The 'Shroom:Issue 229/Strategy Wing

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Director's Notes

Written by: Hooded Pitohui (talk)

Shroom 2021 Pitohui.png

Hello, all of you readers of The 'Shroom! A happy Tomodachi Life: Living the Dream to those who celebrate! Between Waluigi Time skedaddling away to an island of Miis and our very own Zange getting Rhythm Heaven Groove announced at an affordable $40, the staff is thriving. If you're looking to learn a little more about the Rhythm Heaven series, well, hey, you've come to the right place.

Our usual slate of sections awaits, so you'll also find tips and dissections of Super Mario, Mega Man, and Pokémon! If you'd like to add to that list, send in an application to join the team. You can whip up a potential first edition (or one-off, if you only have plans for a single month) teaching us something about your favorite games. Then, you can send it to MightyMario. Don't think you're limited in what games you can cover, either! You can discuss almost any game; the publisher or platform don't matter. We've had Romance of the Three Kingdoms, The Sims, Toy Story games, Mario Party, F-Zero, Spore, and many other games here in Strategy Wing before.

Anyhow, take a gander at our Section of the Month results, then I'll let you get on with your reading!

Section of the Month

Together now! Congratulations go to Zange (talk) for snagging first with their overview of the first few games in Rhythm Heaven for the DS. Those concise tips on making widgets and singing in time were a hit, I suppose. Thank you all for your votes, and please do keep them coming! Even a single vote tells our writers that you appreciate their efforts.

STRATEGY WING SECTION OF THE MONTH
Place Section Votes % Writer
1st Rhythm Review 5 33.33% Zange (talk)
2nd The Tattle Log 4 26.67% Hooded Pitohui (talk)
3rd An Overly Detailed and Funny Walkthrough of Mega Man 5 3 20.00% Sparks (talk)

Guides and analysis
A rematch on Rumbla in an isolation infestation! It's the Bros. vs... GLOHM GORUMBLA!
There are many treasures in this land, locked in the ice deep beneath the sand.
You're... You're certain this is the cat burglar they've been searching for?
The new game's not out yet, but Zange is getting in the groove anyway!
Pale coloration? Vestigial eyes? Makes sense for a sewer-dwelling creature.
Wily spent loads on saws this time, but we'll still find a way to BEAT him!

Brothership Boss Battle Guide

Written by: Sparks (talk)


Oh, you thought Zokket was the final boss of Mario & Luigi: Brothership? He's not! Welcome back to Brothership Boss Battle Guide, a section where you'll learn everything you need to know about those big bad bosses in the newest Mario & Luigi game! Unfortunately, the next boss is rather boring because it's another Glohm boss... it's Glohm Gorumbla.

After Reclusa hatched from his egg, he wasted no time in making Concordia a Glohm-filled world with weird flowers that trap people. Mario and Luigi must fill up the Bonding Can to break into Reclusa's fortress, the Soli-Tree. One of the bonds needed is from Willma's family, but Gorumbla contracted Glohm, causing him to go into another rampage. He must be stopped! Again!

Here are the stats of Glohm Gorumbla!

Glohm Gorumbla stats

Glohm Gorumbla
Image Level Location HP POW DEF SPD Type EXP Coins Item(s)
Glohm Gorumbla in Mario & Luigi: Brothership 41 Rumbla Island 7000 234 53 636 Glohm 16500 1600 1-Up Mushroom

Glohm Gorumbla's abilities

Glohm Gorumbla uses the same attacks from his previous fight. They do act differently from before, so I'll only list the differences here:

Glohm Gorumbla starts the fight protecting himself. He can cover his head or face. While protected, he has two attacks; he may gain a two-hit Glohm Barrier after performing an attack:

  • Jump Block in M&L Brothership Slide: Glohm Gorumbla slides at a faster speed than before.
  • Jump Block in M&L Brothership Shockwaves: Glohm Gorumbla's shockwaves are faster, and he sends out more of them.

After taking enough damage, Glohm Gorumbla will stand up, gaining increased DEF. He has two attacks while like this:

  • Jump Block in M&L Brothership Punches: Glohm Gorumbla's punches are faster than before.
  • Hammer Block in M&L Brothership Rock rain: The rocks that fall down are faster. After the attack ends, a rock will fall on the background statue, allowing for a Luigi Logic chance.
Put your hands together for a nice counterattack!

If Glohm Gorumbla is attacked while standing up, he will COUNTER with a brand-new attack!

  • Jump Block in M&L Brothership Clap: Glohm Gorumbla's new attack. he will run to Mario or Luigi and try to crush them by clapping, which must be jumped over. If dodged, the brother will land on the boss's head, damaging him. This attack can cause the Dizzy status effect.

This is to be expected, but this boss may inflict GLOHM. Watch out!

Artwork of Luigi from Mario & Luigi: Brothership Luigi Logic

The Luigi Logic is the exact same as it was in Gorumbla's first fight. Yeah. Just time your hammer swing well and you'll be fine. That's all! I don't have to explain it again.

Tips and tricks

Recommended gear

From here on out, the best purchasable gear is found on Conductor Island! It's the same stuff from the previous few bosses.

  • Boots: Great Conductor Boots (also increases SPEED by 8 points and STACHE by 5 points)
  • Hammer: Great Conductor Hammer (also increases DEF by 7 points and STACHE by 5 points)
  • Wear: Great Conductor Wear (also increases STACHE by 12)

Astonishing gear pieces are still good, but for the "gear that isn't found at shops" list, I'm only mentioning gear stronger than the Great Conductor stuff:

  • Forge Boots DX: Awarded for clearing the Jellyfish Pizza minigame on hard mode. It is 7 points stronger than Great Conductor Boots, and also has the passive ability of increasing damage dealt by 30% when the wearer's HP is low.
  • Accel Boots DX: Rarely dropped by Glohm Snaptors in the endgame. 3 points stronger than Great Conductor Boots (with a 4 point increase to SPEED) and increases SPEED by 30 whenever an enemy is defeated. Not very helpful here though...
  • En Garde Boots DX: Rarely dropped by Glohm Curlups in the endgame. Same stats as Accel Boots DX, but their ability allows you to deal 30% more damage to an undamaged enemy, making them useful in this fight. Start out with a strong attack!
  • Adaphnikki Boots and Adaphne Boots: They have the same POW as Great Conductor Boots, but both have unique properties. Adaphnikki Boots increases damage dealt with Jump-attack combos by 30%, while Adaphne Boots increases the strength of single Jump attacks by 30%. You can only get one of these Boots, and they're both from the Dueling Geniuses side quest. If you let both Adaphne and Technikki work together, you'll get the Adaphnikki Boots. If Adaphne worked on her own, then you'll receive Adaphne Boots instead.
  • Knockout Hammer DX: Rarely dropped by Glohm Drillbies. Is three points stronger than Great Conductor Hammer (with four points in DEF too) and increases POW by 20% whenever an enemy is defeated. That ability doesn't help here...
  • Gamble Hammer DX: Rarely dropped by Glohm Milltons. Is 7 points stronger than Great Conductor Hammer (with 5 points to STACHE). Whenever an enemy is defeated, a random stat increases. Once again, that ability doesn't help here.
  • Master Hammer: Earned by clearing the Max-Mix Vortex Expert Challenge. It's the strongest hammer in the game (15 points stronger than Great Conductor Hammer) and increases the damage and speed of hammer attacks by 20%. Normal attacks will be tougher to perform, but the strength makes it worth it!
  • Dodgy Jump Wear DX: Found inside a ? Block in the back door of Bowser's Castle on Wayaway Island. It's 3 points stronger than Great Conductor Wear and also reduces damage taken by 20% if you fail to dodge an attack.
  • Whittledown Wear DX: Earned by completing the Last Groove Dance. It's 12 points stronger than Great Conductor Wear and has the nice bonus of reducing additional damage if there are fewer enemies. Yeah!
  • Repel Wear DX: Found after clearing a puzzle on Morsel Islet. It's 12 points stronger than Great Conductor Wear. Its bonus of reducing additional damage if lots of enemies are present has no use here sadly...
  • Blocky Hammer Wear DX: Found inside a ? Block on Dropplet Islet, but you'll have to take down three Glohm Shower Fish to get it. It has the same strength as Great Conductor Wear (with a bonus of 4 points to SPEED), but it also decreases damage taken by 20% if you miss countering an attack.
  • Zokket Wear: Found inside a Hidden ? Block at Fortress Zokket. It is the same strength as Great Conductor Wear and also increases SPEED by 4. Furthermore, it reduces damage taken by 30% when the other brother is absent or KO'd, allowing for a less stressful revival when fighting as a duo.
  • Liberation Wear DX: Rarely dropped by Glohm Palookas in the endgame. It has four more points in DEF and POW than Great Conductor Wear, and it increases SPEED by 30% whenever you take damage.

Use whatever gloves and accessories you wish! Bring ones that fit your playstyle.

Plug Block in M&L Brothership Recommended Battle Plugs Plug Block in M&L Brothership

We now have Battle Plugs to help us defeat Gorumbla again!

  • Anti-Glohm Specialist icon from Mario & Luigi: Brothership. Anti-Glohm Specialist: He's a Glohm enemy, so of course this is a good choice! Only affects normal attacks and counters however.
  • Glohm Guard icon from Mario & Luigi: Brothership. Glohm Guard: Prevents the Glohm status entirely! No need to use up Ampberries with this around.
    • Auto Ampberry icon from Mario & Luigi: Brothership. Auto Ampberry: A great substitute if Glohm Guard isn't available.
  • Bros. Boost icon from Mario & Luigi: Brothership.Performance Bonus icon from Mario & Luigi: Brothership. Bros. Boost and Performance Bonus: Will absolutely destroy Glohm Gorumbla if the right Bros. Attacks are used. Get EXCELLENTS to get some BP back!

Yeah, not as many Battle Plugs as the previous bosses. This guy is easier than them.

Other things

Finally, a new Bros. Attack is learned! Luigi now has Max-Mix Vortex, which is incredibly powerful, even against bosses. If you can generate a large tornado that mixes fire and ice, you can deal a ton of damage to Glohm Gorumbla.

Use a Jump to remove the Glohm barriers of the boss. You could also use Bros. Attacks with many hits to destroy the barriers and deal high damage to Glohm Gorumbla in one move.

Some Bros. Attacks bypass the boss's attempts to protect himself. Bomb Derby is one of them.

Try to save your biggest attacks for when the boss is stunned from a successful Luigi Logic. You can use them anytime in the battle, but note that they'll be weakest if he's standing up.

Yeah, that was boring. Next month, I'll be looking at Glohm Pipegunk, the last of the three optional Glohm bosses. It will be better than this one... hopefully. Anyways, goodbye for now!

Four Steps for a 3D World

Written by: Hooded Pitohui (talk)

Hello all you readers of The 'Shroom, and welcome back to Four Steps for a 3D World! Here, we look at levels from a selection of 3D Super Mario titles through the lens of a design philosophy Koichi Hayashida discussed in an interview, either mapping out how they use it or contrasting them against it.

In brief, 3D Mario game levels in certain titles are designed around an introduction that lets a player learn a mechanic in a safe environment, further development that builds on what the player is learning and introduces more complicated aspects of a mechanic, a twist that adds some kind of significant wrinkle or challenge to force players to consider the mechanic from a new angle, and a conclusion which gives players one final satisfying chance to show they've mastered the mechanic. We look at 3D Mario levels and see if they conform to this model while trying to get some insight on how a good level is constructed.


At this point, we've covered a few missions from the older sandbox-style games like 64 and Sunshine. Perhaps you've wondered why we haven't gone the other direction. It's not as though covering Odyssey or Bowser's Fury would entail that much of a difference. In either case, I'd be imperfectly applying a design philosophy only discussed in the context of the 3D Land and 3D World games to other titles to see if we can find any traces of said philosophy. I've stuck to these older titles because their individual missions at least have the vague silhouette of the 3D Land/World pair's linear missions. There's a framework to those missions which makes it easier for them to contain lessons for the player. By contrast, many of Odyssey's Power Moons are... just sort of there. They're not without challenges for players to overcome, but those challenges tend to build from a larger bank of lessons players have learned throughout the game, rather than imparting any lessons themselves.

All of that said, I don't believe Odyssey is devoid of places we could apply our four steps. Its main story missions hold some promise, as do its sub-areas. Today, I'll cautiously dip a toe into Odyssey by looking at a sub-area in the Sand Kingdom that offers a more structured challenge in exchange for a Power Moon. Near Tostarena Ruins, loose sand flows into a large hole. Sending Mario down that hole, players can discover an icy cavern. If they want the Ice Cave Treasure, however, they need to learn to navigate crushing pillars and icy floors!

Ice Cave Treasure - Sand Kingdom
Step Notes
Introduction
229SW4Steps-1.jpg
The mission begins with a clear Introduction section. There are a few narrow icy platforms, arranged so that players will need to do a little jumping and walking over ice to reach the two crushing pillars that block their access to a spring-y flower. The narrowness of the platforms arguably makes this more dangerous than a typical Introduction, but given Odyssey has a light coin loss penalty for dying, the risk isn't as great as it appears. On top of that, the first few platforms are staggered in height, so if Mario slips too far forward, he'll catch himself on the edge of the next platform. Between that and some coins to entice players to distant ends of the platforms, players are given a safe chance to adapt to the ice physics. They're then presented with a simple pair of slow-moving crushing pillars, giving them a chance to learn how to time their movements on the ice.
Development
229SW4Steps-2.jpg
After slipping by the pillars and jumping on the flower, Mario is launched up to a higher set of platforms aligned with the tops of the crushing pillars. When the pillars are fully raised, their tops are out of reach (from the perspective of a novice player). Only when the pillars descend can players land atop them. You might be inclined to think that going from avoiding the bottom of pillars to aiming for the tops feels more appropriate to a Twist step, but the skills being used here are fundamentally the same as were used in the previous steps. The game asks players to time their movements to navigate moving pillars while dealing with ice physics. The only difference is the game introducing players to the idea that the pillars can be useful platforms instead of obstacles to avoid.
Twist
229SW4Steps-3.jpg
Using another flower spring to ascend, players arrive at the last stretch of the mission. An icy walkway with a few crushing pillars stretches before players. If they apply what they learned in the Introduction and slip past all the pillars, they're rewarded with... an exit Warp Pipe. To reach the Power Moon (glimpsed when players first fall into the sub-area), players need to apply what they learned in the Development section. In other words, they need to aim for the top of the pillars. The Twist? Players need to Wall Jump up the pillars, where they will discover an upper (stationary) set of pillars. Landing on the tops of the lower set of pillars will get players crushed by these upper pillars, so they need to continue their Wall Jumps until they reach the top of this upper set. Once they're at the top, they need only to hop across the pillars.
Conclusion
229SW4Steps-4.jpg
At the end of the line of pillars, players arrive at the Power Moon. They can quickly snatch it and leap off towards the exit pipe. A lot of the satisfaction here comes from that long fall down to the pipe and grabbing the moon itself, rather than any final chance to show mastery over the previous lessons.

We had to look through the game's nooks and crannies, but, look, we found a pretty solid example of the four steps at work in Super Mario Odyssey! The Conclusion step is on the weaker side, but we've seen comparable approaches plenty often in this section. It's not too out of the ordinary. On the flipside, this mission has an excellent Twist section. It asks players to draw from the basic skills honed in the Introduction, to consider the new aspect of the crushing pillars introduced in the Development step, and adds a completely new way to engage with the pillars (Wall Jumping). This mission outdoes some 3D World levels when it comes to its Twist step!

The doors are open now. As we continue, we'll look at any of the 3D Super Mario platformers to see where the use, eschew, or adapt our familiar four steps. Even in a truly wide-open sandbox game that often does away with traditional mission design, there's room to apply these four steps. We'll see what else Odyssey holds. For now, with four ? Blocks, three sets of pillars (crushing or stationary), two Hat Trampolines, and one brilliant green Power Moon, this has been Four Steps for a 3D World!

Pitohui's Pokémon Academy

Written by: Hooded Pitohui (talk)

A question to ponder, class. How is it that Pokémon adapt to urban centers? In the midst of cities as sprawling as Lumiose or Castelia, by what means do Pokémon not only survive, but thrive? Some, you are doubtlessly aware, survive by consuming the products of humanity. Take Trubbish feasting on garbage or Joltik clinging to outlets and raising homeowners' utility bills. Others treat buildings as an extension of their natural environment, as Chimecho does when it clings to eaves rather than tree branches.

Others yet... resort to thievery. Murkrow, Nickit, and Purrloin, among others, find food by tricking humans into surrendering it or by stealing it outright. We are predisposed to think ill of their tactics, but they must be viewed as neutrally as any other strategy for survival among wild creatures. We must view them dispassionately. Though... that can prove challenging when their larger evolved forms confront us...

For today's lecture, why don't we get better acquainted with Purrloin's evolved form, Liepard? I have it on good authority that Liepard have been spotted prowling about on fenceposts lately, so I thought it wise that we focus on its trickery!

StrategyWingPokémonSwordIcon.png The following information applies to Pokémon Sword and Pokémon Shield. StrategyWingPokémonShieldIcon.png

The standard glossary follows below, should you need to consult it. If you are familiar with our terminology, please do skip it!

Base Stats: Base stats are the values associated with a particular Pokémon species, and are the same across every individual Pokémon of a given species. You have no influence on them. You can think of them as traits tied to a species. A chimp isn't ever going to be able to get as good as digging as a mole will be, and, likewise, an Abra is never going to have the defensive prowess a Shuckle has.

Individual Values (IVs): Individual values, as their name implies, are associated with individual Pokémon. They range from 0 to 31 in each stat, with 31 being considered a "perfect" IV and higher numbers corresponding to different stats. Magikarp A and Magikarp B will have the same base stats, but they may very well have different IVs. To stick with the animal analogy, one mole may be born with larger claws than another mole, and that first mole is probably going to have an easier time digging through dirt than the latter. Individual values are set in stone, strictly speaking, but you can use Hyper Training (from Generation VII onwards) to functionally get a perfect IV in a stat.

Effort Values (EVs): Effort values are the one thing you can easily change. A Pokémon can earn, primarily through battling, but also through means like the use of certain items or mechanics like Super Training, up to a total of 510 effort values, with up to 252 in any given stat. To finish off the animal analogy, no matter what kind of claws a mole is born with, moles who have more experience digging are probably going to be better at digging than moles which have never dug.

Nature: A Pokémon's nature is, more or a less, a stat modifier with a name meant to make it sound like a Pokémon has some personality. Natures will raise one stat by ten percent and lower another stat by ten percent. Some natures raise and lower the same stat, canceling out the effect and leaving stats unchanged. Natures can be functionally changed with the use of special mint items from Generation VIII onwards.

STAB: STAB stands for Same-Type Attack Bonus, and refers to the boosted power of moves that match the type of the move's user. To illustrate this, consider the case of a Lombre, a dual-type Pokémon which is both a Water-type and a Grass-type. Any Water-type moves Lombre uses will have their power boosted by 1.5x, and any Grass-type moves Lombre uses will, likewise, have their power boosted by 1.5x. (There are circumstances where this does not apply, and, while the 1.5x multiplier is typical, some games use other multipliers.)

Bulbagarden Archives: Not a term to be defined, but the source of many of the images used in this section. I thank those who maintain it as a resource.

For more information on the terms defined here and how you can raise Pokémon, feel free to consult this guide. It is written with Pokémon Scarlet and Violet in mind, but its broad principles are applicable through many of the main series games beginning with Ruby and Sapphire.

Looking at Liepard's base stats, we see solid speed, middling offensive stats, and poor defensive stats. We can immediately mark down a full 252 EV investment in speed, and we can even tentatively say we'll want a speed-boosting nature. The question then becomes, with equivalent base attack and base special attack, which offensive stat gets a greater return on our remaining EV investment? As often is the case, the answer is "it depends". There is no singular right answer. Whether physical or special investment is better will depend on your intentions for Liepard, and we could never hope to discuss every possible consideration in this space.

That said, I propose looking at Liepard's stat-raising moves as a starting point. Liepard's offensive stats being as middling as they are, if it's going to get much use out of either of them, it will need a way to raise its stats during battle. On the physical side, Liepard has Hone Claws, which raises its physical attack and accuracy by one stage. That's... decent, but Liepard doesn't have that many low-accuracy moves to benefit from the joint increase. On the special side, Liepard gets Nasty Plot, which raises its special attack by two stages. Liepard can get up to strength quicker with Nasty Plot, and that's a major boon with its frail defenses.

For that reason, we'll invest the other 252 EVs into special attack. The remaining six can shore up Liepard's HP. Finally, since we won't be using physical attacks, we can lock in a Timid nature.

LiepardMainArtwork.png Name: Liepard Base HP: 64
Category: Cruel Base Attack: 88
Type: Dark Base Defense: 50
Abilities: Limber Base Special Attack: 88
Unburden Base Special Defense: 50
LiepardHomeIcon.png Prankster Base Speed: 106

Turning to abilities, we can all but rule out Unburden right away. It's not that Unburden is completely without use cases. If you have an item you plan for Liepard to lose, maybe it can factor into your strategy. Beware, though, because if you switch Liepard out, you will lose the speed boost. There's risk to it. If Liepard consumes its item and is forced to switch, then it's left without the benefit of extra speed or a held item.

Of our remaining choices, Prankster is the unequivocal winner. Limber is fine if you can't get a Prankster Liepard, as the paralysis immunity prevents opponents from hobbling its speed. If you can get Prankster, however, use it. Increased priority on status moves (save against other Dark-types) is greatly advantageous, especially should Liepard face otherwise faster opponents or opponents using priority moves of their own.

Level: 41 HP IV 31 HP EVs: 6 HP: 116
LiepardStatsSW229.jpg Attack IV 25 Attack EVs: 0 Attack: 78
Defense IV 31 Defense EVs: 0 Defense: 58
Special Attack IV 31 Special Attack EVs: 252 Special Attack: 115
Special Defense IV 31 Special Defense EVs: 0 Special Defense: 58
Nature: Timid Speed IV 31 Speed EVs: 252 Speed: 143

Let's lock in a STAB move. Liepard only has two special STAB moves available, those being Dark Pulse and Snarl. The latter lowers special attack, but has a meager 55 base power, so we'll choose the former. Fortunately for our purposes, Dark Pulse has decent power and reliable accuracy. It also comes with a 20% flinch chance. That's not high enough to build a reliable strategy around flinching, but it's a nice bonus if it triggers.

We'll also set Nasty Plot into place for the special attack boost we discussed previously.

Name Category Power Accuracy Description Base PP Learns
Dark Pulse Special move 80 100% The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. 15 TR58
Nasty Plot Status move -- -- The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat. 20 Lv. 40
Encore Status move -- 100% The user compels the target to keep using the move it encored for three turns. 5 TR30
Thunder Wave Status move -- 90% The user launches a weak jolt of electricity that paralyzes the target. 20 TM14

With that set, we can move into our core strategy - the use of Encore. With the boost from Prankster and/or Liepard's high speed, we'll use Encore to force opponents into repeatedly calling a status move. Ideally, this will be a stat-boosting move like Swords Dance. By locking them into a move that can't harm Liepard, you'll force them into the unenviable position of accepting that they will accomplish nothing for three turns or switching out. In either case, you get a free turn on which Liepard can use Nasty Plot. If they try to wait out the encore, use a Nasty Plot-boosted Dark Pulse to KO them before it ends so they can't make use of their stat boosts.

In the best case scenario, you can lock them into uselessly using a Psychic-type move against Liepard! If you have, say, a Poison-type on the field, you can lure an opponent into trying to use a Psychic-type move against it. Switching out occurs before moves are used, so you can switch the Poison-type out for Liepard and avoid damage. Then, with Prankster, Liepard can hit the opponent with Encore before they can use another move.

Now, if an opponent hit by encore goes to switch out and you're worried about a speedy Pokémon or a Pokémon that doesn't need to use status moves to KO Liepard, you can use Thunder Wave. The speed drop from Paralysis should help ensure Liepard can fire off its Dark Pulse first on the next turn. On top of that, the chance the opponent is unable to use a move at all is, again, a nice bonus.

That's four moves, so, voila! You have a Liepard well-suited to disrupting opponents and seizing the momentum of a battle with Encore. Fitting trickery for a Dark-type, wouldn't you say? It's not professional to judge these scheming Pokémon harshly for adapting to their environments like any other wild creature, but we can still acknowledge their shockingly effective distractions, deceptions, and disruptive techniques. I encourage you to maintain a respectful caution around any Liepard you should encounter in courtyards or back alleys. That's all for today. Before our next session, compare and contrast Liepard's trickery to that of its rival, Thievul. Until then, you're dismissed.

Rhythm Review

Written by: Zange (talk)

Hello and welcome back to Rhythm Review! My name is Zange, and I am THRILLED that we finally have a release date for Rhythm Heaven Groove!! July 2nd can’t get here soon enough! The boxart also has some characters from rhythm minigames that were in Rhythm Tengoku, perhaps they’re doing some kind of tribute for the series’ 20th anniversary in Groove? It’s hard to believe it, but it’s true: 2026 is the 20th anniversary of the Rhythm Heaven series, since the first game released on the GBA in 2006! That… just makes me feel old since I’m turning 25 later this year. Yikes. Anyways, last month we kicked off a new game in the Rhythm Heaven series by talking about Stage 1 of Rhythm Heaven for the Nintendo DS. It’s a new month, which means a new stage, so let’s keep it going with Stage 2!

As a reminder: In most Rhythm Heaven games (including this one!), a stage consists of four rhythm minigames, followed by one remix, in which all the other minigames in the stage are put together in a new way to new music. Let’s jump in!

Rhythm Rally

I don’t know about you but I could never pull this off in real life.

Starting things off, we have Rhythm Rally! I hope you like ping pong, because that’s what this rhythm minigame is all about! You’ll flick the stylus to hit the ball back to your partner to keep the rally going strong!

Gimmicks

There are three different speeds that the ping pong ball will travel at, which will determine what rhythm you need to follow to hit it. There’s normal speed (which happens for most of the rhythm minigame), there’s slow speed (indicated by the ball going higher than normal before bouncing on the table after your partner hits it), and fast speed (indicated by a cowbell right before your partner hits the ball to you). Pay attention to your sound cues because they really do matter here! Fortunately you will have an opportunity to practice this.

How to Get That Superb

Very simple criteria for getting a Superb here, all you need to do is have good timing when hitting the ball back to your partner at all three speeds.

Difficulty Rating

We’ll start things off by giving this a 1.5/5, I’ve gotten messed up on the timing more than enough times to warrant it because this rhythm minigame does not give you any breaks.

Shoot-’Em-Up

Wait a minute, this isn’t Space Invaders…

Up next, we have Shoot-’Em-Up! You play as a Blastronaut attacking aliens to stop them from attacking Earth! Aliens will pop up on the screen to a certain rhythm, and you have to repeat that rhythm by tapping the touchscreen to stop them. Save your one true love, Planet Earth!

Gimmicks

Oh how I love the “game gives you a rhythm and you have to repeat it back” genre of rhythm minigames… Nothing too crazy happening here outside of that.

How to get That Superb

The criteria for a Superb here is a bit on the tricky side for a rhythm minigame this early on but very doable with some practice: You need to have good timing on your hits, not miss during any of the segments where you shoot eight aliens one after the other, and not miss at all in the segment at the very end (it has just three aliens but the rhythm is a bit on the tricky side!)

Difficulty Rating

This one is pretty simple for the most part but some of those rhythms are pretty tricky if you’re not expecting them, so I feel pretty confident giving this a 1.4/5.

Blue Birds

Bird army?? Sure…

Moving on, we have Blue Birds! You play as one of the birds taking orders from your captain. You’ll be given one of two commands, and depending on which command you’re given, you’ll either tap or flick your stylus to follow the order. Stay in sync with the other two so you don’t anger the captain!

Gimmicks

There are two commands you’ll be given at various points. They are “tap your beak” and “stretch out your neck”. For the former, you’ll tap your stylus three times. For the latter, you’ll hold the stylus and flick it after one beat. There are some points where the commands will come in on off beats so keep those ears sharp!

How to Get That Superb

The Superb criteria here is fairly simple. First, you need to have good timing when following the commands throughout. Second, you need to have good timing on the last three “stretch out your neck”s, as they happen almost one after the other. Getting a Superb here should be fairly easy once you have the timing for everything down.

Difficulty Rating

I think we have our ‘easiest rhythm minigame of the set’ winner right here, as I’m giving this one a 1.2/5

Moai Doo-Wop

Why can’t *I* have a peaceful island life like these two??

The final regular rhythm minigame of the set is Moai Doo-Wop! You play as one of the Moai Kids (specifically the girl because she has a bow), living a blissful island life of song. The male moai will give you a rhythm, and you’ll repeat it back through a combination of holding, releasing, and tapping the stylus! Maybe musical harmony and love between moai is possible after all…

Gimmicks

There are two very distinct sounds that you will need to replicate here: There’s the doo-wop, done by holding and releasing the stylus for however long is necessary. There’s also the shout, done by quickly tapping your stylus. If you’re playing on original hardware and not an emulator it is very difficult for the touchscreen to distinguish the two at times, but we’ll get back to that…

How to Get That Superb

Normally it’s pretty easy to figure out the criteria for getting a Superb in these rhythm minigames, but here is a bit of a different story… The first two are just having good rhythm throughout and being able to consistently make shouts happen, the latter of which I still can’t really do but that’s a story for the next section. The final line of text upon getting a Superb, however, is “Good job on that tricky part!” even though there isn’t really a part that is noticeably more tricky than other parts… Well, if someone reading this knows what part the game is talking about, please tell me because I personally would love to know.

Difficulty Rating

Stage 2 is veeeery early to be making a strongly-worded case on why a rhythm minigame is getting the rating that it is, but here we are regardless! I dropped some hints to this earlier, but this rhythm minigame has the absolute touchiest controls of all time!! I cannot tell you how many times I was trying to shout only for the game to interpret it as a very short doo-wop and end up with bird poop on the moai I’m controlling. (which, yes, that is actually what the game does with an incorrect or mistimed input in this rhythm minigame!) I saw this comment while I was gathering gameplay videos to link in this section, but someone said they wished the doo-wops were flicks instead of just hold and release, but I can’t help but agree with this random internet user. The controls here could have been just slightly different and it would have made for a much less frustrating gameplay experience but that’s unfortunately not how that works, now is it? I’m 99% sure this was the last non-remix, non-sequel rhythm minigame I needed to get a Superb on for the LONGEST time, and I did eventually get there! But this one is still getting a 2/5 because those controls did NOT need to be like that, resulting in frustrated players this early on!!

Apparently if you’re playing this on an emulator, you can set up controls to be button-based and not the touchscreen-reliant control scheme that this game mainly uses so you can avoid this problem but I’m not doing that this time because my goal with these games is to try and play them as close to how they were designed to be played as possible. In Rhythm Heaven DS’s case, that means playing on original hardware (or a 3DS in my case) and using the touchscreen controls the way the gods (aka Tsunku and Nintendo) intended.

Remix 2

Oh and now everyone ELSE gets a peaceful tropical island life, I see how it is.

We’ve made it to the remix for this stage! We’ve got a fun tropical theme going on for this one, because everyone seems to have gotten tans in this remix. It’s a pretty short remix this time too, but that doesn’t mean you can slack off! Think of it like a short and sweet challenge.

Gimmicks

Since this is a remix, any of the gimmicks from the other rhythm minigames in this stage are fair game to show up here! Nothing too crazy happens outside of those though. (And thank goodness for that because Moai Doo-Wop is already its own challenge!!)

How to Get That Superb

Same soup, different day: This is a remix, and therefore, much harder to tell where the line between a Superb and an OK exists! However, if you can get a Superb on every other rhythm minigame in this set (or at least three out of four… dang moai), then you should have no problem getting a Superb here as well.

Difficulty Rating

The timing is a little funky in places but otherwise, this isn’t that much more difficult than the first remix so we’ll give this a 2.1/5.

Final Remarks

Moai Doo-Wop my beloathed… How dare the developers put this rhythm minigame in Stage 2 of all places with the controls being as touchy as they are. Very glad that we don’t see anymore of that one for a while at least!! Anyways tune back in next month for Stage 3 with rhythm minigames that don’t make me want to cry over the control scheme!!

The Tattle Log

Written by: Hooded Pitohui (talk)

A faded, crinkled journal page titled "Huhwhat" displays a screenshot of an exposed Huhwhat from Super Mario RPG. Beneath the title is a line reading "Kero Sewers", with an additional line reading "First Appeared: Super Mario RPG". Beneath this line, the text reads "Eww, did someone leave leftover dough in a chest? Huh, what? Oh, it's a Huhwhat. It's a creature that slumbers in a sturdy chest. Most special attacks won't scratch it, but maybe a jump from above can slam it shut."

An Overly Detailed and Funny Walkthrough of Mega Man 5

Written by: Sparks (talk)

Played by Sparks through the Mega Man Legacy Collection for the Nintendo Switch. Why not the Nintendo Switch 2? That's because I have to figure out how to transfer my data safely... nothing wrong with the first Nintendo Switch, right?

You've made it! Just in time for the finale of An Overly Detailed and Funny Walkthrough of Mega Man 5, where I'll infiltrate Dr. Wily's fortress and rescue Dr. Light! We've made it this far, so there's no backing down now. Remember that weapon energy does not refill in between stages! Conserve your energy as much as you can!

Ready for level 1? I am!

Dr. Wily stage 1


Nobody likes spike falls! They're not fun.

In this first stage, we start in a room with both an E Tank and an M Tank just begging to be grabbed! If you already have an M Tank, there won't be another one. The only way forward is to descend a ladder. Afterwards, Mega Man must fall down several screens while avoiding one-hit KO spikes. I'll give instructions on what to do:

  • First, fall down. You will see a small platform in the center of the next screen. Land on it.
  • Head to the left side and fall down some more. If you go right, you will be ambushed and destroyed by a row of nasty spikes. Be sure to move right a little while falling to avoid the left wall.
  • Go right some more in the next screen. The screen afterwards has a row of spikes on the left side, so be sure to land on the solid ground!

Now we're past that strange intro. Whew! Now we're in a short hallway with a few stairs. Some rolling, invincible saws and catapult enemies are also here, but they're not too bad. Just jump over the saws and shoot down the catapults as you approach them. Easy! A ladder at the end takes us upwards to the next room. We must reach another ladder in this small area, but two ceiling bugs and four ground cannons (three of which are located on the stairs) will try to hinder us. One of the bugs is located right above you. Destroy the first cannon and the bug when it awakens, and then go for the other enemies. A large health power-up rests on top of a high ledge, but I don't need it.

When we climb up some more, we enter an empty room with a small passage on the right. Said passage has a few more catapult enemies along with conveyor belts facing the left side. The ceiling is also covered in spikes, so we'll have to make sure our jumps are high enough to get on the conveyor belts but not so high as to touch the spikes and lose. If you're desperate, you can take damage from one of the enemies and use the invincibility frames to get up safely... a ladder at the end takes us upwards to the next room. When we climb up, we are ambushed by five flying enemies that stop and move at specific intervals. Try to group them together and take them all out with a fully-charged Mega Buster shot! The next ladder upwards is on top of a high ledge, so we'll need Rush Coil to reach it.

This next section is a tricky hallway with lots of platforming across conveyor belt platforms of various sizes, some of which have saws moving around them. The first few jumps have solid ground beneath you, so you can fall safely. However, this allows room for a cleanerbot enemy from Crystal Man's stage to shoot upwards to try to knock you down. Once you reach the serious part (where the bottomless pit begins) you'll have to watch out. Touching a saw will likely result in you losing your footing and falling. There's a moment with a long row of conveyor belts to get across easily, but you'll need good jumping skills to get on top of it. If you are unable to, you can simply take the path below, which consists of more scary jumps. Eventually, we reach solid ground and enter another hallway connected to this one.

How much trash is in this place?

This hallway has crushing machines that go up and down. It's basically that one section from Dust Man's stage from Mega Man 4, but much more dangerous. It's faster than the one from Dust Man's level, and there are Turret Mettaurs here to stop us. They're easy to get rid of thankfully, but the hard part is getting past the crushing. Like Dust Man's stage, we'll have to remove garbage blocks and then slide at the right time to get through. We'll have to slide more often than usual, especially since there are parts where we need to slide multiple times to avoid getting crushed. Destroy the garbage with the Mega Buster, and then go for it! Don't stop until you get out.

Past that section is a staircase with a chicken enemy. Take the time to grind up health and weapon energy before taking another ladder. After that is another staircase with two ground cannons and two "stop and go" flying enemies. Easy-peasy. The final room before the boss gate has slow, flying homing enemies and those "peekaboo" shield enemies in a low passage with tight spike jumps. Be careful! Take your time to dispatch the enemies before moving on.

Time for our first Wily boss!

Spiky tower fight

Even with the segments detached, the top still stays in place.

Finally! A boss that isn't a Dark Man. I don't know what this thing is called, but I'll refer to it as a spiky tower. This boss is stationary and attacks by sending out 1-2 miniature versions of itself from above, which slowly float downwards. If one of its segments is shot at, that segment will fly towards the left side before returning to the boss. The segments can be stood on, and we'll need them if we're going to defeat the boss. The boss is invincible if it has both segments, signaled by its closed eyes. We can only damage it while a segment is out. Additionally, the smaller versions of the boss can be defeated.

I think this boss is weak to Crystal Eye? I didn't use it. Anyway, the strategy is to shoot a segment with the Mega Buster, jump on it, and then shoot the other one to get another temporary platform. We'll have enough height to attack the boss's weak spot (its face), but only a short time to get a hit in. Charge up a Mega Buster shot to deal as much damage as possible! If you don't want to charge up, switch to Crystal Eye after jumping on the second segment. Beware of those miniature versions of the boss, as while they deal weak damage, they'll mess you up and cause you to fall to the bottom. All in all, this isn't a hard boss, but it can be annoying to deal with.

Nice! We beat this thing. Stage 2 is next!

Dr. Wily stage 2


Mega Man begins in a hallway for this level. In it are multiple ceiling machines (the ones that drop down, run into a wall and explode) and some tight spike jumps in a low passage. You'll need to be on the very edge of the platforms so that you'll make it past those tricky jumps. A pit leads to the next room, but beware of the spikes! Now we go underwater.

Why doesn't Wily have his entire fortress designed this way? It'd hinder Mega Man.

After fully submerging ourselves, we see an easily obtainable E Tank. Get it! Unfortunately, this next part is another unwelcome one. Time for some more jumping across small platforms with saws around! This time we're underwater, and ceiling spikes are present in some moments, so don't jump too high when they're around. To make things worse, underwater Mettaurs block the way, and some of the platforms are spinning like conveyor belts. The underwater Mettaurs can be a pain if they're located across gaps. To get them to wake up, jump far enough to get them to come out, then blast them to remove them. Stay calm, avoid the saws, and definitely, definitely don't die. A ladder at the end takes us upwards to a small room.

We're still underwater, but at least we don't have to worry about platforming! Two more underwater Mettaurs block the way, but they're pushovers here. After climbing another ladder, we enter a small hallway with some water still present. After one more underwater Mettaur, we fully exit the water and encounter those interesting Mettaurs from Stone Man's stage (the ones that break apart into smaller versions of itself). They're easy! A pit leads to the next room. This is another short hallway, but it has multiple ceiling bugs and mice that move across the ground. There are also two spike jumps, but both aren't that hard to make. Fully charged Mega Buster shots will take out those mice, and the bugs aren't an issue. Another pit leads downwards.

Giant enemy in your way? Here's the solution.

We're greeted with a large health power-up, although I was already at full health. We must get rid of another mouse enemy and cross a gap. The ladder upwards is atop a staircase guarded by a chicken. More grinding if you need it! After climbing, we enter a room with a row of spikes across the bottom with a giant, jumping green enemy. This guy functions exactly like the purple enemy. Due to the small space to fight him, the best way to defeat him is by spamming Napalm Bomb, as it deals high damage to him. After he's rid of, use Rush Jet to reach the next ladder atop a high ledge. We're finally at the boss gate now! Just one problem - there's another giant green enemy. You can try to get past this one, but it's risky. I just destroyed him with Napalm Bombs like the previous one.

Boss time!

Flying circle fight

How low can you go? Can you go down low?

Once again I don't know what this thing is called. It's in the shape of a circle, so I guess that's what I'll call it. This boss flies in the air for most of the battle. It moves to the left and right in a wavy manner, launching out a total of four large projectiles that fall towards Mega Man's location. Afterwards, it slowly "leans in" to the left and right sides of the screen, shooting a total of two bullets toward Mega Man's location before restarting its attack pattern. Throughout the fight, this boss is also protected from all attacks thanks to two side doors. When the boss is flying, the doors randomly open up, allowing for damage to be done. They also remain open when the boss leans to the left and right sides.

This is very hard to explain. I should also mention that on the left and right sides are platforms that, when stood on, move up into the air before returning to the ground. These allow you to reach the boss and attack it while it's in the air. I don't recommend using them though, as I have a strategy of my own:

  • When the boss is in the air, move to the left and right to avoid its large projectiles. Don't stand on the platforms.
  • When the boss leans in, that's your chance to fight back! Charge up the Mega Buster and blast it when it is low enough. Be sure to dodge the bullets too! If you do this right, you can land two charged shots in each cycle.

I'm pretty sure the circle is weak to Gyro Attack, so use that if you don't want to charge up the Mega Buster. Honestly, this was an easier boss than the spiky tower! Time for stage 3.

Dr. Wily stage 3


Another E Tank? This game is very generous! There's also an empty space atop a ledge on the right side - think it's another M Tank spot? Anyway, the first room of this stage is a small hallway leading to a teleporter. A cannon blocks the way - take it down!

It's a lot more fun when you don't know who they lead to...

The teleporter leads to a room with eight other ones! Here we have the obligatory Robot Master rematch room. Who's in what? I'll tell you!

  • Top left: Gravity Man (use Star Crash)
  • Middle left: Wave Man (use Charge Kick)
  • Bottom left: Stone Man (use Napalm Bomb)
  • Middle: Gyro Man (use Gravity Hold)
  • Bottom middle: Star Man (use Water Wave)
  • Top right: Charge Man (use Power Stone)
  • Middle right: Napalm Man (use Crystal Eye)
  • Bottom right: Crystal Man (use Gyro Attack)

After defeating every Robot Master, a new teleporter appears at the top middle location. Upon entering it, we're in a battle against Dr. Wily!

Wily Machine fight

Wily's frustrated about something, but what?

Dr. Wily is in a machine that spends most of its time at the top of the screen, out of reach. Every several seconds, Dr. Wily shows himself, and the machine and ground move towards each other at the same time. This is an attempt to crush Mega Man. Afterwards, the machine restarts its attack cycle. While it is in the air, it'll move above Mega Man, but stop before a crush attack. The center of the arena has spikes, so watch out...

The biggest danger comes from the spikes. Try to stay on one side of the battlefield unless Wily's planning to smash the entirety of the one you're on. If this does happen, jump to the other side as quickly as you can. You can only hurt the boss when Dr. Wily shows himself. The perfect opportunity to do so is during a crushing attempt from Wily. Charge up that Mega Buster to speed this fight up. This boss is weak to Star Crash, but you'll likely have used most, if not all of your ammo fighting Gravity Man.

After the machine's destroyed, Dr. Wily gets away in a small capsule. He's not done yet! We have one more stage to do.

Dr. Wily stage 4


You think you can stop ME?

Here's another short stage. First, we're in a short hallway inhabited by a walking mech enemy. Past it is a pit to descend, where there'll be a cannon in the way. Then, we descend to the boss gate room, guarded by another mech. Try to not take damage before entering the boss room!

Dr. Wily fight

You also need to learn of personal space!

This is a weird boss. Dr. Wily's in another machine, but this one has a giant skull! It has two main attacks:

  • Shooting out a bouncing projectile that can go slow or fast
  • Firing fast, somewhat homing missiles that must be jumped over or slid under

Throughout the entirety of the battle, it has a suction-like device that attracts Mega Man towards it, so you have to constantly move to the left. When it takes damage, it'll rush to the left side, giving you less room to dodge its attacks. After a second, it'll go back to its original spot. The skull of the machine must be attacked to damage the boss.

Now's the time to use Super Arrow! I recommend attacking it after it attacks you so it won't surprise you, as the boss doesn't rapidly attack. You could also take it down as quick as you can, but you risk taking damage, and you'll need all the health you can get for phase 2...

Go, BEAT, go! Being us victory over Wily!

This is it! Wily's got no more weapons after the Wily Capsule! It attacks in a pattern:

  • First, it'll appear at a random spot and drop an energy projectile that'll split in two smaller ones after hitting the ground, so you'll have to dodge the main projectile before jumping over the smaller ones.
  • The Wily Capsule will release four spinning energy projectiles that expand before retracting and disappearing. The boss also disappears, and the cycle begins anew.

The main problem here is the unpredictability of Dr. Wily. He can appear anywhere and you won't expect him! Attacking him is also a pain because he could appear out of reach.

Do you remember those symbols we collected in the Robot Master stages? "MEGAMANV"? Collecting them all unlocked BEAT! Now's the time to bring him into battle! BEAT will follow the Wily Capsule and deal two points of damage whenever he touches it. Because BEAT uses two points of energy after each attack, you'll have enough energy to last the entire fight. Just don't die, however! Otherwise, you'll have to restore your weapon energy. Not only can BEAT go anywhere, but he may also fly around the next spot where Wily will appear, allowing you to prepare in advance! Yeah... getting BEAT was so worth it.

Shroom229 Wily defeated.png

With the help of BEAT, we defeat Dr. Wily for good! His Wily Capsule explodes and he attempts to flee the scene, but Mega Man chases after him. He finds Dr. Light imprisoned in a cage and frees him, while Wily does his usual "I'm sorry!" begging thing.

Shroom229 Collapsing fortress.png

Suddenly, the fortress begins to collapse, and the ceiling falls, but Mega Man uses all of his strength to hold it up. During this time, Wily escapes, and Proto Man's whistle is heard before some of the ceiling is destroyed, allowing Mega Man and Light to successfully escape the fortress as well.

Shroom229 Destroyed fortress.png

Afterwards, Mega Man and Dr. Light observe Wily's fortress crumbling into rubble, while Dr. Wily escapes with a UFO. In the bottom right corner of the screen is Proto Man, who hides out of view after a few seconds.

Oh yes! That's the end of Mega Man 5. Pretty fun game all around. Next month, I'll start the final NES game, Mega Man 6! You don't wanna miss out! I shall see you then, but first...

Shroom229 Presented by Capcom.gif

Dittohui's Pokopy Acaduplicate

Written by: Hooded Pitohui (talk)

I understand that many of you are presently captivated by the Pokémon Ditto. A peculiar Pokémon, isn't it? It can use only one technique on paper, but through that single technique, all the powers in the domain of Pokémon are available to it. Beyond that, it can impersonate inanimate objects and even humans. There is limitless potential within Ditto... Although, the effort required to bring out that potential is not as great as you may suspect. I will require only a short time to discuss raising a Ditto, so I thought this best structured as a supplementary session. We'll be finished before you know it, so let's not tarry in getting underway!

StrategyWingPokémonBlackIcon.png This Pokémon was raised in Pokémon Violet, but the details discussed here hold true for most games since Generation V. StrategyWingPokémonVioletIcon.png

Before we discuss any other matter, we must choose Ditto's ability. Ditto's regular ability, Limber, only serves to prevent Ditto from being paralyzed before it can transform. Once it uses Transform, Ditto overwrites its ability with its target's own, so, as you can imagine, Limber is practically useless! If you intend to use Ditto, ensure it has Imposter. A Ditto with Imposter will transform as soon as it enters the battle (though there are cases where this fails, such as if the target is behind a substitute). This frees Ditto from having to spend a turn using Transform. Given Ditto's low speed and low defenses, this often spares Ditto from an immediate KO, rendering it crucial!

DittoGuardianSignsArtwork.png Name: Ditto Base HP: 48
Category: Transform Base Attack: 48
Type: Normal Base Defense: 48
Abilities: Limber Base Special Attack: 48
Imposter Base Special Defense: 48
DittoHomeIcon.png Base Speed: 48

Transformation causes Ditto to copy, among other traits: the target's ability, types, moves, stat stages, and final stats excluding HP. Since Ditto takes the opponent's final stats, its own IVs and EVs become irrelevant in most situations. The only stat in which Ditto's IV and EVs matter is its HP, so ensure you at least have an HP IV of 31 and invest the maximal 252 EVs into HP. This is vitally important, because low HP is Ditto's undoing. All else held equal in a mirror match, the Pokémon with the lower HP is far more likely to lose, after all!

As for Ditto's remaining stats, there are a few niche situations in which they become relevant. If Ditto fails to transform, then all of its stats other than special attack can come into play. Its defenses will dictate whether or not it can take enough hits to try transforming again. The higher Ditto's attack stat, the more damage it will deal to itself if it gets confused and the more damage it will deal if it's forced to use Struggle. Even special attack can come into play in very particular situations. If Ditto transforms into a Pokémon knowing Future Sight, then switches out before the move triggers, the damage dealt will depend on Ditto's special attack. You will have to consider what scenarios you anticipate encountering, and raise your Ditto in the way which best suits them.

That acknowledged, I'll offer a general template addressing the stumbling block you're most likely to encounter. In most cases that Ditto fails to transform (being blocked by a substitute, failing to hit a Pokémon using Dig, etc.), your options are to withdraw Ditto or let Ditto get KO'd. The one scenario in which Ditto is likely to last is encountering an opposing Ditto. In this scenario, assuming the Ditto don't switch out, the faster Ditto will transform into the other, setting its Transform at 5 PP. The slower Ditto will fail to transform, being left with 9 PP. The faster Ditto will be forced to use Struggle sooner, and will faint from recoil damage. To ensure your Ditto is slower, you'll want a zero speed IV and a nature that lowers speed. To minimize the damage from Struggle, you'll want a 31 IV in defense, 252 EVs in defense, and a nature which raises defense. The nature that fits the bill is a Relaxed nature, and you can invest the remaining six EVs into special defense.

Level: 75 HP IV 31 HP EVs: 252 HP: 227
DittoStatsSW229.jpg Attack IV 31 Attack EVs: 0 Attack: 100
Defense IV 31 Defense EVs: 252 Defense: 161
Special Attack IV 31 Special Attack EVs: 0 Special Attack: 100
Special Defense IV 31 Special Defense EVs: 6 Special Defense: 101
Nature: Relaxed Speed IV 0 Speed EVs: 0 Speed: 69

With stats worked out, we... well, we're more or less finished. Ditto only has access to Transform, and while there are many interesting mechanical curiosities to explore with Transform, they are beyond the scope of our discussion.

Name Category Power Accuracy Description Base PP Learns
Transform Status move -- -- The user transforms into a copy of the target, right down to having the same move set. 10 Lv. 1

We typically don't address held items in our discussions, but this session would feel incomplete without acknowledging Ditto's two exclusive held items. Ditto alone can benefit from the Metal Powder, which doubles its defense, and the Quick Powder, which doubles its speed. These are powerful held items which surpass even the legendary Soul Dew in their multipliers... and they're all but useless to any Ditto with Imposter. The trouble is, they don't confer any benefit once Ditto transforms. Quick Powder could theoretically be useful to a Ditto with Limber, granting it enough speed to use Transform before its opponent acts, but that prevents Ditto from holding anything which could benefit it once transformed.

With those discussed, we're already finished! That's the way it goes with a Pokémon like Ditto. There may not have been much to touch upon, but surely we are all bettered for learning about this skilled copycat. In what ways are we bettered, you ask? Er, hmm... Well, knowledge- Er... I'm sure there will be some benefit to this knowledge. Ditto's capabilities are boundless, after all! Who is to say what a Ditto might accomplish given enough resources? Oho, I'm certain a Ditto shall one day do some tremendous good!

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