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- Seen Feb 5, 2015
Since I was young I always loved Dragon Pokémon and always used them. The only problem is that I never had a strategy, but I made one now since I want to get strong with them.
The final game I have is Soul Silver (so generation 4). The others are FireRed, Emerald & Platinum (so I can transfer Pokémon).
The Pokémon are show in the order I use them (Garchomp as the lead and Charizard as the 'final boss').
Any tips and which Kingdra should I use? Thanks a lot, guys :D
1. Garchomp (Dragon & Ground)
-HP: 108
-Attack: 130
-Defense: 95
-Sp. Atk: 80
-Sp. Def: 85
-Speed: 102
-Sand Veil: raises the ability-bearer's evasion by 20% in a sandstorm (Sandstorm)
-Jolly Nature: raises Speed, lowers Sp. Atk
-BrightPowder: lowers the opponent's accuracy by 10%
-Sandstorm:
*Pokémon lose 1/16 of their max HP at the end of each turn
*Pokémon with Sand Veil increase their Evasion by 20%
-Toxic: Pokémon lose 1/16 of its maximum HP at the end of the first turn, which then increases by 1/16 each turn
-Brick Break: deals with Ice types and removes barriers
-Dragon Claw: deals with Dragon types and STAB
>Physical Evasive Attacker
2. Flygon (Ground & Dragon)
-HP: 80
-Attack: 100
-Defense: 80
-Sp. Atk: 80
-Sp. Def: 80
-Speed: 100
-Levitate: gives full immunity to all Ground-type moves
-Jolly Nature: raises Speed, lower Sp. Atk
-Muscle Band: increases the power of Physical-category moves by 10% (U-Turn, Dragon Claw, Stone Edge & Earthquake)
-U-Turn: when low on HP
-Dragon Claw: deals with Dragon types and STAB
-Stone Edge: deals with Ice types and
-Earthquake: STAB
>Physical Attacker
3. Salamence (Dragon & Flying)
-HP: 95
-Attack: 135
-Defense: 80
-Sp. Atk: 110
-Sp. Def: 80
-Speed: 100
-Intimidate: Lower's the Attack of all opponents by one stage when the ability-bearer switches in (including the start of a battle)
-Adamant Nature: raises Attack, lowers Sp. Atk
-Power Herb: Allows the immediate use of a move that charges on the first turn (Fly)
-Dragon Dance: raises Attack & Speed by one stage
-Brick Break: deals with Ice & Rock types and removes barriers
-Dragon Claw: deals with Dragon types and STAB
-Fly: STAB and in combination with Power Herb
>Physical Attacker
4. Kingdra (Water & Dragon)
-HP: 75
-Attack: 95
-Defense: 95
-Sp. Atk: 95
-Sp. Def: 95
-Speed: 85
Kingdra 1
-Swift Swim: doubles the ability-bearer's Speed during rain (Rain Dance)
-Modest Nature: raises Sp. Atk, lower Attack
-Wise Glasses: increases the power of Special-category moves by 10% (Dragon Pulse, Ice Beam & Surf)
-Rain Dance:
*Water-type moves increases by 50% (Surf)
*the ability Swift Swim doubles the speed
-Dragon Pulse: deals with Dragon types and STAB
-Ice Beam: deals with Dragon types
-Surf: STAB
>Special Speed Attacker
Kingdra 2
-Sniper: increases the power of critical hits, from 2× normal damage to 3× normal damage
-Timid Nature: raises Speed, lowers Attack
-Scope Lens/Razor Claw: increases the chance of a Pokémon holding it to score a critical-hit on the foe
-Focus Energy: raises critical-hit ratio in combination with Sniper & Scope Lens/Razor Claw
-Dragon Pulse: deals with Dragon types and STAB
-Ice Beam: deals with Dragon types
-Surf: STAB
>Special Critical-Hit Attacker
5. Dragonite (Dragon & Flying)
-HP: 91
-Attack: 134
-Defense: 95
-Sp. Atk: 100
-Sp. Def: 100
-Speed: 80
-Inner Focus: prevents the Pokémon from flinching
-Jolly Nature: raises Speed, lowers Sp. Atk
-Muscle Band: increases the power of Physical-category moves by 10% (Outrage & Focus Punch)
-Substitute:
*creates a decoy using 1/4 of the user's maximum HP (compensated by Roost)
*Pokémon behind a Substitute cannot be confused (Outrage)
*Pokémon behind a Substitute don't lose their focus (Focus Punch)
-Roost: recovers 1/2 of max HP
-Outrage: deals with Dragon types and STAB
-Focus Punch: deals with Ice & Rock types
>Physical Wall Attacker
6. Charizard (Fire & Flying)
-HP: 78
-Attack: 84
-Defense: 78
-Sp. Atk: 109
-Sp. Def: 85
-Speed: 100
-Blaze: increases the power of Fire-type moves by 50% (1.5×) when the ability-bearer's HP falls below a third of its maximum (Fire Blast)
-Modest Nature: raises Sp. Atk, lowers Attack
-Wide Lens: adds 10% to the Accuracy of the moves (Fire Blast & Air Slash)
-Sunny Day:
*Fire moves increases by 50% (Fire Blast)
*Water moves decreases by 50% (lowers Water weakness)
*Solar Beam does not require chargin turn
*drops Accuracy of Thunder to 50% (lowers Electric weakness)
-Air Slash: STAB and 30% flinch chance
-Fire Blast: STAB and 10% burn chance
-Solar Beam: deals with Water, Ground & Rock types
>Special Attacker
The final game I have is Soul Silver (so generation 4). The others are FireRed, Emerald & Platinum (so I can transfer Pokémon).
The Pokémon are show in the order I use them (Garchomp as the lead and Charizard as the 'final boss').
Any tips and which Kingdra should I use? Thanks a lot, guys :D
1. Garchomp (Dragon & Ground)
-HP: 108
-Attack: 130
-Defense: 95
-Sp. Atk: 80
-Sp. Def: 85
-Speed: 102
-Sand Veil: raises the ability-bearer's evasion by 20% in a sandstorm (Sandstorm)
-Jolly Nature: raises Speed, lowers Sp. Atk
-BrightPowder: lowers the opponent's accuracy by 10%
-Sandstorm:
*Pokémon lose 1/16 of their max HP at the end of each turn
*Pokémon with Sand Veil increase their Evasion by 20%
-Toxic: Pokémon lose 1/16 of its maximum HP at the end of the first turn, which then increases by 1/16 each turn
-Brick Break: deals with Ice types and removes barriers
-Dragon Claw: deals with Dragon types and STAB
>Physical Evasive Attacker
2. Flygon (Ground & Dragon)
-HP: 80
-Attack: 100
-Defense: 80
-Sp. Atk: 80
-Sp. Def: 80
-Speed: 100
-Levitate: gives full immunity to all Ground-type moves
-Jolly Nature: raises Speed, lower Sp. Atk
-Muscle Band: increases the power of Physical-category moves by 10% (U-Turn, Dragon Claw, Stone Edge & Earthquake)
-U-Turn: when low on HP
-Dragon Claw: deals with Dragon types and STAB
-Stone Edge: deals with Ice types and
-Earthquake: STAB
>Physical Attacker
3. Salamence (Dragon & Flying)
-HP: 95
-Attack: 135
-Defense: 80
-Sp. Atk: 110
-Sp. Def: 80
-Speed: 100
-Intimidate: Lower's the Attack of all opponents by one stage when the ability-bearer switches in (including the start of a battle)
-Adamant Nature: raises Attack, lowers Sp. Atk
-Power Herb: Allows the immediate use of a move that charges on the first turn (Fly)
-Dragon Dance: raises Attack & Speed by one stage
-Brick Break: deals with Ice & Rock types and removes barriers
-Dragon Claw: deals with Dragon types and STAB
-Fly: STAB and in combination with Power Herb
>Physical Attacker
4. Kingdra (Water & Dragon)
-HP: 75
-Attack: 95
-Defense: 95
-Sp. Atk: 95
-Sp. Def: 95
-Speed: 85
Kingdra 1
-Swift Swim: doubles the ability-bearer's Speed during rain (Rain Dance)
-Modest Nature: raises Sp. Atk, lower Attack
-Wise Glasses: increases the power of Special-category moves by 10% (Dragon Pulse, Ice Beam & Surf)
-Rain Dance:
*Water-type moves increases by 50% (Surf)
*the ability Swift Swim doubles the speed
-Dragon Pulse: deals with Dragon types and STAB
-Ice Beam: deals with Dragon types
-Surf: STAB
>Special Speed Attacker
Kingdra 2
-Sniper: increases the power of critical hits, from 2× normal damage to 3× normal damage
-Timid Nature: raises Speed, lowers Attack
-Scope Lens/Razor Claw: increases the chance of a Pokémon holding it to score a critical-hit on the foe
-Focus Energy: raises critical-hit ratio in combination with Sniper & Scope Lens/Razor Claw
-Dragon Pulse: deals with Dragon types and STAB
-Ice Beam: deals with Dragon types
-Surf: STAB
>Special Critical-Hit Attacker
5. Dragonite (Dragon & Flying)
-HP: 91
-Attack: 134
-Defense: 95
-Sp. Atk: 100
-Sp. Def: 100
-Speed: 80
-Inner Focus: prevents the Pokémon from flinching
-Jolly Nature: raises Speed, lowers Sp. Atk
-Muscle Band: increases the power of Physical-category moves by 10% (Outrage & Focus Punch)
-Substitute:
*creates a decoy using 1/4 of the user's maximum HP (compensated by Roost)
*Pokémon behind a Substitute cannot be confused (Outrage)
*Pokémon behind a Substitute don't lose their focus (Focus Punch)
-Roost: recovers 1/2 of max HP
-Outrage: deals with Dragon types and STAB
-Focus Punch: deals with Ice & Rock types
>Physical Wall Attacker
6. Charizard (Fire & Flying)
-HP: 78
-Attack: 84
-Defense: 78
-Sp. Atk: 109
-Sp. Def: 85
-Speed: 100
-Blaze: increases the power of Fire-type moves by 50% (1.5×) when the ability-bearer's HP falls below a third of its maximum (Fire Blast)
-Modest Nature: raises Sp. Atk, lowers Attack
-Wide Lens: adds 10% to the Accuracy of the moves (Fire Blast & Air Slash)
-Sunny Day:
*Fire moves increases by 50% (Fire Blast)
*Water moves decreases by 50% (lowers Water weakness)
*Solar Beam does not require chargin turn
*drops Accuracy of Thunder to 50% (lowers Electric weakness)
-Air Slash: STAB and 30% flinch chance
-Fire Blast: STAB and 10% burn chance
-Solar Beam: deals with Water, Ground & Rock types
>Special Attacker