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Mystery Dungeon Overview
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When
you're in a dungeon, you will be walking alongside your allies in most
circumstances. Throughout the course of a dungeon, you will also
encounter other Pokémon. Each Pokémon has a "type". Types are like
elements; Grass is weak to Fire, and Fire is weak to Water, for example.
Some Pokémon have two types as well. When attacking with a move, your
move's own type is factored in the damage calculation: thus, Water Pulse
(Water-type) works well on a Charmander (Fire-type), but not another
Water-type like Piplup. You can look
here
to find info on how Pokémon types correlate with each other in
that
manner. Each Pokémon can have four moves, so it's best to choose wisely!
Pokémon can learn moves via TMs and by leveling-up (which occurs as you
gain EXP. from beating foes). It is usually best to keep two "STAB"
moves on-hand. ("STAB" refers to the "Same Type Attack Bonus"
earned from using a move that is the same type as the Pokémon.) It also
helps to provide "coverage" moves (those that allow you to hit other
types of Pokémon, like you could have Pikachu learn Brick Break to take
care of additional types of Pokémon). Sometimes, even status moves have
their own benefits worth using, so be sure to check them out.
Note that, during battles, you can get damaged yourself. While your goal is to attack your opponent and lower their HP, it is also theirs to lower your HP. If it hits zero for the party leader, and you have no Reviver Seeds, then you are automatically ejected from the dungeon and have to start over, and you can lose items/money in the process! Always be sure to know when to stay out of or away from combat, and be ready to
heal. Also be sure to balance how often you use moves; you have a
standard no-type attack controlled by the A Button. It's relatively
weak, but consumes no PP, so it's nice to chip away at foes' HP when you
think they're nearly KO'ed. Some dungeons can be long, after all, so
wasting PP is a bad idea.
NOTE: Co-operation!
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Partway
through the game, you'll earn the ability to execute a Alliance. When
you do a Alliance, you will be able to choose your partners' moves, and
your own of course, and then move in on a Pokémon to deal a lot of
damage. Damage is somewhat boosted, but most importantly ignores type
resistances.
When you KO a Pokémon, at long last, you will earn EXP. and also any
item that the Pokémon may have been holding. Unlike earlier games in the
series, you do NOT recruit new Pokémon when KO'ing them in battle.
Rather, Pokémon are recruited by means of the Connection Orb. I'll give a
quicker overview of this in a moment.
During a dungeon, you may also run into various items strewn about on
the floor. By walking onto them, you can collect them. These items can
be useful and have a wide variety of effects, so they're, too, worth
examination. It always helps to keep some Oran Berries (healing HP), Max
Elixers (healing PP, which allows the use of moves), and Reviver Seeds
(which auto-revive upon KO) when possible. Sometimes, these will be
found at a shop, in which case you'll have to pay money for the items.
(Trust me, stealing is never a good idea...)
In a Mystery Dungeon, you will be tasked with somehow moving to the
next floor. On each floor in a dungeon, there lies
a staircase. You are
to go to it to reach the next floor, ad infinitum, until the end.
Dungeons can have anywhere from 5 floors to over 90, so be sure to
prepare ahead of time. You are not tasked with making a beeline to the
staircase, however; in fact, that can be a bit of a disadvantage to you
since you'll possibly end up underleveled. Particularly in the early
portions of the game, it's better to explore floors in their entirety,
grabbing all the treasure and the like.
As time goes on, you will notice two primary things happening to you.
First, your HP will heal over time. As your Pokémon walk, they regain
HP every set amount of steps, with that amount being proportional to
their max HP. Secondly, the Belly stat (おなか) will deplete over time.
Hunger will decrease with every set amount of steps taken, and decreases
slightly faster when you use PP for a move. When it hits zero, you
begin to lose 3 HP with every step and cannot recover HP automatically.
Thus, it's always a good idea to bring several Apples or the like items
with you on your journey.
There are other features in dungeons worth note.
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- Monster Houses: Occasionally when entering a room in the
dungeon, a bunch of Pokémon can suddenly appear. Like, at least ten.
This is a particular reason to carry multi-target moves!
- Terrain: The terrain can change. All Pokémon can walk on
land, but there are other kinds of areas, too! If somehow forced onto an
area where you cannot walk, you warp elsewhere on the floor at random.
- Walls: Only Ghost Pokémon can go through these, usually.
- Water: Water Pokémon and Flying Pokémon cc
- Open Air: Only Flying Pokémon can go here.
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- Traps: There are a variety of traps in this game. When
you step on a tile, it may reveal a trap. Traps are usually bad for you
and can cause damage, induce ailments, remove items, transform items in
enemy Pokémon, summon enemy Pokémon, and more. Be careful!
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- Wonder Tiles: These can remove stat reductions, like if
someone uses Growl on you to lower your Attack. However, they also can
lower your stat boosts, so be sure to weigh the pros and cons.
Mega Evolution
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Throughout the course of your PSMD experience, you'll be able to find
Emeras. These are items able to be attache
d to your Looplets. There is one Emera in particular that can be attached, the Awakening (覚醒) Emera. When equipped, the Pokémon can Mega Evolve! Mega Evolution allows the
Pokémon to become significantly stronger, even able to break walls in
the dungeon. Its type and ability may also change. Only certain Pokémon
species can Mega Evolve, however. Here are the species, types, numbers,
and abilities of all the Mega Pokémon.
Pokémon Recruitment
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Just
as in the regular Pokémon games, it is disadvantageous to go through
the game using the same Pokémon over and over. In previous Mystery
Dungeon titles, you'd just knock the living crap out of the foe and hope
that it suddenly respects you enough to want to join the party. The
Connection Orb shows a web of all the Pokémon you have connected with in
some fashion, and the Pokémon connected to them, and so on;
when you
find one you've connected to, you might have a mission you need to
complete for the Pokémon in question. Recruited Pokémon can be used in
dungeons not a part of the main storyline.
Depending on the Pokémon in question, you will have to do some sort of task:
- Complete a mission - you can speak to them in the field for this
or use the map on the Connection Orb. Multiple missions can be taken on
at once.
- You can connect to it through other Pokémon.
- Ranking up in the Expedition Society makes more connections!
- If it has an "!" above it in the field, they might join outright!
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Status Ailments
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Some
moves have the special characteristic of inhibiting the target somehow.
These moves might make the user take periodic damage, worsen their
damage output... It all depends, really. Below is a list of the main
ailments you'll see in the game.
Weather
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In
this game, weather plays a prescence just as it does in competitive
Pokémon. There are a number of different weather types, each with
varying effects. Keep in mind that certain abilities play along with
weather effects; for example, you get a power boost when its Sunny and
you have Solar Power.
Clear
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- Description: The standard weather type with no special
characteristics. However, it is the only one in which you automatically
regain HP as you walk. It can be initiated some time after the use of a
weather move or ability (once it wears off, in other words), or by
Rayquaza's Air Lock.
Rainy
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- Description: Initiated by means of Drizzle or Rain Dance.
This weather powers up Water moves and lowers the power of Fire moves
by 50% each, and also makes it such that Thunder and Hurricane always
hits. It also lessens the power of Synthesis and Moonlight to 1/4
recovery, and makes Solar Beam charge for one more turn.
Sunny
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- Description: Initiated by means of Drought or Sunny Day.
This weather powers up Fire moves and lowers that of Water moves, each
by 50%. Thunder and Hurricane are reduced to 50% accuracy, but Synthesis
and Moonlight are increased to 2/3 recovery. Solar Beam also can be
used immediately, without charge.
Sandstorm
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- Description: Initiated through Sand Stream or Sandstorm.
This weather boosts the Sp. Def. of Rock-type Pokémon by 50%.
Furthermore, Pokémon not of the Ground, Rock, or Steel types will take
periodic damage while walking. Synthesis and Moonlight are lowered to
1/4 recovery, and Solar Beam charges an extra turn.
Hail
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- Description: Initiated through Snow Warning or Hail. This
weather periodically damages all Pokémon not of the Ice type and
assures that Blizzard will hit. That's about it.
Snowy
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- Description: Think of it as being Clear weather without
the special HP restoration. Furthermore, Ice-type Pokémon get two moves.
It's triggered environmentally.
Intensely Sunny
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- Description: Initiated by Primal Groudon's ability in
Desolate Land, and it's not able to be overridden except by Primal
Kyogre's and Mega Rayquaza's respective abilities. This weather works
just like Sunny weather, but now Water moves will never do any damage.
Oppressively Rainy
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- Description: Initiated by Primal Kyogre's ability in
Primordial Sea, and it's not able to be overridden except by Primal
Groudon's and Mega Rayquaza's respective abilities. This weather works
just like Rainy weather, but now Fire moves never do any damage.
Strong Winds
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- Description: Initiated by Mega Rayquaza's Delta Stream
ability, it is not able to be overridden except through Desolate Land
and Primordial Sea. This ability makes it so that Pokémon of the Flying
type lose part of their weaknesses. For example, a Normal/Flying Pokémon
is now no longer weak to Ice, Rock, or Electric. However, if it was
doubly-weak to something, such as Talonflame (Fire/Flying) having a
double-weakness to Rock (4x damage), the damage is still halved (so now
it hurts for double damage). This only applies to Flying Pokémon,
however; Glaceon, an Ice-type, will still take double damage from Rock
moves.
Some Important Terms & Definitions
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Just in case you're confused about something.
- Ability: Every Pokémon has 1 to 3 Abilities it may have.
An Ability is a trait that a Pokémon has that gives it some kind of
advantage or disadvantage in battle: some allow for extra damage, some
reduce damage, some allow avoidance of attacks...
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- Accuracy: The preset hit rate each move has for itself
that determines how likely it is to hit. In general, this can be seen as
a percentage: for example, Stone Edge has 80 Accuracy so it could be
seen as having an 80% hit rate. A move with a 100% hit rate is generally
always going to hit. However, this is only when you assume that your
accuracy has not been changed by certain moves or your foe's evasion.
Certain moves - usually status moves, but a niche few others - will
ignore accuracy and evasion entirely, and always hit.
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- Attack (Atk.): Attack is one of the stats a
Pokémon can have. Attack will affect the damage dealt by certain moves:
that is, physical moves. Physical moves are those that are designated as
such by the game: you can use the Move Details
section to check whether a move is Physical, Special, or Status in
Class. Physical moves will use the user's Attack and the target's
Defense in most cases to calculate damage.
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- Belly: Belly is a stat that decreases over time. It
starts at 100 and depletes with every few steps you take, and faster
when certain actions are taken. When it hits zero, you will lose 1 HP
for every step you take as you will be in a state known as "Hunger".
Eats Apples - or something! - to refill your Belly!
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- Class: Class is an attribute given to moves: it
determines the move's own nature and what stats its damage is based on.
There are three classes: Physical, Special, and Status. Physical moves
usually are based on the user's Attack and the target's Defense; Special
moves are usually based on the user's Sp. Atk. and the target's Sp.
Def.; and Status moves use neither, but instead affect various other
things.
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- Contact: Contact is a characteristic of moves that will
determine whether the user actually touches the target. This usually has
no use. However, there are certain applications of it, such as contact
attackers possibly being paralyzed by Pikachu's Static ability.
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- Critical Hit (a.k.a. Critical or just Crit): An
attack that does 50% more damage than normal. When an attack is
critical, it will be openly declared as such by the game. Most moves
have an initial critical-hit rate of 1/16 (6.25%), but this can be
raised through various means. Also take note that critical hits will
ignore the boosts in Defenses of the target and the decrements of the
user's Attack (barring items/abilities/Burn), and will also bypass Light
Screen and Reflect.
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- Defense (Def.): Defense is one of the stats a
Pokémon can have. Defense will affect the damage dealt by certain moves:
that is, physical moves. Physical moves are those that are designated
as such by the game: you can use the Move Details
section to check whether a move is Physical, Special, or Status in
Class. Physical moves will use the user's Attack and the target's
Defense in most cases to calculate damage.
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- Evolution: When a Pokémon meets certain conditions -
usually reaching a certain level, though the methods vary - the Pokémon
will evolve. This is usually accompanied by stat boosts, a better set of
moves to learn, and so on. The exact conditions for evolution for every
Pokémon can be seen in the Evolutions Methods section.
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- Experience Points (EXP.): When a Pokémon defeats
another in battle, it will earn EXP. By earning enough EXP., the Pokémon
will level up and become stronger.
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- Forme (sometimes incorrectly as "Form"): Some
Pokémon have two or more different Formes. The actual purpose of having
different Formes can vary. For example, with Pikachu and Venusaur, it is
merely a visual thing. However, with Rotom, Giratina, Aegislash,
Arceus, and Mega Pokémon in general, the choice of one Forme over
another can have drastic consequences on the flow of battle. Formes can
cause changes in stats or abilities or even type, so be sure to
experiment!
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- Gender: Whether a Pokémon is male or female. If it is
male, it will have a blue circle with an up-right-pointing arrow in its
status screen. If female, it will have a pink circle and a down-pointing
cross in its status screen. Pokémon without a gender (or an identified
one) will have neither. This usually isn't important, except for
breeding and certain Pokémon evolutions.
- Hit Points (HP): This refers to a Pokémon's
health. HP can go down via a number of means, primarily attacks though
certain weather conditions and ailments and even the Pokémon's own moves
can also cause loss of HP. As HP is above 50%, the HP bar is green;
from 50% to 25%, it is yellow; and from 25% down it is red. These colors
indicate the danger the Pokémon's health is in: when it hits 0 HP, the
Pokémon is fainted and cannot act, except for the use of HMs in the
field. Be sure to keep Pokémon healed with Potions and the like!
- Hold Item: An item that is intended to be held by a Pokémon to derive its benefits. See the Item Listings section for more.
- Item: An item in the Pokémon series has one of two uses,
generally: to be used for an immediate effect, or to be held by a
Pokémon for an in-battle use of some sort. See the Item Listings section for more.
- Legendary Pokémon: A Pokémon whose in-game plot creates
some kind of god-like aura about it. For example, Arceus is known as the
Pokémon God because he created the universe, therefore he is a
legendary Pokémon; Mew is known as the ancestor of most modern Pokémon
and can learn any move desired, and therefore is a legendary Pokémon;
Groudon is known as the one who rose the continents, and therefore is a
legendary Pokémon. A Legendary Pokémon has a storyline behind it that
often is the focus of a single game or of a special Nintendo Event, or
sometimes even the subject of one of the Pokémon anime's movies. Many
times, these Pokémon are strong -- however, do not confuse the label of Legendary Pokémon with strength!
Mew, Celebi, and Jirachi, for example, are considered legendary, but
they are not particularly strong: it's the plot behind them driving that
"legendary" label.
- Level (originally "L", now "Lv."): The general
level of a Pokémon's strength. It rises as EXP. is earned, and can range
from 1 to 100, where 100 is the strongest that the Pokémon can get.
- Mega Evolution: Mega Evolution of Pokémon is a
characteristic that came about with the release of Pokémon X/Y in 2013.
The main intent of Mega Evolution is to take advantage of a Forme of a
Pokémon that is stronger in some way and may also have a new Ability and
type. Most Pokémon will gain stat boosts when Mega Evolving.
- Move: An attack a Pokémon can use. Most moves are used to
deal damage in some way, and others can be used to boost stats or
affect statuses, and many of both kinds have additional special affects.
See the Move Details for more regarding their usage in combat.
- Physical: A move Class that considers the user's Attack and the target's Defense to calculate damage.
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- Pokémon (a.k.a. Pocket Monster): Pokémon are the
creatures who live alongside us in the world of Pokémon: as partners, as
pets, as friends, as family... At least in the core series of games,
but in Pokémon Mystery Dungeon, they're in a world apart from our own.
Pokémon are the central creatures of all Pokémon games. There exist 721
Pokémon species with a vast variety of traits and characteristics for
you to discover, each as unique as the last.
- Power (a.k.a. "Base Power" or "BP"): This is the Power stat attributed to a move: the higher, the better for the user of the move.
- Power Points (PP): PP are like currency for the
use of a Pokémon's moves; think of them as the MP from other RPGs like
Final Fantasy. By using a move, you will use up 1 PP for that move, or 2
PP if your foe has the ability Pressure. When a move has 0 PP, it
cannot be used; if all of your moves hit 0 PP, then the Pokémon is
forced to use the move Struggle or their basic A Button attack, which is
relatively weak and damages the user heavily. PP-restoring items are
thankfully buyable and can be carried around!
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- Primal Reversion: For all intents and purposes, this is
the same as a Mega Evolution: it just has a special plot connection with
those that can use Primal Reversion (Kyogre and Groudon) because they
are ancient and all that jazz. They nonetheless still need to hold a
species-specific item (the Blue and Red Orbs, respectively).
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- Same-Type Attack Bonus (STAB): When a Pokémon uses
a move that is the same type as itself, the damage of the move is by
default increased to 50% higher than normal. For example, Pikachu (an
Electric Pokémon) using the move Thunderbolt (an Electric move) will
deal 50% extra damage. This is a very significant boost and especially
critical in the choice of moves a Pokémon will have. For example a
super-effective move might do 120 HP of damage, which will only KO weak
Pokémon HP-wise, but with STAB that move can be boosted to 180 HP of
damage, which KO's the average Pokémon in competitive play!
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- Special: A move Class that considers the user's Sp. Atk.
and the target's Sp. Def. to calculate damage in most cases. The
exceptions to this rule include various fixed-damage moves, Psyshock,
and Psystrike, which will use the target's Defense.
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- Special Attack (Sp. Atk.): Special Attack is one
of the stats a Pokémon can have. Special Attack will affect the damage
dealt by certain moves: that is, special moves. Special moves are those
that are designated as such by the game: you can use the Move List -
Battle Details section to check whether a move is Physical, Special, or
Status in Class. Special moves will use the user's Sp. Atk. and the
target's Sp. Def. in most cases to calculate damage.
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- Special Defense (Sp. Def.): Special Defense is one
of the stats a Pokémon can have. Special Defense will affect the damage
dealt by certain moves: that is, special moves. Special moves are those
that are designated as such by the game: you can use the Move List
section to check whether a move is Physical, Special, or Status in
Class. Special moves will use the user's Sp. Atk. and the target's Sp.
Def. in most cases to calculate damage.
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- Status (1): A move Class that does not deal direct damage. It instead says that the move will do something else, based on the move itself.
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- Status (2): Refers to a status condition that often inhibits the afflicted Pokémon; also known as an ailment. You should see the Status Ailments list for full details.
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- Technical Machine (TM): An item you can use to
teach a Pokémon the move contained on the TM, if the Pokémon can learn
it. There are 100 in all, so collect 'em all!
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- Type: Every move in the game will have a type attached to
it, and every Pokémon will have one or two types given to it
simultaneously. Types are like elements in Pokémon: they determine what
is super-effective or resistant to what. For example, you can see Fire
moves doing lots of damage to Grass Pokémon, right? And also see how the
same Fire-type move would likely deal less damage to a Water Pokémon?
While not all type-effectiveness relationships are so simple, they are
nonetheless important to learn! There are eighteen types in all: Normal,
Fire, Water, Grass, Electric, Ground, Bug, Dark, Psychic, Ghost,
Flying, Rock, Ice, Dragon, Fighting, Poison, Steel, and Fairy.
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- Weather: Weather is a meteorological event that can occur
on the battlefield, and has a number of beneficial effects to the point
that certain teams as a whole will try to use this to their advantage.
For full details on the effects of all weather and weather-like
conditions, see the Weather section.
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Expedition Team Ranks
Starting
in Chapter 6, you will become a member of the Expedition Society,
similar to the Rescue Team organizations governing previous games. Once
in Lively Town, you will become a full member of the Society and
can go on missions by means of the Connection Orb. As you continue to do more and harder missions, you will gain points. More points and you Rank Up. You Rank Up, you get stuff. You get stuff, you get happy. Thus, you do missions, you get happy. =P
Whenever you get enough points to get a Rank Up, you can examine the
orb on the second floor of the Expedition Society headquarters in Lively
Town -- it's not automatic anymore, so be sure to upgrade when offered!
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Rank | Points to Next Rank | Total Points Overall | Pokémon Given | Additional Rewards |
Rookie Rank | 200 | 0 | Bisharp, Drilbur, Fearow, Gabite | Allows six Team Presets |
Normal Rank | 640 | 840 | Binacle, Helioptile, Machamp, Goodra, Druddigon | Can hold 40 items. New dungeon unlocked (has Cobalion). |
Silver Rank | 1,500 | 2,340 | Combee, Combee Female, Beedrill, Vespiquen, Lickitung | New dungeon unlocked (has Mesprit and Regigigas). |
Gold Rank | 3,000 | 5,340 | Tympole, Seismitoad, Poliwag, Trubbish, Poliwrath | Can hold 48 items. Allows 7 Team Presets. Dungeons unlocked for Mewtwo and Genesect and two more beyond that. |
Platinum Rank | 3,900 | 9,240 | Hippowdon, Heracross, Baltoy | Dungeons for Entei, Manaphy, and Articuno, and two more beyond that. |
Diamond Rank | 4,500 | 13,740 | Scyther, Crustle | Dungeons for Kyurem and Giratina, and two more beyond that. |
Ace Rank | 5,000 | 18,740 | Exeggutor, Ditto | Allows 8 Team Presets. Dungeons for Darkrai and Rayquaza, and two more beyond that. |
Ultra Rank | 6,000 | 24,740 | Golett, Solosis, Litwick | Two new dungeons. |
Hyper Rank | 7,000 | 31,740 | Wailord | Allowed 9 Team Presets. Unlocked dungeons for Reshiram and Zekrom, and two more beyond that. |
Master Rank | 8,000 | 39,740 | Carracosta, Xatu, Celebi | Unlocked dungeons for Kyogre and Groudon, and two more besides. |
Grandmaster Rank | 10,000 | 49,740 | Nuzleaf, Beheeyem | Allowed 10 Team Presets. Allowed dungeons for Zygarde and Yveltal, and two more besides.
|
General Strategy Notes
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- Moves & STAB:
In Pokémon games, it is instinctive to give Pokémon moves that are all
the same type, which is the same type of the user as a result in some
cases. This is beneficial in some ways, since you now have a set of
powerful moves, but the problem lies in the fact that Pokémon can really
only fight the Pokémon weak/neutral to those moves. Take a Charizard
with Inferno, Fire Blast, Heat Wave, and Overheat. It can definitely
take out Ice, Steel, Bug, and Grass Pokémon with ease. ... What about
Onix (Rock/Ground)? Kabuto (Water/Rock)? Or even Pokémon with Flash Fire
(Houndoom) that are immune to Fire? While you cannot prepare for every
such eventuality, it is key to vary your moveset somewhat. Not to
the level of previous Pokémon games' competitive level (four offensive
moves of each type), but definitely not all STAB moves. In general, this
is the set you should work with whenever possible; of course, if you
can't get them all, just try to vary the types.
- One STAB move.
- One long-range move.
- One multi-target move, room-wide if possible. For example, Discharge for hitting the whole room. Great for Monster Houses.
- Some kind of coverage move. Maybe something for Alliances, or just type coverage.
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- Battle Strategy: When in battles, it is very instinctive
to use your moves against them. And, in some contexts, that's probably
appropriate. However, considering that some dungeons can be pretty
extensive and you don't want to stuff your Bag to the limit with Max
Elixirs, it will definitely be to your advantage to consider using the
basic A Button move. In rooms, if you're only encountering a single
Pokémon or two, it will be best to have your team focus on using their
regular attack. In a hall, if the ally behind you doesn't have a
long-range attack, then a move is worth using. If the enemy is
particularly tough, it's definitely worth using a Alliance, but do so
sparingly!
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- What Items To Bring?: When you go into a dungeon, there is a general stock of items you should always bring.
- Apples: Bring one for every 4-5 floors in the dungeon if you like to speed through floors, or every 3 if you're a completionist.
- Oran Berries: Usually bring 3 of these if you're not going up against a boss, maybe closer to 5-6 if you will.
- Reviver Seeds: Preferably the regular kind instead of the
small ones. They can be used to regain PP and Belly, after all. For most
plot dungeons, only 4 really will be needed. I usually bring 8 when
possible, though.
- Max Elixirs: Usually 2-4, one per party member. You should
really focus on using your regular A Button attack more than moves for
PP conservation.
- Alliance Strategy: See the next section!
Alliance Strategies
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A
typical instinctive action with Alliances is to simply spam attacks at
the foe; in some cases, that'll work, namely when you are hitting their
weaknesses. But there are other ways to make the attacks even more
efficient. Here are some effective combos worth consideration; if you
have any worth consideration, feel free to let me know!
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- Some Simple Combos:
- Dragon Rage/Sonic Boom Spam: Dealing fixed amounts of damage a lot. Kinda useful when you're at a low level.
- Helping Hand: Simply put, Helping Hand will let you definitely make advantage of the attacks since you'll boost their damage by 50%.
- Agility/Tailwind: Basically moves that boost the party's
Speed. Pretty self-explanatory. It's really deadly if you can spam it up
to four movements per turn. Prankster (and Gale Wings, in the case of
Tailwind) make it all the more deadly by doubling the effects.
- Round: Another basic combo, Round boosts in damage as multiple allies use it.
- Odor Sleuth -> ?: Basically let's you hit Pokémon with Normal/Fighting attacks. An obvious one.
- Miracle Eye -> ?: Basically let's you hit Pokémon with Psychic attacks. Again, pretty obvious.
- Soak -> ?: Transforms your foe into a Water-type. Better account for it!
- Trick-or-Treat -> ?: Adds Ghost-typing to your foe. Something that can open up new avenues of attack.
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- Status Combos:
- Leech Seed, Burn, Poison, Curse: Various combos of these, really. They're just really draining on HP, no need for a particular order.
- Stat Losses: Similarly, lowering the foe's stats can be an
efficient option if you cannot use a good move. Indeed, piling on the
stat losses can make it easier to deal damage or otherwise just lessen
your own damage intake.
- Ailments: At the end of an attack (or in the beginning if
needed, if it's a lasting ailment), you can bring in an ailment.
Paralysis, for example, will halve their Speed, or Burn can lower their
Attack, or something like that. It's an alternative for Pokémon that
can't really do much else.
- Ailment -> Hex: Following ailments with Hex has the obvious implication of boosting Hex's damage!
- Poison -> Venom Drench: You Poison the target somehow, and then use Venom Drench to deal greater damage on them.
- Poison -> Venoshock: You Poison the target somehow, and then use Venoshock for boosted damage.
- Sleep -> Dream Eater: Self-explanatory combo. Makes you
put the target to Sleep by some means (i.e. Spore) so you can hit them
with a nasty Psychic attack that you can also use to regain HP.
- Flinch Spam: Got attacks like Rock Slide or Air Slash that can flinch? Spam them! Take Air Slash, for example. If it hits once, 70% for the opponent to move. Twice? 49%. Three times? 34.3%. (This can be used for other chance-based ailments, too, like the freeze rate from Ice
Beam.)
- Stat Loss Move -> Haze: Several moves, like Close Combat,
Superpower, or V-Create, will make you lose parts of your stats when you
use them, making them pretty bad for general use, ESPECIALLY in a boss
battle. If you use Haze after it, though, you can get rid of that stat
loss after the move is used. (The Haze user must be after the
stat-loss-recoil move user.)
- Encore & Torment: Prevents the target from using the same
move twice, but also forces them to continually use the same move,
which definitely results in a screw-up, move-wise. =P
- Boost Stats -> Topsy-Turvy: Basically, you abuse the
opponent's ability in one attack to raise their stats somehow, then you
use Topsy-Turvy to change those to stat losses.
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- Ability-Based Combos:
- Beat Up + Justified -> Punishment/Foul Play -> Clear Smog/Etc.:
This combo is a bit complex and only works sometimes. When you use Beat
Up on a Justified Pokémon, its Attacks are strongly boosted since you
just hit it 1-3 times with a Dark attack. You can then get that to work
well by using Punishment on them, since it'll be boosted in accordance
with the number of stat boosts on your opponent, or Foul Play, since its
damage is based on the target's Attack stat (plus boosts). Then you can
use Clear Smog or like moves to remove the Attack boost before it can
become a significant threat.
- Beat Up + Justified -> Heart Swap: Pretty basic combo. You
boost the target's Attack stat and then use Heart Swap to get the
boosts. Heart Swap has other uses, too, like swapping your
recoil-lowered stats or stuff like that. Psych Up can also be used to
just copy the stats, but that's dangerous since most Justified wielders
are good at physical attacks.
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- Weather Combos:
- Weather -> Weather Ball: Simple. Change the weather to change the type of Weather Ball and boost its power.
- Sunny Day -> Moonlight/Morning Sun/Synthesis: Great for a boosted healing!
- Sunny Day -> Solar Beam: No need to charge for that Solar Beam!
- Sunny Day -> Fire Move: Boosted damage.
- Rain Dance -> Thunder/Hurricane: Boost that accuracy!
- Rain Dance -> Water Move: Boosted damage.
- Hail -> Blizzard: Same as the Rain Dance combo, but for Blizzard.
- Sand Stream -> Sand Force + Ground/Rock/Steel Move: Boosted damage.
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- Field Effect Combos:
- Ion Deluge: Need to make a Normal attack Electric? Here's
your move! This can let Pokémon get STAB from other moves and make it
easier to deal super-effective damage, not to mention you'll be choosing
the attacks used anyhow.
- Electric Terrain -> Rest: Since Electric Terrain will disable the ability to fall asleep, you can then get free heals off of Rest.
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- Miscellaneous Combos:
- Belly Drum -> Heal Pulse: Nice to regain some HP after the cost taken for Belly Drum, no?
- Recoil Move -> Heal Pulse/Haze/Clear Smog...: After a
recoil move, you can use Heal Pulse if the damage was in terms of HP or
Haze and the like if it was in terms of stat decrements.
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Other Topics of Note
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- Travelling Pokémon:
As noted earlier, you might find Pokémon wandering in the dungeons.
You'll receive a notification when a floor you're in has such a specific
Pokémon. When you find it, you can have three outcomes. Speaking with
it can yield some sort of healing and a Connection. If you rescue it,
you'll need to give it an Apple before the Connection can be made. If it
wants to battle, you'll have to attack it; once it is damaged, it'll
run for the stairs, so you have to beat it before it gets there to make a
Connection.
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- Team Bonuses: When you return from the dungeon and the
Expedition Society begins a new day, you can be informed of some kind of
bonus, in the vein of the V-Wheel from Gates to Infinity. In this case,
you might see triple EXP. or boosted Attack power. There may be others
as well. However, this only applies for when you bring three specific
Pokémon into the dungeon, encouraging balance among the party.
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- Team Limitations: For the most part, dungeons in this
game limit you to THREE Pokémon per party, instead of the usual four in
previous titles. Furthermore, sometimes Pokémon cannot join you all of
the time. Say you have your starter and partner Pokémon each at Level
15. If the third Pokémon is at Level 16 or higher, you can only take
them into dungeons every other time. In other words, you cannot
consistently take stronger Pokémon into dungeons.
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- Team Sets: Now you can save presets for your Pokémon!
This allows you to quickly save your go-to Pokémon and reload your
favorite parties just before you go into a dungeon. There is a limit of
five, initially.
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Type Weaknesses & Resistances
Walkthrough
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Big Notes on the Walkthrough...
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If
you've ever played a rogue-like game before (Dark Cloud, any "Mystery
Dungeon", etc.), then you'll know what's coming, but for those who
don't...
For the most part in this game, the floors are randomized. In other
words, I cannot offer a step-by-step walkthr
ough for the dungeons,
because the floors are randomized and there's literally no way for me to
walk you through them. That's something you'll have to do on your own. I
will, however, offer suggestions, as the Pokémon species found within
these dungeons are set. Namely, I will list every Pokémon and its type
(you can use the type chart in the basics sections for reference on what
they're actually weak to), and also give the general trends for the
dungeon (like it's mostly "X type" and thus you should bring "XYZ
Pokémon"). Similar logic goes for the boss Pokémon. That's the extent of
the dungeon walkthroughs. I am able to offer more information regarding
the actual progression of the plot, like where you need to go and when
... it's just the dungeon walkthroughs I cannot hand-hold you through.
On a similar note, regarding Connection Orb quests. Basically after
the first few in Chapter 6, they go on to the point where, basically,
it's "if you fail one that I succeeded on, you will be off-track". In
other words, the game's plot begins to progress independently of the
actual quests, but there will be days where you basically have nothing
to do but those quests or random dungeon treks, which we'll call "filler
days" for whenever they pop up. I'll cover, in terms of the
nonrequisite ones, up to the one involving Axew, and beyond that you're
pretty much on your own. This is not to say I won't have details on the
dungeons (and important parts of the quests) when possible. In fact, the
dungeons get their overview in Various Side Dungeons.
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And a final note on the recommended level bits. You have no need to
necessarily follow them. They are moreso a guideline for those who have
never played Pokémon Mystery Dungeon before, and are usually found by
essentially exploring every floor in every dungeon you visit to its
fullest. If you do that much, you should be fine in and of itself. You
could probably even go a bit underleveled, particularly if you've played
the older ones; I've seen people beat it at under Level 30. It's all
about skill, really, and the buffed stats just help that along.
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