The Indigo League (
indigo_league) wrote2024-03-15 03:00 am
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Paldea Badges
While visiting the beautiful region of Paldea, your characters will be able to challenge the local gyms and earn badges. A few things should be noted however! Any badges you earn in the Paldea region will not count towards allowing you to challenge the Elite Four in Kanto. Additionally, even if you obtain all eight Paldean badges, it will not be possible to challenge the Paldean Elite Four.
Beyond that, however, the badges in Paldea work much the same as back home! Each gym leader has a Regular Team of pokemon and an Elite Team of pokemon you can challenge. It's up to a trainer to decide which team to challenge, but if you take on the Elite Team of six level 100 Pokemon, you'll receive double the prize money. The items, however, are not doubled. Excellent for trainers looking for the extra challenge or those looking to make money fast.
!!! Badges must be mod approved. To earn a badge, please comment on this post. Please don't ask for more than two badges to be approved at once!
![]() Cortondo Badge: Bug Leader: Katy Team: Nymble - LVL 30 Tarountula - LVL 30 Teddiursa - LVL 31 Rewards: ![]() ![]() Elite Team: Spidops, Heracross, Forretress, Lokix, Araquanid, Ursaring | ![]() Artazon Badge: Grass Leader: Brassius Team: Petilil - LVL 38 Smoliv - LVL 38 Sudowoodo - LVL 40 Rewards: ![]() ![]() Elite Team: Breloom, Arboliva, Vileplume, Tsareena, Lilligant, Sudowoodo | ![]() Levincia Badge: Electric Leader: Iono Team: Wattrel - LVL 44 Belibolt - LVL 44 Luxio - LVL 44 Mismagius - LVL 45 Rewards: ![]() ![]() Elite Team: Kilowattrel, Electrode, Belibolt, Luxray, Electivire, Mismagius | ![]() Cascarrafa Badge: Water Leader: Kofu Team: Veluza - LVL 47 Wugtrio - LVL 47 Crabominable - LVL 50 Rewards: ![]() ![]() ![]() Elite Team: Pelipper, Veluza, Feraligatr, Wugtrio, Clawitzer, Crabominable | |||
![]() Medali Badge: Normal Leader: Larry Team: Komala - LVL 53 Dudunsparce - LVL 53 Staraptor - LVL 55 Rewards: ![]() ![]() ![]() Elite Team: Oinkologne, Tauros, Dudunsprace, Biberal, Stantler, Staraptor | ![]() Montenevera Badge: Ghost Leader: Ryme Team: Banette - LVL 55 Mimikyu - LVL 57 Hounstone - LVL 57 Toxtricity - LVL 60 Rewards: ![]() ![]() Elite Team: Banette, Mimikyu, Golurk, Spiritomb, Houndstone, Toxtricity | ![]() Alfornada Badge: Psychic Leader: Tulip Team: Farigiraf - Lvl 64 Gardevoir - LVL 64 Espathra - LVL 64 Florges - LVL 65 Rewards: ![]() ![]() Elite Team: Farigiraf, Gardevoir, Espathra, Gallade, Delphox, Florges | ![]() Glaseado Mountain Badge: Ice Leader: Grusha Team: Frosmoth - LVL 65 Beartic - LVL 65 Cetitan - LVL 68 Altaria - LVL 70 Rewards: ![]() ![]() Elite Team: Alolan Ninetales, Beartic, Frosmoth, Cetitan, Weavile, Altaria |
Paldea badges will be handled here. Please put your badge challenges below.
Map & Availability | Calendar
School Assignments
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Badge/Gym Leader: Cascarrafa / Kofu
Elite/Regular: Elite Team
Team:
Nasha the Galvantula (lvl 100) holding Scope Lens (boosts the holder's critical-hit ratio.)
Tufsa the Ninjask (lvl 100) holding Sitrus Berry (restores 30hp)
Tumble Dry the Flapple (lvl 100) holding Sitrus Berry (restores 30hp)
Loggy the Hisuian Voltorb (lvl 100) holding Sitrus Berry (restores 30hp)
Grum the Honedge (lvl 100) holding Aspear Berry (Heals Freeze)
Puk the Kecleon (lvl 100) holding Sitrus Berry (restores 30hp)
Battle Details:
vs Pelipper
Starting off, Riz is going to bring out Nasha his Galvantula.
Pelipper, as a combined Water/Flying type, has a 4x weakness to Electric attacks. Galvantula as a bug/electric type cannot only do electric attacks, but her dual electric type also means she doesn't have the regular weakness to flying type attacks.
First move, Riz will have Galvantula use Thunder Wave. This electric type move doesn't do any damage, but has a 100% chance of paralysing Pelipper. Now paralysed, Pelipper will not only have to deal with not being able to attack at times, but its speed will also be cut by 50%.
Next, Riz will have Galvantula use Electroweb. This move not only deals electric damage to Pelipper, but it will also further reduce its speed. Also, if Kofu's Pelipper has the ability Drizzle, it will be raining at this point, which means every electric attack will land.
After this, with Pelipper's speed reduced through both the paralysis and Electroweb, Riz'll have Galvantula use Electroball. This attack does more damage, the faster the user is compared to the target. Pelipper's base speed is 65 compared to Galvantula's base speed of 108. Add to the paralysis halving Pelipper's speed, and the one stage speed drop from Electroweb, and Galvantula should comfortably be doing 120 points of damage with one Electroball, and that is not including the added damage from Pelipper's weakness to Electric moves, and STAB damage.
Pelipper is probably down after this set of attacks, but if not, Riz'll use another Electroweb until it goes down.
(Obviously, if Pelipper cures its paralysis at any point, Riz'll reapply it)
vs Veluza
Riz is going to leave Galvantula on the field. Between Pelipper's weakness to electric moves and its paralysis, hopefully Galvantula hasn't taken any big hits yet, but if she has, Riz will use his first round to fully replenish her HP via a hyper potion.
Anyway, Back to Veluza. Veluza is a combined Psychic/water type. This means it has a 2x weakness to Electric attacks as well as bug attacks. Galvantula is still the same spider.
To start, Riz will have Galvantula use Thunder Wave again to paralyse Veluza.
Next, he'll have Galvantula use Signal Beam. This is a bug type move, so it does extra damage to Veluza, but it also has a chance of confusing it.
Next up, he'll have Galvantula use Agility to sharply raise her own speed stat. and then, like before, it's time for another course of Electro web to deal damage and lower Veluza's speed, and then a Electroball to hopefully finish Veluza off.
If Veluza heals its paralysis, he'll reapply it via Thunderwave. And if Galvantula's health dips too low, he'll have her heal herself via Absorb.
Because this is her second battle in a row, Riz knows there is a chance Galvantula might not make it through both battles. If she does go down, he has Tufsa the Ninjask as her back-up.
Ninjask is a combined Bug/Flying type. Veluza does have one flying move that could take advantage of Ninjask' weakness to flying type, but its just the one move, and hopefully, by the time Ninjask comes into play, Veluza will already be pretty low on HP.
On her first turn, Riz will have Ninjask use Sunny Day. This makes bright sunshine shine during the battle. It cuts down the power of water type moves by 50%. But more importantly for Riz, it means certain grass type moves don't require a turn to charge.
Because what Riz has planned for the next turn is for Ninjask to use Solar Beam. Ninjask won't add any STAB damage to this move, but nevertheless, this powerful Grass type move should do plenty of damage to Veluza, and hopefully even take it out completely.
If Veluza is still not out, Riz'll follow it up with a Giga Drain, which not only does grass damage to Veluza, but it also allows Ninjask to recover some damage herself.
vs Feraligatr
Riz's strategy against Feraligatr depends a little on whether Galvantula was able to completely the fight against Veluza. If she was, Riz'll withdraw her, to send out Ninjask instead. If Ninjask was already brought into play during the previous round, he'll leave her out on the field.
Feraligatr is a pretty standard water type pokemon with weaknesses to Electric and Grass moves.
On her first turn, Ninjask will use Sunny Day. If Ninjask was already on the field from the previous fight and the sun is still out and shining, Riz will skip this move.
On her next turn, Ninjask will use Solar Beam, which due to the presence of the sunny day won't need a turn to charge.
Riz's strategy, if you can call it that, is to spam Solar Beam as often as he can, and hopefully take Feraligatr down that way. It's not elegant but Feraligatr is a fucking tank, so he just wants to try and overwhelm it as much as he can.
Riz will obviously reapply Sunny Day if/when it runs out, and he will turn to Giga Drain to have Ninjask recover HP while still dealing grass type damage.
vs Wugtrio
It's time to deal with Wugtrio. Three heads, cause I just can't stand only one head.
Wugtrio is a simple water type pokemon, which means it is weak to Electric and Grass attacks. One thing to look out for is the fact that its ability could be Gooey, which will lower the speed of any pokemon that makes direct contact with it. Not the end of the world, but certainly obnoxious.
Up against Wugtrio, Riz'll bring out the man, the myth, the very hyperactive legend -- Tumble Dry the Flapple. Flapple is a combination dragon/grass type, which means it has resistances to both water and ground type moves, both of which Wugtrio has some.
First off, Riz is going to start this battle with Leech Seed. This grass move drains a bit of Wugtrio's HP every turn and restores it to Flapple. It's not much, but it is honest battling.
Next, Riz'll start using Grav Apple. This grass type move deals damage, may lower Wugtrio's defence, and importantly, doesn't make contact, so Flapple's speed cannot be lowered through it.
Riz's strategy for this battle is to continue using Grav Apple to damage Wugtrio and to use Giga Drain (another grass attack) to restore Flapple's HP if it starts getting low.
vs Clawitzer
Onto Clawitzer, and we are dealing with a Shrimp with A Gun. Honestly, Riz will probably have to temporarily halt the battle to ask where the heck Kofu got that thing, cause he wants one right now!!
Anyway, onto the battle. Clawitzer is a standard water type. Again, this means it is weak to Electric and Grass moves. And to deal with Clawitzer, Riz'll bring out Loggy his Hisuian Voltorb who is a grass/electric type.
To start off the battle, Riz'll have Voltorb use Grassy Terrain. This move turns the terrain of the battle to grass for five turns. While this is in effect, every pokemon heals a bit of HP at the end of each round and grass type moves are boosted by 30%.
Riz'll then take advantage of the grassy terrain to have Voltorb use Energy Ball until the grassy terrain disappears. This grass type move is boosted by the terrain, does damage, and has a small change of lowering Clawitzer's special defence.
Next Riz's plan depends a bit on how Loggy's HP is doing. If it is low and Clawitzer also seems to be towards the end of its HP bar, Riz'll have Voltorb use Self Destruct to take them both out. If Loggy's HP is still pretty solid, he'll have him use Thunder to deal massive amounts of electric damage to Clawitzer and possibly paralyse him too and hopefully be able to take him out that way.
Self Destruct is still on the table though. Self Destruct is always on the table.
vs Crabominable
Onto the final match and it is Crabominable vs Grum the Honedge.
At the start of the battle, Kofu is going to terastalise Crabominable, leaving it as a water type now. Riz will use this turn to have Honedge use Sword Dance to sharply boost its attack.
Now, the important bit. Crabominable might be a water type now, however its moves do not change. And the moves it has are split broadly between Normal type moves, fighting type moves and ice type moves.
As a Ghost/Steel type, Honedge is completely immune to Fighting and normal type moves, and it has a resistance to ice type moves.
So, essentially, Riz's strategy this round is mostly putting Crabominable up against a pokemon it can't really hit with all of its most damaging moves.
And I say mostly, because Riz does have one little trick up his sleeve.
Once upon a time, he tutored Honedge to know the move Shockwave, an electric type move that never misses.
So, that'll be the big strategy this round. While Crabominable is stuck using less than optimal moves, Riz will have Honedge use a boosted (by the Sword Dance on the first turn) Shockwave to target Crabominable's weaknesses.
Should Riz run out of Shockwaves to use, he'll switch to using Sacred Sword. This fighting type move won't target any of Crabominable's weaknesses, however what it does do is ignore any changes to the target's defence or evasion stats. Meaning that if Crabominable has been boosting its defence with Iron Defence, Sacred Sword will completely ignore that.
Vs everybody maybe
Like last time, Riz has his strategy set-up where one pokemon will take on multiple opponents if everything goes according to plan. Unfortunately, sometimes things do not go according to keikaku, so Riz has also brought a back-up pokemon with him to this fight.
Enter Puk the Kecleon.
Again, the spiel. Puk's ability is Protean, meaning it will change its type to match that of the move he is using. This means he will always do STAB damage.
Kecleon knows both the moves Grass Knot and Thunder, so essentially, Riz'll plan to have him use either of these moves to deal with Kofu's pokemon. He will also try and target any other weaknesses Kofu's pokemon might have (such as using Rock Slide or Ancient Power against Pelipper, and Shadow Sneak and Shadow Claw against Veluza)
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