Super Saiyan 3 Raichu
New Member
yo dis IS Super Saiyan 3 Raichu here 2 announce the opening of the Mset clinic, due to the large number of...Can you give me ___<- insertset 4 ___ <-insert pokemon, so here we go!
HP 70 listings
31,31,30,30,30,30 ***
30,30,31,30,30,30
HP Flying 70
¯¯¯¯¯¯¯¯¯¯¯¯
31,31,31,30,30,30 ***
30,30,30,31,30,30 <--use this for Jolly Aerodactyl, to counter Timid Jolt.
HP Poison 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
31,31,30,31,30,30 ***
30,30,31,31,30,30
lol HP Poison
HP Ground 70
¯¯¯¯¯¯¯¯¯¯¯¯
31,31,31,31,30,30 ***
30,30,30,30,31,30
HP Rock 70
¯¯¯¯¯¯¯¯¯¯
31,31,30,30,31,30 ***
30,30,31,30,31,30
HP Bug 70
¯¯¯¯¯¯¯¯¯
31,31,31,30,31,30 ***
31,30,30,31,31,30
Go Pinsir.
HP Ghost 70
¯¯¯¯¯¯¯¯¯¯¯
31,31,30,31,31,30 ***
31,30,31,31,31,30
HP Steel 70
¯¯¯¯¯¯¯¯¯¯¯
31,31,31,31,31,30 ***
31,30,30,30,30,31
HP Fire 70
¯¯¯¯¯¯¯¯¯¯
31,30,31,30,30,31 ***
31,31,30,30,30,31
The only things which use HP Fire are Grumpig and Sunnybeam anyway.
HP Water 70
¯¯¯¯¯¯¯¯¯¯¯
31,31,31,30,30,31 ***
31,30,30,31,30,31 <-- note the 31 speed for Timid Jolt
HP Grass 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
30,31,31,31,30,31
31,31,30,31,30,31 ***
31,30,31,31,30,31
HP Electric 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
31,31,31,31,30,31 ***
31,30,30,30,31,31
30,31,30,30,31,31
HP Psychic 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
31,30,31,30,31,31 ***
31,31,30,30,31,31
30,31,31,30,31,31
Go Unown.
HP Ice 70
¯¯¯¯¯¯¯¯¯
31,31,31,30,31,31 ***
31,30,30,31,31,31 <-- again, 31 in Speed for Timidjolt.
30,31,30,31,31,31
HP Dragon 70
¯¯¯¯¯¯¯¯¯¯¯¯
31,31,30,31,31,31
31,30,31,31,31,31 ***
30,31,31,31,31,31
HP Dark 70
¯¯¯¯¯¯¯¯¯¯
31,31,31,31,31,31 ***
**Some basic tips.**
EV spreads.
In the same vein, I am not going to suggest EV spreads for any of these
pokes. There are a few reasons for this.
1. Really good EV spreads take a long time to make. I myself can take up to
10-20 minutes just to come up with what I consider a good spread, running
stuff through a damage calc to figure out percentages.
2. EVs are incredibly dependent on level and DVs. If you had perfect DVs and
level 100 pokes (ie on the bots), I might help you. But then again, I won't.
3. Simple spreads are pretty easy to figure out. If it has physical moves,
maybe some Att EVs. That kinda thing. The oft-maligned 252/252/6 and
252/129/129 spreads probably don't deserve all the bashing they get - although
they are inferior spreads, they aren't awful, and they certainly aren't going
to hurt you. If you don't want to figure out other spreads, the above two
options should be able to tide you through for a while.
4. Honestly, spreading is fun. Even though I know it means little in the long
run, having your Nidoking survive a Surf from Starmie and KO back with TB,
even if it is just that one time, is quite the rewarding feeling.
Some basic tips on EVs:
1. If you have Leftovers, try and use EVs to get your HP to a number that is
divisible by 16, or slightly above. As Leftovers return HP/16 HP each turn,
making your HP a number divisible by 16 helps maximize the HP returned per
Lefties recovery period while not wasting EVs.
2. Subflailing/Subreversaling requires an HP that is = 1 mod 4. In more
simple terms, your final HP must be 1 greater than a multiple of 4. The
simplest case would be Flailgoose - at max DVs and level 100, it requires 8
EVs in HP to get to 289 HP, which is 1 greater than 288, which is divisible
by 4.
3. If you need a berry to activate upon your 3rd Sub, make your HP divisible
by 4. Berries activate when HP is <= 25% (less than or equal to), so if your
HP is cleanly divisible by 4, you will get exactly 25% on your 3rd Sub. In
the same vein, you won't get a fourth sub, so you better make it count.
4. In general, it is best to have HP and Def/SD values as close as possible.
400 HP and 160 SD won't offer as much protection as 360 HP and 200 SD, as far
as defending from special attacks is concerned. However, you also have to
take into consideration that putting EVs into HP helps buffer both defenses at
once. In this case, 2*HP should be as close to the sum of the defenses as
possible - 380 HP/200 Def/200 SD is better than 340 HP/220 Def/220 SD if you
want to defend against both physical and special attacks.
5. Boost the lower stats with EVs, the higher stats with Personalities. This
is most obvious with pokes such as Steelix or the Regis, with base 200
defenses. Seeing as every 4 EVs adds one more point, what good is an extra
point going to do to a defense that is already in the 400's? If you put that
point into the significantly lower HP, you will get much better use out of
that point.
Blissey is a good example of the opposing point. Without EVs, it's max def
at level 100 is 56. Put in a +def pers, and you only get yourself up to 62.
However, if you put in a full 252 EVs (neutral pers), you have a final result
of 119. Big difference, right?
If you would like some more detailed information about EV distribution, you
might want to check the following link:
>> www.marblepalace.net/gemmatics/evdistribution.shtml
Written by quite possibly one of the most talented botters ever, McGraw
himself, it has a LOT of good stuff on EV distrubution. Although the guide
was written for 200 play, and thus a lot of the tips may be 200-oriented
(specifically the focus on Speed), a lot of the information in that guide
should be taken to heart. It also talks a bit about choosing personalities
for your pokes, another topic closely related to EV distribution.
***Items*** (S6.4)
Leftovers is the generally preferred item (I have teams with all Leftovers),
generally for Sandstorms and other such things, and because I (for the most
part) play defensively. If you don't know what to use (and it's not a CBer),
stick on the Lefties.
Jargon is the terms that you may see in common battling, and also terms that I
may use (intentionally or not) in this FAQ. I'll do my best to list as many
common abbreviations as I can here.
Items marked with a * are duplicated, so make sure you know the correct
meaning, hopefully via context.
ATTACKS: (S7.1)
(format) Abbreviation - Actual Term/Description
AA - Aerial Ace
AP - Ancientpower
AT - Aromatherapy
BB - Brick Break
BD - Belly Drum
BP - Baton Pass
BS - Body Slam
CC - Cross Chop
CM - Calm Mind
CRay - Confuse Ray
DBond - Destiny Bond
DClaw - Dragon Claw
DD - Dragon Dance
DE - Double-Edge
DP - Drill Peck
DT - Double Team
EQ - Earthquake
ES - Extremespeed
FB - Fire Blast
FP* - Focus Punch
FT - Flamethrower
HB - Heal Bell
HJK - Hi Jump Kick
HP* - Hydro Pump
HP* - Hidden Power
IB - Ice Beam
KO - Knock Off
LK - Low Kick
LS - Light Screen
MC - Mirror Coat
ML - Mean Look
MM - Meteor Mash
PSong - Perish Song
QA - Quick Attack
RB - Rock Blast
RD - Rain Dance
Rev - Reversal
RS - Rock Slide
SB* - Shadow Ball
SB* - Sludge Bomb
SD* - Sunny Day
SD* - Swords Dance
Seed - Leech Seed
SToss - Seismic Toss
Sub - Substitute
SW - Silver Wind
Synth - Synthesis
TB - Thunderbolt
TWave - Thunder Wave
WoW - Will-o-Wisp
---
TEAM BUILDING: (S7.2)
Att - Attack
Def - Defense
DV/IV - Diversification Value/Identification Value (the one that goes from
0-31)
EV/EP - Effort Value/Effort Point (the one that goes from 0-255)
HP* - Hit Points
Lvl - Level
Pers - Personality
PP - Power Points (move points, whatever, you know what they are)
SA - Special Attack
SD - Special Defense
Spd - Speed
@ - the general notation used to indicate an item (@ Leftovers)
+/- - Generally used to refer to the stat boosted by a personality. +Atk -SA
happens to be Adamant, etc.
---
ITEMS: (S7.3)
CB - Choice Band
Lefties - Leftovers
MMM - Moomoo Milk
POKEMON ARCHETYPES: (S7.4)
00ber - One of the pokes that is designated as "uber". 00bers are decided
SOLELY on the basis of stat total and the tier system, with the only exception
being Slaking and its Truant trait. There are NO other 00bers - I don't care
what you think about Blissey, its stat total does NOT qualify it as an 00ber.
The complete list may be found at S8.1.
Annoyer - A poke that is designed to annoy, and usually evade hits. Generally
has DT, Confuse Ray, or some status inflicter. A dying archetype, since
indirect kills are at best rare.
BPer - A poke that uses Baton Pass.
BUer - A poke that uses Bulk Up
CMer - A poke that uses Calm Mind.
DDer - Gyarados or Salamence, and the occasional Altaria. Maybe a Charizard
or two. TTar as well.
Drummer - A poke that uses Belly Drum. Most obviously Charizard, but you also
run into a Poliwrath here and there, and the seeminly omnipresent Bellylax.
Hazer - A poke that uses Haze.
PHazer - A poke that phazes (pseudo-hazes). The most-used phazing move is
Roar/Whirlwind, but it is also possible to use Yawn or even Lock On as phazing
moves. Basically, phazers force switches to get rid of stat boosts.
PPasser - A poke that uses moves that simulate Baton Passing. The three
moves in mind are Light Screen, Reflect, and Safeguard.
Sponge - Another poke that takes hits. These names get pretty stupid after
awhile.
Sweeper - A poke that is designed to take out enemies (vague, isn't it?).
Comes in three varieties: physical, special, and mixed.
Tank - A poke that has a wall's purpose, but generally attacks as well.
Fairly stupid term if you ask me. The best example would be Snorlax - it
absorbs special hits well and can also attack.
Utility - A poke that does something besides attacking. Generally Rapid Spin,
but also includes PPassing and other such stuff.
UU - UnderUsed. This is a vague and hard-to-describe term. In the vaguest
sense, a UU poke is one that is not used much. Then it starts to delve into
your definition of "much", or whether a poke is necessarily UU because it's
bad or because there are similarly-built but all-around better pokes (like
Swampert vs Whiscash). Browse through the UU list (S8.2) and read the bit
there, it might clarify something for you.
Wall - A poke that is designed to take hits. Generally focused more on the
physical or special side, but can be both (Swampert is the most prominent
example).
---
TEAM ARCHETYPES: (S7.5)
Absorb team - A team that uses the different Absorbs to counter stuff. Stupid
if you ask me, since it's basically an Eeveelution team with a few minor
exceptions.
Bellresting - Having a team that relies heavily on Rest, then using Heal Bell
(or AT) to wake them all up at once. Dominant in GSC, shunned through early
FRLG in the offensive metagame, and with Blissey's recent revival it has
become nearly standard.
Jaskwak - Using Ninjask to pass Speed/Attack boosts to Marowak. Adapated from
the original Joltwak of GSC.
Mono team - A team that uses only one type of pokemon. Fairly self-obvious
("I'm running a mono-flying team").
Skarmbliss - A team that uses the pokes Skarmory and Blissey on the same team.
The idea being that Skarmory is the premiere (or among the best) physical
tanks in the game, and Blissey is the best special tank. Hated by most,
ignored by a select few who insist their team can take care of Skarmbliss
without a problem - regardless of who you are, Skarmbliss is almost always a
hassle to beat.
Suispikes - A team that uses Spikes, and then Suicune to phaze people so they
take Spikes damage. This team archetype wasn't first used by Suicune (it has
its best fit with Skarm, who spikes AND phazes), but whereas Skarm has many
counters, Suicune only has a couple after it has already CMed up. And if you
happen to be facing a team with Vappy/Lapras as its only Cune counter, you can
phaze it out and watch it die to Spikes eventually.
TSS - Toxic Spikes Sandstorm. Originally coined in GSC as a team which
utilized the TSS principle of forcing switches and constant damage, the term
has basically evolved to any team that uses Tyranitar and its Sandstream
trait.
Wobbazard - the technique of using Wobbuffet to set up Belly Drum Charizard.
Encore whatever your opponent does. If they use an attack, Counter/MC it back
at them for a KO. Hence why most enemies will choose non-attacking moves,
which after Encore'd allow Charizard to get in a free Belly Drum.
---
MOVESETS: (S7.6)
Boltbeam - Using TB and IB in the same moveset. Boltbeam is a move combo that
is only resisted by two pokes, Lanturn and Magneton, making it good for at
least neutral damage against almost everything.
CBer - A poke that has a Choice Band attached. And 4 attacks, hopefully.
End/Subflailing - See below, except for Flail.
End/Subrevving - Endrevving came first. After using Endure to bring your HP
down to 1 and activating Salac, you have a 200 power fighting move at your
disposal. Now, in FRLG, you can use Sub in much the same way (4 subs with the
correct HP will you bring down to 1 HP), and have a little more variety along
the way.
Metropoke - A poke that has all 4 of its moves as Metronome. Used primarily
in metro battles, which tend to be a good way to let off steam.
OHKO* - A poke that has a OHKO move (Fissure, Sheer Cold, Horn Drill).
Perishtrapping - Using Mean Look to trap the opponent, and Perish Song to
finish them off. Old stuff.
Sporepunching - Using Spore and Focus Punch. Breloom only.
Subpunching - Using Sub and Focus Punch. The Substitute protects your
HP, so you can Focus Punch at will.
Sunnybeaming - Using Sunny Day to make Solarbeam one turn. Meh.
Thunderdancing - Using Rain Dance to make Thunder 100% hit. Even worse than
Sunnybeaming, since you are better off with TB 9/10 times, whereas the grass
type doesn't have a corresponding move that is better in almost all occasions.
Not to mention that there aren't many pokes who do learn both Surf and
Thunder, and the obvious ones that do (Starmie, Lanturn, Lapras) have better
choices in the third and fourth slot.
Trickbanding/milking - Using Trick while @ Choice Band, so your opponent gets
stuck with the CB. Fairly situational, and it can often work out to your
disadvantage if you CB the wrong thing. Not to mention you lose a moveslot.
Trickmilking involves Tricking Moomoo Milk onto your opponent.
Wishpassing - Using BP to pass Wish on to another poke. Reserved for Vappy
and Umbreon, and explained in more depth in Vaporeon's section.
Yawnpunching - Using Yawn to force sleep/switch, which then leads to a free
FP.
---
IN BATTLE: (S7.7)
AJ - nub
CH - Critical Hit
FP* - Fully Paralyzed. A throwback to RBY days, where it said XXX is fully
paralyzed! Nowadays, it means a turn where you can't attack due to paralysis.
GP - a pokebattler named Green_Pikachu, who was famous for coming up with
insane excuses that got him out of tournament battles. Unfortunately for him,
the term expanded to include anyone who runs from a battle, at any point.
The origin of the GP clause (run = instant lose clause, basically)
hax - "hacking", or more specifically any time when one gets exceptionally
lucky and gets a CH/freeze/0%/miss/etc at a critical moment. If you have no
honor, blame it on hax.
NVE - Not very effective. An attack that does .5x (or .25x) as much due to
typing.
OHKO* - To faint your opponent in one move. It could be with a OHKO move, but
not necessarily (or usually).
SE - Super effective. An attack that does 2x (or 4x) as much due to typing.
STAB - Same type attack bonus. Using a move that is the same type as your
poke gives an additional 1.5x modifier to damage.
---
BATTLE CLAUSES: (S7.8)
Any clause that is STARRED (*) is considered standard in normal play. If you
break any of these clauses, your match is considered a forfeit. The little
bits after a clause are my two cents.
* BRANNERS CLAUSE - The use of the item Branners is strictly prohibited.
- Duh.
DOUBLE TEAM CLAUSE - This clause has two interpretations. Either the use of
the move Double Team/Minimize is completely banned, or it is limited to one
moveslot on one pokemon.
- A lot of people complain about DT, saying that it devolves the metagame
into a series of repeated coin flips. The theorist in me says that luck is
part of the game, but the battler in me says that using DT is dishonorable
and ruins the thinking part of the game. Judge accordingly. Not a standard
clause, because no one can really seem to agree on one interpretation, but
most people (on the bots, at least) agree to not use DT.
* EXPLOSION CLAUSE/SELF-KO CLAUSE - If both you and your opponent are at your
last poke, you may not use the move Explosion, Self-Destruct, or Memento to
end the match. Destiny Bond and Perish Song will also lead to forfeits.
- This prevents ties, which are considered dishonorable. Otherwise there
isn't too much basis to this rule. And if you use Memento, you deserve to
lose anyway right
FREEZE CLAUSE - You may not freeze more than one (1) of your opponent's pokes
at any given time.
- Because freeze is determined solely by luck, unlike Sleep, this rule is
harder to enfore, especially on the bots. As such, it isn't standard,
although it certainly does suck (1/100 odds, anyone?).
* GP CLAUSE - You may not run from a battle for any reason. If you do, your
match is declared a forfeit.
- Simple enough, you might think. And poor GP got blamed for something that
wasn't *entirely* his fault.
HIDDEN POWER CLAUSE - Two fairly separate clauses that share the misfortune of
being related to a common move. The more arcane one first:
1. The move Hidden Power is completely banned.
- The basis for this clause is that in-game, breeding correct DVs takes an
impossibly long time. I would like to state that anyone who believes in this
clause is full of soot and poo.
2. The move Hidden Power is banned on all "Legendary" pokes.
- Since legendary pokes are only catchable once by definition, the idea of
getting perfect DVs is even more impossible than HP Clause #1. While more
theoretically sound, I still think this is baloney, but it is sometimes agreed
upon for leagues or more official battles. Generally ignored in normal play.
ITEM CLAUSE - Each poke on your team must be using a unique item (no repeats).
- Some people insist. I choose not to battle them. My main objection to
Item Clause is I don't actually know of 6 unique items, since Lefties/Salac/
Liechi are the only ones I use.
OHKO CLAUSE - This clause has two interpretations. Either the use of a OHKO
move (Sheer Cold, Fissure, Horn Drill, Guillotine) is completely banned, or
it is limited to one moveslot on one pokemon.
- Similar basis as to the DT Clause, it makes the game luck-centric. Also
not completely standard, as its interpretation varies, but like the DT clause
most people shy away from OHKO moves, or at least limit it to one poke.
PINCH BERRY CLAUSE - The use of any pinch berry (the old name for the 25 [50]%
berries, since the move description was activated "in a pinch") except for
Liechi Berry is banned in strict 200 play.
- Only used if you were a strict 200 player, since the clause revolves around
the fact that it is impossible to get the other pinch berries in-game. Pretty
boring, if you ask me, but some people insisted.
* SLEEP CLAUSE - You may not put more than one (1) of your opponent's pokes to
sleep at any given time. This one pokemon limit does not apply to any pokes
which are under self-induced sleep (Rest, etc) or fall asleep through the use
of Effect Spore, or through forced use of a sleep move through Encore.
- Used mostly to prevent abuse of a Sporing Agility Smeargle, which would be
fast enough to put your entire team to sleep and then do whatever it wanted.
* SPECIES CLAUSE - Only one of any species of Pokemon on a team (Diglett and
Dugtrio are considered part of the same species).
- Keeps the game from getting boring. Not that having a team of all
Salamence would necessarily be good.
* UBER CLAUSE - Any poke that is in the 00ber list (S8.1) is banned from
normal play. This applies mostly on the bots, since NB shows if your opponent
uses ubers.
- I'm a firm believer that any poke that passes a stat threshold (tier,
whatever) should be banned, as it is unfair. You may disagree, but this is MY
FAQ
* WOBBUFFET CLAUSE - Don't use Wobbuffet. Or Wynaut.
- Just don't, they're cheap, and you know it. There's also the technical
aspect of a Wobb vs Wobb showdown (which would be about as interesting as a
DBZ showdown, and almost as long), but Wobbuffet is cheap anyway.
---
==============================================================================
Movesets
==========================================================================S9.0
Now, for the bread and butter of this Moveset Guide :O
I will do my best to explain every Moveset that will be given in this guide,
and provide some historic information about the set if applicable.
What I believe to be the general standard (if it exists) will be marked.
I will be addressing movesets for fully evolved pokes only, except for three
exceptions - Trapinch, Vigoroth, and Pikachu. Trapinch maintains Arena Trap
(probably the second sexiest ability in the game, after Trace/Serene Grace) in
its unevolved form, Vigoroth doesn't have Truant, and Pikachu gets a Light
Ball.
***UPDATE REGARDING POKEMON EMERALD***
Emerald has given way to 15 new move tutors. These moves, for the most part,
are completely worthless. The only moves which are even remotely useful are
Endure and possibly the Elemental Punches. If you ask me, they aren't even
that useful. Most of the punches are extensions of Hidden Power, or (as is
more likely), completely worthless. Sure, Sceptile Ice Punch is much nicer
than using HP Ice, but in the long run it doesn't mean *too* much. And most
pokes don't even have the benefit of said punches.
As such, I do not have updated movesets including the Emerald movesets, but if
you got anything out of the preceding paragraph, it would be this:
EMERALD WON'T DO MUCH TO THE METAGAME.
Thank you.
---Movesets---
Sexy Grass/Poison typing. With Psychics long past their moments in the
spotlight, the Poison type isn't quite as bad as it used to be. Very nice
resistance to fighting, although you trade it for neutral Ground. Venusaur's
defenses let it survive almost any attack, save a STABed Fire Blast from
Moltres or the like.
VENUSAUR @ Leftovers
Calm:Overgrow
17 HP 192 Defense 49 Sp.Atk 252 Sp.Def
- Sludge Bomb/HP Grass
- Leech Seed
- Sleep Powder
- Synthesis
Venusaur is a tank. Period. 80/83/100 Defenses puts it above average on the
physical side (coupled with the Fighting resistance), and certainly very
strong on the special side (it survives Alakazam Psychics). Sleep Powder is
always a useful move. Leech Seed is IMO the best move in the game,
especially in this defensively oriented metagame filled with Blisslax, where
the potential for draining HP is amazing. Synthesis only adds to the
tankage. Sludge Bomb is the generally preferred move, working off a higher
base damage. However, after everyone in RSBot learned to predict Sludge Bomb
and started switching in Ground/Rock/Steel types, a switch back to HP Grass
can work for a surprise.
---
VENUSAUR @ Leftovers/Lum Berry/Salac Berry/Liechi Berry
Adamant:Overgrow
205 Atk 55 Defense 252 Sp.Def
- Sludge Bomb
- Earthquake
- Swords Dance/Curse
- Sleep Powder/HP Ghost or Rock/Synthesis/Substitute
Attacking Venusaur. One of the few pokes to get Swords Dance on a STABed
Sludge Bomb (the most other notables are Victreebel and Tentacruel), and it
gets a nice EQ too for physical attacks. A little too offensively oriented
for my taste as SB/EQ leaves you vulnerable to Weezing/Skarm, unless you take
them out with Sleep Powder, then you still have type problems. Although a
workable set (EQ especially comes as a surprise to many), a fairly
one-dimensional use. After having tried out Curse for a little bit, I can say
that it only makes Venu even more vulnerable to WoW or TWave, Sludge Bomb and
EQ aren't the best attacking combo, and any decent defensive phazer can beat
it up fairly easily.
------
Everyone's favorite Fire/Flying type. Charizard suffers a lot from being a
Fire type, still a crappy type, although Bellyzard certainly dominated the
early 386 Metagame back when the berries were 50%. And when I say dominated,
I'm not sure you realize the extent of this statement unless you were really
there - EVERY team had to consider Bellyzard just as they consider Curselax
now.
CHARIZARD @ Salac Berry
Adamant:Blaze
13 HP 245 Attack 252 Speed
- HP Flying
- Earthquake
- Overheat/Fire Blast
- Belly Drum
Probably the most well-known poke in 386 play. This thing managed to dominate
the 386 metagame for a few months, punishing everything with a maxed attack of
1175, a cool STABed attack, and another STABed attack that dealt with the most
predictable counter named Skarmory. Back when berries were 50%, a single
Belly Drum activated Salac, leaving a huge attack stat with godly speed
(faster than all unboosted pokes save Jolly Ninjask).
----
CHARIZARD @ Salac Berry/Liechi Berry/Leftovers
Adamant:Blaze
94 HP 242 Attack 174 Speed
- HP Flying
- Earthquake
- Overheat/Fire Blast
- Swords Dance/Dragon Dance
****FRLG standard****
The new Bellyzard, although Charizard has taken quite a hit. Liechi/Lefties
with DD obviously, Salac/Lefties with SD. Still usable, but the significantly
lower attack doesn't help the awful typing.
---
CHARIZARD @ Salac Berry
Adamant:Blaze
94 HP 242 Attack 174 Speed
- HP Flying
- Earthquake/Overheat
- Substitute
- Belly Drum
Y helo thar psuedo-Bellyzard. Uses Sub to get to the 25% needed to activate
berries. This set kinda loses at life though, you lose either the second
attack or the ability to OHKO Skarm/Forry.
---
CHARIZARD @ Petaya Berry/Leftovers
Modest:Blaze
16 HP 252 Speed 242 Sp.Atk
- Fire Blast
- Dragon Claw/HP Fighting/Focus Punch
- Sunny Day
- Overheat
Surprisingly similar to Moltres, in this respect. Although physical Charizard
is more popular, people forget that it really has a higher SA. A fairly sad
and pathetic set in the long run, lack of special attacks really kills it, but
it can make for a nice surprise. And Blaze + STAB + Sunny Day + Petaya +
Overheat can do a pretty good deal of damage, pretty much OHKOing anything
that doesn't resist.
---
CHARIZARD @ Leftovers
Adamant:Blaze
94 HP 242 Attack 174 Speed
- HP Flying/Rock Slide
- Focus Punch
- Overheat/Fire Blast
- Substitute
Katch22's set. A subpuncher, and it works decently well, although it fears
Rock Blast greatly. The high speed and bad typing hurt Charizard here, other
pokes with better attack/defenses are more apt to a Subpunching moveset, but
I've seen it work.
----
The least used of the RBY starters. Blastoise's main disadvantages stem from
a typing that is extremely common, stats that scream mediocrity in the face of
Suicune/Milotic, and no real advantages over superior water types besides
Rapid Spin. It is still a decent UU hazer/spinner, its defenses certainly
aren't bad, and special attacking Blastoise can be funny to watch.
BLASTOISE @ Leftovers
Calm:Torrent
30 HP 137 Defense 91 SP.Atk 252 Sp.Def
- Surf
- Ice Beam/Rapid Spin/Roar/Rest/Haze
- Ice Beam/Rapid Spin/Roar/Rest/Haze
- Ice Beam/Rapid Spin/Roar/Rest/Haze
****FRLG standard****
Outclassed by Suicune/Vaporeon in the phazing department, and many others in
the spinning department, but it makes a good utility poke, combining all the
useful moves into one big package. Feel free to also throw in Mirror Coat or
Counter as a surprise attack.
---
BLASTOISE @ Leftovers
Torrent
- Yawn
- Focus Punch
- Earthquake/filler
- Surf/Ice Beam/HP Rock/filler
A Yawnpuncher. Yawnpunching is generally pretty good at forcing switches, and
you'll generally see a lot of flyers on the switch, leading to IB or HP Rock.
EQ is a good solid attack, and can be replaced by any of the moves listed in
the first set, if you need some more utility. Sleep Clause kinda beats this
thing in over the head though, and you still need to take a hit while Yawning.
----
Compoundeyes. 90% Sleep Powder is the best you are going to get short of
Spore. Pity it's the same speed as the other big Spore user (Breloom) and
slower than the other other Spore user (Smeargle). Besides Sleep Powder and
perhaps Stun Spore/Supersonic, Butterfree is just a small fly on the wall.
BUTTERFREE @ Quick Claw/nothing/Leftovers
Compoundeyes
- Sleep Powder
- Stun Spore/Supersonic/Toxic
- Silver Wind/Psychic/HP Flying
- Thief/Protect/Substitute
I personally like Thief, seeing as Butterfree isn't going to be doing any
major attacking, and you might as well disable something else while you're
still alive. Stun Spore is the same 90% as Sleep Powder, Toxic never hurts,
and whatever attack you choose is really a last ditch thing. HP Flying does
more damage than Psychic in the long run.
----
It got Swords Dance back. Woohoo. It's also slower than Blastoise, which
says something about the bee that can't outrun the turtle.
BEEDRILL @ Lum Berry/Salac Berry
Adamant:Swarm
6 HP 252 Atack 252 Speed
- Sludge Bomb
- HP Bug
- Substitute/Aerial Ace/Brick Break
- Swords Dance
It learns Brick Break, which I just found out. How awesome. Too bad Beedrill
sucks.
---
BEEDRILL @ Liechi Berry/Salac Berry/Quick Claw
Jolly:Swarm
6 HP 252 Atack 252 Speed
- Substitute
- Endeavor
- HP Bug
- Agility/Sludge Bomb
It has potential as a Subdeavorer, but not much when it's already so slow and
so weak.
-----
Outclassed by Fearow in every way, which is in turn outclassed by Swellow and
Dodrio. A decent CBer though.
PIDGEOT @ Leichi Berry
Adamant:Keen Eye
52 HP 210 Attack 280 Speed
- Return
- Aerial Ace/Air Cutter
- Quick Attack
- HP Ground/Fighting
Meh. Better defenses than Fearow, but less in the two stats which actually
mean something - Att and Spd.
---
One of two users of Super Fang, and unlike Smeargle Raticate can actually
follow it up with something. However, the overgrown rat can't take a hit, nor
does it really do much besides take off 50% health and die.
RATICATE @ Leftovers
Guts
- Return/Double-Edge
- Super Fang
- Substitute/Quick Attack/Shadow Ball
- Thunder Wave/Quick Attack/Thief
The principle behind Double-Edge is that it won't live long anyway, so why not
do more damage while still alive? Raticate is basically a crapshoot - Super
Fang something, and hope to kill it while you're still alive. TWave and the
hax para rate might help keep you alive a bit longer, and Sub/TWave can be
used to try and stall until the FP. QA is a useful move.
---
RATICATE @ Choice Band
Guts
- Return
- Facade
- Shadow Ball
- HP Ground/Fighting/Super Fang
CB Super Fang, as moronic as it may sound, could work for switching in and out
and demi-shuffling. Facade + Guts + status is a Swellow tactic that might
work on a the rat that has less attack than the swallow. Seriously Nintendo,
don't rats eat birds or something like that?
---
RATICATE @ Salac Berry
Guts
- Quick Attack/Return
- Endeavor
- Substitute
- Shadow Ball/Thunder Wave
I've seen this before, it's actually pretty funny when Raticate haxes the crap
out of some poor soul and Endeavors it down to 1 HP, then finishes it off with
a QA. Endeavor actually works in ghosts in RSBot, which is the reason for
Shadow Ball, but TWave might have some haxing potential and let you Endeavor
another poke.
---
Better than Pidgeot, with higher Att/Spd stats and a much sexier move in Drill
Peck. Still outclassed by Dodrio in every way, but at least it's a step up.
FEAROW @ Choice Band
Keen Eye
- Return
- Quick Attack
- Drill Peck
- HP Ground/Fighting
POX ME I'M CONTAGIOUS. This thing owned for me in a UU tourney.
----Arbok---
Arbok has Intimidate. Haze too, but Haze on a poke that is weak to EQ and
Psychic, two of the most common moves found on pokes which would actually
boost their stats, is suicidal. It also clears your Intimidate, which is
sorta pointless in itself. So, you're left with Intimidate as it's sole
claim to fame.
Er, and that it evolved from EKANS.
ARBOK @ Leftovers
Intimidate
- Sludge Bomb
- Earthquake
- Glare
- Snatch/Haze/Toxic
Snatch a SD or two from a Ninjask, and you're in the money.
---
ARBOK @ Leftovers
Shed Skin
- Sludge Bomb
- Rest
- filler
- filler
The main point here is that Shed Skin has a 33% chance of healing sleep, which
could lead to some more interesting possibilities. Charbok is still bad
though, don't get me wrong on that.
---
ARBOK @ Choice Band
Intimidate
- Sludge Bomb
- Earthquake
- Rock Slide
- HP Ghost/Iron Tail/etc
That's surprisingly cool, it learns Rock Slide. CB Intimidation is pretty
cool, just ask Tauros. Better than Seviper, at least.
----
It gets a Light Ball to double it's SA, effectively giving it the highest
unboosted non-uber SA in the game, unless you're Deepseatooth Clamperl. An
Adamant max Att Slaking, non-CBed, has a 1/10 chance of OHKOing said Pikachu
with SCRATCH. Keep this all in mind.
PIKACHU @ Light Ball
Static
- Thunderbolt
- HP Ice/Grass
- Substitute
- Encore/TWave/Sweet Kiss/Attract/Quick Attack
Sub/Encore is (c) OmicronDonut, probably one of the most innovative people I
have ever met. Base 90 Speed usually allows for a first turn Sub, and if you
manage to get Sub on a status/stat move, you can Encore it and start wailing
away with TBs. The other moves are all basically stallers. And considering
that Pikachu has a higher base Att than it does SA, QA might be worth a shot.
---
PIKACHU @ Light Ball
Static
- Thunderbolt
- Surf
- Substitute/HP Ice/Grass
- Encore/Substitute
(Pokemon Box only)
Now that Pika gets Surf, the 95 base power is more important than the better
type coverage of the other two HPs. You can always run 3 attacks and Sub/
Encore, but I prefer keeping the original set with Sub over HP.
---
PIKACHU @ Hat
Static
- Thunderbolt
- Thunder
- Agility
- Quick Attack
Ashchu. One of these days, I will sue Nintendo for introducing that fateful
episode in Blaine's gym where Pikachu took down a Rhydon with Thunderbolt.
AIM FOR THE HORN!!!
My god, if pokemon were like real-life, Ashchu would be the moral equivalent
of me walking up to TEH GOVERNATOR, poking him in the stomach, and then
declaring myself supreme dictator of England. And Canada. And the nation of
Islam.
---
Somewhat worse than Pikachu, if you ask me. Not getting a Light Ball hurt it
dearly, and the rest of its stats don't raise it high enough. It also suffers
from being an electric type, another type that generally gets shafted in terms
of movepool depth.
RAICHU @ Leftovers
Static
- Thunderbolt
- HP Ice/Grass
- Substitute
- Encore/TWave/Sweet Kiss/Attract/Quick Attack
See above, although with slightly better defenses Raichu might better off with
TWave.
---
RAICHU @ Leftovers
Static
- Focus Punch
- Thunderbolt
- Attract/Sweet Kiss/Thunder Wave/Encore/Substitute
- Attract/Sweet Kiss/Thunder Wave/Encore/Substitute
Another attempt at a stalling set of sorts. The plethora of disabling moves
is an attempt to set up a Focus Punch (I personally like Substitute and
Encore, although some have sworn by Attract/Sweet Kiss and even TWave for
paracontraction), while TB works off the STAB. Raichu has the same base in
Att and SA. An odd Skarmbliss counter of sorts.
---
RAICHU @ Leftovers
Static
- Thunderbolt
- Surf
- Substitute/HP Ice/Grass
- Encore/Substitute
(Pokemon Box only)
Same deal as Pikachu, although it still doesn't get the Light Ball.
---
Good Att/Def, but Donphan does a much better job with it. It does get Swords
Dance though, its one real advantage over the Elephant. It also, however,
lost Roar, which relegates it to a primarily attacking role.
SANDSLASH @ Lum Berry/Leftovers/Salac Berry
Sand Veil
- Earthquake
- HP Rock/Rock Slide
- Swords Dance
- Counter/Substitute/Focus Punch
As said before, its only real advantage over Donphan is Swords Dance, so I'm
hoping you would make use of it somehow. Not too slow, actually, for a ground
type not called Dugtrio, max Speed Jolly after the Salac boost can get it to
377 Speed, better than all the base 120ers, although obviously shy of the
130ers.
---
SANDSLASH @ Leftovers
Careful:Sand Veil
16 HP 252 Attack 38 Defense 204 Sp.Def
- Earthquake
- HP Rock/Rock Slide
- Substitute
- Focus Punch
A fairly generic moveset for almost all the Rock or Ground types, but it can
work. Switch in on a physical attacker, Sub up, and try and get some punches
in.
---
Nidoqueen gets higher stats in the 3 defensive categories, lower stats in the
3 offensive categories. It gets Crunch and Focus Energy vs Megahorn and Horn
Drill. I prefer Nidoking, seeing as Megahorn > Crunch and the extra defense
doesn't really help it do too much, but they are for all practical purposes
the same. Huge movepool in both cases, lots of options.
NIDOQUEEN/KING @ Choice Band
Poison Point
- Earthquake
- Sludge Bomb
- Rock Slide
- Focus Punch/Brick Break/Megahorn (NK)
Nidoking does it better, with Megahorn in the last slot, and better all-around
stats.
---
NIDOQUEEN/KING @ Leftovers
Poison Point
- Focus Punch
- Substitute
- Ice Beam/Fire Blast
- Thunderbolt
Boltbeampunch. Well suited to either Nido, and a fairly universal set, with
Boltbeam hitting SE against a lot of enemies and FP a good Blisslax counter.
Fairly dependable moveset, but watch out for things that take neutral damage
from all 3, or can attack before you get a sub in.
---
Basically, choose any four from:
EARTHQUAKE
SLUDGE BOMB
SHADOW BALL
ROCK SLIDE
FIRE BLAST/FLAMETHROWER
ICE BEAM
THUNDERBOLT
SURF
SUBSTITUTE
COUNTER
MEGAHORN (NK only)
CRUNCH (NQ only)
BRICK BREAK
and you've got a winner.
---
Another poke with a very cool movepool. It learns Meteor Mash for comedy,
Calm Mind/Moonlight for more serious battles, Belly Drum just because, and
Splash because it's cool like that. Lots of options here.
CLEFABLE @ Leftovers
Cute Charm
- Ice Beam/Fire Blast
- Thunderbolt
- Calm Mind
- Moonlight
A lot of potential here. Watch out for status, and you should be fine. Very
nice base HP/SD to work with here, and the defense isn't too bad. CM boosts
your SD to the point that you can start recovering the damage with Moonlight,
and start blasting away with Boltbeam.
---
CLEFABLE @ Leftovers
Cute Charm
- Fire Blast
- Solarbeam
- Sunny Day
- Moonlight/Ice Beam
GSC, anyone? Somewhat outdated though in today's metagame, dragons own the
standard Sunnybeamer and Blissey wipes it out period.
---
CLEFABLE @ Salac Berry
Cute Charm
- Return/Body Slam
- Meteor Mash/Substitute
- Shadow Ball
- Belly Drum
Another sexy set with quite a bit of potential. Bring it on Sleep/Encore and
try and do something with it. If you can Belly Drum and avoid all Steels, you
might have a winner. Not something I would use in a tourney team though, or
anything like that.
---
CLEFABLE @ Leftovers
Cute Charm
- Ice Beam
- Thunderbolt
- Calm Mind
- Softboiled
(Pokemon FRLG Tutor Moveset)
Softboiled is infinitely superior to Moonlight, mostly for the increased PP.
And the weather effects are pointless, for the most part. Otherwise, same as
before.
---
Very good speed and SD, survives a surf from just about anything. Also a good
disabler.
NINETALES @ Leftovers
Calm:Flash Fire
54 HP 33 Speed 171 Sp.Atk 252 Sp.Def
- Flamethrower/Fire Blast
- Will-o-Wisp
- HP Grass
- Protect/Confuse Ray/Safeguard/Overheat/Hypnosis
****FRLG Standard****
Flamethrower is prized over FB in this case for consistency, as Ninetales
definitely clocks in as a defensive poke. WoW is never a bad thing, and HP
helps beat up waters on the switch. Any of the last moves can work - I like
Protect myself, but CRay has haxed me before (cough Keff cough)
One final note - Pyroshuffling sucks. Ninetales sucks as a Roarer, the fire
type makes it vulnerable to almost anything that might switch in. To say
nothing about the fact that you could always switch in the same poke that was
already burned to absorb the next WoW. Try another tactic.
---
A bad Clefable, in essence. Lots of HP, little defense, and not quite as good
as its Moon Stone counterpart.
WIGGLYTUFF @ Leftovers
Cute Charm
- Double-Edge/Return
- Shadow Ball/HP Rock
- Substitute
- Focus Punch
A good switch-in for Blisseys. With the nice HP, Wiggly can take a SToss
without breaking the Sub - it is also slower than Blissey, which lets you get
the Sub in safely. A fairly specialized poke though, the low defenses aren't
really enough to protect it from numerous hits.
---
WIGGLYTUFF @ Leftovers
Cute Charm
- Rollout
- Defense Curl
- Double Team
- Rest/Wish
Comedy BHtuff option.
---
Another of those sexy Grass/Poison types that everyone thinks suck, and I'm
here to prove otherwise.
VILEPLUME @ Leftovers
Chlorophyll
- HP Grass/Sludge Bomb
- Sleep Powder
- Synthesis
- Toxic/Aromatherapy
This thing owned for me in UU with Toxic, where it makes a cool tank, and one
of the few electric counters in UU (only takes 30-40% from HP Ice, which is
recoverable with Synthesis). 75/85/90 defenses is nice. AT is also very
handy, if you choose to use it.
---
VILEPLUME @ Petaya Berry/Lum Berry
Chlorophyll
- Solarbeam
- HP Fire/Ice
- Sunny Day
- Sleep Powder/Synthesis
The first in a long line of grass types that Sunnybeams, and gets Chlorophyll
as well to help boost speed. IMO not quite as good as RD Kingdra, but it can
work at times, although not too stellar. HP Fire takes advantage of Sunny
Day, while HP Ice owns the likely Salamence switch. I prefer Sleep Powder to
Synthesis most of the time, as healing doesn't really fit in to the Sunnybeam
mindset, but it could work. A fast sleep is very cool though.
---
After passing on Spore to Breloom and Smeargle, this bug's usefulness in the
RS metagame kinda faded away. Besides Spore and perhaps Aromatherapy though,
Parasect isn't really good for much.
PARASECT @ Leftovers
Effect Spore
- HP Bug/Body Slam
- Spore
- Aromatherapy/Body Slam/Aerial Ace/Stun Spore
- Counter/Light Screen/Toxic/Swords Dance
You can try Doublepowder, or PPassing, or Countering anything not Flying.
Remember that Parasect is also weak to Rock, although it does have a nice 4x
ground resist. Failing all that, SD + Spore might help you take out a stray
Curselax or two.
---
It actually looks decent on paper, but the moveset options kinda screwed it
over. Sleep Powder is nice, BP but without much to pass, and the universal
TMs. Shield Dust is potentially a good trait, protecting from freeze/burn on
the base 95 moves, but is too specific to really do anything.
VENOMOTH @ Leftovers/nothing
Shield Dust
- Signal Beam/Silver Wind
- Sludge Bomb
- Sleep Powder
- Thief/Stun Spore/Toxic/Substitute
Double STAB is interesting, albeit on two bad types. You can't go wrong with
Sleep Powder or Thief. Baton Passing doesn't really work when you only have
the universal moves (Sub/DT/random SW boosts) to pass. As for Silver Wind vs
Signal Beam, I have not (in my 10 months of playing) ever gotten any boosts
with either SW or Ancientpower, so I will boycott the move. Signal Beam has
significantly (75 vs 60) more power anyway.
---
DIGLETT DIGLETT DIG DIGLETT DIG
TRIO TRIO TRIO
Arena trap alone makes it one of the coolest pokes ever. 120 speed doesn't
hurt, either. Not only is Arena Trap good for trapping Electric/Fire types,
but it also helps to finish off weak pokes, and without the Choice Band it
acts as a good Slaking counter. You can't really go wrong with Dugtrio.
Watch out for Porygon2 though.
DUGTRIO @ Choice Band
Arena Trap
"Traptrio"
- Earthquake
- Rock Slide
- HP Flying
- Sludge Bomb/Toxic
****FRLG Standard****
For HP flying, use 30,30,30,31,30,30 DVs. Fairly standard CBtrio, no real
questions here. Sludge Bomb is for pure grass types (Meganium, Ludicolo),
which would do more than HP Flying, but Toxic helps if you manage to switch it
in on Wobbuffet. However, if Wob switches in on you, you're sorta screwed, so
it's a tradeoff either way.
---
DUGTRIO @ Soft Sand
Arena Trap
- Earthquake
- Rock Slide
- Protect
- Toxic
****Old 386 Standard****
Utilitytrio. @ Soft Sand to counter Bellyzard. Protect for Slakings. Toxic
for Wobs. You won't see this around too much any more, but it deserves its
own section, if only to show how much Bellyzard (and Slaking, and Wob) changed
the metagame when they were popular. You can catch some people by surprise
however (if they expect the CB), but otherwise this sorta died out with FRLG
and 25% berries.
---
DUGTRIO @ Choice Band
Sand Veil
- Earthquake
- Rock Slide
- HP Flying
- Sludge Bomb/Toxic
Comedy Sand Veil option here, in case you really fear P2. And most people
don't bother checking Arena Trap, although it is a good countermeasure, as
Duggie's default trait (at least on the bots) is Sand Veil.
---
This cat needs to go back to RBY, where it was actually decent
PERSIAN @ Choice Band
Limber
- Return
- Shadow Ball
- HP Ground
- Hyper Beam/Iron Tail/Aerial Ace/Thunderbolt
Crap movepool what?
---
PERSIAN @ Leftovers/Lum Berry
Limber
- Return
- Shadow Ball
- Hypnosis
- Substitute/HP Ground/Hyper Beam/etc
Fastest sleep move in the game..woot? Too bad the accuracy sucks, and Persian
sucks too.
---
A nice UU CMer, there aren't too many of these. Unfortunately, it has to
compete with Slowbro and Suicune for water type CMers, and it really isn't
much of a competition.
GOLDUCK @ Leftovers/Chesto Berry
Cloud Nine
- Surf
- Psychic/Ice Beam
- Calm Mind
- Rest/Hypnosis/Substitute/Psychic/Ice Beam
I prefer Rest myself, with Surf/Psychic/CM/Rest. It's decent, but completely
outdone by Suicune.
---
GOLDUCK @ Leftovers
Cloud Nine
- Surf
- Psychic/Ice Beam
- Focus Punch/Cross Chop
- Substitute/Calm Mind/Rest
Subpunch has some potential with the random 2HKO on Blissey/Lax. It is still
a 2HKO though. If you do use CC, it's a 3HKO in most cases, so try and keep
that in mind.
---
PRIMEAPE @ Leftovers
Vital Spirit
- Cross Chop
- Rock Slide
- Bulk Up
- Substitute
@ AK. The attack boost from BU is nice, but the real kicker is the defense
boost, which lets you safely sub and take a few hits. Too bad that
Primeape is so weak defensively. Otherwise, this is fairly similar to 200
Blaziken, although the fast sub from Primeape also helps it avoid most status
and strike back with a new hard hit. Sexy stuff.
---
PRIMEAPE @ Salac Berry
Vital Sprit
- Focus Punch
- Substitute
- Reversal
- Rock Slide
This one is @ Donut. Sexy Subpunchreversaling, combines the best of both
sets.
---
/me sighs...many people have tried to make a usable set for this godly poke,
and thus far noone has really succeeded. Incredible base stats (nothing UNDER
80), and the crappiest movepool you may ever see. Fire type doesn't help
either. Here are some ideas.
ARCANINE @ Liechi Berry/Leftovers
Intimidate
- Extremespeed
- HP Fighting/Ground
- Howl
- Overheat/Fire Blast
Physcanine. Howl to boost attack for ES. Another sexy idea was to use ML
Umbreon to BP some Curses to Arcanine, bringing back Curse + ES Arcanine from
GSC. In that case, you might want Crunch/Iron Tail/Rest over Howl.
---
ARCANINE @ Petaya Berry/Leftovers
Flash Fire
- Fire Blast
- HP Grass
- Crunch/Sunny Day
- Extremespeed/Overheat
A special based Arcanine, with most of its power likely coming from Sunny Day
FB. Overheat couldn't hurt either, but ES is useful for Endrev and other
pokes that need a quick kill.
---
Another one of those lovely BDers that died out when the berries got shifted
to 25%. Still has some hope though, as it doesn't need the 4th move quite as
desperately as Charizard
POLIWRATH @ Salac Berry
Water Absorb
- Brick Break
- HP Rock/Ghost
- Focus Punch/Hypnosis
- Belly Drum
****old 386 standard****
It made an awesome Suicune counter back in 386, when you could get in a free
attack (not BD, obviously, because of Roar). Fighting is a pretty cool type
to use the BD boost on, Hypnosis (if it hits) is plain abusive, and Focus
Punch beats the crap out of any poke that would try to phaze you out. It had
some good stuff going for it, but the slow speed (it couldn't beat Timid Jolt
after Salac) and lack of a good second (or third) move hurt it a bit.
---
POLIWRATH @ Leftovers
Water Absorb
- Brick Break
- HP Rock/Ghost
- Focus Punch
- Substitute
It lost Belly Drum, but it still has the sexy water absorb, which gives it
basically a free switchin against most Suicune, which then leads to a free
FP. Sub helps in that regard as well against other stuff.
---
Still hot, even after all these years. Alakazam is a special CBer of sorts -
run in, throw in a quick Psychic or two, and switch back out. CMing, while
always in the moveset, tends to not help the fact that Zam is still base 55
HP. It still is a very good poke though, with two big numbers in the stats
where it matters most.
ALAKAZAM @ Lum Berry
Synchronize
- Psychic
- Fire Punch
- Calm Mind
- HP Dark/Water/Ice Punch/Thunderpunch/Recover
****FRLG Standard****
Psychic/CM is fairly obvious, Fire Punch is for Steels (Metagross/Skarm in
particular, but all steels). The last move is really the tossup. HP Dark
was used a lot in 200 play, to battle other Zams (Modest), Starmies, and
Dusclops. HP Water was also a 386 option, to give you a SE move against
Houndoom and to counter the TTars that rampaged through early 386. Ice Punch
is for non-DDed Salamence and Claydol, and Thunderpunch is for Starmie/
non-DDed Gyarados (although it doesn't OHKO). Recover is a new FRLG idea,
ever since the advent of SToss Blissey. Recover outraces SToss in terms of
damage (albeit not by much).
---
ALAKAZAM @ Lum Berry/Choice Band/Moomoo Milk
Synchronize
- Psychic
- Fire Punch/Reflect
- Calm Mind
- Knock Off/Encore/Recover/Trick
I believe that any two of an elemental punch/Knock Off/Encore is illegal, so
you probably shouldn't use it. This is just the hodgepodge of random Zam sets
that I've seen around that really don't belong with the standard. Reflect and
Recover work in tandem, but you start to have problems dealing damage, and it
doesn't help Zam survive that much longer. Trickbanding (Trickmilking) is
always there, Knock Off is a cool move, and Encore is awesome when you switch
in against Curselax and own it.
---
Severely toned down from GSC, mostly because Breloom is that much more useful
in general, as are Heracross and Metagross. It still attacks like a mofo with
the 130 base attack, but it is no longer the premiere physical attacker in
this generation.
MACHAMP @ Choice Band
Guts
- Cross Chop/Low Kick
- Earthquake
- Rock Slide
- Focus Punch/Fire Blast
Fire Blast is a comedy option for the most part. CB Focus Punch is awesome
though, it does 90ish% to Suicune and OHKOs most other things that don't
resist. Low Kick is useful if you know your opponent uses Snorlax/Steelix/
other Rock/Grounds, but in today's age of Skarmbliss (Skarmory is surprisingly
light) it loses.
---
MACHAMP @ Leftovers/Salac Berry
Guts
- Cross Chop
- Rock Slide
- Substitute
- Focus Punch/Bulk Up
Machamp certainly has the defenses to pull off a Bulk Up set, although it's a
tad slow to utilize it well. Certainly has a lot of potential though,
especially with Guts discouraging status.
---
If Venusaur is the staller, and Vileplume is the Sunnybeamer/ATer, Victreebel
is the attacker. Most known for SD/Sludge Bomb combo, but it can pull off the
Sunnybeaming just as well as Vileplume, with the same base SA stat. Very UU,
and I will once again sing the praises of the poison type.
VICTREEBEL @ Leftovers/Lum Berry/Salac Berry/Liechi Berry
Chlorophyll
- Sludge Bomb
- Swords Dance
- HP Ground/Fighting/Ghost
- Substitute/Giga Drain/Sleep Powder
Swords Dance + Sludge Bomb is sex. Sort of.
---
VICTREEBEL @ Leftovers
Chlorophyll
- Solarbeam
- Sunny Day
- HP Fire/Ice/Swords Dance/Sleep Powder
- Sludge Bomb
The nice high stat in the other attack makes for a nice dual attacker.
Sunnybeaming is still a pretty dead tactic, though.
---
The Mystery Machine X) Tentacruel is sex with tentacles. Could it get any
better? STABed Sludge Bomb, really really really high SD, surprisingly good
speed, and a cool trait in Liquid Ooze.
TENTACRUEL @ Leftovers
Liquid Ooze
- Sludge Bomb
- Hydro Pump/Surf
- Confuse Ray/Swords Dance/Ice Beam
- Mirror Coat/Substitute/HP Ground
Hydro Pump is more necessary on Tentacruel than it might be on other pokes,
base 70 SA is somewhat disappointing. Swords Dance + Sludge Bomb is very
cool, but I like the base 100 speed Confuse Ray. Ice Beam suffers from the
same low SA and isn't going to KO much, but it's worth a shot. Mirror Coat
might be a decent surprise on this attacking moveset, and Sub helps you deal
with the Dugtrio switch and Hydro Pump it instead.
---
TENTACRUEL @ Leftovers
Liquid Ooze
- Sludge Bomb/Ice Beam
- Hydro Pump/Surf
- Confuse Ray/Rapid Spin
- Haze/Mirror Coat/Safeguard
Utilitycruel. I personally like Sludge Bomb/Hydro Pump/Confuse Ray/Rapid Spin
but it's all a matter of preference. Lots of options.
---
Cool in RBY, when Hidden Power didn't exist. With the existence of HP
however, and with Grass/Ice/Water being the most commonly used HPs, Golem's
once-fabled electric immunity is now rendered almost useless. However, with
Substitute now a universal TM, Golem can have some luck subbing up and
launching Rock Blasts or Earthquakes at stuff. It doesn't get Rhydon's
Megahorn, or its Swords Dance, but it does get a cool finisher in Explosion.
GOLEM @ Leftovers/Quick Claw
Rock Head/Sturdy
- Rock Blast/HP Rock/Rock Slide
- Earthquake
- Counter/Focus Punch/Double-Edge
- Explosion
Sexy. Counter owns people who think they can EQ you to death, and Explosion
is a nice strong finisher. DE is kinda stupid with a 150 power move already,
but to each their own. The rock moves are listed in order of preference -
Rock Blast for sub breaking, HP Rock for consistent (and higher) average
damage, and RS because slow speed = no flinching. As for Quick Claw, people
often forget that it has a 25% chance of activation, which isn't bad at all -
try it out sometime.
---
GOLEM @ Leftovers
Sturdy
- Rock Blast/HP Rock/Rock Slide
- Focus Punch
- Substitute
- Roar/Earthquake/Explosion
My Rhydon set, adapted to Golem. Subpunch is fairly simple, and Rock Blast
covers the fighting resists. I use Roar as a Curselax counter, but EQ is also
useful, and I would prefer Explosion over EQ anyway to blow up on Milotics or
something. Useful stuff. Unfortunately, it doesn't get Rhydon's 404 HP to
help with the Sub, but it's still more than usable.
---
GOLEM @ Choice Band/Quick Claw
Sturdy/Rock Head
- Rock Blast/Rock Slide
- Earthquake
- Focus Punch/Double-Edge
- Explosion
Ouch.
----
It's fast, and that's about it. Rapidash is somewhat unbalanced, with good
speed and Att (with its physical moves being Return, Iron Tail, HP, and the
wonderful Bounce), and only average SA. It makes a decent Sunnybeamer, but so
do a lot of pokes, and the subpar SA makes this poke a bad candidate.
RAPIDASH @ Leftovers
Flash Fire
- Fire Blast
- Solarbeam
- Sunny Day
- Hypnosis/Overheat
Good luck with the 60% Hypnosis, you're going to need it. The only real worth
of Rapidash is taking advantage of Flash Fire and hopefully getting in a few
STABed Sunny Day'd Flash-Fire-boosted Overheats.
---
One of the best "UU" pokes there is. Slowbro is amazingly underrated as a
tank, and IMO it rivals Suicune as one of the best water types in the game.
95/110/80 in the defenses, great physical defense, and it gets Calm Mind to
help boost the SD. Also comes with a prepackaged 100 SA, two good STABed
special types, and a plethora of other useful moves. You can't really go
wrong with Slowbro.
SLOWBRO @ Leftovers
Own Tempo
- Surf
- Psychic/Ice Beam
- Calm Mind
- Rest/Substitute/Flamethrower
****FRLG Standard****
With Calm Mind and Rest, this thing is a mini-Suicune, especially with roughly
equal HP/Def for a non-legendary. Psychic is a sexy second STABed move, the
Def is covered by high base, and the SD gets boosted through Calm Mind. Some
like Flamethrower to provide a jump on Forry or Skarm, and Substitute always
works well with Calm Mind (albeit the speed hurts Slowbro here), but I prefer
a CMbro that can tank with the best of them.
---
SLOWBRO @ Leftovers
Own Tempo
- Psychic/Surf
- Counter
- Calm Mind
- Rest
Seeing as this is my moveset guide, I get to pay special attention to my own
sets. My attempt at making a beast that is hard to attack from either end of
the spectrum, with CM for special attacks and Counter (it takes tons of
physical hits, even SE ones) for the physical side. The main drawback is
being limited to one special attack, a problem that has often daunted CMcune.
I like Psychic, as it is fairly universal and not resisted by many (as
opposed to the constant Water/Grass types that Slowbro seems to run into).
Dark types suck anyway.
---
SLOWBRO @ Leftovers
Own Tempo
- Surf/Psychic
- Focus Punch
- Substitute/Yawn
- Ice Beam
Another interesting idea. Slowbro has base 75 attack to top off the rest of
those amazing stats, so Yawn/Subpunching could always work. Slow enough to
ensure a Sub against almost anything (save Shuckle), but Yawn is more
universal and in general better. Ice Beam for the inevitable Flying/Venusaur
switch.
---
SLOWBRO @ Leftovers
Own Tempo
- Surf/Psychic
- Thunder Wave
- Calm Mind
- Rest
Uh oh Tobybro is back to rule RS, except not really since Calm Mind is only a
one-stage boost
---
SLOWBRO @ Leftovers
Own Tempo
- Surf
- Calm Mind
- Yawn
- Rest
The newly dubbed "AJBro", as thought up by AJ. Yawn allows it to gather a CM
on the switch, and it acts as a phazer of sorts, although obviously not as
effective as Roar on Cune. Slowbro suffers from the same problem of relying
on one attack, but if you can force people into switching you'll have a good
chance of getting in a few Surfs. Think of it as a more attack-based version
of CMCune, relying on CMs to power up attack more than to boost .
---
Magnet Pull. This trait alone strikes fear into Skarms and Forrys, with the
ability to trap all Steel types and the SE/STABed TB to finish them off. This
is probably the major reason as to why Skarm (and spiking in general) never
COMPLETELY dominated in 200 play, where Magneton doesn't have to fear its
trapper, Dugtrio. Magneton is also very underrated as a special tank - it is
one of two pokes to resist the common Boltbeam, although it doesn't exactly
have the stats to do it well unless you focus your EVs into SD and HP (a
tactic which has been pulled off with great success by AK). Watch out for
Duggie, other Maggies, and Trace when using Magneton.
MAGNETON @ Leftovers
Magnet Pull
- Thunderbolt
- HP Fire/Grass
- Toxic/Thunder Wave
- Protect
****FRLG Standard****
Thunderbolt is a OHKO on Skarm, and HP Fire helps take care of Maggie (watch
out for EQ/Light Screen on the switch). HP Grass is a nice surprise, but
mostly a carryover from 200 days when Maggie feared Swampert more than it did
Forry. Protect is another carry-over from 200, when Maggie made a decent
Slaking counter with Protect, but more likely its crap movepool left few other
good options. Toxic/TWave is your preference - I prefer Toxic, as Protect is
fairly standard, but TWave is more universal.
---
MAGNETON @ Leftovers
Magnet Pull
- Thunderbolt
- HP Fire/Grass
- Toxic/Thunder Wave
- Metal Sound/Substitute
In a different category from the standard because it really isn't standard.
Metal Sound Maggie is used to help battle Snorlax (it resists Return/Shadow
Ball, and Metal Sound let's it put a dent in Lax's SD), Trace CM Gardevoir
(by using Metal Sound, you're forcing it to kill you), and the occasional
Blissey. I've seen people throw on Substitute as well, mostly as a counter to
*****sore but it can work against other stuff as well. An interesting idea,
but fairly limited in usefulness.
---Besides having its own item (which doubles CH percentage from 6% to 12%,
woohoo), Farfetch'd is a joke of a pokemon. It's slower than Skarmory, for
god's sake. How did the big metal bird outspeed the small little one?
FARFETCH'D @ Stick/Salac Berry/Liechi Berry
Keen Eye
- Flail
- Substitute
- Agility/HP Ghost/Aerial Ace
- Swords Dance/HP Ghost/Aerial Ace
For @ Stick, use both stat uppers (good luck getting it off). For Salac/
Liechi, boost the other stat (I'd go with SD and Salac) and choose an attack
for the last slot. Good luck, btw.
---
Rape Rape Rape!
The other sexy 200 CBer. Good speed, very good attack, two good types and
high powered STAB moves in both of them, and Quick Attack (STABed too) just in
case. It has problems with Skarm, but it can hold its own against Weezing
(Return bites when not resisted), or any of the other common physical tanks.
DODRIO @ Choice Band
Early Bird
- Return
- Drill Peck
- HP Ground/Fighting
- Quick Attack
****FRLG Standard****
Sexy. It even makes a decent switch against Sleep with Early Bird's haxish
one-turn wakeups. Choose an attack and wail away, it even puts a good 20%
dent into Skarmory even with NVE attacks. HP Ground was the 200 preference
for Metagross, but Fighting works just as well in 386 as a more universal type
and for Tyranitar. Watch out for Skarms and Sandstorms.
---
DODRIO @ Choice Band/Salac Berry/Liechi Berry
Early Bird
- Flail/Endeavor
- Substitute
- Drill Peck
- Quick Attack
Before you go off laughing at CB Subflail, it has worked before. Bring in
Dodrio, use CB Sub 4 times until you get to 1 HP, then switch out. When
Dodrio comes back in, you have a base 450 move (200 BP * 1.5 STAB * 1.5 CB)
from 100 speed. Endeavor is also another possibility with Sub which is best
paired with QA. Drill Peck helps for Ghosts, but Rocks/Steelix still pose
a problem. You could always go with Liechi/Salac, but then you run into
problems if forced to switch, which is why I like CBFlail which keeps the
extra damage (and isn't even hurt by Spikes)>
---
A bad Walrein, in almost every aspect. Completely outclassed in stats and
movepool by the other Walrus. The only real difference between the two is
Signal Beam and Perish Song, neither of which warrants extended use.
DEWGONG @ Leftovers
Thick Fat
- Surf
- Ice Beam
- Sheer Cold/Encore/Perish Song
- Horn Drill/Rest
It gets 2 OHKO moves. Whoopdeedoo. This piece of crap doesn't even get Sleep
Talk to at least try a Fish set.
As for Encore, Synre used this to some success, paired with Dugtrio (or
Trapinch). Encore the likely Thunderbolt, and switch in Dugtrio (again, or
Trapinch). With an extended Encore, you should have plenty of turns to KO
your opponent. Also, if you don't want to risk Encore ending, letting Dewgong
die and getting a free Duggy switch is also an option.
---
Another highly underrated type, and it happens to be a poison type. ^^ With
its insane HP/SD (105/100), this thing is guaranteed to survive any un-boosted
Psychic with well over 30% to spare. Nice Att too, a sexy STABed move in
Sludge Bomb, and Cursemuk plays much the same as Curselax, although with more
weaks and worse attacks. It also gets Fire Blast to take on Skarm/Forry.
MUK @ Leftovers
Sticky Hold
- Sludge Bomb
- Brick Break/Return/HP Ghost
- Curse
- Rest/Explosion
Cursemuk. Sludge Bomb is cool off base 100 Att, and it only gets better with
Curses. The second move choice is somewhat more ambigious though - do you
dislike Skarm (Brick Break), Weezing (Return), or Ghosts/Psychics (HP Ghost)
more? Rest lets it absorb status and live again, but this is somewhat less
likely with the ground weakness that is only partially defendable with Curse,
and the ever-present Psychic weakness. Explosion after a few Curses is my
preference, and it KOs almost anything that doesn't resist, and even a few
that do. Get in 3 or 4 curses, and you might OHKO Skarm.
---
MUK @ Leftovers
Sticky Hold
- Sludge Bomb
- Brick Break/Return/HP Ghost
- Fire Blast
- Explosion
As Snorlax developed alternative movesets throughout GSC that weren't so
dependent on Curse, so did Muk. Here is the mixed Muk, capable of 2-3HKOing
Skarm with Fire Blast, Sludge Bomb and another for physical attacks, and boom
as finisher. Much the same as the Return/EQ/FB/Self Destruct Snorlax lead of
GSC.
---
MUK @ Leftovers
Sticky Hold
- Sludge Bomb
- Focus Punch
- Substitute
- HP Ghost/Explosion/Fire Blast
With naturally low speed and high HP, Muk is another good candidate for
Subpunching. Like the Golem I mentioned earlier, it gets a nice out in
Explosion - if you can't FP it to death, just blow up and hope for the best.
Watch out for Ghosts.
---
Best known as the Spiker that doesn't get completely owned by Maggie, although
it is weak to TB. Cloyster is likely the most one-sided poke in FRLG - easily
exceeding 400 defense, but it can get OHKOd by almost any special attack
(Alakazam's unboosted Psychic is almost a guaranteed OHKO, and this is a
neutral attack). Cloyster is unfortanately not as great a tank as its other
spiking brethren (Forry/Skarm), due to Water/Ice not providing any physical
resistances, and in fact only adding a Rock/Fighting weak that is a potential
2-3HKO. Good for spiking and booming, but don't expect it to take many hits.
CLOYSTER @ Leftovers
Shell Armor
- Surf/Ice Beam
- Surf/Ice Beam/Explosion/Toxic/Protect
- Spikes
- Rapid Spin
****FRLG Standard****
It takes some solace in being the only real special attacking Spiker, with its
base 85 SA and decent base 70 Speed. I like Ice Beam/Explosion myself, but
any combination of the moves can work.
---
Gengar. Probably one of the most unpredictable pokes in play today, ranking
up there with the two Dragons, the Nidos, and Smeargle for most unpredictable
moveset. With an incredibly sexy movepool and unfortunately unbalanced stats,
Gengar has gone from special sweeper to CB Sludge Bomb to the now-standard
McGar. Make sure you keep a close eye on Gengar - with the ever-sexy Levitate
(immune to all but Shadow Ball from Slaking) and a huge variety of movesets,
this poke can be a beast to deal with.
GENGAR @ Leftovers
Levitate
"McGengar"
- Shadow Ball
- Focus Punch
- Substitute
- Thunderbolt
****FRLG Standard****
The now infamous McGengar. Another of those sets which can be attributed to
the great McGraw, McGar was originally crafted as a FRLG Blissey counter.
Natural immunity to SToss/Counter and Sub to prevent TWave, this thing struck
fear into many a Blissey's eyes, and it succeeded in succesfully discouraging
Slaking use for a long time.
Now, for my social commentary on McGar. Although it is a great set, it really
needs Substitute in order to do anything - Shadow Ball is fairly weak on
Gengar's 65 base stat, and the EVs that have been placed into Att require it
to sacrafice a lot on TB. It is still the ultimate Skarmbliss counter, puts a
nice dent into Suicune/Lax, and even became fairly standard on Nubbattle O).
Although it requires setup more than any other poke I know, McGar is around to
stay.
---
GENGAR @ Leftovers/Salac Berry
Levitate
- Psychic
- Thunderbolt
- HP Fire
- Explosion/Will-o-Wisp/Destiny Bond/Giga Drain
Ye old SpecialGar. Big problems with non-STABed attacks and a huge Lax
liability, but the variety combined with good speed/SA makes it a decent
special attacker. The lack of STAB is the real kicker though. It still has
potential for outstalling any Blissey not smart enough to put on a HPSA, and
you can hope for SD drops from Psychic or something :/
---
GENGAR @ Choice Band/Salac Berry
Levitate
- Shadow Ball
- Sludge Bomb
- Explosion
- Brick Break/Will-o-Wisp/Destiny Bond
Between SpecialGar and McGar, you have the transition period of ChoiceGar.
An interesting take on a poke that hadn't seen much variety in early 386 play,
Gengar packs about as much a punch on Shadow Ball/Sludge Bomb as it did with
Psychic or TB. CB Explosion did a nice deal of damage, Brick Break/Shadow
Ball have no combined weaks, and WoW/DBond are always good surprises, although
the Salac kick is often a dead giveaway for Destiny Bond.
---
GENGAR @ Leftovers
Levitate
- Perish Song
- Mean Look
- Protect
- Hypnosis/Substitute/Taunt
The newest Gengar that has seen some use today, mostly to annoy the crap out
of Blissey. ML/PSong is an old but still usable combo. Assuming you survive
the two turn setup, you're already at a 50% chance (depending on Protect) to
KO your opponent. Hypnosis adds another 60% crapshoot (although at the risk
of taking another hit and dying), the fast Substitute can act as essentially
another Protect, and Taunt stops Roar/WW from phazing you away. Gengar may
have problems surviving the setup hits, but PSong is a deadly combo that any
smart battler must always be on the lookout for.
---
Surprisingly good for a UU poke. Nice balanced stats, one of the few Psychics
that can take a physical hit or two, and sexy SD. One of the better Psychic
counters with Shadow Ball, it can also get the elemental punches and TWave as
a disabler. Insomnia can be both a blessing and a curse, since Hypno would
actually benefit from being able to Rest. Not bad for such a UU poke.
HYPNO @ Leftovers
Insomnia
- Shadow Ball/Seismic Toss
- Psychic
- Thunder Wave/Toxic
- Counter/Fire Punch/Ice Punch/Thunderpunch
Lots of variety here. I like Shadow Ball/Psychic/TWave/Fire Punch, which
makes it a good counter to other Psychics with Shadow Ball, a decent disabler,
and having some variety and special oomph with the punches. Base 73 SA really
hurt it though in the hurting-other-things department.
---
HYPNO @ Leftovers
Insomnia
- Psychic
- Toxic
- Skill Swap
- Rest
Ever face a tank that you really didn't want to Rest? Skill Swap Insomnia
onto it. A very limited moveset, and it suffers from not being able to trap
the opponent, but it's very good at what it does. If you dislike Suicune that
much, this might be a useful counter.
---
HYPNO @ Leftovers
Insomnia
- Psychic
- Fire Punch
- Calm Mind
- Substitute
Subpiggy anyone? Doesn't need HP Fire, but it suffers from lower speed and a
lower base SA to deal damage. A proven set however, and it is works.
---
Pretty bad. Incredible attack (as high as Machamp), but only non-STABed
attacks to use it on. A lack of non-STABed attacks to use it on (it gets
Return/HP). Crap HP/SA/SD. Try it if you like Hyper Cutter, but you're
better off using Pinsir or Gligar anyway.
KINGLER @ Salac Berry/Lum Berry
Hyper Cutter
- Return
- HP Ghost/Ground
- Surf
- Swords Dance
Uh huh. Surf is kinda stupid, you aren't going to be doing much damage on
base 50 SA, but it's either that or Rock Tomb. Or Metal Claw. Or HAIPAR
BEEM.
---
KINGLER @ Salac Berry
Hyper Cutter
- Flail
- HP Ghost/Ground
- Substitute
- Swords Dance
Again, good luck. Base 75 Speed isn't too bad though (although certainly not
as good as Scyther/Zangoose/Hera), so this has some potential. Actually I
lied, Kingler sucks, just wait for Krabfest at the nearest Red Lobster and
enjoy your fresh crab. Or order California rolls.
---
Fastest non-uber in the game not named Ninjask. What does that give it?
Sadly enough, not much. 80 SA isn't enough to do much, the defenses suck, and
"Fastest Explosion in the Game" isn't really worth it on base 50 attack. At
least FRLG gave it back its much-needed Thunder Wave, but other than that it
really isn't worth much any more.
At the same time, many pokes are designed to beat the base 130ers (Crobat/
Jolteon/Aero), including things like DD Gyara/Sala/TTar, Agiligross, or Salac
Sweepers. And Electrode's extra burst of speed can surprise a few people.
ELECTRODE @ Leftovers
Static
- Thunderbolt
- HP Ice/Grass
- Thunder Wave
- Explosion
Have fun. Twave is abusive, the rest isn't really. And gogo Explosion, 60%
on Blissey if you're lucky. HP Ice is much preferred to Grass here, since
you won't come close to OHKOing Swampert (maybe 70%, if you're lucky),
whereas the 140 speed is meant to put a dent in Salamence. And although it
also won't OHKO (or at least it shouldn't), you'll get the hit in.
---
ELECTRODE @ nothing
Static
- Thunder
- HP Grass
- Thief
- Explosion
Laztrode. Good luck Laz, wherever you may be.
---
ELECTRODE @ Choice Band
Static
- Return
- HP Fighting/Ground
- Explosion
- Thunder
Something I was fooling around with the other day. CB Explosion does a
decent amount of damage, but it isn't something to go out and buy a GBA for.
----
Sexy. Grass types aren't used enough, and Eggy is one of the best. Good
all-around stats, except in Speed and SD. It resists EQ/Fighting, which is
very nice, gets Leech Seed/Sleep Powder, and can always double as a
Sunnybeamer with a good STABed attack in the second type.
I would also like to take this team to try and dispel the rap that Eggy got
in RBY/GSC as having the most weaks. While stastically this may be true, for
all practical purposes it doesn't really matter.
On the physical side, you have 4x Bug, 2x Flying, 2x Poison, and 2x Ghost. If
you honestly fear Bug attacks, try any of the OTHER 385 POKES THAT RESIST THE
CRAPPY BUG TYPE. Ghost, while somewhat prominent with Shadow Ball, really
isn't that common except on normal pokes. Poison is even less common, but the
90 Sludge Bomb does warrant some consideration. Still, keep in mind that the
number of pokes that commonly use Sludge Bomb is about 2 (Venusaur and Weezing
and possibly Tentacruel/Crobat). Flying is probably the worst weakness for
Eggy.
But did I mention that Exeggutor resists Ground and Fighting attacks. With
its already good Defense, it can beat up almost any poke that relies on EQ to
do the most damage (hi Donphan, Steelix). And Fighting is more useful than
one would expect. Most Fighters nowadays have Rock Slide to counter the most
common Fighting counter, Flyers (and especially the Intimidating duo of Gyara
and Sala). But they often don't have anything for the Psychics, besides the
ocassional HP Ghost on a Breloom. What does this all mean? Eggy is underused
as a physical tank.
As for the special weaknesses. 2x Fire, 2x Ice, and 2x Dark. It also resists
Water and Psychic. Now, I will admit that weaks to Fire and Ice have fairly
substantial drawbacks, but Dark? Unless you run into the odd Crunching TTar
or the even rarer Crunching Raikou, you have nothing to fear from Dark
attacks. And in return, it makes the perfect Slowbro counter. Or even some
Cunes, at least the ones without IB. Not a bad deal.
So, after all this, we can basically cut out the Bug, Dark, and possibly the
Ghost and Poison weaknesses. So we're done from 8 (including the 4x bug) to
a more realistic 3 (at least according to the standard metagame). Not too
bad anymore is it?
EXEGGUTOR @ Leftovers
Chlorophyll
- Psychic
- Sleep Powder
- Leech Seed
- HP Grass/Fire/Explosion/Synthesis
A more tanky set, especially with Synthesis. Eggy has 95/85/65 in the
defenses - good enough to take most physical attacks, a bit weak to Fire/Ice.
Still, it plays very similar to Venusaur except with an additional Ground
resistance, but it also is much weaker on the SD side. Still a strong option
though.
---
EXEGGUTOR @ Leftovers
Chlorophyll
- Solarbeam
- Psychic/HP Fire/Ice
- Sunny Day
- HP Fire/Ice/Sleep Powder
Probably the best Sunnybeamer available. It gets Psychic in the second type,
has good enough speed to outrun stuff after Chlorphyll, and gets that sexy
125 SA to work with. Mmmmm...Donuts... Fast Sleep Powder is IMO more useful
than HP, but standard Sunnybeaming does ask for one of the two.
---
Sexy. Grass types aren't used enough, and Eggy is one of the best. Good
all-around stats, except in Speed and SD. It resists EQ/Fighting, which is
very nice, gets Leech Seed/Sleep Powder, and can always double as a
Sunnybeamer with a good STABed attack in the second type.
I would also like to take this team to try and dispel the rap that Eggy got
in RBY/GSC as having the most weaks. While stastically this may be true, for
all practical purposes it doesn't really matter.
On the physical side, you have 4x Bug, 2x Flying, 2x Poison, and 2x Ghost. If
you honestly fear Bug attacks, try any of the OTHER 385 POKES THAT RESIST THE
CRAPPY BUG TYPE. Ghost, while somewhat prominent with Shadow Ball, really
isn't that common except on normal pokes. Poison is even less common, but the
90 Sludge Bomb does warrant some consideration. Still, keep in mind that the
number of pokes that commonly use Sludge Bomb is about 2 (Venusaur and Weezing
and possibly Tentacruel/Crobat). Flying is probably the worst weakness for
Eggy.
But did I mention that Exeggutor resists Ground and Fighting attacks. With
its already good Defense, it can beat up almost any poke that relies on EQ to
do the most damage (hi Donphan, Steelix). And Fighting is more useful than
one would expect. Most Fighters nowadays have Rock Slide to counter the most
common Fighting counter, Flyers (and especially the Intimidating duo of Gyara
and Sala). But they often don't have anything for the Psychics, besides the
ocassional HP Ghost on a Breloom. What does this all mean? Eggy is underused
as a physical tank.
As for the special weaknesses. 2x Fire, 2x Ice, and 2x Dark. It also resists
Water and Psychic. Now, I will admit that weaks to Fire and Ice have fairly
substantial drawbacks, but Dark? Unless you run into the odd Crunching TTar
or the even rarer Crunching Raikou, you have nothing to fear from Dark
attacks. And in return, it makes the perfect Slowbro counter. Or even some
Cunes, at least the ones without IB. Not a bad deal.
So, after all this, we can basically cut out the Bug, Dark, and possibly the
Ghost and Poison weaknesses. So we're done from 8 (including the 4x bug) to
a more realistic 3 (at least according to the standard metagame). Not too
bad anymore is it?
EXEGGUTOR @ Leftovers
Chlorophyll
- Psychic
- Sleep Powder
- Leech Seed
- HP Grass/Fire/Explosion/Synthesis
A more tanky set, especially with Synthesis. Eggy has 95/85/65 in the
defenses - good enough to take most physical attacks, a bit weak to Fire/Ice.
Still, it plays very similar to Venusaur except with an additional Ground
resistance, but it also is much weaker on the SD side. Still a strong option
though.
---
EXEGGUTOR @ Leftovers
Chlorophyll
- Solarbeam
- Psychic/HP Fire/Ice
- Sunny Day
- HP Fire/Ice/Sleep Powder
Probably the best Sunnybeamer available. It gets Psychic in the second type,
has good enough speed to outrun stuff after Chlorphyll, and gets that sexy
125 SA to work with. Mmmmm...Donuts... Fast Sleep Powder is IMO more useful
than HP, but standard Sunnybeaming does ask for one of the two.
---
An interesting alternative, but unfortunately not that great. The Speed isn't
as high as one might expect from a karate master, the nice SD isn't so great
when you look at its HP, and the HP/Def (50/53 respectively) just blow. And I
wouldn't mind all of this, if it weren't for the fact that it is base 87
speed. Many better fighters exist. Limber is interesting though, if you can
predict TWave.
One quick note - I highly recommend Brick Break over Hi Jump Kick - you'll
never know when 90% bites you in the *** one day, and unlike FB/FT the
difference in damage isn't really that great. Think of it as more similar to
Surf/Hydro Pump, and Surf is almost a unanonymous sweep in that category.
HITMONLEE @ Salac Berry
Limber
- Focus Punch
- Reversal
- Substitute
- Rock Slide
Subpunchreversaling. Thanks to Donut for the cool set, and although I suggest
it for most fighters Donut used it first on Hitmonlee.
---
HITMONLEE @ Salac Berry
Limber
- Brick Break
- Earthquake
- Rock Slide
- Bulk Up
With Bulk Up, you might somehow hax 90% from a hit and activate Salac. Then
again, you might just die anyway. Up to you.
---
Hitmonchan
See Hitmonlee, but imagine even worse attack and worse speed. Same movepool
though, with the exception of the Elemental Punches (omg base 35 SA RUN FOR
THE HILLS) and Sky Uppercut.
---
Pretty bad :x Only decent defenses, and no attack/SA/speed to speak of.
Clefable was at least good for something. It did get Swords Dance in FRLG,
but the base 55 attack isn't exactly made for boosting. Knock Off is cool
though.
LICKITUNG @ Leftovers/nothing
Own Tempo
- Seismic Toss
- Knock Off/Thief
- Rest
- Counter/Shadow Ball
Knock Off does redeem it somewhat, but obviously is exclusive from Thief. I
like Counter, 90 HP/75 Def can let it take a hit.
---
LICKITUNG @ Leftovers
Own Tempo
- Return
- Shadow Ball
- Curse/Swords Dance
- Rest/Earthquake
Mini-Curselax, or all-out attacker. And again, base 55 attack really sucks.
---
WEEZING @ Leftovers
Levitate
- Sludge Bomb
- Fire Blast/Thunderbolt/Explosion/Rest/Destiny Bond
- Will-o-Wisp
- Haze
****FRLG Standard****
Both Will-o-Wisp and Haze are necessary, for the most part - WoW alone can't
stop repeated Attack boosts, and Haze alone can't stop repeated Normal/Rock
attacks. Fire Blast is for Skarm/Forry/Metagross, and TB is for Gyara,
although Sludge Bomb alone is usually enough to take out Gyara (pray for 30%
poison too). Explosion is a possibility, but IMO blowing up a tank isn't that
smart, and Rest is best paired with Blissey. I've seen people who use DBond,
and I can't say I like it, but it is there.
---
Underrated. FRLG gave it Swords Dance and Megahorn, and it has much sexier
overall stats than Golem. It doesn't have Explosion, but why blow up
something so cool? Special Rhydon is always an option as a joke, but
Rhydon is definitely cool. I mean _cool_.
RHYDON @ Choice Band
Rock Head
- Earthquake
- Rock Blast/HP Rock/Rock Slide
- Double-Edge/Focus Punch
- Megahorn
Sexy. Makes a nice switch on CBdrio, or something like that. Base 130 attack
with a CB and 2 strong STABed attacks does a lot of damage.
---
RHYDON @ Leftovers/Salac Berry
Rock Head
- Earthquake
- HP Rock/Rock Blast/Rock Slide
- Megahorn
- Swords Dance
If you don't like the CB. The setup kinda kills it though, watch for Suicunes
and stuff.
---
RHYDON @ Leftovers
Rock Head
- Rock Blast/HP Rock/Rock Slide
- Focus Punch
- Substitute
- Roar/Earthquake/Megahorn
Free advertisement for my set. Sub is actually really nice, put in some speed
EVs and Weezing can't touch you while you Rock Blast away. Focus Punch is
also nice for PHazing Skarm. 404 HP works well against SToss Blissey. Roar
is for Curselax, but you can use a lot of other things there.
---
RHYDON @ Leftovers
Rock Head
- Rock Blast
- Earthquake
- Counter
- Roar/Megahorn/filler
In case you didn't notice, I really like Rhydon.
---
Fairly cool for a blob of grass. The high defense is nice, it also learns
Leech Seed/Sleep Powder, which is always nice, and has some crapshoots for the
other two moves.
TANGELA @ Leftovers
Chlorophyll
- HP Grass
- Sleep Powder
- Leech Seed
- Reflect/Growth/Stun Spore/Toxic
Growth is actually pretty interesting, AJ tried it once on a UU team. I like
Reflect myself.
---
Amazing stats (total of 490 - but 40 is in SA, the stat it doesn't need, and
the rest are all above 80), yet no one seems to use it. Sad case. Base 90
speed is amazingly sexy for a Kangaroo, nice high HP, lots of potential. Cool
trait too.
KANGASKHAN @ Leftovers
Early Bird
- Return
- Shadow Ball
- Earthquake
- Rest
Early Bird cuts the resting time down to 1 turn, which is extraordinarily hot.
It suffers from not being able to boost any stats, however, and normal type
not resisting anything in particular.
---
KANGASKHAN @ Leftovers
Early Bird
- Return
- Shadow Ball
- Substitute
- Focus Punch
Kangaskhan is another interesting Subpuncher, well exceeding the sexy 404 HP
that makes SToss a 2 hit break on the sub.
---
KANGASKHAN @ Leftovers
Early Bird
- Return
- Shadow Ball
- Counter
- Rest/Earthquake/Focus Punch
That same 400+ HP also helps with Counter, especially when Kangaskhan is
already blessed with base 80 defense. Focus Punch is an idea - once you've
countered them, they might want to switch :*
---
KANGASKHAN @ Choice Band
Early Bird
- Return
- Shadow Ball
- Earthquake
- Focus Punch
Astra tells me this thing beats the crap out of the UU metagame. Hence why it
shouldn't really be UU. After all, when your defensive tanks are limited to
the likes of Aggron/Golem to resist normal and Gligar/Tangela to try and cover
everything else, you might run into problems.
----
It gets Megahorn. So does Heracross, and Hera is much better at using it.
Seaking also gets screwed over by its relatively low stats.
SEAKING @ Liechi Berry/Salac/Lum
Swift Swim
- Megahorn
- Return
- Surf/Hydro Pump
- Rain Dance
Use the Rain Dance to help boost speed, then start Megahorning things. It
also gets Swords Dance in FRLG, but getting both the speed boost and the
attack boost is asking for a bit too much.
---
Boltbeam, two sexy STABed special types, and decent enough all-around defenses
makes Starmie the best boltbeamer in the game. IMO the most interesting
Gyara/Sala counter (it survives a 1 DD HP Flying with 30% to spare), and
Natural Cure is a blessing. Has problems with Blissey and Lax, but other than
that Starmie is a monster.
STARMIE @ Leftovers
Natural Cure
- Surf/Psychic
- Thunderbolt
- Ice Beam
- Recover
****FRLG Standard****
I like Surf myself. Boltbeam is the big thing here, it survives one DD HP
Flying from both Gyara and Sal, and Recover backs up the decent defenses.
---
STARMIE @ Leftovers
Natural Cure
- Surf/Psychic
- Thunder Wave
- Confuse Ray/Rapid Spin/Ice Beam/Thunderbolt
- Recover
Deathstar has been brought back in FRLG, but it isn't much of a threat with
Blissey everywhere. If I had to choose one of the disablers, I would take
TWave, but if you like 50% hax rate feel free to choose Confuse Ray. Rapid
Spin needs to be fit into Starmie's movesets somehow, and here is as good a
place as any to do it.
---
Fast, good SD/SA, and as weak as Alakazam defensively. Basically outclassed
by Zam in almost every way, except for more unpredictability and Thunderbolt.
It makes a decent Encorer though, especially if you can Encore some special
attack and start CMing up yourself. Soundproof can be an interesting trait -
people have made teams revolving around Mr. Mime using Encore on CMcune's Roar
(after Umbreon trap of course) and CMing up.
MR. MIME @ Leftovers/Choice Band
Soundproof
- Psychic
- Substitute/Calm Mind
- Encore
- Thunder Wave/Thunderbolt/Baton Pass/Trick
The first options are another of Donut's movesets. Parashuffling of sorts,
Encore is a decent phazer if you manage to Encore something that your
opponent would not care to repeat. The rest is what most other people use.
Encore Cune's Roar and CM up to beat it in (nice if used with Mean Look), or
if you feel really insecure you could try Trickbanding.
---
It's fast. It can BP some pretty good stuff (although not as well as Ninjask,
but Scyther might catch a few people by surprise when it BPs). Also can
End/Subrev, and hope for SW hax. Scyther isn't as good as it used to be, but
it's usable. Bug/Flying is really a crap type though, weak to everything
under the sun.
SCYTHER @ Salac/Liechi/Lum Berry
Swarm
- Silver Wind/HP Bug/HP Flying
- Swords Dance/Substitute
- Agility/Substitute
- Baton Pass
BP whatever you want. SW is always haxy, if you manage to get a 10% boost you
can always pass that along as well, but I prefer HP Flying for the more
consistent damage.
---
SCYTHER @ Salac Berry
Swarm
- Reversal
- Substitute/Endure
- Swords Dance
- HP Bug
Swarm'd HP Bug with a SD or two does almost as much as the non-STABed Reversal
might. Still somewhat inferior though, any of the fighting types pull this
off better.
---
A lot like many Psychics - crap HP/Def, good SA/SD/speed. Jynx's real kicker
comes in having two sexy STABed moves and Lovely Kiss, the sixth (?) fastest
sleep move after Persian/Ninetales/Rapidash/Gengar with their 60% hax and
Jumpluff (however, Lovely Kiss' consistency would make it more valuable than
Hypnosis). Calm Mind too never hurt.
JYNX @ Leftovers/Lum Berry/Salac Berry
Oblivious
- Ice Beam
- Psychic
- Lovely Kiss
- Calm Mind
****FRLG Standard****
Sexy. If you can draw out your opponent's special tank and put it to sleep,
you can get in a few free CMs (good for, say, Jynx vs Regice). Two STABed
moves is nice, and after CM you might be able to survive a hit to activate
Salac, which would be really sexy.
---
JYNX @ Leftovers
Oblivious
- Mean Look
- Perish Song
- Lovely Kiss
- Protect
Sleeping Doom, or something like that. Pity Jynx can't really survive the
two turns needed to setup, which is supposedly why Lovely Kiss is thrown in,
but Switching sorta does a number on that.
------
Fast. Decent Skarmbliss counter, with TB and Focus Punch/Cross Chop. Pity it
has such crappy physical defense though.
ELECTABUZZ @ Leftovers
Static
- Thunderbolt
- Focus Punch/Cross Chop
- Substitute/Ice Punch
- Ice Punch/Thunder Wave/Fire Punch
Subpunch/TB/Ice Punch or TWave is the general standard for now. Still a 2HKO
on Lax and Bliss though, and getting in another Sub is tough. Cross Chop is
always there, but barring any CHs that's a 3HKO. Tough.
-------
Slightly worse off than Electabuzz, due to the worser typing and lack of a
good 4th move (Thunderpunch as a water counter is crap when it does 40% and
Surf OHKOs it back). Still an option though, Flame Body is a hot trait.
MAGMAR @ Leftovers
Flame Body
- Fire Blast
- Focus Punch/Cross Chop
- Substitute/Thunderpunch
- Thunderpunch/Confuse Ray
Higher base attack than Electabuzz, slightly lower in SA and Speed though.
And the last move is up in the air.
--------
Hyper Cutter is cool. Pinsir resists the most deadly part of the Sala/Gyara
switches (Intimidate), and with max speed it is faster than the average Sala
and Gyara. Swords Dance Rock Slide bites. It also has good enough defense to
survive at least one HP Flying from max Att Adamant Sala/Gyara, although the
SD isn't as good as Heracross.
PINSIR @ Salac Berry
Hyper Cutter
- HP Bug/Brick Break
- Rock Slide
- Earthquake
- Swords Dance
Don't laugh, Cloud9x almost beat my standard ***** team with one of these, as
it beat the crap out of my Salamence with SD Rock Slide. It fears Skarm and
Weezing, but does a pretty good number on a lot of the other phazers with HP
Bug. BB is for Blissey or someone else.
------
Wild Family Dog GO! The other other other sexy 386 CBer, although the last
moveslot leaves something to be desired. Intimidate is a nice side effect,
but don't expect to switch Tauros into things and have it live.
TAUROS @ Choice Band
Intimidate
- Return
- Earthquake
- HP Ghost
- Facade/Iron Tail/Hyper Beam
****FRLG Standard****
One of the few types where Hyper Beam is sanctioned, simply because there
aren't many other options. Facade is reactionary, Iron Tail has that 75% hit
rate (although it seems to hit more than Rock Blast's 80%) but the added
advantage of being SE on Aero, and Hyper Beam has the ever-present stall turn.
HP 70 listings
31,31,30,30,30,30 ***
30,30,31,30,30,30
HP Flying 70
¯¯¯¯¯¯¯¯¯¯¯¯
31,31,31,30,30,30 ***
30,30,30,31,30,30 <--use this for Jolly Aerodactyl, to counter Timid Jolt.
HP Poison 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
31,31,30,31,30,30 ***
30,30,31,31,30,30
lol HP Poison
HP Ground 70
¯¯¯¯¯¯¯¯¯¯¯¯
31,31,31,31,30,30 ***
30,30,30,30,31,30
HP Rock 70
¯¯¯¯¯¯¯¯¯¯
31,31,30,30,31,30 ***
30,30,31,30,31,30
HP Bug 70
¯¯¯¯¯¯¯¯¯
31,31,31,30,31,30 ***
31,30,30,31,31,30
Go Pinsir.
HP Ghost 70
¯¯¯¯¯¯¯¯¯¯¯
31,31,30,31,31,30 ***
31,30,31,31,31,30
HP Steel 70
¯¯¯¯¯¯¯¯¯¯¯
31,31,31,31,31,30 ***
31,30,30,30,30,31
HP Fire 70
¯¯¯¯¯¯¯¯¯¯
31,30,31,30,30,31 ***
31,31,30,30,30,31
The only things which use HP Fire are Grumpig and Sunnybeam anyway.
HP Water 70
¯¯¯¯¯¯¯¯¯¯¯
31,31,31,30,30,31 ***
31,30,30,31,30,31 <-- note the 31 speed for Timid Jolt
HP Grass 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
30,31,31,31,30,31
31,31,30,31,30,31 ***
31,30,31,31,30,31
HP Electric 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
31,31,31,31,30,31 ***
31,30,30,30,31,31
30,31,30,30,31,31
HP Psychic 70
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
31,30,31,30,31,31 ***
31,31,30,30,31,31
30,31,31,30,31,31
Go Unown.
HP Ice 70
¯¯¯¯¯¯¯¯¯
31,31,31,30,31,31 ***
31,30,30,31,31,31 <-- again, 31 in Speed for Timidjolt.
30,31,30,31,31,31
HP Dragon 70
¯¯¯¯¯¯¯¯¯¯¯¯
31,31,30,31,31,31
31,30,31,31,31,31 ***
30,31,31,31,31,31
HP Dark 70
¯¯¯¯¯¯¯¯¯¯
31,31,31,31,31,31 ***
**Some basic tips.**
EV spreads.
In the same vein, I am not going to suggest EV spreads for any of these
pokes. There are a few reasons for this.
1. Really good EV spreads take a long time to make. I myself can take up to
10-20 minutes just to come up with what I consider a good spread, running
stuff through a damage calc to figure out percentages.
2. EVs are incredibly dependent on level and DVs. If you had perfect DVs and
level 100 pokes (ie on the bots), I might help you. But then again, I won't.
3. Simple spreads are pretty easy to figure out. If it has physical moves,
maybe some Att EVs. That kinda thing. The oft-maligned 252/252/6 and
252/129/129 spreads probably don't deserve all the bashing they get - although
they are inferior spreads, they aren't awful, and they certainly aren't going
to hurt you. If you don't want to figure out other spreads, the above two
options should be able to tide you through for a while.
4. Honestly, spreading is fun. Even though I know it means little in the long
run, having your Nidoking survive a Surf from Starmie and KO back with TB,
even if it is just that one time, is quite the rewarding feeling.
Some basic tips on EVs:
1. If you have Leftovers, try and use EVs to get your HP to a number that is
divisible by 16, or slightly above. As Leftovers return HP/16 HP each turn,
making your HP a number divisible by 16 helps maximize the HP returned per
Lefties recovery period while not wasting EVs.
2. Subflailing/Subreversaling requires an HP that is = 1 mod 4. In more
simple terms, your final HP must be 1 greater than a multiple of 4. The
simplest case would be Flailgoose - at max DVs and level 100, it requires 8
EVs in HP to get to 289 HP, which is 1 greater than 288, which is divisible
by 4.
3. If you need a berry to activate upon your 3rd Sub, make your HP divisible
by 4. Berries activate when HP is <= 25% (less than or equal to), so if your
HP is cleanly divisible by 4, you will get exactly 25% on your 3rd Sub. In
the same vein, you won't get a fourth sub, so you better make it count.
4. In general, it is best to have HP and Def/SD values as close as possible.
400 HP and 160 SD won't offer as much protection as 360 HP and 200 SD, as far
as defending from special attacks is concerned. However, you also have to
take into consideration that putting EVs into HP helps buffer both defenses at
once. In this case, 2*HP should be as close to the sum of the defenses as
possible - 380 HP/200 Def/200 SD is better than 340 HP/220 Def/220 SD if you
want to defend against both physical and special attacks.
5. Boost the lower stats with EVs, the higher stats with Personalities. This
is most obvious with pokes such as Steelix or the Regis, with base 200
defenses. Seeing as every 4 EVs adds one more point, what good is an extra
point going to do to a defense that is already in the 400's? If you put that
point into the significantly lower HP, you will get much better use out of
that point.
Blissey is a good example of the opposing point. Without EVs, it's max def
at level 100 is 56. Put in a +def pers, and you only get yourself up to 62.
However, if you put in a full 252 EVs (neutral pers), you have a final result
of 119. Big difference, right?
If you would like some more detailed information about EV distribution, you
might want to check the following link:
>> www.marblepalace.net/gemmatics/evdistribution.shtml
Written by quite possibly one of the most talented botters ever, McGraw
himself, it has a LOT of good stuff on EV distrubution. Although the guide
was written for 200 play, and thus a lot of the tips may be 200-oriented
(specifically the focus on Speed), a lot of the information in that guide
should be taken to heart. It also talks a bit about choosing personalities
for your pokes, another topic closely related to EV distribution.
***Items*** (S6.4)
Leftovers is the generally preferred item (I have teams with all Leftovers),
generally for Sandstorms and other such things, and because I (for the most
part) play defensively. If you don't know what to use (and it's not a CBer),
stick on the Lefties.
Jargon is the terms that you may see in common battling, and also terms that I
may use (intentionally or not) in this FAQ. I'll do my best to list as many
common abbreviations as I can here.
Items marked with a * are duplicated, so make sure you know the correct
meaning, hopefully via context.
ATTACKS: (S7.1)
(format) Abbreviation - Actual Term/Description
AA - Aerial Ace
AP - Ancientpower
AT - Aromatherapy
BB - Brick Break
BD - Belly Drum
BP - Baton Pass
BS - Body Slam
CC - Cross Chop
CM - Calm Mind
CRay - Confuse Ray
DBond - Destiny Bond
DClaw - Dragon Claw
DD - Dragon Dance
DE - Double-Edge
DP - Drill Peck
DT - Double Team
EQ - Earthquake
ES - Extremespeed
FB - Fire Blast
FP* - Focus Punch
FT - Flamethrower
HB - Heal Bell
HJK - Hi Jump Kick
HP* - Hydro Pump
HP* - Hidden Power
IB - Ice Beam
KO - Knock Off
LK - Low Kick
LS - Light Screen
MC - Mirror Coat
ML - Mean Look
MM - Meteor Mash
PSong - Perish Song
QA - Quick Attack
RB - Rock Blast
RD - Rain Dance
Rev - Reversal
RS - Rock Slide
SB* - Shadow Ball
SB* - Sludge Bomb
SD* - Sunny Day
SD* - Swords Dance
Seed - Leech Seed
SToss - Seismic Toss
Sub - Substitute
SW - Silver Wind
Synth - Synthesis
TB - Thunderbolt
TWave - Thunder Wave
WoW - Will-o-Wisp
---
TEAM BUILDING: (S7.2)
Att - Attack
Def - Defense
DV/IV - Diversification Value/Identification Value (the one that goes from
0-31)
EV/EP - Effort Value/Effort Point (the one that goes from 0-255)
HP* - Hit Points
Lvl - Level
Pers - Personality
PP - Power Points (move points, whatever, you know what they are)
SA - Special Attack
SD - Special Defense
Spd - Speed
@ - the general notation used to indicate an item (@ Leftovers)
+/- - Generally used to refer to the stat boosted by a personality. +Atk -SA
happens to be Adamant, etc.
---
ITEMS: (S7.3)
CB - Choice Band
Lefties - Leftovers
MMM - Moomoo Milk
POKEMON ARCHETYPES: (S7.4)
00ber - One of the pokes that is designated as "uber". 00bers are decided
SOLELY on the basis of stat total and the tier system, with the only exception
being Slaking and its Truant trait. There are NO other 00bers - I don't care
what you think about Blissey, its stat total does NOT qualify it as an 00ber.
The complete list may be found at S8.1.
Annoyer - A poke that is designed to annoy, and usually evade hits. Generally
has DT, Confuse Ray, or some status inflicter. A dying archetype, since
indirect kills are at best rare.
BPer - A poke that uses Baton Pass.
BUer - A poke that uses Bulk Up
CMer - A poke that uses Calm Mind.
DDer - Gyarados or Salamence, and the occasional Altaria. Maybe a Charizard
or two. TTar as well.
Drummer - A poke that uses Belly Drum. Most obviously Charizard, but you also
run into a Poliwrath here and there, and the seeminly omnipresent Bellylax.
Hazer - A poke that uses Haze.
PHazer - A poke that phazes (pseudo-hazes). The most-used phazing move is
Roar/Whirlwind, but it is also possible to use Yawn or even Lock On as phazing
moves. Basically, phazers force switches to get rid of stat boosts.
PPasser - A poke that uses moves that simulate Baton Passing. The three
moves in mind are Light Screen, Reflect, and Safeguard.
Sponge - Another poke that takes hits. These names get pretty stupid after
awhile.
Sweeper - A poke that is designed to take out enemies (vague, isn't it?).
Comes in three varieties: physical, special, and mixed.
Tank - A poke that has a wall's purpose, but generally attacks as well.
Fairly stupid term if you ask me. The best example would be Snorlax - it
absorbs special hits well and can also attack.
Utility - A poke that does something besides attacking. Generally Rapid Spin,
but also includes PPassing and other such stuff.
UU - UnderUsed. This is a vague and hard-to-describe term. In the vaguest
sense, a UU poke is one that is not used much. Then it starts to delve into
your definition of "much", or whether a poke is necessarily UU because it's
bad or because there are similarly-built but all-around better pokes (like
Swampert vs Whiscash). Browse through the UU list (S8.2) and read the bit
there, it might clarify something for you.
Wall - A poke that is designed to take hits. Generally focused more on the
physical or special side, but can be both (Swampert is the most prominent
example).
---
TEAM ARCHETYPES: (S7.5)
Absorb team - A team that uses the different Absorbs to counter stuff. Stupid
if you ask me, since it's basically an Eeveelution team with a few minor
exceptions.
Bellresting - Having a team that relies heavily on Rest, then using Heal Bell
(or AT) to wake them all up at once. Dominant in GSC, shunned through early
FRLG in the offensive metagame, and with Blissey's recent revival it has
become nearly standard.
Jaskwak - Using Ninjask to pass Speed/Attack boosts to Marowak. Adapated from
the original Joltwak of GSC.
Mono team - A team that uses only one type of pokemon. Fairly self-obvious
("I'm running a mono-flying team").
Skarmbliss - A team that uses the pokes Skarmory and Blissey on the same team.
The idea being that Skarmory is the premiere (or among the best) physical
tanks in the game, and Blissey is the best special tank. Hated by most,
ignored by a select few who insist their team can take care of Skarmbliss
without a problem - regardless of who you are, Skarmbliss is almost always a
hassle to beat.
Suispikes - A team that uses Spikes, and then Suicune to phaze people so they
take Spikes damage. This team archetype wasn't first used by Suicune (it has
its best fit with Skarm, who spikes AND phazes), but whereas Skarm has many
counters, Suicune only has a couple after it has already CMed up. And if you
happen to be facing a team with Vappy/Lapras as its only Cune counter, you can
phaze it out and watch it die to Spikes eventually.
TSS - Toxic Spikes Sandstorm. Originally coined in GSC as a team which
utilized the TSS principle of forcing switches and constant damage, the term
has basically evolved to any team that uses Tyranitar and its Sandstream
trait.
Wobbazard - the technique of using Wobbuffet to set up Belly Drum Charizard.
Encore whatever your opponent does. If they use an attack, Counter/MC it back
at them for a KO. Hence why most enemies will choose non-attacking moves,
which after Encore'd allow Charizard to get in a free Belly Drum.
---
MOVESETS: (S7.6)
Boltbeam - Using TB and IB in the same moveset. Boltbeam is a move combo that
is only resisted by two pokes, Lanturn and Magneton, making it good for at
least neutral damage against almost everything.
CBer - A poke that has a Choice Band attached. And 4 attacks, hopefully.
End/Subflailing - See below, except for Flail.
End/Subrevving - Endrevving came first. After using Endure to bring your HP
down to 1 and activating Salac, you have a 200 power fighting move at your
disposal. Now, in FRLG, you can use Sub in much the same way (4 subs with the
correct HP will you bring down to 1 HP), and have a little more variety along
the way.
Metropoke - A poke that has all 4 of its moves as Metronome. Used primarily
in metro battles, which tend to be a good way to let off steam.
OHKO* - A poke that has a OHKO move (Fissure, Sheer Cold, Horn Drill).
Perishtrapping - Using Mean Look to trap the opponent, and Perish Song to
finish them off. Old stuff.
Sporepunching - Using Spore and Focus Punch. Breloom only.
Subpunching - Using Sub and Focus Punch. The Substitute protects your
HP, so you can Focus Punch at will.
Sunnybeaming - Using Sunny Day to make Solarbeam one turn. Meh.
Thunderdancing - Using Rain Dance to make Thunder 100% hit. Even worse than
Sunnybeaming, since you are better off with TB 9/10 times, whereas the grass
type doesn't have a corresponding move that is better in almost all occasions.
Not to mention that there aren't many pokes who do learn both Surf and
Thunder, and the obvious ones that do (Starmie, Lanturn, Lapras) have better
choices in the third and fourth slot.
Trickbanding/milking - Using Trick while @ Choice Band, so your opponent gets
stuck with the CB. Fairly situational, and it can often work out to your
disadvantage if you CB the wrong thing. Not to mention you lose a moveslot.
Trickmilking involves Tricking Moomoo Milk onto your opponent.
Wishpassing - Using BP to pass Wish on to another poke. Reserved for Vappy
and Umbreon, and explained in more depth in Vaporeon's section.
Yawnpunching - Using Yawn to force sleep/switch, which then leads to a free
FP.
---
IN BATTLE: (S7.7)
AJ - nub
CH - Critical Hit
FP* - Fully Paralyzed. A throwback to RBY days, where it said XXX is fully
paralyzed! Nowadays, it means a turn where you can't attack due to paralysis.
GP - a pokebattler named Green_Pikachu, who was famous for coming up with
insane excuses that got him out of tournament battles. Unfortunately for him,
the term expanded to include anyone who runs from a battle, at any point.
The origin of the GP clause (run = instant lose clause, basically)
hax - "hacking", or more specifically any time when one gets exceptionally
lucky and gets a CH/freeze/0%/miss/etc at a critical moment. If you have no
honor, blame it on hax.
NVE - Not very effective. An attack that does .5x (or .25x) as much due to
typing.
OHKO* - To faint your opponent in one move. It could be with a OHKO move, but
not necessarily (or usually).
SE - Super effective. An attack that does 2x (or 4x) as much due to typing.
STAB - Same type attack bonus. Using a move that is the same type as your
poke gives an additional 1.5x modifier to damage.
---
BATTLE CLAUSES: (S7.8)
Any clause that is STARRED (*) is considered standard in normal play. If you
break any of these clauses, your match is considered a forfeit. The little
bits after a clause are my two cents.
* BRANNERS CLAUSE - The use of the item Branners is strictly prohibited.
- Duh.
DOUBLE TEAM CLAUSE - This clause has two interpretations. Either the use of
the move Double Team/Minimize is completely banned, or it is limited to one
moveslot on one pokemon.
- A lot of people complain about DT, saying that it devolves the metagame
into a series of repeated coin flips. The theorist in me says that luck is
part of the game, but the battler in me says that using DT is dishonorable
and ruins the thinking part of the game. Judge accordingly. Not a standard
clause, because no one can really seem to agree on one interpretation, but
most people (on the bots, at least) agree to not use DT.
* EXPLOSION CLAUSE/SELF-KO CLAUSE - If both you and your opponent are at your
last poke, you may not use the move Explosion, Self-Destruct, or Memento to
end the match. Destiny Bond and Perish Song will also lead to forfeits.
- This prevents ties, which are considered dishonorable. Otherwise there
isn't too much basis to this rule. And if you use Memento, you deserve to
lose anyway right
FREEZE CLAUSE - You may not freeze more than one (1) of your opponent's pokes
at any given time.
- Because freeze is determined solely by luck, unlike Sleep, this rule is
harder to enfore, especially on the bots. As such, it isn't standard,
although it certainly does suck (1/100 odds, anyone?).
* GP CLAUSE - You may not run from a battle for any reason. If you do, your
match is declared a forfeit.
- Simple enough, you might think. And poor GP got blamed for something that
wasn't *entirely* his fault.
HIDDEN POWER CLAUSE - Two fairly separate clauses that share the misfortune of
being related to a common move. The more arcane one first:
1. The move Hidden Power is completely banned.
- The basis for this clause is that in-game, breeding correct DVs takes an
impossibly long time. I would like to state that anyone who believes in this
clause is full of soot and poo.
2. The move Hidden Power is banned on all "Legendary" pokes.
- Since legendary pokes are only catchable once by definition, the idea of
getting perfect DVs is even more impossible than HP Clause #1. While more
theoretically sound, I still think this is baloney, but it is sometimes agreed
upon for leagues or more official battles. Generally ignored in normal play.
ITEM CLAUSE - Each poke on your team must be using a unique item (no repeats).
- Some people insist. I choose not to battle them. My main objection to
Item Clause is I don't actually know of 6 unique items, since Lefties/Salac/
Liechi are the only ones I use.
OHKO CLAUSE - This clause has two interpretations. Either the use of a OHKO
move (Sheer Cold, Fissure, Horn Drill, Guillotine) is completely banned, or
it is limited to one moveslot on one pokemon.
- Similar basis as to the DT Clause, it makes the game luck-centric. Also
not completely standard, as its interpretation varies, but like the DT clause
most people shy away from OHKO moves, or at least limit it to one poke.
PINCH BERRY CLAUSE - The use of any pinch berry (the old name for the 25 [50]%
berries, since the move description was activated "in a pinch") except for
Liechi Berry is banned in strict 200 play.
- Only used if you were a strict 200 player, since the clause revolves around
the fact that it is impossible to get the other pinch berries in-game. Pretty
boring, if you ask me, but some people insisted.
* SLEEP CLAUSE - You may not put more than one (1) of your opponent's pokes to
sleep at any given time. This one pokemon limit does not apply to any pokes
which are under self-induced sleep (Rest, etc) or fall asleep through the use
of Effect Spore, or through forced use of a sleep move through Encore.
- Used mostly to prevent abuse of a Sporing Agility Smeargle, which would be
fast enough to put your entire team to sleep and then do whatever it wanted.
* SPECIES CLAUSE - Only one of any species of Pokemon on a team (Diglett and
Dugtrio are considered part of the same species).
- Keeps the game from getting boring. Not that having a team of all
Salamence would necessarily be good.
* UBER CLAUSE - Any poke that is in the 00ber list (S8.1) is banned from
normal play. This applies mostly on the bots, since NB shows if your opponent
uses ubers.
- I'm a firm believer that any poke that passes a stat threshold (tier,
whatever) should be banned, as it is unfair. You may disagree, but this is MY
FAQ
* WOBBUFFET CLAUSE - Don't use Wobbuffet. Or Wynaut.
- Just don't, they're cheap, and you know it. There's also the technical
aspect of a Wobb vs Wobb showdown (which would be about as interesting as a
DBZ showdown, and almost as long), but Wobbuffet is cheap anyway.
---
==============================================================================
Movesets
==========================================================================S9.0
Now, for the bread and butter of this Moveset Guide :O
I will do my best to explain every Moveset that will be given in this guide,
and provide some historic information about the set if applicable.
What I believe to be the general standard (if it exists) will be marked.
I will be addressing movesets for fully evolved pokes only, except for three
exceptions - Trapinch, Vigoroth, and Pikachu. Trapinch maintains Arena Trap
(probably the second sexiest ability in the game, after Trace/Serene Grace) in
its unevolved form, Vigoroth doesn't have Truant, and Pikachu gets a Light
Ball.
***UPDATE REGARDING POKEMON EMERALD***
Emerald has given way to 15 new move tutors. These moves, for the most part,
are completely worthless. The only moves which are even remotely useful are
Endure and possibly the Elemental Punches. If you ask me, they aren't even
that useful. Most of the punches are extensions of Hidden Power, or (as is
more likely), completely worthless. Sure, Sceptile Ice Punch is much nicer
than using HP Ice, but in the long run it doesn't mean *too* much. And most
pokes don't even have the benefit of said punches.
As such, I do not have updated movesets including the Emerald movesets, but if
you got anything out of the preceding paragraph, it would be this:
EMERALD WON'T DO MUCH TO THE METAGAME.
Thank you.
---Movesets---
Sexy Grass/Poison typing. With Psychics long past their moments in the
spotlight, the Poison type isn't quite as bad as it used to be. Very nice
resistance to fighting, although you trade it for neutral Ground. Venusaur's
defenses let it survive almost any attack, save a STABed Fire Blast from
Moltres or the like.
VENUSAUR @ Leftovers
Calm:Overgrow
17 HP 192 Defense 49 Sp.Atk 252 Sp.Def
- Sludge Bomb/HP Grass
- Leech Seed
- Sleep Powder
- Synthesis
Venusaur is a tank. Period. 80/83/100 Defenses puts it above average on the
physical side (coupled with the Fighting resistance), and certainly very
strong on the special side (it survives Alakazam Psychics). Sleep Powder is
always a useful move. Leech Seed is IMO the best move in the game,
especially in this defensively oriented metagame filled with Blisslax, where
the potential for draining HP is amazing. Synthesis only adds to the
tankage. Sludge Bomb is the generally preferred move, working off a higher
base damage. However, after everyone in RSBot learned to predict Sludge Bomb
and started switching in Ground/Rock/Steel types, a switch back to HP Grass
can work for a surprise.
---
VENUSAUR @ Leftovers/Lum Berry/Salac Berry/Liechi Berry
Adamant:Overgrow
205 Atk 55 Defense 252 Sp.Def
- Sludge Bomb
- Earthquake
- Swords Dance/Curse
- Sleep Powder/HP Ghost or Rock/Synthesis/Substitute
Attacking Venusaur. One of the few pokes to get Swords Dance on a STABed
Sludge Bomb (the most other notables are Victreebel and Tentacruel), and it
gets a nice EQ too for physical attacks. A little too offensively oriented
for my taste as SB/EQ leaves you vulnerable to Weezing/Skarm, unless you take
them out with Sleep Powder, then you still have type problems. Although a
workable set (EQ especially comes as a surprise to many), a fairly
one-dimensional use. After having tried out Curse for a little bit, I can say
that it only makes Venu even more vulnerable to WoW or TWave, Sludge Bomb and
EQ aren't the best attacking combo, and any decent defensive phazer can beat
it up fairly easily.
------
Everyone's favorite Fire/Flying type. Charizard suffers a lot from being a
Fire type, still a crappy type, although Bellyzard certainly dominated the
early 386 Metagame back when the berries were 50%. And when I say dominated,
I'm not sure you realize the extent of this statement unless you were really
there - EVERY team had to consider Bellyzard just as they consider Curselax
now.
CHARIZARD @ Salac Berry
Adamant:Blaze
13 HP 245 Attack 252 Speed
- HP Flying
- Earthquake
- Overheat/Fire Blast
- Belly Drum
Probably the most well-known poke in 386 play. This thing managed to dominate
the 386 metagame for a few months, punishing everything with a maxed attack of
1175, a cool STABed attack, and another STABed attack that dealt with the most
predictable counter named Skarmory. Back when berries were 50%, a single
Belly Drum activated Salac, leaving a huge attack stat with godly speed
(faster than all unboosted pokes save Jolly Ninjask).
----
CHARIZARD @ Salac Berry/Liechi Berry/Leftovers
Adamant:Blaze
94 HP 242 Attack 174 Speed
- HP Flying
- Earthquake
- Overheat/Fire Blast
- Swords Dance/Dragon Dance
****FRLG standard****
The new Bellyzard, although Charizard has taken quite a hit. Liechi/Lefties
with DD obviously, Salac/Lefties with SD. Still usable, but the significantly
lower attack doesn't help the awful typing.
---
CHARIZARD @ Salac Berry
Adamant:Blaze
94 HP 242 Attack 174 Speed
- HP Flying
- Earthquake/Overheat
- Substitute
- Belly Drum
Y helo thar psuedo-Bellyzard. Uses Sub to get to the 25% needed to activate
berries. This set kinda loses at life though, you lose either the second
attack or the ability to OHKO Skarm/Forry.
---
CHARIZARD @ Petaya Berry/Leftovers
Modest:Blaze
16 HP 252 Speed 242 Sp.Atk
- Fire Blast
- Dragon Claw/HP Fighting/Focus Punch
- Sunny Day
- Overheat
Surprisingly similar to Moltres, in this respect. Although physical Charizard
is more popular, people forget that it really has a higher SA. A fairly sad
and pathetic set in the long run, lack of special attacks really kills it, but
it can make for a nice surprise. And Blaze + STAB + Sunny Day + Petaya +
Overheat can do a pretty good deal of damage, pretty much OHKOing anything
that doesn't resist.
---
CHARIZARD @ Leftovers
Adamant:Blaze
94 HP 242 Attack 174 Speed
- HP Flying/Rock Slide
- Focus Punch
- Overheat/Fire Blast
- Substitute
Katch22's set. A subpuncher, and it works decently well, although it fears
Rock Blast greatly. The high speed and bad typing hurt Charizard here, other
pokes with better attack/defenses are more apt to a Subpunching moveset, but
I've seen it work.
----
The least used of the RBY starters. Blastoise's main disadvantages stem from
a typing that is extremely common, stats that scream mediocrity in the face of
Suicune/Milotic, and no real advantages over superior water types besides
Rapid Spin. It is still a decent UU hazer/spinner, its defenses certainly
aren't bad, and special attacking Blastoise can be funny to watch.
BLASTOISE @ Leftovers
Calm:Torrent
30 HP 137 Defense 91 SP.Atk 252 Sp.Def
- Surf
- Ice Beam/Rapid Spin/Roar/Rest/Haze
- Ice Beam/Rapid Spin/Roar/Rest/Haze
- Ice Beam/Rapid Spin/Roar/Rest/Haze
****FRLG standard****
Outclassed by Suicune/Vaporeon in the phazing department, and many others in
the spinning department, but it makes a good utility poke, combining all the
useful moves into one big package. Feel free to also throw in Mirror Coat or
Counter as a surprise attack.
---
BLASTOISE @ Leftovers
Torrent
- Yawn
- Focus Punch
- Earthquake/filler
- Surf/Ice Beam/HP Rock/filler
A Yawnpuncher. Yawnpunching is generally pretty good at forcing switches, and
you'll generally see a lot of flyers on the switch, leading to IB or HP Rock.
EQ is a good solid attack, and can be replaced by any of the moves listed in
the first set, if you need some more utility. Sleep Clause kinda beats this
thing in over the head though, and you still need to take a hit while Yawning.
----
Compoundeyes. 90% Sleep Powder is the best you are going to get short of
Spore. Pity it's the same speed as the other big Spore user (Breloom) and
slower than the other other Spore user (Smeargle). Besides Sleep Powder and
perhaps Stun Spore/Supersonic, Butterfree is just a small fly on the wall.
BUTTERFREE @ Quick Claw/nothing/Leftovers
Compoundeyes
- Sleep Powder
- Stun Spore/Supersonic/Toxic
- Silver Wind/Psychic/HP Flying
- Thief/Protect/Substitute
I personally like Thief, seeing as Butterfree isn't going to be doing any
major attacking, and you might as well disable something else while you're
still alive. Stun Spore is the same 90% as Sleep Powder, Toxic never hurts,
and whatever attack you choose is really a last ditch thing. HP Flying does
more damage than Psychic in the long run.
----
It got Swords Dance back. Woohoo. It's also slower than Blastoise, which
says something about the bee that can't outrun the turtle.
BEEDRILL @ Lum Berry/Salac Berry
Adamant:Swarm
6 HP 252 Atack 252 Speed
- Sludge Bomb
- HP Bug
- Substitute/Aerial Ace/Brick Break
- Swords Dance
It learns Brick Break, which I just found out. How awesome. Too bad Beedrill
sucks.
---
BEEDRILL @ Liechi Berry/Salac Berry/Quick Claw
Jolly:Swarm
6 HP 252 Atack 252 Speed
- Substitute
- Endeavor
- HP Bug
- Agility/Sludge Bomb
It has potential as a Subdeavorer, but not much when it's already so slow and
so weak.
-----
Outclassed by Fearow in every way, which is in turn outclassed by Swellow and
Dodrio. A decent CBer though.
PIDGEOT @ Leichi Berry
Adamant:Keen Eye
52 HP 210 Attack 280 Speed
- Return
- Aerial Ace/Air Cutter
- Quick Attack
- HP Ground/Fighting
Meh. Better defenses than Fearow, but less in the two stats which actually
mean something - Att and Spd.
---
One of two users of Super Fang, and unlike Smeargle Raticate can actually
follow it up with something. However, the overgrown rat can't take a hit, nor
does it really do much besides take off 50% health and die.
RATICATE @ Leftovers
Guts
- Return/Double-Edge
- Super Fang
- Substitute/Quick Attack/Shadow Ball
- Thunder Wave/Quick Attack/Thief
The principle behind Double-Edge is that it won't live long anyway, so why not
do more damage while still alive? Raticate is basically a crapshoot - Super
Fang something, and hope to kill it while you're still alive. TWave and the
hax para rate might help keep you alive a bit longer, and Sub/TWave can be
used to try and stall until the FP. QA is a useful move.
---
RATICATE @ Choice Band
Guts
- Return
- Facade
- Shadow Ball
- HP Ground/Fighting/Super Fang
CB Super Fang, as moronic as it may sound, could work for switching in and out
and demi-shuffling. Facade + Guts + status is a Swellow tactic that might
work on a the rat that has less attack than the swallow. Seriously Nintendo,
don't rats eat birds or something like that?
---
RATICATE @ Salac Berry
Guts
- Quick Attack/Return
- Endeavor
- Substitute
- Shadow Ball/Thunder Wave
I've seen this before, it's actually pretty funny when Raticate haxes the crap
out of some poor soul and Endeavors it down to 1 HP, then finishes it off with
a QA. Endeavor actually works in ghosts in RSBot, which is the reason for
Shadow Ball, but TWave might have some haxing potential and let you Endeavor
another poke.
---
Better than Pidgeot, with higher Att/Spd stats and a much sexier move in Drill
Peck. Still outclassed by Dodrio in every way, but at least it's a step up.
FEAROW @ Choice Band
Keen Eye
- Return
- Quick Attack
- Drill Peck
- HP Ground/Fighting
POX ME I'M CONTAGIOUS. This thing owned for me in a UU tourney.
----Arbok---
Arbok has Intimidate. Haze too, but Haze on a poke that is weak to EQ and
Psychic, two of the most common moves found on pokes which would actually
boost their stats, is suicidal. It also clears your Intimidate, which is
sorta pointless in itself. So, you're left with Intimidate as it's sole
claim to fame.
Er, and that it evolved from EKANS.
ARBOK @ Leftovers
Intimidate
- Sludge Bomb
- Earthquake
- Glare
- Snatch/Haze/Toxic
Snatch a SD or two from a Ninjask, and you're in the money.
---
ARBOK @ Leftovers
Shed Skin
- Sludge Bomb
- Rest
- filler
- filler
The main point here is that Shed Skin has a 33% chance of healing sleep, which
could lead to some more interesting possibilities. Charbok is still bad
though, don't get me wrong on that.
---
ARBOK @ Choice Band
Intimidate
- Sludge Bomb
- Earthquake
- Rock Slide
- HP Ghost/Iron Tail/etc
That's surprisingly cool, it learns Rock Slide. CB Intimidation is pretty
cool, just ask Tauros. Better than Seviper, at least.
----
It gets a Light Ball to double it's SA, effectively giving it the highest
unboosted non-uber SA in the game, unless you're Deepseatooth Clamperl. An
Adamant max Att Slaking, non-CBed, has a 1/10 chance of OHKOing said Pikachu
with SCRATCH. Keep this all in mind.
PIKACHU @ Light Ball
Static
- Thunderbolt
- HP Ice/Grass
- Substitute
- Encore/TWave/Sweet Kiss/Attract/Quick Attack
Sub/Encore is (c) OmicronDonut, probably one of the most innovative people I
have ever met. Base 90 Speed usually allows for a first turn Sub, and if you
manage to get Sub on a status/stat move, you can Encore it and start wailing
away with TBs. The other moves are all basically stallers. And considering
that Pikachu has a higher base Att than it does SA, QA might be worth a shot.
---
PIKACHU @ Light Ball
Static
- Thunderbolt
- Surf
- Substitute/HP Ice/Grass
- Encore/Substitute
(Pokemon Box only)
Now that Pika gets Surf, the 95 base power is more important than the better
type coverage of the other two HPs. You can always run 3 attacks and Sub/
Encore, but I prefer keeping the original set with Sub over HP.
---
PIKACHU @ Hat
Static
- Thunderbolt
- Thunder
- Agility
- Quick Attack
Ashchu. One of these days, I will sue Nintendo for introducing that fateful
episode in Blaine's gym where Pikachu took down a Rhydon with Thunderbolt.
AIM FOR THE HORN!!!
My god, if pokemon were like real-life, Ashchu would be the moral equivalent
of me walking up to TEH GOVERNATOR, poking him in the stomach, and then
declaring myself supreme dictator of England. And Canada. And the nation of
Islam.
---
Somewhat worse than Pikachu, if you ask me. Not getting a Light Ball hurt it
dearly, and the rest of its stats don't raise it high enough. It also suffers
from being an electric type, another type that generally gets shafted in terms
of movepool depth.
RAICHU @ Leftovers
Static
- Thunderbolt
- HP Ice/Grass
- Substitute
- Encore/TWave/Sweet Kiss/Attract/Quick Attack
See above, although with slightly better defenses Raichu might better off with
TWave.
---
RAICHU @ Leftovers
Static
- Focus Punch
- Thunderbolt
- Attract/Sweet Kiss/Thunder Wave/Encore/Substitute
- Attract/Sweet Kiss/Thunder Wave/Encore/Substitute
Another attempt at a stalling set of sorts. The plethora of disabling moves
is an attempt to set up a Focus Punch (I personally like Substitute and
Encore, although some have sworn by Attract/Sweet Kiss and even TWave for
paracontraction), while TB works off the STAB. Raichu has the same base in
Att and SA. An odd Skarmbliss counter of sorts.
---
RAICHU @ Leftovers
Static
- Thunderbolt
- Surf
- Substitute/HP Ice/Grass
- Encore/Substitute
(Pokemon Box only)
Same deal as Pikachu, although it still doesn't get the Light Ball.
---
Good Att/Def, but Donphan does a much better job with it. It does get Swords
Dance though, its one real advantage over the Elephant. It also, however,
lost Roar, which relegates it to a primarily attacking role.
SANDSLASH @ Lum Berry/Leftovers/Salac Berry
Sand Veil
- Earthquake
- HP Rock/Rock Slide
- Swords Dance
- Counter/Substitute/Focus Punch
As said before, its only real advantage over Donphan is Swords Dance, so I'm
hoping you would make use of it somehow. Not too slow, actually, for a ground
type not called Dugtrio, max Speed Jolly after the Salac boost can get it to
377 Speed, better than all the base 120ers, although obviously shy of the
130ers.
---
SANDSLASH @ Leftovers
Careful:Sand Veil
16 HP 252 Attack 38 Defense 204 Sp.Def
- Earthquake
- HP Rock/Rock Slide
- Substitute
- Focus Punch
A fairly generic moveset for almost all the Rock or Ground types, but it can
work. Switch in on a physical attacker, Sub up, and try and get some punches
in.
---
Nidoqueen gets higher stats in the 3 defensive categories, lower stats in the
3 offensive categories. It gets Crunch and Focus Energy vs Megahorn and Horn
Drill. I prefer Nidoking, seeing as Megahorn > Crunch and the extra defense
doesn't really help it do too much, but they are for all practical purposes
the same. Huge movepool in both cases, lots of options.
NIDOQUEEN/KING @ Choice Band
Poison Point
- Earthquake
- Sludge Bomb
- Rock Slide
- Focus Punch/Brick Break/Megahorn (NK)
Nidoking does it better, with Megahorn in the last slot, and better all-around
stats.
---
NIDOQUEEN/KING @ Leftovers
Poison Point
- Focus Punch
- Substitute
- Ice Beam/Fire Blast
- Thunderbolt
Boltbeampunch. Well suited to either Nido, and a fairly universal set, with
Boltbeam hitting SE against a lot of enemies and FP a good Blisslax counter.
Fairly dependable moveset, but watch out for things that take neutral damage
from all 3, or can attack before you get a sub in.
---
Basically, choose any four from:
EARTHQUAKE
SLUDGE BOMB
SHADOW BALL
ROCK SLIDE
FIRE BLAST/FLAMETHROWER
ICE BEAM
THUNDERBOLT
SURF
SUBSTITUTE
COUNTER
MEGAHORN (NK only)
CRUNCH (NQ only)
BRICK BREAK
and you've got a winner.
---
Another poke with a very cool movepool. It learns Meteor Mash for comedy,
Calm Mind/Moonlight for more serious battles, Belly Drum just because, and
Splash because it's cool like that. Lots of options here.
CLEFABLE @ Leftovers
Cute Charm
- Ice Beam/Fire Blast
- Thunderbolt
- Calm Mind
- Moonlight
A lot of potential here. Watch out for status, and you should be fine. Very
nice base HP/SD to work with here, and the defense isn't too bad. CM boosts
your SD to the point that you can start recovering the damage with Moonlight,
and start blasting away with Boltbeam.
---
CLEFABLE @ Leftovers
Cute Charm
- Fire Blast
- Solarbeam
- Sunny Day
- Moonlight/Ice Beam
GSC, anyone? Somewhat outdated though in today's metagame, dragons own the
standard Sunnybeamer and Blissey wipes it out period.
---
CLEFABLE @ Salac Berry
Cute Charm
- Return/Body Slam
- Meteor Mash/Substitute
- Shadow Ball
- Belly Drum
Another sexy set with quite a bit of potential. Bring it on Sleep/Encore and
try and do something with it. If you can Belly Drum and avoid all Steels, you
might have a winner. Not something I would use in a tourney team though, or
anything like that.
---
CLEFABLE @ Leftovers
Cute Charm
- Ice Beam
- Thunderbolt
- Calm Mind
- Softboiled
(Pokemon FRLG Tutor Moveset)
Softboiled is infinitely superior to Moonlight, mostly for the increased PP.
And the weather effects are pointless, for the most part. Otherwise, same as
before.
---
Very good speed and SD, survives a surf from just about anything. Also a good
disabler.
NINETALES @ Leftovers
Calm:Flash Fire
54 HP 33 Speed 171 Sp.Atk 252 Sp.Def
- Flamethrower/Fire Blast
- Will-o-Wisp
- HP Grass
- Protect/Confuse Ray/Safeguard/Overheat/Hypnosis
****FRLG Standard****
Flamethrower is prized over FB in this case for consistency, as Ninetales
definitely clocks in as a defensive poke. WoW is never a bad thing, and HP
helps beat up waters on the switch. Any of the last moves can work - I like
Protect myself, but CRay has haxed me before (cough Keff cough)
One final note - Pyroshuffling sucks. Ninetales sucks as a Roarer, the fire
type makes it vulnerable to almost anything that might switch in. To say
nothing about the fact that you could always switch in the same poke that was
already burned to absorb the next WoW. Try another tactic.
---
A bad Clefable, in essence. Lots of HP, little defense, and not quite as good
as its Moon Stone counterpart.
WIGGLYTUFF @ Leftovers
Cute Charm
- Double-Edge/Return
- Shadow Ball/HP Rock
- Substitute
- Focus Punch
A good switch-in for Blisseys. With the nice HP, Wiggly can take a SToss
without breaking the Sub - it is also slower than Blissey, which lets you get
the Sub in safely. A fairly specialized poke though, the low defenses aren't
really enough to protect it from numerous hits.
---
WIGGLYTUFF @ Leftovers
Cute Charm
- Rollout
- Defense Curl
- Double Team
- Rest/Wish
Comedy BHtuff option.
---
Another of those sexy Grass/Poison types that everyone thinks suck, and I'm
here to prove otherwise.
VILEPLUME @ Leftovers
Chlorophyll
- HP Grass/Sludge Bomb
- Sleep Powder
- Synthesis
- Toxic/Aromatherapy
This thing owned for me in UU with Toxic, where it makes a cool tank, and one
of the few electric counters in UU (only takes 30-40% from HP Ice, which is
recoverable with Synthesis). 75/85/90 defenses is nice. AT is also very
handy, if you choose to use it.
---
VILEPLUME @ Petaya Berry/Lum Berry
Chlorophyll
- Solarbeam
- HP Fire/Ice
- Sunny Day
- Sleep Powder/Synthesis
The first in a long line of grass types that Sunnybeams, and gets Chlorophyll
as well to help boost speed. IMO not quite as good as RD Kingdra, but it can
work at times, although not too stellar. HP Fire takes advantage of Sunny
Day, while HP Ice owns the likely Salamence switch. I prefer Sleep Powder to
Synthesis most of the time, as healing doesn't really fit in to the Sunnybeam
mindset, but it could work. A fast sleep is very cool though.
---
After passing on Spore to Breloom and Smeargle, this bug's usefulness in the
RS metagame kinda faded away. Besides Spore and perhaps Aromatherapy though,
Parasect isn't really good for much.
PARASECT @ Leftovers
Effect Spore
- HP Bug/Body Slam
- Spore
- Aromatherapy/Body Slam/Aerial Ace/Stun Spore
- Counter/Light Screen/Toxic/Swords Dance
You can try Doublepowder, or PPassing, or Countering anything not Flying.
Remember that Parasect is also weak to Rock, although it does have a nice 4x
ground resist. Failing all that, SD + Spore might help you take out a stray
Curselax or two.
---
It actually looks decent on paper, but the moveset options kinda screwed it
over. Sleep Powder is nice, BP but without much to pass, and the universal
TMs. Shield Dust is potentially a good trait, protecting from freeze/burn on
the base 95 moves, but is too specific to really do anything.
VENOMOTH @ Leftovers/nothing
Shield Dust
- Signal Beam/Silver Wind
- Sludge Bomb
- Sleep Powder
- Thief/Stun Spore/Toxic/Substitute
Double STAB is interesting, albeit on two bad types. You can't go wrong with
Sleep Powder or Thief. Baton Passing doesn't really work when you only have
the universal moves (Sub/DT/random SW boosts) to pass. As for Silver Wind vs
Signal Beam, I have not (in my 10 months of playing) ever gotten any boosts
with either SW or Ancientpower, so I will boycott the move. Signal Beam has
significantly (75 vs 60) more power anyway.
---
DIGLETT DIGLETT DIG DIGLETT DIG
TRIO TRIO TRIO
Arena trap alone makes it one of the coolest pokes ever. 120 speed doesn't
hurt, either. Not only is Arena Trap good for trapping Electric/Fire types,
but it also helps to finish off weak pokes, and without the Choice Band it
acts as a good Slaking counter. You can't really go wrong with Dugtrio.
Watch out for Porygon2 though.
DUGTRIO @ Choice Band
Arena Trap
"Traptrio"
- Earthquake
- Rock Slide
- HP Flying
- Sludge Bomb/Toxic
****FRLG Standard****
For HP flying, use 30,30,30,31,30,30 DVs. Fairly standard CBtrio, no real
questions here. Sludge Bomb is for pure grass types (Meganium, Ludicolo),
which would do more than HP Flying, but Toxic helps if you manage to switch it
in on Wobbuffet. However, if Wob switches in on you, you're sorta screwed, so
it's a tradeoff either way.
---
DUGTRIO @ Soft Sand
Arena Trap
- Earthquake
- Rock Slide
- Protect
- Toxic
****Old 386 Standard****
Utilitytrio. @ Soft Sand to counter Bellyzard. Protect for Slakings. Toxic
for Wobs. You won't see this around too much any more, but it deserves its
own section, if only to show how much Bellyzard (and Slaking, and Wob) changed
the metagame when they were popular. You can catch some people by surprise
however (if they expect the CB), but otherwise this sorta died out with FRLG
and 25% berries.
---
DUGTRIO @ Choice Band
Sand Veil
- Earthquake
- Rock Slide
- HP Flying
- Sludge Bomb/Toxic
Comedy Sand Veil option here, in case you really fear P2. And most people
don't bother checking Arena Trap, although it is a good countermeasure, as
Duggie's default trait (at least on the bots) is Sand Veil.
---
This cat needs to go back to RBY, where it was actually decent
PERSIAN @ Choice Band
Limber
- Return
- Shadow Ball
- HP Ground
- Hyper Beam/Iron Tail/Aerial Ace/Thunderbolt
Crap movepool what?
---
PERSIAN @ Leftovers/Lum Berry
Limber
- Return
- Shadow Ball
- Hypnosis
- Substitute/HP Ground/Hyper Beam/etc
Fastest sleep move in the game..woot? Too bad the accuracy sucks, and Persian
sucks too.
---
A nice UU CMer, there aren't too many of these. Unfortunately, it has to
compete with Slowbro and Suicune for water type CMers, and it really isn't
much of a competition.
GOLDUCK @ Leftovers/Chesto Berry
Cloud Nine
- Surf
- Psychic/Ice Beam
- Calm Mind
- Rest/Hypnosis/Substitute/Psychic/Ice Beam
I prefer Rest myself, with Surf/Psychic/CM/Rest. It's decent, but completely
outdone by Suicune.
---
GOLDUCK @ Leftovers
Cloud Nine
- Surf
- Psychic/Ice Beam
- Focus Punch/Cross Chop
- Substitute/Calm Mind/Rest
Subpunch has some potential with the random 2HKO on Blissey/Lax. It is still
a 2HKO though. If you do use CC, it's a 3HKO in most cases, so try and keep
that in mind.
---
PRIMEAPE @ Leftovers
Vital Spirit
- Cross Chop
- Rock Slide
- Bulk Up
- Substitute
@ AK. The attack boost from BU is nice, but the real kicker is the defense
boost, which lets you safely sub and take a few hits. Too bad that
Primeape is so weak defensively. Otherwise, this is fairly similar to 200
Blaziken, although the fast sub from Primeape also helps it avoid most status
and strike back with a new hard hit. Sexy stuff.
---
PRIMEAPE @ Salac Berry
Vital Sprit
- Focus Punch
- Substitute
- Reversal
- Rock Slide
This one is @ Donut. Sexy Subpunchreversaling, combines the best of both
sets.
---
/me sighs...many people have tried to make a usable set for this godly poke,
and thus far noone has really succeeded. Incredible base stats (nothing UNDER
80), and the crappiest movepool you may ever see. Fire type doesn't help
either. Here are some ideas.
ARCANINE @ Liechi Berry/Leftovers
Intimidate
- Extremespeed
- HP Fighting/Ground
- Howl
- Overheat/Fire Blast
Physcanine. Howl to boost attack for ES. Another sexy idea was to use ML
Umbreon to BP some Curses to Arcanine, bringing back Curse + ES Arcanine from
GSC. In that case, you might want Crunch/Iron Tail/Rest over Howl.
---
ARCANINE @ Petaya Berry/Leftovers
Flash Fire
- Fire Blast
- HP Grass
- Crunch/Sunny Day
- Extremespeed/Overheat
A special based Arcanine, with most of its power likely coming from Sunny Day
FB. Overheat couldn't hurt either, but ES is useful for Endrev and other
pokes that need a quick kill.
---
Another one of those lovely BDers that died out when the berries got shifted
to 25%. Still has some hope though, as it doesn't need the 4th move quite as
desperately as Charizard
POLIWRATH @ Salac Berry
Water Absorb
- Brick Break
- HP Rock/Ghost
- Focus Punch/Hypnosis
- Belly Drum
****old 386 standard****
It made an awesome Suicune counter back in 386, when you could get in a free
attack (not BD, obviously, because of Roar). Fighting is a pretty cool type
to use the BD boost on, Hypnosis (if it hits) is plain abusive, and Focus
Punch beats the crap out of any poke that would try to phaze you out. It had
some good stuff going for it, but the slow speed (it couldn't beat Timid Jolt
after Salac) and lack of a good second (or third) move hurt it a bit.
---
POLIWRATH @ Leftovers
Water Absorb
- Brick Break
- HP Rock/Ghost
- Focus Punch
- Substitute
It lost Belly Drum, but it still has the sexy water absorb, which gives it
basically a free switchin against most Suicune, which then leads to a free
FP. Sub helps in that regard as well against other stuff.
---
Still hot, even after all these years. Alakazam is a special CBer of sorts -
run in, throw in a quick Psychic or two, and switch back out. CMing, while
always in the moveset, tends to not help the fact that Zam is still base 55
HP. It still is a very good poke though, with two big numbers in the stats
where it matters most.
ALAKAZAM @ Lum Berry
Synchronize
- Psychic
- Fire Punch
- Calm Mind
- HP Dark/Water/Ice Punch/Thunderpunch/Recover
****FRLG Standard****
Psychic/CM is fairly obvious, Fire Punch is for Steels (Metagross/Skarm in
particular, but all steels). The last move is really the tossup. HP Dark
was used a lot in 200 play, to battle other Zams (Modest), Starmies, and
Dusclops. HP Water was also a 386 option, to give you a SE move against
Houndoom and to counter the TTars that rampaged through early 386. Ice Punch
is for non-DDed Salamence and Claydol, and Thunderpunch is for Starmie/
non-DDed Gyarados (although it doesn't OHKO). Recover is a new FRLG idea,
ever since the advent of SToss Blissey. Recover outraces SToss in terms of
damage (albeit not by much).
---
ALAKAZAM @ Lum Berry/Choice Band/Moomoo Milk
Synchronize
- Psychic
- Fire Punch/Reflect
- Calm Mind
- Knock Off/Encore/Recover/Trick
I believe that any two of an elemental punch/Knock Off/Encore is illegal, so
you probably shouldn't use it. This is just the hodgepodge of random Zam sets
that I've seen around that really don't belong with the standard. Reflect and
Recover work in tandem, but you start to have problems dealing damage, and it
doesn't help Zam survive that much longer. Trickbanding (Trickmilking) is
always there, Knock Off is a cool move, and Encore is awesome when you switch
in against Curselax and own it.
---
Severely toned down from GSC, mostly because Breloom is that much more useful
in general, as are Heracross and Metagross. It still attacks like a mofo with
the 130 base attack, but it is no longer the premiere physical attacker in
this generation.
MACHAMP @ Choice Band
Guts
- Cross Chop/Low Kick
- Earthquake
- Rock Slide
- Focus Punch/Fire Blast
Fire Blast is a comedy option for the most part. CB Focus Punch is awesome
though, it does 90ish% to Suicune and OHKOs most other things that don't
resist. Low Kick is useful if you know your opponent uses Snorlax/Steelix/
other Rock/Grounds, but in today's age of Skarmbliss (Skarmory is surprisingly
light) it loses.
---
MACHAMP @ Leftovers/Salac Berry
Guts
- Cross Chop
- Rock Slide
- Substitute
- Focus Punch/Bulk Up
Machamp certainly has the defenses to pull off a Bulk Up set, although it's a
tad slow to utilize it well. Certainly has a lot of potential though,
especially with Guts discouraging status.
---
If Venusaur is the staller, and Vileplume is the Sunnybeamer/ATer, Victreebel
is the attacker. Most known for SD/Sludge Bomb combo, but it can pull off the
Sunnybeaming just as well as Vileplume, with the same base SA stat. Very UU,
and I will once again sing the praises of the poison type.
VICTREEBEL @ Leftovers/Lum Berry/Salac Berry/Liechi Berry
Chlorophyll
- Sludge Bomb
- Swords Dance
- HP Ground/Fighting/Ghost
- Substitute/Giga Drain/Sleep Powder
Swords Dance + Sludge Bomb is sex. Sort of.
---
VICTREEBEL @ Leftovers
Chlorophyll
- Solarbeam
- Sunny Day
- HP Fire/Ice/Swords Dance/Sleep Powder
- Sludge Bomb
The nice high stat in the other attack makes for a nice dual attacker.
Sunnybeaming is still a pretty dead tactic, though.
---
The Mystery Machine X) Tentacruel is sex with tentacles. Could it get any
better? STABed Sludge Bomb, really really really high SD, surprisingly good
speed, and a cool trait in Liquid Ooze.
TENTACRUEL @ Leftovers
Liquid Ooze
- Sludge Bomb
- Hydro Pump/Surf
- Confuse Ray/Swords Dance/Ice Beam
- Mirror Coat/Substitute/HP Ground
Hydro Pump is more necessary on Tentacruel than it might be on other pokes,
base 70 SA is somewhat disappointing. Swords Dance + Sludge Bomb is very
cool, but I like the base 100 speed Confuse Ray. Ice Beam suffers from the
same low SA and isn't going to KO much, but it's worth a shot. Mirror Coat
might be a decent surprise on this attacking moveset, and Sub helps you deal
with the Dugtrio switch and Hydro Pump it instead.
---
TENTACRUEL @ Leftovers
Liquid Ooze
- Sludge Bomb/Ice Beam
- Hydro Pump/Surf
- Confuse Ray/Rapid Spin
- Haze/Mirror Coat/Safeguard
Utilitycruel. I personally like Sludge Bomb/Hydro Pump/Confuse Ray/Rapid Spin
but it's all a matter of preference. Lots of options.
---
Cool in RBY, when Hidden Power didn't exist. With the existence of HP
however, and with Grass/Ice/Water being the most commonly used HPs, Golem's
once-fabled electric immunity is now rendered almost useless. However, with
Substitute now a universal TM, Golem can have some luck subbing up and
launching Rock Blasts or Earthquakes at stuff. It doesn't get Rhydon's
Megahorn, or its Swords Dance, but it does get a cool finisher in Explosion.
GOLEM @ Leftovers/Quick Claw
Rock Head/Sturdy
- Rock Blast/HP Rock/Rock Slide
- Earthquake
- Counter/Focus Punch/Double-Edge
- Explosion
Sexy. Counter owns people who think they can EQ you to death, and Explosion
is a nice strong finisher. DE is kinda stupid with a 150 power move already,
but to each their own. The rock moves are listed in order of preference -
Rock Blast for sub breaking, HP Rock for consistent (and higher) average
damage, and RS because slow speed = no flinching. As for Quick Claw, people
often forget that it has a 25% chance of activation, which isn't bad at all -
try it out sometime.
---
GOLEM @ Leftovers
Sturdy
- Rock Blast/HP Rock/Rock Slide
- Focus Punch
- Substitute
- Roar/Earthquake/Explosion
My Rhydon set, adapted to Golem. Subpunch is fairly simple, and Rock Blast
covers the fighting resists. I use Roar as a Curselax counter, but EQ is also
useful, and I would prefer Explosion over EQ anyway to blow up on Milotics or
something. Useful stuff. Unfortunately, it doesn't get Rhydon's 404 HP to
help with the Sub, but it's still more than usable.
---
GOLEM @ Choice Band/Quick Claw
Sturdy/Rock Head
- Rock Blast/Rock Slide
- Earthquake
- Focus Punch/Double-Edge
- Explosion
Ouch.
----
It's fast, and that's about it. Rapidash is somewhat unbalanced, with good
speed and Att (with its physical moves being Return, Iron Tail, HP, and the
wonderful Bounce), and only average SA. It makes a decent Sunnybeamer, but so
do a lot of pokes, and the subpar SA makes this poke a bad candidate.
RAPIDASH @ Leftovers
Flash Fire
- Fire Blast
- Solarbeam
- Sunny Day
- Hypnosis/Overheat
Good luck with the 60% Hypnosis, you're going to need it. The only real worth
of Rapidash is taking advantage of Flash Fire and hopefully getting in a few
STABed Sunny Day'd Flash-Fire-boosted Overheats.
---
One of the best "UU" pokes there is. Slowbro is amazingly underrated as a
tank, and IMO it rivals Suicune as one of the best water types in the game.
95/110/80 in the defenses, great physical defense, and it gets Calm Mind to
help boost the SD. Also comes with a prepackaged 100 SA, two good STABed
special types, and a plethora of other useful moves. You can't really go
wrong with Slowbro.
SLOWBRO @ Leftovers
Own Tempo
- Surf
- Psychic/Ice Beam
- Calm Mind
- Rest/Substitute/Flamethrower
****FRLG Standard****
With Calm Mind and Rest, this thing is a mini-Suicune, especially with roughly
equal HP/Def for a non-legendary. Psychic is a sexy second STABed move, the
Def is covered by high base, and the SD gets boosted through Calm Mind. Some
like Flamethrower to provide a jump on Forry or Skarm, and Substitute always
works well with Calm Mind (albeit the speed hurts Slowbro here), but I prefer
a CMbro that can tank with the best of them.
---
SLOWBRO @ Leftovers
Own Tempo
- Psychic/Surf
- Counter
- Calm Mind
- Rest
Seeing as this is my moveset guide, I get to pay special attention to my own
sets. My attempt at making a beast that is hard to attack from either end of
the spectrum, with CM for special attacks and Counter (it takes tons of
physical hits, even SE ones) for the physical side. The main drawback is
being limited to one special attack, a problem that has often daunted CMcune.
I like Psychic, as it is fairly universal and not resisted by many (as
opposed to the constant Water/Grass types that Slowbro seems to run into).
Dark types suck anyway.
---
SLOWBRO @ Leftovers
Own Tempo
- Surf/Psychic
- Focus Punch
- Substitute/Yawn
- Ice Beam
Another interesting idea. Slowbro has base 75 attack to top off the rest of
those amazing stats, so Yawn/Subpunching could always work. Slow enough to
ensure a Sub against almost anything (save Shuckle), but Yawn is more
universal and in general better. Ice Beam for the inevitable Flying/Venusaur
switch.
---
SLOWBRO @ Leftovers
Own Tempo
- Surf/Psychic
- Thunder Wave
- Calm Mind
- Rest
Uh oh Tobybro is back to rule RS, except not really since Calm Mind is only a
one-stage boost
---
SLOWBRO @ Leftovers
Own Tempo
- Surf
- Calm Mind
- Yawn
- Rest
The newly dubbed "AJBro", as thought up by AJ. Yawn allows it to gather a CM
on the switch, and it acts as a phazer of sorts, although obviously not as
effective as Roar on Cune. Slowbro suffers from the same problem of relying
on one attack, but if you can force people into switching you'll have a good
chance of getting in a few Surfs. Think of it as a more attack-based version
of CMCune, relying on CMs to power up attack more than to boost .
---
Magnet Pull. This trait alone strikes fear into Skarms and Forrys, with the
ability to trap all Steel types and the SE/STABed TB to finish them off. This
is probably the major reason as to why Skarm (and spiking in general) never
COMPLETELY dominated in 200 play, where Magneton doesn't have to fear its
trapper, Dugtrio. Magneton is also very underrated as a special tank - it is
one of two pokes to resist the common Boltbeam, although it doesn't exactly
have the stats to do it well unless you focus your EVs into SD and HP (a
tactic which has been pulled off with great success by AK). Watch out for
Duggie, other Maggies, and Trace when using Magneton.
MAGNETON @ Leftovers
Magnet Pull
- Thunderbolt
- HP Fire/Grass
- Toxic/Thunder Wave
- Protect
****FRLG Standard****
Thunderbolt is a OHKO on Skarm, and HP Fire helps take care of Maggie (watch
out for EQ/Light Screen on the switch). HP Grass is a nice surprise, but
mostly a carryover from 200 days when Maggie feared Swampert more than it did
Forry. Protect is another carry-over from 200, when Maggie made a decent
Slaking counter with Protect, but more likely its crap movepool left few other
good options. Toxic/TWave is your preference - I prefer Toxic, as Protect is
fairly standard, but TWave is more universal.
---
MAGNETON @ Leftovers
Magnet Pull
- Thunderbolt
- HP Fire/Grass
- Toxic/Thunder Wave
- Metal Sound/Substitute
In a different category from the standard because it really isn't standard.
Metal Sound Maggie is used to help battle Snorlax (it resists Return/Shadow
Ball, and Metal Sound let's it put a dent in Lax's SD), Trace CM Gardevoir
(by using Metal Sound, you're forcing it to kill you), and the occasional
Blissey. I've seen people throw on Substitute as well, mostly as a counter to
*****sore but it can work against other stuff as well. An interesting idea,
but fairly limited in usefulness.
---Besides having its own item (which doubles CH percentage from 6% to 12%,
woohoo), Farfetch'd is a joke of a pokemon. It's slower than Skarmory, for
god's sake. How did the big metal bird outspeed the small little one?
FARFETCH'D @ Stick/Salac Berry/Liechi Berry
Keen Eye
- Flail
- Substitute
- Agility/HP Ghost/Aerial Ace
- Swords Dance/HP Ghost/Aerial Ace
For @ Stick, use both stat uppers (good luck getting it off). For Salac/
Liechi, boost the other stat (I'd go with SD and Salac) and choose an attack
for the last slot. Good luck, btw.
---
Rape Rape Rape!
The other sexy 200 CBer. Good speed, very good attack, two good types and
high powered STAB moves in both of them, and Quick Attack (STABed too) just in
case. It has problems with Skarm, but it can hold its own against Weezing
(Return bites when not resisted), or any of the other common physical tanks.
DODRIO @ Choice Band
Early Bird
- Return
- Drill Peck
- HP Ground/Fighting
- Quick Attack
****FRLG Standard****
Sexy. It even makes a decent switch against Sleep with Early Bird's haxish
one-turn wakeups. Choose an attack and wail away, it even puts a good 20%
dent into Skarmory even with NVE attacks. HP Ground was the 200 preference
for Metagross, but Fighting works just as well in 386 as a more universal type
and for Tyranitar. Watch out for Skarms and Sandstorms.
---
DODRIO @ Choice Band/Salac Berry/Liechi Berry
Early Bird
- Flail/Endeavor
- Substitute
- Drill Peck
- Quick Attack
Before you go off laughing at CB Subflail, it has worked before. Bring in
Dodrio, use CB Sub 4 times until you get to 1 HP, then switch out. When
Dodrio comes back in, you have a base 450 move (200 BP * 1.5 STAB * 1.5 CB)
from 100 speed. Endeavor is also another possibility with Sub which is best
paired with QA. Drill Peck helps for Ghosts, but Rocks/Steelix still pose
a problem. You could always go with Liechi/Salac, but then you run into
problems if forced to switch, which is why I like CBFlail which keeps the
extra damage (and isn't even hurt by Spikes)>
---
A bad Walrein, in almost every aspect. Completely outclassed in stats and
movepool by the other Walrus. The only real difference between the two is
Signal Beam and Perish Song, neither of which warrants extended use.
DEWGONG @ Leftovers
Thick Fat
- Surf
- Ice Beam
- Sheer Cold/Encore/Perish Song
- Horn Drill/Rest
It gets 2 OHKO moves. Whoopdeedoo. This piece of crap doesn't even get Sleep
Talk to at least try a Fish set.
As for Encore, Synre used this to some success, paired with Dugtrio (or
Trapinch). Encore the likely Thunderbolt, and switch in Dugtrio (again, or
Trapinch). With an extended Encore, you should have plenty of turns to KO
your opponent. Also, if you don't want to risk Encore ending, letting Dewgong
die and getting a free Duggy switch is also an option.
---
Another highly underrated type, and it happens to be a poison type. ^^ With
its insane HP/SD (105/100), this thing is guaranteed to survive any un-boosted
Psychic with well over 30% to spare. Nice Att too, a sexy STABed move in
Sludge Bomb, and Cursemuk plays much the same as Curselax, although with more
weaks and worse attacks. It also gets Fire Blast to take on Skarm/Forry.
MUK @ Leftovers
Sticky Hold
- Sludge Bomb
- Brick Break/Return/HP Ghost
- Curse
- Rest/Explosion
Cursemuk. Sludge Bomb is cool off base 100 Att, and it only gets better with
Curses. The second move choice is somewhat more ambigious though - do you
dislike Skarm (Brick Break), Weezing (Return), or Ghosts/Psychics (HP Ghost)
more? Rest lets it absorb status and live again, but this is somewhat less
likely with the ground weakness that is only partially defendable with Curse,
and the ever-present Psychic weakness. Explosion after a few Curses is my
preference, and it KOs almost anything that doesn't resist, and even a few
that do. Get in 3 or 4 curses, and you might OHKO Skarm.
---
MUK @ Leftovers
Sticky Hold
- Sludge Bomb
- Brick Break/Return/HP Ghost
- Fire Blast
- Explosion
As Snorlax developed alternative movesets throughout GSC that weren't so
dependent on Curse, so did Muk. Here is the mixed Muk, capable of 2-3HKOing
Skarm with Fire Blast, Sludge Bomb and another for physical attacks, and boom
as finisher. Much the same as the Return/EQ/FB/Self Destruct Snorlax lead of
GSC.
---
MUK @ Leftovers
Sticky Hold
- Sludge Bomb
- Focus Punch
- Substitute
- HP Ghost/Explosion/Fire Blast
With naturally low speed and high HP, Muk is another good candidate for
Subpunching. Like the Golem I mentioned earlier, it gets a nice out in
Explosion - if you can't FP it to death, just blow up and hope for the best.
Watch out for Ghosts.
---
Best known as the Spiker that doesn't get completely owned by Maggie, although
it is weak to TB. Cloyster is likely the most one-sided poke in FRLG - easily
exceeding 400 defense, but it can get OHKOd by almost any special attack
(Alakazam's unboosted Psychic is almost a guaranteed OHKO, and this is a
neutral attack). Cloyster is unfortanately not as great a tank as its other
spiking brethren (Forry/Skarm), due to Water/Ice not providing any physical
resistances, and in fact only adding a Rock/Fighting weak that is a potential
2-3HKO. Good for spiking and booming, but don't expect it to take many hits.
CLOYSTER @ Leftovers
Shell Armor
- Surf/Ice Beam
- Surf/Ice Beam/Explosion/Toxic/Protect
- Spikes
- Rapid Spin
****FRLG Standard****
It takes some solace in being the only real special attacking Spiker, with its
base 85 SA and decent base 70 Speed. I like Ice Beam/Explosion myself, but
any combination of the moves can work.
---
Gengar. Probably one of the most unpredictable pokes in play today, ranking
up there with the two Dragons, the Nidos, and Smeargle for most unpredictable
moveset. With an incredibly sexy movepool and unfortunately unbalanced stats,
Gengar has gone from special sweeper to CB Sludge Bomb to the now-standard
McGar. Make sure you keep a close eye on Gengar - with the ever-sexy Levitate
(immune to all but Shadow Ball from Slaking) and a huge variety of movesets,
this poke can be a beast to deal with.
GENGAR @ Leftovers
Levitate
"McGengar"
- Shadow Ball
- Focus Punch
- Substitute
- Thunderbolt
****FRLG Standard****
The now infamous McGengar. Another of those sets which can be attributed to
the great McGraw, McGar was originally crafted as a FRLG Blissey counter.
Natural immunity to SToss/Counter and Sub to prevent TWave, this thing struck
fear into many a Blissey's eyes, and it succeeded in succesfully discouraging
Slaking use for a long time.
Now, for my social commentary on McGar. Although it is a great set, it really
needs Substitute in order to do anything - Shadow Ball is fairly weak on
Gengar's 65 base stat, and the EVs that have been placed into Att require it
to sacrafice a lot on TB. It is still the ultimate Skarmbliss counter, puts a
nice dent into Suicune/Lax, and even became fairly standard on Nubbattle O).
Although it requires setup more than any other poke I know, McGar is around to
stay.
---
GENGAR @ Leftovers/Salac Berry
Levitate
- Psychic
- Thunderbolt
- HP Fire
- Explosion/Will-o-Wisp/Destiny Bond/Giga Drain
Ye old SpecialGar. Big problems with non-STABed attacks and a huge Lax
liability, but the variety combined with good speed/SA makes it a decent
special attacker. The lack of STAB is the real kicker though. It still has
potential for outstalling any Blissey not smart enough to put on a HPSA, and
you can hope for SD drops from Psychic or something :/
---
GENGAR @ Choice Band/Salac Berry
Levitate
- Shadow Ball
- Sludge Bomb
- Explosion
- Brick Break/Will-o-Wisp/Destiny Bond
Between SpecialGar and McGar, you have the transition period of ChoiceGar.
An interesting take on a poke that hadn't seen much variety in early 386 play,
Gengar packs about as much a punch on Shadow Ball/Sludge Bomb as it did with
Psychic or TB. CB Explosion did a nice deal of damage, Brick Break/Shadow
Ball have no combined weaks, and WoW/DBond are always good surprises, although
the Salac kick is often a dead giveaway for Destiny Bond.
---
GENGAR @ Leftovers
Levitate
- Perish Song
- Mean Look
- Protect
- Hypnosis/Substitute/Taunt
The newest Gengar that has seen some use today, mostly to annoy the crap out
of Blissey. ML/PSong is an old but still usable combo. Assuming you survive
the two turn setup, you're already at a 50% chance (depending on Protect) to
KO your opponent. Hypnosis adds another 60% crapshoot (although at the risk
of taking another hit and dying), the fast Substitute can act as essentially
another Protect, and Taunt stops Roar/WW from phazing you away. Gengar may
have problems surviving the setup hits, but PSong is a deadly combo that any
smart battler must always be on the lookout for.
---
Surprisingly good for a UU poke. Nice balanced stats, one of the few Psychics
that can take a physical hit or two, and sexy SD. One of the better Psychic
counters with Shadow Ball, it can also get the elemental punches and TWave as
a disabler. Insomnia can be both a blessing and a curse, since Hypno would
actually benefit from being able to Rest. Not bad for such a UU poke.
HYPNO @ Leftovers
Insomnia
- Shadow Ball/Seismic Toss
- Psychic
- Thunder Wave/Toxic
- Counter/Fire Punch/Ice Punch/Thunderpunch
Lots of variety here. I like Shadow Ball/Psychic/TWave/Fire Punch, which
makes it a good counter to other Psychics with Shadow Ball, a decent disabler,
and having some variety and special oomph with the punches. Base 73 SA really
hurt it though in the hurting-other-things department.
---
HYPNO @ Leftovers
Insomnia
- Psychic
- Toxic
- Skill Swap
- Rest
Ever face a tank that you really didn't want to Rest? Skill Swap Insomnia
onto it. A very limited moveset, and it suffers from not being able to trap
the opponent, but it's very good at what it does. If you dislike Suicune that
much, this might be a useful counter.
---
HYPNO @ Leftovers
Insomnia
- Psychic
- Fire Punch
- Calm Mind
- Substitute
Subpiggy anyone? Doesn't need HP Fire, but it suffers from lower speed and a
lower base SA to deal damage. A proven set however, and it is works.
---
Pretty bad. Incredible attack (as high as Machamp), but only non-STABed
attacks to use it on. A lack of non-STABed attacks to use it on (it gets
Return/HP). Crap HP/SA/SD. Try it if you like Hyper Cutter, but you're
better off using Pinsir or Gligar anyway.
KINGLER @ Salac Berry/Lum Berry
Hyper Cutter
- Return
- HP Ghost/Ground
- Surf
- Swords Dance
Uh huh. Surf is kinda stupid, you aren't going to be doing much damage on
base 50 SA, but it's either that or Rock Tomb. Or Metal Claw. Or HAIPAR
BEEM.
---
KINGLER @ Salac Berry
Hyper Cutter
- Flail
- HP Ghost/Ground
- Substitute
- Swords Dance
Again, good luck. Base 75 Speed isn't too bad though (although certainly not
as good as Scyther/Zangoose/Hera), so this has some potential. Actually I
lied, Kingler sucks, just wait for Krabfest at the nearest Red Lobster and
enjoy your fresh crab. Or order California rolls.
---
Fastest non-uber in the game not named Ninjask. What does that give it?
Sadly enough, not much. 80 SA isn't enough to do much, the defenses suck, and
"Fastest Explosion in the Game" isn't really worth it on base 50 attack. At
least FRLG gave it back its much-needed Thunder Wave, but other than that it
really isn't worth much any more.
At the same time, many pokes are designed to beat the base 130ers (Crobat/
Jolteon/Aero), including things like DD Gyara/Sala/TTar, Agiligross, or Salac
Sweepers. And Electrode's extra burst of speed can surprise a few people.
ELECTRODE @ Leftovers
Static
- Thunderbolt
- HP Ice/Grass
- Thunder Wave
- Explosion
Have fun. Twave is abusive, the rest isn't really. And gogo Explosion, 60%
on Blissey if you're lucky. HP Ice is much preferred to Grass here, since
you won't come close to OHKOing Swampert (maybe 70%, if you're lucky),
whereas the 140 speed is meant to put a dent in Salamence. And although it
also won't OHKO (or at least it shouldn't), you'll get the hit in.
---
ELECTRODE @ nothing
Static
- Thunder
- HP Grass
- Thief
- Explosion
Laztrode. Good luck Laz, wherever you may be.
---
ELECTRODE @ Choice Band
Static
- Return
- HP Fighting/Ground
- Explosion
- Thunder
Something I was fooling around with the other day. CB Explosion does a
decent amount of damage, but it isn't something to go out and buy a GBA for.
----
Sexy. Grass types aren't used enough, and Eggy is one of the best. Good
all-around stats, except in Speed and SD. It resists EQ/Fighting, which is
very nice, gets Leech Seed/Sleep Powder, and can always double as a
Sunnybeamer with a good STABed attack in the second type.
I would also like to take this team to try and dispel the rap that Eggy got
in RBY/GSC as having the most weaks. While stastically this may be true, for
all practical purposes it doesn't really matter.
On the physical side, you have 4x Bug, 2x Flying, 2x Poison, and 2x Ghost. If
you honestly fear Bug attacks, try any of the OTHER 385 POKES THAT RESIST THE
CRAPPY BUG TYPE. Ghost, while somewhat prominent with Shadow Ball, really
isn't that common except on normal pokes. Poison is even less common, but the
90 Sludge Bomb does warrant some consideration. Still, keep in mind that the
number of pokes that commonly use Sludge Bomb is about 2 (Venusaur and Weezing
and possibly Tentacruel/Crobat). Flying is probably the worst weakness for
Eggy.
But did I mention that Exeggutor resists Ground and Fighting attacks. With
its already good Defense, it can beat up almost any poke that relies on EQ to
do the most damage (hi Donphan, Steelix). And Fighting is more useful than
one would expect. Most Fighters nowadays have Rock Slide to counter the most
common Fighting counter, Flyers (and especially the Intimidating duo of Gyara
and Sala). But they often don't have anything for the Psychics, besides the
ocassional HP Ghost on a Breloom. What does this all mean? Eggy is underused
as a physical tank.
As for the special weaknesses. 2x Fire, 2x Ice, and 2x Dark. It also resists
Water and Psychic. Now, I will admit that weaks to Fire and Ice have fairly
substantial drawbacks, but Dark? Unless you run into the odd Crunching TTar
or the even rarer Crunching Raikou, you have nothing to fear from Dark
attacks. And in return, it makes the perfect Slowbro counter. Or even some
Cunes, at least the ones without IB. Not a bad deal.
So, after all this, we can basically cut out the Bug, Dark, and possibly the
Ghost and Poison weaknesses. So we're done from 8 (including the 4x bug) to
a more realistic 3 (at least according to the standard metagame). Not too
bad anymore is it?
EXEGGUTOR @ Leftovers
Chlorophyll
- Psychic
- Sleep Powder
- Leech Seed
- HP Grass/Fire/Explosion/Synthesis
A more tanky set, especially with Synthesis. Eggy has 95/85/65 in the
defenses - good enough to take most physical attacks, a bit weak to Fire/Ice.
Still, it plays very similar to Venusaur except with an additional Ground
resistance, but it also is much weaker on the SD side. Still a strong option
though.
---
EXEGGUTOR @ Leftovers
Chlorophyll
- Solarbeam
- Psychic/HP Fire/Ice
- Sunny Day
- HP Fire/Ice/Sleep Powder
Probably the best Sunnybeamer available. It gets Psychic in the second type,
has good enough speed to outrun stuff after Chlorphyll, and gets that sexy
125 SA to work with. Mmmmm...Donuts... Fast Sleep Powder is IMO more useful
than HP, but standard Sunnybeaming does ask for one of the two.
---
Sexy. Grass types aren't used enough, and Eggy is one of the best. Good
all-around stats, except in Speed and SD. It resists EQ/Fighting, which is
very nice, gets Leech Seed/Sleep Powder, and can always double as a
Sunnybeamer with a good STABed attack in the second type.
I would also like to take this team to try and dispel the rap that Eggy got
in RBY/GSC as having the most weaks. While stastically this may be true, for
all practical purposes it doesn't really matter.
On the physical side, you have 4x Bug, 2x Flying, 2x Poison, and 2x Ghost. If
you honestly fear Bug attacks, try any of the OTHER 385 POKES THAT RESIST THE
CRAPPY BUG TYPE. Ghost, while somewhat prominent with Shadow Ball, really
isn't that common except on normal pokes. Poison is even less common, but the
90 Sludge Bomb does warrant some consideration. Still, keep in mind that the
number of pokes that commonly use Sludge Bomb is about 2 (Venusaur and Weezing
and possibly Tentacruel/Crobat). Flying is probably the worst weakness for
Eggy.
But did I mention that Exeggutor resists Ground and Fighting attacks. With
its already good Defense, it can beat up almost any poke that relies on EQ to
do the most damage (hi Donphan, Steelix). And Fighting is more useful than
one would expect. Most Fighters nowadays have Rock Slide to counter the most
common Fighting counter, Flyers (and especially the Intimidating duo of Gyara
and Sala). But they often don't have anything for the Psychics, besides the
ocassional HP Ghost on a Breloom. What does this all mean? Eggy is underused
as a physical tank.
As for the special weaknesses. 2x Fire, 2x Ice, and 2x Dark. It also resists
Water and Psychic. Now, I will admit that weaks to Fire and Ice have fairly
substantial drawbacks, but Dark? Unless you run into the odd Crunching TTar
or the even rarer Crunching Raikou, you have nothing to fear from Dark
attacks. And in return, it makes the perfect Slowbro counter. Or even some
Cunes, at least the ones without IB. Not a bad deal.
So, after all this, we can basically cut out the Bug, Dark, and possibly the
Ghost and Poison weaknesses. So we're done from 8 (including the 4x bug) to
a more realistic 3 (at least according to the standard metagame). Not too
bad anymore is it?
EXEGGUTOR @ Leftovers
Chlorophyll
- Psychic
- Sleep Powder
- Leech Seed
- HP Grass/Fire/Explosion/Synthesis
A more tanky set, especially with Synthesis. Eggy has 95/85/65 in the
defenses - good enough to take most physical attacks, a bit weak to Fire/Ice.
Still, it plays very similar to Venusaur except with an additional Ground
resistance, but it also is much weaker on the SD side. Still a strong option
though.
---
EXEGGUTOR @ Leftovers
Chlorophyll
- Solarbeam
- Psychic/HP Fire/Ice
- Sunny Day
- HP Fire/Ice/Sleep Powder
Probably the best Sunnybeamer available. It gets Psychic in the second type,
has good enough speed to outrun stuff after Chlorphyll, and gets that sexy
125 SA to work with. Mmmmm...Donuts... Fast Sleep Powder is IMO more useful
than HP, but standard Sunnybeaming does ask for one of the two.
---
An interesting alternative, but unfortunately not that great. The Speed isn't
as high as one might expect from a karate master, the nice SD isn't so great
when you look at its HP, and the HP/Def (50/53 respectively) just blow. And I
wouldn't mind all of this, if it weren't for the fact that it is base 87
speed. Many better fighters exist. Limber is interesting though, if you can
predict TWave.
One quick note - I highly recommend Brick Break over Hi Jump Kick - you'll
never know when 90% bites you in the *** one day, and unlike FB/FT the
difference in damage isn't really that great. Think of it as more similar to
Surf/Hydro Pump, and Surf is almost a unanonymous sweep in that category.
HITMONLEE @ Salac Berry
Limber
- Focus Punch
- Reversal
- Substitute
- Rock Slide
Subpunchreversaling. Thanks to Donut for the cool set, and although I suggest
it for most fighters Donut used it first on Hitmonlee.
---
HITMONLEE @ Salac Berry
Limber
- Brick Break
- Earthquake
- Rock Slide
- Bulk Up
With Bulk Up, you might somehow hax 90% from a hit and activate Salac. Then
again, you might just die anyway. Up to you.
---
Hitmonchan
See Hitmonlee, but imagine even worse attack and worse speed. Same movepool
though, with the exception of the Elemental Punches (omg base 35 SA RUN FOR
THE HILLS) and Sky Uppercut.
---
Pretty bad :x Only decent defenses, and no attack/SA/speed to speak of.
Clefable was at least good for something. It did get Swords Dance in FRLG,
but the base 55 attack isn't exactly made for boosting. Knock Off is cool
though.
LICKITUNG @ Leftovers/nothing
Own Tempo
- Seismic Toss
- Knock Off/Thief
- Rest
- Counter/Shadow Ball
Knock Off does redeem it somewhat, but obviously is exclusive from Thief. I
like Counter, 90 HP/75 Def can let it take a hit.
---
LICKITUNG @ Leftovers
Own Tempo
- Return
- Shadow Ball
- Curse/Swords Dance
- Rest/Earthquake
Mini-Curselax, or all-out attacker. And again, base 55 attack really sucks.
---
WEEZING @ Leftovers
Levitate
- Sludge Bomb
- Fire Blast/Thunderbolt/Explosion/Rest/Destiny Bond
- Will-o-Wisp
- Haze
****FRLG Standard****
Both Will-o-Wisp and Haze are necessary, for the most part - WoW alone can't
stop repeated Attack boosts, and Haze alone can't stop repeated Normal/Rock
attacks. Fire Blast is for Skarm/Forry/Metagross, and TB is for Gyara,
although Sludge Bomb alone is usually enough to take out Gyara (pray for 30%
poison too). Explosion is a possibility, but IMO blowing up a tank isn't that
smart, and Rest is best paired with Blissey. I've seen people who use DBond,
and I can't say I like it, but it is there.
---
Underrated. FRLG gave it Swords Dance and Megahorn, and it has much sexier
overall stats than Golem. It doesn't have Explosion, but why blow up
something so cool? Special Rhydon is always an option as a joke, but
Rhydon is definitely cool. I mean _cool_.
RHYDON @ Choice Band
Rock Head
- Earthquake
- Rock Blast/HP Rock/Rock Slide
- Double-Edge/Focus Punch
- Megahorn
Sexy. Makes a nice switch on CBdrio, or something like that. Base 130 attack
with a CB and 2 strong STABed attacks does a lot of damage.
---
RHYDON @ Leftovers/Salac Berry
Rock Head
- Earthquake
- HP Rock/Rock Blast/Rock Slide
- Megahorn
- Swords Dance
If you don't like the CB. The setup kinda kills it though, watch for Suicunes
and stuff.
---
RHYDON @ Leftovers
Rock Head
- Rock Blast/HP Rock/Rock Slide
- Focus Punch
- Substitute
- Roar/Earthquake/Megahorn
Free advertisement for my set. Sub is actually really nice, put in some speed
EVs and Weezing can't touch you while you Rock Blast away. Focus Punch is
also nice for PHazing Skarm. 404 HP works well against SToss Blissey. Roar
is for Curselax, but you can use a lot of other things there.
---
RHYDON @ Leftovers
Rock Head
- Rock Blast
- Earthquake
- Counter
- Roar/Megahorn/filler
In case you didn't notice, I really like Rhydon.
---
Fairly cool for a blob of grass. The high defense is nice, it also learns
Leech Seed/Sleep Powder, which is always nice, and has some crapshoots for the
other two moves.
TANGELA @ Leftovers
Chlorophyll
- HP Grass
- Sleep Powder
- Leech Seed
- Reflect/Growth/Stun Spore/Toxic
Growth is actually pretty interesting, AJ tried it once on a UU team. I like
Reflect myself.
---
Amazing stats (total of 490 - but 40 is in SA, the stat it doesn't need, and
the rest are all above 80), yet no one seems to use it. Sad case. Base 90
speed is amazingly sexy for a Kangaroo, nice high HP, lots of potential. Cool
trait too.
KANGASKHAN @ Leftovers
Early Bird
- Return
- Shadow Ball
- Earthquake
- Rest
Early Bird cuts the resting time down to 1 turn, which is extraordinarily hot.
It suffers from not being able to boost any stats, however, and normal type
not resisting anything in particular.
---
KANGASKHAN @ Leftovers
Early Bird
- Return
- Shadow Ball
- Substitute
- Focus Punch
Kangaskhan is another interesting Subpuncher, well exceeding the sexy 404 HP
that makes SToss a 2 hit break on the sub.
---
KANGASKHAN @ Leftovers
Early Bird
- Return
- Shadow Ball
- Counter
- Rest/Earthquake/Focus Punch
That same 400+ HP also helps with Counter, especially when Kangaskhan is
already blessed with base 80 defense. Focus Punch is an idea - once you've
countered them, they might want to switch :*
---
KANGASKHAN @ Choice Band
Early Bird
- Return
- Shadow Ball
- Earthquake
- Focus Punch
Astra tells me this thing beats the crap out of the UU metagame. Hence why it
shouldn't really be UU. After all, when your defensive tanks are limited to
the likes of Aggron/Golem to resist normal and Gligar/Tangela to try and cover
everything else, you might run into problems.
----
It gets Megahorn. So does Heracross, and Hera is much better at using it.
Seaking also gets screwed over by its relatively low stats.
SEAKING @ Liechi Berry/Salac/Lum
Swift Swim
- Megahorn
- Return
- Surf/Hydro Pump
- Rain Dance
Use the Rain Dance to help boost speed, then start Megahorning things. It
also gets Swords Dance in FRLG, but getting both the speed boost and the
attack boost is asking for a bit too much.
---
Boltbeam, two sexy STABed special types, and decent enough all-around defenses
makes Starmie the best boltbeamer in the game. IMO the most interesting
Gyara/Sala counter (it survives a 1 DD HP Flying with 30% to spare), and
Natural Cure is a blessing. Has problems with Blissey and Lax, but other than
that Starmie is a monster.
STARMIE @ Leftovers
Natural Cure
- Surf/Psychic
- Thunderbolt
- Ice Beam
- Recover
****FRLG Standard****
I like Surf myself. Boltbeam is the big thing here, it survives one DD HP
Flying from both Gyara and Sal, and Recover backs up the decent defenses.
---
STARMIE @ Leftovers
Natural Cure
- Surf/Psychic
- Thunder Wave
- Confuse Ray/Rapid Spin/Ice Beam/Thunderbolt
- Recover
Deathstar has been brought back in FRLG, but it isn't much of a threat with
Blissey everywhere. If I had to choose one of the disablers, I would take
TWave, but if you like 50% hax rate feel free to choose Confuse Ray. Rapid
Spin needs to be fit into Starmie's movesets somehow, and here is as good a
place as any to do it.
---
Fast, good SD/SA, and as weak as Alakazam defensively. Basically outclassed
by Zam in almost every way, except for more unpredictability and Thunderbolt.
It makes a decent Encorer though, especially if you can Encore some special
attack and start CMing up yourself. Soundproof can be an interesting trait -
people have made teams revolving around Mr. Mime using Encore on CMcune's Roar
(after Umbreon trap of course) and CMing up.
MR. MIME @ Leftovers/Choice Band
Soundproof
- Psychic
- Substitute/Calm Mind
- Encore
- Thunder Wave/Thunderbolt/Baton Pass/Trick
The first options are another of Donut's movesets. Parashuffling of sorts,
Encore is a decent phazer if you manage to Encore something that your
opponent would not care to repeat. The rest is what most other people use.
Encore Cune's Roar and CM up to beat it in (nice if used with Mean Look), or
if you feel really insecure you could try Trickbanding.
---
It's fast. It can BP some pretty good stuff (although not as well as Ninjask,
but Scyther might catch a few people by surprise when it BPs). Also can
End/Subrev, and hope for SW hax. Scyther isn't as good as it used to be, but
it's usable. Bug/Flying is really a crap type though, weak to everything
under the sun.
SCYTHER @ Salac/Liechi/Lum Berry
Swarm
- Silver Wind/HP Bug/HP Flying
- Swords Dance/Substitute
- Agility/Substitute
- Baton Pass
BP whatever you want. SW is always haxy, if you manage to get a 10% boost you
can always pass that along as well, but I prefer HP Flying for the more
consistent damage.
---
SCYTHER @ Salac Berry
Swarm
- Reversal
- Substitute/Endure
- Swords Dance
- HP Bug
Swarm'd HP Bug with a SD or two does almost as much as the non-STABed Reversal
might. Still somewhat inferior though, any of the fighting types pull this
off better.
---
A lot like many Psychics - crap HP/Def, good SA/SD/speed. Jynx's real kicker
comes in having two sexy STABed moves and Lovely Kiss, the sixth (?) fastest
sleep move after Persian/Ninetales/Rapidash/Gengar with their 60% hax and
Jumpluff (however, Lovely Kiss' consistency would make it more valuable than
Hypnosis). Calm Mind too never hurt.
JYNX @ Leftovers/Lum Berry/Salac Berry
Oblivious
- Ice Beam
- Psychic
- Lovely Kiss
- Calm Mind
****FRLG Standard****
Sexy. If you can draw out your opponent's special tank and put it to sleep,
you can get in a few free CMs (good for, say, Jynx vs Regice). Two STABed
moves is nice, and after CM you might be able to survive a hit to activate
Salac, which would be really sexy.
---
JYNX @ Leftovers
Oblivious
- Mean Look
- Perish Song
- Lovely Kiss
- Protect
Sleeping Doom, or something like that. Pity Jynx can't really survive the
two turns needed to setup, which is supposedly why Lovely Kiss is thrown in,
but Switching sorta does a number on that.
------
Fast. Decent Skarmbliss counter, with TB and Focus Punch/Cross Chop. Pity it
has such crappy physical defense though.
ELECTABUZZ @ Leftovers
Static
- Thunderbolt
- Focus Punch/Cross Chop
- Substitute/Ice Punch
- Ice Punch/Thunder Wave/Fire Punch
Subpunch/TB/Ice Punch or TWave is the general standard for now. Still a 2HKO
on Lax and Bliss though, and getting in another Sub is tough. Cross Chop is
always there, but barring any CHs that's a 3HKO. Tough.
-------
Slightly worse off than Electabuzz, due to the worser typing and lack of a
good 4th move (Thunderpunch as a water counter is crap when it does 40% and
Surf OHKOs it back). Still an option though, Flame Body is a hot trait.
MAGMAR @ Leftovers
Flame Body
- Fire Blast
- Focus Punch/Cross Chop
- Substitute/Thunderpunch
- Thunderpunch/Confuse Ray
Higher base attack than Electabuzz, slightly lower in SA and Speed though.
And the last move is up in the air.
--------
Hyper Cutter is cool. Pinsir resists the most deadly part of the Sala/Gyara
switches (Intimidate), and with max speed it is faster than the average Sala
and Gyara. Swords Dance Rock Slide bites. It also has good enough defense to
survive at least one HP Flying from max Att Adamant Sala/Gyara, although the
SD isn't as good as Heracross.
PINSIR @ Salac Berry
Hyper Cutter
- HP Bug/Brick Break
- Rock Slide
- Earthquake
- Swords Dance
Don't laugh, Cloud9x almost beat my standard ***** team with one of these, as
it beat the crap out of my Salamence with SD Rock Slide. It fears Skarm and
Weezing, but does a pretty good number on a lot of the other phazers with HP
Bug. BB is for Blissey or someone else.
------
Wild Family Dog GO! The other other other sexy 386 CBer, although the last
moveslot leaves something to be desired. Intimidate is a nice side effect,
but don't expect to switch Tauros into things and have it live.
TAUROS @ Choice Band
Intimidate
- Return
- Earthquake
- HP Ghost
- Facade/Iron Tail/Hyper Beam
****FRLG Standard****
One of the few types where Hyper Beam is sanctioned, simply because there
aren't many other options. Facade is reactionary, Iron Tail has that 75% hit
rate (although it seems to hit more than Rock Blast's 80%) but the added
advantage of being SE on Aero, and Hyper Beam has the ever-present stall turn.
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