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#1 (permalink) |
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Punches you in the Jeans
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OK, so it's been found recently that more and more people are getting in to competitive Pokemon battling.
What I am doing here is pulling all of the best pokemon guides found here on these very forums and putting them all in one place, so it's easier for new guys to understand and get in to it. Obviously all members will be credited, as it will be their own guides and not my own If people have anything they feel would be worth adding, please shout Quick Links I've even been kind enough to provide you with quick links for the stuff you are looking for EV Training IV Breeding Natures Guide Pokemon Characteristics Guide Hidden Power Breeding EV Training Hotspots Weather/Status Effects Everything Else Related to Training Other Useful Links In this section, I am gonna add some useful links to threads on this very website, that will help you with team building Official Request a Moveset/Team posted by Outlawed Simply Q&A about Pokemon posted by Outlawed Pokemon Tiers List posted by The Mole Basic Team Building & Helpful Links posted by Laban Pokemon for Dummies posted by Sirjinx Rate My Team Guide-Lines posted by Outlawed And please, I have provided links to every member who has posted these guides in each post, how about you click through and thanks them for their help
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![]() [The Pokémon League!]|[The Battle Tent - Dare You Enter]|[I YOOTOOB] ![]() ^_^ Shuan Platinum FC: 0603 3379 9148 Last edited by The Mole; 08-21-2008 at 10:48 AM. |
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EV Training
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#2 (permalink) |
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Punches you in the Jeans
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Basics of EV training.
Ever notice when you defeat the same pokemon over and over again, and when you level up you see that you gained +4 or more in a certain stat?Well that my friends is EV training.A Pokemon can have a maximum of ''510'' EV's, and a pokemon can have up to 255 EV's in a certain stat.Now that doesn't mean if you get 255 EV's in special attack of a pokemon that it will get +255points in that stat. No no no, to get +1 in special attack, you'll need ''4'' EV's, thus allowing your pokemon to get an incredible +63 in special attack ( or other stats depending wich one you're EV training on) then it would've if it hadn't been EV trained --> 255 / 4 = ~63ev's. EV Training is fully essential to max out 2 stats, but its up to you to decide if you want to spread your EV's in all stats : all stats COULD have 85 EV's (510/6) thus getting you +21 in all stats! (85 / 4 ~21 Ev's) NOTE: 252 is the maximum effectiveness for EVs in any given stat, as the last 3 are wasted. 510 is the max, and only 508 is divisible by 4, so you have at least 2 EVs wasted. But if you plan to max two stats, 252 is maximum, and you have 6 points leftover for one stat point. this may not seem like a lot, but it could make a huge difference. for instance charizard with odd hitpoints can switch into stealth rock twice. with even hitpoints he will die on the second switch. that extra EV can change a pokes hitpoints into odd. Info provided by dr00 There are NUMEROUS factors that could speed up EV training, so I'll tell you them in category: 1)THE POWER ITEMS Power items are by far the MOST essential items to speed up EV training. It gives you a Grand Total of +4 EV's when you kill a pokemon ( excluding the EV's from the pokemon itself).So if I fought a wild Magikarp ( +1 EV in speed) , when I beat it I would get 5 EV's instead of ''1''! There, I just sped up EV training by a decent amount. Instead of killing 255 MAgikarps ( for speed only, I would only have to kill 51 !). See? That's what I call a Need for Speed. 2)THE ULTIMATE POKERUS Pokerus is a non-harmfull virus.. blah blah blah .We know! But what does it actually do? The Pokerus, believe it or not, DOUBLES the amount of EV's gained after beating 1 Pokemon. So let's go back to our good friend Magikarp ( Let's say I DON'T have the Power Item), after defeating him with my UBER caterpie, I would get 2 EV's (1 * 2 = 2). There, instead of killing 255 Magikarps, I only have to kill 127 ( Cause 252 is the last number dividable by 4 {252/4 = 63}, meaning 3 Ev's are left behind). Just put the remaining 3 EV's in that stat so you don't screw up things, so 127 * 2EV's per magikarp = 254 EV's and you are done EV Training for the speed stat. Now let's make things more funner, what if I added the power item for speed. So I'll give you the UBER equation: (( 1 EV {Magikarp} + 4 EV's {Power Item})) * 2 { From POKERUS} =10EV'S! OMG you say? Of course! That means I only have to kill 26 Magikarps to finish EV training in speed!! Do this for the other STAT (S), but defeat a different pokemon cause magikarp gives +1 speed EV's. 3)THE MACHO BRACE Yes it is very Macho, just like me! What macho Brace does is very simple, it DOUBLES the EV's you get from defeating a pokemon. Let's use magikarp again cause we all love to torture it! If you defeat ONE Magikarp, it gives you 1 EV, Macho Brace DOUBLES that to make it 2EV's ( 1 * 2 = 2 EV's) To speed things up we infect our buddy with pokerus UBER Equation: (1 EV {Magikarp}) * 2 { Macho Brace) * 2 {Pokerus} = 4 EV's from one magikarp! 4 EV's = +1 speed point. That means you only have to beat 63 Magikarps to finish your EV training in speed. OVERALL: I SUGGEST POWER ITEM {IF YOU HAVE} WITH POKERUS . 4)THE DRUGZ Yes the Vitamins that are so expensive you would kill to get your hands on. ONLY USE vitamins on UNTOUCHED EV's of a certain stat from a pokemon. So let's say you got a bagon, how many vitamins for attack should I give it? EACH vitamin gives you an amazing '10' EV's! Though you're only allowed to use vitamins untill you reach 100 EV's. So 10 vitamins ( 99990 $) should do the trick. Now you're EV training in speed, so you're only missing 155 EV's for Speed (255 - 100 = 155) Use you're best option for EV training: POWER ITEM + POKERUS combo. We know with THAT combo we will get 10 EV's per magikarp, so you only have to kill 16 Magikarps and you're done EV training for SPEED! Just a few magikarps to finish EV training, takes about 10 minutes! Basically grab an UNTOUCHED pokemon, feed it vitamins, make it have pokerus, give it the power item, and in NO TIME you'll be finished with 1 stat. Do the SAME method for the other STAT (S). 5)THE BERRIEZ What if you accidently screwed up your EV's? (Instead of HP you put them in Attack). Do not worry my friend, there are 6 Berries that REDUCE EV's by 10 EV's PER berry! Use the one that reduces HP. How to use the berries: If your Pokemon has over 100 EV's wich you want to get rid off ( let's say it had 160 EV's): First, just use ONE berry, that will AUTOMATICALLY reduce your EV's down to 100 no matter how much you have. After that, use 10 more berries since each berry reduce 10 EV's. No matter if your pokemon had 255 EV's, only 11 berries would wipe them all out. THAT'S HOW TO EV TRAIN!! Originally Posted by Rayquaza911
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![]() [The Pokémon League!]|[The Battle Tent - Dare You Enter]|[I YOOTOOB] ![]() ^_^ Shuan Platinum FC: 0603 3379 9148 |
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IV Breeding
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#3 (permalink) |
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Punches you in the Jeans
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IV Breeding
Hey all, I've promised so many peole for this and here it is. Recently I have been trying to get good IV's for pokemon and it was really hard to achieve, however, I did some research and finally found a decent way to IV breed. First Lets talk about IV points and what they are. IV points or DV points as some call them (Individual Values and Deter Values respectively) are stat points that are born with the pokemon. When an egg hatches, or when the game has a wild pokemon, it assigns the pokemon points in each stat from 0-31. As an example, lets take in mind 6 magicarps. Each MAgicarp is at lvl 1, and they all have the same nature. We then level all of them up to level hundred using rare candies. After that we notice that some magicarps are stronger than others in certain stats and that some are identical. This is the work of Iv's, the fact the their stats were different shows that they had different IV's. Now that we know what IV's actually are, lets move to how to guess what IV's a pokemon has. Besides nature, pokemon have traits called Characteristics. Characteristics vary with the pokemon and they relate to IV points directly, each characteristic can represent different IV values (explained in a later post). Now, how do I get good IV's for my pokemon? first off you have to decide on 2 things. The first being what nature you want your pokemon to be and second what stats do you care about the most. To make you understand better, I will take the pokemon Sneasel and demonstrate. I first try to get a Sneasel with the nature adamant, I must make sure that the sneasel I get is a female. Ok great, I caught a sneasel female adamant, now what? Now we take the sneasel to put an everstone on the sneasel and take it to the day care with a ditto. We keep on breeding until we get 6 sneasels with the characteristic that we want. for sneasel, I will be looking for the characterisitc "likes to Thrash About" because as you saw in the table that characteristic maybe be 31 atk IV's. Now, this is what I have, 6 Sneasels, All adamant Nature and all have the charactersitc Likes to Thrash About. The next step is playing a wi-fi lvl 100 single battle and recording the stats at lvl 100 of all the sneasels. One of them is bound to have 31 atk Ivs, you can check that by going to this stat calculator. Pokemon.Marriland.com - Ultimate Stat Calculator So now lets run through what I did: 1-) I found a female adamant sneasel. 2-) Gave it an Everstone, put it in the daycare with a ditto. 3-) Bred it until I had 6 Adamant sneasels all with the Characteristic Likes to Thrash About. 4-) Went in a lvl 100 single wi-fi battle, and recorded the stats and then saw which sneasel had 31 atk Iv's after you do those things, you repeat the same proccess but this time you try and get not 31 atk IVs but 31 spd Iv's, the corresponding characteristic is Alert to sounds, so I breed 6 adamant sneasels with alert to sounds. go to wifi lvl 100 battle and see which one has 31 spd Iv's. Remember the 31 atk Iv and the 31 Spd Iv Sneasels must both be opposite Genders. From Here I take both of them to the Daycare, give the female an everstone and keep on breeding 6 sneasels at a time and checking in wi-fi lvl 100 battles to check for the IVs. Eventually you will get a Sneasel adamant with 31 atk and Spd Iv's. I know this has alot of words but it works. Hope it Helps Originally posted by Outlawed
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![]() [The Pokémon League!]|[The Battle Tent - Dare You Enter]|[I YOOTOOB] ![]() ^_^ Shuan Platinum FC: 0603 3379 9148 Last edited by The Mole; 09-03-2009 at 03:53 AM. |
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Natures
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#4 (permalink) |
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Punches you in the Jeans
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Natures
Attack Adamant: Declines Special Attack Lonely: Declines Defence Naughty: Declines Special Defence Brave: Declines Speed Defence Bold: Declines Attack Impish: Declines Special Attack Relaxed: Declines Speed Lax: Declines SDecial Defence Sp. Attack Modest: Declines Attack Mild: Declines Defence Rash: Declines Special Defence Quiet: Declines Speed Sp. Defence Calm: Declines Attack Careful: Declines Special Attack Sassy: Declines Speed Gentle: Declines Defence Speed Jolly: Declines Special Attack Timid: Declines Attack Naive: Declines Special Defence Hasty: Declines Defence No Effect Hardy Docile Serious Bashful Quirky Orignally posted by Jima619 Just to add, by boost that means a 10% increase @ lvl 100, 10% decrease @ lvl 100 lets say we had a pokemon @ lvl 100, with 100 in every stat. If it had modest nature it's stats would be like this: HP 100 Atk 90 Def 100 SpA 110 SpD 100 Spe 100 With a neutral nature, like Docile, you would get 100 in everything This was posted by Outlawed You can also tell immediately in game what your nature boosts by the flavor of poffins it prefers.... Spicy: +Atk nature Sour: +Def nature Dry: +SPAtk nature Bitter: +SPDef nature Sweet: +Spd nature And was further expanded by Dr00
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![]() [The Pokémon League!]|[The Battle Tent - Dare You Enter]|[I YOOTOOB] ![]() ^_^ Shuan Platinum FC: 0603 3379 9148 Last edited by The Mole; 08-16-2008 at 09:29 AM. |
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Pokemon Characteristics
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#5 (permalink) |
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Punches you in the Jeans
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Pokemon Diamond & Pearl Characteristics Guide
As Pokemon has grown and developed as a game through the years, more factors have come in to play when deciding how strong a pokemon could potentially be. One of those factors was characteristics. What those do is determine your Pokemons highest IV in a certain area. If a Pokemon is give a tied highest IV (31 in Atk & 31 Spd for example) then a random characteristic is given, although it is likely to tie in with either of them 2 areas. Listed below is all characteristics and the potential IV given. NOTE: This is not an IV Guide and should be taken in that way. HP Often dozes off 1 6 11 16 21 26 31 Loves to eat 0 5 10 15 20 25 30 Likes to relax 4 9 14 19 24 29 Scatters things often 3 8 13 18 23 28 Often scatters things 2 7 12 17 22 27 ATTACK Likes to thrash about 1 6 11 16 21 26 31 Proud of its power 0 5 10 15 20 25 30 Quick tempered 4 9 14 19 24 29 Likes to fight 3 8 13 18 23 28 A little quick tempered 2 7 12 17 22 27 DEFENCE Capable of taking hits 1 6 11 16 21 26 31 Sturdy body 0 5 10 15 20 25 30 Good perseverance 4 9 14 19 24 29 Good endurance 3 8 13 18 23 28 Highly persistent 2 7 12 17 22 27 SPECIAL ATTACK Mischievous 1 6 11 16 21 26 31 Highly curious 0 5 10 15 20 25 30 Very finicky 4 9 14 19 24 29 Often lost in thought 3 8 13 18 23 28 Thoroughly cunning 2 7 12 17 22 27 SPECIAL DEFENCE Somewhat vain 1 6 11 16 21 26 31 Strong willed 0 5 10 15 20 25 30 Somewhat stubborn 4 9 14 19 24 29 Hates to lose 3 8 13 18 23 28 Strongly defiant 2 7 12 17 22 27 SPEED Alert to sounds 1 6 11 16 21 26 31 Likes to run 0 5 10 15 20 25 30 Quick to flee 4 9 14 19 24 29 Somewhat of a clown 3 8 13 18 23 28 Impetuous and silly 2 7 12 17 22 27 Originally posted by The Mole
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![]() [The Pokémon League!]|[The Battle Tent - Dare You Enter]|[I YOOTOOB] ![]() ^_^ Shuan Platinum FC: 0603 3379 9148 Last edited by The Mole; 08-16-2008 at 08:35 AM. |
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Hidden Power Breeding
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#6 (permalink) |
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Punches you in the Jeans
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Hidden Power Breeding
Hidden power – general info The base power of this move ranges from 30 to 70. It can be of any type (except normal), depending on the IV combination that your Pokémon has. In RSFRLGE, it can be either a physical attack or a special attack. It is a physical attack if its type is Fighting, Flying, Poison, Ground, Rock, Bug, Ghost or Steel; it is a special attack if its type is Fire, Water, Grass, Electric, Psychic, Ice, Dragon or Dark. In DP, there is no such complexity, since it is always a special attack. 1. Type Your Hidden Power type is determined by whether or not your IVs are even or odd. An even IV is an IV which can be divided by two without remainder, otherwise it is an odd IV. Namely: Even = IV 30, 28, 26, 24, 22, 20, 18, 16, 14, 12, 10, 8, 6, 4, 2, 0 Odd = IV 31, 29, 27, 25, 23, 21, 19, 17, 15, 13, 11, 9, 7, 5, 3, 1 The easiest way to discover the type of your Hidden Power is to start from zero, and: 1) Add 32 if the Special Defense IV is odd. 2) Add 16 if the Special Attack IV is odd. 3) Add 8 if the Speed IV is odd. 4) Add 4 if the Defense IV is odd. 5) Add 2 if the Attack IV is odd. 6) Add 1 if the HP IV is odd. Depending on the resulting number, the type of your Hidden Power can be found using the following chart: Between 0 and 4: Fighting Between 5 and 8: Flying Between 9 and 12: Poison Between 13 and 16: Ground Between 17 and 20: Rock Between 21 and 25: Bug Between 26 and 29: Ghost Between 30 and 33: Steel Between 34 and 37: Fire Between 38 and 41: Water Between 42 and 46: Grass Between 47 and 50: Electric Between 51 and 54: Psychic Between 55 and 58: Ice Between 59 and 62: Dragon 63: Dark Let's have an example: Suppose your Pokémon has the following IVs (remember, in the order HP, Attack, Defense, Special Attack, Special Defense, Speed): 11, 8, 23, 22, 31, 4 We start from zero, then add 1 because of an odd HP IV (11), add 4 because of an odd Def IV (23), and add 32 because of an odd SpDef IV (31). The answer is 37, which corresponds to Hidden Power Fire. 2. Base Power The base power of your Hidden Power can be found as follows. Start from zero. Then, for each IV, if the IV divided by two is an odd number (rounded down), i.e. IV = 31 or 30 (15), 27 or 26 (13), 23 or 22 (11), 19 or 18 (9), 15 or 14 (7), 11 or 10 (5), 7 or 6 (3), or 3 or 2 (1) then: 1) Add 32 if the IV is the Special Defense IV. 2) Add 16 if the IV is the Special Attack IV. 3) Add 8 if the IV is the Speed IV. 4) Add 4 if the IV is the Defense IV. 5) Add 2 if the IV is the Attack IV. 6) Add 1 if the IV is the HP IV. After finishing, multiply this number by 40, then divide the answer by 63, and round down. Finally, add 30 to this answer, and you have your Hidden Power base power. For example, for the IVs given earlier: 11, 8, 23, 22, 31, 4 We start from zero, then add 1 because the HP IV divided by 2 is odd (11 / 2 = 5 rounded down, which is odd), add 4 because of an the Def IV divided by 2 is odd (23 / 2 = 11 rounded down), add 16 since the SpAtk IV divided by 2 is odd (22 / 2 = 11) and add 32 since the SpDef IV divided by 2 is odd (31 / 2 = 15 rounded down). The answer is 53. Multiplying by 40 gives 2120. Dividing 2120 by 63 and rounding down, we get 33. Finally we add 30 to this, getting 63. So Hidden Power's base power would be 63 in this case. If you haven't understood a single thing from the above, you don't need to worry, since you don´t have to know how exactly the base power is calculated. The most important thing to know is that if the Special Defense, Special Attack and Speed IVs (all three) are odd numbers after being divided by two, you will always get at least base power 65. Because it is relatively easy to breed 3 IVs, these are the three IVs you should aim for when breeding for your Hidden Power. Originally posted on Smogon by Peterko There is a lot more info on the link to get to the specific Hidden Powers you are looking for, but I only wanted to provide an outlined guide to it.
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![]() [The Pokémon League!]|[The Battle Tent - Dare You Enter]|[I YOOTOOB] ![]() ^_^ Shuan Platinum FC: 0603 3379 9148 Last edited by The Mole; 08-16-2008 at 09:47 AM. |
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EV Training Spots
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#7 (permalink) |
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Punches you in the Jeans
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EV training Hot spots
These can be done one of two ways, and I will give details of both of them for and for each stat that can be levelled up. Wild Pokemon EV Training Useful way of EV training, but can often be broken by encountering Pokemon you don't really need to face, for example your speed EV training against Starly and then a stupid Bidoof shows up, it's just a hindrance HP Route: 201 Pokemon: Bidoof EV's: 1 Route: Valley Windworks Pokemon: Shellos, Bidoof EV's: Both give off 1 EV Route: 222 Pokemon: Gastrodon EV's: 2 Route: Surfing on Route 212 Pokemon: Wooper, Quagsire EV's: Wooper - 1, Quagsire - 2 Attack Route: 202 Pokemon: Shinx EV's: 1 Route: 212 Pokemon: Kricketune, Bibarel EV's: Both give off 2 Route: 208 Pokemon: Bibarel, Machop EV's: Bibarel - 2, Machop - 1 Route: Acuity Lakefront Pokemon: Snover Machoke EV's: Snover - 1, Machoke - 2 Route: Lake Valor (Super Rod needed) Pokemon: Seaking, Gyarados EV's: Both give off 2 *Route: 229 North of Resort Area (Super Rod needed) Pokemon: Gyarados (100% encounter) EV's: 2 Defence Route: Oreburgh Gate, Left of Oreburgh City Pokemon: Geodude EV's: 1 Route: Oreburgh Mine Pokemon: Geodude, Onix EV's: Both give 1 EV Route: Ruin Maniacs Cave Pokemon: Hippopotas, Geodude EV's: Both give 1 Route: Iron Island Mines Pokemon: Graveller, Onix, Steelix EV's: Graveller & Steelix - 2, Onix - 1 Route: Snowpoint Temple Pokemon: Graveller, Onix, Steelix EV's: Graveller & Steelix - 2, Onix - 1 Sp. Attack Route: 204 Pokemon: Budew EV's: 1 Route: The Old Chateau in Eterna Forest Pokemon: Ghastly, Haunter, Gengar EV's: Ghastly - 1, Haunter - 2, Gengar - 3 Route: Lost Tower on Route 209 Pokemon: Ghastly EV's: 1 Route: 229 Pokemon: Roselia, Gloom EV's: Both give off 2 Route: Resort Areas pond Pokemon: Golduck EV's: 2 Sp. Defence Route: 223 (Must be Surfing) Pokemon: Tentacruel (2) Mantyke (1) EV's: Tentacruel - 2, Mantyke - 1 It's also worth noting that Tentacool are the only other real option open for EV training in Sp. Def and these give off 1 EV per battle. They can be found in most places whilst surfing. Speed Route: 201 Pokemon: Starly EV's: 1 Route: Caves Pokemon: Zubat, Golbat EV's: Zubat - 1, Golbat - 2 Note: I've used caves as a generalisation. You find a cave and it's most likely to have Zubats/Golbats in. Route: Trophy Garden Pokemon: Pikachu, Pichu, Staravia EV's: Pikachus - 2, Pichu - 1, Staravia - 2 Route: Lost Tower South of Solaceon town. Pokemon: Zubat, Murkrow EV's: Both give off 1 Route: 228 (Surfing) Pokemon: Poliwag, Poliwhirl EV's: Poliwag - 1, Poliwhirl - 2 Route: Acuity Lakefront Pokemon: Sneasel, Meditite, Medicham EV's: Sneasel & Meditite - 1, Medicham - 2 Route: 225 Pokemon: Spearow, Fearow, Rattata, Raticate EV's: Spearow & Rattata - 1, Fearow & Raticate - 2 Vs. Seeker EV Training Personally my favourite way of EV training, it's faster, you always get the Pokemon you want and when switching to a Pokemon with Amulet Coin, you get double the money. Obviously I mention the switching because if you EV training Pokemon from Level 1, they aren't exactly going to be able to hit things at level 30-50 right now In this part, I am only going to give you the best trainer to face, what Pokemon they have, the amount of EV's given per battle and locations. HP Route: 209 (to the left of the Lost Tower) Trainer: Cow Girl Shelly Pokemon: 5 Bidoof EV's per battle: 5 EV's per battle with Pokerus & Power Item: 50 Attack Route: Cycling Road Trainer: Cyclist John (3rd Male from top) Pokemon: 2 Staraptors EV's Per Battle: 6 EV's per battle with Pokerus & Power Item: 28 Defence Route: 221 Trainer: Collector Ivan Pokemon: 3 Hippopotas EV's per battle: 3 EV's per battle with Pokerus & Power Item: 30 Sp. Attack Route: 212, just west of Pastoria City (Cut is needed) Trainer: Scientist Shaun Pokemon: 2 Alakazams EV's per battle: 6 EV's per battle with Pokerus & Power Item: 28 Sp. Defence Route: 210 (defog is needed) Trainer: Ninja Boy Davido Pokemon: 1 Dustox EV's per battle: 3 EV's per battle with Pokerus & Power Item: 14 Speed Route: 205 (leave Eterna City from the left, 2nd trainer) Trainer: Fisherman Andrew Pokemon: 6 Magikarps EV's per battle: 6 EV's per battle with Pokerus & Power Item: 60 * Thanks to Nago for pointing this out to me
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![]() [The Pokémon League!]|[The Battle Tent - Dare You Enter]|[I YOOTOOB] ![]() ^_^ Shuan Platinum FC: 0603 3379 9148 Last edited by The Mole; 08-18-2008 at 05:14 AM. |
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Weather/Status Effects
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#8 (permalink) |
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Punches you in the Jeans
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Weather Effects Rain Dance Lasts for 5 turns, with Water type moves increased in damage 50% andFire type moves decreased in damage 50%. Thunder's accuracy is now 100% and even has a 1/3 chance to hit through Detect/Protect. Moonlight, Morning Sun and Synthesis now recover 1/4th HP. Solar Beam's power is halved. Pokemon with Drizzle ability will create Rain that is permanent until changed by another weather effect with Pokemon with Forecast ability become Water type, as well as Pokemon with Swift Swim have their Speed doubled. Pokemon with Dry Skin heal 1/8th HP at the end of every turn and Pokemon with Rain Dish ability heal 1/16th HP at the end of every turn. Pokemon with Hydration heal status effects at the end of each turn this does not prevent a status effect from occuring, but heals moves used by the user (such as Rest). Sunny Day Lasts for 5 turns, Fire type moves increased in damage 50% and Water type moves decreased in damage 50%. Solarbeam now has no startup turn and hits the turn it is used and Moon Light, Morning Sun and Synthesis recover will also 2/3rd HP. In addition to this, Thunder's accuracy is halved and Pokemon cannot be frozen. Pokemon with Drought ability will create Sunny Day that is permanent until changed by another weather effect with Pokemon with Forecast ability now becoming Fire type. Pokemon with Solar Power ability lose 1/8th HP per turn, but Special Attack increases by 50% and Pokemon with Chlorophyll ability have their Speed doubled. Pokemon with Leaf Guard cannot be statused by any effect (thise does not include being Frozen, however Sunny Day prevents that normally) it does not cure any status condition already present, nor does it prevent status from moves used by the user, such as Rest Pokemon with Dry Skin ability lose 1/8th HP at the end of every turn and Pokemon with Flower Gift ability raises its own Special Attack and Special Defense by 50%. In a Doubles Battle, also raises partner's Special Attack and Special Defense 50% Hail Lasts for 5 turns and The power of moves is not affected for any type. Blizzard's accuracy becomes 100% and has a 1/3 chance to hit through protect/detect along with Moonlight, Morning Sun & Synthesis healing at 1/4th HP. Hail deals 1/16th damage to all non-Ice pokemon at the end of every turn Pokemon with Snow Warning ability will create Hail that is permanent until changed by another weather effect and Pokemon with Forecast ability become Ice type. Pokemon with Ice Body heal 1/16th HP at the end of every turn & Pokemon with Snow Cloak have their Evasion raised 20%. Sandstorm Lasts for 5 turns with the power and accuracy of moves is not affected for any type. In addition to this, all Rock pokemon's Special Defense is raised 50%, as well as Sandstorm dealing 1/16th damage to all non-Rock/Steel/Ground pokemon. Again, Moonlight, Morning Sun & Synthesis heal 1/4th HP. Pokemon with Sandstream ability will create a Sandstorm that is permanent until changed by another weather effect and Pokemon with Forecast ability do not change type. Pokemon with Sand Veil ability have their Evasion raised 20%. Further Notes about Weather Effects effects that occur "at the end of turn" in weather generally won't work on the final turn of weather. i know that Hydration does not work, but i'm not 100% positive about all the others though. you cannot use the same weather-creating move if that weather is already occuring (Rain Dance used while it is Raining will always fail, for instance) because of this, Pokemon with Dry Skin, Hydration, Rain Dish, etc. will have one turn out of every 5 where its effect does not occur. for the most part, this is minimal, but if you are using Rest on a Pokemon with Hydration, it is imperative that you keep track of the turns Cloud Nine and Air Lock just prevent the effects of weather, but does not remove the weather completely and you will still get messages at the end of every turn telling you that weather is still going. they do not prevent the accuracy loss in Fog. Status Effects Status Effects (Unless otherwise noted, Status effects only end when the user Faints) Burn (BRN): deals 12.5% damage at the end of each turn and halves the target's ATTACK; Fire-type pokÈmon and pokÈmon with Water Veil ability are immune to BRN status; pokÈmon with Heatproof ability only take 6.25% damage; Magic Guard prevents damage but not ATTACK drop Freeze (FRZ): completely immobilizes the target but allows a 25% chance to thaw every time it uses a move; using Sacred Fire or Flame Wheel or being the target of a Fire-type move automatically unthaws the target; pokÈmon with Magma Armor ability cannot be frozen; pokÈmon cannot be FRZ conditioned while Sunny Day is in effect Paralysis (PAR): target's SPEED is reduced to 25% and has a 25% of fully paralyzing the target each turn, making it unable to use a move; Limber ability pokÈmon are immune to PAR condition Poison (PSN): there are two types of PSN status: PSN and badly PSN; PSN deals 12.5% damage at the end of each turn and badly PSN increases this damage by 6.25% for each subsequent turn the target stays out; pokÈmon with Immunity ability cannot be afflicted with either PSN status; pokÈmon with Poison Heal ability instead heal 12.5% damage at the end of every turn Sleep (SLP): target sleeps for 1-4 turns except for the move Rest, which only lasts 2 turns; pokÈmon with Early Bird ability half the number of turns asleep; pokÈmon with Insomnia and Vital Spirit are immune to SLP condition; Uproar prevents SLP status for all pokÈmon in play and immediately wakes up sleeping pokÈmon Pseudo-Status Effects (Unless otherwise noted, all Pseudo-Status effects only end when the target faints or switches out) Aqua Ring: heals 6.25% HP at the end of each turn Camouflage: user's type changes according to terrain: D/P Link, Union, and Wi-Fi Battles, Main Street, Neon and Courtyard Colosseum: (Normal) Gateway Colosseum: (Water) Waterfall and Sunny Park Colosseum: (Grass) Crystal, Magma, and Stargazer Colosseum: (Rock) Sunset Colosseum: (Ground) (credit: Smogon) Charge: raises user's SPECIAL DEFENSE one stage and doubles the power of Electric-type moves used by the pokÈmon on the following turn Confusion: target has a 50% chance of attacking itself with a 40 power typeless physical attack, 25% chance to act normally and 25% chance to cure Confusion; pokÈmon with Own Tempo ability are immune to Confusion; pokÈmon with Tangled Feet ability have their SPEED raised one stage while Confused Curse (Ghost-type): user loses 50% of max HP, while opponent loses 25% of its max HP at the end of each turn Disabled: pokÈmon cannot use the Disabled move; only one move can be Disabled at a time; if the target has no legal move available, it must switch out or use Struggle Embargo: the target's item will have no effect for 5 turns Encore: the target's last move is repeated for 4-8 turns Flinch: the target Flinches and is unable to use a move for that turn Gastro Acid: negates target's ability Heal Block: opponent may not use any move that heals HP for 5 turns; items and draining moves are unaffected; this status cannot be cured by switching out Infatuation: target has a 50% chance of being Immobilized by Love, making it unable to use a move; pokÈmon with Oblivious ability and genderless pokÈmon are immune to Infatuation; genderless pokÈmon cannot cause infatuation Ingrain: target heals 6.25% HP at the end of each turn; target cannot switch out and is immune to Roar and Whirlwind Leech Seed: the target loses 12.5% HP at the end of each turn and the pokÈmon who used Leech Seed heals the same amount; the trainer who uses Leech Seed can switch freely and still gain the effects, but if the opponent faints or switches, Leech Seed is lost; Grass-type pokÈmon are immune to Leech Seed; pokÈmon with Liquid Ooze ability deal damage instead of heal Magnet Rise: pokÈmon's ability changes to Levitate for 5 turns Mud Sport: Electric-type moves decrease in power by 50% while the user is in play Nightmare: a pokÈmon under SLP condition lose 25% max HP at the end of every turn; Nightmare is cured when the sleeping pokÈmon wakes up or switches out Perish Song: every pokÈmon in play with faint in 3 turns, including the user; pokÈmon with Soundproof are immune Taunt: taunted pokÈmon can only use damaging moves for 3-5 turns Torment: tormented pokÈmon cannot use the same move two turns in a row Trapped: a trapped pokÈmon cannot switch out; Arena Trap ability traps pokÈmon except Flying-type or pokÈmon with Levitate ability; Shadow Tag ability traps all pokÈmon except another pokÈmon with Sadow Tag ability; Magnet pull ability traps Steel-type pokÈmon; moves such as Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool and Wrap trap for 2-5 turns; moves such as Block, Mean Look, and Spider Web trap pokÈmon until the user switches out Water Sport: Fire-type moves decrease in power by 50% while the user is in play Orginally posted by Dr00
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![]() [The Pokémon League!]|[The Battle Tent - Dare You Enter]|[I YOOTOOB] ![]() ^_^ Shuan Platinum FC: 0603 3379 9148 Last edited by The Mole; 08-18-2008 at 11:13 AM. |
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Everything Else related to training
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#9 (permalink) |
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Punches you in the Jeans
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Battle Hold Items
Adamant Orb: raises the power of Steel-type and Dragon-type moves by 20% when attached to Dialga Big Root: the HP gained from Absorb, Aqua Ring, Draing Punch, Drain Punch, Giga Drain, Ingrain, Leech Life, Leech Seed, and Mega Drain increases by 30% Black Belt: Fighting-type moves increase in power by 20% Black Sludge: heals 1/16 HP at the end of turn for Poison-type pokÈmon; deals 1/16 damage for all other types Blackglasses: Dark-type moves increase in power by 20% BrightPowder: raises evasion 10% Charcoal: Fire-type moves increase in power by 20% Choice Band: ATTACK increases by 150%, but only allows the use of one move Choice Scarf: SPEED increases by 150%, but only allows the use of one move Choice Specs: SPECIAL ATTACK increases by 150%, but only allows the use of one move Damp Rock: Rain Dance lasts 8 turns Deepseascale: Clamperl's SPECIAL DEFENSE is doubled Deepseatooth: Clamperl's SPECIAL ATTACK is doubled Destiny Knot: if holder becomes infatuated, so does the opponent Draco Plate: Dragon-type moves increase in power by 20%; pokÈmon with Multitype ability become Dragon-type Dragon Fang: Dragon-type moves increase in power by 20% Dread Plate: Dark-type moves increase in power by 20%; pokÈmon with Multitype ability become Dark-type Earth Plate: Ground-type moves increase in power by 20%; pokÈmon with Multitype ability become Ground-type Expert Belt: super-effective moves increase in power by 20% Fist Plate: Fighting-type moves increase in power by 20%; pokÈmon with Multitype ability become Fighting-type Flame Orb: inflicts BRN status to holder at the end of turn Flame Plate: Fire-type moves increase in power by 20%; pokÈmon with Multitype ability become Fire-type Focus Band: holder has a 10% chance to survive with 1 HP; does not work if user has only 1 HP left Focus Sash: holder always survives with 1 HP if HP is full Full Incense: holder moves last; does not change a move's priority Grip Claw: Bind, Clamp, Fire Spin, Magma Storm, Whirlpool, and Wrap always last the full 5 turns Hard Stone: Rock-type moves increase in power by 20% Heat Rock: Sunny Day lasts 8 turns Icicle Plate: Ice-type moves increase in power by 20%; pokÈmon with Multitype ability become Ice-type Icy Rock: Hail lasts 8 turns Insect Plate: Bug-type moves increase in power by 20%; pokÈmon with Multitype ability become Bug-type Iron Ball: holder's SPEED is halved; pokÈmon with Levitate ability and Flying-type pokÈmon can be hit by Ground-type moves and Toxic Spikes Iron Plate: Steel-type moves increase in power by 20%; pokÈmon with Multitype ability become Steel-type King's Rock: 10% chance to cause the opponent to flinch when using an attacking move Lagging Tail: holder moves last; does not change a move's priority Lax Incense: raises evasion 5% Leftovers: heals 1/16 HP at the end of each turn Life Orb: raises the power of all moves by 30%; user takes 10% of its max HP in recoil damage Light Ball: doubles Pikachu's ATTACK and SPECIAL ATTACK Light Clay: Reflect and Light Screen last 8 turns Lucky Punch: raises Chansey's critical-hit ratio two stages Lustrous Orb: raises the power of Water-type and Dragon-type moves by 20% when attached to Palkia Macho Brace: SPEED is halved Magnet: Electric-type moves increase in power by 20% Meadow Plate: Grass-type moves increase in power by 20%; pokÈmon with Multitype ability become Grass-type Mental Herb: cures Infatuation; single-use item Metal Coat: Steel-type moves increase in power by 20% Metal Powder: Ditto's DEFENSE and SPECIAL DEFENSE are doubled Metronome: increases the power of an attack by 10% for each turn it is used consecutively, to a maximum of +200% Mind Plate: Psychic-type moves increase in power by 20%; pokÈmon with Multitype ability become Psychic-type Miracle Seed: Grass-type moves increase in power by 20% Muscle Band: Physical moves increase in power by 10% Mystic Water: Water-type moves increase in power by 20% NeverMeltIce: Ice-type moves increase in power by 20% Odd Incense: Psychic-type moves increase in power by 20% Poison Barb: Poison-type moves increase in power by 20% Power Anklet: SPEED is halved Power Band: SPEED is halved Power Belt: SPEED is halved Power Bracer: SPEED is halved Power Herb: removes charge-up turn for Dig, Dive, Fly, Razor Wind, Skull Bash, Sky Attack and Solarbeam; single-use item Power Lens: SPEED is halved Quick Claw: user gains a 20% chance to go first; does not change a move's priority Quick Powder: Ditto's SPEED is doubled Razor Claw: raises critical-hit ratio one stage Razor Fang: 10% chance to cause the opponent to flinch when using an attacking move Rock Incense: Rock-type moves increase in power by 20% Rose Incense: Grass-type moves increase in power by 20% Scope Lens: raises critical-hit ratio one stage Sea Incense: Water-type moves increase in power by 20% Sharp Beak: Flying-type moves increase in power by 20% Shed Shell: allows user to switch out Shell Bell: heals 1/8 of damage dealt with attacking moves Silk Scarf: Normal-type moves increase in power by 20% SilverPowder: Bug-type moves increase in power by 20% Sky Plate: Flying-type moves increase in power by 20%; pokÈmon with Multitype ability become Flying-type Smooth Rock: Sandstorm lasts 8 turns Soft Sand: Ground-type moves increase in power by 20% Soul Dew: SPECIAL ATTACK and SPECIAL DEFENSE of Latios and Latias is raised by 50% Spell Tag: Ghost-type moves increase in power by 20% Splash Plate: Water-type moves increase in power by 20%; pokÈmon with Multitype become Water-type Spooky Plate: Ghost-type moves increase in power by 20%; pokÈmon with Multitype become Ghost-type Stick: raises Farfetch'd's critical-hit ratio two stage Sticky Barb: holder is dealt 12.5% damage at the end of each turn unless attacked by a contact move; deals 12.5% damage to any opponent who uses a contact move; if opponent has no item, Sticky Barb will attach after a contact move is used against the holder Stone Plate: Rock-type moves increase in power by 20%; pokÈmon with Multitype become Rock-type Thick Club: Cubone's and Marowak's ATTACK is doubled Toxic Orb: inflicts intensifying PSN status to holder at the end of each turn Toxic Plate: Poison-type moves increase in power by 20%; pokÈmon with Multitype become Poison-type TwistedSpoon: Psychic-type moves increase in power by 20% Wave Incense: Water-type moves increase in power by 20% White Herb: removes stat drop; single-use item Wide Lens: user's accuracy increases by 10% Wise Glasses: Special moves increase in power by 10% Zap Plate: Electric-type moves increase in power by 20%; pokÈmon with Multitype ability become Electric-type Zoom Lens: user's accuracy increases by 20% if the target goes first Useful Notes This is just something that would be worthwhile knowing, say when you are low kicking or Grass Knotting an opponent, you'll see how much damage is done to main culprit you'll use this on: How to Calculate Base Power Weight/Base Power Under 10kg Under 22lbs - 20 10.1kg - 25kg 22.1lbs - 55lbs - 40 25.1kg - 50kg 55.1lbs - 110lbs - 60 50.1kg - 100kg 110.1lbs - 220lbs - 80 100.1kg - 200kg 220.1lbs - 440lbs - 100 Over 200kg Over 440lbs - 120 Grass Knot Dugtrio - 60 Garchomp - 80 Gyarados - 120 Hippowdon - 120 Milotic - 100 Rhyperior - 120 Starmie - 80 Swampert - 80 Tyranitar - 120 Vaporeon - 60 Whiscash - 40 Low Kick Blissey - 60 Bronzong - 100 Forretress - 100 Heatran - 120 Jirachi - 20 Lucario - 80 Magnezone - 100 Mamoswine - 120 Metagross - 120 Scizor - 100 Skamory - 80 Snorlax - 120 Togekiss - 60 Tyranitar - 120 Weavile - 60 Orginally posted by Dr00 With Base Power Guide taken from Serebii
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![]() [The Pokémon League!]|[The Battle Tent - Dare You Enter]|[I YOOTOOB] ![]() ^_^ Shuan Platinum FC: 0603 3379 9148 Last edited by The Mole; 08-21-2008 at 01:48 AM. |
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#12 (permalink) |
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Punches you in the Jeans
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It's not just me dude, I didn't right all of it and I have credited the right people who have, in a sense, contributed to this thread
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![]() [The Pokémon League!]|[The Battle Tent - Dare You Enter]|[I YOOTOOB] ![]() ^_^ Shuan Platinum FC: 0603 3379 9148 |
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