Glitz Pit Strategy Contest - Gloomtail (#12)
Gloomtail
No Defensive Action Commands
10HP/10FP/24BP (Level 9)
Badges: Power Bounce, Power Rush, Mega Rush, Power Rush P, Mega Rush P, P-Up D-Down P, Last Stand, Last Stand, Feeling Fine, Feeling Fine P, Lucky Start
Items: Point Swap x2
T1: Point Swap F (FP=10, F=10), Supernova (65) // (No Guard) (M=4, F=1)
T2: Lip Lock (56) (No AC), Super Hammer (50) // (No Guard) (M=3/6, F=1)
T3: Body Slam (38), Point Swap M (FP=3/6, M=5) // (No Guard) (M=1, F=1)
T4: Body Slam (26), Power Bounce (0)
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1) Lucky Start, the elephant in the room, is used instead of an in-battle Meteor Meal or Boo's Sheet (I used both of these in earlier iterations). Meteor Meal lasts too long to be efficient (3 turns instead of 2 turns) and is generally less tight to work with, and Boo's Sheets are OP so I didn't go with that either. I know it's a 25% at the start of a battle (Jdaster mentioned literally days prior to me creating this that "50/50 is personally pretty unsatisfying", and this is worse), but if anyone's ever going to make use out of a stupid badge, I'll give it a shot.
2) Super Hammer is used for precise FP and damage; Spin Jump does too much with AC's or too little without AC. Other moves use too much or no FP; FP must be at 5, to swap to 5HP, and take 4 damage the next turn.
3) Power Bounce is used just to finish quickly; Gloomtail's charging the next turn, so there's a full turn before the next actual attack happens anyway (I don't love using Power Bounce, but it's not like it's mandatory to "win", in this case.)
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Only randomness in this fight is from Gloomtail's second move; in this case, it either hits Flurrie only, or both Mario and Flurrie, causing the difference in HP (that is mitigated by Point Swap)
As for partner choice, I definitely wanted to use Flurrie or Vivian for the Quake immunity alone, since it's the only particularly distinguishing fact for any partner at this point. Both felt expendable moving forward.