Pokemon Advanced Generation Moveset/Team Building Guide By Strawhat Final Version File created: 12/08/03 W W WWWWWWWWWW WWW WWW WWWWW WWWW WW WWWWWWWWWWWWW WWW WWWW WW WW WWWW WWW WWWW W WWWWWWW WW WWWWWW WWW W WWWWWWWWW WW WWWW WWW WWWWW W WWWWW WWWWW WWWWW WW WWWWWWWW W WWWW WWW WWW WWWWWWW WW W WW WWWW WWWWWW WWW W WW WWW WW WWWWWWW WWWW WWWW WWW WW WWWWW WWW W WWWWWWW WW WWWW WWWW WWWWWW WWW W W WW WWWW WWWW WWW WWW WW Announcement: I will no longer be updating this FAQ. I've just been too lazy and have really lost interest in Pokemon battling for a while now. These sets are probably very outdated with the new Pokemon Emerald coming out in Japan, but feel free to still use them. """"""""""""""""""""""""""""" " Table of Contents " """"""""""""""""""""""""""""" I. Introduction II. The Basics {2.1} Newbie stuff [A. Pokemon Terminology] [B. There are 386 Pokemon in this game!] [C. Non-damaging Moves Rock!] [D. Quick Attack is Good] {2.2} Hidden Statistics [A. Base Stats] [B. Individual Values/IVs] [C. Effort Values/EVs] [D. Natures] [E. GVs] III. Team Building {3.1} Choosing Pokemon {3.2} Creating Movesets {3.3} Selecting Items (3.4} Training (3.5} Overall {3.6} Tips IV. Advanced {4.1} Important Battling Tips {4.2} Advanced Tactics {4.3} Tier List V. In Game Stuff {5.1} Items VI. Movesets VII. Other {7.1} Frequently Asked Questions {7.2} Tournament Rules {7.3} Getting Techniques VIII. 2-on-2 Strategy IX. Finishing Comments {9.1} Credits {9.2} Contact Me * = Incomplete ** = Not started """""""""""""""""""""""""""" " Version History: " """""""""""""""""""""""""""" 9/18/04 - Final Version ----------------------------- Many corrections were made. Gold Ursaring was also kind enough to make me a 2on2 battling section which I added. He is a much more experienced battler than I am, so make sure you listen to him. E-mail him for that section. 7/29/04 - Final Version ----------------------------- A surprising written update, eh? Well, just added many new movesets, thanks to a couple of generous people. 3/28/04 - Final Version ----------------------------- Woo, a written update! Well, not really. Just wanted to say that I make changes once in a while, so if you see the FAQ size all of a sudden grow then I added a few sets :o Anyway, today I did add a new Sableye set and changed Flygon and Nosepass's sets so they're up to date with the FR/LG Move Tutors. 2/19/04 - Version 1.8 ----------------------------- Forgot Seviper. Great job I'm doing. """"""""""""""""""""""" " Disclaimer: " """"""""""""""""""""""" This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and violation of copyright. Note to parents: This document does contain some "bad" words that very young children shouldn't see. Just to warn you. Sites this FAQ can be posted on: IGN.com Gamefaqs.com pokemonfaqs.uni.cc supercheats.com XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (I. Introduction) XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Hello ther dear reader. Welcome to this guide which do contain spoliers and are meant for gamers who finished the game. This is a moveset/team building guide for those who need help, and a little more than that. You know what all the "official" Pokemon Nintendo people say, right? Raise your Pokemon with loving care and it will love you back and be strong. Yeah, right. I'll show you the real deal about raising your Pokemon, hidden statistics, and all those secrets officials don't want you to know... Remember, this guide isn't god. Although I do have more competitive battling experience than most average players, I'm not the best. By the time you read this, the guide can already be outdated with new sets. The R/S metagame will always be evolving like new flavors of Coke so make sure you think through your set before actually making it. This guide is more like a push to get you an idea of what you want your moveset/team to be like. What you'll find here: At least one moveset per Pokemon How to raise your Pokemon to be the best battler Hidden statistics Tips to create teams Tips to create special teams such as mono teams A few extra stuff XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (II. The Basics) XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX So you think that you're an vet at Pokemon? Played Pokemon R/B/Y/G/S/C? Well, the truth is, I don't care. Pokemon Ruby and Sapphire's gameplay has changed totally from the previous teams, and just because you've played the previous games, doesn't mean you know everything about it. Fire Red and Leaf Green also has the same basics. +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ | {2.1} Newbie stuff | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ The majority of the players probably know this. But it's here anyway to help the new generation of Pokemon players. """"""""""""""""""""""""""""""""""""" " "[A. Pokemon terminology] " """"""""""""""""""""""""""""""""""""" Here's a quick list of terms that will probably appear as read the guide. Please do read them, and not E-mail me later about not understanding the words I'm using. Hax: ------------------- A term for luck in Pokemon. Physical Sweeper: ------------------- A Pokemon designed to use mostly physical attacks to wipe out the opponent as quickly as possible. Usually has high speed, and must have high attack. Physical types: Normal, Flying, Fighting, Rock, Ghost, Steel, Ground, Bug, Poison. A tank can take this down. Ex: Machamp@Liechi Berry Revenge Earthquake Rock Slide Aerial Ace *Special Sweeper: ------------------- Similar to a physical sweeper, only a special sweeper uses strong Special attacks, obviously, and has a high special attack stat. Special attacks: Fire, Water, Electric, Ice, Grass, Dark, Psychic, Dragon. Ex: Sceptile@Petaya Berry Dragon Claw Leaf Blade Crunch Hidden Power Psychic *Mixed Sweeper: ------------------- A sweeper that uses attacks from both physical and special types. It's usually not a good idea(EVs section...) to have both physical and special attacks, but at times, it may become necessary. Ex: Charizard@Salac Berry Belly Drum Aerial Ace Rock Slide Overheat *Tank: ------------------- A Pokemon with high defenses, and usually has a recovering move, Leftovers, and a move that raises one of its defenses. Its purpose is to stall for as much time as possible. Usually, it only has one attack just in case it's the last Pokemon. However, a Hazer can usually defeat one. Ex: Torkoal@Leftovers Rest Curse Amnesia Body Slam *Toxi/Pyro/Parastaller ------------------- Toxi=Toxic Pyro=Burn(Will-o-wisp) Para=Paralysis Basically, it's a tank with one of Toxic, Will-o-wisp, or a paralyzing move, usually Thunder Wave. Protect is also usually on a Pokemon with these moves to let the effects take place. Clerics > This. Ex: Torkoal@Leftovers Toxic Protect Flamethrower Amnesia *Annoyer: ------------------- It's made to annoy. Please tell me you knew that. It's best used on Pokemon that can take hits since some are chance based and need to be able to survive an attack. Ex: Crobat@Leftovers Toxic Confuse Ray Protect Aerial Ace *Hazer: ------------------- A Pokemon with Haze. The faster, the better, but it's not essential. It's used to counter Pokemon such as Gyarados with Dragon Dance. Defense is also preferred in case the opponent already has powered up. Ex: Crobat@Leftovers Haze Shadow Ball Aerial Ace Sludge Bomb *Pseudo Hazer: ------------------- It's a Pokemon that uses an attack with an effect like Haze and with the purpose of Haze. Those moves include Roar and Whirlwind. Ex: Crobat@Leftovers Whirlwind Toxic Protect Sludge Bomb *Cleric: ------------------- A Cleric is a Pokemon that is used to heal the status conditions of other Pokemon using moves like Aromatherapy and Heal Bell. Pseudo Passing moves are also usually on them. Ex: Chimecho@Leftovers Heal Bell Reflect Light Screen Psychic *Pseudo Passer: ------------------- Some attacks give boosted defenses or heal, and the effects stay when switched out. These are called Pseudo moves, and are often used to give Pokemon some defense. A Spiker handles these quite well. Ex: We could use the same Chimecho from before. Chimecho@Leftovers Psychic Light Screen Reflect Heal Bell *Spiker: ------------------- A Pokemon with Spikes. Durh. Tries to encourage or force switches so the opponent takes a lot of damage. 3 layers of Spikes is the max and most effective amount. Ex: Skarmory@Leftovers Roar Spikes Toxic Drill Peck *Toxi/Pyro/Parashuffler: ------------------- First, use your status move, then you shuffle the opponent using an attack like Roar that forces them to switch, so you can inflict the opponent's entire team with an annoying status condition. The previous Skarmory also makes a good example. *STAB: ------------------- Same Type Attack Boost *HP Type: ------------------- Hidden Power, then what type it is. *Subpuncher: ------------------- A Pokemon that uses Substitute then Focus Punch. Since the opponent can't deal damage even if the Sub breaks, Focus Punch hits with devastating power. So, there you have the many words that most of the average players even know. Oh, and just to let you know, the example sets aren't exactly good, they're just there to give you an idea of what the sets are like and purpose, so it's a good idea not to steal them :/ E-mailpkmnms = plasmad00d13(at)graffiti[dot]net """""""""""""""""""""""""""""""""""""""""""""""""""" " [B. There are 386 Pokemon in this game!] " """""""""""""""""""""""""""""""""""""""""""""""""""" That's right. 386. Not 200. Not even 202. Nintendo has kept some secrets from us and people have the right to know it. EVERY Pokemon is in this game. EVERY one. EVERY Pokemon that were in the previous versions. There's just no way to get them yet except with a cheating device. Rumor has it that the upcoming game, Pokemon Collesium for the Nintendo GameCube has a mode in which you can transfer Pokemon from GS to RS. As for the rest, you'll have to wait for the upcoming GBA games Pokemon Fire Red and Leaf Green, a remake of Pokemon Red/Blue/Green. I'm not sure of all this information myself, for more info tune in to some Pokemon sites. """"""""""""""""""""""""""""""""""" " [C. Non-Damaging Rock!] " """"""""""""""""""""""""""""""""""" Yes, that's correct. In no way do stat moves suck. If it weren't for stat moves, then I would pretty much suck at the game, and everyone else who plays. Here's some common things people say about them: Stat moves suck! By the time they're used, I would already have killed them! Not true, not true at all. What if I sent out a Pokemon with outstanding defense stats, like Dusclops? With 130 Base Stats in each defense, I'm quite sure it can last one attack, unless you have used Swords Dance or an attack incresing move, in which you surely wouldn't have because non-damaging moves suck so much. I would use Will-o-wisp after you attack, which burns you thus lowers your attack and eats away your HP. But then I'll use Special Attacks! Yes, and I'll use Calm Mind raising my Special Defense and withstanding your attacks, then Resting to recover health. Then I'll switch to something with Shadow Ball. Then I'll use WoW again. That switch will actually help me more. I'll kill you before you even have a chance to attack! Pssh, fat chance. Didn't I say it had 130 base defenses? All right, fine, let's pretend that my Dusclops fainted. Then, I would switch to the oh so mighty Crobat, who is probably faster than you since it has 130 base Spd, Spd EVs and Jolly. Plus, its defenses don't suck either at 80 apiece. So what I would do is use Confuse Ray and Protect until I die while you slowly kill yourself. Or, I would switch to another tanklike Pokemon and cripple you even more. Who says teams should have only 1 tank? --- Have I made my point clear enough yet? If not, continue reading. Non damaging moves also help with sweeping for all you sweepaholics. Ever heard of Swords Dance? You can even counter tanks with non-damaging moves, for example, the Tauntrados: Gyarados@Leftovers Dragon Dance Taunt Earthquake HP Flying You switch to a tank, I taunt making you being able to land any status effects or increasing defenses. Since most tanks have bad attacking stats, you switch and I Dragon Dance increaing my attack and speed. Or, you can stay in and land a poor damaging attack on me while I still DD. Then, once you send in your fast sweeper or Hazer I will already be faster so I'll Taunt the Hazer and sweep the sweeper. Excellent eh? I hope I made myself clear. Any more comments or questions feel free to contact me. """"""""""""""""""""""""""""""""""""" " [D. Quick Attack is Good] " """"""""""""""""""""""""""""""""""""" What makes this attack so popular? I mean it only has 40 Base Power! Well, what makes it so overused is that it will always go first. So, what if the attack becomes stronger somehow, like if Swords Dance is used? Well, that's exactly what people do. STAB also plays an important role when using this attack. Since it always goes first, then speed isn't a necessity. Bringing it up to KOing strength will result in an almost instant win. Other moves of different types and same effects work as well. However, without STAB and other power increasing strategies, Quick Attack will become weak. So make sure that you use Choice Band, have STAB, and/or other things insuring it'll become a strong attack. +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ | {2.2} Hidden Statistics | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ So, you think raising a strong Pokemon is simple, right? Catch a Pokemon, and train at the Elite Four until it becomes strong and healthy at Level 100, and maybe give it some vitamins in all of its stats. Well, you can raise it that way, but then it'll probably be weaker and much less useful than when you take in the hidden stats. """"""""""""""""""""""""""" " [A. Base Stats] " """"""""""""""""""""""""""" Base Stats are a Pokemon's er.....base stats. They're a Pokemon's frame, the reason why some are strong and some are not, why Linoone has poor defense but strong speed. There is one for each stat(HP, Attack, Defense, Speed, Special Attack, and Special Defense.) You cannot change them. Ex: Slaking HP: 150 Attack: 160 Def: 100 Spd: 100 Sp Att: 95 Sp Def: 65 The average is about 85. So as you can see, Slaking will always have very strong Attack, and most of its stats are above average. Ex: Linoone HP: 78 Att: 71 Def: 61 Spd: 100 Sp Att: 50 Sp Def: 61 Look here. Linoone's stats will always be lower than average and have low max stats, except for Speed. This is the reason behind why some Pokemon have strong stats, and some are weak no matter how many vitamins you pump into it. """""""""""""""""""""""""""""""""""""" " [B. Individual Values/IVs] " """""""""""""""""""""""""""""""""""""" IVs? What are they? Individual Values are what makes that stats of all Pokemon different. It gives them their "individuality", hence the name Individual Value, or shortened as IV. Wild Pokemon's IVs are random, although once you catch them you cannot change it. Traded Pokemon from ingame trainers(NPCs) also have random IVs. Pokemon that are traded from real people will have the same IVs as when they first caught them. There's no way to change IVs. IVs have a value of 0-31 in each stat, 31 being the best. So, you would want to try and have the highest IVs possible in every stat. IVs are also sometimes known as DVs. What are the effects of IVs? Well, there are several pretty accurate forumlas for calculating stats. Depending on the nature and *EVs, each Pokemon will have a max stat for each stat. For each integer away from 31 for each IV, subtract one from the Pokemon's max stat. So, let's say that Alakazam's max Special Attack is 403 with 31 IVs. However, it has a special attack IV of 0, so then its special attack will be lower by 31 points, making it only a max of 372. *Explained in Section C. How can I calculate IVs? There are several formulas, but I myself cannot understand them. I honestly dislike using them, I prefer some online calculators in which you can just type in their current stat without *EVs, and boom, there's your IV. It generally is more accurate at higher levels. If you want an online IV calculator, try Pokefor.tk How can I tell what my IVs are? You can't. That's why it's a "hidden" value. What about eggs? If I keep restarting before an egg hatches, will its IVs be reset? No. An egg's IVs are preset when you get it. """""""""""""""""""""""""""""""""" " [C. Effort Values/EVs] " """""""""""""""""""""""""""""""""" So, two things are down. Now you understand about IVs and Base Stats. Are you wondering if there are other ways to enhance your stats? The answer is obviously yes, otherwise this section wouldn't be here. Effort Values, or EVs, is something that has drastically changed the Pokemon metagame. In previous games, they were known as "Stat Experience", and were gained whenever you battled, which is why Rare Candying your Pokemon was bad. You could gain max stats easily, using vitamins on all your stats, etc. It all increased your Pokemon's stat exp., and thus you'd have higher stats. In R/S, there are caps to how much stat exp can be gained, and how many per stat. But first, let's go a bit more in depth to what this stat exp is. EVs are gained by battling Pokemon. Any Pokemon will do, it doesn't matter if it is wild, a trainer Pokemon, or your friend's. They all give EVs. Like IVs, there is a value for every stat. And again like IVs, the more you have, the stronger your Pokemon is. 4 EVs in one stat = one stat point. That may not seem like much, but when you have 252 EVs, that a full 64 stat points! Just keep certain Pokemon to get it. When I say certain Pokemon, I mean ones that carry the EVs you want. Each Pokemon gives you a certain kind of EV. Usually, higher evolution Pokemon have more than lower ones. Every Pokemon has at least one though. Each Pokemon give different kinds of EVs, such as a Poochyena gives 1 Attack EV, while a Mightyena gives 2 Att EVs. The most a Pokemon can give you is 3. So, to get strong, you keep battling. So the more you battle, the stronger you get, right? Well, the answer is both yes and no. It is true that the more you battle, the more EVs you get thus you have higher stats. But there are also caps. The most amount of EVs that you can ever get is 510. The most per stat is 255. But then stats don't increase after 252, so usually you would stop at that point. You can split the EVs in any way that you want. But however, if you just dish out EVs sloppily, they won't help much. This is where the roles of Pokemon come in. For example, if you have a physical sweeper, you would want to have high Att EVs and Spd EVs so that it would efficient in attacking first and finishing the opponent before they have a chance to reply with an attack of their own. Since you'll be doing all this sweeping, Defense EVs wouldn't really be your concern since the opponent won't really hit you very often. This is the main reason why people like to use either a physical sweeper or a special sweeper. If a mixed sweeper is used, then you must give EVs in both attack and special attack, but then it would be too slow to attack. There is also personalities that you want to consider. Subtracting defense for an attack stat wouldn't be too wise because you would want your Pokemon to at at least take a hit. This is why it is wiser to use Pokemon using only physical attacks or special attacks. What if I send out a Pokemon and switch it? If you switch, then all the Pokemon who participated gain EVs as if it were the only one battling. So in other words, all the Pokemon will have gotten full EVs. Now, all you need to learn is to EV train. You can go peeking through tall grass trying to find certain Pokemon with certain EVs, or, you can find specific training areas in which you can find many Pokemon that give a certian type of EV. And no, I am not listing them all. I am rather lazy, check the Advanced Trainer Guide instead here on Gamefaqs. Good Training Routes: ------------------- Att EVs: East of Mauville. Use the Super Rod to fish for Sharpedo(2) and Carvanha(1) OR if you have the Sapphire version, Mt. Pyre in which you find mostly Shuppets(1). HP: The Tunnel connecting Rustboro and Verdanturf town contains only Whismur(1). Marill(2) on route 117 while Surfing is good too. Def: On every Dive route, you can find Clamperl(1). Spd: On the route East of Mauville, you'll find Wingull(1) and Zigzagoon(1), Linoone(2) and Manectric(2). Sp Att: Route 113 has a bunch of Spindas(1). Don't fight the Sandshrew and Skarmory though. Sp Def: Tentacool and Tentacruel give 1 and 2 Sp Def points respectively. Just about any Surf place has them as well as the Abandoned Ship. What's that? Is EV training starting to become a bore for you? Well, luckly, there's a couple of ways to speed it up a bit. First, there's an item called the Macho Brace. You can get it by defeating the Winstrate family north of Mauville. This item reduces your speed, but not permanently while doubling the amount of EVs recieved per battle. There's anouther status called Pokerus. This is a good disease and is very, very rare. You get it randomly by battling a Pokemon with it. You can't tell if they have it, which is another problem. When you get it, the next time you heal your Pokemon, the nurse will say that you have aquired the disease, along with a handy dandy sign at the bottom left corner of your Pokemon's status page. Pokerus will spread to your party Pokemon and will only last about 2 days. However, you can preserve it by depositing one Pokemon in the PC and it will stay until the next time you take it out and wait a day or so. So, combining the Macho Brace and Pokerus, your training rate will go up 4x faster. And that's not all... Vitamins. These drugs will raise a Pokemon's EVs by 10 for each stat that they give. There's a cap though, when your Pokemon's EVs reach 100 for that particular stat, the vitamin will not work. So, using vitamins till the EVs are 100 for a stat, then using Macho Brace and Pokerus's effect, this will greatly speed up EV training. Do Rare Candies lower my stats? No. They just accelerate you to the next level without gaining EVs which is why Rare Candy trained Pokemon are generally weaker. Is there any way to tell my EVs? No...except when it's maxed. When you think your Pokemon has the 510 max EVs, go to Slateport city. Next to the Energy Guru(AKA the Vitamin Man), there will be a lady. When your EVs are maxed, she'll give you the Effort Ribbon. """""""""""""""""""""""" " [D. Natures] " """""""""""""""""""""""" Many people ask if there's actually a point in natures. Well, the answer is yes. Unlike the complicated EVs and IVs, natures' concept is quite simple. Each nature will either increase a stat by 10% and drop another by 10%, or not affect a Pokemon's stats at all. This has influenced EV splitting greatly. If you choose one attack stat, it will not matter that the other one is dropped by 10%. List of Natures Adamant: +Att -Sp Att Impish: +Def -Sp Att Jolly: +Spd -Sp Att Careful: +Sp Def -Sp Att Bold: +Def -Att Timid: +Spd -Att Modest: +Sp Att -Att Calm: +Sp Def -Att Hardy: EQUAL Docile: EQUAL Serious: EQUAL Bashful: EQUAL Quirky: EQUAL Lonely: +Att -Def Hasty: +Spd -Def Mild: +Sp Att -Def Gentle: +Sp Def -Def Brave: +Att -Spd Relaxed: +Def -Spd Quiet: +Sp Att -Spd Sassy: +Sp Def -Spd Naughty: +Att -Sp Def Lax: +Def -Sp Def Naive: +Spd -Sp Def Rash: +Sp Att -Sp Def I tried to organize this so that it'll be easy to read. The order will always be +Att, +Def, +Spd, +Sp Att, then +Sp Def with one missing(since that has to be the negative). They are organized by - so it'll be easier for those who do not split EVs. """""""""""""""""""""""" " [E. GVs] " """""""""""""""""""""""" What are GVs? They are Gender Value. It has absolutely nothing to do with stats, but rather the gender of the Pokemon. A Pokemon has a set number that decides if they are male of female. One number out of 255 is chosen per Pokemon. That determines the gender ratio. Then, another one is chosen, your Pokemon's GV. If it is lower than the gender ratio's number, your Pokemon is female. When higher, it's male. If your gender ratio is 255, then the Pokemon has no gender. If it's 254, your Pokemon's always female. If it's 0, your Pokemon will always be male. Ex: Pidgey's Gender Ratio is 127. Its GV will be random when you get it and not changeable. If it's 126, just one number below 127, it's female. One number above and it's male. Some notes. A Pokemon with Gender can have a Gender Ratio of 0, but not 255. A Pokemon's GV is random and you can't change it. Finally, nothing can effect the GVs. They're all random. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (III. Team Building) XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX So, you think you're ready to create your team, huh? Well...chances are, you are not. This is for the _newest competitive players_ around who want to create their own, original team without making many nubbie mistakes. +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ | {3.1} Choosing Pokemon} | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ So, first, you would want to choose your Pokemon. Choose one at a time, and carefully. Think: Would I want to start out with a tank? A spiker? A sweeper? Think of what most other people are using as starters and something to counter them. For example, if many people start out with a Skarmory with Spikes. Rapid Spin gets rid of spikes. Skarm is weak to Electric and Fire. What can learn Rapid Spin and has an electric or fire attack? I know, how about Starmie! So, there's your first Pokemon. Next, get other Pokemon. Don't worry about movesets yet, just a team of 6 Pokemon that won't get any 3x common weaknesses. For example, you would not want a team of Golem, Rhydon, Metagross, Alakazam, Dusclops and Starmie because 3 of those Pokemon are weak to Ground and another 3 are weak to dark and ghost. Therefore, that would not be a good choice of Pokemon. Also, choose Pokemon which are usable. Some Pokemon have Base Stats(See Hidden Stats Section) which are just too low to use competitively against others. Never EVER have a team of just those Pokemon. +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ | {3.2} Creating Movesets} | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ Now that you have 6 Pokemon, it's time to think of good movesets. When creating movesets, you have to be original. You probably would try to have movesets different from other people to make your team less predictable. Another thing you don't want is two of the same type damaging moves. You want to save those slots for other types of attacks or techniques. Try to go for the strongest and accurate attack. (For the next paragraph, disreguard it if you are a bot player) When creating movesets, it's important to use TMs and breeding moves. Sometimes, you must use a TM technique more than once on different Pokemon, so it's important to breed the techniques from Pokemon that learn the move naturally. To breed, you must have two Pokemon that belong in the same egg group. The father must have the egg move/TM move(s) that the baby wants to learn. The female should be any evolution level of the baby Pokemon you want. When you get an egg, hatch it and it should have those moves. For more information on this, read the breeding FAQs. So, now you want to assign your Pokemon roles, like from the Pokemon Terminology section. Look at the Pokemon's Base Stats and decide which roles would fit it best. For example, For the first Pokemon, I chose Salamence. It has high Att and Spd and it could learn a move that can increase both those stats to make it even stronger. So, it would be perfect for a physical sweeper. Be creative! Look at all of the Pokemon's techniques and choose the ones which would fit it well. If your Pokemon chosen duplicates movesets of others or doesn't fit in your team, now is the time to drop it and find something else. Try to use STAB in your Pokemon. Don't have too many of the same type attacks in your entire team. +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ | {3.3} Selecting Items) | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ Now that you have your Pokemon and movesets selected, it's time to choose items. Choose items that work well with your roles. Here are some suggestions: (Note: If you don't know where to find a particular item, look it up in the Item section) Physical Sweepers: Liechi Berry/Salac Berry for slower sweepers or ones with Bulk Up. Leftovers or Lum Berry for the rest to cure WoW. Special Sweepers: Petaya Berry/Salac Berry for the same reason as above. Tanks: Leftovers. Most tanks can take enough to last a few turns while resting (assuming you have rest) Annoyers: Leftovers. Usually with Protect, you can get an extra turn of healing each turn. Quite handy for those with low defenses. +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ | {3.4} Training) | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ Note: Refer to the EV section if you need any help understanding them. So, you have your item, Pokemon, and movesets. Now all that's left to do are the handy dandy EVs. First, if you are not a bot player, you would want to breed or catch a Pokemon with good IVs. That's always good. Also decide what nature you want. Then, you decide what EVs you want. Once again, the EV selection depends on roles AND movesets. You must remember that in RS, the speed of Pokemon is very important. If you have a fast sweeper, than both speed and (Sp.)attack EVs are recommended while leaving the defenses alone. If the sweeper is slow however, then it is recommended that the EVs be split into them or HP, depending on base stats. I generally place the EVs into a Pokemon's poorer defense stat so it could take either a special or a physical hit and then attack back. If you have a tank, then it greatly depends on moves and nature. If you have a recovering move, then 252 HP is necessary to regain more HP. If a Pokemon's Sp Def is already drastically high(*coughRegicecough*) then place some in the defense of HP area. What you don't want it to put attacking or speed EVs in tanks because their purpose is not to attack, it's to withstand attacks. If you have a nature that ups one defense stat, then put some EVs into the other. It takes some common sense. Annoyers are similar to tanks. They are meant to stall, so HP and the defenses are usually necessary. Just go with the formula for defense. As for Baton Passers, it depends on Base Stats. If you have a very fragile Pokemon like Ninjask, then place all EVs into HP and defenses as well as nature, as it is fast enough and has speed boost to BP before it dies. For others, you'd normally want some Speed EVs to take a hit, stat up, then quickly BP. Defenses are good too, but again no attacking stat EVs. For the rest, it all depends on the set. For a cleric, you'd normally put in HP/Defenses since it might have only one attack, or you may have speed and attacking stats because it has a move like Heal Bell, and the rest are attacking stats. +++ Now, it's time to train. For EV training spot recommendations, look in the EV section. You should EV train before doing anything else after a newborn Pokemon is hatched ingame. After that, try to get it the moveset that you wanted. Then, it's time to race to level 100. There are several ways to do this. First, you must know that each Pokemon has their own growth speed. They need a preset amount of exp to get to level 100. They range from very fast(600,000exp) to very slow(Around 1.6 million I think). There's not really a fast way to train, the best would be to have a previous strong Pokemon, like Rayquaza, and do the send out the weak Pokemon then switch to strong one method on the Elite 4 until it is strong enough to fight on its own. Then, just bash em. Another way is to mix records with a friend who has a team at very high levels for higher level Pokemon, so they'll give more experience. Just get a friend with the desired team in his/her party, go to a Pokemon Center and mix records. That's about all I know on this. If you have a good strategy, then send me an E-mail. +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ | {3.5} Overall | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ The title says it all. When you're done with your team, it's time to look at it as an overall "team". Make sure you do not have many of the same type attacks, such as 3 Pokemon on your team have the technique Earthquake or a ground attack. Make sure your team does not have not one 3x weakness. Make sure you do not have too many sweepers and your items can work with your movesets. Now is the time to test it in battle. +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ | {3.6} Tips) | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ 1. Remember than Ice Beam and Earthquake cover the same types as Surf, super effective wise. I'm not saying that it's bad, but I'm not a fan of it. 2. No Split EVs 3. Make sure a your team doesn't have a huge physical/special weakness. 4. Have at least 2 sweepers on your team 5. Always have at least one sweeper counter 6. Dislike Gyarados 7. The 10% raise hold items(Mystic Water, Charcoal, etc.) are really bad. 10% is VERY small. 8. Leftovers > Shell Bell 9. Thunder Wave > Attract. Try to use Thunder Wave instead of Attract if you can. It paralyzes and lasts after any Pokemon is switched. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (IV. Advanced) XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX OK, so you got the newbie stuff down, right? I mean, this section is for those that all know about the hot stuff. EVs and IVs are assumed to be known, and this is the section for those are aren't too cool about actually battling and may need that extra push. Not everyone is perfect, even those with an absolute perfect team may still now win battles if their techniques aren't good enough. To be a god at Pokemon, you have to know what to do when a crisis in a battle happens. Now, enough with my blabbering, on to the good stuff! +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ | {4.1} Important Battling Tips | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ So, what's this about battling? Can't get enough wins? Making stupid mistakes? Here's a few tips to help. 1. Don't let a good Pokemon die ----------------------------- NEVER let a Pokemon with above 25% health faint in a battle. It's still usable if sent out again, just switch and let another Pokemon take the hit. Unless Spikes, Sandstorm, or a status condition or a mixture or any of those has gotten you, keep it alive. Remember: the less Pokemon you have, the less of a chance you have to win. The only time you should let a Pokemon stay in the battle and faint is if none of your other Pokemon can take the hit, or if you are very low in health. If you don't let a Pokemon faint when it's at low health, then it gives you a disadvantage when that Pokemon is sent out again. If it's slower, the opponent's Pokemon will attack and you'll go down without laying a finger on him. If you're faster, you get one hit. Yippee. If the opponent has 3 layers of Spikes, you won't even have a chance of landing a hit. Most of the time it can work more to your advantage by letting a very weakened Pokemon faint. 2. Predicting is your friend ----------------------------- Predicting is a huge factor when battling. If you have a Pokemon out and your opponent is about to use something that'll probably be super effective to you, switch to something that is immune or resists it! Taking less damage is an excellent form of staying alive. Same goes for when you attack your opponent. Chances are, if it still has a lot of health and your Pokemon has a predictable moveset that has an attack that can KO them, they'll switch. This is when you can whip out a move like Focus Punch catching them on the switch, or a move that's actually weak against the opponent's type in hope of landing a super effective hit on the new opponent. Remember that your opponent CAN and WILL do the above. Predict his prediction. It's VERY important to battling. Once you master predicting, you'll be a much better battler. 3. Know your opponent's style ----------------------------- If you have battled the opponent a bunch of times and basically know his style and strategy, counter it! If he/she likes using Spikes, raise a Pokemon that knows Rapid Spin. If he/she always catches you with a super effective hit when you switch, keep the Pokemon in an extra turn! Knowing your opponent can give you a major advantage. Keep changing yours as well, so the opponent will never catch on to you. Also, their Pokemon choices is important, which leads to... 4. Know about Pokemon ----------------------------- Knowing a Pokemon's strong and weak points is always good. For example, don't use a physical attack to try to counter a Cloyster at full health. You should know that defense is Cloyster's strong point and can last that. Instead, try a Special Attack. Abilities matter too. Don't use an electric attack on Lanturn, or you'll accidently heal it, which is definitely not good. Knowing Pokemon and common movesets can help at predicting and doing damage. So there you go, some nice, juicy tips. Master each one as I'm absolutely sure it will help you in a battle, as it has helped me many times. It can take a while, and the best way is to battle experiences users. +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ | {4.2} Advanced Tactics | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ Want to get a very special team with a good strategy? Well, here's a couple that you can use. Be warned though, some are very hard to use but can work astonishingly well, if it works. ============================================================================== 1. Umbreon This is a very special Pokemon. Not only does it have good defensive stats, but it's one of the only Pokemon which can learn the Mean Look/Baton Pass combo. It's the best in using this technique sinc every other Pokemon that can learn it is weak. It's extremely helpful for setting up Pokemon. For example: Umbreon@Leftovers Bold: 252 HP, 129 Def, 129 Sp Def Mean Look Baton Pass HP Dark Confuse Ray BP to: Grumpig@Choice Band Timid: 252 Spd, 252 Sp Att, 6 Def Calm Mind Trick Psychic HP Dark So, use Trick. If your opponent uses a non attacking move, you're just in luck, especially if it's something like Spikes. Just Calm Mind 6 times while your opponent is doing nothing, being unable to switch. Then, you sweep the opponent and go for a quick win. But wait. Why not extend that a bit more? If you use BP, then the Mean Look will still be Baton Passed onto a whole new Pokemon which can still take hits and power up even further. There are certain Pokemon which are perfect for this set, but I will keep them comcealed for you to find out on your own ;P Sounds easy doesn't it? Well, it's not. If your opponent happens to use a Physical attack when you Trickband...your strategy is ruined. Same goes if Umbreon faints, in which you won't be able to carry out your strategy anymore. A few tips when playing with a team like this, first, keep Umbreon alive. Second, switch if you're really in trouble, and third, keep some backup Pokemon for sweeping just in case you screw up. This strategy is much harder than it looks, I've tried it and messed up quite a few times. ============================================================================== 2. Tetrabsorb What you do here is make use of Pokemons' abilities. Countering the common special attacks is its specialty. It makes use of abilites like Volt Absorb, Flash Fire, and stuff like that. A good tetrabsorb team also needs a good physical sponge like Regirock, since most of the Pokemon learning the Absorbing abilities are weak to physical attacks. Here's a list of Pokemon with elemental absorbing abilities: Volt Absorb: Jolteon, Lanturn Water Absorb: Vaporeon, Quagsire, Lapras, Poliwrath, Politoed, Mantine Flash Fire: Ninetales, Arcanine, Rapidash, Flareon, Houndoom There you have a list of decent candidates for part of your team. A Rapid Spinner is crucial since switching extremely important to absorbing attacks. I recommend only 1 of each ability listed above, and then the rest are Pokemon of your choice. Having a dark type can help since it resists psychic attacks, as well as having a steel type for Toxic. This one is easier to use than the above strategy, but still takes work and some skill. ============================================================================== 3. Intimidate Another strategy including Pokemon's abilities. Get a whole bunch of Pokemon that can have Intimidate, a Pokemon that learns Rapid Spin, and a Special Sponge like Regice. This is all about switching on Belly Drummers and Physical Sweepers, and then hit them with force. If a Special Sweeper appears, Intimadate does nothing so you switch to your sponge. Rapid Spinners are necessary since you'll be doing a lot of switching here and Spikes can really screw your team. Spikes works well on this team. Blastoise would probably be a good choice on this team since it learns Haze, a bonus to you, and has good Special Defense so he can double up on many roles. ============================================================================== 4. Mono Some people like to create single type teams. This can be quite a challenge and is almost impossible with some types. Generally, when making a mono type team, you would want to choose a type that has many Pokemon so you have more of a choice as to what to pick. More Pokemon usually mean better, since they can't all be bad. Good types to pick are Normal, Water, Poison, Psychic, and Grass. Try to go for a strategy within the Pokemon you pick, or balance things out. For example, if you choose Grass you may want to keep Sunny Day in constant effect to get the best out of a STABbed Solarbeam, or in a Water type team you may want a Special Sponge like Tentacruel to absorb Water and Grass type attacks. Dual types are also a good addition. Some types like Dragon and Steel are hard since there are so few Pokemon to choose from. Actually, there are only 7 dragons or so, most of which are legendary so it's pretty much impossible to make a team that does not break some kind of rule. +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ | {4.3} Tier List | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ What are tiers? Tiers are like a ranking, using facts of course and very little opinion if at all. Different games have different ways of tier ranking. In this game, people go by Base Stats. Since there are so many Pokemon however, only the top ones are ranked. Tier 1 Base Stat total = 680 Rayquaza Ho-oh Lugia Mewtwo Tier 2 Base Stat total = 670 Kyogre Groudon Slaking Tier 3 Base Stat total = 600 Tyranitar Dragonite Metagross Latias Latios Salamence Deoxys Jirachi Celebi Mew Tier 4 Base Stat total = 580 Regice Regirock Registeel Articuno Zapdos Moltres Raikou Suicune Entei XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (V. In Game Stuff) XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Most people already know these things, but they're here for reference. +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ | {5.1} Items | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ Here's a list of hold items that you might consider using in battle: The following is listed in no particular order. ------------------------------------------------------------------------------ | Name | Location | Effect | ------------------------------------------------------------------------------ |Brightpowder | Battle Tower, after 35th |Has a 30% chance of | | | win. |avoiding an attack. | ------------------------------------------------------------------------------ |Leftovers | Battle Tower, after 35th |Recovers 6% of health. | | | win. | | ------------------------------------------------------------------------------ |Scope Lens | Battle Tower, after 35th |Increases critical hit | | | win. |ratio. | ------------------------------------------------------------------------------ |White Herb | Battle Tower, after 35th |Recovers all stat | | | win. |changes. | ------------------------------------------------------------------------------ |Kings Rock | Battle Tower, after 35th |Damaging attacks may | | | win/Pickup |cause flinch. | ------------------------------------------------------------------------------ |Focus Band | Battle Tower, after 35th |Has a 10% chance of | | | win/Shoal Cave |leaving you at 1HP on a | | | |fatal hit. | ------------------------------------------------------------------------------ |Choice Band | Battle Tower, after 35th |Only lets you use one | | | win. |move, but if it's physic-| | | |al, it does 1.5 damage. | ------------------------------------------------------------------------------ |Liechi Berry | Mirage Island |Increases attack at 25% | | | |health. | ------------------------------------------------------------------------------ |Ganlon Berry | Pokemon Colosseum |Increases defense at 25% | | | |health. | ------------------------------------------------------------------------------ |Salac Berry | Wild Jirachi |Increases speed at 25% | | | |health. | ------------------------------------------------------------------------------ |Starf Berry | Pokemon Colosseum |Increases a random stat | | | |at 25% health | ------------------------------------------------------------------------------ |Petaya Berry | Pokemon Colosseum |Increases Sp Att at 25% | | | |health. | ------------------------------------------------------------------------------ |Shell Bell | Get 4 Shoal Salt and |Increases HP based on | | | Shoal Shells at Shoal |damage dealt. | | | Cave north of Mossdeep. | | ------------------------------------------------------------------------------ |Lum Berry | Berry Master |Cures all status | | | |conditions. | ------------------------------------------------------------------------------ |Chesto Berry | Berry Master |Cures sleep. | ------------------------------------------------------------------------------ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (VI. Movesets) XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX This is probably what you've all been waiting for hasn't it? Getting working movesets from me and not thinking of them by yourself. Well, you want it, you've got it. I'm also including some information of Pokemon, such as what it's good at and what it's not and other vital information for good use of the Pokemon. The types and number is included for easy seach. The numbers will go by the International number/Hoenn Dex. To do easy search, highligh this sentence and press Ctrl F. Type in - (Pokemon's Name). Also, all Pokemon are assumed to have the appropriate IVs, Fully evolved Pokemon only, except in some cases in which an unevolved Poke is strong enough to fight on its own(Ex: Vigoroth). This is the format: -- Note: If the Pokemon is unobtainable in R/S, only the International Number will be displayed. -- (Pokemon's International Number)/(Pokemon's Hoenn Dex Number) - (English Name) (Type 1)/(Type 2) Ability: (Ability)[(Description of ability)] Base Stats: HP: (#) Att: (#) Def: (#) Spd: (#) Sp Att: (#) Sp Def: (#) (Description) (Pokemon Name)@(Pokemon Item) (Nature): (EVs) (Move 1) (Move 2) (Move 3) (Move 4) This section is very incompleted. Any strategies you send to me will that work will be fully credited and you'll even get your own little section in the credits. If you need a replacement for HP, just stick any move in there if you think it works. Usually there isn't too great of a better replacement so I stick in HP. Same with pinch berries, stick Leftovers or Lum Berry if you can't get them. Let's begin! ============================================================================== #3 - Venusaur Type: Grass/Poison Ability: Overgrow[Ups Grass moves in a pinch] Base Stats: HP: 80 Att: 82 Def: 83 Spd: 80 Sp Att: 100 Sp Def: 100 Description: Venusaur has surprisingly strong Special Defense. It's a starter, so it can't really be too bad. All stats are about average or above. Venusaur has enough stats to become a Special Sweeper or a Sponge. It's quite variable too, and is IMO the best starter for ingame purposes. Annoyer: --------- Venusaur@Leftovers Bold: 252 HP, 129 Def, 129 Sp Def Leech Seed Toxic Magical Leaf Substitute The basic grass Leech Seed + Toxic combo. Substitute is there for stalling and preventing status effects on your Pokemon. ============================================================================== #6 - Charizard Type: Fire/Flying Ability: Blaze[Ups Fire moves in a pinch] Base Stats: HP: 78 Att: 84 Def: 78 Spd: 100 Sp Att: 109 Sp Def: 85 Description: Ah, the old RBY starters. Charizard is excellent in both sweeping and special sweeping due to his abilites. Speed is also high and defenses aren't too low making him an ideal choice for sweeping. STAB can be used for any kind of sweeping. Great starter, great Pokemon. Pretty easy to use. Beware of his 4x weakness to Rock. Overheat can be used in any of the physical sets below as long as it does not replace the attack raising move or STAB. Only use it if you absolutely need a fire attack though. Belly Drum: --------- Charizard@Salac Berry Jolly: 252 Att, 252 Spd, 6 Whatever Belly Drum Earthquake Rock Slide/HP Rock/Overheat Aerial Ace/HP Flying You're going to choose HP Rock and Aerial Ace or Rock Slide and HP Flying obviously, not both. Just Drum, let Salac activate then sweep away! Simple as ABC. Overheat is there due to high popularity and standardness, but it does work well. Physical Sweeper: --------- Charizard@Salac Berry Jolly: 252 Spd, 252 Att, 6 Whatever Swords Dance Earthquake Rock Slide/HP Rock Aerial Ace/HP Flying Pretty much the same as above with Swords Dance, if you don't like Belly Drum. Ease peasy. You can replace Salac with Liechi and Jolly with Adamant and Swords Dance with Dragon Dance if you prefer. Special Sweeper: --------- Charizard@Petaya Berry Timid: 252 Sp Att, 252 Spd, 6 Whatever Dragon Claw Flamethrower HP Grass filler Last one's a filler. Just don't use a physical attack. Simple simple. Special Sweeper: --------- Charizard@Petaya Berry Modest: 252 Spd, 252 Sp Att, 6 HP Overheat/Flamethrower HP Dragon/Outrage Substitute Sunny Day A different variation of special sweeper. Sunny Day + STAB + EVs + Blaze = a ton of damage. Keep using Substitute until Blaze and the Petaya activate. Fire attacks also cover everything HP Dragon does not. ============================================================================== #9 - Blastoise Type: Water Ability: Torrent[Raises water moves in a pinch] Base Stats: HP: 79 Att: 83 Def: 100 Spd: 78 Sp Att: 85 Sp Def: 105 Description: Blastoise makes a good, well rounded tank. It's moderately used, but works well. There are many variations of this Pokemon, each one a different tank. It's excellent ingame and competitvely. Don't worry about one of Blastoise's weaknesses attacking it. It'll probably survive, assuming you gave it decent EVs and personality. Blastoise probably would have made the cut for a sweeper if it has higher speed and special attack, but then again its stats would be legendary. Tank: --------- Blastoise@Leftovers Bold/Modest: 252 HP, 129 Def, 129 Sp Def Mirror Coat/Haze/Rapid Spin/Refresh/Toxic/Yawn/Rest Mirror Coat/Haze/Rapid Spin/Refresh/Toxic/Yawn/Rest Mirror Coat/Haze/Rapid Spin/Refresh/Toxic/Yawn/Rest Surf Pick 3 and you're all set with your very own Blastoise tank. It depends on what you want. If you need a hazer, choose Haze. If you dislike status conditions, pick Refresh. It's all about taste. ============================================================================== #12 - Butterfree Type: Bug/Flying Ability: Compouneyes[Raises accuracy] Base Stats: HP: 60 Att: 45 Def: 50 Spd: 70 Sp Att: 80 Sp Def: 80 Description: Butterfree is better than all of its counterparts for only one reason: Compoundeyes. Compoundeyes is the only thing in the entire game that raises accuracy. With high accuracy moves that normally aren't very accurate can hit with nearly 100% accuracy, like Sleep Powder. However, due to Sleep Clause in many places, Butterfree still isn't that popular. It can however, be a deadly weapon. As like many other bug Pokemon, don't let Butterfree get hit, especially by a physical attack, otherwise it's lights out Butterfree. Annoyer: --------- Butterfree@Leftovers Timid: 252 Spd, 129 Def, 129 HP Sleep Powder/Stun Spore Solarbeam/Psychic Sunny Day/Giga Drain HP Fire/Whirlwind As you can see, there's two routes you can follow with Butterfree. Either sleep or paralysis. The reason that they have different sets is because of Sleep Clause. Whirlwind would be more beneficial on Butterfree with Stun Spore since there is no paralysis clause. Go either way you like, they both work stunningly well. With Compoundeyes, both of those powders will hit at 100%. When using Whirlwind, just becareful of those physical attacks. ============================================================================== #15 - Beedrill Type: Bug/Poison Ability: Swarm[Ups Bug moves in a pinch] Base Stats: HP: 65 Att: 80 Def: 40 Spd: 75 Sp Att: 45 Sp Def: 80 Description: They could have improved Beedrill like what they did with Butterfree, but of course, they chose not to. So, Beedrill is still the same old, not too marvelous Bug Pokemon. Its very poor defense does not help it, neither does Swarm since it has no good bug attacks, including Beedrill's signature move, Twineedle. Beedrill has gotten a Special Defense boost over the generations of games, so it might take a few hits from a Special Attacker before it goes down. The best way to use Beedrill is to attack, and hard. Since FR/LG Move Tutors are here, Beedrill can learn Swords Dance again! Physical Sweeper: --------- Beedrill@Liechi Berry Jolly: 252 Spd, 252 Att, 6 HP HP Bug Swords Dance Brick Break Aerial Ace Use Swords Dance when predicting a switch, which will be often. ============================================================================== #18 - Pidgeot Type: Normal/Flying Ability: Keen Eye[Prevents lowering of accuracy] Base Stats: HP: 83 Att: 80 Def: 75 Spd: 91 Sp Att: 70 Sp Def: 70 Description: Pidgeot's a cool Pokemon that's an evolved form of a bird in which you can catch early in the game in RBY. He's always been one of my favorites. Pidgeot is rather different from many of the bird Pokemon in this game. For one thing, its attack isn't as high and its defenses aren't as low. It can also learn Featherdance, a move which greatly lower's the opponent's attack. Because of these factors, its sets are slightly different from the rest. It can still pack quite a punch, though not as much as others. Physical: --------- Pidgeot@Choice Band Jolly: 252 Att, 252 Spd, 6 HP Quick Attack Return Aerial Ace HP Ground As you can see, this is just a plain old standard bird. You should know how to use this. Variation: --------- Pidgeot@Liechi Berry Featherdance/Protect/Whirlwind HP Ground/Toxic Aerial Ace Return This can be one of many roles. First, it can be an annoyer with Featherdance and Toxic. It can also be a Toxishuffler. Pidgeot does have the defense to do this, although you may have to put some EVs into the defenses. It could be a Toxistaller with Protect instead of Whirlwind. Or, it can be just a little mix with Featherdance and 3 attacks or Toxic with those attacks. I didn't include EVs and personality here on purpose, they depend on which role you choose in this variation. ============================================================================== #20 - Raticate Type: Normal Ability: Guts[Ups attack when suffering] Run Away[100% chance of running] Base Stats: HP: 55 Att: 81 Def: 60 Spd: 97 Sp Att: 50 Sp Def: 70 Description: When you see a Pokemon in the beginning, it's usually weak. However, Raticate can be an exception. With excellent speed and Guts, it can deal quite some damage before it does down. Raticate has to attack swiftly and quickly as its defenses are not the greatest. Not as bad as Beedrill's, but it still can't take a strong hit. Bringing out Raticate's attack power is the key to winning. Raticate also has 2 signature moves. Hyper Fang isn't that great, but Super Fang is. It cuts the current HP of the opponent in half. Not bad, eh? Physical Sweeper: --------- Raticate@Liechi Berry/Choice Band Jolly: 252 Spd, 252 Att, 6 HP Quick Attack Super Fang/Return Shadow Ball HP Fighting Super Fang and then Quick Attack. The other two are fillers in case something that resists QA/SF comes out. When using Choice Band, go with Return. Misc. Set: --------- Raticate@Liechi Berry Adamant: 252 Att, 129 Def, 129 Spd Substitute Endeavor Quick Attack filler An excellent set sent to me. First, you Substitute. Allow someone to break it and take some damage, and use Substitute again when you have very little damage left. Then use Endeavor to bring their HP down to yours. Works well with Raticate's low HP. Now Quick Attack to finish them! The last move is a filler, I would go with either Return, Shadow Ball, or Toxic. Can't do damage to ghosts though. ============================================================================== #22 - Fearow Type: Normal/Flying Ability: Keen Eye[Prevents loss of Accuracy] Base Stats: HP: 65 Att: 90 Def: 65 Spd: 100 Sp Att: 61 Sp Def: 61 Description: Fearow isn't really that bad, it's just overlooked by the cooler and stronger Pokemon such as Dodrio and Pidgeot. It has above average attack and great speed. But like other birds of prey, its defenses are almost as bad as Ninjask's. Keep an eye out for tough Pokemon. If this Pokemon can't KO, then it'll probably die. Physical Sweeper: --------- Fearow@Choice Band Jolly: 252 Att, 252 Spd, 6 Def HP Ground Quick Attack Return Drill Peck Nothing new. Choice sweeping just like many other Pokes. Exactly the same set as many other Pokemon. ============================================================================== #24 - Arbok Type: Poison Ability: Shed Skin[Small chance of healing status per turn] Intimidate[Lowers attack when sent out] Base Stats: HP: 60 Att: 85 Def: 69 Spd: 80 Sp Att: 65 Sp Def: 79 Description: Arbok looks like it could be faster, but it's not. It has quite low defenses and the only average stat it has is Attack. Arbok doesn't have too small a movepool so it's not so bad, but it's meant to really just come out and use Intimidate, the obvious trait choice, rather than attacking. Physical Sweeper: --------- Arbok@Salac Berry/Choice Band Jolly: 252 Spd, 252 Att, 6 HP Earthquake Sludge Bomb Return HP Rock Total physical pwnage. Baton Passing some attack and speed here wouldn't be a bad idea either. (Ninjask anyone?) ============================================================================== #26/#157 - Raichu Type: Electric Ability: Static[Paralysis on contact] Base Stats: HP: 60 Att: 90 Def: 55 Spd: 100 Sp Att: 90 Sp Def: 80 Description: Raichu is the evolved form of the most popular and hated Pokemon, Pikachu. It ain't that great. Its defense is extremely low. Earthquake or a strong physical attack will finish it off in one hit. One thing to take advantage of Raichu is his high speed and Static. There's not much else to say about him, he's usually quite poor ingame and without HP. Thunderdance: --------- Raichu@Salac Berry Timid: 252 Sp Att, 252 Spd, 6 HP Thunder Rain Dance HP Water Thunder Wave Basic combo. Pretty worthless and predictable really. Special Sweeper: --------- Raichu@Petaya Berry Modest: 252 Sp Att, 252 Spd, 6 HP Thunderbolt HP Water/Grass/Ice Thunder Wave Agility A bit different from the other standard. This one takes advantage of Raichu's Sp Att. First use Thunder Wave. Hope for a switch or no attack and use Agility. Then, sweep to victory. You must have HP for this set. Focus Protect: --------- Raichu@Leftovers Timid/Hardy: 252 Att, 129 Def, 129 HP Thunder Wave Encore/Attract Focus Punch Brick Break/Thunderbolt Easy strategy. Thunder Wave/Encore, then use Focus Punch and try to catch them on the switch or prevent their attack. Brick Break is there only as a filler. Ghost types will screw this one pretty bad. HP Ghost works well in Brick Break's place as well. It takes some skill to use this one, but once you get used to it, it will work pretty well. Pseudopasser: --------- Raichu@Leftovers Jolly: 252 HP, 202 Def, 56 Sp Def Wish Light Screen Thunderbolt HP Ice Pseudopass Light Screen and Wish. Thunderbolt if you really need to attack. Only 56 EVs in Sp Def since you already have Light Screen. ============================================================================== #28/#113 - Sandslash Type: Ground Ability: Sand Veil[Higher evasion in a sandstorm] Base Stats: HP: 75 Att: 100 Def: 110 Spd: 65 Sp Att: 45 Sp Def: 55 Description: Sandslash would have been awesome if it were not for that Sp Def stat. A Special Attack would knock it out fairly quickly, and still do critical damage if it is resistant to that type. However, it has excellent physical stats in which you should take advantage of. His attack and defense are all excellent, and his HP is decent as well. Salac Berry won't work well with Sandslash, it will still be too slow to sweep most of the faster Pokemon like Alakazam. So scratch tht off and put on something like Leftovers. Sandslash can also be used as annoyer, thanks to his Sand Veil ability. Physical sweeper: --------- Sandslash@Leftovers Adamant: 129 Att, 252 Def, 129 Sp Def Swords Dance Earthquake Rock Slide Aerial Ace The reason this set does not have 252 Att is that it already has Adamant and Swords Dance. With 252 in Def, it can take quite a lot of hits as long as they're not special. Annoyer: --------- Sandslash@Leftovers Impish: 252 Att, 129 Sp Def, 129 Def Swords Dance Earthquake Rock Slide/Focus Punch Double Team/Sandstorm Double Team here is only an option if you have Tyranitar on your team and the infinite Sandstorm. If you have him, then another physical attack is an option as well. Sand Veil increases Evasion a little and buys you time to use Swords Dance and sweep. Leftovers is needed for healing a hit. This set is EXTREMELY risky, I don't recommend you use it unless you like luck haxing. Don't send it out against anything that might have a Water or Grass type attack or Sandslash is dead. ============================================================================== #31 - Nidoqueen Type: Ground/Poison Ability: Poison Point[30% chance of poison on contact] Base Stats: HP: 90 Att: 82 Def: 87 Spd: 76 Sp Att: 75 Sp Def: 85 Description: Nidoqueen are all female. They have above average defenses and HP, below average Speed, and decent Attack stats. They're not too shabby, and can learn many moves. Poison Point can be more of a hazard than help, since the normal poison status is rather bad, only reducing HP by about 1/8 with no side effects. Nidoqueen might be able to take a super effective hit, but only at full HP. Annoyer: --------- Nidoqueen@Leftovers Impish: 252 HP, 129 Def, 129 Sp Def Earthquake Focus Punch Flatter Attract Don't use on a special sweeper. Or at least not Flatter. Just confuse, attract, then Focus Punch your way to victory. Subpuncher: --------- Nidoqueen@Leftovers Adamant: 252 Att, 129 HP, 129 Def Substitute Focus Punch Earthquake Shadow Ball Now Skarmory can't get us can he? Physical Sweeper: --------- Nidoqueen@Leftovers Adamant: 252 Att, 252 Spd, 6 HP Earthquake Brick Break Sludge Bomb Aerial Ace/HP Bug/Shadow Ball Well, Nidoqueen still does have decent Attack stats, so we might as well try and work off of it, no? ============================================================================== #34 - Nidoking Type: Ground/Poison Ability: Poison Point[30% chance of poison on contact] Base Stats: HP: 81 Att: 92 Def: 77 Spd: 85 Sp Att: 85 Sp Def: 75 Description: Nidoking is a lot like Nidoqueen. They both are Ground/Poison type with Poison Point, both have defensive scales, and both learn similar moves. However, unlike Nidoqueen, Nidoking specializes in attacking. It has high attack and average speed, but defenses aren't horrible either. Nidoking still has that large movepool, and are all male. Just use it as a normal physical sweeper. Nidoking also can make use of both STABs it can get. Physical Sweeper: --------- Nidoking@Salac Berry/Choice Band Jolly: 252 Att, 252 Spd, 6 HP Sludge Bomb Earthquake Brick Break Shadow Ball Sweep, and sweep good. Not much else to say here. Subpuncher: --------- Nidoking@Leftovers Adamant: 252 Att, 129 HP, 129 Def Substitute Focus Punch Earthquake Sludge Bomb Now Skarmory can't get us can he? De ja vu? ============================================================================== #36 - Clefable Type: Normal Ability: Cute Charm[30% chance of attraction on contact] Base Stats: HP: 95 Att: 70 Def: 73 Spd: 60 Sp Att: 85 Sp Def: 90 Description: Clefable specializes in eating Special Attacks with its great Special Defense and HP. It is prone to physical attacks, but Cosmic Power can fix that. Clefable wastes its STAB though with poor attack, as well as being the only other Pokemon that learns Meteor Mash. However, Clefable does have a good movepool and can survive on Special Attacks. It can learn the strongest ones such as Fire Blast or Flamethrower. Special Sponge/Tank: --------- Clefable@Leftovers Bold: 252 HP, 129 Def, 129 Sp Def Cosmic Power Rest Psychic/Some Special Attack Thunder Wave/Some Special Attack Use Cosmic Power and then Psychic to defeat the most common hazers, often Poison types. Pseudo Hazers are also a threat and most are not weak to Psychic. You can substitute the last attack for a Special Attack which are strong to a few common Pseudo Hazers like Skarmory and Suicune. Thunderbolt and HP Water are two decent choices. Thunder Wave is there to cause some annoyance and maybe buy some time when tanking up. Subpuncher: --------- Clefable@Leftovers Adamant: 252 Att, 252 HP, 6 Def Substitute Thunder Wave/Cosmic Power/Shadow Ball/Ice Beam(Hardy,129 Att,252 HP,129 SpAtt) Focus Punch Return/Thunderbolt(Hardy,129 Att,252 HP,129 SpAtt) Clefable can learn Focus Punch which can make up for Clefable's lacking attack force. Return is there for STAB, and the second move is up to you. You can make Clefable a semi-annoyer with Thunder Wave, raise defenses so Substitute won't break with Cosmic Power, get ghosts with Shadow Ball, or use the famous Boltbeam combo with a Hardy nature and 252 HP, 129 Att, and 129 Sp Att EVs. Special Sweeper: --------- Clefable//Salac Berry Timid: 252 Spd, 252 Sp Att, 6 Def Calm Mind Cosmic Power/Flamethrower/Ice Beam/Water Pulse/Thunderbolt/Psychic Cosmic Power/Flamethrower/Ice Beam/Water Pulse/Thunderbolt/Psychic Cosmic Power/Flamethrower/Ice Beam/Water Pulse/Thunderbolt/Psychic Use Calm Mind and attack. Nothing more to it. Pseudopasser: --------- Clefable@Leftovers Impish: 252 HP, 129 Def, 129 Sp Def Wish Light Screen Reflect Return Pseudopass what you need then switch. Attack with Clefable is not worth it. ============================================================================== #38/#154 - Ninetales Type: Fire Ability: Flash Fire[Powers up when hit by fire] Base Stats: HP: 73 Att: 76 Def: 75 Spd: 100 Sp Att: 81 Sp Def: 100 Description: Good old ol' school Ninety is back for another reappearance in R/S. Its stats aren't superman great, but it's enough to last. His special defense is very strong, I've lasted TWO water attacks with no EVs or nature bonus in it. Imagine what you can do with EVs and nature? Are you imagining it? That's right, special sponge! Special attack is just slightly below average, but it still works, so don't forget about that. And Flash Fire as well, try to switch in when you think your opponent may use a fire attack. Shame nobody uses Ninetales as much anymore, it used to be rather OU but its use declined rapidly over the past few months. Pyroshuffler: --------- Ninetales@Leftovers Calm: 252 Sp Def, 129 HP, 129 Def Will-o-wisp Flamethrower Roar/Confuse Ray Safeguard Easy peasy. WoW, Roar, WoW, Safeguard, etc. Nothing special. Just beware of ground types, they can finish off Ninetales pretty fast. If you'd rather not use Roar, Confuse Ray is an option. Pyrotrapper: --------- Ninetales@Leftovers Calm: 252 Sp Def, 129 HP, 129 Def Toxic Fire Spin Confuse Ray Flamethrower This is one of those cases in which it is ok to have two of the same type attacks. Fire Spin here is meant more to be of a trapping move, a substiture for Mean Look rather than an actual attack. Since the opponent will be trapped, Toxic will work better since it eats more of the opponent's life and kills him/her faster. C-Ray for added annnoyance. Remember to use Fire Spin before Toxic/C-Ray, otherwise the opponent can switch out to something like a Steel type thus screwing up your strategy. Fire Spin can miss sometimes, so be patient. ============================================================================== #40/#139 - Wigglytuff Type: Normal Ability: Cute Charm[Chance of attraction] Base Stats: HP: 140 Att: 70 Def: 45 Spd: 45 Sp Att: 75 Sp Def: 50 Description: Poor, poor, Wiggly. If its defenses weren't so horrific, it would have been awesome since it has a huge movepool, one of the highest HPs in the game and decent attacking stats. Well, everything's not perfect. No wonder Wiggly is underused, it's so hard to use with defenses lower than Ditto and Ninjask that people stopped paying attention to it whatsoever. Wigglytuff is very similar to Clefairy in terms of looks and abilities. It even evolved with the Moon Stone too! I'm not too experienced with Wigglytuff, but here's a moveset you may consider: Subpuncher: --------- Wigglytuff@Leftovers Adamant: 252 Att, 252 HP, 6 Def Substitute Thunder Wave/Cosmic Power/Shadow Ball/Ice Beam(Hardy,129 Att,252 HP,129 SpAtt) Focus Punch Return/Thunderbolt(Hardy,129 Att,252 HP,129 SpAtt) Wigglytuff has greatly been effected by the Subpuncher wave, it now has a decent moveset. Just like Clefable. Return is there for STAB, and the second move is up to you. You can make Wiggly a semi-annoyer with Thunder Wave, raise defenses so Substitute won't break with Cosmic Power, get ghosts with Shadow Ball, or use the famous Boltbeam combo with a Hardy nature and 252 HP, 129 Att, and 129 Sp Att EVs. ============================================================================== #45/#90 - Vileplume Type: Grass/Poison Ability: Clorophyll[Doubles speed in sunshine] Base Stats: HP: 75 Att: 80 Def: 85 Spd: 50 Sp Att: 100 Sp Def: 90 Description: Vileplume is an underused, classic Grass/Poison Pokemon appearing ever since the first Pokemon versions. It saddens me to see this Pokemon not being used, as it is not crappy at all. When used properly, all of its stats will be above average. It also gets pretty good moves. If you ever do see one of these, be careful. Chances are that they have Sunny Day, and combined with Vileplume's ability his Speed will double, making it very quick. Using a status condition move won't work either since it can learn Aromatherapy, curing them and is immune to Toxic. Get out a Special Sponge and beat it down quickly with one of its weaknesses, particularily fire. Vileplume takes some time getting used to controling it, but when you do it'll be a great Pokemon. Cleric/Special Sweeper: --------- Vileplume@Petaya Berry Timid: 129 Sp Def, 252 Sp Att, 129 Def/HP Sunny Day Solarbeam HP Fire Aromatherapy Get your instant speed by using Sunny Day first. Timid and Speed EVs help here. Heal or do whatever you need to do then start firing away. It has its disadvantages though. It can't do normal damage to dragons and fire. Then again, you can switch anyway. Annoyer: --------- Vileplume@Leftovers Bold: 252 HP, 129 Def, 129 Sp Def Toxic Attract Moonlight/Swords Dance Sludge Bomb Attract pwns. 'Nuff said. If you wish, you can try predicting and switch Moonlight to Swords Dance. If you're lucky and Attract works, free dance. If you're still lucky and they switch, you still dance. Works well for me. Physical Sweeper: --------- Vileplume@Salac Berry Adamant: 252 Att, 129 Spd, 129 Def Swords Dance Sleep Powder/Sunny Day Sludge Bomb HP Fighting Vileplume's attack stat isn't that bad, it just needs some extra speed. You can go for that or Sleep Powder. Basic strat. You should know this by now after reading the FAQ. ============================================================================== #47 - Parasect Type: Bug/Grass Ability: Effect Spore[30% chance of sleep/confusion/poison on contact] Base Stats: HP: 60 Att: 95 Def: 80 Spd: 30 Sp Att: 60 Sp Def: 80 Description: Parasect would've rocked with good speed and a larger movepool. It learns the most powerful sleep attack, Spore, as well as others like Aromatherapy. It's not a bad choice for UU teams, as long as you know how to use slow Pokemon. Parasect's strong point is attack, so make sure you use physical attacks(and HP Bug). Parasect can take a hit, but not his 4x weakness to Flying so switch when you think a Pokemon has one as Aerial Ace is very common. Utility: --------- Parasect@Leftovers Impish: 252 HP, 129 Def, 129 Sp Def Light Screen/Swords Dance Spore Aromatherapy HP Bug Light Screen, then use Spore and Aromatherapy for a free turn, or switch. Use when necessary. You can use Swords Dance, but it's risky with a Pokemon like Parasect. Physical Sweeper: --------- Parasect@Leftovers Adamant: 252 Att, 129 Def, 129 Sp Def Swords Dance Sludge Bomb/HP Bug Spore Aerial Ace Use Spore, then get a free Swords Dance(or 2 if the opponent doesn't want to switch.) Watch out though, Parasect doesn't have the quickest of speeds. ============================================================================== #49 - Venomoth Type: Poison/Bug Ability: Shield Dust[Prevents added effects] Base Stats: HP: 70 Att: 65 Def: 60 Spd: 90 Sp Att: 90 Sp Def: 75 Description: Venomoth isn't much of an improvement from Beautifly, but with higher Speed and Special Attack is can deal more damage effectively. It has low defense and can't make use of STAB, so some people would rather choose Butterfree over this Pokemon. Venomoth still learns powerful attacks and Speed is an advantage, so speed players, here is your Pokemon. Sunnybeamer: --------- Venomoth@Petaya Berry Timid: 252 Spd, 252 Sp Att, 6 HP Sunny Day Solarbeam HP Fire Psychic This set = pwnage. Actually, it equals predictable but it's the best you can get with Venomoth. ============================================================================== #51 - Dugtrio Type: Ground Ability: Sand Veil[Increases evasion during sandstorm] Arena Trap[Prevents switching unless it's immune to ground attacks] Base Stats: HP: 35 Att: 80 Def: 50 Spd: 120 Sp Att: 50 Sp Def: 70 Description: Dugtrio is overused, despite its low defenses. The main reason is its ability, Arena Trap. With Sand Veil, Dugtrio's useless. Its main purpose is to be sent out on something weak to one of its attacks, do a powerful strike, make it faint, then switch. Since the opponent can't switch and will most likely be slower, there's little he/she could do about it. Don't let Dugtrio take a hit. With one of the worst HPs in the game and low defenses, it probably won't live. Burn will screw it up, so don't get burned. Physical Sweeper: --------- Dugtrio@Choice Band/Lum Berry Jolly: 252 Spd, 252 Att, 6 Def Earthquake Aerial Ace Rock Slide HP Ghost For this set, use Arena Trap. It's a must. Choice Band isn't used much on Dugtrio anymore because if a STAB move like Earthquake is used, one Pokemon is KO'd. Then another one is sent out, for example, Charizard. It basically forces you to switch, and a chance of letting your opponent set up Belly Drum. ============================================================================== #53 - Persian Type: Normal Ability: Limber[Immune to paralysis] Base Stats: HP: 65 Att: 70 Def: 60 Spd: 115 Sp Att: 65 Sp Def: 65 Description: Persian's fast, but has no other stat to back it up. So basically, it's not a great Pokemon. There's no real way to override Persian't horrible defenses and make use of its Speed, so there's not much you can do with it. Limber's a plus though, as it makes Persian immune to paralysis and almost always going first. Don't let Persian get hit. It's very weak. Its signature move, Pay Day, isn't too good competitively so dump it. Toxistaller: --------- Persian@Leftovers Impish: 252 HP, 129 Def, 129 Sp Def Toxic Charm Protect Return Gengar and Steels pwn it, but what can Persian do? Anti-tank: --------- Persian@None Impish: 252 HP, 129 Def, 129 Spd Return Thief Torment/Toxic/Thunder Wave Taunt Use Thief to steal what's probably Leftovers, and Taunt to prevent them from using attacks that raise their stats. The third move is up to you, whether you want them to switch to inflict conditions to them all or whether to boost their unability to do what tanks are supposed to do even further. ============================================================================== #55/#159 - Golduck Type: Water Ability: Cloud Nine[Cancels weather effects] Damp[Prevents Explosion/Selfdestruct] Base Stats: HP: 80 Att: 82 Def: 78 Spd: 85 Sp Att: 95 Sp Def: 80 Description: Golduck is supposed to look like Kappa, a green monster like dude from Japan. He looks like he's half Psychic with all those Psychic type moves, but he's not. Which is...good I guess? Psychic does only add weaknesses and STAB. Anyway, back on topic, Golduck's Base Stats are all around average. He's a well, all-around Pokemon that can take hits and give 'em back. Not too shabby, you don't see too many Pokemon with the style of the great Golduck. Don't take this Pokemon too lightly, but don't take it as a heavy threat either. Even though the Pokedex says this Pokemon is the fastes swimmer, it actually is not. It's not even above average, so don't listen to the Pokedex. Special Sweeper: --------- Golduck@Salac Berry Timid: 252 Spd, 129 Sp Att, 129 Sp Def Calm Mind Hypnosis/Ice Beam Psychic Surf Some people like Ice Beam over Hypnosis. You could do that if you want, but I prefer Hypnosis since it gives you a free turn to Calm Mind and start your sweeping spree. It doesn't have too great an accuracy though so you CAN use Ice Beam. One isn't really better than the other, it's just a matter of taste. You're not going to see many other different Golduck sets as they're not so commonly used and this is the standard, so prepare to take it. ============================================================================== #57 - Primeape Type: Fighting Ability: Vital Spirit[Prevents Sleep] Base Stats: HP: 65 Att: 105 Def: 60 Spd: 95 Sp Att: 60 Sp Def: 70 Description: Primeape is a step down from Machamp, but it's still pretty strong despire being a UU Poke that nobody cares for. Vital Spirit works well against the growing number of Sleep Powder Jumpluffs and Bulk Up can improve both Primeape's marvelous Attack stat and his not-so-great Defense stat. It can learn strong sweeping moves and has excellent speed and power to back it up. Not so bad of a Poke if I do say so myself. Physical Sweeper: --------- Primeape@Leftovers/Salac Berry Jolly: 252 Att, 252 Spd, 6 HP Bulk Up Cross Chop Rock Slide/HP Rock Earthquake Once again, I'm not a fan of Rock Slide but you're welcome to use it. This set deals normal damage to almost everything, so you don't have to worry much about a Pokemon resisting an attack. You also have Bulk Up so it'll still do decent damage. ============================================================================== #59 - Arcanine Type: Fire Ability: Flash Fire[Powers up when hit by fire] Intimidate[Lowers attack when sent out] Base Stats: HP: 90 Att: 110 Def: 80 Spd: 95 Sp Att: 100 Sp Def: 80 Description: Arcanine isn't exactly the best of Pokemon, even with its excellent stats. Its movepool isn't the greatest, which cripples him. Arcanine does learn Extremespeed however, which can be dandy at times. His attack is higher than Special Attack so most people use him for that, and also because he learns Howl and much more physical attacks than special. If you see on, be ready to take on some strong physical moves. Regirock can end him fast assuming he hasn't powered up too much. Physical Sweeper: --------- Arcanine@Leftovers/Liechi Berry Adamant: 252 Att, 252 Spd, 6 HP Howl Extremespeed Overheat HP Fighting/Ground Well, here's the standardish set for Arcanine. Howl a few times if you predict a switch, then use the powered up Extremespeed to go first and deal some serious damage. Even a Rock/Steel can't stop you with Overheat and Hidden Power. A ghost might though, depending on its Defense/Special Defense. Only use Overheat if you are in serious trouble or a Pokemon that is immune to your physical attacks show up *coughGengarcough*. If another one shows up, then it'll be time to switch. The last thing you would want is a perfectly good Pokemon fainting. Sunnybeamer: --------- Arcanine@Petaya Berry Modest: 252 Sp Att, 252 Spd, 6 HP Flamethrower/Overheat HP Dragon Sunny Day Crunch Sunny Day, then start attacking. Crunch also may lower Special Defense which is dandy. ============================================================================== #62 - Poliwrath Type: Water/Fighting Ability: Water Absorb[Absorbs water attacks] Damp[Prevents use of Explosion/Selfdestruct] Base Stats: HP: 90 Att: 85 Def: 95 Spd: 70 Sp Att: 70 Sp Def: 90 Description: Poliwrath is well rounded and surprisingly strong in the defensive stats. That helps greatly in his role of a Belly Drummer. His Water Absorb ability is better than Damp IMO. A good way to regain some health is to let some poor sucker use a water attack on a Pokemon, and when you think he'll use it again, switch to Poliwrath and gain some health back. Belly Drum: --------- Poliwrath@Salac Berry Jolly: 252 Att, 252 Spd, 6 HP Belly Drum Brick Break Earthquake filler Poliwrath just isn't as useful anymore with the RSbot fix so Hypnosis goes right down the drain. Just use it like a normal Belly Drummer with 3 physical attacks and Belly Drum. Get hit once while BDing and sweep. Poliwrath can take a hit with above average Defenses. Substitute can go for the filler, but anything will work fine. ============================================================================== #65/#41 - Alakazam Type: Psychic Ability: Synchronize[Passes status conditions onto your opponent] Inner Focus[Prevents flinching] Base Stats: HP: 55 Att: 50 Def: 45 Spd: 120 Sp Att: 135 Sp Def: 85 Description: Zam is probably the most used Psychic despite it's horrible Defense and HP. It has a wide variety of attacks, a great ability, and excellent in Special Attack and Speed with stats that may be one of the highest in the game. It can be predictable at times, but if you have a few tricks up your sleeve you may create a different, effective set. Beware of Aerodactyl. Recover is usually wasted on Zam since it barely has any HP to recover. Zam is feared around Hoenn for its elemental punches which are picked at random, beware when facing him. Special Sweeper: --------- Alakazam@Petaya Berry Timid: 252 Sp Att, 252 Spd, 6 HP Psychic Calm Mind Fire/Ice/Thunderpunch Fire/Ice/Thunderpunch Zam's prime set. Use Timid for speed and Petaya for power. With Timid and max speed, you'll probably be faster than most of your opponents. The last two can be any of the elemental punches, I recommend Ice and Thunder. Use it to round out the elemental attacks on your team. Special Sweeper 2: --------- Alakazam@Petaya Berry Timid: 252 Sp Att, 252 Spd, 6 HP Psychic Fire Punch Thunderpunch Ice Punch This was suggested by a good player. It's not used quite as often, but it can still be effective. I don't recommend this set over the other sweeping set, but use it if you don't like Calm Mind and stat boosting moves. Trickbander: --------- Alakazam@Choice Band Timid: 252 Spd, 129 Def, 129 Sp Att Trick Encore/Disable Psychic Elemental Punch This set is less common than the other sets, but once you let out your surprise Trick, then the opponent will probably know what's coming. Use Trick on a Special Sweeper. Using it on a physical sweeper is pretty much suicide. The second move can be either Encore or Disable. They are both risky, but Disable's low accuracy may make you want to choose Encore. Becareful when using this, the opponent may switch. It's best combined with Umbreon's Mean Look/Baton Pass combo. Pseudopasser: --------- Alakazam@Leftovers Timid: 252 HP, 129 Def, 129 Spd Reflect Light Screen Psychic Recover Believe it or not, Zam can be a pseudopasser too. It's main purpose is to use Reflect and Light Screen, then get outta there. You should use Recover in the last spot just because it's not really doing any hardcore sweeping and the barriers may provide some help to Zam. It's the one and only set in which Recover can actually help Zam. Substitute: --------- Alakazam@Leftovers/Lum Berry Timid: 252 Spd, 129 Def, 129 Sp Def Elemental Punch Substitute Calm Mind Psychic Substitute, then Calm Mind as much as you can before the sub breaks. Afterwards, with high speed it should be able to OHKO many Pokemon. ============================================================================== #68 - Machamp Type: Fighting Ability: Guts[Ups Attack when suffering] Base Stats: HP: 90 Att: 130 Def: 80 Spd: 55 Sp Att: 65 Sp Def: 85 Description: Machamp is /the/ king of Fighting Pokemon. It has the highest attack stat, decent defensive and HP stats, and has Guts! That leads to incredible attack power. The only thing lacking is Speed, but a Ninjask can fix that right up. When Speed is Baton Passed, Machamp is almost unstoppable. The best counter would be a fast Pokemon and quickly land a strong Flying or Psychic attack and OHKO it. Machamp is very simple to use. Just sweep! Physical Sweeper: --------- Machamp@Leftovers Adamant: 252 Att, 129 Def, 129 Sp Def Cross Chop Rock Slide/HP Rock/Counter Bulk Up Earthquake Machamp is equipped with the strongest attacks that can be gotten. Have fun! If you want to get those Flying Pogies, use Counter. Machamp will probably survive although taking much damage, and you can pay it back to them! Or, you can just use HP Rock, but it's your choice. ============================================================================== #71 - Victreebel Type: Poison/Grass Ability: Clorophyll[Doubles Speed in sunshine] Base Stats: HP: 80 Att: 105 Def: 65 Spd: 70 Sp Att: 100 Sp Def: 60 Description: Victreebel is similar to Blaziken. It has super high attacking stats, decent HP but below average Speed. Victreebel doesn't have good defenses either. It has slightly higher Attack than Special Attack and learns Swords Dance, so most people prefer this Pokemon to be a physical sweeper, althoug both may work fine. Victreebel has a rather small movepool, but learns great moves. Its use depends greatly on predicting, so if you're training to be a Psychic, practice with this Pokemon. Physical Sweeper: --------- Victreebel@Salac Berry Jolly: 252 Spd, 252 Att, 6 HP Swords Dance Sludge Bomb HP Ghost Return It's stopped by Steels, so be careful. Catch Zam on the switch with HP Ghost, or other Psychic Pokemon. Sunnybeamer: --------- Victreebel@Petaya Berry Timid: 252 Sp Att, 252 Spd, 6 HP Sunny Day Solarbeam HP Fire Synthesis This time, Victreebel is stopped by Fire Pokemon. It can't catch a break, can it? Solarbeam gets STAB, so that's the main attack. ============================================================================== #73/#67 - Tentacruel Type: Poison/Water Ability: Clear Body[Prevents changing of status conditions] Liquid Ooze[Opponent loses HP instead of gaining when absorbing] Base Stats: HP: 80 Att: 70 Def: 65 Spd: 100 Sp Att: 80 Sp Def: 120 Description: Even as a Tentacool, this thing has unbeliebably high special defense. It can be a great special sponge. The thing is that its defense is rather low, but it can make up for it with the usage of Barrier. Tentacruel is a monster of the sea, it has been there in every Pokemon game to existance. It can be a nuisance ingame and competitively. Tentacruel also has good speed, so don't forget that. When raising one, try to get the Clear Body ability. Liquid Ooze is rather useless, as people rarely use HP absorbing attacks and often use things like Intimidate to their advantage. Mirror Coat: --------- Tentacruel@Leftovers Timid: 252 HP, 129 Spd, 129 Sp Def Barrier Mirror Coat Surf Toxic You must use Barrier when you have the chance. This will encourage your opponent to use Special Attacks, which you can reflect right back with Mirror Coat while continously gaining HP with Leftovers. Tentacruel can last a super effective hit, so don't be stingy with using him. Toxic is there just as a filler. Utility: --------- Tentacruel@Leftovers Calm: 252 Sp Def, 129 Spd, 129 Def Rapid Spin Haze Confuse Ray Surf Utilitycruel. Not exactly the best, but it can work. It's just there as a... uh...you know. Send it in when you need to and bring it out for something then switch out. ============================================================================== #76/#55 - Golem Type: Rock/Ground Ability: Rock Head[Prevents recoil damage] Sturdy[Prevents one hit KO attacks] Base Stats: HP: 80 Att: 110 Def: 130 Spd: 45 Sp Att: 55 Sp Def: 65 Description: Golem wouldn't have been half bad if it didn't have a 4x weakness to two common types, 2x to two common types, and terrible special defense. Too bad, Rock/Ground is a terrible combination. Golem is rather difficult to use if you don't know his capabilities. A water or grass attack will instantly KO you, so switch IMMEDIATELY when you think your opponent's Pokemon carries that type attack. It can last a ground or fighting attack though. Golem's movepool is a bit different from other Rock/Ground types. Because of that, it can be used differently as well. Toxitrapper: --------- Golem@Leftovers Adamant: 252 HP, 129 Def, 129 Att Toxic Block Rock Slide/Explosion Earthquake/Explosion BE VERY VERY VERY VERY VERY careful when using this set. It's very hard to use. Only use Block if you're absolutely sure the opponent won't switch to something that can KO Golem. If they are, use Toxic and switch out immediately! I personally don't like using this set. Explosion can be substituted for any of the offensive moves if you're about to die. Physical Sweeper: --------- Golem@Choice Band Adamant: 252 Att, 129 Def, 129 HP Earthquake Rock Slide/Rock Blast Focus Punch Explosion This is a physical sweeper. You know how people love to switch to waters and grasses while Golem is out, right? So here's your chance to surprise them and catch them on the switch. Focus Punch to the rescue...Everything else is self- explanatory. ============================================================================== #78 - Rapidash Type: Fire Ability: Run Away[100% chance of running] Flash Fire[Powers up when hit by Fire] Base Stats: HP: 65 Att: 100 Def: 70 Spd: 105 Sp Att: 80 Sp Def: 80 Description: Rapidash has surprisingly high Attack, higher than Special Attack. It has decent defenses and bad HP. Speed is also very high. Rapidash would've been good if it actually learned decent attacks. Its movepool is so small and only contains STAB and low powered attacks. So, its good stats are wasted. Rapidash can't do much, so newbies should leave it alone. Sunnybeamer: --------- Rapidash@Petaya Berry Timid: 252 Sp Att, 252 Spd, 6 HP Sunny Day Solarbeam Flamethrower/Fire Blast Charm/Substitute/Hypnosis Blah. Wastes its Attack, but seriously, a set with Tackle and Bounce is not excellent. Physical Sweeper: --------- Rapidash@Liechi Berry Adamant: 252 Att, 252 Spd, 6 HP HP Fighting Return Iron Tail filler Well, if you wanted a physical sweeper, here it is. I still think the Sunnybeamer is better though. Anything that's desperate enough to use Iron Tail isn't what I'd call excellent. ============================================================================== #80 - Slowbro Type: Water/Psychic Ability: Oblivious[Prevents Attraction] Own Tempo[Prevents Confustion] Base Stats: HP: 95 Att: 75 Def: 110 Spd: 30 Sp Att: 100 Sp Def: 80 Description: Slowbro has excellent Defense and Special Attack. It also has above average Defense and Special Defense can be fixed with Calm Mind. Both of its abilities are good. There's nothing really horrible about Slowbro except for Speed, which it doesn't need too much. Both STABs can be used here, which is excellent! Special Sweeper: --------- Slowbro@Leftovers Modest: 252 HP, 252 Def, 6 Sp Att Calm Mind Psychic Surf Ice Beam Calm Mind and sweep. It has enough defenses to take a super effective hit, so don't worry too much about that. ============================================================================== #82/#83 - Magneton Type: Electric/Steel Ability: Magnet Pull[Steels cannot switch] Sturdy[Not effected by OHKO attacks] Base Stats: HP: 50 Att: 60 Def: 95 Spd: 70 Sp Att: 120 Sp Def: 70 Description: Magneton can have Magnet Pull and can learn learn Thunderbolt, which makes it a perfect counter for those annoying Skarmories. It excels in defense and Sp Att, which is quite unique. It has very low HP and Att, so putting a Steel type attack on this Pokemon is quite useless. Instead, give it special attacks since the Sp Att Base Stat is equal to that of Zam's. Magneton's movepool is rather small, so try to find movesets that enhance special attack. When battling, be aware that a flamethrower can easily defeat it, as well as ground even though is has such high defense since it is 4x weak to it. It also has a weakness to fighting. Thunderdance: --------- Magneton@Salac Berry Modest: 129 Def, 252 Sp Att, 129 Sp Def Thunder Rain Dance HP Water Thunder Wave This is your basic Thunderdance combo. I doubt the ingamers can get this, but if you can, good for you! Remember Magneton is not very fast so be careful in your sweeping. Thunder Wave is the key to speed. Mixed: --------- Magneton@Leftovers Timid: 252 Spd, 129 Sp Att, 129 Sp Def Thunderbolt Metal Sound Toxic/Thunder Wave HP Fire This set is rather uncommon. First, cripple them with your status move. Then, use Metal Sound/Thunderbolt in an alternating sequence. Be a little random so you won't be so predictable. ============================================================================== #83 - Farfetch'd Type: Normal/Flying Ability: Keen Eye[Prevents loss of accuracy] Inner Focus[Prevents flinching] Base Stats: HP: 52 Att: 65 Def: 55 Spd: 60 Sp Att: 52 Sp Def: 58 Description: Farfetch'd is a disgrace to all Pokemon. All of its stats are so poor that it can't be used. It's in the class of Unowns and Dittos, who can't do anything. If you're looking for a UU Pokemon, this is a bad, bad choice. Put it back on the shelf. Both of its abilities don't help it. Annoyer: --------- Farfetch'd@Leftovers/Stick Impish: 252 HP, 129 Def, 129 Sp Def Toxic Attract/Protect/Swords Dance Quick Attack/Return Aerial Ace/HP Flying This doesn't help Farfetch'd. But whatever, it's the best set possible. Physical Sweeper: --------- Farfetch'd@Stick Jolly: 252 Spd, 252 Att, 6 HP Swords Dance/Curse Agility Aerial Ace Return Use Swords Dance or Curse, then Agility. Then sweep as much as you can before fainting. Utility: --------- Farfetch'd@Leftovers Jolly: 252 Spd, 129 Def/Sp Def, 129 HP Featherdance Knock Off Toxic Return Lower opponent's attack to make Farfetch'd last longer, then use Knock Off and Toxic to destroy the opponent's items and force them to switch. ============================================================================== #85/#93 - Dodrio Type: Normal/Flying Ability: Run Away[Always run from battles] Early Bird[Wake up from sleep earlier] Base Stats: HP: 60 Att: 110 Def: 70 Spd: 100 Sp Att: 60 Sp Def: 60 Description: Dodrio is an excellent Pokemon for sweeping. It has very high attack and spd, and combined with Choice Band it could make an very powerful sweeper. Not only that, it can learn Quick Attack, which is good for a..er...quick attack. You must be wary of its low defenses however. A simple Thunderbolt or Rock Slide will bring it down fast. What sucks about Dodrio though is that none of its abilities are too great in battle. You're not going to Run in battle, and it has too low defenses to make use of Rest. This speedy Pokemon can also make a decent Hazer. Choice Bander: --------- Dodrio@Choice Band Jolly: 252 Att, 252 Spd, 6 HP Quick Attack Return/Flail HP Ground Drill Peck Dodrio needs the speed from Jolly to make its high attack useful. Quick Attack + Choice Band + STAB makes it almost as deadly as Return. HP Ground is for Steels and Rocks. Skarmory can screw this set good though. Flail is decent for when you have low HP and it would deal tremendous power. It is a bit of a gamble though as it won't deal nearly as much damage as Return when you have full health. Physical Sweeper: --------- Dodrio@Liechi Berry Careful: 129 Def, 252 Att, 129 HP Agility Substitute Return Drill Peck Drill Peck hurts. Trust me. After Liechi Berry is activated and Dodrio has some speed on it, it will be very fast and strong. Substitute will also prevent you from getting Toxic or other nasty status conditions on it. Misc. Set: --------- Dodrio@Leftovers Jolly: 252 Att, 252 Spd, 6 HP Endeavor Quick Attack Substitute filler Not exactly the best. Use Substitute until you have low HP, Endeavor, then Quick Attack to finish them off. ============================================================================== #87 - Dewgong Type: Water/Ice Ability: Thick Fat[Half damage to Fire and Ice] Base Stats: HP: 90 Att: 70 Def: 80 Spd: 70 Sp Att: 70 Sp Def: 95 Description: Dewgong's best as a Special Sponge. It can take 8x resistance to Ice, which isn't too bad and the best resistance that you can get. Most of Dewgong's stats aren't too great, but it's usable. Also note that its movepool is very tiny. Annoyer: --------- Dewgong@Leftovers Bold: 252 HP, 129 Def, 129 Sp Def Encore Disable Ice Beam Surf It's risky, but the best set I have for him. ============================================================================== #89/#107 - Muk Type: Poison Ability: Stench[Repels wild Pokemon] Sticky Hold[Prevents theft of item] Base Stats: HP: 105 Att: 105 Def: 75 Spd: 50 Sp Att: 65 Sp Def: 100 Description: Muk's Special Defense stats and HP helps it become an excellent Special Sponge/Physical sweeper. However, it does have very low speed and two horridous abilities. Just stick with Sticky Hold no matter what set you use, because at least there's a slight chance that someone may want to steal your item. Muks are moderately used and have a wide variety of attacks it can choose from. I myself haven't tested all of them however so this is all you get: Physical Sweeper/Special Sponge: --------- Muk@Leftovers/Chesto Berry Adamant: 170 Att, 170 Sp Def, 170 HP Curse HP Bug/Rest Sludge Bomb Brick Break Covers a lot I think. HP Bug does it for Darks, Ghosts, and Psychics. Chesto Rest can be replaced for it if you want the healing advantage and Muk's sweet chunk of HP. Sludge Bomb is there for STAB. Brick Break takes care of steels, rocks, and other types SB and HP Bug can't hit effectively. Curse up and sweep is the basic strategy here. Subpuncher: --------- Muk@Leftovers Adamant: 252 HP, 252 Att, 6 Def Substitute Focus Punch Sludge Bomb filler Muk is getting more useful every day. It can now be a Subpuncher too! Sludge Bomb is there for STAB. The filler can either be Toxic or any physical attack which makes it useful. Curse is always nice too. What's great about Muk is that is has naturally high Special Defense which allows it to take a lot of attacks. ============================================================================== #91 - Cloyster Type: Water/Ice Ability: Shell Armor[Blocks critical hits] Base Stats: HP: 50 Att: 95 Def: 180 Spd: 70 Sp Att: 85 Sp Def: 45 Description: Too bad its Special Defense and HP suck. Otherwise, it might've had stats that would rival the Regis. It still has the third highest defense overall next to Regirock and Shuckle, and can learn various techniques that can take advantage of it. Cloyster is slowly becoming more and more OU, maybe even past Skarmory as being the best Spiker due to his large Defense stat and for being able to learn Rapid Spin. Spiker: --------- Cloyster@Leftovers Bold: 252 HP, 129 Def, 129 Sp Def Spikes Rapid Spin Toxic Ice Beam A good counter to Spikers. Just Rapid Spin and then lay Spikes of your own. Toxic the opponent when you get the chance to put those Spikes into effect. Ice Beam is an attack filler and also gets STAB. Try for the freeze hax :P This is the absolute best set for Cloyster IMO. ============================================================================== #94 - Gengar Type: Poison/Ghost Ability: Levitate[Immune to Ground attacks] Base Stats: HP: 60 Att: 65 Def: 60 Spd: 110 Sp Att: 130 Sp Def: 75 Description: Gengar is the King of Ghost types, out of the few out there. Levitate makes it immune to Ground, its weakness, and HP Dark can quickly take care of Psychics. Special Attack and Speed are unbelievably high. Just don't let Gengar get hit, his defenses are still, like most ghosts, low. A fast Dugtrio with HP Ghost, although rare, will most likely be the end for Gengar. Special Sweeper: --------- Gengar@Petaya Berry/Leftovers Timid: 252 Spd, 252 Sp Att, 6 HP Giga Drain/Will-o-wisp Thunderbolt Psychic HP Dark/Destiny Bond Pwnage Gengar set. Special Sweep away! Physical Sweeper: --------- Gengar@Liechi Berry/Choice Band Jolly: 252 Att, 252 Spd, 6 HP Sludge Bomb Shadow Ball Focus Punch Destiny Bond Inferior to the Special Sweeper but works. I don't know why anyone would choose this over the Special Sweeper but if you are ever in need, it's here. You MUST rely on STAB moves here as its Attack power is kinda sucky. Anti-Tank: --------- Gengar@Leftovers Timid: 252 Spd, 252 Sp Atk, 6HP Haze Will-o-wisp/Toxic Mean Look Night Shade/Psychic/HP Dark/Dragon Destroys tanks by trapping them and using Haze, then slowly killing them with Will-o-wisp/Toxic. The last move is for some more added damage, use an attack you think will deal decent damage to all types. ============================================================================== #97 - Hypno Type: Psychic Ability: Insomnia[Prevents Sleep] Base Stats: HP: 85 Att: 73 Def: 70 Spd: 67 Sp Att: 73 Sp Def: 115 Description: Hypno has unbelievable Special Defense. It can take even the strongest Special Attacks. Hypno's other stats aren't too good though, so Baton Passing some stuff to him isn't a bad idea. Insomnia works great. Hypno has an average movepool, but they aren't too great of moves. With some new Move Tutors in FR/ LG, it can get some pretty good annoyer moves which makes more valuable. Special Sweeper: --------- Hypno@Leftovers Modest: 252 Sp Att, 129 Sp Def, 129 HP/Def Calm Mind Psychic Elemental Punch Elemental Punch Zam anyone? Use just like him. Annoyer: --------- Hypno@Leftovers Bold: 252 HP, 129 Def, 129 Sp Def Thunder Wave Attract Seismic Toss/Focus Punch Rest/Focus Punch If you like being a bit risky, you can try using Focus Punch but I don't know if it can deal more damage than Seismic Toss. Either way, it gets owned by a ghost so flee when one is sighted. ============================================================================== #99 - Kingler Type: Water Ability: Hyper Cutter[Prevents Attack reduction] Shell Armor[Prevents critical hits] Base Stats: HP: 55 Att: 130 Def: 115 Spd: 75 Sp Att: 50 Sp Def: 50 Description: Kingler would've been great if it weren't for such horrible Special stats. A simple Thunderbolt will be an instant KO. It does have very high attack power that rivals Machamp's, and strong Defense. Kingler can take a while to set up, so you have to be patient when using it. Sadly, Kingler's signature move Crabhammer is wasted on bad Special Attack. Physical Sweeper: --------- Kingler@Liechi Berry Swords Dance Return HP Fighting Rock Tomb/Amnesia I'm not sure if you want to take 6 turns setting up, but I'm also not sure if you'd like to use a move like Rock Tomb either, so it's up to you. ============================================================================== #101/#85 - Electrode Type: Electric Ability: Soundproof[Immune to sound moves] Static[30% chance of paralyze on contact] Base Stats: HP: 60 Att: 50 Def: 70 Spd: 140 Sp Att: 80 Sp Def: 80 Description: Electrode used to be the fastest Pokemon in R/B/Y. It was still never used that much since most of its other stats are below average. Electrode is back with a bang now that FR/LG is here. Thunder Wave makes a Return, making Electrode usable once again. He isn't the greatest thing in the world though with a limited movepool. IMO, Electrode makes a poor exploder with an attack of only 50. Variation: --------- Electrode@Leftovers Modest: 252 Sp Att, 129 HP, 129 Sp Def Thunderbolt HP Ice/Taunt/Mirror Coat/Toxic/Light Screen/Screech HP Ice/Taunt/Mirror Coat/Toxic/Light Screen/Screech HP Ice/Taunt/Mirror Coat/Toxic/Light Screen/Screech Well...take your pick. Doesn't really matter since it doesn't lead to too much strategy. Thunderdance: --------- Electrode@Petaya Berry Modest: 252 Sp Att, 129 HP, 129 Def Thunder Rain Dance HP Water Thunder Wave/filler Blah, anybody could do this. Set up with Rain Dance, then use Thunder. Very easy to predict since every electric Pokemon is capable of doing this. ============================================================================== #103 - Exeggutor Type: Grass/Psychic Ability: Clorophyll[Doubles Speed in sunshine] Base Stats: HP: 95 Att: 95 Def: 85 Spd: 55 Sp Att: 125 Sp Def: 65 Description: Exeggutor used to be one of the most overused Pokemon in RBY, but its use greatly dwindled down along with its Special Defense. Nonetheless, Exeggutor is still not a bad Pokemon. It has very high Special Attack and decent Defense and HP. Clorophyll can also quickly fix its Speed problem. The best way to use Exeggutor IMO is to pseudopass Sunny Day so it'll be fast and have one more slot for sweeping. It'll also take away setup time. Sunnybeamer: --------- Exeggutor@Petaya Berry Modest: 252 Sp Att, 252 Spd, 6 HP Sunny Day Solarbeam HP Fire Psychic Common set, but Exeggutor can use it very well. Annoyer: --------- Exeggutor@Leftovers Calm: 252 HP, 129 Def, 129 Sp Def Leech Seed Toxic/Stun Spore/Sleep Powder Psychic Giga Drain/HP Grass Basic Grass type annoyer. Use Leech Seed and try to enfore switches with the other status moves. I find Toxic to work the best although Sleep Powder works better without the common rule, Sleep Clause. ============================================================================== #105 - Marowak Type: Ground Ability: Rock Head[No recoil damage] Lightningrod[All electric attacks hit this Pokemon] Base Stats: HP: 60 Att: 80 Def: 110 Spd: 45 Sp Att: 50 Sp Def: 80 Description: Marowak's best stat is Defense. It can take many physical hits(and a few special) while dishing out a lot of damage since it has an item, Thick Club, which can double its attack. Marowak is very unique, it also has not 1, not 2, but 3 signature moves! Sadly, most of them aren't too great, or at least not as good as Earthquake. Marowak can learn a surprising number of moves and is a great Pokemon. Physical Sweeper: --------- Marowak@Thick Club Adamant: 252 Att, 129 Def, 129 Sp Def Earthquake Aerial Ace/Counter Brick Break/Swords Dance Rock Slide/HP Rock If you still want more power, go with Swords Dance and max out your attack. If not, then go with Rock Slide/HP Rock. Baton Passing Speed wouldn't be a bad idea either. Belly Drummer --------- Marowak@Thick Club/Leftovers Adamant: 252 Att, 252 Spd, 6 HP Belly Drum Earthquake Rock Slide filler/Substitute This set is recommended for those that can Baton Pass Speed. Belly Drumming Marowak without Speed = instant suicide. Even then, you should watch out for those extremely fast Pokemon such as Attack and Speed Deoxys. You can try out Substitute, but that can be risky with Marowak's low HP. ============================================================================== #106 - Hitmonlee Type: Fighting Ability: Limber[Immune to paralysis] Base Stats: HP: 50 Att: 120 Def: 53 Spd: 87 Sp Att: 35 Sp Def: 110 Description: Hitmonlees are all male. They have had a large Special Defense boost since the original RBY, and the rest is basically the same. It can take a strong Psychic attack. Its defense however, is a different story. It is very weak, weaker than a Ninjask. Speed and Attack are Hitmonlee's main points, try to increase those so the opponent won't have a chance to retaliate. Physical Sweeper: --------- Hitmonlee@Salac Berry Jolly: 252 Spd, 252 Att, 6 HP Brick Break HP Rock Bulk Up Mach Punch Bulk Up and sweep. Simple and basic. Endrever: --------- Hitmonlee@Salac Berry Jolly: 252 Spd, 252 Att, 6 HP Endure Reversal Mach Punch HP Rock Again, simple. Endure the attack and give them a strong STABbed Reversal. ============================================================================== #107 - Hitmonchan Type: Fighting Ability: Keen Eye[Prevents accuracy loss] Base Stats: HP: 50 Att: 105 Def: 79 Spd: 76 Sp Att: 35 Sp Def: 110 Description: Hitmonchan is more defensive that Hitmonlee. It still has that Special Defense boost, but it's slower and less powerful. It does have higher defense if that's what you're looking for. It's easier for beginners since it has that added defense boost and won't faint after a Tackle. It learns many elemental attacks, but it's not useful at all due to his horrible Special Attack power. Physical Sweeper: --------- Hitmonchan@Salac Berry Jolly: 252 Att, 252 Spd, 6 HP Mach Punch Brick Break Bulk Up HP Rock Works exactly like Hitmonlee. Actually, it is Hitmonlee. Just a few letters changed. ============================================================================== #108 - Lickitung Type: Normal Ability: Own Tempo[Prevents confusion] Oblivious[Prevents attraction] Base Stats: HP: 90 Att: 55 Def: 75 Spd: 30 Sp Att: 60 Sp Def: 75 Description: Lickitung is almost unusable, but worthless all the same. All of its stats except HP is below average, and its Defenses just break usable point. The most Lickitung can do is annoy, and he can't even do that well. Leave it on the shelf is my suggestion. It does get a bit better with new Move Tutor abilities in FR/LG though. Subpuncher: --------- Lickitung@Leftovers Adamant: 252 Att, 252 HP, 6 Def Substitute Focus Punch Return Shadow Ball/Thunder Wave Standard subpuncher. Physical Sweeper: --------- Lickitung@Leftovers/Salac Berry/Liechi Berry Adamant: 252 Att, 252 Spd, 6 HP Substitute/Curse Belly Drum/Earthquake/Shadow Ball Return Earthquake/Shadow Ball If you're going to use Belly Drum, make sure you have Salac Berry on. ============================================================================== #110/#109 - Weezing Type: Poison Ability: Levitate[Immune to ground attacks] Base Stats: HP: 65 Att: 90 Def: 120 Spd: 60 Sp Att: 85 Sp Def: 70 Description: Because Weezing has Levitate, it eliminates it's weakness to ground and has only one weakness, which is to Psychic. It is often used as a physical sponge since its defense is amazing. And believe me, it works. If you meet one of these guys, stick to special attacks or just blow it away with Whirlwind until later. Weezings usually carry one attack. It can pull it off using a special or physical attack making it rather variable. Be careful when facing one of these, I recommend you use Protect first to find out the opponent's strategy. Tank: --------- Weezing@Leftoves Bold/Impish: 252 Hp, 129 Sp Def, 129 Att/Sp Att Will-o-wisp Protect Haze filler The EVs and personality here all depends on your fourth move. For a special attack, obviously use Bold and Special Attack EVs. Opposite for a physical attack. Just use WoW on thos tough physical sweepers. It should be self- explanatory. Anti-Tank/Physical Sweeper: --------- Weezing@Leftovers Adamant 252 Atk, 129 Def/HP, 129 Sp Def/HP Haze Will-o-wisp Sludge Bomb/Explosion filler Stop tanks with Haze, then use Will-o-wisp for indirect damage. The third move can be one of those three. If you choose Explosion, make sure you use a Silk Scarf for a lot of damage. ============================================================================== #112 - Rhydon Type: Rock/Ground Ability: Rock Head[No recoil damage] Lightningrod[All electric attacks hit this Pokemon] Base Stats: HP: 105 Att: 130 Def: 120 Spd: 40 Sp Att: 45 Sp Def: 45 Description: Wow. Rhydon is perhaps on of the best Rock/Ground combos, just look at his stats! If it had much higher Special Defense so Grass and Water types don't OHKO it, then it would've been awesome, and pretty much 00ber. Rhydon has excellent physical stats and HP. Even the strongest physical attacks will have trouble taking Rhydon down. Just like other Rock/Grounds though, switching is the key to staying alive against Water/Grass users. Physical Sweeper: --------- Rhydon@Leftovers/Choice Band Adamant: 252 Att, 129 Def, 129 HP Focus Punch/Toxic/Counter/Megahorn Rock Slide/HP Rock/Rock Blast Earthquake Swords Dance/Return Rhydon is all about style. The first move is to catch the opponent on the switch, except for Counter in which it's just there for stupid people who use physical attacks against Rhydon. Swords Dance can be used if you don't mind the risk of the opponent switching to a Water type, otherwise use Return. I was told the best thing was to slap a Choice Band and sweep with 4 attacking moves, but do whatever you're comfortable with. ============================================================================== #114 - Tangela Type: Grass Ability: Clorophyll[Doubles Speed in sunshine] Base Stats: HP: 65 Att: 55 Def: 115 Spd: 60 Sp Att: 100 Sp Def: 40 Description: Tangela was the only pure Grass type in RBY. Now however, there are plenty, or at least more than there were before. Tangela has high defense and Special Attack, but low Speed and Special Defense. Speed isn't much of a problem for a Sunnybeamer set, but Special Defense is. A Fire type means lights out, so switch when one is seen. Defense is very strong, not even a suepr effective Flying type can OHKO it. Sunnybeamer: --------- Tangela@Petaya Berry Timid: 252 Spd, 252 Sp Att, 6 HP Sunny Day HP Fire Solarbeam filler Basically, attack with Solarbeam and don't forget about your extra speed from Clorophyll. Annoyer: --------- Tangela@Leftovers Bold: 252 HP, 129 Def, 129 Sp Def Leech Seed Toxic HP Grass Synthesis Leech Seed + Toxic = pure annoyance. It's all indirect damage, healing and damaging. Plus, Synthesis is there for even more healing. HP Grass shouldn't be used too often. Those old Grass/Poison types are immune to this, so switch when one is seen. ============================================================================== #115 - Kangaskhan Type: Normal Ability: Early Bird[Awakens a turn earlier] Base Stats: HP: 105 Att: 95 Def: 80 Spd: 90 Sp Att: 40 Sp Def: 80 Description: I have a real problem spelling this Pokemon's name. It's not too shabby with high HP, Attack, and Speed and decent everything else except Special Attack. Although Kanga can learn many techniques, many of them are Specials and shouldn't be used. Physical Sweeper: --------- Kangaskhan@Choice Band Jolly: 252 Att, 252 Spd, 6 HP Return HP Rock Earthquake Brick Break Fullproof Kangaskhan. Sweep away! Subpuncher: --------- Kangaskhan@Leftovers Impish: 252 HP, 129 Def, 129 Sp Def/Att Substitute Focus Punch Return Rock Slide Substitute, take a hit, Punch. Nice power moves. Endrever: --------- Kangaskhan@Salac Berry Jolly: 252 Att, 252 Spd, 6 HP Shadow Ball/Aerial Ace Return Endure Reversal Endure, then Reversal. Self-explanatory. ============================================================================== #119/#51 - Seaking Type: Water Ability: Swift Swim[Doubles speed in rain] Water Veil[Prevents Burns] Base Stats: HP: 80 Att: 92 Def: 65 Spd: 68 Sp Att: 65 Sp Def: 80 Description: Seaking sucks. It's a fact, and you know it. It only has a Base Special Attack of 65, which I think is one of the worst Special Attack in the entire game. 68 Speed, which is only good with Swift Swim. Horrible defense. The only good points of this Pokemon is that its HP, Special Defense, and Att is all good. Too bad it can't be put to good use with a bad movepool. Mixed Sweeper: --------- Seaking@Leftovers Hardy: 170 Att, 170 HP, 170 Sp Att Rain Dance Hydro Pump Return Horn Drill/Megahorn Ech...Rain Dance is there to boost your speed to an excellent rate, thank god. It powers up Hydro Pump with its boost and STAB, to make it decent with its pitiful Special Attack. Return for power. The last move you can go with Megahorn or go on a haxing spree with Horn Drill, which most likely won't work. Well...what can I say? Seaking sucks. ============================================================================== #121/#144 - Starmie Type: Water/Psychic Ability: Illuminate[Increases encounters if it's first in your party] Natural Cure[Cures all status conditions when switched] Base Stats: HP: 60 Att: 75 Def: 85 Spd: 115 Sp Att: 100 Sp Def: 85 Description: Due to its high speed, special attack, and variable movepool, this has become one of the most popular and overused Pokemon of all time. It has many sets in which people use and has good stats all around except for HP. It also learns Recover which can help it heal against hits in battle and Natural Cure, healing it of all status inflictions on it. Don't underestimate this Pokemon, it can deal a lot of damage to your team no matter what set is given to it. Special Sweeper: --------- Starmie@Petaya Berry Timid: 252 Spd, 252 Sp Att, 6 HP Surf Thunderbolt/Recover Ice Beam/Recover Psychic Recover isn't a necessity on this set. Its doesn't have a lot of HP and it's meant to sweep and sweep fast. Two STAB attacks and another two common attacks can round up a team pretty nicely in terms of special attack. Tank: --------- Starmie@Leftovers Bold: 252 HP, 129 Sp Att, 129 Sp Def Cosmic Power Psychic Recover Confuse Ray/Toxic Plain old tanking. Raises both defense