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Greetings, Is it possible to edit ranks? I couldn't find any options, only current streaks, continue and records are available.
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Hi all! I have been reading the forums on Project Pokemon for a while, but just now have finally decided to sign up after perfecting my battle tower team in the Emerald Battle Frontier. Its gimmicky, but very fun. Ive found my favorite way to play with baton pass. There is guides to this, I already know. However, I feel as if I put a spin on this that makes it much more reliable, and my combo is structured and linear, rather than the many ways to possibly build this. As of March 2011, Ingrain is illegal on Smeargle in Smogon Tours, which makes some of its main sets obsolete. As of August 2019, Baton Pass is illegal on Smeargle, which makes some of its main sets obsolete. I included Smeargle in the team, as this is for the Battle Frontier. Not intended to be used in Smogon Tours. Now to get into the Team: Smeargle ( Quick Claw ) Jolly Nature IVS: (31,31,31,31,31,31) EVS: (68, 1, 0, 1, 188, 252) Spore, Ingrain, Substitute, Baton Pass The biggest difference of my team is that I lead with Smeargle. Immediately start with Spore to render them useless between 1-6 turns. Smeargle has max iv/ev for speed (+ a quick claw), which makes it likely that Smeargle will move first in the Battle Tower. Then use Ingrain, to secure not being forced to switch via an opponents moves throughout the battle. It will also give Leftover like effects which is great! After that, set up the substitute on the 3rd turn, and then the 4th turn, baton pass to Ninjask. By the time Ninjask comes in, the opponent may be asleep, your substitute should be active, and Ingrain should be active. Ninjask ( Shell Bell ) Jolly Nature IVS: (31,31,31,31,31,31) EVS: (0,255,0,0,0,255) Substitute, Harden, Shadow Ball, Baton Pass When Ninjask comes in, the enemy Pokemon may wake up somewhere around this point and break the 1st substitute. Anytime a substitute is broken, replace it to secure the chain doesn't go into jeopardy. The point is to stall turns because of Ninjask's speed boost ability. The shell bell is life gain to support the Ninjask during its mission to get to Mr. Mime (who holds the admittedly superior leftovers). I also put Shadow Ball on Ninjask because it is a powerful and accurate move that potentially can lower SpD (helpful as well). Shadow Ball is for a pesky Shedninja also, as you never know when you will run into wonder guard. When Ninjask is not behind a Substitute, put a substitute up, then Ninjask obtains 1 speed boost passively. When the substitute is up the next turn, use harden to raise the defense by 1, then the Sub will probably be broken (repeat this six times to max the speed and defense buffs on battlefield) Then baton pass to Mr. Mime (with a sub up) . You should have all speed boosts, all defense boosts, ingrained in the chain, and a sub up on Mr. mimes entry. Mr. Mime (Leftovers) Calm Nature IVs: (31,31,31,31,31,31) EVs: (252,1,1,60,196,0) Calm Mind, Psychic, Thunderbolt, Baton Pass This is the big hitter of the combo. This Mr. Mime will come out, and then use Calm Mind to buff up the SpA and SpD 6 times. It should be able to do that no problem, as it has ingrain and leftovers together which regenerates a ton of HP! It also has been hardened 6 times at this point, and has a high base SpD. After Calm Mind (6 times), Mr. Mime on the Battlefield should be ingrained, maxed Speed, Defense, SpA, & SpD. It has soundproof, so it isn't getting forced off the battlefield. It has Raikou-like stats before stacking boosts. Mr. Mime has 2 Attacking moves that use the SpA stat we just boosted. (Psychic & Thunderbolt) Baton Pass is the 4th move on Mr.Mime just in case we need to roll the ball of stats back over to Smeargle or Ninjask. Both are very powerful and accurate moves that are special attacks (utilizing the stat we maxed). As two moves is vital on a hard hitter because of type effectiveness. Both moves SHOULD 1HKO any Pokemon if you reached the end of the 3 poke BP chain with no issues. Let me know what you think! Ill also share the Pokemon PK3s if you want to try it, I put quite a bit of effort into creating this, and then sharing my information. I personally use a R4 and NDS to backup and restore my .sav and use PKhex to modify the .sav file. 235 ★ - SMEARGLE - 89047878CB05.pk3 291 ★ - NINJASK - D09E2A50992B.pk3 122 ★ - MR. MIME - 92AF08CEBBB3.pk3
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If you want the quick way to do this, here is a link to the Sword/Shield part of the Un-Nerf Compendium containing the patch and how to apply it :) Hey all! Once again, we have made some breakthroughs into ROM research, including removing Battle Tower restrictions and giving permanence / persistence to the Crowned Zacian / Crowned Zamazenta / Eternatus Eternamax formes! Ethical Disclaimer: Research was AI-assisted, but verified by me. Two small `.pchtxt` code mods for Pokémon Sword & Shield, for personal/offline use on emulator (built and confirmed on Eden v0.2.0, game v1.3.1). Both are tiny IPSwitch text patches - no ROM redistribution, you supply your own dump. Sword and Shield offsets included. --- 1) FormePersist - Crowned Zacian / Crowned Zamazenta / Eternamax Eternatus stay set Set the forme in PKHeX and it now persists through save + reload with no held item, and shows correctly on the team menu. SwSh treats these as battle-only formes and resets them to base on load; this forces the game's `IsBattleOnlyForme()` detector to return 0 so the reset paths never fire. It's the Gen-8 analogue of the Gen-6/7 Mega/Primal persistence patches. 2) NoTowerClause - Battle Tower species + item clause removed Lets you enter the Battle Tower with **two of the same Pokémon** and/or **two of the same held item**. SwSh's Tower has no banned-species list - the species clause and item clause are the entire restriction - so this lifts it fully. All other entry checks are untouched. --- **Install (Eden/Yuzu):** drop the title-id folder into `…\eden\load\`, e.g. `…\load\0100ABF008968000\NoTowerClause\exefs\noclause.pchtxt` (Sword) / `…\load\01008DB008C2C000\…` (Shield), then Properties -> Add-Ons -> tick it. (Make sure the GDB stub is off.) Patch contents (v1.3.1): FormePersist - `IsBattleOnlyForme` -> return 0: ``` Sword @nsobid-4628A512… Shield @nsobid-DBDDD138… 013AE910 00008052 013AE940 00008052 013AE914 C0035FD6 013AE944 C0035FD6 013AEC68 1F2003D5 013AEC98 1F2003D5 ``` NoTowerClause - force the per-slot duplicate-species & duplicate-item flags to 0: ``` Sword Shield 014F9654 08008052 014F96C4 08008052 014F965C 19000014 014F96CC 19000014 014F96DC 09008052 014F974C 09008052 014F96E4 1B000014 014F9754 1B000014 ``` Two Eden gotchas if you roll your own: `@enabled` is mandatory (without it Eden applies zero bytes), and use `@flag offset_shift 0x100`. Offsets are for v1.3.1 (build IDs above); a different game update needs them re-derived. Single-player/offline use - don't take these into pvp battle without your opponent's permission. (Bonus in the same folder: `DynamaxCandyAll`, a one-liner that lets you feed Dynamax Candy to the three legendaries. Actually letting them *Dynamax* is a RomFS personal-table flag - `CanNotDynamax` - i.e. the pkNX edit, not a code patch.) Here's the article explaining the in-depth reverse-engineering behind removing Battle Tower restrictions. And here's the deep dive into permanent formes for Gen 8. -IS2L *If there's any additional discoveries for Sword and Shield, I will just addend this thread so that I don't clog up the rest of the forums. Will make the title of this post reflect that.*
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