****************************** *TREATISE ON POKEMON STRATEGY* ****************************** Copyright 2002-present R. Jones Current version: 1.9955 Started: 2002/01/13 Last update: 2003/02/25 Disclaimer: "Pokemon" and all related names and images are copyright 1995-2001 Nintendo, Inc. and GAMEFREAK. I am not affiliated with either of these corporations, their parent companies, and/or subsidiaries. The statements and opinions given in this guide have not been reviewed or approved by Nintendo, Inc. or GAMEFREAK. Don't do drugs. Thank you for reading this disclaimer. If you have this document in text format, it's recommended that you change it to Word (.doc) format right away (with Courier New 10pt font, and L/R margins of 1"). The references to page numbers are much easier to follow that way. ********** *CONTENTS* ********** 1. Introduction.............................................................1 100. Version History......................................................2 101. Things to Know.......................................................3 102. Contacting Me........................................................4 2. RBY Mechanics and Strategies.............................................5 200. Help for Starters....................................................5 201. Factoids, Mechanics, and Calculations................................5 202. Pokemon Analysis....................................................34 203. Building a Team.....................................................48 204. Reference Chart.....................................................53 205. Variant Play........................................................79 3. GSC Mechanics and Strategies............................................83 300. Help for Starters...................................................83 301. Factoids, Mechanics, and Calculations...............................84 302. Pokemon Analysis...................................................111 303. Building a Team....................................................132 304. Reference Chart....................................................149 305. Variant Play.......................................................200 4. Conclusion.............................................................205 400. The Error Policy...................................................206 401. Glossary...........................................................206 402. References.........................................................207 403. Credits............................................................207 ***************** *1. Introduction* ***************** Seven years ago, a company named GAMEFREAK had a vision. An RPG where your party was six members long, but chosen from a field of 137...and by trading with other players, this number rose to 150 and eventually 151. And each member would have an incredible number of powers, but these were similarly limited to four per member. So many party choices, and so much thought involved in optimizing these choices, that eventually a player could transcend the RPG gameplay of Pokemon and turn it into the #1 designed turn-based strategy game in a long time, possibly since Chess. However, by releasing their game for a Nintendo system, the company had to surrender a Contract of Ownership. GAMEFREAK would get lots of money for the concept, but Nintendo would be in charge of sales and marketing. Obviously, sales weren't a problem. The base Pokemon series would sell over 10,000,000 units, prompting a second, even more vast series. This one would sell as well, and a third series lies just one month away. However, for a game with so much potential, the company in charge sure wasn't seeing it. Their chosen path of marketing was to make Pokemon action figures, a self-contradicting TV show, even-more-contradictory movies, a degenerate card game, and addition to the Pokemon logo to any product which could possibly carry a price tag. It was clear: This company doesn't need to follow the vision of GAMEFREAK. As long as they can sell products and make money, things are good, and what better audience than the highly impulsive 8-year-olds? By opting for this path, the players who do wish to play Pokemon for its game design are left on their own. Eventually, groups of interested players banded together, with the hopes of recruiting players and helping them understand the game. But now, to help reverse the path of inconvenience that those players were forced to take, I have constructed this treatise for all to use. Everything that can help you understand the game, in a single document of 208 pages--as small as Nintendo's official Stadium 1 guide, and much more comprehensive too. Welcome to the document that, depending on your current position, will either help you learn the Pokemon games; solidify your knowledge of their numerous oddities; magnify any interest you may have in complex math; or get you to stop doing drugs. And to reinforce the position this document holds, it's completely open to reader input! If you find an error, or wish to submit an editorial, go right ahead! Part 2 covers RBY, 3 covers GSC, and 4 covers any would-be lawsuits. ********************** *100. Version History* ********************** Note: Updates that do nothing but change move lists, copyright information, or add editorial comments will not be accounted for here. V1.99 - 2002/12/25 - I've had many tries at making an all-encompassing guide to the world of Pokemon. Each time, it's ended in failure--be it computer crash, an apparent lack of interest by the online community as a whole, or the work being packed in a box while I move 1,000 miles away. But now, it has finally materialized. If you're reading this, you're reading the longest- delayed Pokemon guide ever published. Added sections 100, 101, 102, 200, 201, 202, 203, 204, 205, 300, 301, 302, 303, 304, 305, 400, 401, 402, and 403. By the way, have a merry Christmas if you're reading this right away. V1.9901 - 2002/12/29 - Since this guide has not appeared on any website as of yet (despite all necessary measures on my behalf), I'm changing the copyright information to reflect such a situation. Also expanded section 303. V1.9902 - 2003/01/02 - Made the copyright restraint much more lenient. Added the first inductee to the Editing Hall of Fame. I just remembered the need for a Move Effect Encyclopedia, but after a year of writing, rewriting, and awaiting publication, I think I deserve a break, at least for now. And yes, I AM intentionally putting off a version number of 2 until the RS_ update. V1.994 - 2003/02/02 - Okay, so a month is long enough for a break. This update changes a lot of 202/302 descriptions, adds the aforementioned Move Encyclopedia to 204 and 304, and changes the legal information yet again. And there are also two editorial sections added, one each in 201 and 301. Basically, every section gets a little something extra. Almost to Version 2... V1.995 - 2003/02/16 - Finally, over 200 pages! Section 201 gets a forgotten argument added to the "newbie misconceptions" area, which also gets a name change. 204 and 304 get some errors fixed, and a new data entry is added to each. 303's second section is expanded by 28%. The Introduction is completely gutted and renovated. V1.9955 - 2003/02/25 - Mainly an error-proofing update, where I corrected erroneous information on my own (denying a few people eventual trips to the Hall of Fame). There's a new mode added to 305. Still waiting for March 17, though the Ruby and Sapphire update probably won't be ready until early May. ********************* *101. Things to Know* ********************* 1. Don't break the law. This guide is written by Rusty Jones (aka Jolt135 and/or SadisticMystic). For a text of this magnitude, that's been in development (and deconstruction) for almost a year, it's rather obvious why there's a copyright law protecting it. It's bad enough that I make no money from typing up these 200 pages; the last thing I need is to go chasing after everyone who tries to separate my name from the intellectual credit. You may look at the guide from any non-banned website, and you may download it to your computer for personal use, but plagiarism is a federal (and international) crime. You may NOT upload this FAQ onto a Banned Website (the list of banned sites is currently null), maintain it on a site after that site has been banned, upload a version of the document that differs from any that I've sent you or that has been available online at some time or another, force payment for viewing of this document (though donations are gladly accepted), or print sections of this guide verbatim while changing the supposed source of the information. Just be good, and you won't risk an appearance on a COPS marathon. And just to get the point across, don't do drugs. 2. This is a guide for players who want to advance. If you want a walkthrough, go look somewhere else. There are enough walkthroughs out there that finding and using one is no problem. I devote less than 700 words of this 96,000-word document to the RPG aspect of the game, because quite simply I think that Pokemon is better classified as a strategy game. For example, on my Gold cart, the timer reads 693 hours. That doesn't count experimental restarts, alternate save files, computerized simulations, or gameplay on Stadium, so in reality I've racked about 4,500 hours with that game. Exactly 23.3 of them were spent getting through the RPG element of the game, and I never saw much good in that. Which leaves 4,476.7 for strategy testing, and anything that you spend that long on must require motivation. Case in point. And since the players who have been at the top for a long time should know most of this material (though I've noticed those players are reading it anyway since it's a new piece of literature that's hard to come by in this game), that leaves one market segment left: The players who are trying to play well, and externally depict themselves as good players, but know that somehow, they need to improve. If you fall into that category, prepare to do a lot of reading. 3. Using the Gameshark isn't all bad. This is one of the toughest points to get across to the newbies on their path to Transcendence Point (my term for the crossover to the advanced community). Sure, using a Shark to play an RPG would cheapen the role you're supposedly playing. But, as the above point addresses, it's my position that Pokemon is NOT an RPG, except for the 10-20 hours you spend getting to the end for the first time. Think of those hours as a so-called "driving school", and once you're done, you gain full access to the game. But playing a pure strategy game, at an RPG pace, could easily expend several thousand hours . Enter Gameshark. Yes, some codes (such as 999 stats and quad-Sketch movesets) undermine even a strategy game. But with the proper codes, all you do is speed up the process of team building, and set up the all-around level playing field by setting all stats to (legal) maximums. People will eventually reach the position at which all Pokemon are optimized; what does it matter whether it takes five hours or 5,000? And as for Mew, there's a choice: Access it by modifying your own RAM (2 bytes) or access it by having Nintendo modify your RAM with the same kind of device (36 bytes). And Nintendo still has the audacity to call their own Mews "official", but claim that it's "wrong", "illegal", and "risky" to shark a Mew of your own. Sounds contradictory? Well, it is. Which brings me to... 4. Nintendo is, for the most part, unreliable and antithetical to players. The RBY carts have been out for almost four years (in the U. S.). Yet Nintendo is still highly reluctant to give out the "inside information" about the game. If you were to listen to everything Nintendo gave about the game in the past four years, and nothing else, you'd know about as much as top researchers did after just six months. They don't explain any of the logical reasoning that I often retort to when giving explanations, and they have repeatedly failed to give complete versions of stat calculation and damage formulas. And yet they're supposed to be the "official" authorities for these games. I find them unworthy to hold such a duty. Several researchers, myself included, have urged them to release this information to the general public, to no avail. Meaning they have something to hide, which (in all likelihood) has to do with a financial loss that would be incurred. Doesn't this sound like corporate bias? I thought so. Allowing Nintendo to hold their position as the authorities in charge of all things Pokemon would lead to an incompletely explored game. With your help, this system just might be refined. ******************** *102. Contacting Me* ******************** If you have a point of clarification, a disagreement with the information I present, comments/suggestions, editorials, or even an error (typographical or otherwise) in the guide, send an e-mail message to me at . Messages deemed "foolish" or "time-wasting", or that include an attachment with no text, will be deleted without a response. All other e-mails should be answered within 72 hours. ********************************* *2. RBY Mechanics and Strategies* ********************************* RBY were the games that started it all. While the general stance is that these games are outdated now, RBY still has a small and devoted following. ************************ *200. Help for Starters* ************************ If you just got the game, and are expecting to receive a full walkthrough, let me say now: YOU AREN'T. This is a strategy guide, and is primarily meant for players who have already passed the ten hours of RPG gameplay provided by Pokemon. However, I know there are still some of you out there, so allow me to satiate your appetites with... "The 250-Word Walkthrough!" Get starter (Bulbasaur's best; Yellow must use rat). Level up immediately; go north. Get a box; retrace footsteps; trade for Pokedex. Talk to "Glitch Guy"; navigate buggy place; receive first badge. Now head east for Cave 1. At bottom of mountain, fight for irrelevant fossil. Emerge, then east, heal, and north. Beat 7; get P5000 gold piece. Yellow finds two starters; R/B get Abra. Kill Misty; find Bill; get overhyped ticket. South thru the tunnel, continue to seaside. Board ship. Explore if desired, but end with first HM. Catch Dugtrio (skipping Flash); break into Gym; look for switches. Use said Dugtrio for badge. Find Bike Voucher. Back to Cerulean, score bike, go east to second cave. It's dark; trial-and-error works. Exit cave; west thru tunnel. Get Eevee; evolve (your choice). Buy drink; bribe guard; abandon subsatisfactory tunnel. Man guarding poster? Battle! Defeat Casino Underground, Pokemon Tower, Silph Company in order (level up Lapras big time). Get two more badges. West to Cycling Road (get Fly first). Fun! Beat Safari Zone (2 HMs, Dratini, Chansey), then Koga. Surf to Cinnabar (flying to Pallet cuts out Seafoam; faster but no Articuno). Fun with quizzes and badge 7 (and Missingno.) Finally, Fly to Viridian. Get final badge. Go to Power Plant for Zapdos, level it up (65's good), then back to Viridian. West to Route 23, then north. Solve Victory Road. Five battles away from victory...four...three...two...one...zero. Claim Mewtwo as your prize. Now build a serious team. Done with zero words to spare. Now you can start playing the game like the pros do, and the rest of this guide will help you with that. ******************************************** *201. Factoids, Mechanics, and Calculations* ******************************************** In this section, I explore the facets of the game that you may already know, that Nintendo won't tell you, and that haven't even been explained completely until now. It's almost enough to classify this subject as Ph. D-worthy (yeah, right, like anyone would get paid to play and study this game). Of course, since it's RBY, there's significantly less information than the corresponding section in GSC, and you might even be able to learn it all. Now, come join me as I show the power of researching and/or hacking the game. ---------------- |The Type Chart| ---------------- Okay, so this isn't exactly a secret. But it's necessary for a complete guide, and there might be those one or two matchups you've forgotten. On with the chart: D e f e n d e r T y p e N F F B G R G P F W I E G P D O T L U R C H O I T C L R S R R G Y G D K O I R R E C S Y G NOR 1 1 1 1 1 1/2 0 1 1 1 1 1 1 1 1 A FTG 2 1 1/2 1/2 1 2 0 1/2 1 1 2 1 1 1/2 1 t FLY 1 2 1 2 1 1/2 1 1 1 1 1 1/2 2 1 1 t BUG 1 1/2 1/2 1 1 1 1/2 2 1/2 1 1 1 2 2 1 a GRD 1 1 0 1/2 1 2 1 2 2 1 1 2 1/2 1 1 c RCK 1 1/2 2 2 1/2 1 1 1 2 1 2 1 1 1 1 k GHO 0 1 1 1 1 1 2 1 1 1 1 1 1 0 1 e POI 1 1 1 2 1/2 1/2 1/2 1/2 1 1 1 1 2 1 1 r FIR 1 1 1 2 1 1/2 1 1 1/2 1/2 2 1 2 1 1/2 WTR 1 1 1 1 2 2 1 1 2 1/2 1 1 1/2 1 1/2 T ICE 1 1 2 1 2 1 1 1 1 1/2 1/2 1 2 1 2 y ELC 1 1 2 1 0 1 1 1 1 2 1 1/2 1/2 1 1/2 p GRS 1 1 1/2 1/2 2 2 1 1/2 1/2 2 1 1 1/2 1 1/2 e PSY 1 2 1 1 1 1 1 2 1 1 1 1 1 1/2 1 DRG 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 Ah, the power of the "1/2" symbol. And if you can't understand this, then you're helpless to get the rest of section 201. --------------------------- |The Wonders of Missingno.| --------------------------- This is it--one of the first major achievements I presented on my path to "exalted" status. A thorough explanation of all things related to the Cinnabar Coast Trick, normally abbreviated "Missingno." (pronounced: "missing number") after the most famous by-product of that trick. It'll be in question-and-answer format. On with the show... Q: What is Missingno.? A: For 1-byte variables on Game Boy games, there are 8 bits. This means the number of possibilities for the variable is 256, labeled 0 to 255 (HEX 00 to FF). Most of RBY's variables are 1 byte long, including ones for all the Pokemon lookup slots. However, only 151 Pokemon exist in RBY. So, if there are 256 possibilities, and only 151 slots were defined by the programmers, what do the other 105 slots have? Glitches. And most of them just so happened to be named Missingno. Q: How do I find it? A: You don't know how to find it? Go play some more RBY. But, if you're one of the outcasts who doesn't know how to find it, here goes. Talk to the Old Man at the northern edge of Viridian, and let him catch a Weedle. Then, Fly to Cinnabar (you can also go to Fuchsia and Surf to Seafoam Islands, but that takes a lot longer) and Surf up and down the right edge. After a while, you'll run into some unnatural Pokemon at high levels, and Missingno. (or a Pokemon with a glitched name containing 'M in the middle). NOTE: THIS DOES NOT WORK IN YELLOW. Q: Why does the above trick work? A: There are two things that, when combined, made it possible for this trick to exist. Here they are: 1. When creating the map for what Pokemon appear where, they made a crucial flaw. The 1-square-wide strip of water on the right side of Cinnabar and Seafoam Islands was programmed to be a place where wild Pokemon CAN appear. But (thank the programmers for this one) they forgot to define what Pokemon can appear there. This wouldn't be that big of a deal, except that means the previous settings for "what Pokemon can appear" will remain, and if you read #2, you'll see why that causes the glitch. 2. When the Old Man catches the Weedle, they change the variables that are assigned to "Your Name" to Old Man, so it shows up as "Old Man threw the Poke Ball." Now, in order to do that, it overwrites the variables you gave to "Your Name". Therefore, the game must store the variables that make up your name to another place, so it can recall them later. So the programmers likely thought, "What are some variables that we can overwrite to assign to the character's name for this process?" "I got it! How about the slots that define what Pokemon you can run into?" "That's it! Whenever the character enters a new area, they'll be rewritten, so it won't disturb the game at all!" *points to #1* Umm.....no. As a result, that wonderful glitch can be yours for only ! Another explanation is much more logical. Pokemon Red and Blue were GAMEFREAK's first major projects in quite a while, so the programmers needed to retest their unorthodox programming capability. One way of doing this was to hide an entry to a glitch somewhere in the game, and hope none of the consumers learned about it (and if they intended to fix it later, it was forgotten until Yellow). But alas, the word got out, and now such things as this article become possible. Of course, it's not JUST Missingno. you can run into. There will also be some L100+ Pokemon, whose species and levels are determined by your name. Q: How do I determine the levels? A: First off, look at letters 2, 4, and 6 of your name. (Technically, your name spans 11 variables, so 8 and 10 are also used, but unless you're using a default name, 10 will always be , and 8 will either be or, for a seven-letter name, .) Those letters will determine the levels of the Pokemon you can run into. First, take the NUMERICAL equivalent (A=1, B=2, etc.) of those letters, and add 127 for uppercase or 159 for lowercase. In addition, the symbols are as follows: 0 (of course) 80 (really!) 127 ( 154 ) 155 : 156 ; 157 [ 158 ] 159 e 186 ' 224 PK 225 MN 226 - 227 ? 230 ! 231 239 240 241 . 232 or 24289- / 243 , 244 245 246 + number At the end of every name, the game inserts an 80 (HEX 50) to designate "End of Name". Q: Species determined by name? Cool! I'll get a new name and try that so I can get Mew WITHOUT SHARKING! A: Hold it right there. While it is determined by name, the lowest number assigned to a character (other than , , and ) is 128, for a capital A. In EVERY internal RBY variable that designates a Pokemon, Mew is assigned the number 21 (HEX 15). If you can make the connection, that means that NO name you enter will result in Mew being a possibility. The low numbers like 21 represent glitch characters that are not available for naming anything and can only be found with a Shark. For convenience, here is the table of what Pokemon will appear for each letter. Letters 3, 5, and 7 (as well as the usually-null slots 9 and 11) are used to determine this: : Even-more-glitched form of Missingno. with a name including 'M : Missingno. A: Golduck B: Hypno C: Golbat D: Mewtwo (BIG OPPORTUNITY HERE!) E: Snorlax F: Magikarp G: Missingno. H: Missingno. I: Muk J: Missingno. K: Kingler L: Cloyster M: Missingno. N: Electrode O: Clefable P: Weezing Q: Persian R: Marowak S: Missingno. T: Haunter U: Abra V: Alakazam W: Pidgeotto X: Pidgeot Y: Starmie Z: Bulbasaur (Get all the starters without trading!) a: Missingno. b: Missingno. c: Missingno. d: Ponyta e: Rapidash f: Rattata g: Raticate h: Nidorino i: Nidorina j: Geodude k: Porygon l: Aerodactyl m: Missingno. n: Magnemite o: Missingno. p: Missingno. q: Charmander (Get all the starters without trading!) r: Squirtle (Get all the starters without trading!) s: Charmeleon t: Wartortle u: Charizard v: Missingno. w: Missingno. x: Missingno. y: Missingno. z: Oddish Note: If you want to try the glitch, DO NOT use one of the special characters in slots 3, 5, or 7. If you do, you might end up facing a Trainer. You can't get out of the match, and eventually one of their Pokemon will be a glitch that can freeze (and possibly erase) your game, one of the few dangerous aspects of this trick. Also, species from 3 goes with level from 2, species from 5 goes with level from 4, and species from 7 goes with level from 6. For the 11-character-long default names, 9 pairs with 8, and 11 with 10 similarly. Catching 'M has been known to crash games, but feel free to catch Missingno., throw some TMs on, and level it up. Missingno. and 'M evolve into Kangaskhan and/or Rhydon (which just so happen to have internal numbers of 02 and 01, respectively) at any level, though the specifics of this remain unknown. Finally, since your name isn't long enough to cover the entire Wild Encounter list, some of your most recent settings will remain. Your final two possibilities are Pokemon from the last area you entered a battle on land, at the level they existed at. Nothing special. Q: How about some examples? A: Okay. Test #1- Name: PIKACHU Letters 2, 4, and 6 (levels): 2: I = 9 + 127 = 136 4: A = 1 + 127 = 128 6: H = 8 + 127 = 135 Letters 3, 5, and 7 (species): 3: K = Kingler on chart 5: C = Golbat on chart 7: U = Abra on chart Combining the numbers, the name "PIKACHU" should yield L136 Kingler, L128 Golbat, and L135 Abra. Test it out; it does. Because it's a seven-character name, slot 8 is and all subsequent ones are , which yields the usual 'M at L80 and L0. Test #2- Name: DxDyDzD Letters 2, 4, 6 (levels): x: 24 + 159 = 183 y: 25 + 159 = 184 z: 26 + 159 = 185 Letters 3, 5, and 7 (species): D = Mewtwo on chart Result: Mewtwo at levels 183-185. Name change, anyone? Test #3- Name: BLUE Result: Starmie, Abra, Golduck (????????) The name "BLUE" only has 4 letters, the third of which is a U, yielding Abra (the L giving L139). But that doesn't explain Starmie and Golduck! Here's the deal with that: Whenever you play one of the default names, it's actually one continuous string, and each default name from a given version uses the same string (with a different start point). Here is what each name really gives as far as variables are concerned (the _ counts as an ): Red: RED_ASH_JAC Ash: ASH_JACK_NE Jack: JACK_NEW_NA Blue: BLUE_GARY_J Gary: GARY_JOHN_N John: JOHN_NEW_NA Incidentally, you can Rare-Candy these L100+ monsters past 255 to get to L0, then to whatever you want. Or, you can just take them into battle, where ANY experience points revert them to L100. As a side note, remember that only three bytes are given to Experience Points, meaning that variable tops out at 16,777,215. The only reason this matters is when leveling up Pokemon to high levels. Experience Points for an L255: Normal Growth Schedule: 16,581,375 = HEX FD02FF Fast Growth Schedule: 13,265,100 = HEX CA68CC Slow Growth Schedule: 20,726,718 = HEX 13C43BE Fading Growth Schedule: 18,947,635 = HEX 1211E33 As you can see, the last two are problematic, because their binary representations will exceed the allocation of 24 bits. Using a Pokemon that surpasses the limit could throw the game off. The simple solution to this is to NOT KEEP ANYTHING THAT EXCEEDS 16777215. For Slow growth, anything up to L237 will be under the limit. For the Fading schedule, L245 is the highest safe level. Just keep that in mind, and the game won't freeze when you put away your high-level Mewtwo. Q: Where would I get that many Rare Candies? A: I was hoping you would ask. That's the other part of the Missingno. glitch. You see, when I was referring to the 8-bit variables earlier on, items also follow the 8-bit pattern. Whenever you run into Missingno. or 'M, it takes the first bit of the "Copies of Sixth Item Held" byte (D329) and sets it to 1. In simpler terms, if you have 127 or fewer copies of your sixth item, you get an additional 128 copies (if you already have 128+, nothing happens). And since the most copies of an item you can naturally have in a slot is 99 = HEX 63 = BIN 01100011, the "127 or less" requirement will always be fulfilled unless you sharked items past 127 or have used the trick on that item before. Q: How do I shark a name change? I want that "DxDyDzD" name without having to restart! A: Well, if you're sharking, just go ahead and get the Pokemon that way. But if you want a name change, here it is: Letter 1: 01**58D1 Letter 2: 01**59D1 Letter 3: 01**5AD1 Letter 4: 01**5BD1 Letter 5: 01**5CD1 Letter 6: 01**5DD1 Letter 7: 01**5ED1 Letter 8: 01**5FD1 Letter 9: 01**60D1 Letter 10: 01**61D1 Letter 11: 01**62D1 Enter the values for the necessary letters, then put a "50" in the value immediately following the end of your name, and fill all following values with "00". The chart for values is as follows: : 7F A 80 B 81 C 82 ... ... ... P 8F Q 90 ... ... ... Z 99 ( 9A ) 9B : 9C ; 9D [ 9E ] 9F a A0 b A1 c A2 ... ... ... z B9 Now consider yourself educated. (True, this section doesn't directly help your gameplay, but it does get you thinking in the way of the computer.) -------------------------------------------- |The Game's Two Most Important Computations| -------------------------------------------- Stats and damage. You may have already guessed at the formula behind stats, and indeed you may be correct. But it took a year and a half for anyone in the online community to discover the correct damage formula, and then only after a look through the ROM. But you'll need to know both the easy formula and the hard one to have a masterful grasp on the battle system. Be prepared to do some math: Stat Formula: Stat = int((2B + 2D + S) * L / 100) + X B: The base stat. This is the version of the stat that the game hardcodes, and is the first number of each stat in section 204. Base stats are contingent on the Pokemon's species and HP/AT/DF/SP/SC. The highest base stat in RBY is 250 for Chansey's HP (in GSC, Blissey replaces this with the maximum allowable 255). The lowest allowed base stat is 0, which is only achieved by Missingno.'s Defense. D: The DV (Determinant Value). DVs are a set of five 4-bit numbers contained within a random 16-bit variable; this 16-bit number is assigned as soon as your Pokemon is caught, and can't be changed afterward except by RAM modification. "How do you fit five 4-bit numbers in 16 bits?" Dependently, that's how. If the variable is expressed as a string of 16 consecutive 1s and/or 0s, then the first four bits are the Attack DV, the second four are the Defense DV, third four are Speed DV, and final four are Special DV. But HP DV is every fourth bit in order, borrowing one from each of the others. Anyway, each one follows the standard 4-bit limits of 0-15. And did I mention they're random unless you Shark them? S: Stat Points, a 6-bit number that's derived from a 16-bit variable. The 16- bit number is called Stat Experience (Stat Exp.), and is the source of the myth "Rare Candying leads to lower stats". Here's how it really works: 1. Each Pokemon has five Stat Exp. banks. (In GSC, the fifth one controls BOTH Special stats.) 2. Whenever you defeat a Pokemon on GB (not link or Stadium battles), a number of points equal to that Pokemon's base stats are added to the corresponding Stat Exp. banks. (In GSC, for the Special bank, the Special Attack is used to copy this.) This is what causes the "Train vs. Candy" myth; having your Pokemon level up via battles gives it Level Experience concurrent with Stat Experience, whereas using Rare Candies up to 100 will provide quite a bit of Level Experience with little effort, but lacks the Stat Experience which is responsible for up to 63 points in stats. But even at L100, it's possible to salvage the missing Stat Exp. by battle, so as long as you battle for Stat Exp. at SOME point (or save even more work and Shark the Stat Exp. banks), it doesn't matter if you Rare-Candy up your level a few times beforehand. The so-called "Box Trick" is just a clarifying step to supplement this; if you have an L100 gaining Stat Exp., you can't level up to force recalculation. You have to deposit the Pokemon into the PC, then take it out, in order to see a visible improvement in the stats (although Stadium will see this stat increase without having to deposit and withdraw). 3. Whenever you use a stat drug, such as Protein or Iron, the game looks at the proper Stat Exp. bank. If it's 25599 or less, 2560 is added; otherwise nothing happens. And since (as I'll explain later) it only takes 63002 to obtain the full benefit of the bank, stat drugs can cut your training time by almost half. Note I said "STAT Drug," though; it's never a good idea to feed a Pokemon real drugs. Or else your GB will start convulsing and eventually explode. (Yeah, that ought to be a strong enough myth.) And never, EVER, do drugs in real life, either. 4. In order to transfer Stat Exp. to Stat Points, there's yet another formula involved: P = int((sqrt(E - 1) + 1) / 4). And while E can reach a maximum of 65535, that would create an output of over 64, which violates the 6-bit limit for Stat Points. So any Stat Exp. beyond 65025 is disregarded (this number creates an output just under 64), and in order to be right at the maximum 63, one needs to collect 63002 Stat Exp. in a given bank. L: Level. This seemingly simple 8-bit number is actually the by-product of a 24-bit variable (EXP Points), derived from one of four formulas according to species. 1. Slow: L = int(int(E ^ (1 / 3)) * 0.8) 2. Normal: L = int(E ^ (1 / 3)) 3. Fast: L = int(int(E ^ (1 / 3)) * 1.25) 4. Fading: E = int(1.2 * L3) - (15 * L2) + (100 * L) - 140 (For formula 4, just use reverse substitution. It's much easier to work that way than with the inverse function.) Obviously, L is capped at 100, unless you start above that level (see Missingno. Section), and then any experience gained through battling (not Rare Candies) will still set your level back to 100, by setting E accordingly. X: The Unequalizer. Rather simple; for HP, X = L + 10. Otherwise, X = 5. The X is why L0 Pokemon don't have 0 stats; they have 10 HP and 5 all else. It's also why, when measured on an even scale with other stats, it's almost impossible for a Pokemon to have poor HP. Finally, there are stat modifiers, which are in-battle alterations to stats. Each stat modifier goes from -6 to 6 (Swords Dance raises Attack modifier by 2, Screech lowers opponent's Defense modifier by 2, X Speed increases Speed modifier by 1, etc.) and affects stats by the following correspondence: -6: x0.25 -5: x0.286 (2/7) -4: x0.333 (1/3) -3: x0.4 -2: x0.5 -1: x0.667 (2/3) ?0: x1 +1: x1.5 +2: x2 +3: x2.5 +4: x3 +5: x3.5 +6: x4 Note, though, that stat modifiers can't take a stat past 999. For example, imagine a Cloyster (458 Defense) decided to make the incredibly stupid mistake of using Withdraw over and over. First one is x1.5 = 687, second is x2 = 916, and third is x2.5 = 1145, but reduced to 999. And future Withdraw use won't raise the stat any more, nor will they even increase the physical modifier. For example, the Cloyster could Withdraw six times, but one Screech and the modifier is back down to +1, because it's never allowed to pass +3. Of course, this is just an example. Withdraw isn't a good idea on ANYONE, much less Cloyster. And now the much tougher subject, damage: Damage = int((min(int(int(((2 + int(0.4 * L)) * A * P) / D) / 50) , 997) + 2) * X) The above is actually a rearrangement of the formula that allowed me to make it easier to teach. Just remember this saying: "LAPD is trying to catch the criminal mastermind X, but it's caught in the middle of two 2s, point-four, and a 50." Got that? The signs will fill in naturally after a while. Even if you already had the formula, the above version is much more fun to use. Now on with the next step: deciphering each letter. L: Your level. See the stat formula in case you need to know how to calculate it (unlikely because you keep seeing it above your health bar). It's actually an element in this formula independent of the stats it helps create. Note: For RBY Critical Hits, you'll be doubling this value, and treating all Stat Modifiers as 0. A: Your Attack stat. Use Special (GSC'ers use Special Attack) instead if the attack is Special-typed (Fire, Water, Ice, Electric, Grass, Psychic, Dragon; plus Dark in GSC). P: The move's power. 10 for Constrict, 50 for Struggle, 100 for Earthquake, etc. If you're unsure of a move's power, then find the Move Lookup in section 204. Enjoy. D: The opponent's Defense. As with A, use the Special version of the stat on a special-typed attack. X: Extra multipliers: 1. STAB - x1.5 if the move's type matches one of your types (even Normal-types get this bonus) 2. Type 1 - x0, x0.5, x1, or x2 based on the matchup of attack type vs. opponent's Type 1 (see the Type Chart) 3. Type 2 - x0, x0.5, x1, or x2 based on the matchup of attack type vs. opponent's Type 2, if any (see the Type Chart) 4. Random Number - x((217 + Z) / 255), where Z is a random number from 0 to 38 --------------------- |Game-Defining Facts| --------------------- Okay, these are just some oddball facts that come in handy in some situations. The game isn't the same without them. 1. The 99.6 Rule Yes, that much-hated rule comes to haunt players all the time. But what is it? Well, each move has an 8-bit accuracy number. This means 0 to 255, although the lowest such number actually assigned to a move is 75 for the one-hit kills. Basically, the accuracy check is "Throw out a random 8-bit number, and if it's less than the accuracy number, the move hits." Notice anything wrong with that? Yep--it's "less than" instead of "less than or equal to". Which means that when the random check turns up 255, it causes any move--including Psychic, Thunderbolt, and yes, even Swift--to miss. So the so-called "100 accuracy" moves actually have a 1-in-256 (0.390625%) chance to miss. Hence it's called "The 99.6 Rule" (the pedantic version, "The 99.609375 Rule," puts too little emphasis on the rule and too much on the number). And until GSC (even afterwards, including some who believe in it to this day), everyone feared that it would strike at the most inopportune time. All it did was turn surefire wins into losses for no apparent reason, and with no possible circumvention. 2. Critical Hits Critical hits seem random, and beyond control. But in fact, some Pokemon get to skew the crit-hit odds. It's a very simple formula: Odds = S / 512, where S is the base Speed. Not the maximum, or the current value of the stat. Take the maximum, subtract 98, cut it in half, and there's your base stat. Odds for Razor Leaf, Karate Chop, Slash, and Crabhammer = S / 64 (maximum 255/256) Odds with Focus Energy (Stadium) = S / 128 (again with the 255 cap) Odds with Focus Energy (GB) = no change when faster than opponent, 0% when slower. This is a glitch. 3. Moves that Work Incorrectly Some of RBY's moves are, to say the least, programmed badly. (This doesn't count PBS-only glitches like Pin Missile. That's the fault of the PBS designer--go write to said authority immediately if you don't like it.) Counter: You'd think this move could hit all Physical attacks, right? It even says so in all of Nintendo's documented material! But if you're curious why Counter seems to miss 80% of the time, it's because the move won't do anything for Flying, Bug, Ground, Rock, Ghost, and Poison attacks. Just Normal and Fighting. Not only does this make one wonder why Gengar is capable of picking up Counter, but it gives added merit to Earthquake, Rock Slide, and Drill Peck. Substitute: It was bad originally, but Stadium was saving grace and more. It seems natural that a Substitute would protect its user from being paralyzed, poisoned, burned, frozen, sapped, slowed down, and various other maladies. And on Stadium, it does so just fine, but if you're planning on link-battling (or playing an online simulator, which channels the Game Boy version), you'll have to plan on finding, you guessed it, a substitute for Substitute! Haze: The anti-stat-modifier, it's drastically overlooked by those who insist on the DT Ban, mainly because the same group is hell-bent against GSC- transferred moves, and the set of pure-RBY Hazers is, well, bad. But there's another little cost involved. You knock out the stat modifiers, but if the opponent has a condition (like poison or freeze), that gets erased too! And no, if you have a condition as well, that doesn't get erased! (However, Attack drop from Burn or Speed loss from Paralyze will indeed go away from your Pokemon.) So if you expect the opponent to Haze, don't hesitate to switch to a frozen Pokemon, if you have one. The One-Hit Kills: I don't know if it was intentional or not, but Fissure, Horn Drill, and Guillotine have an added mask that makes them hit even less than the documented 30% rate. Essentially: If a OHKO (one-hit KO) move goes second, it can't hit. This is why Stadium's Gambler always used moves like Body Slam, Thunder Wave, and Bubblebeam: so he could strike first. If you're one of the many that has trouble with Gambler, here's the best piece of advice yet: Use fast Pokemon, along with moves like Substitute for paralyze defense. Also, if you plan on using OHKOs in your team, do everyone a favor and don't waste them on Rhydon or other slow monsters. ----------------------------------------- |71/2 Habits of Highly Ineffective Players| ----------------------------------------- This is where my ruthless style of "reconstruct the statement without assuming anything" really starts to shine. I will take seven incorrect statements that the neophytes tend to believe, advocate, and brag about with respect to team building (plus an all-purpose statement numbered 71/2), and turn them around. I've come to give a detailed analysis of the flaw in each, and give a line of reasoning that defeats their supporters. Remember these for situations where you may be forced to use similar lines of argument. Are you ready? 1. "Dig and Fly are good because you get a free turn" Where's the "free turn" coming from? If it's "opponent misses", then that's not a free turn. It's one wasted PP, which is irrelevant in all but the most extreme of cases (and Dig and Fly aren't exactly the best of PP wasters anyway.) Here's what happens: You use Dig/Fly, causing no damage yet. Opponent attacks, missing (except in the case of Swift, where the move's a definite disadvantage), no damage. You resurface, 70-100 power. Opponent hits, power equal to the move. So over two turns, you each hit once. No one gets a free turn from that. And since most of the game's good moves fall into the 85-100 power bracket, Fly is usually disadvantaged (because they get in 85-100 while you only hit for 70) and Dig's advantage is only minor if at all (imagine Digging Charizard taking a Surf on the alternate turn--instead of 100-95, it's a 190-100 disadvantage). But it's more complicated. When you Fly/Dig, you completely give away what your next action will be. This gives the OPPONENT a free turn--a free opportunity to switch to a type resistant/immune to your attack--and you'll either have to fight into a clear disadvantage or switch into an attack that you have no real anticipation of. So now, when you expected to GAIN a turn, you actually LOST a turn. And if you don't think the opponent's smart enough to switch after a Dig/Fly, then that's one of the most unforgiving mistakes in the game. Always assume the opponent to be an educated player going into the battle: if you do so, and guess wrong, you're still playing with a competitive mindset and will win easily. On the other hand, if you guess the opponent to be a complete idiot, and are wrong that time, you've given the opponent a prime opportunity to breach your intentional downplay, resulting in your demise. Some bad. But at least now you know why Dig and Fly are bad propositions, and what to do if your opponent tries them. 2. "Don't waste turns on defensive moves" Let me guess--you want to think of this game as a tempo war, and in order to win, you try to apply constant pressure such that you never lose tempo, right? Well then, I suggest you go read about any of the numerous chess games won by a Queen sacrifice or similar stratagem. This illustrates a point: sometimes you can temporarily lose tempo, only to gain it back later, in full force, and for good. Time to look at it mathematically: Reflect and Barrier are first to be handled. Into a physical attacker, putting up a Reflect will cut all future hits in half. You lose one turn when you put up the Reflect, but every opposing attack gets you +1/2 turn. This means that after one turn (2 if you're slower), the Reflect has already paid for itself. Anything beyond that is just gravy. Barrier is just like it, but can pump up the protection even more (however, each subsequent use requires an additional turn for self-redemption). And if you've "forced" the opponent into special attacks, then since that wasn't the opponent's plan to begin with, you've still been given an advantage. And if Reflect and Barrier are worth it, then Amnesia (a Special-ized version of Barrier that also pumps your attacking potential) becomes the best move in the game, or close to it. Next, Recover and Rest. These are usually easy to demonstrate. Recover is "I lose one turn, but your strike is reduced by 50% of my HP." So if the opponent is hitting for less than 50% a turn, then you register a gain over the one-turn interval. And if they can hit for over 50%, then it's likely a losing proposition anyway, and you should switch. Furthermore, notwithstanding the one-turn interval, you're making sure a key Pokemon on your team gets to stick around long enough to do what you want it to do--which can't be expressed in terms of "turn advantage". And Recover has 32 PP, which is enough to waste any one of the playable attacks and have somewhere between 8-24 PP left. You're trading one of their moves for 25%-75% of yours. Another intangible, but obvious, advantage. Rest is harder to use effectively. While Recover should NEVER be left out of the set of any Pokemon that gets it, if the same were true with Rest then one move of EVERY moveset would already be known. Rest maxes out your HP, and gets rid of status inflictions...at the cost of three turns. Unless you're expecting to take three hits, and/or give the opponent free switching turns, Rest won't be beneficial. Double Team can help in that regard. But on a defensive Pokemon such as Lapras or Chansey (although Chansey gets Softboiled), Rest can be worth it even without an evade modifier. With one...look out. Speaking of Evade modifiers, Double Team and Minimize are downright abusive when set up in multiples. The basic plan with DTs is to make sure you're alive long enough that their misses outnumber your DTs. Granted, Swift supposedly renders this moot, but Swift is only 60 power; evaders usually come equipped with Recover or Rest which should out recover Swift's damage. If nothing else, even on fragile Pokemon, DT-Rest is a highly compatible combo that at least wastes PP. You never know when you'll hit a Blizzard and run it out, saving your Dragonite from potential ruin... So you DON'T have to deal damage every turn to win, you just have to make sure that your per-turn average exceeds your opponent's. And defensive moves are usually a way of using one turn in order to earn a payoff at EVERY subsequent turn, or a way to stick around enough to deliver more blows. Attacks are only one-turn effects. Useless? I think not. 3. "Hyper Beam is the best move in the game" Power-wise, H-Beam may be second in the game (behind Explosion's 170, although both that and Selfdestruct have automatic double-damage subroutines), but what are you really getting? Turn 1, 150 power attack. Turn 2, do nothing (0 power). 2-turn iteration, average 75 power per turn. Factor in accuracy, and your overall average is under 68 a turn. Meanwhile, your opponent gets to strike for a hit each time. All they have to do is outdamage 68 a turn. What are the most likely attacks to be used? Psychic - 90 power Thunderbolt - 95 power Ice Beam - 95 power Blizzard - 120 power (229 accuracy; average 108) Fire Blast - 120 power (216 accuracy, average 102) Flamethrower - 95 power Surf - 95 power Razor Leaf - 55 power (critical mania, average 81-104 depending on Pokemon) Earthquake - 100 power Body Slam - 85 power Rock Slide - 75 power (229 accuracy; average 68) Drill Peck - 80 power Double-Edge - 100 power (25% back at user; total advantage 75) All of which are at least as good as H-Beam's average. Remember, some of those moves will hit for super effective damage, whereas Hyper Beam never can. Further disadvantage to the Beam. And with the attacks listed above, you may paralyze, freeze, or lower Special on the opponent. Hyper Beam's side effect? Lose a turn. In RBY link battles (not Stadium), the problem was rectifiable, since you didn't lose the turn on a miss or KO. Therefore, H-Beam could be used to finish off an opponent that might otherwise be out of reach, without fear. Under Stadium, if you get a Hyper Beam KO, the opponent just brings in the Pokemon you fear most, and you have no choice but to take the hit. How good is the move looking now? 4. "Thunder/Fire Blast/Hydro Pump/Blizzard ROCKS!" Ugh. The above statement does get 1.5 out of 4 right, but the general idea of overpowering everything may just leave you high and dry with nothing to show for it. First off, I have a nickname for attacks like those. They're called VHPSAs (Very-High-Power Special Attacks), and their usefulness depends on how badly the programmers set out to wreck them. Obviously the VHPSAs wouldn't have been created unless there was a chip taken out of accuracy, or else their HPSA counterparts (Flamethrower, Thunderbolt, Surf...) would be put completely to shame. But each of the moves has a different accuracy, and hence have different degrees of usefulness. At this point I'd like to bring up the idea of Statistical Power, which is the product of a move's power on a hit and the fraction of times during which it should hit. For example, a 90-power move with accuracy 70% (note - if such a move is ever created, avoid it like Michael Jackson) would have Statistical Power 63. Over a span of 1000 turns, 700 uses of the move would be expected to hit, dealing 90 * 700 = 63000 power worth of damage. The remaining 300 uses will miss, dealing 0. Overall power is 63000, divided by the 1000 turns, for an average of 63. Now, this tool can be used to compare VHPSAs to their HPSA counterparts. Blizzard, at SP 108, is the select move of the four, the one that no one will criticize you for using (or if they do, the criticizer obviously needs to read a 200-page analysis of the Pokemon games). If you're trying to use Ice moves with attackers, put Blizzard first. It might even make a difference -- Clefable vs. Nidoking comes to mind, where Ice Beam is practically a guaranteed kill in 3...but with Blizzard, it's about 81% to save a full turn. Of course, if you're trying to play defense and still want an Ice attack, this is where Ice Beam still has a use. The other major aspect of the HPSA/VHPSA war is how many PP the moves have, and Chansey or Lapras can quite easily stay alive long enough to exhaust the 8-round clip of Blizzard. Ice Beam, on the other hand, allows them to stay busy for another eight turns, dealing more overall Ice Beam damage than a full set of Blizzard hits could possibly deal. It may take longer to dish out the damage, but these aren't speed-centered Pokemon...who cares about how long it takes to kill? Just remember...if your Pokemon isn't going to live for eight attacking turns very often, there's little point in the Beam. Fire Blast comes next with an SP of 102, and has the added edge of being available as an RBY TM (Flamethrower fans, don't worry, a quick commute to Crystal will allow access to that move). However, it suffers from being Fire, the type with a very narrow scope in this domain. The move has to vie with Blizzard, and lower accuracy combined with an inferior side effect...not good. Only Fire-types should use this attack, and only if they can be proven superior to comparable Ice-types. Not too likely. But if, for some reason, you absolutely insist on a Fire attack (and have access to both choices), the consensus seems to be that each person makes their own decision. There hasn't been a single definitive argument in the 41/2 years of Pokemon's existence that has decided this debate one way or the other. On paper, Hydro Pump comes out ahead of its HPSA counterpart, 96-95. But in this case, Surf has 16 extra PP (though that rarely comes into play), a one- point lead is no decision-maker, and the mere fact that Surf is actually consistent should overcome that one point. To extend the point, imagine if there was a 960-power Water attack with accuracy 10%. Yes, it averages above Surf as well, but Surf's consistency makes it much more useful. Hydro Pump is a less severe version of this effect. Last, and most definitely least, Thunder. With accuracy 178 (this makes an incredible jump to 179 in GSC, and Blizzard gets knocked down to that level, dooming it in that game), Thunder's SP sits back at 84. And while it's the only VHPSA with 16 PP, Thunderbolt still has 24. Thunder does miss, and too often for it to be useful at anything. New players like hitting for a lot of damage at once, which could be one driving force behind their decisions. But remember that this will also lead to quite a few turns during which 0 damage is dealt. Bad? Yep. 5. "Doubling up on attacks is a good thing" I don't know where people get that idea, but it's still a very bad idea. You've all seen Ember/Fire Blast/Flamethrower/Fire Spin movesets for Charizard. And if you're the kind of person to actually USE a moveset like that, then pay close attention to this. When there are two or more moves of any type in a set, you lose versatility. In the Charizard set above, with only Fire moves, all you do is establish victory over Grass and Bug types. One Fire move (preferably Flamethrower; some players will recommend Fire Blast) will be enough to show that. But in this case, you leave yourself no option in a type disadvantage but to switch. Say the opponent sends in Omastar...what would you do? Blast it for a maximum of 31 damage? I didn't think so. Charizard would be much better off with something like Flamethrower (or Fire Blast, but only one)/Earthquake/Rock Slide/Swords Dance. If you have a super effective move, it doesn't matter how many you have; you can still only get one hit per turn. By devoting only one slot to Fire, you have three more to try and combat less desirable matchups. In fact, it's usually a good idea to Swords Dance even against a Grass-type. They can't accomplish much by staying in, so you get a free Attack boost while they switch to a Water- or Rock-type. Then you get to pummel them with the equivalent of two Earthquakes, which might just take the opponent out before you have to take a hit. Another thing: When you have four moves of the same type, do you seriously intend on using all of them? In the example above, Flamethrower/Fire Blast/Ember/Fire Spin, will you EVER plan on using Ember? Why have 40 power when you can use Flamethrower for 95 with the same accuracy? The only conceivable reason is in case all other moves run out of PP, to which I say: If you've already dished out 3220 power in moves (in increments of 95 or 120), to no avail, what good will an extra 1920 do, dished out just 40 at a time? If Fire moves aren't working, perhaps you should try out another type. And as for the case against Fire Spin, see part 7. 6. "Toxic/Leech Seed is the ultimate combo" Congratulations, you've found a glitch. Leech Seed's sap counter is run by the same variable as Toxic's, and as Toxic makes it go up, Leech Seed gets to join the fun as well. But in reality, Toxic is one of the WORST moves you can use in a game, and Leech Seed is at best another PP bank that force-switches (a losing proposition). What does Toxic do? It starts out taking 6.25% health, then increases drainage by 6.25% each turn. When that's up, Leech Seed will take as much, but will move the drained HP to the other side of the board. As long as the opponent's Pokemon stays active. And since this is RBY, there's no way to ensure that except by killing all 5 of its teammates, which (if your opponent knows this) won't come about from Leech Seed-Toxic. You use Toxic...they get poisoned, and switch. Now the fun part: After they switch, the game no longer acknowledges that Poison as being a result of Toxic. Which means that even if the opponent brings the poisoned Pokemon back out, to let it get Seeded, the poison counter will no longer rise. They'll lose an insignificant 12.5% a turn, plus whatever pitifully weak attack your Grass-type uses, meaning you usually need to survive for 4-7 turns in order to kill (barring Recover or Rest, and Rest has the somewhat-questionable effect of wiping out poison). All you get is an even more insignificant 6.25% health back each time. So your health meter plus 25-44% will need to last 7 turns...as long as the opponent can deal 20% a turn for 7 turns, or 32% for 4, that's a losing proposition. And when the opponent is poisoned, they're immune to the much more dangerous ailments of Sleep, Paralyze, and Freeze. Some bad. Verdict on Toxic/Leech Seed? Save it for fun matches, or 1-on-1s where there is no fear of switching. 7. "Moves like Fire Spin and Wrap make you invincible" One, they don't, and two, this is RBY, so they don't even perform anything useful. Fire Spin, Wrap, Bind, and Clamp are fundamentally misleading. Sure, they make it seem like you get several hits in a row while the opponent does nothing... ...But wouldn't it make sense to think of all those turns as one big attack, like Pin Missile or Spike Cannon? After all, the power of each hit is nowhere near impressive. Combining multiple hits together, we get maximum power of 75 for Wrap, Bind, and Fire Spin, and 175 for Clamp. So Clamp is the only one that stands out, especially considering these aren't 48-PP moves, and none are more accurate than 85%. But let's also take into consideration that those are 5-hit figures. Average hit count of 3.5 gives totals of 122.5 for Clamp and 52.5 for the rest. Again, only Clamp looks remotely interesting. Okay, intervention time. "What if I strike first with a multi-turn move?" In theory, that means you just continue pummeling the opponent without fear of retribution. However, that only lasts as long as you keep hitting, and when the most accurate of the moves is 85%, you aren't really invincible. More on this later. Intervention #2: "Okay, it may seem like one move, but it's multiple turns. This means Toxic gets more time to work." Either you're stuck in a GSC mindset, or you haven't read Habit #6. Do that now. Enough with the interventions (interventia?). Time to give the one tactic that will beat multi-turn moves once and for all...THE SWITCH. (Doesn't that seem like the most powerful "move" in the game right about now?) Again, there's no way to prevent a switch in RBY. Once you use Wrap, or whatever multi-turn move you have, the opponent (who is smart, and has read this section) will simply switch. The multi-turn move automatically ends, and to add insult to (lack of) injury, you don't get to do anything that turn. The so-called "invincibility" move now reads: 15-35 Power, 70-85 Accuracy, 16-32 PP, Opponent gets to switch to the Pokemon of their choice. I thought a 70-accuracy, 16-PP move would be better than that. But it isn't, and Wrap, Clamp, and Bind aren't much better. Now do you see why? 71/2: "I'm the best" Those neophytes never cease to throw out this line. The rebuttal of such logically ignorant statements as this appears to be difficult, but when it works, the pleasure gained by humiliating your clueless adversary is nearly unmatched in all of gaming. Here goes: Part 1 of the argument debates against the very declaration of inherency. Very few things may properly be considered "intrinsic", and those that can are simply philosophical ideals, far out of the reach of such a subject as gaming. Pokemon is simply a set of electronic switches, arranged so as to enable interactive control over a "game". Many people have scoured the code many times over, and nothing in it states that any one player is automatically better at playing than anyone else. With fundamental possibilities out of the way, all that remains is to demonstrate how the defendant is NOT "the best player the game has ever seen". The most obvious way to accomplish this is by challenging him or her to a simple 6-on-6 battle. If the challenge is refused, for ANY reason, the following line is a surefire way to draw the opponent across the line in this "mismatched argumentative tug-of-war": "Since you were the one that made the original statement, you're the one with the burden of proof. Refusal to battle implies nothing but lack of proof." Without proof, their "I'm the best" cannot hold. Eventually, they will be forced into one of several stances, each of which has an easy counter: 1 - They attempt to quietly duck out of the argument, change the subject, or otherwise try to divert your mind, in the futile hope that you won't consider them having admitted anything. Answer: In order to be a top-level player and teacher, you can't let anyone get away this easily. Ask your "student", flat out, whether they still believe they're the best. On a "no", your job is done. On a "yes", the rest of the conversation should unfold as follows: You: "Why?" Clueless Opponent: "Because no one can beat me!" "Well, if you never let anyone fight you, then your claim isn't saying much." "I've beaten people without losing!" "And I'm supposed to be tricked into thinking is a diverse, representative population of all classes of Pokemon players? For all I know, all those players were just 8-year-olds in your neighborhood who think Hyper Beam is the game's best move." "SHUT UP!" "Not without a reason. Everyone has equal entitlement to state their cases and rebuttals, and the line 'Shut Up' does not change any truths." "*Breaks down*" "So do you want to learn the PROPER fundamentals of the game?" and then show them this guide. Congratulations, you now have a following. 2 - They try to dismiss your claim as random words which mean nothing. Answer: If you carry a dictionary in your pocket (like me), you can show your victim just what each and every one of the words means. If not, try rephrasing it: "People don't see drastic-sounding statements like ' I'm the best' to be true unless you can prove it. Except by testing in a battle, there isn't much you can do to prove your words." If you can make this even more kid-friendly, good for you. If they continue to call your statement "gibberish", remind them that "if you can't understand this, you're only making an ass out of yourself, and don't sound anywhere near smart enough to play at the top level of competition." As usual, bust out the guide in its entirely, and let an otherwise-doomed player learn the real game in Pokemon. 3 - They go ahead and battle. Answer: Seeing as you've read this guide, and anyone who throws out such ridiculous lines probably hasn't, winning should be easy (but remember never to stereotype someone's battling ability before the fight actually begins). Again, there are a few post-battle possibilities. A - They try to duck out of it. See Option #1. B - They state "YOU CHEATED". This is the most common answer when a new player loses to someone in the upper echelon. The obvious answer to give is "How did I cheat?" Normally, their counter rebuttal can be answered by some combination of showing them this guide or the screen on your GB. Point out that you don't have a Shark plugged in (while you may have one at home, anything you do is attainable by legal means). Point out that illegal stats can be reset by depositing into a box and then withdrawing. If you have access to a computer, point out the following site: www.sirlin.net/features/feature_PlayToWinPart1.htm (Playing to Win, an important part of David Sirlin's excellent website that outlines game design). Tell your soon-to-be-educated adversary that while that page uses Street Fighter as an example, most of the same principles apply to Pokemon. For example, "staying in a block" can be equated with "using evasion". Explain that "the tactics I'm using aren't 'cheap' or 'cheating', they're just 'playing to win'. Do you have a problem with that? Read the site, and you'll agree." At this point, any response can be quickly dismissed. But if their answer is "You cheated because you won", it's a different argument. You can counter by saying "So you really think I'm explicitly banned from winning, or you're explicitly protected from losing? No. The game of Pokemon does not guarantee that any player must always lose or always win. Such a game is called 'I Win'. Pokemon is not 'I Win', and no one will ever willfully play 'I Win' when they aren't the 'I'. With this in mind, did I really cheat, and if so, how?" You now have the offender pinned against the wall. Congratulations. C - They blame it on luck, and want to play again. Go ahead and take them up on the offer--you've got the proven tactics, right? Keep fighting them until they realize that luck won't help in this match. Or if it does, simply point out "So out of eight battles, you won once? If luck comes to the rescue just 12.5% of the time, then taking an average split of the luck seems to result in your demise." Change the 8 and 12.5% based on if and when they ever do break through. The ultimate point to be reinforced is that if so many battles result in such a skewed outcome, the difference is more than luck. If their one win represents the way battles "should" happen, how come you have seven times as many? The teams must be mismatched, and it's your cue to show how teams should be built. So many possibilities, but it's all covered. "I'm the best" has no foundation, and if you can demonstrate that, welcome to the world of recruiting. (Just for the record, I have no connection to the military of the United States, or any other nation, at the time of this guide's most recent update.) ------------- |House Rules| ------------- If you simply play by the rules the game has given you, most opponents you'll find online simply walk away. Why? Pokemon on its own is unbalanced, and a game with a single idealized team pitted against itself over and over isn't really a game. So players decide to enforce their own rules of balance in order to make the game playable, and different players go to different extents to achieve this balance. Let's take a look at the most common rules you'll run into. So as not to infuse opinion into their enforcement, only a summary of each rule will be given underneath each one. After each has been presented, an "editorial" section will follow, in the Fox News tradition of "We report, YOU decide." E- mail me with your vantage points on the rules, and they'll be published in a future edition! LEGEND BAN "Take your Mewtwo and Mew away from my battle arena. They overcentralize the game." SPECIES LIMIT "Six Alakazams? Bo-ring. Why don't you try diversifying?" SLEEP RESTRICTION "Come on! I'm already asleep! Isn't two simultaneous Spores a little excessive?" (Note: This restriction doesn't count Rest-induced sleep.) EVADE BAN/RESTRICTION "Remove those DTs and Minimizes immediately! I don't want to be here all day!" ONE-HIT KILL BAN "This is Pokemon, not Craps. Fissure, Horn Drill, and Guillotine are simply out of place in this game." RBY PURITY "Tradeback Move Lists? To hell with them! This is RBY!" **EDITORIALS** 1 editorial(s) so far. Me, 2003/01/31: "People have a tendency to be too restrictive on themselves. The clearest cause I can see is that they don't want to have to think about as much, and so they reduce the possible scope of the game. If this is so, it effectively defeats most of the purpose of such a game. Unfortunately, this reduction prevents many otherwise-viable teams from ever materializing. First things first, let me say: Pokemon needs its luck-based decisions. If there was no luck, then a given battle between any two players would always turn out nearly identically, and there would be no use for rematches. That said, both One-Hit Kills and Evasion Modifiers are simply ways of testing luck. It might pay off, making you invincible or ending the battle quickly. On the other hand, if you're misfortunate, then all those turns spent with Double Team or Fissure are completely wasted. It's the probability factor that keeps the game interesting: they're not guaranteed to overpower the game, but they're not so bad as to be inconsiderable for a team. And if you're worried about 5-hour evasion wars, then maybe Pokemon isn't the right game for you. Mewtwo was made as nothing more than a prize for "completing" the game; it doesn't belong in the same realm as the rest. Give it eight turns, and most teams will be long gone. No other Pokemon pulls this off. So yes, it does need to be set aside. As for Tradebacks, this is quite possibly the subject of more debate than any other in the game's history. Here's my stance on the subject: This game needs to be playable if it is to remain a game. One of the ways of accomplishing this is to keep the environment changing. This has already happened. Yellow came out, with its moveset expansions, and no one complained. Stadium came out, allowing Raichu to acquire Surf and Golduck to acquire Amnesia, and no one complained. Likewise, Crystal provided about 25 new egg moves, some of which were quite usable, and still no one complained (at least not after the game was physically released in this country). Why, then, is the G/S transition unacceptable for move distribution? Is it the sheer quantity of moves involved, which requires you to think even more, which can't possibly be good? How absurd..."thinking too much"... There is one other possibility, that being "RBY and GSC were intended as completely separate domains". Except if this were true, the Time Machine would not have been created in the first place, RBY-only moves would have to be banned from GSC, and all RBY players would have no reason to keep playing those games after October 15, 2000 (since the history books on those games could progress no longer). I'm viewing all of Pokemon as a single game, and the RBY and GSC subdivisions as two different rule subsets by which to play the game, one of which just so happens to be more limited than the other. But all of it evolves at once, so if a move is given to one version of the game, any other version to which it can be transferred must have access as well. Here's a short and simple ruleset by which RBY battles can be played as openly as possible without being broken. I call it the Unrestricted Standard Set of Rules, or USSR: 1. All moves shall function as mandated by the current battle medium. 2. Mewtwo at L83 or less is legal; L84 or more results in disqualification. 3. Mew at L90 or less is legal; L91 or more results in disqualification. 4. Use of multiple Pokemon of the same species on the same team results in disqualification. 5. Use of any move not on a Pokemon's Level-up, TM, HM, Stadium Special, or Tradeback List (as subject to the 11/11 Criterion) results in disqualification. Have fun, and don't do drugs." Submit your editorials at the address found way back on page 4. ---------------- |Gameshark Help| ---------------- Just for quick reference, here's a quick list of the codes you'll use most often. (All codes listed are for Red/Blue; Yellow may require the subtraction of 1 from the sixth digit.) Also note that, unless a key is listed below it, 'xx' is equal to the hex representation of whatever number you're looking for. I won't go into a complete chart of hex values, but hex 63 is decimal 99, and hex FF is decimal 255 (the highest allowed value). Those values should satisfy most of your needs. Move Modifier: 01xx73D1 (first), 01xx74D1 (second), 01xx75D1 (third), 01xx76D1 (fourth) Key for xx: 00 - 01 - Pound 02 - Karate Chop 03 - Double Slap 04 - Comet Punch 05 - Mega Punch 06 - Pay Day 07 - Fire Punch 08 - Ice Punch 09 - Thunderpunch 0A - Scratch 0B - Vice Grip 0C - Guillotine 0D - Razor Wind 0E - Swords Dance 0F - Cut 10 - Gust 11 - Wing Attack 12 - Whirlwind 13 - Fly 14 - Bind 15 - Slam 16 - Vine Whip 17 - Stomp 18 - Double Kick 19 - Mega Kick 1A - Jump Kick 1B - Rolling Kick 1C - Sand-Attack 1D - Headbutt 1E - Horn Attack 1F - Fury Attack 20 - Horn Drill 21 - Tackle 22 - Body Slam 23 - Wrap 24 - Take Down 25 - Thrash 26 - Double-Edge 27 - Tail Whip 28 - Poison Sting 29 - Twineedle 2A - Pin Missile 2B - Leer 2C - Bite 2D - Growl 2E - Roar 2F - Sing 30 - Supersonic 31 - Sonicboom 32 - Disable 33 - Acid 34 - Ember 35 - Flamethrower 36 - Mist 37 - Water Gun 38 - Hydro Pump 39 - Surf 3A - Ice Beam 3B - Blizzard 3C - Psybeam 3D - Bubblebeam 3E - Aurora Beam 3F - Hyper Beam 40 - Peck 41 - Drill Peck 42 - Submission 43 - Low Kick 44 - Counter 45 - Seismic Toss 46 - Strength 47 - Absorb 48 - Mega Drain 49 - Leech Seed 4A - Growth 4B - Razor Leaf 4C - Solar Beam 4D - Poisonpowder 4E - Stun Spore 4F - Sleep Powder 50 - Petal Dance 51 - String Shot 52 - Dragon Rage 53 - Fire Spin 54 - Thundershock 55 - Thunderbolt 56 - Thunder Wave 57 - Thunder 58 - Rock Throw 59 - Earthquake 5A - Fissure 5B - Dig 5C - Toxic 5D - Confusion 5E - Psychic 5F - Hypnosis 60 - Meditate 61 - Agility 62 - Quick Attack 63 - Rage 64 - Teleport 65 - Night Shade 66 - Mimic 67 - Screech 68 - Double Team 69 - Recover 6A - Harden 6B - Minimize 6C - Smokescreen 6D - Confuse Ray 6E - Withdraw 6F - Defense Curl 70 - Barrier 71 - Light Screen 72 - Haze 73 - Reflect 74 - Focus Energy 75 - Bide 76 - Metronome 77 - Mirror Move 78 - Selfdestruct 79 - Egg Bomb 7A - Lick 7B - Smog 7C - Sludge 7D - Bone Club 7E - Fire Blast 7F - Waterfall 80 - Clamp 81 - Swift 82 - Skull Bash 83 - Spike Cannon 84 - Constrict 85 - Amnesia 86 - Kinesis 87 - Softboiled 88 - Hi Jump Kick 89 - Glare 8A - Dream Eater 8B - Poison Gas 8C - Barrage 8D - Leech Life 8E - Lovely Kiss 8F - Sky Attack 90 - Transform 91 - Bubble 92 - Dizzy Punch 93 - Spore 94 - Flash 95 - Psywave 96 - Splash 97 - Acid Armor 98 - Crabhammer 99 - Explosion 9A - Fury Swipes 9B - Bonemerang 9C - Rest 9D - Rock Slide 9E - Hyper Fang 9F - Sharpen A0 - Conversion A1 - Tri Attack A2 - Super Fang A3 - Slash A4 - Substitute A5 - Struggle Wild Pokemon level modifier: 01xxBFCF Wild Pokemon species modifier: 01xxD8CF Key for xx: 01 - Rhydon 02 - Kangaskhan 03 - NidoranM 04 - Clefairy 05 - Spearow 06 - Voltorb 07 - Nidoking 08 - Slowbro 09 - Ivysaur 0A - Exeggutor 0B - Lickitung 0C - Exeggcute 0D - Grimer 0E - Gengar 0F - NidoranF 10 - Nidoqueen 11 - Cubone 12 - Rhyhorn 13 - Lapras 14 - Arcanine 15 - Mew 16 - Gyarados 17 - Shellder 18 - Tentacool 19 - Gastly 1A - Scyther 1B - Staryu 1C - Blastoise 1D - Pinsir 1E - Tangela 1F - Missingno. 20 - Missingno. 21 - Growlithe 22 - Onix 23 - Fearow 24 - Pidgey 25 - Slowpoke 26 - Kadabra 27 - Graveler 28 - Chansey 29 - Machoke 2A - Mr. Mime 2B - Hitmonlee 2C - Hitmonchan 2D - Arbok 2E - Parasect 2F - Psyduck 30 - Drowzee 31 - Golem 32 - Missingno. 33 - Magmar 34 - Mankey 35 - Electabuzz 36 - Magneton 37 - Koffing 38 - Missingno. 39 - Missingno. 3A - Seel 3B - Diglett 3C - Tauros 3D - Missingno. 3E - Missingno. 3F - Missingno. 40 - Farfetch'd 41 - Venonat 42 - Dragonite 43 - Missingno. 44 - Missingno. 45 - Missingno. 46 - Doduo 47 - Poliwag 48 - Jynx 49 - Moltres 4A - Articuno 4B - Zapdos 4C - Ditto 4D - Meowth 4E - Krabby 4F - Missingno. 50 - Missingno. 51 - Missingno. 52 - Vulpix 53 - Ninetales 54 - Pikachu 55 - Raichu 56 - Missingno. 57 - Missingno. 58 - Dratini 59 - Dragonair 5A - Kabuto 5B - Kabutops 5C - Horsea 5D - Seadra 5E - Missingno. 5F - Missingno. 60 - Sandshrew 61 - Sandslash 62 - Omanyte 63 - Omastar 64 - Jigglypuff 65 - Wigglytuff 66 - Eevee 67 - Flareon 68 - Jolteon 69 - Vaporeon 6A - Machop 6B - Zubat 6C - Ekans 6D - Paras 6E - Poliwhirl 6F - Poliwrath 70 - Weedle 71 - Kakuna 72 - Beedrill 73 - Missingno. 74 - Dodrio 75 - Primeape 76 - Dugtrio 77 - Venomoth 78 - Dewgong 79 - Missingno. 7A - Missingno. 7B - Caterpie 7C - Metapod 7D - Butterfree 7E - Machamp 7F - Missingno. 80 - Golduck 81 - Hypno 82 - Golbat 83 - Mewtwo 84 - Snorlax 85 - Magikarp 86 - Missingno. 87 - Missingno. 88 - Muk 8A - Kingler 8B - Cloyster 8C - Missingno. 8D - Electrode 8E - Clefable 8F - Weezing 90 - Persian 91 - Marowak 92 - Missingno. 93 - Haunter 94 - Abra 95 - Alakazam 96 - Pidgeotto 97 - Pidgeot 98 - Starmie 99 - Bulbasaur 9A - Venusaur 9B - Tentacruel 9C - Missingno. 9D - Goldeen 9E - Seaking 9F - Missingno. A0 - Missingno. A1 - Missingno. A2 - Missingno. A3 - Ponyta A4 - Rapidash A5 - Rattata A6 - Raticate A7 - Nidorino A8 - Nidorina A9 - Geodude AA - Porygon AB - Aerodactyl AC - Missingno. AD - Magnemite AE - Missingno. AF - Missingno. B0 - Charmander B1 - Squirtle B2 - Charmeleon B3 - Wartortle B4 - Charizard B5 - Missingno. B6 - Missingno. B7 - Missingno. B8 - Missingno. B9 - Oddish BA - Gloom BB - Vileplume BC - Bellsprout BD - Weepinbell BE - Victreebel Trainers do NOT block Poke Balls: 010157D0 (don't activate this code until after the battle starts) Walk through walls: 010138CD Item quantity 1: 01xx1FD3 (change the 1F to 21 for second item, 23 for third item, etc. adding 2 each time) Item type 1: 01xx1ED3 (change the 1E to 20 for second item, 22 for third item, etc. adding 2 each time) Key for xx: 01 - Master Ball 02 - Ultra Ball 03 - Great Ball 04 - Poke Ball 05 - Town Map 06 - Bicycle 07 - ????? (basically a surfboard) 08 - Safari Ball 09 - Pokedex 0A - Moon Stone 0B - Antidote 0C - Burn Heal 0D - Ice Heal 0E - Awakening 0F - Parlyz Heal 10 - Full Restore 11 - Max Potion 12 - Hyper Potion 13 - Super Potion 14 - Potion 15 - Boulderbadge 16 - Cascadebadge 17 - Thunderbadge 18 - Rainbowbadge 19 - Soulbadge 1A - Marshbadge 1B - Volcanobadge 1C - Earthbadge 1D - Escape Rope 1E - Repel 1F - Old Amber 20 - Fire Stone 21 - Thunderstone 22 - Water Stone 23 - HP Up 24 - Protein 25 - Iron 26 - Carbos 27 - Calcium 28 - Rare Candy 29 - Dome Fossil 2A - Helix Fossil 2B - Secret Key 2C - ????? (no use found) 2D - Bike Voucher 2E - X Accuracy 2F - Leaf Stone 30 - Card Key 31 - Nugget 32 - PP Up 33 - Poke Doll 34 - Full Heal 35 - Revive 36 - Max Revive 37 - Guard Spec. 38 - Super Repel 39 - Max Repel 3A - Dire Hit 3B - Coin 3C - Fresh Water 3D - Soda Pop 3E - Lemonade 3F - S.S. Ticket 40 - Gold Teeth 41 - X Attack 42 - X Defend 43 - X Speed 44 - X Special 45 - Coin Case 46 - Oak's Parcel 47 - Item Finder 48 - Silph Scope 49 - Poke Flute 4A - Lift Key 4B - Exp. All 4C - Old Rod 4D - Good Rod 4E - Super Rod 4F - PP Up 50 - Ether 51 - Max Ether 52 - Elixir 53 - Max Elixir C4 - HM01 (Cut) C5 - HM02 (Fly) C6 - HM03 (Surf) C7 - HM04 (Strength) C8 - HM05 (Flash) C9 - TM01 (Mega Punch) CA - TM02 (Razor Wind) CB - TM03 (Swords Dance) CC - TM04 (Whirlwind) CD - TM05 (Mega Kick) CE - TM06 (Toxic) CF - TM07 (Horn Drill) D0 - TM08 (Body Slam) D1 - TM09 (Take Down) D2 - TM10 (Double-Edge) D3 - TM11 (Bubblebeam) D4 - TM12 (Water Gun) D5 - TM13 (Ice Beam) D6 - TM14 (Blizzard) D7 - TM15 (Hyper Beam) D8 - TM16 (Pay Day) D9 - TM17 (Submission) DA - TM18 (Counter) DB - TM19 (Seismic Toss) DC - TM20 (Rage) DD - TM21 (Mega Drain) DE - TM22 (Solarbeam) DF - TM23 (Dragon Rage) E0 - TM24 (Thunderbolt) E1 - TM25 (Thunder) E2 - TM26 (Earthquake) E3 - TM27 (Fissure) E4 - TM28 (Dig) E5 - TM29 (Psychic) E6 - TM30 (Teleport) E7 - TM31 (Mimic) E8 - TM32 (Double Team) E9 - TM33 (Reflect) EA - TM34 (Bide) EB - TM35 (Metronome) EC - TM36 (Selfdestruct) ED - TM37 (Egg Bomb) EE - TM38 (Fire Blast) EF - TM39 (Swift) F0 - TM40 (Skull Bash) F1 - TM41 (Softboiled) F2 - TM42 (Dream Eater) F3 - TM43 (Sky Attack) F4 - TM44 (Rest) F5 - TM45 (Thunder Wave) F6 - TM46 (Psywave) F7 - TM47 (Explosion) F8 - TM48 (Rock Slide) F9 - TM49 (Tri Attack) FA - TM50 (Substitute) FF - *********************** *202. Pokemon Analysis* *********************** This section will narrow down the choices for Pokemon on a team. Starting with 81 contestants, I'll cut the field significantly, by reviewing each and every one of them (and dismissing quite a few). Then it's your job to knock it to six in the next section. Venusaur: If you didn't already know, you soon will: Having a Psychic weakness in this game is almost automatic grounds for disqualification. Which is unfortunate, since Venusaur is otherwise ranked near the top in Grass. It has the highest Speed in the type, along with Sleep Powder, Leech Seed, and Body Slam (okay, 60% less likely to PAR than Stun Spore, but at least it deals damage...), the best disabling moves available to the type. (Just don't try Toxic; poison is a bad mistake here, especially with no way to stop switches.) Razor Leaf is the game's best Grass attack, and Normal attacks are usually worth checking out for consistency purposes. And yet, all because of that "03" in the second type, it's nearly unviable. Try it, but not in the presence of Psychics. Charizard: Some have voted Charizard the best Fire-type in the game. And that's from people OVER the age of 9. Obviously, having a second type of Flying will negate one of its physical weaknesses, but it also creates a second weakness (W4) to the other. You may point out that Charizard happens to get Earthquake to counteract Rock, but here's a general rule: Just because a Pokemon can get a move that's super effective against its W4, doesn't mean it actually does anything. For example, it takes FOUR Earthquakes to put down Rhydon, whereas even a single Rock Slide before then will result in a miserable death for Charizard. But EQ isn't all bad; it does give Charizard an advantage against other Fire-types, as well as Electrics (which it does stand SOME chance of beating). Even though it has a good reputation in the eyes of the little kids, that doesn't AUTOMATICALLY disqualify it...it just means Charizard has a steeper hill to climb. Or fly over, not that it's a good idea to waste a move slot with Fly. Give the poor dragon a chance, since it's one of the few versatile Fire-types. Blastoise: It's been voted the most beneficial starter by many player's guides (I have no idea what gave them this idea), but it's the worst off in battle. Sure, Blastoise learns Ice Beam and Earthquake to cover both its weaknesses, but they don't work as promised. Special's lower-end among Water-types, and lack of a second type here likely hurts Blastoise. Try Starmie and Lapras. Butterfree: There's a reason Butterfree is allowed to reach third stage by L10: because IT NEEDS A BRIEF TIME TO SHINE. Namely "end of Viridian Forest to Route 24". Put simply, Butterfree is "a Bug/Flyer with no Bug/Flying moves worth mentioning, but rather a status inflictor who just so happens to pick up Solarbeam and Psychic." Do we know another status inflictor who just so happens to get Solarbeam and Psychic? Yep--Exeggutor. And Eggy is capable of doing other things. And gets STAB on both of those moves. And isn't nearly as fragile. Even the Grass/Poisons, with the huge blemish known as a Psychic weakness, STILL take precedence over Butterfree and its 198 Defense, not to mention six weaknesses (7 if you give a W4 double credit). After your fourth hour of gameplay, make sure you choose the "Release" option for Butterfree. Beedrill: Slightly better than Butterfree, but still not a wise idea for top- notch teams. Beedrill is the exclusive holder of what's arguably the best Bug move (Twineedle), is one of two that has the other contender for best Bug move (Pin Missile, along with Jolteon), and gets Swords Dance to pump them up. As if a 178-Defense bug could ever get away with Swords Dance. "But Bug beats Psychic!" you say. Hardly, and in any case Beedrill's second type (Poison) leaves any hopes of this argument on the outskirts of the Logic Chamber. Here's a question...what do Beedrill and Miss Cleo have in common? They're both branded with the warning: FOR ENTERTAINMENT PURPOSES ONLY. That wraps it up. Pidgeot: Even Ash got something right, when he decided to release his Pidgeot. Sure, it's a good Pokemon with which to waste a slot on Fly. And it has above-average HP. But like the other Normal-Flyers, its attacks are limited to those types. It doesn't even get Drill Peck, the one Flying move that might make it worthwhile. Granted, Pidgeot does learn Mirror Move, but the chances for that move to shine are highly limited, such as an Ice Beaming Dragonite. And since Dragonite can't even OHKO itself with Ice Beam, what makes you think Pidgeot can? The one move that has potential, isn't backed by high enough stats to use it. And hence Pidgeot gets the stamp of rejection. Raticate: Raticate's strategy can be packed into two words: "Super Fang". Capable of inflicting 352 on Chansey, 208 on Mewtwo, and a whopping 112 on Diglett, Super Fang is both a Substitute deterrent and a consistent source of damage. And if I told you that Raticate could use Thunderbolt and Ice Beam, what would you say? "What Special to they run off?" That's the spirit. And the answer, "not enough", pins down Raticate as a one-move wonder. With low staying power. A possible metagame choice, against things like Chansey and Snorlax. Fearow: It's better than Pidgeot, and not because it gets Mirror Move 22 levels earlier. It's all a matter of Drill Peck and a slightly better Speed. Attack is decent (but not as good as Dodrio's), and its types are both supported with STAB moves. If it weren't for Dodrio, Fearow would be a recommended choice. But, just as you don't settle for a pistol when you can have an AK-47 (assuming it's LEGAL for you to have an AK-47), you don't choose a Pokemon in the presence of a superior one. Arbok: As Team Rocket's Jessie has repeatedly demonstrated, Arbok is bad. Not bad as in "evil", but bad as in "can't hold its own". Sure, it's the exclusive holder of Glare. And sure, it has Earthquake to deal with other Poison-types. But who in their right mind plays with Poison anyway? And Arbok has NO second type to cover any of the weaknesses that make Poison the second-worst type in the game (rivaling Bug for last)! CRIKEY! IT'S A HUNDRED-FORTY-POUND SNAKE! Unless you're Crocodile Hunter, you have no business dealing with Arbok, and even if you are, don't think you can do much with it. If you MUST use a mono-Poison, at least grab a Koffing and improve the self-image of Mr. K (administrator at www.azureheights.com, the biggest third-party contributor to my research.) Raichu: Surf makes it the one Electric that covers the Ground weakness (not always, though; Sandslash can take a Surf and kill in one). Sound good? Well, bad staying power is never a good thing, but the real question is "Is Surf enough to offset that bad point?" If only it had 30 extra Defense, Raichu would be in the running for "best Electric." But as it is, it's just an average option. Zapdos or Jolteon should normally take precedence. Use Raichu only when you become bored with those two, or when everyone you know plays six Golems to a team. Sandslash: Good standing for best Ground-type--it doesn't have the W4s of Rhydon, and Swords Dance doesn't hurt. Use of Swords Dance + Swift is a good anti-Double-Team measure. Speed is above average.....FOR A GROUND TYPE! Hey, at least it outruns Clefable and Lapras. Worth checking out as an Electric deterrent. Nidoqueen: Both Nidoking and Nidoqueen are popular among the kids, likely because of their consistently average stats and large TM compatibility (although Clefable and Chansey match 'em). That would be fine, except for one fact. Type 1 is POISON. Ground weakness, Psychic weakness, and the Ground type costs it two more all to get an immunity to Electric. The idea of turning a Ground-type into an all-around butcher would be nice, but not with the two worst weaknesses you can have. Send them back to Route 22 where they belong. Nidoking: Contrary to what previously filled this space, Nidoking isn't just a coin-flip decision with Nidoqueen. Instead, like Gengar, it seeks to test whether the Poison type is impossible to overcome. Focus Energy and/or Amnesia helps with this, and the recent possibility of Lovely Kiss certainly turned a few heads (away from Nidoking, that is). Earthquake, Ice Beam, Surf, Thunderbolt...you name it. Both Physical and Special, Nidoking has attacks for countless occasions. And unlike Nidoqueen, it can develop enough power to use them. Clefable: Fewer HP than Wigglytuff, but Clefable still outdoes it in battle. Defensively, it gets Minimize (something Wiggly can't claim), with 8 more PP than Double Team. A fairly irrelevant fact, but useful in PP wars. However, it's those Defense and Special boosts that are of interest. And since it has incredible move compatibility, just think of Clefable as a Chansey with a pumped physical aspect, at the cost of half its special survivability. Unfortunately, special attacks dominate in RBY, so it looks like Chansey claims another victory. But Clefable could still score some points for you if you're playing underused. Ninetales: If there's such a thing as a good Fire-type, Ninetales may be it. Granted, most of Fire's strengths can already be covered by Ice (except for the nigh-worthless Bug and Ice itself, which is usually paired with Water to eliminate the weakness), and Ice has a few more advantages against good types. And Fire's side effect, Burn, is nothing compared to the permanent helplessness of Freeze. That said, if Charizard is the Articuno of Fire (since Moltres sure isn't), Ninetales is its Lapras. It's not defensive, but Fire never was a defensive type. Maybe call it a Dewgong instead of a Lapras. Okay, so it can Confuse Ray, then Body Slam for double disability (for you out there who are intent on status afflictions, you can trade back both Headbutt and the ill-advised Hypnosis). Attacks aren't nearly as diverse as Lapras (or Dewgong for that matter), but it's Fire. Paralleling it with red in Magic (an excellent trading card game for which it's highly advisable you read about and play, www.wizards.com/magic), we find that color to be absolutely reckless at doing one thing and one thing only: a barrage of conflagrations aimed at the opponent. Most Fire-types are that way too; Ninetales at least shows some creativity. Score some merit for that. But battles aren't won by creativity. Wigglytuff: One of the two biggest mascots at Azure Heights (Koffing being the other), Wigglytuff at least has some merit. 483 HP ranks #3; even with sub- par defensive stats elsewhere, Wiggly can take a beating. And with such a wide range of attacks from Double-Edge to Ice Beam to Thunderbolt, it's tough to predict as well. Good for fun teams, but Chansey still beats it out in the all-purpose department. Note to all: If you ever see Mr. K on the streets, accompanied by what looks like a malformed bunny in a black ski mask, RUN AWAY. Lest you take Double-Edge after Double-Edge, land in the ICU, and are forced to pay $300,000 in hospital bills. Remember, it could happen to YOU. Golbat: There's a reason Zubat and Golbat are the most common cave inhabitants in the game: because catching them isn't worth much. Poison/Flying is another one of those very bad type combos, forcing Electric, Ice, AND Psychic weaknesses. And while Golbat does get Confuse Ray and Haze, Haze is contradictory to Confuse Ray, and both require considerable staying power, which Golbat doesn't have. Maybe if and when it gets better stats (which, by most calculations, happened after three years), Golbat is worth something. But otherwise, it's just a way to fill the "random encounter" variables. Vileplume: Before you get any ideas about Vileplume, I'll remind you once again: Don't do drugs. Vileplume does offer an interesting alternative to Venusaur, at least in pure RBY. No Razor Leaf, but there is an in-flavor alternative in Petal Dance. However, GSC changes all that, allowing each of the Grass/Poisons to get both moves. In Vileplume's slow (198) hands, the criticals on Razor Leaf won't be numerous enough for an average greater than Petal Dance's 90; however, Razor Leaf doesn't self-confuse. Vileplume does get Swords Dance, but so does Venusaur, and Vileplume doesn't have the staying power to get away with consistent Swords Dances. Keep it away from the rigors of serious competition. Parasect: "Inflicts Sleep. Accuracy: 99.609375%." How abusive is that? Well, when the only legal user of that move has speed 158, not as much as it could be. Each time you try to use Spore, the opponent gets a free hit on Parasect (unless you successfully preempt the turn your opponent wakes up, which takes considerable luck). And with three W4s (Fire, Flying, and Poison), that one hit could very well mean doom. One of the more annoying Bugs, but the game is decided by plays to win, not to annoy. However, correct play with Parasect can even lead to the demise of Mewtwo (with one important exception, to be discussed later)! But that's about it. Maybe if it beats Mewtwo, it can go on to beat Alakazam in a Mewtwo-free environment. Show at least SOMEONE that the 2 in "Bug vs. Psychic" on the type chart isn't completely irrelevant, and you'll have satisfied an "Experiments with the Underused" requirement. Venomoth: A Bug/Poison with Psychic? Go look up Butterfree, and you'll find that Venomoth is almost a dead-on clone of Butterfree with slightly better stats and a changed type. Venomoth has the requisite disability moves, little to no STAB support, and the aforementioned Psychic. Notwithstanding the Speed, Exeggutor wipes Venomoth clean everywhere else. Dugtrio: A GROUND-TYPE WITH SPEED? Yes, but it offers NOTHING else. Can't attack for much, can't take a hit...well, it CAN hit with Fissure. That's the one thing Dugtrio has working for it, and even so only 30% of the time, and not at all against Mewtwo, Aerodactyl, Jolteon, or Electrode. That's just sad: a Ground-type incapable of dealing with Electrics. What else is the type supposed to be good for? Persian: "You want your criticals? I got your criticals RIGHT here!" If Team Rocket's Meowth were to evolve, that's what it would likely say. Slash's 70 power is nearly sure to be doubled with the awesome speed of Persian, and it's one of only two Normal-types to get the move (to dismiss the other one, Farfetch'd, just read its section). So we've got consistent 210-power shots from 238 Attack, total 49980--almost as good as Rhydon using Earthquake, especially when Persian only has one weakness. And did I mention that Persian can get Bubblebeam and Thunderbolt? Sure, the Special isn't enough to count on those moves as reliable damage. But when you get the chance (or when you're forced into it, such as against that Rhydon), there are always diversified attacks. Oh, and it trades back Amnesia in case you're looking for more motivation to use those moves. If you're looking for Speed, Persian is worth a shot. Or two. As long as the shots in question aren't gunshots aimed at its head. Whiskey shots? Okay, but only if you're 21 or over (to the Persian, that's just 3 of our years). Anyway, behold the awesome power of the cat, and if you like it, good for you. Golduck: Good thing Golduck finally picked up Amnesia--it needed it. Unfortunately, it also needed more. The stats are all clumped in the 78-85 range, a stat balance unsurpassed by all but Ditto and Mew, but unfortunately at a level that only qualifies as "borderline good". No area of excellence. Slowbro is the much better choice: it has quite a bit more staying power (which is needed for dependable Amnesia use), can disable with T-Wave, and gets Psychic in such a way that doesn't prohibit Amnesia's coexistence. Try it out (as a Psyduck) in the Petit Cup, but Golduck is by no means a Tier 1 competitor. Or a Tier 2. 3? Possibly. Primeape: Best summed up as "a faster Machamp that passes up Earthquake". Ignoring the obvious fact that all other stats are lower than Machamp, that lack of Earthquake simply dooms Primeape. Failing to obtain the game's strongest drawback-free move, especially in the world of physicals, only makes you lose possible KOs. Focus Energy supplementing a 95 isn't bad; just under 75% of hits would be critical (and criticals mean Primeape can kill such things as Chansey and Charizard). However, when you're as frail as Primeape (especially with Submission recoils), using one turn for a nondamaging move doesn't provide enough time for the move to pay for itself. So it's back to basics, and when the basics don't include Earthquake, Machamp beats you down in the quest for "alpha male". You did give Machamp that 15 DV, didn't you? Arcanine: Another would-have-been candidate, Arcanine tries to make up for fewer moves than its counterpart, Ninetales, with tougher stats. Like Ninetales, it's stuck with Dig instead of Earthquake (and Dig is infinitely less valuable), and like Ninetales, it has to get stoned in order to evolve (try to imagine THAT picture). But there's no Confuse Ray, not enough Physical moves to support that 318 stat, and Special is actually LOWER than its self-proclaimed rival. Arcanine is overrated, as is the Fire-type as a whole. Unless you're building a theme team, leave the dog alone. Poliwrath: Okay, so after something evolves twice, why is it still a 119-pound TADPOLE? Granted, GSC solves this problem with ease, but it's worth pointing out that this fact defies the meaning of evolution. Enough with the flavor questions; they already imply that Poliwrath sucks, and it does. Forget Amnesia; Slowbro uses that move to greater effect, and isn't Psychic-weak. While Poliwrath also delves into the physical world, the 268 Attack pales in comparison with the only two physical attackers approved by the FDA, Machamp and Snorlax. Surf, Ice Beam, Psychic, Earthquake, Submission...all on the same Pokemon...until Amnesia, stats aren't enough to use it...too vulnerable to use Amnesia in the first place...something tells me this Pokemon will need a cross-time improvement. Alakazam: When Mewtwo is banned (read: when facing anyone over 12), Alakazam should be your fallback measure. Special is "only" 368, and there's no Amnesia. But you can still utilize the offensive aspects of Mewtwo in a less- delinquent package (especially after trading back to GSC for your choice of Fire Punch, Ice Punch, or Thunderpunch). Defense is rather low, but Reflect is always available, and the superior Barrier takes its place after the time warp. Alakazam rivals Mew for #2 Psychic, and feel free to use either (if you're allowed to). Machamp: If Machamp can't overcome the unusability of the Fighting-type, nothing can. And it's not doing a good job as such. Even with 358 Attack and the best variety of physical moves, Machamp's list of tasks are generally limited to killing Normals, and the occasional Charizard. However, once GSC allowed Machamp to trade back Meditate, the position improved. Offensively, a 1-Meditate Machamp is as powerful as Rhydon when it comes to Earthquake and Rock Slide, but defensively a 1-Meditate Machamp may as well be dead from the hit opposite Meditate. So it didn't improve that much. Still a good physical threat, but the game is so centralized around special attacks that physicals rarely get the credit they would deserve with more thorough testing by the programmers. Victreebel: Um...it learns Swords Dance. So do Venusaur and Vileplume, and they also sport better staying power. Um...it has 308 Attack. Swords Dance nullifies that attack difference, since all three are high enough to reach 999 from Swords Dances, and no one gets there faster than the others. Um...it learns Bind. Go read page 20 for Bind. Um...Victreebel is just an inferior Venusaur. 1 out of 4 isn't bad, is it? Oh, it is. Forget it, then. NEXT! Tentacruel: As you should know by now, Psychic-weak Pokemon get to do a lot in order to try and make up for the weakness. In Tentacruel's case, it comes in the form of 338 Special, highest of all Water-types. Although it's weak to Mewtwo's Psychic, Tentacruel can still survive it (barring Amnesia) with 100+ HP to spare. Now, obviously it can't do much in return, but it's a testament to the value of high stats. And the other weakness, Ground, is countered quite nicely by Surf, plus a Barrier can nullify any Physical weakness for any Pokemon. However, Tentacruel lacks diversity, and as such is relegated to the Underused. Golem: Golem is on a divergent path from the Pokemon it most emulates, Rhydon. Golem gets an extra 20 Defense, but the 50 fewer HP puts it on the losing end. Even the Special boost is outweighed by that HP loss, and a 40-point deficit in Attack makes one wonder just what Golem's saving grace is. It does happen to have one, namely "Rhydon can't learn TM 47". As it stands, Golem's Explosion trails only a Snorlax's Selfdestruct in the running for "Game's Strongest Legally Attainable Attack". So it doesn't stick around as long as Rhydon, but it's for that reason that Golem inherits the ability to go BOOM. But if Rhydon has it beat in the stats category, and Snorlax's detonation is still more powerful than Golem's could hope to be, is there even a reason to use The Rock? Maybe it can be used to study just how 662 pounds of stone fits into a six-inch sphere and is still light enough to be held. But do everyone a favor, and don't take one of these into the arena unless you know exactly when to detonate. Rapidash: If the Fire type is bad, Rapidash is simply an even further defacement to the name. You can try to use it as a Horn Driller (only Tauros and Dugtrio outrace it in the instant-kill department), but that's strictly a "fun" game plan in RBY, and otherwise you're just left with a worse Arcanine. Except for a 20-point Speed advantage, Rapidash's stats are all inferior to Arcanine's. And it still doesn't get diversified moves to make up for the loss (only Horn Drill is notable, and regardless of how much faster you are, as long as it's more than zero, Horn Drill still hits just 29.688%). I'm thinking Rapidash belongs at the World Champion Rodeo (can you imagine how those events would turn out?). Because it doesn't belong here. Slowbro: One of the more effective Mewtwo slaughterers. Slowbro is also hailed by beginners since it gets Earthquake, Ice Beam, and Fire Blast (if you didn't already know this, SLOWBRO ISN'T A FOUR-MOVE SWEEPER, so don't make the mistake of trying all those moves). Once those players realize the power of Recover, most of them will abandon Slowbro temporarily for Starmie. But the allure of Amnesia can send them right back, and in fact both Water/Psychics are good choices (but in different ways). Starmie gets Speed and wins the type mirror, but Slowbro has quite a bit more staying power, and the potential for some "savage mising". It's rather frail in the face of critical hits (and remember, since Electric is the fastest overall type, those Pokemon will get a lot of them), but otherwise you have a tank that, since it doesn't use DT, NO ONE will object to. Catch one now. Magneton: A defensive Electric-type? Yes, that's what Magneton is, and pretty much all that it is. With such low move compatibility, about your only choice is to play DT-Rest on 303 HP. Screech + physical attacks are a waste; you have to Screech for every Pokemon, unlike Swords Dance which is permanent until your Pokemon retreats or dies. Little more than a novelty. Farfetch'd: Contrary to what my attitude on most Pokemon would allude, Farfetch'd DOES have a niche in my opinion. Namely, THE PETIT CUP! The "Crazy Duck" deserves to be fighting with the likes of Pikachu and Gastly, not Chansey and Lapras. Look at those stats...65's the highest Base Stat...oh wait, it does have another use. Get your WHOLE ROAST DUCK! Only $3.99, because it sucked so much when it was alive! Dodrio: Normal/Flying isn't the most creative combination, or the best- aligned. But of its four representatives out of 81 contestants overall, Dodrio is most likely to make a team. Attack and Speed are both best of the four, and moves like Drill Peck and Body Slam take advantage of both its types and big Attack score. Heck, with a quick trip to GSC and back, you can even snag Haze for stopping DT use (just try to avoid Hazing a Paralyzed opponent, got it?) Normal/Flying is an intrinsically narrow set, but you may as well use the one that pushes its limits, if you use one at all. Dewgong: Middle ground for the Water/Ice-types? Instead of the HP of Lapras, or the Defense of Cloyster, Dewgong prefers to take a fairly balanced set of stats. But unlike Lapras, its repertoire is pretty much limited to STAB moves, Normal moves, and Horn Drill, and unlike Cloyster, Explosion isn't one of those Normal moves. When you have the worst of both worlds, is it even worth it to live? Muk: The Pokemon with the "Game's Best Poison Attack". That's a 60-power Sludge from a stat of 308. How many of the 81 RBY Pokemon can that attack kill in one hit? ONE (Parasect). 79% to Butterfree, 58% to Scyther, and 48% to Exeggutor. What a waste of the type. When it comes to Psychic-weak physical attackers, Muk pales to Machamp. Sure, you can also use it to Haze, or Minimize-Rest, but the stats clearly aren't optimized to do that (you might, however, try the detonator). Either way, you have something trumping it. Cloyster: If Cloyster had a more physically aligned type setup, it would be a powerhouse on that side of the spectrum. But it opted instead for Water/Ice, forcing competition with Lapras. Since HP is involved in both defensive aspects, Cloyster's 160-point disadvantage in that regard means the huge Defense is needed just to give it a SLIGHT advantage over Lapras there, and the Special comparison is just dismal. No Confuse Ray or Thunderbolt, either, but there is slight hope with Explosion. What a shame that a Pokemon with such a good defensive stat is forced into blowing up (though admittedly, 340 power is kind of fun). Compare to Lapras, whose plan for near-death is to avoid it. That second choice sounded much better, didn't it? Gengar: All I can say about Gengar is "It would be much more powerful, if it weren't for that cursed Type 2." Indeed, double immunities that cover almost half the game's attacks must surely pack a reprimand, lest Mewtwo earns some company on the Banned List. In this case, it's a Psychic weakness, but Gengar is so good otherwise that it may still be worth it. Special is ranked #3, and Gengar learns Psychic itself, along with Thunderbolt. It also has much to gain from the future, trading back Ice Punch, Fire Punch, and even Haze. Then there's the detonator from 228 Attack--56% on Mewtwo, anyone? I thought not. At least not when a life is in imminent danger. (Interesting Fact: Gengar's Thunderbolt doesn't even take Gyarados down in one; best it can do is 5 HP away.) There's an odd role Gengar must play; it's a Special sweeper, but is dead to most other Special sweepers. Play it only if you can grasp that concept. Onix: 418 Defense. Ooh, aah. Defense does no good without the HP to back it up, and Onix's ranks 80th (dead last, when you consider it's a tie with Dugtrio). So it's fast for its type? Let's see it use that Speed for a good cause and run away. 158 Special...ugh. Onix isn't worthy to be a Pokemon at all, much less one that wins "#1 length" in the meaningless game lore. When HP is factored into Defense, it still pales to both Rhydon and Golem, and Special...just horrible...can't even survive Tentacool's Water Gun...oh, it evolves in GSC? Well, tell its evolution that it may as well deny any connection with something as bad as this. Go read Arbok's dismissal, replace the 140 with 463, and you have a suitable dismissal for Onix. Hypno: If Alakazam is the offensive Psychic of choice in the absence of Mewtwo, then Hypno is the defensive Psychic of choice. But with one blatant flaw: NO RECOVER! While this Pokemon was supposed to be the perfect representation of Hypnosis-Dream Eater, Hypnosis is too inaccurate to make for a competitive combination. And even if it did, Gengar would still be better at it because of superior Speed. But anyway, Hypno has the novelty value of being the only 85-base-HP Pokemon in all of RBY, and with its 328 Special and decent Defense, you could actually try Rest and go for the wall. Especially now that it trades back Amnesia (two uses put Special at 984, best of any non- Mewtwo Amnesia user). You could trade back the Punches as well... Kingler: With accuracy applied, Crabhammer still happens to be the most- damaging Water-type move. But Kingler, its only legal user, has a bad Special, so that kind of power is only on the level of Starmie's Hydro Pump, not Snorlax's Selfdestruct. But check this out...358 Attack! If Kingler could get Earthquake, it'd be the Surfing Raichu of Water-types! But it doesn't. Wasted stat. The Defense is still good (though it's dwarfed by Cloyster in the physical endurance category), and tradebacks bring it that great comeback move, Amnesia (which, sadly, doesn't help Crabhammer much). Electrode: Fear not, there is a way to paralyze Mewtwo. With 20 more speed than anyone else, Electrode can be a major part of a Mewtwo-killing plan. Unfortunately, while it's great at doing the "dirty work", there's just no way to do the clean work. Thunderbolt with 258 backing just isn't strong enough, and Electrode happens to sport the worst Explosion in the game. It's not an attacker, but it likes to pave the roads for them. Get one just in case some cheeseball pulls out a 6-Mewtwo team. (Yes, as much as I didn't want to, I had to use the word "cheeseball" at least once in this guide.) Exeggutor: Durable and annoying, Exeggutor is nearly uncontested among Grass. It gets the traditional "Array of Annoyance" that is nearly synonymous with the Grass type, but the ability to learn Psychic (as well as the matching type and a 348 stat) makes most of the opposition turn back at first chance. While it doesn't get the one good Grass attack (Razor Leaf), who needs that when you can have the consistency and greater power of Psychic? And did I mention that you can use this thing as a 300-pound stick of dynamite? Exeggutor is a fervent believer in the flavor text of the Magic card Last-Ditch Effort: "If you're gonna lose, at least make sure they don't win as much." Take an annoyer, and give it the ability to attack well, and you have Exeggutor. And it's decidedly good. Marowak: Is a Ground-type supposed to have access to moves like Bubblebeam and Ice Beam? I didn't think so, and the 198 Special demonstrates that any attempt to use these moves will be futile. Bone Club and Bonemerang are unique to Marowak (and Cubone), but both are still inferior to Earthquake. And it doesn't even get Rock Slide until GSC. Marowak has enough moves, except that they're the WRONG moves. Forget it for now. But come back in about three years, and we'll see what happens to it... Hitmonlee: Does it beat Machamp? Probably not. Yes, it's faster, which makes it better at dealing damage, but it has NO staying power, which makes it worse at dealing damage. The only STAB Psychic that isn't a guaranteed KO on Hitmonlee is Slowbro's, and that's only a 1-in-39 chance of survival. On the other hand, Machamp at least has a chance to survive Mewtwo's Psychic, and is guaranteed to do so from Alakazam on down. And since Hitmonlee doesn't get Earthquake or Rock Slide, all it's good for is HJK'ing like the wind. I've defeated a Hitmonlee with a Chansey who just so happened to be 45 levels down (hint: Minimize is your friend against Hitmonlee). Utterly inexcusable. Hitmonchan: In the beginning, Hitmonchan was rather worthless. With physical attacks that are plain old inferior compared to the proven choices, and three (admittedly diverse) Special moves running off a 168 stat, Sneas...er, Hitmonchan was banished to the NowhereLand that we call the Fighting Dojo. And with help from our time machine, we can now see what Hitmonchan might do in the future. Let's look...it's being carried off to a remote cave in Johto...now someone else is transporting it somewhere...quick, kids, look away...and the Punching Wonder somehow ended up with Hi Jump KICK! But in any case, the Attack is 30 points lower than on the Pokemon that bequeathed HJK to it, and the time flicker still does nothing about the Special malady. Just pick the other Poke Ball, only to neglect it anyway. Lickitung: Um...right. Lickitung is a Snorlax without the HP or Attack, and if you go read Snorlax's section, you'll find those two stats to be absolutely vital to its plan. So without them, or Selfdestruct, what does Lickitung become? Just plain bad. That was a quick review. Weezing: Why did they have to make Koffing evolve? Granted, 338 Defense is a good countermeasure against the Ground weakness, and blowing up will take out stray Alakazam and Jynx, but in order to hit most Psychics, it has to take a hit first. Guess what: It can do that. But Muk can do it better, and Muk isn't exactly the best Pokemon in the first place. So what does that make Weezing? Pretty bad. At least if you keep it a Koffing, you'll have your Azure Heights Mascot for quick identification, in case you ever meet up with another member of The Strategists' Board. Rhydon: Even though it has Ground/Rock typing, with those two blatant W4s, Rhydon is still a good Pokemon. Ground-typing provides the crucial Electric immunity, and with 358 Attack and a widespread handle on Physical attacks, Rhydon even has a chance to manhandle the types it's weak to by pummeling them on the switch-in. Substitute even guarantees survival against a Surf, allowing even more time to let the damage kick in. Rhydon is much like the Death Star (not the Pokemon): one good shot can take it down, but until then it'll just be inflicting damage left and right. It's primarily this vs. Sandslash for best Ground. Chansey: The "Everlasting Spawn of Evil", as I call Chansey, is the most annoying Pokemon you'll face. New players seem to doubt that Chansey can be any good, mainly because they take a look at a Defense around 40, and naturally assuming their own Pokemon-handling skills are superior to anyone else's, think that typical Chanseys must be lower--around 20 Defense. Not even the highest-ranked HP in the game can save you with a 20 Defense, but once you look at the chart of maximums, that changes. True defense is 108, which is still the lowest in the game, but with 703 HP that stat is both necessary and reconcilable. (Remember, RBY is all about the Specials.) Even Machamp's Submission and Hitmonlee's Hi Jump Kick come up a bit short of a kill, and Chansey is capable of learning Counter--OUCH. And when that 700+ HP meets up with Special of over 300, you're looking at near impunity. Chansey's Overall Defense Rating (HP * [DF + SC]) of 292,448 is first in the game, surpassing even MEWTWO. Taking advantage of Minimize and Softboiled, Chansey's staying power is near infinite. Or, alternately, you could use the 308 Special for offensive purposes. Psychic, Thunderbolt, Ice Beam--the three best attacks in the game (if not that, at least the three best Specials)--all here. Counter, already mentioned (but worthless except against Normal or Fighting); and Bide are also options to turn the seemingly low Defense into an incredible offensive opportunity. Even if you don't use it regularly, at least have easy access to a Chansey somehow. You never know when you'll need it. Tangela: Despite its extremely narrow grasp of moves, Tangela is one of the most popular Grass-types out there. Why? Because it lacks a second type! This is one of the instances where one type is good! Tangela was built with defense in mind, even if the HP bites. It doesn't get Razor Leaf, and Solarbeam is nothing more than a free switch for the opponent, so offense obviously won't work. Tangela became even more popular after Uiru took advantage of a tradeback in his own tournament (unfortunately, he told me about it with enough advance notice for me to specifically design a Dragonite to beat it). But as it stands, Tangela is slightly below Exeggutor in the hierarchy ladder. Use if you wish, but be sure to test Eggy as well. Kangaskhan: Of all Pokemon found here, Kangaskhan resembles Tauros more than anyone else. Bad Special, good Speed and Attack, and a wide move repertoire. Unfortunately, all other things being equal, the slight edges Tauros gets in the key stats (Speed and Attack) more than overcome Kangaskhan's HP edge. And that's the tale of how the kangaroo lost to the bull. Seadra: A famous typo in the Versus Books RBY guide pegs Seadra's speed at 280, which is 12 above the maximum in a book filled with minimum/close to minimum stats most everywhere else. Change that to a 200, and then you have a more accurate perspective of Seadra. No stat really stands out, but for the true dismissal, look at Blastoise. Seadra is like a Blastoise without the HP (or Earthquake), and as I've mentioned quite a bit, you don't choose a Pokemon in the presence of a better one (especially when the better one is itself a somewhat inferior choice). Go trade it to GSC, where it'll become good. Seaking: Ouch. If Gyarados is a bad Dragonite, then Seaking is a bad Gyarados, and that's just plain bad. Sure, there's no W4 to worry about. But HP and Special are nowhere near impressive, and the Defense is almost as bad as Vaporeon's without the 100 extra HP. Nothing for Seaking to do save Agility-Horn Drill, which is about as good overall as Hypnosis/Dream Eater (and in case you hadn't heard, that's pretty bad). The wholesome snack that smiles back until you bite their heads off? Probably. Except for the "wholesome" part. Starmie: A highly versatile Water-type. Defensive stats aren't as good as Lapras or Slowbro, but it does get Recover. As such, Starmie is much more likely to be an annoyer. From GSC, it can even pick up Confuse Ray, which combines with Thunder Wave to disable and/or force-switch. Or, you can make it a Special sweeper, with the player's choice of Psychic, Thunderbolt, Ice Beam, and Surf. Starmie completely covers the playing field, and possesses the game's best type (albeit not alone). An excellent choice to consider, rivaling Lapras for best Water. Mr. Mime: Bah. So it learns Substitute naturally...TM 50 is universal, and Mime's HP is 79th. Defense isn't exactly great, and Special is still inferior to both Hypno and 'Kazam. I don't know what Mr. Mime is supposed to excel in, but I do know that it mustn't have anything to do with battles. If you're trying to use Mr. Mime on a team, then I think you need that reminder again...DON'T DO DRUGS. Thank you. Scyther: In GSC, it's a different story, but until Johto magically "appeared", Scyther was a highly limited Pokemon. It didn't learn ANY non-Normal attacks until Yellow brought it the "amazing", 35-power, Wing Attack. So it may as well have been a Normal-type, but it isn't, and as such has six different weaknesses (including a W4). Physical-centered flyers aren't good by any means, but if you're going to resort to one, at least consider Dodrio, who gets a good move in a second type. Jynx: Jynx happens to hold the dual honors of "the only Ice-type that isn't Electric-weak" and "fastest Sleep-inducer* in the game". Unfortunately, its Defense ranks 80th out of 81, and the one lower Defense is accompanied by enough HP to protect it. Assuming you get lucky enough with Lovely Kiss, Jynx can stick around long enough to deal some damage. But don't expect to win a damage race (even two Body Slams from a Snorlax will put Jynx down for good). Use Jynx if you have an unsure vision of a slot on your team. *Excludes Pokemon whose only method of Sleep induction is Hypnosis or Sing. Electabuzz: Blue version users, take note--steal someone's Red cart now. Electabuzz is in close contention with Sandslash for "best version-exclusive", even if it does lose horribly in the 1-on-1. Most of this Pokemon's success comes in the tradeback domain, thanks to one move: Ice Punch, which offers a Raichu-like counter to Ground-types with slightly better staying power (even if it is only 10 extra HP and 4 in Defense, at least that's something). Also, Ice Punch counters the other Electric-resistant type (Grass), something the rat can't do, and there's always that small chance at the FRZ. Having Psychic was never bad in this game either. But Zapdos is already designated to be the Grass-beating Electric. So it's not as good as Zapdos, and is slightly better than Raichu. Do with that range of values as you wish. Magmar: Like Electabuzz, Magmar is a special attacker with a type-countering tradeback move (Thunderpunch) and an out-of-type Psychic. Unlike Electabuzz, it gets Confuse Ray. However, it's Fire, which I've already mentioned to be a superfluous type in this game, and 268 Special's a bit low to qualify as a sweeper. Oh well, at least it's a second Fire-type (along with Charizard) that gets good out-of-type moves. Possible Charizard alternative. Pinsir: Why does Pinsir even have a type? Good question. It can't get Bug moves, but no other type suits its game lore. Capable of pumping Attack with either Swords Dance or Focus Energy (not that it's much of a contest; Swords Dance is ALWAYS the better option of the two for a physical attacker), Pinsir gets...um...a bunch of Normal attacks, Guillotine, Seismic Toss, and Submission. But Swords Dance doesn't help out Slash, Guillotine has NO Speed to hit from, and Submission recoils from a pumped attack will put a severe dent in this Pokemon's staying power. Seismic Toss is the only thing that can hit a Ghost, and you'll have to hope the opponent isn't using Flying...or Fire...or Rock...or just about anything that isn't a Magikarp. Simply too narrow. Tauros: Tauros is best described as "the Pokemon that simply works, and few know why it works, but changing it too much will make it stop working." Good at Physical sweeping, has the moves for Special sweeping (but on a 238 Special? Come on), and there's always the double OHKOs for those who seek nothing more than a fun team. Tauros works because of its dual strengths in Speed and Attack, allowing both strong and fast hits, and that's a hard engine to race. Even though this is a Special-dominated game, Tauros is one of about four physical attackers that can hold up. Gyarados: It may as well be the fish it started out as; Gyarados isn't going to make too many teams. Not that the W4 puts it out of contention completely; see Charizard, Rhydon, and Exeggutor (if Exeggutor's W4 can be classified as such). Besides, Gyarados still survives all non-STAB Thunderbolts short of Mewtwo's. But when you combine that with a 348-point stat that does nothing but waste stat points that could have helped in another department (see Dragonite), and move compatibility that doesn't match up to the less vulnerable Starmie and Lapras, it's tough to find a home for Gyarados. "But it laughs at Earthquake!" Yeah, so does Pidgey, and the latter's actually capable of doing something before L20. The only recommended use for Gyarados is as a test dummy to calm your sadistic tendencies. Lapras: Despite the fact that you get your Lapras at L15, when your team is stocked with L40s, it's still a powerhouse in disguise. Peaceful? Who wants that? I'd much rather use a 485-pound sea monster as heavy artillery. Not only does it have sensibly chosen HP of 463, but it gets just about any move it needs (and more). Not Amnesia, but Surf, Ice Beam, Thunderbolt, Psychic, and Solarbeam are available and worthwhile (except that last one). Confuse Ray is an excellent disabling move, and Rest is possibly better suited to Lapras than to anyone else. This thing's a tank, and yet it can still attack fairly well. Get one. Or three, sending two to low-level cups. Ditto: Versatility is the ONLY thing that Ditto has working for it. Transform can turn it into any other Pokemon, but only what the opponent has active at the time, which you have no control over. Transforming causes you to copy the opponent's stats...except HP, which remains at 299. And the opponent gets a free hit while you Transform. So you play a mirror match, except you start about 2 turns behind. Not a good proposition. And did I mention that Mew can also get Transform, with 104 extra in each stat? Vaporeon: A blob of water has 463 HP? Yes, although it's realistically inconceivable, this is a matter of symmetry rather than appearance. The Threevees (a collective nickname for Vaporeon, Jolteon, and Flareon) all hold Base Stats of 60, 65, 65, 110, and 130 in some order. Vaporeon's defensive lore means its best chances for the 130 are in Defense and HP, and since it needed defense against Water's two weaknesses (both of which are Special), the 130 was put in HP where it can have an impact on Special absorbance. But despite the Acid Armor pumping its (normally frail) Defense beyond any reasonable countermeasure, and Growth pumping its Special for both offensive and defensive uses, Vaporeon isn't quite as good as fellow 463-HP Water-type Lapras. Granted, it does get Haze, which is one of the best metagaming moves in the game (stopping such annoying DT users as Chansey). But no STAB on Ice Beam means less consistent damage opportunities than Lapras. And it doesn't even get Thunderbolt for taking on other Water-types. Use if you need to calm down a DT-heavy environment (remembering of course that your own boosters will go away as well), but otherwise just go with the dual-type. Jolteon: Jolteon's plan for success is to stick with the strengths of Electrics: high speed, T-Wave disability, and strong Bolts. Jolteon has possible sidetracks with Pin Missile and Double Kick. Pin Missile is excusable, since it gets double damage against the Electric-resistant Grass- type (quadruple damage on Venusaur and Exeggutor). Double Kick, however, isn't. You may think, "But it hits for double damage on Rhydon, where Thunderbolt hits for zero!" But Double Kick still tops out at just 71--a six- hit kill at best. Rhydon will make the kill in one, and taking 1/6 of a Rhydon's health is irrelevant when Water and Grass attacks could care less about the health being 83% or 100%; they'll end it in one more turn regardless. So you accomplish nothing. That slot could be better filled by Focus Energy, a move Jolteon uses better than any other legal user. 130/128 defers to the 99.6 Rule (too bad), but your Thunderbolt is now an effective 270 power per turn from a 318 Special. That kind of power is unmatched on the Special side of the game (barring Amnesia, or the less desirable Growth, which Jolteon now claims as a legal move). And it makes Jolteon an excellent choice...if you can get around the Defense problem. Flareon: Flareon is doomed to the same lifestyle as Gyarados and Dragonite. An excellent Attack stat backed by no moves. Give this thing Earthquake, and it suddenly becomes a highly viable choice. But deprive "FireFox2" of the move (which is obviously what they did) and it becomes another narrow Pokemon. Like Arcanine, but with less staying power. When you first get your Eevee, and it's time for it to get stoned (quick reminder again--don't do drugs), give it one of those OTHER stones. A pyromaniac Eevee is nothing but a menace to society, and an inefficient one at that. Porygon: I paid 9999 coins for THIS? Movewise, with Psychic, Ice Beam, Thunderbolt, and even Recover, you'd think Porygon was worth something. But with only 248 Special to use those moves, and total stats under 1500, Porygon is like a Chansey without defensive capabilities...or offensive capabilities...come to think if it, Porygon CAN be as annoying as Chansey. But whereas Chansey is annoying to the opponent, Porygon is annoying to you. Avoid at all costs, unless you have an expendable P200,000 (which you're better off using to buy Substitute TMs) or an insatiable gambling problem. I get better luck from the GSC slots anyway. Omastar: Wow...300+ in Defense AND Special. Omastar is the only Pokemon that can make that claim. Mewtwo can't. Mew can't. Articuno can't (but with two extra Defense points, it would). And yet, it can't survive something as simple as Venusaur's Razor Leaf. That's the problem with Omastar. On paper, it seems this Pokemon is on par with Chansey as far as tanks are concerned, but there are too many weaknesses, and Omastar's too slow to circumvent them. It's the better fossil, but who said fossils had to be "good"? Kabutops: Slash from 328 Attack. That's about the only thing preventing Kabutops from turning into a Gyarados, Dragonite, or the other Pokemon that fit into that category. Too bad the Speed's surprisingly lower (258) than would be expected for something whose speed is characterized in he Pokedex. Another reason never to trust red computers when it comes to information. The rest of the moves reflect a Water/Ice-type setup, but Kabutops won't be hurting anything too much (Venusaur could survive three Ice Beams). It just missed being a waste of Attack, but Special-wise there's no stat TO waste. And hence Kabutops can do little to nothing. Aerodactyl: The only Rock-type that resists Earthquake pays for that fact with the type's lowest Defense, even counting unevolved Pokemon. And while 358 Speed is never bad, what can that speed be used for? Not much beyond the flinching power of Bite and Headbutt. Fire off a Body Slam or two, try to burn something with Fire Blast, try Wing Attack only to find it's stuck in RBY mode and has 35 power, and that's about it. Aerodactyl gets repetitive fast. To put it this way--On April 19, 1999, I generated my 129th Aerodactyl (due to a cloned Old Amber). That was before battling became the focal point of the game. ZERO of those Aerodactyls have survived to the present day. And they haven't received replacements, either. Snorlax: Even back in the past, Snorlax is still a force to be reckoned with. The holder of the #2 HP in the game isn't as impenetrable to Specials as Chansey is, but if it's possible for the physical side of the game to make a breakthrough, it'll use Snorlax as a hit man. All the top physical moves-- Double-Edge, Body Slam, Earthquake, Rock Slide, and Submission (ha, ha)-- Snorlax gets 'em all. And, just for the heck of it, you can play Snorlax as a specialist as well, or any combination of the strategies. It even gets Amnesia to pump up its somewhat lacking Special for use in that regard. And it's one of just two Pokemon who gets Selfdestruct but not Explosion (and the entire community would laugh at you for blowing up with the other one). But in any case, Snorlax's Selfdestruct is the strongest attack in the entire game, capable of 90% to Mewtwo (if it could get Explosion, that hits for 418 minimum and instant death). To summarize, Snorlax is physicalist and specialist, metagamer and rogue, tank and kamikaze, anything and anything else. Catch it while you can. Articuno: Zapdos and Moltres are both primarily attackers. This means they have to compete with the rest of their type's best. On the other hand, Articuno is a tank, and while there are quite a few of those, tanks don't compete. (They don't really compete against each other in battle, either.) That W4 sure puts a dent in its suit of armor, but since it's to Rock (as opposed to Electric or Ice) it's somewhat circumventible. TAKE NOTE: While Articuno can learn Bubblebeam, that move is of no use. Bubblebeam's power is 60; Ice Beam's is 95 + STAB (an average just barely under 137). And since type matchups are always in factors of two, and one such point of advantage won't give Bubblebeam the edge, Bubblebeam would have to be more favorable than Ice Beam against BOTH opposing types. Scanning the chart, the only types on which it makes gains over Ice are Fire, Rock, and Ice itself. RBY has no Fire/Rock, Ice/Rock, or Fire/Ice Pokemon. Therefore, Bubblebeam will never get the multipliers it needs to overtake Ice Beam on damage. And comparing side effects...Attack drop vs. Freeze. Which would YOU rather inflict? Enough with that thought. Articuno separates its strategy from the other two birds', finds something to do, and does it well. Test it and Lapras, and pick the one that works for you. Zapdos: The best attacker of the three, mainly because it picks up a decent attack in a secondary type (Drill Peck). The main competition it faces is Jolteon, and the two have different edges. Jolteon owns the Speed department, whereas Zapdos prefers to lose a bit of Speed to gain some staying power and more "oomph" on Thunderbolt. That's a point to Zapdos. But Zappy ends up erasing the Ground weakness...in exchange for an Ice weakness, as well as one to the inevitable Rock Slide that you'll always find on Ground-types. The Ice weakness is what really makes it a toss-up. Moltres: This is legendary? I'm looking for something that does more than Fire Blast, Fire Blast, whoops, out of Fire Blast PP, roll over and die. Moltres didn't have Flamethrower on its original compatibility list in RBY, and couldn't even legally get the move until Stadium 2 and Crystal. Having a Flying dual-type doesn't help at all; it just adds Electric and Ice weaknesses. Charizard and its excellent compatibility is almost rendered unviable thanks to the second type; get rid of all the good moves and even with a 348 Special, Moltres won't be going anywhere any time soon, except maybe the "To Be Released" box. Dragonite: Maybe it's just me, but I'm guessing that the template the game designers had in mind for Dragonite and the finished product it ended up being are worlds apart. 366 Attack, alone at the top of the chart there. BUT IT CAN'T DO A THING WITH THAT STAT! Sure, you have a bunch of Normal-type moves. But those moves have no type advantages, cover no weaknesses, and admit "The Special attacks I'm using are helpless in the face of your Pokemon, so I have to hit for non-STAB 1x damage." Of all the Pokemon that suffer from this syndrome, Dragonite exemplifies it, since it's throwing away the most points and was supposed to have the best image. With Thunderbolt, Ice Beam, Fire Blast (or Flamethrower from GSC), and Surf, it seems that all Dragonite needs to be a powerhouse is Psychic. WRONG! Try an Earthquake to put its best stat to use, and Rock Slide would help too. NOTE TO GAMEFREAK: Next time, if you want a Pokemon to excel in something, let it do so. At least for RBY, Dragonite is relegated to the humiliating role of bench warmer, and the W4 to Ice turns it into a "bench-colder". And if for some reason you care, it trades back Haze. Mewtwo: Can enough be said about Mewtwo? Actually, yes. YOU'RE LUCKY IF SOMEONE ALLOWS YOU TO USE IT. (Remember, not too many people believe in the USSR, probably based on the acronym. Go back to page 25 if you don't know which USSR I'm talking about.) As if a 38-point lead above the #2 Special in the game weren't broken enough, Amnesia can put that stat to 999 in just TWO turns. And nothing short of detonation will be able to destroy a Mewtwo in those two turns. Did I mention that Recover and Substitute can counter even those detonators? And Substitute on the #2 speed leaves it nearly immune to paralysis and sleep? I thought so. Mewtwo will claim one-on-one victories against nearly any other Pokemon, with little trouble. And its move pool is big enough to metagame against the few things that normally do beat it (though not all at the same time, so it's not COMPLETELY invulnerable.) Hands down, the best choice you can possibly make for a team. Which is known as "degenerating/centralizing the game". And that's why you'll always see Mewtwo bans in battles. Mew: There are some who think that Mew can do anything. Well, it can't. It can pull OHKOs, it can take the Swords Dance-Swift approach to DT'ers that Sandslash has already demonstrated, it can Transform on a fun team, it can be as versatile a Special attacker as Chansey or Starmie (and like both, has a one-turn 50% recovery move). But it can't do everything. Because Amnesia isn't a TM, a potentially degenerate approach to Mew has been thwarted. As such, the power level of Mew is about equivalent to Starmie (and functions much the same way). If you have a Shark, don't hesitate to load a Mew with it. But be careful only to use TMs for moves. (Unless you're using the 11/11 Transform trick, which is allowed less often than Mew itself.) ********************** *203. Building a Team* ********************** Okay, you have 81 individual Pokemon summaries. What to do with them? Combine them into a team! But picking a team from isolated summaries is a waste of your time. The recourse? A waste of my time, namely "typing up section 203". First off, it'll help to decide what kind of player profile you have. I'll start by explaining... "The Theory of Timmy, Johnny, and Spike" Originally explained by Mark Rosewater (a member of the design team for the Magic: The Gathering trading card game), the Theory of Timmy, Johnny, and Spike is general enough that it can be applied to other games, including the GB Pokemon games. Basically, it states that players fall into three types. Timmy, the "Power Gamer"; Johnny, the "Master of Creativity"; and Spike, the "Business Player". Timmy is the player who wants to take the upper hand and stick with it, and wants to hit for lots of damage at a time. Timmy is usually found using moves like Thunder, Hydro Pump, and Hyper Beam. Unlike in Magic, very few Pokemon players knowingly and willfully choose the Timmy player type, because the environment is quite limited and Timmy can't be emulated "for fun". Timmy likes 6-0 and 6-1 wins, but seldom gets them except against other Timmy players. When facing Timmy in battle, usually your opponent's own ignorance will lead you to an effortless win (but nothing is a sure thing, so remember to bring your focused game plan anyway). Since they're likely to be doubling and tripling up on same-type attacks, playing types is your surest game plan. Johnny likes to pull off extravagant plays, such as 12-turn setup sequences that lead to each and every one of your Pokemon's sequential demise, AS LONG AS THEY'RE HIS OWN CREATION. He doesn't care how practical the game plan is, or how likely it is to be pulled off; as long as Johnny gets his wish once, he's satisfied with the team. The Johnny standpoint is a very limited position in RBY, but you'll usually find this player using moves like Amnesia, Swords Dance, and the "invincible" Chansey with +6 modifiers in Defense and Evasion. They're rare, but make sure you can deal with Johnny players (Haze will help a lot). If you do happen to fall into this category, skip the rest of this section, as I don't want to ruin your search for self-made teams. (If, however, you wish to convert due to a suboptimal winning percentage...I'm still here.) Run a Find for the string "204", and you'll do just that. Finally, we have Spike. If you're still reading this guide at this point, you should be well on your way to becoming Spike. This player wants to analyze every possible option, is willing to try anything in hopes of finding the best strategy, and cares about nothing more than winning. It doesn't matter what means are used to achieve the win: DT, Tradebacks, 6-Standard, and so on...as long as Spike wins, and doesn't violate any actual rules, he stays happy. A loss to Spike is a sign of necessary improvement. Spike vs. Spike battles are where the game truly starts to unfold. Metagaming, counter-metagaming, double-countering, and the occasional anti-hate rogue team all have to be dealt with. Now that you understand the different types of players, you can try to build teams such that you can gain a psychological edge over your opponents after you decode their types. --The Type Of Choice-- This game was supposed to offer 15 types. But from a practical standpoint, the number is reduced to 7, and you could argue that most of gameplay revolves around a single type: Psychic. Nothing resists that type except itself, and most of its Pokemon have a high rank in Special, a stat that does double duty and thus should be weighted twice (but design didn't take that into account when choosing Pokemon stats, so high-Special Pokemon get a big advantage over other Pokemon with supposedly-equal total stats.) Obviously, Mewtwo is the best Pokemon available, so much so that only the most specialized Pokemon have a shot at the 1-on-1. Stick with Amnesia and Recover. The other two attacks can range from Thunderbolt/Ice Beam (no STAB, but no shared resistance) to Psychic/Ice Beam (look out for Starmie and Slowbro) to Psychic/Thunderbolt (look out for Exeggutor) to Psychic/Substitute (resisted by all Psychics, but even more impossible to kill than Chansey). The goal is simply to get to Amnesias ready, then fire away at everything. When using Grep (nickname for Psychic/Substitute/Amnesia/Recover), also make sure you have a Substitute available as often as possible. It stops Thunder Wave, Special Down from other Psychics, and even Explosion from working. The only thing with a dependable chance of stopping Grep is a PP-waste team...or another Mewtwo...or a contract by the players to, for all practical purposes, kick it out of the game. Which is exactly what they've done. The USSR system allows Mewtwo to play, albeit at L83 (not only is its Special lowered to 337, but the inherent role of Level in the damage formula knocks its effective attacking Special down to 289). At this level, it becomes a "physical alternative" to Alakazam: It can't strike as fast or as hard, but at least it can't die to a single Snorlax H-Beam. Tough choice...but that's exactly why I created the USSR. (<---This line may be added to any signature at no cost.) Alakazam then tries to contend for the vacated mono-Psychic slot. Hypno recently acquired a tradeback of Amnesia, which makes this race a bit more exciting. Special-pumping or a one-turn recovery? 373 HP or 338 Speed? As of now, this is effectively a toss-up. Choose Alakazam if you want a quick sweeper, or Hypno if you want to try and stick around for a while in the hopes of eventual obliteration. Or, what the heck, play both! Recommended sets: Recover/(three of Thunder Wave, Psychic, Substitute, Reflect, Ice Punch, and Thunderpunch) for Alakazam, Psychic/Amnesia/Rest/(Thunder Wave or a punch) for Hypno. Dual-type Psychics: Four in number, and ALL of them have uses. Exeggutor is a durable status inflictor, with Sleep, Paralysis, or (ugh) Toxic/Leech Seed. Or it's a sapper with Leech Seed and Mega Drain, with the intention of enabling more than four Substitutes. Or it simply beats with Double-Edge, Psychic, and Solarbeam. And if you ever go down to the red zone, don't be afraid to blow up. I've seen a lot of Exeggutors lead off teams, and Stun Spore and Explosion help to support this cause, but the Pokemon seems a bit slow and vulnerable to a lead of Substitute. Recommended sets: Sleep Powder/Stun Spore/Psychic/Mega Drain, Psychic/Substitute/Leech Seed/Sleep Powder, Double-Edge/Psychic/Explosion/some disabler. Starmie is less durable, but much faster. It gets all the High-Powered Special Attacks (hereafter referred to as HPSAs) with the exception of Flamethrower (which is inferior to Ice Beam), and variants of Starmie using every one of these both exist and are commonly played. The real boon comes with Recover, to try and rectify the semi-fragile Defense stats. The star can also throw around some disabilities with Thunder Wave, Confuse Ray, and the 10% crapshoots of HPSAs. Sounds good to me. Recommended sets: Recover/Thunder Wave/(two of Psychic, Thunderbolt, Ice Beam, Surf, or Confuse Ray). Jynx is the game's fastest dependable Sleep user, the only Ice-type that isn't Electric-weak, and a nice beatdown machine. If only Body Slam were capable of inflicting damage. Oh well, you can't have everything in a single Pokemon (unless its name begins with M-E-W). This is the best potential lead in the type, with recommended set Ice Beam/Psychic/Lovely Kiss/something (Dream Eater's a tradeback, but this is RBY where the move is pointless). Slowbro is one of the few Pokemon that stands down a legalized L100 Mewtwo (Slowbro's Special is JUST high enough to match 999 from Amnesia, and Slowbro resists Mewtwo's Psychic while the Psycho Kitty can't say the same about a Surf). The 'Tobybro' (Amnesia, Thunder Wave, Rest, Surf) is obviously good enough to stand down other Psychics as well. However, this has a hard time covering its weaknesses. Rework it (with Ice Beam or Earthquake) to counter those, and you lose the stranglehold on Psychic matches. All in all, I'd rather keep the setup that owns the game's #1 type, and simply leave the weaknesses to someone else. One more thing: Starmie and Slowbro don't get along well. Avoid setting up this weakness overlap, and choose one or the other. Or maybe even none. A team without a Psychic-type is begging to get swept by one. Having two of them would help even more. Heck, I can envision a 6-Psychic team winning many battles even without Mewtwo. --Other Types-- For the rest of the types, only movesets will be given as far as individual Pokemon are concerned. Each Pokemon is listed under its more predominant type. Fire: Completely outdone in the Type Chart by Ice. Ignore if at all possible. Charizard - Fire Blast, Earthquake, Rock Slide, Slash Magmar - Fire Blast, Thunderpunch, Psychic, Confuse Ray Water: So many choices...some of them are bound to be good. But Water dual- types, for the most part, exhibit Water as the less important type, so they're listed under the other type. Golduck - Amnesia, Surf, Blizzard, Substitute Vaporeon - Surf, Blizzard, Acid Armor, Rest Ice: Only five Pokemon, but four have standout traits. The ability to freeze (read: faint) while being immune to a freeze yourself is just too good to pass up. Lapras (1) - Surf, Ice Beam, Confuse Ray, Rest (2) Ice Beam, Thunderbolt, Confuse Ray, Body Slam Articuno - Ice Beam, Double Team, Substitute, Rest Cloyster - Surf, Blizzard, Screech, Explosion Electric: Known for consistency, as well as high Speed. Unfortunately, a single type renders most of these Pokemon useless. Jolteon - Thunderbolt, Focus Energy, Pin Missile, Body Slam Zapdos - Thunderbolt, Drill Peck, Thunder Wave, (Reflect/Rest/Light Screen) Raichu - Thunderbolt, Surf, Thunder Wave, Seismic Toss Electabuzz - Thunderbolt, Ice Punch, Psychic, Thunder Wave Grass: The game's primary disabling type--too bad it has so many weaknesses, and its best-known members have the worst possible weakness (to Psychic). Tangela - Amnesia, Sleep Power, Mega Drain, Body Slam Venusaur - Razor Leaf, Sleep Powder, Substitute, Leech Seed Dragon: Only one Pokemon here, and page 48 tells how drastically screwed it is. Dragonite - Double-Edge, Blizzard, Haze, Thunder Wave (be careful not to Haze a Paralyzed or Frozen opponent) Normal: These fill all possible roles. Tank, Bazooka, Infantry, and just plain front lines that drop dead in five seconds. Snorlax (1) - Body Slam, Earthquake, Rock Slide, Rest (2) Body Slam, Selfdestruct, Surf, Hyper Beam (yes, that is a triple-up) Chansey - Softboiled, (three of Minimize, Seismic Toss, Thunder Wave, Thunderbolt, Ice Beam, Counter, Psychic, or Reflect) Tauros - Body Slam, Hyper Beam, Earthquake, Blizzard Fighting: Doomed to hell for coexisting in a game with Psychics. Do not use without agreeing not to use Psychics beforehand, or unless the rest of your team consists of five Mewtwos. Machamp - Submission, Earthquake, Rock Slide, Meditate Hitmonlee - Hi Jump Kick, Body Slam, Meditate, (may as well be empty) Flying: This type always takes a back seat on dual-types (except for the Normal/Flyers). Finishes off a type triangle with Electric and Ground. Dodrio - Body Slam, Drill Peck, Haze, (possibly Mimic?) Bug: Even though it isn't Psychic-weak, and in fact supposedly has an advantage over Psychic, the poor quality of Pokemon and moves given to the Bug type leave it ranked 15 out of 15. Do not use Bugs under any circumstance whatsoever. Ground: Necessary for preventing Electrics from ruining everything. Unfortunately, they have so many other weaknesses, and low Special. Sandslash - Swords Dance, Earthquake, Rock Slide, Double Team Golem - Earthquake, Rock Slide, Explosion, (any move just for the hell of it) Rhydon - Earthquake, Rock Slide, Substitute, Rest Rock: This type serves no purpose but to turn an already difficult weakness into a W4. Not surprisingly, it's always a backseat type. Ghost: Another one-Pokemon type, Ghost was screwed almost as much as Dragon...but due to type instead of moveset. If Poison were replaced with any other non-Psychic-weak type, Gengar would see much more use. Gengar - Thunderbolt, Ice Punch, Haze, Confuse Ray (Psychic or Explosion may be swapped in for some of these moves) Poison: The other Psychic-weak type, Poison cites just two type advantages, and is also weak to the metagame-necessitated Ground-type. Only the best of the type (Gengar, perhaps Venusaur) can overcome the weaknesses, and that's due in full to the first type. Typically, two Psychics can be found on most teams. Non-Psychic Special Attackers are also good bets to fill a slot, as is an Annoyer or two. Physical-centered Pokemon are highly vulnerable here. A team with more than one Physical attacker rarely gets its chance in the sun, but remember--all you have to do is survive one turn against Alakazam and you get a shot at 188 Defense. Make sure that you can actually survive that turn, though. Speaking of survival, tanks such as Chansey and Lapras can eat PP from the most feared Pokemon like IHOP pancakes, making the job easier for the rest of the team. I don't see much interest in defense these days by the rest of the community (probably because of their self-imposed rules which reduce the game to little more than a full-fledged shootout), but having a tank is a good idea--after all, you need someone to switch to at times, right? As for synergy, it's not well-promoted in RBY, but remember that Ice and Electric have no overlapping resistances, triangles such as Electric/Ground/Flying and Water/Ice/Grass are good (try to have one full triangle represented within your team), and don't ever use a Fighting- or Poison-type without a very high average Special across the rest of the team. And as always, there are fun teams. These teams are a way for Spike to relax from his always-competitive nature. Mono-type teams, Threevee teams, TM-less teams, underused teams...these all serve to stretch the boundaries of what Spike can win with. And if you're normally a Johnny or Timmy, then these teams are just what are normally played. ********************** *204. Reference Chart* ********************** If section 202 is a lesson in logic, then 204 is the mathematical foundation. It's your user-friendly database of stats and moves. Key: Stats: These are, obviously, the stats. Each stat is given TWO numbers: the first is the base stat (see page 11 for the use of base stats) and the second represents the highest legally-possible L100 stat. Learned Moves: Moves that are learned either at the start, or by level up. If the unevolved Pokemon can get a move at an earlier level, the earlier level is listed. TM Moves: Moves learned by TM or HM. Since it's RBY, the TMs are organized accordingly. GSC Moves: If a Pokemon can get moves by time-warping back and forth, I'll list it here. Contrary to prior versions, this list is now unabridged and includes every move on a Pokemon's GSC list that isn't on its RBY list and has a move value number of 165 or below. Specials: Only two in number, these moves come from Stadium prizes. Evolution: The evolution chain behind that Pokemon. Useful only if you're playing through the game, and aren't yet at the strategy stage. Or if you're trying to test for lower-level cup compatibility. Experience: Whether the Pokemon follows, Fast, Normal, Slow, or Fading growth. Like the above, its use at higher echelons is highly limited. Venusaur (GRS/PSN) Stats: HP 80/363, AT 82/262, DF 83/264, SP 80/258, SC 100/298 Learned Moves: Tackle (0), Growl (0), Leech Seed (7), Vine Whip (13), Poisonpowder (20), Razor Leaf (27), Growth (34), Sleep Powder (41), Solarbeam (48) TM Moves: Swords Dance, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Mega Drain, Solarbeam, Mimic, Double Team, Reflect, Bide, Rest, Substitute, Cut GSC Moves: Light Screen, Headbutt, Roar, Defense Curl, Flash, Razor Wind, Petal Dance, Rock Throw Specials: None Evolution: Bulbasaur -> Ivysaur (L16) -> Venusaur (L32) Experience: Fading Charizard (FIR/FLY) Stats: HP 78/359, AT 84/266, DF 78/254, SP 100/298, SC 85/268 Learned Moves: Scratch (0), Growl (0), Ember (9), Leer (15), Rage (22), Slash (30), Flamethrower (38), Fire Spin (46) TM Moves: Mega Punch, Swords Dance, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Dragon Rage, Earthquake, Fissure, Dig, Mimic, Double Team, Reflect, Bide, Fire Blast, Swift, Skull Bash, Rest, Substitute, Cut, Fly, Strength GSC Moves: Wing Attack, Headbutt, Roar, Defense Curl, Fire Punch, Bite, Rock Slide Specials: None Evolution: Charmander (FIR) -> Charmeleon (FIR - L16) -> Charizard (L36) Experience: Fading Blastoise (WTR) Stats: HP 79/361, AT 83/264, DF 100/298, SP 78/254, SC 85/268 Learned Moves: Tackle (0), Tail Whip (0), Bubble (8), Water Gun (15), Bite (22), Withdraw (28), Skull Bash (35), Hydro Pump (42) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Earthquake, Fissure, Dig, Mimic, Double Team, Reflect, Bide, Skull Bash, Rest, Substitute, Surf, Strength GSC Moves: Haze, Mist, Confusion, Headbutt, Roar, Ice Punch, Defense Curl, Waterfall Specials: None Evolution: Squirtle -> Wartortle (L16) -> Blastoise (L36) Experience: Fading Butterfree (BUG/FLY) Stats: HP 60/323, AT 45/188, DF 50/198, SP 80/258, SC 70/238 Learned Moves: Tackle (0), String Shot (0), Harden (7), Confusion (10), Poisonpowder (13), Stun Spore (14), Sleep Powder (15), Supersonic (18), Whirlwind (23), Psybeam (34) TM Moves: Razor Wind, Whirlwind, Toxic, Take Down, Double-Edge, Hyper Beam, Rage, Mega Drain, Solarbeam, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Swift, Rest, Psywave, Substitute, Flash GSC Moves: Gust Specials: None Evolution: Caterpie (BUG) -> Metapod (BUG - L7) -> Butterfree (L10) Experience: Normal Beedrill (BUG/PSN) Stats: HP 65/333, AT 80/258, DF 40/178, SP 75/248, SC 45/188 Learned Moves: Poison Sting (0), String Shot (0), Harden (7), Fury Attack (12), Focus Energy (16), Twineedle (20), Rage (25), Pin Missile (30), Agility (35) TM Moves: Swords Dance, Toxic, Take Down, Double-Edge, Hyper Beam, Rage, Mega Drain, Mimic, Double Team, Reflect, Bide, Swift, Skull Bash, Rest, Substitute, Cut GSC Moves: None Specials: None Evolution: Weedle -> Kakuna (L7) -> Beedrill (L10) Experience: Normal Pidgeot (NRM/FLY) Stats: HP 83/369, AT 80/258, DF 75/248, SP 91/280, SC 70/238 Learned Moves: Gust (0), Sand-Attack (5), Quick Attack (12), Whirlwind (19), Wing Attack (28), Agility (36), Mirror Move (44) TM Moves: Razor Wind, Whirlwind, Toxic, Take Down, Double-Edge, Hyper Beam, Rage, Mimic, Double Team, Reflect, Bide, Swift, Sky Attack, Rest, Substitute, Fly GSC Moves: Tackle Specials: None Evolution: Pidgey -> Pidgeotto (L18) -> Pidgeot (L36) Experience: Fading Raticate (NRM) Stats: HP 55/313, AT 81/260, DF 60/218, SP 97/292, SC 50/198 Learned Moves: Tackle (0), Tail Whip (0), Quick Attack (9), Hyper Fang (14), Focus Energy (23), Super Fang (34) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Rage, Thunderbolt, Thunder, Dig, Mimic, Double Team, Bide, Swift, Skull Bash, Rest, Substitute, Cut, Strength GSC Moves: Counter, Headbutt, Roar, Defense Curl, Screech, Bite, Fury Swipes Specials: None Evolution: Rattata -> Raticate (L20) Experience: Normal Fearow (NRM/FLY) Stats: HP 65/333, AT 90/278, DF 65/228, SP 100/298, SC 61/220 Learned Moves: Peck (0), Growl (0), Leer (9), Fury Attack (15), Mirror Move (22), Drill Peck (29), Agility (36) TM Moves: Razor Wind, Whirlwind, Toxic, Take Down, Double-Edge, Hyper Beam, Rage, Mimic, Double Team, Bide, Sky Attack, Rest, Substitute, Fly GSC Moves: Quick Attack, Tri Attack Specials: None Evolution: Spearow -> Fearow (L20) Experience: Normal Arbok (PSN) Stats: HP 60/323, AT 85/268, DF 69/236, SP 80/258, SC 65/228 Learned Moves: Wrap (0), Leer (0), Poison Sting (10), Bite (17), Glare (24) Screech (31), Acid (38) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Mega Drain, Earthquake, Fissure, Dig, Mimic, Double Team, Bide, Skull Bash, Rest, Rock Slide, Substitute, Strength GSC Moves: Haze, Headbutt, Slam Specials: None Evolution: Ekans -> Arbok (L22) Experience: Normal Raichu (ELC) Stats: HP 60/323, AT 90/278, DF 55/208, SP 100/298, SC 90/278 Learned Moves: Thundershock (0), Growl (0), Thunder Wave (8), Quick Attack (11), Double Team (15), Slam (20), Swift (26), Thunderbolt (26), Agility (33), Thunder (41), Light Screen (50) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Pay Day, Submission, Seismic Toss, Rage, Thunderbolt, Thunder, Mimic, Double Team, Swift, Bide, Swift, Skull Bash, Rest, Thunder Wave, Substitute, Strength, Flash GSC Moves: Tail Whip, Headbutt, Defense Curl, Thunderpunch, Doubleslap, Dizzy Punch, Sing, Petal Dance Specials: Surf Evolution: Pikachu -> Raichu (Thunderstone) Experience: Normal Sandslash (GRD) Stats: HP 75/353, AT 100/298, DF 110/318, SP 65/228, SC 55/208 Learned Moves: Scratch (0), Sand-Attack (10), Slash (17), Poison Sting (24), Swift (31), Fury Swipes (38) TM Moves: Swords Dance, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Submission, Seismic Toss, Rage, Earthquake, Fissure, Dig, Mimic, Double Team, Bide, Swift, Skull Bash, Rest, Rock Slide, Substitute, Cut, Strength GSC Moves: Counter, Defense Curl, Headbutt Specials: None Evolution: Sandshrew -> Sandslash (L22) Experience: Normal Nidoqueen (PSN/GRD) Stats: HP 90/383, AT 82/262, DF 87/272, SP 76/250, SC 75/248 Learned Moves: Growl (0), Tackle (0), Scratch (8), Double Kick (12), Poison Sting (14), Tail Whip (21), Body Slam (23), Bite (29), Fury Swipes (36) TM Moves: Mega Punch, Mega Kick, Toxic, Horn Drill, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Pay Day, Submission, Counter, Seismic Toss, Rage, Thunderbolt, Thunder, Earthquake, Fissure, Mimic, Double Team, Reflect, Bide, Fire Blast, Skull Bash, Rest, Rock Slide, Substitute, Surf, Strength GSC Moves: Focus Energy, Lovely Kiss, Headbutt, Roar, Ice Punch, Defense Curl, Thunderpunch, Fire Punch, Flamethrower, Disable, Supersonic Specials: None Evolution: NidoranF (PSN) -> Nidorina (PSN - L16) -> Nidoqueen (Moon Stone) Experience: Fading Nidoking (PSN/GRD) Stats: HP 81/365, AT 92/282, DF 77/252, SP 85/268, SC 75/248 Learned Moves: Leer (0), Tackle (0), Horn Attack (8), Double Kick (12), Poison Sting (14), Focus Energy (21), Thrash (23), Fury Attack (29), Horn Drill (36) TM Moves: Mega Punch, Mega Kick, Toxic, Horn Drill, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Pay Day, Submission, Counter, Seismic Toss, Rage, Thunderbolt, Thunder, Earthquake, Fissure, Mimic, Double Team, Reflect, Bide, Fire Blast, Skull Bash, Rest, Rock Slide, Substitute, Surf, Strength GSC Moves: Amnesia, Lovely Kiss, Headbutt, Roar, Ice Punch, Defense Curl, Thunderpunch, Fire Punch, Flamethrower, Disable, Supersonic, Confusion Specials: None Evolution: NidoranM (PSN) -> Nidorino (PSN - L16) -> Nidoking (Moon Stone) Experience: Fading Clefable (NRM) Stats: HP 90/383, AT 70/238, DF 73/244, SP 60/218, SC 90/278 Learned Moves: Pound (0), Growl (0), Sing (13), Doubleslap (18), Minimize (24), Metronome (31), Defense Curl (39), Light Screen (48) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Solarbeam, Thunderbolt, Thunder, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Metronome, Fire Blast, Skull Bash, Rest, Thunder Wave, Psywave, Tri Attack, Substitute, Strength, Flash GSC Moves: Flamethrower, Headbutt, Ice Punch, Thunderpunch, Dream Eater, Fire Punch, Amnesia, Splash, Dizzy Punch, Petal Dance Specials: None Evolution: Clefairy -> Clefable (Moon Stone) Experience: Fast Ninetales (FIR) Stats: HP 73/349, AT 76/250, DF 75/248, SP 100/298, SC 100/298 Learned Moves: Ember (0), Tail Whip (0), Quick Attack (16), Roar (21), Confuse Ray (28), Flamethrower (35), Fire Spin (42) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Dig, Mimic, Double Team, Reflect, Bide, Fire Blast, Swift, Skull Bash, Rest, Substitute GSC Moves: Headbutt, Hypnosis, Disable Specials: None Evolution: Vulpix -> Ninetales (Fire Stone) Experience: Normal Wigglytuff (NRM) Stats: HP 140/483, AT 70/238, DF 45/188, SP 45/188, SC 50/198 Learned Moves: Sing (0), Pound (9), Disable (14), Defense Curl (19), Doubleslap (24), Rest (29), Body Slam (34), Double-Edge (39) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Solarbeam, Thunderbolt, Thunder, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Fire Blast, Skull Bash, Rest, Thunder Wave, Psywave, Tri Attack, Substitute, Strength, Flash GSC Moves: Headbutt, Ice Punch, Thunderpunch, Dream Eater, Fire Punch, Flamethrower, Dizzy Punch Specials: None Evolution: Jigglypuff -> Wigglytuff (Moon Stone) Experience: Fast Golbat (PSN/FLY) Stats: HP 75/353, AT 80/258, DF 70/238, SP 90/278, SC 75/248 Learned Moves: Leech Life (0), Screech (0), Supersonic (10), Bite (15), Confuse Ray (21), Wing Attack (28), Haze (36) TM Moves: Razor Wind, Whirlwind, Toxic, Take Down, Double-Edge, Hyper Beam, Rage, Mega Drain, Mimic, Double Team, Bide, Swift, Rest, Substitute GSC Moves: Gust, Quick Attack Specials: None Evolution: Zubat -> Golbat (L22) Experience: Normal Vileplume (GRS/PSN) Stats: HP 75/353, AT 80/258, DF 85/268, SP 50/198, SC 100/298 Learned Moves: Absorb (0), Poisonpowder (15), Stun Spore (17), Sleep Powder (19), Acid (23), Petal Dance (33), Solarbeam (46) TM Moves: Swords Dance, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Mega Drain, Solarbeam, Mimic, Double Team, Reflect, Bide, Rest, Substitute, Cut GSC Moves: Razor Leaf, Leech Seed Specials: None Evolution: Oddish -> Gloom (L21) -> Vileplume (Leaf Stone) Experience: Fading Parasect (GRS/BUG) Stats: HP 60/323, AT 95/288, DF 80/258, SP 30/158, SC 80/258 Learned Moves: Scratch (0), Stun Spore (13), Leech Life (20), Spore (27), Slash (34), Growth (41) TM Moves: Swords Dance, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Mega Drain, Solarbeam, Dig, Mimic, Double Team, Reflect, Bide, Skull Bash, Rest, Substitute, Cut GSC Moves: Poisonpowder, Screech, Counter, Psybeam, Light Screen Specials: None Evolution: Paras -> Parasect (L24) Experience: Normal Venomoth (BUG/PSN) Stats: HP 70/343, AT 65/228, DF 60/218, SP 90/278, SC 90/278 Learned Moves: Tackle (0), Disable (0), Poisonpowder (24), Leech Life (27), Stun Spore (30), Psybeam (35), Sleep Powder (38), Psychic (43) TM Moves: Razor Wind, Mega Kick, Toxic, Take Down, Double-Edge, Hyper Beam, Rage, Mega Drain, Solarbeam, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Swift, Rest, Psywave, Substitute GSC Moves: Supersonic, Confusion, Gust, Screech Specials: None Evolution: Venonat -> Venomoth (L31) Experience: Normal Dugtrio (GRD) Stats: HP 35/273, AT 80/258, DF 50/198, SP 120/338, SC 70/238 Learned Moves: Scratch (0), Growl (0), Dig (19), Sand-Attack (24), Slash (31), Earthquake (40) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Earthquake, Fissure, Dig, Mimic, Double Team, Bide, Rest, Rock Slide, Substitute, Cut GSC Moves: Tri Attack, Screech Specials: None Evolution: Diglett -> Dugtrio (L26) Experience: Normal Persian (NRM) Stats: HP 65/333, AT 70/238, DF 60/218, SP 115/328, SC 65/228 Learned Moves: Scratch (0), Growl (0), Bite (12), Pay Day (17), Screech (24), Fury Swipes (33), Slash (44) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Hyper Beam, Pay Day, Rage, Thunderbolt, Thunder, Mimic, Double Team, Bide, Swift, Skull Bash, Rest, Substitute GSC Moves: Amnesia, Headbutt, Roar, Defense Curl, Dream Eater, Hypnosis Specials: None Evolution: Meowth -> Persian (L28) Experience: Normal Golduck (WTR) Stats: HP 80/363, AT 82/262, DF 78/254, SP 85/268, SC 80/258 Learned Moves: Scratch (0), Tail Whip (28), Disable (31), Confusion (36), Fury Swipes (43), Hydro Pump (52) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Pay Day, Submission, Counter, Seismic Toss, Rage, Dig, Mimic, Double Team, Bide, Swift, Skull Bash, Rest, Substitute, Surf, Strength GSC Moves: Screech, Headbutt, Ice Punch, Waterfall, Psychic, Psybeam, Hypnosis, Light Screen, Petal Dance, Tri Attack Specials: Amnesia (this can't coexist with Psychic, Psybeam, Hypnosis, Light Screen, Petal Dance, or Tri Attack) Evolution: Psyduck -> Golduck (L33) Experience: Normal Primeape (FTG) Stats: HP 65/333, AT 105/308, DF 60/218, SP 95/288, SC 60/218 Learned Moves: Scratch (0), Leer (0), Karate Chop (15), Fury Swipes (21), Focus Energy (27), Seismic Toss (33), Thrash (39) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Pay Day, Submission, Counter, Seismic Toss, Rage, Thunderbolt, Thunder, Dig, Mimic, Double Team, Bide, Metronome, Swift, Skull Bash, Rest, Rock Slide, Substitute GSC Moves: Low Kick, Screech, Headbutt, Ice Punch, Defense Curl, Thunderpunch, Fire Punch, Meditate Specials: None Evolution: Mankey -> Primeape (L28) Experience: Normal Arcanine (FIR) Stats: HP 90/383, AT 110/318, DF 80/258, SP 95/288, SC 80/258 Learned Moves: Bite (0), Roar (0), Ember (18), Leer (23), Take Down (30), Agility (39), Flamethrower (50) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Dragon Rage, Dig, Teleport, Mimic, Double Team, Reflect, Bide, Fire Blast, Swift, Skull Bash, Rest, Substitute GSC Moves: Headbutt, Thrash, Fire Spin Specials: None Evolution: Growlithe -> Arcanine (Fire Stone) Experience: Slow Poliwrath (WTR/FTG) Stats: HP 90/383, AT 85/268, DF 95/288, SP 70/238, SC 70/238 Learned Moves: Bubble (0), Hypnosis (16), Water Gun (19), Doubleslap (25), Body Slam (31), Amnesia (38), Hydro Pump (45) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Earthquake, Fissure, Psychic, Mimic, Double Team, Bide, Metronome, Skull Bash, Rest, Psywave, Substitute, Surf, Strength GSC Moves: Headbutt, Ice Punch, Defense Curl, Waterfall, Haze, Mist, Splash, Growth, Lovely Kiss Specials: None Evolution: Poliwag (WTR) -> Poliwhirl (WTR - L25) -> Poliwrath (Water Stone) Experience: Fading Alakazam (PSY) Stats: HP 55/313, AT 50/198, DF 45/188, SP 120/338, SC 135/368 Learned Moves: Teleport (0), Kinesis (0), Confusion (16), Disable (20), Psybeam (27), Recover (31), Psychic (38), Reflect (42) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Dig, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Metronome, Skull Bash, Rest, Thunder Wave, Psywave, Tri Attack, Substitute, Flash GSC Moves: Fire Punch, Ice Punch, Thunderpunch, Barrier, Headbutt, Dream Eater, Light Screen Specials: None Evolution: Abra -> Kadabra (L16) -> Alakazam (Trade) Experience: Fading Machamp (FTG) Stats: HP 90/383 AT 130/358, DF 80/258, SP 55/208, SC 65/228 Learned Moves: Karate Chop (0), Low Kick (20), Leer (25), Focus Energy (32), Seismic Toss (39), Submission (46) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Earthquake, Fissure, Dig, Mimic, Double Team, Bide, Metronome, Fire Blast, Skull Bash, Rest, Rock Slide, Substitute, Strength GSC Moves: Meditate, Light Screen, Headbutt, Ice Punch, Thunderpunch, Fire Punch, Flamethrower, Rolling Kick Specials: None Evolution: Machop -> Machoke (L28) -> Machamp (Trade) Experience: Fading Victreebel (GRS/PSN) Stats: HP 80/363, AT 105/308, DF 65/228, SP 70/238, SC 100/298 Learned Moves: Vine Whip (0), Growth (0), Wrap (13), Poisonpowder (15), Stun Spore (18), Sleep Powder (21), Acid (26), Razor Leaf (33), Slam (42) TM Moves: Swords Dance, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Mega Drain, Solarbeam, Mimic, Double Team, Reflect, Bide, Rest, Substitute, Cut GSC Moves: Leech Life, Lovely Kiss Specials: None Evolution: Bellsprout -> Weepinbell (L21) -> Victreebel (Leaf Stone) Experience: Fading Tentacruel (WTR/PSN) Stats: HP 80/363, AT 70/238, DF 65/228, SP 100/298, SC 120/338 Learned Moves: Acid (0), Supersonic (7), Wrap (13), Poison Sting (18), Water Gun (22), Constrict (27), Barrier (33), Screech (40), Hydro Pump (48) TM Moves: Swords Dance, Toxic, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Rage, Mega Drain, Mimic, Double Team, Reflect, Bide, Skull Bash, Rest, Substitute, Cut, Surf GSC Moves: Aurora Beam, Haze, Confuse Ray Specials: None Evolution: Tentacool -> Tentacruel (L30) Experience: Slow Golem (GRD/RCK) Stats: HP 80/363, AT 110/318, DF 130/358, SP 45/188, SC 55/208 Learned Moves: Tackle (0), Defense Curl (11), Rock Throw (16), Selfdestruct (21), Harden (26), Earthquake (31), Explosion (36) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Earthquake, Fissure, Dig, Mimic, Double Team, Bide, Metronome, Selfdestruct, Fire Blast, Rest, Explosion, Rock Slide, Substitute, Strength GSC Moves: Headbutt, Roar, Defense Curl, Fire Punch, Flamethrower Specials: None Evolution: Geodude -> Graveler (L25) -> Golem (Trade) Experience: Fading Rapidash (FIR) Stats: HP 65/333, AT 100/298, DF 70/238, SP 105/308, SC 80/258 Learned Moves: Ember (0), Tail Whip (30), Stomp (32), Growl (35), Fire Spin (39), Take Down (43), Agility (48) TM Moves: Toxic, Horn Drill, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Mimic, Double Team, Reflect, Bide, Fire Blast, Swift, Skull Bash, Rest, Substitute GSC Moves: Flamethrower, Tackle, Fury Attack, Headbutt, Thrash, Hypnosis, Quick Attack, Double Kick, Low Kick Specials: None Evolution: Ponyta -> Rapidash (L40) Experience: Normal Slowbro (WTR/PSY) Stats: HP 90/383, AT 75/248, DF 110/318, SP 30/158, SC 80/258 Learned Moves: Confusion (0), Disable (18), Headbutt (22), Growl (27), Water Gun (33), Withdraw (37), Amnesia (40), Psychic (48) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Pay Day, Rage, Earthquake, Fissure, Dig, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Fire Blast, Swift, Skull Bash, Rest, Thunder Wave, Psywave, Tri Attack, Substitute, Surf, Strength, Flash GSC Moves: Tackle, Ice Punch, Dream Eater, Flamethrower, Stomp Specials: None Evolution: Slowpoke -> Slowbro (L37) Experience: Normal Magneton (ELC) Stats: HP 50/303, AT 60/218, DF 95/288, SP 70/238, SC 120/338 Learned Moves: Tackle (0), Sonicboom (21), Thundershock (25), Supersonic (29), Thunder Wave (35), Swift (41), Screech (47) TM Moves: Toxic, Take Down, Double-Edge, Hyper Beam, Rage, Thunderbolt, Thunder, Teleport, Mimic, Double Team, Reflect, Bide, Swift, Rest, Thunder Wave, Substitute, Flash GSC Moves: Tri Attack, Agility Specials: None Evolution: Magnemite -> Magneton (L30) Experience: Normal Farfetch'd (NRM/FLY) Stats: HP 52/307, AT 65/228, DF 55/208, SP 60/218, SC 58/214 Learned Moves: Peck (0), Sand-Attack (0), Leer (7), Fury Attack (15), Swords Dance (23), Agility (31), Slash (39) TM Moves: Razor Wind, Swords Dance, Whirlwind, Toxic, Body Slam, Take Down, Double-Edge, Rage, Mimic, Double Team, Reflect, Bide, Swift, Skull Bash, Rest, Substitute, Cut, Fly GSC Moves: Headbutt, Mirror Move, Gust, Quick Attack Specials: None Evolution: None Experience: Normal Dodrio (NRM/FLY) Stats: HP 60/333, AT 110/318, DF 70/238, SP 100/298, SC 60/218 Learned Moves: Peck (0), Growl (20), Fury Attack (24), Drill Peck (30), Rage (36), Tri Attack (40), Agility (44) TM Moves: Whirlwind, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Mimic, Double Team, Reflect, Bide, Skull Bash, Sky Attack, Rest, Tri Attack, Substitute, Fly GSC Moves: Haze, Supersonic, Quick Attack, Low Kick Specials: None Evolution: Doduo -> Dodrio (L31) Experience: Normal Dewgong (WTR/ICE) Stats: HP 90/383, AT 70/238, DF 80/258, SP 70/238, SC 95/288 Learned Moves: Headbutt (0), Growl (30), Aurora Beam (35), Rest (40), Take Down (45), Ice Beam (50) TM Moves: Toxic, Horn Drill, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Pay Day, Rage, Mimic, Double Team, Bide, Skull Bash, Rest, Substitute, Surf, Strength GSC Moves: Headbutt, Waterfall, Disable, Lick, Slam, Peck Specials: None Evolution: Seel (WTR) -> Dewgong (L34) Experience: Normal Muk (PSN) Stats: HP 105/413, AT 105/308, DF 75/248, SP 50/198, SC 65/228 Learned Moves: Pound (0), Disable (0), Poison Gas (30), Minimize (33), Sludge (37), Harden (42), Screech (48), Acid Armor (55) TM Moves: Toxic, Body Slam, Hyper Beam, Rage, Mega Drain, Thunderbolt, Thunder, Mimic, Double Team, Bide, Selfdestruct, Fire Blast, Skull Bash, Explosion, Substitute GSC Moves: Ice Punch, Thunderpunch, Fire Punch, Flamethrower, Haze, Lick Specials: None Evolution: Grimer -> Muk (L38) Experience: Normal Cloyster (WTR/ICE) Stats: HP 50/303, AT 95/288, DF 180/458, SP 70/238, SC 85/268 Learned Moves: Tackle (0), Withdraw (0), Supersonic (18), Clamp (23), Aurora Beam (30), Leer (39), Ice Beam (50), Spike Cannon (50) TM Moves: Toxic, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Rage, Teleport, Mimic, Double Team, Reflect, Bide, Selfdestruct, Swift, Rest, Explosion, Tri Attack, Substitute, Surf GSC Moves: Screech, Barrier Specials: None Evolution: Shellder (WTR) -> Cloyster (Water Stone) Experience: Slow Gengar (GHO/PSN) Stats: HP 60/323, AT 65/228, DF 60/218, SP 110/318, SC 130/358 Learned Moves: Lick (0), Confuse Ray (0), Night Shade (0), Hypnosis (27), Dream Eater (35) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Mega Drain, Thunderbolt, Thunder, Psychic, Mimic, Double Team, Bide, Metronome, Selfdestruct, Skull Bash, Dream Eater, Rest, Psywave, Explosion, Substitute, Strength GSC Moves: Haze, Fire Punch, Ice Punch, Thunderpunch, Headbutt, Psywave Specials: None Evolution: Gastly -> Haunter (L25) -> Gengar (Trade) Experience: Fading Onix (GRD/RCK) Stats: HP 35/273, AT 45/188, DF 160/418, SP 70/238, SC 30/158 Learned Moves: Tackle (0), Screech (0), Bind (15), Rock Throw (19), Rage (25), Slam (33), Harden (43) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Rage, Earthquake, Fissure, Dig, Mimic, Double Team, Bide, Selfdestruct, Skull Bash, Rest, Explosion, Rock Slide, Substitute, Strength GSC Moves: Headbutt, Roar, Defense Curl, Sharpen Specials: None Evolution: None Experience: Normal Hypno (PSY) Stats: HP 85/373, AT 73/244, DF 70/238, SP 67/232, SC 115/328 Learned Moves: Pound (0), Hypnosis (0), Disable (12), Confusion (17), Headbutt (24), Poison Gas (29), Psychic (32), Meditate (37) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Metronome, Skull Bash, Dream Eater, Rest, Thunder Wave, Psywave, Tri Attack, Substitute, Flash GSC Moves: Amnesia, Fire Punch, Thunderpunch, Ice Punch, Headbutt, Barrier, Light Screen Specials: None Evolution: Drowzee -> Hypno (L26) Experience: Normal Kingler (WTR) Stats: HP 55/313, AT 130/358, DF 115/328, SP 75/248, SC 50/198 Learned Moves: Bubble (0), Leer (0), Vicegrip (20), Guillotine (25), Stomp (30), Crabhammer (35), Harden (40) TM Moves: Swords Dance, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Rage, Mimic, Double Team, Bide, Rest, Substitute, Cut, Surf, Strength GSC Moves: Dig, Haze, Slam, Amnesia Specials: None Evolution: Krabby -> Kingler (L28) Experience: Normal Electrode (ELC) Stats: HP 60/323, AT 50/198, DF 70/238, SP 140/378, SC 80/258 Learned Moves: Tackle (0), Screech (0), Sonicboom (17), Selfdestruct (22), Light Screen (29), Swift (36), Explosion (43) TM Moves: Toxic, Take Down, Hyper Beam, Thunderbolt, Thunder, Teleport, Mimic, Double Team, Reflect, Bide, Selfdestruct, Swift, Skull Bash, Rest, Thunder Wave, Explosion, Substitute, Flash GSC Moves: Headbutt, Agility Specials: None Evolution: Voltorb -> Electrode (L30) Experience: Normal Exeggutor (GRS/PSY) Stats: HP 95/393, AT 95/288, DF 85/268, SP 55/208, SC 125/348 Learned Moves: Barrage (0), Hypnosis (0), Reflect (25), Leech Seed (28), Stomp (28), Stun Spore (32), Poisonpowder (37), Solarbeam (42), Sleep Powder (48) TM Moves: Toxic, Take Down, Double-Edge, Hyper Beam, Rage, Mega Drain, Solarbeam, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Selfdestruct, Egg Bomb, Rest, Psywave, Explosion, Substitute, Strength GSC Moves: Confusion, Headbutt, Dream Eater Specials: None Evolution: Exeggcute -> Exeggutor (Leaf Stone) Experience: Slow Marowak (GRD) Stats: HP 60/323, AT 80/258, DF 110/318, SP 45/188, SC 50/198 Learned Moves: Growl (0), Bone Club (0), Tail Whip (13), Headbutt (16), Leer (25), Focus Energy (31), Thrash (38), Bonemerang (43), Rage (46) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Earthquake, Fissure, Dig, Mimic, Double Team, Bide, Fire Blast, Skull Bash, Rest, Substitute, Strength GSC Moves: Rock Slide, Swords Dance, Headbutt, Ice Punch, Thunderpunch, Fire Punch, Flamethrower, Screech Specials: None Evolution: Cubone -> Marowak (L28) Experience: Normal Hitmonlee (FTG) Stats: HP 50/303, AT 120/338, DF 53/204, SP 87/272, SC 35/168 Learned Moves: Double Kick (0), Meditate (0), Rolling Kick (33), Jump Kick (38), Focus Energy (43), Hi Jump Kick (48), Mega Kick (53) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Submission, Counter, Seismic Toss, Rage, Mimic, Double Team, Bide, Metronome, Swift, Skull Bash, Rest, Substitute, Strength GSC Moves: Tackle, Headbutt Specials: None Evolution: None Experience: Normal Hitmonchan (FTG) Stats: HP 50/303, AT 105/308, DF 79/256, SP 76/250, SC 35/168 Learned Moves: Comet Punch (0), Agility (0), Fire Punch (33), Ice Punch (38), Thunderpunch (43), Mega Punch (48), Counter (53) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Submission, Counter, Seismic Toss, Rage, Mimic, Double Team, Bide, Metronome, Swift, Skull Bash, Rest, Substitute, Strength GSC Moves: Hi Jump Kick, Tackle, Headbutt Specials: None Evolution: None Experience: Normal Lickitung (NRM) Stats: HP 90/383, AT 55/208, DF 75/248, SP 30/158, SC 60/218 Learned Moves: Wrap (0), Supersonic (0), Stomp (7), Disable (15), Defense Curl (23), Slam (31), Screech (39) TM Moves: Mega Punch, Swords Dance, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Thunderbolt, Thunder, Earthquake, Fissure, Mimic, Double Team, Bide, Fire Blast, Skull Bash, Rest, Substitute, Cut, Surf, Strength GSC Moves: Lick, Headbutt, Ice Punch, Thunderpunch, Fire Punch, Dream Eater, Flamethrower, Doubleslap Specials: None Evolution: None Experience: Normal Weezing (PSN) Stats: HP 65/333, AT 90/278, DF 120/338, SP 60/218, SC 85/268 Learned Moves: Tackle (0), Smog (0), Sludge (32), Smokescreen (37), Selfdestruct (40), Haze (45), Explosion (48) TM Moves: Toxic, Hyper Beam, Rage, Thunderbolt, Thunder, Mimic, Double Team, Bide, Selfdestruct, Fire Blast, Rest, Explosion, Substitute GSC Moves: Poison Gas, Flamethrower, Screech, Psybeam, Psywave Specials: None Evolution: Koffing -> Weezing (L35) Experience: Normal Rhydon (GRD/RCK) Stats: HP 105/413, AT 130/358, DF 120/338, SP 45/188, SC 40/178 Learned Moves: Horn Attack (0), Stomp (30), Tail Whip (35), Fury Attack (40), Horn Drill (45), Leer (50), Take Down (55) TM Moves: Mega Punch, Mega Kick, Toxic, Horn Drill, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Pay Day, Submission, Counter, Seismic Toss, Rage, Thunderbolt, Thunder, Earthquake, Fissure, Dig, Mimic, Double Team, Bide, Fire Blast, Skull Bash, Rest, Rock Slide, Substitute, Surf, Strength GSC Moves: Headbutt, Roar, Thunderpunch, Fire Punch, Flamethrower, Thrash Specials: None Evolution: Rhyhorn -> Rhydon (L42) Experience: Slow Chansey (NRM) Stats: HP 250/703, AT 5/108, DF 5/108, SP 50/198, SC 105/308 Learned Moves: Pound (0), Tail Whip (0), Doubleslap (0), Sing (24), Growl (30), Minimize (38), Defense Curl (44), Light Screen (48), Double-Edge (54) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Solarbeam, Thunderbolt, Thunder, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Metronome, Egg Bomb, Fire Blast, Skull Bash, Softboiled, Rest, Thunder Wave, Psywave, Tri Attack, Substitute, Strength, Flash GSC Moves: Headbutt, Flamethrower, Dream Eater Specials: None Evolution: None Experience: Fast Tangela (GRS) Stats: HP 65/333, AT 55/208, DF 115/328, SP 60/218, SC 100/298 Learned Moves: Constrict (0), Bind (0), Absorb (27), Vine Whip (29), Poisonpowder (32), Stun Spore (36), Sleep Powder (39), Slam (45), Growth (48) TM Moves: Swords Dance, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Mega Drain, Solarbeam, Mimic, Double Team, Bide, Skull Bash, Rest, Substitute, Cut GSC Moves: Amnesia, Headbutt, Confusion, Reflect Specials: None Evolution: None Experience: Normal Kangaskhan (NRM) Stats: HP 105/413, AT 95/288, DF 80/258, SP 90/278, SC 40/178 Learned Moves: Comet Punch (0), Rage (0), Bite (26), Tail Whip (31), Mega Punch (36), Leer (41), Dizzy Punch (46) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Thunderbolt, Thunder, Earthquake, Fissure, Mimic, Double Team, Bide, Fire Blast, Skull Bash, Rest, Rock Slide, Substitute, Surf, Strength GSC Moves: Headbutt, Roar, Fire Punch, Ice Punch, Thunderpunch, Flamethrower, Disable, Focus Energy, Stomp Specials: None Evolution: None Experience: Normal Seadra (WTR) Stats: HP 55/313, AT 65/228, DF 95/288, SP 85/268, SC 95/288 Learned Moves: Bubble (0), Smokescreen (19), Leer (24), Water Gun (30), Agility (37), Hydro Pump (45) TM Moves: Toxic, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Rage, Mimic, Double Team, Bide, Swift, Skull Bash, Rest, Substitute, Surf GSC Moves: Haze, Headbutt, Waterfall, Aurora Beam, Disable, Splash, Dragon Rage Specials: None Evolution: Horsea -> Seadra (L32) Experience: Normal Seaking (WTR) Stats: HP 80/363, AT 92/282, DF 65/228, SP 68/234, SC 80/258 Learned Moves: Peck (0), Tail Whip (0), Supersonic (19), Horn Attack (24), Fury Attack (30), Waterfall (37), Horn Drill (45), Agility (54) TM Moves: Toxic, Horn Drill, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Rage, Mimic, Double Team, Bide, Swift, Skull Bash, Rest, Substitute, Surf GSC Moves: Haze, Psybeam, Hydro Pump, Swords Dance Specials: None Evolution: Goldeen -> Seaking (L33) Experience: Normal Starmie (WTR/PSY) Stats: HP 60/323, AT 75/248, DF 85/268, SP 115/328, SC 100/298 Learned Moves: Tackle (0), Water Gun (17), Harden (22), Recover (27), Swift (32), Minimize (37), Light Screen (42), Hydro Pump (47) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Rage, Thunderbolt, Thunder, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Swift, Skull Bash, Rest, Thunder Wave, Psywave, Tri Attack, Substitute, Surf, Flash GSC Moves: Confuse Ray, Dream Eater, Waterfall Specials: None Evolution: Staryu (WTR) -> Starmie (Water Stone) Experience: Slow Mr. Mime (PSY) Stats: HP 40/283, AT 45/188, DF 65/228, SP 90/278, SC 100/298 Learned Moves: Barrier (0), Confusion (15), Light Screen (23), Doubleslap (31), Meditate (39), Substitute (47) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Solarbeam, Thunderbolt, Thunder, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Metronome, Skull Bash, Rest, Thunder Wave, Psywave, Substitute, Flash GSC Moves: Psybeam, Headbutt, Ice Punch, Thunderpunch, Fire Punch, Hypnosis Specials: None Evolution: None Experience: Normal Scyther (BUG/FLY) Stats: HP 70/343, AT 110/318, DF 80/258, SP 105/308, SC 55/208 Learned Moves: Quick Attack (0), Leer (17), Focus Energy (20), Double Team (24), Slash (29), Swords Dance (35), Agility (42), Wing Attack (50) TM Moves: Swords Dance, Toxic, Take Down, Double-Edge, Hyper Beam, Rage, Mimic, Double Team, Bide, Swift, Skull Bash, Rest, Substitute, Cut GSC Moves: Headbutt, Counter, Razor Wind, Light Screen, Sonicboom Specials: None Evolution: None Experience: Normal Jynx (ICE/PSY) Stats: HP 65/333, AT 50/198, DF 35/168, SP 95/288, SC 95/288 Learned Moves: Pound (0), Lovely Kiss (0), Lick (18), Doubleslap (23), Ice Punch (31), Body Slam (39), Thrash (47), Blizzard (58) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Metronome, Skull Bash, Rest, Psywave, Substitute GSC Moves: Dream Eater, Petal Dance, Confusion, Sing, Headbutt, Meditate, Dizzy Punch Specials: None Evolution: None Experience: Normal Electabuzz (ELC) Stats: HP 65/333, AT 83/264, DF 57/212, SP 105/308, SC 85/268 Learned Moves: Quick Attack (0), Leer (0), Thundershock (34), Screech (37), Thunderpunch (42), Light Screen (49), Thunder (54) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Thunderbolt, Thunder, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Metronome, Swift, Skull Bash, Rest, Thunder Wave, Psywave, Substitute, Fly, Flash GSC Moves: Headbutt, Ice Punch, Fire Punch, Karate Chop, Barrier, Rolling Kick, Meditate, Dizzy Punch Specials: None Evolution: None Experience: Normal Magmar (FIR) Stats: HP 65/333, AT 95/288, DF 57/212, SP 93/284, SC 85/268 Learned Moves: Ember (0), Leer (36), Confuse Ray (39), Fire Punch (43), Smokescreen (48), Smog (52), Flamethrower (55) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Psychic, Teleport, Mimic, Double Team, Bide, Metronome, Fire Blast, Skull Bash, Rest, Psywave, Substitute, Strength GSC Moves: Thunderpunch, Headbutt, Screech, Karate Chop, Barrier, Dizzy Punch Specials: None Evolution: None Experience: Normal Pinsir (BUG) Stats: HP 65/333, AT 125/348, DF 50/198, SP 35/168, SC 55/208 Learned Moves: Vicegrip (0), Bind (21), Seismic Toss (25), Guillotine (30), Focus Energy (36), Harden (43), Slash (49), Swords Dance (54) TM Moves: Swords Dance, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Submission, Seismic Toss, Rage, Mimic, Double Team, Bide, Rest, Substitute, Cut GSC Moves: Headbutt, Fury Attack, Rock Throw Specials: None Evolution: None Experience: Slow Tauros (NRM) Stats: HP 75/353, AT 100/298, DF 95/288, SP 110/318, SC 70/238 Learned Moves: Tackle (0), Stomp (21), Tail Whip (28), Leer (35), Rage (44), Take Down (51) TM Moves: Toxic, Horn Drill, Body Slam, Take Down, Double-Edge, Ice Beam, Blizzard, Hyper Beam, Rage, Thunderbolt, Thunder, Earthquake, Fissure, Mimic, Double Team, Bide, Fire Blast, Skull Bash, Rest, Substitute, Strength GSC Moves: Horn Attack, Thrash, Headbutt, Flamethrower, Quick Attack Specials: None Evolution: None Experience: Slow Gyarados (WTR/FLY) Stats: HP 95/393, AT 125/348, DF 79/256, SP 81/260, SC 100/298 Learned Moves: Splash (0), Tackle (15), Bite (20), Dragon Rage (25), Leer (32), Hydro Pump (41), Hyper Beam (52) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Rage, Dragon Rage, Thunderbolt, Thunder, Mimic, Double Team, Reflect, Bide, Fire Blast, Skull Bash, Rest, Substitute, Surf, Strength GSC Moves: Bubble, Thrash, Headbutt, Roar, Flamethrower, Waterfall Specials: None Evolution: Magikarp (WTR) -> Gyarados (L20) Experience: Slow Lapras (WTR/ICE) Stats: HP 130/463, AT 85/268, DF 80/258, SP 60/218, SC 95/288 Learned Moves: Water Gun (0), Growl (0), Sing (16), Mist (20), Body Slam (25), Confuse Ray (31), Ice Beam (38), Hydro Pump (46) TM Moves: Toxic, Horn Drill, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Rage, Solarbeam, Dragon Rage, Thunderbolt, Thunder, Psychic, Mimic, Double Team, Reflect, Bide, Skull Bash, Rest, Psywave, Substitute, Surf, Strength GSC Moves: Headbutt, Dream Eater, Aurora Beam, Bite Specials: None Evolution: None Experience: Slow Ditto (NRM) Stats: HP 48/299, AT 48/194, DF 48/194, SP 48/194, SC 48/194 Learned Moves: Transform (0) TM Moves: None GSC Moves: None (A mechanic prohibited in all major circles allows access to any move except Mirror Move, Mimic, Metronome, Selfdestruct, Explosion, or Struggle) Specials: None Evolution: None Experience: Normal Vaporeon (WTR) Stats: HP 130/463, AT 65/228, DF 60/218, SP 65/228, SC 110/318 Learned Moves: Tackle (0), Sand-Attack (0), Tail Whip (0), Growl (16), Water Gun (16), Quick Attack (23), Bite (30), Focus Energy (36), Aurora Beam (36), Take Down (42), Haze (42), Acid Armor (42), Mist (48), Hydro Pump (52) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Rage, Mimic, Double Team, Reflect, Bide, Swift, Skull Bash, Rest, Substitute, Surf GSC Moves: Growth, Headbutt, Roar, Waterfall Specials: None Evolution: Eevee (NRM) -> Vaporeon (Water Stone) / Jolteon (ELC - Thunderstone) / Flareon (FIR - Fire Stone) Experience: Normal Jolteon (ELC) Stats: HP 65/333, AT 65/228, DF 60/218, SP 130/358, SC 110/318 Learned Moves: Tackle (0), Sand-Attack (0), Tail Whip (0), Growl (16), Thundershock (16), Quick Attack (23), Bite (30), Double Kick (30), Focus Energy (36), Pin Missile (36), Thunder Wave (40), Take Down (42), Agility (47), Thunder (52) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Thunderbolt, Thunder, Mimic, Double Team, Reflect, Bide, Swift, Skull Bash, Rest, Thunder Wave, Substitute, Flash GSC Moves: Growth, Headbutt, Roar Specials: None Evolution: Eevee (NRM) -> Vaporeon (WTR - Water Stone) / Jolteon (Thunderstone) / Flareon (FIR - Fire Stone) Experience: Normal Flareon (FIR) Stats: HP 65/333, AT 130/358, DF 60/218, SP 65/228, SC 110/318 Learned Moves: Tackle (0), Sand-Attack (0), Tail Whip (0), Growl (16), Ember (16), Quick Attack (23), Bite (30), Focus Energy (36), Fire Spin (36), Take Down (42), Smog (42), Leer (42), Rage (48), Flamethrower (52) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Mimic, Double Team, Reflect, Bide, Fire Blast, Swift, Skull Bash, Rest, Substitute GSC Moves: Growth, Headbutt, Roar, Specials: None Evolution: Eevee (NRM) -> Vaporeon (WTR - Water Stone) / Jolteon (ELC - Thunderstone) / Flareon (Fire Stone) Experience: Normal Porygon (NRM) Stats: HP 65/333, AT 60/218, DF 70/238, SP 40/178, SC 75/248 Learned Moves: Tackle (0), Sharpen (0), Conversion (0), Psybeam (23), Harden (28), Agility (35), Tri Attack (42) TM Moves: Toxic, Take Down, Double-Edge, Ice Beam, Blizzard, Hyper Beam, Rage, Thunderbolt, Thunder, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Swift, Skull Bash, Rest, Thunder Wave, Psywave, Tri Attack, Substitute, Flash GSC Moves: Recover, Dream Eater, Barrier Specials: None Evolution: None Experience: Normal Omastar (RCK/WTR) Stats: HP 70/343, AT 60/218, DF 125/348, SP 55/208, SC 115/328 Learned Moves: Water Gun (0), Withdraw (0), Horn Attack (34), Leer (39), Spike Cannon (44), Hydro Pump (49) TM Moves: Toxic, Horn Drill, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Seismic Toss, Rage, Mimic, Double Team, Reflect, Bide, Skull Bash, Rest, Substitute, Surf GSC Moves: Constrict, Bite, Headbutt, Aurora Beam, Haze, Slam, Supersonic, Rock Throw Specials: None Evolution: Omanyte -> Omastar (L40) Experience: Normal Kabutops (RCK/WTR) Stats: HP 60/323, AT 115/328, DF 105/308, SP 80/258, SC 70/238 Learned Moves: Scratch (0), Harden (0), Absorb (34), Slash (39), Leer (44), Hydro Pump (49) TM Moves: Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Rage, Mimic, Double Team, Reflect, Bide, Rest, Substitute, Surf GSC Moves: Sand-Attack, Mega Drain, Headbutt Specials: None Evolution: Kabuto -> Kabutops (L40) Experience: Normal Aerodactyl (RCK/FLY) Stats: HP 80/363, AT 105/308, DF 65/228, SP 130/358, SC 60/218 Learned Moves: Wing Attack (0), Agility (0), Supersonic (33), Bite (38), Take Down (45), Hyper Beam (54) TM Moves: Razor Wind, Whirlwind, Toxic, Take Down, Double-Edge, Hyper Beam, Rage, Dragon Rage, Mimic, Double Team, Reflect, Bide, Fire Blast, Swift, Sky Attack, Rest, Substitute, Fly GSC Moves: Headbutt, Roar, Earthquake, Flamethrower, Rock Throw Specials: None Evolution: None Experience: Slow Snorlax (NRM) Stats: HP 160/523, AT 110/318, DF 65/228, SP 30/158, SC 65/228 Learned Moves: Headbutt (0), Amnesia (0), Rest (0), Body Slam (35), Harden (41), Double-Edge (48), Hyper Beam (56) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Solarbeam, Thunderbolt, Thunder, Earthquake, Fissure, Psychic, Mimic, Double Team, Reflect, Bide, Metronome, Selfdestruct, Fire Blast, Skull Bash, Rest, Psywave, Rock Slide, Substitute, Surf, Strength GSC Moves: Tackle, Defense Curl, Ice Punch, Thunderpunch, Fire Punch, Flamethrower, Lick, Splash, Lovely Kiss Specials: None Evolution: None Experience: Slow Articuno (ICE/FLY) Stats: HP 90/383, AT 85/268, DF 100/298, SP 85/268, SC 125/348 Learned Moves: Peck (0), Ice Beam (0), Blizzard (51), Agility (55), Mist (60) TM Moves: Razor Wind, Whirlwind, Toxic, Take Down, Double-Edge, Bubblebeam, Water Gun, Blizzard, Hyper Beam, Rage, Mimic, Double Team, Reflect, Bide, Swift, Sky Attack, Rest, Substitute, Fly GSC Moves: Gust, Roar Specials: None Evolution: None Experience: Slow Zapdos (ELC/FLY) Stats: HP 90/383, AT 90/278, DF 85/268, SP 100/298, SC 125/348 Learned Moves: Thundershock (0), Drill Peck (0), Thunder (51), Agility (55), Light Screen (60) TM Moves: Razor Wind, Whirlwind, Toxic, Take Down, Double-Edge, Hyper Beam, Rage, Thunderbolt, Thunder, Mimic, Double Team, Reflect, Bide, Swift, Sky Attack, Rest, Thunder Wave, Substitute, Fly, Flash GSC Moves: Peck, Roar Specials: None Evolution: None Experience: Slow Moltres (FIR/FLY) Stats: HP 90/383, AT 100/298, DF 90/278, SP 90/278, SC 125/348 Learned Moves: Peck (0), Fire Spin (0), Leer (51), Agility (55), Sky Attack (60) TM Moves: Razor Wind, Whirlwind, Toxic, Take Down, Double-Edge, Ice Beam, Hyper Beam, Rage, Mimic, Double Team, Reflect, Bide, Fire Blast, Swift, Sky Attack, Rest, Substitute, Fly GSC Moves: Wing Attack, Flamethrower, Roar Specials: None Evolution: None Experience: Slow Dragonite (DRG/FLY) Stats: HP 91/385, AT 134/366, DF 95/288, SP 80/258, SC 100/298 Learned Moves: Wrap (0), Leer (0), Thunder Wave (10), Agility (20), Slam (30), Dragon Rage (40), Hyper Beam (50) TM Moves: Razor Wind, Toxic, Horn Drill, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Rage, Dragon Rage, Thunderbolt, Thunder, Mimic, Double Team, Reflect, Bide, Fire Blast, Swift, Skull Bash, Rest, Thunder Wave, Substitute, Surf, Strength GSC Moves: Haze, Wing Attack, Headbutt, Ice Punch, Thunderpunch, Fire Punch, Waterfall, Flamethrower, Mist, Supersonic, Light Screen Specials: None Evolution: Dratini (DRG) -> Dragonair (DRG - L30) -> Dragonite (L55) Experience: Slow Mewtwo (PSY) Stats: HP 106/415, AT 110/318, DF 90/278, SP 130/358, SC 154/406 Learned Moves: Confusion (0), Disable (0), Swift (0), Barrier (63), Psychic (66), Recover (70), Mist (75), Amnesia (81) TM Moves: Mega Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Pay Day, Submission, Counter, Seismic Toss, Rage, Solarbeam, Thunderbolt, Thunder, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Metronome, Selfdestruct, Fire Blast, Swift, Skull Bash, Rest, Thunder Wave, Psywave, Tri Attack, Substitute, Strength, Flash GSC Moves: Headbutt, Ice Punch, Thunderpunch, Dream Eater, Fire Punch, Flamethrower Specials: None Evolution: None Experience: Slow Mew (PSY) Stats: HP 100/298, AT 100/298, DF 100/298, SP 100/298, SC 100/298 Learned Moves: Pound (0), Transform (10), Mega Punch (20), Metronome (30), Psychic (40) TM Moves: Mega Punch, Razor Wind, Swords Dance, Whirlwind, Mega Kick, Toxic, Horn Drill, Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, ice Beam, Blizzard, Hyper Beam, Pay Day, Submission, Counter, Seismic Toss, Rage, Mega Drain, Solarbeam, Dragon Rage, Thunderbolt, Thunder, Dig, Fissure, Earthquake, Psychic, Teleport, Mimic, Double Team, Reflect, Bide, Metronome, Selfdestruct, Egg Bomb, Fire Blast, Swift, Skull Bash, Softboiled, Dream Eater, Sky Attack, Rest, Thunder Wave, Psywave, Explosion, Rock Slide, Tri Attack, Substitute, Cut, Fly, Surf, Strength, Flash GSC Moves: Flamethrower, Headbutt, Roar, Ice Punch, Defense Curl, Thunderpunch, Fire Punch, Waterfall (A mechanic prohibited in all major circles allows access to any move except Mirror Move or Struggle) Evolution: None Experience: Fading --------------- |Move Database| --------------- The new feature. All 165 of the moves in this game represented in...you guessed it...another chart! Type: One of the 15. Note that for moves which don't cause damage or a condition to the opponent (like Recover, Swords Dance, or Screech) this is irrelevant, but is still listed. Power: If a move has a base power, it's listed here. If a move is shown as having power of *, then it doesn't actually calculate damage via the formula, but it may inflict damage some other way. Accuracy: Instead of listing accuracy as a percentage, accuracies (and effect probabilities) here are listed as two- or three-digit numbers. In order to find the corresponding percentage, divide by 2.56. (Or, if your calculator's divide key is broken, you can multiply by 0.390625.) PP: This represents the PP Up count. To find the total without PP Up, subtract the lesser of 37.5% of the figure shown or 21. (Of course, why are you going without PP Up in the first place?) Absorb: Grass, Power 20, Accuracy 255, PP 32. For each 2 damage this attack deals, add 1 to your Pokemon's HP. Acid: Poison, Power 40, Accuracy 255, PP 32. Probability 25 to lower opponent's Defense modifier by 1. Acid Armor: Poison, Power 0, Accuracy 256, PP 61. Raises your Defense modifier by 2. Agility: Psychic, Power 0, Accuracy 256, PP 48. Raises your Speed modifier by 2. Amnesia: Psychic, Power 0, Accuracy 256, PP 32. Raises your Special modifier by 2. Aurora Beam: Ice, Power 65, Accuracy 255, PP 32. Probability 25 to lower opponent's Attack modifier by 1. Barrage: Normal, Power 15, Accuracy 216, PP 32. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Barrier: Psychic, Power 0, Accuracy 256, PP 48. Raises your Defense modifier by 2. Bide: Normal, Power *, Accuracy 255, PP 16. Skip your next 2-3 turns. During your next turn, for each 1 damage dealt to you during a turn skipped this way, subtract 2 from the opponent's HP. Bind: Normal, Power 15, Accuracy 191, PP 16. Strikes for 2-5 turns, or until the opponent switches. Neither player may select any moves during this time. Bite: Normal, Power 60, Accuracy 255, PP 40. Probability 76 to make the opponent flinch. Blizzard: Ice, Power 120, Accuracy 229, PP 8. Probability 25 to freeze the opponent. Body Slam: Normal, Power 85, Accuracy 255, PP 24. Probability 76 to paralyze the opponent. Bone Club: Ground, Power 65, Accuracy 216, PP 32. Probability 25 to make the opponent flinch. Bonemerang: Ground, Power 50, Accuracy 230, PP 16. Hits twice in one turn. Bubble: Water, Power 20, Accuracy 255, PP 48. Probability 25 to lower the opponent's Speed modifier by 1. Bubblebeam: Water, Power 60, Accuracy 255, PP 32. Probability 25 to lower the opponent's Speed modifier by 1. Clamp: Water, Power 35, Accuracy 192, PP 16. Strikes for 2-5 turns, or until the opponent switches. Neither player may select any moves during this time. Comet Punch: Normal, Power 18, Accuracy 216, PP 24. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Confuse Ray: Ghost, Power 0, Accuracy 255, PP 16. Confuses the opponent. Confusion: Psychic, Power 50, Accuracy 255, PP 40. Probability 25 to confuse the opponent. Constrict: Normal, Power 10, Accuracy 255, PP 56. Probability 25 to lower the opponent's Speed modifier by 1. Conversion: Normal, Power 0, Accuracy 255, PP 48. Your Pokemon's type becomes that of a randomly chosen non-Conversion, non-empty slot in your moveset. Cotton Spore: Grass, Power 0, Accuracy 216, PP 61. Lowers the opponent's Speed modifier by 2. Counter: Fighting, Power *, Accuracy 255, PP 32. Goes last. If the opponent dealt damage to you this turn with a Normal or Fighting attack, subtract twice that amount from the opponent's HP. Crabhammer: Water, Power 90, Accuracy 216, PP 16. Critical Hit odds multiplied by 8. Cut: Normal, Power 50, Accuracy 242, PP 48. Defense Curl: Normal, Power 0, Accuracy 255, PP 61. Raises your Defense modifier by 1. Dig: Ground, Power 100, Accuracy 255, PP 16. Requires pre-attack setup turn. User becomes Underground during that turn. Disable: Normal, Power 0, Accuracy 140, PP 32. Selects one of your opponent's moves randomly. That Pokemon can't use that move for the next 2-5 turns. Dizzy Punch: Normal, Power 70, Accuracy 255, PP 32. Probability 51 to confuse the opponent. Double-Edge: Normal, Power 100, Accuracy 255, PP 16. For each 4 damage this attack deals, subtract 1 from your Pokemon's HP. Double Kick: Fighting, Power 30, Accuracy 255, PP 48. Strikes 2 times in a single turn. Doubleslap: Normal, Power 15, Accuracy 216, PP 16. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Double Team: Normal, Power 0, Accuracy 255, PP 24. Raises your Evade modifier by 1. Dragon Rage: Dragon, Power *, Accuracy 255, PP 16. Subtract 40 from your opponent's Pokemon's HP. Dream Eater: Psychic, Power 100, Accuracy 256, PP 24. If the opponent isn't asleep, this attack misses. For each 1 damage this attack deals, add 1 to your Pokemon's HP. Drill Peck: Flying, Power 80, Accuracy 255, PP 32. Earthquake: Ground, Power 100, Accuracy 255, PP 16. Egg Bomb: Normal, Power 100, Accuracy 191, PP 16. Ember: Fire, Power 40, Accuracy 255, PP 40. Probability 25 to burn the opponent. Explosion: Normal, Power 170, Accuracy 255, PP 8. Until end of attack, the opponent's Defense is cut in half. Your HP becomes 0. Fire Blast: Fire, Power 120, Accuracy 216, PP 8. Probability 25 to burn the opponent. Fire Punch: Fire, Power 75, Accuracy 255, PP 24. Probability 25 to burn the opponent. Fire Spin: Fire, Power 15, Accuracy 178, PP 24. Strikes for 2-5 turns, or until the opponent switches. Neither player may select any moves during this time. Fissure: Ground, Power *, Accuracy 75, PP 8. Accuracy 0 against all faster Pokemon. Sets opponent's HP to 0 if it hits. Flamethrower: Fire, Power 95, Accuracy 255, PP 24. Probability 25 to burn the opponent. Flash: Normal, Power 0, Accuracy 178, PP 32. Lowers the opponent's Accuracy modifier by 1. Fly: Flying, Power 70, Accuracy 242, PP 24. Requires pre-attack setup turn. User becomes Airborne during that turn. Focus Energy: Normal, Power 0, Accuracy 256, PP 48. Until you switch or are KO'd, your Critical Hit odds are multiplied by 4. If using GB to battle, instead don't change odds, and your critical hit odds become 0 whenever you don't go first. Fury Attack: Normal, Power 15, Accuracy 216, PP 32. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Fury Swipes: Normal, Power 15, Accuracy 216, PP 24. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Glare: Normal, Power 0, Accuracy 191, PP 48. Paralyzes the opponent. Growl: Normal, Power 0, Accuracy 255, PP 61. Lowers the opponent's Attack modifier by 1. Growth: Normal, Power 0, Accuracy 256, PP 61. Raises your Special modifier by 1. Guillotine: Normal, Power *, Accuracy 75, PP 8. Accuracy 0 against all faster Pokemon. Sets opponent's HP to 0 if it hits. Gust: Flying, Power 40, Accuracy 255, PP 56. Harden: Normal, Power 0, Accuracy 255, PP 61. Raises your Defense modifier by 1. Haze: Ice, Power 0, Accuracy 255, PP 48. All stat modifiers and accuracy/evade modifiers become 0. If the opponent is Asleep, Paralyzed, Burned, Poisoned, or Frozen, that condition is erased. Headbutt: Normal, Power 70, Accuracy 255, PP 24. Probability 76 to make the opponent flinch. Hi Jump Kick: Fighting, Power 85, Accuracy 229, PP 32. If this attack misses, subtract 1 from your Pokemon's HP. Horn Attack: Normal, Power 65, Accuracy 255, PP 56. Horn Drill: Normal, Power *, Accuracy 75, PP 8. Accuracy 0 against all faster Pokemon. Sets opponent's HP to 0 if it hits. Hydro Pump: Water, Power 120, Accuracy 203, PP 8. Hyper Beam: Normal, Power 150, Accuracy 229, PP 8. You skip your next turn. Hyper Fang: Normal, Power 80, Accuracy 229, PP 24. Probability 25 to make the opponent flinch. Hypnosis: Psychic, Power 0, Accuracy 153, PP 32. Puts the opponent to sleep. Ice Beam: Ice, Power 95, Accuracy 255, PP 24. Probability 25 to freeze the opponent. Ice Punch: Ice, Power 75, Accuracy 255, PP 24. Probability 25 to freeze the opponent. Jump Kick: Fighting, Power 70, Accuracy 242, PP 40. If this attack would miss, instead prevent all damage it would deal to the opponent this turn. For each 8 damage prevented this way, subtract 1 from your Pokemon's HP. Karate Chop: Fighting, Power 50, Accuracy 255, PP 40. Critical Hit odds multiplied by 8. Kinesis: Psychic, Power 0, Accuracy 203, PP 24. Lowers the opponent's Accuracy modifier by 1. Leech Life: Bug, Power 20, Accuracy 255, PP 24. For each 2 damage this attack deals, add 1 to your Pokemon's HP. Leech Seed: Grass, Power 0, Accuracy 229, PP 16. Until the opponent switches or is KO'd, at end of turn, that Pokemon loses 12.5% of its maximum HP, and an equal amount is added to your Pokemon's HP. Leer: Normal, Power 0, Accuracy 255, PP 48. Lowers the opponent's Defense modifier by 1. Lick: Ghost, Power 20, Accuracy 255, PP 48. Probability 76 to paralyze the opponent. Light Screen: Psychic, Power 0, Accuracy 256, PP 48. Until you switch or are KO'd, whenever you're attacked, your Special stat is doubled until end of attack. Lovely Kiss: Normal, Power 0, Accuracy 191, PP 24. Puts the opponent to sleep. Low Kick: Fighting, Power 50, Accuracy 229, PP 32. Probability 76 to make the opponent flinch. Meditate: Psychic, Power 0, Accuracy 256, PP 61. Raises your Attack modifier by 1. Mega Drain: Grass, Power 40, Accuracy 255, PP 16. For each 2 damage this attack deals, add 1 to your Pokemon's HP. Mega Kick: Normal, Power 120, Accuracy 191, PP 8. Mega Punch: Normal, Power 80, Accuracy 216, PP 32. Metronome: Normal, Power 0, Accuracy 256, PP 16. Select a random attack from the game's list of attacks, and perform that attack normally. Mimic: Normal, Power 0, Accuracy 256, PP 16. Replace Mimic with a random move from among your opponent's moves until your Pokemon switches or is KO'd. Minimize: Normal, Power 0, Accuracy 256, PP 32. Increases your Evade modifier by 1. Mirror Move: Flying, Power 0, Accuracy 256, PP 32. Attack with the move most recently used by the opponent. Mist: Ice, Power 0, Accuracy 256, PP 48. Until you switch or are KO'd, if an opponent's move would decrease one or more of your stat modifiers, those modifiers remain unchanged instead. Night Shade: Ghost, Power *, Accuracy 255, PP 24. Reduces opponent's HP by a number equal to your level. Pay Day: Normal, Power 40, Accuracy 255, PP 32. In GB battles, receive P2 times user's level at end of battle. Peck: Flying, Power 35, Accuracy 255, PP 56. Petal Dance: Grass, Power 90, Accuracy 255, PP 32. Strikes for 2 or 3 turns; your decision-making ability during those turns is removed. After those turns, your Pokemon confuses itself. Pin Missile: Bug, Power 14, Accuracy 216, PP 32. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Poison Gas: Poison, Power 0, Accuracy 140, PP 61. Poisons the opponent. Poisonpowder: Poison, Power 0, Accuracy 191, PP 56. Poisons the opponent. Poison Sting: Poison, Power 15, Accuracy 255, PP 56. Probability 76 to poison the opponent. Pound: Normal, Power 40, Accuracy 255, PP 56. Psybeam: Psychic, Power 65, Accuracy 255, PP 32. Probability 25 to confuse the opponent. Psychic: Psychic, Power 90, Accuracy 255, PP 16. Probability 76 to lower opponent's Special modifier by 1. Psywave: Psychic, Power *, Accuracy 203, PP 24. Reduces opponent's HP by a random number, chosen from a field with lower bound 1 and upper bound (UserLevel * 1.5). Quick Attack: Normal, Power 40, Accuracy 255, PP 48. Goes first. Rage: Normal, Power 20, Accuracy 255, PP 32. Your decision-making ability is removed until your Pokemon is KO'd. Whenever the opponent deals damage to your Pokemon, your Attack modifier is increased by 1. Razor Leaf: Grass, Power 55, Accuracy 242, PP 40. Critical Hit odds are multiplied by 8. Razor Wind: Normal, Power 80, Accuracy 191, PP 24. Requires pre-attack setup turn. Recover: Normal, Power 0, Accuracy 256, PP 32. Your Pokemon recovers 50% of its maximum HP. Reflect: Psychic, Power 0, Accuracy 256, PP 48. Until your Pokemon switches or is KO'd, your Defense is doubled. Rest: Psychic, Power 0, Accuracy 256, PP 16. Your Pokemon recovers all HP, and goes to sleep (overwriting any other status). This sleep has a fixed duration of 2 turns. Roar: Normal, Power 0, Accuracy 255, PP 32. In single-player GB battles, end the battle. Otherwise, do nothing. Rock Slide: Rock, Power 75, Accuracy 229, PP 16. Probability 76 to make the opponent flinch. Rock Throw: Rock, Power 50, Accuracy 229, PP 24. Rolling Kick: Fighting, Power 60, Accuracy 216, PP 24. Probability 76 to make the opponent flinch. Sand-Attack: Ground, Power 0, Accuracy 255, PP 24. Lowers the opponent's Accuracy modifier by 1. Scratch: Normal, Power 40, Accuracy 255, PP 48. Screech: Normal, Power 0, Accuracy 216, PP 61. Lowers the opponent's Defense modifier by 2. Seismic Toss: Fighting, Power *, Accuracy 255, PP 32. Reduces opponent's HP by a number equal to your level. Selfdestruct: Normal, Power 130, Accuracy 255, PP 8. Until end of turn, the opponent's Defense is cut in half. Your HP becomes 0. Sharpen: Normal, Power 0, Accuracy 256, PP 48. Raises your Attack modifier by 1. Sing: Normal, Power 0, Accuracy 140, PP 24. Puts the opponent's Pokemon to sleep. Skull Bash: Normal, Power 100, Accuracy 255, PP 24. Requires pre-attack setup turn. Sky Attack: Flying, Power 140, Accuracy 242, PP 8. Requires pre-attack setup turn. Slam: Normal, Power 80, Accuracy 191, PP 32. Slash: Normal, Power 70, Accuracy 255, PP 24. Critical Hit odds multiplied by 8. Sleep Powder: Grass, Power 0, Accuracy 191, PP 24. Puts the opponent to sleep. Sludge: Poison, Power 65, Accuracy 255, PP 32. Probability 76 to poison the opponent. Smog: Poison, Power 20, Accuracy 178, PP 32. Probability 102 to poison the opponent. Smokescreen: Normal, Power 0, Accuracy 255, PP 32. Lowers the opponent's Accuracy modifier by 1. Softboiled: Normal, Power 0, Accuracy 256, PP 16. Your Pokemon recovers 50% of its maximum HP. Solarbeam: Grass, Power 120, Accuracy 255, PP 16. Requires pre-attack setup turn. Sonicboom: Normal, Power *, Accuracy 229, PP 32. Reduces the opponent's HP by 20. Spike Cannon: Normal, Power 20, Accuracy 255, PP 24. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Splash: Normal, Power 0, Accuracy 256, PP 61. Displays "No effect!" on the screen. Spore: Grass, Power 0, Accuracy 255, PP 24. Puts the opponent to sleep. Stomp: Normal, Power 65, Accuracy 255, PP 32. Probability 76 to make the opponent flinch. Strength: Normal, Power 80, Accuracy 255, PP 24. String Shot: Bug, Power 0, Accuracy 242, PP 61. Lowers the opponent's Speed modifier by 1. Struggle: Typeless, Power 50, Accuracy 255, PP 16. For each 2 damage this attack deals, subtract 1 from your Pokemon's HP. A Pokemon whose moves all have 0 PP will use Struggle as though it had infinite PP. Stun Spore: Grass, Power 0, Accuracy 191, PP 48. Paralyzes the opponent. Submission: Fighting, Power 80, Accuracy 203, PP 40. For each 4 damage this attack deals, subtract 1 from your Pokemon's HP. Substitute: Normal, Power 0, Accuracy 256, PP 16. Your Pokemon loses 25% of its maximum HP and gives that HP to a substitute. If an attack would deal damage to a Pokemon that has a substitute, that attack deals damage to the substitute instead. If a Pokemon with a substitute would be inflicted with Sleep, Confusion, Paralysis, Poison, Burn, Freeze, or Leech Seed from an opponent's attack, its status remains unchanged instead. Super Fang: Normal, Power *, Accuracy 229, PP 16. The opponent's Pokemon loses half its current HP, rounded up. Supersonic: Normal, Power 0, Accuracy 140, PP 32. Confuses the opponent. Surf: Water, Power 95, Accuracy 255, PP 24. Swift: Normal, Power 60, Accuracy 255, PP 32. Ignores accuracy and evade modifiers. Can hit Airborne or Underground Pokemon. Swords Dance: Normal, Power 0, Accuracy 256, PP 48. Raises your Attack modifier by 2. Tackle: Normal, Power 35, Accuracy 242, PP 56. Tail Whip: Normal, Power 0, Accuracy 255, PP 61. Lowers the opponent's Defense modifier by 1. Take Down: Normal, Power 90, Accuracy 216, PP 32. For each 4 damage this attack deals, subtract 1 from your Pokemon's HP. Teleport: Psychic, Power 0, Accuracy 256, PP 32. In single-player GB battles, end the battle. Otherwise, do nothing. Thrash: Normal, Power 90, Accuracy 255, PP 32. Strikes for 2 or 3 turns; your decision-making ability during those turns is removed. After those turns, your Pokemon confuses itself. Thunder: Electric, Power 120, Accuracy 178, PP 16. Probability 25 to paralyze the opponent. Thunder Wave: Electric, Power 0, Accuracy 255, PP 32. Paralyzes the opponent. Thunderbolt: Electric, Power 95, Accuracy 255, PP 24. Probability 25 to paralyze the opponent. Thunderpunch: Electric, Power 75, Accuracy 255, PP 24. Probability 25 to paralyze the opponent. Thundershock: Electric, Power 40, Accuracy 255, PP 48. Probability 25 to paralyze the opponent. Toxic: Poison, Power 0, Accuracy 216, PP 16. Poisons the opponent. Until the opponent switches or is KO'd, damage taken by Poison starts at 6.25% and increases by 6.25% each turn, instead of the normal constant rate of 6.25%. Transform: Normal, Power 0, Accuracy 256, PP 16. Until you switch or are KO'd, your Pokemon's species, non-HP stats, and moves become those of the opponent's Pokemon as of the time Transform was used. If any of those moves have more than 5 PP, their PP count for your Pokemon is reduced to 5. Tri Attack: Normal, Power 80, Accuracy 255, PP 16. Twineedle: Bug, Power 25, Accuracy 255, PP 32. Strikes twice within a single turn. Probability 51 to poison the opponent. Vicegrip: Normal, Power 55, Accuracy 255, PP 48. Vine Whip: Grass, Power 35, Accuracy 255, PP 16. Water Gun: Water, Power 40, Accuracy 255, PP 40. Waterfall: Water, Power 80, Accuracy 255, PP 24. Whirlwind: Normal, Power 0, Accuracy 255, PP 32. In single-player GB battles, end the battle. Otherwise, do nothing. Wing Attack: Flying, Power 35, Accuracy 255, PP 56. Withdraw: Water, Power 0, Accuracy 256, PP 61. Raises your Defense modifier by 1. Wrap: Normal, Power 15, Accuracy 216, PP 24. Strikes for 2-5 turns, or until the opponent switches. Neither player may select any moves during this time. : Typeless, Power 40, Accuracy 256, PP N/A. Each turn your Pokemon is confused, it has probability 128 of hitting itself with this attack instead of using any other move. ******************* *205. Variant Play* ******************* If this game was all about L100 battling, why would there exist lower levels? Put those low-level Pokemon to use! Stadium provides three tournaments in which you can do so. Fortunately for you, those tournaments have already been cracked, and you too can reap the benefits of their defeat. First up: Poke Cup. This is arguably the truest test of skill, since the levels are different than what most people are used to, there's a new test of skill provided by the level divide, and there's an automatic restriction against Mewtwo instead of having to enforce a mutual agreement beforehand. Functionally, the same Pokemon that flourish under Prime Cup will do so here, since any moves learned after L50 are either irrelevant or exist in TM form. However, the level split was supposed to get you thinking about the best possible distribution... ...That's already been done. For best results, set two L55s alongside four L50s. Why? --Level 55s get an advantage that 51s and 52s don't. Not only is the stat boost almost 10%, but don't forget that level itself plays a direct role in damage calculation. In the (.4 * L) term, L50, 51, and 52 all return a value of 20. Hence giving each Pokemon a 1-2 level boost provides a net gain of 0 in this respect. L53 and L54 return a 21, and only L55 will give 22 in this term. So the 10% boost is maintained here. On the other hand, the failure of a universal 1-2 level increase to provide any boost in the first term of the damage formula actually knocks those levels' damage increases with respect to L50s down, to 1.9% and 3.8%. On a three-Pokemon team, the edge in total percent advantage over L50s is a full 10% for 55-50-50, but only 9.5% for 52- 52-51. 0.5% doesn't seem like a large advantage at all, but as long as it's better than the other option, why not do it? --Putting your five levels of leeway all into the same Pokemon is known as "efficient resource allocation". To exaggerate the example, let's imagine there's a six-Pokemon tournament where you can use any levels, but the total of your levels can't exceed 110. Who would win: someone who uses a powerful L100 and rounds out the team with irrelevant L2s like Pidgey and Spearow, or someone who believes in the even distribution theory and thus fills the team with levels 18 and 19? I've heard the argument "If your powerhouse goes down, the rest of the team is defenseless." In this case, the even-distributor has a 16-17 level advantage over the allocator's L2s, but in order to bring the powerhouse down just to GET to the L2s, those Pokemon will need to fight into a massive 80+ level disadvantage. Some bad. In a five-level frame, this effect is reduced to the point of near-invisibility, but it's still there. --The reason the 55:50 split is best played 4:2 deals with combinatorics. You'll want to have your three-Pokemon subteam right at the 155-level limit, or else you waste potential resources, which is never good. If there are two L55s, the number of different 155-level teams possible is (1C2)*(2C4) = 2 * 6 = 12. With one L55, it's 1C1 * 2C5 = 10, and with three it's 1C3 * 2C3 = 9. Zero is 0, four is 4, and five on up is illegal (there's no way to construct a 155-level three-Pokemon team out of five L55s and a L50). So two 55s offer the greatest number of reasonable team choices. What to set at L55? Typically, you'll want your team's mainstays to receive all the bonuses they can get. I use Machamp and Chansey at the upper level. Annoyers and specialized Pokemon don't really need the bonus as much, since their job is based on moves and not stats, so put it where it can be exploited most. Next up is Petit Cup. Take a hint from the French here--because there's no ending "e", it's pronounced "puh-TEA" instead of "puh-TEET". Not that you get points from the game for pronunciation, but who ever said Ted Lewis's pronunciation always had to set the standard as the definitive one? Anyway, this is an easy cup to analyze. Only 45 entrants allowed, and perhaps 12 of these will do you any good. Similar to before, the 30-30-25-25-25-25 distribution proves superior. Gastly is an obvious strong point. Not only does it hold the #2 stat total in the Cup (trailing only a much-maligned Omanyte), but it gets Psychic and Thunderbolt, a pair of immunities, Explosion for desperate situations (though I'm not so sure about that Attack...), and an excellent Special to register hits with. High Speed also helps the crit-hit percentage. No team should be without Gastly. Speaking of high Special, Abra's ranks in at #1. Only two Psychics (this and Exeggcute) are eligible here, so one would think their dominance would be lessened, but those that do have obviously never seen L30 Abra in action. Don't sweat not being able to trade back Triplepunches based on a decree of the proletariat, since only Paras and Exeggcute take significantly more damage from a Punch than from Psychic. STAB 95-Special, 90-power, stat-depriving attacks simply hurt. This is one of the Game-Breaking L30s. Neither Snorlax (yay) nor Chansey (HOW COULD YOU???) are eligible for Petit Cup, but another Normal-type simply dominates the tradeback scene: Meowth. Slash would normally be held to L44, but due to the wonders of GSC Eggs, any Pokemon with a gender can acquire any of its level-up moves as early as L5. When you're looking at tied-for-#2 Speed, along with STAB 70-power 99.6-to- critical strikes every turn, it's obvious why tradebacks cross the line when it comes to lower-level cups. Unless, of course, you pulled out that Gastly...but then again, didn't you just see Amnesia on Persian's tradeback list? Along with Thunderbolt as a pure-RBY move? Two more post-RBY Pokemon are viable choices, but these are pre-GSC as well. I'm referring to the Stadium prizes, Amnesia Psyduck and Surfing Rat. Remember that the Clueless Duck can't get Psychic in the same set as Amnesia even under tradeback, so it's not THAT good, but it's still a highly balanced attacker. Pikachu is as fast as Abra and Meowth, and would cover its one and only weakness very effectively--if it weren't for the crap Special. It's still the best format-legal Electric, if only due to the diversity. One final note: Ditto's stats can't support it at L100, but in this Cup, all the opponents have lower base stats. Ditto is now a bit more usable. (If you're playing the most extreme form of Tradebacks, post-11/11, you can outfit the Ditto with such moves as Spore, Confuse Ray, and Recover...but good luck finding an opponent willing to play you.) The great thing about this cup it that teams are customizable. If you have a signature Pokemon among these 45, don't hesitate to use it! Mr. K's favorite team consisted of Koffing, Wigglytuff, Hitmonlee, Psyduck, Butterfree, and Snorlax; I was able to recreate this team in the L25-30 range with striking accuracy (while still keeping it a playable team)! Remember, you don't even use half your team. If you can remain in flavor, that's what the Petit Cup was designed for. As long as you have at least a few Pokemon that hold their own against the field. Last among Stadium's options is Pika Cup. This cup is overrated, unbalanced, and not at all dominated by its namesake the Rat. But far too often do I hear of this as a trouble spot. Here is the Definitive Guide to Beating the Pika Cup, for those who haven't grasped the fundamentals. 1. No Pokemon are explicitly banned from this cup except Mewtwo and Mew. If you somehow sharked a L20 Dragonite or Zapdos, the game would let you use it here. Not that it's a legitimate team for multiplayer battle, but if all you care about is beating the R2 CPU opponents, no one's stopping you. 2. No opponent has more than 78 HP. This means that Dragon Rage will down any opponent in two hits. Try to stock 2-3 team members with D-Rage. 3. Only one Pokemon has the ability to recover faster than 40 damage per turn: Chansey (148 HP at L20, Softboiled recovers 74). Use Chansey if at all possible. 4. Except with Chansey, defense here is too slow and ineffective to be worthwhile. Two four-attack sweepers stand out here: Alakazam with Psychic/Thunderpunch/Fire Punch/Ice Punch, and (for those occasions where tradebacks are banned) Starmie with Surf/Psychic/Thunderbolt/Ice Beam. Pick one and stick to it. 5. Similar to the other cups, ideal level setup is 2 x L20, 4 x L15. I use Chansey and Starmie/Alakazam for the L20 spots, since they're most vital to the team. 6. Make sure your team is as close to maximums if possible. If you have your Shark ready, use it. If not, just stat-drug up, then keep running around the Daycare for about 1000 battles (dropping a Pokemon off at the Daycare reverts its Level Experience to the minimum possible for its level, so you avoid level-up, but Stat Exp. doesn't disappear). Doesn't the $20 option seem much more attractive? 7. Try to make your L15s as impactful as possible. Most Pika Cup matches are decided by the single highest-level Pokemon, meaning they're effectively 1-on- 1. Having a L15 that can compete at five levels down gives you a 2-to-1 advantage. For example, L15 Snorlax is capable of withstanding any HPSA from the L20s listed above, and can go BOOM to deal quite a bit of damage. Meaning that a L20 of your own has a much easier task. Okay, fine. You've tried Nintendo's cups, filled three of your 12 boxes, and are looking for something new to do. Is there anything interesting to do with RBY anymore? Well, I'm not sure how interesting it is (due to a lack of players), but an idea of mine has lurked around for quite a while, and offers something new for us to try. It's called PMPF -- Past Meets Present Format. How does it work? Think of it this way...Tinker around with Stadium 2, an RBY cart, and any GSC carts you may own. Your object is to outfit the RBY cart with a team of your choice, using all available options. When that's done, you take your team and battle with it...in Stadium 2. And no rentals, either. Put another way, it's "battles between RBY teams, with GSC rules." So what does that mean? It means Magneton is a Steel-type Pokemon, Bite is a Dark-type move, there are six stats instead of five, and various moves change effect (both for good and for bad). Interesting new rules to consider. Of course, it's not full-fledged GSC either. Such reliable counters as Hidden Power, Skarmory, and Mirror Coat do not exist yet, so all such weaknesses on your team can't be circumvented with so little thought. You'll have to examine your team extra well. Some relevant rulings about the PMPF: 1. Yes, moves on a Pokemon's GSC list are allowed (as long as they're among the 165 RBY moves, of course). See the editorial on page 24 for why. Also note that the environment is no longer pure RBY; it's inheriting the GSC ruleset. And with that ruleset come the moves (at least the moves that exist on the cartridge's database). 2. Are attached items allowed? Tough call. The reasoning that allows tradeback moves above would also allow items, but the mere mention of Thick Club brings up cries of "Overcentrality!" Furthermore, the moves existed in RBY; the items did not. Whether items are allowed or not is up to you and your group. 3. Mewtwo and Mew are not banned, but are rather level-restricted (just like under the USSR set). Mewtwo's allowed level rises from 83 to 85, mainly because of a shaft in its best stat and best move. Mew stays at 90. With so many players accustomed either to playing pure RBY or pure GSC, adapting to a mixture between the two modes provides an interesting challenge. This, of course, is good for the health of the game. ********************************* *3. GSC Mechanics and Strategies* ********************************* As soon as these games came out, the idea of teamwork in Pokemon was finally given a basis. Lots of other new tricks were granted as well, and old Pokemon were rebalanced by the addition of a sixth stat, and two new types. In fact, in late 2001, steps were taken to ensure that this game would evolve continuously (albeit with minor weekly additions to movesets). Hard to believe that in a month, these games will no longer be current, huh? ************************ *300. Help for Starters* ************************ I already told you, both in 101 and 200, that if you're new to the game, this isn't the right guide for you. I will dedicate a section, albeit a small one, to the players who "want to take the game seriously, but haven't played long enough". The RBY walkthrough took 250 words. This one may be longer--400 is the goal. (Note: The walkthrough covers G/S only; most of Crystal's changes, excluding the Battle Tower, are unnecessary story alteration. And the Battle Tower can effectively be recreated on Stadium. So I didn't buy that game, and I wouldn't advise you to either. Besides, the new Egg moves can simply be Sharked on. As with Yellow, there's little to gain from buying the "story- infused" version.) Now, on with... "The 400-Word Walkthrough!" Get starter--preferably Cyndaquil, then find Mr. Pokemon. Go back to hometown. With expendable Togepi, threaten Bellsprouts, Pidgeys. Go past alphabetic ruins; explore Slowpoke Well; stomp bugs; head for forest with more bugs (win Cut). Pass Daycare to Goldenrod. Pay P0 for bike, visit radio station (win card) and Bill (win Eevee), fight Miltank over and over. Take Squirtbottle to Sudowoodo. Next up to Ecruteak, best Threevees and new companions for Surf. Burned Tower: Cry 'Havoc!' and let slip the dogs of war. Badge 4 across invisible bridge, guarded by Ghosts. Sick and wild Miltanks to west--optional Berry expenditure allows Moomoo Milk. Olivine: empty gym; traverse 6-story lighthouse first. Then cross ocean, disregarding whirlpools; get Secretpotion, Stormbadge, Fly. Back to lighthouse, gym reopens. Burn 'em for quick win. Backtrack to route 42 for next path (to Mahogany). Closed Gym? Ragecandybar? Team Rocket. North to Red Gyarados; pathetic, kill it. Team up with Lance for Rocket Dismantling #2: Poke Mart's a hideout; beware alarm system. Disable it. Cross the 5x7 "minefield"; two leaders to beat. Kill 3 of 6 Electrodes to halt Magikarp mutation. Intervention at gym: spiral through slippery floor. Shock 'n' burn for a badge. But back to Rockets! They retreat to Goldenrod...follow them! Ascend Radio Tower to reach (fake) leader; descend underground. Kill switch guardians, pull 3-2-1. Emergency switch leads to guards, real leader, first Wing. Catch L40 bird (at Tin Tower/Whirl Islands). Ice Path: slippery floor; go right at second for Waterfall. Return to main path, shoving rocks down holes. Blackthorn holds badge #8...after battle AND retrieval of Dragon Fang. Back to New Bark: east to Kanto. Tohjo Falls, Victory Road conceal Indigo. Smash E5, begin adventure 2. Ship goes Olivine-Vermilion. Right for L50 Snorlax. Surge: Cut/Surf to Gym; no switches anymore. Sabrina: walk right in, warp, NW, SW, S. Erika: Cut in, win easily. Janine: navigate tricky walls, real one's in center. Misty: Beat confused Rocket, find Machine Part in Gym, take to Power Plant. Interrupt date, back to Gym. Blaine: pass Diglett's Cave, emerge, Surf down. Cinnabar's destroyed; find Seafoam. Blue: Back to Cinnabar, spot Blue, follow him to Gym. Brock: north through bugless forest, easy kill (get wing for second Legendary). Finally, back to Viridian, left to Route 28. Light up Mt. Silver; beat surprisingly easy Red. Now explore the game's REAL depth. Wow. Only 398 words for a walkthrough of a 2MB game. Of course, the RPG section is considerably smaller than that, and the coverage of the strategy element will cover far more than 398 words--closer to 56,000. But in any case, you should now be devoid of obligations to Pokemon as an RPG. Until RS_ and the 30-something hours it may give you. ******************************************** *301. Factoids, Mechanics, and Calculations* ******************************************** Yes, this is still a mathematical game, and since GSC hold twice as much data as RBY, there's twice as much "complex stuff", right? Right, maybe even more. Time to clear it up. ------------------- |Changes Since RBY| ------------------- 1. Critical Hit changes. The old formula led to too many crit-hits, especially among speedsters like Alakazam. Those games were too degenerate, and one of the ways to balance (or "skill-i-cize") them is to lower the critical percentage. The new formula is best expressed by what I call "Critical Hit Domains". There are five of these in all. Each domain is a set of integers: Domain 1: 0 to 15 Domain 2: 16 to 31 Domain 3: 32 to 63 Domain 4: 64 to 84 Domain 5: 85 to 127 Each move starts out with one active domain (#1; each activation takes the lowest-numbered available domain). Aeroblast, Cross Chop, Crabhammer, Karate Chop, Razor Leaf, Razor Wind, and Slash start with 3. Scope Lens activates an additional domain, as does Focus Energy. Lucky Punch or Stick on the appropriate Pokemon (Chansey/Farfetch'd) activates two domains. Anything that would somehow activate more than 5 domains is ignored. Then, a 1-byte (0-255) random number is chosen, similar to a lottery. If that number falls into an active Critical Hit domain, up goes the x2 bonus. So Slash is now even less likely to score a critical than any of Mewtwo's, Jolteon's, Aerodactyl's, or Electrode's unadulterated attacks in RBY. Some bad. 2. New type chart: D e f e n d e r T y p e N F F B G R G P F W I E G P D S D O T L U R C H O I T C L R S R T R R G Y G D K O I R R E C S Y G L K NOR 1 1 1 1 1 1/2 0 1 1 1 1 1 1 1 1 1/2 1 FTG 2 1 1/2 1/2 1 2 0 1/2 1 1 2 1 1 1/2 1 2 2 A FLY 1 2 1 2 1 1/2 1 1 1 1 1 1/2 2 1 1 1/2 1 t BUG 1 1/2 1/2 1 1 1 1/2 1/2 1/2 1 1 1 2 2 1 1/2 2 t GRD 1 1 0 1/2 1 2 1 2 2 1 1 2 1/2 1 1 2 1 a RCK 1 1/2 2 2 1/2 1 1 1 2 1 2 1 1 1 1 1/2 1 c GHO 0 1 1 1 1 1 2 1 1 1 1 1 1 2 1 1/2 1/2 k POI 1 1 1 1 1/2 1/2 1/2 1/2 1 1 1 1 2 1 1 0 1 e FIR 1 1 1 2 1 1/2 1 1 1/2 1/2 2 1 2 1 1/2 2 1 r WTR 1 1 1 1 2 2 1 1 2 1/2 1 1 1/2 1 1/2 1 1 ICE 1 1 2 1 2 1 1 1 1/2 1/2 1/2 1 2 1 2 1/2 1 T ELC 1 1 2 1 0 1 1 1 1 2 1 1/2 1/2 1 1/2 1 1 y GRS 1 1 1/2 1/2 2 2 1 1/2 1/2 2 1 1 1/2 1 1/2 1/2 1 p PSY 1 2 1 1 1 1 1 2 1 1 1 1 1 1/2 1 1/2 0 e DRG 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1/2 1 STL 1 1 1 1 1 2 1 1 1/2 1/2 2 1/2 1 1 1 1/2 1 DRK 1 1/2 1 1 1 1 2 1 1 1 1 1 1 2 1 1/2 1/2 3. Banishment of the 99.6 Rule. That's right, it's GONE! DEAD! NONEXISTENT! This is more balanced turf...and also more stable. No one will ever again have the ground shake from under them, ruining an otherwise-guaranteed hit, and if you do, then I suggest you Thief the opponent's Brightpowder. Of course, it took quite a while to demonstrate this change. The default assumption was that the rule was unchanged since RBY, hence the fact that simulators such as GSBot continue supporting 99.6 to this day. And until July 2002, no one ever bothered to perform the 10,000-some trials needed to prove the rule's repeal beyond a reasonable doubt (and Meowth346 finally closed the case with ROM-based evidence). Even then, until the publication of this guide, it was a highly arcane fact. But in any case, now you know. 4. Alterations of the moves and stats. Back in RBY, the use of Blizzard was defensible, since its "accuracy-influenced power" was still higher than any other usable move. But now, it's just a Thunder with Paralysis replaced by Freeze and half the PP. No good. And Psychic, to restore balance, had its stat reduction occurrences cut by 67%, and it only lowers Special D. That's the other big change. As you should be aware, one Special stat doesn't exactly allow for offense/defense variations there. So obviously, they split it up to demonstrate that GAMEFREAK cares about a strategy game. This also helps achieve balance: Mewtwo's Special D drops 128 from RBY level, Chansey's SA loses 140, and Machamp's SD gains 40 (in fact, all Fighting-types made an improvement here). This also allows them to shaft Amnesia. And need I mention that Shuckle would never have seen the light of day if it weren't for the Special split? 5. A second coloration of all Pokemon. This alternate coloring is known as "shiny", "rare", or in my case, "a waste of time". Basically, if a Pokemon's DVs are (0) 2/10/10/10, (8) 3/10/10/10, (0) 6/10/10/10, (8) 7/10/10/10, (0) 10/10/10/10, (8) 11/10/10/10, (0) 14/10/10/10, or (8) 15/10/10/10, it somehow manages to exude a metallic aura, even though its stats are at least 44 points away from maximum, and may be as many as 84 off. Why do these Pokemon even exist? Just another gimmick for the little kids...never mind that means I have to convert more players. Ah, the power of Nintendo. By the way, the X in the damage formula now combines 12 multipliers. It's officially large enough to be called "The Composite of Extra Little Somethings". Each multiplier has default value 1. 1. Type1 = The type matchup of Attack Type (if called for) against Opponent's Type 1. 2. Type2 = The type matchup of Attack Type (if called for) against Opponent's Type 2 (if different than Type 1). If opponent's Type 1 and Type 2 are the same, this is 1. 3. STAB = 1.5 if Attack Type (if called for) matches either user's Type 1 or Type 2. 4. Item = 1.1 if Item is of variety Type Boost and Item Boost Type matches Attack Type (if called for). 5. Sunny Day = If weather is Sun, 1.5 if attack has type Fire, 0.5 if attack has type Water. 6. Rain Dance = If weather is Rain, 1.5 if attack has type Water, 0.5 if attack has type Fire or is named "Solarbeam". 7. Pursuit = 2 if opponent's action for turn is "Switch" and if move is named "Pursuit". 8. Dig = If opponent's status is Underground, 2 if attack is named "Earthquake" or "Magnitude", 1 if attack is named "Fissure", 0 if attack is named anything else. 9. Fly = If opponent's status is Airborne, 2 if attack is named "Gust" or "Twister", 1 if attack is named "Thunder", 0 if attack is named anything else. 10. Minimize = 2 if opponent's Evade modifier is greater than 0, if Minimize is responsible for at least one point on evade modifier, and if move is named "Stomp" 11. Critical Hit = 2 if a random 8-bit number falls into an active Critical Hit Domain. 12. Random Number = (217 + randInt(0,38)) / 255 Fun indeed. ----------------------------------------- |Zen and the Art of Pokemon Reproduction| ----------------------------------------- It had to come at some point. A 6-page-long talk explaining, among other things, why you can leave two Pokemon alone and end up with three in the end. More accurately, it explores what notions of "DNA" were programmed into the game, the secret of knowing exactly how the hatchling will turn out from any given parents, and what the penalty for Pokemon incest is. Cover your eyes and repeatedly tap the PageDown button (20 times) if this is too sensitive or mature a subject for you; no one else will know. On the flip side, you'll be the one to miss out on game-defining knowledge. First things first, leave two Pokemon at the day-care center outside Goldenrod. If they're compatible species, just give them long enough, and... Wait a minute! Did I hear "how can I check for compatibility?" This calls for a chart. Each Pokemon has an 8-bit "egg group" number, which should be interpreted as two consecutive 4-bit hex digits. Two Pokemon are compatible as long as they share at least one digit in common, and that digit is not 0, D, or F. Also, Ditto (FF), being the player that it is, can do anyone that doesn't have a 0 or F. (Note: Less-evolved Pokemon take the same numbers as their grown-up forms, except when otherwise listed.) Venusaur 1 7 Charizard 1 E Blastoise 1 2 Butterfree 3 3 Beedrill 3 3 Pidgeot 4 4 Raticate 5 5 Fearow 4 4 Arbok 5 E Pichu 0 0 Raichu 5 6 Sandslash 5 5 NidoranF 1 5 Nidorina 0 0 Nidoqueen 0 0 Nidoking 1 5 Cleffa 0 0 Clefable 6 6 Ninetales 5 5 Igglybuff 0 0 Wigglytuff 6 6 Crobat 4 4 Vileplume 7 7 Bellossom 7 7 Parasect 3 7 Venomoth 3 3 Dugtrio 5 5 Persian 5 5 Golduck 2 5 Primeape 5 5 Arcanine 5 5 Poliwrath 2 2 Politoed 2 2 Alakazam 8 8 Machamp 8 8 Victreebel 7 7 Tentacruel 9 9 Golem A A Rapidash 5 5 Slowbro 1 2 Slowking 1 2 Magneton D D Farfetch'd 4 5 Dodrio 4 4 Dewgong 2 5 Muk B B Cloyster 9 9 Gengar B B Steelix A A Hypno 8 8 Kingler 9 9 Electrode D D Exeggutor 7 7 Marowak 1 1 Tyrogue 0 0 Hitmonlee 8 8 Hitmonchan 8 8 Hitmontop 8 8 Lickitung 1 1 Weezing B B Rhydon 1 5 Blissey 6 6 Tangela 7 7 Kangaskhan 1 1 Kingdra 2 E Seaking C C Starmie D D Mr. Mime 8 8 Scizor 3 3 Smoochum 0 0 Jynx 8 8 Elekid 0 0 Electabuzz 8 8 Magby 0 0 Magmar 8 8 Pinsir 3 3 Tauros 5 5 Gyarados C E Lapras 1 2 Ditto F F Vaporeon 5 5 Jolteon 5 5 Flareon 5 5 Espeon 5 5 Umbreon 5 5 Porygon2 D D Omastar 2 9 Kabutops 2 9 Aerodactyl 4 4 Snorlax 1 1 Articuno 0 0 Zapdos 0 0 Moltres 0 0 Dragonite 2 E Mewtwo 0 0 Mew 0 0 Meganium 1 7 Typhlosion 5 5 Feraligatr 1 2 Furret 5 5 Noctowl 4 4 Ledian 3 3 Ariados 3 3 Lanturn C C Togepi 0 0 Togetic 4 6 Xatu 4 4 Ampharos 1 5 Azumarill 2 6 Sudowoodo A A Jumpluff 6 7 Sunflora 7 7 Yanma 3 3 Quagsire 2 5 Murkrow 4 4 Misdreavus B B Unown 0 0 Wobbuffet B B Girafarig 5 5 Forretress 3 3 Dunsparce 5 5 Gligar 3 3 Granbull 5 6 Qwilfish C C Shuckle 3 3 Heracross 3 3 Sneasel 5 5 Ursaring 5 5 Magcargo B B Piloswine 5 5 Corsola 2 9 Octillery 2 C Delibird 2 5 Mantine 2 2 Skarmory 4 4 Houndoom 5 5 Donphan 5 5 Stantler 5 5 Smeargle 5 5 Miltank 5 5 Raikou 0 0 Entei 0 0 Suicune 0 0 Tyranitar 1 1 Lugia 0 0 Ho-oh 0 0 Celebi 0 0 Also note that, even if the Pokemon share a group number, if the Defense DVs and last 3 bits of the Special DVs are identical, the game sees that as a key the Pokemon are directly related (read on and you'll know why). Meaning that if they were to breed, it would be considered incest. Now, given that the target audience for the game (as Nintendo sees it) is around 8, this game tries to teach them some morals. One of them is that "incest is wrong", and the best way to teach that is to make said "procedure" impossible. The alpha Machamp can't rape its daughter Machop (but change one DV, and...) Also, if you always shark everything (including stats), you probably have few to no Pokemon who were hatched from Eggs. Nonetheless, the security measure prevents any two max-statters from breeding. Okay, you've seen the chart, and picked out two Pokemon that share a number and don't share DVs. Simply bike up and down Goldenrod, waiting for an egg (there's a formula that can tell how long you need to wait for an egg to appear, but it's based on random numbers and is of little consequence). Once you have the egg, bike up and down Goldenrod some more, until it hatches. This might take as little as 1280 steps (for Magikarp) or 10240 steps (for Dratini). But in any case, now you have your L5! And the parents, after all that running around, received an EXP point for each step you traveled! Of course, with enough information, you can tell what the hatchling will be even before you pick up an egg. Everything has to be consistent with DNA. Step 1. Reduce the mother's species (or father's, in case of a one-night stand with Ditto) to its lowest evolutionary level. (Exception - When NidoranF is used, the odds are 50-50 that the Egg's Pokedex number will increase by 3, for NidoranM.) You now know the species. That was easy! Step 2. Throw out a random 4-bit number. This becomes the Attack DV. Step 3. Use the Attack DV to calculate gender based on--you guessed it-- ANOTHER CHART! If the DV is lower than the Species Gender Number, the Pokemon will be female. Otherwise, it's male. -1 is the neutered group. Table of numbers: 0: Tyrogue, NidoranM, Tauros 2: Bulbasaur, Charmander, Squirtle, Eevee, Snorlax, Chikorita, Cyndaquil, Totodile, Togepi, Omastar, Kabutops, Aerodactyl 4: Growlithe, Machop, Elekid, Magby, Abra 8: anything not listed 12: Cleffa, Vulpix, Igglybuff, Corsola, Snubbull 16: NidoranF, Miltank, Chansey, Kangaskhan, Smoochum -1: Magnemite, Voltorb, Staryu, Porygon Good. You now know which symbol appears after the level. Step 4. Now to find the other three stats. Use the parent with gender opposite that of the to-be-hatchling (or Ditto, if it's used). Transfer that parent's Defense and Special DVs down. Then, there's a 50-50 check that the Special DV will be offset by 8 (lower or higher, whichever has room). Finally, another purely random 0-15 number is used for Speed DV. Step 5. Stats are dealt with; on to moves. Here's the basic procedure for setting up moves: A. Begin with the hatchling's natural L5 move list. Assign any moves there to the lowest-numbered positive unoccupied element of the list "move1", "move2", "move3"... (hereafter called "MOVES".) B. Create a 4-element "Inheritance List" (IL) that starts out blank. C. Perform the first undone task of "GetLevelMoves", "GetEggMoves", and "GetTMMoves". If all are done, end the process. D. If an element of MOVES with number 5 or greater is defined, decrement each element's number by 1. Repeat this process until it is no longer true. E. If an element of MOVES with number 0 or less is defined, it ceases to exist. Repeat this process until it is no longer true. F. Go back to step C. Task: GetLevelMoves 1. Search both parents' current movesets for any move that appears in both. 2. Put all such moves on the IL. 3. For each move in the IL, scan the baby's level-up move list. If the move appears on that list, and is not currently in MOVES, put that move into the lowest-numbered positive unoccupied element of MOVES. Task: GetEggMoves 1. Erase the IL. 2. Copy the father's current moveset to the IL. 3. For each move in the IL, scan the baby's Egg move list. If the move appears on that list, and is not currently in MOVES, put that move into the lowest-numbered positive unoccupied element of MOVES. Task: GetTMMoves 1. Erase the IL. 2. Search the father's current moveset for any TM moves (only the 50 from GSC count; the 36 RBY-exclusive TMs don't pass), HM moves, or (in Crystal) Flamethrower, Ice Beam, and Thunderbolt. Put those moves on the IL. 3. For each move in the IL, scan the baby's TM compatibility list. If the move appears on that list, and is not currently in MOVES, put that move into the lowest-numbered positive unoccupied element of MOVES. Now you have the finished product. Do with it as you wish. After all, the mother and father will never know--they're stuck at a Daycare Center that takes their minds off of what you're doing with their Egg. Maybe they'll level up or something. ------------- |House Rules| ------------- I must say, GAMEFREAK did a better job at checking interactions this time around. So the game has a bit more merit. But it still isn't perfect, and any Pokemon game that continues to infuse RPG play into its selling point will necessarily have some optimum Pokemon or team. So once again the community of players has introduced their own rules into the system. And just like the equivalent section in chapter 2, you can send in an editorial about the relative necessity of each rule, and it'll appear in the section at the end! 11/11 LOOPHOLE CLOSURE "Sporing Mewtwo? Spiking Blissey? I don't know what the hell you're playing, but it sure isn't Pokemon. Sketching a move by a Pokemon that isn't naturally a Smeargle should be illegal." LEGEND BAN "A select few Pokemon overcentralize the game. Dismiss Mewtwo, Mew, Lugia, and Ho-oh from this courtroom. If I'm not doing drugs, ban Celebi as well. If I am, ban Snorlax. By the way, how many times does that guide tell us not to do drugs?" SPECIES LIMIT "Six Machamps? Bo-ring. Why don't you try diversifying?" SLEEP RESTRICTION "Come on! I'm already asleep! Isn't two simultaneous Spores a little excessive?" EVADE BAN/RESTRICTION "Remove those DTs and Minimizes immediately! I don't want to be here all day!" ONE-HIT KILL BAN "This is Pokemon, not Craps. Fissure, Horn Drill, and Guillotine are simply out of place in this game." HIDDEN POWER SHUTDOWN "Wait just a minute. It would take an average of 9,000 hours to catch a Raikou with that perfect Hidden Power and to determine that it has it. Clearly that wasn't meant to happen. Remove that move from the team." ITEM CLAUSE "We're the game makers, and we can say what we want! Don't use multiples of items!" POKECENTER BAN "What the hell is Nintendo smoking? These Pokecenter moves are simply there to get us to visit their shop, and no one's allowed to escape that place until they buy $100 of Nintendo products. I am NOT going to New York City, and such geographical discrimination against players must not exist in this game." **EDITORIALS** 1 editorial(s) so far. Me, 2003/01/31: "Just like RBY, Evasion and Instant Kills are simply ways of keeping the game interesting. DT ban in particular is a way of undermining one of the few good defensive strategies, and a game without defense is a game not worth playing. Also as before, Mewtwo and its newfound friends Lugia and Ho-oh are simply there to function as the pinnacle of RPG gameplay. Try to send them into the strategy game and they come out 160 stat points above everyone else, and with excellent move possibilities to boot. Such an exponential separation of power levels does nothing but destroy this game (by centralizing and cutting down severely on the number of viable options). Of course the 11/11 loophole needs closing. Actually, only the 1/13 loophole really needs closing. As of 11/11, only Mew and Ditto could run rampant. Mew is already banned, and Ditto is about as good with 243 moves as Smeargle is. You don't see Smeargle bans everywhere, do you? Just issue errata saying that for moveset construction, Transform is an off-limits move for Metronome, and we'll be fine. Item Clause, as unfounded as it is, can still be fun. Think of it as a variant of the game that forces you to actually think about attached items instead of 'Leftovers, Leftovers, Leftovers...' It doesn't need to be the only form of battle, but it would be nice to see battles where Item Clause is on as well as those where it's off. Hidden Power is NOT to be banned. Who cares if the odds are completely absurd that stats yield just the right HP type? They're just as absurd to be fully maximized, and you don't see anyone hesitate to slap those stats on. It's a move that puts more complexity into the game than just playing types...which is good for the health of this game. Banning of Pokecenter moves is totally and completely unnecessary. Think of it as a continual source of game evolution. As soon as the folks at the Center decide to give away a move, everyone with an English-language cart is officially entitled to Shark the move onto the Pokemon in question, and it becomes legal. After all, how do you think the Center gives the Pokemon with those moves to you? The same way they give you Mew or Celebi. If one person can use a mechanic, anyone can. That's basically all that needs saying. On to the next subsection." ----------------- |What's My Item?| ----------------- The game is about more than Pokemon and moves now. With Gold and Silver, a new aspect of battling came into play: held items. Each Pokemon can hold one item, and it's up to you to figure out how to make the most of that item. Hopefully you should know about most of these items, but this is needed for completeness. EXPENDABLE ITEMS: Berry: At end of turn, if your Pokemon is missing either half or 128 of its HP, destroy Berry and add 10 to your Pokemon's HP. Berry Juice: At end of turn, if your Pokemon is missing either half or 128 of its HP, destroy Berry Juice and add 20 to your Pokemon's HP. Gold Berry: At end of turn, if your Pokemon is missing either half or 128 of its HP, destroy Gold Berry and add 30 to your Pokemon's HP. Mint Berry: At end of turn, if your Pokemon is Asleep, remove that condition and destroy Mint Berry. Przcureberry: At end of turn, if your Pokemon is Paralyzed, remove that condition and destroy Przcureberry. Psncureberry: At end of turn, if your Pokemon is Poisoned, remove that condition and destroy Psncureberry. Burnt Berry: At end of turn, if your Pokemon is Frozen, remove that condition and destroy Burnt Berry. Ice Berry: At end of turn, if your Pokemon is Burned, remove that condition and destroy Ice Berry. Bitter Berry: At end of turn, if your Pokemon is Confused, remove that condition and destroy Bitter Berry. Miracleberry: Concatenation of Mint Berry, Przcureberry, Psncureberry, Burnt Berry, Ice Berry, and Bitter Berry. Mysteryberry: At end of turn, if any of your moves have 0 PP, add 5 PP to that move and destroy Mysteryberry. Berserk Gene: Whenever your Pokemon becomes active, raise its Attack modifier by 2, confuse it, and destroy Berserk Gene. Outlook - Because these items are destroyed as soon as they get used, they have a natural disadvantage. First things first, do not use the health- restoring berries. The next item up for review is like having one of those berries EVERY TURN...and it even works when you're at 90% health. Miracleberry seems to render the six above it completely worthless, but in fact it can actually make sense to play Mint Berry in certain cases (when using Rest, which will wipe out pointless burn and poison while restoring all your HP, instead of simply expending the berry on those pointless conditions without getting a chance to recover HP). Finally, Berserk Gene is primarily a "fun" item, occasionally found on Baton Pass-heavy teams as a zero-turn Swords Dance. Confusion be damned. CONTINUOUS ITEMS: Leftovers: At end of turn, your Pokemon recovers 6.25% of its maximum HP. Quick Claw: At the beginning of each turn, probability 60 to increase your Speed by 1024 until end of turn. Brightpowder: All opponents' attacks which could cause damage or a change in status or stat modifiers of your Pokemon have their accuracy reduced by 20. Scope Lens: Each of your attacks uses an extra Critical Hit Domain. Focus Band: If an opponent's attack would deal damage to reduce your Pokemon's HP to 0 or less, probability 30 to make that attack reduce its HP to 1 instead. King's Rock: Whenever you use a damage-dealing attack that can't change status or stat modifiers, probability 30 to make the opponent flinch. Outlook - These six are the most valuable choices in the game (well, except for a certain specialized item...). Leftovers is the go-to item of the game, and unless you can find a very good reason to use something else, just tack it on. One of those reasons is "durability so low that Leftovers never has a chance to do anything", in which case Scope Lens, Focus Band, and/or King's Rock are defensive items with a much better chance of saving your Pokemon. Quick Claw helps when you need to go first in order to really do anything (e.g. Sporing Parasect), and Scope Lens can usually be thought of as an average power boost of 6.25%, for those Pokemon that need every possible bit of "oomph" they can get. BOOST ITEMS: Pink Bow: Type Boost - Normal Polkadot Bow: Type Boost - Normal Black Belt: Type Boost - Fighting Sharp Beak: Type Boost - Flying Silverpowder: Type Boost - Bug Soft Sand: Type Boost - Ground Hard Stone: Type Boost - Rock Spell Tag: Type Boost - Ghost Poison Barb: Type Boost - Poison Charcoal: Type Boost - Fire Mystic Water: Type Boost - Water Nevermeltice: Type Boost - Ice Magnet: Type Boost - Electric Miracle Seed: Type Boost - Grass Twistedspoon: Type Boost - Psychic Dragon Fang: Type Boost - Dragon Metal Coat: Type Boost - Steel Blackglasses: Type Boost - Dark Outlook - In case you didn't know, THESE ITEMS ARE BAD. DON'T USE THEM. New players are quick to flock to the type boosts because they like to take a proactive stance, and these are the only proactive items available (except possibly Quick Claw and the specialized items). It's almost as though the items are dealing damage! However, considering that a typical attack only does around 100 damage, the item is paying off just 10 per turn. Leftovers usually pays off 20 or more each turn, even when you aren't using the one specific attack. The only times when Type Boosts are desirable is when accompanying a detonation (in which case they contribute a lot more than 10 damage) or if there's a situation which expects to come up frequently, and in which your attack would deal 90-99% damage if it weren't for the item (the best known example is Machamp with a Cross Chop on Blissey, where 10% means the difference between a 1,400-damage Counter and a broken egg). SPECIALIZED ITEMS: Thick Club: (Cubone) (Marowak) Attack stat is always doubled. Light Ball: (Pikachu) Special Attack stat is always doubled. Metal Powder: (Ditto) Defense and Special Defense stats increased by 50%. This boost lasts even after Transforming. Stick: (Farfetch'd) Each of your attacks uses two extra Critical Hit Domains. Lucky Punch: (Chansey) Each of your attacks uses two extra Critical Hit Domains. Outlook - These items are so good that you'd be insane to use the target Pokemon with anything BUT its specialized item. Unfortunately, with one important exception (press PageDown 18 times to read about it), those Pokemon all suck. Okay, maybe Ditto doesn't suck if you're playing on your own, but why would anyone use an unevolved Pikachu? Or Chansey (considering this is GSC)? Chansey isn't exactly streamlined for taking advantage of Critical Hits anyway. And Cubone...well, it's pointless since its evolution also gets a x2 boost from the same item. ---------------------------------- |Everyone's Favorite Complexities| ---------------------------------- Yes, this is the subsection for which I wasted my time, so you don't have to. Some of it will help you play the game, while the rest is only worth memorizing if you want to be mistaken for a humanoid robot. Which, as I can attest to, isn't that bad. **1. A Not-So-Hidden Power** Unmistakably the most complex move in the game, what does Nintendo say it does? "Changes type and power with the Pokemon using it." True, that's about as good as you can get for a 2-line explanation, but their failure to disclose the true formula in any document ever published by the company only leads me to believe that Nintendo doesn't care about the strategy element of this game (only the money). To think, I'm typing up over 200 pages about the secrets of a game, for no money, yet the companies that get millions of dollars from the franchise have no plans for such a guide, and probably despise me for making one. So for those of you who didn't know, here is... "Hidden Power Made Easy!" Contrary to the implications given by the game's two-line explanation, Hidden Power (abbreviated HP in this section, but make sure you can differentiate Hidden Power from Hit Points in any given context) is not a species-dependent effect. It's actually a DV-dependent effect, so to know what you'll get, first go find DVs. With enough trial and error, and access to the stat formula (see page 11 for that one), you could eventually determine HP with certainty for any Pokemon L50 or above, and for a few cases below that. But the easiest to discern are L50 and 100. Make sure the Stat Exp. is either 0, maximized (63 L100 points; 31 at L50), or drugged (40 L100; 20 L50). Or, if you have every bit of Stat Exp. documented, use int((sqrt(E - 1) + 1) / 4) and you could make it work for any number. Then, it's time to figure out DVs. Use L100 maximums for Attack, Defense, Speed, and a Special stat. Add 5 to each and halve them (rounding down) if you're using L50, subtract half the Stat Exp. point correspondence (this gives the starting point), and write down your stat. Next, write two columns of numbers: one with the starting point, and the other at 15 (the DV). Until the stat column gives the same number as your current stat, scratch out both numbers, subtract 1 from the DV, and subtract 2 (for L100) or 1 (for L50) from the stat. Once the figures are the same, the number in the DV column represents the true DV. Repeat for the other stats. (You can then find the Hit Points DV as described in 201.) Now the DVs can give the HP specifics. Start with a power of 321/2. If the Attack DV is 8 or more, add 20 to the power. If the Defense DV is at least 8, add 10. Repeat for Speed (+5) and Special (+21/2). Then, if the Special DV is even, subtract 1/2 from the power, and if half the Special DV (rounded down) is even, subtract 1. Now disregard any 1/2 that may be left in the power. Congratulations, you now have the strength of your HP. If it's outside of the 31-70 range, you've done something wrong and need to redo the calculations. For type, take your Attack DV, and "mod-4" it. In other words, divide by 4 and look only at the remainder. Multiply that number by 4. Next, mod-4 the Defense DV and add to the previous result. You'll get a number from 0 to 15, and then it's a simple chart to find the type: 15 = Dark 14 = Dragon 13 = Ice 12 = Psychic 11 = Electric 10 = Grass 9 = Water 8 = Fire 7 = Steel 6 = Ghost 5 = Bug 4 = Rock 3 = Ground 2 = Poison 1 = Flying 0 = Fighting Finally, note that Normal is the only type missing, yet it's always what HP's type is shown as for the game interface. This is because Hidden Power only takes its calculated type during your own turn and only on turns when it's used; it's Normal at all other times. All this means is that HP can always be Countered, and never Mirror Coated, regardless of type; and that Conversion and Conversion2 see it as a Normal attack. **2. Open Up This Present** Based on the explanation Nintendo gives you, Present seems a lot like a more powerful, riskier, Triple Kick. 40 power a hit, up to 3 hits (but all are merged into one), but you just might give the opponent a break equivalent to 3-4 Leftovers turns. But as you may know, the people who make "official" guides have other games to write for, so they don't give complete, accurate observations. What if I told you that a Chansey could use Present to kill a Kingdra in one hit, despite a 95-level disadvantage? With no illegal means used either way? It's true. No one knows how it happened, or whether it was intentional, but Present's method of damage calculation uses completely different variables than any other attack (at least for GS in-game and link battles). L - Instead of level, this now calls up the Type Number of the opponent's second type: Normal = 0 Fighting = 1 Flying = 2 Poison = 3 Ground = 4 Rock = 5 Bug = 7 (yes, 6 really is skipped) Ghost = 8 Steel = 9 Fire = 20 (big gap for Physical/Special separation) Water = 21 Grass = 22 Lightning = 23 Psychic = 24 Ice = 25 Dragon = 26 Dark = 27 Remember, for mono-typed Pokemon, Type 2's number is the same as Type 1's. A - This one's simple. Instead of attack, A is now the constant number 10 (ten). P - One that's not glitched! P is the roulette wheel it's correctly reported to be. 40 (40.23%), 80 (30.08%), 120 (9.77%), or ignore the damage formula completely and give back some HP (19.92%). D - This is the Type Number of your own second type. For Blissey (the Pokemon who first brought fame to Present's glitch), as well as other Normal-types, this gives them a Defense of 0; then it becomes 1 instead. Raichu is the worst Present user around, giving the opponent a 23 Defense against your 10 Attack. And the type multiplier step is applied twice. For a Normal move, all that means is that Rock and Steel are x1/4 instead of x1/2. Of course, the programmers are more intelligent than the company that hired them. Upon being informed of this glitch, they decided to make the move work properly in Crystal, and it does. Ditto for Stadium 2. But Fanha, operator of the GSBot and hated by everyone, is still oblivious to the thought of updating his system with the revised Present. Likewise, I'm still oblivious to the thought of using that program, and so should you. **3. Time Travel...Impossible? Ha!** Have you ever noticed the cart's internal clock running slow? Did you want to try and fix it without spending $20 for a Gameshark? Are you a fan of complex calculations done for no apparent reason? Enter the time change code. If you need to correct the clock time, or simply hijack someone else's quest for the Sunkern they need to complete the Pokedex, this procedure lets you do that. Who knows why they'd put a feature in if it's password-protected with a password no one was supposed to know (except for the people who could simply mess around with the variables directly), but it sure is fun to outsmart the programmers. To access the password screen, go to the title screen and hit Down-B-Select. You'll be asked for a password (unless you're playing Crystal, in which case nothing happens and this is TRULY a waste of time). So what's the password? Looks like you need to get out of this screen, and go back to the game. Look for three things: -Your money held -Your trainer name -Your ID No. At this point, write down a 0. This is your starting count. Start with trainer name, since it's easiest to translate. Only the first five letters count. Anyway, write down each of those letters, and translate it to a number based on this chart (can you tell I like to use charts?) 0 80 127 127 + numeric value of letter (A = 1, B = 2...) ( 154 ) 155 : 156 ; 157 [ 158 ] 159 159 + numeric value of letter e 186 ' 224 (PK) 225 (MN) 226 - 227 ? 230 ! 231 239 240 241 . 232 or 242 / 243 , 244 245 246 + number You may have recognized this chart from the Missingno. section. But it still holds true in GS. (Note that if the name is 4 characters or less, the will be in the 5 that count, and must be accommodated for. Everything after that is , which doesn't add to the count.) Look up each of the first five characters on the chart, adding the value to the count each time. As an example, my Gold trainer name is (PK)MASTER = 225 + 140 + 128 + 146 + 147 = 786. Next, find your ID No. It's a 16-bit variable that gets added to the count, but not directly. First you have to break it up into the 8-bit segments. The easiest way to do this is to divide the number by 256, ending with an integer and a remainder. Each one in turn gets added to the count. Going back to my file, the ID is 19857 = hex 4D91, split into 4D and 91 (hex transfer is a quick way of performing the division once you know how). h4D = d77, h91 = d145. Adding both to 786 gives 1008. Third and finally, you need to know how much money you hold. Money is a 24- bit variable, and each of the three bytes is added individually. So divide by 65536, separate into integer and remainder. Take the remainder, divide by 256, and find both parts again. There are now three numbers, and add them all to the count to arrive at your final password. My money held will always be P444,444, which is hex 06C81C. Again using the short method, take the 1008 and add 06 (6), C8 (200), and 1C (28). Total is 1242. The highest possible sum of the target bytes is 2550, yet they provide 5 digits with which to enter a password. Why? For no other reason than to decrease the odds that a random, uneducated guess will be right. Digit 1 will always be a zero, so in my case I enter 01242 and proceed to warp back to 2:02 PM on Friday or any other time I wish. Did that get your brain going? I hope so. **4. The 700...er, 800...no, 900...1000 Club?** Speaking of changing times, there was a time when Marowak was considered a weakling. All stats inferior to Sandslash, some exclusive moves that didn't live up to expectations, and not even a Rock Slide to hit Flyers (though it did get Ice Beam, its Special was even worse than Attack). The GSC designers saw this, and targeted Marowak for improvement. How could this be done? Well, yes, they did pump its Special D by 60. All that did was prevent any perfect-accuracy special attack from scoring a guaranteed KO, even with items. But there were a few spare item values that were undefined. Most of them would remain undefined until the end, but I guess there were just too many for the programmers' liking. The revelation they had to make is "How should we make a Pokemon better, given we can't change any RBY stats except for one Special, and have to stay in- flavor?" Someone found the answer: Pokemon-exclusive items. Useless when held by just about anyone, but in the hands of the right Pokemon, you get a nice bonus. And they don't get much nicer than x2 Attack. Combine the x2 Attack with Rock Slide and (as of Crystal) Swords Dance, and what happens? Marowak used Earthquake! Pikachu took 18 damage! "What's going on?" was the universal cry of the players. Pikachu has one of the worst Defense stats known to man (or to Pokemon), and that's a Marowak with +2 Attack modifier and an ADDITIONAL x2 from the Club! How can it still have 93% health left? The answer? A mixture of truncation and circumvention. As you may recall from page 13, stat modifiers have no effect after the target stat reaches 999. However, the Thick Club is NOT a stat modifier. It calculates the stat after modifiers have been applied, and multiplies it by 2. Furthermore, no countermeasure was taken to prevent the Thick Club from breaking this rule. So Thick Club can indeed cause Marowak's Attack to go into 4-digit land. Now, what can go wrong with a 4-digit attack? It has to do with how the GB computes damage from stats. Yes, the A term is still the Attack stat for Earthquake, Rock Slide, and any of Marowak's other physical attacks (unlike with a certain OTHER attack, Present, just two explanations above this one). However, it's not ALL of the attack stat. Because the Game Boy was a horribly slow system compared to the N64, PlayStation, Dreamcast, and other systems of the day, the programmers needed to make formulas like damage calculation as efficient as possible. One of the ways of doing this is by transferring fewer bits. Technically, 16 bits are allotted to each stat (because GB variables could only be allocated in increments of 8 bits). But in order to speed things up, the game only looks at the last 10 bits of Attack and Defense. This makes sense, because no stat was supposed to increase beyond 999, and 999 = BIN 1111100111, which fits in 10 bits. However, when a Marowak uses Swords Dance, while holding a Thick Club, attack is 258 x 2 x 2 = 1032. That's binary 10000001000, which is 11 bits. What happens when the GB tries to send that? It sends only the last 10, which have a total value of 8. An 8-Attack Pokemon isn't going to do much...just ask Shuckle. So for a while, the word on the street was "don't use Swords Dance with Marowak" and "if you face a Marowak, Swagger to make its Attack reset". Yet there is a way around this poor planning. Two ways, in fact. First is simply to use Stadium 2 as the battle medium. N64 is fast enough that it doesn't matter whether 10 or 16 bits are transferred, and word of this "glitch" had gotten out prior to the game's release, so the programmers decided to go ahead and use all 16. You can safely Swords Dance on Stadium without risking reset. The second way is much more elegant, player-developed, AND usable on GB. The figure for a maximum-stat Swords Dance is 1032. If it were just nine points lower, the stat would fit in the requisite 10 bits. If only there were a way to lower Marowak's Attack... ...There is. Who ever said you needed maximum stats? Lowering the DV by one is worth 8 points after Swords Dance and Thick Club. So in order to get at least 9 points lower, the Attack DV needs to be lowered by two, to 13. Swords Dance from that will make the Attack a nice, safe 1016 (1111111000). Mmmm, donuts. It works because Marowak's maximum Attack (258) is so close to a power of two that simple DV alteration can reduce the number of binary bits needed to express the number. (Coincidentally, that 13 Attack DV just happens to work with Marowak's most beneficial Hidden Power type, Bug. And it doesn't knock down the Hit Points at all, either. NickWhiz1's discovery of this fact threw the community into a "Metagame Summer".) Wow. A page and a half just to describe one item. I know I could do better, but you don't want to have to read through mindless clutter, do you? Mindful clutter...now that's a different story. Unfortunately, there's only one subsection left in 301. **5. November Eleventh: The Day of Our Discontent** At this point in Pokemon's history, groundbreaking discoveries are a true rarity. I'm sure that everyone who ever checks one of the game's many message boards is looking for something new every day. And on November 11, 2002, one such discovery was made that nearly threw our game into oblivion. The idea: Transform into a Smeargle (which had to have at least one true attack) with Mew or Ditto (this is easiest to pull off through Mystery-Gifting and the Trainer House), then kill it using whatever attack the Smeargle had. Next, out comes a Pokemon with whatever attack you want. Wait for it to use the attack, then Sketch it...and once the battle ends, Sketch's permanent effect overrides Transform's temporary effect. Wow, what a sequence just to get one move. Later that day, the theory was proven true, and word spread like a lit cigarette at a gas station. (Don't do drugs.) The entire community was on DEFCON-1, trying to figure out how to protect their game from complete uselessness. Eventually, everyone just decided that this was a mechanical interaction on the level of Missingno. Just like everyone bans L237 Mewtwo from link battles, this Transform trick (which earned the name "Mewtation" by those looking to slap a nametag on it) is only a novelty, and would not be tolerated in multiplayer battles. So we were at peace for a while. If nothing else, the game could go on. But it's not over! Ever since the creative minds started going to work, one question remained burning. In an old list of moves compiled by Meowth346, Transform was not among the moves which Metronome was incapable of hitting! Was this simply a misprint, or do another twenty Pokemon get a chance to be super-Smeargles? (Note: Mimic was discounted quickly, incapable of calling either Transform or Sketch). We waited over two months--until January 13th of the current year--until this problem was finally resolved by Donald Theriault (author of the guide which serves as chief competition to the one you're reading). Not surprisingly, it was decided in favor of "Metronome DOES have a 1:242 chance of hitting Transform", and you can figure out what that means. The Day of Our Discontent expanded to--you guessed it--The Winter Of Our Discontent. But then, chaos reigned once again, as though the sequence which was played out just two months before simply did not exist! Maybe it was the ability to spread all those moves to more than just two Pokemon. Maybe it was an influx of players who had never heard about the 11/11 round. Either way, it was an important lesson in exploring the game. Eventually, something like this comes up, and we're left to determine whether "spirit of the game" happens to have any ethical standing at all. ---------------- |Gameshark Help| ---------------- Move Modifier: 01xx2CDA (first), 01xx2DDA (second), 01xx2EDA (third), 01xx2FDA (fourth) Key for xx: 00 - 01 - Pound 02 - Karate Chop 03 - Double Slap 04 - Comet Punch 05 - Mega Punch 06 - Pay Day 07 - Fire Punch 08 - Ice Punch 09 - Thunderpunch 0A - Scratch 0B - Vice Grip 0C - Guillotine 0D - Razor Wind 0E - Swords Dance 0F - Cut 10 - Gust 11 - Wing Attack 12 - Whirlwind 13 - Fly 14 - Bind 15 - Slam 16 - Vine Whip 17 - Stomp 18 - Double Kick 19 - Mega Kick 1A - Jump Kick 1B - Rolling Kick 1C - Sand-Attack 1D - Headbutt 1E - Horn Attack 1F - Fury Attack 20 - Horn Drill 21 - Tackle 22 - Body Slam 23 - Wrap 24 - Take Down 25 - Thrash 26 - Double-Edge 27 - Tail Whip 28 - Poison Sting 29 - Twineedle 2A - Pin Missile 2B - Leer 2C - Bite 2D - Growl 2E - Roar 2F - Sing 30 - Supersonic 31 - Sonicboom 32 - Disable 33 - Acid 34 - Ember 35 - Flamethrower 36 - Mist 37 - Water Gun 38 - Hydro Pump 39 - Surf 3A - Ice Beam 3B - Blizzard 3C - Psybeam 3D - Bubblebeam 3E - Aurora Beam 3F - Hyper Beam 40 - Peck 41 - Drill Peck 42 - Submission 43 - Low Kick 44 - Counter 45 - Seismic Toss 46 - Strength 47 - Absorb 48 - Mega Drain 49 - Leech Seed 4A - Growth 4B - Razor Leaf 4C - Solar Beam 4D - Poisonpowder 4E - Stun Spore 4F - Sleep Powder 50 - Petal Dance 51 - String Shot 52 - Dragon Rage 53 - Fire Spin 54 - Thundershock 55 - Thunderbolt 56 - Thunder Wave 57 - Thunder 58 - Rock Throw 59 - Earthquake 5A - Fissure 5B - Dig 5C - Toxic 5D - Confusion 5E - Psychic 5F - Hypnosis 60 - Meditate 61 - Agility 62 - Quick Attack 63 - Rage 64 - Teleport 65 - Night Shade 66 - Mimic 67 - Screech 68 - Double Team 69 - Recover 6A - Harden 6B - Minimize 6C - Smokescreen 6D - Confuse Ray 6E - Withdraw 6F - Defense Curl 70 - Barrier 71 - Light Screen 72 - Haze 73 - Reflect 74 - Focus Energy 75 - Bide 76 - Metronome 77 - Mirror Move 78 - Selfdestruct 79 - Egg Bomb 7A - Lick 7B - Smog 7C - Sludge 7D - Bone Club 7E - Fire Blast 7F - Waterfall 80 - Clamp 81 - Swift 82 - Skull Bash 83 - Spike Cannon 84 - Constrict 85 - Amnesia 86 - Kinesis 87 - Softboiled 88 - Hi Jump Kick 89 - Glare 8A - Dream Eater 8B - Poison Gas 8C - Barrage 8D - Leech Life 8E - Lovely Kiss 8F - Sky Attack 90 - Transform 91 - Bubble 92 - Dizzy Punch 93 - Spore 94 - Flash 95 - Psywave 96 - Splash 97 - Acid Armor 98 - Crabhammer 99 - Explosion 9A - Fury Swipes 9B - Bonemerang 9C - Rest 9D - Rock Slide 9E - Hyper Fang 9F - Sharpen A0 - Conversion A1 - Tri Attack A2 - Super Fang A3 - Slash A4 - Substitute A5 - Struggle A6 - Sketch A7 - Triple Kick A8 - Thief A9 - Spider Web AA - Mind Reader AB - Nightmare AC - Flame Wheel AD - Snore AE - Curse AF - Flail B0 - Conversion2 B1 - Aeroblast B2 - Cotton Spore B3 - Reversal B4 - Spite B5 - Powder Snow B6 - Protect B7 - Mach Punch B8 - Scary Face B9 - Faint Attack BA - Sweet Kiss BB - Belly Drum BC - Sludge Bomb BD - Mud-Slap BE - Octazooka BF - Spikes C0 - Zap Cannon C1 - Foresight C2 - Destiny Bond C3 - Perish Song C4 - Icy Wind C5 - Detect C6 - Bone Rush C7 - Lock-On C8 - Outrage C9 - Sandstorm CA - Giga Drain CB - Endure CC - Charm CD - Rollout CE - False Swipe CF - Swagger D0 - Milk Drink D1 - Spark D2 - Fury Cutter D3 - Steel Wing D4 - Mean Look D5 - Attract D6 - Sleep Talk D7 - Heal Bell D8 - Return D9 - Present DA - Frustration DB - Safeguard DC - Pain Split DD - Sacred Fire DE - Magnitude DF - Dynamicpunch E0 - Megahorn E1 - Dragonbreath E2 - Baton Pass E3 - Encore E4 - Pursuit E5 - Rapid Spin E6 - Sweet Scent E7 - Iron Tail E8 - Metal Claw E9 - Vital Throw EA - Morning Sun EB - Synthesis EC - Moonlight ED - Hidden Power EE - Cross Chop EF - Twister F0 - Rain Dance F1 - Sunny Day F2 - Crunch F3 - Mirror Coat F4 - Psych Up F5 - Extremespeed F6 - Ancientpower F7 - Shadow Ball F8 - Future Sight F9 - Rock Smash FA - Whirlpool FB - Beat Up Wild Pokemon species modifier: 01xxEDD0 Key for xx: Hex representation of the Pokedex number (much easier than the RBY list, don't you think?) Wild Pokemon level modifier: 01xxFCD0 Party Pokemon 1 stats: 01xx35DA: HP Stat Exp. 1 01yy36DA: HP Stat Exp. 2 01xx37DA: AT Stat Exp. 1 01yy38DA: AT Stat Exp. 2 01xx39DA: DF Stat Exp. 1 01yy3ADA: DF Stat Exp. 2 01xx3BDA: SP Stat Exp. 1 01yy3CDA: SP Stat Exp. 2 01xx3DDA: SA/SD Stat Exp. 1 01yy3EDA: SA/SD Stat Exp. 2 01xy3FDA: AT/DF DVs 01zt40DA: SP/SA/SD DVs. (For Stat Exp., xx is multiplied by 256, then added to yy) DV Keys: x - 4-bit Attack DV y - 4-bit Defense DV z - 4-bit Speed DV t - 4-bit Special DV (handles both Special stats) Item quantity 1: 01xxB9D5 (change the B9 to BB for the second item, BD for the third, etc. adding 2 each time) Item type 1: 01xxB8D5 (change the B8 to BA for the second item, BC for the third, etc. adding 2 each time) Key for xx: 01 - Master Ball 02 - Ultra Ball 03 - Brightpowder 04 - Great Ball 05 - Poke Ball 06 - TERU-SAMA 07 - Bicycle 08 - Moon Stone 09 - Antidote 0A - Burn Heal 0B - Ice Heal 0C - Awakening 0D - Parlyz Heal 0E - Full Restore 0F - Max Potion 10 - Hyper Potion 11 - Super Potion 12 - Potion 13 - Escape Rope 14 - Repel 15 - Max Ether 16 - Fire Stone 17 - Thunderstone 18 - Water Stone 19 - TERU-SAMA 1A - HP Up 1B - Protein 1C - Iron 1D - Carbos 1E - Lucky Punch 1F - Calcium 20 - Rare Candy 21 - X Accuracy 22 - Leaf Stone 23 - Metal Powder 24 - Nugget 25 - Poke Doll 26 - Full Heal 27 - Revive 28 - Max Revive 29 - Guard Spec. 2A - Super Repel 2B - Max Repel 2C - Dire Hit 2D - TERU-SAMA 2E - Fresh Water 2F - Soda Pop 30 - Lemonade 31 - X Attack 32 - TERU-SAMA 33 - X Defend 34 - X Speed 35 - X Special 36 - Coin Case 37 - Item Finder 38 - TERU-SAMA 39 - Exp. Share 3A - Old Rod 3B - Good Rod 3C - Silver Leaf 3D - Super Rod 3E - PP UP 3F - Ether 40 - Max Ether 41 - Elixir 42 - Red Scale 43 - Secretpotion 44 - S.S. Ticket 45 - Mystery Egg 46 - TERU-SAMA 47 - Silver Wing 48 - Moomoo Milk 49 - Quick Claw 4A - Psncureberry 4B - Gold Leaf 4C - Soft Sand 4D - Sharp Beak 4E - Przcureberry 4F - Burnt Berry 50 - Ice Berry 51 - Poison Barb 52 - King's Rock 53 - Bitter Berry 54 - Mint Berry 55 - Red Apricorn 56 - Tinymushroom 57 - Big Mushroom 58 - Silverpowder 59 - BLU Apricorn 5A - TERU-SAMA 5B - Amulet Coin 5C - YLW Apricorn 5D - GRN Apricorn 5E - Cleanse Tag 5F - Mystic Water 60 - Twistedspoon 61 - WHT Apricorn 62 - Black Belt 63 - BLK Apricorn 64 - TERU-SAMA 65 - PNK Apricorn 66 - Blackglasses 67 - Slowpoketail 68 - Pink Bow 69 - Stick 6A - Smoke Ball 6B - Nevermeltice 6C - Magnet 6D - Miracleberry 6E - Pearl 6F - Big Pearl 70 - Everstone 71 - Spell Tag 72 - Ragecandybar 73 - TERU-SAMA 74 - TERU-SAMA 75 - Miracle seed 76 - Thick Club 77 - Focus Band 78 - TERU-SAMA 79 - Energypowder 7A - Energy Root 7B - Heal Powder 7C - Revival Herb 7D - Hard Stone 7E - Lucky Egg 7F - Card Key 80 - Machine Part 81 - TERU-SAMA 82 - Lost Item 83 - Star Dust 84 - Star Piece 85 - Basement Key 86 - Pass 87 - TERU-SAMA 88 - TERU-SAMA 89 - TERU-SAMA 8A - Charcoal 8B - Berry Juice 8C - Scope Lens 8D - TERU-SAMA 8E - TERU-SAMA 8F - Metal Coat 90 - Dragon Fang 91 - TERU-SAMA 92 - Leftovers 93 - TERU-SAMA 94 - TERU-SAMA 95 - TERU-SAMA 96 - Mystery Berry 97 - Dragon Scale 98 - Berserk Gene 99 - TERU-SAMA 9A - TERU-SAMA 9B - TERU-SAMA 9C - Sacred Ash 9D - Heavy Ball 9E - Flower Mail 9F - Level Ball A0 - Lure Ball A1 - Fast Ball A2 - TERU-SAMA A3 - Light Ball A4 - Friend Ball A5 - Moon Ball A6 - Love Ball A7 - Normal Box A8 - Gorgeous Box A9 - Sun Stone AA - Polkadot Bow AB - TERU-SAMA AC - Up-Grade AD - Berry AE - Gold Berry AF - Squirtbottle B0 - TERU-SAMA B1 - Park Ball B2 - Rainbow Wing B3 - TERU-SAMA B4 - Brick Piece B5 - Surf Mail B6 - Litebluemail B7 - Portraitmail B8 - Lovely Mail B9 - Eon Mail BA - Morph Mail BB - Bluesky Mail BC - Music Mail BD - Mirage Mail BE - TERU-SAMA BF - TM 01 - Dynamicpunch C0 - TM 02 - Headbutt C1 - TM 03 - Curse C2 - TM 04 - Rollout C3 - TM 04 - Rollout (yep, #2) C4 - TM 05 - Roar C5 - TM 06 - Toxic C6 - TM 07 - Zap Cannon C7 - TM 08 - Rock Smash C8 - TM 09 - Psych Up C9 - TM 10 - Hidden Power CA - TM 11 - Sunny Day CB - TM 12 - Sweet Scent CC - TM 13 - Snore CD - TM 14 - Blizzard CE - TM 15 - Hyper Beam CF - TM 16 - Icy Wind D0 - TM 17 - Protect D1 - TM 18 - Rain Dance D2 - TM 19 - Giga Drain D3 - TM 20 - Endure D4 - TM 21 - Frustration D5 - TM 22 - Solar Beam D6 - TM 23 - Iron Tail D7 - TM 24 - Dragonbreath D8 - TM 25 - Thunder D9 - TM 26 - Earthquake DA - TM 27 - Return DB - TM 28 - Dig DC - TM 28 - Dig (again) DD - TM 29 - Psychic DE - TM 30 - Shadow Ball DF - TM 31 - Mud-Slap E0 - TM 32 - Double Team E1 - TM 33 - Ice Punch E2 - TM 34 - Swagger E3 - TM 35 - Sleep Talk E4 - TM 36 - Sludge Bomb E5 - TM 37 - Sandstorm E6 - TM 38 - Fire Blast E7 - TM 39 - Swift E8 - TM 40 - Defense Curl E9 - TM 41 - Thunderpunch EA - TM 42 - Dream Eater EB - TM 43 - Detect EC - TM 44 - Rest ED - TM 45 - Attract EE - TM 46 - Thief EF - TM 47 - Steel Wing F0 - TM 48 - Fire Punch F1 - TM 49 - Fury Cutter F2 - TM 50 - Nightmare F3 - HM 1 - Cut F4 - HM 2 - Fly F5 - HM 3 - Surf F6 - HM 4 - Strength F7 - HM 5 - Flash F8 - HM 6 - Whirlpool F9 - HM 7 - Waterfall FF - (Note: The TERU-SAMA is simply a filler name given to slots with no defined item, much like Missingno. was a filler Pokemon in RBY. Attaching one to a Pokemon changes it to a random item, usually a Berry.) Experience Points: 01xx32DA, 01yy33DA, 01zz34DA (xx multiplied by 65536, yy multiplied by 256, zz not multiplied; maximum values needed for L100 are 13, 12, D0) *********************** *302. Pokemon Analysis* *********************** Once again, it's time to play the role of Simon Cowell, and determine which Pokemon absolutely suck. 139 competitors are trying out this time, and in the end, there can still be only six. Ultimately, you the players will have to decide, but I'll lead you in the right direction. Venusaur: The other five starters all have Earthquake. Venusaur doesn't, and this is one of the many reasons it comes off worse than the rest. Part of this has to do with weaknesses to Fire, Psychic, Ice, AND Flying. It's also degraded by the absolute screw-over of its former best attack (Razor Leaf). Poor versatility hurt it as well. All this conspiring against a Pokemon that wasn't very viable in the first place? Regardless of what the scales of justice may say or think, Venusaur won't get much use in GSC. Maybe wait for RS_. Charizard: The Dragon That Wasn't just continues to get more versatile, proving that kids know at least one good Pokemon. Still able to use Flamethrower, Earthquake, and Rock Slide, Charizard adds to that Ancientpower (AP boost is usually an instant win), Dragonbreath (somewhat worthless, but at least it's more usable than Outrage), Wing Attack (now that it has usable power), Hidden Power (yes, everyone can use that, but that doesn't stop me from mentioning it), and most recently Crunch (another boon for the 316 SA). Charizard is still the most versatile Fire-type that isn't casually banned, and is capable of competing with Ho-oh in that regard! But there's still the trouble of Fire-Flying types, although the transition eliminated the Ice weakness. Try it as a temporary sweeper. But Typhlosion should do you better. Blastoise: As a select Pokemon that gets both Counter and Mirror Coat (albeit not simultaneously), Blastoise is far more usable than fellow double-reflector Wobbuffet. For one, both defensives are good (which seems to contradict the purpose of reflecting, but keep in mind that the high stats enable it to SURVIVE enough to use the move). For two, you can outfit Blastoise with Surf, Ice Beam, and/or Earthquake. And for three, it beats Feraligatr. It even beats Zapdos in a guessing game--much like Suicune, only easier to find. Butterfree: Just plain bad. Bug/Flying is a worthless type combo, and to add insult to (lots of) injuries, it doesn't have any of the boutique tricks that make Scyther the one viable unevolved Pokemon. It's simply an inferior Jumpluff, (gasp) Venomoth, or even Smeargle. Somebody eliminate this sorry excuse of a Pokemon from the game code, and replace it with something good. Beedrill: The Bug-type that's truest to the name is abhorred by the fact that it doesn't get Megahorn, and that the only decent Bug move you can use with it is Hidden Power. Beedrill's other type also got a power move (Sludge Bomb), and this one is actually on the compatibility list, but remember--Poison is only super effective on one type, which is already covered by Bug! But ironically enough, Beedrill gets stomped by the other types that Bug hits for double against (STAB Psychic; Houndoom's Flamethrower; Tyranitar's Ancientpower). And it's for that reason that Beedrill is once again condemned to uselessness. Pidgeot: The basic flier, as usual, has no tricks to pull off. And it doesn't even have the necessary brute force to win without said tricks. So in conclusion, if you only learn three things from this guide, remember: 1} Oxygen is good, 2} competition is bad, and 3} I like Jell-O. If that's too much to remember, take out #2. Or take out all three, and replace them with "Pidgeot sucks". Raticate: Even with Smeargle, Raticate is still the best Super Fang user. But look out--the Normal Rat still has nothing else to run off except that one move. Standard Normal attacks did get better (mainly due to the happiness- dependent moves), so I suppose you COULD build a four-move set for Raticate. Fearow: All I have to say is that it won't beat Dodrio. Heck, it would have a hard time dealing with Pidgeot. For one, Mirror Move is too weak to do anything useful (and even Pidgeot gets it). Not only is Fearow slower than Dodrio, but it doesn't get the broken ability to use Flail. Come to think of it, can Fearow even Haze? Can it do ANYTHING good? No. Arbok: If anything, Poison got worse in this game, so Arbok's mirror-match advantage of Earthquake is trivial. However, the move shines because of all the Fire, Electric, and Steel running around today. Glare is identical in every relevant way to Stun Spore, so it's worth a try. Because Poison is so bad for attacking, treat Arbok as though it were a Normal-type, except that it's weak to Psychic and to its favorite attack. And no, Glare isn't an attack. Raichu: Raichu's still the "outside contender" of Electrics. Sure, it picks up Rain Dance, which both allows it to use Thunder (although, when you think of Rain Dance as a missed Thunder, it takes 4 turns to make up for the use as opposed to continuous Thunderbolts) and lets Surf deal more than the pittance of damage it normally got in the early days. But if anything, Raichu is the big LOSER among Electrics over the transition. Why? Hidden Power. Now other Pokemon (with more staying power) have a way to counter the Ground weakness. So now the overgrown rat has no standout stat AND no standout move, which ensures its permanent burial. As does the poor reputation it gets by evolving from Pikachu (which is still bad, even with a x2 item). Sandslash: Several years ago, Sandslash was enjoying an upper-level job with decent pay. Life was good. But then, a New Economy Representative named Marowak arrived on the scene, and took the whole company by storm. Sandslash became a pariah to the entire corporate world, and everyone wondered whether the fad started by Marowak would ever end. Well, Sandslash has decided to take action. Join the "We Hate Marowak" club, and Sandslash will reward you with...well, compared to what Marowak can give you, I don't think this club is worth it after all. Stick with the improved bonehead. Nidoqueen: Whichever Nintendo employee decided that Nidoqueen should get Lovely Kiss, they picked the wrong Pokemon. Nidoqueen's move compatibility list is already very high, and giving it an effective Sleep Powder will be ignored by most. It may be a Ground-type, which is more valued than before due to the needed counter for Electrics, but there are better Earthquake users (especially since Nidoqueen is weak to the move itself). Nidoking: As usual, Nidoking is almost identical to Nidoqueen--it even picked up Lovely Kiss at the same time in Nintendo's Great Giveaway--but the stat alignment divides potential NidoRoyalty sets into two categories. Nidoqueen wants the attempted tank sets and Fissure/Horn Drill/Rest/Sleep Talk, while Nidoking gets to sweep (though it's the only one of the pair that gets Amnesia, that move is better suited as a tradeback). However, both have fairly mediocre stats. But immunity to Toxic and T-Wave? If only people actually USED those disablers anymore, I'd give more thought to these. Nothing's stopping you from using the NidoRoyalty on a fun team. Nothing's stopping you from using them in a competitive team for that matter, except the desire to win. Clefable: The "physically inclined Chansey" gets, among other things, another move that makes it more like Chansey itself: Moonlight. Only half the PP of Softboiled, but with Sunny Day tossed in, the healing potential is the same (why Sunny Day would help a move called Moonlight is beyond me). Either Sunny Day or the more recently discovered Belly Drum leads to an abusive Clefable, so catch two. Ninetales: Back during RBY, Ninetales had the diversity edge over the other version-specific Fire, even if it was only due to Confuse Ray. Now, Arcanine gets Crunch and a fairly, um...arcane, attack in Extremespeed. Meanwhile, what new does Ninetales get? Not much, and pure Fire isn't exactly the best candidate type for receiving Hidden Power. And it now trails Arcanine by a full 100 points in total stats. Did Ninetales grab its own tail, thereby putting a 1000-year curse on itself, or is there some other secret dealing I'm unaware of? Wigglytuff: At the risk of angering the Almighty God Mr. K, Wigglytuff sucks. It's basically the beggar off the streets, stealing qualities of Clefable, Snorlax, and Blissey. However, it somehow ended up with all the BAD qualities of those Pokemon. Hey, it could be worse...Wiggly could end up in prison for such thievery. No wonder the K-Tuff is always depicted in a black ski mask. Vileplume: It's about time Vileplume got Razor Leaf--too late, in fact. Its old favorite, Petal Dance, also takes a hit (losing 20 power). And the latest option, Giga Drain, only has 8 PP. Is someone TRYING to shut the type down once and for all? Because if they are, there's nothing the Grass-types can do about it. Especially not the Grass/Poisons, and even so Venusaur has an extra 90 points in stats over the other two. At least Vileplume now has a "bail- out" counterpart, Bellossom, a Pokemon with only one type, joining the revolt bandwagon started by Tangela. Parasect: Parasect feels Sandslash's pain. That's right, it was also put out of a job in GSC. Back when Parasect was the only Pokemon that could throw around 255-accuracy Sleep, there was a reason to use it. Nowadays, Spore has a much faster user--Smeargle, of all things, a Pokemon whose stats are supposed to suck. Well, it outclasses Parasect by 100 points in Speed. And doesn't have the three W4s either (actually, Parasect magically lost the Poison weakness over the years--let's all celebrate). Parasect's only use now is to give Spore to a Pokemon it knows will use the move better. Parasite indeed. Venomoth: The worst BP'er of them all? Probably. For one, the Bug-Poison type (combining the two worst in the game) puts Venomoth in chains from the get-go. And I don't mean BP chains, either. The only realistic BP material is Curse and DT, the universal TMs, and if you disregard the SA (which Venomoth doesn't really need) it's just a bad Scyther. Kill it. Dugtrio: A change in move mechanics rendered this Pokemon much worse. Back in the beginning, Dugtrio was the game's best OHKO user. That was back when it was based on speed. Now, with Rhydon just as likely to hit a Fissure as Dugtrio, the poor defensive stats shine through and Dugtrio's foundation falls to (under?) the ground. Such is the cost of having only one decent stat. Persian: Remember several years back in the WCW when Chris Jericho was touting himself as a "Conspiracy Victim"? Well, Persian may as well do the same. 1) Now that the Critical Hit system is based on domains, instead of fractions of Speed, the ability to crit-hit with Slash is reduced by 74.6%. 2) Persian is no longer the best Normal-type Slash user: a new Pokemon, Ursaring, has a 358 Attack with which to use the move. 3) Pokemon as a whole have become more resistant to physical attacks; the average damage of a critical-hit Slash against every fully-evolved Pokemon has dropped by over 1.5% since RBY. I guess Giovanni simply neglected his cat too much, and the rest of the species followed in unison. Golduck: This Pokemon picks up Psychic now, which replaces its ruined Amnesia. (Common point of knowledge: Psychic and Amnesia can't coexist.) Statwise, Golduck picks up 30 in SA (11.63% of an Amnesia), which is poor compensation indeed. And Cross Chop, while capable of a whopping 372 damage on Blissey (52%? What shall I do?), is too situational to count as additional compensation. Golduck just got a pink slip from a low-level job--proof that not everyone can succeed in an economy. Primeape: Once again, one is left to wonder why Primeape even exists. It's like Machamp, only less powerful, less durable, and without Earthquake. The extra speed makes little difference (except that it's guaranteed to outrun Blissey, which could Counter back the Cross Chop--at least Machamp has an automatic kill). Primeape has to compete with the HitmonFighters just to get into an Underused team. Arcanine: The first Pokemon legally able to get Extremespeed (remember, Smeargle can't get it until Arcanine already has it), Arcanine demonstrated that the move was good (especially with 318 Attack) as the experimental specimen, so that it can be given safely to Pokemon like Dragonite. (Note: Extremespeed is best used with Curse, whose drawback is completely negated by the move.) Another huge factor in The Unknown Dog's rise to success is Crunch, which not only gives itself (and Flamethrower) more "oomph" with time, but equates to a pair of additional type advantages. Poliwrath: As beginners to Stadium 2 might say, "Poliwrath is the most broken Pokemon ever!" Tip #1: Mind Reader's effect is cancelled when you switch. Counter-Tip #1: Poliwrath can learn Whirlpool. Random Fact #1: Whirlpool's accuracy is a mere 70%. Tip #2: Switch to a Flyer first turn, before Whirlpool, and Fissure can't hit. Counter-Tip #2: Poliwrath can learn Ice Beam. Random Fact #2: Ice Beam does just 81% to Jumpluff. Get the picture? That's what's called a metagame. And Poliwrath appears to be on the losing end of it. Alakazam: Wasn't this the #3 Pokemon in the world of three years ago? Yes. Where is it now? Probably around #43. Why? Three things. Two more type weaknesses (Dark and Ghost), a 100-point drop in SD, and the complete shaft of the Psychic move. Instead of repeatedly halving the opponent's offensive AND defensive capabilities concurrently with a hapless beatdown, nowadays Psychic doesn't hamper the opponent's counterattacking capability at all, and gets an average of just 1-2 defensive drops throughout its PP span. Granted, it does get to diversify with the triple punches now, but except for Dark-types and W4 hits, the advantage of a weakness is only minor (about 10% more than Psychic). Machamp: When Machamp was given a much-needed GSC boost, the "Physical vs. Special" scale was tilted to correct the RBY imbalance. However, it may be tilted so much as to cause an imbalance the other way. Special Defense +40-- now it's GUARANTEED to survive a Mewtwo's Psychic, even with Twistedspoon backing. Cross Chop--Chansey can evolve all it wants, but it now has to deal with the threat of a one-hit, non-detonation kill. Light Screen--make that TWO Mewtwo Psychics, or pseudopassing if you prefer that tactic. Type chart-- Cross Chop gets double damage against BOTH new types. Fighters are supposed to be as good as any other type, and now they are. At least Machamp is. Victreebel: Along with Muk, Victreebel is now that co-holder (with Muk) of the Game's Strongest Poison Attack, and nowadays it's actually worth something: 41% to Blissey! Special A hasn't changed, but as with Vileplume, the usefulness of its moves has, for the worst. Special D HAS changed...-80 points. So much for surviving one turn from Moltres. And Victreebel doesn't even have the bail-out option that Vileplume has. Being a Blue player sure does suck... Tentacruel: The "Makeshift Suicune" is clearly not the best idea, based on that nickname alone. But in lower-level Cups, where Suicune is either banned or can't get the Coat, Tentacruel is a suitable replacement. There's a Ground weakness, but Tentacruel can wipe that out in one Barrier. Like Suicune, it survives Thunders by both Zapdos and Pikachu. But unlike Suicune (and this time for the better), 'Cruel gets a quick kill on Mewtwo. It uses Psychic, Tentacruel survives by about 100 HP. Mirror Coat...500 damage...instant kill from 22 UPS points down. (UPS doesn't mean "FedEx rival" in this context--go read 305.) But that's a highly situational, and highly predictable, plus. In practice, stick to Suicune if possible. Golem: Golem didn't gain any significant new moves, but a change in mechanics makes an old one viable. Explosion's power increased from 170 to 250 (and remember, it gets doubled for an effective gain of 160), meaning Golem can now Explode and kill Mewtwo. Or quite a few other Pokemon. But unfortunately, it's just that--a one-time-use explosion--so use it wisely. If you can, that is. Good luck setting up a Trap-Paralyze-BP to Golem. Rapidash: I feel a need to paraphrase Bill O'Reilly's take on rice cakes, so I'll do that now. "Bad. There is no excuse for using Rapidash at any time. No matter what they say, you are using burnt embers. Deficiency. Crap. This must have been designed for another game, and mistakenly got labeled as a Pokemon." Slowbro: Since Amnesia was screwed over in this series (for good reason), Slowbro needs to adapt beyond the 'Tobybro' set. It does pick up a new move (Belly Drum) that offers a big change, but wasn't Slowbro supposed to be defensive? I think there's a reason the Slowpoke family can learn Curse naturally. Maybe it's not on par with Snorlax, but neither is Furret. Magneton: More resistances than any other Pokemon, but Magneton's second type also makes it W4 to the incredibly common Earthquake. The Special loss came in Defense, so it can now try to thwart the weakness with 338-SA Rain Dance/Hidden Power, but Magneton is once again plagued by a low Speed, and will have trouble preparing this. If you want strong Special attacks, at least Moltres has a less exploitable W4. Farfetch'd: Still bad, and the "hopeful improvement" given to it by the Stadium 2 Squad wasn't much. Farfetch'd can BP out Swords Dance and Agility, but so can Scizor...and the metallic one actually has a base stat above 65. Endure-Flail here is nothing compared to Dodrio. Suckiness is topped by Magikarp...or is it? Dodrio: One of only three things that gets STAB on Flail, and the only one that sports an Attack high enough to kill Starmie with it in the absence of modifiers. In reality, Flail is all Dodrio is good for now (along with the occasional Drill Peck for Ghosts), but the recent craze demonstrates that such a move, on 298 Attack, is more than enough to work well. Passing in some Attack boosts, a 1-HP Flail will kill all non-Ghosts except Rhydon (by 3 HP) and Steelix. Dewgong: It's still an inferior Lapras. Both get Perish Song, and Dewgong's not nearly as well suited to use it. Dewgong also gets Safeguard...but once again, Lapras matches it. Is there anything Lapras can't do, but Dewgong can? Well, there is...Peck. Could there be a more useless "counter" to a Grass weakness? Muk: Now that the strongest Poison attack is stronger than 65 power, Muk can actually do some decent damage now. Muk easily survives any Psychic shot (barring some strange Growth boost), but unfortunately it can't capitalize like Tentacruel can. At least it's better than Weezing. I'm sure most of us would take a 198-speed Explosion over a 218-speed D-Bond. Cloyster: Over the break, Cloyster was originally transformed into a one-way Shuckle. Bad HP, good Defense stat...but the other Defense stat, down 80. Whoops, KO'd before you could get off a single hit. Things got better in Crystal, where Cloyster could become a Spiker, but that bad SD limits it to being a "two-turn" Spiker--after Spikes are down, it won't live long enough to do anything except go BOOM. Needless to say, the Attack stat remains the same since RBY. And Explosion's 48% markup means that even the two-turn appearance can make an impact. Gengar: Hmm...what can the original Ghost do now? Like Misdreavus, it can Perish Trap. Some good. It can Curse-Trap. Not much good, but Johnny might like it. It can Haze. Great. Fastest Destiny Bond user in the game? Better. Fire Punch and Ice Punch to accompany its previous mastery with Psychic and Thunderbolt? Go see Alakazam. Like 'Kazam, Gengar is apathetically tossed aside when it comes to SD preservation. It has the same low defense, but a weakness to Alakazam itself, PLUS the dominant physical type (Ground), PLUS the new Dark types? Just when you thought Gengar was getting good, it turns out to be...still good. Just be more careful using it now. Haze and Destiny Bond won't get much better than on Gengar. Hypno: This Pokemon gets to remain deprived of Recover, and even the recent pickup of Amnesia leaves Hypno trailing Alakazam in GSC. And both fall short against several other Pokemon. They had their time in the spotlight, and now it's time to rotate out. Maybe when the third string is called back out, Hypno will see play again. But inferior line rotation is only meaningful to the underused. Kingler: Contrary to popular rumor, Cross Chop is NOT a Pokecenter move for Kingler, nor can it be acquired by any other legal means as of now. That's sad, because Kingler would have become a force with it. There's still Crabhammer (though the Critical Hit Domain system leaves it far below the 144 average that move used to enjoy), and Swords Dance makes even Hidden Power an effective counter. Amnesia can also nullify the weaknesses now (remember, Water's two weaknesses are both Special). But no Cross Chop means no savage mising for Kingler, and no savage mising means an ineffective sweeper. So close. Electrode: After three years on the throne, Electrode's 378 Speed has been surpassed by...no one. It's still capable of T-Waving prior to anyone else's Substitute, and it still has the game's worst detonation (remember, Sketch can't target a detonation). Mirror Coat is the new tactic provided by the transition, and it can achieve a sizable surprise. Especially since Electrode has no Special weaknesses that open the door for the one-shot. Exeggutor: Too strong for RBY, Exeggutor is another Pokemon who got victimized by the "affirmative action" policy of GSC. Special Defense -120 is the harshest such decrease (percentage-wise) by any Pokemon during the transition, and there's still no Razor Leaf. It does get Ancientpower (boost equals 522 Special A...donuts...), as well as Moonlight (which is really only good with Sunny Day, and a 228-SD Grass-type is fully responsible for all Fire attacks incurred during its own Sunny Day). Exeggutor should have newfound potential with the Ancientpower idea, but no one's had any luck bringing it into the limelight--and deservedly so. Maybe GAMEFREAK knew what they were doing when they altered RBY stats to fit with GSC. Marowak: This is why x2 items are a bad idea. Not only does Marowak get to use the Thick Club to trivially circumvent an otherwise strict law (see page 100), but even without the entertainment of abusing a mechanic, you're looking at a potential 516 Attack. Much like with the Necropotence deck in Magic, Marowak drew a good six months of dominance and metagaming. Even now, it's still an omnipresent threat that has become synonymous with the Ground type. Hitmonlee: Now that this evolution line has a STAB Priority 3 move, Hitmonlee suddenly gets a bit better. Now it can Curse to up its low Defense, and ignore the Speed disadvantage with...a 40 power move. Boo. The near-90% buffer in Special D means it no longer has to fear Psychics (well, actually it does given its still-bad HP), and Attack is almost good enough to compete with Machamp. Except Hitmonlee is still taking recoil damage, at least when it's not spending 3 turns to make a Mach Punch equal a Cross Chop. Hitmonchan: It can pick up Hitmonlee's signature move now, but lacks 30 points of Attack. Triplepunches are still here, and the same bad SA prevents these moves from being any more useful than they were in RBY. (SD, on the other hand, is up over 300 now. Now it takes just 88% from Alakazam's Psychic as opposed to 165%.) But the lack of Attack and Speed, just to boost Defense, won't cut it for a Pokemon whose role is decidedly offensive. Lickitung: It's still a bad Snorlax that can't blow up. Move on. Weezing: Bad again. Mr. K just didn't seem to have much luck transferring his Pokemon to the present day, did he? Weezing can't attack like Muk, and while it does have a substantial Defense, Muk's HP is enough to reduce Weezing's edge in the physical resilience contest to about 10%...and in the Special department, Weezing trails by over 50%. And the moves aren't substantially different. Why, oh why did they have to give Koffing an evolution? Rhydon: Still with the weaknesses of Ground/Rock typing, Rhydon no longer boasts the #1 unboosted Earthquake (or Rock Slide for that matter). It's no Tyranitar, but you don't want to let Rhydon stay out for too long lest you relive the story of countless Mafia victims. Remember, the Special stats haven't improved a bit, so even Squirtle gets the automatic kill against Rhydon, and it costs much fewer UPS points than Suicune to boot. Rhydon's role is more that of a school bully; one who beats on the unprepared. But not much else. Tangela: Time for everyone's favorite reminder again: Don't do drugs! Tangela must have been doing drugs over the transition, losing over 40% of its protection against destructive tendencies (Special Defense). "Rehabilitation" (Amnesia) was given to Tangela as an attempt to recover from this, but it was turned down as a thing of the past. If you ever run into Tangela, remember that it's addicted to Sleep Powder, Stun Spore, and the dreaded Toxic. Don't fall victim to secondhand smoke; burn Tangela to ashes on the spot. Just make sure you're covering your nose through it all. Kangaskhan: For a while, this was the only Pokemon with Dizzy Punch. Not true anymore, but the move was bad anyway. The low Special held by Kangaskhan in the old days has been rectified, at least on the defensive side; but trying to act as a tank in the same type as Snorlax and Blissey is doomed for utter failure. And Snorlax pretty much owns Kangaskhan in the attacking department as well. All it has going for it in the battle of the Normals is a higher Speed, as well as a crapshoot with Roar, and that generally isn't enough. Seaking: Boo. Gyarados had most of Seaking's ability in its job description, perhaps maybe the W4 deal. Now that Octillery is present in GSC, Seaking's last stand is gone. MAYBE you could use this as a Horn Driller, but can't Lapras do that as well? Starmie: This Pokemon provided GSC with a metagame. Sure, other good movesets had been discovered earlier (Umbreon comes to mind). But throughout early 2001, players had been given a choice of starting with Death Starmie, or with an Electric to counter, or to lose. Nowadays more creative counters have been developed, but they have no practical use anymore, since the DeathStar no longer dominates. Mr. Mime: It does get a big boost in Special D, but Hypno is still more resilient in that aspect. All the pseudopasses? Mr. Mime needs these just to stay alive, much less set them up for another Pokemon. Meganium would be a safer bet than this. As if pseudopassing weren't enough, the clown now wants to be able to Baton Pass for real, never mind the extreme moveset strain that ensues. Do clowns EVER know what they're doing? Scyther: Why am I listing Scyther if it isn't final-stage anymore? Because it fails to gain any stat points after evolution, only a type change. Granted, the type change seems almost invariably better (reducing total weakness count from 6 to 2), but Scyther has improved enough over the three years that it deserves inspection as a different Pokemon. For one, its original non-Normal move (Wing Attack) has a power that, while still not great, is a valuable endurance resource with that huge PP. Speaking of endurance, Endure combines with Reversal for the third-fastest inverse move user (the case against the #1 and 2 fastest, Jolteon and Espeon, lies in the Attack stat differential). Scyther is still capable of throwing down Swords Dance and Agility, but now it supplements those with a new trick (Baton Pass). Its unevolved status discounts it in the eyes of most players, but if you can get Scyther to work, don't worry that it isn't final stage. After all, evolution costs 80 points of Speed, making it that much harder to Reversal successfully. Jynx: There's now more than one non-Electric-weak Ice-type, so Jynx has to crank up its performance in order to gain recognition. That it does, with Mean Look, Dream Eater, and Perish Song. Jynx is the one Dream Eater user worth mentioning, with high speed, type match, and a high opening stat. It also serves as a nice healing move to round out a Perish-trapping moveset. Whatever happened to Jynx, it certainly let her live up to the challenge. Electabuzz: Now that the Punches are TMs, Electabuzz becomes a more solid Raichu. Ice Punch does everything Surf would do, and more (freeze possibility, super effective on Grass). However, it doesn't stop there. The expansion draft of movesets provided in Crystal gave Electabuzz ANOTHER chance to improve versatility, with Cross Chop. Tyranitar? Bye. Snorlax? Oops, no crit-hit, too bad. Cross Chop's results are variable, but at least it's solely an improvement from the limited RBY days. And all the other Electrics only add Hidden Power, a minor victory, so Electabuzz might be worth it for once. Magmar: Likewise, Magmar gets Thunderpunch, to counter its corresponding Special weakness. And it too acquires Cross Chop in Crystal. Like Electabuzz, Magmar acquires a strong disabler (Confuse Ray). For all practical purposes, the two are dead even. Pinsir: If I ran the NY Pokecenter, there are two moves I would most definitely give away. One is Aeroblast Dragonite (yes, it would hatch as a L5 Dragonite, NOT a Dratini), and the other is Megahorn Pinsir. Pinsir desperately needed some help from RBY, probably involving a STAB move. There is Hidden Power, but that move can't even KO a Celebi. Pinsir is highly deserving of an upgrade--its buddy Scyther got one, after all--and the first possibility of such improvement is about a month away. Since you can't "trade up" from the older games to RS_, at least not by the Japanese rules of the game, don't count on being able to use your current Pinsir. Tauros: Let's play a game. I say a word, you say the first thing that comes to mind. "Sunny Day?" "Houndoom." "Marketing?" "Pikachu." "Tauros?" "Fish151." Fish will be known forever for transforming both this Pokemon and the rules of the online community...and to think, I was actually using the set that would later bear his name (albeit with Mew instead of Tauros) on my first Sleep Talk team (way back in December 2000), before dismissing it as "an impractical novelty". How wrong. It's already a good, fast physical attacker that can still survive two turns against any HPSA. With the most potent attacks in the book, this Pokemon single-handedly persuades the Internet battlers into calling for "OHKO Ban". "OHKO Ban?" Horn Drill it to death. Gyarados: This Pokemon was already bad enough in RBY. Why did it have to get worse? The Attack is still good for nothing more than Normal moves (plus Hidden Power, though everything else can also get that), but this time the Special Attack was robbed of 80 points--26.85%. The very least they could have done was give Gyarados a third stage, perhaps Water/Dragon but retaining total RBY stat levels. But they didn't, and all Gyarados seems to be good for is attempting to cover the W4 with HP Ground (53% to Electrode, 56% to Jolteon, and a whopping 94% on a certain yellow rat). Looks like it can't do that either. Abandon Gyarados immediately if you are using it, and either send hate mail to Nintendo or (if you know how) hack your game cartridge such that this thing is finally usable. Lapras: Still an excellent Pokemon when it comes to naturally acquired movesets, and an even better one when you throw TMs into the picture. Confuse Ray, Ice Beam, and Body Slam are still there, now accompanied by Perish Song. Whirlpool ensures Perish Song can be used for more than pseudo-hazing. The tank element is still as present as ever, Special A dropped by just 20, and the Special Attacks are also there. Find something to do with Lapras, but make sure you keep it for battle. Ditto: You already know why RBY Ditto is useless. But now, they decided to give the "1/1 Morphling" a whiff of playability. Like Pikachu (who remained out of contention) and Marowak (who became the most dominant Pokemon not on the Banned List), Ditto was singled out for an attempted improvement. Metal Powder provides an extra 50% to each defensive, and--get this--Transforming doesn't take the bonus away. So your HP remains at the miserable 299, and the Defense stats are 1.5 * the opponent's stat, and as usual you start out a turn behind. Right away you still trail against Pokemon with 448 or more HP, and the lost turn lowers that number significantly. But consider the other drawback of Transform--each of your PP banks start at five--and many of the hopeful Transform possibilities are lost. However, like Mew, Ditto now has all the possibilities of Smeargle (albeit in a way that's held to the Banned List). Hazing Safeguarding Recovering Heal Beller with double 291 Defense stats and just one weakness, anyone? Hey, Stadium won't stop you. It'll yell and scream and highlight the moves in pink...but if you want to Spore someone, then you can. Vaporeon: G/S didn't exactly bring anything good to Vaporeon, or the other two Threevees, but Crystal sure did. Mainly because that's when Eevee was entitled to use Baton Pass, and the evolutions can find a way to join in the fun. Vaporeon can BP Acid Armor, which is as effective as Mr. Mime's BP- Barrier, but from a source with more Defense (imagine that) and quite a bit more HP. But why stop there? Of the six universal RBY TMs, two of them are excellent Pass choices: Double Team (what Pokemon can't use that?) and Substitute (that's like giving a Pokemon 115 free HP). The guys up in New York decided to add Growth to Eevee's repertoire. Haze is still here, although BP and Haze don't mix well, and the 318 SA is still worth using. I'm sure there's something Vaporeon can do for you. Jolteon: Or if that isn't so, you can bust out the Pichu instead of the Staryu, and set up your Eevee with speed. Since RBY, it was a mystery why Jolteon even needed Agility, but it looks like that mystery has now been solved. Jolteon is a quick BP'er with only one weakness, and that weakness isn't even a W4 like Scizor. However, the Defense is still rather bad, so be careful. Flareon: I'm glad to see at least one Pokemon use the transition to recover from "Wasted Attack Syndrome". Instead of supporting Body Slam, Double-Edge, and little else, Flareon now picks up Shadow Ball and potentially Hidden Power. Of course, the STAB stat is lowered a bit to make up for this. As for Baton Pass, Flareon's as bad at utilizing this move as Espeon (actually worse, since it can't Psych Up). Oh well. Omastar: As the #1 SA holder in its type, and a W4, Electric weakness, and weakness to a common type whose primary move has no effect other than damage, immediate parallels are drawn between Omastar and Moltres. But Omastar trails by 170 in stats, has one more weakness, one fewer resistance, no immunity, and a lower UPS value. But that's about it...and anyone who tries to use Moltres in a UPS battle obviously needs to get Pounded into oblivion by a Chansey. Somebody get this treasonous Pokemon out of my courtroom. Kabutops: It has a better base Ancientpower than Omastar, but that's a worthless fact...base Ancientpower is still only 60 power, and a boost essentially say "you win the game" regardless of who gets it. Earthquake can't be utilized to dodge the obvious Electric weakness, and Hidden Power is a non-option due to already-low HP. This Pokemon belongs in the past, and that's as in "even before RBY". Aerodactyl: Don't get duped into trading a Chansey for this. Chansey can evolve into something good, while Aerodactyl is simply a bad Skarmory. Yes, it resists the common Curselax, but Skarmory does so with 378 Defense as opposed to Aerodactyl's 228 (the lowest of any Rock-type). Granted, it does have fast, hard hits (to include an overdue Earthquake) but Tyranitar puts Aerodactyl out of a job even with the Speed disadvantage. Snorlax: If I had a nickel for every time "Snorlax used CURSE!", I'd be about as rich as Warren Buffett, if not Bill Gates. After all, Snorlax is the best candidate for the non-Ghost Curse (and almost uncontestedly better than the Ghosts): a high Attack that gets even higher (after 5 Curses, with Double-Edge and Earthquake, only Skarmory can take a hit), an average Defense that can get the full 4x benefit (getting very close to 999, and still accompanied by 523 HP), and a low enough Speed that it could care less about lowering it. And a lot of physical attacks. Belly Drum pumps its attack much faster, but costs 261 HP and doesn't guard the Defense, which is why Cursing is more popular. After facing Curselax, the question "Why do I want a Hazer?" will be answered once and for all. Which is obviously why there are now Snorlax sets that don't involve stat boosts, and require completely new counters. It's got the move compatibility to do it all. And thanks to the 90-point Special D boost that came with GSC, Snorlax is a lot more likely to do it all. Don't let such customizable power slip away from a team. Articuno: Thanks to Rain Dance, the introduction of a Fire/Rock-type, and a 5- power boost over the transition, it's now possible for Bubblebeam to outdamage Ice Beam. However, Articuno's Special A took a 60-point (17.2%) hit over the same time, which has several consequences to include the inability to KO Sandslash with an Ice Beam (yeah, right, who uses Sandslash anymore?) But it's still possible to get by on defense alone, so Articuno is still usable. Zapdos: The same things that made Zapdos good in RBY make it good here. Now with Whirlwind, Zapdos is the most stable portrayer of a tactic known as "parashuffling", the alternating use of Whirlwind and Thunder Wave with the objective of paralyzing as many opponents as possible. The Electric type is, statistically, the best at using Hidden Power for weakness coverage, and it's so good with Zapdos that most players just dismiss the move as "cheap" to discourage opponents from using it against them. Obviously Zapdos isn't as good at handling the Ice weakness now, due to both the 70-point SD plunge and the fact that "The percentage of Ice-types that are weak to Electric" has been reduced well below its old 80% figure. Moltres: One of the few Pokemon reserved for Timmy. Moltres is best known as the highest-SA Fire-type, and using Fire Blast with Sunny Day and Charcoal really makes that count. Finally, a Special attack that can kill Blissey in three hits! But as before, once Moltres expends all eight of its Fire Blasts, little else can be done. There's pseudohazing potential (Let's just blow away this Curselax in favor of Tyranitar!) and Hidden Power (after all, what's the difference between 359 and 383 HP?) Unless you're using it for statistical study, keep Moltres tucked away. Or maybe you can throw it at someone like the rubber chicken it is. Dragonite: No, Dragonite doesn't get Aeroblast, which would have rendered it fully usable. It has to settle for the #3 option for physical STAB, Wing Attack. In the hands of Dragonite, the 60 power of this move is somewhat amplified, but the big improvement for this Pokemon is actually an Ice move-- albeit one that doesn't damage. Haze allows Dragonite to stand in the face of Snorlax, calming the threat and walking away with a good 2/3 of its health. In Crystal, another good move popped into the repertoire: Extremespeed, a legitimate reason for using Curse on the Pokemon that's been historically shafted in the physical department. But it's no longer the only evolution chain with Dragon-types, and Kingdra portrays the type with much more stability. In fact, Kingdra recently picked up Haze, making it almost universally better. I'm afraid Dragonite has reached the end of its short stint as a power. Mewtwo: They say Psychics were weakened in GSC, right? Mewtwo's Special D took a 128-point (31.53%) hit, Amnesia no longer pumps attacks, and there is more than one type resistant to Psychic now. But all isn't lost for Mewtwo-- far from it, in fact. Because of Dark-types, a move that would otherwise be lost to obscurity (Submission) is now a near-must-have for Mewtwo. Another good move, this one new, is Safeguard. The "neo-Substitute-that-doesn't- prevent-damage-or-take-HP" finds its best home on its fastest user. Only Electrode is guaranteed to outrace a Safeguard. And even without Amnesia, the Special Attack is still brutal. Mewtwo is still banned, but this time with company. Mew: There used to be a very thought-out explanation of Mew here. Second- most-diverse Pokemon in the game. Except that, on November 11, 2002, a user named Jason322 offered a theory that would throw the community into chaos. Supposedly, by Transforming into a Smeargle that still had Sketch, Mew could obtain any move that Smeargle could. I confirmed the theory later that day, and we all scrambled for a fair way to allow the game to continue. The wording of the current reprimand against Transform-Sketch moves is too inconcise for my liking, but at least the game can remain stable. More recently, any Metronome-using Pokemon was discovered to be able to pick up such movesets, but that kind of acquisition is thought of as a glitch (on the status of Missingno.) rather than poorly interacting mechanics, and has been much easier to handle. Even without that, though, Mew is a monster at diversity. No Spore or Confuse Ray, but most all other disablers (tip: don't try Attract), and something almost as good as Recover (but with half the PP). And unlike Smeargle, Mew actually has good stats. A common strategy is to bump up the attack with Swords Dance, then go BOOM for a quick trade, though there are other options. Still above and beyond the "Pokemon Proletariat", as well as the comprehension thereof. Meganium: Two major properties of Venusaur are altered to make way for its new counterpart: the switch of Defense and Special A, and more importantly the reduction to a single type. Addition of Ancientpower and Earthquake to Meganium's repertoire gives it the ability to counter ALL weaknesses--a noteworthy feat when you have five of them--and like Venusaur before it, it just barely survives an unboosted Moltres Fire Blast. All in all, we have the two weakness-countering moves, three pseudopasses (Meganium is the most stable of the triple-pseudopassing Pokemon), Solarbeam/Sunny Day if you want to take that risk, Razor Leaf if you don't, Synthesis to recover...which moves to choose? Typhlosion: Like Charizard before it, Typhlosion stands out as a fairly diverse Fire-type. In fact, Typhlosion's stat distribution is identical to Charizard's in every way, so the type-2 elimination is the only real change. But Typhlosion gets a move Charizard can only dream of--Thunderpunch--meaning the Water weakness now has a proactive counter (as opposed to the reactive thwart brought about by Sunny Day). Because it has no W4, Typhlosion is far above its predecessor (Charizard does get Rock Slide, which covers nothing except the mirror match, and Belly Drum, which is suicidal for such a poor defensive Pokemon). Feraligatr: Another diverse Pokemon, like Typhlosion, but there's a problem here. Feraligatr's STAB attacks fall under a category whose Attack stat begins with 2. Ancientpower would help rectify this, but Feraligatr's utility of Ancientpower is fairly limited outside the 10% chance (covers no weakness, doesn't inflict significant damage to anything except the obvious W4s). It can't even Counter or Mirror Coat. That's what you get for insisting on brute force. Furret: The "Symbol of the Underused", Furret is viewed as nothing more than a weaker Snorlax in the hands of Spike. But not everyone is a Spike, and fun teams are still found. While there may be a metagame shift to Pichu very soon, Furret was the first real underused Pokemon to draw any semblance of a following in GSC. Noctowl: Fearow and Dodrio, and to a lesser extent Pidgeot, were attackers. Noctowl has a fairly even stat total with them, but most of those points were thrown into HP and Special D, which is good for little more than staving off death against the Electric and Ice weaknesses. (In reality, all it does is save Noctowl a single turn against the low-Special members of those types.) Come on...198 Attack...identical Defense...and no real Special attacks beyond Hidden Power and a trapless Dream Eater! Believe it or not, I actually have a Noctowl, but it's named TEDKENNEDY and has done nothing but act as a punching bag for other Pokemon. 0-105 so far, I think. Ledian: No. Ledian is nothing more than Butterfree was. Sure it can Triplepunch, but on what SA does that function? After all, it's weak to all three of the moves itself! (To be fair, Special D is considerably higher.) It's just like Butterfree, except with 10 less HP, a weak Baton Pass, and a chance to survive an unboosted Fire Blast from Moltres (good luck). Good thing I don't own Silver, because there's no point inundating a cartridge with this piece of crap. Ariados: As the original DT-Trap-Passer, Ariados has a fit whenever the name of Umbreon is mentioned. It points out that Spider Web has twice as much PP as Mean Look, Machamp needs four critical Cross Chops to kill Ariados, and that Umbreon completely sucks when it comes to attacking. Sounds a lot like Al Gore's "fuzzy math"--I could care less about what Ariados has to say. Umbreon has proven itself, and will continue to do so. Ariados won't. Crobat: Since Golbat was one of the losers from RBY, it was chosen as part of the New and Improved Generation. A third stage helps to do that. Giving that third stage a 358 Speed, for the game's fastest Haze, helps a bit more. Mean Look-Toxic helps too. Raising the power of a certain Flying move also helps, but not as much. Leaving the Psychic weakness doesn't. Crobat's as good as Poison gets. The hard part is overcoming the natural tendency to neglect Golbat. Lanturn: Another conceptual Pokemon designed solely to fill a specific set of types, Lanturn proves to be a success. Undisputedly the best-aligned Pokemon for Rain Dance, it can also adopt a Starmie-like strategy. Either way, it's evident that the Electric type was never meant to have this much staying power. Just imagine if Lanturn got Recover... Togetic: The only thing separating Togetic from the likes of Clefable and Wigglytuff is the fact that the latter two can actually do something. Togetic can't attack with anything (counting both stats and moves), and it has three fatal weaknesses above the other Normal-types. And instead of having to compete with Chansey, Togetic has to compete with Blissey in the defensive department, and it fails miserably. To quote Donald: "Avoid like the plague!" Xatu: Charizard is the non-legendary Ho-oh. Alakazam is the non-legendary Mewtwo. So what's the non-legendary Lugia? I don't know, but I do know that it's not Xatu. All this is is a Gengar without the double immunities...or Destiny Bond...or a specialized Curse...or the triple punches...or a lot of things. All this for Drill Peck? Don't count on it. Ampharos: Notwithstanding the fact that Raikou does at least as well in every stat, and all Ampharos has for compensation are Thunder Wave and Fire Punch, it's actually okay. Thunder Wave is necessary given that Ampharos is the slowest fully-evolved Electric, and Fire Punch, while still inferior to Electabuzz's Ice Punch, is a weakness counter that you can realistically get without a Shark (while allowing Ampharos to counter all its weaknesses with HP Water, which hits W4 against Rhydon and Golem at the cost of 16 HP). 328 SA is just plain donuts, even though Zapdos beats it. In summary, Ampharos isn't the best Pokemon for any Electric trait, but it does fairly well at all of them (excluding the obvious Speed department). And it isn't even a Legend, for those UPS believers. Bellossom: As I said before, Bellossom is slightly above its alternative. But that isn't saying much. The only stats that changed from Vileplume are a swap of the Specials, and typewise you're giving up a Psychic weakness for a Poison weakness. I'd do that any day. Getting a 9% loss in attack potential for a 9% boost in staying power is an ambiguous switch, but somewhat helped by the two time-based recoveries (don't be fooled into using them with Sunny Day, or using both at once). So the advantage isn't that much after all. It's not like Vileplume or Bellossom were designed as legendaries, right? Azumarill: What's the one word for Azumarill? BOO. Boo like you're a Red Sox fan when Derek Jeter is up to bat in the 9th. (Good thing I'm not a baseball fanatic.) If I want a Water-type with a semblance of defense, I'll take Lapras any day. Or, failing that, Lanturn. Azumarill is nothing more than the evolution of a Pokemon whose sole purpose is to attract 9-year-olds into the player base. Such vast numbers of mindless young players means more work for me. (Remember, I'm not getting paid in the least for this 200-page document). Somebody throw this thing behind bars. Sudowoodo: A one-time roadblock. That's all Sudowoodo is. Don't listen to the comments about "You only get one chance. Catch it now!" Pure Rock isn't the most stellar type, and stats are like Golem, only worse. Somebody ought to give that type a good attack in RS_. And while you're at it, make a lumberjack Pokemon that gets guaranteed OHKOs against Sudowoodo. Politoed: It can't pull off the Guaranteed Three-Turn Kill that its alternate evolution can, but Perish Song is almost as good (four turns, assuming Whirlpool holds that long). But Politoed has a good deal more staying power, as well as Earthquake to counter its most obvious weakness. And it can Special-sweep like Starmie! I guess we finally know what it's like to see a frog in this game, given that Poliwrath had gone through two evolutions while somehow maintaining its "Tadpole" status... Jumpluff: Just what the Grass type needed. 318 Speed makes for some pretty degenerate Powder possibilities, but no more so than Jynx. Still, Jumpluff is probably the most switched against Pokemon nowadays. While Jynx specializes in trapping an opponent, Jumpluff wants to drive them mad with some combination of Encore, Sleep Powder, Stun Spore, and Leech Seed. And in a surprising revelation for a Grass-type, it's actually GOOD at doing that! It can't attack, but at least that opponent won't be doing so either. Unless of course you hit an Ice Punching Alakazam, which has the 20-point Speed edge. When you play Jumpluff, you can't afford to take many hits. And no, Giga Drain DOESN'T kill a Rhydon. Aipom: Would you look at those stats...quite reminiscent of Smeargle, no? But is the move pool anything close to that? NO! Just 48 moves...and no Heal Bell, Spikes, one-turn recovery, Thunder Wave, Confuse Ray, Spore...the list goes on. It's like Raticate--maybe even Rattata--that can't eat half your health. With a name like "Crackmonkey", it has to be TIME FOR THAT MESSAGE! DON'T DO DRUGS! Sunflora: It has the honor of evolving from the lowest-stat Pokemon in the game, but if Gyarados was a disgrace, Sunflora brings shame to everyone who took part in its creation. It has the lowest move compatibility of any final- stage Pokemon not on the TM-less list, and the stats are still rather bad except for a Special A that's just 10 points above the triumvirate of Grass/Poisons. See if you can capitalize on it, but if you can't, don't complain to me. Yanma: If Butterfree was crap incarnate, Yanma is crap reincarnate. Yes, it's well-known that Yanma is faster than Tyranitar, and that Reversal after an Endured Ancientpower does enough damage to kill the monster (assuming it doesn't get that boost...). But other than that highly situational circumstance, it's Butterfree without the ability to disable the opponent. And that's NOT good. Quagsire: I'd like you to sit back and remember when you first got GSC. Wooper was probably among the first ten Pokemon you caught, and its type combination (Electric-resistant Water-type) made you desperate to find a use for it. Right? Finding a use for Quagsire is harder than most originally thought. The attacking capabilities aren't stellar at all, and any attempt to cover the W4 to Grass (think Ice Beam) will fall well short. Even Jumpluff still manages to finish off Quagsire before succumbing to Beams. Haze and Mist are better used by other Pokemon (actually, Mist is better not used at all), and Amnesia is both less useful and more vulnerable than it would have been in RBY. It could have had many successful uses, but other Pokemon outclass it in all of them. Blame Nintendo. Espeon: Even though Morning Sun's compatible Pokemon list numbers more than two now, Espeon's value hasn't gone down. Not that it was high in the first place. Historically, Espeon's most prized tactic has been the Sunny Day/HP Fire/Morning Sun routine, which unfortunately breaks down upon comparative inspection to Alakazam. Not only does HP Fire knock the HP below Alakazam's 313, but 32 Recovers will more than compensate for eight 99.7% Morning Suns (it can't recover 100% because you have to have at least 1 Hit Point to be able to use it). And 'Kazam gets Fire Punch, which would still outpower HP (Alakazam can also learn Sunny Day, not that it ever uses it). Hence Espeon is forced to find another tactic if it is to excel. And no, Tail Whip/Charm/Psych Up/Baton Pass isn't it. Growth may well be, though. Espeon already has a huge SA--now being able to boost it by 179 each turn makes it almost like Mewtwo...except with no diversity, and actually balanced for once. Thank the Pokecenter for making a Pokemon viable once again. Umbreon: An even better tank than Vaporeon. While the Water Threevee had maligned Defense, Umbreon puts all the 90+ base stats in the tank department. This is so effective that it can actually survive a Cross Chop from Machamp. It's the only trap-BP'er besides Ariados and Smeargle, and as such excels at the skill. Just don't try attacking with Umbreon--that's like trying to use a BB gun to fend off the entire Iraqi army. And people will laugh at you for it. Murkrow: If it weren't for the last-place-among-evolved-Pokemon Special Defense, Murkrow would be an interesting experiment. Both of Dark's weaknesses are cancelled by Flying (but unfortunately all of Flying's weaknesses remain), and Murkrow's move pool includes Mean Look, Night Shade, Drill Peck, and Mirror Move. It would be great if Murkrow could do something with those moves, but the stats are simply too low. Give it time and see if Murkrow can improve in the future. Slowking: Imagine Slowbro with the Defense and SD stats switched. Which one ends up better? If only because Slowking has its 318 stat aligned to negate the effect of its primary weaknesses, I'd give the nod to the new addition. However, Starmie is typically preferred because it can disable, as well as use a one-turn recovery. Slowking was deserving, but it never got a chance to work because of another, more focused Pokemon. If this teaches you any lesson, don't try and enter into competition with already-proven opposition. I guess that's why I'm doomed to work for Microsoft. Misdreavus: Let me guess: The first time you saw Misdreavus, you wanted to catch it. And you did. And at the status screen, your initial impulse was to yell "A GHOST THAT ISN'T PSYCHIC-WEAK? WOOHOO!" Indeed, the dropping of the second type puts Missy far above Gengar (although these days, it's because of the Ground weakness instead of the Psychic weakness). And in case you've accidentally been locked in an isolation box for these past two years, there are a couple of cool new moves. One's called Mean Look, and the other's called Perish Song. And I heard they're lots of fun to use--some people have given up at the mere sight of one! Maybe we should go along with the fourth- hand rumors and try this Pokemon out. Unown: Wow, a Pokemon that gets ONE MOVE. But unlike Ditto, that move happens to be a universal TM. Stats are nearly identical to Ditto's, except with +48 Attack and Special A. Unfortunately, Ditto at least gets the Metal Powder to crank its defenses by 97 apiece, so it's still out-statted. Interestingly enough, your Unown's letter can help determine its Hidden Power type, but that's the only point of interest for Unown. Other Pokemon have better stats in all areas, and can obviously learn HP anyway. About the only thing Unown is good for is Stat Exp. (its lowest Base Stat is 48, meaning Stat Drugs and 780 Unowns will finish your training, and you'll always be fighting L5s, so you get low Level Experience and can max the stats out at a low level.) Wobbuffet: Allow me to say...if Unown got one move, and Wobbuffet gets five, then Wobbuffet must be better than Unown...but not by much. For one, none of its moves are direct attacks; they depend on the opponent (although Mimic can certainly become a direct attack with the right opponent). A patient opponent can put Wobbuffet to waste by simply switching 112 times in a row; doing this will even allow them to fully recover with Leftovers. And even if they aren't so patient, remember that a Ghost using physical attacks or a Dark using special attacks can strike without fear of Counter or Mirror Coat (because they're immune to those moves' respective types). And Destiny Bond, while it is a cute countermeasure to Curselax, just won't go first often enough to do anything. And Mimic can be stopped by simply avoiding moves like Recover. But winning with Wobbuffet can be one of the most satisfying feats in the game, so get one just long enough to do this. You'll laugh as Focus Band catches a Fissure, then you gleefully watch Wobbuffet use Counter. (Yes, I've actually been on the wrong end of an 1164-damage Mew pummeling.) Girafarig: One of the three primary Baton Pass users that use the move to pass stats, Girafarig certainly has the most interesting type combo of the three. Normal eliminates the Ghost weakness, and Psychic neutralizes Fighting. And Girafarig is the only non-Smeargle Pokemon that can pass Amnesia. However, BP is primarily a Johnny tactic, so not many competitive teams would welcome Girafarig. Scizor at least resists 11 types, and passes proactive stats. Forretress: The original Spiker is still useful for something, given that it has only one weakness (albeit a W4), and for a while it defined an entire team archetype (Spikes/Toxic/Sandstorm, which has broadened out while declining popularity at the same time). However, that low Special D really kills it-- even Snorlax has a guaranteed kill with Fire Blast. Then again, isn't Cloyster even worse, and on lower HP? And with fewer resistances? My, it seems the programmers knew what they were doing when choosing candidates for Spikes. Dunsparce: I've seen Dunsparce being advertised as an annoyer, with some combination of Glare, Spite, Pursuit, Rollout, Defense Curl, and other random moves, but these are sayings originating from the Johnny school of thought. Only a select few annoyers are worthy of Spike's stamp of approval, and Dunsparce isn't among them...for starters, it's too slow. But you don't have to play as Spike all the time. You can cut yourself a little slack now and then and use Dunsparce--even though I don't. Gligar: Until Stadium 2, Gligar was simply an abandoned experimental Pokemon. Gligar is the Flying type's version of Quagsire, telling little kids "You can use this type without being weak to Electric!", but unfortunately most of us know about Hidden Power (and those that don't can simply check out page 96), and that pure-Electric is the most welcoming type to that move, and that Ice is #1 on the list of desirable Hidden Power types for Electric users. Until then, you can use Gligar to trick the neighborhood kids (as long as you can brainwash them into thinking this guide doesn't exist). Steelix: After seeing how bad Onix was in RBY, you'd think the rectification known as Steelix would be significantly better. And, of course, that would be right. It's the most physically-resistant Pokemon in the game (at least numerically; Skarmory tends to see more play for the role since it has no physical weaknesses), it resists Toxic and Thunder Wave, and it can blow up. And it means that the "Longest Pokemon in the Game" is actually a good one now. Granbull: The Underused Heal Beller of choice, Granbull happens to be the best attacker of the bunch. However, the reason that it's held as underused is because Heal Belling is an inherently defensive role, so Granbull has undergone some misallocation of stats. Just picture Ursaring with Heal Bell instead of Earthquake...yeah, that's Granbull in a nutshell (or, in this case, a Poke Ball). Qwilfish: Granted, it is the fastest Spiker (not counting Mew and the new gang...), but it's the least durable non-Smeargle user (and Smeargle has better things to do). It doesn't even play into that durability with Explosion. Unless you fear Raikou that much, and are willing to take a 15% chance (Qwilfish is 15% to survive Thunderbolt; Cloyster is 0%), keep Qwilfish away. And when it swarms...well, run the other way. Scizor: Forretress is a Bug-Steel with Spikes, so what's Scizor? A Bug-Steel that appeals to Spike. (Go read page 49 for the theory of Timmy, Johnny, and Spike.) Johnny also likes it, for BP potential (Swords Dance and Agility, but be warned--Scizor can't legally BP Substitute), and Timmy enjoys beating the crap out of Pidgeys with a 358 Attack H-Beam. But Spike enjoys the Agility- Endure-Reversal sequence that takes advantage of the probable Fire switch-in, and Spike is the stingiest player type, so he gets top billing. Really, everyone can find a use for Scizor. Shuckle: The first time you received a Shuckle in G/S, you likely wondered what was so special about it. When the Shuckle leveled up to 100 and you saw a pair of defensive stats beginning with 5, you probably wanted to find a use for it right away. But after you read this guide (or, for more advanced readers, whichever guide you attributed most to your realization of the game), Shuckle doesn't (didn't?) look so good. Think of it as a reverse Blissey. Instead of leading HP and crap Defense, the two are switched (although both have excellent Special D, and Blissey gets to combine it with the monster HP stat). And--the most important part--move compatibility is drastically reduced. Sludge Bomb and Earthquake...on a 118 Attack? No standout move such as Heal Bell or Softboiled? That differentiates Shuckle from Blissey for good. Or, in Shuckle's case, for bad. It can try to annoy with Toxic-Wrap, or it can go for the crapshoot (that, when it works, can KO all five of the Universal Banned List) with Defense Curl-Rollout. Or it can just die to Seismic Toss. Don't risk the third option. Don't catch Shuckle, and don't do drugs that might delude you into catching Shuckle. Heracross: Similar to Dodrio, Heracross is best known for STAB on an inverse- HP move. 348 Attack, 200 power, base multiplier 1.65 = donuts. (Yes, Megahorn is THAT low-profile, mainly because Heracross is weak to the very type that Megahorn is supposed to stop.) The only problem is that unlike the bird, Heracross could use a bit more speed. And that W4 concept can afford to go, not that it will do so anytime soon. Sneasel: Card game players, don't expect too much of Sneasel anymore. It has two Special types, but only a 168 stat to support them. To put it this way, even if Sneasel could learn Crunch, it's still three hits to kill Alakazam. Not counting Recover. So you're forced to use Physical attacks that make Sneasel's type irrelevant, except that it's W4 to the vastly-improved Machamp. Plenty of attacks, but no stats to use them with. So who needs Energy Removal when you can stop Sneasel just by placing it in the GB environment? Ursaring: Despite having an extra 40 in Attack, and a Slash that's 50% more powerful than Persian's, Ursaring is nothing more than a less abusive Snorlax. Indeed, Ursaring's move list looks almost identical to Snorlax's, except without the RBY assets, so the best plan is to rip shamelessly off the master and hope that Copyright Law doesn't come down hard on Ursaring. Magcargo: This was one of the experimental type combinations that DIDN'T turn out so well. Surf and Earthquake are both found just about everywhere, and Magcargo takes W4s to both. As good as its move pool is, Pokemon's actual types are indeed a factor in this game, and Magcargo's simply proves too hard to overcome. Oh well, experiments don't always succeed. Piloswine: Now there's another type that had to be mixed with Ground! Are they TRYING to shaft Electrics? Who knows, but I'll take a 308-Attack Earthquake on a Pokemon with no W4s. However, as much type-canceling as these two types do, Piloswine still has 5 weaknesses, with only a resistance to Poison and the 0 against Electric. Never mind. Corsola: How can one of the game's weakest Pokemon be so vital for the game? Indeed, if game lore depicts Corsola as "defensive", those stats don't scream out at all. If Omastar and Kabuto are rejected, lowering the stats won't make it any better. Recover does help some, but if one hit can kill you, what good will Recover do? Not much. So where's the idea coming from that Corsola is so good? Here's a hint: Ask Ditto. It's not that Corsola is a good fighter, but without it we wouldn't have such things as Ancientpower Tyranitar or Mirror Coat Blastoise. Sometimes the weak are responsible for more than we give them credit for. This is one of those times. That said, get your Tyranitar and your Blastoise, then send Corsola out into the streets. Octillery: As the only nonlegendary that sports double 300s in the Attack stats, Octillery can set up some savage mising. Think of it as an offensive Vaporeon (sans Growth). If only it had Earthquake, Blastoise would be put to shame in trying to attack (the Grass weakness can be stopped by either Ice Beam or Flamethrower). But just like Gyarados, the physical end of the stick is looking mighty short. Throw on Hidden Power and you lose quite a few HP, significant when you're trying to counter the fastest average type with a slow Pokemon. At least Octillery's Special repertoire (and stats) can make up for it. Delibird: No...I think not. Articuno massacres Delibird in all but two respects. One is the ability to use Present. Present is only ever useful in GS link, and even so, Blissey, Miltank, and other Normal-types will still deal 3 times as much damage as Delibird. The second, more recent reason, is Spikes. As a Spiker that takes no damage from an opponent's use of the move, Delibird is actually a viable novelty user. Of course, so is Smeargle (possibly even more so than Delibird). If Delibird is the best at anything useful, let me know. Mantine: Unlike its Silver counterpart, Mantine has little practical use. For one, its 378 stat is in a department where it has a weakness...a big one. And it has no way of pumping SA for the big blast. I thought any other Water- Flying would have to be better than Gyarados, but...I'm right on that one. Mantine can at least Haze or Confuse. Skarmory: Steel/Flying. The most beneficial type combo in the game? Maybe. ELEVEN different resistances/immunities (topped only by Electric/Steel with 13, but Magneton has that blatant W4). And with a 378 Defense in a type with no physical weaknesses, Skarmory is the supreme Physical stopper in this game. It would be even more so if it weren't for the poor HP. In my own words, Skarmory is "the universal metagamer", an oxymoronic term, but possibly even accurate. Obviously, if it holds up to well to physicals, the programmers needed to give it a Special weakness...or two. Both Fire and Electric can shoot this Pokemon out of the sky. Think of those types as desperation Kryptonite, because IT'S A BIRD! IT'S A PLANE! IT'S SKARMORY! Houndoom: Prior to Tyranitar, this was the offensive Dark-type of choice. It stood out more in the beginning because of 20 extra SA points, a second STAB move running off the huge attacking stat, a way to power up that move by 50%, and another Special move (also helped by the power-up) that covers a type weakness. But in the modern day, it's pretty obvious that Tyranitar meets all but the first of those as well, and does so with defensive stats higher than Butterfree's. So the Dark Dog had to retreat back to the dark crevasses of "that big red inferno". Kingdra: Another excellent type combo, Water/Dragon limits the number of possible super effective attacks to 4, and one of those is a rarely-used Hidden Power type. Kingdra's basic plan is damage limitation, with a balanced stat layout. DT-Rest was a popular game plan, but recently it was discovered that the NY Pokecenter gave away Haze for Kingdra, and something tells me that will become very popular. Since it's already one of the hardest Pokemon to kill, why not make it even harder for things like Curselax to stop it? Just remember, Haze DOES wash away any DTs you have in place, so mixing the old Kingdra with the new one isn't recommended. Stick to one, but make sure you try it eventually. Donphan: Well, it rivals Sandslash. Double 338s in the physical stats, and trails "Raichu-in-Disguise" in Speed only. Unfortunately, Marowak eats them both for lunch, and dinner for that matter. Donphan can be used as a pseudohazer (when using Ancientpower, that's actually better than Haze itself), but really, would you pay all but two of your HP just to make Marowak lose its Swords Dance? Porygon2: Porygon was like Windows 3.1--poor graphics, bad at its supposed strong points, and outdated. Appropriately enough, the Up-Grade turns in into a more up-to-date digital Pokemon. The stats add up well above 1500 now, and with a continued monopoly on "Normal-type Recover users" except for that Library of Congress known as Smeargle, it fares quite well with the move. Heck, there's even a story of Lock-On being used as a pseudohazing move. Technology is officially good now. Stantler: Okay. Why this Pokemon is sitting on the outskirts of legendary enumeration, I don't know. All Stantler is is a mediocre Normal-type that tries to emulate Hypno, but like anything using Hypnosis/Dream Eater, will fail with that mindset. In Donald's FAQ, he notes Stantler is "overlooked unless you're making a Pokemon team centered around Christmas". I won't disappoint, given the original release date of this guide. Delibird (Santa Claus), Stantler (reindeer), Blissey (Christmas joy), Pikachu (corporate merchandise), Sudowoodo (the tree), and Smeargle (adapts to anything I left out), with Present used on all four Pokemon that can learn it. Plan on using Stantler outside of that team? Don't. Smeargle: Can it do EVERYTHING? Sadly, no (Sketch has built-in restrictions against 8 attacks), but none of what it's missing would serve any practical use. Basically, Smeargle is "the best of everything", with one restriction: Total stats under 1200. Don't count on attacking directly by any means (except Super Fang, Seismic Toss, or Night Shade). Having a Spore user faster than 158 is nearly broken (throw in a BP'd Agility and you'll know why so many GSC players insist on Sleep Clause), and indeed Spore is the most-commonly- played move on competitive Smeargle. Other wise investments include Thunder Wave, Confuse Ray, Recover, and Baton Pass--but that's already 5 moves, and the list isn't done by any means (if using BP, for example, you'll need stat moves). The hardest part about playing Smeargle is deciding on a final moveset. If you can make it work, Smeargle is whatever support position you want, so go ahead and catch multiples. Hitmontop: Some bad. It's sacrificing the Attack given by its brethren for Defense, and at low HP, not even a 288 Defense will save you from much. At least with a higher Attack, it could have killed something before then. The first qualifier for Stantler also applies to Hitmontop. Miltank: Nowadays it's in tight competition with Blissey (and is losing), but in the beginning, Miltank was THE Heal Beller. Defense and Speed aren't usually thought of as correlative stats, but Miltank scores well in both, as well as in HP. Miltank was dominant in the days when the game was believed to have completely turned around (thus making it all about Physicals), but that's too extreme of a thought to last, and we now recognize that the game is fairly balanced. Thus Miltank's Defense is less important, and it has less merit for use. Blissey: If Chansey was good, then Blissey must be better. The competition improved, but Chansey answered them by becoming VERY happy. 713 HP is the highest that can be obtained under the current formula ((2B + 2D + S) * L / 100 + X), and Blissey gets just that. Did I mention the Special D was cranked by 60, making it even more invincible in that regard? Of course, to avoid degeneration, its Defense couldn't have improved much, gaining a lousy 10. The 118 can still be supplemented via Curse or Defense Curl, the latter having almost four times as many PP but failing to allow the seemingly oxymoronic "Physical Attacking Blissey" to be used. But two new moves make the GSC incarnation even more powerful than RBY Chansey could ever hope to be: Heal Bell and Present. Heal Bell, just as with Miltank, is both a disability deterrent and a boon with Rest. Present only "works" in non-Crystal link battles (see page 96), but is the one way for Blissey to inflict much damage, since even evolution has Special A taking a 60-point drop. But Blissey is as defensive has they come, so who needs offense? Raikou: Does it live up to Zapdos' level? Possibly. 1853 stats, tying it. A good move in a second type. And for a while, neither Thunder Wave nor Thunderbolt. (With Crystal, T-Bolt became possible, but Wave still isn't.) Is that shortfall enough to render a Pokemon useless? Not by any means, especially since (like Zapdos) it gets an 80-power, secondary type attack (Crunch, which runs off the 300+ stat, unlike Drill Peck, and has the added bonus of a probability-51 stat fall). True, it doesn't have the protective second type that Zapdos does, but it still can't go down to one unboosted Earthquake (Rhydon deals 369 at most, 377 when HP Ice is used. For HP Water, there's a 15% chance you go down in one, which is exactly twice the odds that Raikou would get the one-shot the other way.) This one is definitely worth studying. Entei: Fire-type legends seem to get the short end of the stick, don't they? Indeed Entei fulfills that curse. Much in the style of Gyarados, Dragonite, and RBY Flareon, Entei has its highest base stat in Attack, yet gets nothing but Normal moves to use it with. You could try a Hidden Power, but it will end up lowering both that Attack and the equally high HP. If anything of Entei's is worth a try, it's Sunny Day-Solarbeam. 248 SD is downright bad for a legend, so Sunny Day is needed to block out the Water weakness. Fire is the one type whose legendaries (save Ho-oh, which no one allows anymore) are existent, but not at the top of the type. Try a "less objectionable" Pokemon, and you'll actually do better. Suicune: Given the limit on total base stats of the tier-2 legends, Suicune's stat distribution couldn't be better. 403 HP and double 328 defenses prevent it from taking a 100% damage hit from all but the cheesiest setups (neither Magnetized Zapdos nor Light Ball Pikachu can Thunder it to death, and 5-Cursed Snorlax can't even do the job with Return or Frustration). That means Rest will get at least one chance to do its job, and as for those electric attacks? "Hey, Pikachu! I'm sure you wouldn't mind if I shove 700 damage down your throat, would you?" If Pokemon could speak more than their 1-4 assigned syllables, this is what Suicune would say to the rat. Tyranitar: Dragonite's poor stat management had it living in shadows. Now out of those shadows comes Tyranitar, a much better testament to the "pseudo- legendary physical attacker" outline. Like Dragonite, it also delves into the world of Specials, and it gets STAB on a limited type's strongest attack. But that special type actually has a strength against a type other than itself, and that includes such things as Lugia, Mewtwo, and Misdreavus. And that's more than Dragonite can claim. After all, everyone will agree that Tyranitar's Attack stat isn't wasted. Lugia: If it weren't for Blissey, Lugia would be the #1 Pokemon that comes to mind for defense. As it is, it holds exclusive ownership to the premier physical attack in this game (Smeargle would have to be insane to use Aeroblast), and says "Oh, I have weaknesses? Who cares? 358 DF...406 SD...go ahead and throw rocks, snow, and high voltage at me...I'll take them all and ask for more." Though it does have the Psychic type, this type can and is ignored on Lugia by the players, as well as by the storyline (game lore would leave it better suited as Water/Flying--not that we care about game lore). Possibly a displacement to Mewtwo alone at the top, and at least a sensible alternative. If you have permission to use it, that is. Ho-oh: Finally, a diverse Fire-type! And not surprisingly, people ban it! It's unique as a Fire-type Recover user, and exclusive with Sacred Fire, but other than that Ho-oh (called Houou by a rebellious few; I see no point in this) plays much like Charizard. Except instead of having to lose 24 HP to counter the Water weakness (ha ha--406 SD essentially nullifies that on the spot), Thunderbolt works much more efficiently. Ho-oh was meant for attacking, and won't let anyone down there. Celebi: The new Mew? Not really. For one, Psychic/Grass has more weaknesses than any other type combination currently in use. And TM compatibility is nowhere near as great, although Celebi gets to make up for it with non-TM moves like Leech Seed, Recover, and Heal Bell. Can't do as much, but what it can do is at least good. The worst of the Banned Five, and people occasionally allow Celebi to go unbanned. That's your opportunity to use it-- try not to let it go to waste, unless you have something better to do. ********************** *303. Building a Team* ********************** With almost twice as many Pokemon, team building gets a lot harder now. And since I rarely participate in online battles, I'll let you learn team building from someone who does, namely Shadowdude. His comments will be posted, then after each section, I'll give comments and clarifications, separated (in classic C++ fashion) by /* and */. Go! MAKING A MOVESET To make a moveset is much simpler than its counterpart, the team. The moveset has but a few simple guidelines. 1) Play by your stats - You want to utilize your stats as well as possible. Using Surf on a Snorlax is a waste, simply because his SpAtk is so low that it won't even OHKO a Rhydon. That means it sucks. Now look at Dragonite's attack. It's awesome. This means that you should try your best to fit in at least one Physical Attack into any of its movesets. /*That is, if Dragonite HAD Physical Attacks. Go read its section.*/ 2) Don't use more than one attack of the same type - Don't use Fire Blast and Flamethrower in the same moveset. Ever. They nullify each other in that using one means neglecting another, essentially leaving you with three attacks. That's not cool. But Mud-Slap and Earthquake doesn't count. Why? Because Mud- Slap is an annoyance move, not an attack. /*But a one-Swords-Danced Marowak can kill Magnemite with a single Mud-Slap! Sure it's an attack! Anyway, for more in the case against doubles, go see page 19, "71/2 Habits...", part 5. Also note that the other big exception to this rule is a detonation alongside another Normal move.*/ 3) Play by role - If your Umbreon is your main attacker, something is wrong. If it's your supporter, don't give it a Curser set. If it's your trapper, don't give it Pursuit. Don't use moves that conflict with each other like Rain Dance and Sunny Day on the same team. Surf/Earthquake is a common combo that points out redundancy. Surf covers three types, two of which Earthquake already does. Not too cool. /*This is why Fire sucked so much in RBY. Moves with even slight dissynergy, like Ancientpower and Haze, should not coexist.*/ 4) Keep in mind type coverage and weaknesses - Surf and Earthquake cover very few types for all of your moves, six, and have many shared weaknesses. The standard Sunny Day Houndoom covers nine with few resisters, and an Ice Beam Tyranitar covers thirteen with no Pokemon that resists all. That means Surf and Earthquake probably aren't the best two coexistent attacks. But you want to cover your weaknesses at the same time. This is when Earthquake/Surf becomes useful. Blastoise has an Electric weakness and can dish out a two hit knockout on any Electric type with Earthquake. That's awesome. While making you dead to Grass and Flying enemies, this can be a good combo. Since Typhlosion has a Rock weakness, Earthquake is useful, and Thunderpunch is good for its Water weakness. /*Technically, Blastoise can't two-shot Zapdos with either Earthquake or Ice Beam. And while covering weaknesses is a good idea, trying to cover W4s (i.e. Ice Beam on Quagsire, HP Flying on Tyranitar) is a bad idea. They never deal enough damage to outrace their weaknesses, and the slot could be better spent on something else. And this coverage doesn't take non-STAB moves into consideration. But some self-coverage is still a good idea.*/ 5) Thunder Wave 0wnz - It just does. Any status infliction attack with 100% accuracy rules. Spore, Thunder Wave, Confuse Ray, and Attract all make well for this. Pairing these inflictions together is a common strategy for annoyers. /*Just remember, Poison is bad. It doesn't disable the opponent at all, but rather puts them on a fairly irrelevant 8-turn clock (15 turns with Leftovers). And Poison prevents the use of Paralysis, Sleep, or Freeze.*/ 6) As a general rule, don't use those "Super Moves" - Normally you should avoid attacks like Thunder. They have high power but are usually unreliable. Stick to Thunderbolt in most cases. When dealing with low SpAtk Pokemon, however, Thunder and Fire Blast are more used. (Though Fire Blast is good anyway). NEVER use Blizzard. Hyper Beam, usually, is only for Baton Passing Scizors for pseudo-Hazers and Cursing Ursaring. /*Adding Rain Dance to Thunder still isn't too great--Rain Dance can be thought of as a missed Thunder, and the accuracy is effectively pumped up to 83% at best (just 5.26% better damage than Thunderbolt, even when you get all five Thunders). The same reasoning can be used to dismiss Lock-On/Zap Cannon or Dynamicpunch. As for the ultimate in Super Moves, the one-hit kills, they aren't as bad as you think. Just look at Tauros.*/ 7) Items attached - Usually it's Scope Lens on Resting attackers, Mint Berry for weak Resters, Miracleberry for fast non-Resters and/or leads, and Leftovers for pretty much anything else. /*Except Marowak.*/ 8) There IS such a thing as a bad moveset - Get over yourself. It's not grade school. You're not special. Every Pokemon can be determined as "good" or "bad". There IS such thing as a bad moveset. But don't worry. Follow the above guidelines and you won't ever get flamed for bad movesets. /*How true, how true. In order for something to be good, something else must, comparatively, be bad. If you don't like it, quit playing the game. Less work for me that way.*/ So follow these guidelines and a moveset will be fine. <('.'<)<('.')>(>'.')><('.'<)<('.')>(>'.')><('.'<)<('.')>(>'.')><('.'<)<('.')>( >'.')><('.'<)<('.')>(>'.')><('.'<)<('.')>(>'.')><('.'<)<('.')>(>'.')><('.'<)<( '.')>(>'.')><('.'<)<('.')>(>'.')><('.'<)<('.')>(>'.')><('.'<)<('.')>(>'.')><(' .'<)<('.')>(>'.')><('.'<)<('.')>(>'.')><('.'<)<('.')>(>'.')><('.'<)<('.')>(>'. ')><('.'<)<('.')>(>'.')><('.'<)<('.')>(>'.')><('.'<)<('.')>(>'.')> /*Um...yes. Kirby DOES survive three critical-hit Thunders from Pikachu (as long as it isn't in Dream Land). I'm cutting the rest of these intermissions.*/ MAKING A TEAM How do you make a team? Well, there are many different ways. Let's start with the simplest way - typewise. Typewise, your team should represent as many different strengths as possible and as few shared weaknesses as possible. This doesn't mean that you can't have an Umbreon and Tyranitar on the same team - quite the contrary. Just to counter the 3x Fighting and 2x Bug weaknesses, you could put in Skarmory. Tyranitar has many other weaknesses - Ground, Water, Grass, and Steel. To counter the Ground weakness, you could put Charm on Umbreon to stop them and Ice Beam on Tyranitar. Also, Skarmory's Defense stops many Ground types dead in their tracks. Also throw in Cloyster with Reflect and Surf and Ground is no problem. Water type attacks are almost always on Water type Pokemon, so a Zapdos would help there. Grass is easily countered by Skarmory and Zapdos. Steel, an uncommon attack type, is almost never used except on Scizor. A Fire type, Charizard, easily beats him. Skarmory's Fire and Electric weaknesses can be stopped by Umbreon's ability to take Special attacks. Tyranitar with Earthquake and Rock Slide also down them. Cloyster has an Electric, Fighting, Grass, and Rock weakness. Let's take a look. Electric, Fighting, and Grass have been already countered. The Rock weakness is self-countering - Surf is strong against Rock. Also Charizard can use Earthquake despite its weakness. Zapdos and his Ice weakness can be taken by Lapras (and Thunderbolt) and Charizard. Okay, now you've got a team of Umbreon, Tyranitar, Skarmory, Zapdos, Charizard, and Lapras. Uh-oh. Let's look at the standard Machamp - Earthquake, Rock Slide, Cross Chop, Fire Blast. Is there a single Pokemon here not weak to it? Maybe drop Skarmory for a Dodrio, or Zapdos for an Alakazam. Typewise your team should not be excessively weak to any single Pokemon. /*Nice explanation, but dropping Skarmory for Dodrio? Skarmory is THE first Pokemon you take into consideration when playing types, and if you only used Pokemon that Machamp isn't super effective against, you'd have a very narrow team that would die just as easily to, say, Raikou. Skarmory can still down Machamp about as easily as Dodrio (and is only weak to Fire Blast, an attack that is usually left out on Machamp, whereas Dodrio is weak to the always- present Rock Slide). 2-point weaknesses are easily circumventible by a type counter, 3-point requires the rest of the team to be fully aligned against the type in question, and 4 or more weaknesses to a single type will simply fail in any attempt to seal off the abyss. Types that can be safely ignored when computing weakness points include Poison (nothing good; only one advantage), Steel (bad coverage; no power-accuracy dual strong point), Ghost (Dark does the same thing; Ghosts can do better than low-Attack STAB), and Dragon (choice between two weak attacks and an undependable strong one). Do NOT ignore Bug; its Hidden Power is all the rage on modern physical attackers.*/ Now let's get to another way to approach it - team type. Organize your team by team type. What type of team do want? A tank team, a defense team, an attack team, an annoyance team, a TSS team, a pseudo-pass team, a Baton Pass team, a UU team, a fun team, a kamikaze team, or a fairly standard team? (A fun team will not be discussed as it can be anything.) TEAM 1 A Tank team focuses on having Pokemon that are extremely hard to take out. Pokemon you see here are Skarmory, Blissey, Snorlax, Slowbro, and more. They have very few harmonized weaknesses. They all counter their own weaknesses excellently. An example of this team would be: Cloyster - Spikes, Reflect, Rest, Surf ~ Leftovers Skarmory - Whirlwind, Curse, Rest, Drill Peck ~ Leftovers Blissey - Ice Beam, Light Screen, Softboiled, Heal Bell ~ Leftovers Quagsire - Roar, Rest, Earthquake, Ancientpower ~ Leftovers Clefable - Moonlight, Curse, Amnesia, Return ~ Miracleberry Dragonite - Rest, Safeguard, Return, Haze ~ Leftovers Look at those recovery moves! Rest on four Pokemon -- two others have half recovery moves! And then pseudo-pass around the board -- Reflect on Cloyster to help out Blissey and Clefable, Light Screen on Blissey to help out Forretress, Skarmory, Quagsire, and Dragonite, and Safeguard on Dragonite to ensure a healthy team. Cloytser and Skarmory, due to amazing Defense, are free to Leftovers-rest. Dragonite can Rest because it's free to switch out. There are no stat-ups. With all of the support, Clefable is free to set up with Curse/Amnesia/Moonlight, and since it doesn't sleep, it's more efficient. /*Heal Bell is very important on a team like this. I'm not sure if Cloyster should be Resting on a 178 SD, especially with the bad HP; detonation would be wiser, at which point it loses flavor in this team. The lack of Suicune in this team is highly questionable; only two weaknesses, both of which are stopped cold by Mirror Coat? And 403 HP backing double 328s? Some good. One final note: Pokemon with W4s take a big hit in annoyance factor here, so think twice if you were trying to use Dragonite and Quagsire.*/ A tank is a team that would be a pain in the ass to take out. TEAM 2 A Defense team is VERY similar to a tank team, except that this time there is more attack and less stat-upping. They may or may not power themselves up before battling. They can cover for each other if needed, but a sacrifice can be afforded if necessary. For example: Smeargle - Spikes, Leech Seed, Light Screen, Spore ~ Miracleberry Arcanine - Roar, Rest, Fire Blast, Double-Edge ~ Leftovers Blastoise - Haze, Rest, Surf, Double-Edge ~ Leftovers Miltank - Body Slam, Curse, Milk Drink, Heal Bell ~ Leftovers Umbreon - Charm, Mean Look, Baton Pass, Rest ~ Miracleberry Dewgong - Ice Beam, Substitute, Return, Horn Drill ~ Leftovers This time the battle is a bit harder. The choices you have are more limited, as you have to take into consideration both of each Pokemon's defenses. There are many recovery moves, Dewgong and Smeargle being exceptions. Substitute/Leftovers while taking an elemental advantage serves its recovery. For the Machamp weakness there's Blastoise and Umbreon (with its Charm), and the Starmie weakness there's Miltank. /* No Blissey this time? =P If you choose Pokemon based on stats here, Smeargle is HIGHLY doubtful, and Suicune should get to replace Blastoise. Just like team 1, this may as well include a Restbell subtheme (a Heal Bell negating the two-turn wait for up to five Rests simultaneously). Put another way, this should be a team full of counters. Haze, Pseudohaze, and either Counter or Mirror Coat (or maybe both) are all good ideas. And needless to say, you won't be able to defend well with multiple three- and four-point weaknesses.*/ A defense team revolves around Pokemon with high Defense and SpDef. TEAM 3 A TSS team is a Toxic Sandstorm Spikes team. It revolves around Steel, Ground, and Rock Pokemon and forcing switches. It's quite out of date now and rarely will you see it being used around the metagame. Though not as popular as it once was, TSS is still a useful team strategy. Forretress - Spikes, Toxic, Sandstorm, Explosion ~ Miracleberry Skarmory - Toxic, Whirlwind, Rest, Drill Peck ~ Leftovers Suicune - Roar, Toxic, Rest, Surf ~ Leftovers Blissey - Toxic, Ice Beam, Heal Bell, Softboiled ~ Leftovers Tyranitar - Rock Slide, Sandstorm, Earthquake, Crunch ~ Leftovers Raikou - Crunch, Thunderbolt, Reflect, Rest ~ Leftovers See? Forretress and Skarmory are always there. Tyranitar is a common sight for Rock and Ground support. Raikou here is for Skarmory, and Toxic is all around the board. Sandstorm on Tyranitar and Forretress whittles away at the enemy's health while Skarmory blows away non-Rock/Ground types. Toxic on Skarmory is for more switches on Spikes. /*These teams are natural foils to BP teams, because of the large amount of switching they invoke through Toxic and Whirlwind. Note that TSS teams are the one place where Toxic doesn't suck; think of Toxic in this case as a Whirlwind that deals damage in the process (one particularly good Pokemon that was left off the above team is Crobat, with Toxic/Whirlwind/Confuse Ray/Fly -- 358 speed Confuse Rays get annoying fast). Also, while it may seem antithetical to play non-Rock/Ground/Steels in a Sandstorm, it's necessary to do so lest you create a five-point weakness to Water or Ground.*/ A TSS team involves Rock/Ground/Steel Pokemon, Forretress, Skarmory, and Toxic. TEAM 4 A Pseudo-Pass team is a pretty simple team that's easy to play. The strategy is pretty much pass around Safeguard, Reflect, and Light Screen while picking away at the enemy's health. It creates strong Pokemon that are hard to take out. For example: Cloyster - Reflect, Surf, Spikes, Explosion ~ Miracleberry Electabuzz - Reflect, Light Screen, Thunderbolt, Ice Punch ~ Leftovers Alakazam - Psychic, Reflect, Light Screen, Recover ~ Miracleberry Blissey - Light Screen, Ice Beam, Softboiled, Counter ~ Leftovers Kangaskhan - Safeguard, Double-Edge, Rest, Roar ~ Leftovers Dragonite - Safeguard, Rest, Return, Fire Blast ~ Leftovers Notice that this team has no Heal Beller and a few shared weaknesses. This is not a big problem, as Alakazam and Electabuzz cover pretty much every Pokemon so that there will be no OHKO's on your team. Light Screen on three Pokemon ensures Dragonite will be able to Leftovers-Rest for a while. Safeguard/Rest means that a Heal Beller is rather redundant here. /*Of course, the big risk in going without a Heal Beller is that your opponent may lead with a T-Wave Jolteon and paralyze before the Safeguard can come up. Make sure that your Reflects, Light Screens, and Safeguards match up with the Pokemon using them: Cloyster isn't exactly the best Reflect user, nor does Blissey get much from Light Screen (though people have been known to assault Blissey with pure Special attacks to avoid drawing out Skarmory, so you'll find that move being used anyway). Notably absent from this team is Meganium, who can get all three pseudopasses on decent stats, but then again, that only leaves one slot for attack. Regardless of how fun it is to juggle Reflect and Light Screen, there's still only one way to win: by dealing damage. Make sure your team has a way to do that.*/ A Pseudo-Pass team passes several Light Screens, Reflects, and Safeguards to protect from any sweepage. TEAM 5 The Baton Passing team is simple in theory but monstrous to play. You pass around stat-ups throughout the team to make each Pokemon stronger. Umbreon - Charm, Mean Look, Rest, Baton Pass ~ Leftovers Smeargle - Amnesia, Baton Pass, Spore, Growth ~ Leftovers Scizor - Swords' Dance, Agility, Baton Pass, Return ~ Leftovers Celebi - Psychic, Recover, Heal Bell, Baton Pass ~ Leftovers Mr. Mime - Return, Fire Punch, Barrier, Baton Pass ~ Leftovers Vaporeon - Surf, Substitute, Baton Pass, Double-Edge ~ Leftovers This is a complicated web of Baton Passing. Umbreon traps the enemy, Charms down and Rests, and proceeds to pass to Smeargle. Smeargle sleeps the enemy and Growth's up before passing to Vaporeon or Scizor. Celebi can be used to Heal Bell without breaking the chain. After every KO, Umbreon is to come back out and trap the enemy. If a Hazer comes in, it's okay, but it's still hard to play. /*In terms of Timmy, Johnny, and Spike, a BP team is Johnny's favorite. After all, what can be more creative than turning into a 999-stat monster? How about making it a Haze-proof 999-stat monster? Well, that's pretty much impossible. When it comes to BP, you lose to Haze, Whirlwind, Roar, and Psych Up, all with little recourse. So be aware that people DO use those moves, for the very reason of countering teams like this one. As for changes on the team, try giving Celebi an Ancientpower to pass. And finally, note that all the slots taken up with BP and stat boosts give you few attacks, so make the most of them if you plan on a 6-BP'er team.*/ A Baton Pass team passes stat-ups around the board. TEAM 6 The annoyance team is very fun to play, but based much on luck. The idea is similar to TSS in that you cause switches, but this is, IMO, much more fun to play. You place status ailments randomly, Attract the enemy, and do other stuff. Jolteon - Substitute, Thunder Wave, Thunderbolt, Charm ~ Leftovers Qwilfish - Sludge Bomb, Spikes, Toxic, Rest ~ Mint Berry Miltank - Body Slam, Attract, Milk Drink, Heal Bell ~ Leftovers Jumpluff - Sleep Powder, Stun Spore, Encore, Leech Seed ~ Leftovers Kangaskhan - Substitute, Body Slam, Attract, Earthquake ~ Leftovers Gengar - Destiny Bond, Encore, Mean Look, Perish Song ~ Leftovers Plenty of paralysis around Jolteon, Miltank, Jumpluff, and Kangaskhan, and Attract on Miltank and Kangaskhan. Encore on Jumpluff and Gengar is fun, and Qwilfish with Spikes does Toxic work. Jumpluff can Sleep enemies, and Gengar just forces switches. Using Substitute stops the enemy from more attacks. /*Just make sure that you never put a Spiker in any slot other than lead, got it? Thunder Wave is good here (especially with Whirlwind/Roar for the parashuffle), Leech Seed is good, Attract is good, Confuse Ray is good, Sleep moves are good (if for little more than exhausting a Mint Berry earlier than expected). Also try to have one Spite user, so you can nullify the opponent's Heal Bell at the first sign. Finally, Magikarp is NOT good. Don't put it on this team.*/ An annoyance team pushes the enemy away, stops attacks, and forces switches onto Spikes. TEAM 7 An Attack team is filled with sweepers with staying power that three hit KO pretty much any Pokemon. They may or may not use stat uppers to achieve this. These teams are hard to use well but pwn if used right. Raikou - Thunderbolt, Crunch, Rest, Reflect ~ Leftovers Snorlax - Double-Edge, Earthquake, Fire Blast, Selfdestruct ~ Leftovers Cloyster - Explosion, Screech, Surf, Spikes ~ Leftovers Zapdos - Whirlwind, Drill Peck, Rest, Thunderbolt ~ Leftovers Granbull - Rest, Sleep Talk, Heal Bell, Return ~ Leftovers Alakazam - Substitute, Fire Punch, Thunderpunch, Psychic ~ Leftovers Some quick workers here. Raikou is a powerful sweeper, and with Rest/Reflect it's quite deadly. Snorlax with Selfdestruct can do major damage to any Pokemon. It leaves the path clear for Cloyster with Spikes. Zapdos with Whirlwind works awesome as a sweeper, and Granbull is the most offensive Heal Beller. Alakazam can sweep with its SpAtk and Speed. /*Most all of these Pokemon (with Granbull the notable exception) could be used as starters. That's known as "overcommitment to one role." If this team hits a tank, it loses. That's why an attacking team wants at least one Curse abuser. Why isn't Machamp on here? I don't know. And why is this looking like Restbell almost as much as it is sweeper?*/ Attack teams sweep as fast as possible before having to switch. TEAM 8 An UnderUsed team is one with very rarely seen Pokemon. These possibilities are amazing, and they include many, many different Pokemon. Golem - Explosion, Rock Slide, Earthquake, Substitute ~ Leftovers Sudowoodo - Rock Slide, Earthquake, Curse, Rest ~ Leftovers Qwilfish - Spikes, Hydro Pump, Sludge Bomb, Rest ~ Mint Berry Celebi - Psychic, Recover, Leech Seed, Heal Bell ~ Leftovers Ninetales - Reflect, Roar, Flamethrower, Confuse Ray ~ Leftovers Hypno - Thunder Wave, Seismic Toss, Attract, Rest ~ Leftovers Pokemon that aren't commonly seen on the bots, right? This is a fairly standard UU team. It has a Spiker, Curser, kamikaze, pseudo-Hazer, Heal Beller, and annoyer. /*If people didn't ban Celebi, it obviously wouldn't qualify as underused. Other than that, Underused teams try to "make good of the Pokemon I've dismissed as bad". People often post stories of 6-0 sweeps with underused teams--because they really are valuable wins. And about the only guideline to making this team is to have diverse types. Remember, these teams are supposed to be creative ways of winning, not "Just Plain Crap" with no such intention.*/ /*By the way, I don't cover underused teams in this guide. Part of the fun of playing underused is coming up with the team...and for that, you don't need my help.*/ UU teams have endless possibilities as they only focus on underused Pokemon. Okay, we've been through the TSS, the annoyance, the tanks, the defense, the attacks, the kamikazes, the pseudo-passers, the Baton Passers, and the UU. Now, we get to the standard, Pokemon battling team. /*To be read as: The team that wins. Spike's favorite kind of team.*/ What is the standard team? Well, it has roles - ~ Annoyer ~ Baton Passer ~ Spiker ~ Trapper ~ Heal Beller ~ SpAtk-er ~ PhysAtk-er ~ Tank ~ Pseudo-Passer ~ Stat-upper ~ Hazer ~ Pseudo-Hazer ~ Supporter ~ Common Killer And this brings us to another way of creating a team: By Role. /*That's 14 roles. It's very tough to fit them into 6 Pokemon.*/ Way One: 1) Opener - Usually a Spiker or annoyer, the Opener is meant to give your team a good start. Jolteon is a common opener, with Substitute, Thunder Wave, Attract, Thunderbolt, or similar. I use Snorlax w/Body Slam, Attract, Substitute, Selfdestruct because it can paralyze and Attract while being safe behind the Substitute. Selfdestruct when I come to a tough Pokemon like Zapdos so that I can take it out. That way I have a fresh start with Cloyster to Spike. /*No, kids, Substitute does NOT prevent the detonation from killing you, nor does it survive for your next Pokemon to use. Another good opener is Starmie: With Surf, Thunder Wave, Confuse Ray, and Recover (DeathStar), this Pokemon dominated the Opener role for almost a year, and drew the kind of metagaming that Snorlax and Skarmory see today.*/ 2) Hazer - Able to come in the form of Haze or Roar/Whirlwind, the Hazer is essential on your team to prevent from Curselax sweeps or Marowak destruction. I use a Zapdos w/Whirlwind, Rest, Drill Peck, and Thunderbolt for this job, as Whirlwind will also cause Spikes damage. /*Remember that Whirlwind always goes last. Haze is the faster clear-out, but Whirlwind still has a niche when accompanied by Psych Up. Copy their stat modifiers, then destroy the originals like Enron documents!*/ 3) Attacker - The Attacker does immense damage to the opponent. Usually it includes powerful STAB attacks to defeat the enemy more easily with. My Machamp w/Cross Chop, Rock Slide, Earthquake, and Fire Blast does this. It can do extreme damage to any Pokemon in the game. /*Machamp's attacks are so far-reaching that the easiest way to plan an answer is through a counter-offense, not a team of Pokemon that try to resist it. Note that not even Mewtwo can take down Machamp in one, though. Maybe this thingy they call Machamp really is good.*/ 4) Heal Beller - A Pokemon with Heal Bell and a recovery move. A Blissey is a common Heal Beller. I use a Cursing Miltank to do this job - Curse, Body Slam, Heal Bell, Milk Drink. /*Miltank used to own this role, but now the baton has been "passed" to Blissey. And when Celebi is allowed, people use it as a Heal Beller, too (especially considering it's the only one that doesn't take heavy damage from Cross Chop). Note that those Pokemon get Milk Drink, Softboiled, and Recover, respectively; the 50% recoveries should always be used.*/ 5) Cleaner - A Pokemon that will finish off a Pokemon that has just given you a pounding. An Alakazam can do this with its high Speed. I use Alakazam w/Reflect, Thunder Wave, Psychic, Recover to do this job. /*Bear in mind that Alakazam gets punches now, so it can clean more than just Machamp. Basically, find the popular Sweepers, figure out type weaknesses that they haven't already covered, and use a Pokemon that uses that attack type.*/ 6) Sweeper - Like the Attacker, but different. :x It has to plow through many Pokemon, and is expendable to a certain degree. Usually it has high Speed and/or SpAtk. I use a Dragonite w/Haze, Rest, Return, Reflect. Not the best example of one though ;.; /*Here's a hint: Sweepers should have more than one attack.*/ Way Two: Baton Passer - A Pokemon w/Baton Pass. It also has BP'able moves - stat ups. Mean Look, Swords Dance, Meditate, Barrier, Acid Armor, Double Team, Agility, Amnesia, Perish Song, and Growth are BP'able moves. It powers up your team. Umbreon - Charm, Rest, Mean Look, Baton Pass @Leftovers /*Why would anyone want to BP a Perish Song for non-masochistic reasons? Top BP honors go to Scizor (Swords Dance, Agility, DT), Jolteon (Agility, Growth, occasional Substitute), Girafarig (Agility, Amnesia), Umbreon (Mean Look, Double Team), and Vaporeon (Acid Armor, Growth, game's best Substitute pass). While Smeargle can pass things that no other Pokemon can (Belly Drum, Growth), remember that Smeargle can typically be shot down on the second turn.*/ Pseudo-Passer - A Pokemon w/Reflect, Light Screen, and/or Safeguard. These attacks can be passed onto your other Pokemon without Baton Pass, so they come in very handy. They spare Rests/Safeguards. Mr. Mime - Safeguard, Light Screen, Psychic, Thunderbolt /*Again, note that Mime is better off passing Reflect than Light Screen. Reflect belongs on Defense 228 or lower, Light Screen on SD 228 or lower, and Safeguard on Speed 298 or higher, as a general rule. However, if a Pokemon fits none of these categories and you wish to pseudopass, prioritize Reflect first, Light Screen second, and Safeguard last. Technically, Sunny Day, Rain Dance, and Sandstorm are also pseudopasses, but those are typically designed to benefit the Pokemon that uses them.*/ Supporter - The Circle gets bigger. It can be a pseudo-passer, a Baton Passer, a filler, or anything - It fills in a random role that your team is missing and must be used if you have only five Pokemon. Vaporeon - Haze, Substitute, Surf, Baton Pass @Leftovers /*Why is this a category if all it is is a collection of other categories?*/ Annoyer - A Pokemon that, well, annoys. It stalls while slowly extracting damage. Little by little with Toxic, Sandstorm, Pseudo-Haze/ Spikes, Encore, Leech Seed, Sleep, Paralysis, Attract, Confusion, Flinch, Protect, and sometimes even more. Lanturn - Surf, Attract, Confuse Ray, Thunder Wave /*The most severe form of annoyance is known by several name permutations: "confatuated paraflinch", "paracontractifusion", or (by the younger players) "cheating". But the goal of any annoyer is to try and bring a psychological factor into this game. If the opponent is frustrated to the point of play mistakes, Annoyers are a quick path to victory. If you ever face one, remember that Annoyers aren't nearly as dangerous as they appear. Don't overreact.*/ Trapper - A Pokemon with Whirlpool/Clamp/Mean Look. It forces the Pokemon to stay in and then slowly or quickly depletes its health. Sometimes it's combined with Toxic or Baton Pass. Usually you see it with Perish Song. Gengar - Mean Look, Destiny Bond, Ice Punch, Thunderbolt @Leftovers /*Don't forget Gengar can sing the Song of Death! Also, be cautious when using Temporary Traps: none are more accurate than 85%, and they don't last longer than 5 turns.*/ Spiker - A Pokemon with Spikes. It lays down the Spikes and does whatever other mission it's expected to do. Works awesome with a Pseudo-Hazer with good attacks. Cloyster - Surf, Screech, Spikes, Explosion @Leftovers /*Just make sure that if you use Cloyster, you have time to Spike before the 178 SD kills you. Typically you'll go Turn 1 Spikes, Turn 2 detonate to kill and force Spikes damage. Also be aware that Flying-types can safely switch into Spikes, and Rapid Spin will blow Spikes off the board.*/ Heal Beller - A Pokemon with Heal Bell. Because there are only four, it's hard to have an unpredictable Heal Beller. However, people do use non-standard Granbull and Celebi, and even unpredictable Miltanks. Miltank - Body Slam, Psych Up, Milk Drink, Heal Bell @Leftovers /*I thought this had already been discussed.*/ Hazer - A Pokemon with Haze. Usually this requires good staying power because you might get pounded in the process. Usually it has Rest to ensure its stay. Blastoise - Ice Beam, Earthquake, Haze, Rest @Leftovers /*Same here.*/ Pseudo-Hazer - A Pokemon with Roar, Whirlwind, or some sort of other attack that forces a switch. This is to stop Cursers, Baton Passing chains, and the like. Zapdos - Thunderbolt, Drill Peck, Rest, Whirlwind @Leftovers /*Amazingly enough, a Perish Trapper can fill this role by getting in a non- Trap P-Song, then the opponent is forced to halt their sweeping practices in the next three turns. But obviously, Whirlwind is the most preferential, because it's widely compatible, works right away, and has the small advantage over Roar by hitting Fly users. That's not much of an advantage, but it's the only difference between the two, and I'll take it. Crobat can be annoying, after all.*/ Stat Upper - A Pokemon that uses stat-upping attacks. Swords Dance, Agility, and stuff are all here. They can be very deadly, and hopefully you won't see too many Curselaxen ^^ Politoed - Curse, Amnesia, Rest, Return @Leftovers /*Think of it as a BP'er that doesn't use a slot on BP. Except in that one degenerate case known as Curselax, in which case you treat it as you would an axe-murderer who walks right up to your door.*/ Tank - A Pokemon that's extremely hard to take out. Pokemon instantly that come to mind are Miltank, Blissey, Snorlax, Blastosie, Suicune, etc. Sometimes they use stat ups to become even stronger. Kingdra - Hydro Pump, Double-Edge, Sleep Talk, Rest @Leftovers /*If you want a formula, determine "tankiness" with HP * (DF + SD). The top tanks are: Blissey (346518), Lugia (317060), Snorlax (285558), Ho-oh (283860), Shuckle (271188), Umbreon (265668), Suicune (264368), Steelix (256278), Lapras (252798), and Wobbuffet (249524). Chansey, though unevolved, is technically third with a 292,448. Of course, Pokemon that get Recover get an additional boost here.*/ SpAtk-er - A Pokemon with all or mostly SpAtks. They sweep through most Pokemon with relative ease. Some Pokemon that use these are Electabuzz, Alakazam, etc. Magmar - Fire Blast, Cross Chop, Thunderpunch, Hidden Power (Ice) @Leftovers /*Why does Magmar need HP Ice? Typically, Pokemon that qualify for this role should have SA 298 or greater, as well as basic type-countering attacks. Very few Pokemon make good four-move sweepers for this category or the next, or at least can't be put to better use in another role.*/ PhysAtk-er - A Pokemon with all or mostly Physical attacks. They're pretty much the same as SpAtk-ers except they have Physical moves. Sandslash - Swords Dance, Earthquake, Rock Slide, Substitute @Leftovers /*Unless you're following UPS, that Sandslash should be a Marowak. And Substitute defies the concept of an attacker.*/ Common Killer - A Pokemon that is designed to kill the Pokemon that it's most likely to be up against. They're much like sweepers except with custom attacks. Cloud's Nidoking is meant to take on openers and stuff. Nidoking - Lovely Kiss, Earthquake, Ice Beam, Thunderbolt @Leftovers /*I'd equate this role to hiring the mob. They'll do one thing for you, but demand too much and you'll be disappointed. In other words, simple but limited.*/ That was nice, Shadowdude. Now, kids, did you understand that informal speak after being exposed to over 100 pages of my style of writing (which uses very little online-talk or abbreviation)? If not, good for you. Now, on to the actual moveset construction. Here are 41 movesets (soon to be more, as always) that have proven their worth over time. Below some sets are tips on playing it. If a set only works with a specific item, the item is listed before the moves, and if a set has a widely known nickname, it's listed after the moves. Remember, these are Spike movesets, ones meant purely for winning. Timmy and Johnny need no help designing sets to suit their needs (and in fact are better off when not helped), so sheer quantity of sets is cast aside in favor of ensuring the GOOD ones are all here. Clefable Sunny Day/Solarbeam/Flamethrower/Moonlight Three Sunny Day-boostable moves make Clefable the most efficient exploiter of Sunny Day (though Houndoom's type match and 318 stat make it the best overall user). Flamethrower is called for instead of the Blast, since Clefable will probably be sticking around for a while. Clefable Belly Drum/Shadow Ball/Return/(Moonlight or Rest) Like the Snorlax version, only faster. Shoot down to 50% health, hope the opponent doesn't Haze you (or Encore, or Whirlwind...), and recover next turn. Then start blasting things, and if Misdreavus tries to trap you, bash the fool's head in for 500. Arcanine Fire Blast/Crunch/Extremespeed/Curse This one's easy to figure out. You can replace Fire Blast with Flamethrower if you're too worried about missing. Extremespeed still strikes first whether you've used 1 Curse or 6. Alakazam Psychic/Recover/Thunder Wave/(insert element)Punch Still viable? Probably. Since Substitute is far less prevalent in this realm, and Safeguard users are all slower except for one Pokemon that's usually banned, T-Wave should cripple much more than it did before. Then beat away. Each of the Punches has its situation, and experience will show you which one to use. Machamp Earthquake/Rock Slide/Cross Chop/(random move) "Boring" Needs no explanation. Final slot is your choice of Rest, Light Screen, Focus Energy, Fire Blast, Hidden Power, Meditate, or Curse. Dodrio Endure/Flail/Drill Peck/Agility As long as you've been passed a +5 Attack modifier, this Pokemon can redefine your image of the Normal-Flying group. Agility for the crucial ability to outrun Jolteon and Alakazam, then Drill Peck until you're almost ready to die, and Endure. Then keep Flailing away to kill anything, except that Rhydon only takes 410, Steelix takes a somewhat tame 279, and the Ghosts take 0. Drill Peck, however, deals more than lethal damage to Gengar and Missy. Just as long as you can GET the modifiers passed... Marowak@thick club Earthquake/Rock Slide/Hidden Power (Bug)/Swords Dance "Nickwak" The result of the ingenuity mentioned in pages 100 and 101 (credit to Nick Moore for linking the 13 Attack DV with HP Bug), this Marowak will KO anything except Skarmory in two shots, and only 21 others are even able to survive one turn. For more fun, throw an Agility to it, courtesy of Jolteon, Scyther, or Scizor. Starmie Thunder Wave/Confuse Ray/Surf/Recover "DeathStar" The first Pokemon ever to receive the metagame treatment. Confuse the opponent and paralyze them--right away, they're up to 62.5% to miss you completely. The item, Brightpowder or King's Rock (note--KR only works on turns when you use Surf), pumps that even more. Recover helps control any hits that go through your barrier, and Surf allows you to deal damage. After all, you can't win JUST by annoying--you have to annoy for the psychological effect, then deal damage. Tauros@leftovers Fissure/Horn Drill/Rest/Sleep Talk "Fish" As I said earlier, don't worry that your attacks are only 30%--you'll get so many chances that, on average, you'll hit 8.89 times. Last I checked, it only took 6 hits to win. If you lose to this, don't blame me. Blame Fish. Blame Fish for everything. Lapras Perish Song/Whirlpool/Confuse Ray/Rest Trap the opponent with Whirlpool, hope it lasts long enough for a P-Song (see Misdreavus for more details), and Confuse the opponent in the mean time. Lapras can take a beating, especially with Rest, so multiple traps are possible within a match. Jolteon Thunderbolt/Baton Pass/Agility/(Substitute or Hidden Power) We all know the three Hidden Power types that work (and, unless you KNOW there are a bunch of Rhydons or Quagsires where you play, that Ice is the best of these). Typically used to pass Agility to something like Marowak. Snorlax Curse/(Normal attack)/Earthquake/Rest "Curselax" Fun to play, not to oppose. Curse as many times as you're allowed (or until you fear Haze), then strike with your Normal attack (Double-Edge, Frustration, Return, or Body Slam) or Earthquake against the ghosts. You'll be attacking second throughout this ordeal, so Rest is there to negate any hits that get through. Item is typically Leftovers or Mint Berry (though Mint Berry's exhaustive nature limits its effectiveness, so I use Leftovers). Snorlax@pink bow Selfdestruct/Body Slam/Fire Blast/Earthquake If there are far too many Pokemon with Haze, Whirlwind, Roar, Psych Up, and various and sundry attacks in your local play area, here's a Snorlax that requires no setup. Many people vow by it as a starter, but it can fare just fine without the leadoff pressure. Feel free to go out with the most powerful unboosted shot in the game. Zapdos Thunder/Rain Dance/Hidden Power/(Drill Peck or Thunder Wave) Water is the preferred HP type for Zapdos, due to Rain Dance and the second type. Drill Peck is probably the better choice here, since Zapdos inflicts enough damage (and is fast enough) that it could care less about disabling. Mewtwo Psychic/Submission/Safeguard/Recover You mean it was weakened? If Tyranitar was designed as a Mewtwo counter, the designers obviously forgot about Submission, that arcane move of the past. Mewtwo has about a 62% chance of winning 1-on-1 against its supposed counter, as long as it has Submission. Safeguard can stop any disabling team save one that's led by an Electrode. Typhlosion Sunny Day/Flamethrower/Thunderpunch/Earthquake The best moveset of all six starters. Water is stopped by a combination of Sunny Day and/or Thunderpunch, Earthquake gets the mirror, and the rest can take a 318-SA, 95-power attack with a base multiplier of 225%. If you want, you can replace it with Fire Blast. Crobat@leftovers Mean Look/Toxic/Confuse Ray/Fly This Pokemon is somehow good despite using two of the most overrated moves in existence: Toxic and Fly. Individually they do suck, but put them together and it's quite a combo. First trap the opponent, then bring on the confusion and poison (since they no longer have access to the #1 tactic of switching). Fly effectively slows down the battle to half speed...but that means that your Leftovers recovery and their Toxic damage have more time to take effect! Lanturn Surf/Thunder/Rain Dance/Ice Beam Not played as often as it should, if you ask me. Maybe that's due to the inability to recover, and the unimpressive speed. Rain Dance makes Surf a x2.25 base multiplier, Thunder a VHPSA with the accuracy of a regular HPSA, and Ice Beam does get the subtle benefit of stopping random thaws, while putting big damage to the face of Grasses. Ampharos Thunderbolt/Thunder Wave/Fire Punch/Hidden Power Because of Fire Punch, this is one of the few cases where Water outdoes Ice for Hidden Power type. And because Quagsire is more of a threat than Rhydon, you could even step down to Grass for the situational. It's like Raichu, only less stigmatized. Quagsire Haze/Surf/Ancientpower/(roulette wheel of Quagsire's moves) Building a Quagsire moveset has such an anticlimactic feel to it. It's supposed to be a power, but it isn't (despite having only one weakness, to a type that got SEVERELY undercut in GSC). Move 4 can be just about anything, but remember that Blizzard and Ice Beam DO NOT help this Pokemon out at all. (They're usually faster than Quagsire anyway, and one Giga Drain or even Razor Leaf will be the end.) Espeon Psychic/Growth/Morning Sun/Hidden Power As far as I'm concerned, the Hidden Power can be any Special type you choose (though Psychic would be a little pointless). Ice or Dark may be the best, since they don't cut into Espeon's HP. Growth as often as you can, then if you can hit two turns of attacks, the Growths have paid for themselves. Everything after that is gravy. Umbreon Double Team/Mean Look/Moonlight/Baton Pass It's as versatile as your team lets it be. Against practically anything except Machamp, trap the opponent, get in as many DTs as possible, and force the opponent to fight its least favorite member of your team. Very fun. Misdreavus Mean Look/Perish Song/Pain Split/Destiny Bond "I Win" How fun can Pokemon torture be? Try Misdreavus, and you'll have an answer. Trap anything, start the three-turn bomb, then if you get low on health you can either Pain Split to suck the opponent's blood, or Bond to ensure a death, then at the 1 count, switch. Mean Look is still in effect at the start of the turn, so the opponent can't switch in turn, and will fall. Repeat five more times, or until you're rushed to the hospital with a Game Boy or N64 controller through the skull (courtesy of your enraged opponent). Forretress@pink bow Spikes/Explosion/Hidden Power/Toxic Forretress is a litmus test for the opponent's team. If the opponent has a leadoff Fire, switch. Otherwise, use Spikes and if there's a Fire-type anywhere in the opponent's team, it will pop out, at which point you go BOOM. If not, use Hidden Power over and over (for best results, make it a Bug-type move) and blow up at the most inopportune time. Fun. Scizor Hidden Power/Swords Dance/Agility/Baton Pass Bug is the preferred HP type, given that there's no other decent STAB move allowed (you could also choose Steel and its +4 Defense benefit, but that type fares worse overall type-wise). You can SD and Agility up with Scizor, then either take the opponent on your own or BP to your favorite physical sweeper. Heracross Earthquake/Megahorn/Endure/Reversal Just like Dodrio. It doesn't NEED an Attack boost, but it would help, along with a Speed boost. Just keep at Earthquake and Megahorn while you're still in safe range, Endure a would-be death, then start firing away 300-power shots. Sayonara, Snorlax. Octillery Surf/Flamethrower/Ice Beam/(random move) Basically, this is the Special-attacking version of Machamp. Heck, that last slot can be a happiness-based move...or Haze...or Rest...or Amnesia...or Focus Energy...or Hidden Power...just like the struggle for Machamp's fourth slot. Attack as you please. Skarmory Curse/Rest/Drill Peck/Whirlwind The Anti-Snorlax. On its own, Skarmory is the one and only Pokemon that a +5 Snorlax can't take down with a single well-placed hit, and Curses only let it live longer. Ideally you switch it in as soon as you suspect a Curse user, keep the Curse race a close one, then Drill Peck if it'll do decent damage or blow the opponent away if it won't. Congratulations, you now get to fire a 999-attack airplane incarnate at a normal-stat opponent. This Pokemon will teach one specific lesson to a stubborn opponent: Don't do drugs. Houndoom Sunny Day/Fire Blast/Solarbeam/Crunch Under Sunny Day, you're looking at a 120-power move that lowers SD, another 120-power move that counters three weaknesses, and a whopping 270-power poke in the ass. Fire Blast is preferred over Flamethrower here because of horrible durability. Kingdra@leftovers Surf/(Dragonbreath or Ice Beam)/Rest/(Haze or Double Team) Believe it or not, Kingdra has a field day thwarting any attempts to exploit its one weakness. Use DT if you're trapped indoors during a snowstorm without a Gameshark in a place that isn't New York City. Or if your name is Cat-Gonk. --**SMEARGLE MOVESETS**-- I'm counting all these as one. There are so many ways to play Smeargle that to count each one separately would ruin the representation of the others. Note that if you're playing on your own (and thus not subject to the inculcated beliefs of the community), Ditto and Mew, as well as any Metronome user, can play these sets as well. Spider Web/Spore/Mind Reader/Horn Drill: This set is a mixture of Timmy and Johnny playing styles. You can knock out any non-Ghost in four turns, and if you're lucky, they won't be able to respond. Note that Spider Web is preferred over Mean Look, due to the number of PP. Baton Pass/(three stat-boosting moves): The fun thing about Smeargle as a BP'er is that it can boost any desired combination of stats. It's the lone candidate for passing (the suicidal) Belly Drum, and combinations like Swords Dance/Barrier/Agility (Super Curselax Setup) are begging for abuse. And a 313-HP Pokemon is going to try and abuse them. Good luck! Counter/Mirror Coat/Destiny Bond/Recover: The mini-Wobbuffet, as I call it. Except that it can stick around for a bit longer (okay, maybe not) with Recover. Destiny Bond will come in very handy most of the time. Thunder Wave/Super Fang/Whirlwind/Recover: This is my contribution to the world of Smeargle. IF you can get it to work, here's the plan: Paralyze the opponent, take half their health, then force in a new opponent and repeat. 1000 damage by a Smeargle? Hey, it could happen. Spikes/Heal Bell/Haze/Pain Split: Use Heal Bell to clear status, Haze to clear stat modifiers from the opponent (good luck), or Spikes if that move needs some action. Then, since you're probably low on health, suck the opponent's blood away (works best on Snorlax, Wobbuffet, and Blissey). It just might have a use as a Curselax exterminator. --**END SMEARGLE MOVESETS**-- Miltank Heal Bell/(Body Slam or Earthquake)/Milk Drink/(Psych Up or Attract) This Heal Beller still can't hold up well to Machamp, but it can against, say, Tyranitar. And with Psych Up, it can fend off Snorlax for a while. Blissey Thunder Wave/Counter/Softboiled/Seismic Toss This is the "RBY-ified" way to play Blissey. Rhydon/Marowak uses Earthquake...now that move can be Countered. That's enough for a kill. No Minimize because it conflicts with Counter. Blissey@leftovers Curse/Double-Edge/Heal Bell/Softboiled Never thought you'd see the day where Blissey could use Normal attacks? After all forms of Hazing and all Machamps have been eradicated from the opponent's side, this Pokemon will dominate like nothing this side of Curselax. Six Curses pump the Attack to a respectable 472. You won't get automatic KOs on everything...but this Pokemon is IMPERVIOUS when and if the sixth Curse falls, and winning by defense is much more satisfying than winning by offense, isn't it? Raikou Thunderbolt/Crunch/(Reflect or Hidden Power)/Rest Reflect is for the people who never learn. 1-in-4096 odds isn't a just cause to ban a move--how many of those people go out and maximize their stats anyway? That's 16 times less likely! Anyway, if you just woke up, come recite the mono-Electric HP types once more: "Ice, Water, and Grass, in descending preferential order." Suicune Surf/Roar/Mirror Coat/Rest After RBY's Bug v. Psychic case was resolved, this was GSC's first testament to "A 2 in the Type Chart isn't always a good thing." Zapdos and Pikachu can try to Thunder this to death all they want, but unless the next four coin flips all come up heads, those Pokemon end up eating their words--in the form of 700 damage shoved down their throats. And there's even a way for Suicune to use its type in a proactive manner! Luckily for it, GAMEFREAK decided that the concept of a Fire-type with Mirror Coat was simply out of flavor. Item is the standard Curselax choice: save two turns or preserve the item indefinitely? Tyranitar Ancientpower/Earthquake/Crunch/(HPSA) If you've forgotten, HPSA stands for High-Powered Special Attack (Thunderbolt, Ice Beam, Flamethrower, Psychic, Surf; as opposed to the VHPSAs like Blizzard that I don't often recommend). Basically, you should find something the opponent is weak to, or failing that, try Ancientpower for a 10% chance of winning the game immediately. Lugia Aeroblast/Earthquake/Curse/Recover Your mission, should you choose to accept it, is to disarm a Pokemon with Overall Defense Rating of 317,060. You will be given six Pokemon of your own. The enemy's weaponry consists of Aeroblasts accompanied by an Attack stat pumped to 400 or even 800, as well as Anti-Electric Guns for denial against the most obvious approach. Good luck. Ho-oh Recover/Sacred Fire/Thunderbolt/Earthquake Another challenging Pokemon to stop, though not as challenging due to the lack of setup and presence of a W4. Eat 300+-attack, 95-100 power moves, turn after turn. If you can do that, though, Ho-oh won't be looking so good. Celebi@leftovers Leech Seed/Recover/Heal Bell/Psychic This Celebi can regain about 250 of its own HP every turn, which is an engine that most Pokemon are hard-pressed to race. Replace Psychic with Giga Drain to increase that number even more. Oh, and it can Heal Bell to effectively act as five Miracleberries kicking in at once. More movesets will fill this space eventually. ********************** *304. Reference Chart* ********************** It's back, and much bigger. Key: Name: The species name. Not much to say. Only final-stage Pokemon are listed, with the notable exception of Scyther (since its stat total is identical to that of its evolution). Stats: Like last time, each stat receives two numbers, in base/max format. Each has its uses. Learned Moves: Moves a Pokemon learns naturally. The number in parentheses represents the level at which it can be learned, based on the fastest-learning member of the evolution chain. TM Moves: Moves acquired through TM, HM, or Move Tutor. Moves with * are only accessible from RBY. Egg Moves: Moves only accessible by getting them on a hatchling. Any moves in CAPS are beyond the 165 RBY moves, and thus can't be combined with any move that receives a *. Specials: Moves acquired through other means, such as Stadium Prizes or NY Pokecenter. They can't be combined with each other or with Egg Moves unless otherwise stated. Evolution: The evolution chain behind that Pokemon. Useful only if you're playing through the game, and aren't yet at the strategy stage (or if you've created a level-limit tournament, and need to know what can get in). Experience: Yeah, yeah, yeah. Who needs it. Just in case you want to know such random facts, they're now here for your perusal. Venusaur (GRS/PSN) Stats: HP 80/363, AT 82/262, DF 83/264, SA 100/298, SD 100/298, SP 80/258 Learned Moves: Tackle (0), Growl (4), Leech Seed (7), Vine Whip (10), Poisonpowder (15), Sleep Powder (15), Razor Leaf (20), Sweet Scent (25), Growth (32), Synthesis (39), Solarbeam (46) TM Moves: Headbutt, Curse, Roar, Toxic, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Defense Curl, Rest, Attract, Fury Cutter, Cut, Flash, Swords Dance*, Body Slam*, Take Down*, Double-Edge*, Rage*, Mega Drain*, Mimic*, Reflect*, Bide*, Substitute* Egg Moves: SAFEGUARD, Light Screen, Skull Bash, CHARM, Razor Wind, Petal Dance Specials: ANCIENTPOWER, Rock Throw Evolution: Bulbasaur -> Ivysaur (L16) -> Venusaur (L32) Experience: Fading Charizard (FIR/FLY) Stats: HP 78/359, AT 84/266, DF 78/254, SA 109/316, SD 85/268, SP 100/298 Learned Moves: Scratch (0), Growl (0), Ember (7), Smokescreen (13), Rage (19), Scary Face (25), Flamethrower (31), Wing Attack (36), Slash (37), Dragon Rage (43), Fire Spin (49) TM Moves: Dynamicpunch, Headbutt, Curse, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Iron Tail, Dragonbreath, Earthquake, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Fire Blast, Swift, Defense Curl, Rest, Attract, Steel Wing, Fire Punch, Fury Cutter, Cut, Fly, Strength, Flamethrower, Mega Punch*, Swords Dance*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Submission*, Counter*, Seismic Toss*, Rage*, Dragon Rage*, Fissure*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: Rock Slide, Bite, OUTRAGE, ANCIENTPOWER, BELLY DRUM, BEAT UP Specials: CRUNCH Evolution: Charmander (FIR) -> Charmeleon (FIR - L16) -> Charizard (L36) Experience: Fading Blastoise (WTR) Stats: HP 79/361, AT 83/264, DF 100/298, SA 85/268, SD 105/308, SP 78/254 Learned Moves: Tackle (0), Tail Whip (4), Bubble (7), Withdraw (10), Water Gun (13), Bite (18), Rapid Spin (23), Protect (28), Rain Dance (33), Skull Bash (40), Hydro Pump (47) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Roar, Toxic, Rock Smash, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Earthquake, Return, Dig, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Defense Curl, Rest, Attract, Surf, Strength, Whirlpool, Waterfall, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Submission*, Counter*, Seismic Toss*, Rage*, Fissure*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: Haze, FLAIL, Mist, Confusion, FORESIGHT, MIRROR COAT Specials: ZAP CANNON Evolution: Squirtle -> Wartortle (L16) -> Blastoise (L36) Experience: Fading Butterfree (BUG/FLY) Stats: HP 60/323, AT 45/188, DF 50/198, SA 80/258, SD 80/258, SP 70/238 Learned Moves: Tackle (0), String Shot (0), Harden (7), Confusion (10), Poisonpowder (13), Stun Spore (14), Sleep Powder (15), Supersonic (18), Whirlwind (23), Gust (28), Psybeam (34), Safeguard (40) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Psychic, Double Team, Swagger, Sleep Talk, Swift, Rest, Attract, Nightmare, Flash, Razor Wind*, Whirlwind*, Take Down*, Double-Edge*, Rage*, Mega Drain*, Teleport*, Mimic*, Reflect*, Bide*, Psywave*, Substitute* Egg Moves: None Specials: None Evolution: Caterpie (BUG) -> Metapod (BUG - L7) -> Butterfree (L10) Experience: Normal Beedrill (BUG/PSN) Stats: HP 65/333, AT 80/258, DF 40/178, SA 45/188, SD 80/258, SP 75/248 Learned Moves: Poison Sting (0), String Shot (0), Harden (7), Fury Attack (10), Focus Energy (15), Twineedle (20), Rage (25), Pursuit (30), Pin Missile (35), Agility (40) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Return, Double Team, Swagger, Sleep Talk, Sludge Bomb, Swift, Rest, Attract, Fury Cutter, Cut, Swords Dance*, Take Down*, Double-Edge*, Rage*, Mega Drain*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: None Specials: None Evolution: Weedle (BUG) -> Kakuna (BUG - L7) -> Beedrill (L10) Experience: Normal Pidgeot (NRM/FLY) Stats: HP 83/369, AT 80/258, DF 75/248, SA 70/238, SD 70/238, SP 91/280 Learned Moves: Tackle (0), Sand-Attack (5), Gust (9), Quick Attack (15), Whirlwind (21), Wing Attack (29), Agility (37), Mirror Move (47) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Detect, Rest, Attract, Thief, Steel Wing, Fly, Razor Wind*, Whirlwind*, Take Down*, Double-Edge*, Rage*, Mimic*, Reflect*, Bide*, Sky Attack*, Substitute* Egg Moves: PURSUIT, FAINT ATTACK, FORESIGHT, STEEL WING Specials: None Evolution: Pidgey -> Pidgeotto (L18) -> Pidgeot (L36) Experience: Fading Raticate (NRM) Stats: HP 55/313, AT 81/260, DF 60/218, SA 50/198, SD 70/238, SP 97/292 Learned Moves: Tackle (0), Tail Whip (0), Quick Attack (7), Hyper Fang (13), Focus Energy (20), Pursuit (27), Super Fang (34) TM Moves: Headbutt, Curse, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Endure, Frustration, Iron Tail, Thunder, Return, Dig, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Defense Curl, Rest, Attract, Thief, Cut, Strength, Thunderbolt, Ice Beam, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Rage*, Mimic*, Bide*, Skull Bash*, Substitute* Egg Moves: Screech, Counter, FLAME WHEEL, Bite, REVERSAL, Fury Swipes Specials: None Evolution: Rattata -> Raticate (L20) Experience: Normal Fearow (NRM/FLY) Stats: HP 65/333, AT 90/278, DF 65/228, SA 61/220, SD 61/220, SP 100/298 Learned Moves: Peck (0), Growl (0), Leer (7), Fury Attack (13), Pursuit (25), Mirror Move (31), Drill Peck (37), Agility (43) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Snore, Protect, Endure, Frustration, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Detect, Rest, Attract, Thief, Steel Wing, Fly, Razor Wind*, Whirlwind*, Take Down*, Double-Edge*, Rage*, Mimic*, Bide*, Sky Attack*, Substitute* Egg Moves: SCARY FACE, FAINT ATTACK, Quick Attack, Tri Attack, FALSE SWIPE Specials: Sonicboom Evolution: Spearow -> Fearow (L20) Experience: Fading Arbok (PSN) Stats: HP 60/323, AT 85/268, DF 69/236, SA 65/228, SD 79/256, SP 80/258 Learned Moves: Wrap (0), Leer (0), Poison Sting (9), Bite (15), Glare (23), Screech (29), Acid (37), Haze (43) TM Moves: Headbutt, Curse, Toxic, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Earthquake, Return, Dig, Double Team, Swagger, Sleep Talk, Sludge Bomb, Rest, Attract, Thief, Strength, Body Slam*, Take Down*, Double-Edge*, Rage*, Mega Drain*, Fissure*, Mimic*, Bide*, Skull Bash*, Rock Slide*, Substitute* Egg Moves: SPITE, PURSUIT, Slam, BEAT UP, CRUNCH Specials: None Evolution: Ekans -> Arbok (L22) Experience: Normal Raichu (ELC) Stats: HP 60/323, AT 90/278, DF 55/208, SA 90/278, SD 85/268, SP 100/298 Learned Moves: Thundershock (0), Charm (0), Growl (0), Tail Whip (6), Thunder Wave (8), Sweet Kiss (11), Quick Attack (11), Double Team (15), Slam (20), Thunderbolt (26), Swift* (26), Agility (33), Thunder (41), Light Screen (50) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Zap Cannon, Hidden Power, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Iron Tail, Thunder, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Defense Curl, Thunderpunch, Detect, Rest, Attract, Thief, Strength, Flash, Thunderbolt, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Pay Day*, Submission*, Seismic Toss*, Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Thunder Wave*, Substitute* Egg Moves: ENCORE, Doubleslap, Bide, REVERSAL, PRESENT Specials: Surf* (this can coexist with Doubleslap, Dizzy Punch, Sing, Petal Dance, and Bide), Dizzy Punch, Sing, Petal Dance, SCARY FACE Evolution: Pichu -> Pikachu (Happy) -> Raichu (Thunderstone) Experience: Normal Sandslash (GRD) Stats: HP 75/353, AT 100/298, DF 110/318, SA 45/188, SD 55/208, SP 65/228 Learned Moves: Scratch (0), Defense Curl (6), Sand-Attack (11), Poison Sting (17), Slash (23), Swift (30), Fury Swipes (37), Sandstorm (45) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Iron Tail, Earthquake, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Swift, Defense Curl, Detect, Rest, Attract, Thief, Fury Cutter, Cut, Strength, Swords Dance*, Body Slam*, Take Down*, Double-Edge*, Submission*, Seismic Toss*, Rage*, Fissure*, Mimic*, Bide*, Skull Bash*, Rock Slide*, Substitute* Egg Moves: Counter, RAPID SPIN, FLAIL, SAFEGUARD, METAL CLAW Specials: None Evolution: Sandshrew -> Sandslash (L22) Experience: Normal Nidoqueen (PSN/GRD) Stats: HP 90/383, AT 82/262, DF 87/272, SA 75/248, SD 85/268, SP 76/250 Learned Moves: Growl (0), Tackle (0), Scratch (8), Double Kick (12), Poison Sting (17), Tail Whip (23), Body Slam (23), Bite (30), Fury Swipes (38) TM Moves: Dynamicpunch, Headbutt, Curse, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Thunder, Earthquake, Return, Shadow Ball, Mud- Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Sandstorm, Fire Blast, Defense Curl, Thunderpunch, Detect, Rest, Attract, Thief, Fire Punch, Fury Cutter, Surf, Strength, Flamethrower, Thunderbolt, Ice Beam, Mega Punch*, Mega Kick*, Horn Drill*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Pay Day*, Submission*, Counter*, Seismic Toss*, Rage*, Fissure*, Mimic*, Reflect*, Bide*, Skull Bash*, Rock Slide*, Substitute* Egg Moves: CHARM, Counter, Disable, Focus Energy, Supersonic, BEAT UP, Take Down Specials: Lovely Kiss, SWEET KISS, MORNING SUN Evolution: NidoranF (PSN) -> Nidorina (PSN - L16) -> Nidoqueen (Moon Stone) Experience: Fading Nidoking (PSN/GRD) Stats: HP 81/365, AT 92/282, DF 77/252, SA 85/268, SD 75/248, SP 85/268 Learned Moves: Leer (0), Tackle (0), Horn Attack (8), Double Kick (12), Poison Sting (17), Focus Energy (23), Thrash (23), Fury Attack (30), Horn Drill (38) TM Moves: Dynamicpunch, Headbutt, Curse, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Thunder, Earthquake, Return, Shadow Ball, Mud- Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Sandstorm, Fire Blast, Defense Curl, Thunderpunch, Detect, Rest, Attract, Thief, Fire Punch, Fury Cutter, Surf, Strength, Flamethrower, Thunderbolt, Ice Beam, Mega Punch*, Mega Kick*, Horn Drill*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Pay Day*, Submission*, Counter*, Seismic Toss*, Rage*, Fissure*, Mimic*, Reflect*, Bide*, Skull Bash*, Rock Slide*, Substitute* Egg Moves: Counter, Disable, Supersonic, Amnesia, Confusion, BEAT UP, Take Down Specials: Lovely Kiss, SWEET KISS, MOONLIGHT Evolution: NidoranM (PSN) -> Nidorino (PSN - L16) -> Nidoking (Moon Stone) Experience: Fading Clefable (NRM) Stats: HP 95/393, AT 70/238, DF 73/244, SA 85/268, SD 90/278, SP 60/218 Learned Moves: Pound (0), Charm (0), Growl (0), Encore (4), Sing (8), Sweet Kiss (13), Doubleslap (13), Minimize (19), Defense Curl (26), Metronome (34), Moonlight (43), Light Screen (53) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Zap Cannon, Psych Up, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Solarbeam, Iron Tail, Thunder, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Fire Blast, Defense Curl, Thunderpunch, Dream Eater, Detect, Rest, Attract, Fire Punch, Nightmare, Strength, Flash, Flamethrower, Thunderbolt, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Submission*, Counter*, Seismic Toss*, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Metronome*, Skull Bash*, Thunder Wave*, Psywave*, Tri Attack*, Substitute* Egg Moves: Amnesia, Splash, BELLY DRUM, PRESENT, Mimic, Metronome Specials: Dizzy Punch, Swift, Petal Dance, SCARY FACE Evolution: Cleffa -> Clefairy (Happy) -> Clefable (Moon Stone) Experience: Fast Ninetales (FIR) Stats: HP 73/349, AT 76/250, DF 75/248, SA 81/260, SD 100/298, SP 100/298 Learned Moves: Ember (0), Tail Whip (0), Quick Attack (7), Roar (13), Confuse Ray (19), Safeguard (25), Flamethrower (31), Fire Spin (37) TM Moves: Headbutt, Curse, Roar, Toxic, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Iron Tail, Return, Dig, Double Team, Swagger, Sleep Talk, Fire Blast, Swift, Rest, Attract, Flamethrower, Body Slam*, Take Down*, Double-Edge*, Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: SPITE, Disable, Hypnosis, FLAIL, FAINT ATTACK Specials: None Evolution: Vulpix -> Ninetales (Fire Stone) Experience: Normal Wigglytuff (NRM) Stats: HP 140/483, AT 70/238, DF 45/188, SA 75/248, SD 50/198, SP 45/188 Learned Moves: Sing (0), Charm (0), Defense Curl (4), Pound (9), Disable (14), Rollout (19), Doubleslap (24), Rest (29), Body Slam (34), Double-Edge (39) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Zap Cannon, Psych Up, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Solarbeam, Thunder, Return, Psychic, Shadow Ball, Mud- Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Fire Blast, Defense Curl, Thunderpunch, Dream Eater, Detect, Rest, Attract, Fire Punch, Nightmare, Strength, Flash, Flamethrower, Thunderbolt, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Submission*, Counter*, Seismic Toss*, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Skull Bash*, Thunder Wave*, Psywave*, Tri Attack*, Substitute* Egg Moves: FAINT ATTACK, PRESENT, PERISH SONG Specials: Dizzy Punch, SCARY FACE, Mimic Evolution: Igglybuff -> Jigglypuff (Happy) -> Wigglytuff (Moon Stone) Experience: Fast Vileplume (GRS/PSN) Stats: HP 75/353, AT 80/258, DF 85/268, SA 100/298, SD 90/278, SP 50/198 Learned Moves: Absorb (0), Sweet Scent (7), Poisonpowder (14), Stun Spore (16), Sleep Powder (18), Acid (23), Moonlight (32), Petal Dance (39), Solarbeam* (46) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Double Team, Swagger, Sleep Talk, Sludge Bomb, Rest, Attract, Cut, Flash, Swords Dance*, Body Slam*, Take Down*, Double-Edge*, Rage*, Mega Drain*, Mimic*, Reflect*, Bide*, Substitute* Egg Moves: SYNTHESIS, FLAIL, Razor Leaf, Swords Dance, CHARM Specials: Leech Seed Evolution: Oddish -> Gloom (L21) -> Vileplume (Leaf Stone) / Bellossom (GRS - Sun Stone) Experience: Fading Parasect (GRS/BUG) Stats: HP 60/323, AT 95/288, DF 80/258, SA 60/218, SD 80/258, SP 30/158 Learned Moves: Scratch (0), Stun Spore (7), Poisonpowder (13), Leech Life (19), Spore (25), Slash (31), Growth (37), Giga Drain (43) TM Moves: Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Dig, Double Team, Swagger, Sleep Talk, Sludge Bomb, Rest, Attract, Thief, Fury Cutter, Cut, Flash, Swords Dance*, Body Slam*, Take Down*, Double- Edge*, Rage*, Mega Drain*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: Screech, Counter, Psybeam, FLAIL, FALSE SWIPE, SWEET SCENT, Light Screen, PURSUIT Specials: SYNTHESIS Evolution: Paras -> Parasect (L24) Experience: Normal Venomoth (BUG/PSN) Stats: HP 70/343, AT 65/228, DF 60/218, SA 90/278, SD 70/238, SP 90/278 Learned Moves: Tackle (0), Disable (0), Foresight (0), Supersonic (9), Confusion (17), Poisonpowder (20), Leech Life (25), Stun Spore (28), Gust (31), Psybeam (33), Sleep Powder (36), Psychic (41) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Psychic, Double Team, Swagger, Sleep Talk, Sludge Bomb, Swift, Rest, Attract, Thief, Flash, Razor Wind*, Whirlwind*, Take Down*, Double-Edge*, Rage*, Mega Drain*, Teleport*, Mimic*, Reflect*, Bide*, Psywave*, Substitute* Egg Moves: Screech, BATON PASS, GIGA DRAIN Specials: None Evolution: Venonat -> Venomoth (L31) Experience: Normal Dugtrio (GRD) Stats: HP 35/273, AT 80/258, DF 50/198, SA 50/198, SD 70/238, SP 120/338 Learned Moves: Tri Attack (0), Scratch (0), Growl (5), Magnitude (9), Dig (17), Sand-Attack (25), Slash (33), Earthquake (41), Fissure (49) TM Moves: Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Earthquake, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Sludge Bomb, Rest, Attract, Thief, Cut, Body Slam*, Take Down*, Double-Edge*, Rage*, Fissure*, Mimic*, Bide*, Rock Slide*, Substitute* Egg Moves: Screech, PURSUIT, ANCIENTPOWER, FAINT ATTACK, BEAT UP Specials: None Evolution: Diglett -> Dugtrio (L26) Experience: Normal Persian (NRM) Stats: HP 65/333, AT 70/238, DF 60/218, SA 65/228, SD 65/228, SP 115/328 Learned Moves: Scratch (0), Growl (0), Bite (11), Pay Day (20), Faint Attack (28), Screech (35), Fury Swipes (41), Slash (46) TM Moves: Headbutt, Curse, Roar, Toxic, Zap Cannon, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Icy Wind, Protect, Endure, Frustration, Iron Tail, Thunder, Return, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Defense Curl, Dream Eater, Detect, Rest, Attract, Thief, Nightmare, Thunderbolt, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Pay Day*, Rage*, Mimic*, Bide*, Skull Bash*, Substitute* Egg Moves: CHARM, SPITE, Hypnosis, Amnesia Specials: None Evolution: Meowth -> Persian (L28) Experience: Normal Golduck (WTR) Stats: HP 80/363, AT 82/262, DF 78/254, SA 95/288, SD 80/258, SP 85/268 Learned Moves: Scratch (0), Tail Whip (5), Disable (10), Confusion (16), Screech (23), Psych Up (31), Fury Swipes (40), Hydro Pump (50) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Rock Smash, Psych Up, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Return, Dig, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Swift, Rest, Attract, Fury Cutter, Surf, Strength, Flash, Whirlpool, Waterfall, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Pay Day*, Submission*, Counter*, Seismic Toss*, Rage*, Mimic*, Bide*, Skull Bash*, Substitute* Egg Moves: Psybeam, Psychic, Hypnosis, Light Screen, FORESIGHT, FUTURE SIGHT, Ice Beam, CROSS CHOP Specials: Amnesia*, Petal Dance, Tri Attack Evolution: Psyduck -> Golduck (L33) Experience: Normal Primeape (FTG) Stats: HP 65/333, AT 105/308, DF 60/218, SA 60/218, SD 70/238, SP 95/288 Learned Moves: Scratch (0), Leer (0), Low Kick (9), Karate Chop (15), Fury Swipes (21), Focus Energy (27), Rage (28), Seismic Toss (33), Cross Chop (39), Screech (45), Thrash (51) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Iron Tail, Thunder, Return, Dig, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Swift, Defense Curl, Thunderpunch, Detect, Rest, Attract, Thief, Fire Punch, Strength, Thunderbolt, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Pay Day*, Submission*, Counter*, Seismic Toss*, Rage*, Mimic*, Bide*, Metronome*, Skull Bash*, Rock Slide*, Substitute* Egg Moves: REVERSAL, BEAT UP, FORESIGHT, Meditate, Rock Slide, Counter Specials: None Evolution: Mankey -> Primeape (L28) Experience: Normal Arcanine (FIR) Stats: HP 90/383, AT 110/318, DF 80/258, SA 100/298, SD 80/258, SP 95/288 Learned Moves: Bite (0), Roar (0), Ember (9), Leer (18), Take Down (26), Flame Wheel (34), Agility (42), Flamethrower (50), Extremespeed (50) TM Moves: Headbutt, Curse, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Iron Tail, Dragonbreath, Return, Dig, Double Team, Swagger, Sleep Talk, Fire Blast, Swift, Rest, Attract, Flamethrower, Body Slam*, Take Down*, Double-Edge*, Rage*, Dragon Rage*, Teleport*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: Thrash, CRUNCH, SAFEGUARD, Fire Spin, Body Slam Specials: None Evolution: Growlithe -> Arcanine (Fire Stone) Experience: Slow Poliwrath (WTR/FTG) Stats: HP 90/383, AT 85/268, DF 95/288, SA 70/238, SD 90/278, SP 70/238 Learned Moves: Bubble (0), Hypnosis (7), Water Gun (13), Doubleslap (19), Rain Dance (25), Body Slam (31), Submission (35), Belly Drum (37), Amnesia* (38), Hydro Pump (43), Mind Reader (51) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Earthquake, Return, Psychic, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Defense Curl, Detect, Rest, Attract, Thief, Surf, Strength, Whirlpool, Waterfall, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Submission*, Counter*, Seismic Toss*, Rage*, Fissure*, Mimic*, Bide*, Metronome*, Skull Bash*, Psywave*, Substitute* Egg Moves: Haze, MIND READER, Mist, Splash, Bubblebeam Specials: Growth, SWEET KISS, Lovely Kiss Evolution: Poliwag (WTR) -> Poliwhirl (WTR - L25) -> Poliwrath (Water Stone) / Politoed (WTR - Trade while holding King's Rock) Experience: Fading Alakazam (PSY) Stats: HP 55/313, AT 50/208, DF 45/198, SA 135/368, SD 85/268, SP 120/338 Learned Moves: Teleport (0), Kinesis (0), Confusion (16), Disable (18), Psybeam (21), Recover (26), Future Sight (31), Psychic (38), Reflect (45) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Zap Cannon, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Return, Dig, Psychic, Shadow Ball, Double Team, Ice Punch, Swagger, Sleep Talk, Thunderpunch, Dream Eater, Rest, Attract, Thief, Fire Punch, Nightmare, Flash, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Submission*, Counter*, Seismic Toss*, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Metronome*, Skull Bash*, Thunder Wave*, Psywave*, Tri Attack*, Substitute* Egg Moves: ENCORE, Barrier, Light Screen Specials: None Evolution: Abra -> Kadabra (L16) -> Alakazam (Trade) Experience: Fading Machamp (FTG) Stats: HP 90/383, AT 130/358, DF 80/258, SA 65/228, SD 85/268, SP 55/208 Learned Moves: Low Kick (0), Leer (0), Focus Energy (7), Karate Chop (13), Seismic Toss (19), Foresight (25), Vital Throw (31), Cross Chop (37), Scary Face (43), Submission (49) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Earthquake, Return, Dig, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Fire Blast, Thunderpunch, Detect, Rest, Attract, Thief, Fire Punch, Strength, Flamethrower, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Submission*, Counter*, Seismic Toss*, Rage*, Fissure*, Mimic*, Bide*, Metronome*, Skull Bash*, Rock Slide*, Substitute* Egg Moves: ENCORE, Light Screen, Rolling Kick, Meditate Specials: FALSE SWIPE Evolution: Machop -> Machoke (L28) -> Machamp (Trade) Experience: Fading Victreebel (GRS/PSN) Stats: HP 80/363, AT 105/308, DF 65/228, SA 100/298, SD 60/218, SP 70/238 Learned Moves: Vine Whip (0), Growth (6), Wrap (11), Sleep Powder (15), Poisonpowder (17), Stun Spore (19), Acid (23), Sweet Scent (30), Razor Leaf (37), Slam (45) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Double Team, Swagger, Sleep Talk, Sludge Bomb, Rest, Attract, Cut, Flash, Swords Dance*, Body Slam*, Take Down*, Double-Edge*, Rage*, Mega Drain*, Mimic*, Reflect*, Bide*, Substitute* Egg Moves: ENCORE, Leech Life, SYNTHESIS, Swords Dance, Reflect Specials: Lovely Kiss, SWEET KISS Evolution: Bellsprout -> Weepinbell (L21) -> Victreebel (Leaf Stone) Experience: Fading Tentacruel (WTR/PSN) Stats: HP 80/363, AT 70/238, DF 65/228, SA 80/258, SD 120/338, SP 100/298 Learned Moves: Poison Sting (0), Supersonic (6), Constrict (12), Acid (19), Water Gun* (22), Bubblebeam (25), Wrap (30), Barrier (36), Screech (43), Hydro Pump (49) TM Moves: Curse, Toxic, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Giga Drain, Endure, Frustration, Return, Double Team, Swagger, Sleep Talk, Sludge Bomb, Rest, Attract, Cut, Surf, Whirlpool, Ice Beam, Swords Dance*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Rage*, Mega Drain*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: Aurora Beam, Haze, RAPID SPIN, SAFEGUARD, MIRROR COAT Specials: Confuse Ray Evolution: Tentacool -> Tentacruel (L30) Experience: Slow Golem (GRD/RCK) Stats: HP 80/363, AT 110/318, DF 130/358, SA 55/208, SD 65/228, SP 45/188 Learned Moves: Tackle (0), Defense Curl (6), Rock Throw (11), Magnitude (16), Selfdestruct (21), Harden (26), Rollout (31), Earthquake (36), Explosion (41) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Earthquake, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Fire Blast, Defense Curl, Rest, Attract, Fire Punch, Fury Cutter, Strength, Flamethrower, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Submission*, Counter*, Seismic Toss*, Rage*, Fissure*, Mimic*, Bide*, Metronome*, Selfdestruct*, Explosion*, Rock Slide*, Substitute* Egg Moves: Mega Punch, Rock Slide Specials: RAPID SPIN Evolution: Geodude -> Graveler (L25) -> Golem (Trade) Experience: Fading Rapidash (FIR) Stats: HP 65/333, AT 100/298, DF 70/238, SA 80/258, SD 80/258, SP 105/308 Learned Moves: Tackle (0), Growl (4), Tail Whip (8), Ember (13), Stomp (19), Fire Spin (26), Take Down (34), Fury Attack (40), Agility (43), Fire Blast (53) TM Moves: Headbutt, Curse, Toxic, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Iron Tail, Return, Double Team, Swagger, Sleep Talk, Fire Blast, Swift, Rest, Attract, Flamethrower, Horn Drill*, Body Slam*, Take Down*, Double-Edge*, Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: Thrash, CHARM, FLAME WHEEL, Hypnosis, Quick Attack, Double Kick Specials: Low Kick Evolution: Ponyta -> Rapidash (L40) Experience: Normal Slowbro (WTR/PSY) Stats: HP 95/393, AT 75/248, DF 110/318, SA 100/298, SD 80/258, SP 30/158 Learned Moves: Curse (0), Tackle (0), Growl (6), Water Gun (15), Confusion (20), Disable (29), Headbutt (34), Withdraw (37), Amnesia (43), Psychic (48) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Earthquake, Return, Dig, Psychic, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Fire Blast, Swift, Dream Eater, Rest, Attract, Fury Cutter, Nightmare, Surf, Strength, Flash, Flamethrower, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Pay Day*, Submission*, Counter*, Seismic Toss*, Rage*, Fissure*, Teleport*, Mimic*, Reflect*, Bide*, Skull Bash*, Thunder Wave*, Psywave*, Tri Attack*, Substitute* Egg Moves: SAFEGUARD, BELLY DRUM, Stomp, FUTURE SIGHT Specials: None Evolution: Slowpoke -> Slowbro (L37) / Slowking (Trade while holding King's Rock) Experience: Normal Magneton (ELC/STL) Stats: HP 50/303, AT 60/218, DF 95/288, SA 120/338, SD 70/238, SP 70/238 Learned Moves: Tackle (0), Thundershock (6), Supersonic (11), Sonicboom (16), Thunder Wave (21), Lock-On (27), Swift (33), Tri Attack (35), Screech (39), Zap Cannon (45) TM Moves: Curse, Rollout, Toxic, Zap Cannon, Hidden Power, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Thunder, Return, Double Team, Swagger, Sleep Talk, Swift, Rest, Flash, Thunderbolt, Take Down*, Double- Edge*, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Thunder Wave*, Substitute* Egg Moves: None Specials: Agility Evolution: Magnemite -> Magneton (L30) Experience: Normal Farfetch'd (NRM/FLY) Stats: HP 52/307, AT 65/228, DF 55/208, SA 58/214, SD 62/222, SP 60/218 Learned Moves: Peck (0), Sand-Attack (7), Leer (13), Fury Attack (19), Swords Dance (25), Agility (31), Slash (37), False Swipe (44) TM Moves: Headbutt, Curse, Toxic, Psych Up, Hidden Power, Sunny Day, Snore, Protect, Endure, Frustration, Iron Tail, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Detect, Rest, Attract, Thief, Steel Wing, Cut, Fly, Razor Wind*, Swords Dance*, Whirlwind*, Body Slam*, Take Down*, Double- Edge*, Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: Mirror Move, Gust, FLAIL, Quick Attack, FORESIGHT, STEEL WING Specials: BATON PASS, FURY CUTTER Evolution: None Experience: Normal Dodrio (NRM/FLY) Stats: HP 60/333, AT 110/318, DF 70/238, SA 60/218, SD 60/218, SP 100/298 Learned Moves: Peck (0), Growl (0), Pursuit (9), Fury Attack (13), Tri Attack (21), Rage (25), Drill Peck (33), Agility (37) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Rest, Attract, Thief, Steel Wing, Fly, Whirlwind*, Body Slam*, Take Down*, Double-Edge*, Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Sky Attack*, Tri Attack*, Substitute* Egg Moves: Haze, FLAIL, Supersonic, Quick Attack, FAINT ATTACK Specials: Low Kick Evolution: Doduo -> Dodrio (L31) Experience: Normal Dewgong (WTR/ICE) Stats: HP 90/383, AT 70/238, DF 80/258, SA 70/238, SD 95/288, SP 70/238 Learned Moves: Headbutt (0), Growl (5), Aurora Beam (16), Rest (21), Take Down (32), Ice Beam (37), Safeguard (48) TM Moves: Headbutt, Curse, Toxic, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Return, Double Team, Swagger, Sleep Talk, Rest, Attract, Surf, Whirlpool, Waterfall, Ice Beam, Horn Drill*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun, Pay Day*, Rage*, Mimic*, Bide*, Skull Bash*, Substitute* Egg Moves: ENCORE, Disable, Lick, Slam, Peck, PERISH SONG Specials: FLAIL Evolution: Seel -> Dewgong (L34) Experience: Normal Muk (PSN) Stats: HP 105/413, AT 105/308, DF 75/248, SA 65/228, SD 100/298, SP 50/198 Learned Moves: Poison Gas (0), Pound (0), Harden (5), Disable (10), Sludge (16), Minimize (23), Screech (31), Acid Armor (40), Sludge Bomb (50) TM Moves: Dynamicpunch, Curse, Toxic, Zap Cannon, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Thunder, Return, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Sludge Bomb, Fire Blast, Thunderpunch, Rest, Attract, Thief, Fire Punch, Flamethrower, Thunderbolt, Body Slam*, Rage*, Mega Drain*, Mimic*, Bide*, Selfdestruct*, Explosion*, Substitute* Egg Moves: PURSUIT, Haze, MEAN LOOK, Lick Specials: None Evolution: Grimer -> Muk (L38) Experience: Normal Cloyster (WTR/ICE) Stats: HP 50/303, AT 95/288, DF 180/458, SA 85/268, SD 45/188, SP 70/238 Learned Moves: Tackle (0), Withdraw (0), Supersonic (9), Aurora Beam (17), Protect (25), Leer (33), Spikes (33), Clamp (41), Spike Cannon (41), Ice Beam (49) TM Moves: Curse, Toxic, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Return, Double Team, Swagger, Sleep Talk, Swift, Rest, Attract, Surf, Whirlpool, Ice Beam, Take Down*, Double- Edge*, Bubblebeam*, Water Gun*, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Selfdestruct*, Explosion*, Tri Attack*, Substitute* Egg Moves: Screech, RAPID SPIN, Barrier, Bubblebeam, Take Down Specials: None Evolution: Shellder (WTR) -> Cloyster (Water Stone) Experience: Slow Gengar (GHO/PSN) Stats: HP 60/323, AT 65/228, DF 60/218, SA 130/358, SD 75/248, SP 110/318 Learned Moves: Hypnosis (0), Lick (0), Spite (8), Mean Look (13), Curse (21), Night Shade (21), Confuse Ray (28), Dream Eater (33), Destiny Bond (36) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Giga Drain, Endure, Frustration, Thunder, Return, Psychic, Shadow Ball, Double Team, Ice Punch, Swagger, Sleep Talk, Thunderpunch, Dream Eater, Rest, Attract, Thief, Fire Punch, Nightmare, Strength, Thunderbolt, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Submission*, Counter*, Seismic Toss*, Rage*, Mega Drain*, Mimic*, Bide*, Metronome*, Selfdestruct*, Skull Bash*, Psywave*, Explosion*, Substitute* Egg Moves: Haze, PERISH SONG, Psywave Specials: None Evolution: Gastly -> Haunter (L25) -> Gengar (Trade) Experience: Fading Hypno (PSY) Stats: HP 85/373, AT 73/244, DF 70/238, SA 73/244, SD 115/328, SP 67/232 Learned Moves: Pound (0), Hypnosis (0), Disable (10), Confusion (18), Headbutt (25), Poison Gas (31), Meditate (36), Psychic (40), Psych Up (43), Future Sight (45) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Zap Cannon, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Return, Psychic, Shadow Ball, Double Team, Ice Punch, Swagger, Sleep Talk, Thunderpunch, Dream Eater, Rest, Attract, Fire Punch, Nightmare, Flash, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Submission*, Counter*, Seismic Toss*, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Metronome*, Skull Bash*, Thunder Wave*, Psywave*, Tri Attack*, Substitute* Egg Moves: Barrier, Light Screen Specials: Amnesia Evolution: Drowzee -> Hypno (L26) Experience: Normal Kingler (WTR) Stats: HP 55/313, AT 130/358, DF 115/328, SA 50/198, SD 50/198, SP 75/248 Learned Moves: Bubble (0), Leer (5), Vicegrip (12), Harden (16), Stomp (23), Guillotine (27), Protect (34), Crabhammer (41) TM Moves: Curse, Toxic, Rock Smash, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Rest, Attract, Thief, Fury Cutter, Cut, Surf, Strength, Whirlpool, Ice Beam, Swords Dance*, Body Slam*, Take Down*, Double- Edge*, Bubblebeam*, Water Gun*, Rage*, Mimic*, Bide*, Substitute* Egg Moves: Dig, Haze, FLAIL, Slam, Amnesia Specials: METAL CLAW Evolution: Krabby -> Kingler (L28) Experience: Normal Electrode (ELC) Stats: HP 60/323, AT 50/198, DF 70/238, SA 80/248, SD 80/248, SP 140/378 Learned Moves: Tackle (0), Screech (9), Sonicboom (17), Selfdestruct (23), Rollout (29), Light Screen (33), Swift (37), Explosion (39), Mirror Coat (41) TM Moves: Headbutt, Curse, Rollout, Toxic, Zap Cannon, Hidden Power, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Thunder, Return, Double Team, Swagger, Sleep Talk, Swift, Rest, Flash, Thunderbolt, Take Down*, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Selfdestruct*, Skull Bash*, Thunder Wave*, Explosion*, Substitute* Egg Moves: None Specials: Agility Evolution: Voltorb -> Electrode (L30) Experience: Normal Exeggutor (GRS/PSY) Stats: HP 95/393, AT 95/288, DF 85/268, SA 125/348, SD 65/228, SP 55/208 Learned Moves: Barrage (0), Hypnosis (0), Reflect (7), Leech Seed (13), Confusion (19), Stomp (19), Stun Spore (25), Poisonpowder (31), Egg Bomb (31), Sleep Powder (37), Solarbeam (43) TM Moves: Headbutt, Curse, Rollout, Toxic, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Psychic, Double Team, Swagger, Sleep Talk, Sludge Bomb, Dream Eater, Rest, Attract, Thief, Nightmare, Strength, Flash, Take Down*, Double-Edge*, Rage*, Mega Drain*, Teleport*, Mimic*, Reflect*, Bide*, Selfdestruct*, Egg Bomb*, Psywave*, Explosion*, Substitute* Egg Moves: ANCIENTPOWER, SYNTHESIS, MOONLIGHT, Reflect, Mega Drain Specials: None Evolution: Exeggcute -> Exeggutor (Leaf Stone) Experience: Slow Marowak (GRD) Stats: HP 60/323, AT 80/258, DF 110/318, SA 50/198, SD 80/258, SP 45/188 Learned Moves: Growl (0), Tail Whip (5), Bone Club (9), Headbutt (13), Leer (17), Focus Energy (21), Bonemerang (25), Rage (29), False Swipe (33), Thrash (37), Bone Rush (41) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Endure, Frustration, Iron Tail, Earthquake, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Fire Blast, Thunderpunch, Detect, Rest, Attract, Thief, Fire Punch, Strength, Flamethrower, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Submission*, Counter*, Seismic Toss*, Rage*, Fissure*, Mimic*, Bide*, Skull Bash*, Substitute* Egg Moves: Screech, Rock Slide, ANCIENTPOWER, BELLY DRUM, PERISH SONG, Skull Bash, Swords Dance Specials: None Evolution: Cubone -> Marowak (L28) Experience: Normal Hitmonlee (FTG) Stats: HP 50/303, AT 120/338, DF 53/204, SA 35/168, SD 110/318, SP 87/272 Learned Moves: Tackle (0), Double Kick (0), Meditate (6), Rolling Kick (11), Jump Kick (16), Focus Energy (21), Hi Jump Kick (26), Mind Reader (31), Foresight (36), Endure (41), Mega Kick (46), Reversal (51) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Protect, Endure, Frustration, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Detect, Rest, Attract, Thief, Strength, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Submission*, Counter*, Seismic Toss*, Rage*, Mimic*, Bide*, Metronome*, Skull Bash*, Substitute* Egg Moves: RAPID SPIN, MIND READER, Hi Jump Kick, MACH PUNCH Specials: DIZZY PUNCH Evolution: Tyrogue -> Hitmonchan (L20 AT < DF) / Hitmonlee (L20 AT > DF) / Hitmontop (L20 AT = DF) Experience: Normal Hitmonchan (FTG) Stats: HP 50/303, AT 105/308, DF 79/256, SA 35/168, SD 110/318, SP 76/250 Learned Moves: Tackle (0), Comet Punch (0), Agility (7), Pursuit (13), Fire Punch (26), Thunderpunch (26), Ice Punch (26), Mach Punch (32), Mega Punch (38), Detect (44), Counter (50) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Protect, Endure, Frustration, Return, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Swift, Thunderpunch, Detect, Rest, Attract, Thief, Fire Punch, Strength, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Submission*, Counter*, Seismic Toss*, Rage*, Mimic*, Bide*, Metronome*, Skull Bash*, Substitute* Egg Moves: RAPID SPIN, MIND READER, Hi Jump Kick, MACH PUNCH Specials: DIZZY PUNCH Evolution: Tyrogue -> Hitmonchan (L20 AT < DF) / Hitmonlee (L20 AT > DF) / Hitmontop (L20 AT = DF) Experience: Normal Lickitung (NRM) Stats: HP 90/383, AT 55/208, DF 75/248, SA 60/218, SD 75/248, SP 30/158 Learned Moves: Lick (0), Supersonic (7), Defense Curl (13), Stomp (19), Wrap (25), Disable (31), Slam (37), Screech (43) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Thunder, Earthquake, Return, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Sandstorm, Fire Blast, Defense Curl, Thunderpunch, Dream Eater, Rest, Attract, Thief, Fire Punch, Nightmare, Cut, Surf, Strength, Flamethrower, Thunderbolt, Ice Beam, Mega Punch*, Swords Dance*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Submission*, Counter*, Seismic Toss*, Rage*, Fissure*, Mimic*, Bide*, Skull Bash*, Substitute* Egg Moves: BELLY DRUM, MAGNITUDE, Body Slam Specials: Doubleslap Evolution: None Experience: Normal Weezing (PSN) Stats: HP 65/333, AT 90/278, DF 120/338, SA 85/268, SD 70/238, SP 60/218 Learned Moves: Poison Gas (0), Tackle (0), Smog (9), Selfdestruct (17), Sludge (21), Smokescreen (25), Haze (33), Explosion (44), Destiny Bond (51) TM Moves: Curse, Rollout, Toxic, Zap Cannon, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Thunder, Return, Double Team, Swagger, Sleep Talk, Sludge Bomb, Fire Blast, Rest, Attract, Thief, Flamethrower, Thunderbolt, Rage*, Mimic*, Bide*, Selfdestruct*, Explosion*, Substitute* Egg Moves: PAIN SPLIT, Screech, Psybeam, Psywave, DESTINY BOND Specials: None Evolution: Koffing -> Weezing (L35) Experience: Normal Rhydon (GRD/RCK) Stats: HP 105/308, AT 130/358, DF 120/338, SA 45/188, SD 45/188, SP 40/178 Learned Moves: Horn Attack (0), Tail Whip (0), Stomp (13), Fury Attack (19), Scary Face (31), Horn Drill (37), Take Down (49), Leer* (50), Earthquake (55) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Roar, Toxic, Zap Cannon, Rock Smash, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Endure, Frustration, Iron Tail, Thunder, Earthquake, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Fire Blast, Thunderpunch, Rest, Attract, Fire Punch, Fury Cutter, Surf, Strength, Flamethrower, Thunderbolt, Ice Beam, Mega Punch*, Mega Kick*, Horn Drill*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Pay Day*, Submission*, Counter*, Seismic Toss*, Rage*, Fissure*, Mimic*, Bide*, Skull Bash*, Rock Slide*, Substitute* Egg Moves: Thrash, PURSUIT, Counter, CRUNCH, REVERSAL, MAGNITUDE, Rock Slide Specials: None Evolution: Rhyhorn -> Rhydon (L42) Experience: Slow Tangela (GRS) Stats: HP 65/333, AT 55/208, DF 115/328, SA 100/298, SD 40/178, SP 60/218 Learned Moves: Constrict (0), Sleep Powder (4), Absorb (10), Poisonpowder (13), Vine Whip (19), Bind (25), Mega Drain (31), Stun Spore (34), Slam (40), Growth (46) TM Moves: Headbutt, Curse, Toxic, Psych Up, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Double Team, Swagger, Sleep Talk, Sludge Bomb, Rest, Attract, Thief, Cut, Flash, Swords Dance*, Body Slam*, Take Down*, Double-Edge*, Rage*, Mega Drain*, Mimic*, Bide*, Skull Bash*, Substitute* Egg Moves: FLAIL, Amnesia, Confusion, Reflect, Mega Drain Specials: SYNTHESIS Evolution: None Experience: Normal Kangaskhan (NRM) Stats: HP 105/413, AT 90/278, DF 80/258, SA 40/178, SD 80/258, SP 90/278 Learned Moves: Comet Punch (0), Leer (7), Bite (13), Tail Whip (19), Mega Punch (25), Rage (31), Endure (37), Dizzy Punch (43), Reversal (49) TM Moves: Dynamicpunch, Headbutt, Curse, Roar, Toxic, Zap Cannon, Rock Smash, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Thunder, Earthquake, Return, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Sandstorm, Fire Blast, Thunderpunch, Rest, Attract, Fire Punch, Fury Cutter, Surf, Strength, Flamethrower, Thunderbolt, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Submission*, Counter*, Seismic Toss*, Rage*, Thunderbolt, Fissure*, Mimic*, Bide*, Skull Bash*, Rock Slide*, Substitute* Egg Moves: Disable, Focus Energy, SAFEGUARD, Stomp, FORESIGHT Specials: FAINT ATTACK Evolution: None Experience: Normal Seaking (WTR) Stats: HP 80/363, AT 92/282, DF 65/228, SA 65/228, SD 80/258, SP 68/234 Learned Moves: Peck (0), Tail Whip (0), Supersonic (10), Horn Attack (15), Flail (24), Fury Attack (29), Waterfall (38), Horn Drill (43), Agility (52) TM Moves: Curse, Toxic, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Return, Double Team, Swagger, Sleep Talk, Swift, Rest, Attract, Surf, Waterfall, Ice Beam, Horn Drill*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Rage*, Mimic*, Bide*, Skull Bash*, Substitute* Egg Moves: Haze, Psybeam, Hydro Pump Specials: Swords Dance Evolution: Goldeen -> Seaking (L33) Experience: Normal Starmie (WTR/PSY) Stats: HP 60/323, AT 75/248, DF 85/268, SA 100/298, SD 85/268, SP 115/328 Learned Moves: Tackle (0), Harden (0), Water Gun (7), Rapid Spin (13), Recover (19), Swift (25), Bubblebeam (31), Minimize (37), Confuse Ray (37), Light Screen (43), Hydro Pump (50) TM Moves: Curse, Toxic, Zap Cannon, Psych Up, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Thunder, Return, Psychic, Double Team, Swagger, Sleep Talk, Swift, Dream Eater, Rest, Attract, Nightmare, Surf, Flash, Whirlpool, Waterfall, Thunderbolt, Ice Beam, Take Down*, Double-Edge*, Bubblebeam*, Water Gun, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Skull Bash*, Thunder Wave*, Psywave*, Tri Attack*, Substitute* Egg Moves: None Specials: TWISTER Evolution: Staryu (WTR) -> Starmie (Water Stone) Experience: Slow Mr. Mime (PSY) Stats: HP 40/283, AT 45/188, DF 65/228, SA 100/298, SD 120/338, SP 90/278 Learned Moves: Barrier (0), Confusion (6), Substitute (11), Meditate (16), Doubleslap (21), Light Screen (26), Reflect (26), Encore (31), Psybeam (36), Baton Pass (41), Safeguard (46) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Zap Cannon, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Solarbeam, Thunder, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Thunderpunch, Dream Eater, Rest, Attract, Thief, Fire Punch, Nightmare, Flash, Thunderbolt, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Submission*, Counter*, Seismic Toss*, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Metronome*, Skull Bash*, Thunder Wave*, Psywave*, Substitute* Egg Moves: Hypnosis, FUTURE SIGHT, Mimic Specials: MIND READER Evolution: None Experience: Normal Scyther (BUG/FLY) Stats: HP 70/343, AT 110/318, DF 80/258, SA 55/208, SD 80/258, SP 105/308 Learned Moves: Quick Attack (0), Leer (0), Focus Energy (6), Pursuit (12), False Swipe (18), Agility (24), Wing Attack (30), Slash (36), Swords Dance (42), Double Team (48) TM Moves: Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Return, Double Team, Swagger, Sleep Talk, Swift, Detect, Rest, Attract, Thief, Steel Wing, Fury Cutter, Cut, Swords Dance*, Take Down*, Double-Edge*, Rage*, Mimic*, Bide*, Skull Bash*, Substitute* Egg Moves: Counter, Razor Wind, REVERSAL, SAFEGUARD, BATON PASS, Light Screen Specials: Sonicboom Evolution: Scyther -> Scizor (BUG/STL - Trade while holding Metal Coat) Experience: Normal Jynx (ICE/PSY) Stats: HP 65/333, AT 50/198, DF 35/168, SA 115/328, SD 95/288, SP 95/288 Learned Moves: Pound (0), Lick (0), Sweet Kiss (9), Lovely Kiss (9), Powder Snow (13), Confusion (21), Doubleslap (21), Sing (25), Ice Punch (25), Mean Look (33), Psychic (37), Body Slam (41), Perish Song (45), Thrash* (47), Blizzard (49) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Psych Up, Hidden Power, Sweet Scent, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Dream Eater, Rest, Attract, Thief, Nightmare, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Submission*, Counter*, Seismic Toss*, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Metronome*, Skull Bash*, Psywave*, Substitute* Egg Moves: Meditate, Lovely Kiss Specials: Dizzy Punch, Metronome, Petal Dance Evolution: Smoochum -> Jynx (L30) Experience: Normal Electabuzz (ELC) Stats: HP 65/333, AT 83/264, DF 57/212, SA 95/288, SD 85/268, SP 105/308 Learned Moves: Quick Attack (0), Leer (0), Thunderpunch (9), Light Screen (17), Swift (25), Screech (33), Thundershock* (34), Thunderbolt (41), Thunder (49) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Zap Cannon, Rock Smash, Hidden Power, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Iron Tail, Thunder, Return, Psychic, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Swift, Thunderpunch, Detect, Rest, Attract, Thief, Fire Punch, Strength, Flash, Thunderbolt, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double- Edge*, Submission*, Counter*, Seismic Toss*, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Metronome*, Skull Bash*, Thunder Wave*, Psywave*, Substitute* Egg Moves: Karate Chop, Barrier, Rolling Kick, Meditate, CROSS CHOP Specials: Dizzy Punch, PURSUIT Evolution: Elekid -> Electabuzz (L30) Experience: Normal Magmar (FIR) Stats: HP 65/333, AT 95/288, DF 57/212, SA 100/298, SD 85/268, SP 93/284 Learned Moves: Ember (0), Leer (7), Smog (13), Fire Punch (19), Smokescreen (25), Sunny Day (31), Flamethrower (37), Confuse Ray (43), Fire Blast (49) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Iron Tail, Return, Psychic, Mud-Slap, Double Team, Swagger, Sleep Talk, Fire Blast, Thunderpunch, Detect, Rest, Attract, Thief, Fire Punch, Strength, Flamethrower, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Submission*, Counter*, Seismic Toss*, Rage*, Teleport*, Mimic*, Bide*, Metronome*, Skull Bash*, Psywave*, Substitute* Egg Moves: Screech, Karate Chop, Barrier, Mega Punch, CROSS CHOP Specials: Dizzy Punch, FAINT ATTACK Evolution: Magby -> Magmar (L30) Experience: Normal Pinsir (BUG) Stats: HP 65/333, AT 125/348, DF 100/298, SA 55/208, SD 70/238, SP 35/168 Learned Moves: Vicegrip (0), Focus Energy (7), Bind (13), Seismic Toss (19), Harden (25), Guillotine (31), Submission (37), Swords Dance (43), Slash* (49) TM Moves: Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Return, Double Team, Swagger, Sleep Talk, Rest, Attract, Thief, Fury Cutter, Cut, Strength, Swords Dance*, Body Slam*, Take Down*, Double-Edge*, Submission*, Seismic Toss*, Rage*, Mimic*, Bide*, Substitute* Egg Moves: FLAIL, Fury Attack Specials: SWEET KISS, Rock Throw Evolution: None Experience: Slow Tauros (NRM) Stats: HP 75/353, AT 100/298, DF 95/288, SA 40/178, SD 70/238, SP 110/318 Learned Moves: Tackle (0), Tail Whip (4), Rage (8), Horn Attack (13), Scary Face (19), Stomp* (21), Pursuit (26), Rest (34), Leer* (35), Thrash (43), Take Down (53) TM Moves: Headbutt, Curse, Toxic, Zap Cannon, Rock Smash, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Endure, Frustration, Iron Tail, Thunder, Earthquake, Return, Double Team, Swagger, Sleep Talk, Fire Blast, Rest, Attract, Surf, Strength, Flamethrower, Thunderbolt, Ice Beam, Horn Drill*, Body Slam*, Take Down*, Double-Edge*, Rage*, Fissure*, Mimic*, Bide*, Skull Bash*, Substitute* Egg Moves: None Specials: Quick Attack Evolution: None Experience: Slow Gyarados (WTR/FLY) Stats: HP 95/393, AT 125/348, DF 79/256, SA 60/218, SD 100/298, SP 81/260 Learned Moves: Splash (0), Thrash (0), Tackle (15), Bite (20), Dragon Rage (25), Flail (30), Leer (30), Twister (35), Hydro Pump (40), Rain Dance (45), Hyper Beam (50) TM Moves: Headbutt, Curse, Roar, Toxic, Zap Cannon, Rock Smash, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Dragonbreath, Thunder, Return, Double Team, Swagger, Sleep Talk, Sandstorm, Fire Blast, Rest, Attract, Surf, Strength, Whirlpool, Waterfall, Flamethrower, Thunderbolt, Ice Beam, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Rage*, Dragon Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: None Specials: REVERSAL, Bubble Evolution: Magikarp (WTR) -> Gyarados (L20) Experience: Slow Lapras (WTR/ICE) Stats: HP 130/463, AT 85/268, DF 80/258, SA 85/268, SD 95/288, SP 60/218 Learned Moves: Water Gun (0), Growl (0), Sing (0), Mist (8), Body Slam (15), Confuse Ray (22), Perish Song (29), Ice Beam (36), Rain Dance (43), Safeguard (50), Hydro Pump (57) TM Moves: Headbutt, Curse, Toxic, Zap Cannon, Rock Smash, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Dragonbreath, Thunder, Return, Psychic, Double Team, Swagger, Sleep Talk, Dream Eater, Rest, Attract, Nightmare, Surf, Strength, Whirlpool, Thunderbolt, Ice Beam, Horn Drill*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun, Rage*, Solarbeam, Dragon Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Psywave*, Substitute* Egg Moves: Aurora Beam, FORESIGHT Specials: Bite, FUTURE SIGHT Evolution: None Experience: Slow Ditto (NRM) Stats: HP 48/299, AT 48/194, DF 48/194, SA 48/194, SD 48/194, SP 48/194 Learned Moves: Transform (0) (A mechanic prohibited in all major circles allows access to any move except Selfdestruct, Explosion, Mirror Move, Metronome, Mimic, Sketch, Sleep Talk, or Struggle) TM Moves: None Egg Moves: None Specials: None Evolution: None Experience: Normal Vaporeon (WTR) Stats: HP 130/463, AT 65/228, DF 60/218, SA 110/318, SD 95/288, SP 65/228 Learned Moves: Tackle (0), Tail Whip (0), Sand-Attack (8), Growl (16), Water Gun (16), Quick Attack (23), Bite (30), Focus Energy* (36), Baton Pass (36), Aurora Beam (36), Take Down (42), Haze (42), Acid Armor (47), Mist* (48), Hydro Pump (52) TM Moves: Headbutt, Curse, Roar, Toxic, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Return, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Detect, Rest, Attract, Surf, Whirlpool, Waterfall, Ice Beam, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun, Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: CHARM, FLAIL Specials: Growth Evolution: Eevee (NRM) -> Vaporeon (Water Stone) / Jolteon (ELC - Thunderstone) / Flareon (FIR - Fire Stone) / Espeon (PSY - Happy 4:00 AM - 5:59 PM) / Umbreon (DRK - Happy 6:00 PM - 3:59 AM) Experience: Normal Jolteon (ELC) Stats: HP 65/333, AT 65/228, DF 60/218, SA 110/318, SD 95/288, SP 130/358 Learned Moves: Tackle (0), Tail Whip (0), Sand-Attack (8), Growl (16), Thundershock (16), Quick Attack (23), Bite (30), Double Kick (30), Focus Energy* (36), Baton Pass (36), Pin Missile (36), Take Down (42), Thunder Wave (42), Agility (47), Thunder (52) TM Moves: Headbutt, Curse, Roar, Toxic, Zap Cannon, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Iron Tail, Thunder, Return, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Detect, Rest, Attract, Flash, Thunderbolt, Body Slam*, Take Down*, Double-Edge*, Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Thunder Wave*, Substitute* Egg Moves: CHARM, FLAIL Specials: Growth Evolution: Eevee (NRM) -> Vaporeon (WTR - Water Stone) / Jolteon (Thunderstone) / Flareon (FIR - Fire Stone) / Espeon (PSY - Happy 4:00 AM - 5:59 PM) / Umbreon (DRK - Happy 6:00 PM - 3:59 AM) Experience: Normal Flareon (FIR) Stats: HP 65/333, AT 130/358, DF 60/218, SA 95/288, SD 110/318, SP 65/228 Learned Moves: Tackle (0), Tail Whip (0), Sand-Attack (8), Growl (16), Ember (16), Quick Attack (23), Bite (30), Focus Energy* (36), Baton Pass (36), Fire Spin (36), Take Down (42), Smog (42), Leer (47), Rage* (48), Flamethrower (52) TM Moves: Headbutt, Curse, Roar, Toxic, Zap Cannon, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Iron Tail, Return, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Fire Blast, Swift, Detect, Rest, Attract, Flamethrower, Body Slam*, Take Down*, Double- Edge*, Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: CHARM, FLAIL Specials: Growth Evolution: Eevee (NRM) -> Vaporeon (WTR - Water Stone) / Jolteon (ELC - Thunderstone) / Flareon (Fire Stone) / Espeon (PSY - Happy 4:00 AM - 5:59 PM) / Umbreon (DRK - Happy 6:00 PM - 3:59 AM) Experience: Normal Omastar (RCK/WTR) Stats: HP 70/343, AT 60/218, DF 125/348, SA 115/328, SD 70/238, SP 55/208 Learned Moves: Constrict (0), Withdraw (0), Bite (13), Water Gun (19), Leer (31), Horn Attack* (34), Protect (37), Spike Cannon (40), Ancientpower (49), Hydro Pump (55) TM Moves: Headbutt, Curse, Rollout, Toxic, Rock Smash, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Return, Double Team, Swagger, Sleep Talk, Sandstorm, Rest, Attract, Thief, Surf, Whirlpool, Ice Beam, Horn Drill*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Submission*, Seismic Toss*, Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: Aurora Beam, Haze, Slam, Supersonic, Bubblebeam Specials: Rock Throw Evolution: Omanyte -> Omastar (L40) Experience: Normal Kabutops (RCK/WTR) Stats: HP 60/323, AT 115/328, DF 105/308, SA 65/228, SD 70/238, SP 80/258 Learned Moves: Scratch (0), Harden (0), Absorb (10), Leer (19), Sand-Attack (28), Endure (37), Slash (40), Mega Drain (46), Hydro Pump* (49), Ancientpower (55) TM Moves: Headbutt, Curse, Rollout, Toxic, Rock Smash, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Giga Drain, Endure, Frustration, Return, Double Team, Swagger, Sleep Talk, Sandstorm, Rest, Attract, Thief, Fury Cutter, Cut, Surf, Whirlpool, Ice Beam, Razor Wind*, Swords Dance*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Submission*, Seismic Toss*, Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: Dig, Aurora Beam, RAPID SPIN, FLAIL, Bubblebeam Specials: Rock Throw Evolution: Kabuto -> Kabutops (L40) Experience: Normal Aerodactyl (RCK/FLY) Stats: HP 80/363, AT 105/308, DF 65/228, SA 60/218, SD 75/248, SP 130/358 Learned Moves: Wing Attack (0), Agility (8), Bite (15), Supersonic (22), Ancientpower (29), Scary Face (36), Take Down (43), Hyper Beam (50) TM Moves: Headbutt, Curse, Roar, Toxic, Rock Smash, Hidden Power, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Iron Tail, Dragonbreath, Earthquake, Return, Double Team, Swagger, Sleep Talk, Sandstorm, Fire Blast, Swift, Detect, Rest, Attract, Steel Wing, Fly, Flamethrower, Razor Wind*, Whirlwind*, Take Down*, Double-Edge*, Rage*, Dragon Rage*, Mimic*, Reflect*, Bide*, Sky Attack*, Substitute* Egg Moves: PURSUIT, FORESIGHT, Whirlwind, STEEL WING Specials: Rock Throw Evolution: None Experience: Slow Snorlax (NRM) Stats: HP 160/523, AT 110/318, DF 65/228, SA 65/228, SD 110/318, SP 30/158 Learned Moves: Tackle (0), Amnesia (8), Defense Curl (15), Belly Drum (22), Headbutt (29), Snore (36), Rest (36), Harden* (41), Body Slam (43), Double- Edge (48), Rollout (50), Hyper Beam (57) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Solarbeam, Thunder, Earthquake, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Sandstorm, Fire Blast, Defense Curl, Thunderpunch, Rest, Attract, Fire Punch, Surf, Strength, Flamethrower, Thunderbolt, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Pay Day*, Submission*, Counter*, Seismic Toss*, Rage*, Fissure*, Mimic*, Reflect*, Bide*, Metronome*, Selfdestruct*, Skull Bash*, Psywave*, Rock Slide*, Substitute* Egg Moves: Lick, CHARM Specials: Splash, SWEET KISS, Lovely Kiss Evolution: None Experience: Slow Articuno (ICE/FLY) Stats: HP 90/383, AT 85/268, DF 100/298, SA 95/288, SD 125/348, SP 85/268 Learned Moves: Gust (0), Powder Snow (0), Peck* (0), Mist (13), Agility (25), Mind Reader (37), Ice Beam (49), Reflect (61), Blizzard (73) TM Moves: Curse, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Swift, Detect, Rest, Steel Wing, Fly, Ice Beam, Razor Wind*, Whirlwind*, Take Down*, Double- Edge*, Bubblebeam*, Water Gun*, Rage*, Mimic*, Reflect*, Bide*, Sky Attack*, Substitute* Egg Moves: None Specials: None Evolution: None Experience: Slow Zapdos (ELC/FLY) Stats: HP 90/383, AT 90/278, DF 85/268, SA 125/348, SD 90/278, SP 100/298 Learned Moves: Peck (0), Thundershock (0), Thunder Wave (13), Agility (25), Detect (37), Drill Peck (49), Light Screen (61), Thunder (73) TM Moves: Curse, Roar, Toxic, Zap Cannon, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Thunder, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Swift, Detect, Rest, Steel Wing, Fly, Flash, Thunderbolt, Razor Wind*, Whirlwind*, Take Down*, Double-Edge*, Rage*, Mimic*, Reflect*, Bide*, Sky Attack*, Thunder Wave*, Substitute* Egg Moves: None Specials: None Evolution: None Experience: Slow Moltres (FIR/FLY) Stats: HP 90/383, AT 100/298, DF 90/278, SA 125/348, SD 85/268, SP 90/278 Learned Moves: Wing Attack (0), Ember (0), Peck* (0), Fire Spin (13), Agility (25), Endure (37), Flamethrower (49), Safeguard (61), Sky Attack (73) TM Moves: Curse, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Fire Blast, Swift, Detect, Rest, Steel Wing, Fly, Flamethrower, Razor Wind*, Whirlwind*, Take Down*, Double-Edge*, Rage*, Mimic*, Reflect*, Bide*, Sky Attack*, Substitute* Egg Moves: None Specials: None Evolution: None Experience: Slow Dragonite (DRG/FLY) Stats: HP 91/385, AT 134/366, DF 95/288, SA 100/298, SD 100/298, SP 80/258 Learned Moves: Wrap (0), Leer (0), Thunder Wave (8), Twister (15), Dragon Rage (22), Slam (29), Agility (36), Safeguard (43), Outrage (50), Wing Attack (55), Hyper Beam (57) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Zap Cannon, Rock Smash, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Dragonbreath, Thunder, Return, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Sandstorm, Fire Blast, Swift, Thunderpunch, Detect, Rest, Attract, Steel Wing, Fire Punch, Fury Cutter, Fly, Surf, Strength, Whirlpool, Waterfall, Flamethrower, Thunderbolt, Ice Beam, Horn Drill*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Rage*, Dragon Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Thunder Wave*, Substitute* Egg Moves: Haze, Mist, Supersonic, Light Screen Specials: EXTREMESPEED Evolution: Dratini (DRG) -> Dragonair (DRG - L30) -> Dragonite (L55) Experience: Slow Mewtwo (PSY) Stats: HP 106/415, AT 110/318, DF 90/278, SA 154/406, SD 90/278, SP 130/358 Learned Moves: Confusion (0), Disable (0), Barrier (11), Swift (22), Psych Up (33), Future Sight (44), Mist (55), Psychic (66), Amnesia (77), Recover (88), Safeguard (99) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Solarbeam, Iron Tail, Thunder, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Fire Blast, Swift, Thunderpunch, Dream Eater, Detect, Rest, Fire Punch, Nightmare, Strength, Flash, Flamethrower, Thunderbolt, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Pay Day*, Submission*, Counter*, Seismic Toss*, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Metronome*, Selfdestruct*, Skull Bash*, Thunder Wave*, Psywave*, Tri Attack*, Substitute* Egg Moves: None Specials: None Evolution: None Experience: Slow Mew (PSY) Stats: HP 100/403, AT 100/298, DF 100/298, SA 100/298, SD 100/298, SP 100/298 Learned Moves: Pound (0), Transform (10), Mega Punch (20), Metronome (30), Psychic (40), Ancientpower (50) (A mechanic prohibited in all major circles allows access to any move except Sketch, Mirror Move, or Struggle) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Roar, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Sweet Scent, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Giga Drain, Endure, Frustration, Solarbeam, Iron Tail, Dragonbreath, Thunder, Earthquake, Return, Dig, Psychic, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Sludge Bomb, Sandstorm, Fire Blast, Swift, Defense Curl, Thunderpunch, Dream Eater, Detect, Rest, Attract, Thief, Steel Wing, Fire Punch, Fury Cutter, Nightmare, Cut, Fly, Surf, Strength, Flash, Whirlpool, Waterfall, Flamethrower, Thunderbolt, Ice Beam, Razor Wind*, Swords Dance*, Whirlwind*, Mega Kick*, Horn Drill*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Pay Day*, Submission*, Counter*, Seismic Toss*, Rage*, Mega Drain*, Dragon Rage*, Fissure*, Teleport*, Mimic*, Reflect*, Bide*, Selfdestruct*, Egg Bomb*, Skull Bash*, Softboiled*, Sky Attack*, Thunder Wave*, Psywave*, Explosion*, Rock Slide*, Tri Attack*, Substitute* Egg Moves: None Specials: None Evolution: None Experience: Fading Meganium (GRS) Stats: HP 80/363, AT 82/262, DF 100/298, SA 83/264, SD 100/298, SP 80/258 Learned Moves: Tackle (0), Growl (0), Razor Leaf (8), Reflect (12), Poisonpowder (15), Synthesis (22), Body Slam (29), Light Screen (36), Safeguard (43), Solarbeam (50) TM Moves: Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Iron Tail, Earthquake, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Detect, Rest, Attract, Fury Cutter, Cut, Strength, Flash Egg Moves: Counter, Ancientpower, Flail, Vine Whip, Leech Seed, Swords Dance Specials: Petal Dance Evolution: Chikorita -> Bayleef (L16) -> Meganium (L32) Experience: Fading Typhlosion (FIR) Stats: HP 78/359, AT 84/266, DF 78/254, SA 109/316, SD 85/268, SP 100/298 Learned Moves: Tackle (0), Leer (0), Smokescreen (6), Ember (12), Quick Attack (19), Flame Wheel (27), Swift (36), Flamethrower (46) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Iron Tail, Earthquake, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Fire Blast, Swift, Defense Curl, Thunderpunch, Detect, Rest, Attract, Fire Punch, Fury Cutter, Cut, Strength, Flamethrower Egg Moves: Thrash, Reversal, Fury Swipes, Foresight, Quick Attack, Submission Specials: Double-Edge Evolution: Cyndaquil -> Quilava (L14) -> Typhlosion (L36) Experience: Fading Feraligatr (WTR) Stats: HP 85/373, AT 105/308, DF 100/298, SA 79/256, SD 83/264, SP 78/254 Learned Moves: Scratch (0), Leer (0), Rage (7), Water Gun (13), Bite (20), Scary Face (27), Slash (35), Screech (43), Hydro Pump (52) TM Moves: Dynamicpunch, Headbutt, Curse, Roar, Toxic, Rock Smash, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Earthquake, Return, Dig, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Detect, Rest, Attract, Fury Cutter, Cut, Surf, Strength, Whirlpool, Ice Beam Egg Moves: Thrash, Rock Slide, Razor Wind, Crunch, Ancientpower, Hydro Pump Specials: Submission Evolution: Totodile -> Croconaw (L18) -> Feraligatr (L30) Experience: Fading Furret (NRM) Stats: HP 85/373, AT 76/250, DF 64/226, SA 45/188, SD 55/208, SP 90/278 Learned Moves: Tackle (0), Defense Curl (5), Quick Attack (11), Fury Swipes (17), Slam (25), Rest (33), Amnesia (41) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Iron Tail, Return, Dig, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Swift, Defense Curl, Thunderpunch, Detect, Rest, Attract, Thief, Fire Punch, Fury Cutter, Cut, Surf, Strength Egg Moves: Pursuit, Focus Energy, Reversal, Slash, Double-Edge Specials: Dizzy Punch Evolution: Sentret -> Furret (L15) Experience: Normal Noctowl (NRM/FLY) Stats: HP 100/403, AT 50/198, DF 50/198, SA 76/250, SD 96/290, SP 70/238 Learned Moves: Tackle (0), Growl (0), Foresight (6), Peck (11), Hypnosis (16), Reflect (22), Take Down (38), Confusion (34), Dream Eater (48) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Dream Eater, Detect, Rest, Attract, Thief, Steel Wing, Nightmare, Fly, Flash Egg Moves: Mirror Move, Faint Attack, Supersonic, Wing Attack, Whirlwind, Sky Attack Specials: Night Shade Evolution: Hoothoot -> Noctowl (L20) Experience: Normal Ledian (BUG/FLY) Stats: HP 55/313, AT 35/168, DF 50/198, SA 55/208, SD 110/318, SP 85/268 Learned Moves: Tackle (0), Supersonic (8), Comet Punch (15), Light Screen (22), Reflect (22), Safeguard (22), Baton Pass (29), Swift (36), Agility (43), Double-Edge (50) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Dig, Double Team, Ice Punch, Swagger, Sleep Talk, Swift, Thunderpunch, Rest, Attract, Thief, Flash Egg Moves: Bide, Psybeam, Light Screen Specials: Barrier Evolution: Ledyba -> Ledian (L18) Experience: Fast Ariados (BUG/PSN) Stats: HP 70/343, AT 90/278, DF 70/238, SA 60/218, SD 60/218, SP 40/178 Learned Moves: Poison Sting (0), String Shot (0), Scary Face (6), Constrict (11), Night Shade (17), Leech Life (23), Fury Swipes (30), Spider Web (37), Screech (45), Agility (45), Psychic (53) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Dig, Psychic, Double Team, Swagger, Sleep Talk, Sludge Bomb, Rest, Attract, Thief, Flash Egg Moves: Pursuit, Disable, Psybeam, Sonicboom, Baton Pass Specials: Growth Evolution: Spinarak -> Ariados (L22) Experience: Fast Crobat (PSN/FLY) Stats: HP 85/373, AT 90/278, DF 80/258, SA 70/238, SD 80/258, SP 130/358 Learned Moves: Leech Life (0), Screech (0), Supersonic (6), Bite (12), Confuse Ray (19), Wing Attack (27), Mean Look (36), Haze (46) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Return, Double Team, Swagger, Sleep Talk, Swift, Detect, Rest, Attract, Thief, Steel Wing, Fly, Razor Wind*, Whirlwind*, Take Down*, Double-Edge*, Rage*, Mega Drain*, Mimic*, Bide*, Substitute* Egg Moves: PURSUIT, Gust, FAINT ATTACK, Quick Attack, Whirlwind Specials: None Evolution: Zubat -> Golbat (L22) -> Crobat (Happy) Experience: Normal Lanturn (WTR/ELC) Stats: HP 125/453, AT 58/214, DF 58/214, SA 76/250, SD 76/250, SP 67/232 Learned Moves: Bubble (0), Thunder Wave (0), Supersonic (5), Flail (13), Water Gun (17), Spark (25), Confuse Ray (29), Take Down (37), Hydro Pump (41) TM Moves: Curse, Toxic, Zap Cannon, Hidden Power, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Thunder, Return, Double Team, Swagger, Sleep Talk, Rest, Attract, Surf, Flash, Whirlpool, Waterfall, Thunderbolt, Ice Beam Egg Moves: Screech, Flail, Supersonic Specials: Light Screen Evolution: Chinchou -> Lanturn (L27) Experience: Slow Togetic (NRM/FLY) Stats: HP 50/303, AT 40/178, DF 85/268, SA 80/258, SD 105/308, SP 40/178 Learned Moves: Growl (0), Charm (0), Metronome (7), Sweet Kiss (18), Encore (25), Safeguard (31), Double-Edge (38) TM Moves: Headbutt, Curse, Rollout, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Solarbeam, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Fire Blast, Swift, Defense Curl, Dream Eater, Detect, Rest, Attract, Steel Wing, Fly, Flash, Flamethrower Egg Moves: Mirror Move, Peck, Present, Foresight, Future Sight Specials: None Evolution: Togepi -> Togetic (Happy) Experience: Fast Xatu (PSY/FLY) Stats: HP 65/333, AT 75/248, DF 70/238, SA 95/288, SD 70/238, SP 95/288 Learned Moves: Peck (0), Leer (0), Night Shade (10), Teleport (20), Future Sight (30), Confuse Ray (30), Psychic (40) TM Moves: Curse, Toxic, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Psychic, Double Team, Swagger, Sleep Talk, Swift, Dream Eater, Detect, Rest, Attract, Thief, Nightmare, Fly, Flash Egg Moves: Haze, Faint Attack, Quick Attack, Drill Peck, Steel Wing Specials: Safeguard Evolution: Natu -> Xatu (L25) Experience: Normal Ampharos (ELC) Stats: HP 90/383, AT 75/248, DF 75/248, SA 115/328, SD 90/278, SP 55/208 Learned Moves: Tackle (0), Growl (0), Thundershock (9), Thunder Wave (16), Cotton Spore (23), Light Screen (30), Thunderpunch (30), Thunder (37) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Zap Cannon, Rock Smash, Hidden Power, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Iron Tail, Thunder, Return, Double Team, Swagger, Sleep Talk, Swift, Defense Curl, Thunderpunch, Rest, Attract, Fire Punch, Strength, Flash, Thunderbolt Egg Moves: Screech, Thunderbolt, Safeguard, Take Down, Body Slam, Reflect Specials: None Evolution: Mareep -> Flaaffy (L15) -> Ampharos (L30) Experience: Fading Bellossom (GRS) Stats: HP 75/353, AT 80/258, DF 85/268, SA 90/278, SD 100/298, SP 50/198 Learned Moves: Absorb (0), Sweet Scent (7), Poisonpowder (14), Stun Spore (16), Sleep Powder (18), Acid (23), Moonlight (32), Petal Dance (39), Solarbeam (55) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Double Team, Swagger, Sleep Talk, Rest, Attract, Cut, Flash, Swords Dance*, Take Down*, Double-Edge*, Rage*, Mega Drain*, Mimic*, Reflect*, Bide*, Substitute* Egg Moves: SYNTHESIS, FLAIL, Razor Leaf, Swords Dance, CHARM Specials: Leech Seed Evolution: Oddish (GRS/PSN) -> Gloom (GRS/PSN - L21) -> Vileplume (GRS/PSN - Leaf Stone) / Bellossom (Sun Stone) Experience: Fading Azumarill (WTR) Stats: HP 100/403, AT 50/198, DF 80/258, SA 50/198, SD 80/258, SP 50/198 Learned Moves: Tackle (0), Defense Curl (3), Tail Whip (6), Water Gun (10), Rollout (15), Bubblebeam (21), Double-Edge (28), Rain Dance (36) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Rock Smash, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Return, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Swift, Defense Curl, Rest, Attract, Surf, Strength, Whirlpool, Waterfall, Ice Beam Egg Moves: Supersonic, Amnesia, Belly Drum, Light Screen, Present, Perish Song, Future Sight, Foresight Specials: Hydro Pump, Dizzy Punch, Scary Face Evolution: Marill -> Azumarill (L18) Experience: Fast Sudowoodo (RCK) Stats: HP 70/343, AT 100/298, DF 115/328, SA 30/158, SD 65/228, SP 30/158 Learned Moves: Rock Throw (0), Mimic (0), Flail (10), Low Kick (19), Rock Slide (28), Faint Attack (37), Slam (46) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Protect, Endure, Frustration, Earthquake, Return, Dig, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Sandstorm, Defense Curl, Thunderpunch, Rest, Attract, Thief, Fire Punch, Strength Egg Moves: Selfdestruct Specials: Substitute Evolution: None Experience: Normal Politoed (WTR) Stats: HP 90/383, AT 75/248, DF 75/248, SA 90/278, SD 100/298, SP 70/238 Learned Moves: Bubble (0), Hypnosis (7), Water Gun (13), Doubleslap (19), Rain Dance (25), Body Slam (31), Perish Song (35), Belly Drum (37), Amnesia (38), Hydro Pump (43), Swagger (51) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Earthquake, Return, Psychic, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Defense Curl, Detect, Rest, Attract, Thief, Surf, Strength, Whirlpool, Waterfall, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Submission*, Counter*, Seismic Toss*, Rage*, Fissure*, Mimic*, Bide*, Metronome*, Skull Bash*, Psywave*, Substitute* Egg Moves: Haze, MIND READER, Mist, Splash, Bubblebeam Specials: Growth, SWEET KISS, Lovely Kiss Evolution: Poliwag -> Poliwhirl (L25) -> Poliwrath (WTR/FTG - Water Stone) / Politoed (Trade while holding King's Rock) Experience: Fading Jumpluff (GRS/FLY) Stats: HP 75/353, AT 55/208, DF 70/238, SA 55/208, SD 85/268, SP 110/318 Learned Moves: Splash (0), Synthesis (0), Tail Whip (5), Tackle (10), Poisonpowder (13), Stun Spore (15), Sleep Powder (17), Leech Seed (20), Cotton Spore (25), Mega Drain (30) TM Moves: Headbutt, Curse, Toxic, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Double Team, Swagger, Sleep Talk, Defense Curl, Rest, Attract, Flash Egg Moves: Encore, Double-Edge, Amnesia, Growl, Pay Day, Confusion, Reflect Specials: Agility Evolution: Hoppip -> Skiploom (L18) -> Jumpluff (L27) Experience: Fading Aipom (NRM) Stats: HP 55/313, AT 70/238, DF 55/208, SA 40/178, SD 55/208, SP 85/268 Learned Moves: Scratch (0), Tail Whip (0), Sand-Attack (6), Baton Pass (12), Fury Swipes (19), Swift (27), Screech (36), Agility (46) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Zap Cannon, Rock Smash, Hidden Power, Sunny Day, Snore, Protect, Endure, Frustration, Iron Tail, Thunder, Return, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Swift, Defense Curl, Thunderpunch, Dream Eater, Detect, Rest, Attract, Thief, Fire Punch, Fury Cutter, Nightmare, Cut, Strength, Thunderbolt Egg Moves: Spite, Pursuit, Doubleslap, Counter, Slam, Beat Up, Agility, Screech Specials: Mimic Evolution: None Experience: Fast Sunflora (GRS) Stats: HP 75/353, AT 75/248, DF 55/208, SA 105/308, SD 85/268, SP 30/158 Learned Moves: Absorb (0), Growth (4), Mega Drain (10), Razor Leaf (10), Sunny Day (19), Synthesis (31), Petal Dance (31), Giga Drain (46), Solarbeam (46) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Double Team, Swagger, Sleep Talk, Sludge Bomb, Rest, Attract, Cut, Flash Egg Moves: None Specials: Splash Evolution: Sunkern -> Sunflora (Sun Stone) Experience: Fading Yanma (BUG/FLY) Stats: HP 65/333, AT 65/228, DF 45/188, SA 85/268, SD 45/188, SP 95/288 Learned Moves: Tackle (0), Foresight (0), Quick Attack (7), Double Team (13), Sonicboom (19), Detect (25), Supersonic (31), Swift (37), Wing Attack (37), Screech (43) TM Moves: Headbutt, Curse, Toxic, Hidden Power, Sunny Day, Snore, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Double Team, Swagger, Sleep Talk, Swift, Detect, Rest, Attract, Thief, Flash Egg Moves: Reversal, Leech Life, Whirlwind Specials: Steel Wing, Sweet Kiss Evolution: None Experience: Normal Quagsire (WTR/GRD) Stats: HP 95/393, AT 85/268, DF 85/268, SA 65/228, SD 65/228, SP 35/168 Learned Moves: Water Gun (0), Tail Whip (0), Slam (11), Amnesia (21), Earthquake (31), Rain Dance (41), Mist (51), Haze (51) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Rock Smash, Hidden Power, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Iron Tail, Earthquake, Return, Dig, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Sludge Bomb, Sandstorm, Defense Curl, Rest, Attract, Surf, Strength, Flash, Whirlpool, Ice Beam Egg Moves: Ancientpower, Safeguard, Body Slam Specials: Belly Drum Evolution: Wooper -> Quagsire (L20) Experience: Normal Espeon (PSY) Stats: HP 65/333, AT 65/228, DF 60/318, SA 130/358, SD 95/288, SP 110/318 Learned Moves: Tackle (0), Tail Whip (0), Sand-Attack (8), Growl (16), Confusion (16), Quick Attack (23), Bite (30), Swift (30), Focus Energy* (36), Baton Pass (36), Psybeam (36), Take Down (42), Psych Up (42), Psychic (47), Morning Sun (52) TM Moves: Headbutt, Curse, Toxic, Zap Cannon, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Iron Tail, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Dream Eater, Detect, Rest, Attract, Nightmare, Cut, Flash, Body Slam*, Take Down*, Double-Edge*, Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: CHARM, FLAIL Specials: Growth Evolution: Eevee (NRM) -> Vaporeon (WTR - Water Stone) / Jolteon (ELC - Thunderstone) / Flareon (FIR - Fire Stone) / Espeon (Happy 4:00 AM - 5:59 PM) / Umbreon (DRK - Happy 6:00 PM - 3:59 AM) Experience: Normal Umbreon (DRK) Stats: HP 95/393, AT 65/228, DF 110/318, SA 60/218, SD 130/358, SP 65/228 Learned Moves: Tackle (0), Tail Whip (0), Sand-Attack (8), Growl (16), Pursuit (16), Quick Attack (23), Bite (30), Confuse Ray (30), Focus Energy* (36), Baton Pass (36), Faint Attack (36), Take Down (42), Mean Look (42), Screech (47), Moonlight (52) TM Moves: Headbutt, Curse, Toxic, Zap Cannon, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Iron Tail, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Dream Eater, Detect, Rest, Attract, Nightmare, Cut, Flash, Body Slam*, Take Down*, Double-Edge*, Rage*, Mimic*, Reflect*, Bide*, Skull Bash*, Substitute* Egg Moves: CHARM, FLAIL Specials: Growth Evolution: Eevee (NRM) -> Vaporeon (WTR - Water Stone) / Jolteon (ELC - Thunderstone) / Flareon (FIR - Fire Stone) / Espeon (PSY - Happy 4:00 AM - 5:59 PM) / Umbreon (Happy 6:00 PM - 3:59 AM) Experience: Normal Murkrow (DRK/FLY) Stats: HP 60/323, AT 85/268, DF 42/182, SA 85/268, SD 42/182, SP 91/280 Learned Moves: Peck (0), Pursuit (11), Haze (16), Night Shade (26), Faint Attack (31), Mean Look (41) TM Moves: Curse, Toxic, Psych Up, Hidden Power, Sunny Day, Snore, Icy Wind, Protect, Endure, Frustration, Return, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Dream Eater, Detect, Rest, Attract, Thief, Steel Wing, Nightmare, Fly Egg Moves: Mirror Move, Wing Attack, Quick Attack, Drill Peck, Whirlwind, Sky Attack Specials: Beat Up Evolution: None Experience: Fading Slowking (WTR/PSY) Stats: HP 95/393, AT 75/248, DF 80/258, SA 100/298, SD 110/318, SP 30/158 Learned Moves: Curse (0), Tackle (0), Growl (6), Water Gun (15), Confusion (20), Disable (29), Headbutt (34), Amnesia (43), Swagger (43), Psychic (48) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Earthquake, Return, Dig, Psychic, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Fire Blast, Swift, Dream Eater, Rest, Attract, Fury Cutter, Nightmare, Surf, Strength, Flash, Whirlpool, Flamethrower, Ice Beam, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Pay Day*, Rage*, Fissure*, Teleport*, Mimic*, Reflect*, Bide*, Skull Bash*, Thunder Wave*, Psywave*, Tri Attack*, Substitute* Egg Moves: SAFEGUARD, BELLY DRUM, Stomp, FUTURE SIGHT Specials: None Evolution: Slowpoke -> Slowbro (L37) / Slowking (Trade while holding King's Rock) Experience: Normal Misdreavus (GHO) Stats: HP 60/323, AT 60/218, DF 60/218, SA 85/268, SD 85/268, SP 85/268 Learned Moves: Growl (0), Psywave (0), Spite (6), Confuse Ray (12), Mean Look (19), Psybeam (27), Pain Split (36), Perish Song (46) TM Moves: Headbutt, Curse, Toxic, Zap Cannon, Psych Up, Hidden Power, Sunny Day, Snore, Protect, Rain Dance, Endure, Frustration, Thunder, Return, Psychic, Shadow Ball, Double Team, Swagger, Sleep Talk, Swift, Defense Curl, Dream Eater, Rest, Attract, Thief, Nightmare, Flash, Thunderbolt Egg Moves: Screech, Destiny Bond Specials: Hypnosis Evolution: None Experience: Fast Unown (PSY) Stats: HP 48/299, AT 72/242, DF 48/194, SA 72/242, SD 48/194, SP 48/194 Learned Moves: Hidden Power (0) TM Moves: None Egg Moves: None Specials: None Evolution: None Experience: Normal Wobbuffet (PSY) Stats: HP 190/583, AT 33/164, DF 58/214, SA 33/164, SD 58/214, SP 33/164 Learned Moves: Counter (0), Mirror Coat (0), Safeguard (0), Destiny Bond (0) TM Moves: None Egg Moves: None Specials: Mimic Evolution: None Experience: Normal Girafarig (NRM/PSY) Stats: HP 70/343, AT 80/258, DF 65/228, SA 90/278, SD 65/228, SP 85/268 Learned Moves: Tackle (0), Growl (0), Confusion (0), Stomp (0), Agility (20), Baton Pass (30), Psybeam (41), Crunch (54) TM Moves: Headbutt, Curse, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Protect, Endure, Frustration, Iron Tail, Thunder, Earthquake, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Dream Eater, Rest, Attract, Thief, Nightmare, Strength, Thunderbolt Egg Moves: Take Down, Amnesia, Beat Up, Foresight, Future Sight Specials: None Evolution: None Experience: Normal Forretress (BUG/STL) Stats: HP 75/353, AT 90/278, DF 140/378, SA 60/218, SD 60/218, SP 40/178 Learned Moves: Tackle (0), Protect (0), Selfdestruct (8), Take Down (15), Rapid Spin (22), Spikes (29), Explosion (36), Bide (43), Double-Edge (50) TM Moves: Headbutt, Curse, Rollout, Toxic, Rock Smash, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Giga Drain, Endure, Frustration, Solarbeam, Return, Double Team, Swagger, Sleep Talk, Sandstorm, Defense Curl, Rest, Attract, Strength Egg Moves: Flail, Swift, Pin Missile, Reflect Specials: Substitute Evolution: Pineco -> Forretress (L31) Experience: Normal Dunsparce (NRM) Stats: HP 100/403, AT 70/238, DF 70/238, SA 65/228, SD 65/228, SP 45/188 Learned Moves: Rage (0), Defense Curl (5), Glare (13), Spite (18), Pursuit (26), Screech (30), Take Down (38) TM Moves: Headbutt, Curse, Rollout, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Protect, Rain Dance, Endure, Frustration, Solarbeam, Iron Tail, Thunder, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Defense Curl, Dream Eater, Rest, Attract, Thief, Nightmare, Strength, Flamethrower, Thunderbolt Egg Moves: Rock Slide, Bide, Bite, Ancientpower, Rage Specials: Horn Drill, Fury Attack Evolution: None Experience: Normal Gligar (GRD/FLY) Stats: HP 65/333, AT 75/248, DF 105/308, SA 35/168, SD 65/228, SP 85/268 Learned Moves: Poison Sting (0), Sand-Attack (6), Harden (13), Quick Attack (20), Faint Attack (28), Slash (36), Screech (44), Guillotine (52) TM Moves: Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Protect, Endure, Frustration, Iron Tail, Return, Double Team, Swagger, Sleep Talk, Sludge Bomb, Sandstorm, Swift, Detect, Rest, Attract, Thief, Fury Cutter, Cut, Strength Egg Moves: Counter, Razor Wind, Wing Attack, Metal Claw Specials: Earthquake (this can coexist with Counter, Wing Attack, and Metal Claw) Evolution: None Experience: Fading Steelix (STL/GRD) Stats: HP 75/353, AT 85/268, DF 200/498, SA 55/208, SD 65/228, SP 30/158 Learned Moves: Tackle (0), Screech (0), Bind (10), Rock Throw (14), Harden (23), Rage (27), Sandstorm (36), Slam (40), Crunch (49) TM Moves: Headbutt, Curse, Rollout, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Iron Tail, Dragonbreath, Earthquake, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Defense Curl, Rest, Attract, Cut, Strength, Body Slam*, Take Down*, Double-Edge*, Rage*, Fissure*, Mimic*, Bide*, Selfdestruct*, Skull Bash*, Explosion*, Rock Slide*, Substitute* Egg Moves: FLAIL, Rock Slide Specials: Sharpen Evolution: Onix (GRD/RCK) -> Steelix (Trade while holding Metal Coat) Experience: Normal Granbull (NRM) Stats: HP 90/383, AT 120/338, DF 75/248, SA 60/218, SD 60/218, SP 45/188 Learned Moves: Tackle (0), Scary Face (0), Tail Whip (4), Charm (8), Bite (13), Lick (19), Roar (26), Rage (34), Take Down (43) TM Moves: Dynamicpunch, Headbutt, Curse, Roar, Toxic, Zap Cannon, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Thunder, Return, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Sludge Bomb, Defense Curl, Thunderpunch, Detect, Rest, Attract, Thief, Fire Punch, Strength, Thunderbolt Specials: Lovely Kiss Evolution: Snubbull -> Granbull (L23) Experience: Fast Qwilfish (WTR/PSN) Stats: HP 65/333, AT 95/288, DF 75/248, SA 55/208, SD 55/208, SP 85/268 Learned Moves: Tackle (0), Poison Sting (0), Spikes (0), Harden (10), Minimize (10), Water Gun (19), Pin Missile (28), Take Down (37), Hydro Pump (46) TM Moves: Headbutt, Curse, Rollout, Toxic, Hidden Power, Snore, Blizzard, Icy Wind, Protect, Rain Dance, Endure, Frustration, Return, Double Team, Swagger, Sleep Talk, Sludge Bomb, Swift, Defense Curl, Rest, Attract, Surf, Whirlpool, Waterfall, Ice Beam Egg Moves: Haze, Flail, Supersonic, Bubblebeam Specials: Double-Edge Evolution: None Experience: Normal Scizor (BUG/STL) Stats: HP 70/343, AT 130/358, DF 100/298, SA 55/208, SD 80/258, SP 65/228 Learned Moves: Quick Attack (0), Leer (0), Focus Energy (6), Pursuit (12), False Swipe (18), Agility (24), Wing Attack (30), Metal Claw (30), Slash (36), Swords Dance (42), Double Team (48) TM Moves: Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Return, Double Team, Swagger, Sleep Talk, Sandstorm, Swift, Detect, Rest, Attract, Thief, Steel Wing, Fury Cutter, Cut, Strength, Swords Dance*, Take Down*, Double-Edge*, Rage*, Mimic*, Bide*, Skull Bash*, Substitute* Egg Moves: Counter, Razor Wind, REVERSAL, SAFEGUARD, BATON PASS, Light Screen Specials: Sonicboom Evolution: Scyther (BUG/FLY) -> Scizor (Trade while holding Metal Coat) Experience: Normal Shuckle (BUG/RCK) Stats: HP 20/243, AT 10/118, DF 230/558, SA 5/108, SD 230/558, SP 10/118 Learned Moves: Constrict (0), Withdraw (0), Wrap (9), Encore (14), Safeguard (23), Bide (28), Rest (37) TM Moves: Headbutt, Curse, Rollout, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Protect, Endure, Frustration, Earthquake, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Sludge Bomb, Sandstorm, Defense Curl, Rest, Attract, Strength, Flash Egg Moves: Sweet Scent Specials: None Evolution: None Experience: Fading Heracross (BUG/FTG) Stats: HP 80/363, AT 125/348, DF 75/248, SA 40/178, SD 85/268, SP 85/268 Learned Moves: Tackle (0), Leer (0), Horn Attack (6), Endure (12), Fury Attack (19), Counter (27), Take Down (35), Reversal (44), Megahorn (54) TM Moves: Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Protect, Endure, Frustration, Earthquake, Return, Double Team, Swagger, Sleep Talk, Detect, Rest, Attract, Thief, Fury Cutter, Cut, Strength Egg Moves: Harden, Bide, Flail Specials: Seismic Toss, Rock Throw Evolution: None Experience: Slow Sneasel (DRK/ICE) Stats: HP 55/313, AT 95/288, DF 55/208, SA 35/168, SD 75/248, SP 115/328 Learned Moves: Scratch (0), Leer (0), Quick Attack (9), Screech (17), Faint Attack (25), Fury Swipes (33), Agility (41), Slash (49), Beat Up (57), Metal Claw (65) TM Moves: Dynamicpunch, Headbutt, Curse, Toxic, Rock Smash, Psych Up, Hidden Power, Snore, Blizzard, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Return, Dig, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Swift, Defense Curl, Dream Eater, Detect, Rest, Attract, Thief, Fury Cutter, Nightmare, Cut, Surf, Strength, Ice Beam Egg Moves: Spite, Counter, Bide, Foresight, Reflect Specials: Moonlight Evolution: None Experience: Fading Ursaring (NRM) Stats: HP 90/383, AT 130/358, DF 75/248, SA 75/248, SD 75/248, SP 55/208 Learned Moves: Scratch (0), Leer (0), Lick (8), Fury Swipes (15), Faint Attack (22), Rest (29), Slash (36), Snore (43), Thrash (50) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Roar, Toxic, Zap Cannon, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Earthquake, Return, Dig, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Swift, Defense Curl, Thunderpunch, Rest, Attract, Thief, Fire Punch, Fury Cutter, Cut, Strength Egg Moves: Counter, Crunch, Focus Energy, Seismic Toss, Take Down, Metal Claw Specials: Sweet Scent Evolution: Teddiursa -> Ursaring (L30) Experience: Normal Magcargo (FIR/RCK) Stats: HP 50/303, AT 50/198, DF 120/338, SA 80/258, SD 80/258, SP 30/158 Learned Moves: Smog (0), Ember (8), Rock Throw (15), Harden (22), Amnesia (29), Flamethrower (36), Rock Slide (43), Body Slam (50) TM Moves: Curse, Rollout, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Earthquake, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Fire Blast, Defense Curl, Rest, Attract, Strength, Flamethrower Egg Moves: Acid Armor Specials: None Evolution: Slugma -> Magcargo (L38) Experience: Normal Piloswine (ICE/GRD) Stats: HP 100/403, AT 100/298, DF 80/268, SA 60/218, SD 60/218, SP 50/198 Learned Moves: Tackle (0), Powder Snow (10), Endure (19), Take Down (28), Fury Attack (33), Mist (37), Blizzard (46), Amnesia (55) TM Moves: Headbutt, Curse, Roar, Toxic, Rock Smash, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Earthquake, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Defense Curl, Detect, Rest, Attract, Strength, Ice Beam Egg Moves: Rock Slide, Bite, Ancientpower, Body Slam, Take Down Specials: Whirlwind Evolution: Swinub -> Piloswine (L33) Experience: Slow Corsola (RCK/WTR) Stats: HP 55/313, AT 55/208, DF 85/268, SA 65/228, SD 85/268, SP 35/168 Learned Moves: Tackle (0), Harden (7), Bubble (13), Recover (19), Bubblebeam (25), Spike Cannon (31), Mirror Coat (37), Ancientpower (43) TM Moves: Headbutt, Curse, Rollout, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Protect, Rain Dance, Endure, Frustration, Earthquake, Return, Psychic, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Defense Curl, Rest, Attract, Surf, Strength, Whirlpool, Ice Beam Egg Moves: Screech, Rock Slide, Mist, Safeguard, Amnesia Specials: None Evolution: None Experience: Fast Octillery (WTR) Stats: HP 75/353, AT 105/308, DF 75/248, SA 105/308, SD 75/248, SP 45/188 Learned Moves: Water Gun (0), Lock-On (11), Constrict (11), Psybeam (22), Aurora Beam (22), Bubblebeam (22), Octazooka (25), Focus Energy (33), Ice Beam (44), Hyper Beam (55) TM Moves: Curse, Toxic, Hidden Power, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Defense Curl, Rest, Attract, Thief, Surf, Whirlpool, Flamethrower, Ice Beam Egg Moves: Screech, Octazooka, Haze, Supersonic, Aurora Beam Specials: Amnesia, Mist Evolution: Remoraid -> Octillery (L25) Experience: Normal Delibird (ICE/FLY) Stats: HP 45/293, AT 55/208, DF 45/188, SA 65/228, SD 45/188, SP 75/248 Learned Moves: Present (0) TM Moves: Headbutt, Curse, Toxic, Hidden Power, Snore, Blizzard, Icy Wind, Protect, Rain Dance, Endure, Frustration, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Detect, Rest, Attract, Thief, Fly, Ice Beam Egg Moves: Aurora Beam, Rapid Spin, Quick Attack, Splash, Future Sight Specials: Pay Day, Spikes Evolution: None Experience: Fast Mantine (WTR/FLY) Stats: HP 65/333, AT 40/178, DF 70/238, SA 80/258, SD 140/378, SP 70/238 Learned Moves: Tackle (0), Bubble (0), Supersonic (10), Bubblebeam (18), Take Down (25), Agility (32), Wing Attack (40), Confuse Ray (49) TM Moves: Headbutt, Curse, Toxic, Hidden Power, Snore, Blizzard, Icy Wind, Protect, Rain Dance, Endure, Frustration, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Rest, Attract, Surf, Whirlpool, Waterfall, Ice Beam Egg Moves: Haze, Slam, Twister, Hydro Pump Specials: Gust Evolution: None Experience: Slow Skarmory (STL/FLY) Stats: HP 65/333, AT 80/258, DF 140/378, SA 40/178, SD 70/238, SP 70/238 Learned Moves: Leer (0), Peck (0), Sand-Attack (13), Swift (19), Agility (25), Fury Attack (37), Steel Wing (49) TM Moves: Curse, Toxic, Hidden Power, Sunny Day, Snore, Protect, Endure, Frustration, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Swift, Detect, Rest, Attract, Thief, Steel Wing, Cut, Fly Egg Moves: Pursuit, Drill Peck, Whirlwind, Sky Attack Specials: Fury Cutter Evolution: None Experience: Slow Houndoom (DRK/FIR) Stats: HP 75/353, AT 90/278, DF 50/198, SA 110/318, SD 80/258, SP 95/288 Learned Moves: Leer (0), Ember (0), Roar (7), Smog (13), Bite (20), Faint Attack (27), Flamethrower (35), Crunch (43) TM Moves: Headbutt, Curse, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Solarbeam, Iron Tail, Return, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Sludge Bomb, Fire Blast, Swift, Dream Eater, Detect, Rest, Attract, Thief, Nightmare, Strength, Flamethrower Egg Moves: Rage, Spite, Pursuit, Counter, Reversal, Beat Up, Fire Spin Specials: None Evolution: Houndour -> Houndoom (L24) Experience: Slow Kingdra (WTR/DRG) Stats: HP 75/353, AT 95/288, DF 95/288, SA 95/288, SD 95/288, SP 85/268 Learned Moves: Bubble (0), Smokescreen (8), Leer (15), Water Gun (22), Twister (29), Agility (36), Hydro Pump (43) TM Moves: Headbutt, Curse, Toxic, Hidden Power, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Dragonbreath, Return, Double Team, Swagger, Sleep Talk, Swift, Rest, Attract, Surf, Whirlpool, Waterfall, Ice Beam, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Rage*, Mimic*, Bide*, Skull Bash*, Substitute* Egg Moves: Aurora Beam, OCTAZOOKA, Disable, FLAIL, Splash, Dragon Rage Specials: Haze Evolution: Horsea (WTR) -> Seadra (WTR - L32) -> Kingdra (Trade while holding Dragon Scale) Experience: Normal Donphan (GRD) Stats: HP 90/383, AT 120/338, DF 120/338, SA 60/218, SD 60/218, SP 50/198 Learned Moves: Tackle (0), Growl (0), Defense Curl (9), Flail (17), Fury Attack (25), Rollout (33), Rapid Spin (41), Earthquake (49) TM Moves: Headbutt, Curse, Rollout, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Endure, Frustration, Earthquake, Return, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Defense Curl, Rest, Attract, Strength Egg Moves: Focus Energy, Body Slam, Ancientpower, Water Gun Specials: Absorb Evolution: Phanpy -> Donphan (L25) Experience: Normal Porygon2 (NRM) Stats: HP 85/373, AT 80/258, DF 90/278, SA 105/308, SD 95/288, SP 60/218 Learned Moves: Tackle (0), Conversion (0), Conversion2 (0), Agility (9), Psybeam (12), Recover (20), Sharpen (24), Harden* (28), Lock-On (32), Tri Attack (36), Zap Cannon (44) TM Moves: Curse, Toxic, Zap Cannon, Psych Up, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Thunder, Return, Psychic, Double Team, Swagger, Sleep Talk, Swift, Defense Curl, Dream Eater, Rest, Thief, Nightmare, Flash, Thunderbolt, Ice Beam, Take Down*, Double-Edge*, Rage*, Teleport*, Mimic*, Reflect*, Bide*, Skull Bash*, Thunder Wave*, Psywave*, Tri Attack*, Substitute* Egg Moves: None Specials: Barrier Evolution: Porygon -> Porygon2 (Trade while holding Up-Grade) Experience: Normal Stantler (NRM) Stats: HP 73/357, AT 95/288, DF 62/222, SA 85/268, SD 65/228, SP 85/268 Learned Moves: Tackle (0), Leer (8), Hypnosis (15), Stomp (23), Sand-Attack (31), Take Down (40), Confuse Ray (49) TM Moves: Headbutt, Curse, Roar, Toxic, Psych Up, Hidden Power, Sunny Day, Snore, Protect, Rain Dance, Endure, Frustration, Earthquake, Return, Psychic, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Dream Eater, Detect, Rest, Attract, Thief, Nightmare, Flash Egg Moves: Spite, Disable, Bite, Light Screen, Reflect Specials: Safeguard Evolution: None Experience: Slow Smeargle (NRM) Stats: HP 55/313, AT 20/138, DF 35/168, SA 20/138, SD 45/188, SP 75/248 Learned Moves: Sketch (0, 11, 21, 31, 41, 51, 61, 71, 81, 91), which can be used to create any move except Selfdestruct, Explosion, Struggle, Transform, Metronome, Mimic, Sleep Talk, or Mirror Move TM Moves: None Egg Moves: None Specials: None Evolution: None Experience: Fast Hitmontop (FTG) Stats: HP 50/303, AT 95/288, DF 95/288, SA 35/168, SD 110/318, SP 70/238 Learned Moves: Tackle (0), Rolling Kick (0), Focus Energy (7), Pursuit (13), Quick Attack (19), Rapid Spin (25), Counter (31), Agility (37), Detect (43), Triple Kick (49) TM Moves: Headbutt, Curse, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Protect, Endure, Frustration, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Swift, Detect, Rest, Attract, Thief, Strength Egg Moves: RAPID SPIN, MIND READER, Hi Jump Kick, MACH PUNCH Specials: Dizzy Punch, Rage Evolution: Tyrogue -> Hitmonchan (L20 AT < DF) / Hitmonlee (L20 AT > DF) / Hitmontop (L20 AT = DF) Experience: Normal Miltank (NRM) Stats: HP 95/393, AT 80/258, DF 105/308, SA 40/178, SD 70/238, SP 100/298 Learned Moves: Tackle (0), Growl (4), Defense Curl (8), Stomp (13), Milk Drink (19), Bide (26), Rollout (34), Body Slam (43), Heal Bell (53) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Sweet Scent, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Thunder, Earthquake, Return, Shadow Ball, Mud-Slap, Double Team, Ice Punch, Swagger, Sleep Talk, Sandstorm, Defense Curl, Thunderpunch, Rest, Attract, Fire Punch, Surf, Strength, Thunderbolt, Ice Beam Egg Moves: Reversal, Seismic Toss, Present Specials: Mega Kick Evolution: None Experience: Slow Blissey (NRM) Stats: HP 255/713, AT 10/118, DF 10/118, SA 75/248, SD 135/368, SP 55/208 Learned Moves: Pound (0), Growl (4), Tail Whip (7), Softboiled (10), Doubleslap (13), Minimize (18), Sing (23), Egg Bomb (28), Defense Curl (33), Light Screen (40), Double-Edge (47) TM Moves: Dynamicpunch, Headbutt, Curse, Rollout, Toxic, Zap Cannon, Rock Smash, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Solarbeam, Thunder, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Fire Blast, Defense Curl, Dream Eater, Rest, Attract, Strength, Flash, Flamethrower, Thunderbolt, Ice Beam, Mega Punch*, Mega Kick*, Body Slam*, Take Down*, Double-Edge*, Bubblebeam*, Water Gun*, Submission*, Counter*, Seismic Toss*, Rage*, Thunderbolt, Teleport*, Mimic*, Reflect*, Bide*, Metronome*, Egg Bomb*, Skull Bash*, Softboiled*, Thunder Wave*, Psywave*, Tri Attack*, Substitute* Egg Moves: HEAL BELL, PRESENT, Metronome Specials: SWEET SCENT Evolution: Chansey -> Blissey (Happy) Experience: Fast Raikou (ELC) Stats: HP 90/383, AT 75/248, DF 85/268, SA 115/328, SD 100/298, SP 115/328 Learned Moves: Bite (0), Leer (0), Thundershock (11), Roar (21), Quick Attack (31), Spark (41), Reflect (51), Crunch (61), Thunder (71) TM Moves: Headbutt, Curse, Roar, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Iron Tail, Thunder, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Swift, Detect, Rest, Cut, Strength, Flash, Thunderbolt Egg Moves: None Specials: None Evolution: None Experience: Slow Entei (FIR) Stats: HP 115/433, AT 115/328, DF 85/268, SA 90/278, SD 75/248, SP 100/298 Learned Moves: Bite (0), Leer (0), Ember (11), Roar (21), Fire Spin (31), Stomp (41), Flamethrower (51), Swagger (61), Fire Blast (71) TM Moves: Headbutt, Curse, Roar, Toxic, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Solarbeam, Iron Tail, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Fire Blast, Swift, Detect, Rest, Cut, Strength, Flash, Flamethrower Egg Moves: None Specials: None Evolution: None Experience: Slow Suicune (WTR) Stats: HP 100/403, AT 75/248, DF 115/328, SA 90/278, SD 115/328, SP 85/268 Learned Moves: Bite (0), Leer (0), Water Gun (11), Bubblebeam (11), Roar (21), Rain Dance (21), Gust (31), Aurora Beam (41), Mist (51), Mirror Coat (61), Hydro Pump (71) TM Moves: Headbutt, Curse, Roar, Toxic, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Endure, Frustration, Iron Tail, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Swift, Detect, Rest, Cut, Surf, Whirlpool, Waterfall, Ice Beam Egg Moves: None Specials: None Evolution: None Experience: Slow Tyranitar (RCK/DRK) Stats: HP 100/403, AT 134/366, DF 110/318, SA 95/288, SD 100/298, SP 61/220 Learned Moves: Bite (0), Leer (0), Sandstorm (8), Screech (15), Rock Slide (22), Thrash (29), Scary Face (36), Crunch (43), Earthquake (50), Hyper Beam (57) TM Moves: Dynamicpunch, Headbutt, Curse, Roar, Toxic, Rock Smash, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Endure, Frustration, Iron Tail, Dragonbreath, Earthquake, Return, Dig, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Fire Blast, Detect, Rest, Attract, Fire Punch, Fury Cutter, Nightmare, Cut, Surf, Strength, Flamethrower, Thunderbolt, Ice Beam Egg Moves: Pursuit, Focus Energy, Outrage, Ancientpower, Stomp Specials: Rage Evolution: Larvitar (GRD/RCK) -> Pupitar (GRD/RCK - L30) -> Tyranitar (L55) Experience: Slow Lugia (PSY/FLY) Stats: HP 106/415, AT 90/278, DF 130/358, SA 90/278, SD 154/406, SP 110/318 Learned Moves: Aeroblast (0), Safeguard (11), Gust (22), Recover (33), Hydro Pump (44), Rain Dance (55), Swift (66), Whirlwind (77), Ancientpower (88), Future Sight (99) TM Moves: Headbutt, Curse, Roar, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Blizzard, Hyper Beam, Icy Wind, Protect, Rain Dance, Giga Drain, Endure, Frustration, Iron Tail, Dragonbreath, Thunder, Earthquake, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Swift, Dream Eater, Detect, Rest, Steel Wing, Nightmare, Fly, Surf, Strength, Whirlpool, Waterfall, Thunderbolt, Ice Beam Egg Moves: None Specials: None Evolution: None Experience: Slow Ho-oh (FIR/FLY) Stats: HP 106/415, AT 130/358, DF 90/278, SA 110/318, SD 154/406, SP 90/278 Learned Moves: Sacred Fire (0), Safeguard (11), Gust (22), Recover (33), Fire Blast (44), Sunny Day (55), Swift (66), Whirlwind (77), Ancientpower (88), Future Sight (99) TM Moves: Curse, Roar, Toxic, Zap Cannon, Rock Smash, Psych Up, Hidden Power, Sunny Day, Snore, Hyper Beam, Protect, Rain Dance, Giga Drain, Endure, Frustration, Solarbeam, Dragonbreath, Thunder, Earthquake, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Fire Blast, Swift, Dream Eater, Detect, Rest, Steel Wing, Nightmare, Fly, Strength, Flash, Flamethrower, Thunderbolt Egg Moves: None Specials: None Evolution: None Experience: Slow Celebi (PSY/GRS) Stats: HP 100/403, AT 100/298, DF 100/298, SA 100/298, SD 100/298, SP 100/298 Learned Moves: Leech Seed (0), Confusion (0), Recover (0), Heal Bell (0), Safeguard (10), Ancientpower (20), Future Sight (30), Perish Song (40), Baton Pass (50) TM Moves: Curse, Toxic, Psych Up, Hidden Power, Sunny Day, Sweet Scent, Snore, Hyper Beam, Protect, Rain Dance, Giga Drain, Endure, Frustration, Solarbeam, Return, Psychic, Shadow Ball, Mud-Slap, Double Team, Swagger, Sleep Talk, Sandstorm, Swift, Defense Curl, Detect, Rest, Nightmare, Flash Egg Moves: None Specials: None Evolution: None Experience: Fading ------------------- |Move Encyclopedia| ------------------- Ah, yes. Another meaningless chart that does nothing but make the file look about 50KB larger. After all, you know all this information, right? Remember: Type first, then power (0 means no damage; * means specialty damage that may or may not use the formula), then accuracy (out of 256), then the maximum PP. If there's an effect, that's in sentence 2...or beyond. And except in rare cases, these descriptions only apply to link or Stadium battles. A reference to 'CELS' refers to the Composite of Extra Little Somethings. Let's bring that up again: 1. Type1 = The type matchup of Attack Type (if called for) against Opponent's Type 1. 2. Type2 = The type matchup of Attack Type (if called for) against Opponent's Type 2 (if different than Type 1). If opponent's Type 1 and Type 2 are the same, this is 1. 3. STAB = 1.5 if Attack Type (if called for) matches either user's Type 1 or Type 2. 4. Item = 1.1 if Item is of variety Type Boost and Item Boost Type matches Attack Type (if called for). 5. Sunny Day = If weather is Sun, 1.5 if attack has type Fire, 0.5 if attack has type Water. 6. Rain Dance = If weather is Rain, 1.5 if attack has type Water, 0.5 if attack has type Fire or is named "Solarbeam". 7. Pursuit = 2 if opponent's action for turn is "Switch" and if move is named "Pursuit". 8. Dig = If opponent's status is Underground, 2 if attack is named "Earthquake" or "Magnitude", 1 if attack is named "Fissure", 0 if attack is named anything else. 9. Fly = If opponent's status is Airborne, 2 if attack is named "Gust" or "Twister", 1 if attack is named "Thunder", 0 if attack is named anything else. 10. Minimize = 2 if opponent's Evade modifier is greater than 0, if Minimize is responsible for at least one point on evade modifier, and if move is named "Stomp" 11. Critical Hit = 2 if a random 8-bit number falls into an active Critical Hit Domain. 12. Random Number = (217 + randInt(0,38)) / 255 Now, on with the moves! Absorb: Grass, Power 20, Accuracy 256, PP 32. For each 2 damage this attack deals, add 1 to your Pokemon's HP. Acid: Poison, Power 40, Accuracy 256, PP 32. Probability 25 to lower opponent's Defense modifier by 1. Acid Armor: Poison, Power 0, Accuracy 256, PP 61. Raises your Defense modifier by 2. Aeroblast: Flying, Power 100, Accuracy 243, PP 8. Uses two extra Critical Hit Domains. Agility: Psychic, Power 0, Accuracy 256, PP 48. Raises your Speed modifier by 2. Amnesia: Psychic, Power 0, Accuracy 256, PP 32. Raises your Special Defense modifier by 2. Ancientpower: Rock, Power 60, Accuracy 256, PP 8. Probability 25 to raise all your stat modifiers by 1. Attract: Normal, Power 0, Accuracy 256, PP 16. If the two players' Pokemon are of opposite gender, then until a Pokemon switches or is KO'd, the opponent has probability 128 to lose each of its turns. Aurora Beam: Ice, Power 65, Accuracy 256, PP 32. Probability 25 to lower opponent's Attack modifier by 1. Barrage: Normal, Power 15, Accuracy 217, PP 32. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Barrier: Psychic, Power 0, Accuracy 256, PP 48. Raises your Defense modifier by 2. Baton Pass: Normal, Power 0, Accuracy 256, PP 61. Switch to a Pokemon of your choice. All stat modifiers and accuracy/evade modifiers remain intact, as do Trap Effects (both temporary and permanent), Perish Song, Substitute, Leech Seed, and others. Beat Up: Dark, Power 10, Accuracy 256, PP 16. Each Pokemon on your team whose status is "OK" will attack once, substituting its base Attack for the Special Attack stat, and the opponent's base Defense for the Special Defense stat (yes, this functions as a physical attack). Ignores CELS multipliers 1, 2, and 3. Belly Drum: Normal, Power 0, Accuracy 256, PP 16. Raises your Attack modifier by 2. Your Pokemon loses half its maximum HP, rounded up, if possible. If it does, your Attack modifier is increased by an additional 8 (note that it can't go above +6). Bide: Normal, Power *, Accuracy 256, PP 16. Skip your next 2-3 turns. During your next turn, for each 1 damage dealt to you during a turn skipped this way, subtract 2 from the opponent's HP. Bind: Normal, Power 15, Accuracy 192, PP 16. The opponent can't switch for 2- 5 turns. At the end of each of those turns, that Pokemon loses 6.25% of maximum HP. Bite: Dark, Power 60, Accuracy 256, PP 40. Probability 76 to make the opponent flinch. Blizzard: Ice, Power 120, Accuracy 179, PP 8. Probability 25 to freeze the opponent. Body Slam: Normal, Power 85, Accuracy 256, PP 24. Probability 76 to paralyze the opponent. Bone Club: Ground, Power 65, Accuracy 217, PP 32. Probability 25 to make the opponent flinch. Bone Rush: Ground, Power 25, Accuracy 204, PP 16. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Bonemerang: Ground, Power 50, Accuracy 230, PP 16. Hits twice in one turn. Bubble: Water, Power 20, Accuracy 256, PP 48. Probability 25 to lower opponent's Speed modifier by 1. Bubblebeam: Water, Power 65, Accuracy 256, PP 32. Probability 25 to lower opponent's Speed modifier by 1. Charm: Normal, Power 0, Accuracy 256, PP 32. Lowers the opponent's Attack modifier by 2. Clamp: Water, Power 35, Accuracy 192, PP 16. The opponent can't switch for 2- 5 turns. At the end of each of those turns, that Pokemon loses 6.25% of maximum HP. Comet Punch: Normal, Power 18, Accuracy 217, PP 24. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Confuse Ray: Ghost, Power 0, Accuracy 256, PP 16. Confuses the opponent. Confusion: Psychic, Power 50, Accuracy 256, PP 40. Probability 25 to confuse the opponent. Constrict: Normal, Power 10, Accuracy 256, PP 56. Probability 25 to lower the opponent's Speed modifier by 1. Conversion: Normal, Power 0, Accuracy 256, PP 48. Your Pokemon's type becomes that of a randomly chosen non-Curse, non-Conversion, non-empty slot in your moveset. Conversion 2: Normal, Power 0, Accuracy 256, PP 48. If the opponent's last action was a non-Curse, non-Struggle move, your Pokemon's type becomes a randomly chosen type from among those which cause that type of attack to be multiplied by 0 or 1/2. Cotton Spore: Grass, Power 0, Accuracy 217, PP 61. Lowers the opponent's Speed modifier by 2. Counter: Fighting, Power *, Accuracy 256, PP 32. Goes last. If it does, and if the opponent dealt damage to you this turn with a Physical attack, subtract twice that amount from the opponent's Pokemon's HP. Crabhammer: Water, Power 90, Accuracy 217, PP 16. Uses two extra Critical Hit Domains. Cross Chop: Fighting, Power 100, Accuracy 204, PP 8. Uses two extra Critical Hit Domains. Crunch: Dark, Power 80, Accuracy 256, PP 24. Probability 51 to lower the opponent's Special Defense modifier by 1. Curse: Typeless, Power 0, Accuracy 256, PP 10. Raises your Attack and Defense modifiers by 1. Lowers your Speed modifier by 1. If your Pokemon is Ghost- type, instead do not change any modifiers, your Pokemon loses half its maximum HP, and until the opponent switches or is KO'd, at end of turn, that Pokemon loses 25% of its maximum HP. Cut: Normal, Power 50, Accuracy 243, PP 48. Defense Curl: Normal, Power 0, Accuracy 256, PP 61. Raises your Defense modifier by 1. Destiny Bond: Ghost, Power 0, Accuracy 256, PP 8. If the opponent's next action is an attack that KO's your Pokemon, the opponent's HP is reduced to - 0. Poison, Sandstorm, Perish Song, etc. do not cause Destiny Bond to trigger. Detect: Fighting, Power 0, Accuracy 255, PP 8. Goes first (priority 2). If the opponent's move this turn would change your HP, status, or stat modifiers, that move does nothing instead. For each prior consecutive turn on which Protect, Detect, or Endure were used, subtract 1 from accuracy, then divide it by 2. Dig: Ground, Power 60, Accuracy 256, PP 16. Requires pre-attack setup turn. User becomes Underground during that turn (see CELS multiplier 8). Disable: Normal, Power 0, Accuracy 141, PP 32. If the opponent's last action was a move, that Pokemon can't use that move for 2-5 turns or until it switches or is KO'd. Dizzy Punch: Normal, Power 70, Accuracy 256, PP 32. Probability 51 to confuse the opponent. Double-Edge: Normal, Power 120, Accuracy 256, PP 16. For each 4 damage this attack deals, subtract 1 from your Pokemon's HP. Double Kick: Fighting, Power 30, Accuracy 256, PP 48. Strikes 2 times in a single turn. Doubleslap: Normal, Power 15, Accuracy 217, PP 16. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Double Team: Normal, Power 0, Accuracy 256, PP 24. Raises your Evade modifier by 1. Dragon Rage: Dragon, Power *, Accuracy 256, PP 16. Subtract 40 from your opponent's Pokemon's HP. Dragonbreath: Dragon, Power 60, Accuracy 256, PP 32. Probability 76 to paralyze the opponent. Dream Eater: Psychic, Power 100, Accuracy 256, PP 24. If the opponent isn't asleep, this attack misses. For each 2 damage this attack deals, add 1 to your Pokemon's HP. Drill Peck: Flying, Power 80, Accuracy 256, PP 32. Dynamicpunch: Fighting, Power 100, Accuracy 128, PP 8. Whenever Dynamicpunch deals damage, the opponent becomes confused. Earthquake: Ground, Power 100, Accuracy 256, PP 16. Egg Bomb: Normal, Power 100, Accuracy 192, PP 16. Ember: Fire, Power 40, Accuracy 256, PP 40. Probability 25 to burn the opponent. Encore: Normal, Power 0, Accuracy 256, PP 8. If the opponent's last action was a move, then for 2-5 turns or until that Pokemon switches, it can't use any other move. Endure: Normal, Power 0, Accuracy 255, PP 16. Goes first (priority 2). If the opponent's move this turn would reduce your HP to 0 or less, that move reduces it to 1 instead. For each prior consecutive turn on which Protect, Detect, or Endure were used, subtract 1 from accuracy, then divide it by 2. Explosion: Normal, Power 250, Accuracy 256, PP 8. Until end of turn, the opponent's Defense is cut in half. Your HP becomes 0. Extremespeed: Normal, Power 80, Accuracy 256, PP 8. Goes first (priority 3). Faint Attack: Dark, Power 60, Accuracy 256, PP 32. Ignores accuracy and evade modifiers. False Swipe: Normal, Power 40, Accuracy 256, PP 61. If this attack would reduce a Pokemon's HP to 0 or less, that Pokemon's HP becomes 1 instead. Fire Blast: Fire, Power 120, Accuracy 217, PP 8. Probability 25 to burn the opponent. Fire Punch: Fire, Power 75, Accuracy 256, PP 24. Probability 25 to burn the opponent. Fire Spin: Fire, Power 15, Accuracy 179, PP 24. The opponent can't switch for 2-5 turns. At the end of each of those turns, that Pokemon loses 6.25% of maximum HP. Fissure: Ground, Power *, Accuracy 76, PP 8. Accuracy 0 against all higher- level Pokemon. Sets opponent's HP to 0 if it hits. Flail: Normal, Power 20, Accuracy 256, PP 24. Power +20 if user has less than 68.75% of its maximum HP. Power +40 if user has less than 35.42% of its maximum HP. Power +20 if user has less than 20.83% of its maximum HP. Power +50 if user has less than 10.42% of its maximum HP. Power +50 if user has less than 4.17% of its maximum HP. Uses no Critical Hit Domains. CELS multiplier 12 has fixed value of 1. Flame Wheel: Fire, Power 60, Accuracy 256, PP 40. A Frozen Pokemon can use this attack, and in doing so changes its status to OK. Has a 9.77% chance of burning the opponent. Flamethrower: Fire, Power 95, Accuracy 256, PP 24. Probability 25 to burn the opponent. Flash: Normal, Power 0, Accuracy 179, PP 32. Lowers the opponent's Accuracy modifier by 1. Fly: Flying, Power 70, Accuracy 243, PP 24. Requires pre-attack setup turn. User becomes Airborne during that turn (see CELS multiplier 9). Focus Energy: Normal, Power 0, Accuracy 256, PP 48. Until you switch or are KO'd, all attacks you use receive an extra Critical Hit Domain. Foresight: Normal, Power 0, Accuracy 256, PP 61. Until a Pokemon switches or is KO'd, the opponent's Evade and your Accuracy modifier are treated as 0. NRM-GHO and FTG-GHO entries in the Type Chart become 1. Frustration: Normal, Power *, Accuracy 256, PP 32. Power +0.4 for each point of Happiness the user has less than 255. Fury Attack: Normal, Power 15, Accuracy 217, PP 32. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Fury Cutter: Bug, Power 10, Accuracy 243, PP 32. For each prior consecutive turn during which your Pokemon used Fury Cutter and hit, the power of Fury Cutter is doubled. It can't be doubled more than 4 times this way. Fury Swipes: Normal, Power 15, Accuracy 217, PP 24. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Future Sight: Psychic, Power 80, Accuracy 230, PP 24. Attack is delayed until the end of the turn after next turn. Ignores CELS multipliers 1, 2, and 3. Giga Drain: Grass, Power 60, Accuracy 256, PP 8. For each 2 damage this attack deals, add 1 to your Pokemon's HP. Glare: Normal, Power 0, Accuracy 192, PP 48. Paralyzes the opponent. Growl: Normal, Power 0, Accuracy 256, PP 61. Lowers the opponent's Attack modifier by 1. Growth: Normal, Power 0, Accuracy 256, PP 61. Raises your Special Attack modifier by 1. Guillotine: Normal, Power *, Accuracy 76, PP 8. Accuracy 0 against all higher-level Pokemon. Sets opponent's HP to 0 if it hits. Gust: Flying, Power 40, Accuracy 256, PP 56. Harden: Normal, Power 0, Accuracy 256, PP 61. Raises your Defense modifier by 1. Haze: Ice, Power 0, Accuracy 256, PP 48. All stat modifiers and accuracy/evade modifiers become 0. Headbutt: Normal, Power 70, Accuracy 256, PP 24. Probability 76 to make the opponent flinch. Heal Bell: Normal, Power 0, Accuracy 256, PP 8. Removes Sleep, Burn, Poison, Paralyze, and/or Freeze from all Pokemon on your team. Hi Jump Kick: Fighting, Power 85, Accuracy 230, PP 32. If this attack would miss, instead prevent all damage it would deal to the opponent this turn. For each 8 damage prevented this way, subtract 1 from your Pokemon's HP. Hidden Power: Normal, Power *, Accuracy 256, PP 24. Power = int(31 + 20 * (ATDV > 7) + 10 * (DFDV > 7) + 5 * (SPDV > 7) + 2.5 * (SCDV > 7) + 1/2 * mod(SCDV, 4)), and type is treated as typeconvert(X + (X > 5) + 11 * (X > 8)), where X = (4 * mod(ATDV, 4) + mod(DFDV, 4)) until end of attack. See page 96 for more details. Horn Attack: Normal, Power 65, Accuracy 256, PP 56. Horn Drill: Normal, Power *, Accuracy 76, PP 8. Accuracy 0 against all higher-level Pokemon. Sets opponent's HP to 0 if it hits. Hydro Pump: Water, Power 120, Accuracy 204, PP 8. Hyper Beam: Normal, Power 150, Accuracy 230, PP 8. You skip your next turn. Hyper Fang: Normal, Power 80, Accuracy 230, PP 24. Probability 25 to make the opponent flinch. Hypnosis: Psychic, Power 0, Accuracy 154, PP 32. Puts the opponent to sleep. Ice Beam: Ice, Power 95, Accuracy 256, PP 24. Probability 25 to freeze the opponent. Ice Punch: Ice, Power 75, Accuracy 256, PP 24. Probability 25 to freeze the opponent. Icy Wind: Ice, Power 55, Accuracy 243, PP 24. Whenever Icy Wind deals damage, the opponent's Speed modifier is lowered by 1. Iron Tail: Steel, Power 100, Accuracy 192, PP 24. Probability 76 to lower the opponent's Defense modifier by 1. Jump Kick: Fighting, Power 70, Accuracy 243, PP 40. If this attack would miss, instead prevent all damage it would deal to the opponent this turn. For each 8 damage prevented this way, subtract 1 from your Pokemon's HP. Karate Chop: Fighting, Power 50, Accuracy 256, PP 40. Uses two extra Critical Hit Domains. Kinesis: Psychic, Power 0, Accuracy 204, PP 24. Lowers the opponent's Accuracy modifier by 1. Leech Life: Bug, Power 20, Accuracy 256, PP 24. For each 2 damage this attack deals, add 1 to your Pokemon's HP. Leech Seed: Grass, Power 0, Accuracy 230, PP 16. Until the opponent switches or is KO'd, at end of turn, that Pokemon loses 12.5% of its maximum HP, and an equal amount is added to your Pokemon's HP. Leer: Normal, Power 0, Accuracy 256, PP 48. Lowers the opponent's Defense modifier by 1. Lick: Ghost, Power 20, Accuracy 256, PP 48. Probability 76 to paralyze the opponent. Light Screen: Psychic, Power 0, Accuracy 256, PP 48. For 5 turns, your Special Defense is cut in half, and the opponent's Special Attack is reduced to 25%. Any new Pokemon switched within these 5 turns will still undergo this modification. Lock-On: Normal, Power 0, Accuracy 256, PP 8. If the opponent doesn't switch next turn, any move you use during that turn has accuracy 256, and ignores accuracy and evade modifiers. Lovely Kiss: Normal, Power 0, Accuracy 192, PP 24. Puts the opponent to sleep. Low Kick: Fighting, Power 50, Accuracy 230, PP 32. Probability 76 to make the opponent flinch. Mach Punch: Fighting, Power 40, Accuracy 256, PP 48. Goes first (priority 3). Magnitude: Ground, Power *, Accuracy 256, PP 48. Random power from among 7 possibilities, listed in Number/Power/Probability form: 4/10/14, 5/30/25, 6/50/51, 7/70/77, 8/90/51, 9/110/25, 10/150/13. Mean Look: Normal, Power 0, Accuracy 256, PP 8. The opponent can't switch until you switch or a Pokemon is KO'd. Meditate: Psychic, Power 0, Accuracy 256, PP 61. Raises your Attack modifier by 1. Mega Drain: Grass, Power 40, Accuracy 256, PP 16. For each 2 damage this attack deals, add 1 to your Pokemon's HP. Mega Kick: Normal, Power 120, Accuracy 192, PP 8. Mega Punch: Normal, Power 80, Accuracy 217, PP 32. Megahorn: Bug, Power 120, Accuracy 217, PP 16. Metal Claw: Steel, Power 50, Accuracy 243, PP 56. Probability 25 to raise your Attack modifier by 1. Metronome: Normal, Power 0, Accuracy 256, PP 16. Select a random attack from the game's list of attacks, and perform that attack normally. Milk Drink: Normal, Power 0, Accuracy 256, PP 16. Your Pokemon recovers 50% of its maximum HP. Mimic: Normal, Power 0, Accuracy 256, PP 16. If the opponent's last action was a move, replace Mimic with that move until your Pokemon switches or is KO'd. Mind Reader: Normal, Power 0, Accuracy 256, PP 8. If the opponent doesn't switch next turn, any move you use next turn has accuracy 256, and treats accuracy and evade modifiers as 0. Minimize: Normal, Power 0, Accuracy 256, PP 32. Increases your Evade modifier by 1. Mirror Coat: Psychic, Power *, Accuracy 256, PP 32. Goes last. If it does, and if the opponent dealt damage to you this turn with a Special attack, subtract twice that amount from the opponent's Pokemon's HP. Mirror Move: Flying, Power 0, Accuracy 256, PP 32. Attack with the move most recently used by the opponent. Mist: Ice, Power 0, Accuracy 256, PP 48. Until you switch or are KO'd, if an opponent's move would decrease one or more of your stat modifiers, those modifiers remain unchanged instead. Moonlight: Normal, Power 0, Accuracy 256, PP 8. Your Pokemon recovers 50% of its maximum HP. If playing on GB from 4:00 AM to 5:59 PM, instead your Pokemon recovers 25% of its maximum HP. Morning Sun: Normal, Power 0, Accuracy 256, PP 8. Your Pokemon recovers 50% of its maximum HP. If playing on GB from 10:00 AM to 3:59 AM, instead your Pokemon recovers 25% of its maximum HP. Mud-Slap: Ground, Power 20, Accuracy 256, PP 16. Lowers the opponent's Accuracy modifier by 1. Night Shade: Ghost, Power *, Accuracy 256, PP 24. Reduces opponent's HP by a number equal to your level. Nightmare: Ghost, Power 0, Accuracy 256, PP 24. If the opponent isn't asleep, this attack does nothing. Otherwise, until that Pokemon wakes up, at end of turn, that Pokemon loses 25% of its maximum HP. Octazooka: Water, Power 65, Accuracy 217, PP 16. Probability 128 to lower the opponent's Accuracy modifier by 1. Outrage: Dragon, Power 90, Accuracy 256, PP 24. Strikes for 2 or 3 turns; your decision-making ability during those turns is removed. After those turns, your Pokemon confuses itself. Pain Split: Normal, Power *, Accuracy 256, PP 32. Adds your Pokemon's remaining HP and the opponent's, then divides this total evenly among the two. Pay Day: Normal, Power 40, Accuracy 256, PP 32. In GB battles, receive P2 times user's level at end of battle. Peck: Flying, Power 35, Accuracy 256, PP 56. Perish Song: Normal, Power 0, Accuracy 256, PP 8. Each Pokemon receives a Perish Count of 3. At end of each subsequent turn, any Pokemon with a Perish Count decrements 1 from that count. A Pokemon with a Perish Count of 0 has its HP set to 0. When a Pokemon switches, its Perish Count is removed. Petal Dance: Grass, Power 70, Accuracy 256, PP 32. Strikes for 2 or 3 turns; your decision-making ability during those turns is removed. After those turns, your Pokemon confuses itself. Pin Missile: Bug, Power 14, Accuracy 217, PP 32. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Poison Gas: Poison, Power 0, Accuracy 141, PP 61. Poisons the opponent. Poisonpowder: Poison, Power 0, Accuracy 192, PP 56. Poisons the opponent. Poison Sting: Poison, Power 15, Accuracy 256, PP 56. Probability 76 to poison the opponent. Pound: Normal, Power 40, Accuracy 256, PP 56. Powder Snow: Ice, Power 40, Accuracy 256, PP 40. Probability 25 to freeze the opponent. Present: Normal, Power *, Accuracy 230, PP 24. Probability 103 for power 40. Probability 77 for power 80. Probability 25 for power 120. Probability 51 for power 0, and addition of 80 to the opponent's Pokemon's HP. These probabilities are nonoverlapping. When link-battling with a Gold or Silver cartridge, also treats your Attack as a constant of 10, your Level as typenumber(OppType2), and the opponent's Defense as typenumber(UserType2), and applies CELS multipliers 1 and 2 twice. Protect: Normal, Power 0, Accuracy 255, PP 16. Goes first (priority 2). If the opponent's move this turn would change your HP, status, or stat modifiers, that move does nothing instead. For each prior consecutive turn on which Protect, Detect, or Endure were used, subtract 1 from accuracy, then divide it by 2. Psybeam: Psychic, Power 65, Accuracy 256, PP 32. Probability 25 to confuse the opponent. Psych Up: Normal, Power 0, Accuracy 256, PP 16. Each of the opponent's stat modifiers and accuracy/evade modifiers are copied to your own. Psychic: Psychic, Power 90, Accuracy 256, PP 16. Probability 25 to lower opponent's Special Defense modifier by 1. Psywave: Psychic, Power *, Accuracy 204, PP 24. Reduces opponent's HP by a random number, chosen from a field with lower bound 1 and upper bound (UserLevel * 1.5). Pursuit: Dark, Power 40, Accuracy 256, PP 32. If the opponent elects to switch, until end of turn, Pursuit's priority becomes 0 until end of turn (strikes before switch). See CELS multipier 7. Quick Attack: Normal, Power 40, Accuracy 256, PP 48. Goes first (priority 3). Rage: Normal, Power 20, Accuracy 256, PP 32. Your decision-making ability is removed until your Pokemon is KO'd. Whenever the opponent deals damage to your Pokemon, Rage's power is increased by 10. Rain Dance: Water, Power 0, Accuracy 256, PP 8. Ends effects of Sunny Day or Sandstorm. For 5 turns, changes weather to Rain, removes the end-of-turn probability for a Frozen Pokemon to thaw, increases the accuracy of Thunder to 256 and causes that move to ignore accuracy and evade modifiers, and halves effectiveness of Morning Sun, Synthesis, and Moonlight. See CELS multiplier 6. Rapid Spin: Normal, Power 20, Accuracy 256, PP 61. Ends effects of opponent's Spikes, Leech Seed, Bind, Clamp, Fire Spin, Whirlpool, and/or Wrap. Razor Leaf: Grass, Power 55, Accuracy 243, PP 40. Uses two extra Critical Hit Domains. Razor Wind: Normal, Power 80, Accuracy 192, PP 24. Requires pre-attack setup turn. Uses two extra Critical Hit Domains. Recover: Normal, Power 0, Accuracy 256, PP 32. Your Pokemon recovers 50% of its maximum HP. Reflect: Psychic, Power 0, Accuracy 256, PP 48. For 5 turns, your Defense is cut in half, and the opponent's Attack is reduced to 25%. Any new Pokemon switched within these 5 turns will still undergo this modification. Rest: Psychic, Power 0, Accuracy 256, PP 16. Your Pokemon recovers all HP, and goes to sleep (overwriting any other status). This sleep has a fixed duration of 2 turns. Return: Normal, Power *, Accuracy 256, PP 32. Power +0.4 for each point of Happiness the user has. Reversal: Fighting, Power 20, Accuracy 256, PP 24. Power +20 if user has less than 68.75% of its maximum HP. Power +40 if user has less than 35.42% of its maximum HP. Power +20 if user has less than 20.83% of its maximum HP. Power +50 if user has less than 10.42% of its maximum HP. Power +50 if user has less than 4.17% of its maximum HP. Uses no Critical Hit Domains. CELS multiplier 12 has a fixed value of 1. Roar: Normal, Power 0, Accuracy 256, PP 32. Goes last. If it does, the opponent's Pokemon is withdrawn in favor of another randomly-chosen Pokemon on its team. Rock Slide: Rock, Power 75, Accuracy 230, PP 16. Probability 76 to make the opponent flinch. Rock Smash: Fighting, Power 20, Accuracy 256, PP 24. Probability 128 to lower the opponent's Defense modifier by 1. Rock Throw: Rock, Power 50, Accuracy 230, PP 24. Rolling Kick: Fighting, Power 60, Accuracy 217, PP 24. Probability 76 to make the opponent flinch. Rollout: Rock, Power 30, Accuracy 230, PP 32. Lasts 5 turns, or until a miss. As long as Rollout is in effect, your decision-making ability is removed. Power doubles for each prior turn in the duration of the current Rollout, and doubles again if your current Pokemon has used Defense Curl since its most recent entry onto the field. Sacred Fire: Fire, Power 100, Accuracy 243, PP 8. A Frozen Pokemon can use this attack, and in doing so changes its status to OK. Probability 128 to burn the opponent. Safeguard: Normal, Power 0, Accuracy 256, PP 40. For 5 turns, if an opponent's Pokemon would poison, freeze, paralyze, burn, sleep, or confuse one of your Pokemon, your status remains unchanged instead. Sand-Attack: Ground, Power 0, Accuracy 256, PP 24. Lowers the opponent's Accuracy modifier by 1. Sandstorm: Rock, Power 0, Accuracy 256, PP 16. For 5 turns: At end of turn, all active non-Rock, non-Ground, non-Steel Pokemon lose 12.5% of their maximum HP. Scary Face: Normal, Power 0, Accuracy 230, PP 16. Lowers the opponent's Speed modifier by 2. Scratch: Normal, Power 40, Accuracy 256, PP 48. Screech: Normal, Power 0, Accuracy 217, PP 61. Lowers the opponent's Defense modifier by 2. Seismic Toss: Fighting, Power *, Accuracy 256, PP 32. Reduces opponent's HP by a number equal to your level. Selfdestruct: Normal, Power 200, Accuracy 256, PP 8. Until end of turn, the opponent's Defense is cut in half. Your HP becomes 0. Shadow Ball: Ghost, Power 80, Accuracy 256, PP 24. Probability 51 to lower the opponent's Special Defense modifier by 1. Sharpen: Normal, Power 0, Accuracy 256, PP 48. Raises your Attack modifier by 1. Sing: Normal, Power 0, Accuracy 141, PP 24. Puts the opponent's Pokemon to sleep. Sketch: Normal, Power 0, Accuracy 256, PP 1. If the opponent's last action was a move, replace Sketch with that move until end of battle. If playing single-player GB, instead replace Sketch with that move permanently. Skull Bash: Normal, Power 100, Accuracy 256, PP 24. Requires pre-attack setup turn. During that turn, your Defense modifier is raised by 1. Sky Attack: Flying, Power 140, Accuracy 256, PP 8. Requires pre-attack setup turn. Slam: Normal, Power 80, Accuracy 192, PP 32. Slash: Normal, Power 70, Accuracy 256, PP 24. Uses two extra Critical Hit Domains. Sleep Powder: Grass, Power 0, Accuracy 192, PP 24. Puts the opponent to sleep. Sleep Talk: Normal, Power 0, Accuracy 256, PP 16. This attack does nothing if your Pokemon isn't asleep. Selects one of your other three attacks, and performs that attack normally. Sludge: Poison, Power 65, Accuracy 256, PP 32. Probability 76 to poison the opponent. Sludge Bomb: Poison, Power 90, Accuracy 256, PP 16. Probability 76 to poison the opponent. Smog: Poison, Power 20, Accuracy 179, PP 32. Probability 102 to poison the opponent. Smokescreen: Normal, Power 0, Accuracy 256, PP 32. Lowers the opponent's Accuracy modifier by 1. Snore: Normal, Power 40, Accuracy 256, PP 24. This attack misses if your Pokemon isn't asleep. Probability 76 to make the opponent flinch. Softboiled: Normal, Power 0, Accuracy 256, PP 16. Your Pokemon recovers 50% of its maximum HP. Solarbeam: Grass, Power 120, Accuracy 256, PP 16. Requires pre-attack setup turn. Sonicboom: Normal, Power *, Accuracy 230, PP 32. Reduces the opponent's HP by 20. Spark: Electric, Power 65, Accuracy 256, PP 32. Probability 76 to paralyze the opponent. Spider Web: Bug, Power 0, Accuracy 256, PP 16. The opponent can't switch until you switch or a Pokemon is KO'd. Spike Cannon: Normal, Power 20, Accuracy 256, PP 24. Strikes 2, 3, 4, or 5 times in a single turn, with uniform probability. Spikes: Ground, Power 0, Accuracy 256, PP 32. Until the end of the battle, whenever the opponent switches to a non-Flying-type Pokemon, that Pokemon loses 12.5% of its maximum HP. Spite: Ghost, Power 0, Accuracy 256, PP 16. If the opponent used a move during its most recent turn, that move's PP is reduced by 2, 3, 4, 5, or 6, chosen randomly. Splash: Normal, Power 0, Accuracy 256, PP 61. Displays "No effect!" on the screen. Spore: Grass, Power 0, Accuracy 256, PP 24. Puts the opponent to sleep. Steel Wing: Steel, Power 70, Accuracy 230, PP 40. Probability 25 to increase your Defense modifier by 1. Stomp: Normal, Power 65, Accuracy 256, PP 32. Probability 76 to make the opponent flinch. See CELS multiplier 10. Strength: Normal, Power 80, Accuracy 256, PP 24. String Shot: Bug, Power 0, Accuracy 243, PP 61. Lowers the opponent's Speed modifier by 1. Struggle: Typeless, Power 50, Accuracy 256, PP 16. For each 4 damage this attack deals, subtract 1 from your Pokemon's HP. A Pokemon whose moves all have 0 PP will use Struggle as though it had infinite PP. Stun Spore: Grass, Power 0, Accuracy 192, PP 48. Paralyzes the opponent. Submission: Fighting, Power 80, Accuracy 204, PP 40. For each 4 damage this attack deals, subtract 1 from your Pokemon's HP. Substitute: Normal, Power 0, Accuracy 256, PP 16. Your Pokemon loses 25% of its maximum HP and gives that HP to a substitute. If an attack would deal damage to a Pokemon that has a substitute, that attack deals damage to the substitute instead. If a Pokemon with a substitute would be inflicted with Sleep, Confusion, Paralysis, Poison, Burn, Freeze, or Leech Seed, its status remains unchanged instead. Sunny Day: Fire, Power 0, Accuracy 256, PP 8. Ends effects of Rain Dance or Sandstorm. For 5 turns, changes weather to Sun, reduces accuracy of Thunder to 128, removes effect from Solarbeam, and doubles effectiveness of Morning Sun, Synthesis, and Moonlight. See CELS multiplier 5. Super Fang: Normal, Power *, Accuracy 230, PP 16. The opponent's Pokemon loses half its current HP, rounded up. Supersonic: Normal, Power 0, Accuracy 141, PP 32. Confuses the opponent. Surf: Water, Power 95, Accuracy 256, PP 24. Swagger: Normal, Power 0, Accuracy 230, PP 16. Confuses the opponent. Their Attack modifier is raised by 2. Sweet Kiss: Normal, Power 0, Accuracy 192, PP 16. Lowers the opponent's Attack modifier by 2. Sweet Scent: Normal, Power 0, Accuracy 256, PP 32. Lowers the opponent's Evade modifier by 1. Swift: Normal, Power 60, Accuracy 256, PP 32. Ignores accuracy and evade modifiers. Swords Dance: Normal, Power 0, Accuracy 256, PP 48. Synthesis: Grass, Power 0, Accuracy 256, PP 8. Your Pokemon recovers 50% of its maximum HP. If playing on GB from 6:00 PM to 9:59 AM, instead your Pokemon recovers 25% of its maximum HP. Tackle: Normal, Power 35, Accuracy 243, PP 56. Tail Whip: Normal, Power 0, Accuracy 256, PP 61. Lowers the opponent's Defense modifier by 1. Take Down: Normal, Power 90, Accuracy 217, PP 32. For each 4 damage this attack deals, subtract 1 from your Pokemon's HP. Teleport: Psychic, Power 0, Accuracy 256, PP 32. In single-player GB battles, end the battle. Otherwise, do nothing. Thief: Dark, Power 40, Accuracy 256, PP 16. If your Pokemon has no item, the opponent's item is removed and given to your Pokemon. Thrash: Normal, Power 90, Accuracy 256, PP 32. Strikes for 2 or 3 turns; your decision-making ability during those turns is removed. After those turns, your Pokemon confuses itself. Thunder: Electric, Power 120, Accuracy 179, PP 16. Probability 25 to paralyze the opponent. Thunder Wave: Electric, Power 0, Accuracy 256, PP 32. Paralyzes the opponent. Thunderbolt: Electric, Power 95, Accuracy 256, PP 24. Probability 25 to paralyze the opponent. Thunderpunch: Electric, Power 75, Accuracy 256, PP 24. Probability 25 to paralyze the opponent. Thundershock: Electric, Power 40, Accuracy 256, PP 48. Probability 25 to paralyze the opponent. Toxic: Poison, Power 0, Accuracy 256, PP 16. Poisons the opponent. Until the opponent switches or is KO'd, damage taken by Poison starts at 6.25% and increases by 6.25% each turn, instead of the normal constant rate of 12.5%. Transform: Normal, Power 0, Accuracy 256, PP 16. Until you switch or are KO'd, your Pokemon's species, non-HP stats, and moves become those of the opponent's Pokemon as of the time Transform was used. If any of those moves have more than 5 PP, their PP count for your Pokemon is reduced to 5. Tri Attack: Normal, Power 80, Accuracy 256, PP 16. Can burn, freeze, or paralyze opponent, each with probability 17. These probabilities do not overlap. Triple Kick: Fighting, Power 10, Accuracy 230, PP 16. Probability 230 to attack a second time within the same turn with power 20. If this happens, probability 230 to attack a third time within the same turn with power 40. Twineedle: Bug, Power 25, Accuracy 256, PP 32. Strikes twice within a single turn. Probability 51 to poison the opponent. Twister: Dragon, Power 40, Accuracy 256, PP 32. Probability 51 to make the opponent flinch. Vicegrip: Normal, Power 55, Accuracy 256, PP 48. Vine Whip: Grass, Power 35, Accuracy 256, PP 16. Vital Throw: Fighting, Power 70, Accuracy 256, PP 16. Goes last. Ignores accuracy and evade modifiers. Water Gun: Water, Power 40, Accuracy 256, PP 40. Waterfall: Water, Power 80, Accuracy 256, PP 24. Whirlpool: Water, Power 15, Accuracy 179, PP 24. The opponent can't switch for 2-5 turns. At the end of each of those turns, that Pokemon loses 6.25% of maximum HP. Whirlwind: Normal, Power 0, Accuracy 256, PP 32. Goes last. If it does, the opponent's Pokemon is withdrawn in favor of another randomly-chosen Pokemon on its team. Is unaffected by Airborne status. Wing Attack: Flying, Power 65, Accuracy 256, PP 56. Withdraw: Water, Power 0, Accuracy 256, PP 61. Raises your Defense modifier by 1. Wrap: Normal, Power 15, Accuracy 217, PP 24. The opponent can't switch for 2- 5 turns. At the end of each of those turns, that Pokemon loses 6.25% of maximum HP. Zap Cannon: Electric, Power 100, Accuracy 128, PP 8. Whenever Zap Cannon deals damage, the opponent becomes paralyzed. : Typeless, Power 40, Accuracy 256, PP N/A. Each turn your Pokemon is confused, it has probability 128 of hitting itself with this attack instead of using any other move. ******************* *305. Variant Play* ******************* Once again, there's more to the game than unrestricted battles of L100s. Stadium comes with three "underling modes", and I'll include a fourth, player- designed mode (which puts Nintendo's choices to shame) in the same category. First up, the Poke Cup. Still the most skill-testing Stadium cup, it's also the most accommodative to the basic Prime Cup mindset. Think of it as basic Prime Cup with automatic bans on the ubers, as well as the Dogs of War (since their L50 sets pretty much suck). And there's still the level split issue. As with RBY, the best level split is 2x55, 4x50. Your normal Prime Cup team should work, barring the use of legends (in which case you simply replace them with the closest legally-admitted Pokemon). Pick your two most valued competitors, and put them at L55, where they'll receive all the "oomph" they can get. Good choices for the level boost are Tyranitar (considering it's only eligible at L55), Dragonite (same reason), Snorlax, Blissey, Alakazam, and Machamp. If, like me, you commit three boxes to Poke Cup, consider creating L50 versions of these as well, so you can still use them in the presence of two established L55s. Then, just go read 303, and finish up your team! The next mode is Little Cup. While this one is interesting under a purely-RPG ruleset, where finding the proper breeding chains is most of the challenge, once players have played long enough (or Sharked) to convert the game to 51% strategy (the remaining 49% being luck), this Cup becomes Battle of the Standards V29.2, much like RBY. In case you haven't cracked it yet, you might want to take one final, hapless newbie run through the cup, before my advice saves the day... ... ... ... ... ... ... ... Okay. I'm ready to let you win the Little Cup. Just remember these three Pokemon: CHANSEY@gold berry Tri Attack/Reflect/Light Screen/Softboiled SCYTHER@miracleberry Agility/Swords Dance/Baton Pass/Hidden Power (Steel) or Steel Wing CUBONE@thick club Earthquake/Ancientpower/Hidden Power (Bug)/Growl Make sure these Pokemon have maximum stats. (Yes, it's theoretically possible to get true maximums at L5. Battle low-level Pokemon to get Stat Exp., but before enough Level Experience to reach L6, deposit the Pokemon in Daycare. Take 1 step left, 1 step right, pay P100 to get your Pokemon back, and discover that the Level Experience is back to what it was when it was hatched as a L5. Repeat until all Stat Exp. banks hit 63002.) Luckily for you, you have the Gameshark (hopefully) to reap all the benefits of this 900-hour procedure without making "time spent on game" a direct factor in who wins a strategy game. It's been proven possible according to internal game rules, and that's all the justification you need. Now, here's how you play the team: 1. Put up a Reflect with Chansey. 2. Put up Light Screen. 3. Switch to Scyther. 4. Use Agility. 5. Use Swords Dance. 6. BP to Cubone. 7-9: KO, KO, KO. Cubone should have 56 Attack, and that's high enough to knock out any unenhanced opponent in one hit. Some notes. One, Growl is NOT a misprint. There's already the instant KO between Earthquake, Ancientpower, and Hidden Power. Hence no attack or attack boost is needed (plus, Swords Dance can't coexist with Ancientpower, and Rock Slide won't take over Ancientpower's spot due to imperfect accuracy and the fact that AP already does everything it needs to do). The question is what could possibly have an effect. Agility-Endure-Reversal Scyther is a threat you'll need to plan for, and an Agility for Scyther is faster than an Agility for Cubone. Try an AP and it gets Endured, then Scyther strikes with Swords Danced Reversal for 35 damage and a kill. Not even an AP boost can save you. So how to stop it? That's where Growl comes in. Instead of trying an Ancientpower to lead, use Growl on the first available turn. This should get Endured, to no avail. Growl can reduce Scyther's Attack to the point where it's safe to attack (though this can be nullified with Swords Dance, that move becomes suicide), but more importantly, the 100% accuracy Endure was wasted. If you try an Ancientpower next turn, a possible Endure will only work half the time. And if they try another move to reset the accuracy, then you just got a free kill. (All this to demonstrate that Growl actually has a use.) Second, after a while your opponents can get used to this team and figure out ways to stop it (most of which involve stopping Chansey and Scyther from starting the chain). It helps to round out your team with some standalone Pokemon. Here's the best of the lot: Houndour Crunch/Fire Blast/Sunny Day/Solarbeam Abra Psychic/Fire Punch/Ice Punch/Thunderpunch Gastly Psychic/Thunderbolt/Destiny Bond/Confuse Ray Staryu Surf/Psychic/Thunderbolt/Ice Beam Machop Cross Chop/Earthquake/Hidden Power (Rock) Elekid Thunderbolt/Cross Chop/Ice Punch/Psychic Challenge Cup doesn't deserve an explanation, or its 25x oversized arena. Basically both players get thrown a random team, and it's called "a game of who fights best with many different Pokemon", notwithstanding the fact that not all of them are good, and some teams will simply turn out better than others and undermine the skill of the battlers involved. Part of battling is recognizing which Pokemon aren't even worthy to be on teams (see section 303). In fact, the only reason I'm listing it here is because it's a mandatory clear for Stadium 2. Just remember that the Reset button is your friend, and there is a Shark code out there for "8 continues, all the time". Treasure your high-power 100-accuracy moves as much as possible, and if you're lucky enough to get a Pokemon with Recover or Leftovers, use it as much as you can. If you must play Challenge Cup against another player (though some like this mode, hence the creation of a "RandBat" online server which simulates just such a battle), I would suggest mandating a best-of-3 match between the same teams, so you can actually simulate the idea of adapting to your team over time. Isn't that supposed to be part of the game? (This last question is directed at Nintendo, not the casual reader.) All those rule systems are either pointless or restricting. Instead of cutting all Pokemon to half size, watching kids kill each other, or using a one-shot random number generator to (effectively) decide who wins, there should be a format where no Pokemon are actually banned, but there's a valid reason to use the less powerful ones (so that team building becomes less boring). Jump to March 2002. Uiru, renowned writer of feature articles on Pokemon, is thinking of a new discovery to release to the world. I don't know what the inspiration was; maybe it was an article on a sports team over the salary cap, or a breakdown for a government spending pie chart, but some brainstorming session gave rise to a potentially rewarding format. And it was called the Point System, and it was good. Here's a quick overview of the system. You start with a salary cap for points. Those points must be used to buy your team. The Official Rules are as follows: THE POINT SYSTEM Introduction These rules shall have jurisdiction over all Pokemon battles and tournaments to which they are agreed upon as a limiting factor in team construction. These rules have version number 108. If the second row of the primary table depicted on the Official Point System Site (as given in Appendix A) ever displays a version number higher than this version's number, these rules shall be entirely void. The Overall Salary Cap is currently 44 points. 1. Pokemon Values Inclusion of each Pokemon adds to a team's Point Value a number of points equal to the number at the beginning of the paragraph that Pokemon appears in. 28: Mewtwo*, Lugia* 27: Ho-oh* 23: Mew* 21: Zapdos*, Suicune* 19: Celebi* 17: Articuno*, Raikou* 14: Moltres*, Entei* 12: Machamp, Snorlax, Skarmory 11: Kingdra, Smeargle, Blissey, Tyranitar 10: Umbreon, Misdreavus, Forretress, Heracross, Ursaring, Miltank 9: Starmie, Tauros, Lapras, Jolteon, Dragonite, Scizor 8: Crobat, Clefable, Arcanine, Alakazam, Dodrio, Muk, Cloyster, Steelix, Exeggutor, Espeon, Ampharos, Jumpluff, Quagsire, Jynx, Houndoom 7: Blastoise, Poliwrath, Tentacruel, Slowbro, Gengar, Marowak, Chansey, Scyther, Electabuzz, Aerodactyl, Typhlosion, Lanturn, Slowking, Donphan, Porygon2 6: Venusaur, Charizard, Fearow, Sandslash, Nidoqueen, Nidoking, Ninetales, Vileplume, Bellossom, Golduck, Politoed, Golem, Dewgong, Hypno, Hitmonlee, Hitmonchan, Hitmontop, Rhydon, Magmar, Vaporeon, Omastar, Meganium, Piloswine, Octillery 5: Raichu, Wigglytuff, Primeape, Machoke, Victreebel, Rapidash, Electrode, Weezing, Kangaskhan, Pinsir, Gyarados, Flareon, Kabutops, Feraligatr, Noctowl, Girafarig, Gligar, Shuckle, Mantine 4: Beedrill, Pidgeot, Raticate, Arbok, Golbat, Parasect, Venomoth, Dugtrio, Persian, Magneton, Haunter, Kingler, Lickitung, Tangela, Seaking, Mr. Mime, Dragonair, Furret, Xatu, Sudowoodo, Aipom, Yanma, Murkrow, Dunsparce, Granbull, Corsola, Stantler, Pupitar 3: Butterfree, Ledian, Ariados, Togetic, Azumarill, Sunflora, Qwilfish, Sneasel, Magcargo 2: Farfetch'd, Unown, Wobbuffet, Delibird 1: any Pokemon not listed 0: Zubat, Togepi, Cleffa, Sentret, Igglybuff, Wooper, -1: Tyrogue, Metapod, Kakuna, Pichu, Magikarp, Caterpie, Weedle, Sunkern No more than two Pokemon of value 0 or less may be used on a team. "*" indicates Pokemon appears on the Legendary List. 2. Move Prices Inclusion of a move whose name precedes a colon in any paragraph in this section causes an addition of points to the team's Point Value as per the last sentence in the paragraph that applies to the Pokemon in question, or to the other Pokemon on the team if so directed by the sentence. Present: 7 when battle medium is GSBot or G/S link battle. 0 when battle medium is Stadium 2 or Crystal link battle. Hidden Power: 2 when calculated Hidden Power type differs from all of the user's type(s). 0 when calculated Hidden Power type matches one of the user's types. 0 if Hidden Power appears on the user's level-up list. 4 when the user is a member of the Legendary List. Horn Drill, Fissure, and Guillotine: 4 if move appears on the user's TM list or Special list. 2 if move appears on the user's level-up list or Egg move list. 10 if more than one of Fissure, Horn Drill, and Guillotine are used in the same moveset. Horn Drill, Fissure, and Guillotine - Part 2: 5 if more than one Pokemon on team has Fissure, Horn Drill, and/or Guillotine. Double Team and Minimize: 2 if move appears on user's TM list or Special list. 1 if move appears on the user's level-up list or Egg move list. Baton Pass: 1. Heal Bell: 2, plus an additional 1 for each Pokemon on team whose moveset includes Rest. Curse: 1, plus an additional 1 for each of the following conditions met by the user: base Attack 100 or greater; base Defense 51 or less; base Speed 51 or less; member of Legendary List; Selfdestruct, Explosion, Recover, Rest, Milk Drink, or Softboiled in same moveset as Curse. If user is Ghost-type, instead cost is 0. 3. Item Prices For each Pokemon on a team, points are added to the team's Point Value according to that Pokemon's attached item: 0 for a given item's first and second appearances in a team. 1 for a given item's third, fourth, fifth, and sixth appearances in a team. 10 for attachment of Thick Club. 8 for attachment of Light Ball. 1 for attachment of Metal Powder, Stick, or Lucky Punch. 4. Refunds Each paragraph in this section shall be examined, and if it applies to a team or a Pokemon contained therein, then the team's Point Value shall be reduced by an amount equal to the number immediately following the first colon in that paragraph. Item Clause 4: 2 if team holds at least four total items, and all are different. Item Clause 6: 2 if team holds six total items, and all are different. (Cumulative with Item Clause 4) No Item 1: 1 for each Pokemon that lacks an item. No Item 6: 2 if team contains six Pokemon, and all lack items. (Cumulative with No Item 1) All-Natural 1: 1 if a Pokemon's moveset contains four moves, all of which appear on its level-up list All-Natural 6: 4 if a team has 24 moves, all of which appear on their users' level-up lists (Cumulative with All-Natural 1) Blank Move 1: 1 for each Pokemon whose moveset includes three or fewer moves. Multiple blank slots on the same Pokemon do not provide cumulative refunds. Appendix A: Rulings 1. If a team's Point Value exceeds the Overall Salary Cap at the start of a match, that team is considered to have lost by disqualification. Point totals are only compared to the Salary Cap at the start of a match. Mid-battle actions which cause a team's point value to increase beyond the Salary Cap (such as Thief to acquire a Thick Club, or Mimic replacing itself with Present in a GSBot battle) may be taken without incident. 2. If a team contains at least one Pokemon that possesses at least one move not on its level-up, TM, Egg move, or Special lists at the start of a match, that team is considered to have lost by disqualification. The official source for determining Pokemon's level-up, TM, Egg move, and Special lists shall be UPDB, found at . 3. This Point System is entitled to undergo revision at any time. When and if this happens, the revisions shall not have jurisdiction over any standalone matches or multi-match tournaments started prior to the new revision's placement on the Official Point System Site. The Official Point System Site is currently . 4. For purposes of calculating move prices, Smeargle's level-up list is considered to contain all moves except Selfdestruct, Explosion, Struggle, Transform, Mirror Move, Mimic, Metronome, and Sleep Talk; its TM list is null. Hence Smeargle will always qualify for an All-Natural 1 refund as long as it has four moves. 5. If the battle medium is something other than the four media mentioned in these rules, the battle medium shall be considered to be Stadium 2 if, when a default L100 Miltank uses Present, the medium's "damage calculation" subroutine refers its second cross-reference to a value greater than 164. Otherwise, the battle medium shall be considered to be GSBot. 6. Due to the discoveries of 2002/11/11, all moves not known to be in a Pokemon's TM, Level-Up, Egg, or Special lists prior to that date (as regulated by White Cat's gsdex.txt file for the former three categories, and Golden Ursaring's nypc.html file for the fourth, and exempting moves added to Special lists according to the latter between 2002/11/11 and 2003/03/16), but that have been achieved afterwards without the use of external RAM modification, shall be considered to belong to a fifth move category, known as the "Transform List". Moves appearing on a Pokemon's Transform List may not legally be used for that Pokemon in a UPS battle. This ruleset allows you to use any Pokemon, but those who try and cram in several high-pointers will have to make some suboptimal choices for the rest of the team. Either choose between consistency at a level slightly above average, or try and build your team around 1-2 mind-blowingly strong Pokemon (but if they go down, you're effectively doomed). The choice is there, and as of yet is undecided. And that's enough to keep the game exciting even after the release of RS_. *************** *4. Conclusion* *************** Almost the end! Basically, Part 4 is here to ensure I don't end up in court. (Though based on what you've seen, wouldn't I make a good lawyer?) *********************** *400. The Error Policy* *********************** Here's the deal. I'm a stickler for accuracy, and I want to make sure that all 200+ pages of this guide are error-proof. Daunting task, huh? Well, let's just say that you, the readers, now get a chance to be editors. Here's what to do: If you spot a misplaced stat, forgotten move, improper calculation, or even (gasp!) a spelling error, simply e-mail me. Not only will I fix the error in the next version, but you'll get an entry into the Editing Hall of Fame! Current Hall-of-Famers: Phil Erwin, who turned up 21 spelling errors. Based on 80,000 total words, that translates to 99.974% accuracy--not bad for a first release--but it's still not 100%, and Phil was the first to bring it up. Hipmonlee, who found two STATISTICAL errors in 202. NOOOOOOO! NOT STATISTICAL ERRORS! Stan64, who found a spelling error in a newly-typed portion of 301 just three days after it saw print. Quick corrections are always good. *************** *401. Glossary* *************** Okay, so you've read through everything I have to tell you about Pokemon. Now you're free to wander about with the big guns, right? Well, yes, but be warned: They speak an entirely different language from what you've become accustomed to for the last 205 pages. (Part of this is due to the fact that my research methods are cut off from everyone else, so I've developed a completely different lexicon than the intertwined group found online.) So I've taken the liberty of making one last effort to let you understand the rest of the world. 1337 or 31337: Hackerspeak misspellings of "elite". Both of them mean just that. Own, Pwn, 11, > : To be certain of beating (a Pokemon). Also, to repeatedly destroy a specific player. Teh, 00ber, kewl, liek, etc.: I don't know what drives them to do it, but the online society has a knack for intentionally misspelling words. I'll start you off with these four, which mean "the", "uber", "cool", and "like" respectively. If you ever come across others, use common sense to convert it to proper English spelling. Or Spanish, French, Japanese, or any other language you may speak. Ro>< to reinforce the idea that "We don't need no stinking letter keys!" (I don't include myself in this 'we'). An inefficient idea, as is the typing of the suffix itself. Adding "zor" or "xor" or ">