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Heyo! The focus of today's update is cleaning up all our loose ends, so we can fight the Champion without regrets. We have 4 Memories left to do, and we're gonna do all of them, starting with this one on Skyspear Summit!
(Also I haven't updated yet, I got asked to update after I had already recorded this, so next update will be on the latest version)
(also also people voted to spare the Fisherman, so we will not be murdering him, against his wishes.)
If you notice something missing from this update, I opted to hold off on one of the more time-consuming parts in favor of not procrastinating forever on this, and editing them in in post.
Our goal for this puzzle is to set up and sweep the opponent. There's nothing unreasonable on our opponent's team, Dracovish aside; they're just at more of an advantage with more mons and slightly better levels.
Both opponents are going to target Shuckle, so we need to get a mon in who can survive a hit from both Dracovish and Rillaboom. Soooo, what if we just copy their Rillaboom?

Ditto barely survives their onslaught, which allows us to get off a Swords Dance with Scizor.

Ditto takes off a huge chunk off of Dracovish, but dies from cring- I mean recoil.

Luckily, Dracovish wanted to target Ditto, and opted for Psychic Fang both because it's slower than Ditto and it's neutral as opposed to not very effective. This plus Rillaboom opting to U-Turn means...
More Swords Dance

Shuckle comes in, and ideally I want Shuckle to survive so it can get a turn off. Thankfully, Porygon2 targets Scizor. Unfortunately, Porygon2 targets Scizor, and takes off a massive chunk, so they need to have been dealt with, like...
....yesterday.
Thankfully, since Shuckle survived, they can pull off a Guard Split and give Scizor a portion of their massive defense. It's less helpful than it otherwise would be because of Scizor's low health right now, but the grassy terrain from Rillaboom will give Scizor a bit more health back.
Speaking of Rillaboom, they're back now, just in time to watch Dracovish get a fistful of +1 priority +4 attack steel in the face.
Rillaboom takes out Shuckle, but it's too late. Scizor is gaming now.
Not only are they gaming, but their co-op partner, Salazzle, has arrived, preventing the newly arrived Hydreigon from getting a turn off.
A shame, cause that was Hydreigon's only opportunity to attack before being oneshot.
It's time to get Salazzle in on the oneshotting fun; Nasty Plot to boost their special attack means their flamethrower will really hurt.
Rillaboom the coward U-turns out and sends in Kangaskhan to die; Kangaskhan had a mega stone, which would have been trouble if they had a chance to attack at all.
Salazzle flamethrowers Ferrothorn and one shots them, leaving only Rillaboom left alive.

They attempt to run, but it is in vain. We win these!
Oh btw I had a Chansey that didn't even get shown off at all in this battle. Didn't need them.

Another memory! 3 left to collect (there's 13 memories in the game, and we've used two, so that's how I'm keeping track).

Next up is Shimmering Lake!
So you're almost certain to fail this puzzle on your first attempt. This is cause you need to set up events very specifically to take out a level 40-ish Conkeldurr with low level mons, and you need a bit of trial and error to figure out what options are even available to you.

The most important first step is to switch in Meowth immediately. We need them at full health, and Smeargle wants to set up entry hazards first thing.
We use Thief to steal the Smeargle's Focus Sash; Meowth has Endeavor, so you can probably guess how things are going to go.

Next up is Clefable to set up a wish-teleport combo; we need to send out a flying type to get rid of these entry hazards, but we also want them to be relatively healthy for later on in the fight. Smeargle's spamming spikes and stuff at this point.
Mandibuzz comes in, and their first action is to badly poison the Smeargle. We're going to be spamming Defog to ensure entry hazards don't exist on our side, while also wanting Mandibuzz to be ready to switch out as soon as Smeargle is fainted. This lets us multitask killing the Smeargle while focusing on Defog.
A few turns later, and Smeargle goes down, having failed at their task of annoying us with Entry Hazards.

Terrakion comes out, and we need to transition to Riolu without letting Riolu faint. Unfortunately, this means Clefable needs to be sacked. On the plus side, this does mean Terrakion's defense gets lowered from Close Combat.

Riolu comes out, and because they have prankster, copycat gets priority. This lets them one shot Terrakion by throwing their own attack back at them.

The big beefy boy comes out; Riolu needs to die here so I can switch out, so might as well waste a turn Close Combatting.

FEAR strats, lets go!
Don't even need a priority move to finish it off, the Flame Orb does it for us.
Lastly, Scyther comes out. Mandibuzz is the only one capable of dealing with them, which is why we focused on keeping them alive earlier.

I was already going to win the battle of attrition, but I get a crit to speed things up.
We win these, 2x combo.
Quick break! We sorta left this dreaming old man in Skyspear Summit alone last time. Let's fix that!
: Their rigid minds made perfect prisons.
Hell yeah, lets release some demons into the world!!!
Oh, it's just a wild triple battle, not like a world ending evil. Welp.
Can only catch one; lets go with Froslass.

Alright, back to our regularly scheduled puzzle battles, this one in the boiling sands.
I assume Pelipper's gonna be the bigger threat here, so I have Shiftry fake them out.

I want Wingull to take up space on the opponent's side, so I need to lower their attack enough that they aren't a threat. Bellossom's Strength Sap both does this and also keeps their health up, very useful.
Pelipper nopes out with a Flip Turn; I doubt I needed to fake them out, but it felt good to limit options on the first turn.
There's a theme with "opponent uses switch out move, new opponent comes in immediately to die" with this update, I sense.
I'd like the rain to go away now; all of my Pokémon benefit from sunlight.

Pelipper Flip Turn's out, bringing in Blastoise. They're a pretty big threat and I really want to deal with them before the sunlight goes out. I protect with Torkoal because that seems like the obvious target given they're weak to water moves. Quiver Dance gives Bellossom a speed boost, on top of Chlorophyll boosting speed in sunlight, so they should outspeed Blastoise now.
Grass Knot will 3HKO Blastoise; that's decent, but I want them to be less of a threat while I kill them.
I bring in Shiftry to resist water attacks, and Strength Sap Blastoise to help Shiftry tank even more.

Wingull's doing some hurt to Shiftry; thankfully, their purpose is all but done at this point, so there's no reason not to deal with them now.

Shiftry oneshots Wingull, while Bellossom finishes off Blastoise.
This only leaves the coward, Pelipper.
It's important to bring Torkoal back out to set up Sunlight again and to Strength Sap Pelipper, as otherwise Pelipper might do some real damage as it attempts to run.

Alternating Solar Beam and Moonblast finishes off the bird.
W3 win th3s3.

It's time. The final puzzle awaits.
We have quite a lot of mons at our disposal, but we only need about half of them.

Beedrill mega evolves, so they're probably going to one-shot Oranguru. I need Oranguru alive to set up Trick Room though, along with other shenanigans, so Rage Powder seems good here.

Beedrill oneshots Amoonguss, while Aerodactyl deals scratch damage to Oranguru. This allows Oranguru to get off Trick Room, allowing most of our mons to move first.


Whimsicott's only here to be a buffer to let Terrakion get off a Swords Dance and to let Oranguru switch back in.

Now to clean house. Oranguru's Instruct forces the targetting Pokemon to use their last used move immediately, on top of whatever move they're going to do. So Terrakion gets off another Sword Dance...
And then one one shots the opposing team with Rock Slide.

Oranguru Instructs again, making Terrakion use Rock Slide. Meanwhile, I select Earthquake with Terrakion because it's more accurate and I figure it'd be better against Venusaur.

A good call, because the last two opponents are weakquake to earth.

Incineroar finishes off Oranguru, but I don't even have to send out either of my 2 remaining Pokémon, because one more Earthquake takes it out.

The final Memory of Triumph. We win these!
I then proceeded to spend the next hour raising a bunch of Pokémon to level 40 and generally doing moveset and ability touchups.
It's also time to use all these high level Shreds of Hope I've gotten.


Because they double as revives, I opted to use them on my strongest mons, both so they're even stronger and also so I don't have to waste memories on them.

It's also time to use the level 48 Crystal. I opt to use it on Zygarde; IMO they are the best receiver of it, as they're the third strongest mon in the game and both of the number 2 contenders don't benefit as much from levels.


I also spend 7 of my Memories on reviving some of my fainted powerhouses left in the PC.

An entire box of winners! The box is liable to grow; I doubt I'm going to use Lunala in a serious fight given that they aren't supposed to be available, but it's possible I might catch some more goobers to be uber prepared. If you have any usage tips or advice for any of the mons here, I'd be happy to hear it; I'm not really a competitive battler, so learning new things is pretty cool. I'm tempted to add a Goodra to the collection cause Goomy is a favorite of mine and Goodra is a more huggable Goomy.

I want to be really certain of my victory, so I'm entering the tower with 10 of every mint so that I can change my party's natures on the fly if need be.

I couldn't afford 10 of every mint, so I went back to the tournament to get more moolah.
There we go. I highly doubt I need the Serious Mints given they're a neutral mint.
Last thing! We never wished a second time at this fountain.
: Due to recent events, we've increased security for this fountain. The subversive wishers will not escape again.
That means that we can't run away if we wish at this fountain. I have no plans on running. Or U-turning. Or Flip-turning.
Happiness please!
Vaporeon! Best Eeveelution (or at least, tied with Sylveon). Can never go wrong with a second!
There's something really funny about saying "that's illegal" to receiving a Vaporeon.
Anyways, AWCAB (All Wishing Cops Are Bad).
I have brought the power of interpretive dance to oppose the boys in blue. I'm afraid he's no match.

Does dancing violently count at loitering?

Or is it just plain assault? Either way, I think this is a highly ethical outcome.
I agree! That's why me and my dancers are still alive
: The populace cannot be trusted to wish correctly.
: Thank you for your understanding.
I suppose they needed to fire off one last Parting Shot. Cowards.
I opt to rename our new friend to Fortune. After all, we're gonna need some for what we're about to do.
Next up: The Champion's Throne. We're gonna end things, or be ended ourselves.
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