|Mienfoo||Lv. 39, 42||25%|
|Marill||Lv. 40, 42||10%|
|Mienfoo||Lv. 44, 47||25%|
|Marill||Lv. 45, 47||10%|
|Shaking Grass / Swirling Dust||Level(s)||Rarity|
|Audino||Lv. 39 ~ 42||85%|
|Basculin||Lv. 15 ~ 40|
|Basculin (Blue)||Lv. 15 ~ 40|
|Marill||Lv. 15 ~ 40||30%|
|Surfing (in surfacing fish)||Level(s)||Rarity|
|Marill||Lv. 15 ~ 40||60%|
|Basculin (Blue)||Lv. 15 ~ 45|
|Basculin||Lv. 15 ~ 45|
|Azumarill||Lv. 25 ~ 45||5%|
Delibird is really more of a novelty Pokemon than a serious Pokemon to use, although you could probably tell that by its looks. The Ice/Flying-type Pokemon may have an unusual type combination, but that's about the only thing exciting about it. Its stats are utterly terrible. They're only a little higher than a starter Pokemon's is, but it doesn't have the ability to evolve or even use the Eviolite. Its Special Attack is the stat you'll want to hit with, although it's still lower than average. Its Speed is its best stat, and even that is just around average. It has two possible abilities: Vital Spirit and Hustle. Vital Spirit prevents it from falling asleep or using Rest, while Hustle raises the power of its Physical-based attacks by 50%, but lowers their base accuracy to 80% of their usual amount, meaning it will miss a lot more often. Vital Spirit is probably your best bet, although Hustle does give it potential to do some damage with Physical-based attacks.
What kind of exciting attacks does Delibird learn? Oh, it only learns one attack by leveling up: Present. It has either 40 power (40% chance), 80 power (30%), 120 power (10%), or will heal the target by 80 HP (20%). It's a Physical-based attack and has only 90% accuracy at that (and that's before Hustle), so... it's really not suited for Delibird, other than its looks.
Thankfully, it is capable of learning some TM moves. Fly (HM) is a definite must-have for it while Ice Beam is another must-have. Hail + Blizzard work well together for perfect accuracy. Other than that, well, you're pretty much out of options TM-wise unless the likes of Thief, Attract, or Toxic interest you. It can learn some interesting moves via Move Tutors, though. Signal Beam for 4 Red Shards gives it a Bug-type attack, Seed Bomb for 6 Red Shards is interesting and is Physical-based, and even Gunk Shot for 8 Red Shards may be an option to consider. Ice Punch can be taught for 10 Red Shards to be used over Ice Beam if you have Hustle, but it's a lot riskier.
Really, even though I think Delibird looks pretty cool and it's a funny Pokemon, that's about all it is. Its stats are downright pitiful and its movepool is equally bad. There's no way I could ever recommend using Delibird, so stay away from including it on your team at all costs.
Right at the very start of the route is an Ace Trainer that'll battle you using a Starmie L47 and a Drapion L47. Beat him, then head on up the stairs and to the north. There's a hidden Carbos in the northwest empty spot in the grass.
Now head south and down the steps, then up the stairs to the thick grass. There's a Backpacker up there who will fight you with her Vanillish L45 and Bouffalant L45. Head down the steps to the right of her and then you can walk north into the thick grass. To the northwest in the thick grass is a PP Up, while over to the east is an Amoonguss L47 (!) disguised as an item.
Alright, leave the thick grass and then head up the steps to the west. You'll see Terrakion just chillin' there! Suddenly, though, Colress shows up and talks a bit about Terrakion. He'll then ask you something. Sure, just go ahead and say Yes. Either way, he'll give you the Colress MCHN key item, which you can use to clear away a certain Crustle that blocks your path later on.
Colress then leaves and says he's heading south to Route 21 or something like that. Well, at this point, you could definitely go after him, but there's still more to see on Route 22 — including a Terrakion right next to you — so you might as well continue exploring.
Save your game before fighting Terrakion, just in case you knock it out on accident. If you do knock it out or run, you'll have to wait until after you beat the game for it to reappear, so try to get it right the first time.
|Terrakion Lv. 45|
Terrakion is the third legendary Pokemon in the trio. It's a Rock/Fighting-type, giving it a disappointing six weaknesses, but at least it has quite a few resistances to go along with it. The nice thing about Terrakion are its stats, though; its Attack is really high! That, coupled with high Speed and respectable Defense and Special Defense, should make it a formidable addition to your team, regardless of its weaknesses. It has enough power and speed to knock out a threat before it has a chance to get to you. It has the Justified ability, which raises its Attack by one stage after each time it's hit by a Dark-type attack.
For attacks, some of the useful ones it starts with are Sacred Sword and Rock Slide. Sacred Sword is downright awesome for Terrakion, as it does a ton of damage (Fighting-type) and works off of Terrakion's huge Attack stat, but don't underestimate the effectiveness of Rock Slide; while it may be weaker, that 30% chance of flinching adds up pretty quickly, and Terrakion's Speed means it will usually outspeed most Pokemon. Both are great attacks. It also starts with Retaliate to inflict more damage if an ally was just knocked out. At level 49, it gets Swords Dance, which, well, is great for Terrakion thanks to its already high Attack and sufficient Speed — not only that, but it should be able to survive a hit to pull it off, so long as you can avoid a super effective hit. That in combination with its existing attacks is great. Other noteworthy attacks are Stone Edge at level 67, which is powerful, but a lot less accurate than Rock Slide (though that high chance of a critical hit is nice), and lastly Close Combat at level 73, which is extremely powerful, but lowers its Defense and Special Defense afterwards. Sacred Sword is usually enough to get the job done, but having both may be handy for those times you feel Sacred Sword will fall just short.
For TM moves, it certainly has a lot of options, though it needs very few of them. X-Scissor and Poison Jab provide some type coverage. Even Aerial Ace is a possibility, despite its low power. After beating the game, Earthquake is also very nice for it, while it'll have to make due with Bulldoze until then (the Speed reduction is almost always unnecessary for it). Reflect is handy for raising your whole team's Defense for a couple of turns, while Sandstorm actually works very well with its Rock-type to raise its Special Defense for those turns, as well as do a little damage to the foe each turn. It may interfere with the rest of your team, though. It's got access to a few cool Move Tutor moves, too. Zen Headbutt for 8 Blue Shards in Lentimas Town is quite nice for adding some Psychic-type coverage, plus it also has a 20% chance of causing flinch. Superpower for 10 Blue Shards is also possible if you're too impatient to wait for Close Combat, but it lowers Terrakion's Attack and Defense instead, meaning its power will weaken after every use, so you'll want to switch out afterwards for sure. Although it can learn Iron Head for a mere 4 Red Shards, its Fighting- and Rock-type attacks make any type coverage it gains obsolete.
All things considered, Terrakion is a pretty good addition to your team. It doesn't need a lot of diversity because it does just fine with the attacks it has, although a little more would have been helpful. Its stats are great, but its weaknesses are far greater than the other members of the trio. I'd still recommend it on your team as long as your team can cover its weaknesses.
Patience Pays Off
Not satisfied with having your Terrakion only at level 45? Well, guess what: if you knock it out and then return here after you've beaten the game, you'll find it at level 65 instead! Unless you plan on using Terrakion from this point on, you're better off knocking it out and catching it later.
There are two branches you can go from Terrakion. You can head south, through the normal grass, or you can cross the bridge plank thing. Start by walking across the bridge plank thing, but fall down to pick up the Rare Candy, then go over and fight the Hiker with his Nosepass L45 and Steelix L45.
Hop down the ledge and then head up the planks. Heading over to the left takes you to where you would have been had you not have jumped, with a hidden Green Shard. Head over to the right instead and you'll find a boulder you can move with Strength to grant you a nice shortcut to the entrance, as well as a PKMN Breeder with a Camerupt L45 and a Grumpig L45. Surf to the west of him and you'll find a Calcium over in the trees (it may not be easy to see, but it's there).
Head back across the planks and over to the west of where the Hiker was. There's some steps there that have a Poison Barb to the south. Heading north actually leads you back to where Terrakion was, so just climb down the steps to the west instead and make your way north.
Over here, there's plenty of grass, as well as a few items. The southernmost one is a Red Shard, while the one to the northeast of that is actually another Amoonguss L47. Keep going north to find a Backpacker, who uses a Swinub L45 and a Darmanitan L45 (yikes!). Over to the west of him is the entrance to the Giant Chasm. You can enter it if you want, but there's nowhere you can really go, since two Plasma Grunts are blocking the path. There are still some neat Pokemon to find inside, though. Your call.
Head south of the entrance to the Giant Chasm and you'll find an Ace Trainer with an Arcanine L47 and an Excadrill L47. Just past her is a path to the wooden planks. Go up on them and then, when you reach a fork, just keep heading north to find a Max Potion. Go back to where the fork was, make your way across the zigzaggy part, and then head over to the east. It may look like it takes you to a dead end, but there's actually another Hidden Grotto over there.
|Lostlorn Forest Hidden Grotto|
|Amoonguss Lv. 45-50
|Pelipper Lv. 45-50
|Mienfoo Lv. 45-50
|Eevee Lv. 45-50