It always bugged me more than a little bit that my original Battle Pyramid streak was imperfect: though there are 20 discreet rounds, I only ever made it to 130, just ten floors shy of that nice round 140. I've been pretty sick this week so, from the comfort of my bed, decided to finally correct that. To my great surprise, I made it all the way to 140 floors in one consecutive run. Guess I really have improved.
One thing I've always been firm on was that I wanted to mix things up and bring different Pokemon for different rounds. I know some people feel differently about this and maintain that Slaking is the best lead in all circumstances, with Blissey also mandatory. I disagree: there are at least a couple of rounds in which Slaking struggles to handle the wild Pokemon. It's pretty much always a great choice for a trainer battle, but not always the best lead.
Also, bringing different Pokemon makes the challenge more fun.
And that's it! A solid 140.
When I started this run I only wanted to get here; then I looked at the current record for level 50 Pyramid and thought, why not come for Suspicious Derivative's crown... and then in the time it took me to write this up Doctor_Rob came in with his meteoric Pyramid record. Congrats dude! There's something to aim for indeed. Not quite sure I'll push through to 560 but I'll keep chipping away and see how far I end up getting, I guess.
One thing I've always been firm on was that I wanted to mix things up and bring different Pokemon for different rounds. I know some people feel differently about this and maintain that Slaking is the best lead in all circumstances, with Blissey also mandatory. I disagree: there are at least a couple of rounds in which Slaking struggles to handle the wild Pokemon. It's pretty much always a great choice for a trainer battle, but not always the best lead.
Also, bringing different Pokemon makes the challenge more fun.
Gonna briefly write up my approach to this so far as I know people found my Pike gameplay summary useful in the past.
So I decided I wanted to vary up my Pokemon pool and design the optimal team for each set of floors. Some Pokemon would, naturally, be brought for multiple rounds, but my thinking was based on the utility of each one. The Battle Pyramid is unique in that all opponents only have one Pokemon each, and this presents a massive advantage to the player. Since you are allowed to bring three, my thinking was that
And the wild Pokemon are weaker; why take on an EV trained Walrein when you could fight one with no EVs and a level disadvantage (and which doesn't know Sheer Cold)?
I've also gotten much more familiar with the pyramid floor layouts (in small part to some of the mechanics that have been shared in this thread) so find myself finding the exit tile much more quickly and efficiently than in the past.
Despite this, however, you can't avoid trainers entirely - you must accept that surprise trainer approaches will happen. Unless you stand still and turn on the spot to grind wild encounters at the start of every floor to widen the camera immensely, you will be seen by NPCs beyond the reach of your view eventually.
The only point I will maintain is that, where possible, double battles should be avoided at all costs. There is literally nothing to be gained in having opponents gang up on you and removing the massive advantage you get being 3v1; you don't get a 2x visibility increase after the battle to account for the second trainer. Fairly often, the exit tile will be in a position in which it is only reachable by passing between two trainers; if this is the case, you should either wait for one to look the other way or circle around and approach one of them from a different side. I played well during this run; from memory, I only fought four double battles during the whole run, of which two happened on the same floor one right after the other simply because there was no alternative; I was stuck in between two unmoving NPCs in their line of sight.
So I decided I wanted to vary up my Pokemon pool and design the optimal team for each set of floors. Some Pokemon would, naturally, be brought for multiple rounds, but my thinking was based on the utility of each one. The Battle Pyramid is unique in that all opponents only have one Pokemon each, and this presents a massive advantage to the player. Since you are allowed to bring three, my thinking was that
- Pokemon 1 should be the "wild Pokemon" slot, capable of OHKOing as many of the wild spawns as possible
- Pokemon 2 should be the "trainer battles" slot, which you switch to the front if you see a trainer nearby. It should be versatile and powerful enough to be a good choice against most trainers
- Pokemon 3 should be the "utility" Pokemon: it either excels in healing, finding items, or some other support role
And the wild Pokemon are weaker; why take on an EV trained Walrein when you could fight one with no EVs and a level disadvantage (and which doesn't know Sheer Cold)?
I've also gotten much more familiar with the pyramid floor layouts (in small part to some of the mechanics that have been shared in this thread) so find myself finding the exit tile much more quickly and efficiently than in the past.
Despite this, however, you can't avoid trainers entirely - you must accept that surprise trainer approaches will happen. Unless you stand still and turn on the spot to grind wild encounters at the start of every floor to widen the camera immensely, you will be seen by NPCs beyond the reach of your view eventually.
The only point I will maintain is that, where possible, double battles should be avoided at all costs. There is literally nothing to be gained in having opponents gang up on you and removing the massive advantage you get being 3v1; you don't get a 2x visibility increase after the battle to account for the second trainer. Fairly often, the exit tile will be in a position in which it is only reachable by passing between two trainers; if this is the case, you should either wait for one to look the other way or circle around and approach one of them from a different side. I played well during this run; from memory, I only fought four double battles during the whole run, of which two happened on the same floor one right after the other simply because there was no alternative; I was stuck in between two unmoving NPCs in their line of sight.
What follows is an accounting of the Pokemon I brought for each round, and a brief writeup.
Floors #1-7: Paralysis
Earthquake
Rock Slide
Fly
Flamethrower
252 Attack/Speed, 6 Special Attack (Naive)
Slash
Thunderbolt
Surf
Thief
156 Attack, 100 Special Attack, 252 Speed (Naive)
Earthquake
Ancientpower
Secret Power
Hidden Power (Flying)
252 HP/Atk, 6 SpDef (Adamant)
Round 1 is the easiest by far, so naturally it's where I choose to take the opportunity to farm as many items as I could for the later rounds. Because of the abundance of Electric-types here, Flygon was a natural choice: it destroys all the wild Pokemon with ease, and once I reach the seventh floor I can just grind out battles over and over for maximum item-grabbage. Flamethrower and Fly took care of Vileplume and Breloom once they start showing up (ideally I would have run Hidden Power Flying for Breloom, but it's specially frail enough that Flamethrower does the job).
In the early floors, Phanpy is a good switch-in to most Electrics; Linoone was placed in second in case of trainer battles. But Flygon really just does everything. The trainers here are so weak that Flygon can KO everything with ease, but so many of the Electrics can't touch Phanpy at all so I used it wherever I could to conserve Flygon's PP. It's actually the very same one I used in my Adventures: Emerald challenge: as I wrote there, all of its moves were specifically chosen because they do not make contact in order to avoid triggering abilities like Static and Effect Spore. Linoone was given Thief on the very slim chance I'd run into a trainer with a great item I wanted to take for myself. Never happened, but it's worth running just in case. I've had opponent Pokemon Trick my precious Choice Bands and Leftovers away in the past.
Floors #8-14: Poison
Earthquake
Rock Slide
Fly
Flamethrower
252 Attack/Speed, 6 Special Attack (Naive)
Slash
Thunderbolt
Surf
Thief
156 Attack, 100 Special Attack, 252 Speed (Naive)
Earthquake
Ancientpower
Secret Power
Hidden Power (Flying)
252 HP/Atk, 6 SpDef (Adamant)
The same team setup and general strategy applies here. As before, once I reached the final floor I'd run around and grind Pickup chances until I was out of PP and ready to leave. This floor was where I found the item no Pyramid run is complete without: the Choice Band. Sadly it was the only one I found which made some later rounds a little tricky. But it's great to have even one.
Floors #15-21: Burn
Earthquake
Rock Slide
Fly
Flamethrower
252 Attack/Speed, 6 Special Attack (Naive)
Brick Break
Megahorn
Earthquake
Rock Slide
252 Attack/Speed, 6 HP (Adamant)
Earthquake
Ancientpower
Secret Power
Hidden Power (Flying)
252 HP/Atk, 6 SpDef (Adamant)
This time around, it's Heracross in second place instead of Linoone. Hariyama or Machamp would have worked too, but Heracross's speed and access to Megahorn appeal more to me. The big trick is getting it inflicted with a burn. You can either do the risky thing of switching it into a wild Pokemon in hopes that they'll use Will-o-Wisp on you (dangerous against anything except Dusclops, which doesn't have a damaging Fire move) or pummel a load of wild Magcargo with Brick Break and hope that Flame Body triggers for one of them. This was the route I took. With a Choice Band equipped and Guts activated, Heracross tears through Brandon's Silver team so hard it's not even funny.
Floors #22-28: PP Reduction
Aerial Ace
Sludge Bomb
Shadow Ball
Thief
252 Attack/Speed, 6 HP (Jolly)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
We leave the Pickup squad behind for round 4 onwards. If you've played correctly, you'll have picked up a war chest of items by this point. Happily, this was the case for me: by this point, I had over 20 Hyper Potions and over 10 Revives. No Blissey to do my healing... yet.
Crobat was an unconventional choice but a surprisingly effective one. With the Choice Band I picked up equipped, its Shadow Ball was more than enough to deal with all the Ghosts that show up here; Sludge Bomb takes out Dunsparce and Ninetales, too. Even despite the held item and the Jolly nature, Thief was included solely for Shedinja; no point wasting Shadow Ball or Aerial Ace PP on it.
And finally Slaking appears - well, as I said, it's the perfect Pokemon for taking on trainers. Latios was included for some offensive insurance; I wasn't 100% convinced that Crobat would cope, but as it turns out I needn't have worried because it performed splendidly.
Floors #29-35: Levitate
Surf
Psychic
Ice Beam
Thunderbolt
252 Special Attack/Speed, 6 HP (Modest)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
This is always an annoyingly inconsistent round, but overall Starmie is best-placed to take down almost all of the wild Pokemon here. The only one it doesn't have a super-effective option against is Chimecho, but that's hardly worth worrying about. Latios was, again, a handy backup while Slaking was reserved for trainer fights.
Floors #36-42: Trapping
Aerial Ace
Sludge Bomb
Shadow Ball
Thief
252 Attack/Speed, 6 HP (Jolly)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Crobat comes back again as the useful lead to avoid the trappers in this round. It laughs at Diglett, Dugtrio, and Trapinch and slaughters Wynaut and Wobbuffet. But Slaking is definitely needed for the trainers in this round; this is where Crobat really starts to fall behind. Still, this round wasn't difficult. It's the first one where I decidedly chose to grind a few times upon arriving on each new floor to widen my visual range, but I happened to make it to the top very quickly in any case.
This was the first round I brought a Blissey along. I'd wanted to use an Aromatherapy Blissey for ages, but never did on previous runs - I decided here though that, instead of carrying Flamethrower as is my usual choice for her, Blissey should be much more support-oriented.
Ironically I may as well not have bothered given the sheer amount of Lum Berries I eventually ended up collecting, but it came in useful in certain fights and, crucially, often baits NPC Pokemon into wasting turns inflicting status on you over and over instead of doing something more threatening like boosting.
Floors #43-49: Ice
Flamethrower
Thunderpunch
Sky Uppercut
Earthquake
252 Attack, 80 Special Attack, 188 Speed (Naughty)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
When thinking about how to face down Ice-types, one Pokemon came to mind as an obvious counter: Blaziken. That said, I did have initial concerns: would Thunderpunch fail to KO Cloyster? Would Sky Uppercut fail to KO Walrein? Would Sneasel outspeed? All of those things are possible - however, in practice extremely unlikely when the wild Pokemon are several levels below your own, with random IVs and no EV investment. And so Blaziken performed excellently, the equipped Choice Band allowing it to cleave through all the increasingly bulky Ice spawns. It even did pretty well against the few trainers I failed to spot in time to switch Slaking to the front; ultimately, though, Slaking is the preferred option. On the fifth floor Blaziken missed a Sky Uppercut and predictably got frozen - not a problem, Blissey laughs in the face of every foe here and sees them off
Floors #50-56: Selfdestruct
Psychic
Thunderbolt
Fire Punch
Giga Drain
252 Special Attack/Speed, 6 HP (Modest)
Hidden Power (Steel)
Earthquake
Aerial Ace
Sludge Bomb
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Let's bring a Ghost-type to the Explosion round! Whyever not. Gengar is a good answer to just about everything you'll meet here barring Electrode, who can be slightly annoying. But never mind that - with the Shell Bell equipped, Giga Drain on wild Golem ensures you'll stay healthy. On the occasions where Gengar proved a little too weak, though, Metagross made a useful backup; the two pair well in case of any accidental double battles. Thankfully that never happened.
This is a fun round, actually. It's hilarious to see wild Pokemon blow up in front of Gengar; every so often I wouldn't even bother to attack and just spend a couple of turns healing my team before I got a cheap and easy win. Worst comes to worst, even Blissey can survive most of the Explosions here, though that's obviously not something you want to be happening with any regularity.
Floors #57-63: Psychic
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Flamethrower
Shadow Ball
Sludge Bomb
Faint Attack
12 Attack, 246 Special Attack, 252 Speed (Hasty)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
This time, our wild Pokemon fighter is... Blissey?! Well, yeah. Literally none of the wild Pokemon here can touch her. You poison them, heal yourself if Synchronise bounces it back at you, and then either heal or hasten their demise with Seismic Toss. It's a refreshing change of pace to go from OHKOing everything to making them faint at a leisurely pace.
Just in case it got too much, however, I figured Houndoom would be a fun alternative. It's great fun to use, and Shadow Ball becomes intensely powerful when boosted by Choice Band. Blissey's PP does tend to run down quicker than you might think, and while I had Ethers and Leppa Berries aplenty, why waste them if I didn't have to?
This did mean, however, exceptionally greater care when it came to trainers. A physical Pokemon used by a trainer is a threat, and switching can be costly. Houndoom found itself unceremoniously sacrificed once or twice to allow Slaking to get in safely and secure the KO - not exactly the most optimal play, but luckily most of the time I was able to spot any trainers nearby and switch Slaking to the front of the party before they sighted me. As the penultimate round before Brandon's Gold team, I'm always a bit cautious with this one, so it felt right to play it as safely as I could.
Floors #64-70: Rock
Surf
Psychic
Ice Beam
Thunderbolt
252 Special Attack/Speed, 6 HP (Modest)
Brick Break
Megahorn
Earthquake
Rock Slide
252 Attack/Speed, 6 HP (Adamant)
Ancientpower
Earthquake
Aerial Ace
Double-Edge
252 Attack/Speed, 6 HP (Adamant)
This is a weirdly easy round for the one where you take on Brandon again. Between them, Starmie and Heracross utterly destroy all the Rock-types here so it felt right to have them both.
Aerodactyl, of course, is reserved to take on the birds. Starmie also makes good backup against Articuno and Moltres. Any sufficiently powerful Rock-type would do for this; even Aggron, for all its many faults, can wipe out Brandon's Gold Team with a Choice-boosted Ancientpower. But Aerodactyl is simply more efficient, and it needed no support to get three clean KOs.
Floors #71-77: Fighting
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
Ancientpower
Earthquake
Aerial Ace
Double-Edge
252 Attack/Speed, 6 HP (Adamant)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
We're in the big leagues now! Well, not really. Predictably, Latios makes a great choice to obliterate wild Fighting-types; Aerodactyl also does, and both it and Slaking are ideally placed for taking on trainers. Had an unfortunate double battle here on the first floor; Latios and Aerodactyl make for an excellent combination and the Donphan/Electabuzz they faced had no chance.
Floors #78-84: Weather
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
I don't like this round. There's very little consistency between the wild Pokemon you encounter; Starmie can hit (nearly) all of them for super-effective damage, but by this point their levels are creeping high enough that OHKOs aren't always assured. For that reason, I decided Slaking was the safer bet, though I regretted this slightly when I started encountering Gyarados at higher levels.
This was the first round where I really struggled. After losing Slaking to a trainer with a pesky Horn Drill Rhydon, Latios served as my lead for a while; it did fine, but got worn down by trainer battles too quickly. I eventually opted to revive Slaking and fought my way out.
Floors #85-91: Bug
Ancientpower
Earthquake
Aerial Ace
Double-Edge
252 Attack/Speed, 6 HP (Adamant)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
After the last one, this round was almost a breather. That said, Aerodactyl was pretty quickly knocked out by that most annoying of opponents, Forretress; I opted not to bother reviving it and let Slaking do double-duty for the rest of the round.
Floors #92-98: Dark
Flamethrower
Thunderpunch
Sky Uppercut
Earthquake
252 Attack, 80 Special Attack, 188 Speed (Naughty)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Back to Blaziken for my lead once again.
This round was the round which nearly saw the end of my run. I lost Slaking to a trainer's Miltank which unpleasantly got a Focus Band activation and used Counter, then stumbled into a double battle against a Psychic and a Hex Maniac who sent out Alakazam and Xatu. Alakazam promptly OHKO'd Blaziken; Blissey got off a Toxic on Xatu, which set up Future Sight. Alakazam used Calm Mind then started using Psychic repeatedly, eventually getting a Special Defence drop; Xatu kept using Drill Peck.
The damage was too overwhelming for Softboiled to be safe so I used up multiple Hyper Potions as Blissey heroically tanked the damage.
Thankfully, Synchronise poison doesn't increase like Toxic poison does or I'd have been sunk. The other saving grace was that Xatu stopped attacking every other turns to set up Future Sight again, allowing me some extra room. But with the Special Defence drop, it was dicey, and I came within spitting distance of fainting multiple times. Eventually Xatu succumbed to poison and this allowed me an additional turn to revive Slaking, finally let Blissey die, then revive Blissey again so I could defeat Alakazam properly. Absolute nightmare of a battle, and then I stumbled into another double battle moments later! Thankfully, this one was far easier - Slaking took care of Mr Mime, while Blissey poisoned Dusclops and stalled it out until it fell.
Floors #99-105: Water
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Latios is the better choice for the wild Pokemon here - too often Slaking has to resort to Double-Edge, you just end up whittling your own HP down. Brandon is fought again here; Blissey laughs at all three birds.
Floors #106-112: Ghost
Flamethrower
Shadow Ball
Sludge Bomb
Faint Attack
12 Attack, 246 Special Attack, 252 Speed (Hasty)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
After the PP reduction round (which mostly features Ghosts) this one feels a bit redundant. But in any case, Houndoom is the best one for the job when it comes to slaughtering the undead. Or re-slaughtering them, I suppose. If it falls, Slaking can step in and capably take over.
This round was actually probably the easiest overall because, somehow, I managed to only fight one single trainer. If only they were all so quiet...
Floors #113-119: Steel
Flamethrower
Thunderpunch
Sky Uppercut
Earthquake
252 Attack, 80 Special Attack, 188 Speed (Naughty)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Blaziken again takes over against all the Steel-types. Metagross is still a scary foe regardless, but since it's only common on the later floors I trusted that we wouldn't see it until late. This worked out, and Blaziken comfortably took on all the other wild spawns multiple times before failing to KO Metagross and falling to its Earthquake. Not that it mattered. Slaking, again, stepped in and took over. But that was on floor seven so it didn't have much time to shine. There's hardly any point taking on Skarmory - luckily (or I guess unlikely) I'd used up the two Max Revives I collected earlier on so had a space free for a couple of Fluffy Tails, which were deployed against the two Skarmory that popped up in a vain attempt to spoil my day.
Floors #120-126: Flying
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
This might more accurately be called the Dragon round, since Kingdra and Dragonair crash the party and none of the species here are anything Lance would balk at using. For that reason, Latios is the clear choice for lead sweeper. It's quite possibly the only round where everything is OHKO'd by a super-effective move - nice and easy does it. However, Latios seems to run out of PP much more quickly than other mons, so it guzzled up a couple of Ethers before the round was over; not that it mattered, I had more than 10 at this point (and some Leppa Berries too).
Floors #127-133: Stones
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Like the weather round, this one's annoying. Arcanine, Jolteon, and Starmie all can be troublesome to face - Slaking just about does the job for everything here, but you know you'll be using some healing items before you're done.
Consequently, I found myself relying on Blissey a lot. If Starmie or Jolteon showed up, often I just switched straight to Blissey and let her handle things. Why needlessly get paralysed or frozen, after all?
Floors #134-140: Normal
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
And now for the final round. And... it's just the same as the last. Yep, Slaking, Latios, and Blissey are definitely the "top" Pokemon for here, in that they cover the biggest pool of foes together. While I could have brought, say, Metagross or Blaziken or Gengar along, it's hard to deny these three were the ones you wanted.
As before, Brandon is fought at the end of this round, and Blissey humbles his team. I even picked up two X Defends shortly before exiting the final floor to humiliate him even more. Moltres' Hyper Beam hardly left a mark.
My stock of items by the final Brandon battle had me feeling pretty confident.
For the majority of the run my ten item slots were Hyper Potion, Ether, Sacred Ash, Revive, Shell Bell, Leftovers, Leppa Berry, Lum Berry, Max Revive, and Choice Band. As I only had the one Choice Band, this meant I was often able to pick up an eleventh item during each round - usually a specific berry (Chesto, Pecha, Cheri etc), a Max Elixer, or a Full Restore - and then junk it by the end. I eventually used up the two Max Revives I found, leaving me an additional slot open. Nothing really warranted keeping though; I found a few Quick Claws but didn't feel them worth the slot.
Floors #1-7: Paralysis
Earthquake
Rock Slide
Fly
Flamethrower
252 Attack/Speed, 6 Special Attack (Naive)
Slash
Thunderbolt
Surf
Thief
156 Attack, 100 Special Attack, 252 Speed (Naive)
Earthquake
Ancientpower
Secret Power
Hidden Power (Flying)
252 HP/Atk, 6 SpDef (Adamant)
Round 1 is the easiest by far, so naturally it's where I choose to take the opportunity to farm as many items as I could for the later rounds. Because of the abundance of Electric-types here, Flygon was a natural choice: it destroys all the wild Pokemon with ease, and once I reach the seventh floor I can just grind out battles over and over for maximum item-grabbage. Flamethrower and Fly took care of Vileplume and Breloom once they start showing up (ideally I would have run Hidden Power Flying for Breloom, but it's specially frail enough that Flamethrower does the job).
In the early floors, Phanpy is a good switch-in to most Electrics; Linoone was placed in second in case of trainer battles. But Flygon really just does everything. The trainers here are so weak that Flygon can KO everything with ease, but so many of the Electrics can't touch Phanpy at all so I used it wherever I could to conserve Flygon's PP. It's actually the very same one I used in my Adventures: Emerald challenge: as I wrote there, all of its moves were specifically chosen because they do not make contact in order to avoid triggering abilities like Static and Effect Spore. Linoone was given Thief on the very slim chance I'd run into a trainer with a great item I wanted to take for myself. Never happened, but it's worth running just in case. I've had opponent Pokemon Trick my precious Choice Bands and Leftovers away in the past.
Floors #8-14: Poison
Earthquake
Rock Slide
Fly
Flamethrower
252 Attack/Speed, 6 Special Attack (Naive)
Slash
Thunderbolt
Surf
Thief
156 Attack, 100 Special Attack, 252 Speed (Naive)
Earthquake
Ancientpower
Secret Power
Hidden Power (Flying)
252 HP/Atk, 6 SpDef (Adamant)
The same team setup and general strategy applies here. As before, once I reached the final floor I'd run around and grind Pickup chances until I was out of PP and ready to leave. This floor was where I found the item no Pyramid run is complete without: the Choice Band. Sadly it was the only one I found which made some later rounds a little tricky. But it's great to have even one.
Floors #15-21: Burn
Earthquake
Rock Slide
Fly
Flamethrower
252 Attack/Speed, 6 Special Attack (Naive)
Brick Break
Megahorn
Earthquake
Rock Slide
252 Attack/Speed, 6 HP (Adamant)
Earthquake
Ancientpower
Secret Power
Hidden Power (Flying)
252 HP/Atk, 6 SpDef (Adamant)
This time around, it's Heracross in second place instead of Linoone. Hariyama or Machamp would have worked too, but Heracross's speed and access to Megahorn appeal more to me. The big trick is getting it inflicted with a burn. You can either do the risky thing of switching it into a wild Pokemon in hopes that they'll use Will-o-Wisp on you (dangerous against anything except Dusclops, which doesn't have a damaging Fire move) or pummel a load of wild Magcargo with Brick Break and hope that Flame Body triggers for one of them. This was the route I took. With a Choice Band equipped and Guts activated, Heracross tears through Brandon's Silver team so hard it's not even funny.
Floors #22-28: PP Reduction
Aerial Ace
Sludge Bomb
Shadow Ball
Thief
252 Attack/Speed, 6 HP (Jolly)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
We leave the Pickup squad behind for round 4 onwards. If you've played correctly, you'll have picked up a war chest of items by this point. Happily, this was the case for me: by this point, I had over 20 Hyper Potions and over 10 Revives. No Blissey to do my healing... yet.
Crobat was an unconventional choice but a surprisingly effective one. With the Choice Band I picked up equipped, its Shadow Ball was more than enough to deal with all the Ghosts that show up here; Sludge Bomb takes out Dunsparce and Ninetales, too. Even despite the held item and the Jolly nature, Thief was included solely for Shedinja; no point wasting Shadow Ball or Aerial Ace PP on it.
And finally Slaking appears - well, as I said, it's the perfect Pokemon for taking on trainers. Latios was included for some offensive insurance; I wasn't 100% convinced that Crobat would cope, but as it turns out I needn't have worried because it performed splendidly.
Floors #29-35: Levitate
Surf
Psychic
Ice Beam
Thunderbolt
252 Special Attack/Speed, 6 HP (Modest)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
This is always an annoyingly inconsistent round, but overall Starmie is best-placed to take down almost all of the wild Pokemon here. The only one it doesn't have a super-effective option against is Chimecho, but that's hardly worth worrying about. Latios was, again, a handy backup while Slaking was reserved for trainer fights.
Floors #36-42: Trapping
Aerial Ace
Sludge Bomb
Shadow Ball
Thief
252 Attack/Speed, 6 HP (Jolly)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Crobat comes back again as the useful lead to avoid the trappers in this round. It laughs at Diglett, Dugtrio, and Trapinch and slaughters Wynaut and Wobbuffet. But Slaking is definitely needed for the trainers in this round; this is where Crobat really starts to fall behind. Still, this round wasn't difficult. It's the first one where I decidedly chose to grind a few times upon arriving on each new floor to widen my visual range, but I happened to make it to the top very quickly in any case.
This was the first round I brought a Blissey along. I'd wanted to use an Aromatherapy Blissey for ages, but never did on previous runs - I decided here though that, instead of carrying Flamethrower as is my usual choice for her, Blissey should be much more support-oriented.
Ironically I may as well not have bothered given the sheer amount of Lum Berries I eventually ended up collecting, but it came in useful in certain fights and, crucially, often baits NPC Pokemon into wasting turns inflicting status on you over and over instead of doing something more threatening like boosting.
Floors #43-49: Ice
Flamethrower
Thunderpunch
Sky Uppercut
Earthquake
252 Attack, 80 Special Attack, 188 Speed (Naughty)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
When thinking about how to face down Ice-types, one Pokemon came to mind as an obvious counter: Blaziken. That said, I did have initial concerns: would Thunderpunch fail to KO Cloyster? Would Sky Uppercut fail to KO Walrein? Would Sneasel outspeed? All of those things are possible - however, in practice extremely unlikely when the wild Pokemon are several levels below your own, with random IVs and no EV investment. And so Blaziken performed excellently, the equipped Choice Band allowing it to cleave through all the increasingly bulky Ice spawns. It even did pretty well against the few trainers I failed to spot in time to switch Slaking to the front; ultimately, though, Slaking is the preferred option. On the fifth floor Blaziken missed a Sky Uppercut and predictably got frozen - not a problem, Blissey laughs in the face of every foe here and sees them off
Floors #50-56: Selfdestruct
Psychic
Thunderbolt
Fire Punch
Giga Drain
252 Special Attack/Speed, 6 HP (Modest)
Hidden Power (Steel)
Earthquake
Aerial Ace
Sludge Bomb
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Let's bring a Ghost-type to the Explosion round! Whyever not. Gengar is a good answer to just about everything you'll meet here barring Electrode, who can be slightly annoying. But never mind that - with the Shell Bell equipped, Giga Drain on wild Golem ensures you'll stay healthy. On the occasions where Gengar proved a little too weak, though, Metagross made a useful backup; the two pair well in case of any accidental double battles. Thankfully that never happened.
This is a fun round, actually. It's hilarious to see wild Pokemon blow up in front of Gengar; every so often I wouldn't even bother to attack and just spend a couple of turns healing my team before I got a cheap and easy win. Worst comes to worst, even Blissey can survive most of the Explosions here, though that's obviously not something you want to be happening with any regularity.
Floors #57-63: Psychic
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Flamethrower
Shadow Ball
Sludge Bomb
Faint Attack
12 Attack, 246 Special Attack, 252 Speed (Hasty)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
This time, our wild Pokemon fighter is... Blissey?! Well, yeah. Literally none of the wild Pokemon here can touch her. You poison them, heal yourself if Synchronise bounces it back at you, and then either heal or hasten their demise with Seismic Toss. It's a refreshing change of pace to go from OHKOing everything to making them faint at a leisurely pace.
Just in case it got too much, however, I figured Houndoom would be a fun alternative. It's great fun to use, and Shadow Ball becomes intensely powerful when boosted by Choice Band. Blissey's PP does tend to run down quicker than you might think, and while I had Ethers and Leppa Berries aplenty, why waste them if I didn't have to?
This did mean, however, exceptionally greater care when it came to trainers. A physical Pokemon used by a trainer is a threat, and switching can be costly. Houndoom found itself unceremoniously sacrificed once or twice to allow Slaking to get in safely and secure the KO - not exactly the most optimal play, but luckily most of the time I was able to spot any trainers nearby and switch Slaking to the front of the party before they sighted me. As the penultimate round before Brandon's Gold team, I'm always a bit cautious with this one, so it felt right to play it as safely as I could.
Floors #64-70: Rock
Surf
Psychic
Ice Beam
Thunderbolt
252 Special Attack/Speed, 6 HP (Modest)
Brick Break
Megahorn
Earthquake
Rock Slide
252 Attack/Speed, 6 HP (Adamant)
Ancientpower
Earthquake
Aerial Ace
Double-Edge
252 Attack/Speed, 6 HP (Adamant)
This is a weirdly easy round for the one where you take on Brandon again. Between them, Starmie and Heracross utterly destroy all the Rock-types here so it felt right to have them both.
Aerodactyl, of course, is reserved to take on the birds. Starmie also makes good backup against Articuno and Moltres. Any sufficiently powerful Rock-type would do for this; even Aggron, for all its many faults, can wipe out Brandon's Gold Team with a Choice-boosted Ancientpower. But Aerodactyl is simply more efficient, and it needed no support to get three clean KOs.
Floors #71-77: Fighting
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
Ancientpower
Earthquake
Aerial Ace
Double-Edge
252 Attack/Speed, 6 HP (Adamant)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
We're in the big leagues now! Well, not really. Predictably, Latios makes a great choice to obliterate wild Fighting-types; Aerodactyl also does, and both it and Slaking are ideally placed for taking on trainers. Had an unfortunate double battle here on the first floor; Latios and Aerodactyl make for an excellent combination and the Donphan/Electabuzz they faced had no chance.
Floors #78-84: Weather
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
I don't like this round. There's very little consistency between the wild Pokemon you encounter; Starmie can hit (nearly) all of them for super-effective damage, but by this point their levels are creeping high enough that OHKOs aren't always assured. For that reason, I decided Slaking was the safer bet, though I regretted this slightly when I started encountering Gyarados at higher levels.
This was the first round where I really struggled. After losing Slaking to a trainer with a pesky Horn Drill Rhydon, Latios served as my lead for a while; it did fine, but got worn down by trainer battles too quickly. I eventually opted to revive Slaking and fought my way out.
Floors #85-91: Bug
Ancientpower
Earthquake
Aerial Ace
Double-Edge
252 Attack/Speed, 6 HP (Adamant)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
After the last one, this round was almost a breather. That said, Aerodactyl was pretty quickly knocked out by that most annoying of opponents, Forretress; I opted not to bother reviving it and let Slaking do double-duty for the rest of the round.
Floors #92-98: Dark
Flamethrower
Thunderpunch
Sky Uppercut
Earthquake
252 Attack, 80 Special Attack, 188 Speed (Naughty)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Back to Blaziken for my lead once again.
This round was the round which nearly saw the end of my run. I lost Slaking to a trainer's Miltank which unpleasantly got a Focus Band activation and used Counter, then stumbled into a double battle against a Psychic and a Hex Maniac who sent out Alakazam and Xatu. Alakazam promptly OHKO'd Blaziken; Blissey got off a Toxic on Xatu, which set up Future Sight. Alakazam used Calm Mind then started using Psychic repeatedly, eventually getting a Special Defence drop; Xatu kept using Drill Peck.
The damage was too overwhelming for Softboiled to be safe so I used up multiple Hyper Potions as Blissey heroically tanked the damage.
Thankfully, Synchronise poison doesn't increase like Toxic poison does or I'd have been sunk. The other saving grace was that Xatu stopped attacking every other turns to set up Future Sight again, allowing me some extra room. But with the Special Defence drop, it was dicey, and I came within spitting distance of fainting multiple times. Eventually Xatu succumbed to poison and this allowed me an additional turn to revive Slaking, finally let Blissey die, then revive Blissey again so I could defeat Alakazam properly. Absolute nightmare of a battle, and then I stumbled into another double battle moments later! Thankfully, this one was far easier - Slaking took care of Mr Mime, while Blissey poisoned Dusclops and stalled it out until it fell.
Floors #99-105: Water
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Latios is the better choice for the wild Pokemon here - too often Slaking has to resort to Double-Edge, you just end up whittling your own HP down. Brandon is fought again here; Blissey laughs at all three birds.
Floors #106-112: Ghost
Flamethrower
Shadow Ball
Sludge Bomb
Faint Attack
12 Attack, 246 Special Attack, 252 Speed (Hasty)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
After the PP reduction round (which mostly features Ghosts) this one feels a bit redundant. But in any case, Houndoom is the best one for the job when it comes to slaughtering the undead. Or re-slaughtering them, I suppose. If it falls, Slaking can step in and capably take over.
This round was actually probably the easiest overall because, somehow, I managed to only fight one single trainer. If only they were all so quiet...
Floors #113-119: Steel
Flamethrower
Thunderpunch
Sky Uppercut
Earthquake
252 Attack, 80 Special Attack, 188 Speed (Naughty)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Blaziken again takes over against all the Steel-types. Metagross is still a scary foe regardless, but since it's only common on the later floors I trusted that we wouldn't see it until late. This worked out, and Blaziken comfortably took on all the other wild spawns multiple times before failing to KO Metagross and falling to its Earthquake. Not that it mattered. Slaking, again, stepped in and took over. But that was on floor seven so it didn't have much time to shine. There's hardly any point taking on Skarmory - luckily (or I guess unlikely) I'd used up the two Max Revives I collected earlier on so had a space free for a couple of Fluffy Tails, which were deployed against the two Skarmory that popped up in a vain attempt to spoil my day.
Floors #120-126: Flying
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
This might more accurately be called the Dragon round, since Kingdra and Dragonair crash the party and none of the species here are anything Lance would balk at using. For that reason, Latios is the clear choice for lead sweeper. It's quite possibly the only round where everything is OHKO'd by a super-effective move - nice and easy does it. However, Latios seems to run out of PP much more quickly than other mons, so it guzzled up a couple of Ethers before the round was over; not that it mattered, I had more than 10 at this point (and some Leppa Berries too).
Floors #127-133: Stones
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
Like the weather round, this one's annoying. Arcanine, Jolteon, and Starmie all can be troublesome to face - Slaking just about does the job for everything here, but you know you'll be using some healing items before you're done.
Consequently, I found myself relying on Blissey a lot. If Starmie or Jolteon showed up, often I just switched straight to Blissey and let her handle things. Why needlessly get paralysed or frozen, after all?
Floors #134-140: Normal
Double-Edge
Earthquake
Aerial Ace
Shadow Ball
252 Attack/Speed, 6 HP (Adamant)
Psychic
Thunderbolt
Ice Beam
Dragon Claw
252 Special Attack/Speed, 6 HP (Modest)
Softboiled
Aromatherapy
Toxic
Seismic Toss
252 HP/Defence, 6 Special Defence (Bold)
And now for the final round. And... it's just the same as the last. Yep, Slaking, Latios, and Blissey are definitely the "top" Pokemon for here, in that they cover the biggest pool of foes together. While I could have brought, say, Metagross or Blaziken or Gengar along, it's hard to deny these three were the ones you wanted.
As before, Brandon is fought at the end of this round, and Blissey humbles his team. I even picked up two X Defends shortly before exiting the final floor to humiliate him even more. Moltres' Hyper Beam hardly left a mark.
My stock of items by the final Brandon battle had me feeling pretty confident.
For the majority of the run my ten item slots were Hyper Potion, Ether, Sacred Ash, Revive, Shell Bell, Leftovers, Leppa Berry, Lum Berry, Max Revive, and Choice Band. As I only had the one Choice Band, this meant I was often able to pick up an eleventh item during each round - usually a specific berry (Chesto, Pecha, Cheri etc), a Max Elixer, or a Full Restore - and then junk it by the end. I eventually used up the two Max Revives I found, leaving me an additional slot open. Nothing really warranted keeping though; I found a few Quick Claws but didn't feel them worth the slot.
And that's it! A solid 140.
When I started this run I only wanted to get here; then I looked at the current record for level 50 Pyramid and thought, why not come for Suspicious Derivative's crown... and then in the time it took me to write this up Doctor_Rob came in with his meteoric Pyramid record. Congrats dude! There's something to aim for indeed. Not quite sure I'll push through to 560 but I'll keep chipping away and see how far I end up getting, I guess.
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