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This entry describes the Mega Ampharos stage instead of the regular Ampharos stage, moved to the correct section


** Mega Ampharos comes between Mawile and Glalie, and the stage is a pure NIGHTMARE. All but two rows are frozen, so you have limited moves to begin with, and the disruptions switch between giving you Flaaffy tiles or undoing your hard work by refreezing tiles, most times at the worst places or to screw up potential moves. A Mega Start and Mega Slowbro is advised, and even then you need to PRAY you have enough Slowbro tiles when you start to get a mass de-thaw.



** Ampharos comes between Mawile and Glalie, and the stage is a pure NIGHTMARE. All but two rows are frozen, so you have limited moves to begin with, and the disruptions switch between giving you Flaaffy tiles or undoing your hard work by refreezing tiles, most times at the worst places or to screw up potential moves. A Mega Start and Mega Slowbro is advised, and even then you need to PRAY you have enough Slowbro tiles when you start to get a mass de-thaw.
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** One more from the mobile version: Victini having irregular appearances instead of simply appearing every week like in the 3DS version. Since Victini mainly serves as a convenient way to gain loads of EXP every weekend and Victini itself is a pretty good [[PsychicPowers Psychic-type]] Pokémon (80 base power at level 1), mobile version players are understandably frustrated when they discovered such news regarding the irregular appearance. It's even worse for those who are already gotten used to the 3DS version and expecting to be able to catch Victini later, only to end up not being able to re-encounter it for several weeks.
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** Pretty much almost every Pokémon in Safari events whose encounter rate is the highest among others in the same event. Notable offenders include Gible and Furfrou in Safari #3 (both have 26% encounter rate) and Fletchling in Safari #5 (28%). Players often complain that those Pokémon often "get in their way" during their hunt, especially after they managed catching said Pokémon.

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dont put ditto as it was never released


* ComplacentGamingSyndrome: More or less enforced on the player by the game mechanics and natural progression of the stages. A vast majority of ComMons have less than 60 base power. Not counting any pokemon from the special or expert stages or who can mega evolve, you will find yourself using Aurorus, Zoroark, Ninetails, Nidoking, Scyther, Conkeldurr, Sawk, Meinshao, Bronzong, and Tropius fairly often. Most of these have a lot of type advantages over others, and the game's progression has you fighting certain types far more often than others. Even if you capture all the special pokemon as they appear, a good number of them are likely to be stronger already by that point in the game.

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* ComplacentGamingSyndrome: ComplacentGamingSyndrome:
**
More or less enforced on the player by the game mechanics and natural progression of the stages. A vast majority of ComMons Pokemon have less than 60 base power.Power. Not counting any pokemon from the special or expert stages or who can mega evolve, you will find yourself using Aurorus, Zoroark, Ninetails, Nidoking, Scyther, Conkeldurr, Sawk, Meinshao, Bronzong, and Tropius fairly often. Most of these have a lot of type advantages over others, and the game's progression has you fighting certain types far more often than others. Even if you capture all the special pokemon Pokemon as they appear, a good number of them are likely to be stronger already by that point in the game.game.
** In every competitive stages, it's impossible to not spot a player using Mega Gengar in top 5 even if that Pokemon resisted Ghost-type.

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** Another one from ''Shuffle Mobile'': Paying Coins instead of Hearts for a stage (so far it happens to Keldeo's returning stage, which is the first time this happens). Cue people complaining how it makes them even more prone to running out of coins faster.

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** Another one from ''Shuffle Mobile'': Paying Coins instead of Hearts for a stage (so far it (which only happens to Keldeo's returning stage, which is the first time this happens).in certain event stages). Cue people complaining how it makes them even more prone to running out of coins faster.


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** Braviary... in the mobile version. The 3DS version gives him 11,008 HP and requires 8 moves at maximum (without Moves +5) to defeat him. It's still challenging but fair as you only carry [[ArbitraryHeadcountLimit 3 Pokémon]], which if the ones with anti-disruption skills (at least something with Rock Break) are included, they will make the level much easier. The mobile version, though, pretty much ''triples'' his HP but doesn't change anything else, including the number of moves. Defeating him is one thing, but trying to S-rank his stage will take multiple Hearts... and more likely a lot of Coins in the process.
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** Mewtwo, interestingly, when he came back for the 5 million downloads event. Not only is his health fairly low, but ''every item is free''. His capture rate is also very high, meaning you get a Psychic-type with ''80 base power'' even early on.
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Mega Medicham is now another Fighting type mega.


** And then there's the mega evolution stone competitions. Want Mega Lucario, Mega Blastoise, Mega Banette, or Mega Venusaur? Not only were they only weeklong events, but players needed a sufficiently high score in their regional competition to get it. In short, only 80,000 players worldwide have each stone, annoying many fans who were, late or didn't have sufficiently strong Pokémon at the time, or didn't want to spend coins on power-ups--not to mention the fact it's possible to cheat for those coins! Additionally, Mega Lucario, Mega Blastoise and Mega Venusaur are the ''only'' Fighting, Water, and Grass Megas currently available in the game, so if you need them desperately to beat infamously hard bosses like Mega Mawile, Mega Aerodactyl, Yveltal, etc., sucks to be you.

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** And then there's the mega evolution stone competitions. Want Mega Lucario, Mega Blastoise, Mega Banette, or Mega Venusaur? Not only were they only weeklong events, but players needed a sufficiently high score in their regional competition to get it. In short, only 80,000 players worldwide have each stone, annoying many fans who were, late or didn't have sufficiently strong Pokémon at the time, or didn't want to spend coins on power-ups--not to mention the fact it's possible to cheat for those coins! Additionally, Mega Lucario, Mega Blastoise and Mega Venusaur are the ''only'' Fighting, Water, Water and Grass Megas currently available in the game, so if you need them desperately to beat infamously hard bosses like Mega Mawile, Mega Aerodactyl, Yveltal, etc., sucks to be you.
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False information; the Klinklang stage can be done in 5 turns without items, and will still yield an S-Rank


** Vivillon practically requires starting with a Mega Evolution right from the start. Unless you got lucky and have a Blazikenite, you're most likely going to be using Mega Aerodactyl, whose attack power isn't too high, but its skill finally proves useful once wooden blocks start showing up. If you get past the ice blocks, you can get the combos going, which you will need, because Vivillon has a frustratingly huge amount of HP.
** Klinklang ''requires'' you to buy 5 extra moves just to complete it. The entire stage is encased with steel blocks, leaving an 8x8 grid (minus one space) with Klink, Klang, and Klinglang to work with. If you clear the board properly, it'll reset and you have to do it again, and then one more time after that. You're given 5 moves, but it requires 10 moves to get an S rank and a 23% capture rate.

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** Vivillon practically requires starting with a Mega Evolution right from the start. Unless you got lucky and have a Blazikenite, you're most likely going to be using Mega Aerodactyl, whose attack power isn't too high, but its skill finally proves useful once wooden blocks start showing up. If you get past the ice blocks, you can get the combos going, which you will need, because Vivillon has a frustratingly huge amount of HP.
** Klinklang ''requires'' you to buy 5 extra moves just to complete it. The entire stage is encased with steel blocks, leaving an 8x8 grid (minus one space) with Klink, Klang, and Klinglang to work with. If you clear the board properly, it'll reset and you have to do it again, and then one more time after that. You're given 5 moves, but it requires 10 moves to get an S rank and a 23% capture rate.
HP.
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** Vivillon practically requires starting with a Mega Evolution right from the start. Unless you got lucky and have a Blazikenite, you're most likely going to be using Mega Aerodactyl, whose attack power isn't too high, but its skill finally proves useful once wooden blocks start showing up. If you get past the ice blocks, you can get the combos going, which you will need, because Vivillon has a frustratingly huge amount of HP.

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** Vivillon practically requires starting with a Mega Evolution right from the start. Unless you got lucky and have a Blazikenite, you're most likely going to be using Mega Aerodactyl, whose attack power isn't too high, but its skill finally proves useful once wooden blocks start showing up. If you get past the ice blocks, you can get the combos going, which you will need, because Vivillon has a frustratingly huge amount of HP.HP.
** Klinklang ''requires'' you to buy 5 extra moves just to complete it. The entire stage is encased with steel blocks, leaving an 8x8 grid (minus one space) with Klink, Klang, and Klinglang to work with. If you clear the board properly, it'll reset and you have to do it again, and then one more time after that. You're given 5 moves, but it requires 10 moves to get an S rank and a 23% capture rate.
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None

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** Another one from ''Shuffle Mobile'': Paying Coins instead of Hearts for a stage (so far it happens to Keldeo's returning stage, which is the first time this happens). Cue people complaining how it makes them even more prone to running out of coins faster.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ComplacentGamingSyndrome: More or less enforced on the player by the game mechanics and natural progression of the stages. A vast majority of ComMons have less than 60 base power. Not counting any pokemon from the special or expert stages or who can mega evolve, you will find yourself using Aurorus, Zoroark, Ninetails, Nidoking, Scyther, Conkeldurr, Sawk, Meinshao, Bronzong, and Tropius fairly often. Most of these have a lot of type advantages over others, and the game's progression has you fighting certain types far more often than others. Even if you capture all the special pokemon as they appear, a good number of them are likely to be stronger already by that point in the game.
Is there an issue? Send a MessageReason:
None


** Albens Town (introduced in version 1.2.12) in the same game is considered this (more like a Scrappy Area) by several players, even the very skilled ones. While visually it causes a BrokenBase on its own ([[CutAndPasteEnvironments it re-uses the background from Puerto Blanco, the very first Main stage area]]) but on the other hand fans are glad to see more new Pokémon, the main issue with this area is the ridiculously low catch rate applied to the firstly-introduced Pokémon there, even the basic form of main series games' ''ComMons'' like Starly and Scatterbug. None of them can reach the ''20%''-mark, and that's before applying the bonus from moves left and [[CriticalHit Super Catch Power]], but the mons there tend to have ridiculously high HP when compared to the number of moves required to beat them (Spewpa (a 3-move limit mon) has a staggeringly high ''7,776 HP''), so move bonus tends to be out of the way (they give low % for those mons anyway...), while the latter bonus's occurrence is [[RandomNumberGod decided randomly anyway]]. The difficulty in defeating the target Pokémon is quite fair at least, as it's a later area expected to raise its difficulty curve, but it's the low catch rate overall that gives it a [[TheScrappy Scrappy]] trait. As for S-ranking all of the stages there though... it's another story, as doing that is either easy as pie or [[NintendoHard considered nightmarish]].

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** Albens Town (introduced in version 1.2.12) in the same game is considered this (more like a Scrappy Area) by several players, even the very skilled ones. While visually it causes a BrokenBase on its own ([[CutAndPasteEnvironments it re-uses the background from Puerto Blanco, the very first Main stage area]]) but on the other hand fans are glad to see more new Pokémon, the main issue with this area is the ridiculously low catch rate applied to the firstly-introduced Pokémon there, even the basic form of main series games' ''ComMons'' like Starly and Scatterbug. None of them can reach the ''20%''-mark, and that's before applying the bonus from moves left and [[CriticalHit Super Catch Power]], but the mons there tend to have ridiculously high HP when compared to the number of moves required to beat them (Spewpa (a 3-move limit mon) has a staggeringly high ''7,776 HP''), so move bonus tends to be out of the way (they give low % for those mons anyway...), while the latter bonus's occurrence is [[RandomNumberGod decided randomly anyway]]. The difficulty in defeating the target Pokémon is quite fair at least, as it's a later area expected to raise its difficulty curve, but it's the low catch rate overall that gives it a [[TheScrappy Scrappy]] trait. As for S-ranking all of the stages there though... it's another story, as doing that is either easy as pie or [[NintendoHard considered nightmarish]]. Lastly, most players consider the boss level to be a DisappointingLastLevel for that area as it features Mega Medicham (actually useful for those who need a Fighting-type Mega but can't do well in competitive events) instead of the fan-favorite Mega Gardevoir that they had anticipated (doesn't help that both (non-Mega) mons appear in that same area, though the latter finally did get its own stage, albeit as a competitive one). After that, the next area has been revealed to [[CutAndPasteEnvironments look like]] Rainbow Park, which is the fifth area you visited back then, causing players to think that Creator/GeniusSonority has been starting to run out of ideas for area designs starting from the Albens Town expansion.
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* GoddamnedBats: In competitive events, players who participate using mons that are yet to be released. ''Especially'' [[GameBreaker Ditto]] users. At least these players end up being kicked out from the leaderboards, but it's just bothersome to see them clogging up the top 5. Many a player ended up being crashed down through hundreds (or even thousands) of ranks because there are a bunch of cheaters, potentially lessening their chance in getting the Mega Stone reward.
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** The worst disruption is when they hit you 2-3 times in a row in the same turn. It is especially devastating when you are preparing to do a big combo attack that is blocked by the disruption multiple times.
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** Now for more competition woes, there's the BribingYourWayToVictory issue. In early competition events, usable items were merely restricted to Disruption Delay and Complexity-1 (and Mega Start for "repeat" competitions), the former of which is cheaper and is used frequently by players in such events. While players can also resort to the latter item (or using both), even players that can go itemless and score decently still has a chance to obtain the Mega Stone as a prize. However, later competitions finally added in Attack Power ↑, which doubles damage inflicted (and thus, your earned score) and ends up shattering the playerbase further. Combined with the recent number of players that can earn the Mega Stone[[note]]Early competitions usually capped it to 20,000 for NA, 10,000 for Europe, and 50,000 for Japan. The only notable exceptions was during the first competition for Europe, which capped the eligible players at the same number as NA's, and Mega Manectric's event, which doubles the cap on all regions. On later competitions, the cap is decreased to 18,000 for NA and increased to 12,000 (but later decreased to 11,000) for Europe, though Japan stays the same. The cap for NA region is then back to 20,000 for Mega Absol's event, while the cap for Europe region reverts back to 12,000.[[/note]], the addition of items as prizes (''especially'' the coveted Mega Speedups, which can only be earned from special events), and the rise of blatant cheaters (as in, the ones who hack their game to give themselves an advantage ''even over players who admitted to'' ''[[BribingYourWayToVictory Bribing Their Way To Victory]]''), this usually results in either players giving up the game, resorting to [[BribingYourWayToVictory Bribing Their Way To Victory]] as well, simply accepting their lower chance at earning the prizes, joining the cheaters, or simply complaining.[[note]]However, for the "cheating" part, it's rather pointless now as Creator/GeniusSonority is capable of [[NoFairCheating banning]] such players.[[/note]]

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** Now for more competition woes, there's the BribingYourWayToVictory issue. In early competition events, usable items were merely restricted to Disruption Delay and Complexity-1 (and Mega Start for "repeat" competitions), the former of which is cheaper and is used frequently by players in such events. While players can also resort to the latter item (or using both), even players that can go itemless and score decently still has a chance to obtain the Mega Stone as a prize. However, later competitions finally added in Attack Power ↑, which doubles damage inflicted (and thus, your earned score) and ends up shattering the playerbase further. Combined with the recent number of players that can earn the Mega Stone[[note]]Early competitions usually capped it to 20,000 for NA, 10,000 for Europe, and 50,000 for Japan. The only notable exceptions was during the first competition for Europe, which capped the eligible players at the same number as NA's, and Mega Manectric's event, which doubles the cap on all regions. On later competitions, the cap is decreased to 18,000 for NA and increased to 12,000 (but later decreased to 11,000) for Europe, though Japan stays the same. The cap for NA region is then back to 20,000 for Mega Absol's event, while the cap for Europe region reverts back to 12,000.[[/note]], the addition of items as prizes (''especially'' the coveted Mega Speedups, which can only be earned from special events), events) and the rise of blatant cheaters (as in, the ones who hack their game to give themselves an advantage ''even over players who admitted to'' ''[[BribingYourWayToVictory Bribing Their Way To Victory]]''), this usually results in either players giving up the game, resorting to [[BribingYourWayToVictory Bribing Their Way To Victory]] as well, simply accepting their lower chance at earning the prizes, joining the cheaters, or simply complaining.[[note]]However, for the "cheating" part, it's rather pointless now as Creator/GeniusSonority is capable of [[NoFairCheating banning]] such players.[[/note]]
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Anyone else think that Doublade is hard?

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** Doublade is one of several disruption-happy Pokémon, and surprisingly hard to even try to beat. It hurts even more if those thousands of coins you spent trying to win were all for naught.
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** While nothing in the main stages is inaccessible to those who don't pay money, the game also has a high reliance on "event" Pokémon. The five alternate Rotom forms, the Hoenn legendary trio and Keldeo were only available to catch for at most two weeks, and it's entirely possible that latecomers will never be able to have them at this point.

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** While nothing in the main stages is inaccessible to those who don't pay money, the game also has a high reliance on "event" Pokémon. The five alternate Rotom forms, the Hoenn legendary trio and Keldeo were only available to catch for at most two weeks, and it's entirely possible that latecomers will never be able to have them at this point.
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* TheScrappy: Phione is this to many players, because it can only be encountered at [[LuckBasedMission a specific event]] that is already scrappy enough on its own, where it has the lowest possible encounter rate, and it being a ''still'' mandatory obstacle you face in Mega Garchomp's stage (granted, the stage lasts longer than usual competitive stages, but still) if you want to stand a chance, as if those Gible obstacles aren't enough for you... (that is, unless you used a Complexity-1)

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* TheScrappy: Phione is this to many players, because it can only be encountered at [[LuckBasedMission a specific event]] Safari event, which is a LuckBasedMission event that is already scrappy enough on its own, where it has the lowest possible encounter rate, and it being a ''still'' mandatory obstacle you face in Mega Garchomp's stage (granted, the stage lasts longer than usual competitive stages, but still) if you want to stand a chance, as if those Gible obstacles aren't enough for you... (that is, unless you used a Complexity-1)
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Removed Pothole instances


* TheScrappy: [[MakingASplash Phione]] is this to many players, because it can only be encountered at [[LuckBasedMission a specific event]] that is already scrappy enough on its own, where it has the lowest possible encounter rate, and it being a ''still'' mandatory obstacle you face in Mega Garchomp's stage (granted, the stage lasts longer than usual competitive stages, but still) if you want to stand a chance, as if those Gible obstacles aren't enough for you... (that is, unless you used a Complexity-1)
* ScrappyLevel: Mega Garchomp's competitive stage. The stage contains Phione as one of the obstacles (fortunately, [[MakingASplash its type]] is super effective against the [[DishingOutDirt Ground-type]] Mega Garchomp), which can only be obtained in the third Safari event, where it only has 1% appearance rate, the first Safari Pokémon with this rate. If you don't have it, don't even bother using Complexity-1 there, because Phione isn't affected by that item. Many fans, especially the less lucky ones, feel that this competitive stage is simply unfair because of the above problem.
** Albens Town (introduced in version 1.2.12) in the same game is considered this (more like a Scrappy Area) by several players, even the very skilled ones. While visually it causes a BrokenBase on its own ([[CutAndPasteEnvironments it re-uses the background from Puerto Blanco, the very first Main stage area]]) but on the other hand fans are glad to see more new Pokémon, the main issue with this area is the ridiculously low catch rate applied to the firstly-introduced Pokémon there, even the basic form of main series games' ''ComMons'' like Starly and Scatterbug. None of them can reach the ''20%''-mark, and that's before applying the bonus from moves left and [[CriticalHit Super Catch Power]], but the mons there tend to have ridiculously high HP when compared to the number of moves required to beat them ([[BigCreepyCrawlies Spewpa]] (a 3-move limit mon) has a staggeringly high ''7,776 HP''), so move bonus tends to be out of the way (they give low % for those mons anyway...), while the latter bonus's occurrence is [[RandomNumberGod decided randomly anyway]]. The difficulty in defeating the target Pokémon is quite fair at least, as it's a later area expected to raise its difficulty curve, but it's the low catch rate overall that gives it a [[TheScrappy Scrappy]] trait. As for S-ranking all of the stages there though... it's another story, as doing that is either easy as pie or [[NintendoHard considered nightmarish]].

to:

* TheScrappy: [[MakingASplash Phione]] Phione is this to many players, because it can only be encountered at [[LuckBasedMission a specific event]] that is already scrappy enough on its own, where it has the lowest possible encounter rate, and it being a ''still'' mandatory obstacle you face in Mega Garchomp's stage (granted, the stage lasts longer than usual competitive stages, but still) if you want to stand a chance, as if those Gible obstacles aren't enough for you... (that is, unless you used a Complexity-1)
* ScrappyLevel: Mega Garchomp's competitive stage. The stage contains Phione as one of the obstacles (fortunately, [[MakingASplash its type]] being a Water-type, it is super effective against the [[DishingOutDirt Ground-type]] Ground-type Mega Garchomp), which can only be obtained in the third Safari event, where it only has 1% appearance rate, the first Safari Pokémon with this rate. If you don't have it, don't even bother using Complexity-1 there, because Phione isn't affected by that item. Many fans, especially the less lucky ones, feel that this competitive stage is simply unfair because of the above problem.
** Albens Town (introduced in version 1.2.12) in the same game is considered this (more like a Scrappy Area) by several players, even the very skilled ones. While visually it causes a BrokenBase on its own ([[CutAndPasteEnvironments it re-uses the background from Puerto Blanco, the very first Main stage area]]) but on the other hand fans are glad to see more new Pokémon, the main issue with this area is the ridiculously low catch rate applied to the firstly-introduced Pokémon there, even the basic form of main series games' ''ComMons'' like Starly and Scatterbug. None of them can reach the ''20%''-mark, and that's before applying the bonus from moves left and [[CriticalHit Super Catch Power]], but the mons there tend to have ridiculously high HP when compared to the number of moves required to beat them ([[BigCreepyCrawlies Spewpa]] (Spewpa (a 3-move limit mon) has a staggeringly high ''7,776 HP''), so move bonus tends to be out of the way (they give low % for those mons anyway...), while the latter bonus's occurrence is [[RandomNumberGod decided randomly anyway]]. The difficulty in defeating the target Pokémon is quite fair at least, as it's a later area expected to raise its difficulty curve, but it's the low catch rate overall that gives it a [[TheScrappy Scrappy]] trait. As for S-ranking all of the stages there though... it's another story, as doing that is either easy as pie or [[NintendoHard considered nightmarish]].



** In the Expert stages, Blaziken in Stage EX12. The stage starts out with the middle two columns filled with metal blocks and [[InterfaceScrew the middle two rows partially obscured by black clouds.]] Blaziken loves to regenerate the metal block columns almost immediately after they disappear, eliminating the ability to make horizontal matches, and the black clouds serve to slow you down. The topper is that you have only thirty seconds to beat this guy. Even with a fairly strong team of super effective Pokémon, you will have trouble in this stage unless you spend in-game or real money to get items...or if you wait it out and get Mega Aerodactyl on your team to easily deal with the metal blocks and make this stage much easier. However, Mega Aerodactyl is encountered much later in the main stage route.

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** In the Expert stages, Blaziken in Stage EX12.[=EX12=]. The stage starts out with the middle two columns filled with metal blocks and [[InterfaceScrew the middle two rows partially obscured by black clouds.]] Blaziken loves to regenerate the metal block columns almost immediately after they disappear, eliminating the ability to make horizontal matches, and the black clouds serve to slow you down. The topper is that you have only thirty seconds to beat this guy. Even with a fairly strong team of super effective Pokémon, you will have trouble in this stage unless you spend in-game or real money to get items...or if you wait it out and get Mega Aerodactyl on your team to easily deal with the metal blocks and make this stage much easier. However, Mega Aerodactyl is encountered much later in the main stage route.
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** In the Expert stages, Blaziken in Stage EX12. The stage starts out with the middle two columns filled with metal blocks and [[InterfaceScrew the middle two rows partially obscured by black clouds.]] Blaziken loves to regenerate the metal block columns almost immediately after they disappear, eliminating the ability to make horizontal matches, and the black clouds serve to slow you down. The topper is that you have only thirty seconds to beat this guy. Even with a fairly strong team of super effective Pokémon, you will have trouble in this stage unless you spend in-game or real money to get items...or if you wait it out and get Mega Aerodactyl on your team to easily deal with the metal blocks and make this stage much easier. However, Mega Aerodactyl is encountered much later in the main stage route.
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None


** Now for more competition woes, there's the BribingYourWayToVictory issue. In early competition events, usable items were merely restricted to Disruption Delay and Complexity-1 (and Mega Start for "repeat" competitions), the former of which is cheaper and is used frequently by players in such events. While players can also resort to the latter item (or using both), even players that can go itemless and score decently still has a chance to obtain the Mega Stone as a prize. However, later competitions finally added in Attack Power ↑, which doubles damage inflicted (and thus, your earned score) and ends up shattering the playerbase further. Combined with the recent number of players that can earn the Mega Stone[[note]]Early competitions usually capped it to 20,000 for NA, 10,000 for Europe, and 50,000 for Japan. The only notable exceptions was during the first competition for Europe, which capped the eligible players at the same number as NA's, and Mega Manectric's event, which doubles the cap on all regions. On later competitions, the cap is decreased to 18,000 for NA and increased to 12,000 (but later decreased to 11,000) for Europe, though Japan stays the same.[[/note]], the addition of items as prizes (''especially'' the coveted Mega Speedups, which can only be earned from special events), and the rise of blatant cheaters (as in, the ones who hack their game to give themselves an advantage ''even over players who admitted to'' ''[[BribingYourWayToVictory Bribing Their Way To Victory]]''), this usually results in either players giving up the game, resorting to [[BribingYourWayToVictory Bribing Their Way To Victory]] as well, simply accepting their lower chance at earning the prizes, joining the cheaters, or simply complaining.[[note]]However, for the "cheating" part, it's rather pointless now as Creator/GeniusSonority is capable of [[NoFairCheating banning]] such players.[[/note]]

to:

** Now for more competition woes, there's the BribingYourWayToVictory issue. In early competition events, usable items were merely restricted to Disruption Delay and Complexity-1 (and Mega Start for "repeat" competitions), the former of which is cheaper and is used frequently by players in such events. While players can also resort to the latter item (or using both), even players that can go itemless and score decently still has a chance to obtain the Mega Stone as a prize. However, later competitions finally added in Attack Power ↑, which doubles damage inflicted (and thus, your earned score) and ends up shattering the playerbase further. Combined with the recent number of players that can earn the Mega Stone[[note]]Early competitions usually capped it to 20,000 for NA, 10,000 for Europe, and 50,000 for Japan. The only notable exceptions was during the first competition for Europe, which capped the eligible players at the same number as NA's, and Mega Manectric's event, which doubles the cap on all regions. On later competitions, the cap is decreased to 18,000 for NA and increased to 12,000 (but later decreased to 11,000) for Europe, though Japan stays the same. The cap for NA region is then back to 20,000 for Mega Absol's event, while the cap for Europe region reverts back to 12,000.[[/note]], the addition of items as prizes (''especially'' the coveted Mega Speedups, which can only be earned from special events), and the rise of blatant cheaters (as in, the ones who hack their game to give themselves an advantage ''even over players who admitted to'' ''[[BribingYourWayToVictory Bribing Their Way To Victory]]''), this usually results in either players giving up the game, resorting to [[BribingYourWayToVictory Bribing Their Way To Victory]] as well, simply accepting their lower chance at earning the prizes, joining the cheaters, or simply complaining.[[note]]However, for the "cheating" part, it's rather pointless now as Creator/GeniusSonority is capable of [[NoFairCheating banning]] such players.[[/note]]
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** Now for more competition woes, there's the BribingYourWayToVictory issue. In early competition events, usable items were merely restricted to Disruption Delay and Complexity-1 (and Mega Start for "repeat" competitions), the former of which is cheaper and is used frequently by players in such events. While players can also resort to the latter item (or using both), even players that can go itemless and score decently still has a chance to obtain the Mega Stone as a prize. However, later competitions finally added in Attack Power ↑, which doubles damage inflicted (and thus, your earned score) and ends up shattering the playerbase further. Combined with the lowered number of players that can earn the Mega Stone[[note]]Early competitions usually capped it to 20,000 for NA, 10,000 for Europe, and 50,000 for Japan. The only notable exceptions was during the first competition for Europe, which capped the eligible players at the same number as NA's, and Mega Manectric's event, which doubles the cap on all regions. On later competitions, the cap is decreased to 18,000 for NA and 12,000 (then later 11,000) for Europe, though Japan stays the same.[[/note]], the addition of items as prizes (''especially'' the coveted Mega Speedups, which can only be earned from special events), and the rise of blatant cheaters (as in, the ones who hack their game to give themselves an advantage ''even over players who admitted to'' ''[[BribingYourWayToVictory Bribing Their Way To Victory]]''), this usually results in either players giving up the game, resorting to [[BribingYourWayToVictory Bribing Their Way To Victory]] as well, simply accepting their lower chance at earning the prizes, joining the cheaters, or simply complaining.[[note]]However, for the "cheating" part, it's rather pointless now as Creator/GeniusSonority is capable of [[NoFairCheating banning]] such players.[[/note]]

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** Now for more competition woes, there's the BribingYourWayToVictory issue. In early competition events, usable items were merely restricted to Disruption Delay and Complexity-1 (and Mega Start for "repeat" competitions), the former of which is cheaper and is used frequently by players in such events. While players can also resort to the latter item (or using both), even players that can go itemless and score decently still has a chance to obtain the Mega Stone as a prize. However, later competitions finally added in Attack Power ↑, which doubles damage inflicted (and thus, your earned score) and ends up shattering the playerbase further. Combined with the lowered recent number of players that can earn the Mega Stone[[note]]Early competitions usually capped it to 20,000 for NA, 10,000 for Europe, and 50,000 for Japan. The only notable exceptions was during the first competition for Europe, which capped the eligible players at the same number as NA's, and Mega Manectric's event, which doubles the cap on all regions. On later competitions, the cap is decreased to 18,000 for NA and increased to 12,000 (then (but later decreased to 11,000) for Europe, though Japan stays the same.[[/note]], the addition of items as prizes (''especially'' the coveted Mega Speedups, which can only be earned from special events), and the rise of blatant cheaters (as in, the ones who hack their game to give themselves an advantage ''even over players who admitted to'' ''[[BribingYourWayToVictory Bribing Their Way To Victory]]''), this usually results in either players giving up the game, resorting to [[BribingYourWayToVictory Bribing Their Way To Victory]] as well, simply accepting their lower chance at earning the prizes, joining the cheaters, or simply complaining.[[note]]However, for the "cheating" part, it's rather pointless now as Creator/GeniusSonority is capable of [[NoFairCheating banning]] such players.[[/note]]
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Header\'s not really necessary for YMMV pages.


YMMV entries for ''Pokémon Shuffle''. Its fans and community praise the addictive quality of its gameplay, but express concerns over its free-to-play business model and the stage designs of stages added in later game updates.
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** Now for more competition woes, there's the BribingYourWayToVictory issue. In early competition events, usable items were merely restricted to Disruption Delay and Complexity-1 (and Mega Start for "repeat" competitions), the former of which is cheaper and is used frequently by players in such events. While players can also resort to the latter item (or using both), even players that can go itemless and score decently still has a chance to obtain the Mega Stone as a prize. However, later competitions finally added in Attack Power ↑, which doubles damage inflicted (and thus, your earned score) and ends up shattering the playerbase further. Combined with the lowered number of players that can earn the Mega Stone[[note]]Early competitions usually capped it to 20,000 for NA, 10,000 for Europe, and 50,000 for Japan. The only notable exceptions was during the first competition for Europe, which capped the eligible players at the same number as NA's, and Mega Manectric's event, which doubles the cap on all regions. On later competitions, the cap is decreased to 18,000 for NA and 12,000 (then later 11,000) for Europe, though Japan stays the same.[[/note]], the addition of items as prizes (''especially'' the coveted Mega Speedups, which can only be earned from special events), and the rise of blatant cheaters (as in, the ones who hack their game to give themselves an advantage ''even over players who admitted to'' ''[[BribingYourWayToVictory Bribing Their Way To Victory]]''), this usually results in either players giving up the game, resorting to [[BribingYourWayToVictory Bribing Their Way To Victory]] as well, simply accepting their lower chance at earning the prizes, joining the cheaters, or simply complaining.

to:

** Now for more competition woes, there's the BribingYourWayToVictory issue. In early competition events, usable items were merely restricted to Disruption Delay and Complexity-1 (and Mega Start for "repeat" competitions), the former of which is cheaper and is used frequently by players in such events. While players can also resort to the latter item (or using both), even players that can go itemless and score decently still has a chance to obtain the Mega Stone as a prize. However, later competitions finally added in Attack Power ↑, which doubles damage inflicted (and thus, your earned score) and ends up shattering the playerbase further. Combined with the lowered number of players that can earn the Mega Stone[[note]]Early competitions usually capped it to 20,000 for NA, 10,000 for Europe, and 50,000 for Japan. The only notable exceptions was during the first competition for Europe, which capped the eligible players at the same number as NA's, and Mega Manectric's event, which doubles the cap on all regions. On later competitions, the cap is decreased to 18,000 for NA and 12,000 (then later 11,000) for Europe, though Japan stays the same.[[/note]], the addition of items as prizes (''especially'' the coveted Mega Speedups, which can only be earned from special events), and the rise of blatant cheaters (as in, the ones who hack their game to give themselves an advantage ''even over players who admitted to'' ''[[BribingYourWayToVictory Bribing Their Way To Victory]]''), this usually results in either players giving up the game, resorting to [[BribingYourWayToVictory Bribing Their Way To Victory]] as well, simply accepting their lower chance at earning the prizes, joining the cheaters, or simply complaining.[[note]]However, for the "cheating" part, it's rather pointless now as Creator/GeniusSonority is capable of [[NoFairCheating banning]] such players.[[/note]]
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Added DiffLines:

** Now for more competition woes, there's the BribingYourWayToVictory issue. In early competition events, usable items were merely restricted to Disruption Delay and Complexity-1 (and Mega Start for "repeat" competitions), the former of which is cheaper and is used frequently by players in such events. While players can also resort to the latter item (or using both), even players that can go itemless and score decently still has a chance to obtain the Mega Stone as a prize. However, later competitions finally added in Attack Power ↑, which doubles damage inflicted (and thus, your earned score) and ends up shattering the playerbase further. Combined with the lowered number of players that can earn the Mega Stone[[note]]Early competitions usually capped it to 20,000 for NA, 10,000 for Europe, and 50,000 for Japan. The only notable exceptions was during the first competition for Europe, which capped the eligible players at the same number as NA's, and Mega Manectric's event, which doubles the cap on all regions. On later competitions, the cap is decreased to 18,000 for NA and 12,000 (then later 11,000) for Europe, though Japan stays the same.[[/note]], the addition of items as prizes (''especially'' the coveted Mega Speedups, which can only be earned from special events), and the rise of blatant cheaters (as in, the ones who hack their game to give themselves an advantage ''even over players who admitted to'' ''[[BribingYourWayToVictory Bribing Their Way To Victory]]''), this usually results in either players giving up the game, resorting to [[BribingYourWayToVictory Bribing Their Way To Victory]] as well, simply accepting their lower chance at earning the prizes, joining the cheaters, or simply complaining.
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** When the mobile version of ''Shuffle'' was finally released, fans quickly noticed that they can't transfer data from the 3DS version, only from other mobile devices. This makes it frustrating as they have to start all over again. But to be fair, the mobile version is at its first release version, meaning that it only ends in Jungle Verde just like its base game in the 3DS version, which explains the absence of the feature, and the feature might be added in via a patch (which might be extremely unlikely considering how ''far'' the version difference between the mobile version and the 3DS one, unless the former somehow gets its updates fast enough to catch up). Because of this, there are some fans who don't mind this issue. Aside from that, however, there's also the higher prices for items in the mobile version...[[note]]It's "somewhat" balanced out by making you easier to win items (particularly from the Mega stages) though, but still...[[/note]]

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** When the mobile version of ''Shuffle'' was finally released, fans quickly noticed that they can't transfer data from the 3DS version, only from other mobile devices. This makes it frustrating as they have to start all over again. But to be fair, the mobile version is at its first release version, meaning that when it only ends was first released, ended in Jungle Verde just like its base game in the 3DS version, which explains the absence of the feature, and the feature might be added in via a patch (which might be extremely unlikely considering how ''far'' the version difference between the mobile version and the 3DS one, unless the former somehow gets its updates fast enough to catch up). Because of this, there are some fans who don't mind this issue. Aside from that, however, there's also the higher prices for items in the mobile version...[[note]]It's "somewhat" balanced out by making you easier to win items (particularly from the Mega stages) though, but still...[[/note]]

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Moves some That One Boss entries to That One Level


* ThatOneBoss: The bosses are in the form of Mega Evolved Pokémon battles, which are '''brutal''' compared to the typical main route stage.

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* ThatOneBoss: The bosses are in the form of Mega Evolved Pokémon battles, the later of which are '''brutal''' compared to the typical main route stage.stage, unless you come with a Disruption Delay and some good supports.



** Ampharos comes between Mawile and Glalie, and the stage is a pure NIGHTMARE. All but two rows are frozen, so you have limited moves to begin with, and the disruptions switch between giving you Flaaffy tiles or undoing your hard work by refreezing tiles, most times at the worst places or to screw up potential moves. A Mega Start and Mega Slowbro is advised, and even then you need to PRAY you have enough Slowbro tiles when you start to get a mass de-thaw.



* ThatOneLevel: Any stage in which the opponent Pokémon toss disruptions (wood blocks, metal blocks, ice, black clouds, trash Pokémon) with regular frequency. Other stages start with the board almost entirely filled with disruptions.
** Gengar, as noted in ThatOneBoss.
** Ampharos comes between Mawile and Glalie, and the stage is a pure NIGHTMARE. All but two rows are frozen, so you have limited moves to begin with, and the disruptions switch between giving you Flaaffy tiles or undoing your hard work by refreezing tiles, most times at the worst places or to screw up potential moves. A Mega Start and Mega Slowbro is advised, and even then you need to PRAY you have enough Slowbro tiles when you start to get a mass de-thaw.



** Vivillon practically requires starting with a Mega Evolution right from the start. Unless you got lucky and have a Blazikenite, you're most likely going to be using Mega Aerodactyl, whose attack power isn't too high, but its skill finally proves useful once wooden blocks start showing up. If you get past the ice blocks, you can get the combos going, which you will need, because Vivillon has a frustratingly huge amount of HP.
* ThatOneLevel: Any stage in which the opponent Pokémon toss disruptions (wood blocks, metal blocks, ice, black clouds, trash Pokémon) with regular frequency.
** Mega Mawile. Same goes for every Mega afterward if you didn't come with a Disruption Delay and some good supports.

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** Vivillon practically requires starting with a Mega Evolution right from the start. Unless you got lucky and have a Blazikenite, you're most likely going to be using Mega Aerodactyl, whose attack power isn't too high, but its skill finally proves useful once wooden blocks start showing up. If you get past the ice blocks, you can get the combos going, which you will need, because Vivillon has a frustratingly huge amount of HP.
* ThatOneLevel: Any stage in which the opponent Pokémon toss disruptions (wood blocks, metal blocks, ice, black clouds, trash Pokémon) with regular frequency.
** Mega Mawile. Same goes for every Mega afterward if you didn't come with a Disruption Delay and some good supports.
HP.
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* MostAnnoyingSound: [[https://www.youtube.com/watch?v=lg2AjG2IyvY The Mega Evolution theme]] receives a lot of negative feedback for overriding the music of certain stages, especially over boss battles or any stage that plays music highlighted in the AwesomeMusic entry. Most of the criticism comes from its off-the-wall composition compared to the rest of the game's soundtrack.

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* MostAnnoyingSound: [[https://www.youtube.com/watch?v=lg2AjG2IyvY The Mega Evolution theme]] receives a lot of negative feedback for overriding the music of certain stages, especially over boss battles or stages when your lead Pokémon Mega Evolves. Of note is when this music overrides the music of any stage that plays music highlighted in the AwesomeMusic entry. Most of the criticism comes from its silly and off-the-wall composition compared to the rest of the game's soundtrack.

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New entries


* AwesomeMusic: Courtesy of TsukasaTawada, who also composed the music for several other ''Pokémon'' spinoff games including ''VideoGame/PokemonXDGaleOfDarkness'' and ''VideoGame/PokemonBattleRevolution''.
** [[https://www.youtube.com/watch?v=OcjmKxtlBFM The music for the hard stages]] is one of the fan favorites, with its catchy bouncy feel and bass line. It makes players forget that they are actually playing on a hard stage.
** [[https://www.youtube.com/watch?v=dhrwog6bWxY The Legendary Pokémon theme]] has an epic quality to it.
** [[https://www.youtube.com/watch?v=oh-fPOAtBMA The rare Pokémon theme]] has a mysterious air about it.
** Also of note is the [[https://www.youtube.com/watch?v=j9Lf6H3qLTc first boss battle theme,]] which is usually played during Mega Evolved Pokémon stages.



* MostAnnoyingSound: [[https://www.youtube.com/watch?v=lg2AjG2IyvY The Mega Evolution theme]] receives a lot of negative feedback for overriding the music of certain stages, especially over boss battles or any stage that plays music highlighted in the AwesomeMusic entry. Most of the criticism comes from its off-the-wall composition compared to the rest of the game's soundtrack.



** From the original game, every boss after the first. They all have a special blackout attack that makes it so you can only see the silhouettes of the Pokémon. This becomes a bigger problem when the fight with General Aquarella comes around, and several of the Pokémon have almost identical shapes. So you're sitting there, unable to see what you're trying to Trozei aaaaand I just threw my DS out of the window.
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Created page. Most of Trozei\'s YMMV page pertained to Shuffle entries

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YMMV entries for ''Pokémon Shuffle''. Its fans and community praise the addictive quality of its gameplay, but express concerns over its free-to-play business model and the stage designs of stages added in later game updates.
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* BreatherLevel: Occasionally found. Some several standout examples:
** Weekends include once-a-day battles with Victini and a special Meowth, relatively trivial battles that exist largely to provide an easier source of experience and coins than other levels. (Assuming you aren't out to actually ''catch'' Victini...)
** Escalation Battles contains a handful of levels, usually spaced in intervals of 20, in which the board is a pattern of coins. Once you beat level 50, you can keep playing and the level difficulty resets back to 1, so you can encounter the coin levels again.
* BrokenBase: This game shattered the ''VideoGame/PokemonTrozei'' fanbase when it was revealed to be a free-to-play game. Some fans think it's free-to-play model will be perfectly tolerable, while others think it will pave the way for more abusive microtransactions in the future.
** While nothing in the main stages is inaccessible to those who don't pay money, the game also has a high reliance on "event" Pokémon. The five alternate Rotom forms, the Hoenn legendary trio and Keldeo were only available to catch for at most two weeks, and it's entirely possible that latecomers will never be able to have them at this point.
** And then there's the mega evolution stone competitions. Want Mega Lucario, Mega Blastoise, Mega Banette, or Mega Venusaur? Not only were they only weeklong events, but players needed a sufficiently high score in their regional competition to get it. In short, only 80,000 players worldwide have each stone, annoying many fans who were, late or didn't have sufficiently strong Pokémon at the time, or didn't want to spend coins on power-ups--not to mention the fact it's possible to cheat for those coins! Additionally, Mega Lucario, Mega Blastoise and Mega Venusaur are the ''only'' Fighting, Water, and Grass Megas currently available in the game, so if you need them desperately to beat infamously hard bosses like Mega Mawile, Mega Aerodactyl, Yveltal, etc., sucks to be you.
*** This may be alleviated as the Rotom forms and Mega Lucario have recently become available again, indicating that other event Pokémon may soon follow.
** When the mobile version of ''Shuffle'' was finally released, fans quickly noticed that they can't transfer data from the 3DS version, only from other mobile devices. This makes it frustrating as they have to start all over again. But to be fair, the mobile version is at its first release version, meaning that it only ends in Jungle Verde just like its base game in the 3DS version, which explains the absence of the feature, and the feature might be added in via a patch (which might be extremely unlikely considering how ''far'' the version difference between the mobile version and the 3DS one, unless the former somehow gets its updates fast enough to catch up). Because of this, there are some fans who don't mind this issue. Aside from that, however, there's also the higher prices for items in the mobile version...[[note]]It's "somewhat" balanced out by making you easier to win items (particularly from the Mega stages) though, but still...[[/note]]
** Whether the 3DS version or the mobile version is more superior. Fans of the former support it due to not only being the version that they've gotten used to (and thus, not really needing to switch to ''Shuffle Mobile''), but also because of notable issues regarding the latter version: [[{{DRM}} Always-online gameplay]], increased item price, overall increased difficulty, notorious for draining battery very quickly, being unable to transfer save file from the 3DS version (the issue is addressed above), among several other issues. Fans of the latter version defend it by saying that it's their only alternative of enjoying ''Shuffle'' for those who don't have a 3DS, the visuals look more crisp compared to the 3DS version, it has some bonuses exclusive to that version only (the free Lucarionite at launch being the only notable one so far), and overall being much more convenient due to the use of cloud-based save (thus, enabling the save file to be transferred to another device, provided that you know the transfer code) and being on a more light-weight device (well... not all smartphones are exactly lighter than a 3DS, but still).
** Then there's the usage of ''Shuffle Move'' for the move-based competitive events, oh my. To explain: ''Shuffle Move'' is a fan-made application used to determine the best move possible in a given situation. It was intentionally made to assist players who have trouble (or outright stuck) with the move-restricted stages (and ''only'' move-restricted stages, as the program is outright useless in timed ones due to the "Home" button being disabled in such stages, and merely pausing the game obscures several icons from view). The "repeat" competitive events (ex. Mega Lucario, Mega Blastoise, Mega Venusaur) happen to be move-restricted. The fanbase is broken between considering the usage of the program as a form of cheating and considering the program being still pure [[LuckBasedMission luck-based]] as it doesn't take into account about the "skyfall" (read: incoming icons that fall into the board), which is ''still'' random.
** Speaking of cheating, the hacks and exploits involving this game. While the two issues are problematic enough for the players that play fairly, [[FromBadToWorse things have gotten worse]] when [[https://twitter.com/JoeMerrick/status/640782228637753344 Mega Sharpedo's competitve event has begun]]. Mind you, this is for the Europe region. People were baffled at how such score was achieved using such team (no Pokémon capable of [[SuperMode Mega-Evolving]]? ''[[ShockAndAwe Pikachu]] on the lead instead?''). "Home" button exploit is out of the question because it has been patched long time ago. Turns out, there's yet another exploit/trick, and even worse, it is possible that other players are beginning to learn the trick once they've found the player behind it! And it's not via personal messages, either. [[OhCrap The information is made public.]] What's worse than that? It's actually a "legit" way of playing, as it doesn't involve modifying in-game data using tools of any kind (and thus, the anti-cheating detection will let it pass)! Players who participate in the event are now broken down between the ones who will take advantage of the exploit and the ones who would rather play fairly. The only thing that softens the blow is that it's just a less effective version of the "Home" button exploit, so only the more skilled players can score well using this trick.
*** For that matter, the more severe case of StopHavingFunGuys (yes, they exist, though ''really'' uncommon). Including people who used the above trick, these players (in competitive events, not sure for the single player campaign) know tricks/exploits and even take advantage of certain Pokémon icons that have less potential against the target's type, thus "NotTheIntendedUse" is in full effect. They're also really skilled (though some can be actually questionable), so they tend to get insane scores. The playerbase pretty much shattered when the tricks they've used was discovered (that is, if they're not actually hacking in any way).
* GoodBadBug:
** In the 3DS version, after using up Coins for a Great Ball, you may close the game before you're taken back to the map if you happened to fail during a capture. Turn the game back on, and the Coins you used before will come back, though you still won't recover your used Heart. Why's that? In every stage, the game saves in two instances: after using a Heart but before the stage actually begins, and after viewing the results screen. The latter instance makes the "returning Coins" exploit work really well, meaning that the only loss from failing a capture then resetting is simply a Heart, which can simply be refilled from its own countdown. However, Coins used for items will not be affected, since the save occurs after your Coins are used for those, along with the Heart.
*** The above exploit is averted in the mobile version, since that version saves in pretty much every instance possible, including after paying to use it. As if the Great Ball's increased cost isn't enough for you...
** During the 3DS version's early days, by performing certain actions involving searching for Pokémon in the list, you can use any of ALL available Pokémon during that time. This was patched two days after the game's launch.
* TheScrappy: [[MakingASplash Phione]] is this to many players, because it can only be encountered at [[LuckBasedMission a specific event]] that is already scrappy enough on its own, where it has the lowest possible encounter rate, and it being a ''still'' mandatory obstacle you face in Mega Garchomp's stage (granted, the stage lasts longer than usual competitive stages, but still) if you want to stand a chance, as if those Gible obstacles aren't enough for you... (that is, unless you used a Complexity-1)
* ScrappyLevel: Mega Garchomp's competitive stage. The stage contains Phione as one of the obstacles (fortunately, [[MakingASplash its type]] is super effective against the [[DishingOutDirt Ground-type]] Mega Garchomp), which can only be obtained in the third Safari event, where it only has 1% appearance rate, the first Safari Pokémon with this rate. If you don't have it, don't even bother using Complexity-1 there, because Phione isn't affected by that item. Many fans, especially the less lucky ones, feel that this competitive stage is simply unfair because of the above problem.
** Albens Town (introduced in version 1.2.12) in the same game is considered this (more like a Scrappy Area) by several players, even the very skilled ones. While visually it causes a BrokenBase on its own ([[CutAndPasteEnvironments it re-uses the background from Puerto Blanco, the very first Main stage area]]) but on the other hand fans are glad to see more new Pokémon, the main issue with this area is the ridiculously low catch rate applied to the firstly-introduced Pokémon there, even the basic form of main series games' ''ComMons'' like Starly and Scatterbug. None of them can reach the ''20%''-mark, and that's before applying the bonus from moves left and [[CriticalHit Super Catch Power]], but the mons there tend to have ridiculously high HP when compared to the number of moves required to beat them ([[BigCreepyCrawlies Spewpa]] (a 3-move limit mon) has a staggeringly high ''7,776 HP''), so move bonus tends to be out of the way (they give low % for those mons anyway...), while the latter bonus's occurrence is [[RandomNumberGod decided randomly anyway]]. The difficulty in defeating the target Pokémon is quite fair at least, as it's a later area expected to raise its difficulty curve, but it's the low catch rate overall that gives it a [[TheScrappy Scrappy]] trait. As for S-ranking all of the stages there though... it's another story, as doing that is either easy as pie or [[NintendoHard considered nightmarish]].
* ScrappyMechanic: "One chance a day!" battles. When the first one, Pinsir, was released, many fans were outraged by the premise; players only had four chances to capture it, ''ever'', and most would probably botch their first try out of not knowing the stage, effectively leaving them with '''3'''. Worse yet, Pinsir's capture rate ''cannot'' be maxed, making it very possible for ''anyone'' to permanently miss it no matter how well they played. The mechanic returned for Jirachi, but the general response was less negative due to a much more forgiving stage and capture rate.
** Many fans (especially after the third such event was released) consider the Pokémon Safari event to be this due to being a pure LuckBasedMission when it comes to fully completing it. The third Safari event is the biggest offender so far, due to having 7 Pokémon (thus, lessening each of their appearance rate; one Pokémon only has ''1%'' appearance rate).[[note]]If that's not enough, specific to that event, this is practically ''required'' if you want to stand a better chance at Mega Garchomp's stage, due to the presence of that rare Pokémon as a non-Support obstacle.[[/note]]
** The Website/{{Facebook}} integration on ''Shuffle Mobile''. Due to lacking Streetpass feature, the mobile version relies on your Facebook friends (like several other mobile games with this feature) to obtain Hearts easier without resorting to Jewels. In practice, however, it turns out that you don't actually gain a Heart from your Facebook friends. Instead, they give you mini-Hearts that when enough of them are obtained will form a single Heart. This forces the players to gather as many friends who also play ''Shuffle Mobile'' as possible and be active almost every day to gain Hearts faster. Compare to the method involving two or more 3DS units (that have the game, obviously) to gain Hearts via Streetpassing each other (preferably if you personally have more than one or having a 3DS or more held by, say, another family member of yours), which is obviously much easier, albeit tedious for those who only have one 3DS but there's no one else nearby who have one.
*** As if gathering such "friends" (which most likely consist of complete strangers in real life) for easy Heart-farming isn't enough, '''region-locking''' applies to which friends are accepted by the game.[[note]]And no, this is out of Facebook's hands, as it's the ''game itself'' that applies this mechanic.[[/note]] So much for gathering Website/{{Facebook}} friends from various regions...
** Also exclusive to ''Shuffle Mobile'', the 2-Heart cost for certain stages. Such stage is marked with "x2" on the "Start!" button and the game also warns you that the stage costs 2 Hearts to be played. This pretty much infuriates players, because there's no such feature in the 3DS version. Players start to accuse Creator/GeniusSonority for amping up the cash-grab potential.
* StopHelpingMe: The game tends to give hints when left alone after a second. Gets annoying for players who prefer to take their time thinking up a move. Sometimes, there is a better move than the one shown, making hints a lot less useful.
* ThatOneAttack: Opponents attack with disruptions, which interfere with the puzzle area in different ways.
** The dark metal blocks can be devastating if you do not have a Pokémon ability to deal with them. They cannot be cleared by adjacent matches and disappear on their own after 5 turns, which can be very costly depending on the stage.
* ThatOneBoss: The bosses are in the form of Mega Evolved Pokémon battles, which are '''brutal''' compared to the typical main route stage.
** The Mega Mawile stage (stage 90), in the main route. It likes to freeze rows every two turns, and there are Eevee icons that only wish to stop any long combos you may want to pull out to topple the beast. Contrary what the optimization may want you to do, using a Mega Sableye is ''not'' good as it takes a lot of time to Mega Evolve. You NEED powerful Pokémon like Lucario and Charizard to make a dent on it, unless you're desperate enough to shed some in-game cash...or real life cash.
** Mega Glalie, who's even worse than Mega Mawile by tossing ''two'' extra not so effective mons (Glaceon and Snorunt) into the mix. Oh, and of course it likes to freeze rows very often.
** Both incarnations of Mewtwo only exist to force you to spend more than 9000 coins... Unless you have Giratina, in which case really all you need is Disruption Delay and a Moves +5 just in case.
** Ampharos comes between Mawile and Glalie, and the stage is a pure NIGHTMARE. All but two rows are frozen, so you have limited moves to begin with, and the disruptions switch between giving you Flaaffy tiles or undoing your hard work by refreezing tiles, most times at the worst places or to screw up potential moves. A Mega Start and Mega Slowbro is advised, and even then you need to PRAY you have enough Slowbro tiles when you start to get a mass de-thaw.
** After Glalie comes Gengar and Mega Gengar, who like to freeze the two center columns and clog the remaining spaces with Haunter and Eevee. Mega Sableye is your best bet, which isn't saying much, as it takes a ''long'' time to Mega Evolve, and most of that time will be used up trying to get rid of or work around the giant frozen column in the middle. You need to bring along Dark-type powerhouses like Yveltal and Zoroark or try to use the disruptions to your benefit by sticking Haunter on your team, and even then you'll likely need a Mega Start and/or Disruption Delay to even have a chance of beating the ghostly juggernauts.
** From the first level expansion, there's Milotic. The board is entirely frozen except for a [=4x4=] hollow square, and most of the frozen squares are occupied by Feebas. Thanks to the setup, it's nearly impossible to combo, little can be earned by matching the few outliers on the outer border, and Milotic will continue to freeze blocks over time. And occasionally freeze and block multiple columns at once. Expect many unplayable board resets during the match, but not nearly enough to provide enough damage to defeat it unless you specifically bring a started Mega Pokémon with a large capacity for destroying blocks and a Disruption Delay. And then there's the fact that this is not a Mega fight, meaning you also have to worry about ''catching it'' at the end.
** Vivillon practically requires starting with a Mega Evolution right from the start. Unless you got lucky and have a Blazikenite, you're most likely going to be using Mega Aerodactyl, whose attack power isn't too high, but its skill finally proves useful once wooden blocks start showing up. If you get past the ice blocks, you can get the combos going, which you will need, because Vivillon has a frustratingly huge amount of HP.
** From the original game, every boss after the first. They all have a special blackout attack that makes it so you can only see the silhouettes of the Pokémon. This becomes a bigger problem when the fight with General Aquarella comes around, and several of the Pokémon have almost identical shapes. So you're sitting there, unable to see what you're trying to Trozei aaaaand I just threw my DS out of the window.
* ThatOneLevel: Any stage in which the opponent Pokémon toss disruptions (wood blocks, metal blocks, ice, black clouds, trash Pokémon) with regular frequency.
** Mega Mawile. Same goes for every Mega afterward if you didn't come with a Disruption Delay and some good supports.

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