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Pikachu Pokemon Ultimate Training FAQ
Old 08-16-2008, 08:12 AM   #1 (permalink)
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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 Clicking them will take you through to that individual post.

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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Last edited by The Mole; 08-21-2008 at 10:48 AM.
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EV Training
Old 08-16-2008, 08:16 AM   #2 (permalink)
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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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IV Breeding
Old 08-16-2008, 08:18 AM   #3 (permalink)
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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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Last edited by The Mole; 09-03-2009 at 03:53 AM.
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Natures
Old 08-16-2008, 08:18 AM   #4 (permalink)
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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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Last edited by The Mole; 08-16-2008 at 09:29 AM.
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Pokemon Characteristics
Old 08-16-2008, 08:19 AM   #5 (permalink)
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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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Last edited by The Mole; 08-16-2008 at 08:35 AM.
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Hidden Power Breeding
Old 08-16-2008, 08:20 AM   #6 (permalink)
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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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Last edited by The Mole; 08-16-2008 at 09:47 AM.
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EV Training Spots
Old 08-16-2008, 08:25 AM   #7 (permalink)
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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 and breaks your chain. Pokeradar is a good way of stopping this from happening, and also can boost your chances of encountering shiny Pokemon. Anyway, here is a breakdown of all the best spots and exactly how many EV's gained from each time you beat one.

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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Weather/Status Effects
Old 08-16-2008, 09:48 AM   #8 (permalink)
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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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Last edited by The Mole; 08-18-2008 at 11:13 AM.
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Everything Else related to training
Old 08-16-2008, 10:26 AM   #9 (permalink)
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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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Last edited by The Mole; 08-21-2008 at 01:48 AM.
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Old 08-16-2008, 11:36 AM   #10 (permalink)
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Kool I haven't read it all yet but It proves to be helpful so far!

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Old 08-16-2008, 05:28 PM   #11 (permalink)
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Awesome guide man, kudos. Very helpful.
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Old 08-16-2008, 05:33 PM   #12 (permalink)
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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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