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08-22-2005, 04:53 AM
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#1
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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POST #1 - Table of Contents
Ruby/Sapphire/Emerald Help Thread - Version III
POST #1 - Table of Contents
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All Help and Reference is on Page One in posts 1 - 10.
To find what you want quickly, just search
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Table of Contents
Post 2 Emerald section
* Cloning Glitch
* Move Tutor info
* Berries that lower Effort
* What is new in Emerald and SA's breeding Nature tip
* EVs you get battling the E4
* Battle Frontier section
Post 3 Understanding IVs, EVs and related things
Part 1:
* What are Base Stats?
* What are Dynamic or Hidden values (IVs, EVs, Personality)
* How does EV work?
* How can I check if my pokemon’s Effort has been maxed?
* How do I decide where to distribute EVs?
* What about IVs?
* What about Hidden Power?
* Natures and Abilities listing
Part 2 - Trainer’s Checklist & Good Sir HR's Tip
Post 4 - Answers to some Frequently Asked Questions (FAQ)
RSbot FAQ (Link)
What about Trading between R/S/E and Colosseum?
What is an uber?
Where is Feebas?
What about Evolving Feebas into Milotic?
Questions about Mirage Island?
How much do items and weather effects raise attacks?
What information is on my R/S Trainer Card?
How can I catch Latios/Latias?
Where are some Walktroughs to help if I get stuck?
Eon Ticket Questions?
Breeding Questions?
What about hatching eggs?
What are my chances for getting an Egg?
What about getting Rare Berries?
What about Shiny Pokemon in R/S?
What about fishing?
Where is Move Tutor, Move Deleter, Happiness Rater, Name Rater?
What about Dragon Fang, Dragon Scale, Evolving Seadra?
What is new in Ruby/Sapphire?
Which Pokemon are unique to only one version?
What are some of the harder to find Pokemon, and where are they?
How do I get Lati@s, Shedinja, Snorunt, Glalie, the Fossil Pokemon, Azurill ,Wynuat?
How do I get Ho-oh in Colosseum?
Post 5
* Locations for TMs, HMs, Evo. Stones & selected key items
* Info on catching the REGIs
Post 6 Pokemon Roles
Post 7 Battle Tower Strategies
Post 8
* Dual-Type pokemon Weaknesses/Resistance info (386)
* Attacks that affect all 17 types plus immunity info
Post 9
* Part A: 2 v 2 Battling Section
* Part B: 2 v 2 Metagame team building and battling by Sir Fallen Ronin
Post 10
* Definitions and Acronyms used on this Board
* More Pokemon Internet Resources
* R/S Official Guide & Prima Guide: Errors/Misprints
* Emerald Guides section for errors and misprints (insert)
* Help Thread History
Post 11 Reserved for Future Use
__________________
Last edited by shineyaltaria : 04-11-2007 at 07:50 AM.
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08-22-2005, 04:54 AM
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#2
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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[b]Emerald Section POST #2 - Table of Contents
0. Cloning Glitch
1. Emerald move tutor info
2. Berries that lower Effort
3. What's new in Emerald?
3b. SA's breeding Nature tip
3c. What to say to Walda
4. EVs for the Emerald E4
5. Battle Frontier Section (3 parts)
- General info about the BF
- Info specific to each area,
- SA's ‘how to win Silver’ team example and BF Theory
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0. Cloning Glitch - Credit: Sniper989
How to clone Pokemon in Emerald version: (This only works in Emerald version.)
[/i]1. Save in front of the PC in the Battle Tower.
2. Deposit the pokemon you want to clone in an empty box.
3. Leave the PC and save again.
4. Go to the PC one more time and withdraw the pokemon you want to clone, the one that's in an empty box.
5. Talk to the lady on the far right, and she will ask you to join a Multi Battle.
6. Select Yes and choose any two pokemon.
7. When she asks if you want to save, select Yes.
8. If everything so far has been done correctly, the game will wait about one second before doing anything else.
9. The one second wait was the glitch taking place. You should turn the game off without saving after the one second wait ends.
10. Turn off your game, and now the cloned pokemon is both in the PC and in your party.
Be sure to use the Deposit and Withdraw options instead of Move Pokemon.
Cloning Glitch update: (Credit ghostcat and Miller)
When cloning a pokemon at the battle tower follow all the normal procedures, except when depositing and withdrawing the pokemon you want to clone, you can deposit 5, one after the other, save, then withdraw all 5. then you will clone 5 items at a time.
WARNING: The Clone Glitch can erase the Pokemon you're trying to clone if you mess up. After you deposit and save, you're supposed to withdraw the pokemon and talk to the lady on the far right. If you forget to withdraw your pokemon, and continue with the rest of the steps, it will wipe the pokemon you were trying to clone from the game. (credit to Rain Storm for making this known)
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1. Emerald move tutor info
Vet Absol suggested it would be helpful to list the Emerald Move Tutor info in this new section. Poster Chaosmaester17 then got out their Nintendo Power guide, and from it posted the move tutor info below. If you find this helpful, you have them to thank.
Here are the locations of moves and tutors:
Body Slam - Battle Frontier (48BP)
Counter - Battle Frontier (48BP)
Defense Curl - Battle Frontier (16BP)
Double-Edge - Sootopolis City
Dream Eater - Battle Frontier (24BP)
Dynamicpunch - Mossdeep City
Endure - Battle Frontier (48BP)
Explosion - Pacifidlog Town
Fire Punch - Battle Frontier (48BP)
Fury Cutter - Verdanturf Town
Ice Punch - Battle Frontier (48BP)
Icy Wind - Battle Frontier (24BP)
Mega Kick - Battle Frontier (48BP)
Mega Punch - Battle Frontier (24BP)
Metronome - Fallarbor Town
Mimic - Lavaridge Town
Mud-slap - Battle Frontier (24BP)
Psych-up - Battle Frontier (48BP)
Rock Slide - Battle Frontier (48BP)
Rollout - Mauville City
Seismic Toss - Battle Frontier (24BP)
Sleep Talk - Fortree City
Snore - Battle Frontier (24BP)
Softboiled - Battle Frontier (16BP)
Substitute - LilyCove City
Swagger - Slateport City
Swift - Battle Frontier (24BP)
Swords Dance - Battle Frontier (48BP)
Thunder Wave - Battle Frontier (48BP)
Thunderpunch - Battle Frontier (48BP)
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Credit for this info goes to Vet Absol for making the suggestion, and Chaosmaester17 for obtaining the data and posting it. The source for this is the Elite Gurus Guide.
2. The EV-Lowering Berries:
Pomeg: Decreases HP EVs by 10
Kelpsy: Decreases Attack EVs by 10
Qualot: Decreases Defense EVs by 10
Honeydew: Decreases Special Attack EVs by 10
Grepa: Decreases Special Defense EVs by 10
Tamato: Decreases Speed EVs by 10
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3. What's new in Emerald?
Here are some of the main differences between Emerald and R/S. My list is not all-inclusive but should be helpful to give you an idea of what's been added/changed:
Added 3/18/06 - You cannot use Good Sir Houndoom Revenges' bike/daycare training tip in Emerald since the phone will interrupt you and stop your motion.
In R/S, the hideout where the master ball is located is closed off after you do that part of the storyline. But in Emerald, you can go back in there at a later time.
Pokemon animate when they enter battle as they did in Crystal
There is a new place called Battle Frontier with 7 different battle areas
There is a new pass called Frontier pass that gets you into the Battle Frontier
The Battle Frontier area has Artisan cave
We can catch a wild Sudowoodo in the Battle Frontier. There's only one in the game and that is where it is. Sudowoodo was not in R/S, although there was one in Colloseum that we could snag from "Mirror B" and then trade to R/S. Still use the wailmer pail with Sudowoodo.
All Contests are located in Lilycove, not different cities/towns like in R/S.
There are three "Battle Tents", and each are different. Vet Absol posts "you rent at the first. in the second, you can't choose your attacks. at the third, you have to ko the other pokemon in 3 turns or if you cant, you get judged on your style, and the pokemon with the lower score faints (both faint in a tie)."
There are a lot more 2v2 battles than any other previous GBA version
The story includes both team Aqua and Magma in an updated plot
You can catch both Groudon and Kyogre. Marine cave and Terra cave are new.
Rayquaza is catchable and has a special role in the story
The REGIs are all catchable though the details of how to get them are slightly different
The desert underpass is new and you can get Both fossils. Mirage tower is new (desert)
As noted in the post before this, move tutor locations/moves have been updated
We can finally re-battle Gym leaders (it’s random, so check your match call)
You can battle Steven in Meteor Falls but he has high level pokemon so save first
The E4 have different pokemon/levels than in R/S
Certain enhancements have been made to specific abilities (like pickup)
Some berries will lower Effort in a given stat (listed in previous section)
Breeding changes include
Hatching quicker: You can hatch eggs with 1/3 less steps if you have a pokemon with a certain ability in your party at the time. Mod clownmaster notes that both Flame Body and Magma Armor speed up the hatching process.
3b. SA's breeding nature tip
I’ve been doing some testing and found two reliable ways of passing a specific nature to offspring. Either Nature is passed from the Mother holding an everstone or the other way is to have a Ditto with the nature you want and give it the everstone to hold. Both have a 50% chance of passing down the Nature you want. If neither parent holds an everstone it’s random. If you have a Mother and Ditto both with the correct nature and both holding everstones the odds are still 50%, not 100% as I've seen posted, from what I've seen in testing.
Here's the tip: It is a matter of hit or miss to get that first female with the right nature. So I thought well why not catch one ditto with each of the stat-changing natures. There are 20 of them. This took me almost 3 hours to do but now I don’t have to sweat trying to get the right-natured female every time I breed. I always have a right-natured Ditz. You don't have to bother with neutral natures.
Here's how: Go to the desert underpass with a bunch of balls and a list of natures. After you catch a Ditz with a Nature you need, scratch it off the list. Go to the name rater and re-name them according to their nature. Put them all in the same box. For example; when you want a Bold Wynaut just go to your Ditz box and get out your Bold Ditz and give it an everstone to pair with Wob+lax incense. This beats screwing around in the Safari Zone waiting for a Wob and hoping it won't run away and if you do catch it that it'll be the right nature. And you'll be able to reuse your Bold Ditz over and over for other pokemon too anytime you need an offspring with a Bold nature.
3c. What to say to Walda.
credit bishpenguin: the proper 'word' to say to walda in emerald to get a special wallpaper can be generated at:
http://www.filb.de/?site=games/gba/emerald/word
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4. EVs for battling the E4 in Emerald
This section is credited to poster Sephirtoh_Masamune
Here is a list of EV's that the pokemon give from the Elite 4 in Emerald:
Sidney
Mightyena - 2 atk
Cacturne - 1 atk/1 Sp. Atk
Absol - 2 Atk
Crawdaunt - 2 Atk
Shiftry - 3 Atk
Pheobe
Dusclops - 1 Def./2 Sp. Def
Dusclops - 1 Def./2 Sp. Def
Banette - 2 Atk
Banette - 2 Atk
Sableye - 1 Atk/1 Def.
Glacia
Sealeo - 2 HP
Sealeo - 2 HP
Walrein - 3 HP
Glalie - 2 HP
Glalie - 2 HP
Drake
Shelgon - 2 Def.
Flygon - 1 Atk/2 Spd
Altaria - 2 Sp. Def.
Salamence - 3 Atk
Kingdra - 1 Atk/1 Sp. Atk/1 Sp. Def.
Wallace
Wailord - 2 HP
Milotic - 2 Sp. Def.
Tentacruel - 2 Sp. Def. (corrected)
Ludicolo - 3 Sp. Def
Gyrados - 2 Atk
Whiscash - 2 HP
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5. Battle Frontier (BF) Section
The following posters all deserve some credit for contributing to the BF section: Dan the Pokeman, Doglover3172000, Gogeta904, Sephirtoh Masamune, Clownmaster, MajinRokusho89, Good Helper wobmaster, Hydr*******89
As of March, 2006, this section has been completely reorganized into three parts:
1 - General info about the BF
2 - Info specific to each area,
3 - SA's ‘how to win silver’ team example and BF Theory
Hope this new organization makes things easier to find. SA
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1 - General info about the BF:
After beating the E4 and getting into the Hall of Fame, you’ll be invited by Scott to go to the BF. He’ll give you something called a Frontier Pass that will enable you to take the S.S. Tidal over to it. The BF is a new area not in previous versions that has 7 different battle facilities. Upon entering the BF you’ll meet someone who is a ‘guide’ to these facilities. Scott lives at the BF and he asks you to visit him. Do it and you'll get a couple Battle points to start you off. The BF is where you can catch Sudowoodo so make sure you have the wailmer pail. I think it is Lv 40. After getting sudowoodo out of the way you can surf down the waterfall to a cave that has Smeargles. On the pass are 7 frontier combat symbols that correspond to each of the 7 battle combat areas. The 7 Battle facilities are: Pike, Arena, Factory, Dome, Tower, Pyramid, and Palace. Symbols are earned by winning battles and come in silver and gold. You may need to not only fight trainers, but also wild pokemon on your way to fighting the Boss for that combat spot---also called the Frontier Brain. Battle Frontier areas may be challenged in any order.
Here's a list of the base Battle Points and Symbols earned from each area. The more you continue to win, the more BP you'll get.
Battle Dome: 1 BP
Battle Factory: 3 BP (4 BP double battle)
Battle Tower: 1 BP
Battle Pike: 1 BP
Battle Pyramid: 5 BP
Battle Arena: 1 BP
Battle Palace: 4 BP (5 BP doulbe battle)
Battle Factory - Knowledge Symbol
Battle Pike - Luck Symbol
Battle Palace - Spirits Symbol
Battle Arena - Guts Symbol
Battle Dome - Tactics Symbol
Battle Pyramid - Brave Symbol
Battle Tower - Ability Symbol
2 - Below is information specific to each of the 7 areas = = = = = =
Battle Pyramid
Your bag is taken before you start. You are provided with an empty bag, which will hold whatever Items you pick up inside the Pyramid. Some Items I've seen: Hyper-Potion, Revive, Max Revive, Lum Berry, Chesto Berry, Rawst Berry, Fluffy Tail, Scope Lens, Bright Powder. Use-items work as they're supposed to. Held Items (Scope Lens, Fluffy Tail) don't seem to make any difference. Most Pokemon in Pyramid use Toxic or some other status-inducing attack (Burn and Paralyze are also very popular). When you leave the Pyramid, the bag is taken, and all Held Items are also taken. They'll be in the bag when you return for your next visit. There is 1 bag for Lv. 50 and 1 for Open Level. You battle your way through a random maze until you find a blue transport tile, which takes you to the next floor. There are 7 floors. You start with a limited view (like in a cave). Each battle you win widens the view. Start over on the next floor. When you defeat a trainer, talk to them. They'll give you a hint. It may be useful (the direction of the exit) or not (how many trainers/items are left on that floor).
In the pyramid you fight Wild pokemon also.
Pyramid King Brandon's Pokemon:
Regice, Registeel, Regirock
Recommended Types: Fire(against Registeel), Steel(against Other 2)
Good Helper wobmaster posted the following addition to this section and gives credit to serebii and bulbapedia for the info:
In the Pyramid, this is what kind of wild Pokémon you will meet, in the order that they will happen in:
1)Pokémon with moves that can cause paralysis
2)Pokémon with moves that can cause poison
3)Pokémon with moves that can cause burns
4)Pokémon with moves or abilities that can waste your PP
5)Pokémon that are Flying or have the Levitate ability
6)Pokémon that prevent your escape (Wobbuffet/Dugtrio)
7)Pokémon with moves that can freeze your Pokémon
8)Pokémon that can use Selfdestruct or Explosion
9)Pokémon with Psychic moves
10)Rock-type Pokémon
11)Fighting-type Pokémon
12)Pokémon that can alter the weather
13)Bug-type Pokémon
14)Dark-type Pokémon
15)Water-type Pokémon
16)Ghost-type Pokémon
17)Steel-type Pokémon
18)Dragon-type Pokémon or Pokémon that resemble dragons
19)Pokémon with Fire, Water, Ice, or Electric Moves
20)Normal-type Pokémon
Battle Pike
A test of your luck, you start in a room with three curtains. Behind each curtain is a different event. Events include: A double battle, a single battle, 1-3 of your Pokemon getting a status effect, 1, 2, or all of your Pokemon being healed, a room full of wild (uncatchable) Pokemon, a battle against a "somewhat-tough trainer" (your Pokemon being healed if you win), or a room with nothing but a trainer who will not battle you.
When you come out of that room, you will be in a room with three more curtains, and the process continues until you clear 7 rooms in a row, or all of your Pokemon faint. In addition, in each room with three curtains, there is a woman who will give you a hint as to what is in a room ("I feel _____ coming from the room on the ____"). Her clues are vague, but will give you some insight as to your next step. After four completions in a row of the Battle Pike, you will be challenged by Pike Queen Lucy. She has a Seviper, Shuckle, and Milotic. If you win, you will receive the Silver Luck Symbol. After twenty completions in a row of the Battle Pike, you will again be challenged. This time, Lucy has a Seviper, Gyrados, and Steelix. You will receive the Gold Luck Symbol if you win.
Battle Pike:
Recommended types: Electric, poison
It says Milotic and Seviper are easy to drop...the Shuckle and it's Rest Move will be trouble...be careful
At the Pike, don't use luck-based moves against Lucy cause she'll **** you. she's a lucky trainer. Other than that, you can pretty much use the same team that you used in the Tower.
Good Helper wobmaster posted the following addition to this section and gives credit to serebii and bulbapedia for the info:
In the Pike, there are the two events that could happen in the room the assistant mentions based on what she says:
If she says "A Trainer? I sense the presence of people..." you will either fight a single battle or have all of our Pokémon healed.
If she says "I seem to have heard something... a whispering...", you will either fight a double battle or find a trainer who won't battle you.
If she says "It has the distinct aroma of Pokémon wafting around it...", you will either fight a "tough trainer" and then have your Pokémon healed or enter a room with wild Pokémon.
If she says "I feel a wave of nostalgia coming from it...", you will either have one or two of your Pokémon healed, or you will have one, two, or all three of your Pokémon be inflicted with a status ailment.
If she say "a terrible event, yes, a horrible one, is about to befall you..." you will fight the Pike Queen Lucy, and you may or may not have any of your Pokémon healed before the battle.
Remember that this is only for the one door that she specificly mentions, the other ones are random.
Battle Dome
A place where you can truly test your fighting skills, the Battle Dome starts when you sign up in a large registration room which offer Single Battles, Double Battles, a/o the offer to heal your Pokemon. In the Battle Dome, you get placed into a Tournament of sorts with 16 people and have to progress through the Quarter Finals, the Semi Finals, and the Finals, and become an overall Champion. You get to pick your team of three different Pokemon to battle with, and once done, you get taken to your battle. You battle in an actual arena and battle, what else, Pokemon with a whole crowd of "people" around you. It is not known what level they are at or what Pokemon they could be. Before battling your opponent, however, you get to see some information about them and some of their Pokemon, which may show some Pokemon that were not in R/S before. At the end of 5 Consecutive Wins in Tournaments, which is a total of nineteen battles, 1-on-1 only, you get challenged by the Dome Leader, Dome Superstar Tucker. Beat Tucker and you shall receive the Silver Battle Dome Badge. At the end of 10 Consecutive Wins in Tournaments, which is a total of thirty-nine battles, 1-on-1 only, you get challenged by the Dome Leader again. Beat her and her team of Pokemon and you shall receive the Gold Battle Dome Badge.
Battle Dome:
Dome Ace Tucker team: Charizard - Fir/Flying, Swampert - Water/Ground, Salamence - Dragon/Flying
Recommended Move Type: Electric
The Dome only lets you bring in two Pokemon, though it does let you observe your opponents' Pokemon and battle styles. I would use sweepers that cover tons of types.
Battle Arena
Here you have 3 turns to make your opponents pokemon faint, and if you don't, judges decide who wins. You are judged in these 3 areas: Mind, Skill, Body. Each area is awarded a possible 2 points and the pokemon with the most points at the end wins that particular battle. A good suggestion is to choose the strongest moves and enter the Arena. 27 wins in the Arena later and you face Arena Tycoon Greta who has Heracross, Umbreon, and Shedinja. For Umbreon I suggest bringing in a bug of your own...possibly another Shedinja...as for her bugs...a good Fire would'nt hurt....but I would go for a strong flier...possibly a dragon with wing attack...that way you can be strong and knock out the other opponent's in the Arena as well
For the Arena Tycoon Gretta, One Charizard can completely sweep her.
Charizard @ Leftovers
Natures and Evs don't matter for ingame stuff
- Brick Break
- Overheat
- Aerial Ace
- Swords Dance/Belly Drum/Rock Slide
That beats her all around.
In the Arena, use sweepers, and use flexible sweepers. Remember that you cannot switch. OHKOs and 2HKOs are the best. Basically take a CBer and remove the CB, and you've got a contender.
Battle Palace
Here you have to rely on pokemon nature's and instincts to do the job...because you never get to choose your own attack, the pokemon chooses it for you. Also if you Double Battle there is another flaw...you won't be able to choose which pokemon attacks either...so it is not neccesarily going to be easier if you enter with 2 pokemon. But alas, you can manipulate this palace with a move tutor,move deleter. All you have to do is give your pokemon 2-3 good,strong moves and they will always do good bits of damage...just make pokemon especially for this place and you should do just fine. After 21 battles you face Palace Maven Spenser who has Crobat, Slaking, and Lapras. As for Lapras and Crobat...Raichu, Laturn, Manectric, or any other strong pokemon with a electrivc type attack will destroy those 2...it is the Slaking I am worried about, and boy does he stall with it. Use Uber powerful moves such as Earthquake and anything with over 120 Attack, because his Slaking will outlast alot.
At the battle Palace, Choice banders own.
Metagross @ Choice Band
Attack Raising Nature. The rest don't matter ingame
- Meteor Mash
- EarthQuake / Sludge Bomb
- Rock Slide
- Shadow Ball
Salamence @ Choice Band
Speed Raising Nature. Rest won't matter.
- EarthQuake
- Fire Blast
- Aerial Ace
- Rock Slide
For Spencer, Sally beats him pretty ripely, so does Jolteon.
Jolteon @ Lefties/Petaya/whatever
Modest/Speed Raising nature that isn't jolly.
- Thunderbolt
- Substitute
- Thunder Wave
- HP:Grass/Wish
Battle Tower
There isn't much new info for this place...but it is basically regular matches like you would have outside. The Head of the Tower is Salon Maiden Anabel and the only way to face this Head is to win 35 regular one-on-one matches (i.e. single matches) to get to her. She has Alakazam. Entei, and Snorlax. All I can say is bring pokemon strong versus these types and be ready to switch out when necessary.
For Anabel, use Tyranitar or something. Tyrraniboah beats her badly.
Tyranitar @ Leftovers/w/e
- Substitute
- Focus Punch
- Thunderbolt
- Crunch
Battle Factory
A test of knowledge, the Battle Factory is the only facility in which you are given Pokemon to battle with. Select single or double battles, and Level 50 or Level 100 (Open Level) by talking to the appropriate attendant. In the "rest room", the attendant will tell you what type of Pokemon your next opponent specializes in, and what style of fighting they prefer (this clue is pretty vague). You will be shown six rental Pokemon. Look at their summaries and decide which three you want. Then you will have a battle against another trainer, who also has three Pokemon. When you win, you go back into the "rest room". The attendant will tell you about the next trainer, and you can then swap one (and only one) of your rental Pokemon with one of the rental Pokemon your previous opponent used.Repeat the process of winning and swapping until you win seven battles.
If you can go through the Battle Factory three times in a row, you will be challenged by Factory Head Nolan. His Pokemon are rentals, and are entirely random. Defeat him for the Silver Knowledge Symbol. If you can go through the Battle Factory six times in a row, you will be asked for a rematch. Again, his Pokemon are rentals. Defeat him the second time around for the Gold Knowledge Symbol.
The Battle Factory is kind of unique what with having to rent pokemon teams instead of using our own trained teams. Also, the Factory rules are in some cases different than the other areas (like you can actually have the same items and even the same pokemon (with different movesets). So that was another reason I thought this would be good. Most of the info comes from a thread I started specifically for Battle Factory info, and one or two posts come from a thread that poster MathewR started about a related subject. I hope you find it helpful. SA
SA's Battle Factory tips:
All of my observations and tips are based on my experience with Open Level. First, I've noticed that after battle 28 (starting with the 5th trainer group) we start to see many different pokemon than in the first 4 groups, including the legendaries like Lati@s and all 3 beasts.
Second, the Artificial Intelligence is much better in Emerald than in R/S since it doesn't wait to start making counters to your team. It still will do stupid things like repeat trying to attract you when you are like already attracted but in general it will pick SE attacks much more often than in R/S. If you pick a poison in lead for example, expect to see lots of Psychic attacks right away, even if you're in battle #1. Also, there are no lame pokemon in Open level---like non-evolved pokemon with bubblebeam or some crap. (although those pokemon actually are encountered in the Lv 50 challenge.)
About swapping; sometimes we'll get great choices and other times crap choices. There doesn't seem to be any pattern here. A lot of times though we'll be given 3 or more pokemon with the same weakness, making it harder to select a team that can actually cover each other. Unless you are really lucky, plan on swapping out a couple times just to get a bascially decent team, and be very aware you are more vulnerable until you do. I've also noticed that sometimes all 6 choices are sweepers or have similar Roles. This also makes it harder to balance your team.
Don't ever swap for a pokemon with only one attack since if it ends up being your last pokemon you have a fair chance of being totally screwed if any of your foe pokemon are immune to that one attack. This also includes a pokemon with two attacks that are of the same type obviously. You'll eventually either end up in a struggle-fest or get pissed off enough to just turn the darn game off and be disqualified. Not fun. Got on/off?
Hydr*******89 posted the following and credits pokefor as the source: “The more you switch Pokemon, the higher the IVs of those on your team. So I'd STRONGLY recommend switching after EVERY BATTLE. After 6 battles, most of your Pokemon should have 31 Ivs”
3 - SA's ‘how to win silver’ team and example and BF Theory =========
IMO the hardest BF area by far is the Factory. Next in difficulty is the Battle Tower and then the Palace and Arena since they require you to battle slightly differently and you may have to reorganize your movesets/pokemon order to be most effective. I thought the other areas were kind of easy.
SA’s Theory: is that the computer makes it harder and harder for you each successive challenge and that if you don’t win in one of your first few challenges, you probably never will. I have found this to be true for both the Factory and the Battle Tower.
Below is my BF team and how I won all 7 silver symbols (Open Level, Single Style):
Battle Tower: 35 straight wins at the Battle Tower earned the Silver Symbol with the following team, called Team UNO. All were EV trained and had decent IVs. This team won 6 Silver symbols (not the Factory). Moveset changes were made only for the Palace and Arena.
Whiscash@chesto
=Rest
=Surf
=EQ
=Amnesia
Regitank@lefties
=Metal Claw (pp maxed at 56)
=HP: Ftg 64
=Amnesia
=Curse
Ludicolo@lum
=Leech seed
=Toxic
=Icebeam
=Dive
Battle Pyramid: My first time thru this place I got 21 straight and won the Silver symbol. Kind of easy imo. Whiscash destroyed almost everything, including the Brain's trio of Regis. It was immune to all elec attacks and resistant to burns and poison, and with Rest it could heal itself easily.
Battle Pike: This area is very easy and is mostly luck. Team UNO 'cleared' 28 rooms easily (cleared twice) then beat the Brain for the Silver Luck symbol.
Battle Dome: This area is also easy, though not as lame as some others. Team UNO went straight thru 4 times with no problem and beat Tucker the "Ace' to earn the silver symbol.
Battle Palace: It took me 4 tries to win the symbol:
Try #1, 18 wins - used Team UNO as posted above
Try #2, 14 wins - before battling, deleted Whiscash's Rest and Amnesia and gave it shell bell, also replaced Dive with Surf on Ludicolo. Did very well until I ran into Blisseywhore and my pokemon just wouldn't do the needed moves (toxic/leech seed etc)
Try #3 , 19 wins - before battling, deleted Surf on Ludicolo. I think I could have won this time around but had some bad luck when my foe's last pokemon used perish song on Regi, ending the battle in a draw. I read somewhere that 'judges' decide who the winner is when there is a draw. Meh, this time it wasn't me.
Try #4 , Team UNO got the Silver finally. The 21rst battle was against the 'Maven' and not too tough.
Got persistence?
BTW, I don't know what Secret Power turns into here but it did a lot of damage to me sometimes, paralyzing too. Maybe it was Body slam, idk.
Battle Arena: I knew that powerful moves rule here, so I gave Surf back to Ludicolo. The order was Whiscash, Registeel, and Ludicolo.
Try #1 - I won 26 straight and was winning again when a Pinser came out and OHKO'd both RegiTank and Ludi with Guillotine.
Try #2 - Gave Whiscash Icebeam, and gave RegiTank Seismic Toss to replace Hidden poswer FTG64. Team UNO won 28 straight and got the final Silver symbol (guts).
Battle Factory, in my first challenge I had 16 straight wins. In my second challenge I won 21 straight and beat Head Nolan for the Silver knowledge symbol. For some reason the very first few matches I had in challenge #1 were the toughest. The Factory requires a great deal of both skill and luck. Battling here is what made me think of the theory.
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Last edited by shineyaltaria : 04-11-2007 at 07:54 AM.
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08-22-2005, 04:56 AM
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#3
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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Help Thread - Post #3
Post #3 - Understanding IVs, Effort (EPs and EVs), Base Stats, Hidden Power
This post is now separated into 2 parts: The first part consists of all the basic defintion-type info regarding IVs, EVs, etc Once you understand these terms, go on to the second part called the Trainer’s Checklist for details on how to train. SA
Part One:
* What are Base Stats?
* What are Dynamic or Hidden values (IVs, EVs, Personality)
* What are EVs and EPs?
* How does Effort work?
* How can I check if my pokemon’s Effort has been maxed?
* What about IVs?
* What about Hidden Power?
What are Base Stats?
All pokemon of the same species share identical base values for each of their 6 stats. These base values are used in the formulas that calculate a pokemon's stats. For example, all Altaria's have an HP base stat of 75. To see base stats for any species, just go to a good pokedex. Base stats stay the same as long as your pokemon remains the same species.
What are Dynamic or Hidden values?
There are three dynamic (or hidden) values that are used to calculate each main statistic (Like Attack, Defense etc.) as your pokemon grows. These values are not shown to you by the game anywhere, so you might not even know that they exist. That is why they are sometimes called hidden values. These values are dynamic, which means they can and do change (unlike base stats) as your pokemon level up.
There are 3 kinds of these values:
Individual Values (IVs) are like a pokemon’s genes and provide randomness within a species
Effort Values EVs are determined by the Effort Points that your pokemon has earned
Personality Value (more commonly known as the pokemon’s Nature).
Each of these hidden values is used in the main formulas to determine your stats.
What are EVs and EPs?
Do you know how each time you battle you get experience points that you see and eventually will grow a level? Well, you also get something else for each battle called Effort Points. But unlike with the experience points, you do not see Effort.
Each time your pokemon battles another pokemon it earns Effort Points in certain stats. Every 4 effort points gives you 1 Effort Level, which results in an increase of 1 stat point (ability point) in your actual stat. You do not see the Effort points, or the effort values---only the increase in stat ability points when your pokemon levels up. At low levels you won’t see much stat change, sometimes not any at all, but you ARE getting Effort Points. The higher your pokemon’s level the more apparent the stat increase will be.
How does Effort work?
Any one individual stat can be maxed out at 255, but the total for all stats is capped at 510. So only 2 stats can be totally maxed out (if the others are zero). In general, you will reach the cap after around 250 to 300 battles. After you reach the cap you will not get further effort regardless of how much battling you do.
If you switch with more than one pokemon when battling an opponent, then each of your pokemon who battles get the same amount of effort points just like they would if they battled alone. Two on two battles work the same way. Many online pokedex and show you the number of effort points that are given by each pokemon. For Example, The basic idea is that if you want your pokemon to be really fast, battle pokemon that give it Effort in its Speed stat.
How can I check if my pokemon’s EV has been maxed?
To learn if your EV has reached 510, talk to the lady next to the Energy Guru in Slateport. If your lead pokemons EV is maxed, she will give you an ‘effort ribbon’.
What about IVs?
When you get a pokemon, regardless of how you get it, a value from 0 – 31 is randomly assigned to each of its 6 stats. These are Ivs. They never change. They are like genes and determine in large part what your pokemon's quality is. The higher the numbers, the better the quality of the stats.
What about Hidden Power?
IVs also determine both what TYPE of attack a pokemon’s Hidden Power is and what POWER it is. Since IVs never change, you cannot change or choose what the hidden power of your pokemon is (except on Netbattle where you define your pokemon).
=================
Natures and Abilities
=================
For a list of Abilities, just check any decent pokedex. Below is a list of Natures, grouped by how they affect stats, courtesy of
poster _-*$carface*-_:
NEUTRAL NATURES: Natures that don't modify any stats
HARDY, DOCILE, SERIOUS, QUIRKY, BASHFUL
SPEED BOOSTERS: Natures that raise speed
TIMID (+ speed, - attack)
JOLLY (+ speed, - special attack)
HASTY (+ speed, - defense)
NAIVE (+ speed, - special defense)
ATTACK BOOSTERS: Natures that raise attack
LONELY (+ attack, - defense)
ADAMANT (+ attack, - special attack)
BRAVE (+ attack, - speed)
NAUGHTY (+ attack, - special defense)
SPECIAL ATTACK BOOSTERS: Natures that boost SA
MODEST (+ special attack, - attack)
MILD (+ special attack, - defense)
QUIET (+ special attack, - speed)
RASH (+ special attack, - special defense)
DEFENSE BOOSTERS: Natures that boost defense
RELAXED (+ defense, - speed)
BOLD (+ defense, - attack)
IMPISH (+ defense, - special attack)
LAX (+ defense, - special defense)
SPECIAL DEFENSE BOOSTERS: Natures that boost SD
CALM (+ special defense, - attack)
CAREFUL (+ special defense, - special attack)
GENTLE (+ special defense, - defense)
SASSY (+ special defense, - speed)
===============================================
Part 2 - Trainer’s Checklist & Good Sir HR's Trainer Tip
What’s in this section and how can it help me?
This section is to show anyone who wants to learn how to train in the most effective way possible, using their knowledge of EVs, IVs, Nature, everything!
The Trainer's Checklist has 7 steps.
CREDITs: It was a bit of work putting this together, and some thanks are in order. This Trainer’s Checklist never would have happened without Marill and FlipsAreCool. GametesterJan and Sir Darklogos contributed too. Also, new poster CoolTrainer Josh deserves a thank you for suggesting that the final steps be re-ordered. Now the info is presented in a more logical order. 6/12/04 edited in Fallen Ronin's EV comments
Credit also goes to Gamefaqs.com site’s “Advanced Trainer’s Guide” which is still recommended reading.
STEP ONE: Pick a pokemon and determine what that specific pokemon is going to do for your team. In other words, what role is it going to play on it? Refer to "Pokemon Roles" on this thread for more information.
STEP TWO: Breed for best IVs. Since you have a higher chance of getting better IVs. Also, whenever you catch a wild pokemon that you might want to train, you should check its Ivs too since you may have lucked out and got one with great genes.
Here is how:
1.Catch Female pokemon,
2. Make sure it's IV's are OK as 1 stat will be passed down and you don't want it to stink. (See 7 below)
3. Catch compatible Male.
4. Check its IV's (See 7 below)
5. Leave at Day-Care.
6. Hatch Eggs and give each a different name or a number as they hatch. (You'll need to keep track of them individually later.)
HINT: For hatching, use the 'Mach Bike technique' on this Help/Reference thread (Refer to the FAQ about how to hatch Eggs) to get 5 baby pokemon in 15 minutes or so.
7 Check each of your baby pokemons IVs, one at a time. Do NOT train it unless you keep track of every single Pokemon your beat. If you don't do this, you won't be able to work out your Pokemon's EPs later on, therefore, you won't be able to work out it's IVs either.
Here’s how to check IVs:
Save your game since you’ll need to reset up to five times. (Your only checking its IVs which aren't affected by the way you level up your Pokemon)
Feed a Lv 5 baby 7 or more Rare Candies to get it up to at least Lv 12 quickly (Checking Ivs on Pokemon before Lv 12 will just give you bogus results). If you have no rare candy you can accompolish the same thing by leaving the pokemon in the Day Care until it reaches at least Lv 12.
Use an IV Calculator on one of the online sites (like Pokefor or serebii) to calculate your IVs:
For INGAME, an IV average of 25 out of a possible 31 is 81% and considered ‘pretty good’. Good Helper Interfed_OV posted the following regarding non-ingame: "Generally, anything from 29 to 31 is acceptable, 27-28 is barely usable, and anything less than 27 is bad."
In all cases, the higher the average the better.
STEP THREE: Get a good nature, if you can.
Note: In Emerald, you can give the parents Everstones to better control offspring Natures.
IVs are randomly assigned, as are natures. A pokemon’s IVs affect its abilities much more than its Nature (in the Formulas). So if one of your babies has great IVs and another has a better nature, IVs rule. It really takes a lot of Luck and Patience to get BOTH on the same pokemon, but it can be done. I know this may seen strange after all of the emphasis we have placed on getting the ‘right nature, but IVs affect your pokemon’s abilities much more. Once you have a pokemon that is good enough to train, go to the next step.
There is a list of Pokemon Natures with the stat(s) each affects on gamefaqs.com in the "Advanced Trainer's Guide" in section 2.4.3 - 'Getting The Right Personality'.
NOTE: Whenever you catch a WILD pokemon that you think you might want to train, you should also check its IVs too since you may have lucked out and got one with great genes and the right nature etc.,
STEP FOUR: FEEDING TIME: Pick the stats you want raised then feed your pokemon Vitamins BEFORE you train it. For example; if you want to raise HP and SP AT, then feed it 10 HP Ups and 10 Calciums to obtain 100 EPs for HP and 100 for Sp. Att. After your pokemon gets 100 Eps in a a stat, it will refuse to eat any more vitamins for that stat, so feed to the max and feed early.
HINT: If you’ve beaten the E4 keep your eyes on the TV for the Energy Guru sale where you can pick up all vitamins for half price.
STEP FIVE: Figuring out where to distribute EVs.
We had a fairly long section here on distributing EVs based on the ROle your pokemon plays for you, and that general idea still is a good easy-to-rememeber general guideline.
Check the Helpful Links thread to get ideas on this. Look at The Fine Art of Stat Manipulation and Defensive EV Distributions, both by Sir Fallen Ronin.
STEP SIX: Helpful things to know when EV training
You'll need to understand how certain things/items can really help you with your training. They are the Macho Brace, EXP.SHR, and PokeRus.
What is a Macho Brace?
The Macho Brace is a hold item you give to a pokemon that raises Effort points received (by x2) when battling. This reduces the number of battles you’ll have to fight before your pokemon reaches the maximum effort cap. You can get the Macho Brace after you defeat the Winstrate family at their house located just north of Mauville City.
Remember to battle only those pokemon that give you effort points in the stats you want raised. While the item is held, there is a reduction in your pokemon’s speed as calculated in the stat formula, but it is only temporary.
What is EXP SHR?
Exp.Shr is a hold item that splits the total experience gained from a battle and gives half of it to the Pokémon holding it, even if it didn’t fight. The Pokémon holding the item will also get the full amount of Effort Points gained from the battle. You can get this item in Rustboro City from the President of Devon Corp after you deliver Stephen’s letter and take the Devon goods to Slateport.
NOTE: If you have a pokemon holding the EXP SHR it will get the regular number of Effort Points even if the other pokemon that is battling is holding a Macho Brace. The effort points for the EXP SHR holding pokemon are NOT doubled. Thanks to poster HaroldJ for suggesting this be noted.
What is PokeRus and how can it help me?
Pokerus is a virus that is actually helpful because it doubles your Effort points. You get it randomly. If you heal at the Poke Center and are told your pokemon has things crawling on it, or it has a virus, then pokerus is what they are talking about. Be happy!
NOTE: You can get a 4x effect by having both PokeRus and Macho Brace, contrary to what it says in the gamefaqs Advanced Trainers Guide. Thanks to poster BerserkerAzn for pointing this out. I tested this out and it will cut yoru EV training time down a lot.
Here are some helpful pokerus-related training hints, courtesy of GameTesterJan.
* A pokemon with pokerus can spread it to other pokemon in your party.
* When a pokemon is infected, the effect of pokerus will last for about 4 days.
* A pokemon who had pokerus cannot become re-infected.
* Always keep a freshly infected pokemon in a box so you can keep infecting others
* When training, do not spread pokerus to a mass number of pokemon because the pokerus timer continues even when gba is turned off. So before swiching it off, leave your infected pokemon in a box to pause the pokerus timer.
Are there things to avoid doing when EV training?
Don't use rare candy or the Day Care to level up your pokemon if they have not yet received their effort ribbon (reached the cap) since they will not be getting any effort by sitting in Day Care but will be growing in level.
What about Effort Points and traded pokemon?
I have tested this and found that the traded pokemon gains EVs at the normal rate. Specifically, I traded over my Flygon from Ruby to Sapphire, infected it with PokeRus, and trained it simultaneously with an infected Dusclops from the Sapphire cart (not traded). I gave the Dusclops the Exp. Shr to hold. Both Pokemon gained Effort Points at the same rate (double) and got their Effort Ribbons at the same time.
Here’s marill’s example of EV training (Distributing Effort for a Horsea holding a Macho Brace):
EV training Example
I would recommend battling Numel for Sp. Att EPs and I would battle Whismur for HP EPs) Only battle 78 Numel and Whismur since the Macho Brace doubles the number of EPs you get. (They both give 1 EP in one Stat so divide the remaining EPs you need by 2. 155/2=77.5 so you would battle 78 of each Pokemon. You need to obtain 155 EPs for the Stat since you gave your Pokemon 100 EPs from the vitamins.) In other words, feed Horsea 10 HP Ups and 10 Calciums and battle 78 Whismur and battle 78 Numel to reach the 510 EP Cap.
About the EV distribution, you should max out a stat by obtaining 252 EPs. (252/4=63 Ability Points) Obtaining 255 EPs for two stats is a waste. You get the 63 Ability Point increase in a stat either way you go but if you go with 252, then there is 6 EPs left which can be used to increase one more stat by 1 Ability Point. (6/4=1.5 In other words, 1 Ability Point increase in another stat. It's not much but it is something
STEP SEVEN: Battling Pokemon for maximum EPs. You need to gain effort points only in stats you want raised. This depends on the specific pokemon you battle (each pokemon gives you effort points to different stats. Certain locations are best to train in because they contain a high percentage of these pokemon. Here is a list of specific pokemon/locations (by version) for training depending on which stat you want raised.
Ruby
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HP: Whismer (Rusterf Tunnel) Marill (Petalburg)
AT: Nuzleaf/Zangoose (Route 114)
DF: Clamperl (Rts 124 - 126 Ocean FLoor)
Sp. AT: Numel (Rt 112)
Sp. DF: Tentacool and Tentacruel. (Inside the Abandond Ship) SURF ONLY.
SP: Zigzagoon/Linoone (Route 120) Remember Linoone gives 2 EVs to speed while Ziggy gives 1. Also, if you want to train at a place where you can nap on the job Sootopolis City has only Magikarp, no need to fish, just surf around and you'll run into them.
Sapphire
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HP: Whismer (Rusterf Tunnel) Marill (Petalburg)
AT: Shuppet (Mt. Pryre floors 1,2,3)
DF: Clamperl (Rts 124 - 126 Ocean FLoor)
Sp. AT. Numel (Rt 112)
Sp. DF. Tentacool and Tentacruel. (Inside the Abandond Ship) SURF ONLY
SP Zigzagoon/Linoone (Route 120) (See RUBY above)
Emerald
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Credit for this section goes to poster _-*$carface*-_
HP: Whismur / Rusturf Tunnel / 1 EP / Common
HP: Marill / Surf in Petalburg City / 2 EP's / Common
Atk: Poocheyena / Route 101 / 1 EP / Common
Atk: Shuppet / Mt. Pyre Summit / 1 EP / Common
Def: Sandshrew / Route 113 / 1 EP / Common
Def: Skarmory / Route 113 / 2 EP's / Rare
Satk: Spinda / Route 113 / 1 EP / Common
Satk: Numel / Route 112 / 1 EP / Common
Sdef: Tentacool / Surf in the Abandoned Ship / 1 EP / Common
Sdef: Tentacruel / Surf in the Abandoned Ship / 2 EP's / Rare
Spd: Taillow / Route 104 / 1 EP / Common
Spd: Wingull / Route 103 / 1 EP / Common
= = = = = = = = = = = = =
Good Helper Wobmaster adds the following good EV training spots:
Smeargle (Artisan Cave) gives 1 Spd EV.
Slugma & Spinda give 1 SAtk EV and are found on the same Rt.
= = = = = = = = = = = = = =
I have also found the Desert Under Pass to be good. It only has Ditto, Whismur/Loudred, and they all give 1 Effort point to HP. Got HP?
==================================================
Here is poster Houndoom's Revenge wonderful R/S Training Tip:
Note: This works in R/S but not in Emerald due to the phone.
TRAINER TIP:After you max out the EV's of your pokemon you can put those pokemon in the day care without harmful side effects (see warning below). When you do this get a ACRO bike and go to a slippery slope. Now tape down/rubber band the up button and leave the gameboy on all night. Make sure you have an AC plug so you won't run out of batteries. The next day the pokemon should be at least 20 levels higher, depending on the starting level of the pokemon. The slippery slopes are the mud slide things that you can only go up with the mach bike. One is found on the north wall of the desert.
WARNING: Pokemon in Day Care can and do learn level-up moves. Be careful when leaving your pokeomn in the Day Care that they don't forget important moves that you want. One way to make sure you keep the moves you need is to either make room for expected learned moves (by visiting the move deleter in Lilycove) or just wait until your pokemon has reached a level where it won't be learning any more moves. Also, this does not work in Emerald due to phone interruptions. SA
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Last edited by shineyaltaria : 06-25-2006 at 08:40 AM.
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08-22-2005, 04:57 AM
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#4
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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Post 4 - Answers to some Frequently Asked Questions (FAQ):
= = = = = = = = = = = = = = = = = = = = = = = = = = = = =
What is the link for RSbot?
http://boards.ign.com/Pokemon/b5012/42978774/?61
What about Trading between R/S/E and Colosseum?
What you'll need:
You’ll need a link cable that connects your GBA/SP to the GC.
You’ll need to have saved your R/S game at a poke center.
Trading rules:
You cannot trade a Shadow pokemon until it is completely purified.
A pokemon holding an Egg or mail item cannot be traded from R/S/E.
Where and when to trade:
Trade in Phenac City, in the basement of the Poke Center. You can trade only after defeating the Cipher leaders at the Realgam Tower. The final battle there is where your foe has that shadow Tyranitar.
Which pokemon can I trade from COL to R/S/E?
(This list is courtesy of poster TyranitarsShadow)[/i]
Espeon-from start
Umbreon-from start
Makuhita
Bayleef
Quilava
Croconaw
Misdreavus
Slugma
Noctowl
Flaffy
Skiploom
Quagsire
Furret
Yanma
Remoraid
Mantine
Qwilfish
Dunsparce
Meditite
Swablu
Sudowoodo
Plusle-not shadow
Hitmontop
Entei
Ledian
Suicune
Gligar
Sneasel
Piloswine
Stantler
Ariados
Aipom
Murkrow
Forretress
Granbull
Vibrava
Raikou
Sunflora
Delibird
Heracross
Skarmory
Miltank
Absol
Houndoom
Tropius
Metagross
Tyranitar
Smeargle
Ursaring
Shuckle
Togetic
HO-oh (non-shadow)
What is an uber?
Note: There is not 100% agreement by everyone on the following list, but it is still helpful and so I'm leaving it in here. SA
According to Mod clownmaster, an Uber is a pokemon that has base stat totals of 610 or higher, or has extremes in stats that matter.. Or is Wobbufett. Below is the 'official' Uber list:
TIER 1: UBER
Deoxys
Deoxys-fr
Deoxys-lg
Deoxys-e
Groudon
Ho-oh
Kyogre
Latias
Latios
Lugia
Mew (stat 'only' 600 but still considered Uber)
Mewtwo
Rayquaza
Wobbuffet
Sir Fallen Ronin adds the following comment: "Slaking has a base stat total of 670 and is not considered uber."
Where is Feebas?
This pokemon is the hardest to locate of all. It exists on only six tiles at a time on/in the water areas of Rt 119. A tile is a one 'square' where you can step or surf. (Yes, it can be on a tile in the middle of the water too!) Each time you change the Dewford Town 'saying', Feebas will move randomly to a set of 6 different tiles.
The only way to find this pokemon is to painstakingly fish from one tile to an adjacent tile until you have covered the entire area. Fish several times on each tile since Feebas may not appear on your first fishing attempts. The only way to find the darn thing is by process of elimination; one tile at a time.
I have always used the good rod or the super rod, but some posters have said they prefer the Old Rod so you may want to give that a try too.
When you finally do locate one, then catch a bunch of them making sure to get both males and females. As far as I know, they will still be on that same tile until the saying is changed again in Dewford town but they can be such a pain to find that you must be ready by making sure you have lots of poke balls. You do not need to battle Feebas; just start throwing balls once you find one of the 6 tiles that they are located on.
Warning: The trendy phrase can change on its own so it's important to check what the saying is Before you start fishing. Otherwise it can change and you won't even know it. To be safe, change it before starting to fish because it shouldn't change to something else right away. After changing it I usually would have a day or more before it changed again. I've never seen anyone post what makes it change on its own, nor how frequently it happens. It's probably random.
Also, sometimes when you go to change the trendy saying, it won't be changed. I think this is if you try to change it too soon after the last time it was changed but am not sure. If anyone knows why sometimes you cannot change the trendy saying please post.
What about Evolving Feebas into Milotic?
Feebas evolves into Milotic by maxing its Beauty using Dry flavor pokeblocks. The 4 natures that do not like Dry flavor pokeblocks are; adamant, careful, impish and jolly, so you may not want to use those natures. Any other nature should be able to eat enough Dry pokeblocks to max beauty. Mine has a Docile nature, which is neutral, and it evolved just fine. Do not use many Chesto berries as they are low level and it'll eat its fill but not max beauty. Use Dry berries with a high level. Some examples would be Hondew and Corn, maybe Kelpsy too. Also, I've heard that Pamtree is great but be careful since you only get one per game and it takes a very long time to grow more. Refer to the Berry thread Sticky.
Questions about Mirage Island?
Courtesy of Marill122, who sourced most of this information from the Prima Guide for Pokemon Ruby/Sapphire:
Is it real or is it only a mirage? That's what you'll wonder when you hear about this mysterious island on RT 130 from a gentleman in Pacifidlog Town. Mirage Island appears when you show the gentleman a Pokemon with all IVs of 0 but the chances of capturing a Pokemon like that are extremely low. (The name given to a Pokemon like this is "Mirage Island-Sensitive", or “Mirage Island-Friendly” Pokemon).
Whenever you're in Pacifidlog Town, talk to the man and see if he can see the island from his window. If he can, Surf to it! There you will find lots of Wynaut and the one and only Liechi Berry. If not, try again later. Bring lots of different Pokemon when talking to the Mirage Island man!
Poster Brigit1 posted that she has a friend that actually got a Mirage Island Sensitive pokemon as a starter! This is a pokemon with IVs of all zero. If you go to the Dude in Pacificlog Town with one in your party, he'll tell you that he can see Mirage Island and you'll get to go there!
Note: It is extremely rare to get to see Mirage Island, so don't make yourself or anyone else crazy over this. To see Mirage Island, you need to have a pokemon with all zero IVs. The odds of this are 1 in 1,073,741,824. SA
How much do items and weather effects raise attacks?
Credit to: Houndooms Revenge
Weather boosts attacks by 50% or 1.5x.
Almost all elemental hold items (like sharp beak, mystic water, charcoal, etc.) increase corresponding attacks by 10%. But Sea Incense only boosts it by 5%.
What information is on my R/S Trainer Card?
(for the Emerald trainer card, see post #1)
When you click on your ‘game name’, your Trainer’s Card is displayed. There is a front and back (just hit "A" again to see the back)
On the front:
= = = = = =
Your 5-digit Trainer ID is at the top of the card. Underneath this, besides your ‘game name’, you will see the amount of money you currently have, your pokedex number, and your elapsed play time. All of the Gym Badges (if any) that you have earned will also be displayed along the bottom of the card. If you look to the right of your game-name, you may see up to 4 small STARS. You get stars for accomplishing each of the following:
Defeat the Elite 4, complete your Pokedex, win each of the 5 Master-rank contests by a wide enough margin so that paintings of your award-winning pokemon fill up all 5 spots in the Exhibit Hall on the second floor of the Lilycove museum, and win 50 straight in the Battle Tower. There have been rumors of a fifth star, but they remain ONLY rumors.
On the back:
========
On the back of your Trainer Card there are 6 lines: the first holds the time when you beat the Elite 4 for the first time and got into the Hall of Fame, the second is for link card battle info, the third shows the number of pokémon trades, the fourth shows pokeblocks with friends, fifth is contests with friends, and the sixth line is your record at the Battle Tower.
How can I catch Latios/Latias?
This section is from FlipsAreCool and was created with the help of LightSneasel, OutOfTouch and Brigit1.
Things to know about Latios/Latias:
1. When you Fly/Turn off your game/Enter a building, they teleport, randomly
2. Latios/Latias will be refered to as Lati@s
3. When you move between routes, Lati@s moves also, sometimes to an adjacent area.
If you have NOT encountered Lati@s;
Strategy #1:
I just figured this out and it worked like a charm, have your friend trade you his/her Lat@s then trade it back right away, they will have their Lati@s and your Lati@s will appear in pokedex, area and all, enjoy! Continue from below!
Strategy #2:
First fly to your base city, (Lilycove was what the Lati@s guide on GameFaqs.com recomended) ride to Route 121 (If using Lilycove). Use Max Repel, get on the Grass, (Making sure to have the Acro Bike) Hop until either Lati@s appears OR your repel wears off. If Lati@s did not appear, then Fly (not walk or ride,) back to Lilycove, repeat from above.
If you have ALREADY encountered Lati@s
Strategy 1 (Stalking Strategy)
This way is not the most effective or best way since it takes time and patience (but it can be fun). Once Lati@s appears you can always see exactly where it is by just going to your pokedex Lati@s entry and clicking on ‘Area’. After you see where it is, go to an adjacent area. As soon as you get there, recheck the pokedex to see if you are in the same location with Lati@s. If not, follow it again and recheck until you're in the same place. I call this stalking.
Once you're in the same exact location, use repel (your lead pokemon needs to be a Level or so less than the Lati@s) and it will almost always appear. It doesn’t matter if you ride or walk or hop. Once it appears you can try and use whatever techniques you are most familiar with to catch it. I usually have a lead pokemon that knows quick attack and will hit it with that. It doesn’t do much damage but after repeated stalking/battles you’ll red-line it nicely and then you can throw ultras at it. Just like the ‘cats’ in G/S/C, Lati@s won’t heal in between battles.
Variation/Strategy #2
Trap him so he can't leave. Wobbuffett, (with Shadow Tag) or Sableye with the Mean Look attack (has to be a high level though.). You can't use Trapincher's Arena Trap,since it is Flying and is resistant to Ground attacks. You then need a Status effector, and a False Swiper, (Get it to 1HP.) then inflict Sleep on him, and use your Ultra/Great Balls, and other Poke-balls like crazy...have fun with that.
Notes:
* When using Max Repel put a Lower-level (Less than Lv 40)pokemon in front or Lati@s will not appear!
* The White Flute is an item that allows you to meet wild pokemon more frequently.
* False swipers: Sceptile (Lv 59) Nincada (Lv 25) Zangoose (Lv55)
* Ability Trappers: Trapinch, Wobuffet
Where are some Walktroughs to help if I get stuck?
One good site that has walktroughs is gamefaqs. Use the url in the resources section of Post #1 to go there.
Eon Ticket Questions?
The Eon ticket is an e-card that allows you to catch the opposite Lati@s that your cartridge has in a special location called Southern Island. This makes it possible to catch Latias in Ruby and Latios in Sapphire. The big deal though is when you catch one this way, an item called Soul Dew is attached which increases Lati@s Special attack and Special defense. It is increased by EITHER 1.5x OR 2. As of now, (7/05) posters still cannot agree on which number is. Meh.
Breeding Questions?
A popular topic and one that has info spread out over many different threads. I haven’t seen a concise summary of Breeding info on any single thread, but I may have just missed it. This is one subject where the guide is very useful since it tells the rules of breeding, which egg group(s) each pokemon belongs to and the Egg moves that can be learned. Breeding chains---where you need to have multiple breeding steps to get a desired move---seem to be the most sought-after information, and here is where looking through the page Topics can help you. The pokefor site also has sections on related topics like Breeding Basics, Egg Moves, and Egg Groups that you may find helpful.
What about hatching eggs?
Note: In Emerald there is a bit more control sometimes so for Emerald see Post #1.
WHEN eggs hatch is related to the number of steps you take after getting the egg, not elapsed clock time. That’s why the Mach Bike can speed this up. I’m not sure what everyone else does, but the following works good for me. After getting an egg, I ride the Mach bike back and forth in a straight line going from near the water on RT 118, thru Mauville and passed the Day care to the garden fence on Rt 117, then I just turn around and do it in reverse. Keep going back and forth and you’ll burn up steps fast. Each time you pass the Daycare look to see if the dude is standing outside the fence and he’ll give you the next egg. I repeat this until I have 5 eggs. This takes 5 minutes usually since I get an egg every minute.
Once I got 5 eggs I put the parents back in the box and ride the Mach bike repeatedly back and forth again. Usually the first egg takes about 6 or 7 minutes to hatch, but then the others hatch one after the other so that in total it takes about ten minutes to hatch all 5 eggs. I’m sure there are other ways to hatch eggs, and maybe someone will post a more effective way. With this method you’ll get 5 new baby pokemon in about fifteen minutes.
What are my chances for getting an Egg?
Reminder: Breeding requires a male and female that share the same Egg Group.
There are 4 possible things that Day Care Dude can say regarding egg probabilty:
1 "They're very friendly" ==> Eggs are 'extremely likely'
2 "The two seem to get along" ==> Eggs are 'somewhat likely'
3 "The two don't seem to like each other" ==> Eggs are 'not very likely' (I usually get them anyway but it takes longer)
4 "The two seem to prefer to play with other Pokemon"==> 'Not a chance' for an egg
According to poster Cooltrainer Josh, Pokemon Forever has data on how the game determines whether you should receive an egg after every two hundred or so steps. So you can check that out too if you need more specific info than that provided by just what the Day Care dude says.
What about getting Rare Berries?
There are 35 berries you can get in R/S. This does not include some berries that are used by Battle Tower opponents (like Salac berry and Ganlon berry, etc). There currently is no way to get those in R/S but they may become available in the future.
Many of the 35 berries are common. The Liechi berry is rarest. It is found only on Mirage Island so almost nobody has that one.
The Aguav berry, Mago berry, and Wiki berry are only given to you on Rt 120 (you’ll get the same berry everyday) from the Rare-Berry Girl. Which berry you get depends on the last digit of your ID.
If your trainer ID ends with 0 or 5 you'll get Figy berry
If your trainer ID ends with 1 or 6 you'll get Wiki berry
If your trainer ID ends with 2 or 7 you'll get Mago berry
If your trainer ID ends with 3 or 8 you'll get Aguav berry
If your trainer ID ends with 4 or 9 you'll get Iapapa berry
There are some berries you can only get from the Berry Master’s Wife by telling her a saying. Not all words are in your vocabulary in the beginning of the game. Words are added as you play. You may need to accomplish a task before a certain word is added. For example, you can’t tell her “Cool Latios” until AFTER you encounter Latios in the wild. Here is the COMPLETE list.
Belue berry – “Super Hustle”
Durin berry – “Cool Latios” (only after you've seen Latios)
Pamtree berry – “Challenge Contest”
Spelon berry – “Great Battle”
Watmeal berry – “ Overwhelming Latias” (only after you've seen Latias)
Only the above 5 sayings will get you the corresponding berry, and only once per game. If you say ANYTHING ELSE, you will get a random berry (this includes a Lum berry too).
What about Shiny Pokemon in R/S?
You can get Shiny pokemon in R/S, but they are rare. One poster gave the odds of encountering a Shiny pokemon at over 8000 to 1. Unlike in previous versions where these pokemon were marked with three small asterisk-like marks, the R/S Shinys do not have these. Instead, their Number appears in Yellow, not white, when you do a Summary on them, and the background color of their Summary image is also lighter in color too. The main way of identifying a Shiny pokemon is still by their different color. The Pokefor site has images of both Normal and Rare (Shiny) pokemon from both the front and the back views.
Why does shineyaltaria spell it 'shiney' in his screenname?
Because I can't spell worth a crap. Got spell check?
Shiny Images: Many sites have them so just check around. For example, poster _-*$carface*-_ likes: www.pokemonelite2000.com
What about fishing?
Fishing for water pokemon in R/S is a bit different then in earlier versions. When you get the message “Oh! A Bite!”, quickly tap the “A” button ONCE, then wait for the next message. You may need to do this like 5 or 6 times before you finally get the ‘Pokemon is on the hook’ message.
Where is Move Tutor, Move Deleter, Happiness Rater, Name Rater?
The Move Deleter is in Lilycove, next to the Department Store.
The Move Tutor is in Fallarbor Town next to the Contest Hall. He teaches level-up moves your pokemon forgot in return for Heart Scales.
There is no Happiness Rater exactly, but if you go to Verdanturf Town there is a lady in the southwestern-most house who will tell you how the lead Pokemon in your party feels about you.
The Name Rater is where you go to give your pokemon a nickname. He is located in Slateport City across from the Poke Center.
What about Dragon Fang, Dragon Scale, Evolving Seadra?
Dragon Tamer Nicholas in Meteor Falls has the Dragon Fang which is just a hold item that powers up Dragon-type moves. You need to use either covet or thief to steal it off his pokemon.
A Dragon Scale is used to evolve Seadra into Kingdra. You can get a Dragon Scale from a wild Bagon (in Meteor Falls) or a wild Horsea (fish with the super rod on Routes 132 - 134). It may take a while since you probably will have to encounter a bunch of them before you get one that’s holding a Dragon Scale. You do NOT need to catch the wild pokemon to get the item. Just make sure whichever Pokemon you are using to steal the item isn't holding anything already.
What is new in Ruby/Sapphire?
Note: For what's new in Emerald, see post #1.
There is a lot that is different than previous versions but some things are very similar. If you have played any of the previous Pokemon versions, some things will be familiar to you. Like you’ll still try and catch all kinds of Pokemon as you explore the new Hoenn Region, battle Gym leaders and eventually the Elite 4, and try to complete your Pokedex.
Some major new additions in R/S are that each Pokemon has one Special Ability that they can use on their own. Each Pokemon also has one of 25 different Natures (kind of like a personality) that really affects how its skills (stats) grow.
Breeding Pokemon has also been modified; each Pokemon belongs to one (or sometimes two) Egg Groups. Only a Male and Female pokemon pair that share a common Egg Group will produce an Egg, and even then it is not 100%. There is no Ditto either. But the good thing is you can sometimes breed over a move that the pokemon would ordinarily not learn any other way.
In R/S there are two-on-two battles. Another new thing is that you can create and decorate your own ‘Secret Base’; kind of like a home away from home. And you can enter your pokemon in various Contests.
Well, that’s not everything by a long shot but it’ll give you some idea of the main things. There are some links to other Pokemon sites on this thread in Section 7. You may want to check out screen shots/walkthrus.
Which Pokemon are unique to only one version?
In ONLY Ruby you can get Groudon, Latios, Solrock, Zangoose, Dusclops, Seedot/Nuzleaf and Mawile. In Ruby, Banette is obtainable only from evolving Shuppet.
In ONLY Sapphire you can get Kyogre,Latias, Lunatone, Seaviper, Banette, Lotad/Lombre and Sableye. In Sapphire, Dusclops is obtainable only from evolving Duskull.
What are some of the harder to find Pokemon, and where are they?
Note: “Harder to find” is defined as those pokemon that, according to the Official Guide, have a “Pokemon Plentitude” = FEW and are mostly found in only one location. Here they are:
Absol – RT 120
Altaria – Sky Pillar (5f)
Bagon – Meteor Falls (ground floor in the small room – need surf + waterfall)
Chimecho – Mt Pyre (summit)
Dodrio – Safari Zone (Northwest)
Electrode – New Mauville
Golduck - Safari Zone (Northwest –use surf)
Heracross - Safari Zone (Northeast)
Jigglypuff – Rt 115
Magneton - New Mauville
Pikachu - Safari Zone (Southeast and Southwest)
Pinser - Safari Zone (Northwest)
Ralts – Rt 102
Relicanth – Ocean Floor (RTs 124 – 126)
Skarmory – Rt 113
Skitty – Rt 116 (Also, can trade a Pikachu in Fortree City)
Slakoth – Petalburg Woods
Surskit – Rts 102, 111, 114, 117 + 120
Tropius – Rt 119
Wailord – Rt 129
Xatu - Safari Zone (Northeast)
How do I get Lati@s, Shedinja, Snorunt, Glalie, the Fossil Pokemon, Azurill ,Wynuat?
Latios/Latias:
After defeating the E4, you’ll see a TV News Flash about some unidentified (Blue or Red) pokemon being spotted in Hoenn. They are talking about Latios/Latias. As you continue to play the game, *eventually* Lati@s will appear and you’ll have a shot at catching it. Of all the pokemon in R/S, many (including myself) consider this pokemon the hardest to catch. It moves between different locations constantly, and will quickly run away too. Either a master ball or some luck/patience is required. You may not see Lati@s right away after seeing the TV message. I've had it appear on both grass and water.
Shedinja:
To get Shedinja you have to be carrying 1 or more poke balls and have an empty slot in your party (no more than 5 pokemon with you) at the time your Nincada makes it to Lv 20. Shedinja will just appear in your party in the previously empty slot. I know it’s weird, but that’s how it works!
Poster PhazonElite writes: "if the evolution of Nincada into Ninjask is delayed until level 25, 31, 38, or 45, Shedinja can learn Swords Dance, Slash, Agility, or Baton Pass at the respective levels (IIRC)."
Snorunt:
Is only found in Shoal Cave’s small Ice room, and you can only get to it at Low Tide. The tide changes every six hours or so from High to Low and back again. Glalie evolves from Snorunt and is not found in the wild in R/S.
Fossil Pokemon:
Note: In Emerald you can get both fossils. See post #1.
Two Pokemon come from the Fossils in the Desert Ruins (northeast corner). You can only get one per game. Take the fossil to the Devon Corp researcher in Rustboro to be ‘revived’. The root fossil will become Lileep, and the Claw fossil Anorith. When you get them they will be at Lv 20. Cradily evolves from Lileep, and Armaldo from Anorith. Both evolve at Lv 40. Save your game right *before* he gives you the revived fossil pokemon if you want to get a specific gender since you can just reset until you get what you need. It may be that you'll need to reset a dozen times or more to get a female for example, or you may get one on the very first try.
Azurill:
To get Azurill, you’ll need to give either the male or female Marill parent Sea Incense as a hold item in the Day Care. Sea incense is located at Mt Pyre.
Wynuat:
There are a couple ways to get this pokemon. First, you can get an Egg from an Old Lady in Lavaridge town and it will hatch into a Wynuat. Second, if you catch a male and female Wobbuffet at the Safari, you can breed them at the Day Care, but they will only produce a Wynuat if one of the two parents is holding the item called Lax Incense, which is also located at Mt Pyre. Last, if you are ever lucky enough to go to Mirage Island (I don't know anyone who ever has yet!), then supposedly that's where Wynuats are running around in the wild.
How do I get Ho-oh in Colosseum?
If you've caught and purified all shadow pokemon in the game (and I do mean ALL of them), and you've defeated Mt. Battle in Battle mode, then when you complete Mt. Battle in RPG mode you'll get a non-shadow Ho-oh.
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Last edited by shineyaltaria : 09-04-2006 at 08:53 AM.
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08-22-2005, 04:58 AM
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#5
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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POST #5 Locations for some important items, HMs, TMs, Evolutionary Stones
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Locations for a few important Items:
Note: There are many items in the game and all (except Soul Dew) are listed in the Guides. I've decided to list the following ones since there have been repeated questions from posters about where they are. Thanks goes to Good Helper SM for cross checking R/S item locations to make sure that they are the same in Emerald. SA
Exp. Shr - Get from Devon Corp President (Rustboro) after making deliveries
Shell Bell - Get from man in Shoal cave (Trade shoal salt and shoal shells)
Leftovers - Get from garbage can on the boat called S.S. Tidal (After beating Elite 4), also a prize in the Battle Tower
Master Ball - Team Aqua/Magma Hideout (northeast of Lilycove), also if you match all of the numbers in the lottery you can win one.
Soul Dew - Not in the game. Only can get from an 'e' card
Blackglasses - Search the ground on the Verdanturf side of the Rusturf Tunnel (Rt 116)
Lax Incense and Sea Incense - Get at Mt. Pyre
Bright Powder - Battle Tower prize
Choice Band - Battle Tower prize
Scope Lens - Battle Tower prize
Deepseascale/Deepseatooth - Trade the Scanner (from the Abandoned Ship) to captain Stern
Macho Brace - Get after defeating the Winstrate family in the house just north of Mauville on Rt 111. (just go inside and talk to them after battling)
HM# HM-Name Location
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HM01 Cut RustboroCity
HM02 Fly Rt 119
HM03 Surf Petalburg City
HM04 Strength Rusturf Tunnel
HM05 Flash Granite Cave
HM06 Rock Smash Mauville City
HM07 Waterfall Cave of Origin
HM08 Dive Mossdeep City
TM# TM-Name Location
= = = = = = = = = = = = =
TM01: Focus Punch Rt 115
TM02: Dragon Claw Meteor Falls
TM03: Water Pulse Sootopolis City Gym
TM04: Calm Mind Mossdeep City Gym
TM05: Roar Rt 114
TM06: Toxic Fiery Path
TM07: Hail Shoal Cave
TM08: Bulk Up Dewford City Gym
TM09: Bullet Seed Rt 104
TM10: Hidden Power Slateport City/Fortree City
TM11: Sunny Day Scorched Slab
TM12: Taunt Trick House
TM13: Ice Beam Mauville City/Abandoned Ship
TM14: Blizzard Lilycove Dept. Store
TM15: Hyper Beam Lilycove Dept. Store
TM16: Light Screen Lilycove Dept. Store
TM17: Protect Lilycove Dept. Store
TM18: Rain Dance Abandoned Ship
TM19: Giga Drain Rt 123
TM20: Safeguard Lilycove Dept. Store
TM21: Frustration Pacificlog Town
TM22: Solarbeam Safari Zone
TM23: Iron Tail Meteor Falls
TM24: Thunderbolt Mauville City
TM25: Thunder Lilycove Dept. Store
TM26: Earthquake Seafloor Cavern
TM27: Return Fallarbor Town/Pacificlog Town
TM28: Dig Rt 114
TM29: Psychic Mauville City/Victory Road
TM30: Shadow Ball Mt. Pyre
TM31: Brick Break Sootopolis City
TM32: Double Team Mauville City
TM33: Reflect Lilycove Dept. Store
TM34: Shock Wave Mauville City Gym
TM35: Flamethrower Mauville City
TM36: Sludge Bomb Dewford Town
TM37: Sandstorm Rt 111
TM38: Fire Blast Lilycove Dept. Store
TM39: Rock Tomb Rustboro City Gym
TM40: Aerial Ace Fortree City Gym
TM41: Torment Slateport City
TM42: Facade Petalburg City Gym
TM43: Secret Power Slateport City/ Rt 111
TM44: Rest Lilycove City
TM45: Attract Verdanturf Town
TM46: Thief Slateport City
TM47: Steel Wing Granite Cave
TM48: Skill Swap Mt. Pyre
TM49: Snatch S.S. Tidal
TM50: Overheat Lavaridge Town Gym
Evolutionary Stones
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Fire Stone: Fiery path, Rt 124 Red Shard trade (See Note below), Wild Corsola (rare)
Leaf Stone – Rt 119, Rt 124 Green Shard trade, Wild Relicanth (rare)
Moon Stone – Meteor Falls, Wild Lunatone (rare - Sapphire only)
Sun Stone – Mossdeep City, Wild Solrock (rare - Ruby only)
Thunder Stone – New Mauville, Rt 124 Yellow Shard trade, Wild Chinchou (rare)
Water Stone - Abandoned Ship/ Rt 124 Blue Shard trade, Wild Clamperl (rare)
Everstone (prevents evolution, in emerald has breeding function) – Granite cave, Wild Geodude/Graveler (rare)
Note: On Rt 124 you can find Shards then trade them to the Diving Treasure Hunter (just west of Mossdeep in the small Island house) and he will give you the corresponding Stone as listed above.
Locating/Catching the REGIs
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Note: The following section was written for R/S but can still be useful for Emerald, where there are a few minor differences. There are several steps involved on this side quest. Read ALL of the instructions BEFORE starting. SA
From Pacificlog Town, surf west using the southern-most currents until you get to the Diving spot on RT 134. It’s a small patch of darker water. Dive there and swim along the ocean floor. It will lead you to a rock with a message on it in Visual Braille. Dive to go up and you’ll be in the entrance room for the Sealed Chamber where you can use the 10 stone tablets to map out the letters of Visual Braille to the 26 letters in English.
(When you first step on to the cavern floor, you’ll be facing the stone with letters ‘wxyz’. The ‘abc’ stone is all the way in the northwest corner. Start there. All letters go from left to right from there, in order. The characters on the 2 small stones translate into a period and comma.)
After you know how to translate, read the message in the northern wall and you’ll learn how to break thru the wall to get into the inner cavern (you’ll nee DIG). Once inside, you’ll see another message telling you to ‘Put Relicanth in the lead of your party, and Wailord in the last position.’ Time to leave.
You can catch Relicanth on the ocean floor (RT 124 – 126). They are kind of rare. After you get both pokes and put them in the right order, return to the sealed chamber and walk up to the mound in the north of the cavern again. The ground will rumble and you’ll get a message saying something about locks far away opening. What you just did was open the 3 Ruins, so now you can go and try and catch the Regis.
Go to a Ruin. Keep your translated alphabet handy because only the Outer cavern doors to each Ruin have opened. You’ll need to enter the ruin, read and translate the text on the message stone, and perform an action in order to get into each Ruins inner chamber, where one of the REGIs awaits.
In one of the Ruins the message stone says to just stand there and wait. So WAIT! In the other two, you’ll need to have a pokemon that knows Fly or Strength, depending on which ruin you’re in. Once inside the inner chamber you’ll see a REGI, so Save and try to catch it.
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Last edited by shineyaltaria : 08-25-2005 at 01:43 PM.
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08-22-2005, 05:00 AM
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#6
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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Post #6 ROLES
I have re-written/updated the Boomers, OHKO and Assistant sections. SA
Roles that a pokemon can play on your team.
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Boomers:
The following pokemon can learn Explosion:
Geodude , Graveler, Golem , Voltorb, Electrode, Koffing, Weezing, Pineco, Forretress, Lunatone, Solrock, Baltoy, Claydol,. Seedot, Nuzleaf, Shiftry, Nosepass, Grimer,Muk shellder cloyster, Gastly, Haunter, Gengar, Onix, SteelixExeggcute, Exeggutor, Mew, Sudowoodo, Corsola, Gulpin, Swalot, Camerupt, Torkoal, Glalie, Metang, Metagross.
All Regis have Explosion as a Lv 1 move.
OHKOers: The following pokemon can learn One Hit Knock Out moves:
Fissure: Phanpy, Donphan, Walrein, Camerupt, Whiscash, Wailord, Diglett, Dugtrio, Barboach, Groudon, Snorlax, Spheal, Sealeo,
Horn Drill: Goldeen, Seaking, Nidoran (m), Nidorino, Rhyhorn, Rhydon, Seel, Dewgong, Lapras
Sheer Cold: Spheal, Sealeo, Walrein, Glalie, Dewgong, Lapras, Articuno, Kyogre
Guillotine: Pinser, Krabby, Kingler, Gligar, Corphish, Crawdaunt
ASSISTANT – A pokemon that uses a move designed to work with a teammate. There are three of these moves: "Assist", "Follow me" and "Helping hand". “Follow me” and “Helping Hand” are used in 2v2 battling. See the 2v2 battling section of this Help Thread for more details.
Pokemon that can learn “Assist”: Skittty, Delcatty, Meowth, Persian, Drowzee, Hypno, Sentret, Furret, and Spinda
Assist is mostly used by a pokemon on a OHKO team, in single battle, on a team of three (like in Battle Tower). Here's the way Assist works: Every time you use Assist, it randomly picks one of the moves from your other pokemon’s moveset. If you use it 5 times in one battle it could come up potentially with 5 different moves (assuming your two other pokemon have that many). That's why it's important to 'control' the move choices of your Assistant carefully, according to what you are trying to do.
Assist uses up its own PP, not those of the pokemon who actually own the move. So even though like Walrein has PP maxed at 8 for Sheer Cold and Fissure, when Delcatty uses Assist and gets Fissure or Sheer Cold it doesn't come off of Walreins PP. He stays fully Powered up at 8 until/unless I actually switch to him and use the move directly. Assist has 20 PP too, and the Assistant can grab the moves of your pokemon even after they have fainted.
In 2 v 2 battling the ROLE of Assistant with the moves Follow me and Helping hand.
Pokemon that can learn Follow me: Clefairy, Sentret, Furret, Togepi, Togetic, Mr. Mime, Electrabuzz, and Magmar
Pokemon that can learn Helping Hand: Nidoran, Nidorina, Nidorino, Growlithe, Eevee, Vaporeon, Jolteon, Flareon, Sentret, Furret, Espeon, Umbreon, Plusle, Minum, Volbeat, Illumise, Latias, Latios, Jirachi, Hitmonlee, Hitmonchan, Hopip, Skiploom, Jumpluff, Sunkern, Sunflora, Tyrogue, Hitmontop, Miltank, Shroomish, Breloom, Makuhita, Hariyama, Skitty, Delcatty, Primeape, Poliwrath, Seal, Grimer, Lickitung, Rhydon, Pinser, Nosepass, Sableye, Banette, Duskull
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HAZER – A pokemon that uses Haze to eliminate status changes caused by your opponent using moves like double team, amnesia, etc. Some Pokemon that can Haze are Weezing, Altaria, Dodrio, Xatu, Muk, Masquerain, Zubat/Golbat/Crobat.
PSUEDO-HAZER – Any pokemon that uses Roar or Whirlwind to accomplish the same thing Haze does.
BP (or BPer) - Baton Passer. Some Bpers are Gorebyss, Huntail, Plusle, Minum, Mawile, and Girafarig. (There are others that can learn BP though breeding like Skitty Meditite, Volbeat, Illimise and Spinda.)
ANNOYER – A pokemon that has multiple status changing moves (like Confuse Ray and Toxic for example).
The following is Houndooms Revenge (Good Sir HR) post of 7/8/03 from the “What makes a pokemon an annoyer” thread.
Begin Good Sir HR's post:
There are several types.
Super Recovery:
Ludicolo can recover an extrodinary amount of HP and toxic the opponent at the same time, very effective.
Shufflers:
You can have shufflers which inflict a pokemon with a status ailment and then use roar or whirlwind so they can inflict the next with the same ailment. In GSC this was normally paralysis but sense toxic stays toxic in RS toxic is now more likely.
Spiker:
Lays spikes so you get damage everytime you switch. Skarmory is both toxic shuffler and spiker, that is why it is so popular.
PP consumer:
Dusclops is the best in RS, just stall and watch pressure do the rest. Have stalling moves like confuse ray and protect, and a recovery move (rest).
Double Teamer:
Uses double team then recovers damage. After that you sweep. Very annoying if you have no hazer.
Toxic Trappers:
Uses a move that prevents the opponent from switching then toxics them. After that they just stall until the opponent faints. (Crobat, Umbreon)
These all qualify as annoyers, kinda sub-classes
End Good Sir HR's Post:
SWEEPER –I think this is a pokemon that has 3 or 4 powerful attacks and is sometimes used to ‘sweep’ up after weakening the opponent or it can also be used in the lead of your party if it can take out a wide variety of pokemon types.
TANK – A pokemon that has high defensive stats and can last a very long time in battle (if used correctly)
SUPER RECOVERer - A pokemon that has several recovery-type moves, is usually given a recovery Item to hold (like Leftovers/Shell Bell), and can really hang in there.
HEAL BELLERS/Aromatherapist - Pokemon that use Heal Bell or Aromatherapy to heal your entire party. Two Pokemon that learn Heal Bell are Chimecho and Skitty. The only two aromatherapists are Vileplume and Roselia. Heal Bell and Aromatherapy both work exactly the same way, only Heal Bell is a normal type and Aromatherapy is Grass type.
THIEVES – Pokemon that learn either Thief or Covet to steal items from wild pokemon. This is how you can get that second moon stone from a Lunatone in Sapphire, or a dragon scale from a Horsea so you can evolve your Seadra, as well as other items wild pokes hold. Many different pokemon can learn Thief (TM 46 in Slateport) and several learn covet as a level-up; like Slakoth/Slaking Lv 31, Skitty Lv31, and the wonderfully flexible poke-vacuum Zigzagoon Lv 29.
SPIKER – A pokemon that can Spike (like Skarmory). Most of the time I’ve seen this in a moveset with a move that shuffles like Roar. If used with toxic in the moveset it could be called a Toxic Spiker. I guess the combo list could go on for a while!
HM slave – a pokemon that you use mostly or exclusively for Hidden machine moves. Example: Linoone can learn cut, strength, rock smash, and surf
Poison Trappers – A pokemon that poisons an opponent and also prevents escape or switching by use of a trapping move (like Fire spin, Wrap, Mean look, Etc.)
Shufflers – Acts basically as a Pseudo-Hazer but with the addition of a status condition-changing move first. Examples: A Parashuffler uses thunderwave (or other paralyzing move) to paralyze and then will shuffle ( with roar or whirlwind). A ToxicShuffler would poison before it shuffles. Then there is also TSS---Toxic Sandstorm Shuffler---which Skarmory can do).
“Parattraction” - A pokemon that paralyzes in combination with using Attract
“Parafusion” - A pokemon that paralyzes in combination with using a Confusion move
Psuedo-Passer - A pokemon that passes on weather effects and light screen reflect. Claydol is an example.
__________________
Last edited by shineyaltaria : 11-23-2005 at 12:12 PM.
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08-22-2005, 05:01 AM
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#7
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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Post 7 R/S Battle Tower Strategies
Note: The Emerald Battle tower is covered in Post #1 with the other Battle Frontier Areas. SA
This section of the Help Thread was mostly put together by poster darklogos, and he deserves credit for it. The whole point of it is to outline some important considerations regarding your Battle Tower challenges. There is very, very little in the official guide about the Battle Tower, and so I hope you find the info useful.
There are 2 different options when challenging the Battle Tower: use rotation or don't use rotation. Each option has a different goal. Note: I am using the term rotation as in rotating the pokemon on your team, not just switching between the same three. In other words, you will have more than just three pokemon from which you choose the three to battle the next trainer group.
Don't use rotation option:
===================
The goal is to win as many as possible without any rotation. This is done mostly just for fun and to test your skills and your team. Without rotation, you expect to be beaten at some point but want to see how well you can do before losing. You're not heart-broken when you lose. For example, you may want to have a OHKO team, or a team of all water types, just to see how far you can get. You push your team and yourself as far as you can for as many straight wins as possible.
Use rotation option:
===============
This is the more serious challenge. The goal is to win and keep winning, getting a Silver or Gold Shield (and a star on your trainer's card as a result) and just keep going to set the highest record you can, using rotation and every skill you and your pokemon possess. Some very knowledgeable players are able to do really great with only minimal rotation, but it takes time and patience to get to that point.
Section numbers 1 and 2 below are useful with or without rotation, whereas section numbers 3 - 5 are specific to using rotation.
1. Cover the weakness of as many types as possible with your 3 pokemon's attacks.
Look at your team's attacks and see how many moves will be super effective or not. If your pokemons moves don't collectively KO over half the types of pokemon out there then you should re-think your line up. The higher you go up, the more likely you are to face a stat-up Registeel or Latios and Latias. You have to have super effective moves for every strong pokemon out there, because you don't see any Shuppet or Roselia in the 80's or 90's. They all are lengendary or close to it. So having a good selection of moves is required. It is also good to have pokemon that cover each other's weaknesses. If you have a dragon type or grass type on your team it would be good to have a fire type. Try to avoid double or even triple weaknesses. If two pokemon on your team are weak to flamethrower, icebeam, or thunderbolt then reselect your line-up.
2. Balance your recovery techniques and items
It becomes more imperative the higher up you go that you have good recovery items balanced out through your team. What happens is that people say that shell bell sucks and it’s not as good as leftovers which is true but it still can help your get back HP. If you have a pokemon that knows rest, recover, ingrain, or any other prominent recovery moves don't give that pokemon leftovers unless you're going to bet everything on them taking out 2 or 3 pokemon. Give your protect/toxicers or double team toxicers leftovers and your heaviest hitters shell bell. I know it seems like common sense but most battle tower teams don't do this.
Everyone's pokes focus on 1 or 2 hit KO pokes with powerful moves. Powerful moves don't always work out. ie hyperbeam missing when it needs to hit. Having the right recovery item eases the amount of damage you receive while keeping you in the game longer. Berries also can help in recovery. There are berries that recover health and will cause confusion if it's not the right type of pokemon. These berries help if you have pokemon that know flail or reversal. Yes it does take off a little from your attack, but you don’t have to be afraid of hail or sandstorm. If you have 2 pokemon that know rest give one lum berry and the other chesto. Lum berry is good for starting pokemon so that it takes two tries for them to be poisioned /frozen/burned/confused.
3. Rotation is key
The reason why rotation is key is because the computer picks up on your team's plan after the first 4 or so Trainer groups, and starts making counter teams to beat your team. For example I used the following pokemon:
Medicham@bright powder
=calm mind
=psych up
=fire punch
=batton pass
Milotic@chesto or leftovers
=surf
=rain dance
=mirror coat
=recover
Regirock@???
=rock throw
=curse
=explosion
=Return
I used calm mind once to see if they did a stat-up move. The next turn I would fire punch and see if they did the stat-up move again. If so, I fire punched them again until they where almost dead, then psych-up calm mind once or twice, then baton pass. What happened is that the third time in a row I entered the battle tower competition with that team I faced nothing but hazers, mirror coaters, and confusers. The computer made a counter team to my pokes. When I tried using a physical team I was KOed by a double team/toxicer Ludicolo. But I reached the 100 mark by rotating my pokes.
4. Start with weak pokemon
By starting with weak pokemon I mean pokemon that don't have really high base stats. The first 27 battles are against lightweight pokemon with weak stats and possibly are a level lower then they should be, especially in the Lv 50 battle tower. For example, here's a sample combination for the first 14 battles:
Flygon@shell bell
=crunch
=flamethrower
=fly
=screech(really helps when you have high defense and special defense pokemon.)
Claydol@silk scarf
=hyper beam
=light screen
=reflect
=psychic
Claydol operates as a pseudo passer
Cradilly@leftovers
=gigadrain
=recover
=rockslide
=ingrain
Good Sir Houndooms Revenge prefers earthquake over ingrain but to each his own.
(Probably because with Ingrain, you cannot switch out)
This is not the best team to put in there. They have all-right base stats but can be overpowered by a Regi or Salemence. Just remember that you don't see pokemon like that early on, so you can afford to put in your favorite pokemon even if they might not be that strong.
5. Have about 3-4 rotating strategies.
Just like I had my baton pass plan, you need multiple plans to win 100 straight in the Battle Tower. They need to be put in order so that your current strategy can defeat the computer's previous counter strategy. For example, if you have a team based on brute strength, follow up with a hazing and accuracy team next. What will happen is to beat brute strength the computer sends in double team toxicers and mega stat defense up pokemon. To stop this it would be wise to have Weezing with haze and explosion or destiny bond. Or use a poke with Aerial ace or Swift (these attacks always hit the foe). Only use shockwave pokes if you have no other options. After you use a hazing accuracy plan the computer will respond with either annoyers or brute force pokemon. That's when you must come in and have a balanced stat-up team. A good starting pokemon for that type of team is Ludicolo. Look at this moveset and you'll see why:
Ludicolo@leftovers
double team/protect
leech seed/rain dance
toxic
dive
Protect and dive increases the time for toxic and leech seed to work. With double team in effect it is least likely that a strong move will hit you and even if it does you will recover half of the hit points back if rain dance and leech seed are both in play combined with leftovers.
Specific Strategies:
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a) Baton Passers: Start with a pokemon that can baton pass a stat change like double team, bulk up, or calm mind. You should pass to a pokemon that can recover HP to maximize the benefit of the stat increase. Make sure that the stat change can benefit the other two pokemon on your team. It would be bad for a Medicham to baton pass calm mind to a Regirock with no special attacks.
b) Haze/Accuracy: To counter the Baton Pass and Double Team/Toxic strategies you should have a good hazer on your team. By hazing off there stat increase and hitting them with 100% accurate moves your opponents pokemon’s hp will gradually disappear.
c) Brute Force: Bring forth your Metagross and Slakings, that they ravage the battlefield. Seriously, brute force strategy is depending on just attacks. Moves like toxic and double team are never really used. Your goal is to slug out as many of your opponents pokemon as possible while keeping the ratio of your pokemon to his in your favor. Beware of pokemon that use major defense up moves or this plan will fail.
d) Major Defense Up: Of all the plans this one requires time and patience but if done right will lead to victory. Moves like Iron Defense, amnesia, acid armor, and agility are major defensive moves. When balanced with a solid attacker these moves draw out hazers and pseudo hazers. You then quickly dispose of them and defense up. If they bring out a Brute Force pokemon, then you just defense up and do a recovery move. Eventually your opponent’s attacks will do very little and they will be forced to struggle. By forcing your opponent’s pokemon to struggle you have almost guaranteed your victory. The only flaw in this plan is if your pokemon has offensive moves will very little PP.
e) Double team Toxicers: This plan of attack is great if you can pull it off. But most of the pokemon that do this effectively don’t have the best defense stats all except Ludicolo and Skarmory. To do this plan you must have the following moves on one pokemon. Those moves are toxic, double team, and preferably a recovery move. The best item to have with a double teamer is leftovers. It only adds to your survival rate. First toxic your opponent then start double teaming. Some people prefer protect over double team but the reason I use double team is that it is possible for the opponent to miss for 2 or 3 turns in a row not just every other turn. Now it is possible to have protect, toxic, and double team on the same pokemon but that’s a bit overkill and you leave yourself open to steel pokemon. The flaw of this plan are poekmon that are steel type and pokemon that have 100% accurate moves like swift. That is why I would recommend that you have focus punch on your double team toxicer to deal with steel pokemon that don’t know 100% accurate moves.
f) Annoyers: This plan is the most complicated of all and should only be done by pros. It involves putting in movesets that prevent the opponent from attacking or attacking themselves. Common annoyer moves are torment , thunder wave, confuse ray, attraction, disable, and spite. By combining moves like this in various ways you will stop the opponents offense dead in their tracks. While they are suffering you can hit them with whatever attacks you deem fit. Look at the following moveset and strategy:
Manectric@leftovers
=attract
=thunder wave
=bite
=thunderbolt.
If we look closely you can start with either attract or thunder wave. It would best to start with thunder wave and move on to attract. But lets look at all the things that can happen in one turn. The opponent won’t attack due to paralysis, or won’t attack due to attraction, or won’t attack due to flinching; that's 3 obstacles they have to overcome before attacking. That’s a lot. Just imagine if you could confuse them. The only weakness in this plan is that the pokemon that can really pull it of have weak stats. Next if an opponent gets off a strong attack that turns into a critical hit you are in trouble.
6. Houndoom Revenge's Strategy
I refer to this as the "Split Strategy". The following was posted for this section by Good Sir HR:
"When you make a team you could also focus on three separate strategies, one for each pokemon. Have an annoyer, a tank, and a sweeper, that way it takes more battles for the computer to find a good counter team. This is risky as dividing the team strategy could make it easier for the computer as well if it gets the perfect counter team. You need be careful and look at all the possible pokemon AND their movesets. They don't necissarily have to have SE moves agaisnt you but if their type is right they could be resistant against two or all of your pokemon which is very bad. It is possible to get more than 100 wins without rotating but it is harder and requires some luck. There is no way to get more than 100 wins without some luck, so if you fail just try again."
Well, that's it. As darklogos says: "Be smart. Be courageous. Battle well."
========= 3 Examples of SA's Gold Shield Winning Teams ================
My first Gold Shield Team was a copy of poster Houndoom Revenge's Team:
Slaking@Choice Band
=Hyper Beam
=Shadow Ball
=EQ
=Brick Break
Registeel@Leftovers
=Curse
=Amnesia
=Metal Claw
=Toxic (or Rest)
Latios@Soul Dew
=Psychic
=Dragon Claw
=Thunderbolt
=Recover (or Surf or Calm Mind)
My second Gold Shield Team was original. I called it "The Tank Force"
Ludicolo@leftovers (Adamant)
(Swift Swim ability)
=Rest
=Dive
=Leech Seed
=Toxic
EVs : 252 in HP, 120 DF and SD
IVs (Lv 50): 27-28,28-29,30-31,26-27,30-31,18-19
Milotic@lum (Docile)
=Recover
=Ice beam
=Toxic
=Surf
EVs :252 in HP, split the rest between SP + SA
IVs (Lv 50): 29-30,14-15,26-27,26-27,30-31,30-31
Dusclops@chesto (Naive)
=Confuse Ray
=Will-o-Wisp
=Shadow Ball
=Rest
This pokemon was originally used on my 'Hit and Run" team back in early November. I don't remember how I distributed the EVs but think it might have been split between DF and SD.
Here is my third and favorite Gold Shield Team (original): "The Water Warriors"
Ludicolo@leftovers
(Same Ludicolo as above)
Kingdra@chesto (Bashful, Swift Swim)
=Icebeam
=Toxic
=Dive
=Rest
EVs: 100 HP, 204 SA, 204 SD
IVs 28,27,23,27,29,27
Lanturn@lum (Impish, Volt Absorb)
=Confuse Ray
=Surf
=Icebeam
=Thunderbolt
EVs 252 SA, 252 SD, 6 HP
IVs: 25,30,25,27,21,29
With this team, my strategy was to switch the lead between the 3 of them every 2 trainer groups. They all can take care of themselves in lead. Dive on Ludicolo and Kingdra saved my butt several times from exploders and OHKOers too. Mostly the strategy is to hit hard if you have an SE move, or use toxic/leech seed with Dive to stall and drain HP. This is very effective but you need patience. And battles sometimes last longer. This strategy works against just about every R/S pokemon since you can either poison them or leech-seed them or both (except for Roselia who you can take out easily anyway).
Like Good Sir HR said, you also need some luck. There were several times I almost lost. Just use what skills you have and hope for the best. SA
__________________
Last edited by shineyaltaria : 04-11-2007 at 07:59 AM.
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08-22-2005, 05:02 AM
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#8
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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Post 8
386 Dual-Type pokemon - Weakness and Resistance Information
Well here it is. Finally, all of the final-form dual-type data in one place! SA
Battling dual-type pokemon can be confusing when trying to figure out which attack is best to use, especially when the two types are opposites (like Swampert being Water/Ground). So how do you know which attack to use? That's the purpose of this section: to list which attacks are super effective against each dual-type pokemon.
First, I would like to thank the following posters who helped with putting this info together: Jay4532 deserves credit for posting what became the first draft for each pokemon's weakness/resistance info. Myabsolatemyhomework reviewed the info and made corrections and helpful changes, and posters Seashell Bunny and Sir darklogos also contributed.
For each final form dual-type pokemon, the first line has Name, Pokedex #, Types, Base stat Def, and Base stat SP Def. The second line has Weaknesses (W=), and No Effect (NE=). Just do a ‘search’ for the pokemon you want info on.
Blaziken #6 Fire-FTG 70,70
W=Wtr, Grd, Fly, Psy 2x
Swampert #9 Water-Ground 90,90
W=Grs 4x NE=Elec
Beautifly #16 Bug-Flying 50,50
W=Fire,Elec,Ice,Fly 2x Rock 4x NE=Grd
Dustox #18 Bug-Poison 70/90
W=Fire,Fly,Psy,Rock 2x
Ludicolo #21 Water-Grass 70/100
W=Poison, Fly Bug 2x
Shiftry #24 Grass-Dark 60,60
W=Fire,Ice,FTG,Psn,Fly 2x Bug 4x NE=Psy
Swellow #26 Normal-Flying 60,50
W=Elec,Ice,Rock 2x NE=Grd,Ghost
Pelipper #28 Water-Flying 100,70
W=Rock 2x Elec 4x NE=Ground
Masquerain #33 Bug-Flying 62,82
W=Fire,Elec,Ice,Fly 2x Rock 4x NE=Grd
Breloom #35 Grass-FTG 80,60
W=Fire,Ice,Poison,Psy 2x Fly 4x
Ninjask #43 Bug-Flying 45,50
W=Fire,Elec,Ice,Fly 2x Rock 4x NE=Grd
Shedinja #44 Bug-Ghost 45,30
Shedinja has only 1 HP. It can be OHKOd by any attack that is Super Effective against it like Rock, Fire, Flying, Dark, or Ghost. Also, it will faint from any of the following: poison, leech seed, a burn, sandstorm, hail, struggle, self-hit due to confusion, and spikes.
Gyarados #53 Water-Flying 79,100
W=Rock 2x Elec 4x NE=Ground
Golem #59 Rock-Grnd 130,65
W=Ice, FTG, Grd, Stl 2x Wtr GRS 4x NE=Elec
Crobat #65 Poison-Flying 80,80
W= Elec, Ice, Psy, Rock 2x NE=Ground
Tentacruel #67 Water-Poison 65,120
W= Elec, Ice, Psy, Rock 2x NE=Ground
Sableye #68 Dark-Ghost 75,65
W=None!! NE=Nrm, Fight, Psy
Aggron #72 Steel-Rock 180,60
W=water 2x Ftg, Ground 4x NE=Poison
Medicham #77 FTG-Psychic 75,75
W=Flying,Ghost 2x
Magneton #83 Electric-Steel 95,70
W=Fire,Fighting 2x Ground 4x NE=Poison
Vileplume #90 Grass-Poison 80,90
W=Fire, Ice, Flying, Psy 2x
Dodrio #93 Normal-Flying 70,60
W=Elec,Ice,Rock 2x NE=Grd,Ghost
Roselia #94 Grass-Poison 45,80
W=Fire, Ice, Fly, Psy x2
Sharpedo #98 Water-Dark 40,40
W=elec, grass, fight, Bug x2 NE= Psychic
Camerupt #102 Fire-Ground 70,75
W=Ground 2x Water 4x NE=elec
Magcargo #104 Fire-Rock 120,80
W=fight,ground,rock,steel 2x water 4x
Skarmory #115 Steel-Flying 140,70
W=fire, elec 2x NE=poison,grd
Flygon #118 Ground-Dragon 80,80
W=ice 4x Dragon 2x NE=elec
(Levitator - Ground has no effect)
Cacturne #120 Grass-dark 60,60
W=fire,Ice,fight,poison,fly 2x Bug 4x
Altaria #122 Dragon-Flying 90,105
W= Rock, Dragon 2x Ice 4x NE=Grd
Lunatone #125 Rock-Psychic 65,85
W=water, grass grnd bug ghst dark stl 2x
(Levitator - Ground has no effect)
Solrock #126 Rock-Psychic 85,65
W=water, grass grnd bug ghst dark stl 2x
(Levitator - Ground has no effect)
Whiscash #128 Water-Ground 73,71
W=GRS 4x NE=Elec
Crawdaunt #130 Water-Dark 85,55
W=Elec,grass,fight,bug NE=psy
Claydol #132 Ground-Psychic 105,120
W=water,grass,ice,bug,ghst,drk 2x
(Levitator - Ground has no effect)
Cradily #134 Rock-Grass 97,107
W=ice,fight,bug,steel 2x
Armaldo #136 Rock-Bug 100,80
W=water,rock,steel 2x
Starmie #144 Water-Psychic 85,85
W=elec,grass,bug,ghost,dark 2x
Tropius #150 Grass-Flying 83,87
W=fire,psn,fly,rock 2x Ice 4x NE=Grnd
Xatu #163 Psychic-Flying 70,70
W=elec,Ice,Rck,Ghst,Drk 2x NE=Grnd
Girafarig #164 Normal-Psychic 65,65
W=Bug,Dark 2x NE=Ghost
Heracross #168 Bug-FTG 75,95
W=fire,psy 2x Fly 4x
Rhydon #170 Grnd-Rock 95,30
W=wtr,GRS 4x Ice,FTG,Grnd,stl 2x NE= Elec
Walrein #175 Ice-Water 90,90
W=elec,grass,fight,rock 2x
Relicanth #179 Water-Rock 130,65
W=elec,Fight,ground 2x Grass 4x
Corsola #180 Water-Rock 85,85
W=elec,Fight,ground 2x Grass 4x
Lanturn #182 Water-Electric 58,76
W=Grass,Ground 2x
(Volt Absorb - Electric attacks used against Lanturn will raise Lanturn's HP instead of lowering it).
Kingdra #186 Water-dragon 95,95
W=dragon 2x
Salamence #189 Dragon-Flying 80,80
W= Rck, Drgn 2x Ice 4x NE=Grnd
Metagross #192 Steel-Psychic 130,90
W=Fire,Ground 2x NE=Poison
Latias #196 Dragon-Psychic 90,130
W=Ice,Bug,Ghost,Dragon, Dark 2x
(Levitator - Ground has no effect)
Latios #197 Dragon-Psychic 80,110
W=Ice,Bug,Ghst,Drgn, Drk 2x
(Levitator - Ground has no effect)
Rayquaza #200 Dragon-Flying 90,90
W= Rock, Drgn 2x Ice 4x NE=Grnd
Jirachi #201 Steel-Psychic 100,100
W=Fire, Grnd NE=poison
Double Resistant to Psychic
Regular resistance to Fly, Rock, Drgn, Ice, Stl
Thanks to poster Fallen Ronin for the Jirachi info
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Credit for the following data goes to both Mod clownmaster, who came up with the weakness/resistance info for the first 151 pokemon, and to Good Helper Interfed OV, who revised the first 151 to add ability and 2x/4x data, and also did the remaining pokemon weakness/resistance data by himself. Poster Spring Chocobo also helped.
Venusaur #003; Grass/Poison; Def=83, SpDef=100.
SE=Fire, Flying, Ice, Psychic 2x. NVE=Fighting, Water, Electric 0.5x; Grass 0.25x. Imm=n/a.
Charizard #006; Fire/Flying; Def=78, SpDef=85.
SE=Electric, Water 2x; Rock 4x. NVE=Fire, Steel 0.5x; Bug, Grass 0.25x. Imm=Ground.
Butterfree #012; Bug/Flying; Def=50, SpDef=80.
SE=Electric, Ice, Fire, Flying 2x, Rock 4x. NVE=Dark 0.5x; Grass, Bug, Fighting 0.25x. Imm=Ground.
Beedrill #015; Bug/Poison; Def=40, SpDef=80.
SE=Fire, Flying, Psychic, Rock 2x. NVE=Poison, Dark 0.5x; Grass, Bug, Fighting 0.25x. Imm=n/a.
Pidgeot #018; Flying/Normal; Def=75, SpDef=70.
SE=Electric, Rock, Ice 2x. NVE=Bug, Grass 0.5x. Imm=Ground, Ghost.
Fearow #022; Flying/Normal; Def=65, SpDef=61.
SE=Electric, Rock, Ice 2x. NVE=Bug, Grass 0.5x. Imm=Ground, Ghost.
Nidoqueen #031; Ground/Poison; Def=87, SpDef=85.
SE=Psychic, Ground, Ice, Water 2x. NVE=Rock, Bug, Fighting 0.5x; Poison 0.25x. Imm=Electric.
Nidoking #034; Ground/Poison; Def=77, SpDef=75.
SE=Psychic, Ground, Ice, Water 2x. NVE=Rock, Bug, Fighting 0.5x; Poison 0.25x. Imm=Electric.
Vileplume #045; Grass/Poison; Def=85, SpDef=90.
SE=Fire, Flying, Ice, Psychic 2x. NVE=Fighting, Water, Electric 0.5x; Grass 0.25x. Imm=n/a.
Parasect #047; Grass/Bug; Def=80, SpDef=80.
SE=Poison, Ice 2x; Fire, Flying 4x. NVE=Fighting, Water, Dark, Electric 0.5x; Grass, Ground 0.25x. Imm=n/a.
Venomoth #049; Bug/Poison; Def=60, SpDef=75.
SE=Flying, Psychic, Fire, Rock 2x. NVE=Poison, Dark 0.5x; Grass, Bug, Fighting 0.25x. Imm=n/a.
Poliwrath #062; Water/Fighting; Def=95, SpDef=90.
SE=Electric, Psychic, Flying, Grass 2x. NVE=Fighting, Water, Dark, Steel, Rock, Ice 0.5x. Imm=n/a.
Victreebel #071; Grass/Poison; Def=65, SpDef=60.
SE=Fire, Flying, Ice, Psychic 2x. NVE=Fighting, Water, Electric 0.5x; Grass 0.25x. Imm=n/a.
Tentacruel #073; Water/Poison; Def=65, SpDef=120.
SE=Psychic, Electric, Ground 2x. NVE=Poison, Steel, Bug, Fighting, Ice, Water 0.5x. Imm=n/a.
Golem #076; Rock/Ground; Def=130, SpDef=65.
SE=Ice, Fighting, Ground, Steel 2x; Water, Grass 4x. NVE=Normal, Rock, Poison, Fire, Bug, Flying 0.5x. Imm=Electric.
Magneton #082; Electric/Steel; Def=95, SpDef=70.
SE=Fighting, Fire 2x; Ground 4x. NVE=Grass, Electric, Psychic, Normal, Bug, Dragon, Ghost, Rock, Dark 0.5x; Flying, Steel 0.25x. Imm=Poison.
Dodrio #085; Normal/Flying; Def=70, SpDef=60.
SE=Ice, Rock, Electric 2x. NVE=Bug, Grass 0.5x. Imm=Ground, Ghost.
Dewgong #087; Water/Ice; Def=80, SpDef=95.
SE=Fighting, Electric, Grass, Rock 2x. NVE=Ground, Flying, Fire (Thick Fat) 0.5x; Water 0.25x; Ice 0.167x (Thick Fat). Imm=n/a.
Cloyster #091; Water/Ice; Def=180, SpDef=45.
SE=Fighting, Electric, Grass, Rock 2x. NVE=Ground, Flying 0.5x; Water, Ice 0.25x. Imm=n/a.
Gengar #094; Ghost/Poison; Def=60, SpDef=75.
SE=Psychic, Ghost, Dark 2x. NVE=Bug, Poison 0.25x. Imm=Normal, Fighting, Ground (Levitate).
Exeggutor #103; Grass/Psychic; Def=85, SpDef=65.
SE=Fire, Poison, Flying, Dark, Ghost, Ice 2x; Bug 4x. NVE=Psychic, Grass, Fighting, Water, Electric 0.5x. Imm=n/a.
Rhydon #112; Ground/Rock; Def=120, SpDef=45.
SE=Fighting, Ice, Steel, Ground 2x; Water, Grass 4x. NVE=Normal, Rock, Poison, Fire, Bug, Flying 0.5x. Imm=Electric.
Starmie #121; Water/Psychic; Def=85, SpDef=85.
SE=Electric, Grass, Bug, Dark, Ghost 2x. NVE=Steel, Fighting, Psychic, Water, Ice, Poison 0.5x. Imm=n/a.
Jynx #124; Ice/Psychic; Def=35, SpDef=95.
SE=Fire, Steel, Dark, Ghost, Bug, Rock 2x. NVE=Ice, Psychic, Water, Flying 0.5x. Imm=n/a.
Gyarados #130; Water/Flying; Def=79, SpDef=100.
SE=Rock 2x; Electric 4x. NVE=Steel, Water, Fighting, Bug 0.5x. Imm=Ground.
Lapras #131; Water/Ice; Def=80, SpDef=95.
SE=Fighting, Rock, Electric, Grass 2x. NVE=Ground, Flying 0.5x; Ice 0.25x. Imm=Water (Water Absorb).
Omastar #139; Water/Rock; Def=125, SpDef=70.
SE=Electric, Ground, Fighting, 2x; Grass 4x; NVE=Water, Ice, Normal, Flying, Bug, Rock 0.5x; Fire 0.25x. Imm=n/a.
Kabutops #141; Water/Rock; Def=105, SpDef=70.
SE=Electric, Ground, Fighting, 2x; Grass 4x. NVE=Water, Ice, Normal, Flying, Bug, Rock 0.5x; Fire 0.25x. Imm=n/a.
Aerodactyl #142; Flying/Rock; Def=65, SpDef=75.
SE=Electric, Rock, Ice, Water, Steel 2x. NVE=Normal, Fire 0.5x; Flying, Bug 0.25x. Imm=Ground.
Articuno #144; Ice/Flying; Def=100, SpDef=125.
SE=Fire, Steel, Electric 2x; Rock 4x. NVE=Water, Flying, Grass, Bug 0.5x. Imm=Ground.
Zapdos #145; Electric/Flying; Def=85, SpDef=90.
SE=Rock, Ice 2x. NVE=Electric, Flying, Steel 0.5x. Imm=Ground.
Moltres #146; Fire/Flying; Def=90, SpDef=85.
SE=Water, Electric 2x; Rock 4x. NVE=Fire, Steel 0.5x; Bug, Grass 0.25x. Imm=Ground.
Dragonite #149; Dragon/Flying; Def=95, SpDef=100.
SE=Dragon, Rock 2x; Ice 4x. NVE=Water, Fire, Bug, Fighting 0.5x; Grass 0.25x. Imm=Ground.
Noctowl #164; Normal/Flying; Def=50, SpDef=96.
SE=Ice, Elecric, Rock 2x. NVE=Bug, Grass 0.5x. Imm=Ground, Ghost.
Ledian #166; Bug/Flying; Def=50, SpDef=110.
SE=Fire, Electric, Ice 2x; Rock 4x. NVE=Dark 0.5x; Grass, Bug, Fighting 0.25x. Imm=Ground.
Ariados #168; Bug/Poison; Def=70, SpDef=60.
SE=Fire, Flying, Psychic, Rock 2x. NVE=Poison, Dark 0.5x; Grass, Bug, Fighting 0.25x. Imm=n/a.
Crobat #169; Poison/Flying; Def=80, SpDef=80.
SE=Psychic, Electric, Ice, Rock 2x. NVE=Poison 0.5x; Grass, Bug, Fighting 0.25x. Imm=Ground.
Lanturn #171; Electric/Water; Def=58, SpDef=76.
SE=Grass, Ground 2x. NVE=Water, Ice, Flying, 0.5x; Steel 0.25x. Imm=Electric (Volt Absorb).
Togetic #176; Normal/Flying; Def=85, SpDef=105.
SE=Ice, Electric, Rock 2x. NVE=Bug, Grass 0.5x. Imm=Ground, Ghost.
Xatu #178; Psychic/Flying; Def=70, SpDef=70.
SE=Dark, Ghost, Electric, Ice, Rock 2x. NVE=Psychic, Grass 0.5x; Fighting 0.25x. Imm=Ground.
Jumpluff #189; Grass/Flying; Def=70, SpDef=85.
SE=Poison, Fire, Flying 2x; Ice 4x. NVE=Fighting, Water 0.5x; Grass 0.25x. Imm=Ground.
Yanma #193; Bug/Flying; Def=45, SpDef=45.
SE=Ice, Fire, Electric 2x; Rock 4x. NVE=Dark 0.5x; Fighting, Bug, Grass 0.25x. Imm=Ground.
Quagsire #195; Water/Ground; Def=85, SpDef=65.
SE=Grass 4x. NVE=Ground, Steel 0.5x; Rock 0.25x. Imm=Electric, Water (Water Absorb).
Murkrow #198; Dark/Flying; Def=42, SpDef=42.
SE=Electric, Rock, Ice 2x. NVE=Grass, Dark, Ghost 0.5x. Imm=Ground, Psychic.
Slowking #199; Water/Psychic; Def=80, SpDef=110.
SE=Electric, Grass, Bug, Dark, Ghost 2x. NVE=Ice, Fighting, Psychic, Water, Steel 0.5x. Imm=n/a.
Girafarig #203; Normal/Psychic; Def=65, SpDef=65.
SE=Dark, Bug 2x. NVE=Psychic 0.5x. Imm=Ghost.
Forretress #205; Bug/Steel; Def=140, SpDef=60.
SE=Fire 4x. NVE=Psychic, Normal, Ghost, Dragon, Ice, Steel, Dark 0.5x; Grass, Bug 0.25x. Imm=Poison.
Gligar #207; Ground/Flying; Def=105, SpDef=65.
SE=Water 2x; Ice 4x. NVE=Fighting, Bug 0.5x. Imm=Electric, Ground.
Steelix #208; Steel/Ground; Def=200, SpDef=65.
SE=Fire, Fighting, Ground, Water 2x. NVE=Psychic, Normal, Bug, Dragon, Ghost, Rock, Flying, Dark, Steel 0.5x. Imm=Poison, Electric.
Qwilfish #211; Water/Poison; Def=75, SpDef=55.
SE=Psychic, Ground, Electric 2x. NVE=Water, Poison, Ice, Fighting, Steel, Bug 0.5x. Imm=n/a.
Scizor #212; Bug/Steel; Def=100, SpDef=80.
SE=Fire 4x. NVE=Psychic, Normal, Dragon, Ghost, Dark, Steel 0.5x; Bug, Grass 0.25x. Imm=Poison.
Shuckle #213; Rock/Bug; Def=230, SpDef=230.
SE=Water, Steel 2x. NVE=Normal 0.5x. Imm=n/a.
Heracross #214; Bug/Fighting; Def=75, SpDef=95.
SE=Fire, Psychic 2x; Flying 4x. NVE=Dark, Bug, Ground 0.5x; Fighting 0.25x. Imm=n/a.
Sneasel #215; Dark/Ice; Def=55, SpDef=75.
SE=Fire, Steel, Rock, Bug 2x; Fighting 4x. NVE=Ghost, Dark, Water, Ice, Flying 0.5x. Imm=Psychic.
Magcargo #219; Rock/Fire; Def=120, SpDef=80.
SE=Fighting, Rock, Steel 2x; Water, Ground 4x. NVE=Flying, Normal 0.5x; Bug, Fire 0.25x. Imm=n/a.
Piloswine #221; Ice/Ground; Def=80, SpDef=60.
SE=Fire, Steel, Grass, Fighting 2x. NVE=Flying 0.5x. Imm=Electric.
Corsola #222; Rock/Water; Def=85, SpDef=85.
SE=Electric, Ground, Fighting 2x; Grass 4x. NVE=Water, Ice, Normal, Bug, Rock, Flying 0.5x; Fire 0.25x. Imm=n/a.
Delibird #225; Ice/Flying; Def=45, SpDef=45.
SE=Fire, Steel, Electric 2x; Rock 4x. NVE=Flying, Water, Grass, Bug 0.5x. Imm=Ground.
Mantine #226; Water/Flying; Def=70, SpDef=140.
SE=Rock 2x; Electric 4x. NVE=Steel, Water, Bug, Fighting 0.5x. Imm=Ground, Water (Water Absorb).
Skarmory #227; Steel/Flying; Def=140, SpDef=70.
SE=Fire, Electric 2x. NVE=Psychic, Normal, Dragon, Ghost, Flying, Dark, Steel 0.5x; Grass, Bug 0.25x. Imm=Poison, Ground.
Houndoom #229; Dark/Fire; Def=50, SpDef=80.
SE=Fighting, Water, Ground, Rock 2x. NVE=Fire, Dark, Ghost, Grass, Steel 0.5x. Imm=Psychic, Fire (Flash Fire).
Kingdra #230; Water/Dragon; Def=95, SpDef=95.
SE=Dragon 2x. NVE=Steel 0.5x; Fire, Water 0.25x. Imm=n/a.
Tyranitar #248; Rock/Dark; Def=110, SpDef=100.
SE=Water, Grass, Steel, Ground 2x; Fighting 4x; NVE=Dark, Ghost, Flying, Normal, Fire 0.5x. Imm=Psychic.
Lugia #249; Psychic/Flying; Def=130, SpDef=154.
SE=Dark, Ghost, Electric, Ice, Rock 2x. NVE=Psychic, Grass 0.5x; Fighting 0.25x. Imm=Ground.
Ho-oh #250; Fire/Flying; Def=90, SpDef=154.
SE=Water, Electric 2x; Rock 4x. NVE=Fire, Steel 0.5x; Bug, Grass 0.25x. Imm=Ground.
Celebi #251; Grass/Psychic; Def=100, SpDef=100.
SE=Flying, Poison, Fire, Dark, Ghost 2x; Bug 4x. NVE=Psychic, Grass, Fighting, Water, Electric 0.5x. Imm=n/a.
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List of moves that affect all Pokemon in 200/386
The list is credited to wobmaster:
Absorb, Aerial Ace, Air Cutter, Ancientpower, Aromatherapy, Aurora Beam, Bite, Block, Bounce, Bullet Seed, Crunch, Curse (ghost type), Dragon Claw, Dragonbreath, Dragon Rage, Drill Peck, Faint Attack, Flatter, Follow Me, Foresight, Fury Cutter, Future Sight, Giga Drain, Grudge, Gust, Haze, Helping Hand, Hidden Power (Ice, Grass, Rock, Steel, Dark, Flying, Dragon), Ice Ball, Ice Beam, Ice Punch, Icy Wind, Imprison, Iron Tail, Knock Off, Leaf Blade, Leech Life, Lock-On, Magical Leaf, Mean Look, Mega Drain, Megahorn, Metal Claw, Meteor Mash, Mind Reader, Nature Power (Long Grass, Mountain), Needle Arm, Odor Sleuth, Outrage, Peck, Petal Dance, Pin Missile, Powder Snow, Pursuit, Razor Leaf, Rock Blast, Rock Slide, Rock Throw, Rock Tomb, Rollout, Signal Beam, Silver Wind, Skill Swap, Sky Attack, Snatch, Solarbeam, Spite, Splash (lol), Steel Wing, Struggle, Swagger, Taunt, Theif, Torment, Trick, Twister, Weather Ball (Hail), Wing Attack
== And below is a list of immunities contributed by Tobiasx =======
Fire: Anything with Flash Fire as it's ability
Water: Anything with Water Absorb as it's ability
Electric: Anything with Volt Absorb as it's ability, or Type1 or Type2 is Ground
Ground: Anything where Type1 or Type2 if Flying, ability levitate
Psychic: Anything where Type1 or Type2 is Dark
Normal: Anything where Type1 or Type2 is Ghost
Fighting: Anything where Type1 or Type2 is Ghost
Ghost: Anything where Type1 or Type2 is Normal
Poison: Anything where Type1 or Type2 is Steel
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08-22-2005, 05:05 AM
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#9
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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POST 9
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Part A: 2 v 2 Battling Section
Part B: 2 v 2 Metagame team building and battling
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Part A: 2 v 2 Battling Section
Credits: Sir Fallen Ronin helped get this started and wrote much of the original post. Posters GyroYam, bishpenguin, Cooltrainer Josh, scizandor04, Gamefreak, and Noelor all helped too.
I – General 2 vs 2 Battling Strategy Guidelines:
Work effectively as a team. Even more than ever, synergy is critical here. You have to pick pokemon that have moves that support each other. Suddenly, air cutter becomes better than Ariel ace. Large weakness to ground is suicidal. Flying/levitating pokemon become a MUST. This extends not only to moves but also to pokemon themselves. A pokemon that is not so good in regular battling may be very good in 2 vs 2 due to its moveset or ability or other factor.
Speed is more important than ever. You can net yourself twice as much benefit from KOing your opponent's Pokemon first. That means that it's better to KO something that would be attacking rather than something that will be switching out.
In addition to speed, Weather can also be very important in 2v2. Here is a comment that Gamefreak posted: "Weather has a major effect on the battle, say you send out Houndoom and Exeggutor, Houndoom Sunny days, then Eggy is faster than the others and Sleep Powders, Then they both sweep...Weather indeed has a major effect on the outcome of a 2v2"
Concentrate your attacks. I have found that many times it is better to concentrate your attacks on one foe so you can knock them out quickly. This is important since it will greatly help screw up whatever strategy your opponent hopes to use. If they are smart and are using a decent 2 vs 2 strategy, and you get rid of one of their first pokemon right away, they may not be able to continue with that strategy.
Here are several strategy examples by poster Fallen Ronin:
A general stratagy I've used is to have an annoyer offer indirect protection to a more fragile partner. I like to use Ludicolo. Draining both opponent's HP with Leech Seed, he can Double Team, and if they don't have a Hazer/Odor Slueth/Foresiter, they're going to concentrate all attacks on him in an effort to kill him before he can DT too much. That means that something like Zangoose has a chance to set up.
Protect can be incredibly useful if put on a weak target. If they waste both their moves attacking the Protector, then you get a free hit, which can mean a lot.
Skill Swapping can be an interesting stratagy, however, use it with utmost caution, and don't fully rely on it, because it isn't always possible to pull off. Abilities good for Skill Swapping are Speed Boost (Ninjask, Yanma), Huge Power (Azumaril), and Pure Power (Medicham). Levetate can also be useful. Wonderguard can NOT be Skill Swapped/Role Played
Here is another example posted by scizandor04: "Tyranitar and Togetic are good (together). Tyranitar can get some focus punches in when togetic follow me's and togetic is immune to eq. However, togetic will take damage from sand stream, which you can halve by having him fly every other turn (unless he is using follow me."
II - Understand what each move affects in 2 vs 2 mode.
In 2-VS-2 mode, there are six types of moves:
1 moves that affect the user. examples: double team/swords dance
2 moves that target one monster OTHER than the user (you could attack your partner) examples: skill swap and flamethrower
3 moves that affect both foes. examples: eruption and surf
4 moves that affect all pokemon EXCEPT the user. example: Earthquake
5 moves that affect EVERYONE, including the user. example: perish song.
6 moves that have random effects and that effect random numbers of players on the battlefield examples: Thrash, Outrage, Petal dance
Please note that moves that can be targeted can be aimed at your partner. This can sometimes be quite beneficial. For example, using flatter/swagger on someone holding a persim berry. I have also seen an opponent toxic his partner and then the poisoned partner will use façade. Poster GyroYam says it is very effective to toxic a partner who has Guts since facade will dish out even more serious damage. Cooltrainer Josh posts it is even better to just poison your partner rather than use toxic; "Poisoning yourself has the same effect and won't kill you very quickly with Leftovers. Toxic=7 turns with leftovers; Poison=17 turns with Leftovers."
Some moves work a bit differently in 2 vs 2 mode than in single battle mode in terms of which pokemon are affected. Knowing this can lead you to use a specific tactic also. Here is an example by Fallen Ronin: Leech Seed is a good move because you can Seed both opponents. And also your partner, if need be. Leech Seeding your own Blissey would be a good tactic, because she can Rest and switch out and get healed by Natural Cure.
Also, Safegaurd is a move that is way overpowered and can easily elliminate any threat of status. So if your team is status-weak in any way (a team of mostly physical sweepers would be vulnerable to WoW, etc.) then you'll definately want to have Safegaurd.
Another example from poster bishpenguin: reflect and lightscreen also become more useful in 2v2 as it helps both partners. While this is true, poster Cooltrainer Josh points out that "Light Screen/Reflect only blocks 1/3 damage in 2-on-2, as opposed to 1/2 in 1-on-1."
In single battles, the ROLE of Assistant basically is one where a pokemon uses the move Assist to randomly grab an attack (like a OHKO move) from one of your other pokemons moveset. In 2 vs 2, there are other very useful moves besides Assist where one partner assists the other in some way. The moves 'Follow me' and 'Helping hand' are other examples of an Assistant in 2 vs 2 battling.
III - Use combos that work together to be more effective.
Earthquake+Levitate/Flyer:
The most basic combo. Damage both opponents without hurting your partner.
Cooltrainer Josh posted the following example: "How about having 2 Flying/Levitators with EQ ? You could really hit the enemy hard. Gyarados, Salamence, Dragonite, Flygon"
Flatter/Swagger+Persim Berry:
Up your partner's attack without doing them serious harm.
Skill Swap+Slaking:
Slaking has second tier stats, without Truant he's going to be dishing out some serious hurt. After you skill swap truant off, I think you can try to swap truant onto you foe.
Explosion+Protect/Ghost:
Dish out serious damage to both opponents without hurting your partner.
Perish Song+Arena Trap/Shadow Tag
Keep both opponents in play, sacrificing the Arena Trapper/Shadow Tagger and keeping your Perish Songer.
Rain dancing + Surf/Thunder
With pokemon like Raikou and Suicune available now in PC, you have can either do a raindance and then use Surf and Thunder to take out a wide variety of opponents.
Sunny day+Fire Move+Solar Beam+chlorophyll(Optional) is really fun especially with a grass Poke with chlorophyll + a Speedy fire Poke
(Credit to poster GyroYam for this combo.)
IV - Consider how your pokemons Ability works in 2 vs 2 battling
Here is a list of some abilities that can be very useful in a 2 vs 2 battle:
Levitatate, Skill Swap, Volt absorb, Water absorb, Lightening rod, Swift swim, Raindish, Arena Trap, Shadow tag
For example, poster bishpenguin notes that raindancing applies to the other water moves besides surf, and works especially well with the swift swim ability (raises speed). Also, raindancing will recover HP for pokemon having the raindish ability.
Fallen Ronin provides this example: A Rhydon with Lightning rod can offer protection to a Gyrados, who is also immune to Earthquake, which Rhydon get STAB off of.
Weather-related abilities also must be considered. Here is some very useful information that Fallen Ronin posted:
Weather-changing abilities take place when a Pokemon enters the battle when two Pokemon are sent out simultaneously, usually the only time this can happen is when a Pokemon explodes or at the start of the battle, then the Pokemon with higher speed will have their ability take effect first, then the slower Pokemon will have their ability take effect after that, and their effects will cover up the effects of the faster Pokemon. So this means that the slower Pokemon would win.
Air-lock and Cloud Nine prevent the effects of weather from taking place, a sandstorm would continue to rage but no one would receive damage. This is true only as long as the Pokemon is in play. When it leaves play, the weather will continue unless five turns have elapsed and it was a move that brought about the weather, and the weather will have its effect on the battle.
Poster Noelor raised a question about how the ability Trace works with 2v2. I did some tests and found that Trace will copy the ability of one of your two foes randomly. Order plays no part, according to my test results.
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Part B: 2v2 metagame team building and battling
Here is Sir Fallen Ronin’s summary of things to keep in mind for 2v2 metagame team building and battling. He may add more to this sectoin in the future. If you find it helpful, you have him to thank.
Usually, it’s better to pack a single hitter than a two hitter of the same type. This is because moves that hit only both opponents do 50% damage to each. It’s better to concentrate your attacks, because generally a lot of double battling in centering both of your attacks on one target in hopes of removing that hostile unit from the field in one hit. There are exceptions, however. Remember that when a move has a chance of status, that chance applies to both targets. That means that you have a 14% chance of getting a freeze with Blizzard. (Currently, this is somewhat irrelevant, considering that Ice Beam is usually used for taking out Dragons.) Also, there are some rare cases where two-hitters come in handy, such as when a single foe has very little HP. Sometimes two-hitters are usable, such as when one is a double STAB. One example would be using Surf on Lanturn when also using Thunderbolt. I have also used both Surf and Hydro Pump on Kingdra, which is probably the only combination of same-type attacks that should be used together. Be careful when using Surf, however, because although you may be damaging one foe, the other may be healing damage with Water Absorb.
Earthquake is not a two-hitter. It hits both enemies and your partner, each for 100 base damage. The same goes for Explosion. This makes these two moves incredibly over used. That means that Earthquake weakness is almost suicidal (although there is a way to get around this and make Electric types incredibly powerful). Try to use as many Flying Pokemon or Pokemon with Levitate as possible. Also, to dodge Explosion, try to have at least one Ghost and put Protect as a filler on everything that has the extra room for it. Protect allows you to dodge Explosion, but also if you can correctly predict when your opponent will center their attacks on one of your Pokemon then have that Pokemon block both attacks while the other gets in a free hit. Also, never overlook the ability Damp, it makes Exploding impossible, and if your opponent doesn’t know whether you have it or not (usually the alternative is Water Absorb) then they could waste a move.
Gengar is an incredibly over used Pokemon because it is immune Explosion and Earthquake, the two most common moves in the double battling metagame. Also, it has crazy speed and special attack, which makes it built for double battling. Always expect your opponent to use Gengar, and have a counter for it, I use Hidden Power Ghost on Aerodactyl myself.
The double battling metagame is all about speed and attacking. Usually, if you have a tank, your opponent will seize the opportunity. A tank will just sit there and let its partner take damage, because tanks are never threats offensively. The best way to dodge damage is to try to KO something before it can attack. Anything you use had better be a fast attacker or have some truly broken combo. Walls like Skarmory and Blissey are non-existent because they rely on both of the other Pokemon being physical or special attackers. Even if they were, your opponent would just ignore them and hammer your other Pokemon, because Blissey and Skarmory’s attacks won’t amount to much. Wall stalling is non-existent, which really speeds up games.
Since there is no stall game, the only kinds of status you should use are Paralysis and possibly Burn. Anything that’s Paralyzed is sunk in a speedy metagame, so try to use Lum Berry or Safeguard on something fast. Safeguard covers both Pokemon, making it very useful here.
There is one kind of stalling that can work in double battles: the lock down. The goal of the lock down is to completely paralyze the foe to the point where they can’t do anything to you. Several ways to achieve this are to use Dusclops to Imprison Hidden Power and Earthquake, use Pressure (and Protect) to stall out the PP of lower PP moves, KOing Pokemon that threaten to break the lock (most obvious but usually the hardest) and finally by using resistances so that you are immune to whatever kind of attacks they may have (Shedinja is best at this). This is takes awhile to set up, and if you’re trying to pull it off, don’t let your opponent know right away. Start with some attackers and hide your lock Pokemon for when they leave themselves vulnerable.
Intimidate is a VERY useful ability. It cuts the attack of BOTH enemies with 100% at the beginning of the turn. A duo of two physical attackers will be slowed down considerable, and if you put in two Intimidators at once, they’ll have to switch. Try to use at least one Intimidator on your team because they are oh so very useful.
Weather is VERY important. The two most common combos are Eggxector with Moltres and Kingdra with Zapdos. If you have the weather in your favor and have the ability to exploit it with Chlorophyll or Swift Swim, you can win. However, very often Chlorophyll or Swift Swim Pokemon run around with low HP and Petaya boost, and can have their speed sunk should Sandstream or Cloud Nine come into play, sinking their speed to where they can be killed by something naturally speedier.
Follow Me can be incredibly useful when trying to set something up. Togetic is usually use over Clefable for Earthquake immunity, however, Clefable will take anything that isn’t Earthquake better. The user of Follow Me absorbs only single-hit attacks, but since all two-hitters have their damage halved, you shouldn’t have to worry too much unless you’re vulnerable to Earthquake or possibly Explosion.
MasamuneXGP showed me how to pull off an incredibly powerful hit before anything else. He used Helping Hand on Jolteon’s Thunderbolt, producing a jolt of electricity that was extremely dangerous. Helping Hand always goes first, and Jolteon is only outsped by Electrode and Ninjask so this turned out to be quite an effective combo-breaker.
Fake Out can be quite effective, stunning a faster Pokemon and allowing the partner to kill, great for taking out speed-boosting artists. Note that to use Fake Out again you’ll have to switch out the user.
Psyche Up can be deadly if used correctly. You can copy your partner’s stat boosts, I once used this to pull off a double Belly Drum. However, “broken” combos like this are broken easily, so be sure to do it only when it’s safe, don’t lead with it. Girafarig can Baton Pass the Psyche Up, but Baton Passing isn’t that great in this situation because you waste a turn in passing the stat boost that you could be annihilating your opponent with two Dragon Danced beasts.
Imprison isn’t only good for locking. If Dusclops Imprisons Protect, he can set the stage for an Exploder. And if he Imprisons Earthquake, he sets the stage for the now no-weak Jolteon.
The move Icy Wind lowers the speed of both enemies, and since speed is critical, you’ll probably force a switch. This makes Icy Wind one of the best moves for double battling.
Flatter and Swagger can be used in conjunction with the Persim Berry to give the partner an attack boost, which is great for Pokemon like Zapdos that can’t do it themselves.
Kari & Mewtwo suggested using Explosion to get the Exploder’s partner down to 1 HP when it used Endure, then have Salac activate and go on a Reversal killing spree. Note that the Endure user will Endure any of the three attacking moves directed at it, making it impossible to kill that round without stats.
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Last edited by shineyaltaria : 04-11-2007 at 08:01 AM.
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08-22-2005, 05:06 AM
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#10
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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Post 10
Definitions and Acronyms:
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RMT - Rate My Team
n00b– Derogatory term for Newbie
UU – Under used, (OU = overused)
uber - mispelling of the German word Über meaning very powerful. Sir fallen Ronin posts "uber is a 'lazy' mispelling of über, although uber is widely accepted as 'correct' on the internet, it's not something you'd leave on your college thesis." Good Helper Interfed_OV says to use Alt 666 to get the "Ü" character. (Hold down the Alt key and press 6 three times on your Numeric pad (the regular number 6 won't work). When you release the Alt key you should have a "Ü".
00ber – same as uber
Sticky – a thread kept on the top of Page 1 so everyone can refer to it
BT – Battle Tower
STAB – Same type attack bonus
AR – Action Replay
OHKO – One hit knock out
HP: xxx – Hidden Power where xxx is the attack type.
Example: “HP: Ice” means a Hidden Power Ice attack
EP- Effort Points - points you get when you battle (used to calculate EVs)
EV- Effort Value (see "What are Dynamic or Hidden values?" )
IV – Individual value (see "What are Dynamic or Hidden values?" )
DV- Dynamic Value (see "What are Dynamic or Hidden values?" )
Personality Value (see see "What are Dynamic or Hidden values?")
WOW - Will-o-Wisp
EQ - Earthquake
pwns - same as owns (means wins/rules/controls)
1337 - 'leet' or elite
And here are more that you may see here or on other boards/sites that are not specfic to pokemon:
IDK - I don't know
FWIW - For what it's worth
WTH - What the Hell
WTF - What the F*** (use your friggin imagination, duh)
LOL - Laughing out loud
ROFL - Rolling On the Floor Laughing
ROFLMAO - the 'm' is for 'my', the 'o' is for 'off', use your brain for the 'a'
LMK - Let me know
BFN - Bye for now
OT - Off Topic
IMO - In my opinion
IMHO - In my humble opinion
TEOTW - The end of the world
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Poster BusterBlader128 gets credit for the following info: He posts that many of them are used in competitive play.
Cursepert - A Swampert with Curse/Earthquake/Rest and another attack (usually Ice Beam)
Curselax - A Snorlax with Curse/Return/Rest/Shadow Ball or Earthquake
Skarmbliss - A combination of Skarmory and Blissey on the same team. Skarmory has no physical weaknesses and can take physical hits well, while Blissey has no special weaknesses and takes special attacks well.
Mixpert - A Swampert with Surf/Earthquake/Ice Beam and another attack.
Chaosbreon - An Umbreon with Mean Look/Taunt/Wish/Baton Pass to trap the opposing Pokemon and Baton Pass to a Pokemon that can KO it or set up.
Tyraniboah - A Tyranitar with Crunch/Thunderbolt/Substitute/Focus Punch to take out Skarmbliss, Celebi, Gengar, Starmie, and other OU Pokemon.
Mc(Ice)Gar - A Gengar with Substitute/Focus Punch/Thunderbolt/Ice Punch or Shadow Ball to take out Skarmbliss (assuming that Blissey has Thunder Wave and not Ice Beam).
BoltBeamer - A Pokemon that knows Thunderbolt and Ice Beam to inflict at least neutral damage on every Pokemon except Magneton, Lanturn, and Shedinja.
Annoyer - A Pokemon that "annoys" the opponent with moves like Confuse Ray, Thunder Wave, and Attract. These don't work in competitive play due to Substitute and clerics.
Parafusion - A technique of paralyzing and confusing the opposing Pokemon so that it has a 37.5% chance of attacking.
Wall - A Pokemon that can take any physical hit well, like Skarmory.
Sponge - A Pokemon that can take special hits well, like Blissey.
CalmCune - A Suicune with Calm Mind/Surf/Roar/Rest.
Tauntaridos - A Gyarados with Dragon Dance/Hidden Power (Flying)/Earthquake/Taunt. It Taunts to protect itself from status effects and prevent tanks from setting up, then Dragon Dances until its Attack and Speed are enormously high.
CBer - A Pokemon with Choice Band.
Calm Minder - A Pokemon that uses Calm Mind.
SubPiggy - A Grumpig with Calm Mind/Psychic/Hidden Power (Fire) or Fire Punch/Substitute.
CalmClops - A Dusclops with Calm Mind.
SubPunching - The combination of using Substitute and Focus Punch. If a Pokemon uses Focus Punch while it has a Substitute up, Focus Punch will go through even if the Substitute breaks, since the Pokemon itself won't be hit.
SporePunching - The combination of using Spore and Focus Punch. The opposing Pokemon is put to sleep with Spore. If a Pokemon is switched in, it will be hit by Focus Punch. This is only used with Breloom.
YawnPunching - The combination of using Yawn and Focus Punch. If the opposing Pokemon switches to prevent from being put to sleep by Yawn, it will be hit with Focus Punch. A less effective version of SporePunching, since a Pokemon probably won't be put to sleep.
Bellyzard - A Charizard with Belly Drum/Hidden Power (Flying)/Earthquake/Fire Blast or Overheat.
TSS Team - A Toxic-Spikes-Sandstorm team that attempts to whittle away the enemies' HP through the aforementioned techniques. Tyranitar is usually used for the sandstorm due to its Sand Stream ability.
Ky00ber - A Kyogre with Calm Mind.
Lati@s - A Latias/Latios.
Trickbanding - The combination of Choice Band and Trick. A Pokemon holding a Choice Band uses Trick to place the Choice Band on the opposing Pokemon, limiting its options.
Critiken - A Blaziken with Blaze Kick/Sky Uppercut that usually holds Scope Lens. This Pokemon attempts to land a critical hit on the opposing Pokemon most of the time.
Rapid Spinner - A Pokemon that knows Rapid Spin.
Hazer - A Pokemon that knows Haze to remove stat changes.
Phazer - A Pokemon that usually uses Roar/Whirlwind to force switches, removing all stat changes and Substitutes. Moves like Yawn, Mind Reader, and Lock-On can be used as phazers; however, they aren't as effective as Roar or Whirlwind.
Hax - An extremely lucky occurance, such as when a player scores a critical hit when they're behind.
Sunnybeamer - A Pokemon that uses Sunny Day, then uses Solarbeam without having to charge.
Cleric - A Pokemon that heals the team's status effects with Heal Bell/Aromatherapy, such as Blissey, Miltank, or Celebi.
JaskWak - A combination of Ninjask and Marowak; Ninjask increases its Speed (and possibly Attack) with its Speed Boost trait (and Swords Dance), then uses Baton Pass to pass the stat increases to Marowak, which can sweep the opposing team due to Thick Club doubling its Attack and its Speed (and Attack) boots from Ninajsk.
Chaosguttor - An Exeggutor with Sleep Powder/Sunny Day/Solarbeam and a fourth attack.
EndRevver/EndFlailer - A Pokemon that uses Endure to survive a killing blow, then uses Flail/Reversal at max power.
PerishTrapper - A Pokemon uses Perish Song and traps the opposing Pokemon with a move like Mean Look so that the opposing Pokemon can't switch and dies due to Perish Song.
T-Wave - Thunder Wave
McSlaw - A Sceptile with Substitute/Leech Seed/Leaf Blade and another attack. Sceptile uses Leech Seed on the opposing Pokemon, then keeps using Substitute while Leech Seed steadily drains the opposing Pokemon's HP.
McGoose - A Zangoose with Return/Protect/Swords Dance/Quick Attack holding a Silk Scarf. It was only used in 200 play.
Spiker - A Pokemon that knows Spikes.
WishPassing - The combination of Wish and Baton Pass. A Pokemon uses Wish, is hit by an attack, then Baton Passes to another Pokemon that is healed by Wish.
OHKO - A one-hit KO move; the OHKO moves are Fissure, Horn Drill, Guillotine, and Sheer Cold. These moves are banned in competitive play, as they are believed t make the game too luck-based.
Encorezam - An Alakazam with Encore.
Flailgoose - A Zangoose with Flail.
DT - Double Team. This move and Minimize are banned in competitive play, as they are believed to make the game too luck-based.
DDtar/Tauntaritar - A Tyranitar with Dragon Dance, Rock Slide/HP Rock, Earthquake, and Taunt/Substitute.
Legendary - A Pokemon that was in legends in the Game Boy games; they are normally, though not always, more powerful than most Pokemon.
NU - Pokemon that are "never" used, or Pokemon that are so terrible that they are almost never used.
================================================== =
More Pokemon Internet Resources
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www.pojo.com/pokemon/
www.pokefor.tk/
www.pokemon.com
www.gamefaqs.com
www.upnetwork.net
www.serebii.net Prolly the best site for EMERALD stuff imo
www.pokemonfanuniverse.com
http://wraith10.megadoomer.com/
Official Guide & Prima Guide: Errors/Misprints
= = = = = = = = = = = = = = = = = = = = = = =
PRIMA Emerald Guide errors: (Credit Sephirtoh Masamune)
On Page 19, of the Prima Emerald Guide, on the right hand column. This is quoted " You can choose either Water-type Mudkip, Grass-type Torchic, or Fire-type Treecko".
Page 32, area of Route 116. It is not stated that you can catch Abra in this area, but it is in-fact known that you can.
Page 37, Granite Cave Area. It says on B2 of the Granite Cave that Abra is found, which is perfectly true, but it only says that area. It happens to be that Abra is also found on B1 of the Granite Cave area.
Page 44 Gym Leader Wattson's Pokemon List. It lists that Voltorb(one of Wattson's Pokemon) is a Electric/Steel Type Pokemon. Which is not true. It also states it clearly that he has 2 Pokemon with the Steel type trait, which in-fact is not true either. He has only one which is Magneton. Here is the list
Electrike LV 20 Electric
Magneton LV 22 Electric/Steel
Manectric LV 24 Electric
Voltorb LV 20 Electric/Steel
Page 46 Verdanturf Town. When you visit the Rusturf Tunnel and break the Rocks with Rock Smash, the "boyfriend" of Wanda hands over a TM 45Attract, which is not true. He hands over the HM 04 Strength.
========begin R/S GUIDES section ==============================
This section refers to "The Official R/S Nintendo Player's Guide".
A - Obtaining items after 5th battle – The guide states you can get several items after the 5th time you battle a specific trainer, but this is wrong. You have to steal the item using either covet or thief. The items are Black Belt on Rt 114 from Blackbelt Nob, Dragon Fang in Meteor Falls from Dragon Tamer Nicolas, and Silver Powder on Rt 120 from Bug Maniac Brandon.
B - In the "Battle Moves" section there is a misprint. Air center should be Air Cutter.
C - The Guide says that a hatched pokemon inherits its Ability from the Female pokemon. While this is true sometimes, it can also be misleading---in cases when the female species can have two different abilities. For example, a Roselia can have either poison point or natural cure as an ability. If you hatch an egg, the baby will have one of these abilities, but not necessarily the same one as the female parent.
D - Masterphil posts:
In the r/s nintendo power guide. In the poke dex section in the back of the book, on page 128, it does not show the egg type of cacturne. (It is human-shape and plant.)
This next section refers to R/S "Prima's Guide".
+ Milotic's ability is listed as Torrent (supposed to be Marvel Scale).
+ TM 30 is Shadow Punch (supposed to be shadow ball)
+ Anorith has moonlight under egg moves (supposed to be Swords Dance)
+ Seaking listed in the Water 1 Breeding Group (GoldeenSeaking is only Water 2)
+ They don't even list cacturne's egg group. It shows cacnea though and it is in the same egg group.
+ Crawdaunt Should have 3 "points" in the Prima Guide For Special Attack (Credit to GameFReak12345 for this one)
+ In the paragraph about Mirage Island, it called Pacifidlog Town "Pacifidlog City" once. It's not really important but I just wanted to state it.
+ It says you find lots of Kelpsy Berries on Mirage Island which is false. You find the one and only Liechi Berry on Mirage Island.
==================end R/S section=======================
Shineyaltaria's Help Threads
===========================
Help Thread Version I – created 6/03, lived on Ezboard until pojo moved here
Help Thread Version II – created 1/26/04, locked/de-stickied by request after 662 posts and 13,358 views
Help Thread Version III
Thread Created 8/22/05
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Last edited by shineyaltaria : 06-25-2006 at 08:57 AM.
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08-22-2005, 05:08 AM
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#11
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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It is consumated.
0829 35 390 0907 47 573 0914 50 659 0921 50 722 0928 52 793 1005 57 901
\*------------------------------------------------------------------------
1012 57 973 1019 63 1201 1026 64 1368 1102 88 1669 1109 89 1786
\*------------------------------------------------------------------------
1116 92 1916 1123 96 2019 1130 100 2199 1207 101 2319 1214 101 2414
\*------------------------------------------------------------------------
1221 105 2546 1228 115 2726 0104 115 2807 0111 115 2877 0118 116 2981
\*------------------------------------------------------------------------
0125 121 3143 0201 121 3271 0208 121 3355 0215 121 3474 0222 121 3530
\*------------------------------------------------------------------------
0308 130 3785 0315 131 3845 0322 131 3903 0329 133 3991 0405 142 4152
\*------------------------------------------------------------------------
0412 148 4295 0419 155 4455 0426 156 4593 0503 156 4705 0510 156 4779
\*------------------------------------------------------------------------
0517 156 4848 0524 156 4931 0531 156 4995 0607 156 5065 0614 161 5219
\*------------------------------------------------------------------------
0622 161 5331 0628 164 5495 0705 164 5642 0712 166 5794 0719 166 5877
\*------------------------------------------------------------------------
0726 166 5962 0802 166 6043 0809 167 6146 0816 167 6209 0823 173 6370
\*------------------------------------------------------------------------
0830 173 6482 0906 173 6569 0913 173 6619 0920 173 6690 0927 176 6829
\*------------------------------------------------------------------------
1004 176 6890 1011 176 6948 1018 176 6996 1025 176 7029 1101 176 7070
\*------------------------------------------------------------------------
1108 178 7110 1115 178 7169 1122 178 7201 1129 178 7238 1206 179 7300
\*------------------------------------------------------------------------
1213 180 7356 1220 180 7421 12/27 181 7506 0103 181 7580 0110 182 7652
\*------------------------------------------------------------------------
0117 183 7747 0124 183 7844 0131 183 7900 0207 183 7968 0214 183 8022
\*------------------------------------------------------------------------
0221 183 8069 0228 184 8165 0307 184 8199 0314 184 8279 0321 184 8331
\*------------------------------------------------------------------------
0328 184 8409 0404 188 8506 0411 188 8618 0418 188 8699 0425 188 8805
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Last edited by shineyaltaria : 04-25-2007 at 03:43 AM.
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08-23-2005, 08:48 AM
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#12
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Step Above the Rest
Join Date: Jan 2004
Location: Ohio
Age: 18
Posts: 8,001
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Behold the godly working power of SA!!!
Amazing job. I'll read through later to see if I missed anything.
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08-23-2005, 10:16 AM
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#13
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Banned User
Join Date: Jul 2005
Location: new jersey
Age: 19
Posts: 479
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help thread rateing 10 great job it works and helps i used it for feebas and evs thanks sa
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08-23-2005, 10:51 AM
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#14
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»Pokemon Customizer«
Join Date: Apr 2005
Location: The Realm Of Black Magic
Age: 18
Posts: 778
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Good Job SA. Doesn't it feel good now having a nice New Fresh Help Thread. Now everyone can appreciate your work once again.
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08-23-2005, 10:52 AM
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#15
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Banned User
Join Date: Jul 2005
Location: new jersey
Age: 19
Posts: 479
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i think they already did lead us on the legendary SA!!!
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08-23-2005, 11:12 AM
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#16
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InterFed Commander
Join Date: Jan 2004
Location: InterFed of Earth HQ
Age: 24
Posts: 1,610
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Good job, SA. From what I can see, it looks really good.
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-InterFed
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08-23-2005, 12:40 PM
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#17
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Game Trading Master
Join Date: Jun 2005
Location: The Core of earth
Age: 22
Posts: 3,625
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Nope total crap.....this help thread should be killed and buried...
Hahahahahah...yeah right...great job there SA...I love it...and now everyone else should feel the power of your godly help....
Muwahahahahahaha...Cough...cough...sputter....gaaa asspppp...
x_x
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Yu-Gi-Oh Trading Thread HERE

Which FF Character Are You?
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Originally Posted by Piccolo#1 - His opinion on CoD:MW2
There is nothing wrong with running kamikaze like in open areas, gun blazing in no general direction <_<
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08-23-2005, 12:55 PM
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#18
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Banned User
Join Date: Jul 2005
Location: you don not know where i am, but i can see you
Age: 30
Posts: 229
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this is grrrrrrreat sa. i used it to beat the battle palace. thank u sa and everyone who helped
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08-23-2005, 06:21 PM
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#19
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»Pokemon Customizer«
Join Date: Apr 2005
Location: The Realm Of Black Magic
Age: 18
Posts: 778
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Here's a present for all your work SA. Well, it wasn't origionally a present made for you and it's not really a present, but I just thought I might as well show it to you. Tell me how you like it.
Click Here.
Damnit, wtf, the Links not working. This sucks. Hold on. I'm working on it. I'll show you it soon. Lol, this sucks.
No matter what I do, all my links go to Yahoo. Why the hell is this happening?
Ok, just go to this Website. I don't no why, but all my Links suddenly go to Yahoo for no reason, and this just started literally right now.
http://www.freewebs.com/sfsprites/dark%20altaria.gif
don't click on it cuz it goes to Yahoo. Copy/Paste it into the URL Adress ting then look at it. Ok SA?
Wow this is Confusing.
Last edited by _-*$carface*-_ : 08-23-2005 at 06:50 PM.
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08-23-2005, 08:27 PM
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#20
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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LOL, scarface. Very nice. I think I'd pee my pants if I ever saw an Altaria like that. Thanks, it is appreciated.
==========================
I'm glad to see posters are already using this thread and finding it helpful. THere is still work to be done. I will be trying to combine the dual-type info next so that it is 386 and in one post. Also, there are several places where I put a placeholder for info we said we wanted to add.
I think Sir Fallen Ronin may be putting together a Netbattle section, and so far there is no info under the Emerald Guides errors/misprints so unless they are perfect that kind of stuff will need to be added too.
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08-23-2005, 11:13 PM
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#21
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Join Date: Mar 2005
Location: America
Age: 22
Posts: 838
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Yes you can trade between Emerald and PC.
Also I want to ask Clown Master, how did you get Encore on Zam? Because Illumise was the only compatable with Zam that has Encore but is always female so no passing it down there. Also no move tutors teach it. How did you get yours?
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08-24-2005, 07:13 AM
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#22
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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Quote:
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Originally Posted by Kim Hikaru
Yes you can trade between Emerald and PC.
Also I want to ask Clown Master, how did you get Encore on Zam? Because Illumise was the only compatable with Zam that has Encore but is always female so no passing it down there. Also no move tutors teach it. How did you get yours?
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Thanks for the answer about trading, Kim.
BTW, Mr. Mime is compatible with Zam and learns encore as a level up I think.
Got Mr. Mime?
=====================================
Ok everybody I just finished updating post #8 and now for the first time we have all final-form pokemon of dual-type weakness/resistance data in one place!
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08-24-2005, 02:23 PM
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#23
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Step Above the Rest
Join Date: Jan 2004
Location: Ohio
Age: 18
Posts: 8,001
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Yes, you breed with Mimey.
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08-24-2005, 04:21 PM
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#24
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Banned User
Join Date: Jul 2005
Location: you don not know where i am, but i can see you
Age: 30
Posts: 229
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wow this is awesome. i luv it. grrrrrrreat sa
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08-25-2005, 01:57 PM
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#25
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Professor
Join Date: Jan 2004
Location: Just outside the Blast Zone
Posts: 5,683
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Quote:
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Originally Posted by 13 is lucky
wow this is awesome. i luv it. grrrrrrreat sa 
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You are welcome, Lucky One.
=============================
I just finished putting in cosmetic edits for highlighting (bold/italics etc., in the first 6 posts to make them easier to read.
It looks like we still need the 3 inserts listed below, so if you can help with any please post.
1. We need a section on using Netbattle. Sir Fallen Ronin mentioned putting something together on this but don't know if he has or not.
2. If you know of any errors/misprints in either the Official or Prima Emerald Guides, please post them.
3. If anyone would like to write a post on what is on the Emerald Trainer's card (front and back) we need that too.
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