Why does this seem familiar? Let's Play Pokemon Elite Redux 2.0! (2024)

Fidough/Dachsbun
The line is a pretty tanky fairy-type line, especially on the physical side. Well-Baked Body is no longer exclusive to it, as it now shares it with Slurpluff and the Milcery line, though it is the only one to have it as an innate. It can also be decently offensive if you run Strong Jaw with its biting moves.

Fidough's abilities and innates are the same as Dachsbun's; it has Gluttony, Aroma Veil and Strong Jaw as abilities, and Well-Baked Body, Shield Dust and Self-Sufficient as innates.

Nickit/Thievul
Thievul can be helpful earlygame as it evolves during the first level cap, but it falls off hard late game. Technician is great, but it really needed more to be consistent throughout the game. It can remove a target's held item upon switch in, though, which is nice (assuming that target isn't a Ghost-type, anyway).

Nickit and Thievul share the same abilities and innates: Technician, Stakeout and Run Away for Abilities, Pickup, Cheap Tactics and Pickpocket for Innates.

Skwovet/Greedent
The Skwovet line is all about those berries, having all three of its innates revolve around the consumption of berries, plus two of its abilities.

Skwovet's abilities are Cheek Pouch, Unnerve and Run Away, and its innates are Gluttony, Ripen and Harvest. Greedent is almost identical in this regard, but replaces Run Away with Self-Sufficient.

Lechonk/Oinkologne
The Lechonk line is nothing special- just your average earlygame Normal-type. Like a lot of other early normal 'mons it has access to Strong Jaw as its power-boosting ability of choice, but it can also erase opposing abilities with its Lingering Aroma (which it now shares with Aromatisse).

Lechonk and Oinkologne share the same abilities and innates: Lingering Aroma, Strong Jaw and Pickup are the abilities, and the innates are Thick Fat, Gluttony and Pastel Veil.

Pawmi/Pawmo/Pawmot
Pawmi takes a while to really get going, as it doesn't really have any good punching moves until it becomes Pawmo and hits a high level. Access to Power Fists or Iron Fist-boosted Plasma Fists is nice, and access to the incredible Fur Coat gives it a defensive lean. In fact, Pawmot can be summed up best as a slower and less powerful, but physically bulkier Zeraora.

It does get Revival Blessing, though!

The entire line shares the same abilities and innates. The abilities are Iron Fist, Power Fists and Generator, and the innates are Volt Absorb, Fur Coat and Avenger.

Cetoddle/Cetitan
Cetoddle kinda stinks due to unfortunate ability/innate pairings, but all this changes upon evolving into Cetitan, who is a devastating Slush Rush sweeper, using its Let's Roll innate to power up its Ice Ball into the stuff of nightmares. If Cetoddle wants to become more of a wallbreaker, though, it can instead use Whiteout to further power its ice-type moves up.

Cetoddle's abilities are Slush Rush, Cute Charm and Let's Roll, and its innates are Thick Fat, Freezing Point and Scavenger.

Cetitan's abilities are Whiteout, Slush Rush and Sheer Force, and its innates are Thick Fat, Let's Roll and Predator.

Quaxly/Quaxwell/Quaquaval
Quaxwell can sweep unprepared teams at a moment's notice with its age-old Moxie set, improved by the addition of a new move, Whirling Strikes (Flying-type Triple Axel clone) into its moveset. It's just a shame Aqua Step doesn't get boosted by Striker, but Torrent makes up for that.

Quaquaval can also stuff some very potent Extreme Speed threats thanks to another of its abilities, too.

Quaxly's abilities are Cute Charm, Dancer and Dazzling, and its innates are Torrent, Striker and Water Veil. Quaxwell and Quaquaval are almost identical in this regard, only replacing Cute Charm with Moxie.

Blipbup/Dottler/Orbeetle
Blipbug is bad but you can't even find it in the wild- you find Dottler instead. Dottler does have a niche despite its low stats, being amongst the very first Pokemon you can find who can manipulate field effects. In fact, taking into account level caps, it's the very first one you can get, boasting Psychic Surge to prevent priority, and hey, it gets Quiver Dance so it can at least do something.

Orbeetle is more of a supportive 'mon, though it can certainly go for the Quiver Dance sweep itself if it so wishes, though for that purpose it really wishes it had kept Dottler's Tinted Lens.

Blipbug's abilities are Swarm and Telepathy, and its innates are Simple and Compound Eyes.

Dottler's abilities are Tinted Lens and Psychic Surge, and its innates are Compound Eyes, Shell Armor and Magic Bounce.

Orbeetle's abilities are Power Spot, Psychic Surge and Hypnotist, and its innates are Analytic, Gravity Well and Magic Bounce.

Scatterbug/Spewpa/Vivillon
Scatterbug is unevolved earlygame bug. You know how it is.

Spewpa is cocoon. Same.

Vivillon is... interesting. Nominally weaker than its compatriots Beautifly, Dustox and Butterfree, having lower offensive stats and a worse offensive typing, but Vivillon does have some things going for it. Unlike those two, it has access to Tinted Lens as an ability, making its offensive typing less of an issue, and if you need more support, Vivillon can also use the amazing Air Blower to give your team a short-lived Tailwind, or pick off a weakened Fire-type just by switching in thanks to its almost-signature ability, Powder Burst, which it shares only with Slither Wing. It makes it use the oft-forgotten move Powder upon switching in, which causes an incoming Fire-type move to fail and deal damage to the 'mon who used that fire-type move equal to 25% of their max HP.

Scatterbug's only ability is Friend Guard, and its innates are Shield Dust and Compound Eyes.

Spewpa's only ability is Battle Armor, and its innates are Shield Dust, Compound Eyes and Shed Skin.

Vivillon's abilities are Powder Burst, Tinted Lens and Air Blower, and its innates are Shield Dust, Compound Eyes and Majestic Moth.

Maschiff/Mabosstiff
Essentially Mightyena but stronger, though Maschiff evolves much later than Poochyena does to compensate.

Maschiff's abilities are Intimidate, Avenger and Friend Guard, and its innates are Guard Dog, Strong Jaw and Jaws of Carnage. Mabosstiff is identical in this regard.

Wooloo/Dubwool
The bulkiest of the early game normal-types bar none thanks to Fluffy, but now Dubwool is actually packing some offensive threat thanks to its access to Rock Head supported Head Charge and Head Smash. It can also serve as a bulky anti-hazard option because it appropriated Cinderace's signature Court Change. Its abilities can also help it out a lot, either giving it more potential offense with Sap Sipper or Scrappy, or boosting its defensive utility with Bulletproof.

Wooloo and Dubwool share the same abilities and innates: The abilities are Sap Sipper, Scrappy and Bulletproof, and the innates are Let's Roll, Fluffy and Rock Head.

Applin/Appletun/Flapple/Dipplin/Hydrapple
With the addition of Dipplin and Hydrapple, Applin now has three distinct lines it can go down, though the base form is terrible, and it won't evolve until after Brawly.

Flapple is a speedy offensive threat, Appletun is a bulky defensive 'mon, and Hydrapple splits the difference.

Applin's abilities are Ripen, Hustle and Bulletproof, and its innates are Gluttony and Shell Armor.

Flapple's abilities are Hustle, Aerodynamics and Unburden, and its innates are Levitate, Regenerator and Corrosion.

Appletun's abilities are Unaware, Predator and Solar Flare, and its innates are Harvest, Ripen and Thick Fat.

Dipplin's abilities are Gluttony, Regenerator and Gooey, and its innates are Sticky Hold, Shell Armor, and it and Hydrapple's signature Super Hot Goo. Hydrapple is almost identical in this regard, only replacing Gluttony with Self-Sufficient and Sticky Hold with Multi-Headed.

Slakoth/Vigoroth/Slaking/Mega Slaking
Slaking has a Mega, which I mentioned briefly in the Mega Update section of the previous run. You know the deal with Slaking- legitimately ridiculously strong stat-wise, but held back by its awful ability. In this case, Slaking now has two abilities, but both are actively detrimental.

Mega Slaking is a Normal/Ice-type with the fourth-highest base stat total in the game, behind ONLY Mega Rayquaza, the Primals, and Ultra Necrozma. Its defensive typing sucks, but it boasts the single highest attack stat in the game, at a horrifyingly strong base 210, a full 20 points higher than Mega Mewtwo X, the previous record holder. Its abilities are made to dismantle stall, too, but this comes at a catch- Slaking is running on a time limit once it Mega Evolves, due to its signature innate, Super Strain, which gives all of its moves 25% recoil and makes it lose 1 stage in attack whenever it scores a KO, which turns its horrifyingly strong STAB Rock-Wrecker (Turned from Rock to ice thanks to Crystallize) into a very self-damaging move, ESPECIALLY if Slaking somehow fails to score the KO. It is the ultimate wallbreaker, but it is unlikely to sweep. Super Strain replaces Lethargy from the previous version, which has effectively been removed from the game.

Slakoth's only abiltiy is Truant, and its innates are Comatose and Unaware.

Vigoroth's abilities are Sheer Force, Moxie and Scrappy, and its innates are Anger Point, Hyper Aggressive and Vital Spirit.

Slaking's abilities are Truant and Stall, and its innates are Comatose, Unaware and Mold Breaker.

Mega Slaking's abilities are Unseen Fist, Mold Breaker and Unaware, and its innates are its signature Super Strain, Crystallize and Rampage.

Gossifleur/Eldegoss
The line is mostly similar to vanilla, but it does appreciate the extra defenses from Fluffy and Overcoat. Just watch out for Fire, as Eldegoss is now doubly weak to it.

Gossifleur's abilities are Cotton Down, Overcoat and Natural Cure, and its innates are Effect Spore, Regenerator and Sun Worship. Eldegoss is almost identical, only replacing Sun Worship with Fluffy.

Rellor/Rabsca
Rellor is kinda stinky, but Rabsca does have some neat tricks it can pull, such as setting up Trick Room immediately with its Twisted Dimension ability, using the new move Inverse Room to completely flip the script on something that thinks it has Rabsca beat, or of course, Revival Blessing. It can also use a mean offensive set with its newfound access to Parental Bond.

Rellor's abilities are Compound Eyes and Shed Skin, and its innates are Let's Roll and Swarm.

Rabsca's abilities are Telepathy, Twisted Dimension and Synchronize, and its innates are Parental Bond, Psychic Mind and Levitate.

Nacli/Naclstack/Garganacl
Just when you thought this 'mon couldn't make people more salty, it gets a second signature ability that turns it from annoying into a straight-up nightmare to face, effectively being Shadow Tag on a single opposing Pokemon per switch in! Nacli won't become Garganacl until Gym 3, but it can be terrifying even as just Nacli or Naclstack thanks to its solid bulk, access to Eviolite and its incredible abilities.

It also sets up Stealth Rocks on hit, so there's that.

Nacli's abilities and innates, which are shared throughout the entire line, are its signature Salt Circle, Juggernaut and Regenerator, and its innates are its signature Purifying Salt, Loose Rocks and Impenetrable.

Wooper-Paldea/Clodsire
Wooper-Paldea is literally Wooper-Johto, but Poison-type instead of Water-type.

Clodsire is a nasty wall to face, especially since it decided to cramp Glimmora's style and appropriate Toxic Debris for itself. It also doesn't have to choose between Unaware and Water Absorb any more, and even got Rough Skin to add on even more chip damage to physical attackers!

Wooper-Paldea's abilities are Oblivious and Damp, and its innates are Unaware, Water Absorb and Poison Point.

Clodsire's abilities are Poison Point, Toxic Debris and Damp, and its innates are Unaware, Water Absorb and Rough Skin.

Frigibax/Arctibax/Baxcalibur
Baxcalibur has lost Ice Body, but Keen Edge makes Glaive Rush more terrifying than ever, especially since, because Baxcalibur has Overwhelm (which also stops those pesky Intimidates), Fairies are not safe. If all of that wasn't bad enough, it now has Heatproof to synergize with its Thermal Exchange, letting it switch into Fire moves more easily. And if for some reason you don't want to use Keen Edge, Baxcalibur's two other abilities are also great; Freezing Point is essentially Poison Touch for Frostbite, letting Baxcalibur threaten special attackers even harder, and Whiteout turns Icicle Crash into the stuff of nightmares under hail.

Frigibax's abilities are Freezing Point and Ice Body, and its innates are Thermal Exchange, Heatproof and Cute Charm.

Frigibax's abilities and innates, shared with Baxcalibur, are Freezing Point, Whiteout and Keen Edge for the abilities, and Thermal Exchange, Heatproof and Overwhelm for the innates.

Smoliv/Dolliv/Arboliva
The line got a massive buff in the form of their new abilities, and heck, Arboliva's better than ever now that Seed Sower ALSO inflicts the opposing Pokemon with Leech Seed when hit, on top of setting Grassy Terrain as per normal.

Smoliv's abilities are Triage, Friend Guard and Ripen, and its innates are Chlorophyll, Chloroplast and Overcoat. Dolliv is identical in this regard.

Arboliva's abilities are identical to its pre-evolutions, and its innates are Big Leaves, its signature Seed Sower, and Overcoat.

Zorua-Hisui/Zoroark-Hisui
Zorua-Hisui, as my own has demonstrated, is simultaneously a very strong special attacker and a very potent AI breaker. Normal/Ghost plus illusion equals AI breaker.

The line's only ability is Illusion, and their innates are Vengeance, Opportunist and Exploit Weakness.

Pansage-Redux/Simisage-Redux
This new form of Pansage is a speedy fighting-type that can attack on both sides of the spectrum, though its defenses are kinda low. It does get STAB Technician Mach Punch, though, and this is even boosted by Precise Fist for even greater potential via crits. It can even run a Flame Orb to really take off on physical offense. It has a signature move called Aura Force that it learns when it evolves, but the move isn't fully implemented yet.

The line shares the same abilities and innates, those being Technician, Hustle and Power Fists for the abilities, and Precise Fist, Guts and Gluttony for the innates.

Pansear-Redux/Simisear-Redux
A speedy dark-type attacker is the gimmick of this new form of Pansear. While it's not as fast as Simisage-Redux once evolved, it makes up for it with its own unique bag of tricks. Its Ambush ability guarantees a crit on the first turn it comes in, Prankster can let it pivot out quickly with priority Parting Shot, it has Techician like its bretheren, and Low Blow will have it launch Feint immediately upon switching in, beating out Protect. Unburden is also a great ability to have. Especially since it learns Wicked Blow when it evolves.

The line shares the same abilities and innates, those being Technician, Unburden and Low Blow for the abilities, and Ambush, Prankster and Gluttony for the innates.

Panpour-Redux/Simipour-Redux
Simipour is the slowest of the three monkeys, but it by far has the potential to hit the hardest, thanks to having an array of power-boosting abilities. It also learns freaking Psystrike upon evolving, so there's that.

The line shares the same abilities and innates, those being Technician, Telekinetic and Mystic Power for the abilities, and Super Luck, Neuroforce and Gluttony for the innates.

Milcery/Alcremie
Alcremie can best be described as a special-oriented version of Dachsbun. They have similar stat spreads but on different sides of the attacking spectrum. Milcery's line even gets Fluffy, which synergizes extremely well with Well-Baked Body, removing the Fire Weakness that Fluffy otherwise comes attached with.

The line's abilities are Gooey, Well-Baked Body and Pastel Veil, and their innates are Fluffy, Aroma Veil and Self-Sufficient.

Weedle-Redux/Kakuna-Redux/Beedrill-Redux/Mega Beedrill-Redux
Weedle's Redux line is the one I've used on my team and so far it's proven to be extremely good. It doesn't get that way until you actually get it to evolve into Redux Beedrill, but you get it at level 25 by the time you actually can get it, and it evolves into Beedrill at level 10, so Weedle and Kakuna's ineptitude is irrelevant. Redux Beedrill is a master of spreading about status, between its signature Toxic Needles (5-hit Poison-type move with a 10% chance to poison per hit) and Freezing Point, plus other Skill Link-boosted moves like Icicle Spear, Pin Missile and the newly-buffed Peck, which goes extremely well with its Exploit Weakness innate.

Redux Beedrill also has a Mega Evolution, which is basically "Redux Beedrill, but better". It does trade off Redux Beedrill's Ground immunity for a weakness, which is unfortunate, but Adaptability plus the stat boosts is more than worth it; Redux Beedrill can't really take hits anyway.

Weedle-Redux's only ability is Compound Eyes, and its innates are Swarm and Shield Dust.

Kakuna-Redux's abilities are Shell Armor and Shed Skin, and its innates are Swarm, Shield Dust and Overcoat.

Beedrill-Redux's abilities are Freezing Point, Whiteout and Slush Rush, and its innates are Skill Link, Exploit Weakness and Levitate. When Mega Evolved, Freezing Point is the only ability, and Levitate is replaced with Adaptability.

Tarountula/Spidops
Spidops is kind of bad, but you knew that already. That's all I can really say about it. It has some alright abilities and innates, I suppose, including two signature abilities to it; Web Spinner, which makes it automatically use String Shot upon switching in, and Subdue, which doubles the effect of stat reducing moves.

Tarountula's abilities are Spider Lair and the line's signature Web Spinner, and its innates are Ambush, Exploit Weakness and Stakeout. Spidops is almost identical, only adding another signature ability, Subdue.

Nymble/Lokix
This Kamen Rider expy loves switching in and out of battle to continously trigger its Violent Rush ability as a Nymble, or the upgraded version signature to it, Showdown Mode (which combines Violent Rush and Ambush), as a Lokix. It's got some awesome other abilities and innates too, chief among them Swarm to make First Impression and U-Turn hit even harder, Striker to make its High Jump Kick and now Dark-type Axe Kick hit even harder, Avenger to give Lokix even harder hits if an ally goes down, Justified to make Dark-types regret messing with it, or Hyper Aggressive to hit even harder always and beat those Focus Sashes.

Nymble's abilities are Tinted Lens, Justified and Hyper Aggressive, and its innates are Violent Rush, Swarm and Striker. Lokix replaces Tinted Lens with Avenger and Violent Rush with its signature Showdown Mode.

Slowpoke-Galar/Slowbro-Galar/Slowking-Galar
The Galar slow twins form an offensive-defensive dichotomy, with Slowbro being the offensive one and Slowking being the defensive one, though the two have abilities that let them play the other role decently well, too. Slowking-Galar has a new signature innate, too; Permanence, which prevents opposing Pokemon from healing.

Slowpoke-Galar's abilities are Regenerator, Poison Absorb and Unaware, and its innates are Oblivious, Pressure and the unique to it and Slowking-Galar Curious Medicine.

Slowbro-Galar's abilities are its signature Quick Draw, Poison Touch and Regenerator, and its innates are Oblivious, Mega Launcher and Unaware.

Slowking-Galar's abilities are the unique to it and Slowpoke-Galar Curious Medicine, Poison Absorb and Regenerator, and its innates are Spiteful, Pressure and its signature Permanence.

Toedscool/Toedscruel
The line's got a lot more longevity now to mitigate the negative effects of Mycelium Might, and one of the causes for that happens to be Poison Heal, and it even gets Arena Trap to boot.

The line's abilities are Poison Heal, Long Reach and Arena Trap, and their innates are Earthbound, Absorbant and the line's signature Mycelium Might.

Shroodle/Grafaiai
Grafaiai loves spreading poison about, trying to take advantage of its Poison Touch, Cheap Tactics and Scrappy innates in tandem to attempt to poison anything that isn't either A: a Ghost-type, or B: Immune to poison. If it fails, it can just fire off a Prankster Parting Shot and come back later.

The line's abilities are Prankster, Technician and Unburden, and their innates are Poison Touch, Cheap Tactics and Scrappy.

Poltchageist/Sinistcha
This bulky Ghost/Grass-type is built for stalling. Its signature Matcha Gotcha is around and as infuriating as ever, and it also has Strength Sap and a new move, Raging Souls (Ghost-type Overheat) to assist in bludgeoning the opponent. Its abilities and innates are no slouch either; its almost signature Ill Will (shared only with Flutter Mane) acts as if it has Grudge at all times, depleting the PP of whatever move was used to knock it out, Self-Sufficient helps with stalling more, and Sap Sipper gives an additional immunity, and it now instrinsically has Heatproof.

Poltchageist's abilities are Ill Will, Self-Sufficient and Heatproof, and its innates are Cursed Body and Soul Eater. Sinistcha is almost identical, only moving Heatproof to an innate slot and putting Sap Sipper in its place.

Wattrel/Kilowattrel
Wattrel holds a quasi-unique spot as an attacker who can afford to invest a lot into bulk if they so wish thanks to their almost-signature Impulse (shared only with Iron Bundle), which turns its Speed stat into its attacking stat for any non-contact moves, which stacks with its Terminal Velocity innate which adds an additional 20% of speed to the user's damage calculation for special moves. Volt Absorb is nice to give an extra immunity, and Wind Power can be great with Tailwind support (or if you decide not to use Impulse, you can instead use Air Blower to automatically give Kilowattrel the Charge when it switches in, boosting its electric moves even further). Kilowattrel would've been a lot stronger had Air Blower and Wind Power not swapped places.

Wattrel's abilities are Competitive, Impulse and Wind Power, and its innates are Volt Absorb, Terminal Velocity and Air Blower. Kilowattrel is almost identical, only swapping Air Blower and Wind Power's spots.

Tadbulb/Bellibolt
Bellibolt's abilities and innates lean it more towards being a defensive electric-type, boasting an additional immunity (to Water, via its Dry Skin), and either Unaware to block setup sweepers or Thick Fat to remove the Fire Weakness gained from Dry Skin and also gain a resistance to ice.

Tadbulb's abilities are Damp, Unaware and Thick Fat, and its innates are Electromorphosis (no longer signature to it, as it is also usable by Pinchurchin), Dry Skin and Static.

Abra-Redux/Kadabra-Redux/Alakazam-Redux/Mega Alakazam-Redux
Redux Abra has a pathetic level up learnset of only Beat Up, but since you get it at level 25 at the lowest (since you must have beaten Roxanne to buy it), you can immediately evolve it into Redux Kadabra. Unlike regular Kadabra, Redux Kadabra is slow as molasses, but boasts incredibly high Attack and Defense, alongside a Dark/Fighting-typing and some neat abilities, plus access to a signature move, Smashin' Realities, Dark-type hammer-based move that does away with Terrains and Weather at the cost of being -3 priority. That hammer basis is important, as it means it benefits from Redux Kadabra's Super Slammer innate.

Evolving into Redux Alakazam flips things around again, returning to the stereotypical hyper fast but frail special attacker stat spread one has come to expect from Alakazam, with some useful abilities and innates. It even loses the Fighting-typing it gained from becoming Kadabra, returning to a pure Dark-type. It also has a signature ability here, Minion Control, which gives every attack the effect of Beat Up. And yes, Redux Alakazam has a Mega Evolution, though the differences are only stat deep.

Abra-Redux's abilities are Intimidate, Scare and Merciless and its innates are Cheap Tactics, Nocturnal and Bad Luck.

Kadabra-Redux's abilities are Exploit Weakness, Intimidate and Long Reach, and its innates are Cheap Tactics, Super Slammer and Nocturnal.

Alakazam-Redux's abilities are its signature Minion Control, Exploit Weakness and Intimidate and its innates are Cheap Tactics, Mystic Power and Nocturnal. These do not change when Mega Evolving.

Solosis-Redux/Duosion-Redux/Reuniclus-Redux
Can I say that that design of the Redux Solosis line is fire? Well, not literally but also literally for this Fire/Water-type cell. The stat spread is very stereotypical Reuniclus, but it's got incredible abilities and innates at its disposal. It, like multiple other 'mons, has an almost signature innate in Catastrophe, which makes Fire and Water moves grow stronger in the opposite weather (So Rain boosts Fire and Sun boosts Water for a 'mon with Catastrophe), something only shared with Walking Wake.

Solosis-Redux's abilities are Overcoat, Water Absorb and Flash Fire, which are shared throughout the entire line. Its abilities, shared with Duosion-Redux, are Hydration, Flaming Soul and Adaptability.

Reuniclus-Redux's innates are instead Water Bubble, Flaming Soul and Catastrophe.

Stufful-Redux/Bewear-Redux
Redux Stufful is Stufful is a fairy-type. Redux Bewear may look cuddly like a teddy bear, but it is anything but, being an incredibly potent attacker, using moves like Extreme Speed, Frustration and Play Rough to hit incredibly physically hard, bolstered further by Guts and its choice of Hyper Aggressive to bolster its general moves even further, or No Guard to give it 100% accurate Dynamic Punches, while its almost signature Guilt Trip (shared only with Flutter Mane) can debuff the offensive stats of a 'mon that KOes it, while Cute Charm can infatuate the foe on contact, halving their attack power and Fluffy protects it from contact moves.

Stufful-Redux's abilities are Cute Charm, Unaware and Sheer Force, and its innates are Fluffy and Guts.

Bewear-Redux's abilities are No Guard, Hyper Aggressive and Guilt Trip, and its innates are Fluffy, Guts and Cute Charm.

Morpeko
Morpeko does the same things it usually does, just more. Aura Wheel is exceptionally strong now, being buffed to 110 base power, though it now has to deal with being a dual-typed move. That being said, Aura Wheel is often still worth it as it buffs Morpeko's speed on use, synergizing very well with Morpeko's Speed Force ability. Though new moves Iron Fangs and Berry Smash can fend off opposing Fairy and Ground-types that may want to try to wall Aura Wheel. Hunger Switch is kinda useless now, though.

Morpeko's only ability is its signature Hunger Switch. Its innates are Cheek Pouch, Gluttony and Speed Force.

Cyclizar
Cyclizar's main claim to fame now is access to the absolutely absurd setup move that is Shift Gear, plus access to the absolutely incredible trifecta of recoil moves, Double-Edge, Flare Blitz and Volt Tackle, boosted by Reckless (and the recoil can be healed off by Regenerator). If you don't want to use offensive Cyclizar, you could instead try a defensive set with Multiscale and Shed Tail.

Cyclizar's abilities are Multiscale, Unburden and Reckless, and its innates are Shed Skin, Field Explorer and Regenerator.

Varoom/Revavroom
Revavroom now has access to all the "Torque" moves from the Starmobiles. In particular, it REALLY loves access to Noxious Torque, which, when combined with Shift Gear, Speed Boost and Speed Force, hits hella hard. Revavroom, however, can also run a defensive stall set using the power of Toxic Spill to deal damage over time while holding out with Overcoat, Filter and Iron Defense.

Varoom's abilities are Speed Force, Heavy Metal and Light Metal, and its innates are Speed Boost, Filter and Overcoat. Revavroom is almost identical, only replacing Light Metal with Toxic Spill.

Why does this seem familiar? Let's Play Pokemon Elite Redux 2.0! (2024)

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