Sorry about the incomplete mess of a post that I uploaded earlier. I made finishing touches to it, and now it’s a whole lot more complete than back then.
Sorry about the incomplete mess of a post that I uploaded earlier. I made finishing touches to it, and now it’s a whole lot more complete than back then.
I bought this game on release date (October 28), but between having a full-time job, some unspoken second thing, and wanting to finish Breath of the Wild main quests first, I never had the pleasure of playing it until 2 days later. That said, I enjoyed the crap out of the game and managed to 100% complete it in roughly 45 hours overall. Now, don’t be deceived by quantities (namely that I’ve spent 125 total hours on Breath of the Wild as of now), because I have to say that Super Mario Odyssey has a better ratio of quality to time spent. But, comparing the two games is like comparing apples to oranges, so I’ll just discard any further notion of doing so.
First off, a synopsis. Bowser schemes to arrange a marriage with Peach, and Mario has no choice but to interfere. However, Mario starts off being kicked off Bowser’s airship and lost in some mysterious location, his hat torn to shreds. Fortunately, this mysterious location happens to be the hometown of a hat-like ghost named Cappy, who meets Mario and ends up becoming his sidekick by giving him special powers, notably the ability to control particular creatures. While Bowser is out wreaking havoc and stealing valuables from a multitude of kingdoms, Mario and Cappy give chase, hoping to eventually rescue Peach (and Cappy’s sister, Tiara, who accompanies Peach throughout the story).
Simply put, Odyssey has a rather standard plot, but you can’t expect much different from a main series Mario game, eh? I mean, what makes a Mario game good is the music, atmosphere, and gameplay.
Starting with the music, Odyssey has a great soundtrack all around, with both original compositions and blasts from the past. Here’s a list of my top 3 picks in ascending order: Bowser’s Castle 2, Steam Gardens, and Honeylune Ridge: Caves. (As a side note, I have to say: The Wooded Kingdom music always reminds me of Llama by Phish.)
In terms of atmosphere, I don’t have much to say on the matter, except regarding the quirky characters of the game. I mean, there’s not much that I can say about everything else, because I’m not the type to be easily moved by any sort of scenery or inspired by any sort of theme. Anyways, regarding the characters… I’ll start with minor notes regarding minor characters.
Next up: talk about Cappy. His powers are irreplaceable, and he definitely tries his best to be a helpful sidekick. Although his help occasionally comes in handy (particularly when it comes to postgame moon/coin hunting), it’s mostly redundant to people (like me) who end up having learned more about the game than the developers would expect (specifically when it comes to gameplay techniques and normally self-explanatory moments). It also makes me curious that he and Tiara pronounce his name more like “Kyappy” than “Cappy”, presumably because the voice actors are Japanese. More importantly, his cries for help after being captured by Klepto are really annoying.
Now, last but definitely not least is the gameplay. I want to say there hasn’t been a Mario game with such satisfying movement since Sunshine or 64. Granted it kinda follows in the footsteps of 3D World, but the cat suit is not absolutely needed (in other words, taking damage does not absolutely negate the fastest form of movement). It’s no secret that Odyssey was developed at least somewhat with speedrunning in mind, considering the movement options, skippable cutscenes, Koopa Freerunning, and a few sequence breaks that Cappy comments on. Even so, it can just as easily be played casually by virtue of its design. What’s also cool is that there’s a multitude of 2D sections in the game despite it being 3D, and even with some throwbacks to age-old games such as Donkey Kong and SMB1.
And contrary to 3D World’s linearity in design, Odyssey has two types of collectibles: moons and purple coins. Some of the purple coins may be a major headache to get (read: Lake Kingdom underwater zipper and Bowser’s Kingdom lantern), but the concept of purple coins makes the game more of a collectathon like Sunshine. (3D World only had stars, stamps, and maybe flagpoles.) I mean, some of the moons were also a pain, namely:
And regarding 100% completion, I did almost everything on my own—”almost” as in, I tried not to look up anything (although I was tempted to look up Bowser’s Kingdom purple coin locations) except the best farming spot for coins (that being the secret stage of moon 37, the beanstalk at the west wing of the castle) and 2 of the required captures (specifically the Poison and Fire Piranha Plants).
At any rate, the gameplay of Super Mario Odyssey leads me to believe that it’s not entirely complex but not entirely mindless—that is, just the right balance between simple and clever for a Mario game. I find that the Bowser fights are particularly well done in that Bowser seems to have a surprise for every cycle. Even in the first fight in Cloud Kingdom, the last cycle has Bowser performing a counterattack instead of the usual fare of being pummeled while doing nothing back. Then the second fight has him throwing rocks that can’t be punched, more as the fight draws closer to the end. Another surprising thing to me was the third cycle of the third Bowser fight (unlocked after obtaining all 880 unique moons). Normally, Bowser throws a fixed number of rocks before bursting out in evil laughter and leaving himself vulnerable, but in the cycle in question, he never stops throwing rocks until you approach him and pummel him. (But you have to be quick, otherwise he’ll jump away.) You could always do that in all the other cycles of all the fights, but I never imagined until then that such a thing was possible. (Being able to control Bowser after the fight was also a pleasant surprise!)
And even though I’ve finished the game, I easily came to enjoy watching speedruns of it, primarily on account of how slick the movement is and how so many tricks are revealed that I never knew in my first playthrough.
Final verdict: There is no such thing as a perfect game, but Super Mario Odyssey comes very close.
À la prochaine! (Until next time!)
Notable special attacks: Hurricane, Hydro Pump, Ice Beam, Scald, Surf, Shock Wave (via ORAS move tutor)
Notable physical attacks: U-turn, Knock Off (Egg move)
Notable status moves: Defog (via 4th gen HM), Rain Dance, Roost
In days of yore, Pelipper was notable for being the original, easily accessible user of Water HMs (notably Surf) and Fly. In Alola, there are no HMs for Pelipper to be known for, but Pelipper gained a secondary Ability like no other: Drizzle. Since then, it has become the new Politoed…and, arguably, a better rain setter as a whole. The extra Flying typing has more resistances (including an immunity) at the expense of extra weakness to Electric, and also gives Pelipper STAB on Hurricane (the Flying-type counterpart of Thunder) for great coverage with the obvious Water STAB. Pelipper also has greater utility than Politoed, boasting access to U-turn, Defog, Knock Off, and even reliable recovery in Roost. In fact, the only real offset qualities are worse stats overall and no Encore or Perish Song.
Simply put, 7th gen Pelipper presents a new OU-legal rain setter, perhaps even the new OU-legal rain setter.
Pelipper @ Damp Rock
EVs: 248 HP / 52 Def / 208 SpD
Not quite the standard fare of competitive set, but it gets the point across. This is a support set that uses Damp Rock for the maximum duration of rain to support itself and its teammates. Scald is boosted by rain and has a chance to burn; the latter factor makes it preferable STAB on defensive sets. Hurricane is backup STAB that hits Grass-types, deals decent damage, and has a chance to confuse (granted confusion has been nerfed, but it’s still nothing to be overlooked). Roost allows it to regain health so that it can stick around longer and provide as much rain support as possible. U-turn gives it a pivoting option that, thanks to Pelipper’s low Speed, usually grants a free switch into a rain abuser such as Kingdra or Mega Swampert.
Now, what makes this set in particular not so competitive is the EV spread. The 248 HP is obligatory for the best improvement to bulk that allows it to avoid the Stealth Rock number of max HP. As for the defenses, they’re simply as equal as possible, with Special Defense favored over Defense.
Hydro Pump is its strongest STAB and the most recommended option in offensive sets. (Pelipper has low Speed and rather underwhelming Special Attack, but Drizzle makes offensive sets viable.) Ice Beam hits Garchomp and Dragonite (emphasis on the latter) harder than its other moves, while Shock Wave hits opposing Water/Flying types. Knock Off allows for item removal utility, which is particularly helpful against Chansey and works on anything without a Mega Stone or Z-crystal. Defog clears hazards, but perhaps there are better candidates due to Pelipper’s Stealth Rock weakness. Rain Dance can make it more effective at winning potential weather wars with the foremost of the problems listed below.
Since Pelipper is chiefly a weather setter, it primarily has problems with opposing weather setters.
If Mega Charizard Y switches in, Pelipper will have its Water STAB weakened and its Hurricanes reduced to 50% accuracy, while Mega Charizard Y has recharge-free Solar Beams to fire off.
Tyranitar is weak to Water, but the Special Defense boost that it gets from sand makes it tough for Pelipper to break, and the Rock STAB makes Tyranitar’s presence especially threatening.
Alolan Ninetales may have faster weather, meaning that rain will take priority in a 1v1 situation, but it threatens with Freeze-Dry and has decent special bulk for taking Pelipper’s neutral hits, especially if Aurora Veil is activated in a not-so-1v1 situation.
Ferrothorn is a fierce obstacle to rain teams, being resistant to Water and only being weak to Fire and Fighting. The worst that defensive Pelipper can do to Ferrothorn is burn it with Scald, and even then, that doesn’t stop it from setting up Spikes and/or damaging with Power Whip while gaining recovery through Leech Seed and/or Leftovers. Ferrothorn also has Knock Off for removing Damp Rock.
That is where offensive Pelipper might come in handy, considering this:
252+ SpA Choice Specs Pelipper Hurricane vs. 252 HP / 168 SpD Ferrothorn: 181-214 (51.4 – 60.7%) — 91.8% chance to 2HKO after Leftovers recovery
…but since it’s Choice Specs, that can be played around.
It goes without saying, but beware of Electric-type attacks.
A rain supporter like Pelipper obviously works best with rain abusers. Mega Swampert is a particularly close partner, considering its Ground typing threatens the Electric-types (and, to a lesser extent, Rock-types) that Pelipper despises (and Superpower coverage hits Ferrothorn hard). Kingdra is neutral to said Electric-types but is effective in dealing with the Dragons of the tier.
Worried about anti-rain? Try some anti-anti-rain. Even without rain active, Tapu Koko and Hawlucha have immense Speed and the ability to deal heavy damage to opposing weather setters. How are they related? Apparently it’s a viable strategy to run Electric Seed Hawlucha for an instant +1 Speed and Unburden boost (effectively +4 Speed) plus base 110 Acrobatics when paired with Tapu Koko’s Electric Surge. Hawlucha also has Swords Dance to amp up its firepower, along with Fighting STAB for Tyranitar and Ferrothorn.
There might be more, but that’s all I can think of.
First off, I’m still in the process of going for all the endings of Hyperdimension Neptunia Re;Birth 2. As of last time, I took care of the Planeptune, Leanbox, Lastation, Lowee, Human, and Conquest endings in that order, so I only have the Holy Sword and True endings left.
The Land and Human endings are basically just the Normal ending with a bonus cutscene after the credits, so not much beyond the standard fare of cutesy aftermath. Conquest ending, on the other hand… I’m still reeling from that jank. It requires a complicated set of criteria to be done before the end of Chapter 5 (a.k.a. the Planeptune event after defeating three of the Four Felons), and I now realize that the developers were right to make it so.
I’ll try not to go into too much detail (for the sake of avoiding spoilers and saving the detailed talk until I finish the entire Re;Birth series), but I will say that Conquest ending has a fairly similar plot line to Fire Emblem Fates: Conquest (hence “Conquest” is in both names), only it’s smaller scale and with less painstakingly difficult battles, but with a greater touch of guilt and loneliness as the plot advances (granted I haven’t finished Fire Emblem Fates: Conquest, but that’s the best comparison I can draw). And actually, seeing the more morbid events unfold made me think back to when I played through the Zero Escape series, which is a far cry from what I’d normally expect of a Neptunia game. That said, I’m guessing that the other two endings won’t be quite as intense (but probably at least more intense than the Normal, Land, or Human endings).
While I’m at it, I never really explained to what degree I play through the installments of the Re;Birth series before I consider myself “done” with them. Along with making sure that I’ve seen all the endings, I also strive to unlock all characters, complete all quests and colosseum battles, fill the image gallery (in other words, each ending done on a separate cycle of a single playthrough), and unlock all plans. Anything beyond that would be…excessive, I imagine.
Other than that, the only notable thing I’ve been up to is continuing my Breath of the Wild playthrough, in which I’m up to 108 shrines, 231 Korok seeds, 10 memories, 30 Shrine Quests, 44 Side Quests, 4 Great Fairies, and 231 Hyrule Compendium entries (64 Creatures, 58 Monsters, 35 Materials, 70 Equipment, and 4 Treasure).
…Yeah, that’s really all I have to say for now.
À la prochaine! (Until next time!)
Notable physical attacks: Bullet Seed, Drain Punch, Focus Punch, Seed Bomb
Notable special attacks: Giga Drain, Sludge Bomb
Notable status moves: Leech Seed, Spore, Stun Spore, Synthesis
Notable Z-moves: Eh…don’t give this thing a Z Crystal. I’ll explain why.
Since the fourth generation, Shroomish has taken pride in being the only Little Cup Pokémon with Poison Heal. It is also one of only four with Spore—the most guaranteed sleep move in the game despite now being stopped by opposing Grass-types and Overcoat / Safety Goggles users—and even has the highest base Speed of the four (combined with Quick Feet if that’s what you’re into).
However, that’s where the good news ends. Shroomish’s stat line is not the best, and its typing doesn’t help its cause. Four resistances may be decent normally, but not so much with five weaknesses. It doesn’t have much for offensive coverage, being limited to Grass/Normal/Fighting on the physical side and Grass/Poison/Hidden Power on the special side. 60/60/60 defenses aren’t bad for LC, but preference of Toxic Orb means that Shroomish would be hard-pressed to hold Eviolite.
Simply put, Shroomish is primarily a defensive Grass-type with exclusive (in its tier) access to Poison Heal and almost exclusive access to Spore.
Shroomish @ Toxic Orb
Ability: Poison Heal
EVs: 196 HP / 116 Def / 196 SpD
IVs: 0 Atk
– Leech Seed
– Giga Drain
This set makes the most of Shroomish’s assets in Little Cup. In particular, the combination of Poison Heal and Toxic Orb is its bread and butter.
Its main tools of sabotage are Spore and Leech Seed, the former being a solid sleep-inducing option, and the latter allowing it to annoy the opposition and/or steal HP. Protect allows Toxic Orb to kick in more easily, notably by guarding Shroomish from Knock Off, and also promotes recovery via Poison Heal and Leech Seed. Its main method of damage output is Giga Drain; though this makes it extra difficult to combat Grass-types, it makes HP gain even easier and has STAB.
Defensive investment is tough, and it can really go either way. While specially defensive Shroomish is less prone to most of its weaknesses, physically defensive Shroomish (196 HP / 196 Def / 116 SpD; Bold Nature) handles its non-weaknesses (and U-turn) better. (I would say that going specially defensive works against Download Porygon, but Porygon is banned this gen thanks to Z-Conversion.) Regardless, maximum HP is preferred for +3 HP Poison Heal (whereas 36 EVs or fewer only leave it with +2) and an odd number (25 rather than 24).
Shroomish can opt to go physical—primarily on account of Focus Punch generally hitting harder than any of its STABs not named Solar Beam, and potentially for a Substitute-breaking move in Bullet Seed (which, considering Spore, is not entirely out of the question)—but the main catch is losing out on a STAB draining move.
Sludge Bomb is Shroomish’s strongest option against other Grass-types not named Ferroseed, while Hidden Power Fire deals nearly as much damage to Ferroseed as Focus Punch, without the nasty Iron Barbs damage.
In terms of status moves: Stun Spore gives Shroomish an extra form of status—for any competitive scene involving Sleep Clause—with potential to take more offensive threats, particularly Magby, by surprise. Substitute blocks it from opposing status moves and can be a general annoyer in conjunction with Poison Heal and Leech Seed. Synthesis is its most snappy and potent means of recovery, but it only has 5 PP, heals less against hail teams, and isn’t particularly worth a moveslot compared to its more normal options.
(Disclaimer: Take this paragraph with a grain of salt.) With Quick Feet, Shroomish outspeeds the entire unboosted metagame (with max Speed, of course) and maybe take advantage of Swords Dance in conjunction with any combination of STAB choice, Drain Punch, and Façade…but do keep in mind that its coverage with meager base 40 Attack won’t get it far. (Plus Agility Paras is leagues better offensively.)
Funny how such a similar defensive Grass-type is one of the best solutions for a Shroomish gone rogue. Foongus wrecks face with its Poison STAB and can take anything Shroomish can throw at it (not to mention heal off its meager attacks with Regenerator).
Natu bounces back all of Shroomish’s status moves (not that that matters much, all things considered) and can easily 2HKO with Heat Wave (and, if it’s running Life Orb, any other move not named Dazzling Gleam).
And then there are the offensive behemoths that don’t particularly care about Shroomish’s status moves or STAB (bonus points to Vullaby, Doduo, and Spinarak for having Overcoat, Early Bird, and Insomnia respectively) and retaliate with super-effective STAB.
Oh, and let’s not forget that Shroomish is quite prone to Taunt.
The primary step to using Shroomish effectively is to eliminate the opponent’s Grass-types. Most of the things mentioned as problems to Shroomish are problems to Grass-types in general, although the offensive varieties should be wary of opponents with access to paralysis moves (such as Ferroseed with Thunder Wave).
In terms of defensive complements, Water-types are go-to. Mareanie is more purely defensive with its access to Regenerator, Toxic Spikes, and Recover, although the Poison typing gives it an offensive and defensive edge over opposing Grass-types. Chinchou, on the other hand, can be more offensively oriented and more easily deal with Flying-types.
Alolan Grimer deals with Natu, if that’s still a problem. It also has Poison STAB for Grass-types.
Onix is a good complement to Shroomish typing-wise, being able to set up Stealth Rock while resisting all of Shroomish’s weaknesses except Bug and Ice, while Shroomish in turn resists Water, Grass, and Ground for Onix. Additionally, Onix’s EdgeQuake STAB lets it deal super-effective damage to most things that are offensively problematic to Shroomish.
…and I must admit that I’ve become quite obsessed.
Back in early August, I caved in and bought a Nintendo Switch bundle pack with Breath of the Wild (including DLC) and, ever since August 18 when I unpacked everything, I haven’t spent a single day without playing the game. (It is currently the only game I have for Nintendo Switch, but I might consider getting Puyo Puyo Tetris, and I definitely plan on getting Super Mario Odyssey.)
After 70 total hours of playing, my current progress is as follows:
In all this, I have and will, above all else, try not seek any help online. Granted, I did look up that there are 120 Shrines, 900 (!!!) Koroks, 15 Main Quests, 42 Shrine Quests, and 76 Side Quests…but simple quantities like that are acceptable in my book.
Despite that I got DLC with the bundle pack, I plan not to indulge in any of it until I’ve beaten the game normally, and I won’t beat the game normally until I feel fully prepared to do so (i.e., once I feel like I’ve discovered enough areas on the map, or at least recovered the remaining 8 memories and pulled out the Master Sword (in that order)).
Anyway, it’s been quite an adventure, honestly. If I had to describe the game in just a few words, I would describe it as an Elder Scrolls + Skyward Sword hybrid. That is to say, it has all the open-world goodness of an Elder Scrolls game, with bundles of aesthetics and mechanics reminiscent of Skyward Sword.
Not only that, but the puzzles within the shrines and such are brilliantly designed to require plenty of brain power (as in, not much hand-holding here) while not quite being on the echelon of a dedicated puzzle game. That said, I recall having trouble with more than a few portions of the game. Before I go on, though, note henceforth that when I say “I had to,” I actually mean “I felt like I had to.” Just think of it as an abridgement, really. Anyway, so…what exactly I struggled with:
So, those are things that I struggled with but ended up prevailing over. And even now, I still have some mysteries on the back burner:
To end this off, I’ll try to think of particular things that I like and dislike about the game.
Cons (take these with a grain of salt; I freaking love this game):
For now, this is the best that I can use words to express my admiration for The Legend of Zelda: Breath of the Wild. Next time I talk about this will probably be when I complete the game to a satisfactory degree.
À la prochaine! (Until next time!)
Notable physical attacks: Grass Knot, Gunk Shot (via ORAS tutor), Nuzzle, Seed Bomb (via ORAS tutor), Super Fang, Thunder Punch (via ORAS tutor), U-turn
Notable special attacks: Charge Beam, Discharge, Grass Knot, Thunderbolt, Volt Switch
Notable status moves: Fake Tears? Other than that, I’m not sure… (Follow Me is helpful for Doubles, though.)
If you know about Pachirisu, chances are that you also know about Sejun Park, a South Korean competitive Pokémon player who won the official 2014 world championship with a Pachirisu in his team (alongside Garchomp, Gardevoir, Mega Gyarados, Talonflame, and Gothitelle). It works best in Double Battles, given its access to Follow Me alongside Volt Absorb, decent Speed, okay bulk, and variety of support options.
However, in spite of the unconventional circumstances leading up to a year’s worth of notoriety, let’s face it: Pachirisu’s stats are mediocre. Base 95 Speed isn’t too bad, and 60/70/90 bulk isn’t awful, but 45 for each attacking stat…well, let’s just say that’s the most unappealing aspect. Some form of Ice coverage not named Hidden Power would help its cause, but alas.
That said, if Pachirisu has proven anything in the past four years, it’s that even the dullest of stars should not be overlooked.
Pachirisu @ Sitrus Berry
Ability: Volt Absorb
EVs: 252 HP / 252 Def / 4 SpD
– Follow Me
– Super Fang
I’m not sure about the spread, but the moveset is precisely as shown. Nuzzle is basically a 20 BP Thunder Wave, except for the fact that the accuracy of Nuzzle remains 100%. Paralysis may not be quite as good nowadays thanks to it cutting Speed down to 1/2 instead of 1/4, but not to the point of rendering a Taunt-proof guaranteed paralysis move unusable. Follow Me draws attention to the user, which is helpful for deterring Will-O-Wisp away from physical attackers or Electric attacks away from Electric-weak Pokémon. Super Fang cuts the target’s HP in half, and thus is usually the most damage that Pachirisu will ever do. Protect is for scouting and for better synergy with wide-area attackers (notably those with Earthquake).
Again, I’m not sure if the spread is accurate. My best guess is that the set prioritizes bulk in order for Pachirisu to take hits as best as it can. Pachirisu might seem more Speed-oriented based on its stat line, but the Speed is not as significant because Pachirisu falls behind offensive threats but has the raw Speed to cut past defensive threats. Volt Absorb is the Ability of choice, because its other Ability choices are next to useless, not to mention having an Electric immunity is nice. Sitrus Berry provides recovery at low HP, which is ideal for the fast pace of Doubles. However, note that the newly buffed Figy, Mago, Aguav, and Iapapa Berries (not Wiki Berry because that confuses Impish Pokémon) restore twice as much HP as a Sitrus Berry, but the remaining HP cutoff for those Berries is half that of the Sitrus Berry.
Pachirisu @ Air Balloon
Ability: Volt Absorb
EVs: 252 HP / 4 Def / 252 Spe
– Super Fang
– U-turn / Volt Switch
Pachirisu is not as appealing in Singles, but at least it can spread paralysis with Nuzzle, wear down the opposition with Super Fang, and perchance use Toxic to combat more defensive threats. The fourth slot is best dedicated to a pivot move: U-turn if you’re worried about immunities, or Volt Switch for usually greater damage outputs (not that Pachirisu does much damage in the first place).
Bulk is not as significant in this set because of Pachirisu’s lack of reliable recovery, and max Speed allows it to stay on top of its acceptable Speed tier (at least for PU) while doing what it does best. With that in mind, Jolly Nature is best for use with U-turn, while Timid is preferable for Volt Switch. Air Balloon is the item of choice here for providing temporary Ground immunity, to patch up its one type weakness.
Pachirisu @ Darkinium Z
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
– Fake Tears
– Hidden Power [Ice]
– Grass Knot / Charge Beam
This is honestly as close to an offensive Pachirisu as you can get. Fake Tears has the potential to force switches and/or amplify Pachirisu’s damage output like nothing else. Combined with Darkinium Z, Fake Tears has a once-per-battle chance to raise Pachirisu’s Special Attack—meaning, in the best case scenario where a foe stays in after Pachirisu uses Z-Fake Tears, Pachirisu’s damage output is effectively tripled. Thunderbolt is reliable and decently powerful STAB, and Hidden Power Ice is the best coverage to complement the STAB. For the fourth slot, Grass Knot is for extra coverage against Gastrodon and Whiscash, while Charge Beam can serve as an alternative and arguably more reliable boosting method to complement Fake Tears.
The EVs, Nature, and Ability shouldn’t need explanation. This is an “offensive” set, after all.
Electroweb and Helping Hand are other options for Doubles, the former for slowing down both targets instead of one, and the latter for giving a once-per-turn power boost to whatever ally it may be supporting. Another benefit to using Electroweb over Nuzzle is that Pachirisu can afford to run an Attack-hindering Nature to reduce Foul Play damage.
When it comes to Singles, however, Pachirisu doesn’t have many other options. It can go physical with Z-Tail Whip, allowing it to hit Gastrodon and Whiscash harder (although not so much Quagsire) with Seed Bomb and to hit select Grass-types harder with Gunk Shot. This, however, is less potent than Z-Fake Tears, not only because of the lesser debuff to the opponent, but also because of the weaker Electric STAB and overall worse coverage. Also beware that physically oriented sets are prone to burn.
Light Screen is a support option that benefits the team and enhances Pachirisu’s special bulk, but screens have been obsolete ever since Gen VI drastically changed the mechanics of Defog.
If Pachirisu lacks Toxic, Bite, Rollout (don’t actually run Rollout on a Pachirisu set, please), or super-effective Hidden Power, Shedinja completely stops it in its tracks. That’s another reason why offensive Pachirisu is not nearly as potent as the support variety.
Camerupt can take any one hit that Pachirisu can throw at it (only Tectonic Rage from Dig can manage a 2HKO percentage on 248/8/0 Camerupt) and obliterate the little squirrel with Earth Power.
Golurk and Palossand are both immune to Super Fang and Electric, Pachirisu’s main two forms of damage output, and can retaliate with Ground STAB. They should, however, be wary of Toxic and, to a lesser extent, standard coverage against Ground-types.
Fast Ground-types are problematic as well. Alolan Dugtrio naturally outspeeds, is immune to Toxic, is neutral to Pachirisu’s usual coverage options, and deals heavy damage with Earthquake. Silvally with Ground Memory merely ties in Speed, but watch out for Multi-Attack.
There are many more problems in higher tiers, but the ones above are of the lower-tier sort.
Swanna is the best bait for Volt Absorb (considering Gyarados, Mantine, and Pelipper are in higher tiers) with its Water/Flying typing, which incidentally allows it to easily switch into Ground-type attacks and retaliate with Water STAB. It can also clear hazards if needed. Should be careful of Rock coverage, however.
There aren’t many things that outspeed Alolan Dugtrio in its tier, but Floatzel is one of them. If Pachirisu predicts a switch into Alolan Dugtrio and goes for U-turn, Floatzel is the perfect complement.
Crustle doesn’t mind Ground-type moves and can set up Stealth Rock and Spikes to limit switches and Shedinja problems.
Ludicolo handles Ground-types elegantly due to its typing, not to mention it has access to Leech Seed for mild healing support.
And, of course, shoutouts to the rest of Sejun Park’s team: