Pokemon Let's Go, Eevee! - No Exp Part 2: Misty
Unexpectedly, Misty turns out to be a huge obstacle in this run. Her Starmie has always been tough. First a high-crit machine with high stats all around and staying power coming from Recovery, nerfed a bit in generation 3, Starmie has become stronger thanks to the addition of Scald as a TM. An 80 BP move off STAB and high special attack is exactly as terrifying as you'd think.
Our troubles seem to start earlier than that though, as Misty's lead Psyduck (there's apparent effort in this game trying to base many of its elements around the anime everyone's familiar with from their childhood) packs Confusion in addition to Water Gun. If you switch in your Bellsprout, as I did, expecting to have an easy time, you're in for a surprise watching your "counter" outsped and OHKO'd. Bulbasaur, again available at a somewhat relevant level, is slightly bulkier but fails to put up much of a fight when surviving the first Confusion.
I had to find an unorthodox strategy for Misty's lead. Venonat may offer seemingly nothing of value in any in-game context imaginable (really can't think of a single instance where it was used), but provoking Psyduck to use Confusion because of its secondary poison typing and knowing Disable is all we need to cause Bellsprout to be relatively safe when it starts landing Vine Whips on the psycho-duck.
Overcoming the unexpected obstacle in Psyduck is cool and all, but we're still yet to deal with the main threat. Besides Scald, Starmie runs Swift and Psywave, which are more tolerable but there still needs to be a complex strategy as nothing that can take its hits has any powerful offensive moves in its arsenal and the things that hit Starmie the hardest fail to take a single Scald.
The first action is paralysing with Paras, caught at Mt Moon. Grass-typing lets it take a Scald in spite of the level disadvantage, after which we attempt to have Stun Spore connect. If it misses, it's a reset.
Starmie's paralysed, making it half as fast as before and 25% likely to miss a turn. How do we attack it now though? Alola-Rattata (available through ingame trading - mispelt as 'tarding' initially) has STAB SE Bite, which seems more powerful than any other tool at my disposal. As experience showed however, it doesn't strike particularly hard so we need a longterm plan of wearing Starmie down.
With Paras gone, Bulbasaur comes in to use Leech Seed. The recovery (and damage to Starmie) allows Bulbasaur to take 2 Swifts, but it can still die to Swift + Psywave, so I switch it out to Alola-Rattata next turn on the chance (it's just a chance, mind you) that Psywave is used next turn. It works here, and I follow it up by using Bite, watching Starmie's health bar deplete, but Scald destroys Rattata instantly as expected.
From here, Bulbasaur's ability to take a hit (and land a decent one) and Meowth's access to Fake Out as well as a chance to paraflinch when it outspeeds and uses Headbutt essentially secure our victory.
With the exception of Stun Spore or Leech Seed missing (and with Leech Seed missing once, we can still count on a paraproc on either of Starmie's first two attacks against Bulbasaur), the strat's pretty reliable and Alola-Rattata being hurt by Swift instead of absorbing Psywave on the switch in changes nothing about the outcome.
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