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Beginner's Strategy Guide

by William Gresham

-------------
BATTLE STRATEGY LEAFLET VERSION 2.0
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BATTLE ROUTINE
=======================================================================================

Fight
---------------------------------------------------------------------------------------
The objective of engaging in a Pok�mon battle, of course, is to best the opponent in
terms of offense and defense. Battle, however, is far more complicated than it appears, 
and it takes a very skilled trainer to take advantage of this sophistication. The main 
battle menu consists of four functions: Fight, PKMN, Item (or Pack or Bag), or Run. You 
may use only one of these functions on one turn.

The Fight function takes you to the list of your Pok�mon�s attacks. What the attacks 
may do depend entirely on the Pok�mon that uses the attack and against whom it is used. 
Some abilities that any of the combatants have may affect the efficacy or productivity 
of the attack in base form, while type advantages, weather conditions, or effects of 
attacks previously used have their share of influences. 

PKMN
---------------------------------------------------------------------------------------
This function enables you to switch your Pok�mon. This can be done once per turn, mean-
ing that the surrogate battler won�t get a chance to battle on the turn. Before you de-
cide to switch out, use the Summary (or Stats) function to view what condition that 
your Pok�mon is in. If your Active Pok�mon is ailing from poison or a burn, it may be a
 good idea to withdraw it. However, since the new Pok�mon cannot attack on that turn, 
it will absorb any effects of attacks from the opponent immediately. Therefore, you may 
want to think twice before switching out for a Pok�mon with a low Speed rating.
     � Summary. Called �Stats� on older cartridges, this allows you to view the status 
       of your Pok�mon, which must be taken into consideration before it is released 
       into battle. On the Red, Blue, and Yellow cartridges, the stats screen is spread 
       out on two screens: the first screen informs you of the Pok�mon�s health status, 
       area stats, experience required to gain another level, and its biological types, 
       while the second screen lists the Pok�mon�s attacks and their remaining Power 
       Points. On the Gold, Silver, and Crystal cartridges, the screens are spread out 
       onto three screens: the first explains its types, health status, and experience 
       level; the second lists the attacks of that Pok�mon and their remaining Power 
       Points and identifies the Pok�mon�s held item; the third screen explains area 
       stats and capture information (the trainer that caught it and that trainer�s ID 
       number). The Pok�mon Ruby and Sapphire summary is spread out over four screens: 
       the first identifies the Pok�mon�s biological types, ability, and capture infor-
       mation (name of trainer that caught it, the ID number of that trainer, the gen-
       der of that trainer [the name of the trainer will be highlighted in blue if male 
       and pink if female], the level the Pok�mon was at when caught, and the location 
       at which it was caught); the second screen counts the ribbons that it received, 
       identifies its held item, determines its experience level, and gives its area 
       stats; the third screen lists the Pok�mon�s attacks with their types and battle 
       effects, potencies, and hit rates; the fourth screen lists the attacks with 
       their contest types, contest effects, appeal values, and jam penalties. The Fire 
       Red and Leaf Green screen is broken down into three pages: the first page states 
       trainer and capture information like in the Ruby and Sapphire screens; the sec-
       ond screen lists base stats, tracks experience, and identifies the Pok�mon�s 
       ability; the third screen lists the attacks.
       o  Attack. This area stat rates the potential of physical attacks used by that 
          Pok�mon. Attacks of the Normal, Fighting, Ground, Flying, Poison, Bug, Rock, 
          Ghost, and Steel types are considered physical. (Poison-type attacks are non-
          physical on Red, Blue, and Yellow.)
       o  Defense. This area stat rates the Pok�mon�s vulnerability to physical at-
          tacks.
       o  Special Attack. This area stat rates the potential of nonphysical attacks 
          used by that Pok�mon. Attacks of the Fire, Water, Grass, Electric, Ice, Psy-
          chic, Dragon, and Dark types are considered nonphysical. Special Attack and 
          Special Defense are consolidated into �Special� in Red, Blue, and Yellow.
       o  Special Defense. This area stat rates the Pok�mon�s vulnerability to nonphys-
          ical attacks.
       o  Speed. Pok�mon are assigned an area stat of Speed to determine turn order. 
          The Pok�mon with the highest Speed goes first, the one with the second high-
          est rating goes afterward, and so on.
       o  HP. The vitality of a Pok�mon is measured by Hit Points. When this measure 
          falls to zero for any reason, the Pok�mon can�t fight until a Revive, Max Re-
          vive, Revival Herb, or Sacred Ash is administered, the Pok�mon is moved to 
          Bill�s PC (except in Red, Blue, or Yellow) or Lanette�s PC, or the Pok�mon is 
          healed at a Pok�mon Center or by anyone willing to rest them.
       o  Sleep. This status abnormality prevents the Pok�mon from attacking except 
          with Snore or Sleep Talk. Administering an Awakening, Mint Berry, Lava Cook-
          ie, Full Heal, Chesto Berry, or Lum Berry or playing the Pok�Flute or Blue 
          Flute will alleviate this condition.
       o  Paralysis. This status abnormality may prevent a Pok�mon from attacking, and 
          the affected Pok�mon�s Speed plummets. Administering a Paralyz Heal, PrzCure-
          Berry, Lava Cookie, Full Heal, Cheri Berry, or Lum Berry, using Refresh, or 
          being attacked with Smellingsalt will alleviate paralysis.
       o  Poison. This status abnormality causes a Pok�mon to lose HP even outside of 
          battle, and being attacked with Toxic or Poison Fang may cause poisoning that 
          worsens with time. Administering an Antidote, PsnCureBerry, Lava Cookie, Full 
          Heal, Pecha Berry, or Lum Berry or using Refresh will detoxify the Pok�mon.
       o  Burn. This status abnormality causes a Pok�mon to lose HP in battle, and the 
          affected Pok�mon�s Attack plummets. Administering a Burn Heal, Ice Berry, 
          Lava Cookie, Full Heal, Rawst Berry, or Lum Berry or using Refresh will heal 
          a burn.
       o  Hoarfrost. This status abnormality completely immobilizes a Pok�mon. Admini-
          stering an Ice Heal, Burnt Berry, Lava Cookie, Aspear Berry, or Lum Berry, 
          using a physical attack, Sunny Day, Flame Wheel, Heat Wave, Fire Blast, or 
          Overheat or being attacked with a Fire-type move will defrost a Pok�mon. A 
          Pok�mon cannot be frozen in sunlight, so sending out a Groudon will defrost 
          any Pok�mon.
       o  Confusion. This status abnormality may cause a Pok�mon to attack itself in-
          stead of executing a desired move. This can be alleviated with Bitter Berry, 
          Yellow Flute, or Persim Berry or simply switching out.
       o  Infatuation. This status abnormality, induced by Attract or effect of the 
          ability Cute Charm, may cause a Pok�mon to not attack. This is remediable 
          with a Mental Herb or Red Flute or switching either combatant out.
       o  PKRS. If on Ruby or Sapphire this icon appears below the Pok�mon�s level and 
          ball, the Pok�mon has contracted the Pok�rus virus. This can also happen on 
          Gold, Silver, or Crystal, but it won�t be readily denoted. This affliction 
          multiplies experience gained from battle by 1.5, but it eventually resolves 
          itself. If a black dot appears between the level and ball in a Pok�mon�s sum-
          mary, the Pok�mon is immune to Pok�rus.
       o  PP. Power Points are the number of times that a certain move can be used, de-
          pending on its potential. If the move�s Power Points run out (from overuse or 
          subjection to Spite or Grudge), the move becomes inoperable until an Ether, 
          Max Ether, Elixir, Max Elixir, Mysteryberry, or Leppa Berry is administered, 
          the Pok�mon is moved to Bill�s PC (except in Red, Blue, or Yellow) or La-
          nette�s PC, or the Pok�mon is healed at a Pok�mon Center or by anyone willing 
          to rest them. Administering PP Up will cause a move�s Power Point maximum to 
          increase by 20 percent. Once the base maximum is increased by 60 percent, it 
          cannot be increased further. If all of the moves� Power Points are gone, the 
          Pok�mon will be forced to use Struggle, which has no type and deals recoil 
          equal to ten percent of the damage done to the foe.
       o  Experience. If the foe has fainted, Pok�mon that participated in battle, ex-
          cept those that fainted, as well as those holding Exp Shares are doled an 
          amount of experience points summing up to a predetermined total, divided 
          equally. If a Pok�mon holding an Exp Share battled, that Pok�mon receives an 
          additional share of experience. If in Red, Blue, or Yellow you carry an Exp 
          All, each Pok�mon will receive an additional share equal to one third of the 
          sum. Pok�mon that you did not capture will receive 50 percent more experience 
          in all cases. Most Pok�mon require one million points to reach level 100, 
          while starter Pok�mon require Pok�mon require 1,059,860 and legendary Pok�mon 
          (as well as Salamence, Exeggutor, and a few others) require 1,250,000 points.
       o  Shiny Pok�mon. Any Pok�mon that is discolored is called a �shiny Pok�mon� and 
          will be denoted by three stars next to the level in Gold, Silver, and Crystal 
          summaries or the Pok�dex number being highlighted in gold in Ruby or Sapphire 
          summaries. Obtaining this sort of Pok�mon in the wild is difficult, and only 
          certain games will give you this opportunity. When sent into battle, a series 
          of sprites will be emitted from the figure.
     � Switch. This is called �Shift� on Ruby and Sapphire. This function will cause 
       the active Pok�mon to be withdrawn for the Pok�mon you selected. The new Pok�mon 
       will take all effects of the foe�s attack. However, if you defeated the foe or 
       your Active Pok�mon fainted, you may be prompted to switch Pok�mon; if the Bat-
       tle Style setting in the Options menu is set to �Set� or you have no other heal-
       thy Pok�mon, no prompt will be made. If you have no Pok�mon left and your Active 
       Pok�mon fainted, you will be transported to the Pok�mon Center that your Pok�mon 
       were last healed at and you will lose half of your money rounded down to the 
       nearest dollar unless you engaged in a Secret Base or link battle. If this hap-
       pens in the Battle Tower or you shut off the game there without saving, your 
       victory streak is broken.

Item
---------------------------------------------------------------------------------------
This is �Pack� in the Gold, Silver, and Crystal versions and �Bag� in Ruby and Sap-
phire. Unless engaged in a Battle Tower or link battle, you may opt to administer items 
to your Pok�mon. You may use one item on a turn, and your turn is over once you do 
this. You cannot attach items, administer Pok�Blocks, or teach Technical Machines in 
battle, and some items can only be used in Wild Pok�mon battles.

In Red, Blue, and Yellow, all items are consolidated into one pocket, and you can carry 
up to twenty at a time. In Gold, Silver, and Crystal, the Pack is broken down into four 
pockets: the first for general items and berries, twenty of which you can carry at 
once; the second for balls; the third for key items, or those that cannot be discarded 
or sold; the fourth for Technical Machines. In Ruby and Sapphire, the Bag is divided 
into five areas by adding the Pack�s pockets and a pocket exclusively for Berries.

In a Wild Pok�mon battle, throwing a ball and successfully capturing a Pok�mon denies 
your Pok�mon any experience. You cannot capture an opponent�s Pok�mon.

In the National Park in Gold, Silver, and Crystal, �Park Ball� will replace this op-
tion. You cannot administer items to your Pok�mon in the National Park. In the Safari 
Zone in Red, Blue, and Yellow, this option, as well as �Fight� and �PKMN,� will be re-
placed by �Ball,� �Rock,� and �Bait.� The Ball function launches a Safari Ball, the Bait 
function sends out food for the Pok�mon to distract it, and the Rock function launches a 
pebble at the Pok�mon to anger it, making it apt to flee, but making it easier to cap-
ture. In the Ruby and Sapphire Safari Zone, these options will be �Ball,� �Pok�Block,� 
and �Go Near,� which serve similar functions.

Run
----------------------------------------------------------------------------------------
If you are engaged in a Wild Pok�mon battle, you have the option to run away. Doing so 
increases your chances of your Pok�mon contracting Pok�rus, and your Pok�mon are denied 
any experience. You cannot run from a Trainer battle, and you lose the battle if you se-
lect this option in a link battle.

USING YOUR POK�MON
========================================================================================

1.	One-hit KO moves
----------------------------------------------------------------------------------------
True to their collective name, these moves have the potential to deplete the vitality of 
the foe completely. However, these moves � Fissure, Guillotine, Horn Drill, and Sheer 
Cold � are effective rarely in standardized battle, and their efficiency increases 
against weaker Pok�mon. And they don�t hit higher-level Pok�mon. For beginning trainers 
it is conventional to institute these moves as a supplement to prominent competencies, 
but experienced trainers use these moves only if the Pok�mon to know one has low offen-
sive stats. Generally, these attacks do little more than provide a booster to offensive 
potential, and that�s where it stands.

2.	Fly, Dig, Dive, and Bounce
----------------------------------------------------------------------------------------
In the Red, Blue, and Yellow versions, these moves protected the user completely from 
attack. However, this now gives your opponent a free turn to make up for a wasted attack 
or item administration to no avail. If your Pok�mon used Dig and is in the dormitory 
stage, your opponent can simply switch out for a Flygon or Articuno, and Dig will be in-
effective in that case. If the foe is a Dugtrio or Camerupt, it can simply pull a Magni-
tude or Earthquake, maybe even a Fissure, and they will still hit. In fact, Earthquake�s 
power will double when used against a Pok�mon using Dig. If your Wailord used Dive, it 
would be vulnerable to Surf.

I�m not finished with you yet. Using Fly or Bounce (in Grumpig�s case) will not protect 
you from Gust, Sky Uppercut, Thunder, or Twister. The power of these attacks will double 
in this case. When hit by Twister in this situation, your Pok�mon definitely still can 
flinch, annulling Fly or Bounce at the expense of the Power Points. These moves do not 
let you administer items without penalty, which is a common misconception. Use these 
moves only if you know your opponent can�t find the loophole.

3.	Same-type Multiplier
----------------------------------------------------------------------------------------
If the type of an attack matches one of those of the Pok�mon using it, the final damage 
is increased by 50 percent. This is pretty well known, but difficult to pin down effi-
ciently. Teaching Magnitude, Earthquake, Mud Shot, and Fissure to your beloved Whiscash 
will involve this multiplier, granted, but if it happens to run into a Parasect, it�s 
screwed: all of these attacks are Ground-type, and since Parasect is of the Grass and 
Bug types, the attacks won�t do much, if anything, and one timed Solarbeam can put Whis-
cash out of its misery. 

4.	Held Items
----------------------------------------------------------------------------------------
Remember that administering an item directly from the Pack or Bag takes up one turn; so 
make a habit of equipping eligible items to your Pok�mon. Keep in mind that Pok�mon can 
use not all items. You may have noticed that a Hyper Potion restores 200 HP, but this 
does its job only when you, the trainer, administer it. Attaching a Hyper Potion won�t 
help your Pok�mon at all, but an attached Berry/Oran Berry or Gold Berry/Sitrus Berry 
can be used by your Pok�mon to restore HP between turns.

Another sort of held item is the power-up item, which can be Silk Scarf/Pink Bow, Char-
coal, Mystic Water, Miracle Seed, Magnet, Metal Coat, Soft Sand, et cetera. These moves 
will raise the potency of certain types of attacks, but you should be careful about whom 
you attach it to. Remember that an Electric-type move�s power when used by an Electric-
type Pok�mon will increase by 50 percent, so it would be obstreperous to attach a Magnet 
for more effect. Invest instead in a move that isn�t the type of the user, such as a 
Shadow Ball on a Mewtwo being powered up by Spell Tag.

5.	Evolution
----------------------------------------------------------------------------------------
Evolving a Pok�mon will cause an increase in stat rates, but your Pok�mon will learn 
moves later on. In some cases evolved Pok�mon may not learn moves that the basic form 
could. Let�s have a look at Numel and Camerupt�s move schedule:

Name and Type | Battle and Contest Description        | Pot. Acy. App. Jam PP	Level 

								                101  102
Growl
Normal/Cute	Lowers the foe�s Attack
                (This attack can be deflected by the 
                ability Soundproof.)	
                ------------------------------------
                Appeal rises to 6 if performed last	---  100  2    0   40	Egg

Tackle
Normal/Tough			                        35    95  4    0   35	Egg	

Ember
Fire/Beauty	May burn		                40   100  4    0   25	11	

Magnitude
Ground/Tough	Strikes in magnitude of 2 to 10
                ------------------------------------	
                The more the crowd is excited, the 
                better the appeal	                Var  100  1    0   30	19	

Focus Energy
Normal/Tough	Raises chances of next hit being 
                critical		                ---  ---  2    3   30	25	

Take Down
Normal/Tough	User receives recoil equal to one 
                eighth of damage done	
                ------------------------------------
                Appeal loss from user is tripled	95    80  6    0   20	29	

Amnesia
Psychic/Cute	Raises the user�s Special Defense	
                ------------------------------------
                Raises the user�s condition	        ---  ---  1    0   20	31	

Rock Slide
Rock/Tough	May prevent foe from attacking		75    90  2    3   10	No    33

Earthquake
Ground/Tough	Hits both foes and ally in Double 
                Battle; can hit Pok�mon using Dig       100  100  2    3   10	35    37

Flamethrower
Fire/Beauty	May burn		                95   100  4    0   15	41    No

Eruption
Fire/Beauty	The higher the user�s HP, the more 
                damage inflicted	
                ------------------------------------
                The later performed, the better the 
                appeal	                                150  100  1    0    5	No    45

Double-Edge
Normal/Cool	User receives recoil equal to one 
                eighth of damage done	
                ------------------------------------
                Appeal loss from user is tripled	120  100  6    0   10	49    No

Fissure
Ground/Tough	Automatically defeats foe if suc-
                cessful; can hit Pok�mon using Dig
                (As with all other one-hit KO at-
                tacks, this attack is inefficacious 
                against Pok�mon at higher levels 
                than the user.)	
                ------------------------------------
                Pok�mon that appealed lose marks 
                equal to half of final appeal round-
                ed up to the nearest one	        KO    30  2    1    5	No    55

As we can see, Numel can learn Flamethrower at level 41 and Double-Edge at level 49, but 
Camerupt can�t learn either move through experience. Camerupt learns Rock Slide at level 
33, as soon as it evolves, Eruption at level 45, and Fissure at level 55, but Numel 
can�t learn those moves through experience. Notice that Numel learns Earthquake at two 
levels earlier than Camerupt.

Now let�s take a look at the move schedule of Pichu, Pikachu, and Raichu:

Name and Type 	Pot.	Acy.	App.	Jam	PP	Level Learned
of Move
							Pichu 	Pikachu Raichu
Thundershock
Electric/Cute	40	100	4	0	30	Egg	Egg	Tutor

Charm
Normal/Cute	---	100	3	2	20	Egg	No	No

Growl
Normal/Cute	---	100	2	0	40	No	Egg	No

Tail Whip
Normal/Cute	---	100	2	0	30	6	6	No

Thunder Wave
Electric/Cool	---	100	3	2	20	8	8	Tutor

Sweet Kiss
Normal/Cute	---	75	3	0	10	11	No	No

Quick Attack
Normal/Cool	40	100	3	0	30	No	11	No

Double Team
Normal/Cool	---	---	2	0	15	No	15	Tutor

Slam
Normal/Tough	80	75	2	1	20	No	20	No

Thunderbolt
Electric/Cool	95	100	4	0	15	No	26	Tutor

Agility
Psychic/Cool	---	---	3	0	30	No	33	No

Thunder
Electric/Cool	120	70      2	3	10	No	41	No
                        Sun: 30
                        Rain:
                        No miss

Light Screen
Psychic/Beauty	---	---	1	0	30	No	50	No

Notice that Pichu alone can learn Charm and Sweet Kiss through experience, whereas Pika-
chu and Raichu can�t. Raichu can learn Thundershock, Thunder Wave, Double Team, and 
Thunderbolt through the Move Tutor, but it can�t learn anything else through experience.

6.	Hidden Machines
----------------------------------------------------------------------------------------
Trainers often labor under the delusion that Hidden Machines are great because they�re 
indispensable. In most cases, they�re not. First, Flash is rendered unnecessary on Pok�-
mon Ruby and Sapphire because you are given sufficient light in dark caves to navigate, 
and all it does in battle is reduce accuracy. Double Team serves you better that way. 
Second, Cut is relatively weak and has an accuracy of 95 percent, and isn�t necessary 
unless you�re in bad need of items. Third, Dive and Fly are counted among these ma-
chines. Fourth, Waterfall is less efficient than Surf. The only reliable Technical Ma-
chines are:
      � Surf. This HM is good all around and the most efficient of its lot. It has a re-
        spectable potency � 95 � has an accuracy of 100, and hits both foes in Double 
        Battle as well as those using Dive.
      � Strength. This is one of the stronger Normal-type moves, and it�s a good way to 
        jam others in a Contest. The problem remains, though, that it�s a Normal-type 
        move and therefore not super-effective against any type.
      � Whirlpool. Available as HM06 in Gold, Silver, and Crystal, this move traps and 
        harms the foe for two to five turns straight. However, its base power is 15 and 
        its accuracy is 70.
Plus which, Hidden Machines can�t be dropped at all in Red, Blue, and Yellow, and in 
those versions the Daycare Man won�t accept Pok�mon that know an HM move. In later ver-
sions, you will have to talk to the Move Deleter to erase these moves.

7.	Mindful Implementation
----------------------------------------------------------------------------------------
All-out offense is the implementation of a completely offensive move set that does not 
take into account any type matches, battle effects, accuracies, or abilities. All-out 
offense may sometimes win, but that�s only if the victor�s stats are elevated so much 
that effects aren�t relevant. To battle effectively, you will need to take into consid-
eration the general environment: weather conditions, your Pok�mon�s stats, the general 
competencies of the foe(s), and the effect of your attacks.
      � Attack effects. Status abnormalities, stat reduction, and other things are ef-
        fects of attacks, and they are a very crucial part of the outcome. If your Po-
        k�mon is poisoned, it will continue to lose vitality every five paces on the 
        field. Any reduction of Defense or elevation of your Pok�mon�s Attack will open 
        the door to a quick KO. In all-out offense, these effects are either not used 
        judiciously or even disregarded, and your Pok�mon can come up short as a result. 
        Remember what I said about one-hit KO attacks? Those moves can�t hit higher-lev-
        el Pok�mon in the Gold version or later, and the moves� accuracies are generally 
        30 percent, but all-out offense endorses insensible use of these moves.
        o  Attack power. A misleading figure is the base power of an attack. For exam-
           ple, Hyper Beam, Frenzy Plant, Blast Burn, and Hydro Cannon have a base dam-
           age figure of 150, but their accuracies are 90 percent and the user cannot do 
           anything on the next turn. (For Hyper Beam, the fact that it�s a Normal-type 
           move makes it even more unreliable because it can�t be super-effective.) Mul-
           tiply the power figure by 0.9 to get 135, and then halve that to get the out-
           come damage, which turns out to be 67.5, even less than Strength, Heat Wave, 
           Waterfall, and Leaf Blade. Here is a list of high-potential moves broken down 
           to their outcome damage:
           �  Solarbeam: 120 � 1 � 2 (for charge without sun. Divide by 2 again in rain, 
              and eliminate division in sunlight) = 60 (30 in rain, 120 in sun)
           �  Dynamicpunch/Zap Cannon: 100 � 0.5 = 50
           �  Thunder: 120 � 0.7 (for fair weather. Multiply by 0.3 instead of 0.7 in 
              sun, and eliminate multiplication in rain) = 84 (36 in sun, 120 in rain)
           �  Doom Desire: 120 � 0.85 � 2 = 51 
      � Abilities. Most of the time, abilities aren�t apparent, and one Trapinch can 
        have the ability Arena Trap while another has Hyper Cutter. These factors, pre-
        sent in Ruby and later only, have the power to negate certain effects complete-
        ly. For example, all Rayquaza have the ability Air Lock, which suspends effects 
        of the weather on battle as long as they�re in battle. Beldum has the ability 
        Clear Body, which prevents any of the opponent�s attacks from lowering its 
        stats. A part of all-out offense is using any offensive move without paying at-
        tention to these attributes.
      � Weather conditions. Except if a Rayquaza is in play, weather conditions, if pre-
        sent, will have an effect on the battle in Gold or later. All weather conditions 
        last for five turns when activated by an attack.
        o  Hail. Triggered by TM07 (Hail) in Ruby or later, this weather condition sum-
           mons a hailstorm that will dole damage to all combatants except Ice-type Po-
           k�mon.
        o  Sandstorm. Triggered by TM37 (Sandstorm) and present in the Desert on Route 
           111 in Hoenn, a sandstorm will dole damage to all combatants except Rock- and 
           Ground-type Pok�mon, Cacnea, or Cacturne.
        o  Sunlight. Triggered by TM11 (Sunny Day) or Groudon�s Drought ability and pre-
           sent in eastern Hoenn in Ruby after the removal of Team Magma from the Sea-
           floor Cavern and before you capture or defeat Groudon, this weather condition 
           will increase the power of Fire-type attacks by 50 percent, halve the potency 
           of Water-type attacks, cause Synthesis, Moonlight, and Morning Sun to restore 
           the user�s HP completely, defrost any frozen Pok�mon and negate effects that 
           would freeze a combatant, allow for the use of Solarbeam without charging, 
           and cut Thunder�s accuracy to 30 percent.
        o  Rain. Triggered by TM18 (Rain Dance) or Kyogre�s Drizzle ability and present 
           periodically on Routes 119 and 123 and invariably on Route 120 and in eastern 
           Hoenn in Sapphire after the removal of Team Aqua from the Seafloor Cavern and 
           before you capture or defeat Kyogre, this weather condition will increase the 
           power of Water-type attacks by 50 percent, halve the power of Fire-type at-
           tacks and Solarbeam, cause Synthesis, Moonlight, and Morning Sun to restore HP 
           equal to only one quarter of the user�s maximum HP, and cause Thunder to al-
           ways hit.
      � Moves you should teach. This is a list of moves that you should teach, and for 
        good reason.
        o  Offensive attacks that elevate the user�s stats. Stat changes are in effect as 
           long as the affected Pok�mon is in combat. Moves in this category include An-
           cientpower, Meteor Mash, Metal Claw, and Steel Wing.
        o  Light Screen, Mist, and Reflect. Reflect halves the power of physical attacks, 
           Mist prevents stat reduction, and Light Screen halves the power of all non-
           physical attacks. These attacks can be used simultaneously to halve the power 
           of all offensive attacks (except Brick Break in the case of Reflect and Light 
           Screen), and they fade only after five turns, not if a combatant switches out.
        o  Brick Break. If your foes manipulated Light Screen and Reflect, Brick Break 
           can shut down these effects, but not before bypassing them. It also inflicts a 
           respectable amount of damage.
        o  Flamethrower and Ice Beam. These are more efficient than Fire Blast and Bliz-
           zard, and they have the same effects. (On Red, Blue, and Yellow, Blizzard�s 
           accuracy is 100 percent.)
        o  Focus Energy. Focus Energy raises the chances of the next move being a crit-
           ical hit. The foe can�t switch out to negate this.
        o  Karate Chop, Air Cutter, Razor Leaf, Slash, and Cross-Chop. Karate Chop, Air 
           Cutter, Razor Leaf, Slash, and Cross-Chop have respectable outcome figures 
           (Cross-Chop�s figure is 80 since it has a power figure of 100 and an accuracy 
           of 80 percent) and have a very high critical hit ratio.
        o  Gust, Sky Uppercut, Thunder, Twister, Magnitude, Earthquake, Fissure, and 
           Surf. Gust, Sky Uppercut, Thunder, and Twister hit Pok�mon using Fly and a 
           Spoink or Grumpig using Bounce. Magnitude, Earthquake, and Fissure can hit 
           Pok�mon using Dig. Surf can hit a Pok�mon using Dive. (But don�t get carried 
           away with Fissure, buddy.)
        o  Moves that cause flinching. This includes Twister, Bite, Headbutt, and Rock 
           Slide.
        o  Future Sight and Doom Desire. These moves take two turns to work, but types 
           don�t matter in this case.
        o  Wish. Wish takes two turns to work, but if the user fainted, it will restore 
           the current Active Pok�mon�s HP. But don�t start martyring your Xatu or Ji-
           rachi.
        o  Baton Pass. Since Baton Pass is seen as merely switching out the Pok�mon us-
           ing the attack, it also causes any stat changes to be carried over to the new 
           Pok�mon. Doing this will also carry over stat reductions, so do not use in 
           lieu of regular withdrawal.
      � Moves you should never teach. This is a list of moves you should never teach un-
        der any circumstances.
        o Any non-offensive attacks that lower the foe�s stats. These attacks affect 
          only the foe that is in combat at the time. Once it is withdrawn or if it 
          faints, these effects go away. Attacks in this category include Sand-Attack, 
          Sweet Scent, Memento, Growl, Tickle, Rock Smash, Screech, and Metal Sound. In-
          stead, teach moves that will elevate your stats.
        o Overheat and Psycho Boost. Overheat is available as TM50 in Ruby and later, and 
          Deoxys learns Psycho Boost at level 45. Both attacks will cause the user�s Spe-
          cial Attack to plummet if successful, and in Contests these moves will cause 
          the user to become startled more easily.
        o Hyper Beam, Blast Burn, Hydro Cannon, and Frenzy Plant. See above.
        o Perish Song. Perish Song will cause all combatants to faint after three more 
          turns. If you use Mean Look to �complement� this move, your Pok�mon will have 
          to faint if you want the target to faint, and your foes can simply switch out 
          to relieve themselves of the effects of Perish Song.
        o Teleport. This is effective only in Wild Pok�mon battle. You have the Run func-
          tion set up for you in most cases.
        o Flash (except in Crystal or earlier). Again, the foe�s stat is being lowered, 
          and in caves in Ruby and later there is sufficient light to navigate.
        o Mind Reader and Lock-On. These moves allow for the next hit to be successful, 
          but the foe can simply switch out to ruin the user�s focus.
        o Focus Punch. Focus Punch (available as TM01 in Ruby and later) takes two turns 
          to process. If between these turns the user takes any direct damage, the attack 
          doesn�t go, and you�ve just wasted a Power Point.
        o Sky Attack. This may be the strongest Flying-type attack, but it has to charge 
          on the first turn, and it has an accuracy of 90. This means that, compared to 
          its power figure of 140, it has an outcome figure of just 63, even less than 
          that of Hyper Beam.
        o Return and Frustration (especially Frustration). These moves are based on the 
          morale of the user in your party, and this morale is bound to fluctuate. If you 
          martyr your Pok�mon and give them Energy Root, Energypowder, Heal Powder, or 
          Revival Herb, or trade them away, their morale will plummet, and Frustration�s 
          potential goes up. If you let your Pok�mon battle often, let them hold items, 
          groom them in the Underground in Goldenrod City, or administer items that are 
          not bitter, their morale goes up, and so does Return�s power. Based on train-
          er�s battle styles, this scale of morale will fluctuate, and when engaged in 
          link battle or when your Secret Base is saved to your friend�s cartridge after 
          mixing records, Return and Frustration will do little more than squat. If you 
          really feel that you should teach these moves, don�t teach Frustration � bat-
          tling with a Pok�mon often makes the Pok�mon�s morale go up and Frustration�s 
          power go down, and this takes place very quickly. Oh yeah � they�re Normal-type 
          moves, too.
      � Moves that certain Pok�mon really shouldn�t know. This is a common problem and 
        it�s really worked into the ground. Each Pok�mon is different, and that means 
        that there are moves that it would be really stupid to teach to them. Yeah, it�s 
        conventional, but inefficient.
        o  Kyogre and Sheer Cold and Groudon and Fissure. These Pok�mon�s offensive com-
           petencies are phenomenal, so there is no need to teach one-hit KO moves to 
           them. I have a lot of friends that look for excuses to teach these moves, and 
           they�re not just on the Internet.
        o  Rayquaza or Golduck and Fire- and Water-type attacks or Solarbeam or Thunder. 
           All Rayquaza and most Golducks share the ability Air Lock and Cloud Nine, 
           which suspend weather conditions as factors, and these attacks capitalize on 
           the weather for desirable effect, each in different ways. Why apply these 
           moves to these Pok�mon (well, for Golduck I can see why it would know Surf) 
           when one of their pieces is missing?
        o  Regirock, Regice, or Registeel and Superpower. These three titans don�t have 
           the greatest Attack in the world, and Superpower drags it down even further. 
           And it takes their Defense with it.
        o  Latios and Luster Purge when it knows Psychic. This is one of my biggest pet 
           peeves. Luster Purge is actually a minuscule equivalent to Psychic. It actual-
           ly knows these two moves at the same time when it�s captured. Psychic beats it 
           out. No arguments. Facts prove it.
        o  Deoxys and Psycho Boost.  I�ve said it before; Deoxys has a very bad Defense 
           and Special Defense. You wouldn�t want its Special Attack going to those lev-
           els too, do you?
        o  Muk and Thunder. This is just one of the many really bad combinations out 
           there. In this example, Muk is weak to Ground-type attacks, and if the foe is 
           a Ground-type Pok�mon, Thunder isn�t going to help you, even if it is raining.
      � Moves that certain Pok�mon really should know. Again, each Pok�mon is different, 
        and so one move that�s bad for one Pok�mon could be beneficial for another.
        o  Kyogre and Thunder. This is one combination that, thankfully, is popular. Kyo-
           gre�s Drizzle ability activates rain, and in rain Thunder can�t miss.
        o  Groudon and Solarbeam. Luckily, you don�t have to apply a TM19 to Groudon to 
           get this move � Groudon learns it at level 65. Groudon�s ability Drought acti-
           vates sunlight, and when it�s sunny Solarbeam doesn�t have to charge.
        o  Dragons and Ice- or Rock-type moves. Dragon-type moves usually don�t deliver 
           much an effect as Ice-type attacks on other Dragons. Ice Beam should work fine, 
           if your Pok�mon can learn it. (If you�re facing a Kingdra, you may have to 
           switch to Dragon-type moves because it�s a Water-type Pok�mon.)
        o  Deoxys and Cosmic Power. If you paid attention, you�d know why this combo is 
           good. While Deoxys� defenses are abysmal, Cosmic Power gives it footing for 
           these area stats. 
It is advisable to teach moves whilst keeping its strengths and weaknesses in mind. For 
example, you should consider teaching Thunderpunch to Typhlosion to ward off Water-type 
enemies. Teaching moves for no reason or creating a haphazard move set will get you no-
where; teaching Thunder to a Muk may not be the best decision.

Let�s take a look at two move sets and fix them up:

----------------------
| Charizard          |
| Ember              |
| Fire Blast         |
| Hyper Beam         |
| Flamethrower       |
| Item: Dragon Fang  |
----------------------

Problem
An immediate indicator that this Charizard is incompetent is in that it has no use for 
its held Dragon Fang, which powers up Dragon-type moves. The second inconvenience is that 
three of its moves are of the Fire type, which means that Charizard won�t stand a chance 
against Water- or Rock-type guys. The third inconvenience is in that it knows Hyper Beam, 
and in a battle with a Rock-type Pok�mon this will do little for Charizard except immobil-
ize it on the next turn.

Solution
So let�s fix this up. There are three Fire-type moves, and two have to go. Since Flame-
thrower is the most efficient of the three, let Charizard maintain that. Hyper Beam also 
can go. Dragon Fang definitely has to be taken off if this move set stays, but careful 
with that Charcoal � Flamethrower�s power is already increased by 50 percent for same-type 
multiplier, so attaching a Charcoal will only make this increase 75 percent, which isn�t 
much of a difference and could hamper Charizard�s reliability if the surrogate moves don�t 
do much for a start. Let�s move on to the three empty attack spaces. Since we know Chari-
zard is vulnerable to Water-, Rock-, and Electric-type attacks, Rock being the biggest 
threat, we come to the necessity of Earthquake and Thunderbolt. Then, since Charizard is a 
Flying-type Pok�mon, add Aerial Ace for the same-type multiplier. Since Earthquake is the 
most necessary move, attach Soft Sand.

----------------------
| Kyogre             |
| Surf               |
| Thunder            |
| Sheer Cold         |
| Hydro Pump         |
| Item: Mystic Water |
----------------------

Problem
This move set is only slightly more sensible. However, in many areas it is still ineffi-
cient. Sheer Cold is unnecessary since Kyogre�s Special Attack rating is generally high. 
The second inconvenience is in that Mystic Water is attached � rain increases the power 
of Water-type attacks by 50 percent, and this increase is bumped up to 75 percent due to 
same-type multiplier, so attaching Mystic Water will bump this up to only 875�. Look back 
at the Charizard we tuned up. The third thing is that there are two offensive Water-type 
moves present.

Solution
Since Surf is more efficient than Hydro Pump, let�s have our Kyogre forget Hydro Pump. 
Sheer Cold can go as well, even if it does knock out the foe if successful. Since Thunder 
is invariably successful in a downpour, we will maintain that. For its weak points, being 
vulnerable to Grass- and Electric-type attacks, we will need Earthquake and Ice Beam � 
Blizzard has an accuracy of 70 percent and, since Kyogre�s Special Attack is generally 
high, hence the reason we deleted Sheer Cold, unnecessary. For the held item, let�s add 
Magnet for Thunder. (You can also attach Soft Sand to give Earthquake a little help.)

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This publication is copyright � 2004 by William Gresham. All rights reserved.