Pokémon Stadium (USA) Strategy Guide
Version 3.50 (Final)
Last Updated: 4/12/2001
Created: 01/30/2000
Created by: Magus747 (Mark)
[email protected]
Major contributors (see credits for info):
[email protected], Laura
[email protected],
[email protected]
****AN IMPORTANT NOTE TO EVERYONE, LOOK IN MY DISCLAIMER. I CAN
ONLY ACCEPT SUBMISSIONS ABOUT GAME SECRETS IF YOU EARNED THEM
YOURSELF THROUGH HARD WORK AND GAME PLAY. I CAN NOT ACCEPT RIP
OFFS FROM OTHER SITES OR MAGAZINES. ONLY SEND IN INFO FROM
OTHER SITES IF YOU GOT PERMISSION FROM THEM, AND EMAIL ME THE
PERMISSION. THIS IS FOR YOUR PROTECTION. THANK YOU.****
****IF YOU HAVE FURTHER QUESTIONS ABOUT HOW STATS WORK, AND HOW
TO ACHIEVE MAX STATS, EMAIL ME.****
****UNLESS THERE IS GROUND BREAKING INFO I RECEIVE OR SOME
SERIOUS CORRECTIONS I NEED TO MAKE, I WILL NO LONGER BE UPDATING
THIS GUIDE. THANKS TO EVERYONE FOR YOUR HELP.****
Table of Contents:
I. Updates/Version History
II. Introduction
III. How to catch a pokémon with good potential
IV. Some basic strategy
V. Pika and Petit Cups, Poké and Prime Cups, Gym Leader
Castle
VI. The single types
VII. Dual types
VIII. The benefits of status attacks and status boosters, and
other tricks
IX. Ultimate teams
A. Recommended movesets by
[email protected]
X. Secrets
XI. Credits
XII. Disclaimer and other legal stuff
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I. Updates/Version History
3.50--Final version, so no updates unless there are some errors
I have to correct. I have learned a lot from more gaming
experience with the game, so the guide is getting a big
revision. I learned that moves like hyper beam and sky attack
are usually no good because you lose a round in which you can
attack, so I am going to be recommending other moves unless they
still give the pokémon some kind of huge advantage. I learned
that substitute was definitely not near as good as I thought,
and I removed it from moves that I recommended. Big thanks to
pokémasters.com for the info on max stats and white-cat for the
info on base stats. Allowed for publication on
http://hometown.aol.com/falsehead , which is a friend of mine's
page. Now that I have got all 81 fully evolved/never evolving
pokémon to level 100, I will be rating the pokémon according to
their full max stats at level 100, so some may get better
reviews than they originally did. If you need to understand how
a pokémon would fare for Poké, Petit, or Pika Cup, check the
teams I recommended under those sections. Added a new note
about amnesia and swords' dance under the basic strategy
section, check it out because it is rather big news. Info about
tms/hms less evolved pokémon can learn came from Pokémon Stadium
2. Pokémon that are less evolved and have only one type but
evolve into a dual type will be listed under their dual type
counterparts. Updating information on a lot of things, so check
the guide out. The evaluations should pretty much hold true for
lower evolved pokémon at their competing cup. Some moves
learned by level up will not be available in the lower cups, so
TMs/HMs will be important. Max stats always apply to the fully
evolved pokémon. A new feature will be the cups I recommend
pokémon for beside their names, and a + or ++ depending on how
good they are for that particular cup. Good picks for poké and
prime cup are also good for the Gym Leader Castle.
3.29--Thanks to
[email protected] for his recommended
movesets. Currently, I will be accepting no more submissions to
enhance the guide unless it is totally something surprising
about the game. You may still email me with movesets, ultimate
teams, etc. for discussion, but please do not email me with
things you want published. Thanks.
3.28-Made a few more corrections on the guide. Counter always
waits for your opponent to attack, so you should use it on
pokémon that you know are only going to hit you with "physical"
moves. And softboiled only recovers half your HP instead of all
of it. Psychic is not the most powerful psychic attack, dream
eater is, but it is harder to use --thanks to Alvaro for
pointing this out.
3.27-Added that Raichu can learn light screen (while in Pikachu
stage). Must have been an oversight.
3.26-Beedrill and Venomoth are not weak against ground type
attacks, the attacks balance out. Thanks to
[email protected] for pointing this out.
3.25-Made several corrections thanks to
[email protected] who
has a very observant eye. I changed the places where I said
that acid could poison, as it can reduce physical defense; and I
changed where I said aurora beam may reduce speed as it may
reduce attack. Venomoth and Beedrill are also weak to ground
type attacks, which I corrected, and Tentacruel can learn the
grass type attack, mega drain. Also corrected a bit of the info
on how to get a good pokémon from gaming experience.
3.21-Oops again, a mistake in the attack chart was fixed,
fighting does only normal on ice/psychic, not super effective.
Hopefully that is the rest of my mistakes.
3.20-Fixed a few errors in the "Earliest Levels Pokémon Found
At" section. Removed some that didn't qualify for cups, and
explained how to catch a normal experienced Tangela at its
lowest level. Went through and made numerous corrections, so it
may be wise to re-read a lot of the guide. Spellchecked. I
believe this is the final update unless someone points out a
grammar mistake or such.
3.11-Oops, found that I made a small error in the attack types
chart. There is no pure ice type, so I made the corrections and
added ice/psychic where needed. I will continue to look for
errors, but I am near a final update.
3.10-Updated the info about stat growth under section III. Be
sure to check it out if you are going for a pokémon with awesome
stats. Also updated section V with new teams and strategies for
defeating the hard mode. Check it out if you are having
trouble, and these teams also work great for round 1.
3.06-Corrected a few mistakes, Aerodactyl can not learn rock
slide, and Slowbro can not learn hydro pump.
3.05-Added a bit of new info on the Surfing Pikachu secret.
Added a new secret about the Battle Now mode. Unfortunately, it
appears you cannot rent Mewtwo after round 2 is finished, which
is bad news for all you guys going through on rentals. How lame
to just get bonus stickers eh?
3.00-Corrected the secret on how to get the hyper mode to the
mini games, turns out you can just win five in a row on 5 or
more rounds. Finally got the secret about what you get for
finishing round 2 added. Finished Surfing Pikachu and gave the
real secrets to getting him, my past info was not correct.
Spellchecked. **This should be the final version of the guide
unless I find grammar mistakes or such, or find out some new
secrets.**
2.994-Added a section that tells where to get each Pokémon at
their earliest levels, and which version of the game. This is
at the bottom of the Basic Strategy Section. Still can't get
surfing Pikachu on my own to confirm the secret (can we say
arggh?).
2.993-Fixed the Surfing Pikachu secret to show how to really get
him. Changed Clefable on my ultimate teams, he can not learn
hydro pump, oops. I gave him double edge now instead. Added a
secret about changing backgrounds in the Game Boy Tower.
Changed some other errors as well.
2.99-Finished the mini games to get hyper mode. Adjusted the
technique to get the secret, see the secrets section. I will
soon get the surfing Pikachu rumor investigated to see if you
actually can continue and still get him. It may be a while
before I finish Poké Cup, Petit Cup, Pika Cup, and the final
battle. When I do I will tell whatever new secrets I uncovered.
I do have suggestions for teams, etc., posted below though.
Hopefully I can finish within a few weeks.
2.988-I have added notes about Gym Leader Castle also on hard
mode as I have finished it. Adding two rumors to the secrets to
modify them, I will test these as soon as I can to see if they
are true, and some of you guys could email me to confirm them
and help me out if you would :-). One says you can get surfing
Pikachu even if you use a continue, the other says that you can
beat the computer five times in a row with a five round battle
on the hard mode to get hyper mode in the mini games.
2.985-Went and corrected lots of little errors, like Mew being
in contention for the best pokémon, it is by far Mewtwo. Also
added the idea to a lot of TM suggestions that takedown and
double edge, and even mega kick are good picks. Updated a lot
of info on pokémon, etc. Spell checked. Fixed formatting.
2.981-Huge thanks to
[email protected] for confirming the
secret about the mini game hyper mode. Check secrets for how to
get it. Found out that the Gym Leader Castle still has level 50
(level varies depending on your highest) pokémon instead of all
100 as I had first thought. Found out that Brock can cheat with
confuse ray to bring down Mewtwo and totally whoop you in the
first gym. Still being tested by the challenge of the computer.
Updated the section describing the different game modes to let
you know just how hard this game has gotten. I also added some
ideas for some good teams, but a lot of it may be up to luck,
and some choices may be better than the ones I am thinking of.
If someone has finished the game on hard mode, email me with the
secrets of what you get, cause I may never beat these awful
computer tactics (at least not until I spend a lot of time
getting better teams and getting lots of TMs to beat the
computer). Also added a secret about wallpapers.
2.98-I have heard many rumors about a "hyper mode" to the mini
games, if anyone knows about this for sure by having actually
gotten it yourself, please email me. Also I am having big
trouble finishing the hard mode of the game, so if anyone
already has, could you email me and tell me what different
things you get for finishing it? Added a new secret. Added
some notes about Amnesia Psyduck thanks to "kill me"-
[email protected] . Updated the strategy on status attacks,
found a lot of useful info in checking moves of pokémon. Tested
that poison is indeed a physical attack rather than special,
thanks to
[email protected] . Added a few notes
to basic strategy to update some ideas. The new notes in basic
strategy are above the note on critical hits. Updated the note
about take down and double edge in basic strategy. Added a note
about agility in the basic strategies section, thanks to
[email protected] for the info. Sorry no info on the hard mode
rewards yet but the hard mode is really tough to finish.
2.975-Forgot to update the attack chart to reflect the
information in the below update. I think I will have to get to
the hard mode and finish parts of it before the next update, so
it may be several days.
2.97-Ground vs. grass/poison, and poison vs. bug/poison is 1-
1.5x effective instead of 2x-3x. Grass vs. rock/flying, poison
vs. grass/poison, fire vs. water/ice, electric vs.
dragon/flying, fighting vs. normal/flying, water vs. rock/water,
grass vs. water/flying, and grass vs. poison/ground I found to
do also normal damage instead of 1/2-3/4x damage. I fixed these
errors under the appropriate pokémon below.
2.96-Allowed for publication of my guide in the near future to
be on
http://www.happypuppy.com/ also. Added a new note about
email to the disclaimer, I suggest that everyone take a glance.
2.95-Thanks to
[email protected] for info on how to get
Surfing Pikachu. Check secrets, section X. Updated notes on
Amnesia Psyduck due to new information from Jeff.
2.93-Added little notes here and there, changed this and that.
Read through some of the Gym Leader Castle info to see some of
the more important changes. It is going to take me a bit to get
the different kinds into the hall of fame, so it will be a while
before I get back to hard mode to learn its secrets.
2.92-Added a new secret about "Amnesia Psyduck" thanks to Jeff-
[email protected] . Added the important note above table of
contents because I get lots of submissions about secrets, but
only a few have been valid so far.
2.91-Also found out that ice vs. water/flying is only 1-1.5x
damage. Really cost me against Gyarados in the Pika Cup. I had
to start over on round one (easy mode, bye bye Dodrio Game Boy
for now....I'll miss it till I get it again) to get my pokémon
in the hall of fame more easily, I really urge all of you to get
all but Mewtwo and Mew in the hall of fame on the first Prime
Cup>Master Ball tournament. Try to squeeze Mewtwo in there if
you have him, as he will make it much easier. And oh yeah, YOU
CAN RENT MEW ON THE HARD MODE! He is decent. (See secrets for
details). Found out that the gym trainers' teams are all at
level 100 on hard mode, and the rentals remain at 50, so it is
important that you have Game Boy pokémon trained up. Also added
a weird quirk about color under secrets, thanks Laura182.
2.90-Finished the Gym Leader Castle and found out some
interesting things. View secrets and the info on the Gym Leader
Castle. Added a couple of notes to basic strategy, under the
note on seismic toss. Seems double edge and takedown aren't as
useless as I thought, but I still don't like them much.
2.81-Added a secret thanks to
[email protected] .
2.80-Updated the attack chart and pokémon for electric vs.
electric/flying, ground vs bug/poison, bug vs. poison/flying,
grass vs. water/poison, bug vs. ghost/poison, fighting vs.
ice/psychic, fighting vs. rock/flying, ice vs. ice/flying, and
fighting vs. ice/flying. It seems that these attacks do regular
(1x-1.5x) damage instead of super effective damage (2x-3x).
Working on the Gym Leader Castle but it gets pretty tough. Also
allowed for publication of this guide to be also on
http://www.rpgamer.com/ , see legal stuff and disclaimer in
section XII.
Version 2.75-Discovered a fluke that I added to basic
strategies. It is directly above the note on critical hit.
Finished the Prime Cup with mostly rental pokémon and my own
Mewtwo and added notes about it and what you get for finishing
it. I will try to get through the Gym Leader Castle soon.
Version 2.61-Fixed little errors here and there about strategy.
I changed some ideas on substitute. See the notes in the
strategy section, and also some pokémon's evaluations and notes
about TMs have changed slightly with the new ideas on
substitute. Credit for this goes to
[email protected]
because he pointed out substitute is very risky to use if you
don't have the speed needed to use it before your opponent hits
you with a strong attack.
Version 2.60-Added info about what you get for finishing the
Poké Cup and some strategies on finishing it. The next update
will take a while, because it will be a bit before I get six
good pokémon to level 100 to take down the Prime Cup.
Version 2.51-Fixed a big mistake in the secrets section. Turns
out you can not play through the game over and over to rack up
on items because every time you start the game over, the ID
number changes.
Version 2.50-Fixed a few mistakes and am adding a bit of info on
the Pika and Petit cups, along with the Poké and Prime cups, and
Gym Leader Castle section, which is in the works. Since the
demand on gameFAQs for answers on Stadium has risen quite a bit,
I will try to get more of the info about the game as well as
strategy on here. Please be patient as it will take me at least
a couple of weeks to get this info out if not more. Found out
seismic toss and sonic boom even work on ghost types. Added a
few new sections and changed a few things in basic strategy.
Version 2.01-Fixed the formatting and the copyright info on
Stadium.
Version 2.00-Ahhhh yeah! The ultimate in pokémon strategy!
This guide even is an interesting read to me after I finished
it, so now I know how to beat all my friends. Finally finished,
spellchecked, and proofread.
Version 1.76-The rest of the info is coming within a few weeks,
I will try to get it done by the 7th of March.
Version 1.75-Finished the attacks chart with help of Alvaro and
the dual type info. Received new info from Laura182 on pokémon.
The guide is starting to take publishing shape.
Version 1.5-Added a lot of material, fixed spelling errors, etc.
Huge thanks for contributions!
Version 1.0-The creation of the guide. I am starting what I
hope will be the most comprehensive guide to pokémon strategy.
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II. Introduction
Know that this guide is intended to cover only the highest
evolved or never evolving pokémon. It covers more of a Poké Cup
to Prime Cup status, the real power pokémon. I do go into the
Pika and Petit cups, but I am not planning to do an elaborate
pokémon by pokémon analysis of the weaker pokémon. If you are
having trouble, I did mention a few good teams to raise from
Game Boy in Section V.
I think this guide is perfectly timed as we are getting close to
time for Pokémon Stadium to be released. Well, it was released
and this guide has done well I guess, peaking at #2 on the top
ten at gameFAQs :-). I am, along with some very helpful people,
writing this guide to go deep into the different strategy
elements of what is going to be many people's favorite game,
Pokémon Stadium. If you are like me and aspiring to be one of
the greatest pokémon masters of all time, you probably have
found yourself wondering "would an Aerodactyl be at a
disadvantage or an advantage against an electric type since it
is both a rock and a flying type?". You have probably wondered
what TMs are best and which pokémon will use them most
effectively. Would Thunder be best for an electric type like
Electrode, or for someone like Dragonite to add an element of
surprise to his attack? You have probably wondered what the
sense is in keeping moves like Thunder Wave when seemingly
better moves come along. You have probably also wondered if a
pokémon's statistics like strength are more important than their
type in battle. I decided to write a guide to answer these age
old questions and let you in on the secret knowledge that all
those "masters" possess. Tired of being beaten by your friends
when they know an impossible strategy to beat? This guide will
attempt to give you all the information you need to put them in
their place, and make you the greatest master of all time!
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III. How to catch a pokémon with good potential
You have to go back to the Game Boy for this following strategy.
One of the most important aspects to having a good pokémon is to
have high stats such as strength. I had caught two level 9
Abras one day, gazed at their stats, and I realized one of the
big secrets to pokémon--two pokémon of the same level and kind
may have very different stats. For those of you who have the
time and the patience, you can try this following method to
build pokémon to their optimum power. What's the advantage?
Your pokémon will be much stronger and more difficult to defeat
in battle, and in some cases it may mean the difference between
victory and defeat. For those of you who don't have the time or
don't wish to follow this method, don't despair, you only will
have a few extra stat points even if you catch a good pokémon.
You should still try to find them at the lowest level possible
and train them the hard way, otherwise you could end up with far
less stats than other pokémon. The other parts of this method
only get you a few extra stat points.
You may want to have finished the game before trying this. You
will need lots of money and patience if you want a near perfect
pokémon. Depending on the level and type of the pokémon you
want to capture you may need anything ranging from a poké ball
to an ultra ball. You will need to carry a weak pokémon to help
injure the weaker kinds so you can capture them more easily, if
you don't have any weak pokémon, just put a weak one to sleep
and try to capture it with regular poké balls because they are
less expensive and ultra balls are only stronger when the
pokémon is really weak (thanks Alvaro for pointing this out).
Also you may want to use leech seed to slowly wear your
opponents down, this helps a lot. For pokémon of the Safari
Zone, save in the Safari Zone and reset when you run out of time
so you don't have to spend the admission fee over and over while
looking for the pokémon you want. Save when you do catch one
that you want in the Safari Zone, and keep resetting to regain
time. You can catch about 3 or 4 good pokémon before the time
runs out if you are lucky.
Search for the pokémon you want, and fight several of them until
you determine the lowest level that particular pokémon shows up
at. You may have to search several areas and different versions
of the game. Mankey, Cubone, Pinsir, Scyther, Tauros, Venonat,
Chansey, Grimer, and a maybe a few others show up at earlier or
much earlier levels on yellow (see the section below that tells
where they show up at their earliest level, and on which version
of the game). When you are sure you have found that pokémon at
its lowest level possible, capture 3-5 of them at that level. A
level 51 pokémon trained since an early level will have higher
stats than a wild level 51 pokémon of the same kind. Compare
all their stats--life energy (HP), strength, defense, speed, and
special power. If you think you haven't caught a good one keep
trying. For pokémon you only get once per game such as Eevee
and Mewtwo, you may keep receiving them (save right before
getting them) until you get the one you want. Find the one with
the best overall stats (you may want the extra stat points in
its weaknesses or in its strengths) then begin to build it up
towards level 100. Release the other ones into the wild.
Evolve most as soon as possible, as evolved pokémon gain more
stats at level up. Wait until pokémon that evolve by using
stones on them have learned all their moves, or at least the
moves you want before evolving them. Optionally, you can also
use TMs to teach moves that you want to pokémon that evolve from
stones and then evolve them. For the trade evolutions, trade as
soon as your pokémon has reached its second form (example: Abra
becomes Kadabra at level 16--do not build it up any higher until
you have traded it and evolved it to Alakazam). Then, trade
that same pokémon right back to yourself to avoid it having
boosted experience. The others you never want to trade until
they are at level 100. Also, never put your pokémon in daycare,
or use rare candy on it. Why? Because any of these things
(including boosted experience) will take away stat points from
your pokémon at level up (my friend's Slowbro and Kadabra ended
up weaker for this reason than my pokémon at the same level).
Unfortunately, the best way to build them up is the normal way,
the long way.
A note about Jynx and Mr. Mime--you can only raise them with
boosted experience. You must trade for them, so give the
computer person the pokémon they want at the lowest level
possible, as that is the level you will receive your new pokémon
at. Just follow all the other parts of the method regarding
them. Also, Lickitung is caught in the wild at level 50+ in the
yellow version or with boosted experience in the others. Alvaro
discovered that with Lickitung, the stats are very close if you
caught him in the wild from yellow or got him earlier in red and
blue. Farfetch'd can be caught in the wild at an early level on
Pokémon Yellow with no boosted experience, although you can
trade for it with a level 2 (or 3) Spearow. Alvaro also
discovered that the stats for Farfetch'd are nearly the same by
either method, so either way is fine.
I will discuss which moves to keep as your pokémon grows in
other sections of this guide. Good places to build levels are
in Mewtwo's cave and by fighting the Elite Four repetitively--
the Elite Four also give you lots of money towards buying those
many poké balls and stat boosters you will need if you use this
method. I find Mewtwo's cave to be a more steady way of
building levels though.
The actual truth of stats is a bit different than I thought at
first. You will want to give your pokémon that you caught-at
its lowest level-all the stat boosters it can take when you
first get it, this in turn will increase the amount of stats it
gains at each level up. Be sure to give them all the stat
boosts they can take in their lowest evolved form. You may hold
out to learn the moves you wish to learn with a pokémon before
evolving them, the stats usually end up being about the same
whether you evolved them early or later. Again, as I mentioned
earlier, try to get the ones with the best stats possible in the
wild when you catch them, you may have to catch four or five or
even more if you want one with absolutely great stats. The
bottom line though--even if your pokémon has a perfect rating in
any of the stats, it will only be maybe 30 points (likely less),
and strategy can still overcome them. Yes, they will have a
slightly better chance of surviving, but all in all, as long as
you have caught them in the wild at their earliest level and fed
them stat boosters immediately, then your pokémon should be
formidable if you give it the right moves.
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IV. Some Basic Strategy
--Your pokémon's strength and defense ratings effect how well it
uses/resists the following type attacks (at least from what I
could find in combat):
normal
rock
ground
bug
fighting
flying
ghost
poison
These would be "physical".
--Your pokémon's special rating effects how well it uses/resists
the following type attacks (again at least from what I could
find in combat):
electric
grass
ice
psychic
fire
water
These would be "special".
--Using attacks that are the same type as your pokémon seems to
do around 1.5 times the damage the attack would in the hands of
other types. Example: Raticate uses quick attack better than
Pikachu because Raticate is a normal type using a normal type
move. Pikachu would be an electric type using a normal type
move. Compound this figure with the damage of an attack being
super effective and it does 3x damage, and to some it would do
6x damage (like Articuno using blizzard on Dragonite). Factor
this in when you calculate how much damage you are racking up.
Defense-wise, if you were to use a Raticate's quick attack on an
Onix, it would do slightly more damage than a Pikachu's quick
attack. Instead of the usual 1/2 damage caused by an attack
that a pokémon resists, if the pokémon using the attack is the
same type as his attack he is using, then it will cause 3/4
damage. Or if the attack only does 1/4 damage it will do 3/8.
Example: Zapdos (electric/flying types) uses thunder on
Venusaur. Since Zapdos is one type electric, using an electric
move will automatically do 1.5x normal damage. Venusaur being
one type grass resists this attack to where it usually does just
1/2 damage. But since Zapdos is doing 1.5x the normal damage,
it will do 3/4 of the normal damage to Venusaur. Charizard
greatly resists bug attacks by being both a fire and flying
type. But if Beedrill uses a bug attack (and since he is one
type bug), he will do 3/8 the normal damage instead of 1/4.
(Basic strategy continued below chart)
----------------------------------------------------------------
Pokémon attack chart
Your attack will always have a type. Your opponent's defense
may have one or two types. The following explains how your
attack effects different types of opponents.
Normal (your attack type, NOT defense type)
strengths (attack type does 2x-3x damage to opponent if they are
the following types): none
resistances (1/2-3/4 damage to opponent of the following
type(s)): rock/ground, rock/flying, rock/water
immunities (opponent takes no damage): ghost/poison
Water
strengths: fire, ground, fire/flying, poison/ground, rock/flying
resistances: water, grass, dragon, dragon/flying, grass/poison,
grass/psychic, bug/grass, water/flying, water/fighting,
water/psychic, water/ice, water/poison
big strengths (4x-6x damage to opponent): rock/ground
big resistances (1/4-3/8 damage to opponent): none
Fire
strengths: grass, bug, grass/psychic, grass/poison, ice/flying,
ice/psychic, bug/poison, bug/flying
resistances: fire, water, dragon, water/flying, water/fighting,
water/psychic, water/poison, dragon/flying, rock/ground,
rock/flying, fire/flying
big strengths: bug/grass
big resistances: rock/water
Electric
strengths: water, water/ice, rock/water, water/psychic,
water/poison, water/fighting, ice/flying, fire/flying,
normal/flying, bug/flying, poison/flying, rock/flying
resistances: grass, electric, dragon, grass/poison,
grass/psychic
big strengths: water/flying
big resistances: none
immunities: ground, poison/ground, rock/ground
Ice
strengths: grass, ground, dragon, grass/poison, grass/psychic,
poison/ground, rock/ground, normal/flying, fire/flying,
bug/flying, poison/flying, electric/flying, bug/grass
resistances: ice/psychic, water, rock/water, water/psychic,
water/poison, water/fighting
big strengths: dragon/flying
big resistances: water/ice
Fighting
strengths: normal, water/ice, rock/ground, rock/water
resistances: poison, psychic, bug, poison/ground,
electric/flying, fire/flying, water/flying, dragon/flying,
water/psychic, grass/psychic, bug/grass
big strengths: none
big resistances: bug/poison, bug/flying, poison/flying
immunities: ghost/poison
Grass
strengths: water, ground, water/ice, water/psychic,
water/fighting
resistances: fire, grass, poison, bug, dragon, grass/psychic,
ghost/poison, normal/flying, ice/flying, electric/flying
big strengths: rock/ground, rock/water
big resistances: fire/flying, grass/poison, poison/flying,
bug/flying, dragon/flying, bug/poison, bug/grass
Psychic
strengths: fighting, poison, water/fighting, bug/poison,
poison/ground, grass/poison, water/poison, ghost/poison
resistances: psychic, grass/psychic, ice/psychic, water/psychic
big strengths: none
big resistances: none
Ground
strengths: fire, electric, poison, poison/ground, water/poison,
ghost/poison, rock/ground, rock/water
resistances: grass, bug, grass/psychic
big strengths: none
big resistances: bug/grass
immunities: normal/flying, bug/flying, electric/flying,
ice/flying, fire/flying, poison/flying, water/flying,
rock/flying, dragon/flying
Flying
strengths: grass, fighting, bug, grass/poison, grass/psychic,
water/fighting, bug/poison, bug/flying
resistances: electric, electric/flying, rock/water, rock/ground,
rock/flying
big strengths: bug/grass
big resistances: none
Poison
strengths: grass, bug, grass/psychic, bug/flying
resistances: poison, ground, poison/flying, water/poison
big strengths: bug/grass
big resistances: poison/ground, rock/ground, ghost/poison
Rock
strengths: fire, bug, ice/psychic, water/ice, normal/flying,
electric/flying, poison/flying, water/flying, rock/flying,
dragon/flying
resistances: fighting, ground, water/fighting, rock/ground,
poison/ground
big strengths: ice/flying, bug/flying, fire/flying
big resistances: none
Bug
strengths: grass, poison, psychic, bug/poison, poison/ground,
water/poison, ice/psychic, water/psychic, bug/grass
resistances: fire, fighting, normal/flying, electric/flying,
ice/flying, bug/flying, water/flying, rock/flying, dragon/flying
big strengths: grass/poison, grass/psychic
big resistances: fire/flying
Ghost (the only true ghost type attack is lick)
strengths: ghost/poison
resistances: none
big strengths: none
big resistances: none
immunities: normal, normal/flying, psychic, ice/psychic,
water/psychic, grass/psychic
Dragon (the only dragon attack, dragon rage, does a weak 40 HP
damage always)
strengths: none
resistances: none
big strengths: none
big resistances: none
----------------------------------------------------------------
--There are exceptions, some moves will always do a set amount
of damage. Sonic boom will always do 20 HP damage--this move is
generally too weak though. Seismic toss and night shade seem to
do as much damage as your current level, ignoring resistances.
Psywave does random damage, up to 1.5 times your current level
(thanks Alvaro for investigating this), but since the damage is
random, it is not as useful as seismic toss or night shade. At
high levels, even weaker pokémon could do heavy damage with
these moves. Choose who you teach it to wisely though, teach
these moves to a pokémon that will survive to use them enough to
win. Some high level pokémon have near and over 500 HP, so even
doing 100 HP damage each round would take a few rounds to win.
Also, the use of power moves on opponents that have type
weaknesses, or weaknesses to special or physical attack could
cause more damage. Example: using ice beam on Dragonite (ice
hurts dragon/flying badly) or headbutt on Chansey (Chansey has
very low defense) may well cause over 100 HP damage to them.
Golem may receive over 100 HP damage from a psybeam because he
has a low special.
--Amnesia, Swords' Dance, Growth, Meditate, etc. have a strange
quirk I discovered. If you get a regular non-critical hit, they
enhance the damage you do big time. But if you get a critical
hit, the critical hit will do double the damage you would do if
you had NOT amnesiaed or swords' danced. It is really a problem
if you are trying to increase the power of a move that always
gets critical hit like slash, because it will not increase the
power of those moves at all.
--On Stadium, you can not switch pokémon as your opponent is
brining new ones out. It is therefore very vital to have a
great lead pokémon to stay in until it faints, then to have two
good pokémon to back it up.
--Moves like takedown and double edge take life away from your
pokémon in order to score a tough hit. I found out that even
though I don't like them much, if you use them and the opponent
faints, you won't receive recoil. This can be very helpful to
bring down strong psychic types. You will receive damage on the
Game Boy if you use these moves even when it makes your opponent
faint in one hit. Strangely too, on the Stadium game you will
always have to recharge after using hyper beam, on Game Boy if
it made the opponent faint then you would not have to recharge.
--You will want to give lower level pokémon stat boosting
medicines like carbos, etc. This can really pay off if you want
to challenge a friend using Pika, Petit, or Poké cup rules, or
the computer on hard mode.
--If you switch pokémon in the middle of battle, your opponent
will get a free move. If your pokémon is defeated, your next
pokémon will get first move provided it has more speed.
--A weird thing happened on Stadium that confirmed my suspicions
on Game Boy. If you hit a dual type that has one type that gets
hurt from the attack badly, and one part the resists the attack,
it will balance out and do regular damage. For instance if you
use thunder on Zapdos, the flying part of him would take 2x-3x
damage from the attack. The electric part would only take 1/2-
3/4 damage. On the Game Boy it had said these attacks were
"super effective", but on Stadium it did not.
--If you use wrap/bind/fire spin/clamp on Stadium then your
opponent can switch to another pokémon without the penalty of
you getting a free round against them. If you have more agility
though, you can continue to wrap/bind/fire spin/clamp them.
They can also keep switching until you miss or you run out of
these moves. On Game Boy you could force them to switch and
then bind/wrap/fire spin/clamp the next one automatically.
--Substitute is not as good as I originally thought it would be.
In most cases it is destroyed in one round and you lose 1/4 of
your HP to use it. Don't waste a lot of game corner coins
buying a bunch of these, they are only useful in certain
situations, so take this in mind when you see me writing
something about substitute in my reviews of the pokémon.
--Remember though that substitute does prevent status ailments
and one hit KOs on Stadium, but not on Game Boy.
--Agility is a pretty good move because it does the following:
it raises your accuracy, gives you the chance to strike first,
and raises chance for critical hit. It is a great counter to
moves like minimize. Thanks to
[email protected] for this tip.
--Moves that have a high chance of critical hit are useful.
Critical hits do near double damage that the attack regularly
does, and defenses don't matter. Critical hits also cut through
defenses like reflect, barrier, and amnesia, BUT unlike I
thought before, resistances still apply and they are not as
effective on those who resist your attacks. Another thing that
reduces the damage of these hits are the defense and special
stats of your opponent. Slash, crabhammer, razor leaf, and
karate chop all have good chances at critical hits. The move
focus energy seems to bring up your chances for a critical hit
on other moves. Think if you got a critical hit on a 6x damage
hit, wow, nearly 12x the damage!
--If your attack brings down an opponent's special, strength,
etc. the move will not do as much damage that round as it
normally would (but likely will give you an advantage the next
if it scores a normal hit).
--If you ever use all your moves up (all the PP for them), you
will still be able to choose to fight. You will attack with
struggle, which is a medium damage normal move. You receive 1/4
the damage you deal with struggle, and it isn't effective on
rock types and has no effect on ghost types.
--Accuracy with attacks, ability to evade attacks, and
resistance to status attacks seem to go up with level up too.
--PP ups give you more uses of certain moves. Moves that have a
lot of uses gain a lot more PP, and moves that have few uses
gain very few PP. If you gave the bonus to something like
tackle, you would gain 7 extra uses, if you gave it to hyper
beam, you would get 1 extra use. It is more important to use
them on powerful offensive moves, but choose which pokémon you
give the bonus to wisely. You only can find a few hidden PP ups
in the game, they can not be purchased. They are usually found
in suspicious looking spots, but some are hidden in the open.
Use your itemfinder everywhere to find them. If you have two
games, You can play through one game over and over and trade
your pokémon to that game to use the PP ups then trade back, and
you can also get extra TMs you would like to have. You can use
three PP ups on a move before it reaches its max.
--One hit KO moves like fissure and guillotine can have big
payoffs, but since they often miss, they aren't worth it except
in cases where you have no other option. Each time you miss,
you give your opponent a free round. You also only get five
uses of each. On Stadium they seem to connect a little more
often though.
--Most pokémon have either high hp/strength/defense-low
speed/special, or high speed/special-low hp/strength/defense.
Usually ones with more speed/special win if you have a type
advantage, but if the pokémon survives with more strength/hp,
it's strength may crush the pokémon with less defense/hp.
Example: if Golem faced off against Starmie, and Starmie used
hydro pump, Starmie would likely win first round without even
being hit--because he has more speed and high special. If Golem
somehow survived due to his high HP, he could use earthquake and
win, due to Starmie's low defense.
--Some moves always work the same, regardless of the type
pokémon who learns it. For instance, rest (HP and status
restored, sleep two rounds) and dragon rage (causes 40 HP
damage) would always work the same, but Thunder (different
damage) would not. The type move the TM or HM teaches will be
more effectively used if your pokémon is the same type and has
high stats in either special or strength, whichever determines
the strength of the attack. (Confusing huh?) Here's an
example-Raichu would be better to learn Thunder because he is an
electric type (thunder is an electric move therefore he does
1.5x the normal damage of Thunder for starters) and he has high
special; Raticate would not because he is a normal type and he
has very low special.
--Know that some TM/HM moves are always ok to teach if you think
it would help; just choose to whom you give the move wisely and
make it part of a team strategy...give powerful special moves to
pokémon with high special and moves that are powerful physical
moves to pokémon with high strength, and only make exceptions if
you think you could win against your opponent just by having a
type attack they are weak against (rarely happens, you need
stats to back it up). See the note directly above, also, about
teaching TMs and take it into consideration. Moves such as mega
punch, mega kick, double edge, dig, earthquake, mega drain,
thunderbolt, thunder, ice beam, blizzard, psychic, fire blast,
surf, and rock slide are all excellent moves that can do big
damage or give you an edge in battle. Skull bash, sky attack,
and solar beam do great damage, but you must survive one round
to use them the next, and if your pokémon is slow, you may have
to survive two attacks. I generally don't recommend using moves
that take more than one round to work, because you can use a
weaker move and do more damage in two rounds (like if you use
double edge two rounds in a row it does more damage than one
hyper beam which takes two rounds to use). Toxic, explosion,
counter, dream eater, reflect, double team, rest, mimic, thunder
wave, and swords' dance are all good strategy moves; think about
whom you give them to though. Swift is not extremely powerful,
but useful since it always gets a hit. The others I think are
either not strong enough or have risks involved or penalties for
using them (like razor wind lacks strength, metronome is too
risky since it does a random move). And remember, never replace
an already good move unless it gives you more of an advantage.
----------------------------------------------------------------
Earliest Levels Pokémon are Found At
I am listing the earliest levels you can find many Pokémon at in
the wild, as you need a lot of them for the Pika and Petit Cups,
and even the higher evolved forms at early levels for Pika Cup.
If the level they evolve at is earlier than the level you find
the evolved forms at, I will not list them (example Nidorino is
found earliest at level 16, when he is evolved from Nidoran
Male, instead of in the wild). I will also only list the
evolved Pokémon if their earlier level helps them qualify for
Pika or Petit Cup. If you are looking to build a pokémon
towards level 100, catch them at the earliest level in their
least evolved stage because they gain more stats even than
higher evolved forms at lower levels (example, a level 10
Dratini will become a stronger Dragonite than a level 15
Dragonair). Remember that Pokémon evolved by stones or trade
can be changed immediately and may be able to enter the Pika Cup
in this fashion.
Bulbasaur-level 5, red/blue, from Professor Oak
Charmander-level 5, red/blue, from Professor Oak
Squirtle-level 5, red/blue, from Professor Oak
Caterpie-level 3, all versions, Viridian Forest
Weedle-level 3, red/blue, Viridian Forest, Route 2
Pidgey-level 2, all versions, Route 1
Pidgeotto-level 9, yellow, Viridian Forest
Rattata-level 2, all versions, Route 1, 2 (22 red/blue)
Raticate-level 15, yellow, Route 21
Spearow-level 2, yellow, Route 22
Fearow-level 19, yellow, Route 9
Ekans-level 6, red, Route 4
Pikachu-level 3, red/blue, Viridian Forest (reminder that on
Yellow he learns more moves)
Sandshrew-level 6, blue, Route 4
Nidoran Female-level 2, blue/yellow, Route 22
Nidoran Male-level 2, red/yellow, Route 22
Clefairy-level 8, red/blue, Mount Moon
Vulpix-level 15, blue, Route 8
Jigglypuff-level 3, red/blue, Route 3
Zubat-level 6, all versions, Mount Moon
Oddish-level 12, yellow/red, Routes 24 and 25
Paras-level 8, red/blue, Mount Moon
Parasect-level 13, yellow, trade for Tangela (catch Tangela at
level 13 on red/blue by trading for a Venonat you caught at
level 13 on yellow on Routes 24 or 25)
Venonat-level 13, yellow, Routes 24 and 25
Diglett-level 15, all versions, Diglett's Cave
Dugtrio-level 15, yellow, trade for at level 15 Lickitung on
route 18 (you can get a level 15 Lickitung on red/blue by
trading for a Slowbro caught at level 15 from routes 12 and 13
on yellow)
Meowth-level 10, blue, Routes 5 and 6
Psyduck-level 15, yellow-route 6 on pond, red/blue-fishing
Safari Zone and others
Golduck-level 15, yellow, Route 6 on pond
Mankey-level 3, yellow, Route 22
Growlithe-level 15, red, Route 8
Poliwag-level 5, yellow, fishing on Route 22 or Viridian City
Poliwhirl-level 15, yellow, fish on Route 22
Abra-level 6, blue, buy from Game Corner Exchange
Machop-level 15, red/blue, Rock Tunnel
Machamp-level 16, yellow, trade Cubone at level 16 for Machoke
on Route 5 (get level 16 Cubone from the Safari Zone on yellow,
and then trade Machoke to get Machamp at level 16)
Bellsprout-level 12, yellow/blue, Routes 24 and 25
Tentacool-level 5, all versions, Sea Routes and several fishing
spots
Tentacruel-level 20, yellow, fish on Route 20
Geodude-level 7, red/blue, Mount Moon
Ponyta-level 28, red/blue-Cinnabar Lab, yellow-Route 17
Slowpoké-level 15, red/blue-fishing Safari Zone and others,
yellow-Routes 12 and 13
Slowbro-level 15, yellow, Routes 12 and 13
Magnemite-level 16, yellow, Route 10
Farfetch'd-level 2, red/blue, trade for Spearow in Vermilion
City (get your Spearow from the yellow game at level 2 on Route
22)
Doduo-level 18, red/blue, Route 16
Seel-level 22, yellow, Seafoam Island
Dewgong-level 15, yellow, trade on Cinnabar Island for a level
15 Growlithe (level 15 Growlithe can be found at Route 8 on red)
Grimer-level 23, yellow, Cinnabar Lab
Shellder-level 10, yellow, fishing in Vermilion City
Gastly-level 18, all versions, Pokémon Tower in Lavender Town
Haunter-level 20, yellow, Pokémon Tower in Lavender Town
Onix-level 13, red/blue, Rock Tunnel
Drowzee-level 9, red/blue, Route 11
Krabby-level 10, yellow, fishing on Route 25
Kingler-level 15, yellow, fishing on Route 25
Voltorb-level 14, red/blue, Route 10
Electrode-level 3, red/blue, trade for a level 3 Raichu (get a
level 3 Pikachu from red or blue and evolve it to Raichu
immediately)
Exeggcute-level 20, yellow, Safari Zone
Cubone-level 16, yellow, Safari Zone
Hitmonlee-level 30, all versions, pick from the Karate Master in
Saffron City **level 20 from Stadium**
Hitmonchan-level 30, all versions, pick from the Karate Master
in Saffron City **level 20 from Stadium**
Lickitung-level 15, red/blue, trade for a Slowbro on Route 18
(catch the Slowbro at 15 on yellow on routes 12 and 13)
Koffing-level 30, red/blue, Cinnabar Lab
Rhyhorn-level 20, yellow, Safari Zone
Rhydon-level 15, yellow, trade for Golduck level 15 (found on
pond at Route 6 on yellow)
Chansey-level 7, yellow, Safari Zone
Tangela-level 13, red/blue, trade for Venonat on Cinnabar Island
(catch Venonat at level 13 in yellow on Routes 24 and 25)--for
normal experience, Tangela can be caught at level 22 in the
Safari Zone on Yellow
Kangaskhan-level 25, red/blue, Safari Zone
Horsea-level 5, yellow, fishing on Route 11 and Vermilion City
Seadra-level 20, yellow, fishing on Route 13
Goldeen-level 5, yellow, fishing on Route 6 and Celadon City
Staryu-level 5, yellow, fishing in Pallet Town
Mr. Mime-level 6, red/blue, trade for Abra (buy Abra from the
Game Corner Exchange on blue)
Scyther-level 15, yellow, Safari Zone
Jynx-level 15, red/blue, trade for Poliwhirl (catch a level 15
Poliwhirl from fishing on Route 22 in yellow)
Electabuzz-level 33, red, Power Plant
Magmar-level 34, blue, Cinnabar Lab
Pinsir-level 15, yellow, Safari Zone
Tauros-level 21, yellow, Safari Zone
Magikarp-level 5, all versions, use Old Rod to fish
Gyarados-level 15, yellow, fishing in Fuchsia City
Lapras-level 15, all versions, Silph Company employee
Ditto-level 12, yellow, Cinnabar Lab
Eevee-level 25, all versions, top of Celadon Mansion **level 20
from Stadium**
Porygon-level 18, blue, buy from Game Corner Exchange
Omanyte-level 30, all versions, bring the Helix Fossil back to
life **level 20 from Stadium**
Kabuto-level 30, all versions, bring the Dome Fossil back to
life **level 20 from Stadium**
Aerodactyl-level 30, all versions, bring the Old Amber back to
life
Snorlax-level 30, all versions, wake him up with the poké flute
Articuno-level 50, all versions, find in Seafoam Island
Zapdos-level 50, all versions, find in Power Plant
Moltres-level 50, all versions, find in Victory Road
Dratini-level 10, yellow, fish in the Safari Zone
Dragonair-level 15, yellow, fish in the Safari Zone
Mewtwo-level 70, all versions, capture in Unknown Dungeon
Mew-level 5, all versions, get from Nintendo
----------------------------------------------------------------
V. Pika and Petit Cups, Poké and Prime Cups, Gym Leader Castle
--Pika and Petit--
--easy mode--
These cups are really not too hard. I recommend that you get a
well balanced rental team and just beat the computer into
submission. Definitely choose Kadabra. My other choices
usually include Diglett, Raichu, Raticate, Psyduck, and Ivysaur.
You can also choose Haunter or Gastly. If you want to get a
bunch of the weaker pokémon into the hall of fame though, you
may need three really great pokémon to lead your team. In that
case go back to the Game Boy and catch a Dragonair in the Safari
Zone on yellow. At the entrance pond, they should be at level
15, and you will need the super rod and a lot of luck to find
them. When you find one, throw two rocks and a ball and you
should catch it. Hope that it doesn't run. Teach Dragonair
powerful TMs. You can teach him nearly all the ones that
Dragonite can learn, I think. Also use Clefable and teach him
some really great moves. A great third choice here is Gastly or
Haunter from rental, or from your game. In most cases, you will
want to give lower level pokémon stat boosting medicines like
carbos, etc. This can really pay off if you want to challenge a
friend using Pika, Petit, or Poké cup rules. All in all though,
you should be able to easily get many pokémon into the hall of
fame this way.
For the Petit cup, your choices are more limited. I find this
cup not to be as hard though. The only real problem I had was
in the semifinal with Lass, she kept using minimize. I
recommend using Gastly and other great rental pokémon for this
cup. Make sure you have someone with swift to take out Lass
though.
--hard mode--
I finished the Pika Cup, and it is difficult towards the end,
but not too bad with the following team:
Gyarados (level 20)-dragon rage, blizzard, thunderbolt, surf
Dragonair (level 15)-dragon rage, blizzard, thunderbolt, fire
blast
Lapras (level 15)-psychic, double edge, blizzard, dragon rage
Arcanine (level 15)-fire blast, dig, double edge, dragon rage
Raichu (level 15)-surf, thunderbolt, double edge, submission
Alakazam (level 20)-psychic, thunder wave, seismic toss, reflect
Use Gyarados and the others with dragon rage to blast your way
through the cup. If you need something different than Gyarados,
switch in the formidable Alakazam.
Petit Cup in hard mode is also very difficult. I finally
finished it, and I must say the last guy is really hard. You
have to get lucky and hope he picks Omania instead of
Dratinimania, or hope that you somehow get lucky enough to have
two pokémon to face that Dratini. I used the following team to
do well:
Diglett (level 26)-rock slide, earthquake, fissure, double edge
Gastly (level 27)-psychic, mega drain, thunderbolt, night shade
Pikachu (level 26)-surf, thunderbolt, body slam, submission
Dratini (level 26)-dragon rage, blizzard, fire blast,
thunderbolt
Growlithe (level 26)-dig, dragon rage, fire blast, double edge
Abra (level 27)-psychic, thunder wave, double edge, seismic toss
--One thing to look out for is that some of the pokémon aren't
dual types in their earlier stages. Charmander/Charmeleon is
only fire instead of fire/flying. Caterpie and Metapod are only
bug instead of bug/flying. Nidoran female/Nidorina/Nidoran
male/Nidorino are only poison types instead of poison/ground.
Poliwag and Poliwhirl are only water instead of water/fighting.
Shellder is only water instead of water/ice. Staryu is only
water instead of water/psychic. Magikarp is only water instead
of water/flying. And lastly, Dratini/Dragonair are only dragon
instead of dragon/flying. Take into consideration that these
types will not have 4x-6x weakness, but neither will they have
1/4-3/8 resistances. I used blizzard on Dragonair and it
disappointed me, and then it hit me that it only does 2x-3x
damage since it is not dual typed.
--Poké and Prime--
--easy mode--
I recommend using strong ones you have built up on the Game Boy
games. If you really want, use stat boosting medicines to give
your pokémon extra edges in the Poké Cup.
Well I finished the Poké Cup and believe me the competition gets
VERY heated at the end of the master ball tournament. The
psychic guy is really tough. For the master ball tournament I
recommend a strong Jolteon, Alakazam, and Articuno. I also
recommend having three strong backups, like Moltres, Dragonite,
and Zapdos. I also recommend that you bring these guys up from
early levels on Game Boy. Some of this tournament is left up to
luck, because you may have moves that help you in certain
situations and sometimes your opponent will just have a better
moveset. Seismic toss is a very valuable asset in this
tournament, as are strong attacks that don't miss very often.
Using type weaknesses to your advantage is a must. To see what
you get for winning this cup, check the secrets section, section
X.
I rented a group of pokémon which are conveniently at level 100
for the Prime Cup. I used my Mewtwo from the blue game that I
had brought up to 100 with some great moves. The cup wasn't
really too hard, but things started getting heated in the Ultra
and Master Ball Cups. I got to the final battle of the Master
Ball tournament and I was quite surprised at seeing a certain
pokémon in the last fight. My recommendation, have a Mewtwo
with hyper beam, or amnesia and psychic to take this cup rather
easily. Just use well balanced teams and you should win. Check
the secrets section to see what you get for finishing this Cup.
--hard mode--
The Poké Cup is also a wonderful example of how hard a game can
be. I finally finished this, but it was an incredibly tough
endeavor. But I can say that if you carefully plan, you should
make it to the final guy with many continues. Just remember
what your resistances are and use the special moves I formulated
in this team to your advantage, know your enemy and their moves,
resistances, and weaknesses. For Old Man, use a blizzard heavy
team to destroy Dragonite if he shows up, and if Snorlax shows
up, use confuse ray or hypnosis to keep him down. For the guy
who has the critical hit team (Tamer, the volcano badge, next to
last guy), use resistances and immunities to your advantage
(Gengar is immune to the normal slash, and also resistant to
razor leaf, Starmie is resistant to crab hammer). For the final
guy, throw out Starmie first, and back him up with Jolteon and
Moltres. The physical attacks should take out the pure
psychics, and the elemental ones should take out the dual types.
Know your enemy's stats, sometimes a physical attack will do
more than an attack on an elemental weakness and vice versa.
Dragon rage will no longer be an asset now, so use the same type
boosts to give you an edge (an ice type using an ice move,
etc.), and seismic toss is limited in its advantages. I
recommend you use a Moltres, Lapras, Gengar, Jolteon, Nidoqueen,
and Starmie fully tweaked out with great moves and stat
boosters. I recommend you have most of your team at level 51,
and your Starmie at 53, or your Jolteon at 53, whichever you
want....you may want Jolteon for sake of speed and thunder wave
to paralyze your opponents. You may also consider Alakazam and
others as a backup. Make sure to PP up the moves that have only
5 uses.
Here are the moves I recommend you outfit them with:
Jolteon-thunder, pin missile, thunder wave, double edge
Lapras-psychic, body slam, surf, blizzard
Starmie-thunder, blizzard, surf, psychic
Moltres-fly, fire blast, double edge, reflect
Gengar-psychic, mega drain, thunder, confuse ray (or hypnosis)
Nidoqueen-blizzard, earthquake, thunderbolt, double kick (horn
drill or double edge are also good options)
I actually did finish the Prime Cup on the hard mode. Somehow
Mewtwo actually still has an edge in this cup. It wasn't too
difficult and it shouldn't be too hard to get a surfing Pikachu
(see secrets). I definitely had more of a challenge than last
time though. If you are using rentals, you will be in for the
fight of your life, so I definitely recommend trained teams.
Against Mew, make sure your Mewtwo has had its Psychic fully
maxed out with PP ups.
Here is a good Prime Cup team (all level 100):
Mewtwo-psychic, recover, barrier, amnesia
Articuno-blizzard, fly, double edge, reflect
Jolteon-thunder, thunder wave, pin missile, double kick
Starmie-thunder, blizzard, psychic, recover
Exeggutor-psychic, mega drain, leech seed, explosion
Gengar-psychic, hypnosis (or confuse ray), night shade, toxic
--Gym Leader Castle--
--easy mode--
This is where even us who write strategy guides get taken back
to school. Although I thought up some pretty good strategies on
the guide, some of the computer players are that much better.
All the Gym trainer Pokémon are at level 50, however, if you use
1 pokémon over level 50, then all your opponent's pokémon will
be that level. If you use level 100 Mewtwo, make sure most of
your other pokémon compare in levels, otherwise the computer may
have some big advantages if it brings Mewtwo down. If you are
like me and haven't had a lot of time to teach TMs to your
pokémon (just the time to see who can learn them and all), then
rental ones may sometimes be more balanced picks to use.
Brock-A breeze, and all his underlings are easy. Pick good
pokémon to counter rock types and be prepared for other kinds
before Brock.
Misty-A little more challenging, but still, if you pick the
right pokémon and are prepared for the worst, then you should be
ok.
Lt. Surge-Not too hard to get to him, but when you do, do NOT
use ground types. I thought I could get past him easily and he
showed up with both a surfing Pikachu and surfing Raichu. I had
to pull out my level 100 Mewtwo for this Gym.
Erica-Not too hard if you have a strong psychic type to guide
you.
Koga-Koga is easy, it's just the darn juggler before him. Do
NOT use a lv 100 pokémon for this because Hypno is too much to
deal with, unless you have a good team of all level 100 pokémon.
Keep the pokémon all at 50, with a strong Alakazam to guide you.
Also have someone like Arcanine with strong normal attacks and
good speed.
Sabrina-Getting too her is pretty hard. Keep your pokémon
around level 50 for her to not be too hard. Watch out for Jynx
and its ability to freeze you solid. I found Dragonair with
fire blast and Arcanine to be helpful. Arcanine can also take
out some psychics with takedown. You may also want Articuno to
help against Jynx.
Blaine-I used level 100 Mewtwo and didn't have much difficulty
getting to Blaine, though some heated fights occurred with the
nerd and psychic I had to take down. Not too tough though.
Giovanni-Used level 100 Mewtwo and did quite well. Giovanni was
easy, and the trainers before him weren't bad, just watch out
for the tamer that uses Zapdos, if you get thunderwaved, then
Pinsir will annoy you to death with wrap.
ELITE FOUR
Lorelei-Was pretty tough. Use a level 100 Mewtwo and use
Amnesia twice and pound her with psychic. Also if your Mewtwo
has a mega punch or something similar, break it out for this
fight. Beware Lapras' confusion and body slam, the rest
shouldn't be too tough.
Bruno-Level 100 Mewtwo destroys his fighting/low special team.
Don't even bother with Amnesia.
Agatha-Wasn't too bad, but I got lucky enough not to face
Gengar. I used level 100 Mewtwo and blasted her poison typed
array away.
Lance-Didn't put up as much of a fight as I expected. His
Lapras wasn't near as good as Lorelei's. Lance doesn't have a
Dragonite which I think weakens his team a lot. Use level 100
Mewtwo and two Amnesia followed by psychic to put this one to
rest.
FINAL BATTLE?
You vs. a familiar face. This person has a balanced team, so
level 100 Mewtwo with two Amnesia and two good backups help.
Wasn't as hard as I expected, but I may have been lucky. BEWARE
if he uses Toxic and then pulls out Exeggutor, DO NOT get leech
seeded or your pokémon is toast unless you can win in a few
rounds. The team of this guy varies depending on if you use
rental pokémon, or pokémon from one of the versions. If from
red/blue, he will have a team to counter whatever starter you
picked. If from yellow, he will have whichever form of Eevee
that he had in the game. His teams will be tough no matter
what.
--hard mode--
I recommend you have a great team of level 100 pokémon with the
best moveset you can come up with. Strong physical attacks and
special attack mixes are a must. Since you pick different teams
for each Gym Leader, I recommend you have a mostly balanced team
and alternate some to meet the different challenges of the
leaders. Definitely make sure your stats are as near max as you
can get for this.
Here is a good Gym Leader Castle team (all level 100):
Mewtwo-psychic, recover, barrier, amnesia
Articuno-blizzard, fly, double edge, reflect
Jolteon-thunder, thunder wave, pin missile, double kick
Starmie-thunder, blizzard, psychic, recover
Exeggutor-psychic, mega drain, leech seed, explosion
Gengar-psychic, hypnosis (or confuse ray), night shade, toxic
Brock-Not too hard, just use a good level 100 Mewtwo and beat
the low special team that he has. I had a level 98 Seaking
which helped a lot against the annoying Ninetales. If using
rental, keep your whole team level 50 and get some strong water
and ground types.
Misty-Not too hard at all really; if you have a strong electric
type this is pretty easy. Also level 100 Mewtwo again can
dominate even Starmie with two amnesias and a psychic blast or
two. Electric types are good from rental with a team of all
level 50, but have a balanced team to handle her underlings and
a fire type to beat her Tangela.
Lt. Surge-Remember not to use ground types, surfing Raichu will
destroy you otherwise. Again I found level 100 Mewtwo to work
wonders here. He has a Tangela too. One of the times I really
think that rentals are not such a good idea, but it you must,
get a strong grass type with razor leaf, keep them all at 50.
Erica-I found Erica to be quite easy with a level 100 Mewtwo.
However, her first underling, I believe Lass, has a Dragonair
with horn drill. I got unlucky and got beat a couple of times
for this reason, but I just persisted and eventually she picked
a ridiculously weak team. Good psychic types from rental and a
balanced team will work, keep them all at 50.
Koga-Since you take out Juggler first, it isn't as hard this
time around. I had an easy path straight and through Koga with
my level 100 Mewtwo. Use a good rental team of all level 50
guys with a combo of strong physical attacks and psychic powers.
Sabrina-Getting to her was a breeze, fighting her was up to
luck. She is really great. If you have a great physical
attacker near level 100, now is the time to pull him out. Her
Slowbro that has Amnesia was tough, and her Clefable paralyzed
me with thunder wave. I won by sheer luck with a fully
Amnesiaed level 100 Mewtwo. Also if you go for rentals, have
STRONG physical attackers and a well balanced team all at 50.
Blaine-Not too tough to get to him, and not too extraordinarily
tough to beat. Again level 100 Mewtwo was a great asset. Be
careful of the Nerd before him, because he tends to use
explosion twice in a row. If you do a rental team, keep them
all at 50, balanced your team, have a ghost to take the
explosions (or a strong rock type), and use water and fire
types.
Giovanni-This team was easier cause the Rocket guy was first and
didn't use cheap tactics. I found a lot of raw power teams in
the Viridian Gym. Use good defensive pokémon and have a well
balance team. For Giovanni have a good fighting type to bring
down Persian and good water types for the rest. Level 100
Mewtwo again is a great asset.
ELITE FOUR (hard mode)
Lorelei-Easier this time I thought. Seems like she didn't have
as strategic of moves. With level 100 Mewtwo, barrier once, use
Amnesia twice, and defeat her. With rentals have a well
balanced team with strong electric types to beat her.
Bruno-Tougher than last time for sure. Beware his strong new
Snorlax. If using Mewtwo, barrier up 3 times, amnesia twice and
blast away on his team. Be careful of Snorlax's selfdestruct.
With rentals you are gonna need speedy strong special attackers
mostly, and some pokémon that do well against fighting types,
such as flying types.
Agatha-Still not the toughest around. With Mewtwo, amnesia
twice and barrier a few to protect against a Gengar explosion.
With rentals, have strong psychic and ground types in your well
balanced team.
Lance-Even easier than last time. With Mewtwo, fully barrier (3
times) and amnesia up twice. Blast Lance into submission. With
rentals, if you made good picks you should win if you play your
cards right.
THE FINAL BATTLE? (hard mode)
You vs. that familiar face again. If you used rental, cross
your fingers and hope you made the right picks against his
INCREDIBLE team. If you have level 100 Mewtwo, barrier up 3
times, and Amnesia twice to prepare for the worst. Recover when
you must. Blast him repeatedly with psychic and you should win
with a little luck. The team of this guy varies depending on if
you use rental pokémon, or pokémon from one of the versions. If
from red/blue, he will have a team to counter whatever starter
you picked. If from yellow, he will have whichever form of
Eevee that he had in the game. His teams will be tough no
matter what.
AND YET ONE MORE BATTLE
--easy mode--
A battle against the ultimate pokémon. You can only face this
pokémon if you have cleared all of the Stadium Cups and the Gym
Leader Castle. Not too hard because its moveset isn't too
great, and you get to use six pokémon against it, and the rental
ones are at level 100. Use a level 100 Mewtwo, Amnesia twice,
and psychic it to death. It will probably use rest, which will
seal its fate.
--hard mode--
As I suspected, this battle was a piece of cake after the rigors
of getting to it. Use a rental Electrode with thunder wave to
paralyze the ultimate pokémon, then use a rental Snorlax with
takedown and even bide. Then use your own trained Mewtwo with
the same moves as I recommended for the Prime Cup and Gym Leader
Castle, Amnesia up twice, and let the opponent have it. Keep
pounding away and reparalyzing if it uses rest.
THEN THE BIG SURPRISE-
credits roll, wait........what's this????
Ah, a second, tougher tournament opens up. All the Cups you
earned have to be re-earned in tougher situations, and all the
gym leaders are be back. The Gym Leaders are much tougher now,
as is everything else. It really helps if you brought up a
great team from Game Boy here. What rewards may await for
finishing the harder levels? Check out the Secrets, Section X.
----------------------------------------------------------------
VI. The single types
Single types are predictable in battle in terms of what they are
weak and strong against. The only factor that changes their
value is stats. I will discuss below all the single type
monsters that are at their highest evolved form or that never
evolve. The others are not very strong, so I will concentrate
only on these. Please pay attention to the first pokémon I list
here too, because some information will be omitted from the
others, as it will be believed to be understood.
To really understand how your pokémon will fare against another,
compare stats, weaknesses, and strengths of the attacks you and
your opponent know.
----------------------------------------------------------------
Squirtle petit (cups I recommend the pokémon for, it will be
followed by a + or ++ if I think they do well or excellently in
that cup, pokémon that do well in poké and prime cup will also
do well in the Gym Leader Castle)
Wartortle pika
Blastoise poké+, prime+ (Water--your pokémon's defense type,
remember if you do an attack of this type you will do 1.5x the
normal damage with it; if the defensive type is different for
the lesser evolved pokémon it will be listed next to them,
otherwise the defense type applies for all listed pokémon)
(base stats are a value that you can compare low level pokémon
at to see who is better, max stats are the highest evolved form
level 100 range, and level 50 pokémon can be judged by both base
and max stats to determine what they will be like at level 50)
Squirtle base: 44 HP, 48 attack, 65 defense, 43 speed, 50
special
Wartortle base: 59 HP, 63 attack, 80 defense, 58 speed, 65
special
Blastoise base: 79 HP, 83 attack, 100 defense, 78 speed, 85
special
Blastoise max:
331-361 HP, 234-264 attack, 268-298 defense, 224-254 speed, 238-
268 special
Evaluation: Blastoise is one of the better pokémon. His
weaknesses are against types with high special and speed,
especially electric types. Grass types also have the advantage
of only taking 3/4 damage from his water attacks. Blastoise has
a decent attack power though, so you'd better finish him in one
round. He has decent power with water attacks. Blastoise is
perfect against rock/ground types, as he will take little damage
from their physical type attacks and his water attacks will
expose their huge weakness.
Moves they can learn (by level ups): Tackle, Tail Whip, Bubble,
Water Gun, Bite, Withdraw, Skull Bash, and Hydro Pump
Bite, Withdraw, Skull Bash, and Hydro Pump should be kept for
Blastoise. Bite has a chance of making your opponent flinch.
Withdraw raises his already high defense, you could also
substitute Water Gun to have extra water moves in an emergency
(Alvaro was right in this case too). Skull Bash has only the
drawback of waiting one round to store energy. If you can
survive that round or have a free round, it will do huge damage.
Hydro Pump is the most powerful water move, not terribly
accurate but probably the strongest of strong attacks due to how
many types are weak against it, leaving those with resistances
still hurt quite a bit.
TM moves for Squirtle: all Blastoise's except hyper beam,
earthquake, and fissure
TM moves for Wartortle: all Blastoise's except hyper beam,
earthquake, and fissure
TM moves Blastoise can learn: mega punch, mega kick, toxic,
body slam, takedown, double edge, bubblebeam, water gun, ice
beam, blizzard, hyper beam, submission, counter, seismic toss,
rage, earthquake, fissure, dig, mimic, double team, reflect,
bide, skull bash, rest, substitute
HM moves they can learn: surf, strength
TMs/HMs to mix things up: You may want to replace Withdraw or
Water Gun with a few surprises. Blastoise can learn dig or
earthquake. If you survive the first round against electric
types, you will have a nasty surprise waiting for them. You can
also teach him Ice Beam or Blizzard to add to the number of
types he can beat (including grass). Surf is also a good move
with more moves and higher accuracy than hydro pump (Alvaro made
a good point here). Reflect is good to boost his already good
defense.
Blastoise/Wartortle/Squirtle can learn normal, fighting, water,
ground, and ice attacks. (Please see the chart above in basic
strategy to determine how these attacks will work on different
pokémon.) *I will not list moves in this section unless they are
attack moves, if Beedrill learns the psychic move agility, it is
not an attack and he won't have "Beedrill can learn psychic
attacks", because it does no damage of psychic type*
weaknesses (2x-3x damage from opponent due to your type):
electricity, grass
resistances (1/2-3/4 damage from opponent due to your type):
fire, water, ice
----------------------------------------------------------------
Rattata petit+
Raticate pika+, poké+, prime (Normal)
Stats:
Rattata base: 30 HP, 56 attack, 35 defense, 72 speed, 25 special
Raticate base: 55 HP, 81 attack, 60 defense, 97 speed, 50
special
Raticate max: 283-313 HP, 230-260 attack, 188-218 defense, 264-
294 speed, 168-198 special
Evaluation: A good strong and quick pokémon. His moves make him
an excellent choice against opponents with lower speed and low
defense. He is one of the strongest in terms of moves with
great physical power. He is decent against fighting types which
pose a threat, and even against rock types which have a
resistance. He can't take hits very well though. Super Fang
makes him a good choice to make a sacrifice play on your
opponent's most powerful pokémon. Raticate better have higher
speed, though, as he is terrible at resisting any special type
attack. You may want your opponent paralyze or asleep before
you bring him in. Then you can super fang them until their HP
is next to nothing provided they stay asleep or paralyzed.
Moves he can learn: Tackle, Tail Whip, Quick Attack, Hyper Fang,
Focus Energy, Super Fang.
Quick attack, hyper fang, focus energy, and super fang should be
kept for Raticate. Hyper Fang is a very strong attack, and will
often cause your enemy to flinch. Focus energy will boost his
already rather high chance of getting a critical hit with hyper
fang. Quick attack is moderately useful in the hands of
Raticate, with his high strength, and it always gets first
strike (unless your opponent uses it also, and has more speed).
Super fang reduces your opponent's HP to half when it hits, and
is very useful for weakening your opponent's most powerful
pokémon.
TM moves Rattata can learn: all Raticate's except hyper beam
and ice beam
TM moves Raticate can learn: toxic, body slam, takedown, double
edge, bubblebeam, water gun, ice beam, blizzard, hyper beam,
rage, thunderbolt, thunder, dig, mimic, double team, bide,
swift, skull bash, rest, substitute
HM moves they can learn: none
TMs/HMs to mix things up: You may want to replace quick attack
with powerful moves like body slam or double edge. You may also
want to give Raticate dig to give him one type advantage, it's
useful against rock types. Electric, water, and ice moves
should be skipped as Raticate has terrible special. Water
attacks can be useful against the rock/ground types who have a
double weakness and resist most of his other attacks.
Raticate/Rattata can learn normal, water, ice, and electric
attacks.
weaknesses: fighting
resistances: none
immunities: ghost
----------------------------------------------------------------
Ekans pika, petit
Arbok poké, prime (Poison)
Stats:
Ekans base: 35 HP, 60 attack, 44 defense, 55 speed, 40 special
Arbok base: 60 HP, 85 attack, 69 defense, 80 speed, 65 special
max: 293-323 HP, 238-268 attack, 206-236 defense, 228-258 speed,
198-228 special
Evaluation: Arbok is not a very good pokémon. He is weak to
many types. Even if you paralyze your opponent and use wrap,
his lower attack power makes this strategy less effective. You
won't survive enough rounds to use screech to improve your
chances. Poison attacks may poison your enemy and help a little
more, but Arbok all in all is not a good choice. If you can get
in toxic and then wrap your opponent, you can force them to
switch. Glare can paralyze your opponent to make this possible.
Moves he can learn: wrap, leer, poison sting, bite, glare,
screech, acid
You should keep wrap, glare, screech, and acid on Arbok. Wrap
and glare can be used to keep your opponent from attacking you.
Screech may work enough on some pokémon to make your wrap more
effective. Acid may lower the defense of your opponent, and it
is a decent move against types with a weakness to poison.
TM moves they can learn: toxic, body slam, takedown, double
edge, hyper beam, rage, mega drain, earthquake, fissure, dig,
mimic, double team, bide, skull bash, rest, rock slide,
substitute
HM moves they can learn: strength
TMs/HMs to mix things up: You may want to give Arbok a stronger
move like double edge or earthquake to make up for his poor
offense. You may also teach him mega drain to counter ground
types that have an advantage on him. Fissure is also a good
option.
Ekans/Arbok can learn normal, poison, grass, rock, and ground
attacks.
weaknesses: ground, psychic, bug
resistances: grass, fighting, poison
----------------------------------------------------------------
Pikachu petit+
Raichu pika+, poké+, prime+ (Electric)
Stats:
Pikachu base: 35 HP, 55 attack, 30 defense, 90 speed, 50 special
Raichu base: 60 HP, 90 attack, 55 defense, 100 speed, 90 special
max: 293-323 HP, 248-278 attack, 178-208 defense, 268-298 speed,
248-278 special
Evaluation: Raichu is an average pokémon. I recommend you catch
a low level Pikachu from Viridian Forest on red or blue and
build it up for better stats. His stats in terms of attacking
enemies are pretty good, and he resists special attacks pretty
well. Stay away from ground enemies unless you have taught him
surf.
Moves they can learn:
red/blue: thundershock, growl, thunder wave, quick attack,
swift, agility, thunder
yellow: thundershock, growl, tail whip, thunder wave, quick
attack, double team, slam, swift, thunderbolt, agility, thunder,
light screen
stadium trick: surf
Moves Raichu should keep are thunder, thunder wave, swift, and
agility. If you raised him from a yellow version Pikachu, you
may want slam, double team, light screen, and thunderbolt.
Thunder is an excellent attack, with many types weak against it,
thunder wave can paralyze, swift hits 100% of the time, and
agility can boost his high speed on a free round (not to mention
raise his accuracy with Thunder). Light screen further reduces
the damage he takes from physical attacks. Double team brings
the evade up and can be useful. If you use the stadium trick
replace swift with surf to give him an advantage on ground
types.
TM moves Pikachu can learn: all Raichu's except hyper beam
TM moves Raichu can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, hyper beam, pay day, submission,
seismic toss, rage, thunderbolt, thunder, mimic, double team,
reflect, bide, swift, skull bash, rest, thunder wave, substitute
HM moves they can learn: flash
TMs/HMs to mix things up: You may want to give Raichu some
strong normal attacks from his TMs such as double edge and mega
kick. Reflect is a good option to protect his delicate defense.
Pikachu/Raichu can learn normal, fighting, water (from Stadium),
and electric type attacks.
weaknesses: ground
resistances: electric, flying
----------------------------------------------------------------
Sandshrew pika, petit+
Sandslash poké, prime (Ground)
Stats:
Sandshrew base: 50 HP, 75 attack, 85 defense, 40 speed, 30
special
Sandslash base: 75 HP, 100 attack, 110 defense, 65 speed, 55
special
max: 323-353 HP, 268-298 attack, 288-318 defense, 198-228 speed,
178-208 special
Evaluation: Sandslash is a fairly powerful physical pokémon. He
doesn't take special attacks very well, but for the opponents he
can outspeed, he can cause serious damage. With slash's high
critical hit rate, he is even good against other opponents with
a high defense. Try to blind your opponent with sand attack to
avoid their attacks and then counter with slash. Ground and
rock attacks are good in his hands.
Moves they can learn: scratch, sand attack, slash, poison sting,
swift, fury swipes
Moves Sandslash should keep are slash, swift, sand attack, and
fury swipes. Slash and fury swipes are strong attacks, slash
being the best with a high chance of critical hit. Sand attack
will make the chances of your opponent hitting you less and
swift will hit 100% of the time.
TM moves Sandshrew can learn: all Sandslash's except hyper beam
TM moves Sandslash can learn: swords' dance, toxic, body slam,
takedown, double edge, hyper beam, submission, seismic toss,
rage, earthquake, fissure, dig, mimic, double team, bide, swift,
skull bash, rest, rock slide, substitute
HM moves they can learn: cut, strength
TMs/HMs to mix things up: You may want to give Sandslash swords'
dance to raise his huge attack power (it doesn't help slash
though). You may also want to give him earthquake or rock slide
to add some big type advantages. With his high strength he uses
double edge and body slam decently. Fissure is an option for
those impossible situations.
Sandslash can learn normal, poison, ground, and rock type
attacks.
weaknesses: water, grass, ice
resistances: poison, rock
immunities: electric
----------------------------------------------------------------
Clefairy petit+
Clefable pika+, poké, prime (Normal)
Stats:
Clefairy base: 70 HP, 45 attack, 48 defense, 35 speed, 60
special
Clefable base: 95 HP, 70 attack, 73 defense, 60 speed, 85
special
max: 363-393 HP, 208-238 attack, 214-244 defense, 188-218 speed,
238-268 special
Evaluation: Clefable is a good defensive pokémon, and if taught
the right moves can become quite formidable. In fact he may be
able to get one of the best movesets in the entire game!!
Beware of fighting types with high speed, but if you use psychic
you may be able to beat them! And remember, since he uses type
attacks that don't match his being a normal type, he will not
use them as well (see notes in basic strategy).
Moves they can learn: pound, growl, sing, doubleslap, minimize,
metronome, defense curl, light screen
Moves Clefable should keep are minimize, metronome, light
screen, and doubleslap. Minimize is great for raising your
evade. Metronome is an ok attack, a gamble because it uses a
random move out of all the moves that any pokémon can use.
Sometimes you get hyper beam, sometimes you get splash. Light
screen reduces special damage by 50% and is great since Clefable
already has a good special. Doubleslap is the best normal
attack he has.
TM moves Clefairy can learn: all Clefable's except hyper beam
TM moves Clefable can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, submission, counter, seismic toss, rage,
solar beam, thunderbolt, thunder, psychic, teleport, mimic,
double team, reflect, bide, metronome, fire blast, skull bash,
rest, thunder wave, psywave, tri attack, substitute
HM moves they can learn: strength, flash
TMs/HMs to mix things up: OH WOW, WOULD YOU LOOK AT THAT? This
guy is loaded for absolute bear when it comes to the awesome TMs
he can learn. Why don't we give him blizzard, psychic, and
either fire blast, solar beam, or thunder? You can also teach
him thunder wave to bring your opponent's speed advantage down.
Also he is a great candidate for double edge and mega kick with
his normal typing. You could also give him reflect to make him
tougher to bring down.
Clefairy/Clefable can learn normal, water, ice, fighting, grass,
electric, psychic, and fire type attacks.
weaknesses: fighting
resistances: none
immunities: ghost
----------------------------------------------------------------
Vulpix petit
Ninetales pika, poké, prime (Fire)
Stats:
Vulpix base: 38 HP, 41 attack, 40 defense, 65 speed, 65 special
Ninetales base: 73 HP, 76 attack, 75 defense, 100 speed, 100
special
max: 319-349 HP, 220-250 attack, 218-248 defense, 268-298 speed,
268-298 special
Evaluation: Ninetales is a decent fire pokémon. Use him against
other types that are weak against fire and use mainly special
attacks. The best strategy is to use his confuse ray and attack
your confused opponent with fire spin or flamethrower.
Moves they can learn: ember, tail whip, quick attack, roar,
confuse ray, flamethrower, fire spin
Moves Ninetales should keep are flamethrower, fire spin, confuse
ray, and quick attack. Flamethrower is a strong fire move, fire
spin is good to bind opponents with less speed. Confuse ray is
great to confuse your opponents and quick attack is a decent
attack that gets first strike.
TM moves Vulpix can learn: all Ninetales' except hyper beam
TM moves Ninetales can learn: toxic, body slam, takedown, double
edge, hyper beam, rage, dig, mimic, double team, reflect, bide,
fire blast, swift, skull bash, rest, substitute
HM moves they can learn: none
TMs/HMs to mix things up: You may want to give Ninetales strong
physical moves or dig for an advantage against rock types.
Vulpix/Ninetales can learn fire and normal type attacks.
weaknesses: water, rock, ground
resistances: fire, grass, bug
----------------------------------------------------------------
Jigglypuff petit
Wigglytuff pika, poké, prime (Normal)
Stats:
Jigglypuff base: 115 HP, 45 attack, 20 defense, 20 speed, 25
special
Wigglytuff base: 140 HP, 70 attack, 45 defense, 45 speed, 50
special
max: 453-483 HP, 208-238 attack, 158-188 defense, 158-188 speed,
168-198 special
Evaluation: Indeed this one can learn an impressive moveset
also, but does not have the stats to back it up. Therefore this
one is like a cheap imitation of Clefable. The benefit to it is
a higher HP, but without as much defense, I don't think it is as
good.
Moves they can learn: sing, pound, disable, defense curl,
doubleslap, rest, body slam, double edge
Moves Wigglytuff should keep are body slam or double edge, rest,
sing, and defense curl. Body slam has a chance to paralyze,
double edge is a strong move with recoil, rest can restore his
HP, and sing can put enemies to sleep.
TM moves Jigglypuff can learn: all Wigglytuff's except hyper
beam
TM moves Wigglytuff can learn: mega punch, mega kick, toxic,
body slam, takedown, double edge, bubblebeam, water gun, ice
beam, blizzard, hyper beam, submission, counter, seismic toss,
rage, solar beam, thunderbolt, thunder, psychic, teleport,
mimic, double team, reflect, bide, fire blast, skull bash, rest,
thunder wave, psywave, tri attack, substitute
HM moves they can learn: strength, flash
TMs/HMs to mix things up: If you are bound and determined to get
a good Wigglytuff, follow the same rules as with Clefable.
Teach some of the same TMs to him for some awesome moves. Know
though that he won't be able to use them nearly as well. You
may want to give him powerful normal moves because he would be
able to use them best. Again with his normal typing he is good
to teach double edge or mega kick. Reflect is a good option to
help him stay in the battle longer.
Jigglypuff/Wigglytuff can learn normal, fighting, water, ice,
grass, electric, fire, and psychic type attacks.
weaknesses: fighting
resistances: none
immunities: ghost
----------------------------------------------------------------
Diglett petit++
Dugtrio pika++, poké+, prime+ (Ground)
Stats:
Diglett base: 10 HP, 55 attack, 25 defense, 95 speed, 45 special
Dugtrio base: 35 HP, 80 attack, 50 defense, 120 speed, 70
special
max: 243-273 HP, 228-258 attack, 168-198 defense, 308-338 speed,
208-238 special
Evaluation: Dugtrio is a very speedy pokémon with good power.
He has big advantages on those that are weak against ground
moves, and he is decent with slash in terms of physical
attacking. The problem with Dugtrio is that he just can not
take very many hits before fainting. Use his speed to your
advantage.
Moves they can learn: scratch, growl, dig, sand attack, slash,
earthquake
Moves Dugtrio should keep are dig, earthquake, sand attack,
slash. Slash improves on his average offense. Earthquake and
dig are very strong moves, great in the hands of Dugtrio. Sand
attack will keep opponents from hitting you since Dugtrio has
low defense and special.
TM moves Diglett can learn: all Dugtrio's except hyper beam
TM moves Dugtrio can learn: toxic, body slam, takedown, double
edge, hyper beam, rage, earthquake, fissure, dig, mimic, double
team, bide, rest, rock slide, substitute
HM moves they can learn: cut (yellow only)
TMs/HMs to mix things up: You may want to give Dugtrio rock
slide to add to types he can beat (to be able to attack flying
types and counter ice types). You might even give him fissure.
I can't really recommend any other TMs for Dugtrio because he
already knows good moves.
Diglett/Dugtrio can learn normal, ground, and rock type attacks.
weaknesses: water, grass, ice
resistances: poison, rock
immunities: electric
----------------------------------------------------------------
Meowth pika, petit+
Persian poké+, prime+ (Normal)
Stats:
Meowth base: 40 HP, 45 attack, 35 defense, 90 speed, 40 special
Persian base: 65 HP, 70 attack, 60 defense, 115 speed, 65
special
max: 303-333 HP, 208-238 attack, 188-218 defense, 298-328 speed,
198-228 special
Evaluation: Persian is a speedy attacker, but not much else can
be said for it. With slash you can do good damage against
enemies with a low defense, especially since it's the only
normal type to have slash, and with Persian's high speed this
helps against enemies with high special. Persian can not take
hits very well.
Moves they can learn: scratch, growl, bite, pay day, screech,
fury swipes, slash
Moves Persian should keep are slash, screech, pay day, and bite.
Bite causes opponents to sometimes flinch. Slash has a good
chance of critical hit. Screech lowers your opponent's defense
greatly. Pay day is ok in that it gives you money (2x your
current level=money received each attack).
TM moves Meowth can learn: all Persian's except hyper beam
TM moves he can learn: toxic, body slam, takedown, double edge,
bubblebeam, water gun, hyper beam, pay day, rage, thunderbolt,
thunder, mimic, double team, bide, swift, skull bash, rest,
substitute
HM moves they can learn: none
TMs/HMs to mix things up: You may want to give Persian thunder
or bubblebeam to give it some type advantages (bubblebeam
counters rock/ground enemies really well), but it will not use
these moves very well. You may wish to give it some strong
normal moves like double edge.
Meowth/Persian can learn normal, water, and electric type
attacks.
weaknesses: fighting
resistances: none
immunities: ghost
----------------------------------------------------------------
Psyduck pika, petit
Golduck poké, prime (Water)
Stats:
Psyduck base: 50 HP, 52 attack, 48 defense, 55 speed, 50 special
Golduck base: 80 HP, 82 attack, 78 defense, 85 speed, 80 special
max: 333-363 HP, 232-262 attack, 224-254 defense, 238-268 speed,
228-258 special
Evaluation: Golduck is pretty good with physical attacks, and
is ok with special attacks. He is not a bad pokémon if you use
him in the right instances. His real advantage lies in the TM
moves he can learn. His defense allows him to take a few
physical attacks, so don't worry as much about his average speed
as some.
Moves they can learn: scratch, tail whip, disable, confusion,
fury swipes, hydro pump
stadium secret: amnesia
Moves Golduck should keep are hydro pump, confusion, fury
swipes, and disable. Hydro pump is the strongest water attack,
fury swipes is a decent normal attack, confusion is a good
psychic attack, and disable may take away one of your opponent's
good moves. You should keep amnesia from Stadium if you got
Amnesia Psyduck and evolved him, then teach Golduck some good
TMs.
TM moves they can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, pay day, submission, counter, seismic
toss, rage, dig, mimic, double team, bide, swift, skull bash,
rest, substitute
HM moves they can learn: surf, strength
TMs/HMs to mix things up: You may wish to give Golduck moves
like blizzard, ice beam, or dig. Dig would give him an
advantage against electric types, blizzard against grass types.
With his high attack you may wish to give double edge, mega
kick, or other strong moves. His original moveset is not great
so he is a good candidate to teach TM moves.
Psyduck/Golduck can learn normal, water, ground, and psychic
type attacks.
weaknesses: electric, grass
resistances: fire, water, ice
----------------------------------------------------------------
Mankey pika, petit+
Primeape poké, prime (Fighting)
Stats:
Mankey base: 40 HP, 80 attack, 35 defense, 70 speed, 35 special
Primeape base: 65 HP, 105 attack, 60 defense, 95 speed, 60
special
max: 303-333 HP, 278-308 attack, 188-218 defense, 258-288 speed,
188-218 special
Evaluation: Primeape is a powerful pokémon with good speed. He
stands a chance against most flying types, and even against
psychic types that he can outspeed--I recommend you paralyze or
burn them first, or maybe even put them to sleep. His karate
chop will serve well with a large chance of critical hit, and
his other moves are powerful.
Moves they can learn:
yellow: scratch, leer, low kick, karate chop, fury swipes, focus
energy, rage, seismic toss, screech, thrash
red/blue: scratch, leer, karate chop, fury swipes, focus energy,
seismic toss, thrash
Moves Primeape should keep are screech, low kick, karate chop,
and seismic toss. Screech lowers the opponent's defense
greatly, karate chop almost always gets a critical hit, low kick
may make your opponent flinch, and seismic toss does damage
equal to your level.
TM moves Mankey can learn: all Primeape's except hyper beam
TM moves Primeape can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, hyper beam, pay day, submission,
counter, seismic toss, rage, thunderbolt, thunder, dig, mimic,
double team, bide, metronome, swift, skull bash, rest, rock
slide, substitute
HM moves they can learn: strength
TMs/HMs to mix things up: You may wish to give Primeape rock
slide or thunder to counter flying types, rock slide being
preferred because he has low special (thanks Alvaro). Mega kick
and double edge also help against psychic types.
Mankey/Primeape can learn normal, fighting, electric, and rock
attacks.
weaknesses: psychic, flying
resistances: bug, rock
----------------------------------------------------------------
Growlithe petit++
Arcanine pika++, poké+, prime+ (Fire)
Stats:
Growlithe base: 55 HP, 70 attack, 45 defense, 60 speed, 50
special
Arcanine base: 90 HP, 110 attack, 80 defense, 95 speed, 80
special
max: 353-383 HP, 288-318 attack, 228-258 defense, 258-288 speed,
228-258 special
Evaluation: Arcanine is a great pokémon with good speed and
strong attack, and decent special. The only area he lacks in is
defense, so beware rock pokémon. Give him dig to counter most
rock pokémon with his speed and high attack.
Moves they can learn: bite, roar, ember, leer, takedown,
agility, flamethrower
Moves Arcanine should keep are flamethrower, bite, agility, and
takedown. Flamethrower is a powerful fire attack, bite makes
your opponent flinch sometimes, agility is good to boost his
speed on a free round, and takedown is a powerful attack that
does 1/4 the damage that you do to your opponent.
TM moves Growlithe can learn: all Arcanine's except hyper beam
and teleport
TM moves Arcanine can learn: toxic, body slam, takedown, double
edge, hyper beam, rage, dragon rage, dig, teleport, mimic,
double team, reflect, bide, fire blast, swift, skull bash, rest,
substitute
HM moves they can learn: none
TMs/HMs to mix things up: Give Arcanine fire blast and a few
powerful moves, replace takedown. Arcanine's high attack will
use strong normal moves well. Also you may want to give him dig
to have a better chance against rock types. Double edge may
help. Reflect is good to make up for his lesser physical
defense.
Growlithe/Arcanine can learn normal, fire, and ground type
attacks.
weaknesses: rock, water, ground
resistances: fire, grass, bug
----------------------------------------------------------------
Abra petit++
Alakazam pika++, poké++, prime+ (Psychic)
Stats:
Abra base: 25 HP, 20 attack, 15 defense, 90 speed, 105 special
Alakazam base: 55 HP, 50 attack, 45 defense, 120 speed, 135
special
max: 283-313 HP, 168-198 attack, 158-188 defense, 308-338 speed,
338-368 special
Evaluation: Alakazam is Alvaro's favorite pokémon and I can see
why. If Alakazam is brought up from a low level Abra and
evolved early, then his special power nearly rivals Mewtwo's.
His speed is also great, which gives him many advantages, and
his moveset leaves few with resistances. If left with recover,
this pokémon is nearly unstoppable.
Moves they can learn: teleport, kinesis (if caught as Kadabra in
yellow), confusion, disable, psybeam, recover, psychic, reflect
Moves it should keep are psychic, recover, reflect, and psybeam.
Psybeam has a chance of confusing your opponent and is a
powerful psychic attack. Psychic is the strongest psychic move,
and in the hands of Alakazam it is super powerful. Reflect
reduces the physical damage you receive by 50%, and helps
Alakazam with his poor defense. Recover is one of the best
moves because it recovers half of your HP in a round.
TM moves Abra can learn: all Alakazam's except dig and hyper
beam
TM moves Alakazam can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, hyper beam, submission, counter,
seismic toss, rage, dig, psychic, teleport, mimic, double team,
reflect, bide, metronome, skull bash, rest, thunder wave,
psywave, tri attack, substitute
HM moves they can learn: flash
TMs/HMs to mix things up: Alakazam already has a formidable
moveset. You may want to give him seismic toss, reflect, or
thunder wave as well. He should be able to endure all the
special attacks that come his way.
Alakazam can learn normal, fighting, ground, and psychic type
attacks.
Abra can learn all these except ground attacks.
weaknesses: bug
resistances: fighting, psychic
immunities: ghost
----------------------------------------------------------------
Machop petit+
Machamp pika+, poké, prime (Fighting)
Stats:
Machop base: 70 HP, 80 attack, 50 defense, 35 speed, 35 special
Machamp base: 90 HP, 130 attack, 80 defense, 55 speed, 65
special
max: 353-383 HP, 328-358 attack, 228-258 defense, 178-208 speed,
198-228 special
Evaluation: Machamp is good at strong attacks, but with low
speed, average defense, and low special he could be easily
defeated by psychics or strong physical attacks. If he survives
first round because of his HP, use his strongest moves.
Moves they can learn: karate chop, low kick, leer, focus energy,
seismic toss, submission
Moves Machamp should keep are karate chop, low kick, leer, and
seismic toss. Seismic toss does damage equal to your level, low
kick often makes the enemy flinch, karate chop almost always
gets a critical hit, and leer lowers the opponent's defense
TM moves Machop can learn: all Machamp's except hyper beam
TM moves Machamp can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, hyper beam, submission, counter,
seismic toss, rage, earthquake, fissure, dig, mimic, double
team, bide, metronome, fire blast, skull bash, rest, rock slide,
substitute
HM moves they can learn: strength
TMs/HMs to mix things up: You may want to give Machamp rock
slide to defeat flying pokémon. You might want to give him
earthquake or dig for a few extra type advantages. Counter
would be great for this guy in the right situations. Mega kick
and double edge help too. Fissure can help in those impossible
situations if you are lucky.
Machop/Machamp can learn normal, fighting, fire, ground, and
rock moves.
weaknesses: flying, psychic
resistances: bug, rock
----------------------------------------------------------------
Rapidash poké, prime (Fire)
Stats:
base: 65 HP, 100 attack, 70 defense, 105 speed, 80 special
max: 303-333 HP, 268-298 attack, 208-238 defense, 278-308 speed,
228-258 special
Evaluation: A good speedy attacker, and decent with fire type
attacks. Give him normal powerful moves and uses his speed to
your advantage.
Moves it can learn: ember, tail whip, stomp, growl, fire spin,
takedown, agility
Moves it should keep are fire spin, takedown, stomp, and
agility. Fire spin is good to bind those with less speed.
Stomp is a strong physical attack that sometimes makes your
opponent flinch. Takedown is a strong physical attack that does
1/4 damage back to you of the damage you deal. Agility can
boost Rapidash's great speed.
TM moves it can learn: toxic, horn drill, body slam, takedown,
double edge, hyper beam, rage, mimic, double team, reflect,
bide, fire blast, swift, skull bash, rest, substitute
HM moves it can learn: none
TMs/HMs to mix things up: Hmm, this guy is kinda limited. Teach
it swift or double edge to add to its strong attacks, or even
body slam. Also the moves like horn drill can pay off. Fire
blast is definitely a plus.
Rapidash can learn fire and normal type attacks.
weaknesses: water, ground, rock
resistances: bug, grass, fire
----------------------------------------------------------------
Magnemite pika, petit+
Magneton poké+, prime+ (Electric)
Stats:
Magnemite base: 25 HP, 35 attack, 70 defense, 45 speed, 95
special
Magneton base: 50 HP, 60 attack, 95 defense, 70 speed, 120
special
max: 273-303 HP, 188-218 attack, 258-288 defense, 208-238 speed,
308-338 special
Evaluation: Magneton has a great defense, and is good at using
strong electric moves. His main advantage is to use moves to
confuse and paralyze his opponent, he is often a good pokémon to
sacrifice to give status ailments to your opponent and set them
up to be pounded by another.
Moves they can learn: tackle, sonic boom, thundershock,
supersonic, thunder wave, swift, screech
Moves Magneton should keep are screech, thunder wave,
thundershock, and supersonic. Supersonic confuses your
opponent, screech greatly lowers their defense, thundershock is
and ok electric attack, and thunder wave gives you the speed
advantage.
TM moves Magnemite can learn: all Magneton's except hyper beam
TM moves Magneton can learn: toxic, takedown, double edge, hyper
beam, rage, thunderbolt, thunder, teleport, mimic, double team,
reflect, bide, swift, rest, thunder wave, substitute
HM moves they can learn: flash
TMs/HMs to mix things up: Give Magneton thunder (or thunderbolt)
and he will become a lot better in battle. You may also want to
give him swift or double edge to add some regular strong attacks
and help improve his poor offense. Reflect is a good choice to
increase his defense so he can have time to try to defeat ground
types before he takes too much damage.
Magnemite/Magneton can learn normal and electric attacks.
weaknesses: ground
resistances: electric, flying
----------------------------------------------------------------
Muk poké, prime (Poison)
Stats:
base: 105 HP, 105 strength, 75 defense, 50 speed, 65 special
max: 383-413 HP, 278-308 attack, 218-248 defense, 168-198 speed,
198-228 special
Evaluation: If you load Muk up with some strong physical attacks
he should fare well in battle. He uses sludge far better than
Weezing and is not a bad choice, lacking only in special defense
as physical can be increased with acid armor. He would make a
good sacrifice pokémon with explosion.
Moves it can learn: pound, disable, poison gas, minimize,
sludge, harden, screech, acid armor
Moves it should keep are sludge, acid armor, screech, and pound.
Pound is an ok normal attack. Sludge is a strong poison attack.
Acid armor greatly increases Muk's poor defense, and screech
greatly lowers his opponent's defense.
TM moves it can learn: toxic, body slam, hyper beam, rage, mega
drain, thunderbolt, thunder, mimic, double team, bide,
selfdestruct, fire blast, rest, explosion, substitute
HM moves it can learn: none
TMs/HMs to mix things up: Give him body slam, double edge, or
explosion. Take advantage of his high physical attack, as he
has poor special. Mega drain is a good attack to counter ground
(and especially rock/ground) types, because they also generally
have low special; it may help Muk against the ones he can
outspeed.
Muk can learn normal, grass, fire, electric, and poison attacks.
weaknesses: ground, psychic, bug
resistances: grass, fighting, poison
----------------------------------------------------------------
Drowzee pika
Hypno poké+, prime+ (Psychic)
Stats:
Drowzee base: 60 HP, 48 attack, 45 defense, 42 speed, 90 special
Hypno base: 85 HP, 73 attack, 70 defense, 67 speed, 115 special
max: 343-373 HP, 214-244 attack, 208-238 defense, 202-232 speed,
298-328 special
Evaluation: Hypno doesn't have the pure power of Alakazam but he
has a little better rounded stats. He is more powerful in
physical attacks and physical defense, and with dream eater he
becomes incredibly powerful.
Moves they can learn: pound, hypnosis, disable, confusion,
headbutt, poison gas, psychic, meditate
Moves Hypno should keep are psychic, headbutt, hypnosis, and
confusion. Confusion is an ok psychic attack, psychic is the
strongest, headbutt is a good physical attack that may make your
opponent flinch, and hypnosis puts the enemy to sleep.
TM moves Drowzee can learn: all Hypno's except hyper beam
TM moves Hypno can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, hyper beam, submission, counter,
seismic toss, rage, psychic, teleport, mimic, double team,
reflect, bide, metronome, skull bash, dream eater, rest, thunder
wave, psywave, tri attack, substitute
HM moves they can learn: flash
TMs/HMs to mix things up: Give Hypno dream eater (make sure to
keep hypnosis) and it will work wonders if you can keep your
opponent asleep and they don't switch. You may wish to give him
stronger normal type attacks too. Reflect and double team are
great options because he is already very durable, so this makes
him even more annoying.
Drowzee/Hypno can learn normal, fighting, and psychic attacks.
weaknesses: bug
resistances: fighting, psychic
immunities: ghost
----------------------------------------------------------------
Krabby pika, petit
Kingler poké, prime (Water)
Stats:
Krabby base: 30 HP, 105 attack, 90 defense, 50 speed, 25 special
Kingler base: 55 HP, 130 attack, 115 defense, 75 speed, 50
special
max: 283-313 HP, 328-358 attack, 298-328 defense, 218-248 speed,
168-198 special
Evaluation: Kingler is great in attack and defense, but lacks in
speed and special. His crab hammer is quite nice because it gets
a critical hit most of the time and makes up for his poor
special. Guillotine gives you a chance in those impossible
situations.
Moves they can learn: bubble, leer, vice grip, guillotine,
stomp, crab hammer, harden
Moves Kingler should keep are stomp, crabhammer, harden, and
guillotine. Guillotine sometimes works for a one hit KO.
Crabhammer is a great water attack with a high chance of
critical hit. Stomp is a strong physical attack that can make
your opponents flinch. Harden improves his defense.
TM moves Krabby can learn: all Kingler's except hyper beam
TM moves Kingler can learn: swords' dance, toxic, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, rage, mimic, double team, bide, rest,
substitute
HM moves they can learn: cut, surf, strength
TMs/HMs to mix things up: You may want to give Kingler double
edge and other strong normal attacks like body slam to help with
electric types. You may want to give him bubblebeam, which does
decently despite his low special (especially on rock/ground
types). You may want to give him swords' dance to raise his
great attack, or blizzard to counter grass types.
Krabby/Kingler can learn normal, water, and ice attacks.
weaknesses: electric, grass
resistances: fire, water, ice
----------------------------------------------------------------
Voltorb pika+, petit+
Electrode poké+, prime+ (Electric)
Stats:
Voltorb base: 40 HP, 30 attack, 50 defense, 100 speed, 55
special
Electrode base: 60 HP, 50 attack, 70 defense, 140 speed, 80
special
max: 293-323 HP, 168-198 attack, 208-238 defense, 348-378 speed
(highest in game), 228-258 special
Evaluation: Electrode is ok to use toxic and start the battle
off nicely, or to use thunder wave (bring him out each time your
opponent switches to try to paralyze their whole party), thanks
to
[email protected] for pointing this out. His speed
is the best there is, so as long as you end up with 359 or
above, he will always get first strike except when someone uses
quick attack. His defenses lack, and he makes more of a good
annoyance pokémon; he's great for sacrifice plays to help you in
battle. Try raising his chances with reflect and light screen,
then screeching your opponents defense down. Then couple that
with explosion. Or go with the thunder wave or toxic
strategies.
Moves they can learn: tackle, screech, sonic boom, selfdestruct,
light screen, swift, explosion
Moves Electrode should keep are screech, explosion, light
screen, and swift. Swift has a 100% hit rate. Screech helps
improve electrode's attack by lowering the opponent's defense.
Light screen protects from 50% of special damage and that helps
him to stay in against opponents that are using special attacks.
Explosion is a strong sacrifice move and is ok if paired with
several screeches.
TM moves Voltorb can learn: all Electrode's except hyper beam
and skull bash
TM moves Electrode can learn: toxic, takedown, hyper beam, rage,
thunderbolt, thunder, teleport, mimic, double team, reflect,
bide, selfdestruct, swift, skull bash, rest, thunder wave,
explosion, substitute
HM moves they can learn: flash
TMs/HMs to mix things up: You could give it thunder to improve
its special attacks if you don't want to use him strategically.
Voltorb/Electrode can learn normal and electric type attacks.
weaknesses: ground
resistances: electric, flying
----------------------------------------------------------------
Cubone pika, petit+
Marowak poké, prime (Ground)
Stats:
Cubone base: 50 HP, 50 attack, 95 defense, 35 speed, 40 special
Marowak base: 60 HP, 80 attack, 110 defense, 45 speed, 50
special
max: 293-323 HP, 228-258 attack, 288-318 defense, 158-188 speed,
168-198 special
Evaluation: Marowak has a good defense, but poor special
defense. Her real advantage is in the powerful moveset of
ground attacks that she has. She is great against electric
types, and good against others that are weak against ground.
Just beware because she has low speed and special defenses.
Moves they can learn: growl, bone club, tail whip (yellow only),
headbutt (yellow only), leer, focus energy, thrash, bonemerang,
rage
Moves Marowak should keep are bonemerang, focus energy,
headbutt, and bone club. Bonemerang is a strong ground move,
headbutt is a strong normal attack with a good chance of making
the enemy flinch, bone club has a good chance of making the
enemy flinch, and focus energy improves the chance of critical
hit.
TM moves Cubone can learn: all Marowak's except hyper beam
TM moves Marowak can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, submission, seismic toss, counter, rage,
earthquake, fissure, dig, mimic, double team, bide, fire blast,
skull bash, rest, substitute
HM moves they can learn: strength
TMs/HMs to mix things up: You could give Marowak fire blast and
blizzard to counter the types she is weak against, but she
doesn't use special attacks very well. She has a pretty good
moveset as is. You could also give her double edge or mega
kick. Fissure and earthquake are good choices as well.
Cubone/Marowak can learn normal, ground, fire, ice, water, and
fighting type attacks.
weaknesses: water, grass, ice
resistances: poison, rock
----------------------------------------------------------------
Hitmonlee poké+, prime+ (Fighting)
Stats:
base: 50 HP, 120 attack, 53 defense, 87 speed, 35 special
max: 273-303 HP, 308-338 attack, 174-204 defense, 242-272 speed,
138-168 special
Evaluation: Stay away from ghost, but other than that, Hitmonlee
is one of the best physical attackers in the game. Good speedy
attacks make him a great choice in a lot of situations. Also be
careful because his defenses are not too great.
Moves it can learn: double kick, meditate, rolling kick, jump
kick, focus energy, high jump kick, mega kick
Moves it should keep are mega kick, high jump kick, focus
energy, and rolling kick. Mega kick is super powerful. Rolling
kick sometimes causes your enemy to flinch. High jump kick does
strong fighting damage, but does 1/8 the damage it would have
done if you miss to you. Focus energy brings up the chances for
a critical hit.
TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, submission, counter, seismic toss, rage,
mimic, double team, bide, metronome, swift, skull bash, rest,
substitute
HM moves it can learn: strength
TMs/HMs to mix things up: Hitmonlee already has a great moveset.
Don't bother with the TMs.
Hitmonlee can learn normal and fighting type attacks.
weaknesses: psychic, flying
resistances: bug, rock
----------------------------------------------------------------
Hitmonchan poké, prime (Fighting)
Stats:
base: 50 HP, 105 attack, 79 defense, 76 speed, 35 special
max: 273-303 HP, 278-308 attack, 226-256 defense, 220-250 speed,
138-168 special
Evaluation: Although standing a better chance against ghosts
with his elemental punches, Hitmonchan has a terrible special
and doesn't use the elemental punches very well. He is better
at using strong physical attacks. He lacks speed and has a
little less attack, so Hitmonlee is the better bet.
Moves it can learn: comet punch, agility, fire punch, ice punch,
thunder punch, mega punch, counter
Moves it should keep are counter, mega punch, agility, and ice
punch. You may also wish to keep the three elemental punches
and leave him with counter.
TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, submission, counter, seismic toss, rage,
mimic, double team, bide, metronome, swift, skull bash, rest,
substitute
HM moves it can learn: strength
TMs/HMs to mix things up: You may want to give Hitmonchan
submission for a true fighting type move. And you may want to
give him other powerful physical attacks as his special to use
the elemental punches isn't great. Double edge and mega kick
are good choices.
Hitmonchan can learn normal, fighting, ice, fire, and electric
type moves.
weaknesses: flying, psychic
resistances: bug, rock
----------------------------------------------------------------
Lickitung pika, poké, prime (Normal)
Stats:
base: 90 HP, 55 attack, 75 defense, 30 speed, 60 special
max: 353-383 HP, 178-208 attack, 218-248 defense, 128-158 speed,
188-218 special
Evaluation: Other than having a pretty good list of TMs to learn
from and having an ok special, he is not really good. His
defense is not bad because of his high HP.
Moves it can learn: wrap, supersonic, stomp, disable, defense
curl, slam, screech
Moves it should keep are screech, stomp, supersonic, and slam.
Slam is a powerful normal attack, as is stomp. Stomp sometimes
makes the enemy flinch. Screech lowers the opponent's defense
and helps Lickitung's attack.
TM moves it can learn: mega punch, swords' dance, mega kick,
toxic, body slam, takedown, double edge, bubblebeam, water gun,
ice beam, blizzard, hyper beam, submission, counter, seismic
toss, rage, thunderbolt, thunder, earthquake, fissure, mimic,
double team, bide, fire blast, skull bash, rest, substitute
HM moves it can learn: cut, surf, strength
TMs/HMs to mix things up: Fire blast, blizzard, and other strong
special moves are a good choice in the right situations. Mainly
you would want moves like double edge or mega kick to take
advantage of Lickitung's normal typing. Bubblebeam is a good
choice to counter rock types. Earthquake and fissure aren't bad
choices either.
Lickitung can learn normal, water, ice, fighting, electric,
ground, and fire type moves.
weaknesses: fighting
resistances: none
immunities: ghost
----------------------------------------------------------------
Koffing pika, petit
Weezing poké, prime (Poison)
Stats:
Koffing base: 40 HP, 65 attack, 95 defense, 45 speed, 60 special
Weezing base: 65 HP, 90 attack, 120 defense, 60 speed, 85
special
max: 303-333 HP, 248-278 attack, 308-338 defense, 188-218 speed,
238-268 special
Evaluation: Weezing has great defense. If you avoid psychics,
he should be able to defeat many pokémon with his strong poison
powers and good defense. Weezing does not attack as well as
Muk, but is more well rounded (though lacking in speed), making
him a better choice.
Moves they can learn: tackle, smog, sludge, smokescreen,
selfdestruct, haze, explosion
Moves Weezing should keep are explosion, sludge, smokescreen,
and smog. Smog is a decent poison attack, and sludge is even
stronger. Smokescreen raises your chance of evading enemy
attack. Explosion is a powerful self sacrifice move.
TM moves Koffing can learn: all Weezing's except hyper beam
TM moves Weezing can learn: toxic, hyper beam, rage,
thunderbolt, thunder, mimic, double team, bide, selfdestruct,
fire blast, rest, explosion, substitute
HM moves they can learn: none
TMs/HMs to mix things up: You may want to give Weezing fire
blast to counter bug types that he is weak against. You may
also want to give him toxic. Also since he has good attack, he
would be suited for hyper beam since that's the only powerful
physical attack he can learn.
Koffing/Weezing can learn fire, electric, normal, and poison
type attacks.
weaknesses: psychic, bug, ground
resistances: grass, fighting, poison
----------------------------------------------------------------
Chansey pika+, poké++, prime++ (Normal)
Stats:
base: 250 HP, 5 attack, 5 defense, 50 speed, 105 special
max: 673-703 HP (highest in game), 78-108 attack, 78-108
defense, 168-198 speed, 278-308 special
Evaluation: Chansey has the worst defense and attack in the
game. And though her speed is on the low end of the spectrum,
she does have some surprising advantages. She takes special
attacks very well, limiting your opponents to hitting her with
physical attacks. Since she has immense HP, she often can
survive those. Use counter to double the damage they did to
you, and send it back their way. Her many TMs she can learn are
put to good use since she has high special. Just beware strong,
quick fighting types.
Moves it can learn: pound, tail whip (yellow only), doubleslap,
sing, growl, minimize, defense curl, light screen, double edge
Moves it should keep are double edge, light screen, sing, and
minimize. Minimize raises Chansey's evade, and really helps
with its low defense. Sing may put your enemy to sleep. Light
screen reduces special attack damage by 50%, which makes her
very difficult to bring down with special attacks. Double edge
is a strong normal attack that does 1/4 of the damage you deal
to you.
TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, submission, counter, seismic toss, rage,
solar beam, thunderbolt, thunder, psychic, teleport, mimic,
double team, reflect, bide, metronome, egg bomb, fireblast,
softboiled, dream eater, rest, thunder wave, psywave, tri
attack, substitute
HM moves it can learn: strength, flash
TMs/HMs to mix things up: With a great special, Chansey can use
a lot of moves very well. Teach her thunder, blizzard, or
psychic. Psychic can help her counter fighting types. She is
the only one that can learn softboiled (besides Mew), which
restores half her HP in one round in battle, and is useful for
transferring some of her HP to other pokémon outside of battle,
so you don't have to go to the pokécenter as often. Counter is
good if she takes a strong physical attack and survives due to
her immense HP, then she can pay back the attack double which
really does big damage. Counter is best paired with reflect,
which will likely let her survive. Then unleash a counter to
rack up some big damage.
Chansey can learn normal, fighting, water, ice, electric, grass,
psychic, and fire type attacks.
weaknesses: fighting
resistances: none
immunities: ghost
----------------------------------------------------------------
Tangela pika, poké, prime (Grass)
Stats:
base: 65 HP, 55 attack, 115 defense, 60 speed, 100 special
max: 303-333 HP, 178-208 attack, 298-328 defense, 188-218 speed,
268-298 special
Evaluation: I think this is one of the decent well-rounded
pokémon. She lacks speed and physical attack, but she has good
special offense and defense, and great physical defense, along
with high HP. In my opinion she is great for a sacrifice play
to paralyze your opponent or put them to sleep, and if you play
her right, she may not even have to sacrifice herself in order
to accomplish this task.
Moves it can learn: constrict, bind, absorb, vine whip (yellow
only), poisonpowder, stun spore, sleep powder, slam, growth
Moves it should keep are vine whip, sleep powder, stun spore,
and absorb. Vine whip is a strong grass attack, absorb is not
as strong but you get HP back from using it. Sleep powder puts
the enemy to sleep and stun spore gives you the speed advantage.
TM moves it can learn: swords' dance, toxic, body slam,
takedown, double edge, hyper beam, rage, mega drain, solar beam,
mimic, double team, bide, skull bash, rest, substitute
HM moves it can learn: cut
TMs/HMs to mix things up: Give Tangela solar beam and mega
drain. Double edge and maybe even hyper beam could pay off too,
if you give her swords' dance.
Tangela can learn normal and grass type attacks.
weaknesses: fire, bug, ice, flying, poison
resistances: water, electric, grass, ground
----------------------------------------------------------------
Kangaskhan poké, prime (Normal)
Stats:
base: 105 HP, 95 attack, 80 defense, 90 speed, 40 special
max: 383-413 HP, 258-288 attack, 228-258 defense, 248-278 speed,
148-178 special
Evaluation: Kangaskhan has strong, quick physical attacks. It
lacks only the ability to defend against and use special attacks
well. She is best used against opponents she can outspeed and
that are weaker against physical attacks.
Moves it can learn: comet punch, rage, bite, tail whip, mega
punch, leer, dizzy punch
Moves it should keep are dizzy punch, mega punch, bite, and
leer. Leer lowers the opponent's defense. Dizzy punch is a
unique powerful normal attack. Mega punch is a strong normal
attack, and bite is strong and causes the enemy to flinch
sometimes.
TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, submission, counter, seismic toss, rage,
thunderbolt, thunder, earthquake, fissure, mimic, double team,
bide, fire blast, skull bash, rest, rock slide, substitute
HM moves it can learn: surf, strength
TMs/HMs to mix things up: You might want to give her earthquake
or rock slide for some type advantages, or double edge and mega
kick for strong attacks. Her lack of special makes special
moves not a very good choice. She can counter rock and fighting
types with moves like earthquake. Fissure isn't a bad choice
either.
Kangaskhan can learn normal, fighting, water, ice, electric,
ground, rock, and fire type attacks.
weaknesses: fighting
resistances: none
immunities: ghost
----------------------------------------------------------------
Horsea petit
Seadra pika, poké+, prime+ (Water)
Stats:
Horsea base: 30 HP, 40 attack, 70 defense, 60 speed, 70 special
Seadra base: 55 HP, 65 attack, 95 defense, 85 speed, 95 special
max: 283-313 HP, 198-228 attack, 258-288 defense, 238-268 speed,
258-288 special
Evaluation: Seadra has great balanced stats. It has no great
advantages, but balanced stats help it to be one of the better
pokémon. It can use and defend against all types of attacks
well, though it lacks a bit in physical attack. And it has good
speed. One of the best water pokémon.
Moves they can learn: bubble, smokescreen, leer, water gun,
agility, hydro pump
Moves Seadra should keep are hydro pump, water gun, smokescreen,
and agility. Agility raises its good speed. Hydro pump is the
most powerful water attack, water gun backs it up with reserve
water attacks, smokescreen helps with your evade. (Keep leer if
you are going to give it hyper beam).
TM moves Horsea can learn: all Seadra's except hyper beam
TM moves Seadra can learn: toxic, takedown, double edge,
bubblebeam, water gun, ice beam, blizzard, hyper beam, rage,
mimic, double team, bide, swift, skull bash, rest, substitute
HM moves they can learn: surf
TMs/HMs to mix things up: Give Seadra surf or blizzard to give
it some more powerful moves. Blizzard's good for countering the
grass types. With its decent attack it would be good to give it
double edge also.
Horsea/Seadra can learn normal, water, and ice type attacks.
weaknesses: electric, grass
resistances: fire, water, ice
----------------------------------------------------------------
Goldeen pika, petit
Seaking poké, prime (Water)
Stats:
Goldeen base: 45 HP, 67 attack, 60 defense, 63 speed, 50 special
Seaking base: 80 HP, 92 attack, 65 defense, 68 speed, 80 special
max: 333-363 HP, 252-282 attack, 198-228 defense, 204-234 speed,
228-258 special
Evaluation: Seaking is a good average pokémon lacking a little
in physical defense. Her powerful offense and strong water
moves make her a pretty good choice though.
Moves they can learn: peck, tail whip, supersonic, horn attack,
fury attack, waterfall, horn drill, agility
Moves Seaking should keep are waterfall, horn attack, agility,
and horn drill. Horn drill has a chance of getting a one hit
KO, agility boosts its fair speed, horn attack is a good high
accuracy attack, and waterfall is a strong unique water move.
TM moves Goldeen can learn: all Seaking's except hyper beam
TM moves Seaking can learn: toxic, horn drill, takedown, double
edge, bubblebeam, water gun, ice beam, blizzard, hyper beam,
rage, mimic, double team, bide, swift, skull bash, rest,
substitute
HM moves they can learn: surf
TMs/HMs to mix things up: You may want to give Seaking surf or
blizzard to give her more powerful attacks. Double edge is
helpful.
Goldeen/Seaking can learn normal, water, and ice type attacks.
weaknesses: electric, grass
resistances: fire, water, ice
----------------------------------------------------------------
Mr. Mime pika+, poké, prime (Psychic)
Stats:
base: 40 HP, 45 attack, 65 defense, 90 speed, 100 special
max: 253-283 HP, 158-188 attack, 198-228 defense, 248-278 speed,
268-298 special
Evaluation: Mr. Mime is one of the better traded-for pokémon.
If you teach him psychic and keep the rest of his moveset, he is
pretty decent in battle. He can't take physical hits very well,
but that can be made up for with barrier.
Moves it can learn: barrier, confusion, light screen, double
slap, meditate, substitute
Moves it should keep are substitute, light screen, barrier,
confusion. Confusion is a good psychic attack that sometimes
confuses. Light screen reduces damage from special attacks by
50%, barrier greatly increases his low defense, and substitute
makes a clone for 1/4 of max HP to take damage for you.
TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, hyper beam, submission, counter, seismic
toss, rage, solar beam, thunderbolt, thunder, psychic, teleport,
mimic, double team, reflect, bide, metronome, skull bash, rest,
thunder wave, psywave, substitute
HM moves it can learn: flash
TMs/HMs to mix things up: You will want to teach him psychic to
take advantage of his special powers fully. His moveset already
has pretty good moves. You also may want to give him strong
physical attacks like mega kick and double edge in place of
substitute.
Mr. Mime can learn normal, psychic, fighting, electric, and
grass type attacks.
weaknesses: bug
resistances: fighting, psychic
immunities: ghost
----------------------------------------------------------------
Electabuzz poké, prime (Electric)
Stats:
base: 65 HP, 83 attack, 57 defense, 105 speed, 85 special
max: 303-333 HP, 234-264 attack, 182-212 defense, 278-308 speed,
238-268 special
Evaluation: Electabuzz is a good choice. He only has trouble
with physical defense, so be sure to avoid ground types.
Electabuzz has good speedy attacks and a decent special defense.
Moves it can learn: quick attack, leer, thundershock, screech,
thunder punch, light screen, thunder
Moves it should keep are thunder, light screen, screech, and
thunder punch. Thunder and thunder punch are strong electric
moves, light screen reduces special damage by 50%, and screech
greatly lowers the opponent's defense.
TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, hyper beam, submission, counter, seismic
toss, rage, thunderbolt, thunder, psychic, teleport, mimic,
double team, reflect, bide, metronome, swift, skull bash, rest,
thunder wave, psywave, substitute
HM moves it can learn: strength, flash
TMs/HMs to mix things up: With his good attack and decent
special, you may want to give him double edge, mega kick, or
psychic. Psychic gives him the needed edge on ground types and
other types. Reflect can help boost his defense against ground
attacks.
Electabuzz can learn normal, fighting, psychic, and electric
attacks.
weaknesses: ground
resistances: flying, electric
----------------------------------------------------------------
Magmar poké, prime (Fire)
Stats:
base: 65 HP, 95 attack, 57 defense, 93 speed, 85 special
max: 303-333 HP, 258-288 attack, 182-212 defense, 254-284 speed,
238-268 special
Evaluation: Magmar doesn't seem to me to be as good as
Electabuzz because of less speed, but he can still use special
attacks, especially fire ones, pretty well. Avoid rock and
ground types.
Moves it can learn: ember, leer, confuse ray, fire punch,
smokescreen, smog, flamethrower
Moves it should keep are flamethrower, smog, smokescreen, and
confuse ray. Confuse ray confuses your opponent, smog is a good
poison attack, smokescreen gives him higher evade, and
flamethrower is a powerful fire move.
TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, hyper beam, submission, counter, seismic
toss, rage, psychic, teleport, mimic, double team, bide,
metronome, fire blast, skull bash, rest, psywave, substitute
HM moves it can learn: strength
TMs/HMs to mix things up: With a decent special, you may want to
give him fire blast or psychic. Also mega kick and double edge
look good with his good attack. Submission is a good choice to
use against rock types, and psychic looks good to counter a lot
of other types he is weak against.
Magmar can learn normal, fighting, psychic, poison, and fire
type attacks.
weaknesses: water, ground, rock
resistances: fire, grass, bug
----------------------------------------------------------------
Pinsir pika+, poké+, prime (Bug)
Stats:
base: 65 HP, 125 attack, 100 defense, 85 speed, 55 special
max: 303-333 HP, 318-348 attack, 268-298 defense, 238-268 speed,
178-208 special
Evaluation: Pinsir is better than Scyther because of his fewer
weaknesses, and a strong speedy pokémon. He is definitely a
good choice in battle. Avoid enemies that have strong special
attacks, especially ones he is weak against. Guillotine gives
him a chance in those impossible situations.
Moves it can learn: vicegrip, bind (yellow only), seismic toss,
guillotine, focus energy, harden, slash, swords' dance
Moves it should keep are swords' dance, slash, seismic toss, and
guillotine. Guillotine is sometimes a one hit KO move. Slash
is a strong attack with high chance of critical hit. Swords'
dance greatly raises its attack. Seismic toss does damage equal
to your level.
TM moves it can learn: swords' dance, toxic, body slam,
takedown, double edge, hyper beam, submission, seismic toss,
rage, mimic, double team, reflect, rest, substitute
HM moves it can learn: cut, strength
TMs/HMs to mix things up: You may want to give Pinsir double
edge or submission (to counter rock types) with its high attack,
but it already has a good moveset. You may even want hyper beam
if you kept swords' dance.
Pinsir can learn normal and fighting type attacks.
weaknesses: fire, poison, rock, flying
resistances: grass, fighting, ground
----------------------------------------------------------------
Tauros poké+, prime+ (Normal)
Stats:
base: 75 HP, 100 attack, 95 defense, 110 speed, 70 special
max: 323-353 HP, 268-298 attack, 258-288 defense, 288-318 speed,
208-238 special
Evaluation: Tauros is very strong and fast. The only area he
lacks in is being unable to use and defend against special
attacks. With his decent speed and other balanced stats, he
should fare well in most battles.
Moves it can learn: tackle, stomp, tail whip, leer, rage,
takedown
Moves it should keep are takedown, stomp, leer, and rage.
Takedown is a powerful attack that does 1/4 of the damage you
cause to you. Rage is an ok attack that boosts your attack
power every time you get attacked, you lose control of the
pokémon though, and it attacks automatically every round. Leer
lowers the enemy's defense, and stomp may make your opponent
flinch.
TM moves it can learn: toxic, horn drill, body slam, takedown,
double edge, ice beam, blizzard, hyper beam, rage, thunderbolt,
thunder, earthquake, fissure, mimic, double team, bide, fire
blast, skull bash, rest, substitute
HM moves it can learn: strength
TMs/HMs to mix things up: Teach Tauros double edge or earthquake
to give it some more powerful attacks. Its special is not too
bad, so you may want to give it some of the powerful special
moves it can learn. You may also consider giving it both horn
drill and fissure to try for the one hit KOs, this can improve
its performance in battle a lot if you get lucky.
Tauros can learn normal, ice, electric, ground, and fire type
attacks.
weaknesses: fighting
resistances: none
immunities: ghost
----------------------------------------------------------------
Ditto pika, petit, poké, prime (Normal)
Stats: (after transforming it gains the same stats as your
enemy)
base: 48 HP, 48 attack, 48 defense, 48 speed, 48 special
max: 269-299 HP, 164-194 attack, 164-194 defense, 164-194
speed, 164-194 special
Evaluation: All in all I don't think Ditto is very good. He can
be useful to become Mewtwo and other powerful pokémon your
opponent is using, but since he lacks speed and all other stats,
it is difficult not to be knocked out before transforming.
Moves it can learn: transform
The only move it learns is transform. Transform lets it become
an exact copy of the pokémon you are fighting.
TM moves it can learn: none
HM moves it can learn: none
TMs/HMs to mix things up: He doesn't learn any so this doesn't
apply.
Ditto can learn whatever type attacks your opponent knows.
weaknesses: fighting--or whatever the weaknesses are when you
take on your opponent's type(s)
resistances: none--or whatever the resistances are when you take
on your opponent's type(s)
immunities: ghost--or whatever the immunities are when you take
on your opponent's type(s)
----------------------------------------------------------------
Eevee petit (Normal)
base: 55 HP, 55 attack, 50 defense, 55 speed, 65 special
Evaluation: It is an ok pokémon to use in Petit cup, but the
evolutions are better choices for all other cups.
Moves it can learn: tackle, sand attack, growl, quick attack,
tail whip, bite, focus energy, take down
Moves it should keep are take down, focus energy, quick attack,
and sand attack. Blind your opponent with sand attack then
focus energy and pound them with take down and quick attack.
TM moves it can learn: toxic, body slam, take down, double edge,
rage, mimic, double team, reflect, bide, swift, skull bash,
rest, substitute
HM moves it can learn: none
TMs/HMs to mix things up: I would definitely go with double
edge, and reflect to help Eevee have a better chance.
Eevee can learn normal type attacks.
weaknesses: fighting
resistances: none
immunities: ghost
----------------------------------------------------------------
Vaporeon pika++, poké+, prime+ (Water)
Stats:
base: 130 HP, 65 attack, 60 defense, 65 speed, 110 special
max: 433-463 HP, 198-228 attack, 188-218 defense, 198-228 speed,
288-318 special
Evaluation: With its excellent HP and great special, Vaporeon is
the queen of the water types. She doesn't take physical attacks
very well, but she has no type weakness against any physical
attacks, and it can be made up for with acid armor. Use her
powerful special to defeat many enemies. Her speed is low, so
she is good mostly against the types that are weak to water or
ice. The fortunate thing is she is very durable, so her speed
is not as much of a factor as with some. Vaporeon is a good
candidate to use haze with in case your opponent uses things
such as agility, swords' dance, reflect, amnesia, etc.
Moves it can learn: (I recommend you get Eevee from yellow and
you evolve Eevee as soon as you get it, moves could vary and not
be as good otherwise) tackle (red/blue only) quick attack, tail
whip (yellow only), growl, sand attack, water gun (red/blue
only), tail whip (red/blue only, yellow already knows it), bite,
aurora beam (yellow only), acid armor, haze, mist (red/blue
only), hydro pump
Moves it should keep are hydro pump, acid armor, bite, and
aurora beam. Aurora beam is an ok ice attack that sometimes
lowers attack. Acid armor greatly increases Vaporeon's defense,
hydro pump is the strongest water move, and bite sometimes makes
the enemy flinch. You may also want to consider evolving Eevee
at level 36 to have focus energy to give hydro pump (and
blizzard) more critical hits.
TM moves it can learn: toxic, body slam, takedown, double edge,
bubblebeam, water gun, ice beam, blizzard, hyper beam, rage,
mimic, double team, reflect, bide, swift, skull bash, rest,
substitute
HM moves it can learn: surf
TMs/HMs to mix things up: You may want to give Vaporeon surf or
blizzard to boost its attacks, and to counter grass types.
Double edge looks decent also.
Vaporeon can learn normal, water, and ice type moves.
weaknesses: electric, grass
resistances: fire, water, ice
----------------------------------------------------------------
Jolteon pika++, poké++, prime++ (Electric)
Stats:
base: 65 HP, 65 attack, 60 defense, 130 speed, 110 special
max: 303-333 HP, 198-228 attack, 188-218 defense, 328-358 speed,
288-318 special
Evaluation: Jolteon is ok, and if it had better strength it
would be great. It is possible to use him against Mewtwo
because he has high special to resist psychic, and then bombard
Mewtwo with pin missile, but the lack of strength probably won't
make a dent in him because pin missile is already a weak move.
Jolteon has several type advantages with his moves, he just
could stand more strength to use them.
Moves it can learn: (I recommend you catch Eevee on red/blue for
this one and evolve it as soon as you get it for the best move
results) tackle (red/blue only), quick attack, tail whip
(red/blue only, yellow already knows it), growl, sand attack,
thundershock (red/blue only), thunder wave, double kick,
agility, pin missile, thunder
Moves it should keep are thunder, double kick, pin missile, and
thunder wave. Pin missile is a decent bug attack and works ok
against Mewtwo. Double kick is an ok fighting move. Thunder is
the strongest electric attack, and thunder wave will give you
the speed advantage over an opponent. You may opt to keep sand
attack instead of double kick to increase evade, but Jolteon
loses type advantages. You may also consider focus energy from
Eevee to increase the critical hit percentage of thunder, in
which case you don't evolve Eevee until level 36.
TM moves it can learn: toxic, body slam, takedown, double edge,
hyper beam, rage, thunderbolt, thunder, mimic, double team,
reflect, bide, swift, skull bash, rest, thunder wave, substitute
HM moves it can learn: flash
TMs/HMs to mix things up: You may want to give Jolteon
thunderbolt for more electric moves. You may also want to give
it double edge for stronger attack. I do have to recommend the
versatility of most of its original moveset besides agility
though. Remember though that agility could help thunder to hit
more often.
Jolteon can learn normal, bug, fighting, and electric type
attacks.
weaknesses: ground
resistances: electric, flying
----------------------------------------------------------------
Flareon pika++, poké+, prime+ (Fire))
Stats:
base: 65 HP, 130 attack, 60 defense, 65 speed, 110 special
max: 303-333 HP, 328-358 attack, 188-218 defense, 198-228 speed,
288-318 special
Evaluation: Flareon has great attacks, but lacks defense and
speed which makes things really bad against ground types.
Flareon is the least useful of all the Eevee evolutions, but is
still a good fire pokémon.
Moves it can learn: (I recommend you get Eevee from yellow and
you evolve Eevee as soon as you get it, moves could vary and not
be as good otherwise) tackle (red/blue only) quick attack, tail
whip (yellow only), growl, sand attack, ember (red/blue only),
tail whip (red/blue only, yellow already knows it), bite, leer,
firespin, smog (yellow only), rage (red/blue only), flamethrower
Moves it should keep are flamethrower, fire spin, smog, and
bite. Bite may cause your enemy to flinch, firespin can bind
slower opponents, flamethrower is a strong fire attack, and smog
is a decent poison attack. You may wish to evolve Eevee at 36
to be able to learn focus energy, so you can boost the chance of
critical hit with fire blast and double edge or hyper beam.
TM moves it can learn: toxic, body slam, takedown, double edge,
hyper beam, rage, mimic, double team, reflect, bide, fire blast,
swift, skull bash, rest, substitute
HM moves it can learn: none
TMs/HMs to mix things up: You may wish to give Flareon fire
blast to give it a stronger attack. You may wish to give it
double edge or hyper beam as well, especially if you have focus
energy.
Flareon can learn fire, normal, and poison type attacks.
weaknesses: water, ground, rock
resistances: fire, grass, bug
----------------------------------------------------------------
Porygon pika, poké, prime (Normal)
Stats:
base: 65 HP, 60 attack, 70 defense, 40 speed, 75 special
max: 303-333 HP, 188-218 attack, 208-238 defense, 148-178 speed,
218-248 special
Evaluation: Porygon is darned expensive and you don't get much
in return. He can learn some good attacks, and conversion can
help you to always have a resistance. He is an ok choice.
Moves it can learn: tackle, sharpen, conversion, psybeam,
recover, agility, tri attack
Moves it should keep are recover, psybeam, conversion, and tri
attack. Tri attack is a strong normal attack. Conversion lets
you become the type(s) that your opponent is. Psybeam is a
strong psychic attack, and recover lets you get back half your
HP in one round.
TM moves it can learn: toxic, takedown, double edge, ice beam,
blizzard, hyper beam, rage, thunderbolt, thunder, psychic,
teleport, mimic, double team, reflect, bide, swift, skull bash,
rest, thunder wave, psywave, tri attack, substitute
HM moves it can learn: flash
TMs/HMs to mix things up: Since Porygon has a decent special,
you can give him moves like blizzard and thunder to help him
out. Also he can use double edge and mega kick fairly well
because of his normal typing.
Porygon can learn normal, psychic, ice, and electric type
attacks.
weaknesses: fighting--or whatever the weaknesses of the type(s)
that you take on are
resistances: none--or whatever the weaknesses of the type(s)
that you take on are
immunities: ghost--or whatever the immunities of the type(s)
that you take on are
----------------------------------------------------------------
Snorlax poké+, prime++ (Normal)
Stats:
base: 160 HP, 110 attack, 65 defense, 30 speed, 65 special
max: 493-523 HP, 288-318 attack, 198-228 defense, 128-158 speed,
198-228 special
Evaluation: Snorlax lacks in defense, speed, and special, but
his special can be bolstered with amnesia. His high HP makes up
for his low defenses, and he really can take a lot of punishment
with the right moves. He can do some serious damage with double
edge, mega kick, and hyper beam. He is one of the better ones.
Moves it can learn: headbutt, amnesia, rest, body slam, harden,
double edge, hyper beam
Moves it should keep are hyper beam, double edge, body slam, and
headbutt. Headbutt has a good chance of making your opponent
flinch, body slam may paralyze them, hyper beam is the strongest
normal move and since Snorlax learned it on his own and is a
normal type, he uses it best. Double edge is a incredibly
strong attack in Snorlax's hands. You may want to keep amnesia
to help his special. You may want Amnesia instead of headbutt.
TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, pay day, submission, counter, seismic
toss, rage, solar beam, thunderbolt, thunder, earthquake,
fissure, psychic, mimic, double team, reflect, bide, metronome,
selfdestruct, fire blast, skull bash, rest, psywave, rock slide,
substitute
HM moves it can learn: surf, strength
TMs/HMs to mix things up: If you keep amnesia, then you can
unleash a whole killer group of TMs Snorlax can learn and use
decently. On his own he uses moves like earthquake and rock
slide better though. You may wish to keep most of his regular
moveset, as he is a normal type and uses them all well. Counter
might be good too, unleash 2x the damage that your opponent did
to you. Be careful of speedy attackers with strong special
moves though, sometimes it may be wiser to use another one of
your team members to gain the speed advantage on your opponent.
Definitely consider mega kick for Snorlax too, because he can
use it VERY well. Rest looks good.
Snorlax can learn normal, fighting, water, ice, grass, electric,
ground, psychic, fire, and rock type attacks.
weaknesses: fighting
resistances: none
immunities: ghost
----------------------------------------------------------------
Mewtwo prime++ (Psychic)
Stats:
max: 385-415 HP, 288-318 attack, 248-278 defense, 328-358 speed,
376-406 special (highest in game)
Evaluation: This is my favorite pokémon in terms of strength
(Raichu otherwise). Mewtwo is phenomenal. His one small
weakness, that you can make desperate attempts at, is his
physical defense, and it's even pretty good. Dragonite and
another Mewtwo stand good chances against him if you use
strategy. Make strategy plays, take away Mewtwo's speed with
paralyze or freeze him and bring Beedrill (which has a weakness
against Mewtwo) in. Other than that, this guy has the best
moveset and will still put up a big fight to the finish. This
one is the undisputed ultimate pokémon.
Moves it can learn: swift, barrier, psychic, recover, mist,
amnesia
Moves it should keep are amnesia, barrier, recover, and psychic.
Psychic is truly an attack to be feared from Mewtwo, and amnesia
boosts its power along with his defense against special attacks.
Recover can restore half his max HP in a single round, and
barrier greatly increases his physical defense, which is his
only weaker point.
TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, pay day (can't learn on yellow),
submission, counter, seismic toss, rage, solar beam,
thunderbolt, thunder, psychic, teleport, mimic, double team,
reflect, bide, metronome, selfdestruct, fire blast, skull bash,
rest, thunder wave, psywave, tri attack, substitute
HM moves it can learn: strength, flash
TMs/HMs to mix things up: Well let's see, I rather like his
awesome moveset as is, but there are some possibilities here.
You can teach him thunder, fire blast, blizzard, solar beam, or
bubblebeam and he would use them all well. You could make
strategy plays and use bide for his defense, and give him mega
kick or double edge as a powerful physical attack. There are
lots of possibilities here. Thunder and Blizzard get rid of
those annoying psychic dual types, and strong physical attacks
get rid of the other psychic types. The problem is if you take
away some of his original moveset you will lose certain
advantages while gaining others. Rest and double team can help
his strategy too, but remember, if you take away from the
original moveset you loose some advantages.
Mewtwo can learn normal, fighting, water, ice, psychic, grass,
and fire type attacks.
weaknesses: bug
resistances: fighting, psychic
immunities: ghost
----------------------------------------------------------------
Mew prime++ (Psychic)
Stats: stats will be what your opponent's are if you use
transform, so you can lose stats from using it
max: 373-403 HP, 268-298 attack, 268-298 defense, 268-298 speed,
268-298 special
Evaluation: Hmm, Mew has better defense than Mewtwo, but lacks
in the other areas. It can also learn almost as good of a
moveset from TMs, but will be lacking a little more defense
building moves. If you give it softboiled it will help. This
guy is like a well rounded psychic, better in ways than Hypno
and Alakazam, but not as good as Mewtwo.
Moves it can learn: pound, transform, mega punch, metronome,
psychic
Moves it should keep are psychic, mega punch, transform, and
metronome. Metronome uses a random move, sometimes good,
sometimes bad. Mega punch is a strong physical attack.
Transform lets Mew become whatever pokémon she is fighting.
Psychic is very powerful in the hands of Mew.
TM moves it can learn: all
HM moves it can learn: all
TMs/HMs to mix things up: Well let's see. You should give Mew a
strong physical attack like mega kick or double edge, and maybe
reflect to make up for its lesser defense. Also give it
blizzard for another strong attack. You could pair swords'
dance with hyper beam to give it very powerful attack and become
a little stronger. I highly recommend you give it softboiled so
it can regain half its HP whenever you want.
Mew can learn normal, fighting, psychic, water, ice, fire, rock,
ground, grass, electric, and flying type attacks--and whatever
attacks the opponent knows if you transform.
weaknesses: bug--or whatever the weaknesses of your opponent are
if you transform
resistances: psychic, fighting--or whatever the resistances of
your opponent are if you transform
immunities: ghost--or whatever the immunities of your opponent
are if you transform
----------------------------------------------------------------
VII. Dual types
Dual types have great advantages and disadvantages in battle.
They will resist some attacks to the point of only taking 1/4 to
3/8 the normal damage, but some attacks may do 4 times to 6
times the normal damage against them. Having the right dual
type in battle will give you a big advantage, having the wrong
one will give you a big disadvantage. Using dual types is
always a huge gamble (unless you know your opponent's pokémon).
Knowing their strengths and weaknesses can take some of the
gamble out of this situation, though, and increase your
likelihood to succeed. This next section will expose the hidden
strengths and weaknesses of dual types.
Bulbasaur petit
Ivysaur pika
Venusaur poké+, prime (Grass/Poison--your two defensive types,
remember if using an attack of these types you will do 1.5x
normal damage with it)
Stats:
Bulbasaur base: 45 HP, 49 attack, 49 defense, 45 speed, 65
special
Ivysaur base: 60 HP, 62 attack, 63 defense, 60 speed, 80 special
Venusaur base: 80 HP, 82 attack, 83 defense, 80 speed, 100
special
max: 333-363 HP, 232-262 attack, 234-264 defense, 228-258 speed,
268-298 special
Evaluation: Venusaur is a good average pokémon. He would not be
a good choice against Articuno, Charizard, or Moltres because
most of his moves only do 3/8 the regular damage to them. He
also has quite a few weaknesses, steer clear of pokémon with
strong bug attacks. With his good stats though, he can
sometimes overcome those pokémon that have some type advantages
over him.
Moves they can learn: tackle, growl, leech seed, vine whip,
poison powder, razor leaf, growth, sleep powder, solar beam
You should keep sleep powder, razor leaf, solar beam, and growth
for Venusaur. Optionally you can keep leech seed instead of
growth for the leech seed/toxic trick (see status attacks
below). Leech seed is cool because it works even after you
switch away from Venusaur, draining your opponent's energy and
giving it to your current pokémon. Try using it while your
opponent is sleeping, and continue to make him sleep until he is
out of energy, switch to pokémon that needs energy, it is quite
useful (thanks Alvaro). Sleep powder can put your enemies to
sleep with ease, and Venusaur has good speed, making it good to
knock out tough opponents to get free hits on them. Razor leaf
has a good chance of critical hit. Solar beam is really
powerful, but be sure you can take a hit as it takes a round to
charge before using. Growth raises Venusaur's special, which
effects nearly all of his attacks.
TM moves Bulbasaur and Ivysaur can learn: all Venusaur's except
hyper beam
TM moves Venusaur can learn: swords dance, toxic, body slam,
takedown, double edge, hyper beam, rage, mega drain, solar beam,
mimic, double team, reflect, bide, rest, substitute
HM moves they can learn: cut
TMs/HMs to mix things up: Mega Drain is a good TM to teach
Venusaur, as you get a lot of health back from enemies who are
weak against grass attacks, but his regular moveset is also
nice. You may want to give him strong physical attacks to give
him a chance against fire and bug types, since he does have a
high strength (thanks Alvaro). If you teach him toxic and kept
leech seed, and set both of them in on your opponent you will
wear them down to nothing in a few rounds.
Bulbasaur/Ivysaur/Venusaur can learn normal and grass type
attacks (see the chart in basic strategy to see how these
attacks effect other pokémon).
weaknesses: ice, flying, ground, fire, psychic
big weaknesses (4x-6x damage from opponent due to both your
defensive types being weak against its attack): bug
resistances: electricity, water, poison, fighting
big resistances (1/4-3/8 damage from opponent due to both your
defensive types being strong against its attack): none
----------------------------------------------------------------
Charmander petit+ (Fire)
Charmeleon pika++ (Fire)
Charizard poké+, prime (Fire/Flying)
Stats:
Charmander base: 39 HP, 52 attack, 43 defense, 65 speed, 50
special
Charmeleon base: 58 HP, 64 attack, 58 defense, 80 speed, 65
special
Charizard base: 78 HP, 84 attack, 78 defense, 100 speed, 85
special
max: 329-359 HP, 236-266 attack, 224-254 defense, 268-298 speed,
238-268 special
Evaluation: Charizard is a fairly good pokémon. Try to stay
away from pokémon with strong rock attacks though. Omastar and
Kabutops have big defenses against Charizard. Grass and bug
type attacks will barely phase Charizard. He has pretty decent
stats, but is probably the least powerful of the original three
you can pick in red or blue.
Moves they can learn: scratch, growl, ember, leer, rage, slash,
flamethrower, fire spin
You should keep fire spin, flamethrower, slash, and leer on
Charizard. Fire spin is good to bind slower pokémon. Slash is
just one of those great normal attacks with a good chance of
critical hit. Flamethrower is a strong fire move. And leer is
good to lower your opponent's defense.
TM moves Charmander and Charmeleon can learn: all Charizard's
except hyper beam, earthquake, and fissure
TM moves Charizard can learn: mega punch, swords dance, mega
kick, toxic, body slam, takedown, double edge, hyper beam,
submission, counter, seismic toss, rage, dragon rage,
earthquake, fissure, dig, mimic, double team, reflect, bide,
fire blast, swift, skull bash, rest, substitute
HM moves they can learn: cut, strength, fly (Charizard on
yellow only)
TMs/HMs to mix things up: You may wish to replace leer with
fire blast, the strongest fire move. You may want to teach
Charizard moves like dig or earthquake to give him a good chance
against rock and electric types, since he has good speed. You
may want to teach him counter or seismic toss. Counter does
double damage back to your opponent as long as you took a
"physical attack" (see basic strategies section above). Seismic
toss does damage equal to your current level, and is useful
sometimes. You may even want to give him fly (yellow only),
though I don't think it helps him too much.
Charizard can learn normal, fire, flying (yellow only),
fighting, and ground type attacks.
Charmander/Charmeleon can learn all Charizard's type attacks
except ground and flying type attacks.
weaknesses: water, electricity, ice (Charizard),
(Charmander/Charmeleon water, ground, rock)
big weaknesses: rock (Charizard)
resistances: fire, fighting (Charizard), (Charmander/Charmeleon
grass, bug, fire)
big resistances: grass, bug (Charizard)
immunities: ground (Charizard)
----------------------------------------------------------------
Caterpie petit (Bug)
Butterfree pika, poké, prime (Bug/Flying)
Stats:
Caterpie base: 45 HP, 30 attack, 35 defense, 45 speed, 20
special
Butterfree base: 60 HP, 45 attack, 50 defense, 70 speed, 80
special
max: 293-323 HP, 158-188 attack, 168-198 defense, 208-238 speed,
228-258 special
Evaluation: Even with lower than average stats, I found
Butterfree decent in combat. His moveset makes most of the
difference. He is good at attacking sleeping opponents. His
psybeam is powerful because his special is decent.
Unfortunately, he has many weaknesses, especially against rock
types.
Moves Butterfree can learn: tackle, string shot, harden (yellow
only if evolved from Caterpie--on red/blue if you waited to
evolve him, but I recommend catching him on yellow), confusion,
poison powder, stun spore, sleep powder, supersonic, whirlwind,
gust (yellow only), psybeam (Caterpie learns tackle, string shot
only)
You should keep psybeam, sleep powder, supersonic, and stun
spore for Butterfree. Stun spore works for a speed advantage,
supersonic confuses your opponent, sleep powder is the good
sleep move, and psybeam is a nice psychic attack that few can
resist.
TM moves Caterpie can learn: none
TM moves Butterfree can learn: razor wind, whirlwind, toxic,
takedown, double edge, hyper beam, rage, mega drain, solar beam,
psychic, teleport, mimic, double team, reflect, bide, swift,
rest, psywave, substitute
HM moves it can learn: strength (Butterfree yellow only)
TMs/HMs to mix things up: You may wish to teach Butterfree
psychic if you have an extra TM to use. You can also teach him
solar beam and mega drain to give those rock or ground types a
nasty surprise. Psywave may be a good choice to teach him also,
as it randomly does high damage and sometimes low. Reflect may
help protect him against some of his physical weaknesses.
Butterfree can learn normal, psychic, and grass type attacks.
Caterpie can learn normal type attacks.
weaknesses: electric, fire, poison, ice, flying (Butterfree),
(Caterpie fire, poison, flying)
big weaknesses: rock (Butterfree)
resistances: bug (Butterfree), (Caterpie grass, fighting,
ground)
big resistances: fighting, grass (Butterfree)
immunities: ground (Butterfree)
----------------------------------------------------------------
Weedle petit
Beedrill pika, poké, prime (Bug/Poison)
Stats:
Weedle base: 40 HP, 35 attack, 30 defense, 50 speed, 20 special
Beedrill base: 65 HP, 80 attack, 40 defense, 75 speed, 45
special
max: 303-333 HP, 228-258 attack, 148-178 defense, 218-248 speed,
158-188 special
Evaluation: Beedrill is fairly decent because of his high HP and
good, decently speedy attacks. He is good against psychics who
have lower speed. Try paralyzing, putting to sleep, or freezing
the psychic type and then getting Beedrill in to finish them.
He is the only pokémon to have decently powerful bug attacks and
be a bug type at the same time. His drawback is that he has a
large amount of weaknesses.
Moves he can learn: poison sting, string shot, harden (if you
waited until he learned it as Kakuna, then evolved him, I
recommend you just evolve him sooner though), fury attack, focus
energy, twineedle, rage, pin missile, agility (Weedle can only
learn poison sting and string shot)
Twineedle, pin missile, focus energy, and agility should be kept
for Beedrill. Twineedle and pin missile are the only decently
powerful bug moves in the game, and the only moves that do good
damage against psychic types, twineedle may also poison your
enemy. Focus energy will give those moves a better chance of
critical hit, and agility could be used on a free round to gain
the speed advantage on a psychic type.
TM moves Weedle can learn: none
TM moves Beedrill can learn: swords dance, toxic, takedown,
double edge, hyper beam, rage, mega drain, mimic, double team,
reflect, bide, swift, skull bash, rest, substitute
HM moves Beedrill can learn: cut
TMs/HMs to mix things up: You may want to teach mega drain to
Beedrill, but it would only give him a small chance at the
ground and rock pokémon. The rest of Beedrill's TMs all involve
normal attacks. Reflect may help protect him from some of his
physical weaknesses.
Beedrill can learn normal, bug, grass, and poison type attacks.
Weedle can learn poison type attacks.
weaknesses: bug, flying, rock, fire, psychic
big weaknesses: none
resistances: none
big resistances: grass, fighting
----------------------------------------------------------------
Pidgey petit+
Pidgeotto pika
Pidgeot poké, prime (Normal/Flying)
Stats:
Pidgey base: 40 HP, 45 attack, 40 defense, 56 speed, 35 special
Pidgeotto base: 63 HP, 60 attack, 55 defense, 71 speed, 50
special
Pidgeot base: 83 HP, 80 attack, 75 defense, 91 speed, 70 special
max: 339-369 HP, 228-258 attack, 218-248 defense, 250-280 speed,
208-238 special
Evaluation: Pretty decent and well rounded. He has only a few
weaknesses, and a few resistances. His attack power makes him a
good candidate to learn powerful flying moves. Use him against
someone with big weaknesses to flying moves.
Moves they can learn: gust, sand attack, quick attack,
whirlwind, wing attack, agility, mirror move
You should keep mirror move, agility, sand attack, and quick
attack for Pidgeot.
Mirror move is sometimes useful in that you use the last move
your opponent did. This can be great to recover, boost your
stats, or use an attack that you are not vulnerable to, but your
opponent is. Sand attack is ok to lower the chances of your
opponent hitting you. Agility can be used on a free round to
boost the already good speed.
TM moves Pidgey and Pidgeotto can learn: all Pidgeot's except
hyper beam
TM moves Pidgeot can learn: razor wind, whirlwind, toxic,
takedown, double edge, hyper beam, rage, mimic, double team,
reflect, bide, swift, sky attack, rest,
substitute
HM moves it can learn: fly
TMs/HMs to mix things up: Replace quick attack with fly or sky
attack, fly being the more preferred because you miss a round of
damage and then use a powerful attack. Sky attack is more
powerful, but you have to survive a hit (or two) to use it the
next round. You may consider some other normal type attacks
like double edge, because Pidgeot has a good offense.
Pidgey/Pidgeotto/Pidgeot can learn normal and flying attacks.
weaknesses: rock, electric, ice
big weaknesses: none
resistances: bug, grass
big resistances: none
immunities: ground, ghost
----------------------------------------------------------------
Spearow petit+
Fearow pika+, poké, prime (Normal/Flying)
Stats:
Spearow base: 40 HP, 60 attack, 30 defense, 70 speed, 31 special
Fearow base: 65 HP, 90 attack, 65 defense, 100 speed, 61 special
max: 303-333 HP, 248-278 attack, 198-228 defense, 268-298 speed,
190-220 special
Evaluation: This one is like a cheaper imitation of Pidgeot.
Though he has higher attack than Pidgeot, Pidgeot has better
rounded defenses and is a better pick. Again, his weaknesses
are not a mile long, but neither are his resistances.
Moves they can learn: peck, growl, leer, fury attack, mirror
move, drill peck, agility
You should keep drill peck, agility, mirror move, and fury
attack on Fearow.
Drill peck is a powerful flying move, agility is ok to boost
speed on a free round. Mirror move is useful as you can use the
same move your opponent just did to regain health or boost
stats, or it is possible that you may hurt them badly with an
attack that doesn't phase you.
TM moves Spearow can learn: all Fearow's except hyper beam
TM moves Fearow can learn: razor wind, whirlwind, toxic,
takedown, double edge, hyper beam, rage, mimic, double team,
bide, swift, sky attack, rest, substitute
HM moves they can learn: fly
TMs/HMs to mix things up: Replace fury attack with fly or sky
attack. Fly again is better because you miss a round of damage,
sky attack you have to endure a round of damage for a bigger
payoff. Also give him some of the strong normal attacks to help
his offense.
Spearow/Fearow can learn normal and flying attacks.
weaknesses: rock, electric, ice
big weaknesses: none
resistances: bug, grass
big resistances: none
immunities: ground, ghost
----------------------------------------------------------------
Nidoran female petit+ (Poison)
Nidoqueen pika+, poké+, prime+ (Poison/Ground)
stats:
Nidoran female base: 55 HP, 47 attack, 52 defense, 41 speed, 40
special
Nidoqueen base: 90 HP, 82 attack, 87 defense, 76 speed, 75
special
max: 353-383 HP, 232-262 attack, 242-272 defense, 220-250 speed,
218-248 special
evaluation: She has more defense than Nidoking, enabling her to
take more physical hits. However, her other stats including
speed are not as promising. Do not underestimate her, though,
as she has the ability to counter all of the types she is weak
against except psychic. She uses many TMs that teach good
special moves. Just remember though that since few of her
attacks match her types, that they won't be as strong.
moves they can learn: growl, tackle, scratch, poison sting, tail
whip, body slam (if evolved at lv 23--thanks Alvaro, I recommend
you wait until she has learned all her moves before evolving
her), bite, fury swipes, double kick
Nidoqueen should keep double kick, bite, fury swipes, and poison
sting. Double kick is a strong fighting attack, bite makes your
opponent flinch sometimes, fury swipes is an ok attack, and
poison sting give her one type of advantage.
TM moves Nidoran female can learn: toxic, body slam, takedown,
double edge, blizzard, rage, thunderbolt, thunder, mimic, double
team, reflect, bide, skull bash, rest, substitute
TM moves Nidoqueen can learn: mega punch, mega kick, toxic, horn
drill, body slam, takedown, double edge, bubblebeam, water gun,
ice beam, blizzard, hyper beam, pay day, submission, counter,
seismic toss, rage, thunderbolt, thunder, earthquake, fissure,
mimic, double team, reflect, bide, fire blast, skull bash, rest,
rock slide, substitute
HM moves Nidoqueen can learn: surf, strength
TMs/HMs to mix things up: Thunder should be taught along with
earthquake and fire blast. You may also want to teach her surf,
rock slide, or blizzard. She can also learn a great line of
powerful normal attacks. Electric, fire, and water attacks
counter most of the pokémon that use attacks she is weak
against.
Nidoqueen can learn normal, fighting, poison, water, ice,
electric, ground, fire, and rock type attacks. Nidoran female
can learn normal, ice, electric, poison, and fighting type
attacks.
weaknesses: water, ice, ground, psychic, bug (Nidoqueen),
(Nidoran female-psychic, bug, ground)
big weaknesses: none
resistances: fighting, rock (Nidoqueen), (Nidoran female-grass,
poison, fighting)
big resistances: poison (Nidoqueen)
immunities: electric (Nidoqueen)
----------------------------------------------------------------
Nidoran male petit+ (Poison)
Nidoking pika+, poké+, prime+ (Ground/Poison)
stats:
Nidoran male base: 46 HP, 57 attack, 40 defense, 50 speed, 40
special
Nidoking base: 81 HP, 92 attack, 77 defense, 85 speed, 75
special
max:
evaluation: Nidoking is a great pokémon with his only a problem
being in taking special attacks from his enemies (like
Nidoqueen). He is stronger and faster than Nidoqueen, and he
can learn most of the TMs that she can and use them well, so he
is a better choice unless you want to be able to take more
physical hits. Remember that since most of his attacks don't
match his types, he won't use them as effectively. All in all,
a good choice.
moves they can learn: leer, tackle, horn attack, poison sting,
focus energy, thrash (if evolved at lv 23--thanks Alvaro, I
recommend you learn all his moves before evolving him though),
fury attack, horn drill, double kick
Nidoking should keep double kick, horn drill, horn attack, and
leer. Leer lowers the opponent's defense, double kick is a
strong fighting move, horn attack is a great regular high
accuracy attack, and horn drill is sometimes a one hit KO move.
TM moves Nidoran male can learn: toxic, horn drill, body slam,
takedown, double edge, blizzard, rage, thunderbolt, thunder,
mimic, double team, reflect, bide, skull bash, rest, substitute
TM moves Nidoking can learn: mega punch, mega kick, toxic, horn
drill, body slam, takedown, double edge, bubblebeam, water gun,
ice beam, blizzard, hyper beam, pay day, submission, counter,
seismic toss, rage, thunderbolt, thunder, earthquake, fissure,
mimic, double team, reflect, bide, fire blast, skull bash, rest,
rock slide, substitute
HM moves Nidoking can learn: surf, strength
TMs/HMs to mix things up: Electric, fire, and rock attacks can
counter almost all the types that Nidoking is weak against. You
may also want to give it one of the other impressive physical
attacks it can learn. Rock slide, fire blast, thunder,
blizzard, and earthquake give this pokémon lots of options.
Nidoking can learn learn normal, fighting, water, ice, electric,
ground, fire, poison, and rock type attacks. Nidoran male can
learn normal, fighting, ice, electric, and poison type attacks.
weaknesses: water, ice, ground, psychic, bug (Nidoking),
(Nidoran male-ground, psychic, bug)
big weaknesses: none
resistances: fighting, rock (Nidoking), (Nidoran male-grass,
poison, fighting)
big resistances: poison (Nidoking)
immunities: electric (Nidoking)
----------------------------------------------------------------
Zubat pika, petit
Golbat poké, prime (Poison/Flying)
stats:
Zubat base: 40 HP, 45 attack, 35 defense, 55 speed, 40 special
Golbat base: 75 HP, 80 attack, 70 defense, 90 speed, 75 special
max: 323-353 HP, 228-258 attack, 208-238 defense, 248-278 speed,
218-248 special
evaluation: Golbat is not very good. He can learn a few decent
moves, but his stats are average and he has many weaknesses. If
you use him, make sure he has big resistances to the type
attacks he will be facing, then use his strongest moves and try
to confuse your opponent.
moves they can learn: leech life, supersonic, bite, confuse ray,
wing attack, haze
Golbat should keep leech life, bite, confuse ray, and haze.
Haze removes all stat changes to Golbat and its opponent.
Confuse ray confuses your enemy, bite has a chance of making the
opponent flinch, and leech life is a ok bug attack that gives
you a little health back. You might want to keep wing attack to
do some damage to fighting types, but it won't help much.
TM moves Zubat can learn: all Golbat's except hyper beam
TM moves Golbat can learn: razor wind, whirlwind, toxic,
takedown, double edge, hyper beam, rage, mega drain, mimic,
double team, bide, swift, rest, substitute
HM moves they can learn: none
TMs/HMs to mix things up: You may want to give Golbat mega drain
to further harass ground types. You may also want to give it a
few powerful moves like double edge.
Zubat/Golbat can learn normal, bug, grass, and flying type
moves.
weaknesses: psychic, electric, ice, rock
big weaknesses: none
resistances: poison
big resistances: grass, fighting
immunities: ground
----------------------------------------------------------------
Oddish pika, petit
Vileplume poké, prime (Grass/Poison)
stats:
Oddish base: 45 HP, 50 attack, 55 defense, 30 speed, 75 special
Vileplume base: 75 HP, 80 attack, 85 defense, 50 speed, 100
special
max: 323-353 HP, 228-258 attack, 238-268 defense, 168-198 speed,
268-298 special
evaluation: Vileplume is good in all areas but speed. Use him
on pokémon that are very weak against grass. Avoid enemies that
use bug type attacks while using him.
moves they can learn: absorb, poison powder, stun spore, sleep
powder, acid, petal dance, solar beam
Vileplume should keep solar beam, acid, sleep powder, and stun
spore. Stun spore gives you the speed advantage, sleep moves
are always good against opponents, acid is a strong poison
attack, and solar beam is the strongest grass attack. Petal
dance is also a pretty strong (and unique) move, but you get
confused after using it.
TM moves Oddish can learn: all Vileplume's except body slam and
hyper beam
TM moves Vileplume can learn: swords' dance, toxic, body slam,
takedown, double edge, hyper beam, rage, mega drain, solar beam,
mimic, double team, reflect, bide, rest, substitute
HM moves they can learn: cut
TMs/HMs to mix things up: You may wish to give Vileplume mega
drain or some strong normal attacks.
Oddish/Vileplume can learn normal and grass attacks.
weaknesses: ice, flying, fire, ground, psychic
big weaknesses: bug
resistances: electric, water, poison, fighting
big resistances: none
----------------------------------------------------------------
Paras petit
Parasect pika, poké, prime (Bug/Grass)
Stats:
Paras base: 35 HP, 70 attack, 55 defense, 25 speed, 55 special
Parasect base: 60 HP, 95 attack, 80 defense, 30 speed, 80
special
max: 293-323 HP, 258-288 attack, 228-258 defense, 128-158 speed,
228-258 special
Evaluation: Parasect is decent if used properly. His speed is
horrible so you will need a speed advantage on a pokémon
(paralyze or burn it) before you bring him out, and know that
this may not even help against really speedy opponents. His
attack power is his positive note, and he can use leech life
pretty well against psychics. He also does well against ground
and grass types. Be careful though, because he has terrible
defense and three big weaknesses. Spore is a unique sleep move
that always puts your enemy to sleep, so it is quite good.
Moves they can learn: scratch, stun spore, leech life, spore,
slash, growth
Parasect should keep slash, leech life, spore, and stun spore.
You may wish to keep growth to boost his weak special. Slash is
a strong attack with good chance of critical hit, spore is a
really effective sleep move, leech life is a good bug move, and
stun spore gives you the speed advantage.
TM moves Paras can learn: all Parasect's except hyper beam
TM moves Parasect can learn: swords' dance, toxic, body slam,
takedown, double edge, hyper beam, rage, mega drain, solar beam,
dig, mimic, double team, reflect, bide, skull bash, rest,
substitute
HM moves they can learn: cut
TMs/HMs to mix things up: You should give Parasect mega drain to
help it get HP back since it doesn't take hits well. Also think
about giving him double edge because he uses it pretty decently.
You may also want to give it a few powerful moves like hyper
beam, or swords' dance to raise its attack. But remember,
swords' dance will not help slash to increase in power.
Paras/Parasect can learn normal, grass, and bug attacks.
weaknesses: rock, ice, bug
big weaknesses: flying, poison, fire
resistances: electricity, water, fighting
big resistances: ground, grass
----------------------------------------------------------------
Venonat pika, petit+
Venomoth poké, prime (Bug/Poison)
Stats:
Venonat base: 60 HP, 55 attack, 50 defense, 45 speed, 40 special
Venomoth base: 70 HP, 65 attack, 60 defense, 90 speed, 90
special
max: 313-343 HP, 198-228 attack, 188-218 defense, 248-278 speed,
248-278 special
Evaluation: Venomoth is like a better Butterfree. His stats are
good except in physical attacking and defense. Use his status
attacking moves to get the speed advantage over your opponent or
put them to sleep, then blast them with psychic. He also learns
some pretty good TMs, so he isn't a bad choice.
Moves they can learn: tackle, disable, supersonic, confusion,
poison powder, leech life, stun spore, psybeam, sleep powder,
psychic
Venomoth should keep psychic, sleep powder, stun spore, and
leech life. Leech life is a good bug move, psychic is the best
psychic attack, sleep powder is a good sleep move, and stun
spore gives him speed advantage.
TM moves Venonat/Venomoth can learn: razor wind (yellow only),
whirlwind (yellow only), toxic, takedown, double edge, hyper
beam (yellow only), rage, mega drain, solar beam, psychic,
teleport (yellow only), mimic, double team, reflect, bide, swift
(yellow only), rest, psywave, substitute
HM moves they can learn: strength (yellow only)
TMs/HMs to mix things up: You may want to teach Venomoth solar
beam or mega drain to defeat his rock and ground opponents. His
psychic already gives him many advantages though.
Venonat/Venomoth can learn normal, bug, grass, and psychic
attacks.
weaknesses: bug, flying, rock, fire, psychic
big weaknesses: none
resistances: none
big resistances: grass, fighting
----------------------------------------------------------------
Poliwag petit+ (Water)
Poliwrath pika+, poké+, prime+ (Water/Fighting)
Stats:
Poliwag base: 40 HP, 50 attack, 40 defense, 90 speed, 40 special
Poliwrath base: 90 HP, 85 attack, 95 defense, 70 speed, 70
special
max: 353-383 HP, 238-268 attack, 258-288 defense, 208-238 speed,
208-238 special
Evaluation: Poliwrath is a good pokémon, lacking only a little
in speed. His special power can be brought up with amnesia. He
has a few weaknesses, but if you stay away from those he should
perform wonderfully in battle.
Moves they can learn: bubble, hypnosis, water gun, doubleslap,
body slam, amnesia, hydro pump
Poliwrath should keep hydro pump, amnesia, body slam, and
hypnosis. Hydro pump is the strongest water move, and amnesia
greatly boosts the strength of Poliwrath's attacks. Body slam
is a strong move with ability to paralyze, and hypnosis has the
ability to put your opponent to sleep.
TM moves Poliwag can learn: toxic, body slam, takedown, double
edge, bubblebeam, water gun, ice beam, blizzard, rage, psychic,
mimic, double team, bide, skull bash, rest, psywave, substitute
TM moves Poliwrath can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, submission, counter, seismic toss, rage,
earthquake, fissure, psychic, mimic, double team, bide,
metronome, skull bash, rest, psywave, substitute
HM moves they can learn: surf, strength (Poliwag can't learn
strength)
TMs/HMs to mix things up: You may want to give Poliwrath
earthquake to counter electric types. You may wish also to give
him moves like blizzard, psychic, or double edge. Fighting
moves like submission are good in his hands.
Poliwrath can learn normal, water, psychic, fighting, ground,
and ice attacks. Poliwag can learn normal, water, psychic, and
ice type attacks.
weaknesses: flying, grass, electric, psychic (Poliwrath),
(Poliwag-electric, grass)
big weaknesses: none
resistances: rock, water, fire, ice, bug (Poliwrath), (Poliwag-
fire, water, ice)
big resistances: none
----------------------------------------------------------------
Bellsprout pika, petit
Victreebel poké, prime (Grass/Poison)
Stats:
Bellsprout base: 50 HP, 75 attack, 35 defense, 40 speed, 70
special
Victreebel base: 80 HP, 105 attack, 65 defense, 70 speed, 100
special
max: 333-363 HP, 278-308 attack, 198-228 defense, 208-238 speed,
268-298 special
Evaluation: Victreebel has unusual stats for a grass type. It
has great HP and a good attack, and a good defense against and
use of special attacks. Its speed is kind of low, so it is a
good choice in only certain cases.
Moves they can learn: vine whip, growth, wrap, poisonpowder,
sleep powder, stun spore, acid, razor leaf, slam
Moves Victreebel should keep are stun spore, sleep powder, razor
leaf, and acid (or slam). Stun spore works for speed advantage,
sleep powder makes your enemy defenseless, razor leaf is a grass
attack that almost always gets a critical hit, and acid is a
strong poison attack. You may wish to keep slam as Victreebel
is good at normal attacks too.
TM moves Bellsprout can learn: all Victreebel's except body slam
and hyper beam
TM moves Victreebel can learn: swords' dance, toxic, body slam,
takedown, double edge, hyper beam, rage, mega drain, solar beam,
mimic, double team, reflect, bide, rest, substitute
HM moves they can learn: cut
TMs/HMs to mix things up: Victreebel has an already impressive
moveset, but you could always add a little power from double
edge. You may want to give it mega drain so it can gain health
from those weak against grass attacks. Swords' dance may be an
option to boost its attack.
Bellsprout/Victreebel can learn normal and grass type attacks.
weaknesses: ice, flying, fire, ground, psychic
big weaknesses: bug
resistances: electric, water, poison, fighting
big resistances: none
----------------------------------------------------------------
Tentacruel pika+, poké+, prime+ (Water/Poison)
Stats:
base: 80 HP, 70 attack, 65 defense, 100 speed, 120 special
max: 333-363 HP, 208-238 attack, 198-228 defense, 268-298 speed,
308-338 special
Evaluation: Tentacruel has good speed and attack in terms of
special attacks. His poor physical defense can be made up for
with the barrier move. His good speed allows him to do well in
most battles.
Moves it can learn: acid, supersonic, wrap, poison sting, water
gun, constrict, barrier, screech, hydro pump
Moves it should keep are barrier, hydro pump, supersonic, and
acid. Acid is a strong poison attack and used very well by
Tentacruel. Hydro pump is also used well and is the strongest
water attack. Barrier greatly increases Tentacruel's poor
defense, and supersonic may confuse your opponent.
TM moves it can learn: swords' dance, toxic, takedown, double
edge, bubblebeam, water gun, ice beam, blizzard, hyper beam,
rage, mega drain, mimic, double team, reflect, bide, skull bash,
rest, substitute
HM moves it can learn: cut, surf
TMs/HMs to mix things up: You may want to give Tentacruel
blizzard to counter a few of the types that have advantages over
him (like ground). If you keep screech or give him swords'
dance you may also want to give him some powerful physical
attacks. Mega drain is an ok option as well.
Tentacruel can learn normal, water, grass, ice, and poison type
attacks.
weaknesses: electric, bug, ground, psychic
big weaknesses: none
resistances: fire, water, ice, fighting, poison
big resistances: none
----------------------------------------------------------------
Geodude pika, petit+
Golem poké, prime (Rock/Ground)
Stats:
Geodude base: 40 HP, 80 attack, 100 defense, 20 speed, 30
special
Golem base: 80 HP, 110 attack, 130 defense, 45 speed, 65 special
max: 333-363 HP, 288-318 attack, 328-358 defense, 158-188 speed,
178-208 special
Evaluation: With several weaknesses and two big weaknesses, you
must use this pokémon in the right situations. If you do, he is
quite good. Explosion may even defeat Mewtwo if you survive to
use it. Have someone put Mewtwo to sleep or freeze him, then
use explosion. Golem has great stats except in being able to
use and defend against special attacks and outspeed others.
Moves they can learn: tackle, defense curl, rock throw,
selfdestruct, harden, earthquake, and explosion
Moves Golem should keep are explosion, earthquake, harden, and
rock throw. Explosion is a self sacrifice move, and with
Golem's high attack, he uses it very well. This sneaky move may
be one of the keys to defeating Mewtwo, if you can survive the
first hit, then Mewtwo will really pay with explosion.
Earthquake is a strong ground attack, rock throw is a strong,
though not accurate, rock attack, and harden raises his already
great defense.
TM moves Geodude can learn: all Golem's except mega kick and
hyper beam
TM moves Golem can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, hyper beam, submission, counter,
seismic toss, rage, earthquake, fissure, dig, mimic, double
team, bide, metronome, selfdestruct, fire blast, rest,
explosion, rock slide, substitute
HM moves they can learn: strength
TMs/HMs to mix things up: Replace rock throw with the more
accurate and powerful rock slide. With his high attack he is a
good candidate to teach double edge, mega kick, or submission.
Fire blast is not good for him because of his low special.
Geodude/Golem can learn normal, fire, ground, fighting, and rock
type attacks.
weaknesses: fighting, ice, ground
big weaknesses: grass, water
resistances: normal, flying, rock, fire
big resistances: poison
immunities: electric
----------------------------------------------------------------
Slowpoké pika
Slowbro poké+, prime+ (Water/Psychic)
Stats:
Slowpoké base: 90 HP, 65 attack, 65 defense, 15 speed, 40
special
Slowbro base: 95 HP, 75 attack, 110 defense, 30 speed, 80
special
max: 363-393 HP, 218-248 attack, 288-318 defense, 128-158 speed,
228-258 special
Evaluation: This one is great at fooling your opponent into
switching so they think they have a type advantage, and then
attacking them with powers they are weak against. Slowbro can
counter every type that he is weak against, and has great stats
in everything but speed, and lacks a bit in special for a
psychic type. Amnesia to supplement his special attack and
defense.
Moves they can learn: confusion, disable, headbutt, growl, water
gun, withdraw, amnesia, psychic
Moves Slowbro should keep are psychic, headbutt, amnesia, and
water gun. Water gun is an ok water attack, headbutt is good in
the hands of Slowbro. Psychic is good for Slowbro, and amnesia
boosts the power of this and the hydro pump and his special
defense at the same time.
TM moves Slowpoké can learn: all Slowbro's except mega punch,
mega kick, hyper beam, submission, counter, and seismic toss
TM moves Slowbro can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, pay day, submission, counter, seismic
toss, rage, earthquake, fissure, dig, psychic, teleport, mimic,
double team, reflect, bide, fire blast, swift, skull bash, rest,
thunder wave, psywave, tri attack, substitute
HM moves they can learn: surf, strength, flash
TMs/HMs to mix things up: You may want to give him earthquake
and fire blast to destroy those that have advantages over him.
He has a great selection of moves.
Slowpoké/Slowbro can learn normal, water, ice, ground, fire, and
psychic type attacks.
weaknesses: electric, grass, bug
resistances: fire, fighting, psychic
immunities: ghost
----------------------------------------------------------------
Farfetch'd petit+, pika, poké, prime (Normal/Flying)
Stats:
base: 52 HP, 65 attack, 55 defense, 60 speed, 58 special
max: 277-307 HP, 198-228 attack, 178-208 defense, 188-128 speed,
188-218 special
Evaluation: His attacks can be formidable if he survives to use
a few swords' dances and then uses fly or hyper beam or such.
All in all, not a very good pokémon.
Moves it can learn: peck, sand attack, leer, fury attack,
swords' dance, agility, slash
Moves it should keep are swords' dance, slash, sand attack, and
agility. Swords' dance raises its attack to better levels.
Slash has a good chance of critical hit. Sand attack makes your
opponent less likely to hit you, important with Farfectch'd's
low defense. Agility can boost his speed.
TM moves it can learn: razor wind, swords' dance, whirlwind,
toxic, body slam, takedown, double edge, rage, mimic, double
team, reflect, bide, swift, skull bash, rest, substitute
HM moves it can learn: cut, fly
TMs/HMs to mix things up: Give him fly for a strong attack. You
may want to give him hyper beam or swift as well. Also double
edge is good in his hands. With swords' dance, physical attacks
should be taught.
Farfetch'd can learn normal and flying type moves.
weaknesses: rock, electric, ice
resistances: bug, fighting, grass
immunities: ground, ghost
----------------------------------------------------------------
Doduo pika+
Dodrio poké++, prime+ (Normal/Flying)
Stats:
Doduo base: 35 HP, 85 attack, 45 defense, 75 speed, 35 special
Dodrio base: 60 HP, 110 attack, 70 defense, 100 speed, 60
special
max: 293-323 HP, 288-318 attack, 208-238 defense, 268-298
speed, 188-218 special
Evaluation: Except for defending special attacks and being a bit
low endish on defense, Dodrio has it all. Use his killer speedy
attacks to your advantage. Due to his low number of weaknesses,
he is a dominating force on the battlefield. The problem is he
is too limited by having only flying and normal attacks. Other
than that, this guy should be a great addition to your team.
Moves they can learn: peck, growl, fury attack, drill peck,
rage, tri attack, agility
Moves Dodrio should keep are drill peck, tri attack, agility,
and rage. Rage is an ok move; you lose control of your pokémon
in order to gain strength each time you are hit and attack each
round with increasing strength. Tri attack is a strong normal
type move. Drill peck is a strong flying type move, and agility
can boost his already good speed.
TM moves Doduo can learn: all Dodrio's except hyper beam
TM moves Dodrio can learn: whirlwind, toxic, body slam,
takedown, double edge, hyper beam, rage, mimic, double team,
reflect, bide, skull bash, sky attack, rest, tri attack,
substitute
HM moves they can learn: fly
TMs/HMs to mix things up: Oddly enough this almost no winged
creature can learn fly and sky attack. Fly is the better bet.
You definitely want to give him hyper beam or double edge in the
place of tri attack with his high attack.
Doduo/Dodrio can learn normal and flying type attacks.
weaknesses: rock, electric, ice
big weaknesses: none
resistances: bug, fighting, grass
big resistances: none
immunities: ground, ghost
----------------------------------------------------------------
Seel pika (Water)
Dewgong poké, prime (Water/Ice)
Stats:
Seel base: 65 HP, 45 attack, 55 defense, 45 speed, 70 special
Dewgong base: 90 HP, 70 attack, 80 defense, 70 speed, 95 special
max: 353-383 HP, 208-238 attack, 228-258 defense, 208-238 speed,
258-288 special
Evaluation: Dewgong has pretty decent attacks, and has well
rounded stats with really good HP, though he's a bit low endish
on speed. He is pretty good with rest and if used in the right
situations.
Moves they can learn: headbutt, growl, aurora beam, rest,
takedown, ice beam
Moves Dewgong should keep are headbutt, rest, takedown, and ice
beam. Rest is risky, you recover all HP and status ailments
disappear, but you must sleep for two rounds after. headbutt is
a good physical attack, and so is takedown with recoil of 1/4
the damage you deal. Ice beam is a great attack with the
ability to freeze enemies solid.
TM moves Seel can learn: all Dewgong's except hyper beam
TM moves Dewgong can learn: toxic, horn drill, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, pay day, rage, mimic, double team, bide,
skull bash, rest, substitute
HM moves they can learn: surf, strength
TMs/HMs to mix things up: You can give it blizzard and double
edge to add to its powerful attacks. Surf is a good choice
also.
Seel/Dewgong can learn normal, water, and ice attacks.
weaknesses: electric, fighting, rock, grass (Dewgong), (Seel-
electric, grass)
big weaknesses: none
resistances: water (Dewgong), (Seel-water, ice, fire)
big resistances: ice (Dewgong)
----------------------------------------------------------------
Shellder petit (Water)
Cloyster pika, poké, prime (Water/Ice)
Stats:
Shellder base: 30 HP, 65 attack, 100 defense, 40 speed, 45
special
Cloyster base: 50 HP, 95 attack, 180 defense, 70 speed, 85
special
max: 273-303 HP, 258-288 attack, 428-458 defense (highest in
game), 208-238 speed, 238-268 special
Evaluation: Cloyster has the highest defense in the game. His
resistance to special attacks is fair, the only part he really
lacks is speed and raw HP. Use him properly in battle, avoiding
types he is weak against, and he should prove to be extremely
useful.
Moves they can learn: tackle, withdraw, supersonic, clamp,
aurora beam, leer, ice beam, spike cannon (if evolved at lv 50,
and that is the level he learns his last move, ice beam, so it
works out nicely)
Moves Cloyster should keep are spike cannon, ice beam,
supersonic, and withdraw. Spike cannon is a strong normal
attack, ice beam is a great attack and may freeze you opponent,
supersonic may confuse your opponent, and withdraw increases
Cloyster's phenomenal defense.
TM moves Shellder can learn: all Cloyster's except hyper beam
TM moves Cloyster can learn: toxic, takedown, double edge,
bubblebeam, water gun, ice beam, blizzard, hyper beam, rage,
teleport, mimic, double team, reflect, bide, selfdestruct,
swift, rest, explosion, tri attack, substitute
HM moves they can learn: surf
TMs/HMs to mix things up: Surf and double edge are good choices
for this pokémon. You may also want to give him reflect to
enhance his defense by reducing physical attack damage by 50%
from his already highest defense. Also you could give him
blizzard as a strong ice attack.
Shellder/Cloyster can learn normal, water, and ice type attacks.
weaknesses: electric, fighting, rock, grass (Cloyster),
(Shellder-electric, grass)
big weaknesses: none
resistances: water (Cloyster), (Shellder-fire, ice, water)
big resistances: ice
----------------------------------------------------------------
Gastly petit++
Gengar pika++, poké++, prime++ (Ghost/Poison)
Stats:
Gastly base: 30 HP, 35 attack, 30 defense, 80 speed, 100 special
Gengar base: 60 HP, 65 attack, 60 defense, 110 speed, 130
special
max: 293-323 HP, 198-228 attack, 188-218 defense, 288-318 speed,
328-358 special
Evaluation: Gengar is a good pokémon to have as he is immune to
most physical attacks. He learns a good strategic moveset, and
has great stats. His great special gives him a good attack, and
only leaves him vulnerable to strong physical moves other than
normal and fighting ones. Beware psychic types.
Moves they can learn: lick, confuse ray, night shade, hypnosis,
dream eater
Moves Gengar should keep are confuse ray, night shade, hypnosis,
and dream eater. Hypnosis puts the enemy to sleep and then
dream eater does huge damage if they are weak to psychic powers,
and you gain a lot of HP back from using it. Confuse ray
confuses your opponent, and night shade does damage equal to
your level. Know that lick is the only true ghost type attack,
and is ultra effective on other ghosts, and doesn't work at all
on normal, psychic, or dual types that have one of those types
as a part.
TM moves Gastly can learn: toxic, rage, mega drain, thunderbolt,
thunder, psychic, mimic, double team, bide, selfdestruct, dream
eater, rest, psywave, explosion, substitute
TM moves Gengar can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, hyper beam, submission, counter,
seismic toss, rage, mega drain, thunderbolt, thunder, psychic,
mimic, double team, bide, metronome, selfdestruct, skull bash,
dream eater, rest, psywave, explosion, substitute
HM moves Gengar can learn: strength
TMs/HMs to mix things up: You may want to give Gengar psychic
since he has high special. His original moveset is pretty good
though. You may wish to give him mega drain to counter ground
and rock/ground types or thunder to defeat flying types which
could take advantage of his poor physical defense.
Gastly/Gengar can learn normal, electric, grass, psychic, and
ghost type attacks.
weaknesses: psychic, ground, ghost
big weaknesses: none
resistances: grass
big resistances: poison
immunities: normal, fighting
----------------------------------------------------------------
Onix pika, poké, prime (Rock/Ground)
Stats:
base: 35 HP, 45 attack, 160 defense, 70 speed, 30 special
max: 243-273 HP, 158-188 attack, 388-418 defense, 208-238 speed,
128-158 special
Evaluation: If you use Onix in the right situations he can be
useful. Use him against normal types and flying types for best
results. Also use him when your opponent is using mostly normal
type moves since he has the second highest defense (he can be
good against Dragonite if it uses mostly normal type moves, for
instance). He does not take special attacks well and lacks
attack, so be careful.
Moves it can learn: tackle, screech, bind, rock throw, rage,
slam, harden
Moves it should keep are screech, rock throw, slam, and harden.
Harden raises his very high defense, screech helps him to have a
better attack by lowering the opponent's defense, rock throw is
a strong rock move, and slam is a good physical attack.
TM moves it can learn: toxic, body slam, takedown, double edge,
rage, earthquake, fissure, dig, mimic, double team, bide,
selfdestruct, skull bash, rest, explosion, rock slide,
substitute
HM moves it can learn: strength
TMs/HMs to mix things up: Teach Onix earthquake and rock slide
to give it some stronger attacks. Onix may also be a good
candidate to teach fissure.
Onix can learn normal, ground, and rock type attacks.
weaknesses: fighting, ice, ground
big weaknesses: grass, water
resistances: normal, flying, rock, fire
big resistances: poison
immunities: electric
----------------------------------------------------------------
Exeggcute petit++
Exeggutor pika++, poké++, prime++ (Grass/Psychic)
Stats:
Exeggcute base: 60 HP, 40 attack, 80 defense, 40 speed, 60
special
Exeggutor base: 95 HP, 95 attack, 85 defense, 55 speed, 125
special
max: 363-393 HP, 258-288 attack, 238-268 defense, 178-208 speed,
318-348 special
Evaluation: Exeggutor has well rounded stats. He lacks in
speed, but has a good enough defense to defeat most of his
enemies easily. He is very weak against bug attacks, though, so
be careful (fortunately for him, most bug attacks are weak).
Exeggutor can make the most of his great attacks and defenses
and is a good pick.
Moves they can learn: barrage, hypnosis, reflect, leech seed,
stomp (if evolved at lv 28, I recommend you learn all his moves
before evolving him) stun spore, poison powder, solar beam,
sleep powder
Moves Exeggutor should keep are sleep powder, solar beam, stun
spore, and leech seed. Leech seed slowly drains an enemy's
energy and gives it to you, even if you switch. Sleep powder is
a good sleep move. Solar beam is a strong grass move, but you
have to wait a round to charge it up. Stun spore helps to get
the speed advantage.
TM moves Exeggcute can learn: all Exeggutor's except hyper beam,
mega drain, and solar beam
TM moves Exeggutor can learn: toxic, takedown, double edge,
hyper beam, rage, mega drain, solar beam, psychic, teleport,
mimic, double team, reflect, bide, selfdestruct, egg bomb, rest,
psywave, explosion, substitute
HM moves Exeggutor can learn: strength
TMs/HMs to mix things up: Give Exeggutor double edge and psychic
to take advantage of its good attacks. Also toxic paired with
leech seed can bring down some of the toughest opponents.
Exeggcute/Exeggutor can learn normal, grass, and psychic type
attacks.
weaknesses: ice, fire, flying, poison
big weaknesses: bug
resistances: ground, electric, grass, water, fighting, psychic
big strengths: none
immunities: ghost
----------------------------------------------------------------
Rhydon pika++, poké+, prime+ (Rock/Ground)
Stats:
Rhydon base: 105 HP, 130 attack, 120 defense, 40 speed, 45
special
max: 383-413 HP, 328-358 attack, 308-338 defense, 148-178 speed,
158-188 special
Evaluation: He has a vast number of TMs to learn that can teach
special moves. Unfortunately, he has terrible special. His
advantage is to use his great strength, HP, and defense to win
against other strong physical pokémon. Earthquake, dig, and
rock slide are all good for him to know. He doesn't learn as
good of moves as Golem, but his better stats make him a better
pick in a lot of situations.
Moves it can learn: horn attack, stomp, tail whip, fury attack,
horn drill, leer, takedown
Moves it should keep are takedown, stomp, horn drill, and leer.
Leer lowers your opponent's defense. Horn drill is sometimes a
one hit KO. Stomp has a good chance of critical hit. Takedown
is a strong normal move that does 1/4 of the damage you deal to
you.
TM moves it can learn: mega punch, mega kick, toxic, horn drill,
body slam, takedown, double edge, bubblebeam, water gun, ice
beam, blizzard, hyper beam, pay day, submission, counter,
seismic toss, rage, thunderbolt, thunder, earthquake, fissure,
dig, mimic, double team, bide, fire blast, skull bash, rest,
rock slide, substitute
HM moves it can learn: surf, strength
TMs/HMs to mix things up: Teach Rhydon mega kick or double edge.
Earthquake, dig, and rock slide are also very powerful moves
that he can learn. Although he can learn many different types
of special attacks, he is terrible at using them. Maybe you
should teach him thunder to counter water types or fire blast to
counter grass types, but he probably won't hurt them much with
it.
Rhydon can learn normal, fighting, water, ice, electric, ground,
fire, and rock type moves.
weaknesses: fighting, ice, ground
big weaknesses: grass, water
resistances: normal, flying, rock, fire
big resistances: poison
immunities: electric
----------------------------------------------------------------
Starmie pika++, poké++, prime++ (Water/Psychic)
Stats:
base: 60 HP, 75 attack, 85 defense, 115 speed, 100 special
max: 293-323 HP, 218-248 attack, 238-268 defense, 298-328 speed,
268-298 special
Evaluation: Starmie has a good moveset, speed and defenses. It
also uses special attacks very well. It is nicely well rounded,
losing only a little in attack. With psychic from a TM you
would have a really great Starmie. This is a great pokémon.
Moves it can learn: tackle, water gun, harden, recover, swift,
minimize, light screen, hydro pump
Moves it should keep are hydro pump, light screen, minimize, and
recover. Recover restores half its HP in one round, light
screen reduces special attack damage by 50%, hydro pump is the
strongest water move, and minimize helps with the evade. You
may want to keep minimize or light screen. When paired with
recover, it makes Starmie tough to bring down.
TM moves it can learn: toxic, takedown, double edge, bubblebeam,
water gun, ice beam, blizzard, hyper beam, rage, thunderbolt,
thunder, psychic, teleport, mimic, double team, reflect, bide,
swift, skull bash, rest, thunder wave, psywave, tri attack,
substitute
HM moves it can learn: surf, flash
TMs/HMs to mix things up: Interestingly he can learn thunder and
use it rather well. You probably want to teach him psychic, and
maybe blizzard.
Starmie can learn normal, psychic, water, ice, and electric type
attacks.
weaknesses: electric, bug, grass
big weaknesses: none
resistances: fighting, fire, psychic
big resistances: none
immunities: ghost
----------------------------------------------------------------
Scyther pika++, poké+, prime+ (Bug/Flying)
Stats:
base: 70 HP, 110 attack, 80 defense, 105 speed, 55 special
max: 313-343 HP, 288-318 attack, 228-258 defense, 278-308 speed,
178-208 special
Evaluation: Scyther has many weaknesses and low special. His
attacks are very powerful and speedy, so he is a good pokémon as
long as he doesn't get hit with strong special or rock attacks.
Moves it can learn: quick attack, leer, focus energy, double
team, slash, swords' dance, agility, wing attack (yellow only)
Moves it should keep are swords' dance, slash, wing attack, and
double team. Swords' dance greatly raises its offense, wing
attack is an ok flying attack, slash is a great attack with high
chance of critical hit, and double team helps him with evading
attacks.
TM moves it can learn: swords' dance, toxic, takedown, double
edge, hyper beam, rage, mimic, double team, bide, swift, skull
bash, rest, substitute
HM moves it can learn: cut
TMs/HMs to mix things up: You might want to give Scyther double
edge instead of wing attack, but its regular moveset is great.
Scyther can learn normal and flying type attacks.
weaknesses: electric, fire, poison, ice, fighting
big weaknesses: rock
resistances: bug
big resistances: fighting, grass
immunities: ground
----------------------------------------------------------------
Jynx pika++, poké+, prime+ (Ice/Psychic)
Stats:
base: 65 HP, 50 attack, 35 defense, 95 speed, 95 special
max: 303-333 HP, 168-198 attack, 138-168 defense, 258-288 speed,
258-288 special
Evaluation: Jynx has poor attack and very poor physical defense,
but she is good with strong ice moves. Stay away from strong
fighting and fire types.
Moves it can learn: pound, lovely kiss, lick, doubleslap, ice
punch, body slam, thrash, blizzard
Moves it should keep are blizzard, ice punch, lovely kiss, and
body slam. Body slam is a strong normal attack that may
paralyze your opponent. Lovely kiss is a good sleep move.
Blizzard and ice punch are strong ice attacks that may freeze
your opponent.
TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, submission, counter, seismic toss, rage,
psychic, teleport, mimic, double team, reflect, bide, metronome,
skull bash, rest, psywave, substitute
HM moves it can learn: none
TMs/HMs to mix things up: Psychic is a good addition to her
attacks. You may want to give her bubblebeam to counter fire
types.
Jynx can learn normal, ice, psychic, and water type moves.
weaknesses: fire, bug, rock
resistances: ice, psychic
immunities: ghost
----------------------------------------------------------------
Gyarados pika++, poké+, prime+ (Water/Flying)
Stats:
Magikarp base: 20 HP, 10 attack, 55 defense, 80 speed, 20
special
Gyarados base: 95 HP, 125 attack, 79 defense, 81 speed, 100
special
max: 363-393 HP, 318-348 attack, 226-256 defense, 230-260 speed,
268-298 special
Evaluation: Gyarados is one of the best pokémon. The only thing
you have to watch out for is electric types, and strong rock
types if you get paralyzed or put to sleep. His attack and
special are absolutely great. He can use a variety of moves
with great results. Not bad for evolving from the weak
Magikarp.
Moves it can learn: splash, tackle, bite, dragon rage, leer,
hydro pump, and hyper beam
Moves it should keep are hyper beam, hydro pump, bite, and leer.
Leer lowers the enemy's defense, bite sometimes makes the
opponent flinch, hydro pump is the strongest water attack, and
hyper beam is the best normal attack.
TM moves it can learn: toxic, body slam, takedown, double edge,
bubblebeam, water gun, ice beam, blizzard, hyper beam, rage,
dragon rage, thunderbolt, thunder, mimic, double team, reflect,
bide, fire blast, skull bash, rest, substitute
HM moves it can learn: surf, strength
TMs/HMs to mix things up: You may want to give him thunder,
blizzard, or fire blast to give him extra powerful attacks and
counter some enemies that he is weak against. Double edge can
replace hyper beam if you like.
Gyarados can learn normal, water, ice, electric, and fire type
attacks.
weaknesses: rock
big weaknesses: electric
resistances: water, bug, fire, fighting
big resistances: none
immunities: ground
----------------------------------------------------------------
Lapras pika++, poké+, prime+ (Water/Ice)
Stats:
base: 130 HP, 85 attack, 80 defense, 60 speed, 95 special
max: 433-463 HP, 238-268 attack, 228-258 defense, 188-218 speed,
258-288 special
Evaluation: Lapras is a good pokémon, lacking only in speed. It
can survive most attacks and return powerful attacks of its own.
A pretty good pokémon to use.
Moves it can learn: water gun, growl, sing, mist, body slam,
confuse ray, ice beam, hydro pump
Moves it should keep are hydro pump, ice beam, confuse ray, and
body slam. Body slam sometimes paralyzes, hydro pump is the
strongest water attack, ice beam is a great attack that
sometimes freezes, and confuse ray can confuse your opponents.
TM moves it can learn: toxic, horn drill, body slam, takedown,
double edge, bubblebeam, water gun, ice beam, blizzard, hyper
beam, rage, solar beam, dragon rage, thunderbolt, thunder,
psychic, mimic, double team, reflect, bide, skull bash, rest,
psywave, substitute
HM moves it can learn: surf, strength
TMs/HMs to mix things up: You may want to give Lapras blizzard
or surf. You may want to give it psychic to counter fighting
types. Since she has good offense, go for moves like double
edge as well.
Lapras can learn normal, ice, water, electric, and psychic type
attacks.
weaknesses: electric, fighting, rock, grass
big weaknesses: none
resistances: water
big resistances: ice
----------------------------------------------------------------
Omanyte pika, petit+
Omastar poké+, prime+ (Rock/Water)
Stats:
Omanyte base: 35 HP, 40 attack, 100 defense, 35 speed, 90
special
Omastar base: 70 HP, 60 attack, 125 defense, 55 speed, 115
special
max: 313-343 HP, 188-218 attack, 318-348 defense, 178-208 speed,
298-328 special
Evaluation: Omastar is not bad. He has low speed, but most of
his other stats are good. He learns some good moves and is not
a bad choice. Keep away from grass type attacks, but use him on
fire enemies. He has a high number of resistances due to his
unique dual typing.
Moves they can learn: water gun, withdraw, horn attack, leer,
spike cannon, hydro pump
Moves Omastar should keep are spike cannon, hydro pump, horn
attack, and leer. Leer lowers the enemy's defense, horn attack
is a good high accuracy attack, spike cannon is a strong normal
attack, and hydro pump is the strongest water attack.
TM moves Omanyte can learn: all Omastar's except horn drill,
hyper beam, submission, seismic toss, and skull bash
TM moves Omastar can learn: toxic, horn drill, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, submission, seismic toss, rage, mimic,
double team, reflect, bide, skull bash, rest, substitute
HM moves they can learn: surf
TMs/HMs to mix things up: You may want to teach Omastar strong
special moves like blizzard or double edge.
Omastar can learn normal, fighting, water, and ice attacks.
Omanyte can learn all Omastar's attack types except fighting.
weaknesses: electric, fighting, ground
big weaknesses: grass
resistances: normal, ice, flying, poison
big resistances: fire
----------------------------------------------------------------
Kabuto pika, petit+
Kabutops poké+, prime+ (Rock/Water)
Stats:
Kabuto base: 30 HP, 80 attack, 90 defense, 55 speed, 45 special
Kabutops base: 60 HP, 115 attack, 105 defense, 80 speed, 70
special
max: 293-323 HP, 298-328 attack, 278-308 defense, 228-258 speed,
208-238 special
Evaluation: Kabutops is better than Omastar in some ways. He
lacks a good defense against special attacks, and can not use
them as well, but has a better speed. He is a decent pokémon.
His higher end attack is what helps him in battle.
Moves they can learn: scratch, harden, absorb, slash, leer,
hydro pump
Moves Kabutops should keep are hydro pump, slash, leer, and
absorb. Absorb is an ok grass type move that gives you some
energy back, slash is a strong attack with good chance of
critical hit, leer lowers the enemy's defense, and hydro pump is
the strongest water attack.
TM moves Kabuto/Kabutops can learn: razor wind (yellow only),
swords' dance (yellow only), mega kick (yellow only), toxic,
body slam, takedown, double edge, bubblebeam, water gun, ice
beam, blizzard, hyper beam (yellow only), submission (yellow
only), seismic toss (yellow only), rage, mimic, double team,
reflect, bide, skull bash (yellow only), rest, substitute
HM moves they can learn: cut (yellow only), surf
TMs/HMs to mix things up: You may want to give Kabutops mega
kick or double edge for a strong attack. You can also give him
blizzard for a strong special attack.
Kabuto/Kabutops can learn normal, fighting, water, and ice type
attacks.
weaknesses: electric, fighting, ground
big weaknesses: grass
resistances: normal, ice, flying, poison
big resistances: fire
----------------------------------------------------------------
Aerodactyl poké+, prime (Rock/Flying)
Stats:
base: 80 HP, 105 attack, 65 defense, 130 speed, 60 special
max: 333-363 HP, 278-308 attack, 198-228 defense, 328-358 speed,
188-218 special
Evaluation: Aerodactyl has a poor defense, and many weaknesses.
It does have a strong speedy attack, though, so use it in the
proper situations and it is an ok choice.
Moves it can learn: wing attack, agility, supersonic, bite,
takedown, hyper beam
Moves it should keep are hyper beam, supersonic, bite, and
takedown. Takedown is a strong normal attack that does 1/4 of
the damage you deal back to you. Bite sometimes makes the enemy
flinch, supersonic confuses the enemy, and hyper beam is the
strongest normal attack.
TM moves it can learn: razor wind, whirlwind, toxic, takedown,
double edge, hyper beam, rage, dragon rage, mimic, double team,
reflect, bide, fire blast, swift, sky attack, rest, substitute
HM moves it can learn: fly
TMs/HMs to mix things up: You may want to teach it fly to help
it avoid hits while dealing damage. Double edge and mega kick
aren't bad choices either.
Aerodactyl can learn normal, flying, and fire type attacks.
weaknesses: electric, water, rock, ice
big weaknesses: none
resistances: fire, normal, poison
big resistances: flying
immunities: ground
----------------------------------------------------------------
Articuno poké+, prime++ (Ice/Flying)
Stats:
base: 90 HP, 85 attack, 100 defense, 85 speed, 125 special
max: 353-383 HP, 238-268 attack, 268-298 defense, 238-268 speed,
318-348 special
Evaluation: Articuno has four weaknesses and a big weakness to
rock. But if you play your cards right, he is one of the best
choices there is. He is especially good against the tough
Dragonite, blasting him with a 6x damage blizzard. His speed is
usually higher than Dragonite's, so this is the way to bring him
down (if you aren't faster his high special defense will survive
even thunder, so blizzard will still take out Dragonite). All
his stats are good and balanced, so he is a great choice in most
battles. Use him to freeze opponents that you couldn't normally
defeat, even Mewtwo.
Moves it can learn: peck, ice beam, blizzard, agility, mist
Moves it should keep are blizzard, ice beam, mist, agility.
Blizzard is the strongest ice attack and can freeze your
opponent, ice beam is almost as strong. Agility boosts his
already good speed, and mist protects against your stats being
lowered (losing speed from string shot, etc.).
TM moves it can learn: razor wind, whirlwind, toxic, takedown,
double edge, bubblebeam, water gun, ice beam, blizzard, hyper
beam, rage, mimic, double team, reflect, bide, swift, sky
attack, rest, substitute
HM moves it can learn: fly
TMs/HMs to mix things up: You may want to give Articuno fly.
Other than that he has a great moveset. Replace mist with fly.
Articuno can learn normal, water, ice, and flying type attacks.
weaknesses: electric, fire
big weaknesses: rock
resistances: grass, bug
big resistances: none
immunities: ground
----------------------------------------------------------------
Zapdos poké++, prime++ (Electric/Flying)
Stats:
base: 90 HP, 90 attack, 85 defense, 100 speed, 125 special
max: 353-383 HP, 248-278 attack, 238-268 defense, 268-298 speed,
318-348 special
Evaluation: Zapdos has fewer weaknesses and better stats than
Articuno. Though electric attacks aren't as good as ice, Zapdos
is by far the king of powerful electric attacks. His immunity
to ground allows him to drill peck ground types into submission,
canceling one big problem that most electric types have.
Moves it can learn: thundershock, drill peck, thunder, agility,
light screen
Moves it should keep are thunder, drill peck, agility, and light
screen. Light screen reduces special attack damage by 50%.
Drill peck is a strong flying attack. Thunder is the strongest
electric move, and is really good in the hands of Zapdos.
Agility boosts his already good speed.
TM moves it can learn: razor wind, whirlwind, toxic, takedown,
double edge, hyper beam, rage, thunderbolt, thunder, mimic,
double team, reflect, bide, swift, sky attack, rest, thunder
wave, substitute
HM moves it can learn: fly, flash
TMs/HMs to mix things up: Zapdos is good with thunder wave, and
reflect can help him endure even powerful rock slides.
Zapdos can learn normal, flying, and electric type attacks.
weaknesses: ice, rock
big weaknesses: none
resistances: bug, fighting, flying, grass
big resistances: none
immunities: ground
----------------------------------------------------------------
Moltres poké++, prime++ (Fire/Flying)
Stats:
base: 90 HP, 100 attack, 90 defense, 90 speed, 125 special
max: 353-383 HP, 268-298 attack, 248-278 defense, 248-278 speed,
318-348 special
Evaluation: Moltres has a big weakness, rock. He has a few
other weaknesses, but more big resistances than the other two.
His stats are the highest in attack power. Give him fire blast
and destroy those that are weak against it. The undisputed king
of fire types.
Moves it can learn: peck, fire spin, leer, agility, sky attack
Moves it should keep are sky attack, fire spin, leer, and
agility. Agility raises its high speed, sky attack is the
strongest flying attack but you must use one round to charge up,
leer decreases the opponent's defense, and fire spin is a good
move to bind less speedy pokémon.
TM moves it can learn: razor wind, whirlwind, toxic, takedown,
double edge, hyper beam, rage, mimic, double team, reflect,
bide, fire blast, swift, sky attack, rest, substitute
HM moves it can learn: fly
TMs/HMs to mix things up: Give Moltres fire blast as he is the
best at using it out of all the fire types. Keep fire spin
though, and sky attack may have its best moments with Moltres,
but you can teach him fly if you wish. Agility is pretty decent
on him as well. Reflect can help save him from rock slides if
you wish to teach it to him.
Moltres can learn normal, flying, and fire type attacks.
weaknesses: water, electric, ice
big weaknesses: rock
resistances: fire, fighting
big resistances: grass, bug
immunities: ground
----------------------------------------------------------------
Dratini petit++ (Dragon)
Dragonair pika++, poké++, prime+ (Dragon)
Dragonite poké+, prime+ (Dragon/Flying)
Stats:
Dratini base: 41 HP, 64 attack, 45 defense, 50 speed, 50 special
Dragonair base: 61 HP, 84 attack, 65 defense, 70 speed, 70
special
Dragonite base: 91 HP, 134 attack, 95 defense, 80 speed, 100
special
max: 355-385 HP, 336-366 attack (highest in game), 258-288
defense, 228-258 speed, 268-298 special
Evaluation: What can I say? This guy is awesome. Really
awesome. He stands even a good chance against Mewtwo if you
play your cards right. He has good rounded stats, and great
attack. His moves are super strong and he has good strategy
play. His only downfall is less speed than, and a big weakness
to, Articuno.
Moves they can learn: wrap, leer, thunder wave, agility, slam,
dragon rage, hyper beam
Moves Dragonite should keep are hyper beam, wrap, thunder wave,
and leer. Use thunder wave to take your opponent's speed
advantage away, then leer at them a few times to drop their
defense, then use wrap with Dragonite's phenomenal attack and
the battle will soon end. For enemies that need to be destroyed
sooner, blast them with hyper beam.
TM moves Dratini can learn: all Dragonite's except razor wind,
hyper beam, and horn drill
TM moves Dragonair can learn: all Dragonite's except razor wind
and hyper beam
TM moves Dragonite can learn: razor wind, toxic, horn drill,
body slam, takedown, double edge, bubblebeam, water gun, ice
beam, blizzard, hyper beam, rage, dragon rage, thunderbolt,
thunder, mimic, double team, reflect, bide, fire blast, skull
bash, swift, rest, thunder wave, substitute
HM moves they can learn: surf, strength (only Dragonite can
learn strength)
TMs/HMs to mix things up: Thunder and blizzard are good if you
keep wrap and thunder wave, so you can balance strategy play
with taking out others. Thunder is particularly good against
most opponents with ice type attacks.
Dratini/Dragonair/Dragonite can learn normal, water, ice, and
electric attacks.
weaknesses: rock (Dragonite), (Dratini/Dragonair-ice)
big weakness: ice (Dragonite)
resistances: water, fire, bug, fighting (Dragonite),
(Dratini/Dragonair-water, fire, electric, grass)
big resistances: grass (Dragonite)
immunities: ground (Dragonite)
----------------------------------------------------------------
VIII. The benefits of status attacks and status boosters, and
other tricks
Status attacks can give your pokémon advantages against types it
is normally weak against and pokémon with higher stats. I will
discuss the different status ailments you can inflict, benefits
you can use, and some strategies on using them so you can annoy
your opponents into defeat. With all status attacks you should
either have higher speed than your opponent to hit them before
they can defeat you, or high enough special or defense to
survive counter attacks. Haze is the only move which wipes away
status ailments, but since it takes a turn for your opponent to
use, you can reinflict them or take the opportunity to attack,
switch, heal up, or boost your stats with a stat boosting move.
The following status ailments can not be combined with each
other:
poison/severe poison--A basic attack that drains some energy
from your opponent's pokémon each round. Not very useful, but
if you use bind/wrap or fire spin/clamp with a strong (strength
for bind/wrap, special for fire spin/clamp) pokémon that is
faster than your opponent, you can rack up big damage in a few
rounds, and leave your opponent with no option but to switch.
Useful if you know your opponent has a pokémon that you would
love to force him to put back, especially if you know that
pokémon could beat you. Poison and severe poison are
ineffective on poison types (including dual types with one type
poison). The bind/wrap or fire spin strategy is not very good
on rock types and has no effect on ghost types (fire spin isn't
very good on fire, water, rock, or dragon types, and fire spin
is decent on ghost types), though with enough strength or
special power you might still hurt them pretty badly even with
their resistances. Clamp works well on all types but water,
rock/water, and water/ice types. It's great on ground, rock,
rock/flying, fire, fire/flying, and rock/ground types. Severe
poison from Toxic is awesome because the HP it takes is doubled
with each round, so pairing it with bind/wrap or fire spin/clamp
is ultra effective. Pair this with leech seed and the damage is
nearly quadrupled every round and will bring down some of the
toughest opponents quickly. The only problem is if your
opponent switches, severe (toxic) poison will become regular
poison, and leech seed will disappear. If your opponent is on
their last pokémon, however, toxic/leech seed will be the
ultimate way to finish them off.
sleep--If it works, your opponent will not be able to attack you
at all for at least one round, unless they wake up immediately
(if so use it again). Sing, hypnosis, lovely kiss, sleep
powder, and spore is the order of effectiveness of sleep moves,
least to most. Once asleep, pound them if you have an attack
they are weak against or switch to a pokémon that can do so. If
they are weak against psychic attacks, switch to someone with
dream eater as you will severely damage them and gain massive
health in the process (unless they are psychic and resist dream
eater). Sleep is a good move, because if it works your opponent
is at your mercy.
paralyze--When it hits your opponent, you will almost always
have a speed advantage over them and get first attack (unless
they use quick attack or their speed beats yours by a huge
margin, and quick attack shouldn't be a big concern late in the
game). Glare, stun spore, body slam, and thunder wave can all
paralyze your opponent. Thunder wave will not work on ground
types (or dual types with ground as one) though, and body slam
won't work on ghost types. This move may also cause your
opponent to be unable to attack at certain rounds or several
rounds in a row, which is an added bonus, though you should
still be prepared for a counter attack, the chance of them being
fully paralyzed is always 25 percent. If your opponent's
pokémon has more speed than the pokémon you would like to use
against it, this is a good move. This is also used well with
bind/wrap/fire spin/clamp because your opponent will never be
able to get out unless they switch.
burn--This is like a speed down/poison plus. All fire moves
except fire spin have a 10 percent chance of burning your
opponent. You will gain a smaller speed advantage over the
pokémon and sometimes get first attack, but it is not as
effective as paralyzing your opponent. Again, the
bind/wrap/fire spin strategy is good, and burning is a good move
if you want to have speed advantage over an otherwise faster
opponent. The added benefits are that your opponent's physical
type attacks will be reduced to 1/2 strength, and they will lose
HP each round! This is one of my favorites, and it's only
downfall is that it doesn't work on fire types (or dual types
with fire as one).
freeze--This move is a lot like sleep in that you have an open
opportunity to pound your opponent, or to switch and then pound
them. All ice moves except Aurora Beam have a 10 percent chance
of freezing. Don't use fire against your opponent or you will
thaw them out. Otherwise, they have no way out and will either
have to switch or be pounded into submission. This move is
great against those pokémon you know your opponent could stomp
you with. This move will not work on ice types or dual types
with ice as one. Also, it might be wise to not freeze water
opponents....why? because if your last pokémon only has fire
attacks, and your last opponent is a formerly frozen water type,
you may lose. (thanks Alvaro) Be careful this situation doesn't
come up.
----------------------------------------------------------------
The following status ailments, boosters, and tricks can be
combined with the above list and with each other:
bind/wrap/fire spin/clamp--Not really a status attack, but if
your pokémon has higher speed than your opponent, your opponent
will not be able to move. I usually mention wrap cause bind is
used by fewer pokémon but they work just the same. If you have
high strength and use bind/wrap or high special and use fire
spin/clamp, you can rack up damage. This strategy is not very
effective on rock types and (fire spin's not very effective on
fire, water, dragon, or rock types, and clamp isn't very good
against water types), but if you have enough strength or special
you still might hurt them badly even with their resistances. Do
not use bind/wrap on ghosts because they are immune.
blindness/evasion up--Using moves like sand attack, smoke
screen, and kinesis lowers your opponent's accuracy. If used
over several rounds, your opponent may be almost totally unable
to hit you. You take a gamble with this strategy, however,
because you need several rounds for it to seriously lower their
accuracy. Minimize and double team raise your pokémon's evade,
so if you switch keep in mind your next pokémon will have no
increase in evade, making blinding attacks better, since you can
switch with the effects still on your opponent. With either you
will need to use the moves a couple of rounds until there has
been a great change in accuracy for it to make any difference.
And a big disadvantage, some moves like stomp have a high
accuracy (most simple moves like horn attack, tackle etc. do),
and swift will always hit your pokémon no matter what. But if
you know your opponent is packing power moves like rock slide,
thunder, etc., this move will make it much tougher for them to
hit you. Blinding moves wear off when your opponent switches
his blinded pokémon out of battle.
confusion--Use this move to make your opponent less likely to
hit you, and at the same time likely to hurt itself. Confuse
ray is more powerful than supersonic. This move is good in
combination with other moves because it reduces the chances of
your opponent hitting you even more. If you wish to gamble for
your opponent to mainly hurt itself, you may use this move
alone, but be warned they still may hit you. Opponents with
higher attack and lower defense will hurt themselves more. Very
useful in combination with paralysis. Throw in a bind/wrap/fire
spin/clamp with paralysis and confusion and they might never hit
you. Confusion wears off when a switch is made.
disable--This move is risky because it usually doesn't work. If
it does, it randomly disables one of your opponent's moves for a
few rounds. This can be a great move if your opponent has only
one attack move, and you get lucky enough to disable it. It is
also useful for taking away one of their key moves. Disable
wears off over time or when a switch is made
leech seed--This move gives you a little bit of energy at the
opponent's expense every round, even if you switch pokémon. If
your opponent switches though, the leech seed will go away. If
combined with Toxic this move is very useful because all the
damage done by poison and leech seed becomes your energy and it
does 4x more damage each round! It is also useful to put your
enemy to sleep and keep them asleep to get all their energy, or
switch to a pokémon that really needs the energy. This move
always seems to take a certain percentage of the opponent's HP,
and that percentage goes up slightly with level up. (thanks
Alvaro) Toxic/leech seed is not as useful if you opponent
switches, because the toxic poison will just become regular
poison and the leech seed effect will disappear. This is great
to use on their last pokémon though.
flinch--Some moves make your opponent flinch when you hit them.
Bite, low kick, rolling kick, bone club, stomp, headbutt, and
hyper fang all may have this effect--stomp and headbutt have a
one in three chance of making them flinch, hyper fang has a one
in ten chance, and most of the others seem to have a one in ten
chance. If your pokémon get the first hit and your opponent
flinches they won't be able to attack you that round, and the
bonus is these moves are generally very powerful (order of
strength left to right). These moves don't work well against
rock pokémon or at all on ghost pokémon (except for bone club,
and rolling kick works on rock types). This strategy is a
gamble, but it could have big payoffs.
skip round--Moves like fly and dig allow you to skip a round and
take no damage provided that your opponent is slower than your
pokémon. However, swift will hit you even while you are in the
sky or ground. If both players use dig or fly, the slower
pokémon will avoid damage and get its attack in.
take no damage and attack--The move substitute will replace your
pokémon with a poké doll which will take a certain amount of
damage before breaking (I believe half of your pokémon's max
HP). During this time you can attack without being injured!
The poké doll will have the same resistances and weaknesses as
the pokémon who used it. The drawback is that if your pokémon
has low HP this move won't last, and that you sacrifice 1/4 of
your max HP every time you use it, and eventually you won't have
enough health to use it. It is good to give to a pokémon that
can recover. Substitute prevents one hit KOs (so far that I've
tested) and it prevents status changes and moves that reduce
stats. You can also use rest after using substitute to avoid
taking damage while you sleep. I do caution you though, using
it with a pokémon that has high defenses is ok, but remember to
lower your opponent's speed if you have less speed. Use moves
that paralyze, burn, put your opponent to sleep, or freeze your
opponent. Also remember that your substitute has the same type
as you, and will be affected by attacks just the same, so many
times it will only take one or two hits before breaking if
powerful moves are used on it. Definitely beware if your
pokémon has terrible speed, you will have to put the opponent to
sleep or freeze it with another pokémon before switching to the
pokémon you want to use substitute with.
substitute/bide--A strange combination that lets your doll take
the damage, then you dish it out in 2-3 rounds. All the damage
done to you and your doll during this time is paid back double
to your opponent, a good combination move. With bide it can be
either special or physical damage. A simple counter to this
strategy though is to use the rounds not to attack but to switch
or build your stats, recover, etc.
----------------------------------------------------------------
Stat boosts and weakeners
defense up--Several moves boost your physical defense. The only
ones worth keeping are Acid Armor and Barrier as they increase
your defense greatly, though you should be ready to take a hit
for using this move (unless you have a free round). In rare
cases weaker moves may help a pokémon with a great defense to
become even tougher. Reflect reduces physical attack damage by
50% and is useful in many situations.
attack up--Several moves boost your attack. The only one really
worth keeping or teaching, though, is swords' dance. You'll
take a hit for using it, so be prepared (unless you have a free
round).
speed up--Generally not as useful as paralyzing or burning an
opponent, but if you have a free round it may give you the speed
advantage you need. Agility is the only speed building move.
special up--This move serves two purposes, it raises your
special attack offense and your defense against special attacks.
The best move in this category is Amnesia. This move helps a
pokémon with high special that uses special attacks a lot. Why?
Because it brings up his offense and defense at the same time by
a lot. This move is also useful for pokémon that have lower
special ratings to gain a good special defense. Light Screen is
generally a useful move except to those with low special, and it
reduces special attack damage by around 50%.
*Mist defends against attacks that bring down your stats.
*Haze eliminates all stat changes, for the better or worse, and
ignores mist.
defense down--Several moves and attacks inflict this ailment. A
few of those attacks may be good enough to use anyway, and this
is an added benefit. However, screech is the best defense
lowering move, just be ready to take a hit for using it. It is
also harder to reduce the defense of opponents with a very high
defense, as it takes several rounds and you can be attacked each
round. (Thanks Alvaro for these reminders)
attack down--Some attacks inflict this ailment. A few attacks
may be worth keeping anyway, and this is an added bonus.
However, this is usually not a useful strategy. It is also
harder to reduce the attack of opponents with a very high
attack, as it takes several rounds and you can be attacked each
round.
speed down--Some attacks and one move (string shot) inflict this
ailment. Paralyzing or burning the opponent is much more
effective. It is also harder to reduce the speed of opponents
with very high speed, as it takes several rounds and you can be
attacked each round.
special down--One attack brings this down, and it's worth
keeping, psychic. This is an added bonus to lower the
opponent's special offense and defense. It is also harder to
reduce the special of opponents with very high special, as it
takes several rounds and you can be attacked each round. Using
psychic though is powerful, so you are sending them toward
defeat as you use it.
----------------------------------------------------------------
IX. Ultimate Teams
There are many types of pokémon that would make great teams
together. Below are just some suggestions.
Power Tactic Team
This team can beat every type of opponent-All 15 single types
(like water, normal, electric) and all 22 dual types (like
bug/flying, water/poison, grass/psychic).
Mewtwo-great power, speed, and defense, use him as your lead.
Use him to destroy normal types and types with opponents with
low special.
Golem-great strength, defense, and HP. Don't rush him into
battles against enemies that have strong special type attacks.
Be careful and use his ground and rock type attacks.
Articuno-great speed, special, and HP. Use him to freeze
opponents you don't have an edge on. Ice damages a lot of
types, and flying attacks are also good.
Dragonite-great attack, high speed, all other good stats. Use
him to destroy enemies that are weak against physical attacks.
Also use his thunder wave to gain speed advantages.
Jolteon-great speed and special, good HP. If you keep pin
missile and double kick he can use them decently to defeat a lot
of types. Use his electric attacks also.
Gengar-great speed, HP, and special. Use him to confuse and put
your opponent to sleep. He can avoid most physical attacks.
You may want to give him toxic to badly poison your enemies
also.
----------------------------------------------------------------
Power Team
This team can beat most Pokémon easily with their powerful
moves. Contributed by Alvaro.
Vaporeon-Has incredible water attacks and great speed. Few
weaknesses, weak against physical attacks, but no physical
attacks are super effective on it. Acid armor takes away the
physical attack threat.
Zapdos-Incredible speed and special. Is not effected by ground
types and can beat them with flying moves. Electric attacks
work well against most types.
Use thunder wave to paralyze your opponents.
Golem-Great strength, HP, defense. Use him wisely as he is weak
against strong special attacks. Use his ground and rock types
to beat many different foes.
Alakazam-A great psychic type with good speed. Stock pile him
with several psychic attacks and wipe your opponents out.
Venusaur-A great grass type. Grass type moves hurt many.
Beware because he has many weaknesses though.
Moltres-King of the fire types. Burning enemies is good, so use
fire blast a lot. Has great speed and special.
----------------------------------------------------------------
Super Offense
Contributed by Alvaro. This team is pure power attack, with
many attacks to use because the moves have a lot of PP.
Clefable: blizzard, thunder, double edge, fire blast
Mewtwo: psychic, amnesia, recover, hyper beam
Golem: rock slide, explosion, earthquake, body slam
Jolteon: pin missile, double kick, thunder, and reflect
Ninetales: fire spin, flamethrower, fire blast, confuse ray
Vaporeon: hydro pump, surf, ice beam, acid armor
----------------------------------------------------------------
Super Tactics
Use this team to bombard your enemy with status ailments, then
finish them.
Mewtwo-great power, speed, etc. Use him as the lead.
Moltres-Use him to burn pokémon and take half their speed and
strength away from them.
Articuno-Use him to freeze your opponents solid. His ice
attacks are great on many types of foes.
Gengar-Use toxic or hypnosis to hurt your enemy bad.
Dragonite-Use thunder wave to take away their speed then use
wrap until they faint.
Chansey-Use counter when you take a strong physical attack to
pay the enemy back with twice the damage they gave you. You may
want Chansey to have substitute and reflect for it to work
better. Recover with softboiled and do it again. You could also
use Snorlax in here and give him bide, rest, and substitute.
----------------------------------------------------------------
A. Recommended movesets by
[email protected]
Blastoise
Body Slam
Earthquake
Surf
Blizzard
Raticate
Body Slam
Dig
Focus Energy
Super Fang
Arbok
Earthquake
Glare
Screech
Acid
Raichu
Thunderbolt
Surf
Light Screen/Reflect
Thunder Wave
Sandslash
Slash/Rock Slide
Swords Dance
Earthquake
Swift
Clefable (ooh there are a lot I'll post three)
Offensive
Psychic
Thunderbolt
Blizzard
Body Slam
Defensive
Seismic toss
Thunder Wave
Light Screen
Reflect
Double Rester
Seismic toss
Thunder Wave
Double Team
Rest
Ninetales
Dig
Confuse Ray
Flamethrower
Reflect/Body Slam
Wigglytuff (it sucks, but nothing better)
Psychic
Thunderbolt
Blizzard
Body Slam
Dugtrio
Slash
Sand Attack
Earthquake
Fissure (he has the highest speed for a pokémon with a one-hit KO move,
so...)
Persian
Slash
Screech
Bubblebeam (rock/ground types)
Hyper Beam
Golduck
Ice Beam/Blizzard
Amnesia
Dig
Body Slam
Primeape
Screech
Rock Slide
Body Slam
Submission
Arcanine
Dig
Body Slam
Flamethrower
Reflect
Alakazam (on my team)
Psychic
Seismic toss
Reflect/Thunder Wave
Recover
Machamp
Submission
Earthquake
Rock Slide
Focus Energy
Rapidash
Body Slam
Agility
Fire Spin
Horn Drill
Magneton
Thunderbolt
Supersonic
Reflect
Thunder Wave
Muk
Screech
Acid Armor
Sludge
Body Slam
Hypno (hypnosis + dream eater = not such a good idea. Hypno has low
speed; hypnosis is inacurrate)
Psychic
Thunder Wave
Double Team
Rest
Kingler
Body Slam
Crabhammer
Swords Dance
Harden?
Electrode (he's not that bad. Good against mewtwo = 1 t-wave + 1-
screech + 1-explosion leaves mewtwo at low health, then a snorlax with
amnesia to raise special defense can take care of mewtwo, that has been
screeched)
Thunderbolt
Screech
Explosion
Thunder Wave
Marowak (sucks. There is nothing sandslash cannot do better)
Earthquake
Focus Energy
Body Slam
Ice beam (OK with Focus Energy against types that are weak against it)
Hitmonlee
Hi Jump Kick
Focus Energy
Body Slam
Rolling Kick
Hitmonchan (ugh...I'll do my best)
Body Slam
Submission
Counter
Agility
Lickitung
Earthquake
Swords Dance
Screech
Body Slam
(Swords dance + screech is EVIL, just you'll have to survive enough...)
Weezing
Haze
Explosion
Sludge
Thunderbolt
Chansey (many. I'll post two)
Offensive
Ice beam
T-bolt
Softboiled
Psychic
Defensive
Seismic Toss
T-wave
Defense Curl
Softboiled
Tangela
Body Slam
Swords Dance
Sleep Powder
Solar Beam
Kangaskhan
Body Slam
Earthquake
Rock Slide
Surf (for rock/ground types that have horrible special as well)
Seadra
Surf
Ice Beam
Smokescreen
Agility
Seaking
Surf
Agility
Blizzard
Double Edge
Mr. Mime (bah, all he can do alakazam can do better)
Barrier
Light Screen
Rest
Seismic toss
Electabuzz
Thunderbolt
Screech
Body Slam
Thunder Wave
Magmar
Body Slam
Confuse Ray
Psychic
Flamethrower
Pinsir
Body Slam
Swords Dance
Slash
Hyper Beam
Tauros
Body Slam
Earthquake
Blizzard
Double Edge
Ditto
Transform
though some believe that the most useful moveset is transform :-)
Vaporeon
Surf
Blizzard
Haze
Acid Armor
Jolteon (I love this guy; on my team)
Thunderbolt
Pin Missile
Focus Energy
Thunder Wave
Flareon
Body Slam
Focus Energy
Flamethrower
Reflect
Porygon
Ice Beam
Thunderbolt
Conversion
Recover
Snorlax (on my team)
Body Slam
Amnesia
Blizzard
Rest
Mewtwo (El Gran Cheapo)
Psychic
Substitute
Amnesia
Rest
(this is EVIL. substitute + recover + high HP + amnesia + 2nd highest
speed is almost invincible)
Mew
Body Slam
Swords Dance
Earthquake
Explosion/Softboiled
Venusaur (Best Grass IMO cuz of Razor Leaf. On my team, now)
Body Slam
Swords Dance
Razor Leaf
Sleep Powder
Charizard
Slash
Earthquake
Swords Dance
Flamethrower
Butterfree
Psywave
Mega Drain
Sleep Powder
Supersonic
Beedrill
Twinneedle
Swords Dance
Mega Drain
Reflect
Pidgeot
Fly
Mirror move
Sand Attack
Quick Attack
Fearow
Drill Peck
Mirror move
Agility
Double Edge
Nidoqueen
Body Slam
Thunderbolt
Blizzard
Earthquake
Nidoking
Body Slam
Rock Slide
Earthquake
Focus Energy
Golbat
Screech
Haze
Mega Drain
Wing Attack
Vileplume
Sleep Powder
Solarbeam
Body Slam
Swords Dance
Parasect
The one and the only... one of the best mewtwo killer....
Parasyrex
Leech Life
Spore
Substitute
Swords Dance
(Mewtwo attacks and takes heal from you. Then you put it to sleep with
spore. You pop in a sub, dance and leech 1 time. Now Mew2 wakes up. He
destroys your Sub. You spore that same turn and create other. You
continue dancing and leeching. EVIL)
Venomoth
Psychic
Mega Drain
Sleep Powder
Stun Spore
Poliwrath
Amnesia
Surf
Body Slam
Ice Beam
Victreebell
Body Slam
Swords Dance
Sleep Powder
Razor Leaf
Tentacruel
Blizzard
Mega Drain
Barrier
Surf
Golem (on my team)
Body Slam
Rock Slide
Earthquake
Explosion
Slowbro (on my team)
THE mewtwo killer...the 2nd strongest pokémon...
TobyBro (By Toby Martin)
Surf
Thunder Wave
Amnesia
Rest
(First T-wave to get speed advantage. Second use amnesia 2 or 3 times
then rest. His enormous special by that time should give him protection
against special attacks, and he has already pretty good physical
defense so he should survive while resting. Then surf away, it'll be
very powerful with a high special stat and the Same Type Attack Bonus,
and it should kill anything. Rest when needed, and finish amnesia if
you didn't already)
Farfetch'd (sucks)
Swift
Swords Dance
Double Team
Rest
Dodrio
Drill Peck
Body Slam
Agility
Reflect
Dewgong
Surf
Ice Beam
Rest
Body Slam
Cloyster
Reflect
Surf
Ice Beam
Double Edge
Gengar (2 movesets. Annoying and attacker)
Annoying
Night Shade
Confuse Ray
Double team
Rest
Attacker
Confuse ray
Psychic
Thunderbolt
Night Shade
Onix (sucks)
Earthquake
Screech
Explosion
Rock Slide
Exeggutor (2 movesets, too)
Bennedict
Sleep Powder
Substitute
Leech Seed
Solarbeam
(use in the order the moveset is posted :) )
Offensive
Psychic
Mega Drain
Sleep Powder
Double Edge/Explosion
Rhydon
Earthquake
Rock Slide
Rest
Horn Drill
Starmie (he was on my team till I figured out that slowbro was much
better)
Surf
Thunderbolt
Thunder wave
Recover
Scyther
Slash
Swords Dance
Wing Attack
Hyper Beam
Jynx (it's nice and should fit in any team)
Ice Beam
Lovely Kiss
Seismic Toss
Reflect
Gyarados (2 bad 4x weakness to electric)
Surf
Ice Beam
Thunderbolt
Body Slam
Lapras
Blizzard
Thunderbolt
Confuse Ray
Surf
Omastar
Surf
Ice Beam
Reflect
Rest (he's so good defenses he should survive while resting. plus he
has reflect taking out the physical problem completely)
Kabutops
Slash
Swords Dance
Body Slam
Surf
Aerodactyl
Wing Attack
Double Edge
Supersonic
Hyper Beam
Articuno
Fly
Blizzard
Double Edge
Reflect
Zapdos
Thunderbolt
Drill Peck
Light Screen/Reflect
Thunder Wave
Moltres
Fly
Fire Blast
Double Edge
Reflect
Dragonite (my personal favourite. he isn't on my team cuz ice's so
popular)
Body Slam
Blizzard
Thunderbolt
Thunder Wave
----------------------------------------------------------------
X. Secrets
This will display secrets of the game as I uncover them or get
them in from email. Remember only game play and hard work can
be your source for your info.
--For winning the Poké Cup or Prime Cup you get a Doduo Game
Boy. It allows you to play the Game Boy games at normal speed,
or double speed by hitting right C. Double speed is great to
help you get levels up faster, especially in Mewtwo's cave.
--For winning the Prime cup and Poké Cup both, you get a Dodrio
Game Boy. It allows you to play the Game Boy games at a
phenomenal 4 times the regular speed. Need to rush through a
certain version for a certain kind of pokémon? Need to gain
levels quickly? This is the best way to do so. Hit right C to
make the game normal, 2x, or 4x speed.
--How to get some secret pokémon. They are...
Bulbasaur
Charmander
Squirtle
Hitmonlee
Hitmonchan
Eevee
Omanyte
Kabuto
You get these pokémon by beating the 8 towers and the Elite 4
and the familiar face. The pokémon you get is random. But once
you do it once, you only have to beat the Elite 4 and the
familiar face. Be warned though that these pokémon have boosted
experience and aren't as good as doing things the hard way on
Game Boy.
--Unlock hard mode. Defeat all the cups in the stadium, all the
gym leaders, the elite four, a familiar face, and the ultimate
pokémon to open up the harder second round. Start all over
again, pull your hair out, and discipline yourself to learn the
toughest strategy to pokémon.
--You can rent Mew in the hard mode, on the Prime Cup and for
Gym Leader Castle.
--If you enter your pokémon's name alternating with capitals and
lowercase, your pokémon will be a shade of red. Different
nicknames change the pokémon's color on this game, see what you
can come up with. Names from the movie and TV show work too,
just try "POOKAH" and see what happens to Pikachu!
--Thanks to
[email protected] for this. You can get an
"Amnesia Psyduck" for registering all 151 pokémon to the hall of
fame. Rent Mew on hard mode and bring Mewtwo in to register
him, the rest can be rented on easy mode. Amnesia Psyduck I
believe is the same as Psyduck, the only difference is it knows
amnesia. Thanks to Jeff for investigating this. It can evolve
to Golduck. Thanks to "kill me" for this bit of info. Go to
the hall of fame to pick him up after registering all 151
pokémon.
--Thanks to
[email protected] for part of this. Thanks to
[email protected] for this info. You can get surfing Pikachu
from finishing the Prime Cup, master ball division on the round
2 (hard) mode of the game. You must have Pikachu as one of the
three pokémon you pick every time for the battle, but you don't
have to have him participate in battle. You MUST use all
pokémon from the Game Boy game, you can not use any rentals, and
you must NOT register your team. You MAY use continues, I have
tested this myself and I used continues and was able to get
surfing Pikachu. You may not save and quit and then pick up
your saved game later and still get surfing Pikachu, you MUST go
through all eight battles in one sitting (thanks to Jeffrey-
[email protected] for this). Your current Pikachu will then
either learn surf if he has available space, or will be given
the option of deleting one of your older moves. Choose which
move to replace wisely.
--Thanks to Alvaro for this. You can go back to round one
battles by hitting right C on the screen with the stadium,
gallery, options, etc.
--Thanks to
[email protected] . Thanks to
[email protected]
and
[email protected] for help with the mini games
secret. To unlock the hyper difficulty setting on the mini
games you must do the following:
-pick the "who's the best mode"
-challenge 3 computer players (no challenging a mix of other
people and computer players)
-choose the hard difficulty setting
-choose anywhere from five to nine rounds to determine the
champion
-beat the computer five times in a row without losing once or
tying once
Thanks also to
[email protected] for info on this.
--Thanks to
[email protected] for this. You can change the
background of the Game Boy Tower mode by pressing Z. You can
alternate between the Doduo background, the awards background,
and the game version background. You can only alternate to the
Doduo and awards backgrounds if you have won the Doduo and
Dodrio Game Boys.
--Thanks to
[email protected] for this. If you beat the Gym
Leader Castle, all the cups, and the ultimate pokémon on round 2
you will unlock the following secret. After you defeat the
ultimate pokémon, the credits and new music will play. After
this finishes, go into the gallery, and go to the print option.
Hold L and R at the same time, then press A, and you will get a
message saying congratulations, etc. You will now be able to
print images of the title screen, stadiums, and backgrounds at
the Snap stations.
--Thanks to
[email protected] for this info. When the
round 2 stadium is selected, if you go to battle now, all the
pokémon the computer randomly selects are fully evolved. With
round 1 stadium on, they are the least evolved forms.
----------------------------------------------------------------
XI. Credits
Big thanks to Nintendo/Gamefreaks, inc./Creatures, inc. for
making the Pokémon games.
Huge thanks to a big contributor, Alvaro,
[email protected]
He contributed the information regarding what was effective
and what wasn't effective on dual type pokémon, and his opinion
on examples of that type. All the resistances and weaknesses of
dual types, and how all the attacks in the chart effect dual
types is his information. He contributed what the different TMs
teach. He contributed some of the ultimate teams. He also
contributed strategy with his name in parentheses after it.
This was a lot of the info I needed to help my guide be
complete. He recently told me about the trick of going back to
the first round by hitting right C. Thanks big time man!
Thanks also to Laura,
[email protected] . She contributed
all TMs and HMs pokémon can learn. She also contributed
information about Mew, and she contributed all the movelists
that the pokémon can learn. This was a lot of the info I needed
to complete my guide, and she was a big help to me finishing it.
Laura182 may post my guide on her website when she finishes.
She also pointed out a weird quirk about pokémon colors on
Stadium.
Thanks to Striker64 who allowed me to use some info from his
guide. The credit to him goes to his great number of the
movelists and lists of TMs/HMs from the yellow game. I needed
to see those to compare movesets and TMs/HMs from the red and
blue game, because some were different. The ones he didn't have
I researched, and as a return favor to him he can use the
movelists and TMs/HMs of my guide to help finish his FAQ on
Pokémon yellow.
Thanks to
[email protected] for pointing out that
substitute can be risky without first having the speed
advantage.
[email protected] should be thanked for adding some
information to the secrets section. He told me that you can get
certain random pokémon for beating the elite four and the
familiar face, after clearing the Gym Trainer Castle.
[email protected] for the secret on Amnesia Psyduck.
Thanks to
[email protected] for info on how to get Surfing
Pikachu.
Thanks to kill
[email protected] for more info on Amnesia
Psyduck.
Thanks to
[email protected] for the tip about agility.
Thanks to
[email protected] . He pointed out
that poison is actually a physical attack, which I then further
tested to find he was right.
Thanks to
[email protected] . He confirmed the info about
the hyper mode on mini games.
Thanks to
[email protected] for info on the minigames hyper
mode.
Thanks to
[email protected] for the correcting info on surfing
Pikachu and for the secret about new backgrounds in the Game Boy
Tower.
Thanks to
[email protected] for pointing out some
errors and helping me with some strategy on Electrode. Also he
reminded me of the benefits of substitute. Also he pointed out
an error about PP ups.
Thanks to
[email protected] for help with the mini games secret.
Thanks to
[email protected] for pointing out that you
can win 5 in a row on any set of rounds on hyper mode, as long
as it is 5 or more.
Thanks to
[email protected] for the secret on what you get
for finishing round 2. Big thanks for this as I was having
trouble getting through.
Thanks to
[email protected] for the info on battle now.
Thanks to
[email protected] for extra info on the
Surfing Pikachu secret.
Thanks to
[email protected] for finding out if you can rent
Mewtwo for finishing the round 2 mode, unfortunately the answer
was no.
Thanks to
[email protected] for pointing out some mistakes about
Slowbro and Aerodactyl.
Thanks to
[email protected] for the corrections.
Thanks to
[email protected] for the corrections on
venomoth and beedrill.
Thanks to
[email protected] for the info on Raichu's ability
to learn light screen, I guess I just forgot to add it.
Thanks to
[email protected] for pointing out that you can
save right before getting Eevee, Mewtwo, your starter pokémon,
etc. and keep receiving them until their stats are as good as
you want them to be.
Thanks to
[email protected] for pointing out that counter
will always be used after your opponent has used his move, no
matter how much speed you have. Thanks to him also for pointing
out that softboiled only recovers half your HP like recover.
Thanks to
[email protected] for the other recommended
movesets.
Big thanks to
[email protected]
for information on base stats of pokémon, and to his sources.
Big thanks to Kevin--poké
[email protected] and his site,
pokémasters.com and all his sources for info on the max stats of
pokémon, and also for the special base stat for r/b/y pokémon.
----------------------------------------------------------------
XII. Disclaimer and other legal stuff
This guide is copyright 2000 to Mark aka Magus747, who authored
it. Game Boy is copyright and TM to Nintendo. The Transfer
Pack is copyright and TM to Nintendo. Pokémon Red and Blue are
copyright 1995-1998 to Nintendo/Creatures, inc./Gamefreak inc.
and Pokémon Yellow is copyright 1995-1999 to Nintendo/Creatures,
inc./Gamefreak, inc. Pokémon Stadium and Pokémon Stadium 2 are
copyright 1995-2001 to Nintendo/Creatures, inc./Gamefreak, inc.
Information was taken only from my hard work and game play, and
the people in the credits. Any similarity to other
guides/information is coincidental. My sources in the credits
agreed to get their information from gameplay and hard work, not
by taking from any illegal sources. If the people stated above
had sources, they agreed to verify that their sources--or the
original source somewhere down the line--had acquired their
information through hard work and game play, not by plagiarism.
Information from this page, in part or in full, to be used in
any magazine, FAQ, guide, sale and profit, webpage, or any other
public use without my permission is illegal and prosecutable.
You may print this guide out for personal use and share it with
your friends provided that they don't misuse it in the ways
stated above. Uses of the words "he" and "she" to describe
pokémon are not meant to indicate a gender on the pokémon unless
it is understood they already possess one, and those uses are
not meant to offend anyone, just for convenience when I was
bought for time. You are assumed to have read and understood
this disclaimer, and know that it applies to you, if you have
ever read, seen, or uploaded this guide, in part or in full, by
web browser or other means. This guide is only to appear on the
following in its original form:
http://www.gameFAQs.com/ ,
http://www.rpgamer.com/ ,
http://www.happypuppy.com/ ,
http://hometown.aol.com/falsehead , and Laura182's site when she
finishes. I have had a problem with receiving more junk mail
since the publication of my guide. NO ONE is to sell my email
address or anyone's email address that appears on the guide
(person who publishes my guide or person who reads my guide),
give my email address (or anyone's that appears on the guide)
away except to their friends who have questions about the game,
submit my email (or anyone's that appears on the guide) to any
organization that SPAMS or bulk mails, AND ABSOLUTELY NO ONE is
to get the stated email addresses off of this guide and then
SPAM us. If I can prove that you companies that are spamming us
got the email addresses from my guide, let me say this--you have
been warned. If you have my permission to post this guide on
your site, know that this document may not be converted to HTML
without my permission, nor may any advertisements or other means
of making money appear on the same page as this guide (no
banners, counters, etc.) at all. I reserve the right to update
this legal notice at any time with or without given reason.