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Advanced Trainer's Guide/Pokemon Profile

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Frostweaver

Ancient + Prehistoric
  • 8,246
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    This guide is written for people who has already finished the game, and wants to battle in a more competitive style (such as participating in tournaments or playing online). Questions such as "how do you catch Feebas" do not belong here. It is expected that you know the mechanics of almost every move and has access to every Pokemon available.


    Training

    Q: So... what to do with my starter?
    A: Always try to get a female one for it. Then you can make duplicates of it through breeding. This way you can get the egg moves you desired and the nature you wanted. I will cover nature later.

    This doesn't matter if your version of the Pokemon game has a Ditto. Using Ditto to breed, you can get multiples of your starters. If you don't understand this, refer to the breeding corner forum.

    Q: So how should i train my pokemon to maximize my stats?
    A: Don't battle at all. Follow these steps.

    1) Pull out that pokemon that you want to train in the lowest lvl possible (do all breeding necessary)

    2) Rare candy your way to lvl 100 without a single battle(choose when to evolve and what moves to keep). Now before you say this is stupid or cheap, read on first.

    3) In the advanced generation, stats growth are calculated by EV. You get a hidden amount of EV for every opponent you battle. Every Pokemon gives a different amount of EV in different categories. For example, a Zigzagoon gives you EV +1 in speed, while a Spinda gives EV +1 in sp.att. 4 points of EV means +1 in stats for that category. However, you can only get up to 512 EV, meaning maximizing only 2 category out of HP, Attack, Defense, Sp.Attack, Sp.Def and Speed. So you must choose who to battle. Now that you're at lvl 100, even if you don't have any EV growth, you can still KO anyone. So choose which area of EV to improve on, and choose your opponents wisely. Train for hours until you get an effort ribbon (meaning that your EV has been maximized). Put it in the box like the classical GSC box trick to maximize stats. Voila... There's a more detailed guide regarding this concept in the RSE FAQ.

    Note that this doesn't include breading for IVs, but only focusing on controlling the aspect of EVs to get the best stats.

    IVs can be slightly manipulated through breeding. If you really want to truly get the ultimate stats, go ask the breeding corner regarding how to breed for IVs.

    Q: Where can i get so much rare candy?
    A: Pickup. Pickup is a handy ability that Zigzagoon, Linoone and Phanpy has. It will randomly earn itself a free attachment item. When training, bring out the pokemon you want to train, along with 5 zigzagoons will earn you a lot of rare candies easily. Meowth in FRLG can find you rare candy as well.

    For emerald, you'll have to actually train up your Zigzagoon/Linoone to manipulate what item they can dig out...

    Q: How come some people on this forum keep asking me to get all these TMs? How the heck can I get so many of these limited goodies?

    Well first of all, don't ever teach a TM to anyone within your game until you've completely planned out your future perfect dream team. Through some careful technique with breeding, you can "increase" the amount of TMs you have. In a "RMT" always tell us what versions of the game you have, and what other version do you have at your disposal. If you have just more than one game of the Advanced Generation, then we expect infinite TMs as you can trade back and forth, continously restarting a game to get more and more TMs.

    Online battling always refer to Netbattle, a program where all the moves are at your disposal, as long as it's within legal limits.

    Team Building

    Q: So what's a good team?
    A: A team should basically consist of at least one of the following...
    -a pseudohazer/hazer
    -has a way to destroy flail/reversal/berry abusers with very low hp
    -a sweeper (one special and one physical, or a mixed sweeper)
    -one or few Pokemon capable of tanking
    -safe way to destroy some very common Pokemon, known as "OU" (overused). Check what they are using the Pokemon Battledex.

    However this is only a general outline. After you got the hang of the "metagame" you can start writing out your own rules.

    Q: What's pseudohazer? what's haze? it does no damage! why use it?
    A: Pseudohazer and hazer saves your life. A pseudohazer is a pokemon capable of using either whirlwind or roar. Haze has the special ability to neglect all stat booster moves such as sword dance, calm mind, bulk up, agility and double team. I'm sure no one wants to face up against a Kyogre with 900+ special attack and special defense. This is the time when pseudohazer and haze comes into play. By using one of those moves, a pokemon loses all of their stat bonuses, reverting back to their original stats. Pseudohazer also has a few other side effect. It destroys mean look as well. Pseudohaze is Umbreon's arch rival.

    Q: OK! I'm all ready! Thunder, Fire Blast, Blizzard, Solarbeam... ready for mass destruction now! So now can i win battles?
    A: Actually no... when you are building a team be aware of PP. Powerful moves will run out of PP quickly, and if the opponent is stalling you out then you will be wasting your PP. Also take accuracy of a move into account too. Blizzard has only 5 PP, but only 80% accuracy. So technically only 4 out of the 5 blizzards will hit. So it's not the best move. Try ice beam... twice the PP, 100% accuracy... but only sacrificing 30 attack power. Balance your PP and power, and accuracy as well when considering moves.

    2 turn attack are not acceptable. They are not that strong, and the opponent can switch to a Pokemon who has resistance to your attack. For example you fly the first turn, the opponent will pull out the Steelix to block off Fly then, wasting your attack turn. Any attacks that take multiple turns are not good. The only exception is dive and fly, when you need them for stalling purposes.

    Do not put 2 offensive attacks of the same element on a Pokemon. You will be wasting an attack slot. To have Shockwave and Thunderbolt on a Pokemon is a great example of this common error. Thunderbolt does a lot more damage than Shockwave, so we will be using the stronger move instead of the weaker shockwave. If we are not using shockwave, then why are we wasting an attack slot with it?

    There are a few exceptional cases where duplicated moves are used, such as having both facade and quick attack for Swellow. Moves with these following special effects can go with another offensive move of the same type if you like. But absolutely and never more than 2 offensive move of the same type.

    -if the move has first striking ability and if the move results in a self KO

    Refer to the later list regarding all the usable moves that are ever acceptable for competitive battling purposes.

    Q: Ok... so what attacks should i give to *this* pokemon?
    A: Look at the pokemon stats. See if the stats support the move you gave it. For example if a pokemon has an attack of 200 and a special attack of 300, you would want to give it special attacks with no physical attacks at all. If your pokemon has no attack power, resort to more strategical damage like toxic, or if it has high defense then make it a staller to waste the opponent's energy and PP. It all depends on stats most of the time.

    Q: So what's with those adamant, quiet, modest stuff?
    A: They strengthen your stats. Each personality/nature can boost one of your stats by 10%, sacrificing another area's stats by 10%. So you have to choose your nature carefully to see if it suits your strategy/pokemon. A list on nature can be found here: www.pokefor.tk As for which one of them to use, refer to a later section that teaches you what EVs and nature to get for most Pokemon.

    Q: What's with rest? 2 turn of sleep? That's useless!
    A: It's your life and savior in some cases. Anyone with decent defensive power can consider this. Rest can restore irritating status like paralyze and toxic, and also fully recovers your hp as well. It adds to your staying power. With more staying power, your pokemon can last longer in battle. No one wants their pokemon to go down in 3 hits right? It is a good substitute for the other healing moves as well, such as recover, slack off, wish, synthesis, morning sun, softboil and moonlight. Notice that Rest can heal the status off of your Pokemon by replacing the status such as burnt or toxic into sleep, while all other healing moves cannot.

    The combo "chesto rest" is sometimes used as well, using a chesto berry to wake up the Pokemon immediatley after using rest. Do note that Pokemon with abilities such as vital spirit cannot use rest. They can learn it, but the move will fail due to contradicting nature of the move and the ability (ex: Vigoroth).

    Q: What is so freaky about Blissey and Snorlax? I can beat them easily within the game... what's to be scared of?
    A: They are the bane of the metagame (or part of it.) There are many other terrifying Pokemon, but I just chose these two as examples.

    Blissey has an insane special defense. Blissey alone is very annoying with close to complete immunity to special attack. Also it has one of the strongest move in the world: heal bell/aromatherapy. It heals its whole team of any negative status such as burn and paralyze. With softboil too to recover all the damage, Blissey quickly makes its way to the blacklist of the metagame.

    Snorlax is just as evil. With curse to increase its defense, it's a tank... massive attack power after curse, it can roll over your team. Its only weakness is its physical defense, but curse can fix that up for it. If Snorlax got its chance to fully curse up, you are close to having no chance to win at all unless you haze in time (not even pseudohaze can help you as pseudohaze always strike last, and Snorlax can OHKO you by then). Now with even more moves added to its already wonderful movepool, its attack are unpredictable. It can be a classic curselax, or a blocklax, or a completely new Snorlax. It can use double edge for mass destruction, body slam or paralyze and deals great amount of damage at the same time. It may use brick break to destroy other Snorlax and the dark types, or even shadowball to finish off Shedinjas. Fire Blast can also be found on Snorlax to counter Skarmory. Earthquake is common on Snorlax as well. With so much moves to be afraid of plus a strong special defense, it is a common sight in the metagame.

    These 2 are just examples of many scary Pokemon that within the game they sound harmless... there are a lot more powerful Pokemon hidden that will amaze and surprise you. Just because you've beaten them before against them controlled by the computer, that doesn't mean that they're no longer a threat at all. You'll be mistakened.

    Check the Pokemon Battledex to see some other common foes.

    Q: How can i improve my battling skills?
    A: "Practice makes perfect". The hardest part to the metagame in terms of battling skill is predicting the opponent's moves, switching and when to pseudohaze. You can do nothing about the pseudohazing part. But you can improve on your prediction skill and switching skill by knowing every Pokemon's common moveset. If you know what move they have, you can switch/act in advance to counter the strategy. Memerizing some important stats will help too. Say that there is a battle between a Breloom and a Kingdra. If Breloom goes first, spore will do Kingdra in for good. However Kingdra also got ice beam which is super effective against Breloom. So now's the time where memerizing stats will help. If you remember the speed that Kingdra is generally faster, then you'll know that the chances are bending towards Kingdra and the Breloom player should switch out.

    Check the Pokemon Battledex as well.

    Q: What EVs and Natures should I give to <this> Pokemon?

    That'll depend on the role it is playing... As a first ultimate rule though, do NOT try to use EVs to balance off the stats a little, or to pull up low stats. That is something you should never do. Generally, EV is invested in stats where you excel at, with a nature strengthening a boosted stat while further weakening a useless and weak stat. Also, for a defensive setup, ALWAYS improve HP as one of your main priority. Giving no EV to hp while maximizing your defensive stats won't help much at all.

    Also, when defense or sp.defense reaches over the 350 stats, it's usually a good hint to tell you that any more EV in taht category is quite likely to be wasted. Invest some of the leftovers in an offensive stats so your tank can deal a little bit of damage, slowly wearing your opponent down. This rule is almost always true except for Shuckle.

    Pokemon who relies on agility, chlorophyll or rain dance should reach a speed of 198, so that under the x2 speed effect, they can outrun Jolteon/Aerodactyl/Mewtwo/Crobat.

    Pokemon using counter/mirror coat should always buff hp.

    Q: So what are all those terminologies used? What's STAB? HP?

    Terminology list:

    Sweeping: to eliminate the opponent's pokemon without giving them the slighest chance to retaliate (meaning high offensive power). Most pokemon who can sweep is fast, but there are exceptions, like Slowbro and Slowking.

    physical sweeper: an offensive Pokemon made to sweep with physical attacks

    special sweeper: an offensive Pokemon made to sweep with special attacks

    mixed sweeper: an offensive Pokemon made to sweep with a mixture of physical AND special moves

    annoyer: a Pokemon dedicated to causing nasty statuses or other various methods to annoy all living daylights out of your opponent

    STAB: Same Type Attack Bonus, STAB. If a Pokemon uses a move that's the same type as that Pokemon, the attack will get a bonus of multiplying the damage done with that attack by 1.5.
    Example: Pikachu using thunderbolt (electric Pokemon using electric attacks)

    Tank/Sponge: A defensive Pokemon made to endure attacks. Though generally tank refers to Pokemon dedicated to endure physical attacks while sponges generally refer to Pokemon dedicated to special attacks, they are sometimes used interchangably.

    Spiker: Pokemon with the ability to spike, such as Skarmory

    Ubar/00ber: describes legendary Pokemon of supreme stats that can easily sweep the opponent's team. Note that not all legendaries are ubar, such as Jirachi or Articuno (they're a lot closer to a high stats UU)

    OU: Over-Used Pokemon... they are frequently used in the metagame due to high stats, good movepools and so on

    BL: Borderline... they are Pokemon who sometimes make an appearance, yet it's just once in awhile... the in-between of an OU and an UU

    UU: Underused... Pokemon that are hardly used due to crappy stats, bad movepools or they're just a weaker version of something else...

    NU: Neverused... Pokemon that are never heard of because they just never get played at all... sadly, most of them are either water, normal or bug types.

    HP ______: Hidden Power ________. Refer to the previous sections in the guide regarding what's hidden power

    RMT: "Rate My Team" aka places where people asks for advice and help regarding their team(s). Within PokeCommunity, it is preferred that RMT talks of your Pokemon's natures, movesets, item attachments, EVs and some short side note along with the Pokemon. If you don't know how to handle all these details, feel free to leave it blank, but we certainly strongly encourage you to actually try to do as much as you can.

    RMTs isn't "Make a team for me please." Keep that in mind. If you got a team of 5 we can always give some suggestion about what's the last Pokemon, but we won't do an entire moveset for you, nor will we ever give you team members for like your entire team.

    Metagame: the balance, strategies and other various aspects related to competitive battling for the Pokemon game.

    Buff/Debuff: as the word suggests, a buff increases the power of something while a debuff weakens the power of something.

    Nerf: usually used to describe how a Pokemon gets a lot weaker due to the changes of the metagame, such as how the introduction of EVs greatly weakened Mew and Kingdra

    gg: "good game" and is a common saying for good manners at the end of a battle for online battling

    hax: interchangable for the term "luck" basically

    Status Suffix


    pyro--: a prefix "will o wisp" user, or various ways to cause the burn status

    tract--: a prefix for "attract" user

    para--: a prefix for "paralyze" status user

    toxic--: a prefix for "toxic" status user

    --fusion: a suffix for "confuse" status user

    --flinch: a prefix for "flinch" status user, not a real status

    double powder: a term refering to any Pokemon capable of using a sleep status along with another status such as paralyze, burnt or toxic. Though in theory double powder is weak as the different status is contradictory, it does work in practice if used correctly. Double Powder is used only if sleep clause is on.

    --shuffling: a suffix for the act of using roar/whirlwind along with another status, making is possible ot cause a status, force a switch and then induce the status onto another one of Opponent's Pokemon again.

    So when you're describing a Pokemon capable of using a status, choose the correct prefix and suffix. Say if you want to describe a Ninetales capable of using both roar and will o wisp, then it'll be "pyroshuffling." A Lanturn capable of using thunder wave, confuse ray and attract for annoying purposes will be called "paratractfusion" as it can paralyze, confuse and attract all at once.

    Be sure to check this guide again, as it will be updated frequently.
     
    Last edited:

    Frostweaver

    Ancient + Prehistoric
  • 8,246
    Posts
    20
    Years
    Common Strategy In Pokemon Ru/Sa

    Common Strategy of Pokemon Battle

    1. Spike
    Skills involved: spike

    How it works: using the move "spike", it can deal a massive amount of damage up to 25% of your max hp before the opponent even strikes. Everytime a non flying/levitating pokemon comes into play, spike will automatically do damage to it. Spike also does damage to forced switching (pseudohaze)

    You're allowed to use spike up to 3 times to produce the 25% result.
    1st Spike is 6.25%
    2nd Spike is 12.5%
    3rd Spike is 25%
    So as you can see, Spike has an increasingly effective outcome, which makes it better and better as you stack them up. (give thanks to Kairi for the correction on Spike's stats)

    Counters:
    -Use Rapid Spin to rid spike.
    -Magneton has an edge against both common spikers Skarmory and Forretress due to magnetic pull. Destroy them with metal sound/thunderbolt before they can do much damage
    -Spikers except Deoxys are all weak to sp.attacks. They simply cannot stand them.
    -use a ghost pokemon to block rapid spin. As long as the rapid spin attak doesn't hit anything, spike will stay

    Possible Spikers are: skarmory, smeragle, cloyster, Deoxys, forretress, qwilfish, roselia, and if you are unlucky: mirror move

    Special note: Some Skarmorys are now equiped with Hidden Power Ground to lure out Magnetons and destory them. Have to be aware of this.

    2. Baton Pass
    Possible Skills involved: baton pass (must have), mean look, swords dance, curse, calm mind, bulk up, agility, double team, dragon dance, amnesia, cosmic power, barrier, acid armor

    How it works: Not all pokemon have these wonderful stats buffer abilities. Therefore with the use of baton pass, a pokemon buffs itself up, then pass it to another Pokemon so the new pokemon can enjoy these buffs. Sometimes there maybe a whole chain of baton passes to make one ultimate Pokemon.

    They may also baton pass to a pokemon with suction cups ability in the end. Pokemon with suction cups are immune to pseudohaze to take care... a pokemon with ingrain has the same ability as suction cups.

    Counters:
    -pseudohaze or haze... no better way than this
    -(against baton pass chains): destroy the link. As long as one pokemon falls, the whole chain breaks apart and the opponent will have to restart the chain again.
    -brute force: just defeat the stupid thing... and this is the most common strategy at the moment.

    Common Baton Passers: Ninjask, Scizor, Umbreon, Jolteon, Girafarig, Gorebyss, Smeragle, jolteon, vaporeon. (there are a lot more than just these ones...)

    Trap: pseudohazer lure
    some people may purposely send out a common baton passer to lure out your pseudohazer. when you send out your pseudohazer, their supposedly "baton passer" will unleash an attack on you to rid your pseudohazer

    3. Perish Trapping
    Skills involved: perish song, whirlpool, mean look, spider web, block, Wobbuffet

    How it works: after using mean look or spider web so you can run, the opponent will unleash perish song so you will be doomed to die within 3 turns. During these 3 turns, the opponent will use all forms of stalling moves possible to protect itself. On the last turn just before perish song takes place, your opponent will switch pokemon so your opponent will be saved while you perish.

    Wobbuffet's Shadow Tag ability also serves as a mean look.

    Counters:
    -mean look/spider web them, kamikaze style. Both pokemon shall suffer together
    -mass attack: unleash your strongest attack every turn constantly, hoping for a chance to faint the opponent. If the opponent faints, mean look/spider web effect will fade and you can switch out to save yourself
    -pseudohaze: force them to switch to neglect the effect of trapping so you can switch out

    Trap: pseudo-pseudohaze
    Using perish song without mean look with eventually result in the opponents switching. It maybe one good way to rid a powerful buffed opponent or dragon dancer... provided that you can surivive the 3 rounds.

    Other Note: toxic/curse (ghost type)
    This strategy can be mixed with toxic/curse as well. Instead of perish song, toxic/curse (ghost type) will be the killer move. It works in the exact same manner. However a new counter is available to toxic trapping, and that is rest.

    4. Dragon Dance
    Skills involved: dragon dance, powerful physical attack move

    How it works: seems like an ordinary buff but it deserves its own section. Very deadly as it's an improved form of curse. Not only the physical attack power goes up, but speed as well. This allows the pokemon to strike first with its new massive attack power, giving it a chance to easy sweep.

    Counters:
    -4x weakness: all dragondancers but Kingdra and Latias have a quadrable weakness. Use the right weakness and score yourself an OHKO. These weaknesses are electric attacks (Gyarados), fighting attacks (Tyranitar), rock attacks (Charizard) and ice attacks (all other Dragon Dancers).
    -Regiice: a properly build regiice should have both thunderbolt and ice beam. This gives you a major edge against almost all dragon dancers.
    -haze/pseudohaze: neglect dragon dance quickly before they fully power up
    -psych up: you can try to steal these advantages for yourself, however it takes a turn to do the psych up so keep that in mind

    Dragon Dancers: kingdra (not a common dragon dancer), latias (rare because it's a legendary), gyarados, salamence, charizard, dragonite, altaria (uncommon), rayquaza, smeargle (RARE), Lapras (RARE). None of them know baton pass except smeragle.

    5. Indirect damage annoyance
    Skills involved: toxic, will o wisp, sandstorm, confuse status, spike, leech seed, seismic toss, night shade, wrap, whirlpool, fire spin, psywave

    How it works: combining multiple indirect damage moves, the opponent will unleash the listed attacks so you will suffer massive amont of max hp related damage per turn. The opponent stalls you out in the mean time while they wait for your slow painful death.

    Also by using these attacks to do damage, no attack EV is needed so it has great offensive effect yet wastes no precious EV at all.

    Counters:
    -steel types: having resistance to sandstorm and toxic gives you a major advantage
    -lum berry: one free protection of any status
    -rapid spin: rid spike and leech seed at once
    -rest: restores hp and rids the burn/toxic status
    -heal bell/aromatherapy: heals your entire team from toxic/burn, and this will annoys the opponent a lot
    -stat buffers: if you can manage to stay alive, sneak in a few stat buffing moves. Then go for an overpowered OHKO move. Using stat buffing moves also encourage the opponent to switch out the annoyer for the pseuodhazer.
    -substitute/safeguard: both of these attacks will block most of the indirect damage attacks. However i hardly see safeguard in battle except for some Wobbuffets

    6. Trick the Choice Band
    Skills involved: trick, (item) choice band, with the occassional torment

    How it works: Choice Band will boost a Pokemon's physical attack power to the max, but only permits the pokemon to use one move. So the opponent will use trick (switches item with you) to give your pokemon the choice band for one nasty joke. Afterward if it's a Kecleon the opponent will also use torment so you have to use struggle...

    Counter:
    -If it's a kecleon, very likely it's going to trick you choice band. So switch out a powerful physical attacker to enjoy choice band's extra boost
    -use trick as well: what comes aroound, goes around...

    Common trick user: kecleon, Xatu, Alakazam

    7. Mega Healing
    Skills involved: leech seed, recover, rest, synthesis, morning sun, moonlight, wish, giga drain, rain saucer (ability), leftovers (item), dive, fly, protect, ingrain

    How it works: The opponent tries to stall you out with massive healing moves, recovering from all the damages you've dealt to the opponent. This makes the opponent's pokemon an excellent staller to waste your PP and see what Pokemon is on your team.

    They will unleash all healing moves possible. Leech seed gives them a nice regeneration. Leftovers give it more regeneration. Giga drain can also heal. Protect, dive and fly all gives the opponent a free turn for leech seed or leftovers to kick in for even more healing. This is evil!

    During mega healing, the opponent may also set themselves up some defenses, such as light screen, reflect or defensive stat buffers.

    Counter:
    -switch out the stat boosters. They are going to heal and not going to attack, so use this time wisely to chain baton pass, or boost yourself up.
    -OHKO them: they can't heal if they get knocked out within one turn
    -Tentacruel: with liquid ooze and swords dance/sludge bomb, Ludicolo goes down easily
    -sludge bomb is super effective against all currently known Mega Healers

    Common Mega Healers: Ludicolo, Celebi, Meganium

    8. Jolly reversal
    Skills involved: salac berry (item), jolly (nature), endure, reversal/flail

    How this works: with jolly nature and salac berry to boost speed, this ensures the endure+reversal/flail combo will succeed. They are almost guranteed to attack before you, hoping for an OHKO.

    Counter:
    -paralyze them: a pokemon paralyzed is guranteed to strike last
    -toxic/sandstorm/will o wisp: gurantee damage. Even if they have endure, they cannot endure damages from these attacks
    -extremespeed: ensures first turn attack, so "Boo Ya!"

    Pokemon with this strategy: any pokemon with endure + reversal. Common users of this are Blaziken, Heracross and Dodrio

    9. Double Team + Pressure
    Skills involved: double team, pressure (ability), rest

    how this works: pressure wastes your PP twice as fast. with double team to increase evasion, you will waste your PP in vain as they suffer no damage from your attacks. In the mean time your PP will be wasted at a tremendous speed! With very little counters available to this strategy, it is one strategy you must look out for

    However all users of double team takes a long time to setup. It's 6 turns of free attack for the enemies. You may want to add in baton pass to help out on those turns.

    Counters:
    -haze: rid double team so you can hit the opponent
    -massive damage: dish out as much damage as possible before the opponent can successfully double team 6 times
    -dragon dance/swords dance up and use aerial ace (Salamence is probably the most common aerial ace user)

    Note: Pseudohazes are affected by accuracy as well, so take note

    User of this strategy: Dusclops


    10. Substitute Comes Back
    Skills involved: substitute

    How it works: Substitute is back to haunt you again. With FRLG in action, new strategies are made and this is perhaps the first thing discovered... 2 common battle lead-offs Jolteons and Ninjasks enjoy this skill a LOT and will be one of your greatest pain. Substitute gives these pokemon a free turn of immune attacks, and gives a "safeguard" effect as well (substitute will block attacks like toxic)

    Common Jolteon moveset with substitute:
    -thunderbolt
    -HP Grass/Ice/Water
    -sbustitute
    -thunderwave
    (randomly has baton pass somewhere)

    How Jolteon functions: Set up substitute to block incoming status changes... and then starts attacking behind substitute. Most lead offs aren't heavy hitters and so they won't be able to destroy the sub. If you do switch out to your heavy hitters to hit the sub, then jolteon has a free chance to paralyze you with thunderwave on the switch (then your sweeper loses half the effectiveness as it now lost its speed to sweep). HP Grass to take out ground types/Lanturn.

    Counter to Jolteon:
    -calm minding Blissey. Use calm mind to buff up and heal with softboil when necessary... use ice beam and finish the job. Its high natural defense and super hp will block the thunderbolts to give you time to calm mind. Give thanks to mana lugia to suggest this idea.
    -"Limber" Switch to heavy hitters with limber ability to resis thunderwave
    -switch to ground types to block thunderwave and thunderbolt... if the ground type got a speed buff then it can take out jolteon before it can use HP grass
    -Lanturn can absorb whatever Jolteon has except for HP Grass

    Common Ninjask (@leftovers)
    -substitute
    -protect
    -swords dance
    -baton pass

    How it works: use substitute on first turn to block attacks. then speed boost takes in effect to get speed. then it'll use sword dance (if sub isn't broken) or protect (if sub is broken) so you still can't kill it... and speed boost will kick in again. Substitute cost hp but leftovers will heal it so that each sub cost at most only 1/8 of Ninjask's hp to use. It CAN'T DIE. And since the trend nowadays is not to have a pseudohazer but just brute force, Ninjask will be a pain once again.

    Counters to Ninjask:
    -Snatch: steal the buffs or substitute for yourself
    -psych up: let ninjask do all the work of buffing, and steal it for your own medicham
    -taunt: since it doesn't have any attacking moves, it will struggle

    There are other users of substitute, but these 2 are the most common users.

    11. FRLG- More Diversity
    Skills involved: thunderwave, swords dance, rock slide, megahorn (Nidoking), seismic toss, explosion, substitute, counter, double edge, softboil (for Mew)

    How this works: with FRLG into action, there's a lot of new dangerous moves that allow some Pokemon to be usabler again, or others to be no longer usable. One must be aware of these new moves so they're not caught by surprises. It is recommanded to search up an updated site to see what Pokemon can learn these moves (most importantly: rock slide, thunderwave, explosion, swords dance and double edge)

    Counters: (none)

    User of this strategy: varies
     
    Last edited:

    Frostweaver

    Ancient + Prehistoric
  • 8,246
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    12. Even More Substitution: Focus Punch and Berries

    Moves involved: substitute, focus punch, leech seed
    Items invovled: salac/liechi/petaya berry

    How this works:

    Substitute is an awesome move brought back by FRLG move tutors. It sacrifices 25% of the user's max hp in order to creat a shield that can absorb damage for the user. Substitute is very useful as it may act as a way to reduce the damage a Pokemon takes. Even if the sub breaks, the user only used 25% of its max hp instead of taking the full damage from the attack (which may even be a KO). Status attacks have no effect on the sub as well (so mini-safeguard). Currently, there's 2 new ways of using substitute besides from the ones listed above:

    a) Focus Punch

    Focus punch is a powerful fighting attack with 100 attack power and 100 accuracy that always strike last. Sounds good ehh? But if the user is directly damaged by the opponent, focus punch will fail. This is when substitute comes into play...

    Slow pokemon using sub will result in the sub created at the end of the turn. At the beginning of the next turn, the opponent will have to waste time attacking the sub and not the user. If the slow Pokemon uses Focus Punch now, it is gurantee to work as the sub will take the hit, making it very promising that Focus Punch's concentration will not be broken. Pokemon with high defense that can make a sub and the sub not breaking at the end of the turn will also have the same effect.

    Common User of this: Medicham, Snorlax, Kangaskan (there are more)

    b) Berries

    Salac berry, liechi berry and petaya berry are another possibility for sub. Since sub is the only way a Pokemon can purposely lower its own hp in a safe manner (gurantee that if you're fast, sub will reduce all damage done by the opponent's attack to be at most 25% of your hp). Some players will keep on using substitute for 3 times (and attack if the sub isn't broken) in order to purposely reduce its hp down to 25%, activating the held berry because it has low hp, and sweep this way.

    Common User of this:

    c) Leech Seed

    Leech seed and leftovers together heal a considerable amount. Using substitute to further boost defensive power is getting more and more common. By setting up a sub, damaged are minimized to at most 25%. Leftovers and leech seed healing will reduce the cost of a sub. This will further boost the power of healing strategies. Later they will finish you off with their attacks, or add in toxic to make matters worst.

    Common User of this: Sceptile

    Counters:
    -any attacks with multiple hits like rock blast have a chance to defeat substitute with the first rock blast, then hit the real Pokemon with the other hits. However these attack have a low attack power, and is not very attractive to most trainer's eyes. However it is by far the best way to defeat a substitute. Snatch can also be used to steal substitute.

    Rock Blast User: Golem, Rhydon, Armaldo

    13. Sunny Day

    Moves Involved: Sunny Day, Solarbeam, Flamethrower, HP Fire, Sleep Powder, Swords Dance, Sludge Bomb, Synthesis (possibly more)

    How this works:

    First of the weather move finally... Sunny day can boost fire attack power by x2, immediate firing of solarbeam, and also weakening water attacks by x2. Another advantage to sunny day is boosting all Pokemon's speed by 2 if they have cholorphyll as their nature. Healing moves depending on time of the day also gets buffed up.

    So what is so good about sunny day and cholorphyll if only grass Pokemon has cholorphyll? Aren't you asking to be charred? Perhaps, but the chance of this happening can be diminished with careful planning. Are we forgetting sleep powder now? ;p

    When Sunny Day is used, at least a few Pokemon will be getting benefits from it. Special sweepers such as Vileplume or Exeggutor getting their speed doubled is just not pretty at all. Victreebel can also abuse the new speed with sleep powder first, the swords dance up to sludge bomb sweep too. Shiftry is also another swords dance user with sunny day to sweep.

    Fire types will also enjoy a buff in their flamethrower, while the grass types with their speed already doubled get to solarbeam sweep... it is a deadly strategy.

    Common Sunny Day Team Members: Groudon (if ubar is allowed), Victreebel, Exeggutor, Vileplume, Sceptile, (any common Fire types), Shiftry (there's probably more)

    Counters to Sunny Day team:
    -Rayquaza, Tyranitar, Kyogre and Golduck: destroy the weather condition
    -Porygon2 or Gardevoir: use trace to steal chlorophyll to balance out the speed
    -chesto berry or lum berry: when you see your opponent leading off with a Pokemon capable of using sleep powder, perhaps it's time to switch out to a fast Pokemon with item attachments to block the sleep powder and try to interfere the starting of sunny day
    -fire attacks: a sneaky flamethrower will put an end to any grass types if there's sunny day around...
    -use rain dance or sandstorm to end the weather
    -use role play or skill swap to stop chlorophyll


    14. The Wobbuffet/Dugtrio Combo

    Moves Involved: Encore
    Abilities Involved: Shadow Tag, Arena Trap

    How this works: Abusing Shadow Tag and Arena Trap together, trainer can trap the opponent while the trainer him/herself is free to switch between Wobbuffet and Dugtrio. Lead off the battle with Wobbuffet using encore.

    If the opponent uses a physical move, counter away and KO him. Use Mirror coat if it's a special based offensive move. If it's a move that doesn't do damage (preferably thunderwave), switch to Dugtrio! The opponent is forced to keep using that move that cannot harm your Dugtrio, but can't run at the same time. So go ahead for the free win. This set is highly annoying as Wobbuffet is pretty much gurantee to knock out 2 of your Pokemon (1 with counter/coat, the other with destiny bond), and Dugtrio can catch one as well. If you fall into this combo, you're quite likely to be very crippled after you got rid of Wobbuffet/Dugtrio.

    Counters:

    Use flying type
    -Then Dugtrio's arena trap will fail on you... you can use a status affect move on Wobbuffet, and Wobbuffet will encore you. Since it can't counter/coat you, he must switch out to something else, and you'll be freed. (or you can both sit there for a logn time enjoying the... battle)

    Taunt!
    -when you taunt a Wobbuffet, Wobbuffet must either struggle or switch out. How fun is that! Wobbuffet can never attack so taunt will always be your best friend against one.
     
    Last edited:

    Frostweaver

    Ancient + Prehistoric
  • 8,246
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    Valid Moves

    Here is a list of absolutely every single move that can be used in the metagame, to help you determine what's a good move for each Pokemon. If you can't find a move on it, that means that it shouldn't be used for any Pokemon at any situation. It is completely and utterly useless.

    Like any other part of the Advanced Trainer's Guide, you can start bending the rules once you get the hang of metagame. Otherwise, STICK TO THIS LIKE YOUR DEAR LIFE RELIED ON THIS.

    The list works like this...

    a) nothing in the same category should ever be found on the same Pokemon. Some moves do overlap in category

    b) the "<" signs determine what moves are inferior to what moves. Anything to the left of that sign means that it is a weaker move than the one on the right, so try to use a move that's on the very right sign of the "<."

    c) the "=" sign indicates that the moves are of roughly equal power and they are classified in the same rank in terms of usefulness. However, the moves within the same rank can be significantly better than another move of the same rank if the situation is different.

    note: there are < sometimes which means "lesser than or equal to." Those moves are debatable rather it is weaker or in the same rank.

    d) unless you're trying to double powder, no Pokemon should ever have more than one status inducing move.

    e) a "," indicates that the moves belong to the same category, but they cannot be compared because they're just different.

    f) Hidden Power isn't included in the list, because it varies greatly and needs stats sacrificial, which makes it hard to determine where it fits in the power chain

    g) this is dedicated to 1vs1 battling and only

    h) remember to see all footnotes and attached notes

    Example chain:

    Part of the Fire moves chain
    -fire punch < flamethrower = fire blast = overheat* < sacred fire
    (*note: only to be used along with a white herb, or if sp.atk stats do not matter)

    Meaning: fire punch is usable, but flamethrower, fire blast and overheat are better (these 3 moves are roughly of equal usability and power), and sacred fire is better than all of them. So try to get sacred fire if possible. If not, use either flamethrower, fire blast or overheat depending on your choice and strategy. Lastly if you want a fire move yet doesn't have any of them, use fire punch. If you don't have any of these, don't bother. (Keep in mind, HP Fire isn't included though).

    So hopefully we all understand how the chain system for this part of the FAQ works? Ok let's move on!


    Grass Moves
    -razor leaf < giga drain < magical leaf < leaf blade < solarbeam*
    (*note: only with sunny day)

    Fire Moves
    -fire punch < flamethrower = overheat* = fire blast < sacred fire, eruption**
    (*note: only to be used along with a white herb, or if sp.atk stats do not matter)
    (**note: shouldn't be used unless user is extremely fast, at least 300+ speed min.)

    Water Moves
    -water pulse < surf = hydro pump, water spout*
    (*note: shouldn't be used unless user is extremely fast, at least 300+ speed min.)

    Ice Moves
    -icicle spear, ice punch < ice beam, blizzard*
    (*note: shouldn't be used unless user absolutely needs an ice attack and the attack power boost from ice beam, which is extremely rare...)

    Electric Moves
    -thunder punch < thunderbolt < thunder*, Zap Cannon**
    (*note: shouldn't be used without rain dance)
    (**note: avoid unless desperate, or badly in need of luck paralysis)

    Psychic Moves
    -psychic = extrasensory < psychoboost*
    (*note: only to be used along with a white herb, or if sp.atk stats do not matter)

    Dark Moves
    -bite* < crunch, pursuit
    (*note: only reason bite is to be used over crunch is to possibly flinch)

    Dragon Moves
    -dragonbreath* < dragon claw
    (*note: only reason dragonbreath is to be used over dragon claw is to possibly paralyze)

    Bug Moves
    -silver wind < signal beam = twin needle < megahorn

    Rock Moves
    -ancientpower < rock blast = rock slide

    Ground Moves
    -earthquake < bonemerang

    Normal Moves
    -secret power < return = body slam = double edge < hyper beam*, facade, explosion, flail**, tri attack
    (note*: only for Slaking)
    (note**: for lowered hp only)

    Poison Moves
    -poison fang* < sludge bomb
    (note*: pretty much for the desperate Mightyena only, as the side effect of toxic doesn't kick in often enough to be usable)

    Fighting Moves
    -double kick < break break = hi jump kick = sky uppercut = revenge = triple kick < Cross Chop < Superpower**, dynamic punch, focus punch, reversal*
    (*note: for lowered hp only)
    (*note: only to be used along with a white herb, or if the stats do not matter)

    Flying Moves
    -aerial ace < Drill peck < aeroblast

    Steel Moves
    -steel wing* = Iron tail* < meteor mash
    (note*: avoid unless desperate, like Pidgeot)

    Ghost Moves
    -Shadow ball

    Paralyzation Moves
    -Zap Cannon < Secret Power < Body Slam, thunder wave = glare = stun spore, tri attack

    Pseudohazing Moves
    -Mind Reader*= lock on* < Yawn < Roar < Whirlwind
    (*note: mind reader has pseudohazing ability only if OHKO moves accompany user)

    Sleeping Moves
    -hypnosis < sleep powder = lovely kiss < spore, yawn

    Burning Moves
    -tri attack < will o wisp, sacred fire

    Confuse Moves
    -supersonic < sweet kiss < confuse ray = teeter dance, water pulse, swagger, flatter

    Attack Power Boost
    -Howl = Sharpen = Meditite < Swords Dance = Dragon Dance = Bulk Up = Curse, belly drum, psych up

    Defense Power Boost
    -Barrier = Iron Defense = Cosmic Power = Acid Armor = Bulk Up = Curse, Psych Up, Reflect

    Special Attack Power Boost
    -Growth < Calm Mind < Tail Glow, Psych Up

    Special Defense Power Boost
    -Calm Mind = Amnesia, light screen

    Speed Power Boost

    -Agility = Dragon Dance

    Evasion Boost
    -double team

    Lowering User's Hit Points
    -Substitute = Endure, Belly Drum

    Low HP Attack Moves
    -flail = reversal

    Lowering Opponent's Attack
    -Charm = featherdance, tickle

    Lowering Opponent's Defense
    -screech, tickle

    Lowering Opponent's Speed
    -icy wind = rock tomb < scary face < "paralysis effect"

    Lowering Opponent's Special Defense
    -Metal Sound

    First Strike Attacks
    -Fake Out < Quick attack = Mach punch < Extremespeed

    Counterstrike Attacks
    -Counter, Mirror Coat, Magic Coat

    Set Damaging Moves

    -Psywave < Night Shade = Seismic Toss, Endeavor, Pain Split*, Super Fang
    (note*: this move can be mixed with other moves within this same category)

    "Damage over Time" Moves
    -hail = sandstorm < whirlpool = wrap = bind = fire spin < curse (ghost) = toxic* = will o wisp* < leech seed*
    (note*: these moves can be mixed with other moves within this same category, besides toxic + will o wisp is still a bad combination)

    Healing Moves
    -moonlight = synthesis = morning sun < softboil < recover, wish*, rest
    (note*: this move can be mixed with other moves within this same category)

    Indirect Healing Moves
    -ingrain < leech seed*, wish*, pain split*, rain dance with rain dish ability
    (note*: this move can be mixed with other moves within this same category)

    One-Hit Knock Outs
    -gulliotine = horn drill = fissure < Sheer Cold, destiny bond

    Final Attack
    -explosion, hyperbeam, destiny bond, double edge

    Item Destruction
    -knock off, theif = covet, trick

    Ability Destruction
    -Role Play < Skill Swap

    Non-Damaging Move Prevention
    -safeguard, substitute, taunt, magic coat

    Passing Stats
    -baton pass

    Pseudopasses
    -reflect, light screen, safeguard

    Trapping Moves
    -mean look, spider web

    Utility Moves
    -rapid spin

    Critical Hit Increase
    -focus energy
     
    Last edited:

    Frostweaver

    Ancient + Prehistoric
  • 8,246
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    Q: What EV should I give to a Pokemon with a certain role?

    For your Pokemon, determine what role it is going to play for your team, and look up this chart for a general idea on what area of EVs to invest in. (there are many exceptions, but this is just a general guide.)

    Q: How to setup my EV distribution for some OU Pokemon yet they don't fit into the above?

    We got some of them right here for you.

    Blissey: max hp and defense, with a nature boosting either one of the defenses, lowering attack

    Snorlax: hp, atk and either defense or sp.defense, but not both defense. Use an attack boosting nature, with lowering either speed or sp.atk (depends if you want to be purposely slower than other Snorlax/Slowbro/other slow stuff or not)

    Raikou/Jolteon: speed max, sp.atk, sp.def, speed boosting nature with an attack lowering nature

    Zapdos: speed, attack (if Drill Peck is used), sp.atk, possibly sp.def too

    Ninjask: speed max and attack max, attack boosting nature with sp.atk lowering nature

    Shedinja: attack and speed max, attack boosting nature with defense lowering nature

    More to come later.

    Fast Physical sweeper: Speed and Attack, with speed boosting, sp.atk lowering nature (ex: Dugtrio)

    Fast Special Sweeper: Speed and Sp.attack, with speed boosting, atk lowering nature (ex: Alakazam)

    Fast Mixed Sweeper: Speed along with the dominant attack type, with speed or dominant attack type boosting nature, and secondary attack type lowering nature (ex: mix sweeping Salamence with dragon dance/aerial ace/rock slide/fire blast)

    Physical tanks: Defense and HP, defense boosting nature (ex: Weezing)

    Special sponges: sp.defense and hp, sp.def boosting nature (ex: Clefable)

    Low Hp, high defense in both: HP Max, and split up the rest of the defense however you want, with nature boosting either defense, lowering an attack that you don't use. If you don't rely on any offensive stats, lower your physical attack to reduce the damage done by confuse status. (ex: Dusclops)


    Q: What are the OU Pokemon? The UU? BL? NU?

    A list of all the Pokemon and their classification is found below:

    (note: there is no universal classification, but generally this is the idea... some Pokemon can have 2 rating as it's rather arguable. Also, again only fully evolved Pokemon are listed with a few exceptions) Ubars within this list are automatically considered OU, but not for just legendaries.

    -> = slowly going into the realm of another classification
    / = is debatable regarding which category this Pokemon fits into

    (note: again, the difference between a UU and a NU is that one is underused, while the other is neverused. NU Pokemon are so terrible that they're even overshadowed by UU Pokemon, and is too weak to even participate in UU tournaments)

    OU is in bold
    BL is in italic

    Venusaur- BL
    Charizard- BL

    Blastoise- UU
    Butterfree- NU -> UU
    Beedrill- NU
    Pidgeot- NU
    Raticate- NU/UU
    Fearow- UU
    Arbok- NU
    Pikachu- UU (OU in UU tournaments)
    Raichu- UU (not as common as Pikachu)
    Sandslash- UU
    Nidoqueen- NU
    Nidoking- UU
    Clefable- BL -> OU (very debatable)
    Ninetales- BL
    Wigglytuff- NU/UU
    Vileplume- UU
    Parasect- UU
    Venomoth- UU
    Dugtrio- OU
    Persian- UU
    Golduck- UU
    Primeape- UU
    Arcanine- BL
    Poliwrath- UU
    Alakazam- OU
    Machamp- UU
    Victreebel- UU
    Tentacruel- UU
    Golem- UU
    Rapidash- UU
    Slowbro- BL -> OU
    Magneton- BL
    Farfetch'd- NU
    Dodrio- OU -> BL
    Dewgong- NU
    Muk- UU/BL
    Cloyster- BL

    Gengar- OU
    Hypno- UU (*note: HIGHLY underrated... try it out!)
    Kingler- NU
    Electrode- UU
    Exeggutor- OU
    Marowak- BL
    Hitmonlee- UU
    Hitmonchan- NU
    Lickitung- NU
    Weezing- OU
    Rhydon- BL
    Chansey- NU, but BL in UU tournaments
    Tangela- UU
    Kangaskan- UU
    Seaking- NU
    Starmie- OU
    Mr.Mime- UU/BL
    Scyther- UU/BL

    Jynx- BL
    Electabuzz- UU
    Magmar- UU
    Pinsir- UU
    Tauros- BL/OU
    Gyarados- OU

    Lapras- BL
    Ditto- NU
    Vaporeon- OU
    Jolteon- OU

    Flareon- UU
    Omastar- BL
    Kabutops- UU
    Aerodactyl- OU
    Snorlax- OU
    Articuno- UU
    Zapdos- OU -> BL/OU
    Moltres- UU
    Dragonite- BL
    Mewtwo- OU {UBER}
    Mew- OU {UBER}


    Meganium- UU
    Feraligatr- UU
    Thyplosion- UU
    Furret- NU/UU
    Noctowl- UU
    Ledian- NU
    Ariados- UU
    Crobat- OU
    Lanturn- BL
    Togetic- UU
    Xatu- UU/BL
    Ampharos- UU
    Bellossom- UU
    Azumarill- UU
    Sudowoodo- UU
    Politoed- UU
    Jumpluff- BL
    Aipom- NU
    Sunflora- NU
    Yanma- UU/BL
    Quagsire- UU/BL
    Espeon- BL

    Umbreon- OU
    Murkrow- NU/UU
    Slowking- BL
    Misdreavous- UU
    Unown- NU
    Wobuffet- OU
    Girafarig- UU
    Forretress- OU
    Dunsparce- UU
    Gligar- UU
    Steelix- OU
    Granbul- UU
    Qwilfish- UU
    Scizor- OU
    Shuckle- UU
    Heracross- OU
    Sneasil- UU
    Ursaring- UU
    Marcargo- NU
    Piloswine- UU
    Corsola- UU
    Octillery- UU
    Delibird- NU
    Mantine- UU
    Skarmory- OU
    Houndoom- BL/OU

    Kingdra- BL
    Donphan- BL

    Porygon2- BL/OU
    Stantler- UU
    Smeragle- OU
    Hitmontop- UU
    Miltank- OU
    Blissey- OU
    Raikou- OU

    Entei- UU/BL
    Suicune- OU
    Tyranitar- BL/OU
    Lugia- OU {UBER}
    Ho-oh- OU {UBER}
    Celebi- BL => OU {UBER}



    Sceptile- OU
    Blaziken- OU
    Swampert- OU

    Mightyena- UU
    Linoone- BL
    Beautifly- NU
    Dustox- NU/UU
    Ludicolo- OU
    Shiftry- UU/BL
    Swellow- UU/BL
    Phelliper- UU
    Gardevoir- BL
    Masquerain- UU
    Breloom- OU
    Vigoroth- UU
    Slaking- OU -> BL
    Ninjask- OU
    Shedinja- UU
    Exploud- UU
    Hariyama- UU -> BL
    Nosepass- UU
    Delcatty- UU
    Sableye- UU
    Mawile- UU
    Aggron- UU
    Medicham- OU
    Manectric- UU
    Plusle- NU/UU
    Minun- NU
    Volbeat- NU/UU
    Illumise- NU/UU
    Roselia- UU
    Swalot- UU
    Sharpedo- UU
    Wailord- UU
    Camperupt- UU
    Torkoal- UU
    Grumpig- UU
    Spinda- UU
    Trapinch- UU
    Flygon- OU
    Cacturne- UU
    Altaria- BL
    Zangoose- BL

    Seviper- UU
    Lunatone- UU
    Solrock- UU
    Whiscash- UU
    Crawdaunt- UU
    Claydol- OU
    Cradily- OU

    Armaldo- BL
    Milotic- OU
    Castform- UU
    Kecleon- UU
    Banette- UU
    Claydol- OU
    Tropius- UU
    Chimecho- UU
    Absol- BL
    Glalie- UU
    Walrein- UU
    Clamperl- UU
    Huntail- UU
    Gorebyss- BL
    Relicanth- UU
    Luvdisc- NU
    Salamence- OU
    Metagross- OU

    Regirock- BL
    Regice- OU
    Registeel- BL
    Latias- OU {UBER if used with Soul Dew}
    Latios- OU {UBER if used with Soul Dew}
    Kyogre- OU {UBER}
    Groudon- OU {UBER}
    Rayquaza- OU {UBER}

    Jirachi- BL
    Deoxys RS- OU {UBER}
    Deoxys FR- OU {UBER}
    Deoxys LG- OU {UBER}

    Deoxys E- UU *{UBER origin, non-UBER stats}

    (list continues on another time, so wait for updates!)
     
    Last edited:

    Mana Lugia

    Advocate for Common Sense
  • 607
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    No, because Counter only affects the damage dealt from the SAME turn, and only works if it goes LAST in that turn.
     

    Shuckle

    Most Hated Strategist.
  • 355
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    Counter automatically goes last. I'm fairly sure its included in move description somewhere.

    Steelix isnt bold or isnt OU.
     
    Last edited:

    Phlemingo

    o_o_o_o_o <--Claydol Ascii
  • 385
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    Years
    frostweaver said:
    Focus punch is a powerful fighting attack with 100 attack power and 100 accuracy that always strike last. Sounds good ehh? But if the user is directly damaged by the opponent, focus punch will fail. This is when substitute comes into play...

    It's base is 150, not 100.
     

    Spike Razzor

    "Don't argue, you failed..."
  • 857
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    Sercret Power has other after effects. I'm not sure about all of them though, but it depends on where you are. Regular arena causes paralysis, short grass puts you to sleep. Thats all I know about it.
     

    Ice Rabbit

    Custom User Title
  • 172
    Posts
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    Years
    You didn't even mention HP Grass in the move chain stuff? WTF?

    I saw more stupid stuff. I'll go over it sometime later.
     

    Lion Heart

    Banned
  • 2,219
    Posts
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    Years
    You have Tyranitar as being BL/OU, change it to OU.
    It's definately moved out of BL because of the "remake of his subpunching set" boah.

    Jirachi is now OU, and not BL either.

    Xatu is no where near BL, so he is just UU.

    Primape is definately BL, at the least.

    All the Regis seem more UU/BL to me, even Regice, as Regice hasn't been used as much now as it used to be.
     

    Spike Razzor

    "Don't argue, you failed..."
  • 857
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    Scizor is UU now for sure.

    Mew is also not being used anymore, havn't seen any unless its a newbie.

    Lugia is like Mew, its use died with GSC battle.

    Cradily is UU now, people realized it extremly slow and stoped using it. Most likely because of Skarm and Weezing.

    Regice is just like the other two Regi's now.

    Flygon was is far from OUed, I'm seeing it on alot of UU and BL teams now, it only good now because of its nice Atk and it can Quick Attack.

    Crobat has fallen into the BL catagory, its only being used to counter Heracross now.

    Dugtrio is OU? Have you even seen one survive any sort of strong attack? BL it please.
     
  • 4,227
    Posts
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    • Seen Aug 11, 2009
    Ok......I'm going to sound like a noob by saying this, but it's been driving me crazy: I haven't battled online before, so WHAT IN THE WORLD DOES EV MEAN!??
     

    Lion Heart

    Banned
  • 2,219
    Posts
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    It means Effort Value.

    Anyway, Frosty doesn't come here anymore, but who cares.

    Clefable is UU, Slowbro is UU - BL, just because pokemon have a use in battle doesn't mean they are OU.

    Vaporeon is BL, Celebi is not an Uber, Houndoom is not UU, just BL..

    Both Latios and Latias are Uber, regardless of Sould Dew.

    Can someone please update Frosty's posts, because people read them alot, and they are severely outdated.
     

    Stouph

    Veteran Trainer
  • 66
    Posts
    19
    Years
    That'll depend on the role it is playing... As a first ultimate rule though, do NOT try to use EVs to balance off the stats a little, or to pull up low stats. That is something you should never do. Generally, EV is invested in stats where you excel at, with a nature strengthening a boosted stat while further weakening a useless and weak stat. Also, for a defensive setup, ALWAYS improve HP as one of your main priority. Giving no EV to hp while maximizing your defensive stats won't help much at all.

    Does this mean there's a maximum number of EV points that can be allocated to a pok?mon? That's why they should be put to the best use possible?

    Do you need to use the Macho Brace to increase the pok?mon stats with EV training?

    Sorry for the huge number of questions, but EV training is really new to me! Thanks for your help!
     

    husk1442

    needs more [i]Mod[/i]
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    there is a max of 510 Evs a pokemon can have
     

    Alter Ego

    that evil mod from hell
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    What should I do in Emearld, FireRed, or Leafgreen (Where Pickup has been toned down and stubbornly refuses to provide Rare Candy)? Also, can I get my Pok?mon's stats as high if I train it against the right opponents (the ones with the EVs I want) without Rare Candy? I'm sorry if these questions sound noobish/not worth wasting time on but I only discovered EV training recently.
     
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