____ _
| _ \ ___ | | _____ _ __ ___ ___ _ __
| |_) / _ \| |/ / _ \ '_ ` _ \ / _ \| '_ \
| __/ (_) | < __/ | | | | | (_) | | | |
|_| \___/|_|\_\___|_| |_| |_|\___/|_| |_|
| ___| _ \| | / ___|
| |_ | |_) | | | | _
| _| | _ <| |__| |_| |
__ _|_| |_| \_\_____\____| _
| \/ | _____ _____ ___ ___| |_
| |\/| |/ _ \ \ / / _ Y __|/ _ \ __|
| | | | (_) \ V / __|__ \ __/ |_
|_| |_|\___/ \_/ \___|___/\___|\__|
/ ___|_ _(_) __| | ___
| | _| | | | |/ _` |/ _ \
| |_| | |_| | | (_| | __/
\____|\__,_|_|\__,_|\___|
by blueshirt32
version 2.0
last updated on 1-3-07
==============================================================================
Revision Info
==========================================================================S1.0
1-3-07 v2.0 - EVs are (mostly) done - at least, I spread everything that I
felt got used. With that, this FAQ is pretty much complete. Unless you have
error correcting or something that completely breaks the metagame (and you
better have a good explanation as to how it breaks the metagame), your e-mail
will probably not be read. Sorry.
6-13-06 v1.97 - XD update, only 5 months late.
5-22-06 v1.96 - Added in a section on speed listings, revamped the whole EVs
section a bit, and added in natures because I could never remember them. I've
also gone through the movesets, doing some "cool" proofreading and small
random things.
No, I'm not coming back. Why I even updated at all, I don't know - well, I do
know exactly why (goons should thank RedChocobo for his Emerald playthrough
threads, which inspired me to play Emerald, which inspired me to download NB),
but don't consider this any indication of future updates. This guide is so
very close to being finished - my only major goal for now is to put in EV
spreads, but you could always go to smogon for those - so we'll see where I go
from here.
12-25-05 v1.95 - I just wanted to make this official, in case you didn't
already get the memo. I've quit pokemon. To be honest, I've already quit for
the last year, but I figure it's about time I put a final word in here in the
guide. As anyone who has e-mailed me recently probably knows, I haven't
exactly been reading them or responding to them, and for that I'm sorry - the
motivation just hasn't been there. I am already woefully behind on the
metagame, and with XD coming out and all that, the time has come for me to
call this guide quits. You know you have lost your edge when you can't even
remember simple things, like Jolt's max speed or the name of +SD -Atk. If you
have proofreading errors, feel free to send them my way, but this guide is
closed to moveset submissions.
For future reference, I would like to direct everyone towards www.smogon.com
for all your pokemon needs in the future.
Thank you to everyone that has contributed to this guide, and a special thanks
to Laurence, Dan, Jon, and Mike for sticking around even after I quit.
5-15-05 v1.65 - I just went through a week's worth of e-mails. Took me an
hour, and I added 4 kb to the guide (a lot, at least in my mind, considering
that all additions are reader-submitted at this point). I'm not sure which is
more amazing: the fact that people still read/submit, or that I haven't
completely abandoned the FAQ completely. Thank you to everyone out there who
cares enough to keep this alive, since if it wasn't for you this FAQ would
stagnate quite quickly.
4-1-05 v1.64 - Uh huh Sceptile learns Ice Punch.
(April Fools, and stop e-mailing me about this.)
2-5-05 v1.63 - Kudos to Nicholas Davis, who found the update. His prize is
to be enshrined forever in the Revision Info.
In other news, some things must have changed, and you may now find this guide
integrated into MetalKid's Pokemon Program. Go grab that from:
>>
http://www.uwplatt.edu/~lorenzd/
1-17-05 v1.62 - Find the update, win a prize.
1-2-05 v1.61 - Happy New Year, and here's to the next generation, whatever
that turns out to be.
11-24-04 v1.60 - Finally, a real Emerald update. If you want to skip to the
"major" changes (there aren't too many) that come in Emerald, Ctrl-F
"****Emerald". Most things are small - elemental punches replacing Hidden
Power, a few Endure things.
Also a few small metagame notes. The metagame is supposedly becoming more
offensive (according to AK, my metagame correspondent). Good for it. This
invariably leads to a few new movesets, but again, nothing too major has
happened in the last several months.
10-21-04 v1.50 - I suppose it's time for the big obligatory update about
Emerald. Please find your way down to S9.0, the very beginning of the sets,
for my brief spheal on Emerald. Also added in some basic info on Clauses, for
those people who aren't smart enough to read the NB stuff. And a legendary
list.
10-2-04 v1.40 - I suppose I should update this every now and then, just to say
that this guide is still the only one that is "constantly updated" <_<
In other news, I've more-or-less quit competitive battling. That could be
worth an FAQ on its own, but I'll put that aside for later - suffice to say
that I can't waste my life online any more, although I will miss many of the
people that I met there.
Good news though for any of you who actually care about the guide, I will
continue to update it. I still keep in touch with several of my friends from
IRC, and they are helping me along with the metagame (and I trust them with my
life [pokemon life], so I guess you should too). From what I've heard, the
metagame is growing increasingly stale anyway, so don't expect anything major
to happen until DSBot. I've also given up for the most part of ever getting a
true team building guide in here, although if inspiration strikes (unlikely)
it may come. Until then, I'll just give the most general team building tip:
cover your defensive weaknesses.
As for actual updates, there's stuff here in there that I've added. Some
sets, some corrections, the norm. Can't believe I forgot to put GP into my
jargon guide :(
And finally, I know absolutely nothing about Emerald, so please don't ask.
Except that the movepools haven't really changed, so this guide should hold
true *crosses fingers*.
8-3-04 v1.35 - KOFFING!!!1
While I'm here, I also added some new sets, mostly thanks to InfecTion
(Kayoss). More fixes to Jargon/UU list, and some stuff everywhere. As for
the new things, we now have a handy indexing feature which is Ctrl-F'able from
anywhere in the FAQ (look in the Table of Contents, S3.0). The only thing
which hasn't been properly indexed are the pokes themselves, which I will get
to at some point - in the future, you should be able to Ctrl-F the pokes
number and come up with the correct section, although you can still search the
name with some spaces " Pidgeot " for now. I also added in some common poke
nicks in the Jargon section, in case you heard of a poke but didn't know which
one was being referred to.
7-24-04 v1.3 - More Jargon stuff that I forgot. But the real reason for the
1 increase in version is the new Pokemon Classification list, which is an
00ber list and the best attempt at a UU list that I have seen so far. I
suppose I should say that this FAQ is taking a slow turn toward being a team
building FAQ as well as just a moveset FAQ, hence the jargon and so on. In
the future, I hope to get in a list of clauses, and other battling resources.
7-22-04 v1.2 - A few new movesets (Raikou and Metagross), some more editing
errors. But the meat of this update comes in a Jargon FAQ, which can be found
under the approriately-titled Jargon section. Hopefully, if you don't get a
term I've used in this FAQ, you can find it in there.
7-17-04 v1.1 - I am now back home, and ready to update, except not too has
actually happened :/ The FAQ is now updated to include the moves from Pokemon
Box (Surf Pikachu/Raichu, Softboiled Togetic/Clefable), which are clearly
marked as being Pokemon Box movesets. Besides that, a couple typos have been
fixed, NB stuff updated, right.
7-15-04 v1.01 - Some small updates, mostly in thanks to Synre. Moveset
stuff, that kind of thing.
7-4-04 v1.0 - Done. All 388 pokes (including both FRLG Deoxys). Last update
for a while (at least a couple weeks, while I'm away). Memoserv/email me if
you have something to submit.
7-3-04 v0.90 - On the homestretch. 36 hours until I leave, 36 more pokes to
go. For those of you who aren't too bright, that means I've done up to #350
(Gorebyss). Corrected a mistake with Blaziken's stats (thank you to the three
or four people who pointed it out). Also, expect the next update to be the
last one for awhile, besides minor error correcting.
6-30-04 v0.75 - Up to poke #300 (Luvdisc). And I have 4 days to try and
finish this before vacation. Fun. Fixed some more errors, thanks to all
those people that helped me proofread.
6-24-04 v0.66 - After slaving through the rest of the GSC generation, I must
say that I am oddly surprised by the fact that anyone even lived through it.
All the pokes suck so much :( In any case, the movesets are done through
Celebi (#251), and with any luck I'll be able to finish RS in the next week
and a half. Besides the movesets, I changed/edited a few things, fixed some
typos, and also I have added extended credits to all the #gfaqers :P (which I
technically had in the last update, but since nobody saw that I'll put it in
here again).
And because I need to feel proud about something, this FAQ has passed the 200
KB mark. Go me.
6-19-04 v0.5 - You people should be happy I feel so dedicated. Either that or
I want to get this done before I leave on the 5th. Movesets are done up to
Misdreavus (#200), I should have the rest of the GSC pokes done by the next
update. Changed a few minor things, some typos (Omicron not Omnicron), added
a few details. Also, most of you cool gfaqers have quotes now, GOGOGOGO X)
6-16-04 v0.4 - This guide has just been started. I suppose that after
complaining about strawhat's guide for long enough, I should actually do
something about it, and now is as good a time as any. Movesets are done up
through Mew (#151, so I'm about 2/5 of the way done). Hopefully I can get
through GSC in a week or two, but I can't make any promises
==============================================================================
Online Battling
==========================================================================S2.0
Another time to shameless plug the programs which allow for online battling.
RSBot (S2.1) >> www.freewebs.com/synre/RSBotTutorial.htm
RSBot is an IRC-based battle simulator. It runs through any IRC client - the
tutorial above shows how to use one of the easiest clients, mIRC. After
connecting to the server, you will find an arena to battle pokemon online.
RSBot is completely text-based, with all pokemon/attacks/battles occuring
through channels and private messages. However, I cannot speak highly enough
of the people that frequent RSBot - in addition to the superb battlers, there
are many people who are just fun to talk to, and IRC also provides a good
setting for that as well. RSBot has been my home for the past year, and it
has been well worth it.
If you are unable to download mIRC or otherwise can't get it to work, you
may try Trillian.
Trillian >> www.trillian.cc
Trillian is a cross-platform communication program (which is my stupid way of
saying that it connects to AIM/MSN/IRC simultaneously). The format is much
the same as any other IRC client, although IIRC you need to go into options to
set the server. Another option, though.
And finally, we have Star Scream's Java IRC Client.
>>
http://www.ragingsilver.pwp.blueyonder.co.uk/stuff/pokechat.htm
(DOWN)
A third option for those people who don't want to download anything at all to
their comps. As I said, this is a Java client that connects to IRC, made by
Star Scream. I have not tested it thoroughly, but from what I can tell it
works perfectly fine.
=====
Netbattle (S2.2) >> www.tvsian.com (Version 0.9.4)
OR
>>
http://www.smogon.com/nb/
Please make sure you only download Netbattle from www.tvsian.com, or the
mirror on smogon. There have been many spoofed downloads sprouting up around
the net that contain viruses.
Netbattle is the other main client used to battle Pokemon online. It is a
stand-alone program which connects to servers online, which allow you to
battle other players from around the world. As opposed to RSBot's completely
text-based system, Netbattle has pretty graphics and an easy-to-use GUI
interface that is, well, easy to use. Often cited as weaker when compared to
the bots, but after the bots were down, many botters migrated to Netbattle.
Nowadays, the only real way to battle online.
==============================================================================
Table of Contents
==========================================================================S3.0
Revision Info (S1.0)
Online Battling (S2.0)
- RSBot (S2.1)
- Netbattle (S2.2)
Table of Contents (S3.0)
Introduction (S4.0)
Notes (S5.0)
Team Building Basics (S6.0)
- Hidden Power (S6.1)
- HP 70 Listings (S6.2)
- EV Spreads (S6.3)
- Speed EVs (S6.4)
- Natures (S6.5)
- Items (S6.6)
Jargon (S7.0)
- Attacks (S7.1)
- Team Building (S7.2)
- Items (S7.3)
- Pokemon Archetypes (S7.4)
- Team Archetypes (S7.5)
- Movesets (S7.6)
- In Battle (S7.7)
- Battle Clauses (S7.8)
- Pokemon Nicknames (S7.9)
Pokemon Classifications (S8.0)
- 00ber List (S8.1)
- Legendary List (S8.2)
- UU List (S8.3)
Movesets (S9.0)
To Do List (S10.0)
Credits (S11.0)
Contact Info (S12.0)
Copyright (S13.0)
End (S14.0)
If you would like to find something, please do a Ctrl-F search for the text
WITHIN the parenthesis.
==============================================================================
Introduction
==========================================================================S4.0
Welcome to my moveset guide for Pokemon FRLG. This guide is NOT a walkthrough
or FAQ for this game. Instead, it is a moveset guide, to be used for link
battling or competitive battling online. Do not expect any more out of it,
unless I really get my ass into shape, and I probably won't.
This guide was prompted by my (and the general #gfaqs crowd) personal wrangles
with the only other moveset guide currently available, strawhat's Moveset/Team
Building Guide. Although I respect strawhat as a FAQ writer and many of the
movesets in his FAQ are plausible, I feel that as an actual RSBotter I am more
capable of providing up-to-date standards as they are used. RSBot is one of
the competitive mediums used for battling online, filled with many people who
are both creative and smart enough to help change the metagame. It is from
these people that I take many of these movesets.
Now, you're probably wondering why this guide is better. The simple answer
is: all of the sets I will detail have been proven to work. Most of them have
been used to varying degrees of success on the bots, but they have all been
proven to have some degree of capability on the bots. As such, they should
all be trusted as at least semi-usable movesets.
Unless I mark it as a joke moveset, in which case I hope I made it clear that
you shouldn't really use this :(
And if you have trouble finding something in this FAQ, scroll up one section
and use the handy dandy indexes in the Table of Contents. If you want to find
a specific moveset quickly, search for the poke's name proceeded by two
spaces: Ctrl-F the term "Pidgeot " and you should go straight to the right
section. For now, this will do, at least until I index it by pokedex number.
==============================================================================
Notes
==========================================================================S5.0
- This FAQ/Walkthrough is best viewed in Courier New (or some other fixed
width font), 10 pt font size, 79 characters per line.
- No, I will NOT tell you where to find a rom of this game. I myself haven't
even finished FRLG the game - I rely on others who have provided the new moves
that are learned in this game, namely new level-up moves and move tutors. As
such, you shouldn't really expect a Walkthrough for a game that hasn't even
been played completely by the writer. Not that I'm writing a walkthrough
anyway.
- Remember, this is a moveset guide. Not a walkthrough, but a moveset guide.
Even within the movesets themselves, I am not going to go into how exactly one
can get such a moveset if one has already used the Earthquake TM, or which
pokes need to be bred to get the right moves, or how to get the right
Hidden Power. For now, just shark on all the moves (I will ensure that every
set I give is a LEGAL set) and worry about the rest later.
One more time: I DO NOT know how to breed X move on to Y poke, so stop asking.
- Which brings me to my next point, about Gamesharks and other cheating
devices. I see no problem in them. Then again, I rarely touch the game
itself in spending most of my time on the bots, which in effect is a big
Gameshark, but as long as you have a legal moveset no one really cares where
you got it. This was added in for all the people on the boards who are
convinced that using a Charizard is tantamount to sharking 100 DVs onto all
your pokes.
==============================================================================
Team Building Basics
==========================================================================S6.0
- This is not the right guide to be reading if you want to learn what EVs,
DVs, natures, or other such things are. The following stat discussion, as is
the rest of this FAQ, is tailored towards people who battle online and would
like to learn specific team building techniques for online battling.
***Hidden Power*** (S6.1)
(which will now be abbreviated as HP through the rest of this guide).
Hidden Power is a TM move that has variable power. Depending on your DVs,
which are decided upon catching/obtaining a poke, you will get a different HP
each time. Hidden Powers can be of any type and have a range of power from
30-70.
The reason I mention HP is that in-game, breeding/finding the correct DVs for
a specific HP can be a pain in the ass. On the bots, this is not a problem
with automatic HP DVs preset and ready to use, but in the cartridge (rom)
and sans Gameshark you may have a problem.
Unfortunately (and because I don't want to), I will not be suggesting
replacement moves for HPs like I might on the boards. One, I don't know if
they are necessary, and Two, I don't think that it really matters too much.
However, I will suggest the following general alternatives:
Return - For a physical HP, Return is always an option. Thanks to unlimited
TMs, a 102 base power move can never really hurt. Although you lose type
advantages by using Return, it's better than nothing, right?
Protect - You can't really go wrong with this move. A old 200 standby in fear
of Slaking, but it still is always an option.
Substitute - The new FRLG Protect. A standby move of sorts, again no poke
will lose out by adding Substitute to its moveset.
Toxic - Always useful ever-increasing poison. Again, you can't really go
wrong with this move.
Also, any HP I suggest can be assumed to be power 70.
---
And now, the brand spanking new section - HP 70 LISTINGS!
***HP 70 Listings*** (S6.2)
I took these from ff8master's post on the gfaqs boards, who took it from my
friend Khold's post on his own boards (link at bottom). However, I am just
listing the most useful DV combinations. Also, a big thanks to Team Rocket
Elite for starting the original HP 70 listings.
- Any DV of 31 can be replaced by any other number which is equivalent to
3 mod 4, or 3/7/11/15/19/23/27.
- Any DV of 30 can be replaced by any other number which is equivalent to
2 mod 4, or 2/6/10/14/18/22/26.
- DVs are listed in the following order: HP, Att, Def, Speed, SA, SD.
- The most commonly used DV is marked with a ***. By most commonly used, one
generally takes into account the most like archetype of such a poke (namely,
a poke using HP Bug probably wants more Att DVs and is willing to sacrifice SA
DVs to get so).
- Any "dominated" DV combinations have been excised.
HP Fighting 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
31,31,30,30,30,30 ***
30,30,31,30,30,30
HP Flying 70
¯¯¯¯¯¯¯¯¯¯¯¯
31,31,31,30,30,30 ***
30,30,30,31,30,30 <--use this for Jolly Aerodactyl, to counter Timid Jolt.
HP Poison 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
31,31,30,31,30,30 ***
30,30,31,31,30,30
lol HP Poison
HP Ground 70
¯¯¯¯¯¯¯¯¯¯¯¯
31,31,31,31,30,30 ***
30,30,30,30,31,30
HP Rock 70
¯¯¯¯¯¯¯¯¯¯
31,31,30,30,31,30 ***
30,30,31,30,31,30
HP Bug 70
¯¯¯¯¯¯¯¯¯
31,31,31,30,31,30 ***
31,30,30,31,31,30
Go Pinsir.
HP Ghost 70
¯¯¯¯¯¯¯¯¯¯¯
31,31,30,31,31,30 ***
31,30,31,31,31,30
HP Steel 70
¯¯¯¯¯¯¯¯¯¯¯
31,31,31,31,31,30 ***
31,30,30,30,30,31
HP Fire 70
¯¯¯¯¯¯¯¯¯¯
31,30,31,30,30,31 ***
31,31,30,30,30,31
The only things which use HP Fire are Grumpig and Sunnybeam anyway.
HP Water 70
¯¯¯¯¯¯¯¯¯¯¯
31,31,31,30,30,31 ***
31,30,30,31,30,31 <-- note the 31 speed for Timid Jolt
HP Grass 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
30,31,31,31,30,31
31,31,30,31,30,31 ***
31,30,31,31,30,31
HP Electric 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
31,31,31,31,30,31 ***
31,30,30,30,31,31
30,31,30,30,31,31
HP Psychic 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
31,30,31,30,31,31 ***
31,31,30,30,31,31
30,31,31,30,31,31
Go Unown.
HP Ice 70
¯¯¯¯¯¯¯¯¯
31,31,31,30,31,31 ***
31,30,30,31,31,31 <-- again, 31 in Speed for Timidjolt.
30,31,30,31,31,31
HP Dragon 70
¯¯¯¯¯¯¯¯¯¯¯¯
31,31,30,31,31,31
31,30,31,31,31,31 ***
30,31,31,31,31,31
HP Dark 70
¯¯¯¯¯¯¯¯¯¯
31,31,31,31,31,31 ***
Hehehehe. If I had a nickel for every time someone accidentally used HP Dark
because they forgot to change their DVs, I might have a dollar or two.
---
***EV Spreads*** (S6.3)
In general, you'll want to boost the lower stats with EVs, the higher stats
with Personalities. This is most obvious with pokes such as Steelix or the
Regis, with base 200 defenses. Seeing as every 4 EVs adds one more point,
what good is an extra point going to do to a defense that is already in the
400's? If you put that point into the significantly lower HP, you will get
much better use out of that point.
Blissey is a good example of the opposing point. Without EVs, it's max def
at level 100 is 56. Put in a +def pers, and you only get yourself up to 62.
However, if you put in a full 252 EVs (neutral pers), you have a final result
of 119. Big difference, right?
---
HP/Def/SD EVs
1. If you have Leftovers, try and use EVs to get your HP to a number that is
divisible by 16, or slightly above. As Leftovers return HP/16 HP each turn,
making your HP a number divisible by 16 helps maximize the HP returned per
Lefties recovery period while not wasting EVs. Having 1 more than /16 will
allow you to stay alive from Toxic/burn damage with 1 HP, although the odds of
this actually happening are slim to none.
2. Subflailing/Subreversaling requires an HP that is = 1 mod 4. In more
simple terms, your final HP must be 1 greater than a multiple of 4. The
simplest case would be Flailgoose - at max DVs and level 100, it requires 8
EVs in HP to get to 289 HP, which is 1 greater than 288, which is divisible
by 4.
3. If you need a berry to activate upon your 3rd Sub, make your HP divisible
by 4. Berries activate when HP is <= 25% (less than or equal to), so if your
HP is cleanly divisible by 4, you will get exactly 25% on your 3rd Sub. In
the same vein, you won't get a fourth sub, so you better make it count.
Bellyzard, this tip is for you.
4. In general, it is best to have HP and Def/SD values as close as possible.
400 HP and 160 SD won't offer as much protection as 360 HP and 200 SD, as far
as defending from special attacks is concerned. However, you also have to
take into consideration that putting EVs into HP helps buffer both defenses at
once. In this case, HP should be as close to the sum of the defenses as
possible - 380 HP/200 Def/200 SD is better than 340 HP/220 Def/220 SD if you
want to defend against both physical and special attacks.
5. 338 HP is a magic HP number that allows you to take 4 STosses/Night Shades
and still survive after Leftovers recovery. Same goes for 404, which gives
101 HP subs that survive a SToss.
---
Speed EVs (S6.4)
Speed is by far the most important EV, which is why a year after I quit
battling I've come back to remake this section. Unlike damage, which is
random and where "close matters", speed is a straight greater than comparison.
If your speed is higher than your opponent's, it doesn't matter by how much -
you'll move first. So, here are the most important speeds to consider, from
high to low, ranked into tiers into mind. That means you'll have to deal with
the tiers as well.
Tier 1
¯¯¯¯¯¯
- 416 - +pers/252 Electrode (base 140)
- 394 - +pers/252 Jolteon, Aerodactyl, Crobat (base 130)
- 383 - +pers/252 Swellow (base 125)
- 372 - +pers/252 Alakazam, Sceptile, Dugtrio (base 120)
- 361 - +pers/252 Starmie, Raikou (base 115)
- 350 - +pers/252 Tauros, Gengar, Jumpluff, Espeon (base 110)
This is as fast as it gets in the standard metagame, minus Ninjask, but that
guy is so fast that we don't really care about him, the same way we really
don't care too much about Electrode. At this speed, you really only need to
think about the pers/EVs of your specific poke - if you are +pers/252, you are
at worst 50/50 with anything with the same base speed and faster than anything
with a lower base speed. Pretty simple.
Tier 2
¯¯¯¯¯¯
- 339 - 252 Alakazam, Sceptile, Dugtrio (base 120)
- 329 - 252 Starmie, Raikou (base 115)
- 328 - +pers/252 Slaking, Zapdos, Dodrio, Salamence, Flygon (base 100)
- 319 - 252 Tauros, Gengar, Jumpluff, Espeon (base 110)
- 317 - +pers/252 Jynx (base 95)
- 306 - +pers/252 Zangoose/Pikachu (base 90)
- 299 - 252 Slaking, Zapdos, Dodrio, Salamence, Flygon (base 100)
- 295 - +pers/252 Heracross, Pinsir (base 85)
- 284 - +pers/252 Medicham, Blaziken (base 80)
This is basically all the tier 1 pokes, except neutral personalities. In
general, the base 130 pokes almost always tend to be +pers/252, while anything
else is much more likely to be Modest or Adamant or something else. Don't
take this as canon, though. Also, if you ever see a Pikachu, it's probably
305/306.
Tier 3
¯¯¯¯¯¯
- 279 - 252 Zangoose/Pikachu (base 90)
- 273 - +pers/252 Smeargle (base 75)
- 269 - 252 Heracross, Pinsir (base 85)
- 262 - +pers/252 Magneton, Breloom (base 70)
- 259 - 252 Medicham, Blaziken (base 80)
- 239 - 252 Magneton, Breloom (base 70)
Here is where it starts to get interesting, and where remembering those
numbers from tiers 1 and 2 comes in handy. At this point, you start to run
into DD Gyarados and Salamence, and Salac Heracross/Medicham/Blaziken, all of
which have the following important numbers to keep in mind:
264 - outspeeds everything but Electrode and Ninjask after one speed boost
263 - outspeeds +pers/252 Magneton and Breloom. Especially important for
Salamence and Gyarados.
250 - outspeeds the +pers/252 base 120 pokes after a speed boost. More useful
in 200 play.
240 - if you want to skimp on speed but still beat Modest Magneton, here's the
spot for you
At this point you need to make a judgment call and decide exactly what you
need to outspeed. I personally like my Gyara/Sala at 264+ speed or so, since
I tend to use Gyara/Sala as Magneton counters.
Tier 4
¯¯¯¯¯¯
- 206 - Suicune (base 85)
- 198 - Milotic (base 81)
A blank looking tier, but there are another couple things that show up here.
First of all, it's worth putting some EVs into speed as a Suicune, for the
purpose of outroaring other Suicunes. AK is known to put in up to 40 EVs
here, but the general max you'll see is around 210.
Also, here you start to come across some other speed thresholds:
198 - after two speed boosts, outruns everything but Electrode and Ninjask.
Of great consideration on Agility Metagross and DD Tyranitar, although you
should probably just go for...
200 - after one speed boost, outruns neutral Slaking, Salamence, and other
base 100 pokes. You might want to consider this on things like Salac Machamp
or Ursaring, as well as Salac Metagross and Tyranitar. Chlorophyll users also
want to shoot for 200 or so.
Much higher than that is an awkward zone, as anything with a speed in this
tier is usually way below the speed necessary to get into Tier 3. I'm looking
at you, Ursaring.
Tier 5
¯¯¯¯¯¯
- 176 - Skarmory (base 70)
- 156 - Swampert, Weezing (base 60)
- 146 - Blissey (base 55)
- 140 - -pers Swampert, Weezing (base 60)
- 136 - Regis, Donphan (base 50)
More numbers that might be useful to know. It's always useful to get in the
first hit on these tankish pokes, especially if they are at low % and you want
to off them quickly. Rhydon, Donphan, and non-Agility Marowak might want to
pay attention here.
Tier 6
¯¯¯¯¯¯
- 96 - Steelix, Snorlax, Slowbro (base 30)
- 86 - Dusclops (base 25)
Useful, if you're paralyzed or something and want to know if you'll go first
still.
---
If you would like some more detailed information about EV distribution, you
might want to check the following link:
>> www.marblepalace.net/gemmatics/evdistribution.shtml
Written by quite possibly one of the most talented botters ever, McGraw
himself, it has a LOT of good stuff on EV distrubution. Although the guide
was written for 200 play, and thus a lot of the tips may be 200-oriented
(specifically the focus on Speed), a lot of the information in that guide
should be taken to heart. It also talks a bit about choosing personalities
for your pokes, another topic closely related to EV distribution.
---
***Natures*** (S6.5)
I'm sticking these in here, because I can never remember them, and it's nice
to have them on my hard drive instead of looking them up on the net all the
time. My guide, my rules.
Neutral - Hardy, Docile, Serious, Bashful, Quirky
+Att, -Def - Lonely
+Att, -Spd - Brave
+Att, -SA - Adamant
+Att, -SD - Naughty
+Def, -Att - Bold
+Def, -Spd - Relaxed
+Def, -SA - Impish
+Def, -SD - Lax
+Spd, -Att - Timid
+Spd, -Def - Hasty
+Spd, -SA - Jolly
+Spd, -SD - Naive
+SA, -Att - Modest
+SA, -Def - Mild
+SA, -Spd - Quiet
+SA, -SD - Rash
+SD, -Att - Calm
+SD, -Def - Gentle
+SD, -Spd - Sassy
+SD, -SA - Careful
---
***Items*** (S6.6)
Leftovers is the generally preferred item (I have teams with all Leftovers),
generally for Sandstorms and other such things, and because I (for the most
part) play defensively. If you don't know what to use (and it's not a CBer),
stick on the Lefties.
==============================================================================
Jargon
==========================================================================S7.0
Jargon is the terms that you may see in common battling, and also terms that I
may use (intentionally or not) in this FAQ. I'll do my best to list as many
common abbreviations as I can here.
Items marked with a * are duplicated, so make sure you know the correct
meaning, hopefully via context.
ATTACKS: (S7.1)
(format) Abbreviation - Actual Term/Description
AA - Aerial Ace
AP - Ancientpower
AT - Aromatherapy
BB - Brick Break
BD - Belly Drum
BP - Baton Pass
BS - Body Slam
CC - Cross Chop
CM - Calm Mind
CRay - Confuse Ray
DBond - Destiny Bond
DClaw - Dragon Claw
DD - Dragon Dance
DE - Double-Edge
DP - Drill Peck
DT - Double Team
EQ - Earthquake
ES - Extremespeed
FB - Fire Blast
FP* - Fire Punch
FP* - Focus Punch
FT - Flamethrower
HB - Heal Bell
HJK - Hi Jump Kick
HP* - Hydro Pump
HP* - Hidden Power
IB - Ice Beam
KO - Knock Off
LK - Low Kick
LS - Light Screen
MC - Mirror Coat
ML - Mean Look
MM - Meteor Mash
PSong - Perish Song
QA - Quick Attack
RB - Rock Blast
RD - Rain Dance
Rev - Reversal
RS - Rock Slide
SB* - Shadow Ball
SB* - Sludge Bomb
SD* - Sunny Day
SD* - Swords Dance
Seed - Leech Seed
SToss - Seismic Toss
Sub - Substitute
SW - Silver Wind
Synth - Synthesis
TB - Thunderbolt
TWave - Thunder Wave
WoW - Will-o-Wisp
---
TEAM BUILDING: (S7.2)
Att - Attack
Def - Defense
DV/IV - Diversification Value/Identification Value (the one that goes from
0-31)
EV/EP - Effort Value/Effort Point (the one that goes from 0-255)
HP* - Hit Points
Lvl - Level
Pers - Personality
PP - Power Points (move points, whatever, you know what they are)
SA - Special Attack
SD - Special Defense
Spd - Speed
@ - the general notation used to indicate an item (@ Leftovers)
+/- - Generally used to refer to the stat boosted by a personality. +Atk -SA
happens to be Adamant, etc.
---
ITEMS: (S7.3)
CB - Choice Band
Lefties - Leftovers
MMM - Moomoo Milk
---
POKEMON ARCHETYPES: (S7.4)
00ber - One of the pokes that is designated as "uber". 00bers are decided
SOLELY on the basis of stat total and the tier system, with the only exception
being Slaking and its Truant trait. There are NO other 00bers - I don't care
what you think about Blissey, its stat total does NOT qualify it as an 00ber.
The complete list may be found at S8.1.
Annoyer - A poke that is designed to annoy, and usually evade hits. Generally
has DT, Confuse Ray, or some status inflicter. A dying archetype, since
indirect kills are at best rare.
BPer - A poke that uses Baton Pass.
BUer - A poke that uses Bulk Up
CMer - A poke that uses Calm Mind.
DDer - Gyarados or Salamence, and the occasional Altaria. Maybe a Charizard
or two. TTar as well.
Drummer - A poke that uses Belly Drum. Most obviously Charizard, but you also
run into a Poliwrath here and there, and the seeminly omnipresent Bellylax.
Hazer - A poke that uses Haze.
PHazer - A poke that phazes (pseudo-hazes). The most-used phazing move is
Roar/Whirlwind, but it is also possible to use Yawn or even Lock On as phazing
moves. Basically, phazers force switches to get rid of stat boosts.
PPasser - A poke that uses moves that simulate Baton Passing. The three
moves in mind are Light Screen, Reflect, and Safeguard.
Sponge - Another poke that takes hits. Some terms get pretty stupid after
awhile.
Sweeper - A poke that is designed to take out enemies (vague, isn't it?).
Comes in three varieties: physical, special, and mixed.
Tank - A poke that has a wall's purpose, but generally attacks as well.
Fairly stupid term if you ask me. The best example would be Snorlax - it
absorbs special hits well and can also attack.
Utility - A poke that does something besides attacking. Generally Rapid Spin,
but also includes PPassing and other such stuff.
UU - UnderUsed. This is a vague and hard-to-describe term. In the vaguest
sense, a UU poke is one that is not used much. Then it starts to delve into
your definition of "much", or whether a poke is necessarily UU because it's
bad or because there are similarly-built but all-around better pokes (like
Swampert vs Whiscash). Browse through the UU list (S8.2) and read the bit
there, it might clarify something for you.
Wall - A poke that is designed to take hits. Generally focused more on the
physical or special side, but can be both (Blissey is the most prominent
example).
---
TEAM ARCHETYPES: (S7.5)
Absorb team - A team that uses the different Absorbs to counter stuff. Stupid
if you ask me, since it's basically an Eeveelution team with a few minor
exceptions.
Bellresting - Having a team that relies heavily on Rest, then using Heal Bell
(or AT) to wake them all up at once. Dominant in GSC, shunned through early
FRLG in the offensive metagame, and with Blissey's recent revival it has
become nearly standard.
Jaskwak - Using Ninjask to pass Speed/Attack boosts to Marowak. Adapated from
the original Joltwak of GSC.
Mono team - A team that uses only one type of pokemon. Fairly self-obvious
("I'm running a mono-flying team").
Skarmbliss - A team that uses the pokes Skarmory and Blissey on the same team.
The idea being that Skarmory is the premiere (or among the best) physical
tanks in the game, and Blissey is the best special tank. Hated by most,
ignored by a select few who insist their team can take care of Skarmbliss
without a problem - regardless of who you are, Skarmbliss is almost always a
hassle to beat.
Suispikes - A team that uses Spikes, and then Suicune to phaze people so they
take Spikes damage. This team archetype wasn't first used by Suicune (it has
its best fit with Skarm, who spikes AND phazes), but whereas Skarm has many
counters, Suicune only has a couple after it has already CMed up. And if you
happen to be facing a team with Vappy/Lapras as its only Cune counter, you can
phaze it out and watch it die to Spikes eventually.
TSS - Toxic Spikes Sandstorm. Originally coined in GSC as a team which
utilized the TSS principle of forcing switches and constant damage, the term
has basically evolved to any team that uses Tyranitar and its Sandstream
trait.
Wobbazard - the technique of using Wobbuffet to set up Belly Drum Charizard.
Encore whatever your opponent does. If they use an attack, Counter/MC it back
at them for a KO. Hence why most enemies will choose non-attacking moves,
which after Encore'd allow Charizard to get in a free Belly Drum.
---
MOVESETS: (S7.6)
Boltbeam - Using TB and IB in the same moveset. Boltbeam is a move combo that
is only resisted by two pokes, Lanturn and Magneton, making it good for at
least neutral damage against almost everything.
CBer - A poke that has a Choice Band attached. And 4 attacks, hopefully.
End/Subflailing - See below, except for Flail.
End/Subrevving - Endrevving came first. After using Endure to bring your HP
down to 1 and activating Salac, you have a 200 power fighting move at your
disposal. Now, in FRLG, you can use Sub in much the same way (4 subs with the
correct HP will you bring down to 1 HP), and have a little more variety along
the way.
Metropoke - A poke that has all 4 of its moves as Metronome. Used primarily
in metro battles, which tend to be a good way to let off steam.
OHKO* - A poke that has a OHKO move (Fissure, Sheer Cold, Horn Drill).
Perishtrapping - Using Mean Look to trap the opponent, and Perish Song to
finish them off. Old stuff.
Sporepunching - Using Spore and Focus Punch. Breloom only.
Subpunching - Using Sub and Focus Punch. The Substitute protects your
HP, so you can Focus Punch at will.
Sunnybeaming - Using Sunny Day to make Solarbeam one turn. Meh.
Thunderdancing - Using Rain Dance to make Thunder 100% hit. Even worse than
Sunnybeaming, since you are better off with TB 9/10 times, whereas the grass
type doesn't have a corresponding move that is better in almost all occasions.
Not to mention that there aren't many pokes who do learn both Surf and
Thunder, and the obvious ones that do (Starmie, Lanturn, Lapras) have better
choices in the third and fourth slot.
Trickbanding/milking - Using Trick while @ Choice Band, so your opponent gets
stuck with the CB. Fairly situational, and it can often work out to your
disadvantage if you CB the wrong thing. Not to mention you lose a moveslot.
Trickmilking involves Tricking Moomoo Milk onto your opponent. :)
Wishpassing - Using BP to pass Wish on to another poke. Reserved for Vappy
and Umbreon, and explained in more depth in Vaporeon's section.
Yawnpunching - Using Yawn to force sleep/switch, which then leads to a free
FP.
---
IN BATTLE: (S7.7)
AJ - nub :)
CH - Critical Hit
FP* - Fully Paralyzed. A throwback to RBY days, where it said XXX is fully
paralyzed! Nowadays, it means a turn where you can't attack due to paralysis.
GP - a pokebattler named Green_Pikachu, who was famous for coming up with
insane excuses that got him out of tournament battles. Unfortunately for him,
the term expanded to include anyone who runs from a battle, at any point.
The origin of the GP clause (run = instant lose clause, basically)
hax - "hacking", or more specifically any time when one gets exceptionally
lucky and gets a CH/freeze/0%/miss/etc at a critical moment. If you have no
honor, blame it on hax.
NVE - Not very effective. An attack that does .5x (or .25x) as much due to
typing.
OHKO* - To faint your opponent in one move. It could be with a OHKO move, but
not necessarily (or usually).
SE - Super effective. An attack that does 2x (or 4x) as much due to typing.
STAB - Same type attack bonus. Using a move that is the same type as your
poke gives an additional 1.5x modifier to damage.
---
BATTLE CLAUSES: (S7.8)
Any clause that is STARRED (*) is considered standard in normal play. If you
break any of these clauses, your match is considered a forfeit. The little
bits after a clause are my two cents.
* BRANNERS CLAUSE - The use of the item Branners is strictly prohibited.
- Duh.
DOUBLE TEAM CLAUSE - This clause has two interpretations. Either the use of
the move Double Team/Minimize is completely banned, or it is limited to one
moveslot on one pokemon.
- A lot of people complain about DT, saying that it devolves the metagame
into a series of repeated coin flips. The theorist in me says that luck is
part of the game, but the battler in me says that using DT is dishonorable
and ruins the thinking part of the game. Judge accordingly. Not a standard
clause, because no one can really seem to agree on one interpretation, but
most people (on the bots, at least) agree to not use DT.
* EXPLOSION CLAUSE/SELF-KO CLAUSE - If both you and your opponent are at your
last poke, you may not use the move Explosion, Selfdestruct, or Memento to
end the match. Destiny Bond and Perish Song will also lead to forfeits.
- This prevents ties, which are considered dishonorable. Otherwise there
isn't too much basis to this rule. And if you use Memento, you deserve to
lose anyway right? ;)
FREEZE CLAUSE - You may not freeze more than one (1) of your opponent's pokes
at any given time.
- Because freeze is determined solely by luck, unlike Sleep, this rule is
harder to enfore, especially on the bots. As such, it isn't standard,
although it certainly does suck (1/100 odds, anyone?). Can be implemented in
NB, however.
* GP CLAUSE - You may not run from a battle for any reason. If you do, your
match is declared a forfeit.
- Simple enough, you might think. And poor GP got blamed for something that
wasn't *entirely* his fault.
HIDDEN POWER CLAUSE - Two fairly separate clauses that share the misfortune of
being related to a common move. The more arcane one first:
1. The move Hidden Power is completely banned.
- The basis for this clause is that in-game, breeding correct DVs takes an
impossibly long time. I would like to state that anyone who believes in this
clause is full of soot and poo.
2. The move Hidden Power is banned on all "Legendary" pokes.
- Since legendary pokes are only catchable once by definition, the idea of
getting perfect DVs is even more impossible than HP Clause #1. While more
theoretically sound, I still think this is baloney, but it is sometimes agreed
upon for leagues or more official battles. Generally ignored in normal play.
ITEM CLAUSE - Each poke on your team must be using a unique item (no repeats).
- Some people insist. I choose not to battle them. My main objection to
Item Clause is I don't actually know of 6 unique items, since Lefties/Salac/
Liechi/CB are the only ones I use.
OHKO CLAUSE - This clause has two interpretations. Either the use of a OHKO
move (Sheer Cold, Fissure, Horn Drill, Guillotine) is completely banned, or
it is limited to one moveslot on one pokemon.
- Similar basis as to the DT Clause, it makes the game luck-centric. Also
not completely standard, as its interpretation varies, but like the DT clause
most people shy away from OHKO moves, or at least limit it to one poke.
PINCH BERRY CLAUSE - The use of any pinch berry (the old name for the 25 [50]%
berries, since the move description was activated "in a pinch") except for
Liechi Berry is banned in strict 200 play.
- Only used if you were a strict 200 player, since the clause revolves around
the fact that it is impossible to get the other pinch berries in-game. Pretty
boring, if you ask me, but some people insisted.
* SLEEP CLAUSE - You may not put more than one (1) of your opponent's pokes to
sleep at any given time. This one pokemon limit does not apply to any pokes
which are under self-induced sleep (Rest, etc) or fall asleep through the use
of Effect Spore, or through forced use of a sleep move through Encore. I'm
not sure what the verdict is on sleep induced through Synchronize - I'll say
for the time being that it's fine, and that you were asking for it trying to
put that Alakazam to sleep instead of KOing it.
- Used mostly to prevent abuse of a Sporing Agility Smeargle, which would be
fast enough to put your entire team to sleep and then do whatever it wanted.
* SPECIES CLAUSE - Only one of any species of Pokemon on a team (Diglett and
Dugtrio are considered part of the same species).
- Keeps the game from getting boring. Not that having a team of all
Salamence would necessarily be good.
* UBER CLAUSE - Any poke that is in the 00ber list (S8.1) is banned from
normal play. This applies mostly on the bots, since NB shows if your opponent
uses ubers.
- I'm a firm believer that any poke that passes a stat threshold (tier,
whatever) should be banned, as it is unfair. You may disagree, but this is MY
FAQ :)
* WOBBUFFET CLAUSE - Don't use Wobbuffet. Or Wynaut.
- Just don't, they're cheap, and you know it. There's also the technical
aspect of a Wobb vs Wobb showdown (which would be about as interesting as a
DBZ showdown, and almost as long), but Wobbuffet is cheap anyway.
- Addendum: Smogon considers Wob an uber. I am in agreement.
---
POKEMON NICKNAMES: (S7.9)
AKA as if we aren't already lazy enough to type out the full eight letters of
a pokemon's name, we need to shorten it even more.
Specific moveset names (such as Tauntridos, or Bellyzard) can be Ctrl-F'd
under that poke's section - I'm just going over general names here. Mostly,
if you've heard of something and can't place a nick with a poke, look in here
instead. And seeing as most of these nicks are just the first or last five
letters of a poke's name, you should be able to figure them out for yourself,
but hey - that's life.
(format) POKEMON - NICKNAME
Venusaur - Venu, Vulva, Saur, Sore
Charizard - Zard
Blastoise - Toise
Pikachu - PIIIIIIKA PIKA PIIK PIIIIIIK PIIIIKA, Chu
Sandslash - SS (thank SSM for this one)
Nidoqueen/king - Nido (since most people use king over queen, assume king)
Ninetales - 9tales (lol)
Wigglytuff - Wiggly
Dugtrio - Duggy
Alakazam - Zam
Tentacruel - Tenta, Cruel
Magneton - Maggie, Maggy, Faggie
Gengar - Gar
Exeggutor - Eggy
Marowak - Wak
Hitmonlee/chan/top - Hitmon (generally refers to lee)
Kangaskhan - Kanga
Electabuzz - Buzz
Gyarados - Gyara
Lapras - Lappy
Vaporeon - Vappy
Jolteon - Jolt
Aerodactyl - Aero
Snorlax - Lax
Zapdos - Zappy
Dragonite - Draggy, Nite
Mewtwo - m003
Ampharos - Amphy
Quagsire - Quaggy
Umbreon - Umby
Misdreavus - Missy, Misd
Wobbuffet - Wob
Forretress - Forry
Heracross - Hera
Ursaring - Ursa
Swinub - Secksnub
Skarmory - Skarm
Donphan - Phanny, Fanny
Raikou - Kou
Suicune - Cune
Tyranitar - TTar
Swampert - Pert
Ludicolo - Ludi
Ninjask - Jask
Shedinja - Sheddy
Luvdisc - Uberdisc
Milotic - Lotic
Hariyama - Hari
Grumpig - Pig, Piggy
Medicham - Medi
Dusclops - Clops
Zangoose - Goose
Gardevoir - Gardy
Salamence - Sala
Metagross - Meta
Latios/Latias - Lati@s
Statistics on the above nicknames:
18/67 (26.87%) are the first X letters of a poke's name.
18/67 (26.87%) are derivatives of the first X letters of a poke's name.
19/67 (28.36%) are the last X letters of a poke's name.
5/67 (7.46%) are derivatives of the last X letters of a poke's name.
18/67 (26.87%) end in the letter "y".
5/67 (7.46%) end in the letter "i" or "ie".
7/67 (10.45%) end in the letter "a".
15/67 (22.39%) are pokes that are in the UU list or unevolved.
2/67 (2.99%) are pokes that are 00bers.
50/67 (74.63%) are pokes that are considered "standard".
35/67 (52.24%) of the nicks are RBY pokes.
16/67 (23.88%) of the nicks are GSC pokes.
16/67 (23.88%) of the nick are RS pokes.
==============================================================================
Pokemon Classifications
==========================================================================S8.0
I believe this needs some clearing up, since people often ask "is such and
such UU or 00ber"? And thus, I have the following lists. The 00ber list is
primarily on the basis of stat total, and is also pretty much set in stone.
The UU list, on the other hand, is somewhat vague. I am using AK's list,
which I believe to be the most accurate, but someone will always argue about
it :/ Any pokes not in this list can be assumed to be "standard".
00BER LIST: (S8.1)
Celebi, Deoxys (all forms), Groudon, Jirachi, Kyogre, Ho-oh, Lati@s, Lugia,
Mew, Mewtwo, Rayquaza, Uberdisc
I would also like to mention right now that Wobbuffet and Wynaut, while not
technically considered 00bers by this tier system, are generally banned from
standard play.
---
LEGENDARY LIST: (S8.2)
Articuno, Zapdos, Moltres, Raikou, Entei, Suicune, Regirock, Registeel,
Regice.
Some people include pokes such as Salamence, Dragonite, Tyranitar, and
Metagross on this list. I disagree with this, since a legendary poke is
mostly defined by the fact that is only catchable once. Thus, the only one
that would possibly fall in this category is Metagross, and Meta...isn't
generally considered legendary. </copout>
---
UU LIST: (S8.3)
Absol, Aggron, Aipom, Altaria, Ampharos, Arbok, Ariados, Banette, Beautifly,
Beedrill, Bellossom, Butterfree, Cacturne, Camerupt, Castform, Chimecho,
Clefable, Corsola, Cradily, Crawdaunt, Delcatty, Delibird, Dewgong, Ditto,
Dunsparce, Dustox, Electabuzz, Electrode, Exploud, Farfetch'd, Fearow,
Flareon, Furret, Girafarig, Glalie, Gligar, Golduck, Golem, Granbull, Grumpig,
Hitmonchan, Hitmonlee, Hitmontop, Huntail, Hypno, Illumise, Kecleon, Kingler,
Ledian, Lickitung, Lunatone, Luvdisc, Magcargo, Magmar, Manectric, Masquerain,
Mawile, Mightyena, Minun, Murkrow, Nidoking, Nidoqueen, Ninetales, Noctowl,
Nosepass, Octillery, Parasect, Pelipper, Persian, Pidgeot, Piloswine, Plusle,
Politoed, Poliwrath, Primeape, Quagsire, Qwilfish, Raichu, Rapidash, Raticate,
Relicanth, Roselia, Sableye, Sandslash, Seaking, Seviper, Sharpedo, Shiftry,
Slowking, Sneasel, Solrock, Spinda, Stantler, Sudowoodo, Sunflora, Swalot,
Tangela, Tentacruel, Togetic, Torkoal, Tropius, Unown, Venomoth, Victreebel,
Vileplume, Volbeat, Wailord, Walrein, Whiscash, Wigglytuff, Xatu, Yanma
Just to clarify - this UU list is not exclusive by any means. It was
constructed with a couple goals in mind - 1. removing all pokes that are used
in "standard" play 2. eliminating pokes that have base stat totals that would
make them dominant over other UUs. This is why you will not see pokes such as
Typhlosion, Feraligatr, or Arcanine in this list - although they certainly are
not used much at all, their base stat totals put them far and above the other
pokes in this UU list.
==============================================================================
Movesets
==========================================================================S9.0
Now, for the bread and butter of this Moveset Guide :O
I will do my best to explain every Moveset that will be given in this guide,
and provide some historic information about the set if applicable.
What I believe to be the general standard (if it exists) will be marked.
I will be addressing movesets for fully evolved pokes only, except for five
exceptions - Trapinch, Vigoroth, Pikachu, Scyther, and Clamperl. Trapinch
maintains Arena Trap (probably the second sexiest ability in the game, after
Trace/Serene Grace) in its unevolved form, Vigoroth doesn't have Truant,
Pikachu gets a Light Ball, Scyther has better typing and substantially
different stats from its evolved form, and Clamperl has a Deepseatooth..
EVs are posted in standard bot form, HP/Att/Def/Speed/SA/SD.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ VENUSAUR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Nice Grass/Poison typing. With Psychics long past their moments in the
spotlight, the Poison type isn't quite as bad as it used to be. Very nice
resistance to fighting, although you trade it for neutral Ground. Venusaur's
defenses let it survive almost any attack, save a STABed Fire Blast from
Moltres or the like. My personal favorite poke to use, since I take a lot of
credit in it being used at all.
VENUSAUR @ Leftovers
Overgrow
"Sexsaur"
- Sludge Bomb/HP Grass
- Leech Seed
- Sleep Powder
- Synthesis
EVs:
Careful (+SD -SA), 252/?/?/56/0/?
- 56 Speed EVs puts you at 210 speed, which is enough to outrun most Suicune).
Fiddle the rest into Def/SD as you see fit, depending on what you want to
guard against. If you have anything spare, throw it into Att, but you're not
really going for the KO with Sludge Bomb.
****FRLG standard****
VULVASORE!!!
This one I can take credit for, this set was created by #gfaqs. Credit goes
to AJ for first coming up with the idea, and then myself (aren't I a whore)
for adding in the attacks.
Venusaur is a tank. Period. 80/83/100 Defenses puts it above average on the
physical side (coupled with the Fighting resistance), and certainly very
strong on the special side (it survives Alakazam Psychics). Sleep Powder is
always a useful move. Leech Seed is IMO the best move in the game,
especially in this defensively oriented metagame filled with Blisslax, where
the potential for draining HP is amazing. Synthesis only adds to the
tankage. Sludge Bomb is the generally preferred move, working off a higher
base damage. However, after everyone in RSBot learned to predict Sludge Bomb
and started switching in Ground/Rock/Steel types, a switch back to HP Grass
can work for a surprise.
Venusaur should be played as a tank. Sleep Powder is a free disabler and
forces a switch to utilize Sleep Clause, allowing a free Seed/Synthesis. With
two healing moves, Venu can last a long time, and Sludge Bomb provides a nice
physical attack.
---
VENUSAUR @ Leftovers/Lum Berry/Salac Berry/Liechi Berry
Overgrow
- Sludge Bomb
- Earthquake
- Swords Dance/Curse
- Sleep Powder/HP Ghost or Rock/Synthesis/Substitute
Attacking Venusaur. One of the few pokes to get Swords Dance on a STABed
Sludge Bomb (the most other notables are Victreebel and Tentacruel), and it
gets a nice EQ too for physical attacks. A little too offensively oriented
for my taste as SB/EQ leaves you vulnerable to Weezing/Skarm, unless you take
them out with Sleep Powder, then you still have type problems. Although a
workable set (EQ especially comes as a surprise to many), a fairly
one-dimensional use. After having tried out Curse for a little bit, I can say
that it only makes Venu even more vulnerable to WoW or TWave, Sludge Bomb and
EQ aren't the best attacking combo, and any decent defensive phazer can beat
it up fairly easily.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~ CHARIZARD ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Everyone's favorite Fire/Flying type. Charizard suffers a lot from being a
Fire type, still a crappy type, although Bellyzard certainly dominated the
early 386 Metagame back when the berries were 50%. And when I say dominated,
I'm not sure you realize the extent of this statement unless you were really
there - EVERY team had to consider Bellyzard just as they consider Curselax
now.
CHARIZARD @ Salac Berry
Blaze
"Bellyzard"
- HP Flying
- Earthquake
- Overheat/Fire Blast
- Belly Drum
****old 386 standard****
Probably the most well-known poke in 386 play. This thing managed to dominate
the 386 metagame for a few months, punishing everything with a maxed attack of
1175, a cool STABed attack, and another STABed attack that dealt with the most
predictable counter named Skarmory. Back when berries were 50%, a single
Belly Drum activated Salac, leaving a huge attack stat with godly speed
(faster than all unboosted pokes save Jolly Ninjask).
Bellyzard created a metagame of its own. No longer was CB Dugtrio acceptable,
in fear that Bellyzard could switch in after the EQ and Belly Drum down.
Wobbazard was also another tactic, as was Encorezard and many others. Every
team was almost forced to have a Bellyzard counter (cough Suicune cough),
which oddly enough led to a huge increase in the number of Suispikes or
Sandstorm teams to try and deal with Bellyzard.
Fairly simple to use in principle. Switch in on a Rest/Sleeping Turn, and
Belly Drum without fear of retaliation. Or use Wobb/Encore to set it up. Or
just predict right or something.
When the berry activation percentage was moved back down to 25%, this poke
lost a lot of its previous use, and is now relegated to the UU.
---
CHARIZARD @ Salac Berry/Liechi Berry/Leftovers
Blaze
- HP Flying
- Earthquake
- Overheat/Fire Blast
- Swords Dance/Dragon Dance
EVs:
Lonely (+Att -Def) 0/252/0/140/116/0 with a 30 DV in HP.
- This assumes HP Flying and gets you 270 speed to outrun Adamant Hera/Pinsir
and also gets you 296 HP to ensure Salac kicks on after Sub/BD. Let's be
honest now, Charizard doesn't take hits well.
****FRLG standard****
The new Bellyzard, although Charizard has taken quite a hit. Liechi/Lefties
with DD obviously, Salac/Lefties with SD. Still usable, but the significantly
lower attack doesn't help the awful typing.
---
CHARIZARD @ Salac Berry
Blaze
- HP Flying
- Earthquake/Rock Slide/Overheat
- Substitute
- Belly Drum
Y helo thar psuedo-Bellyzard. Uses Sub to get to the 25% needed to activate
berries. This set kinda loses at life though, you lose either the second
attack or the ability to OHKO Skarm/Forry.
---
CHARIZARD @ Petaya Berry/Leftovers
Blaze
- Fire Blast
- Dragon Claw/HP Fighting/Focus Punch
- Sunny Day
- Overheat
Surprisingly similar to Moltres, in this respect. Although physical Charizard
is more popular, people forget that its SA is the higher base stat. A fairly
sad and pathetic set in the long run, lack of special attacks really kills it,
but it can make for a nice surprise. And Blaze + STAB + Sunny Day + Petaya +
Overheat can do a pretty good deal of damage, pretty much OHKOing anything
that doesn't resist.
---
CHARIZARD @ Leftovers
Blaze
- HP Flying/Rock Slide
- Focus Punch
- Overheat/Fire Blast
- Substitute
Katch22's set. A subpuncher, and it works decently well, although it fears
Rock Blast greatly. The high speed and bad typing hurt Charizard here, other
pokes with better attack/defenses are more apt to a Subpunching moveset, but
I've seen it work.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~ BLASTOISE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The least used of the RBY starters. Blastoise's main disadvantages stem from
a typing that is extremely common, stats that scream mediocrity in the face of
Suicune/Milotic, and no real advantages over superior water types besides
Rapid Spin. It is still a decent UU hazer/spinner, its defenses certainly
aren't bad, and special attacking Blastoise can be funny to watch.
BLASTOISE @ Leftovers
Torrent
- Surf
- Ice Beam/Rapid Spin/Roar/Rest/Haze
- Ice Beam/Rapid Spin/Roar/Rest/Haze
- Ice Beam/Rapid Spin/Roar/Rest/Haze
EVs:
Calm (+SD -Att), 252/0/96/40/120/0
- 40 speed gives you 202 total to outrun Metagross and Ttar. 120 SA lets you
OHKO the 252/252/4 DDmence with IB. Feel free to fiddle with Speed and Def as
you see fit.
****FRLG standard****
Outclassed by Suicune/Vaporeon in the phazing department, and many others in
the spinning department, but it makes a good utility poke, combining all the
useful moves into one big package. Feel free to also throw in Mirror Coat or
Counter as a surprise attack.
---
BLASTOISE @ Leftovers
Torrent
- Yawn
- Focus Punch
- Earthquake/filler
- Surf/Ice Beam/HP Rock/filler
A Yawnpuncher. Yawnpunching is generally pretty good at forcing switches, and
you'll generally see a lot of flyers on the switch, leading to IB or HP Rock.
EQ is a good solid attack, and can be replaced by any of the moves listed in
the first set, if you need some more utility. Sleep Clause kinda beats this
thing in over the head though, and you still need to take a hit while Yawning.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~ BUTTERFREE ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Compoundeyes. 90% Sleep Powder is the best you are going to get short of
Spore. Pity it's the same speed as the other big Spore user (Breloom) and
slower than the other other Spore user (Smeargle). Besides Sleep Powder and
perhaps Stun Spore/Supersonic, Butterfree is just a small fly on the wall.
BUTTERFREE @ Quick Claw/nothing/Leftovers
Compoundeyes
- Sleep Powder
- Stun Spore/Supersonic/Toxic
- Silver Wind/Psychic/HP Flying
- Thief/Protect/Substitute
I personally like Thief, seeing as Butterfree isn't going to be doing any
major attacking, and you might as well disable something else while you're
still alive. Stun Spore has the same 90% as Sleep Powder, Toxic never hurts,
and whatever attack you choose is really a last ditch thing. HP Flying does
more damage than Psychic in the long run.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ BEEDRILL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It got Swords Dance back. Woohoo. It's also slower than Blastoise, which
says something about the bee that can't outrun the turtle.
BEEDRILL @ Lum Berry/Salac Berry
Swarm
- Sludge Bomb
- HP Bug
- Substitute/Aerial Ace/Brick Break
- Swords Dance
It learns Brick Break, which I just found out. How awesome. Too bad Beedrill
sucks.
---
BEEDRILL @ Liechi Berry/Salac Berry/Quick Claw
Swarm
- Substitute
- Endeavor
- HP Bug
- Agility/Sludge Bomb
It has potential as a Subdeavorer, but not much when it's already so slow and
so weak.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PIDGEOT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Outclassed by Fearow in every way, which is in turn outclassed by Swellow and
Dodrio. A decent CBer though.
PIDGEOT @ Choice Band
Keen Eye
- Return
- Aerial Ace/Air Cutter
- Quick Attack
- HP Ground/Fighting
Meh. Better defenses than Fearow, but less in the two stats which actually
mean something - Att and Spd. It also doesn't have Drill Peck.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RATICATE ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
One of two users of Super Fang, and unlike Smeargle Raticate can actually
follow it up with something. However, the overgrown rat can't take a hit, nor
does it really do much besides take off 50% health and die.
RATICATE @ Leftovers
Guts
- Return/Double-Edge
- Super Fang
- Substitute/Quick Attack/Shadow Ball
- Thunder Wave/Quick Attack/Thief
The principle behind Double-Edge is that it won't live long anyway, so why not
do more damage while still alive? Raticate is basically a crapshoot - Super
Fang something, and hope to kill it while you're still alive. TWave and the
hax para rate might help keep you alive a bit longer, and Sub/TWave can be
used to try and stall until the FP. QA is a useful move.
---
RATICATE @ Choice Band
Guts
- Return
- Facade
- Shadow Ball
- HP Ground/Fighting/Super Fang
CB Super Fang, as moronic as it may sound, could work for switching in and out
and demi-shuffling. Facade + Guts + status is a Swellow tactic that might
work on a the rat that has less attack than the swallow. Seriously Nintendo,
don't rats eat birds or something like that?
---
RATICATE @ Salac Berry
Guts
- Quick Attack/Return
- Endeavor
- Substitute
- Shadow Ball/Thunder Wave
I've seen this before, it's actually pretty funny when Raticate haxes the crap
out of some poor soul and Endeavors it down to 1 HP, then finishes it off with
a QA. Endeavor actually works in ghosts in RSBot, which is the reason for
Shadow Ball, but TWave might have some haxing potential and let you Endeavor
another poke.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FEAROW ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Better than Pidgeot, with higher Att/Spd stats and a much sexier move in Drill
Peck. Still outclassed by Dodrio in every way, but at least it's a step up.
FEAROW @ Choice Band
Keen Eye
- Return
- Quick Attack
- Drill Peck
- HP Ground/Fighting
POX ME I'M CONTAGIOUS. This thing owned for me in a UU tourney.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ARBOK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Don't use it, try Ekans instead.
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`"""""" mh
Thank you tenchi, who showed this to me, which I can now show you. If this
does belong to you, please let me know so I can give you credit.
Back to your regularly scheduled movesets.
Arbok has Intimidate. Haze too, but Haze on a poke that is weak to EQ and
Psychic, two of the most common moves found on pokes which would actually
boost their stats, is suicidal. It also clears your Intimidate, which is
sorta pointless in itself. So, you're left with Intimidate as it's sole
claim to fame.
Er, and that it evolved from EKANS.
ARBOK @ Leftovers
Intimidate
- Sludge Bomb
- Earthquake
- Glare
- Snatch/Haze/Toxic
Snatch a SD or two from a Ninjask, and you're in the money.
---
ARBOK @ Leftovers
Shed Skin
- Sludge Bomb
- Rest
- filler
- filler
The main point here is that Shed Skin has a 33% chance of healing sleep, which
could lead to some more interesting possibilities. Charbok is still bad
though, don't get me wrong on that.
---
ARBOK @ Choice Band
Intimidate
- Sludge Bomb
- Earthquake
- Rock Slide
- HP Ghost/Iron Tail/etc
That's surprisingly cool, it learns Rock Slide. CB Intimidation is pretty
cool, just ask Tauros. Better than Seviper, at least.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PIKACHU ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It gets a Light Ball to double it's SA, effectively giving it the highest
unboosted non-uber SA in the game, unless you're Deepseatooth Clamperl. An
Adamant max Att Slaking, non-CBed, has a 1/10 chance of OHKOing said Pikachu
with SCRATCH. Keep this all in mind.
PIKACHU @ Light Ball
Static
- Thunderbolt
- HP Ice/Grass
- Substitute
- Encore/TWave/Sweet Kiss/Attract/Quick Attack
Sub/Encore is (c) OmicronDonut, probably one of the most innovative people I
have ever met. Base 90 Speed usually allows for a first turn Sub, and if you
manage to get Sub on a status/stat move, you can Encore it and start wailing
away with TBs. The other moves are all basically stallers. And considering
that Pikachu has a higher base Att than it does SA, QA might be worth a shot.
---
PIKACHU @ Light Ball
Static
- Thunderbolt
- Surf
- Substitute/HP Ice/Grass
- Encore/Substitute
(Pokemon Box only)
Behold, the only Electric type that scares Steelix, except for those funny
CB HP Ground Zapdos. Now that Pika gets Surf, the 95 base power is more
important than the better type coverage of the other two HPs. You can always
run 3 attacks and Sub/ Encore, but I prefer keeping the original set with Sub
over HP.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RAICHU ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Somewhat worse than Pikachu, if you ask me. Not getting a Light Ball hurt it
dearly, and the rest of its stats don't raise it high enough. It also suffers
from the general weakness of "being an electric type", meaning that it
generally gets shafted in terms of movepool depth.
RAICHU @ Leftovers
Static
- Thunderbolt
- HP Ice/Grass
- Substitute
- Encore/TWave/Sweet Kiss/Attract/Quick Attack
See above, although with slightly better defenses Raichu might better off with
TWave.
---
RAICHU @ Leftovers
Static
- Focus Punch
- Thunderbolt
- Attract/Sweet Kiss/Thunder Wave/Encore/Substitute
- Attract/Sweet Kiss/Thunder Wave/Encore/Substitute
Another attempt at a stalling set of sorts. The plethora of disabling moves
is an attempt to set up a Focus Punch (I personally like Substitute and
Encore, although some have sworn by Attract/Sweet Kiss and even TWave for
paracontraction), while TB works off the STAB. Raichu has the same base in
Att and SA. An odd Skarmbliss counter of sorts.
---
RAICHU @ Leftovers
Static
- Thunderbolt
- Surf
- Substitute/HP Ice/Grass
- Encore/Substitute
(Pokemon Box only)
Same deal as Pikachu, although it still doesn't get the Light Ball.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ SANDSLASH ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Good Att/Def, but Donphan does a much better job with it. It does get Swords
Dance though, its one real advantage over the Elephant. It also, however,
lost Roar, which relegates it to a primarily attacking role. Sand Veil makes
it handy in a TTar team though.
SANDSLASH @ Lum Berry/Leftovers/Salac Berry
Sand Veil
- Earthquake
- HP Rock/Rock Slide
- Swords Dance
- Counter/Substitute/Focus Punch
As said before, its only real advantage over Donphan is Swords Dance, so I'm
hoping you would make use of it somehow. Not too slow, actually, for a ground
type not called Dugtrio, max Speed Jolly after the Salac boost can get it to
377 Speed, better than all the base 120ers, although obviously shy of the
130ers.
---
SANDSLASH @ Leftovers
Sand Veil
- Earthquake
- HP Rock/Rock Slide
- Substitute
- Focus Punch
A fairly generic moveset for almost all the Rock or Ground types, but it can
work. Switch in on a physical attacker, Sub up, and try and get some punches
in.
---
SANDSLASH @ Salac/Liechi Berry
Sand Veil
- Substitute
- Focus Punch
- Flail
- Swords Dance
That's right...it's back. If you can dodge a couple hits with Sand Veil, this
could rock.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~ NIDOQUEEN/KING ~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Nidoqueen gets higher stats in the 3 defensive categories, lower stats in the
3 offensive categories. It gets Crunch and Focus Energy vs Megahorn and Horn
Drill. I prefer Nidoking, seeing as Megahorn > Crunch and the extra defense
doesn't really help it do too much, but they are for all practical purposes
the same. Huge movepool in both cases, lots of options.
NIDOQUEEN/KING @ Choice Band
Poison Point
- Earthquake
- Sludge Bomb
- Rock Slide
- Focus Punch/Brick Break/Megahorn (NK)
Nidoking does it better, with Megahorn in the last slot, and better all-around
stats.
---
NIDOQUEEN/KING @ Leftovers
Poison Point
- Focus Punch
- Substitute
- Ice Beam/Fire Blast
- Thunderbolt
Boltbeampunch. Well suited to either Nido, and a fairly universal set, with
Boltbeam hitting SE against a lot of enemies and FP a good Blisslax counter.
Fairly dependable moveset, but watch out for things that take neutral damage
from all 3, or can attack before you get a sub in.
---
Basically, choose any four from:
EARTHQUAKE
SLUDGE BOMB
SHADOW BALL
ROCK SLIDE
FIRE BLAST/FLAMETHROWER
ICE BEAM
THUNDERBOLT
SURF
SUBSTITUTE
COUNTER
MEGAHORN (NK only)
CRUNCH (NQ only)
BRICK BREAK
and you've got a winner.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ CLEFABLE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Another poke with a very cool movepool. It learns Meteor Mash for comedy,
Calm Mind/Moonlight for more serious battles, Belly Drum just because, and
Splash because it's cool like that. Lots of options here.
CLEFABLE @ Leftovers
Cute Charm
- Ice Beam/Fire Blast
- Thunderbolt
- Calm Mind
- Moonlight
A lot of potential here. Watch out for status, and you should be fine. Very
nice base HP/SD to work with here, and the defense isn't too bad. CM boosts
your SD to the point that you can start recovering the damage with Moonlight,
and start blasting away with Boltbeam.
---
CLEFABLE @ Leftovers
Cute Charm
- Fire Blast
- Solarbeam
- Sunny Day
- Moonlight/Ice Beam
GSC, anyone? Somewhat outdated though in today's metagame, dragons own the
standard Sunnybeamer and Blissey wipes it out period.
---
CLEFABLE @ Salac Berry
Cute Charm
- Return/Body Slam
- Meteor Mash/Substitute
- Shadow Ball
- Belly Drum
Another cool set with quite a bit of potential. Bring it on Sleep/Encore and
try and do something with it. If you can Belly Drum and avoid all Steels, you
might have a winner. Not something I would use in a tourney team though, or
anything like that.
---
CLEFABLE @ Leftovers
Cute Charm
- Ice Beam
- Thunderbolt
- Calm Mind
- Softboiled
Softboiled is infinitely superior to Moonlight, mostly for the increased PP.
And the weather effects are pointless, for the most part. Otherwise, same as
before.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ NINETALES ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Very good speed and SD, survives a surf from just about anything. Also a good
disabler.
NINETALES @ Leftovers
Flash Fire
- Flamethrower/Fire Blast
- Will-o-Wisp
- HP Grass
- Protect/Confuse Ray/Safeguard/Overheat/Hypnosis
****FRLG Standard****
Flamethrower is prized over FB in this case for consistency, as Ninetales
definitely clocks in as a defensive poke. WoW is never a bad thing, and HP
helps beat up waters on the switch. Any of the last moves can work - I like
Protect myself, but CRay has haxed me before (cough Keff cough)
One final note - Pyroshuffling sucks. Ninetales sucks as a Roarer, the fire
type makes it vulnerable to almost anything that might switch in. To say
nothing about the fact that you could always switch in the same poke that was
already burned to absorb the next WoW. Try another tactic.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~ WIGGLYTUFF ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
A bad Clefable, in essence. Lots of HP, little defense, and not quite as good
as its Moon Stone counterpart.
WIGGLYTUFF @ Leftovers
Cute Charm
- Double-Edge/Return
- Shadow Ball/HP Rock
- Substitute
- Focus Punch
A good switch-in for Blisseys. With the nice HP, Wiggly can take a SToss
without breaking the Sub - it is also slower than Blissey, which lets you get
the Sub in safely. A fairly specialized poke though, the low defenses aren't
really enough to protect it from numerous hits.
---
WIGGLYTUFF @ Leftovers
Cute Charm
- Rollout
- Defense Curl
- Double Team
- Rest/Wish
Comedy BHtuff option.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ VILEPLUME ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
I have an ASCII of Vileplume as well, but I won't post it for your sake :*
Another of those cool Grass/Poison types that everyone thinks suck, and I'm
here to prove otherwise.
VILEPLUME @ Leftovers
Chlorophyll
- HP Grass/Sludge Bomb
- Sleep Powder
- Synthesis
- Toxic/Aromatherapy
This thing owned for me in UU with Toxic, where it makes a cool tank, and one
of the few electric counters in UU (only takes 30-40% from HP Ice, which is
recoverable with Synthesis). 75/85/90 defenses is nice. AT is also very
handy, if you choose to use it.
---
VILEPLUME @ Petaya Berry/Lum Berry
Chlorophyll
- Solarbeam
- HP Fire/Ice
- Sunny Day
- Sleep Powder/Synthesis
The first in a long line of grass types that Sunnybeams, and gets Chlorophyll
as well to help boost speed. IMO not quite as good as RD Kingdra, but it can
work at times, although not too stellar. HP Fire takes advantage of Sunny
Day, while HP Ice owns the likely Salamence switch. I prefer Sleep Powder to
Synthesis most of the time, as healing doesn't really fit in to the Sunnybeam
mindset, but it could work. A fast sleep is very cool though.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ PARASECT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
After passing on Spore to Breloom and Smeargle, this bug's usefulness in the
RS metagame kinda faded away. Besides Spore and perhaps Aromatherapy though,
Parasect isn't really good for much.
PARASECT @ Leftovers
Effect Spore
- HP Bug/Body Slam
- Spore
- Aromatherapy/Body Slam/Aerial Ace/Stun Spore
- Counter/Light Screen/Toxic/Swords Dance
You can try Doublepowder, or PPassing, or Countering anything not Flying.
Remember that Parasect is also weak to Rock, although it does have a nice 4x
ground resist. Failing all that, SD + Spore might help you take out a stray
Curselax or two.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ VENOMOTH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It actually looks decent on paper, but the moveset options kinda screwed it
over. Sleep Powder is nice, BP but without much to pass, and the universal
TMs. Shield Dust is potentially a good trait, protecting from freeze/burn on
the base 95 moves, but is too specific to really do anything.
VENOMOTH @ Leftovers/nothing
Shield Dust
- Signal Beam/Silver Wind
- Sludge Bomb
- Sleep Powder
- Thief/Stun Spore/Toxic/Substitute
Double STAB is interesting, albeit on two bad types. You can't go wrong with
Sleep Powder or Thief. Baton Passing doesn't really work when you only have
the universal moves (Sub/DT/random SW boosts) to pass. As for Silver Wind vs
Signal Beam, I have not (in my 10 months of playing) ever gotten any boosts
with either SW or Ancientpower, so I will boycott the move. Signal Beam has
significantly (75 vs 60) more power anyway.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DUGTRIO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
DIGLETT DIGLETT DIG DIGLETT DIG
TRIO TRIO TRIO
Arena trap alone makes it one of the coolest pokes ever. 120 speed doesn't
hurt, either. Not only is Arena Trap good for trapping Electric/Fire types,
but it also helps to finish off weak pokes, and without the Choice Band it
acts as a good Slaking counter. You can't really go wrong with Dugtrio.
Watch out for Porygon2 though.
DUGTRIO @ Choice Band
Arena Trap
"Traptrio"
- Earthquake
- Rock Slide
- HP Bug/Flying
- Aerial Ace/Sludge Bomb
EVs:
Jolly (+Spd -SA) 0/252/0/216/0/40
- Jolly Dugtrio has 363 speed to outrun Timid Raikou and Starmie. Extra EVs
are in SD to ward off HP Ice/Grass, which is more of a threat than physical
attacks.
Adamant (+Att -SA) 0/252/0/216/0/40
- Funny it has exactly the same EVs, yeah? This time the speed is for non-
Timid Raikou and Starmie, as well as Slaking/Salamence and other things with
base 110 speed.
****FRLG Standard****
For HP flying, use 30,30,30,31,30,30 DVs. Fairly standard CBtrio, no real
questions here. HP Bug/AA is preferred nowadays because of Celebi.
---
DUGTRIO @ Soft Sand
Arena Trap
- Earthquake
- Rock Slide
- Protect
- Toxic
****Old 386 Standard****
Utilitytrio. @ Soft Sand to counter Bellyzard. Protect for Slakings. Toxic
for Wobs. You won't see this around too much any more, but it deserves its
own section, if only to show how much Bellyzard (and Slaking, and Wob) changed
the metagame when they were popular. You can catch some people by surprise
however (if they expect the CB), but otherwise this sorta died out with FRLG
and 25% berries.
---
DUGTRIO @ Choice Band
Sand Veil
- Earthquake
- Rock Slide
- HP Flying
- Sludge Bomb/Toxic
Comedy Sand Veil option here, in case you really fear P2. And most people
don't bother checking Arena Trap, although it is a good countermeasure, as
Duggie's default trait (at least on the bots) is Sand Veil.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PERSIAN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
This cat needs to go back to RBY, where it was actually decent :(
PERSIAN @ Choice Band
Limber
- Return
- Shadow Ball
- HP Ground
- Hyper Beam/Iron Tail/Aerial Ace/Thunderbolt
Crap movepool what?
---
PERSIAN @ Leftovers/Lum Berry
Limber
- Return
- Shadow Ball
- Hypnosis
- Substitute/HP Ground/Hyper Beam/etc
Fastest sleep move in the game. Too bad the accuracy sucks almost as much as
Persian does.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GOLDUCK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
A nice UU CMer, there aren't too many of these. Unfortunately, it has to
compete with Slowbro and Suicune for water type CMers, and it really isn't
much of a competition.
GOLDUCK @ Leftovers/Chesto Berry
Cloud Nine
- Surf
- Psychic/Ice Beam
- Calm Mind
- Rest/Hypnosis/Substitute/Psychic/Ice Beam
I prefer Rest myself, with Surf/Psychic/CM/Rest. It's decent, but completely
outdone by Suicune.
---
GOLDUCK @ Leftovers
Cloud Nine
- Surf
- Psychic/Ice Beam
- Focus Punch/Cross Chop
- Substitute/Calm Mind/Rest
Subpunch has some potential with the random 2HKO on Blissey/Lax. It is still
a 2HKO though. If you do use CC, it's a 3HKO in most cases, so try and keep
that in mind.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PRIMEAPE ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
PRIMEAPE @ Leftovers
Vital Spirit
- Cross Chop
- Rock Slide
- Bulk Up
- Substitute
@ AK. The attack boost from BU is nice, but the real kicker is the defense
boost, which lets you safely sub and take a few hits. Too bad that
Primeape is so weak defensively. Otherwise, this is fairly similar to 200
Blaziken, although the fast sub from Primeape also helps it avoid most status
and strike back with a new hard hit. cool stuff.
---
PRIMEAPE @ Salac Berry
Vital Sprit
- Focus Punch
- Substitute
- Reversal
- Rock Slide
This one is @ Donut. Fun Subpunchreversaling, combines the best of both
sets.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ARCANINE ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
/me sighs...many people have tried to make a usable set for this godly poke,
and thus far noone has really succeeded. Incredible base stats (nothing UNDER
80), and the crappiest movepool you may ever see. Fire type doesn't help
either. Here are some ideas.
ARCANINE @ Liechi Berry/Leftovers
Intimidate
- Extremespeed
- HP Fighting/Ground
- Howl
- Overheat/Fire Blast
Physcanine. Howl to boost attack for ES. Another cool idea was to use ML
Umbreon to BP some Curses to Arcanine, bringing back Curse + ES Arcanine from
GSC. In that case, you might want Crunch/Iron Tail/Rest over Howl.
---
ARCANINE @ Petaya Berry/Leftovers
Flash Fire
- Fire Blast
- HP Grass
- Crunch/Sunny Day
- Extremespeed/Overheat
A special based Arcanine, with most of its power likely coming from Sunny Day
FB. Overheat couldn't hurt either, but ES is useful for Endrev and other
pokes that need a quick kill.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ POLIWRATH ~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Another one of those lovely BDers that died out when the berries got shifted
to 25%. Still has some hope though, as it doesn't need the 4th move quite as
desperately as Charizard.
POLIWRATH @ Salac Berry
Water Absorb
- Brick Break
- HP Rock/Ghost
- Focus Punch/Hypnosis
- Belly Drum
****old 386 standard****
It made an awesome Suicune counter back in 386, when you could get in a free
attack (not BD, obviously, because of Roar). Fighting is a pretty cool type
to use the BD boost on, Hypnosis (if it hits) is plain abusive, and Focus
Punch beats the crap out of any poke that would try to phaze you out. It had
some good stuff going for it, but the slow speed (it couldn't beat Timid Jolt
after Salac) and lack of a good second (or third) move hurt it a bit.
---
POLIWRATH @ Leftovers
Water Absorb
- Brick Break
- HP Rock/Ghost
- Focus Punch
- Substitute
It lost Belly Drum, but it still has the cool water absorb, which gives it
basically a free switchin against most Suicune, which then leads to a free
FP. Sub helps in that regard as well against other stuff.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ALAKAZAM ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Still good, even after all these years. Alakazam is a special CBer of sorts -
run in, throw in a quick Psychic or two, and switch back out. CMing, while
always in the moveset, tends to not help the fact that Zam is still base 55
HP. It still is a very good poke though, with two big numbers in the stats
where it matters most.
ALAKAZAM @ Lum Berry/Leftovers
Synchronize
- Psychic
- Fire Punch
- Calm Mind
- HP Dark/Water/Ice Punch/Thunderpunch/Recover
EVs:
Timid (+Spd -Att) 72/0/0/252/184/0
- 72 HP gives you 269 HP, another of those magic number HPs that will let you
survive 3 STosses after Leftovers recovery. You can take those out if you
have a better Blissey/Dusclops/Miltank counter.
****FRLG Standard****
Psychic/CM is fairly obvious, Fire Punch is for Steels (Metagross/Skarm in
particular, but all steels). The last move is really the tossup. HP Dark
was used a lot in 200 play, to battle other Zams (Modest), Starmies, and
Dusclops. HP Water was also a 386 option, to give you a SE move against
Houndoom and to counter the TTars that rampaged through early 386. Ice Punch
is for non-DDed Salamence and Claydol, and Thunderpunch is for Starmie/
non-DDed Gyarados (although it doesn't OHKO). Recover is a new FRLG idea,
ever since the advent of SToss Blissey. Recover outraces SToss in terms of
damage (albeit not by much), giving you time to CM up and Psychic Bliss to
death.
---
ALAKAZAM @ Lum Berry/Choice Band/Moomoo Milk
Synchronize
- Psychic
- Fire Punch/Reflect
- Calm Mind
- Knock Off/Encore/Recover/Trick
I believe that any two of an elemental punch/Knock Off/Encore is illegal, so
you probably shouldn't use it. This is just the hodgepodge of random Zam sets
that I've seen around that really don't belong with the standard. Reflect and
Recover work in tandem, but you start to have problems dealing damage, and it
doesn't help Zam survive that much longer. Trickbanding (Trickmilking) is
always there, Knock Off is a cool move, and Encore is awesome when you switch
in against Curselax and own it.
****Emerald Update****
Due to the new tutors, you can now use one of the punches along with either
Knock Off or Encore. Not sure how useful it is, but it does work now.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MACHAMP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Severely toned down from GSC, mostly because Breloom is that much more useful
in general, as are Heracross and Metagross. It still attacks like a mofo with
the 130 base attack, but it is no longer the premiere physical attacker in
this generation.
MACHAMP @ Choice Band
Guts
- Cross Chop/Low Kick
- Earthquake
- Rock Slide
- Focus Punch/Fire Blast
EVs:
Adamant (+Att -SA) 124/248/0/136/0/0
- 136 speed puts you at 180, which should be safely ahead of most Skarms
you'll run into.
Fire Blast is a comedy option for the most part. CB Focus Punch is awesome
though, it does 90ish% to Suicune and OHKOs most other things that don't
resist. Low Kick is useful if you know your opponent uses Snorlax/Steelix/
other Rock/Grounds, but in today's age of Skarmbliss (Skarmory is surprisingly
light) it loses.
---
MACHAMP @ Leftovers
Guts
- Cross Chop
- Rock Slide
- Rest
- Sleep Talk
EVs:
Adamant (+Att, -SA) 252/128/?/16/0/0
- A bit of speed to outrun Blissey, and the 128 Att means you should OHKO
a non-Bold 252 Def Blissey. Do the rest of the defense (114 EVs) as you see
fit.
Rest activates Guts. Pretty cool, no? Machamp is strong enough defensively
to (mostly) pull this off. Of note is the fact that this can beat Dusclops
and Weezing.
---
MACHAMP @ Leftovers/Salac Berry
Guts
- Cross Chop
- Rock Slide
- Substitute
- Focus Punch/Bulk Up
Machamp certainly has the defenses to pull off a Bulk Up set, although it's a
tad slow to utilize it well. Certainly has a lot of potential though,
especially with Guts discouraging status.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ VICTREEBEL ~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
If Venusaur is the staller, and Vileplume is the Sunnybeamer/ATer, Victreebel
is the attacker. Most known for SD/Sludge Bomb combo, but it can pull off the
Sunnybeaming just as well as Vileplume, with the same base SA stat. Very UU,
and I will once again sing the praises of the poison type.
VICTREEBEL @ Leftovers/Lum Berry/Salac Berry/Liechi Berry
Chlorophyll
- Sludge Bomb
- Swords Dance
- HP Ground/Fighting/Ghost
- Substitute/Giga Drain/Sleep Powder
Swords Dance + Sludge Bomb is sex. Sort of.
---
VICTREEBEL @ Leftovers
Chlorophyll
- Solarbeam
- Sunny Day
- HP Fire/Ice/Swords Dance/Sleep Powder
- Sludge Bomb
The nice high stat in the other attack makes for a nice dual attacker.
Sunnybeaming is still a pretty dead tactic, though.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ TENTACRUEL ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The Mystery Machine X) Tentacruel is sex with tentacles. Could it get any
better? STABed Sludge Bomb, really really really high SD, surprisingly good
speed, and a cool trait in Liquid Ooze. Tentacruel resists Water/Ice and also
is immune to Toxic, which makes it an idea counter to Walrein or Lapras. You
can use either Clear Body or Liquid Ooze, but Liquid Ooze is so specific and
probably expected that it isn't worthwhile.
TENTACRUEL @ Leftovers
Clear Body/Liquid Ooze
- Sludge Bomb
- Hydro Pump/Surf
- Confuse Ray/Swords Dance/Ice Beam
- Mirror Coat/Substitute/HP Ground/Giga Drain
Hydro Pump is more worthwhile on Tentacruel than it might be on other pokes -
base 70 SA is somewhat disappointing. Swords Dance + Sludge Bomb is very
cool, but I like the base 100 speed Confuse Ray. Ice Beam suffers from the
same low SA and isn't going to KO much, but it's worth a shot. Mirror Coat
might be a decent surprise on this attacking moveset, and Sub helps you deal
with the Dugtrio switch and Hydro Pump it instead. If you stick on Ice Beam
and Giga Drain, you can focus all EVs into SA and beat up nearby Quagsires.
---
TENTACRUEL @ Leftovers
Clear Body/Liquid Ooze
- Sludge Bomb/Ice Beam
- Hydro Pump/Surf
- Confuse Ray/Rapid Spin
- Haze/Mirror Coat/Safeguard
Utilitycruel. I personally like Sludge Bomb/Hydro Pump/Confuse Ray/Rapid Spin
but it's all a matter of preference. Lots of options.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GOLEM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Cool in RBY, when Hidden Power didn't exist. With the existence of HP
however, and with Grass/Ice/Water being the most commonly used HPs, Golem's
once-fabled electric immunity is now rendered almost useless. However, with
Substitute now a universal TM, Golem can have some luck subbing up and
launching Rock Blasts or Earthquakes at stuff. It doesn't get Rhydon's
Megahorn, or its Swords Dance, but it does get a cool finisher in Explosion.
GOLEM @ Leftovers/Quick Claw
Rock Head/Sturdy
- Rock Blast/HP Rock/Rock Slide
- Earthquake
- Counter/Focus Punch/Double-Edge
- Explosion
Cool. Counter owns people who think they can EQ you to death, and Explosion
is a nice strong finisher. DE is kinda stupid with a 150 power move already,
but to each their own. The rock moves are listed in order of preference -
Rock Blast for sub breaking, HP Rock for consistent (and higher) average
damage, and RS because slow speed = no flinching. As for Quick Claw, people
often forget that it has a 25% chance of activation, which isn't bad at all -
try it out sometime.
---
GOLEM @ Leftovers
Sturdy
- Rock Blast/HP Rock/Rock Slide
- Focus Punch
- Substitute
- Roar/Earthquake/Explosion
My Rhydon set, adapted to Golem. Subpunch is fairly simple, and Rock Blast
covers the fighting resists. I use Roar as a Curselax counter, but EQ is also
useful, and I would prefer Explosion over EQ anyway to blow up on Milotics or
something. Useful stuff. Unfortunately, it doesn't get Rhydon's 404 HP to
help with the Sub, but it's still more than usable.
---
GOLEM @ Choice Band/Quick Claw
Sturdy/Rock Head
- Rock Blast/Rock Slide
- Earthquake
- Focus Punch/Double-Edge
- Explosion
Ouch. Hard to switch in though, but if you can catch a Tauros or something
unaware, whatever switches in is in for some pain.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RAPIDASH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It's fast, and that's about it. Rapidash is somewhat unbalanced, with good
speed and Att (with its physical moves being Return, Iron Tail, HP, and the
wonderful Bounce), and only average SA. It makes a decent Sunnybeamer, but so
do a lot of pokes, and the subpar SA makes this poke a bad candidate.
RAPIDASH @ Leftovers
Flash Fire
- Fire Blast
- Solarbeam
- Sunny Day
- Hypnosis/Overheat
Good luck with the 60% Hypnosis, you're going to need it. The only real worth
of Rapidash is taking advantage of Flash Fire and hopefully getting in a few
STABed Sunny Day'd Flash-Fire-boosted Overheats.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SLOWBRO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
One of the best "UU" pokes there is. Slowbro is amazingly underrated as a
tank, and IMO it rivals Suicune as one of the best water types in the game.
95/110/80 in the defenses, great physical defense, and it gets Calm Mind to
help boost the SD. Also comes with a prepackaged 100 SA, two good STABed
special types, and a plethora of other useful moves. You can't really go
wrong with Slowbro.
SLOWBRO @ Leftovers
Own Tempo
- Surf
- Psychic/Ice Beam
- Calm Mind
- Rest/Substitute/Flamethrower
EVs:
Bold (+Def, -Att) 252/0/68/8/108/72
- It never hurts to outrun Steelix and Snorlax, does it? 108 SA is one of
those magic stat numbers that lets you take out the high majority of non-
defensive Salamences. Fiddle with Def and SD as you like.
****FRLG Standard****
With Calm Mind and Rest, this thing is a mini-Suicune, especially with roughly
equal HP/Def for a non-legendary. Psychic is a cool second STABed move, the
Def is covered by high base, and the SD gets boosted through Calm Mind. Some
like Flamethrower to provide a jump on Forry or Skarm, and Substitute always
works well with Calm Mind (albeit the speed hurts Slowbro here), but I prefer
a CMbro that can tank with the best of them.
---
SLOWBRO @ Leftovers
Own Tempo
- Psychic/Surf
- Counter
- Calm Mind
- Rest
Seeing as this is my moveset guide, I get to pay special attention to my own
sets. My attempt at making a beast that is hard to attack from either end of
the spectrum, with CM for special attacks and Counter (it takes tons of
physical hits, even SE ones) for the physical side. The main drawback is
being limited to one special attack, a problem that has often daunted CMcune.
I like Psychic, as it is fairly universal and not resisted by many (as
opposed to the constant Water/Grass types that Slowbro seems to run into).
Dark types suck anyway.
---
SLOWBRO @ Leftovers
Own Tempo
- Surf/Psychic
- Focus Punch
- Substitute/Yawn
- Ice Beam
Another interesting idea. Slowbro has base 75 attack to top off the rest of
those amazing stats, so Yawn/Subpunching could always work. Slow enough to
ensure a Sub against almost anything (save Shuckle), but Yawn is more
universal and in general better. Ice Beam for the inevitable Flying/Venusaur
switch.
---
SLOWBRO @ Leftovers
Own Tempo
- Surf/Psychic
- Thunder Wave
- Calm Mind
- Rest
Uh oh Tobybro is back to rule RS, except not really since Calm Mind is only a
one-stage boost :(
---
SLOWBRO @ Leftovers
Own Tempo
- Surf
- Calm Mind
- Yawn
- Rest
The newly dubbed "AJBro", as thought up by AJ. Yawn allows it to gather a CM
on the switch, and it acts as a phazer of sorts, although obviously not as
effective as Roar on Cune. Slowbro suffers from the same problem of relying
on one attack, but if you can force people into switching you'll have a good
chance of getting in a few Surfs. Think of it as a more attack-based version
of CMCune, relying on CMs to power up attack more than to boost defense.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MAGNETON ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Magnet Pull. This trait alone strikes fear into Skarms and Forrys, with the
ability to trap all Steel types and the SE/STABed TB to finish them off. This
is probably the major reason as to why Skarm (and spiking in general) never
COMPLETELY dominated in 200 play, where Magneton doesn't have to fear its own
trapper, Dugtrio. Magneton is also very underrated as a special tank - it is
one of two pokes to resist the common Boltbeam, although it doesn't exactly
have the stats to do it well unless you focus your EVs into SD and HP (a
tactic which has been pulled off with great success by AK). Watch out for
Duggie, other Maggies, and Trace when using Magneton.
MAGNETON @ Leftovers
Magnet Pull
- Thunderbolt
- HP Fire/Grass
- Toxic/Thunder Wave
- Substitute/Protect
EVs:
Modest (+SA -Att) 0/0/0/180/252/76
- 180 speed puts you at 221, which should more than enough to outrun any
stray Suicune. You're not going to catch that cluster of pokes at 264+
Speed, even with Timid. Feel free to reduce SA into HP/SD if you want a
Maggie that takes some hits.
****FRLG Standard****
Thunderbolt is a OHKO on Skarm, and HP Fire helps take care of Forry (watch
out for EQ/Light Screen on the switch). HP Grass is a nice surprise, but
mostly a carryover from 200 days when Maggie feared Swampert more than it did
Forry. Protect is another carry-over from 200, when Maggie made a decent
Slaking counter with Protect, but more likely its crap movepool left few other
good options. Toxic/TWave is your preference.
---
MAGNETON @ Leftovers
Magnet Pull
- Thunderbolt
- HP Fire/Grass
- Toxic/Thunder Wave
- Metal Sound/Substitute
In a different category from the standard because it really isn't standard.
Metal Sound Maggie is used to help battle Snorlax (it resists Return/Shadow
Ball, and Metal Sound let's it put a dent in Lax's SD), Trace CM Gardevoir
(by using Metal Sound, you're forcing it to kill you), and the occasional
Blissey. I've seen people throw on Substitute as well, mostly as a counter to
Vulvasore but it can work against other stuff as well. An interesting idea,
but fairly limited in usefulness.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ FARFETCH'D ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Besides having its own item (which doubles CH percentage from 6% to 12%,
woohoo), Farfetch'd is a joke of a pokemon. It's slower than Skarmory, for
god's sake. How did the big metal bird outspeed the small little one?
FARFETCH'D @ Stick/Salac Berry/Liechi Berry
Keen Eye
- Flail
- Substitute
- Agility/HP Ghost/Aerial Ace
- Swords Dance/HP Ghost/Aerial Ace
For @ Stick, use both stat uppers (good luck getting it off). For Salac/
Liechi, boost the other stat (I'd go with SD and Salac) and choose an attack
for the last slot. Good luck, btw.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DODRIO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Rape Rape Rape!
The other cool 200 CBer. Good speed, very good attack, two good types and
high powered STAB moves in both of them, and Quick Attack (STABed too) just in
case. It has problems with Skarm, but it can hold its own against Weezing
(Return bites when not resisted), or any of the other common physical tanks.
DODRIO @ Choice Band
Early Bird
- Return
- Drill Peck
- HP Ground/Fighting
- Quick Attack
EVs:
Jolly (+Spd -SA) 4/252/0/252/0/0
****FRLG Standard****
Nice. It even makes a decent switch against Sleep with Early Bird's haxish
one-turn wakeups. Choose an attack and wail away, it even puts a good 20%
dent into Skarmory even with NVE attacks. HP Ground was the 200 preference
for Metagross, but Fighting works just as well in 386 as a more universal type
and for Tyranitar. Watch out for Skarms and Sandstorms.
---
DODRIO @ Choice Band/Salac Berry/Liechi Berry
Early Bird
- Flail/Endeavor
- Substitute
- Drill Peck
- Quick Attack
EVs:
Adamant (+Att -SA) 144/252/0/112/0/0
- Nabs 264 speed for the Salac boost. If you're CBing, you should probably
go 4/252/0/252/0/0 again.
Before you go off laughing at CB Subflail, it has worked before. Bring in
Dodrio, use CB Sub 4 times until you get to 1 HP, then switch out. When
Dodrio comes back in, you have a base 450 move (200 BP * 1.5 STAB * 1.5 CB)
from 100 speed. Endeavor is also another possibility with Sub which is best
paired with QA. Drill Peck helps for Ghosts, but Rocks/Steelix still pose
a problem. You could always go with Liechi/Salac, but then you run into
problems if forced to switch, which is why I like CBFlail which keeps the
extra damage even after switching (and isn't even hurt by Spikes).
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DEWGONG ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
A bad Walrein, in almost every aspect. Completely outclassed in stats and
movepool by the other Walrus. The only real difference between the two is
Signal Beam and Perish Song, neither of which warrants extended use.
DEWGONG @ Leftovers
Thick Fat
- Surf
- Ice Beam
- Sheer Cold/Encore/Perish Song
- Horn Drill/Rest
It gets 2 OHKO moves. Whoopdeedoo. This piece of crap doesn't even get Sleep
Talk to at least try a Fish set.
As for Encore, Synre used this to some success, paired with Dugtrio (or
Trapinch). Encore the likely Thunderbolt, and switch in Dugtrio (again, or
Trapinch). With an extended Encore, you should have plenty of turns to KO
your opponent. Also, if you don't want to risk Encore ending, letting Dewgong
die and getting a free Duggy switch is also an option.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Another highly underrated type, and it happens to be a poison type. ^^ With
its insane HP/SD (105/100), this thing is guaranteed to survive any un-boosted
Psychic with well over 30% to spare. Nice Att too, a cool STABed move in
Sludge Bomb, and Cursemuk plays much the same as Curselax, although with more
weaks and worse attacks. It also gets Fire Blast to take on Skarm/Forry.
MUK @ Leftovers
Sticky Hold
- Sludge Bomb
- Brick Break/Return/HP Ghost
- Curse
- Rest/Explosion
Cursemuk. Sludge Bomb is cool off base 100 Att, and it only gets better with
Curses. The second move choice is somewhat more ambigious though - do you
dislike Skarm (Brick Break), Weezing (Return), or Ghosts/Psychics (HP Ghost)
more? Rest lets it absorb status and live again, but this is somewhat less
likely with the ground weakness that is only partially defendable with Curse,
and the ever-present Psychic weakness. Explosion after a few Curses is my
preference, and it KOs almost anything that doesn't resist, and even a few
that do. Get in 3 or 4 curses, and you might OHKO Skarm.
---
MUK @ Leftovers
Sticky Hold
- Sludge Bomb
- Brick Break/Return/HP Ghost
- Fire Blast
- Explosion
As Snorlax developed alternative movesets throughout GSC that weren't so
dependent on Curse, so did Muk. Here is the mixed Muk, capable of 2-3HKOing
Skarm with Fire Blast, Sludge Bomb and another for physical attacks, and boom
as finisher. Much the same as the Return/EQ/FB/Self Destruct Snorlax lead of
GSC.
---
MUK @ Leftovers
Sticky Hold
- Sludge Bomb
- Focus Punch
- Substitute
- HP Ghost/Explosion/Fire Blast
With naturally low speed and high HP, Muk is another good candidate for
Subpunching. Like the Golem I mentioned earlier, it gets a nice out in
Explosion - if you can't FP it to death, just blow up and hope for the best.
Watch out for Ghosts.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CLOYSTER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Best known as the Spiker that doesn't get completely owned by Maggie, although
it is weak to TB. Cloyster is likely the most one-sided poke in FRLG - easily
exceeding 400 defense, but it can get OHKOd by almost any special attack
(Alakazam's unboosted Psychic is almost a guaranteed OHKO, and this is a
neutral attack). Cloyster is unfortunately not as great a tank as its other
spiking brethren (Forry/Skarm), due to Water/Ice not providing any physical
resistances, and in fact only adding a Rock/Fighting weak that is a potential
2-3HKO. Good for spiking and booming, but don't expect it to take many hits.
The good news is that it's so hard to predict a Cloyster explosion, since most
things that scoff at Explosion have some fear of Surf/Ice Beam.
CLOYSTER @ Leftovers
Shell Armor
- Surf/Ice Beam
- Surf/Ice Beam/Explosion/Toxic/Protect
- Spikes
- Rapid Spin
EVs:
Bold (+Def -Att) 252/0/0/16/116/124
- Max HP obviously, a bit of speed for Skarm, 116 SA should OHKO Dragonite
(but keep in mind that Draggy spreads vary GREATLY). The rest in SD, since
the stat is so low that each point makes a pretty big difference.
****FRLG Standard****
It takes some solace in being the only real special attacking Spiker, with its
base 85 SA and decent base 70 Speed. I like Ice Beam/Explosion myself, but
any combination of the moves can work.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GENGAR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Gengar. Probably one of the most unpredictable pokes in play today, ranking
up there with the two Dragons, the Nidos, and Smeargle for most unpredictable
moveset. With an incredibly cool movepool and unfortunately unbalanced stats,
Gengar has gone from special sweeper to CB Sludge Bomb to the now-standard
McGar. Make sure you keep a close eye on Gengar - with the ever-cool Levitate
(immune to all but Shadow Ball from Slaking) and a huge variety of movesets,
this poke can be a beast to deal with.
Gengar picks up a very handy Ice Punch in Emerald now. Very handy.
GENGAR @ Leftovers
Levitate
"McIceGar"
- Focus Punch
- Substitute/Hypnosis
- Ice Punch
- Thunderbolt
EVs:
Timid (+Spd -Att) 44/0/0/216/248/0
- 341 Speed for Adamant Dugtrio or Modest Zam/Sceptile. Speed can be lowered
to 330 if so desired.
****FRLG Standard****
Great set. Use it. The new and improved McGar variation.
---
GENGAR @ Leftovers
Levitate
"McGengar"
- Shadow Ball
- Focus Punch
- Substitute
- Thunderbolt
The now infamous McGengar. Another of those sets which can be attributed to
the great McGraw, McGar was originally crafted as a FRLG Blissey counter.
Natural immunity to SToss/Counter and Sub to prevent TWave, this thing struck
fear into many a Blissey's eyes, and it succeeded in succesfully discouraging
Slaking use for a long time.
Now, for my social commentary on McGar. Although it is a great set, it really
needs Substitute in order to do anything - Shadow Ball is fairly weak on
Gengar's 65 base stat, and the EVs that have been placed into Att require it
to sacrifice a lot on TB. It is still the ultimate Skarmbliss counter, puts a
nice dent into Suicune/Lax, and even became fairly standard on Nubbattle (:O).
Although it requires setup more than any other poke I know, McGar is around to
stay.
---
GENGAR @ Leftovers/Salac Berry
Levitate
- Psychic
- Thunderbolt
- HP Fire
- Explosion/Will-o-Wisp/Destiny Bond/Giga Drain
Ye old SpecialGar. Big problems with non-STABed attacks and a huge Lax
liability, but the variety combined with good speed/SA makes it a decent
special attacker. The lack of STAB is the real kicker though. It still has
potential for outstalling any Blissey not smart enough to put on a HPSA, and
you can hope for SD drops from Psychic or something :/
---
GENGAR @ Choice Band/Salac Berry
Levitate
- Shadow Ball
- Sludge Bomb
- Explosion
- Brick Break/Will-o-Wisp/Destiny Bond
Between SpecialGar and McGar, you have the transition period of ChoiceGar.
An interesting take on a poke that hadn't seen much variety in early 386 play,
Gengar packs about as much a punch on Shadow Ball/Sludge Bomb as it did with
Psychic or TB. CB Explosion did a nice deal of damage, Brick Break/Shadow
Ball have no combined weaks, and WoW/DBond are always good surprises, although
the Salac kick is often a dead giveaway for Destiny Bond.
---
GENGAR @ Leftovers
Levitate
- Perish Song
- Mean Look
- Protect
- Hypnosis/Substitute/Taunt/Destiny Bond
The newest Gengar that has seen some use today, mostly to annoy the crap out
of Blissey. ML/PSong is an old but still usable combo. Assuming you survive
the two turn setup, you're already at a 50% chance (depending on Protect) to
KO your opponent. Hypnosis adds another 60% crapshoot (although at the risk
of taking another hit and dying), the fast Substitute can act as essentially
another Protect, and Taunt stops Roar/WW from phazing you away. Gengar may
have problems surviving the setup hits, but PSong is a deadly combo that any
smart battler must always be on the lookout for.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HYPNO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Surprisingly good for a UU poke. Nice balanced stats, one of the few Psychics
that can take a physical hit or two, and cool SD. One of the better Psychic
counters with Shadow Ball, it can also get the elemental punches and TWave as
a disabler. Insomnia can be both a blessing and a curse, since Hypno would
actually benefit from being able to Rest. Not bad for such a UU poke.
HYPNO @ Leftovers
Insomnia
- Shadow Ball/Seismic Toss
- Psychic
- Thunder Wave/Toxic
- Counter/Fire Punch/Ice Punch/Thunderpunch
Lots of variety here. I like Shadow Ball/Psychic/TWave/Fire Punch, which
makes it a good counter to other Psychics with Shadow Ball, a decent disabler,
and having some variety and special oomph with the punches. Base 73 SA really
hurt it though in the hurting-other-things department.
---
HYPNO @ Leftovers
Insomnia
- Psychic
- Toxic
- Skill Swap
- Rest
Ever face a tank that you really didn't want to Rest? Skill Swap Insomnia
onto it. A very limited moveset, and it suffers from not being able to trap
the opponent, but it's very good at what it does. If you dislike Suicune that
much, this might be a useful counter.
---
HYPNO @ Leftovers
Insomnia
- Psychic
- Fire Punch
- Calm Mind
- Substitute
Subpiggy anyone? Doesn't need HP Fire, but it suffers from lower speed and a
lower base SA to deal damage. A proven set however, and it is works.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KINGLER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Pretty bad. Incredible attack (as high as Machamp), but only non-STABed
attacks to use it on. A lack of non-STABed attacks to use it on (it gets
Return/HP). Crap HP/SA/SD. Try it if you like Hyper Cutter, but you're
better off using Pinsir or Gligar anyway.
KINGLER @ Salac Berry/Lum Berry
Hyper Cutter
- Return
- HP Ghost/Ground
- Surf
- Swords Dance
Uh huh. Surf is kinda stupid, you aren't going to be doing much damage on
base 50 SA, but it's either that or Rock Tomb. Or Metal Claw. Or HAIPAR
BEEM.
---
KINGLER @ Salac Berry
Hyper Cutter
- Flail
- HP Ghost/Ground
- Substitute
- Swords Dance
Again, good luck. Base 75 Speed isn't too bad though (although certainly not
as good as Scyther/Zangoose/Hera), so this has some potential. Actually I
lied, Kingler sucks, just wait for Krabfest at the nearest Red Lobster and
enjoy your fresh crab. Or order California rolls.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ELECTRODE ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Fastest non-uber in the game not named Ninjask. What does that give it?
Sadly enough, not much. 80 SA isn't enough to do much, the defenses suck, and
"Fastest Explosion in the Game" isn't really worth it on base 50 attack. At
least FRLG gave it back its much-needed Thunder Wave, but other than that it
really isn't worth much any more.
At the same time, many pokes are designed to beat the base 130ers (Crobat/
Jolteon/Aero), including things like DD Gyara/Sala/TTar, Agiligross, or Salac
Sweepers. And Electrode's extra burst of speed can surprise a few people.
ELECTRODE @ Leftovers
Static
- Thunderbolt
- HP Ice/Grass
- Thunder Wave
- Explosion
EVs:
Hasty (+Spd -Def) 44/0/0/196/252/18
- 401 Speed should be enough to catch those 200 speed Metagross and TTar with
2x Speed boosts.
****FRLG Standard****
Have fun. Twave is abusive, the rest isn't really worth much. And gogo
Explosion, 60% on Blissey if you're lucky. HP Ice is much preferred to Grass
here, since you won't come close to OHKOing Swampert (maybe 70%, if you're
lucky), whereas the 140 speed is meant to put a dent in 264 speed Salamence
that don't expect an Electrode to outspeed them after a DD. And although it
also won't OHKO (or at least it shouldn't), you'll get the hit in.
---
ELECTRODE @ nothing
Static
- Thunder
- HP Grass
- Thief
- Explosion
Laztrode. Good luck Laz, wherever you may be.
---
ELECTRODE @ Choice Band
Static
- Return
- HP Fighting/Ground
- Explosion
- Thunder
Something I was fooling around with the other day. CB Explosion does a
decent amount of damage, but it isn't something to go out and buy a GBA for.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EXEGGUTOR ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Lots of fun. Grass types aren't used enough, and Eggy is one of the best.
Good all-around stats, except in Speed and SD. It resists EQ/Fighting, which
is very nice, gets Leech Seed/Sleep Powder, and can always double as a
Sunnybeamer with a good STABed attack in the second type.
I would also like to take this team to try and dispel the rap that Eggy got
in RBY/GSC as having the most weaks. While stastically this may be true, for
all practical purposes it doesn't really matter.
On the physical side, you have 4x Bug, 2x Flying, 2x Poison, and 2x Ghost. If
you honestly fear Bug attacks, try any of the OTHER 385 POKES THAT BEAT THE
CRAPPY BUG TYPE. Ghost, while somewhat prominent with Shadow Ball, really
isn't that common except on normal pokes. Poison is even less common, but the
90 Sludge Bomb does warrant some consideration. Still, keep in mind that the
number of pokes that commonly use Sludge Bomb is about 2 (Venusaur and Weezing
and possibly Tentacruel/Crobat). Flying is probably the worst weakness for
Eggy.
But did I mention that Exeggutor resists Ground and Fighting attacks. With
its already good Defense, it can beat up almost any poke that relies on EQ to
do the most damage (hi Donphan, Steelix). And Fighting is more useful than
one would expect. Most Fighters nowadays have Rock Slide to counter the most
common Fighting counter, Flyers (and especially the Intimidating duo of Gyara
and Sala). But they often don't have anything for the Psychics, besides the
ocassional HP Ghost on a Breloom. What does this all mean? Eggy is underused
as a physical tank.
As for the special weaknesses. 2x Fire, 2x Ice, and 2x Dark. It also resists
Water and Psychic. Now, I will admit that weaks to Fire and Ice have fairly
substantial drawbacks, but Dark? Unless you run into the odd Crunching TTar
or the even rarer Crunching Raikou, you have nothing to fear from Dark
attacks. And in return, it makes the perfect Slowbro counter. Or even some
Cunes, at least the ones without IB. Not a bad deal.
So, after all this, we can basically cut out the Bug, Dark, and possibly the
Ghost and Poison weaknesses. So we're done from 8 (including the 4x bug) to
a more realistic 3 (at least according to the standard metagame). Not too
bad anymore is it?
EXEGGUTOR @ Leftovers
Chlorophyll
- Psychic
- Sleep Powder
- Leech Seed
- HP Grass/Fire/Explosion/Synthesis
EVs:
Modest (+SA -Att) 252/0/176/48/0/32
- 158 speed should outrun neutral Swampert and Weezing, which both clock in
at 156. I like my defensive Eggy to take physical hits with the Ground/
Fighting resist, so I stack towards Def.
A more tanky set, especially with Synthesis. Eggy has 95/85/65 in the
defenses - good enough to take most physical attacks, a bit weak to Fire/Ice.
Still, it plays very similar to Venusaur except with an additional Ground
resistance, but it also is much weaker on the SD side. Still a strong option
though.
---
EXEGGUTOR @ Leftovers
Chlorophyll
- Solarbeam
- Sleep Powder
- Sunny Day
- Psychic/HP Fire/Ice/Explosion
EVs:
Modest (+SA -Att) 48/0/0/208/252/0
- hits 198 speed, so 396 after Chlorophyll. If you run Explosion, feel free
to change to Mild (+SA -Def) or Rash (+SA -SD).
Probably the best Sunnybeamer available. It gets Psychic in the second type,
has good enough speed to outrun stuff after Chlorphyll, and gets that cool
125 SA to work with. Mmmmm...Donuts...fast Sleep Powder is IMO more useful
than using HP, but standard Sunnybeaming does ask for one of the two.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MAROWAK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Clubwak. Early in 200 play, the famed Joltwak of GSC became Jaskwak, as
people found that Ninjask's auto Speed Boost and Swords Dance made it a
perfect BPer. People then discovered that Ninjask is just asking for a phazer
to switch in and ruin all the work, and as such Marowak use kinda dropped off.
Marowak can still be found nowadays, although it isn't as popular as it used
to be. IMO it will make a comeback, especially in today's age of Blisslax,
and the more recent discovery that Bonemarang does a number on Subs.
MAROWAK @ Thick Club
Rock Head
- Earthquake/Bonemarang
- Rock Slide/HP Rock
- Double-Edge/Focus Punch
- Swords Dance
EVs:
Jolly (+Spd -Att) 4/252/0/252/0/0
- 207 speed. Hey, you might run into a Suicune with no Speed.
****FRLG Standard****
Fairly simple, and nothing too original in FRLG. Bonemarang breaks Subs and
has the same base power as EQ, but with 90% accuracy. Choose as you wish.
HP is preferred to RS because of the low speed, Double-Edge is good on Flygon
and Claydol, Focus Punch is nice to predict Skarm switches, and Swords Dance
just owns. Whew, that was a long sentence.
---
MAROWAK @ Thick Club
Lightning Rod
- Earthquake/Bonemarang
- HP Rock
- Focus Punch
- Substitute
Basically the same as above, but different in a way, seeing as it leaves off
the Swords Dance that everyone would scream is a must. Props to NdMan for
first using it, it gives Skarm and a lot of other phazers problems. Watch out
for Claydol though, although FP still puts a good 30-40% dent into Claydol.
---
MAROWAK @ Thick Club
Lightning Rod
- Earthquake/Bonemarang
- Rock Slide/HP Rock
- Swords Dance
- Sing
***XD only***
Let's just say this is pretty much a 55% chance to instantly win the game.
Pass in Agility (from BP Zapdos, another XD exclusive, perhaps?), put Skarm/
Cune/Weezing to sleep, and sweep.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HITMONLEE ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
An interesting alternative, but unfortunately not that great. The Speed isn't
as high as one might expect from a karate master, the nice SD isn't so great
when you look at its HP, and the HP/Def (50/53 respectively) just blow. And I
wouldn't mind all of this, if it weren't for the fact that it is base 87
speed. Many better fighters exist. Limber is interesting though, if you can
predict TWave.
One quick note - I highly recommend Brick Break over Hi Jump Kick - you'll
never know when 90% bites you in the ass one day, and unlike FB/FT the
difference in damage isn't really that great. Think of it as more similar to
Surf/Hydro Pump, and Surf is almost a unanonymous sweep in that category.
HITMONLEE @ Salac Berry
Limber
- Focus Punch
- Reversal
- Substitute
- Rock Slide
EVs:
Adamant (+Att -SA) 4/252/0/252/0/0
- 273 speed, pretty convenient.
Subpunchreversaling. Thanks to Donut for the cool set, and although I suggest
it for most fighters Donut used it first on Hitmonlee.
---
HITMONLEE @ Salac Berry
Limber
- Brick Break
- Earthquake
- Rock Slide
- Bulk Up
With Bulk Up, you might somehow hax 90% from a hit and activate Salac. Then
again, you might just die anyway. Up to you.
---
HITMONLEE @ Choice Band
Limber
- Brick Break
- Earthquake
- Rock Slide
- Focus Punch/HP Ghost
EVs:
Jolly (+Spd -SA) 4/252/0/252/0/0
- 300 speed exactly. How awesome.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HITMONCHAN ~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
See Hitmonlee, but imagine even worse attack and worse speed. Same movepool
though, with the exception of the Elemental Punches (omg base 35 SA RUN FOR
THE HILLS) and Sky Uppercut.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ LICKITUNG ~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Pretty bad :x Only decent defenses, and no attack/SA/speed to speak of.
Clefable was at least good for something. It did get Swords Dance in FRLG,
but the base 55 attack isn't exactly made for boosting. Knock Off is cool
though.
LICKITUNG @ Leftovers/nothing
Own Tempo
- Seismic Toss
- Knock Off/Thief
- Rest
- Counter/Shadow Ball
Knock Off does redeem it somewhat, but obviously is exclusive from Thief. I
like Counter, 90 HP/75 Def can let it take a hit.
---
LICKITUNG @ Leftovers
Own Tempo
- Return
- Shadow Ball
- Curse/Swords Dance
- Rest/Earthquake
Mini-Curselax, or all-out attacker. And again, base 55 attack really sucks.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KOFFING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
_______
__| |__
_| |_
_| __ __ |_
| _| O| _| O| |
| |____| |____| |
| _______________ |
| | |_| |_| | |
| |_ _| |
| |_ ___ _| |
| |_|___|_| |
| |
|_ _|
|_ _|
|__ __|
|_______|
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WEEZING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
HEIL SMOGON!
WEEZING @ Leftovers
Levitate
- Sludge Bomb
- Fire Blast/Thunderbolt/Explosion/Rest/Destiny Bond/Pain Split/Rests
- Will-o-Wisp
- Haze
EVs:
Relaxed (+Def -Spd) 252/60/96/4/0/96
- 330 Def and 200 SD. Nice even numbers. A little extra oomph in your
Sludge Bomb makes Gyarados a sad panda.
****FRLG Standard****
Both Will-o-Wisp and Haze are necessary, for the most part - WoW alone can't
stop repeated Attack boosts, and Haze alone can't stop repeated Normal/Rock
attacks. Fire Blast is for Skarm/Forry/Metagross, and TB is for Gyara,
although Sludge Bomb alone is usually enough to take out Gyara (pray for 30%
poison too). Explosion is a possibility, but IMO blowing up a tank isn't that
smart, and Rest is best paired with Blissey. I've seen people who use DBond,
and I can't say I like it, but it is there.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RHYDON ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Underrated. FRLG gave it Swords Dance and Megahorn, and it has much sexier
overall stats than Golem. It doesn't have Explosion, but why blow up
something so cool? :) Special Rhydon is always an option as a joke, but
Rhydon is definitely cool. I mean _cool_.
RHYDON @ Choice Band
Rock Head
- Earthquake
- Rock Blast/HP Rock/Rock Slide
- Double-Edge/Focus Punch
- Megahorn
Ouch. Makes a nice switch on CBdrio, or something like that. Base 130 attack
with a CB and 2 strong STABed attacks does a lot of damage.
---
RHYDON @ Leftovers/Salac Berry
Rock Head
- Earthquake
- HP Rock/Rock Blast/Rock Slide
- Megahorn
- Swords Dance
If you don't like the CB. The setup kinda kills it though, watch for Suicunes
and stuff.
---
RHYDON @ Leftovers
Rock Head
- Rock Blast/HP Rock/Rock Slide
- Focus Punch
- Substitute
- Roar/Earthquake/Megahorn/Swords Dance
EVs:
Adamant (+Att -SA) 212/118/0/164/0/16
- 157 speed should outrun any Weezings, which is your main goal here. The
EVs in SD lets your Sub survive a 256 SA Fire Blast, which is exactly what a
neutral Salamence might pack. Why I did this, I don't know, since Salamence
has much better moves to break a Sub with, but 256 is a pretty nice number.
Free advertisement for my set. Sub is actually really nice, put in some speed
EVs and Weezing can't touch you while you Rock Blast away. Focus Punch is
also nice for PHazing Skarm. 404 HP works well against SToss Blissey. Roar
is for Curselax, but you can use a lot of other things there.
---
RHYDON @ Leftovers
Rock Head
- Rock Blast
- Earthquake
- Counter
- Roar/Megahorn/filler
In case you didn't notice, I really like Rhydon.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TANGELA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Fairly cool for a blob of grass. The high defense is nice, it also learns
Leech Seed/Sleep Powder, which is always nice, and has some crapshoots for the
other two moves.
TANGELA @ Leftovers
Chlorophyll
- HP Grass
- Sleep Powder
- Leech Seed
- Reflect/Growth/Stun Spore/Toxic
Growth is actually pretty interesting, AJ tried it once on a UU team. I like
Reflect myself.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ KANGASKHAN ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Amazing stats (total of 490 - but 40 is in SA, the stat it doesn't need, and
the rest are all above 80), yet no one seems to use it. Sad case. Base 90
speed is good, nice high HP, lots of potential. Cool trait, too.
KANGASKHAN @ Leftovers
Early Bird
- Return
- Shadow Ball
- Earthquake/Sleep Talk
- Rest
EVs:
Adamant (+Att -SA) 212/168/16/96/0/16
- 404 HP/200 Def/200 SD. Solid.
Early Bird cuts the resting time down to 1 turn, which is extraordinarily hot.
It suffers from not being able to boost any stats, however, and normal type
not resisting anything in particular, which makes most STABed attacks 3HKOs.
Doesn't Sleep Talk sound fun with 1 turn Rests?
---
KANGASKHAN @ Leftovers
Early Bird
- Return
- Shadow Ball
- Substitute
- Focus Punch
EVs:
Adamant (+Att -SA), 212/200/0/96/0/0
- 240 speed for non-Modest Magneton and Breloom
Kangaskhan is another interesting Subpuncher, well exceeding the cool 404 HP
that makes SToss a 2 hit break on the sub.
---
KANGASKHAN @ Leftovers
Early Bird
- Return
- Shadow Ball
- Counter
- Rest/Earthquake/Focus Punch
That same 400+ HP also helps with Counter, especially when Kangaskhan is
already blessed with base 80 defense. Focus Punch is an idea - once you've
countered them, they're probably going to switch :*
---
KANGASKHAN @ Choice Band
Early Bird
- Return
- Shadow Ball
- Earthquake
- Focus Punch
Astra tells me this thing beats the crap out of the UU metagame. Hence why it
shouldn't really be UU. After all, when your defensive tanks are limited to
the likes of Aggron/Golem to resist normal and Gligar/Tangela to try and cover
everything else, you might run into problems.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SEAKING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It gets Megahorn. So does Heracross, and Hera is much better at using it.
Seaking also gets screwed over by its relatively low stats.
SEAKING @ Liechi Berry/Salac/Lum
Swift Swim
- Megahorn
- Return
- Surf/Hydro Pump
- Rain Dance
Use the Rain Dance to help boost speed, then start Megahorning things. It
also gets Swords Dance in FRLG, but getting both the speed boost and the
attack boost is asking for a bit too much.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ STARMIE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Boltbeam, two cool STABed special types, and decent enough all-around defenses
makes Starmie the best boltbeamer in the game. IMO the most unexpected
Gyara/Sala counter (it survives a 1 DD HP Flying with 30% to spare, and unlike
Regice it can OHKO Gyara with TB), and Natural Cure is a blessing. Has
problems with Blissey and Lax, but other than that Starmie is a monster.
STARMIE @ Leftovers
Natural Cure
- Surf/Psychic
- Thunderbolt
- Ice Beam
- Recover
EVs:
Modest (+SA -Att) 44/0/0/216/248/0
- Hits 320 speed for Adamant Tauros or Modest Espeon. Modest is a must to
give you a legitimate shot of OHKOing Gyarados.
****FRLG Standard****
I like Surf myself. Boltbeam is the big thing here, it survives one DD HP
Flying from both Gyara and Sal, and Recover backs up the decent defenses.
---
STARMIE @ Leftovers
Natural Cure
- Surf/Psychic
- Thunder Wave
- Confuse Ray/Rapid Spin/Ice Beam/Thunderbolt
- Recover
Deathstar has been brought back in FRLG, but it isn't much of a threat with
Blissey everywhere. If I had to choose one of the disablers, I would take
TWave, but if you like 50% hax rate feel free to choose Confuse Ray. Rapid
Spin needs to be fit into Starmie's movesets somehow, and here is as good a
place as any to do it.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MR. MIME ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Fast, good SD/SA, and as weak as Alakazam defensively. Basically outclassed
by Zam in almost every way, except for more unpredictability and Thunderbolt.
It makes a decent Encorer though, especially if you can Encore some special
attack and start CMing up yourself. Soundproof can be an interesting trait -
people have made teams revolving around Mr. Mime using Encore on CMcune's Roar
(after Umbreon trap of course) and CMing up.
MR. MIME @ Leftovers/Choice Band
Soundproof
- Psychic
- Substitute/Calm Mind
- Encore
- Thunder Wave/Thunderbolt/Baton Pass/Trick
The first options are another of Donut's movesets. Parashuffling of sorts,
Encore is a decent phazer if you manage to Encore something that your
opponent would not care to repeat. The rest is what most other people use.
Encore Cune's Roar and CM up to beat it in (nice if used with Mean Look), or
if you feel really insecure you could try Trickbanding.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SCYTHER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It's fast. It can BP some pretty good stuff (although not as well as Ninjask,
but Scyther might catch a few people by surprise when it BPs). Also can
End/Subrev, and hope for SW hax. Scyther isn't as good as it used to be, but
it's usable. Bug/Flying is really a crap type though, weak to everything
under the sun.
SCYTHER @ Salac/Liechi/Lum Berry
Swarm
- Silver Wind/HP Bug/HP Flying
- Swords Dance/Substitute
- Agility/Substitute
- Baton Pass
BP whatever you want. SW is always haxy, if you manage to get a 10% boost you
can always pass that along as well, but I prefer HP Flying for the more
consistent damage.
---
SCYTHER @ Salac Berry
Swarm
- Reversal
- Substitute/Endure
- Swords Dance
- HP Bug
Swarm'd HP Bug with a SD or two does almost as much as the non-STABed Reversal
might. Still somewhat inferior though, any of the fighting types pull this
off better.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JYNX ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
A lot like many Psychics - crap HP/Def, good SA/SD/speed. Jynx's real kicker
comes in having two cool STABed moves and Lovely Kiss, the sixth (?) fastest
sleep move after Persian/Ninetales/Rapidash/Gengar with their 60% hax and
Jumpluff (however, Lovely Kiss' consistency would make it more valuable than
Hypnosis). Calm Mind too never hurt.
JYNX @ Leftovers/Lum Berry/Salac Berry
Oblivious
- Ice Beam
- Psychic/Substitute
- Lovely Kiss
- Calm Mind
EVs:
Timid (+Spd -Att) 4/0/0/216/252/36
- 308 speed, for Jolly Zangoose and everything else at 299.
****FRLG Standard****
Cool. If you can draw out your opponent's special tank and put it to sleep,
you can get in a few free CMs (good for, say, Jynx vs Regice). Two STABed
moves is nice, and after CM you might be able to survive a hit to activate
Salac, which would be really cool.
---
JYNX @ Leftovers
Oblivious
- Mean Look
- Perish Song
- Lovely Kiss
- Protect
Sleeping Doom, or something like that. Pity Jynx can't really survive the
two turns needed to setup, which is supposedly why Lovely Kiss is thrown in,
but Switching sorta does a number on that.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ ELECTABUZZ ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Fast. Decent Skarmbliss counter, with TB and Focus Punch/Cross Chop. Pity it
has such crappy physical defense though.
ELECTABUZZ @ Leftovers
Static
- Thunderbolt
- Focus Punch/Cross Chop
- Substitute/Ice Punch
- Ice Punch/Thunder Wave/Fire Punch
Subpunch/TB/Ice Punch or TWave is the general standard for now. Still a 2HKO
on Lax and Bliss though, and getting in another Sub is tough. Cross Chop is
always there, but barring any CHs that's a 3HKO. Tough.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MAGMAR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Slightly worse off than Electabuzz, due to the worser typing and lack of a
good 4th move (Thunderpunch as a water counter is crap when it does 40% and
Surf OHKOs it back). Still an option though, Flame Body is a hot trait.
Decent Skarmbliss counter as well, obviously.
MAGMAR @ Leftovers
Flame Body
- Fire Blast
- Focus Punch/Cross Chop
- Substitute/Thunderpunch
- Thunderpunch/Confuse Ray/Thief
Higher base attack than Electabuzz, slightly lower in SA and Speed though.
And the last move is up in the air. Thief is courtesy of shiny zangoose.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PINSIR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Hyper Cutter is cool. Pinsir resists the most deadly part of the Sala/Gyara
switches (Intimidate), and base 85 speed makes it faster than the average Sala
and Gyara. Swords Dance Rock Slide bites. It also has good enough defense to
survive at least one HP Flying from max Att Adamant Sala/Gyara, although the
SD isn't as good as Heracross.
PINSIR @ Salac Berry
Hyper Cutter
- HP Bug/Brick Break
- Rock Slide
- Earthquake
- Swords Dance
EVs:
Jolly (+Spd -SA) 36/252/0/220/0/0
- 286 speed for Jolly Medicham. This set accounts for HP Bug's 30 speed DV.
Don't laugh, Cloud9x almost beat my standard whore team with one of these, as
it beat the crap out of my Salamence with SD Rock Slide. It fears Skarm and
Weezing, but does a pretty good number on a lot of the other phazers with HP
Bug. BB is for Blissey or someone else.
---
PINSIR @ Salac Berry/Leftovers
Hyper Cutter
- Substitute
- Focus Punch
- HP Bug
- Rock Slide
Simple, clean, crisp.
---
PINSIR @ Choice Band
Hyper Cutter
- HP Bug/Brick Break
- Rock Slide
- Earthquake
- Focus Punch
Thanks to forgotten myth for reminding me that CB Pinsir rocks.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TAUROS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Wild Family Dog GO! The other other other cool 386 CBer, although the last
moveslot leaves something to be desired. Intimidate is a nice side effect,
but don't expect to switch Tauros into things and have it live.
TAUROS @ Choice Band
Intimidate
- Return
- Earthquake
- HP Ghost
- Iron Tail/Facade/Hyper Beam
EVs:
Jolly (+Spd -SA) 4/252/0/252/0/0
- I like maxing speed, since this puts you above Adamant Dugtrio and gives
you a 50/50 with Gengar and Espeon, neither of which usually maxes speed.
****FRLG Standard****
One of the few types where Hyper Beam is sanctioned, simply because there
aren't many other options. Facade is reactionary, Iron Tail has that 75% hit
rate (although it seems to hit more than Rock Blast's 80%) but the added
advantage of being SE on Aero, and Hyper Beam has the ever-present stall turn.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ GYARADOS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Thank you Mystery for showing us the god that is Tauntridos. When RS first
came out, and everyone saw the cool new EQ and Dragon Dance moves, everyone
thought Gyara would finally be good. But with the addition of Taunt, it is
now plain sexy X) Great attack, good enough speed, Intimidate, and incredible
SD that lets it take a non-STABed TB from lots of things (ie Regice) and not
die.
GYARADOS @ Leftovers
Intimidate
"Tauntridos"
- HP Flying/Rock
- Earthquake
- Taunt
- Dragon Dance
EVs:
Jolly (+Spd -SA) 28/224/0/196/0/60
- I run my Gyarados fast, at 270 speed for Adamant Hera/Pinsir. Others don't
run as fast, ranging from 264 down to the 220's. Gyara has some flexibility.
****FRLG Standard****
Flying is prefered to Rock, mostly for STAB. Godly Tauntridos.
---
GYARADOS @ Leftovers
Intimidate
- HP Flying/Rock
- Earthquake
- Roar
- Dragon Dance
Not quite the standard, but an interesting alternative. After a DD, you
outroar other pokes that might try to phaze you. Fun, but not as effective as
Taunt.
---
GYARADOS @ Leftovers
Intimidate
- HP Flying
- Earthquake
- Roar
- Thunder Wave
EVs:
Adamant (+Att -SA) 252/72/24/100/0/60
- 222 speed for your slowish Modest Magnetons and to outroar Suicune.
One of AK's concoctions, a defensive Gyarados. TWave is cool, Intimidate is
always useful, and with some EVs in defense and the naturally good SD it can
act as a decent phazer/tank.
---
GYARADOS @ Liechi Berry
Intimidate
- Substitute
- Flail
- Dragon Dance
- Earthquake/HP Ghost
How cool is this? Thanks to Günther for suggesting it, a SubFlailing
Gyarados. It has obvious problems with Skarm and other more standard Gyara
counters, so I'd save it as one of your last pokes and guard it well. Just
imagine - two DD's and a Liechi kick will give you Flail equal with SD
Zangoose power, and I'm sure we all know just how strong that is. EQ is for
Steelix/Golem/etc, and Ghost is for Gengar - take your pick.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LAPRAS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Wonderful, another poke with about 5 different movesets that all work to some
degree. It can Boltbeam, gets Surf as well, has crapshoots with Sheer Cold
and Horn Drill, and gets DD/Confuse Ray if you want another fun move. This
completely disregarding the tankishly disgusting stats (130/80/95 in the
defenses), with a stat total of 535, higher than Starmie. Did I mention Water
Absorb makes it a good Cune counter?
So why DON'T people use this? Well, Water/Ice being the crappy type it is
affords exactly ONE type resistance (Ice) and ONE immunity (Water), which is
bad on a stalling poke. It doesn't get CM like Cune, and it doesn't really do
much damage. It's also very vulnerable to repeated attacks, especially after
Resting. But whatever, Lapras owns, use it to as a punching bag if nothing
else.
LAPRAS @ Leftovers
Water Absorb
- Ice Beam
- Thunderbolt
- Sheer Cold/Surf/Confuse Ray/Sleep Talk
- Rest
EVs:
Calm (+SD -Att) 124/0/148/0/120/116
- This thing is confusing to spread.
****FRLG Standard****
Boltbeam, Rest, another STABed attack if necessary, or Sheer Cold for the hax
against Blissey/Cune/Milotic whom you otherwise can't really touch.
---
LAPRAS @ Leftovers
Water Absorb
- Horn Drill/Ice Beam
- Sheer Cold/Thunderbolt
- Sleep Talk
- Rest
I had to put it in somewhere. Fishlapras, go. Ever since Sleep Talk got
borked in RS though (if you choose Rest while talking, nothing happens), this
tactic sorta died out.
---
LAPRAS @ Leftovers
Water Absorb
- Return/Body Slam
- HP Ground/Ghost/Rock
- Curse/Dragon Dance
- Rest/Ice Beam
Physical Lapras woohoo. The DD one is for fun, the Curse one might actually
work out, it has been posited but AFAIK no one has used it yet (I imagine it's
about as good as Curseking though, and Curseking isn't too good :(). Lapras
does have the same Att as it does SA though, the only difference comes in STAB
and movepool.
---
LAPRAS @ Leftovers
Water Absorb
- Ice Beam
- Sleep Talk
- Rest
- Heal Bell
***XD only***
Wake up when you sleep? Too good to be true. Lapras gains a new level of
utility with the addition of Heal Bell from XD.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DITTO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
DITTO @ Metal Powder
Limber
- Transform
- INSTANT DEATH STRIKE WHOAMG
No weak.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ VAPOREON ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Awesome blob of water. The nice high HP bolsters both his good SD (95) and
his bad Def (65), and 110 SA jumps out of nowhere to make it a viable special
attacker (although outclassed by Kingdra and CMcune). Still a useful tank.
Water Absorb is another cool ability, but unlike Lapras (Sheer Cold) it
doesn't have a "reliable" way of forcing Suicune out.
VAPOREON @ Leftovers
Water Absorb
- Surf
- Ice Beam
- Toxic/Wish
- Roar/Rest
EVs:
Calm (+SD -Att) 124/0/252/0/64/68
- Go Bold if you want an even bulkier water. 272 SA lets you OHKO those
252/252/4 Aerodactyls with Surf.
I used Roar/Wish for a while, but avoid status like hell. Makes a decently
good phazer, max Def Bold gives it a 35% from CBdactyl. Toxic so you can do
something to Cune.
---
VAPOREON @ Leftovers
Water Absorb
- Surf
- Ice Beam/Substitute/Acid Armor/Wish
- Substitute/Acid Armor/Wish
- Baton Pass
Vappy also makes a decent BPer, one of the few things that can directly pass
Defense. It also passes 101 HP Subs, which is very cool. Now, to explain
Wishpassing, a tactic many people don't seem to understand:
You use Wish the first turn, and normally you would switch out to the poke
that gets the Wish. But then that poke needs to take the opponent's hit
before it gets recovered by Wish, which acts at the end of the turn.
But if you BP instead to said poke, Vappy's low base 60 speed usually means
that Vappy will take the hit and not the poke you're BPing to. And since the
whole point of Wish is that you pass health without taking damage, this is a
good thing right? You can lower your speed DV down to 0 to get even slower,
if so desired.
Wishpassing in a nutshell.
---
VAPOREON @ Leftovers
Water Absorb
- Surf
- Ice Beam
- HP Grass/Electric
- Wish/Rest/Toxic
350 SA when Modest (that's as high as Jolteon). Fear.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JOLTEON ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Blindingly fast (fastest used poke in the game - or at least when I have my
way, people won't use Ninjask), good SA too. But unfortunately, that's about
it. Electric type means it almost automatically has a bad moveset :(, and
Jolt definitely ran out of moves. Still useful, one of the few electric
types that can do something about Dugtrio. And since it's an eeveelution, its
cool absorb is Volt Absorb, which is always useful.
JOLTEON @ Leftovers/Nevermeltice/Miracle Seed
Volt Absorb
- Thunderbolt
- HP Grass/Ice
- Thunder Wave/Substitute/Agility/Wish
- Baton Pass/Substitute
EVs:
Timid (+Spd -Att) 4/0/0/252/252/0
- Yeah yeah. I'll take my 50/50 any day. If you're running HP Ice and it's
30 speed DV, you might want to fall down to 374 Speed and bump up SD.
****FRLG Standard****
Note that without the item boost, HP has a 1/8 chance of OHKOing Dugtrio -
with item boost, that percentage jumps to 70%. I recommend keeping BP on all
Jolteon anyway, in case you need to mount a quick getaway from Dugtrio.
TWave/Sub is useful to some degree - you TWave and keep Subbing until you get
a FP, in which case you have a free sub up.
---
JOLTEON @ Salac Berry
Volt Absorb
- Thunderbolt
- Endure
- filler1
- filler2
It gets its own moveset for being so cool. Along with HP Rock Ninjask, this
is another moveset (c) Donut that he used as a Bellyzard counter. Endure the
EQ, let Salac activate, and TB it to death. A somewhat useless moveset, but
it was creative, and another one of those pokes that got turned around to deal
with Bellyzard.
On the other hand...
---
JOLTEON @ Petaya Berry/Salac Berry
Volt Absorb
- Thunderbolt
- HP Ice/Grass/Agility
- Endure
- Baton Pass
Endure to activate berry (probably Petaya), then either attack or pass
(Starmie what?). Simple and elegant. Thank you for bring up the idea,
Skullworm.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FLAREON ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The crappiest of the Eeveelutions. It gets the 130 in attack, a stat where
its forced to use Shadow Ball and Return as its main attacks. 110 SD is
decent but not overly great, and the 95 in the STABed attack doesn't pack as
much a punch as 130 would've. It has some potential, but the speed especially
hurts it. And of course, Flash Fire isn't quite as good as the two Absorbs.
FLAREON @ Salac Berry
Flash Fire
- Flail
- Endure/Substitute
- Shadow Ball
- Overheat
Endure is generally preferred to Sub here, base 65 speed isn't wonderful for
getting up Subs. Flail off 130 attack is sadly enough the best use you'll
get out of it.
---
FLAREON @ Leftovers
Flash Fire
- Return
- Shadow Ball
- Curse
- Rest/Fire Blast
IMO this has more potential than Flailing, thanks to the 100 SD and the low
speed not hampering it as much here. Still, you have to deal with the base
60 defense, and hope you don't meet any EQs while cursing up. It can't even
take a Duggie CB EQ after a Curse.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OMASTAR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
One of the more UU spikers. Nice defense, but the Fighting/Ground weakness
hurts it a lot, as does Electric/Grass on the special side. It's only real
method of attacking is via Rain Dance, but then the same water attacks it
uses takes it out.
OMASTAR @ Leftovers
Swift Swim
- Hydro Pump/Surf
- Ice Beam
- Rain Dance
- Spikes/HP Grass
Kingdra does it better :( Have fun with the Spikes. On a somewhat related
note, RD Omastar does a number on the UU game.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KABUTOPS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Odd poke. Pretty cool Att/Def, but not too much to do with them, since it
doesn't learn EQ. It does get Knock Off though, one of my personal favorite
moves, and SD/Flail/Rock Slide is awesome. Interesting UU poke.
KABUTOPS @ Salac Berry
Battle Armor
- Flail
- Substitute/Endure
- Rock Slide
- Swords Dance
Someone has tried this before, and Kabutops has decent enough speed to do a
good job about it. SD Rock Slide also puts a number on Ghosts, although
likely not enough to KO Dusclops. Still usable.
---
KABUTOPS @ Leftovers
Battle Armor
- Rock Slide
- Knock Off/Rapid Spin
- Confuse Ray/Toxic/Ice Beam
- Surf
If it gets Knock Off, it can't be bad in my book :( I believe Knock Off and
Rapid Spin are illegal, but don't quote me on it.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ AERODACTYL ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The other cool 386 CBer. FRLG gave it Double-Edge and Rock Slide through the
tutors, which fixed a lot of problems for this bird. First, something to do
with that random Rock Head trait. Second, a reliable Rock move not named
Ancientpower with a cool flinch rate. Third, using Rock Slide let it use HP
Flying, as opposed to the old 386 struggle of deciding between HP Rock/AA or
HP Flying/AP. And on top of it all, it kept Earthquake. How hot.
Did I mention that it resists standard Tauntridos and OHKOs back the other
way? This thing completely dominated early FRLG, and it's making a comeback
as people realize how cool it is.
AERODACTYL @ Choice Band
Rock Head
- Rock Slide
- Earthquake
- HP Flying
- Double-Edge
EVs:
Jolly (+Spd -SA) 4/252/0/252/0/0, DVs 30/30/30/31/30/30
- Don't forget your HP Flying DVs to keep max speed.
****FRLG Standard****
An attack for every situation. DE does the most damage, keep that in mind.
---
Aerodactyl @ Liechi Berry/Leftovers
Rock Head
- Rock Slide
- Earthquake
- HP Flying/Double-Edge/Taunt
- Substitute
Substitute Aerodactyl, it has the advantage of not having to predict things
and always having the right move. I like Double-Edge over HP, just get
something else for Grass types. And Taunt is @ gm, who says it works wonders
against Wobbuffet. How I don't exactly know (ok I get how, but why is another
question...), but gm is good pokemon battler and stuff like that ;)
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SNORLAX ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Ohshi Snorlax.
Curselax - probably the most dominant poke this side of RBY. As if it didn't
rule enough through GSC, this thing scared the crap out of everyone in early
FRLG play (why did it die out? :(). With godly SD (takes < 30% from most un-
boosted special attacks not called Moltres Fire Blast), godlier HP, good
enough Def, huge Att, and a crappy speed that could care less if it got
lowered. Metagamers beware, make sure you have something for this beast.
Did I mention that SD? 160/110 HP/SD. And Immunity too, to take out the most
obvious way of wearing down this tank.
SNORLAX @ Leftovers
Immunity
"Curselax"
- Return/Body Slam
- Shadow Ball
- Curse
- Rest
EVs:
Calm (+SD -SA) 76/136/136/4/0/156
- Snorlax spreads vary greatly.
****FRLG Standard****
:(
---
SNORLAX @ Leftovers
Immunity
- Focus Punch
- Shadow Ball
- Substitute
- Curse/Return/Belly Drum
Subpunching Snorlax, another nod to Donut for first using this. Sub protects
you while you punch, and with Lax's awesome defenses you will often find the
sub taking two hits before dying. Belly Drum was Donut's original 4th move,
although it probably isn't best. Return is probably the most common, but
Curse can be a bitch if it gets set up. Try to avoid status as best as you
can, predict when Subs will break and always have one up. Watch for Koffings
too.
---
SNORLAX @ Leftovers
Immunity
- Return
- Shadow Ball
- Fire Blast/Earthquake
- Rest/Selfdestruct
GSC lax go. Fire Blast is actually somewhat fun, base 65 SA isn't too bad
and you can beat the crap out of someone who depends on only Skarm as their
physical tank.
---
SNORLAX @ Choice Band
Immunity
- Return
- Shadow Ball
- Earthquake
- Focus Punch
Fun stuff, you might want to try this out sometime.
---
SNORLAX @ Leftovers
Thick Fat
- Double-Edge/Return
- Shadow Ball/Earthquake
- Rest
- Sleep Talk
For reasons that are beyond me, the new metagame seems to love using EQ over
SB. DE and Thick Fat are both used here because you expect to be spending a
lot of time sleeping, so status and HP aren't as big problems.
---
SNORLAX @ Leftovers/Choice Band
Immunity
- Double-Edge/Return
- Shadow Ball/Earthquake
- Fire Blast/Earthquake
- Selfdestruct
***XD only***
XD has harkened back to RBY days, where Snorlax regains the strongest physical
attack in the game in Selfdestruct. Lax almost has as many different sets as
Salamence now.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ARTICUNO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The worst of the RBY birds, unfortunately enough. Ice/Flying is a pretty bad
type, with weaknesses to Rock/Fire/Electric being the most glaring ones, and
especially bad on a poke that is built to tank. Articuno also suffers from
the no-good-attacks syndrome, with Ice Beam being it's only real useful move,
either that or Sheer Cold. I'd recommend Lapras or something else if you
want a more useful tank. It also gets the crappy uber trait known as
Pressure, only good if you are a MYSTERIOUS ORANGE POKEMON or just a MYSTERY.
ARTICUNO @ Leftovers
Pressure
- Ice Beam
- Roar/Haze/Sheer Cold
- Sleep Talk/Reflect
- Rest
EVs:
Calm (+SD -Att) 252/0/56/56/56/88
- Enough speed (220) to outroar Suicune, enough SA to OHKO all but the most
defensive Dragonites. Maxing out HP is a must, the other defenses can be
tweaked as you wish.
****FRLG Standard****
The Sleep Talker is nearly impossible to kill without some form of Rock
attack or STABed FB/TB. If you get Roar when Sleep Talking, the Roar acts
instaneously and ignores its usual priority modifier, making it quite spiffy
with Spikes.
---
ARTICUNO @ Leftovers
Pressure
- Ice Beam
- Sheer Cold
- Substitute/Rest
- Double Team
Thank Synre for this thing. Ever want to play a completely luck based game?
Here's your poke!
---
ARTICUNO @ Leftovers
Pressure
- Ice Beam
- Heal Bell
- Sleep Talk
- Rest
***XD only***
Rest, Sleep Talk, and hope you wake up. Articuno finally gains some use with
HB and a good enough STABed attack in Ice Beam.
---
ARTICUNO @ Leftovers
Pressure
- Ice Beam
- Rest
- Haze
- Sheer Cold/Toxic/Reflect
***XD only***
Articuno isn't the best Hazer in the world with its lack of any real
resistances, but the good defenses and decent speed make it a possibility.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MOLTRES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Another legendary which suffers from no-attack syndrome. 125 SA is donuts,
but it would be nice to have something other than Fire moves to use them on
(Moltres can't even Sunnybeam, since it doesn't get Solar Beam). Otherwise,
Fire/Flying is still a pretty bad type, and Moltres doesn't really get to do
much besides Fire Blast random things. It can KO a Suicune if used
correctly though, which must mean something.
MOLTRES @ Leftovers/Petaya Berry
Pressure
- Fire Blast
- Sunny Day
- Overheat
- HP Grass/Aerial Ace/Substitute/Toxic
With the help of Sunny Day, you can take on Suicune one-on-one, with Surf
doing half damage and Fire Blast doing mucho. FB twice, then Overheat the
last turn, which can KO Suicune assuming it doesn't CM. Or if it does, hope
for a CH or something. Or use a better cune counter :O
---
MOLTRES @ Leftovers
Pressure
- Fire Blast/Flamethrower
- HP Grass/Will-o-wisp
- Sunny Day
- Morning Sun
***XD only***
Finally, Moltres becomes useful, thanks to XD. Morning Sun gives Moltres some
much needed staying power, and it also happens to work nicely with the same
Sunny Day set that Moltres always uses. It's other new XD move, WoW, is
useful for things like Lax and also helps Moltres on the defensive side.
Flamethrower is now definitely a consideration for PP purposes.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ZAPDOS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The most used of the RBY birds, and for good reason. The only bird to get a
decent attack in the other type (Drill Peck), a good disabler (TWave), and a
weird resistance to Flying/Ground, making it the ideal Gyarados counter. This
one is actually useful - try it out sometime. Especially with the addition of
XD moves, Zapdos has become a beast to be feared.
ZAPDOS @ Leftovers
Pressure
- Thunderbolt
- HP Grass/Ice
- Rest
- Sleep Talk
EVs:
Modest (+SA -Att) 252/0/60/20/60/116
- Should outrun Modest Magneton. EVs are slanted defensively, since this is
a STalker after all.
Sleep Talk Zapdos. Zapdos is surprisingly tanky at 90/85/90 and pretty hard
to 2HKO, and it packs a mean punch when it's sleep talking. Still won't
touch Blissey, but you stand a much better chance against things like Suicune
or Steelix. It's always nice to have something that can take sleep on your
team.
---
ZAPDOS @ Leftovers
Pressure
- Thunderbolt
- HP Grass/Ice/Substitute
- Agility
- Baton Pass
EVs:
Modest (+SA -Att) 68/0/0/240/200/0
- Outruns Jolly Hera/Pinsir and packs a mean 368 SA.
***XD only***
Makes for a very nice pass to something like Clubwak and only adds to Zappy's
unpredictability. Zapdos does a number on your standard phazers (Suicune,
Skarm, Donphan), making it really hard to stop.
---
ZAPDOS @ Leftovers
Pressure
- Thunderbolt
- HP Grass/Ice
- Metal Sound
- Roar
***XD only***
Time to play the predicting game. This Zapdos works best with Spikes support,
as you'll see in a second. Metal Sound has its obvious advantages - with a
2 level SD drop, TB now packs an even meaner punch, especially for things like
Snorlax. Bring in Zapdos and Metal Sound the switch. Now for the prediction.
If you think your opponent is going to switch out and avoid the powered-up TB,
use Roar for extra spikes damage. If you think they'll stay in, use TB. With
the SD drop, TB becomes a 3HKO against Lax.
---
ZAPDOS @ Leftovers/Chesto Berry
Pressure
- Thunderbolt
- HP Grass/Ice
- Drill Peck
- Thunder Wave/Rest/Substitute/Light Screen
Old 386 Zapdos that tried to counter Blissey and Lax, and didn't really do
too well. The STalker and Metal Sound do a better job.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DRAGONITE ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Argh...too many sets to choose from. Ever since the beginning of 386,
Dragonite was fairly neglected as the other dragon (also somewhat due to the
fact that people were used to the 200-legal Salamence from 200). Soon enough
though, people realized that Dragonite had better defenses, similar attacking
stats, and couldn't be KOd by most non-STABed Ice Beams. Then they later
remembered that Salamence had Intimidate, while Dragonite was stuck with the
crappy Inner Focus. Then people realized Dragonite learned Boltbeam and was a
good counter to Sala/Gyara. Is there any real consensus as to which is the
better dragon? No, not really, although AFAIK Dragonite is being used more
nowadays. You can't go wrong either way.
DRAGONITE @ Leftovers
Inner Focus
- Focus Punch
- Substitute/Earthquake
- Thunderbolt
- Ice Beam/Flamethrower
EVs:
Quiet (+SA -Spd) 252/0/124/20/40/72
- This is a bitch to spread. HP max obviously, and 72 SD lets you survive an
IB from a 300 SA non-STABed attacker or Gengar Ice Punch. SA goes to 270,
which is enough to kill all but the most defensive Salamence. The high Def
means you should survive a RS from max Att Tyranitar with 32% to spare,
enough to get up a Sub and survive the Sandstorm. Speed puts it at 180,
which should be safely above all Skarms you might find, but low enough to get
a Sub up against faster things. Phew.
****FRLG Standard****
The first poke to really popularize both Subpunching and Boltbeam at the same
time. I *believe* I was the first to use Subpunching Draggy (after seeing
AJ's normal FP draggy which depended a lot on predicting, and Donut's Subpunch
Snorlax), and the Boltbeam fell in somewhat naturally. Someone correct me if
I'm wrong.
In any case, with -Spd personality Dragonite can unspeed (be slower than :()
most base 80 pokes, while still remaining of base 70 (Skarm being the most
noticable base 70 poke) - this allows you to get up the sub against faster
pokes and still KO Skarm. Insane defenses (on the level of TTar) only helps
the Sub, as does the very cool Dragon type with its list of resistances.
Boltbeam is the general standard, but I find myself having lots of problems
with Heracross (and thus wishing I had Salamence), so I ended up putting on
FT instead. Although you can't counter Salamence anymore, Metagross and Hera
are no longer a threat, but choose according to your team. Blastbolt fears
Rock/Ground types. Earthquake is of great use on Metagross and other steels,
as well as giving some consistent damage against Blissey - unfortunately,
Dragonite does not have the 404 HP needed to get unbreakable subs, so having
another damaging attack is useful against Bliss.
---
DRAGONITE @ Leftovers
Inner Focus
- HP Flying
- Earthquake
- Brick Break/Thunder Wave/Roar
- Dragon Dance
EVs:
Jolly (+Spd -SA) 60/248/0/200/0/0
- 270 speed. Gets past everything after a DD.
Adamant (+Att -SA) 60/232/0/216/0/0
- 250 speed. Doesn't outspeed everything, but you're over Modest Maggie
without a speed boost and pass Dugtrio/Sceptile/Zam after a speed boost.
Packs a monstrous 398 attack.
Pure physical Dragonite. It doesn't learn Rock Slide, which is a pity. TWave
is just for fun, and Roar comes in handy when you face a silly person with a
Ninjask who insists on trying to out-statup you and gets Roared away instead
after a convenient number of DDs.
---
DRAGONITE @ Choice Band
Inner Focus
- HP Flying
- Earthquake
- Focus Punch
- Double-Edge/Brick Break/Thunderbolt
EVs:
Jolly (+Spd -SA) 56/252/0/200/0/0
- 270 speed. The high speed should put you above your average DDing Sala or
Gyara, as well as all Maggies.
Trades Rock Slide for Focus Punch. Good trade? You tell me, but this thing
cleans up about as well as its better-known brother CBmence, albeit with
slightly less speed (but better defenses instead!). This thing deals with
bulky waters much better than Salamence - non-STABed IB is almost certainly
a 2HKO against this guy, and CB HP Flying is a 3HKO against things like
Milotic, so if Milotic tries to switch in against Dragonite, you're going to
win the race.
---
DRAGONITE @ Leftovers
Inner Focus
- Ice Beam
- Thunderbolt
- Fire Blast/Surf
- Focus Punch/Dragon Claw/Thunder Wave/Agility
EVs:
Modest (+SA -Att) 116/0/0/180/212/0
- You need Modest to get up to this Draggy's 317 SA, which gives you a pretty
legit chance at OHKOing Gyarados. Speed of 241, which should get over Modest
Magneton.
On the other side of the spectrum, we have special Dragonite. Better than
Elemence due to getting Boltbeam, and Focus Punch is IMO a much better option
to catch spare Regice/Blissey on the switch. TWave is again thrown in for
fun.
---
DRAGONITE @ Leftovers
Inner Focus
- HP Flying
- Earthquake/Fire Blast/Thunderbolt
- Fire Blast/Thunderbolt/Thunder Wave/Dragon Claw
- Dragon Dance
EVs:
Lonely (+Att -Def) 60/232/0/216/0/0
- 250 speed again. I think SA EVs are a waste, since you're pretty much
going to 2HKO Skarm no matter how you EV it.
And finally, we have the umpteen number of mixed Dragonites that roam the
streets. Mix and match as you choose. One trademark I want to mention -
HP Fly/FB/DClaw/DD is gpmence (gpnite), and that's about it. I personally
like HP Fly/EQ/FB/DD if I were to choose one from here (the same set I prefer
on Salamence), but choose as you wish.
---
DRAGONITE @ Leftovers
Inner Focus
- HP Flying/Dragon Claw
- Heal Bell
- Sleep Talk
- Rest
***XD only***
I'm giving the more standard Heal Bell/Resttalk set here, but feel free to
put in some more creative moves. I like the idea of a defensive Dragonite
with TWave and perhaps a ppassing move along with Heal Bell. Run wild.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MEWTWO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Use something else :( On a more comedic note, my Magneton once took out some
uber-using loser's Mewtwo one-on-one. MasterHand, I laff at you.
MEWTWO @ Leftovers
Pressure
- Psychic/Ice Beam/Thunderbolt
- Psychic/Ice Beam/Thunderbolt/Substitute
- Calm Mind
- Recover
Use a Chimecho ^^ They're almost the same ^^ And Chimecho needs its moment in
the sun ^^
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MEW ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Eww, it learns everything. Make a moveset for youself. Some quick
suggestions:
MEW @ Leftovers
Synchronize
- Psychic/Ice Beam/Thunderbolt
- Psychic/Ice Beam/Thunderbolt/Substitute
- Calm Mind
- Softboiled
Special Mew
---
MEW @ Leftovers
Synchronize
- Shadow Ball
- Brick Break
- Return/Explosion/Earthquake/Psychic
- Bulk Up/Swords Dance
Physical Mew. CB is also an option, obviously choose another last move.
---
MEW @ Leftovers
Synchronize
- Focus Punch
- Substitute
- Ice Beam/Flamethrower
- Thunderbolt
Subpunchboltbeam Mew.
Seriously, choose any 4 moves from:
PSYCHIC
BRICK BREAK
BULK UP
CALM MIND
EARTHQUAKE
FIRE BLAST,FLAMETHROWER
FOCUS PUNCH
HIDDEN POWER
ICE BEAM
OVERHEAT
PROTECT
REST
RETURN
SHADOW BALL
SURF
THUNDERBOLT
TOXIC
COUNTER
EXPLOSION
SOFTBOILED
SUBSTITUTE
SWORDS DANCE
THUNDER WAVE
Selfdestruct (XD only)
and you have a winner.
Or use METROMEW ^^
MEW @ Leftovers/Starf Berry
Synchronize
- Metronome
- Metronome
- Metronome
- Metronome
Metrosexual. I have maybe ten metrobat stories which I could go through right
now, most of which tend to deal with oddly placed Mementos, or one Mew using
Conversion2 and turning into a Rock type just as the other Mew used Explosion,
but that could get tedious.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MEGANIUM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
GSC starters as a whole tend to suck, and sadly enough Meganium is probably
the best of them. A Venusaur, but without the second typing - it trades a
ground/psychic resist for the fighting, but at the same time loses the STABed
Sludge Bomb that made Venusaur useful as a tank and not just a wall. The part
poison also makes it vulnerable to Toxic, which is a big negative on a poke
that is meant to tank. The other really important move it misses out on is
Sleep Powder, instead having to depend on Grasswhistle for a sleep move (don't
do it). Standard Meganium usually has one of the ppassing moves or Counter to
make up for this deficiency.
MEGANIUM @ Leftovers
Overgrow
- HP Grass
- Leech Seed
- Counter/Reflect/Light Screen/Earthquake/Stun Spore/Toxic/Synthesis
- Counter/Reflect/Light Screen/Earthquake/Stun Spore/Toxic/Synthesis
Mix and match. I'd label this a standard, but I think I covered just about
every good move that Meganium learns in here :( I personally like Counter and
Toxic, Meganium kinda needs better moves :(
---
MEGANIUM @ Lum Berry/Leftovers
Overgrow
- Earthquake
- Body Slam/Return
- Swords Dance
- HP Grass/Rock/Leech Seed/Nature Power
The attacking Meganium. It gets Swords Dance, woohoo.
About Nature Power: if your setting is Mountain, you'll get Rock Slide as your
Nature Power move. Kickass.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ TYPHYLOSION ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The least used of the GSC starters (which is saying something, since none of
the three are really used). Good all-around stats, but it's basically a
Charizard without the cool moves or the flying type. And the flying type at
least made Charizard unique. Typhlosion is just kinda lost.
TYPHLOSION @ Leftovers
Blaze
- Focus Punch
- Substitute
- Rock Slide/HP Ice
- Fire Blast/Overheat
Could work, I tried it once, but it's somewhat disappointing. Crappy fire
type and high speed makes it impossible to keep a sub up to get the punches
in, and until then you're stuck with the wonderful Fire Blast :(
I do have a funny story to tell about this, though. I was trying this out on
my NU (never-used) team, along with Arbok, Sunflora, Farfetch'd, and some
other stuff. I offered to battle Dan (DUrk) with this team, since he wanted
an easier team to beat on to regain some confidence or something. In any
case, it was Typhlosion vs Regice, I was at 12% or so after exhausting my
Subs, and Regice was at full health and TBing me to pieces.
<Darkbot> blue's TYPHLOSION used FIRE BLAST!
<Darkbot> A critical hit!
<Darkbot> It's super effective!
<Darkbot> DUrk's REGICE fainted! (blue: 4 - Durk: 5)
In case you're slow, the comedy comes from the fact that Regice got OHKOd by
a special attack (albeit a STABed Blaze'd CH SE Fire Blast) with it's base 200
SD. Dan GPd after that, and I kinda feel bad because he hasn't really battled
much ever since :x
TYPHLOSION @ Leftovers/Petaya Berry
Blaze
- Fire Blast
- Thunderpunch
- HP Ice
- Substitute/Endure/Focus Punch
****Emerald Only****
Typhlosion finally got to be good. Or at least useful. Whoopdeedoo.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ FERALIGATR ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Impossible to spell, for the most part, but that's about it. It doesn't get
STAB on any of the physical moves, it's SA is pretty bad (base 79) for a
starter, and it certainly doesn't tank as well as Cune/Milotic/Vappy without
Bulk Up or CM. An interesting attacker though, it also seems to get an
extraordinary amount of hax.
FERALIGATR @ Lum Berry/Salac Berry
Torrent
- Earthquake
- Rock Slide
- Return/Hydro Pump/Focus Punch
- Swords Dance
It really does hax quite a bit. Ask Matt and AJ X)
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FURRET ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Try something else :(
FURRET @ Leftovers
Keen Eye
- Return
- Focus Punch/Reversal/Quick Attack
- Substitute
- Shadow Ball
:(
---
FURRET @ Choice Band
Keen Eye
- Return
- Shadow Ball
- Quick Attack
- Focus Punch/Trick
Fun.
---
FURRET @ Leftovers
Keen Eye
- Assist
- Double Team
- Rest
- Return
Some fun stuff. Make your second poke a Snorlax with Curse/Shadow Ball/EQ/FP,
or something like that, and have fun. :o
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NOCTOWL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
God they only get worse. How could anyone like GSC?
NOCTOWL @ Branners
Insomnia
- Return
- HP Flying
- Hypnosis/Reflect/Toxic
- Reflect/Toxic/Whirlwind
Go away.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LEDIAN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
I already hate GSC, and I never even really got into it, besides playing
through Gold once and Crystal once. Sixth crap poke in a row, if you include
their inferior starters. Ledian is really an insult to injury though, how is
a "special wall" with its base 110 SD supposed to do anything when it doesn't
even resist any special attacks, and is weak to the three elemental punches.
LEDIAN @ Leftovers
Early Bird
- Silver Wind
- Reflect
- Light Screen
- Toxic/Safeguard
If you actually care about a Ledian moveset, please jump into the following
well:
---
/ \
/ \
-------
|
|
-------
| |
| |
|~~~~~|
|~~~~~|
-------
And so the well looks like a lamp. Oh nos.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ARIADOS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Ever binged on Snapple? Seriously. Have you ever died of Snapple-induced
drunken laughter? Or possibly fainted in the presence of the godliness that
is Raspberry Snapple?
Or have you pondered what exactly "Made from the greatest stuff on Earth"
means? Is it possible that after drinking a Snapple, you will indeed achieve
some superhuman level of conscience? Unfortunately enough, I have drunk many
a Snapple in my day, and I do not appear to have reached said superhuman mind
yet. But perhaps it is impossible within the arc of only a hundred Snapple.
Perhaps this elusive feat is akin to making a Thousand Cranes, where is it not
the end but the means that truly condense the frivolities of life into a small
managable parcel and allow one to extend one's vision beyond what is obvious
or immediately perceptible.
Now as to the individual flavorings of Snapple. Let's take, for instance,
Peach Snapple, the proported favorite of a certain ULTEE. If it is
indeed Peach Snapple and it indeed is made from natural ingredients, there
must be Peach in Peach Snapple, right? And from the aforementioned statement
("Made from the greatest stuff on Earth", for those of you who can't scroll
up), peaches must therefore be a member of this elite group known as "The
Greatest Stuff on Earth." But now let's take my favorite, Raspberry. By the
same logic, raspberries are also part of "The Greatest Stuff on Earth." But
then there is a problem - which is the greatest? I know it says the Greatest
Stuff, implying a collection, but surely there must be a greatest among the
greatest stuff, or else who would be able to lead them? I sense an inner
conflict among the Snapple...
In case you didn't notice, I don't want to make a moveset for Ariados.
Although, to give it credit, Ariados is better than the crap that is Ledian.
Ariados has an ATTACK stat (WHOAMG /me faint)
ARIADOS @ Leftovers
Insomnia
- Sludge Bomb/Signal Beam/Night Shade
- Substitute
- Spider Web
- Baton Pass
I'm not sure if Signal Beam and Baton Pass is legal (actually, I highly doubt
it is), but then again I don't really care. At least Crobat is next.
ARIADOS @ Choice Band
Insomnia
- Sludge Bomb
- Signal Beam
- Double-Edge
- HP Fighting/Ground
Worth a try.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CROBAT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Crobat. Finally all those bats you caught in the caves were worth something.
Crobat is blindingly fast, has a good attack and two cool STABed attacks,
decent enough defenses, and it's just plain _cool_. Really fast too X)
CROBAT @ Choice Band
Inner Focus
"CB@"
- Sludge Bomb
- Aerial Ace
- Shadow Ball
- HP Ground/Fighting
EVs:
Jolly (+Spd -SA) 4/252/0/252/0/0
- I love my 50/50, really I do, despite the fact that Crobat has no business
trying to take out Aero or Jolt. If you're using HP Fighting, drop Speed
down to 374 or so.
****FRLG Standard****
CB@, thank you Laz. It has Sludge Bomb (third strongest consistent (100% hit)
damage physical type), a good option in the other type, and Shadow Ball off
the nice speed for Zam. It does have its problems though, namely with
Skarmory and Weezing, so do your best to predict those switches. Still, I
cannot say enough about Sludge Bomb being a cool attack - 30% poison is almost
always useful (unless you face a lot of Milotic), 90 power is cool, and the
STABed CB'd attack just owns.
---
CROBAT @ Leftovers
Inner Focus
- Fly
- Toxic
- Mean Look
- Confuse ray
Hi Trapbat. Go back to GSC.
---
CROBAT @ Leftovers
Inner Focus
- Haze
I mention this set only to bash it ;_;. Now, I will rant for a bit about
Hazebat, IMO one of the stupidest tactics you will ever hear people defend.
1. First off, the most common need for a Hazer is when an opponent stat-ups.
Let's see what can do this - DD, BU, CM, and Swords Dance are the most common
stat-upping moves.
Dragon Dance - Gyarados and Salamence. Salamence learns Rock Slide, which is
almost a OHKO against Hazebat anyway, and is fast enough to get in the RS
before Haze. So you're left with a 5% (if not KO'd) Crobat against a normal
Salamence. Gyara, although it does not get the SE attack, has about the same
potential. And remember, after a DD they will be FASTER than you, so you'll
need to take the boosted hit before you can Haze.
Bulk Up/SD - mostly fighting/normal types. Any good fighter has Rock Slide,
which preys on Hazebat's flying type. The normal types all have Return, which
just does a helluva lot of damage. Is it worth it? Even if you do get in
your Haze, you're still taking a good 60-80% from whatever move your oppoenent
used.
Calm Mind - they almost always have Psychic. Need I really continue?
Seriously, if you were facing CM Alakazam, would you rather Haze it or CB
Shadow Ball?
2. Ever heard of the phrase the best defense is a good offense? Haze is a
REACTIONARY technique - you need to get hit the turn you are using Haze. Why
do that when you can attack, and with the added CB power possibly KO?
Now some smart aleck is going to ask "why don't you put attacks and Haze on
Crobat?" The CB adds a lot of damage - slightly less than 1.5x. Crobat has
base 90 attack, which is far from stellar (albeit good), and if you are going
to use a Hazebat you can't afford many Att EVs. The Choice Band means a lot.
3. Notice Crobat's types - Flying/Poison. I already discussed this in point
1, but that is an awful type combation. Almost every physical stat-upper has
Rock Slide now in FRLG, which preys on the Flying type. The poison type gives
it a weakness to Psychic, the common link between most CMers. The flying type
also makes it weak to Boltbeam, probably the most common special attack out
there. Hazebat takes so much damage from the moves it is trying to prevent
that it really isn't worth it.
---
Crobat @ Leftovers
Inner Focus
- Sludge Bomb
- Aerial Ace
- Curse
- Shadow Ball
Funny set, Dan used it once. OMG CURSEBAT HAS NO WEAK EXCEPT ALL OF A SUDDEN
IT'S SLOW :(
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LANTURN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
A very cool UU poke. One of two pokes to resist Boltbeam (the other being
Maggie), with extraordinarily high HP and good SD Lanturn is a great special
tank. Water/Electric is also a nice type combo, with the only weaknesses
coming to Grass and Ground. It pairs very nicely with Skarmory, resisting
both Fire and Electric with the uber-cool Volt Absorb. Lanturn is also
surprisingly hard to counter if you don't have Blissey or Snorlax, since the
wide variety of attacks makes it awkward to deal with. Although the SA is a
bit lacking, the two special types make for a good one-two punch. I'm sure
you can find a use for Lanturn.
LANTURN @ Leftovers
Volt Absorb
- Surf/Ice Beam
- Thunderbolt
- Toxic/Thunder Wave
- Rest
EVs:
Calm (+SD -Att) 52/0/0/52/152/252
- Play with SD/Def as you want.
****FRLG Standard****
It originally had Rest to stand down Regice, who was forced to Toxistall it to
death until Rest became standardish. Now, with the great HP and good SD,
Lanturn becomes a good general special tank with its cool resists and Volt
Absorb. Boltbeam has no weak (besides a mirror-match or Maggie), but Surf/TB
gets the dual STAB (watch out for grass). Tankishly cool.
---
LANTURN @ Leftovers
Volt Absorb
- Hydro Pump/Surf
- Thunder
- Ice Beam
- Rain Dance
An old set. The only poke to get STAB on the two Rain Dancing moves helps
make up for its subpar SA. It makes for a nice SAer, but has major problems
with any special tank and dies fairly quickly to Toxic (which is why the
standard has Rest).
---
LANTURN @ Leftovers
Volt Absorb
- Surf
- Confuse Ray
- Thunder Wave
- Rest/Thunderbolt/Ice Beam
Old paracon set. More used in GSC. Have fun if you're feeling lucky, but
it's not too great competitively.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TOGETIC ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
And I was so excited about Crobat too, now we're back to the crap :( It gets
two cool traits, but Hustle is sad with base 40 attack and only un-STABed
special moves, and Serene Grace doesn't have as great a movepool as Dunsparce
to abuse. Togetic has more defensively inclined stats, which sorta sucks, but
I suppose it does have some value as a 2v2 punching bag with Follow Me.
TOGETIC @ Leftovers
Serene Grace
- Seismic Toss
- Light Screen/Counter/Encore
- Wish/Light Screen/Counter/Encore
- Yawn
I'd do my best to keep Yawn in there, it's probably the most useful move
Togetic gets. SToss let's it focus even more on defenses without having to
worry about SA or Att EVs.
---
TOGETIC @ Leftovers
Serene Grace
- Body Slam
- Ancientpower
- Rock Smash
- Metronome
My sad attempt at making something that would use Serene Grace. And I lied,
I've never used this set/seen anyone use this set, so only try it if you feel
lucky. Rock Smash is for the 100% def drop, btw.
---
TOGETIC @ Leftovers
Serene Grace
- Seismic Toss
- Follow Me
- Wish/Reflect/Light Screen
- Protect/Reflect/Light Screen
A 2v2 moveset, if Follow Me wasn't obvious enough. It can take some hits,
letting your partner/other poke do something cool, like Belly Drum. Nice if
you can lure in some EQs or something. Remember, in 2v2, Reflect/LS protect
both pokes, which is something.
---
TOGETIC @ Leftovers
Serene Grace
- Seismic Toss
- Toxic
- Softboiled
- Substitute/Yawn
(Pokemon Box moveset)
It learns Softboiled now. Not that this necessarily warrants using Togetic,
but it's there.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ XATU ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It has the stats of a Gengar, but with less speed and a worse defensive type.
Also gets a crappier ability :( Flying/Psychic is only good for the 4x fight
resist, but Crobat can do that too, and Crobat can also attack with more than
Psychic.
XATU @ Lum Berry
Synchronize
- Psychic
- HP Fire
- Calm Mind
- Substitute/Wish
Hey, if it works for Grumpig, it might work for Xatu. The Flying type really
hurts it here though, adds more weaknesses.
---
XATU @ Lum Berry/Leftovers
Synchronize
- Psychic/Shadow Ball
- Drill Peck
- Reflect/Light Screen/Thunder Wave
- Reflect/Light Screen/Thunder Wave
Xatu is a decent ppasser, again just watch out for the nasty Rock/Boltbeam
weakness.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AMPHAROS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Probably the most reliable Skarmbliss counter, either Ampharos or Blaziken.
It's slow enough to get the Sub up behind Blissey, which is more than Draggy
or Nidoking to say. It also has a reliable OHKO on Skarm, no matter what you
do with the EVs.
AMPHAROS @ Leftovers/Black Belt
Static
- Focus Punch
- Substitute
- Thunderbolt
- Thunder Wave/HP Ice/Grass
****FRLG Standard****
Black Belt is if you know what you're doing, it gives it a chance at a OHKO
on non-Bold Blissey, and if not TB can finish it off (or another FP while it
softboils). The last move is in the air, choose as you wish. Pity Ampharos
lost its elemental punches in the transition from GSC.
---
AMPHAROS @ Leftovers/Black Belt
Static
- Thunderbolt
- HP Ice/Grass
- Brick Break/Focus Punch/Thunder Wave
- Counter
An older GSC moveset, but still cool. Ampharos has 90/75 in HP/Def, which is
good enough to survive any random EQs that might come your way. Fairly
unexpected as well, most people don't remember/care that Ampharos learns
Counter unless they played significant amounts of GSC, in which case they're
all brain-dead anyway :(
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BELLOSSOM ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
BELLOSSOM @ Leftovers
Chlorophyll
- Solarbeam
- HP Fire
- Sunny Day
- Sleep Powder/Synthesis
Hehe, maybe I can get away with suggesting the most standard set for grass
types without revealing the fact that I don't know a good Bellossom set and
could really care less.
---
BELLOSSOM @ Leftovers/Lum Berry
Chlorophyll
- Sludge Bomb
- Return/HP something
- Swords Dance
- Sleep Powder
Thank you forgotten myth for pointing out that Bellossom learns Swords Dance,
which makes it partially usable. At best.
---
BELLOSSOM @ Salac Berry
Chlorophyll
- Endure/Substitute
- Flail
- HP Ghost
- Swords Dance
WHEE. Thank you BlkAngel54 for suggesting this.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AZUMARILL ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Marill is cuter ^^ Azumarill is a surprisingly cool UU poke, Pure Power and
personality puts it with a higher base than anything but Slaking and Medicham,
although it has no STABed attacks to speak of. Nice and slow to get up the
Sub, cool cool defenses to let the Sub live, and the aforementioned 437
attack, although it's somewhat wasted on the non-STABed attacks.
AZUMARILL @ Leftovers
Huge Power
- Double-Edge/Return
- Focus Punch
- HP Ghost
- Substitute
Double-Edge is fairly useful with the high HP lessening recoil damage.
Thanks to Donut for bringing another UU poke to life. Of note is the fact
that Azumarill's 404 HP Substitute can survive a Blissey SToss, it
naturally resists Ice Beam, and Focus Punch is pretty much a OHKO.
Also, it has come to my attention that I apparently credit Donut with more
sets than anyone else in this FAQ. I believe the following quote speaks for
itself:
<@AK> eh wrong one
<@AK> blue and donut sitting in a tree~ EFF YOU SEE KAY AYE EHN GEEEE~
:*****
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SUDOWOODO ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
OK, you must have better things to do than watch me pull movesets out of my
ass for pokes I haven't even seen used competitively. Remind me to ask Tig
for his Sudowoodo moveset when I get a chance.
SUDOWOODO @ Leftovers
Rock Head
- Rock Slide
- Earthquake
- Double-Edge/Block/Counter
- Explosion
Block might be interesting. If your opponent is down to a non-grass/water/
ground/good poke. And according to Synre, Meteor Mash from Metagross doesn't
OHKO this thing. COUNTERWTFKDIE.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ POLITOED ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The special attacking frog. Unfortunately, it has to compete with Kingdra in
this category, and competeting with IMO the coolest type combination in the
game is a hard bet. It does try to make for it with Water Abosrb, but
Surf/Ice Beam only pokes are getting stupid.
POLITOED @ Leftovers
Water Absorb
- Surf
- Ice Beam
- Substitute/Hypnosis/Counter
- Focus Punch/HP Grass/Electric
I've actually never tried Counter myself, but it has interesting potential.
Similar to Ampharos with 90/75 HP/Def, except with no physical weakness. I
like. And hey, I didn't even know Politoed learned Counter until now, so I
guess writing this thing is good for me as well as for you :(
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JUMPLUFF ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It used to be cool. Back in early 200/386, I remember being the only one that
used one to any extent (after reading through some GSC battle logs, ironically
enough), and it was cool then. Then everyone started using a Jumpluff, and it
now earns the prize of "Most predictable but still cool anyway" poke ever.
JUMPLUFF @ Leftovers
Chlorophyll
- Sleep Powder
- Encore
- Leech Seed
- Toxic/Reflect/Stun Spore/HP Grass/Substitute
EVs:
Timid (+Spd -Att) 188/0/0/252/0/68
****FRLG Standard****
Where the last move is listed in order of preference, from Toxic -> Substitute
in that order (<-- was an attempt to end the previous line at exactly the line
break, instead of having to do something fancy (move "Substitute" to the next
line so I could add the period) to space it correctly. Stupid 79 char limit).
In any case, Jumpluff has a fast Sleep Powder going for it, and the best move
(IMO) in the game in Leech Seed. Unfortunately, that's about it. Encore has
become predictable (how sad, a move that depends on predicts is predictable -
those people who have used Jumpluff get the irony). As for the last move,
Toxic actually does damage, Reflect helps against Curselax (those that Return
first move as opposed to Cursing, which can be Encored), Stun Spore is ok, and
HP Grass is last ditch (and Grass is a crappy type anyway). Sub is a waste of
time, both yours and your opponents. It does not help you in any way, unless
you really like to force switches and do 6% to each of your opponent's pokes.
Seriously, don't use it, all it does is prolong games that really don't need
to be any longer.
---
JUMPLUFF @ Lum Berry/Leftovers
Chlorophyll
"Humpluff"
- HP Flying
- Swords Dance
- Leech Seed
- Substitute
When the first FRLG move tutors came out, the most highly anticipated move
was Swords Dance (lol, now it's probably the least used of the moves, either
SD or Mimic). And topping out that list, paired with such pokes as Heracross
and Ursaring, was Jumpluff.
HUMPLUFF GO!
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AIPOM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Crackmonkey oh nos.
AIPOM @ nothing/Leftovers
GP
- Seismic Toss/Return/Assist
- Counter/Thunder Wave/Substitute/Thief
- Agility
- Baton Pass
It's 10:30 at night, and you want me to think up an Aipom set? :(
---
AIPOM @ Leftovers
Pick Up
- Focus Punch
- Shadow Ball
- Seismic Toss
- Thunder Wave
Huh. I bet there used to be a description here that got itself deleted.
Whatever, Aipom sucks.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SUNFLORA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Seriously, I already hate GSC, and I barely even played it. No wonder Celia
is such a bitch.
SUNFLORA @ Leftovers
Chlorophyll
- Solarbeam
- HP Fire
- Sunny Day
- Leech Seed/Synthesis/Grasswhistle
Seriously, how bored am I?
---
SUNFLORA @ Leftovers
Chlorophyll
- Return
- Swords Dance
- Encore
- Leech Seed
I actually used this once. Most specialized Curselax counter ever.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ YANMA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It gets Speed Boost :OOOOO Sub/Rev Yanma was probably one of the only sets
(@ Donut once again) that I've seen actually turn heads in #rs (and when
you're a bunch of "I've been here longer than you thus I am automatically
better than you even though I suck at RS" stupid dumbasses, it takes a lot to
turn your head).
YANMA @ Liechi Berry
Speed Boost
- Reversal
- Substitute
- HP Rock/Bug/Flying
- Hypnosis/Aerial Ace/Shadow Ball
As I mentioned, @ Donut, although he used Signal Beam in his original moveset
which was pointed out as illegal by at least twenty people who wanted to take
a shot at the new cool Yanma. Subrev is easy enough, but while you're subbing
you get speed increases too, which is hot. Wait for Liechi, then own.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ QUAGSIRE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
If it wasn't for Water Absorb, Quagsire would be forever reduced to an
inferior Swampert. Now, with Water Absorb, it's a slightly less UU (ie more
used) poke that tends to be found on TSS teams for the sandstorm/water
immunities. Otherwise it really isn't good for much :( Same movesets as
Swampert, but it doesn't use them quite as well.
QUAGSIRE @ Leftovers
Water Absorb
- Earthquake
- Surf
- Ice Beam/HP Rock
- Rest
Swampert set adapted to Quagsire. Not quite as useful as on Swampert, or as
the more specialized Quagsire sets.
---
QUAGSIRE @ Leftovers
Water Absorb
- Earthquake
- HP Rock
- Curse
- Rest
Again, not quite as useful as on Swampert, due to the problem of getting 3HKOd
by almost any special attack.
---
QUAGSIRE @ Leftovers
Water Absorb
- Earthquake
- Seismic Toss
- Counter
- Toxic
AK's Quagsire set in the ICE UU tourney, and it did surprisingly well. Any
poke that resisted electric was pretty good in the UU tourney, and with SToss
the EVs can be focused on defenses, with EQ working off the STAB bonus to deal
damage. And Counter was the one move that doomed me :(
---
QUAGSIRE @ Leftovers
Water Absorb
- Earthquake
- HP Rock
- Focus Punch
- Yawn/Substitute
Oh nos another set from Donut.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ESPEON ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Much better than Alakazam IMO, close SA, slightly less speed, and a lot more
survivability. Also one of a few CM passers, although that is a somewhat
dead technique. Still best as a special sweeper though. Think of it as a
Gardevoir, without Trace or the high SD, but with a 50% healing move, and see
how you like it.
ESPEON @ Leftovers
Synchronize
- Psychic
- HP Fire/Ice
- Calm Mind
- Morning Sun/Baton Pass
EVs:
Timid (+Spd -Att) 200/0/0/76/0/236
- Taken straight from Jumpman himself. 301 speed to outrun neutral Sala.
Espeon is a better special tank than anyone ever gives it credit for.
****FRLG Standard****
Morning Sun for the sweeper, BP for the passer. I'm more partial to Morning
Sun, AJ used it well against me the first time I faced it, and it survives a
CBtrio EQ :( doesn't even need many def EVs, although it would certainly be
nice if you were to use such an Espeon.
---
ESPEON @ Leftovers
Synchronize
"Espyjump"
- Psychic
- Substitute
- Calm Mind/Wish
- Baton Pass
I saw AJ using this the other day, and although I can't really say I like it,
I suppose it's worth putting into the FAQ. IMO Umbreon would be better for
the job though, but Espeon can provide some nice damage in a pinch.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ UMBREON ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Like Shuckle, this thing has absolutely no attacks, but it never seems to die.
The only GOOD trap-passer (don't even mention Ariados or Smeargle...), Umbreon
has the defenses to take a Cross Chop from Machamp and laugh as it only does
70%. To say nothing of the SD, where it has no weaknesses and an even higher
base stat. The most tankish of the Eeveelutions, obviously enough, and
although it can't attack well it certainly has its uses.
UMBREON @ Leftovers
Synchronize
- Mean Look
- Baton Pass
- Charm/Taunt
- Rest/Moonlight
EVs:
Calm (+SD -Att) 252/0/76/0/0/180
- If you run Taunt, you might want to consider 252/0/0/204/0/52, which puts
you at 217 speed. This outruns the cluster of stuff in the 200 range that
might want to stat-up, like Agiligross or DDtar.
****FRLG Standard****
The trap-passer. Please use Charm/Rest in tandem, as well as Taunt/Moonlight
(that means don't mix them). Charm is nice if you're passing to something
more delicate physically (Curselax, Gardevoir), while Taunt gets rid of the
phazer that is inevitably being switched in.
---
UMBREON @ Leftovers
Synchronize
- Mean Look
- Baton Pass
- Curse
- Rest
Kinda fun, it's meant to pass to Arcanine/Curselax to give them pre-boosted
stats. Watch out for phazing.
---
UMBREON @ Leftovers
Synchronize
- Mean Look
- Toxic
- Rest
- filler (Taunt)
Something like that. The Toxitrapper, although it fears steel/poison without
mercy. Remember, if something like Suicune tries to Roar you out, Roar always
goes last, so it will be stopped by Taunt. Just hope that you don't have to
Rest first.
---
UMBREON @ Leftovers
Synchronize
- Wish
- Moonlight
- Baton Pass
- something (Substitute?)
Yusuke's Umbreon, stalling healing ppassing bitch. It seriously doesn't die,
although it doesn't get much done in the process.
---
UMBREON @ Leftovers
Synchronize
- Mean Look
- Toxic
- Snatch
- Moonlight
Submitted by K1ng0fn0o13s. This is an anti-Blissey Umbreon. Mean Look, use
Toxic, then Snatch away any ATs or Softboileds that come your way. Moonlight
is for your own healing purposes when Blissey starts to SToss you. Be warned,
this set does require a great deal of predicting, especially if you face a
Blissey with Toxic - at that point, it becomes VITAL that you snatch an AT,
which may get difficult if your opponent knows what you're doing.
---
UMBREON @ Leftovers
Synchronize
"Chaosbreon"
- Return
- Shadow Ball
- Tickle
- Rest
Chaosbreon no weak lolol (this is a joke moveset, don't use it ;)
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MURKROW ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Ask Absolute_Power or someone if you want a real set, she's actually thought
about this one :O
MURKROW @ Leftovers
Insomnia
- Drill Peck
- Thunder Wave/Toxic
- Substitute
- Snatch/Shadow Ball/Confuse Ray
Snatch has potential. I'm pretty sure Confuse Ray and Drill Peck is legal
(through Xatu), but check with someone else on that, I suck at breeding.
Decently good attack though and nice high speed, Murkrow might be worth
something if it weren't for the flying type or the crap defenses.
---
MURKROW @ Leftovers
Insomnia
- Mean Look
- Perish Song
- Protect
- Substitute/Taunt
Fairly simple Perishtrapper, but Murkrow is UU enough that you might catch
someone by surprise the first time.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SLOWKING ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Slowbro is generally considered to be better, as Slowbro has the higher stat
in the unboostable defense. Slowking takes Thunderbolts almost as well as
Milotic, but it dies to Shadow Balls. Still an interesting option though, for
all useful purposes they have the same movesets. Another of those cool UU
pokes that I will attempt to promote by giving many potential movesets.
SLOWBRO @ Leftovers
Own Tempo
- Surf
- Psychic/Ice Beam
- Calm Mind
- Rest/Substitute/Flamethrower
EVs:
Calm (+SD -Att) 252/0/100/12/144/0
- A bit of speed lets you outrun anything that gets paralyzed. 272 SA for
the OHKO on Aero.
****FRLG Standard****
With Calm Mind and Rest, this thing is a mini-Suicune, especially with roughly
equal HP/Def for a non-legendary. Psychic is a cool second STABed move, the
Def is covered by high base, and the SD gets boosted through Calm Mind. Some
like Flamethrower to provide a jump on Forry or Skarm, and Substitute always
works well with Calm Mind (albeit the speed hurts Slowbro here), but I prefer
a CMbro that can tank with the best of them.
---
SLOWBRO @ Leftovers
Own Tempo
- Psychic/Surf
- Counter
- Calm Mind
- Rest
Seeing as this is my moveset guide, I get to pay special attention to my own
sets. My attempt at making a beast that is hard to attack from either end of
the spectrum, with CM for special attacks and Counter (it takes tons of
physical hits, even SE ones) for the physical side. The main drawback is
being limited to one special attack, a problem that has often daunted CMcune.
I like Psychic, as it is fairly universal and not resisted by many (as
opposed to the constant Water/Grass types that Slowbro seems to run into).
Dark types suck anyway.
---
SLOWBRO @ Leftovers
Own Tempo
- Surf/Psychic
- Focus Punch
- Substitute/Yawn
- Ice Beam
Another interesting idea. Slowbro has base 75 attack to top off the rest of
those amazing stats, so Yawn/Subpunching could always work. Slow enough to
ensure a Sub against almost anything (save Shuckle), but Yawn is more
universal and in general better. Ice Beam for the inevitable Flying/Venusaur
switch.
lol, gogo copy and paste. I'm not even going to change the names, I'm that
lazy X)
Also, since this is Slowking, I'll add in another interesting set.
SLOWKING @ Leftovers
Own Tempo
"Curseking"
- Body Slam/Return
- Shadow Ball/Earthquake
- Curse
- Rest
Fun, eh? Since Slowking has the naturally good SD, why not boost the other
stat? And base 75 attack isn't bad as well. I'm tempted to say ditch
Shadow Ball and leave Gengar/Missy alone, Slowking sorta needs the extra
power.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MISDREAVUS ~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The old perishtrapper from GSC. How does it fare now? Well, for one thing,
EVs gave the perishtrapping idea a run for its money, as MissyD can't afford
to cover both defenses, whereas most attackers are streamlined in one stat or
another. In return, it did get a very cool trait in Levitate (hi5 Gengar) and
another option in Calm Mind. UU, but it's more interesting than the other
crappy GSC pokes like ARIADOS and FURRET and SUNFLORA.
MISDREAVUS @ Leftovers/Salac Berry
Levitate
- Mean Look
- Perish Song
- Protect
- Taunt/Substitute/Destiny Bond/Pain Split
Old, boring, but it has better defenses than Gengar or Jynx. Taunt is for
phazers, Substitute is to prevent damage. Choose what you think will work
best (or look at your opponent's team and DECIDE which works best X). Salac
is really only for use with DBond, and you better hope it doesn't look too
obvious what you're doing. Pain Split is another old option, but I prefer for
its reliability.
---
MISDREAVUS @ Leftovers/Salac Berry
Levitate
- Psychic
- Thunderbolt
- Calm Mind
- Substitute/Thunder Wave/Destiny Bond
Hey look, it's a crappy Gardevoir :O
---
MISDREAVUS @ Leftovers/Salac Berry
Levitate
- Thunderbolt
- Pain Split
- Psychic/HP Fire/Destiny Bond
- Toxic
A more interesting Skarmbliss counter. Max SA Modest TB does a number on
Skarm, while Pain Split and immunity to SToss makes it a decent Bliss staller.
Toxic is for when you go one-on-one with Blissey. Plays very similarly to the
Sableye I used.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ UNOWN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
UNOWN @ Choice Band
Levitate
- HP Normal/Bird
No weak.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WOBBUFFET ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Mwahahaha, I hate Wobbuffet so much that I WON'T GIVE YOU A MOVESET. Take
that.
<DarkBot2> [NUMBER] 150
<DarkBot2> [NAME] SPLASH
<DarkBot2> [DESCRIPTION] Instant one hit knock out.
<DarkBot2> [TYPE] DEATH
<DarkBot2> [BASE PP] 40
<DarkBot2> [BASE DAMAGE] 0
<DarkBot2> [BASE ACCURACY] 100%
<DarkBot2> [TARGET] One random opponent
<DarkBot2> [EFFECT] One-hit KO on opponent.
<DarkBot2> [MOLEST] Yes [CAN MISS] No [CAN MAGIC COAT] No [CAN SNATCH] No
[USES KING'S ROCK] No [SOUND MOVE] No
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GIRAFARIG ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The other other poke that can BP Calm Mind, which makes it somewhat useful
(although not incredibly). An interesting type combo though, Normal/Psychic
loses the fighting weakness thanks to Psychic and gets a Ghost immunity thanks
to the Normal, meaning it only fears Dark/Bug attacks (and since no one uses
those, you should be fine). Well, that is, if it didn't have subpar defences
that let the rest of the attacks (which are pretty much all neutral) KO it
fairly easily.
GIRAFARIG @ Salac Berry/Petaya Berry
Early Bird
- Thunderbolt/Psychic
- Calm Mind
- Agility/Substitute/Thunder Wave/Wish/Psychic
- Baton Pass
Thunderbolt is generally preferred, as even though it doesn't get STAB it is
SE against two of the most common phazers (Skarm and Suicune). Decent at what
it does, but IMO if you want a CM passer try Espeon first. Throw in something
else to pass along, or Psychic to try and sweep a bit.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ FORRETRESS ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Probably the second most-used Spiker nowadays, although IMO it should be used
more than Skarm. Unlike Skarm, it has a more proactive Magneton counter,
which should make it automatically better although no one listens to me
anyway. Although it can't phaze (Explosion is a phazer <_<), it can Spin,
which is probably more useful anyway. Did I mention a cool typing (no
physical weaks, including a normal resistance)?
FORRETRESS @ Leftovers
Sturdy
- Earthquake
- Counter/Explosion/Light Screen/HP Rock/Zap Cannon/Reflect/Toxic
- Spikes
- Rapid Spin
EVs:
Impish (+Def -SA) 252/64/192/0/0/0
****FRLG Standard****
Hi I need another 10 moveslots or so, to fit in the rest of my moves. Counter
is nice against DDers (they won't OHKO), but you can't directly damage them.
Explosion is my general choice. Light Screen is for Maggies (HP Fire no
longer OHKOs, and you can OHKO back with EQ). HP Rock to hit flyers, Zap
Cannon because it's surprisingly fun (Zap Cannon unsuspecting Skarms, hehe),
and the last two are just nice. Spikes/Spin is standard, EQ is a must to
handle Maggie. If you don't have LS, you're going to have to EQ the switch
and hope to catch Maggie coming in.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ DUNSPARCE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Uh oh. Tigoro can tell you all about Dunsparce, he completely raped my
standard team with it once.
>>
http://boards.ign.com/message.asp?topic=53706805&replies=11
If you want to see :P
In any case, it gets the other coolest trait in the game, Serene Grace, which
was just made for furious "OMG YOU HAX I'M NEVER BATTLING YOU AGAIN". Decent
enough base stats to take a few hits, and it gets the hax rate to cover
everything else.
Seriously, watch out for this thing, it beat a Curselax one-on-one. After a
AP boost, 4 flinches, and a CH.
DUNSPARCE @ Leftovers/Lum Berry
Serene Grace
- Headbutt
- Body Slam/Thunder Wave/Glare
- Ancientpower/Ice Beam/Rock Slide/Rock Smash/Shadow Ball
- Substitute/Counter
Headbutt gives you 60% flinch and nice STAB. I like Body Slam, 60% par is
pretty good with another strong STABed move, but if you're particularly
unlucky you could use TWave as well, or Glare for Ground types. AP has a 20%
win-game rate, Rock Slide is another 60% flincher for Flyers or something of
the sort, Rock Smash is 100% Def down, and IB is 20% freeze. Shadow Ball
doesn't hax, but if you run into ghosts it might be worth something :P
Counter is also surpisingly devious, Dunsparce has base 100 HP.
And, uh, hatu Tig :*
---
DUNSPARCE @ Leftovers
Serene Grace
- Ice Beam
- Thunderbolt
- Water Pulse/Substitute/Body Slam/Thunder Wave
- Calm Mind
Specialsparce, thank you Guth for trying it out, although he said it didn't
work quite as well as a normal Dunsparce. 20% isn't as good as 60%, sadly,
and Dunsparce loses in the Normal-type Boltbeamers category to Porygon2. It
is fun though, if you do use Water Pulse you can get 60% confuse (better than
Supersonic), STABed Body Slam isn't too bad even if you go Modest, and yeah.
---
DUNSPARCE @ Leftovers
Serene Grace
- Body Slam
- Shadow Ball
- Curse
- Rest
Cursesparce. Snorlax will surely put in a nice word about Cursing Normal
types. Also, thanks to the par hax of Body Slam, your Cursing speed drop
becomes much less important. Thank you shiny zangoose.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GLIGAR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
One of the coolest UU pokes I have ever used, this thing needs to be used
more. Completely dead through most of the early 386 metagame, until the FRLG
tutors came out, and everyone predicted it would become popular with the
advent of SD Heracross, as it was one of the few pokes to resist Brick Break
and Megahorn and still be neutral to Rock Slide. Except SD Hera never really
caught on, so a few people tried Gligar anyway, but it still got relegated to
the UU pile.
It's still cool in my book :) Resisting fighting while remaining neutral to
Rock is incredibly hot (especially in the UU metagame, where Primeapes run
amuk). Gligar gets two very cool STABed attack types, good stats to fit its
type (nice high Def, decent HP), and it also got Swords Dance via tutor. It
also looks pretty cool. Hyper Cutter is also an underrated trait, if there is
such a thing.
GLIGAR @ Leftovers
Hyper Cutter
- Earthquake
- Rock Slide
- HP Flying
- Swords Dance
About as simple as it gets, but this thing owned for me in the ICE UU tourney.
Lots of defense, seeing as the pool of good normal attackers severely drops in
UU, it did well against a lot of EQers or Fighting types.
---
GLIGAR @ Salac Berry
Hyper Cutter
- Earthquake
- HP Flying
- Substitute
- Swords Dance
I believe Guth used this as well. Hyper Cutter is very cool, especially after
Salac activates.
---
GLIGAR @ Choice Band
Hyper Cutter
- Earthquake
- HP Flying
- Rock Slide
- Quick Attack
What do you know, the same moveset as Flygon. The attack leaves something to
be desired, but it certainly might work.
---
GLIGAR @ Leftovers
Hyper Cutter
- Earthquake
- HP Flying
- Rock Slide
- Counter
So I made an entire new moveset just to show that it learns one more move.
When you get your own guide, you can do that too :o
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ STEELIX ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Another of my new favorite pokes. The best electric counter in the game
(well, either this or Maggie, but Maggie's SD leaves something to be desired),
it gets a natural immunity to Electric and the Steel resists the two most
common HP types, Ice and Grass (making it neutral). In the same vein, it also
resists both TWave and Toxic, the two most common disablers. Did I mention
200 base defense, and a normal resistance? Although the weaknesses to ground
and fighting are unhelpful, Steelix has more than enough Def to take those SE
hits. 40% from Metagross EQ, for example, and it can outrace it to a KO with
its own STABed EQ.
STEELIX @ Leftovers/Choice Band
Sturdy/Rock Head
- Earthquake
- HP Rock/Rock Slide/Double-Edge
- Rest/Explosion/Toxic/Double-Edge
- Roar
EVs:
Adamant (+Att -SA) 252/148/0/12/0/96
- Enough Att to OHKO Dugtrio. If you're going to CB, you might consider
lowering Att and switching to Impish, putting extra stuff into SD.
****FRLG Standard****
I use it in a lot of teams now as my phazer :o Best Curselax counter ever, but
it does run into problems with Cursepert and other EQers. Also, watch out for
the rare surfing Pikachu. Choice Band for the same reason as Donphan, since
you don't really switch attacks that much. CB Explosion might actually kill
something, since Steelix has pretty bad attack.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ GRANBULL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It gets Heal Bell, but noone really knows why. Base 120 attack is cool, but
it doesn't exactly have the speed to use it. IMO Ursaring is better in most
cases, but Granbull does get Intimidate, which is useful. It missed out on
Swords Dance in FRLG, but Bulk Up works decently well considering its already
good defenses and Intimidate.
GRANBULL @ Choice Band
Intimidate
- Return
- Shadow Ball
- Earthquake
- Focus Punch
Hi mini-Slaking.
---
GRANBULL @ Leftovers/Lum Berry/Salac Berry
Intimidate
- Return
- Shadow Ball
- Earthquake/Rest
- Bulk Up
Lumresting could work pretty well here, it really isn't fast enough to fully
use the Salac kick. Not too bad with BU, as I said above.
---
GRANBULL @ Leftovers
Intimidate
- Return
- Shadow Ball
- Focus Punch
- Substitute
It had to be mentioned. Slow enough to get the Sub down, good enough defense
to take the hit, it's has good potential as a Subpuncher.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ QWILFISH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
I remember talking about Qwilfish once with Donut. The basic point being that
Qwilfish had such a cool movepool, but it didn't have the stats to bear it
out. It still has a lot of variety, you can use it a bunch of different ways.
Up the ass, inserted into the glans, rubbed on the nipples, you know what I
mean :*
QWILFISH @ Leftovers
Swift Swim
- Sludge Bomb
- Spikes
- Thunder Wave/Surf/Shadow Ball/Toxic
- Destiny Bond/Substitute/Ice Beam
Look at all those cool moves :o
---
QWILFISH @ Salac Berry
Swift Swim
- Flail
- Substitute
- Swords Dance
- Sludge Bomb/HP Ghost/Fighting/Ground
(lol)
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SCIZOR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
130 base attack :O Pity it had to use Return as its strongest move. It didn't
even get the Flying type STAB of Scyther. Bug/Steel is a pretty cool type
combo defensively, but not if you want to attack :( It does function as a good
BPer though (to whatever oxymoronic level you would like to take that, as
BPing itself isn't exactly a good technique). Lack of good attacks hurts it
the most.
SCIZOR @ Leftovers/Lum Berry
Swarm
- Silver Wind
- Return
- HP Ground/Ghost
- Swords Dance
A decent enough Curselax counter, SD and the base 130 attack helps it outrace
Curse. Not good for much else though.
---
SCIZOR @ Liechi Berry/Salac Berry
Swarm
- Silver Wind/Return/Substitute
- Agility/Swords Dance/Substitute
- Agility/Swords Dance/Substitute
- Baton Pass
Choose something to pass, or if you really want to be risky add in Sub as
well. BPing is pretty dead though, and Scizor is no better at it than Ninjask
was.
---
SCIZOR @ Salac Berry/Liechi Berry
Swarm
- Substitute/Endure
- Reversal
- Swords Dance/Agility
- HP Rock/Ghost
Meh. It needs a bit more speed to get to 395 after the Salac kick, which is
why Agility is in there. Non-STABed Reversal isn't quite as good as Heracross
though.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SHUCKLE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Do yourself a favor and don't use it. Using Shuckle is the equivalent of
punching a wall - it's not exactly going to lunge out and attack you, and at
the same time you can't do much to it. Especially if said wall happens to be
using Double Team and Rest.
SHUCKLE @ Leftovers
Sturdy
- Toxic
- Encore/Substitute/Protect
- Wrap/Double Team/Bide
- Rest
Just call it a Unown with HP Toxic, because that's the only move it's going to
use against you. Double Team is especially stupid and invariably leads to a
Struggle war, unless you hax it somehow. Even SE attacks are mostly 2-3HKOs.
Of course, you could always use...
---
Shuckle @ Lum Berry
Sturdy
- Rock Slide
- Earthquake
- Sludge Bomb
- Rest
ATTACKING SHUCKLE OH NOS.
/me cower
On a brighter note, I managed to pass a few SDs to this once, it was pretty
cool :D.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ HERACROSS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
This thing rapes standard teams actually, it's pretty funny. Also possibly
one of the easier pokes to use. A nice typing (resists Ground, neutral to
Rock), nice SD (it survives Zam Psychics without EVs), and decently good
Speed. Did I mention that it also has base 125 attack? And is the sole
owner of STABed Megahorn, the strongest STABed drawback-free physical move?
And it also gets STAB on Fighting moves? You can't really go wrong with
Heracross, unless you find yourself in a sandstorm or facing Weezing. Another
of the pokes that has so many potential sets that there is no real standard.
HERACROSS @ Choice Band
Guts
- Brick Break
- Rock Slide
- Megahorn
- Focus Punch/Earthquake
EVs:
Jolly (+Spd -SA) 4/252/0/252/0/0
I personally like Focus Punch, it does like 80% to Skarm. You have to switch,
but isn't that what you would've done anyway? ;(
---
HERACROSS @ Salac Berry
Guts
- Focus Punch
- Substitute
- Reversal
- Rock Slide/HP Ghost
EVs:
Adamant (+Att -SA) 0/252/0/252/0/4
- 301 HP for Reversal, 269 speed for Salac kick.
Subpunchreversaling. I know I mentioned this before, but it's still fun to
use.
---
HERACROSS @ Salac Berry
Guts/Swarm
- Substitute/Endure
- Reversal
- Swords Dance/Megahorn
- Rock Slide/HP Ghost
Megahorn should be used with Swarm, after you've Endured/Subbed down to 1%
Swarm will kick in. Although Rock Slide is overall better for flyers. Swords
Dance is nasty, use it with Sub obviously :(
---
HERACROSS @ Leftovers
Guts
- Megahorn
- Rock Slide
- Rest
- Sleep Talk
EVs:
Adamant (+Att -SA) 204/132/0/76/0/96
- 225 speed to make sure you clear Suicune and stuff in that area.
Guts bonus activated by sleep? Wynaut?
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SNEASEL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It's like Kingler all over again, except this time faster and even weaker.
Basically, it has significantly higher attack than SA, but two special types,
and a pretty crappy variety of physical attacks to choose from. It is fast
though, but then again so is Dugtrio, and Dugtrio can actually do something :(
SNEASEL @ Choice Band
Keen Eye
- Return
- Brick Break
- Shadow Ball
- Focus Punch/Quick Attack/Ice Beam
Mmm hmmm.
---
SNEASEL @ Salac Berry
Keen Eye
- Return
- Brick Break
- Shadow Ball
- Swords Dance
Hope you survived, Ice/Dark is a pretty bad defensive type. If it somehow got
Earthquake, I might consider using Sneasel, but BB is a pretty bad move :(
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ URSARING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
UU, and I really don't know why. Very nice all-around stats, it can Subpunch,
all-out attack with a CB, or Bulk Up/SD. It also gets the uber-cool Guts,
which stops the most common counter of Will-o-Wisp. It plays a lot like
Machamp, except with slightly worse defense and slightly higher SA (big deal).
They even have the same base speed. However, the big kicker is in type -
sorry to all those Machamp fans out there, but Normal type is better than
Fighting, solely because Return's 102 base power trumps Cross Chop's 80%
accuracy. Normal is also a more useful defensive type, without the Flying/
Psychic weakness that haunts Machamp. If you're up in the air though, it
really doesn't matter that much :(
URSARING @ Leftovers/Salac Berry
Guts
- Return
- Earthquake/HP Ghost/Rock Slide
- Focus Punch
- Swords Dance
Focus Punch is for phazing Skarm, whenever it comes in. EQ vs HP Ghost is
kinda your own choice - I like EQ and will take my chances with Gengar, but
you could choose otherwise. A balanced set, it doesn't fear the average
phazers, but it also has some trouble switching in.
---
URSARING @ Choice Band
Guts
- Return
- Earthquake
- HP Ghost
- Focus Punch/Facade
I tried Facade once, it was yummy :D 75% to Skarm, IIRC, and it did 95% to
an Armaldo that tenchi had switched in (after para).
---
URSARING @ Leftovers
Guts
- Return
- HP Ghost/Rock
- Substitute/Yawn
- Focus Punch
I'd give a rant about Yawnpunching again, but I think I already did it. In
any case, IMO it's no better than Sporepunching, which can work at times but
often doesn't. Subpunching could work out nicely, with -Spd you're almost
guaranteed to be slower than anything that would matter.
---
URSARING @ Salac Berry
Guts
- Return
- Earthquake
- HP Ghost
- Bulk Up
Popular back in old 386 play, when SD wasn't around, and Focus Punch hadn't
really caught on as a viable move. Bulk Up is decent with only one physical
weakness, but Ursaring is still too slow and can't do enough damage.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ MAGCARGO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It gets Flame Body. And it resists normal attacks. Sadly enough, that's
about the extent of Magcargo's usefulness. 4x weak to both Water and Ground
is too nasty to get around, the stats are subpar, and it kinda just sucks.
Fun to switch in against CB Slaking using Return though, if you can hax in a
Flame Body burn you're set :D (ty jojo).
MAGCARGO @ Leftovers
Flame Body
- Rock Slide
- Fire Blast
- Toxic
- Protect/Yawn
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ PILOSWINE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
<Ironhead> I fail to see how Ulti's Swinub won't sweep the entire competition.
Don't use Piloswine, use the sexpot that is Swinub. I mean, just look at it,
it's so amazingly shagilicious.
PILLOWSEX @ Moomoo Milk
Sexmachine
- !molest
- !fondle
- !grope
- !tighten
Also, while you're here, try EQ/IB/Rock Slide/Roar or Toxic. 100/80 in HP/Def
coupled with a base 100 Att, more people need to use this thing. Too bad the
typing gives it a nasty water weakness.
---
PILOSWINE @ Leftovers/Chesto Berry
Oblivious
- Earthquake
- HP Rock/Ice Beam
- Amnesia
- Rest
Interesting idea submitted by InfecTion. With 100/80 HP/Def, Piloswine can
take a physical hit or two to let it Amnesia and cover the horrid SD.
However, Ice/Ground also has no physical resistances, which despite the good
Def makes most physical attacks a likely 3HKO, not good especially when you
have such a slow poke. And it needs an Amnesia desparately, considering that
Ice/Ground makes it weak to Water/Fire/Grass.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CORSOLA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It gets Natural Cure. So does Celebi, and Celebi can actually do something :O
As far as I'm concerned, the only good use for Corsola would be passing Rock
Blast to Octillery. Now that I take a closer look at it though, it has a
scarily good movepool :(
CORSOLA @ Leftovers
Natural Cure
- Rock Blast/Rock Slide
- Surf
- Ice Beam/Toxic/Confuse Ray
- Rest/Recover
Natural Cure Rest is surprisingly cool. Toxic is probably the best choice,
you could try outstalling things.
---
CORSOLA @ Leftovers
Natural Cure
- Surf
- Ice Beam
- Calm Mind
- Recover/Substitute/Psychic
How nice, CM Corsola. It has some potential, now that I look at it. No
better than CM Alakazam though.
---
CORSOLA @ Choice Band
Natural Cure/Hustle
- Rock Slide/Rock Blast
- Earthquake
- Shadow Ball
- HP Flying/Return
Hustle if you feel lucky. 50% damage increase, 20% accuracy decrease. Sounds
like a good deal, right? With CB that damage increase goes up to 75%, which
almost makes up for the crap attack, but then again it still sorta loses at
life :(
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ OCTILLERY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
I have tried very hard to make this thing successful, but unfortunately it
just falls into the category of "good if it were another type but completely
outdone by its brethren in the water type". Specifically, Octillery is just a
bad Starmie, with the only positive being the equally high Att and Rock Blast.
And one move isn't going to change it for Octillery. Suction Cups is always a
fun trait though, it makes a decent target from BP Espeon or something.
OCTILLERY @ Leftovers
Suction Cups
- Surf
- Ice Beam
- Psychic/Fire Blast/Thunder Wave
- Rock Blast/Thunder Wave
Cool movepool, no? Rock Blast is only useful against Regice though, who kinda
died out when 200 ended. And otherwise, Octillery is a tad too slow and a tad
too outclassed to really become standard.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DELIBIRD ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Delibird hehe. It looks like a stoned owl crossed with a pelican.
DELIBIRD @ Choice Band
Hustle
- Aerial Ace
- Return/Body Slam
- HP Ground/Fighting
- Quick Attack/Focus Punch
Hustle abuse of sorts. Not like base 55 attack is doing much anyway. Focus
Punch is via forgotten myth.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MANTINE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It's supposed to be a special sponge, with the base 140 SD (OMG BLUE YOU'RE A
GENIUS YOU CAN READ NUMBERS AND TELL IF THEY'RE BIG OR NOT), but the 4x weak
to Electric kinda ruined that point. It still survives all manner of non-
STABed Thunderbolts, and a couple STABed ones too, but the 4x is a nasty
problem. Mantine is an overspecialized Suicune counter (the best, though),
and since Cune died out in popularity Mantine sorta did too. But, Mantine
Prime is cool ^^
MANTINE @ Leftovers
Water Absorb
- Surf
- Ice Beam/Confuse Ray/Rest
- Toxic
- Haze
****FRLG Standard****
Haze eliminates the CM from CMCune (so it's just Cune now, get it? hahaha),
and the part-flying type eliminates the Spikes from Suispikes (so it's just
Sui now, get it? SUI-CUNE). Toxic lets it actually do something to Cune,
albeit not much.
---
MANTINE @ Leftovers/Chesto Berry
Swift Swim
- Hydro Pump/Surf
- Ice Beam
- Rain Dance
- HP Grass/Rest/Toxic/Confuse Ray
Hey look it's a crappy Kingdra. Say hi Kingdra.
---
MANTINE @ Choice Band
Water Absorb
- Rock Slide
- Earthquake
- Aerial Ace/HP Flying
- Return/HP Fighting
Don't actually use this, I'm just amused by the fact that a FLYING STING RAY
can use moves like Earthquake and Rock Slide.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SKARMORY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Probably the most dominant poke throughout the generations this side of RBY.
No physical weaknesses with the Steel/Flying combo, it can spike AND phaze
(a unique combination, sans Qwilfish), and did I mention the base 140 defense
to back up the strong typing? It resists normal (unlike Weezing) and has an
immunity to ground, already ridding you of the most common attacking types.
The fact that it is part steel as well means only two weaknesses, Fire and
Electric, both of which are fairly predictable.
All this and a ball of sweat too, if it wasn't for Magneton. Unlike the other
common spiker, Forretress, Skarmory has no proactive counter against Magneton
(and DON'T mention HP Ground). Magnet Pull completely and totally disables
it, as well as that STABed SE Thunderbolt off the base 120 SA. 200 didn't see
too many Skarms because of Maggie, but it opened up a bit in 386 when Dugtrio
was around as a Maggie counter. And now, with Blissey back in force, the GSC
combo of SkarmBliss has been revived and is happily dominating today's
metagame (too bad it sucks :(). Like it or not, Skarm is around to stay.
SKARMORY @ Leftovers
Sturdy
- Drill Peck/HP Rock/Flying
- Spikes
- Whirlwind/Roar
- Toxic/Substitute/Protect/Rest
EVs:
Impish (+Def -SA) 252/56/106/0/0/96
- A touch of attack never hurt a Skarm, especially for those times when you
need to take on Gyara by yourself. I like bumping SD up to 200, since it
messes with things that want to OHKO Skarm with their IB/TB/FB.
****FRLG Standard****
Now for the explanation. Drill Peck is fairly standard (remember kiddies,
Drill Peck and Whirlwind is illegal), but HP Rock was fun when Bellyzard came
around (it Belly Drummed, Skarm HP Rock'd, good times - ty AJ for using this
on me once). Spikes and the phazing move are fairly standard, again WW > Roar
in all cases (Soundproof can screw up Roar on occasion), but watch for the
legality of your move. The last move is a bit of a tossup - Toxic/Protect
were 200 standards for the longest time, Protect working especially well in a
Sandstorm but Toxic being an overall more useful move. Substitute is now used
with the not-so-recent relevation that Rapid Spin doesn't work through a Sub,
thus enabling you to continue spiking all Forry/Claydol switches and Roar them
out when you get bored. Sub is also used as a Maggie counter of sorts (Sub
the switch, if Maggie comes in you can phaze it away), slightly better than
the old tactic of phazing the first turn, which often cost a chance to ever
get down a round of Spikes. Metagame tested, this thing stuck.
Additional fact: Steel Wing + WW is legal, so if you want to give up a bit of
power and the slightly better attack type for WW, be my guest.
---
SKARMORY @ Leftovers
Sturdy
- Drill Peck
- Curse
- Roar
- Substitute/HP Ground
A new set I'm trying out, shades of GSC Skarm. It's meant to be a more
specialized Curselax counter. Most Curselax continue to attack Skarm until
they are phazed, not wanting to "waste" the Curses that they have accumulated.
This is meant to punish those people. Sub the first turn for those people
that do switch out, and outrace Lax in Curses. When you have enough, phaze it
out and start attacking things.
As I said, this was a GSC Skarm set originally, but it has worked pretty well
so far, at least as far as I've tested it. It can also outcurse Subpunchers,
who are also leery about switching out with their Sub still up, then phaze
them when appropriate and beat up whatever is switched in.
---
SKARMORY @ Leftovers
Sturdy
- Drill Peck
- HP Ground
- Return/Steel Wing
- Agility
LOOK UP IN THE SKY! IT'S A BIRD! IT'S A PLANE! IT'S A FLYING METAL BIRD
THAT IS ABOUT TO BEAT THE CRAP OUT OF MAGNETON. I saw it do that once
(Agility the switch then use HP Ground), I must say it was pretty damn funny.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HOUNDOOM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
One of the premiere special attackers in the game. Also one of the few pokes
to get Crunch (STABed whoamg) as well as another cool special type to launch
attacks from. With said Dark type, it's a poke specifically designed to
combat Psychics, and Flash Fire helps against Zams packing Fire Punch. So,
what's so bad about it?
Unlike the Grass types, it doesn't increase speed in the Sun (although Flash
Fire is arguably a better trait, although more opportunistic). It is about
as weak defensively as an Alakazam (slight exaggeration), but it has much
more common weaknesses. It's also stuck with the crappy fire type, which
gives it weaknesses up the yazoo. Nothing to use against Blissey/Lax unless
you Subrev, which in itself is dangerous and not too useful against Gyara/
Sala/Swampert, the other common Houndoom counters. In other words, Houndoom,
for the most part, is played like a CBer - one quick Fire Blast, then you
have to switch out after whatever comes in.
I should add, if Alakazam can get a CM before Houndoom is switched in, Crunch
is no longer a OHKO. And Thunderpunch becomes a 2HKO. Schematically...
Alakazam used CALM MIND!
TRAINER switched in HOUNDOOM!
ALAKAZAM used THUNDERPUNCH! (60% damage)
HOUNDOOM used CRUNCH! (85% damage)
ALAKAZAM used THUNDERPUNCH!
HOUNDOOM FAINTED!
The numbers do not lie...
HOUNDOOM @ Leftovers
Flash Fire
- Fire Blast
- Solarbeam
- Sunny Day
- Crunch/HP Ice
Standard Sunnybeamer, but HP Ice is for Salamence switches. Like I said, not
getting Chlorophyll really hurts it, and Houndoom's base 95 speed, while fast,
isn't really as fast as it needs.
---
HOUNDOOM @ Leftovers
Flash Fire
- Fire Blast
- HP Grass/Ice
- Will-o-Wisp
- Crunch/Substitute/Overheat/Protect
My recommended set. Will-o-Wisp is always cool, especially since Houndoom is
often just fast enough to get it off. The last move is a filler of sorts,
Protect can let you leech off more WoW damage (if they stay in, which is
unlikely), but Overheat and Sub are just cool. Crunch is probably the worst
of the lot :(
---
HOUNDOOM @ Salac Berry
Flash Fire
- Substitute
- Reversal
- Fire Blast
- Crunch/HP Ice/Grass
A pretty cool Blissey counter, although you need almost max Attack in order to
ensure a OHKO. Fire Blast makes it a good Skarmbliss counter as well. Crunch
for Dusclops, HP Ice for Sala, Grass for Swampert, try and guess what your
opponent will use as a counter :(
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KINGDRA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Coolest typing in the game IMO, for whatever that means. It's a step away
from "no weak", with Dragon being such a rare type that it might as well have
no weak. Sexily balanced stats, Swift Swim, and a natural affinity to Surfing
the crap out of things leads to Kingdra's best play as a Rain Dancer. And for
those of you who are curious, a defensive Kingdra (ala GSC) isn't
extraordinarily useful in today's offensively-based metagame.
KINGDRA @ Leftovers/Chesto Berry
Swift Swim
- Hydro Pump/Surf
- Ice Beam
- Rain Dance
- Toxic/Rest/HP Grass
****FRLG Standard****
Sadly outdated in today's metagame, unless you feel like wrecking havoc on the
swarms of TSS teams that seem to be coming back. Completely dismembered by
Bliss or Lax or Cune too. Still, it's a fun poke to use, and it certainly
takes a few hits to die.
---
KINGDRA @ Chesto Berry
Swift Swim
- Return
- Dragon Dance
- Attract
- Rest
lol, one of the very first pokes I used...I remember the days. It somehow
managed to outstall a Regice by using Rest (Ice Beam was a 4HKO, and I was
lucky enough not to get any criticals during the 16 turns), which was
incredibly cool. If you want a more usable DDing set, try HP Ghost over
Attract, although DD Kingdra isn't exactly advisable (not because it has a low
attack [base 95, same as its SA], but because it has a crap movepool :()
---
KINGDRA @ Liechi Berry
Swift Swim
- Flail
- Substitute
- Dragon Dance
- Hydro Pump
Sent in by KiT. This set looks like it would be fun to use, so I added it in.
Don't count on much in the way of damage, but hey, Dragon Dancing Kingdra
needs more use.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DONPHAN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
One of the more UU phazers, since it only resists one physical type. The
highest attack of the common phazers though, which makes it a good hybrid
attacker/defender/utilitier (with Rapid Spin). Although Donphan has good
stats, the lack of a real physical resistance hurts it in the phazing
department, as does the water/grass/ice weakness.
DONPHAN @ Leftovers/Choice Band
Sturdy
- Earthquake
- HP Rock/Ancientpower
- Roar/Rapid Spin/Rest/Counter
- Roar/Rapid Spin/Rest/Counter
EVs:
Adamant (+Att -SA) 252/56/140/8/0/54
- If you have a CB, this Donphan's 317 Att should OHKO Ttar and Dugtrio, as
well as put a nice dent into Dusclops.
****FRLG Standard****
Obviously enough, pick and choose as you wish, but Rapid Spin/Roar is the most
general standard. If you don't need either the phazer or the spinner,
consider one of the other moves (I find Counter to be particularly cool).
EQ does a good number on people who switch in Dusclops expecting Rapid Spin,
which makes Donphan pretty useful. Choice Band is used for EQ/HP Rock/RS/
Roar sets, since as someone put it, "you don't really switch moves much with
Donphan".
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PORYGON2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
PORYGON2 FOR PREZ! (wubu cody)
It may not be the best poke in the world, but it certainly ranks up there as
one of the most fun to use (this or Dunsparce). Trace wins my prize for
"coolest trait ever" (along with Serene Grace), and the cool all-around
defenses and nice SA makes it a better candidate for Trace over Gardevoir.
Porygon2 made its name trapping random Wobs, Dugtrios, or Magnetons (although
it can't do much to Maggie in return), as well as tracing Absorbs from the
Eeveelutions or snagging Levitate against Flygon. Or you can grab Serene
Grace from a Blissey and combine the two best traits in the game :D Seriously,
although P2 may not be as dominant as other pokes, there are none other in the
fun category.
PORYGON2 @ Leftovers
Trace
- Ice Beam
- Thunderbolt
- Toxic/Thunder Wave
- Recover
EVs:
Modest (+SA -Att) 108/0/0/96/208/96
- 170 speed. Pump your SA up even higher if you want, since this set is
borderline on OHKOing Gyara with its 327 SA, although Gyara spreads vary so
greatly that that might be a lost cause.
****FRLG Standard****
IMO the best boltbeamer, or at least the sexiest one. Toxic is for trapping
Wob (who seems to be on the rise lately, despite its nubbiness), but TWave is
in-general more useful. Recover is just cool. With proper EVs (namely,
focused in SD), you can take < 50% from almost all unboosted special attacks,
which lets you Recover your way back up.
---
PORYGON2 @ Leftovers
Trace
- Ice Beam
- Thunderbolt
- HP Fire
- Agility
Old Agility P2. I remember using one of these waaaaaaaaay back, before
Recover became common. Most commonly used for trapping a Maggie, getting in
an Agility, then removing Maggie and hopefully sweeping anything else in the
way. Not a wonderful set, but Agility had its high points.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ STANTLER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Hey look, another poke to add to that category of "it learns good moves but
itself sucks". It also fits in nicely with Masquerain and Mightyena of
"learning an awesome trait but still sucking". Try something else.
STANTLER @ Choice Band
Intimidate
- Return
- Earthquake
- Shadow Ball
- HP Fighting/Flying/Iron Tail
It's a bad Tauros that gets Shadow Ball. Only slightly lower attack (100 vs
95), but the speed took a major hit (110 vs 85), and Tauros has better defense
anyway. Shadow Ball is nice though, albeit only 10 extra power. It's a lot
like Dodrio vs Fearow. Tauros is the Dodrio of normal type CBers, but if you
want a decent UU alternative go with Stantler.
---
STANTLER @ Leftovers
Intimidate
- Thunderbolt
- Psychic
- Calm Mind
- Rest/Substitute/Confuse Ray/Thunder Wave/Hypnosis
Pory2 is much cooler.
---
STANTLER @ Leftovers
Intimidate
- Hypnosis
- Confuse Ray
- Thunder Wave
- Thief
This isn't a moveset so much as a list of random disabling moves that Stantler
learns and can be thrown in on any Stantler moveset if you feel haxy.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SMEARGLE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Uh oh, it's the database of all moves. Smeargle, as you probably already
know, can use every move in the game. The only catch? It has slightly less
defense/SD than a Sharpedo (which speaks wonders about Sharpedo), and in case
you didn't notice Sharpedo sucks. For that matter, Squirtle has a higher stat
total than Smeargle.
SQUIRTLE SQUIRTLE SQUIRT SQUIRTLE
So, besides being a crappy defensive sponge, what can Smeargle do? The one
move that is standard on all Smeargle is Spore, as the one good stat (75) it
gets is in Speed, allowing for a fast Sleep. The every-move-in-the-game bit
makes it the most varied BPer, although the only move it should seriously
consider is Belly Drum. It also makes a decent use of Super Fang and the
other set damage moves.
SMEARGLE @ Salac Berry
Own Tempo
- Spore
- Belly Drum/Tail Glow
- Baton Pass
- Taunt/Substitute/Endure/Extremespeed
EVs:
Timid (+Spd -Att) 252/0/4/252/0/0
Taunt for the natural phazer switchin, Substitute to both get the Salac kick
and to pass along with the Belly Drum, Endure to activate Salac, and
Extremespeed as a last ditch attack. Don't count on doing anything with it
though - if Linoone can't do much with ESpeed why would Smeargle? Tail Glow
is for the special route, obviously.
---
SMEARGLE @ Salac Berry
Own Tempo
- Spore
- Endure
- Endeavor
- Seismic Toss
AK was the first to inform me about this set. Basically, Endure a killing
blow, then Spore the next turn. Endeavor whatever switches in (or whatever
doesn't switch in), and SToss it for the kill. Finally, Endeavor the last
poke, which should eventually kill you. In essence, you have put one poke to
sleep, killed another, and left a third with 1 HP. Not a bad deal IMO, if
you can get it to work.
---
SMEARGLE @ Salac Berry
Own Tempo
- Spider Web
- Spore
- Super Fang
- Seismic Toss
One of those good-luck-getting-it-to-work kinda sets. Cool if you do get it,
though. A Super Fang and two STosses will kill almost all the pokes, and two
Fangs and a SToss will take care of most of the rest.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ HITMONTOP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
A defensive fighting type. What a stupid idea, Nintendo. It gets Endeavor,
which is about the best use you'll have for it. You can also try something
with Rapid Spin, but the idea of a defensive fighting type (Rapid Spin is an
intrinsicly defensive ploy) makes me sick. It has the same ratio of HP/Def/SD
as Umbreon, except 2/3 lower in all cases. Try something else.
I also forgot, it ties Masquerain for suckiest-user-of-Intimidate.
HITMONTOP @ Salac Berry
Intimidate
- Substitute
- Endeavor
- Mach Punch
- HP Ghost
Endeavor woohoo. Fun stuff.
---
HITMONTOP @ Salac Berry
Intimidate
- Brick Break/Hi Jump Kick
- Rock Slide
- Mach Punch/HP Ghost
- Bulk Up
It has some potential, the defenses might allow Hitmontop to take a hit and
eventually do something with Bulk Up. The attack isn't as good as the other
Hitmons though.
---
HITMONTOP @ Liechi Berry
Intimidate
- Brick Break/Hi Jump Kick
- Earthquake/Mach Punch
- Rock Slide
- Agility
Agilitop :) Plays similar to Agility Metagross, I would assume, except with
crap attack and lower Defense. It does get Intimidate though to help out a
bit.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MILTANK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Awesome Pimptank. Miltank is one of the better all-around pokes in the game.
Incredible defenses (95/105/70), incredibly good speed for a cow (base 100,
which equals that of Ninetales - don't tell me that cows run the same speed as
foxes), and good enough attack if it needs it. The defenses are the real
kicker though, as far as stats go.
And did I mention the moves? Miltank is the other used Heal Beller, in
essence a physical version of Blissey. Its trait, Thick Fat, also helps boost
its already decent SD. Like Blissey, it is well suited to use Seismic Toss
and focusing EVs on the defenses, although the base 80 attack certainly bodes
well for Body Slam/Return and Shadow Ball. There are two main paths with
Miltank - the Heal Beller and the Curser, and both work very well.
MILTANK @ Leftovers
Thick Fat
- Seismic Toss/Return/Body Slam
- Thunder Wave/Shadow Ball/Focus Punch/Counter
- Milk Drink
- Heal Bell
EVs:
Bold (+Def -Att) 212/0/82/120/0/96
- SToss only - if you run Return/BS, you'll probably want some Att EVs and
Impish. 266 speed makes this thing surprisingly fast, at least above most
DD Sala/Gyara and Magneton.
****FRLG Standard****
The most standard set is SToss/TWave/Milk Drink/HB. SToss is a reliable 100
damage from a tankish poke, and it also lets you focus your EVs in the
defenses. Return and Body Slam are also options though as strong STABed
moves. TWave is always useful, but SToss/TWave runs into the same McGar
problems that Blissey did, which is why Shadow Ball is also thrown in there.
Focus Punch can be nice for a surprise, but it generally isn't best. Counter
is @ Chimerae, cool if your opponent doesn't see it coming. Milk Drink and
Heal Bell are fairly obvious, I would hope.
The base 100 speed lets you outspeed DD Salamence and Breloom, and the defense
is just spectacular. Thick Fat can help it square off against Regice or other
such pokes. But, if I haven't said it already, the defense is amazing.
95/105 lets it stand down Tauntridos fairly successfully, which is scary as
hell when it only does a set 100 damage per turn.
---
MILTANK @ Leftovers
Thick Fat
- Return/Body Slam
- Shadow Ball/Earthquake
- Curse
- Milk Drink/Rest
Unique in the set of curses which also gets an instant 50% healing move, as
opposed to Curselax having to use Rest and sleep for two turns to restore its
health (other notables in this category are Venusaur, Exeggutor, Vigoroth - I
think you can tell that Miltank is the best of this group when it comes to
Cursing). Curse boosts the already good defense and helps with the decent-
enough attack. IMO the only drawback of Cursing is wasting Miltank's great
speed. As always, if you are going to use Milk Drink, you need to watch out
very carefully for Status, as losing Heal Bell leaves you with problems (which
is also why some people opt out for Rest instead).
---
MILTANK @ Leftovers
Thick Fat
- Return
- Focus Punch
- Psych Up
- Milk Drink
Thank you to gm for the set, and AK for pointing it out to me. Another one of
those overspecialized Curselax counters, but it does a very good job at that.
Uber defense (after Curse) and STABed Returns force Curselax to Rest, after
which you can FP away at will. So specialized though that it can't even touch
ghosts. Good if you know your opponent has a Curselax/pert, fun in other
situations, but very very focused.
---
MILTANK @ Choice Band
Thick Fat
- Return
- Shadow Ball
- Earthquake
- Focus Punch
An interesting way to catch people off-guard. 80 Attack isn't bad by any
stretch. The only real problem I have with a CB Miltank is it seems like a
waste - the surprise factor goes away fairly quickly (as in one turn quickly),
and after that you're just misrepresenting Miltank's strengths. Still viable
though (as viable as CBlax :), and thanks to giant fishball for pointing it
out to me.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BLISSEY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Wonderful. All I will say about Blissey is that FRLG brought about two things
for it - 1. Seismic Toss 2. a sudden "brilliant" idea that putting EVs into
defense might actually DO something. Seriously, the EV thing has been around
since the beginning, why didn't anyone notice it then?
The other half of Skarmbliss, in case you couldn't figure that out, and as
such it sucks. Moreso than Skarm, this poke is why maybe 25% of the good
battlers dropped out when FRLG rolled around.
BLISSEY @ Leftovers
Natural Cure
- Seismic Toss
- Ice Beam/Counter/Thunder Wave/Toxic
- Aromatherapy
- Softboiled/Rest
EVs:
Bold (+Def -Att) 252/0/252/4/0/0
****FRLG Standard****
Ice Beam is the new standard now, to help counter McGar. Counter is always
useful (it survives things like CBdactyl and CBdrio with ease), TWave is the
new status inflictor of choice, although Toxic allows it to actually kill
things that might happen to have Recover but not Rest. Aromatherapy > Heal
Bell (HB doesn't work on Soundproof pokes [not that you use Electrode or Mr.
Mime anyway, but...]), Softboiled is the general standard but Natural Cure +
Rest can be nice with the somewhat major drawback of having to switch out
after using it.
---
BLISSEY @ Leftovers
Serene Grace
- Blizzard/Ice Beam
- Thunder/Thunderbolt
- Water Pulse
- Softboiled
Seriously, use this instead, it's much more worthwhile. Ask Tig :( 60% chance
of Freeze/Para, respectively.
---
BLISSEY @ Leftovers
Natural Cure
- Ice Beam
- Toxic
- Snatch
- Softboiled
I believe this is correct. The set that Donut used in early 386 play, it was
surprisingly fun. Before the advent of FRLG, Blissey was forced to use
Boltbeam or Toxic to satisfy its attacking needs, thus pokes which would Calm
Mind and Rest (hi Gardevoir or Raikou) could often CM up and Rest off the
Toxic. So, this Blissey came around with Snatch, both to pick off the CMs and
to Snatch up any unsuspecting Rests (which can be Snatched, btw). It even
worked fairly nicely in early FRLG play, when Snatch picked up Substitutes as
well. Interesting stuff.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RAIKOU ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The second-most-used of the GSC gerbils. Raikou is the best attacker of the
three, using CM to boost its SA and beat things up with Thunderbolt. However,
being an Electric type, Raikou has its problems in Dugtrio, and like almost
all electric types it has to depend on hidden power to get a usable second
attack (Crunch is NOT worth it). CM, however, does boost Raikou's already
good SD to even higher levels, and it has the speed to sweep things before
they can even blink. However, Raikou does have fairly signifcant problems in
Blissey and Snorlax.
RAIKOU @ Leftovers
Pressure
"Fluffy"
- Thunderbolt
- HP Grass/Ice
- Calm Mind
- Substitute
EVs:
Timid (+Spd -Att) 68/0/0/252/188/0
- Max speed - the one time you catch an Adamant Dugtrio and take it out,
you will be wondering why you even considered dropping Raikou's speed. This
guy has 338 HP, enough to survive 4 STosses after Leftovers, which I feel
might happen enough to warrant taking out SA EVs to make sure it does.
****FRLG Standard****
Get in a Sub, and you're protected from the Toxic that doomed Raikou in early
386 play. Get in some CMs, and nothing short of a couple STABed EQs will take
you down. HP Grass is for Swampert in particular (watch out for Grass types),
HP Ice is more universal but has problems with some of the more ecletic ground
typings. Credit to Synre for popularizing Fluffy.
---
RAIKOU @ Salac Berry
Pressure
- Thunderbolt
- HP Grass/Ice
- Crunch
- Calm Mind
Synre's older 386 Raikou set. It held its own against Regice fairly well,
often KOing it before succumbing to Toxic. Fairly simple to use as well, CM
up until the Salac kick (which, remember, used to be 50%, making the wait a
lot shorter than it used to be) and then start sweeping. Fairly cool when it
first came out, then people realized that Toxic Blissey kinda destroyed it.
---
RAIKOU @ Chesto Berry/Leftovers
Pressure
- Thunderbolt
- HP Grass/Ice
- Calm Mind
- Rest
The Blissey countering Raikou. Rest countered Toxic, but you'd better hope
nothing killed you in the 2-turn interim period.
---
RAIKOU @ Leftovers
Pressure
- Thunderbolt
- HP Grass/Ice
- Calm Mind
- Roar
Submitted by shiny zangoose, and he says it works well enough. Roar uses a
similar tactic as putting Roar on DD Gyara - you can outroar most other pokes,
although this begs the question of what exactly you would be outroaring
(possibly a cune). Otherwise, you can use Raikou more defensively, if you
manage to switch against another CMer, you can CM up yourself and then roar it
away when apt. Like if you switched in against a Suicune, and predicted its
Roar, hopefully netting in a few CMs for youself.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ENTEI ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The sucky gerbil. It suffers from much the same problem as EVERY OTHER FIRE
TYPE IN THE GAME - too much Attack with no STABed moves, too low SA to really
use the fire type well, and overall crappy typing. Entei is, oddly enough,
the most defensive Fire type (oxymoron what?) with its 400+ HP and 85/75 in
the defenses. For whatever that's worth. Unlike Moltres, however, it can't
learn Overheat (why? :(), the defense doesn't really help too much, and it
still can't attack. Try something else.
ENTEI @ Leftovers
Pressure
- Return
- HP Fighting
- Substitute
- Fire Blast
The anti-Bliss Entei. The good HP lets it survive a SToss, and HP Fighting
is a 3HKO. Of course, 3HKOs sorta suck, especially when your opponent has
Softboiled, or an easy to switch to almost anything else.
---
ENTEI @ Leftovers
Pressure
- Fire Blast
- HP Grass/Solarbeam/Roar
- Calm Mind
- Sunny Day/Substitute
Same high HP makes Substitute the more viable option, although it can
Sunnybeam decently enough I suppose. Calm Mind would be good, except for the
fact that it still can't really do anything to Blissey. And with Entei's 404
HP, you can get Subs that let you take 2 tosses - Entei will take out Blissey
1on1 with CM and FB. Roar/Sub/CM is an idea vs Suicune - if you have a Sub up
and Cune comes in, you can outRoar it and take your free turn to CM again.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SUICUNE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Um...CALM MIND SUICUNE HAS NO WEAK <_<
Seriously, no weak. 100/115 in HP/Def is, for all practical purposes, even
with Skarm, although Suicune doesn't get the handy resistances (although, on
the other hand, it also doesn't have any physical weaknesses, but Skarm can
claim that as well). It also gets Calm Mind to boost the 115 SD, eliminating
the Electric/Grass weaknesses from the picture (hence the saying CMSHNW).
Metagame dominator through almost all of early 386 play, one of the few pokes
that survived a Bellyzard rampage (with 25% to spare, I should add), Suicune
is probably tied with Snorlax for most dominant poke ever. Cool defenses, a
stat-boosting move that is actually worth something, a useful trait that helps
its stally nature, and it can even phaze - is there anything Suicune can't do?
SUICUNE @ Leftovers
Pressure
"CMCune" or "Calmcune" or "No weak"
- Surf
- Calm Mind
- Roar
- Rest
EVs:
Bold (+Def -Att) 252/0/212/16/28/0
- I still use AK's EVs. 404 HP, 350 Def, and a few EVs that you can put into
Speed/SA/SD however you want.
****FRLG Standard****
No weak. I'm just going to keep saying that over and over, if you don't mind
:P Use CM until you get bored, phaze out other things that might pose a
threat, then Rest back your HP and prepare to dominate. Think of it as RS's
Tobybro, if you will. No weak.
---
SUICUNE @ Leftovers
Pressure
- Surf
- Ice Beam/Substitute
- Rest/Roar/HP Electric
- Rest/Roar/Calm Mind/Toxic
And the other Suicunes, although none have proven as useful as the original.
Ice Beam is the only other move I would strongly consider, to help against
the pokes that naturally resist Surf (Dragon/Grass, mostly). Sub/CM plays
very similar to Sub/Curse Snorlax, except you don't have the Toxic immunity,
so a few speed EVs are necessary. Much more offensively oriented, obviously.
---
SUICUNE @ Leftovers
Pressure
- Surf
- Calm Mind
- Rest
- Sleep Talk
Submitted by forgotten myth. It deserves mention as being very hard to take
out, as Sleep Talk makes it a bit more risky to try and phaze away the CMs.
Unfortunately, you lose the ability to compete with other Cunes/Raikou/etc,
and the standard problems that come about with using Sleep Talk.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ TYRANITAR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The GSC version of Dragonite. After all the crap I said about GSC, IMO this
poke kinda makes up for it, but then Sandstream had to come around and bite me
in the ass. Absolutely godly stats, 134 base attack is heavenly, and the
defenses are outrageous. It takes 60% from the average STABed Surf, and it
can't be OHKOd by anything non-fighting. The speed is decent enough to top
400 after 2 DD's, and besides that there aren't really any complaints :x
Besides Sandstream, which is both a blessing and a curse. A blessing, in that
it naturally lends itself to the TSS archetype that has seen its ups and downs
in RS play. A curse, because it requires the entire team to be revolved
around Tyranitar, or else your own team gets destroyed by the Sandstorm. Both
good and bad, I believe the general consensus is that if Tyranitar didn't get
Sandstorm it would be on every team :( Best Psychic counter in the game
(resisting both Psychic and Fire), one of the cooler Curselax counters
(resists Return/Shadow Ball and outraces Curse with DD), and overall nasty.
TYRANITAR @ Leftovers/Chesto Berry
Sandstream
"Tauntritar"
- Rock Slide
- Earthquake
- Dragon Dance
- Taunt/Rest
EVs:
Adamant (+Att -SA) 108/228/0/172/0/0
- 201 speed. DDtar has speeds from 200 up to 240 (Jolly), depending on who
you want to outrun.
The simplest set. Taunt beats up on both Skarm and Weezing, who are both
forced to use NVE attacks to try and down TTar before it DDs up. Rest is more
useful against non-Haze Weezing, as you can DD up all the way and then
Chestorest away the burn. Taunt is just cool though.
Which brings me to my next point - Tyranitar's movepool. It has the
approximate movepool of its RBY predecessor Dragonite, which means EVERY MOVE
UNDER THE SUN NOT NAMED SOFTBOILED. I mean, how does a dinosaur learn Surf?
:(
And as such, there are about twenty different usable sets for Tyranitar. I'll
go through a few.
---
TYRANITAR @ Leftovers
Sandstream
"Tyraniboah"
- Crunch/Ice Beam
- Thunderbolt
- Substitute
- Focus Punch/Rock Slide
EVs:
Quiet (+SA -Spd) 252/0/0/28/228/0
- I run my Tyraniboah a bit differently than smogon. 148 speed instead of
157 means I give up on Cursepert (which destroys any sort of Ttar) and non-FB
Weezing (which is terribly rare) for a little extra oomph on Crunch. Weezing
is a terrible Ttar counter anyway.
Quiet (+SA -Spd) 252/0/0/68/188/0
- The classic Tyraniboah EVs from chaos and Jumpman16. 157 speed.
Crunchboltpunch Tyranitar. Set first used by Salaspectrum, EVs popularized by
chaos. Fast enough to get up a 404 HP sub in front of Blissey and Weezing,
slow enough to underspeed most other things. Crunch is for a STAB attack,
which works nicely against things such against neutral pokes such as Swampert
or Metagross, and goes for a 3HKO or so. Tyraniboah is renowned for tearing
apart stall teams with a SE attack on Bliss/Snorlax/Skarm and a hard hitting
Crunch for everything else.
---
TYRANITAR @ Leftovers
Sandstream
- Rock Slide
- Focus Punch
- Thunder Wave
- Substitute
Free advertisement woohoo. My more unusual set, the principle being to TWave
whatever comes in and Sub until your opponent FPs. At that point, you have a
free Punch coming your way, and not too much resists Rock Slide and FP. Not
as effective in the damage dealing department as I would've liked though.
Time for that list of usable moves again.
ROCK SLIDE
CRUNCH
DRAGON DANCE
BRICK BREAK
EARTHQUAKE
FIRE BLAST,FLAMETHROWER
FOCUS PUNCH
HIDDEN POWER
ICE BEAM
PROTECT
REST
SURF
THUNDERBOLT
TOXIC
CURSE
COUNTER
SUBSTITUTE
THUNDER WAVE
Not quite as impressive as Mew, but it's pretty damn good.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HO-OH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Heh, I never realized Ho-oh had such high SD. It's SD is its highest stat :(
HO-OH @ Leftovers
Pressure
- Earthquake
- Sacred Fire/Flamethrower
- Thunderbolt
- Recover
---
HO-OH @ Leftovers
Pressure
- Sacred Fire/Flamethrower
- Thunderbolt
- Calm Mind
- Recover
Ho-oh actually doesn't have as good a movepool as I thought it would. Not
getting Ice Beam hurts it somewhat, as does missing out on Rock Slide and some
other key physical attacks. Fire typing probably hurts it the most.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LUGIA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It learns AEROBLAST ^_____________^
That's right AEROBLAST ^____________^
LUGIA @ Leftovers
Pressure
- Aeroblast
- Psychic
- Ice Beam
- Recover
---
LUGIA @ Choice Band
Pressure
- Aeroblast
- Earthquake
- Rock Slide
- Shadow Ball
WHEEEEEEEEEEEEEEEEEE
---
LUGIA @ Leftovers
Pressure
- Psychic/Ice Beam
- Psychic/Thunderbolt
- Calm Mind
- Recover
Seriously, I've never used legendaries, submit some movesets if you want
something good here.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CELEBI ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Haha, Celebi.
Misty: "OMG I have an idea. Celebi and Jirachi aren't uber. Everyone use
them now!!!11!!1!"
Me: "Right...sounds fun."
And thus, we come to the only legendary that I HAVE actually used, and I can
officially say that Celebi is so cheap that it needs to be put into a lockbox
and shipped off to Aussieland where it will be forced to take the role of DM's
penis for a week after he talks to kiera. Torture, believe me.
CELEBI @ Leftovers
Natural Cure
- Psychic/HP Grass
- Leech Seed
- Calm Mind/Heal Bell
- Recover
EVs:
Calm (+SD -Att) 252/0/0/120/60/76
- 266 speed. I'll admit, these are somewhat arbitrary.
I can officially say that this thing doesn't die. SW Ninjask does 70%. It
can take on Gyarados switches, either Seeding the switch or getting in a CM,
in which case Gyara is 2HKOd (also faster). It doesn't even really fear dark
types, as it can seed/stall them to death, with the exception of Cacturne and
Shiftry. Hell, it even beats Houndoom one-on-one with the help of a few CMs
and Recover. So who's smart idea was it to unban this thing anyway? (HUH
MISTY). Heal Bell removes the tankishness, but restores the utility.
---
CELEBI @ Leftovers
Natural Cure
- Return
- Psychic/Substitute
- Swords Dance/Calm Mind
- Baton Pass
Did I mention it's also a good BPer? BPing Swords Dance is pretty cool.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SCEPTILE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
God this thing is ugly :( Why can't they make cool-looking starters like
VULVASORE anymore?
In any case, Sceptile has its moments in the sun, often fading in and out of
usefulness with Alakazam. They share the same base speed, but have fairly
major differences elsewhere. First, Alakazam has the significantly higher SA
(Sceptile is only 105, which seems apalling for the special-based starter), as
well as Calm Mind, a better movepool (thanks to the elemental punches), and a
more solid attack in Psychic. Sceptile, on the other hand, gets defenses that
let it survive a hit, the best non-HP grass move in the game, an attack stat
that can be useful for something, and LEECH SEED (the best move in the game
IMO, as I'm sure I've mentioned before).
So, to summarize (as much as I hate doing it), Alakazam is more apt to
attacking quickly and doing as much damage in one hit as possible (think a
special CBer, except without the move restriction of CB). Sceptile is more
tankishly based, has less type coverage, but can be used as a dual-sweeper and
also gets LEECH SEED ^^
SCEPTILE @ Leftovers
Overgrow
"McSceptile"
- Leaf Blade
- HP Ice
- Leech Seed
- Substitute
EVs:
Timid (+Spd -Att) 28/0/0/252/228/0
- Don't forget to go 31/30/30/31/31/31 if you want HP Ice.
****FRLG Standard****
A cool poke, ty McSlaw. When Substitute first came out, everyone was
wondering exactly what good it was for. It was first used in pokes such as
Grumpig and for Subpunching, but then with FRLG people like Graw came up with
new uses for Substitute. In this case, the main point is to Seed something,
then get a Substitute up (best used if can Seed a switch and thus not take
damage). After getting a Seed in, continue to set up Subs. You drain back
a fairly significant amount of HP each turn, almost enough to make up for the
HP lost in Sub. The only solution for the opponent is to switch - however,
that turn they also can't destroy the Sub. So, you seed the next opponent,
and continue.
A fairly safe tactic, your opponent loses their 12% a turn and you lose 4-5%,
depending on your and the opponent's HP. This only runs into problems when
1. Leech Seed misses 2. You run out of PP (only 16 with PP Ups) 3. They switch
in a grass type. To solve 3, Sceptile added on HP Ice (it's also used as a
Sala counter). And Leaf Blade is just cool like that. McSceptile matches up
best against pokes with high HP (hi Snorlax) - as a matter of fact, when AK
first used the set he managed to beat down my Snorlax with it, thanks to my
never having seen it before and a few timely Leaf Blade haxes.
---
SCEPTILE @ Leftovers/Petaya Berry
Overgrow
- Leaf Blade
- HP Fire/Ice
- Dragon Claw
- Crunch
****200 standard****
A pure special sweeper, and it loses rather supremely in this category to
Alakazam. Regice too.
---
SCEPTILE @ Leftovers
Overgrow
- HP Rock
- Earthquake
- Focus Punch/Leaf Blade
- Swords Dance
Oh nos, physical Sceptile. Base 85 Att isn't bad, by any stretch of the
imagination.
---
SCEPTILE @ Leftovers
Overgrow
- Leaf Blade
- HP Fire
- Focus Punch
- Protect/Crunch/Leech Seed
The other 200ish style Sceptile, and IMO a much better alternative. The FP
does a fairly good deal of damage against Regice, or Blissey if you bring it
into 386.
---
SCEPTILE @ Leftovers
Overgrow
- Leaf Blade
- Toxic
- Leech Seed
- Protect/Substitute
Like to stall? Here's your poke. Also makes a decent Kyogre counter, you
stall it down and hope to hax the CM with Leaf Blade. Or you could put on
EQ for consistent damage against Ky00ber.
---
SCEPTILE @ Leftovers/Petaya Berry
Overgrow
- Leaf Blade
- Thunderpunch
- Leech Seed/HP Fire
- Substitute
****Emerald Only****
Nothing too major here, just Thunderpunch over HP Ice.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BLAZIKEN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Because it's the fire starter, it's also automatically the worst of the three
:( As much as Blaziken likes its second fighting type, it's much more of a
hassle than it's probably worth. STABed fighting attacks are a nice change,
but the weaknesses to Psychic and in particular Flying really doom Blaziken.
Blaziken is the perfect example of the poke that has the potential to
absolutely demolish a lot of the standard metagame, it just has huge problems
switching in against anything.
On the other hand, it has 120 in Att and 110 in SA, combined with average
defenses and ok speed. So, with any luck at all, you'll kill your opponents
before they take advantage of your weaknesses ;)
BLAZIKEN @ Salac Berry
Blaze
- Substitute
- Reversal
- Rock Slide
- Focus Punch/Overheat/Fire Blast/Swords Dance
EVs:
Naive (+Spd -SD) 0/252/0/176/80/0
- 266 speed for the Salac kick.
You can either try Subpunchreversaling, or go with a safer fire move for
Skarm. Or Swords Dance and follow Heracross' pattern. Fun stuff.
---
BLAZIKEN @ Leftovers/Lum Berry/Salac Berry
Blaze
- Brick Break
- Rock Slide
- Earthquake/Overheat
- Bulk Up
****200 standard****
Heh, 200 Blaziken sucked. Bulk Up is a crappy move :( If you want a more
FRLG-ish moveset, Swords Dance is preferred over BU.
---
BLAZIKEN @ Choice Band
Blaze
- Brick Break
- Rock Slide
- Earthquake
- Focus Punch
EVs:
Jolly (+Spd -SA) 4/252/0/252/0/0
- You might as well go max speed, catch Sala/Gyara off guard.
IMO more useful than anything else you might find. This shoulda been the 200
standard :(
---
BLAZIKEN @ Leftovers
Blaze
- Focus Punch
- Substitute
- Fire Blast
- Thunderpunch
Subpunchboltbeaming of sorts, except with FB over Beam (watch for Rock/Grounds
like Rhydon). Blaziken has such cool Att AND SA that it would be one of the
better candidates, except it doesn't get Bolt or Beam :(
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SWAMPERT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
I just noticed that the three RS starters all have the same number of letters
in their names. Scary, no?
Swampert, one of the better type combinations in the game, and IMO the best of
the three RS starters. Water/Ground is an incredibly cool combo, with only
one weak to grass, and good enough stats to cover it. It also gets a STABed
Earthquake, probably the best all-around physical attack in the game, as well
as a useful Surf on the special side. The most balanced poke (especially in-
game), with tankishly delicious defenses and good enough attack. Swampert is
just awesome.
SWAMPERT @ Leftovers
Torrent
"Mixpert"
- Earthquake
- Surf
- Ice Beam/Rock Slide
- Rest/Roar/Refresh/Protect
EVs:
Relaxed (+Def -Spd) 252/56/100/4/0/96
- I'll be honest, this is somewhat arbitrary. I can't think of a great way
to spread Mixpert.
****FRLG Standard****
Mixpert, if you will. I remember being one of the first to use this back in
early 200 play, when Weezing was destroying my Skarm/Ludicolo combo with
Sludge Bomb and Fire Blast/TB. I spent some time thinking of a poke that
resisted all 3 of those moves, and came across either the Rock/Grounds or
Swampert. And since Weezing also had WoW, I decided that Swampert needed a
special move as well, and the logical choice was Surf.
So, I definitely wasn't the first person to use Mixpert, but it definitely
stands out in mind, and it's my FAQ anyway so meh :P
In any case, Earthquake/Surf is for STAB, and the last option is for flyers.
You have Ice Beam for Salamence, or Rock Slide for both Salamence and Gyara.
However, Rock Slide is fragile after Sala/Gyara switches in and Swampert gets
Intimidated, which is why more people lean towards Ice Beam. Not to mention
there are more reliable Gyara counters anyway.
The last move is your preference, I like Rest, but I know Cody uses Roar and
Refresh is pretty cool as well.
---
SWAMPERT @ Leftovers
Torrent
"Cursepert"
- Earthquake
- HP Rock
- Curse
- Rest
EVs:
Careful (+SD -SA) 252/56/44/0/0/156
Plays a lot like Curselax, but a few differences. One, instead of a STABed
Return, you have a STABed EQ, which is arguably just as useful if not more,
as it beats the crap out of Steelix/Rhydon phazers and does almost the same
damage vs the rest (however, Cursepert has more signficant problems with
Weezing). It only has one elemental weak (not cool compared to Lax's 0),
but Careful and quite a few SD EVs can fix that. On the flip side, it doesn't
have the physical weaknesses of Snorlax. Both are equally good choices -
although Snorlax is better off as a special sponge, Swampert has better
all-around defenses. Strong choices.
---
SWAMPERT @ Leftovers
Torrent
- Earthquake
- Surf
- Counter
- Mirror Coat
With proper EVs (namely 252 HP/252 SD), Swampert can survive a Leaf Blade from
Sceptile and Mirror Coat it back for a OHKO. ET pulled it off once, and it's
probably the only time he has ever made anyone laugh out loud.
---
SWAMPERT @ Leftovers
Torrent
- Substitute
- Focus Punch
- Earthquake
- Rock Slide/Ice Beam
Subpunch Swampert. I know it's been done before, but thanks to RoketPowered
for reminding me about this. Swampert gets that nice 404 HP for its Sub to
survive a SToss, and it can 2HKO Blissey with a FP followed by an EQ. You
also get the Rock/Ice move to counter the likely flying switch. A point was
brought up about spreading this thing - you obviously need 252 HP to get to
404 HP, but I would strongly recommend focusing on one of the defenses and
hoping to take < 25% from that type of attack. The physical side is probably
easier.
---
SWAMPERT @ Choice Band
Torrent
- Earthquake
- Rock Slide
- Focus Punch/Brick Break
- HP Ghost/Return
You didn't forget that Swampert has base 110 attack, did you? Good. HP Ghost
for Ghosts and Claydol, Return for Weezing. OHKO on most TTars, just for an
indication of the power you're looking at.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ MIGHTYENA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The RS Furret. It gets Intimidate, and it makes for a nice opponent when you
go around beating the crap out of the Mightyenas that Team Aqua/Magma trains.
Otherwise, it sucks.
The other other winner of "crappiest poke ever that somehow got Intimidate".
MIGHTYENA @ Choice Band
Intimidate
- Shadow Ball
- HP Fighting
- Poison Fang
- Return/Body Slam
Poison Fang is a pretty crappy move :( 50 base power.
---
MIGHTYENA @ Leftovers/nothing
Intimidate
- Shadow Ball/Crunch
- HP Fighting/Thief
- Yawn
- Toxic
Remember, Shadow Ball + HP Fighting has no resistant enemies, for whatever
that means. Toxishuffling with Yawn forcing switches. It sorta works.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LINOONE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
So much potential wasted on a crap attack stat. Linoone is oneofakind in
STABed Extremespeeds (and Smeargle), which would have a lot of potential - but
for the base 70 attack stat. It gets Belly Drum, which just owns - except for
that base 70 attack stat. It can Subflail, STABed too - except for the base
70 attack. Get the point? Crappy trait doesn't help either.
LINOONE @ Salac Berry/Scope Lens
Pickup
- Extremespeed
- Shadow Ball
- Belly Drum
- Return/HP Fighting
I'm sorely tempted to use Return, just because even after Belly Drum Linoone
can't sweep like Bellyzard. Return would be for the extra 22 power that would
let it OHKO things instead of 90%. Be warned, run at the first site of
anything with a defense stat - BD ES does only 70% against Suicune, and even
Return won't OHKO without some Spikes help.
---
LINOONE @ Salac Berry/Liechi Berry/Choice Band
Pickup
- Flail
- Shadow Ball
- Substitute
- Extremespeed/HP Fighting/Belly Drum
Again, without an attack modifier you won't be doing much damage. ES is a
decent shot I guess for anything that might try to QA you at 1 HP. Linoone is
probably a decent candidate for CBFlailing.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ BEAUTIFLY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It couldn't even get Compoundeyes, which would make it at least unique.
Instead it's another crappy Bug/Flying type poke with weaknesses to everything
under the sun.
BEAUTIFLY @ Choice Band
Swarm
- Silver Wind
- Aerial Ace
- HP Rock
- Double-Edge
No ****ing weak.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DUSTOX ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Shield Dust is at least interesting. This way, you won't be paralyzed,
frozen, burned, flinched, or any of those other nasty things. However, what
they forgot to mention is that in order to use this trait, you need to be hit,
and when you're a Bug/Poison type you don't want to take many hits (although
Dustox has decent defensive stats).
DUSTOX @ Leftovers
Shield Dust
- Sludge Bomb
- Silver Wind/Moonlight
- Toxic
- Light Screen/Moonlight
As I said, Dustox has pretty good defensive stats for one of those early bug
types. Still not worth using though.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ LUDICOLO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Water/Grass being one of the coolest typings in the game, with no special
weaks (of course, so does Normal/Dark/etc, but this one also resists stuff,
namely 4x water). Ludicolo is best used as a special sponge, with the cool
typing and base 100 SD. However, although a good special sponge, it isn't as
good as Bliss/Lax - Water/Grass only affords it one special resistance (water)
and Psychics or anything else with CM can beat you up pretty easily.
Also, Divecolo is a waste of a trait. Not only does using Rain Dance waste a
turn in which you could be Leech Seeding, but Swift Swim + STAB + RD-boost +
Surf is more useful than a measly 6%.
LUDICOLO @ Leftovers
Swift Swim
"Mexicolo"
- Surf/Ice Beam/Seismic Toss
- Leech Seed
- Toxic
- Rest
EVs:
Calm (+SD -Att) 252/0/100/8/0/148
- You'll want the extra SD for things like Zapdos and Raikou.
****FRLG Standard****
Surf is for the STAB, Ice Beam was used since Ludicolo had big problems with
other grass switches (namely Venusaur, which was the ultimate Ludi counter for
a while), and SToss is @ Rhythm (ARE YOU HAPPY NOW??). SToss is probably best
when your opponent is CMing up and you need consistent damage (pre-FRLG
Blissey can attest to this problem). The rest is fairly run-of-the-mill
stalling stuff. Rest is fairly important, otherwise Toxic beats you pretty
easily.
---
LUDICOLO @ Leftovers
Swift Swim
- Surf
- Ice Beam
- Giga Drain
- Rain Dance
Covers a lot of types, but that's about it. Base 90 SA is decent, and Swift
Swim is nice (as is dual STAB). Probably about as good as Kingdra, except
people don't really expect it, so slightly better I guess.
---
LUDICOLO @ Leftovers
Swift Swim
- Surf
- Ice Beam/Focus Punch/Giga Drain/Toxic
- Substitute
- Leech Seed
Dodge status (Swift Swim helps here) and you should be fine, with Seed + Sub
working to your benefit. Thanks to Shadow for reminding me about how all
grass types work well with Sub.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SHIFTRY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
A surprising amount of potential. Great attacks in both stats, good enough HP
to make up for the OK defenses (90/60/60), and good speed. Sorta like a fast
Octillery or Camerupt. And unlike both of them, it has a great movepool, with
Explosion/Shadow Ball/Swords Dance on the physical side and Sunnybeaming on
the special side. In the same vein, however, it is a grass type, which is
fairly limited and doesn't get STAB on anything worthwhile. Dark type isn't
great either, most Psychics pack a fire move and dark only gives it another
weakness to Fighting.
Still, I would like to see someone do something cool with a Shiftry, it
certainly could do it.
A note to add about Nature Power: in Netbattle at least, you can change your
battle setting. And look at all the cool things that gets you:
Mountain - Rock Slide
Sand - Earthquake
Sea - Surf
Use as you wish.
And regarding Early Bird, I have a quote from The Anagram Man, posted in his
moveset guide which can be found on the NB Forums (link proceeding quote).
"Rest only lasts one turn due to Early Bird, making him [Shiftry] nearly
invincible."
>>
http://www.tvsian.com/forum/viewtopic.php?t=2091
Back to my movesets.
SHIFTRY @ Leftovers
Chlorophyll
- Solarbeam
- Sunny Day
- HP Fire/Ice
- Explosion
The original Shiftry from old 200. Pretty cool, good stats in both attacks.
I think Ulti's HP Ice Shiftry was the first time I saw someone putting HP Ice
on a grass type to counter Salamence, but I'm probably going to get twenty
people complaining about how they did it first.
Complaint #1 - Synre :*
---
SHIFTRY @ Lum Berry/Salac Berry
Early Bird
- Shadow Ball
- Brick Break/Nature Power
- Swords Dance
- Explosion
Pure physical Shiftry. Pretty cool. Watch out though, lack of STAB bites.
Also, you can basically mix and match any of the moves from the last two sets
to get a decent mixed Shiftry. More people need to use Shiftry :(
---
SHIFTRY @ Leftovers
Early Bird
- Shadow Ball/Faint Attack
- Brick Break/HP Grass/Nature Power
- Substitute
- Leech Seed
McShiftry anyone?
---
SHIFTRY @ Choice Band
Early Bird
- Shadow Ball
- Brick Break
- Return/Double-Edge/HP Ground/Nature Power
- Explosion
CB Shiftry no weak. Again, no STAB, which is why DE is considered for the
damage.
---
SHIFTRY @ Focus Band
Chlorophyll
- Solarbeam
- Fake Out
- Explosion
- Protect
A Shiftry that I've stolen from JAA 2v2 and decided that it would probably
work just fine in 1v1. It's meant to be used with ubers, specifically
Groudon, but heck, try it out and have some fun.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NINJASK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The most overrated poke EVER. Ninjask is really pathetic, all it does is
force switches to phazers, which I suppose could be a good way to trap Skarms
without their getting down any spikes. And Ninjask has base 90 attack, which
a lot of people tend to overlook and two decent STABed types to use it with.
A 4x resist to Fighting, too (takes 40ish% from a STABed FP). But besides
that, the defenses suck (Bug/Flying what?), the tactics suck, and it's overall
pretty useless. Every team has a phazer of some sort, and Ninjask becomes
crap.
But while I'm here, Speed Boost is cool, and high speed is also nice. You can
sometimes outrun some things that would beat base 130ers (DD Sala/Gyara) but
don't expect Ninjask. And CB HP Rock to KO.
NINJASK @ Liechi Berry/Leftovers
Speed Boost
- Silver Wind/HP Flying/Rock
- Substitute/Protect
- Swords Dance
- Baton Pass
EVs:
Adamant (+Att -SA) 72/252/0/184/0/0
- Don't risk anything. This little guy has 402 speed, to be on the very very
safe side.
****FRLG Standard****
Standard, but that doesn't make it good.
---
NINJASK @ Choice Band
Speed Boost
- Silver Wind
- HP Rock
- Shadow Ball
- Hyper Beam/Aerial Ace
This cool thing is probably the only reason I would ever use Ninjask. Thank
you Donut. As for a description, I'll do my best to quote him: "A strong fast
assassin that people don't expect". It has about a 50/50 chance to OHKO
Aerodactyl with HP Rock, which is very cool, as well as sometimes finishing
off 1 DD Sala/Gyara. Also the other time when I use Hyper Beam - when your
strongest attack is a 60 power STABed move, the 1.67x increase in attack from
Hyper Beam is actually worthwhile.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SHEDINJA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Bugs as a whole are overrated, and here's another example. As cool as Wonder
Guard is (and it is very cool), Bug/Ghost isn't the best type to take
advantage of it. Neither is 1 HP. It is sorta fun as a novelty poke though,
it makes for a decent phazer of sorts, and if you can catch your opponent's
last poke or two without a valid move you're in the money.
And while I'm here, I'll make a list of things that kill Shedinja (let me
know if I miss any, I'm sure I did).
Flying
Rock
Ghost
Fire
Dark
Spikes
Sandstorm
Hail
Leech Seed
Poison (inc. Toxic)
Burn
Confusion damage
Curse (ghost-type)
Double-Edge recoil
Future Sight
Doom Desire
Struggle (both being hit by Struggle, and Struggle recoil)
Rough Skin (thank you Toaranga)
Leech Life on a poke with Liquid Ooze
SHEDINJA @ Lum Berry
Wonder Guard
- Shadow Ball
- Silver Wind/HP Fighting
- Agility
- Swords Dance
EVs:
Lonely (+Att -Def) 0/252/0/252/4/0
- 179 speed, which should put you above Skarm.
Only really useful if you somehow get Mean Looked with something that you know
can't hurt you, or get lucky, or something. Silver Wind gets dual STAB, but
HP Fite has no weak. Otherwise you have problems with Normal/Flying, for one
example.
---
SHEDINJA @ Lum Berry
Wonder Guard
- Shadow Ball
- Silver Wind/HP Fighting
- Toxic
- Protect
Protect, and probably run like hell the next turn when you see what your
opponent is going to do to KO you.
And while I'm here, Ulti used one of these once to lure status out for a CB
Facade Guts Swellow. And like the Swedish slut himself, it was undeniably
cool.
---
SHEDINJA @ Leftovers
Wonder Guard
- Double-Edge
- Sandstorm
- Substitute
- Baton Pass
NO WEAK.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SWELLOW ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It gets Guts, and is faster than Alakazam. Other than that though, Swellow
doesn't really have much on Dodrio. It doesn't even get a good flying move,
counting on AA, so Swellow is basically forced to Return/Facade things and
hope for status. It's quite good at that though, CB + status + Guts + Facade
is 472 power after STAB.
SWELLOW @ Choice Band
Guts
- Facade/Quick Attack
- Aerial Ace
- HP Fighting/Ground
- Return
EVs:
Jolly (+Spd -SA) 4/252/0/252/0/0
- Outruns everything but Jolt/Aero/Crobat.
Depends a lot on Facade. Base 85 Att isn't as high as it should be. In order
to play this thing, you'll need to be pretty good at predicting WoW or Toxic.
---
SWELLOW @ Salac Berry
Guts
- Return
- Substitute
- Endeavor
- Toxic/Aerial Ace/Quick Attack
I dunno, I'm sorta making up an Endeavor set. Donut used Toxic on his baby
team, as Toxistalling and Endeavoring at the same time kinda combines two
decent tactics.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BRELOOM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Sleep - 100% Accuracy. And on a poke that can actually outrun a Snorlax. How
abusive, right?
Well, not really. Even with the ever-so-fun technique known as Sporepunching,
Breloom suffers mightily at the hands of Sleep Clause, as well as Sala/Gyara
being on a lot of competitive teams. Or the fact that Sporepunching is such
an obvious technique that switching in something resistant is fairly easy. Or
besides Spore/Focus Punch, the other two moveslots are up in the air. Or the
nasty Flying/Fire/Ice weakness.
Still, Sleep is always nice. Especially a fast reliable sleep. And Effect
Spore is funny.
BRELOOM @ Leftovers/Lum Berry
Effect Spore
- Spore
- Focus Punch
- Brick Break/Mach Punch/Substitute/Leech Seed/Swords Dance/Giga Drain/HP
Ghost/Rock
- Brick Break/Mach Punch/Substitute/Leech Seed/Swords Dance/Giga Drain/HP
Ghost/Rock
EVs:
Jolly (+Spd -SA) 4/252/0/252/0/0
****FRLG Standard****
Ha it took two lines </random>
Breloom, like Forry, needs about ten moveslots. I think most people use
Sub/Seed or HP Ghost/Mach Punch, but hey who asked me. As for Giga Drain,
you'll thank me when you run into a Swampert or something and OHKO it :(
---
BRELOOM @ Blackbelt/Liechi Berry/Lum Berry
Effect Spore
- Sky Uppercut/Brick Break
- Mach Punch
- Swords Dance
- Spore/HP Ghost/Rock
I was going for something a little different here. Sorta McGoosish, or at
least the same principle, althoug using an inferior move. IMO Sky Uppercut is
better here, the damage difference between BB and Return is pretty big.
Besides that, it plays a lot like McGoose.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SPINDA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Don't do drugs.
SPINDA @ Choice Band/Leftovers
Own Tempo
- Focus Punch
- Substitute
- Teeter Dance
- Trick/Encore
Guth's Volbeat set, and since I don't have other ideas, this will do. It all
revolves around setting up the FP, with confusion and Trickbanding and Sub to
help to that effect. Sub/Encore is another underrated combo.
---
SPINDA @ Leftovers
Own Tempo
- Body Slam/Return
- Shadow Ball
- Hypnosis
- Focus Punch
Hypnopunching. No weak.
Spinda has a godly movepool, figure something out yourself.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ PELIPPER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Um, it was used as a Bellyzard counter. That's about the extent of my
knowledge of Pelipper. Good Def, crap everything else.
Also, I can't spell Pelipper correctly for the life of me, I keep typing
Pelliper :(
PELIPPER @ Leftovers
Keen Eye
- Surf
- Ice Beam
- Toxic
- HP Flying/Protect
Keen Eye. Oh nos Flash no longer works.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SURSKIT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
MEE asked me to mention Surskit because it was another of those pokes that was
unique from its evolved form with Water/Bug typing.
Surskit is unique from its evolved form because it has Water/Bug typing.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~ MASQUERAIN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Scary ass looking bug.
Also, one of these days they're going to make a Bug/Flying type that DOESN'T
suck. Oh wait who am I kidding GRINGOS XDDDDDDDDDDDDDDDddddddddddddddddd
MASQUERAIN @ Leftovers
Intimidate
- Silver Wind
- Hydro Pump
- Quick Attack/Ice Beam/HP Flying
- Toxic
The other other OTHER winner of "crappy poke that got Intimidate"
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WAILORD ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
You'd think that a poke which was required to get the Regis would be good for
something.
And by good for something, I mean HM Slave. Surf, Dive, and Waterfall, all in
one. And since you NEED one for the Regis, why not stick them onto this?
WAILORD @ Leftovers/Chesto Berry
Water Veil
- Surf/Water Spout
- Ice Beam
- Rest
- Roar/Earthquake/Sleep Talk/Fissure
The Chesto is mostly for Water Spout, so you can try and get in a full-power
Spout before taking much more damage.
---
WAILORD @ Leftovers
Water Veil
- Double-Edge
- Earthquake
- Curse
- Rest
Quite a bit of potential, if it got around the STAB problem. No burns is
handy, in a sense, and DE with the high HP isn't such a problem.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DELCATTY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
MEE's favorite poke, oddly enough :O Either this or Shelgon, or so he says.
DELCATTY @ Choice Band
Cute Charm
- Return
- Shadow Ball
- Body Slam
- HP Fighting
I'm sorry, the image of a cat using BODY SLAM is too appealing for me to pass
up.
---
DELCATTY @ Leftovers
Cute Charm
- Return
- Shadow Ball
- Heal Bell
- Thunder Wave/Wish
Heal Beller
---
DELCATTY @ Leftovers
Cute Charm
- Ice Beam
- Thunderbolt
- Calm Mind
- Substitute/Wish
No weak.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KECLEON ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
I tried using this once, then Color Change raped me. And anything involving
Skill Swap is a waste of a turn :(
KECLEON @ Leftovers
Color Change
- Focus Punch
- Shadow Ball
- Ancientpower/HP Rock/Thunder Wave
- Substitute
Fun stuff, if you get it to work. 120 base SD is donuty, but as I said Color
Change has a nasty habit of biting you in the ass and breaking subs. Nice and
slow though to get in the Sub.
---
KECLEON @ Leftovers
Color Change
- Skill Swap
- Shadow Ball
- Return/Body Slam
- Counter/Thunder Wave
I really dislike Skill Swap, since IMO it's a wasted turn of sorts, but you
can try it out if you wish.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CLAYDOL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
A great spinner, as Levitate makes it immune to the very spikes it's trying
to get rid of. Nice NICE defenses, cool Levitate/Ground type combo (makes it
immune to Ground and resists rock) makes it the ultimate TTar counter. It has
some problems doing damage, and Psychic type kinda bites (watch for Heracross
in particular). Cool stuff though.
CLAYDOL @ Leftovers
Levitate
- Earthquake
- Ice Beam/Psychic/Explosion
- Rapid Spin
- Rest
EVs:
Sassy (+SD -Spd) 252/216/16/0/20/0
- A lot of Att, I know, but this should 2HKO Liechigross and come damn
close against TTar.
****FRLG Standard****
EQ/IB is another of those nice type combos that doesn't have many weaks,
besides like Masquerain or something. As I said, Rapid Spin + Levitate is
very cool, and Rest is just there becaues it's a TANK. Although Claydol does
have a fairly sizable number of special weaknesses thanks to its ground type.
IB is nowhere near a OHKO on Salamence, while CBmence has about a 2HKO with
HP Flying, so keep that in mind if you use Claydol as a Sala counter.
---
CLAYDOL @ Leftovers
Levitate
- Earthquake/Psychic
- Light Screen/Reflect/Rapid Spin/Toxic
- Light Screen/Reflect/Rapid Spin/Toxic
- Rest/Rapid Spin
PPassing utility Claydol (wow, I can't remember the last time I described a
poke as utility :( edit - donphan)
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ NOSEPASS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Skarm and Maggie users, beware. Nosepass is the new kid on the block.
NOSEPASS @ Choice Band/Leftovers
Magnet Pull
- Earthquake
- Thunder
- Toxic
- Explosion
It needs HP and SD EVs in order to survive a Magneton Thunderbolt, which
prevents you from putting EVs into Att, which is why the Choice Band is there.
Thunder is a 2/3HKO on Skarm, Toxic is for Wobs or something, and CB Explosion
because BLOWING UP ROCKS IS COOL.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TORKOAL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
A defensive fire type. GREAT IDEA NINTENDO. </sarcasm>
TORKOAL @ Leftovers
White Smoke
- Flamethrower/Body Slam/Toxic
- Iron Defense/Curse
- Amnesia
- Rest
Stalling Torkoal. Body Slam/Curse go together, obviously enough.
---
TORKOAL @ Leftovers
White Smoke
- Flamethrower
- Body Slam/Protect/Overheat
- Yawn
- Toxic
Toxishuffling...?
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SABLEYE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
OMG NO WEAK LET'S GIVE IT WONDER GUARD.
With that said, Sableye is actually pretty cool. The no weak thing comes in
handy with today's defensive teams, since defensive pokes generally don't have
many EVs in attack/SA and thus don't do much without type advantage. And with
Sableye, you have no type advantage ^^
It also makes a good Blissey counter in today's metagame.
SABLEYE @ Leftovers
Keen Eye
- Seismic Toss
- Toxic
- Knock Off
- Recover
As I said, no SE attacks means it takes 40ish% from a lot of common attacks,
which is Recoverable. Long enough to get in a Knock Off and switch out, at
least. And like I said, it makes for a good Blissey counter - non-STABed IB
does 20-30%. My Sableye once took out a stalling Blissey team all by itself,
I was proud :D
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ WHISCASH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Not too bad, if you ask me. It's sorta like a Lapras, except with a sucky
trait but much better typing. 110/73/71 defenses is nothing to sneer at.
And it gets the same double STAB as Swampert, which is cool. The only real
drawbacks of Whiscash that make it worse than Swampert is the crap movepool,
which is limited to basically Earthquake/Surf/Spark.
WHISCASH @ Leftovers
Oblivious
- Earthquake
- Surf
- Ice Beam/Rock Slide/HP Rock
- Rest/Fissure
Mini-Swampert. Almost equivalent defenses, but worse in the attacks. Which
is why you put in FISSURE ^^
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LUVDISC ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
LUVDISC is the coolest pokemon on the face of the planet. With it's sleek
aerodynamic form, LUVDISC cuts through the water like a scythe, intimidating
its opponents with its speed. LUVDISC also uses deadly moves like HYDRO PUMP
to take advantage of its opponent's weaknesses. Its deadly power is
paralleled by no other, and LUVDISC is clearly a force to be reckoned with.
In the realm of uber pokes, LUVDISC is only rivaled by CRITIKARP and GODDISH,
but LUVDISC is the clear winner in terms of overly-DOMINATING pokes.
LUVDISC @ Scope Lens
Swift Swim
"Uberdisc"
- Surf
- Ice Beam
- Rain Dance
- Sweet Kiss
When your LUVDISC loves you as much as Ash loves his pokemon, and when you
believe in the HEART OF THE CARDS, you will become a true pokemon MASTER like
POKEMON TRAINER IAN GARVEY.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ CRAWDAUNT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Better than Kingler, at least. It keeps the high attack (still no STABed
attacks though), adds to it a cool SA, and has better all-around stats than
its crab counterpart.
That doesn't mean it's good though. Second type as Dark only adds more
weaknesses, and when I say "better all-around stats", that only goes to show
how much Kingler sucks, not how cool Crawdaunt is. But it did keep Hyper
Cutter though, which is nice.
CRAWDAUNT @ Salac Berry/Leftovers/Lum Berry
Hyper Cutter
- Return/Body Slam
- Brick Break/HP Ghost
- Swords Dance
- Surf/Ice Beam
Same base speed as Ursaring and Machamp, and it does get a STABed Surf off a
decent stat, unlike the two of them. But lack of STAB on the SD-boosted
attacks hurts.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MILOTIC ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Coolest poke ever. It takes 35% from non-STABed Thunderbolts, complemented
with Recover. It gets a cool trait in Marvel Scale (although overrated - the
12% you take in burn damage/turn kinda ignores the less damage you might take
from physical attacks, and paralysis just hates me). 100 SA couldn't hurt.
Did I mention that even a CH Leaf Blade doesn't kill it? Or that it could be
the most annoying tank ever?
MILOTIC @ Leftovers
Marvel Scale
- Surf
- Ice Beam/Refresh
- Toxic/Hypnosis
- Recover
EVs:
Calm (+SD -Att) 212/0/138/16/144/0
- Should OHKO all Aero/Sala. You can also go Bold if so desired.
****FRLG Standard****
Toxic so you can do damage. Surf for STAB. And Recover to make it a pain to
kill. Refresh makes it a true tank, with the ability to ditch Toxic, but Ice
Beam makes it a Salamence counter (the best, after Regice), and deals with the
problems that arise when Surf is your only attack (ask CMCune). I personally
like Ice Beam, Refresh is much more individualistic.
---
MILOTIC @ Leftovers
Marvel Scale
- Surf
- Recover
- Confuse Ray/Hypnosis
- Mirror Coat/Safeguard/Light Screen
Another list of moves. To tell the truth, only Surf and Recover are really
standard, you can choose at will for the last two. I just listed the most
common moves, and the ones most generally accepted as standard.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ SHARPEDO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The other winner of weakest poke ever. Sharpedo can't take a hit from
anything. Not to mention it's trait counts on taking hits, which is something
it doesn't do very well. No matter, Sharpedo is the epitome of the mixed
sweeper - 120 in Att and 95 in SA, 95 Speed. It runs in, tries to OHKO its
opponent, then runs off.
Good luck.
SHARPEDO @ Lum Berry/Scope Lens
Rough Skin
- Surf/Hydro Pump
- Ice Beam
- Crunch
- Earthquake
Mixed Sharpedo of sorts. The main problem is that it doesn't have the best
type coverage in the world. And Hydro Pump because Sharpedo is meant to jump
in and out and do as much damage as possible, and you'll need the extra 25
points.
---
SHARPEDO @ Choice Band
Rough Skin
- Return/Double-Edge
- Earthquake
- HP Ghost/Rock
- Surf/Hydro Pump
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ TRAPINCH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It gets Arena Trap. And Quick Attack. And base 100 attack.
Together, this might all be good, except for the fact that Trapinch is second
to last in terms of speed (hi5 Shuckle). Which also means it's going to be
depending on Quick Attack a lot to do damage.
But, Trapinch does have its uses. With specific EVs (as created by Yusuke and
MrDodrio, IIRC), it survives Alakazam Psychic and can OHKO back with
Earthquake. Or it can switch in the turn Regice uses Rest, use 2 EQs, and
then QA for a KO. And like all Arena Trappers, it makes for a nice Slaking/
Wob counter. Not to mention the best End/Subrevver counter as well, since
Arena Trap prevents them from switching out and saving the 200 power move for
another occasion.
TRAPINCH @ Soft Sand/Quick Claw
Arena Trap
- Earthquake
- Quick Attack
- Toxic
- Protect
I believe it needed Soft Sand to 3HKO Regice with EQ and QA, but I can't
exactly recall. Quick Claw is funny.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FLYGON ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
You'd think that one of these days, Nintendo would make a Dragon that wasn't
4x weak to Ice. And excluding ubers and Kingdra and Bagon and Dratini and
Dragonair, they still haven't done so. Poor Flygon.
On the other hand, Ground/Dragon with Levitate is a fun typing. Like Claydol,
it resists both Rock and Ground, making it a good TTar/Rhydon counter. Like
Rhydon, give it Sub and Weezing won't really be able to touch you. Or take
advantage of the base 100 attack and speed and beat things in with STABed EQs.
Unfortunately, Ground/Dragon is neutral to almost anything, and Flygon tends
to get 2HKOd by a lot of common attacks, somewhat limiting its usefulness.
FLYGON @ Choice Band
Levitate
- Earthquake
- Rock Slide
- HP Flying
- Quick Attack
EVs:
Adamant (+Att -SA) 4/252/0/252/0/0
- 299 speed, so above Heracross and Pinsir. I don't think it's worth Jolly,
since you're competing with things like Slaking and Zapdos that usually beat
Flygon anyway.
****FRLG Standard****
Fun stuff, fairly simple. Getting Rock Slide from FRLG was nice. If you
can't get a move in here, substituting Return always works (which was done a
lot in 200).
---
FLYGON @ Leftovers
Levitate
- Sunny Day
- Fire Blast
- Solarbeam
- Dragon Claw
Runs off Flygon's lower SA stat, which isn't too wonderful. On the other
hand, at least it isn't weak to Sunny Day like half the other Sunnybeamers.
A crappy boring set, but it might work if you're lucky.
---
FLYGON @ Leftovers
Levitate
- Earthquake
- Rock Slide
- Substitute
- Fire Blast
A Flygon I've been trying out more recently. Makes for a good switchin
against Forry (well, all Flyers/Levitators do), and lets you get in a free
Sub. Fire Blast for the same Forry. As I said before, if you get in a Sub
before Weezing can WoW, you can KO it with Fire Blast before it does anything
with Sludge Bomb. However, this set has the same problem as all non-CB
Flygons - it really doesn't do much damage. Namely why CB Flygon is
considered standard.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ HARIYAMA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
After using a Hariyama on one of my teams, it sorta spiked a recent comeback
in this pokes' usefulness. And goddamn is it good.
Pure Fighting type with 120 attack makes for a good Blisslax counter in
today's metagame. It doesn't even need many attack EVs to land a big blow.
Not to mention that 144 base HP is abusive, especially when the defenses
aren't as bad as, say, Wigglytuff. It also learns one of the coolest moves in
the game, Knock Off, and combined with Thick Fat, you can make a good stalling
Hariyama. I use it on my tourney team now, incredibly cool, and a good
counter to the stally metagame.
HARIYAMA @ Leftovers
Thick Fat
- Cross Chop
- HP Rock/Ghost/Toxic
- Knock Off
- Whirlwind/Counter/Rest
EVs:
Adamant (+Att -SA) 12/20/176/48/0/252
- Faster than Blissey. I'm not going to lie, somewhat arbitrary EVs.
The flurry of defensive Hariyamas. When I first used it, I had CC/HP/KO/
Counter, while AK ran a parallel set but with WW instead of Counter. Which
led to a decent amount of fun. When someone battled me first, I switched in
my Hariyama to meet a Salamence. Salamence, not knowing what was going on,
used HP Flying, which was promptly countered back for a OHKO. Later, that
same person battled AK, and he switched in his Hariyama to face the same
Salamence. The opponent predicted Counter and chose to DD up instead, and
got Whirlwinded away. Fun stuff.
Now, I have Rest in the last slot, to complement my Restbelling team. Sorta
a stalling team that counters other stallers. I also used Toxic over HP Rock.
After Knocking Off one poke, most opponents generally switch in that same poke
when Hariyama comes back out, to avoid getting Knocked Off again. Instead,
they find Toxic waiting for them. Eventually though, I ended up ditching the
idea after running into 3 Weezings in a row and stuck with the more consistent
HP Rock.
---
HARIYAMA @ Salac Berry
Guts
- Endure
- Reversal
- Rock Slide/HP Ghost
- Belly Drum
Belly Drum Reversal...finally the damage cap might be good for something. It
needs a fairly substantial amount of Speed though (at least 3 stages, so two
stages passed and another by Salac). Which also led to someone using
Agility Ninjask (lol), but that's another story.
---
HARIYAMA @ Leftovers
Thick Fat
- Substitute
- Focus Punch
- Rock Slide
- HP Ghost/Knock Off/Whirlwind/Reversal
Hariyama is naturally pretty slow, has more than enough HP (400+) to ensure
the 100+ HP Sub, and also this nice attack stat and STAB to make it a good
Subpuncher. Can't believe I forgot this set. Ultimate Blissey counter, btw.
If you feel risky, try Subpunchrevving.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~ MANECTRIC ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
As far as I'm concerned, a crap Jolteon :( About the same movepool, except
Mancetric gets Crunch. And it can't BP. Not to mention it's slower, has
signficantly lower SD, doesn't get Volt Absorb, and it looks like it just got
its bundo pwnt. Zapdos, Raikou, Jolteon, and Magneton are about the only
really good Electric types.
MANECTRIC @ Leftovers
Static
- Thunderbolt
- HP Ice/Grass
- Toxic/Thunder Wave/Crunch
- Substitute
One of the status moves, preferably. Non-STABed Crunch is pathetic, Dark is a
pretty crappy attacking type. It couldn't even get CM like Raikou, which
would at least make it semi-decent. Except not really. But someone might use
it outside of the UU environment.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ CAMERUPT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
I would like to quote Nerd-Man's description of Camerupt, as can be found in
his Camerupt guide on IGN (link proceeding quote).
"The first thing that catches my attention about this pokemon is that it can
explode. This seriously tickles me to death. All other pokemon that can
explode are round like a bomb, and Metagross is machine-like, so it somewhat
makes sense. But Camerupt is no bomb; he is a freaking camel for crying out
loud! I can just imagine this thing’s glazed over expression right before it
ends itself in a fiery explosion. Okay, maybe I think about it too much..."
>>
http://boards.ign.com/message.asp?topic=61177537&start=61213493
Wubu Courtney :*
Well, what can I say about Camerupt? It's another one of those cool pokes
with huge Att and SA, but tends to be either really slow (Crawdaunt,
Octillery) or really weak (Sharpedo). In this case, Camerupt comes out on the
slow side. Still, cool SA lets it Overheat things, as well as getting a
STABed Earthquake to mess around with and even a natural Rock Slide. Very
very very hot in-game, and with FRLG it got EXPLOSION :D Somehow I imagine
that the explosion power comes from its humps...Watch out for the 4x water
though, but while you're here Camerupt is another one of those cool ground
types that is neutral to Ice/Grass (the two most common HP types).
Finally, it clocks in as the ultimate Weezing counter, if you really need one
of those.
CAMERUPT @ Leftovers
Magma Armor
- Earthquake
- Rock Slide/Substitute
- Fire Blast/Overheat
- Explosion
EXPLODING CAMEL DAI
---
CAMERUPT @ Choice Band
Magma Armor
- Earthquake
- Rock Slide
- Explosion
- Fissure
Now with 1.5x the exploding power!
---
CAMERUPT @ Leftovers
Magma Armor
- Earthquake
- Rock Slide
- Overheat
- Roar
Synre's old 200 Camerupt. Takes on Skarms and some other stuff, it can
survive an EQ sometimes, and it's a CAMEL !hump
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ WALREIN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Not as good as Lapras, if only because it doesn't get Thunderbolt. But then
again it does get Earthquake, which is certainly a viable option. Think of
Walrein as *slightly* less tanky and *slightly* more attack-oriented, with
Walrein's higher speed, higher SA, and lower HP. But as I said, it basically
comes down to TB vs EQ. Oh, and Thick Fat is nowhere as cool as Water Absorb,
although to be quite honest neither trait is really useful on a Water/Ice.
WALREIN @ Leftovers
Thick Fat
- Ice Beam
- Earthquake
- Surf/Body Slam/Toxic/Sheer Cold
- Rest/Substitute
I used IB/EQ/Sheer Cold/Rest in a UU tournament. EQ was probably the most
useful move, it helped it match up against things like SD Tentacruel or
Subpiggy, even without too many Att EVs. I also like Sheer Cold in the last
slot, but Toxic works very well too. And Sub/Rest in the last slot is sorta
your choice - I'm against Sub in principle, since a LOT of things do 25% to
Walrein, but knock yourself out.
---
WALREIN @ Leftovers
Thick Fat
- Earthquake
- Rock Slide
- Curse
- Rest
I have to put it in right?
---
WALREIN @ Leftovers
Thick Fat
- Ice Beam
- Yawn
- Earthquake
- Surf/Body Slam
And another moveset to point out that it learns Yawn, which is always handy.
Body Slam is parashuffling of sorts. Crappy sorts. But if you par them on
the Yawn turn, it kinda sucks :(
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ CACTURNE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Look at that. 115 in both attacking stats, 75/60/60 in the Defenses, and low
speed. Seem familiar?
And people wonder why RS 200 is considered the most offensive (as in more
attacking less defending) generation.
CACTURNE @ Leftovers
Sand Veil
- Focus Punch
- Substitute
- Teeter Dance
- Leech Seed
@ Donut (omg I <3 Donut right?). Subpunching, combined with the same Sub/Seed
principle that is used in McSceptile, combined with Teeter Dance so you can
get the Subs up safely, combined with Sand Veil for some added protection in a
sandstorm team. Fun to use.
---
CACTURNE @ Leftovers
Sand Veil
- Needle Arm
- Spikes
- Leech Seed
- Substitute/Faint Attack/Seismic Toss
I'm sorely tempted to use Seismic Toss - despite that cool attack stat, it has
nothing to use it on. It couldn't even get Brick Break or Shadow Ball or even
Sludge Bomb. In any case, Cacturne also learns Spikes, but it doesn't work
out to well on a poke with such crap defenses.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GLALIE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The definition of mediocrity, although the solid base 80 stats is somewhat
better than the average. But then again, you don't win with pokes that are
"somewhat better than average". Especially when you have a crap movepool that
relegates Glalie to "now the balanced stats makes it impossible to choose a
personality".
GLALIE @ Leftovers
Inner Focus
- Ice Beam
- Spikes
- Explosion
- Toxic/Substitute/Crunch/Earthquake
Spike and Explode. Kinda like Cloyster, except it can't really take a hit
along the way. And Inner Focus wtf...now that Rock Slide won't flinch, it
just KOs - stupid wasted traits.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ LUNATONE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Floating Rock. Up there IMO as one of the coolest type combinations ever, as
it resists Normal, Ground, and Flying (hi Dodrio). However, the cool typing/
trait comes at a price - Lunatone's stats are below average. The defense
isn't good enough to really take advantage of the typing - without Def EVs CB
Tauros still 2HKOs with Return. On the other hand, Lunatone does get Calm
Mind, and some other cool moves in Psychic and Ice Beam. Hm wonder how
that'll work out.
LUNATONE @ Leftovers
Levitate
- Psychic
- Ice Beam
- Calm Mind
- Hypnosis/Substitute/Toxic
Meh. Kinda boring, and the Rock typing hurts it quite a bit, as now it dies
very quickly to the average Starmie. It doesn't even get a SE attack, or a
neutral attack for that matter.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ SOLROCK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Much better than its floating counterpart. Solrock's stats actually take
advantage of the type/trait, with higher Def than Lunatone. As such, I used a
Solrock as a defensive wall of sorts in UU, it was fun, although it required a
significant amount of EVs. Still better than Lunatone IMO - even if it
doesn't get CM, it can use a Choice Band to get a comparable boost in Atk.
SOLROCK @ Choice Band
Levitate
- Rock Slide
- Earthquake
- Explosion
- Shadow Ball/Overheat
CB Solrock. STABed Rock Slide hurts. It makes a decent enough switch against
CB Dodrio or something of the sort, although you need to ignore the Speed and
put signficant EVs into Def to really use it as a counter.
---
SOLROCK @ Leftovers
Levitate
- Rock Slide
- Earthquake
- Reflect
- Explosion
I had some fun with that. PPassing is still overrated IMO (it goes away so
quickly :(), but sometimes it can jump up and cover your ass. Like when Cody
comes in, Solrock just flies in to the rescue ("GET YOUR BUTTPLUGS").
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ GRUMPIG ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Grumpig. A poke I will forever attribute to Keffin the Ironwang, Subpiggy was
one of the cooler things I saw through most of 200. Grumpig is a cool special
tank - although the SD/SA are lower than that of Gardevoir, Grumpig's higher
HP covers for it in the end. And it learns Sub naturally. Too bad the move
difference was rectified in FRLG, otherwise Grumpig would have something to
make it stand out. Unfortunately, the only real differences between Gardy and
Grumpig are Grumpig's marginally better defenses (it survives a bit more on
the physical side), trait, and movepool. And unfortunately for Grumpig,
Trace and Thunderbolt outclass Thick Fat and HP Fire. And now that the rest
of the psychics learn Sub as well, Grumpig has found itself short of a job.
GRUMPIG @ Leftovers
Thick Fat
"Subpiggy"
- Psychic/Extrasensory
- HP Fire
- Calm Mind
- Substitute
EVs:
Calm (+SD -Att) 204/0/0/176/60/68
- Grumpig desparately wants to outrun Modest Magneton, putting it at 240
Speed.
Thick Fat is, sadly enough, fairly opportunistic - although Grumpig makes for
a nice switchin against Fire/Ice types, they aren't very common as a whole
:( However, the natural Sub combined with Ice resistance made Grumpig one of
the few 200 special attackers that face down Regice, and it did so fairly
succesfully. HP Fire is for Steels (Metagross and Skarmory in particular),
but it can be substituted for HP Dark/Ice/Grass if you see fit, although I
don't recommend it. This thing owned in the recent Ice UU tourney, which was
very cool.
I should also mention that Extrasensory is considered for PP reasons. If you
forsee a long stally match with your Subpig, Extrasensory's 48 PP is much
nicer than the 16 PP clip of Psychic. Still, this is only really useful if
you anticipate long stalling, and I find that 16 hits of the stronger Psychic
is often enough to wipe out a team (or get yourself killed, whichever comes
first). Also mentioned because with FRLG tutors this set is now legal.
Thanks to Flaming Knuckles for his sizable e-mail touting the wonders of
Extrasensory.
---
GRUMPIG @ Choice Band
Thick Fat
- Psychic
- HP Fire
- Calm Mind/Confuse Ray
- Trick
I never really understood the point of Trickbanding, often times it doesn't do
much (oh boy, I took Heracross' Salac Berry and gave it a Choice Band instead)
or is just a waste of a moveslot. In this case, it takes away the Sub that
Subpiggy needs to get set up (hence the name). You can always default to
Confuse Ray, but IMO Grumpig has better things to do.
---
GRUMPIG @ Leftovers
Thick Fat
- Psychic/Extrasensory
- Fire Punch/Ice Punch/Thunderpunch
- Substitute
- Calm Mind
****Emerald Only****
Another placeholder moveset. Notice that Grumpig gets all 3 punches, which
moves it up in the Psychic type pecking order. I'd put it at near Zam now,
and edging closer to Gardevoir.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~ PLUSLE/MINUN ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
So, they power up with each other. That means you need 2 TIMES the crap just
to get the same results as a Raikou, or even a Pikachu. That's all Plusle and
Minun are - cheap imitations of Pikachu. That said, they are fun if you have
a buddy who doesn't mind losing and who enjoys 2v2. TWICE AS EASILY OWNED BY
DUGTRIO, WOOHOO.
PLUSLE/MINUN @ Leftovers
Plus/Minus
- Thunderbolt
- HP Ice/Grass
- Substitute
- Encore
Hi I am crap.
---
PLUSLE/MINUN @ Leftovers
Plus/Minus
- Thunderbolt
- Agility
- Substitute/Thunder Wave/HP Ice/Grass
- Baton Pass
What's yellow and red and blue all over?
HOT PLUSLE ON MINUN ACTION.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MAWILE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Hey, I completely forgot it learned Intimidate. Mightyena, Masquerain, you
might have some competition for that coveted "learns Intimidate and has no
other use" prize.
Did anyone notice that all the crappy pokes that got Intimidate start with the
letter M? Maybe because M stands for MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMcrap.
MAWILE @ Leftovers
Intimidate
- Fire Blast
- Solarbeam
- Sunny Day
- Ice Beam
hehehehe
---
MAWILE @ Lum Berry/Salac Berry/Liechi Berry
Hyper Cutter
- Return
- Swords Dance
- Substitute/Brick Break
- Baton Pass
---
MAWILE @ Leftovers
Intimidate
- Seismic Toss
- Counter
- Toxic
- Fire Blast
For crap, it learns a lot of moves.
---
MAWILE @ Leftovers
Intimidate
- Substitute
- Focus Punch
- Ancientpower/HP Rock
- Baton Pass
And I feel obligated to list crappy sets. This one might do something, you
can choose to either Subpunch or pass the Sub instead. Oooh I thought of
something interesting, go me.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ MEDICHAM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Pure Power. All it needs to jump past all non-ubers for highest unboosted
attack in the game. And unlike the other Huge Power abuser, Azumarill,
Medicham gets a cool STABed attack and a cool movepool too. Part-Psychic
type gives it a fighting resist (woohoo), and it has good enough speed to max
out after Salac. And did I mention 482 UNBOOSTED ATTACK BRICK BREAKS?
Good I did.
I would also like to take this time to add that BPing Medicham sucks, as it
has no defense on either side, nor any resistances that would let it survive a
hit to either BU or CM. For the same reason, Recover is a waste. And why
would anyone use a special Medicham when it has 482 UNBOOSTED ATTACK.
MEDICHAM @ Choice Band
Pure Power
- Brick Break
- Shadow Ball
- Rock Slide
- Focus Punch
EVs:
Jolly (+Spd -SA) 4/252/0/252/0/0
Awesome stuff. About as good as CBHeracross - although it doesn't get the
other STAB move, it can counter both ghosts and flyers with SB/RS. And I'd
prefer the counters any day.
---
MEDICHAM @ Salac Berry
Pure Power
- Substitute/Endure
- Reversal
- Rock Slide/Shadow Ball
- Focus Punch/Rock Slide/Shadow Ball/Bulk Up
Endure is EMERALD only.
Remember, Medicham *didn't* even learn Endure, so people kinda forgot that it
learned Reversal through all of 200. But with FRLG and Subrevving, Reversal
Medicham (300 power off 480 attack) came back into the picture. You can try
Subpunchreversaling, or use one (both) counter moves, or try Bulk Up (although
Heracross wins that contest with Swords Dance instead of Bulk Up). Still
awesome though.
---
MEDICHAM @ Salac Berry
Pure Power
- Brick Break
- HP Rock/Return
- Shadow Ball
- Bulk Up
****old 386 standard****
This isn't a great set, I just want to prove how bad Medicham was in pre-FRLG
play. People used either this or CB. Kinda like Bulk Up Blaziken, but I can
attest to how easily Blaziken dies. And this one folds over even quicker.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ALTARIA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It passes Dragon Dance on to Salamence. Next.
It also gets Natural Cure and a cool movepool, but the lower stats warrant
using another dragon over this one.
ALTARIA @ Leftovers
Natural Cure
- HP Flying/Earthquake/Ice Beam
- Dragon Claw
- Fire Blast
- Rest
Natural Cure Resting is surprisingly fun, and Altaria's stats are more
inclined toward tanking than Salamence (although Dragonite is the epitome of a
tankish dragon-type). An attack for every occasion, with any luck.
---
ALTARIA @ Leftovers
Natural Cure
- HP Flying
- Earthquake/Dragon Claw
- Dragon Dance
- Fire Blast
A mini-Salamence, and it does a very sucky job at it.
I should also add that it learns Perish Song and Sing, which might merit some
use. Although PSong kinda sucks without ML, and it still kinda sucks even
with a trap. And 55% accuracy blows.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WYNAUT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
<+O_o> (wynaut?)
<%DUrk> sure wynaut :*
* MystErikEry has an adamant wynaut XD named Because.
<blue> WYNAUT
<+escaLade> I come back and see wynaut X)
<+CanOfTuna> sure
<+CanOfTuna> whynot
<+CanOfTuna> what's the team
<%DUrk> *wynaut
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DUSCLOPS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
God I hate this thing. Dusclops does not freaking die, ever, to anything. It
survives all manner of CB Slaking Shadow Balls, doesn't get KO'd by several
stage boosted attacks, immunity to Normal/Fighting is annoying as hell, and
Pressure could possibly be the most annoying trait ever in today's stall-based
metagame. Argh.
And being a ghost type, it resists Rapid Spin. Not to mention it's a decent
Skarmbliss counter, with FP for Bliss and WoW for Skarm. Or you could go with
the consistent damage Seismic Toss. Or have some fun with Pain Split or
DBond or Imprison. Or don't use it and do me a favor :D
DUSCLOPS @ Leftovers
Pressure
- Shadow Ball
- Focus Punch
- Will-o-Wisp
- Rest/Substitute
EVs:
Careful (+SD -SA) 252/32/0/0/0/224
- Choose one defense and run it all the way up. Dusclops isn't strong enough
to go 252/129/129 and expect to survive. You can also put in some speed EVs
if you want to outrun Snorlax.
****FRLG Standard****
With only a few Att EVs (32, and 31 DV), you have a guaranteed OHKO against
Alakazam. And those EVs add a tiny bit more power on Focus Punch, which works
against non-IBing Blisseys (and the ones with IB can be WoWed instead, as they
do insignicant damage with un-STABed IB against you [15-20%]). WoW because it's
probably the best status move in the game, and Rest to make it a bitch. The
FRLG Standard is mostly the Focus Punch (base 70 attack isn't BAD...), which
was used a lot for Blissey. Sub kinda fits in naturally with the speed and the
punches, thank you forgotten myth for pointing this out.
---
DUSCLOPS @ Leftovers
Pressure
- Night Shade
- Will-o-Wisp/Toxic
- Rest/Destiny Bond
- Confuse Ray/Toxic/Pain Split/Mean Look/Protect
And here we have the tons of other Dusclops that were tried out, mostly in 200
play. Double status to counter immunities, and a lot of choices for the last
slot. Pain Split is my choice, but Mean Look can catch quite a few pokes
unaware. I was on the wrong end of a Dusclops which MLed my Blissey and
eventually took it out after repeated Toxics/Aromatherapies.
---
DUSCLOPS @ Leftovers
Pressure
"CMclops"
- Ice Beam
- Calm Mind
- Will-o-Wisp/Psychic
- Rest
CM Dusclops. It doesn't do too much damage, but it becomes even bitchier to
take out. When combined with Pressure, you basically have an advanced staller
which can occassion to do some damage when necessary. CMclops vs Blissey is
the epitome of the stalling metagame.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ROSELIA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
100 SA must be good for something. Like HP Dragon.
ROSELIA @ Leftovers
Natural Cure
- HP Grass
- Spikes/Synthesis/Toxic
- Aromatherapy/Growth
- Leech Seed
It really doesn't have any business using Spikes/AT, as those are defensive
moves on a poke that isn't going to survive much at all, but there aren't
exactly many other options. Growth is sorta cool, if you get it to work
(unlikely).
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ VIGOROTH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Although technically different from Slaking, that doesn't warrant using it.
I'd prefer Kangaskhan or Snorlax any day of the week. And more people need to
use Kangaskhan anyway. Heck, they even have similar traits.
VIGOROTH @ Leftovers
Vital Spirit
- Return
- Shadow Ball
- Bulk Up
- Slack Off
Worth a try, if you're bored. 50% healing moves are hot, but watch for
status. Plays almost exactly like Curse Miltank, except with crappier
stats.
---
VIGOROTH @ Salac Berry
Vital Spirit
- Substitute
- Flail
- Shadow Ball
- Bulk Up/Reversal
Now that I think about it, being able to use both inverse-HP moves at the same
time could potentially do something, although Heracross would still be better.
The only difference is that Vigoroth needs Flail for damage and Reversal for
typing, whereas Heracross' Reversal gets both the damage and the typing.
---
VIGOROTH @ Leftovers
Vital Spirit
- Focus Punch
- Substitute/Yawn
- Shadow Ball
- Return/Slack Off
Same thing, avoid status.
---
VIGOROTH @ Leftovers
Vital Spirit
- Return
- Substitute
- Bulk Up
- Slack Off
The more I look at its movepool, the more potential I see. Vigoroth is
actually pretty cool. In this case, watch for special attacks/Ghosts/phazers.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SLAKING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
SLAKING @ Choice Band
Truant
- Return
- Earthquake
- Shadow Ball
- Focus Punch
EVs:
Jolly (+Spd -SA) 4/252/0/252/0/0
****FRLG Standard****
Argue with this and I'll shoot you. Yes over the Internet, I will make sure
you die a slow stabbity death.
---
SLAKING @ Lum Berry/Leftovers
- Return/Slash
- Shadow Ball
- Bulk Up
- Rest
If you ever happen upon a hacked Truantless Slaking, here's a good suggestion
for a set :* MC has one of these, and I got one for myself in redux (before
tenchi cleared the bots :[), and goddamn it's fun to use. Sweeps entire teams.
And Slash is a redux move, so avoid it in real battles :/
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SWALOT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
An interesting poke. More balanced overall defenses than either Muk or
Weezing. It doesn't get Levitate, which already makes it less useful, but
instead a fun trait to play around with in Liquid Ooze. This alone wouldn't
make Swalot more useful than either Muk or Weezing, but it does get some
interesting moves in Ice Beam and Yawn. Then again, without the standout
defenses of Muk and Weezing, Swalot just kinda patters out in the middle as
dying to both types of attacks instead of just one. Fun to use, but not
worth choosing over the other two poisons.
SWALOT @ Leftovers
Liquid Ooze
- Sludge Bomb
- Ice Beam
- Yawn
- Explosion/Pain Split/Counter
Defenses are good enough to take a non-STABed EQ, or even a STABed one if
you're lucky. Hence Counter. And IMO Swalot's base 100 HP somewhat
discourages Pain Split :/
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TROPIUS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
HM Slave. Best used as such, unless you have a mono-grass team, in which
case you still have better choices. Good all-around defenses, but the grass/
flying type relegates that to at-best average defenses with the numerous
weaknesses. Boring movepool too.
TROPIUS @ Leftovers
Chlorophyll
- Body Slam/Earthquake
- HP Flying
- Swords Dance
- Substitute
Humpius.
---
TROPIUS @ Leftovers
Chlorophyll
- Solarbeam
- HP Fire/Ice
- Sunny Day
- Body Slam
---
TROPIUS @ Leftovers
Chlorophyll
- HP Flying/Grass
- Body Slam/Earthquake
- Leech Seed
- Synthesis
Tanky. And I could've sworn Tropius learned Counter, that would've been a
nice addition to this set :/
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EXPLOUD ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
One of the cooler 200 anti-metagame pokes. With Soundproof, Exploud keep in
Ninjask passes vs Skarm, and then proceed to beat it up with Fire Blast. Good
all-around stats also helps, Exploud can go physical, special, or both.
EXPLOUD @ Lum Berry/Leftovers
Soundproof
- Return
- Earthquake/Brick Break
- Shadow Ball
- Fire Blast
****200 Standard****
Cody was the first to really use this, IIRC. Beats up Skarms, makes a nice
BP target with Soundproof, and is pretty cool. This set is specially for
receiving a BP from Ninjask, otherwise you might want to throw Howl in there
somewhere.
---
EXPLOUD @ Choice Band
Soundproof
- Return
- Earthquake
- Shadow Ball
- Hyper Beam/Brick Break
I just noticed it doesn't learn Focus Punch, despite having arms and fitting
in nicely with the rest of the FPers. Too bad. Brick Break is only in there
if you need to take out a ppass - Return will do more damage in every
situation, unless you come up against an Aggron, in which case EQ does more
damage than BB. The only exception to this is pokes that are 4x weak to
fighting and not ground, namely Tyranitar, and you can switch to your handy
dandy Swampert in that case :)
---
EXPLOUD @ Leftovers
Soundproof
- Fire Blast
- Ice Beam
- Earthquake
- Return
Crappy special Exploud.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ CLAMPERL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
I almost forgot, Deepseatooth Clamperl is technically better than Light Ball
Pikachu, at least in terms of SA and defense. But when you're already weak,
and Clamperl is slow to top it off, the higher SA doesn't mean much if you
don't live to use it. Base 32 Speed is bad.
CLAMPERL @ Deepseatooth
Shell Armor
- Surf
- Ice Beam
- HP Grass
- Protect/Substitute
---
CLAMPERL @ Deepseatooth
Shell Armor
- Surf
- Barrier
- Confuse Ray
- Rest
I've been told this works. Watch for special attacks. Actually, watch for
damaging attacks :/ It requires setup to really be useful.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HUNTAIL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Interesting poke. Good stats in Att/Def/SA, pretty bad elsewhere. Imagine
Kabutops, except with better SA, and without the Rock typing. And without a
STABed physical move, Huntail sorta loses. Better analogy - a Sharpedo with
good defense and bad speed. So it survives stuff, but can't exactly sweep.
HUNTAIL @ Leftovers/Lum Berry
Swift Swim
- Surf
- Ice Beam
- Rain Dance
- Confuse Ray/Body Slam/HP Grass
Unlike Kabutops, however, Huntail doesn't have any moves to take advantage of
the high Att.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ GOREBYSS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Extremely popular for the ability to BP both Amnesia and Iron Defense, but any
botter will tell you what a bad tactic that is. The odds of getting to pass
more than a single stage boost is very unlikely, phazers still beat the crap
out of you, and unlike passing the positive stats of Att or SA or Speed you
pass defensive stats. And unless you're making a huge BP chain, passing
defense tends to only prolong death as opposed to help defeat things. And
like most other water pokes, there are better Swift Swimmers out there, namely
Kingdra or Omastar. Still, it's UU, and fun to play around with. Fun if you
can get something passed, it also learns Agility to help the speed.
GOREBYSS @ Leftovers/Lum Berry/status berry
Swift Swim
- Surf/Ice Beam/Agility/Iron Defense/Amnesia
- Agility/Iron Defense/Amnesia
- Agility/Iron Defense/Amnesia
- Baton Pass
Choose something to pass. Having Agility in there is nice, if you ask me. I
like Surf/Agility/Amnesia/BP myself, and you can pass it off to Metagross or
something that'd be nice. Agility on the switch, Amensia and hope to survive,
and you might have enough stats to make use of Gorebyss. Also, the @ status
berry depends on what you're passing to - for example, if you're passing to
Metagross, you might go @ Liechi.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABSOL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
It could be so much better, if it wasn't Dark type. 130 Attack is great,
except for the ever-so-slight drawback of non-STABed attacks and a crap
movepool that is limited to Return/HP/Shadow Ball. Average defenses doesn't
help either. Still, it can BP away its boosts, and it learns both SD and CM,
which makes for an interesting combination, although best not combined.
ABSOL @ Lum Berry/Salac Berry/Liechi Berry
Pressure
- Shadow Ball
- Return/HP Fighting
- Swords Dance
- Baton Pass/HP Fighting/Aerial Ace
I prefer BP. If you can somehow remove your opponent's phazer, you have some
options in either attacking or BPing, and a Swords Dance gets around the lack
of STAB fairly nicely.
---
ABSOL @ Leftovers/Lum Berry
Pressure
- Ice Beam/Fire Blast
- Thunderbolt
- Calm Mind
- Substitute/Fire Blast/Baton Pass
The special Absol. It gets an interesting movepool, and 75 SA isn't TOO bad.
Like most special BPers, it tends to give the normal phazers a problem,
especially with Thunderbolt/Fire Blast, which will work through Skarm/Cune/
Steelix. Not to mention it's somewhat unexpected.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BANETTE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The attacking ghost-type. Oxymoron? As it turns out, not really. Banette is
actually incredibly cool, getting nice move choices in WoW and Knock Off, as
well as that base 115 attack. It isn't that slow, either, and in today's
metagame it does a nice number against Blissey. I really can't say enough
about Banette, it really owns, Insomnia is handy if you remember it has it,
and cool damage.
BANETTE @ Leftovers
Insomnia
- Shadow Ball
- HP Fighting
- Knock Off/Substitute
- Will-o-Wisp/Substitute
Ghost/Fighting, as I'm sure I've mentioned, is one of those type combos that
gets at least neutral against everything. With Banette's great attack, HP
Fighting ALMOST OHKOs TTar, which is cool. Knock Off and WoW is a combo of
two of the best moves in the game - pity Banette isn't stronger defensively,
or it would be awesome.
---
BANETTE @ Choice Band
Insomnia
- Shadow Ball
- HP Fighting
- filler1
- filler2
Wee.
---
BANETTE @ Leftovers
Insomnia
- Shadow Ball
- Knock Off/HP Fighting/Return
- Toxic/Will-o-Wisp
- Skill Swap
I'm sorta making up a Skill Swap set, since that's the main point. Skill Swap
Insomnia onto a poke that depends on Rest, and force it to switch/die. Not
quite as useful as Hypno (which already wasn't too great), but it makes for a
nice anti-standard moveset. Still, IMO, if you want a Rest-killer try
Taunt Umbreon/Imprison Dusclops.
---
BANETTE @ Leftovers/Lum Berry
Insomnia
- Shadow Ball
- HP Fighting
- Return/Substitute
- Snatch
MrE used this in old 200, although obviously not with Substitute. He managed
to snatch a DD or two when facing an unsuspecting Gyarados, which made for a
funny turn. DD Banette has no weak. Sorta like Metronome Blissey :D
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SEVIPER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Find someone with a Ruby cartridge and swipe a Zangoose instead. Seviper
lives to be outclassed by it's rival. 100 SA - to waste on moves like Giga
Drain or Flamethrower (IT DOESN'T LEARN FIRE BLAST :(). Same defenses as
Zangoose, and anyone who's played with the goose knows that it gets 2HKOd by
anything. Except with Ground/Psychic weakness, you have even more to fear.
Shed Skin is fun to play with, but not reliable enough to consider on a
competitive team.
SEVIPER @ Choice Band
Shed Skin
- Sludge Bomb
- Earthquake
- HP Rock/Ice
- Poison Fang/Flamethrower/Crunch
Meh. It gets Earthquake. And better Attack than Arbok. Strong stats in
both attacks might makes this a specialized dragon killer, or something
similar.
---
SEVIPER @ Leftovers
Shed Skin
- Sludge Bomb
- Flamethrower
- Glare
- Earthquake/Toxic/Haze/Snatch
Glare abuse. It couldn't even get Arbok's Intimidate to let it survive a tad
bit longer :(
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ ZANGOOSE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The epitome of the 200 metagame. Zangoose made a name for itself when McGraw
first came up with McGoose, which symbolized the transition between GSC and
RS. No RestBell, no Curse, just stat up and attack. Even with McGoose's
eventual demise, Zangoose remained a constant threat through most of 200 play
with some modified sets. Base 115 attack, STABed Return, and Swords Dance
only makes it better. Why do you think everyone whored Skarm? :( Immunity
only makes a cool poke even sexier.
ZANGOOSE @ Silk Scarf
Immunity
"McZangoose"
- Return
- Quick Attack
- Swords Dance
- Protect
****old 200 standard****
The original McGoose. Protect was WAAAAAY back in the early 200 metagame,
when Slaking was as common as Blissey is today. Swords Dance/QA is the main
reason McGoose was unique, and with only normal moves the Silk Scarf (one of
two times when type-boosting items are even remotely considered) was really
put to its best use. Especially after the discovery that SD + Silk Scarf
made QA a OHKO against Alakazam. The original McGoose.
---
ZANGOOSE @ Lum Berry/Liechi Berry
Immunity
- Return
- Shadow Ball
- Swords Dance
- Quick Attack/Protect
****200 Standard****
Following in the steps of McGoose came the other 200 Zangoose. When Dusclops
use jumped in popularity, people started putting Shadow Ball on for Dusclops
(although it's not a guaranteed OHKO, even after a SD). Remember, there is no
real reason to use BB, as Return does more damage unless it happens to be quad
resisted, which would only be Aggron or TTar (who isn't in 200, remember?.
So, I guess this isn't too different from McGoose, but it does deserve mention
somehow.
---
ZANGOOSE @ Salac Berry
Immunity
"Flailgoose"
- Flail
- Shadow Ball
- Swords Dance
- Substitute
EVs:
Adamant (+Att -SA) 0/252/4/252/0/0
If you're reading this set, and you use a Flailgoose, I just want to make sure
that you are aware that I made this set.
After watching Donut use Subrev Medicham, I began a hunt for other pokes that
could take advantage of this. And the first poke I cam across was Zangoose.
THAT'S RIGHT THIS SET IS MINE.
Where was I? Right. If you can get in 2 SDs and Sub down to 1 HP, Flailgoose
will OHKO everything short of Aggron or Steelix. Even with one SD, you do a
nice solid 80% against the likes of Skarmory or Forretress, and Weezing/Cune
are long gone. Flailgoose is so cool, more people need to use it, it swept an
all-uber team once :(
Also, take credit for Flailgoose and you die.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ RELICANTH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
I would like to posit a general theory about Pokemon that all people should
learn. If you need to use a poke to get another poke, the second one is much
better than the first.
OK, that was a crappy way of saying that Relicanth and Wailord suck. Good
Def/HP, nice attack, but people just can't seem to make it work. Not to
mention that Rock/Water is a pretty bad typing, with Electric/Ground/Grass
weaks hurting it quite a bit, even with the nice Def. It's been used before,
but Relicanth begs a slightly better type.
RELICANTH @ Leftovers
Rock Head/Swift Swim
- Rock Slide
- Earthquake
- Yawn
- Double-Edge/Hydro Pump
Well, it's better than I'm giving it credit for. If it learned Counter, I'd
use it. But it doesn't, and it's sorta relegated to the status of a bad
Rhydon/TTar that gets Yawn. Although Yawn is cool.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AGGRON ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Pretty cool, if it wasn't for the typing. Being 4x weak to both Fighting and
Ground limits its use to almost all but the UU metagame, since EQ and/or BB is
so common. Still, it's a solid contender as a defensive wall, if you avoid
any fighting/ground attacks. And it can survive one of those, usually, and
Counter it back for a KO. Fun stuff.
AGGRON @ Choice Band
Rock Head
- Rock Slide
- Earthquake
- Double-Edge
- Focus Punch/Iron Tail
EVs:
Adamant (+Att -SA) 228/198/0/84/0/0
- This guy really wants to outspeed all Weezings, hence 157 speed. I prefer
having 338 HP to maxing Att in case you run into SToss problems, but that's
up to you.
Used a lot in 200 as a "standard" Aggron. Pretty cool, if you managed to
catch CB Dodrio or something.
---
AGGRON @ Leftovers
Sturdy/Rock Head
- Rock Slide
- Earthquake/Double-Edge/Thunder Wave
- Roar/Substitute
- Focus Punch/Counter
EVs:
Adamant (+Att -SA) 252/96/0/48/0/112
- Enough Att to OHKO Aero. Packs 148 speed to get past Bliss. You can go up
to 157 speed to outrun non-FB Weezing, and also shift SD into Att if desired.
The rest of the non-CB Aggrons kinda get lumped together. I used RS/EQ/Roar/
FP in the ICE UU tourney, it was pretty fun, especially with Fearow as common
as it was. And it only takes 50% from CB Fearow HP Ground, nice if you make a
mistake predicting.
---
AGGRON @ Leftovers
Sturdy
- Fire Blast
- Thunderbolt
- Ice Beam
- Water Pulse
OMG111!!!11!11111!!!!!!!onethounsandonehundredeleven!11 no weak
---
AGGRON @ Salac Berry
Sturdy
- HP Rock
- Earthquake/Focus Punch
- Substitute
- Endeavor
Credited to soggy_cardboard from TPM. Another of those funny pokes that
can learn Endeavor.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ CASTFORM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Check out the knockers on that thing <.<
CASTFORM @ Leftovers
Forecast
- Rain Dance
- Thunder
- Weather Ball
- Substitute/Thunder Wave/Ice Beam
---
CASTFORM @ Leftovers
Forecast
- Sunny Day
- Solarbeam
- Weather Ball/Fire Blast
- Ice Beam
Possibilities, except the setup sucks. Weather Ball vs Fire Blast is 100 Pow/
100% accuracy vs 120 Pow/85% Acc. Generally, most people choose FB in
FB vs FT, but here the decision is much closer. I'd go for Weather Ball, if
only for the novelty value.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VOLBEAT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Sad how Volbeat and Illumise have reversed stats. Volbeat is most commonly
used as a Tail Glow passer, except it has the lower SA. Two stage SA boost is
cool. Volbeat, on the other hand, isn't :( Pity it and Smeargle are the only
holders of this move.
VOLBEAT @ Salac Barry/Petaya Berry
Swarm
- Thunderbolt
- Tail Glow
- Baton Pass
- Thunder Wave/Signal Beam/Confuse Ray/Substitute
Have fun. TB works nicely against Skarm and Cune, after a Tail Glow it does
like 60%. Woohoo.
---
VOLBEAT @ Choice Band/Macho Brace
Swarm
- Signal Beam/Focus Punch
- Confuse Ray
- Trick
- Thunder Wave
Guthwulf's Volbeat, and it's popular enough that several people have asked him
if they can use the set. It works along the same principle as FP Raichu or
Cacturne, namely Paracon your opponent and hope they switch/FP/confuse so you
can get in a FP. Trickbanding also helps, if you manage to Trickband a
special attacker, or something of the sort.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ILLUMISE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
ILLUMISE @ Leftovers
Oblivious
- Seismic Toss/Thunderbolt
- Substitute
- Thunder Wave
- Light Screen/Encore/Wish/Toxic
Straight out of my ass. Volbeat is at least good for something.
---
ILLUMISE @ Leftovers
Oblivious
- Thunderbolt
- HP Ice/Ice Punch
- Flatter
- Psych Up
Better than what I had. Please please note that Ice Punch is Emerald only.
Thanks to Francisco X. Ospina for submitting.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CRADILY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The crappier fossil, most would agree. Built to Tank, but Fighting/Ice
weaknesses hurt it quite a bit. It doesn't get Leech Seed either, which hurts
its tanking prowess significantly. Still, Suction Cups is unexpected, and it
makes a good BP target. Works especially nicely with BP Smeargle, if you can
get in a Belly Drum.
CRADILY @ Leftovers
Suction Cups
"STAN"
- Toxic
- Barrier
- Amnesia
- Rest
Lol, I think #gfaqs remembers STAN the cradily. I used this on my early 386
TSS team, and it stalled the crap out of people who had no idea what it did
the first couple times. Suction Cups makes it impossible to phaze away the
defensive boosters, which makes STAN a bitch to kill. And then people just
started bring in Metagross and waiting for CHs.
As for the name STAN, AJ once called Cradily "Satan". When I was trying to
tell someone else my new nickname for Cradily, I made a typo and instead it
came out as STAN. And people liked STAN much better, so it stuck :D
---
CRADILY @ Lum Berry
Suction Cups
- Rock Slide
- Earthquake
- Rest
- Giga Drain
BP in a Belly Drum to this, and you won't fear much. Giga Drain is mostly
for Claydol and Flygon, the only pokes to resist RS/EQ.
---
CRADILY @ Leftovers
Suction Cups
- Rock Slide
- Giga Drain/Earthquake
- Mirror Coat/Confuse Ray/Toxic
- Recover/Rest
And the rest of the somewhat more tankish Cradilies.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ARMALDO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
One of those pokes that seems like it can do almost anything. Besides special
sweep. It acts as a decent physical wall, resisting normal moves with 75/100
in HP/Def. It can both Rapid Spin and Knock Off (although not at the same
time) for utility purposes. It breaks Subs with Rock Blast. Or it beats
things up with Rock Blast/EQ/Swords Dance. Seriously, I'm sure you can find
a use for Armaldo. Watch out for the Water/Rock weaknesses though.
ARMALDO @ Leftovers/Lum Berry/Salac Berry
Battle Armor
- Rock Blast/HP Rock/Rock Slide
- Earthquake
- HP Bug
- Swords Dance
Salac is sorta iffy, even after the boost it has a maximum of 322, which isn't
really that fast. And as such, I'd prefer Lum or Lefties.
---
ARMALDO @ Leftovers/Chesto Berry
Battle Armor
- Rock Blast/HP Rock/Rock Slide
- Earthquake/HP Bug
- Rapid Spin/Knock Off/Sleep Talk
- Rest
EVs:
Adamant (+Att -SA) 252/0/56/92/0/110
- Unfortunately, it's near impossible to OHKO Celebi or Starmie unless you
max Attack.
The most defensively oriented Armaldo set. It has better things to do though
:( Resting is somewhat awkward with Armaldo, it tends to get 3HKOd by a lot of
things, which is why Sleep Talk is a decent option. Battle Armor helps in
this regard to keep you from getting luck haxed while asleep.
---
ARMALDO @ Leftovers/Lum Berry
Battle Armor
- Rock Blast/HP Rock/Rock Slide
- Earthquake/HP Bug
- Rapid Spin/Knock Off
- Swords Dance
And finally the Hybrid Armaldo. Swords Dance makes it good as a Curselax
counter, and it can still RS/KO if wanted. Probably the best balance between
the two sets, and my preferred Armaldo set.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ GARDEVOIR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Oh nos I got a male Gardevoir I should be b& (or at least says 50% of the
nubby gfaqs boards).
Gardevoir competed with Alakazam in 200 for "best psychic", and sorta got
creamed, at least in 200 :/ However, with the advent of FRLG's more stall-
based metagame, IMO Gardevoir becomes the much better choice. It has the
defenses to take a hit on the physical side, it tanks much better on the
special side, and Rest is standard enough that it naturally competes with
Blissey. Still, base 80 speed isn't close to Zam's 120, and Gardy is still
fragile on the physical side. Still, it does get TB, a much better move than
Zam's Punches, and it has much more options in the last slot.
GARDEVOIR @ Leftovers/Chesto Berry/Salac Berry/Lum Berry
Trace
- Psychic
- Thunderbolt
- Calm Mind
- Rest/Will-o-Wisp/Thunder Wave/Toxic/Destiny Bond/Wish/Mean Look
EVs:
Calm (+SD -Att) 244/0/0/180/56/28
- Runs 241 speed to get past Modest Maggie, with 300 SA and 300 SD. Try and
avoid anything with physical attacks that is faster than you.
The last move is listed in approximate order of preference. Fairly simple in
principle, Gardevoir is a good special tank with 68/115 in HP/SD. Salac is
for use with Trace - Trace Magnet Pull from Magneton, CM up until the Salac
kick, then Rest. After you max out your CMs (hope Maggie doesn't have Metal
Sound), be prepared to sweep.
As for the rest of the moves, WoW is generally frowned upon, as it's at best
a last ditch move. Gardevoir isn't going to switch in against TTar or
Salamence to burn it. And if you're not facing a physical attacker, you're
generally better off CMing or attacking. The rest of the status moves follow
the same general idea. DBond is also an option, but it needs the Salac kick
first, and once you get boosted it becomes somewhat suspicious. Wish and Mean
Look are last, because they suck with Gardy's crap defenses.
---
GARDEVOIR @ Leftovers
Trace
- Psychic
- Thunderbolt
- Substitute
- Calm Mind
After seeing the success Subpiggy had in 200, I tried adapating the same
moveset to Gardevoir, with about equal results. TB is infinitely superior to
HP Fire, and Trace is fun to play with, but I still find myself preferring the
reliability of Thick Fat at times. Grumpig also has better defenses, thanks
to the higher HP. Still, fun to use, it works about as well as Subpiggy
(which is pretty damn good), and a good sponge.
---
GARDEVOIR @ Leftovers/Lum Berry
Trace/Synchronize
- Psychic
- Thunderbolt
- Calm Mind
- Imprison
Mekkah wanted me to add an Imprison set, "for kicks". Does pretty well as a
special tank, especially against other CMers, and especially especially well
against other Psychic CMers. As if you needed more reasons not to use Kazam.
---
GARDEVOIR @ Salac Berry/Lum Berry/Leftovers
Trace
- Psychic
- Thunderbolt
- Fire Punch/Calm Mind
- Ice Punch/Calm Mind
****Emerald Only****
The point is not to make a triple(double)-punching set, but to point out that
Gardevoir now has the variety of Alakazam. Which sorta does away with most of
the reasons to use Alakazam over Gardy.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ SALAMENCE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
If you want my opinion, probably the most feared poke nowadays, at least on
the offensive end. Base 135 Attack and 110 SA means that Salamence can be
either physical or special, or mixed. As such, Salamence's biggest threat
comes from its variability - you CAN'T know what set your opponent is running,
unless you watched a previous battle. And as such, there is no "standard" for
Salamence, since it has multiple effective movesets.
Also, people don't respect Salamence as a defensive tank of sorts. Intimidate
is by far the most useful factor in this regard, which effectively gives it an
automatic Defense up. Which cuts damage by about 1.5x. Add in a fighting
resistance, and Sala becomes the most reliable switch against your common
Heracross or Blaziken.
On the special side, Dragon/Flying seems to only get bashed for being 4x weak
to Ice. But did you miss the stuff that it resists? 2x Fire, 2x Water, 4x
Grass - that's about half the common special moves in this game. Add in a
decent SD, and you have yourself the makings of a tank. Not quite as reliable
as Dragonite, but it takes a 260 SA non-STABed IB to OHKO Salamence. And for
the average poke, 260 SA is a lot.
SALAMENCE @ Leftovers/Lum Berry
Intimidate
- HP Flying
- Earthquake
- Rock Slide/Brick Break
- Dragon Dance
EVs:
Adamant (+Att -SA) 148/222/0/140/0/0
- 270 speed for Adamant Hera/Pinsir. You can drop down to 264 if you just
want to clear Aero/Jolt/Crobat after a DD, but I don't think it's necessary.
Purely physical Salamence. Rock Slide is for Aero/Gyara (which makes Sala a
decent switchin against Gyara), while Brick Break is mostly for Blisslax.
Move choice depends on your team.
---
SALAMENCE @ Leftovers/Lum Berry
Intimidate
"Elemence"
- Fire Blast
- Dragon Claw
- Hydro Pump/Crunch/HP Grass/Electric
- Hydro Pump/Crunch/HP Grass/Electric
EVs:
Modest (+SA -Att) 28/0/0/244/236/0
- OHKOs Skarm with FB. 296 speed for Jolly Hera, and I advise you run at the
sight of anything faster.
Purely special Salamence. Thank MrE for this one. I'm not entirely sure how
this caught on though, it was primarily a 200 moveset, and Regice completely
dominates Elemence in 200 :(
---
SALAMENCE @ Leftovers/Lum Berry
Intimidate
"GPmence"
- HP Flying
- Dragon Dance
- Fire Blast
- Dragon Claw
So GP finally contributed something to RS. Good for him. Used a lot more in
200, and various forms have evolved through in FRLG. The first mixed Sala to
really be used in RS.
---
SALAMENCE @ Leftovers/Lum Berry
Intimidate
- HP Flying
- Earthquake/Rock Slide/Brick Break
- Fire Blast/Flamethrower/Hydro Pump/Substitute
- Dragon Dance
EVs:
Adamant (+Att -SA) 148/222/0/140/0/0
- FT should be a 2HKO on Skarm even with Adamant.
The rest of the sets, mostly other forms of GPmence, and as such they're also
mixed Salas. Probably also the most preferable of the Salamence sets. I
myself run HP Flying/RS/FB/DD. I've seen HP Fly/EQ/Sub/DD, which is somewhat
awkward, but it can work if your opponent depends on doing damage to take out
Salamence as opposed to phazing it.
---
SALAMENCE @ Choice Band
Intimidate
- HP Flying
- Double-Edge
- Earthquake
- Rock Slide/Brick Break
EVs:
Jolly (+Spd -Att) 4/252/0/252/0/0
- Don't forget to use 30/30/30/31/30/30 DVs for HP Flying.
Ahhhhhhhhhh how could I forgot this beast. CB Double-Edge off a 400+ attack
stat is amazingly deadly, even without STAB.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ METAGROSS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The other other poke that ties for highest non-uber/Slaking attack in the
game. Not to mention that it gets its own unique STAB move, an EQ power move
in an otherwise unused attacking type that can on occasion hax out attack
boosts (all this at the cost of 85% accuracy, however, which can seem to be
much lower than that).
Besides that godly Attack, Metagross is also good as a tank. Base 130 defense
and steel typing makes it an effective Curselax counter. You can also switch
in on things like Aerodactyl CB Rock Slide and come out on top in most cases.
Back in 200, Metagross was (still is) considered the ultimate Regice counter,
resisting Ice Beam and Toxic and having a STABed 100 power SE move to counter
back with.
METAGROSS @ Liechi Berry/Leftovers
Clear Body
"Agiligross"
- Meteor Mash
- Earthquake
- Rock Slide/Explosion/Shadow Ball/Sludge Bomb/Substitute
- Agility/Substitute
EVs:
Adamant (+Att -SA) 164/252/0/92/0/0
- 199 speed ensures you're faster than everything important after Agility.
Rock Slide for Gyarados. Explosion just because. Shadow Ball for ghosts.
Sludge Bomb for Ludicolo. Listed in order of preference. Fairly simple
Agiligross, Agility the first turn, wait for your Liechi kick, and beat things
up. Explosion is also a OHKO against Suicune, with or without Liechi. If you
prefer to use your Metagross in a more tankish manner, Lefties also works.
Substitute is also useful, especially against Weezing and WoW, or other
TWavers.
---
METAGROSS @ Choice Band
Clear Body
- Meteor Mash
- Earthquake
- Rock Slide
- Explosion
Explosion does 90% to Skarm. Seriously. 600+ effective attack is deadly,
just ask Slaking.
---
METAGROSS @ Leftovers
Clear Body
- Meteor Mash
- Thunderpunch/HP Electric/Fire
- Psychic
- Agility
Thunderpunch is Emerald only.
Mystery was the first to use such a mixed Metagross, or at least one that
counters most of its normal counters. However, the most memorable use of this
was when Salaspectrum pulled it out against AK. I remember him using HP Fire on
AK's Skarm, it was funny :) HP Electric is probably preferable though, since
it's a 2HKO against Gyara as well, and this set was originally intended for
200 play. Then again, in 386, you might want to go for Fire for Forry, or you
could keep Electric for Cune or Skarm. The new Thunderpunch from Emerald is
a 2HKO on Skarm, even without EVs.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ REGIROCK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Sorta interesting, and not really at the same time. Even though it is
primarily a defensive wall, 80/100 in HP/SD lets it survive a Surf or two.
That is, it would survive, if water (and grass) wasn't as common as it is.
Rock typing also means that it's weak to EQ, which is on 75% of the physical
attackers, albeit being a 3HKO or so. Regirock is hard to OHKO, but the Rock
typing almost ensures that everything else will be a 2 or 3HKO, which is not
good in a supposed tank :(
REGIROCK @ Leftovers/Chesto Rest
Clear Body
- HP Rock/Rock Slide
- Earthquake
- Curse
- Explosion/Rest
Thanks to pure Rock typing, and the prominence of water types, Resting is
not too great an idea with Regirock. Go boom instead, or at least Chestorest.
---
REGIROCK @ Choice Band
Clear Body
- HP Rock/Rock Slide
- Earthquake
- Superpower/Focus Punch
- Explosion
Superpower hehe. Almost a guaranteed OHKO against max Def no HP Blissey, and
about 50/50 against max HP/max Def Blissey.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ REGISTEEL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The most balanced of the Regis, and the best defensive typing. Unfortunately,
although Registeel may be the most useful in terms of overall defense, it also
has this most problems doing damage, with low attacks on both stats and no
STABed attack to do it with. Hence, most Registeels nowadays pack SToss or
Toxic for their damage dealer.
REGISTEEL @ Leftovers
Clear Body
- Seismic Toss
- Counter/Iron Defense
- Thunder Wave/Toxic/Amnesia
- Rest/Explosion
FRLG Registeel. I've seen a lot of people running SToss/Counter/TWave/Rest,
which works nicely until you run into something that has Recover, or more
commonly, Rest.
---
REGISTEEL @ Leftovers
Clear Body
- HP Rock
- Earthquake
- Curse
- Rest/Explosion
Unlike Regirock, Registeel has some survivability. Then again, it also lost
STAB. Cursesteel is no better at this than Regirock, although fire attacks
are rare enough.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ REGICE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
The premiere 200 special tank. A bitch to take out, it shrugs off 20% Fire
Blasts like no other. Regice's main drawback is a reliance on Toxic to do
damage vs most special pokes, hence why Subpiggy beats the crap out of this
thing. Still, Regice does well with a fairly consistent boltbeam for damage,
Toxic for everything else, and the high defensive stats make it a good
candidate for Rest. Mono-ice is also a pretty crappy typing - it affords only
one special resistance (Ice), while being weak to Rock/Fighting on the
physical side.
200 BASE SPECIAL DEFENSE WTF.
REGICE @ Leftovers
Clear Body
- Ice Beam
- Thunderbolt
- Toxic/Thunder Wave
- Rest
EVs:
Calm (+SD -Att) 252/0/200/0/56/0
****FRLG Standard****
blisseyisadirtylittlecheappinkwhorethatputregiceoutofajob.
---
REGICE @ Leftovers
Clear Body
- Ice Beam
- Thunderbolt/Toxic/Thunder Wave
- Focus Punch
- Explosion
You might scare someone. And Explosion is good for a OHKO on, like, Zam :(
---
REGICE @ Leftovers
Clear Body
"Curseice"
- Rock Slide/HP Rock
- Earthquake/Ice Beam
- Curse
- Explosion/Rest
Funny. You might catch someone by surprise. Then Skarm switches in and ruins
all the fun.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KYOGRE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
KYOGRE @ Leftovers
Drizzle
"Ky00ber"
- Surf
- Ice Beam
- Thunder
- Calm Mind
Throw in Ancientpower somewhere if you have Shedinja problems. Or, for god's
sake, use something else to take out Sheddy and leave the balance of Kyogre
alone.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GROUDON ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
GROUDON @ Leftovers
Drought
- Earthquake
- HP Rock/Rock Slide
- Swords Dance/Bulk Up
- Fire Blast/Substitute
---
GROUDON @ Leftovers
Drought
- Fire Blast
- Solarbeam
- Earthquake
- Substitute/HP Rock/Rock Slide
Don't use special Groudon. Please notice that the attack is much higher than
the SA and Sunnybeaming is complete crap.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ RAYQUAZA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
RAYQUAZA @ Leftovers
Air Lock
- Earthquake/HP Flying
- Dragon Dance
- Ice Beam
- Thunderbolt
It learns every move, as far as I'm concerned. Pull 4 of them together to
make a set.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LATI@S ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
LATI@S @ Soul Dew/Leftovers
Levitate
- Dragon Claw/Psychic/Ice Beam/Thunderbolt
- Dragon Claw/Psychic/Ice Beam/Thunderbolt/Substitute
- Calm Mind
- Recover
The most important thing in considering a Lati@s set is to figure out who your
opponents are going to be. For instance, if you're planning on battling
other ubers, Boltbeam is probably your best bet, as almost all the other ubers
are weak to Boltbeam. If you aren't, Dragon Claw/Psychic do more damage, but
run into type problems (watch for Steels). And DClaw/Sub/CM/Recover is my
idea, which I haven't tried yet since I don't use ubers, but it seems more
than plausible, since the only real way to take out a Lati@s tends to be
status.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JIRACHI ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
JIRACHI @ Leftovers
Serene Grace
- Psychic
- Thunder/Thunderbolt
- Calm Mind/Reflect/Light Screen
- Substitute/Wish
EVs:
Calm (+SD -Att) 252/0/136/20/56/46
- Enough Def (270) to survive an EQ from Dugtrio, enough speed to outrun
Modest Maggie (241), hopefully enough SA to OHKO Gyarados with Thunder.
Lot of ifs in this spread.
****FRLG Standard****
People have tried to make good Jirachi sets, and it hasn't worked out too
well. CM Wish does decently well for healing vs Lax and Blissey, and Synre
says to pair it up with Aerodactyl to dodge both EQ and Fire Blast, as well
as PPassing Wish to Aero along the way. Thunder takes full advantage of
Serene Grace, with a 42% paralysis chance. Jirachi is considered the least
cheap of the ubers, mostly because of the crappy movepool.
---
JIRACHI @ Leftovers
Serene Grace
- Psychic
- Thunder/Thunderbolt
- Substitute
- Calm Mind
Subjirachi. Thank you forgotten myth for suggesting it. Thunderbolt is
preferred here, since you're supposed to be sweeping, not haxing.
---
JIRACHI @ Leftovers
Serene Grace
- Psychic
- Thunder/Thunderbolt
- Sleep Talk
- Rest
Sleep Talking Jirachi has mad defenses.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DEOXYS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
DEOXYS @ Choice Band
Pressure
- Shadow Ball
- Rock Slide
- Return/Superpower/Brick Break
- Focus Punch/Psycho Boost
Physical Deoxys. CB is cool.
---
DEOXYS @ Lum Berry/Scope Lens
Pressure
- Thunderbolt
- Ice Beam
- Psychic
- Psycho Boost
It needs Fire Blast. Badly.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ DEOXYS-FR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
See Deoxys.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ DEOXYS-LG ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Lot of potential, if it were allowed into the normal metagame. As it is
mostly limited to the uber metagame, there isn't too much for Deoxys-LG to do,
as it doesn't fare well against pokes like Kyogre or Groudon or Lati@s whose
high Att/SA dominates Deoxys-LG's defensive prowess.
DEOXYS-LG @ Leftovers
Pressure
- Seismic Toss/Psychic
- Spikes/Counter
- Taunt/Knock Off/Counter
- Recover/Rest
Taunt is at the suggestion of forgotten myth.
---
DEOXYS-LG @ Leftovers
Pressure
- Psychic/Ice Beam
- Thunderbolt
- Calm Mind
- Recover/Rest
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~ DEOXYS-EMERALD ~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
See Mew. Except with a lot more speed (albeit worthless without a high Att/SA
stat), and a lot less HP. Not too useful.
------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~ CHIMECHO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
I'm sure you've heard this before, but Chimecho doesn't deserve to be the last
poke in the 386 Pokedex. About the only good thing about Chimecho is Heal
Bell...or Levitate...yeah, that's about it. Stats are below average, and it
isn't even worth the pokeball nor the time spent to catch it.
CHIMECHO @ Leftovers
Levitate
- Psychic
- Light Screen/Yawn
- Reflect/Yawn
- Heal Bell
Utility.
---
CHIMECHO @ Leftovers
Levitate
- Psychic
- HP Fire
- Calm Mind
- Substitute
Levitate isn't as useful as Thick Fat or Trace, at least in terms of setting
up a Sub/CM set. Unless you happen to catch CB Flygon, or something of the
like, in which case you'd still be off with Trace Gardevoir.
==============================================================================
To Do List
=========================================================================S10.0
- Don't think there's much left here that hasn't already been covered by
smogon.
==============================================================================
Credits
=========================================================================S11.0
- Nintendo/GAME FREAK for making this game, and completely destroying my life.
We are uber pokegeeks now :D
- The wonderful people of #gfaqs. We are a fairly isolated group, most of us
never really posting on the boards anymore, but you'll never find a better
group of people in your life. In no particular order (namely, I'm staring at
the access list):
Ironhead - Keffin is probably the coolest name ever (it's like a puffin :O).
Although I never really see you around any more, different time zones and
stuff, you are the original Brit, and a very cool one at that.
LordS - Because I feel like it, it's time to count how many times ignfaqs has
been said in #gfaqs and #ice.
#gfaqs - 189 times
#ice - 113 times
And you say you don't advertise :O
Shroomie - Probably the funniest little dude I have ever met. Your brand of
random, insane wit, coupled with OMG NINJAS and obsessive information about
24 really brightens my day. You are godly Matt :S
<@Shroomie> ...
<@Shroomie> so
<@Shroomie> the banana was halfway up my anus at that point
<@Shroomie> and the chocolate sauce was EVERYWHERE
<@Shroomie> and she just kept jamming it up there
Ultima96 - ULTEEEEEEEEE .________________________________________. !molest
You are the new SSS (cool Swedish Slut)
<@blue[away]> !molest
<@ShrimpBondage> !countermolest
<@blue[away]> !countercountersex
<@ShrimpBondage> !countercountercounterfondle
<@blue[away]> !countercountercountercountergrope
<@ShrimpBondage> !countercountercountercountercountercaress
<@blue[away]> !countercountercountercountercountercounterthrust
<@ShrimpBondage> !countercountercountercountercounyoureafagcountercounter
countergrind
<@blue[away]> !countercountercountercountercountercountercounteriloveyouanyway
insert
<@ShrimpBondage> !countercountercountercountercounteroilmeupbabycountercounter
countercounterpenispoke
codemann92587 - LA rocks :* My late night buddy Cody, you could be the coolest
person in there, and you're always on the same times I am ^^ How drop dead
cool. I am going to visit you, mark my words. You are also probably one of
5 people in that chan that actually battles anymore, props.
<CanOfTuna> as long as we're telling secrets
<CanOfTuna> i wet the bed at night
Asuka Langley Sohryu - Did I spell that right? You need to come on more Jon,
fellow AP Chem sufferer.
Rhythm/NdMan - All the Brits kinda melt together in my mind :P You two, like
Keff, fill the chan with British coolness. And some of you guys have actually
met :( I want to live in bloody England.
Dan - Aussies rock. Period. And because you asked me to, hey sexy :* Pity
we never see each other anymore, stupid time zones.
Synre - POWER ABUSE OMG. I'll never forget, you were the ones to first give
me hops in that chan - although I don't have them now, I still thank you for
it. Also, you have the best predictions ever <_<
<@Synre[Away]> also I WILL BAN YOU ALL IF YOU KEEP WHINING ABOUT STATUS
<@Synre[Away]> kthxdie
<@Synre[Away]> (whoashi powerabuse out of no where)
Mr_Mister - AJ :O Another Californian and now owner of the chan, I still
hold you in the utmost respect. Although I know we have our differences, I am
glad that the channel is in your hands.
<@AJ> and im not mad at you anymore brandon :)
Special mention goes to Guthwulf. And Rasta. For no reason. They just asked.
Actually, Guth was the one who asked for this credit, but Rasta asked to be
added around the same time, so you guys kinda get put together. Aussieland
and New Zealand are close enough, right? ;) I mean they're on the same
continent.
Amazingampharos/Jackie - quite possibly the coolest family ever. Thanks Chris
for your help in revising/suggesting things, mostly about GSC crap, which I
personally didn't join until very late. And Jackie, for being the most
amusing person ever to come into our homoerotic clan. I still remember
hearing this voice clips - "and ICE sucks ASS" "Alex-ANDROSS" - god, I
couldn't stop laughing :D
shiny zangoose - although I don't see you much on IRC anymore (time zone'd),
you have e-mailed me with several helpful comments. Thanks dude.
Shadow/Akuma/anyone else I forgot - You're cool too.
- My other home on #ice. And because IGN SUCKS ASS like that, you guys get
one line mentions :*
Absolut-Kaos - IGN lol. Go Team Orgasmic! (three capitalized words out of
three X)
Astra - LAURY! If there is one person I can completely trust on IRC, it is
you :)
Nowen - The most condense (ability to pack the most humor into the least
words) person I have ever met. Noone is godly.
Mewthree15 - JOJOTHEOTHERPINKPOWERRANGER
Tigoro - Blugoro has no weak :D cool Tig.
All of the above have contributed to the making of this guide, whether in
actually creating one of the movesets that I have typed up, or just being
really funny and cool like that.
- OmicronDonut - one of the coolest people I have occassioned to meet through
the world of Pokemon. I remember first pairing up with him in a 2on2, me with
my Salamence and him with a Light Ball Pikachu. X) Donut definitely wins my
prize for most innovative battler - he refuses to use standards, which is
refreshing in today's metagame of Skarmbliss everywhere. Not only does he get
credit with a ton of movesets, he helped proofread the guide for me, and we
still continue to randbat in order to receive "inspiration for future sets".
OmegaDonutDeux: HAHAHAHAHAHAHAHAHAHA
blueshirt32: you caught a mew? </lame>
OmegaDonutDeux: HAHAHAHAHAHAHAHAHAHA
OmegaDonutDeux: No, but I caught my little brother looking at porn.
- Whoever created Metapad, which allows me to write this FAQ in a notepad-like
form, which is cool.
- Figlet, for the ASCII at the top.
- Jeff "CJayC" Veasey for his wonderful site, and for hosting this FAQ for me.
I cannot put into words how much I and the entire gaming community owes you.
If it weren't for you, my life would have this big hole in it :(
- You, the reader of this FAQ...by reading it, you're helping me out :).
==============================================================================
Contact Info
=========================================================================S12.0
Email: blueshirt_32 (at) yahoo (dot) com
AIM: blueshirt32
IRC: irc.your-irc.net, Port 6667
#gfaqs
#ice
#rsarena
Message Boards: I can be found on the Pokemon RS Board most of the time. I
also frequent some other boards, but that (or IRC) would be the easiest place
to find me.
If you're going to email me, please put "Pokemon Moveset Guide" or something
like that in the subject line, so I don't automatically delete it. And don't
include me in your chain letters/spam/viruses/death threats/flames. I don't
need it.
==============================================================================
Copyright
=========================================================================S13.0
This FAQ is copyright 2004-7 by Brandon "blueshirt32" Szeto. This FAQ should
not be found at any website besides www.gamefaqs.com, and in MetalKid's
Pokemon Program (
http://www.uwplatt.edu/~lorenzd/). Period. Please don't
e-mail me and ask if you can put this on your site; I don't really want this
guide floating around when it is easily accessible from GameFAQs. Also, only
use this guide to help create movesets in Pokemon Ruby/Sapphire or Fire Red/
Leaf Green. Don't print it out and make money out of it, or anything like
that, unless the money comes to me :). And after I get the money, I'll use it
to get a lawyer and sue you anyway. So don't bother. This includes any
magazines, books, newspapers, etc. that might want a copy.
If you want to take ideas, phrases, or paragraphs from this FAQ, go right
ahead. Just please quote me, or somehow show that this was my idea, and I
won't care. To make this quite clear, yes you are allowed to use the
MOVESETS of the guide, otherwise this guide would be somewhat pointless
wouldn't it? However, you may NOT take and claim my explanations to the
movesets (which is easily remedied by using " " quote marks or <i> </i>
italicize tags), nor take credit for any of the sets (unless they ARE yours),
nor completely rip off major sections of the guide and claim it as your own.
The characters, places, and story of this game are copyrighted (c) to
Pokemon USA, Inc/Nintendo/GAME FREAK, Inc.
==============================================================================
End
=========================================================================S14.0
* Nowen (
[email protected]) has joined #ice
* Icebot sets mode: +h Nowen
<^^> NOONE
<Nowen> BLOO
<^^> been a while ^^
<Nowen> a few days, yeah
<^^> where you been?
<^^> make up a girlfriend if you must ^^
<Nowen> out of town. :(
<Dragonmaster> lies
<Nowen> and i can't make up a gf. the one sleeping behind me would prolly get
mad.