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The Worst Fire Emblem Awakening Play Through Ever: Paralogues 1 and 2

The following post is part of my series “The Worst Fire Emblem Awakening Playthrough Ever”. Spoilers ahead for a six year old game.


Welcome back to the worst Fire Emblem Awakening play through ever. When we last left the Shepherds, we played through the most emotionally draining chapter of a video game this side of a UGF Pandas bowl game. In light of important storyline people dying, I’ve decided to take a break from the main story to play through two of the paralogue chapters. We’ll be playing paralogues 1 and 2, which range from terribly annoying (in the case of paralogue 1) to mind numbingly easy (in the case of paralogue 2).The goal here will primarily be to level units and supports, so I won’t be taking in most of my higher level units unless it’s for support building.

Paralogue 1: Sickle to Sword

Our chapter starts with Chrom being confronted by a young Pastafarian named Donnel. He’s begging for help to save his village, I think, though it’s hard to tell because he talks like Boomhauer. A brigand shows up and starts mocking Donnel, only to realize that Chrom is here and turns tail. Donnel introduces himself and explains that explains that his village has been attacked by bandits. He begs Chrom to save his mother and the rest of the village. Chrom, being noble but dumb, agrees.

We then shift focus to the brigand camp where their leader, Roddick, is receiving a warning from the aforementioned brigand who ran away from Chrom. Roddick hatches a plan to kidnap Chrom and ransom him, completely oblivious to Chrom’s plot armor. Roddick threatens Donnel’s mom who we never hear from again after this chapter.

Donnel, Chrom, and the Shepherds come up on the village under the cover of night. Chrom tells Donnel he should fight to grow stronger, which means we’re going to need someone(s) to drag him along through this level to be able to recruit him. Normally this would be a situation where Virion would come in handy, but he’s buried under Arena Ferox. So we’ll have to make due with Tharja and Christopher Robin as our ranged units, along with underleveled units like Stahl and Gaius. Chrom says more words, but none of them are important.

On the first turn, we use Gaius and Tharja to wear down a warrior before Donnel (paired up with Sully) gets the easy kill. Cordelia also picks up a kill, but most of this turn is spent getting units paired to set up for the next couple turns, as this will be slow going. Cordelia serves as our bait unit on turn two, but she does her job a little too well, getting a critical hit kill on the unit she baited out. Turn three results in even more good luck of the bad variety, with Gaius and Tharja getting a pair up kill, along with Stahl and his 5% critical hit chance critting a unit. Then on the enemy phase, Gaius gets BACK-TO-BACK critical unit kills because reasons. Fortunately, this issue doesn’t resurface on turn four, allowing Donnel to get another easy cleanup kill following Gaius tanking damage. Cordelia and Libra are running around picking up item spaces for support points while an enemy thief is trying to run away with a Killer Lance that I’ll totally be stealing from them. Donnel finally gets his level up on the enemy phase of turn five, taking his first damage in the process.

As we go into the second half of the map, Tharja and Gaius continue killing everything in their path, managing to pin an archer into a corner in the process, giving Donnel an easy kill. Cordelia and Libra team up with Christopher and Stahl to sweep the rest of the map. Chrom was also there because he has to be.

We end the level with Donnel excited that the bandits are defeated. Chrom congratulates him then Donnel announces his mother that he’s off to be all that he can be in the army. Chrom accepts the offer, realizing that Donnel will one day grow into a beautiful butterfly, capable of passing down massive growth rates to a child.

Paralogue 2: Sickle to Sword

Before this chapter, I did two rounds of reeking box battles so Donnel could hold his own here. Hence bringing him. That said, he’s still woefully underleveled and it almost went very badly.

At the start of the level, a random merchant is treating a soldier when Chrom and company wander upon him. It appears bandits are attacking Ylissean refugees fleeting to Ferox, as well as merchants travelling the road. Frederick insists that the honor of capitalism must be protected at all costs, lest people starve. Chrom agrees and we’re off to pick our units.

After selecting units, we’re greeted by twins. Their names are Vincent and Victor and I’m not sure if they’re actual twins or the adult film kind of twins, because they’re calling each other darling. Vincent and Victor are intent on pillaging the village. Vincent runs off so that Victor can command the bandit horde in their saking of the hamlet. Said hamlet is protected by an allied unit named Anna who appears to be a promoted unit. That can’t be good for the bandits.

I’ve brought a lot of fliers to this level for sake of leveling up, and we immediately get to work on that, with quick first turn kills coming from Cordelia and Maribelle. That said, my foolish ass had Donnel bum rush a unit, not quite getting the kill, and nearly died on the follow up turn. That’s enough of that for one day. Turns two through four mostly involved Sumia, Tharja, and Maribelle killing everyone at the top and right of the map that Anna doesn’t, however I lost internet and was waiting on my computer to reboot, so I didn’t take notes like a fool.

But turn five, Chrom finally makes his way up to Anna, mistakenly asking if she’s hurt before realizing (per his dialogue) that Anna is fine. In reality, Anna is living on 8 out of 35 HP, so she’s definitely not in the best shape. Chrom offers his assistance, which Anna accepts. Maribelle visits our concerned villagers, where they give her a Physic wand to heal Anna. This would have worked much better before Maribelle reclassed. Once we’re down to nothing but enemy units on the most southern area of the map, Victor and friends start to advance, only to meet the pointy end of Cordelia’s lance and Libra’s axe. My wife recently came to me after flipping through the Awakening artbook and asked why so many of the female units looked whorish. For examples, she used Aversa — which, yeah, I get that one — and Cordelia. The most virtuous female character in the game (arguably) — Cordelia. I laughed. A lot. I also let her get the final kill here out of principle.

Our anonymous merchant thanks Chrom and company, while Anna also passes along her thanks. She refers to herself as the Secret Seller and promises to give Chrom a discount the next time they meet, ending our chapter.

Endof Level Recap

There was a bit more leveling up in these two chapters than I expected. Add in the couple of reeking box levels for Donnel — as well as the collateral experience other units gained — and the squad as a whole is in a good place for chapter 10 when we get back to the main story.

Units

  • Vaike – Level 14 Fighter
  • Ricken – Level 13 Mage
  • Sumia – Level 13 Pegasus Knight
  • Cordelia – Level 12 Pegasus Knight
  • Miriel – Level 11 Mage
  • Panne – Level 11 Taguel
  • Chrom – Level 11 Lord
  • Tharja – Level 11 Dark Mage
  • Sully – Level 11 Cavalier
  • Gregor – Level 10 Mercenary
  • Gaius – Level 10 Thief
  • Nowi – Level 9 Manakete
  • Kellam – Level 9 Knight
  • Christopher – Level 8 Tactician
  • Lon’qu – Level 6 Myrmidon
  • Maribelle – Level 6 Pegasus Knight
  • Stahl – Level 6 Cavalier
  • Lissa – Level 5 Pegasus Knight
  • Frederick – Level 4 Great Knight
  • Donnel – Level 4 Villager
  • Libra – Level 1 War Monk
  • Virion – Level 2 Pin Cushion

Supports

  • Tharja & Gaius: None to C to B to A
  • Stahl & Christopher: None to C
  • Cordelia & Libra: C to B to A
  • Cordelia & Gaius: None to C
  • Sully & Donnel: None to C

Class Changes

  • None this chapter.

My Pokemon Gym: Fairy

Welcome to the sixth iteration of the My Pokemon Gym series. If you’re new to this series, I take a Pokemon type then build out my team of six Pokemon of that type as if I were the gym leader. Here are the rules:

  1. I can’t use legendary/mythical Pokemon
  2. I can’t reuse Pokemon I’ve used in previous gyms in this series.
  3. Forms of the same Pokémon can be reused, provided they have different typing. For example, if I used Rattata in a Normal gym team, I could use Alolan Rattata in a Dark gym team.

Want to read my other My Pokemon Gym posts? Go read the Fighting, Ice, Psychic, Grass, and Dragon type posts when you’re done here. All images courtesy pokemondb.net unless otherwise stated.

Wigglytuff

One of the big things I’ve noticed battling online for Sun/Moon is that people love their Intimidate leads. While Fairy type doesn’t have a ton of physical attackers to truly be negatively effected by this, why not take advantage of it? Wigglytuff hits shockingly hard thanks to Competitive, potentially allowing me to take out an early threat unexpectedly. If I don’t get my Competitive boost, the giant balloon will pack Stealth Rock to help set up the rest of my team for success.

Ability: Competitive
Item: Life Orb
Moves: Stealth Rock, Shadow Ball, Flamethrower, Psychic

Ribombee

I do enjoy tricking a Choice item onto an unsuspecting player. Ribombee is intended to be my cleric, carrying Aromatherapy to help heal my team. That said, I’d like to be able to trap someone in while handling this. While I’ve typically used Ribombee as a Quiver Dance sweeper in the past, the cleric role suits this tiny bee nicely, particularly if I’m able to get a healing berry out of the Trick.

Ability: Sweet Veil
Item: Choice Specs
Moves: Trick, Aromatherapy, Infestation, Toxic

Primarina

While the third slot on my teams is typically reserved for my mega evolution entry on the team, that won’t be the case here, as Fairy is a type littered with Special Attackers. Primarina gets a nice priority move in Aqua Jet, along with some thumping Special Attacking power with Moonblast, Energy Ball, and Hyper Voice. Petaya Berry helps this along, as I chose to reserve my Z-Crystal for the next member of my team.

Ability: Liquid Voice
Item: Petaya Berry
Moves: Hyper Voice, Moonblast, Aqua Jet, Energy Ball

Sylveon

I’m going with back to back Pokemon whose ability changes the type of Normal type moves. Though Sylveon is a Special Attacker, Last Resort hits hard enough that it’ll dent pretty much anything, especially if used as Breakneck Blitz. My Fairy team doesn’t have many Ground moves at its disposal, so putting Hidden Power Ground on something makes sense. Sylveon gets it by default as I felt it’d be a straight upgrade over Dig.

Ability: Pixilate
Item: Normalium-Z
Moves: Last Resort, Hyper Beam, Shadow Ball, Hidden Power Ground

Whimsicott

The lone entry on my team to not use a Fairy type move is here to toy with other Pokemon. Worry Seed is a woefully underrated move, potentially taking away great abilities to replace them with the decidedly average Insomnia. Using Whimsicott as a Defogger is nothing new, but I like the idea of running it in tandem with Worry Seed to deal with Toxic Spike setters.

Ability: Prankster
Item: Kebia Berry
Moves: Toxic, Hurricane, Worry Seed, Defog

Mega Mawile

Oh hey. Fairy type does have a physical attacker. By the time Mega Mawile comes in, its purpose is to clean up whatever the Special Attackers can’t take out. Stockpile helps Mega Mawile’s survivability if it’s in a pinch, but the hope is that it doesn’t need to use it. Ideally, it comes in on a Steel type, hits a Power Up Punch or two then starts sweeping with Iron Head and Play Rough.

Ability: Huge Power (Intimidate prior to mega evolution)
Item: Mawilite
Moves: Power Up Punch, Iron Head, Play Rough, Stockpile

The Worst Fire Emblem Awakening Play Through Ever: Chapter 9

The following post is part of my series “The Worst Fire Emblem Awakening Playthrough Ever”. Spoilers ahead for a six year old game.


Welcome back to the worst Fire Emblem Awakening play through ever. When we last left the Shepherds, our heroes adopted a teenage dragon who is totally of age, a bunch of pegasus knights got slaughtered, and Chrom still sucked at diplomacy. I’ve decided to do some swapping around of some of my pairings in my child unit plan, though we won’t see too much of that in this post. That’s because this post is going to be a beast to write despite being a single chapter.

That’s right. We’re playing through that chapter of Awakening. We’ve arrived to chapter 9. Hold on to your butts. Even without taking into account the reeking box grinding prior to this chapter, we’ve got a ton to talk about.

Chapter 9: Emmeryn

We begin by looking in on a meeting between Aversa, Gangrel, and a random Plegian soldier. Said soldier fucked up his scouting report, so Aversa offs him with a sword. This is disconcerting because we know from all her official art that Aversa’s a Dark Flier class, which means she doesn’t even know how to wield a sword. Gangrel admonishes her for killing so many of their own soldiers which — yeah, I kind of get if you’re trying to win a war. Gangrel has planted a trap of some kind, but that’s all we know as the scene ends.

We cut to an Ylissean spy arriving back to Chrom, Basilio, Flavia, and Christopher Robin to tell them that Chrom’s sister, Emmeryn, is scheduled to be executed tomorrow. Apparently Christopher can tell the future, and he’s got a plan to change it that he’s not terribly confident in. Flavia’s busy being the best role model in the early game when we cut away and go to Validar. He’s also talking about Emmeryn’s pending execution, which is clearly not a well-kept secret. Validar is apparently talking to someone named Grima, but Grima isn’t talking back. Pretty sure this is how we got introduced to Emperor Palpatine too. And no, I don’t care enough to look up if that’s right.

Suddenly, we get a terrifying shaky jumpcut to Christopher screaming as he wakes up from a dream. Lissa calms him down and tells him that it was time to wake up anyway, as Frederick says it’s time to begin their march.

We get yet another cut, this time to a Plegian executioner standing with Emmeryn atop a cliff with a very long fall. Beneath the cliff, Gangrel is giving a rousing speech about how an eye for an eye is a great way to make things even. Christopher shouts for Flavia WHO HURLS A HAND AXE UP THE FACE OF A GODDAMN CLIFF AND KILLS THE EXECUTIONER IN ONE SHOT. If Flavia was in The Avengers, Thanos would have never snapped. It’s now time to pick our units, which is great, because all of those cut scenes put the game over its animation budget.

After selecting our units, Chrom shouts how we should focus on taking out all of the soldiers first and worry about Gangrel later. This seems like a reasonable plan, as all of the soldiers are between us and Gangrel. Gangrel shouts about how his soldiers are going to do the killing then scurries off to his royal hopscotching duties so we can finally start the level for real.

Turn one is all about pairing up then getting in range to actually attack the Plegian army. We get a brief cutaway between turns showing us a Plegian girl named Tharja who is clearly a mage who is disgruntled with the reasons behind the army’s fight. Much like Gaius earlier, I’m betting we can convert her to our side1And considering GaiusxTharja is my headcanon relationship for both of them, there’s added amusement to me.. Much of the opposing army’s attacks are focusing on a random ally unit we have. We meet him at the end of turn one. His name is Libra and despite all of the confusion Chrom is about to have when they meet, this is clearly a bishounen dude. Libra is a war monk and he’s throwing around critical hits like it’s his job.

We advance the majority of our units on turn two, choosing to leave Vaike/Maribelle and Nowi/Kellam back for the inevitable reinforcements that will try to outflank us. Sure enough, following turn two for Libra, a Plegian general named Campari begins complaining about the lateness of a wyvern brigade, so they’re definitely coming. We get Libra to join our ranks on turn three, which is annoying as he decided to jaunt off in the opposite direction of Tharja, meaning the aforementioned wyverns might actually get here before I clear the map. As turn four starts, we’re in an awkward phase where I can’t really advance far enough to do significant damage to the enemy, but I’m close enough that I’d bait out more units than I want if I’m not careful. So we let Libra and Ricken do the baiting out of single units while we prep to have Sumia get Chrom in to convert Tharja to our side on turn five.

Sure enough, the start of turn five brings the wyvern brigade, which Nowi and company are well equipped to deal with2Though Maribelle is still low enough of a level as a pegasus knight where she’d be a liability fighting a wyvern rider, so she’s just here to be Vaike’s pair up support.. In recruiting Tharja, I’ve realized she’s just the millennial stereotype of “we’re all marching to death anyway” come to life in her recruitment scene. This is kind of weird, as in the rest of the story she’s manipulative and abusive, so this is oddly out of character for her. Meanwhile, Ricken and Libra continue to critical hit everything under the sun. I get this for Libra, as he comes equipped with a Killer Axe and its inherent 30% crit rate. But Ricken currently has a 8% crit chance and gets no bonus from his weapon. I’ve decided I’m going to reclass Ricken to become a Great Knight, as Luna is going to be a great skill to pair with Ricken’s need to overkill everything. Yes, this will require grinding, but it’s for the lulz.

Turn six is short and sweet. Tharja kills a random mage that showed up. Vaike cleans up the rest of the wyvern brigade. Then Ricken hits Campari, only for Panne to crit him to death on the follow up blow. Good lord, their kid is going to be hilariously broken. Chapter over. We’ve saved the day! Here comes a pegasus knight troop led by Phila to save Emmeryn.

Except that Aversa planned ahead and brought some Risen archers with her. Gangrel the Mad King cackles madly as the archers slaughter the pegasus knights, killing all of them including Phila. Gangrel demands that Chrom surrender and beg for his life, which he clearly isn’t going to do. So instead Gangrel has the archers train their bows on Emmeryn and threatens to kill her unless Chrom gives up the Fire Emblem3Roll credits. *ding*. Christopher and Chrom then debate what to do before the player has to choose whether or not Chrom should choose to sacrifice Emmeryn.

As a quick aside, there is ZERO chance Chrom would ever sacrifice Emmeryn. It’s just not in his character to do so. Likewise, there would be very little chance Christopher would choose not to sacrifice Emmeryn, as her death would mean retainin the Fire Emblem, preventing apolcalyptic outcomes. Fortunately for the player, Intelligent Systems made it easy for you, as no matter what you choose, the exact same fucking thing happens.

After making our choice, we get a ton of bickering between Gangrel and Chrom before Emmeryn tells everyone to please shut the hell up. Regardless of the choice you make, Chrom will offer up the Fire Emblem to Gangrel, only for Emmeryn to say she knows what she must do. She gives a rousing speech about the importance of peace, then commits suicide by walking off the edge of the cliff she’s standing on. We see Chrom go through a blue screen of death moment, as well as a brief shot of Lissa’s significantly more tear-inducing breakdown.

Christopher is stunned. Chrom is furious. Gangrel is — well, he’s here too. Chrom attempts to attack Gangrel, but is stopped by Basilio, who has managed to get the Shepherds an escape route from this battle. The chapter itself ends here, with Chrom devastated he can’t take his sister’s body away to bury it.

Endof Level Recap

Well. That’s draining. Here’s where we are at this point.

Units

  • Vaike – Level 14 Fighter
  • Ricken – Level 13 Mage
  • Miriel – Level 11 Mage
  • Sumia – Level 11 Pegasus Knight
  • Panne – Level 11 Taguel
  • Chrom – Level 10 Lord
  • Gregor – Level 10 Mercenary
  • Tharja – Level 10 Dark Mage
  • Sully – Level 9 Cavalier
  • Nowi – Level 9 Manakete
  • Kellam – Level 9 Knight
  • Christopher – Level 8 Tactician
  • Cordelia – Level 7 Pegasus Knight
  • Gaius – Level 6 Thief
  • Lon’qu – Level 6 Myrmidon
  • Stahl – Level 5 Cavalier
  • Frederick – Level 4 Great Knight
  • Maribelle – Level 3 Pegasus Knight
  • Lissa – Level 2 Pegasus Knight
  • Libra – Level 1 War Monk
  • Virion – Level 2 Guy Who Should Have Taken the Fall Instead of Emmeryn

Supports

  • Nowi & Kellam: C to B
  • Ricken & Panne: A to S
  • Kellam & Christopher: C to B
  • Cordelia & Libra: None to C

Class Changes

  • None this chapter.

 

That’s it for this installment of the series. I think I’m going to do a couple paralogue chapter and what not for the next post. We’ll see though.

My Pokemon Gym: Dragon

Welcome to the sixth iteration of the My Pokemon Gym series. If you’re new to this series, I take a Pokemon type then build out my team of six Pokemon of that type as if I were the gym leader. Here are the rules:

  1. I can’t use legendary/mythical Pokemon
  2. I can’t reuse Pokemon I’ve used in previous gyms in this series.
  3. Forms of the same Pokémon can be reused, provided they have different typing. For example, if I used Rattata in a Normal gym team, I could use Alolan Rattata in a Dark gym team.

Want to read my other My Pokemon Gym posts? Go read the Fighting, Ice, Psychic, and Grass type posts when you’re done here. All images courtesy pokemondb.net unless otherwise stated.

Kingdra

People love running Swift Swim shenanigans with Kindgra, and if it were on my Water type team, I totally would. With that said, Rain Dance doesn’t have a strong place on my Dragon type team, leading me to have a Sniper Kingdra bent on critical hitting everything in sight. Octozooka is a particular favorite move of mine, meant to hold off any Pokemon that a Sniper-boosted Dragon Pulse or Ice Beam can’t handle. With any luck, Kingdra will take a out a couple of my opponent’s faster threats, which serves the rest of my team well.

Ability: Sniper
Item: Scope Lens
Moves: Laser Focus, Octozooka, Dragon Pulse, Ice Beam

Alolan Exeggutor

I love that Alolan Exeggutor can still learn Explosion. It makes absolutely no sense. Why would something that big and stupid looking explode? It’s amazing. Alolan Exeggutor gets on my team just by that — though I do love running a Curse/Outrage set on it, even if it is completely walled by Mimikyu.

Ability: Harvest
Item: Sitrus Berry
Moves: Curse, Recycle, Outrage, Explosion

Goodra

Okay, fine. I guess I could have done some Swift Swim shenanigans had I used a Hydration Goodra. That said, for as cool of an ability as Hydration is, it’s probably my least favorite of Goodra’s potential options. I’m going with Gooey over Sap Sipper because most people wouldn’t bring Grass types against Dragons anyway, but make no mistake — Goodra is here to stall you out. The Quick Claw is more a precaution than anything else, though I’m only attacking with Flamethrower anyway. If I could get away with running four non-attacking moves, I’d drop Flamethrower for Acid Armor, but then I’m just Taunt/setup bait.

Ability: Gooey
Item: Quick Claw
Moves: Toxic, Protect, Rest, Flamethrower

Kommo-o

One of the final additions to my team gets the spot because of how much I like its weird moveset. Did you know Kommo-o gets Stealth Rock, Bide, and Belly Drum? What in the world is that combination? As a Gen VII representative on my team, I feel like giving Kommo-o a Z-crystal is fitting, even if it is coming off of Dragon Claw rather than Outrage.

Ability: Soundproof
Item: Dragonium-Z
Moves: Belly Drum, Dragon Claw, Poison Jab, Earthquake

Dragonite

I always found it weird that Lance’s Dragonites in the original game focused so much on using Hyper Beam. Yeah, it was the most powerful move in the game, and yes, Dragon moves got the short end of the stick in Gen I. But considering the physical punch Dragonite can pack, it’s weird to me. I’ve chosen to make good on this by making my Dragonite a beastly physical attacker, but also to pay homage to the ridiculous damage Hyper Beam deal out by putting some massive variation in my attack types.

Ability: Multiscale
Item: Kebia Berry
Moves: Superpower, Rock Slide, Iron Tail, Aqua Jet

Mega Altaria

Mega Altaria is typically a stupid-fun mixed attacker, but I quite like running the physical variant that boosts its own stats a lot. Considering I’ve got plenty of Pokemon on the team to deal with my team’s inherent Dragon weakness, I figured Mega Altaria could be a late game cleaner, particularly one that aims to take out anything that isn’t a physical wall.

Ability: Pixiliate (Cloud Nine prior to mega evolution)
Item: Altarianite
Moves: Dragon Dance, Earthquake, Return, Cotton Guard

My Pokemon Gym: Grass

I guess this is a thing now. And by that, I mean I’ve already done three Pokemon types in this format — why not do all of them over time? In all seriousness, I love the adventure that is theorycrafting. It’s something I’ve done for a while on other games, but I’ve kept that madness to spreadsheets in my Google Docs, safe from the sight of others. There’s not a ton of people that want to read about theorycrafting for Fire Emblem or Brave Frontier anyway. But oddly enough, Pokemon theorycrafting gets a lot of clicks and interaction. So why not keep trying? As I’ve done on previous Pokemon team/gym style posts, I’ll be sharing the six Pokemon on my team, along with their held items and moves. I’ll also be giving a little additional background into why I’ve chosen each of these Pokemon. I won’t be using legendary Pokemon on my team, as has been the case in previous posts. Additionally, I’m not going to use Pokemon I’ve used in previous team posts on this list. As we get deeper into the type list, this could prove more challenging1I’m going to be saving Normal and Flying for the end for a reason.. That said, I also tried to mirror this team to how I play Grass types in games. Want to read my other My Pokemon Gym posts? Go read the Fighting, Ice, and Psychic type posts when you’re done here. Thanks to Stephanie for suggesting that Grass should be the next type in this series.

Decidueye

Grass is one of the few Pokemon types where I actually have multiple Pokemon I’d use as my lead. I’ve opted to make my other typical choice the anchor to this team (as it’s the closest thing I could think of to being my signature Grass Pokemon2There is a second Grass Pokemon that I’d say fills that role too, but I’m saving it for a later team thanks to its other type.). I quite enjoy that Decidueye gets access to a ton of tempo-changing moves such as Tailwind and U-Turn, making it a surprisingly good lead. The only problem I have with it is the lack of a good item to put on it, so if you have better ideas than Spell Tag for this type of role, I’d love to hear them.

Ability: Long Reach
Item: Spell Tag
Moves: U-Turn, Shadow Sneak, Sucker Punch, Tailwind

Tangrowth

Tangrowth: stalling out teams since 2006. In all seriousness though, I love how Tangrowth is such a verstile bulky Pokemon. There’s a ton you can do with it, ranging from being a wall to a physical attacker, to a special attacker, to a mixed attacker. I’ve tried to reflect that in the moveset below. It’s probably not the best set you could have on Tangrowth, but it is the one that epitomizes what Tangrowth is to me.

Ability: Leaf Guard
Item: Assault Vest
Moves: Ingrain, Knock Off, Ancient Power, Giga Drain

Mega Abomasnow

I really don’t like most mega Grass types. I mean, they’re fine, but they’re not what I prefer to use in battle. Kind of like Grass types in general. That said, there are some objectively good Mega Grass types, of which Abomasnow is one of them. Having Mega Abomasnow on the team allows me to pay homage to my favorite type — Ice — while allowing me to have some coverage against a few worrisome types. The beauty to Mega Abomasnow is that it doesn’t care about Speed. You will always outspeed it. It’s here to hit things hard, no matter how that needs to happen.

Ability: Snow Warning
Item: Abomasite
Moves: Earthquake, Wood Hammer, Ice Beam, Iron Tail

Vileplume

I’m very pro-Oddish and wanted to make sure the Oddish line was represented on my team. While a lot of people like Bellossom, I prefer Gloom’s other end stage as the end evolution of this line. Though this team is surprisingly filled with physical attackers and tanks, Vileplume serves as my coverage special attacker. There’s not a ton of coverage against Fire types on this team, and Vileplume continues that trend. If nothing else, it should be able to take out most anything else that it comes across.

Ability: Effect Spore
Item: Leftovers
Moves: Moonblast, Venoshock, Petal Dance, Toxic

Tsareena

Gen VII has some really good Grass type Pokemon…is a sentence I never thought I’d say about any Pokemon generation. That said, nearly all of my cuts from this team came from Gen VII, including Lurantis, Dhelmise, and Shiinotic. That doesn’t even take into consideration Kartana, which is pseudo-legendary. Tsareena is best known for its signature move, Trop Kick3Not to mention being the most likely candidate in Pokemon for Rule 34 this side of Gardevoir., but it’s also a shockingly bulky Pokemon. The goal here is for Tsareena to serve two purposes — to be the Sunny Day setter for my anchor Pokemon, as well as to hopefully take something down with it.

Ability: Queenly Majesty
Item: Muscle Band
Moves: Sunny Day, Trop Kick, Low Sweep, Play Rough

Leavanny

Instead of using one of my favorite scout Pokemon as a lead, I’ve decided to use Leavanny as my cleanup ‘mon. Leavanny is here for all the critical hits ever, driven in part by its Chlorophyll ability. Yes, this is a double-edged sword against Fire types. But it’s worth the boosted speed. The lone downside to this is that I’m choosing to carry Sunny Day as a just-in-case move. While I’d love to get Sunny Day from anyone earlier in this list, Grass type are generally not known for their speed. Using Mega Sceptile over Mega Abomasnow just to set up Sunny Day seemed like a waste, so I put it on one of my bulky team members, kept it on Leavanny as a fail safe, and decided to leave Fell Stinger off of Levanny’s moveset.

Ability: Chlorophyll
Item: Normalium-Z
Moves: Sunny Day, Giga Impact, Leaf Blade, Shadow Claw

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