PPPPPP OOOO K K EEEEE M M OOOO N N P P O O K K E MM MM O O NN N PPPPP O O KK EEEEE M M M M O O N N N P O O KK E M M M O O N N N P O O K K E M M O O N NN P OOOO K K EEEEE M M OOOO N N DDD // PPPP D D // P P D D // PPP DDD // P | | |COMPETITIVE BATTLING GUIDE/MOVESET LIST| | | SECTIONS I. Intro/About Me. II. Training Your Pokemon. III.Pokemon Terms. IV. The Actual Guide. V. Uber-Busters! VI. Double Battles VII. The Technical Stuff. DISCLAIMER: I did not come up with these movesets. They were suggested by people from the various Message Boards I frequent. The reason I wrote them all down in a FAQ like this was because I wanted to have ALL the Diamond and Pearl movesets gathered in one easy to find place. Do NOT assume that any one moveset is the best, because there is no such thing as a "One Moveset to rule them all." ANNOUNCEMENTS: Whoa, my Guide has a star now! That's a good thing, right? Anyways, I now have an alternate e-mail address. Flyvarna (at) GMail (Dot) com. I'll keep checking my Yahoo address, but I plan on gradually switching to GMail. As much as I hate to admit it, Yahoo and its' habit of bouncing my replies to Hotmail addresses was too much trouble. ============================================================================== My DS is broken. Well, not BROKEN-broken, it still works, but due to a crazy little thing called Gravity, the stupid hinge busted. So I now have a new DS, and a new Friend Code. I'm also learning all the ins and outs of changing DS-es, especially the part where it DELETES all your Friend Codes. Yeah, it's that bad. I can re-get most of my missing Friend Codes from my E-Mail, and here is my new Friend Code: Cat, 5155-1037-5304. Hopefully this Friend Code will last me longer than the other one. ============================================================================== Okay, after doing a lot of thinking, and a lot of Training, I've decided that I will start battling competitively after all. (Opens up a can of worms and hopes her ego can take a lot of losses.) My Friend Code, and the rules, are in the FAQ at the bottom. Also, I now have a Youtube Account, the user Flyvarna. I hope to record some of my Battles and pictures of my Shinies Evolving, as well as some random clips. If you want to Battle me, and don't want to be Youtube'd, please tell me. ============================================================================== There is now a Team Building FAQ on Gamefaqs! If you want good advice on making that "Pwnsome" Team, go check out Sui89's Strategy FAQ. ============================================================================== I've decided not to do the old Pokemon after all. I will finish the Diamond and Pearl Pokedex, and I will continue to improve my guide, but I don't have much time these days, so I'll end at this guide at Arceus. VERSIONS -Version 0: Got the basic guide up, movesets for Torterra-Luxray. -Version 0.1: Movesets for Roserade-Pachirisu. -Version 0.2: Added Movesets for Floatzel-Mismagus, got a better IV chart up. -Version 0.3: Added Movesets for Honchkrow-Garchomp. -Version 0.4: Added Movesets for Lucario-Abomasnow. -Version 0.5: Added Movesets for Weavile-Magmortar, fixed some mistakes. -Version 0.6: Added Movesets for Togekiss-Porygon-Z, put little dividers between each Pokemon. -Version 0.7: Added Movesets for Gallade-Mesprit. -Version 0.8: Added Movesets for Azelf-Cresselia. -Version 0.9: Added Movesets for Manaphy-Arceus, corrected some more mistakes. -Version 1.0: Added a couple of Movesets, attempted to fix the IV phrases, fixed a mistake in Yanmega's Base Stats, and wondered how in the name of Team Rocket I could forget to add how to get Probopass's Moves. -Version 1.1: More Movesets, and I finished up the IV chart. -Version 1.2: Added more Movesets, started the "Uber-Busters" section, and fixed MORE mistakes. -Version 1.3: Back from vacation, I fixed Gallade's Moves section, and added another Moveset. I also tried to make a Strategy section, started a Breeding Section, and fixed some more small mistakes. -Version 1.4: More Movesets, added the Psychic Trio and Gengar to "Uber-Busters." Found some small spelling errors and fixed them, and fixed a problem with a Probopass Set. Added a joke moveset for myself. -Version 1.5: Added Weavile, Milotic, and Electivire to "Uber-Busters." -Version 1.6: Sorry about the delay in getting Updates. Got some more Movesets up, started that Double Battles part, added Ninjask to "Uber-Busters." -Version 1.7: More Movesets, added some more Items, made a section on Wi-Fi Battling, added a bunch of Legendaries to "Uber-Busters", and made some announcements. -Version 1.8: Updated the Battling Strategies a little. Added Lugia and Ho-oh to "Uber-Busters," and corrected a small mistake (353 EVs?! That's what happens when i type too fast.) Section I: Intro/About Me. First off, I am NOT good at battling. I just made this Guide because at the time, nobody else had, so enjoy it! I suppose you could say that this guide is more of a beginner's guide than anything else. There are other guides out there if you look for them, but this one's mine. My name here is Parrot_Lover. As you can figure out from my name, I like birds. This is my first FAQ and I've been playing since the old days of Blue. And one final thing about me, I am a girl. Yes, that's right. I am A GIRL. And I don't play with those sickeningly cute Pikachus. I prefer a Metagross or a Tyranitar any day! Anyway, to the Pokemon stuff. The whole "Battle your friends" thing has been around right from the start, but until the fourth generation, Pokemon Diamond and Pearl, came out, battling over the internet was only possible with fanmade programs like Netbattle. Now all your DS needs is an internet access point and a fellow battler's Friend Code to get started. Please remember that not everyone likes to spend hours training to get just the right Team. A lot of people like to do this for fun. They don't train EVs or anything, and instead of all the Overused Pokemon, use their favorites. Don't act like a jerk when you battle. Don't brag about your team TOO much, Don't laugh when you see what your opponent is using. Don't call them any names, and above all, don't get mad if you lose. It's only a game, after all. Section II: Training Your Pokemon "So what do I do," you ask. The first thing you do is you pick your Pokemon. A good team of Pokemon is balanced to make up for any weakness. No matter what they do in the game, going out with six Gyarados is NOT a good idea, especially if your opponent has at least one electric Pokemon! Which Pokemon you decide to use also depends on what you want them to do. Here are some of the ways that Pokemon can be trained. Sweeper-A Pokemon who's mostly meant to attack. Depending on which stat is better, you can either have a Physical Sweeper or a Special Sweeper. Sometimes, the Physical and Special Stats are close enough that you can make the Pokemon a Mixed Sweeper, with both Physical AND Special attacks. Sweepers in general also have a lot of speed on them, so they can get their hits in before the other guy does. Hazer-Haze is a move that makes ALL Stats go back to normal. For instance, if your opponent has used Swords Dance to increase their Attack a lot, Haze will make sure that all that Sword-dancing was for nothing. Hazers tend to have high Defense, in case the opponent has already used Swords dance a couple of times. Any sort of "Shuffler" move, like Roar or Whirlwind, can also be used, because usually when a Pokemon switches out, their Stats go back to normal. Tank-Usually a Pokemon with good Defense, Tanks are MADE to take hits. Tanks have recovering moves, like Rest, and items that recover hit points. There are a couple of variations of this. The Wall is meant to take any kind of Physical hit, while the Sponge is meant to take all kinds of Special Attacks. Choice Bander/CB-er: A Pokemon holding the item Choice Band. Choice Band increases the power of your moves, but you can only use one move...Until you switch out, at least! Stallers-Stallers are like the Tanks, but they have moves that are meant to s-l-o-wly kill the opponent, like Toxic and Will-o-Wisp. Annoyer-Annoyers are the ones with the irritating moves, like Confuse Ray, or Attract. Baton Passers are Pokemon with the move Baton Pass. Baton Pass is a move that lets your battling Pokemon pass any Stat-Boosting moves, like Sword Dance or moves that will keep your opponent from getting away, like Mean Look, to the next Pokemon who might need them. Spiker-Spiker is a Pokemon who has either the move Spikes or Toxic Spikes. Healer/Cleric-These Pokemon are for healing others. They have moves like Aromatherapy and Wish. SunnyBeamer-A Pokemon that uses Sunny Day to get some one-shot Solar Beams. Shuffler-A Shuffler (Also known as a Toxi/Pyro/Parashuffler, depending on what you use) is a Pokemon with some kind of move to make your opponent burned, poisoned, or paralyzed. They also have a move that forces the opponent to switch out, like Roar or Whirlwind. When that is done, they move on to the next Pokemon the opponent brings out If it's done correctly, the opponent's entire team could end up burned, poisoned, or paralyzed. Trappers-Trappers are Pokemon with either the moves Mean Look or Fire Spin, or the abilities Shadow Tag or Arena Trap. They're made to keep the opponent from switching out. They usually have either a Poisoning or a Burning move. Skarm/Bliss-Two of the most overused defensive Pokemon in the game. Skarmory has some VERY good resistances, as well as high physical Defense. Blissey is the ultimate Special Defense Pokemon, with horribly high Hit Points to boot. Between the two of them, they can stop most hits from getting through, which is why they're so overused. Substitute-Substitute is a move where a Pokemon makes a clone using 1/8th of its' Hit Points. The Clone, or Sub, has the exact same Ability and Stats as the Pokemon that made it, but fewer Hit Points. So a Sub from a Pokemon who has high Defenses will be able to take more hits than a Pokemon who has lower Defenses. When the Sub takes too much damage, it fades away. This is a very good Stalling move, especially when combined with Leftovers. It also means that a Sub can take a hit that would knock out the Pokemon that made it, but the Pokemon would only be missing a bit of Health. And if the Sub survives until the next turn, the Pokemon can take the time to do all sorts of nasty things, like wind up for a Focus Punch, use any sort of Stat Booster, use Stealth Rock, Spikes or Toxic Spikes to make it harder to Switch, and so on. Subs can be Baton Passed to the next Pokemon. They disappear when the Pokemon that made them Switches, or is Roared away. I think I'm going to stop here (For now, anyway), but you get the idea. the game is a LOT more complicated than it looks. NOTE: If you see an unfamiliar term on the Boards, don't be afraid to ask about it. The Boards tend to use short-hand and abbreviations to get their meaning across quicker. NATURES Once you've figured out what you're going to use and what its' role is going to be, the next thing you must do is get the Pokemon itself. Each Pokemon comes with a "Personality" or "Nature" on it. These natures affect how the Pokemon's stats grow. Here's what each personality does. The Plus sign means that Stat grows quicker, the Minus sign means that stat grows slower. -Lonely: +Attack, -Defense -Brave: +Attack, -Speed -Adamant: +Attack, -Special Attack -Naughty: +Attack, -Special Defense -Bold: +Defense, -Attack -Relaxed: +Defense, -Speed -Impish: +Defense, -Special Attack -Lax: +Defense, -Special Defense -Timid: +Speed, -Attack -Hasty: +Speed, -Defense -Jolly: +Speed, -Special Attack -Naive: +Speed, -Special Defense -Modest: +Special Attack, -Attack -Mild: +Special Attack, -Defense -Quiet: +Special Attack, -Speed -Rash: +Special Attack, -Special Defense -Calm: +Special Defense, -Attack -Gentle: +Special Defense, -Defense -Sassy: +Special Defense, -Speed -Careful: +Special Defense, -Special Attack There are also some Natures that DON'T affect any Stat. They are Hardy, Docile, Serious, Bashful, and Quirky. When you've figured out what Nature will affect your Pokemon's stats in the best way, the next thing to do is get a Pokemon with that Nature. It's harder than it looks. The easiest way is to find one in the wild and catch it, but there are times when you can't do it that way. If the Pokemon you want can't be found in the wild, or if the Pokemon can only learn the moves you want by breeding. The Day Care center in Solaceon Town has an option where you can raise two Pokemon at a time. If those two Pokemon are in the same breeding group, and if they're different genders, they'll make a Pokemon egg. The baby Pokemon is the same species as its' mother, and if it can learn the TMs that its' father has, it will have those TMs. BASE STATS AND TIERS Base Stats are more or less the numbers used to calculate the stats for each species of Pokemon. The Base Stats change when the Pokemon Evolves. In other words, they're a quick way to see what each Pokemon's strongest and weakest stats are. A good way to see which Pokemon is more suited for combat is to add all its' Base Stats together. That Palkia has a MUCH higher total than a Pachirisu. Experienced Battlers like to rank Pokemon by how much their total Base Stats are, and by the moves that it learns. The larger the total is, and the more moves it learns, the higher it's ranked. Each rank is called a Tier, so when people use the phrase "High tier," that's what they mean. INDIVIVUAL VALUES AND HIDDEN POWER Individual Values, or IVs for short are numbers, from 0 to 31, given to each and every Pokemon when you first encounter it. This determines what your Pokemon's stats are. For instance you see how two Pokemon, even if they have the same Nature, have some different stats? That's IVs. I am NOT good at calculating them, so please don't ask. there is another way, though. In Diamond and Pearl, you can tell what stat has the highest IV on each Pokemon by looking at its' Summary See the line at the bottom of the screen where its' Nature is shown? the "Loves to Eat," "Somewhat vain" "Likes to thrash about." That's the Stat with the highest IV. Okay, here's where things get a little complicated. Each saying stands for a bunch of possible IVs. So if you get "Often dozes off" for the highest IV, it could be 31, but it could also be 26, 21, 16, 11, 6, or 1. The sayings go around in a pattern, which repeats itself Anyways, here's the list of the pattern. At the end, they repeat. HIT POINTS 31-Often dozes off 30-Loves to Eat 29-Likes to Relax 28-Likes to scatter things 27-Often Naps 26-Often dozes off ATTACK 31-Likes to thrash about 30-Proud of its' Power 29-Hot Tempered 28-Quick tempered 27-A little Quick-Tempered 26-Likes to Thrash about DEFENSE 31-Capable of taking hits 30-Sturdy Body 29-Good perseverance 28-Good endurance 27-Highly persistent 26-Capable of taking hits SPEED 31-Alert to sounds 30-Likes to run 29-Quick to flee 28-Somewhat of a clown 27-Impetuous and silly 26-Alert to sounds SPECIAL ATTACK 31-Mischeivous 30-Highly Curious 29-Very Finicky 28-Often lost in thought 27-Thoroughly cunning 26-Mischeivous SPECIAL DEFENSE 31-Somewhat Vain 30-Strong Willed 29-Somewhat Stubborn 28-Hates to lose 27-Strongly Defiant 26-Somewhat Vain Calculating IVs is not my thing, so I could still have a mistake or two here, but at least I figured out the whole chart. It is possible to breed IVs, when your Pokemon make an egg that egg gets the IVs from three different stats from its parents. The other three are put on randomly. IVs also affect a move called Hidden Power. They affect what type it is, and how powerful it is. If you want your Pokemon to have a particular type, it may take a while to get the right one. EFFORT VALUES, MACHO BRACE, AND POKERUS. Effort Values are points your pokemon can get from fighting other Pokemon. For instance, if you spend a lot of time fighting wild Gastly in the Old Chateau, and you notice that your Pokemon's Special Attack is going up a bit faster than normal, that's because Gastly carries a Effort Value for Special Attack. Since lower level Pokemon grow quicker than higher level ones, the increase in stats isn't very obvious. On the other hand, if you train a Pokemon that starts at level 50 or more, you'll see their EV trained stats grow a LOT! The item Macho Brace makes the Effort Values, or EVs for short, double, so instead of getting one EV Point from fighting a Gastly, you get two. On very rare occasions, the lady at any Pokemon Center will tell you that your Pokemon has a disease called Pokerus. Unlike real life, it's a very good thing to get Pokerus. Pokerus does the same thing that Macho Brace does, it doubles the EVs you get from fighting Pokemon. If your Pokemon has Pokerus, you'll see it in the Pokemon's summary. It's a purple square that says "PKRS" under your Pokemon's name. After a few days outside the storage box, your Pokemon will lose the purple box and gain a smiley face in the lower right corner of its picture. This DOES NOT mean your Pokemon has lost the EV gain. It means that your Pokemon won't be able to spread it to any other Pokemon. Keep the infected Pokemon in the Storage Box if you don't want that to happen. If you want another Pokemon to get Pokerus, just keep it in the same party as an infected one and fight some battles. After a while, check the new Pokemon's summary to see if it has Pokerus. If not, keep on battling. So back to Effort Values. If your Pokemon has had Pokerus and if you put a Macho Brace on it, then your EV's will be quadrupled, So, that 1-Point Gastly will now be worth FOUR points. The sad thing is, you can only gain so many Effort Values. Each stat can only take 255 Effort Values (Although it's more usual to give your Pokemon 252 EVs, because it's easier to divide by 4.) In all your Pokemon will gain a total of 510 EVs. If you think you have all your EVs in place, you can make sure of it by going to Sunnyshore city, go to the sticker shop and talk to the lady there. If your EVs are full, she'll give your Pokemon a ribbon. Sometimes when I see a Moveset, it won't have the EVs attatched, or the EVs are all over the place. I try to keep it simple by making the EVs round numbers. GETTING MACHO BRACE/VITAMINS/OTHER EV GAINING ITEMS. To get a Macho Brace you must have three Burmy in your Party. Make each one of them a different type by making one fight in a building, another fight in grass, and the third one fight in a cave. Then take all three of them to Pastoria City. See that house just above the Pokemart? If you talk to him with all three different kinds of Burmy he will give you the Macho Brace. You can also gain Effort Values by feeding your Pokemon "Vitamins." These are "Nutritious Drinks" which give you 10 EVs in one Stat. You can only feed your Pokemon 10 of these per stat, and I don't think they are affected by Pokerus or Macho Brace. HP Up-Hit Points Protein-Attack Iron-Defense Calcium-Special Attack Zinc-Special Defense Carbos-Speed I have also heard of other EV increasing items. They are prizes in the Battle tower. I haven't gotten as far as fighting in the Tower (My team still needs work) but what these items do is when you finish a fight they will add 4 EVs to a certain stat along with your normal EVs. This is the list of what affects what. Power Weight-Hit Points Power Bracer-Attack Power Belt-Defense Power Lens-Special Attack Power Band-Special Defense Power Ankle-Speed REDUCING EVs If you made a mistake and accidentally put the wrong kind of EVs on your Pokemon, there is a way to fix that. Certain Berries will lower the EVs on one Stat. They are: -Hit Point Evs: Pomeg Berry -Attack EVs: Kelpsy Berry -Defense EVs: Qualot Berry -Special Attack EVs: Hondew berry -Special Defense EVs: Grepa berry -Speed Evs: Tamato Berry. Each Berry will take off 10 EVs. I've heard that if your Pokemon has more than 100 EVs in one Stat, a berry will reduce the EVs of that Stat to 100. I haven't been able to prove it, though. Berries will also make your Pokemon like you more. The only downside to EV reducers is finding enough of the right berry. EASY PLACES TO TRAIN This is a list of some easy places to train each Stat. These aren't the only places, but they're the best I can think of. HIT POINTS At the beginning of the game, wild Bidoofs are worth 1 EV in Hit Points. Another good place is the Valley Windworks. You'll find wild Shellos, worth 1 EV Point each. Also if you come back later on Fridays in the game there will be a wild Drifloon there, it's also worth 1 Point. Later on in the game, Shellos and Gastrodon (Which are worth 2 Points) can also be found at Route 218. Once you beat the game and get the Pokeradar, you can use it at any of the three Lakes to find Wobuffet (Worth 2 Points.) ATTACK Wild Shinx are worth 1 EV each. They're found in Route 202, 203, and 204. Wild Machop are also worth 1 EV. They can be found on Route 207. Bibarel can be found in a LOT of places, they give two Attack EVs each. The Evolved form of Machop, Machoke, can be found in some of the later Caves. They're worth two Attack EVs. DEFENSE If you go into almost any cave in Sinnoh, you'll find wild Geodudes and Onix. They're both worth 1 Point each. Their Evolved forms, Graveler and Steelix, are 2 Points. Eterna Forest is also a good Training spot, for Silcoon and Cascoon which are both worth two points. SPECIAL ATTACK As you could tell from the earlier example I used, Gastly is worth 1 EV of Special Attack. The Old Chateau is a very good place to fight them. Route 215 has Kadabras which are worth two points. If you have any of the Third Generation Games (Like Fire Red) putting one of them in your DS will make Haunter (Worth 2 Points) and Gengar (Worth 3 Points) appear in the Old Chateau. Special Defense The most common Pokemon with Special Defense EVs are Tentacool (Worth 1 Point) and Tentacruel (Worth 2 Points.) If you haven't gotten Surf yet, you can find Mime Jr. (1 Point) and Mr. Mime (2 Points in Diamond) and Cleffa in the first floor of Mt. Coronet. SPEED Wild Starly have 1 Point of Speed EVs. They are pretty common in the beginning of the game. Zubat are also 1 Point and found in almost every cave. Their Evolved forms, Staravia and Golbat, are worth 2 Points. Later in the Game, a good place is Route 218. There are Floatzel (Worth 2 Points) Wingull (1 Point) as well as Glameow, (Worth 1 Point) if you have Pearl. CHOOSING YOUR MOVES Now you have to make the tough choice of choosing your Pokemon's attacks. It all depends on several things. STAB A Pokemon's Type affects the power of its' attacks. If the attack is the same type as the Pokemon that's using it, it gets multiplied by 1.5. In other words, it's the Same Type Attack Bonus, or STAB for short. ACCURACY Some attacks are very powerful, but have you checked out their accuracy stats? Imagine this totally hypothetical battle. You have a Weavile versus your friend and their Salamence. "Well," you say "Salamence is double weak versus Ice, no problem. I'll use Blizzard to beat them!" The Blizzard misses. The Salamence then uses Flamethrower, which gets a critical hit and your Weavile is knocked out. Too bad. In the world of Pokemon Battling, sometimes even the smallest mistake can cost you the battle. DIFFERENT ATTACKS You have to be ready to take on all kinds of other Pokemon in battles. Therefore it's usually NOT a good idea to put more than one of the same type of damaging attack on your Pokemon. Two Electric moves or two Normal moves would mean that your Pokemon wouldn't be able to do half its' moves against Ground types or Ghost types. IS THE ATTACK PHYSICAL OR SPECIAL? With the new generation of Pokemon games came a change to which attacks are Physical and which are special. Now any move with the little explosion picture is Physical, any move with the picture of what looks like a ripple is Special, and the moves with the ying-Yang picture only affect Status, they don't do any normal damage. This means that Physical Sweepers won't be able to use Surf quite as well as they used to. It's another thing a potential battler must consider. ITEMS Items are another vital part of battling. It's very difficult to choose just one to use, but I'll give some recommendations. -Leftovers: A VERY good item. It restores a bit of Hit Points at the end of every turn. Shell Bell does the same thing, but you need to actually attack to use it, which is kinda hard sometimes. So Leftovers are better than Shell Bell. -Chesto Berry: This is mostly good if your Pokemon has the move Rest. After it's done healing, the berry will wake up your Pokemon, leaving it ready to do some more fighting. -Lum Berry: This berry will cure ANY sort of stat ailment. Poison, Paralysis, Sleep, Confusion. You name it, a Lum will cure it. The only thing it does NOT cure is fainting. -Life Orb: It increases your Pokemon's power, but when you attack it takes 10 Percent of your Pokemon's Hit Points away. -Focus Sash: The Pokemon holding this item can't be knocked out in one turn. -Choice Band: Increases the pokemon's attack by half, but the Pokemon can ONLY use one move...Until it switches out at least. -Choice Specs: Increases the Pokemon's Special Attack by half, but the Pokemon can only use one move unless it switches out. -Choice Scarf: Increases the Pokemon's Speed by half, but the Pokemon can only use one move, unless it switches out. The problem with the Choice Items is that you're stuck using whatever move you chose. Sure, you can just switch out and change the move, but while you're swiching, the opponent has a chance to screw you up. If you don't want to be stuck with the same Move, you might want to try something like... -Muscle Band: Increases the power of Physical Attacks by 10% -Wise Glasses: Increases the power of Special Attacks by 10% -Expert Belt: Increases the power of a Move that is "Super Effective" against your opponent by 20%. Maybe they're not quite as strong as the Choice Items, but at the right time they can be even better. -The "Pinch" Berries: These each raise the power of one Stat "In a Pinch," or when your Hit points are in the red. They can only be traded over from one of the third-generation games (Like Ruby or Emerald.) They are Salac Berry (Speed), Petaya Berry (Special Attack), Liechi Berry (Attack),Ganlon Berry (Defense) and Apicot Berry (Special Defense) STRATEGY The VERY first thing you should know is what your opponent is doing. That includes: -What Pokemon they use -What attacks they will use -When they will switch out (And if so, what they will switch to.) For instance, the opponent will usually switch when their Pokemon's Stats have been affected. If their Pokemon's asleep, they won't wait two to five turns for it to wake up, they'll get it out of there. Usually, they will switch to something that can counter your Pokemon. This is another big strategy. Switching out gives the person that doesn't switch a free turn. They can do anything from increasing their Stats to winding up for a devastating Focus Punch. What switches in is equally important. Focus Punch can't hit a Ghost Type, and anything that uses Stat Boosters can be Hazed back to normal, or Roared into a forced switch. If you want to turn the battle into a running game, by switching Pokemon a lot, the opponent might ruin your plans with Pursuit or Spikes. This is where Abilities like Levitate, Water Absorb, or Volt Absorb are very powerful. That Raichu is about to use a Thunderbolt on your Skarmory...No problem. Switch to a Lanturn with Volt Absorb, then laugh as the bolt heals you. The opponent is also trying to perdict what YOU will do. That adds a whole new layer to the battle. I'll use the Raichu and Skarmory from earlier as an example of how crazy perdiction can get. The opponent's Skarmory looks like they can easily be hit with a Thunderbolt, but you know they have a Volt-Absorbing Lanturn on their Team. What's to stop them from switching out and laughing in your face when Thunderbolt is made completely useless? So, you use a different attack. You go for a Nasty Plot. Then when the opponent's Lanturn arrives, it'll get hit with a pumped-up Grass Knot. But that's only one thing that could happen. Maybe the opponent will do something completely different. Maybe they'll Switch, maybe they'll use Roar to get rid of the Pokemon you're using. It's times like this when the "Children's" game of Pokemon becomes a very big mind game. Another good strategy is to ALWAYS expect the worst. If you must assume anything, assume that the opponent has a move that could beat you. When the opponent uses a move that has a chance of another effect, like Ice Beam, you prepare for the worst, that your Pokemon will get frozen. This way, you aren't terribly surprised when it actually happens, and if it doesn't, it's a pleasant surprise. Whatever you do, try not to let your opponent use Stat-Boosting moves. If you see your opponent get in more than one Swords Dance, Calm Mind, Curse, or any other move like that, either use a Hazer, or bring in a Pokemon with Roar. Don't let a good Pokemon faint if you can help it. Even Exploders and Self-Destructers. You might need that Pokemon further on in the Battle. If the Pokemon's Hit Points are getting low, try and find a way to switch it out, but if there's no way that the next Pokemon can survive a hit, then sometimes it's better to let it faint. Then you can come back with a Fake Out or an Ice Shard. The best way to learn Strategy without risking a loss is to look around on the Internet. There are several Websites where players have uploaded videos of their Pokemon Battles for others to watch. Naming your Pokemon If you want to try messing around with your opponent's mind, or at least to give them a good laugh, try giving your Pokemon some funny names. A Salamence named "PhysSwper" makes you think it'll be a Physical Sweeper, right? But if it's a Special Sweeper then you might just take your opponent by surprise. Then there's the old Name your Pokemon after another Pokemon joke. A Blissey named "Tyranitar", an Alakazam named "Weavile", or a Gyarados named "Pikachu" are some good examples. You can also name your Pokemon after glitches, but this may freak out your opponent so much that they disconnect. I have a Porygon-Z named "Missingno," for instance, some other names you can use are "Bad Egg", or "Bad Hack." Sometimes a Pokemon earns its' name in Battle. After taking about a half-dozen Critical Hits on my Gliscor, I named it "Crit-Bait." Other good names might include "StilStnding" for a Pokemon that just won't get knocked out, or "BtesthDust" for a Pokemon that always gets knocked out. If you're doing a Double Battle, you can name your starting Pokemon something funny. At the beginning of the Battle, it says something like "Go _____ and ______!" So if you name your Pokemon something like "Away" and "NvrcomeBck" then it'll come out looking like "Go, Away and NvrcomeBck!" And for laughs, you can try and scare your opponent with the dreaded "Cuddles." Cheating Cheating is one of those things where everyone has a different opinion about it. I don't like cheating, but I will admit that it is pretty handy at times. Of course, that's because I spent hours trying to hatch a Pokemon of the right Nature. On the other hand, if you come across a Pokemon with say all stats at 999, or a Spiritomb with Wonder Guard, that's just cheap. Legendaries are also Hacked a lot. Mostly because it's the only way to get Shaymin or Arceus. If the opponent is running a Team with some obviously hacked Pokemon, do not panic. Sometimes the cheaters are so full of themselves "Wow, look at me! I cheated! You can't beat me now!" that they will make a fatal mistake and lose. For instance, people who use Wonder Guard with everything often forget that moves like Will-o-Wisp, Toxic, and Leech Seed aren't affected by Wonder Guard. The easy way to find out if the opponent cheated is to find out what Pokemon they're using, and what moves their Pokemon have before the battle. If it's fairly obvious they cheated, you can refuse to battle them. Plus, if you find out what their Team is it'll make it that much easier to counter them. If they lie or say "It's none of your business," then you don't have to battle them anymore. In Battle, you can sometimes tell they cheated by looking at the Pokemon's name. If it says something like "Player sent out Gyarados !" With a couple of blank spaces after the name, it usually means the Pokemon was hacked. Either that, or the opponent for some reason just put a couple of blank spaces after their Pokemon's name. If you're at a Tournament, tell whoever's in charge. Even if they don't care about Pokemon, they shouldn't be letting any obvious cheaters win. Breeding and Breeding Chains Since the old days of Gold and Silver, Pokemon Breeding has been the same. You leave two Pokemon at the Day-Care Center and if they are both different genders and in the same Breeding Group, they'll make an Egg. The baby that hatches from the Egg will be the same species as its mother and it will have the TMs (If the Mother's Species can learn them) of its' Father. If the Father knows any of the Egg Moves the Baby can learn, these will be passed down, too. If the mother is the right Nature, and it's holding an Everstone there is a better chance of the baby hatching with that Nature, something that comes in VERY handy. So, what if you want the Baby to learn more than one Egg Move? That's where Breeding Chains come in. The first thing to do is figure out what Pokemon learns the moves. If you have a compatible pokemon that say learns one move naturally and the other one as an Egg Move, you can breed it with a different Pokemon to get the moves you need. Okay, as an example say you want an Electivire with both Cross Chop and Ice Punch. You figure out what learns the moves. One Pokemon in Electivire's Breeding group is Machop. It learns Cross Chop naturally, but Ice Punch is an Egg Move. So, you find a Pokemon that learns Ice Punch naturally, or from the Move Tutor. Hitmonchan and Medicham learn it, plus they're in the same Breeding group as Electivire and Machop. Here's how the Breeding Chain goes. Medicham (Male, with Ice Punch)+Machop (Female) | Machop (Male, Leveled up to learn Cross Chop)+Electabuzz (Female) | Electabuzz (With Cross Chop and Ice Punch.) The trick is finding a father that learns the right moves. If the Egg you get from the first generation is female, either reset your game or breed more Babies until you get a male. Breeding is also a way to not waste TMs. If you find a father who learns the TM naturally, you can breed it from Pokemon to Pokemon until you get to the Species you want. Just a reminder though. What the Day-Care man says while your Pokemon are in the Day Care depends on how compatible they are. "They prefer to play with other Pokemon" means that your Pokemon are either the wrong gender or they're not compatible Species. In other words, no egg. If the man says "They don't get along too well," it means that you WILL get an Egg, but it may take longer than normal. This is something I see a lot on the Message Boards I hang out at. People think their Pokemon hate each other, so they won't get an Egg, but they're wrong. The message comes up because the Pokemon are different species, and from the same Trainer. "They seem to get along" is what the man says when your Pokemon are either the same species or from different Trainers. It means there's a better chance of getting an Egg faster. He apparently also says when the Pokemon are the same Species and from different Trainers, but I haven't tried it with the exact same species, just Evolved forms of the same species. Wi-Fi Battling Okay, to have a Wi-Fi Battle, first you and your opponent must exchange Friend Codes. Friend Codes, or FC's for short, are a group of 12 numbers that identify you on the Internet. The FAQ at the bottom of this Guide has a part about finding your Friend Code. Anyways, once you've both exchanged Friend Codes, you get your DS in Wi-Fi mode by going downstairs when you're in a Pokemon Center. Once you're on, you'll see your name, current status, and any Friends that are online. If you're the first one Online and you don't see your friend yet, you can change your status to show what you want to do. This way, nobody will try and Battle with your Trading Pokemon. Here are all the Status-es (Statii?) you can choose. -Standing By: You haven't chosen what you're doing yet. -Trade: Trading Pokemon, of course! -Level 50 Battle: Makes all your Pokemon Level 50 for a Battle. -Level 100 Battle: Makes all your Pokemon Level 100 for a Battle. -Free Battle: Your Pokemon stay at the same Level they are for a Battle. If you're the second person Online and the opponent has already picked a Status, select their name and choose "Apply." That will bring you to the Battle. Normally, opponents are found on the Internet. The most common way to get a Battle is to post on one of the many Chat Boards and Forums. Sometimes people seek Battles on Video Sharing sites or over E-Mail. Here are several handy tips for going global. -If you get a challenge over E-Mail, or some other place where you can't get online right away, try and set up a good time to Battle. Make sure you know where your opponent is in relation to where you are. Sometimes, your opponent lives so far away that when you're ready, he'll be ready for bed! -Make sure your connection to the Internet is good. Sometimes even the best connection goes haywire. If your Internet is having an off day, let your opponent know to avoid any confusion if you accidently disconnect. -Make sure that you and your opponent are agreed on any rules. It wouldn't be fair if you said "No Legendaries" and then your opponent showed up with six Dialgas! -Sometimes it takes a while for the opponent to get online, so it helps to have some other things to do to pass the time, like a book to read. Who says that Pokemon can't be educational? III. Pokemon Terms. Here are some of the abbreviations you'll see on the Pokemon Message Boards. AA-Aerial Ace DD/DDance-Dragon Dance EQ-Earthquake WoW-Will-O-Wisp STAB-Same Type Attack Bonus. OU-Overused (Meaning very popular) BL-Borderline. (Not exactly Overused, but not Underused, either.) UU-Underused (Not so popular) NU-Never Used (You only see people use them in the Story Mode.) CB-Choice Band TTar/T-tar-Tyrannitar HP-Hidden Power Lefties-Leftovers Uber-Pokemon with VERY powerful stats. These tend to be Legendaries. HP-Hidden Power/Hit Points Movepool-All the moves a Pokemon can learn. Hax-When something that is very unlikely happens. It comes from the word "Hacks" as in "What the...That Zap Cannon hit twice?! Are you sure that Pokemon isn't hacked?!" In other words, it's kind of like luck. "FEAR"-Focus Sash/Ferocious Endeavor/Evil Quick "A"ttacking/Annoying Rattata/Rodent This Set has two names. You can use whatever one you want. It's a Level 1 Rattata, holding Focus Sash, with the attacks Endeavor, Quick Attack, and Pursuit. What happens is the opponent attacks the Rattata. Its' Focus Sash leaves it with one Hit Point. Then the Rattata uses Endeavor to get its' opponent to one Hit Point. If the opponent switches, the Rattata can use Pursuit to knock it out. If not, the Rattata can use Quick Attack to do the same thing. IV. The Actual Guide. I'm sure you're tired of me going on and on about training by now, so here's the stuff you want. This is how each Moveset is done: (Pokemon's name)@(Held Item) (The Nature that's best) (The EVs that are best) (Move 1) (Move 2) (Move 3) (Move 4) (The Moveset's notes. What each Set is supposed to do, what to avoid) #3 (389) TORTERRA Types: Grass/Ground Ability: Overgrow (Increases the power of Grass-type attacks when Hit Points are below 1/3.) Base Stats: HP-95 Attack-109 Defense-105 Special Attack-75 Special Defense-85 Speed-56 It's double weak against ice, which is not a good thing. Torterra is best used as a Tank or a Physical Sweeper. Physical Sweeper Torterra @ Choice Band/Leftovers Nature: Impish/Adamant EVs: 252 Atk, 252 Def, 6 HP -Wood Hammer -Stone Edge -Earthquake -Superpower/Crunch/Stealth Rock Another Physical Sweeper. Torterra@Life Orb/Leftovers Nature: Adamant/Jolly. EVs: 252 Atk, 252 Spd, 6 HP. Overgrow -Swords Dance/Rock Polish -Earthquake -Wood Hammer -Stone Edge/Crunch/Superpower Torterra's not much of a speed demon, even Rock Polish might not be of much help. It might be a good idea to drop the Swords Dance/Rock Polish in favor of Crunch or Super Power and use a Choice band instead. Tankterra Torterra@Leftovers Nature: Adamant/Impish. EVs: 252 HP, 129 Sp. Def, 129 Atk/Def. Overgrow -Curse -Earthquake -Wood Hammer/Stone Edge -Stealth Rock/Leech Seed The problem with Curse is that it essentially gives the opponent a chance to switch out to a Pokemon with an Ice attack, something you DON'T want to see around a Torterra. Staller/Annoyer Torterra@Leftovers Nature: Impish/Careful. EVs: 252 HP, 129 Def, 129 Sp. Def. Overgrow -Toxic -Leech Seed -Earthquake/Wood Hammer -Substitute/Stealth Rock/Synthesis Just keep it away from any Special Sweepers. Another Leech Seed Staller Torterra@Big Root/Leftovers Nature: Adamant/Impish EVs: 252 HP, 252 Atk, 6 Def. Overgrow -Earthquake -Wood Hammer -Stealth Rock -Leech Seed Earthquake and Wood Hammer for STAB, Stealth Rock to make sure that any attempt to switch to an Ice Pokemon, or a Special Pokemon, will cost them. Leech Seed is for Stalling and annoying. Here's a Defensive Torterra. Torterra@Light Clay/Leftovers Nature: Adamant. EVs: 252 HP, 129 Atk, 129 Def Overgrow -Light Screen -Reflect -Earthquake -Wood Hammer/Stone Edge Light Screen and Reflect stay up, even after Torterra is switched out or fainted. That could make a difference between a win and a loss. Light Clay is there to keep the Screens up even longer. It's not exactly a GOOD set, but it's there. THE MOVES Torterra learns Curse, Earthquake, Leech Seed, Synthesis, and Crunch naturally. Toxic, Light Screen, Earthquake, Reflect, Rock Polish, Stone Edge, Stealth Rock, Substitute, and Swords Dance are all TMs. Superpower is an Egg Move, and Wood Hammer can be learned by taking your Torterra to the Move Tutor in Pastoria City with a Heart Scale. ============================================================================== #6 (392) INFERNAPE Types: Fire/Fighting Ability: Blaze (Increases the power of fire-type attacks when Hit Points are below 1/3.) Base Stats: HP-76 Attack-104 Defense-71 Special Attack-104 Special Defense-71 Speed-108 Like Torterra, Infernape is best at attacking, both physically and with special attacks. Unlike Torterra, it's got the speed to REALLY sweep the opponents. It's main weaknesses are ground, water, flying, and psychic. While its' defenses aren't too great, it makes up for it with a good movepool to choose from. Physical Sweeper Infernape@Muscle Band/Salac Berry Nature: Jolly. EVs: 252 Atk, 252 Speed, 6 HP. Blaze -Swords Dance -Flare Blitz -Close Combat -Stone Edge Salac Berry to raise Speed, everything else is the same. Choice Bander Infernape@Choice Band Nature: Jolly. EVs: 252 Atk, 252 Spd, 6 HP. Blaze -Flare Blitz -Close Combat -Stone Edge -U-Turn/Thunderpunch/Mach Punch Pick your move and start the pounding. In case the opponent decides to switch to something resistant, like a ghost type, you can use U-turn to get Infernape out of there while getting in some last licks. Special Sweeper Infernape@Wisdom Glasses/Salac Berry Nature: Timid. EVs: 252 Sp. Atk, 252 Spd, 6 HP. Blaze -Nasty Plot -Flamethrower -Grass Knot -Focus Blast/HP Ice Ah, Nasty Plot. The Special equivalent of Swords Dance. Back when I was starting the game, Azelf always used it to KO my Pokemon...In one hit! It was a pain, but I'm getting off topic. Anyway, this one's just like the Physical ones. Use Nasty Plot at least once, then start pounding. Wisdom Glasses increases the power of special attacks, so there you go. A Special "Choice-Band-er" Infernape@Choice Specs Nature: Timid EVs: 252 Sp. Atk, 252 Spd, 6 HP. Blaze -Flamethrower -Grass Knot -Focus Blast/HP Ice/Overheat -Focus Blast/HP Ice/Overheat Focus Blast is NOT the most accurate attack in the world. If you want a fighting attack, you might be better off using Close Combat. Sunnybeamer Infernape@Wisdom Glasses/Muscle Band Nature: Hasty/Naive/Timid. EVs: Choose a set. Either: 252 Spd, 129 Atk, 129 Sp. Atk. Or: 252 Spd, 252 Sp. Atk, 6 HP. Blaze -Sunny Day -Solarbeam -Flamethrower/Flare Blitz -Close Combat/Focus Blast I guess it depends on how much you want a Physical attack. If you're dead-set on having ALL special attacks, go with Flamethrower and Focus Blast. If you're feeling a little more "Mixed" go with Flare Blitz and Close Combat. A true Mixed Sweeper. Infernape @ Life Orb Nature: Naive/Hasty EVs: 252 Spd, 132 Atk, 124 Sp. Atk Blaze -Fire Blast -Close Combat -Hidden Power Ice/Stone Edge -Grass Knot You might want to take out Fire Blast and replace it with the more accurate Flamethrower. Another Mixed Sweeper Infernape@Life Orb Nature: Naive EVs: 252 Sp. Atk, 232 Spd, 24 Atk Blaze -Close Combat -Flamethower/Fire Blast -Grass Knot -Nasty Plot When the opponent sees Infernape, they will switch to something that can take it down, letting Infernape get a Nasty Plot going. close Combat for STAB, Steels, Rocks, and Special Sponges. Flamethrower and Fire Blast for Fire STAB, Grass Knot for Waters and more Rocks. Just keep this Infernape away from Dragons, which will probably have Flying moves. THE MOVES Infernape learns Nasty Plot as Chimchar. It learns Mach Punch, Close Combat, and Flare Blitz naturally. Hidden Power, Solarbeam, Sunny Day, Flamethrower, Fire Blast, Overheat, Focus Blast, Stone Edge, Swords Dance, Grass Knot, and U-turn are all TMS. Thunderpunch is an Egg Move. ============================================================================== #9 (395) EMPOLEON Types: Water/Steel Ability: Torrent (Increases the power of water-type attacks when Hit Points are below 1/3.) Base Stats: HP-84 Attack-86 Defense-88 Special Attack-111 Special Defense-101 Speed-60 Empoleon, being part Steel, has a LOT of resistances. The problem is, its' few weaknesses (Ground, Fighting, and Electric) are VERY common. Empie's Speed isn't too good, either, which is a bad thing for a Sweeper. Physical Sweeper. Empoleon@Life Orb/Muscle Band Nature: Adamant EVs: 252 Atk, 252 Spd, 6 HP. Torrent -Swords Dance -Waterfall -Earthquake -Drill Peck/Steel Wing/Avalanche This set would probably work best with a Baton Passer to get some Speed on it. Choice Specs-er Empoleon@Choice Specs Nature: Modest EVs: 252 HP, 252 Sp. Atk, 4 Sp. Def. Torrent -Surf -Ice Beam -Grass Knot -Flash Cannon/HP Flying Again, it's too slow to really pull this off. It's best for a hit-and-runner. Special Wall/Support. Empoleon@Leftovers Nature: Calm EVs: 252 HP, 252 Sp. Def, 6 Sp. Atk. Torrent -Surf -Ice Beam -Stealth Rock -Yawn/Roar Don't expect it to be able to take EVERYTHING your opponent can throw at you, and keep your eye out for Magnezones. Special Sweeper. Empoleon@Life Orb/Wisdom Glasses Nature: Modest. EVs: 252 Sp. Atk, 185 Spd, 73 HP. Torrent -Agility -Surf -Ice Beam -Grass Knot Agility to get some speed on it, then keep pounding your opponents. If you use Life Orb, just watch your Hit Points. THE MOVES Empoleon learns Swords Dance and Drill Peck naturally. Roar, Hidden Power, Earthquake, Ice Beam, Steel Wing, Avalanche, Stealth Rock, and Grass Knot are TMs. Surf and Waterfall are HMs. Yawn and Agility are Egg Moves. ============================================================================== #12 (398) STARAPTOR Types: Normal/Flying Ability: Intimidate (When entering in the battle, this Pokemon lowers the foe's attack.) Base Stats: HP-85 Attack-120 Defense-70 Special Attack-50 Special Defense-50 Speed-100 Whoa, look at that attack! It's speed isn't too shabby, either. With those stats, it's definitely best as a Physical Sweeper. The problem is, Steel Types like Skarmory, Jirachi, Metagross and Bronzong all resist Flying and Normal attacks. Even Close Combat only does normal damage against them. When this happens it's a good idea to use the move U-turn to get Staraptor out of there! A Choice Bander Staraptor@Choice Band Nature: Adamant EVs: 16 HP, 252 Atk, 240 Spd Intimidate -Brave Bird -Close Combat -U-Turn/Pursuit -Quick Attack/Double-Edge/Return When using Double Edge and Brave Bird, be careful of the recoil. With Brave Bird, the harder you hit the enemy, the more damage you take. This set works well with a Wish-er to heal it. A Variation on a Choice Bander Staraptor@Choice Scarf/Life Orb Nature: Adamant EVs: 60 HP, 252 Atk, 196 Spd Intimidate -Brave Bird -Close Combat -U-Turn/Pursuit -Double-Edge/Return Choice Scarf is like the Choice Band, but it doesn't raise attack, it raises Speed. Between Staraptor's already high speed and the Choice Scarf, you'll make every move into a stronger version of Quick Attack. Once again, keep an eye on your Hit Points. You DON'T want to lose a Pokemon if you can avoid it. Staraptor@Life Orb Nature: Adamant EVs: 16 HP, 252 Atk, 240 Spd Intimidate -Brave Bird -Close Combat -U-Turn/Pursuit/Endeavor -Return/Double Edge/Roost Another Hit-And-Run Staraptor. It's a bit risky, but if you want to make use of the Brave Bird recoil, try using Endeavor. Like the other sets, this moveset would benefit greatly with a Pokemon using Wish on your team. THE MOVES Staraptor can learn Quick Attack, Close Combat, Brave Bird, and Endeavor naturally. U-Turn, Return, and Roost are all TMs. Pursuit and Double Edge are all Egg Moves. ============================================================================== #14 (400) BIBAREL Types: Normal/Water Abilities: Simple (Doubles stat changes from held items and attacks.) Unaware (The opponent's stat changes are ignored.) Base Stats: HP-79 Attack-85 Defense-60 Special Attack-55 Special Defense-60 Speed-71 Bibarel is usually used as an HM Pokemon. It's also used for really bad puns ("Do a Bibarel Roll!") Its' first Ability, Simple, means that a Stat-boosting move like Amnesia will get double the effect, which is a good thing. Its' other Ability, Unaware, lets Bibarel ignore any changes the opponent has on their Stats, so any Pokemon that's been beefing up their Defense, or Attack, like Dragon Dancers or Calm Minders, would have no effect on Bibarel/ Bibarel@Choice Band Nature: Adamant EVs: 252 Atk, 252 Spd, 6 HP Unaware -Return -Aqua Tail/Waterfall -Superpower/Focus Punch -Quick Attack/Thunder/Pluck Return and whatever Water attack you pick are for STAB, Superpower and Focus Punch are to get rid of any Steel types. The other attack is mostly a filler. Pick whatever one suits you best. Physical Sweeper Bibarel@Liechi Berry Nature: Adamant EVs: 252 Atk, 252 Spd, 6 HP Simple -Return -Waterfall -Thunder Wave -Endure T-wave is there to slow the opponent down. If you don't think you'll make it through the turn, use Endure. That will activate the Liechi Berry and increase your Attack. Special Sweeper Bibarel@Leftovers/Expert Belt/Life Orb Nature: Modest Simple EVs: 252 Sp. Atk, 252 Spd, 6 HP. Simple -Charge Beam -Ice Beam -Surf -Grass Knot/Superpower Charge Beam, and to a point Grass Knot, both take advantage of Simple. Superpower is not a Special Attack. It's there for taking the Steel Types down, but that's all. So if you don't want to waste your EVs, don't use it. Annoyer Bibarel@ Nature:Impish EVs: 252 Def, 252 Spd, 6 Atk. Unaware -Waterfall -Headbutt -Thunder Wave -Attract This last one isn't much. This moveset DEPENDS on Hax. Get them Paralyzed, then Attracted (If possible!) and try to get as many Flinches as you can. THE MOVES Bibarel learns Superpower and Headbutt naturally. Quick Attack and Aqua Tail are all Egg moves. The rest of them are all TMs, except for Surf and Waterfall, which are HMs. ============================================================================== #16 (402) KRICKETUNE Type: Bug Ability: Swarm (Increases the power of Bug-type attacks when Hit Points are below 1/3.) Base Stats: HP-77 Attack-85 Defense-51 Special Attack-55 Special Defense-51 Speed-65 This underused Bug with the low Stats and the small movepool is best used as a Physical Sweeper. Preferably with a Baton Passer to get some defenses on it. Physical Sweeper Kricketune@Salac Berry Nature: Jolly EVs: 252 Atk, 252 Spd, 6 HP. Swarm -Substitute/Endure -X-Scissor -Swords Dance -Brick Break This moveset's pretty easy. Use Swords Dance or Substitute, then start pounding away at the opponent. If your Hit Points get low, the Salac berry will up your Speed. An Annoyer Kricketune@Leftovers Nature: Adamant/Hasty EVs: 252 HP, 252 Atk, 6 Spd. Swarm -Substitite -Perish Song -Sing -X-Scissor Use it with a good Spiker and keep it well away from any soundproof Pokes. THE MOVES Kricketune learns Sing, X-Scissor, and Perish Song naturally. Substitute, Endure, and Brick Break are all TMs. It does not seem to have any Egg Moves. ============================================================================== #19 (405) LUXRAY Type: Electric Abilities: Intimidate (When entering in the battle, this Pokemon lowers the foe's attack.) Rivalry (If this Pokemon and its' opponent are the same gender, this Pokemon's attack goes up.) Base Stats: HP-80 Attack-120 Defense-79 Special Attack-95 Special Defense-79 Speed-70 Sadly, Luxray doesn't have that good a movepool. It's got some good attack, though. The problem is that the most powerful Electric attack, Thunder,is a Special Attack, so you wouldn't be able to use that good Attack Stat. Luxray is best described as an Underused Pokemon. Physical Sweeper Luxray@Leftovers Nature: Adamant EVs: 252 Atk, 252 Spd, 6 HP. Intimidate -Crunch/Iron Tail -Thunder Fang/Spark -Fire Fang/Ice Fang -Charge/Thunder Wave Thunder Fang has more power, but less of a chance of paralyzing. Charge is there to boost up whatever electric attack you go with, Crunch is to take out any ghosts or Psychics, and as the other two, pick whatever sounds better. Another Physical Sweeper Luxray@Leftovers Nature: Adamant/Brave EVs: 252 Atk, 252 Def, 6 Spd. Intimidate -Thunder Wave -Thunder Fang -Ice Fang -Bite Paralyze them with Thunder Wave, then since being Paralyzed slows down your opponent, either go for Bite (And hope they flinch) or one of the Fangs. A "HAX"-Ray Luxray@Leftovers Nature: Adamant EVs: 252 Atk, 252 Spd, 6 HP. Rivalry -Thunder Fang/Spark -Attract -Thunder Wave -Ice Fang Rivalry to help if the opponent is the same gender, Attract if it's not. THE MOVES Luxray learns Spark, Bite, Crunch, Thunder Fang, and Charge naturally. Iron Tail, Attract, and Thunder Wave are all TMs, Fire Fang and Ice Fang are all Egg moves. ============================================================================== #27 (407) ROSERADE Types: Grass/Poison Abilities: Natural Cure (Status conditions are cured when this Pokemon is withdrawn from battle.) Poison Point (When a direct attack makes contact with Roserade, the opposing Pokemon has a 30% chance of being poisoned.) Base Stats: HP-60 Attack-70 Defense-55 Special Attack-125 Special Defense-105 Speed-90 Roselia’s Evolved form, Roserade is a bit of an improvement. The Special Attack is very good. However, low speed and defenses don’t help very much against fast Physical Sweepers, making Roserade an excellent example of an Underused Pokemon. Choice Scarf-er Roserade@Choice Scarf Nature: Timid EVs: 252 Sp. Atk, 252 Spd, 6 HP. Natural Cure -Sleep Powder -Leaf Storm -Sludge Bomb/Shadow Ball/Weather Ball -Hidden Power Ice With the Speed Boost from Choice Scarf, Roserade should be able to move faster than anything that’s not a Sweeper. Don’t use Sleep Powder unless you‘re desperate. If it misses, or if the opponent switches out, or even if the opposing Pokemon wakes up before it’s knocked out, Roserade could be in VERY big trouble. A Choice Specs-er Roserade@Choice Specs Nature: Timid EVs: 252 Sp. Atk, 252 Spd, 6 HP Natural Cure -Leaf Storm -Sludge Bomb -Shadow Ball/Energy Ball/Weather Ball -Hidden Power Fire Leaf Storm and Sludge Bomb are good Stab attacks. Hidden Power Fire is there for the Steel Types, Shadow Ball will take out the Ghost types. Energy Ball is a STAB attack that won’t make your Stats fall, and Weather Ball is for being versatile. A Weather Wizard Roserade@Heat Rock/Damp Rock/Life Orb Nature: Timid Evs: 252 Sp. Atk 252 Spd, 6 HP Natural Cure -Sunny Day/Rain Dance -Energy Ball -Weather Ball -Hidden Power Ice Takes advantage of Weather Ball. It’s a good set to build a team around, just don’t make Roserade your only Weather Wizard. Anyway, you can choose from either Sunny Day or Rain Dance. The first one will give you a better chance to beat Steel Types, but Rain Dance is the one NOBODY expects. Energy Ball is there for the STAB, while Hidden Power is for those dragons. Sub-Seeder Roserade@Leftovers Nature: Timid Evs: 252 HP, 252 Spd, 6 Sp. Atk. Natural Cure -Substitute -Leech Seed -Growth -Energy Ball Use Substitute first, then if your opponent can be Leech Seeded, use that. If the Substitute is broken, do it again. When you have a chance, use Growth to get the extra power and Energy Ball for a STAB-ed attack. If you know your opponent has another Grass type, switch out Leech Seed for a good Hidden Power or Sludge Bomb. A Staller-y Set Roserade@Focus Sash/Big Root Nature: Timid EVs: 252 Spd, 252 Sp. Atk, 6 HP Natural Cure -Toxic -Giga Drain/Grass Knot -Synthesis -Aromatherapy Roserade's Defenses aren't the best, so Focus Sash would go good with this Set. Toxic to Poison the opponent, the Grass Type attack depends on what you want to do. Grass Knot takes down some of the more common Rock, Ground, and Water Pokemon while Giga Drain is better for Stalling, since it gets Roserade some Hit Points back. Synthesis is for more Stalling, while Aromatherapy gets rid of Stat Conditions like Paralysis. A Healer-ish Set Roserade@Leftovers/Black Sludge/Focus Sash Nature: Calm EVs: 252 Def, 252 Sp. Def, 6 HP Natural Cure -Aromatherapy -Synthesis -Sludge Bomb/HP Fire/HP Ice/Endure/Substitute -Energy Ball/Endure/Substitute This one's similar to the last one. Anyways, Aromatherapy to cure any Stat Conditions, Synthesis to heal and keep Roserade in the Battle, Sludge Bomb for STAB, Hidden Power Fire for Steels, Hidden Power Ice for Fliers and Dragons and other Grass Pokemon, Substitute and Endure for stalling, and Energy Ball for more STAB. THE MOVES Roserade learns Aromatherapy, Growth, Toxic, Giga Drain, Synthesis, and Leech Seed as Roselia. It learns Weather Ball naturally. Hidden Power, Sludge Bomb, Shadow Ball, Sunny Day, Rain Dance, Grass Knot, Endure, and Energy Ball are all TMs, and Sleep Powder, Synthesis, and Leaf Storm are Egg Moves. ============================================================================== #37 (409) RAMPARDOS Type: Rock Ability: Mold Breaker (Any ability that would prevent an attack is negated) Base Stats: HP-97 Attack-165 Defense-60 Special Attack-65 Special Defense-50 Speed-58 Its’ fossil can only be found in Diamond. Rampardos has VERY good attack, and an interesting ability (That’ll take care of any Levitators!) but it makes up for that VERY bad defenses. Physical Sweeper Rampardos@Leftovers Nature: Adamant EVs: 252 Atk, 252 Spd 6 HP Mold Breaker -Stone Edge -Earthquake -Pursuit/Crunch -Rock Polish This set doesn’t need much explanation. Rock Polish is to get Rampardos’ speed up. Just watch out for faster hard hitters. Another Physical Sweeper Rampardos@Life Orb Nature: Adamant EVs: 252 Atk, 129 HP, 129 Spd Mold Breaker -Head Smash -Zen Headbutt -Focus Punch -Crunch Be careful, Head Smash, in my opinion, is low on accuracy. Anyway, Focus Punch is there for when you think your opponent will switch out. Choice Band-er Rampardos@Choice Band Nature: Jolly EVs: 252 Atk, 129 HP, 129 Spd. Mold Breaker -Stone Edge -Earthquake -Pursuit -Hammer Arm This set is best used with a Baton Passer of some kind. Rampardos could use the speed. Choice Scarf-er Rampardos@Choice Scarf Nature: Adamant EVs: 252 Atk, 129 Spd, 129 HP Mold Breaker -Earthquake -Stone Edge -Pursuit -Hammer Arm Choice Scarf for making you fast enough to get the first hit, Stone Edge for STAB, even though the accuracy’s a bit low. Earthquake for taking out everything except Fliers, Pursuit for the Ghost Types and Hit-and-Runners, and Hammer Arm for the Normals. A Rampardos for Double Battles Rampardos@Iron Ball/Leftovers/Life Orb Nature: Adamant/Brave EVs: 252 HP, 252 Atk, 6 Def. -Protect -Rock Slide/Head Smash/Stone Edge -Pursuit -Hammer Arm This Set is for Double Battles. It works best with a Pokemon with Trick Room, like the Dusknoir Set I've got later on. Protect is to keep Rampardos in the Battle while Trick Room is set up, Rock Slide, Head Smash, and Stone Edge are for STAB, Pursuit is in case the opponent tries to run (And hasn't been Mean Look-ed by Rampardos' Partner), and Hammer Arm is there to make Rampardos even slower for the Trick Room, while giving it an attack to take Normal and Steel Pokemon out. THE MOVES Rampardos learns Head Smash, Pursuit, and Zen Headbutt naturally. Focus Punch, Protect, Earthquake, Rock Polish, Rock Slide and Stone Edge are all TMs. Crunch and Hammer Arm are Egg Moves. ============================================================================== #39 (411) BASTIODON Types: Rock/Steel Ability: Sturdy. (If the opponent uses a 1-Hit KO attack, like Fissure or Sheer Cold, it will not affect this Pokemon.) Base Stats: HP-60 Attack-52 Defense-168 Special Attack-47 Special Defense-138 Speed-30 Bastiodon comes from the Pearl-Exclusive Fossil. Stat-wise, it’s also the opposite of Rampardos. Bastiodon has spectacular defenses (Which it needs, being weak against several common types!), but very little Attack and Special Attack. It’s best off as a Wall or a Tank. A Tank-ish Moveset Bastiodon@Leftovers Nature: Impish/Careful Evs: 252 Def, 252 Sp. Def, 6 HP. Sturdy -Curse -Rock Slide -Stealth Rock -Iron Head/Rest/Earthquake/Roar If you go with Rest, you can switch Lefties for a Chesto Berry. Roar is to get rid of anything that can hurt Bastiodon. Here’s Another One. Bastiodon @Leftovers Nature: Impish/Careful Evs: 252 HP, 129 Def, 129 Sp. Def. Sturdy -Substitute/Protect -Roar -Stealth Rock -Metal Burst Fairly simple, Substitute, then start Stealth Rocking. THE MOVES Bastiodon can learn Protect from the Move Tutor. It learns Iron Head, and Metal Burst naturally. Roar, Rest, Earthquake, Rock Slide, Stealth Rock, and Substitute are all Tms. Curse is an Egg Move. ============================================================================== #46 (413) WORMADAM Types: Bug/Grass, Bug/Ground, Bug/Steel Ability: Anticipation (If the opponent has any moves that are Super Effective against this Pokemon, or 1-Hit KO moves, the screen will tell you when that Pokemon appears in battle.) Wormadam is an odd Pokemon. First, it only comes from female Burmy. Second, its’ type depends on where the Burmy it Evolved from fought last. If it was fighting in a forest, it will become a Bug/Grass type. If it was fighting in a Cave, it becomes a Bug/Rock type. If it was fighting in a building, it becomes a Bug/Steel type. All three types have different Base Stats, so I’ll list them all here. Base Stats (Bug/Grass): HP-60 Attack-59 Defense-85 Special Attack-79 Special Defense-105 Speed-36 Base Stats (Bug/Ground): HP-60 Attack-59 Defense-105 Special Attack-59 Special Defense-85 Speed-36 Base Stats (Bug/Steel): HP-60 Attack-69 Defense-95 Special Attack-69 Special Defense-95 Speed-36 Sadly, all three of them have rather low Stats, so they‘re hardly ever used. Wormadam in general has a lousy move pool. The only Type I’ve been able to find Movesets for is the Bug/Steel one. A Tank Wormadam (Steel form)@Leftovers Nature: Modest/Bold/Calm EVs: 252 Def, 252 Sp Def, (Or Sp. Atk) 6 HP. Anticipation -Protect -Stealth Rock/Metal Sound -Toxic -Substitute/Flash Cannon Flash Cannon and Metal Sound go together. If you take out the one, it’s probably not worth keeping the other. Special Sweeper-ish Wormadam (Steel Form)@Leftovers Nature: Modest Evs: 252 HP, 252 Sp. Atk, 6 Def. Anticipation -Stealth Rock -Metal Sound -Shadow Ball/Flash Cannon -Hidden Power (Fighting/Bug) Most of Wormadam’s moves are Special, so this fits her a bit better than the last one. THE MOVES Wormadam learns Protect, Hidden Power, and Metal Sound naturally. Stealth Rock, Toxic, Shadow Ball, Substitute, and Flash Cannon are all Tms. ============================================================================== #47 (414) MOTHIM Type: Bug/Flying Ability: Swarm (When this Pokemon’s Hit Points drop below 1/3, Swarm increases the power of its’ Bug-type attacks.) Base Stats: HP-70 Attack-94 Defense-50 Special Attack-94 Special Defense-50 Speed-66 Mothim is the male equivalent of Wormadam. Unfortunately, it’s got almost the same Base Stats, except better Speed. You probably won’t find many of these in competitive battles. A Choice Scarf-er Mothim@Choice Scarf/Wiseglasses Nature: Modest/Timid Evs: 252 Sp. Atk, 252 Spd, 6 HP. Swarm -Air Slash -Bug Buzz -Hidden Power-Ground/Rock -Shadow Ball/Psychic/Energy Ball/Substitute I couldn’t find that many Movesets for Mothim. Anyway, this one’s a typical Special Sweeper. Air Slash and Bug Buzz for STAB. Hidden Power for taking out Rock-Types or Fliers. The last move is whatever you feel like using. THE MOVES Mothim learns Hidden Power, Air Slash, Psychic, and Bug Buzz naturally. Shadow Ball, Energy Ball, and Substitute are all Tms. ============================================================================== #49 (416) VESPIQUEN Types: Bug/Flying Ability: Pressure (Any moves used by the opponent count as 2 PP not 1.) Base Stats: HP-70 Attack-80 Defense-102 Special Attack-80 Special Defense-102 Speed-40 Hmm, I think Game Freak likes Bug/Flying types, it keeps making more of them! Anyway, Vespiquen is mostly average stat-wise, although its' Hit Points are higher than say Wormadam's, which is a plus. It has several signature moves which at least makes it stand out a little. The problem is its’ speed! It’s almost as slow as Wormadam. It makes up for that with a good Ability, but I think that Vespiquen is going to stay in the Under-Used category. A Toxi-Staller/Annoyer Vespiquen @Leftovers Nature: Impish/Jolly Evs: 252 HP, 129 Def, 129 Spd. Pressure -Defend Order -Heal Order -Toxic -Destiny Bond/Aerial Ace This set makes use of a couple of Vespiquen’s Signature Moves. Toxic first, if you can, then build up your defenses. Heal when your Hit Points are getting low, and either Destiny Bond when it looks like Vespiquen’s about to get KO’ed, or if you want an actual attack, use Aerial Ace. A Sweeper-ish Vespiquen Vespiquen@Leftovers Nature: Adamant EVs: 252 HP, 252 Atk, 6 Def. Pressure -Attack Order -Defend Order -Heal Order -Power Gem/Destiny Bond This Vespiquen might be good for an Underused battle. Attack Order for a nice STAB'ed attack, Defend Order to build up Vespiquen's Defenses, Heal Order to keep Vespiquen in the battle, and the last attack depends on what you're facing. Power Gem for Fliers (Although if you go with it, you might want to put EVs in Special Attack rather than regular Attack, since Power Gem is Special.) And Destiny Bond for when you think that Vespiquen won't survive another attack. THE MOVES Vespiquen learns Attack Order, Defend Order, Power Gem, Heal Order, Toxic, and Destiny Bond naturally. Aerial Ace is a TM. ============================================================================== #55 (417) PACHIRISU Type: Electric Abilities: Pickup (If this Pokemon isn’t holding anything at the end of a battle, it will sometimes pick up items Run Away (If this Pokemon is in a battle with a wild Pokemon, it can flee easily.) Base Stats: HP-60 Attack-45 Defense-70 Special Attack-45 Special Defense-90 Speed-95 I’ll admit that they need to make more Electric Pokemon, but they can certainly do better than this! It’s horribly weak, it doesn‘t evolve, and the abilities are useless in a competitive battle. Not to mention that it’s disgustingly cute…And I’m not talking about real cute, I mean sickeningly sweet! Anyway, I may as well include some sets for it. Annoyer Pachiris@Leftovers Nature: Hasty/Naïve/Jolly EVs: 252 HP, 252 Spd, 6 whatever you want. Pickup -Flatter/Attract -Super Fang -Substitute -Thunder Wave Super Fang ALWAYS takes out half of the opponent’s Hit Points. It’s a good move, even if it’s on a Pachirisu. Just be careful because it does occasionally miss. A Special Sweeper Pachirisu@Wisdom Glasses Nature: Modest/Timid Evs: 252 Spd, 252 Sp. Atk. 6 HP. Pickup -Substitute -Super Fang -Fake tears -Grass Knot Substitute and Super Fang are always good on Pachirisu. Fake Tears to lower the opponent’s Special Defense and Grass Knot for an actual attack. THE MOVES Pachirisu learns Super Fang naturally. Attract, Thunder Wave, Substitute, and Grass Knot are all TMs. Flatter and Fake Tears are both Egg Moves. ============================================================================== #57 (419) FLOATZEL Type: Water Ability: Swift Swim (If the in-game weather is raining, this Pokemon's speed is doubled) Base Stats: HP-85 Attack-105 Defense-55 Special Attack-85 Special Defense-50 Speed-115 With that attack and that speed, Floatzel would work best as a Physical Sweeper or a Choice Band-er. It also learns Baton Pass, which is always good. Baton Passer Floatzel@Leftovers Nature: Jolly EVs: 252 HP, 129 Atk, 129 Spd/Def. Swift Swim -Baton Pass -Bulk Up/Agility -Taunt/Substitute -Waterfall Fairly easy. Use Bulk Up and/or Taunt, then Baton Pass if things get too ugly. Choice Band-er Floatzel@Choice Band/Leftovers Nature: Jolly EVs: 252 Atk, 252 Spd, 6 HP. Swift Swim -Waterfall -Ice Fang -Crunch -Aqua Jet/Pursuit/Agility Aqua Jet's the water version of Quick Attack, but it's not as powerful as Waterfall. If you want Agility, go with Leftovers. THE MOVES Floatzel learns Ice Fang from the Move Tutor in Pastoria City. Aqua Jet, Crunch, and Agility are all learned naturally as Floatzel levels up. Bulk Up, Taunt, and Substitute are all TMs, and Waterfall is an HM. ============================================================================== #59 (421) CHERRIM Type: Grass Ability: Flower Gift (If the In-Game weather is Sunny, this Pokemon and its' ally's Attack and Special Attack is multiplied by half.) Base Stats: HP-70 Attack-60 Defense-70 Special Attack-87 Special Defense-78 Speed-85 Cherrim isn't much to look at in normal competitive play, but when it comes to two on two, it really helps! Its' Ability is best with any team based on Sunny Day, especially one with a Groudon on it, will really do good with this Pokemon. A Two-on-Two Cherrim Cherrim@Focus Sash Nature: Timid/Modest/Bold EVs: 252 HP, 252 Sp. Atk/Sp. Def, 6 Spd. Flower Gift -Protect -Helping Hand -Worry Seed -Grass Knot/Grasswhistle/Aromatherapy This set is for a team with Groudon or something with Sunny Day. Focus Sash is to keep Cherrim into more than one round. Protect is for the Earthquakes (Something you're bound to see with Groudon) Worry Seed will get rid of any resters, and when used with something with a bad ability, (Sadly, it doesn't work for Slaking) will replace that Ability with Insomnia. If you don't want an attacking move, replace the Special Attack EVs with Special Defense or regular Defense. Another Two-on-Two Cherrim (SunnyBeamer) Cherim@Heat Rock Nature: Timid EVs: 252 Sp. Atk, 252 Spd, 6 HP. Flower Gift -Sunny Day -Solarbeam -Helping Hand -Protect For the team that doesn't have Groudon. It's mostly a Support Pokemon. A Cherim for One-on-One battles Cherrim@Leftovers Nature: Modest/Timid EVs: 252 HP, 252 Sp. Atk, 6 Spd. Flower Gift -Substitute -Leech Seed -Solarbeam -HP Fire/HP Ice/Grasswhistle/Sunny Day It's pretty much a standard Grass-Type without the Ability. Hidden Power is just in case Cherrim runs into another Grass. THE MOVES Cherrim can learn Leech Seed, Helping Hand, Sunny Day, Worry Seed, and Solarbeam naturally. Hidden Power, Protect, Grass Knot, and Substitute are all TMs. Grasswhistle and Aromatherapy are Egg Moves. ============================================================================== #61 (423) GASTRODON Type: Water Abilities: Sticky Hold (This Pokemon's item cannot be taken from it.) Storm Drain (In a Two-on-Two battle, any Water attacks will be drawn to this Pokemon.) Base Stats: HP-111 Attack-83 Defense-68 Special Attack-92 Special Defense-92 Speed-39 Ah, Gastrodon. It's a bit like Quagsire, but without Water Absorb. Unfortunately, attacks drawn by Storm Drain hit just as hard as anything, Storm Drain is only useful in a Two-on-Two battle, however Sticky Hold will stop any Thieves in their tracks. A VERY slow Special Sweeper Gastrodon@Leftovers Nature: Bold EVs: 252 Def, 129 HP, 129 Sp. Atk Sticky Hold -Surf -Ice Beam -HP Electric -Recover The Ability can be changed if you're a Two-on-Two player. Just watch out for faster sweepers, especially those with Grass-Type Attacks. HP Electric is in case you run into another Water-Type (Gyarados!) Another Special Sweeper Gastrodon@Leftovers Nature: Calm EVs: 252 Sp. Def, 129 HP, 125 Sp. Atk. Sticky Hold -Mud Bomb/HP Ground/Earthquake -Surf -Ice Beam -Recover It's pretty much the same thing, but with a Ground type attack for STAB and to take out any Steel and Rock types, the only thing that might just move slower. A Counter-er Gastrodon @ Leftovers Nature: Bold/Modest/Calm EVs: 252 HP, 129 Def, 129 Sp. Def Sticky Hold -Surf/Toxic -Counter -Mirror Coat -Recover This one was meant to take hits and dish them right back. Recover is a lifesaver here. Once again, if you're going to use Gastro in a Double Battle, you might want to give it Storm Drain. Toxic is for dealing with other defensive Pokemon. A Tank-ish Gastrodon Gastrodon@Leftovers Nature: Bold EVs: 252 Def, 129 Sp. Def, 129 Sp. Atk. Sticky Hold -Stockpile -Swallow/Recover -Surf -Ice Beam Stockpile to increase the defenses, Swallow and Recover are to keep Gastrodon in battle as long as it can. Keep an eye out for anything with Energy Ball or any other Water Types. THE MOVES Gastrodon learns Mud Bomb, Hidden Power, and Recover naturally. Toxic, Ice Beam and Earthquake are Tms. Surf is an HM. Counter and Mirror Coat are Egg Moves. ============================================================================== #64 (424) AMBIPOM Type: Normal Abilities: Technician (Any move with a power under 60 that this Pokemon uses is strengthened by half.) Pickup (If this Pokemon isn’t holding anything at the end of a battle, it will sometimes pick up items Base Stats: HP-75 Attack-100 Defense-66 Special Attack-60 Special Defense-66 Speed-115 Ambipom has a VERY wide Movepool and an ability that's useful in Competitive Battle. Its' stats are pretty good, and it learns Baton Pass too! Baton Passer Ambipom@Leftovers Nature: Jolly EVs: 252 HP, 252 Atk, 6 Spd. Technician -Substitute -Baton Pass -Thunder Wave/Agility -Return/Double Hit This moveset is for making Substitutes and then Baton Passing them. You can also Pass Agility, if you include that move. Return is a good STAB'ed attack. If you want to be different or to take advantage of Technician, you can choose Double Hit over Return. A Choice Bander Ambipom@Choice Band Nature: Adamant/Jolly/Careful EVs: 252 Atk, 252 Spd, 6 HP. Technician -Return -Thunder -Focus Punch -Shadow Claw This move would go best with a Rain Dancer to improve Thunder's accuracy, although you should probably make sure the opponent doesn't have another "Thunder-Dancer" in their team. A Different Set Ambipom@Life Orb Adamant/Jolly Technician -Fake Out -Last Resort -(No Move) -(No Move) Fake Out is for STAB, using Technician, and getting Last Resort started. Last Resort is for a VERY powerful STAB'ed attack. Keep this Set away from Ghosts, and to a lesser extent, Rocks and Steels. THE MOVES Ambipom learns Baton Pass, Agility, Double Hit, and Last Resort naturally. Thunder, Focus Punch, Substitute, Thunder Wave, Return, and Shadow Claw are all TMs. Fake Out is an Egg Move. ============================================================================== #66 (426) DRIFBLIM Type: Ghost/Flying Abilities: Unburden (If this Pokemon uses a once-only item in this battle, this Pokemon's speed is doubled) Aftermath (When this Pokemon faints, the opponent loses 1/4 of their Hit Points) Base Stats: HP-150 Attack-80 Defense-44 Special Attack-90 Special Defense-54 Speed-80 It may not be in the same league as Blissey, but that's still a lot of Hit Points. Too bad its defenses aren't so hot. Special Sweeper Drifblim @Petaya Berry Nature: Modest/Timid EVs: 252 HP, 252 Sp. Atk, 6 Spd. Unburden -Hypnosis/Substitute -Shadow Ball -Thunderbolt -Hp-Flying/Baton Pass Hidden Power is for STAB, Baton Pass is if you want to Pass the Special Attack from the Petaya berry Another Special Sweeper Drifblim @Petaya Berry Nature: Timid EVs: 252 HP, 252 Spd, 6 Sp. Atk. Unburden -Substitute -Baton Pass -Hypnosis -Haze/Shadow Ball/ Thunderbolt/Will-O-Wisp Petaya Berry can be replaced with any of the other "Pinch" Berries. A Baton Passer Drifblim@Chesto Berry Nature: Timid/Modest/Calm EVs: 252 HP, 252 Spd, 6 Atk. Unburden -Shadow Ball/Ominous Wind -Stockpile -Rest -Baton Pass Stockpile increases the user's Defenses, which can be Baton Passed. Ominous Wind has a chance of raising ALL of Drifblim's stats, which is good for a Baton Passer. THE MOVES Drifblim learns Stockpile, Ominous Wind, Baton Pass, and Shadow Ball naturally. Hidden Power, Thunderbolt, Rest, Will-o-Wisp, and Substitute are all TMs. Haze and Hypnosis are Egg Moves. ============================================================================== #68 (428) LOPUNNY Type: Normal Abilities: Cute Charm (If a Pokemon of the opposite gender hits this Pokemon with a Direct Attack, there is a 30% chance that that Pokemon will be infatuated.) Klutz: This Pokemon cannot use any held items. Base Stats: HP-65 Attack-76 Defense-84 Special Attack-54 Special Defense-96 Speed-105 I won't comment on Lopunny's looks. I will however say that it has a very nice movepool. It can be a Baton Passer, or even a "Trick-Bander" (Which is helped by the Ability Klutz!) Baton Passer Lopunny@Leftovers Nature: Timid/Modest/Calm EVs: 252 HP, 252 Spd, 6 Sp. Atk. Cute Charm -Baton Pass -Agility -Substitute -Healing Wish/Charge Beam Baton Pass Agilities and Substitutes. If it looks like Lopunny's about to be KO'ed, use Healing Wish to get your next fighter ready...Or if you want an actual attack, use Charge Beam. Item Switcher (I can't say "Trick-Bander" anymore!) Lopunny@Flame Orb/Iron Ball Nature: Bold EVs: 252 HP, 129 Def, 129 Spd. Klutz -Switcheroo -Encore -Rest -Swagger Klutz won't let Lopunny use any items, right? So that means Lopunny can hold any sort of bad item without putting up with the bad stuff. Switcheroo gives your opponent that bad stuff. Flame Orb burns any (Non-Klutzy) Pokemon that holds it, and even if it heals it'll just start again. As for the rest of the moves...they're all there to (Hopefully) keep the opponent busy until it's too late. Another Switcher/Baton Passer Lopunny@Flame Orb Nature: Timid EVs: 252 HP, 252 Spd, 6 Def. Klutz -Switcheroo -Swagger -Agility/Rest -Baton Pass/Charge Beam. Pretty much the same. Be aware that Charge Beam can sometimes miss. Toxi-Staller Lopunny Lopunny@Leftovers Nature: Jolly EVs: 252 Spd, 129 Def, 129 Sp. Def. Cute Charm -Toxic -Protect -Bounce -Encore Toxic to Poison, Protect to Stall, Bounce to stall some more, and Encore to keep the opponent busy, preferably doing some Stat-Boosting move. This Set is best against anything that is NOT Steel. It also helps if the opponent is the opposite gender for Cute Charm to work. THE MOVES Lopunny can learn Baton Pass, Agility, Bounce, and Healing Wish naturally. Toxic, Protect, Rest, Substitute, and Charge Beam are all TMs. Switcheroo, Swagger, and Encore are all Egg Moves. ============================================================================== #73 (429) MISMAGUS Type: Ghost Ability: Levitate (Ground attacks will not affect this Pokemon.) Base Stats: HP-60 Attack-60 Defense-60 Special Attack-105 Special Defense-105 Speed-105 At least its' numbers are mostly the same. Either decent or fairly bad. Anyway, it's got a good Ability and it can move faster than some Overused Pokemon. So, what can it do? Special Sweeper Mismagius@Leftovers Nature: Modest EVs: 252 Sp. Atk, 252 Spd, 6 Def. Levitate -Calm Mind -Shadow Ball -Thunderbolt/Psychic/Energy Ball/Ominous Wind -Thunderbolt/Psychic/Energy Ball/Ominous Wind Keep it away from Physical Pokemon. Other than that, it's pretty easy. And another one. Mismagus@Leftovers Nature: Timid/Bold EVs: 252 Spd, 129 HP, 129 Def. -Calm Mind -Will-o-Wisp/Substitute/Taunt -Thunder/Thunderbolt -Hidden Power Ice/Hidden Power Fire/Shadow Ball/Energy Ball/Hidden Power Fighting Calm Mind once or twice, then Sweep away. If you have a Rain Dancer on your team, go with Thunder. If not, stick with Thunderbolt. The last move depends on what you think you'll be facing. Hidden Power Ice is for the Dragons, Fire is for Steel Types, Fighting is for any Tyrannitars, Shadow Ball is if you want a STAB-ed attack, and Energy Ball is for Ground or Water Pokemon. A "Perish-Trapper" Mismagius@Leftovers Nature: Bold EV's:252 Def, 129 HP, 129 Sp. Def. Levitate -Mean Look -Perish Song -Protect -Destiny Bond/Rest Mean Look is there to keep your opponent from getting out of there in time. Perish Song will take down any Pokemon in the area when the three-turn countdown ends. Rest and Protect are to keep Mismagus alive until Perish Song strikes. If you're not sure that it'll last the whole time, go for Destiny Bond and take your opponent down that way. THE MOVES Mismagus learns Mean Look, Shadow Ball and Perish Song as Misdreavus. Calm Mind, Hidden Power, Taunt, Protect, Thunderbolt, Thunder, Psychic, Energy Ball, Substitute, Will-o-Wisp, Destiny Bond, and Ominous Wind are Egg Moves. ============================================================================== #75 (430) HONCHKROW Types: Dark/Flying Abilities: Insomnia (This Pokemon cannot have the condition Sleep.) Super Luck (Increases the chances of getting a critical hit.) Base Stats: HP-100 Attack-125 Defense-52 Special Attack-105 Special Defense-52 Speed-71 Murkrow's Evolution has lost some speed and gained some attacking power. It also has a fairly nifty Ability that increases the chances of getting a Critical. The only downside is the speed, and that it has a very small Movepool for Special Attacks. A "Hax"-Krow Honchkrow@Scope Lens Nature: Adamant EVs: 252 Atk, 252 Spd, 6 HP Super Luck -Sucker Punch -Night Slash -Drill Peck -Substitute This Moveset is for getting as many Criticals as you can. Sucker Punch is for when the opponent goes "A Honchkrow?! That thing has such low defense, I'm gonna knock it out right now!" Night Slash is for STAB, and MORE critical Hax. Drill Peck is just for STAB ans Substitute is for keeping Honchkrow out for as long as it can. A Special Sweeper Honchkrow@Salac Berry Nature: Modest/Timid EVs: 252 Sp. Atk, 252 Spd, 6 HP Super Luck -Nasty Plot -Dark Pulse -Psychic -Shadow Ball Nasty Plot to raise the Special Attack, and the rest of them to Sweep. This set would do better with a Baton Passer to raise Honchkrow's speed. Another Special Sweeper Honchkrow@Salac Berry Nature: Modest/Timid EVs: 252 Sp. Atk, 252 Spd, 6 HP Super Luck -Drill Peck/Psychic/Shadow Ball -Dark Pulse -Icy Wind -Confuse Ray/Mirror Move/Thunder Wave Icy Wind comes from a Move Tutor in Emerald. If you breed your Murkrow there and move it to Diamond or Pearl, you'll have to take your chances on which Ability it has. Icy Wind is there for two reasons. First, to slow your opponent down. Second, to take on any Dragons you might encounter. Choice Scarf-er Honchkrow@Choice Scarf Nature: Lonely EVs: 252 Atk, 252 Spd, 6 HP. Super Luck -Drill Peck -Night Slash -Pursuit/Thunder Wave/Roost -Hidden power Fire/Water/Fighting/rock Physical Sweeper Honchkrow@Life Orb Nature: Adamant/Jolly EVs: 252 Atk, 252 Spd, 6 HP Super Luck -Sucker Punch -Drill Peck -Substitute -Roost sucker Punch to take on any Physical Pokemon, Substitute and Roost to keep Honchkrow in battle, and Drill Peck for a regular attack. Choice Scarf to increase Honchkrow's less-than-average speed, and the others are mostly there for STAB. Hidden Power is there for anything that's not weak against Dark or Flying. THE MOVES Honchkrow learns Icy Wind from the Move Tutor in Emerald as a Murkrow. Pursuit comes from the Move Tutor in Pastoria City. Sucker Punch is learned as a Murkrow. Nasty Plot, Night Slash, and Dark Pulse are all learned naturally. Hidden Power, Psychic, Shadow Ball, Roost, Thunder Wave, and Substitute are all TMs. Drill Peck, Confuse Ray, and Mirror Move are Egg Moves. ============================================================================== #77 (432) PURUGLY Type: Normal Abilities: Own Tempo (This Pokemon cannot be Confused.) Thick Fat (Any Fire and Ice damage this Pokemon takes is halved.) Base Stats: HP-71 Attack-82 Defense-64 Special Attack-64 Special Defense-59 Speed-112 When my younger sister first saw Purugly, the first words out of her mouth were "Eww!" It's a LOT like Persian, but not so pretty. The Stats are almost the same, too. The Abilities are a bit different, though. Purugly can only be found in Pearl. Physical Sweeper Purugly@Leftovers Nature: Adamant EVs: 252 Atk, 252 Spd, 6 HP. -Hypnosis/Quick Attack -Shadow Claw -Return -U-Turn Hypnosis to make sure the opponent can't touch you (Although it's not very accurate.) Shadow Claw to deal with any Ghosts, Return for a nice STAB-ed attack and U-Turn to get Purugly away from something it can't take on. If you can't take Hypnosis's lack of accuracy, go for Quick Attack. A Choice Bander Purugly@Choice Band Nature: Adamant EVs: 252 Atk, 252 Spd, 6 HP -Return -Shadow Claw -U-Turn -Hidden Power Fire Pretty much the same. Pick an attack and go with it. U-Turn is for hitting and running, Hidden Power is for dealing with Steels. THE MOVES Purugly learns Hypnosis naturally. Hidden Power, Return, Shadow Claw, and U-Turn are all TMs. Quick Attack is an Egg Move. ============================================================================== #85 (435) SKUNTANK Types: Dark/Poison Abilities: Stench (If this Pokemon is in the first slot of your party, wild encounters decrease.) Aftermath (When this Pokemon is fainted, the opponent takes damage) Base Stats: HP-103 Attack-93 Defense-67 Special Attack-71 Special Defense-61 Speed-84 Skuntank is a very odd type. Because it's a Dark type, Skuntank doesn't have to worry about one of Poison's biggest weaknesses, Psychic Types. It still has to keep a lookout for any Ground Types. Only one of its' Abilities is useful in Cometitive Battling and that's Aftermath. It's got a rather bad Movepool and its' Defenses aren't too good, but Skuntank is a excellent Underused Pokemon. Choice Bander/Exploder Skuntank@ChoiceBand/Choice Scarf Nature: Adamant/Jolly EVs: 252 Atk, 252 Spd, 6 HP Aftermath -Explosion -Night Slash -Poison Jab -Pursuit/Iron Tail I do NOT like Explosion. I do NOT like the idea of losing a good Pokemon, even if it does take out the opponent. But it's a Moveset, so it's here. Anyways, Explosion's there as a last resort. Night Slash and Poison Jab are for STAB, and Pusuit's for any Hit-and-Runners. Annoyer/Toxi-staller Skuntank@Leftovers Nature: Jolly EVs: 252 HP, 252 Spd, 6 Atk. -Substitute -Protect -Dig/Swagger -Toxic Substitute and Protect to keep Skuntank in the battle, Protect is also to see what moves the opponent has. Dig is another move to avoid hits (Just make sure the opponent doesn't have Earthquake. That hits a Pokemon while it's Digging) and Toxic is to make your opponent poisoned. THE MOVES Skuntank learns Toxic, Night Slash, and Explosion naturally. Protect, Dig, Poison Jab, Substitute, and Swagger are all TMs. ============================================================================== 89 (437) BRONZONG Type: Psychic/Steel Abilities: Levitate (Ground attacks will not affect this Pokemon.) Heatproof (Fire-Type attacks will do less damage to this Pokemon.) Base Stats: HP-67 Attack-89 Defense-116 Special Attack-79 Special Defense-116 Speed-33 Bronzong has some good defenses, and its' Abilites each help with one of its' major weaknesses. On the other hand, it's not good on Hit Points, and that speed! It's SLOW! In spite of the fact that it makes a good Tank, I could only find a couple of movesets for Bronzong. Tankish Bronzong Bronzong@Leftovers Nature: Impish EVs: 252 HP, 129 Def, 129 Atk. Levitate -Hypnosis -Stealth Rock/Reflect -Gyro Ball/Earthquake -Explosion Hypnosis to buy some time while you Stealth Rock/Reflect. Gyro Ball and Earthquake for an attack you can use, and Explosion for a last resort. And another Tank Bronzong@Leftovers Nature: Impish EVs: 252 HP, 129 Def, 129 Atk. Levitate -Hypnosis -Trick Room -Stealth Rock/Reflect/Light Screen -Earthquake Trick Room to boost up its' Speed for five turns. While that's going on, use Hypnosis, then whatever status-boosing move you have. When that's done, you can start on the Earthquakes. A Third Tank Bronzong@Leftovers/Lum Berry Nature: Bold EVs: 252 HP, 252 Def, 6 Sp. Def Levitate -Psychic -Calm Mind -Hypnosis -Rest This one's got Calm Mind to increase its' Special Defense as well as Rest to Heal. The other two moves are Psychic for an attack, and Hypnosis, to buy time while you Calm Mind. A Toxi-Staller Bronzong@Leftovers Nature: Impish EVs: 252 HP, 252 Def, 6 Sp. Def. Levitate -Toxic -Confuse Ray -Hypnosis/Protect -Rest Keep this Set away from Steels and Poisons. Toxic to Poison the opponent, Confuse Ray to make the opponent hurt themselves (Or maybe to force a switch.) Hypnosis to stall, or if you can't stand Hypnosis' lack of accuracy, go for Protect. Rest is to keep Bronzong going as long as it can. Another Staller Bronzong@Chesto Berry/Shuca Berry/Occa Berry Nature: Impish EVs: 252 HP, 252 Def, 6 Sp. Def. Levitate/Heatproof -Gyro Ball -Trick Room -Earthquake/Recycle -Hypnosis/Rest If you choose Rest, then Recycle can help by bringing back the Chesto Berry. Gyro Ball is for STAB, and for taking down the faster opponent, which is useful because Bronzong is so slow! Trick Room is for making Bronzong faster than its' opponent, Earthquake is for taking down Rocks, Electrics, and other Steels, and Hypnosis is for stalling. A Bronzong for Double Battles Bronzong@Leftovers Nature: Impish EVs: 252 HP, 252 Def, 252 Sp. Def. Levitate -Block -Trick Room -Gyro Ball -Earthquake Use Block on both opponents (Or have Bronzong's Partner know Mean Look!) then use Trick Room. The opponent won't be able to switch to anything slower, so they'll be stuck with a slow Bronzong. This Set works best with something that knows Protect, so it can survive those first two turns and Bronzong's Earthquakes. THE MOVES Bronzong learns Hypnosis, Confuse Ray, Block, and Gyro Ball naturally. Calm Mind, Protect, Earthquake, Rest, Psychic, Reflect, Light Screen, Explosion, Stealth Rock, Recycle, and Trick Room are all TMs. ============================================================================== #202 (441) CHATOT Types: Normal/Flying Abilities: Keen Eye (This Pokemon's accuracy cannot be reduced) Tangled Feet (When this Pokemon is confused, its' Evasion goes up) Base Stats: HP-76 Attack-65 Defense-45 Special Attack-92 Special Defense-42 Speed-91 Ah, Chatot. The Parrot Pokemon. If it had better stats, I'd use it. Still, Chatot learns a rather cool Signature move, Chatter. This is the move where you record a phrase on the DS's mircophone and when Chatot uses the move, it says a mixed-up version of what you recorded. Too bad, It would be funny to have your Pokemon tell your opponent what you REALLY think of them. A Choice Spec-er Chatot@Choice Specs Nature: Timid/Modest EVs: 252 Sp. Atk, 252 Spd, 6 HP. Keen Eye -Chatter -Hyper Voice -HP Fighting -U-turn/Mimic A Special Sweeper Chatot@Leftovers Nature: Timid EVs: 252 Sp. Atk, 252 Spd, 6 HP Keen Eye -Chatter -Hyper Voice -Nasty Plot -Sing/Roost Sing is NOT accurate, but it'll make your opponent fall asleep. Just keep an eye out for any Soundproof Pokemon. Nasty Plot to get the Special Attack up, and Chatter and Hyper Voice for some STAB-ed Special Attacks. And Another Special Sweeper Chatot@Life Orb Nature: Timid/Modest EVs: 252 Spd, 252 Sp. Atk, 6 HP. Keen Eye -Encore -Nasty Plot -Hyper Voice -Hidden Power (Fighting/Ghost/Ground) Like the last set, Encore is to keep your opponent busy, Nasty Plot for setting up a Sweep, Hyper Voice for STAB, and Hidden Power to cover anything that Hyper Voice won't hit. THE MOVES Chatot learns Chatter, Roost, Sing, Mimic, and Hyper Voice naturally. Hidden Power and U-Turn are TMs. Nasty Plot and Encore are Egg Moves. ============================================================================== #108 (442) SPIRITOMB Types: Ghost/Dark Ability: Pressure (Any moves used by the opponent count as 2 PP not 1.) Base Stats: HP-50 Attack-92 Defense-108 Special Attack-92 Special Defense-108 Speed-35 Spiritomb is one of only two pokemon that is not weak against ANY type. That's right, it has NO weaknesses! It also has better stats than the only other Pokemon that's Ghost/Dark, Sableye. Its' defenses are better than average, so when you think about it, Spiritomb would make an excellent Tank. Too bad it's so slow...and such a pain to get! Anti-Blissey Spiritomb Spiritomb@Leftovers Nature: Modest/Mild/Calm EVs: 252 HP, 129 Sp. Atk, 129 Def. Pressure -Calm Mind/Nasty Plot -Hypnosis/Will-o-Wisp -Dark Pulse -Rest The first attack (Whichever one you want to go for) is to increase your Stats, Hypnosis and Will-o-Wisp are to either stall, or to start hurting your opponent. Dark Pulse is to make use of the Stat boosts with STAB, and Rest is to keep Spiritomb going. A Tank-ish Set Spiritomb@Leftovers Nature: Calm EVs: 252 HP, 129 Sp Atk, 129 Sp Def Pressure -Pain Split -Will-o-Wisp -Calm Mind -Dark Pulse It's almost the same as the last set, but this time Pain Split is there as a (Sort-of) recovering move. Annoyer Spiritomb@Leftovers Nature: Careful EVs: 252 HP, 129 Atk, 129 Sp. Def. Pressure -Sucker Punch/Taunt -Pursuit/Taunt -Pain Split -Will-o-wisp Switch Spiritomb in on a Psychic Pokemon, then use Sucker Punch or Taunt. Pain Split for when it takes damage, and Will-o-Wisp to keep the opponent hurting. A Staller Spiritomb@Leftovers Nature: Careful EVs: 252 HP, 129 Def, 129 Sp. Def. Pressure -Spite -Pursuit -Rest -Sleep Talk This set was made to wear opponents out quickly. Between Spite and Spiritomb's Pressure Ability, this set should have the opponent losing around 6 PP per attack. Pursuit is for the Hit-and-Runners, Rest is there to keep Spiritomb in the battle, and Sleep Talk is there to make sure Spiritomb is still wasting the opponent's PP even while it sleeps. A Taunter Spiritomb@Leftovers Nature: Careful EVs: 252 HP, 129 Def, 129 Sp. Def. Pressure -Sucker Punch -Taunt -Embargo -Dark Pulse Taunt the opponent into using an attack, then Sucker Punch 'em. Embargo to get rid of any items they might use, and Dark Pulse for a STAB-ed attack. THE MOVES Spiritomb learns Pursuit and Spite from the Move Tutor in Pastoria City. It learns Hypnosis, Sucker Punch, Nasty Plot, and Dark Pulse naturally. Calm Mind, Taunt, Rest, Embargo, and Will-o-Wisp are all TMs, and Pain Split is an Egg Move. ============================================================================== #111 (445) GARCHOMP Types: Dragon/Ground Ability: Sand Veil (This Pokemon's Evasion increases during an in-game Sandstorm.) Base Stats: HP-108 Attack-130 Defense-95 Special Attack-80 Special Defense-85 Speed-102 With Base Stats like that, it's easy to see why Garchomp is in the Overused category. Between that Attack and that Speed, you're most likely to see Garchomp as a Physical Sweeper/Choice Bander. Its one weakness is an Ice type, and the Pokemon that uses the Ice attack must be VERY fast and VERY strong to get a One-hit KO on Garchomp. Physical Sweeper (Big Surprise!) Garchomp@Leftovers/Life Orb Nature: Adamant EVs: 252 Spd, 129 Atk, 129 HP Sand Veil -Earthquake -Swords Dance -Dragon Claw/Dragon Rush/Crunch/Shadow Claw/Stone Edge/Fire Blast/Fire Fang -Dragon Claw/Dragon Rush/Crunch/Shadow Claw/Stone Edge/Fire Blast/Fire Fang It's best if you know what your opponent uses before picking the final two moves. If you don't, well, it's up to you. Dragon Claw, crunch, and Fire Fang are the more accurate ones. The others may have better power or be more useful, but they're not quite so accurate. Fire Blast is a Special Attack, so you might want to go for Fire Fang. Another Physical Sweeper Garchomp@Salac Berry Nature: Adamant/Jolly EVs: 252 Atk, 252 Spd, 6 HP Sand Veil -Substitute -Swords Dance -Earthquake -Dragon Claw Use Substitute and get some Swords Dances in. Then start pounding your opponent.When your Hit Points are getting low, the Salac Berry will boost your Speed. Choice Band-er Garchomp@Choice Band Nature: Adamant/Jolly EVs: 252 Atk, 252 Spd, 6 HP Sand Veil -Earthquake -Dragon Claw/Outrage -Stone Edge/Crunch Fire Fang/Fire Blast Perdict what your opponent will be using and use the move that will hurt it the most. If you use Outrage, be careful of the confusion that comes at the end...If your opponent's still able to fight. A Choice Scarf-er Garchomp@Choice Scarf Nature: Adamant EVs: 252 Atk, 252 Spd, 6 Sp. Def. Sand Veil -Outrage -Earthquake -Crunch/Stone Edge -Fire Blast/Fire Fang Not much different here. Pick the move that will knock out your opponent the fastest and there you go. THE MOVES Garchomp learns Fire Fang from the Move Tutor in Pastoria City. It learns Dragon Claw, Crunch, and Dragon Rush naturally. Earthquake, Fire Blast, Substitute, Swords Dance, Shadow Claw, and Stone Edge are all TMs. Outrage is an Egg Move. ============================================================================== #116 (448) LUCARIO Types: Steel/Fighting Abilities: Inner Focus (This Pokemon cannot be Flinched) Steadfast (If this Pokemon is Flinched, its' speed rises.) Base Stats: HP-70 Attack-110 Defense-70 Special Attack-115 Special Defense-70 Speed-90 People either really LOVE Lucario or they think he's overated. I haven't seen it in battle yet, but so far my opinion falls in the Overated camp. Anyway, Lucario's got three things going for it. It's a Steel/Fighting type, a unique combination. It's got good attacking stats, even though its defenses aren't so great, and it has a GREAT Movepool. It can be a Physical Sweeper, a Special Sweeper, or even a Mixed Sweeper. That will keep your opponents trying to figure out what you're doing, as well as filling many roles on your team. Physical Sweeper Lucario@Salac Berry Nature: Adamant EVs: 252 Atk, 252 Spd, 6 Def Inner Focus -Close Combat/Hi Jump Kick -Crunch/Rock Slide/Stone Edge -Swords Dance -Substitute Rock Slide is a little more accurate than Stone Edge, but less powerful. Close Combat lowers your defenses, but it's a powerful STAB-ed attack. If you don't want to lose your defenses, go for Hi Jump Kick. Substitute is to stall while you Swords Dance and wait for that Salac Berry to boost your Speed. Another Physical Sweeper Lucario@Life Orb Nature: Jolly/Adamant EVs: 252 Speed, 252 Atk, 6 HP Steadfast -Swords Dance -Bullet Punch -Close Combat/Cross Chop/Brick Break -Shadow Claw Swords Dance once or twice to get your Attack up,Bullet Punch is for Steel STAB. Pick whichever Fighting move you want, while Shadow Claw is there for the Ghosts. Special Sweeper Lucario@Leftovers Nature: Modest/Timid EVs: 252 Sp. Atk, 252 Spd, 6 HP. Inner Focus -Calm Mind -Aura Sphere -Dark Pulse/Shadowball/Substitute -Dragon Pulse/Substitute Aura Sphere is the Fighting version of Swift. Substitute to stall while you use Calm Mind to boost up Lucario's Special Attack, and the rest to do the Sweeping. Reversal Lucario Lucario@Salac Berry Nature: Adamant EVs: 252 Atk, 252 Spd, 6 Def. Inner Focus -Endure/Substitute -Reversal -Swords Dance -Crunch This set takes advantage of the fact that Lucario can get STAB from Reversal. Use either Substitute to stall while you Swords Dance or if you know the opponent's going to be strong, use Endure to ride out the hit. Once your Hit Points are in the red, the Salac Berry will kick in and make Lucario even faster for the Reversal. Crunch is to take out any Ghost types you may come across. Choice Band-er Lucario@Choice Band Nature: Adamant EVs: 252 Atk, 252 Spd, 6 Def. Inner Focus -Close Combat -Crunch -Stone Edge -Blaze Kick/Extremespeed Extremespeed gets rid of Endure/Reversal-ers, while Blaze Kick takes out any Steel Types without lowering Lucario's Stats (As well as any Heracross you happen to meet!) Close Combat is for STAB, while the other two attacks are for Flying Types and Ghost Types. Choice Specs-er Lucario@Choice Specs Nature: Modest EVs: 252 Sp. Atk, 252 Spd, 6 HP Inner Focus -Aura Sphere -Dragon Pulse -Dark Pulse -Psychic Pick whichever attack will hurt the most and go. Switch out when something resistant to the attack you're using (Ghost, Dark) comes. Choice Scarf-er (Phyical Sweeper) Lucario@Choice Scarf Nature: Adamant EVs: 252 Attack, 252 Speed, 6 HP Inner Focus -Crunch -Close Combat -Stone Edge -Earthquake Choice Scarf to make Lucario faster than normal. Otherwise it's pretty much the same. Mixed Sweeper Lucario@Choice Scarf Nature: Naive Ability: Steadfast EVs: 252 Spd, 129 Sp. Atk, 129 Atk -Close Combat/Aura Sphere -Earthquake/Shadow Ball -Crunch -Psychic This set's one of those "Play with your opponent's mind" sets. It's probably not the best, but it's certainly surprising. Pick whatever STAB attack you prefer, then decide whether you want to handle Electrics or Ghosts better. THE MOVES Lucario learns Dark Pulse from the Move Tutor in Pastoria City. It learns Aura Sphere, Swords Dance, Close Combat, Dragon Pulse, and Extremespeed naturally. Calm Mind, Earthquake, Psychic, Shadow Ball, Endure, Dragon Pulse, Stone Edge, Rock Slide, and Substitute are all TMs. Hi Jump Kick, Crunch, and Blaze Kick are Egg Moves. ============================================================================== #123 (450) HIPPOWDON Type: Ground Ability: Sand Stream (When this Pokemon enters the battle, an in-game Sandstorm begins.) Base Stats: HP-108 Attack-112 Defense-118 Special Attack-68 Special Defense-72 Speed-47 Male Hippowdon look very different from the females. I thought my first female was a Shiny until I caught it. Anyways, Hippowdon has some good Defense. Too bad it's only the regular Defense. Still, it also has good attack and Hit Points, and it learns a good Recovery move. Tank-ish Hippowdon Hippowdon@Leftovers Nature: Careful EVs: 129 HP, 129 Atk, 252 Sp. Def Sand Stream -Curse -Rest -Earthquake -Ice Fang Curse to get Hippowdon's Attack and Defense up. It already has low Speed, so Cursing's Speed reduction is not much of a sacrifice. Rest to keep it in battle, Earthquake for STAB, and Ice Fang for everything that resists Ground and Tyrannitars. A Physical Wall Hippowdon@Leftovers Nature: Impish EVs: 252 HP, 252 Def, 6 Atk. Sand Stream -Earthquake -Ice Fang/Stone Edge/Stealth Rock -Roar -Slack Off Earthquake for STAB, Ice Fang to deal with Dragons, Rocks, Grounds, and Fliers. Stone Edge for Fire, Ice, and Bugs. Stealth Rock if your Team doesn't already have one, Roar in case the oponent brings out a Special Attacker, and Slack Off to heal. Physical Sweeper Hippowdon@Leftovers/Choice Band Nature: Adamant EVs: 252 Atk, 252 HP, 6 Sp. Def. Sand Stream -Earthquake -Stone Edge -Slack Off/Ice Fang -Curse/Crunch Similar to the last set, but built more for Attacking. Shuffler Hippowdon@Leftovers Nature: Impish EVs: 252 HP, 129 Atk, 129 Sp. Def. Sand Stream -Stealth Rock -Yawn/Toxic -Roar -Earthquake Either Yawn to put them to sleep, or Toxic to get them Poisoned, then Roar to move on to the next Pokemon. Too bad there's no room for a healing move, but that's what Wish is for. THE MOVES Hippowdon learns Ice Fang from the Move Tutor in Pastoria City. It learns Yawn as Hippopotas, and Earthquake and Crunch naturally. Roar, Toxic, Rest, Stone Edge, and Stealth Rock are TMs. Slack Off and Curse are Egg Moves. ============================================================================== #128 (452) DRAPION Types: Dark/Poison Abilities: Sniper (Increases the damage from a Critical Hit.) Battle Armor (This Pokemon cannot be Critically Hit.) Base Stats: HP-70 Attack-90 Defense-110 Special Attack-60 Special Defense-75 Speed-95 Like Skuntank, Drapion is Dark/Poison. The only thing it's weak against is Ground. It also has a very large Physical Movepool, which is good, because Attack is one of its' better stats. Spiker/Shuffler Drapion@Leftovers Nature: Impish EVs: 252 HP, 252 Spd, 6 Atk. Sniper -Roar/Whirlwind -Toxic Spikes -Confuse Ray -Earthquake/Poison Jab/Crunch Toxic Spikes makes the Pokemon that switch in be Poisoned. If used twice, it makes the entering Pokemon "Badly Poisoned." This means the damage taken from Poison gets worse every turn! Roar is to make the opponent switch, whether they like it or not, Confuse Ray is for after they're Poisoned, so that with any luck the opposing Pokemon will knock themselves out. The last attack depends on what you think you're going to be facing. Earthquake won't affect Fliers or Levitators, Poison Jab won't affect Steels, but it will give you a STAB attack. So will Crunch, for that matter. If you run into a Soundproof Pokemon, Whirlwind is an alternative to Roar. Physical Sweeper Drapion@Leftovers Nature: Jolly EVs: 252 Atk, 252 Spd, 6 HP. Sniper -Earthquake -Crunch -Swords Dance -Poison Jab/X-Scissor That last move can be replaced by any Physical Attack. Use Swords Dance to build up your strength, then start Sweeping. Critical "Hax" Drapion Drapion@Scope Lens Nature: Adamant EVs: 252 Atk, 252 Spd, 6 HP Sniper -X-Scissor -Night Slash -Cross Poison -Slash This set is for taking advantage of Sniper. Slash, Night Slash, and Cross Poison all make it easier to get a critical (And Cross Poison has the chance of poisoning your opponent to boot!) THE MOVES Drapion learns Toxic Spikes, Crunch, and Cross Poison naturally. Roar, Earthquake, Swords Dance, X-Scissor, and Poison Jab are all TMs. Night Slash, Slash, Confuse Ray, and Whirlwind are Egg Moves. ============================================================================== #130 (454) TOXICROAK Types: Poison/Fighting Abilities: Anticipation (If the opponent has any moves that are Super Effective against this Pokemon, or 1-Hit KO moves, the screen will tell you when that Pokemon appears in battle.) Dry Skin (If the opponent uses a Water-type attack on this pokemon, it absorbs the attack without taking any damage and restores some Hit Points. Also, this Pokemon's Hit Points are gradually restored when the in-game weather is raining. If the In-game weather is sunny, this Pokemon's Hit Points decrease.) Base Stats: HP-83 Attack-106 Defense-65 Special Attack-86 Special Defense-65 Speed-85 Toxicroak is another odd type. Its' Poison/Fighting combo means it's double weak against Psychic. Still, it's resistant to Dark and Fighting, and the ability of Dry Skin means that it would benefit from a Rain Dance team. It has low defenses, but makes up for that with a good attack Stat. It also looks very cool...Just keep it away from Psychics and, If it has Dry Skin, Sunny Day Pokemon. Choice Band-er Toxicroak@Choice Band Nature: Jolly/Adamant EVs: 252 Atk, 129 HP, 129 Spd. Dry Skin -Cross Chop -Stone Edge -Sucker Punch -Poison Jab/Earthquake Takes advantage of Toxicroak's good Attack. If you think the opponent's going to try and use a Physical Attack, go for a Sucker Punch. Cross Chop for STAB, Stone Edge for those Fliers and Bugs. The last move can be either Poison jab for more STAB, or Earthquake, if you're afraid of a Steel switching in. Physical Sweeper Toxicroak@Life Orb/Wide Lens Nature: Jolly EVs: 252 Atk, 129 HP, 129 Spd. Dry Skin -Swords Dance -Cross Chop -Stone Edge -Sucker Punch/X-Scissor/Poison Jab/Earthquake A bit like the last set, but now there's Swords Dance to increase your attack. Use either Life Orb to increase your attack some more, or Wide Lens to make Stone Edge and Cross Chop a bit more accurate. The last move depends on what you're facing. A Special Sweeper Toxicroak@Life Orb/Wide Lens Nature: Timid EVs: 252 Sp. Atk, 129 HP, 129 Spd. Dry Skin -Nasty Plot -Focus Blast/Hidden Power Fighting -Dark Pulse -Vacuum Wave/Sludge Bomb/Hidden Power Flying Toxicroak isn't as good at Special Attack as it it regular attack. Anyways, Nasty Plot to get your Special Attack up, the next attack depends on how accurate you're feeling. If you don't want to miss, go for Hidden Power. If you feel like you need some power, go for Focus Blast. Dark Pulse is to take out any Ghosts. Vacuum Vave is the Fighting version of Quick Attack, Sludge Bomb can poison, while Hidden Power is there for taking Heracross dowm. Rain Dancer/Staller Toxicroak@Leftovers/Damp Rock Nature: Careful EVs: 252 HP, 129 Atk, 129 Sp. Def. Dry Skin -Rain Dance -Substitute -Focus Punch/Cross Chop -Stone Edge/Sucker Punch/X-Scissor/Toxic This set was made to take advantage of Dry Skin. Rain Dance, then use Substitute. While your Sub is still up, you can Focus Punch, Cross Chop, or whatever you want. If the opponent takes the Substitute down, then do it all again. THE MOVES Toxicroak learns Sucker Punch, Nasty Plot, Poison Jab, and Sludge Bomb naturally. Focus Punch, Toxic, Hidden Power, Rain Dance, Earthquake, Sludge Bomb, Focus Blast, Stone Edge, Dark Pulse, Swords Dance, X-Scissor, and Substitute are all TMs. Vacuum Wave and Cross Chop are Egg Moves. ============================================================================== #131 (455) CARNIVINE Type: Grass Ability: Levitate (This Pokemon cannot be hit by any Ground moves) Base Stats: HP-74 Attack-100 Defense-72 Special Attack-90 Special Defense-72 Speed-46 Carnivine looks really cool, and it has a nice Ability. The problems? Well, its' stats aren't the greatest, especially the Speed. It doesn't Evolve, so what you see is what you get. It's also a straight Grass type, meaning it will be underused. Still, it learns all the standard Grass-type moves... And it looks really cool. I think it should have had another Type besides Grass. Staller Carnivine@Leftovers Nature: Bold EVs: 252 HP, 129 Def, 129 Sp. Atk. Levitate -Leech Seed -Sleep Powder -Sludge Bomb -Substitute Your standard Staller. Use Substitute, then Sleep Powder (Beware of Sleep Powder's lack of accuracy!) Leech Seed 'em when you have a chance, and if you get the chance, attack with Sludge Bomb. Physical Sweeper Carnivine@Leftovers Nature: Adamant EVs: 252 Atk, 252 HP, 6 Def. Levitate -Sleep Powder/Stun Spore -Substitute/Crunch -Swords Dance -Power Whip Sleep Powder and Substitute to stall while you Swords Dance. Power Whip for the attack, or if you want to have more attacks, put Crunch in. THE MOVES Carnivine learns Crunch and Power Whip naturally. Sludge Bomb, Substitute, and Swords Dance are all TMs. Sleep Powder, Stun Spore, and Leech Seed are all Egg Moves. ============================================================================== #135 (457) LUMINEON Type: Water Abilities: Swift Swim (This Pokemon's Speed doubles during an In-Game rainstorm.) Storm Drain (In a Two-on-Two battle, all Water attacks are drawn to this Pokemon.) Base Stats: HP-69 Attack-69 Defense-76 Special Attack-69 Special Defense-86 Speed-91 It looks like it should be an Eevee-lution, but it's not. Looking at those stats, I think that could be for the best. Sadly, there isn't a lot anyone can do with Lumineon. It's got a bad Movepool, and low Stats. Its' Abilities are for either Rain Dance teams, or Two-on-Two battles, but this Pokemon is probably not going to see any action at all with those stats. Special Sweeper Lumineon@Leftovers Nature: Timid/Modest EVs: 252 Spd, 252 Sp. Atk, 6 HP. Swift Swim -Surf -Ice Beam -Silver Wind/HP Ground -Rain Dance/Aqua Ring Surf for STAB, Ice Beam for Dragons, Silver Wind for Psychics (And the chance that it could raise Lumineon's horrible stats!) Hidden Power for the Electrics, Rain Dance to improve Lumineon's Speed, and Aqua Ring to try and keep it in battle. Physical Lumineon Lumineon@Leftovers Nature: Adamant/Jolly EVs: 252 Atk, 252 Spd, 6 HP. Swift Swim -Aqua Tail/Waterfall -U-Turn -Payback -Tickle/Rain Dance Aqua Tail or Waterfall for STAB, U-Turn to get it out of there while you still can, Payback in case the opponent is faster than Lumineon (And it survives the attack!) Tickle to take the opponent's attack a bit, or Rain Dance to get Swift Swim started. THE MOVES Lumineon learns Rain Dance, Aqua Ring, U-Turn, and Silver Wind naturally. Hidden Power, Ice Beam, and Payback are all TMs. Surf and Waterfall are HMs, and Aqua Tail and Tickle are Egg Moves. ============================================================================== #143 (460) ABOMASNOW Type: Grass/Ice Ability: Snow Warning (When this Pokemon comes into battle, an In-Game Snowstorm starts.) Base Stats: HP-90 Attack-92 Defense-75 Special Attack-92 Special Defense-85 Speed-60 What a weird combination of types! Abomasnow is double weak against fire, as well as singly weak against six other types, several of which are common in competitive battling. It makes up for this with a good Ability, especially since I'm pretty sure that the move Blizzard never misses during an in-game Snowstorm. Physical Sweeper Abomasnow@Life Orb Nature: Adamant/Jolly EVs: 252 Atk, 129 HP, 129 Sp. Def. Snow Warning -Ice Punch/Ice Shard -Seed Bomb/Wood Hammer -Focus Punch -Earthquake Bring this guy in on a Water type and hope that their owner decides to switch it out for a Focus Punch. Otherwise, the Ice attacks are for STAB, as are the Grass attacks. Earthquake is for anything that's not weak against Ice or Grass. A More Defensive Set Abomasnow@Leftovers Nature: Bold/Modest EVs: 252 HP, 252 Sp. Atk, 6 Def. (Or 252 HP, 129 Sp. Atk, 129 Spd.) Snow Warning -Light Screen -Grass Knot/Substitute -Ice Beam/Blizzard -Leech Seed Leech Seed the opponent, then get some Screens up. The Ice Attack (whichever one you go with) is for STAB as well as Dragons and Fliers. The second set of EVs is in case you don't want to attack as much. A Choice Scarf-er Abomasnow@Choice Scarf Nature: Modest EVs: 252 Sp. Atk, 129 HP, 129 Spd. -Blizzard -Grass Knot -HP Ground -Focus Blast Blizzard to take advantage of Snow Warning/STAB, Grass Knot for more STAB, Hidden Power Ground for Electrics, Rocks, and Steels, and Focus Blast for a powerful attack (Though it's not all that accurate!) THE MOVES Abomasnow learns Ice Punch from the Move Tutor in Pastoria City. It learns Ice Shard, Wood Hammer, and Blizzard naturally. Focus Punch, Hidden Power, Ice Beam, Light Screen, Earthquake, Focus Blast, Grass Knot, and Substitute are all TMs. Leech Seed and Seed Bomb are Egg Moves. ============================================================================== #145 (461) WEAVILE Types: Dark/Ice Ability: Pressure (Any moves used by the opponent count as 2 PP not 1.) Base Stats: HP-70 Attack-120 Defense-65 Special Attack-45 Special Defense-85 Speed-125 Ever since Gold, I've always had a soft spot for Sneasel. At the time, I didn't know it was double weak against fighting until it was too late, but still, it was one of my Favorites. Anyway, What Weavile lacks in Special Attack, it more than makes up for in regular Attack and Speed! Physical Sweeper Weavile@Expert Belt/Lum Berry Nature: Jolly EVs: 252 Atk, 129 HP, 129 Spd. Pressure -Swords Dance -Night Slash -Ice Punch -Brick Break Expert Belt raises the power of any moves that are Super Effective. Put that Set against something that's weak against Ice, Dark, or Fighting. Swords Dance to get Weavile's Attack up and there you go. A Sub-Puncher Weavile@Leftovers/Liechi Berry Nature: Jolly EVs: 252 Atk, 252 Spd, 6 HP. Pressure -Substitute -Night Slash -Ice Punch -Focus Punch Substitute can help find out what attacks the opponent has. It can also stall while you Focus Punch your opponents into next week, and when your Hit Points are getting low, Liechi Berry will increase Weavile's Attack for some even harder hits. Ice Punch and Night Slash are both good STAB attacks, the former can also freeze your opponent and the latter has a better chance of getting a Critical. Staller-y Weavile Weavile@Leftovers Nature: Careful/Impish EVs: 252 HP, 129 Def, 129 Atk. Pressure -Substitute -Protect -Swords Dance/Ice Punch -Night Slash/Ice Punch It's NOT the best moveset, but it's different. This set is made to take advantage of Pressure. Alternate between Substitute and Protect (And hope your opponent doesn't have a Poisoner, Paralyzer, or Burner.) The other two moves can be an attack, and Swords Dance just in case, or you can try using two attacking moves to take advantage of the double STAB. THE MOVES Weavile learns Night Slash naturally. Focus Punch, Protect, Brick Break, Swords Dance, and Substitute are TMs. Ice Punch is an Egg Move. ============================================================================== #462 MAGNEZONE Types: Electric/Steel Abilities: Sturdy (If the opponent uses a 1-Hit KO attack, like Fissure or Sheer Cold, it will not affect this Pokemon.) Magnet Pull (Steel Type Pokemon cannot switch out of battle.) Base Stats: HP-70 Attack-70 Defense-115 Special Attack-130 Special Defense-90 Speed-60 Magnezone is the first of the New National Pokemon. Meaning it and the 17 or so Pokemon after it only have numbers in the National Dex. Anyways, Magnezone has three weaknesses, one of them is a Double weakness. Keep it away from Fighting, Fire, and especially Ground Types. Magnezone makes up for this with a great Special Attack stat, a Defense stat that's almost as good, it can't even be touched by Poison attacks, and the Ability Magnet Pull makes it Skarmory's worst nightmare. Special Sweeper/Choice Scarf-er Magnezone@Choice Scarf Nature: Timid EVs: 252 Sp. Atk, 252 Spd, 6 HP Magnet Pull -Thunderbolt -Hidden Power Ice/Grass -Flash Cannon -Explosion Thunderbolt for STAB, Hidden Power Ice for the Dragons, Hidden Power Grass for any Rock or Ground types. Flash Cannon for more STAB and in case you find anything weak against Steel, and Explosion as a Last Resort move. (Meaning do NOT use it unless you absolutely HAVE to.) A More Defensive Set Magnezone@Leftovers Nature: Timid EVs: 252 Spd, 129 HP, 129 Sp. Atk. Magnet Pull -Magnet Rise -Thunderbolt -Hidden Power Ice/Hidden Power Grass/Flash Cannon -Reflect/Light Screen Magnet Rise is a useful move that lets Magnezone avoid its' greatest weakness, the Ground attacks. Like the last set, Thunderbolt and Flash Cannon are for STAB, Hidden Power is for Dragons or Rock and Grounds, Reflect and Light Screen are for increasing the defenses, and for passing them on to the rest of the team. THE MOVES Magnezone learns Magnet Rise naturally. Hidden Power, Thunderbolt, Reflect, Light Screen, Explosion, and Flash Cannon are all TMs. Magnezone has no Egg Moves. ============================================================================== #463 LICKILICKY Type: Normal Abilities: Oblivious (This Pokemon cannot be attracted.) Own tempo (This Pokemon cannot be confused.) Base Stats: HP-110 Attack-85 Defense-95 Special Attack-80 Special Defense-95 Speed-50 Lickitung's Evolution is kinda like Snorlax's little brother. It has decent Hit Points, and the rest