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Old 01-22-2009, 05:44 PM   #1
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Aura's Ultimate guide of Pokemon


So you beat the Elite 4. Now you think you're a pokemon God. But wait.....when you tried beating another team you got 6-0'd. Is he a hacker?'re just a noob. But don't worry. This Guide will help you. I'll go over everything, all you need is the attention span to read the whole thing.

Table of Contents

1. IVs
  • Estimation
  • The Battle Frontier IV guy (only in E)
  • IV calculator
  • Wi-Fi IV battles (DP only)
  • Natures
  • The Flame Body Factor
  • The Ditto Factor
  • Egg Moves
  • Hatching Methods
2. EVing
  • How do you EV train?
  • The items
  • What about the vitamins? Protein, Zinc, etc.
  • PKRS
3. Research
  • Clauses
  • Types of Battles
  • Tiers
  • Moves
  • Items
  • Pokemon And Leads
  • Battles
4. Sources And Credits
  • Download Shoddy
  • Pokedex
  • Strategic Movesets
  • Trainer's Guide
  • Pokemon Battle Roles
  • IV Calculator
  • Damage Calculator
  • EV Table
  • Priority
  • Stats Guide
  • Natures
  • Hidden-power
  • Maximizing your defenses
  • OU Speed Tiers
  • Team Builder
If you need to get to a section then CTRL F is your friend.

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Old 01-22-2009, 05:45 PM   #2
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IV's affect how your stats will grow, other then natures, they affect much more greatly. The way to calculate your IV's in each stat is to go on Serebii and use thier IV D/P calculator. If your stat has 31, then it is awesome. They can't change but they're still great. If you want to beat that guy you better force your pokemon to have your kids.

How to discover the IVs of your Pokémon
You might think that the IVs of a Pokémon can be found rather easily among that particular Pokémon's stats. The truth is, the game conceals the IVs of your Pokémon, and rather well at that. So how can we discover the IVs of our Pokémon?
1. Estimation
When you breed a Pokémon and the egg hatches, the Pokémon will hatch at Level 5. (In DP, it hatches at Level 1. To make it Level 5, give it 4 Rare Candies.) Even at this low level, you can have a rough estimate of your IVs by looking at the babies’ stats if you know the base stats of that Pokémon.

First of all, let a be the base stat without its last digit, and b be the last digit of this base stat. For example, if the base stat is 105, then a = 10 and b = 5.

Now, at Level 5, if a particular stat is unaffected by the Pokémon's nature, that stat always has the following minimum and maximum numbers:

If the stat is not HP:
Minimum stat is a + 5
Maximum stat is a + 6, if b is between 0 and 4
Maximum stat is a + 7, if b is between 5 and 9If the stat is HP
Minimum stat is a + 15
Maximum stat is a + 16, if b is between 0 and 4
Maximum stat is a + 17, if b is between 5 and 9If the stat is boosted by the Pokémon's nature and the stats above has more than one digit, add the first digit of that stat to it. For example, if the minimum stat calculated above is 8, then it stays 8. If, however, it is 16, add 1 (the first digit of 16) to 16, becoming 17.

If the stat is hindered by the Pokémon’s nature, first subtract the stat by 1. Then, if that resulting number has more than one digit, subtract it further by the first digit of that stat. For example, if the maximum stat calculated above is 10, then subtract 1 from it, becoming 9. Since 9 is a one-digit number, it stays 9. If, in another example, the maximum stat calculated above was 13, then subtract 1 from it, becoming 12. Since 12 is a two-digit number, we subtract it further by 1 (the first digit of 12), becoming 11.

Also, if your Pokémon has a maximum stat at Level 5, then:

If b is between 0 and 4, then the IV for that stat is between 20 - 2×b and 31.
If b is between 5 and 9, then the IV for that stat is between 40 - 2×b and 31.The above information can be used to see roughly if the Pokémon’s IVs are bad, so that you can release it immediately if they are not good enough before proceeding to find the IVs more exactly.

Let's give an example. Suppose you have bred a Magikarp, and want to check if your Speed stat has a good IV or not. Let's assume that your Magikarp has a Jolly nature.

Magikarp's base Speed stat is 80. In our case, a = 8 and b = 0. So the minimum speed stat is 8 + 5 = 13. Since the stat is boosted by Jolly, we add 1 (first digit of 13) to 13, becoming 14. The maximum speed stat is 8 + 6 = 14. Again, since the stat is boosted by Jolly, we add 1 (first digit of 14) to 14, becoming 15. So, if the Magikarp's speed stat is 14, you can dismiss that Magikarp out of hand.

If the Magikarp has a maximum Speed stat of 15, then its IVs are in the range 20 – 2×0 and 31, i.e. between 20 and 31.

Let's give another example. Suppose you breed a Timid Treecko and you want it to have a high Special Attack stat. Treecko's base Special Attack is 65, so a = 6 and b = 5.

Its minimum special attack stat at level 5 is thus 6 + 5 = 11. Its maximum special attack stat is 6 + 7 = 13.

If your newborn Treecko has a special attack stat 11 or 12, then you dismiss it. If it has a Special Attack stat of 13, it means that its Special Attack IV is between 40 – 2×5 and 31; i.e. between 30 and 31 – a very good IV indeed.

The maximum stats of all the bred Pokémon at Level 5 can also be found in Part II, Section 5 of this breeding guide, for a quicker reference.
2. The Battle Frontier IV guy (only in E)

In Emerald, you can check your IVs by speaking to a man who lives in a house just above the Pokémon Center of the Battle Frontier. He will give you an overall judgment of all the IVs and the best IV of one of your Pokémon.

He will say the following:

"Ah, youngster! Do your Pokémon's abilities intrigue you? Here, here! Let's have a look at your Pokémon!"

You then choose the Pokémon that you need its IVs checked. He will then say:

"...Hmm...This one, overall, ..."

and then one of the following four:

If the man says Total of the six IVs is
"I would describe as being of average ability." Between 0 and 90
"I would describe as having better-than-average ability." Between 91 and 120
"I would say is quite impressive in ability!" Between 121 and 150
"I would say is wonderfully outstanding in ability!" Between 151 and 186

Then the man will proceed to mention the best IV that Pokémon possesses. If it has more than one best IV, this will be random. Talking to the man repeatedly will make him speak about the other equally best stats.

"Incidentally, the best aspect of it, I would say, is its (HP / ATTACK / DEFENSE / SPECIAL ATTACK / SPECIAL DEFENSE / SPEED) ..."

He then gives a judgment about that IV alone:

If the man says The best IV is
"That stat is relatively good." Between 0 and 15
"That stat is quite impressive." Between 16 and 25
"That stat is outstanding!" Between 26 and 30
"It's flawless! A thing of perfection!" 31

The man will then finish up his monologue with the words: "...Hm... That's how I call it."

This Emerald feature is very handy to check if your Pokémon has a perfect IV.
3. IV calculator
If you prefer to just enter your stats in an IV calculator for it to work out the IVs for you, there are a few online programs that do just that. In such IV calculators, you usually input the stats of your Pokémon as you level it up with a few Rare Candies, and the program finds the IVs of your Pokémon for you. Refer to the particular IV calculator you're using for more information.
4. Wi-Fi IV battles (DP only)
In DP only, if you battle against someone using the Wi-Fi connection, you can select an option to scale your battling Pokemon to Level 100. When this option is chosen, their stats are automatically calculated for Level 100, even though the Pokémon itself may not be a Level 100 one. This feature allows you to find the exact IVs of up to six of your Pokémon that have not yet battled, because, at Level 100, the IVs of the Pokémon can be calculated exactly in the vast majority of cases.

First, find a friend who is willing to let you check the IVs of all your Pokémon. (He or she might also want to do the same thing with his or her Pokémon.) Connect with him for a battle, and write down the stats of your Pokémon. When you’re ready, you and your friend simply run from the battle, and the battle ends.

Then, for each of the six stats of the Pokémon, given that

S is the Pokemon's stat at Level 100
B is the base stat for that particular stat
N is 110 if the stat is HP, and 5 otherwise
P is 9 if the Pokémon's nature is hindering the stat, 11 if it is boosting it, and 10 otherwise
ceil(x) is x rounded up, for example ceil(4.1) = 5 and ceil(4) = 4then the IV can be found by the following formula:

IV = ceil(S × 10 ÷ P) - (2 × B + N)However, if P = 9 and S is exactly divisible by 9, the IV cannot be found exactly, since it can be one of two possibilities: either the value given by the above formula, or 1 more than that. This is the only case where an IV cannot be determined exactly. To quickly check if a stat is divisible by 9, sum up its digits, and if this summation is divisible by 9, then the original number is also divisible by 9. For example, 288 is divisible by 9, since 2 + 8 + 8 = 18, which is divisible by 9.

For example, suppose you have just bred a Modest Chimchar which hasn’t battled yet, and you want to know its IVs. Let’s say that the level 100 stats that were noted during the Wi-Fi battle were the following:

HP Stat Atk Stat Def Stat SpA Stat SpD Stat Spe Stat
210 127 97 167 102 153

Chimchar’s Base Stats are:

Base HP Base Atk Base Def Base SpA Base SpD Base Spe
44 58 44 58 44 61

Chimchar's nature is Modest, so its Attack is hindered and its Special Attack is boosted. Note also that the hindered stat, Attack, is 127, which is not divisible by 9 (1 + 2 + 7 = 10).

The IVs are thus calculated as follows:

HP IV = ceil(210 × 10 ÷ 10) - (2 × 44 + 110) = 12
Atk IV = ceil(127 × 10 ÷ 9) - (2 × 58 + 5) = 21
Def IV = ceil(97 × 10 ÷ 10) - (2 × 44 + 5) = 4
SpA IV = ceil(167 × 10 ÷ 11) - (2 × 58 + 5) = 31
SpD IV = ceil(102 × 10 ÷ 10) - (2 × 44 + 5) = 9
Spe IV = ceil(153 × 10 ÷ 10) - (2 × 61 + 5) = 26
5. Pokémon Characteristics (DP only)
This method does not provide the player with all of the Pokémon's IVs, but it does shed a very accurate light on the value of the highest IV of the Pokémon at a glance, which is very useful when breeding for 31 IVs in a particular stat. It is also useful when mass catching Ditto in DP (refer to part II of the breeding guide) since it provides a quick way of knowing if a Pokémon's highest IV is not 31.

DP introduced Pokémon characteristics, which is a short phrase that provides an idea on which is the stat with the highest IV of that Pokémon, as well as a rough estimate of how high it is. The following table lists all the Pokémon characteristics, together with their meaning:

Characteristic Stat with the highest IV Last digit of that IV
Loves to eat HP 0 or 5
Often dozes off HP 1 or 6
Often scatters things HP 2 or 7
Scatters things often HP 3 or 8
Likes to relax HP 4 or 9
Proud of its power Attack 0 or 5
Likes to thrash about Attack 1 or 6
A little quick tempered Attack 2 or 7
Likes to fight Attack 3 or 8
Quick tempered Attack 4 or 9
Sturdy body Defense 0 or 5
Capable of taking hits Defense 1 or 6
Highly persistent Defense 2 or 7
Good endurance Defense 3 or 8
Good perseverance Defense 4 or 9
Highly curious Special Attack 0 or 5
Mischievous Special Attack 1 or 6
Thoroughly cunning Special Attack 2 or 7
Often lost in thought Special Attack 3 or 8
Very finicky Special Attack 4 or 9
Strong willed Special Defense 0 or 5
Somewhat vain Special Defense 1 or 6
Strongly defiant Special Defense 2 or 7
Hates to lose Special Defense 3 or 8
Somewhat stubborn Special Defense 4 or 9
Likes to run Speed 0 or 5
Alert to sounds Speed 1 or 6
Impetuous and silly Speed 2 or 7
Somewhat of a clown Speed 3 or 8
Quick to flee Speed 4 or 9

So if a Pokémon's IVs, for example, are 20, 13, 6, 19, 25 and 19 (in the order HP, Attack, Defense, Special Attack, Special Defense and Speed), then its characteristic would be "Strong willed" (the highest IV is in the Special Defense stat and its last digit is 5). If there are two or more equal highest IVs, the characteristic for that Pokémon will be for one of those stats at random. So, if, for example, another Pokémon's IVs are 24, 31, 17, 8, 0 and 31, then the Pokémon's characteristic will either be "Likes to thrash about" or "Alert to sounds".

As you can see, if the characteristic of a Pokémon is not one of the 6 marked in bold, then that Pokémon is sure not to have a 31 IV in any of the stats, and can be immediately released while breeding. Of course, if it is one of the bolded six characteristics, you still need to check that it is indeed 31, but the value of the stat itself after the Pokémon is given a few Rare Candies usually tells you immediately whether it is 31 or not.

This makes it much easier to check for 31 IVs in stats, which is a very important shortcut when breeding in DP. Unfortunately, the Pokémon characteristics are of little use to calculate the remaining 5 IVs of the Pokémon, so you'll still need to use one of the previously mentioned methods to discover them
5. Natures
Natures will also affect on to how much a stat grows, here's a list on which natures do what (110% means it grows fast, 90% means it grows slowly)
Hardy, Quirky, Docile, Serious, and Bashful are no goes, they do nothing! There is none for HP.

^ That is not my email.
How to Breed
Put two pokemon in the Daycare of your game, and wait a while. Talk to the old man standing outside, and wait until he asks if you want an egg. MAKE SURE YOU HAVE AT LEAST 1 OPEN SPACE!!!!!! Then walk around a bit. Serebii has an accurate step-teller thingy that tells you how many steps to hatch the pokemon. NOTE: Legendaries DO NOT lay eggs, Manaphy being an exception.
1. The Flame Body Factor
If you have a pokemon that has Flame Body (the slugma evolutions, and the magmar evolutions) at the top of your party, the amount of steps will be HALVED!!!! This will greatly speed up the process of running around to hatch your egg.
2. The Ditto Factor
Ditto can breed with any pokemon that can, and it is the only pokemon that will breed with Manaphy. The pokemon will not be a Ditto, rather, the other pokemon, and it can also transfer its nature 50% of the time even to genderless Pokémon like Staryu, if it is equipped with the Everstone item (see section about breedability).

You might be saying, after reading all this: "Okay, let’s see if I’m understanding this correctly. I need a Ditto with a Timid Nature and a 31 IV in Speed in order to breed it with my Gastly, so that I can get a Timid Gastly with 31 Speed IV, right? But from where am I going to get such a Ditto?”

The short answer is: you need to catch it.

I can hear groans of disappointment, but cheer up: this is actually not very difficult to do.

When a wild Pokémon is encountered, the IVs for that Pokémon are generated completely at random. This means that there is a 17.3% chance (about 1 in 6) that a Pokémon caught in the wild has at least one of its IV to be a perfect 31. All we need to do, then, is to catch six Ditto, each of which has a perfect IV in one of the six stats.

However, we also need to ensure that its nature is the one we’re looking for. This can be done using a Pokémon that has the Synchronize trait (only in EDP).

In EDP, if the first Pokémon in your party has the Synchronize ability (trait), all the Pokémon encountered have a 50% chance of having the same nature as the Synchronize Pokémon. The Pokémon that can have the Synchronize ability are the following:

So first, you'll want to get a Ralts, a Natu or an Abra. Abra has a catch rate of 200 and is very rare in Emerald (route 116 and GraniteCave), so you might want to go with Ralts or Natu. Ralts has a catch rate of 235 and can be found in Route 102, but is a bit rare. Natu can be found in the Safari Zone, is uncommon and has a catch rate of 190. Remember that, the higher the catch rate, the easier that Pokemon is to catch.

To get your Natu, Ralts or Abra with the nature you want, there are three methods:

Breed one of them until you get one with Synchronize and with the nature you want. This can get pretty time-consuming, however.
If you have also access to FRLG, you can get an Abra with the right nature there easily. Just go to the Game Corner, buy 2400 or 3600 coins and get twenty or thirty Abra for 120 coins each and then check if you got the personality you wanted (if not and you don't have more money, save before “buying” them, soft reset and try again). Transfer it to Emerald afterwards.
You can get a Natu or Xatu in the Safari Zone in RSE (Emerald is preferred, since, if you're using RS, you then need to transfer the Pokemon to Emerald anyway) by using a rather subtle trick. Go to a patch of grass where you can find Natu or Xatu in the Safari Zone and put a PokéBlock in the feeder. It will draw Pokémon that like the flavour of that block, as follows:

  • Lonely
  • Adamant
  • Naughty
  • Brave

  • Bold
  • Impish
  • Lax
  • Relaxed

  • Modest
  • Mild
  • Rash
  • Quiet

  • Calm
  • Gentle
  • Careful
  • Sassy

  • Timid
  • Hasty
  • Jolly
  • Naive

To create the PokéBlocks, using Cheri Berry, Chesto Berry, Pecha Berry, Rawst Berry or Aspear Berry is preferable for this case, since they create one-flavour PokéBlocks (one for each flavour listed above) and there are extremely easy to obtain and to harvest. After putting the PokéBlock with the necessary flavour, you'll have a higher chance of getting a Natu with the required trait (make sure it has the Synchronize ability too, however.)
Here is a list of where Ditto is located:

FireRed and LeafGreen
Routes 13, 14 and 15, in Cerulean Cave and in the Pokémon Mansion. However, Synchronize doesn’t work here, so it's not recommended to catch Ditto in FRLG.
It is quite common in the Desert Underpass.
Diamond and Pearl
Once you've completed the Sinnoh Dex by having seen all the Pokémon native to Sinnoh, Professor Rowan will give you the PokéRadar. Head to Canalave City and buy 100 Super Repels (Max Repels are a ripoff of the highest order). Head east, onto Route 218. Stand in the middle of the grass without your bike and use one of the Super Repels, followed by the PokéRadar. Look for grass with yellow lines coming from it, and head directly for it. 18% of the time, a Ditto will appear in one of these patches. After you capture the Ditto, the grass will shake again, and you generally want to head for a patch that is furthest away, not on the edge of the patch, and has those same yellow lines. If you did it correctly, you will encounter another Ditto. This is called chaining. Also, try to level up your Synchonizer to Level 35; if you run into another Pokémon, your chain will be broken, you'll have to try again.
Now comes the important part: how to catch Ditto. We are going to consider the method to catch Ditto in Emerald here. The way to catch Ditto in DP is similar.

Go to the Desert Underpass (through Ruin Maniac's house on Route 114) with your Synchronizer equipped with the item Smoke Ball as the lead Pokémon, a low-level Magikarp, a Pokémon knowing Fly and a lot of Repeat Balls (buy in Rustboro City). The Smoke Ball is there to ensure that if the Pokémon you encounter is not Ditto, you can safely run away.

When you encounter Ditto, switch immediately for the Magikarp. The Ditto will transform to the Magikarp, and its catch rate will also change to that of the Magikarp: 255. Also, the Ditto will not be able to hurt you at all, since it will know only Splash. Now throw a Repeat Ball, and you should be able to catch it.

Another option would be to teach return to Ralts (235 catch rate) and have it attack Ditto in the turn it transforms and throw the Repeat Ball afterwards (takes less time than a switch). If you're sick of encountering level 35 Whismur, level up your Synchronizer to level 36-38, buy lot of Max Repels and use them. All Ditto are at level 38 to 45.

If you’re doing this in Emerald, after catching around 15 Ditto (or a full box), fly to the Battle Frontier IV guy (see the section 'how to discover the IVs of your Pokémon' in Part I) and let him check the Ditto you just caught. Release those that don’t have a perfect IV, change your Synchronizer to breed for another nature if you like, and repeat this process as necessary.

It actually turns out that the average amount of Ditto you need to catch in order to get six Dittos with one perfect IV, one Ditto for every stat, is 85. You might need less than this, or more, but 85 is the average number of Dittos you'll need to catch. This is slightly less than 3 full boxes of Ditto. To get these six Dittos, all with the nature you want, you’ll need to catch twice this number, or an average of 170 Dittos. You might think that 170 Dittos are a lot, but remember that you need to do this only once (it only takes a few hours) and then always use these Ditto whenever you need to breed.
3. Egg Moves
Egg moves, are moves that pokemon can't learn naturally, or through TM's, only through breeding. You probably don't want to use Ditto for this, have two pokemon from the same group breed. If there's a pokemon that knows a special move that your egg pokemon can't learn, breed it. Chances are, that the move will be passed on. REALLY, REALLY IMPORTANT NOTE: Make sure that the MALE Poke. knows the special move. NONE of the female poke.'s moves will be passed on. Also, only the FEMALE poke. is the type of pokemon yours will be. Ex: Female Feraligatr + Male Blastoise= Totodile
Baby pokemon CAN'T breed.

Moveset Breeding
Not only IVs and natures can be passed down to the baby, but moves as well. Because of this, it is very important that before actually starting to breed, the baby's moveset should be decided, since there are some moves that can't be learned by certain Pokémon unless you breed with a particular parent. There are five types of moves that can be passed from the parents to the baby:

Level Up Moves
If both parents know the same Level Up move and the baby can learn the same move by level up, the baby will be born with that move. For example, if a male Slowbro is breeding with a female Slowking and both know the Level up move Zen Headbutt, the baby Slowpoke will be born knowing Zen Headbutt.
TM or HM moves
If the male parent knows a TM or HM move and the baby can learn that same TM or HM, the baby will be born with that move. Also, if a genderless parent knows a TM or HM move when it breeds with Ditto, the baby will be born with that TM or HM move as well. For example, if you want a Swampert that knows the move Ice Beam, and you don't have Ice Beam as a TM, you can breed your Swampert with a male Dewgong that knows Ice Beam.

Egg moves
If the male parent knows a move which the baby can only learn as an Egg move, the baby will be born with that move. You can find a list of Egg moves that each Pokémon learns on most Pokédex (for example SerebiiDex). For example, if you want a Sceptile that knows the move Leech Seed, you can breed a Sceptile with a male Venusaur knowing Leech Seed.
Move Tutor moves
These moves can only be passed to the baby if they are also among the Egg moves of the baby. See point 3) above. For example, if you want a Medicham with the move Ice Punch, which is an egg move, you can breed it with a male Alakazam that learned Ice Punch from the Emerald move tutor.
Volt Tackle move
When breeding for Pichu in E, if any of the parents is a Pikachu or a Raichu holding the item Light Ball, then the baby Pichu will be born knowing the move Volt Tackle.
As you can see, Level up moves and TM or HM moves are relatively easy to breed. A slight complication can occur if you're breeding for an egg move. Sometimes, you'd need to breed for various Pokémon consecutively in order to get the egg move you need. This is called a breeding move chain.

For example, suppose you need to breed a Larvitar with the egg move Dragon Dance. Checking all the Pokémon that can breed with Larvitar and that can learn Dragon Dance, we find two possibilies: Charmander and (in DP) Totodile. The problem, though, is that Dragon Dance is an egg move also for both Charmander and Totodile. So you first need to breed for a male baby Charmander or Totodile to get Dragon Dance, which would then be bred with your Larvitar to give him Dragon Dance. Charmander can breed with either Gyarados, Altaria or Dragonite, all of which learn Dragon Dance by level up, and Totodile can breed with Kingdra, which also learns Dragon Dance by level up. So there are two breeding chains:

Male Gyarados/Swablu/Dratini with Dragon Dance -> Male Charmander with Dragon Dance -> Larvitar with Dragon Dance

or (for DP):

Male Horsea with Dragon Dance -> Male Totodile with Dragon Dance -> Larvitar with Dragon Dance

Let’s give a second example. Suppose you need to breed a Snorunt with the egg move Spikes. Checking all the Pokémon that can breed with Snorunt and that can learn Spikes, we find that only Roselia can learn Spikes and can breed with Snorunt. The problem, though, is that Spikes is an egg move also for Roselia. So you first need to breed for a male baby Roselia to get Spikes, which would then be bred with your Snorunt to give him Spikes. Roselia can breed with Cacturne, and Cacturne can learn Spikes by Level up. So the breeding move chain is:

Male Cacturne with Spikes -> Male Roselia with Spikes -> Snorunt with Spikes.
4. Hatching methods
Soft Reset Method
This method is based on the fact that in Emerald, Diamond and Pearl, gender, nature (personality) and ability (trait) are already set (locked) as soon as the egg is created, before you take it. That means that if you save exactly before taking the egg and then soft reset, the Pokémon inside the egg will have the same gender, nature and ability if you load again.

Save in front of the Day Care man.
Take the egg.
Bike on the breeding route.
Ignore the next egg proposed to you by the Day Care man.
Hatch the egg.
Check the newly hatched Pokémon to see whether it does have the desired gender, nature and ability and
If it doesn't have the desired gender/nature/ability, save in front of the Day Care man again (there should be another egg waiting for you, which was produced while you hatched the first one) and repeat the process until you get a suitable baby.
If it does have the desired gender/nature/ability, but it doesn't have the desired IVs, soft reset the game (START+SELECT+A+B) and take the egg again (gender/nature/ability won't change, only the IVs), hatch and check the IVs, repeat the process until you get the IVs you want.
The gender, nature and ability you want are set in stone.
This method is useful to get a female Pokémon with the right nature and a few perfect IVs.
It is also useful if the parents don't like each other much.
Not many babies are bred and checked using this method, which means that it can get hard to get the right IVs when there isn't a high probability.
This method does not suit persons who care about game time more than anything else.
It is recommended that this method is used in the beginning, when the probabilities to get the IVs you want are still relatively high (like when getting 1 or 2 flawless IVs). Alternatively, you can use this method when you're trying to get a female parent with the right nature. If you want to breed for 3 flawless IVs or more, where the probability of getting the desired IVs is less than 1 in 50, the running method is recommended.
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Old 01-22-2009, 05:45 PM   #3
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EV training
This is the best way of maximizing your pokemon's abilities, this with an IV of 31 in that stat, can create an awesome pokemon. FE- If you EV train (252 EVs to be exact) a Blissey with an IV of 31 in HP, you can get its max. HP... 714!!!! That's a big boost compared to 651 HP (0 EVs). EV training is vital, another reason why you sucked in that one battle.
1. How do you EV train?
The list is in the resources, defeating certain pokemon give things called Effort Pts. FE- Magikarp give you 1 EP in Spd., and Gyarados gives you 2 for Atk. Some pokemon give you EP's for 2 stats! If you get 4, the stat that has 4EP will be raised by 1 when you level up. This can get boring, so you'll want to speed up the process right? Well, simple, there are 7 items that speed up the process, at the cost of some spd. But there's something else. You can have a total of 510 EP, and stats can have 255 EP INDIVIDUALLY so you can only maximize 2 stats.
2. The items
Macho Brace- Show the guy in Pastoria Cuty the 3 diff. types of Burmy. What the Macho Brace does is double the amount of EP you gain. So Magikarp will now give you 2 for Spd. Some items give you 4 for 1 stat! And then an extra(s) for the EP of the pokemon you beat. These items can only be obtained for 16 BP at the Battle Tower.
Power Bracer- Atk.
Power Anklet- Spd.
Power Band- Sp. def.
Power Belt- Def
Power Lens- Sp. Atk.
Power Weight- HP
3. What about the vitamins? Protein, Zinc, etc.
These items also help greatly, giving you 10 EV's in the stat they raise! They will stop working after you have had 10 on a certain stat, or you maxed out EV's for that stat.

Where are the best places to train?
I forget the routes so if you know, help me, but here are the names, use the VS. Seeker:
PI Carlos- Atk.
Fisherman Andrew- Spd.
Cowgirl Shelley- HP
Collector Dominique- Def.
Ninja Boy Davido- Sp. Def.
Just fight the Gengar at the Old Chateau (Dual slot, any cartridge, room with eyes)- Sp. Atk.
Introduction: PKRS, or pokerus, is a disease caught by fighting or catching wild pokemon with it. There is no way of figuring out whether the wild pokemon has it till you catch it. You will know you had/have it when you heal at a poke center with a PKRS Pokemon in your party or if there's a smiley face or a bar that says PKRS in your pokemon's summary.

Spreading/Contracting: When you have a PKRS pokemon in your party, after a few battles it will spread to pokemon adjacent in your party that haven't already had it. If your pokemon already had it, they can't give or lose it, they'll have the smiley. After a period of time(no, not at midnight) pokemon in your party will lose it. PKMN in the box will have PKRS forever.

PKRS and EVs: PKRS is a helpful disease, it doubles total EV gain, even after your pokemon loses it. PKRS is always the last thing to effect EV gain, EX:
Bidoof=1 EV+4 from power item*2 from PKRS. That makes 10 hp EVs. Helpful, no?

Also, Vitamins only stop when your stat has 100 EVs, no matter how many you obtained with EVs. So, you have 14 HP EVs, and use 9 HP Ups. You won't be able to use a 10th HP Up, and the 9th one will cap at 100.
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Like school, if you want a good grade you need to know your stuff. If you don't know what you're doing, how can you expect to win?
1. Clauses
Clauses are pretty much rules. Follow them or your opponent may D/C.

Sleep Clause

You may only afflict one enemy pokemon with sleep at a time. You may sleep another only after the first wakes up or gets knocked out. This rule exists to prevent every game from turning into a "who can sleep everyone on the other team first" fest. Mass sleep is just stupid, because you'd have to use Insomniacs or Sleep Talk on everything. When Sleep Talk allows you to choose the move used by it, then this rule will be lifted.

Note: Even if a move, such as Yawn, would not immediately put something to sleep, it still violates sleep clause if something was already asleep through means of the Yawn caster's team.

Note: Self-inflicted sleep (Rest) does not apply towards sleep clause, because the player willingly used it.

Note: Ability-inflicted sleep (Effect Spore) does technically apply towards sleep clause, so don't sleep another if this occurs, but don't freak out about it if it goes off after sleeping someone first, as this doesn't happen enough to matter.

Evasion Clause

Don't use Double Team and Minimize. The game becomes dreadfully dull when every game is DT x6 followed by Baton Pass to a sweeper. DTing walls will never die either. Some may say "carry haze", but the fact is, Hazers, Vaporeon aside, are very easy to kill, and you won't have pure hazers, which is what Double Team demands you to have. No need to say this would take all the fun and skill out of the game.

Note: Abilities such as Sand Veil and Snow Cloak are fine, as those are conditional.

One-hit KO Clause

Fissure, Guillotine, Horn Drill, and Sheer Cold don't belong in competitive play. Bogus random kills are just luck and don't reflect player skill in any way.

Species Clause

No having two pokemon of the same species. Try to be original, k?

Note: You can feel free to have a pokemon and a lower evolution, such as a Porygon2 and a Porygon-Z, as they are different pokemon.

Hax Item Clause

Focus Band
King's Rock
Lax Incense
Lucky Punch
Quick Claw
Razor Claw
Razor Fang
Scope Lens

The above items don't belong in a competitive atmosphere, as they are luck-based and don't reflect player ability.

Optional Clauses

You can't use Destiny Bond, Perish Song, Selfdestruct or Explosion to force a tie. People usually dislike the fact he/she lost the last Pokémon in a battle, the rule exists, but it's rarely added as standard since it's also a strategy.

Item Clause - NOT STANDARD!
Two Pokémon can't hold same items. Using Trick/Switcheroo in a Pokémon and receiving/getting an item that other Pokémon in your team has doesn't break the clause.

Freeze Clause - NOT STANDARD!
Pokémon can't Freeze two Pokémon at once.

Note: This clause is standard in battle simulators, since if one Pokémon is frost, the program can just ignore the freezing chance the attack has. But it's definitely not standard since we never know if an attack is going to freeze.

No Weather - NOT STANDARD!
It avoids the use of Hippowdon, Tyranitar and Abomasnow. Just because the battles slow down because of Sandstorm/Hail damage and leftovers recovery every turn.

No SkarmBliss - NOT STANDARD!
A dumb rule created by someone unknown that didn't have skills to handle Skarmory and Blissey used in the same team. Definately not standard, but it's there... Also the combination of these aren't as effective as it was in Advance.

No Legendaries - NOT STANDARD!
Another rule that avoids the use of Pokémon. The allowed legendaries are as strong as any OverUsed Pokémon, so they're completely fine in the standard play. BUT some people dislike them and decided to block all the legendaries. There's the Uber list to block the unfair legendaries (And Wobbuffet).

No Baton Pass chains - NOT STANDARD!
Baton Pass chains are teams that uses a lot of Baton Pass Pokémon to get multiple boosts in a Pokémon.

People who are weak at predicting or just thinks switching is a waste of time, use this rule. Good luck at finding someone who agrees with this rule.

Confusion Clause - NOT STANDARD!
No attacks that are sure to cause confusion can be used.

Everything Goes - NOT STANDARD!
Self explanatory - No rules applied.

Choice Clause - NOT STANDARD!
User can't use more than one Choice item in their teams (Choice Band, Choice Scarf and Choice Specs).
2. Types of Battles
Double Battle

Introduced in third generation, battle with four Pokémon in the arena, two from one side, two from opponent's. Very diferent style with a wider range of decisions you have to make in one turn.

IV Battle

While breeding, if you wanna know accurately your Pokémon's IVs, this is what you should do. Set a battle to level 100, write down the stats and calculate until you got the Pokémon you were looking for.

Roulette Battle

A battle that you use all your competitive Pokémon. First of all, you must be honest while doing a Roulette Battle (Actually, you should in all battles, but this gets special care). Before asking/answering to a Roulette Battle you should organize all your competitive Pokémon in your box(es) in a random order, but without spaces, both battlers count how many Pokémon they have and the player randomly chooses six numbers from the total his opponent said. The number corresponds to the position the Pokémon is in the box and the player has to use those Pokémon in the battle, the first number your opponent wrote also corresponds to the first Pokémon you'll send in the battle. Then it's just a standard battle! Meaning you can't bring Uber Pokémon, you can't use hax items, you can't sleep two opponent's Pokémon, all standard rules include, unless your opponent says his own rules.

UU Battle

Again, a simple standard battle, but not only Uber Pokémon are excluded, OU and BL Pokémon also are banned in rule number 6.

Monotype Battle

Another variation from a standard battle. Your entire team must have one type in common among all Pokémon. Double types are allowed, the only thing required is that one of the Pokémon's type has to match with the rest of the team's type.

Everything goes battle

A battle people who are not into the competitive play use. It means that no rules are applied, hence, everything is allowed.
3. Tiers
Now, an introduction to tiers in D/P.

Ubers - Pokémon too powerful for OU; a catch-all playing field. Anything goes as far as Pokémon allowed.

OU - Pokémon who are used frequently in battle. Since our focus is on battling COMPETITIVELY, one can safely assume that Pokémon used often in battle are stronger than most other Pokémon because the object of competitive play is ultimately victory in battle, which is achieved by using a "powerful" team.

BL - These Pokémon are not seen as often as those in the OU tier, but are considered too powerful for UU play. These Pokémon ARE NOT considered any weaker than Pokémon in the OU tier.

UU - Pokémon not used often, that are relatively weak.

NU - Pokemon considered essentially unusable.

Here's Uber:
Skymin (Until further testing)

Latias (Without Soul Dew)(Testing)
Latios (Without Soul Dew)(Testing)
Rotom's Forms

Empty for now.

Mr. Mime
Normal Rotom

All other pokemon, suck.

7. Team Building
Now for your team. There are multiple steps to doing this part. But since I have trouble doing this myself here's an example.

Originally Posted by HeYsUp
How I came up with this team.

When I heard about the new BLUU merge, i was rather annoyed. I thought the test was effectively lowering each pokemon down a tier. So, the best i thought i could do, was rubbing it in their faces WHILE helping the test at the same time. I thought i could do this by using one of my Favorite advanced pokemon; Raikou. My other favorite thati thought I could use, is Blaziken, the amazing SD sweeper from Adv. So i wanted to include:

-Fast and Powerful lead: To give me the early advantage.
-Two walls maximum: I want to keep this team as offensive as possible.
-Lots of Paralysis to set up sweepers: I love abusing paralysis with substitute.
-Raikou and Blaziken: Each cover each others weaknesses without Swampert present.
-Powerful Wallbreaker: Something to destroy everything that walls it.
-Balance Viability and Fun: Try to use favorites, and use of prediction, while maintaining a powerful team.
-Final Clean-up: Something to take out weak pokemon late game.

So i started with the easiest of the steps, picking Blaziken and Raikou. SubCM Raikou was so fun to use in Advance, i decided it was a must. What isnt fun about Blaze, i really like those Abilities(swarm, torrent and Overgrow as welll).

The next order of things, is logically to pick out my walls, ideally they have Thunder Wave and one has SR. Also, i need them support each other and the team well. Ill start with my special wall, my options were pretty much:

Chansey, Registeel, Regice, Porygon2

I origionally picked Regice, one of my Advanced Favorites, but the SR damage was too much. So i ended up with Registeel, and i was really pleased. It can set up SR, wall everything minus Fires and Physical Grounds and Fighters. So, the obvious next step, was to pick something to cover those weaknesses. So for a Physical Wall...

Porygon2, Nidoqueen, Slowbro, Milotic, Steelix, Weezing

Clearly Slowbro is a perfect fit. It can learn Twave, as well as Light Screen to further support my team. It covers ALL physical attacks, minus Dark and Bug, both resisted by Registeel. It blocks fire attacks, as well as Fighters.

My next key aspect of an offensive team, is the Wall Breaker. There are so many options here, so i looked over and over for the right fit.....

Staraptor, Rampardos, Toxicroak, Magmortar, Typhlosion, Gallade, Charizard...........Blaziken

And i ended up with Staraptor, but really, i dislike this bird, its bland and boring, while also taking x2 SR damage. Of course, i realized just then, the best Wall Breaker i could find, was right under my nose. Two 120 Power Stabs, and Physical Elemental Punches for Type Coverage makes Blaziken Ideal. I put on my inventors hat, and slap a CB on Blaziken.

Now its time to do a recap:

-Fast and Powerful lead: ___________.
-Two walls maximum: Registeel, and Slowbro. Check.
-Lots of Paralysis to set up sweepers: Reisteel and Slowbro, Check.
-Raikou and Blaziken: Check.
-Powerful Wall Breaker: BLAZIKEN!!
-Balance Viability and Fun: Not complete yet, but almost there.
-Poweful Clean-up: Not Yet.

So, with my next choice, i need to get a Leader to this mess. I want something that hits hard, maybe status, and special attacks to balance out Blaziken. I had alot of options:

Shaymin, Roserade, Typhlosion, Venusaur

I used Shaymin for a while, with Specs. But then I saw my teams biggest Weakness, Toxic Spikes. I decided, Scarf it up with the fast powerful sleep inducing Roserade! Worked perfectly.

And my last sweeper, the final Clean up. I wanted to use sub to abuse paralysis, and Stat ups. So my options were:

Rampardos, Feraligatr, Floatzel, Torterra, Azumarill

I chose Rampardos, and i loved it, it was really powerful, and had one turn needed to set up. The issue with Salac Sweepers, well slower ones, is the fact that they are simply outsped by everything. I quickly changed to DDFlail Feraligatr, who was more reliable. I eventually saw my real weakness, was lack of Priority, so i went for a second CB, Azumaril.

That is how my team ended up!
8. Battles
Would you rather see a battle or read about it? ........Thought so.

Last edited by -Aura-; 01-22-2009 at 06:11 PM.
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Research Pt.2
Some moves will be used more often than others. For example Earthquake will be used more than Splash.

Commonly Used Movesets

To be a good Pokémon trainer means that you need good movesets for a Pokémon! They are the key to success. A good moveset should have decent coverage over the opposing enemies and also be very useful.

Good Coverage means diversity, so that means your moves should be limited to no more than one move of a certain element. A good example of a moveset would be.

Weavile @ Life Orb
Trait: Pressure
Nature: Jolly
EVs: 252 Attack / 252 Speed / 4 HP
- Ice Punch
- Brick Break
- Night Slash
- Aerial Ace

The moveset posted above has decent coverage because it has been limited to one move of a certain element. This will give it more coverage to hit certain Pokémon. The moves alone also provide much coverage and gives a decent amount of power within every strike

Now here is an example of a BAD moveset.

Weavile @ Leftovers
Trait: Pressure
Nature: Timid
EVs: 172 HP / 80 Defense / 252 SAttack
- Blizzard
- Icebeam
- Ice Punch
- Ice Shard

As you may have noticed, all of the moves on this Weavile are of the Ice type, which is considered bad. This Weavile provides minimal coverage. Ask yourself, what will happen if I encounter a Steel type? Ice moves are not-very-effective against Steel, so you will be trapped. These moves may act in repetition and mimicry of another move, they all serve the same purpose.

So use the first set provided. It is obviously the better choice.

Now we are going on to strategy. There are a bunch of move combos that will be listed below. The listed has been cited from Arkeis.

Mean Look + Baton Pass (TrapPassing)

Trapping moves like Mean Look can also be passed. Use it to trap an opponent and pass to a Pokémon that has an advantage over the trapped opponent.

Substitute + Baton Pass

Substitutes can also be passed. For more on this, see the Substitute section below.

Substitute + Focus Punch (AKA Subpunching)

The most common and basic Substitute combo. Focus Punch is a 150 power Fighting move, the strongest Fighting attack in the game (besides a full power Reversal). However, it always goes last and if you take the slightest bit of damage before you attack, Focus Punch fails. The solution? Set up a Sub before you use it. Substitute blocks the damage you would take meaning you can safely use Focus Punch without worrying about it failing.

Substitute + Reversal/Flail/Endeavor

The last three moves work best if you are at low health. Since Sub reduces your health each time you use it, just use Substitute four times until you have only 1 HP left. It's a good idea to hold a Salac Berry or a Liechi Berry when using this.

Make sure your HP is not divisible by 4, otherwise you'll only be able to use Sub 3 times and you'll have too much HP left over for this combo to work properly.

Compare with the Endure + Reversal/Flail/Endeavor combo further down below.

Substitute + Leech Seed (AKA SubSeeding)

Leech Seed your opponent and use Substitute over and over again. Since your enemy is healing you with Leech Seed, you'll This combo works best if you're faster than your opponent.

Substitute + Belly Drum (+Salac Berry)

A risky combo. Make sure your max HP is exactly divisible by 4 before using this. Substitute first to take away 25% of your HP. Then Belly Drum to reduce your HP by 50%. At the end, you'll have 25% HP left. This is enough to activate Salac Berry. When this combo is finished, you'll have Max Attack and boosted Speed, which means almost nothing can stand in your way.

Substitute + Baton Pass (AKA SubPassing)

Subs can be Baton Pass. This is more useful in competitive battles, where your opponent will be switching Pokemon quite often. Use Sub when you predict a switch and if you cannot handle the Pokemon that got switched in, use Baton Pass to a team mate who can. For instance: if Espeon uses Sub when Tyranitar switches in, you can Pass to a Heracross. Heracross will take no damage from Tyranitar's attacks when switching in since it's protected by the Sub.

Counter + Focus Sash

The goal is to predict when your opponent will use a strong physical move and Counter it back. Since you have Focus Sash, you can survive even the most powerful supereffective attacks.

Endure + Reversal/Flail/Endeavor

Same as Substitute + Reversal/Flail/Endeavor, except since Endure always goes first, you don't have to worry about a faster opponent KOing you before you can set up. Works best with a Salac or Liechi Berry. The downside is that if you use Endure and the opponent does not attack you, or does not do enough damage, then this combo falls apart.

Mean Look + Perish Song (AKA PerishTrapping)

Trap the opponent with Mean Look, then use Perish Song. Use moves like Protect or Substitute to stall the opponent while the countdown runs. Once it says, "Perish Count fell to 1", switch out. Your opponent can't switch out during that turn since it'll still be under the effect of Mean Look until AFTER you switch. By then, it will be to late because it will have fainted from Perish Song.

Rain Dance + Water Attack + Swift Swim Ability

Use Rain Dance to not only power up your Water attacks, but also double your speed with your Swift Swim ability.

Rest + Sleep Talk (AKA RestTalking)

Any sturdy Pokemon can use Rest to heal themself. But it may be dangerous to lose two turns sleeping. That's where Sleep Talk comes in. Sleep Talk randomly picks one of your moves and uses it while you are sleeping. It works great with the Guts and Marvel Scale abilities since they will boost your Attack or Defense even when you put yourself to sleep.

Spikes/Stealth Rock + Roar/Whirlwind

Spikes can be used up to three times, which will damage any non-Flying/non-Levitating opponent 25% of their HP everytime they switch in. Stealth Rock only needs to be laid down once and can deal 3.125-50% damage depending on how much the opponent resists or is weak to Rock when they switch in.

But if the opponent won't switch, you can force them to switch with Roar or Whirlwind.

Sunny Day + Solarbeam + Chlorophyll Ability (AKA SunnyBeaming)

With the Chlorophyll Ability, you can double your speed after using Sunny Day, which means you will basically outrun all your opponents. Then you can also fire off Solarbeams in one turn.

Thunder Wave + Confuse Ray (AKA Parafusion)

When paralyzed, you have a 25% chance of not being able to attack. When confused, you have a 50% chance of hurting yourself. Combine the two status effects and you'll have a 75% chance of not being able to attack, which can be very annoying.

Toxic + Protect (AKA ToxicStalling)

Since Toxic damage increases gradually, you can stall for time by using Protect. Don't rely too much on this though - many Pokemon are immune to Toxic or can simply heal it off.

Trick + Choice Band/Choice Specs/Choice Scarf

The item Choice Band powers up your Attack by 50%, Choice Specs boosts your Sp. Attack by 50%, and Choice Scarf boosts your Speed by 50%. All of these items limit you to only one move. If you hold a Choice item and use Trick, you'll gain the opponent's item while the opponent recieves Choice item. If the opponent doesn't have any moves to benefit from these items, it will be completely screwed over and this is certainly a sneaky way to disable certain opponents.

Wish + Protect

Wish heals your HP by 50%, but it works the turn after you use it. You may not be guaranteed to survive until then so use Protect the next turn to ensure that you will get healed.

Yawn + Focus Punch (AKA YawnPunch)

Yawn makes your opponent drowsy and unless they have something to cure or prevent Sleep, they will most likely switch out. You can then use Focus Punch on the turn they switch and hit whatever comes in with a powerful Fighting attack.

The listed above involve different strategies that may help your team out. These are amongst the most popular and widely use, but keep in mind that there are many more.

It never hurts to use some defensive moves. In fact, the most n00biest thing to do is to build an entire team of 100% Sweepers.

Some moves that some trainers think are good - but really aren’t ...

It sounds strong, looks strong, but is it really? If you said no, have a cookie. When you math it out, you will find out Hyperbeam is one of the most horrible moves out there. First of all, Hyperbeam takes two turns to inflict a 150 Power. So if you divide 150 by 2, that will equal 75 Power. That means Hyperbeam only is inflicting 75 Power Moves each turn! Is that worth it? No. But if that’s not enough to change your mind ... Hyperbeam can put your pokemon on the line. It needs a turn to recharge. A dangerous opponent pokemon could easily switch in to set up and sweep while the user with Hyperbeam is trapped on the field. So do not use Hyperbeam or any other form of it (Giga Impact, Hydrocannon, Roar of Time, etc.)

Fly, Dig, and Dive
They have decent power, and they can avoid the opponents attack for once. Sounds neat, right? If you said no, you're not getting a cookie this time, but you are still right. Remember that the opponent carries defensive moves too. So if you used Fly / Dig / Dive on the same turn they chose to use defense, you just gave them a free turn! Not to mention that the opponent can use Protect on the turn you attack. So Fly, Dig, or Dive should nevar (xD) be used.

Weak Moves
I know, kind of obvious, right? If a certain move outclasses it, then use the stronger move. There's no point in using the weaker one, just use the stronger one. Buut... there are some exceptions. Some moves like Ice Shard and Rapid Spin are used because they have a very nice effect. Even though they have low Power, they are still used because they have a side effect that can be very useful.

Low Accuracy
Accuracy can play a vital role in your survival. Moves with low Accuracy should be avoided. Thunder, Blizzard, etc. Even they have a whopping 120 base power, its still bad. They hardly ever hit, not to mention the abyssmally low PP. With a few hits and misses, those moves will run out fast. So try to avoid them. Note that moves like Stone Edge, Fire Blast, Focus Blast, Hydro Pump etc. are exceptions since they are found in standard sets and their accuracy isn't too bad.
5. Items
Items can be very helpful in tight situations. And it never hurts to attach one to a Pokémon. But make the most of your items and only use the best ones.

Many beginning trainers think that some items are good, and they’re really terrible.

Charcoal, Miracle Seed, etc. should not be used. If you built your moveset correctly, an item like Charcoal or Miracle Seed will only be boosting one attack’s power. By the way, did I mention the Power Boost was very minimal? It only boosts a move’s power by a 10% increase. So if you have a Weavile holding a Sharp Beak, it will raise Aerial Ace’s power by 1.1

60 Base Power x 1.1 Sharp Beak = 66 Base Power

66 Base Power is barely any better than a 60 Power, so it’s sort of a waste. Same thing goes for Plates. They boost an attack’s Power by 1.2, but that’s still barely any difference.

The better items used are more common. Some of the common items used are …

Life Orb
Choice Band
Choice Scarf
Choice Specs
Expert Belt
Wide Lens
And many more …
6. Pokemon And Leads
What Should A Lead Achieve?

Leading is a major determining factor in the match, a positive match up means you have the upper hand from the outset, and sometimes your opponent may never truly recover. Trick Room teams commonly utilize Bronzong and Spiritomb as leads, while Sandstorm teams far prefer Tyranitar and Hippowdon. The process in choosing a lead is determining what you want to achieve in those first few turns, whether you want it to be kept for later use, or if it will sacrifice itself once the job is done. In short, a lead must give a definitive advantage to the team, with minimal damage in return, this is why taunters are so commonly used, as they can effectively neutralize common setters of Stealth Rock and the like.

Choosing A Lead:

Here, we will work on creating a lead that will suit your team. I will split it up into the 3 groups, Set-Up/Cripple, Sweeper and Anti leads. In each section I will give a brief description on what they should achieve and how they should go about it, as well as the pros and cons of each.

Set-Up/Cripple Leads:

These leads are usually used to either cripple opposing leads (via Taunt/Hypnosis etc.) or take the initiative and set up Stealth Rock.
Commonly Used Moves: Hypnosis, Taunt, Stealth Rock, Toxic Spikes, Baton Pass etc.

Ok, down to business. First you must identify what you want to achieve. Are you going to be laying Stealth Rock/Toxic Spikes, or are you going to cripple opposing leads, and switch to something that can handle said lead effectively?

Stealth Rock/Toxic Spikes:
The use of these moves is meant to make it difficult for your opponent to switch in safely, which can help in wars of attrition, as well as making your opponent think twice before switching out. Common users of these moves are Bronzong, Swampert, Roserade, Heatran and Aerodactyl.

Not limited to said moves, but these two are the major drawcard of the cripple leads. A perfect example of a pokemon that utilizes these moves effectively is Crobat. Taunt is considered one of the most potent moves in the current Metagame, it's ability to halt pokemon like Bronzong and Swampert from setting Stealth Rock, and from banning the likes of Gyarados and Salamence from Dragon Dancing is invaluable. Hypnosis gives you the upper-hand from the outset, hence why Lum Berry leads are becoming more common in recent times, to counter the potency of Hypnosis.

Creating Your Lead:
Because of the influx of fast sleeping leads such as Roserade, Gengar and Crobat, many setters are now running Lum Berry so they can complete their job without that hassle. A common problem people who are starting out have, is that they want their lead to do too much. Running a Bronzong with Hypnosis/Stealth Rock/Light Screen/Reflect may seem nice, but taunt leads will eat you up. To that end, a strong STAB move is usually preferred somewhere on a set, so said pokemon can cause some sort of problems for the opponent after being taunted. Creativity is a virtue, there are many pokemon out there that have untapped potential, as well as many supportive moves that pokemon can utilize.

A major drawcard of the set-up lead is that it can come in later on if need be, and still cause damage. Because of this, you will want to also consider what moves the pokemon can resist, if it can switch in to problem pokemon, etc.

Sweeper Leads:

Sweeper leads are used the world over, and are a very potent force. The idea of leading with a sweeper is simple. Get the opponent on the back foot from the outset. Your team have trouble with Stealth Rock? Wish you could handle those annoying Bronzong leads? Well that's easily solved, let's use a sweeper!
Commonly Used Moves: Powerful STAB, Opposing Lead Type Coverage, etc.

Unlike Set-Up and Cripple leads, Sweeper leads tend to focus on destroying opposing leads with sheer force. What you want with a Sweeper lead is the ability to usually OHKO/2HKO many of the common leads, or at least the ones that trouble your team. Because of this need, we classify these into two types. Stat Uppers, and Choice users.

Stat Uppers:
Pokemon that fall into this category are (but not limited to) Gyarados, Salamence, Weavile and Porygon-Z. The main idea here is to lead the game off with increasing the main attacking stat, whether this be Attack, Special Attack or Speed. Common moves used in this case are Dragon Dance, Swords Dance and Nasty Plot. These pokemon usually like to be decently fast to begin with, so they have the utmost potential to sweep early on. Gyarados and Salamence don't require as much speed, because they utilize Dragon Dance as their main stat increase.

Choice Users:
The opposite of Stat Uppers, these pokemon have one thing on their mind. Hitting hard and fast. Choice Band, Specs and Scarf are the items used here, an increase in the main stat without needing to resort to stat upping is certainly a plus, but it comes at a price. These pokemon are easier to counter than their counterparts, because of the limitations placed on them via the item. The idea with these pokemon is to have four attacking moves, usually one or two STAB moves, and the other two providing coverage against common leads. An example of this would be:

Tyranitar@Choice Band
64 HP, 252 Atk, 192 Spd
Crunch (STAB)
Stone Edge (STAB)
Earthquake (COVERAGE)
Pursuit/Ice Beam (COVERAGE)

Creating Your Lead:
As stated previously, there are two types of Sweeper leads. Choice users obviously want to be holding choice items, but stat uppers are a different story. Usually, you will see the likes of Leftovers, Lum Berry, Focus Sash or perhaps Life Orb on these pokemon. Focus Sash is one of the safer options, it usually guarantees at least 1 stat increase at the beginning of the match, but doesn't provide that extra bang that Life Orb would. As I have said, sweeper leads will want to be able to adequately cover opposing types. This means usually 3 or 4 attacking moves are found on these pokemon.

Finally, a problem you can encounter is the weaknesses of these pokemon. Because many of these are rather strong, they are usually either weak to many types of attack, or aren't very bulky at all. Because of this, it is important to have a resistance to that type somewhere on your team. For instance, Tyranitar has a 4x weak to fighting, so running a Gliscor with Tyranitar covers that weakness, as well as activating Gliscor's Sand Veil ability.


The main aim of an Anti-Lead is to halt the ability of the opposition's lead to do its job. This means either being able to KO it, or use a move that will stop said pokemon from completing it's task.
Commonly Used Moves: Taunt, STAB, Coverage Moves, etc.
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Old 01-22-2009, 05:55 PM   #6
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Sources, External Links & Credits
All information from Smogon, Serebii, Psypokes, Pokecommunity and etc. Part of this guide (Pretty much all of the EV training section) Was written by TrueBlade.

Download Shoddy here.


Strategic Movesets

Trainer's Guide

Pokemon Battle Roles

IV Calculator

Damage Calculator

EV Table


Stats Guide



Maximizing your defenses

OU Speed Tiers

Team Builder

EV Training Hotspots

Attack Combo Analysis


Team Support

Baton Pass Chains

Uber Battling

Hail Teams

Rain Dance Teams

Trick Room Teams

Sunny Day Teams

Effective Defensive Combo's

Effective Offensive Combo's

Stall Teams : December Statistics : Commonly Used Moves
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Old 01-22-2009, 07:33 PM   #7
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This must've taken you FOREVER to do. Amirite? Awesome guide man

Thanks you for mah Rhydon Tag, Mr.DLX<3
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Old 01-22-2009, 10:18 PM   #8
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IV trainers are noobs with time. It takes true skill to battle with any pokemon, anytime. Nothing is more embarrassing then getting beaten by a Level 50 Cleffa, when your pokemon is level 75. Of course my friend sucks at pokemon.

A slipping gear could let your M203 grenade launcher fire when you least expect it. That would make you quite unpopular in what's left of your unit.

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Old 01-22-2009, 10:26 PM   #9
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Originally Posted by Skreamo View Post
This must've taken you FOREVER to do. Amirite? Awesome guide man
Haha, thanks man.

Originally Posted by SirManguydude View Post
IV trainers are noobs with time. It takes true skill to battle with any pokemon, anytime. Nothing is more embarrassing then getting beaten by a Level 50 Cleffa, when your pokemon is level 75. Of course my friend sucks at pokemon.
1) EV trainers or IV breeders
2) Don't really have a lot of free time. It took me about a month, and I didn't even write the entire thing.
3) Doesn't it take time to train pokemon to lvl 75?
4) Would a noob know this much? :P
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Old 01-22-2009, 10:29 PM   #10
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Not a Noob=Logged at least 300 hours ingame, getting almost every pokemon to level 100 (I'm haven't caught three pokemon, and I haven't trained 20 of the pokemon I have up to level 100 yet). Also attending Nintendo events out of state just to get the Legendaries also equals NonNoob.

A slipping gear could let your M203 grenade launcher fire when you least expect it. That would make you quite unpopular in what's left of your unit.

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