / Leaf Green move tutors and Pokemon, Pokemon from Colosseum, and Mt. Battle items). Unless you already have boxes of perfect level 100 Pokemon that were acquired long ago, it will be necessary to raise Pokemon from scratch and train them to level 60. This process itself would make a massive guide, but in the interest of restoring confidence it is possible to complete the Colosseum with your in-game Pokemon XD team by making the greatest uses of the resources available in XD alone. Clearing the first round of Orre Colosseum does give the player access to the Lucky Egg, which can slightly reduce the amount of time such a process takes. It is also possible to use hacked Pokemon, which is great in the way it saves time, although it makes the Colosseum slightly easier because you have access to perfectly IVed Pokemon. Note that the Orre Colosseum invests far more Speed EVs compared to Emerald's Battle Frontier, meaning that Pokemon specifically EVed for the Battle Frontier will not necessarily be effective here.

If building with resources only available in Pokemon XD, the best Pokemon available in-game are Snorlax, Starmie, Salamence, Zapdos, Tauros, Gardevoir, Flygon, Electabuzz, and Houndoom. There are many other usable Pokemon, so don't allow these specific mentions to limit your imagination; even Pokemon such as Primeape and Flareon can put in some work during earlier rounds. Because it's not feasible to EV train Pokemon in the confines of the Orre region, simply focus on obtaining these Pokemon with good IVs and a useful nature; this can mean having to soft reset until you get an acceptable Pokemon, which is especially difficult when reseting for a Pokemon obtained in a boss battle. For some Pokemon such as Zapdos and Tauros it is impossible to soft reset for them because the game forces a save before you can check their stats. When intending to use an in-game team to clear the colosseum, try to keep all Pokemon around the same level, and ideally, never over level 60 as to minimize the amount of work required if you intend to train new Pokemon. The natural route of the game offers almost enough experience to get six Pokemon to level 60, so round off remaining Pokemon at Mt. Battle after completing the game.

Item Clause being in effect means you have to decide on which Pokemon to give Leftovers to; usually it will be the most bulky. Not many other items have significant utility. The only items that boost offensive power are the 1.2x boosting items for each type of move, and Choice Band, which can be effective but not always an easy fit. The Shell Bell is another item that can restore HP, but it is usually only worth using on Pokemon such as Tyranitar when it wields moves that hit multiple targets, such as Rock Slide and Earthquake. A Lum Berry can free a Pokemon from status once, but it is of not much use in battles where the AI doesn't make use of status conditions. BrightPowder, Scope Lens, Focus Band, etc. are all usable items but are luck-dependent and limited to clutch use. It is actually surprising how annoying the Item Clause can be, especially when trying to build around a theme.


Overall, the following strategies are highly effective:

- Explosion and Selfdestruct

These two moves are absolutely devastating in the Orre Colosseum. While the AI does have several teams that make use of Protect and Ghost-types, the amount of damage these moves can do in exchange for one Pokemon often yields an advantage. There are several battles where a three-against-two advantage can be attained on the first turn when a bulky and powerful Pokemon goes boom. The Regis, Snorlax, Metagross, and a few other Pokemon can make effective use of Explosion and Selfdestruct, and they can be combined with some other strategies such as Helping Hand Dusclops and Endure + Salac / Liechi Berry Pokemon to quickly attain an offensive advantage.


- Fast and Powerful Pokemon

Pokemon with a high base Speed, a strong offensive stat, and a good movepool are highly effective due to how they can ensure quick and easy KOs before the AI can make a move. This type of matchup does become troublesome against similar Pokemon employed by the AI because their stats are perfect and thus the Speed advantage often becomes too much to outplay. Pokemon such as Gengar, Latios, Latias, Zapdos, Starmie, Alakazam, Aerodactyl, and Sceptile are examples of such Pokemon.


- Endure + Salac or Liechi Berry

Use of Endure along with the held item Salac Berry or Liechi Berry can be an effective offensive strategy against the AI; however, it does fail sometimes, such as against Tyranitar and users of priority. Heracross is the most effective user, being able to spam Reversal after the Speed boost from the Salac Berry. Some other Pokemon such as Hitmonlee, Blaziken, and Electrode can also put in work with a combination of Endure and one of these Berries. Combining this with use of Explosion or Earthquake will ensure that your Pokemon is lowered to 1 HP on the turn it uses Endure in the event that the AI chooses not to attack it.


- Lightningrod Abuse

A few Pokemon such as Gyarados are very difficult for the AI to KO when Electric-type moves are taken out of play. Although Manectric is not immune to the Electric-type attacks it draws, it is the best user of Lightningrod. Other Pokemon such as Rhydon and Marowak are usable but easier for the AI to capitalize on due to their low Speed and highly exploitable weaknesses.


- Heavy Intimidation

For battles where the AI’s team is mostly physical attackers, using a team with several Pokemon that have the ability Intimidate can greatly reduce the AI’s ability to blow holes in a build. The AI is also reluctant to switch out, meaning that switching Intimidate users in and out can repeatedly lower their Attack.


- Bulky Setup Sweepers

Setup sweepers capable of taking a hit or two can be quite effective depending on the battle. Most of these are users of Dragon Dance, although there are some effective users of Calm Mind and Swords Dance as well. Pokemon such as Salamence, Tyranitar, Dragonite, Raikou, and Scizor can really pack a punch after a turn dedicated to setup; however, note that the fast pace of the battle means that they usually aren’t alive very long to attack.


- Rain Dance

While it is possible to clear every round with a sand team, rain usually works out much better. Effective Swift Swim users and rain abusers can cleanly KO many of the AI’s Pokemon with neutral Hydro Pumps, and pairing this with Thunder leaves few Pokemon able to withstand an onslaught. Full rain teams are not required either; even just one Swift Swim user that has effective synergy with the rest of the team can be a valuable asset.


These of course aren’t the only strategies that work, just the ones that I have had the most success with in my experience versus the Orre Colosseum. Depending on how interesting you find the challenges, you may build only one team or acquire boxes of Pokemon dedicated to this challenge. Teambuilding itself does not need to be a meticulous process; however, the AI will exploit overlapping weaknesses. In particular, teams with numerous weaknesses to Earthquake will struggle against any AI team that packs the move. Earthquake is powerful enough that, if super effective, it will usually get a KO; the few exceptions are Pokemon such as Metagross, Regirock, and Registeel, which have enough physical bulk to stomach the onslaught. Stacking weaknesses to powerful special attacks such as Thunderbolt is also something to be avoided, because it makes taking down the AI’s Raikou or Electabuzz significantly more difficult. Bringing teams that have multiple immunities to common offensive types is very useful, because most of the time the AI is somewhat predictable, and switching in Pokemon immune to the AI’s attack can yield an advantage.

The fast pace of the battles in Orre Colosseum does invalidate switching to some extent. Switching a Pokemon that would be OHKOed with a Pokemon that takes neutral damage offers little in terms of absolute material. Most attacks from the AI will 2HKO Pokemon that take neutral damage anyway, effectively eliminating the advantage gained by switching in some scenarios because it gives up that Pokemon’s attacking turn. It is sometimes hard to predict what the AI will do to what Pokemon, meaning that switching in a Pokemon that is crucial to the battle can result in a surprise KO from the AI because you didn’t expect it to choose that target. This shouldn’t entirely discourage switching, however; in many situations the best option is to switch in order to distract one of the AI’s Pokemon for a turn while you attack it with your other Pokemon.
 
Last edited:

Minority

Numquam Vincar
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Round 1
Battle 1: Hunter Greel

Parasect @ Quick Claw / Female / Effect Spore
Spore / Return / Giga Drain / Aerial Ace
254/309/188/211/188/79 | 132/157/96/108/96/41

Breloom @ BrightPowder / Male / Effect Spore
Spore / Focus Punch / Sludge Bomb / Substitute
254/386/188/133/148/231 | 132/195/96/68/76/118

Houndoom @ Focus Band / Male / Flash Fire
Flamethrower / Crunch / Pursuit / Dream Eater
284/187/128/311/188/309 | 147/95/66/158/96/157

Slowbro @ Leftovers / Male / Own Tempo
Yawn / Dream Eater / Focus Punch / Shadow Ball
324/265/248/228/251/79 | 167/135/126/116/128/41

Jynx @ Lax Incense / Female / Oblivious
Lovely Kiss / Dream Eater / Psychic / Ice Beam
264/115/98/321/218/309 | 137/59/51/163/111/157

Gardevoir @ Scope Lens / Female / Synchronize
Hypnosis / Dream Eater / Ice Punch / Thunderbolt
270/142/158/375/258/251 | 140/73/81/190/131/128
The first battle is the most difficult of the round, as it focuses on sleep, which renders Pokemon unable to move at all. Because there is no Sleep Clause, and because the AI has a couple fast Pokemon, this can turn into a major problem. It is best to make use of fast Pokemon that can knock out the AI's Pokemon before they can put you to sleep, or, alternatively, to make use of anti-status measures. Fast Pokemon with Substitute or even Safeguard can make the AI struggle because their most dangerous moves, such as Dream Eater and Focus Punch, benefit from your Pokemon being asleep. Due to Item Clause, you can only bring one Pokemon with a Lum Berry, although if you are struggling with this battle you can bring a Chesto Berry as well; just realize it most likely won't see use in the later three battles. Pokemon with a move such as Calm Mind in addition to Substitute perform fantastically here. Slowbro and Gardevoir are the most bulky Pokemon used by the AI, so make note of that when choosing attacks so that they don't surprise you by surviving a barrage and retaliating.


Battle 2: Rider Herlam

Slowking / Female / Own Tempo
Yawn / Ice Beam / Surf / Psychic
323/160/251/250/311/89 | 166/82/128/128/158/47

Lickitung @ Leftovers / Female / Own Tempo
Body Slam / Earthquake / Shadow Ball / Belly Drum
314/201/195/133/241/88 | 162/103/100/68/123/46

Smeargle @ BrightPowder / Male / Own Tempo
Teeter Dance / Lock On / Sheer Cold / Protect
244/61/161/68/129/241 | 127/32/83/36/67/123

Grumpig @ Lax Incense / Female / Own Tempo
Confuse Ray / Ice Punch / Fire Punch / Psychic
294/106/158/271/248/276 | 152/55/81/138/126/140

Cacturne @ Miracle Seed / Female / Sand Veil
Teeter Dance / Needle Arm / Toxic / Double Team
273/232/148/259/211/221 | 141/118/76/132/108/113

Spinda @ Focus Band / Female / Own Tempo
Teeter Dance / Dizzy Punch / Flail / Protect
253/162/134/148/211/211 | 131/84/69/76/108/108
In this battle the AI uses confusion-inducing moves, particularly Teeter Dance, which will affect all Pokemon in battle except for the user. For this reason, the AI also uses Pokemon with the ability Own Tempo, which prevents confusion. This can be used to your advantage by bringing a Pokemon with Trace, which will copy the confusion immunity; Gardevoir is particularly effective. While a Pokemon with Trace is helpful, it is far from required. A Pokemon with a Lum Berry can snap out of confusion once, and frequent switching on your part can eliminate luck as a factor. Be aware that Lickitung uses Belly Drum, so prevent it from being able to set up by knocking its HP below 50% before it has a chance to move. Smeargle makes use of Lock-On and Sheer Cold, but this can be negated to some extent through switching or use of Protect.


Semifinal: Sailor Lestor

Raichu @ Lax Incense / Male / Static
Volt Tackle / Sweet Kiss / Thunder Wave / Encore
254/187/138/271/188/320 | 132/95/71/138/96/162

Xatu @ Focus Band / Male / Synchronize
Confuse Ray / Psychic / Thunder Wave / Giga Drain
264/160/168/281/168/309 | 137/82/86/143/86/157

Stantler @ Scope Lens / Male / Intimidate
Thunder Wave / Stomp / Confuse Ray / Attract
280/281/152/178/158/287 | 145/143/78/91/81/146

Togetic @ Leftovers / Female / Serene Grace
Follow Me / Sweet Kiss / Body Slam / Thunder Wave
306/108/261/169/262/108 | 158/56/133/86/134/56

Butterfree @ BrightPowder / Male / Compound Eyes
Stun Spore / Flash / Giga Drain / Psychic
254/106/128/251/188/254 | 132/55/66/128/96/129

Grumpig @ Lum Berry / Female / Thick Fat
Confuse Ray / Ice Punch / Extrasensory / Fire Punch
293/106/221/271/273/188 | 151/55/113/138/139/96
The AI now uses both confusion and paralysis in an attempt to prevent your Pokemon from being able to attack successfully. Although paralysis cannot be eliminated through switching in the way that confusion can, the comparatively weak Pokemon used by the AI can be taken advantage of. Pokemon with Substitute and Calm Mind are once again fantastic in this battle, mainly because the AI will usually use status moves unless they have a move with a type advantage. This makes predicting, especially when using moves such as Protect, that much simpler and more beneficial. The only Pokemon that the AI uses that can hit hard is Raichu, and this can be negated through the use of Ground-types or Pokemon that resist Electric-type attacks. If using a Pokemon with an exploitable weakness to Ice or Fire, Grumpig is usually the only Pokemon to fear. Because the AI only has one Pokemon that is fast, an advantage can quickly be achieved by knocking out potentially threatening Pokemon before they have a chance to force RNG with paralysis and confusion.


Final: Cipher Admin Lovrina

Wobbuffet @ Lum Berry / Female / Shadow Tag
Charm / Counter / Encore / Mirror Coat
513/141/192/94/175/96 | 261/72/99/49/90/50

Shuckle @ Chesto Berry / Male / Sturdy
Toxic / Attract / Rest / Wrap
236/43/520/48/572/38 | 123/23/262/26/288/21

Misdreavus @ Quick Claw / Male / Levitate
Torment / Attract / Confuse Ray / Protect
254/133/211/198/287/198 | 132/68/108/101/146/101

Blissey @ Leftovers / Female / Natural Cure
Counter / Attract / Sing / Seismic Toss
643/99/48/178/397/139 | 326/52/26/91/201/72

Meganium @ BrightPowder / Female / Overgrow
Leech Seed / Attract / Toxic / Protect
356/172/251/194/291/188 | 183/88/128/99/148/96

Milotic @ Lax Incense / Female / Marvel Scale
Toxic / Attract / Confuse Ray / Wrap
386/133/186/228/375/191 | 198/68/95/116/190/98
Substitute and setup moves make the final an absolute joke because of how passive the AI's team is. A Pokemon behind a Substitute is virtually untouchable, and a Substitute setup sweeper has no problems setting Substitute on the first turn, boosting to maximum, and then cleaning. Some Pokemon can be ignored entirely; Wobbuffet for example can't hope to touch you so long as you never attack it. If Substitute and setup moves are too easy for you, Toxic of your own can tear down the AI's Pokemon in the exact fashion they intended to do to your own. Unless you bring a strong special setup sweeper, it is best to have at least a couple physical attackers to tear down Blissey, but be aware that it frequently uses Counter.
Status ailments are the theme of this round, and the AI makes use of sleep, paralysis, confusion, infatuation, and poison in the total of the four battles. Because the rules of the Colosseum prevent you from calling or using healing items on your Pokemon, you must combat or prevent status through other methods. Making use of anti-status strategies such as Substitute, Safeguard, and a Lum Berry are particularly effective in this round. Due to Item Clause, only one Pokemon can hold a Lum Berry, so if this is an effective preparation for your team, make sure to give it to a Pokemon that can see use in all four battles. The best users of Substitute are those that are fast and capable of setting up Calm Mind or abusing the Substitute in another way. Raikou and Entei can both function as effective users of Substitute + Calm Mind due to their nice Speed and natural bulk. Safeguard can be difficult to fit, but make sure the user of it is fast enough to prevent the status before the foe starts inflicting it. It is not really worth using moves such as Taunt, because the effects are short-lived and have less utility than Substitute. The effects of Yawn, Confuse Ray, and Teeter Dance can all be negated by switching, and because a majority of the Pokemon used by the AI aren't particularly deadly, switching out is almost always better than allowing your Pokemon to fall asleep or risk it hitting itself in confusion. Round things out by bringing Pokemon with a Speed advantage over the AI, which can minimize the chances for the AI to hax you and can allow the quick elimination of opposing threats in all battles excluding the final.



Round 2
Battle 1: Worker Lobel

Tyranitar @ Leftovers / Male / Sand Stream
Protect / Crunch / Fire Blast / Thunderbolt
396/266/248/309/228/151 | 203/135/126/157/116/78

Cacturne @ Lax Incense / Male / Sand Veil
Giga Drain / Double Team / ThunderPunch / Substitute
274/232/211/353/148/138 | 142/118/108/179/76/71

Sandslash @ BrightPowder / Female / Sand Veil
Aerial Ace / Earthquake / Brick Break / Focus Punch
284/320/248/106/138/221 | 147/162/126/55/71/113

Claydol @ Lum Berry / Levitate
Psychic / Explosion / Ice Beam / Light Screen
253/168/239/254/331/160 | 131/86/122/129/168/82

Dugtrio @ Focus Band / Male / Sand Veil
Substitute / Double Team / Rock Slide / Earthquake
204/251/128/115/168/364 | 107/128/66/59/86/184

Quagsire @ Quick Claw / Male / Water Absorb
Yawn / Ice Beam / Earthquake / Protect
324/217/261/221/158/88 | 167/111/133/113/81/46
The AI always leads with Tyranitar, and it will frequently use Protect with Tyranitar on the first turn. Tyranitar’s methods of dealing damage aren’t particularly devastating, so it is not a bad idea to place more pressure on Dugtrio and Sandslash instead. Cacturne and Dugtrio make use of Substitute and Double Team, making it paramount that they are not able to set up for free as to avoid a disastrous situation. Claydol is quite bulky, although the only reason it is really threatening is Explosion. Bringing a weather team of your own is an option to rob the AI of the sand support; Swift Swim users such as Kingdra make short work of this battle. Quagsire can be knocked out by overloading it, although its use of Yawn will be a push factor when it comes to switching. Note that the AI won’t always use Protect with their other Pokemon every time they use Earthquake, so take this into consideration so that you don’t waste a turn knocking out a Pokemon that would have been knocked out by its allies’ Earthquake anyway.


Battle 2: Guy Makel

Dugtrio @ BrightPowder / Female / Arena Trap
Ancient Power / Protect / Earthquake / Fissure
204/251/128/115/168/364 | 107/128/66/59/86/184

Pinsir @ Salac Berry / Male / Hyper Cutter
Endure / Flail / Brick Break / Guillotine
264/341/228/124/168/287 | 137/173/116/64/86/146

Kingler / Male / Shell Armor
Guillotine / Rest / Amnesia / Sleep Talk
306/288/259/115/210/178 | 158/146/132/59/107/91

Nidoking @ Focus Band / Male / Poison Point
Sludge Bomb / Horn Drill / Megahorn / Protect
296/275/182/178/178/287 | 153/140/93/91/91/146

Lapras @ Leftovers / Female / Water Absorb
Ice Beam / Hydro Pump / Thunderbolt / Sheer Cold
456/178/188/261/239/149 | 233/91/96/133/122/77

Dewgong @ Quick Claw / Female / Thick Fat
Fake Out / Encore / Blizzard / Sheer Cold
376/151/206/168/281/169 | 193/77/106/86/143/87
To reduce the probability of the AI landing its OHKO moves, bring fast and powerful special attackers that can OHKO these Pokemon before they can move. Lapras is the only Pokemon that is bulky enough to where it is difficult to take down in one hit, so focusing two attacks on it at once is a method of preventing it from launching an attack. A combination of turn one Explosion along with an Endure + Salac Berry user can also make short work of this battle; a particularly good example is Heracross, which is capable of OHKOing Lapras with Reversal. Pinsir makes use of Endure and Salac Berry itself, so make sure not to fall into that trap; packing priority or a Ghost-type is a great defense against this. Kingler is very physically bulky, so exploit its weaker Special Defense with a strong Thunderbolt before it has a chance to use Amnesia, Rest, and Guillotine.


Semifinal: Researcher Limar

Ditto @ Metal Powder / Limber
Transform
292/124/124/111/205/125 | 151/64/64/58/105/65

Shedinja @ Focus Band / Wonder Guard
Silver Wind / Shadow Ball / Swords Dance / Aerial Ace
1/271/118/79/89/188 | 1/138/61/41/47/96

Hypno @ Leftovers / Male / Insomnia
Calm Mind / Ice Punch / Psychic / ThunderPunch
304/174/231/213/283/162 | 157/89/118/108/144/83

Kabutops @ King’s Rock / Male / Swift Swim
Rain Dance / Body Slam / Rock Slide / Brick Break
254/353/238/142/231/188 | 132/179/121/73/118/96

Altaria @ BrightPowder / Female / Natural Cure
Dragon Dance / Body Slam / Aerial Ace / Earthquake
284/254/208/151/238/251 | 147/129/106/77/121/128

Rapidash @ Lax Incense / Female / Flash Fire
Sunny Day / SolarBeam / Flamethrower / Hypnosis
264/205/168/251/188/331 | 137/104/86/128/96/168
This is one of the few easy battles in the Orre Colosseum. The AI will lead with Ditto along with one of its other Pokemon and have Ditto transform into it turn one; rarely will Ditto decide to transform into one of the player’s Pokemon. Double Rapidash entails commutative abuse of Flash Fire, double Hypno will attempt to set up Calm Mind, double Kabutops will make use of rain, etc. The potential Pokemon that Ditto will transform into are weak and have exploitable weaknesses, so just be sure to bring at least two Pokemon capable of damaging Shedinja for safety.


Final: Cipher Admin Snattle

Regirock @ Lax Incense / Clear Body
Protect / Ancient Power / Earthquake / Explosion
293/291/471/115/291/128 | 151/148/238/59/148/66

Muk @ Quick Claw / Male / Sticky Hold
Imprison / Protect / Substitute / Explosion
344/238/241/142/320/128 | 177/121/123/73/162/66

Electrode @ Liechi Berry / Soundproof
Explosion / Thunderbolt / Endure / Light Screen
254/191/168/169/188/408 | 132/98/86/86/96/206

Gengar @ Scope Lens / Female / Levitate
Protect / Shadow Ball / Sludge Bomb / Explosion
254/221/148/259/178/342 | 132/113/76/131/91/173

Regice @ Leftovers / Clear Body
Protect / Thunderbolt / Ice Beam / Explosion
294/128/291/291/470/115 | 152/66/148/148/238/59

Glalie @ Salac Berry / Female / Inner Focus
Endure / Shadow Ball / Ice Beam / Explosion
293/251/188/170/188/276 | 151/128/96/87/96/140
The final of round 2 sees heavy use of Explosion. Scouting on the first turn with double use of Protect or Substitute has two advantages; first, it might give you a free KO if the AI decides to explode, and second, it shows the AI’s Protect pattern. The AI usually won't attempt double Protects, so it is likely that a Pokemon that used Protect on the previous turn will attack. Electrode and Glalie are both a particular danger; they are fast enough to explode before your team may have a chance to knock them out, meaning that it is best to ride out that turn through immunity or by sacrificing a less-needed Pokemon. Muk will occasionally use Imprison, which will prevent you from being able to use Protect or Substitute, so make it a high-priority target. Gengar is immune to Explosion and Earthquake, but because it uses its mediocre Attack stat in this battle as its only means of dealing damage, it is not of great concern; a single powerful attack is enough to knock it out.
Overall this round isn’t too difficult; however, the first and second opponents employ strategies that can cheese through your team. Battle 1 is the most difficult in the round, while Battle 2 is easy so long as you don’t get haxed. Pokemon susceptible to Earthquake aren’t a good idea to use in this round; they are a liability in the first battle and aren’t particularly effective in later battles anyway. A Pokemon with a Ground immunity and a Ghost-type are effective against the two toughest battles of the round, while powerful special attackers can be utilized in the other two battles. A team with both physical and special attackers offers a flexible method of attacking the AI in this round because the AI has Pokemon with either strong physical or strong special bulk but usually not both. Similarly to the first round, you'll want to minimize the chances the AI has to hax you by knocking out their Pokemon as quickly as possible; playing proactively here is especially beneficial. Lastly, make sure to bring at least two Pokemon capable of taking down the Shedinja in the semifinal.



Round 3
Battle 1: Chaser Navu

Hitmonlee @ Salac Berry / Male / Limber
Endure / Reversal / Earthquake / Rock Tomb
235/332/135/89/249/292 | 122/168/70/46/127/149

Zangoose @ Liechi Berry / Female / Immunity
Flail / Endure / Shadow Ball / Crush Claw
281/322/149/134/149/299 | 145/163/77/69/77/152

Sharpedo @ BrightPowder / Male / Rough Skin
Protect / Crunch / Ice Beam / Hydro Pump
275/242/109/282/109/310 | 142/123/57/143/57/157

Victreebel @ Lax Incense / Female / Chlorophyll
Magical Leaf / Sleep Powder / Sludge Bomb / Protect
332/215/159/255/149/255 | 171/109/82/130/77/130

Golem @ Leftovers / Male / Rock Head
Double-Edge / Protect / Earthquake / Rock Blast
295/343/289/125/222/119 | 152/174/147/64/113/62

Nidoqueen @ Quick Claw / Female / Poison Point
Sludge Bomb / Earthquake / Shadow Ball / Superpower
315/256/203/161/288/181 | 162/130/104/82/146/93
A combination of Earthquake use alongside the Salac and Liechi Berry users is the greatest threat in this battle. Fast and powerful special attackers can eat through several of these Pokemon’s exploitable weaknesses. Victreebel and Golem are typically quick to use Protect, so avoid double targeting them unless you have a strong reason to believe they aren't going to use Protect. Zangoose is decently fast but not so fast that it is out of control after a Liechi Berry boost; so long as you have a decently fast Pokemon it can easily be disposed of. Sharpedo is a glass cannon that should be a priority to take down; just make sure you don’t attack it as it uses Protect to avoid an ally Earthquake. Type matchup can make this battle very simple; leading off with two Pokemon that have an array of coverage moves can allow you to immediately inflict massive damage to a point where the AI can’t come back.


Battle 2: Chaser Pixen

Magmar @ Focus Band / Male / Flame Body
Flamethrower / ThunderPunch / Psychic / Confuse Ray
265/197/143/292/199/305 | 137/100/74/148/102/155

Nidoking @ Quick Claw / Male / Poison Point
Sludge Bomb / Shadow Ball / Body Slam / Megahorn
297/303/183/179/242/199 | 153/154/94/91/123/102

Politoed @ Lum Berry / Female / Damp
Ice Beam / Hydro Pump / Psychic / Swagger
315/161/242/272/251/169 | 162/82/123/138/128/87

Fearow @ BrightPowder / Female / Keen Eye
Tri Attack / Steel Wing / Drill Peck / Attract
265/272/159/135/151/321 | 137/138/82/70/78/163

Jynx @ Lax Incense / Female / Oblivious
Lovely Kiss / Ice Beam / Fake Out / Dream Eater
265/116/99/322/219/310 | 137/60/52/163/112/157

Armaldo @ Leftovers / Male / Battle Armor
Body Slam / Rock Blast / Brick Break / Dig
347/342/229/152/207/120 | 178/173/117/78/106/62
This battle isn’t particularly difficult so long as the Pokemon you choose aren’t exploitable by the AI. Magmar, Jynx, and Fearow are all moderately fast and powerful, and they also have bulk to the point where if they are smacked by super effective coverage they barely survive. This can be highly irritating, so either make use of super effective STAB moves or double team the most threatening Pokemon. Politoed and Armaldo are quite bulky and will need two or more bombardments of attacks to go down. They only really hit hard in return if they are type-trumping, but otherwise they aren’t a particular threat. Heavy use of Earthquake or Explosion from your side makes this battle easy work so long as it is executed safely. All but two of the AI’s Pokemon take heavy damage from a strong Earthquake and all fear Explosion except for Armaldo.


Semifinal: Chaser Daks

Electabuzz @ BrightPowder / Female / Static
Thunderbolt / Protect / Ice Punch / Fire Punch
265/175/143/282/199/332 | 137/90/74/143/102/168

Scizor @ Quick Claw / Male / Swarm
Silver Wind / Secret Power / Aerial Ace / Steel Wing
275/387/229/125/252/159 | 142/196/117/64/128/82

Quagsire @ Lax Incense / Male / Damp
AncientPower / Body Slam / Sludge Bomb / Earthquake
325/288/199/143/222/99 | 167/146/102/73/113/52

Walrein @ Leftovers / Female / Thick Fat
Ice Beam / Sheer Cold / Waterfall / Icy Wind
417/170/209/310/209/160 | 213/87/107/157/107/82

Primeape @ Scope Lens / Male / Vital Spirit
Low Kick / Cross Chop / Body Slam / Rock Tomb
305/252/209/215/219/233 | 157/128/107/109/112/119

Arcanine @ White Herb / Male / Intimidate
ExtremeSpeed / Overheat / Crunch / Protect
315/224/189/292/189/310 | 162/114/97/148/97/157
The AI in this battle makes use of a variety of bulky, hard-hitting Pokemon. You’ll want to lead with Pokemon that are fast and have type trumps over the opposing Pokemon to quickly gain the advantage. Make sure not to sacrifice a Pokemon that is needed to break an unrevealed Pokemon, as otherwise you'll be fighting an uphill battle. A powerful user of Earthquake can eliminate Arcanine and Electabuzz; however, effective Earthquake users are usually slow, so you'll need to draw their attention with another Pokemon so that the user of Earthquake isn't knocked out before it can move. Use of Intimidate can burn off Arcanine’s White Herb, which prevents it from having two full-powered Overheats. Intimidate also makes Quagsire and Primeape’s attacks laughably weak. Scizor is slow and easily disposed of by Fire-type coverage, but be wary of its Quick Claw and make safe plays accordingly. Walrein and Quagsire are quite bulky and will likely need repeated bombardments to be taken down. While their offensive arsenals aren’t particularly lethal, moves such as Ice Beam can take advantage of double weaknesses while others such as Body Slam and Sludge Bomb can really mess things up if they achieve their secondary effects.


Final: Cipher Admin Gorigan

Arcanine @ White Herb / Male / Intimidate
ExtremeSpeed / Overheat / Crunch / Protect
314/224/189/292/189/310 | 162/114/97/148/97/157

Salamence @ BrightPowder / Female / Intimidate
Dragon Claw / Crunch / Flamethrower / Hydro Pump
324/269/189/312/189/321 | 167/136/97/158/97/163

Hitmontop @ Leftovers / Male / Intimidate
Brick Break / Detect / Body Slam / Earthquake
297/282/219/99/273/152 | 153/143/112/52/139/78

Granbull @ Quick Claw / Female / Intimidate
Return / Shadow Ball / Brick Break / Hyper Beam
327/365/204/149/174/107 | 168/185/104/77/89/55

Tauros @ Chesto Berry / Male / Intimidate
Return / Hyper Beam / Earthquake / Rest
284/292/219/98/169/343 | 147/148/112/51/87/174

Gyarados @ Lum Berry / Female / Intimidate
Double-Edge / Icy Wind / Earthquake / Thunder Wave
324/342/187/134/229/279 | 167/173/96/69/117/142
For this battle you’ll want to have any physical attackers that lack Clear Body or Intimidate sit out, because the Attack drops from the AI’s Pokemon make using them a chore. Of all these Pokemon, it seems that Salamence is led with the most, making it easy for you to establish a four-against-three advantage by having a fast Pokemon smack it with Ice Beam on the first turn. Arcanine’s White Herb can be burned off by employing your own Intimidate user, which also serves to limit the effectiveness of the AI’s physical attackers. Gyarados can be easily picked off by a Thunderbolt, while powerful Psychic-type attacks can rip through just about everything else. Tauros can be a particular nuisance; it is very fast and throws around powerful Returns. The best way to cope with this is to either lower its Attack with Intimidate or have a Pokemon with Protect distract it while a slower and more powerful Pokemon knocks it out. Switching in this battle is more tempting than in other battles, but make sure that you don’t accidentally send a crucial Pokemon into a lethal attack you weren’t expecting.
Round 3 sees a noticeable spike in difficulty when compared to the previous two rounds. Rather than focusing on a particular status ailment or team structure, these opponents pack diverse teams of threatening Pokemon. Type matchup is the overall theme of this round, and having a means of ripping through the AI with a type advantage should be the goal when deciding which team to bring and which Pokemon to pick at the start of each round. Varied and powerful special attackers are quite effective in all four battles, and although several of the Pokemon used by the AI this round are bulky, it is possible to KO just about any opposing Pokemon with a single attack so long as the coverage advantage is present. Another reason to use special attackers is the heavy Intimidate use in the final, which significantly hampers physical attackers that don’t have Clear Body. Every team has at least one Pokemon that gets absolutely destroyed by Hydro Pump, so Pokemon such as Starmie are particularly effective. Heavy use of Earthquake also does well, providing an effective method for disposing of Electabuzz, Arcanine, Magmar, Nidoqueen, and Nidoking, but it struggles in the final due to the heavy Intimidate use and the two Flying-types carried by the AI. Your team for this round will likely look similar to your opponent's - a diverse group of offensive Pokemon, except you'll have mostly special attackers and ideally a Speed advantage.



Round 4
Battle 1: Fun Old Man Rekix

Jolteon @ Lax Incense / Male / Volt Absorb
Thunderbolt / Thunder Wave / Bite / Charm
266/144/150/313/220/388 | 138/74/77/159/112/196

Espeon @ BrightPowder / Male / Synchronize
Psychic / Calm Mind / Bite / Reflect
266/144/150/353/220/344 | 138/74/77/179/112/174

Flareon @ Quick Claw / Male / Flash Fire
Body Slam / Fire Blast / Helping Hand / Shadow Ball
328/388/150/198/250/161 | 169/196/77/101/127/83

Umbreon @ Lum Berry / Female / Synchronize
Confuse Ray / Faint Attack / Helping Hand / Charm
388/160/313/135/320/160 | 199/82/159/69/162/82

Vaporeon @ Leftovers / Female / Water Absorb
Quick Attack / Hydro Pump / Ice Beam / Helping Hand
395/144/213/344/220/161 | 202/74/109/174/112/83

Eevee @ Focus Band / Female / Run Away
Helping Hand / Growl / Attract / Wish
308/140/193/108/177/140 | 159/72/99/56/91/72
Eevee evolutions aren't particularly bulky or deadly, although they can be annoying if given a type advantage. The best weapons to use in this battle are powerful field-hitting moves such as Earthquake, Selfdestruct, and Explosion. Earthquake mauls everything except for Umbreon, while Selfdestruct and Explosion can KO any of the AI's Pokemon. Eevee and Umbreon are used as support Pokemon, so there is little to fear from them; focus on eliminating Jolteon and Espeon because they are fast and decently powerful. A variety of other tactics work here, and you can play around with just about any of the strategies mentioned in the teambuilding section of this guide.


Battle 2: Fun Old Man Dargs

Slaking @ Lum Berry / Male / Truant
Aerial Ace / Shadow Ball / Body Slam / Earthquake
436/413/230/198/160/322 | 223/209/117/101/82/163

Alakazam @ BrightPowder / Male / Synchronize
Psychic / Ice Punch / Fire Punch / Skill Swap
246/117/120/363/200/366 | 128/60/62/184/102/185

Milotic @ Leftovers / Female / Marvel Scale
Ice Beam / Mirror Coat / Hydro Pump / Protect
388/135/188/293/308/193 | 199/69/96/149/156/99

Gengar / Female / Levitate
Psychic / Fire Punch / Thunderbolt / Skill Swap
256/144/150/353/180/344 | 133/74/77/179/92/174

Metagross @ Scope Lens / Clear Body
Shadow Ball / Earthquake / Meteor Mash / Protect
358/363/290/198/210/188 | 184/184/147/101/107/96

Claydol @ Quick Claw / Levitate
Shadow Ball / Earthquake / AncientPower / Skill Swap
318/256/240/153/270/181 | 164/130/122/78/137/93
This battle is surprisingly difficult, and it sees the AI make use of Skill Swap alongside Slaking. The AI will nearly always lead with Slaking and either Alakazam or Gengar. Depending on your Pokemon, Alakazam or Gengar either will choose to attack or will use Skill Swap with Slaking in order to take Truant off it. The combination of a powerful special attacker alongside Slaking is what makes this battle difficult. Most Pokemon that are fast enough to eliminate Gengar or Alakazam before they can move are absolutely destroyed by Slaking. Using a Pokemon with Intimidate can lower Slaking's Attack stat and thus prevent a fast powerful attacker from being KOed by one of its moves. The most important thing in this battle is to carefully play against Skill Swap and the effect of Truant. Keep close track of abilities if something was Skill Swapped, because this means that Slaking could have Levitate or that Alakazam might be out of commission for a turn. If you can eliminate the Skill Swap user before it trades with Slaking, simple use of double Protect can make Slaking much less of a problem. Usually the AI has a tanky Pokemon in back, so don't allocate all resources to eliminating Slaking and its partner because the battle is not yet over.


Semifinal: Matron Naono

Crobat @ BrightPowder / Female / Inner Focus
Aerial Ace / Shadow Ball / Sludge Bomb / Toxic
306/273/190/153/190/388 | 158/139/97/78/97/196

Swellow @ King’s Rock / Female / Guts
Facade / Return / Aerial Ace / Hyper Beam
256/289/150/117/130/343 | 133/147/77/60/67/174

Persian @ Leftovers / Male / Limber
Fake Out / Shadow Ball / Body Slam / Toxic
266/233/150/144/160/355 | 138/119/77/74/82/180

Dodrio @ Choice Band / Male / Early Bird
Return / Steel Wing / Drill Peck
256/313/170/135/150/322 | 133/159/87/69/77/163

Machamp @ Quick Claw / Male / Guts
Facade / Earthquake / Cross Chop / Rock Tomb
378/388/190/144/201/140 | 194/196/97/74/103/72

Heracross @ Salac Berry / Male / Guts
Facade / Megahorn / Brick Break / Earthquake
296/377/180/99/220/263 | 153/191/92/51/112/134
The AI in this battle will always lead with Crobat and usually has Crobat use Toxic on its partner in order to activate Guts and power up Facade. Although a majority of the opposing Pokemon are slow and not particularly bulky, they are immensely powerful. The best solution is to ignore Crobat, because it is fast and not very powerful, and to focus on the Guts abusers that can rip through your team. Very few defensive Pokemon are capable of surviving an onslaught, although Metagross is one that is effective due to its neutrality to Fighting-type moves. Swellow is the largest threat here, because it is very fast and powerful. The best method of eliminating it is to draw its attack with one Pokemon, have that Pokemon use Protect, and then have another Pokemon KO it. Another method that sometimes works is to attack a Pokemon that will be KOed by a faster teammate, potentially KOing Swellow the moment it comes in before it has a chance to attack.


Final: Chobin & Robo Groudon

Mr. Mime @ Lum Berry / Female / Soundproof
Fake Out / Psych Up / Baton Pass / Psychic
278/108/223/230/297/211 | 144/56/114/117/151/108

Ninjask @ White Herb / Female / Speed Boost
Swords Dance / Baton Pass / Silver Wind / Protect
258/210/183/117/212/350 | 134/107/94/60/108/177

Scizor @ Lax Incense / Female / Swarm
Silver Wind / Return / Aerial Ace / Steel Wing
338/319/230/126/227/187 | 174/162/117/65/116/96

Dragonite @ Leftovers / Male / Inner Focus
Aerial Ace / Earthquake / Return / Brick Break
317/397/220/207/293/191 | 163/201/112/105/149/98

Kangaskhan @ Scope Lens / Female / Early Bird
Return / Earthquake / Shadow Ball / Protect
346/311/190/99/190/273 | 178/158/97/51/97/139

Marowak @ Thick Club / Male / Rock Head
AncientPower / Double-Edge / Aerial Ace / Earthquake
256/190/250/117/278/183 | 133/97/127/60/141/94
This battle would be more difficult if the AI didn't employ the exact same procedure every battle. It always leads with Ninjask and Mr. Mime, and Mr. Mime will Fake Out on the first turn and Ninjask will use Swords Dance. The following turn, Ninjask will use Protect and Mr. Mime will use Psych Up on Ninjask. From there they will attempt a double Baton Pass to the two waiting Pokemon in back. Because the AI is so predictable in this battle, developing a counterstrategy is simple. It is usually best to set up Pokemon alongside the AI or to bring Pokemon that can knock out the AI's Pokemon before they ever have a chance to pass. For the first case, Swift Swim and Dragon Dance are both very effective, because they maintain a Speed advantage while also boosting offense. Swift Swim users are especially fantastic; the AI has nothing that resists their attacks, as Dragonite is absolutely destroyed by Ice Beam and the rest can be blasted with Hydro Pump. Other strategies such as Haze can work, but they aren't really worth the trouble.
Round 4 doesn't have an overall theme; rather, each opponent employs a specific strategy. In the first round it's just a theme of Eeveelutions, but things get more deadly later on with use of Skill Swap + Slaking, Facade + Guts, and some Baton Pass in the final. A hybrid of a rain team with powerful physical attackers can be quite effective, as can bringing a Pokemon such as Latios, which absolutely shreds through the third battle. Metagross can work well, especially in this round, as it is very bulky, quite strong, resistant to Normal-type attacks, and able to use Earthquake and Explosion. Because the strategies of the AI are quite varied, you will need to make the most of your six teamslots so that a few Pokemon work well in each matchup. The third battle pretty much requires that you bring at least a couple strong and fast special attackers, and a bulky Steel-type that is not weak to Fighting-type moves is handy as well. For the final, decide if you will set up alongside Ninjask, attempt to KO it before it can pass, or destroy the receivers as they come in, because this will determine what Pokemon you will want to bring.



Round 5
Battle 1: Team Snagem Biden

Weezing @ Quick Claw / Male / Levitate
Sludge Bomb / Explosion / Fire Blast / Shadow Ball
266/301/271/201/234/136 | 138/153/138/103/119/70

Jolteon @ Lum Berry / Female / Volt Absorb
Quick Attack / Bite / Thunderbolt / Protect
266/144/151/314/222/389 | 138/74/78/159/113/197

Houndoom @ Salac Berry / Female / Flash Fire
Fire Blast / Reversal / Crunch / Endure
306/211/117/314/191/291 | 158/108/61/159/98/148

Ninjask @ BrightPowder / Female / Speed Boost
Shadow Ball / Baton Pass / Swords Dance / Protect
258/274/121/117/183/399 | 134/139/63/61/94/202

Steelix @ Focus Band / Male / Rock Head
Earthquake / Explosion / Double-Edge / Rock Tomb
286/264/474/126/224/92 | 148/134/239/65/114/48

Hitmonlee @ Liechi Berry / Male / Limber
Earthquake / Reversal / Mach Punch / Endure
236/367/200/90/251/206 | 123/186/102/47/128/105
The AI in this battle makes use of the familiar Explosion + Endure + stat-boosting Berry combination, although not very effectively. Ninjask will attempt to Baton Pass to slower, bulkier Pokemon, although it is very easy to stop, as it is fragile and has no support. Steelix and Weezing both have Explosion and are typically very predictable, so double Protect if a boom seems imminent. Hitmonlee isn't very threatening so long as you have at least one Pokemon that is faster than it and can just pick it off; Houndoom is a bit more threatening with the Salac Berry, but it isn't super powerful. There's not much to say about Jolteon other than it is fast and will attack whatever it can deal the most damage to, making it simple to play around.


Battle 2: Team Snagem Jedo

Raikou @ BrightPowder / Pressure
Protect / Thunder Wave / Thunderbolt / Bite
317/180/181/324/231/356 | 163/92/93/164/118/180

Meganium @ Lax Incense / Female / Overgrow
Reflect / Giga Drain / Light Screen / Body Slam
297/195/294/197/294/191 | 153/100/149/101/149/98

Crobat @ Scope Lens / Male / Inner Focus
Confuse Ray / Sludge Bomb / Aerial Ace / Shadow Ball
307/274/191/153/191/389 | 158/139/98/79/98/197

Slowking @ Leftovers / Male / Own Tempo
Psychic / Ice Beam / Water Pulse / Fire Blast
327/162/254/323/251/91 | 168/83/129/164/128/48

Feraligatr @ Quick Claw / Male / Torrent
AncientPower / Earthquake / Brick Break / Hydro Pump
307/334/256/170/235/187 | 158/169/130/87/120/96

Typhlosion @ Focus Band / Female / Blaze
Flamethrower / Attract / ThunderPunch / Protect
292/179/188/312/201/323 | 151/91/96/158/103/164
The difficulty in this battle is certainly higher than the difficulty in the previous battle. There is no real strategy here; the AI will usually attack whatever is most vulnerable to their current Pokemon and coverage moves. Meganium can be annoying, as it offers dual screens support and spreads paralysis with Body Slam, but otherwise the battle is straightforward. Raikou is the most dangerous Pokemon of the battle due to its high Speed and strong Thunderbolts, although it can be easily dispatched with a strong Earthquake, Selfdestruct, or Explosion. Other than using these field moves, Pokemon that are faster and that have a type advantage can rip though the opposing Pokemon; for example, Zapdos has no problems easily eliminating Feraligatr, Slowking, and Crobat.


Semifinal: Team Snagem Wakin

Sceptile @ Scope Lens / Male / Overgrow
Leaf Blade / ThunderPunch / Crunch / Dragon Claw
277/180/161/334/201/334 | 143/92/83/169/103/169

Swampert @ Leftovers / Female / Torrent
Ice Beam / Mirror Coat / Hydro Pump / Counter
399/225/211/290/211/152 | 204/115/108/147/108/78

Blaziken @ Salac Berry / Female / Blaze
Reversal / Earthquake / Endure / Fire Blast
297/334/172/282/171/210 | 153/169/88/143/88/107

Gardevoir @ Quick Claw / Female / Trace
Psychic / Fire Punch / Thunderbolt / Destiny Bond
335/144/161/378/261/191 | 172/74/83/191/133/98

Swellow @ Choice Band / Female / Guts
Aerial Ace / Steel Wing / Return
257/264/151/117/131/378 | 133/134/78/61/68/191

Vileplume @ Focus Band / Male / Chlorophyll
Sunny Day / SolarBeam / Sleep Powder / Moonlight
349/191/201/208/232/194 | 179/98/103/106/118/99
The AI has several Pokemon that are fast and fragile in this battle, which is especially exploitable through the use of Explosion and Selfdestruct. Physical tanks such as Metagross and the Regis are also good at sponging attacks and hitting back hard. Gardevoir and Blaziken are potentially very threatening in this battle. Gardevoir's Quick Claw can easily hax its way though Pokemon that would otherwise beat it, while a successful use of Endure by Blaziken makes it a fast and powerful threat. Gardevoir is best circumvented by using Pokemon that can't be haxed by Quick Claw because they have too much natural bulk and can KO it in return. The Blaziken situation is a bit harder to prepare for, and it is often arbitrary whether the AI will decide to use Endure or not. Vileplume is usually the last Pokemon out if used, and it will attempt to set up Sunny Day for itself to make use of instant SolarBeam and its Chlorophyll Speed boost. It's powerful and can be annoying with Sleep Powder, which is why it is best to simply KO it before it has a chance to set up sun.


Final: Snagem Head Gonzap

Skarmory @ Lax Incense / Male / Keen Eye
Drill Peck / Roar / Sand Attack / Attract
267/279/311/99/234/171 | 138/142/158/52/119/88

Charizard @ BrightPowder / Male / Blaze
Dragon Claw / Roar / Blast Burn / Bite
293/235/187/249/201/323 | 151/120/96/127/103/164

Slaking @ Choice Band / Male / Truant
Hyper Beam / Earthquake / Shadow Ball
437/414/231/198/161/323 | 223/209/118/101/83/164

Salamence @ Scope Lens / Female / Intimidate
Aerial Ace / Earthquake / Brick Break / Hyper Beam
327/364/191/225/191/323 | 168/184/98/115/98/164

Venusaur @ Lum Berry / Female / Overgrow
Frenzy Plant / Roar / Sleep Power / Light Screen
359/175/197/323/231/192 | 184/90/101/164/118/98

Blastoise @ Leftovers / Female / Torrent
Ice Beam / Yawn / Roar / Hydro Cannon
357/177/231/290/241/188 | 183/90/118/147/123/96
The AI makes heavy use of Hyper Beam and its type clones in this battle and will occasionally attempt to combine them with use of Roar on its own Pokemon so that it doesn't have to wait through the recharge turn. None of the opposing Pokemon are exceptionally fast, and this is a good method of ensuring a victory. Pokemon such as Salamence can be quickly and easily picked off by a fast special attacker with Ice Beam or Ice Punch. Similarly, Blastoise, Skarmory, and Charizard can be overpowered with Electric-type attacks. There is no good way of hitting Slaking, and its Hyper Beam is very strong; however, use of Protect by both your Pokemon can render it ineffectual, because unlike the last time the AI used Slaking, there is no Skill Swap involved. Make the most of capitalizing on the recharge turns that the AI has to take, which can be used to set up or to gang up on the threat that is not recharging. Switching to a Pokemon that resists Hyper Beam or one of its clones can cause the AI to waste two turns, although the attack will still deal quite a bit for a resisted hit.
The theme of two battles in this round is simply that each battle corresponds to a certain generation of Pokemon, which in no way affects strategy. The second battle only uses Generation II Pokemon, the semifinal only uses Generation III Pokemon, and the first and final use a mixture. This round can be treated very similarly to round three, with the exception that the AI doesn't have a team of Intimidate users in the final. In general the round is as simple as four battles of diverse offensive Pokemon, making strategies that were successful in round three successful here as well. Overall, use of Explosion and Selfdestruct is effective, as is the use of powerful and fast special attackers.



Round 6
Battle 1: Sailor Jebol

Dusclops @ Quick Claw / Male / Pressure
Ice Beam / Protect / Ice Punch / Imprison
280/154/322/152/355/82 | 145/79/163/78/180/43

Dragonite @ Leftovers / Female / Inner Focus
Aerial Ace / Earthquake / Return / Protect
320/399/222/208/232/255 | 165/202/113/106/118/130

Aerodactyl @ King’s Rock / Male / Rock Head
AncientPower / Earthquake / Aerial Ace / Protect
298/335/162/136/182/355 | 154/170/83/70/93/180

Salamence @ BrightPowder / Male / Intimidate
Dragon Claw / Hydro Pump / Fire Blast / Protect
328/271/192/315/192/324 | 169/138/98/160/98/165

Flygon @ Lax Incense / Female / Levitate
Dragon Claw / Fire Blast / Giga Drain / Protect
297/208/192/280/193/295 | 153/106/98/143/99/150

Zapdos @ Scope Lens / Pressure
Thunderbolt / Return / Drill Peck / Protect
380/233/181/283/212/295 | 195/119/93/144/108/150
The AI will always lead with Dusclops and will attempt to use Imprison either on the first or on the second turn. This will prevent the use of Protect, Ice Punch, and Ice Beam, making the weaknesses to Ice that the AI's Pokemon have no longer exploitable. The most annoying part is that Protect is sealed as well, meaning that you are unable to use Protect so long as Dusclops is alive. The AI uses Protect more in this battle than in any other, so keep this in mind, as it can potentially invalidate a turn if you double target a protected Pokemon. If using Pokemon that have Ice-type moves, eliminate Dusclops as quickly as possible, although you should note that this is difficult because of how bulky it is and how often it likes to use Protect. If not using Ice-type moves, you can also power through with strong Electric-type attacks coming from fast Pokemon such as Zapdos. Rock-types can also have a nice matchup, although they are susceptible to Earthquake. The use of Selfdestruct and Explosion isn't very good here because the AI leads with Dusclops and uses Protect so frequently.


Battle 2: Bodybuilder Loar

Jumpluff @ Focus Band / Female / Chlorophyll
Helping Hand / Encore / Sunny Day / Sleep Powder
337/142/172/127/291/266 | 173/73/88/66/148/135

Shiftry @ Lax Incense / Female / Chlorophyll
Fake Out / Extrasensory / Faint Attack / Solarbeam
380/208/152/302/152/193 | 195/106/78/154/78/99

Clefable @ Quick Claw / Female / Cute Charm
Ice Beam / Sunny Day / Fire Blast / Thunderbolt
328/154/178/291/275/152 | 169/79/91/148/140/78

Exeggutor @ BrightPowder / Female / Chlorophyll
Psychic / SolarBeam / AncientPower / Sunny Day
327/200/202/379/162/205 | 168/102/103/192/83/105

Entei @ Scope Lens / Pressure
Flamethrower / Sunny Day / SolarBeam / Protect
368/235/202/275/182/324 | 189/120/103/140/93/165

Blaziken @ Salac Berry / Male / Blaze
Endure / Overheat / Reversal / Earthquake
297/335/172/227/172/280 | 153/170/88/116/88/143
The AI uses Sunny Day along with Fire-types, SolarBeam, and Chlorophyll in this battle. The AI usually leads with Clefable, and you should be especially careful around it because it has diverse coverage to slam Pokemon with exploitable weaknesses, such as Salamence and Gyarados. Bring at least two Pokemon that resist SolarBeam, and having one or two Pokemon that resist Fire helps as well. A weather setter of your own can also be highly effective, such as Tyranitar or a Rain Dance user like Kingdra. Exeggutor has the most raw power of any of the AI's Pokemon, so make it a priority to KO. The Endure + Reversal + Salac Berry Blaziken set is back, so be wary of that as well. Selfdestruct and Explosion can blow away every foe in this battle, so use them if you brought a Pokemon that has such a move.


Semifinal: Bodybuilder Felps

Ludicolo @ Leftovers / Female / Swift Swim
Fake Out / Hydro Pump / Ice Beam / Giga Drain
336/154/172/302/232/197 | 173/79/88/154/118/101

Omastar @ Focus Band / Male / Swift Swim
Ice Beam / Hydro Pump / Rock Slide / Rain Dance
278/136/282/357/172/205 | 144/70/143/181/88/105

Gorebyss @ BrightPowder / Male / Swift Swim
Ice Beam / Rain Dance / Hydro Pump / Psychic
248/180/242/286/245/199 | 129/92/123/145/125/102

Kingdra @ Lum Berry / Male / Swift Swim
Ice Beam / Hydro Pump / DragonBreath / Rain Dance
350/199/223/313/222/202 | 180/102/114/159/113/103

Qwilfish @ Scope Lens / Male / Swift Swim
Sludge Bomb / Destiny Bond / Shadow Ball / Double-Edge
268/313/182/127/142/265 | 139/159/93/66/73/135

Manetric @ Lax Incense / Male / Lightningrod
Thunder / Rain Dance / Crunch / Protect
278/163/152/305/152/335 | 144/84/78/155/78/170
In comparison to sun, rain is much more difficult to face. Neutral rain-boosted Hydro Pumps can eat through pretty much anything that doesn't get nailed by Ice Beam, making counterplay difficult for this battle. Although Rain Dance only lasts for five turns, the pace of this battle is so fast that the match will be over or nearly over by the time rain stops. As it is pretty much impossible to prevent the AI from getting a Rain Dance off, make sure they pay handsomely for it. Strong and bulky Electric-types are good weapons here, although Kingdra and Ludicolo only take neutral damage and Manectric can pose problems with Lightningrod. Very bulky Pokemon with Explosion or Selfdestruct can work as well, but these are limited in number, as most get blasted by Hydro Pump. You can attempt to bring your own users of Swift Swim and Thunder, although the match can still be difficult. Lastly, bringing alternate weather such as a Tyranitar or a setter of Sunny Day can stop the downpour and potentially force the AI to spend more turns in setup.


Final: Cipher Admin Ardos

Gengar @ Lax Incense / Male / Levitate
Sludge Bomb / Shadow Ball / Brick Break / Confuse Ray
258/225/152/262/182/346 | 134/115/78/133/93/176

Sceptile @ Scope Lens / Male / Overgrow
Leaf Blade / Dragon Claw / Crunch / ThunderPunch
278/181/162/305/202/368 | 144/93/83/155/103/187

Tauros @ Choice Band / Male / Intimidate
Return / Iron Tail / Earthquake
288/295/222/100/172/346 | 149/150/113/52/88/176

Charizard @ BrightPowder / Female / Blaze
Dragon Claw / Bite / Fire Blast / Seismic Toss
294/180/188/313/202/324 | 152/92/96/159/103/165

Aerodactyl @ King’s Rock / Female / Rock Head
AncientPower / Double-Edge / Aerial Ace / Iron Tail
298/305/162/136/182/390 | 154/155/83/70/93/198

Starmie @ Lum Berry / Natural Cure
Psychic / Thunderbolt / Ice Beam / Hydro Pump
258/163/202/295/202/357 | 134/84/103/150/103/181
The final of round six is fittingly brutal and difficult. The AI has some of the best offensive Pokemon available, all with very high Speed that is virtually unbeatable with strong offensive capability. Your own fast offensive attackers won't be of significant use here because the fact that the AI moves first means that you will lose. Tauros and Starmie are particularly dangerous, with Choice Band Tauros able to spam Return before you can move and clean away Pokemon fast; pretty much anything that isn't slammed by Return gets destroyed by Earthquake. Aerodactyl and Sceptile are even faster but not quite as strong, and they do lack the ability to get really nice hits on bulky Pokemon with good defensive typing such as Scizor. Charizard is relatively slow, and it is only a threat when you are using Pokemon such as Metagross or the previously mentioned Scizor. The last Pokemon is Gengar, which inexplicably runs a physical set that isn't of much danger because Gengar's base Attack stat is pitiful. Pokemon with strong defenses and strong Attack are best here because fighting for Speed is largely a lost cause. The only methods of outspeeding the AI in this battle are by using Swift Swim or Salac Berry users, both of which do in fact work nicely here.
Round 6 has another spike in difficulty when compared to previous rounds, but it follows a similar format to that seen in Round 4 where each opponent uses a particular strategy. Things start out with Imprison shenanigans and then move into weather teams. This makes using a weather team of your own effective in the middle two battles, and it has benefits in the other battles as well. The final is perhaps the most difficult battle yet, with the AI using a team filled with incredibly fast and dangerous Pokemon. Bulky Pokemon with impressive power are great assets in every battle, as are those that can make use of Swift Swim. Selfdestruct and Explosion are still great tools to use, although the AI does have better methods of dealing with this, such as by using Protect, using Gengar, or setting weather before being KOed.



Round 7
Battle 1: Supertrainer Lest

Shedinja @ Focus Band / Wonder Guard
Aerial Ace / Shadow Ball / Silver Wind / Protect
140/303/123/83/93/176 | 75/154/64/44/49/90

Snorlax @ Chesto Berry / Female / Thick Fat
Selfdestruct / Shadow Ball / Body Slam / Rest
521/278/164/146/316/93 | 265/141/84/75/160/49

Charizard @ Lax Incense / Male / Blaze
Belly Drum / Overheat / Aerial Ace / Earthquake
295/264/189/225/203/325 | 152/134/97/115/104/165

Clefable @ Leftovers / Female / Cute Charm
Follow Me / Softboiled / Cosmic Power / Protect
329/173/242/182/303/153 | 169/89/123/93/154/79

Togetic @ BrightPowder / Male / Serene Grace
Follow Me / Protect / Yawn / Softboiled
BrightPowder | 249/113/266/173/336/113 | 129/59/135/89/171/59

Heracross @ Salac Berry / Male / Swarm
Reversal / Earthquake / Megahorn / Endure
Salac Berry | 299/346/183/101/223/292 | 154/175/94/53/114/149

In this battle the AI uses several strategies that involve Follow Me, including Belly Drum and being able to pick off fast attackers by drawing their attack elsewhere while a slower Pokemon knocks it out. The easiest way to get around such strategies is to use moves that hit both opposing Pokemon, such as Explosion, Selfdestruct, Earthquake, and Rock Slide. It is best to lead off with a powerful Pokemon packing one or more of these field-hitting moves, with the other lead being a fast attacker capable of eliminating Shedinja. Be very careful when using Explosion, Selfdestruct, and Earthquake here; if the AI knocks out the fast attacker before the user of the field move, you will have to send one of your own Pokemon into your own attack, which can spell disaster and give the AI the advantage. Make sure to bring at least two Pokemon capable of knocking out Shedinja just to leave some room for safety.


Battle 2: Cooltrainer Ebson

Zapdos @ Lum Berry / Pressure
Thunderbolt / Drill Peck / Hidden Power Ice / Detect
318/190/202/345/212/323 | 164/97/103/175/108/164

Articuno @ Quick Claw / Pressure
Ice Beam / Reflect / Water Pulse / Hidden Power Grass
380/181/255/284/282/203 | 195/93/130/144/143/104

Entei @ BrightPowder / Pressure
Body Slam / Fire Blast / Hidden Power Ground / Iron Tail
368/325/202/189/181/324 | 189/165/103/97/93/165

Moltres @ Scope Lens / Pressure
Aerial Ace / Fire Blast / Hidden Power Grass / Protect
317/207/212/344/202/302 | 163/106/108/174/103/154

Suicune @ Leftovers / Pressure
Waterfall / Hidden Power Electric / Ice Beam / Calm Mind
338/163/357/274/262/202 | 174/84/181/139/133/103

Raikou @ Lax Incense / Pressure
Thunderbolt / Bite / Hidden Power Ice / Reflect
318/181/182/325/232/356 | 164/93/93/165/118/180

This battle is very straightforward despite how the AI uses a team of legendary Pokemon. Like in the previous battle, it is a good idea to lead with a Pokemon that knows Explosion or Selfdestruct, which quickly reduces the battle to a three versus two, as none of the AI's Pokemon resist or are immune to such moves. There is still danger present, however, because most users of Explosion or Selfdestruct are slow and the AI scores neutral or even super effective attacks on them. This means that your user of Explosion or Selfdestruct can become double teamed on the first turn and knocked out before it has a chance to go boom, thus leaving the AI ahead four against three. For this reason, choose a user of Explosion or Selfdestruct that can survive such a scenario, or, alternatively, try to distract them with your other Pokemon by bringing something with weaknesses that the AI will try to exploit. By combining the use of Explosion or Selfdestruct with another strategy such as Endure + Salac or Liechi Berry, you can deal a great amount of damage to the AI on the first turn. After the first turn, you can simply clean up the remaining two Pokemon with fast and powerful attackers or rip through them if you made use of an Endure Pokemon.


Semifinal: Cooltrainer Klept

Marowak @ Thick Club / Male / Lightningrod
Return / Earthquake / AncientPower / Protect
321/193/253/119/281/124 | 165/99/129/62/143/64

Manectric @ BrightPowder / Female / Lightningrod
Crunch / Protect / Thunderbolt / Thunder Wave
279/164/153/306/153/336 | 144/84/79/155/79/171

Starmie @ Lax Incense / Natural Cure
Psychic / Ice Beam / Protect / Hydro Pump
259/164/203/296/203/358 | 134/84/104/150/104/182

Gyarados @ Scope Lens / Male / Intimidate
Return / Earthquake / Hidden Power Flying / Dragon Dance
327/379/190/135/231/256 | 168/192/97/70/118/130

Dodrio @ Choice Band / Male / Early Bird
Return / Hyper Beam / Drill Peck / Haze
259/316/173/137/153/325 | 134/160/89/71/79/165

Lapras @ Leftovers / Female / Water Absorb
Ice Beam / Hydro Pump / Thunderbolt / Protect
461/182/193/292/223/154 | 235/93/99/149/114/79

This battle is very difficult and sees the AI make use of Lightningrod to nullify its exploitable weaknesses. The AI will always lead with either Manectric or Marowak and with one of its other Pokemon, but usually not Lapras. Gyarados's Intimidate along with Manectric and Marowak's frequent use of Protect makes using Explosion or Selfdestruct not very feasible in this battle. It is certainly advantageous to bring an offensive Electric-type despite the AI's use of Lightningrod, as it will usually only select one Lightningrod user, and once it is gone, Electric-type attacks clean up well. Beware of Choice Band Dodrio, as even after an Attack drop from Intimidate, it can OHKO pretty much anything that does not resist its attacks. Starmie is fast and powerful, so the best strategy is to draw its attacks with a Pokemon and have it use Protect while another Pokemon knocks it out. Try to eliminate the Lightningrod Pokemon as soon as possible; this is a feasible goal to have attained by the end of the second turn. From there, Thunderbolt can blast through pretty much everything else; just make sure Starmie or Dodrio doesn't KO your users of the move.


Final: Cipher Admin Eldes

Latios @ BrightPowder / Male / Levitate
Psychic / Ice Beam / Thunderbolt / Dragon Claw
299/191/193/356/253/347 | 154/98/99/180/129/176

Latias @ Scope Lens / Female / Levitate
Psychic / Waterfall / Thunderbolt / Dragon Claw
299/173/213/316/293/347 | 154/89/109/160/149/176

Metagross @ Quick Claw / Clear Body
Earthquake / Shadow Ball / Meteor Mash / Protect
361/402/293/200/213/174 | 185/204/149/102/109/89

Tauros @ Choice Band / Male / Intimidate
Return / Iron Tail / Earthquake
289/296/223/101/173/347 | 149/150/114/53/89/176

Snorlax @ Leftovers / Female / Thick Fat
Body Slam / Shadow Ball / Earthquake / Protect
521/347/163/146/253/94 | 265/176/84/75/129/49

Gengar @ Lax Incense / Male / Levitate
Psychic / Thunderbolt / Fire Punch / Ice Punch
259/203/153/293/183/347 | 134/103/79/149/94/176

This is the toughest battle in the Orre Colosseum and perhaps in any Pokemon game ever. The AI's use of Gengar and Metagross significantly deters any use of Explosion, and with half the team immune to Earthquake, taking down Metagross is very difficult. Latios and Latias might not have Soul Dew, but they are still immense threats that are virtually impossible to take down in a single turn. BoltBeam spam makes using Pokemon such as Salamence and Gyarados a liability due to the fact that they can be cleanly knocked out by half of the AI's Pokemon before they even have a chance to move. Tauros is also a massive threat, being able to rip through most defensive Pokemon with Choice Band-boosted Return. Salac Berries and Swift Swim are really the only methods of ensuring you can get powerful attackers to move first in this battle, although a few Pokemon such as Aerodactyl have the Speed to move first; however, they have exploitable weaknesses and don't hit super hard. It's difficult to formulate a particular strategy for this battle because things are heavily impacted by what the AI decides to bring. If the AI doesn't have Gengar, Explosion and Selfdestruct are actually great methods of disposing of Latios and Latias. A Metagross of your own also performs well except for against opposing Metagross, which will most likely outspeed yours due to the AI's near-perfect IVs.
The final round is fittingly the most difficult round of the entire Colosseum. It has four opponents that all employ contrasting strategies, and for this reason it is difficult to construct a team that can perform exceptionally well in all four battles. Explosion, Rock Slide, and Earthquake use all work great in the first two battles, but they lose potency in the semifinal and the final. The fast and powerful Pokemon employed by the AI in the semifinal and final battles also deter use of similar Pokemon because the Speed advantage is difficult to outplay. Rain Dance and Lightningrod are two strategies that can work to some extent in all four battles because the AI relies on Electric-type moves to touch Pokemon such as Gyarados. Rain Dance along with Swift Swim offers a method to obtain a Speed advantage in the later battles, and it can also plow through Pokemon such as Metagross, which is particularly difficult to take down. A Pokemon with Endure, Reversal, and a Salac Berry can also be fast and powerful enough to justify use, although it usually can only take down one foe before being finished off itself. Other than these strategies there isn't much else preparation that can be done; bring your best Pokemon, play tight, and maybe you'll make it through alive.
 
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Minority

Numquam Vincar
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Had to split this into 2 posts because it exceeded 65,000 characters.

I ran through the entire thing, fixed some spelling and grammar issues, polished some stuff, and added some more analysis.

The main thing left to do is confirm the movesets of the AI although this is difficult to do. When I initially wrote this I went off of memory and then checked it with another source, but I think parts of that other source are wrong. I remember that the official players guide for XD has the movesets of the Pokemon, so if someone could cross check what I have with that I think that would sort out this last major problem.
 

Mr. Uncompetitive

I'm Deko (leader of The Nebulox)
is a Contributor Alumnus
If you still need the movesets from the official guide (Sorry for some of the poor quality, but the sets are still readable):















Also Game Freak didn't develop this game, Genius Sonority did (and they've made plenty of other ridiculous challenges in their Pokemon games *cough* Stargazer Colosseum *cough*).
 
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Minority

Numquam Vincar
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Those guide pages seem to confirm what I already had so I guess there weren't any mistakes. Removed mention of gf in the abstract since ya they didn't develop this game. I always found Stargazer Colosseum in BR an absolute joke compared to Orre since the rules are much more lax and there are more resources available in gen 4.

I guess now this needs spelling and grammar checks since I'm done writing it? If anyone has suggestions to add or change things just post them.
 

Minority

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I'd say that if you want to do QC, go ahead and check both the first post and the rounds. At the moment this is currently listed in the GP queue but I don't think they'll get to it anytime soon.
 
This is really well done! I've played and beaten Orre Colosseum many times and always find it enjoyable. These are all nitpicks, but might be things worth noting:

- In the team building section, I think you should mention that beating the Lovrina round allows you to embark on the Lucky Egg quest, which makes training Pokemon to Level 60 far less of a drag, especially if you're breeding Pokemon in Emerald and transferring them over to XD. I don't find either game particularly good for grinding, and the Lovrina round is beatable with an in-game XD team with minimal adjustments if you know what's coming.

- Make note of Lum Berry under items, which I find to be up there with Choice Band and Leftovers in utility. It's especially nice on special attackers with nothing better to run, like the Latis.

- I should probably leave this to GP, but in the "Fast and Power Pokemon" section, you misspell Starmie.

- This might be too peripheral to mention, but it should be noted that Pokemon EVed to take down Emerald's Battle Frontier are going to face significantly faster Pokemon. The Frontier is bulky and sloooooooow (you can easily EV Heracross to outspeed all of the Alakazams x_x), but this is not true here, where everything is usually 252+. My team was Explosion Meta/SD Lax/Clops/Wish+Protect Vap/Latias/CB Aerodactyl, and the Modest 300 Speed Latias was a liability at times, and I actually EVed Aerodactyl to account for Orre Colosseum (Adamant 351 Speed) so it wasn't totally useless in later battles, especially against Eldes.

- You mention that you can use just XD Pokemon to beat the Colosseum to restore confidence, but I might expand on it more. I have to say that I am a little dubious of that claim though there are some nice tools at your disposal. I would offer some sample teams or combos based just off of those Pokemon, presumably emphasizing the utility of Snorlax, just so that it is more approachable for players who want to do that. I suspect trying that would require soft-resetting when facing Snattle (for the Starmie), Ardos, Eldes, etc. so that the IVs and natures aren't total shit as well. Also, the TM restriction can be a little brutal.

Anyway, this is really fantastic and has a lot of depth. Well done!
 

Minority

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Thanks for the feedback and you bring up some relevant stuff, but the reason I left most of what you describe out is because I can elaborate on it quite a bit; I reference this with "This process itself would make a massive guide".

I think I'll still add shortened versions of what you describe. I don't know how it was for you, but when I was raising Pokemon for this challenge I would start either with something caught from Colosseum / XD or breed it from Emerald, then use the daycare to get it to a level where EV training would be feasible (many times Pokemon were already high enough level), EV train them (in Emerald or Sapphire depending on the EVs being trained), teach them any moves needed from tutors in Emerald, transfer to XD and level off to 60 in rounds 80-100 (high EXP + foreign bonus + Lucky Egg makes this fast actually), and finally teach needed TMs give held item and store away.

First time I did this challenge I used my in-game team to get all the way until round 6, but it was at that point I got stuck and made use of the other gen 3 games. I myself haven't finished round 7 successfully with an in-game team, but I think it could be possible. Lovrina round is kind of a joke once players learn to get past the first battle.

I'll add Lum and the Lucky Egg.

The EVs in regards to battle frontier is a good point, I just find it hilarious that I never noticed. I cleared Emerald's Battle Frontier with reject and replaced Pokemon I used for Orre Colosseum (seriously) and I don't think I ever realized that Frontier even EV trains their stuff because I didn't struggle with it much (literally the only way you can lose is via extreme hax).

I can expand on in-game team use a bit more, only problem is that my experience in that area is somewhat limited. Only Pokemon I've used for it that came directly from that file of XD with no involvement from other games was when I initially cleared up to round 6. I think my team was Snorlax, Starmie, Salamence, Zapdos, Houndoom, something, so in terms of synergy there wasn't anything super deep going on. I overcame the TM restriction because of many gen 3 Pokemon game playthroughs, so I had multiple Earthquake TMs although there was a waiting list for awhile which at that point I used a clone glitch in Emerald to get some more.
 
That's fair. I was mostly thinking in terms of how many actual material resources our method of beating the Orre Colosseum took (I too used LeafGreen to get mons like Aero, Emerald for RNG abuse and EV training, and the link cable for transferring, plus the GC and XD themselves) which might not be something people want to invest in. I'm not sure if that concern is really within the scope of your guide (or if it should be), and you're not wrong about the complexity of the process, but it might be worthy of consideration anyway just because the difficulty of an XD-only run is so much steeper.

Anyway, do what you want (or don't want, as the case may be) with that, and regardless, this guide is really thorough. Gen 3 post-games were great fun.
 

Oglemi

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nah I was hoping Zari would see this at least but I gave it a look and have played the colosseums myself and didn't see anything wrong so we can move forward with it
 

P Squared

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sob this is so long
the good news is that you write really well

- find-and-replace all ’ and ” to ' and "

This guide is limited in scope to the Orre Colosseum challenges present in the story mode of Pokemon XD. This guide covers the background of the colosseum, its rules, effective strategies and teams for its challenges, data on each round, and analysis of the AI teams. This is not a challenge to be taken lightly, as it requires much in-game time investment and contends for the most challenging battling ever presented in a Pokemon game. Your opponents have perfect IV Pokemon that have been EV trained and have been given a variety of exotic movesets and held items. The potential for level advantage is impossible, meaning that the traditional in-game mindset of simply muscling through your opponents is not an option; you must outplay them. If you have a copy of Pokemon XD but never attempted this challenge, now would seem a good time to go back and test your prowess. For those without a copy and that are interested in the toughest battling Pokemon has ever produced, you will unfortunately have to invest in a copy of the game and possibly in a GBA link cable as well.

Introduction

The opportunity to challenge the Orre Colosseum is available only after the main storyline of Pokemon XD has been completed. The Colosseum consists of seven rounds of double battles, each with four battles. To advance to the next round you must win each battle consecutively; a loss against the AI during a challenge means that you must restart that round from the beginning again. At the start of each round you will challenge with a team, and you will use this team for all four battles of that round. Only four of your six Pokemon will be used in each battle, and these are to be chosen at the start of each battle. This provides more flexibility when preparing for the AI teams, which helps to offset the disadvantage of having to use the same team four battles in a row. In general, each round has some sort of a theme, meaning that it is expected for a challenger to bring a custom(dash if I'm reading this correctly)selected team for each round. It is possible to complete all seven rounds with the same team; however, it is easier to complete the challenge by preparing for each round on its own.

Naturally there will be hax during the challenge, especially when considering that almost every round has a Pokemon that caries BrightPowder or Lax Incense. The AI also makes use of Thunder Wave, confusion, and OHKO moves, furthering the potential for disaster. While this is mostly limited to the first two rounds, it becomes quite apparent because the challenge requires that you win four battles in a row, quadrupling the AI's opportunity to screw you over. While this is a negative, it is nowhere near as bad as in the Battle Frontier, where almost every challenge is ended by hax due to how the player is forced to win a large amount of battles in a row. The first round is the only one that really focuses on the use of confusion, paralysis, and infatuation. In the second round, the AI makes use of Sand Veil and Double Team, and in another battle it wields OHKO moves, although these things are not seen in the five subsequent rounds. While sometimes it is impossible to prevent hax from mangling your team, following several strategies can drastically reduce the opportunity for the AI to screw you over.

The AI in the Orre Colosseum is generally effective, albeit somewhat predictable. It tends to make the "smartest" play, (remove comma) and has the Pokemon to execute such plays. "Smartest" is in quotations, because it refers to how the AI seeks to maximize the yield of its turn. The simplest case is that if you have a Water-type in battle against the AI's Raikou, it is almost assured that Raikou will attack the Water-type with Thunderbolt. On occasion the AI does make some strange plays that serve to keep things interesting, but most of the time it will chose the obvious play. This is especially exploitable with users of Protect, which serves to further solidify the move's incredible utility. Situations of double battle events such as Explosion, Earthquake, and Skill Swap serve to further highlight this, (remove comma) and are responsible for some of the more interesting moments of play.

There are a few moves in particular that prove extremely effective for this challenge. The previously mentioned Protect is great on a Pokemon that has room for it, and a majority of Pokemon should be running it. Protect can allow for the manufacture of free turns when the AI focuses both their attacks on a single target, allowing your second Pokemon to take an advantage. Protect can also be used to alter how a trade occurs, allowing a slower Pokemon to knock out a faster Pokemon because the faster Pokemon was focused on the protected Pokemon. Protect also provides a single(dash)turn immunity to Earthquake, Self-Destruct, and Explosion, which are some of the most effective and deadly moves in the Orre Colosseum. These moves allow for the disposal of multiple opponents foes at a time and, (different comma placement) when used effectively, force trades in your favor. Strong special attacks are also valuable assets, and they can plow through opponents foes quickly when coming off certain Pokemon. Similarly, fast Pokemon with good coverage can be used to double team one of the AI's Pokemon and knock it out before it has a chance to move. The pace of the game is very fast and battles are usually over quickly with the exception of the Lovrina final. This makes it very easy to lose from a single poorly played turn and means that the player needs to make calculated safe plays.

Rules

~ The following Pokemon are banned: (Mew, Mewtwo, Lugia, Ho-Oh, Celebi, Groudon, Kyogre, Rayquaza, Jirachi, Deoxys)
~ Soul Dew is banned
~ A team is not allowed to have multiple of the same species of Pokemon (Species Clause)
~ A team is not allowed to have multiple use of the same item (Item Clause)
~ You are permitted from ("permitted" means "allowed", so I think you either meant "You are not permitted to" or "You are prohibited from". also not sure what you mean by "calling" but idk Colosseum so maybe that's why) calling your Pokemon or using healing items on them
~ All AI Pokemon are equal to level 60 sixty, or are at the same level as your highest Pokemon
~ All battles are double battles
~ Four of six Pokemon are to be selected and used at the start of every battle
~ The challenge must be completed by winning four consecutive battles,; (semicolon) losing a battle restarts the challenge for that round
~ Use of recoil or self-destructing moves that knock out the last Pokemon of both the AI and the player always results in a victory for the AI; the AI always wins if the player has run out of usable Pokemon

Building Teams

To attempt this challenge it will be necessary to train an elite group of Pokemon. The best Pokemon are often bread bred for optimal IVs and nature, (remove comma) and then EVed, given the best moveset, and leveled off. (maybe "up"?) This is a very time-consuming process that also wants (maybe "requires"?) all the resources available across the generation 3 Gen III Pokemon games (Ruby / Sapphire EV training spots, Emerald tutors, Fire Red / Leaf Green tutors and Pokemon, Pokemon from Colosseum, and Mt. Battle items). Unless you already have boxes of perfect level 100 Pokemon that were acquired long ago, it will be necessary to raise Pokemon from scratch and train them to level 60. This process itself would make a massive guide, but in the interest of restoring confidence it is possible to complete the Colosseum with your in-game Pokemon XD team by making the greatest uses of the resources available in XD alone. Clearing the first round of Orre Colosseum does give the player access to the Lucky Egg, which can slightly reduce the amount of time such a process takes. It is also possible to use hacked Pokemon, which is great in the way it saves time, although it makes the Colosseum slightly easier because you have access to perfect IV Pokemon just like the AI. Note that the Orre Colosseum invests far more Speed EVs compared to Emerald's Battle Frontier, meaning that Pokemon specifically EVed for the Battle Frontier will not necessarily be effective here.

If building with resources only available in Pokemon XD, the best Pokemon available in-game are Snorlax, Starmie, Salamence, Zapdos, Tauros, Gardevoir, Flygon, Electabuzz, and Houndoom. There are many other usable Pokemon, (comma) so don't allow these specific mentions to limit your imagination,; (semicolon) even Pokemon such as Primeape and Flareon can put in some work during earlier rounds. Since Because it's not feasible to EV train Pokemon in the confines of the Orre region, simply focus on obtaining these Pokemon with good base IVs and a useful nature; this can mean having to soft reset until you get an acceptable Pokemon, which is especially difficult when reseting for a Pokemon obtained in a boss battle. (new stuff starts here) For some Pokemon such as Zapdos and Tauros it is impossible to soft reset for them because the game forces a save before you can check their stats. When intending to use an in-game team to clear the colosseum, try to keep all Pokemon around the same level, and ideally, never over level 60 sixty as to minimize the amount of work required if you intend to train new Pokemon. The natural route of the game offers almost enough experience to get six Pokemon to level 60 sixty, so round off remaining Pokemon at Mt. Battle after completing the game.

Because Item Clause being is in effect, this means you have to decide deciding on which Pokemon to give Leftovers to; usually it will be the most bulky. Not many other items have significant utility. The only items that boost offensive power are the 1.2x boosting items for each type of move, and the Choice Band, which can be effective but not always an easy fit. The Shell Bell is another item that can restore HP, however but it is usually only worth using on Pokemon such as Tyranitar when it wields moves that hit multiple targets, such as like Rock Slide and Earthquake. A Lum Berry can free a Pokemon from status once, but it is of not much use in battles where the AI doesn't make use of status conditions. BrightPowder, Scope Lens, Focus Band, etc. are all usable items but are luck-dependent and limited to clutch use. It is actually surprising how annoying the Item Clause can be, especially when trying to build around a theme.


Overall, the following strategies are highly effective:

- Explosion & Self-Destruct

These two moves are absolutely devastating in the Orre Colosseum. While the AI does have several teams that make use of Protect and Ghost-types, the amount of damage they these moves can do in exchange for one Pokemon often yields an advantage. There are several battles where a three-against-two advantage can be attained on the first turn when a bulky and powerful Pokemon goes boom. The Regis, Snorlax, Metagross, and a few other Pokemon can make effective use of Explosion and Self-Destruct, while it and they can be combined with some other strategies such as Helping Hand Dusclops and Endure + Salac / Liechi Berry Pokemon to quickly attain an offensive advantage.


- Fast & Powerful Pokemon

Pokemon with a high base Speed, a strong offensive stat, and a good movepool are highly effective due to how they can ensure quick and easy kills before the AI can make a move. This type of matchup does become troublesome against similar Pokemon employed by the AI because their stats are perfect and thus the Speed advantage often becomes too much to outplay. Pokemon such as Gengar, Latios, Latias, Zapdos, Starmie, Alakazam, Aerodactyl, and Sceptile are examples of such Pokemon.


- Endure + Salac or Liechi Berry

Use of Endure along with the held item Salac Berry or Liechi Berry can be an effective offensive strategy against the AI; however, it does fail sometimes, (comma) such as against Tyranitar and users of priority. Heracross is the most effective user, being able to spam Reversal after the Speed boost from the Salac Berry has activated. Some other Pokemon such as Hitmonlee, Blaziken, and Electrode can also put in work with a combination of Endure and one of these Berries. Combining this with use of Explosion or Earthquake will ensure that your Pokemon is lowered to 1 HP on the turn it uses Endure endures in the event that the AI chooses not to attack it.


- Lightningrod Abuse

A few Pokemon such as Gyarados are very difficult for the AI to KO when Electric-type moves are taken out of play. Although Manectric is not immune to the Electric-type attacks it draws, it is the best user of Lightningrod. Other Pokemon such as Rhydon and Marowak are usable, (remove comma) but easier for the AI to be capitalized upon by the AI due to their low Speed and how slow they are and how they have highly exploitable weaknesses.


- Heavy Intimidation

For battles where the AI's team is mostly physical attackers, using a team with several Pokemon that have the ability Intimidate can greatly reduce the AI's ability to blow holes in a build. The AI is also reluctant to switch out, meaning that moving switching Intimidate users in and out can repeatedly lower their Attack.


- Bulky Setup Sweepers

Setup sweepers capable of taking a hit or two can be quite effective depending on the battle. Most of these are users of Dragon Dance, although there are some effective users of Calm Mind and Swords Dance as well. Pokemon such as Salamence, Tyranitar, Dragonite, Raikou, and Scizor can really pack a punch after a turn dedicated to setup,; (semicolon) however, (comma) note that the fast pace of the battle means that they usually aren't alive very long to attack.


- Rain Dance

While it is possible to clear every round with a sand team, rain usually works out much better. Effective Swift Swimmers users and rain abusers can cleanly KO many of the AI's Pokemon with neutral Hydro Pumps, while and pairing this with Thunder leaves few Pokemon able to withstand an onslaught. Full rain teams are not required either,; (semicolon) even just one Swift Swimmer user that has effective synergy with the rest of the team can be a valuable asset.


These of course aren't the only strategies that work, just the ones that I have had the most success with in my experience versus the Orre Colosseum. Depending on how interesting you find the challenges, you may build only one team or acquire boxes of Pokemon dedicated to this challenge. Teambuilding itself does not need to be a meticulous process; however, the AI will exploit overlapping weaknesses. In particular, teams with numerous weaknesses to Earthquake will struggle against any AI team that packs the move. Earthquake is powerful enough to where that, if used as a super effective attack, it will usually get a KO be a knockout; the few exceptions are Pokemon such as Metagross, Regirock, and Registeel, which have enough physical bulk to stomach the onslaught. Stacking weaknesses to powerful special attacks such as Thunderbolt is also something to be avoided, because it makes taking down the AI's Raikou or Electabuzz significantly more difficult. Bringing teams that have multiple immunities to common offensive types is very useful, because most of the time the AI is somewhat predictable, and switching in Pokemon immune to the AI's attack can yield an advantage.

The fast pace of the battles in Orre Colosseum does invalidate switching to some extent. Switching a Pokemon that would be OHKOed with a Pokemon that takes neutral damage offers little in terms of absolute material. Most attacks from the AI will 2HKO Pokemon that take neutral damage anyways, effectively eliminating the advantage gained by switching in some scenarios because it gives up that Pokemon's attacking turn. It is sometimes hard to predict what the AI will do to what Pokemon, meaning that switching in a Pokemon that is crucial to the battle can result in a surprise KO from the AI because you didn’t expect it to choose that target. This shouldn't entirely discourage switching, (comma) however; in many situations the best option is to switch in order to distract one of the AI's Pokemon for a turn while you attack it with the other. (do you mean attack the other foe (then change to: "while you attack the other") or use your other Pokemon to attack the one that is distracted? (then change to: "while you attack it with your other Pokemon"))
 
Last edited:

Hozu

RNGenius
is a Contributor Alumnus
If you're looking for enemy Pokémon data, I collected it a while ago. Here you go:

Code:
Pokémon | Nature | Ability | IVs | EVs | Move 1 | Move 2 | Move 3 | Move 4 | Held Item | Level 100 stats | Level 50 stats
Hunter Greel
Gardevoir | Modest | Synchronize | 23/23/23/23/23/23 | 6HP/252SpAtk/252Spe | Dream Eater | Thunderbolt | Ice Punch | Hypnosis | Scope Lens | 270/142/158/375/258/251 | 140/73/81/190/131/128
Jynx | Timid | Oblivious | 23/23/23/23/23/23 | 6HP/252SpAtk/252Spe | Dream Eater | Ice Beam | Psychic | Lovely Kiss | Lax Incense | 264/115/98/321/218/309 | 137/59/51/163/111/157
Slowbro | Brave | Own Tempo | 23/23/23/23/23/23 | 6HP/252Atk/252SpDef | Dream Eater | Shadow Ball | Focus Punch | Yawn | Leftovers | 324/265/248/228/251/79 | 167/135/126/116/128/41
Houndoom | Timid | Flash Fire | 23/23/23/23/23/23 | 6HP/252SpAtk/252Spe | Dream Eater | Flamethrower | Crunch | Pursuit | Focus Band | 284/187/128/311/188/309 | 147/95/66/158/96/157
Breloom | Adamant | Effect Spore | 23/23/23/23/23/23 | 6HP/252Atk/252Spe | Spore | Sludge Bomb | Focus Punch | Substitute | BrightPowder | 254/386/188/133/148/231 | 132/195/96/68/76/118
Parasect | Brave | Effect Spore | 23/23/23/23/23/23 | 6HP/252Atk/252SpAtk | Spore | Aerial Ace | Giga Drain | Return | Quick Claw | 254/309/188/211/188/79 | 132/157/96/108/96/41

Rider Herlam
Spinda | Lonely | Own Tempo | 23/23/23/23/23/23 | 6Def/252SpDef/252Spe | Teeter Dance | Flail | Dizzy Punch | Protect | Focus Band | 253/162/134/148/211/211 | 131/84/69/76/108/108
Cacturne | Timid | Sand Veil | 23/23/23/23/23/23 | 6SpAtk/252SpDef/252Spe | Teeter Dance | Toxic | Needle Arm | Double Team | Miracle Seed | 273/232/148/259/211/221 | 141/118/76/132/108/113
Grumpig | Timid | Own Tempo | 23/23/23/23/23/23 | 6HP/252SpAtk/252Spe | Confuse Ray | Psychic | Ice Punch | Fire Punch | Lax Incense | 294/106/158/271/248/276 | 152/55/81/138/126/140
Slowking | Modest | Own Tempo | 23/23/23/23/23/23 | 252Def/252SpDef/6Spe | Yawn | Psychic | Surf | Ice Beam | Sea Incense | 323/160/251/250/311/89 | 166/82/128/128/158/47
Lickitung | Impish | Own Tempo | 23/23/23/23/23/23 | 6HP/252Atk/252SpDef | Body Slam | Shadow Ball | Earthquake | Belly Drum | Leftovers | 314/201/195/133/241/88 | 162/103/100/68/123/46
Smeargle | Calm | Own Tempo | 23/23/23/23/23/23 | 6HP/252Def/252Spe | Teeter Dance | Lock-On | Sheer Cold | Protect | BrightPowder | 244/61/161/68/129/241 | 127/32/83/36/67/123

Sailor Lestor
Stantler | Jolly | Intimidate | 23/23/23/23/23/23 | 6HP/252Atk/252Spe | Thunder Wave | Confuse Ray | Stomp | Attract | Scope Lens | 280/281/152/178/158/287 | 145/143/78/91/81/146
Xatu | Timid | Synchronize | 23/23/23/23/23/23 | 6HP/252SpAtk/252Spe | Confuse Ray | Thunder Wave | Psychic | Giga Drain | Focus Band | 264/160/168/281/168/309 | 137/82/86/143/86/157
Raichu | Timid | Static | 23/23/23/23/23/23 | 6HP/252SpAtk/252Spe | Volt Tackle | Thunder Wave | Sweet Kiss | Encore | Lax Incense | 254/187/138/271/188/320 | 132/95/71/138/96/162
Togetic | Careful | Serene Grace | 23/23/23/23/23/23 | 252HP/252Def/6SpDef | Follow Me | Body Slam | Sweet Kiss | Thunder Wave | Leftovers | 306/108/261/169/262/108 | 158/56/133/86/134/56
Grumpig | Calm | Thick Fat | 23/23/23/23/23/23 | 252Def/252SpAtk/6SpDef | Confuse Ray | Extrasensory | Ice Punch | Fire Punch | Lum Berry | 293/106/221/271/273/188 | 151/55/113/138/139/96
Butterfree | Timid | Compoundeyes | 23/23/23/23/23/23 | 6HP/252SpAtk/252Spe | Stun Spore | Flash | Psychic | Giga Drain | BrightPowder | 254/106/128/251/188/254 | 132/55/66/128/96/129

Cipher Admin Lovrina
Shuckle | Calm | Sturdy | 23/23/23/23/23/23 | 252HP/129Def/129SpDef | Toxic | Rest | Attract | Wrap | Chesto Berry | 236/43/520/48/572/38 | 123/23/262/26/288/21
Wobbuffet | Bold | Shadow Tag | 23/23/23/23/23/23 | 252HP/124Def/124SpDef/10Spe | Charm | Encore | Counter | Mirror Coat | Lum Berry | 513/141/192/94/175/96 | 261/72/99/49/90/50
Misdreavus | Calm | Levitate | 23/23/23/23/23/23 | 6HP/252Def/252SpDef | Torment | Confuse Ray | Attract | Protect | Quick Claw | 254/133/211/198/287/198 | 132/68/108/101/146/101
Milotic | Calm | Marvel Scale | 23/23/23/23/23/23 | 252HP/252SpDef/6Spe | Toxic | Confuse Ray | Attract | Wrap | Lax Incense | 386/133/186/228/375/191 | 198/68/95/116/190/98
Blissey | Calm | Natural Cure | 23/23/23/23/23/23 | 252Def/252SpDef/6Spe | Counter | Sing | Attract | Seismic Toss | Leftovers | 643/99/48/178/397/139 | 326/52/26/91/201/72
Meganium | Bold | Overgrow | 23/23/23/23/23/23 | 252HP/6Def/252SpDef | Leech Seed | Toxic | Attract | Protect | BrightPowder | 356/172/251/194/291/188 | 183/88/128/99/148/96


Worker Lobel
Tyranitar | Modest | Sand Stream | 23/23/23/23/23/23 | 252HP/252SpAtk/6Spe | Crunch | Thunderbolt | Fire Blast | Protect | Leftovers | 396/266/248/309/228/151 | 203/135/126/157/116/78
Quagsire | Brave | Water Absorb | 23/23/23/23/23/23 | 6HP/252Def/252SpAtk | Ice Beam | Earthquake | Yawn | Protect | Quick Claw | 324/217/261/221/158/88 | 167/111/133/113/81/46
Cacturne | Modest | Sand Veil | 23/23/23/23/23/23 | 6HP/252Def/252SpAtk | Giga Drain | ThunderPunch | Double Team | Substitute | Lax Incense | 274/232/211/353/148/138 | 142/118/108/179/76/71
Sandslash | Adamant | Sand Veil | 23/23/23/23/23/23 | 6HP/252Atk/252Spe | Aerial Ace | Brick Break | Earthquake | Focus Punch | BrightPowder | 284/320/248/106/138/221 | 147/162/126/55/71/113
Claydol | Quiet | Levitate | 23/23/23/23/23/23 | 6Def/252SpAtk/252SpDef | Psychic | Ice Beam | Explosion | Light Screen | Lum Berry | 253/168/239/254/331/160 | 131/86/122/129/168/82
Dugtrio | Jolly | Sand Veil | 23/23/23/23/23/23 | 6HP/252Atk/252Spe | Substitute | Rock Slide | Double Team | Earthquake | Focus Band | 204/251/128/115/168/364 | 107/128/66/59/86/184

Casual Guy Makel
Dewgong | Bold | Thick Fat | 23/23/23/23/23/23 | 252HP/252SpDef/6Spe | Fake Out | Blizzard | Encore | Sheer Cold | Quick Claw | 376/151/206/168/281/169 | 193/77/106/86/143/87
Dugtrio | Jolly | Arena Trap | 23/23/23/23/23/23 | 6HP/252Atk/252Spe | AncientPower | Earthquake | Protect | Fissure | BrightPowder | 204/251/128/115/168/364 | 107/128/66/59/86/184
Pinsir | Jolly | Hyper Cutter | 23/23/23/23/23/23 | 6HP/252Atk/252Spe | Flail | Brick Break | Endure | Guillotine | Salac Berry | 264/341/228/124/168/287 | 137/173/116/64/86/146
Kingler | Careful | Shell Armor | 23/23/23/23/23/23 | 252HP/6Def/252SpDef | Guillotine | Amnesia | Rest | Sleep Talk | Leppa Berry | 306/288/259/115/210/178 | 158/146/132/59/107/91
Nidoking | Jolly | Poison Point | 23/23/23/23/23/23 | 6HP/252Atk/252Spe | Sludge Bomb | Megahorn | Horn Drill | Protect | Focus Band | 296/275/182/178/178/287 | 153/140/93/91/91/146
Lapras | Calm | Water Absorb | 23/23/23/23/23/23 | 252HP/252SpAtk/6Spe | Ice Beam | Thunderbolt | Hydro Pump | Sheer Cold | Leftovers | 456/178/188/261/239/149 | 233/91/96/133/122/77

Researcher Limar
Shedinja | Jolly | Wonder Guard | 23/23/23/23/23/23 | 252Atk/6SpDef/252Spe | Silver Wind | Aerial Ace | Shadow Ball | Swords Dance | Focus Band | 1/271/118/79/89/188 | 72/138/61/41/47/96
Hypno | Careful | Insomnia | 23/23/23/23/23/23 | 6HP/252Def/252SpAtk | Calm Mind | Psychic | Ice Punch | ThunderPunch | Leftovers | 304/174/231/213/283/162 | 157/89/118/108/144/83
Kabutops | Adamant | Swift Swim | 23/23/23/23/23/23 | 6HP/252Atk/252SpDef | Rain Dance | Rock Slide | Body Slam | Brick Break | King's Rock | 254/353/238/142/231/188 | 132/179/121/73/118/96
Ditto | Careful | Limber | 23/23/23/23/23/23 | 252HP/252SpDef/6Spe | Transform | --- | --- | --- | Metal Powder | 292/124/124/111/205/125 | 151/64/64/58/105/65
Altaria | Adamant | Natural Cure | 23/23/23/23/23/23 | 6HP/252Atk/252Spe | Dragon Dance | Aerial Ace | Body Slam | Earthquake | BrightPowder | 284/254/208/151/238/251 | 147/129/106/77/121/128
Rapidash | Timid | Flash Fire | 23/23/23/23/23/23 | 6HP/252SpAtk/252Spe | Sunny Day | Flamethrower | SolarBeam | Hypnosis | Lax Incense | 264/205/168/251/188/331 | 137/104/86/128/96/168

Cipher Admin Snattle
Electrode | Jolly | Soundproof | 23/23/23/23/23/23 | 6HP/252Atk/252Spe | Explosion | Light Screen | Thunderbolt | Endure | Liechi Berry | 254/191/168/169/188/408 | 132/98/86/86/96/206
Muk | Careful | Sticky Hold | 23/23/23/23/23/23 | 6HP/252Def/252SpDef | Imprison | Protect | Explosion | Substitute | Quick Claw | 344/238/241/142/320/128 | 177/121/123/73/162/66
Regirock | Impish | Clear Body | 23/23/23/23/23/23 | 252Atk/6Def/252SpDef | Explosion | AncientPower | Earthquake | Protect | Lax Incense | 293/291/471/115/291/128 | 151/148/238/59/148/66
Gengar | Jolly | Levitate | 23/23/23/23/23/23 | 6HP/252Atk/252Spe | Explosion | Shadow Ball | Sludge Bomb | Protect | Scope Lens | 254/221/148/259/178/342 | 132/113/76/131/91/173
Glalie | Jolly | Inner Focus | 23/23/23/23/23/23 | 252Atk/6SpAtk/252Spe | Explosion | Ice Beam | Shadow Ball | Endure | Salac Berry | 293/251/188/170/188/276 | 151/128/96/87/96/140
Regice | Sassy | Clear Body | 23/23/23/23/23/23 | 6HP/252Def/252SpAtk | Explosion | Ice Beam | Thunderbolt | Protect | Leftovers | 294/128/291/291/470/115 | 152/66/148/148/238/59


Chaser Navu
Sharpedo | Timid | Rough Skin | 24/24/24/24/24/24 | 6HP/252SpAtk/252Spe | Crunch | Ice Beam | Protect | Hydro Pump | BrightPowder | 275/242/109/282/109/310 | 142/123/57/143/57/157
Hitmonlee | Jolly | Limber | 24/24/24/24/24/24 | 6HP/252Atk/252Spe | Reversal | Earthquake | Endure | Rock Tomb | Salac Berry | 235/332/135/89/249/292 | 122/168/70/46/127/149
Zangoose | Jolly | Immunity | 24/24/24/24/24/24 | 6HP/252Atk/252Spe | Flail | Shadow Ball | Endure | Crush Claw | Liechi Berry | 281/322/149/134/149/299 | 145/163/77/69/77/152
Victreebel | Timid | Chlorophyll | 24/24/24/24/24/24 | 152HP/106SpAtk/252Spe | Magical Leaf | Sludge Bomb | Sleep Powder | Protect | Lax Incense | 332/215/159/255/149/255 | 171/109/82/130/77/130
Golem | Adamant | Rock Head | 24/24/24/24/24/24 | 6HP/252Atk/252SpDef | Double-Edge | Earthquake | Protect | Rock Blast | Leftovers | 295/343/289/125/222/119 | 152/174/147/64/113/62
Nidoqueen | Careful | Poison Point | 24/24/24/24/24/24 | 6HP/252Atk/252SpDef | Sludge Bomb | Shadow Ball | Earthquake | Superpower | Quick Claw | 315/256/203/161/288/181 | 162/130/104/82/146/93

Chaser Pixen
Nidoking | Adamant | Poison Point | 24/24/24/24/24/24 | 6HP/252Atk/252SpDef | Sludge Bomb | Body Slam | Shadow Ball | Megahorn | Quick Claw | 297/303/183/179/242/199 | 153/154/94/91/123/102
Magmar | Timid | Flame Body | 24/24/24/24/24/24 | 6HP/252SpAtk/252Spe | Flamethrower | Psychic | ThunderPunch | Confuse Ray | Focus Band | 265/197/143/292/199/305 | 137/100/74/148/102/155
Politoed | Calm | Damp | 24/24/24/24/24/24 | 6HP/252Def/252SpAtk | Ice Beam | Psychic | Hydro Pump | Swagger | Lum Berry | 315/161/242/272/251/169 | 162/82/123/138/128/87
Fearow | Jolly | Keen Eye | 24/24/24/24/24/24 | 6HP/252Atk/252Spe | Tri-Attack | Drill Peck | Steel Wing | Attract | BrightPowder | 265/272/159/135/151/321 | 137/138/82/70/78/163
Jynx | Timid | Oblivious | 24/24/24/24/24/24 | 6HP/252SpAtk/252Spe | Lovely Kiss | Fake Out | Ice Beam | Dream Eater | Lax Incense | 265/116/99/322/219/310 | 137/60/52/163/112/157
Armaldo | Careful | Battle Armor | 24/24/24/24/24/24 | 252HP/252Atk/6Spe | Body Slam | Brick Break | Rock Blast | Dig | Leftovers | 347/342/229/152/207/120 | 178/173/117/78/106/62

Chaser Daks
Scizor | Adamant | Swarm | 24/24/24/24/24/24 | 6HP/252Atk/252SpDef | Silver Wind | Aerial Ace | Secret Power | Steel Wing | Quick Claw | 275/387/229/125/252/159 | 142/196/117/64/128/82
Electabuzz | Timid | Static | 24/24/24/24/24/24 | 6HP/252SpAtk/252Spe | Thunderbolt | Ice Punch | Protect | Fire Punch | BrightPowder | 265/175/143/282/199/332 | 137/90/74/143/102/168
Quagsire | Adamant | Damp | 24/24/24/24/24/24 | 6HP/252Atk/252SpDef | AncientPower | Sludge Bomb | Body Slam | Earthquake | Lax Incense | 325/288/199/143/222/99 | 167/146/102/73/113/52
Arcanine | Timid | Intimidate | 24/24/24/24/24/24 | 6HP/252SpAtk/252Spe | ExtremeSpeed | Crunch | Overheat | Protect | White Herb | 315/224/189/292/189/310 | 162/114/97/148/97/157
Walrein | Modest | Thick Fat | 24/24/24/24/24/24 | 252HP/252SpAtk/6Spe | Ice Beam | Waterfall | Sheer Cold | Icy Wind | Leftovers | 417/170/209/310/209/160 | 213/87/107/157/107/82
Primape | Jolly | Vital Spirit | 24/24/24/24/24/24 | 6HP/252Atk/252Spe | Low Kick | Body Slam | Cross Chop | Rock Tomb | Scope Lens | 305/252/209/215/219/233 | 157/128/107/109/112/119

Cipher Admin Gorrigan
Salamence | Timid | Intimidate | 24/24/24/24/24/24 | 255SpAtk/255Spe | Dragon Claw | Flamethrower | Crunch | Hydro Pump | BrightPowder | 324/269/189/312/189/321 | 167/136/97/158/97/163
Arcanine | Timid | Intimidate | 24/24/24/24/24/24 | 255SpAtk/255Spe | ExtremeSpeed | Crunch | Overheat | Protect | White Herb | 314/224/189/292/189/310 | 162/114/97/148/97/157
Hitmontop | Sassy | Intimidate | 24/24/24/24/24/24 | 255HP/255Atk | Brick Break | Body Slam | Detect | Earthquake | Leftovers | 297/282/219/99/273/152 | 153/143/112/52/139/78
Granbull | Brave | Intimidate | 24/24/24/24/24/24 | 55HP/255Atk/100Def/100SpDef | Return | Brick Break | Shadow Ball | Hyper Beam | Quick Claw | 327/365/204/149/174/107 | 168/185/104/77/89/55
Tauros | Jolly | Intimidate | 24/24/24/24/24/24 | 255Atk/255Spe | Return | Earthquake | Hyper Beam | Rest | Chesto Berry | 284/292/219/98/169/343 | 147/148/112/51/87/174
Gyarados | Jolly | Intimidate | 24/24/24/24/24/24 | 255Atk/255Spe | Double-Edge | Earthquake | Icy Wind | Thunder Wave | Lum Berry | 324/342/187/134/229/279 | 167/173/96/69/117/142


Fun Old Man Rekix
Espeon | Timid | Synchronize | 25/25/25/25/25/25 | 6HP/252SpAtk/252Spe | Psychic | Bite | Calm Mind | Reflect | BrightPowder | 266/144/150/353/220/344 | 138/74/77/179/112/174
Jolteon | Timid | Volt Absorb | 25/25/25/25/25/25 | 6HP/252SpAtk/252Spe | Thunderbolt | Bite | Thunder Wave | Charm | Lax Incense | 266/144/150/313/220/388 | 138/74/77/159/112/196
Flareon | Adamant | Flash Fire | 25/25/25/25/25/25 | 252HP/252Atk/6Spe | Body Slam | Shadow Ball | Fire Blast | Helping Hand | Quick Claw | 328/388/150/198/250/161 | 169/196/77/101/127/83
Umbreon | Careful | Synchronize | 25/25/25/25/25/25 | 252HP/252Def/6SpDef | Confuse Ray | Helping Hand | Faint Attack | Charm | Lum Berry | 388/160/313/135/320/160 | 199/82/159/69/162/82
Vaporeon | Modest | Water Absorb | 25/25/25/25/25/25 | 252Def/252SpAtk/6Spe | Quick Attack | Ice Beam | Hydro Pump | Helping Hand | Leftovers | 395/144/213/344/220/161 | 202/74/109/174/112/83
Eevee | Careful | Run Away | 25/25/25/25/25/25 | 252HP/252Def/6SpDef | Helping Hand | Attract | Growl | Wish | Focus Band | 308/140/193/108/177/140 | 159/72/99/56/91/72

Fun Old Man Dargs
Slaking | Jolly | Truant | 25/25/25/25/25/25 | 6HP/252Atk/252Spe | Aerial Ace | Body Slam | Shadow Ball | Earthquake | Lum Berry | 436/413/230/198/160/322 | 223/209/117/101/82/163
Alakazam | Timid | Synchronize | 25/25/25/25/25/25 | 6HP/252SpAtk/252Spe | Psychic | Fire Punch | Ice Punch | Skill Swap | BrightPowder | 246/117/120/363/200/366 | 128/60/62/184/102/185
Milotic | Calm | Marvel Scale | 25/25/25/25/25/25 | 252HP/252SpAtk/6Spe | Ice Beam | Hydro Pump | Mirror Coat | Protect | Leftovers | 388/135/188/293/308/193 | 199/69/96/149/156/99
Gengar | Timid | Levitate | 25/25/25/25/25/25 | 6HP/252SpAtk/252Spe | Psychic | Thunderbolt | Fire Punch | Skill Swap | Lax Incense | 256/144/150/353/180/344 | 133/74/77/179/92/174
Metagross | Jolly | Clear Body | 25/25/25/25/25/25 | 252HP/252Atk/6Spe | Shadow Ball | Meteor Mash | Earthquake | Protect | Scope Lens | 358/363/290/198/210/188 | 184/184/147/101/107/96
Claydol | Adamant | Levitate | 25/25/25/25/25/25 | 252HP/252Atk/6Spe | Shadow Ball | AncientPower | Earthquake | Skill Swap | Quick Claw | 318/256/240/153/270/181 | 164/130/122/78/137/93

Matron Naono
Crobat | Jolly | Inner Focus | 25/25/25/25/25/25 | 6HP/252Atk/252Spe | Aerial Ace | Sludge Bomb | Shadow Ball | Toxic | BrightPowder | 306/273/190/153/190/388 | 158/139/97/78/97/196
Swellow | Adamant | Guts | 25/25/25/25/25/25 | 6HP/252Atk/252Spe | Facade | Aerial Ace | Return | Hyper Beam | King's Rock | 256/289/150/117/130/343 | 133/147/77/60/67/174
Persian | Jolly | Limber | 25/25/25/25/25/25 | 6HP/252Atk/252Spe | Fake Out | Body Slam | Shadow Ball | Toxic | Leftovers | 266/233/150/144/160/355 | 138/119/77/74/82/180
Dodrio | Jolly | Early Bird | 25/25/25/25/25/25 | 6HP/252Atk/252Spe | Return | Drill Peck | Steel Wing | --- | Choice Band | 256/313/170/135/150/322 | 133/159/87/69/77/163
Machamp | Adamant | Guts | 25/25/25/25/25/25 | 252HP/252Atk/6SpDef | Facade | Cross Chop | Earthquake | Rock Tomb | Quick Claw | 378/388/190/144/201/140 | 194/196/97/74/103/72
Heracross | Adamant | Guts | 25/25/25/25/25/25 | 6HP/252Atk/252Spe | Facade | Brick Break | Megahorn | Earthquake | Salac Berry | 296/377/180/99/220/263 | 153/191/92/51/112/134

Robo Groudon Chobin
Scizor | Adamant | Swarm | 25/25/25/25/25/25 | 252Atk/150SpDef/108Spe | Silver Wind | Aerial Ace | Return | Steel Wing | Lax Incense | 338/319/230/126/227/187 | 174/162/117/65/116/96
Dragonite | Adamant | Inner Focus | 25/25/25/25/25/25 | 252Atk/252SpDef/6Spe | Aerial Ace | Return | Earthquake | Brick Break | Leftovers | 317/397/220/207/293/191 | 163/201/112/105/149/98
Kangaskhan | Adamant | Early Bird | 25/25/25/25/25/25 | 6HP/252Atk/252Spe | Return | Shadow Ball | Earthquake | Protect | Scope Lens | 346/311/190/99/190/273 | 178/158/97/51/97/139
Mr. Mime | Calm | Soundproof | 25/25/25/25/25/25 | 252HP/252Def/6Spe | Fake Out | Baton Pass | Psych Up | Psychic | Lum Berry | 278/108/223/230/297/211 | 144/56/114/117/151/108
Marowak | Careful | Rock Head | 25/25/25/25/25/25 | 6Atk/252SpDef/252Spe | AncientPower | Aerial Ace | Double-Edge | Earthquake | Thick Club | 256/190/250/117/278/183 | 133/97/127/60/141/94
Ninjask | Careful | Speed Boost | 25/25/25/25/25/25 | 6HP/252Def/252SpDef | Swords Dance | Silver Wind | Baton Pass | Protect | White Herb | 258/210/183/117/212/350 | 134/107/94/60/108/177


Team Snagem Biden
Jolteon | Timid | Volt Absorb | 26/26/26/26/26/26 | 252SpAtk/6SpDef/252Spe | Quick Attack | Thunderbolt | Bite | Protect | Lum Berry | 266/144/151/314/222/389 | 138/74/78/159/113/197
Weezing | Brave | Levitate | 26/26/26/26/26/26 | 252Atk/252SpDef/6Spe | Sludge Bomb | Fire Blast | Explosion | Shadow Ball | Quick Claw | 266/301/271/201/234/136 | 138/153/138/103/119/70
Houndoom | Hasty | Flash Fire | 26/26/26/26/26/26 | 82HP/252SpAtk/176Spe | Fire Blast | Crunch | Reversal | Endure | Salac Berry | 306/211/117/314/191/291 | 158/108/61/159/98/148
Ninjask | Jolly | Speed Boost | 26/26/26/26/26/26 | 252Atk/210SpDef/48Spe | Shadow Ball | Swords Dance | Baton Pass | Protect | BrightPowder | 258/274/121/117/183/399 | 134/139/63/61/94/202
Steelix | Impish | Rock Head | 26/26/26/26/26/26 | 252Atk/252SpDef/6Spe | Earthquake | Double-Edge | Explosion | Rock Tomb | Focus Band | 286/264/474/126/224/92 | 148/134/239/65/114/48
Hitmonlee | Adamant | Limber | 26/26/26/26/26/26 | 252Atk/252Def/6Spe | Earthquake | Mach Punch | Reversal | Endure | Liechi Berry | 236/367/200/90/251/206 | 123/186/102/47/128/105

Team Snagem Jedo
Typhlosion | Timid | Blaze | 26/26/26/26/26/26 | 6Def/252SpAtk/252Spe | Flamethrower | ThunderPunch | Attract | Protect | Focus Band | 292/179/188/312/201/323 | 151/91/96/158/103/164
Feraligatr | Adamant | Torrent | 26/26/26/26/26/26 | 6HP/252Atk/100Def/152SpDef | AncientPower | Brick Break | Earthquake | Hydro Pump | Quick Claw | 307/334/256/170/235/187 | 158/169/130/87/120/96
Slowking | Modest | Own Tempo | 26/26/26/26/26/26 | 6HP/252Def/252SpAtk | Psychic | Water Pulse | Ice Beam | Fire Blast | Leftovers | 327/162/254/323/251/91 | 168/83/129/164/128/48
Meganium | Hardy | Overgrow | 26/26/26/26/26/26 | 6HP/252Def/252SpDef | Reflect | Light Screen | Giga Drain | Body Slam | Lax Incense | 297/195/294/197/294/191 | 153/100/149/101/149/98
Raikou | Timid | Pressure | 26/26/26/26/26/26 | 6HP/252SpAtk/252Spe | Protect | Thunderbolt | Thunder Wave | Bite | BrightPowder | 317/180/181/324/231/356 | 163/92/93/164/118/180
Crobat | Jolly | Inner Focus | 26/26/26/26/26/26 | 6HP/252Atk/252Spe | Confuse Ray | Aerial Ace | Sludge Bomb | Shadow Ball | Scope Lens | 307/274/191/153/191/389 | 158/139/98/79/98/197

Team Snagem Wakin
Swampert | Modest | Torrent | 26/26/26/26/26/26 | 252HP/252SpAtk/6Spe | Ice Beam | Hydro Pump | Mirror Coat | Counter | Leftovers | 399/225/211/290/211/152 | 204/115/108/147/108/78
Sceptile | Modest | Overgrow | 26/26/26/26/26/26 | 6HP/252SpAtk/252Spe | Leaf Blade | Crunch | Dragon Claw | ThunderPunch | Scope Lens | 277/180/161/334/201/334 | 143/92/83/169/103/169
Blaziken | Jolly | Blaze | 26/26/26/26/26/26 | 6HP/252Atk/6Def/252Spe | Reversal | Endure | Earthquake | Fire Blast | Salac Berry | 297/334/172/282/171/210 | 153/169/88/143/88/107
Gardevoir | Modest | Trace | 26/26/26/26/26/26 | 252HP/252SpAtk | Psychic | Thunderbolt | Fire Punch | Destiny Bond | Quick Claw | 335/144/161/378/261/191 | 172/74/83/191/133/98
Swellow | Jolly | Guts | 26/26/26/26/26/26 | 6HP/252Atk/252Spe | Aerial Ace | Return | Steel Wing | --- | Choice Band | 257/264/151/117/131/378 | 133/134/78/61/68/191
Vileplume | Careful | Chlorophyll | 26/26/26/26/26/26 | 252HP/6SpAtk/252Spe | Sunny Day | Sleep Powder | Solarbeam | Moonlight | Focus Band | 349/191/201/208/232/194 | 179/98/103/106/118/99

Snagem Head Gonzap
Blastoise | Modest | Torrent | 26/26/26/26/26/26 | 252HP/252SpAtk/6Spe | Ice Beam | Hydro Cannon | Yawn | Roar | Leftovers | 357/177/231/290/241/188 | 183/90/118/147/123/96
Skarmory | Adamant | Keen Eye | 26/26/26/26/26/26 | 6HP/252Atk/252SpDef | Drill Peck | Attract | Sand-Attack | Roar | Lax Incense | 267/279/311/99/234/171 | 138/142/158/52/119/88
Charizard | Timid | Blaze | 26/26/26/26/26/26 | 6HP/252SpAtk/252Spe | Dragon Claw | Blast Burn | Roar | Bite | BrightPowder | 293/235/187/249/201/323 | 151/120/96/127/103/164
Slaking | Jolly | Truant | 26/26/26/26/26/26 | 6HP/252Atk/252Spe | Hyper Beam | Shadow Ball | Earthquake | --- | Choice Band | 437/414/231/198/161/323 | 223/209/118/101/83/164
Salamence | Jolly | Intimidate | 26/26/26/26/26/26 | 6HP/252Atk/252Spe | Aerial Ace | Brick Break | Earthquake | Hyper Beam | Scope Lens | 327/364/191/225/191/323 | 168/184/98/115/98/164
Venusaur | Modest | Overgrow | 26/26/26/26/26/26 | 252HP/252SpAtk/6Spe | Frenzy Plant | Sleep Powder | Roar | Light Screen | Lum Berry | 359/175/197/323/231/192 | 184/90/101/164/118/98


Sailor Jebol
Dusclops | Bold | Pressure | 27/27/27/27/27/27 | 252HP/6Def/252SpDef | Ice Beam | Ice Punch | Protect | Imprison | Quick Claw | 280/154/322/152/355/82 | 145/79/163/78/180/43
Dragonite | Adamant | Inner Focus | 27/27/27/27/27/27 | 6HP/252Atk/252Spe | Aerial Ace | Return | Earthquake | Protect | Leftovers | 320/399/222/208/232/255 | 165/202/113/106/118/130
Aerodactyl | Adamant | Rock Head | 27/27/27/27/27/27 | 6HP/252Atk/252Spe | AncientPower | Aerial Ace | Earthquake | Protect | King's Rock | 298/335/162/136/182/355 | 154/170/83/70/93/180
Salamence | Timid | Intimidate | 27/27/27/27/27/27 | 6HP/252SpAtk/252Spe | Dragon Claw | Fire Blast | Hydro Pump | Protect | BrightPowder | 328/271/192/315/192/324 | 169/138/98/160/98/165
Flygon | Modest | Levitate | 27/27/27/27/27/27 | 252SpAtk/6SpDef/252Spe | Dragon Claw | Giga Drain | Fire Blast | Protect | Lax Incense | 297/208/192/280/193/295 | 153/106/98/143/99/150
Zapdos | Lonely | Pressure | 27/27/27/27/27/27 | 252Atk/6SpAtk/252Spe | Thunderbolt | Drill Peck | Return | Protect | Scope Lens | 380/233/181/283/212/295 | 195/119/93/144/108/150

Bodybuilder Loar
Shiftry | Modest | Chlorophyll | 27/27/27/27/27/27 | 252HP/252SpAtk/6Spe | Fake Out | Faint Attack | Extrasensory | SolarBeam | Lax Incense | 380/208/152/302/152/193 | 195/106/78/154/78/99
Jumpluff | Careful | Chlorophyll | 27/27/27/27/27/27 | 200HP/252SpDef/58Spe | Helping Hand | Sunny Day | Encore | Sleep Powder | Focus Band | 337/142/172/127/291/266 | 173/73/88/66/148/135
Clefable | Modest | Cute Charm | 27/27/27/27/27/27 | 6HP/252SpAtk/252SpDef | Ice Beam | Thunderbolt | Sunny Day | Fire Blast | Quick Claw | 328/154/178/291/275/152 | 169/79/91/148/140/78
Exeggutor | Modest | Chlorophyll | 27/27/27/27/27/27 | 6Atk/252SpAtk/252Spe | Psychic | AncientPower | SolarBeam | Sunny Day | BrightPowder | 327/200/202/379/162/205 | 168/102/103/192/83/105
Entei | Timid | Pressure | 27/27/27/27/27/27 | 6HP/252SpAtk/252Spe | Flamethrower | SolarBeam | Sunny Day | Protect | Scope Lens | 368/235/202/275/182/324 | 189/120/103/140/93/165
Blaziken | Jolly | Blaze | 27/27/27/27/27/27 | 252Atk/6SpAtk/252Spe | Endure | Reversal | Overheat | Earthquake | Salac Berry | 297/335/172/227/172/280 | 153/170/88/116/88/143

Bodybuilder Felps
Ludicolo | Modest | Swift Swim | 27/27/27/27/27/27 | 158HP/252SpAtk/100Spe | Fake Out | Ice Beam | Hydro Pump | Giga Drain | Leftovers | 336/154/172/302/232/197 | 173/79/88/154/118/101
Omastar | Modest | Swift Swim | 27/27/27/27/27/27 | 6HP/252SpAtk/252Spe | Ice Beam | Hydro Pump | Rain Dance | Rock Slide | Focus Band | 278/136/282/357/172/205 | 144/70/143/181/88/105
Manectric | Timid | Lightningrod | 27/27/27/27/27/27 | 6HP/252SpAtk/252Spe | Thunder | Crunch | Rain Dance | Protect | Lax Incense | 278/163/152/305/152/335 | 144/84/78/155/78/170
Gorebyss | Modest | Swift Swim | 27/27/27/27/27/27 | 6HP/252SpDef/252Spe | Ice Beam | Hydro Pump | Rain Dance | Psychic | BrightPowder | 248/180/242/286/245/199 | 129/92/123/145/125/102
Kingdra | Modest | Swift Swim | 27/27/27/27/27/27 | 252HP/6Def/252SpAtk | Ice Beam | Hydro Pump | Rain Dance | DragonBreath | Lum Berry | 350/199/223/313/222/202 | 180/102/114/159/113/103
Qwilfish | Adamant | Swift Swim | 27/27/27/27/27/27 | 6HP/252Atk/252Spe | Sludge Bomb | Shadow Ball | Destiny Bond | Double-Edge | Scope Lens | 268/313/182/127/142/265 | 139/159/93/66/73/135

Cipher Admin Ardos
Sceptile | Timid | Overgrow | 27/27/27/27/27/27 | 6HP/252SpAtk/252Spe | Leaf Blade | Crunch | Dragon Claw | ThunderPunch | Scope Lens | 278/181/162/305/202/368 | 144/93/83/155/103/187
Gengar | Jolly | Levitate | 27/27/27/27/27/27 | 6HP/252Atk/252Spe | Sludge Bomb | Shadow Ball | Confuse Ray | Brick Break | Lax Incense | 258/225/152/262/182/346 | 134/115/78/133/93/176
Tauros | Jolly | Intimidate | 27/27/27/27/27/27 | 6HP/252Atk/252Spe | Return | Earthquake | Iron Tail | --- | Choice Band | 288/295/222/100/172/346 | 149/150/113/52/88/176
Charizard | Timid | Blaze | 27/27/27/27/27/27 | 6HP/252SpAtk/252Spe | Dragon Claw | Fire Blast | Bite | Seismic Toss | BrightPowder | 294/180/188/313/202/324 | 152/92/96/159/103/165
Aerodactyl | Jolly | Rock Head | 27/27/27/27/27/27 | 6HP/252Atk/252Spe | AncientPower | Aerial Ace | Double-Edge | Iron Tail | King's Rock | 298/305/162/136/182/390 | 154/155/83/70/93/198
Starmie | Timid | Natural Cure | 27/27/27/27/27/27 | 6HP/252SpAtk/252Spe | Psychic | Ice Beam | Thunderbolt | Hydro Pump | Lum Berry | 258/163/202/295/202/357 | 134/84/103/150/103/181


Supertrainer Lest
Charizard | Jolly | Blaze | 28/28/28/28/28/28 | 6HP/252Atk/252Spe | Belly Drum | Aerial Ace | Overheat | Earthquake | Lax Incense | 295/264/189/225/203/325 | 152/134/97/115/104/165
Shedinja | Adamant | Wonder Guard | 28/28/28/28/28/28 | 255Atk/255Spe | Aerial Ace | Silver Wind | Shadow Ball | Protect | Focus Band | 140/303/123/83/93/176 | 75/154/64/44/49/90
Snorlax | Adamant | Thick Fat | 28/28/28/28/28/28 | 252Atk/6Def/252SpDef | Self-Destruct | Body Slam | Shadow Ball | Rest | Chesto Berry | 521/278/164/146/316/93 | 265/141/84/75/160/49
Clefable | Careful | Cute Charm | 28/28/28/28/28/28 | 6HP/252Def/252SpDef | Follow Me | Cosmic Power | Softboiled | Protect | Leftovers | 329/173/242/182/303/153 | 169/89/123/93/154/79
Togetic | Careful | Serene Grace | 28/28/28/28/28/28 | 6HP/252Def/252SpDef | Follow Me | Yawn | Protect | Softboiled | BrightPowder | 249/113/266/173/336/113 | 129/59/135/89/171/59
Heracross | Jolly | Swarm | 28/28/28/28/28/28 | 6HP/252Atk/252Spe | Reversal | Megahorn | Earthquake | Endure | Salac Berry | 299/346/183/101/223/292 | 154/175/94/53/114/149

Cooltrainer Ebson
Zapdos | Timid | Pressure | 27/27/27/27/27/26 | 6HP/252SpAtk/252Spe | Thunderbolt | Hidden Power (Ice) | Drill Peck | Detect | Lum Berry | 318/190/202/345/212/323 | 164/97/103/175/108/164
Articuno | Bold | Pressure | 27/27/27/26/27/27 | 252HP/252SpAtk/6Spe | Ice Beam | Water Pulse | Hidden Power (Electric) | Reflect | Quick Claw | 380/181/255/284/282/203 | 195/93/130/144/143/104
Entei | Jolly | Pressure | 27/27/27/26/26/27 | 6HP/252Atk/252Spe | Body Slam | Hidden Power (Ground) | Fire Blast | Iron Tail | BrightPowder | 368/325/202/189/181/324 | 189/165/103/97/93/165
Moltres | Timid | Pressure | 26/26/27/26/27/27 | 6HP/252SpAtk/252Spe | Aerial Ace | Hidden Power (Grass) | Fire Blast | Protect | Scope Lens | 317/207/212/344/202/302 | 163/106/108/174/103/154
Raikou | Timid | Pressure | 27/27/27/27/27/26 | 6HP/252SpAtk/252Spe | Thunderbolt | Hidden Power (Ice) | Bite | Reflect | Lax Incense | 318/181/182/325/232/356 | 164/93/93/165/118/180
Suicune | Bold | Pressure | 27/27/27/26/27/27 | 6HP/252Def/252SpAtk | Waterfall | Ice Beam | Hidden Power (Electric) | Calm Mind | Leftovers | 338/163/357/274/262/202 | 174/84/181/139/133/103

Cooltrainer Klept
Marowak | Careful | Lightningrod | 28/28/28/28/28/28 | 252HP/252SpDef/6Spe | Return | AncientPower | Earthquake | Protect | Thick Club | 321/193/253/119/281/124 | 165/99/129/62/143/64
Manectric | Timid | Lightningrod | 28/28/28/28/28/28 | 6HP/252SpAtk/252Spe | Crunch | Thunderbolt | Protect | Thunder Wave | BrightPowder | 279/164/153/306/153/336 | 144/84/79/155/79/171
Starmie | Timid | Natural Cure | 28/28/28/28/28/28 | 6HP/252SpAtk/252Spe | Psychic | Ice Beam | Hydro Pump | Protect | Lax Incense | 259/164/203/296/203/358 | 134/84/104/150/104/182
Gyarados | Adamant | Intimidate | 26/27/27/26/26/26 | 6HP/252Atk/252Spe | Return | Hidden Power (Flying) | Earthquake | Dragon Dance | Scope Lens | 327/379/190/135/231/256 | 168/192/97/70/118/130
Dodrio | Jolly | Early Bird | 28/28/28/28/28/28 | 6HP/252Atk/252Spe | Return | Drill Peck | Hyper Beam | Haze | Choice Band | 259/316/173/137/153/325 | 134/160/89/71/79/165
Lapras | Modest | Water Absorb | 28/28/28/28/28/28 | 252HP/252SpAtk/6Spe | Ice Beam | Thunderbolt | Hydro Pump | Protect | Leftovers | 461/182/193/292/223/154 | 235/93/99/149/114/79

Cipher Admin Eldes
Latios | Timid | Levitate | 28/28/28/28/28/28 | 6HP/252SpAtk/252Spe | Psychic | Dragon Claw | Ice Beam | Thunderbolt | BrightPowder | 299/191/193/356/253/347 | 154/98/99/180/129/176
Gengar | Timid | Levitate | 28/28/28/28/28/28 | 6HP/252Atk/252Spe | Psychic | Fire Punch | Ice Punch | Thunderbolt | Lax Incense | 259/203/153/293/183/347 | 134/103/79/149/94/176
Snorlax | Adamant | Thick Fat | 28/28/28/28/28/28 | 252HP/252Atk/6Spe | Body Slam | Earthquake | Shadow Ball | Protect | Leftovers | 521/347/163/146/253/94 | 265/176/84/75/129/49
Latias | Timid | Levitate | 28/28/28/28/28/28 | 6HP/252SpAtk/252Spe | Psychic | Dragon Claw | Waterfall | Thunderbolt | Scope Lens | 299/173/213/316/293/347 | 154/89/109/160/149/176
Metagross | Adamant | Clear Body | 28/28/28/28/28/28 | 252HP/252Atk/6Spe | Earthquake | Meteor Mash | Shadow Ball | Protect | Quick Claw | 361/402/293/200/213/174 | 185/204/149/102/109/89
Tauros | Jolly | Intimidate | 28/28/28/28/28/28 | 6HP/252Atk/252Spe | Return | Earthquake | Iron Tail | --- | Choice Band | 289/296/223/101/173/347 | 149/150/114/53/89/176
 

P Squared

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hit char limit; part 1
Round 1
Battle 1: Hunter Greel

Parasect @ Quick Claw / Female / Effect Spore
Spore / Return / Giga Drain / Aerial Ace

Breloom @ BrightPowder / Male / Effect Spore
Spore / Focus Punch / Sludge Bomb / Substitute

Houndoom @ Focus Band / Male / Flash Fire
Flamethrower / Crunch / Pursuit / Dream Eater

Slowbro @ Leftovers / Male / Own Tempo
Yawn / Dream Eater / Focus Punch / Shadow Ball

Jynx @ Lax Incense / Female / Oblivious
Lovely Kiss / Dream Eater / Psychic / Ice Beam

Gardevoir @ Scope Lens / Female / Synchronize
Hypnosis / Dream Eater / Ice Punch / Thunderbolt
The first battle is the most difficult of the round, (comma) as it focuses on sleep, which renders Pokemon unable from being able to move at all. Because there is no Sleep Clause, and because the AI has a couple fast Pokemon, this can turn into a major problem. It is best to make use of fast Pokemon that can knock out the AI's Pokemon before they can put you to sleep, or, (comma) alternatively, to make use of anti-status measures. Fast Pokemon with Substitute or even Safeguard can make the AI struggle because their most dangerous moves, (comma) such as Dream Eater and Focus Punch, (comma) benefit from your Pokemon being asleep. Due to Item Clause, you can only bring one Pokemon with a Lum Berry, although if you are struggling with this battle you can bring a Chesto Berry as well,; (semicolon) just realize it most likely won't see use in the later three battles. Pokemon with a move such as Calm Mind in addition to Substitute perform fantastically here. Slowbro and Gardevoir are the most bulky Pokemon used by the AI, so make note of that when choosing attacks so that they don't surprise you by surviving a barrage and then retaliating.


Battle 2: Rider Herlam

Slowking (no item?) / Female / Own Tempo
Yawn / Ice Beam / Surf / Psychic

Lickitung @ Leftovers / Female / Own Tempo
Body Slam / Earthquake / Shadow Ball / Belly Drum

Smeargle @ BrightPowder / Male / Own Tempo
Teeter Dance / Lock On / Sheer Cold / Protect

Grumpig @ Lax Incense / Female / Own Tempo
Confuse Ray / Ice Punch / Fire Punch / Psychic

Cacturne @ Miracle Seed / Female / Sand Veil
Teeter Dance / Needle Arm / Toxic / Double Team

Spinda @ Focus Band / Female / Own Tempo
Teeter Dance / Dizzy Punch / Flail / Protect
In this battle the AI uses confusion-inducing moves;, (comma) particularly Teeter Dance, which will affect all Pokemon in battle except for the user. For this reason, the AI also uses Pokemon with the ability Own Tempo, which prevents confusion. This can be used to your advantage by bringing a Pokemon with Trace, which will copy the confusion immunity; Gardevoir is particularly effective. While a Pokemon with Trace is helpful, it is far from required. A Pokemon with a Lum Berry can burn off (kinda weird word choice) confusion once, and while frequent switching on your part can eliminate luck from being as a factor. Be aware that Lickitung uses Belly Drum, so prevent it from being able to set up by knocking its HP below 50% before it has a chance to move. Smeargle makes use of Lock On and Sheer Cold, but however this can be negated to some extent through switching or use of Protect.


Semifinal: Sailor Lestor

Raichu @ Lax Incense / Male / Static
Volt Tackle / Sweet Kiss / Thunder Wave / Encore

Xatu @ Focus Band / Male / Synchronize
Confuse Ray / Psychic / Thunder Wave / Giga Drain

Stantler @ Scope Lens / Male / Intimidate
Thunder Wave / Stomp / Confuse Ray / Attract

Togetic @ Leftovers / Female / Serene Grace
Follow Me / Sweet Kiss / Body Slam / Thunder Wave

Butterfree @ BrightPowder / Male / Compound Eyes
Stun Spore / Flash / Giga Drain / Psychic

Grumpig @ Lum Berry / Female / Thick Fat
Confuse Ray / Ice Punch / Extrasensory / Fire Punch
The AI now uses both confusion and paralysis in an attempt to prevent your Pokemon from being able to attack successfully. Although paralysis cannot be eliminated through switching in the way that confusion can, the comparatively weak Pokemon used by the AI can be capitalized upon. Pokemon with Substitute and Calm Mind are once again fantastic in this battle, mainly because the AI will usually use status moves unless they have a move with a type advantage. This makes predicting, especially when using moves such as Protect, that much simpler and more beneficial. The only Pokemon that the AI uses that can hit hard is Raichu, and this can be negated through the use of Ground-types or Pokemon that resist Electric-type attacks. If using a Pokemon with an exploitable weakness to Ice or Fire, Grumpig is usually the only Pokemon to fear. Because the AI only has one Pokemon that is fast, an advantage can quickly be achieved by knocking out potentially threatening Pokemon quickly (double "quickly"s here, so remove/change one) before they have a chance to force RNG with paralysis and confusion.


Final: Cipher Admin Lovrina

Wobbuffet @ Lum Berry / Female / Shadow Tag
Charm / Counter / Encore / Mirror Coat

Shuckle @ Chesto Berry / Male / Sturdy
Toxic / Attract / Rest / Wrap

Misdreavus @ Quick Claw / Male / Levitate
Torment / Attract / Confuse Ray / Protect

Blissey @ Leftovers / Female / Natural Cure
Counter / Attract / Sing / Seismic Toss

Meganium @ BrightPowder / Female / Overgrow
Leech Seed / Attract / Toxic / Protect

Milotic @ Lax Incense / Female / Marvel Scale
Toxic / Attract / Confuse Ray / Wrap
Substitute and setup moves make the final an absolute joke because of how passive the AI's team is. A Pokemon behind a Substitute is virtually untouchable, and a Substitute setup sweeper has no problems setting Substitute on the first turn, boosting to maximum, and then cleaning. Some Pokemon can be ignored entirely; Wobbuffet for example can't hope to touch you so long as you never attack it. If Substitute and setup moves are too easy for you, Toxic of your own can tear down the AI's Pokemon in the exact fashion they indented intended to do to your own. Unless you bring a strong special setup sweeper, it is best to have at least a couple physical attackers to tear down Blissey, but be aware that it frequently uses Counter.
Status ailments are the theme of this round, and the AI makes use of sleep, paralysis, confusion, attraction (maybe "infatuation"? idk), and poison in the total of the four battles. Because the rules of the Colosseum prevent you from calling or using healing items on your Pokemon, you must combat or prevent status through other methods. Making use of anti-status strategies such as Substitute, Safeguard, and a Lum Berry are particularly effective in this round. Due to Item Clause, only one Pokemon can hold a Lum Berry, so if this is an effective preparation for your team make sure to give it to a Pokemon that can see use in all four battles. The best users of Substitute are those that are fast and capable of setting up Calm Mind or abusing the Substitute in another way. Raikou and Entei can both function as effective users of Substitute + Calm Mind due to their nice Speed and natural bulk. Safeguard can be difficult to fit, although but make sure the user of it is fast enough to prevent the status before the foe starts inflicting it it starts. It is not really worth using moves such as Taunt, because since the effects are short-lived and have less utility than Substitute. The effects of Yawn, Confuse Ray, and Teeter Dance can all be negated by switching, and because a majority of the Pokemon used by the AI aren't particularly deadly, switching out is almost always better than allowing your Pokemon to fall asleep or risk it hitting itself in confusion. Round things out by bringing Pokemon with a Speed advantage over the AI, which can minimize the chances for the AI to hax you and can allow for the quick elimination of opposing threats in all battles excluding the final.



Round 2
Battle 1: Worker Lobel

Tyranitar @ Leftovers / Male / Sand Stream
Protect / Crunch / Fire Blast / Thunderbolt

Cacturne @ Lax Incense / Male / Sand Veil
Giga Drain / Double Team / Thunderpunch / Substitute

Sandslash @ BrightPowder / Female / Sand Veil
Aerial Ace / Earthquake / Brick Break / Focus Punch

Claydol @ Lum Berry / Levitate
Psychic / Explosion / Ice Beam / Light Screen

Dugtrio @ Focus Band / Male / Sand Veil
Substitute /Double Team / Rock Slide / Earthquake

Quagsire @ Quick Claw / Male / Water Absorb
Yawn / Ice Beam / Earthquake / Protect


The AI always leads with Tyranitar, and it will frequently Protect with Tyranitar on the first turn. Tyranitar's methods of dealing damage aren't particularly devastating, so it is not a bad idea to decide to place more pressure on Dugtrio and Sandslash instead. Cacturne and Dugtrio make use of Substitute and Double Team, making it paramount that they are not able to set up for free as to avoid a disastrous situation. Claydol is quite bulky, although the only way reason it is really threatening is because of Explosion. Bringing a weather team of your own is an option to rob the AI of the sand support; Swift Swimmers users such as Kingdra make short work of this battle. Quagsire can be knocked out by overloading it, although its use of Yawn will be a push factor when it comes to switching. Note that the AI won't always Protect their other Pokemon every time they use Earthquake, so take this into consideration so that you don't waste a turn knocking out a Pokemon that would have been knocked out by its allies' Earthquake anyways.


Battle 2: Guy Makel

Dugtrio @ BrightPowder / Female / Arena Trap
Ancient Power / Protect / Earthquake / Fissure

Pinsir @ Salac Berry / Male / Hyper Cutter
Endure / Flail / Brick Break / Guillotine

Kingler / Male / Shell Armor
Guillotine / Rest / Amnesia / Sleep Talk

Nidoking @ Focus Band / Male / Poison Point
Sludge Bomb / Horn Drill / Megahorn / Protect

Lapras @ Leftovers / Female / Water Absorb
Ice Beam / Hydro Pump / Thunderbolt / Sheer Cold

Dewgong @ Quick Claw / Female / Thick Fat
Fake Out / Encore / Blizzard / Sheer Cold
To reduce the probability of the AI landing its OHKO moves, bring fast and powerful special attackers that can OHKO these Pokemon before they can move. Lapras is the only Pokemon that is bulky enough to where it is difficult to take down in one hit, so focusing two attacks on it at once is a method of preventing it from launching an attack. A combination of turn one Explosion along with an Endure + Salac Berry user can also make short work of this battle; a particularly good example is Heracross, which is capable of OHKOing Lapras with Reversal. Pinsir makes use of Endure and Salac Berry itself, so make sure not to fall into that trap; packing priority or a Ghost-type is a great defense against this. Kingler is very physically bulky on the physical end, so exploit that its weaker Special Defense with a strong Thunderbolt before it has a chance to use Amnesia, Rest, and spam Guillotine. (because of parallelism this has to be either "use Amnesia, use Rest, and spam Guillotine" or "use Amnesia and Rest and spam Guillotine" or "use Amnesia, Rest, and Guillotine")


Semifinal: Researcher Limar

Ditto @ Metal Powder / Limber
Transform

Shedinja @ Focus Band / Wonder Guard
Silver Wind / Shadow Ball / Swords Dance / Aerial Ace

Hypno @ Leftovers / Male / Insomnia
Calm Mind / Ice Punch / Psychic / Thunder Punch

Kabutops @ King’s Rock / Male / Swift Swim
Rain Dance / Body Slam / Rock Slide / Brick Break

Altaria @ BrightPowder / Female / Natural Cure
Dragon Dance / Body Slam / Aerial Ace / Earthquake

Rapidash @ Lax Incense / Female / Flash Fire
Sunny Day / Solarbeam / Flamethrower / Hypnosis
This is one of the few easy battles in the Orre Colosseum. The AI will lead with Ditto along with one of its other Pokemon and have Ditto Transform into it turn one; rarely will Ditto decide to transform (you use uppercase Transform earlier but lowercase here; I don't think either is wrong but just pick one and be consistent) into one of the player's Pokemon. Double Rapidash entails commutative abuse of Flash Fire, double Hypno will attempt to set up Calm Mind, double Kabutops will make use of rain, etc. The potential Pokemon that Ditto will transform into are weak and have exploitable weaknesses, so just be sure to bring at least two Pokemon capable of damaging Shedinja for safety.


Final: Cipher Admin Snattle

Regirock @ Lax Incense / Clear Body
Protect / Ancient Power / Earthquake / Explosion

Muk @ Quick Claw / Male / Sticky Hold
Imprison / Protect / Substitute / Explosion

Electrode @ Leichi Berry / Soundproof
Explosion / Thunderbolt / Endure / Light Screen

Gengar @ Scope Lens / Female / Levitate
Protect / Shadow Ball / Sludge Bomb / Explosion

Regice @ Leftovers / Clear Body
Protect / Thunderbolt / Ice Beam / Explosion

Glalie @ Salac Berry / Female / Inner Focus
Endure / Shadow Ball / Ice Beam / Explosion
The final of round 2 sees heavy use of Explosion. Scouting on the first turn with double use of Protect or Substitute has two advantages; first it may might give you a free kill KO if the AI decides to explode, and second it shows the AI's Protect pattern. The AI usually won't attempt double Protects, so it is likely that a Pokemon that used Protected on the previous turn will attack. Electrode and Glalie are both a particular danger; they are fast enough to explode before your team may have a chance to knock them out, meaning that it is best to ride out that turn through immunity or by sacking sacrificing a less-needed Pokemon. Muk will occasionally use Imprison, which will prevent you from being able to use Protect or Substitute, so make it a high-priority target. Gengar is immune to Explosion and Earthquake, however but because it uses its mediocre Attack stat in this battle as its only means of dealing damage, it is not of great concern; a single powerful attack is enough to knock it out.
Overall this round isn't too difficult,; (semicolon) however, (comma) the first and second opponents employ strategies that can cheese through your team. Battle 1 is the most difficult in the round, while Battle 2 is easy so long as you don't get haxed. Pokemon susceptible to Earthquake aren't a good idea to use in this round; they are a liability in the first battle and aren't particularly effective in later battles anyways. A Pokemon with a Ground immunity and a Ghost-type are effective against the two toughest battles of the round, while powerful special attackers can be utilized in the other two battles. A team with both physical and special attackers offers a flexible method of attacking the AI in this round because the AI has Pokemon with either strong physical or strong special bulk, (remove comma) but usually not both mixed bulky. Similarly to the first round, you'll want to minimize the chances the AI has to hax you by knocking out their Pokemon as quickly as possible Pokemon; playing proactively here is especially beneficial. Lastly, make sure to bring at least two Pokemon capable of taking down the Shedinja in the semifinal.



Round 3
Battle 1: Chaser Navu

Hitmonlee @ Salac Berry / Male / Limber
Endure / Reversal / Earthquake / Rock Tomb

Zangoose @ Liechi Berry / Female / Immunity
Flail / Endure / Shadow Ball / Crush Claw

Sharpedo @ BrightPowder / Male / Rough Skin
Protect / Crunch / Ice Beam / Hydro Pump

Victreebel @ Lax Incense / Female / Chlorophyll
Magical Leaf / Sleep Powder / Sludge Bomb / Protect

Golem @ Leftovers / Male / Rock Head
Double-Edge / Protect / Earthquake / Rock Blast

Nidoqueen @ Quick Claw / Female / Poison Point
Sludge Bomb / Earthquake / Shadow Ball / Superpower
A combination of Earthquake use alongside the Salac and Liechi Berry users are the greatest threats in this battle. Fast and powerful special attackers can eat through several of these Pokemon's exploitable weaknesses. Victreebel and Golem are typically quick to use Protect, so avoid a situation of double attacking them unless you have a strong reason to believe they aren't going to Protect. Zangoose is decently fast, but not so fast that it is out of control after a Liechi Berry boost; so long as you have a decently fast Pokemon it can easily be disposed of. Sharpedo is a glass cannon, which that should be a priority to take down,; (semicolon) just make sure you don't attack it as it uses Protects from to avoid an ally Earthquake. Type matchup can make this battle very simple; leading off with two Pokemon that have an array of coverage moves can allow you to immediately inflicting massive damage to a point where the AI can't come back.


Battle 2: Chaser Pixen

Magmar @ Focus Band / Male / Flame Body
Flamethrower / Thunder Punch / Psychic / Confuse Ray

Nidoking @ Quick Claw / Male / Poison Point
Sludge Bomb / Shadow Ball / Body Slam / Megahorn

Politoed @ Lum Berry / Female / Damp
Ice Beam / Hydro Pump / Pyschic / Swagger

Fearow / Female / Keen Eye
Tri Attack / Steel Wing / Drill Peck / Attract

Jynx @ Lax Incense / Female / Oblivious
Lovely Kiss / Ice Beam / Fake Out / Dream Eater

Armaldo @ Leftovers / Male / Battle Armor
Body Slam / Rock Blast / Brick Break / Dig
This battle isn't particularly difficult so long as the Pokemon you choose aren't exploitable by the AI. Magmar, Jynx, and Fearow are all moderately fast and powerful, and they also have bulk to the point where if they are smacked by super effective coverage they barely survive. This can be highly irritating, so either make use of super effective STAB moves only coming off as STAB or double team the most threatening Pokemon. Politoed and Armaldo are quite bulky and will need two or more bombardments of attacks to go down. They only really hit hard in return if they are type trumping, but otherwise they aren't a particular threat. Heavy use of Earthquake and / or Explosion from your side makes this battle easy work so long as it is executed safely. All but two of the AI's Pokemon take heavy damage from a strong Earthquake and all fear Explosion except for Armaldo.


Semifinal: Chaser Daks

Electabuzz @ BrightPowder / Female / Static
Thunderbolt / Protect / Ice Punch / Fire Punch

Scizor @ Quick Claw / Male / Swarm
Silver Wind / Secret Power / Aerial Ace / Steel Wing

Quagsire @ Lax Incense / Male / Damp
Ancient Power / Body Slam / Sludge Bomb / Earthquake

Walrein @ Leftovers / Female / Thick Fat
Ice Beam / Sheer Cold / Waterfall / Icy Wind

Primeape @ Scope Lens / Male / Vial Spirit
Low Kick / Cross Chop / Body Slam / Rock Tomb

Arcanine @ White Herb / Male / Intimidate
Extreme Speed / Overheat / Crunch / Protect
The AI in this battle makes use of a variety of bulky, hard-hitting Pokemon. You'll want to lead with Pokemon that are fast and have type trumps over the opposing Pokemon to quickly gain the advantage. Make sure not to sack sacrifice a Pokemon that is needed to break an unrevealed Pokemon, as otherwise you'll be fighting an uphill battle. A powerful user of Earthquake can eliminate Arcanine and Electabuzz,; (semicolon) however, (comma) effective Earthquake users are usually slow, (comma) so you'll need to draw their attention with another Pokemon so that the user of Earthquake isn't knocked out before it can move. Use of Intimidate can burn off Arcanine's White Herb, which prevents it from having two full-powered Overheats. Intimidate also makes Quagsire and Primeape's attacks laughably weak. Scizor is slow and easily disposed of by Fire-type coverage, although but be wary of the its Quick Claw and make safe plays accordingly. Walrein and Quagsire are quite bulky and will likely need to be give repeated bombardments to be taken down. While their offensive arsenals aren't particularly lethal, moves such as Ice Beam can take advantage of quad double (kind of weird conceptually but "weakness" implies 2x, so 4x = double weakness) weaknesses while others such as Body Slam and Sludge Bomb can really mess things up if they achieve their secondary effects.


Final: Cipher Admin Gorigan

Arcanine @ White Herb / Male / Intimidate
Extreme Speed / Overheat / Crunch / Protect

Salamence @ BrightPowder / Female / Intimidate
Dragon Claw / Crunch / Flamethrower / Hydro Pump

Hitmontop @ Leftovers / Male / Intimidate
Brick Break / Detect / Body Slam / Earthquake

Granbull @ Quick Claw / Female / Intimidate
Return / Shadow Ball / Brick Break / Hyper Beam

Tauros @ Chesto Berry / Male / Intimidate
Return / Hyper Beam / Earthquake / Rest

Gyarados @ Lum Berry / Female / Intimidate
Double-Edge / Icy Wind / Earthquake / Thunder Wave
For this battle you'll want to have any physical attackers that lack Clear Body or Intimidate to sit out, because since the Attack drops from the AI's Pokemon make using them a chore. Of all these Pokemon it seems that Salamence is led with the most, making it easy for you to establish a four against three advantage by having a fast Pokemon smack it with Ice Beam on the first turn. Arcanine's White Herb can be burned off by employing your own Intimidate user a Pokemon with Intimidate, which also serves to limit the effectiveness of the AI's physical attackers. Gyarados can be easily picked off by a Thunderbolt, while powerful Psychic-type attacks can rip through just about everything else. Tauros can be a particular nuisance; it is very fast and throws around powerful Returns. The best way to cope with this is to either lower its Attack with Intimidate or have a Pokemon with Protect distract it while another slower and more powerful Pokemon knocks it out. Switching in this battle is more tempting to do than in other battles, so but make sure that you don't accidentally send a crucial Pokemon into a lethal attack you weren't expecting.
Round 3 sees a noticeable spike in difficulty when compared to the previous two rounds. Rather than focusing on a particular status ailment or team structure, these opponents pack diverse teams of threatening Pokemon. Type matchup is the overall theme of this round, and having a means of ripping through the AI with a type advantage should be the goal when deciding which team to bring and which Pokemon to pick at the start of each round. Varied and powerful special attackers are quite effective in all four battles, and although several of the Pokemon used by the AI this round are bulky, it is possible to KO just about any opposing Pokemon with a single attack so long as the coverage advantage is present. Another reason to use special attackers is because of the heavy Intimidate use in the final, which significantly hampers physical attackers that don't have Clear Body. Every team has at least one Pokemon that gets absolutely destroyed by Hydro Pump, so Pokemon such as Starmie are particularly effective. Heavy use of Earthquake also does well, providing an effective method for disposing of Electabuzz, Arcanine, Magmar, Nidoqueen, and Nidoking, but it struggles in the final due to the heavy Intimidate use and the two Flying-types immunities carried by the AI. Your team for this round will likely look similar to your opponent's;a diverse group of offensive Pokemon, except you'll have mostly special attackers and ideally a Speed advantage.



Round 4
Battle 1: Fun Old Man Rekix

Jolteon @ Lax Incense / Male / Volt Absorb
Thunderbolt / Thunder Wave / Bite / Charm

Espeon @ BrightPowder / Male / Synchronize
Psychic / Calm Mind / Bite / Reflect

Flareon @ Quick Claw / Male / Flash Fire
Body Slam / Fire Blast / Helping Hand / Shadow Ball

Umbreon @ Lum Berry / Female / Synchronize
Confuse Ray / Faint Attack / Helping Hand / Charm

Vaporeon @ Leftovers / Female / Water Absorb
Quick Attack / Hydro Pump / Ice Beam / Helping Hand

Eevee @ Focus Band / Female / Run Away
Helping Hand / Growl / Attract / Wish
Eevee evolutions aren't particularly bulky or deadly, although they can be annoying if given a type advantage. The best weapons to use in this battle are powerful field-hitting moves such as Earthquake, Self-Destruct, and Explosion. Earthquake mauls everything except for Umbreon, while Self-Destruct and Explosion can potentially KO any of the AI's Pokemon. Eevee and Umbreon are used as support Pokemon, so there is little to fear from them; focus on eliminating Jolteon and Espeon because they are fast and decently powerful. A variety of other tactics work here, and you can play around with just about any of the strategies mentioned in the teambuilding section of this guide.


Battle 2: Fun Old Man Dargs

Slaking @ Lum Berry / Male / Truant
Aerial Ace / Shadow Ball / Body Slam / Earthquake

Alakazam @ BrightPowder / Male / Synchronize
Psychic / Ice Punch / Fire Punch / Skill Swap

Milotic @ Leftovers / Female / Marvel Scale
Ice Beam / Mirror Coat / Hydro Pump / Protect

Gengar / Female / Levitate
Psychic / Fire Punch / Thunderbolt / Skill Swap

Metagross @ Scope Lens / Clear Body
Shadow Ball / Earthquake / Meteor Mash / Protect

Claydol @ Quick Claw / Levitate
Shadow Ball / Earthquake / Ancient Power / Skill Swap
This battle is surprisingly difficult, and it sees the AI make use of Skill Swap alongside Slaking. The AI will nearly always lead with Slaking and either Alakazam or Gengar. Depending on your Pokemon, Alakazam or Gengar either will either choose to attack or will use Skill Swap with Slaking in order to take Truant off of it. The combination of a powerful special attacker alongside Slaking is what makes this battle difficult. Most Pokemon that are fast enough to eliminate Gengar or Alakazam before they can move are absolutely destroyed by Slaking. Using a Pokemon with Intimidate can lower Slaking's Attack stat, (remove comma) and thus prevent a fast powerful attacker from being KOed by one of its moves. The most important thing in this battle is to carefully play against Skill Swap and the effect of Truant. Keep close track of abilities if something was Skill Swapped, because this means that Slaking could have Levitate or that Alakazam might be out of commission for a turn. If you can eliminate the Skill Swap-er user before it trades with Slaking, then simple use of double Protect can make Slaking much less of a problem. Usually the AI has a tanky Pokemon in back, so don't allocate all resources to eliminating Slaking and its partner because the battle is not yet over.


Semifinal: Matron Naono

Crobat @ BrightPowder / Female / Inner Focus
Aerial Ace / Shadow Ball / Sludge Bomb / Toxic

Swellow @ King's Rock / Female / Guts
Facade / Return / Aerial Ace / Hyper Beam

Persian @ Leftovers / Male / Limber
Fake Out / Shadow Ball / Body Slam / Toxic

Dodrio @ Choice Band / Male / Early Bird
Return / Steel Wing / Drill Peck

Machamp @ Quick Claw / Male / Guts
Facade / Earthquake / Cross Chop / Rock Tomb

Heracross @ Salac Berry / Male / Guts
Facade / Megahorn / Brick Break / Earthquake
The AI in this battle will always lead with Crobat and usually has Crobat use Toxic on its partner in order to activate Guts and power up Facade. Although a majority of the opposing Pokemon are slow and not particularly bulky, they are immensely powerful. The best solution is to ignore Crobat, (comma) because it is fast and not very powerful, and to focus on the Guts abusers of Guts that can rip through your team. Very few defensive Pokemon are capable of surviving an onslaught, although Metagross is one that is effective due its neutrality to how it doesn't hold a weakness to Fighting-type moves. Swellow is the largest threat here, because it is very fast and powerful. The best method of eliminating it are is to draw its attack with one Pokemon, have it (if this refers to the "one Pokemon" previously mentioned, say "that Pokemon" here; currently it's ambiguous) use Protect, and then have another Pokemon KO it. Another method that sometimes works is to attack a Pokemon that will be KOed by a faster teammate, potentially KOing Swellow the moment it comes in before it has a chance to attack.


Final: Chobin & Robo Groudon

Mr. Mime @ Lum Berry / Female / Soundproof
Fake Out / Psych Up / Baton Pass / Psychic

Ninjask @ White Herb / Female / Speed Boost
Swords Dance / Baton Pass / Silver Wind / Protect

Scizor @ Lax Incense / Female / Swarm
Silver Wind / Return / Aerial Ace / Steel Wing

Dragonite @ Leftovers / Male / Inner Focus
Aerial Ace / Earthquake / Return / Brick Break

Kangaskhan @ Scope Lens / Female / Early Bird
Return / Earthquake / Shadow Ball / Protect

Marowak @ Thick Club / Male / Rock Head
Ancient Power / Double-Edge / Aerial Ace / Earthquake
This battle would be more difficult if the AI didn't employ the exact same procedure every battle. It always leads with Ninjask and Mr. Mime are always lead with, and Mr. Mime will Fake Out on the first turn and Ninjask with will use Swords Dance. The following turn, (comma) Ninjask will use Protect and Mr. Mime will use Psych Up on Ninjask. From there they will attempt a double Baton Pass to the two waiting Pokemon in back. Since Because the AI is so predictable in this battle, developing a counter strategy is simple. It is usually best to set up Pokemon alongside the AI, (remove comma) or to bring perfectly effective Pokemon and knock them the AI's Pokemon out before they ever have a chance to pass. For the first case, Swift Swim and Dragon Dance are both very effective, because they maintain a Speed advantage while also boosting offense. Swift Swimmers users are especially fantastic, because; (semicolon) the AI has nothing that can resist their attacks, (comma) as Dragonite is absolutely destroyed by Ice Beam, (comma) and the rest can be blasted with Hydro Pump. Other strategies such as Haze can be funny, but they aren't really worth the trouble unless you want to have a laugh.
Round 4 doesn't have an overall theme,; (semicolon) rather, (comma) each opponent employs a specific strategy. In the first round it's just a theme of Eevee-lutions (either "Eeveelutions" or "Eevee evolutions" imo), but things get more deadly later on with use of Skill Swap + Slaking, Facade + Guts, and some Baton Pass in the final. A hybrid of a rain team with powerful physical attackers can be quite effective, as can bringing a Pokemon such as Latios which absolutely shreds through the third battle. Metagross can work well, especially in this round, as it is since its very bulky, quite strong, resistant to resists Normal-type attacks, and able to can use Earthquake and Explosion. Because the strategies of the AI are quite varied, you will need to make the most of your six teamslots so that a few Pokemon work well in each matchup. The third battle pretty much requires that you bring at least a couple strong and fast special attackers, and a bulky Steel-type that is not weak to Fighting-type moves is handy as well. For the final, decide if you will set up alongside Ninjask, attempt to KO it before it can pass, or destroy the receivers as they come in, because this will determine what Pokemon you will want to bring.
 
Last edited:

P Squared

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change all apostrophes please
Round 5
Battle 1: Team Snagem Biden

Weezing @ Quick Claw / Male / Levitate
Sludge Bomb / Explosion / Fire Blast / Shadow Ball

Jolteon @ Lum Berry / Female / Volt Absorb
Quick Attack / Bite / Thunderbolt / Protect

Houndoom @ Salac Berry / Female / Flash Fire
Fire Blast / Reversal / Crunch / Endure

Ninjask @ BrightPowder / Female / Speed Boost
Shadow Ball / Baton Pass / Swords Dance / Protect

Steelix @ Focus Band / Male / Rock Head
Earthquake / Explosion / Double-Edge / Rock Tomb

Hitmonlee @ Liechi Berry / Male / Limber
Earthquake / Reversal / Mach Punch / Endure
The AI in this battle makes use of the familiar Explosion + Endure + stat-boosting Berry combo, although not very effectively. Ninjask will attempt to Baton Pass to slower, bulkier Pokemon, although it is very easy to stop, as since it is fragile and has no support. Steelix and Weezing both have Explosion, (remove comma) and are typically very predictable, so double Protect if a boom seems imminent. Hitmonlee isn't very threatening so long as you have at least one Pokemon that is faster than it that can just pick it off; Houndoom is a bit more threatening with the Salac Berry, however but it isn't super powerful. There's not much to say about Jolteon other than it is fast and will attack whatever it can deal the most damage to, making it simple to play around.


Battle 2: Team Snagem Jedo

Raikou @ BrightPowder / Pressure
Protect / Thunder Wave / Thunderbolt / Bite

Meganium (item?) / Female / Overgrow
Reflect / Giga Drain / Light Screen / Body Slam

Crobat @ Scope Lens / Male / Inner Focus
Confuse Ray / Sludge Bomb / Aerial Ace / Shadow Ball

Slowking @ Leftovers / Male / Own Tempo
Psychic / Ice Beam / Water Pulse / Fire Blast

Feraligatr @ Quick Claw / Male / Torrent
Ancient Power / Earthquake / Brick Break / Hydro Pump

Typhlosion @ Focus Band / Female / Blaze
Flamethrower / Attract / Thunder Punch / Protect
The difficulty in this battle is certainly higher than the difficulty in the previous battle. There is no real strategy here; the AI will usually attack whatever is most vulnerable to their current Pokemon and coverage moves. Meganium can be annoying, (comma) as it offers dual screens support and spreads paralysis with Body Slam, but otherwise the battle is straightforward. Raikou is the most dangerous Pokemon of the battle due to its high Speed and strong Thunderbolts, although it can be easily dispatched with a strong Earthquake, Self-Destruct, or Explosion. Other than using these field moves, Pokemon that are faster and that have a type advantage can rip though the opposing Pokemon,; (semicolon) for example, (comma) Zapdos has no problems easily eliminating Feraligatr, Slowking, and Crobat.


Semifinal: Team Snagem Wakin

Sceptile @ Scope Lens / Male / Overgrow
Leaf Blade / Thunder Punch / Crunch / Dragon Claw

Swampert @ Leftovers / Female / Torrent
Ice Beam / Mirror Coat / Hydro Pump / Counter

Blaziken @ Salac Berry / Female / Blaze
Reversal / Earthquake / Endure / Fire Blast

Gardevoir @ Quick Claw / Female / Trace
Psychic / Fire Punch / Thunderbolt / Destiny Bond

Swellow @ Choice Band / Female / Guts
Aerial Ace / Steel Wing / Return (no other move?)

Vileplume @ Focus Band / Male / Chlorophyll
Sunny Day / Solarbeam / Sleep Powder / Moonlight
The AI has several Pokemon that are fast and fragile in this battle, which is especially exploitable through the use of Explosion and Self-Destruct. Physical tanks such as Metagross and Regis (prob should be "the Regis", though I still think that is kinda informal) are also good at sponging attacks and hitting back hard. Gardevoir and Blaziken are potentially very threatening in this battle. Gardevoir's Quick Claw can easily hax its way though Pokemon that would otherwise beat it, (comma) while a successful use of Endure by Blaziken makes it a fast and powerful threat. Gardevoir is best circumvented by using Pokemon that can't be haxed by Quick Claw because they have too much natural bulk and can KO it in return. The Blaziken situation is a bit harder to prepare for, and it is often arbitrary if whether the AI will decide to use Endure or not. Vileplume is usually the last Pokemon out if used, and it will attempt to set up Sunny Day for itself to make use of instant Solarbeam and its Chlorophyll Speed boost. It's powerful and can be annoying with Sleep Powder, which is why it is best to simply KO it before it has a chance to set up sun.


Final: Snagem Head Gonzap

Skarmory @ Lax Incense / Male / Keen Eye
Drill Peck / Roar / Sand Attack / Attract

Charizard @ BrightPowder / Male / Blaze
Dragon Claw / Roar / Blast Burn / Bite

Slaking @ Choice Band / Male / Truant
Hyper Beam / Earthquake / Shadow Ball

Salamence @ Scope Lens / Female / Intimidate
Aerial Ace / Earthquake / Brick Break / Hyper Beam

Venusaur @ Lum Berry / Female / Overgrow
Frenzy Plant / Roar / Sleep Power / Light Screen

Blastoise @ Leftovers / Female / Torrent
Ice Beam / Yawn / Roar / Hydro Cannon
The AI makes heavy use of Hyper Beam and its type clones in this battle and will occasionally attempt to combine them with use of Roar on its own Pokemon so that it doesn't have to wait through the recharge turn. None of the opposing Pokemon are exceptionally fast, and this is a good method of ensuring a victory. Pokemon such as Salamence can be quickly and easily picked off by a fast special attacker with Ice Beam or Ice Punch. Similarly, Blastoise, Skarmory, and Charizard can be overpowered with Electric-type attacks. There is no good way of hitting Slaking, and its Hyper Beam is very strong, however; however, use of Protect by both your Pokemon can render it ineffectual, because since unlike the last time the AI used Slaking there is no Skill Swap involved. Make the most of capitalizing on the recharge turns that the AI has to take, which can be used as setup to set up or to gain gang up on the threat that is not recharging. Switching to a Pokemon the that resists Hyper Beam or one of its clones can cause the AI to waste two turns, although the attack will still deal quite a bit for a resisted hit.
The theme of two battles in this round is simply that each battle corresponds to a certain generation of Pokemon, which in no way affects strategy. The second battle only uses generation two Generation II Pokemon, the semifinal only uses generation three Generation III Pokemon, and the first and final use a mixture. This round can be treated very similarly to round three, with the exception that the AI doesn't have a team of Intimidate users in the final. In general the round is as simple as four battles of diverse offensive Pokemon, making strategies that were successful in round three successful here as well. Overall, use of Explosion and Self-Destruct absolutely owns, as does the use of powerful and fast special attackers.



Round 6
Battle 1: Sailor Jebol

Dusclops @ Quick Claw / Male / Pressure
Ice Beam / Protect / Ice Punch / Imprison

Dragonite @ Leftovers / Female / Inner Focus
Aerial Ace / Earthquake / Return / Protect

Aerodactyl @ King's Rock / Male / Rock Head
Ancient Power / Earthquake / Aerial Ace / Protect

Salamence @ BrightPowder / Male / Intimidate
Dragon Claw / Hydro Pump / Fire Blast / Protect

Flygon @ Lax Incense / Female / Levitate
Dragon Claw / Fire Blast / Giga Drain / Protect

Zapdos @ Scope Lens / Pressure
Thunderbolt / Return / Drill Peck / Protect
The AI will always lead with Dusclops and will attempt to use Imprison either on the first or on the second turn. This will prevent the use of Protect, Ice Punch, and Ice Beam, making the weaknesses to Ice that the AI's Pokemon have no longer exploitable. The most annoying part is that Protect is sealed as well, meaning that you are unable to use Protect so long as Dusclops is alive. The AI uses Protect more in this battle than in any other, so keep this in mind, (comma) as it can potentially invalidate a turn if you double attack a protected Pokemon. If using Pokemon that have Ice-type moves, eliminate Dusclops as quickly as possible, although you should note that this is difficult because of how bulky it is and how often it likes to use Protect. If not using Ice-type moves, you can also power through with strong Electric-type attacks coming from fast Pokemon such as Zapdos. Rock-types can also have a nice matchup, although they are susceptible to Earthquake. The use of Self-Destruct and Explosion isn't very good here because the AI leads with Dusclops is led with, and because the AI Protects uses Protect so frequently.


Battle 2: Bodybuilder Loar

Jumpluff @ Focus Band / Female / Chlorophyll
Helping Hand / Encore / Sunny Day / Sleep Powder

Shiftry @ Lax Incense / Female / Chlorophyll
Fake Out / Extrasensory / Faint Attack / Solarbeam

Clefable @ Quick Claw / Female / Cute Charm
Ice Beam / Sunny Day / Fire Blast / Thunderbolt

Exeggutor / Female / Chlorophyll
Psychic / Solarbeam / Ancient Power / Sunny Day

Entei @ Scope Lens / Pressure
Flamethrower / Sunny Day / Solar Beam / Protect

Blaziken @ Salac Berry / Male / Blaze
Endure / Overheat / Reversal / Earthquake
The AI uses Sunny Day along with Fire-types, Solar Beam, and Chlorophyll in this battle. The AI usually leads with Clefable is usually led with, and; (semicolon) be especially careful around it because it has diverse coverage to slam Pokemon with exploitable weaknesses, (comma) such as Salamence and Gyarados. Bring at least two Pokemon that resist Solar Beam, and having one or two Pokemon that resist Fire-type resists helps as well. A weather setter of your own can also be highly effective, such as Tyranitar or a something with Rain Dance like user such as Kingdra. Exeggutor has the most raw power of any of the AI's these Pokemon, so make that it a priority to KO. The Endure + Reversal + Salac Berry Blaziken set is back, so be wary of that as well. Self-Destruct and Explosion can blow away every opponent foe in this battle, so use them if you brought a Pokemon that has such a move.


Semifinal: Bodybuilder Felps

Ludicolo @ Leftovers / Female / Swift Swim
Fake Out / Hydro Pump / Ice Beam / Giga Drain

Omastar @ Focus Band / Male / Swift Swim
Ice Beam / Hydro Pump / Rock Slide / Rain Dance

Gorebyss @ BrightPowder / Male / Swift Swim
Ice Beam / Rain Dance / Hydro Pump / Psychic

Kingdra @ Lum Berry / Male / Swift Swim
Ice Beam / Hydro Pump / Dragon Breath / Rain Dance

Qwilfish @ Scope Lens / Male / Swift Swim
Sludge Bomb / Destiny Bond / Shadow Ball / Double-Edge

Manetric @ Lax Incense / Male / Lightningrod
Thunder / Rain Dance / Crunch / Protect
In comparison to sun, rain is much more difficult to face. Neutral rain-boosted Hydro Pumps can eat through pretty much anything that doesn't get nailed by Ice Beam, making a counter play difficult for this battle. Although Rain Dance only lasts for five turns, the pace of this battle is so fast that the match will be over or nearly over by the time rain stops. Since As it is pretty much impossible to prevent the AI from getting a Rain Dance off, make sure they pay handsomely for it. Strong and bulky Electric-types are good weapons here, although Kingrda and Ludicolo only take neutral damage and Manetric can pose problems with Lightningrod. Very bulky Pokemon with Explosion or Self-Destruct can work as well, but these are limited in number, (comma) as most get blasted by Hydro Pump. You can attempt to bring your own users of Swift Swim and Thunder, although the match can still be difficult. Lastly, bringing alternate weather setters such as a Tyranitar or a setter of Sunny Day can stop the downpour and potentially force the AI to spend more turns in setup.


Final: Cipher Admin Ardos

Gengar @ Lax Incense / Male / Levitate
Sludge Bomb / Shadow Ball / Brick Break / Confuse Ray

Sceptile @ Scope Lens / Male / Overgrow
Leaf Blade / Dragon Claw / Crunch / Thunder Punch

Tauros @ Choice Band / Male / Intimidate
Return / Iron Tail / Earthquake (no fourth move?)

Charizard @ BrightPowder / Female / Blaze
Dragon Claw / Bite / Fire Blast / Seismic Toss

Aerodactyl @ King’s Rock / Female / Rock Head
Ancient Power / Double-Edge / Aerial Ace / Iron Tail

Starmie @ Lum Berry / Natural Cure
Psychic / Thunderbolt / Ice Beam / Hydro Pump
The final of round six is fittingly brutal and difficult. The AI has some of the best offensive Pokemon available, all with very high Speed that is virtually unbeatable with strong offensive capability. Your own fast offensive attackers won't be of significant use here because the fact that the AI moves first means that you will lose. Tauros and Starmie are particularly dangerous, with Choice Band Tauros able to spam Return before you can move and clean away Pokemon fast,; (semicolon) pretty much anything that isn't slammed by Return gets destroyed by Earthquake. Aerodactyl and Sceptile are even faster but not quite as strong, and they do lack the ability to get really nice hits on bulky Pokemon with good defensive typing such as Scizor. Charizard is relatively slow, and it is only a threat when you are using Pokemon such as Metagross or the previously mentioned Scizor. The last Pokemon is Gengar, which inexplicably runs a physical set that isn't of much danger because Gengar's base Attack stat is pitiful. Pokemon with strong defenses and strong Attack are best here because since fighting for Speed is largely a lost cause. The only methods of outspeeding the AI in this battle are by using Swift Swimmers or a user of a Salac Berry users, both of which do in fact work nicely here.
Round 6 has another spike in difficulty when compared to previous rounds, but it follows a similar format to that seen in Round 4 where each opponent uses a particular strategy. Things start out with Imprison shenanigans and then move into weather teams. This makes using a weather team of your own effective in the middle two battles, and it has benefits in the other battles as well. The final is perhaps the most difficult battle yet, with the AI using a team filled with incredibly fast and dangerous Pokemon. Bulky Pokemon with impressive power are great assets in every battle, as are those that can make use of Swift Swim. Self-Destruct and Explosion are still great tools to use, although the AI does have better methods of dealing with this, such as by using Protect, using Gengar, or setting weather before being KOed.



Round 7
Battle 1: Supertrainer Lest

Shedinja @ Focus Band / Wonder Guard
Aerial Ace / Shadow Ball / Silver Wind / Protect

Snorlax @ Chesto Berry / Female / Thick Fat
Self-Destruct / Shadow Ball / Body Slam / Rest

Charizard @ Lax Incense / Male / Blaze
Belly Drum / Overheat / Aerial Ace / Earthquake

Clefable @ Leftovers / Female / Cute Charm
Follow Me / Soft-Boiled / Cosmic Power / Protect

Togetic @ BrightPowder / Male / Serene Grace
Follow Me / Protect / Yawn / Soft-Boiled

Heracross @ Salac Berry / Male / Swarm
Reversal / Earthquake / Megahorn / Endure

In this battle the AI uses several strategies that involve Follow Me, including Belly Drum and being able to pick off fast attackers by drawing their attack elsewhere while a slower Pokemon knocks it out. The easiest way to get around such strategies are is to use moves that hit both opposing Pokemon, such as Explosion, Self-Destruct, Earthquake, and Rock Slide. It is best to lead off with a powerful Pokemon packing one or more of these field-hitting moves, (comma) with the other lead being a fast attacker capable of eliminating Shedinja. Be very careful when using Explosion, Self-Destruct, and Earthquake here; if the AI knocks out the fast attacker before the user of the field move, you will have to send one of your own Pokemon into your own attack, (comma) which can potentially spell disaster and give the AI the advantage. Make sure to bring at least two Pokemon capable of knocking out Shedinja just to leave some room for safety.


Battle 2: Cooltrainer Ebson

Zapdos @ Lum Berry / Pressure
Thunderbolt / Drill Peck / Hidden Power Ice / Detect

Articuno @ Quick Claw / Pressure
Ice Beam / Reflect / Water Pulse / Hidden Power Grass

Entei @ BrightPowder / Pressure
Body Slam / Fire Blast / Hidden Power Ground / Iron Tail

Moltres (item?) / Pressure
Aerial Ace / Fire Blast / Hidden Power Grass / Protect

Suicune @ Leftovers / Pressure
Waterfall / Hidden Power Electric / Ice Beam / Calm Mind

Raikou @ Lax Incense / Pressure
Thunderbolt / Bite / Hidden Power Ice / Reflect

This battle is very straightforward despite how the AI uses a team of legendary Pokemon. Like in the previous battle, (comma) it is a good idea to lead with a Pokemon that knows Explosion or Self-Destruct, which quickly reduces the battle to a three versus two, (comma) as none of the AI's Pokemon resist or are immune to such moves. There is still danger present, (comma) however, because most users of Explosion or Self-Destruct are slow and the AI scores neutral or even super effective attacks on them. This means that your user of Explosion or Self-Destruct can potentially become double teamed on the first turn and knocked out before it has a chance to go boom, thus leaving the AI ahead four against three. For this reason, choose a user of Explosion or Self-Destruct that can survive such a scenario or, (comma) alternatively, try and to distract them with your other Pokemon by bringing something with weaknesses that the AI will try and to exploit. By combining the use of Explosion or Self-Destruct with another strategy such as Endure + Salac or Liechi Berry, you can further yield the output of the first turn (this isn't quite right, rephrase?) while simultaneously providing a potential distraction for the user of Explosion or Self-Destruct. After the first turn you can simply clean up the remaining two Pokemon with fast and powerful attackers or rip through them if you made use of an Endure Pokemon.


Semifinal: Cooltrainer Klept

Marowak @ Thick Club / Male / Lightningrod
Return / Earthquake / Ancient Power / Protect

Manectric @ BrightPowder / Female / Lightningrod
Crunch / Protect / Thunderbolt / Thunder Wave

Starmie @ Lax Incense / Natural Cure
Psychic / Ice Beam / Protect / Hydro Pump

Gyarados @ Scope Lens / Male / Intimidate
Return / Earthquake / Hidden Power Flying / Dragon Dance

Dodrio @ Choice Band / Male / Early Bird
Return / Hyper Beam / Drill Peck / Haze

Lapras @ Leftovers / Female / Water Absorb
Ice Beam / Hydro Pump / Thunderbolt / Protect

This battle is very difficult and sees the AI make use of Lightningrod to nullify its exploitable weaknesses. The AI will always lead with either Manectric or Marowak and then with one of its other Pokemon, but usually not Lapras. Gyarados's Intimidate along with Manectric and Marowak's frequent use of Protect makes using Explosion or Self-Destruct not very feasible in this battle. It is certainly advantageous to bring an offensive Electric-type despite the AI's use of Lightningrod, (comma) as it will usually only select one Lightningrod user and once it is gone Electric-type attacks clean up well. Beware of Choice Band Dodrio, as even after an Attack drop from Intimidate in it can OHKO pretty much anything that does not resist its attacks. Starmie is fast and powerful, so the best strategy is to draw its attacks with a Pokemon and have it use Protect while another Pokemon knocks it out. Try an to eliminate the Lightningrod Pokemon with Lightningrod as soon as possible; this is a feasible goal to have attained by the end of the second turn. From there, Thunderbolt can blast through pretty much everything else,; (semicolon) just make sure Starmie or Dodrio doesn't KO your users of the move.


Final: Cipher Admin Eldes

Latios @ BrightPowder / Male / Levitate
Psychic / Ice Beam / Thunderbolt / Dragon Claw

Latias @ Scope Lens / Female / Levitate
Psychic / Waterfall / Thunderbolt / Dragon Claw

Metagross @ Quick Claw / Clear Body
Earthquake / Shadow Ball / Meteor Mash / Protect

Tauros @ Choice Band / Male / Intimidate
Return / Iron Tail / Earthquake (no fourth move?)

Snorlax @ Leftovers / Female / Thick Fat
Body Slam / Shadow Ball / Earthquake / Protect

Gengar @ Lax Incense / Male / Levitate
Psychic / Thunderbolt / Fire Punch / Ice Punch

This is the toughest battle in the Orre Colosseum and perhaps in any Pokemon game ever. The AI's use of Gengar and Metagross significantly deters any use of Explosion, and with half the team immune to Earthquake, (comma) it makes taking down Metagross is very difficult. Latios and Latias may might not have Soul Dew, but they are still immense threats that are virtually impossible to take down in a single turn. BoltBeam spam makes using Pokemon such as Salamence and Gyarados a liability due to the fact that they can be cleanly knocked out by half of the AI's Pokemon before they even have a chance to move. Tauros is also a massive threat, being able to rip through most defensive Pokemon with Choice Band-boosted Return. Salac Berries and Swift Swim are really the only methods of ensuring you can get powerful attackers to move first in this battle, although a few Pokemon such as Aerodactyl have the Speed to move first; however, yet they have exploitable weaknesses and don't hit super hard. It's difficult to formulate a particular strategy for this battle because things are heavily impacted by what the AI decides to bring. If the AI doesn't have Gengar, then Explosion and Self-Destruct are actually great methods of disposing of Latios and Latias. A Metagross of your own also performs well except for against opposing Metagross which you cannot outspeed. (is it not a Speed tie? ignoring the turns Quick Claw activates, I mean)
The final round is fittingly the most difficult round of the entire Colosseum. It has four opponents that all employ contrasting strategies, (comma) and for this reason it is difficult to construct a team that can perform exceptionally well in all four battles. Explosion, Rock Slide, and Earthquake use all work great in the first two battles, but they lose potency in the semifinal and the final. The fast and powerful Pokemon employed by the AI in the semifinal and final battles also deter use of similar Pokemon because the Speed advantage is difficult to outplay. Rain Dance and Lightningrod are two strategies that can work to some extent in all four battles because since the AI relies on Electric-type moves to touch Pokemon such as Gyarados. Rain Dance along with Swift Swim offers a method to obtain a Speed advantage in the later battles, and it can also plow through Pokemon such as Metagross, which is particularly difficult to take down. A Pokemon with Endure, Reversal, and a Salac Berry can also be fast and powerful enough to justify use, although they it usually can only take down one opponent foe before being finished off itself themselves. Other than these strategies there isn't much else preparation that can be done; bring your best Pokemon, play tight, and maybe you'll make it through alive.
 

Lumari

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Pokemon XD Orre Colosseum Guide
(Might draw some art for this later, Approved by Oglemi)



Abstract

This guide is limited in scope to the Orre Colosseum challenges present in the story mode of Pokemon XD. This guide covers the background of the colosseum, its rules, effective strategies and teams for its challenges, data on each round, and analysis of the AI teams. This is not a challenge to be taken lightly, as it requires much in-game time investment and contends for the most challenging battling ever presented in a Pokemon game. Your opponents have nearly perfectly IVed Pokemon that have been EV trained and have been given a variety of exotic movesets and held items. The potential for level advantage is impossible, meaning that the traditional in-game mindset of simply muscling through your opponents is not an option; you must outplay them. If you have a copy of Pokemon XD but never attempted this challenge, now would seem a good time to go back and test your prowess. For those without a copy and that who are interested in the toughest battling Pokemon has ever produced, you will unfortunately have to invest in a copy of the game and possibly in a GBA link cable as well.



Introduction

The opportunity to challenge the Orre Colosseum is available only after the main storyline of Pokemon XD has been completed. The Colosseum consists of seven rounds of double battles, each with four battles. To advance to the next round you must win each battle consecutively; a loss against the AI during a challenge means that you must restart that round from the beginning again. At the start of each round you will challenge with a team, and you will use this team for all four battles of that round. Only four of your six Pokemon will be used in each battle, and these are to be chosen at the start of each battle. This provides more flexibility when preparing for the AI teams, which helps to offset the disadvantage of having to use the same team four battles in a row. In general, each round has some sort of a theme, meaning that it is expected for a challenger to bring a specially-selected team for each round. It is possible to complete all seven rounds with the same team; however, it is easier to complete the challenge by preparing for each round on its own.

Naturally there will be hax during the challenge, especially when considering that almost every round has a Pokemon that caries BrightPowder or Lax Incense. The AI also makes use of Thunder Wave, confusion, and OHKO moves, furthering the potential for disaster. While this is mostly limited to the first two rounds, it becomes quite apparent because the challenge requires that you win four battles in a row, quadrupling the AI’s AI's opportunity to screw you over. While this is a negative, it is nowhere near as bad as in the Battle Frontier, where almost every challenge is ended by hax due to how the player is forced to win a large amount number of battles in a row. The first round is the only one that really focuses on the use of confusion, paralysis, and infatuation. In the second round, the AI makes use of Sand Veil and Double Team, and in another battle it wields OHKO moves, although these things are not seen in the five subsequent rounds. While sometimes it is impossible to prevent hax from mangling your team, following several strategies can drastically reduce the opportunity for the AI to screw you over.

The AI in the Orre Colosseum is generally effective, albeit somewhat predictable. It tends to make the "smartest" play and has the Pokemon to execute such plays. "Smartest" is in quotations, because it refers to how the AI seeks to maximize the yield of its turn. The simplest case is that if you have a Water-type in battle against the AI’s Raikou, it is almost assured that Raikou will attack the Water-type with Thunderbolt. On occasion the AI does make some strange plays that serve to keep things interesting, but most of the time it will chose choose the obvious play. This is especially exploitable with users of Protect, which serves to further solidify the move’s move's (fix these throughout, a simple ctrl+f for the apostrophe should suffice) incredible utility. Situations of double battle events such as Explosion, Earthquake, and Skill Swap serve to further highlight this and are responsible for some of the more interesting moments of play.

There are a few moves in particular that prove extremely effective for this challenge. The previously mentioned Protect is great on a Pokemon that has room for it, and a majority of Pokemon should be running it. Protect can allow for the manufacture of free turns when the AI focuses both their attacks on a single target, allowing your second Pokemon to take an advantage. Protect can also be used to alter how a trade occurs, allowing a slower Pokemon to knock out a faster Pokemon because the faster Pokemon was focused on the protected Pokemon. Protect also provides a single-turn immunity to Earthquake, Self-Destruct Selfdestruct, and Explosion, which are some of the most effective and deadly moves in the Orre Colosseum. These moves allow for the disposal of multiple foes at a time and, when used effectively, force trades in your favor. Strong special attacks are also valuable assets, and they can plow through foes quickly when coming off certain Pokemon. Similarly, fast Pokemon with good coverage can be used to double team one of the AI’s Pokemon and knock it out before it has a chance to move. The pace of the game is very fast and battles are usually over quickly, (AC) with the exception of the Lovrina final. This makes it very easy to lose from a single poorly played turn and means that the player needs to make calculated safe plays.



Rules

~ The following Pokemon are banned: Mew, Mewtwo, Lugia, Ho-Oh, Celebi, Groudon, Kyogre, Rayquaza, Jirachi, Deoxys; (SC)
~ Soul Dew is banned; (SC)
~ A team is not allowed to have multiple of the same species of Pokemon (Species Clause); (SC)
~ A team is not allowed to have multiple use of the same item (Item Clause); (SC)
~ You are permitted from calling your Pokemon or using healing items on them; (SC)
~ All AI Pokemon are equal to level sixty at level 60, or they are at the same level as your highest Pokemon; (SC)
~ All battles are double battles; (SC)
~ Four of six Pokemon are to be selected and used at the start of every battle; (SC)
~ The challenge must be completed by winning four consecutive battles, losing a battle restarts the challenge for that round; (SC)
~ Use of recoil or self-destructing moves that knock out the last Pokemon of both the AI and the player always results in a victory for the AI; the AI always wins if the player has run out of usable Pokemon. (period)


Building Teams

To attempt this challenge it will be necessary to train an elite group of Pokemon. The best Pokemon are often bread bred for optimal IVs and nature, (remove comma) and then EVed, given the best moveset, and leveled off. (maybe "up"?) This is a very time-consuming process that also wants (maybe "requires"?) all the resources available across the generation 3 Gen III Pokemon games (Ruby / Sapphire EV training spots, Emerald move tutors, Fire Red / Leaf Green move tutors and Pokemon, Pokemon from Colosseum, and Mt. Battle items). Unless you already have boxes of perfect level 100 Pokemon that were acquired long ago, it will be necessary to raise Pokemon from scratch and train them to level 60. This process itself would make a massive guide, but in the interest of restoring confidence it is possible to complete the Colosseum with your in-game Pokemon XD team by making the greatest uses of the resources available in XD alone. Clearing the first round of Orre Colosseum does give the player access to the Lucky Egg, which can slightly reduce the amount of time such a process takes. (possibly link the Emerald RNG abuse guide here too for breeding perfect Pokemon? http://www.smogon.com/ingame/rng/emerald_rng_part1) It is also possible to use hacked Pokemon, which is great in the way it saves time, although it makes the Colosseum slightly easier because you have access to perfectly IVed Pokemon just like the AI. Note that the Orre Colosseum invests far more Speed EVs compared to Emerald's Battle Frontier, meaning that Pokemon specifically EVed for the Battle Frontier will not necessarily be effective here.

If building with resources only available in Pokemon XD, the best Pokemon available in-game are Snorlax, Starmie, Salamence, Zapdos, Tauros, Gardevoir, Flygon, Electabuzz, and Houndoom. There are many other usable Pokemon, (comma) so don't allow these specific mentions to limit your imagination,; (semicolon) even Pokemon such as Primeape and Flareon can put in some work during earlier rounds. Since Because it's not feasible to EV train Pokemon in the confines of the Orre region, simply focus on obtaining these Pokemon with good base IVs and a useful nature; this can mean having to soft reset until you get an acceptable Pokemon, which is especially difficult when reseting for a Pokemon obtained in a boss battle. For some Pokemon such as Zapdos and Tauros it is impossible to soft reset for them because the game forces a save before you can check their stats. When intending to use an in-game team to clear the colosseum, try to keep all Pokemon around the same level, and ideally, never over level 60 sixty as to minimize the amount of work required if you intend to train new Pokemon. The natural route of the game offers almost enough experience to get six Pokemon to level 60 sixty, so round off remaining Pokemon at Mt. Battle after completing the game.

Because Item Clause being is in effect, this means you have to decide deciding on which Pokemon to give Leftovers to; usually it will be the most bulky. Not many other items have significant utility. The only items that boost offensive power are the 1.2x boosting items for each type of move, and the Choice Band, which can be effective but not always an easy fit. The Shell Bell is another item that can restore HP, however but it is usually only worth using on Pokemon such as Tyranitar when it wields moves that hit multiple targets, such as like Rock Slide and Earthquake. A Lum Berry can free a Pokemon from status once, but it is of not much use in battles where the AI doesn't make use of status conditions. BrightPowder, Scope Lens, Focus Band, etc. are all usable items but are luck-dependent and limited to clutch use. It is actually surprising how annoying the Item Clause can be, especially when trying to build around a theme.


Overall, the following strategies are highly effective:

- Explosion & Self-Destruct and Selfdestruct

These two moves are absolutely devastating in the Orre Colosseum. While the AI does have several teams that make use of Protect and Ghost-types, the amount of damage they these moves can do in exchange for one Pokemon often yields an advantage. There are several battles where a three-against-two advantage can be attained on the first turn when a bulky and powerful Pokemon goes boom. The Regis, Snorlax, Metagross, and a few other Pokemon can make effective use of Explosion and Self-Destruct Selfdestruct, while it and they can be combined with some other strategies such as Helping Hand Dusclops and Endure + Salac / Liechi Berry Pokemon to quickly attain an offensive advantage.


- Fast & and Powerful Pokemon

Pokemon with a high base Speed, a strong offensive stat, and a good movepool are highly effective due to how they can ensure quick and easy kills KOs before the AI can make a move. This type of matchup does become troublesome against similar Pokemon employed by the AI because their stats are perfect and thus the Speed advantage often becomes too much to outplay. Pokemon such as Gengar, Latios, Latias, Zapdos, Starmie, Alakazam, Aerodactyl, and Sceptile are examples of such Pokemon.


- Endure + Salac or Liechi Berry

Use of Endure along with the held item Salac Berry or Liechi Berry can be an effective offensive strategy against the AI; however, it does fail sometimes, (comma) such as against Tyranitar and users of priority. Heracross is the most effective user, being able to spam Reversal after the Speed boost from the Salac Berry has activated. Some other Pokemon such as Hitmonlee, Blaziken, and Electrode can also put in work with a combination of Endure and one of these Berries. Combining this with use of Explosion or Earthquake will ensure that your Pokemon is lowered to 1 HP on the turn it uses Endure endures in the event that the AI chooses not to attack it.


- Lightningrod Abuse

A few Pokemon such as Gyarados are very difficult for the AI to KO when Electric-type moves are taken out of play. Although Manectric is not immune to the Electric-type attacks it draws, it is the best user of Lightningrod. Other Pokemon such as Rhydon and Marowak are usable, (remove comma) but easier for the AI to be capitalized upon by the AI due to their low Speed and how slow they are and how they have highly exploitable weaknesses.


- Heavy Intimidation

For battles where the AI's team is mostly physical attackers, using a team with several Pokemon that have the ability Intimidate can greatly reduce the AI's ability to blow holes in a build. The AI is also reluctant to switch out, meaning that moving switching Intimidate users in and out can repeatedly lower their Attack.


- Bulky Setup Sweepers

Setup sweepers capable of taking a hit or two can be quite effective depending on the battle. Most of these are users of Dragon Dance, although there are some effective users of Calm Mind and Swords Dance as well. Pokemon such as Salamence, Tyranitar, Dragonite, Raikou, and Scizor can really pack a punch after a turn dedicated to setup,; (semicolon) however, (comma) note that the fast pace of the battle means that they usually aren't alive very long to attack.


- Rain Dance

While it is possible to clear every round with a sand team, rain usually works out much better. Effective Swift Swimmers users and rain abusers can cleanly KO many of the AI's Pokemon with neutral Hydro Pumps, while and pairing this with Thunder leaves few Pokemon able to withstand an onslaught. Full rain teams are not required either,; (semicolon) even just one Swift Swimmer user that has effective synergy with the rest of the team can be a valuable asset.


These of course aren't the only strategies that work, just the ones that I have had the most success with in my experience versus the Orre Colosseum. Depending on how interesting you find the challenges, you may build only one team or acquire boxes of Pokemon dedicated to this challenge. Teambuilding itself does not need to be a meticulous process; however, the AI will exploit overlapping weaknesses. In particular, teams with numerous weaknesses to Earthquake will struggle against any AI team that packs the move. Earthquake is powerful enough to where that, if used as a super effective attack, it will usually get a KO be a knockout; the few exceptions are Pokemon such as Metagross, Regirock, and Registeel, which have enough physical bulk to stomach the onslaught. Stacking weaknesses to powerful special attacks such as Thunderbolt is also something to be avoided, because it makes taking down the AI's Raikou or Electabuzz significantly more difficult. Bringing teams that have multiple immunities to common offensive types is very useful, because most of the time the AI is somewhat predictable, and switching in Pokemon immune to the AI's attack can yield an advantage.

The fast pace of the battles in Orre Colosseum does invalidate switching to some extent. Switching a Pokemon that would be OHKOed with a Pokemon that takes neutral damage offers little in terms of absolute material. Most attacks from the AI will 2HKO Pokemon that take neutral damage anyways anyway, (colloquial) effectively eliminating the advantage gained by switching in some scenarios because it gives up that Pokemon's attacking turn. It is sometimes hard to predict what the AI will do to what Pokemon, meaning that switching in a Pokemon that is crucial to the battle can result in a surprise KO from the AI because you didn’t expect it to choose that target. This shouldn't entirely discourage switching, (comma) however; in many situations the best option is to switch in order to distract one of the AI's Pokemon for a turn while you attack it with the other. (do you mean attack the other foe (then change to: "while you attack the other") or use your other Pokemon to attack the one that is distracted? (then change to: "while you attack it with your other Pokemon"))

also there seems to have been some miscommunication and you missed the second half of P^2's check of this post.. I've merged that part of his check into mine so no big deal, just a heads-up.
 
Last edited:

Lumari

lullaby
is a Site Content Manageris a Top Social Media Contributoris a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator
C&C & TFP Leader
ok that should be it! I assumed you wanted the old spellings for moves and items and the like (i.e. BrightPowder > Bright Powder, ThunderPunch > Thunder Punch, Faint Attack > Feint Attack), if that's not the case lmk and I'll fix them
(for reference the following names should cover it: ThunderPunch, SolarBeam, Faint Attack, AncientPower, Selfdestruct, BrightPowder, DragonBreath, Softboiled)

Round 1
Battle 1: Hunter Greel

Parasect @ Quick Claw / Female / Effect Spore
Spore / Return / Giga Drain / Aerial Ace
254/309/188/211/188/79 | 132/157/96/108/96/41

Breloom @ BrightPowder / Male / Effect Spore
Spore / Focus Punch / Sludge Bomb / Substitute
254/386/188/133/148/231 | 132/195/96/68/76/118

Houndoom @ Focus Band / Male / Flash Fire
Flamethrower / Crunch / Pursuit / Dream Eater
284/187/128/311/188/309 | 147/95/66/158/96/157

Slowbro @ Leftovers / Male / Own Tempo
Yawn / Dream Eater / Focus Punch / Shadow Ball
324/265/248/228/251/79 | 167/135/126/116/128/41

Jynx @ Lax Incense / Female / Oblivious
Lovely Kiss / Dream Eater / Psychic / Ice Beam
264/115/98/321/218/309 | 137/59/51/163/111/157

Gardevoir @ Scope Lens / Female / Synchronize
Hypnosis / Dream Eater / Ice Punch / Thunderbolt
270/142/158/375/258/251 | 140/73/81/190/131/128
The first battle is the most difficult of the round, as it focuses on sleep, which renders Pokemon unable to move at all. Because there is no Sleep Clause, and because the AI has a couple fast Pokemon, this can turn into a major problem. It is best to make use of fast Pokemon that can knock out the AI's Pokemon before they can put you to sleep, or, alternatively, to make use of anti-status measures. Fast Pokemon with Substitute or even Safeguard can make the AI struggle because their most dangerous moves, such as Dream Eater and Focus Punch, benefit from your Pokemon being asleep. Due to Item Clause, you can only bring one Pokemon with a Lum Berry, although if you are struggling with this battle you can bring a Chesto Berry as well; just realize it most likely won't see use in the later three battles. Pokemon with a move such as Calm Mind in addition to Substitute perform fantastically here. Slowbro and Gardevoir are the most bulky Pokemon used by the AI, so make note of that when choosing attacks so that they don't surprise you by surviving a barrage and then retaliating.


Battle 2: Rider Herlam

Slowking / Female / Own Tempo
Yawn / Ice Beam / Surf / Psychic
323/160/251/250/311/89 | 166/82/128/128/158/47

Lickitung @ Leftovers / Female / Own Tempo
Body Slam / Earthquake / Shadow Ball / Belly Drum
314/201/195/133/241/88 | 162/103/100/68/123/46

Smeargle @ BrightPowder / Male / Own Tempo
Teeter Dance / Lock On / Sheer Cold / Protect
244/61/161/68/129/241 | 127/32/83/36/67/123

Grumpig @ Lax Incense / Female / Own Tempo
Confuse Ray / Ice Punch / Fire Punch / Psychic
294/106/158/271/248/276 | 152/55/81/138/126/140

Cacturne @ Miracle Seed / Female / Sand Veil
Teeter Dance / Needle Arm / Toxic / Double Team
273/232/148/259/211/221 | 141/118/76/132/108/113

Spinda @ Focus Band / Female / Own Tempo
Teeter Dance / Dizzy Punch / Flail / Protect
253/162/134/148/211/211 | 131/84/69/76/108/108
In this battle the AI uses confusion-inducing moves, particularly Teeter Dance, which will affect all Pokemon in battle except for the user. For this reason, the AI also uses Pokemon with the ability Own Tempo, which prevents confusion. This can be used to your advantage by bringing a Pokemon with Trace, which will copy the confusion immunity; Gardevoir is particularly effective. While a Pokemon with Trace is helpful, it is far from required. A Pokemon with a Lum Berry can snap out of confusion once, and frequent switching on your part can eliminate luck as a factor. Be aware that Lickitung uses Belly Drum, so prevent it from being able to set up by knocking its HP below 50% before it has a chance to move. Smeargle makes use of Lock-On (add hyphen) and Sheer Cold, but this can be negated to some extent through switching or use of Protect.


Semifinal: Sailor Lestor

Raichu @ Lax Incense / Male / Static
Volt Tackle / Sweet Kiss / Thunder Wave / Encore
254/187/138/271/188/320 | 132/95/71/138/96/162

Xatu @ Focus Band / Male / Synchronize
Confuse Ray / Psychic / Thunder Wave / Giga Drain
264/160/168/281/168/309 | 137/82/86/143/86/157

Stantler @ Scope Lens / Male / Intimidate
Thunder Wave / Stomp / Confuse Ray / Attract
280/281/152/178/158/287 | 145/143/78/91/81/146

Togetic @ Leftovers / Female / Serene Grace
Follow Me / Sweet Kiss / Body Slam / Thunder Wave
306/108/261/169/262/108 | 158/56/133/86/134/56

Butterfree @ BrightPowder / Male / Compound Eyes
Stun Spore / Flash / Giga Drain / Psychic
254/106/128/251/188/254 | 132/55/66/128/96/129

Grumpig @ Lum Berry / Female / Thick Fat
Confuse Ray / Ice Punch / Extrasensory / Fire Punch
293/106/221/271/273/188 | 151/55/113/138/139/96
The AI now uses both confusion and paralysis in an attempt to prevent your Pokemon from being able to attack successfully. Although paralysis cannot be eliminated through switching in the way that confusion can, the comparatively weak Pokemon used by the AI can be capitalized upon taken advantage of. (either this or something like 'its users' comparative lack of power can be capitalized upon', but this sounds a tad awkward) Pokemon with Substitute and Calm Mind are once again fantastic in this battle, mainly because the AI will usually use status moves unless they have a move with a type advantage. This makes predicting, especially when using moves such as Protect, that much simpler and more beneficial. The only Pokemon that the AI uses that can hit hard is Raichu, and this can be negated through the use of Ground-types or Pokemon that resist Electric-type attacks. If using a Pokemon with an exploitable weakness to Ice or Fire, Grumpig is usually the only Pokemon to fear. Because the AI only has one Pokemon that is fast, an advantage can quickly be achieved by knocking out potentially threatening Pokemon before they have a chance to force RNG with paralysis and confusion.


Final: Cipher Admin Lovrina

Wobbuffet @ Lum Berry / Female / Shadow Tag
Charm / Counter / Encore / Mirror Coat
513/141/192/94/175/96 | 261/72/99/49/90/50

Shuckle @ Chesto Berry / Male / Sturdy
Toxic / Attract / Rest / Wrap
236/43/520/48/572/38 | 123/23/262/26/288/21

Misdreavus @ Quick Claw / Male / Levitate
Torment / Attract / Confuse Ray / Protect
254/133/211/198/287/198 | 132/68/108/101/146/101

Blissey @ Leftovers / Female / Natural Cure
Counter / Attract / Sing / Seismic Toss
643/99/48/178/397/139 | 326/52/26/91/201/72

Meganium @ BrightPowder / Female / Overgrow
Leech Seed / Attract / Toxic / Protect
356/172/251/194/291/188 | 183/88/128/99/148/96

Milotic @ Lax Incense / Female / Marvel Scale
Toxic / Attract / Confuse Ray / Wrap
386/133/186/228/375/191 | 198/68/95/116/190/98
Substitute and setup moves make the final an absolute joke because of how passive the AI's team is. A Pokemon behind a Substitute is virtually untouchable, and a Substitute setup sweeper has no problems setting Substitute on the first turn, boosting to maximum, and then cleaning. Some Pokemon can be ignored entirely; Wobbuffet for example can't hope to touch you so long as you never attack it. If Substitute and setup moves are too easy for you, Toxic of your own can tear down the AI's Pokemon in the exact fashion they intended to do to your own. Unless you bring a strong special setup sweeper, it is best to have at least a couple physical attackers to tear down Blissey, but be aware that it frequently uses Counter.
Status ailments are the theme of this round, and the AI makes use of sleep, paralysis, confusion, infatuation, and poison in the total of the four battles. Because the rules of the Colosseum prevent you from calling or using healing items on your Pokemon, you must combat or prevent status through other methods. Making use of anti-status strategies such as Substitute, Safeguard, and a Lum Berry are particularly effective in this round. Due to Item Clause, only one Pokemon can hold a Lum Berry, so if this is an effective preparation for your team, (AC) make sure to give it to a Pokemon that can see use in all four battles. The best users of Substitute are those that are fast and capable of setting up Calm Mind or abusing the Substitute in another way. Raikou and Entei can both function as effective users of Substitute + Calm Mind due to their nice Speed and natural bulk. Safeguard can be difficult to fit, but make sure the user of it is fast enough to prevent the status before the foe starts inflicting it. It is not really worth using moves such as Taunt, because the effects are short-lived and have less utility than Substitute. The effects of Yawn, Confuse Ray, and Teeter Dance can all be negated by switching, and because a majority of the Pokemon used by the AI aren't particularly deadly, switching out is almost always better than allowing your Pokemon to fall asleep or risk it hitting itself in confusion. Round things out by bringing Pokemon with a Speed advantage over the AI, which can minimize the chances for the AI to hax you and can allow for the quick elimination of opposing threats in all battles excluding the final.



Round 2
Battle 1: Worker Lobel

Tyranitar @ Leftovers / Male / Sand Stream
Protect / Crunch / Fire Blast / Thunderbolt
396/266/248/309/228/151 | 203/135/126/157/116/78

Cacturne @ Lax Incense / Male / Sand Veil
Giga Drain / Double Team / ThunderPunch / Substitute
274/232/211/353/148/138 | 142/118/108/179/76/71

Sandslash @ BrightPowder / Female / Sand Veil
Aerial Ace / Earthquake / Brick Break / Focus Punch
284/320/248/106/138/221 | 147/162/126/55/71/113

Claydol @ Lum Berry / Levitate
Psychic / Explosion / Ice Beam / Light Screen
253/168/239/254/331/160 | 131/86/122/129/168/82

Dugtrio @ Focus Band / Male / Sand Veil
Substitute /(space)Double Team / Rock Slide / Earthquake
204/251/128/115/168/364 | 107/128/66/59/86/184

Quagsire @ Quick Claw / Male / Water Absorb
Yawn / Ice Beam / Earthquake / Protect
324/217/261/221/158/88 | 167/111/133/113/81/46
The AI always leads with Tyranitar, and it will frequently use Protect with Tyranitar on the first turn. Tyranitar’s methods of dealing damage aren’t particularly devastating, so it is not a bad idea to place more pressure on Dugtrio and Sandslash instead. Cacturne and Dugtrio make use of Substitute and Double Team, making it paramount that they are not able to set up for free as to avoid a disastrous situation. Claydol is quite bulky, although the only reason it is really threatening is Explosion. Bringing a weather team of your own is an option to rob the AI of the sand support; Swift Swim users such as Kingdra make short work of this battle. Quagsire can be knocked out by overloading it, although its use of Yawn will be a push factor when it comes to switching. Note that the AI won’t always use Protect with their other Pokemon every time they use Earthquake, so take this into consideration so that you don’t waste a turn knocking out a Pokemon that would have been knocked out by its allies’ Earthquake anyways anyway.


Battle 2: Guy Makel

Dugtrio @ BrightPowder / Female / Arena Trap
Ancient Power / Protect / Earthquake / Fissure
204/251/128/115/168/364 | 107/128/66/59/86/184

Pinsir @ Salac Berry / Male / Hyper Cutter
Endure / Flail / Brick Break / Guillotine
264/341/228/124/168/287 | 137/173/116/64/86/146

Kingler / Male / Shell Armor
Guillotine / Rest / Amnesia / Sleep Talk
306/288/259/115/210/178 | 158/146/132/59/107/91

Nidoking @ Focus Band / Male / Poison Point
Sludge Bomb / Horn Drill / Megahorn / Protect
296/275/182/178/178/287 | 153/140/93/91/91/146

Lapras @ Leftovers / Female / Water Absorb
Ice Beam / Hydro Pump / Thunderbolt / Sheer Cold
456/178/188/261/239/149 | 233/91/96/133/122/77

Dewgong @ Quick Claw / Female / Thick Fat
Fake Out / Encore / Blizzard / Sheer Cold
376/151/206/168/281/169 | 193/77/106/86/143/87
To reduce the probability of the AI landing its OHKO moves, bring fast and powerful special attackers that can OHKO these Pokemon before they can move. Lapras is the only Pokemon that is bulky enough to where it is difficult to take down in one hit, so focusing two attacks on it at once is a method of preventing it from launching an attack. A combination of turn one Explosion along with an Endure + Salac Berry user can also make short work of this battle; a particularly good example is Heracross, which is capable of OHKOing Lapras with Reversal. Pinsir makes use of Endure and Salac Berry itself, so make sure not to fall into that trap; packing priority or a Ghost-type is a great defense against this. Kingler is very physically bulky, so exploit its weaker Special Defense with a strong Thunderbolt before it has a chance to use Amnesia, Rest, and Guillotine.


Semifinal: Researcher Limar

Ditto @ Metal Powder / Limber
Transform
292/124/124/111/205/125 | 151/64/64/58/105/65

Shedinja @ Focus Band / Wonder Guard
Silver Wind / Shadow Ball / Swords Dance / Aerial Ace
1/271/118/79/89/188 | 1/138/61/41/47/96

Hypno @ Leftovers / Male / Insomnia
Calm Mind / Ice Punch / Psychic / Thunder Punch ThunderPunch
304/174/231/213/283/162 | 157/89/118/108/144/83

Kabutops @ King’s Rock / Male / Swift Swim
Rain Dance / Body Slam / Rock Slide / Brick Break
254/353/238/142/231/188 | 132/179/121/73/118/96

Altaria @ BrightPowder / Female / Natural Cure
Dragon Dance / Body Slam / Aerial Ace / Earthquake
284/254/208/151/238/251 | 147/129/106/77/121/128

Rapidash @ Lax Incense / Female / Flash Fire
Sunny Day / SolarBeam / Flamethrower / Hypnosis
264/205/168/251/188/331 | 137/104/86/128/96/168
This is one of the few easy battles in the Orre Colosseum. The AI will lead with Ditto along with one of its other Pokemon and have Ditto transform into it turn one; rarely will Ditto decide to transform into one of the player’s Pokemon. Double Rapidash entails commutative abuse of Flash Fire, double Hypno will attempt to set up Calm Mind, double Kabutops will make use of rain, etc. The potential Pokemon that Ditto will transform into are weak and have exploitable weaknesses, so just be sure to bring at least two Pokemon capable of damaging Shedinja for safety.


Final: Cipher Admin Snattle

Regirock @ Lax Incense / Clear Body
Protect / AncientPower (remove space) / Earthquake / Explosion
293/291/471/115/291/128 | 151/148/238/59/148/66

Muk @ Quick Claw / Male / Sticky Hold
Imprison / Protect / Substitute / Explosion
344/238/241/142/320/128 | 177/121/123/73/162/66

Electrode @ Leichi Liechi Berry / Soundproof
Explosion / Thunderbolt / Endure / Light Screen
254/191/168/169/188/408 | 132/98/86/86/96/206

Gengar @ Scope Lens / Female / Levitate
Protect / Shadow Ball / Sludge Bomb / Explosion
254/221/148/259/178/342 | 132/113/76/131/91/173

Regice @ Leftovers / Clear Body
Protect / Thunderbolt / Ice Beam / Explosion
294/128/291/291/470/115 | 152/66/148/148/238/59

Glalie @ Salac Berry / Female / Inner Focus
Endure / Shadow Ball / Ice Beam / Explosion
293/251/188/170/188/276 | 151/128/96/87/96/140
The final of round 2 sees heavy use of Explosion. Scouting on the first turn with double use of Protect or Substitute has two advantages; first, (AC) it might give you a free KO if the AI decides to explode, and second, (AC) it shows the AI’s Protect pattern. The AI usually won't attempt double Protects, so it is likely that a Pokemon that used Protect on the previous turn will attack. Electrode and Glalie are both a particular danger; they are fast enough to explode before your team may have a chance to knock them out, meaning that it is best to ride out that turn through immunity or by sacrificing a less-needed Pokemon. Muk will occasionally use Imprison, which will prevent you from being able to use Protect or Substitute, so make it a high-priority target. Gengar is immune to Explosion and Earthquake, but because it uses its mediocre Attack stat in this battle as its only means of dealing damage, it is not of great concern; a single powerful attack is enough to knock it out.
Overall this round isn’t too difficult; however, the first and second opponents employ strategies that can cheese through your team. Battle 1 is the most difficult in the round, while Battle 2 is easy so long as you don’t get haxed. Pokemon susceptible to Earthquake aren’t a good idea to use in this round; they are a liability in the first battle and aren’t particularly effective in later battles anyways anyway. A Pokemon with a Ground immunity and a Ghost-type are effective against the two toughest battles of the round, while powerful special attackers can be utilized in the other two battles. A team with both physical and special attackers offers a flexible method of attacking the AI in this round because the AI has Pokemon with either strong physical or strong special bulk but usually not both. Similarly to the first round, you'll want to minimize the chances the AI has to hax you by knocking out their Pokemon as quickly as possible; playing proactively here is especially beneficial. Lastly, make sure to bring at least two Pokemon capable of taking down the Shedinja in the semifinal.



Round 3
Battle 1: Chaser Navu

Hitmonlee @ Salac Berry / Male / Limber
Endure / Reversal / Earthquake / Rock Tomb

Zangoose @ Liechi Berry / Female / Immunity
Flail / Endure / Shadow Ball / Crush Claw

Sharpedo @ BrightPowder / Male / Rough Skin
Protect / Crunch / Ice Beam / Hydro Pump

Victreebel @ Lax Incense / Female / Chlorophyll
Magical Leaf / Sleep Powder / Sludge Bomb / Protect

Golem @ Leftovers / Male / Rock Head
Double-Edge / Protect / Earthquake / Rock Blast

Nidoqueen @ Quick Claw / Female / Poison Point
Sludge Bomb / Earthquake / Shadow Ball / Superpower
A combination of Earthquake use alongside the Salac and Liechi Berry users are is the greatest threats threat in this battle. Fast and powerful special attackers can eat through several of these Pokemon’s exploitable weaknesses. Victreebel and Golem are typically quick to use Protect, so avoid double attacking targeting them unless you have a strong reason to believe they aren't going to use Protect. Zangoose is decently fast but not so fast that it is out of control after a Liechi Berry boost; so long as you have a decently fast Pokemon it can easily be disposed of. Sharpedo is a glass cannon that should be a priority to take down; just make sure you don’t attack it as it uses Protect to avoid an ally Earthquake. Type matchup can make this battle very simple; leading off with two Pokemon that have an array of coverage moves can allow you to immediately inflict massive damage to a point where the AI can’t come back.


Battle 2: Chaser Pixen

Magmar @ Focus Band / Male / Flame Body
Flamethrower / Thunder Punch ThunderPunch / Psychic / Confuse Ray

Nidoking @ Quick Claw / Male / Poison Point
Sludge Bomb / Shadow Ball / Body Slam / Megahorn

Politoed @ Lum Berry / Female / Damp
Ice Beam / Hydro Pump / Pyschic Psychic / Swagger

Fearow @ BrightPowder / Female / Keen Eye
Tri Attack / Steel Wing / Drill Peck / Attract

Jynx @ Lax Incense / Female / Oblivious
Lovely Kiss / Ice Beam / Fake Out / Dream Eater

Armaldo @ Leftovers / Male / Battle Armor
Body Slam / Rock Blast / Brick Break / Dig
This battle isn’t particularly difficult so long as the Pokemon you choose aren’t exploitable by the AI. Magmar, Jynx, and Fearow are all moderately fast and powerful, and they also have bulk to the point where if they are smacked by super effective coverage they barely survive. This can be highly irritating, so either make use of super effective STAB moves or double team the most threatening Pokemon. Politoed and Armaldo are quite bulky and will need two or more bombardments of attacks to go down. They only really hit hard in return if they are type-trumping, (add hyphen) but otherwise they aren’t a particular threat. Heavy use of Earthquake or Explosion from your side makes this battle easy work so long as it is executed safely. All but two of the AI’s Pokemon take heavy damage from a strong Earthquake and all fear Explosion except for Armaldo.


Semifinal: Chaser Daks

Electabuzz @ BrightPowder / Female / Static
Thunderbolt / Protect / Ice Punch / Fire Punch

Scizor @ Quick Claw / Male / Swarm
Silver Wind / Secret Power / Aerial Ace / Steel Wing

Quagsire @ Lax Incense / Male / Damp
AncientPower (remove space) / Body Slam / Sludge Bomb / Earthquake

Walrein @ Leftovers / Female / Thick Fat
Ice Beam / Sheer Cold / Waterfall / Icy Wind

Primeape @ Scope Lens / Male / Vital Spirit
Low Kick / Cross Chop / Body Slam / Rock Tomb

Arcanine @ White Herb / Male / Intimidate
ExtremeSpeed (remove space) / Overheat / Crunch / Protect
The AI in this battle makes use of a variety of bulky, hard-hitting Pokemon. You’ll want to lead with Pokemon that are fast and have type trumps over the opposing Pokemon to quickly gain the advantage. Make sure not to sacrifice a Pokemon that is needed to break an unrevealed Pokemon, as otherwise you'll be fighting an uphill battle. A powerful user of Earthquake can eliminate Arcanine and Electabuzz; however, effective Earthquake users are usually slow, (AC) so you'll need to draw their attention with another Pokemon so that the user of Earthquake isn't knocked out before it can move. Use of Intimidate can burn off Arcanine’s White Herb, which prevents it from having two full-powered Overheats. Intimidate also makes Quagsire and Primeape’s attacks laughably weak. Scizor is slow and easily disposed of by Fire-type coverage, but be wary of its Quick Claw and make safe plays accordingly. Walrein and Quagsire are quite bulky and will likely need repeated bombardments to be taken down. While their offensive arsenals aren’t particularly lethal, moves such as Ice Beam can take advantage of double weaknesses while others such as Body Slam and Sludge Bomb can really mess things up if they achieve their secondary effects.


Final: Cipher Admin Gorigan

Arcanine @ White Herb / Male / Intimidate
ExtremeSpeed (remove space) / Overheat / Crunch / Protect

Salamence @ BrightPowder / Female / Intimidate
Dragon Claw / Crunch / Flamethrower / Hydro Pump

Hitmontop @ Leftovers / Male / Intimidate
Brick Break / Detect / Body Slam / Earthquake

Granbull @ Quick Claw / Female / Intimidate
Return / Shadow Ball / Brick Break / Hyper Beam

Tauros @ Chesto Berry / Male / Intimidate
Return / Hyper Beam / Earthquake / Rest

Gyarados @ Lum Berry / Female / Intimidate
Double-Edge / Icy Wind / Earthquake / Thunder Wave
For this battle you’ll want to have any physical attackers that lack Clear Body or Intimidate sit out, because the Attack drops from the AI’s Pokemon make using them a chore. Of all these Pokemon, (AC) it seems that Salamence is led with the most, making it easy for you to establish a four-against-three (add hyphens) advantage by having a fast Pokemon smack it with Ice Beam on the first turn. Arcanine’s White Herb can be burned off by employing your own Intimidate user, which also serves to limit the effectiveness of the AI’s physical attackers. Gyarados can be easily picked off by a Thunderbolt, while powerful Psychic-type attacks can rip through just about everything else. Tauros can be a particular nuisance; it is very fast and throws around powerful Returns. The best way to cope with this is to either lower its Attack with Intimidate or have a Pokemon with Protect distract it while a slower and more powerful Pokemon knocks it out. Switching in this battle is more tempting than in other battles, but make sure that you don’t accidentally send a crucial Pokemon into a lethal attack you weren’t expecting.
Round 3 sees a noticeable spike in difficulty when compared to the previous two rounds. Rather than focusing on a particular status ailment or team structure, these opponents pack diverse teams of threatening Pokemon. Type matchup is the overall theme of this round, and having a means of ripping through the AI with a type advantage should be the goal when deciding which team to bring and which Pokemon to pick at the start of each round. Varied and powerful special attackers are quite effective in all four battles, and although several of the Pokemon used by the AI this round are bulky, it is possible to KO just about any opposing Pokemon with a single attack so long as the coverage advantage is present. Another reason to use special attackers is the heavy Intimidate use in the final, which significantly hampers physical attackers that don’t have Clear Body. Every team has at least one Pokemon that gets absolutely destroyed by Hydro Pump, so Pokemon such as Starmie are particularly effective. Heavy use of Earthquake also does well, providing an effective method for disposing of Electabuzz, Arcanine, Magmar, Nidoqueen, and Nidoking, but it struggles in the final due to the heavy Intimidate use and the two Flying-types carried by the AI. Your team for this round will likely look similar to your opponent's - a diverse group of offensive Pokemon, except you'll have mostly special attackers and ideally a Speed advantage.



Round 4
Battle 1: Fun Old Man Rekix

Jolteon @ Lax Incense / Male / Volt Absorb
Thunderbolt / Thunder Wave / Bite / Charm

Espeon @ BrightPowder / Male / Synchronize
Psychic / Calm Mind / Bite / Reflect

Flareon @ Quick Claw / Male / Flash Fire
Body Slam / Fire Blast / Helping Hand / Shadow Ball

Umbreon @ Lum Berry / Female / Synchronize
Confuse Ray / Faint Attack / Helping Hand / Charm

Vaporeon @ Leftovers / Female / Water Absorb
Quick Attack / Hydro Pump / Ice Beam / Helping Hand

Eevee @ Focus Band / Female / Run Away
Helping Hand / Growl / Attract / Wish
Eevee evolutions aren't particularly bulky or deadly, although they can be annoying if given a type advantage. The best weapons to use in this battle are powerful field-hitting moves such as Earthquake, Self-Destruct Selfdestruct, and Explosion. Earthquake mauls everything except for Umbreon, while Self-Destruct Selfdestruct and Explosion can potentially KO any of the AI's Pokemon. Eevee and Umbreon are used as support Pokemon, so there is little to fear from them; focus on eliminating Jolteon and Espeon because they are fast and decently powerful. A variety of other tactics work here, and you can play around with just about any of the strategies mentioned in the teambuilding section of this guide.


Battle 2: Fun Old Man Dargs

Slaking @ Lum Berry / Male / Truant
Aerial Ace / Shadow Ball / Body Slam / Earthquake

Alakazam @ BrightPowder / Male / Synchronize
Psychic / Ice Punch / Fire Punch / Skill Swap

Milotic @ Leftovers / Female / Marvel Scale
Ice Beam / Mirror Coat / Hydro Pump / Protect

Gengar / Female / Levitate
Psychic / Fire Punch / Thunderbolt / Skill Swap

Metagross @ Scope Lens / Clear Body
Shadow Ball / Earthquake / Meteor Mash / Protect

Claydol @ Quick Claw / Levitate
Shadow Ball / Earthquake / AncientPower (remove space) / Skill Swap
This battle is surprisingly difficult, and it sees the AI make use of Skill Swap alongside Slaking. The AI will nearly always lead with Slaking and either Alakazam or Gengar. Depending on your Pokemon, Alakazam or Gengar either will choose to attack or will use Skill Swap with Slaking in order to take Truant off of it. The combination of a powerful special attacker alongside Slaking is what makes this battle difficult. Most Pokemon that are fast enough to eliminate Gengar or Alakazam before they can move are absolutely destroyed by Slaking. Using a Pokemon with Intimidate can lower Slaking's Attack stat and thus prevent a fast powerful attacker from being KOed by one of its moves. The most important thing in this battle is to carefully play against Skill Swap and the effect of Truant. Keep close track of abilities if something was Skill Swapped, because this means that Slaking could have Levitate or that Alakazam might be out of commission for a turn. If you can eliminate the Skill Swap user before it trades with Slaking, simple use of double Protect can make Slaking much less of a problem. Usually the AI has a tanky Pokemon in back, so don't allocate all resources to eliminating Slaking and its partner because the battle is not yet over.


Semifinal: Matron Naono

Crobat @ BrightPowder / Female / Inner Focus
Aerial Ace / Shadow Ball / Sludge Bomb / Toxic

Swellow @ King’s Rock / Female / Guts
Facade / Return / Aerial Ace / Hyper Beam

Persian @ Leftovers / Male / Limber
Fake Out / Shadow Ball / Body Slam / Toxic

Dodrio @ Choice Band / Male / Early Bird
Return / Steel Wing / Drill Peck

Machamp @ Quick Claw / Male / Guts
Facade / Earthquake / Cross Chop / Rock Tomb

Heracross @ Salac Berry / Male / Guts
Facade / Megahorn / Brick Break / Earthquake
The AI in this battle will always lead with Crobat and usually has Crobat use Toxic on its partner in order to activate Guts and power up Facade. Although a majority of the opposing Pokemon are slow and not particularly bulky, they are immensely powerful. The best solution is to ignore Crobat, because it is fast and not very powerful, and to focus on the Guts abusers that can rip through your team. Very few defensive Pokemon are capable of surviving an onslaught, although Metagross is one that is effective due to its neutrality to Fighting-type moves. Swellow is the largest threat here, because it is very fast and powerful. The best method of eliminating it is to draw its attack with one Pokemon, have that Pokemon use Protect, and then have another Pokemon KO it. Another method that sometimes works is to attack a Pokemon that will be KOed by a faster teammate, potentially KOing Swellow the moment it comes in before it has a chance to attack.


Final: Chobin & Robo Groudon

Mr. Mime @ Lum Berry / Female / Soundproof
Fake Out / Psych Up / Baton Pass / Psychic

Ninjask @ White Herb / Female / Speed Boost
Swords Dance / Baton Pass / Silver Wind / Protect

Scizor @ Lax Incense / Female / Swarm
Silver Wind / Return / Aerial Ace / Steel Wing

Dragonite @ Leftovers / Male / Inner Focus
Aerial Ace / Earthquake / Return / Brick Break

Kangaskhan @ Scope Lens / Female / Early Bird
Return / Earthquake / Shadow Ball / Protect

Marowak @ Thick Club / Male / Rock Head
AncientPower (remove space) / Double-Edge / Aerial Ace / Earthquake
This battle would be more difficult if the AI didn't employ the exact same procedure every battle. It always leads with Ninjask and Mr. Mime, and Mr. Mime will Fake Out on the first turn and Ninjask will use Swords Dance. The following turn, Ninjask will use Protect and Mr. Mime will use Psych Up on Ninjask. From there they will attempt a double Baton Pass to the two waiting Pokemon in back. Because the AI is so predictable in this battle, developing a counterstrategy (remove space) is simple. It is usually best to set up Pokemon alongside the AI or to bring Pokemon that can knock out the AI's Pokemon before they ever have a chance to pass. For the first case, Swift Swim and Dragon Dance are both very effective, because they maintain a Speed advantage while also boosting offense. Swift Swim users are especially fantastic; the AI has nothing that can resist resists their attacks, as Dragonite is absolutely destroyed by Ice Beam (RC) and the rest can be blasted with Hydro Pump. Other strategies such as Haze can work, but they aren't really worth the trouble.
Round 4 doesn't have an overall theme; rather, each opponent employs a specific strategy. In the first round it's just a theme of Eeveelutions, but things get more deadly later on with use of Skill Swap + Slaking, Facade + Guts, and some Baton Pass in the final. A hybrid of a rain team with powerful physical attackers can be quite effective, as can bringing a Pokemon such as Latios, (AC) which absolutely shreds through the third battle. Metagross can work well, especially in this round, as it is very bulky, quite strong, resistant to Normal-type attacks, and able to use Earthquake and Explosion. Because the strategies of the AI are quite varied, you will need to make the most of your six teamslots so that a few Pokemon work well in each matchup. The third battle pretty much requires that you bring at least a couple strong and fast special attackers, and a bulky Steel-type that is not weak to Fighting-type moves is handy as well. For the final, decide if you will set up alongside Ninjask, attempt to KO it before it can pass, or destroy the receivers as they come in, because this will determine what Pokemon you will want to bring.



Round 5
Battle 1: Team Snagem Biden

Weezing @ Quick Claw / Male / Levitate
Sludge Bomb / Explosion / Fire Blast / Shadow Ball

Jolteon @ Lum Berry / Female / Volt Absorb
Quick Attack / Bite / Thunderbolt / Protect

Houndoom @ Salac Berry / Female / Flash Fire
Fire Blast / Reversal / Crunch / Endure

Ninjask @ BrightPowder / Female / Speed Boost
Shadow Ball / Baton Pass / Swords Dance / Protect

Steelix @ Focus Band / Male / Rock Head
Earthquake / Explosion / Double-Edge / Rock Tomb

Hitmonlee @ Liechi Berry / Male / Limber
Earthquake / Reversal / Mach Punch / Endure
The AI in this battle makes use of the familiar Explosion + Endure + stat-boosting Berry combo combination, although not very effectively. Ninjask will attempt to Baton Pass to slower, bulkier Pokemon, although it is very easy to stop, as it is fragile and has no support. Steelix and Weezing both have Explosion and are typically very predictable, so double Protect if a boom seems imminent. Hitmonlee isn't very threatening so long as you have at least one Pokemon that is faster than it that and can just pick it off; Houndoom is a bit more threatening with the Salac Berry, (AC) but it isn't super powerful. There's not much to say about Jolteon other than it is fast and will attack whatever it can deal the most damage to, making it simple to play around.


Battle 2: Team Snagem Jedo

Raikou @ BrightPowder / Pressure
Protect / Thunder Wave / Thunderbolt / Bite

Meganium @ Lax Incense / Female / Overgrow
Reflect / Giga Drain / Light Screen / Body Slam

Crobat @ Scope Lens / Male / Inner Focus
Confuse Ray / Sludge Bomb / Aerial Ace / Shadow Ball

Slowking @ Leftovers / Male / Own Tempo
Psychic / Ice Beam / Water Pulse / Fire Blast

Feraligatr @ Quick Claw / Male / Torrent
AncientPower (remove space) / Earthquake / Brick Break / Hydro Pump

Typhlosion @ Focus Band / Female / Blaze
Flamethrower / Attract / ThunderPunch (remove space) / Protect
The difficulty in this battle is certainly higher than the difficulty in the previous battle. There is no real strategy here; the AI will usually attack whatever is most vulnerable to their current Pokemon and coverage moves. Meganium can be annoying, as it offers dual screens support and spreads paralysis with Body Slam, but otherwise the battle is straightforward. Raikou is the most dangerous Pokemon of the battle due to its high Speed and strong Thunderbolts, although it can be easily dispatched with a strong Earthquake, Self-Destruct Selfdestruct, or Explosion. Other than using these field moves, Pokemon that are faster and that have a type advantage can rip though the opposing Pokemon; for example, Zapdos has no problems easily eliminating Feraligatr, Slowking, and Crobat.


Semifinal: Team Snagem Wakin

Sceptile @ Scope Lens / Male / Overgrow
Leaf Blade / ThunderPunch (remove space) / Crunch / Dragon Claw

Swampert @ Leftovers / Female / Torrent
Ice Beam / Mirror Coat / Hydro Pump / Counter

Blaziken @ Salac Berry / Female / Blaze
Reversal / Earthquake / Endure / Fire Blast

Gardevoir @ Quick Claw / Female / Trace
Psychic / Fire Punch / Thunderbolt / Destiny Bond

Swellow @ Choice Band / Female / Guts
Aerial Ace / Steel Wing / Return

Vileplume @ Focus Band / Male / Chlorophyll
Sunny Day / SolarBeam / Sleep Powder / Moonlight
The AI has several Pokemon that are fast and fragile in this battle, which is especially exploitable through the use of Explosion and Self-Destruct Selfdestruct. Physical tanks such as Metagross and the Regis are also good at sponging attacks and hitting back hard. Gardevoir and Blaziken are potentially very threatening in this battle. Gardevoir's Quick Claw can easily hax its way though Pokemon that would otherwise beat it, while a successful use of Endure by Blaziken makes it a fast and powerful threat. Gardevoir is best circumvented by using Pokemon that can't be haxed by Quick Claw because they have too much natural bulk and can KO it in return. The Blaziken situation is a bit harder to prepare for, and it is often arbitrary whether the AI will decide to use Endure or not. Vileplume is usually the last Pokemon out if used, and it will attempt to set up Sunny Day for itself to make use of instant SolarBeam and its Chlorophyll Speed boost. It's powerful and can be annoying with Sleep Powder, which is why it is best to simply KO it before it has a chance to set up sun.


Final: Snagem Head Gonzap

Skarmory @ Lax Incense / Male / Keen Eye
Drill Peck / Roar / Sand Attack / Attract

Charizard @ BrightPowder / Male / Blaze
Dragon Claw / Roar / Blast Burn / Bite

Slaking @ Choice Band / Male / Truant
Hyper Beam / Earthquake / Shadow Ball

Salamence @ Scope Lens / Female / Intimidate
Aerial Ace / Earthquake / Brick Break / Hyper Beam

Venusaur @ Lum Berry / Female / Overgrow
Frenzy Plant / Roar / Sleep Power / Light Screen

Blastoise @ Leftovers / Female / Torrent
Ice Beam / Yawn / Roar / Hydro Cannon
The AI makes heavy use of Hyper Beam and its type clones in this battle and will occasionally attempt to combine them with use of Roar on its own Pokemon so that it doesn't have to wait through the recharge turn. None of the opposing Pokemon are exceptionally fast, and this is a good method of ensuring a victory. Pokemon such as Salamence can be quickly and easily picked off by a fast special attacker with Ice Beam or Ice Punch. Similarly, Blastoise, Skarmory, and Charizard can be overpowered with Electric-type attacks. There is no good way of hitting Slaking, and its Hyper Beam is very strong; however, use of Protect by both your Pokemon can render it ineffectual, because unlike the last time the AI used Slaking, (AC) there is no Skill Swap involved. Make the most of capitalizing on the recharge turns that the AI has to take, which can be used to set up or to gang up on the threat that is not recharging. Switching to a Pokemon the that resists Hyper Beam or one of its clones can cause the AI to waste two turns, although the attack will still deal quite a bit for a resisted hit.
The theme of two battles in this round is simply that each battle corresponds to a certain generation of Pokemon, which in no way affects strategy. The second battle only uses Generation II Pokemon, the semifinal only uses Generation III Pokemon, and the first and final use a mixture. This round can be treated very similarly to round three, with the exception that the AI doesn't have a team of Intimidate users in the final. In general the round is as simple as four battles of diverse offensive Pokemon, making strategies that were successful in round three successful here as well. Overall, use of Explosion and Self-Destruct Selfdestruct absolutely owns, (hehe maybe consider a less informal word) as does the use of powerful and fast special attackers.



Round 6
Battle 1: Sailor Jebol

Dusclops @ Quick Claw / Male / Pressure
Ice Beam / Protect / Ice Punch / Imprison

Dragonite @ Leftovers / Female / Inner Focus
Aerial Ace / Earthquake / Return / Protect

Aerodactyl @ King’s Rock / Male / Rock Head
AncientPower (remove space) / Earthquake / Aerial Ace / Protect

Salamence @ BrightPowder / Male / Intimidate
Dragon Claw / Hydro Pump / Fire Blast / Protect

Flygon @ Lax Incense / Female / Levitate
Dragon Claw / Fire Blast / Giga Drain / Protect

Zapdos @ Scope Lens / Pressure
Thunderbolt / Return / Drill Peck / Protect
The AI will always lead with Dusclops and will attempt to use Imprison either on the first or on the second turn. This will prevent the use of Protect, Ice Punch, and Ice Beam, making the weaknesses to Ice that the AI's Pokemon have no longer exploitable. The most annoying part is that Protect is sealed as well, meaning that you are unable to use Protect so long as Dusclops is alive. The AI uses Protect more in this battle than in any other, so keep this in mind, as it can potentially invalidate a turn if you double attack target a protected Pokemon. If using Pokemon that have Ice-type moves, eliminate Dusclops as quickly as possible, although you should note that this is difficult because of how bulky it is and how often it likes to use Protect. If not using Ice-type moves, you can also power through with strong Electric-type attacks coming from fast Pokemon such as Zapdos. Rock-types can also have a nice matchup, although they are susceptible to Earthquake. The use of Self-Destruct Selfdestruct and Explosion isn't very good here because the AI leads with Dusclops and uses Protect so frequently.


Battle 2: Bodybuilder Loar

Jumpluff @ Focus Band / Female / Chlorophyll
Helping Hand / Encore / Sunny Day / Sleep Powder

Shiftry @ Lax Incense / Female / Chlorophyll
Fake Out / Extrasensory / Faint Attack / Solarbeam

Clefable @ Quick Claw / Female / Cute Charm
Ice Beam / Sunny Day / Fire Blast / Thunderbolt

Exeggutor @ BrightPowder / Female / Chlorophyll
Psychic / SolarBeam / AncientPower (remove space) / Sunny Day

Entei @ Scope Lens / Pressure
Flamethrower / Sunny Day / SolarBeam (remove space) / Protect

Blaziken @ Salac Berry / Male / Blaze
Endure / Overheat / Reversal / Earthquake
The AI uses Sunny Day along with Fire-types, SolarBeam, (remove space)and Chlorophyll in this battle. The AI usually leads with Clefable, (comma) and you should be especially careful around it because it has diverse coverage to slam Pokemon with exploitable weaknesses, such as Salamence and Gyarados. Bring at least two Pokemon that resist SolarBeam, (remove space) and having one or two Pokemon that resist Fire helps as well. A weather setter of your own can also be highly effective, such as Tyranitar or a Rain Dance user like Kingdra. Exeggutor has the most raw power of any of the AI's Pokemon, so make it a priority to KO. The Endure + Reversal + Salac Berry Blaziken set is back, so be wary of that as well. Self-Destruct Selfdestruct and Explosion can blow away every foe in this battle, so use them if you brought a Pokemon that has such a move.


Semifinal: Bodybuilder Felps

Ludicolo @ Leftovers / Female / Swift Swim
Fake Out / Hydro Pump / Ice Beam / Giga Drain

Omastar @ Focus Band / Male / Swift Swim
Ice Beam / Hydro Pump / Rock Slide / Rain Dance

Gorebyss @ BrightPowder / Male / Swift Swim
Ice Beam / Rain Dance / Hydro Pump / Psychic

Kingdra @ Lum Berry / Male / Swift Swim
Ice Beam / Hydro Pump / DragonBreath (remove space) / Rain Dance

Qwilfish @ Scope Lens / Male / Swift Swim
Sludge Bomb / Destiny Bond / Shadow Ball / Double-Edge

Manetric @ Lax Incense / Male / Lightningrod
Thunder / Rain Dance / Crunch / Protect
In comparison to sun, rain is much more difficult to face. Neutral rain-boosted Hydro Pumps can eat through pretty much anything that doesn't get nailed by Ice Beam, making a counterplay (remove space) difficult for this battle. Although Rain Dance only lasts for five turns, the pace of this battle is so fast that the match will be over or nearly over by the time rain stops. As it is pretty much impossible to prevent the AI from getting a Rain Dance off, make sure they pay handsomely for it. Strong and bulky Electric-types are good weapons here, although Kingrda Kingdra and Ludicolo only take neutral damage and Manectric can pose problems with Lightningrod. Very bulky Pokemon with Explosion or Self-Destruct Selfdestruct can work as well, but these are limited in number, as most get blasted by Hydro Pump. You can attempt to bring your own users of Swift Swim and Thunder, although the match can still be difficult. Lastly, bringing alternate weather such as a Tyranitar or a settesr setter of Sunny Day can stop the downpour and potentially force the AI to spend more turns in setup.


Final: Cipher Admin Ardos

Gengar @ Lax Incense / Male / Levitate
Sludge Bomb / Shadow Ball / Brick Break / Confuse Ray

Sceptile @ Scope Lens / Male / Overgrow
Leaf Blade / Dragon Claw / Crunch / ThunderPunch (remove space)

Tauros @ Choice Band / Male / Intimidate
Return / Iron Tail / Earthquake

Charizard @ BrightPowder / Female / Blaze
Dragon Claw / Bite / Fire Blast / Seismic Toss

Aerodactyl @ King’s Rock / Female / Rock Head
AncientPower (remove space) / Double-Edge / Aerial Ace / Iron Tail

Starmie @ Lum Berry / Natural Cure
Psychic / Thunderbolt / Ice Beam / Hydro Pump
The final of round six is fittingly brutal and difficult. The AI has some of the best offensive Pokemon available, all with very high Speed that is virtually unbeatable with strong offensive capability. Your own fast offensive attackers won't be of significant use here because the fact that the AI moves first means that you will lose. Tauros and Starmie are particularly dangerous, with Choice Band Tauros able to spam Return before you can move and clean away Pokemon fast; pretty much anything that isn't slammed by Return gets destroyed by Earthquake. Aerodactyl and Sceptile are even faster but not quite as strong, and they do lack the ability to get really nice hits on bulky Pokemon with good defensive typing such as Scizor. Charizard is relatively slow, and it is only a threat when you are using Pokemon such as Metagross or the previously mentioned Scizor. The last Pokemon is Gengar, which inexplicably runs a physical set that isn't of much danger because Gengar's base Attack stat is pitiful. Pokemon with strong defenses and strong Attack are best here because fighting for Speed is largely a lost cause. The only methods of outspeeding the AI in this battle are by using Swift Swim or Salac Berry users, both of which do in fact work nicely here.
Round 6 has another spike in difficulty when compared to previous rounds, but it follows a similar format to that seen in Round 4 where each opponent uses a particular strategy. Things start out with Imprison shenanigans and then move into weather teams. This makes using a weather team of your own effective in the middle two battles, and it has benefits in the other battles as well. The final is perhaps the most difficult battle yet, with the AI using a team filled with incredibly fast and dangerous Pokemon. Bulky Pokemon with impressive power are great assets in every battle, as are those that can make use of Swift Swim. Self-Destruct Selfdestruct and Explosion are still great tools to use, although the AI does have better methods of dealing with this, such as by using Protect, using Gengar, or setting weather before being KOed.



Round 7
Battle 1: Supertrainer Lest

Shedinja @ Focus Band / Wonder Guard
Aerial Ace / Shadow Ball / Silver Wind / Protect

Snorlax @ Chesto Berry / Female / Thick Fat
Self-Destruct Selfdestruct / Shadow Ball / Body Slam / Rest

Charizard @ Lax Incense / Male / Blaze
Belly Drum / Overheat / Aerial Ace / Earthquake

Clefable @ Leftovers / Female / Cute Charm
Follow Me / Soft-Boiled Softboiled / Cosmic Power / Protect

Togetic @ BrightPowder / Male / Serene Grace
Follow Me / Protect / Yawn / Soft-Boiled Softboiled

Heracross @ Salac Berry / Male / Swarm
Reversal / Earthquake / Megahorn / Endure

In this battle the AI uses several strategies that involve Follow Me, including Belly Drum and being able to pick off fast attackers by drawing their attack elsewhere while a slower Pokemon knocks it out. The easiest way to get around such strategies is to use moves that hit both opposing Pokemon, such as Explosion, Self-Destruct Selfdestruct, Earthquake, and Rock Slide. It is best to lead off with a powerful Pokemon packing one or more of these field-hitting moves, with the other lead being a fast attacker capable of eliminating Shedinja. Be very careful when using Explosion, Self-Destruct Selfdestruct, and Earthquake here; if the AI knocks out the fast attacker before the user of the field move, you will have to send one of your own Pokemon into your own attack, which can potentially spell disaster and give the AI the advantage. Make sure to bring at least two Pokemon capable of knocking out Shedinja just to leave some room for safety.


Battle 2: Cooltrainer Ebson

Zapdos @ Lum Berry / Pressure
Thunderbolt / Drill Peck / Hidden Power Ice / Detect

Articuno @ Quick Claw / Pressure
Ice Beam / Reflect / Water Pulse / Hidden Power Grass

Entei @ BrightPowder / Pressure
Body Slam / Fire Blast / Hidden Power Ground / Iron Tail

Moltres @ Scope Lens / Pressure
Aerial Ace / Fire Blast / Hidden Power Grass / Protect

Suicune @ Leftovers / Pressure
Waterfall / Hidden Power Electric / Ice Beam / Calm Mind

Raikou @ Lax Incense / Pressure
Thunderbolt / Bite / Hidden Power Ice / Reflect

This battle is very straightforward despite how the AI uses a team of legendary Pokemon. Like in the previous battle, it is a good idea to lead with a Pokemon that knows Explosion or Self-Destruct Selfdestruct, which quickly reduces the battle to a three versus two, as none of the AI's Pokemon resist or are immune to such moves. There is still danger present, however, because most users of Explosion or Self-Destruct Selfdestruct are slow and the AI scores neutral or even super effective attacks on them. This means that your user of Explosion or Self-Destruct Selfdestruct can potentially become double teamed on the first turn and knocked out before it has a chance to go boom, thus leaving the AI ahead four against three. For this reason, choose a user of Explosion or Self-Destruct Selfdestruct that can survive such a scenario, (AC) or, alternatively, try to distract them with your other Pokemon by bringing something with weaknesses that the AI will try to exploit. By combining the use of Explosion or Self-Destruct Selfdestruct with another strategy such as Endure + Salac or Liechi Berry, you can deal a great amount of damage to the AI on the first turn. After the first turn, (AC) you can simply clean up the remaining two Pokemon with fast and powerful attackers or rip through them if you made use of an Endure Pokemon.


Semifinal: Cooltrainer Klept

Marowak @ Thick Club / Male / Lightningrod
Return / Earthquake / AncientPower (remove space) / Protect

Manectric @ BrightPowder / Female / Lightningrod
Crunch / Protect / Thunderbolt / Thunder Wave

Starmie @ Lax Incense / Natural Cure
Psychic / Ice Beam / Protect / Hydro Pump

Gyarados @ Scope Lens / Male / Intimidate
Return / Earthquake / Hidden Power Flying / Dragon Dance

Dodrio @ Choice Band / Male / Early Bird
Return / Hyper Beam / Drill Peck / Haze

Lapras @ Leftovers / Female / Water Absorb
Ice Beam / Hydro Pump / Thunderbolt / Protect

This battle is very difficult and sees the AI make use of Lightningrod to nullify its exploitable weaknesses. The AI will always lead with either Manectric or Marowak and then with one of its other Pokemon, but usually not Lapras. Gyarados's Intimidate along with Manectric and Marowak's frequent use of Protect makes using Explosion or Self-Destruct not very feasible in this battle. It is certainly advantageous to bring an offensive Electric-type despite the AI's use of Lightningrod, as it will usually only select one Lightningrod user, (AC) and once it is gone, (AC) Electric-type attacks clean up well. Beware of Choice Band Dodrio, as even after an Attack drop from Intimidate, (AC) it can OHKO pretty much anything that does not resist its attacks. Starmie is fast and powerful, so the best strategy is to draw its attacks with a Pokemon and have it use Protect while another Pokemon knocks it out. Try to eliminate the Lightningrod Pokemon as soon as possible; this is a feasible goal to have attained by the end of the second turn. From there, Thunderbolt can blast through pretty much everything else; just make sure Starmie or Dodrio doesn't KO your users of the move.


Final: Cipher Admin Eldes

Latios @ BrightPowder / Male / Levitate
Psychic / Ice Beam / Thunderbolt / Dragon Claw

Latias @ Scope Lens / Female / Levitate
Psychic / Waterfall / Thunderbolt / Dragon Claw

Metagross @ Quick Claw / Clear Body
Earthquake / Shadow Ball / Meteor Mash / Protect

Tauros @ Choice Band / Male / Intimidate
Return / Iron Tail / Earthquake

Snorlax @ Leftovers / Female / Thick Fat
Body Slam / Shadow Ball / Earthquake / Protect

Gengar @ Lax Incense / Male / Levitate
Psychic / Thunderbolt / Fire Punch / Ice Punch

This is the toughest battle in the Orre Colosseum and perhaps in any Pokemon game ever. The AI's use of Gengar and Metagross significantly deters any use of Explosion, and with half the team immune to Earthquake, taking down Metagross is very difficult. Latios and Latias might not have Soul Dew, but they are still immense threats that are virtually impossible to take down in a single turn. BoltBeam spam makes using Pokemon such as Salamence and Gyarados a liability due to the fact that they can be cleanly knocked out by half of the AI's Pokemon before they even have a chance to move. Tauros is also a massive threat, being able to rip through most defensive Pokemon with Choice Band-boosted Return. Salac Berries and Swift Swim are really the only methods of ensuring you can get powerful attackers to move first in this battle, although a few Pokemon such as Aerodactyl have the Speed to move first; however, they have exploitable weaknesses and don't hit super hard. It's difficult to formulate a particular strategy for this battle because things are heavily impacted by what the AI decides to bring. If the AI doesn't have Gengar, Explosion and Self-Destruct Selfdestruct are actually great methods of disposing of Latios and Latias. A Metagross of your own also performs well except for against opposing Metagross, (AC) which will most likely outspeed (remove space) yours due to the AI's near-perfect IVs.
The final round is fittingly the most difficult round of the entire Colosseum. It has four opponents that all employ contrasting strategies, and for this reason it is difficult to construct a team that can perform exceptionally well in all four battles. Explosion, Rock Slide, and Earthquake use all work great in the first two battles, but they lose potency in the semifinal and the final. The fast and powerful Pokemon employed by the AI in the semifinal and final battles also deter use of similar Pokemon because the Speed advantage is difficult to outplay. Rain Dance and Lightningrod are two strategies that can work to some extent in all four battles because the AI relies on Electric-type moves to touch Pokemon such as Gyarados. Rain Dance along with Swift Swim offers a method to obtain a Speed advantage in the later battles, and it can also plow through Pokemon such as Metagross, which is particularly difficult to take down. A Pokemon with Endure, Reversal, and a Salac Berry can also be fast and powerful enough to justify use, although it usually can only take down one foe before being finished off itself. Other than these strategies there isn't much else preparation that can be done; bring your best Pokemon, play tight, and maybe you'll make it through alive.


GP 2/2, mostly nitpicks remaining
 
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Minority

Numquam Vincar
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Okay I've implemented all of the second check. This should be finished now.
 
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