Selkie the Vulpix got a nice kill here with a critical hit Flamethrower than then left a burn on Tackle’s Gloom, the burn damaging putting the little critter down by the end of the turn. Tackle’s Pokemon here are level 27 and 28, so if your Pokemon are around 30 after your grinding then you shouldn’t have too much trouble with him. So much, in fact, that I hadn’t placed Grave the Graveler in the lead of my party as a defensive measure against Pidgeotto. Honestly I completely forgot that you have a rival battle at this point, so Tackle really caught me by surprise here. GOD Tackle nobody likes you just go away! After picking up a nice formal outfit from the little old lady in the lobby, I ran upstairs to find my favorite person in the world. Once I was ready to hit the road again, I made my way into Pokemon Tower. After my narrow victory against Primeape in the last chapter I decided to pick up an X Defense and X Special Defense as a safety measure, in addition to restocking my potion supply as well as my great balls. This is the location of the infamously creepy Pokemon Tower, but there’s also a Pokemon Center and a Mart here so you can finally heal up and restock after Rock Tunnel. Once you toast the route ten trainers you arrive in Lavender Town. It’s something to be wary of, at any rate. If you took a lot of damage in Rock Tunnel and are thinking you’ll be dealing the finishing blow, but don’t, you could be caught by surprise at low health. She runs Light Screen on her Pikachu, a move which reduces the damage from special attacks for five turns regardless of whether or not Pikachu is on the field. The only trainer on this route I wanted to specifically talk about is the picnicker. I had Lucy step up to the plate here and Scald some folks, but her lack of defense became evident rather quickly – I’ll have to be careful switching her in to attacks that deal neutral damage. The hiker and Pokemaniac on the west side have rock Pokemon and fire Pokemon respectively, so if you have a ground or water type this is a great opportunity for them to get some practice. Instead there are four trainers: a hiker, a Pokemaniac, a picnicker, and a camper. We already got a route ten capture in the last chapter and even if we didn’t, there’s no grass on this part of the route. Either way, there’s lots of action to enjoy so it’s time to jump in. Some of those challenges I knew were coming – others I forgot about. This is an exciting portion of the game with lots of interesting challenges coming up in the near future. Fuzz and Block are positioned at the Rock Tunnel exit on the second half of route ten, just to the north of Lavender Town. The sun is shining, the Pidgey are chirping, and we are finally not on the inside of a freaking cave. Time to use Sky Dash with your partner to head back to Fuschia City and Sea Skim your way onto Route 19.Ah, just look at the sky. You’re finally all done with Saffron City! She also will give you TM33 - Calm Mind, a good support move that will boost Special Attack and Defense. Bite is also an extremely useful move as it can be learned by many variety of Pokémon and does devastating damage to Psychic types.Īfter defeating Sabrina, she will grant you the Marsh Badge, allowing Pokémon up to level 70 to obey you. Sabrina specializes in Psychic type Pokémon, and as such makes her a prime candidate for using your strongest Bug, Ghost, and Dark type moves against her. In the ninth room you’ll find one last psychic to fight before Sabrina:įinally, take the top left teleport pad in the ninth area to reach the Gym Leader of Saffron City Gym, Sabrina: In area eight you’ll find another Ace Trainer to battle:Īfter taking out Ace Trainer Cameron, there’s only one pad that will take you to area nine, and that’s the one on the top right. Either of the two pads on the right will take you to area eight, or the top left pad will take you past area eight and straight to area nine. The one to the top right leads to area seven while the bottom right leads straight to area eight, so head through the top right pad into area seven and face Channeler Imari:Īfter defeating Channeler Imari, you have two options other that where you came. Here there are 3 teleport pads, including the one you just came through. In this fifth area will be an Ace Trainer to take on:Īfter defeating Amanda, head through the pad on the bottom right to move into area six. The bottom right pad takes you straight to the fifth area so take the one of the left pads if you wish to battle everyone:Īfter taking out the Channeler the only teleport pad that will lead you into the fifth area will be the one in the bottom right. If you take either of the two on the left you’ll be taken to a fourth area with a Channeler in it to fight. This will bring you to a third space with four teleportation pads. After defeating the Psychic, take the teleportation pad in the top right of this second space.
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