The most important aspect of success in the Hodgepodge Platoon is to make educated decisions. Many moves and abilities from the canon games are included here, but have edited effects and parameters. On top of that, new moves and abilities have been added. It goes without saying to thoroughly read each and every description of mons you would like to use, not just while making the team at the start but also during battle to assist in making well thought out decisions. The AI can never outthink a human; outwitting the opponent is the surest way to victory rather than brute forcing. When teambuilding, take great strides to line up your three members such that they have synergy with each other. Dont make teams that can be hardwalled by one type, dont bring together mons that utilize different status effects or weathers, and dont pile on 3 sweepers or 3 tanks that could get pigeonholed due to lack of role diversity. You should especially try to make your first selected mon a good, versatile lead that can benefit the cavalry. Luck can cause battles to not go your optimal path, but it can also be weaponized against the opponent. Dont be afraid to go for risky strategies when your tean is backed into a corner; you have little to lose at that point. Held Items are valuable tools in getting favorable battles in the facility. On your first run through, there is no way to check their effects; however, after that, if you travel back to the foyer of the building, Lanette will talk to you and enable the item bag, which allows you to check descriptions of every item in the game both in and out of battle. Like was said with moves and abilities, check these items thoroughly; it can be the difference between losing and winning! In this facility, Super Effective and STAB damage multipliers have been reduced to allow for more defensive, methodical battles. Sometimes, the optimal strategy is not to click super effective stab move and win; it is often better to invest in different factors of a mon’s kit like stat boosting, statuses, field effects, and other chaining sets. Use SE moves more as a guideline than a crutch. At any point during in-battle move selection, you may press L while hovering over a move to see its current power and accuracy, that updates dynamically. If youre unsure out of two options what would do the most damage, try using this feature. Every single Pokemon available for use in the Hodgepodge Platoon has only one universal set that both you and your opponents use. The facility is always at the same base difficulty level, it is only you, the player, that rises in skill with time. The more you learn and remember, the better your performance will be. If a situation is disadvantageous for your currently deployed mon, dont be afraid to switch out; the AI only rarely predicts a switch, so most of the time you will be safe to swap in something better suited for the task. On the flipside, the AI switches out based on rare factors, typically only if it cant do anything at all to combat your current Pokemon. If you think a switch is imminent (especially if forced by a Pokemon like Baghoul or Vividawg), you should try and buff yourself if possible. General Mechanical Changes: Palpitations - An Ability given by the move Heart Attack. It deals damage to whoever has it based on how many stat boosts it has. Mist - Prevents stat drops like normal but also secondary effects (imagine it like your whole team has Shield Dust while it is up) Lucky Chant - Prevents critical hits and weakens super effective moves Safeguard - Prevents status condtions like burn but also statuses like taunt Type Changes: Normal - Despite STAB being nerfed to 1.25 Normal-types still get a 1.5 STAB Flying - Flying no longer resists Grass-type Grass - Grass is no longer resisted by Steel and Flying-type Water - Water-type is now resisted by Ice-type Steel - Steel-type takes neutral damage from Grass, Psychic, and Ice-type instead of being resisted, Steel-types are immune to hazards Psychic - Psychic-type is no longer resisted by Steel-type, Psychic-types are immune to Hypnosis and Confusion (the status) Bug - Bug-type is no longer resisted by Fairy-type, Bug-types ignore Protect (not its clones), Substitute, Screens, Safeguard, Mist, and Lucky Chant Dragon - Dragon-type is now resisted by Fairy-type instead of being immune, Dragon-types are immune to Intimidate/Disturb Ice - Ice-type is no longer resisted by Steel-type and resists Water-type, Ice-type's Defense stat is boosted in Hail Fairy - Fairy is no longer immune to Dragon and is now just resisted and no longer resists Bug-type, cannot have their held items stolen, and prevent the Prankster priority boost but are not immune to said moves Dark - Prevents the Prankster priority boost but are not immune to said moves Ground - Ground-types take 10% less damage when there is a Terrain set. Fighting - Fighting-types' super effective moves are boosted a little bit Status Changes: Frostbite - Same from Legends Arceus Freeze - Can't attack for 2 to 3 turns, halves their defense, and is broken when hit by a physical and/or Fire-type move Sleep - Can't attack for 2 to 3 turns. If hit by any move it always lands as a critical hit but the sleeping mon wakes up. Rest - The original Sleep status just for the move Rest