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Competitive Battling Guide

by Parrot_Lover


            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:

The new Platinum version's out in Japan, which means it's only a matter of 
time before it comes out in other countries.  So, what does Platinum have in
store for us?  New Pokemon forms, new wi-fi mini-games, and for the 
competitive battlers, new move tutors.  That means that moves like Trick will
be available to more Pokemon.

So, I'm going to at least try to update this guide a little for the Platinum
version.  I'm not sure if it'll actually end up under the Platinum section,
but it'll be updated at least.

And one other bit of bad news, the laptop I've had for years is probably not 
going to last me much longer.  Oh, don't worry, it doesn't affect my e-mail
or anything, just all the stuff I've had written on here, like fanfics...
and this guide.  So, I'll try and keep this laptop alive at least until I 
have a decent amount of Platinum updates...Or until my family gets me another 
laptop, whichever comes first.
------------------------------------------------------------------------------
Well, I finally have a chance to prove I haven't fallen off the face of the
earth and update again!  I've been meaning to do it for a VERY long while, but
haven't quite gotten around to it, because let's face it, I'm a 
procrastinator.

I've said right from the beginning that this guide is more for beginners, so
now there's another guide on Gamefaqs for the more advanced players.  Check 
out Aragornbird's Competitive Moveset guide if you want movesets for the 
older Pokemon, as well as better EV spreads for the Sinnoh Pokemon.

For those of you that haven't already heard, there is a third game coming out 
for the Diamond/Pearl generation.  It's Pokemon Platinum!  (I was sort of 
hoping for Topaz, since that's my birthstone, but no luck there.)  I'll 
probably get it when it comes to America.

And I now have a copy of Pokemon Diamond, so I won't have to delete any more 
Friend Codes for a while.  The bad news is, I need to train more Pokemon for
a team on it, because all the trained Pokemon I have so far are kinda thrown
together.  I do have six Battle-ready Pokemon, though.

My Diamond Friend Code is 1204-0329-1244, and the name is Flyva.
==============================================================================
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.)
-Version 1.9:  Updated the Doubles Strategy a little, updated the Wi-Fi 
               section, corrected a few mistakes on Regigigas' Movesets,
               (And wondered how that one got by me for so long) and started 
               a section on Weather effects (In-game, of course!)
-Version 2.0:  The big 2-0!  Added some new Pokes to "Uber-Busters," and 
               fixed the order a little.  Added one name that was missing 
               from the credits, and one new Site that this guide will
               be on.
-Version 2.1:  Fixed a MAJOR mistake in the IV descriptions section.  (I was
               apparently using the Japanese translation instead of the 
               English version for the Attack IVs.  How in the name of Captain 
               Falcon did that happen?!)  Also, added more movesets
               and updated the Uber Busters a bit. 
-Version 2.2:  Fixed a small spelling error, added more sets.   
-Version 2.3:  Started with the Platinum Updates, updated the section on 
               priority attacks a bit.  And of course more movesets.

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.

STANDARD VS NON-STANDARD MOVESETS

The problem with a Pokemon's moveset is that after a while you end up seeing
the same thing over and over again.  For instance, it's easy to guess that a
Garchomp will be a Physical Sweeper, or a Gengar will be a Special Sweeper
or a Hypnosis-er.  

So, you want to create your own moveset?  Well, the first thing you should 
know is that the standard movesets are standard for a reason.  They've been
tested and used by the people who know their Pokemon.  For instance, putting
a move like Recover on a Shedinja is kind of silly, since it only has one hit
point, period.  

Look at the Pokemon's base stats.  Look at the moves it can learn.  What 
do you want it to do?  Once you've figured that out, you can figure out what
Nature's right for it.  Then you can decide where to put its' EVs.  

Once you're done with everything, the next thing you want to do is try it out
in a Battle.  Multiple Battles would be the best, as that gives you a better
understanding of how your new Pokemon works.

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.  

As much as I would like to include a list of what is on what tier, I've 
noticed that it mostly comes down to personal opinion, meaning a LOT of
arguments over what goes where.  Alakazam for instance, is one of the ones
that nobody is ever sure where it goes.  That Special Attack, for instance,
would put it in Overused, but its' Defense would suggest that it goes in the
Borderline tier.  So I've decided to stay away from all that arguing.  If you
want a what's on what Tier list, try Smogon.com or Serebii.net.  

LEGENDARIES AND UBERS

Some people (Until recently that included myself) tend to just shove all the
Legendary Pokemon into one category.  "They're all Legendaries, right?!  
They're all the same."  But another look at the Base Stats of some of them 
shows that some Legendaries are actually stronger than others.  They are put
on the highest tier, Uber, and banned from most Battles.  Here's the list, 
according to Serebii.net.

-Arceus
-Darkrai
-Deoxys
-Dialga
-Giratina
-Groudon
-Ho-oh
-Kyogre
-Latias
-Latios
-Lugia
-Manaphy
-Mew
-Mewtwo
-Palkia
-Rayquaza
-Wobuffet

There's been some recent controversy with Wobuffet being removed from the 
list.  I kept it up just to have a complete list.

INDIVIDUAL 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-Scatters things often
27-Often scatters things
26-Often dozes off

ATTACK
31-Likes to thrash about
30-Proud of its' Power
29-Quick Tempered
28-Likes to fight
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.

It takes a lot of patience to breed for high IVs in the right stats.  Serious
players will try to get good IVs just to get that extra boost.  I personally 
don't have that patience, I figure, as long as it's the right Nature, I'm all 
right.  IVs are just extra icing on the cake.  But that's just my opinion.

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 the
guy inside 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.

PRIORITY MOVES
Sometimes it doesn't matter if your Pokemon is faster or not.  There are 
certain moves that, no matter what, just go first or last.  There's a certain 
order to it, though.  I'm using the list from Serebii (Dot) net, so if 
there's any mistakes, please tell me.

The ones that always go first are, in order of priority...

Stage 5

-Helping Hand

Stage 4

-Magic Coat
-Snatch

Stage 3

-Detect
-Endure
-Follow Me
-Protect

Stage 2

-Feint

Stage 1

-Aqua Jet
-Bide 
-Bullet Punch
-Extremespeed
-Fake Out
-Ice Shard
-Mach Punch
-Protect
-Quick Attack
-Shadow Sneak
-Sucker Punch
-Vacuum Wave

Fake Out and Sucker Punch are a bit different, though.  Fake Out can only be 
used when your Pokemon switches in, and Sucker Punch only works when your 
Pokemon is attacked.  Pursuit is a bit different.  It goes first, but only 
if the Pokemon that the attack is used again is either switching out or using 
a move that will make it switch out, like Baton Pass or U-Turn.

Most other attacks are Stage 0, but the Moves that always go last are:

Stage -1

-Vital Throw

Stage -2 
(Serebii had a different numbering system, but I'm trying to keep it simple.)

-Focus Punch

Stage -3

-Avalanche
-Revenge

Stage -4

-Counter
-Mirror Coat

Stage -5

-Roar
-Whirlwind

Stage -6

-Trick Room

When two Pokemon use two moves of the same priority, the one with the higher 
speed will go first.

MOLD BREAKER
This Ability, used by Rampardos and Pinsir, nullifies certain Abilities.  
Here's a list of the Abilities that are affected.

Battle Armor, Clear Body, Damp, Dry Skin, Filter, Flash Fire, Flower Gift, 
Heatproof, Hyper Cutter, Immunity, Inner Focus, Insomnia, Keen Eye, 
Leaf Guard, Levitate, Lightningrod, Limber, Magma Armor, Marvel Scale, Motor 
Drive, Oblivious, Own Tempo, Sand Veil, Shell Armor, Shield Dust, Simple, Snow
Cloak, Solid Rock, Soundproof, Sticky Hold, Storm Drain, Suction Cups, 
Tangled Feet, Thick Fat, Unaware, Vital Spirit, Volt Absorb, Water Absorb, 
Water Veil, White Smoke, and Wonder Guard.

So, this means that if you have a Regigigas out with a Mold Breaker Poke, your
Regigigas will be powerful right when it starts, rather than having to wait 
five turns.

IN-GAME WEATHER

Not to be confused with the real-life weather outside, (Although that would be
a nifty twist if they could do it!) In-Game Weather is affected by certain 
moves and Abilities.  In addition, they also have certain effects on the 
Battle.  Here's the rundown.

Sunny Weather

Activated by the move Sunny Day, and Groudon's Ability, Drought.  If a Pokemon
is holding a Heat Rock when Sunny Day is used, the length of the Sunny weather
will increase.

The power of Fire attacks goes up by 50%, the power of Water attacks decreases
by 50%.  The move Solar Beam skips its' charging turn, the move Thunder goes
down in accuracy to 50%, healing moves such as Synthesis, Morning Sun, and 
Moonlight heal 100% of a Pokemon's Hit Points, the attack Weather Ball becomes
a Fire-Type attack, and the Abilities Chlorophyll, Dry Skin, Flower Gift, Leaf
Guard, Forecast, and Solar Power are activated.

Rainy Weather

Activated by the move Rain Dance, and by Kyogre's ability, Drizzle.  If a 
Pokemon is holding a Damp Rock when Rain dance is used, the length of the 
rainy weather will increase.

The power of Water attacks increases by 50%, the power of Fire attacks goes 
down by 50%, the move Thunder increases its' accuracy to 100%, the move Solar
Beam takes two turns to charge instead of one, the moves Synthesis, Morning 
Sun, and Moonlight only heal 25%, the attack Weather Ball becomes a Water-Type
attack, and the Abilities Dry Skin, Forecast, Hydration, Rain Dish, and Swift
Swim are activated.

Icy Weather

Activated by the move Hail, and by Snover and Abomasnow's Ability, Snow 
Warning.  If a Pokemon is holding an Icy rock when Hail is used, the length
of the Icy weather will increase.

Every non-Ice Pokemon takes damage every turn, the accuracy of the move 
Blizzard goes up to 100%, the moves Synthesis, Morning Sun, and Moonlight 
only heal 25%, the attack Weather Ball becomes an Ice-type attack, and the
Abilities Forecast, Ice Body, and Snow Cloak are activated.

Sandstorm

Activated by the move Sandstorm, and by Tyrannitar, Hippopotas and Hippowdon's
Ability, Sand Stream.  If a Pokemon is holding a Smooth Rock when Sandstorm is
used, the length of the Sandstorm will increase.

Every Pokemon that is not Rock, Ground, or Steel takes some damage every turn,
a Rock-Type Pokemon's Special Defense is increased by 50%, the move Solar 
Beam's power is reduced, the move Thunder's accuracy is reduced to 50%, the
moves Synthesis, Morning Sun, and Moonlight only heal 25%, the attack Weather 
Ball becomes a Rock-Type, and the Ability Sand Veil is activated.

If the Weather effect is triggered by a move, such as Sunny Day, the effect 
will last five turns unless the Pokemon that uses the move is holding a 
certain rock to increase the length.  If the Weather effect is triggered by 
an Ability, the effect will last until either the In-Game weather is changed
or until the Battle ends.

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 predict 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 prediction 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)
                                 |
                         Elekid (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.  Going upstairs will
bring you to the Union Room, but that's not quite the same, it's for when you
have your friends in the same room.  Once you're on, you'll see your name, 
current status, and any Friends that are online.

Normally, your DS's Microphone is on and working during a Battle or a trade.
You can turn it off by pressing "X" after you have selected your status.

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 (Or whatever they have chosen!)

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.

-Remember that unless you arrange for "Voice Chat Off" on your Status thingy,
the microphone is always on.  Try not to get too carried away with your 
emotions.  I personally prefer to turn my DS's sound off myself, because I
find the music to be a little distracting, but that's just me.

-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.  I have
heard about some people having problems with their microphone which were 
solved by turning it off.

-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?  I sincerely wish that they had 
installed a mini-game of some kind to play while you're waiting, it would
certainly look more interesting than the normal picture of a Pikachu and 
a Pichu.

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.
Ubers-Extremely overpowered.  Banned from most tournaments.
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.  

Another Special Attacker

Roserade@Wise Glasses/Focus Sash
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP
Natural Cure
-Energy Ball/Petal Dance
-Shadow Ball
-Extrasensory/Sludge Bomb
-Hidden Power Water

Here's another variation on the Special Attacking Roserade.  I added Focus 
Sash because of Roselia's low Defense.  Anyways, Energy Ball and Petal Dance
are for STAB, Shadow Ball is for Psychics and Ghosts, Extrasensory is for 
Fighting, and other Poisons, and Hidden Power is for Fire types.

(For some reason, I keep getting Roserade confused with Roselia.  I dunno...)

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, Petal 
Dance, Extrasensory, 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/Na�ve/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.

Another Baton Passer

Drifblim@Leftovers
Nature: Calm
EVs: 170 Spd, 170 Def, 170 S. Def
Aftermath
-Baton Pass
-Calm Mind
-StockPile
-Ominous Wind

Well, here's another version of the Baton Pass Set.     Stockpile and Calm 
Mind are both to boost Drifblim's Stats, Ominous Wind is for an actual attack,
plus the occasional stat boost, and Baton Pass is to pass it all on to the 
next Poke.

THE MOVES
Drifblim learns Stockpile, Ominous Wind, Baton Pass, and Shadow Ball 
naturally.  Calm Mind, 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.

And an Annoyer Set

Mismagus@Leftovers
Nature: Bold
EVs: 170 Def, 170 S. Def, 170 Spd
Levitate
-Thunder Wave/Will-O-Wisp/Toxic/Confuse Ray
-Thunder Wave/Will-O-Wisp/Toxic/Confuse Ray
-Thunder Wave/Will-O-Wisp/Toxic/Confuse Ray
-Shadow Ball/Psychic

Mismagus isn't the toughest Poke around, so beware of Physical attackers.
Anyways, pick three Annoyer moves, Thunder Wave to slow opponents down, 
Will-o-Wisp for the Ground and Steel types, plus the speed and Attack 
decrease, Toxic for everything that's not Steel, and Confuse Ray for if you're
feeling lucky, or if you feel like they're going to switch afterwards.  Shadow
Ball, is for STAB, and for Taunters.

THE MOVES
Mismagus learns Mean Look, Shadow Ball, Confuse Ray, and Perish Song as 
Misdreavus.  Calm Mind, Toxic, Hidden Power, Taunt, Protect, Thunderbolt,
Thunder, Psychic, Energy Ball,Thunder Wave, 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

Predict 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 of its Stats are about average...Except for the 
Speed.  The Speed means it's not the best choice for a Sweeper, but it's 
good Underused Pokemon.  It learns Explosion, which is a VERY powerful move 
with STAB.  It also can get Wish, but that's only from promotions.  Too bad,
Wish is a good move.

Choice Band-er

Lickilicky@Choice Band
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP.
Own Tempo
-Return/Gyro Ball
-Explosion
-Earthquake
-Hammer Arm/Power Whip

Return for STAB, Earthquake for the Rocks and Steels.  Explosion for if it 
looks like Licki is about to be KO'ed. Gyro Ball for Ice, Hammer Arm for Darks
and other Normals, and Power Whip for Grass, Ground, and Rocks.

Choice Specs-er

Lickilicky@Choice Specs
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP
Own Tempo
-Thunder
-Fire Blast/Blizzard 
-Surf/Shadow Ball
-Explosion/Hyper Beam

You can replace any of the first two moves with the more accurate, but less 
powerful versions (Thunderbolt, Flamethrower, and Ice Beam).  Or you could 
also put Lickilicky in a Weather Team, to make Thunder and Blizzard hit more.
Anyways, Surf to deal with Rocks, Grounds, and Fire Types.  Shadow Ball for 
the Ghosts, Hyper Beam if you want a Special Attack rather than Explosion, 
which is Physical.

Physical Sweeper

Lickilicky@Leftovers
Nature:Adamant
EVs: 252 Atk, 129 Def, 129 Sp. Def.
Own Tempo
-Belly Drum
-Hammer Arm
-Explosion
-Power Whip

Belly Drum is VERY risky.  It makes it easier for the opponent to knock 
Lickilicky out.  Still if you can get the Drum off without getting KO'ed,
it'll max out Lickilicky's attack.  Then all you have to do is choose the
attack that will do the most damage.  Be careful, though.  If you use Hammer
Arm or Explosion, the opponent could switch to a Ghost type.

Curse-Licky

Lickilicky@Leftovers
Nature: Sassy 
EVs: 252 HP, 252 Sp. Def, 6 Atk
Own Tempo
-Curse
-Gyro Ball
-Explosion
-Fire Punch/Hammer Arm/Thunderpunch/Rest/Earthquake

Lickilicky already HAS low speed, so Curse isn't that bad a move.  Gyro Ball
for Ice and Rock-types, Explosion for when Licki is about to be KO'ed.  The 
last move depends on what you're facing.  Fire Punch for Grass, Hammer Arm 
for Steels and Normals, Thunderpunch for Fliers and Water-Typer, Rest to keep
Licki in battle, and Earthquake for Steels and Electrics.

THE MOVES
Lickilicky learns Power Whip and Gyro Ball naturally. Fire Punch comes from 
the Move Tutor in Emerald.  Return, Earthquake,Fire Blast, Blizzard, Thunder,
Rest, Shadow Ball, Hyper Beam, and Explosionare all TMs.  Surf is an HM.  
Hammer Arm, Belly Drum, and Curse are Egg Moves.
==============================================================================
#464 RHYPERIOR
         Types: Ground/Rock
         Abilities: Lightningrod (In a Two-on-Two battle, all Electric attacks
                                  are drawn to this Pokemon.)
                    Solid Rock (Any attack on this Pokemon that is "Super
                                Effective" has its' damage lowered.)
Base Stats:
              HP-115
          Attack-140
         Defense-130
   Special Attack-55
  Special Defense-55
            Speed-40
Rhyperior is one of the "Overused" Pokemon.  It earns this title with VERY
good Stats in Attack and Defense, and its' new Ability, Solid Rock.  That
means that everything that CAN take it down won't be able to knock it out
so quickly.  

Physical Sweeper

Rhyperior@Leftovers
Nature: Impish 
EVs: 252 HP, 252 Def, 6 Atk.
Solid Rock
-Swords Dance
-Earthquake
-Stone Edge
-Megahorn

This guy will be hard to take down.  While your opponent is trying, use
Swords Dance once or twice, then start pounding their Pokemon into next week.
They may be able to take Rhyperior down, but they'll pay a heavy price for it.

Choice Band-er

Rhyperior@Choice Band
Nature: Adamant
EVs: 252 Atk, 129 Def, 129 HP.
-Earthquake
-Stone Edge
-Megahorn
-Fire Fang/Dragon Rush/Avalanche/Ice Fang/Hammer Arm

Earthquake and Stone Edge for STAB.  Megahorn for the Psychics.  The last move
depends on what you think you'll be up against.  Fire Fang for Ice and Grass 
types, Dragon Rush for any Dragons, Avalanche for Dragons AND to take 
advantage of Rhyperior's low speed.  Ice Fang for more Dragons and Fliers,
and Hammer Arm for Normals and Darks.

A different Set for Double Battles

Rhyperior@Leftovers
Nature: Adamant
EVs: 252 Atk,252 Sp. Def,6 Def.
Lightning Rod
-Earthquake
-Rock Slide
-Protect
-Swords Dance/Surf

So, here's a strange Set.  It's meant for Double Battles.  More specifically,
it's meant to go with Trick Room teams, and Pokemon with Water Absorb.  
Earthquake and Rock Slide are for STAB, Earthquake can be replaced by Dig if
you don't want your partner Poke to be hit, Rock Slide was chosen because it 
hits both of the opponents at once, Protect is for avoiding hits, especially
those from your partner Poke, Swords Dance is to boost Rhyperior's attack, 
and Surf is meant to heal any Pokes with Water Absorb.

Rhyperior could also do the same thing with Thunder Fang and either Volt 
Absorb or Motor Drive, but I'm not sure how the Ability Lightningrod works
with Electric attacks that come FROM Rhyperior.

THE MOVES
Rhyperior learns Hammer Arm, Stone Edge, Earthquake, and Megahorn naturally.
Protect, Swords Dance and Avalanche are TMs, Surf is an HM.  Fire Fang, Ice 
Fang, Rock Slide, and Dragon Rush are all Egg Moves.
==============================================================================
#465 TANGROWTH
         Type: Grass
         Abilities: Chlorophyll (If the In-Game weather is sunny, this 
                                 Pokemon's speed doubles.)
                    Leaf Guard (If the In-Game weather turns sunny, this
                                Pokemon is healed of all Status Conditions.)
Base Stats:
              HP-100
          Attack-100
         Defense-125
   Special Attack-110
  Special Defense-50
            Speed-50
Wow, Tangrowth sure has some good Stats!  Its' Abilities are only active
when a Pokemon uses Sunny Day, or when a Groudon comes in, but still it's
a good Pokemon.

Physical Sweeper

Tangrowth@Life Orb
Nature: Naughty
EVs: 252 Atk, 252 Spd, 6 Sp. Atk.
Chlorophyll
-Sunny Day
-Hidden Power Ice
-Power Whip
-Earthquake

Sunny Day to double Tangrowth's Speed, Hidden Power Ice (Which is a Special
Attack) for Fliers and Dragons.  Power Whip for STAB, and Earthquake for the
Steels, Fires, and Rocks.

A More Defensive Set

Tangrowth@Leftovers
Nature: Impish 
EVs: 252 Atk, 129 HP, 129 Def.
Chlorophyll/Leaf Guard
-Power Whip
-Earthquake
-Stun Spore/Sleep Powder
-Reflect

Use Stun Spore or Sleep Powder on the opponent.  When they're Asleep or
Paralyzed, feel free to either pile on the Reflects or start pounding the
opponent.  If you don't like Stun Spore and Sleep Powder's lack of accuracy,
go for the Screens first, then Sleep/Paralyze them.

A SunnyBeamer

Tangrowth@Heat Rock
Nature: Calm 
EVs: 252 Sp.Def, 129 HP, 129 Sp. Atk.
Chlorophyll
-Sunny Day
-Rest/Stun Spore
-Solarbeam
-HP Fire

The problem with this Set is that Leaf Guard only heals stat afflictions when
Sunny Day first starts, or so I heard.  After it starts, Tangrowth can be hit 
by Sleep, Poison, or Paralysis.  So I changed the Ability to Chlorophyll.  
Anyways, use Sunny Day to get some one-shot Solarbeams.  Hidden Power Fire to
make more use of the weather, and Rest to keep Tangrowth in battle.  If you 
don't know if Tangrowth can survive the Rest, use Stun Spore to slow the 
opponent down.

A Status-inflicting/Stalling Tangrowth

Tangrowth@Leftovers
Nature: Calm
EVs: 252 HP, 129 Def, 129 Sp. Atk. 
Chlorophyll
-Energy Ball
-Leech Seed
-Sleep Powder/Stun Spore
-Reflect/Knock Off

Energy Ball for a STAB attack, Leech Seed to heal, Sleep Powder and Stun Spore
to stop your opponent, or to slow them down at least, Reflect for boosting 
Defense, and Knock off to get rid of any annoying items your opponent might
have.

THE MOVES
Tangrowth learns Sleep Powder, Stun Spore, Knock Off, and Power Whip 
naturally.  Hidden Power, Sunny Day, Earthquake, Solarbeam, Reflect, and 
Energy Ball are TMs.  Leech Seed is an Egg Move.
==============================================================================
#466 ELECTIVIRE
         Type: Electric
         Ability: Motor Drive (This Pokemon's Speed increases when hit by
                               an Electric attack)
Base Stats:
              HP-75
          Attack-123
         Defense-67
   Special Attack-95
  Special Defense-85
            Speed-95
Electrivire's stats are mostly average.  What really sets it apart from the
others is the Ability, Motor Drive.  It increases Electrivire's speed, like
having an extra Salac Berry.  You can take advantage of this by switching
in when you think the opponent's going to use an Electric attack (Like when
you have a Gyarados out.)  

Mixed Sweeper

Electivire@Life Orb
Nature: Hasty/Naive
EVs: 252 Spd, 129 Atk, 129 Sp. Atk.
Motor Drive
-Thunderbolt
-Ice Punch
-Earthquake
-Brick Break/Focus Punch/Cross Chop

Electrivire's Special Attack stats aren't as good as its' regular Attack,
but they aren't bad either.  Thunderbolt for STAB, Ice Punch for Dragons,
Earthquake for Steels, rocks, and other Electrics, and the last move 
(Whichever one you take) is for more Steels and Normals.  I chose those 
Natures to increase Electivire's speed, but if you want even a Neutral
Nature will do.

Special Sweeper

Electivire@Choice Specs
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Motor Drive
-Thunderbolt
-Psychic
-Flamethrower
-Focus Blast

Thunderbolt for STAB, Psychic for the Fighing, Poison, and Dark types.  
Flamethrower for Grass and Ice, and Focus Blast to take out any Steels or 
Rocks.

Physical Sweeper

Electivire@Life Orb
Nature: Jolly, 
EVs: 252 Atk, 252 Spd, 6 HP.
Motor Drive
-Earthquake
-Cross Chop/Brick Break
-Ice Punch
-Thunder Punch

Cross Chop is more powerful, but less accurate.  Brick Break isn't so strong,
but it can destroy Reflects and Light Screens.  

And A Choice Band-er.

Electivire@Choice Band
Nature: Adamant/Jolly
EVs: 252 Atk, 252 Spd, 6 HP
Motor Drive
-Thunder Punch
-Fire Punch/Earthquake
-Ice Punch
-Brick Break

An Elemental Punch set.  Thunder Punch for STAB, Fire Punch for Ice and Grass,
and Ice punch for Dragons.  The two that aren't Punches are for Steels mostly.

THE MOVES
Electivire learns Fire Punch from the Move Tutor in Pastoria City.  It learns
Thunder Punch and Thunderbolt naturally.  Focus Punch, Earthquake, Psychic, 
Flamethrower, Brick Break, and Focus Blast are all TMs.  Cross chop, Fire 
Punch, and Ice Punch are Egg Moves.
==============================================================================
#467 MAGMORTAR
         Type: Fire
         Ability: Flame Body (When this Pokemon is hit by a Direct Attack,
                             its' opponent may be Burned.)
Base Stats:
              HP-75
          Attack-95
         Defense-67
   Special Attack-125
  Special Defense-95
            Speed-83
One of my teams had a Magmar back in Gold.  Anyways, Magmortar is mostly 
average, except for that Special Attack.  The Ability is useful, but not 
nearly as good as Motor Drive.  Too bad, Magmortar could've used something
like that, only for Fire, not Electric.

Special Sweeper

Magmortar@Choice Specs
Nature: Modest/Timid
EVs:252 Sp. Atk, 252 Spd, 6 HP.
Flame Body
-Flamethrower/Fire Blast
-Thunderbolt
-Focus Blast
-Hidden Power Grass/Psychic

Flamethrower/Fire Blast for STAB, Thunderbolt for Flying and Water Types.
Focus Blast for Steels and Normals.  Hidden Power Grass for Rocks and Grounds,
and Hidden Power Psychic for Fighting and Poison Types.

Mixed Sweeper/Choice Scarf-er

Magmortar@Choice Scarf
Nature: Naive
EVs: 252 Atk, 252 Sp. Atk, 6 Spd.
Flame Body
-Focus Punch
-Flamethrower
-Thunderbolt
-Hidden Power Ice/Hidden Power Grass/Psychic

Pretty much the same as the last set, but with Focus Punch in case the 
opponent switches.

THE MOVES
Magmortar learns Fire Punch, Flamethrower, and Fire Blast naturally.  Hidden
Power, Thunderbolt, Psychic, and Focus Blast are all TMs.
==============================================================================
#468 TOGEKISS
         Types: Normal/Flying
         Abilities: Hustle (This Pokemon's attack damage is multiplied by 
                            half, but its' Accuracy decreases.)
                    Serene Grace (If one of this Pokemon's moves has an extra
                                  effect, the chances of that effect happening
                                  are increased.)
Base Stats:
              HP-85
          Attack-50
         Defense-95
   Special Attack-120
  Special Defense-115
            Speed-80
Togekiss is a very useful Pokemon.  It can be a Baton Passer, a Healer, even a
Special Sweeper.  It's attack isn't too good, but I don't think Togekiss needs
it.

Baton Passer

Togekiss@Leftovers
Nature: Calm
EVs: 252 HP, 252 Def, 6 Sp. Def
Serene Grace
-Nasty Plot
-Air Slash
-Baton Pass
-Wish/Roost

Nasty Plot to get Togekiss's Special Attack (Which is already pretty high!)
up, Air Slash for the STAB, the Special Attack, and the Flinch-Hax.  Baton 
Pass for making the next Pokemon even stronger, and Wish or Roost for healing.

Anti-Pumper

Togekiss@Leftovers
Nature: Calm
EVs: 252 HP, 252 Def, 6 Sp. Def.
Serene Grace
-Thunder Wave
-Seismic Toss/Air Slash
-Encore
-Wish/Roost/Softboiled

This moveset is for the opponent who pumps up their offenses or defenses.
Thunder Wave to cut the opponent's's speed.  Once that's done, use Encore 
to keep the opponent busy while you switch to something that can knock them
out. Seismic Toss to do some damage, although if you think you'll be going up 
against a Ghost, go for Air Slash.  The last move is a Heal move to keep
Togekiss in battle, or if you choose Wish, to heal the next Pokemon up.

Choice Specs-er

Togekiss@Choice Specs
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Serene Grace
-Tri Attack/Seismic Toss/Psychic
-Air Slash
-Grass Knot
-Aura Sphere/Flamethrower

Tri Attack and Seismic Toss both come from other games.  If you can't get
either of them, try Psychic.  Air Slash is for the STAB and the Flinch-Hax,
Grass Knot is for the heavy Water, Rock, and Ground types.  Aura Sphere is 
for Steels and Normals, and Flamethrower is for Grass, and more Steels.

Here's a Sweeper-ish Togekiss.

Togekiss@Leftovers 
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Serene Grace 
-Thunder Wave/Substitute 
-Roost 
-Water Pulse 
-Air Slash 

Thunder Wave to slow the opponent down, Substitute to stall, Roost to keep
Togekiss in battle, Water Pulse to take advantage of Serene Grace, and Air
Slash to do the same thing with STAB.

A Different Togekiss

Togekiss@Life Orb 
Nature: Hasty/Naive
EVs: 252 Speed, 200 Sp. Atk, 58 Atk.
Hustle 
-Aura Sphere 
-Shock Wave 
-Aerial Ace 
-Nasty Plot/Substitute/Roost

This Set is made to take advantage of Hustle.  Since the 100% Accuracy
Moves don't seem to be affected by Hustle, Togekiss can hit its' opponents
harder.  Aura Sphere is for Steels and Fighting, Shock Wave is for Waters and
Flying Pokemon, Aerial Ace is for Fighting Pokemon (Hustle should be able to 
give Togekiss's low Attack Stat a boost) Nasty Plot is to increase Togekiss'
Special Attack, Substitute and Roost are to Stall.  It's probably not as 
effective as a regular Special Sweeper, but it'll probably surprise your 
opponent.

THE MOVES
Togepi learns Tri Attack after being Purified in XD.  It learns Counter,
Softboiled, and Seismic Toss from the Move Tutors in Emerald, Wish, Encore
and Baton Pass are all learned by Togepi and Togetic.  
Togekiss learns Aura Sphere and Air Slash from the Move Tutor in Pastoria
City.  Substitute, Aerial Ace, Shock Wave, Roost, and Water Pulse are TMs.  
Nasty Plot is an Egg Move.
==============================================================================
#469 YANMEGA
         Types: Bug/Flying
         Abilities: Speed boost (This Pokemon's Speed increases by one Point
                                 every turn.)
                    Tinted Lens (When this Pokemon uses an attack that's "not
                                 very effective," the move's power increases.)
Base Stats:
              HP-86
          Attack-76
         Defense-86
   Special Attack-116
  Special Defense-56
            Speed-95
Yanma's Evolution, Yanmega, loses some speed, but gains a LOT of Special
Attack and Special Defense.  It also gains a nifty Ability, Tinted Lens,
which boosts the power of non-effective attacks.

A Reversal-er

Yanmega@Liechi Berry
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 Def.
Speed Boost
-Endure/Substitute
-Reversal
-Night Slash
-Hypnosis

If you use Endure, watch out for Sandstorms.  Endure and Substitute to stall
to get Yanmega's Hit Points down to where Liechi Berry increases its' Attack.
Reversal to beat everything that's not a Ghost, Night Slash to take the Ghosts
out, and Hypnosis to stop any opponents from using Stat-increasing moves.

A Special Sweeper/Scouter

Yanmega@Expert Belt/Life Orb
Nature: Modest
EVs: 252 Sp. Atk, 252 Spd, 6 Def.
Speed Boost
-Protect
-Hidden Power Ice
-Bug Buzz
-Air Slash

Use Protect first to scout out what moves the opponent has, not to mention 
getting a free Speed Boost!  Hidden Power Ice for Dragons, Bug Buzz for STAB
and Psychics, Air Slash for more STAB and Fighting Types.  This Set is NOT
good against Steels, or Blissey for that matter.  Any of the three attacking
moves can be replaced with Hypnosis, just in case you run into a Tank or a
Staller or something.

A Yanmega for Double Battles

Yanmega@Focus Sash/Leftovers
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Speed Boost
-Air Slash
-Bug Buzz
-Psych Up
-Protect/Hidden Power Fire

This Set is made to take advantage of a Stat-Booster, especially if Yanmega's
Partner has one.  Use Protect to get Yanmega's Speed up while the Partner
uses Iron Defense or Calm Mind or something, then start sweeping.  If 
you're afraid of being walled in by Steels, go for Hidden Power instead.

THE MOVES
Yanmega learns Night Slash from the Move Tutor in Pastoria City.  It learns
Hypnosis as Yanma, and Air Slash and Bug Buzz naturally.  Protect, Hidden 
Power, Psych Up, and Endure are all TMs.  Reversal is an Egg Move.
==============================================================================
#470 LEAFEON
         Type: Grass
         Ability: Leaf Guard (If the In-Game weather turns sunny, this
                              Pokemon is healed of all Status Conditions.)
Base Stats:
              HP-65
          Attack-110
         Defense-130
   Special Attack-60
  Special Defense-65
            Speed-95
Leafeon doesn't have much of a Movepool.  It's got great attack and Defense,
but all the other stats are average, at best.  Its' Ability is good when the
in-game weather is sunny, but it doesn't do anything the rest of the time.

Baton Passer

Leafeon@Leftovers
Nature: Jolly
EVs:252 Spd, 129 HP, 129 Atk.
Leaf Guard
-Leaf Blade
-Swords Dance
-Baton Pass
-Roar/Grasswhistle

Swords Dance a couple of times, then you can either hit 'em with Leaf Blade,
or Baton Pass to a better Pokemon.  Roar is to get rid of Pokemon who like to
beef up their attacks and defenses, or Pokemon who can hurt Leafeon (Weezing!)
or you can go for Grasswhistle, to put them to sleep.  Be careful if you do,
though.  Grasswhistle isn't that accurate.

A Healer

Leafeon@Leftovers
Nature: Impish
EVs: 252 HP, 252 Spd, 6 Def.
Leaf Guard
-Leaf Blade
-Wish
-Protect
-Yawn

Maybe not as good as the last set, but still...Leaf Blade for a nice STAB'ed
attack, Wish to heal, Protect to stay in battle as long as possible and to see
what attacks the opponent has, and Yawn to make the opponent either shift or 
sleep.  This moveset would work well with a Spiker.

A Leafeon for Double Battles (Baton Passer)

Leafeon@Focus Sash
Nature: Jolly
EVs: 252 Spd, 129 HP, 129 Attack.
Leaf Guard
-Baton Pass
-Protect
-Swords Dance
-Leaf Blade/Wish

This is actually a variation of a Set I received for Glaceon, which is still
being worked on.  Anyways, this Set could probably work for more of the 
"Eevee-Lutions," but I chose Leafeon because it learns Swords Dance.  The way
it should work is Leafeon is paired up with a Pokemon that learns the move 
Follow Me, like a Togekiss.  Togekiss uses Follow Me, which makes the 
opponents attack Togekiss instead of Leafeon.  I'm not exactly sure about how
often you can do Follow me in a row, I have a feeling it's gonna be like 
Protect, but I haven't been able to find out.  Anyways, the next turn the
Togekiss uses Roost, or some other recovering move, while the Leafeon uses
Protect to stay in the battle.  Once the Leafeon's attack is fully pumped,
it can use Baton Pass to bring another Poke in with that Attack boost.

THE MOVES
Leafeon learns Baton Pass as an Eevee.  It learns Grasswhistle and Leaf Blade
naturally.  Protect, Swords Dance, and Roar are TMs.  Yawn and Wish are Egg 
Moves.
==============================================================================
#471 GLACEON
         Type: Ice
         Ability: Snow Cloak (If the In-Game weather is a Hailstorm, this
                             Pokemon's evasion increases)
Base Stats:
              HP-65
          Attack-60
         Defense-110
   Special Attack-130
  Special Defense-95
            Speed-65
Glaceon, like Leafeon, has a lousy Movepool.  It doesn't get any good stat
increasers to Baton Pass, however it's got good Defense, and wonderful Special
Attack.  Plus, it's an Ice type, capable of bringing down Dragons in one 
hit...You don't get much cooler than that.

Special Sweeper/Healer

Glaceon@Leftovers
Nature: Modest
EVs: 252 HP, 252 Sp. Atk, 6 Spd.
Snow Cloak
-Ice Beam/Blizzard
-Hidden Power Fighting
-Fake Tears
-Wish

Unless you're using a team that's built around Hail, you'll want to choose
Ice Beam over Blizzard, for accuracy.  Hidden Power Fighting for Steels and
Rocks, Fake Tears to lower the opponent's Special Defense, and Wish to heal.

THE MOVES
Glaceon learns Blizzard naturally, Ice Beam and Hidden Power are TMs, Fake
Tears and Wish are Egg Moves.
==============================================================================
#472 GLISCOR
         Types: Ground/Flying
         Abilities: Sand Veil (If the In-Game weather is a Sandstorm, this
                               Pokemon's evasion increases)
                    Hyper Cutter (This Pokemon's Attack cannot be lowered.)
Base Stats:
              HP-75
          Attack-95
         Defense-125
   Special Attack-45
  Special Defense-75
            Speed-95
With that good Defense and a good comination of Types (This guy can't be 
touched by Electric or Ground moves!) Gliscor makes for a good Physical Tank.
It's also double weak against Ice, which is a bad thing. 

Physical Sweeper/Baton Passer

Gliscor@Leftovers
Nature: Jolly
EVs: 252 Atk, 252 Spd, 6 HP.
Hyper Cutter
-Earthquake
-Swords Dance
-Baton Pass/Stone Edge 
-Taunt/Stone Edge/Roost

Earthquake for STAB, Swords Dance to get Gliscor's Attack up, Baton Pass to 
give that increased attack to the next Pokemon, Stone Edge for Fliers, Ice, 
Fire, and Bug-Types.  Taunt to keep the opponent from using Stat-boosters,
and Roost to heal.

Physical Counter

Gliscor@Leftovers/Life Orb
Nature: Adamant
EVs: 252 HP, 252 Def, 6 Atk.
Hyper Cutter
-Earthquake
-Counter
-Aerial Ace/Stone Edge/Taunt 
-Roost

This set works the best against Physical Pokemon.  Counter is to send any
Physical attack flying right back into the opponent's face.  Aerial Ace is for
STAB, Taunt is to make sure the opponent uses an attack, and Roost is to heal.

THE MOVES
Gliscor learns Swords Dance naturally.  Earthquake, Aerial Ace, Taunt, Stone
Edge, and Roost are all TMs.  Baton Pass and Counter are Egg Moves.
==============================================================================
#473 MAMOSWINE
         Types: Ice/Ground
         Abilities: Oblivious (This Pokemon cannot be attracted.)
                    Snow Cloak (If the In-Game weather is a Hailstorm, this
                               Pokemon's evasion increases)
Base Stats:
              HP-110
          Attack-130
         Defense-80
   Special Attack-70
  Special Defense-60
            Speed-80
What Mamoswine lacks in defenses it makes up for in Physical Attack and Hit
Points.  It's an Ice/Ground type, meaning it's weak against several types
that are common in Competitive Battles, including Fighting, Water, and Fire.
It's surprisingly fast, when you think about it.  It's a big pig, why should
it move faster than say a Glaceon?  It's one of the many mysteries of the
Pokemon world.

A Curse-Swine

Mamoswine@Leftovers
Nature: Adamant
EVs: 252 HP, 252 Atk, 6 Sp. Def.
Snow Cloak
-Curse
-Earthquake
-Avalanche
-Light Screen/Ice Shard/Stone Edge/Protect

Curse lowers the user's speed, but increases the Attack and Defense.  That's 
a good thing, because Avalanche's power doubles when the user goes last.  
Light Screen is to increase Mamoswine's Special Defense, Ice Shard is for
getting the first hit in whether Mamoswine is faster or not.  Protect is to
see what kind of moves your opponent has, while keeping Mamoswine in the
battle.

A "Rest-Talker"

Mamoswine@Leftovers/Life Orb
Nature: Adamant
EVs: 252 HP, 252 Atk, 6 Sp. Def.
Snow Cloak
-Rest
-Sleep Talk
-Earthquake
-Avalanche/Ice Shard

Rest to keep Mamoswine going, Sleep Talk so it will keep on pounding its'
opponent while it sleeps, Earthquake for STAB, and the fourth move depends on
whether you want to take hits or not.  Avalanche if you think you can stand a
pounding, Ice Shard if you don't.

THE MOVES
Mamoswine learns Ice Shard as Swinub, and Earthquake naturally.  Light Screen,
Protect, Rest, Sleep Talk, Avalanche, and Stone Edge are all TMs.  Curse is
an Egg Move.
==============================================================================
#474 PORYGON-Z
         Type: Normal
         Abilities: Download (Raises this Pokemon's Attack or Special Attack,
                             depending on the opponent's Defense and Special
                             Defense.)
                    Adaptability (If this Pokemon uses an attack that's the
                                 same type as itself, the power of that attack
                                 is increased.)
Base Stats:
              HP-85
          Attack-80
         Defense-70
   Special Attack-135
  Special Defense-75
            Speed-90
Look at that Special Attack!  Porygon-Z is as powerful as some of the 
Legendaries with that Special Attack!  It makes up for it with some less than
average Speed and Defenses.  The Ability, Adaptability, (Which is also spelled
"Adaptibility") is like doubling Porygon's Normal STAB, which is an even 
bigger help.

Choice Specs-er/Choice Scarf-er

Porygon-Z@Choice Specs/Choice Scarf
Nature: Modest
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Adaptability
-Tri Attack
-Thunderbolt/Hidden Power Fighting
-Ice Beam
-Dark Pulse

Porygon-Z's VERY high Special Attack+STAB+Adaptability+Choice Specs=One Shot 
KOs for anything that doesn't have high Special Defense and isn't a Ghost.  
Just be careful when using Tri Attack (or Thunderbolt for that matter) that 
your opponent doesn't switch to something that resists it. (Ghost-types, 
anyone?)

Special Sweeper

Porygon-Z@Leftovers/Life Orb
Nature: Modest
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Adaptability
-Nasty Plot
-Tri Attack
-Dark Pulse
-Ice Beam/Hyper Beam/Hidden Power Fighting

Nasty Plot to increase the Special Attack, Tri Attack for a VERY deadly STAB
attack, Dark Pulse for Ghosts, and the last move is up to you.  Ice Beam for
Dragons, Hyper Beam for more STAB, or Hidden Power Fighting for Steels and 
other Normals.

THE MOVES
Porygon-Z learns Nasty Plot from the Move Tutor in Pastoria City.  It learns
Tri Attack and Hyper Beam naturally.  Hidden Power, Ice Beam, and Dark Pulse
are all TMs.
==============================================================================
#475 GALLADE
         Types: Psychic/Fighting
         Ability: Steadfast (If this Pokemon is Flinched, its' speed 
                                rises.)
Base Stats:
              HP-68
          Attack-125
         Defense-65
   Special Attack-65
  Special Defense-115
            Speed-80
Gallade has a good Movepool, plus great Attack and Special Defense.  The rest
of its' stats aren't so great, but if the enemy has low defense, it shouldn't
matter much.

Physical Sweeper

Gallade@Leftovers
Nature: Adamant
EVs: 252 HP, 252 Atk, 6 Spd.
Steadfast
-Swords Dance
-Close Combat
-Psycho Cut 
-Stone Edge/Thunderpunch/Night Slash/Leaf Blade

Gallade's Physical Attack stat, with the boost from a Swords Dance, makes it
a deadly foe (if it hits first, anyways.)  Close Combat is a powerful STAB 
move, but it lowers Gallade's Defenses, so use it wisely.  Psycho Cut is for
more STAB, and the last move depends on what you think you'll be fighting.
Stone Edge is for the Fliers, Fires, and Bugs.  Thunderpunch is for Water
Types, Night Slash is for Ghosts and other Psychics.  Leaf Blade is for Ground
and Rock, as well as more Water-Types.

Another Physical Sweeper

Gallade@ Expert Belt
Nature: Adamant
EVs: 252 HP, 252 Atk, 6 Spd.
Steadfast
-Close Combat
-Psycho Cut
-Night Slash
-Thunder Wave/Will-O-Wisp/Leaf Blade

The Expert Belt can easily be replaced by Life Orb, Leftovers, Choice Band, or
if you want to use "Hax," a Scope Lens.  For the last attack, choose between
slowing the opponent down, making them hurt, or doing more damage to the Water
Types.

A Sub-Puncher

Gallade@Leftovers
Nature: Adamant
EVs: 252 HP, 252 Atk, 6 Spd.
Steadfast
-Substitute
-Focus Punch
-Thunder Wave/Hypnosis/Will-O-Wisp
-Psycho Cut

Substitute to stall while Gallade winds up for a STAB'ed Focus Punch.  The
next move depends on what you want to do to the opponent.  If you want to 
get some Paralysis "Hax" in, (And are not up against a Ground-Type!) go for 
Thunder Wave.  If you think you can survive Hypnosis' lack of accuracy, go for
that.  If you just want to hurt your opponent, go for Will-o-Wisp.  Psycho Cut
for a regular STAB'ed move.

An Anti "Skarm/Bliss" Gallade

Gallade@Life Orb
Nature: Adamant
EVs: 252 Atk, 178 Spd, 80 HP.
Steadfast
-Close Combat 
-Fire Punch 
-Stone Edge 
-Thunderwave 

This Set is best around teams that use Skarmory and Blissey for Defense.  
Close Combat for STAB (and Blissey) Fire Punch for Skarmory, Stone Edge for
other Fliers, and Thunder Wave to slow the opponent down.  Be careful, though.
Gallade isn't the fastest Pokemon around, and its' defenses are kinda low,
but even if it's not facing Blissey or Skarmory, it should be able to do a
number on its' non-Ghost opponents with Close Combat.  The reason its' EVs 
are like that are because Gallade needs to be able to take some hits.

THE MOVES
Gallade learns Thunderpunch and Fire Punch from the Move Tutor in Pokemon 
Emerald.  It learns Hypnosis as Ralts and Kirlia,and Leaf Blade and Night 
Slash from the Move Tutor in Pastoria City.  Gallade learns Swords Dance, 
Psycho Cut, and Close Combat naturally.  Stone Edge, Thunder Wave, Focus 
Punch, and Substitute are all TMs.  Will-o-Wisp is an Egg Move.
==============================================================================
#476 PROBOPASS
         Types: Rock/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-60
          Attack-55
         Defense-145
   Special Attack-75
  Special Defense-150
            Speed-40
Well, at least it's an improvement over Nosepass...Especially in the Special
Defense department!  It's gained an extra Type, Steel, which makes it Double
weak against Fighting and Ground.  Luckily it's got those great defenses to
help it out.  Too bad its' attacking skills still aren't that great.

Probopass@Leftovers
Nature: Modest/Bold
EVs: 252 HP, 129 Def, 129 Sp. Atk.
Magnet Pull
-Earth Power
-Thunderbolt/Thunder/Hidden Power Rock
-Magnet Rise
-Substitute/Explosion/Thunder Wave/Taunt

Earth Power for any other Rock or Steel types, I'd suggest going for 
Thunderbolt rather than Thunder (Unless you have a Rain Dancer on your Team!)
Hidden Power Rock for Bugs or Ice Types.  Magnet Rise to get rid of one of 
Probopass's biggest weaknesses (Ground!) and the last move can be either
Substitute to stall, Explosion for a last resort, Thunder Wave to slow the
opponent down, or Taunt, to stop any Stat-boosters and to use Probopass's
great defenses a bit.

Anti-Skarmory/Magnezone Set

Probopass@Leftovers
Nature: Modest 
EVs: 252HP, 129 Sp. Atk, 129 Sp. Def.
Magnet Pull
-Taunt
-Thunderbolt
-Earth Power
-Thunder Wave/Stealth Rock

Taunt stops any Roar-ers and Whirlwind-ers in their tracks.  Thunderbolt to 
take Skarmory down, Earth Power is for Magnezones, Thunder Wave to slow
the opponent down, and Stealth Rock for enemies that like to run.  Of course,
it's not very likely that you're going to use Nosepass anyways, but if you
run into a Skarmory or Magnezone user, but there it is.

Staller-y Probopass

Probopass@Leftovers
Nature: Bold
EVs: 252 HP, 129 Def, 129 Sp. Def.
Sturdy
-Toxic 
-Protect/Double Team 
-Flash Cannon
-Thunderbolt/Earth Power/Rest 

Toxic can, given enough time, take down anything that isn't Steel or Poison.
Protect to Stall some more, or if it's allowed you could take Double Team.
Flash Cannon has low accuracy, but there is a chance that it'll lower the
opponent's Special Attack, plus it gives Probopass a STAB'ed Steel attack.
Thunderbolt to take out any Water and Flying Pokemon, Earth Power is for
other Steels and Rock Pokemon, and Rest to keep Probopass in the battle.

THE MOVES
Probopass learns Magnet Rise, Thunder Wave, Rest, and Earth Power naturally.  
Toxic, Hidden Power, Thunderbolt, Thunder, Double Team, Protect, Taunt, 
Stealth Rock, Explosion, Flash Cannon, and Substitute are all TMs.  Explosion
is also listed as an Egg Move.

==============================================================================
#477 DUSKNOIR
         Type: Ghost
         Ability: Pressure (Any moves used by the opponent count as 2 PP
                           not 1.)
Base Stats:
              HP-45
          Attack-100
         Defense-135
   Special Attack-65
  Special Defense-135
            Speed-45
The Evolved form of Dusclops gains some attack and some speed.  It's defenses,
while not as good as Probopass's, are still more than enough to take some 
powerful hits.  

Choice Band-er

Dusknoir@Choice Band/Expert Belt
Nature: Adamant
EVs:252 HP, 252 Atk, 6 Spd.
Pressure
-Shadow Punch/Shadow Sneak
-Fire Punch
-Focus Punch
-Ice Punch/ThunderPunch/Pursuit

Shadow Punch and Shadow Sneak are the Ghost versions of Swift and Quick 
Attack, respectively.  Fire Punch is for any Heracross you might find,
Focus Punch is for Stat Boosters and Tyrannitars.  Ice Punch will do a number
on Dragons, Thunderpunch is for Water- and Flying-types.  Pursuit is for the
Hit-and-Runners.

Special Sweeper

Dusknoir@Leftovers
Nature: Modest
EVs: 252 HP, 252 Sp. Atk, 6 Spd.
Pressure
-Calm Mind
-Ice Beam/Focus Blast
-Shadow Ball
-Pain Split

Dusknoir has better Attack than Special Attack, so this Set really isn't the
best.  Calm Mind to boost up Dusknoir's Special Attack and Defense, Ice Beam
for the Dragons and Fliers, Focus Blast is a powerful attack, but it's not 
very accurate.  Shadow Ball for STAB, and Pain Split for when Dusknoir's
in trouble.

A Dusknoir for Double Battles

Dusknoir@Leftovers
Nature: Calm/Bold
EVs: 252 HP, 178 Def, 80 Sp. Def.
Pressure
-Trick Room
-Will-o-Wisp
-Mean Look
-Destiny Bond/Ice Punch/Confuse Ray/Focus Punch

This Set is for Double Battles, where teamwork really counts.  It's for
Pokemon that have high attack stats, but low Speed, like the Rampardos Set I
had earlier.  Let's see...Rampardos has Protect, so it can survive that first
turn.  Use Trick Room first, to make your slow Pokemon go first.  If the 
Partner Pokemon isn't THAT slow, give it an item that decreases Speed, like 
Iron Ball.  When this Dusknoir uses Trick Room, the opponent may go "Yikes, 
I've got to switch to something slower!"  That's why Mean Look is there.  
Will-o-Wisp is for when the opponent is trapped, and the last move can be 
any one of several moves.  Destiny Bond and Confuse Ray are there to keep 
Dusknoir in battle, but if you use either of them beware of Pokemon with 
Taunt.  Ice Punch can take dragons, and Focus Punch is for taking the 
opponent down while your Partner Pokemon keeps them busy.

THE MOVES
Dusknoir learns Fire Punch, Ice Punch, and Thunderpunch from the Move Tutor in
Pastoria City.  It learns Shadow Sneak, Pursuit, Confuse Ray, Mean Look, 
Will-o-Wisp and Shadow Punch naturally.  Focus Punch, Calm Mind, Ice Beam, 
Shadow Ball, and Trick Room are all TMs.  Pain Split and Destiny Bond are 
Egg Moves.
==============================================================================
#478 FROSLASS
         Types: Ghost/Ice
         Ability: Snow Cloak (If the In-Game weather is a Hailstorm, this
                               Pokemon's evasion increases)
Base Stats:
              HP-70
          Attack-80
         Defense-70
   Special Attack-80
  Special Defense-70
            Speed-110
Froslass is definitely going to be Underused with those Stats.  The only one
that's not below average is its' Speed!  It makes up for that with a 
surprising combo of Types.  Ghost gets rid of Froslass's weakness to Fighting,
but it adds some new weaknesses.

A Spiker/Special Sweeper

Froslass@Leftovers/Focus Sash/Colbur Berry
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Snow Cloak
-Thunder Wave/Destiny Bond
-Confuse Ray/Spikes
-Ice Beam 
-Thunderbolt

Focus Sash to make sure Froslass isn't taken down on the first hit. 
Thunder Wave to slow the opponent down, Destiny Bond if it looks like 
Froslass is going down, Confuse Ray for "Hax", Spikes to stop the opponent
from Switching.  Ice Beam for STAB, and Thunderbolt to get anything else.

Another Special Sweeper/Annoyer

Froslass@Focus Sash 
Nature: Timid 
EVs: 252 Sp Atk, 252 Spd, 6 HP. 
Snow Cloak 
-Ice Beam 
-Ominous Wind/Shadow Ball 
-Attract 
-Confuse Ray 

Ice Beam for STAB, Attract to annoy if the opponent is male, Confuse Ray if 
they're not.  Ominous Wind and Shadow Ball are there for STAB.  Ominous Wind 
has less power and fewer PP, but it has a chance of raising Froslass' Stats.

Choice Specs-er

Froslass@Choice Specs
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Snow Cloak
-Ice Beam
-Thunderbolt
-Shadow Ball
-Psychic/Hidden Power Fighting

This Set will probably work for Froslass.  Ice Beam and Shadow Ball for STAB, 
Thunderbolt for fliers and Waters, Psychic for Fighting and Poison Types,
and Hidden Power Fighting for Normals, Rocks, and Steels.

THE MOVES
Froslass learnd Confuse Ray, Ominous Wind, and Destiny Bond naturally.  Hidden
Power, Ice Beam, Shadow Ball, Psychic, Thunderbolt, Attract, and Thunder Wave 
are all TMs.  Spikes is (Are?) an Egg Move.
==============================================================================
479 ROTOM
         Types: Ghost/Electric
         Ability: Levitate (Ground attacks will not affect this Pokemon.)
Base Stats:
              HP-50
          Attack-50
         Defense-77
   Special Attack-95
  Special Defense-77
            Speed-91
Rotom's Stats are as low as Froslass's...And it's probably going to be just as
Underused.  It also has a weird combination of Types, Ghost and Electric.  
Its' Ability, Levitate, takes out one of its' Ground problem, but doesn't do 
much for the Ghost and Dark weaknesses.

Platinum Update: There are now a bunch of new Rotom forms.  They look like a 
washing machine, a Refrigerator, a fan, a lawnmower, and a stove.  They're 
all Ghost/Electric, though (Too bad.  It would be cool to have a Ghost/fire
type, or a Ghost/Ice type.)  The new forms all have the same Base Stats, which
wouldn't be so bad except it's not the same Base Stats as regular Rotom.  
Here's their Base Stats.

Base Stats (Other forms):
              HP-50
          Attack-65
         Defense-107
   Special Attack-105
  Special Defense-107
            Speed-86

Hmm, the only stat that's lower than regular Rotom is the speed.  

Another difference is that each new form gets its own attack, based on what
form it is.  The Freezer Rotom gets an Ice attack, the Washer gets a Water 
attack, and so on.  Anyways, here's Rotom's movesets, starting with the 
regular Rotom.

Item Switcher

Rotom@Choice Specs
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Levitate
-Thunderbolt
-Shadow Ball
-Hidden Power Ice/Grass/Fighting/Will-o-Wisp
-Trick

Having problems with a Physical Sweeper or Tank?  Rotom may be Underused, but
it learns Trick.  Anyways, put Rotom up against something Physical and swap
items.  The opponent won't be able to do more than one attack, and you'll get
a handy item like Leftovers.  If the opponent has something like Choice Band, 
use Will-o-Wisp to burn them, then get out of there.  Thunderbolt and Shadow 
Ball are good STAB'ed attacks, Hidden Power is for whatever else you come 
across.

An Annoyer

Rotom@Leftovers
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Levitate
-Will-O-Wisp
-Thunder Wave/Confuse Ray
-Shadow Ball 
-Thunderbolt/Discharge

Will-o-Wisp to burn them, Thunder Ray to paralyze them or Confuse Ray for the
"Hax."  The last two moves are for STAB, the Electric move can be either 
Thunderbolt, which is more powerful, or Discharge, which has a chance of 
Paralyzing the opponent.

Double Battles Rotom

Rotom@Focus Sash/Salac Berry
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP
Levitate
-Thunderbolt
-Shadow Ball
-Dark Pulse
-Protect

Levitate is a VERY good Nature for Double Battles, and Protect helps it
stay in battle longer.  Thunderbolt and Shadow Ball are for STAB, and Dark
Pulse is for more Type coverage (Just in case you think you opponent is 
going to switch to a Ground or Normal Pokemon,)

Rotom-W (Wash)

The Washer Rotom gets Hydro Pump for its' signature attack.

Choice Scarf/Tricker

Rotom (Wash)@Choice Specs/Choice Scarf
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
-Thunderbolt
-Shadow Ball
-Trick
-Hydro Pump

Rotom actually doesn't vary too much between forms.  A Set that works for one
of them will usually work for the rest.  Anyways, Trick to cramp up the 
opponent's style (As well as to get Rotom a potentially useful item, 
Thunderbolt and Shadow Ball for STAB, and Hydro Pump in spite of its' lack
of accuracy, for more type coverage.

Rain Dancer

Rotom (Wash)@Life Orb/Damp Rock
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
-Rain Dance
-Thunder
-Hydro Pump
-Shadow Ball/Hidden Power Ice

Best used on a Rain Dance team.  Rain Dance to increase the accuracy of 
Thunder, and the power of Hydro Pump, Thunder for STAB, Hydro Pump to take
advantage of the rain, Shadow Ball for more STAB, and Hidden Power Ice for
more type coverage.

Special Sweeper

Rotom (Wash)@Leftovers
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
-Will-O-Wisp/Thunder Wave
-Thunderbolt/Discharge
-Shadow Ball
-Hydro Pump

Similar to the other Sets, but now there's a Status move thrown into the mix.

Rotom-F (Frost)

As it is based off a Refrigerator, the Frost form of Rotom gets Blizzard 
for a signature attack.  Blizzard's accuracy goes up to 100% in Icy game 
weather, which means it'll fit in well on a Hail-based team.

A "Rest-Talk" Rotom

Rotom (Frost)@Leftovers
Nature: Calm
EVs: 252 HP 129 Def, 129 Sp. Def.
-Thunderbolt/Discharge
-Blizzard
-Rest
-Sleep Talk

(Insert joke about leftovers in the Fridge) Okay, now that I got that over 
with, this Rotom's meant to stay in battle for a long time.  Thunderbolt or
Discharge for STAB, Blizzard for the signature move (As well as pesky Dragons)
Rest to keep Rotom going, and Sleep Talk to make sure Rotom does damage as it 
sleeps.  Blizzard's inaccuracy can be taken care of if Rotom's on a Ice team.

The Obligatory Choice Scarf/Trick Set

Rotom (Frost)@Choice Scarf/Choice Specs
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
-Thunderbolt
-Shadow Ball
-Blizzard
-Trick/Hidden Power Ground/Grass

Thunderbolt and Shadow Ball for STAB, Blizzard for the signature move, Trick
to put the Choice Scarf on opponents that don't want it, Hidden Power Ground 
for Fire Types, and Hidden Power Grass for things like Swampert.

Rotom-H (Heat)

This form of Rotom gets Overheat as a signature attack.  The problem is, 
Overheat reduces the user's Special Attack, so if you want to use this form,
expect to be doing a lot of hitting and running with Overheat.

Choice Scarfer

Rotom (Heat)@ Choice Scarf
Nature: Modest
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
-Thunderbolt
-Shadow Ball
-Overheat/Hidden Power Fighting/Ice
-Trick

So, like I said, Rotom's forms work very well with the "Trick-Scarf" Set.  
This is one of the Heat Form's versions.  Hidden Power Fighting is there 
in case of Heatran, Hidden Power Ice is for type coverage.  The rest is pretty
much the same as with the other ones.

Another Scarfer

Rotom (Heat)@Choice Scarf/Leftovers
Nature: Modest
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
-Thunderbolt
-Trick/Will-O-Wisp/Thunder Wave
-Shadow Ball
-Overheat

Yeah, almost exactly the same, but with Status moves in it.  If you want to
take a status move, go with Leftovers instead (Unless you want to burn 'em and
run.)

Rotom-S (Spin)

The fan-based form of Rotom gets Air Slash for its' signature attack.  

A Wall-ish Rotom

Rotom (Spin)@Leftovers
Nature: Bold
Ability: Levitate
EVs: 252 HP/168 Def/90 Spd.
-Air Slash
-Discharge
-Shadow Ball
-Reflect

Discharge has a chance of Paralyzing, which slows the opponent down enough
(Hopefully) that Air Slash's Flinch-"Hax" can get it.  Shadow Ball for another
STAB attack, and Reflect to boost Rotom's Defense.

A Choicer Rotom

Rotom (Spin)@Choice Scarf/Choice Specs
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
-Shadow Ball
-Thunderbolt
-Air Slash/Hidden Power Ice/Grass
-Trick/Air Slash/Hidden Power Ice/Grass

Just like with the others.  Shadow Ball and Thunderbolt for STAB, Air Slash
for its' signature move, Hidden Power Ice and Grass for type coverage, and 
Trick to put the Choice Scarf on something that doesn't need it.

Rotom-C (Cut)

Based off a lawnmower, the Cut form of Rotom gets Leaf Storm for its' 
signature attack.

Choice Scarfer
Rotom (Cut)@Choice Scarf/Choice Specs
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
-Shadow Ball/Trick
-Thunderbolt/Trick
-Leaf Storm 
-Trick/Hidden Power Ice/Fire

This one can be a Trick-Scarfer or not, depending on what you want to do.  If
you feel like being a Tricker, take whichever move you don't think you'll need
and replace it with Trick.  The rest of it's pretty much standard, Shadow Ball
and thunderbolt for STAB, Leaf Storm for its signature move, and Hidden Power 
for type coverage.

An Annoyer

Rotom (Cut)@Leftovers
Nature: Bold/Calm
EVs: 252 HP, 129 Def, 129 Sp. Def.
-Thunder Wave/Will-O-Wisp/Toxic
-Confuse Ray
-Shadow Ball/Thunderbolt/Leaf Storm
-Thunder Wave/Will-O-Wisp/Toxic/Protect

Well, it's something different.  Pick whichever statuses you think will annoy
the opponent the most, and go with them.  Confuse Ray is in there partly for
making the opponent switch, partly for the confuse "Hax," and the standard 
attacks in case you run into a Taunter.


THE MOVES
Rotom learns Trick, Thunder Wave, and Confuse Ray from the Move Tutor in 
Pastoria City.  It learns Discharge naturally.  Hidden Power, Protect, Shadow 
Ball, Thunderbolt, Dark Pulse, and Will-o-Wisp are all TMs.
==============================================================================
#146 (480) UXIE
         Type: Psychic
         Ability: Levitate (Ground-Type attacks cannot hit this Pokemon)
Base Stats: 
              HP-75
          Attack-75
         Defense-130
   Special Attack-75
  Special Defense-130
            Speed-95
The problem with making more games with more Legendaries is that there's 
always going to be some lost in the shuffle...especially when all the
Legendaries in this trio are the same type!  Anyways...Uxie, the first of the
Diamond and Pearl Psychic Trio, is the defensive one.  

A Staller

Uxie@Leftovers
Nature: Bold/Relaxed
EVs:252 HP, 252 Def, 6 Sp. Atk
Levitate
-Yawn 
-Stealth Rock
-U-turn 
-Psychic/Thunderbolt/Grass Knot/Protect

Bring Uxie in on something Physical (especially if they're about to use 
Earthquake!) Use Yawn to make the opponent switch, or Stealth Rock, to make
it harder to switch.  U-Turn for when your opponent brings out something 
like a Heracross, and the last move depends on what you feel like doing next.
you can attack with Psychic, Thunderbolt, or Grass Knot, or you can scout out
the opponent's moves with Protect.

Another Staller Uxie

Uxie@Leftovers
Nature: Bold
EVs: 252 Def, 252 S. Def, 6 S. Atk
Levitate
-Amnesia/Calm Mind
-Light Screen
-Reflect/U-Turn/Rest
-Psychic

This one might work in a Double battle.  Anyways, Amnesia and Calm Mind to
boost Uxie's stats, Light Screen for more tanking, Reflect does the same 
thing, U-Turn for when things get too rough for Uxie, or for other Psychics,
Rest is to stall some more.  Psychic is for a nice STAB attack.

Tank-ish Uxie

Uxie@Leftovers
Nature: Bold
EVs: 252 HP, 129 Sp. Atk, 129 Spd.
Levitate
-Rest
-Sleep Talk
-Thunderbolt/Charge Beam
-Psychic/Grass Knot

Beat the opponent up with the attacking moves, then use Rest when Uxie's Hit
Points are getting low.  Sleep Talk will make sure that Uxie can still attack,
even when it's not awake.  Thunderbolt is for Waters, Charge Beam for power,
Psychic is for STAB, and Grass Knot is for Grounds, Rocks, and more Waters.
==============================================================================
#147 (481) MESPRIT
         Type: Psychic
         Ability: Levitate (Ground-Type attacks cannot hit this Pokemon)
Base Stats: 
              HP-80
          Attack-105
         Defense-105
   Special Attack-105
  Special Defense-105
            Speed-80
Well, at least its' Base Stats aren't all over the place!  Mesprit is the
middle of the Psychic Trio, both Pokedex-wise and Stat-wise.  It's the 
balanced one.

Special Sweeper

Mesprit@Leftovers
Nature: Modest
EVs: 252 Sp. Atk, 129 HP, 129 Spd.
Levitate
-Calm Mind 
-Thunderbolt
-Ice Beam
-Psychic

Calm Mind is to bost Mesprit's Special Attack and Special Defense.  Ice Beam
and Thunderbolt (An excellent combo!) to take out Dragons, Grass, Rocks, and
Waters and Fliers.  Psychic for STAB.  Mesprit's low speed won't Sweep 
everything, though.

Choice Specs-er/Choice Scarf-er

Mesprit@Choice Specs/Choice Scarf
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Levitate
-Psychic
-Thunderbolt 
-Ice Beam
-Grass Knot

Similar to the last Set, but now with Grass Knot for Water and Ground Types.
Pick the attack you think will work best, and use it.  If the opponent brings
out something resistant, get Mesprit out of there.

A Hit-And-Run Set

Mesprit@Leftovers
Nature: Bold
EVs: 252 HP, 129 Def, 129 Sp. Atk.
Levitate
-Psychic/Reflect/Light Screen/Thunder Wave
-Thunderbolt 
-Ice Beam
-U-turn

This Set is mostly for Gyarados and Garchomp users.  The first attack can be 
Psychic for STAB, but it can also be one of the Screens for raising the 
defenses, or Thunder Wave to slow the opponent down.  Thunderbolt and Ice Beam
for type coverage, and U-Turn for scouting out moves/getting Mesprit out of a
sticky situation.

THE MOVES
Calm Mind, Ice Beam, Thunderbolt, Psychic, Reflect, Light Screen, Grass Knot,
Thunder Wave, and U-Turn are all TMS.  Yeah, I know.  It doesn't even learn
Psychic naturally!
==============================================================================
#148 (482) AZELF
         Type: Psychic
         Ability: Levitate (Ground-Type attacks cannot hit this Pokemon)
Base Stats: 
              HP-75
          Attack-125
         Defense-70
   Special Attack-125
  Special Defense-70
            Speed-115
Azelf is the attacker of the Psychic trio.  It's also got good Speed, so the
best choices with Azelf are Sweepers and Choice Band-ers.

Special Sweeper

Azelf@Life Orb/Expert Belt
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Levitate
-Nasty Plot
-Psychic
-Flamethrower/Shadow Ball
-Grass Knot

Nasty Plot...Azelf KO'ed me so many times using it when I was trying to catch
it.  Anyways, Nasty Plot to boost up its' Special Attack even higher.  After 
several of these, Azelf can go through the toughest Special sponge in two or
three turns.  Psychic for STAB, Flamethrower for Steels, and Grass Knot for
Tyranitars.  If you're not afraid of Steels, you can replace Flamethrower 
with Shadow Ball.

A Choice Specs-er/Choice Scarf-er

Azelf@Choice Specs/Choice Scarf
Nature: Naive
EVs: 252 Sp. Atk, 252 Spd, 6 Atk.
Levitate
-U-Turn/Explosion
-Psychic
-Flamethrower
-Grass Knot

This is a different set.  U-Turn to scout out the oppontnt's attacks, while
getting in some hits, Explosion because your opponent will NOT be expecting
something like Azelf to have Explosion...Just use it if there's no other way
out of it.  The rest of the Set is just like the last Set, but with Choice
Specs/Scarf.  This set could use some more attack EVs, so if you want to 
replace some Special Attack EVs or Speed EVs with Attack, that's just fine.

THE MOVES
Azelf learns Nasty Plot and Explosion natureally.  Psychic, Flamethrower, 
Shadow Ball, U-Turn, and Grass Knot are all TMs.
==============================================================================
#149 (483) DIALGA
         Types: Steel/Dragon
         Ability: Pressure (Any moves used by the opponent count as 2 PP
                           not 1.)
Base Stats: 
              HP-100
          Attack-120
         Defense-120
   Special Attack-150
  Special Defense-100
            Speed-90
Now I know why they're called "Ubers!"  Dialga has another weird combo of
types, it's a Steel-Dragon.  This means that it's only weak against two 
things, Fighting and Ground.  Dialga's defenses make it harder to beat and
that Special Attack means it can fight as well as tank, but it's Speed isn't 
the greatest.

Choice Specs-er

Dialga@Choice Specs
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Pressure
-Draco Meteor
-Overheat
-Aura Sphere
-Thunder/Dragon Pulse

Draco Meteor, Overheat, and Thunder not the most accurate moves, but Dialga's
Defenses should be enough to take a hit or two.  Draco Meteor and Overheat 
also lower Dialga's Special Attack when used, so keep that in mind when you 
use them.  Draco Meteor is for STAB, Overheat is for any Steels Dialga might
come across.  Aura Sphere is for other Dialgas and Blissey.  Thunder is if you
encounter a Kyogre.  Dragon Pulse is for when Draco Meteor runs out of PP, or
for a STAB'ed Dragon attack that won't lower Dialga's Stats.

A Choice Band-er

Dialga@Choice Band
Nature: Jolly
EVs: 252 Atk, 252 Spd, 6 HP.
Pressure
-Dragon Claw
-Earthquake
-Stone Edge/Iron Tail/Overheat/Shadow Claw 
-Stone Edge/Iron Tail/Overheat/Shadow Claw

This is the Physical set.  Dragon Claw is for STAB, Earthquake is for other
Steels.  The last two moves depend on what you think you'll be facing.  Stone
Edge is for Fliers (Mainly Ho-oh) Iron Tail is for more STAB, Overheat works
on Skarmory, and Shadow Claw is for Ghosts and Psychics.

THE MOVES
Dialga learns Draco Meteor from the Move Tutor on Route 210.  It learns Dragon
Claw and Aura Sphere naturally.  Earthquake, Overheat, Stone Edge, Iron Tail,
and Shadow Claw are all TMs.
==============================================================================
#150 (484) PALKIA
         Types: Water/Dragon
         Ability: Pressure (Any moves used by the opponent count as 2 PP
                           not 1.)
Base Stats: 
              HP-90
          Attack-120
         Defense-100
   Special Attack-150
  Special Defense-120
            Speed-100
Confession Time: I can never say "Palkia" right.  I always say "Palika" or 
even worse, "Palooka" (As in "You big Palooka.")  The Pearl Legendary, like 
Dialga, has some very good Stats.  It might not be as good at Defense, but 
it's got better Special Defense, and it's faster than Dialga.

Choice Specs-er/Mixed Sweeper

Palkia@Choice Specs/Lustrous Orb/Life Orb
Nature: Hasty
EVs: 252 Sp. Atk, 252 Spd, 6 Atk.
Pressure
-Aqua Tail
-Surf
-Thunder
-Draco Meteor/Spacial Rend

If you have a Kyogre or at least a Rain Dancer, this set will tear through
most opponents.  Aqua Tail for a Physical Water Attack, Surf for a Special
Water Attack.  Thunder for other Waters and Fliers, and Draco Meteor or 
Spacial Rend for more STAB.

Physical Sweeper

Palkia@Lustrous Orb/Leftovers
Nature: Jolly
EVs: 252 Atk, 252 Spd, 6 HP.
Pressure
-Bulk Up
-Dragon Claw 
-Aqua Tail
-Earthquake

Use Bulk Up once or twice, then start Sweeping.  Dragon Claw and Aqua Tail
for STAB, Earthquake for Steels and Rocks.  Just be aware that your opponent
may have a faster Pokemon with a Dragon-type Attack.

Choice Band-er

Palkia@Choice Band
Nature: Jolly
EVs: 252 Atk, 252 Spd, 6 HP.
Pressure
-Stone Edge
-Dragon Claw
-Aqua Tail
-Earthquake

A lot like the last Set, but with Stone Edge for Fliers rather than Bulk Up.

THE MOVES
Palkia learns Draco Meteor from the Move Tutor on Route 210.  It learns Dragon
Claw, Spacial Rend, and Aqua Tail naturally.  Bulk Up, Thunder, Earthquake, 
and Stone Edge are all TMs.  Surf is an HM.
==============================================================================
#485 HEATRAN
         Types: Fire/Steel
         Ability: Flash Fire (When this Pokemon is attacked by a Fire-type 
                              move, the move has no effect, and this Pokemon's
                              Fire type attacks become more powerful.)
Base Stats: 
              HP-91
          Attack-90
         Defense-106
   Special Attack-130
  Special Defense-106
            Speed-77
Heatran's Stats aren't quite as good as Dialga's or Palkia's, but it's still
got very good Special Attack, plus good defenses.  Its' types, Steel and Fire,
make it resistant to a bunch of things.  The bad news is, it's weak against 
Water, Fighting, and especially Ground, three types which are commonly used
in Competitive Battles.

Choice Scarf-er/Choice Specs-er

Heatran@Choice Scarf/Choice Specs
Nature: Mild/Rash/Modest
EVs: 252 Sp. Atk, 252 Spd, 6 HP
Flash Fire
-Fire Blast/Flamethrower/Overheat
-Earth Power
-Explosion
-Overheat/Dragon Pulse/Hidden Power Electric

If you go with Choice Specs, add Modest for a good Nature.  Pick a Fire 
Attack for STAB.  Earth Power is for Steels, plus the chance of lowering 
the opponent's Special Defense.  Explosion is for when it looks like Heatran
is about to be KO'ed, and the last move depends on what you're facing.  
Dragon Pulse for Dragons, and Hidden Power Electric for Water and Flying 
types.

A Sleep-Talker

Heatran@Leftovers/Shed Shell/Life Orb
Nature: Modest
EVs: 252 Sp. Atk, 129 HP, 129 Spd.
Flash Fire
-Lava Plume
-Earth Power/Dragon Pulse/Iron Head
-Sleep Talk
-Rest

Rest to keep Heatran in battle as long as possible, Sleep Talk to make Heatran
keep beating up its' enemies while it still sleeps.  Lava Plume for STAB as 
well as the chance of burning the opponent.  Earth Power for Steels and Rocks,
Dragon Pulse for Dragons, and Iron Head for some Steel STAB, plus taking out
any Blisseys you might run into.

THE MOVES
Heatran learns Lava Plume, Iron Head, and Earth Power naturally.  Hidden 
Power, Fire Blast, Rest, Overheat, Dragon Pulse, and Sleep Talk are all TMs.
==============================================================================
#486 REGIGIGAS
         Type: Normal
         Ability: Slow Start (This Pokemon's Attack and Speed are halved for 
                             the first few turns of the battle.)
Base Stats: 
              HP-110
          Attack-160
         Defense-110
   Special Attack-80
  Special Defense-110
            Speed-100
Hmm, Regigigas.  The Pokemon with all the "G's" in it's name.  It has good 
Stats, but that Ability can really mess things up.  Still, it could make an 
excellent Tank.

Physical Wall

Regigigas@Leftovers
Nature: Impish
EVs: 252 HP, 129 Def, 129 Def.
Slow Start
-Knock Off
-Thunder Wave
-Substitute/Double Team 
-Return

Knock Off for Ghosts, and to get rid of any helpful item the opponent might 
have.  Thunder Wave to slow them down, Substitute and Double Team to stall 
even more, and Return for a nice STAB'ed Attack when the Slow start ends.

Sub-Puncher

Regigigas@Leftovers
Nature: Adamant
EVs: 252 HP, 252 Def, 6 Atk.
Slow Start
-Substitute/Confuse Ray
-Thunder Wave/Confuse Ray
-Return
-Focus Punch

Substitute for stalling, Confuse Ray for the "Hax."  Thunder Wave for slowing
the opponent down, Return for STAB, and Focus Punch for when your opponent is
busy with the Substitute.  

Choice Band-er

Regigigas@Choice Band
Nature: Adamant
Evs: 252 HP, 252 Atk, 6 Spd.
Slow Start
-Return
-Superpower
-Knock Off 
-Zen Headbutt

Unfortunately, Regigigas' Slow Start means this Set won't hit as hard as it 
should.  Return for STAB, Superpower for the Steels and Rocks, Knock Off for
Ghosts, as well as any Pokemon carrying a helpful item.  Zen Headbutt for
any Poison or Fighting types you might come across.

choice Specs-er

Regigigas@Choice Specs
Nature: Modest
EVs: 252 HP, 252 Sp. Atk, 6 Spd.
Slow Start
-Thunderbolt
-Focus Blast
-Hidden Power Ice 
-Focus Punch

This is a bit of an odd set, but since Regigigas' Special Attack isn't 
affected by Slow Start, it could work.  Thunderbolt is for the Water and 
Flying Types, Focus Blast is for a Special Fighting attack, Hidden Power 
Ice is for Dragons, and Focus Punch is for sheer power.  Try to catch the
opponent on the switch, or while their Pokemon is using a Stat-boosting move.

THE MOVES
Regigigas learns Knock Off and Confuse Ray from the Move Tutor in Pastoria
City.  It learns Superpower and Zen Headbutt naturally.  Focus Punch, Hidden
Power, Return, Thunderbolt, Double Team, Focus Blast, Thunder Wave, and
Substitute are all TMs.
==============================================================================
#487 GIRATINA
         Types: Ghost/Dragon
         Ability: Pressure (Any moves used by the opponent count as 2 PP
                            not 1.)
Base Stats: 
              HP-150
          Attack-100
         Defense-120
   Special Attack-100
  Special Defense-120
            Speed-90
Another Legendary with a unique set of types!  Giratina has high Hit Points,
Defense, and Special Defense.  Its' attack and Special Attack are above 
average, and its' Speed is about average.  It makes an excellent Tank with
those Stats, and the Ability Pressure.

Platinum Update:  Giratina has a new form.  It's called Giratina Origin Form.
That may change when the game comes to the states.  Its' Base stats have been
changed a little.

Base Stats: 
              HP-150
          Attack-120
         Defense-100
   Special Attack-120
  Special Defense-100
            Speed-90

Yeah, Giratina Origin Form's traded its' defenses for its offenses.  Kinda 
weird.  It also has the Ability Levitate instead of Pressure.  The downside?
It has to be holding a certain item to be in Origin Form, and that item can't
be Tricked, Knocked Off, Thiefed, Coveted, or Switcherooed.

A Staller/"Rest-Talker"

Giratina@Leftovers
Nature: Impish/Bold
EVs: 252 Def, 252 Sp. Def.  (The other 6 can be in Attack, Special Attack, or
Hit Points)
Pressure
-Dragon Claw/Dragon Pulse 
-Will-o-Wisp/Calm Mind 
-Rest
-Sleep Talk

Either Burn the opponent with Will-o-Wisp, or boost your Stats with Calm Mind.
Rest when Giratina's Hit Points are getting low, Sleep Talk to make sure
Giratina can hit the opponent while asleep, and Dragon Claw or Dragon Pulse
for STAB, depending on if you want a Physical or Special Attack.  Dragon 
Pulse works better with Calm Mind.

A Calm Mind-er

Giratina@Leftovers
Nature: Bold/Relaxed
EVs: 252 Def, 252 Sp. Def, 6 Sp. Atk.
Pressure
-Calm Mind
-Will-o-Wisp
-Dragon Pulse
-Shadow Ball/Rest/Protect/Toxic/Roar/Thunder

Calm Mind to boost Giratina's Stats, Will-o-Wisp for Physical Attackers, 
Dragon Pulse for STAB and to take advantage of Calm Mind, and the last move
depends on what you think you'll be facing.  Shadow Ball for more STAB, Rest
to kep Giratina in the battle, Protect to find out your opponent's moves while
avoiding attacks, Toxic for taking down the opponent slowly, Roar to get rid
of Stat-Boosters, and Thunder to take down Kyogre.

A Choice Specs-er

Giratina@Choice Band
Nature: Modest
EVs: 252 Sp. Atk, 252 Def, 6 HP.
Pressure
-Draco Meteor
-Shadow Ball
-Aura Sphere
-Thunder

Draco Meteor and Shadow Ball for STAB as well as Dragons and Psychics.
Giratina's defenses are high enough to afford a miss with Draco Meteor.  Aura
Sphere for Steels, and Thunder for Water-types.

Choice Band-er

Giratina@Choice Band
Nature: Adamant/Brave
EVs: 252 Atk, 252 Sp. Def, 6 HP.
Pressure
-Dragon Claw
-Shadow Claw
-Earthquake
-Thunder/Aerial Ace/Toxic/Stone Edge/Thunder wave

Dragon Claw and Shadow Claw for STAB, other Dragons, and Psychics.  Earthquake
for Steels, and the last attack can be one of a bunch of things.  Thunder for
Kyogres, (Not to mention the chance of Paralyzing the opponent!) Aerial Ace 
for Fighting and Bug-Types (More specifically Heracross.) Toxic to take down
the defensive Pokemon, Stone Edge for Fliers, and Thunder Wave to slow the 
opponent down.

THE MOVES
Giratina learns Draco Meteor from the Move Tutor on Route 210.  It learns
Dragon Claw, Shadow Claw, and Aura Sphere naturally.  Calm Mind, 
Roar, Toxic, Protect, Thunder, Earthquake, Shadow Ball, Aerial Ace, Rest, 
Dragon Pulse, Will-o-Wisp, Thunder Wave, and Sleep Talk are all TMs.
==============================================================================
#488 CRESSELIA
         Type: Psychic
         Ability: Levitate (Ground-Type attacks cannot hit this Pokemon)
Base Stats: 
              HP-120
          Attack-70
         Defense-120
   Special Attack-75
  Special Defense-130
            Speed-85
Cresselia is one of the two "Runners" (Mesprit is the other).  It's a bit slow
for a Legendary, and its' Attacking stats are low, too.  It has good defenses,
and its' Ability, Levitate, is always good in a battle. 

A Healer-ish Cresselia

Cresselia@Leftovers
Nature: Bold/Calm/Modest
EVs: 252 HP, 129 Def, 129 Sp. Def
Levitate
-Reflect/Ice Beam
-Thunder Wave/Ice Beam
-Ice Beam/Sleep Talk/Charge Beam
-Moonlight/Lunar Dance/Rest

Reflect to raise your Team's Defense, Thunder Wave to slow the opponent down.
Ice Beam for an anti-Dragon attack, charge Beam for boosting Cresselia's 
Special Attack, as well as Water and Flying Pokemon.  The last move depends on
what you want to heal.  If you just want to keep Cresselia in battle for a 
longer time, go with Moonlight.  If you're desparate to get your next Pokemon 
ready and don't think Cresselia will survive another turn, go with Lunar 
Dance.  Another thing you can do is make Cresselia a "Sleep-Talker" and add 
Sleep Talk and Rest to the Set.  That way, Cresselia will stay in the battle 
longer.

A Special Sweeper

Cresselia@Leftovers
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Levitate
-Calm Mind
-Psychic
-Ice Beam/Energy Ball/Shadow Ball 
-Ice Beam/Energy Ball/Shadow Ball/Moonlight

Calm Mind to boost Cresselia's Special Attack, Psychic for STAB.  The last two
moves depend on what you think you'll be facing,  Ice Beam for Dragons, Energy
Ball for Water Types, and Shadow Ball for Ghosts and other Psychics, and
Moonlight to heal.

A Cressy for Double Battles (Supporter)

Cresselia@Light Clay/Leftovers
Nature: Timid
EVs: 252 Def, 252 S. Def, 6 Spd
Levitate
-Reflect
-Light Screen
-Safeguard/Protect
-Psychic

Cressy has Levitate, which is always an advantage in Double Battles.  Reflect
and Light screen are to boost your defenses, Safeguard is to protect
from status conditions, Protect is to keep Cresselia in the battle
longer, and Psychic is in case you run into a Taunter, or actually want to 
attack.

THE MOVES
Cresselia learns Safeguard, Moonlight, Lunar Dance, and Psychic naturally.  
Calm Mind, Reflect, Light Screen Ice Beam, Rest, Shadow Ball, Energy Ball, 
Sleep Talk, and Thunder Wave are all TMs.
==============================================================================
#490 MANAPHY
         Type: Water
         Ability: Hydration (When the In-Game weather turns to Rain, all 
                             Status effects on this Pokemon are cured.)
Base Stats: 
              HP-100
          Attack-100
         Defense-100
   Special Attack-100
  Special Defense-100
            Speed-100

Manaphy is one of those few Pokemon whose Base Stats are all the same.  Its'
Signature Move, Heart Swap, makes it a good Pokemon to use against Stat
Boosters.

Anti-Setup Manaphy

Manaphy@Leftovers
Nature: Naive
EVs: 252 HP, 252 Spd, 6 Def.
Hydration
-Heart Swap
-Waterfall 
-Energy Ball/Grass Knot
-Ice Beam

Heart Swap to stop any Stat-Boosting Pokemon, Waterfall for STAB, Energy Ball
or Grass Knot for other Waters, and Ice Beam for Dragons.

Special Sweeper

Manaphy@Leftovers
Nature: Timid
Evs: 252 Sp. Atk, 252 Spd, 6 HP
Hydration
-Tail Glow 
-Surf 
-Ice Beam/Substitute
-Energy Ball/Grass Knot/Substitute

Tail Glow to boost Manaphy's Special Attack, Surf for STAB.  Ice Beam to take
out Dragons, Energy Ball or Grass Knot for Waters.  Substitute to scout out 
the opponent's moves or to stall.

THE MOVES
Manaphy learns Tail Glow from the Move Tutor in Pastoria City.  It learns 
Heart Swap naturally.  Ice Beam, Energy Ball, Grass Knot, and Substitute are
all TMs, and Surf and Waterfall are HMs.
==============================================================================
#491 DARKRAI
         Type: Dark
         Ability: Bad Dreams (When this Pokemon's opponent is asleep, it 
                             loses Hit Points every Turn.
Base Stats: 
              HP-70
          Attack-90
         Defense-90
   Special Attack-135
  Special Defense-90
            Speed-120
Darkrai is the first of the Legendaries that aren't available in America yet.  
It's main Stats are its' Speed and Special Attack, meaning it would make an 
excellent Special Sweeper.  It has a good Movepool, which makes up for its'
mostly average other Stats.  Its Signature move, Dark Void, may not be the 
most accurate, but it goes very well with its' Ability, Bad Dreams.

Special Sweeper/Staller

Darkrai@Leftovers
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 Sp. Def.
Bad Dreams
-Calm Mind
-Dark Void
-Dark Pulse
-Substitute

Calm Mind to boost up Darkrai's Stats.  Substitute to stall, Dark Void to get
the opponent to sleep so that they can't do anything and so that Bad Dreams
will activate and do more damage to the opponent.  If you don't want to be
walled in by Steels or other Darkrais, you can try putting in Focus Blast,
just be aware that Focus Blast isn't the most accurate move in the game.

Physical Sweeper

Darkrai@Life Orb
Nature: Jolly/Adamant
EVs: 252 Atk 252 Spd, 6 Sp. Def.
Bad Dreams
-Swords Dance
-Pursuit
-Brick Break
-Dark Void

Darkrai's Physical Attack isn't quite as good as its' Special Attack, but it's
not that bad either.  Swords Dance to boost Darkrai's Attack, Pursuit for 
STAB, Ghost Types and Hit-and-Runners.  Brick Break for Steels, and Dark Void
to make the opponent fall asleep.

A Choice Specs-er

Darkrai@Choice Specs
Nature: Timid
Evs: 252 Sp. Atk, 252 Spd, 6 Sp. Def.
Bad Dreams
-Dark Pulse
-Thunder
-Ice Beam
-Focus Blast/Dark Void

Dark Pulse for STAB, Thunder for Water Pokemon (Preferably with a Rain Dancer
in your party) Ice Beam for Dragons, Focus Blast for a powerful attack, and 
Dark Void to make the opponent fall asleep, activating Bad Dreams.

Here's a different Set.

Darkrai@Dark Plate/Leftovers
Nature: Quiet
EVs: 252 HP, 252 Sp. Atk, 6 Def. 
Bad Dreams
-Dark Void
-Nightmare
-Dream Eater
-Dark Pulse
 
This Set is made to put your opponent to sleep, then do as much damage as you
can.  Dark Void to make the opponent sleep, and to start Bad Dreams, Nightmare
and Dream Eater to add to the damage that it takes while it's sleeping, (While
Dream Eater heals Darkrai) and Dark Pulse for an actual attack.

THE MOVES
Darkrai learns Dark Void, Nightmare, Dream Eater, Pursuit, and Dark Pulse 
naturally.  Calm Mind, Ice Beam, Brick Break, Thunder, Swords Dance, Focus 
Blast, and Substitute are all TMs.
==============================================================================
#492 SHAYMIN
         Type: Grass
         Ability: Natural Cure (All Status conditions on this Pokemon are 
                               cured when it is withdrawn from battle.)
Base Stats: 
              HP-100
          Attack-100
         Defense-100
   Special Attack-100
  Special Defense-100
            Speed-100
Shaymin, like Manaphy, has all the same Stats.  It makes up for that with a
limited Movepool.  It's very similar to Celebi, the Legendary from Gold, 
Silver, and Crystal.  Shaymin's Signature Move, Seed Flare, is not that 
accurate, but it lowers the opponent's Special Defense.

Platinum Update: Shamin now has a new form.  Its' name is Shaymin Sky form 
(So far, anyways.)  It has different Base Stats from Shaymin.  Here they are.

Base Stats: 
              HP-100
          Attack-103
         Defense-75
   Special Attack-120
  Special Defense-75
            Speed-127

Yikes, can we say "Special Sweeper?"  This guy's stats look almost as scary as
Arceus', but Shaymin's got lower defenses.  "Sky-Min" also has a different 
Ability, Serene grace, which means it can use a lot of moves with a chance of
something happening to good effect.  Air Slash, for instance.

Sub-Seeder Shaymin

Shaymin@Leftovers
Nature: Timid/Modest
EVs: 252 HP, 252 Spd, 6 Sp. Atk.
Natural Cure
-Substitute 
-Leech Seed 
-Seed Flare/Energy Ball 
-Hidden Power Fire

Substitute to stall, Leech Seed to start draining the opponent's Hit Points,
Seed Flare or Energy Ball for STAB, and Hidden Power Fire for any other Grass
Pokemon Shaymin may meet.

Special Sweeper-ish Staller

Shaymin@Leftovers
Nature: Timid/Modest
EVs: 252 Sp. Atk, 252 Spd, 6 HP
Natural Cure
-Seed Flare/Energy Ball
-Psychic/Grasswhistle
-Hidden Power Fire/Ground
-Rest

Seed Flare and Energy Ball for STAB, Psychic for Fighting and Poison Types,
Grasswhistle for the chance that the opponent will fall asleep, Hidden Power
Fire for Steels and other Grass Pokemon, Hidden Power Ground for other Steels
and Rocks.  Rest to keep Shaymin in the battle.  When you're done healing, 
switch Shaymin out for a Natural cure.

Choice Specs-er

Shaymin@Choice Specs
Nature: Timid/Modest
EVs:252 Sp. Atk, 252 Spd, 6 HP
Natural Cure
-Seed Flare
-Psychic
-Hidden Power Fire
-Hyper Beam/Grass Knot/Grasswhistle/Rest

Seed Flare for STAB, Psychic for Fighting and Poison Types, Hidden Power Fire
for other Grass Types and Steels.  Hyper Beam for a powerful attack, Grass 
Knot for more STAB, Grasswhistle for the chance that the opponent will fall
asleep, and Rest to keep Shaymin going, especially with Shaymin's Natural
Cure.

Shaymin (Sky Form)

Mixed Sweeper Shaymin

Shaymin (Sky Form)@Life Orb
Nature: Naive
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
-Seed Bomb
-Zen Headbutt
-Swords Dance
-Hidden Power Fire/Earth Power

Looking at Sky Form's Special Attack, you wouldn't expect to find a Shaymin 
that uses Physical attacks, so here's a Set the opponent might not expect.  
Seed Bomb is for STAB, Zen Headbutt is for Fighting and Poison types, Swords
Dance is for boosting Shaymin's attack, Hidden Power Fire is for Steels, and
Earth Power is for Pokes like Heatran.

Special Sweeper Shaymin

Shaymin (Sky Form)@Life Orb/Yache Berry
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
-Air Slash
-Seed Flare
-Earth Power
-Hidden Power Ice/Fire

Now, this looks like a Set that's based of Shaymin's Special Attack.  Yache 
Berry is there to cover Shaymin's weakness against Ice, although it needs a 
bit of predicting to pull off.  It can be replaced with the berry that reduces
Fire Damage, if you think you're going up against a Fire type.  Anyways, Air 
Slash is for other Grass types, as well as Fighting and Bug types.  Seed Flare
is there for STAB, Earth Power is for those pesky Fire types, and Hidden Power
is for type coverage.

SubSeeder Shaymin

Shaymin (Sky form)@Leftovers
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
-Earth Power/Air Slash/Hidden Power Ice/Fire
-Seed Flare
-Substitute
-Leech Seed

Man, most of the Set descriptions for Shaymin sound like bad anime titles.  
Anyways, Substitute to stall, Leech Seed to sap the opponent's energy AND 
stall, the first attack for type coverage, depending on what you think you'll
be facing, and Seed Flare for STAB.

A FEAR-Min

Shaymin (Sky Form)@Focus Sash
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
-Endeavor
-Quick Attack
-Healing Wish
-Seed Flare/Air Slash

This is the "I'm going down and I know it, but I'm going to annoy you a lot"
moveset.  Put Shaymin in front of, say, a Heatran, let it flame you, then 
when you're still standing with one hit point left, you laugh maniacally and
Endeavor them down to one hit point as well.  Then depending on what you think
the opponent's going to do next, you either Quick Attack them to a KO, or use
Healing Wish to faint Shaymin and bring a healthy Pokemon into the fight, or 
you just attack them with a Seed Flare or Air Slash.  Actually, if they switch
in a different Poke, it might even be possible to Endeavor them again if you 
can predict it right, making for even more annoyance.


THE MOVES
Shaymin learns Leech Seed, Energy Ball, Grasswhistle, and Seed Flare 
naturally.  Hidden Power, Hyper Beam, Psychic, Rest, Grass Knot, and 
Substitute are all TMs.
==============================================================================
#493 ARCEUS
         Type: Normal
         Ability: Multitype (This Pokemon's Type is determined by the types
                            of plate it's holding.)
Base Stats: 
              HP-120
          Attack-120
         Defense-120
   Special Attack-120
  Special Defense-120
            Speed-120
One look at those Stats and you'll know why Arceus is called an "Uber."
Its' Stats and its' Ability, Multitype, means it will be VERY hard to 
counter, plus its' Signature Move, Judgement, gives it a powerful AND 
Accurate attack which automatically gets STAB, no matter WHAT plate it has.

Special Sweeper

Arceus@Ghost Plate/Dark Plate/Bug Plate
Nature: Timid
EVs: 252 Sp. Atk, 129 HP, 129 Spd.
Multitype
-Judgment
-Dragon Pulse
-Calm Mind
-Recover/Substitute

"Balanced game"?  What is this "Balanced Game" of which you speak?  Judgement
for STAB, Dragon Pulse for Dragons, Calm Mind to make Arceus even MORE 
powerful.  Recover to keep Arceus in battle for a VERY long time, and 
Substitute to stall.

Physical Sweeper

Arceus@Ghost Plate
Nature: Jolly
EVs: 252 Atk, 129 HP, 129 Spd.
Multitype
-Swords Dance
-Shadow Claw 
-Brick Break
-Recover

Swords Dance to power up, Shadow Claw for STAB.  Brick Break for Steels and
Recover to keep Arceus going.

Another Physical Sweeper

Arceus@Silk Scarf
Nature: Adamant
EVs: 252 HP, 252 Atk, 6 Spd.
-Swords Dance
-Extremespeed
-Earthquake
-Shadow Claw/Overheat

Arceus is strong enough that after a Swords Dance or two, Extremespeed will
beat almost anything that is faster than it.  Earthquake is for most Steels
and Rocks, Overheat is for Levitating and Flying Steels.

THE MOVES
Arceus learns Extremespeed, Recover, and Judgement naturally.  Calm Mind, 
Brick Break, Earthquake, Overheat, Swords Dance, Substitute, and Shadow 
Claw are all TMs.
==============================================================================

Was that the last one?  Yes, Arceus was the last one!  (Falls over, exhausted)
Wow, that was a long month.  And this guide's not done yet.  Looking back over
the Guide, I've noticed a LOT of mistakes, especially in the beginning.  I'll
be fixing them when I find them.  There's always going to be updates, more 
Movesets to add, but for now, I need a VERY long rest.

V.  UBER-BUSTERS!

(Starts singing, to the "Ghostbusters" Theme)

When there�s something strong
In the neighborhood�
Who ya� gonna call�Uber-Busters!
When they�re Uber-tiered
And it don�t look good�
Who ya� gonna call�Uber-Busters!

Man, that was my favorite movie when I was a kid.  Anyways, welcome to the 
Uber-Busters, a guide to beating Legendaries, Ubers, and Overused Pokemon.

The first thing you have to figure out when picking a good counter is what the
opponent's Pokemon does.  Is it a Physical Attacker, or a Special Attacker?
Does it have lower Defense or Special Defense?  If you know what moves it has,
it's easier to build a better counter.

The second thing you must think of is can your Pokemon survive a hit from the
opponent?  You might find yourself switching the Pokemon in, so make sure it 
can take at least one hit.

I've re-arranged the list so that it's going by National 'Dex number.  This 
will hopefully make them easier to go through.

Alakazam

Spiritomb is immune to Psychic, and it has good defenses.  If the 'Zam doesn't
have Hidden Power Fire, then a Psychic-Steel like Metagross can take it out.
If it doesn't have Grass Knot, then a Water-Psychic like Starmie or Slowbro
will work.

It's a little risky, Poison being weak to Psychic and all, but Crobat can 
outspeed 'Zam, and hit it with a Choice Band-ed U-Turn.  Just don't switch
Crobat in when 'Zam is about to use Psychic.

Gengar

Bronzong can take anything Gengar uses, except Hidden Power Fire...And even 
that will take more than one turn to take Bronzong down.  There's also 
Metagross, or Jirachi if you have him.  Pursuit is a good move for getting
Gengar out of the picture, but the Pokemon using it has to be able to switch
in on Gengar.

Gyarados

Starmie can take Gyarados down if it's got Recover and Thunderbolt.  Just make
sure the opponent doesn't switch into something that likes getting hit by 
Electric attacks (Electivire, anyone?) Cresselia can also do the job if the
Nature is Bold and it has Charge Beam.  Bronzong is resistant to most of 
Gyarados' Attacks, but it needs Hidden Power Electric to even think about
knocking Gyarados out.

If the Gyarados doesn't have Stone Edge, Lapras will do the job.  Metagross
with Thunderpunch will also work, unless the Gyarados has Earthquake.

Vaporeon

Vappy's Water Absorb Ability is very useful, and I should know.  In fact, a
good way to shut Vaporeon's STAB attacks is to use the Ability against it by
bringing in something with Trace.  Gardevoir has Trace, and it learns 
Thunderbolt too.  So does Porygon-2.

Some Special Walls like Cresselia and Blissey also can take a few hits from 
Vaporeon, but since Vaporeon learns Wish, it will be a lot harder to actually
defeat it.

Snorlax

Rhyperior is a good Pokemon to use against Snorlax.  It resists Snorlax's big
STAB attacks, and its' Ability, Solid Rock, lets it take a lot of hits that
would KO another Pokemon.  Tyranitar works too, even if it's not built to take
things like Rhyperior.

Dragonite

A Water Pokemon with good Defenses and Ice Beam can take down Dragonite...
Or at least find out what it's made of.  Suicune and Swampert can do that
job.  If it's mostly a Special Attacking Dragonite, a Blissey can take it on,
just make sure the Dragonite doesn't have Focus Punch before you switch it in.
Steel-Type Pokemon are good for surviving Dragonite's STAB attacks.

Mewtwo

Metagross can take any Mewtwo that does not have Fire moves, like 
Flamethrower.  If the Mewtwo doesn't have Focus Punch or Substitute, a Blissey
can put a dent in its' speed with Thunder Wave, as well as taking any Special
attack Mewtwo can throw at it.

The "Lati@s" can also take any Special Attacks, and use Dragon Pulse to take
Mewtwo down.

Mew

Ugh, a Legendary Pokemon with a HUGE Movepool, which makes it VERY hard to 
counter, AND a good Ability.  True, Nintendo did make Mew one of the 
hard-to-get Pokemon, but that didn't stop any of the cheaters.  (Especially 
not on the GTS, but that's another story.)

Bronzong is the best counter to Mew on its' own, but that doesn't stop Mew 
from Baton Passing itself out of there.  

Metagross can come in on almost anything that Mew can throw, and Blissey
can be used against a Special Attacker.  A Physical Mew can be Walled in 
by a defensive Groudon or Kyogre, and Darkrai moves faster than Mew, so
it just has to use Dark Void to make Mew fall asleep and start pounding
away.

Umbreon

Most Umbreons depend on non-attacking moves, like Curse or Wish, to keep in
the game.  A faster Pokemon with Taunt, like Gyarados, can really mess up that
kind of Set.  With its' non-attacking moves gone, Umbreon has to either stick
to attacking moves, like Payback, or switch out.  Either option will give the
opponent a chance to set something up, like Dragon Dance.

If you don't feel like crippling Umbreon with Taunt, or just don't have a 
Taunter, Umbreon has one big enemy that prefers attacks, and that's Heracross.
Both of its' STAB attacks are strong against Dark, and it's Ability, Guts, 
means that Umbreon can't use moves like Toxic without activating the Ability.

Scizor

Being a Steel/Bug type,Scizor has one MAJOR weakness to worry about, and 
that's Fire.  Charizard resists both of Scizor's STAB attacks, plus it also
resists Brick Break.  Since Scizor's best attacks are Physical, Pokemon with
high Defense, like Gliscor work well against it.

Scizor is also commonly seen as a Baton Passer.  Weezing and Skarmory can 
switch in on it, then use Haze or Whirlwind to mess up its' Stat-Boosting 
before it becomes a problem.

Heracross

The Bug-Fighting Pokemon is even stronger, now that it learns a good Rock 
Move.  Anyways, Gliscor makes a good counter.  It's resistant to both of 
Heracross's STAB moves, gets its own STAB from Flying (Hera's worst nightmare)
and has good Defense.  Weezing also has resistances to Bug and Fighting, but
its' prefered way of taking Heracross down, Flamethrower or fire Blast, also
have a chance of Burning it.  That's something you DON'T want to do to a 
Pokemon with Guts.  Dusknoir is similar to Weezing, although it uses Fire 
Punch rather than Flamethrower.  

Salamence, Gyarados, and Crobat are good choices, but anyone that uses them 
should be aware that Heracross learns Stone Edge.  If the Heracross uses 
Hit-and-Run attacks, a Dugtrio with Arena Trap and Aerial Ace is a good 
choice.

Skarmory

Skarmory does NOT like Magnet Pull.  Magnet Pull means that it's (If you'll 
excuse the expression) a sitting duck.  Its' Special Defense is not nearly
as good as its' regular Defense, so any Special Fire or Electric attacks will
do the job if the Pokemon that uses it goes first.

Blissey

Blissey might be the greatest Special Defender, but its Defense isn't so good.
Machamp is a good Pokemon for taking it down.  It gets STAB from Fighting, and
its' Ability Guts means Stat Effects are a good thing for it.  Especially if
the Machamp has the Sleep Talk/Rest combo.  Electivire can take a Thunder Wave
and use it to increase its' Speed, and its' Special Defense is good enough to 
take the occasional Ice Beam.  Dugtrio is weak against Ice, but it has Arena
Trap, and gets STAB from Earthquake.  Garchomp is similar.  It can switch in 
on Thunder Wave, then use Substitute and Swords Dance to set up a Sweep.

If you have a lot of time on your hands and REALLY want to annoy your 
opponent, you can bring in a Dusclops or a Spiritomb.  Between their good 
Defenses and the fact that they both resist Seismic Toss, they can wear 
Blissey down.  Maybe add Mean Look to keep Blissey from getting away.

Tyranitar

Hippowdon is also a good Pokemon to take out Tyranitar, because it's a 
Physical defender that doesn't have to worry about Sandstorm.  You could also
use a Rhyperior to take those physical hits.  Hariyama and Machamp are some 
other choices.  They're resistant to Dark and Rock, Tyranitar's STAB attacks.

Suicune

The Ability Water Absorb, is a major advantage here.  Lapras and Vaporeon in
particular have the defenses to take whatever other hits Suicune can throw at
them.  If the Suicune likes to use Calm Mind, a taunt will put an end to its'
Stat boosting.  Gyarados can take advantage of the Taunt and get a few Dragon
Dances in.  An Electivire can also get past the Calm Mind boosts with Physical
attacks.

Lugia
The Silver Legendary isn't really much of an attacker.  Its' best Stats are
mostly in its' defenses.  A Mewtwo or Mew with Taunt can easily mess up 
Lugia.  Kyogre or Deoxys can take advantage of Lugia's Ice and Ghost weakness.
If the Lugia doesn't have Rest, a Pokemon with Toxic can slowly take it down.

Ho-oh

Kyogre is Ho-oh's biggest threat.  It makes the in-game weather rainy just
by showing up, gets STAB fron Surf, and 100% accuracy on Thunder.  Palkia 
can also take Ho-oh out with Aqua Tail, Stone Edge, and Thunder.  A Physical
Rayquaza can also do the job, but Ray has to keep an eye out for Burns.

Breloom

Breloom is a LOT nastier with the additions of Poison Heal and Substitute as
a TM.  Usually, you'll see a Breloom use Spore, then Sub, then start 
attacking with Seed Bomb, Stone Edge, Mach Punch, or Focus Punch.  So, how 
does one stop a Sub-Sporing Breloom?  A Pokemon that cannot be put to sleep, 
like Hypno, works here.  "Sleep Talkers"-Pokemon with Rest and Sleep Talk, are
also a good choice.  Skarmory can take most of Breloom's hits, but it still 
has to put up with being Spored.  Celebi and Executor have smilar problems, 
but being Grass pokemon, they won't have to worry about being Leech Seeded.

Ninjask

Since Ninjask is a Baton Passer, the best way to screw up its' plans is to
use Roar or Whirlwind.  Once Ninjask, or the Pokemon it's Baton Passed to, 
is Roared out, its' Stats go back to normal.  Another way to really mess
Ninjask up is to use Stealth Rock.  Stealth Rock does more damage to Pokemon
that are weak against Rock, and Ninjask is double weak against Rock, so 
Stealth Rock will do lot of damage to it.  Skarmory and Donphan are two 
commonly used Stealth Rock/Roar users.

Milotic

Anything that goes up against Milotic must be aware that it learns Hypnosis,
a move that can leave your Pokemon helpless.  Anyways, Milotic can be taken
down by a strong Electric type.  The problem with this strategy is if your
opponent sees this coming he can switch to a Ground Type.

Ludicolo can take both Surf and Ice Beam, and Leech Seed Milotic to a 
Knockout.  Abomasnow also gets STAB from Grass but the fact that its' Ability
turns the weather to Hail can hurt as much as it helps.

Salamence

Salamence is used as both a Physical and a Special Attacker.  If it's 
Physical, try a Gliscor or a Weezing.  Weezing can learn Pain Split and
Will-o-Wisp, and it has Levitate, so Earthquakes can't affect it.

A Special Salamence can be stopped by a Blissey, whose Stats are so high that
Blissey's in the Overused category.  If you want something less well known, 
try an Empoleon (Preferably with a Calm Nature to boost its' Special Defense)
or a Registeel.  If you don't think the Salamence has a Fire attack, a Weavile
can also do the job.

Metagross

Since Metagross is usually a Physical Pokemon, it can be stopped by Physical
Walls.  Hippowdon is a good choice, because it has good Defense and gets STAB
from Earthquakes.  Skarmory can take the hits and avoid Metagross's 
Earthquake.  If the opponent likes to use their Metagross for Hit-and-Run 
attacks, a Magnezone with Magnet Pull will stop it in its' tracks...Especially
if the Magnezone moves faster.

Groudon

The easiest way to stop a Groudon is to shuffle it out of Battle before it
can build itself up.  Lugia works for this, using Reflect and Whirlwind to
keep Groudon users on their toes.  Just watch out for Stone Edge.

If the Groudon doesn't have a Substitute, then Giratina can take it down 
with Will-o-Wisp.  The "Lati@s" can also knock out Groudon with Grass Knot,
but they must be careful of Dragon Claw.

Kyogre

A Special Sweeper "KyUber" that doesn't have any Choice items can be blocked
by Blissey or one of the "Lati@s," especially if they're packing a Psych Up.

Lanturn can take anything Electric and retaliate with a STAB'ed Thunder, but
it can't take everything Kyogre can throw at it.

Another counter, for one turn at least, is Shedinja.  The only problem with 
Sheddy is that the opponent can easily switch out to something with Sandstorm,
Shedinja's worst nightmare.

Rayquaza

An Arceus with Steel Plate and lots of Defense and Hit Points can take a hit
from Rayquaza, and knock it out with Ice Beam.  There's also Cresselia, for
its' Defenses and Ice Beam.  It can't take a Choice Specs' Set, though.  If 
the Rayquaza doesn't have any Fire moves, Skarmory makes a nice counter.

Since Rayquaza is such a hard hitter, the best way to do damage is to hit it
before it even comes into play, with Stealth Rock.  It's double weak against
Ice, which is something an opponent can take advantage of.

Infernape

If the Infernape is physical, a Pokemon with good Defense can handle it.  
Slowbro, Swampert, or Hippowdon are some good examples.  Gyarados or Manaphy
can handle a Special Infernape, but Gyarados doesn't like Stealth Rock or 
Grass Knot.  You can also try a fast Starmie with Surf...Just be aware that
if the opponent guesses that you're about to switch it in, they can use 
Thunderpunch or Grass Knot to knock it out.

Bronzong

Bronzong almost always has Hypnosis, so it's kinda hard to switch in on one.  
Infernape resists Gyro Ball, and can use its' Fire attacks to take Bronzong 
out.  The only downside is if it switches in on an Earthquake, it's toast.  

Magnezone can use Magnet Rise to temporarily stop Earthquakes, and it's 
Magnet Pull to effectively trap Bronzong.  Gyarados can also use its' 
Intimidate to lessen the damage from any Physical attacks, but it's still
hard to switch in on a Hypnotising Bronzong. 

Garchomp

Suicune and Slowbro both have the defense to outlast Garchomp, especially
if it's using a Life Orb.  Hippowdon is also a good choice.  It's Ground, 
has high Defense, doesn't get hit by Sandstorm, learns Ice Fang, and can Slack
Off most regular damage.  A Weavile can outspeed Garchomp and hit it with a
STAB'ed Ice Punch, but if the Garchomp survives, Weavile is in BIG trouble.

Lucario

If the opponent's Lucario is a Physical Attacker, Gliscor will work against it.
One of Gliscor's types is Flying, making it immune to Ground Attacks.  There 
goes Earthquake.  Flying also resists Fighting, and with Gliscor's good 
Defense, it should be able to take anything a Physical Lucario can throw at 
it.  And did I mention Gliscor gets STAB from Earthquake?

Now for a Special Attacking Lucario, Spiritomb will do the job.  It resists
Psychic and Fighting, plus it learns Pain Split and Will-o-Wisp. 

Weavile

Metagross has the defense to take Weavile's hits and use a STAB'ed Bullet
Punch to knock it out.  Poliwrath and Hariyama are also good choices, 
Rhyperior's Defenses and Solid Rock Ability can take a few STAB'ed hits, too.

Rhyperior

Bronzong is a good choice.  It can take almost all of Rhyperior's attacks.  
The only exceptions are Megahorn and Focus Punch, but they would have to 
be boosted to take Bronzong down.  If the Rhyperior is using Choice Band,
Skarmory can stall it out using Roost.  Swampert can also take Rhyperior's
attacks with its' high Defense.  Since Rhyperior is very heavy, and has 
low Special Defense, Grass Knot will take it down pretty quickly.

Electivire

Swampert and Rhyperior are the best choices, but make sure the Electivire 
doesn't have Hidden Power Grass before you go to attack it.

A Physical Electivire can be stopped by Weezing.  Especially since Weezing
learns Will-o-Wisp.  Cresselia can take enough hits to set up a few Calm Minds
and Sweep.  If you know when the Electivire is going to use an Electric 
attack, (Like if you have a Gyarados or a Skarmory out there) You can switch
in a Dugtrio to trap it with the Ability Arena Trap.

Togekiss

(More like Toge-HAX, am I right?)

Togekiss' Serene Grace Ability makes it a MAJOR pain in the rear.  The only
time I took one on, I lost 6-0 because it kept Flinching me at the worst 
moments.  Yeah, it was that bad.

Still, a Flinching move must go first to make the opponent Flinch.  Paralysing
it with Thunder Wave will make it move slower than most other pokes, so there
goes the Flinch "Hax."  too bad my T-Waver got Flinched, and never got to do 
its' thing.

Togekiss tends to be a Special Attacker, so it's usually countered by Special
Walls, like Blissey and Cresselia.  Lanturn also resists Flying, and can laugh
in the face of any Electric attacks with its' Volt Absorb.  

A Pokemon that cannot be Flinched is also a good idea with Togekiss, although
its' Flying type means that Fighting Types, like Lucario, will have a harder
time taking it down.  Dragonite doesn't have to worry about a Flying weakness,
but it does have to worry about Thunder Wave slowing it down.


Uxie

Once again, it depends on what Moves Uxie has.  If it doesn't have Grass 
Knot, Tyranitar and Rhyperior can take it down.  If Uxie doesn't have Psychic,
(which probably won't happen, because Uxie gets STAB from Psychic.) you can 
use Heracross, Infernape, or Gengar.  

Magnezone is resistant to Electric and Psychic, but it doesn't learn any 
Super Effective moves.  Other Pokemon that resist Uxie are Bronzong, Lucario,
and Metagross.

Mesprit

Mesprit needs Grass Knot if it wants to keep Tyranitat away.  Blissey can
take a lot of hits while Seismic Tossing Mesprit into next week.  Weavile
can't be hit by Psychic, and it's fast.  As with Uxie, Magnezone is resistant
to most of Mesprit's attacks, and Bronzong is the same.

Azelf

Blissey and Cresselia are both good for surviving Azelf's attacks.  They can
also use Thunder Wave, so there goes Azelf's Speed.  Since Azelf can learn 
Flamethrower, Houndoom is a good choice, because of Flash Fire.  The same goes
for Heatran.  Spiritomb can't be hit by both Psychic and Normal, and gets STAB
on Sucker Punch and Dark Pulse.  In a pinch, Salamence can take out Azelf with
Crunch, but its' Special Defense may not be enough to stand against Azelf's 
Special Attack.

Dialga

A Special Attacking Dialga can be stopped by Blissey with Calm Mind or Light
Screen.  For a Physical Dialga, try a Groudon with Substitute or if it doesn't
have Earthquake (Yeah, right!) a Metagross.

Palkia

The big Palooka can't do much damage to Lugia, especially a Lugia with 
Whirlwind.  Blissey can also absorb most of the damage if it's a Special
Attacker.  If you have an Arceus, a Water Plate Arceus with Dragon Claw will
do the job in two turns. 

Cresselia

Some of the bigger Dark and Bug attackers, like Tyrannitar and Heracross can 
do a lot of damage to Cresselia.  Anything with Pursuit can take on a 
switching Cressy, and Metagross can take most of Cressy's attacks.  Be 
careful of Thunder Wave, though.  Taunt can usually stop a Cresselia that
relies on status moves in a flash.

This section is still being worked on.  I know there are several Overused 
Pokemon I have to do.

VI.  DOUBLE BATTLES

Okay, I've finally gotten around to doing this.

Double Battles are in their own way more complicated than regular Battles.
Not only do you have to keep track of what attacks are more effective, you
also have to remember that you now have two Pokemon in the battle.  Usually,
Pokemon players don't do Double Battles, they like the regular old Single
Battles better.  Still, I figure that my Guide won't be complete without
this section.

So, what do you need to think about first?  The way your team of Pokemon work
together.  Some moves hit both the enemies AND your attacking Pokemon's 
partner, and in Double Battles you can choose to attack your partner, so
make sure you've selected the right target.

Some moves hit one opponent Pokemon, others hit both at the same time, but I 
believe that the moves that hit both Pokemon, like Surf, have their power 
halved, so in some cases it's better to just hit one.

The same rules for regular Battles also go for Double Battles.  For
instance, Earthquake may hit all the other Pokemon in the Battle, but it 
doesn't hit Flying or Levitating Pokemon.  So, if you have a Pokemon with 
Earthquake, it's a good idea to pair it with a Flying or Levitating Pokemon.

There is a similar strategy with Ghost Pokemon and Pokemon with the moves
Self-Destruct or Explosion. 

Another way to avoid being hit by your Partner, and either of your opponents
for that matter, is to use the move Protect.  The only problem is the chances
of Protect working go down when it's used multiple times in a row.

There are also strategies that are built around attacking your Partner.  An
Electric attack will heal a Pokemon like Lanturn, or make an Electivire go 
faster, so why wait for your opponent to hit your Pokemon when you can do the
same thing?  

There are some Abilities and moves that make all attacks hit one Pokemon, 
instead of the other.  The Ability Lightningrod is a good example.  It makes
any Electric attacks hit the Pokemon that has Lightningrod, and not its' 
partner.  If you have a Pokemon that's weak against Electric attacks, a 
Pokemon with Lightningrod is a good choice.  Gyarados and Rhyperior are a 
good pair for this, because Gyarados is part Flying and won't get hit by 
Earthquake, and Rhyperior is part Ground and can use Lightningrod without 
taking any damage.

Skill Swap is another useful move.  It lets the user trade its' Ability 
with the Ability of any Pokemon in the Battle.  Giving your opponent the 
Ability Klutz will put a damper into their Item-using plans, or giving 
Insomnia to a Rest user.  Sadly, the Ability Wonder Guard can't be Skill 
Swapped.  

You can also use Skill Swap to take care of your partner Pokemon's weaknesses.
For instance, a Pokemon with Flash Fire or Volt Absorb can use Skill Swap to 
make Pokemon with one big weakness, like Forretress, Scizor, or Gyarados, 
completely immune to Fire or Electric attacks.

The move Gastro Acid turns off the Ability of the Pokemon it targets.  Since
it can be used on your partner Pokemon, it can be used to stop abilities
such as Truant or Slow Start.  It can also be used on your opponent, too.

I'm still working on finding some good Strategies for Double Battles.  If you
know any feel free to E-Mail me.

VII. THE TECHNICAL STUFF.

FREQUENTLY ASKED QUESTIONS

Q. MY TEAM ROXXORS!1!1!  I WANNA BATTLE YOU!
A. Okay, after thinking about it a lot, and making me a Team, I've decided
   that I will do Battles.  If anyone would like to Battle me, contact me
   first, preferably through E-Mail, to figure out a time.  Wednsdays are 
   usually the best, because I don't have to work.  Here are my Rules.
   
   -I'll do either 6 on 6 or, if the opponent asks for it, 3 on 3.  Just
    to make sure we're both equal, I want Level 100 Battles.  There's an
    option in the game that boosts your Pokemon to Level 100 for Battles, 
    so you don't have to worry about training.  The only other rule is 
    the Sleep Clause (The one that makes it so that only one Pokemon can
    be asleep at one time) will be on.  Since I don't have many good items
    so far, I'll be playing the old-fashioned way with every Pokemon holding
    a different Item until I can get some better ones.

   -No Legendaries.  I still have to train my Legendaries.  When I'm done,
    you can request a Legendary Battle.

   -No Hacks, please.  No disconnecting, either.  It's a royal pain.  

   -Since I now have a Video camera, the battle might be recorded.  If you
    don't want to be recorded, please tell me.

   -If you want to have an Underused or Borderline Battle, make sure I know
    before the battle, because I can put together an Underused Team.  The same
    goes for Double Battles, since I haven't worked on a Doubles Team yet.

   -Prizes...I don't have much to offer for prizes.  I can give any Pearl 
    Exclusive except for Palkia.  I can also offer the Sinnoh Starters or a
    Riolu.  Like I said, it's not much.  If you want the Pokerus, I can trade
    any of the above with Pokerus.  If you want to offer me a prize, I'll take
    anything except Hacks and Pokemon like Arceus or Darkrai.  I especially 
    like Flying Pokemon, so any Wingulls or Hoothoots or Starlys would be 
    appreciated, especially Shiny ones.  Rare items are also appreciated, too!

   That should cover everything.  Oh, and I live in the Eastern Time Zone, so
   I can't stay out too late to battle anyone on the Pacific Coast.

Q. How do I find my Friend Code or get on the Wi-Fi?

A. I can only speak for the DS Lite, but to get on the Wi-fi, you need to be
   in an area with a Wireless Connection.  Once you're there, go to the title
   screen on your Game and instead of "Continue," go down to "Nintendo WFC 
   Settings."  That'll bring you to a screen where you can connect to the
   Wi-Fi.

   To find your Friend Code, you need to connect to the Wi-Fi at least once
   in your Game, like going on to the GTS.  Once you've done that, go to your
   Key Items and select your Pal Pad.  At the bottom of the screen, there will
   be an option where you can check your Friend Code.

   I haven't tried using the USB Connecter device, but I'd imagine it's 
   something similar to the regular Wireless.

Q. Will you Trade with me?
A. I don't have a Wi-Fi connection at home, so I have to bring my DS to 
   local restaurants with Wi-Fi.  This doesn't mean I CAN'T trade, just that
   I can only do it every now and then.  Try contacting me by E-Mail to 
   arrange a time, but don't get scared if I take a while to reply.

Q. Which version do you have?
A. I have Pokemon Pearl.

Q. Your Movesets are Teh Suxxors!
A. If you MUST flame me, try writing one of these yourselves!  It's not 
   that easy!  If you see anything that is wrong with any of the Sets,
   though, feel free to tell me.  I will try to add something in the notes
   after the Set.

Q. I know someone who doesn't use your Sets, or even train their Pokemon.
   Would you please talk some sense into them?
A. Er...There is no such thing as a perfect Moveset.  If they want to train
   that way, let them.  It's their Pokemon. 

Q. Why are your EV Spreads usually either 252, 252, 6 or 252, 129, 129?
A. Because I like to keep things nice and simple.  I know that the spreads
   may not always be the best for that Pokemon, but I'm not very good at
   math, so I can't remember how many battles it will take to get say 230
   EVs.  That's why I do it this way.  

Q.  I have a wonderful Moveset!  Add mine!
A.  As much as I'd like to add any Moveset that comes my way, not all will
    make it. 

Q. What would be a good Moveset for a XXXX-natured YYYY Pokemon?
A. I'm working on it.  Believe me, I know it's a hassle to find that your 
   Legendary or even a Shiny is the wrong nature (Looks at Brave Cresselia)
   They can't learn those cool breeding moves, either.  I'm trying to find 
   Movesets for every Nature, but for now you'll just have to bear with me.

Q. How do I get Pokerus?
A. Try asking on the Trading Board.  I have it myself, but like I said I can
   only get to trade out so often.

Q. If I have a Pokemon with Exp. Share, does it gain EVs?
A. Yes.  It gains the same kind of EVs it would if it fought in the battle.  
   If the Pokemon has had Pokerus, it gains double EVs, but since it can't
   hold Macho Brace and Exp. Share at the same time, that's the most it can
   get.

Q. Why haven't you done the Old Pokemon yet?!
A. Because they have been covered in other FAQS.  If you want, I can do look
   up some Movesets for an older Pokemon, but I won't put them here.

Q. What's your Friend Code?  I know you're busy and all, but I just want to 
   add you because you're so COOL!
A. Aww, thanks!  It's 5155-1037-5304, and my name there is Cat.

Q: Is this really your first FAQ?  Have you written anything else?
A. This is my first FAQ!  I have also written a Web Page on a Site called
   Neopets about how to make your own user Level in certain games.

Q. Can you explain this in better terms?  I really didn't get it.
A. If you didn't understand any part of this FAQ, feel free to either ask me,
   look through the other FAQs, or look it up on the Gamefaqs Message Boards.

Q. Are there any other good Pokemon sites besides Gamefaqs?
A. Yes.  I'd highly recommend sites like Serebii.net for regular info, 
   and Smogon.com for movesets (It's my main source for Sets.) 
 
Q. What else do you play?
A. Pokemon's usually what I play these days.  I occasionally play Smash 
   Brothers, but I am only good at dodging and can't attack too well.  I'll
   sometimes try Guitar Heroes on easy mode, but I don't get too far.  On good
   days I'll drag out my old hand-me-down Super Nintendo and re-live the 
   nostalgia days.  I'm not too bad at Tetris, which would be good if I could
   ever find the game in my room.


THE PEOPLE WHO HELPED/INSPIRED ME

I really am NOT a battler.  I just did this because I was getting frustrated 
waiting for someone ELSE to write this kind of FAQ.  If I "Borrowed" a Moveset
and forgot to mention your name, please tell me, I really don't like to steal. 

First off, I should thank Gamefaqs, the site which has given me more ideas and
memories than I could ever begin to say, and Nintendo for making these 
absorbing games.

Second I'd like to thank the every one of the Users from every one of the 
many Message Boards whose discussions gave me ideas to write down.
In particular, I'd like to thank 
-Curty for his great Pokemon-a-Day discussion topics.
-GogoJirachi for some good Movesets.
-Adam for telling me what all the IV sayings were.
-zhengman66 and all the other people for telling me what Saying went with what
 IV.
-Emperata for some more Movesets.
-Mr. Beef for those Togekiss Sets.
-Quesker for sending in all those Sets, and listening while I picked through
them.

Thanks also to Serebii.net and Smogon.com, and their respective Message
Boards, for their movelists, movesets, and Base Stats.  

And probably the strangest thank you YOU'LL ever see, I'd like to thank my
Shiny Wooper Mokey for inspiring me to say "I must make her a battler...What
the?!  Nobody's made a FAQ for this yet?!  I must fix that!"


THE REAL TECHNICAL STUFF

If you HAVE to use or Link to this Guide please keep my name in it, and do NOT
say you wrote it yourself!  It took me a lot of time to do this, so I'd 
appreciate it if you acknowledge me (Katie, AKA Parrot_Lover) as the creator.
If you wish to use this FAQ on other sites, I'd also like it if you tell me 
before you do it, so I can go and check out the site first.  

The following sites have my permission to use this FAQ.

Gamefaqs.com
Neoseeker.com
www.supercheats.com
Pokedream.com
The Online Pokemon League (http://z7.invisionfree.com/
Online_Pokemon_Leagu/index.php?)
www.1up.com
http://www.spatial-league.co.nr/
gamesradar.com
cheatplanet.com
www.teamrageforum.proboards105.com
GamersHell.com 
Mycheats.com
Teamuber.net
lastumbreon.weebly.com

This work is copyright 2007 Katie Fox

E-MAIL
If you want to contact me you can at either Flyvarna(at)GMail.com or 
Flyvarna(At)Yahoo(Dot)Com.  If you have a Youtube account, you can PM me 
there, my account's name is Flyvarna (I'm trying to be consistant here)

Please mention either Pokemon, Movesets, or this FAQ in the title so I don't
think you're a Spammer.  Please be polite and do NOT be offended if I don't 
get back to you.  My Yahoo account had a nasty habit of bouncing my replies 
to Hotmail messages for no apparent reason.  I wish I could've fixed it, but 
I'm only a bipedal carbon-based life form and can't do EVERYTHING.

I have AIM, but I'm more used to E-Mail because it gives me more time to think
of a good response.  I will use it in Trades, though.

And just for kicks...

Cat (Human female)@DS
Nature: Relaxed
EVs: 252 English Class, 252 Internet, 6 Boredom
Ability: Oblivious (This user is short-sighted, and won't notice anything 
                    unusual unless it hits her in the face)
-Slack off
-Amnesia
-Calm Mind
-Whirlwind

Slack off because I am lazy, Amnesia because I am very absent-minded, Calm 
Mind because I always try to be nice, and Whirlwind because I'm easily
distracted.  Of course that makes me a victim of Taunt-ers, but that's 
no big deal.

AND THANK YOU FOR READING THIS!