How to beat Primal Diagla in Pokemon Mystery Dungeon 2, Explorers of time? - mystery ranch backpacks
Team:
Moderator: Mudkip - LV45
Moves:
Frente a + 1
Mud-Slap
Hydro Pump
Vacuum Cutting
Partner: Cyndaquil - LV44
Moves:
Tackle
Smokescreen
Lava Plume
Flamethrower
My tactics were to answer, because a lot of PP for use in the normal pokemon into the dungeon, then the smoke is good for executives, allowing my team to attack, while the head Flamthrower hydraulic pump and power, cutting empty houses and pillar of lava monster for when my team finally stuck. However, the extent Diagle, Roar of time, which has an incredible ranch, and even close to steam ahead, smoke less. If HEEEEELP!
Thanks in advance! \\ \\ \\ \\ \\ \\ \\ \\ U0026lt, 33
3 comments:
If you are lv 35 + should not have too many problems with this dungeon. There are 15 floors, with the following Pokémon:
Dragonite - they have massive HP, but not too boring damagewise.
Garchomp - can cause enough damage with Dragon Claw, but must be taken through a series of attacks, while conspiring against them.
Magmortar - these things are dangerous for everyone, but the types of water. They confuse ray, which of course always more than a nuisance, and some very strong attacks. A training course to take though.
Purugly - have flamethrowers, know that if you are a type of grass. It takes several shots to take upon himself. One of the most annoying Pokemon in the dungeon.
Bastiodon - of course a good defense or attack grass is not 2HKO [at lv 35, at least].
Abomasnow - a threat for hail disturbed by the dungeon - if you start to praise, you know, one of them on the floor. However, they are very weak to fire, hit a small fire will eliminate ort.
Rampardos - note that the statistics are not unknown in Mystery Dungeon, and Rampardos not normally expected at a single blow, the grass has been assigned. You can do much harm, but do be careful.
Tropius - is relatively low. They should not be too much trouble.
Manectric - Tropius easy as CAD - unless, of course, you're a water type.
Not even do much for themselves - if you have problems, one step back and let Grovyle manage things. It is LV 46 and very strong, taking advantage of it while you have it.
Another thing to see the houses are monsters. Make sure to stumble a few to take Slumber, the enemy, fear or petrify orbs with you just in case. Protect TM can be found in this dungeon - be sure to choose one or two up. Protect is incredibly useful because it takes Mystery Dungeon 2.5 turns, making it virtually invulnerable until it disappears, and learn all the starters.
Basically, do not insist on this dungeon. Pack a few elixirs Max - his regular attackbe next to useless here - and a few Reviver Seeds, and it should go. There are rescue a point after the 15-story, and even if it's scary then, this part of the dungeon is a good place to train. If you struggle with it, but they are far from ready for what lies ahead.
If you are lv 35 + should not have too many problems with this dungeon. There are 15 floors, with the following Pokémon:
Dragonite - they have massive HP, but not too boring damagewise.
Garchomp - can cause enough damage with Dragon Claw, but must be taken through a series of attacks, while conspiring against them.
Magmortar - these things are dangerous for everyone, but the types of water. They confuse ray, which of course always more than a nuisance, and some very strong attacks. A training course to take though.
Purugly - have flamethrowers, know that if you are a type of grass. It takes several shots to take upon himself. One of the most annoying Pokemon in the dungeon.
Bastiodon - of course a good defense or attack grass is not 2HKO [at lv 35, at least].
Abomasnow - a threat for hail disturbed by the dungeon - if you start to praise, you know, one of them on the floor. However, they are very weak to fire, hit a small fire will eliminate ort.
Rampardos - note that the statistics are not unknown in Mystery Dungeon, and Rampardos not normally expected at a single blow, the grass has been assigned. You can do much harm, but do be careful.
Tropius - is relatively low. They should not be too much trouble.
Manectric - Tropius easy as CAD - unless, of course, you're a water type.
Not even do much for themselves - if you have problems, one step back and let Grovyle manage things. It is LV 46 and very strong, taking advantage of it while you have it.
Another thing to see the houses are monsters. Make sure to stumble a few to take Slumber, the enemy, fear or petrify orbs with you just in case. Protect TM can be found in this dungeon - be sure to choose one or two up. Protect is incredibly useful because it takes Mystery Dungeon 2.5 turns, making it virtually invulnerable until it disappears, and learn all the starters.
Basically, do not insist on this dungeon. Pack a few elixirs Max - his regular attackbe next to useless here - and a few Reviver Seeds, and it should go. There are rescue a point after the 15-story, and even if it's scary then, this part of the dungeon is a good place to train. If you struggle with it, but they are far from ready for what lies ahead.
to use mew. and Mewtwo.
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