Pokémon Stadium (USA) Strategy Guide Version 3.50 (Final) Last Updated: 4/12/2001 Created: 01/30/2000 Created by: Magus747 (Mark)--paladin423@hotmail.com Major contributors (see credits for info): Alvaro--robot_z50@hotmail.com, Laura 182--laurar182@hotmail.com, Striker64--striker64@mailcity.com ****AN IMPORTANT NOTE TO EVERYONE, LOOK IN MY DISCLAIMER. I CAN ONLY ACCEPT SUBMISSIONS ABOUT GAME SECRETS IF YOU EARNED THEM YOURSELF THROUGH HARD WORK AND GAME PLAY. I CAN NOT ACCEPT RIP OFFS FROM OTHER SITES OR MAGAZINES. ONLY SEND IN INFO FROM OTHER SITES IF YOU GOT PERMISSION FROM THEM, AND EMAIL ME THE PERMISSION. THIS IS FOR YOUR PROTECTION. THANK YOU.**** ****IF YOU HAVE FURTHER QUESTIONS ABOUT HOW STATS WORK, AND HOW TO ACHIEVE MAX STATS, EMAIL ME.**** ****UNLESS THERE IS GROUND BREAKING INFO I RECEIVE OR SOME SERIOUS CORRECTIONS I NEED TO MAKE, I WILL NO LONGER BE UPDATING THIS GUIDE. THANKS TO EVERYONE FOR YOUR HELP.**** Table of Contents: I. Updates/Version History II. Introduction III. How to catch a pokémon with good potential IV. Some basic strategy V. Pika and Petit Cups, Poké and Prime Cups, Gym Leader Castle VI. The single types VII. Dual types VIII. The benefits of status attacks and status boosters, and other tricks IX. Ultimate teams A. Recommended movesets by alexgen@sinectis.com.ar X. Secrets XI. Credits XII. Disclaimer and other legal stuff ---------------------------------------------------------------- I. Updates/Version History 3.50--Final version, so no updates unless there are some errors I have to correct. I have learned a lot from more gaming experience with the game, so the guide is getting a big revision. I learned that moves like hyper beam and sky attack are usually no good because you lose a round in which you can attack, so I am going to be recommending other moves unless they still give the pokémon some kind of huge advantage. I learned that substitute was definitely not near as good as I thought, and I removed it from moves that I recommended. Big thanks to pokémasters.com for the info on max stats and white-cat for the info on base stats. Allowed for publication on http://hometown.aol.com/falsehead , which is a friend of mine's page. Now that I have got all 81 fully evolved/never evolving pokémon to level 100, I will be rating the pokémon according to their full max stats at level 100, so some may get better reviews than they originally did. If you need to understand how a pokémon would fare for Poké, Petit, or Pika Cup, check the teams I recommended under those sections. Added a new note about amnesia and swords' dance under the basic strategy section, check it out because it is rather big news. Info about tms/hms less evolved pokémon can learn came from Pokémon Stadium 2. Pokémon that are less evolved and have only one type but evolve into a dual type will be listed under their dual type counterparts. Updating information on a lot of things, so check the guide out. The evaluations should pretty much hold true for lower evolved pokémon at their competing cup. Some moves learned by level up will not be available in the lower cups, so TMs/HMs will be important. Max stats always apply to the fully evolved pokémon. A new feature will be the cups I recommend pokémon for beside their names, and a + or ++ depending on how good they are for that particular cup. Good picks for poké and prime cup are also good for the Gym Leader Castle. 3.29--Thanks to alexgen@sinectis.com.ar for his recommended movesets. Currently, I will be accepting no more submissions to enhance the guide unless it is totally something surprising about the game. You may still email me with movesets, ultimate teams, etc. for discussion, but please do not email me with things you want published. Thanks. 3.28-Made a few more corrections on the guide. Counter always waits for your opponent to attack, so you should use it on pokémon that you know are only going to hit you with "physical" moves. And softboiled only recovers half your HP instead of all of it. Psychic is not the most powerful psychic attack, dream eater is, but it is harder to use --thanks to Alvaro for pointing this out. 3.27-Added that Raichu can learn light screen (while in Pikachu stage). Must have been an oversight. 3.26-Beedrill and Venomoth are not weak against ground type attacks, the attacks balance out. Thanks to alexgen@sinectis.com.ar for pointing this out. 3.25-Made several corrections thanks to cmsnrub25@yahoo.com who has a very observant eye. I changed the places where I said that acid could poison, as it can reduce physical defense; and I changed where I said aurora beam may reduce speed as it may reduce attack. Venomoth and Beedrill are also weak to ground type attacks, which I corrected, and Tentacruel can learn the grass type attack, mega drain. Also corrected a bit of the info on how to get a good pokémon from gaming experience. 3.21-Oops again, a mistake in the attack chart was fixed, fighting does only normal on ice/psychic, not super effective. Hopefully that is the rest of my mistakes. 3.20-Fixed a few errors in the "Earliest Levels Pokémon Found At" section. Removed some that didn't qualify for cups, and explained how to catch a normal experienced Tangela at its lowest level. Went through and made numerous corrections, so it may be wise to re-read a lot of the guide. Spellchecked. I believe this is the final update unless someone points out a grammar mistake or such. 3.11-Oops, found that I made a small error in the attack types chart. There is no pure ice type, so I made the corrections and added ice/psychic where needed. I will continue to look for errors, but I am near a final update. 3.10-Updated the info about stat growth under section III. Be sure to check it out if you are going for a pokémon with awesome stats. Also updated section V with new teams and strategies for defeating the hard mode. Check it out if you are having trouble, and these teams also work great for round 1. 3.06-Corrected a few mistakes, Aerodactyl can not learn rock slide, and Slowbro can not learn hydro pump. 3.05-Added a bit of new info on the Surfing Pikachu secret. Added a new secret about the Battle Now mode. Unfortunately, it appears you cannot rent Mewtwo after round 2 is finished, which is bad news for all you guys going through on rentals. How lame to just get bonus stickers eh? 3.00-Corrected the secret on how to get the hyper mode to the mini games, turns out you can just win five in a row on 5 or more rounds. Finally got the secret about what you get for finishing round 2 added. Finished Surfing Pikachu and gave the real secrets to getting him, my past info was not correct. Spellchecked. **This should be the final version of the guide unless I find grammar mistakes or such, or find out some new secrets.** 2.994-Added a section that tells where to get each Pokémon at their earliest levels, and which version of the game. This is at the bottom of the Basic Strategy Section. Still can't get surfing Pikachu on my own to confirm the secret (can we say arggh?). 2.993-Fixed the Surfing Pikachu secret to show how to really get him. Changed Clefable on my ultimate teams, he can not learn hydro pump, oops. I gave him double edge now instead. Added a secret about changing backgrounds in the Game Boy Tower. Changed some other errors as well. 2.99-Finished the mini games to get hyper mode. Adjusted the technique to get the secret, see the secrets section. I will soon get the surfing Pikachu rumor investigated to see if you actually can continue and still get him. It may be a while before I finish Poké Cup, Petit Cup, Pika Cup, and the final battle. When I do I will tell whatever new secrets I uncovered. I do have suggestions for teams, etc., posted below though. Hopefully I can finish within a few weeks. 2.988-I have added notes about Gym Leader Castle also on hard mode as I have finished it. Adding two rumors to the secrets to modify them, I will test these as soon as I can to see if they are true, and some of you guys could email me to confirm them and help me out if you would :-). One says you can get surfing Pikachu even if you use a continue, the other says that you can beat the computer five times in a row with a five round battle on the hard mode to get hyper mode in the mini games. 2.985-Went and corrected lots of little errors, like Mew being in contention for the best pokémon, it is by far Mewtwo. Also added the idea to a lot of TM suggestions that takedown and double edge, and even mega kick are good picks. Updated a lot of info on pokémon, etc. Spell checked. Fixed formatting. 2.981-Huge thanks to Brian-lkr@oneimage.com for confirming the secret about the mini game hyper mode. Check secrets for how to get it. Found out that the Gym Leader Castle still has level 50 (level varies depending on your highest) pokémon instead of all 100 as I had first thought. Found out that Brock can cheat with confuse ray to bring down Mewtwo and totally whoop you in the first gym. Still being tested by the challenge of the computer. Updated the section describing the different game modes to let you know just how hard this game has gotten. I also added some ideas for some good teams, but a lot of it may be up to luck, and some choices may be better than the ones I am thinking of. If someone has finished the game on hard mode, email me with the secrets of what you get, cause I may never beat these awful computer tactics (at least not until I spend a lot of time getting better teams and getting lots of TMs to beat the computer). Also added a secret about wallpapers. 2.98-I have heard many rumors about a "hyper mode" to the mini games, if anyone knows about this for sure by having actually gotten it yourself, please email me. Also I am having big trouble finishing the hard mode of the game, so if anyone already has, could you email me and tell me what different things you get for finishing it? Added a new secret. Added some notes about Amnesia Psyduck thanks to "kill me"- zodaic@hotmail.com . Updated the strategy on status attacks, found a lot of useful info in checking moves of pokémon. Tested that poison is indeed a physical attack rather than special, thanks to Pesmerga-pesmerga_99@hotmail.com . Added a few notes to basic strategy to update some ideas. The new notes in basic strategy are above the note on critical hits. Updated the note about take down and double edge in basic strategy. Added a note about agility in the basic strategies section, thanks to Gyarados13O@cs.com for the info. Sorry no info on the hard mode rewards yet but the hard mode is really tough to finish. 2.975-Forgot to update the attack chart to reflect the information in the below update. I think I will have to get to the hard mode and finish parts of it before the next update, so it may be several days. 2.97-Ground vs. grass/poison, and poison vs. bug/poison is 1- 1.5x effective instead of 2x-3x. Grass vs. rock/flying, poison vs. grass/poison, fire vs. water/ice, electric vs. dragon/flying, fighting vs. normal/flying, water vs. rock/water, grass vs. water/flying, and grass vs. poison/ground I found to do also normal damage instead of 1/2-3/4x damage. I fixed these errors under the appropriate pokémon below. 2.96-Allowed for publication of my guide in the near future to be on http://www.happypuppy.com/ also. Added a new note about email to the disclaimer, I suggest that everyone take a glance. 2.95-Thanks to Matt-Formatt777@aol.com for info on how to get Surfing Pikachu. Check secrets, section X. Updated notes on Amnesia Psyduck due to new information from Jeff. 2.93-Added little notes here and there, changed this and that. Read through some of the Gym Leader Castle info to see some of the more important changes. It is going to take me a bit to get the different kinds into the hall of fame, so it will be a while before I get back to hard mode to learn its secrets. 2.92-Added a new secret about "Amnesia Psyduck" thanks to Jeff- rubee64@hotmail.com . Added the important note above table of contents because I get lots of submissions about secrets, but only a few have been valid so far. 2.91-Also found out that ice vs. water/flying is only 1-1.5x damage. Really cost me against Gyarados in the Pika Cup. I had to start over on round one (easy mode, bye bye Dodrio Game Boy for now....I'll miss it till I get it again) to get my pokémon in the hall of fame more easily, I really urge all of you to get all but Mewtwo and Mew in the hall of fame on the first Prime Cup>Master Ball tournament. Try to squeeze Mewtwo in there if you have him, as he will make it much easier. And oh yeah, YOU CAN RENT MEW ON THE HARD MODE! He is decent. (See secrets for details). Found out that the gym trainers' teams are all at level 100 on hard mode, and the rentals remain at 50, so it is important that you have Game Boy pokémon trained up. Also added a weird quirk about color under secrets, thanks Laura182. 2.90-Finished the Gym Leader Castle and found out some interesting things. View secrets and the info on the Gym Leader Castle. Added a couple of notes to basic strategy, under the note on seismic toss. Seems double edge and takedown aren't as useless as I thought, but I still don't like them much. 2.81-Added a secret thanks to David-Dolphins1324@aol.com . 2.80-Updated the attack chart and pokémon for electric vs. electric/flying, ground vs bug/poison, bug vs. poison/flying, grass vs. water/poison, bug vs. ghost/poison, fighting vs. ice/psychic, fighting vs. rock/flying, ice vs. ice/flying, and fighting vs. ice/flying. It seems that these attacks do regular (1x-1.5x) damage instead of super effective damage (2x-3x). Working on the Gym Leader Castle but it gets pretty tough. Also allowed for publication of this guide to be also on http://www.rpgamer.com/ , see legal stuff and disclaimer in section XII. Version 2.75-Discovered a fluke that I added to basic strategies. It is directly above the note on critical hit. Finished the Prime Cup with mostly rental pokémon and my own Mewtwo and added notes about it and what you get for finishing it. I will try to get through the Gym Leader Castle soon. Version 2.61-Fixed little errors here and there about strategy. I changed some ideas on substitute. See the notes in the strategy section, and also some pokémon's evaluations and notes about TMs have changed slightly with the new ideas on substitute. Credit for this goes to Lee-deathmeister@webtv.net because he pointed out substitute is very risky to use if you don't have the speed needed to use it before your opponent hits you with a strong attack. Version 2.60-Added info about what you get for finishing the Poké Cup and some strategies on finishing it. The next update will take a while, because it will be a bit before I get six good pokémon to level 100 to take down the Prime Cup. Version 2.51-Fixed a big mistake in the secrets section. Turns out you can not play through the game over and over to rack up on items because every time you start the game over, the ID number changes. Version 2.50-Fixed a few mistakes and am adding a bit of info on the Pika and Petit cups, along with the Poké and Prime cups, and Gym Leader Castle section, which is in the works. Since the demand on gameFAQs for answers on Stadium has risen quite a bit, I will try to get more of the info about the game as well as strategy on here. Please be patient as it will take me at least a couple of weeks to get this info out if not more. Found out seismic toss and sonic boom even work on ghost types. Added a few new sections and changed a few things in basic strategy. Version 2.01-Fixed the formatting and the copyright info on Stadium. Version 2.00-Ahhhh yeah! The ultimate in pokémon strategy! This guide even is an interesting read to me after I finished it, so now I know how to beat all my friends. Finally finished, spellchecked, and proofread. Version 1.76-The rest of the info is coming within a few weeks, I will try to get it done by the 7th of March. Version 1.75-Finished the attacks chart with help of Alvaro and the dual type info. Received new info from Laura182 on pokémon. The guide is starting to take publishing shape. Version 1.5-Added a lot of material, fixed spelling errors, etc. Huge thanks for contributions! Version 1.0-The creation of the guide. I am starting what I hope will be the most comprehensive guide to pokémon strategy. ---------------------------------------------------------------- II. Introduction Know that this guide is intended to cover only the highest evolved or never evolving pokémon. It covers more of a Poké Cup to Prime Cup status, the real power pokémon. I do go into the Pika and Petit cups, but I am not planning to do an elaborate pokémon by pokémon analysis of the weaker pokémon. If you are having trouble, I did mention a few good teams to raise from Game Boy in Section V. I think this guide is perfectly timed as we are getting close to time for Pokémon Stadium to be released. Well, it was released and this guide has done well I guess, peaking at #2 on the top ten at gameFAQs :-). I am, along with some very helpful people, writing this guide to go deep into the different strategy elements of what is going to be many people's favorite game, Pokémon Stadium. If you are like me and aspiring to be one of the greatest pokémon masters of all time, you probably have found yourself wondering "would an Aerodactyl be at a disadvantage or an advantage against an electric type since it is both a rock and a flying type?". You have probably wondered what TMs are best and which pokémon will use them most effectively. Would Thunder be best for an electric type like Electrode, or for someone like Dragonite to add an element of surprise to his attack? You have probably wondered what the sense is in keeping moves like Thunder Wave when seemingly better moves come along. You have probably also wondered if a pokémon's statistics like strength are more important than their type in battle. I decided to write a guide to answer these age old questions and let you in on the secret knowledge that all those "masters" possess. Tired of being beaten by your friends when they know an impossible strategy to beat? This guide will attempt to give you all the information you need to put them in their place, and make you the greatest master of all time! ---------------------------------------------------------------- III. How to catch a pokémon with good potential You have to go back to the Game Boy for this following strategy. One of the most important aspects to having a good pokémon is to have high stats such as strength. I had caught two level 9 Abras one day, gazed at their stats, and I realized one of the big secrets to pokémon--two pokémon of the same level and kind may have very different stats. For those of you who have the time and the patience, you can try this following method to build pokémon to their optimum power. What's the advantage? Your pokémon will be much stronger and more difficult to defeat in battle, and in some cases it may mean the difference between victory and defeat. For those of you who don't have the time or don't wish to follow this method, don't despair, you only will have a few extra stat points even if you catch a good pokémon. You should still try to find them at the lowest level possible and train them the hard way, otherwise you could end up with far less stats than other pokémon. The other parts of this method only get you a few extra stat points. You may want to have finished the game before trying this. You will need lots of money and patience if you want a near perfect pokémon. Depending on the level and type of the pokémon you want to capture you may need anything ranging from a poké ball to an ultra ball. You will need to carry a weak pokémon to help injure the weaker kinds so you can capture them more easily, if you don't have any weak pokémon, just put a weak one to sleep and try to capture it with regular poké balls because they are less expensive and ultra balls are only stronger when the pokémon is really weak (thanks Alvaro for pointing this out). Also you may want to use leech seed to slowly wear your opponents down, this helps a lot. For pokémon of the Safari Zone, save in the Safari Zone and reset when you run out of time so you don't have to spend the admission fee over and over while looking for the pokémon you want. Save when you do catch one that you want in the Safari Zone, and keep resetting to regain time. You can catch about 3 or 4 good pokémon before the time runs out if you are lucky. Search for the pokémon you want, and fight several of them until you determine the lowest level that particular pokémon shows up at. You may have to search several areas and different versions of the game. Mankey, Cubone, Pinsir, Scyther, Tauros, Venonat, Chansey, Grimer, and a maybe a few others show up at earlier or much earlier levels on yellow (see the section below that tells where they show up at their earliest level, and on which version of the game). When you are sure you have found that pokémon at its lowest level possible, capture 3-5 of them at that level. A level 51 pokémon trained since an early level will have higher stats than a wild level 51 pokémon of the same kind. Compare all their stats--life energy (HP), strength, defense, speed, and special power. If you think you haven't caught a good one keep trying. For pokémon you only get once per game such as Eevee and Mewtwo, you may keep receiving them (save right before getting them) until you get the one you want. Find the one with the best overall stats (you may want the extra stat points in its weaknesses or in its strengths) then begin to build it up towards level 100. Release the other ones into the wild. Evolve most as soon as possible, as evolved pokémon gain more stats at level up. Wait until pokémon that evolve by using stones on them have learned all their moves, or at least the moves you want before evolving them. Optionally, you can also use TMs to teach moves that you want to pokémon that evolve from stones and then evolve them. For the trade evolutions, trade as soon as your pokémon has reached its second form (example: Abra becomes Kadabra at level 16--do not build it up any higher until you have traded it and evolved it to Alakazam). Then, trade that same pokémon right back to yourself to avoid it having boosted experience. The others you never want to trade until they are at level 100. Also, never put your pokémon in daycare, or use rare candy on it. Why? Because any of these things (including boosted experience) will take away stat points from your pokémon at level up (my friend's Slowbro and Kadabra ended up weaker for this reason than my pokémon at the same level). Unfortunately, the best way to build them up is the normal way, the long way. A note about Jynx and Mr. Mime--you can only raise them with boosted experience. You must trade for them, so give the computer person the pokémon they want at the lowest level possible, as that is the level you will receive your new pokémon at. Just follow all the other parts of the method regarding them. Also, Lickitung is caught in the wild at level 50+ in the yellow version or with boosted experience in the others. Alvaro discovered that with Lickitung, the stats are very close if you caught him in the wild from yellow or got him earlier in red and blue. Farfetch'd can be caught in the wild at an early level on Pokémon Yellow with no boosted experience, although you can trade for it with a level 2 (or 3) Spearow. Alvaro also discovered that the stats for Farfetch'd are nearly the same by either method, so either way is fine. I will discuss which moves to keep as your pokémon grows in other sections of this guide. Good places to build levels are in Mewtwo's cave and by fighting the Elite Four repetitively-- the Elite Four also give you lots of money towards buying those many poké balls and stat boosters you will need if you use this method. I find Mewtwo's cave to be a more steady way of building levels though. The actual truth of stats is a bit different than I thought at first. You will want to give your pokémon that you caught-at its lowest level-all the stat boosters it can take when you first get it, this in turn will increase the amount of stats it gains at each level up. Be sure to give them all the stat boosts they can take in their lowest evolved form. You may hold out to learn the moves you wish to learn with a pokémon before evolving them, the stats usually end up being about the same whether you evolved them early or later. Again, as I mentioned earlier, try to get the ones with the best stats possible in the wild when you catch them, you may have to catch four or five or even more if you want one with absolutely great stats. The bottom line though--even if your pokémon has a perfect rating in any of the stats, it will only be maybe 30 points (likely less), and strategy can still overcome them. Yes, they will have a slightly better chance of surviving, but all in all, as long as you have caught them in the wild at their earliest level and fed them stat boosters immediately, then your pokémon should be formidable if you give it the right moves. ---------------------------------------------------------------- IV. Some Basic Strategy --Your pokémon's strength and defense ratings effect how well it uses/resists the following type attacks (at least from what I could find in combat): normal rock ground bug fighting flying ghost poison These would be "physical". --Your pokémon's special rating effects how well it uses/resists the following type attacks (again at least from what I could find in combat): electric grass ice psychic fire water These would be "special". --Using attacks that are the same type as your pokémon seems to do around 1.5 times the damage the attack would in the hands of other types. Example: Raticate uses quick attack better than Pikachu because Raticate is a normal type using a normal type move. Pikachu would be an electric type using a normal type move. Compound this figure with the damage of an attack being super effective and it does 3x damage, and to some it would do 6x damage (like Articuno using blizzard on Dragonite). Factor this in when you calculate how much damage you are racking up. Defense-wise, if you were to use a Raticate's quick attack on an Onix, it would do slightly more damage than a Pikachu's quick attack. Instead of the usual 1/2 damage caused by an attack that a pokémon resists, if the pokémon using the attack is the same type as his attack he is using, then it will cause 3/4 damage. Or if the attack only does 1/4 damage it will do 3/8. Example: Zapdos (electric/flying types) uses thunder on Venusaur. Since Zapdos is one type electric, using an electric move will automatically do 1.5x normal damage. Venusaur being one type grass resists this attack to where it usually does just 1/2 damage. But since Zapdos is doing 1.5x the normal damage, it will do 3/4 of the normal damage to Venusaur. Charizard greatly resists bug attacks by being both a fire and flying type. But if Beedrill uses a bug attack (and since he is one type bug), he will do 3/8 the normal damage instead of 1/4. (Basic strategy continued below chart) ---------------------------------------------------------------- Pokémon attack chart Your attack will always have a type. Your opponent's defense may have one or two types. The following explains how your attack effects different types of opponents. Normal (your attack type, NOT defense type) strengths (attack type does 2x-3x damage to opponent if they are the following types): none resistances (1/2-3/4 damage to opponent of the following type(s)): rock/ground, rock/flying, rock/water immunities (opponent takes no damage): ghost/poison Water strengths: fire, ground, fire/flying, poison/ground, rock/flying resistances: water, grass, dragon, dragon/flying, grass/poison, grass/psychic, bug/grass, water/flying, water/fighting, water/psychic, water/ice, water/poison big strengths (4x-6x damage to opponent): rock/ground big resistances (1/4-3/8 damage to opponent): none Fire strengths: grass, bug, grass/psychic, grass/poison, ice/flying, ice/psychic, bug/poison, bug/flying resistances: fire, water, dragon, water/flying, water/fighting, water/psychic, water/poison, dragon/flying, rock/ground, rock/flying, fire/flying big strengths: bug/grass big resistances: rock/water Electric strengths: water, water/ice, rock/water, water/psychic, water/poison, water/fighting, ice/flying, fire/flying, normal/flying, bug/flying, poison/flying, rock/flying resistances: grass, electric, dragon, grass/poison, grass/psychic big strengths: water/flying big resistances: none immunities: ground, poison/ground, rock/ground Ice strengths: grass, ground, dragon, grass/poison, grass/psychic, poison/ground, rock/ground, normal/flying, fire/flying, bug/flying, poison/flying, electric/flying, bug/grass resistances: ice/psychic, water, rock/water, water/psychic, water/poison, water/fighting big strengths: dragon/flying big resistances: water/ice Fighting strengths: normal, water/ice, rock/ground, rock/water resistances: poison, psychic, bug, poison/ground, electric/flying, fire/flying, water/flying, dragon/flying, water/psychic, grass/psychic, bug/grass big strengths: none big resistances: bug/poison, bug/flying, poison/flying immunities: ghost/poison Grass strengths: water, ground, water/ice, water/psychic, water/fighting resistances: fire, grass, poison, bug, dragon, grass/psychic, ghost/poison, normal/flying, ice/flying, electric/flying big strengths: rock/ground, rock/water big resistances: fire/flying, grass/poison, poison/flying, bug/flying, dragon/flying, bug/poison, bug/grass Psychic strengths: fighting, poison, water/fighting, bug/poison, poison/ground, grass/poison, water/poison, ghost/poison resistances: psychic, grass/psychic, ice/psychic, water/psychic big strengths: none big resistances: none Ground strengths: fire, electric, poison, poison/ground, water/poison, ghost/poison, rock/ground, rock/water resistances: grass, bug, grass/psychic big strengths: none big resistances: bug/grass immunities: normal/flying, bug/flying, electric/flying, ice/flying, fire/flying, poison/flying, water/flying, rock/flying, dragon/flying Flying strengths: grass, fighting, bug, grass/poison, grass/psychic, water/fighting, bug/poison, bug/flying resistances: electric, electric/flying, rock/water, rock/ground, rock/flying big strengths: bug/grass big resistances: none Poison strengths: grass, bug, grass/psychic, bug/flying resistances: poison, ground, poison/flying, water/poison big strengths: bug/grass big resistances: poison/ground, rock/ground, ghost/poison Rock strengths: fire, bug, ice/psychic, water/ice, normal/flying, electric/flying, poison/flying, water/flying, rock/flying, dragon/flying resistances: fighting, ground, water/fighting, rock/ground, poison/ground big strengths: ice/flying, bug/flying, fire/flying big resistances: none Bug strengths: grass, poison, psychic, bug/poison, poison/ground, water/poison, ice/psychic, water/psychic, bug/grass resistances: fire, fighting, normal/flying, electric/flying, ice/flying, bug/flying, water/flying, rock/flying, dragon/flying big strengths: grass/poison, grass/psychic big resistances: fire/flying Ghost (the only true ghost type attack is lick) strengths: ghost/poison resistances: none big strengths: none big resistances: none immunities: normal, normal/flying, psychic, ice/psychic, water/psychic, grass/psychic Dragon (the only dragon attack, dragon rage, does a weak 40 HP damage always) strengths: none resistances: none big strengths: none big resistances: none ---------------------------------------------------------------- --There are exceptions, some moves will always do a set amount of damage. Sonic boom will always do 20 HP damage--this move is generally too weak though. Seismic toss and night shade seem to do as much damage as your current level, ignoring resistances. Psywave does random damage, up to 1.5 times your current level (thanks Alvaro for investigating this), but since the damage is random, it is not as useful as seismic toss or night shade. At high levels, even weaker pokémon could do heavy damage with these moves. Choose who you teach it to wisely though, teach these moves to a pokémon that will survive to use them enough to win. Some high level pokémon have near and over 500 HP, so even doing 100 HP damage each round would take a few rounds to win. Also, the use of power moves on opponents that have type weaknesses, or weaknesses to special or physical attack could cause more damage. Example: using ice beam on Dragonite (ice hurts dragon/flying badly) or headbutt on Chansey (Chansey has very low defense) may well cause over 100 HP damage to them. Golem may receive over 100 HP damage from a psybeam because he has a low special. --Amnesia, Swords' Dance, Growth, Meditate, etc. have a strange quirk I discovered. If you get a regular non-critical hit, they enhance the damage you do big time. But if you get a critical hit, the critical hit will do double the damage you would do if you had NOT amnesiaed or swords' danced. It is really a problem if you are trying to increase the power of a move that always gets critical hit like slash, because it will not increase the power of those moves at all. --On Stadium, you can not switch pokémon as your opponent is brining new ones out. It is therefore very vital to have a great lead pokémon to stay in until it faints, then to have two good pokémon to back it up. --Moves like takedown and double edge take life away from your pokémon in order to score a tough hit. I found out that even though I don't like them much, if you use them and the opponent faints, you won't receive recoil. This can be very helpful to bring down strong psychic types. You will receive damage on the Game Boy if you use these moves even when it makes your opponent faint in one hit. Strangely too, on the Stadium game you will always have to recharge after using hyper beam, on Game Boy if it made the opponent faint then you would not have to recharge. --You will want to give lower level pokémon stat boosting medicines like carbos, etc. This can really pay off if you want to challenge a friend using Pika, Petit, or Poké cup rules, or the computer on hard mode. --If you switch pokémon in the middle of battle, your opponent will get a free move. If your pokémon is defeated, your next pokémon will get first move provided it has more speed. --A weird thing happened on Stadium that confirmed my suspicions on Game Boy. If you hit a dual type that has one type that gets hurt from the attack badly, and one part the resists the attack, it will balance out and do regular damage. For instance if you use thunder on Zapdos, the flying part of him would take 2x-3x damage from the attack. The electric part would only take 1/2- 3/4 damage. On the Game Boy it had said these attacks were "super effective", but on Stadium it did not. --If you use wrap/bind/fire spin/clamp on Stadium then your opponent can switch to another pokémon without the penalty of you getting a free round against them. If you have more agility though, you can continue to wrap/bind/fire spin/clamp them. They can also keep switching until you miss or you run out of these moves. On Game Boy you could force them to switch and then bind/wrap/fire spin/clamp the next one automatically. --Substitute is not as good as I originally thought it would be. In most cases it is destroyed in one round and you lose 1/4 of your HP to use it. Don't waste a lot of game corner coins buying a bunch of these, they are only useful in certain situations, so take this in mind when you see me writing something about substitute in my reviews of the pokémon. --Remember though that substitute does prevent status ailments and one hit KOs on Stadium, but not on Game Boy. --Agility is a pretty good move because it does the following: it raises your accuracy, gives you the chance to strike first, and raises chance for critical hit. It is a great counter to moves like minimize. Thanks to Gyarados13O@cs.com for this tip. --Moves that have a high chance of critical hit are useful. Critical hits do near double damage that the attack regularly does, and defenses don't matter. Critical hits also cut through defenses like reflect, barrier, and amnesia, BUT unlike I thought before, resistances still apply and they are not as effective on those who resist your attacks. Another thing that reduces the damage of these hits are the defense and special stats of your opponent. Slash, crabhammer, razor leaf, and karate chop all have good chances at critical hits. The move focus energy seems to bring up your chances for a critical hit on other moves. Think if you got a critical hit on a 6x damage hit, wow, nearly 12x the damage! --If your attack brings down an opponent's special, strength, etc. the move will not do as much damage that round as it normally would (but likely will give you an advantage the next if it scores a normal hit). --If you ever use all your moves up (all the PP for them), you will still be able to choose to fight. You will attack with struggle, which is a medium damage normal move. You receive 1/4 the damage you deal with struggle, and it isn't effective on rock types and has no effect on ghost types. --Accuracy with attacks, ability to evade attacks, and resistance to status attacks seem to go up with level up too. --PP ups give you more uses of certain moves. Moves that have a lot of uses gain a lot more PP, and moves that have few uses gain very few PP. If you gave the bonus to something like tackle, you would gain 7 extra uses, if you gave it to hyper beam, you would get 1 extra use. It is more important to use them on powerful offensive moves, but choose which pokémon you give the bonus to wisely. You only can find a few hidden PP ups in the game, they can not be purchased. They are usually found in suspicious looking spots, but some are hidden in the open. Use your itemfinder everywhere to find them. If you have two games, You can play through one game over and over and trade your pokémon to that game to use the PP ups then trade back, and you can also get extra TMs you would like to have. You can use three PP ups on a move before it reaches its max. --One hit KO moves like fissure and guillotine can have big payoffs, but since they often miss, they aren't worth it except in cases where you have no other option. Each time you miss, you give your opponent a free round. You also only get five uses of each. On Stadium they seem to connect a little more often though. --Most pokémon have either high hp/strength/defense-low speed/special, or high speed/special-low hp/strength/defense. Usually ones with more speed/special win if you have a type advantage, but if the pokémon survives with more strength/hp, it's strength may crush the pokémon with less defense/hp. Example: if Golem faced off against Starmie, and Starmie used hydro pump, Starmie would likely win first round without even being hit--because he has more speed and high special. If Golem somehow survived due to his high HP, he could use earthquake and win, due to Starmie's low defense. --Some moves always work the same, regardless of the type pokémon who learns it. For instance, rest (HP and status restored, sleep two rounds) and dragon rage (causes 40 HP damage) would always work the same, but Thunder (different damage) would not. The type move the TM or HM teaches will be more effectively used if your pokémon is the same type and has high stats in either special or strength, whichever determines the strength of the attack. (Confusing huh?) Here's an example-Raichu would be better to learn Thunder because he is an electric type (thunder is an electric move therefore he does 1.5x the normal damage of Thunder for starters) and he has high special; Raticate would not because he is a normal type and he has very low special. --Know that some TM/HM moves are always ok to teach if you think it would help; just choose to whom you give the move wisely and make it part of a team strategy...give powerful special moves to pokémon with high special and moves that are powerful physical moves to pokémon with high strength, and only make exceptions if you think you could win against your opponent just by having a type attack they are weak against (rarely happens, you need stats to back it up). See the note directly above, also, about teaching TMs and take it into consideration. Moves such as mega punch, mega kick, double edge, dig, earthquake, mega drain, thunderbolt, thunder, ice beam, blizzard, psychic, fire blast, surf, and rock slide are all excellent moves that can do big damage or give you an edge in battle. Skull bash, sky attack, and solar beam do great damage, but you must survive one round to use them the next, and if your pokémon is slow, you may have to survive two attacks. I generally don't recommend using moves that take more than one round to work, because you can use a weaker move and do more damage in two rounds (like if you use double edge two rounds in a row it does more damage than one hyper beam which takes two rounds to use). Toxic, explosion, counter, dream eater, reflect, double team, rest, mimic, thunder wave, and swords' dance are all good strategy moves; think about whom you give them to though. Swift is not extremely powerful, but useful since it always gets a hit. The others I think are either not strong enough or have risks involved or penalties for using them (like razor wind lacks strength, metronome is too risky since it does a random move). And remember, never replace an already good move unless it gives you more of an advantage. ---------------------------------------------------------------- Earliest Levels Pokémon are Found At I am listing the earliest levels you can find many Pokémon at in the wild, as you need a lot of them for the Pika and Petit Cups, and even the higher evolved forms at early levels for Pika Cup. If the level they evolve at is earlier than the level you find the evolved forms at, I will not list them (example Nidorino is found earliest at level 16, when he is evolved from Nidoran Male, instead of in the wild). I will also only list the evolved Pokémon if their earlier level helps them qualify for Pika or Petit Cup. If you are looking to build a pokémon towards level 100, catch them at the earliest level in their least evolved stage because they gain more stats even than higher evolved forms at lower levels (example, a level 10 Dratini will become a stronger Dragonite than a level 15 Dragonair). Remember that Pokémon evolved by stones or trade can be changed immediately and may be able to enter the Pika Cup in this fashion. Bulbasaur-level 5, red/blue, from Professor Oak Charmander-level 5, red/blue, from Professor Oak Squirtle-level 5, red/blue, from Professor Oak Caterpie-level 3, all versions, Viridian Forest Weedle-level 3, red/blue, Viridian Forest, Route 2 Pidgey-level 2, all versions, Route 1 Pidgeotto-level 9, yellow, Viridian Forest Rattata-level 2, all versions, Route 1, 2 (22 red/blue) Raticate-level 15, yellow, Route 21 Spearow-level 2, yellow, Route 22 Fearow-level 19, yellow, Route 9 Ekans-level 6, red, Route 4 Pikachu-level 3, red/blue, Viridian Forest (reminder that on Yellow he learns more moves) Sandshrew-level 6, blue, Route 4 Nidoran Female-level 2, blue/yellow, Route 22 Nidoran Male-level 2, red/yellow, Route 22 Clefairy-level 8, red/blue, Mount Moon Vulpix-level 15, blue, Route 8 Jigglypuff-level 3, red/blue, Route 3 Zubat-level 6, all versions, Mount Moon Oddish-level 12, yellow/red, Routes 24 and 25 Paras-level 8, red/blue, Mount Moon Parasect-level 13, yellow, trade for Tangela (catch Tangela at level 13 on red/blue by trading for a Venonat you caught at level 13 on yellow on Routes 24 or 25) Venonat-level 13, yellow, Routes 24 and 25 Diglett-level 15, all versions, Diglett's Cave Dugtrio-level 15, yellow, trade for at level 15 Lickitung on route 18 (you can get a level 15 Lickitung on red/blue by trading for a Slowbro caught at level 15 from routes 12 and 13 on yellow) Meowth-level 10, blue, Routes 5 and 6 Psyduck-level 15, yellow-route 6 on pond, red/blue-fishing Safari Zone and others Golduck-level 15, yellow, Route 6 on pond Mankey-level 3, yellow, Route 22 Growlithe-level 15, red, Route 8 Poliwag-level 5, yellow, fishing on Route 22 or Viridian City Poliwhirl-level 15, yellow, fish on Route 22 Abra-level 6, blue, buy from Game Corner Exchange Machop-level 15, red/blue, Rock Tunnel Machamp-level 16, yellow, trade Cubone at level 16 for Machoke on Route 5 (get level 16 Cubone from the Safari Zone on yellow, and then trade Machoke to get Machamp at level 16) Bellsprout-level 12, yellow/blue, Routes 24 and 25 Tentacool-level 5, all versions, Sea Routes and several fishing spots Tentacruel-level 20, yellow, fish on Route 20 Geodude-level 7, red/blue, Mount Moon Ponyta-level 28, red/blue-Cinnabar Lab, yellow-Route 17 Slowpoké-level 15, red/blue-fishing Safari Zone and others, yellow-Routes 12 and 13 Slowbro-level 15, yellow, Routes 12 and 13 Magnemite-level 16, yellow, Route 10 Farfetch'd-level 2, red/blue, trade for Spearow in Vermilion City (get your Spearow from the yellow game at level 2 on Route 22) Doduo-level 18, red/blue, Route 16 Seel-level 22, yellow, Seafoam Island Dewgong-level 15, yellow, trade on Cinnabar Island for a level 15 Growlithe (level 15 Growlithe can be found at Route 8 on red) Grimer-level 23, yellow, Cinnabar Lab Shellder-level 10, yellow, fishing in Vermilion City Gastly-level 18, all versions, Pokémon Tower in Lavender Town Haunter-level 20, yellow, Pokémon Tower in Lavender Town Onix-level 13, red/blue, Rock Tunnel Drowzee-level 9, red/blue, Route 11 Krabby-level 10, yellow, fishing on Route 25 Kingler-level 15, yellow, fishing on Route 25 Voltorb-level 14, red/blue, Route 10 Electrode-level 3, red/blue, trade for a level 3 Raichu (get a level 3 Pikachu from red or blue and evolve it to Raichu immediately) Exeggcute-level 20, yellow, Safari Zone Cubone-level 16, yellow, Safari Zone Hitmonlee-level 30, all versions, pick from the Karate Master in Saffron City **level 20 from Stadium** Hitmonchan-level 30, all versions, pick from the Karate Master in Saffron City **level 20 from Stadium** Lickitung-level 15, red/blue, trade for a Slowbro on Route 18 (catch the Slowbro at 15 on yellow on routes 12 and 13) Koffing-level 30, red/blue, Cinnabar Lab Rhyhorn-level 20, yellow, Safari Zone Rhydon-level 15, yellow, trade for Golduck level 15 (found on pond at Route 6 on yellow) Chansey-level 7, yellow, Safari Zone Tangela-level 13, red/blue, trade for Venonat on Cinnabar Island (catch Venonat at level 13 in yellow on Routes 24 and 25)--for normal experience, Tangela can be caught at level 22 in the Safari Zone on Yellow Kangaskhan-level 25, red/blue, Safari Zone Horsea-level 5, yellow, fishing on Route 11 and Vermilion City Seadra-level 20, yellow, fishing on Route 13 Goldeen-level 5, yellow, fishing on Route 6 and Celadon City Staryu-level 5, yellow, fishing in Pallet Town Mr. Mime-level 6, red/blue, trade for Abra (buy Abra from the Game Corner Exchange on blue) Scyther-level 15, yellow, Safari Zone Jynx-level 15, red/blue, trade for Poliwhirl (catch a level 15 Poliwhirl from fishing on Route 22 in yellow) Electabuzz-level 33, red, Power Plant Magmar-level 34, blue, Cinnabar Lab Pinsir-level 15, yellow, Safari Zone Tauros-level 21, yellow, Safari Zone Magikarp-level 5, all versions, use Old Rod to fish Gyarados-level 15, yellow, fishing in Fuchsia City Lapras-level 15, all versions, Silph Company employee Ditto-level 12, yellow, Cinnabar Lab Eevee-level 25, all versions, top of Celadon Mansion **level 20 from Stadium** Porygon-level 18, blue, buy from Game Corner Exchange Omanyte-level 30, all versions, bring the Helix Fossil back to life **level 20 from Stadium** Kabuto-level 30, all versions, bring the Dome Fossil back to life **level 20 from Stadium** Aerodactyl-level 30, all versions, bring the Old Amber back to life Snorlax-level 30, all versions, wake him up with the poké flute Articuno-level 50, all versions, find in Seafoam Island Zapdos-level 50, all versions, find in Power Plant Moltres-level 50, all versions, find in Victory Road Dratini-level 10, yellow, fish in the Safari Zone Dragonair-level 15, yellow, fish in the Safari Zone Mewtwo-level 70, all versions, capture in Unknown Dungeon Mew-level 5, all versions, get from Nintendo ---------------------------------------------------------------- V. Pika and Petit Cups, Poké and Prime Cups, Gym Leader Castle --Pika and Petit-- --easy mode-- These cups are really not too hard. I recommend that you get a well balanced rental team and just beat the computer into submission. Definitely choose Kadabra. My other choices usually include Diglett, Raichu, Raticate, Psyduck, and Ivysaur. You can also choose Haunter or Gastly. If you want to get a bunch of the weaker pokémon into the hall of fame though, you may need three really great pokémon to lead your team. In that case go back to the Game Boy and catch a Dragonair in the Safari Zone on yellow. At the entrance pond, they should be at level 15, and you will need the super rod and a lot of luck to find them. When you find one, throw two rocks and a ball and you should catch it. Hope that it doesn't run. Teach Dragonair powerful TMs. You can teach him nearly all the ones that Dragonite can learn, I think. Also use Clefable and teach him some really great moves. A great third choice here is Gastly or Haunter from rental, or from your game. In most cases, you will want to give lower level pokémon stat boosting medicines like carbos, etc. This can really pay off if you want to challenge a friend using Pika, Petit, or Poké cup rules. All in all though, you should be able to easily get many pokémon into the hall of fame this way. For the Petit cup, your choices are more limited. I find this cup not to be as hard though. The only real problem I had was in the semifinal with Lass, she kept using minimize. I recommend using Gastly and other great rental pokémon for this cup. Make sure you have someone with swift to take out Lass though. --hard mode-- I finished the Pika Cup, and it is difficult towards the end, but not too bad with the following team: Gyarados (level 20)-dragon rage, blizzard, thunderbolt, surf Dragonair (level 15)-dragon rage, blizzard, thunderbolt, fire blast Lapras (level 15)-psychic, double edge, blizzard, dragon rage Arcanine (level 15)-fire blast, dig, double edge, dragon rage Raichu (level 15)-surf, thunderbolt, double edge, submission Alakazam (level 20)-psychic, thunder wave, seismic toss, reflect Use Gyarados and the others with dragon rage to blast your way through the cup. If you need something different than Gyarados, switch in the formidable Alakazam. Petit Cup in hard mode is also very difficult. I finally finished it, and I must say the last guy is really hard. You have to get lucky and hope he picks Omania instead of Dratinimania, or hope that you somehow get lucky enough to have two pokémon to face that Dratini. I used the following team to do well: Diglett (level 26)-rock slide, earthquake, fissure, double edge Gastly (level 27)-psychic, mega drain, thunderbolt, night shade Pikachu (level 26)-surf, thunderbolt, body slam, submission Dratini (level 26)-dragon rage, blizzard, fire blast, thunderbolt Growlithe (level 26)-dig, dragon rage, fire blast, double edge Abra (level 27)-psychic, thunder wave, double edge, seismic toss --One thing to look out for is that some of the pokémon aren't dual types in their earlier stages. Charmander/Charmeleon is only fire instead of fire/flying. Caterpie and Metapod are only bug instead of bug/flying. Nidoran female/Nidorina/Nidoran male/Nidorino are only poison types instead of poison/ground. Poliwag and Poliwhirl are only water instead of water/fighting. Shellder is only water instead of water/ice. Staryu is only water instead of water/psychic. Magikarp is only water instead of water/flying. And lastly, Dratini/Dragonair are only dragon instead of dragon/flying. Take into consideration that these types will not have 4x-6x weakness, but neither will they have 1/4-3/8 resistances. I used blizzard on Dragonair and it disappointed me, and then it hit me that it only does 2x-3x damage since it is not dual typed. --Poké and Prime-- --easy mode-- I recommend using strong ones you have built up on the Game Boy games. If you really want, use stat boosting medicines to give your pokémon extra edges in the Poké Cup. Well I finished the Poké Cup and believe me the competition gets VERY heated at the end of the master ball tournament. The psychic guy is really tough. For the master ball tournament I recommend a strong Jolteon, Alakazam, and Articuno. I also recommend having three strong backups, like Moltres, Dragonite, and Zapdos. I also recommend that you bring these guys up from early levels on Game Boy. Some of this tournament is left up to luck, because you may have moves that help you in certain situations and sometimes your opponent will just have a better moveset. Seismic toss is a very valuable asset in this tournament, as are strong attacks that don't miss very often. Using type weaknesses to your advantage is a must. To see what you get for winning this cup, check the secrets section, section X. I rented a group of pokémon which are conveniently at level 100 for the Prime Cup. I used my Mewtwo from the blue game that I had brought up to 100 with some great moves. The cup wasn't really too hard, but things started getting heated in the Ultra and Master Ball Cups. I got to the final battle of the Master Ball tournament and I was quite surprised at seeing a certain pokémon in the last fight. My recommendation, have a Mewtwo with hyper beam, or amnesia and psychic to take this cup rather easily. Just use well balanced teams and you should win. Check the secrets section to see what you get for finishing this Cup. --hard mode-- The Poké Cup is also a wonderful example of how hard a game can be. I finally finished this, but it was an incredibly tough endeavor. But I can say that if you carefully plan, you should make it to the final guy with many continues. Just remember what your resistances are and use the special moves I formulated in this team to your advantage, know your enemy and their moves, resistances, and weaknesses. For Old Man, use a blizzard heavy team to destroy Dragonite if he shows up, and if Snorlax shows up, use confuse ray or hypnosis to keep him down. For the guy who has the critical hit team (Tamer, the volcano badge, next to last guy), use resistances and immunities to your advantage (Gengar is immune to the normal slash, and also resistant to razor leaf, Starmie is resistant to crab hammer). For the final guy, throw out Starmie first, and back him up with Jolteon and Moltres. The physical attacks should take out the pure psychics, and the elemental ones should take out the dual types. Know your enemy's stats, sometimes a physical attack will do more than an attack on an elemental weakness and vice versa. Dragon rage will no longer be an asset now, so use the same type boosts to give you an edge (an ice type using an ice move, etc.), and seismic toss is limited in its advantages. I recommend you use a Moltres, Lapras, Gengar, Jolteon, Nidoqueen, and Starmie fully tweaked out with great moves and stat boosters. I recommend you have most of your team at level 51, and your Starmie at 53, or your Jolteon at 53, whichever you want....you may want Jolteon for sake of speed and thunder wave to paralyze your opponents. You may also consider Alakazam and others as a backup. Make sure to PP up the moves that have only 5 uses. Here are the moves I recommend you outfit them with: Jolteon-thunder, pin missile, thunder wave, double edge Lapras-psychic, body slam, surf, blizzard Starmie-thunder, blizzard, surf, psychic Moltres-fly, fire blast, double edge, reflect Gengar-psychic, mega drain, thunder, confuse ray (or hypnosis) Nidoqueen-blizzard, earthquake, thunderbolt, double kick (horn drill or double edge are also good options) I actually did finish the Prime Cup on the hard mode. Somehow Mewtwo actually still has an edge in this cup. It wasn't too difficult and it shouldn't be too hard to get a surfing Pikachu (see secrets). I definitely had more of a challenge than last time though. If you are using rentals, you will be in for the fight of your life, so I definitely recommend trained teams. Against Mew, make sure your Mewtwo has had its Psychic fully maxed out with PP ups. Here is a good Prime Cup team (all level 100): Mewtwo-psychic, recover, barrier, amnesia Articuno-blizzard, fly, double edge, reflect Jolteon-thunder, thunder wave, pin missile, double kick Starmie-thunder, blizzard, psychic, recover Exeggutor-psychic, mega drain, leech seed, explosion Gengar-psychic, hypnosis (or confuse ray), night shade, toxic --Gym Leader Castle-- --easy mode-- This is where even us who write strategy guides get taken back to school. Although I thought up some pretty good strategies on the guide, some of the computer players are that much better. All the Gym trainer Pokémon are at level 50, however, if you use 1 pokémon over level 50, then all your opponent's pokémon will be that level. If you use level 100 Mewtwo, make sure most of your other pokémon compare in levels, otherwise the computer may have some big advantages if it brings Mewtwo down. If you are like me and haven't had a lot of time to teach TMs to your pokémon (just the time to see who can learn them and all), then rental ones may sometimes be more balanced picks to use. Brock-A breeze, and all his underlings are easy. Pick good pokémon to counter rock types and be prepared for other kinds before Brock. Misty-A little more challenging, but still, if you pick the right pokémon and are prepared for the worst, then you should be ok. Lt. Surge-Not too hard to get to him, but when you do, do NOT use ground types. I thought I could get past him easily and he showed up with both a surfing Pikachu and surfing Raichu. I had to pull out my level 100 Mewtwo for this Gym. Erica-Not too hard if you have a strong psychic type to guide you. Koga-Koga is easy, it's just the darn juggler before him. Do NOT use a lv 100 pokémon for this because Hypno is too much to deal with, unless you have a good team of all level 100 pokémon. Keep the pokémon all at 50, with a strong Alakazam to guide you. Also have someone like Arcanine with strong normal attacks and good speed. Sabrina-Getting too her is pretty hard. Keep your pokémon around level 50 for her to not be too hard. Watch out for Jynx and its ability to freeze you solid. I found Dragonair with fire blast and Arcanine to be helpful. Arcanine can also take out some psychics with takedown. You may also want Articuno to help against Jynx. Blaine-I used level 100 Mewtwo and didn't have much difficulty getting to Blaine, though some heated fights occurred with the nerd and psychic I had to take down. Not too tough though. Giovanni-Used level 100 Mewtwo and did quite well. Giovanni was easy, and the trainers before him weren't bad, just watch out for the tamer that uses Zapdos, if you get thunderwaved, then Pinsir will annoy you to death with wrap. ELITE FOUR Lorelei-Was pretty tough. Use a level 100 Mewtwo and use Amnesia twice and pound her with psychic. Also if your Mewtwo has a mega punch or something similar, break it out for this fight. Beware Lapras' confusion and body slam, the rest shouldn't be too tough. Bruno-Level 100 Mewtwo destroys his fighting/low special team. Don't even bother with Amnesia. Agatha-Wasn't too bad, but I got lucky enough not to face Gengar. I used level 100 Mewtwo and blasted her poison typed array away. Lance-Didn't put up as much of a fight as I expected. His Lapras wasn't near as good as Lorelei's. Lance doesn't have a Dragonite which I think weakens his team a lot. Use level 100 Mewtwo and two Amnesia followed by psychic to put this one to rest. FINAL BATTLE? You vs. a familiar face. This person has a balanced team, so level 100 Mewtwo with two Amnesia and two good backups help. Wasn't as hard as I expected, but I may have been lucky. BEWARE if he uses Toxic and then pulls out Exeggutor, DO NOT get leech seeded or your pokémon is toast unless you can win in a few rounds. The team of this guy varies depending on if you use rental pokémon, or pokémon from one of the versions. If from red/blue, he will have a team to counter whatever starter you picked. If from yellow, he will have whichever form of Eevee that he had in the game. His teams will be tough no matter what. --hard mode-- I recommend you have a great team of level 100 pokémon with the best moveset you can come up with. Strong physical attacks and special attack mixes are a must. Since you pick different teams for each Gym Leader, I recommend you have a mostly balanced team and alternate some to meet the different challenges of the leaders. Definitely make sure your stats are as near max as you can get for this. Here is a good Gym Leader Castle team (all level 100): Mewtwo-psychic, recover, barrier, amnesia Articuno-blizzard, fly, double edge, reflect Jolteon-thunder, thunder wave, pin missile, double kick Starmie-thunder, blizzard, psychic, recover Exeggutor-psychic, mega drain, leech seed, explosion Gengar-psychic, hypnosis (or confuse ray), night shade, toxic Brock-Not too hard, just use a good level 100 Mewtwo and beat the low special team that he has. I had a level 98 Seaking which helped a lot against the annoying Ninetales. If using rental, keep your whole team level 50 and get some strong water and ground types. Misty-Not too hard at all really; if you have a strong electric type this is pretty easy. Also level 100 Mewtwo again can dominate even Starmie with two amnesias and a psychic blast or two. Electric types are good from rental with a team of all level 50, but have a balanced team to handle her underlings and a fire type to beat her Tangela. Lt. Surge-Remember not to use ground types, surfing Raichu will destroy you otherwise. Again I found level 100 Mewtwo to work wonders here. He has a Tangela too. One of the times I really think that rentals are not such a good idea, but it you must, get a strong grass type with razor leaf, keep them all at 50. Erica-I found Erica to be quite easy with a level 100 Mewtwo. However, her first underling, I believe Lass, has a Dragonair with horn drill. I got unlucky and got beat a couple of times for this reason, but I just persisted and eventually she picked a ridiculously weak team. Good psychic types from rental and a balanced team will work, keep them all at 50. Koga-Since you take out Juggler first, it isn't as hard this time around. I had an easy path straight and through Koga with my level 100 Mewtwo. Use a good rental team of all level 50 guys with a combo of strong physical attacks and psychic powers. Sabrina-Getting to her was a breeze, fighting her was up to luck. She is really great. If you have a great physical attacker near level 100, now is the time to pull him out. Her Slowbro that has Amnesia was tough, and her Clefable paralyzed me with thunder wave. I won by sheer luck with a fully Amnesiaed level 100 Mewtwo. Also if you go for rentals, have STRONG physical attackers and a well balanced team all at 50. Blaine-Not too tough to get to him, and not too extraordinarily tough to beat. Again level 100 Mewtwo was a great asset. Be careful of the Nerd before him, because he tends to use explosion twice in a row. If you do a rental team, keep them all at 50, balanced your team, have a ghost to take the explosions (or a strong rock type), and use water and fire types. Giovanni-This team was easier cause the Rocket guy was first and didn't use cheap tactics. I found a lot of raw power teams in the Viridian Gym. Use good defensive pokémon and have a well balance team. For Giovanni have a good fighting type to bring down Persian and good water types for the rest. Level 100 Mewtwo again is a great asset. ELITE FOUR (hard mode) Lorelei-Easier this time I thought. Seems like she didn't have as strategic of moves. With level 100 Mewtwo, barrier once, use Amnesia twice, and defeat her. With rentals have a well balanced team with strong electric types to beat her. Bruno-Tougher than last time for sure. Beware his strong new Snorlax. If using Mewtwo, barrier up 3 times, amnesia twice and blast away on his team. Be careful of Snorlax's selfdestruct. With rentals you are gonna need speedy strong special attackers mostly, and some pokémon that do well against fighting types, such as flying types. Agatha-Still not the toughest around. With Mewtwo, amnesia twice and barrier a few to protect against a Gengar explosion. With rentals, have strong psychic and ground types in your well balanced team. Lance-Even easier than last time. With Mewtwo, fully barrier (3 times) and amnesia up twice. Blast Lance into submission. With rentals, if you made good picks you should win if you play your cards right. THE FINAL BATTLE? (hard mode) You vs. that familiar face again. If you used rental, cross your fingers and hope you made the right picks against his INCREDIBLE team. If you have level 100 Mewtwo, barrier up 3 times, and Amnesia twice to prepare for the worst. Recover when you must. Blast him repeatedly with psychic and you should win with a little luck. The team of this guy varies depending on if you use rental pokémon, or pokémon from one of the versions. If from red/blue, he will have a team to counter whatever starter you picked. If from yellow, he will have whichever form of Eevee that he had in the game. His teams will be tough no matter what. AND YET ONE MORE BATTLE --easy mode-- A battle against the ultimate pokémon. You can only face this pokémon if you have cleared all of the Stadium Cups and the Gym Leader Castle. Not too hard because its moveset isn't too great, and you get to use six pokémon against it, and the rental ones are at level 100. Use a level 100 Mewtwo, Amnesia twice, and psychic it to death. It will probably use rest, which will seal its fate. --hard mode-- As I suspected, this battle was a piece of cake after the rigors of getting to it. Use a rental Electrode with thunder wave to paralyze the ultimate pokémon, then use a rental Snorlax with takedown and even bide. Then use your own trained Mewtwo with the same moves as I recommended for the Prime Cup and Gym Leader Castle, Amnesia up twice, and let the opponent have it. Keep pounding away and reparalyzing if it uses rest. THEN THE BIG SURPRISE- credits roll, wait........what's this???? Ah, a second, tougher tournament opens up. All the Cups you earned have to be re-earned in tougher situations, and all the gym leaders are be back. The Gym Leaders are much tougher now, as is everything else. It really helps if you brought up a great team from Game Boy here. What rewards may await for finishing the harder levels? Check out the Secrets, Section X. ---------------------------------------------------------------- VI. The single types Single types are predictable in battle in terms of what they are weak and strong against. The only factor that changes their value is stats. I will discuss below all the single type monsters that are at their highest evolved form or that never evolve. The others are not very strong, so I will concentrate only on these. Please pay attention to the first pokémon I list here too, because some information will be omitted from the others, as it will be believed to be understood. To really understand how your pokémon will fare against another, compare stats, weaknesses, and strengths of the attacks you and your opponent know. ---------------------------------------------------------------- Squirtle petit (cups I recommend the pokémon for, it will be followed by a + or ++ if I think they do well or excellently in that cup, pokémon that do well in poké and prime cup will also do well in the Gym Leader Castle) Wartortle pika Blastoise poké+, prime+ (Water--your pokémon's defense type, remember if you do an attack of this type you will do 1.5x the normal damage with it; if the defensive type is different for the lesser evolved pokémon it will be listed next to them, otherwise the defense type applies for all listed pokémon) (base stats are a value that you can compare low level pokémon at to see who is better, max stats are the highest evolved form level 100 range, and level 50 pokémon can be judged by both base and max stats to determine what they will be like at level 50) Squirtle base: 44 HP, 48 attack, 65 defense, 43 speed, 50 special Wartortle base: 59 HP, 63 attack, 80 defense, 58 speed, 65 special Blastoise base: 79 HP, 83 attack, 100 defense, 78 speed, 85 special Blastoise max: 331-361 HP, 234-264 attack, 268-298 defense, 224-254 speed, 238- 268 special Evaluation: Blastoise is one of the better pokémon. His weaknesses are against types with high special and speed, especially electric types. Grass types also have the advantage of only taking 3/4 damage from his water attacks. Blastoise has a decent attack power though, so you'd better finish him in one round. He has decent power with water attacks. Blastoise is perfect against rock/ground types, as he will take little damage from their physical type attacks and his water attacks will expose their huge weakness. Moves they can learn (by level ups): Tackle, Tail Whip, Bubble, Water Gun, Bite, Withdraw, Skull Bash, and Hydro Pump Bite, Withdraw, Skull Bash, and Hydro Pump should be kept for Blastoise. Bite has a chance of making your opponent flinch. Withdraw raises his already high defense, you could also substitute Water Gun to have extra water moves in an emergency (Alvaro was right in this case too). Skull Bash has only the drawback of waiting one round to store energy. If you can survive that round or have a free round, it will do huge damage. Hydro Pump is the most powerful water move, not terribly accurate but probably the strongest of strong attacks due to how many types are weak against it, leaving those with resistances still hurt quite a bit. TM moves for Squirtle: all Blastoise's except hyper beam, earthquake, and fissure TM moves for Wartortle: all Blastoise's except hyper beam, earthquake, and fissure TM moves Blastoise can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, submission, counter, seismic toss, rage, earthquake, fissure, dig, mimic, double team, reflect, bide, skull bash, rest, substitute HM moves they can learn: surf, strength TMs/HMs to mix things up: You may want to replace Withdraw or Water Gun with a few surprises. Blastoise can learn dig or earthquake. If you survive the first round against electric types, you will have a nasty surprise waiting for them. You can also teach him Ice Beam or Blizzard to add to the number of types he can beat (including grass). Surf is also a good move with more moves and higher accuracy than hydro pump (Alvaro made a good point here). Reflect is good to boost his already good defense. Blastoise/Wartortle/Squirtle can learn normal, fighting, water, ground, and ice attacks. (Please see the chart above in basic strategy to determine how these attacks will work on different pokémon.) *I will not list moves in this section unless they are attack moves, if Beedrill learns the psychic move agility, it is not an attack and he won't have "Beedrill can learn psychic attacks", because it does no damage of psychic type* weaknesses (2x-3x damage from opponent due to your type): electricity, grass resistances (1/2-3/4 damage from opponent due to your type): fire, water, ice ---------------------------------------------------------------- Rattata petit+ Raticate pika+, poké+, prime (Normal) Stats: Rattata base: 30 HP, 56 attack, 35 defense, 72 speed, 25 special Raticate base: 55 HP, 81 attack, 60 defense, 97 speed, 50 special Raticate max: 283-313 HP, 230-260 attack, 188-218 defense, 264- 294 speed, 168-198 special Evaluation: A good strong and quick pokémon. His moves make him an excellent choice against opponents with lower speed and low defense. He is one of the strongest in terms of moves with great physical power. He is decent against fighting types which pose a threat, and even against rock types which have a resistance. He can't take hits very well though. Super Fang makes him a good choice to make a sacrifice play on your opponent's most powerful pokémon. Raticate better have higher speed, though, as he is terrible at resisting any special type attack. You may want your opponent paralyze or asleep before you bring him in. Then you can super fang them until their HP is next to nothing provided they stay asleep or paralyzed. Moves he can learn: Tackle, Tail Whip, Quick Attack, Hyper Fang, Focus Energy, Super Fang. Quick attack, hyper fang, focus energy, and super fang should be kept for Raticate. Hyper Fang is a very strong attack, and will often cause your enemy to flinch. Focus energy will boost his already rather high chance of getting a critical hit with hyper fang. Quick attack is moderately useful in the hands of Raticate, with his high strength, and it always gets first strike (unless your opponent uses it also, and has more speed). Super fang reduces your opponent's HP to half when it hits, and is very useful for weakening your opponent's most powerful pokémon. TM moves Rattata can learn: all Raticate's except hyper beam and ice beam TM moves Raticate can learn: toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, thunderbolt, thunder, dig, mimic, double team, bide, swift, skull bash, rest, substitute HM moves they can learn: none TMs/HMs to mix things up: You may want to replace quick attack with powerful moves like body slam or double edge. You may also want to give Raticate dig to give him one type advantage, it's useful against rock types. Electric, water, and ice moves should be skipped as Raticate has terrible special. Water attacks can be useful against the rock/ground types who have a double weakness and resist most of his other attacks. Raticate/Rattata can learn normal, water, ice, and electric attacks. weaknesses: fighting resistances: none immunities: ghost ---------------------------------------------------------------- Ekans pika, petit Arbok poké, prime (Poison) Stats: Ekans base: 35 HP, 60 attack, 44 defense, 55 speed, 40 special Arbok base: 60 HP, 85 attack, 69 defense, 80 speed, 65 special max: 293-323 HP, 238-268 attack, 206-236 defense, 228-258 speed, 198-228 special Evaluation: Arbok is not a very good pokémon. He is weak to many types. Even if you paralyze your opponent and use wrap, his lower attack power makes this strategy less effective. You won't survive enough rounds to use screech to improve your chances. Poison attacks may poison your enemy and help a little more, but Arbok all in all is not a good choice. If you can get in toxic and then wrap your opponent, you can force them to switch. Glare can paralyze your opponent to make this possible. Moves he can learn: wrap, leer, poison sting, bite, glare, screech, acid You should keep wrap, glare, screech, and acid on Arbok. Wrap and glare can be used to keep your opponent from attacking you. Screech may work enough on some pokémon to make your wrap more effective. Acid may lower the defense of your opponent, and it is a decent move against types with a weakness to poison. TM moves they can learn: toxic, body slam, takedown, double edge, hyper beam, rage, mega drain, earthquake, fissure, dig, mimic, double team, bide, skull bash, rest, rock slide, substitute HM moves they can learn: strength TMs/HMs to mix things up: You may want to give Arbok a stronger move like double edge or earthquake to make up for his poor offense. You may also teach him mega drain to counter ground types that have an advantage on him. Fissure is also a good option. Ekans/Arbok can learn normal, poison, grass, rock, and ground attacks. weaknesses: ground, psychic, bug resistances: grass, fighting, poison ---------------------------------------------------------------- Pikachu petit+ Raichu pika+, poké+, prime+ (Electric) Stats: Pikachu base: 35 HP, 55 attack, 30 defense, 90 speed, 50 special Raichu base: 60 HP, 90 attack, 55 defense, 100 speed, 90 special max: 293-323 HP, 248-278 attack, 178-208 defense, 268-298 speed, 248-278 special Evaluation: Raichu is an average pokémon. I recommend you catch a low level Pikachu from Viridian Forest on red or blue and build it up for better stats. His stats in terms of attacking enemies are pretty good, and he resists special attacks pretty well. Stay away from ground enemies unless you have taught him surf. Moves they can learn: red/blue: thundershock, growl, thunder wave, quick attack, swift, agility, thunder yellow: thundershock, growl, tail whip, thunder wave, quick attack, double team, slam, swift, thunderbolt, agility, thunder, light screen stadium trick: surf Moves Raichu should keep are thunder, thunder wave, swift, and agility. If you raised him from a yellow version Pikachu, you may want slam, double team, light screen, and thunderbolt. Thunder is an excellent attack, with many types weak against it, thunder wave can paralyze, swift hits 100% of the time, and agility can boost his high speed on a free round (not to mention raise his accuracy with Thunder). Light screen further reduces the damage he takes from physical attacks. Double team brings the evade up and can be useful. If you use the stadium trick replace swift with surf to give him an advantage on ground types. TM moves Pikachu can learn: all Raichu's except hyper beam TM moves Raichu can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, hyper beam, pay day, submission, seismic toss, rage, thunderbolt, thunder, mimic, double team, reflect, bide, swift, skull bash, rest, thunder wave, substitute HM moves they can learn: flash TMs/HMs to mix things up: You may want to give Raichu some strong normal attacks from his TMs such as double edge and mega kick. Reflect is a good option to protect his delicate defense. Pikachu/Raichu can learn normal, fighting, water (from Stadium), and electric type attacks. weaknesses: ground resistances: electric, flying ---------------------------------------------------------------- Sandshrew pika, petit+ Sandslash poké, prime (Ground) Stats: Sandshrew base: 50 HP, 75 attack, 85 defense, 40 speed, 30 special Sandslash base: 75 HP, 100 attack, 110 defense, 65 speed, 55 special max: 323-353 HP, 268-298 attack, 288-318 defense, 198-228 speed, 178-208 special Evaluation: Sandslash is a fairly powerful physical pokémon. He doesn't take special attacks very well, but for the opponents he can outspeed, he can cause serious damage. With slash's high critical hit rate, he is even good against other opponents with a high defense. Try to blind your opponent with sand attack to avoid their attacks and then counter with slash. Ground and rock attacks are good in his hands. Moves they can learn: scratch, sand attack, slash, poison sting, swift, fury swipes Moves Sandslash should keep are slash, swift, sand attack, and fury swipes. Slash and fury swipes are strong attacks, slash being the best with a high chance of critical hit. Sand attack will make the chances of your opponent hitting you less and swift will hit 100% of the time. TM moves Sandshrew can learn: all Sandslash's except hyper beam TM moves Sandslash can learn: swords' dance, toxic, body slam, takedown, double edge, hyper beam, submission, seismic toss, rage, earthquake, fissure, dig, mimic, double team, bide, swift, skull bash, rest, rock slide, substitute HM moves they can learn: cut, strength TMs/HMs to mix things up: You may want to give Sandslash swords' dance to raise his huge attack power (it doesn't help slash though). You may also want to give him earthquake or rock slide to add some big type advantages. With his high strength he uses double edge and body slam decently. Fissure is an option for those impossible situations. Sandslash can learn normal, poison, ground, and rock type attacks. weaknesses: water, grass, ice resistances: poison, rock immunities: electric ---------------------------------------------------------------- Clefairy petit+ Clefable pika+, poké, prime (Normal) Stats: Clefairy base: 70 HP, 45 attack, 48 defense, 35 speed, 60 special Clefable base: 95 HP, 70 attack, 73 defense, 60 speed, 85 special max: 363-393 HP, 208-238 attack, 214-244 defense, 188-218 speed, 238-268 special Evaluation: Clefable is a good defensive pokémon, and if taught the right moves can become quite formidable. In fact he may be able to get one of the best movesets in the entire game!! Beware of fighting types with high speed, but if you use psychic you may be able to beat them! And remember, since he uses type attacks that don't match his being a normal type, he will not use them as well (see notes in basic strategy). Moves they can learn: pound, growl, sing, doubleslap, minimize, metronome, defense curl, light screen Moves Clefable should keep are minimize, metronome, light screen, and doubleslap. Minimize is great for raising your evade. Metronome is an ok attack, a gamble because it uses a random move out of all the moves that any pokémon can use. Sometimes you get hyper beam, sometimes you get splash. Light screen reduces special damage by 50% and is great since Clefable already has a good special. Doubleslap is the best normal attack he has. TM moves Clefairy can learn: all Clefable's except hyper beam TM moves Clefable can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, submission, counter, seismic toss, rage, solar beam, thunderbolt, thunder, psychic, teleport, mimic, double team, reflect, bide, metronome, fire blast, skull bash, rest, thunder wave, psywave, tri attack, substitute HM moves they can learn: strength, flash TMs/HMs to mix things up: OH WOW, WOULD YOU LOOK AT THAT? This guy is loaded for absolute bear when it comes to the awesome TMs he can learn. Why don't we give him blizzard, psychic, and either fire blast, solar beam, or thunder? You can also teach him thunder wave to bring your opponent's speed advantage down. Also he is a great candidate for double edge and mega kick with his normal typing. You could also give him reflect to make him tougher to bring down. Clefairy/Clefable can learn normal, water, ice, fighting, grass, electric, psychic, and fire type attacks. weaknesses: fighting resistances: none immunities: ghost ---------------------------------------------------------------- Vulpix petit Ninetales pika, poké, prime (Fire) Stats: Vulpix base: 38 HP, 41 attack, 40 defense, 65 speed, 65 special Ninetales base: 73 HP, 76 attack, 75 defense, 100 speed, 100 special max: 319-349 HP, 220-250 attack, 218-248 defense, 268-298 speed, 268-298 special Evaluation: Ninetales is a decent fire pokémon. Use him against other types that are weak against fire and use mainly special attacks. The best strategy is to use his confuse ray and attack your confused opponent with fire spin or flamethrower. Moves they can learn: ember, tail whip, quick attack, roar, confuse ray, flamethrower, fire spin Moves Ninetales should keep are flamethrower, fire spin, confuse ray, and quick attack. Flamethrower is a strong fire move, fire spin is good to bind opponents with less speed. Confuse ray is great to confuse your opponents and quick attack is a decent attack that gets first strike. TM moves Vulpix can learn: all Ninetales' except hyper beam TM moves Ninetales can learn: toxic, body slam, takedown, double edge, hyper beam, rage, dig, mimic, double team, reflect, bide, fire blast, swift, skull bash, rest, substitute HM moves they can learn: none TMs/HMs to mix things up: You may want to give Ninetales strong physical moves or dig for an advantage against rock types. Vulpix/Ninetales can learn fire and normal type attacks. weaknesses: water, rock, ground resistances: fire, grass, bug ---------------------------------------------------------------- Jigglypuff petit Wigglytuff pika, poké, prime (Normal) Stats: Jigglypuff base: 115 HP, 45 attack, 20 defense, 20 speed, 25 special Wigglytuff base: 140 HP, 70 attack, 45 defense, 45 speed, 50 special max: 453-483 HP, 208-238 attack, 158-188 defense, 158-188 speed, 168-198 special Evaluation: Indeed this one can learn an impressive moveset also, but does not have the stats to back it up. Therefore this one is like a cheap imitation of Clefable. The benefit to it is a higher HP, but without as much defense, I don't think it is as good. Moves they can learn: sing, pound, disable, defense curl, doubleslap, rest, body slam, double edge Moves Wigglytuff should keep are body slam or double edge, rest, sing, and defense curl. Body slam has a chance to paralyze, double edge is a strong move with recoil, rest can restore his HP, and sing can put enemies to sleep. TM moves Jigglypuff can learn: all Wigglytuff's except hyper beam TM moves Wigglytuff can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, submission, counter, seismic toss, rage, solar beam, thunderbolt, thunder, psychic, teleport, mimic, double team, reflect, bide, fire blast, skull bash, rest, thunder wave, psywave, tri attack, substitute HM moves they can learn: strength, flash TMs/HMs to mix things up: If you are bound and determined to get a good Wigglytuff, follow the same rules as with Clefable. Teach some of the same TMs to him for some awesome moves. Know though that he won't be able to use them nearly as well. You may want to give him powerful normal moves because he would be able to use them best. Again with his normal typing he is good to teach double edge or mega kick. Reflect is a good option to help him stay in the battle longer. Jigglypuff/Wigglytuff can learn normal, fighting, water, ice, grass, electric, fire, and psychic type attacks. weaknesses: fighting resistances: none immunities: ghost ---------------------------------------------------------------- Diglett petit++ Dugtrio pika++, poké+, prime+ (Ground) Stats: Diglett base: 10 HP, 55 attack, 25 defense, 95 speed, 45 special Dugtrio base: 35 HP, 80 attack, 50 defense, 120 speed, 70 special max: 243-273 HP, 228-258 attack, 168-198 defense, 308-338 speed, 208-238 special Evaluation: Dugtrio is a very speedy pokémon with good power. He has big advantages on those that are weak against ground moves, and he is decent with slash in terms of physical attacking. The problem with Dugtrio is that he just can not take very many hits before fainting. Use his speed to your advantage. Moves they can learn: scratch, growl, dig, sand attack, slash, earthquake Moves Dugtrio should keep are dig, earthquake, sand attack, slash. Slash improves on his average offense. Earthquake and dig are very strong moves, great in the hands of Dugtrio. Sand attack will keep opponents from hitting you since Dugtrio has low defense and special. TM moves Diglett can learn: all Dugtrio's except hyper beam TM moves Dugtrio can learn: toxic, body slam, takedown, double edge, hyper beam, rage, earthquake, fissure, dig, mimic, double team, bide, rest, rock slide, substitute HM moves they can learn: cut (yellow only) TMs/HMs to mix things up: You may want to give Dugtrio rock slide to add to types he can beat (to be able to attack flying types and counter ice types). You might even give him fissure. I can't really recommend any other TMs for Dugtrio because he already knows good moves. Diglett/Dugtrio can learn normal, ground, and rock type attacks. weaknesses: water, grass, ice resistances: poison, rock immunities: electric ---------------------------------------------------------------- Meowth pika, petit+ Persian poké+, prime+ (Normal) Stats: Meowth base: 40 HP, 45 attack, 35 defense, 90 speed, 40 special Persian base: 65 HP, 70 attack, 60 defense, 115 speed, 65 special max: 303-333 HP, 208-238 attack, 188-218 defense, 298-328 speed, 198-228 special Evaluation: Persian is a speedy attacker, but not much else can be said for it. With slash you can do good damage against enemies with a low defense, especially since it's the only normal type to have slash, and with Persian's high speed this helps against enemies with high special. Persian can not take hits very well. Moves they can learn: scratch, growl, bite, pay day, screech, fury swipes, slash Moves Persian should keep are slash, screech, pay day, and bite. Bite causes opponents to sometimes flinch. Slash has a good chance of critical hit. Screech lowers your opponent's defense greatly. Pay day is ok in that it gives you money (2x your current level=money received each attack). TM moves Meowth can learn: all Persian's except hyper beam TM moves he can learn: toxic, body slam, takedown, double edge, bubblebeam, water gun, hyper beam, pay day, rage, thunderbolt, thunder, mimic, double team, bide, swift, skull bash, rest, substitute HM moves they can learn: none TMs/HMs to mix things up: You may want to give Persian thunder or bubblebeam to give it some type advantages (bubblebeam counters rock/ground enemies really well), but it will not use these moves very well. You may wish to give it some strong normal moves like double edge. Meowth/Persian can learn normal, water, and electric type attacks. weaknesses: fighting resistances: none immunities: ghost ---------------------------------------------------------------- Psyduck pika, petit Golduck poké, prime (Water) Stats: Psyduck base: 50 HP, 52 attack, 48 defense, 55 speed, 50 special Golduck base: 80 HP, 82 attack, 78 defense, 85 speed, 80 special max: 333-363 HP, 232-262 attack, 224-254 defense, 238-268 speed, 228-258 special Evaluation: Golduck is pretty good with physical attacks, and is ok with special attacks. He is not a bad pokémon if you use him in the right instances. His real advantage lies in the TM moves he can learn. His defense allows him to take a few physical attacks, so don't worry as much about his average speed as some. Moves they can learn: scratch, tail whip, disable, confusion, fury swipes, hydro pump stadium secret: amnesia Moves Golduck should keep are hydro pump, confusion, fury swipes, and disable. Hydro pump is the strongest water attack, fury swipes is a decent normal attack, confusion is a good psychic attack, and disable may take away one of your opponent's good moves. You should keep amnesia from Stadium if you got Amnesia Psyduck and evolved him, then teach Golduck some good TMs. TM moves they can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, pay day, submission, counter, seismic toss, rage, dig, mimic, double team, bide, swift, skull bash, rest, substitute HM moves they can learn: surf, strength TMs/HMs to mix things up: You may wish to give Golduck moves like blizzard, ice beam, or dig. Dig would give him an advantage against electric types, blizzard against grass types. With his high attack you may wish to give double edge, mega kick, or other strong moves. His original moveset is not great so he is a good candidate to teach TM moves. Psyduck/Golduck can learn normal, water, ground, and psychic type attacks. weaknesses: electric, grass resistances: fire, water, ice ---------------------------------------------------------------- Mankey pika, petit+ Primeape poké, prime (Fighting) Stats: Mankey base: 40 HP, 80 attack, 35 defense, 70 speed, 35 special Primeape base: 65 HP, 105 attack, 60 defense, 95 speed, 60 special max: 303-333 HP, 278-308 attack, 188-218 defense, 258-288 speed, 188-218 special Evaluation: Primeape is a powerful pokémon with good speed. He stands a chance against most flying types, and even against psychic types that he can outspeed--I recommend you paralyze or burn them first, or maybe even put them to sleep. His karate chop will serve well with a large chance of critical hit, and his other moves are powerful. Moves they can learn: yellow: scratch, leer, low kick, karate chop, fury swipes, focus energy, rage, seismic toss, screech, thrash red/blue: scratch, leer, karate chop, fury swipes, focus energy, seismic toss, thrash Moves Primeape should keep are screech, low kick, karate chop, and seismic toss. Screech lowers the opponent's defense greatly, karate chop almost always gets a critical hit, low kick may make your opponent flinch, and seismic toss does damage equal to your level. TM moves Mankey can learn: all Primeape's except hyper beam TM moves Primeape can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, hyper beam, pay day, submission, counter, seismic toss, rage, thunderbolt, thunder, dig, mimic, double team, bide, metronome, swift, skull bash, rest, rock slide, substitute HM moves they can learn: strength TMs/HMs to mix things up: You may wish to give Primeape rock slide or thunder to counter flying types, rock slide being preferred because he has low special (thanks Alvaro). Mega kick and double edge also help against psychic types. Mankey/Primeape can learn normal, fighting, electric, and rock attacks. weaknesses: psychic, flying resistances: bug, rock ---------------------------------------------------------------- Growlithe petit++ Arcanine pika++, poké+, prime+ (Fire) Stats: Growlithe base: 55 HP, 70 attack, 45 defense, 60 speed, 50 special Arcanine base: 90 HP, 110 attack, 80 defense, 95 speed, 80 special max: 353-383 HP, 288-318 attack, 228-258 defense, 258-288 speed, 228-258 special Evaluation: Arcanine is a great pokémon with good speed and strong attack, and decent special. The only area he lacks in is defense, so beware rock pokémon. Give him dig to counter most rock pokémon with his speed and high attack. Moves they can learn: bite, roar, ember, leer, takedown, agility, flamethrower Moves Arcanine should keep are flamethrower, bite, agility, and takedown. Flamethrower is a powerful fire attack, bite makes your opponent flinch sometimes, agility is good to boost his speed on a free round, and takedown is a powerful attack that does 1/4 the damage that you do to your opponent. TM moves Growlithe can learn: all Arcanine's except hyper beam and teleport TM moves Arcanine can learn: toxic, body slam, takedown, double edge, hyper beam, rage, dragon rage, dig, teleport, mimic, double team, reflect, bide, fire blast, swift, skull bash, rest, substitute HM moves they can learn: none TMs/HMs to mix things up: Give Arcanine fire blast and a few powerful moves, replace takedown. Arcanine's high attack will use strong normal moves well. Also you may want to give him dig to have a better chance against rock types. Double edge may help. Reflect is good to make up for his lesser physical defense. Growlithe/Arcanine can learn normal, fire, and ground type attacks. weaknesses: rock, water, ground resistances: fire, grass, bug ---------------------------------------------------------------- Abra petit++ Alakazam pika++, poké++, prime+ (Psychic) Stats: Abra base: 25 HP, 20 attack, 15 defense, 90 speed, 105 special Alakazam base: 55 HP, 50 attack, 45 defense, 120 speed, 135 special max: 283-313 HP, 168-198 attack, 158-188 defense, 308-338 speed, 338-368 special Evaluation: Alakazam is Alvaro's favorite pokémon and I can see why. If Alakazam is brought up from a low level Abra and evolved early, then his special power nearly rivals Mewtwo's. His speed is also great, which gives him many advantages, and his moveset leaves few with resistances. If left with recover, this pokémon is nearly unstoppable. Moves they can learn: teleport, kinesis (if caught as Kadabra in yellow), confusion, disable, psybeam, recover, psychic, reflect Moves it should keep are psychic, recover, reflect, and psybeam. Psybeam has a chance of confusing your opponent and is a powerful psychic attack. Psychic is the strongest psychic move, and in the hands of Alakazam it is super powerful. Reflect reduces the physical damage you receive by 50%, and helps Alakazam with his poor defense. Recover is one of the best moves because it recovers half of your HP in a round. TM moves Abra can learn: all Alakazam's except dig and hyper beam TM moves Alakazam can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, hyper beam, submission, counter, seismic toss, rage, dig, psychic, teleport, mimic, double team, reflect, bide, metronome, skull bash, rest, thunder wave, psywave, tri attack, substitute HM moves they can learn: flash TMs/HMs to mix things up: Alakazam already has a formidable moveset. You may want to give him seismic toss, reflect, or thunder wave as well. He should be able to endure all the special attacks that come his way. Alakazam can learn normal, fighting, ground, and psychic type attacks. Abra can learn all these except ground attacks. weaknesses: bug resistances: fighting, psychic immunities: ghost ---------------------------------------------------------------- Machop petit+ Machamp pika+, poké, prime (Fighting) Stats: Machop base: 70 HP, 80 attack, 50 defense, 35 speed, 35 special Machamp base: 90 HP, 130 attack, 80 defense, 55 speed, 65 special max: 353-383 HP, 328-358 attack, 228-258 defense, 178-208 speed, 198-228 special Evaluation: Machamp is good at strong attacks, but with low speed, average defense, and low special he could be easily defeated by psychics or strong physical attacks. If he survives first round because of his HP, use his strongest moves. Moves they can learn: karate chop, low kick, leer, focus energy, seismic toss, submission Moves Machamp should keep are karate chop, low kick, leer, and seismic toss. Seismic toss does damage equal to your level, low kick often makes the enemy flinch, karate chop almost always gets a critical hit, and leer lowers the opponent's defense TM moves Machop can learn: all Machamp's except hyper beam TM moves Machamp can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, hyper beam, submission, counter, seismic toss, rage, earthquake, fissure, dig, mimic, double team, bide, metronome, fire blast, skull bash, rest, rock slide, substitute HM moves they can learn: strength TMs/HMs to mix things up: You may want to give Machamp rock slide to defeat flying pokémon. You might want to give him earthquake or dig for a few extra type advantages. Counter would be great for this guy in the right situations. Mega kick and double edge help too. Fissure can help in those impossible situations if you are lucky. Machop/Machamp can learn normal, fighting, fire, ground, and rock moves. weaknesses: flying, psychic resistances: bug, rock ---------------------------------------------------------------- Rapidash poké, prime (Fire) Stats: base: 65 HP, 100 attack, 70 defense, 105 speed, 80 special max: 303-333 HP, 268-298 attack, 208-238 defense, 278-308 speed, 228-258 special Evaluation: A good speedy attacker, and decent with fire type attacks. Give him normal powerful moves and uses his speed to your advantage. Moves it can learn: ember, tail whip, stomp, growl, fire spin, takedown, agility Moves it should keep are fire spin, takedown, stomp, and agility. Fire spin is good to bind those with less speed. Stomp is a strong physical attack that sometimes makes your opponent flinch. Takedown is a strong physical attack that does 1/4 damage back to you of the damage you deal. Agility can boost Rapidash's great speed. TM moves it can learn: toxic, horn drill, body slam, takedown, double edge, hyper beam, rage, mimic, double team, reflect, bide, fire blast, swift, skull bash, rest, substitute HM moves it can learn: none TMs/HMs to mix things up: Hmm, this guy is kinda limited. Teach it swift or double edge to add to its strong attacks, or even body slam. Also the moves like horn drill can pay off. Fire blast is definitely a plus. Rapidash can learn fire and normal type attacks. weaknesses: water, ground, rock resistances: bug, grass, fire ---------------------------------------------------------------- Magnemite pika, petit+ Magneton poké+, prime+ (Electric) Stats: Magnemite base: 25 HP, 35 attack, 70 defense, 45 speed, 95 special Magneton base: 50 HP, 60 attack, 95 defense, 70 speed, 120 special max: 273-303 HP, 188-218 attack, 258-288 defense, 208-238 speed, 308-338 special Evaluation: Magneton has a great defense, and is good at using strong electric moves. His main advantage is to use moves to confuse and paralyze his opponent, he is often a good pokémon to sacrifice to give status ailments to your opponent and set them up to be pounded by another. Moves they can learn: tackle, sonic boom, thundershock, supersonic, thunder wave, swift, screech Moves Magneton should keep are screech, thunder wave, thundershock, and supersonic. Supersonic confuses your opponent, screech greatly lowers their defense, thundershock is and ok electric attack, and thunder wave gives you the speed advantage. TM moves Magnemite can learn: all Magneton's except hyper beam TM moves Magneton can learn: toxic, takedown, double edge, hyper beam, rage, thunderbolt, thunder, teleport, mimic, double team, reflect, bide, swift, rest, thunder wave, substitute HM moves they can learn: flash TMs/HMs to mix things up: Give Magneton thunder (or thunderbolt) and he will become a lot better in battle. You may also want to give him swift or double edge to add some regular strong attacks and help improve his poor offense. Reflect is a good choice to increase his defense so he can have time to try to defeat ground types before he takes too much damage. Magnemite/Magneton can learn normal and electric attacks. weaknesses: ground resistances: electric, flying ---------------------------------------------------------------- Muk poké, prime (Poison) Stats: base: 105 HP, 105 strength, 75 defense, 50 speed, 65 special max: 383-413 HP, 278-308 attack, 218-248 defense, 168-198 speed, 198-228 special Evaluation: If you load Muk up with some strong physical attacks he should fare well in battle. He uses sludge far better than Weezing and is not a bad choice, lacking only in special defense as physical can be increased with acid armor. He would make a good sacrifice pokémon with explosion. Moves it can learn: pound, disable, poison gas, minimize, sludge, harden, screech, acid armor Moves it should keep are sludge, acid armor, screech, and pound. Pound is an ok normal attack. Sludge is a strong poison attack. Acid armor greatly increases Muk's poor defense, and screech greatly lowers his opponent's defense. TM moves it can learn: toxic, body slam, hyper beam, rage, mega drain, thunderbolt, thunder, mimic, double team, bide, selfdestruct, fire blast, rest, explosion, substitute HM moves it can learn: none TMs/HMs to mix things up: Give him body slam, double edge, or explosion. Take advantage of his high physical attack, as he has poor special. Mega drain is a good attack to counter ground (and especially rock/ground) types, because they also generally have low special; it may help Muk against the ones he can outspeed. Muk can learn normal, grass, fire, electric, and poison attacks. weaknesses: ground, psychic, bug resistances: grass, fighting, poison ---------------------------------------------------------------- Drowzee pika Hypno poké+, prime+ (Psychic) Stats: Drowzee base: 60 HP, 48 attack, 45 defense, 42 speed, 90 special Hypno base: 85 HP, 73 attack, 70 defense, 67 speed, 115 special max: 343-373 HP, 214-244 attack, 208-238 defense, 202-232 speed, 298-328 special Evaluation: Hypno doesn't have the pure power of Alakazam but he has a little better rounded stats. He is more powerful in physical attacks and physical defense, and with dream eater he becomes incredibly powerful. Moves they can learn: pound, hypnosis, disable, confusion, headbutt, poison gas, psychic, meditate Moves Hypno should keep are psychic, headbutt, hypnosis, and confusion. Confusion is an ok psychic attack, psychic is the strongest, headbutt is a good physical attack that may make your opponent flinch, and hypnosis puts the enemy to sleep. TM moves Drowzee can learn: all Hypno's except hyper beam TM moves Hypno can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, hyper beam, submission, counter, seismic toss, rage, psychic, teleport, mimic, double team, reflect, bide, metronome, skull bash, dream eater, rest, thunder wave, psywave, tri attack, substitute HM moves they can learn: flash TMs/HMs to mix things up: Give Hypno dream eater (make sure to keep hypnosis) and it will work wonders if you can keep your opponent asleep and they don't switch. You may wish to give him stronger normal type attacks too. Reflect and double team are great options because he is already very durable, so this makes him even more annoying. Drowzee/Hypno can learn normal, fighting, and psychic attacks. weaknesses: bug resistances: fighting, psychic immunities: ghost ---------------------------------------------------------------- Krabby pika, petit Kingler poké, prime (Water) Stats: Krabby base: 30 HP, 105 attack, 90 defense, 50 speed, 25 special Kingler base: 55 HP, 130 attack, 115 defense, 75 speed, 50 special max: 283-313 HP, 328-358 attack, 298-328 defense, 218-248 speed, 168-198 special Evaluation: Kingler is great in attack and defense, but lacks in speed and special. His crab hammer is quite nice because it gets a critical hit most of the time and makes up for his poor special. Guillotine gives you a chance in those impossible situations. Moves they can learn: bubble, leer, vice grip, guillotine, stomp, crab hammer, harden Moves Kingler should keep are stomp, crabhammer, harden, and guillotine. Guillotine sometimes works for a one hit KO. Crabhammer is a great water attack with a high chance of critical hit. Stomp is a strong physical attack that can make your opponents flinch. Harden improves his defense. TM moves Krabby can learn: all Kingler's except hyper beam TM moves Kingler can learn: swords' dance, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, mimic, double team, bide, rest, substitute HM moves they can learn: cut, surf, strength TMs/HMs to mix things up: You may want to give Kingler double edge and other strong normal attacks like body slam to help with electric types. You may want to give him bubblebeam, which does decently despite his low special (especially on rock/ground types). You may want to give him swords' dance to raise his great attack, or blizzard to counter grass types. Krabby/Kingler can learn normal, water, and ice attacks. weaknesses: electric, grass resistances: fire, water, ice ---------------------------------------------------------------- Voltorb pika+, petit+ Electrode poké+, prime+ (Electric) Stats: Voltorb base: 40 HP, 30 attack, 50 defense, 100 speed, 55 special Electrode base: 60 HP, 50 attack, 70 defense, 140 speed, 80 special max: 293-323 HP, 168-198 attack, 208-238 defense, 348-378 speed (highest in game), 228-258 special Evaluation: Electrode is ok to use toxic and start the battle off nicely, or to use thunder wave (bring him out each time your opponent switches to try to paralyze their whole party), thanks to deputyheadless@mailcity.com for pointing this out. His speed is the best there is, so as long as you end up with 359 or above, he will always get first strike except when someone uses quick attack. His defenses lack, and he makes more of a good annoyance pokémon; he's great for sacrifice plays to help you in battle. Try raising his chances with reflect and light screen, then screeching your opponents defense down. Then couple that with explosion. Or go with the thunder wave or toxic strategies. Moves they can learn: tackle, screech, sonic boom, selfdestruct, light screen, swift, explosion Moves Electrode should keep are screech, explosion, light screen, and swift. Swift has a 100% hit rate. Screech helps improve electrode's attack by lowering the opponent's defense. Light screen protects from 50% of special damage and that helps him to stay in against opponents that are using special attacks. Explosion is a strong sacrifice move and is ok if paired with several screeches. TM moves Voltorb can learn: all Electrode's except hyper beam and skull bash TM moves Electrode can learn: toxic, takedown, hyper beam, rage, thunderbolt, thunder, teleport, mimic, double team, reflect, bide, selfdestruct, swift, skull bash, rest, thunder wave, explosion, substitute HM moves they can learn: flash TMs/HMs to mix things up: You could give it thunder to improve its special attacks if you don't want to use him strategically. Voltorb/Electrode can learn normal and electric type attacks. weaknesses: ground resistances: electric, flying ---------------------------------------------------------------- Cubone pika, petit+ Marowak poké, prime (Ground) Stats: Cubone base: 50 HP, 50 attack, 95 defense, 35 speed, 40 special Marowak base: 60 HP, 80 attack, 110 defense, 45 speed, 50 special max: 293-323 HP, 228-258 attack, 288-318 defense, 158-188 speed, 168-198 special Evaluation: Marowak has a good defense, but poor special defense. Her real advantage is in the powerful moveset of ground attacks that she has. She is great against electric types, and good against others that are weak against ground. Just beware because she has low speed and special defenses. Moves they can learn: growl, bone club, tail whip (yellow only), headbutt (yellow only), leer, focus energy, thrash, bonemerang, rage Moves Marowak should keep are bonemerang, focus energy, headbutt, and bone club. Bonemerang is a strong ground move, headbutt is a strong normal attack with a good chance of making the enemy flinch, bone club has a good chance of making the enemy flinch, and focus energy improves the chance of critical hit. TM moves Cubone can learn: all Marowak's except hyper beam TM moves Marowak can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, submission, seismic toss, counter, rage, earthquake, fissure, dig, mimic, double team, bide, fire blast, skull bash, rest, substitute HM moves they can learn: strength TMs/HMs to mix things up: You could give Marowak fire blast and blizzard to counter the types she is weak against, but she doesn't use special attacks very well. She has a pretty good moveset as is. You could also give her double edge or mega kick. Fissure and earthquake are good choices as well. Cubone/Marowak can learn normal, ground, fire, ice, water, and fighting type attacks. weaknesses: water, grass, ice resistances: poison, rock ---------------------------------------------------------------- Hitmonlee poké+, prime+ (Fighting) Stats: base: 50 HP, 120 attack, 53 defense, 87 speed, 35 special max: 273-303 HP, 308-338 attack, 174-204 defense, 242-272 speed, 138-168 special Evaluation: Stay away from ghost, but other than that, Hitmonlee is one of the best physical attackers in the game. Good speedy attacks make him a great choice in a lot of situations. Also be careful because his defenses are not too great. Moves it can learn: double kick, meditate, rolling kick, jump kick, focus energy, high jump kick, mega kick Moves it should keep are mega kick, high jump kick, focus energy, and rolling kick. Mega kick is super powerful. Rolling kick sometimes causes your enemy to flinch. High jump kick does strong fighting damage, but does 1/8 the damage it would have done if you miss to you. Focus energy brings up the chances for a critical hit. TM moves it can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, submission, counter, seismic toss, rage, mimic, double team, bide, metronome, swift, skull bash, rest, substitute HM moves it can learn: strength TMs/HMs to mix things up: Hitmonlee already has a great moveset. Don't bother with the TMs. Hitmonlee can learn normal and fighting type attacks. weaknesses: psychic, flying resistances: bug, rock ---------------------------------------------------------------- Hitmonchan poké, prime (Fighting) Stats: base: 50 HP, 105 attack, 79 defense, 76 speed, 35 special max: 273-303 HP, 278-308 attack, 226-256 defense, 220-250 speed, 138-168 special Evaluation: Although standing a better chance against ghosts with his elemental punches, Hitmonchan has a terrible special and doesn't use the elemental punches very well. He is better at using strong physical attacks. He lacks speed and has a little less attack, so Hitmonlee is the better bet. Moves it can learn: comet punch, agility, fire punch, ice punch, thunder punch, mega punch, counter Moves it should keep are counter, mega punch, agility, and ice punch. You may also wish to keep the three elemental punches and leave him with counter. TM moves it can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, submission, counter, seismic toss, rage, mimic, double team, bide, metronome, swift, skull bash, rest, substitute HM moves it can learn: strength TMs/HMs to mix things up: You may want to give Hitmonchan submission for a true fighting type move. And you may want to give him other powerful physical attacks as his special to use the elemental punches isn't great. Double edge and mega kick are good choices. Hitmonchan can learn normal, fighting, ice, fire, and electric type moves. weaknesses: flying, psychic resistances: bug, rock ---------------------------------------------------------------- Lickitung pika, poké, prime (Normal) Stats: base: 90 HP, 55 attack, 75 defense, 30 speed, 60 special max: 353-383 HP, 178-208 attack, 218-248 defense, 128-158 speed, 188-218 special Evaluation: Other than having a pretty good list of TMs to learn from and having an ok special, he is not really good. His defense is not bad because of his high HP. Moves it can learn: wrap, supersonic, stomp, disable, defense curl, slam, screech Moves it should keep are screech, stomp, supersonic, and slam. Slam is a powerful normal attack, as is stomp. Stomp sometimes makes the enemy flinch. Screech lowers the opponent's defense and helps Lickitung's attack. TM moves it can learn: mega punch, swords' dance, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, submission, counter, seismic toss, rage, thunderbolt, thunder, earthquake, fissure, mimic, double team, bide, fire blast, skull bash, rest, substitute HM moves it can learn: cut, surf, strength TMs/HMs to mix things up: Fire blast, blizzard, and other strong special moves are a good choice in the right situations. Mainly you would want moves like double edge or mega kick to take advantage of Lickitung's normal typing. Bubblebeam is a good choice to counter rock types. Earthquake and fissure aren't bad choices either. Lickitung can learn normal, water, ice, fighting, electric, ground, and fire type moves. weaknesses: fighting resistances: none immunities: ghost ---------------------------------------------------------------- Koffing pika, petit Weezing poké, prime (Poison) Stats: Koffing base: 40 HP, 65 attack, 95 defense, 45 speed, 60 special Weezing base: 65 HP, 90 attack, 120 defense, 60 speed, 85 special max: 303-333 HP, 248-278 attack, 308-338 defense, 188-218 speed, 238-268 special Evaluation: Weezing has great defense. If you avoid psychics, he should be able to defeat many pokémon with his strong poison powers and good defense. Weezing does not attack as well as Muk, but is more well rounded (though lacking in speed), making him a better choice. Moves they can learn: tackle, smog, sludge, smokescreen, selfdestruct, haze, explosion Moves Weezing should keep are explosion, sludge, smokescreen, and smog. Smog is a decent poison attack, and sludge is even stronger. Smokescreen raises your chance of evading enemy attack. Explosion is a powerful self sacrifice move. TM moves Koffing can learn: all Weezing's except hyper beam TM moves Weezing can learn: toxic, hyper beam, rage, thunderbolt, thunder, mimic, double team, bide, selfdestruct, fire blast, rest, explosion, substitute HM moves they can learn: none TMs/HMs to mix things up: You may want to give Weezing fire blast to counter bug types that he is weak against. You may also want to give him toxic. Also since he has good attack, he would be suited for hyper beam since that's the only powerful physical attack he can learn. Koffing/Weezing can learn fire, electric, normal, and poison type attacks. weaknesses: psychic, bug, ground resistances: grass, fighting, poison ---------------------------------------------------------------- Chansey pika+, poké++, prime++ (Normal) Stats: base: 250 HP, 5 attack, 5 defense, 50 speed, 105 special max: 673-703 HP (highest in game), 78-108 attack, 78-108 defense, 168-198 speed, 278-308 special Evaluation: Chansey has the worst defense and attack in the game. And though her speed is on the low end of the spectrum, she does have some surprising advantages. She takes special attacks very well, limiting your opponents to hitting her with physical attacks. Since she has immense HP, she often can survive those. Use counter to double the damage they did to you, and send it back their way. Her many TMs she can learn are put to good use since she has high special. Just beware strong, quick fighting types. Moves it can learn: pound, tail whip (yellow only), doubleslap, sing, growl, minimize, defense curl, light screen, double edge Moves it should keep are double edge, light screen, sing, and minimize. Minimize raises Chansey's evade, and really helps with its low defense. Sing may put your enemy to sleep. Light screen reduces special attack damage by 50%, which makes her very difficult to bring down with special attacks. Double edge is a strong normal attack that does 1/4 of the damage you deal to you. TM moves it can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, submission, counter, seismic toss, rage, solar beam, thunderbolt, thunder, psychic, teleport, mimic, double team, reflect, bide, metronome, egg bomb, fireblast, softboiled, dream eater, rest, thunder wave, psywave, tri attack, substitute HM moves it can learn: strength, flash TMs/HMs to mix things up: With a great special, Chansey can use a lot of moves very well. Teach her thunder, blizzard, or psychic. Psychic can help her counter fighting types. She is the only one that can learn softboiled (besides Mew), which restores half her HP in one round in battle, and is useful for transferring some of her HP to other pokémon outside of battle, so you don't have to go to the pokécenter as often. Counter is good if she takes a strong physical attack and survives due to her immense HP, then she can pay back the attack double which really does big damage. Counter is best paired with reflect, which will likely let her survive. Then unleash a counter to rack up some big damage. Chansey can learn normal, fighting, water, ice, electric, grass, psychic, and fire type attacks. weaknesses: fighting resistances: none immunities: ghost ---------------------------------------------------------------- Tangela pika, poké, prime (Grass) Stats: base: 65 HP, 55 attack, 115 defense, 60 speed, 100 special max: 303-333 HP, 178-208 attack, 298-328 defense, 188-218 speed, 268-298 special Evaluation: I think this is one of the decent well-rounded pokémon. She lacks speed and physical attack, but she has good special offense and defense, and great physical defense, along with high HP. In my opinion she is great for a sacrifice play to paralyze your opponent or put them to sleep, and if you play her right, she may not even have to sacrifice herself in order to accomplish this task. Moves it can learn: constrict, bind, absorb, vine whip (yellow only), poisonpowder, stun spore, sleep powder, slam, growth Moves it should keep are vine whip, sleep powder, stun spore, and absorb. Vine whip is a strong grass attack, absorb is not as strong but you get HP back from using it. Sleep powder puts the enemy to sleep and stun spore gives you the speed advantage. TM moves it can learn: swords' dance, toxic, body slam, takedown, double edge, hyper beam, rage, mega drain, solar beam, mimic, double team, bide, skull bash, rest, substitute HM moves it can learn: cut TMs/HMs to mix things up: Give Tangela solar beam and mega drain. Double edge and maybe even hyper beam could pay off too, if you give her swords' dance. Tangela can learn normal and grass type attacks. weaknesses: fire, bug, ice, flying, poison resistances: water, electric, grass, ground ---------------------------------------------------------------- Kangaskhan poké, prime (Normal) Stats: base: 105 HP, 95 attack, 80 defense, 90 speed, 40 special max: 383-413 HP, 258-288 attack, 228-258 defense, 248-278 speed, 148-178 special Evaluation: Kangaskhan has strong, quick physical attacks. It lacks only the ability to defend against and use special attacks well. She is best used against opponents she can outspeed and that are weaker against physical attacks. Moves it can learn: comet punch, rage, bite, tail whip, mega punch, leer, dizzy punch Moves it should keep are dizzy punch, mega punch, bite, and leer. Leer lowers the opponent's defense. Dizzy punch is a unique powerful normal attack. Mega punch is a strong normal attack, and bite is strong and causes the enemy to flinch sometimes. TM moves it can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, submission, counter, seismic toss, rage, thunderbolt, thunder, earthquake, fissure, mimic, double team, bide, fire blast, skull bash, rest, rock slide, substitute HM moves it can learn: surf, strength TMs/HMs to mix things up: You might want to give her earthquake or rock slide for some type advantages, or double edge and mega kick for strong attacks. Her lack of special makes special moves not a very good choice. She can counter rock and fighting types with moves like earthquake. Fissure isn't a bad choice either. Kangaskhan can learn normal, fighting, water, ice, electric, ground, rock, and fire type attacks. weaknesses: fighting resistances: none immunities: ghost ---------------------------------------------------------------- Horsea petit Seadra pika, poké+, prime+ (Water) Stats: Horsea base: 30 HP, 40 attack, 70 defense, 60 speed, 70 special Seadra base: 55 HP, 65 attack, 95 defense, 85 speed, 95 special max: 283-313 HP, 198-228 attack, 258-288 defense, 238-268 speed, 258-288 special Evaluation: Seadra has great balanced stats. It has no great advantages, but balanced stats help it to be one of the better pokémon. It can use and defend against all types of attacks well, though it lacks a bit in physical attack. And it has good speed. One of the best water pokémon. Moves they can learn: bubble, smokescreen, leer, water gun, agility, hydro pump Moves Seadra should keep are hydro pump, water gun, smokescreen, and agility. Agility raises its good speed. Hydro pump is the most powerful water attack, water gun backs it up with reserve water attacks, smokescreen helps with your evade. (Keep leer if you are going to give it hyper beam). TM moves Horsea can learn: all Seadra's except hyper beam TM moves Seadra can learn: toxic, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, mimic, double team, bide, swift, skull bash, rest, substitute HM moves they can learn: surf TMs/HMs to mix things up: Give Seadra surf or blizzard to give it some more powerful moves. Blizzard's good for countering the grass types. With its decent attack it would be good to give it double edge also. Horsea/Seadra can learn normal, water, and ice type attacks. weaknesses: electric, grass resistances: fire, water, ice ---------------------------------------------------------------- Goldeen pika, petit Seaking poké, prime (Water) Stats: Goldeen base: 45 HP, 67 attack, 60 defense, 63 speed, 50 special Seaking base: 80 HP, 92 attack, 65 defense, 68 speed, 80 special max: 333-363 HP, 252-282 attack, 198-228 defense, 204-234 speed, 228-258 special Evaluation: Seaking is a good average pokémon lacking a little in physical defense. Her powerful offense and strong water moves make her a pretty good choice though. Moves they can learn: peck, tail whip, supersonic, horn attack, fury attack, waterfall, horn drill, agility Moves Seaking should keep are waterfall, horn attack, agility, and horn drill. Horn drill has a chance of getting a one hit KO, agility boosts its fair speed, horn attack is a good high accuracy attack, and waterfall is a strong unique water move. TM moves Goldeen can learn: all Seaking's except hyper beam TM moves Seaking can learn: toxic, horn drill, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, mimic, double team, bide, swift, skull bash, rest, substitute HM moves they can learn: surf TMs/HMs to mix things up: You may want to give Seaking surf or blizzard to give her more powerful attacks. Double edge is helpful. Goldeen/Seaking can learn normal, water, and ice type attacks. weaknesses: electric, grass resistances: fire, water, ice ---------------------------------------------------------------- Mr. Mime pika+, poké, prime (Psychic) Stats: base: 40 HP, 45 attack, 65 defense, 90 speed, 100 special max: 253-283 HP, 158-188 attack, 198-228 defense, 248-278 speed, 268-298 special Evaluation: Mr. Mime is one of the better traded-for pokémon. If you teach him psychic and keep the rest of his moveset, he is pretty decent in battle. He can't take physical hits very well, but that can be made up for with barrier. Moves it can learn: barrier, confusion, light screen, double slap, meditate, substitute Moves it should keep are substitute, light screen, barrier, confusion. Confusion is a good psychic attack that sometimes confuses. Light screen reduces damage from special attacks by 50%, barrier greatly increases his low defense, and substitute makes a clone for 1/4 of max HP to take damage for you. TM moves it can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, hyper beam, submission, counter, seismic toss, rage, solar beam, thunderbolt, thunder, psychic, teleport, mimic, double team, reflect, bide, metronome, skull bash, rest, thunder wave, psywave, substitute HM moves it can learn: flash TMs/HMs to mix things up: You will want to teach him psychic to take advantage of his special powers fully. His moveset already has pretty good moves. You also may want to give him strong physical attacks like mega kick and double edge in place of substitute. Mr. Mime can learn normal, psychic, fighting, electric, and grass type attacks. weaknesses: bug resistances: fighting, psychic immunities: ghost ---------------------------------------------------------------- Electabuzz poké, prime (Electric) Stats: base: 65 HP, 83 attack, 57 defense, 105 speed, 85 special max: 303-333 HP, 234-264 attack, 182-212 defense, 278-308 speed, 238-268 special Evaluation: Electabuzz is a good choice. He only has trouble with physical defense, so be sure to avoid ground types. Electabuzz has good speedy attacks and a decent special defense. Moves it can learn: quick attack, leer, thundershock, screech, thunder punch, light screen, thunder Moves it should keep are thunder, light screen, screech, and thunder punch. Thunder and thunder punch are strong electric moves, light screen reduces special damage by 50%, and screech greatly lowers the opponent's defense. TM moves it can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, hyper beam, submission, counter, seismic toss, rage, thunderbolt, thunder, psychic, teleport, mimic, double team, reflect, bide, metronome, swift, skull bash, rest, thunder wave, psywave, substitute HM moves it can learn: strength, flash TMs/HMs to mix things up: With his good attack and decent special, you may want to give him double edge, mega kick, or psychic. Psychic gives him the needed edge on ground types and other types. Reflect can help boost his defense against ground attacks. Electabuzz can learn normal, fighting, psychic, and electric attacks. weaknesses: ground resistances: flying, electric ---------------------------------------------------------------- Magmar poké, prime (Fire) Stats: base: 65 HP, 95 attack, 57 defense, 93 speed, 85 special max: 303-333 HP, 258-288 attack, 182-212 defense, 254-284 speed, 238-268 special Evaluation: Magmar doesn't seem to me to be as good as Electabuzz because of less speed, but he can still use special attacks, especially fire ones, pretty well. Avoid rock and ground types. Moves it can learn: ember, leer, confuse ray, fire punch, smokescreen, smog, flamethrower Moves it should keep are flamethrower, smog, smokescreen, and confuse ray. Confuse ray confuses your opponent, smog is a good poison attack, smokescreen gives him higher evade, and flamethrower is a powerful fire move. TM moves it can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, hyper beam, submission, counter, seismic toss, rage, psychic, teleport, mimic, double team, bide, metronome, fire blast, skull bash, rest, psywave, substitute HM moves it can learn: strength TMs/HMs to mix things up: With a decent special, you may want to give him fire blast or psychic. Also mega kick and double edge look good with his good attack. Submission is a good choice to use against rock types, and psychic looks good to counter a lot of other types he is weak against. Magmar can learn normal, fighting, psychic, poison, and fire type attacks. weaknesses: water, ground, rock resistances: fire, grass, bug ---------------------------------------------------------------- Pinsir pika+, poké+, prime (Bug) Stats: base: 65 HP, 125 attack, 100 defense, 85 speed, 55 special max: 303-333 HP, 318-348 attack, 268-298 defense, 238-268 speed, 178-208 special Evaluation: Pinsir is better than Scyther because of his fewer weaknesses, and a strong speedy pokémon. He is definitely a good choice in battle. Avoid enemies that have strong special attacks, especially ones he is weak against. Guillotine gives him a chance in those impossible situations. Moves it can learn: vicegrip, bind (yellow only), seismic toss, guillotine, focus energy, harden, slash, swords' dance Moves it should keep are swords' dance, slash, seismic toss, and guillotine. Guillotine is sometimes a one hit KO move. Slash is a strong attack with high chance of critical hit. Swords' dance greatly raises its attack. Seismic toss does damage equal to your level. TM moves it can learn: swords' dance, toxic, body slam, takedown, double edge, hyper beam, submission, seismic toss, rage, mimic, double team, reflect, rest, substitute HM moves it can learn: cut, strength TMs/HMs to mix things up: You may want to give Pinsir double edge or submission (to counter rock types) with its high attack, but it already has a good moveset. You may even want hyper beam if you kept swords' dance. Pinsir can learn normal and fighting type attacks. weaknesses: fire, poison, rock, flying resistances: grass, fighting, ground ---------------------------------------------------------------- Tauros poké+, prime+ (Normal) Stats: base: 75 HP, 100 attack, 95 defense, 110 speed, 70 special max: 323-353 HP, 268-298 attack, 258-288 defense, 288-318 speed, 208-238 special Evaluation: Tauros is very strong and fast. The only area he lacks in is being unable to use and defend against special attacks. With his decent speed and other balanced stats, he should fare well in most battles. Moves it can learn: tackle, stomp, tail whip, leer, rage, takedown Moves it should keep are takedown, stomp, leer, and rage. Takedown is a powerful attack that does 1/4 of the damage you cause to you. Rage is an ok attack that boosts your attack power every time you get attacked, you lose control of the pokémon though, and it attacks automatically every round. Leer lowers the enemy's defense, and stomp may make your opponent flinch. TM moves it can learn: toxic, horn drill, body slam, takedown, double edge, ice beam, blizzard, hyper beam, rage, thunderbolt, thunder, earthquake, fissure, mimic, double team, bide, fire blast, skull bash, rest, substitute HM moves it can learn: strength TMs/HMs to mix things up: Teach Tauros double edge or earthquake to give it some more powerful attacks. Its special is not too bad, so you may want to give it some of the powerful special moves it can learn. You may also consider giving it both horn drill and fissure to try for the one hit KOs, this can improve its performance in battle a lot if you get lucky. Tauros can learn normal, ice, electric, ground, and fire type attacks. weaknesses: fighting resistances: none immunities: ghost ---------------------------------------------------------------- Ditto pika, petit, poké, prime (Normal) Stats: (after transforming it gains the same stats as your enemy) base: 48 HP, 48 attack, 48 defense, 48 speed, 48 special max: 269-299 HP, 164-194 attack, 164-194 defense, 164-194 speed, 164-194 special Evaluation: All in all I don't think Ditto is very good. He can be useful to become Mewtwo and other powerful pokémon your opponent is using, but since he lacks speed and all other stats, it is difficult not to be knocked out before transforming. Moves it can learn: transform The only move it learns is transform. Transform lets it become an exact copy of the pokémon you are fighting. TM moves it can learn: none HM moves it can learn: none TMs/HMs to mix things up: He doesn't learn any so this doesn't apply. Ditto can learn whatever type attacks your opponent knows. weaknesses: fighting--or whatever the weaknesses are when you take on your opponent's type(s) resistances: none--or whatever the resistances are when you take on your opponent's type(s) immunities: ghost--or whatever the immunities are when you take on your opponent's type(s) ---------------------------------------------------------------- Eevee petit (Normal) base: 55 HP, 55 attack, 50 defense, 55 speed, 65 special Evaluation: It is an ok pokémon to use in Petit cup, but the evolutions are better choices for all other cups. Moves it can learn: tackle, sand attack, growl, quick attack, tail whip, bite, focus energy, take down Moves it should keep are take down, focus energy, quick attack, and sand attack. Blind your opponent with sand attack then focus energy and pound them with take down and quick attack. TM moves it can learn: toxic, body slam, take down, double edge, rage, mimic, double team, reflect, bide, swift, skull bash, rest, substitute HM moves it can learn: none TMs/HMs to mix things up: I would definitely go with double edge, and reflect to help Eevee have a better chance. Eevee can learn normal type attacks. weaknesses: fighting resistances: none immunities: ghost ---------------------------------------------------------------- Vaporeon pika++, poké+, prime+ (Water) Stats: base: 130 HP, 65 attack, 60 defense, 65 speed, 110 special max: 433-463 HP, 198-228 attack, 188-218 defense, 198-228 speed, 288-318 special Evaluation: With its excellent HP and great special, Vaporeon is the queen of the water types. She doesn't take physical attacks very well, but she has no type weakness against any physical attacks, and it can be made up for with acid armor. Use her powerful special to defeat many enemies. Her speed is low, so she is good mostly against the types that are weak to water or ice. The fortunate thing is she is very durable, so her speed is not as much of a factor as with some. Vaporeon is a good candidate to use haze with in case your opponent uses things such as agility, swords' dance, reflect, amnesia, etc. Moves it can learn: (I recommend you get Eevee from yellow and you evolve Eevee as soon as you get it, moves could vary and not be as good otherwise) tackle (red/blue only) quick attack, tail whip (yellow only), growl, sand attack, water gun (red/blue only), tail whip (red/blue only, yellow already knows it), bite, aurora beam (yellow only), acid armor, haze, mist (red/blue only), hydro pump Moves it should keep are hydro pump, acid armor, bite, and aurora beam. Aurora beam is an ok ice attack that sometimes lowers attack. Acid armor greatly increases Vaporeon's defense, hydro pump is the strongest water move, and bite sometimes makes the enemy flinch. You may also want to consider evolving Eevee at level 36 to have focus energy to give hydro pump (and blizzard) more critical hits. TM moves it can learn: toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, mimic, double team, reflect, bide, swift, skull bash, rest, substitute HM moves it can learn: surf TMs/HMs to mix things up: You may want to give Vaporeon surf or blizzard to boost its attacks, and to counter grass types. Double edge looks decent also. Vaporeon can learn normal, water, and ice type moves. weaknesses: electric, grass resistances: fire, water, ice ---------------------------------------------------------------- Jolteon pika++, poké++, prime++ (Electric) Stats: base: 65 HP, 65 attack, 60 defense, 130 speed, 110 special max: 303-333 HP, 198-228 attack, 188-218 defense, 328-358 speed, 288-318 special Evaluation: Jolteon is ok, and if it had better strength it would be great. It is possible to use him against Mewtwo because he has high special to resist psychic, and then bombard Mewtwo with pin missile, but the lack of strength probably won't make a dent in him because pin missile is already a weak move. Jolteon has several type advantages with his moves, he just could stand more strength to use them. Moves it can learn: (I recommend you catch Eevee on red/blue for this one and evolve it as soon as you get it for the best move results) tackle (red/blue only), quick attack, tail whip (red/blue only, yellow already knows it), growl, sand attack, thundershock (red/blue only), thunder wave, double kick, agility, pin missile, thunder Moves it should keep are thunder, double kick, pin missile, and thunder wave. Pin missile is a decent bug attack and works ok against Mewtwo. Double kick is an ok fighting move. Thunder is the strongest electric attack, and thunder wave will give you the speed advantage over an opponent. You may opt to keep sand attack instead of double kick to increase evade, but Jolteon loses type advantages. You may also consider focus energy from Eevee to increase the critical hit percentage of thunder, in which case you don't evolve Eevee until level 36. TM moves it can learn: toxic, body slam, takedown, double edge, hyper beam, rage, thunderbolt, thunder, mimic, double team, reflect, bide, swift, skull bash, rest, thunder wave, substitute HM moves it can learn: flash TMs/HMs to mix things up: You may want to give Jolteon thunderbolt for more electric moves. You may also want to give it double edge for stronger attack. I do have to recommend the versatility of most of its original moveset besides agility though. Remember though that agility could help thunder to hit more often. Jolteon can learn normal, bug, fighting, and electric type attacks. weaknesses: ground resistances: electric, flying ---------------------------------------------------------------- Flareon pika++, poké+, prime+ (Fire)) Stats: base: 65 HP, 130 attack, 60 defense, 65 speed, 110 special max: 303-333 HP, 328-358 attack, 188-218 defense, 198-228 speed, 288-318 special Evaluation: Flareon has great attacks, but lacks defense and speed which makes things really bad against ground types. Flareon is the least useful of all the Eevee evolutions, but is still a good fire pokémon. Moves it can learn: (I recommend you get Eevee from yellow and you evolve Eevee as soon as you get it, moves could vary and not be as good otherwise) tackle (red/blue only) quick attack, tail whip (yellow only), growl, sand attack, ember (red/blue only), tail whip (red/blue only, yellow already knows it), bite, leer, firespin, smog (yellow only), rage (red/blue only), flamethrower Moves it should keep are flamethrower, fire spin, smog, and bite. Bite may cause your enemy to flinch, firespin can bind slower opponents, flamethrower is a strong fire attack, and smog is a decent poison attack. You may wish to evolve Eevee at 36 to be able to learn focus energy, so you can boost the chance of critical hit with fire blast and double edge or hyper beam. TM moves it can learn: toxic, body slam, takedown, double edge, hyper beam, rage, mimic, double team, reflect, bide, fire blast, swift, skull bash, rest, substitute HM moves it can learn: none TMs/HMs to mix things up: You may wish to give Flareon fire blast to give it a stronger attack. You may wish to give it double edge or hyper beam as well, especially if you have focus energy. Flareon can learn fire, normal, and poison type attacks. weaknesses: water, ground, rock resistances: fire, grass, bug ---------------------------------------------------------------- Porygon pika, poké, prime (Normal) Stats: base: 65 HP, 60 attack, 70 defense, 40 speed, 75 special max: 303-333 HP, 188-218 attack, 208-238 defense, 148-178 speed, 218-248 special Evaluation: Porygon is darned expensive and you don't get much in return. He can learn some good attacks, and conversion can help you to always have a resistance. He is an ok choice. Moves it can learn: tackle, sharpen, conversion, psybeam, recover, agility, tri attack Moves it should keep are recover, psybeam, conversion, and tri attack. Tri attack is a strong normal attack. Conversion lets you become the type(s) that your opponent is. Psybeam is a strong psychic attack, and recover lets you get back half your HP in one round. TM moves it can learn: toxic, takedown, double edge, ice beam, blizzard, hyper beam, rage, thunderbolt, thunder, psychic, teleport, mimic, double team, reflect, bide, swift, skull bash, rest, thunder wave, psywave, tri attack, substitute HM moves it can learn: flash TMs/HMs to mix things up: Since Porygon has a decent special, you can give him moves like blizzard and thunder to help him out. Also he can use double edge and mega kick fairly well because of his normal typing. Porygon can learn normal, psychic, ice, and electric type attacks. weaknesses: fighting--or whatever the weaknesses of the type(s) that you take on are resistances: none--or whatever the weaknesses of the type(s) that you take on are immunities: ghost--or whatever the immunities of the type(s) that you take on are ---------------------------------------------------------------- Snorlax poké+, prime++ (Normal) Stats: base: 160 HP, 110 attack, 65 defense, 30 speed, 65 special max: 493-523 HP, 288-318 attack, 198-228 defense, 128-158 speed, 198-228 special Evaluation: Snorlax lacks in defense, speed, and special, but his special can be bolstered with amnesia. His high HP makes up for his low defenses, and he really can take a lot of punishment with the right moves. He can do some serious damage with double edge, mega kick, and hyper beam. He is one of the better ones. Moves it can learn: headbutt, amnesia, rest, body slam, harden, double edge, hyper beam Moves it should keep are hyper beam, double edge, body slam, and headbutt. Headbutt has a good chance of making your opponent flinch, body slam may paralyze them, hyper beam is the strongest normal move and since Snorlax learned it on his own and is a normal type, he uses it best. Double edge is a incredibly strong attack in Snorlax's hands. You may want to keep amnesia to help his special. You may want Amnesia instead of headbutt. TM moves it can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, pay day, submission, counter, seismic toss, rage, solar beam, thunderbolt, thunder, earthquake, fissure, psychic, mimic, double team, reflect, bide, metronome, selfdestruct, fire blast, skull bash, rest, psywave, rock slide, substitute HM moves it can learn: surf, strength TMs/HMs to mix things up: If you keep amnesia, then you can unleash a whole killer group of TMs Snorlax can learn and use decently. On his own he uses moves like earthquake and rock slide better though. You may wish to keep most of his regular moveset, as he is a normal type and uses them all well. Counter might be good too, unleash 2x the damage that your opponent did to you. Be careful of speedy attackers with strong special moves though, sometimes it may be wiser to use another one of your team members to gain the speed advantage on your opponent. Definitely consider mega kick for Snorlax too, because he can use it VERY well. Rest looks good. Snorlax can learn normal, fighting, water, ice, grass, electric, ground, psychic, fire, and rock type attacks. weaknesses: fighting resistances: none immunities: ghost ---------------------------------------------------------------- Mewtwo prime++ (Psychic) Stats: max: 385-415 HP, 288-318 attack, 248-278 defense, 328-358 speed, 376-406 special (highest in game) Evaluation: This is my favorite pokémon in terms of strength (Raichu otherwise). Mewtwo is phenomenal. His one small weakness, that you can make desperate attempts at, is his physical defense, and it's even pretty good. Dragonite and another Mewtwo stand good chances against him if you use strategy. Make strategy plays, take away Mewtwo's speed with paralyze or freeze him and bring Beedrill (which has a weakness against Mewtwo) in. Other than that, this guy has the best moveset and will still put up a big fight to the finish. This one is the undisputed ultimate pokémon. Moves it can learn: swift, barrier, psychic, recover, mist, amnesia Moves it should keep are amnesia, barrier, recover, and psychic. Psychic is truly an attack to be feared from Mewtwo, and amnesia boosts its power along with his defense against special attacks. Recover can restore half his max HP in a single round, and barrier greatly increases his physical defense, which is his only weaker point. TM moves it can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, pay day (can't learn on yellow), submission, counter, seismic toss, rage, solar beam, thunderbolt, thunder, psychic, teleport, mimic, double team, reflect, bide, metronome, selfdestruct, fire blast, skull bash, rest, thunder wave, psywave, tri attack, substitute HM moves it can learn: strength, flash TMs/HMs to mix things up: Well let's see, I rather like his awesome moveset as is, but there are some possibilities here. You can teach him thunder, fire blast, blizzard, solar beam, or bubblebeam and he would use them all well. You could make strategy plays and use bide for his defense, and give him mega kick or double edge as a powerful physical attack. There are lots of possibilities here. Thunder and Blizzard get rid of those annoying psychic dual types, and strong physical attacks get rid of the other psychic types. The problem is if you take away some of his original moveset you will lose certain advantages while gaining others. Rest and double team can help his strategy too, but remember, if you take away from the original moveset you loose some advantages. Mewtwo can learn normal, fighting, water, ice, psychic, grass, and fire type attacks. weaknesses: bug resistances: fighting, psychic immunities: ghost ---------------------------------------------------------------- Mew prime++ (Psychic) Stats: stats will be what your opponent's are if you use transform, so you can lose stats from using it max: 373-403 HP, 268-298 attack, 268-298 defense, 268-298 speed, 268-298 special Evaluation: Hmm, Mew has better defense than Mewtwo, but lacks in the other areas. It can also learn almost as good of a moveset from TMs, but will be lacking a little more defense building moves. If you give it softboiled it will help. This guy is like a well rounded psychic, better in ways than Hypno and Alakazam, but not as good as Mewtwo. Moves it can learn: pound, transform, mega punch, metronome, psychic Moves it should keep are psychic, mega punch, transform, and metronome. Metronome uses a random move, sometimes good, sometimes bad. Mega punch is a strong physical attack. Transform lets Mew become whatever pokémon she is fighting. Psychic is very powerful in the hands of Mew. TM moves it can learn: all HM moves it can learn: all TMs/HMs to mix things up: Well let's see. You should give Mew a strong physical attack like mega kick or double edge, and maybe reflect to make up for its lesser defense. Also give it blizzard for another strong attack. You could pair swords' dance with hyper beam to give it very powerful attack and become a little stronger. I highly recommend you give it softboiled so it can regain half its HP whenever you want. Mew can learn normal, fighting, psychic, water, ice, fire, rock, ground, grass, electric, and flying type attacks--and whatever attacks the opponent knows if you transform. weaknesses: bug--or whatever the weaknesses of your opponent are if you transform resistances: psychic, fighting--or whatever the resistances of your opponent are if you transform immunities: ghost--or whatever the immunities of your opponent are if you transform ---------------------------------------------------------------- VII. Dual types Dual types have great advantages and disadvantages in battle. They will resist some attacks to the point of only taking 1/4 to 3/8 the normal damage, but some attacks may do 4 times to 6 times the normal damage against them. Having the right dual type in battle will give you a big advantage, having the wrong one will give you a big disadvantage. Using dual types is always a huge gamble (unless you know your opponent's pokémon). Knowing their strengths and weaknesses can take some of the gamble out of this situation, though, and increase your likelihood to succeed. This next section will expose the hidden strengths and weaknesses of dual types. Bulbasaur petit Ivysaur pika Venusaur poké+, prime (Grass/Poison--your two defensive types, remember if using an attack of these types you will do 1.5x normal damage with it) Stats: Bulbasaur base: 45 HP, 49 attack, 49 defense, 45 speed, 65 special Ivysaur base: 60 HP, 62 attack, 63 defense, 60 speed, 80 special Venusaur base: 80 HP, 82 attack, 83 defense, 80 speed, 100 special max: 333-363 HP, 232-262 attack, 234-264 defense, 228-258 speed, 268-298 special Evaluation: Venusaur is a good average pokémon. He would not be a good choice against Articuno, Charizard, or Moltres because most of his moves only do 3/8 the regular damage to them. He also has quite a few weaknesses, steer clear of pokémon with strong bug attacks. With his good stats though, he can sometimes overcome those pokémon that have some type advantages over him. Moves they can learn: tackle, growl, leech seed, vine whip, poison powder, razor leaf, growth, sleep powder, solar beam You should keep sleep powder, razor leaf, solar beam, and growth for Venusaur. Optionally you can keep leech seed instead of growth for the leech seed/toxic trick (see status attacks below). Leech seed is cool because it works even after you switch away from Venusaur, draining your opponent's energy and giving it to your current pokémon. Try using it while your opponent is sleeping, and continue to make him sleep until he is out of energy, switch to pokémon that needs energy, it is quite useful (thanks Alvaro). Sleep powder can put your enemies to sleep with ease, and Venusaur has good speed, making it good to knock out tough opponents to get free hits on them. Razor leaf has a good chance of critical hit. Solar beam is really powerful, but be sure you can take a hit as it takes a round to charge before using. Growth raises Venusaur's special, which effects nearly all of his attacks. TM moves Bulbasaur and Ivysaur can learn: all Venusaur's except hyper beam TM moves Venusaur can learn: swords dance, toxic, body slam, takedown, double edge, hyper beam, rage, mega drain, solar beam, mimic, double team, reflect, bide, rest, substitute HM moves they can learn: cut TMs/HMs to mix things up: Mega Drain is a good TM to teach Venusaur, as you get a lot of health back from enemies who are weak against grass attacks, but his regular moveset is also nice. You may want to give him strong physical attacks to give him a chance against fire and bug types, since he does have a high strength (thanks Alvaro). If you teach him toxic and kept leech seed, and set both of them in on your opponent you will wear them down to nothing in a few rounds. Bulbasaur/Ivysaur/Venusaur can learn normal and grass type attacks (see the chart in basic strategy to see how these attacks effect other pokémon). weaknesses: ice, flying, ground, fire, psychic big weaknesses (4x-6x damage from opponent due to both your defensive types being weak against its attack): bug resistances: electricity, water, poison, fighting big resistances (1/4-3/8 damage from opponent due to both your defensive types being strong against its attack): none ---------------------------------------------------------------- Charmander petit+ (Fire) Charmeleon pika++ (Fire) Charizard poké+, prime (Fire/Flying) Stats: Charmander base: 39 HP, 52 attack, 43 defense, 65 speed, 50 special Charmeleon base: 58 HP, 64 attack, 58 defense, 80 speed, 65 special Charizard base: 78 HP, 84 attack, 78 defense, 100 speed, 85 special max: 329-359 HP, 236-266 attack, 224-254 defense, 268-298 speed, 238-268 special Evaluation: Charizard is a fairly good pokémon. Try to stay away from pokémon with strong rock attacks though. Omastar and Kabutops have big defenses against Charizard. Grass and bug type attacks will barely phase Charizard. He has pretty decent stats, but is probably the least powerful of the original three you can pick in red or blue. Moves they can learn: scratch, growl, ember, leer, rage, slash, flamethrower, fire spin You should keep fire spin, flamethrower, slash, and leer on Charizard. Fire spin is good to bind slower pokémon. Slash is just one of those great normal attacks with a good chance of critical hit. Flamethrower is a strong fire move. And leer is good to lower your opponent's defense. TM moves Charmander and Charmeleon can learn: all Charizard's except hyper beam, earthquake, and fissure TM moves Charizard can learn: mega punch, swords dance, mega kick, toxic, body slam, takedown, double edge, hyper beam, submission, counter, seismic toss, rage, dragon rage, earthquake, fissure, dig, mimic, double team, reflect, bide, fire blast, swift, skull bash, rest, substitute HM moves they can learn: cut, strength, fly (Charizard on yellow only) TMs/HMs to mix things up: You may wish to replace leer with fire blast, the strongest fire move. You may want to teach Charizard moves like dig or earthquake to give him a good chance against rock and electric types, since he has good speed. You may want to teach him counter or seismic toss. Counter does double damage back to your opponent as long as you took a "physical attack" (see basic strategies section above). Seismic toss does damage equal to your current level, and is useful sometimes. You may even want to give him fly (yellow only), though I don't think it helps him too much. Charizard can learn normal, fire, flying (yellow only), fighting, and ground type attacks. Charmander/Charmeleon can learn all Charizard's type attacks except ground and flying type attacks. weaknesses: water, electricity, ice (Charizard), (Charmander/Charmeleon water, ground, rock) big weaknesses: rock (Charizard) resistances: fire, fighting (Charizard), (Charmander/Charmeleon grass, bug, fire) big resistances: grass, bug (Charizard) immunities: ground (Charizard) ---------------------------------------------------------------- Caterpie petit (Bug) Butterfree pika, poké, prime (Bug/Flying) Stats: Caterpie base: 45 HP, 30 attack, 35 defense, 45 speed, 20 special Butterfree base: 60 HP, 45 attack, 50 defense, 70 speed, 80 special max: 293-323 HP, 158-188 attack, 168-198 defense, 208-238 speed, 228-258 special Evaluation: Even with lower than average stats, I found Butterfree decent in combat. His moveset makes most of the difference. He is good at attacking sleeping opponents. His psybeam is powerful because his special is decent. Unfortunately, he has many weaknesses, especially against rock types. Moves Butterfree can learn: tackle, string shot, harden (yellow only if evolved from Caterpie--on red/blue if you waited to evolve him, but I recommend catching him on yellow), confusion, poison powder, stun spore, sleep powder, supersonic, whirlwind, gust (yellow only), psybeam (Caterpie learns tackle, string shot only) You should keep psybeam, sleep powder, supersonic, and stun spore for Butterfree. Stun spore works for a speed advantage, supersonic confuses your opponent, sleep powder is the good sleep move, and psybeam is a nice psychic attack that few can resist. TM moves Caterpie can learn: none TM moves Butterfree can learn: razor wind, whirlwind, toxic, takedown, double edge, hyper beam, rage, mega drain, solar beam, psychic, teleport, mimic, double team, reflect, bide, swift, rest, psywave, substitute HM moves it can learn: strength (Butterfree yellow only) TMs/HMs to mix things up: You may wish to teach Butterfree psychic if you have an extra TM to use. You can also teach him solar beam and mega drain to give those rock or ground types a nasty surprise. Psywave may be a good choice to teach him also, as it randomly does high damage and sometimes low. Reflect may help protect him against some of his physical weaknesses. Butterfree can learn normal, psychic, and grass type attacks. Caterpie can learn normal type attacks. weaknesses: electric, fire, poison, ice, flying (Butterfree), (Caterpie fire, poison, flying) big weaknesses: rock (Butterfree) resistances: bug (Butterfree), (Caterpie grass, fighting, ground) big resistances: fighting, grass (Butterfree) immunities: ground (Butterfree) ---------------------------------------------------------------- Weedle petit Beedrill pika, poké, prime (Bug/Poison) Stats: Weedle base: 40 HP, 35 attack, 30 defense, 50 speed, 20 special Beedrill base: 65 HP, 80 attack, 40 defense, 75 speed, 45 special max: 303-333 HP, 228-258 attack, 148-178 defense, 218-248 speed, 158-188 special Evaluation: Beedrill is fairly decent because of his high HP and good, decently speedy attacks. He is good against psychics who have lower speed. Try paralyzing, putting to sleep, or freezing the psychic type and then getting Beedrill in to finish them. He is the only pokémon to have decently powerful bug attacks and be a bug type at the same time. His drawback is that he has a large amount of weaknesses. Moves he can learn: poison sting, string shot, harden (if you waited until he learned it as Kakuna, then evolved him, I recommend you just evolve him sooner though), fury attack, focus energy, twineedle, rage, pin missile, agility (Weedle can only learn poison sting and string shot) Twineedle, pin missile, focus energy, and agility should be kept for Beedrill. Twineedle and pin missile are the only decently powerful bug moves in the game, and the only moves that do good damage against psychic types, twineedle may also poison your enemy. Focus energy will give those moves a better chance of critical hit, and agility could be used on a free round to gain the speed advantage on a psychic type. TM moves Weedle can learn: none TM moves Beedrill can learn: swords dance, toxic, takedown, double edge, hyper beam, rage, mega drain, mimic, double team, reflect, bide, swift, skull bash, rest, substitute HM moves Beedrill can learn: cut TMs/HMs to mix things up: You may want to teach mega drain to Beedrill, but it would only give him a small chance at the ground and rock pokémon. The rest of Beedrill's TMs all involve normal attacks. Reflect may help protect him from some of his physical weaknesses. Beedrill can learn normal, bug, grass, and poison type attacks. Weedle can learn poison type attacks. weaknesses: bug, flying, rock, fire, psychic big weaknesses: none resistances: none big resistances: grass, fighting ---------------------------------------------------------------- Pidgey petit+ Pidgeotto pika Pidgeot poké, prime (Normal/Flying) Stats: Pidgey base: 40 HP, 45 attack, 40 defense, 56 speed, 35 special Pidgeotto base: 63 HP, 60 attack, 55 defense, 71 speed, 50 special Pidgeot base: 83 HP, 80 attack, 75 defense, 91 speed, 70 special max: 339-369 HP, 228-258 attack, 218-248 defense, 250-280 speed, 208-238 special Evaluation: Pretty decent and well rounded. He has only a few weaknesses, and a few resistances. His attack power makes him a good candidate to learn powerful flying moves. Use him against someone with big weaknesses to flying moves. Moves they can learn: gust, sand attack, quick attack, whirlwind, wing attack, agility, mirror move You should keep mirror move, agility, sand attack, and quick attack for Pidgeot. Mirror move is sometimes useful in that you use the last move your opponent did. This can be great to recover, boost your stats, or use an attack that you are not vulnerable to, but your opponent is. Sand attack is ok to lower the chances of your opponent hitting you. Agility can be used on a free round to boost the already good speed. TM moves Pidgey and Pidgeotto can learn: all Pidgeot's except hyper beam TM moves Pidgeot can learn: razor wind, whirlwind, toxic, takedown, double edge, hyper beam, rage, mimic, double team, reflect, bide, swift, sky attack, rest, substitute HM moves it can learn: fly TMs/HMs to mix things up: Replace quick attack with fly or sky attack, fly being the more preferred because you miss a round of damage and then use a powerful attack. Sky attack is more powerful, but you have to survive a hit (or two) to use it the next round. You may consider some other normal type attacks like double edge, because Pidgeot has a good offense. Pidgey/Pidgeotto/Pidgeot can learn normal and flying attacks. weaknesses: rock, electric, ice big weaknesses: none resistances: bug, grass big resistances: none immunities: ground, ghost ---------------------------------------------------------------- Spearow petit+ Fearow pika+, poké, prime (Normal/Flying) Stats: Spearow base: 40 HP, 60 attack, 30 defense, 70 speed, 31 special Fearow base: 65 HP, 90 attack, 65 defense, 100 speed, 61 special max: 303-333 HP, 248-278 attack, 198-228 defense, 268-298 speed, 190-220 special Evaluation: This one is like a cheaper imitation of Pidgeot. Though he has higher attack than Pidgeot, Pidgeot has better rounded defenses and is a better pick. Again, his weaknesses are not a mile long, but neither are his resistances. Moves they can learn: peck, growl, leer, fury attack, mirror move, drill peck, agility You should keep drill peck, agility, mirror move, and fury attack on Fearow. Drill peck is a powerful flying move, agility is ok to boost speed on a free round. Mirror move is useful as you can use the same move your opponent just did to regain health or boost stats, or it is possible that you may hurt them badly with an attack that doesn't phase you. TM moves Spearow can learn: all Fearow's except hyper beam TM moves Fearow can learn: razor wind, whirlwind, toxic, takedown, double edge, hyper beam, rage, mimic, double team, bide, swift, sky attack, rest, substitute HM moves they can learn: fly TMs/HMs to mix things up: Replace fury attack with fly or sky attack. Fly again is better because you miss a round of damage, sky attack you have to endure a round of damage for a bigger payoff. Also give him some of the strong normal attacks to help his offense. Spearow/Fearow can learn normal and flying attacks. weaknesses: rock, electric, ice big weaknesses: none resistances: bug, grass big resistances: none immunities: ground, ghost ---------------------------------------------------------------- Nidoran female petit+ (Poison) Nidoqueen pika+, poké+, prime+ (Poison/Ground) stats: Nidoran female base: 55 HP, 47 attack, 52 defense, 41 speed, 40 special Nidoqueen base: 90 HP, 82 attack, 87 defense, 76 speed, 75 special max: 353-383 HP, 232-262 attack, 242-272 defense, 220-250 speed, 218-248 special evaluation: She has more defense than Nidoking, enabling her to take more physical hits. However, her other stats including speed are not as promising. Do not underestimate her, though, as she has the ability to counter all of the types she is weak against except psychic. She uses many TMs that teach good special moves. Just remember though that since few of her attacks match her types, that they won't be as strong. moves they can learn: growl, tackle, scratch, poison sting, tail whip, body slam (if evolved at lv 23--thanks Alvaro, I recommend you wait until she has learned all her moves before evolving her), bite, fury swipes, double kick Nidoqueen should keep double kick, bite, fury swipes, and poison sting. Double kick is a strong fighting attack, bite makes your opponent flinch sometimes, fury swipes is an ok attack, and poison sting give her one type of advantage. TM moves Nidoran female can learn: toxic, body slam, takedown, double edge, blizzard, rage, thunderbolt, thunder, mimic, double team, reflect, bide, skull bash, rest, substitute TM moves Nidoqueen can learn: mega punch, mega kick, toxic, horn drill, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, pay day, submission, counter, seismic toss, rage, thunderbolt, thunder, earthquake, fissure, mimic, double team, reflect, bide, fire blast, skull bash, rest, rock slide, substitute HM moves Nidoqueen can learn: surf, strength TMs/HMs to mix things up: Thunder should be taught along with earthquake and fire blast. You may also want to teach her surf, rock slide, or blizzard. She can also learn a great line of powerful normal attacks. Electric, fire, and water attacks counter most of the pokémon that use attacks she is weak against. Nidoqueen can learn normal, fighting, poison, water, ice, electric, ground, fire, and rock type attacks. Nidoran female can learn normal, ice, electric, poison, and fighting type attacks. weaknesses: water, ice, ground, psychic, bug (Nidoqueen), (Nidoran female-psychic, bug, ground) big weaknesses: none resistances: fighting, rock (Nidoqueen), (Nidoran female-grass, poison, fighting) big resistances: poison (Nidoqueen) immunities: electric (Nidoqueen) ---------------------------------------------------------------- Nidoran male petit+ (Poison) Nidoking pika+, poké+, prime+ (Ground/Poison) stats: Nidoran male base: 46 HP, 57 attack, 40 defense, 50 speed, 40 special Nidoking base: 81 HP, 92 attack, 77 defense, 85 speed, 75 special max: evaluation: Nidoking is a great pokémon with his only a problem being in taking special attacks from his enemies (like Nidoqueen). He is stronger and faster than Nidoqueen, and he can learn most of the TMs that she can and use them well, so he is a better choice unless you want to be able to take more physical hits. Remember that since most of his attacks don't match his types, he won't use them as effectively. All in all, a good choice. moves they can learn: leer, tackle, horn attack, poison sting, focus energy, thrash (if evolved at lv 23--thanks Alvaro, I recommend you learn all his moves before evolving him though), fury attack, horn drill, double kick Nidoking should keep double kick, horn drill, horn attack, and leer. Leer lowers the opponent's defense, double kick is a strong fighting move, horn attack is a great regular high accuracy attack, and horn drill is sometimes a one hit KO move. TM moves Nidoran male can learn: toxic, horn drill, body slam, takedown, double edge, blizzard, rage, thunderbolt, thunder, mimic, double team, reflect, bide, skull bash, rest, substitute TM moves Nidoking can learn: mega punch, mega kick, toxic, horn drill, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, pay day, submission, counter, seismic toss, rage, thunderbolt, thunder, earthquake, fissure, mimic, double team, reflect, bide, fire blast, skull bash, rest, rock slide, substitute HM moves Nidoking can learn: surf, strength TMs/HMs to mix things up: Electric, fire, and rock attacks can counter almost all the types that Nidoking is weak against. You may also want to give it one of the other impressive physical attacks it can learn. Rock slide, fire blast, thunder, blizzard, and earthquake give this pokémon lots of options. Nidoking can learn learn normal, fighting, water, ice, electric, ground, fire, poison, and rock type attacks. Nidoran male can learn normal, fighting, ice, electric, and poison type attacks. weaknesses: water, ice, ground, psychic, bug (Nidoking), (Nidoran male-ground, psychic, bug) big weaknesses: none resistances: fighting, rock (Nidoking), (Nidoran male-grass, poison, fighting) big resistances: poison (Nidoking) immunities: electric (Nidoking) ---------------------------------------------------------------- Zubat pika, petit Golbat poké, prime (Poison/Flying) stats: Zubat base: 40 HP, 45 attack, 35 defense, 55 speed, 40 special Golbat base: 75 HP, 80 attack, 70 defense, 90 speed, 75 special max: 323-353 HP, 228-258 attack, 208-238 defense, 248-278 speed, 218-248 special evaluation: Golbat is not very good. He can learn a few decent moves, but his stats are average and he has many weaknesses. If you use him, make sure he has big resistances to the type attacks he will be facing, then use his strongest moves and try to confuse your opponent. moves they can learn: leech life, supersonic, bite, confuse ray, wing attack, haze Golbat should keep leech life, bite, confuse ray, and haze. Haze removes all stat changes to Golbat and its opponent. Confuse ray confuses your enemy, bite has a chance of making the opponent flinch, and leech life is a ok bug attack that gives you a little health back. You might want to keep wing attack to do some damage to fighting types, but it won't help much. TM moves Zubat can learn: all Golbat's except hyper beam TM moves Golbat can learn: razor wind, whirlwind, toxic, takedown, double edge, hyper beam, rage, mega drain, mimic, double team, bide, swift, rest, substitute HM moves they can learn: none TMs/HMs to mix things up: You may want to give Golbat mega drain to further harass ground types. You may also want to give it a few powerful moves like double edge. Zubat/Golbat can learn normal, bug, grass, and flying type moves. weaknesses: psychic, electric, ice, rock big weaknesses: none resistances: poison big resistances: grass, fighting immunities: ground ---------------------------------------------------------------- Oddish pika, petit Vileplume poké, prime (Grass/Poison) stats: Oddish base: 45 HP, 50 attack, 55 defense, 30 speed, 75 special Vileplume base: 75 HP, 80 attack, 85 defense, 50 speed, 100 special max: 323-353 HP, 228-258 attack, 238-268 defense, 168-198 speed, 268-298 special evaluation: Vileplume is good in all areas but speed. Use him on pokémon that are very weak against grass. Avoid enemies that use bug type attacks while using him. moves they can learn: absorb, poison powder, stun spore, sleep powder, acid, petal dance, solar beam Vileplume should keep solar beam, acid, sleep powder, and stun spore. Stun spore gives you the speed advantage, sleep moves are always good against opponents, acid is a strong poison attack, and solar beam is the strongest grass attack. Petal dance is also a pretty strong (and unique) move, but you get confused after using it. TM moves Oddish can learn: all Vileplume's except body slam and hyper beam TM moves Vileplume can learn: swords' dance, toxic, body slam, takedown, double edge, hyper beam, rage, mega drain, solar beam, mimic, double team, reflect, bide, rest, substitute HM moves they can learn: cut TMs/HMs to mix things up: You may wish to give Vileplume mega drain or some strong normal attacks. Oddish/Vileplume can learn normal and grass attacks. weaknesses: ice, flying, fire, ground, psychic big weaknesses: bug resistances: electric, water, poison, fighting big resistances: none ---------------------------------------------------------------- Paras petit Parasect pika, poké, prime (Bug/Grass) Stats: Paras base: 35 HP, 70 attack, 55 defense, 25 speed, 55 special Parasect base: 60 HP, 95 attack, 80 defense, 30 speed, 80 special max: 293-323 HP, 258-288 attack, 228-258 defense, 128-158 speed, 228-258 special Evaluation: Parasect is decent if used properly. His speed is horrible so you will need a speed advantage on a pokémon (paralyze or burn it) before you bring him out, and know that this may not even help against really speedy opponents. His attack power is his positive note, and he can use leech life pretty well against psychics. He also does well against ground and grass types. Be careful though, because he has terrible defense and three big weaknesses. Spore is a unique sleep move that always puts your enemy to sleep, so it is quite good. Moves they can learn: scratch, stun spore, leech life, spore, slash, growth Parasect should keep slash, leech life, spore, and stun spore. You may wish to keep growth to boost his weak special. Slash is a strong attack with good chance of critical hit, spore is a really effective sleep move, leech life is a good bug move, and stun spore gives you the speed advantage. TM moves Paras can learn: all Parasect's except hyper beam TM moves Parasect can learn: swords' dance, toxic, body slam, takedown, double edge, hyper beam, rage, mega drain, solar beam, dig, mimic, double team, reflect, bide, skull bash, rest, substitute HM moves they can learn: cut TMs/HMs to mix things up: You should give Parasect mega drain to help it get HP back since it doesn't take hits well. Also think about giving him double edge because he uses it pretty decently. You may also want to give it a few powerful moves like hyper beam, or swords' dance to raise its attack. But remember, swords' dance will not help slash to increase in power. Paras/Parasect can learn normal, grass, and bug attacks. weaknesses: rock, ice, bug big weaknesses: flying, poison, fire resistances: electricity, water, fighting big resistances: ground, grass ---------------------------------------------------------------- Venonat pika, petit+ Venomoth poké, prime (Bug/Poison) Stats: Venonat base: 60 HP, 55 attack, 50 defense, 45 speed, 40 special Venomoth base: 70 HP, 65 attack, 60 defense, 90 speed, 90 special max: 313-343 HP, 198-228 attack, 188-218 defense, 248-278 speed, 248-278 special Evaluation: Venomoth is like a better Butterfree. His stats are good except in physical attacking and defense. Use his status attacking moves to get the speed advantage over your opponent or put them to sleep, then blast them with psychic. He also learns some pretty good TMs, so he isn't a bad choice. Moves they can learn: tackle, disable, supersonic, confusion, poison powder, leech life, stun spore, psybeam, sleep powder, psychic Venomoth should keep psychic, sleep powder, stun spore, and leech life. Leech life is a good bug move, psychic is the best psychic attack, sleep powder is a good sleep move, and stun spore gives him speed advantage. TM moves Venonat/Venomoth can learn: razor wind (yellow only), whirlwind (yellow only), toxic, takedown, double edge, hyper beam (yellow only), rage, mega drain, solar beam, psychic, teleport (yellow only), mimic, double team, reflect, bide, swift (yellow only), rest, psywave, substitute HM moves they can learn: strength (yellow only) TMs/HMs to mix things up: You may want to teach Venomoth solar beam or mega drain to defeat his rock and ground opponents. His psychic already gives him many advantages though. Venonat/Venomoth can learn normal, bug, grass, and psychic attacks. weaknesses: bug, flying, rock, fire, psychic big weaknesses: none resistances: none big resistances: grass, fighting ---------------------------------------------------------------- Poliwag petit+ (Water) Poliwrath pika+, poké+, prime+ (Water/Fighting) Stats: Poliwag base: 40 HP, 50 attack, 40 defense, 90 speed, 40 special Poliwrath base: 90 HP, 85 attack, 95 defense, 70 speed, 70 special max: 353-383 HP, 238-268 attack, 258-288 defense, 208-238 speed, 208-238 special Evaluation: Poliwrath is a good pokémon, lacking only a little in speed. His special power can be brought up with amnesia. He has a few weaknesses, but if you stay away from those he should perform wonderfully in battle. Moves they can learn: bubble, hypnosis, water gun, doubleslap, body slam, amnesia, hydro pump Poliwrath should keep hydro pump, amnesia, body slam, and hypnosis. Hydro pump is the strongest water move, and amnesia greatly boosts the strength of Poliwrath's attacks. Body slam is a strong move with ability to paralyze, and hypnosis has the ability to put your opponent to sleep. TM moves Poliwag can learn: toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, rage, psychic, mimic, double team, bide, skull bash, rest, psywave, substitute TM moves Poliwrath can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, submission, counter, seismic toss, rage, earthquake, fissure, psychic, mimic, double team, bide, metronome, skull bash, rest, psywave, substitute HM moves they can learn: surf, strength (Poliwag can't learn strength) TMs/HMs to mix things up: You may want to give Poliwrath earthquake to counter electric types. You may wish also to give him moves like blizzard, psychic, or double edge. Fighting moves like submission are good in his hands. Poliwrath can learn normal, water, psychic, fighting, ground, and ice attacks. Poliwag can learn normal, water, psychic, and ice type attacks. weaknesses: flying, grass, electric, psychic (Poliwrath), (Poliwag-electric, grass) big weaknesses: none resistances: rock, water, fire, ice, bug (Poliwrath), (Poliwag- fire, water, ice) big resistances: none ---------------------------------------------------------------- Bellsprout pika, petit Victreebel poké, prime (Grass/Poison) Stats: Bellsprout base: 50 HP, 75 attack, 35 defense, 40 speed, 70 special Victreebel base: 80 HP, 105 attack, 65 defense, 70 speed, 100 special max: 333-363 HP, 278-308 attack, 198-228 defense, 208-238 speed, 268-298 special Evaluation: Victreebel has unusual stats for a grass type. It has great HP and a good attack, and a good defense against and use of special attacks. Its speed is kind of low, so it is a good choice in only certain cases. Moves they can learn: vine whip, growth, wrap, poisonpowder, sleep powder, stun spore, acid, razor leaf, slam Moves Victreebel should keep are stun spore, sleep powder, razor leaf, and acid (or slam). Stun spore works for speed advantage, sleep powder makes your enemy defenseless, razor leaf is a grass attack that almost always gets a critical hit, and acid is a strong poison attack. You may wish to keep slam as Victreebel is good at normal attacks too. TM moves Bellsprout can learn: all Victreebel's except body slam and hyper beam TM moves Victreebel can learn: swords' dance, toxic, body slam, takedown, double edge, hyper beam, rage, mega drain, solar beam, mimic, double team, reflect, bide, rest, substitute HM moves they can learn: cut TMs/HMs to mix things up: Victreebel has an already impressive moveset, but you could always add a little power from double edge. You may want to give it mega drain so it can gain health from those weak against grass attacks. Swords' dance may be an option to boost its attack. Bellsprout/Victreebel can learn normal and grass type attacks. weaknesses: ice, flying, fire, ground, psychic big weaknesses: bug resistances: electric, water, poison, fighting big resistances: none ---------------------------------------------------------------- Tentacruel pika+, poké+, prime+ (Water/Poison) Stats: base: 80 HP, 70 attack, 65 defense, 100 speed, 120 special max: 333-363 HP, 208-238 attack, 198-228 defense, 268-298 speed, 308-338 special Evaluation: Tentacruel has good speed and attack in terms of special attacks. His poor physical defense can be made up for with the barrier move. His good speed allows him to do well in most battles. Moves it can learn: acid, supersonic, wrap, poison sting, water gun, constrict, barrier, screech, hydro pump Moves it should keep are barrier, hydro pump, supersonic, and acid. Acid is a strong poison attack and used very well by Tentacruel. Hydro pump is also used well and is the strongest water attack. Barrier greatly increases Tentacruel's poor defense, and supersonic may confuse your opponent. TM moves it can learn: swords' dance, toxic, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, mega drain, mimic, double team, reflect, bide, skull bash, rest, substitute HM moves it can learn: cut, surf TMs/HMs to mix things up: You may want to give Tentacruel blizzard to counter a few of the types that have advantages over him (like ground). If you keep screech or give him swords' dance you may also want to give him some powerful physical attacks. Mega drain is an ok option as well. Tentacruel can learn normal, water, grass, ice, and poison type attacks. weaknesses: electric, bug, ground, psychic big weaknesses: none resistances: fire, water, ice, fighting, poison big resistances: none ---------------------------------------------------------------- Geodude pika, petit+ Golem poké, prime (Rock/Ground) Stats: Geodude base: 40 HP, 80 attack, 100 defense, 20 speed, 30 special Golem base: 80 HP, 110 attack, 130 defense, 45 speed, 65 special max: 333-363 HP, 288-318 attack, 328-358 defense, 158-188 speed, 178-208 special Evaluation: With several weaknesses and two big weaknesses, you must use this pokémon in the right situations. If you do, he is quite good. Explosion may even defeat Mewtwo if you survive to use it. Have someone put Mewtwo to sleep or freeze him, then use explosion. Golem has great stats except in being able to use and defend against special attacks and outspeed others. Moves they can learn: tackle, defense curl, rock throw, selfdestruct, harden, earthquake, and explosion Moves Golem should keep are explosion, earthquake, harden, and rock throw. Explosion is a self sacrifice move, and with Golem's high attack, he uses it very well. This sneaky move may be one of the keys to defeating Mewtwo, if you can survive the first hit, then Mewtwo will really pay with explosion. Earthquake is a strong ground attack, rock throw is a strong, though not accurate, rock attack, and harden raises his already great defense. TM moves Geodude can learn: all Golem's except mega kick and hyper beam TM moves Golem can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, hyper beam, submission, counter, seismic toss, rage, earthquake, fissure, dig, mimic, double team, bide, metronome, selfdestruct, fire blast, rest, explosion, rock slide, substitute HM moves they can learn: strength TMs/HMs to mix things up: Replace rock throw with the more accurate and powerful rock slide. With his high attack he is a good candidate to teach double edge, mega kick, or submission. Fire blast is not good for him because of his low special. Geodude/Golem can learn normal, fire, ground, fighting, and rock type attacks. weaknesses: fighting, ice, ground big weaknesses: grass, water resistances: normal, flying, rock, fire big resistances: poison immunities: electric ---------------------------------------------------------------- Slowpoké pika Slowbro poké+, prime+ (Water/Psychic) Stats: Slowpoké base: 90 HP, 65 attack, 65 defense, 15 speed, 40 special Slowbro base: 95 HP, 75 attack, 110 defense, 30 speed, 80 special max: 363-393 HP, 218-248 attack, 288-318 defense, 128-158 speed, 228-258 special Evaluation: This one is great at fooling your opponent into switching so they think they have a type advantage, and then attacking them with powers they are weak against. Slowbro can counter every type that he is weak against, and has great stats in everything but speed, and lacks a bit in special for a psychic type. Amnesia to supplement his special attack and defense. Moves they can learn: confusion, disable, headbutt, growl, water gun, withdraw, amnesia, psychic Moves Slowbro should keep are psychic, headbutt, amnesia, and water gun. Water gun is an ok water attack, headbutt is good in the hands of Slowbro. Psychic is good for Slowbro, and amnesia boosts the power of this and the hydro pump and his special defense at the same time. TM moves Slowpoké can learn: all Slowbro's except mega punch, mega kick, hyper beam, submission, counter, and seismic toss TM moves Slowbro can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, pay day, submission, counter, seismic toss, rage, earthquake, fissure, dig, psychic, teleport, mimic, double team, reflect, bide, fire blast, swift, skull bash, rest, thunder wave, psywave, tri attack, substitute HM moves they can learn: surf, strength, flash TMs/HMs to mix things up: You may want to give him earthquake and fire blast to destroy those that have advantages over him. He has a great selection of moves. Slowpoké/Slowbro can learn normal, water, ice, ground, fire, and psychic type attacks. weaknesses: electric, grass, bug resistances: fire, fighting, psychic immunities: ghost ---------------------------------------------------------------- Farfetch'd petit+, pika, poké, prime (Normal/Flying) Stats: base: 52 HP, 65 attack, 55 defense, 60 speed, 58 special max: 277-307 HP, 198-228 attack, 178-208 defense, 188-128 speed, 188-218 special Evaluation: His attacks can be formidable if he survives to use a few swords' dances and then uses fly or hyper beam or such. All in all, not a very good pokémon. Moves it can learn: peck, sand attack, leer, fury attack, swords' dance, agility, slash Moves it should keep are swords' dance, slash, sand attack, and agility. Swords' dance raises its attack to better levels. Slash has a good chance of critical hit. Sand attack makes your opponent less likely to hit you, important with Farfectch'd's low defense. Agility can boost his speed. TM moves it can learn: razor wind, swords' dance, whirlwind, toxic, body slam, takedown, double edge, rage, mimic, double team, reflect, bide, swift, skull bash, rest, substitute HM moves it can learn: cut, fly TMs/HMs to mix things up: Give him fly for a strong attack. You may want to give him hyper beam or swift as well. Also double edge is good in his hands. With swords' dance, physical attacks should be taught. Farfetch'd can learn normal and flying type moves. weaknesses: rock, electric, ice resistances: bug, fighting, grass immunities: ground, ghost ---------------------------------------------------------------- Doduo pika+ Dodrio poké++, prime+ (Normal/Flying) Stats: Doduo base: 35 HP, 85 attack, 45 defense, 75 speed, 35 special Dodrio base: 60 HP, 110 attack, 70 defense, 100 speed, 60 special max: 293-323 HP, 288-318 attack, 208-238 defense, 268-298 speed, 188-218 special Evaluation: Except for defending special attacks and being a bit low endish on defense, Dodrio has it all. Use his killer speedy attacks to your advantage. Due to his low number of weaknesses, he is a dominating force on the battlefield. The problem is he is too limited by having only flying and normal attacks. Other than that, this guy should be a great addition to your team. Moves they can learn: peck, growl, fury attack, drill peck, rage, tri attack, agility Moves Dodrio should keep are drill peck, tri attack, agility, and rage. Rage is an ok move; you lose control of your pokémon in order to gain strength each time you are hit and attack each round with increasing strength. Tri attack is a strong normal type move. Drill peck is a strong flying type move, and agility can boost his already good speed. TM moves Doduo can learn: all Dodrio's except hyper beam TM moves Dodrio can learn: whirlwind, toxic, body slam, takedown, double edge, hyper beam, rage, mimic, double team, reflect, bide, skull bash, sky attack, rest, tri attack, substitute HM moves they can learn: fly TMs/HMs to mix things up: Oddly enough this almost no winged creature can learn fly and sky attack. Fly is the better bet. You definitely want to give him hyper beam or double edge in the place of tri attack with his high attack. Doduo/Dodrio can learn normal and flying type attacks. weaknesses: rock, electric, ice big weaknesses: none resistances: bug, fighting, grass big resistances: none immunities: ground, ghost ---------------------------------------------------------------- Seel pika (Water) Dewgong poké, prime (Water/Ice) Stats: Seel base: 65 HP, 45 attack, 55 defense, 45 speed, 70 special Dewgong base: 90 HP, 70 attack, 80 defense, 70 speed, 95 special max: 353-383 HP, 208-238 attack, 228-258 defense, 208-238 speed, 258-288 special Evaluation: Dewgong has pretty decent attacks, and has well rounded stats with really good HP, though he's a bit low endish on speed. He is pretty good with rest and if used in the right situations. Moves they can learn: headbutt, growl, aurora beam, rest, takedown, ice beam Moves Dewgong should keep are headbutt, rest, takedown, and ice beam. Rest is risky, you recover all HP and status ailments disappear, but you must sleep for two rounds after. headbutt is a good physical attack, and so is takedown with recoil of 1/4 the damage you deal. Ice beam is a great attack with the ability to freeze enemies solid. TM moves Seel can learn: all Dewgong's except hyper beam TM moves Dewgong can learn: toxic, horn drill, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, pay day, rage, mimic, double team, bide, skull bash, rest, substitute HM moves they can learn: surf, strength TMs/HMs to mix things up: You can give it blizzard and double edge to add to its powerful attacks. Surf is a good choice also. Seel/Dewgong can learn normal, water, and ice attacks. weaknesses: electric, fighting, rock, grass (Dewgong), (Seel- electric, grass) big weaknesses: none resistances: water (Dewgong), (Seel-water, ice, fire) big resistances: ice (Dewgong) ---------------------------------------------------------------- Shellder petit (Water) Cloyster pika, poké, prime (Water/Ice) Stats: Shellder base: 30 HP, 65 attack, 100 defense, 40 speed, 45 special Cloyster base: 50 HP, 95 attack, 180 defense, 70 speed, 85 special max: 273-303 HP, 258-288 attack, 428-458 defense (highest in game), 208-238 speed, 238-268 special Evaluation: Cloyster has the highest defense in the game. His resistance to special attacks is fair, the only part he really lacks is speed and raw HP. Use him properly in battle, avoiding types he is weak against, and he should prove to be extremely useful. Moves they can learn: tackle, withdraw, supersonic, clamp, aurora beam, leer, ice beam, spike cannon (if evolved at lv 50, and that is the level he learns his last move, ice beam, so it works out nicely) Moves Cloyster should keep are spike cannon, ice beam, supersonic, and withdraw. Spike cannon is a strong normal attack, ice beam is a great attack and may freeze you opponent, supersonic may confuse your opponent, and withdraw increases Cloyster's phenomenal defense. TM moves Shellder can learn: all Cloyster's except hyper beam TM moves Cloyster can learn: toxic, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, teleport, mimic, double team, reflect, bide, selfdestruct, swift, rest, explosion, tri attack, substitute HM moves they can learn: surf TMs/HMs to mix things up: Surf and double edge are good choices for this pokémon. You may also want to give him reflect to enhance his defense by reducing physical attack damage by 50% from his already highest defense. Also you could give him blizzard as a strong ice attack. Shellder/Cloyster can learn normal, water, and ice type attacks. weaknesses: electric, fighting, rock, grass (Cloyster), (Shellder-electric, grass) big weaknesses: none resistances: water (Cloyster), (Shellder-fire, ice, water) big resistances: ice ---------------------------------------------------------------- Gastly petit++ Gengar pika++, poké++, prime++ (Ghost/Poison) Stats: Gastly base: 30 HP, 35 attack, 30 defense, 80 speed, 100 special Gengar base: 60 HP, 65 attack, 60 defense, 110 speed, 130 special max: 293-323 HP, 198-228 attack, 188-218 defense, 288-318 speed, 328-358 special Evaluation: Gengar is a good pokémon to have as he is immune to most physical attacks. He learns a good strategic moveset, and has great stats. His great special gives him a good attack, and only leaves him vulnerable to strong physical moves other than normal and fighting ones. Beware psychic types. Moves they can learn: lick, confuse ray, night shade, hypnosis, dream eater Moves Gengar should keep are confuse ray, night shade, hypnosis, and dream eater. Hypnosis puts the enemy to sleep and then dream eater does huge damage if they are weak to psychic powers, and you gain a lot of HP back from using it. Confuse ray confuses your opponent, and night shade does damage equal to your level. Know that lick is the only true ghost type attack, and is ultra effective on other ghosts, and doesn't work at all on normal, psychic, or dual types that have one of those types as a part. TM moves Gastly can learn: toxic, rage, mega drain, thunderbolt, thunder, psychic, mimic, double team, bide, selfdestruct, dream eater, rest, psywave, explosion, substitute TM moves Gengar can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, hyper beam, submission, counter, seismic toss, rage, mega drain, thunderbolt, thunder, psychic, mimic, double team, bide, metronome, selfdestruct, skull bash, dream eater, rest, psywave, explosion, substitute HM moves Gengar can learn: strength TMs/HMs to mix things up: You may want to give Gengar psychic since he has high special. His original moveset is pretty good though. You may wish to give him mega drain to counter ground and rock/ground types or thunder to defeat flying types which could take advantage of his poor physical defense. Gastly/Gengar can learn normal, electric, grass, psychic, and ghost type attacks. weaknesses: psychic, ground, ghost big weaknesses: none resistances: grass big resistances: poison immunities: normal, fighting ---------------------------------------------------------------- Onix pika, poké, prime (Rock/Ground) Stats: base: 35 HP, 45 attack, 160 defense, 70 speed, 30 special max: 243-273 HP, 158-188 attack, 388-418 defense, 208-238 speed, 128-158 special Evaluation: If you use Onix in the right situations he can be useful. Use him against normal types and flying types for best results. Also use him when your opponent is using mostly normal type moves since he has the second highest defense (he can be good against Dragonite if it uses mostly normal type moves, for instance). He does not take special attacks well and lacks attack, so be careful. Moves it can learn: tackle, screech, bind, rock throw, rage, slam, harden Moves it should keep are screech, rock throw, slam, and harden. Harden raises his very high defense, screech helps him to have a better attack by lowering the opponent's defense, rock throw is a strong rock move, and slam is a good physical attack. TM moves it can learn: toxic, body slam, takedown, double edge, rage, earthquake, fissure, dig, mimic, double team, bide, selfdestruct, skull bash, rest, explosion, rock slide, substitute HM moves it can learn: strength TMs/HMs to mix things up: Teach Onix earthquake and rock slide to give it some stronger attacks. Onix may also be a good candidate to teach fissure. Onix can learn normal, ground, and rock type attacks. weaknesses: fighting, ice, ground big weaknesses: grass, water resistances: normal, flying, rock, fire big resistances: poison immunities: electric ---------------------------------------------------------------- Exeggcute petit++ Exeggutor pika++, poké++, prime++ (Grass/Psychic) Stats: Exeggcute base: 60 HP, 40 attack, 80 defense, 40 speed, 60 special Exeggutor base: 95 HP, 95 attack, 85 defense, 55 speed, 125 special max: 363-393 HP, 258-288 attack, 238-268 defense, 178-208 speed, 318-348 special Evaluation: Exeggutor has well rounded stats. He lacks in speed, but has a good enough defense to defeat most of his enemies easily. He is very weak against bug attacks, though, so be careful (fortunately for him, most bug attacks are weak). Exeggutor can make the most of his great attacks and defenses and is a good pick. Moves they can learn: barrage, hypnosis, reflect, leech seed, stomp (if evolved at lv 28, I recommend you learn all his moves before evolving him) stun spore, poison powder, solar beam, sleep powder Moves Exeggutor should keep are sleep powder, solar beam, stun spore, and leech seed. Leech seed slowly drains an enemy's energy and gives it to you, even if you switch. Sleep powder is a good sleep move. Solar beam is a strong grass move, but you have to wait a round to charge it up. Stun spore helps to get the speed advantage. TM moves Exeggcute can learn: all Exeggutor's except hyper beam, mega drain, and solar beam TM moves Exeggutor can learn: toxic, takedown, double edge, hyper beam, rage, mega drain, solar beam, psychic, teleport, mimic, double team, reflect, bide, selfdestruct, egg bomb, rest, psywave, explosion, substitute HM moves Exeggutor can learn: strength TMs/HMs to mix things up: Give Exeggutor double edge and psychic to take advantage of its good attacks. Also toxic paired with leech seed can bring down some of the toughest opponents. Exeggcute/Exeggutor can learn normal, grass, and psychic type attacks. weaknesses: ice, fire, flying, poison big weaknesses: bug resistances: ground, electric, grass, water, fighting, psychic big strengths: none immunities: ghost ---------------------------------------------------------------- Rhydon pika++, poké+, prime+ (Rock/Ground) Stats: Rhydon base: 105 HP, 130 attack, 120 defense, 40 speed, 45 special max: 383-413 HP, 328-358 attack, 308-338 defense, 148-178 speed, 158-188 special Evaluation: He has a vast number of TMs to learn that can teach special moves. Unfortunately, he has terrible special. His advantage is to use his great strength, HP, and defense to win against other strong physical pokémon. Earthquake, dig, and rock slide are all good for him to know. He doesn't learn as good of moves as Golem, but his better stats make him a better pick in a lot of situations. Moves it can learn: horn attack, stomp, tail whip, fury attack, horn drill, leer, takedown Moves it should keep are takedown, stomp, horn drill, and leer. Leer lowers your opponent's defense. Horn drill is sometimes a one hit KO. Stomp has a good chance of critical hit. Takedown is a strong normal move that does 1/4 of the damage you deal to you. TM moves it can learn: mega punch, mega kick, toxic, horn drill, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, pay day, submission, counter, seismic toss, rage, thunderbolt, thunder, earthquake, fissure, dig, mimic, double team, bide, fire blast, skull bash, rest, rock slide, substitute HM moves it can learn: surf, strength TMs/HMs to mix things up: Teach Rhydon mega kick or double edge. Earthquake, dig, and rock slide are also very powerful moves that he can learn. Although he can learn many different types of special attacks, he is terrible at using them. Maybe you should teach him thunder to counter water types or fire blast to counter grass types, but he probably won't hurt them much with it. Rhydon can learn normal, fighting, water, ice, electric, ground, fire, and rock type moves. weaknesses: fighting, ice, ground big weaknesses: grass, water resistances: normal, flying, rock, fire big resistances: poison immunities: electric ---------------------------------------------------------------- Starmie pika++, poké++, prime++ (Water/Psychic) Stats: base: 60 HP, 75 attack, 85 defense, 115 speed, 100 special max: 293-323 HP, 218-248 attack, 238-268 defense, 298-328 speed, 268-298 special Evaluation: Starmie has a good moveset, speed and defenses. It also uses special attacks very well. It is nicely well rounded, losing only a little in attack. With psychic from a TM you would have a really great Starmie. This is a great pokémon. Moves it can learn: tackle, water gun, harden, recover, swift, minimize, light screen, hydro pump Moves it should keep are hydro pump, light screen, minimize, and recover. Recover restores half its HP in one round, light screen reduces special attack damage by 50%, hydro pump is the strongest water move, and minimize helps with the evade. You may want to keep minimize or light screen. When paired with recover, it makes Starmie tough to bring down. TM moves it can learn: toxic, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, thunderbolt, thunder, psychic, teleport, mimic, double team, reflect, bide, swift, skull bash, rest, thunder wave, psywave, tri attack, substitute HM moves it can learn: surf, flash TMs/HMs to mix things up: Interestingly he can learn thunder and use it rather well. You probably want to teach him psychic, and maybe blizzard. Starmie can learn normal, psychic, water, ice, and electric type attacks. weaknesses: electric, bug, grass big weaknesses: none resistances: fighting, fire, psychic big resistances: none immunities: ghost ---------------------------------------------------------------- Scyther pika++, poké+, prime+ (Bug/Flying) Stats: base: 70 HP, 110 attack, 80 defense, 105 speed, 55 special max: 313-343 HP, 288-318 attack, 228-258 defense, 278-308 speed, 178-208 special Evaluation: Scyther has many weaknesses and low special. His attacks are very powerful and speedy, so he is a good pokémon as long as he doesn't get hit with strong special or rock attacks. Moves it can learn: quick attack, leer, focus energy, double team, slash, swords' dance, agility, wing attack (yellow only) Moves it should keep are swords' dance, slash, wing attack, and double team. Swords' dance greatly raises its offense, wing attack is an ok flying attack, slash is a great attack with high chance of critical hit, and double team helps him with evading attacks. TM moves it can learn: swords' dance, toxic, takedown, double edge, hyper beam, rage, mimic, double team, bide, swift, skull bash, rest, substitute HM moves it can learn: cut TMs/HMs to mix things up: You might want to give Scyther double edge instead of wing attack, but its regular moveset is great. Scyther can learn normal and flying type attacks. weaknesses: electric, fire, poison, ice, fighting big weaknesses: rock resistances: bug big resistances: fighting, grass immunities: ground ---------------------------------------------------------------- Jynx pika++, poké+, prime+ (Ice/Psychic) Stats: base: 65 HP, 50 attack, 35 defense, 95 speed, 95 special max: 303-333 HP, 168-198 attack, 138-168 defense, 258-288 speed, 258-288 special Evaluation: Jynx has poor attack and very poor physical defense, but she is good with strong ice moves. Stay away from strong fighting and fire types. Moves it can learn: pound, lovely kiss, lick, doubleslap, ice punch, body slam, thrash, blizzard Moves it should keep are blizzard, ice punch, lovely kiss, and body slam. Body slam is a strong normal attack that may paralyze your opponent. Lovely kiss is a good sleep move. Blizzard and ice punch are strong ice attacks that may freeze your opponent. TM moves it can learn: mega punch, mega kick, toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, submission, counter, seismic toss, rage, psychic, teleport, mimic, double team, reflect, bide, metronome, skull bash, rest, psywave, substitute HM moves it can learn: none TMs/HMs to mix things up: Psychic is a good addition to her attacks. You may want to give her bubblebeam to counter fire types. Jynx can learn normal, ice, psychic, and water type moves. weaknesses: fire, bug, rock resistances: ice, psychic immunities: ghost ---------------------------------------------------------------- Gyarados pika++, poké+, prime+ (Water/Flying) Stats: Magikarp base: 20 HP, 10 attack, 55 defense, 80 speed, 20 special Gyarados base: 95 HP, 125 attack, 79 defense, 81 speed, 100 special max: 363-393 HP, 318-348 attack, 226-256 defense, 230-260 speed, 268-298 special Evaluation: Gyarados is one of the best pokémon. The only thing you have to watch out for is electric types, and strong rock types if you get paralyzed or put to sleep. His attack and special are absolutely great. He can use a variety of moves with great results. Not bad for evolving from the weak Magikarp. Moves it can learn: splash, tackle, bite, dragon rage, leer, hydro pump, and hyper beam Moves it should keep are hyper beam, hydro pump, bite, and leer. Leer lowers the enemy's defense, bite sometimes makes the opponent flinch, hydro pump is the strongest water attack, and hyper beam is the best normal attack. TM moves it can learn: toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, dragon rage, thunderbolt, thunder, mimic, double team, reflect, bide, fire blast, skull bash, rest, substitute HM moves it can learn: surf, strength TMs/HMs to mix things up: You may want to give him thunder, blizzard, or fire blast to give him extra powerful attacks and counter some enemies that he is weak against. Double edge can replace hyper beam if you like. Gyarados can learn normal, water, ice, electric, and fire type attacks. weaknesses: rock big weaknesses: electric resistances: water, bug, fire, fighting big resistances: none immunities: ground ---------------------------------------------------------------- Lapras pika++, poké+, prime+ (Water/Ice) Stats: base: 130 HP, 85 attack, 80 defense, 60 speed, 95 special max: 433-463 HP, 238-268 attack, 228-258 defense, 188-218 speed, 258-288 special Evaluation: Lapras is a good pokémon, lacking only in speed. It can survive most attacks and return powerful attacks of its own. A pretty good pokémon to use. Moves it can learn: water gun, growl, sing, mist, body slam, confuse ray, ice beam, hydro pump Moves it should keep are hydro pump, ice beam, confuse ray, and body slam. Body slam sometimes paralyzes, hydro pump is the strongest water attack, ice beam is a great attack that sometimes freezes, and confuse ray can confuse your opponents. TM moves it can learn: toxic, horn drill, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, solar beam, dragon rage, thunderbolt, thunder, psychic, mimic, double team, reflect, bide, skull bash, rest, psywave, substitute HM moves it can learn: surf, strength TMs/HMs to mix things up: You may want to give Lapras blizzard or surf. You may want to give it psychic to counter fighting types. Since she has good offense, go for moves like double edge as well. Lapras can learn normal, ice, water, electric, and psychic type attacks. weaknesses: electric, fighting, rock, grass big weaknesses: none resistances: water big resistances: ice ---------------------------------------------------------------- Omanyte pika, petit+ Omastar poké+, prime+ (Rock/Water) Stats: Omanyte base: 35 HP, 40 attack, 100 defense, 35 speed, 90 special Omastar base: 70 HP, 60 attack, 125 defense, 55 speed, 115 special max: 313-343 HP, 188-218 attack, 318-348 defense, 178-208 speed, 298-328 special Evaluation: Omastar is not bad. He has low speed, but most of his other stats are good. He learns some good moves and is not a bad choice. Keep away from grass type attacks, but use him on fire enemies. He has a high number of resistances due to his unique dual typing. Moves they can learn: water gun, withdraw, horn attack, leer, spike cannon, hydro pump Moves Omastar should keep are spike cannon, hydro pump, horn attack, and leer. Leer lowers the enemy's defense, horn attack is a good high accuracy attack, spike cannon is a strong normal attack, and hydro pump is the strongest water attack. TM moves Omanyte can learn: all Omastar's except horn drill, hyper beam, submission, seismic toss, and skull bash TM moves Omastar can learn: toxic, horn drill, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, submission, seismic toss, rage, mimic, double team, reflect, bide, skull bash, rest, substitute HM moves they can learn: surf TMs/HMs to mix things up: You may want to teach Omastar strong special moves like blizzard or double edge. Omastar can learn normal, fighting, water, and ice attacks. Omanyte can learn all Omastar's attack types except fighting. weaknesses: electric, fighting, ground big weaknesses: grass resistances: normal, ice, flying, poison big resistances: fire ---------------------------------------------------------------- Kabuto pika, petit+ Kabutops poké+, prime+ (Rock/Water) Stats: Kabuto base: 30 HP, 80 attack, 90 defense, 55 speed, 45 special Kabutops base: 60 HP, 115 attack, 105 defense, 80 speed, 70 special max: 293-323 HP, 298-328 attack, 278-308 defense, 228-258 speed, 208-238 special Evaluation: Kabutops is better than Omastar in some ways. He lacks a good defense against special attacks, and can not use them as well, but has a better speed. He is a decent pokémon. His higher end attack is what helps him in battle. Moves they can learn: scratch, harden, absorb, slash, leer, hydro pump Moves Kabutops should keep are hydro pump, slash, leer, and absorb. Absorb is an ok grass type move that gives you some energy back, slash is a strong attack with good chance of critical hit, leer lowers the enemy's defense, and hydro pump is the strongest water attack. TM moves Kabuto/Kabutops can learn: razor wind (yellow only), swords' dance (yellow only), mega kick (yellow only), toxic, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam (yellow only), submission (yellow only), seismic toss (yellow only), rage, mimic, double team, reflect, bide, skull bash (yellow only), rest, substitute HM moves they can learn: cut (yellow only), surf TMs/HMs to mix things up: You may want to give Kabutops mega kick or double edge for a strong attack. You can also give him blizzard for a strong special attack. Kabuto/Kabutops can learn normal, fighting, water, and ice type attacks. weaknesses: electric, fighting, ground big weaknesses: grass resistances: normal, ice, flying, poison big resistances: fire ---------------------------------------------------------------- Aerodactyl poké+, prime (Rock/Flying) Stats: base: 80 HP, 105 attack, 65 defense, 130 speed, 60 special max: 333-363 HP, 278-308 attack, 198-228 defense, 328-358 speed, 188-218 special Evaluation: Aerodactyl has a poor defense, and many weaknesses. It does have a strong speedy attack, though, so use it in the proper situations and it is an ok choice. Moves it can learn: wing attack, agility, supersonic, bite, takedown, hyper beam Moves it should keep are hyper beam, supersonic, bite, and takedown. Takedown is a strong normal attack that does 1/4 of the damage you deal back to you. Bite sometimes makes the enemy flinch, supersonic confuses the enemy, and hyper beam is the strongest normal attack. TM moves it can learn: razor wind, whirlwind, toxic, takedown, double edge, hyper beam, rage, dragon rage, mimic, double team, reflect, bide, fire blast, swift, sky attack, rest, substitute HM moves it can learn: fly TMs/HMs to mix things up: You may want to teach it fly to help it avoid hits while dealing damage. Double edge and mega kick aren't bad choices either. Aerodactyl can learn normal, flying, and fire type attacks. weaknesses: electric, water, rock, ice big weaknesses: none resistances: fire, normal, poison big resistances: flying immunities: ground ---------------------------------------------------------------- Articuno poké+, prime++ (Ice/Flying) Stats: base: 90 HP, 85 attack, 100 defense, 85 speed, 125 special max: 353-383 HP, 238-268 attack, 268-298 defense, 238-268 speed, 318-348 special Evaluation: Articuno has four weaknesses and a big weakness to rock. But if you play your cards right, he is one of the best choices there is. He is especially good against the tough Dragonite, blasting him with a 6x damage blizzard. His speed is usually higher than Dragonite's, so this is the way to bring him down (if you aren't faster his high special defense will survive even thunder, so blizzard will still take out Dragonite). All his stats are good and balanced, so he is a great choice in most battles. Use him to freeze opponents that you couldn't normally defeat, even Mewtwo. Moves it can learn: peck, ice beam, blizzard, agility, mist Moves it should keep are blizzard, ice beam, mist, agility. Blizzard is the strongest ice attack and can freeze your opponent, ice beam is almost as strong. Agility boosts his already good speed, and mist protects against your stats being lowered (losing speed from string shot, etc.). TM moves it can learn: razor wind, whirlwind, toxic, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, mimic, double team, reflect, bide, swift, sky attack, rest, substitute HM moves it can learn: fly TMs/HMs to mix things up: You may want to give Articuno fly. Other than that he has a great moveset. Replace mist with fly. Articuno can learn normal, water, ice, and flying type attacks. weaknesses: electric, fire big weaknesses: rock resistances: grass, bug big resistances: none immunities: ground ---------------------------------------------------------------- Zapdos poké++, prime++ (Electric/Flying) Stats: base: 90 HP, 90 attack, 85 defense, 100 speed, 125 special max: 353-383 HP, 248-278 attack, 238-268 defense, 268-298 speed, 318-348 special Evaluation: Zapdos has fewer weaknesses and better stats than Articuno. Though electric attacks aren't as good as ice, Zapdos is by far the king of powerful electric attacks. His immunity to ground allows him to drill peck ground types into submission, canceling one big problem that most electric types have. Moves it can learn: thundershock, drill peck, thunder, agility, light screen Moves it should keep are thunder, drill peck, agility, and light screen. Light screen reduces special attack damage by 50%. Drill peck is a strong flying attack. Thunder is the strongest electric move, and is really good in the hands of Zapdos. Agility boosts his already good speed. TM moves it can learn: razor wind, whirlwind, toxic, takedown, double edge, hyper beam, rage, thunderbolt, thunder, mimic, double team, reflect, bide, swift, sky attack, rest, thunder wave, substitute HM moves it can learn: fly, flash TMs/HMs to mix things up: Zapdos is good with thunder wave, and reflect can help him endure even powerful rock slides. Zapdos can learn normal, flying, and electric type attacks. weaknesses: ice, rock big weaknesses: none resistances: bug, fighting, flying, grass big resistances: none immunities: ground ---------------------------------------------------------------- Moltres poké++, prime++ (Fire/Flying) Stats: base: 90 HP, 100 attack, 90 defense, 90 speed, 125 special max: 353-383 HP, 268-298 attack, 248-278 defense, 248-278 speed, 318-348 special Evaluation: Moltres has a big weakness, rock. He has a few other weaknesses, but more big resistances than the other two. His stats are the highest in attack power. Give him fire blast and destroy those that are weak against it. The undisputed king of fire types. Moves it can learn: peck, fire spin, leer, agility, sky attack Moves it should keep are sky attack, fire spin, leer, and agility. Agility raises its high speed, sky attack is the strongest flying attack but you must use one round to charge up, leer decreases the opponent's defense, and fire spin is a good move to bind less speedy pokémon. TM moves it can learn: razor wind, whirlwind, toxic, takedown, double edge, hyper beam, rage, mimic, double team, reflect, bide, fire blast, swift, sky attack, rest, substitute HM moves it can learn: fly TMs/HMs to mix things up: Give Moltres fire blast as he is the best at using it out of all the fire types. Keep fire spin though, and sky attack may have its best moments with Moltres, but you can teach him fly if you wish. Agility is pretty decent on him as well. Reflect can help save him from rock slides if you wish to teach it to him. Moltres can learn normal, flying, and fire type attacks. weaknesses: water, electric, ice big weaknesses: rock resistances: fire, fighting big resistances: grass, bug immunities: ground ---------------------------------------------------------------- Dratini petit++ (Dragon) Dragonair pika++, poké++, prime+ (Dragon) Dragonite poké+, prime+ (Dragon/Flying) Stats: Dratini base: 41 HP, 64 attack, 45 defense, 50 speed, 50 special Dragonair base: 61 HP, 84 attack, 65 defense, 70 speed, 70 special Dragonite base: 91 HP, 134 attack, 95 defense, 80 speed, 100 special max: 355-385 HP, 336-366 attack (highest in game), 258-288 defense, 228-258 speed, 268-298 special Evaluation: What can I say? This guy is awesome. Really awesome. He stands even a good chance against Mewtwo if you play your cards right. He has good rounded stats, and great attack. His moves are super strong and he has good strategy play. His only downfall is less speed than, and a big weakness to, Articuno. Moves they can learn: wrap, leer, thunder wave, agility, slam, dragon rage, hyper beam Moves Dragonite should keep are hyper beam, wrap, thunder wave, and leer. Use thunder wave to take your opponent's speed advantage away, then leer at them a few times to drop their defense, then use wrap with Dragonite's phenomenal attack and the battle will soon end. For enemies that need to be destroyed sooner, blast them with hyper beam. TM moves Dratini can learn: all Dragonite's except razor wind, hyper beam, and horn drill TM moves Dragonair can learn: all Dragonite's except razor wind and hyper beam TM moves Dragonite can learn: razor wind, toxic, horn drill, body slam, takedown, double edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, dragon rage, thunderbolt, thunder, mimic, double team, reflect, bide, fire blast, skull bash, swift, rest, thunder wave, substitute HM moves they can learn: surf, strength (only Dragonite can learn strength) TMs/HMs to mix things up: Thunder and blizzard are good if you keep wrap and thunder wave, so you can balance strategy play with taking out others. Thunder is particularly good against most opponents with ice type attacks. Dratini/Dragonair/Dragonite can learn normal, water, ice, and electric attacks. weaknesses: rock (Dragonite), (Dratini/Dragonair-ice) big weakness: ice (Dragonite) resistances: water, fire, bug, fighting (Dragonite), (Dratini/Dragonair-water, fire, electric, grass) big resistances: grass (Dragonite) immunities: ground (Dragonite) ---------------------------------------------------------------- VIII. The benefits of status attacks and status boosters, and other tricks Status attacks can give your pokémon advantages against types it is normally weak against and pokémon with higher stats. I will discuss the different status ailments you can inflict, benefits you can use, and some strategies on using them so you can annoy your opponents into defeat. With all status attacks you should either have higher speed than your opponent to hit them before they can defeat you, or high enough special or defense to survive counter attacks. Haze is the only move which wipes away status ailments, but since it takes a turn for your opponent to use, you can reinflict them or take the opportunity to attack, switch, heal up, or boost your stats with a stat boosting move. The following status ailments can not be combined with each other: poison/severe poison--A basic attack that drains some energy from your opponent's pokémon each round. Not very useful, but if you use bind/wrap or fire spin/clamp with a strong (strength for bind/wrap, special for fire spin/clamp) pokémon that is faster than your opponent, you can rack up big damage in a few rounds, and leave your opponent with no option but to switch. Useful if you know your opponent has a pokémon that you would love to force him to put back, especially if you know that pokémon could beat you. Poison and severe poison are ineffective on poison types (including dual types with one type poison). The bind/wrap or fire spin strategy is not very good on rock types and has no effect on ghost types (fire spin isn't very good on fire, water, rock, or dragon types, and fire spin is decent on ghost types), though with enough strength or special power you might still hurt them pretty badly even with their resistances. Clamp works well on all types but water, rock/water, and water/ice types. It's great on ground, rock, rock/flying, fire, fire/flying, and rock/ground types. Severe poison from Toxic is awesome because the HP it takes is doubled with each round, so pairing it with bind/wrap or fire spin/clamp is ultra effective. Pair this with leech seed and the damage is nearly quadrupled every round and will bring down some of the toughest opponents quickly. The only problem is if your opponent switches, severe (toxic) poison will become regular poison, and leech seed will disappear. If your opponent is on their last pokémon, however, toxic/leech seed will be the ultimate way to finish them off. sleep--If it works, your opponent will not be able to attack you at all for at least one round, unless they wake up immediately (if so use it again). Sing, hypnosis, lovely kiss, sleep powder, and spore is the order of effectiveness of sleep moves, least to most. Once asleep, pound them if you have an attack they are weak against or switch to a pokémon that can do so. If they are weak against psychic attacks, switch to someone with dream eater as you will severely damage them and gain massive health in the process (unless they are psychic and resist dream eater). Sleep is a good move, because if it works your opponent is at your mercy. paralyze--When it hits your opponent, you will almost always have a speed advantage over them and get first attack (unless they use quick attack or their speed beats yours by a huge margin, and quick attack shouldn't be a big concern late in the game). Glare, stun spore, body slam, and thunder wave can all paralyze your opponent. Thunder wave will not work on ground types (or dual types with ground as one) though, and body slam won't work on ghost types. This move may also cause your opponent to be unable to attack at certain rounds or several rounds in a row, which is an added bonus, though you should still be prepared for a counter attack, the chance of them being fully paralyzed is always 25 percent. If your opponent's pokémon has more speed than the pokémon you would like to use against it, this is a good move. This is also used well with bind/wrap/fire spin/clamp because your opponent will never be able to get out unless they switch. burn--This is like a speed down/poison plus. All fire moves except fire spin have a 10 percent chance of burning your opponent. You will gain a smaller speed advantage over the pokémon and sometimes get first attack, but it is not as effective as paralyzing your opponent. Again, the bind/wrap/fire spin strategy is good, and burning is a good move if you want to have speed advantage over an otherwise faster opponent. The added benefits are that your opponent's physical type attacks will be reduced to 1/2 strength, and they will lose HP each round! This is one of my favorites, and it's only downfall is that it doesn't work on fire types (or dual types with fire as one). freeze--This move is a lot like sleep in that you have an open opportunity to pound your opponent, or to switch and then pound them. All ice moves except Aurora Beam have a 10 percent chance of freezing. Don't use fire against your opponent or you will thaw them out. Otherwise, they have no way out and will either have to switch or be pounded into submission. This move is great against those pokémon you know your opponent could stomp you with. This move will not work on ice types or dual types with ice as one. Also, it might be wise to not freeze water opponents....why? because if your last pokémon only has fire attacks, and your last opponent is a formerly frozen water type, you may lose. (thanks Alvaro) Be careful this situation doesn't come up. ---------------------------------------------------------------- The following status ailments, boosters, and tricks can be combined with the above list and with each other: bind/wrap/fire spin/clamp--Not really a status attack, but if your pokémon has higher speed than your opponent, your opponent will not be able to move. I usually mention wrap cause bind is used by fewer pokémon but they work just the same. If you have high strength and use bind/wrap or high special and use fire spin/clamp, you can rack up damage. This strategy is not very effective on rock types and (fire spin's not very effective on fire, water, dragon, or rock types, and clamp isn't very good against water types), but if you have enough strength or special you still might hurt them badly even with their resistances. Do not use bind/wrap on ghosts because they are immune. blindness/evasion up--Using moves like sand attack, smoke screen, and kinesis lowers your opponent's accuracy. If used over several rounds, your opponent may be almost totally unable to hit you. You take a gamble with this strategy, however, because you need several rounds for it to seriously lower their accuracy. Minimize and double team raise your pokémon's evade, so if you switch keep in mind your next pokémon will have no increase in evade, making blinding attacks better, since you can switch with the effects still on your opponent. With either you will need to use the moves a couple of rounds until there has been a great change in accuracy for it to make any difference. And a big disadvantage, some moves like stomp have a high accuracy (most simple moves like horn attack, tackle etc. do), and swift will always hit your pokémon no matter what. But if you know your opponent is packing power moves like rock slide, thunder, etc., this move will make it much tougher for them to hit you. Blinding moves wear off when your opponent switches his blinded pokémon out of battle. confusion--Use this move to make your opponent less likely to hit you, and at the same time likely to hurt itself. Confuse ray is more powerful than supersonic. This move is good in combination with other moves because it reduces the chances of your opponent hitting you even more. If you wish to gamble for your opponent to mainly hurt itself, you may use this move alone, but be warned they still may hit you. Opponents with higher attack and lower defense will hurt themselves more. Very useful in combination with paralysis. Throw in a bind/wrap/fire spin/clamp with paralysis and confusion and they might never hit you. Confusion wears off when a switch is made. disable--This move is risky because it usually doesn't work. If it does, it randomly disables one of your opponent's moves for a few rounds. This can be a great move if your opponent has only one attack move, and you get lucky enough to disable it. It is also useful for taking away one of their key moves. Disable wears off over time or when a switch is made leech seed--This move gives you a little bit of energy at the opponent's expense every round, even if you switch pokémon. If your opponent switches though, the leech seed will go away. If combined with Toxic this move is very useful because all the damage done by poison and leech seed becomes your energy and it does 4x more damage each round! It is also useful to put your enemy to sleep and keep them asleep to get all their energy, or switch to a pokémon that really needs the energy. This move always seems to take a certain percentage of the opponent's HP, and that percentage goes up slightly with level up. (thanks Alvaro) Toxic/leech seed is not as useful if you opponent switches, because the toxic poison will just become regular poison and the leech seed effect will disappear. This is great to use on their last pokémon though. flinch--Some moves make your opponent flinch when you hit them. Bite, low kick, rolling kick, bone club, stomp, headbutt, and hyper fang all may have this effect--stomp and headbutt have a one in three chance of making them flinch, hyper fang has a one in ten chance, and most of the others seem to have a one in ten chance. If your pokémon get the first hit and your opponent flinches they won't be able to attack you that round, and the bonus is these moves are generally very powerful (order of strength left to right). These moves don't work well against rock pokémon or at all on ghost pokémon (except for bone club, and rolling kick works on rock types). This strategy is a gamble, but it could have big payoffs. skip round--Moves like fly and dig allow you to skip a round and take no damage provided that your opponent is slower than your pokémon. However, swift will hit you even while you are in the sky or ground. If both players use dig or fly, the slower pokémon will avoid damage and get its attack in. take no damage and attack--The move substitute will replace your pokémon with a poké doll which will take a certain amount of damage before breaking (I believe half of your pokémon's max HP). During this time you can attack without being injured! The poké doll will have the same resistances and weaknesses as the pokémon who used it. The drawback is that if your pokémon has low HP this move won't last, and that you sacrifice 1/4 of your max HP every time you use it, and eventually you won't have enough health to use it. It is good to give to a pokémon that can recover. Substitute prevents one hit KOs (so far that I've tested) and it prevents status changes and moves that reduce stats. You can also use rest after using substitute to avoid taking damage while you sleep. I do caution you though, using it with a pokémon that has high defenses is ok, but remember to lower your opponent's speed if you have less speed. Use moves that paralyze, burn, put your opponent to sleep, or freeze your opponent. Also remember that your substitute has the same type as you, and will be affected by attacks just the same, so many times it will only take one or two hits before breaking if powerful moves are used on it. Definitely beware if your pokémon has terrible speed, you will have to put the opponent to sleep or freeze it with another pokémon before switching to the pokémon you want to use substitute with. substitute/bide--A strange combination that lets your doll take the damage, then you dish it out in 2-3 rounds. All the damage done to you and your doll during this time is paid back double to your opponent, a good combination move. With bide it can be either special or physical damage. A simple counter to this strategy though is to use the rounds not to attack but to switch or build your stats, recover, etc. ---------------------------------------------------------------- Stat boosts and weakeners defense up--Several moves boost your physical defense. The only ones worth keeping are Acid Armor and Barrier as they increase your defense greatly, though you should be ready to take a hit for using this move (unless you have a free round). In rare cases weaker moves may help a pokémon with a great defense to become even tougher. Reflect reduces physical attack damage by 50% and is useful in many situations. attack up--Several moves boost your attack. The only one really worth keeping or teaching, though, is swords' dance. You'll take a hit for using it, so be prepared (unless you have a free round). speed up--Generally not as useful as paralyzing or burning an opponent, but if you have a free round it may give you the speed advantage you need. Agility is the only speed building move. special up--This move serves two purposes, it raises your special attack offense and your defense against special attacks. The best move in this category is Amnesia. This move helps a pokémon with high special that uses special attacks a lot. Why? Because it brings up his offense and defense at the same time by a lot. This move is also useful for pokémon that have lower special ratings to gain a good special defense. Light Screen is generally a useful move except to those with low special, and it reduces special attack damage by around 50%. *Mist defends against attacks that bring down your stats. *Haze eliminates all stat changes, for the better or worse, and ignores mist. defense down--Several moves and attacks inflict this ailment. A few of those attacks may be good enough to use anyway, and this is an added benefit. However, screech is the best defense lowering move, just be ready to take a hit for using it. It is also harder to reduce the defense of opponents with a very high defense, as it takes several rounds and you can be attacked each round. (Thanks Alvaro for these reminders) attack down--Some attacks inflict this ailment. A few attacks may be worth keeping anyway, and this is an added bonus. However, this is usually not a useful strategy. It is also harder to reduce the attack of opponents with a very high attack, as it takes several rounds and you can be attacked each round. speed down--Some attacks and one move (string shot) inflict this ailment. Paralyzing or burning the opponent is much more effective. It is also harder to reduce the speed of opponents with very high speed, as it takes several rounds and you can be attacked each round. special down--One attack brings this down, and it's worth keeping, psychic. This is an added bonus to lower the opponent's special offense and defense. It is also harder to reduce the special of opponents with very high special, as it takes several rounds and you can be attacked each round. Using psychic though is powerful, so you are sending them toward defeat as you use it. ---------------------------------------------------------------- IX. Ultimate Teams There are many types of pokémon that would make great teams together. Below are just some suggestions. Power Tactic Team This team can beat every type of opponent-All 15 single types (like water, normal, electric) and all 22 dual types (like bug/flying, water/poison, grass/psychic). Mewtwo-great power, speed, and defense, use him as your lead. Use him to destroy normal types and types with opponents with low special. Golem-great strength, defense, and HP. Don't rush him into battles against enemies that have strong special type attacks. Be careful and use his ground and rock type attacks. Articuno-great speed, special, and HP. Use him to freeze opponents you don't have an edge on. Ice damages a lot of types, and flying attacks are also good. Dragonite-great attack, high speed, all other good stats. Use him to destroy enemies that are weak against physical attacks. Also use his thunder wave to gain speed advantages. Jolteon-great speed and special, good HP. If you keep pin missile and double kick he can use them decently to defeat a lot of types. Use his electric attacks also. Gengar-great speed, HP, and special. Use him to confuse and put your opponent to sleep. He can avoid most physical attacks. You may want to give him toxic to badly poison your enemies also. ---------------------------------------------------------------- Power Team This team can beat most Pokémon easily with their powerful moves. Contributed by Alvaro. Vaporeon-Has incredible water attacks and great speed. Few weaknesses, weak against physical attacks, but no physical attacks are super effective on it. Acid armor takes away the physical attack threat. Zapdos-Incredible speed and special. Is not effected by ground types and can beat them with flying moves. Electric attacks work well against most types. Use thunder wave to paralyze your opponents. Golem-Great strength, HP, defense. Use him wisely as he is weak against strong special attacks. Use his ground and rock types to beat many different foes. Alakazam-A great psychic type with good speed. Stock pile him with several psychic attacks and wipe your opponents out. Venusaur-A great grass type. Grass type moves hurt many. Beware because he has many weaknesses though. Moltres-King of the fire types. Burning enemies is good, so use fire blast a lot. Has great speed and special. ---------------------------------------------------------------- Super Offense Contributed by Alvaro. This team is pure power attack, with many attacks to use because the moves have a lot of PP. Clefable: blizzard, thunder, double edge, fire blast Mewtwo: psychic, amnesia, recover, hyper beam Golem: rock slide, explosion, earthquake, body slam Jolteon: pin missile, double kick, thunder, and reflect Ninetales: fire spin, flamethrower, fire blast, confuse ray Vaporeon: hydro pump, surf, ice beam, acid armor ---------------------------------------------------------------- Super Tactics Use this team to bombard your enemy with status ailments, then finish them. Mewtwo-great power, speed, etc. Use him as the lead. Moltres-Use him to burn pokémon and take half their speed and strength away from them. Articuno-Use him to freeze your opponents solid. His ice attacks are great on many types of foes. Gengar-Use toxic or hypnosis to hurt your enemy bad. Dragonite-Use thunder wave to take away their speed then use wrap until they faint. Chansey-Use counter when you take a strong physical attack to pay the enemy back with twice the damage they gave you. You may want Chansey to have substitute and reflect for it to work better. Recover with softboiled and do it again. You could also use Snorlax in here and give him bide, rest, and substitute. ---------------------------------------------------------------- A. Recommended movesets by alexgen@sinectis.com.ar Blastoise Body Slam Earthquake Surf Blizzard Raticate Body Slam Dig Focus Energy Super Fang Arbok Earthquake Glare Screech Acid Raichu Thunderbolt Surf Light Screen/Reflect Thunder Wave Sandslash Slash/Rock Slide Swords Dance Earthquake Swift Clefable (ooh there are a lot I'll post three) Offensive Psychic Thunderbolt Blizzard Body Slam Defensive Seismic toss Thunder Wave Light Screen Reflect Double Rester Seismic toss Thunder Wave Double Team Rest Ninetales Dig Confuse Ray Flamethrower Reflect/Body Slam Wigglytuff (it sucks, but nothing better) Psychic Thunderbolt Blizzard Body Slam Dugtrio Slash Sand Attack Earthquake Fissure (he has the highest speed for a pokémon with a one-hit KO move, so...) Persian Slash Screech Bubblebeam (rock/ground types) Hyper Beam Golduck Ice Beam/Blizzard Amnesia Dig Body Slam Primeape Screech Rock Slide Body Slam Submission Arcanine Dig Body Slam Flamethrower Reflect Alakazam (on my team) Psychic Seismic toss Reflect/Thunder Wave Recover Machamp Submission Earthquake Rock Slide Focus Energy Rapidash Body Slam Agility Fire Spin Horn Drill Magneton Thunderbolt Supersonic Reflect Thunder Wave Muk Screech Acid Armor Sludge Body Slam Hypno (hypnosis + dream eater = not such a good idea. Hypno has low speed; hypnosis is inacurrate) Psychic Thunder Wave Double Team Rest Kingler Body Slam Crabhammer Swords Dance Harden? Electrode (he's not that bad. Good against mewtwo = 1 t-wave + 1- screech + 1-explosion leaves mewtwo at low health, then a snorlax with amnesia to raise special defense can take care of mewtwo, that has been screeched) Thunderbolt Screech Explosion Thunder Wave Marowak (sucks. There is nothing sandslash cannot do better) Earthquake Focus Energy Body Slam Ice beam (OK with Focus Energy against types that are weak against it) Hitmonlee Hi Jump Kick Focus Energy Body Slam Rolling Kick Hitmonchan (ugh...I'll do my best) Body Slam Submission Counter Agility Lickitung Earthquake Swords Dance Screech Body Slam (Swords dance + screech is EVIL, just you'll have to survive enough...) Weezing Haze Explosion Sludge Thunderbolt Chansey (many. I'll post two) Offensive Ice beam T-bolt Softboiled Psychic Defensive Seismic Toss T-wave Defense Curl Softboiled Tangela Body Slam Swords Dance Sleep Powder Solar Beam Kangaskhan Body Slam Earthquake Rock Slide Surf (for rock/ground types that have horrible special as well) Seadra Surf Ice Beam Smokescreen Agility Seaking Surf Agility Blizzard Double Edge Mr. Mime (bah, all he can do alakazam can do better) Barrier Light Screen Rest Seismic toss Electabuzz Thunderbolt Screech Body Slam Thunder Wave Magmar Body Slam Confuse Ray Psychic Flamethrower Pinsir Body Slam Swords Dance Slash Hyper Beam Tauros Body Slam Earthquake Blizzard Double Edge Ditto Transform though some believe that the most useful moveset is transform :-) Vaporeon Surf Blizzard Haze Acid Armor Jolteon (I love this guy; on my team) Thunderbolt Pin Missile Focus Energy Thunder Wave Flareon Body Slam Focus Energy Flamethrower Reflect Porygon Ice Beam Thunderbolt Conversion Recover Snorlax (on my team) Body Slam Amnesia Blizzard Rest Mewtwo (El Gran Cheapo) Psychic Substitute Amnesia Rest (this is EVIL. substitute + recover + high HP + amnesia + 2nd highest speed is almost invincible) Mew Body Slam Swords Dance Earthquake Explosion/Softboiled Venusaur (Best Grass IMO cuz of Razor Leaf. On my team, now) Body Slam Swords Dance Razor Leaf Sleep Powder Charizard Slash Earthquake Swords Dance Flamethrower Butterfree Psywave Mega Drain Sleep Powder Supersonic Beedrill Twinneedle Swords Dance Mega Drain Reflect Pidgeot Fly Mirror move Sand Attack Quick Attack Fearow Drill Peck Mirror move Agility Double Edge Nidoqueen Body Slam Thunderbolt Blizzard Earthquake Nidoking Body Slam Rock Slide Earthquake Focus Energy Golbat Screech Haze Mega Drain Wing Attack Vileplume Sleep Powder Solarbeam Body Slam Swords Dance Parasect The one and the only... one of the best mewtwo killer.... Parasyrex Leech Life Spore Substitute Swords Dance (Mewtwo attacks and takes heal from you. Then you put it to sleep with spore. You pop in a sub, dance and leech 1 time. Now Mew2 wakes up. He destroys your Sub. You spore that same turn and create other. You continue dancing and leeching. EVIL) Venomoth Psychic Mega Drain Sleep Powder Stun Spore Poliwrath Amnesia Surf Body Slam Ice Beam Victreebell Body Slam Swords Dance Sleep Powder Razor Leaf Tentacruel Blizzard Mega Drain Barrier Surf Golem (on my team) Body Slam Rock Slide Earthquake Explosion Slowbro (on my team) THE mewtwo killer...the 2nd strongest pokémon... TobyBro (By Toby Martin) Surf Thunder Wave Amnesia Rest (First T-wave to get speed advantage. Second use amnesia 2 or 3 times then rest. His enormous special by that time should give him protection against special attacks, and he has already pretty good physical defense so he should survive while resting. Then surf away, it'll be very powerful with a high special stat and the Same Type Attack Bonus, and it should kill anything. Rest when needed, and finish amnesia if you didn't already) Farfetch'd (sucks) Swift Swords Dance Double Team Rest Dodrio Drill Peck Body Slam Agility Reflect Dewgong Surf Ice Beam Rest Body Slam Cloyster Reflect Surf Ice Beam Double Edge Gengar (2 movesets. Annoying and attacker) Annoying Night Shade Confuse Ray Double team Rest Attacker Confuse ray Psychic Thunderbolt Night Shade Onix (sucks) Earthquake Screech Explosion Rock Slide Exeggutor (2 movesets, too) Bennedict Sleep Powder Substitute Leech Seed Solarbeam (use in the order the moveset is posted :) ) Offensive Psychic Mega Drain Sleep Powder Double Edge/Explosion Rhydon Earthquake Rock Slide Rest Horn Drill Starmie (he was on my team till I figured out that slowbro was much better) Surf Thunderbolt Thunder wave Recover Scyther Slash Swords Dance Wing Attack Hyper Beam Jynx (it's nice and should fit in any team) Ice Beam Lovely Kiss Seismic Toss Reflect Gyarados (2 bad 4x weakness to electric) Surf Ice Beam Thunderbolt Body Slam Lapras Blizzard Thunderbolt Confuse Ray Surf Omastar Surf Ice Beam Reflect Rest (he's so good defenses he should survive while resting. plus he has reflect taking out the physical problem completely) Kabutops Slash Swords Dance Body Slam Surf Aerodactyl Wing Attack Double Edge Supersonic Hyper Beam Articuno Fly Blizzard Double Edge Reflect Zapdos Thunderbolt Drill Peck Light Screen/Reflect Thunder Wave Moltres Fly Fire Blast Double Edge Reflect Dragonite (my personal favourite. he isn't on my team cuz ice's so popular) Body Slam Blizzard Thunderbolt Thunder Wave ---------------------------------------------------------------- X. Secrets This will display secrets of the game as I uncover them or get them in from email. Remember only game play and hard work can be your source for your info. --For winning the Poké Cup or Prime Cup you get a Doduo Game Boy. It allows you to play the Game Boy games at normal speed, or double speed by hitting right C. Double speed is great to help you get levels up faster, especially in Mewtwo's cave. --For winning the Prime cup and Poké Cup both, you get a Dodrio Game Boy. It allows you to play the Game Boy games at a phenomenal 4 times the regular speed. Need to rush through a certain version for a certain kind of pokémon? Need to gain levels quickly? This is the best way to do so. Hit right C to make the game normal, 2x, or 4x speed. --How to get some secret pokémon. They are... Bulbasaur Charmander Squirtle Hitmonlee Hitmonchan Eevee Omanyte Kabuto You get these pokémon by beating the 8 towers and the Elite 4 and the familiar face. The pokémon you get is random. But once you do it once, you only have to beat the Elite 4 and the familiar face. Be warned though that these pokémon have boosted experience and aren't as good as doing things the hard way on Game Boy. --Unlock hard mode. Defeat all the cups in the stadium, all the gym leaders, the elite four, a familiar face, and the ultimate pokémon to open up the harder second round. Start all over again, pull your hair out, and discipline yourself to learn the toughest strategy to pokémon. --You can rent Mew in the hard mode, on the Prime Cup and for Gym Leader Castle. --If you enter your pokémon's name alternating with capitals and lowercase, your pokémon will be a shade of red. Different nicknames change the pokémon's color on this game, see what you can come up with. Names from the movie and TV show work too, just try "POOKAH" and see what happens to Pikachu! --Thanks to Jeff-rubee64@hotmail.com for this. You can get an "Amnesia Psyduck" for registering all 151 pokémon to the hall of fame. Rent Mew on hard mode and bring Mewtwo in to register him, the rest can be rented on easy mode. Amnesia Psyduck I believe is the same as Psyduck, the only difference is it knows amnesia. Thanks to Jeff for investigating this. It can evolve to Golduck. Thanks to "kill me" for this bit of info. Go to the hall of fame to pick him up after registering all 151 pokémon. --Thanks to Matt-Formatt777@aol.com for part of this. Thanks to Scotty819@aol.com for this info. You can get surfing Pikachu from finishing the Prime Cup, master ball division on the round 2 (hard) mode of the game. You must have Pikachu as one of the three pokémon you pick every time for the battle, but you don't have to have him participate in battle. You MUST use all pokémon from the Game Boy game, you can not use any rentals, and you must NOT register your team. You MAY use continues, I have tested this myself and I used continues and was able to get surfing Pikachu. You may not save and quit and then pick up your saved game later and still get surfing Pikachu, you MUST go through all eight battles in one sitting (thanks to Jeffrey- jbyeung@yahoo.com for this). Your current Pikachu will then either learn surf if he has available space, or will be given the option of deleting one of your older moves. Choose which move to replace wisely. --Thanks to Alvaro for this. You can go back to round one battles by hitting right C on the screen with the stadium, gallery, options, etc. --Thanks to Brian-lkr@oneimage.com . Thanks to Nin10d0h@aol.com and robbie_goodman00@hotmail.com for help with the mini games secret. To unlock the hyper difficulty setting on the mini games you must do the following: -pick the "who's the best mode" -challenge 3 computer players (no challenging a mix of other people and computer players) -choose the hard difficulty setting -choose anywhere from five to nine rounds to determine the champion -beat the computer five times in a row without losing once or tying once Thanks also to GeMiNiGuY611@aol.com for info on this. --Thanks to Scotty819@aol.com for this. You can change the background of the Game Boy Tower mode by pressing Z. You can alternate between the Doduo background, the awards background, and the game version background. You can only alternate to the Doduo and awards backgrounds if you have won the Doduo and Dodrio Game Boys. --Thanks to evanboy203@yahoo.com for this. If you beat the Gym Leader Castle, all the cups, and the ultimate pokémon on round 2 you will unlock the following secret. After you defeat the ultimate pokémon, the credits and new music will play. After this finishes, go into the gallery, and go to the print option. Hold L and R at the same time, then press A, and you will get a message saying congratulations, etc. You will now be able to print images of the title screen, stadiums, and backgrounds at the Snap stations. --Thanks to Pascal-pcph@ifreedom.com for this info. When the round 2 stadium is selected, if you go to battle now, all the pokémon the computer randomly selects are fully evolved. With round 1 stadium on, they are the least evolved forms. ---------------------------------------------------------------- XI. Credits Big thanks to Nintendo/Gamefreaks, inc./Creatures, inc. for making the Pokémon games. Huge thanks to a big contributor, Alvaro, robot_z50@hotmail.com . He contributed the information regarding what was effective and what wasn't effective on dual type pokémon, and his opinion on examples of that type. All the resistances and weaknesses of dual types, and how all the attacks in the chart effect dual types is his information. He contributed what the different TMs teach. He contributed some of the ultimate teams. He also contributed strategy with his name in parentheses after it. This was a lot of the info I needed to help my guide be complete. He recently told me about the trick of going back to the first round by hitting right C. Thanks big time man! Thanks also to Laura, laurar182@hotmail.com . She contributed all TMs and HMs pokémon can learn. She also contributed information about Mew, and she contributed all the movelists that the pokémon can learn. This was a lot of the info I needed to complete my guide, and she was a big help to me finishing it. Laura182 may post my guide on her website when she finishes. She also pointed out a weird quirk about pokémon colors on Stadium. Thanks to Striker64 who allowed me to use some info from his guide. The credit to him goes to his great number of the movelists and lists of TMs/HMs from the yellow game. I needed to see those to compare movesets and TMs/HMs from the red and blue game, because some were different. The ones he didn't have I researched, and as a return favor to him he can use the movelists and TMs/HMs of my guide to help finish his FAQ on Pokémon yellow. Thanks to Lee-deathmeister@webtv.net for pointing out that substitute can be risky without first having the speed advantage. David-Dolphins1324@aol.com should be thanked for adding some information to the secrets section. He told me that you can get certain random pokémon for beating the elite four and the familiar face, after clearing the Gym Trainer Castle. Jeff-rubee64@hotmail.com for the secret on Amnesia Psyduck. Thanks to Matt-Formatt777@aol.com for info on how to get Surfing Pikachu. Thanks to kill me-zodaic@hotmail.com for more info on Amnesia Psyduck. Thanks to Gyarados13O@cs.com for the tip about agility. Thanks to Pesmerga-pesmerga_99@hotmail.com . He pointed out that poison is actually a physical attack, which I then further tested to find he was right. Thanks to Brian-lkr@oneimage.com . He confirmed the info about the hyper mode on mini games. Thanks to GeMiNiGuY611@aol.com for info on the minigames hyper mode. Thanks to Scotty819@aol.com for the correcting info on surfing Pikachu and for the secret about new backgrounds in the Game Boy Tower. Thanks to deputyheadless@mailcity.com for pointing out some errors and helping me with some strategy on Electrode. Also he reminded me of the benefits of substitute. Also he pointed out an error about PP ups. Thanks to Nin10d0h@aol.com for help with the mini games secret. Thanks to robbie_goodman00@hotmail.com for pointing out that you can win 5 in a row on any set of rounds on hyper mode, as long as it is 5 or more. Thanks to evanboy203@yahoo.com for the secret on what you get for finishing round 2. Big thanks for this as I was having trouble getting through. Thanks to Pascal-pcph@ifreedom.com for the info on battle now. Thanks to Jeffrey-jbyeung@yahoo.com for extra info on the Surfing Pikachu secret. Thanks to EJ-ejbyte@hotmail.com for finding out if you can rent Mewtwo for finishing the round 2 mode, unfortunately the answer was no. Thanks to meowsie@home.com for pointing out some mistakes about Slowbro and Aerodactyl. Thanks to cmsnrub25@yahoo.com for the corrections. Thanks to alexgen@sinectis.com.ar for the corrections on venomoth and beedrill. Thanks to mrbig_head@yahoo.com for the info on Raichu's ability to learn light screen, I guess I just forgot to add it. Thanks to soccercat37@hotmail.com for pointing out that you can save right before getting Eevee, Mewtwo, your starter pokémon, etc. and keep receiving them until their stats are as good as you want them to be. Thanks to alan.hoang@virgin.net for pointing out that counter will always be used after your opponent has used his move, no matter how much speed you have. Thanks to him also for pointing out that softboiled only recovers half your HP like recover. Thanks to alexgen@sinectis.com.ar for the other recommended movesets. Big thanks to white-cat--white_cat@white-cat.net for information on base stats of pokémon, and to his sources. Big thanks to Kevin--pokémaster_kevin@hotmail.com and his site, pokémasters.com and all his sources for info on the max stats of pokémon, and also for the special base stat for r/b/y pokémon. ---------------------------------------------------------------- XII. Disclaimer and other legal stuff This guide is copyright 2000 to Mark aka Magus747, who authored it. Game Boy is copyright and TM to Nintendo. The Transfer Pack is copyright and TM to Nintendo. Pokémon Red and Blue are copyright 1995-1998 to Nintendo/Creatures, inc./Gamefreak inc. and Pokémon Yellow is copyright 1995-1999 to Nintendo/Creatures, inc./Gamefreak, inc. Pokémon Stadium and Pokémon Stadium 2 are copyright 1995-2001 to Nintendo/Creatures, inc./Gamefreak, inc. Information was taken only from my hard work and game play, and the people in the credits. Any similarity to other guides/information is coincidental. My sources in the credits agreed to get their information from gameplay and hard work, not by taking from any illegal sources. If the people stated above had sources, they agreed to verify that their sources--or the original source somewhere down the line--had acquired their information through hard work and game play, not by plagiarism. Information from this page, in part or in full, to be used in any magazine, FAQ, guide, sale and profit, webpage, or any other public use without my permission is illegal and prosecutable. You may print this guide out for personal use and share it with your friends provided that they don't misuse it in the ways stated above. Uses of the words "he" and "she" to describe pokémon are not meant to indicate a gender on the pokémon unless it is understood they already possess one, and those uses are not meant to offend anyone, just for convenience when I was bought for time. You are assumed to have read and understood this disclaimer, and know that it applies to you, if you have ever read, seen, or uploaded this guide, in part or in full, by web browser or other means. This guide is only to appear on the following in its original form: http://www.gameFAQs.com/ , http://www.rpgamer.com/ , http://www.happypuppy.com/ , http://hometown.aol.com/falsehead , and Laura182's site when she finishes. I have had a problem with receiving more junk mail since the publication of my guide. NO ONE is to sell my email address or anyone's email address that appears on the guide (person who publishes my guide or person who reads my guide), give my email address (or anyone's that appears on the guide) away except to their friends who have questions about the game, submit my email (or anyone's that appears on the guide) to any organization that SPAMS or bulk mails, AND ABSOLUTELY NO ONE is to get the stated email addresses off of this guide and then SPAM us. If I can prove that you companies that are spamming us got the email addresses from my guide, let me say this--you have been warned. If you have my permission to post this guide on your site, know that this document may not be converted to HTML without my permission, nor may any advertisements or other means of making money appear on the same page as this guide (no banners, counters, etc.) at all. I reserve the right to update this legal notice at any time with or without given reason.