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Kukem
Vice Captain

PostPosted: Wed Jan 16, 2008 4:11 pm


Welcome to The Pokemon League! Here you can review information on the Pokemon games that may help you develop and train a winning competitive batting team. Some players will already know most of what will be covered in this thread, but some people won't. This material can be useful for beginners and veterans alike.

I will warn you, however that this section is long and may take a lot of time to sift through. The infomation contained below is a compilation of information located in existing places. I take no credit for writing it. I have merely compiled it so that people can easily find things they need to begin competitive battling. Special thanks go out to all the men and women who have put a lot of work into creating this material. I salute them.

If you have a chance, visit these wonderful resources:
Serebii.net - http://www.serebii.net/index2.shtml

Smogon University - http://www.smogon.com/

Official Pokemon website – www.pokemon.com

Gamefaqs – Pokemon FAQS - http://www.gamefaqs.com/search/index.html?game=Pokemon

Make your own Trainer Card - Pokecharms - www.pokecharms.com/trainercards  
PostPosted: Wed Jan 16, 2008 7:11 pm


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An Advanced Guide to Competitive Battling


For use with:
Pokémon Ruby/Sapphire/Emerald,
Leaf Green/Fire Red, Colosseum, XD: Gale of Darkness
&
Pokémon Diamond and Pearl

Kukem
Vice Captain


Kukem
Vice Captain

PostPosted: Wed Jan 16, 2008 7:52 pm


Introduction

Any player who has enjoyed the 10 year success of the Pokemon games has played, replayed and crushed the trainers they have encountered in the RPGs. Is there anything left to do in Pokemon? You’re darn skippy there is! Welcome to the world of competitive battling; where players are competing head to head and testing their skills against other Pokemon fans from around the world.

Previously, the only way to play against other players was to connect using your Gameboys together or using an Internet program called NetBattle. Though NetBattle opened the doors to online competitive battling, it took the fun out of raising your own characters and competing with them. You were able to create perfect monsters and play that way. Though appealing to some players, it lacked the satisfaction of what Pokemon was about: Breeding and training your own characters to compete with to get some bragging rights.

With the advent of the DS and the Nintendo WiFi connection, we are now able to use our hard trained Pokemon and battle them over the internet with other enthusiastic players around the world. There is a problem though. Some players online have a much more in depth knowledge of the games than those who are new to the series or just play casually and want to play online. This section, along with many other site on the internet, has information that can help a new player, or even a seasoned player, be a little more prepared for the competitive battling scene. So, pull up a chair, grab a cup of coffee, tea, juice or whatever you prefer and dive into the World of Pokemon Competitive Battling. Because, let’s face it, there is nothing more satisfying than having your little digital pixel monsters kick the ever lovin’ crap out of someone else’s weaklings.

Table of Contents:

Base Stats
Individual Values/ IVs
Effort Values/ EVs
Ways to Speed Up EVs Training
Good EV Training Routes (Ruby/ Sapphire/ Emerald)
EV Pokemon for Leaf Green/ Fire Red
EV Pokemon for Diamond and Pearl
Natures
Area Effects
Status Effects
Job Classes
Move Variety
Special/Physical and Other Move Types
PostPosted: Thu Jan 17, 2008 5:33 am


Base Stats

Base Stats are a Pokemon's set statistics values. They're a Pokemon's frame, the reason why some are strong and some are not, why Linoone has poor defence but strong speed. There is one for each stat (HP, Attack, Defense, Speed, Special Attack, and Special Defence.) You cannot change them. The average is about 85, but the range is enormous.

This is the reason behind why some Pokemon have strong stats, and some are weak no matter how many vitamins and experience you pump into it. This is also the reason for the competitive battling Tiers that are listed later on.

Individual Values/IVs

Individual Values are what makes the stats of all Pokemon different. They give Pokemon their "individuality", hence the name Individual Value, or shortened as IV. Wild Pokemon's IVs are random, although once you catch them you cannot change them. Traded Pokemon from in game trainers (NPCs) also have random IVs.

Pokemon that are traded from real people will have the same IVs as when they originally caught them. There's no way to change a Pokemon’s IVs. IVs have a value of 0-31 in each stat, 31 being the best. So, you would want to try and have the highest IVs possible in every stat, in most cases. IVs are also sometimes known as dynamic values or DVs.

“How can I tell what my IVs are?”
You can't. That's why it's a "hidden" value. There has been a program written by a Pokemon website that can determine IV values and can be found at this weblink:
http://www.serebii.net/games/iv-calcdp.shtml

“What about eggs? If I keep restarting before an egg hatches, will its IVs be reset?”
No. An egg's IVs are preset when you get it.

Kukem
Vice Captain


Kukem
Vice Captain

PostPosted: Thu Jan 17, 2008 5:01 pm


Effort Values/EVs

So, two things have been explained. Now you understand about IVs and Base Stats. Are you wondering if there are other ways to enhance your stats? The answer is obviously, yes, otherwise this section wouldn't be here.

Effort Values, or EVs, are something that has drastically changed the Pokemon metagame. In previous games, they were known as "Stat Experience", and were gained whenever you battled, which is why Rare Candying your Pokemon was bad. You could gain max stats easily, using vitamins on all your stats, etc. It all increased your Pokemon's stat exp., and thus you'd have higher stats.

In R/S/E, Leaf Green/Fire Red, and Diamond and Pearl, there are caps to how much stat exp can be gained, and how many per stat. But first, let's go a bit more in depth to what this stat exp is.

EVs are gained by battling Pokemon. Any Pokemon will do, it doesn't matter if it is wild, a trainer Pokemon, or your friend's found in their secret base. They all give EVs. Like IVs, there is a value for every stat. And again like IVs, the more you have, the stronger your Pokemon is. 4 EVs gained in one stat = one stat point. That may not seem like much, but when you have 252 EVs, that a full 64 stat points to the target stat! Just keep fighting certain Pokemon to get it. (a list of good Pokemon to battle will follow this section)

When I say certain Pokemon, I mean ones that carry the EVs you want. Each Pokemon gives you a certain kind of EV. Usually, a higher evolution Pokemon have more EV points than lower ones. Every Pokemon has at least one though. Each Pokemon give different kinds of EVs, such as a Poochyena gives 1 Attack EV, while a Mightyena gives 2 Attack EVs. The most a Pokemon can give you is 3.

So, to get strong, you keep battling. So the more you battle, the stronger you get, right? Well, the answer is both yes and no. It is true that the more you battle, the more EVs you get thus you have higher stats. But there are also caps. The highest amount of EVs that you can ever get is 510. The most per stat is 255. But then stats don't increase after 252, so usually you would stop at that point.

You can split the EVs in any way that you want. However, if you just dish out EVs sloppily, they won't help much. This is where the roles of Pokemon come in. For example, if you have a physical sweeper, you would want to have high Attack EVs and Speed EVs so that it would efficient in attacking first and finishing the opponent before they have a chance to retaliate with an attack of their own. Since you'll be doing all this sweeping, Defence EVs wouldn't really be your concern since the opponent won't really hit you very often.

This is the main reason why people like to use either a physical sweeper or a special sweeper. If a mixed sweeper is used, then you must give EVs in both the attack and special attack stats, but then it would be too slow to attack. There is also personalities that you want to consider. (Good lord this is getting complex, huh?) Subtracting defence for an attack stat wouldn't be too wise because you would want your Pokemon to at least take a hit. This is why it is wiser to use Pokemon using only physical attacks or special attacks.

“What if I send out a Pokemon and switch it while raising levels?”
If you switch, then all the Pokemon who participated gain EVs as if it were the only one battling. So in other words, all the Pokemon will have gotten full EVs.

Now, all you need to learn is to EV train. You can go peeking through tall grass trying to find certain Pokemon with certain EVs, or, you can find specific training areas in which you can find many Pokemon that give a certain type of EV.
PostPosted: Thu Jan 17, 2008 5:06 pm


Ways to Speed Up EVs Training

Yes there are, and they're not really hard to get (well some of them). The items or events below affect EVs Training in some way.

a) Macho Brace

The game does not tell you what the Macho Brace is for, besides the fact that it halves the wearer's Speed. That can't be all that it does, since it will make the Macho Brace useless. In fact, the wearer will gain double whatever EVs it gets. Defeating a Taillow while wearing a Macho Brace will give you 2 Speed EVs (Taillow originally gives 1 Speed EV). If your Pokémon is at a high level and won't be affected by the huge Speed decrease, then please use this great item!

b) EXP. SHARE

As you all know, the wearer of EXP. SHARE gets half of the experience while not in battle. Also, the wearer will get EVs, not half, but full. If your Jolteon faints a Taillow and your Zigzagoon (that was never in battle) has EXP. SHARE attached, then both Jolteon and Taillow gains 1 EV. This is a good way to train up weak Pokémon both experience-wise and EV-wise. The Power Items in Diamond and Pearl also work in the same was as the Macho Brace, but they each focus on specific stats, instead of doubling EVs in any stats. These Power Items can be obtained in the Battle Park in exchange for Battle Points won in the Battle Tower.

c) The PokéRUS

If you haven't heard of this before, the PokéRUS doubles the EVs received, just like the Macho Brace. This is good, but the PokéRUS is random whether or not it will infect one of your Pokémon. If you're lucky enough to have it, then it will infect your whole party. The PokéRUS will go away, so if you want to keep it so that it could infect new Pokémon, put one infected Pokémon in a box, since the PokéRUS doesn't go away if the infected Pokémon is in a box. (but does go away if withdrawn after an extended period of time) When you want to infect a new Pokémon, withdraw the infected Pokémon and when it infects your party, put it in a box again. Note that a Pokémon that has been infected by the PokéRUS will not get PokéRUS again, since its Memory T Cells will ensure that (okay, the game’s code actually keeps track of that).

Kukem
Vice Captain


Kukem
Vice Captain

PostPosted: Fri Jan 18, 2008 4:31 am


Good EV Training Routes (Ruby/ Sapphire/ Emerald)

Attack EVs: Any area with a Poochyena (1), East of Mauville - Use the Super Rod to fish for Sharpedo(2) and Carvanha(1) OR if you have the Sapphire version, Mt. Pyre in which you find mostly Shuppets(1).

HP: The Tunnel connecting Rustboro and Verdanturf town contains only Whismur(1). Marill(2) on route 117 while Surfing is good too.

Defence: On every Dive route, you can find Clamperl(1).

Speed: On the route East of Mauville, you'll find Wingull(1) and Zigzagoon(1), Linoone(2) and Manectric(2), or Zubat (1)

Special Attack: Route 113 has a bunch of Spindas(1). Don't fight the Sandshrew and Skarmory though.

Special Defence: Tentacool and Tentacruel give 1 and 2 Sp Def points respectively. Just about any Surf place has them as well as the Abandoned Ship.

EV Pokemon for Leaf Green/ Fire Red

HP – Caterpie (1 ev), Jigglypuff (2 evs)
Attack – Mankey/ Krabby (1 ev), Gyarados (2 evs)
Defense – Geodude (1 ev), Metapod (2 evs)
Special Attack – Gastly (1 ev), Haunter (2 evs)
Special Defense – Tentacool (1 ev), Hypno (2 evs)
Speed – Rattata/ Magikarp/ Zubat (1 ev), Dugtrio/ Poliwhirl (2 evs)

EV Pokemon for Diamond and Pearl

HP – Bidoof (1ev), Shellos (1ev)
Attack – Shinx (1ev), Bibarel (2evs)
Defense – Geodude (1ev)
Special Attack – Gastly (1 ev), Budew (1ev)
Special Defense – Tentacool (1 ev), Tentacruel (2evs)
Speed – Zubat (1 ev), Starly (1ev), Golbat (2evs)

“Do Rare Candies lower my stats?”
No. They just accelerate you to the next level without gaining EVs which is why Rare Candy trained Pokemon are generally weaker. After all EV training is complete, using Rare Candies is a great way to get to Level 100 fast.

“Is there any way to tell my EVs?”
No, you have to keep track manually, except when it's maxed. When you think your Pokemon has the 510 max EVs, go to Slateport city (in R/S/E). Next to the Energy Guru(AKA the Vitamin Man), there will be a lady. In Dimanond and Peral, When your EVs are maxed for one Pokemon, she'll give you the Effort Ribbon for the EV trained Pokemon.
PostPosted: Fri Jan 18, 2008 4:45 am


Natures

Many people ask if there's actually a point in natures. Well, the answer is yes. Unlike the complicated EVs and IVs, natures' concept is quite simple. Each nature will either increase a stat by 10% and drop another by 10%, or not affect a Pokemon's stats at all.

This has influenced EV splitting greatly. If you choose one attack stat, it will not matter that the other one is dropped by 10%.

This is organized so that it'll be easy to read. The order will always be +Att, +Def, +Spd, +Sp Att, then +Sp Def with one missing (since that has to be the negative). They are organized by - so it'll be easier for those who do not split EVs.

List of Natures

Adamant: +Att -Sp Att
Impish: +Def -Sp Att
Jolly: +Spd -Sp Att
Careful: +Sp Def -Sp Att

Bold: +Def -Att
Timid: +Spd -Att
Modest: +Sp Att -Att
Calm: +Sp Def -Att

Hardy: EQUAL
Docile: EQUAL
Serious: EQUAL
Bashful: EQUAL
Quirky: EQUAL

Lonely: +Att -Def
Hasty: +Spd -Def
Mild: +Sp Att -Def
Gentle: +Sp Def -Def

Brave: +Att -Spd
Relaxed: +Def -Spd
Quiet: +Sp Att -Spd
Sassy: +Sp Def -Spd

Naughty: +Att -Sp Def
Lax: +Def -Sp Def
Naive: +Spd -Sp Def
Rash: +Sp Att -Sp Def

Kukem
Vice Captain


Kukem
Vice Captain

PostPosted: Fri Jan 18, 2008 4:53 am


Area Effects

Area Effects affect the game greatly. They can increase the power of certain types of moves, decrease it, power up healing moves, prevent certain situations to happen, or even do damage. There are 8 moves that inflict Area Effects. They are a) Sunny Day, b) Rain Dance, c) Sandstorm, d) Hail, e) Mist, f) Spikes, g) Toxic Spikes, h) Stealth Rock and the non-move i) Fog .

a) Sunny Day
Using Sunny Day will:
-Give a 1.5x boost to all Fire Attacks
-Decrease all Water Attacks by half
-Solarbeam requires no charge
-Thunder’s accuracy is reduced to 50%
-The Status Effect "Freeze" cannot be inflicted
-The power of Moonlight, Morning Sun, and Synthesis is doubled
-Pokémon with the Ability "Chlorophyll" has doubled Speed
- Pokémon with the Ability “Dry Skin” Taker double damage from fire attacks and lose HP each turn.
- Pokémon with the Ability “Leaf Guard” are protected from Status Conditions.
- Pokémon with the Ability “Solar Power” have their Special Attack stat increased but their HP lowered.
-The type of the attack "Weatherball" changes to Fire
- The hold item “Heat Rock” Prolongs Sunny Day
-The last Area Effect is overridden

b) Rain Dance
Using Rain Dance will:
-Give a 1.5 boost to all Water Attacks
-Decrease all Fire Attacks by half
-Solarbeam's power is reduced in half
-Thunder has 100% accuracy and will break through Protect and Detect 25% of the time.
-The power of Moonlight, Morning Sun, and Synthesis is halved
-Pokémon with the Ability "Swift Swim" has doubled Speed
-Pokémon with the Ability "Rain Dish" recovers HP every turn
- Pokémon with the Ability “Dry Skin” recover Hp every turn and ¼ their HP when hit by water attacks.
- Pokémon with the Ability “Hydration” are cured from status conditions.
-The type of the attack "Weatherball" changes to Water
- The hold item “Damp Rock” Prolongs Rain Dance
-The last Area Effect is overridden

c) Sandstorm
Using Sandstorm will:
-Thunder hits half the time.
- Solar Beam’s power is reduced.
-Synthesis, Moonlight & Morning Sun heals 25% of the user’s HP.
-Hurt all Pokémon on field that are not Rock, Ground, and/or Steel
-The type of the attack "Weatherball" changes to Rock
- Pokemon with “Sand Veil” has their evasion raised by 20%
- Tyrannitar’s Special Defence Stat is increased due to it’s Sandstream ability.
- The hold item “Smooth Rock” Prolongs Sandstorm.
-The last Area Effect is overridden

d) Hail
Using Hail will:
-Hurt all Pokémon on the field that are not Ice
- Pokémon with the Ability “Ice Body” have 1/16th of their HP recovered each turn.
- Pokémon with the Ability “Snow Cloak” have their evasion boosted by 20%.
-The type of the attack "Weatherball" changes to Ice
- The hold item “Icy Rock” Prolongs Hail
-The last Area Effect is overridden

e) Mist
Using Mist will:
-Prevent all Status Changes
-The last Area Effect is overridden

f) Spikes
Using Spikes will:
-Hurt your opponent on switch-ins.
-Can be used up to three times, will not change current Area Effect
-One spikes will take away 1/12 of the opponent's HP on switch-ins, two will take away 1/8, and three will take away ¼
-Does not affect Flying Pokemon or Pokemon that have the Levitate ability.
-Will stay indefinitely unless "Rapid Spin" is used

g) Toxic Spikes
Using Toxic Spikes will:
-Hurt your opponent on switch-ins by inflicting poison.
-Can be used up to three times, will not change current Area Effect
-One spikes will cause poison equal to a normal poisoning, two spikes will inflict Toxic poison that progressively gets worse.
-Does not affect Flying, Poison and Steel Type Pokemon or Pokemon that have the Levitate ability.
-Will stay indefinitely unless "Rapid Spin" is used or the Opponent sends out a Poison Type Pokemon.

h) Stealth Rock
Using Stealth Rock will:
-Hurt your opponent on switch-ins. The attack is a Rock type so the damage is based off of the type weakness chart.
-Will not change current Area Effect
-Not layer dependant.
-Will stay indefinitely unless "Rapid Spin" or “Defog” is used

i) Fog
As of yet, Fog cannot be activated. It only appears in-game.
-Affects the battling Pokemon’s accuracy.
-Will stay indefinitely unless "Defog" is used

Remember, if your Pokémon uses one of those moves listed above, then you should be more careful about what the Area Effect is. These Area Effects will play a larger role in battling when you get used to them.
PostPosted: Fri Jan 18, 2008 5:00 am


Status Effects

Remember how Ice Punch's special effect was a 10% of inflicting the Freeze status to your opponent? Besides Faint, there are five Status Effects: Freeze, Burn, Sleep, Paralyze, and Poison.
Status Effects stays with that Pokémon even if it switches out, so beware of these effects. Note that while you are inflicted with one Status Effect, your opponent cannot inflict another Status Effect on you.

a) Freeze

When you have the Freeze status, you cannot attack at all and you have to wait until you defrost or use certain moves to defrost yourself. Other Pokémon (opponent or friendly) can also defrost you, and certain items when attached can defrost you. If Sunny Day is in play, you cannot get Freeze inflicted upon you. Also, switching to a Pokémon, use Sunny Day, then switch back to the frozen Pokémon, you will become defrosted. If Fire Spin, Flame Wheel, or Sacred Fire is used by the frozen Pokémon or its opponent, then the frozen Pokémon will be defrosted. If you have another Pokémon in your party that knows Heal Bell or Aromatherapy, then you can switch to that Pokémon, use that move, and your frozen Pokémon will be defrosted. This is the worse Status Effect since there is little you can do to become defrosted. Having an Aspear Berry, or Lum Berry attached will cure this Status Effect.

b) Burn

When you have the Burn status, your Attack halves and you lose HP every round. This is a bad thing, since Pokémon that rely heavily on Physical Attacks will not perform well at all. However, curing the Burn status is much easier. As with the above, Heal Bell and Aromatherapy will work, but the burned Pokémon can use it too since unlike the Freeze status, burned Pokémon can still use moves. The move Refresh rids the user of Burn, Paralyze, and Sleep (in special conditions). Also, using Rest would change you Status Effect to Sleep and you no longer be burned. Information on the move "Rest" will be provided later on. Note that you cannot use Refresh or Rest with the Freeze status because you cannot move. Burn does not have duration, so you cannot wait it out. Having a Rawst Berry, or Lum Berry attached will cure this Status Effect.

c) Sleep

Note: You can use the move "Rest" to inflict the Sleep Status Effect upon yourself.

When you have the Sleep status, you go to sleep and cannot use most moves. Just like the Freeze status, it is random how long you will be sleeping for, but you'll be asleep for at least 2 turns and the most 5 turns. There are two moves that you can use while sleeping. They are: Sleep Talk and Snore. Sleep Talk randomly uses a move in your moveset besides Sleep Talk and you will use it while being asleep. Snore (type: Normal) has a base power of 60. By using Sleep Talk, you can Sleep Talk Heal Bell and Aromatherapy to get rid of the Sleep Status Effect, but you cannot use those moves directly. Having a Chesto Berry or Lum Berry attached will cure this Status Effect.

d) Paralyze

When you have the Paralyze status, you have a one in four chances of being "fully paralyzed" and not attack. Paralysis cuts your Pokémon's speed to 25% of its original speed, probably ensuring that you'll attack second! Just as above, you can use Heal Bell, Aromatherapy, Refresh, or Rest to get rid of this Status Effect. Paralysis doesn't have duration, so you cannot wait it out. Having Cheri Berry, or Lum Berry attached will cure this Status Effect.

e) Poison

Note: Pokémon that are Steel type or has Poison as (one of) its type(s) cannot be poisoned except by the move "Twinneedle."

This one splits into two categories: being poisoned or badly poisoned. Besides Poisonpowder, there are moves that have a chance of inflicting the status Poison. This type of Poison is only normal Poison, and will steadily decrease your HP every round. If you are poisoned by the move "Toxic," then you are inflicted with Toxic Poison, just it will still show up as the Status Effect Poison. This type of Poison is deadly since you lose more HP for every round you've been poisoned! Even if you switch out, the count does not reset, but you do not lose HP if you are switched out. Just as above, you can use Heal Bell, Aromatherapy, Refresh, or Rest to get rid of this Status Effect. Having Pecha Berry, or Lum Berry attached will cure this Status Effect.

Kukem
Vice Captain


Kukem
Vice Captain

PostPosted: Fri Jan 18, 2008 5:06 am


Job System

The Job System depends on a Pokémon's moveset. Some Pokémon can only do (or be proficient at) certain jobs, depending on its type and stats. Also, I will start referencing "Base Stats" of Pokémon. If you remember, "Base Stats" are not the stats of a Pokémon at a level, but it is rather an average ratio used for comparison purposes. I will try to define all of the terminology as well.

1) Physical Sweeper - Physical Sweepers are called so because these Pokémon literally "sweeps," meaning they take down many Pokémon. As you can guess, Physical Sweepers use Physical Attacks efficiently. A good Sweeper would be able to take down at least two Pokémon before fainting.

2) Special Sweeper - Special Sweepers is another Sweeper that uses Special Attacks.

3) Mixed Sweeper - Mixed Sweeper is merely a Sweeper that uses both Physical and Special Attacks. There aren't many of these, since it is better to specialize in either Physical or Special.

4) Hazer - A Hazer is a Pokémon that uses Haze. Since Haze is such an important move, there are Pokémon that are designated to do this job. Of course, a Hazer can't just Haze; it needs to have other jobs as well. Hazers are usually Tankers or Walls (more about this later), or Pokémon that can stall for a long time. This is because it needs to Haze many times if your opponent keeps Swords Dancing.

5) Pseudo-Hazer (PHazer) - A PHazer is a Pokémon that usually uses Roar or Whirlwind to force switching. There are other exceptions, but that will be explained later. PHazers are very similar to Hazers, but they are more popular because many Pokémon learn Roar.

6) Physical Tanks - If you guessed it, Physical Tanks are intended to take damage. These can also deal damage, but by rather indirect moves with a possible addition of one damaging move that does not have to deal a lot of damage. Usually, it's Toxic or Will-O-Wisp plus Rest or Recover on a Pokémon with a very high Defense

7) Special Tanks - Of course, Special Tanks are the Special version of Physical Tanks.

8 ) Walls - Of course there aren't many Mixed Tanks. Why? Their Defense and Special Defense stat is so high that they have no Attack or Special Attack at all! Of course, I'm talking about Shuckle, and for the sake of simplicity, let's just focus on Walls. Walls are like Tanks, but they are not expected to faint their opponents in any way. However, they are expected to take more hits than Tanks, so this job is for people who like to take their battles slow and steady.

9) Cleric (Healer) - Clerics use Heal Bell or Aromatherapy to rid its team of Status Effects. These are very helpful if you encounter an opponent that tries to Paralyze your team to death, or if you have a Sleeping Pokémon on your team because it used Rest. Clerics are, as predicted, good tankers, so they can keep healing the party. Of course, one great Cleric is Blissey (who is also the number one Special Wall).

10) Annoyer/Staller/Drainer - Annoyers annoy the daylights out of most people, using Double Team, Confuse Ray, Thunder Wave, Attract, and Rest as some popular annoying moves. Unlike Tanks and Walls, Annoyers don't absorb hits--they evade or try to make their opponents not able to attack. Sometimes, Heal Bell and Roar can send Annoyers packing. Sometimes, Annoyers are unstoppable after many Status Changes. Annoyers and Drainers are together because most Annoyers find a way to replenish their HP, and it's usually from Leech Seed, Mega Drain, or Giga Drain. Yes, Mega Drain is an effective move if used right.

11) Baton Passer - A Baton Passer uses Baton Pass. Usually BP stands for Baton Pass and BP'er stands for Baton Passer. A BP chain includes two or more Pokémon Baton Passing different Status Changes and finally Baton Passing to a nearly indestructible Pokémon. However, a BP chain should be aware of Hazing and Pseudo-Hazing.
PostPosted: Fri Jan 18, 2008 5:13 am


Move Variety

It is recommended that you vary your moves. If you do this, you will get more coverage, meaning you will hit more Pokémon with super-effective attacks and less Pokémon with not very effective attacks. If your Charmander was fighting a Dratini (type: Dragon) and all Charmander have are Fire attacks, then they will be very weak against Dratini! Let's say you teach your Charmander Body Slam (type: Normal). This way, you have an attack that deals normal damage against Dratini instead of not very effective damage. The point is, one Fire move is enough. If you meet a Grass Pokémon, you only need one Fire attack, not four. The more variable your Pokemon’s moves are, the more cumulative damage output it has against the 17 different types of Pokemon you will encounter.

Special/Physical and Other Move Types

In the past few games, the strength of the Pokémon's attack is dependent on either its Physical Attack or Special Attack and their defense against attacks with Physical Defense and Special Defense. The Physical and Special aspects were determined by type.

Physical attacks in RSELGFR all were Normal, Fighting, Flying, Poison, Ground, Rock, Ghost, Bug & Steel.
The Special attacks were Water, Fire, Grass, Electric, Psychic, Ice, Dragon & Dark.

With the Release of Diamond and Pearl, the introduction of the Physical/ Special split and Other Move types were introduced. The type of attack is now not dependant of type alone, the classification of each attack and what stats it affects on both your Pokémon and the opponent Pokémon, is determined from the attack itself.

Previously, there was no actual way to tell if the attacks were Physical or if they were Special, except through the use of Guides and Websites. However with this massive change, now when you check the Pokémon's attack in the Status Screen, it will give you the classification including an icon to help determine this.

Physical Attacks – Physical attacks use the Attack stat and are depicted by a red icon with an orange asterisk in the middle. The Physical Attack affects the Defense stat of the opponent and the damage done by the attack is determined using the defense stat of the defending Pokemon. Thunderpunch is a good example of a Physical attack that used to be a special attack.

Special Attacks – Special attacks use the Special Attack stat and are depicted by a purple icon with white rings in the center. The Special Attack affects the Special Defense of the opponent and the damage done by the attacker’s move is determined using the Special Defense of the defending Pokemon. Shadow Ball is a good example of a Special attack that used to be a physical attack.

Other - is where the attacks that do not actually cause damage based on any of the stats (such as Spikes, SonicBoom etc.) or that do any damage at all (such as Tail Whip, Covet etc.)

The Physical/ Special Split has turned the battling community upside down as some Pokemon have been severely altered in their effectiveness due to this new development.

Kukem
Vice Captain

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