Author Topic: Pokemon Generation 4 ALL REGIONS Redone!  (Read 5595 times)

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Pokemon Generation 4 ALL REGIONS Redone!
« on: October 17, 2010, 02:11:56 AM »
Yes, I did this topic before...kind of...but didn't finish it.  Since then, I've altered many things in the file I was using, and re-ordered things to be...in order.  As a result, I figured it'd be easier to just make a whole new stat topic!

Most of what is below is just me being lazy and Copying/Pasting from the previous topic, so if it sounds familiar, you've probably already read it!

Anyway, if you've played Pokemon Generation 3 before, a lot of this stuff will look familiar...since pretty much none of its changed outside of one big thing, that being the typage split.

By this, I mean all types can be Physical or Special Attacks. So being Ground does not automatically make you a Physical attack now; you can be a Special Ground Attack. As such, I will be listing things like "Normal Physical Damage" etc. to indicate what kind of damage it is.

For those who are still unfamiliar with the system...
Pokemon is a turn based RPG, set in a 1v1 or, less common situations, 2v2 style combat. Every Pokemon has stats, an innate movepool learned through levels, some evolve, etc. First off, lets get typing out of the way.

All types have a unique set of Weaknesses, Resistances, and in some cases, nulls. Pokemon can have up to two typings; if the typings both effect an attack type in some manner, then they stack. So if we have a Rock/Grass type that is hit by Water, it'll do neutral damage, as Rock is weak to Water, but Grass resists it, so they cancel. However, Nulling a typing overrides all, so if we have a Fire/Flying hit with a Ground move, it'll do no damage despite Fire's weakness, since Flying nulls Ground. Also, if the typings affect an attack in the same way, say Normal attacks vs. a Rock/Steel, both typings resist Normal, the damage will be quartered instead of halved; same applies in reverse for weaknesses.

Weakness in Pokemon is 2x damage. Resistance is Half damage. When an attack is Nulled, its treated like a miss, which means that the side effects don't kick in either. This includes things like Hyper Beam whose Side Effects affect the user only. Simple enough really. Typings look like this (if a typing isn't listed, its neutral):

Normal is weak to Fighting, Immunes Ghost
Fire is weak to Water, Rock and Ground, resists Fire, Grass, Bug, Ice and Steel damage. Fire types also immune the "Burn" status
Water is weak to Electric and Grass damage, resists Water, Steel, Ice and Fire damage
Grass is weak to Flying, Fire, Ice, Bug, and Poison, resists Water, Grass, Ground, and Electric. Grass types are also immune to Leech Seed, but this rarely comes up in the DL.
Ice is weak to Fire, Fighting, Rock, and Steel, resists Ice. Ice types are also immune to the "Freeze" status
Ground is weak to Water, Grass and Ice, Resists Rock and Poison, and Immunes Electric
Poison is weak to Psychic and Ground, resists Poison, Bug, Fighting, and Grass. Poison Types also have an innate immunity to the "Poison" status (this includes the improved Toxic variant as well)
Rock is weak to Water, Grass, Fighting, Ground and Steel, resists Normal, Flying, Fire and Poison
Fighting is weak to Psychic and Flying, Resists Rock, Bug and Dark
Psychic is weak to Dark, Bug and Ghost, resists Fighting and Psychic
Ghost is weak to Ghost and Dark, resists Poison and Bug, immunes Normal and Fighting
Flying is weak to Electric, Rock and Ice, resists Fighting, Grass, and Bug, immunes Ground
Electric is weak to Ground, resists Electric, Flying and Steel
Dragon is weak to Ice and Dragon, resists Electric, Fire, Water, and Grass
Dark is weak to Bug and Fighting, resists Ghost and Dark, immunes Psychic
Bug is weak to Flying, Fire, and Rock, resists Grass, Fighting and Ground
Steel is weak to Ground, Fighting and Fire, nulls Poison, neutral to Water and Electric, resists everything else. Yes, Steel has more resists than it does neutrals.

Next up, status effects...
There are 5 main status effects in the game; you are allowed to have only one of each status applied at once, and having one status effectivly makes you immune to the rest. As noted above, some typings immune status innately, those being Fire immunes Burn, Ice immunes Freeze and Poison immunes Poison. The status effects are:
Poison: At the end of everyturn, the inflicted loses 12.5% of their MHP
Burn: See Poison, but add in "Attack gets halved" as well
Freeze: Target cannot act for 1 to 4 turns, potentially thawed out by Fire. Note that breaking out of the status does *NOT* take a turn, thus, a "Freeze Lock" is impossible
Sleep: Like Freeze, except its 2 to 5 turns, and no Fire aspect
Paralysis: Speed is lowered to really bad levels, 25% chance that the inflicted's actions will be cancelled.

A 6th status that doesn't really work like the other 5 (since it can be stacked on top of it and isn't recovered by conventional methods in game), but still common enough is Confusion. Confusion makes the inflicted have a 50% chance of acting themselves with a low end, nontyped Physical instead of the selected action that turn. It lasts 1 to 5 turns.

Next up, all attacks have a PP value. This is essentially individual spell charges for that Pokemon. I'll be listing them in a fashion of "Attack name (PP)." If a Pokemon runs out of all its actions (which...shouldn't happen), it is forced to use "Struggle" which is a 50 power Non typed Physical attack that also deals recoil damage equal to 25% the users Max HP. This should never come up though.

Pokemon can have up to 4 moves usable at once. They often learn a lot more than that, but can only use 4 from their pool at a given time; due to the Move Relearner, however, its trivial regarding them losing moves permanently, as they can gain them back.

Speaking of Recoil, since this comes up often and it gets tedious writing it, I'm just going to say "x% Recoil" on the attack. This means the attac deals damage to the user equal to the listed percentage done to the target. This will be factored negatively towards the average damage, naturally.

Flinching is another thing that comes up often. When an opponent "Flinches" they lose their action that turn, simple as that. If you've played SaGa Frontier, its identical to the "Stun" status. Flinching can ONLY occur if you're faster than the opponent. If an attack says "x% Flinch" on its description, that means if the user is faster than the target, there's an x% chance the target will lose their turn.

Stat boosts and debuffs; a common popular trait in Pokemon. Stat Buffs and Debuffs work based on levels, which are stackable up to 6. A debuff cancels out a buff, so if Leer (Defense -1 level) and Defense Curl (Defense +1 level) are used at the same time, you're simply back where you are started.
A Buff is simply +50% to the stat per level, so at maxed modifiers (+6), the stat will be +300% its original value (or 400%)
Debuffs, meanwhile, get increasingly worse each use; obviously this was done so the stat can't hit 0. The first use is -33% to the stat (meaning Modifier Level -1), second is -50%, goes on until -6 is 25% the original value.

TO make things easier:
Positive Modifiers: (2+Modifier)/2
Negative Modifiers: 2/(2+Modifier)

For evasion modifiers, it works that every value below 0 raises accuracy by 33% of attacks AGAINST them, where as values above all work on altering accuracy against them on intervals of 3/x, x starting at 3 (so no alteration to the base accuracy), and gains +1 for every modifier (so +1 modifier is 25% evasion, +2 is 40%, and so on til +6 being 67%.)

To save time in this topic, I'll be listing them based on the amount of levels effected, instead of saying "Can be stacked up to 6 times!" or whatever like I use too. This also saves wordiness in the attacks themselves, ESPECIALLY in moves like Overheat where stat boost/lowering is merely a side effect, not the primary one.

Now, Weather Effects. Weather Effects are all Field Effects that effect everyone on the field equally, in a variety of manners, similar to, say, how Suikoden Silent Lake hits both allies and enemies alike. Weather Effects last 5 turns, typically, if two are used, the second one wins out (so if Lugia uses Rain Dance and then Ho-oh goes second and uses Sunny Day, Sunny Day will be the Weather in place.) Default Weather, naturally, is none, which is to say, no special effects in place. The Weather Effects are as follows:

Rain Dance: Fire damage is halved, Water damage raised by 50%, the attack "Thunder" now has 100% accuracy and ignores all Evasion and hit modifiers, the attack "Solar Beam" is now half power.
Sunny Day: Fire damage is raised by 50%, Water damage is halved, the attack "Solar Beam" can be used instantly (it normally has a 1 turn charge time)
Sand Storm: All targets take 6.25% damage at the end of each turn, unless they are Steel, Rock or Ground types, who are immune to this damage. The attack "Solar Beam" has its damage halved, and Rock type Pokemon also gain 50% more Special Defense
Hail: See Sandstorm's damage thing, except only Ice types immune this damage. Also the attack "Blizzard" has 100% accuracy and ignores all accuracy and evasion modifiers.

Note that some Special Abilities work with the weather in different ways; I'll note this when it, you know, actually matters.

Speaking of Special Abilities, all Pokemon now have passive abilities. These are always in effect, so long as whatever its being applied too counts (naturally, Swift Swim is worthless if it isn't Raining.) Some of these are totally useless (Run Away comes to mind <_<), others are incredibly useful (Medicham's Pure Power anyone?) and some are situational or quirky. Some Pokemon even have two options for Special Abilities, with an equal chance of both occurring. I'll be bolding the one that is better in these cases, but listing both just in case.

Lastly, Pokemon Genders. Many Pokemon now have Genders. Most have a 50/50 chance of being either, but some have higher rates than others. I'm going to ignore this 9/10, only noting it when the Gender matters (like for the move "Attract" for example.)

Now, for what stats mean!

HP: Lose this, die
Atk: Shorthand for Attack, higher this is, more damage physical attacks do
Def: Abbreviation for Defense, higher this is, less damage physical attacks received do
SpA: Special Attack, see Attack, but for Special Attacks
SDef: Special Defense. Self explanatory, changing the Abbreviation here since many people were confusing "SpD" to mean...
Spe: Speed. The higher this is, the faster you are, etc.

100 = Average for all stats, except HP, where 155 is average. Critical hits happen 1/16th of the time, and are already factored into the "Average damage" at the end, unless specified otherwise.

Oh, yeah, if a Pokemon's typing (either of them if they have two) matches that of a the attack their using, they get a 50% damage boost to it. This is called a "Same Type Attack Bonus" or more commonly known as "STAB." This explains why a Pokemon with lower stats can do more with the same move as a Pokemon with higher stats, if the attack matches the former's typing and not the latter's.

Now for a few NEW things to note!

I've been a bit more lenient on moves this time around.  I'm allowing things used by 9 or less Pokemon, NOT including Smeargle; think of Smeargle as the automatic #10.  I figured in a cast this big, that amount is still rather stand out.  I've asterisked those attacks; pretty much all of them are via breeding.  If they're learned via Levels, then ignore it.  I didn't factor in those moves for the default sets *UNLESS* they were the Pokemon's Best damage, which occurred in a few specific scenarios, in which case, I put it in cause its reflected in the damage average.  Granted, due to the raw size of the cast, the effect they have on the average (especially since the increases aren't major) isn't huge.

Critical hits are labelled a little differently too:
As usual, 6.25% is still the base, so that's assumed.  If the move boosts Crit Rate, I have the listed Crit rate.  For things that boost Crit Rate, I've listed their Crit Domain increases.  In general, Crit Domains look like this:

1 Domain (Default): 6.25%
2 Domains: 12.5% (So yes, any move with "12.5% Critical Hit Rate" like Slash simply means "+1 Crit Domain")
3 Domains: 25%
4 Domains: 33%
5 Domains: 50%

I've tried to be less wordy with moves to make things less painful to read, but I can't promise I succeeded.

ALSO, I ask that you do NOT post until I have ALL POKEMON LISTED.  So until you see Arceus listed, DO NOT POST.  I want to keep things ORGANIZED!  So if you see a mistake, jot it down somewhere else and then tell me LATER, either privately in a PM, Chat, or just wait til the topic is done!

That said, ONTO THE TOPIC!  I'll be updating gradually cause there's too fucking many to do at once.
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #1 on: October 17, 2010, 02:14:44 AM »
Venusaur (Grass/Poison)
155 HP, 102 Atk, 100 Def, 120 SpA, 120 Sdef, 100 Spe
Effective Stats: 1.01 physical, 1.19 magical, 1.05 speed
Special Ability - Overgrow: Grass attacks do 50% more damage if HP < 33%.

Sleep Powder (15): Inflicts Sleep, 75% accuracy
Synthesis (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
Growth (40): Raises Special Attack by 1 level
Petal Dance (20): 68 Grass type special damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 72 average damage
-----
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, 90% accuracy, fails on Grass types.
Razor Leaf (25): 36 Grass type Physical damage, 12.5% Critical hit rate, 95% accuracy, 38 average damage
Tackle (35): 16 Normal type physical damage, 95% accuracy, 16 average damage
Growl (40): Lowers attack by 1 level
Vine Whip (15): 23 Grass type physical damage, 24 average damage
Sweet Scent (20): Lowers target's evasion by 1 level
Poison Powder (35); Adds Poison status, 75% accuracy
Take Down (20): 39 Normal type physical damage, 25% recoil, 85% accuracy, 26 average damage
Double-Edge (15): 51 Normal type physical damage, 33% Recoil, 36 average damage
Worry Seed (10): Changes target's special ability to Insomnia
Solar Beam (10): 90 Grass type special damage, one turn charge time, 47 average damage
Frenzy Plant (5): 112 Grass type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 53 average damage
Seed Bomb (15): 51 Grass type physical damage, 54 average damage

Comments: Venusaur's damage is somewhat unchanged since Gen 3 (though obviously worse than Gen 1) since while the average is higher, he gained Petal Dance as a stronger move.  Sadly, Frenzy Plant + Growth no longer is a OHKO strategy, though to compensate, he can hit defense with Seed Bomb at least now. Still probably his usual High Middle self.


Charizard (Fire/Flying)
153 HP, 104 Atk, 98 Def, 129 SpA, 105 Sdef, 120 Spe
Effective Stats: 0.98 physical, 1.03 magical, 1.23 speed
Special Ability - Blaze: Fire attacks do 50% more damage if HP < 33%

Flamethrower (15): 76 Fire type special damage, 10% chance of adding Burn, 80 average damage
Blast Burn (5): 120 Fire type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 57 average damage
Air Slash (20): 61 Flying type special damage, 30% Flinch, 95% accuracy, 61 average damage
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
-----
Heat Wave (10): 81 Fire type special damage, 10% chance of adding Burn, 90% accuracy, 77 average damage
Fire Spin (15): 14 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 10 average damage
Ember (25): 33 Fire type special damage, 10% chance of adding Burn, 35 average damage
Smokescreen (20): Lowers Accuracy by 1 level
Dragon Rage (10): 40 Dragon type special damage, ignores all modifiers and defenses
Growl (40): Lowers Attack by 1 level
Scratch (35): 19 Normal type physical damage, 20 average damage
Slash (20): 31 Normal type physical damage, 38 average damage
Shadow Claw (15): 31 Ghost type physical damage, 38 average damage
Fire Fang (15): 43 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 43 average damage
Wing Attack (20): 40 Flying type physical damage, 42 average damage
Flare Blitz (15): 78 Fire type physical damage, 10% chance of adding Burn, 33% recoil damage, 55 average damage
Dragon Claw (15): 35 Dragon type physical damage, 37 average damage
Dragon Rush (10): 43 Dragon type physical damage, 20% Flinch, 75% accuracy, 34 average damage

Comments: Well, not a fan of the higher average like most things, but he isn't without compensation, that being Air Slash for NonFire damage.  Flamethrower doesn't 2HKO anymore, however, it still works for a set up for the Blast Burn KO.  Still the usual High Middle or whatever rating he usually gets <_<


Blastoise (Water)
154 HP, 103 Atk, 120 Def, 105 SpA, 125 Sdef, 98 Spe
Effective Stats: 1.2 physical, 1.23 magical, 1.03 speed
Special Ability - Torrent: Water attacks do 50% more damage if HP < 33%

Hydro Pump (5): 79 Water type special damage, 80% accuracy, 67 average damage
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Hydro Cannon (5): 98 Water type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 46 average damage
Aqua Tail (10): 58 Water type physical damage, 90% accuracy, 55 average damage
-----
Bubble (30): 15 Water type special damage, 10% chance of lowering Speed by 1 level, 15 average damage
Water Pulse (20): 40 Water type special damage, 20% chance of adding Confusion, 42 average damage
Water Gun (25): 28 Water type special damage, 29 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Tail Whip (30): Lowers Defense by 1 level
Skull Bash (15): 43 Normal type physical damage, raises defense by 1 level until damage is resolved, one turn charge time for the damage to resolve, 22 average damage
Rapid Spin (40): 10 Normal type physical damage, cancels the effects of Spikes, Stealth Rock, Toxic Spikes, Leech Seed, and trap moves like Wrap, 10 average damage
Bite (25): 27 Dark type Physical damage, 30% Flinch, 28 average damage
Withdraw (40): Raises Defense by 1 level
Tackle (35): 16 Normal type physical damage, 95% accuracy, 16 average damage
Flash Cannon (10): 40 Steel type special damage, 10% chance of lowering target's Special Attack by 1 level, 42 average damage
Iron Defense (15): Raises Defense by 2 levels
%Water Spout (5): 98 Water type special damage, damage decreases linearly as users loses HP, 104 average damage

Comments: Not a fan of the damage increase naturally, especially since Rain Dance + Hydro Cannon isn't as close to OHKOing as it was before, though Hydro Pump + Hydro Cannon can work for a 2HKO, if unreliable.  Aqua Tail gives him some physical damage as well, something he never really had much of.  Clearly the worst starter yet again, and the one who suffers most probably, so Middle


Butterfree (Bug/Flying)
135 HP, 65 Atk, 70 Def, 100 SpA, 100 Sdef, 90 Spe
Effective Stats: 0.62 physical, 0.86 magical, 0.95 speed
Special Ability - Compound Eyes: All of Butterfree's attacks have their accuracy raised by 30%, this is already factored when necessary.

Bug Buzz (10): 56 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 59 average damage
Sleep Powder (15): Inflicts Sleep, 97.5% accuracy
Safeguard (25): Grants immunity to all status for 5 turns
Tailwind (30): Doubles Speed for 3 turns, this boost is independent of normal speed modifiers
-----
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, note that Butterfree has an equal chance of being either gender, so take this as you will
Silver Wind (5): 39 Bug type special damage, 10% chance of raising all parameters by 1 level, 41 average damage
Stun Spore (30): Adds Paralysis, 97.5% accuracy
Poison Powder (35): Inflicts Poison, 97.5% Accuracy
Gust (35): 26 Flying type special damage, 27 average damage
Psybeam (20): 28 Psychic type special damage, 10% chance of inflicting Confusion, 29 average damage
Confusion (25): 22 Psychic type special damage, 10% chance of inflicting Confusion, 23 average damage
String Shot (15): Lowers speed by 1 level
Harden (30): Raises Defense by 1 level
Tackle (35): 11 Normal type physical damage, 12 average damage
Supersonic (20): Adds Confusion, 71.5% accuracy
Whirlwind (20): Forces opponent to Run/Swap, always goes last
Bug Bite (20): 26 Bug type physical damage, 27 average damage


Comments: With the creation of Bug Buzz, Butterfree finally gained the one thing it never had: Damage. Ok, so his damage is still clearly below average, but hey, at least its nearly a 3HKO now!  The stats are still bad though, with below average speed and bad durability, High Light though a fun one.


Beedrill (Bug/Poison)
140 HP, 100 Atk, 60 Def, 65 SpA, 100 Sdef, 95 Spe
Effective Stats:  0.55 physical, 0.89 magical, 1.00 speed
Special Ability - Swarm: Bug attacks do 50% more damage if HP < 33%.

Poison Jab (20): 51 Poison type physical damage, 30% chance of adding Poison, 54 average damage
Agility (30): Raises Speed by 2 levels
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher
Rage (20): 9 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 9 average damage
-----
Agility (30): Raises Speed by 2 levels
String Shot (15): Lowers speed by 1 level
Harden (30): Raises Defense by 1 level
Fury Attack (20): 7 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 22 average damage
Twin Needle (20): 18 Bug type physical damage, hits twice, 20% chance of adding Poison, 38 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Pin Missile (20): 11 Bug type physical damage, hits 2 to 5 times, 85% accuracy, 34 average damage
Toxic Spikes (20): Puts down a layer of spikes that poisons opponent upon entering, a second layer formed yields Toxic status
Assurance (10): 22 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 23 average damage
Pursuit (20): 18 Dark type physical damage, 19 average damage
Poison Sting (35): 11 Poison type physical damage, 10% chance of adding Poison, 11 average damage
Bug Bite (20): 39 Bug type physical damage, 41 average damage

Comments: I think the numbers speak for themselves, really. Light


Pidgeot (Flying/Normal)
158 HP, 100 Atk, 95 Def, 90 SpA, 90 Sdef, 111 Spe
Effective Stats: 0.98 physical, 0.91 magical, 1.15 speed
Special Ability 1 - Keen Eye: Grants immunity to accuracy lowering moves
Special Ability 2 - Tangled Feet: If Pidgeot is inflicted with Confusion, evasion raises by 50%

%Brave Bird (15): 75 Flying type physical damage, 33% recoil, 53 average damage
Roost (10): 50% Healing, if user is faster than opponent, then "Flying" typing is lost for the turn
Agility (30): Raises Speed by 2 levels
Feather Dance (15): Lowers Attack by 2 levels
-----
Wing Attack (30): 39 Flying type physical damage, 41 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Tailwind (30): Doubles Speed for 3 turns, this boost is independent of normal speed modifiers
Mirror Move (20): User uses the same move as the last action of the opponent
Twister  (20): 16 Dragon type special damage, 20% Flinch, 17 average damage
Gust (35): 23 Flying type special damage, 24 average damage
Quick Attack (30): 26 Normal type physical damage, always goes first, 27 average damage
Tackle (35): 23 Normal type physical damage, 95% accuracy, 23 average damage
Air Slash (20): 43 Flying type special damage, 30% Flinch, 95% accuracy, 43 average damage

Comments: Damage fails, but Roost, Feather Dance and Agility are interesting enough tricks to keep him afloat, and probably get him out of Light and into Middle


Raticate (Normal)
130 HP, 101 Atk, 80 Def, 70 SpA, 90 Sdef, 117 Spe
Effective Stats: 0.68 physical, 0.75 magical, 1.21 speed
Special Ability 1 - Guts: Attack raises by 50% if user has Poison, Burn or Paralyze status
Special Ability 2 - Run Away: Insures 100% success rate when running!!!

Double-Edge (15): 76 Normal type physical damage, 33% Recoil, 54 average damage
Sword Dance (30): Raises attack by 2 levels
Scary Face (10): Lowers target's speed by 2 levels, 90% accuracy
Crunch (15): 34 Dark type physical damage, 20% chance of lowering target's defense by 1 level, 36 average damage
-----
Super Fang (10): Deals damage equal to half target's Current HP, 90% accuracy
Tackle (35): 23 Normal type physical damage, 95% accuracy, 23 average damage
Quick Attack (30): 26 Normal type physical damage, always goes first, 27 average damage
Focus Energy (20): Increases Critical hit Rate by 2 domains
Hyper Fang (15): 51 Normal type physical damage, 10% Flinch, 48 average damage
Tail Whip (30): Lowers target's defense by 1 level
Bite (25): 26 Dark type physical damage, 30% Flinch, 27 average damage
Pursuit (20): 18 Dark type physical damage, 19 average damage
Sucker Punch (5): 34 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 36 average damage
Assurance (10): 22 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 23 average damage
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher

Comments: Its got Sword Dance for buffing, and Scary Face for de-buffing, Super Fang as a quirk and good speed with just enough damage for this strategy to work...in Light


Fearow (Flying/Normal)
140 HP, 110 Atk, 85 Def, 81 SpA, 81 Sdef, 120 Spe
Effective Stats: 0.78 physical, 0.72 magical, 1.23 speed
Special Ability 1 - Keen Eye: Grants immunity to accuracy lowering moves

Drill Peck (20): 56 Flying type physical damage, 59 average damage
Roost (10): 50% Healing, if user is faster than opponent, then "Flying" typing is lost for the turn
Agility (30): Raises Speed by 2 levels
Aerial Ace (20): 43 Flying type physical damage, cannot miss, 45 average damage
-----
Pluck (20): 43 Flying type physical damage, if target has a Berry equipped, then that berries effect is immediately used on the user of this attack, 45 average damage
Peck (35): 25 Flying type physical damage, 26 average damage
Leer (30): Lowers Defense by 1 level
Growl (40): Lowers Attack by 1 level
Pursuit (20): 19 Dark type physical damage, 20 average damage
Assurance (10): 24 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 25 average damage
Mirror Move (20): User uses the same move as the last action of the opponent
Fury Attack (20): 12 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 37 average damage

Comments: Damage took a hit like, well, everything else that didn't gain some new move.  Flipside, it gained Roost so it isn't completely reliant on slugfest.  Conversely, its Pidgeot, with less durability, but more damage and speed, but loses Feather Dance (throw Growl works if needed in a pinch).  Low Middle I guess.


Arbok (Poison)
135 HP, 105 Atk, 89 Def, 85 SpA, 99 Sdef, 100 Spe
Effective Stats: 0.75 physical, 0.85 magical, 1.05 speed
Special Ability 1 - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level
Special Ability 2 - Shed Skin: At the end of every turn, there's a 33% chance that Arbok will be healed of all status

Gunk Shot (5): 79 Poison type physical damage, 30% chance of adding Poison, 70% accuracy, 58 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Stockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
Glare (30): Inflicts Paralysis, 75% accuracy
-----
Swallow (10): Heals user equal to 25% HP per every stock it has, resets Stock to 0
Spit Up (10):  36 Normal type special damage for every Stock it has, resets Stock to 0, 38 average damage
Gastro Acid (10): Cancels the effect of Target's special ability
Haze (30): Dispels all stat modifiers on the entire field
Crunch (20): 35 Dark type physical damage, 20% chance of lowering target's defense by 1 level, 37 average damage
Bite (25): 27 Dark type physical damage, 30% Flinch, 28 average damage
Fire Fang (15): 30 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 30 average damage
Ice Fang (15): 30 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 30 average damage
Thunder Fang (15): 30 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 30 average damage
Leer (30): Lowers defense by 1 level
Poison Sting (35): 11 Poison type physical damage, 30% chance of adding Poison, 11 average damage
Wrap (20): 7 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 6 average damage
Acid (30): 22 Poison type special damage, 10% chance of lowering target's defense 1 level, 23 average damage
Mud Bomb (10): 24 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 21 average damage
Poison Fang (15): 34 Poison type physical damage, 30% chance of adding Toxic, 36 average damage

Comments: Well, for once, Arbok kind of has damage!  And due to intimidate, its effectively much better at taking physicals than its stats would imply.  Some tricks to toss around like Stockpile or Glare.  In general, decent amount of variety, though isn't quite good enough at each, so Middle is about as far as it'll go.

Note: As usual, while Pikachu isn't fully evolved, it isn't completely inferior to Raichu like most cases are, thanks to the Light Ball.  As such, he's a rare case of an un-evolved Pokemon being factored into averages.  That, and he's also ranked, unlike Raichu <_<

Pikachu (Electric)
110 HP, 75 (150) Atk, 50 Def, 70 (140) SpA, 60 Sdef, 110 Spe
Effective Stats: 0.36 physical, 0.42 magical, 1.14 speed
Special Ability - Static: 30% chance of adding Paralysis to opponent if Pikachu is hit with a contact move
Unique Item - Light Ball: Doubles the Attack and Special Attack stats of Pikachu, this is already factored in when necessary.

Thunderbolt (15): 83 Electric type special damage, 10% chance of adding Paralysis, 88 average damage
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks, fails against those immune to Electric attacks
Nasty Plot  (20): Raises Special Attack by 2 levels
Double Team (15): Raises Evade by 1 level
-----
Thunder (10): 104 Electric type special damage, 30% chance of adding Paralysis, 70% accuracy, 77 average damage
Discharge (15): 70 Electric type special damage, 30% chance of adding Paralysis, 74 average damage
Light Screen (30): Halves all Special Type damage for 5 turns, this boost is independent of Special Defense modifiers
Agility (30): Raises Speed by 2 levels
Thundershock (30): 36 Electric type special damage, 10% chance of adding Paralysis, 38 average damage
Growl (40): Lowers Attack by 1 level
Charm (20): Lowers Attack by 2 levels
Tail Whip (40): Lowers Defense by 1 level
Sweet Kiss (10): Inflicts Confusion, 75% accuracy
Quick Attack (30): 26 Normal type physical damage, always goes first, 27 average damage
Slam (20): 50 Normal type physical damage, 75% accuracy, 39 average damage
Feint (10): 32 Normal type physical damage, only works if the enemy is invincible, 34 average damage
Volt Tackle (15): 112 Electric type physical damage, 10% chance of adding Paralysis, 33% recoil, 79 average damage

Comments: Decent speed, and still 2HKOs despite the higher average, with buffs and a nasty speed game.  But as usual with the mascot of the series, taking hits is something he doesn't.  A terror in Light but can't realistically do well in middle.


Raichu (Electric)
135 HP, 110 Atk, 75 Def, 110 SpA, 80 Sdef, 120 Spe
Effective Stats: 0.66 physical, 0.69 magical, 1.23 speed
Special Ability - Static: 30% chance of adding Paralysis to opponent if Pikachu is hit with a contact move

Thunderbolt (15): 65 Electric type special damage, 10% chance of adding Paralysis, 69 average damage
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks, fails against those immune to Electric attacks
Nasty Plot  (20): Raises Special Attack by 2 levels
Double Team (15): Raises Evade by 1 level
-----
Thunder (10): 83 Electric type special damage, 30% chance of adding Paralysis, 70% accuracy, 61 average damage
Discharge (15): 56 Electric type special damage, 30% chance of adding Paralysis, 59 average damage
Light Screen (30): Halves all Special Type damage for 5 turns, this boost is independent of Special Defense modifiers
Agility (30): Raises Speed by 2 levels
Thundershock (30): 29 Electric type special damage, 10% chance of adding Paralysis, 30 average damage
Growl (40): Lowers Attack by 1 level
Charm (20): Lowers Attack by 2 levels
Tail Whip (40): Lowers Defense by 1 level
Sweet Kiss (10): Inflicts Confusion, 75% accuracy
Quick Attack (30): 19 Normal type physical damage, always goes first, 20 average damage
Slam (20): 37 Normal type physical damage, 75% accuracy, 29 average damage
Feint (10): 24 Normal type physical damage, only works if the enemy is invincible, 26 average damage
Volt Tackle (15): 83 Electric type physical damage, 10% chance of adding Paralysis, 33% recoil, 59 average damage

Comments: Pikachu, less damage, but takes hits much better and slightly faster.  Good enough for Middle? Might be, but tough to say...

Sandslash (Ground)
150 HP, 120 Atk, 130 Def, 65 SpA, 75 Sdef, 85 Spe
Effective Stats: 1.27 physical, 0.72 magical, 0.91 speed
Sand Veil: If Sandstorm Weather effect is active, Sandslash's Evade raises by 20%

Crush Claw (10): 38 Normal type physical damage, 50% chance of lowering defense by 1 level, 95% accuracy, 38 average damage
Sandstorm (5): Adds Sandstorm Weather effect for 5 turns
Defense Curl (40): Raises Defense by 1, if used turn prior to Rollout, then Rollout's damage is doubled
Rollout (20): 16 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 15 average damage
-----
Sand-Attack (15): Lowers Accuracy by 1 level
Gyro Ball (5): 16 Steel type physical damage, damage fluctuates linearly based on the users Speed compared to the target's speed, where the lower the user's Speed and higher the target's speed the better, this is damage against average speed (aka 100), 16 average damage
Sand Tomb (15): 12 Ground type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Fury Cutter (20): 6 Bug type physical damage, damage doubles each successive hit up to 5, 95% accuracy, 6 average damage
Slash (20): 35 Normal type physical damage, 12.5% Critical hit rate, 39 average damage
Fury Swipes (15): 10 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 29 average damage
Scratch (35): 21 Normal type physical damage, 22 average damage
Rapid Spin (40): 11 Normal type physical damage, cancels the effects of Spikes, Stealth Rock, Toxic Spikes, Leech Seed, and trap moves like Wrap, 11 average damage
Poison Sting (35): 8 Poison type physical damage, 30% chance of adding Poison, 8 average damage
Swift (20): 22 Normal type special damage, cannot miss, 23 average damage

Comments: Slow, bad damage, not exactly many tricks...yeah, Sandslash hates this form with a passion. Light


Nidoqueen (Poison/Ground)
165 HP, 102 Atk, 107 Def, 95 SpA, 105 Sdef, 96 Spe
Effective Stats:  1.15 physical, 1.11 magical, 1.01 speed
Special Ability 1 - Poison Point: 30% chance of inflicting Poison status on opponent if hit with a contact move
Special Ability 2 - Rivalry: If the opponent is the same gender as Nidoqueen, than damage is raised by 25%.  If opponent is opposite gender, then damage is lowered by 25%. Nidoqueen is always female, if its not obvious.

Earth Power (10): 56 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 59 average damage
Growl (40): Lowers attack by 1 level
Flatter (15): Adds Confusion, raises Special Attack of Target by 2 levels
Poison Fang (15): 33 Poison type physical damage, 30% chance of adding Toxic, 35 average damage
-----
Helping Hand (20): Boosts allies damage by 50%
Toxic Spikes (20): Puts down a layer of spikes that poisons opponent upon entering, a second layer formed yields Toxic status
Double Kick (30): 14 Fighting type physical damage, hits twice, 29 average damage
Poison Sting (35): 12 Poison type physical damage, 30% chance of adding Poison, 12 average damage
Super Power (5): 51 Fighting type physical damage, lowers Attack and Defense of user by 1 level, 54 average damage
Tail Whip (40): Lowers Defense by 1 level
Crunch (15): 34 Dark type physical damage, 20% chance of lowering Defense by 1, 36 average damage
Fury Swipes (15): 10 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 29 average damage
Bite (25): 31 Dark type physical damage, 30% Flinch, 32 average damage
Scratch (35): 21 Normal type physical damage, 22 average damage
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user; Nidoqueen is always Female, as a reminder.

Comments: Pretty standard overall.  Above average durability, below average damage and speed, some mild tricks...yeah, Middle I guess, might be overselling.


Nidoking (Poison/Ground)
156 HP, 112 Atk, 97 Def, 105 SpA, 95 Sdef, 105 Spe
Effective Stats:  0.99 physical, 0.95 magical, 1.09 speed
Special Ability 1 - Poison Point: 30% chance of inflicting Poison status on opponent if hit with a contact move
Special Ability 2 - Rivalry: If the opponent is the same gender as Nidoking, than damage is raised by 25%.  If opponent is opposite gender, then damage is lowered by 25%. Nidoking is always male, if that's not obvious

Earth Power (10): 59 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 62 average damage
Poison Jab (20): 56 Poison type physical damage, 30% chance of inflicting Poison, 59 average damage
Horn Drill (5): Instant Death, 30% accuracy
Flatter (15): Adds Confusion, raises Special Attack of Target by 2 levels
-----
Focus Energy (30): Increases Critical hit Rate by 2 domains
Thrash (20): 43 Normal type physical damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 45 average damage
Mega Horn (5): 56 Bug type physical damage, 85% accuracy, 50 average damage
Double Kick (30): 15 Fighting type physical damage, hits twice, 31 average damage
Peck (35): 18 Flying type physical damage, 19 average damage
Poison Sting (35): 12 Poison type physical damage, 30% chance of adding Poison, 12 average damage
Leer (30): Lowers Defense by 1 level
Fury Attack (20): 8 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 25 average damage
Helping Hand (20): Boosts allies damage by 50%
Toxic Spikes (20): Puts down a layer of spikes that poisons opponent upon entering, a second layer formed yields Toxic status
Horn Attack (25): 31 Normal type physical damage, 32 average damage
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user; Nidoking is always Male, as a reminder.
Head Smash (5): 69 Rock type physical damage, 50% Recoil, 80% accuracy, 29 average damage

Comments: Basically, take Nidoqueen, and swap the defenses and offenses around...which is to say, little changes.  The biggest change, really, is the addition of Horn Drill, and better physical damage as a back up. Middle still, if that.


Clefable (Normal)
170 HP, 90 Atk, 93 Def, 105 SpA, 110 Sdef, 80 Spe
Effective Stats: 1.03 physical, 1.19 magical, 0.86 speed
Special Ability 1 - Cute Charm: 30% chance of adding "Attract" to opponent if Clefable is hit with a contact move, assuming enemy is of opposite gender. Note that, Clefable is primarily female.
Special Ability 2 - Magic Guard: Grants immunity to indirect damage forms, like damage via Poison.

Meteor Mash (10): 38 Steel type physical damage, 20% chance of raising user's attack by 1 level, 85% accuracy, 34 average damage
Cosmic Power (20): Raises Defense and Special Defense by 1 level
Moonlight (5): 50% Healing, 66% during Sunny day, 25% during any other weather effect
Sweet Kiss (10): Inflicts Confusion, 75% accuracy
-----
Charm (20): Lowers Attack by 2 levels
Pound (35): 23 Normal type physical damage, 24 average damage
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Copycat (20): User uses the target’s last move
Magical Leaf (20): 27 Grass type special damage, cannot miss, 28 average damage
Growl (40): Lowers Attack by 1 level
Doubleslap (10): 9 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 28 average damage
Sing (15): Adds Sleep, 55% accuracy
Defense Curl (40): Raises Defense by 1 level
Follow Me (20): Forces all opponents to target user
Minimize (20): Raises Evade by 1level
Wake Up Slap (10): 23 Fighting type physical damage, damage doubles it target is asleep, in which case, Sleep is also lost, 24 average damage
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Metronome (10): Uses a random Pokemon move at equal frequency
Gravity (5): Flying typing and Levitate Trait are both cancelled for the next 5 turns, evasion is also decreased during this time, this is a field effect
Light Screen (30): Halves all Special Type damage for 5 turns, this boost is independent of Special Defense modifiers
Healing Wish (10): User dies, then the next Pokemon comes in at full health with all status healed

Comments: Magic Guard and Cute Charm are neat traits, but not amazing.  Has a bit of a defensive game, but the offense is just sad regardless.  Light/Middle


Ninetales (Fire)
148 HP, 96 Atk, 95 Def, 101 SpA, 120 Sdef, 120 Spe
Effective Stats: 0.91 physical, 1.13 magical
Special Ability - Flash Fire: All Fire type attacks are nulled, and if hit by one, all Fire damage dealt by Ninetales is raised by 50%
 
Fire Blast (5): 76 Fire type special damage, 10% chance of adding burn, 85% accuracy, 74 average damage, 68 average damage
Confuse Ray (15): Inflicts Confusion
Nasty Plot (20): Raises Special Attack by 2 levels
Will-o-Wisp (15): Inflicts Burn, 75% accuracy
-----
Safeguard (30): Grants immunity to all status for 5 turns
Ember (30): 26 Fire type special damage, 10% chance of adding Burn, 27 average damage
Quick Attack (30): 17 Normal type physical damage, always goes first, 18 average damage
Tail Whip (40): Lowers defense by 1 level
Roar (20): Forces opponent to Run/Swap, always goes last
Fire Spin (15): 11 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Extrasensory (30): 34 Psychic type special damage, 10% Flinch, 36 average damage
Flamethrower (15): 61 Fire type special damage, 10% chance of adding Burn, 64 average damage
Imprison (10): Target cannot use any moves that the user also knows
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, note that Ninetales is primarily Female
Grudge (5): If user is killed the turn this is used, the target's last move is reduced to 0 PP
Payback (10): 21 Dark type physical damage, damage doubles if user goes second the turn this is used, 22 average damage

Comments: After a decent showing in Gen 1 and then getting smacked with a nerf stick rather badly in Gen 2 and 3, Ninetales, similar to Persian, got some of its worth back, and some of it can actually be applied in the DL!  Large amounts of variety in the skill set, can screw over most duelers with one of its skills...yeah, though, think its missing just something to make it to Heavy, so High Middle works for now.


Wigglytuff (Normal)
215 HP, 90 Atk, 65 Def, 95 SpA, 70 Sdef, 65 Spe
Effective Stats: 0.91 physical, 0.96 magical, 0.72 speed
Special Ability  - Cute Charm: 30% chance of adding "Attract" to opponent if Wigglytuff is hit with a contact move, assuming enemy is of opposite gender. Note that Wigglytuff's are primarily female.

Hyper Voice (10): 54 Normal type special damage, 57 average damage
Defense Curl (40): Raises Defense by 1, if used turn prior to Rollout, then Rollout's damage is doubled
Rollout (20): 12 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 11 average damage
Sweet Kiss (10): Inflicts Confusion, 75% accuracy
-----
Charm (20): Lowers Attack by 2 levels
Sing (15): Adds Sleep, 55% accuracy
Copycat (20): User uses the target’s last move
Pound (35): 23 Normal type physical damage, 24 average damage
Doubleslap (10): 9 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 28 average damage
Double Edge (15): 68 Normal type physical damage, 33% recoil, 48 average damage
Body Slam (15): 48 Normal type physical damage, 30% chance of adding paralysis, 51 average damage
Rest (10): Full HP and status healing, puts user to sleep for two turns
Wake Up Slap (10): 23 Fighting type physical damage, damage doubles it target is asleep, in which case, Sleep is also lost, 24 average damage
Mimic (10): User copies a move of the opponent, said move replaces Mimic for the remainder of the fight, and uses Mimic's PP instead.
Disable (20): Target is unable to use the last attack for the next 2 to 5 turns, 80% accuracy
Gyro Ball (5): 16 Steel type physical damage, damage fluctuates linearly based on the users Speed compared to the target's speed, where the lower the user's Speed and higher the target's speed the better, this is damage against average speed (aka 100), 17 average damage

Comments: Lots of variety.  So many good moves that I had a problem hand picking which was best for default.  In any event, while the variety is pretty nice, the stats are not.  Great HP is offset by poor defensive stats, and its speed is just horrible.  Suppose its Clefable trading in some defensive game for better damage, though can't help but feel its definitely losing, enough to make it Low Middle
« Last Edit: October 25, 2014, 09:33:58 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #2 on: October 17, 2010, 02:19:07 AM »
Vileplume (Grass/Poison)
150 HP, 100 Atk, 105 Def, 120 SpA, 110 SDef, 70 Spe
Effective Stats:  1.03 physical, 1.05 magical, 0.77 speed
Special Ability - Chlorophyll: Vileplume's speed doubles when Sunny Day is in effect

Petal Dance (20): 68 Grass type special damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 72 average damage
Sleep Powder (15): Inflicts Sleep, 75% accuracy
Moonlight (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
Giga Drain (10): 45 Grass type special damage, heals user equal to half damage done, 47 average damage
-----
Stun Spore (30): Inflicts Paralysis, 75% accuracy
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Poison Powder (35): Inflicts Poison, 75% accuracy
Mega Drain (15): 31 Grass type special damage, heals user equal to half damage done, 32 average damage
Absorb (25): 17 Grass type special damage, heals user equal to half damage done, 18 average damage
Acid (30): 31 Poison type special damage, 10% chance of lowering defense by 1 level, 32 average damage
Sweet Scent (20): Lowers target's evasion by 1 level
Aromatherapy (5): Full status healing
Solar Beam (10): 90 Grass type special damage, one turn charge time, 47 average damage
Teeter Dance (20): Inflicts Confusion
%Teeter Dance (20): Adds Confusion


Comments: Basically, Venusaur but a lot slower...and lacks things like Frenzy Plant or Overgrow for finishers, among other things.  Yeah, Low Middle once you factor in its bad DL typing.


Parasect (Bug/Grass)
135 HP, 115 Atk, 100 Def, 80 SpA, 100 Sdef, 50 Spe
Effective Stats: 0.88 physical, 0.86 magical, 0.58 speed
Special Ability 1 - Effect Spore: 10% chance of inflicting one of Paralyze, Poison or Sleep when hit with a contact move
Special Ability 2 - Dry Skin: Heals 1/8th MHP in Rain Dance per turn, takes 1/8th MHP in damage during Sunny Day per turn, takes 25% more damage from Fire and absorbs Water damage. Yes, this is not something that translates positively into the DL outside of specific circumstances like Blastoise, and is more harmful than helpful

X-scissor (15): 58 Bug type physical damage, 61 average damage
Spore (15): Inflicts Sleep
Stun Spore (30): Inflicts Paralysis, 75% accuracy
Giga Drain (10): 31 Grass type special damage, heals user equal to half damage done, 34 average damage
-----
Aromatherapy (5): Full status healing
Growth (40): Raises Special Attack of user by 1 level
Slash (20): 34 Normal type physical damage, 12.5% Critical hit rate, 38 average damage
Cross Poison (20): 34 Poison type physical damage, 10% chance of inflicting poison, 12.5% Critical hit rate, 38 average damage
Leech Life (15): 15 Bug type damage, heals user equal to half damage done, 15 average damage
Poison Powder (35); Adds Poison status, 75% accuracy
Scratch (35): 20 Normal type physical damage, 21 average damage

Comments: It's the usual Parasect fun! Slow as dirt, not durable, takes 4x damage from Fire and Flying, and has one move that makes him kind of interesting.  High Light cause Spore is that awesome.

Venomoth (Bug/Poison)
145 HP, 85 Atk, 80 Def, 110 SpA, 95 Sdef, 110 Spe
Effective Stats:  0.76 physical, 0.88 magical, 1.14 speed
Special Ability 1 - Shield Dust: Grants immunity to secondary effects of attacks (like Psychic's Special Defense lowering, for example)
Special Ability 2 - Tinted Lens: All attacks that are "Not Very Effective" have their power doubled

Bug Buzz (10): 62 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 65 average damage
Sleep Powder (15): Inflicts sleep, 75% accuracy
Stun Spore (30): Inflicts Paralysis, 75% accuracy
Poison Fang (15): 28 Poison type physical damage, 30% chance of adding Toxic, 29 average damage
-----
Poison Powder (35): Inflicts Poison status, 75% accuracy
Leech Life (15): 12 Bug type damage, heals user equal to half damage done, 12 average damage
Psychic (10): 43 Bug type special damage, 10% chance of lowering Special Defense by 1,45 average damage
Supersonic (20): Inflicts Confusion, 55% accuracy
Signal Beam (10): 53 Bug type special damage, 10% chance of inflicting confusion, 56 average damage
Zen Headbutt (20): 29 Psychic type physical damage, 20% flinch, 90% accuracy, 27 average damage
Gust (35): 19 Flying type special damage, 20 average damage
Psybeam (20): 31 Psychic type special damage, 10% chance of adding confusion, 32 average damage
Silver Wind (5): 43 Bug type special damage, 10% chance of raising all parameters by 1 level, 45 average damage
Confusion (25): 24 Psychic type special damage, 10% chance of adding confusion, 25 average damage
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Disable (20): Target is unable to use the last attack for the next 2 to 5 turns, 80% accuracy
Tackle (35): 14 Normal type physical damage, 95% accuracy, 14 average damage

Comments: Butterfree with better stats but a worse special.  Better typing too.  Light/Middle I guess.

Dugtrio (Ground)
110 HP, 100 Atk, 70 Def, 70 SpA, 90 Sdef, 140 Spe
Effective Stats: 0.5 physical, 0.63 magical, 1.42 speed
Special Ability 1 - Sand Veil: If Sandstorm Weather effect is active, Dugtrio's Evade raises by 20%
Special Ability 2 - Arena Trap: Opponent is unable to run or swap. This fails if the target is a Flying type or has Levitate.

Earthquake (10): 64 Ground type physical damage, 68 average damage
Fissure (5): Instant Death, fails against those immune to Ground attacks, 30% accuracy
Slash (20): 30 Normal type physical damage, 12.5% critical hit rate, 33 average damage
Mud-Slap (10): 11 Ground type special damage, lowers target's accuracy by 1 level, 11 average damage
-----
Night Slash (20): 30 Dark type physical damage, 12.5% Critical hit rate, 33 average damage
Growl (40): Lowers Attack by 1 level
Sand Tomb (15): 11 Ground type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Sucker Punch (5): 34 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 36 average damage
Dig (10): 51 Ground type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 27 average damage
Scratch (35); 18 Normal type physical damage, 19 average damage
Magnitude (30): Does random ground damage. 5% chance of 8 damage, 10% chance of 20 damage, 20% chance of 33 damage, 30% chance of 44 damage, 20% chance of 56 damage, 10% chance of 69 damage, 5% chance of 94 damage, 46 average damage.
Sand-Attack (15): Lowers accuracy by 1 level
Tri-Attack (10): 24 Normal type special damage, 20% chance of adding Freeze, Burn or Paralysis, 25 average damage
Astonish (15): 14 Ghost type physical damage, 30% flinch, 14 average damage
Earth Power (10): 40 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 42 average damage
Mud Bomb (10): 31 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 27 average damage

Comments: Someone who really hates the higher damage curve.  Dugtrio is still really fast, but now his damage is nowhere near a 2HKO, so the durability just sinks him.  High Light


Persian (Normal)
140 HP, 90 Atk, 80 Def, 85 SpA, 85 Sdef, 135 Spe
Effective Stats: 0.73 physical, 0.76 magical, 1.37 speed
Special Ability 1 - Limber: Grants immunity to Paralysis
Special Ability 2 - Technician: Attacks that have 60 power or less do 50% more damage.  This is already factored in when necessary.

Fake Out (10): 34 (23) Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 36 (24) average damage
Fury Swipes (15): 18 (12) Normal type physical damage, hits 2 to 5 times, 80% accuracy, 50 (35) average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Power Gem (20): 26 Rock type special damage, 27 average damage
------
Bite (25): 34 I23) Dark type physical damage, 30% Flinch, 36 (24) average damage
Faint Attack (20): 34 (23) Dark Type physical damage, cannot miss, 36 (24) average damage
Assurance (10): 29 (19) Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 30 (20) average damage
Growl (40): Lowers Attack by 1 level
Scratch (35): 34 (23) Normal type physical damage, 36 (24) average damage
Pay Day (20): 34 (23) Normal type physical damage, CREATES MONEY!!!!, 36 (24) average damage
Captivate (20): Lowers target's Special Attack by 2 levels if they are of the opposite gender; Persians, unfortunately, have an even chance of either gender, so make of this as you will.
Slash (20): 40 Normal type physical damage, 12.5% critical hit rate, 45 average damage
Night Slash (20): 27 Dark type physical damage, 12.5% Critical hit rate, 30 average damage
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Switcheroo (10): Swaps items with the target
Feint (10):  43  (29) Normal type physical damage, only works if the enemy is invincible, 46 (31) average damage
%Assist (20): Uses a random move from a teammates skill set

Comments: Continues to curse whoever killed Slash, though at least now he gained something to make up for it in Technician, which puts Fury Swipes to actually noteworthy damage!  Fake out is also nice opener that is essentially free damage out of the box.  Otherwise? Excellent speed and not much else going for it. High Light


Golduck (Water)
155 HP, 102 Atk, 98 Def, 115 SpA, 100 Sdef, 105 Spe
Effective Stats: 0.99 Physical, 0.99 Magical, 1.09 speed
Special Ability 1 - Damp: Self Destruct and Explosion will not work so long as Golduck is on the field
Special Ability 2 - Cloud Nine: All Weather Effects are nulled out while Golduck is on the field.  Note that the Weather will still be active, but any side effects it has won't occur.

Hydropump (5): 86 Water type special damage, 80% accuracy, 73 average damage
Amnesia (20): Raises Special Defense by 2 levels
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Zen Headbutt (15): 34 Psychic type physical damage, 20% Flinch, 90% accuracy, 32 average damage
-----
Water Pulse (20): 44 Water type special damage, 20% chance of adding confusion, 46 average damage
Water Gun (25): 31 Water type special damage, 32 average damage
Water Sport (15): Halves Fire damage dealt to user
Tail Whip (40): Lowers Defense by 1 level
Disable (20): Target is unable to use the last attack for the next 2 to 5 turns, 80% accuracy Confusion (25): 25 Psychic type special damage, 10% chance of adding Confuse, 26 average damage
Psych Up (10): Users Modifiers become equal to that of the targets
Scratch (35): 18 Normal type physical damage, 19 average damage
Fury Swipes (15): 9 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 26 average damage
Aqua Jet (30): 26 Water type physical damage, always goes first, 27 average damage
%Cross Chop (5): 43 Fighting type physical damage, 12.5% Critical hit rate, 80% accuracy, 38 average damage

Comments: As usual, Golduck is one of the blandest Water Types ever.  This is coming from the evolved form of PSYDUCK, people.  Yes, its upsetting, but that's how it is.  Anyway, nothing really bad, damage is alright, can buff, hit a second defensive stat...textbook Middle


Primeape (Fighting)
140 HP, 125 Atk, 80 Def, 80 SpA, 90 Sdef, 115 Spe
Effective Stats: 0.73 physical, 0.8 magical, 1.19 speed
Special Ability 1 - Vital Spirit: Grants immunity to Sleep
Special Ability 2 - Anger Point: Increases Attack by 6 levels if hit with a critical hit.

Close Combat (5): 94 Fighting type physical damage, lowers users Defense and Special Defense by 1 level, 99 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Seismic Toss (20): 50 Fighting type physical damage, ignores all modifiers and resistances barring immunity
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
-----
Cross Chop (5): 79 Fighting type physical damage, 12.5% Critical hit rate, 80% accuracy, 71 average damage
Covet (40): 22 Normal type physical damage, steals opponent's held item, 23 average damage
Scratch (35): 22 Normal type physical damage, 23 average damage
Low Kick (20): Does between 13 to 71 fighting type physical damage, depending on foes weight.  Make of this as you will
Leer (30): Lowers defense by 1 level
Focus Energy (30): Increases Critical hit Rate by 2 domains
Fury Swipes (15): 10 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 29 average damage
Karate Chop (25): 40 Fighting type physical damage, 12.5% critical hit rate, 44 average damage
Assurance (10): 27 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 27 average damage
Rage (20): 12 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 12 average damage
Thrash (20): 47 Normal type physical damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 49 average damage
Punishment (5): 32 Dark type physical damage, damage increases depending on how many stat modifier levels they have, where higher = better, this is the damage with no modifiers, 34 average damage

Comments: Hits hard off good speed, with Swagger for mage slaying, and Screech for killing healers.  Can't take hits well at all, which hurts the otherwise nifty option of Anger Point as a trait. High Middle


Arcanine (Fire)
165 HP, 130 Atk, 100 Def, 120 SpA, 100 Sdef, 115 Spe
Effective Stats: 1.06 physical, 1.05 magical, 1.19 speed
Special Ability 1  - Flash Fire: All Fire type attacks are nulled, and if hit by one, all Fire damage dealt by Heatran is raised by 50%
Special Ability 2 - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level

Flare Blitz (15): 97 Fire type physical damage, 33% recoil, 10% chance of adding Burn, 69 average damage
Flamethrower (15): 72 Fire type special damage, 10% chance of inflicting Burn, 76 average damage
Agility (30): Raises Speed by 2 levels
Crunch (15): 43 Dark type Physical damage, 20% chance of lowering targets Defense by 1 level, 45 average damage
-----
Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 12, 68.75% HP does 22, 35.42% does 43, 20.83% does 55, 10.42% does 81, 4.17% does 107
Flame Wheel (25): 50 Fire type physical damage, 10% chance of adding Burn, 53 average damage
Helping Hand (20): Boosts allies damage by 50%
Leer (30): Lowers target's defense by 1 level
Ember (25): 31 Fire type special damage, 10% chance of adding Burn, 32 average damage
Extremespeed (5): 43 Normal type physical damage, goes first, 45 average damage
Odor Sleuth (40): Insures the next attack will hit regardless of evasion or accuracy
Fire Fang (15): 54 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 54 average damage
Thunder Fang (15): 36 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 36 average damage
Roar (20): Forces opponent to Run/Swap, always goes last
Bite (25): 33 Dark type physical damage, 30% Flinch, 35 average damage
Heat Wave (10): 75 Fire type special damage, 10% chance of adding Burn, 71 average damage

Comments: Solid on all fronts, frankly.  Total slugger, granted, but he's not bad at it, albeit damage could stand to be a touch higher, so Middle/Heavy


Poliwrath (Water/Fighting)
165 HP, 105 Atk, 115 Def, 90 SpA, 110 Sdef, 90 Spe
Effective Stats: 1.24 physical, 1.16 magical, 1.19 speed
Special Ability 1 - Water Absorb: Absorbs all Water damage dealt, healing 1/4th of its Max HP
Special Ability 2 - Damp: Self Destruct and Explosion will not work so long as Poliwrath is on the field

Wake Up Slap (10): 40 Fighting type physical damage, damage doubles it target is asleep, in which case, Sleep is also lost, 42 average damage
Hydro Pump (5): 68 Water type special damage, 80% accuracy, 57 average damage
Hypnosis (20): Inflicts Sleep, 60% accuracy
Belly Drum (10): Raises Attack by 6 levels, user receives damage equal to half their MHP, cannot be used if HP < 50%.
-----
Dynamic Punch (5): 67 Fighting type physical damage, adds Confusion, 50% accuracy, 35 average damage
Submission (25): 53 Fighting type physical damage, 25% recoil, 80% accuracy, 33 average damage
Water Sport (20): Halves Fire damage of user
Bubble (30): 12 Water type special damage, 10% chance of lowering target's speed by 1 level, 12 average damage
Body Slam (15): 38 Normal type physical damage, 30% chance of adding Paralysis, 40 average damage
Water Gun (25): 23 Water type special damage, 24 average damage
Mud Shot (15): 21 Ground type special damage, lowers speed by 1 level, 95% accuracy, 21 average damage
Mud Bomb (10): 25 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 22 average damage
Doubleslap (10): 7 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 22 average damage
Mind Reader (5): Ensures that the next attack cannot miss
%Assist (20): Uses a random move from a teammates skill set

Comments: Open with Hypnosis, use Belly Drum, use Wake Up Slap, deal 320 damage total in the process.  Pretty brutal strategy, though below average speed hurts it some. High middle


Alakazam (Psychic)
130 HP, 70 Atk, 65 Def, 145 SpA, 105 Sdef, 140 Spe
Effective Stats: 0.55 Physical, 0.87 magical, 1.42 speed
Special Ability 1 - Inner Focus: Grants Immunity to Flinch.
Special Ability 2 - Synchronize: If Alakazam is hit with a status effect, his opponent receives the same status as well

Psychic (10): 81 Psychic type special damage, 10% chance of lowering target's Special Defense by 1, 86 average damage
Recover (10): 50% Healing
Reflect  (30): Halves all Physical Type damage for 5 turns, this boost is independent of Defense modifiers
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
-----
Teleport (20): 100% Chance of running away...IN A DUEL!!!
Future Sight (15): 49 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 52 average damage
Trick (10): Trades held item with target
Miracle Eye (40): Removes Evasion Modifiers from target, and Psychic Attacks can now hurt Dark types
Psybeam (20): 64 Psychic type special damage,  10% chance of adding Confusion, 68 average damage
Confusion (25): 50 Psychic type special damage,  10% chance of adding Confusion, 53 average damage
Disable (20): Target is unable to use the last attack for the next 2 to 5 turns, 80% accuracy
Kinesis (15): Lowers target's accuracy by 1 level, 80% accuracy
Psycho Cut (20): 31 Psychic type physical damage, 12.5% Critical hit rate, 34 average damage
Role Play (10): Replaces special ability with that of the target's
Power Trick (10): User’s Attack and Defense stats are swapped

Comments: Its Alakazam.  We know the drill.  Fast, hits hard, can't take hits, has Reflect and Recover to help around that.  And now he decides to add Calm Mind in the mix...cause he wasn't silly enough. Heavy as usual.


Machamp (Fighting)
165 HP, 150 Atk, 100 Def, 85 SpA, 105 Sdef, 75 Spe
Effective Stats: 1.07 Physical, 1.11 Magical, 0.82 speed
Special Ability 1 - Guts: If under Burn, Poison or Paralyze status, then physical damage increases by 50%, note this boost overrides Burn's damage halving.
Special Ability 2 - No Guard: If Machamp is on the field, all attacks have perfect accuracy, regardless of evasion or accuracy concerns.

Cross Chop (5): 94 Fighting type physical damage, 12.5% Critical Hit rate, (80% accuracy), 105 (84) average damage
Dynamic Punch (5): 94 Fighting type physical damage, inflicts Confusion, (50% accuracy), 100 (50) average damage
Scary Face (15): Lowers Speed by 2 levels, (90% accuracy)
Seismic Toss (20): 50 Fighting type physical damage, ignores all modifiers and resistances barring immunity
-----
Low Kick (20): Does between 20 to 112 fighting type physical damage, depending on foes weight.  Make of this as you will
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Leer (30): Lowers Defense by 1 level
Karate Chop (25): 48 Fighting type physical damage, 12.5% Critical hit rate, 54 average damage
Revenge (10): 56 Fighting type physical damage, if user takes damage the turn this is used, damage doubles, always goes last, 59 average damage
Vital Throw (10): 67 Fighting type physical damage, (Cannot Miss), always goes last, 71 average damage
Wake Up Slap (10): 56 Fighting type physical damage, damage doubles it target is asleep, in which case, Sleep is also lost, 59 average damage
Submission (25): 75 Fighting type physical damage, 25% recoil, (80% accuracy), 59 (47) average damage
Power Trick (10): User’s Attack and Defense stats are swapped
%Bullet Punch (30): 26 Steel type physical damage, always goes first, 27 average damage

Comments: Hits hard. Really Hard. And you can't avoid getting hit hard without either debilitating him through status, having high defense, or going first, and killing him before he kills you.  Thankfully, No Guard is double edged, and can be used in the enemies advantage, and he's slow.  High Middle despite the awesome damage.


Victreebel (Grass/Poison)
155 HP, 125 Atk, 85 Def, 120 SpA, 80 Sdef, 90 Spe
Effective Stats: 0.86 Physical, 0.79 magical, 0.95 speed
Special Ability - Chlorophyll: Victreebel's speed doubles when Sunny Day is in effect

Leaf Blade (15): 70 Grass type physical damage, 12.5% Critical hit rate, 78 average damage
Leaf Storm (5): 104 Grass type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 99 average damage
Growth (40): Raises Special Attack by 1 level
Sleep Powder (15): Inflicts Sleep, 75% accuracy
-----
Stockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
Swallow (10): Heals user equal to 25% HP per every stock it has, resets Stock to 0
Spit Up (10):  53 Normal type special damage for every Stock it has, resets Stock to 0, 45 average damage
Sweet Scent (20): Lowers target's evasion by 1 level
Vine Whip (15): 29 Grass type physical damage, 95% accuracy, 29 average damage
Wrap (20): 9 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 8 average damage
Stun Spore (30): Inflicts Paralysis, 75% accuracy
Poison Powder (35): Inflicts Poison, 75% accuracy
Acid (30): 31 Poison type special damage, 10% chance of lowering target's defense by 1 level, 32 average damage
Knock Off (20): 12 Dark Type physical damage, removes opponents held item if they have any, 12 average damage
Slam (20): 43 Normal type physical damage, 75% accuracy, 34 average damage
Wring Out (5): 75 Normal type special damage, damage decreases linearly with target's HP, 79 average damage
Gastro Acid (10): Cancels the effect of Target's special ability
Razor Leaf (25): 44 Grass type Physical damage, 12.5% Critical hit rate, 95% accuracy, 47 average damage

Comments: Sleep Powder -> Kill with Leaf Storm.  Either he just chips with Leaf Blade, or buffs with Growth, he's pretty much reliant on Leaf Storm to win.  High Middle.


Tentacruel (Poison/Water)
155 HP, 90 Atk, 85 Def, 100 SpA, 140 Sdef, 120 Spe
Effective Stats: 0.86 physical, 1.39 magical, 1.23 speed
Special Ability 1 - Liquid Ooze: Draining based attacks have their effects reversed, so that Tentacruel heals from them and the enemy receives damage
Special Ability 2 - Clear Body: Grants Immunity to Stat Downs, this does not apply to self inflicted stat downs such like Overheat's Special Attack -2

Hydropump (5): 75 Water type special damage, 80% accuracy, 63 average damage
Barrier (30): Raises Defense by 2 levels
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Poison Jab (20): 45 Poison type physical damage, 30% chance of adding Poison, 47 average damage
-----
Poison Sting (35): 9 Poison type physical damage, 30% chance of adding Poison, 9 average damage
Supersonic (20): Adds Confusion, 55% accuracy
Constrict (35): 5 Normal type physical damage, 10% chance of lowering Speed by 1 level, 5 average damage
Toxic Spikes (20): Puts down a layer of spikes that poisons opponent upon entering, a second layer formed yields Toxic status
Wrap (20): 6 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 5 average damage
Acid (30): 26 Poison type special damage, 10% chance of lowering target's defense 1 level, 27 average damage
Bubblebeam (20): 42 Water type special damage, 10% chance of lowering target's speed by 1 level, 44 average damage
Water Pulse (20): 39 Water type special damage, 10% of adding Confusion, 41 average damage
Wring Out (5): 63 Normal type special damage, damage decreases linearly with target's HP, 66 average damage
Acupressure (30): Raises a random stat by 2 levels

Comments: Wants its RBY Form, given its big hit to Special Attack, and how the damage curve keeps going up.  Granted, an ok physical on the side with Screech to boost it, its not totally bad.  Magic tank, too. Middle

Golem (Rock/Ground)
155 HP, 130 Atk, 150 Def, 75 SpA, 85 Sdef, 65 Spe
Effective Stats: 1.51 (3.02) physical, 0.84 magical, 0.72 speed
Special Ability 1 - Rock Head: User does not take recoil from attacks like Double Edge or Take Down
Special Ability 2 - Sturdy: Grants immunity to instant death

Earthquake (10): 81 Ground type physical damage, 86 average damage
Defense Curl (40): Raises Defense by 1, if used turn prior to Rollout, then Rollout's damage is doubled
Rollout (20): 26 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 13 average damage
Rock Polish (30): Raises Speed by 2 levels
-----
Tackle (35): 20 Normal type physical damage, 95% accuracy, 20 average damage
Mud Sport (15): Lowers Electric damage dealt to user
Rock Throw (15): 42 Rock type physical damage, 90% accuracy, 40 average damage
Magnitude (30): Does random ground damage. 5% chance of 9 damage, 10% chance of 26 damage, 20% chance of 42 damage, 30%chance of 58 damage, 20% chance of 73 damage, 10% chance of 89 damage, 5% chance of 120 damage, 61 average damage.
Self Destruct (5): 213 Normal type physical damage, user dies as a result of this attack, 226 average damage
Rock Blast (10): 22 Rock type physical damage, hits 2 to 5 times, 80% accuracy, 65 average damage
Explosion (5): 267 Normal type physical damage, user dies as a result of this attack, 283 average damage
Double-Edge (15): 65 Normal type physical damage, 33% Recoil, 45 (69) average damage
Stone Edge (5): 81 Rock type physical damage, 12.5% Critical hit rate, 80% accuracy, 72 average damage

Comments: Golem's always been the same thing since Generation 1.  Granted, the higher damage curve doesn't really do nice things for him...oh but look, Golem now has a Speed Doubling ability, which makes up for it.  Middle/Heavy


Rapidash (Fire)
140 HP, 120 Atk, 90 Def, 100 SpA, 100 Sdef, 125 Spe
Effective Stats: 0.82 physical, 0.89 magical, 1.28 speed
Special Ability 1 - Run Away: Insures success upon running away!
Special Ability 2 - Flash Fire: All Fire type attacks are nulled, and if hit by one, all Fire damage dealt by Rapidash is raised by 50%

Flare Blitz (15): 90 Fire type physical damage, 10% chance of adding Burn, 33% recoil, 64 average damage
Fire Blast (5): 75 Fire type special damage, 10% chance of adding Burn, 85% accuracy, 67 average damage
Mega Horn (5): 60 Bug type physical damage, 85% accuracy, 54 average damage
Agility (30): Raises Speed by 2 levels
-----
Tackle (35): 19 Normal type physical damage, 95% accuracy, 19 average damage
Fury Attack (20): 8 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 25average damage
Bounce (5): 43 Flying type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 30% chance of adding Paralysis, 85% accuracy, 19 average damage
Take Down (20): 45 Normal type physical damage, 25% recoil, 85% accuracy, 30 average damage
Stomp (20): 33 Normal type physical damage, 30% Flinch, 33 average damage
Quick Attack (30): 21 Normal type physical damage, always goes first, 22 average damage
Poison Jab (20): 41 Poison type physical damage, 30% chance of adding Poison, 43 average damage
Growl (40): Lowers Attack by 1 level
Tail Whip (40): Lowers Defense by 1 level
Ember (25): 26 Fire type special damage, 10% chance of adding Burn, 27 average damage
Fire Spin (15): 11 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Flame Wheel (25): 45 Fire Type physical damage, 10% chance of inflicting Burn status, 47 average damage

Comments: He's fast! And that's about it.  Damage to durability ratio isn't too good, though Agility helps some. Middle, again.


Slowbro (Water/Psychic)
170 HP, 95 Atk, 130 Def, 120 SpA, 100 Sdef, 50 Spe
Effective Stats: 1.44 Def, 1.09 Sdef, 0.58 speed
Special Ability 1 - Oblivious: Grants Immunity to Attract status
Special Ability 2 - Own Tempo: Grants Immunity to Confusion

Psychic (10): 68 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 72 average damage
Slack Off (10): 50% Healing
Amnesia (20): Raises Special Defense by 2 levels
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if
-----
Psych Up (10): Users Modifiers become equal to that of the targets
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Withdraw (40): Raises Defense by 1 Level
Curse (10): Raises Attack and Defense by 1 level, lowers speed by 1 level
Disable (20): Target is unable to use the last attack for the next 2 to 5 turns, 80% accuracy
Growl (40): Lowers target's Attack by 1 level
Tackle (35): 15 Normal type physical damage, 95% accuracy, 15 average damage
Water Gun (25): 31 Water Type special damage, 32 average damage
Confusion (25): 39 Psychic type special damage, 10% chance of inflicting confusion, 41 average damage
Water Pulse (20): 45 Water type special damage, 20% chance of inflicting Confusion, 47 average damage
Zen Headbutt (15): 48 Psychic type physical damage, 20% Flinch, 90% accuracy, 45 average damage
Headbutt (15): 29 Normal type physical damage, 30% Flinch, 30 average damage

Comments: Slow but tanky, Slowbro fights defensively.  Between Yawn, some buffs, healing, and middling damage, he can make up for that atrocious speed to some degree, at least, enough to let him win fights in Middle


Farfetch'd (Flying/Normal)
127 HP, 85 Atk, 75 Def, 78 SpA, 82 Sdef, 80 Spe
Effective Stats: 0.62 physical, 0.67 magical, 0.86 speed
Special Ability 1 - Keen Eye: Grants immunity to accuracy lowering moves
Special Ability 2 - Inner Focus: Grants immunity to flinching
Unique Item - Stick: Raises Critical hit Domain of all attacks by 2 (so 25% for most moves, 33% for moves like Slash), this is already factored into damage averages

Slash (20): 39 Normal type damage, 33% Critical Hit rate, 51 average damage
Agility (30): Raises Speed by 2 levels
Sword Dance (30): Raises Attack by 2 levels
Air Slash (20): 37 Flying type special damage, 30% Flinch, 95% accuracy, 43 average damage
-----
Night Slash (20): 26 Normal type damage, 33% Critical Hit rate, 34 average damage
Poison Jab (20): 29 Poison type physical damage, 30% chance of inflicting Poison, 33 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Leer (30): Lowers Defense by 1 level
Fury Cutter (20): 5 Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 6 average damage
Fury Attack (20): 9 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 33 average damage
Aerial Ace (20): 33 Flying type physical damage, cannot miss, 41 average damage
False Swipe (40): 22 Normal type Non-lethal physical damage, 27 average damage
Feint (10): 28 Normal type physical damage, only works if the enemy is invincible, 35 average damage
Peck (35): 20 Flying type physical damage, 25 average damage
Knock Off (20): 8 Dark type physical damage, removes held item from user if they have any, 10 average damage
%Leaf Blade (15): 26 Grass type Physical damage, 33% critical hit rate, 34 average damage

Comments: ...its Farfetch'd.  Light
« Last Edit: November 01, 2014, 05:30:50 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #3 on: October 17, 2010, 06:44:26 PM »
Dodrio (Flying/Normal)
135 HP, 130 Atk, 90 Def, 80 SpA, 80 Sdef, 120 Spe
Effective Stats: 0.79 Physical, 0.69 magical, 1.23 speed
Special Ability 1 - Run Away: Insures you will always succeed at running!!!
Special Ability 2 - Early Bird: Halves the duration of Sleep

Drill Peck (20): 65 Flying type physical damage, 69 average damage
Agility (30): Raises Speed by 2 levels
Growl (40): Lowers target's Attack by 1 level
Brave Bird (15): 97 Flying type physical damage, 33% recoil, 69 average damage
-----
Pluck (20): 50 Flying type physical damage, 53 average damage
Peck (35): 31 Flying type physical damage, 32 average damage
Quick Attack (30): 33 Normal type physical damage, always goes first, 35 average damage
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher
Acupressure (30): Raises a random stat by 2 levels
Pursuit (20): 22 Dark type physical damage, 23 average damage
Fury Attack (20): 14 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 44 average damage
Rage (20): 18 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 19 average damage
Uproar (10): 26 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 27 average damage
Tri-Attack (10): 42 Normal type special damage, 20% chance of adding Freeze, Burn or Paralysis, 44 average damage


Comments: Disappointing in this generation, since with the higher damage curve, Dodrio lost a lot of steam.  Still, its damage isn't bad, and it still has stuff like Agility, but the durability is just crappy. Low Middle


Dewgong (Water/Ice)
165 HP, 90 Atk, 100 Def, 90 SpA, 115 Sdef, 90 Spe
Effective Stats: 1.07 physical, 1.21 magical, 0.95 speed
Special Ability 1 - Thick Fat: Halves Fire and Ice damage
Special Ability 2 - Hydration: During Rain Dance, all status effects are cured at the end of each turn.

Ice Beam (10): 54 Ice type special damage, 10% chance of inflicting Freeze, 57 average damage
Sheer Cold (5): Instant Death, 30% chance, fails on those immune to Ice (based on how other Instant Death works anyway)
Brine (10): 37 Water type special damage, deals double damage if target is below half HP, 39 average damage
Rest (10): Full HP and status healing, puts user to sleep for two turns
-----
Growl (40): Lowers Attack by 1 level
Safeguard (25): Grants immunity to all status for 5 turns
Aqua Tail (10): 51 Water type physical damage, 90% accuracy, 48 average damage
Dive (10): 45 Water type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 23 average damage
Take Down (20): 34 Normal type physical damage, 25% recoil, 85% accuracy, 23 average damage
Aqua Jet (30): 23 Water type physical damage, always goes first, 25 average damage
Aurora Beam (20): 37 Ice type special damage, 10% chance of lowering target's Attack by 1 level, 39 average damage
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn
Ice Shard (30): 23 Ice type physical damage, always goes first, 25 average damage
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Icy Wind (15): 31 Ice type special damage, lowers target's speed by 1 level, 95% accuracy, 31 average damage
Signal Beam (15): 29 Bug type special damage, 10% chance of adding Confusion, 30 average damage
Headbutt (15): 27 Normal type physical damage, 30% flinch, 28 average damage

Comments: Lots of useful stuff that made it hard to decide what his default set would be...and I'm still not confident! Anyway, 4HKO damage, though Brine being used as a finisher turns it to a 3HKO, and otherwise not much else going for him beyond good special ability, and a bunch of meager tricks. Light/Middle


Muk (Poison)
180 HP, 125 Atk, 95 Def, 85 SpA, 120 Sdef, 70 Spe
Effective Stats: 1.11 physical, 1.38 magical, 0.77 speed
Special Ability 1 - Stench: Lowers the encounter rate. As godly as this is in Diamond/Pearl where the encounter rate is annoyingly high, its worthless in a duel, sadly <.<
Special Ability 2 - Sticky Hold: Held items cannot be dropped or stolen by external sources

Gunk Shot (5): 94 Poison type physical damage, 30% chance of inflicting Poison, 70% accuracy, 69 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Acid Armor (40): Raises Defense by 2 Levels
Minimize (20): Raises Evade by 1 level
-----
Sludge Bomb (10): 48 Poison type special damage, 30% chance of inflicting Poison, 51 average damage
Memento (10): Lowers Target's Attack and Special Attack by 2 levels, user faints as a result of the attack
Poison Gas (40): Adds Poison status, 55% accuracy
Harden (35): Raises defense by 1 level
Sludge (20): 36 Poison type special damage, 30% chance of adding Poison, 38 average damage
Mud Bomb (10): 24 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 21 average damage
Mud Slap (20): 8 Ground type special damage, lowers accuracy by 1 level, 8 average damage
Disable (20): Target is unable to use the last attack for the next 2 to 5 turns, 80% accuracy
Fling (10): Does Dark type damage depending on what Berry the user is holding, since no berry is actually legal, this move is completely worthless
Pound (35): 22 Normal type physical damage, 23 average damage

Comments: Durable, middling damage, slow, and very yawn inducing.  Not an exciting Pokemon in the least, and doesn't really stand out at all.  Low Middle


Cloyster (Water/Ice)
125 HP, 115 Atk, 200 Def, 105 SpA, 65 Sdef, 90 Spe
Effective Stats: 1.61 physical, 0.52 magical, 0.95 speed
Special Ability 1 – Shell Armor: Grants immunity to Critical Hits
Special Ability 2 - Skill Link: Moves that hit 2 to 5 times will always hit 5 times

Spike Cannon (15): 12 Normal type physical damage, hits 5 times (2 to 5 w/ Shell Armor), 58 (40) average damage
Iron Armor (15): Raises Defense by 2 levels
Supersonic (20): Adds Confusion, 55% accuracy
Aurora Beam (20): 44 Ice type special damage, 10% chance of lowering target's Attack by 1 level, 46 average damage
-----
Withdraw (40): Raises Defense by 1 Level
Leer (30): Lowers Defense by 1 level
Ice Shard (30): 31 Ice type physical damage, always goes first, 32 average damage
Icicle Spear (30 PP): 10 Ice type physical damage, hits 5 times (2 to 5 w/ Shell Armor), 53 (37) average damage
Tackle (35): 18 Normal type physical damage, 95% accuracy, 18 average damage
Clamp (20): 26 Water type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 75% accuracy, 20 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Spikes (20): Whenever an opponent swaps in, they take 12.5% of their damage taken for every layer of spikes on the field, stackable up to 3 times, each layer adds an additional 6.25% damage, fails on targets with Flying typing or Levitate trait, its also completely worthless in a duel.
Toxic Spikes (20): Puts down a layer of spikes that poisons opponent upon entering, a second layer formed yields Toxic status

Comments: Physically tanky, and not much else.  Some stalling tricks, and speed isn’t quite as bad as you’d expect but hardly anything worthy of praise.  Despises Magic, especially Lightning. High Light


Gengar (Ghost/Poison
135 HP, 85 Atk, 80 Def, 150 SpA, 95 Sdef, 130 Spe
Effective Stats: 0.7 (Immune) physical, 0.82 magical, 1.33 speed
Special Ability – Levitate: Grants immunity to all Ground type attacks

Confuse Ray (15): Inflicts Confusion
Night Shade (15): 50 Ghost type Special damage, ignores all modifiers
Shadow Ball (10): 75 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 79 average damage
Hypnosis (20): Inflicts Sleep, 60% accuracy
-----
Dream Eater (10): 63 Psychic type special damage, heals user equal to 50% damage done, only works if opponent is asleep, 66 average damage
Lick (30): 12 Ghost type physical damage, 30% chance of adding Paralysis, 12 average damage
Spite (10): Lowers the PP of target's last used move by 2 to 5
Mean Look (5): Target is unable to run or swap
Destiny Bond (5): If target kills user the turn this was used (and the move must be used beforehand), then the target dies alongside the user.
Curse (10): User takes damage equal to 50% of their MHP to put a status on the opponent that removes 25% of their MHP a turn ala Poison, said damage to user can be lethal
Nightmare (15): Target loses 1/4th of their HP each turn if they are asleep
Dark Pulse (15): 50 Dark type special damage, 20% Flinch, 53 average damage
Sucker Punch (5): 29 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 30 average damage
Shadow Punch (20): 33 Ghost type physical damage, cannot miss, 35 average damage
Payback (10): 19 Dark type physical damage, damage doubles if user goes second the turn this is used, 20 average damage

Comments: Fast, and mocks unaligned physicals, does not like Magic or most Elemental physicals. Damage is decent, and has 2 status to work with, as well as ITD back up.  Some form of Heavy I suppose.


Hypno (Psychic)
160 HP, 93 Atk, 90 Def, 93 SpA, 135 Sdef, 87 Spe
Effective Stats: 0.93 phyiscal, 1.42 magical, 0.93 speed
Special Ability 1 – Insomnia: Grants immunity to Sleep
Special Ability 2 – Forewarn: Tells you opponents strongest move! This is about as useful as you’d expect in this setting.

Psychic (10): 53 Psychic type special damage, 10% chance of lowering targets Special Defense by 1 level, 56 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
Hypnosis (20): Inflicts Sleep, 60% accuracy
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
-----
Nightmare (15): Target loses 1/4th of their HP each turn if they are asleep
Switcheroo (10): Swaps items with the target
Confusion (25): 31 Psychic type special damage, 10% chance of adding confusion, 32 average damage
Psybeam (20): 39 Psychic type special damage, 10% chance of inflicting Confusion, 41 average damage
Zen Headbutt (15): 47 Psychic type physical damage, 20% Flinch, 90% accuracy, 44 average damage
Meditate (40): Raises users Attack by 1 level
Future Sight (15): 31 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 29 average damage
Headbutt (15): 28 Normal type physical damage, 30% Flinch, 29 average damage
Disable (20): Target is unable to use the last attack for the next 2 to 5 turns, 80% accuracy
Poison Gas (40): Adds Poison status, 55% accuracy
Psych Up (10): Users Modifiers become equal to that of the targets
Pound (35): 17 Normal type physical damage, 18 average damage
%Psycho Cut (20): 42 Psychic type physical damage, 12.5% critical hit rate, 46 average damage

Comments: Has a bunch of tricks, both good and mediocre, but poor overall stats hold him back from being noteworthy.  Middle


Kingler (Water)
130 HP, 150 Atk, 135 Def, 70 SpA, 70 Sdef, 95 Spe
Effective Stats: 1.14 physical, 0.58 magical, 1.00 speed
Special Ability 1 – Shell Armor: Grants immunity to Critical Hits
Special Ability 2 – Hyper Cutter: Grants immunity to attack lowering, does not apply to self inflicted attack lowering like Super Power

Crab Hammer (10): 84 Water type physical damage, 12.5% Critical Hit rate, 85% accuracy, 80 average damage
Leer (40): Lowers Defense by 1 level
Guillotine (5): Instant Death, 30% accuracy, fails on those immune to Normal attacks
Mud Shot (15): 17 Ground type special damage, lowers speed by 1 level, 95% accuracy, 17 average damage
-----
Mud Sport (15): Lowers Electric damage dealt to user
Bubble (30): 12 Water type special damage, 10% chance of lowering target's speed by 1 level, 12 average damage
Bubblebeam (20): 31 Water type special damage, 10% chance of lowering target's speed by 1 level, 32 average damage
Vice Grip (30): 35 Normal type physical damage, 37 average damage
Harden (40): Raises Defense by 1 level
Metal Claw (35): 32 Steel type physical damage, 10% chance of raising users Attack by 10%, 95% accuracy, 32 average damage
Stomp (20): 41 Normal type physical damage, 30% Flinch, 43 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Slam (20): 50 Normal type physical damage, 39 average damage
Brine (10): 31 Water type special damage, damage doubles if target has less than half HP, 32 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 14, 68.75% HP does 26, 42% does 50, 20.83% does 63, 10.42% does 93, 4.17% does 124


Electrode (Electric)
135 HP, 70 Atk, 90 Def, 100 SpA, 100 Sdef, 160 Spe
Effective Stats: 0.79 physical, 0.86 magical, 1.60 speed
Special Ability 1 - Static: 30% chance of adding Paralysis to opponent if Pikachu is hit with a contact move
Special Ability 2 – Soundproof: Grants immunity to Sound based attacks like Hyper Voice

Charge Beam (10): 33 Electric type special damage, 70% chance of raising users Special Attack by 1 level, 90% accuracy, 31 average damage
Spark (20): 31 Electric type physical damage, 30% chance of inflicting paralysis, 32 average damage
Charge (20): Makes the next electric attack do double damage, raises Special Defense by 1 level
Light Screen (30): Halves all Special Type damage for 5 turns, this boost is independent of Special Defense modifiers
-----
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Sonic Boom (20): 20 Normal type special damage, this damage is set and ignores all kinds of modifiers outside of immunity, 90% accuracy, 18 average damage
Self Destruct (5): 116 Normal type physical damage, user dies as a result of this attack, 123 average damage
Explosion (5): 144 Normal type physical damage, user faints as a result of the attack, 153 average damage
Mirror Coat (20): If user is hit with a Special Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Magnet Rise (10): Changes Special Ability to "Levitate"
Tackle (35): 11 Normal type physical damage, 95% accuracy, 11 average damage
Gyro Ball (5): 6 Steel type physical damage, damage fluctuates linearly based on the users Speed compared to the target's speed, where the lower the user's Speed and higher the target's speed the better, this is damage against average speed (aka 100), 6 average damage
Rollout (20): 10 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 9 average damage
Swift (20): 26 Normal type special damage, cannot miss, 27 average damage

Comments: He has speed! Lots of it! And practically nothing else. Light.


Exeggutor (Grass/Psychic)
170 HP, 115 Atk, 105 Def, 145 SpA, 85 Sdef, 75 Spe
Effective Stats: 1.16 physical, 0.92 magical, 0.82 speed
Special Ability - Chlorophyll: Exeggutor’s speed doubles when Sunny Day is in effect

Psychic (10): 81 Psychic type special damage, 10% chance of lowering targets Special Defense by 1 level, 86 average damage
Reflect  (30): Halves all Physical Type damage for 5 turns, this boost is independent of Defense modifiers
Leaf Storm (5): 134 Grass type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 128 average damage
Sleep Powder (15): Inflicts Sleep, 75% accuracy
-----
Hypnosis (20): Inflicts Sleep, 60% accuracy
Confusion (25): 50 Psychic type special damage, 10% chance of adding confusion, 53 average damage
Seed Bomb (15): 58 Grass type physical damage, 61 average damage
Wood Hammer (15): 86 Grass type Physical damage, 33% recoil damage, 61 average damage
Egg Bomb (10): 48 Normal type physical damage, 75% accuracy, 38 average damage
Barrage (20): 8 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 25 average damage
Stomp (20): 31 Normal type physical damage, 30% Flinch, 32 average damage
Stun Spore (30): Adds Paralysis, 75% accuracy
Worry Seed (10): Changes target's special ability to Insomnia
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, 90% accuracy, fails on Grass types.
Poison Powder (35); Adds Poison status, 75% accuracy
Uproar (10): 31 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 32 average damage
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Solar Beam (10): 108 Grass type special damage, one turn charge time, 57 average damage
Bullet Seed (30): 9 Grass type physical damage, hits 2 to 5 times, 33 average damage

Comments: That’s a lot of damn options, and with stats to back them up…except for speed, which just sucks, and typing is probably poor by DL standards.  Middle/Heavy.


Marowak (Ground)
135 HP, 100 (200) Atk, 130 Def, 70 SpA, 100 Sdef, 65 Spe
Effective Stats: 1.14 physical, 0.86 magical, 0.72 speed
Special Ability 1 – Rock Head: User does not take recoil from attacks like Double Edge or Take Down
Special Ability 2 – Lightning Rod: All electric attacks automatically target the user
Unique Item – Thick Club: Doubles Marowak’s Attack stat; this is already factored into damages.

Bonemerang (10): 64 Ground type physical damage, hits twice, 90% accuracy, 122 average damage
Tail Whip (30): Lowers defense by 1 level
Double Edge (15): 99 Normal type physical damage, (33% recoil,) 105 (70) average damage
Rage (20): 18 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 19 average damage
-----
Leer (30): Lowers defense by 1 level
Bone Club (20): 81 Ground type physical damage, 10% Flinch, 85% accuracy, 73 average damage
Bone Rush (10): 33 Ground type physical damage, hits 2 to 5 times, 80% accuracy, 98 average damage
Growl (40): Lowers Attack by 1 level
Fling (10): Does Dark type damage depending on what Berry the user is holding, since no berry is actually legal, this move is completely worthless
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher
Headbutt (15): 58 Normal type physical damage, 30% Flinch, 61 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
False Swipe (40): 34 Normal type Non-lethal physical damage, 36 average damage
Thrash (20): 75 Normal type physical damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 79 average damage

Comments: No, that damage isn’t a typo; Marowak hits ridiculously hard, no questions asked.  However, that’s about all it can do; he’s slow, and defenses don’t really make up for it, and its variety isn’t there.  Still, the damage is obscene enough that it can swing around the border of Middle/Heavy.


Hitmonlee (Fighting)
125 HP, 140 Atk, 73 Def, 55 SpA, 130 Sdef, 107 Spe
Effective Stats: 0.59 physical, 1.04 magical, 1.11 speed
Special Ability 1 – Reckless: Recoil moves do more damage, and by extension, have more recoil damage, this is already factored into damage when applicable
Special Ability 2 – Limber: Immunity to Paralysis

Close Combat (5): 104 fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 110 average damage
Hi Jump Kick (20): 104 (87), Fighting type physical damage, 90% accuracy, user takes damage equal to ½ projected damage on a miss, capping at half user’s MHP, 88 (73) net average damage
Meditate (30): Raises Attack by 1 level
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
-----
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 19, 68.75% HP does 36, 35.42% does 70, 20.83% does 87, 10.42% does 130, 4.17% does 173
Revenge (10): 53 Fighting type physical damage, if user takes damage the turn this is used, damage doubles, always goes last, 56 average damage
Double Kick (30): 28 Fighting type physical damage, hits twice, 59 average damage
Rolling Kick (15): 53 Fighting type physical damage, 30% flinch, 85% accuracy, 47 average damage
Brick Break (15): 67 Fighting type physical damage, dispels the effects of Reflect and Light Screen, 71 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Feint (10): 30 Normal type physical damage, only works if the enemy is invincible, 31 average damage
Mega Kick (5): 69 Normal type physical damage, 75% accuracy, 54 average damage
Blaze Kick (10): 50 Fire type physical damage, 12.5% critical hit rate, 10% chance of adding Burn, 90% accuracy, 50 average damage
Mind Reader (5): Ensures that the next attack cannot miss
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Jump Kick (25): 90 (75) Fighting type physical damage, 95% accuracy, user takes damage equal to ½ projected damage on a miss, capping at half user’s MHP, 87 (73) net average damage
Helping Hand (20): Boosts allies damage by 50%
Tackle (35): 21 Normal type physical damage, 95% accuracy, 21 average damage
Fake Out (10): 24 Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 25 average damage
%Bullet Punch (30): 24 Steel type physical damage, always goes first, 25 average damage

Comments: Lots of ways to do damage, GOOD damage too! Speed and special durability aren’t bad, but the physical durability IS.  That holds him back some. High Middle


Hitmonchan (Fighting)
125 HP, 125 Atk, 99 Def, 55 SpA, 130 Sdef, 96 Spe
Effective Stats: 0.81 physical, 1.04 magical, 1.04 speed
Special Ability 1 - Keen Eye: Grants immunity to accuracy lowering moves
Special Ability 2 – Iron Fist: All “Punch” type attacks gain 20% more damage; this is already factored into damage when applicable

Close Combat (5): 104 fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 110 average damage
Agility (30): Raises Speed by 2 levels
Sky Uppercut (15): 80 (67) Fighting type physical damage, 90% accuracy, 76 (64) average damage
Fake Out (10): 24 Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 25 average damage
-----
Counter (20): If user is hit with a Physical Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Helping Hand (20): Boosts allies damage by 50%
Tackle (35): 21 Normal type physical damage, 95% accuracy, 21 average damage
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Fire Punch (15): 48 (40) Fire type physical damage, 10% chance of adding Burn, 51 (42) average damage
Thunder Punch (15): 48 (40) Electric type physical damage, 10% chance of adding Paralysis, 51 (42) average damage
Ice Punch (15): 48 (40) Ice type physical damage, 10% chance of adding Freeze, 51 (42) average damage
Mega Punch (15): 51 (43) Normal type physical damage, 85% accuracy, 46 (38) average damage
Revenge (10): 53 Fighting type physical damage, if user takes damage the turn this is used, damage doubles, always goes last, 56 average damage
Mach Punch (30): 39 (33) Fighting type physical damage, always goes first, 41 (35) average damage
Feint (10): 30 Normal type physical damage, only works if the enemy is invincible, 31 average damage
Comet Punch (15): 12 (10) Normal type physical damage, hits 2 to 5 times, 85% accuracy, 37 (31) average damage
Bullet Punch (30): 26 (22) Steel type physical damage, always goes first, 27 (23) average damage
Pursuit (20): 22 Dark type physical damage, 23 average damage
Vacuum Wave (30): 15 Fighting type special damage, always goes first, 15 average damage
Hi Jump Kick (20): 79 Fighting type physical damage, 90% accuracy, user takes damage equal to ½ projected damage on a miss, capping at half user’s MHP, 71 net average damage


Comments: Hitmonlee with less variety, speed and slightly more physical durability!  High Middle


Weezing (Poison)
140 HP, 110 Atk, 140 Def, 105 SpA, 90 Sdef, 80 Spe
Effective Stats: 1.28 physical, 0.8 magical, 0.86 speed
Special Ability – Levitate: Special Ability - Levitate: Grants immunity to all Ground type damage

Sludge Bomb (10): 59 Poison type special damage, 30% chance of inflicting Poison, 62 average damage
Smokescreen (20): Lowers Accuracy by 1 level
Haze (30): Dispels all stat modifiers on the entire field
Double Hit (10): 17 Normal type physical damage, hits twice, 90% accuracy, 32 average damage
-----
Memento (10): Lowers Target's Attack and Special Attack by 2 levels, user faints as a result of the attack
Assurance (10): 24 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 25 average damage
Smog (20): 15 Poison type special damage, 40% chance of adding Poison, 70% accuracy, 11 average damage
Sludge (20): 44 Poison type special damage, 30% chance of adding Poison, 46 average damage
Tackle (35): 17 Normal type physical damage, 95% accuracy, 17 average damage
Self Destruct (5): 180 Normal type physical damage, user dies as a result of this attack, 191 average damage
Explosion (5): 226 Normal type physical damage, user faints as a result of the attack, 240 average damage
Destiny Bond (5): If target kills user the turn this was used (and the move must be used beforehand), then the target dies alongside the user.

Comments: Good physical durability is about all I can say about him.  Slow, damage isn’t too good, and no real variety.  Light


Kangaskhan (Normal)
180 HP, 115 Atk, 100 Def, 60 SpA, 100 Sdef, 110 Spe
Effective Stats: 1.17 physical, 1.15 magical, 1.14 speed
Special Ability 1 - Early Bird: Halves the duration of Sleep
Special Ability 2 – Scrappy: Allows Normal and Fighting type attacks to hit Ghost types

Outrage (15): 57 Dragon type physical damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 60 average damage
Fake Out (10): 31 Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 32 average damage
Dizzy Punch (10): 51 Normal type physical damage, 20% chance of inflicting Confusion, 54 average damage
Tail Whip (30): Lowers defense by 1 level
-----
Leer (30): Lowers defense by 1 level
Rage (20): 17 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 18 average damage
Double Hit (10): 26 Normal type physical damage, hits twice, 90% accuracy, 49 average damage
Mega Punch (15): 58 Normal type physical damage, 85% accuracy, 52 average damage
Comet Punch (15): 15 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 47 average damage
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 11, 68.75% HP does 20, 35.42% does 39, 20.83% does 48, 10.42% does 71, 4.17% does 95
Crunch (15): 30 Dark type Physical damage, 20% chance of lowering targets Defense by 1 level, 31 average damage
Bite (25): 32 Dark type physical damage, 30% Flinch, 34 average damage
Sucker Punch (5): 39 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 41 average damage

Comments: Middling damage, paired with tricks and stats that aren’t good enough to compensate.  High Light
« Last Edit: November 01, 2014, 05:45:55 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #4 on: October 17, 2010, 06:45:42 PM »
Seaking (Water)
155 HP, 112 Atk, 85 Def, 85 SpA, 100 Sdef, 88 Spe
Effective Stats: 0.86 physical, 0.99 magical, 0.94 speed
Special Ability 1 – Swift Swim: Speed raises by 2 levels when its Raining
Special Ability 2 – Water Veil: Grants immunity to Burn status

Waterfall (15): 57 Water type physical damage, 20% Flinch, 59 average damage
Agility (30): Raises Speed by 2 levels
Horn Drill (5): Instant Death, 30% accuracy
Supersonic (20): Adds Confusion, 55% accuracy
-----
Megahorn (10): 57 Bug type physical damage, 85% accuracy, 51 average damage
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 10, 68.75% HP does 19, 42% does 38, 20.83% does 47, 10.42% does 69, 4.17% does 93
Fury Attack (20): 8 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 25 average damage
Water Sport (15): Halves Fire damage dealt to user
Poison Jab (20): 38 Poison type physical damage, 30% chance of inflicting Poison, 40 average damage
Peck (35): 18 Flying type physical damage, 19 average damage
Horn Attack (25): 31 Normal type physical damage, 32 average damage
Tail Whip (30): Lowers defense by 1 level
Water Pulse (20): 33 Water type special damage, 20% chance of adding confusion, 35 average damage

Comments: Slow, non-stellar damage, not durable, BUT 30% INSTANT DEATH!!!! Light


Starmie (Water/Psychic)
135 HP, 95 Atk, 105 Def, 120 SpA, 105 Sdef, 135 Spe
Effective Stats: 0.92 physical, 0.91 magical, 1.37 speed
Special Ability 1 – Illuminate: Raises the Encounter Rate!
Special Ability 2 – Natural Cure: Instant Heals from status when swapped out in a battle; useless in this settting.

Hydro Pump (5): 90 Water type special damage, 80% accuracy, 76 average damage
Recover (10): 50% Healing
Confuse Ray (15): Adds Confusion
Cosmic Power (20): Raises Defense and Special Defense by 1 level
-----
Minimize (20): Raises Evade by 1 level
Water Gun (25): 31 Water type special damage, 32 average damage
Swift (20): 31 Normal type special damage, cannot miss, 32 average damage
Bubblebeam (20): 50 Water type special damage, 10% chance of lowering target's speed by 1 level, 53 average damage
Camouflage (20): Changes the entire typing of the user to something depending on terrain. Unfortunately, I'm not sure what "default" would count in the DL, make of this as you will
Harden (30): Raises defense by 1 level
Power Gem (20): 35 Rock type special damage, 37 average damage
Rapid Spin (40): 17 Normal type physical damage, cancels the effects of Spikes, Stealth Rock, Toxic Spikes, Leech Seed, and trap moves like Wrap, 18 average damage
Tackle (35): 15 Normal type physical damage, 95% accuracy, 15 average damage
Gyro Ball (5): 16 Steel type physical damage, damage fluctuates linearly based on the users Speed compared to the target's speed, where the lower the user's Speed and higher the target's speed the better, this is damage against average speed (aka 100), 17 average damage

Comments: Fast, and can either kill things fast with Hydro Pump or play defensively with his stalling options; low PP is a bit of an issue though side options can cover that. Heavy


Mr. Mime (Psychic)
115 HP, 65 Atk, 85 Def, 120 SpA, 140 Sdef, 110 Spe
Effective Stats: 0.64 physical, 1.03 magical, 1.14 speed
Special Ability 1 – Soundproof: Grants immunity to Sound based attacks like Hyper Voice
Special Ability 2 – Filter: All super-effective attacks do less damage

Psychic (10): 68 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 72 average damage
Barrier (20): Raises Defense by 2 levels
Light Screen (30): Halves all Special Type damage for 5 turns, this boost is independent of Special Defense modifiers
Safeguard (25): Grants immunity to all status for 5 turns
-----
Power Swap (10): User swaps his Attack and Special Attack modifiers with that of the targets
Guard Swap (10): User swaps his Defense and Special Defense modifiers with that of the targets
Trick (10): Trades held item with target
Recycle (10): Uses the last item, held or normal, again for free
Substitute (10): This move is complicated and absurd, so “See Rotom” for what it does.
Role Play (10): Replaces special ability with that of the target's
Reflect  (30): Halves all Physical Type damage for 5 turns, this boost is independent of Defense modifiers
Mimic (10): User copies a move of the opponent, said move replaces Mimic for the remainder of the fight, and uses Mimic's PP instead.
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Meditate (40): Raises users Attack by 1 level
Psybeam (20): 50 Psychic type special damage, 10% chance of inflicting Confusion, 53 average damage
Confusion (25): 39 Psychic type special damage, 10% chance of inflicting Confusion, 41 average damage
Magical Leaf (20): 31 Grass type special damage, cannot miss, 32 average damage
Copycat (20): User uses the target’s last move
Tickle (20): Lowers Attack and Defense by 1 level
Charm (20): Lowers Attack by 2 levels
Uproar (10): 26 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 27 average damage
Doubleslap (10): 6 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 18 average damage
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Healing Wish (10): User dies, then the next Pokemon comes in at full health with all status healed
%Teeter Dance (20): Inflicts Confusion

Comments: Lots of defensive buffing options that’s for sure! Competent offense and speed, with a bunch of weird moves that rely on his opponent.  Horrible physical durability though. Middle/Heavy.


Scyther (Bug/Flying)
145 HP, 130 Atk, 100 Def, 75 SpA, 100 Sdef, 125 Spe
Effective Stats: 0.94 physical, 0.93 magical, 1.28 speed
Special Ability 1 – Technician: All Attacks of 60 power or less do 50% more damage; this is already factored into damage when applicable
Special Ability 2 – Swarm: All Bug type attacks do 50% more damage when users HP drops to 33% or less.

Wing Attack (20): 73 (50) Flying type physical damage, 77 (53) average damage
Agility (30): Raises Speed by 2 levels
Sword Dance (30): Raises attack by 2 levels
Double Team (15): Raises Evade by 1 level
-----
X-Scissor (15): 65 Bug type physical damage, 69 average damage
Leer (30): Lowers Defense by 1 level
Focus Energy (30): Increases Critical hit Rate by 2 domains
Razor Wind (10): 26 Normal type damage, one turn charge time, 12.5% critical hit rate, 13 average damage
Air Slash (20): 36 Flying type special damage, 30% Flinch, 95% accuracy, 36 average damage
Quick Attack (30): 33 (22) Normal type physical damage, always goes first, 35 (23) damage
Pursuit (20): 33 (22) Dark type physical damage, 35 (23) average damage
Fury Cutter (20): 14 (9) Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 14 (9) average damage
False Swipe (40): 33 (22) Normal type Non-lethal physical damage, 35 (23) average damage
Slash (20): 39 Normal type physical damage, 12.5% critical hit rate, 43 average damage
Night Slash (20): 39 Dark type physical damage, 12.5% critical hit rate, 43 average damage
Double Hit (10): 31 (20) Normal type physical damage, hits twice, 90% accuracy, 59 (38) average damage
Feint (10): 42 (28) Normal type physical damage, only works if the enemy is invincible, 44 (28) average damage
Vacuum Wave (30): 20 (14) Fighting type special damage, always goes first, 21 (14) average damage

Comments: One of the few Unevolved Pokemon worthy enough to get his own entry, due to not being strictly inferior to his evolution (if still overall so), Scyther holds up pretty well.  Fast, has damage, can double both if he pleases…his typing really sucks though. Middle


Jynx (Ice/Psychic)
140 HP, 70 Atk, 55 Def, 135 SpA, 115 Sdef, 115 Spe
Effective Stats: 0.5 physical, 1.03 magical, 1.19 speed
Special Ability 1 – Oblivious: Grants immunity to “Attract” status
Special Ability 2 – Forewarn: Tells you opponents strongest move! This is about as useful as you’d expect in this setting.

Psychic (10): 76 Psychic type special damage, 10% chance of lowering Special Defense by 1, 80 average damage
Lovely Kiss (10): Inflicts Sleep, 75% accuracy
Sweet Kiss (10): Adds Confusion, 75% accuracy
Fake Tears (20): Lowers special defense by 2 levels
-----
Perish Song (5): Both the user and the target will faint 3 turns after this is used
Wring Out (5): 84 Normal type special damage, damage decreases linearly with target's HP, 89 average damage
Powder Snow (25): 34 Ice type special damage, 10% chance of adding Freeze, 36 average damage
Confusion (25): 43 Psychic type special damage, 10% chance of adding Confuse, 45 average damage
Uproar (10): 29 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 30 average damage
Sing (15): Adds Sleep, 55% accuracy
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Pound (35): 13 Normal type physical, 13 average damage
Lick (30): 7 Ghost type physical damage, 30% chance of add Paralysis, 7 average damage
Doubleslap (10): 6 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 18 average damage
Mean Look (5): Target is unable to run or swap
Ice Punch (15): 34 Ice type physical damage, 10% chance of adding Freeze, 36 average damage
Avalanche (10): 28 Ice type physical damage, if user takes damage the turn this is used, damage doubles, always goes last, 29 average damage
Wake Up Slap (10): 19 Fighting type physical damage, damage doubles it target is asleep, in which case, Sleep is also lost, 20 average damage
Body Slam (15): 26 Normal type physical damage, 30% chance of adding Paralysis, 27 average damage
Copycat (20): User uses the target’s last move
Blizzard (5): 101 Ice type special damage, 10% chance of adding Freeze, 70% accuracy, 75 average damage

Comments: Fast Mage with lots of options, and atrocious physical durability; Middle/Heavy


Pinsir (Bug)
140 HP, 145 Atk, 120 Def, 75 SpA, 90 Sdef, 105 Spe
Effective Stats: 1.09 physical, 0.8 magical, 1.09 speed
Special Ability 1 - Mold Breaker: Ignores special abilities that resist or null damage attacks like Levitate vs. Ground attacks or Thick Fat vs. Fire/Ice attacks
Special Ability 2 - Hyper Cutter: Grants immunity to moves that lower the Attack stat

X-Scissor (15): 73 Bug type physical damage, 77 average damage
Guillotine (5): Instant Death, 30% accuracy, fails on those immune to Normal attacks
Sword Dance (30): Raises attack by 2 levels
Vital Throw (10): 43 Fighting type physical damage, (Cannot Miss), always goes last, 46 average damage
-----
Focus Energy (30): Increases Critical hit Rate by 2 domains
Bind (20): 10 Normal type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 75% accuracy, 7 average damage
Vice Grip (30): 34 Normal type physical damage, 36 average damage
Harden (30): Raises Defense by 1 level
Revenge (10): 37 Fighting type physical damage, if user takes damage the turn this is used, damage doubles, always goes last, 39 average damage
Super Power (5): 72 Fighting type physical damage, lowers Attack and Defense of user by 1 level, 76 average damage
Submission (25): 49 Fighting type physical damage, 25% recoil, 80% accuracy, 30 average damage
Brick Break (15): 45 Fighting type physical damage, dispels the effects of Reflect and Light Screen, 48 average damage

Comments: Scyther with worse speed but better durability, and trading in a few buffs for instant Death and evade ignoring.  Losing trade. Middle


Tauros (Normal)
150 HP, 120 Atk, 115 Def, 60 SpA, 90 Sdef, 130 Spe
Effective Stats: 1.12 physical, 0.86 magical, 1.33 speed
Special Ability 1 - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level
Special Ability 2 - Anger Point: Increases Attack by 6 levels if hit with a critical hit.

Thrash (20): 68 Normal type physical damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 72 average damage
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
Scary Face (10): Lowers speed by 2 levels, 90% accuracy
Rest (10): Full HP and status healing, puts user to sleep for two turns
-----
Take Down (20): 68 Normal type physical damage, 25% recoil, 85% accuracy, 46 average damage
Tackle (35); 28 Normal type physical damage, 95% accuracy, 28 average damage
Zen Headbutt (15): 41 Psychic type physical damage, 20% Flinch, 90% accuracy, 39 average damage
Horn Attack (25): 50 Normal type physical damage, 53 average damage
Tail Whip (30): Lowers Defense by 1 level
Rage (20): 17 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 18 average damage
Pursuit (20): 21 Dark type physical damage, 22 average damage
Payback (10): 26 Dark type physical damage, damage doubles if user goes second the turn this is used, 27 average damage
Giga Impact (5): 112 Normal type physical damage, user is forced to skip next turn if attack hits, 90% accuracy, 53 average damage

Comments: Surprisingly varied for something you’d think would be bland.  His only real problem is his primary damage limits his control some, so he’ll have to rely on lesser options if he wants to try any real strategy.  Low Heavy


Magikarp (Water)
95 HP, 30 Atk, 75 Def, 35 SpA, 40 Sdef, 100 Spe
Effective Stats: 0.46 physical, 0.25 magical, 1.05 speed
Special Ability - Swift Swim: Speed is doubled during Rain Dance

Tackle (35): 6 Normal type physical damage, 95% accuracy, 6 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 4, 68.75% HP does 6, 42% does 11, 20.83% does 14, 10.42% does 19, 4.17% does 26
Splash (40): Does absolutely nothing

Comments: Do I need to say anything? Its magikarp! Bow before his almighty prowess! He is unstoppable!  Even the terrors in Blue-like cower before his awesome might!


Gyarados (Water/Flying)
170 HP, 145 Atk, 99 Def, 80 SpA, 120 Sdef, 101 Spe
Effective Stats: 1.1 physical, 1.3 magical, 1.06 speed
Special Ability - Intimidate: Upon entering the fight, opponent’s Attack is lowered by 1 level

Aqua Tail (10): 81 Water type physical damage, 90% accuracy, 77 average damage
Dragon Dance (20): Raises Speed and Attack by 1 level
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Hydro Pump (5): 61 Water type special damage, 80% accuracy, 51 average damage
-----
Tackle (35): 22 Normal type physical damage, 95% accuracy, 22 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 13, 68.75% HP does 25, 42% does 49, 20.83% does 60, 10.42% does 90, 4.17% does 119
Splash (40): Does absolutely nothing
Leer (30): Lowers defense by 1 level
Hyper Beam (5): 50 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 23 average damage
Dragon Rage (10): 40 Dragon type special damage, ignores all modifiers and defenses
Bite (25): 37 Dark type physical damage, 30% Flinch, 39 average damage
Ice Fang (15): 40 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 40 average damage
Thrash (20): 55 Normal type physical damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 58 average damage
Twister (20): 15 Dragon type special damage, 20% Flinch, 15 average damage

Comments: Pretty durable (after intimidate) and Dragon Dance lets him become a terror fast, just he hates Lightning…a lot.  Low Heavy


Lapras (Water/Ice)
205 HP, 105 Atk, 100 Def, 105 SpA, 115 Sdef, 80 Spe
Effective Stats: 1.34 physical, 1.51 magical, 0.86 speed
Special Ability 1 – Water Absorb: Absorbs all Water damage dealt, healing 1/4th of its Max HP
Special Ability 2 – Shell Armor: Grants Immunity to Critical Hits

Sheer Cold (5): Instant Death, 30% accuracy, fails on those immune to Ice (based on how other Instant Death works anyway)
Hydro Pump (5): 79 Water type special damage, 80% accuracy, 67 average damage
Confuse Ray (15): Adds Confusion
Safeguard (25): Grants immunity to all status for 5 turns
-----
Sing (15): Adds sleep, 55% accuracy
Growl (40): Lowers Attack by 1 level
Ice Beam (10): 62 Ice type special damage, 10% chance of adding Freeze, 65 average damage
Mist (30): Grants immunity to negative stat modifiers for 5 turns
Brine (10): 44 Water type special damage, damage doubles if target's HP is 50% of their max or less, 47 average damage
Perish Song (5): Both the user and the target will faint 3 turns after this is used
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Water Pulse (20): 40 Water type special damage, 20% chance of adding confusion, 42 average damage
Water Gun (25): 26 Water type special damage, 27 average damage
Ice Shard (30): 26 Ice type physical damage, always goes first, 27 average damage
Body Slam (15): 38 Normal type physical damage, 30% chance of paralysis, 40 average damage

Comments: A lot of neat options with good durability, but held back by poor speed, and damage could stand to be a little better when paired with the speed. High Middle


Ditto (Normal)
123 HP, 68 Atk, 68 Def, 68 SpA, 68 Sdef, 68 Spe
Effective Stats: 0.54 physical, 0.53 magical, 0.75 speed
Special Ability – Limber: Grants Immunity to Paralysis
Unique Item 1 – Quick Powder: Doubles Ditto’s base speed; boost is lost after Transform
Unique Item 2 – Metal Powder: Raises Ditto’s base Defense and Special Defense by 50%; boosts are lost after Transform

Transform (10): Transforms into the target, copying their exact stats barring HP, typing and gaining their entire move set, with 5 uses of each move regardless, as well as their trait.

Comments: Due to the nature of Transform, Ditto pretty much auto loses against EVERYTHING, DESPITE the unique items which just about any other Pokemon would kill for. Can have fun in a slap fight with Enil.  Puny
« Last Edit: November 01, 2014, 05:49:53 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #5 on: October 17, 2010, 06:46:30 PM »
Vaporeon (Water)
205 HP, 85 Atk, 80 Def, 130 SpA, 115 Sdef, 85 Spe
Effective Stats: 1.07 physical, 1.51 magical, 0.91 speed
Special Ability - Water Absorb: Absorbs all Water damage dealt, healing 1/4th of its Max HP

Hydro Pump (5): 97 Water type special damage, 80% accuracy, 82 average damage
Acid Armor (40): Raises Defense by 2 Levels
Haze (30): Dispels all stat modifiers on the entire field
Aurora Beam (20): 31 Ice type special damage, 10% chance of lowering target's Attack by 1 level, 32 average damage
-----
Tackle (35): 14 Normal type physical damage, 95% accuracy, 14 average damage
Tail Whip (30): Lowers defense by 1 level
Helping Hand (20): Boosts allies damage by 50%
Sand-Attack (15): Lowers Accuracy by 1 level
Growl (40): Lowers Attack by 1 level
Quick Attack (30): 15 Normal type physical damage, always goes first, 15 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Take Down (20): 32 Normal type physical damage, 25% recoil, 85% accuracy, 21 average damage
Last Resort (5): 46 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 48 average damage
Trump Card (5): Does Normal type special damage that fluctuates based on PP remaining on this attack, cannot miss, At max PP, it does 22, at 4 PP it does 28, at 3 PP it does 33, 2 PP it does 43, at 1 PP it does 107
Water Gun (25): 33 Water type special damage, 35 average damage
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn
Aurora Beam (20): 31 Ice type special damage, 10% chance of lowering target's Attack by 1 level, 32 average damage
Bite (25): 22 Dark type physical damage, 30% Flinch, 23 average damage
Muddy Water (10): 78 Water type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 70 average damage

Comments: Fights primarily by tanking, and has passable damage, but the options just kind of aren’t there. Middle


Jolteon (Electric)
140 HP, 85 Atk, 80 Def, 130 SpA, 115 Sdef, 150 Spe
Effective Stats: 0.73 physical, 1.03 magical, 1.51 speed
Special Ability – Volt Absorb: Absorbs all Electric damage dealt, healing 1/4th of its Max HP

Thunder (10): 97 Electric type special damage, 30% chance of inflicting Paralysis, 70% accuracy, 72 average damage
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks, fails against those immune to electric attacks
Agility (30): Raises Speed by 2 levels
Sand-Attack (15): Lowers Accuracy by 1 level
-----
Tackle (35): 14 Normal type physical damage, 95% accuracy, 14 average damage
Tail Whip (30): Lowers defense by 1 level
Helping Hand (20): Boosts allies damage by 50%
Growl (40): Lowers Attack by 1 level
Quick Attack (30): 15 Normal type physical damage, always goes first, 15 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Take Down (20): 32 Normal type physical damage, 25% recoil, 85% accuracy, 21 average damage
Last Resort (5): 46 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 48 average damage
Trump Card (5): Does Normal type special damage that fluctuates based on PP remaining on this attack, cannot miss, At max PP, it does 22, at 4 PP it does 28, at 3 PP it does 33, 2 PP it does 43, at 1 PP it does 107
Bite (25): 22 Dark type physical damage, 30% Flinch, 23 average damage
Discharge (20): 65 Electric type special damage, 30% chance of adding paralysis, 69 average damage
Double Kick (30): 12 Fighting type physical damage, hits twice, 25 average damage
Thunder Fang (15): 36 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 36 average damage
Thundershock (30): 33 Electric type special damage, 10% chance of adding Paralysis, 35 average damage
Pin Missile (20): 6 Bug type physical damage, hits 2 to 5 times, 85% accuracy, 18 average damage

Comments: SPEED WHORE.  Absurd base, with Agility and Thunder Wave; has damage to make use of it too, but despises resistance. Middle/Heavy


Flareon (Fire)
140 HP, 150 Atk, 80 Def, 115 SpA, 130 Sdef, 85 Spe
Effective Stats: 0.73 physical, 1.16 magical, 0.91 speed
Special Ability - Flash Fire: All Fire type attacks are nulled, and if hit by one, all Fire damage dealt by Flareon is raised by 50%

Fire Blast (5): 86 Fire type special damage, 10% chance of adding burn, 85% accuracy, 77 average damage
Fire Fang (15): 61 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 61 average damage
Tail Whip (30): Lowers defense by 1 level
Scary Face (10): Lowers speed by 2 levels, 90% accuracy
-----
Tackle (35): 23 Normal type physical damage, 95% accuracy, 23 average damage
Helping Hand (20): Boosts allies damage by 50%
Sand-Attack (15): Lowers Accuracy by 1 level
Growl (40): Lowers Attack by 1 level
Quick Attack (30): 26 Normal type physical damage, always goes first, 27 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Take Down (20): 59 Normal type physical damage, 25% recoil, 85% accuracy, 39 average damage
Last Resort (5): 81 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 86 average damage
Trump Card (5): Does Normal type special damage that fluctuates based on PP remaining on this attack, cannot miss, At max PP, it does 20, at 4 PP it does 25, at 3 PP it does 30, 2 PP it does 39, at 1 PP it does 95
Bite (25): 30 Dark type physical damage, 30% Flinch, 31 average damage
Lava Plume (15): 58 Fire type special damage, 30% chance of adding Burn, 61 average damage
Fire Spin (15): 12 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 10 average damage
Smog (20): 11 Poison type special damage, 40% chance of adding Poison, 70% accuracy, 9 average damage

Comments: Slow, frail to physicals, and commonly blocked damage type that’s merely passable on damage.  If you expected anything else from Flareon, you haven’t been keeping up. Low Middle


Omastar (Rock/Water)
145 HP, 80 Atk, 145 Def, 135 SpA, 90 Sdef, 75 Spe
Effective Stats: 1.37 (2.74) physical, 0.83 magical, 0.77 speed
Special Ability 1 - Swift Swim: Speed is doubled during Rain Dance
Special Ability 2 – Shell Armor: Grants immunity to Critical Hits

Hydro Pump (5): 101 Water type special damage, 80% accuracy, 85 average damage
Ancient Power (5): 51 Rock type special damage, 10% chance of raising all parameters by 1 level, 54 average damage
Withdraw (40): Raises Defense by 1 Level
Mud Shot (15): 31 Ground type special damage, lowers speed by 1 level, 95% accuracy, 31 average damage
-----
Rock Blast (10): 14 Rock type physical damage, hits 2 to 5 times, 80% accuracy, 41 average damage
Spike Cannon (15): 8 Normal type physical damage, hits 5 times (2 to 5 w/ Shell Armor), 29 average damage
Rollout (20): 17 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 16 average damage
Tickle (20): Lowers Attack and Defense by 1 level
Brine (10): 56 Water type special damage, damage doubles if target's HP is 50% of their max or less, 59 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Leer (30): Lowers Defense by 1 level
Bite (25): 21 Dark type physical damage, 30% flinch, 22 average damage
Constrict (35): 5 Normal type physical damage, 10% chance of lowering Speed by 1 level, 5 average damage

Comments: Physically Tanky Mage with Mud Shot for healers.  Not much else to him beyond that. Middle


Kabutops (Rock/Water)
135 HP, 135 Atk, 125 Def, 85 SpA, 90 Sdef, 100 Spe
Effective Stats: 1.1 (2.2) physical, 0.78 magical, 1.05 speed
Special Ability 1 - Swift Swim: Speed is doubled during Rain Dance
Special Ability 2 – Battle Armor: Grants immunity to Critical Hits

Sand-Attack (15): Lowers Accuracy by 1 level
Slash (20): 40 Normal type physical damage, 12.5% critical hit rate, 45 average damage
Mud Shot (15): 22 Ground type special damage, lowers speed by 1 level, 95% accuracy, 22 average damage
Leer (30): Lowers Defense by 1 level
-----
Night Slash (20): 45 Dark type physical damage, 12.5% critical hit rate, 45 average damage
Harden (30): Raises Defense by 1 level
Aqua Jet (30): 34 Water type physical damage, always goes first, 36 average damage
Scratch (35): 23 Normal type physical damage, 24 average damage
Feint (10): 29 Normal type physical damage, only works if the enemy is invincible, 30 average damage
Wring Out (5): 54 Normal type special damage, damage decreases linearly with target's HP, 59 average damage
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Ancient Power (5): 33 Rock type special damage, 10% chance of raising all parameters by 1 level, 35 average damage
Mega Drain (15): 15 Grass type special damage, heals user equal to half damage done, 15 average damage
Absorb (25): 8 Grass type special damage, heals user equal to half damage done, 8 average damage
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn

Comments: Durable to physicals due to being rock type and…that’s really all he has.  High Light


Aerodactyl (Rock/Flying)
155 HP, 125 Atk, 85 Def, 80 SpA, 95 Sdef, 150 Spe
Effective Stats: 0.86 (1.72) physical, 0.94 magical, 1.51 speed
Special Ability 1 – Rock Head: User does not take recoil from attacks like Double Edge or Take Down
Special Ability 2 - Pressure: All attacks from the enemy that target Articuno have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Rock Slide (10): 59 Rock type physical damage, 30% flinch, 90% accuracy, 56 average damage
Supersonic (20): Adds Confusion, 55% accuracy
Agility (30): Raises Speed by 2 levels
Giga Impact (5): 78 Normal type physical damage, user is forced to skip next turn if attack hits, 90% accuracy, 37 average damage
-----
Fire Fang (15): 34 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 34 average damage
Ice Fang (15): 34 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 34 average damage
Thunder Fang (15): 34 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 34 average damage
Scary Face (10): Lowers speed by 2 levels, 90% accuracy
Wing Attack (35): 48 Flying type physical damage, 51 average damage
Bite (25): 32 Dark type physical damage, 30% flinch, 34 average damage
Crunch (15): 43 Dark type Physical damage, 20% chance of lowering targets Defense by 1 level, 45 average damage
Iron Head (15): 43 Steel type physical damage, 30% Flinch, 45 average damage
Take Down (20): 47 Normal type physical damage, 25% recoil, 85% accuracy, 31 (42) average damage
Roar (20): Forces opponent to Run/Swap, always goes last
Ancient Power (5): 31 Rock type special damage, 10% chance of raising all parameters by 1 level, 32 average damage
Hyper Beam (5): 50 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 23 average damage

Comments: He’s fast! And has a speed game! Not much else to him otherwise, but the speed really helps him make up for his iffy damage. Middle


Snorlax (Normal)
235 HP, 130 Atk, 85 Def, 85 SpA, 130 Sdef, 50 Spe
Effective Stats: 1.3 physical, 1.95 magical, 0.58
Special Ability 1 – Thick Fat: Halves Fire and Ice type damage
Special Ability 2 – Immunity: Grants immunity to Poison status

Body Slam (15): 69 Normal type physical damage, 30% chance of paralysis, 73 average damage
Giga Impact (5): 120 Normal type physical damage, user is forced to skip next turn if attack hits, 90% accuracy, 57 average damage
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Rest (10): Full HP and status healing, puts user to sleep for two turns
-----
Tackle (35): 31 Normal type physical damage, 95% accuracy, 31 average damage
Defense Curl (40): Raises Defense by 1, if used turn prior to Rollout, then Rollout's damage is doubled
Amnesia (20): Raises Special Defense by 2 levels
Lick (30): 12 Ghost type physical damage, 30% chance of paralysis, 12 average damage
Belly Drum (10): Raises Attack by 6 levels, user receives damage equal to half their MHP, cannot be used if HP < 50%.
Snore (15): 33 Normal type physical damage, can only be used while asleep, 30% flinch, 35 average damage
Sleep Talk (10): Chooses one of the user’s other actions and uses that on the turn, can only be used while asleep
Block (5): Makes target unable to run!
Rollout (20): 18 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 17 average damage
Crunch (15): 43 Dark type Physical damage, 20% chance of lowering targets Defense by 1 level, 45 average damage
Metronome (10): Uses a random Pokemon move at equal frequency.
Odor Sleuth (40): Insures the next attack will hit regardless of evasion or accuracy
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Stockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
Swallow (10): Heals user equal to 25% HP per every stock it has, resets Stock to 0
Last Resort (5): 106 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 112 average damage
Zen Headbutt (15): 43 Psychic type physical damage, 20% Flinch, 90% accuracy, 41 average damage
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Fling (10): Does Dark type damage depending on what Berry the user is holding, since no berry is actually legal, this move is completely worthless
Recycle (10): Uses the last item, held or normal, again for free

Comments: That’s one hell of a varied skillset. A lot of potentially useful moves in a lot of scenarios, Snorlax has a skillset that many Pokemon wish theirs was only half as good.  He’s also pretty damn tanky, especially against Magic…however, he has a major flaw in his speed is absolute garbage.  Still a solid Heavy probably. 

Articuno (Ice/Flying)
165 HP, 105 Atk, 120 Def, 115 SpA, 145 Sdef, 105 Spe
Effective Stats: 1.29 physical, 1.53 magical, 1.09 speed
Special Ability - Pressure: All attacks from the enemy that target Articuno have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Ice Beam (10): 69 Ice type special damage, 10% chance of adding Freeze, 73 average damage
Agility (30): Raises Speed by 2 levels
Reflect  (30): Halves all Physical Type damage for 5 turns, this boost is independent of Defense modifiers
Roost (10): 50% Healing, if user is faster than opponent, then "Flying" typing is lost for the turn
-----
Hail (10): Causes Hail weather effect for 5 turns
Sheer Cold (5): Instant Death, 30% accuracy, fails on those immune to Ice (based on how other Instant Death works anyway)
Mind Reader (5): Ensures that the next attack cannot miss
Tailwind (30): Doubles Speed for 3 turns, this boost is independent of normal speed modifiers
Powder Snow (25): 31 Ice type special damage, 10% chance of adding Freeze, 32 average damage
Blizzard (5): 86 Ice type special damage, 10% chance of adding Freeze, 70% accuracy, 63 average damage
Ice Shard (30): 28 Ice type physical damage, always goes first, 29 average damage
Gust (35): 31 Flying type special damage, 32 average damage
Ancient Power (5): 31 Rock type special damage, 10% chance of raising all parameters by 1 level, 32 average damage
Mist (30): Grants immunity to negative stat modifiers for 5 turns

Comments: Sacrifing Damage yet again, Articuno compensates by getting Healing to help out his tanking game some, which works nicely with Pressure as well for running some opponents out of gas, and still has side strategies like Mind Reader + Sheer Cold for turn 2 Instant Death, regardless of stats.  Still probably a Heavy


Zapdos (Electric/Flying)
165 HP, 110 Atk, 105 Def, 145 SpA, 110 Sdef, 120 Spe
Effective Stats:  1.13 physical, 1.16 magical, 1.23 speed
Special Ability - Pressure: All attacks from the enemy that target Zapdos have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Thunder (10): 108 Electric type special damage, 30% chance of adding paralysis, 70% accuracy, 80 average damage
Roost (10): 50% Healing, if user is faster than opponent, then "Flying" typing is lost for the turn
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks, fails against those immune to electric attacks
Light Screen (30): Halves all Special Type damage for 5 turns, this boost is independent of Special Defense modifiers
-----
Charge (20): Makes the next electric attack do double damage, raises Special Defense by 1 level
Discharge (20): 73 Electric type special damage, 30% chance of adding paralysis, 77 average damage
Drill Peck (20): 56 Flying type physical damage, 59 average damage
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Agility (30): Raises Speed by 2 levels
Peck (35): 25 Flying type physical damage, 26 average damage
Thundershock (30): 37 Electric type special damage, 10% chance of adding Paralysis, 39 average damage
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Ancient Power (5): 37 Rock type special damage, 10% chance of raising all parameters by 1 level, 39 average damage
Pluck (20): 43 Flying type physical damage, if target has a Berry equipped, then that berries effect is immediately used on the user of this attack, 45 average damage

Comments: Also not a fan of the damage increase, given he struggles to 2HKO, though gaining Roost and Rain Dance are certainly nice options. Heavy


Moltres (Fire/Flying)
165 HP, 120 Atk, 110 Def, 145 SpA, 105 Sdef, 110 Spe
Effective Stats:  1.18 physical, 1.11 magical, 1.14 speed
Special Ability - Pressure: All attacks from the enemy that target Moltres have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Flamethrower (15): 86 Fire type special damage, 10% chance of adding Burn, 91 average damage
Roost (10): 50% Healing, if user is faster than opponent, then "Flying" typing is lost for the turn
Agility (30): Raises Speed by 2 levels
Air Slash (20): 68 Flying type special damage, 30% Flinch, 95% accuracy, 68 average damage
-----
Sunny Day: Adds Sunny Day weather effect for 5 turns
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Ember (25): 37 Fire type special damage, 10% chance of adding Burn, 39 average damage
Fire Spin (15): 15 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 11 average damage
Heat Wave (10): 90 Fire type special damage, 10% chance of adding burn, 90% accuracy, 86 average damage
Solar Beam (10): 72 Grass type special damage, one turn charge time, 76 average damage
Ancient Power (5): 37 Rock type special damage, 10% chance of raising all parameters by 1 level, 39 average damage
Wing Attack (20): 45 Flying type physical damage, 47 average damage
Sky Attack (5): 104 Flying type physical damage, one turn charge time, 30% Flinch, 12.5% Critical hit rate, one turn charge time, 90% accuracy, 52 average damage
Safeguard (25): Grants immunity to all status for 5 turns

Comments: Moltres keeps improving, not surprising he's at his best here.  Roost for healing, Air Slash for something not Fire, Sunny Day for a boost, the guy has options in this form. Heavy still though.


Dragonite (Dragon/Flying)
166 HP, 154 Atk, 115 Def, 120 SpA, 120 Sdef, 100 Spe
Effective Stats: 1.24 physical, 1.27 magical, 1.05 speed
Special Ability - Inner Focus: Grants immunity to flinching

Outrage (15): 115 Dragon type physical damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 122 average damage
Dragon Dance (10): Raises Attack and Speed by 1 level
Roost (10): 50% Healing, if user is faster than opponent, then "Flying" typing is lost for the turn
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks, fails against those immune to electric attacks
-----
Dragon Rush (10): 95 Dragon type physical damage, 20% Flinch, 75% accuracy, 75 average damage
Wing Attack (20): 58 Flying type physical damage, 61 average damage
Safeguard (25): Grants immunity to all status for 5 turns
Aqua Tail (10): 57 Water type physical damage, 90% accuracy, 54 average damage
Leer (30): Lowers Defense by 1 level
Slam (20): 52 Normal type physical damage, 75% accuracy, 41 average damage
Agility (30): Raises speed by 2 levels
Wrap (20): 11 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 9 average damage
Fire Punch (15): 48 Fire type physical damage, 10% chance of adding Burn, 51 average damage
Thunder Punch (15): 48 Electric type physical damage, 10% chance of adding Paralysis, 51 average damage
Leer (40): Lowers Defense by 1 level
Dragon Rage (10): 40 Dragon type special damage, ignores all modifiers and defenses
Hyper Beam (5): 75  Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 35 average damage
Twister (20): 31 Dragon type special damage, 20% Flinch, 32 average damage
Extremespeed (5): 52 Normal type physical damage, always goes first, 55 average damage

Comments: Dragon Dance -> Outrage -> Things die.  Simply put, Dragonite got the upgrade of a lifetime, finally getting moves that complement his stats, and a few neat things in the process like Roost.  The funny thing was he was hardly bad in this format to begin with, but now he's just mean.  Heavy/Godlike, would be full Godlike if not for Average Speed and no means of guarding status prior to turn 1. 


Mewtwo (Psychic)
181 HP, 130 Atk, 110 Def, 174 SpA, 110 Sdef, 150 Spe
Effective Stats: 1.3 physical, 1.27 magical, 1.51 speed
Special Ability - Pressure: All attacks from the enemy that target Mewtwo have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Psychic (10): 97 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 103 average damage
Amnesia (20): Raises Special Defense by 2 levels
Barrier (20): Raises Defense by 2 levels
Recover (10): 50% Healing
-----
Disable (20): Target is unable to use the last attack for the next 2 to 5 turns, 80% accuracy
Safeguard (25): Grants immunity to all status for 5 turns
Power Swap (10): User swaps his Attack and Special Attack modifiers with that of the targets
Guard Swap (10): User swaps his Defense and Special Defense modifiers with that of the targets
Confusion (25): 56 Psychic type special damage, 10% chance of adding Confuse, 59 average damage
Future Sight (15): 58 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 55 average damage
Psych Up (10): Users Modifiers become equal to that of the targets
Mist (30): Grants immunity to negative stat modifiers for 5 turns
Swift (20): 43 Normal type special damage, cannot miss, 45 average damage
Aura Sphere (20): 65 Fighting type special damage, cannot miss, 69 average damage
Psycho Cut (20): 58 Psychic type physical damage, 12.5% critical hit rate, 65 average damage
Miracle Eyes (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Psychic immunity on Dark types
Me First (20): If opponent is using a damage move, then user uses the same move at 1.5x power, only works if user goes first

Comments: Mewtwo, like the Starters, mainly just gained better physical damage, and a few tricks that are very specific.  Me First can be fun for screwing over people with charge times or that telegraph moves. Low Godlike still probably?


Mew (Psychic)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 Sdef, 120 Spe
Effective Stats: 1.37 physical, 1.34 magical, 1.23 speed
Special Ability - Synchronize: If Mew is hit with a status effect, his opponent receives the same status as well

Psychic (10): 68 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 72 average damage
Amnesia (20): Raises Special Defense by 2 levels
Barrier (20): Raises Defense by 2 levels
Nasty Plot (20): Raises Special Attack by 2 levels
-----
Me First (20): If opponent is using a damage move, then user uses the same move at 1.5x power, only works if user goes first
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Metronome (10): Uses a random Pokemon move at equal frequency.
Aura Sphere (20): 45 Fighting type special damage, cannot miss, 48 average damage
Ancient Power (5): 31 Rock type special damage, 10% chance of raising all parameters by 1 level, 32 average damage
Mega Punch (15): 43 Normal type physical damage, 85% accuracy, 38 average damage
Pound (35): 21 Normal type physical damage, 22 average damage
Transform (10): Transforms into the target, copying their exact stats barring HP, typing and gaining their entire move set, with 5 uses of each move regardless, as well as their trait.

Comments: As a Pokemon entirely reliant on the godly skillset to be a terror competitively, Mew's been disappointing in a duel format due to a very limited pool of naturally learned moves.  Finally, in Gen 4, they decided to give him a few new ones, adding in a whole buffing game he can take advantage of with his good stats. Probably Heavy considering the whole package, for all that he isn't fond of the higher damage average.
« Last Edit: November 01, 2014, 05:54:17 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #6 on: October 20, 2010, 04:40:56 PM »
Meganium (Grass)
155 HP, 102 Atk, 120 Def, 103 SpA, 120 Sdef, 100 Spe
Effective Stats: 1.21 physical, 1.19 magical, 1.05 speed
Special Ability - Overgrow: Grass attacks do 50% more damage if HP < 33%.

Petal Dance (20): 58 Grass type special damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 61 average damage
Safeguard (25): Grants immunity to all status for 5 turns
Reflect  (30): Halves all Physical Type damage for 5 turns, this boost is independent of Defense modifiers
Light Screen (30): Halves all Special Type damage for 5 turns, this boost is independent of Special Defense modifiers
-----
Solar Beam (10): 78 Grass type special damage, one turn charge time, 41 average damage
Aromatherapy (5): Full status healing
Synthesis (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
Growl (40): Lowers target's Attack by 1 level
Frenzy Plant (5): 95 Grass type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 45 average damage
Magical Leaf (20): 40 Grass type special damage, cannot miss, 42 average damage
Sweet Scent (20): Lowers target's evasion by 1 level
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Poison Powder (35); Adds Poison status, 75% accuracy
Tackle (35): 16 Normal type physical damage, 95% accuracy, 16 average damage
Razor Leaf (25): 36 Grass type Physical damage, 12.5% Critical hit rate, 95% accuracy, 38 average damage
Body Slam (15): 37 Normal type physical damage, 30% chance of adding paralysis, 39 average damage

Comments: The usual tanky build, and while Petal Dance gives him a bit of a damage boost over his earlier forms, it clashes with his tanking strategy some (Synthesis can't be used.)  He can work with Frenzy Plant or Magical Leaf and buffs, with Healing, to try and out stall the opponent.  Really, he didn't gain much; not even physical damage like the Gen 1 starters. Middle


Typhlosion (Fire)
153 HP, 104 Atk, 98 Def, 129 SpA, 105 Sdef, 120 Spe
Effective Stats: 0.98 physical, 1.03 magical, 1.23 speed
Special Ability - Blaze: Fire attacks do 50% more damage if HP < 33%

Flamethrower (15): 76 Fire type special damage, 10% chance of adding Burn, 80 average damage
Blast Burn (5): 120 Fire type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 57 average damage
Eruption (5): 120 Fire type special damage, damage decreases linearly as user's HP is lost, 127 average damage
Double Edge (15): 52 Normal type physical damage, 33% recoil, 37 average damage
-----
Ember (25): 33 Fire type special damage, 10% chance of adding Burn, 35 average damage
Smokescreen (20): Lowers Accuracy by 1 level
Swift (20): 33 Normal type special damage, cannot miss, 35 average damage
Defense Curl (40): Raises Defense by 1, if used turn prior to Rollout, then Rollout's damage is doubled
Rollout (20): 14 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 13 average damage
Lava Plume (15): 65 Fire type special damage, 30% chance of adding Burn, 69 average damage
Leer (30): Lowers Defense by 1 level
Flame Wheel (25): 40 Fire type physical damage, 10% chance of adding burn, 42 average damage
Quick Attack (30): 19 Normal type physical damage, always goes first, 20 damage
Tackle (35): 17 Normal type physical damage, 95% accuracy, 17 average damage
Gyro Ball (5): 10 Steel type physical damage, damage fluctuates linearly based on the users Speed compared to the target's speed, where the lower the user's Speed and higher the target's speed the better, this is damage against average speed (aka 100), 10 average damage

Comments: Open with Eruption, finish with Blast Burn; that should kill a lot of opponents right there, especially if Blaze kicks in.  Stuff like Flamethrower gives him consistent damage on the side too. Middle/Heavy


Feraligatr (Water)
160 HP, 125 Atk, 120 Def, 99 SpA, 103 Sdef, 98 Spe
Effective Stats: 1.25 physical, 1.05 magical, 1.03 speed
Special Ability - Torrent: Water attacks do 50% more damage if HP < 33%

Aqua Tail (10): 70 Water type physical damage, 90% accuracy, 66 average damage
Agility (30): Raises speed by 2 levels
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Hydro Cannon (5): 93 Water type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 49 average damage
-----
Hydro Pump (5): 75 Water type special damage, 80% accuracy, 63 average damage
Scary Face (10): Lowers speed by 2 levels, 90% accuracy
Super Power (5): 63 Fighting type physical damage, lowers Attack and Defense of user by 1 level, 66 average damage
Slash (20): 37 Normal type physical damage, 12.5% critical hit rate, 41 average damage
Crunch (15): 43 Dark type Physical damage, 20% chance of lowering targets Defense by 1 level, 45 average damage
Thrash (20): 47 Normal type physical damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 49 average damage
Ice Fang (15): 34 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 34 average damage
Bite (25): 32 Dark type physical damage, 30% Flinch, 34 average damage
Rage (20): 12 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 12 average damage
Water Gun (25): 26 Water type special damage, 27 average damage
Leer (30): Lowers defense by 1 level
Scratch (35): 22 Normal type physical damage, 23 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 12, 68.75% HP does 22, 42% does 43, 20.83% does 53, 10.42% does 78, 4.17% does 104

Comments: Well, he finally makes use of that good attack score with Aqua Tail, which raises his raw damage some! But the higher damage average offsets that.  Otherwise, more or less the same, though the addition of a speed game doesn't hurt. Middle

Furret (Normal)
160 HP, 96 Atk, 84 Def, 65 SpA, 75 Sdef, 110 Spe
Effective Stats: 0.88 physical, 0.77 magical, 1.14 speed
Special Ability 1 - Run Away: Insures you will always succeed at running
Special Ability 2 – Keen Eyes: Grants Immunity to accuracy modifiers

Slam (20): 48 Normal type physical damage, 75% accuracy, 38 average damage
Amnesia (20): Raises Special Defense by 2 levels
Rest (10): Full HP and status healing, puts user to sleep for two turns
Hyper Voice (10): 37 Normal type special damage, 39 average damage
-----
Me First (20): If opponent is using a damage move, then user uses the same move at 1.5x power, only works if user goes first
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Follow Me (20): Forces all opponents to target user
Helping Hand (20): Boosts allies damage by 50%
Sucker Punch (5): 32 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 34 average damage
Defense Curl (30): Raises Defense by 1 level
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Scratch (35): 25 Normal type physical damage, 26 average damage
Quick Attack (30): 25 Normal type physical damage, always goes first, 26 average damage
Fury Swipes (15): 12 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 35 average damage
%Assist (20): Uses a random move from a teammates skill set

Comments: Completely subpar in everyway outside of above average speed.  About as textbook Light as you can get.


Noctowl (Flying/Normal)
175 HP, 70 Atk, 70 Def, 96 SpA, 116 Sdef, 90 Spe
Effective Stats: 0.8 physical, 1.3 magical, 0.95 speed
Special Ability 1 – Keen Eyes: Grants Immunity to accuracy modifiers
Special Ability 2 – Insomnia: Grants Immunity to Sleep

Roost (10): 50% Healing, if user is faster than opponent, then "Flying" typing is lost for the turn
Reflect  (30): Halves all Physical Type damage for 5 turns, this boost is independent of Defense modifiers
Hypnosis (20): Inflicts Sleep, 60% accuracy
Air Slash (20): 45 Flying type special damage, 30% Flinch, 95% accuracy, 45 average damage
-----
Dream Eater (10): 41 Psychic type special damage, heals user equal to 50% damage done, only works if opponent is asleep, 43 average damage
Growl (40): Lowers Attack by 1 level
Sky Attack (5): 62 Flying type physical damage, 30% Flinch, 12.5% Critical hit Rate, one turn charge time, 90% accuracy, 31 average damage
Tackle (35): 17 Normal type physical damage, 95% accuracy, 17 average damage
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Peck (35): 17 Flying type physical damage, 18 average damage
Take Down (20): 40 Normal type physical damage, 25% recoil, 85% accuracy, 27 average damage
Psycho Shift (10): Shifts any status effects to the target, 90% accuracy
Zen Headbutt (15): 24 Psychic type physical damage, 20% Flinch, 90% accuracy, 22 average damage
Extrasensory (30): 32 Psychic type special damage, 10% Flinch, 34 average damage
Confusion (25): 21 Psychic type special damage, 10% chance of adding confusion, 22 average damage

Comments: Typical case of a move set that’s actually not half bad, but doesn’t have the stats to back it up. High Light


Ledian (Bug/Flying)
130 HP, 55 Atk, 70 Def, 75 SpA, 130 Sdef, 105 Spe
Effective Stats: 0.59 physical, 1.08 magical, 1.09
Special Ability 1 – Special Ability - Swarm: Bug attacks do 50% more damage if HP < 33%
Special Ability 2 - Early Bird: Halves the duration of Sleep

Bug Buzz (10): 43 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 45 average damage
Reflect  (30): Halves all Physical Type damage for 5 turns, this boost is independent of Defense modifiers
Agility (30): Raises speed by 2 levels
Light Screen (30): Halves all Special Type damage for 5 turns, this boost is independent of Special Defense modifiers
-----
Safeguard (25): Grants immunity to all status for 5 turns
Supersonic (20): Adds Confusion, 55% accuracy
Silver Wind (5): 29 Bug type special damage, 10% chance of raising all parameters by 1 level, 30 average damage
Swift (20): 19 Normal type special damage, cannot miss, 20 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Mach Punch (30): 10 Fighting type physical damage, always goes first, 10 average damage
Double Edge (15): 29 Normal type physical damage, (33% recoil), 20 average damage
Comet Punch (15): 6 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 18 average damage

Comments: Yet another case of something with a good skillset but held back by bad stats AND bad typing.  Light


Ariados (Bug/Poison)
145 HP, 110 Atk, 90 Def, 80 SpA, 80 Sdef, 60 Spe
Effective Stats: 0.85 physical, 0.74 magical, 0.68 speed
Special Ability 1 - Swarm: Bug attacks do 50% more damage if HP < 33%
Special Ability 2 – Insomnia: Grants immunity to Sleep

Poison Jab (20): 56 Poison type physical damage, 30% chance of inflicting Poison, 59 average damage
Agility (30): Raises Speed by 2 levels
Scary Face (10): Lowers speed by 2 levels, 90% accuracy
Night Shade (15): 50 Ghost type special damage, ignores all modifiers and resistances barring immunity
-----
String Shot (15): Lowers speed by 1 level
Bug Bite (20): 43 Bug type physical damage, 45 average damage
Leech Life (15): 15 Bug type physical damage, heals user equal to half damage done, 15 average damage
Pin Missile (20): 11 Bug type physical damage, hits 2 to 5 times, 85% accuracy, 34 average damage
Spider Web (10): Target is unable to run or swap
Sucker Punch (5): 37 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 39 average damage
Shadow Sneak (30): 19 Ghost type physical damage, always goes first, 20 average damage
Fury Swipes (15): 9 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 26 average damage
Constrict (35): 6 Normal type physical damage, 10% chance of lowering Speed by 1 level, 6 average damage
Psychic (10): 31 Psychic type special damage, 10% chance of lowering special defense by 1 level, 32 average damage

Comments: Stats and typing aren’t as bad as Ledian, but skill-set is dramatically worse.  Just means we get another Light bug.


Crobat (Poison/Flying)
160 HP, 110 Atk, 100 Def, 90 SpA, 100 Sdef, 150 Spe
Effective Stats: 1.04 physical, 1.02 magical, 1.51 speed
Special Ability – Inner Focus: Grants immunity to Flinching

Brave Bird (15): 83 Flying type physical damage, 33% recoil, 59 average damage
Confuse Ray (15): Adds Confusion
Cross Poison (10): 48 Poison type physical damage, 12.5% Critical hit rate, 20% chance of adding Poison, 54 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
-----
Supersonic (20): Adds Confusion, 55% accuracy
Poison Fang (15): 36 Poison type physical damage, 30% chance of adding Toxic, 38 average damage
Haze (30): Dispels all stat modifiers on the entire field
Bite (25): 29 Dark type physical damage, 30% Flinch, 30 average damage
Wing Attack (35): 43 Flying type physical damage, 45 average damage
Mean Look (5): Target is unable to run or swap
Astonish (15): 15 Ghost type physical damage, 30% Flinch, 15 average damage
Leech Life (15): 10 Bug type physical damage, heals user equal to half damage done, 10 average damage
Air Slash (20): 43 Flying type special damage, 30% Flinch, 95% accuracy, 43 average damage
Air Cutter (25): 31 Flying type special damage, 12.5% Critical hit rate, 95% accuracy, 33 average damage

Comments: Really Fast, has confusion and defense lowering and just enough damage to make use of it.  Some form of Heavy


Lanturn (Water/Electric)
200 HP, 78 Atk, 78 Def, 96 SpA, 96 Sdef, 87 Spe
Effective Stats: 1.02 physical, 1.23 magical, 0.84 speed.
Special Ability 1 - Volt Absorb: Absorbs all Electric damage dealt, healing 1/4th of its Max HP
Special Ability 2 – Illuminate: Raises the Encounter Rate!

Hydro Pump (5): 76 Water type physical damage, 80% accuracy, 64 average damage
Discharge (15): 48 Electric type special damage, 30% chance of adding Paralysis, 51 average damage
Charge (20): Makes the next electric attack do double damage, raises Special Defense by 1 level
Confuse Ray (15): Adds Confusion
-----
Bubble (30): 14 Water type special damage, 10% chance of lowering target's speed by 1 level, 14 average damage
Supersonic (20): Adds Confusion, 55% accuracy
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn
Signal Beam (15): 31 Bug type special damage, 10% chance of adding Confusion, 32 average damage
Bubblebeam (20): 40 Water type special damage, 10% chance of lowering target's speed by 1 level, 42 average damage
Stockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
Swallow (10): Heals user equal to 25% HP per every stock it has, resets Stock to 0
Spit Up (10):  41 Normal type special damage for every Stock it has, resets Stock to 0, 43 average damage
Water Gun (25): 25 Water type special damage, 26 average damage
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks
Spark (20): 33 Electric type physical damage, 30% chance of adding paralysis, 35 average damage
Take Down (20): 30 Normal type physical damage, 25% recoil, 85% accuracy, 19 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 7, 68.75% HP does 14, 35.42% does 27, 20.83% does 33, 10.42% does 49, 4.17% does 65

Comments: Again, good skillset, but held back by stats.  At least they’re not quite as bad as the bugs, and the typing for once is actually good. Middle


Xatu (Flying/Psychic)
140 HP, 95 Atk, 90 Def, 115 SpA, 90 Sdef, 115 Spe
Effective Stats: 0.85 physical, 0.83 magical, 1.19 speed
Special Ability 1 - If Xatu is hit with a status effect, his opponent receives the same status as well
Special Ability 2 - Early Bird: Halves the duration of Sleep

Confuse Ray (15): Adds Confusion
Night Shade (15): 50 Ghost type special damage, ignores all modifiers and resistances barring immunity
Psychic (10): 65 Psychic type special damage, 10% chance of lowering target’s Sdef by 1 level, 69 average damage
Tailwind (30): Doubles Speed for 3 turns, this boost is independent of normal speed modifiers
-----
Power Swap (10): User swaps his Attack and Special Attack modifiers with that of the targets
Guard Swap (10): User swaps his Defense and Special Defense modifiers with that of the targets
Leer (30): Lowers defense by 1 level
Ominous Wind (5): 30 Ghost type special damage, 10% chance of raising all parameters by 1 level, 31 average damage
Wish (10): User skips one turn, so that at the end of the next, they heal 50% of their HP.  Note that this is NOT a charge time, as the user can still act on the follow up turn, just the move doesn't resolve until a turn later.
Future Sight (15): 39 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 37 average damage
Me First (20): If opponent is using a damage move, then user uses the same move at 1.5x power, only works if user goes first
Miracle Eye (40): Removes Evasion Modifiers from target, and Psychic Attacks can now hurt Dark types
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Teleport (20): Escapes from Battle!!!!
Drill Peck (20): 48 Flying type physical damage, 51 average damage
Peck (35): 22 Flying type physical damage, 23 average damage

Comments: Average damage, good speed, frailish, and a few interesting moves…sounds like a Middle to me!


Ampharos (Electric)
165 HP, 95 Atk, 95 Def, 135 SpA, 110 Sdef, 75 Spe
Effective Stats: 1.02 physical, 1.16 magical, 0.82 speed
Special Ability – Static: 30% chance of adding Paralysis to opponent if Ampharos is hit with a contact move

Thunder (10): 101 Electric type special damage, 30% chance of paralysis, 75 average damage
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks
Light Screen (30): Halves all Special Type damage for 5 turns, this boost is independent of Special Defense modifiers
Charge (20): Makes the next electric attack do double damage, raises Special Defense by 1 level
-----
Power Gem (20): 40 Rock type special damage, 42 average damage
Discharge (20): 68 Electric type special damage, 30% chance of adding paralysis, 72 average damage
Thundershock (30): 34 Electric type special damage, 10% chance of adding Paralysis, 36 average damage
Signal Beam (15): 43 Bug type special damage, 10% chance of adding Confusion, 45 average damage
Cotton Spore (40): Lowers Speed by 2 levels, 85% accuracy
Growl (40): Lowers Attack by 1 level
Fire Punch (15): 31 Fire type physical damage, 10% chance of inflicting Burn, 32 average damage
Thunder Punch (15): 45 Electric type physical damage, 10% chance of inflicting Paralysis, 47 average damage
Tackle (35): 15 Normal type physical damage, 95% accuracy, 15 average damage
Flatter (15): Adds Confusion, raises Special Attack of Target by 2 levels

Comments: Well rounded except incredibly slow, which holds him back.  Middle


Bellossom (Grass)
150 HP, 100 Atk, 105 Def, 110 SpA, 120 Sdef, 70 Spe
Effective Stats: 1.03 physical, 1.15 magical, 0.77 speed
Special Ability – Chlorophyll: Speed raises by 2 levels during Sunny Day

Sleep Powder (15): Inflicts Sleep, 75% accuracy
Leaf Blade (15): 56 Grass type physical damage, 12.5% critical hit rate, 63 average damage
Sunny Day: Adds Sunny Day weather effect for 5 turns
Moonlight (5): 50% Healing, 66% during Sunny day, 25% during any other weather effect
-----
Petal Dance (20): 62 Grass type special damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 65 average damage
Leaf Storm (5): 95 Grass type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 90 average damage
Mega Drain (15): 29 Grass type special damage, heals user equal to half damage done, 30 average damage
Stun Spore (30): Adds paralysis, 75% accuracy
Sweet Scent (20): Lowers target's evasion by 1 level
Magical Leaf (20): 43 Grass type special damage, cannot miss, 45 average damage
Poison Powder (35): Adds Pison, 75% accuracy
Absorb (25): 15 Grass type special damage, heals user equal to half damage done, 15 average damage
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Acid (30): 19 Poison type special damage, 10% chance of lowering target's defense 1 level, 20 average damage
Teeter Dance (20): Inflicts Confusion
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Giga Drain (10): 43 Grass type special damage, heals user equal to half damage done, 45 average damage
%Teeter Dance (20): Adds Confusion


Comments: When it comes down to it, basically Grass version of Ampharos, odd as that sounds; not EXACTLY the same but close enough, so Middle


Azumarill (Water)
175 HP, 70 Atk, 100 Def, 70 SpA, 100 Sdef, 70 Spe
Effective Stats: 1.14 physical, 1.12 magical, 0.77 speed
Special Ability 1 – Huge Power: Attack stat functions at double listed value.  This is already factored into damage when appropriate
Special Ability 2 – Thick Fat: Halves Fire and Ice type damage

Aqua Tail (10): 79 (40) Water type physical damage, 90% accuracy, 75 (38) average damage
Rain Dance (5): Causes Rain Dance weather effect for 5 turns
Charm (20): Lowers attack by 2 levels
Hydro Pump (5): 53 Water type special damage, 80% accuracy, 45 average damage
-----
Splash (40): Does absolutely nothing
Bubble (30): 11 Water type special damage, 10% chance of lowering target's speed by 1 level, 11 average damage
Slam (20): 47 (24) Normal type physical damage, 75% accuracy, 37 (19) average damage
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn
Defense Curl (40): Raises Defense by 1 level, if used turn prior to Rollout, then Rollout's damage is doubled
Rollout (20): 19 (10) Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 18 (10) average damage
Tackle (35): 21 (11) Normal type physical damage, 95% accuracy, 21 (11) average damage
Tail Whip (30): Lowers Defense by 1 level
Water Gun (25): 19 Water type special damage, 20 average damage
Bubblebeam (20): 31 Water type special damage, 10% chance of lowering target's speed by 1 level, 32 average damage
Double-Edge (15): 69 (35) Normal type physical damage, 33% Recoil, 48 (24) average damage

Comments: Having an actual STAB to run Huge Power off of, Azumarill manages to be…a worse Gyarados with atrocious speed and no way to offset that low speed! Light/Middle


Sudowoodo (Rock)
145 HP, 120 Atk, 135 Def, 50 SpA, 85 Sdef, 50 Spe
Effective Stats: 1.28 (2.56) physical, 0.79 magical, 0.58 speed
Special Ability 1 - Rock Head: User does not take recoil from attacks like Double Edge or Take Down
Special Ability 2 – Sturdy: Grants Immunity to instant death

Double-Edge (15): 60 Normal type physical damage, (33% Recoil), 63 (42) average damage
Mimic (10): User copies a move of the opponent, said move replaces Mimic for the remainder of the fight, and uses Mimic's PP instead.
Rock Tomb (10): 45 Rock Type physical damage, lowers target’s speed by 1 level, 80% accuracy, 38 average damage
Faint Attack (20): 31 Dark type physical damage, cannot miss, 32 average damage
-----
Wood Hammer (15): 60 Grass type physical damage, (33% Recoil), 63 (42) average damage
Sucker Punch (5): 41 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 43 average damage
Copycat (20): User uses the target's last move
Hammer Arm (10): 50 Fighting type physical damage, lowers user's speed by 1 level, 90% accuracy, 47 average damage
Rock Slide (10): 56 Rock type physical damage, 30% flinch, 90% accuracy, 53 average damage
Slam (20):41 Normal type physical damage, 75% accuracy, 32 average damage
Low Kick (20): Does between 11 to 60 fighting type physical damage, depending on foes weight.  Make of this as you will
Block (5): Makes target unable to run!
Rock Throw (15): 45 Rock type physical damage, 43 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 11, 68.75% HP does 21, 42% does 41, 20.83% does 50, 10.42% does 75, 4.17% does 99
Fake Tears (20): Lowers special defense by 2 levels

Comments: Mimic makes him interesting, but again, the awful speed kills it.  Damn it Gen 2, stop with the speed failures screwing over potentially interesting duelers. Middle


Politoed (Water)
165 HP, 95 Atk, 95 Def, 110 SpA, 120 Sdef, 90 Spe
Effective Stats: 1.02 physical, 1.26 magical, 0.95 speed
Special Ability 1 - Water Absorb: Absorbs all Water damage dealt, healing 1/4th of its Max HP
Special Ability 2 - Damp: Self Destruct and Explosion will not work so long as Politoed is on the field

Hydro Pump (5): 83 Water type special damage, 80% accuracy, 70 average damage
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Hypnosis (20): Inflicts Sleep, 60% accuracy
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
-----
Bubblebeam (20): 45 Water type special damage, 10% chance of lowering target's speed by 1 level, 47 average damage
Bubble (30): 15 Water type special damage, 10% chance of lowering target’s speed by 1 level, 15 average damage
Belly Drum (10): Raises Attack by 6 levels, user receives damage equal to half their MHP, cannot be used if HP < 50%.
Mud Bomb (10): 31 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 27 average damage
Water Gun (25): 29 Water type special damage, 30 average damage
Wake Up Slap (10): 25 Fighting type physical damage, damage doubles it target is asleep, in which case, Sleep is also lost, 26 average damage
Mud Shot (15): 26 Ground type special damage, lowers speed by 1 level, 95% accuracy, 26 average damage
Body Slam (15): 34 Normal type physical damage, 30% chance of adding Paralysis, 36 average damage
Water Sport (15): Halves Fire damage dealt to user
Doubleslap (10): 7 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 22 average damage
Hyper Voice (10): 42 Normal type special damage, 44 average damage
Bounce (5): 34 Flying type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 30% chance of adding Paralysis, 85% accuracy, 15 average damage
Perish Song (5): Both the user and the target will faint 3 turns after this is used

Comments: FINALLY someone whose not abysmally slow!  Still below average.  Generally speaking, take Poliwrath, give him higher damage, but less interesting combos due to lower Physical stats and lack of Fighting STAB. Middle


Jumpluff (Flying/Grass)
150 HP, 75 Atk, 90 Def, 75 SpA, 105 Sdef, 130 Spe
Effective Stats: 0.88 physical, 1.01 magical, 1.33 speed
Special Ability 1 - Leaf Guard: Grants immunity to all status while Sunny Day is in effect
Special Ability 2 - Chlorophyll: Tangrowth's speed doubles when Sunny Day is in effect

Synthesis (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
Giga Drain (10): 29 Grass type special damage, heals user equal to half damage done, 30 average damage
Sleep Powder (15): Inflicts Sleep, 75% accuracy
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, 90% accuracy, fails on Grass types.
-----
Splash (40): Does absolutely nothing
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 12 Normal type physical damage, 95% accuracy, 12 average damage
Poison Powder (35); Adds Poison status, 75% accuracy
Stun Spore (30): Adds Paralysis, 75% accuracy
Bullet Seed (30): 6 Normal type physical damage, hits 2 to 5 times, 22 average damage
Mega Drain (15): 20 Grass type special damage, heals user equal to half damage done, 21 average damage
Cotton Spore (40): Lowers Speed by 2 levels, 85% accuracy
U-Turn (20): 23 Bug type physical damage, 24 average damage
Worry Seed (10): Changes target's special ability to Insomnia
Memento (10): Lowers Target's Attack and Special Attack by 2 levels, user faints as a result of the attack
Bounce (5): 42 Flying type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 30% chance of adding Paralysis, 85% accuracy, 18 average damage

Comments: Really fast! Lots of status! No damage whatsoever! Light/Middle


Sunflora (Grass)
150 HP, 95 Atk, 75 Def, 125 SpA, 105 Sdef, 50 Spe
Effective Stats: 0.73 physical, 1.01 magical, 0.58 speed
Special Ability 1 – Solar Power: Raises Special Attack by 50%, but takes damage equal to 12.5% of MHP during Sunny Day
Special Ability 2 - Chlorophyll: Sunflora’s speed doubles when Sunny Day is in effect

Sunny Day: Adds Sunny Day weather effect for 5 turns
Petal Dance (20): 70 Grass type special damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 74 average damage
Solar Beam (10): 94 Grass type special damage, one turn charge time, 49 average damage
Synthesis (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
-----
Leaf Storm (5): 109 Grass type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 104 average damage
Growth (40): Raises Special Attack by 1 level
Absorb (25): 18 Grass type special damage, heals user equal to half damage done, 19 average damage
Worry Seed (10): Changes target's special ability to Insomnia
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, 90% accuracy, fails on Grass types.
Grass Whistle (15): Adds Sleep, 55% accuracy
Mega Drain (15): 33 Grass type special damage, heals user equal to half damage done, 35 average damage
Ingrain (20): After this is used, user heals for 12.5% their MHP at the end of each turn, user cannot be swapped out afterwards
Seed Bomb (15): 48 Grass type physical damage, 51 average damage
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher
Bullet Seed (30): 8 Normal type physical damage, hits 2 to 5 times, 29 average damage
Razor Leaf (25): 33 Grass type Physical damage, 12.5% Critical hit rate, 95% accuracy, 35 average damage

Comments: And we’re back to the old “Great skillset, crap speed ruins any potential” scenario again.  Seriously, why must something that can take FULL ADVANTAGE OF SUNNY DAY have Snorlax level speed? Light/Middle


Quagsire (Water/Ground)
170 HP, 105 Atk, 105 Def, 85 SpA, 85 Sdef, 55 Spe
Effective Stats: 1.16 physical, 0.92 magical, 0.63 speed
Special Ability 1 - Water Absorb: Absorbs all Water damage dealt, healing 1/4th of its Max HP
Special Ability 2 - Damp: Self Destruct and Explosion will not work so long as Quaqsire is on the field

Earthquake (10): 67 Ground type physical damage, 71 average damage
Mud Shot (15): 20 Ground type special damage, lowers speed by 1 level, 95% accuracy, 20 average damage
Amnesia (20): Raises Special Defense by 2 levels
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
-----
Tail Whip (30): Lowers defense by 1 level
Mud Sport (15): Lowers Electric damage dealt to user
Mist (30): Grants immunity to negative stat modifiers for 5 turns
Haze (30): Dispels all stat modifiers on the entire field
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Slam (20): 35 Normal type physical damage, 75% accuracy, 27 average damage
Muddy Water (10): 51 Water type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 46 average damage
Mud Bomb (10): 24 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 21 average damage

Comments: Yawn -> Mud Shot -> Earthquake spam -> hope enemy dies, with Amnesia for mages.  But again, REALLY BAD SPEED holds him back. High Light
« Last Edit: November 15, 2014, 03:13:16 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #7 on: October 20, 2010, 04:43:52 PM »
Espeon (Psychic)
140 HP, 85 Atk, 80 Def, 150 SpA, 115 Sdef, 130 Spe
Effective Stats: 0.73 physical, 1.03 magical, 1.33 speed
Special Ability - Synchronize: If Espeon is hit with a status effect, his opponent receives the same status as well

Morning Sun (5): 50% Healing, 66% during Sunny day, 25% during any other weather effect
Psychic (10): 84 Psychic type special damage, 10% chance of lowering special defense by 1 level, 89 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Future Sight (15): 50 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 47 average damage
-----
Power Swap (10): User swaps his Attack and Special Attack modifiers with that of the targets
Psych Up (10): Users Modifiers become equal to that of the targets
Psybeam (20): 61 Psychic type special damage, 10% chance of inflicting Confusion, 64 average damage
Confusion (25): 48 Psychic type special damage, 10% chance of adding confusion, 51 average damage
Helping Hand (20): Boosts allies damage by 50%
Tail Whip (30): Lowers Defense by 1 level
Swift (20): 38 Normal type special damage, cannot miss, 40 average damage
Quick Attack (30): 15 Normal type physical damage, always goes first, 15 average damage
Tackle (35): 14 Normal type physical damage, 95% accuracy, 14 average damage
Last Resort (5): 65 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 69 average damage
Growl (40): Lowers Attack by 1 level
Trump Card (5): Does Normal type special damage that fluctuates based on PP remaining on this attack, cannot miss.  At max PP, it does 24, at 4 PP it does 31, at 3 PP it does 36, 2 PP it does 47, at 1 PP it does 118
Bite (25): 22 Dark type physical damage, 30% flinch, 23 average damage
Take Down (20): 32 Normal type physical damage, 25% recoil, 85% accuracy, 21 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon

Comments: About time we have something that was well rounded competence, even if we must resort to “Alakazam variation.”  That’s basically what Espeon always was, and probably always will be…I don’t care if this is an oversimplification. Middle/Heavy


Umbreon (Dark)
170 HP, 85 Atk, 130 Def, 80 SpA, 150 Sdef, 85 Spe
Effective Stats: 1.44 physical, 1.63 magical, 0.91 speed
Special Ability - Synchronize: If Umbreon is hit with a status effect, his opponent receives the same status as well

Moonlight (5): 50% Healing, 66% during Sunny day, 25% during any other weather effect
Faint Attack (20): 33 Dark type physical damage, cannot miss, 35 average damage
Confuse Ray (15): Adds Confusion
Screech (40): Lowers Defense by 2 levels, 85% accuracy
-----
Take Down (20): 32 Normal type physical damage, 25% recoil, 85% accuracy, 21 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Trump Card (5): Does Normal type special damage that fluctuates based on PP remaining on this attack, cannot miss. At max PP, it does 14, at 4 PP it does 17, at 3 PP it does 20, 2 PP it does 26, at 1 PP it does 63
Bite (25): 33 Dark type physical damage, 30% flinch, 35 average damage
Guard Swap (10): User swaps his Defense and Special Defense modifiers with that of the targets
Quick Attack (30): 15 Normal type physical damage, always goes first, 15 average damage
Tail Whip (30): Lowers Defense by 1 level
Sand-Attack (15): Lowers Accuracy by 1 level
Tackle (35): 14 Normal type physical damage, 95% accuracy, 14 average damage
Helping Hand (20): Boosts allies damage by 50%
Pursuit (20): 22 Dark type physical damage, 23 average damage
Assurance (10): 28 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 29 average damage
Last Resort (5): 65 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 69 average damage
Mean Look (5): Target is unable to run or swap
Growl (40): Lowers Attack by 1 level

Comments: Espeon’s polar opposite! Umbreon can’t do damage and is slow, but is massively tanky.  Screech helps overcome offensive issues some, Confuse Ray and Moonlight help take advantage of the tanking. Middle/Heavy


Slowking (Water/Psychic)
170 HP, 95 Atk, 100 Def, 120 SpA, 130 Sdef, 50 Spe
Effective Stats: 1.11 physical, 1.41 magical, 0.58 speed
Special Ability 1 – Own Tempo: Grants immunity to Confusion
Special Ability 2 – Oblivious: Grants immunity to Attract

Psychic (10): 68 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 72 average damage
Slack Off (10): 50% Healing
Nasty Plot (20): Raises Special Attack by 2 levels
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if
-----
Psych Up (10): Users Modifiers become equal to that of the targets
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Withdraw (40): Raises Defense by 1 Level
Curse (10): Raises Attack and Defense by 1 level, lowers speed by 1 level
Disable (20): Target is unable to use the last attack for the next 2 to 5 turns, 80% accuracy
Growl (40): Lowers target's Attack by 1 level
Tackle (35): 15 Normal type physical damage, 95% accuracy, 15 average damage
Water Gun (25): 31 Water Type special damage, 32 average damage
Confusion (25): 39 Psychic type special damage, 10% chance of inflicting confusion, 41 average damage
Water Pulse (20): 45 Water type special damage, 20% chance of inflicting Confusion, 47 average damage
Zen Headbutt (15): 48 Psychic type physical damage, 20% Flinch, 90% accuracy, 45 average damage
Headbutt (15): 29 Normal type physical damage, 30% Flinch, 30 average damage
Trump Card (5): Does Normal type special damage that fluctuates based on PP remaining on this attack, cannot miss.  At max PP, it does 21, at 4 PP it does 26, at 3 PP it does 31, 2 PP it does 41, at 1 PP it does 99
Amnesia (20): Raises Special Defense by 2 levels
Hidden Power (15): 35 ????? type special damage, typing depends on users IVs, 37 average damage (damage increases by 50% if Water or Psychic type)
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy

Comments: See Slowbro, add Nasty plot, swap defensive stats, you have Slowking.  No, that’s quite literally all that changes. Middle


Unown (Psychic)
123 HP, 92 Atk, 68 Def, 92 SpA, 68 Sdef, 68 Spe
Effective Stats: 0.54 physical, 0.53 magical, 0.75 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Hidden Power (15): 28 ????? type special damage, typing depends on users IVs, 29 average damage (damage increases by 50% if Psychic type)

Comments: Do I really have to say ANYTHING!? Puny


Wobbuffet (Psychic)
265 HP, 53 Atk, 78 Def, 53 SpA, 78 Sdef, 53 Spe
Effective Stats: 1.35 physical, 1.32 magical, 0.61 speed
Special Ability – Shadow Tag: Opponent is unable to run or swap

Counter (20): If user is hit with a Physical Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Mirror Coat (20): If user is hit with a Special Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Safeguard (25): Grants immunity to all status for 5 turns
-----
Destiny Bond (5): If target kills user the turn this was used (and the move must be used beforehand), then the target dies alongside the user.
Splash (40): Does absolutely nothing
Charm (20): Lowers Attack by 2 levels

Comments: Having no direct damage whatsoever and relying entirely on counters, he can fit into multiple divisions depending on interp calls.  Because I don’t feel like assessing it, I’m giving him a big fat undecided


Girafarig (Psychic/Normal)
145 HP, 100 Atk, 85 Def, 115 SpA, 85 Sdef, 105 Spe
Effective Stats: 0.8 physical, 0.79 magical, 1.09 speed
Special Ability 1 – Inner Focus: Grants immunity to Flinching
Special Ability 2 - Early Bird: Halves the duration of Sleep

Psychic (10): 65 Psychic type special damage, 10% chance of lowering special defense by 1 level, 69 average damage
Agility (30): Raises speed by 2 levels
Zen Headbutt (15): 56 Psychic type physical damage, 20% Flinch, 90% accuracy, 53 average damage
Growl (40): Lowers attack by 1 level
-----
Confusion (25): 37 Psychic type special damage, 10% chance of adding Confusion, 39 average damage
Power Swap (10): User swaps his Attack and Special Attack modifiers with that of the targets
Guard Swap (10): User swaps his Defense and Special Defense modifiers with that of the targets
Psybeam (20): 47 Psychic type special damage, 10% chance of adding Confusion, 49 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Stomp (20): 42 Normal type physical damage, 30% flinch, 44 average damage
Double Hit (10): 23 Normal type physical damage, hits twice, 90% accuracy, 43 average damage
Crunch (15): 34 Dark type Physical damage, 20% chance of lowering targets Defense by 1 level, 36 average damage
Tackle (35): 23 Normal type physical damage, 95% accuracy, 23 average damage
Astonish (15): 14 Ghost type physical damage, 30% Flinch, 14 average damage
Assurance (10): 22 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 23 average damage
Odor Sleuth (40): Insures the next attack will hit regardless of evasion or accuracy

Comments: Pretty bland, honestly, which is sad cause hey, unique typing! Middle


Forretress (Steel/Bug)
150 HP, 110 Atk, 160 Def, 80 SpA, 80 Sdef, 60 Spe
Effective Stats: 1.56 (3.12) Physical, 0.77 magical, 0.68 speed
Special Ability – Sturdy: Grants immunity to Instant Death

Bug Bite (20): 43 Bug type physical damage, 45 average damage
Zap Cannon (5): 41 Electric type special damage, adds Paralysis, 50% accuracy, 21 average damage
Mirror Shot (10): 33 Steel type special damage, 30% chance of lowering Accuracy 1 level, 85% Accuracy, 29 average damage
Iron Defense (15): Raises Defense by 2 levels
-----
Magnet Rise (10): Changes Special Ability to "Levitate"
Rapid Spin (40): 19 Normal type physical damage, cancels the effects of Spikes, Stealth Rock, Toxic Spikes, Leech Seed, and trap moves like Wrap, 20 average damage
Power Trick (10): User’s Attack and Defense stats are swapped
Toxic Spikes (20): Puts down a layer of spikes that poisons opponent upon entering, a second layer formed yields Toxic status
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Gyro Ball (5): 31 Steel type physical damage, damage fluctuates linearly based on the users Speed compared to the target's speed, where the lower the user's Speed and higher the target's speed the better, this is damage against average speed (aka 100), 32 average damage
Double-Edge (15): 56 Normal type physical damage, 33% Recoil, 39 average damage
Take Down (20): 42 Normal type physical damage, 25% recoil, 85% accuracy, 28 average damage
Spikes (20): Whenever an opponent swaps in, they take 12.5% of their damage taken for every layer of spikes on the field, stackable up to 3 times, each layer adds an additional 6.25% damage, fails on targets with Flying typing or Levitate trait, its also completely worthless in a duel.
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Payback (10): 24 Dark type physical damage, damage doubles if user goes second the turn this is used, 25 average damage
Tackle (35): 17 Normal type physical damage, 95% accuracy, 17 average damage
Self Destruct (5): 180 Normal type physical damage, user dies as a result of this attack, 191 average damage
Explosion (5): 226 Normal type physical damage, user faints as a result of the attack, 240 average damage

Comments: Lots of neat moves that sadly are only relevant for competitive Pokemon matches (or classic style RPGmon), so he ends up pretty shoddy in a duel.  Low Middle


Dunsparce (Normal)
175 HP, 90 Atk, 90 Def, 85 SpA, 85 Sdef, 65 Spe
Effective Stats: 1.03 physical, 0.95 magical, 0.72 speed
Special Ability 1 - Serene Grace: Doubles the chances of side effects like Bite's Flinch or Ember's Burn kicking in, this will be factored in when necessary
Special Ability 2 – Run Away: Insures you will always succeed at running

Roost (10): 50% Healing
Take Down (20): 51 Normal type physical damage, 25% recoil, 85% accuracy, 34 average damage
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Screech (40): Lowers Defense by 2 levels, 85% accuracy
-----
Glare (30): Inflicts Paralysis, 75% accuracy
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher
Spite (10): Lowers the PP of target's last used move by 2 to 5
Defense Curl (30): Raises Defense by 1 level
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 12, 68.75% HP does 23, 42% does 45, 20.83% does 56, 10.42% does 84, 4.17% does 112
Rage (20): 12 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 12 average damage
Dig (10): 31 Ground type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 32 average damage
Rollout (20): 12 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 11 average damage
Ancient Power (5): 22 Rock type special damage, 20% (10%) chance of raising all parameters by 1 level, 33 average damage
Pursuit (20): 16 Dark type physical damage, 17 average damage

Comments: Crappy stats, kind of neat skillset, atrocious damage…screw it, Light


Steelix (Ground/Steel)
150 HP, 105 Atk, 220 Def, 75 SpA, 85 Sdef, 50 Spe
Durablity: 2.15 (4.30) physical, 0.81 magical, 0.58 speed
Special Ability 1 - Rock Head: User does not take recoil from attacks like Double Edge or Take Down
Special Ability 2 – Sturdy: Grants Immunity to instant death

Iron Tail (15): 67 Steel type physical damage, 30% chance of lowering target’s defense by 1 level, 75% accuracy, 53 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Rock Polish (30): Raises Speed by 2 levels
Double Edge (15): 53 Normal type physical damage, (33% recoil), 37 (56) average damage
-----
Curse (10): Raises Attack and Defense by 1 level, lowers speed by 1 level
Fire Fang (15): 30 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 30 average damage
Ice Fang (15): 30 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 30 average damage
Thunder Fang (15): 30 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 30 average damage
Mud Sport (15): Lowers Electric damage dealt to user
Tackle (35): 17 Normal type physical damage, 95% accuracy, 17 average damage
Harden (30): Raises Defense by 1 level
Bind (20): 7 Normal type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 75% accuracy, 5 average damage
Rage (20): 10 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 10 average damage
Rock Tomb (10): 23 Rock Type physical damage, lowers target’s speed by 1 level, 80% accuracy, 19 average damage
Sandstorm (5): Adds Sandstorm Weather effect for 5 turns
Slam (20): 35 Normal type physical damage, 75% accuracy, 27 average damage
Crunch (15): 35 Dark type physical damage, 20% chance of lowering target’s defense by 1 level, 37 average damage
Stone Edge (5): 44 Rock type physical damage, 12.5% Critical hit rate, 80% accuracy, 39 average damage
Dragon Breath (20): 19 Dragon type special damage, 30% chance of adding Paralysis, 20 average damage
Sand Tomb (15): 8 Ground type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 5 average damage

Comments: Absurd defense, Rock Polish and Screech help cover the offensive issues, hates magic.  We know the drill. Some form of Middle


Granbull (Normal)
165 HP, 140 Atk, 95 Def, 85 SpA, 80 Sdef, 65 Spe
Effective Stats: 1.02 physical, 0.84 magical, 0.72 speed
Special Ability 1 - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level
Special Ability 2 – Quick Feet: Increases speed by 50% when inflicted with Burn, Poison, Freeze or Sleep status

Headbutt (15): 62 Normal type physical damage, 30% Flinch, 65 average damage
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Charm (20): Lowers Attack by 2 levels
Take Down (20): 79 Normal type physical damage, 25% recoil, 85% accuracy, 53 average damage
-----
Fire Fang (15): 39 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 39 average damage
Ice Fang (15): 39 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 39 average damage
Thunder Fang (15): 39 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 39 average damage
Tail Whip (30): Lowers Defense by 1 level
Bite (25): 35 Dark type physical damage, 30% Flinch, 37 average damage
Lick (30): 19 Ghost type physical damage, 30% chance of adding Paralysis, 20 average damage
Rage (20): 19 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 20 average damage
Roar (20): Forces opponent to Run/Swap, always goes last
Payback (10): 30 Dark type physical damage, damage doubles if user goes second the turn this is used, 31 average damage
Crunch (15): 47 Dark type Physical damage, 20% chance of lowering targets Defense by 1 level, 49 average damage

Comments: Didn’t we just see a more extreme version of this guy through Steelix?  I mean…seriously, its like they’re not even trying anymore to make neat Pokemon. Low Middle


Qwilfish (Water/Poison)
140 HP, 115 Atk, 95 Def, 75 SpA, 75 Sdef, 105 Spe
Effective Stats: 0.87 physical, 0.67 magical, 1.09 speed
Special Ability 1 - Swift Swim: Speed is doubled during Rain Dance
Special Ability 2 - Poison Point: 30% chance of inflicting Poison status on opponent if hit with a contact move
 
Aqua Tail (10): 65 Water type physical damage, 90% accuracy, 62 average damage
Poison Jab (20): 58 Poison type physical damage, 30% chance of inflicting Poison, 61 average damage
Hydro Pump (5): 56 Water type physical damage, 80% accuracy, 47 average damage
Stockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
-----
Spit Up (10):  32 Normal type special damage for every Stock it has, resets Stock to 0, 34 average damage
Spikes (20): Whenever an opponent swaps in, they take 12.5% of their damage taken for every layer of spikes on the field, stackable up to 3 times, each layer adds an additional 6.25% damage, fails on targets with Flying typing or Levitate trait, its also completely worthless in a duel.
Tackle (35): 18 Normal type physical damage, 95% accuracy, 18 average damage
Poison Sting (35): 12 Poison type physical damage, 10% chance of adding Poison, 12 average damage
Harden (30): Raises Defense by 1 level
Minimize (20): Raises Evade by 1 level
Rollout (20): 16 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 15 average damage
Toxic Spikes (20): Puts down a layer of spikes that poisons opponent upon entering, a second layer formed yields Toxic status
Revenge (10): 30 Fighting type physical damage, if user takes damage the turn this is used, damage doubles, always goes last, 31 average damage
Destiny Bond (5): If target kills user the turn this was used (and the move must be used beforehand), then the target dies alongside the user.
Take Down (20): 43 Normal type physical damage, 25% recoil, 85% accuracy, 29 average damage
Pin Missile (20): 8 Bug type physical damage, hits 2 to 5 times, 85% accuracy, 25 average damage
Brine (10): 31 Water type special damage, damage doubles if target's HP is 50% of their max or less, 32 average damage
Water Gun (25): 20 Water type special damage, 21 average damage

Comments: Something NOT SLOW! Hurray!  Pity he’s completely bland, boring and uninspired in like every way imaginable still. Light


Scizor (Bug/Steel)
145 HP, 150 Atk, 120 Def, 75 SpA, 100 Sdef, 85 Spe
Effective Stats: 1.13 (2.26) physical, 0.93 magical, 0.91 speed
Special Ability 1 – Technician: All Attacks of 60 power or less do 50% more damage; this is already factored into damage when applicable
Special Ability 2 – Swarm: All Bug type attacks do 50% more damage when users HP drops to 33% or less.

X-Scissor (15): 75 Bug type physical damage, 79 average damage
Agility (30): Raises Speed by 2 levels
Sword Dance (30): Raises attack by 2 levels
Double Team (15): Raises Evade by 1 level
-----
Wing Attack (20): 38 (56) Flying type physical damage, 40 (59) average damage
Leer (30): Lowers Defense by 1 level
Focus Energy (30): Increases Critical hit Rate by 2 domains
Razor Wind (10): 11 Normal type damage, one turn charge time, 12.5% critical hit rate, 6 average damage
Air Slash (20): 24 Flying type special damage, 30% Flinch, 95% accuracy, 24 average damage
Quick Attack (30): 26 (39) Normal type physical damage, always goes first, 27 (41) damage
Pursuit (20): 26 (39) Dark type physical damage, 27 (41) average damage
Fury Cutter (20): 11 (16) Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 11 (16) average damage
False Swipe (40): 26 (39) Normal type Non-lethal physical damage, 27 (41) average damage
Slash (20): 44 Normal type physical damage, 12.5% critical hit rate, 49 average damage
Night Slash (20): 44 Dark type physical damage, 12.5% critical hit rate, 49 average damage
Double Hit (10): 23 (34) Normal type physical damage, hits twice, 90% accuracy, 43 (65) average damage
Feint (10): 32 (48) Normal type physical damage, only works if the enemy is invincible, 44 (28) average damage
Vacuum Wave (30): 14 (20) Fighting type special damage, always goes first, 14 (21) average damage
Bvullet Punch (30): 39 (58) Steel type physical damage, always goes first, 41 (61) damage
Iron Head (15): 75 Steel type physical damage, 30% Flinch, 79 average damage
Iron Defense (15): Raises Defense by 2 levels
Metal Claw (35): 48 (72) Steel type physical damage, 10% chance of raising users Attack by 10%, 95% accuracy, 48 (72) average damage

Comments: Something interesting!  Scizor is Scyther trading in a lot of speed for better overall typing, better damage, and better defense, and a few extra tricks like Bullet Punch.  Borderline Heavy
« Last Edit: November 15, 2014, 03:14:07 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #8 on: October 20, 2010, 04:44:43 PM »
Shuckle (Bug/Rock)
95 HP, 30 Atk, 250 Def, 30 SpA, 250 Sdef, 25 Spe
Effective Stats: 1.55 (3.10) physical, 1.52 magical, 0.35 speed
Special Ability 1 – Sturdy: Grants immunity to instant death
Special Ability 2 – Gluttony: Raises the HP threshold for when Berries are used

Bug Bite (20): 12 Bug type physical damage, 12 average damage
Rest (10): Full HP and status healing, puts user to sleep for two turns
Safeguard (25): Grants immunity to all status for 5 turns
Power Trick (10): User’s Attack and Defense stats are swapped
-----
Acupressure (30): Raises a random stat by 2 levels
Wrap (20): 3 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 2 average damage
Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Withdraw (40): Raises Defense by 1 level
Gastro Acid (10): Cancels the effect of Target's special ability
Constrict (35): 3 Normal type physical damage, 10% chance of lowering Speed by 1 level, 3 average damage
Encore (10): Target is forced to use their last action for the next 2 to 6 turns

Comments: Well, “Bland” doesn’t sum him up, but neither does “good”.  Durable, but hilariously awful damage.  Power Trick can make things interesting against mages I guess…oh, right, SERIES WORST SPEED STAT. Light


Heracross (Bug/Fighting)
155 HP, 145 Atk, 95 Def, 60 SpA, 115 Sdef, 105 Spe
Effective Stats: 0.96 physical, 1.14 magical, 1.09 speed
Special Ability 1 – Guts: Attack raises by 50% if user has Poison, Burn or Paralyze status
Special Ability 2 – Swarm: All Bug type attacks do 50% more damage when users HP drops to 33% or less.

Close Combat (5): 108 Fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 114 average damage
Megahorn (5): 108 Bug type physical damage, 85% accuracy, 97 average damage
Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 19, 68.75% HP does 37, 35.42% does 73, 20.83% does 90, 10.42% does 134, 4.17% does 179
Leer (30): Lowers Defense by 1 level
-----
Feint (10): 31 Normal type physical damage, only works if the enemy is invincible, 32 average damage
Take Down (20): 55 Normal type physical damage, 25% recoil, 85% accuracy, 37 average damage
Counter (20): If user is hit with a Physical Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Brick Break (15): 68 Fighting type physical damage, dispels the effects of Reflect and Light Screen, 72 average damage
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Fury Attack (20): 10 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 31 average damage
Aerial Ace (20): 37 Flying type physical damage, cannot miss, 39 average damage
Horn Attack (25): 40 Normal type physical damage, 42 average damage
Tackle (35): 22 Normal type physical damage, 95% accuracy, 22 average damage
Night Slash (15): 43 Dark type physical damage, 12.5% critical hit rate, 48 average damage

Comments: Hits really damned hard, and if he gets to low HP, he hits EVEN HARDER.  All he can do is damage, but he does it well, and has multiple ways of dishing it out, off passable speed. Heavy


Ursaring (Normal)
165 HP, 150 Atk, 95 Def, 95 SpA, 95 Sdef, 75 Spe
Effective Stats: 1.02 physical, 1.00 magical, 0.82 speed
Special Ability 1 – Quickfeet: Speed raises by 50% when inflicted with a status effect
Special Ability 2 – Guts: Attack raises by 50% if user has Poison, Burn or Paralyze status

Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Rest (10): Full HP and status healing, puts user to sleep for two turns
Snore (15): 39 Normal type physical damage, can only be used while asleep, 30% flinch, 41 average damage
Thrash (20): 84 Normal type physical damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 89 average damage
-----
Slash (20): 67 Normal type physical damage, 12.5% critical hit rate, 75 average damage
Scratch (35): 39 Normal type damage, 41 average damage
Fake Tears (20): Lowers special defense by 2 levels
Leer (30): Lowers defense by 1 level
Covet (40): 39 Normal type physical damage, steals opponent's held item, 41 average damage
Faint Attack (20): 39 Dark type physical damage, cannot miss, 41 average damage
Sweet Scent (20): Lowers target's evasion by 1 level
Lick (30): 19 Ghost type physical damage, 30% chance of adding Paralysis, 20 average damage
Hammer Arm (10): 63 Fighting type physical damage, lowers user's speed by 1 level, 90% accuracy, 60 average damage
Fury Swipes (15): 18 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 53 average damage
%Cross Chop (5): 63 Fighting type physical damage, 12.5% Critical Hit Rate, 80% accuracy, 56 average damage


Comments: Oh look, another SLOW POKEMON! At least this one hits respectably hard, and Rest + Snore is neat. Middle, AGAIN.


Magcargo (Rock/Fire)
125 HP, 70 Atk, 140 Def, 100 SpA, 100 Sdef, 50 Spe
Effective Stats: 1.14 (2.28) physical, 0.8 magical, 0.58 speed
Special Ability 1 - Flame Body: If Magcargo is hit with a contact class move like Tackle, then there is a 30% chance that the attacker will receive Burn status
Special Ability 2 – Magma Armor: Grants immunity to Freeze status

Flamethrower (15): 59 Fire type special damage, 10% chance of adding Burn, 62 average damage
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Recover (10): 50% Healing
Amnesia (20): Raises Special Defense by 2 levels
-----
Ancient Power (5): 39 Rock type special damage, 10% chance of raising all parameters by 1 level, 41 average damage
Earth Power (10): 39 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 41 average damage
%Acid Armor (40): Raises Defense by 2 Levels
Harden (30): Raises Defense by 1 level
Lava Plume (15): 51 Fire type special damage, 30% chance of adding Burn, 53 average damage
Ember (25): 26 Fire type special damage, 10% chance of adding Burn, 27 average damage
Rock Throw (15): 23 Rock type physical damage, 90% accuracy, 21 average damage
Rock Slide (10): 34 Rock type physical damage, 30% flinch, 90% accuracy, 32 average damage
Body Slam (15): 26 Normal type physical damage, 30% chance of inflicting Paralysis, 27 average damage

Comments: Better than it has any right to be in the DL, due to the typing being actually GOOD here.  Still has ludicrously bad speed though! Low Middle


Corsola (Rock/Water)
130 HP, 75 Atk, 105 Def, 85 SpA, 105 Sdef, 55 Spe
Effective Stats: 0.89 (1.78) physical, 0.87 magical, 0.63 speed
Special Ability 1 - Hustle: Physical damage is increased by 50%, but accuracy is lowered by 20%. This will be factored in when necessary
Special Ability 2 - Natural Cure: When swapped out of battle, it heals from all status conditions placed on it

Rock Blast (10): 21 (14) Rock type physical damage, hits 2 to 5 times, 80% accuracy, 49 (41) average damage
Mirror Coat (20): If user is hit with a Special Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Recover (10): 50% Healing
Power Gem (20): 39 Rock type special damage, 41 average damage
-----
Refresh (20): Full Status Healing
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Earth Power (10): 32 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 34 average damage
Ancient Power (5): 32 Rock type special damage, 10% chance of raising all parameters by 1 level, 34 average damage
Harden (30): Raises Defense by 1 level
Tackle (35): 12 Normal type physical damage, 95% accuracy, 12 average damage
Spike Cannon (15): 7 Normal type physical damage, hits 2 to 5 times, 26 average damage
Bubblebeam (20): 36 Water type special damage, 10% chance of lowering target's speed by 1 level, 38 average damage
Bubble (30): 12 Water type special damage, 10% chance of lowering target's speed by 1 level, 12 average damage

Comments: Oh look, another slow Pokemon whose completely bland and boring!  Only this time, IT CAN’T DO DAMAGE EITHER!  DLight


Octillery (Water)
150 HP, 125 Atk, 95 Def, 125 SpA, 95 Sdef, 65 Spe
Effective Stats: 0.93 physical, 0.91 magical, 0.72 speed
Special Ability 1 – Suction Cups: Grants immunity to Force Swapping abilities like Roar
Special Ability 2 - Sniper: Critical Hits do 3x damage instead of 2x, this is already factored into average damage

Bubblebeam (20): 51 Water type special damage, 10% chance of lowering target's speed by 1 level, 57 (54) average damage
Hyper Beam (5): 78 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 39 (37) average damage
Octazooka (10): 51 Water type special damage, 50% chance of lowering target’s accuracy b1 level, 85% accuracy, 48 (46) average admage
Wring Out (5): 78 Normal type special damage, damage decreases linearly with target's HP, 87 (83) average damage
-----
Gunk Shot (5): 63 Poison type physical damage, 30% chance of inflicting Poison, 70% accuracy, 49 (46) average damage
%Water Spout (5): 117 Water type special damage, damage decreases linearly as users loses HP, 131 (124) average damage
Rock Blast (10): 14 Rock type physical damage, hits 2 to 5 times, 80% accuracy, 44 (41) average damage
Water Gun (25): 33 Water type special damage, 37 (35) average damage
Constrict (35): 6 Normal type physical damage, 10% chance of lowering target’s speed by 1 level, 6 average damage
Psybeam (20): 34 Psychic type special damage, 10% chance of inflicting Confusion, 38 (36) average damage
Aurora Beam (20): 34 Ice type special damage, 10% chance of lowering target's Attack by 1 level, 38 (36) average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Bullet Seed (35): 6 Grass type physical damage, hits 2 to 5 times, 23 (22) average damage
Signal Beam (15): 40 Bug type special damage, 10% chance of adding Confusion, 45 (42) average damage
Ice Beam (10): 50 Ice type special damage, 10% chance of adding Freeze, 56 (53) average damage
Lock-On (5): Ensures that the next attack cannot miss
Water Pulse (20): 48 Water type special damage, 20% chance of adding confusion, 54 (51) average damage

Comments: Wring Out -> Hyper Beam for those below average on durability is a cool trick, but, as is a trend with Gen 2 Pokemon, Low Speed kills it. Low Middle


Delibird (Ice/Flying)
120 HP, 75 Atk, 65 Def, 85 SpA, 65 Sdef, 95 Spe
Effective Stats: 0.51 physical, 0.5 magical, 1.00 speed
Special Ability 1 - Hustle: Physical damage is increased by 50%, but accuracy is lowered by 20%. This will be factored in when necessary
Special Ability 2 – Vital Spirit: Grants Immunity to Sleep

Present (15): Does random effects, those being 40% chance of 20 (14) damage, 30% chance of 39 (26) damage, 10% chance of 56 (38) damage, 20% chance of healing target for 80 HP, 80% accuracy (100% w/ Vital Spirit), 7 (1) average damage

Comments: …seriously, do I have to have to explain this one? Puny


Mantine (Water/Flying)
140 HP, 60 Atk, 90 Def, 100 SpA, 160 Sdef, 90 Spe
Effective Stats: 0.82 physical, 1.43 magical, 0.95 speed
Special Ability 1 – Swift Swim: Speed raises by 2 levels when its Raining
Special Ability 2 - Water Absorb: Absorbs all Water damage dealt, healing 1/4th of its Max HP

Hydro Pump (5): 75 Water type special damage, 80% accuracy, 63 average damage
Confuse Ray (15): Adds Confusion
Agility (30): Raises Speed by 2 levels
Bubblebeam (20): 42 Water type special damage, 10% chance of lowering target's speed by 1 level, 44 average damage
-----
Psybeam (20): 28 Psychic type special damage, 10% chance of inflicting Confusion, 29 average damage
Bullet Seed (35): 4 Grass type physical damage, hits 2 to 5 times, 14 average damage
Tackle (35): 10 Normal type physical damage, 95% accuracy, 10 average damage
Bubble (30): 14 Water type special damage, 10% chance of lowering target's speed by 1 level, 14 average damage
Supersonic (20): Adds Confusion, 55% accuracy
Signal Beam (15): 32 Bug type special damage, 10% chance of adding Confusion, 34 average damage
Headbutt (15): 19 Normal type physical damage, 20 average damage
Wing Attack (35): 23 Flying type physical damage, 24 average damage
Take Down (20): 23 Normal type physical damage, 25% recoil, 85% accuracy, 15 average damage
Bounce (5): 33 Flying type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 30% chance of adding Paralysis, 85% accuracy, 14 average damage
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn

Comments: A failure mage version of Gyarados!  That’s about all I have to say.  I guess Confuse Ray is cool, but otherwise, high Light


Skarmory (Steel/Flying)
140 HP, 100 Atk, 160 Def, 60 SpA, 90 Sdef, 90 spe
Effective Stats: 1.46 (2.92) physical, 0.8 magical, 0.95 speed
Special Ability 1 – Sturdy: Grants immunity to instant death
Special Ability 2 – Keen Eye: Grants immunity to accuracy modifiers

%Drill Peck (20): 51 Flying type physical damage, 54 average damage
Agility (30): Raises Speed by 2 levels
Leer (30): Lowers Defense by 1 level
Sand Attack (15): Lowers Accuracy by 1 level
-----
%Brave Bird (15): 75 Flying type physical damage, 33% recoil, 53 average damage
Metal Sound (40): Lowers Special Defense by 2 level, 85% accuracy
Peck (35): 23 Flying type physical damage, 24 average damage
Steel Wing (25): 44 Steel type physical damage, 10% chance of raising users Defense by 1 level, 90% accuracy, 42 average damage
Fury Attack (20): 7 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 22 average damage
Slash (20): 30 Normal Type physical damage, 12.5% Critical hit rate, 33 average damage
Night Slash (20): 30 Dark Type physical damage, 12.5% Critical hit rate, 33 average damage
Feint (10): 22 Normal type physical damage, only works if the enemy is invincible, 23 average damage
Air Slash (20): 29 Flying type special damage, 30% Flinch, 95% accuracy, 29 average damage
Air Cutter (25): 22 Flying type special damage, 12.5% Critical hit rate, 95% accuracy, 23 average damage
Swift (20): 16 Normal type special damage, cannot miss, 17 average damage

Comments: Mocks physicals, not a fan of magic, especially Fire and Lightning, iffy damage, some buffs, slow…ok, you get the drill…no pun intened. Middle


Houndoom (Dark/Fire)
150 HP, 110 Atk, 70 Def, 130 SpA, 100 Sdef, 115 Spe
Effective Stats: 0.68 physical, 0.96 magical, 1.19 speed
Special Ability 1 - Flash Fire: All Fire type attacks are nulled, and if hit by one, all Fire damage dealt by Houndoom is raised by 50%
Special Ability 2 - Early Bird: Halves the duration of Sleep

Flamethrower (15): 78 Fire type special damage, 10% chance of adding Burn, 82 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
Crunch (15): 56 Dark type Physical damage, 20% chance of lowering targets Defense by 1 level, 59 average damage
Howl (40): Raises attack by 1 level
-----
Leer (30): Lowers Defense by 1 level
Embargo (15): Target is unable to use items
Faint Attack (20): 43 Dark type physical damage, cannot miss, 45 average damage
Fire Fang (15): 45 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 45 average damage
Thunder Fang (15): 31 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 31 average damage
Bite (25): 43 Dark type physical damage, 30% flinch, 45 average damage
Odor Sleuth (40): Insures the next attack will hit regardless of evasion or accuracy
Roar (20): Forces opponent to Run/Swap, always goes last
Smog (20): 12 Poison type special damage, 40% chance of adding Poison, 70% accuracy, 8 average damage
Beat Up (10): 8 Dark type physical damage, hits equal to number of teammates the user has including himself, 8 average damage

Comments: Finally something with actually decent stats, including good speed!  Durability is a bit shakey though and holds him back.  High Middle


Kingdra (Water/Dragon)
150 HP, 115 Atk, 115 Def, 115 SpA, 115 SDef, 105 Spe
Effective Stats: 1.12 physical, 1.1 magical, 1.09 speed
Special Ability 1 – Swift Swim: Speed raises by 2 levels when its Raining
Special Ability 2 - Sniper: Critical Hits do 3x damage instead of 2x, this is already factored into average damage

Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Hydro Pump (5): 86 Water type physical damage, 80% accuracy, 77 (73) average damage
Dragon Pulse (10): 65 Dragon type special damage, 73 (69) average damage
Agility (30): Raises Speed by 2 levels
-----
Smokescreen (20): Lowers Accuracy by 1 level
Leer (30): Lowers Defense by 1 level
%Octazooka (10): 45 Water type special damage, 50% chance of lowering target’s accuracy b1 level, 85% accuracy, 43 (40) average admage
Dragon Dance (20): Raises Attack and Defense by 1 level
Brine (10): 47 Water type special damage, damage doubles if target's HP is 50% of their max or less, 51 (49) average damage
Twister  (20): 31 Dragon type special damage, 20% Flinch, 34 (32) average damage
Bubblebeam (20): 47 Water type special damage, 10% chance of lowering target's speed by 1 level, 51 (49) average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Bubble (30): 17 Water type special damage, 10% chance of lowering target’s speed by 1 level, 19 (18) average damage
Water Gun (25): 31 Water type special damage, 34 (32) average damage

Comments: Good speed, good durability, good typing, passable damage…HOLY CRAP IT’S A GOOD POKEMON! Middle/Heavy


Donphan (Ground)
165 HP, 140 Atk, 140 Def, 80 SpA, 80 Sdef, 70 Spe
Effective Stats: 1.5 physical, 0.84 magical, 0.77 speed
Special Ability – Sturdy: Grants Immunity to instant death

Earthquake (10): 87 Ground type physical damage, 92 average damage
Charm (20): Lowers attack by 2 levels
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Double-Edge (15): 69 Normal type physical damage, 33% recoil, 48 average damage
-----
Last Resort (5): 76 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 80 average damage
Take Down (20): 53 Normal type physical damage, 25% recoil, 85% accuracy, 35 average damage
Tackle (35): 21 Normal type physical damage, 95% accuracy, 21 average damage
Odor Sleuth (40): Insures the next attack will hit regardless of evasion or accuracy
%Head Smash (5): 87 Rock type physical damage, 50% Recoil, 80% accuracy, 36 average damage
Giga Impact (5): 87 Normal type physical damage, user is forced to skip next turn if attack hits, 90% accuracy, 41 average damage
Assurance (10): 30 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 31 average damage
Fury Attack (20): 10 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 31 average damage
Slam (20): 47 Normal type physical damage, 75% accuracy, 37 average damage
Magnitude (30): Does random ground damage. 5% chance of 11 damage, 10% chance of 28 damage, 20% chance of 44 damage, 30% chance of 62 damage, 20% chance of 79 damage, 10% chance of 95 damage, 5% chance of 130 damage, 66 average damage.
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 13, 68.75% HP does 24, 42% does 47, 20.83% does 58, 10.42% does 87, 4.17% does 116
Defense Curl (40): Raises Defense by 1 level, if used turn prior to Rollout, then Rollout's damage is doubled
Rollout (20): 19 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 18 average damage
Knock Off (20): 14 Dark type physical damage, removes held item from user if they have any, 14 average damage
Rapid Spin (40): 14 Normal type physical damage, cancels the effects of Spikes, Stealth Rock, Toxic Spikes, Leech Seed, and trap moves like Wrap, 14 average damage
Growl (40): Lowers Attack by 1 level
Horn Attack (25): 39 Normal Type physical damage, 41 average damage
Thunder Fang (15): 39 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 39 average damage
Fire Fang (15): 39 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 39 average damage

Comments: Text book physical tank, only this one hits rather hard, barely 2HKOing.  Middle still though.
« Last Edit: November 15, 2014, 03:15:09 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #9 on: October 20, 2010, 04:45:31 PM »
Porygon2 (Normal)
160 HP, 100 Atk, 110 Def, 125 SpA, 115 Sdef, 80 Spe
Effective Stats: 1.15 physical, 1.18 magical, 0.86 speed
Special Ability 1 – Trace: Copies the Target’s Special Ability and makes it his own
Special Ability 2 - Download: Depending on the opponents Lower Defensive stat when swapping in, Porygon2's respective attack stat will raise by 2 levels (so if Porygon2 is facing Kongol, then Special Attack would be raised by 2 levels, meanwhile against Luc, his Attack would raise 2 levels.)

Tri-Attack (10): 64 Normal type special damage, 20% chance of adding Freeze, Burn or Paralysis, 68 average damage
Hyper Beam (5): 117 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 55 average damage
Recover (10): 50% Healing
Agility (30): Raises speed by 2 levels
-----
Conversion (30): User's type changes to the same as one of his own moves
Conversion 2 (30): User resist damage of the same type as the last attack he was hit with
Tackle (35): 23 Normal type physical damage, 95% accuracy, 23 average damage
Magic Coat (15): If opponent uses a Status effect this turn, then it is reflected back at them, with the user being unharmed
Zap Cannon (5): 53 Electric type special damage, adds Paralysis, 50% accuracy, 28 average damage
Lock-On (5): Ensures that the next attack cannot miss
Discharge (15): 43 Electric type special damage, 30% chance of adding Paralysis, 45 average damage
Magnet Rise (10): Changes Special Ability to "Levitate"
Signal Beam (15): 26 Bug type special damage, 10% chance of adding Confusion, 27 average damage
Psybeam (20): 34 Psychic type special damage, 10% chance of adding Confusion, 36 average damage
Recycle (10): Uses the last item, held or normal, again for free
Defense Curl (30): Raises Defense by 1 level
Sharpen (30): Raises Attack by 1 level

Comments: Another rare unevolved Pokemon whose different enough from is Evo to still count for these purposes, Porygon2 in theory takes hits better, but is much worse offensively.  Obviously a losing trade. Middle


Stantler (Normal)
148 HP, 115 Atk, 82 Def, 105 SpA, 85 SDef, 105 Spe
Effective Stats: 0.79 physical, 0.8 magical, 1.09 speed
Special Ability 1 - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level
Special Ability 2: Frisk – Reveals opponents held item

%Mega Horn (10): 57 Bug type physical damage, 85% accuracy, 51 average damage
Confuse Ray (15): Inflicts Confusion
Hypnosis (20): Inflicts Sleep, 60% accuracy
Leer (30): Lowers Defense by 1 level
-----
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Me First (20): If opponent is using a damage move, then user uses the same move at 1.5x power, only works if user goes first
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, Stantler has an even split for gender, so make of this as you will
Imprison (10): Target cannot use any moves that the user also knows
Zen Headbutt (15): 39 Psychic type physical damage, 20% Flinch, 90% accuracy, 37 average damage
Role Play (10): Replaces special ability with that of the target's
Sand Attack (15): Lowers Accuracy by 1 level
Take Down (20): 65 Normal type physical damage, 25% recoil, 85% accuracy, 44 average damage
Astonish (15): 16 Ghost type physical damage, 30% Flinch, 17 average damage
Tackle (35): 26 Normal type physical damage, 95% accuracy, 26 average damage
Stomp (20): 47 Normal type physical damage, 30% Flinch, 49 average damage

Comments: Oh look, a kind of neat skillset held back by mediocre stats and bad damage! Yay! High Light


Smeargle (Normal)
130 HP, 40 Atk, 55 Def, 40 SpA, 65 SDef, 95 Spe
Effective Stats: 0.47 physical, 0.54 magical, 1.00 speed
Special Ability 1 - Own Tempo: Grants Immunity to Confusion
Special Ability 2 - Technician: Attacks that have 60 power or less do 50% more damage.  This is already factored in when necessary.  Note that this DOES work with Multi Hit attacks, but not with moves that fluctuate power based on situations like Hidden Power or Low Kick

The nature of Smeargle makes listing his entire skillset near impossible, cause he learns virtually EVERYTHING.  So what I’m gonna do is list his noteworthy damage attacks, and then list options he has that are viable, you can reference their effects via Ctrl+F on other Pokemon. Naturally, I’m not gonna list redundant moves that have near-identical effects (like Seismic Toss and Nightshade) As usual, he can only use 4 moves at a given time.  Also, he technically learns these moves through an ability called Sketch which is permanently copying the opponents move; whether you allow this to translate into a duel or not is up to you.

NOTEWORTHY DAMAGE ABILITIES:
Seismic Toss (20): 50 Fighting type physical damage, ignores all modifiers and resistances barring immunity
Return (20): 26 Normal type physical damage, 27 average damage
Giga Impact (5): 39 Normal type physical damage, user is forced to skip next turn if attack hits, 90% accuracy, 18 average damage
Hyper Beam (5): 39 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 18 average damage
Hyper Voice (10): 23 Normal type special damage, cannot miss, 24 average damage

NOTEWORTHY NON DAMAGE OPTIONS:
Spore
Sword Dance
Belly Drum
Nasty Plot
Thunder Wave
Screech
Metal Sound
Barrier
Recover
Safeguard
Amnesia
Agility
Confuse Ray
Sheer Cold
Mind Reader
Will-o-Wisp
Dragon Dance
Cosmic Power
Substitute
Toxic

Again, this is NOT his entire skillset, nor is it his entire skillset of USEFUL THINGS.  He just learns TOO MANY THINGS that getting everything is near impossible  With that said…

Comments: I don’t think there’s a single dueler with more variety than this guy.  Learning virtually every Pokemon attack ever, the guy can adjust to any fight!  So what’s his issue?  The stats; they’re nothing short of atrocious.  Really, his durability and damage are so bad, he basically requires using Spore and fighting entirely around that.  If you block Sleep, he’s pretty much boned.  If you don’t, its either OHKO (which isn’t actually that hard) or be in for some trouble! Middle I guess.


Hitmontop (Fighting)
125 HP, 115 Atk, 115 Def, 55 SpA, 130 Sdef, 90 Spe
Effective Stats: 0.94 physical, 1.04 magical, 0.95 speed
Special Ability 1 - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level
Special Ability 2 - Technician: Attacks that have 60 power or less do 50% more damage.  This is already factored in when necessary.  Note that this DOES work with Multi Hit attacks, but not with moves that fluctuate power based on situations like Hidden Power or Low Kick.

Close Combat (5): 86 Fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 91 average damage
Agility (30): Raises speed by 2 levels
%Hi Jump Kick (20): 72 Fighting type physical damage, 90% accuracy, user takes damage equal to ½ projected damage on a miss, capping at half user’s MHP, 65 net average damage
Fake Out (10): 20 (31) Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 21 (32) average damage
-----
Triple Kick (10): A move that hits 3 times, doing 9 (12), 17 (23), and 31 (44) damage on each hit respectively, each attack makes a separate accuracy check, where if one of the earlier ones fail, the attack stops, 90% accuracy, 46 (64) average damage
Gyro Ball (5): 15 Steel type physical damage, damage fluctuates linearly based on the users Speed compared to the target's speed, where the lower the user's Speed and higher the target's speed the better, this is damage against average speed (aka 100), 16 average damage
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Feint (10): 25 (37) Normal type physical damage, only works if the enemy is invincible, 26 (39) average damage
Rapid Spin (40): 20 (31) Normal type physical damage, cancels the effects of Spikes, Stealth Rock, Toxic Spikes, Leech Seed, and trap moves like Wrap, 21 (32) average damage
Quick Attack (30): 20 (31) Normal type physical damage, always goes first, 21 (32) average damage
Pursuit (20): 20 (31) Dark type physical damage, 21 (32) average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Rolling Kick (15): 44 (65) Fighting type physical damage, 30% flinch, 85% accuracy, 39 (58) average damage
Counter (20): If user is hit with a Physical Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Revenge (10): 44 (65) Fighting type physical damage, if user takes damage the turn this is used, damage doubles, always goes last, 46 (69) average damage
Tackle (35): 18 (26) Normal type physical damage, 95% accuracy, 18 (26) average damage
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Helping Hand (20): Boosts allies damage by 50%
Uproar (10): 19 (28) Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 20 (29) average damage
%Mach Punch (30): 31 (44) Fighting type physical damage, always goes first, 32 (46) average damage
%Bullet Punch (30): 20 (31) Steel type physical damage, always goes first, 21 (31) average damage

Comments: Intimidate covers its low physical durability, and good damage for slug fests, but a bit sluggish, but Agility makes up for that. Middle/Heavy


Miltank (Normal)
170 HP, 100 Atk, 125 Def, 60 SpA, 90 Sdef, 120 Spe
Effective Stats: 1.38 physical, 0.98 magical, 1.23 speed
Special Ability 1 – Thick Fat: Halves damage done by Fire and Ice type attacks
Special Ability 2 – Scrappy: Normal Type attacks can now hit Ghost types

Body Slam (15): 54 Normal type damage, 30% chance of adding Paralysis, 57 average damage
Milk Drink (10): 50% Healing
Defense Curl (40): Raises Defense by 1 level, if used turn prior to Rollout, then Rollout's damage is doubled
Rollout (20): 14 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 13 average damage
-----
Tackle (35): 23 Normal type physical damage, 95% accuracy, 23 average damage
Growl (40): Lowers Attack by 1 level
Stomp (20): 47 Normal type physical damage, 30% Flinch, 49 average damage
Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Zen Headbutt (15): 34 Psychic type physical damage, 20% Flinch, 90% accuracy, 32 average damage
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user.  Note that Miltank is always female.
Heal Bell (5): Full status healing
Wake Up Slap (10): 26 Fighting type physical damage, damage doubles it target is asleep, in which case, Sleep is also lost, 27 average damage
%Dizzy Punch (10): 44 Normal type physical damage, 20% chance of inflicting Confusion, 46 average damage
Gyro Ball (5): 10 Steel type physical damage, damage fluctuates linearly based on the users Speed compared to the target's speed, where the lower the user's Speed and higher the target's speed the better, this is damage against average speed (aka 100), 10 average damage

Comments: So, we finally get a fast Pokemon…and it’s a FREAKING COW.  Ignoring that useless fact, good speed, iffy damage, healing, and Roll Out for healers make yet another bland dueler!


Blissey (Normal)
330 HP, 30 Atk, 30 Def, 95 SpA, 155 Sdef, 75 Spe
Effective Stats: 0.64 physical, 3.27 magical, 0.82 speed
Special Ability 1 - Serene Grace: Doubles the chances of side effects like Bite's Flinch or Ember's Burn kicking in, this will be factored in when necessary
Special Ability 2 - Natural Cure: When swapped out of battle, it heals from all status conditions placed on it

Softboiled (10): 50% Healing
Uproar (10): 31 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 32 average damage
Sweet Kiss (10): Adds Confusion, 75% accuracy
Charm (20): Lowers Attack by 2 levels
-----
Double-Edge (15): 23 Normal type physical damage, 33% Recoil, 16 average damage
Pound (35): 9 Normal type physical damage, 9 average damage
Defense Curl (40): Raises Defense by 1 level
Growl (40): Lowers Attack by 1 level
Tail Whip (30): Lowers Defense by 1 level
Doubleslap (10): 4 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 12 average damage
Minimize (20): Raises Evade by 1 level
Sing (15): Adds Sleep, 55% accuracy
Fling (10): Does Dark type damage depending on what Berry the user is holding, since no berry is actually legal, this move is completely worthless
Light Screen (30): Halves all Special Type damage for 5 turns, this boost is independent of Special Defense modifiers
Egg Bomb (10): 20 Normal type physical damage, 75% accuracy, 15 average damage
Healing Wish (10): User dies, then the next Pokemon comes in at full health with all status healed
Copycat (20): User uses the target's last move

Comments: Mocks magic damage, Charm covers the physical end, and it has healing.  What does it not have? Anything resembling offense…at all.  Some form of Middle I guess?  I dunno, I stopped caring about Gen 2 sometime ago, but hey, LEGENDARIES ARE NEXT!


Raikou (Electric)
165 HP, 105 Atk, 95 Def, 135 SpA, 120 Sdef, 135 Spe
Effective Stats: 1.02 physical, 1.26 magical, 1.37 speed
Special Ability - Pressure: All attacks from the enemy that target Raikou have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Thunder (10): 101 Electric special damage, 30% chance of adding Paralysis, 70% accuracy, 75 average damage
Reflect  (30): Halves all Physical Type damage for 5 turns, this boost is independent of Defense modifiers
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Extrasensory (30): 45 Psychic type special damage, 10% Flinch, 47 average damage
-----
Discharge (20): 68 Electric type special damage, 30% chance of adding paralysis, 72 average damage
Thunder Fang (15): 44 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 44 average damage
Spark (20): 44 Electric type physical damage, 30% chance of adding paralysis, 46 average damage
Crunch (15): 43 Dark type Physical damage, 20% chance of lowering targets Defense by 1 level, 45 average damage
Roar (20): Forces opponent to Run/Swap, always goes last
Quick Attack (30): 19 Normal type physical damage, always goes first, 20 average damage
Bite (25): 27 Dark type physical damage, 30% flinch, 28 average damage
Leer (30): Lowers Defense by 1 level
Thundershock (30): 34 Electric type special damage, 10% chance of adding Paralysis, 36 average damage
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.

Comments: Fast, and damage is good but unreliable, though Calm Mind and Rain Dance can help fix that some, as well as paired with Reflect make for a decent tanking game.  Heavy


Entei (Fire)
190 HP, 135 Atk, 105 Def, 110 SpA, 95 Sdef, 120 Spe
Effective Stats: 1.3 physical, 1.15 magical, 1.23 speed
Special Ability - Pressure: All attacks from the enemy that target Entei have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Fire Blast (5): 83 Fire type special damage, 10% chance of adding burn, 85% accuracy, 74 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Extrasensory (30): 37 Psychic type special damage, 10% Flinch, 39 average damage
Eruption (5): 112 Fire type special damage, damage decreases linearly as user's HP is lost, 119 average damage
-----
Bite (25): 34 Dark type physical damage, 30% Flinch, 36 average damage
Fire Fang (15): 56 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 56 average damage
Flamethrower (15): 65 Fire type special damage, 10% chance of adding Burn, 69 average damage
Lava Plume (15): 56 Fire type special damage, 30% chance of adding Burn, 59 average damage
Leer (30): Lowers Defense by 1 level
Stomp (20): 37 Normal type physical damage, 30% Flinch, 39 average damage
Roar (20): Forces opponent to Run/Swap, always goes last
Fire Spin (15): 12 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Ember (25): 29 Fire type special damage, 10% chance of adding Burn, 30 average damage
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy

Comments: Still wants a decent Fire Physical, but otherwise, decently well rounded with stuff like Calm Mind for buffing, and Eruption for a painful opener. Heavy.


Suicune (Water)
175 HP, 95 Atk, 135 Def, 110 SpA, 135 Sdef, 105 Spe
Effective Stats: 1.54 physical, 1.51 magical, 1.09 speed
Special Ability - Pressure: All attacks from the enemy that target Suicune have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Hydro Pump (5): 83 Water type physical damage, 80% accuracy, 70 average damage
Tailwind (30): Doubles Speed for 3 turns, this boost is independent of normal speed modifiers
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Extrasensory (30): 37 Psychic type special damage, 10% Flinch, 39 average damage
-----
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Leer (30): Lowers Defense by 1 level
Mirror Coat (20): If user is hit with a Special Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Ice Fang (15): 27 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 27 average damage
Mist (30): Grants immunity to negative stat modifiers for 5 turns
Aurora Beam (20): 31 Ice type special damage, 10% chance of lowering target's Attack by 1 level, 32 average damage
Bubblebeam (20): 45 Water type special damage, 10% chance of lowering target's speed by 1 level, 47 average damage
Gust (35): 19 Flying type special damage, 20 average damage
Bite (25): 25 Dark type physical damage, 30% Flinch, 26 average damage
Blizzard (5): 56 Ice type special damage, 10% chance of adding Freeze, 70% accuracy, 41 average damage

Comments: Damage could be better, but he’s tanky enough to offset it, especially with buffs to help make up for the damage. Heavy


Tyranitar (Rock/Dark)
175 HP, 154 Atk, 130 Def, 115 SpA, 120 (180) Sdef, 81 Spe
Effective Stats: 1.48 (2.96) physical, 1.34 (2.01) magical, 0.87 speed
Special Ability - Sandstream: When Tyranitar enters a fight, a permanent sandstorm occurs, this lasts even after Tyranitar leaves, and can only be undone by another weather effect

Stone Edge (5): 95 Rock type physical damage, 12.5% Critical hit rate, 80% accuracy, 85 average damage
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Crunch (15): 78 Dark type physical damage, 20% chance of lowering target's Defense by 1 level, 82 average damage
-----
Hyper Beam (5): 71 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 33 average damage
Payback (10): 48 Dark type physical damage, damage doubles if user goes second the turn this is used, 51 average damage
Earthquake (10): 64 Ground type physical damage, 68 average damage
Thrash (20): 57 Normal type physical damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 60 average damage
Rock Slide (10): 72 Rock type physical damage, 30% flinch, 90% accuracy, 68 average damage
Bite (25): 58 Dark type physical damage, 30% Flinch, 61 average damage
Sandstorm (5): Adds Sandstorm Weather effect for 5 turns
Leer (30): Lowers Defense by 1 level
Fire Fang (15): 43 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 43 average damage
Ice Fang (15): 43 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 43 average damage
Thunder Fang (15): 43 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 43 average damage
Dark Pulse (15): 58 Dark type special damage, 20% Flinch, 61 average damage

Comments: Absurd tank, with an innate Pseudo-Poison effect, and does adequate damage too, though speed holds him back a bit. High Heavy


Lugia (Psychic/Flying)
181 HP, 110 Atk, 150 Def, 110 SpA, 174 Sdef, 130 Spe
Effective Stats: 1.77 physical, 2.01 magical, 1.33 speed
Special Ability - Pressure: All attacks from the enemy that target Lugia have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Aeroblast (5): 69 Flying type special damage, 12.5% Critical Hit rate, 95% accuracy, 73 average damage
Recover (10): 50% Healing
Calm Mind (20): Raises Special Attack and Special Defense 1 level
Safeguard (25): Grants immunity to all status for 5 turns
-----
Future Sight (15): 37 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 35 average damage
Extrasensory (30): 56 Psychic type special damage, 10% Flinch, 59 average damage
Gust (35): 29 Flying type special damage, 30 average damage
Swift (20): 29 Normal type special damage, cannot miss, 30 average damage
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Hydro Pump (5): 56 Water type special damage, 80% accuracy, 47 average damage
*Psycho Boost (5): 95 Psychic type special damage, lowers user's special attack by 2 levels each use, 90% accuracy, 92 average damage
Whirlwind (20): Forces opponent to Run/Swap, always goes last
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Ancient Power (5): 29 Rock type special damage, 10% chance of raising all parameters by 1 level, 30 average damage
Punishment (5): 29 Dark type physical damage, damage increases depending on how many stat modifier levels they have, where higher = better, this is the damage with no modifiers, 30 average damage
Sky Attack (5): 95 Flying type physical damage, 30% Flinch, 12.5% Critical Hit Rate, one turn charge time, 90% accuracy, 48 average damage
Weather Ball (10): 24 Normal type special damage, type changes depending on weather, such that Rain = Water, Sun = Fire, and Hail = Ice, 25 average damage
Dragon Rush (10): 46 Dragon type physical damage, 20% Flinch, 75% accuracy, 36 average damage

*This move is from Pokemon XD, whether you allow it is up to you.  Do note that the only other Pokemon to get this move (and isn’t Smeargle) is the 4 Deoxys, so there’s some uniqueness here.

Comments: Same old silly tank Lugia, though now adds in Calm Mind to be harder to kill WHILE boosting his primary damage. Low Godlike


Ho-Oh (Fire/Flying)
181 HP, 150 Atk, 110 Def, 130 SpA, 174 Sdef, 110 Spe
Effective Stats: 1.3 physical, 2.01 magical, 1.14 speed
Special Ability - Pressure: All attacks from the enemy that target Ho-Oh have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Sacred Fire (5): 94 Fire type physical damage, 50% chance of adding Burn, 95% accuracy, 94 average damage
Sunny Day: Adds Sunny Day weather effect for 5 turns
Recover (10): 50% Healing
Safeguard (25): Grants immunity to all status for 5 turns
-----
Calm Mind (20): Raises Special Attack and Special Defense 1 level
Punishment (5): 38 Dark type physical damage, damage increases depending on how many stat modifier levels they have, where higher = better, this is the damage with no modifiers, 40 average damage
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Sky Attack (5): 130 Flying type physical damage, 30% Flinch, 12.5% Critical hit Rate, one turn charge time, 90% accuracy, 65 average damage
Fire Blast (5): 97 Fire type special damage, 10% chance of adding Burn, 85% accuracy, 87 average damage
Future Sight (15): 43 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 41 average damage
Extrasensory (30): 43 Psychic type special damage, 10% Flinch, 45 average damage
Gust (35): 33 Flying type special damage, 35 average damage
Ancient Power (5): 33 Rock type special damage, 10% chance of raising all parameters by 1 level, 35 average damage
Swift (20): 33 Normal type special damage, cannot miss, 35 average damage
Whirlwind (20): Forces opponent to Run/Swap, always goes last
Weather Ball (10): 28 Normal type special damage, type changes depending on weather, such that Rain = Water, Sun = Fire, and Hail = Ice, 29 average damage.  Note that Ho-Oh is Fire type, so Weather ball  gets an additional 1.5x damage in when its Sunny out due to a STAB.
Brave Bird (15): 112 Flying type physical damage, 33% recoil, 79 average damage

Comments: Does good damage to both defenses, and now has back up options if Fire is walled, in addition to Calm Mind and Recover for stalling games.  Still worse than Lugia overall, so Heavy/Godlike works.


Celebi (Grass/Psychic)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 Sdef, 120 Spe
Effective Stats: 1.37 physical, 1.34 magical, 1.23 speed
Special Ability - Natural Cure: When swapped out of battle, it heals from all status conditions placed on it

Magical Leaf (20): 45 Grass type special damage, cannot miss, 47 average damage
Leaf Storm (5): 104 Grass type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 99 average damage
Recover (10): 50% Healing
Safeguard (25): Grants immunity to all status for 5 turns
-----
Heal Block (15): Target is unable to Heal for the next 5 turns, this does not effect passive healing like Regen effects
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, 90% accuracy, fails on Grass types.
Perish Song (5): Both the user and the target will faint 3 turns after this is used
Healing Wish (10): User dies, then the next Pokemon comes in at full health with all status healed
Future Sight (15): 41 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 39 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Heal Bell 5): Full status healing
Confusion (25): 39 Psychic type special damage, 10% chance of adding confusion, 41 average damage
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Ancient Power (5): 31 Rock type special damage, 10% chance of raising all parameters by 1 level, 32 average damage

Comments: Gains a few new tricks, most noteworthy is Leaf Storm to act as a finisher to compensate for his low damage, as well as his damage not being hurt much given Magical Leaf is better than Confusion which he was formerly reliant on.  Some shade of Heavy now I guess, which is a rather significant improvement.
« Last Edit: November 15, 2014, 03:16:40 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #10 on: October 28, 2010, 03:22:38 AM »
Sceptile (Grass)
145 HP, 105 Atk, 85 Def, 125 SpA, 105 Sdef, 140 Spe
Effective Stats: 0.80 physical, 0.97 magical, 1.42 speed
Special Ability - Overgrow: Grass attacks do 50% more damage if HP < 33%.

Leaf Blade (15): 59 Grass type physical damage, 12.5% critical hit rate, 66 average damage
Leaf Storm (5): 109 Grass type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 104 average damage
Agility (30): Raises speed by 2 levels
Energy Ball (10): 64 Grass type special damage, 10% chance of lowering Special Defense by 1 level, 68 average damage
-----
False Swipe (40): 19 Normal type Non-lethal physical damage, 20 average damage
Pound (35): 19 Normal type physical damage, 20 average damage
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Slam (20): 35 Normal type physical damage, 75% accuracy, 27 average damage
Pursuit (20): 19 Dark type physical damage, 20 average damage
X-Scissor (15): 35 Bug type physical damage, 37 average damage
Quick Attack (30): 19 Normal type physical damage, always goes first, 20 average damage
Night Slash (20): 31 Dark type physical damage, 12.5% critical hit rate, 34 average damage
Leer (30): Lowers Defense by 1 level
Screech (40): Lowers defense by 2 levels, 85% accuracy
Giga Drain (10): 48 Grass type special damage, heals user equal to half damage done, 51 average damage
Mega Drain (15): 33 Grass type special damage, heals user equal to half damage done, 35 average damage
Absorb (25): 18 Grass type special damage, heals user equal to half damage done, 19 average damage
Frenzy Plant (5): 117 Grass type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 55 average damage

Comments: Leaf Blade's raised power is offset by the lowered Crit and running off a lower stat, though he can now hit both defensive stats just about equally as well, and gained 2 potential finishers in Leaf Storm and Frenzy Plant. Otherwise he's still more or less the same. Middle/Heavy


Blaziken (Fire/Fighting)
155 HP, 140 Atk, 90 Def, 130 SpA, 90 Sdef, 100 Spe
Effective Stats: 0.91 physical, 0.89 magical, 1.05 speed
Special Ability - Blaze: Fire attacks do 50% more damage if HP < 33%

Flamethrower (15): 78 Fire type special damage, 10% chance of adding Burn, 82 average damage
Blast Burn (5): 120 Fire type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 57 average damage
Sky Uppercut (15): 75 Fighting type physical damage, 90% accuracy, 71 average damage
Bulk Up (20): Raises Attack and Defense by 1 level
-----
Blaze Kick (10): 75 Fire type physical damage, 12.5% critical hit rate, 10% chance of adding Burn, 90% accuracy, 75 average damage
Flare Blitz (15): 104 Fire type physical damage, 10% chance of adding Burn, 33% recoil damage, 74 average damage
Brave Bird (15): 69 Flying type physical damage, 33% recoil damage, 48 average damage
Quick Attack (30): 24 Normal type physical damage, always goes first, 25 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Peck (35): 21 Flying type physical damage, 22 average damage
Double Kick (30): 28 Fighting type physical damage, hits twice, 59 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Fire Punch (15): 67 Fire type physical damage, 10% chance of adding Burn, 71 average damage
Growl (40): Lowers Attack by 1 level
Scratch (35): 24 Normal type physical damage, 25 average damage
Ember (25): 33 Fire type special damage, 10% chance of adding Burn, 35 average damage
Mirror Move (20): User uses the same move as the last action of the opponent
Fire Spin (15): 14 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 10 average damage

Comments: Higher damage curve hurts his net damage compared to his original form...but the addition of Blast Burn makes up for that most likely, with some nice side options. Middle/Heavy


Swampert (Water/Ground)
175 HP, 130 Atk, 110 Def, 105 SpA, 110 Sdef, 80 Spe
Effective Stats: 1.25 physical, 1.23 magical, 0.86 speed
Special Ability - Torrent: Water attacks do 50% more damage if HP < 33%

Earthquake (10): 81 Ground type physical damage, 86 average damage
Hydro Cannon (5): 98 Water type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 46 average damage
Mud-Slap (10): 15 Ground type special damage, lowers accuracy by 1 level, 15 average damage
Mud Shot (15): 37 Ground type special damage, lowers speed by 1 level, 95% accuracy, 37 average damage
-----
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher
Mud Sport (15): Lowers Electric damage dealt to user
Growl (40): Lowers Attack by 1 level
Whirlpool (15): 11 Water type special damage, target takes 6.25% damage equal to their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Water Gun (25): 28 Water type special damage, 29 average damage
Muddy Water (10): 62 Water type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 55 average damage
Hydro Pump (5): 79 Water type special damage, 80% accuracy, 67 average damage
Hammer Arm (10): 55 Fighting type physical damage, lowers user's speed by 1 level, 90% accuracy, 52 average damage
Mud Bomb (10): 44 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 39 average damage
Tackle (35): 20 Normal type physical damage, 95% accuracy, 20 average damage
Take Down (20): 49 Normal type physical damage, 25% recoil, 85% accuracy, 33 average damage

Comments: Virtually unchanged beyond the damage averages and such, which hurts him a bit though Hydro Cannon offsets that some. The usual tanky with ass speed, etc. High Middle


Mightyena (Dark)
145 HP, 110 Atk, 90 Def, 80 SpA, 80 Sdef, 90 Spe
Effective Stats: 0.85 physical, 0.74 magical, 0.95 speed
Special Ability - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level
Special Ability 2 – Quick Feet: Increases speed by 50% when inflicted with Burn, Poison, Freeze or Sleep status

Crunch (15): 56 Dark type physical damage, 20% chance of lowering defense 1 level, 59 average damage
Scary Face (10): Lowers speed by 2 levels, 90% accuracy
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
Howl (40): Raises attack by 1 level
-----
Sucker Punch (5): 56 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 59 average damage
Thief (10): 29 Dark type physical damage, steals target’s held item, 30 average damage
Take Down (20): 42 Normal type physical damage, (25% recoil), 85% accuracy, 28 average damage
Embargo (15): Target is unable to use items
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Assurance (10): 36 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 38 average damage
Roar (20): Forces opponent to Run/Swap, always goes last
Odor Sleuth (40): Insures the next attack will hit regardless of evasion or accuracy
Bite (25): 43 Dark type physical damage, 30% flinch, 45 average damage
Tackle (35): 17 Normal type physical damage, 95% accuracy, 17 average damage
Sand-Attack (15): Lowers Accuracy by 1 level

Comments: If you expected competence out of Mightyena, you really need to pay more attention! Light


Linoone (Normal)
153 HP, 90 Atk, 81 Def, 70 SpA, 81 Sdef, 120 Spe
Effective Stats: 0.81 physical, 0.79 magical, 1.23 speed
Special Ability 1 – Gluttony: Raises the HP threshold for when Berries are used
Special Ability 2 - Pick Up: Allows user to pick up items randomly outside of battle!

Slash (20): 40 Normal type physical damage, 12.5% critical hit rate, 45 average damage
Belly Drum (10): Raises Attack by 6 levels, user receives damage equal to half their MHP, cannot be used if HP < 50%.
Rest (10): Full HP and status healing, puts user to sleep for two turns
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 12, 68.75% HP does 23, 35.42% does 45, 20.83% does 56, 10.42% does 84, 4.17% does 112
-----
Headbutt (15): 40 Normal type physical damage, 30% Flinch, 42 average damage
Covet (40): 23 Normal type physical damage, steals opponent's held item, 24 average damage
Fury Swipes (15): 12 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 35 average damage
Mud Sport (15): Lowers Electric damage dealt to user
Tail Whip (30): Lowers Defense by 1 level
Growl (40): Lowers Attack by 1 level
Tackle (35): 20 Normal type physical damage, 95% accuracy, 20 average damage
Switcheroo (10): Swaps items with the target
Sand-Attack (15): Lowers Accuracy by 1 level
Pin Missile (20): 6 Bug type physical damage, hits 2 to 5 times, 85% accuracy, 18 average damage

Comments: Fast! Belly Drum + Flail is a potentially interesting combo!  Otherwise, he doesn’t have much else. Light


Beautifly (Flying/Bug)
135 HP, 90 Atk, 70 Def, 110 SpA, 70 Sdef, 85 Spe
Effective Stats: 0.62 physical, 0.6 magical, 0.91 speed
Special Ability - Swarm: Bug attacks do 50% more damage if HP < 33%.

Bug Buzz (10): 62 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 65 average damage
Morning Sun (5): 50% Healing, 66% during Sunny day, 25% during any other weather effect
Stun Spore (30): Adds Paralysis, 75% accuracy
Giga Drain (10): 29 Grass type special damage, heals user equal to half damage done, 30 average damage
-----
Silver Wind (5): 43 Bug type special damage, 10% chance of raising all parameters by 1 level, 45 average damage
Harden (30): Raises Defense by 1 level
String Shot (40): Lowers Speed by 1 level
Tackle (35): 14 Normal type physical damage, 95% accuracy, 14 average damage
Poison Sting (35): 6 Poison type physical damage, 30% chance of adding Poison, 6 average damage
Bug Bite (20): 34 Bug type physical damage, 36 average damage
Gust (35): 29 Flying type special damage, 30 average damage
Mega Drain (15): 19 Grass type special damage, heals user equal to half damage done, 20 average damage
Absorb (25): 10 Grass type special damage, heals user equal to half damage done, 10 average damage

Comments: Butterfree with more damage, healing and worse everything else. Losing Trade! Light


Dustox (Bug/Poison)
135 HP, 70 Atk, 90 Def, 70 SpA, 110 Sdef, 85 Spe
Effective Stats: 0.76 physical, 0.91 magical, 0.91 speed
Special Ability 1 - Shield Dust: Grants immunity to secondary effects of attacks (like Psychic's Special Defense lowering, for example)

Bug Buzz (10): 40 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 42 average damage
Moonlight (5): 50% Healing, 66% during Sunny day, 25% during any other weather effect
Light Screen (30): Halves all Special Type damage for 5 turns, this boost is independent of Special Defense modifiers
Toxic (10): Adds a version of Poison status where damage increases each turn, 85% accuracy
-----
Silver Wind (5): 28 Bug type special damage, 10% chance of raising all parameters by 1 level, 29 average damage
Whirlwind (20): Forces opponent to Run/Swap, always goes last
Psybeam (20): 20 Psychic type special damage, 10% chance of inflicting Confusion, 21 average damage
Confusion (25): 16 Psychic type special damage, 10% chance of inflicting Confusion, 17 average damage
Gust (35): 13 Flying type special damage, 13 average damage
Harden (30): Raises Defense by a 1 level
String Shot (40): Lowers Speed by 1 level
Poison Sting (35): 8 Poison type physical damage, 30% chance of adding Poison, 8 average damage
Bug Bite (20): 28 Bug type physical damage, 29 average damage
Tackle (35): 11 Normal type physical damage, 95% accuracy, 11 average damage

Comments: Despite being a weak dueler, he’s got some interesting defensive strategies thanks to Toxic.  Open with Toxic, alternate between Protect and Moonlight, watch enemy slowly die through poison, as one example! Light


Ludicolo (Water/Grass)
155 HP, 90 Atk, 90 Def, 110 SpA, 120 Sdef, 90 Spe
Effective Stats: 0.91 physical, 1.19 magical, 0.95 speed
Special Ability 1 - Swift Swim: Speed is doubled during Rain Dance
Special Ability 2 – Recovers 1/16th Max HP a turn during Rain Dance

Hydro Pump (5): 83 Water type special damage, 80% accuracy, 70 average damage
Energy Ball (10): 56 Grass type special damage, 10% chance of lowering target's Special Defense by 1 level, 59 average damage
Rain Dance (5): Causes Rain Dance weather effect for 5 turns
Fake Out (10): 16 Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 17 average damage
-----
Astonish (15): 12 Ghost Type physical damage, 30% Flinch, 12 average damage
Growl (40): Lowers Attack by 1 level
Mega Drain (15): 29 Grass type special damage, heals user equal to half damage done, 30 average damage
Absorb (25): 15 Grass type special damage, heals user equal to half damage done, 15 average damage
Nature Power (20): 29 Normal type special damage, cannot miss, uses a different attack depending on the terrain; this damage and effect assumes a “neutral” terrain, where the move used is “Swift”, 30 average damage
Uproar (10): 24 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 25 average damage
Water Sport (15): Halves Fire damage dealt to user
Zen Headbutt (15): 31 Psychic type physical damage, 20% Flinch, 90% accuracy, 29 average damage
Fury Swipes (15): 8 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 23 average damage
Mist (30): Grants immunity to negative stat modifiers for 5 turns

Commments: Having his best damage be Water and the Swift Swim ability, having Rain Dance is exceedingly helpful to him, boosting his damage and his speed.  A few other mild options on the side, and feeling generous, so Low Heavy


Shiftry (Grass/Dark)
165 HP, 120 Atk, 80 Def, 110 SpA, 80 Sdef, 100 Spe
Effective Stats: 0.86 physical, 0.84 magical, 1.05 speed
Special Ability 1 - Early Bird: Halves the duration of Sleep
Special Ability 2 - Chlorophyll: Tangrowth's speed doubles when Sunny Day is in effect

Sunny Day: Adds Sunny Day weather effect for 5 turns
Nasty Plot (20): Raises Special Attack by 2 levels
Leaf Storm (5): 95 Grass type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 90 average damage
Synthesis (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
-----
Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Fake Out (10): 21 Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 22 average damage
Harden (30): Raises Defense by 1 level
Growth (40): Raises Special Attack by 1 level
Nature Power (20): 29 Normal type special damage, cannot miss, uses a different attack depending on the terrain; this damage and effect assumes a “neutral” terrain, where the move used is “Swift”, 30 average damage
Extrasensory (30): 37 Psychic type special damage, 10% Flinch, 39 average damage
Razor Wind (10): 37 Normal type damage, one turn charge time, 12.5% critical hit rate, 18 average damage
Pound (35): 21 Normal type physical damage, 22 average damage
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
Torment (15): Target is unable to use same action consecutively
Razor Leaf (25): 43 Grass type physical damage, 12.5% Critical hit rate, 95% accuracy, 45 average damage
 Faint Attack (20): 45 Dark type physical damage, cannot miss, 47 average damage
Explosion (5): 246 Normal type physical damage, user faints as a result of the attack, 261 average damage

Comments: Rare case where a Pokemon does not want his optimal damage in his default set!  Anyway, Sunny Day, Nasty Plot, synthesis for healing, try to kill with Leaf Storm pretty much sums up his strategy. Pretty effective too! Some form of Heavy


Swellow (Normal/Flying)
135 HP, 105 Atk, 80 Def, 70 SpA, 70 Sdef, 145 Spe
Effective Stats: 0.70 physical, 0.6 magical, 1.46 speed
Special Ability - Guts: Attack raises by 50% if user has Poison, Burn or Paralyze status

%Brave Bird (15): 79 Flying type physical damage, 33% recoil damage, 56 average damage
Double Team (15): Raises Evade by 1 level
Agility (30): Raises Speed by 2 levels
Aerial Ace (20): 40 Flying type physical damage, cannot miss, 42 average damage
-----
Wing Attack (35): 40 Flying type physical damage, 42 average damage
Pluck (20): 40 Flying type physical damage, if target has a Berry equipped, then that berries effect is immediately used on the user of this attack, 42 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher
Quick Attack (30): 28 Normal type physical damage, always goes first, 29 average damage
Growl (40): Lowers attack by 1 level
Peck (35): 25 Flying type physical damage, 26 average damage
Air Slash (20): 34 Flying type special damage, 30% Flinch, 95% accuracy, 34 average damage

Comments: Really fast, but that’s about all he has going for him, especially with that durability.  Light


Pelliper (Water/Flying)
135 HP, 70 Atk, 120 Def, 105 SpA, 90 Sdef, 85 Spe
Effective Stats: 1.06 physical, 0.78 magical, 0.85 speed
Special Ability – Keen Eye: Grants immunity to Accuracy Modifiers

Hydro Pump (5): 79 Water type special damage, 80% accuracy, 67 average damage
Agility (30): Raises Speed by 2 levels
Roost (10): 50% Healing, if user is faster than opponent, then "Flying" typing is lost for the turn
Stockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
-----
Tailwind (30): Doubles Speed for 3 turns, this boost is independent of normal speed modifiers
Swallow (10): Heals user equal to 25% HP per every stock it has, resets Stock to 0
Spit Up (10):  44 Normal type special damage for every Stock it has, resets Stock to 0, 46 average damage
Fling (10): Does Dark type damage depending on what Berry the user is holding, since no berry is actually legal, this move is completely worthless
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Wing Attack (35): 28 Flying type physical damage, 29 average damage
Supersonic (20): Adds Confusion, 55% accuracy
Mist (30): Grants immunity to negative stat modifiers for 5 turns
Growl (40): Lowers Attack by 1 level
Water Sport (15): Halves Fire damage dealt to user
Water Pulse (20): 40 Water type special damage, 20% chance of adding Confusion, 42 average damage
Water Gun (25): 28 Water type special damage, 29 average damage
Payback (10): 16 Dark type physical damage, damage doubles if if user goes second the turn this is used, 17 average damage
Quick Attac (30): 13 Normal type physical damage, always goes first, 13 average damage
Pursuit (20): 13 Dark type physical damage, 13 average damage
Air Slash (20): 47 Flying type special damage, 30% Flinch, 95% accuracy, 47 average damage

Comments: Decent buff game with healing and alright damage…I guess.  Middle…maybe?


Gardevoir (Psychic)
143 HP, 85 Atk, 85 Sdef, 145 SpA, 135 Sdef, 100 Spe
Effective Stats: 0.79 physical, 1.23 magical, 1.05 speed
Special Ability 1 – Trace: Copies target’s special ability at the beginning of the battle
Special Ability 2 - Synchronize: If Alakazam is hit with a status effect, his opponent receives the same status as well

Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Hypnosis (20): Inflicts Sleep, 60% accuracy
Psychic (10): 81 Psychic type special damage, 10% chance of lowering special defense by 1 level, 86 average damage
Charm (20): Lowers Attack by 2 levels
-----
Dream Eater (10): 90 Psychic type special damage, heals user equal to 50% damage done, only works if opponent is asleep, 95 average damage
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of uses; Gardevoirs have an equal chance of being Male and Female
Future Sight (15): 49 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 46 average damage
Imprison (10): Target cannot use any moves that the user also knows
Magical Leaf (20): 37 Grass type special damage, cannot miss, 39 average damage
Healing Wish (10): User dies, then the next Pokemon comes in at full health with all status healed
Wish (10): User skips one turn, so that at the end of the next, they heal 50% of their HP.  Note that this is NOT a charge time, as the user can still act on the follow up turn, just the move doesn't resolve until a turn later.
Growl (40): Lowers Attack by 1 level
Teleport (20): Escapes from Battle!!!!
Confusion (25): 45 Psychic type special damage, 10% chance of adding Confusion, 47 average damage
Double Team (15): Raises Evade by 1 level
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns


Masquerain (Bug/Flying)
145 HP, 80 Atk, 82 Def, 100 SpA, 102 Sdef, 80 Spe
Effective Stats: 0.77 physical, 0.94 magical, 0.86 speed
Special Ability - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level

Bug Buzz (10): 56 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 59 average damage
Agility (30): Raises users Speed by 2 levels
Stun Spore (30): Adds Paralysis, 75% accuracy
Air Slash (20): 48 Flying type special damage, 30% Flinch, 95% accuracy, 48 average damage
-----
Whirlwind (20): Forces opponent to Run/Swap, always goes last
Silver Wind (5): 39 Bug type special damage, 10% chance of raising all parameters by 1 level, 41 average damage
Water Sport (15): Halves Fire damage dealt to user
Scary Face (10): Lowers Speed by 2 level, 90% accuracy
Sweet Scent (20): Lowers target's evasion by 1 level
Ominous Wind (5): 26 Ghost type special damage, 10% chance of raising all parameters by 1 level, 27 average damage
Gust (35): 26 Flying type special damage, 27 average damage
Quick Attack (30): 15 Normal type physical damage, always goes first, 15 average damage
Bubble (30): 9 Water type special damage, 10% chance of lowering Speed by 1 level, 9 average damage
Bubblebeam (20): 28 Water type special damage, 10% chance of lowering Speed by 1 level, 29 average damage
Mist (30): Grants immunity to negative stat modifiers for 5 turns
Haze (30): Dispels all stat modifiers on the entire field
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon

Comments: It has a Speed game and practically little else, on top of really bad typing! Light


Breloom (Grass/Fighting)
135 HP, 150 Atk, 100 Def, 80 SpA, 80 Sdef, 90 Spe
Effective Stats: 0.88 physical, 0.69 magical, 0.95 speed
Special Ability 1 - Effect Spore: 10% chance of inflicting one of Paralyze, Poison or Sleep when hit with a contact move
Special Ability 2 – Poison Heal: Poison status heals the Pokemon instead of doing damage

Spore (15): Adds Sleep status
Seed Bomb (15): 75 Grass type physical damage, 79 average damage
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, 90% accuracy, fails on Grass types.
Dynamic Punch (5): 94 Fighting type physical damage, inflicts Confusion, 50% accuracy, 50 average damage
-----s
Mind Reader (5): Ensures that the next attack cannot miss
Sky Uppercut (15): 75 Fighting type physical damage, 90% accuracy, 67 average damage
Force Palm (10): 56 Fighting type physical damage, 30% chance of adding paralysis, 59 average damage
Counter (20): If user is hit with a Physical Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Mach Punch (30): 39 Fighting type physical damage, always goes first, 41 average damage
Headbutt (15): 44 Normal type physical damage, 30% Flinch, 46 average damage
Tackle (35): 23 Normal type physical damage, 95% accuracy, 23 average damage
Mega Drain (15): 22 Grass type special damage, heals user equal to half damage done, 23 average damage
Absorb (25): 12 Grass type special damage, heals user equal to half damage done, 12 average damage
Stun Spore (30): Adds Paralysis, 75% accuracy
Growth (40): Raises Special Attack by 1 level
Poisonpowder (35): Adds Poison, 75% accuracy
Worry Seed (10): Changes target's special ability to Insomnia

Comments: Spore, beat crap out of the enemy, win.  Pretty straight forward and pretty effective, though low speed and durability, and iffy typing, makes this not as good as it could be. Middle/Heavy


Vigoroth (Normal)
155 HP, 100 Atk, 100 Def, 75 SpA, 75 Sdef, 110 Spe
Effective Stats: 1.01 physical, 0.74 magical, 1.14 speed
Specia Ability – Vital Spirit: Grants Immunity to sleep

Slash (20): 44 Normal type physical damage, 12.5% critical hit rate, 49 average damage
Slack Off (10): 50% Healing
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Amnesia (20): Raises Special Defense by 2 levels
-----
Snore (15): 26 Normal type physical damage, 30% flinch, can only be used while user is asleep, 27 average damage
Covet (40): 26 Normal type physical damage, steals opponent's held item, 27 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 14, 68.75% HP does 26, 35.42% does 51, 20.83% does 64, 10.42% does 94, 4.17% does 125
Faint Attack (20): 26 Dark type physical damage, cannot miss, 27 average damage
Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 9, 68.75% HP does 18, 35.42% does 34, 20.83% does 43, 10.42% does 63, 4.17% does 83
Counter (20): If user is hit with a Physical Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Scratch (35): 26 Normal type physical damage, 27 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Fury Swipes (15): 8 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 23 average damage
Focus Punch (20): 83 Fighting type physical damage, if user takes damage on same turn this is used, then they automatically flinch, always goes last, 88 average damage
Uproar (10): 25 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 26 average damage

Comments: Another unevolved Pokemon…whose actually got quite a few tricks to work with.  Yawn -> Focus Punch, Slack Off + Amnesia, Flail at low health, the options are there, and he’s fast too! Middle


Slaking (Normal)
225 HP, 180 Atk, 120 Def, 115 SpA, 85 Sdef, 120 Spe
Effective Stats: 1.76 physical, 1.22 magical, 1.22 speed
Special Ability – Truant: Slaking skips every other turn, regardless; moves with mutli-turn natures like Hyper Beam do *NOT* stack with this (meaning he doesn’t miss 2 turns with Hyper Beam, for example)

Slash (20): 79 Normal type physical damage, 12.5% critical hit rate, 88 average damage
Slack Off (10): 50% Healing
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
-----
Snore (15): 45 Normal type physical damage, 30% flinch, can only be used while user is asleep, 47 average damage
Covet (40): 45 Normal type physical damage, steals opponent's held item, 47 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 23, 68.75% HP does 45, 35.42% does 90, 20.83% does 112, 10.42% does 167, 4.17% does 222
Faint Attack (20): 45 Dark type physical damage, cannot miss, 47 average damage
Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 16, 68.75% HP does 31, 35.42% does 60, 20.83% does 75, 10.42% does 111, 4.17% does 144
Counter (20): If user is hit with a Physical Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Scratch (35): 45 Normal type physical damage, 47 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Fury Swipes (15): 22 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 65 average damage
Focus Punch (20): 111 Fighting type physical damage, if user takes damage on same turn this is used, then they automatically flinch, always goes last, 117 average damage
Uproar (10): 37 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 39 average damage
Amnesia (20): Raises Special Defense by 2 levels
Punishment (5): 38 Dark type physical damage, damage increases depending on how many stat modifier levels they have, where higher = better, this is the damage with no modifiers, 40 average damage
Hammer Arm (10): 75 Fighting type physical damage, lowers user's speed by 1 level, 90% accuracy, 71 average damage
Encore (10): Target is forced to use their last action for the next 2 to 6 turns

Comments: Absurd stats and good skillset!  Except he skips every other turn, so he’s not nearly as strong he should be.  Hard to peg, but thinking the stats are good enough for Heavy despite the weakness.
« Last Edit: November 30, 2014, 08:21:30 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #11 on: October 28, 2010, 03:24:31 AM »
Ninjask (Bug/Flying)
136 HP, 110 Atk, 65 Def, 70 SpA, 70 Sdef, 170 Spe
Effective Stats: 0.58 physical, 0.61 magical, 1.70 speed
Special Ability – Speed Boost: At the end of every turn, Ninjask’s speed increases by 1 level

Sword Dance (30): Raises Attack by 2 levels
X-Scissor (15): 56 Bug type physical damage, 59 average damage
Double Team (15): Raises Evade by 1 level
Leech Life (15): 15 Bug type physical damage, heals user equal to half damage done, 15 average damage
-----
Agility (30): Raises users Speed by 2 levels
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Slash (20): 32 Normal type physical damage, 12.5% Critical hit rate, 36 avereage damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Fury Cutter (20): 8 Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 8 average damage
Mind Reader (5): Ensures that the next attack cannot miss
Fury Swipes (15): 9 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 28 average damage
Harden (30): Raises Defense by 1 level
Bug Bite (20): 43 Bug type physical damage, 45 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Scratch (35): 19 Normal type physical damage, 20 average damage
False Swipe (40): 19 Normal type Non-lethal physical damage, 20 average damage
Metal Claw (35): 24 Steel type physical damage, 10% chance of raising users Attack by 10%, 95% accuracy, 24 average damage
Dig (10): 37 Ground type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 19 average damage
Mud-Slap (10): 7 Ground type special damage, lowers accuracy by 1 level, 7 average damage

Comments: He’s fast…very fast…so fast, Agility kind of serves NO PURPOSE ON HIM WHATSOEVER.  Beyond speed though, he doesn’t have much else beyond an iffy buffing game due to durability. Low Middle


Shedinja (Ghost/Bug)
1 HP, 110 Atk, 65 Def, 50 SpA, 50 Sdef, 60 Spe
Effective Stats: Irrelevant physical, Irrelevant magical, 0.68 speed
Special Ability – Wonderguard: Grants immunity to all damage (including 2ndary effects from moves that do damage, like Thundershock’s Paralysis) that doesn’t hit weakness.  In Shedinja’s case, that is Fire, Dark, Ghost, Flying and Rock type damage.  Instant Death and Status that do NOT do damage still work, and damage via stuff like Poison or Confusion can still be lethal.

NOTE: Due to the nature of Shedinja, I am NOT allowing him all of Nincada’s moves, only moves gotten before level 25.  He can technically learn all of Nincada and most of Ninjask’s moves, however, he has actual limitations due to his nature, and just assume I made a judgment call that works best for him in the DL.

Shadow Sneak (30): 29 Ghost type physical damage, always goes first, 30 average damage
Sword Dance (30): Raises Attack by 2 levels
Confuse Ray (15): Adds Confusion
Heal Block (15): Target is unable to Heal for the next 5 turns, this does not effect passive healing like Regen effects
----
Harden (30): Raises Defense by 1 level
Scratch (35): 19 Normal type physical damage, 20 average damage
Grudge (5): If user is killed the turn this is used, the target's last move is reduced to 0 PP
Leech Life (15): 15 Bug type physical damage, heals user equal to half damage done, 15 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Mind Reader (5): Ensures that the next attack cannot miss
Fury Swipes (15): 9 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 28 average damage
Shadow Ball (15): 26 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 27 average damage

Comments: Shedinja, Pokemon’s Answer to the Ogre Battle Undead.  If you have the right attack, you win!  If you don’t, you lose!  Its that simple.  Indeterminate rank as a result.


Exploud (Normal)
179 HP, 111 Atk, 83 Def, 111 SpA, 83 Sdef, 88 Spe
Effective Stats: 0.97 physical, 0.95 magical, 0.94 speed
Special Ability – Soundproof: Grants immunity to Sound based attacks like Hyper Voice

Rest (10): Full HP and status healing, puts user to sleep for two turns
Sleep Talk (10): Chooses one of the user’s other actions and uses that on the turn, can only be used while asleep
Hyper Beam (5): 104 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 49 average damage
Hyper Voice (10): 62 Normal type special damage, 65 average damage
-----
Roar (20): Forces opponent to Run/Swap, always goes last
Fire Fang (15): 31 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 31 average damage
Thunder Fang (15): 31 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 31 average damage
Ice Fang (15): 31 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 31 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Howl (40): Raises Attack by 1 level
Crunch (15): 38 Dark type physical damage, 20% chance of lowering defense 1 level, 40 average damage
Stomp (20): 45 Normal type physical damage, 30% Flinch, 47 average damage
Bite (25): 29 Dark type physical damage, 30% Flinch, 30 average damage
Pound (35): 29 Normal type physical damage, 30 average damage
Uproar (10): 36 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 38 average damage
Supersonic (20): Adds Confusion, 55% accuracy
Astonish (15): 15 Ghost type physical damage, 30% Flinch, 15 average damage

Comments: Oh look, a generic normal type who has one gimmick (Rest + Sleep Talk) and nothing really else! High Light


Hariyama (Fighting)
219 HP, 140 Atk, 80 Def, 60 SpA, 80 Sdef, 70 Spe
Effective Stats: 1.14 physical, 1.12 magical, 0.77 speed
Special Ability 1 - Thick Fat: Halves Fire and Ice damage
Special Ability 1 - Guts: Attack raises by 50% if user has Poison, Burn or Paralyze status

Close Combat (5): 104 Fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 110 average damage
Belly Drum (10): Raises Attack by 6 levels, user receives damage equal to half their MHP, cannot be used if HP < 50%.
Fake Out (10): 24 Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 25 average damage
Vital Throw (10): 62 Fighting type physical damage, (Cannot Miss), always goes last, 65 average damage
-----
%Dynamic Punch (5): 87 Fighting type physical damage, adds Confusion, 50% accuracy, 46 average damage
%Cross Chop (5): 87 Fighting type physical damage, 12.5% Critical Hit Rate, 80% accuracy, 78 average damage
Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 19, 68.75% HP does 36, 35.42% does 70, 20.83% does 87, 10.42% does 130, 4.17% does 173
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Seismic Toss (20): 50 Fighting type physical damage, ignores all modifiers and resistances barring immunity
Wake Up Slap (10): 53 Fighting type physical damage, damage doubles it target is asleep, in which case, Sleep is also lost, 56 average damage
Force Palm (10): 53 Fighting type physical damage, 30% chance of adding paralysis, 56 average damage
Smelling Salt (10): 53 Fighting type physical damage, damage doubles it target is paralyzed, in which case, Paralysis is also lost, 56 average damage
Knock Off (20): 13 Dark type physical damage, removes held item from user if they have any, 13 average damage
Tackle (35): 21 Normal type physical damage, 95% accuracy, 21 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Sand Attack (15): Lowers Accuracy by 1 level
Whirlwind (20): Forces opponent to Run/Swap, always goes last
Arm Thrust (20): 15 Fighting type physical damage, hits 2 to 5 times, 55 average damage
Brine (10): 18 Water type special damage, damage doubles if target's HP is 50% of their max or less, 19 average damage
%Bullet Punch (30): 24 Steel type physical damage, always goes first, 25 average damage

Comments: Be thankful he’s slow, cause he WILL kill you on his second turn!  Granted, he does sacrifice like all his durability in the process, but hush!  Middle


Delcatty (Normal)
145 HP, 85 Atk, 85 Def, 75 SpA, 75 Sdef, 90 Spe
Effective Stats: 0.8 physical, 0.69 magical, 0.95 speed
Special Ability 1 - Cute Charm: 30% chance of adding "Attract" to opponent if Delcatty is hit with a contact move, assuming enemy is of opposite gender. Note that Delcatty is primarily female
Special Ability 2 – Normalize: All attacks become Normal type, this will be factored in when relevant

Double Edge (15): 64 Normal type physical damage, 33% recoil, 45 average damage
Sing (15): Adds Sleep, 55% accuracy
Charm (20): Lowers Attack by 2 levels
Fake Out (10): 22 Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 23 average damage
-----
Faint Attack (20): 22 Dark (33 Normal) type physical damage, cannot miss, 23 (35) average damage
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, see note about Delcatty being primarily female
Tail Whip (30): Lowers Defense by 1 level
Growl (40): Lowers Attack by 1 level
Attract (15): For the rest of the fight, the opponent will not act 50% of the time each turn if they are the opposite Gender of the user, otherwise this move fails.  See note about Delcatty being primarily female
Copycat (20): User uses the target's last move
Doubleslap (10): 9 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 28 average damage
Assist (20): Uses a random move from a teammates skill set
Wake Up Slap (10): 22 Fighting (33 Normal) type physical damage, damage doubles it target is asleep, in which case, Sleep is also lost, 23 (35) average damage
Covet (40): 22 Normal type physical damage, steals opponent's held item, 23 average damage
Heal Bell (5): Full status healing
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types

Comments: Simply put, its stats suck too much to see any remote form of competence with a skillset like that. Light


Sableye (Dark/Ghost)
125 HP, 95 Atk, 95 Def, 85 SpA, 85 Sdef, 70 Spe
Effective Stats: 0.77 (Immune) physical, 0.68 magical, 0.77 speed
Special Ability 1 - Keen Eye: Grants immunity to accuracy lowering moves
Special Ability 2 – Stall: Sableye always goes last

Confuse Ray (15): Adds Confusion
Fake Out (10): 17 Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 18 average damage
Shadow Claw (15): 43 Ghost type physical damage, 12.5% Critical hit rate, 48 average damage
Night Shade (15): 50 Ghost type Special damage, ignores all modifiers
-----
Mean Look (5): Target is unable to run or swap
Leer (30): Lowers Defense by 1 level
Scratch (35): 17 Normal type physical damage, 18 average damage
Shadow Ball (10): 43 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 45 average damage
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Astonish (15): 19 Ghost type physical damage, 30% Flinch, 20 average damage
Shadow Sneak (30): 25 Ghost type physical damage, always goes first, 26 average damage
Fury Swipes (15): 8 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 23 average damage
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Knock Off (20): 14 Dark type physical damage, removes held item from user if they have any, 14 average damage
Faint Attack (20): 37 Dark type physical damage, cannot miss, 39 average damage
Punishment (5): 31 Dark type physical damage, damage increases depending on how many stat modifier levels they have, where higher = better, this is the damage with no modifiers, 32 average damage
Zen Headbutt (15): 32 Psychic type physical damage, 20% Flinch, 90% accuracy, 30 average damage
Power Gem (20): 26 Rock type special damage, 27 average damage

Comments: About the best typing one can get, what with no weaknesses and physical immunity!  His stats are a totally different story, and his skillset doesn’t make up for it! Middle


Mawile (Steel)
125 HP, 105 Atk, 105 Def, 75 SpA, 75 Sdef, 70 Spe
Effective Stats: 0.85 (1.7) physical, 0.6 magical, 0.77 speed
Special Ability 1 - Hyper Cutter: Grants immunity to moves that lower the Attack stat
Special Ability 2 - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level

Iron Head (15): 53 Steel type physical damage, 30% Flinch, 56 average damage
Stockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
Swallow (10): Heals user equal to 25% HP per every stock it has, resets Stock to 0
Faint Attack (20): 27 Dark type physical damage, cannot miss, 28 average damage
-----
Iron Defense (15): Raises Defense by 2 levels
Bite (25): 27 Dark type physical damage, 30% flinch, 28 average damage
Astonish (15): 14 Ghost type physical damage, 30% Flinch, 14 average damage
Vicegrip (30): 25 Normal type physical damage, 26 average damage
Sweet Scent (20): Lowers target's evasion by 1 level
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Crunch (15): 35 Dark type physical damage, 20% chance of lowering Defense by 1 level, 37 average damage
Sucker Punch (5): 35 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 37 average damage
Spit Up (10):  46 Normal type special damage for every Stock it has, resets Stock to 0, 48 average damage

Comments: Oh look, a tank with no real interesting strategies other than some shakey defensive game or something! Low Middle


Aggron (Rock/Steel)
145 HP, 130 Atk, 200 Def, 80 SpA, 80 Sdef, 70 Spe
Effective Stats: 1.89 (7.56) physical, 0.74 magical, 0.77 speed
Special Ability 1 - Rock Head: User does not take recoil from attacks like Double Edge or Take Down
Special Ability 2 – Sturdy: Grants Immunity to instant death

%Head Smash (5): 120 Rock type physical damage, (50% Recoil), 80% accuracy, 102 (51) average damage
Mud Slap (20): 8 Ground type special damage, lowers accuracy by 1 level, 8 average damage
Metal Burst (10): Deals damage equal to 1.5x what he was dealt that turn, only works if user goes second
Iron Tail (15): 81 Steel type physical damage, 30% chance of lowering target’s defense by 1 level, 75% accuracy, 64 average damage
-----
Iron Head (15): 65 Steel type physical damage, 30% Flinch, 69 average damage
Iron Defense (15): Raises Defense by 2 levels
Double Edge (15): 65 Normal type physical damage, (33% recoil), 69 (46) average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Roar (20): Forces opponent to Run/Swap, always goes last
Take Down (20): 49 Normal type physical damage, (25% recoil), 85% accuracy, 44 (33) average damage
Headbutt (15): 39 Normal type physical damage, 30% Flinch, 41 average damage
Metal Claw (35): 42 Steel type physical damage, 10% chance of raising users Attack by 10%, 95% accuracy, 42 average damage
Harden (30): Raises Defense by 1 level
Tackle (35): 20 Normal type physical damage, 95% accuracy, 20 average damage
Dragon Rush (10): 55 Dragon type physical damage, 20% Flinch, 75% accuracy, 43 average damage

Comments: Its God Damn Aggron; STAB Head Smash with Rock Head combo = lots of damage.  Metal Burst means he can win slug fests too, and his physical durability is absurd.  Speed holds him back though. Low Heavy


Medicham (Psychic/Fighting)
135 HP, 80 Atk, 95 Def, 80 SpA, 95 Sdef, 100 Spe
Effective Stats: 0.84 physical, 0.82 magical, 1.05 speed
Special Ability – Pure Power: Medicham’s Attack stat is functionally doubled; this is already factored into damage when relevant

Recover (10): 50% Healing
Meditate (40): Raises Attack by 1 level
Hi Jump Kick (20): 100 Fighting type physical damage, 90% accuracy, user takes damage equal to ½ projected damage on a miss, capping at half user’s MHP, 90 net average damage
Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 22, 68.75% HP does 42, 35.42% does 81, 20.83% does 100, 10.42% does 148, 4.17% does 197
-----
%Psycho Cut (20): 70 Psychic type physical damage, 12.5% critical hit rate, 78 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Power Trick (10): User’s Attack and Defense stats are swapped
Psych Up (10): Users Modifiers become equal to that of the targets
Force Palm (10): 61 Fighting type physical damage, 30% chance of adding paralysis, 64 average damage
Feint (10): 34 Normal type physical damage, only works if the enemy is invincible, 36 average damage
Mind Reader (5): Ensures that the next attack cannot miss
Hidden Power (15): 24 ????? type special damage, typing depends on users IVs, 25 average damage (damage increases by 50% if Psychic or Fighting type)
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Fire Punch (15): 50 Fire type physical damage, 10% chance of inflicting Burn, 53 average damage
Thunder Punch (15): 50 Electric type physical damage, 10% chance of inflicting Paralysis, 53 average damage
Ice Punch (15): 50 Ice type physical damage, 10% chance of inflicting Freeze, 53 average damage
Confusion (25): 37 Psychic type special damage, 10% chance of adding Confusion, 39 average damage

Comments: Hits really hard, has healing, KILLS YOU if he’s at low health, and isn’t slow! Durability sucks, but he’s above “2HKOed by average” if barely, so High Middle


Manectric (Electric)
145 HP, 95 Atk, 80 Def, 125 SpA, 80 Sdef, 125 Spe
Effective Stats: 0.73 physical, 0.72 magical, 1.28 speeed
Special Ability 1 - Static: 30% chance of adding Paralysis to opponent if Manectric is hit with a contact move
Special Ability 2 - Lightning Rod: All Electric damage in a team battle is aimed at Manectric

Thunder (10): 94 Electric type special damage, 30% chance of adding Paralysis, 70% accuracy, 69 average damage
Charge (20): Makes the next electric attack do double damage, raises Special Defense by 1 level
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks
Spark (20): 40 Electric type physical damage, 30% chance of adding Paralysis, 42 average damage
-----
Discharge (15): 64 Electric type special damage, 30% chance of adding Paralysis, 68 average damage
Roar (20): Forces opponent to Run/Swap, always goes last
Thunder Fang (15): 40 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 40 average damage
Bite (25): 25 Dark type physical damage, 30% flinch, 26 average damage
Odor Sleuth (40): Insures the next attack will hit regardless of evasion or accuracy
Fire Fang (15): 27 Fire type physical damage, 10% chance of adding Burn, 10% flinch, 95% accuracy, 27 average damage
Quick Attack (30): 17 Normal type physical damage, always goes first, 18 average damage
Howl (40): Raises Attack by 1 level
Leer (30): Lowers Defense by 1 level
Tackle (35): 15 Normal type physical damage, 95% accuracy, 15 average damage

Comments: Fast, and not much else.  Pretty stock Electric type in terms of how he’s built, so Middle


Plusle (Electric)
135 HP, 70 Atk, 60 Def, 105 Atk, 95 Sdef, 115 Spe
Effective Stats: 0.52 physical, 0.82 magical, 1.19 speed
Special Ability – Plus: Damage is raised by 50% when paired with someone who has the “Minus” skill

Thunder (10): 79 Electric type special damage, 30% chance of adding Paralysis, 70% accuracy, 58 average damage
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks
Nasty Plot (20): Raises Special Attack by 2 levels
Swift (20): 27 Normal type special damage, cannot miss, 28 average damage
-----
Charge (20): Makes the next electric attack do double damage, raises Special Defense by 1 level
Agility (30): Raises Speed by 2 levels
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Fake Tears (20): Lowers Special Defense by 2 levels
Copy cat (20): Copies the opponent's last move
Growl (40): Lowers Attack by 1 level
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Helping Hand (20): Boosts allies damage by 50%
Quick Attack (30): 13 Normal type physical damage, always goes first, 13 average damage
Spark (20): 31 Electric type physical damage, 30% chance of adding Paralysis, 32 average damage
Last Resort (5): 39 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 41 average damage

Comments: You know, the skillset isn’t really that bad, and he’s even got good speed.  The Durability, however, insures he’ll never really make much use of it. High Light


Minun (Electric)
135 HP, 60 Atk, 70 Def, 95 Atk, 105 Sdef, 115 Spe
Effective Stats: 0.62 physical, 0.91 magical, 1.19 speed
Special Ability – Minus: Damage is raised by 50% when paired with someone who has the “Plus” skill

Thunder (10): 72 Electric type special damage, 30% chance of adding Paralysis, 70% accuracy, 53 average damage
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks
Nasty Plot (20): Raises Special Attack by 2 levels
Swift (20): 25 Normal type special damage, cannot miss, 26 average damage
-----
Charge (20): Makes the next electric attack do double damage, raises Special Defense by 1 level
Agility (30): Raises Speed by 2 levels
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Fake Tears (20): Lowers Special Defense by 2 levels
Copy cat (20): Copies the opponent's last move
Growl (40): Lowers Attack by 1 level
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Helping Hand (20): Boosts allies damage by 50%
Quick Attack (30): 11 Normal type physical damage, always goes first, 11 average damage
Spark (20): 26 Electric type physical damage, 30% chance of adding Paralysis, 27 average damage
Charm (20): Lowers Attack by 2 levels
Trump Card (5): Does Normal type special damage that fluctuates based on PP remaining on this attack, cannot miss. At max PP, it does 17, at 4 PP it does 20, at 3 PP it does 25, 2 PP it does 32, at 1 PP it does 79

Comments: See Plusle, slightly better durability for slightly worse damage, and the addition of charm! High Light


Volbeat (Bug)
140 HP, 93 Atk, 75 Def, 67 SpA, 95 Sdef, 105 Spe
Effective Stats: 0.71 physical, 0.88 magical, 1.09 speed
Special Ability 1 – Illuminate: Raises the Encounter Rate!
Special Ability 2 - Swarm: Bug attacks do 50% more damage if HP < 33%

Tail Glow (20): Raises Special Attack by 2 levels
Moonlight (5): 50% Healing, 66% during Sunny day, 25% during any other weather effect
Bug Buzz (10): 39 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 41 average damage
Confuse Ray (15): Adds Confusion
-----
Flash (20): Lowers Accuracy by 1 level
Double Team (15): Raises Evade by 1 level
Signal Beam (15): 33 Bug type special damage, 10% chance of adding Confusion, 35 average damage
Helping Hand (20): Boosts allies damage by 50%
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Quick Attack (30): 17 Normal type physical damage, always goes first, 18 average damage
Tackle (35): 15 Normal type physical damage, 95% accuracy, 15 average damage
Zen Headbutt (15): 31 Psychic type physical damage, 20% Flinch, 90% accuracy, 29 average damage
Double-Edge (15): 47 Normal type physical damage, 33% recoil, 33 average damage

Comments: BUG PLUSLE describes him best, albeit not perfectly, but hush. Light


Illumise (Bug)
140 HP, 67 Atk, 75 Def, 93 SpA, 95 Sdef, 105 Spe
Effective Stats: 0.68 physical, 0.85 magical, 1.09 speed
Special Ability 1 - Oblivious: Grants immunity to Attract
Special Ability 2 - Tinted Lens: All attacks that are "Not Very Effective" have their power doubled

Bug Buzz (10): 53 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 56 average damage
Charm (20): Lowers Attack by 2 levels
Moonlight (5): 50% Healing, 66% during Sunny day, 25% during any other weather effect
Flatter (15): Adds Confusion, raises Special Attack of Target by 2 levels
-----
Helping Hand (20): Boosts allies damage by 50%
Sweet Scent (20): Lowers target's evasion by 1 level
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Wish (10): User skips one turn, so that at the end of the next, they heal 50% of their HP.  Note that this is NOT a charge time, as the user can still act on the follow up turn, just the move doesn't resolve until a turn later.
Tackle (35): 11 Normal type physical damage, 95% accuracy, 11 average damage
Quick Attack (30): 12 Normal type physical damage, always goes first, 12 average damage
Covet (40): 12 Normal type physical damage, steals opponent's held item, 12 average damage
Zen Headbutt (15): 23 Psychic type physical damage, 20% Flinch, 90% accuracy, 21 average damage

Comments: Volbeat with better damage and a considerably worse skillset!  And no Tail Glow so the higher damage is superficial! Light


Swalot (Poison)
175 HP, 93 Atk, 103 Def, 93 SpA, 103 Sdef, 75 Spe
Effective Stats: 1.17 physical, 1.15 magical, 0.82 speed
Special Ability 1 - Liquid Ooze: Draining based attacks have their effects reversed, so that Tentacruel heals from them and the enemy receives damage
Special Ability 2 - Sticky Hold: Swalot cannot lose held items by means of Thief and ilk

Sludge Bomb (10): 59 Poison type special damage, 30% chance of inflicting Poison, 62 average damage
Stockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Toxic (10): Adds a version of Poison status where damage increases each turn, 85% accuracy
-----
Swallow (10): Heals user equal to 25% HP per every stock it has, resets Stock to 0
Spit Up (10):  39 Normal type special damage for every Stock it has, resets Stock to 0, 41 average damage
Gunk Shot (5): 70 Poison type physical damage, 30% chance of adding Poison, 70% accuracy, 52 average damage
Gastro Acid (10): Cancels the effect of Target's special ability
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Body Slam (15): 33 Normal type physical damage, 30% chance of adding paralysis, 35 average damage
Pound (35): 17 Normal type physical damage, 18 average damage
Poison Gas (40): Adds Poison, 55% accuracy
Sludge (20): 39 Poison type special damage, 30% chance of inflicting Poison, 41 average damage
Amnesia (20): Raises Special Defense by 2 levels
%Acid Armor (40): Raises Defense by 2 Levels
Wring Out (5): 58 Normal type special damage, damage decreases linearly with target's HP, 61 average damage

Comments: Neat skillset, but as you may have guessed, low speed kind of kills its potential of going very far. Middle


Sharpedo (Water/Dark)
145 HP, 140 Atk, 60 Def, 115 SpA, 60 Sdef, 115 Spe
Effective Stats: 0.57 physical, 0.56 magical, 1.46 speed
Special Ability – Rough Skin: Whenever Sharpedo is hit with a contact move, opponent takes damage equal to 25% of what was dealt to Sharpedo

Crunch (15): 70 Dark type physical damage, 20% chance of lowering defense 1 level, 74 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Agility (30): Raises Speed by 2 levels
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
-----
Night Slash (20): 62 Dark type physical damage, 12.5% critical hit rate, 69 average damage
Skull Bash (15): 58 Normal type physical damage, raises defense by 1 level until damage is resolved, one turn charge time for the damage to resolve, 30 average damage
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Aqua Jet (30): 36 Water type physical damage, always goes first, 38 average damage
Slash (20): 42 Normal type physical damage, 12.5% critical hit rate, 47 average damage
Assurance (10): 44 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 46 average damage
Ice Fang (15): 39 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 39 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Rage (20): 13 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 13 average damage
Bite (25): 53 Dark type physical damage, 30% flinch, 56 average damage
Leer (30): Lowers Defense by 1 level
Feint (10): 30 Normal type physical damage, only works if the enemy is invincible, 31 average damage
Take Down (20): 53 Normal type physical damage, 25% recoil, 85% accuracy, 35 average damage

Comments: Ball Lightning who doesn’t hit QUITE hard enough to justify it.  Rough Skin can help out against physical fighters and push him to a 2HKO, but otherwise, just falls a bit short. Light


Wailord (Water)
245 HP, 110 Atk, 65 Def, 110 SpA, 65 Sdef, 80 Spe
Effective Stats: 1.04 physical, 1.02 magical, 0.86 speed
Special Ability 1 - Oblivious: Grants immunity to Attract
Special Ability 2 – Water Veil: Grants immunity to Burn status

Hydro Pump (5): 83 Water type special damage, 80% accuracy, 70 average damage
Rest (10): Full HP and status healing, puts user to sleep for two turns
Amnesia (20): Raises Special Defense by 2 levels
Brine (10): 45 Water type special damage, damage doubles if target's HP is 50% of their max or less, 47 average damage
-----
Water Spout (5): 103 Water type special damage, damage decreases linearly as users loses HP, 109 average damage
Bounce (5): 40 Flying type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 30% chance of adding Paralysis, 85% accuracy, 18 average damage
Dive (10): 56 Water type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 29 average damage
Mist (30): Grants immunity to negative stat modifiers for 5 turns
Water Pulse (20): 43 Water type special damage, 20% chance of adding Confusion, 45 average damage
Whirlpool (15): 12 Water type special damage, target takes 6.25% damage equal to their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Astonish (15): 15 Ghost type physical damage, 30% Flinch, 15 average damage
Rollout (20): 15 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 14 average damage
Growl (40): Lowers Attack by 1 level
Splash (40): Does absolutely nothing
Water Gun (25): 29 Water type special damage, 30 average damage

Comments: Massive HP is offset by low defenses, he’s slow, but hits…kind of ok?  Rest + Amnesia makes him have an Anti-Mage game I guess.  Low Middle or something.


Camerupt (Ground/Fire)
145 HP, 120 Atk, 90 Def, 125 SpA, 95 Sdef, 60 Spe
Effective Stats: 0.85 physical, 0.88 magical, 0.68 speed
Special Ability 1 – Magma Armor: Grants immunity to Freeze status
Special Ability 2 - Solid Rock: All Super Effective damage is lowered by 25%

Earthquake (10): 75 Ground type physical damage, 79 average damage
Flamethrower (15): 75 Fire type special damage, 10% chance of inflicting Burn status, 79 average damage
Fissure (5): Instant Death, fails against those immune to Ground type damage, 30% accuracy
Amnesia (20): Raises Special Defense by 2 levels
-----
Earth Power (10): 70 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 74 average damage
Rock Slide (10): 38 Rock type physical damage, 30% Flinch, 90% accuracy, 36 average damage
Lava Plume (15): 64 Fire type special damage, 30% chance of adding Burn, 68 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Take Down (20): 45 Normal type physical damage, 25% recoil, 85% accuracy, 39 average damage
Growl (40): Lowers Attack by 1 level
Tackle (35): 19 Normal type physical damage, 95% accuracy, 19 average damage
Ember (25); 33 Fire type special damage, 10% chance of adding burn, 35 average damage
Magnitude (30): Does random ground damage. 5% chance of 9 damage, 10% chance of 23 damage, 20% chance of 39 damage, 30% chance of 53 damage, 20% chance of 68 damage, 10% chance of 83 damage, 5% chance of 112 damage, 57 average damage.
Double Edge (15): 60 Normal type physical damage, 33% recoil, 42 average damage
Eruption (5): 117 Fire type special damage, damage decreases linearly as user's HP is lost, 124 average damage

Comment: Damage is alright, but everything else about him not so much. Sad, he’d be fun if he had durability or speed. Light/Middle
« Last Edit: November 30, 2014, 08:23:31 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #12 on: October 28, 2010, 03:25:41 AM »
Torkoal (Fire)
145 HP, 105 Atk, 160 Def, 105 SpA, 90 Sdef, 40 Spe
Effective Stats: 1.51 physical, 0.83 magical, 0.49 speed
Special Ability – White Smoke: Grants immunity to Stat lowering abilities; does not affect self-afflicted moves like Curse

Flamethrower (15): 62 Fire type special damage, 10% chance of inflicting Burn status, 65 average damage
Amnesia (20): Raises Special Defense by 2 levels
Body Slam (15): 37 Normal type physical damage, 30% chance of adding paralysis, 39 average damage
Curse (10): Raises Attack and Defense by 1 level, lowers speed by 1 level
-----
%Eruption (5): 98 Fire type special damage, damage decreases linearly as user's HP is lost, 104 average damage
Iron Defense (15): Raises Defense by 2 levels
Withdraw (40): Raises Defense by 1 Level
Heat Wave (10): 67 Fire type special damage, 10% chance of inflicting burn status, 90% accuracy, 64 average damage
Lava Plume (15): 53 Fire type special damage, 30% chance of adding Burn, 56 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Body Slam (15): 38 Normal type physical damage, 30% chance of adding paralysis, 40 average damage
Fire Spin (15): 11 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Withdraw (40): Raises Defense by 1 Level
Smog (20): 10 Poison type special damage, 40% chance of adding Poison, 70% accuracy, 7 average damage
Rapid Spin (40): 10 Normal type physical damage, cancels the effects of Spikes, Stealth Rock, Toxic Spikes, Leech Seed, and trap moves like Wrap, 10 average damage
Smokescreen (20): Lowers Accuracy by 1 level

Comments: Physically tanky with Amnesia to cover his magic, and passable damage…but SLOOOOOOW. Low Middle


Grumpig (Psychic)
155 HP, 65 Atk, 85 Def, 115 SpA, 130 Sdef, 100 Spe
Effective Stats: 0.86 physical, 1.29 magical, 1.05 speed
Special Ability 1 - Own Tempo: Grants immunity to confusion
Special Ability 2 – Thick Fat: Halves damage done by Fire and Ice attacks

Psychic (10): 65 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 69 average damage
Rest (10): Full HP and status healing, puts user to sleep for two turns
Magic Coat (15): If opponent uses a Status effect this turn, then it is reflected back at them, with the user being unharmed
Confuse Ray (15): Adds Confusion
-----
Power Gem (20): 34 Rock type special damage, 36 average damage
Snore (15): 20 Normal type physical damage, can only be used while asleep, 30% flinch, 21 average damage
Psybeam (20): 47 Psychic type special damage, 10% chance of inflicting Confusion, 49 average damage
Splash (40): Does absolutely nothing
Psych Up (10): Users Modifiers become equal to that of the targets
Psywave (15): Does between anywhere between 25 and 75 damage psychic type special damage, ignores all modifiers and resistances barring immunity, 80% accuracy, 40 average damage
Odor Sleuth (40): Insures the next attack will hit regardless of evasion or accuracy
Zen Headbutt (15): 33 Psychic type physical damage, 20% Flinch, 90% accuracy, 31 average damage
Payback (10): 22 Dark type physical damage, damage doubles if if user goes second the turn this is used, 23 average damage
Bounce (5): 24 Flying type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 30% chance of adding Paralysis, 85% accuracy, 10 average damage

Comments: Nothing really stand out but a few interesting tricks, so text book Middle


Spinda (Normal)
135 HP, 80 Atk, 80 Def, 80 SpA, 80 Sdef, 80 Spe
Effective Stats: 0.70 physical, 0.69 magical, 0.86 speed
Special Ability 1 - Own Tempo: Grants immunity to confusion
Special Ability 2 - Tangled Feet: If Chatot is inflicted with Confusion, evasion raises by 50%

Teeter Dance (20): Adds Confusion
Thrash (20): 45 Normal type physical damage, user is forced to use this for two to three turns in a row, (at the end of which they are confused), 47 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 12, 68.75% HP does 22, 35.42% does 42, 20.83% does 51, 10.42% does 75, 4.17% does 100
Hypnosis (20): Inflicts Sleep, 60% accuracy
-----
%Assist (20): Uses a random move from a teammates skill set
Copycat (20): User uses the target's last move
Double Edge (15): 61 Normal type physical damage, 33% recoil, 43 average damage
Psych Up (10): Users Modifiers become equal to that of the targets
Dizzy Punch (10): 36 Normal type physical damage, 20% chance of inflicting Confusion, 38 average damage
Uproar (10): 26 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 27 average damage
Tackle (35): 19 Normal type physical damage, 95% accuracy, 19 average damage
Faint Attack (20): 21 Dark type physical damage, cannot miss, 22 average damage
Psybeam (20): 22 Psychic type special damage, 10% chance of inflicting Confusion, 23 average damage
Sucker Punch (5): 28 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 29 average damage

Comments: Crappy…everything sans having 2 status, but that doesn’t save him from Light


Flygon (Dragon/Ground)
155 HP, 120 Atk, 100 Def, 100 SpA, 100 Sdef, 120 Spe
Effective Stats: 1.01 physical, 0.99 magical, 1.23 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Earthquake (10): 75 Ground type physical damage, 79 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Sand-Attack (15): Lowers Accuracy by 1 level
Earth Power (10): 56 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 59 average damage
-----
Supersonic (20): Adds Confusion, 55% accuracy
Sonic Boom (20): 20 Normal type special damage, this damage is set and ignores all kinds of modifiers outside of immunity, 90% accuracy, 18 average damage
Faint Attack (20): 31 Dark Type physical damage, cannot miss, 32 average damage
Sand Tomb (15): 15 Ground type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Dragon Breath (20): 42 Dragon type special damage, 30% chance of adding Paralysis, 44 average damage
Hyper Beam (5): 63 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 30 average damage
Crunch (15): 41 Dark type physical damage, 20% chance of lowering defense 1 level, 43 average damage
Bite (25): 31 Dark type physical damage, 30% Flinch, 32 average damage
Feint (10): 26 Normal type physical damage, only works if the enemy is invincible, 27 average damage
Dragon Claw (15): 61 Dragon type physical damage, 64 average damage
Dig (10): 61 Ground type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 32 average damage

Comments: Fast with good damage, and a good typing…provided “Ice” isn’t a factor.  High Middle


Cacturne (Grass/Dark)
145 HP, 135 Atk, 80 Def, 135 SpA, 80 Sdef, 75 Spe
Effective Stats: 0.76 physical, 0.74 magical, 0.82 speed
Special Ability - Sand Veil: If Sandstorm Weather effect is active, Cacturne’s Evade raises by 20%, also grants immunity to Sandstorm’s damage

Sandstorm (5): Adds Sandstorm Weather effect for 5 turns
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, 90% accuracy, fails on Grass types.
Faint Attack (20): 51 Dark type physical damage, cannot miss, 54 average damage
Cotton Spore (40): Lowers Speed by 2 levels, 85% accuracy
-----
Leer (30): Lowers Defense by 1 level
Needle Arm (15): 51 Grass type physical damage, 30% flinch, 54 average damage
%Dynamic Punch (5): 56 Fighting type physical damage, adds Confusion, 50% accuracy, 29 average damage
%Teeter Dance (20): Adds Confusion
Growth (40): Raises Special Attack by 1 level
Destiny Bond (5): If target kills user the turn this was used (and the move must be used beforehand), then the target dies alongside the user.
Sucker Punch (5): 68 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 72 average damage
Spikes (20): Whenever an opponent swaps in, they take 12.5% of their damage taken for every layer of spikes on the field, stackable up to 3 times, each layer adds an additional 6.25% damage, fails on targets with Flying typing or Levitate ability
Ingrain (20): After this is used, user heals for 12.5% their MHP at the end of each turn, user cannot be swapped out afterwards
Payback (10): 43 Dark type physical damage, damage doubles if if user goes second the turn this is used, 45 average damage
Sand Attack (15): Lowers Accuracy by 1 level
Absorb (25): 18 Grass type Special damage, heals user equal to 50% damage done, 19 average damage
Poison Sting (35): 9 Poison type physical damage, 10% chance of adding Poison, 9 average damage
Pin Missile (20): 9 Bug type physical damage, hits 2 to 5 times, 85% accuracy, 28 average damage
Revenge (10): 48 Fighting type physical damage, if user takes damage the turn this is used, damage doubles, always goes last, 51 average damage

Comments: Bad speed is for once advantageous as it means Payback can be used in place of Faint Attack for improved damage!  But it clashes with Cotton Spore.  Otherwise, interesting skillset on a slow pokemon…again…blarghle! Middle


Altaria (Dragon/Flying)
150 HP, 90 Atk, 110 Def, 90 SpA, 125 Sdef, 100 spe
Effective Stats: 1.07 physical, 1.2 magical, 1.05 speed
Special Ability - Natural Cure: When swapped out of battle, it heals from all status conditions placed on it

Dragon Pulse (10): 51 Dragon type special damage, 54 average damage
Sing (15): Adds Sleep, 55% accuracy
Safeguard (25): Grants immunity to all status for 5 turns
Dragon Dance (20): Raises Attack and Speed by 1 level
-----
Mirror Move (20): User uses the same move as the last action of the opponent
Sky Attack (5): 79 Flying type physical damage, 60% (30%) Flinch, 12.5% Critical Hit Rate, one turn charge time, 90% accuracy, 39 average damage
Perish Song (5): Both the user and the target will faint 3 turns after this is used
Growl (40): Lowers Attack by 1 level
Refresh (20): Full Status Healing
Dragon Breath (20): 34 Dragon type special damage, 30% chance of adding paralysis, 36 average damage
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Take Down (20): 34 Normal type physical damage, 25% recoil, 85% accuracy, 23 average damage
Mist (30): Grants immunity to negative stat modifiers for 5 turns
Fury Attack (20): 6 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 18 average damage
Peck (35): 20 Flying type physical damage, 21 average damage
Pluck (20): 34 Flying type physical damage, 36 average damage
Astonish (15): 12 Ghost type physical damage, 30% Flinch, 12 average damage

Comments: Kind of wastes Dragon Dance without a decent physical move, but the speed boost still helps. Iffy damage, but compensates with decent support moves. High Middle


Zangoose (Normal)
148 HP, 135 Atk, 80 Def, 80 SpA, 80 Sdef, 110 Spe
Effective Stats: 0.77 physical, 0.76 magical, 1.14 speed
Special Ability – Immunity: Grants immunity to Poison status

Close Combat (5): 68 Fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 72 average damage
Crush Claw (10): 64 Normal type physical damage, 50% chance of lowering defense by 1 level, 95% accuracy, 64 average damage
Sword Dance (30): Raises Attack by 2 levels
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
-----
X-scissor (15): 45 Bug type physical damage, 47 average damage
False Swipe (40): 34 Normal type physical Non-lethal damage, 36 average damage
Scratch (35): 34 Normal type physical damage, 36 average damage
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Embargo (15): Target is unable to use items
Pursuit (20): 23 Dark type physical damage, 24 average damage
Fury Cutter (20): 6 Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 6 average damage
Quick Attack (30): 34 Normal type physical damage, always goes first, 36 average damage

Comments: Passable damage with Sword Dance, iffy durability, good speed, wants more variety…Middle…like many things.


Seviper (Poison)
148 HP, 120 Atk, 80 Def, 120 SpA, 80 Sdef, 85 Spe
Effective Stats: 0.77 physical, 0.76 magical, 0.91 speed
Special Ability - Shed Skin: At the end of every turn, there's a 33% chance that Seviper will be healed of all status

Poison Jab (20): 61 Poison type physical damage, 30% chance of adding Poison, 64 average damage
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
Glare (30): Inflicts Paralysis, 75% accuracy
Screech (40): Lowers Defense by 2 levels, 85% accuracy
-----
Wring Out (5): 75 Normal type special damage, damage decreases linearly with target's HP, 79 average damage
Poison Fang (15): 36 Poison type physical damage, 30% chance of adding Toxic, 40 (38) average damage
Haze (30): Dispels all stat modifiers on the entire field
Night Slash (20): 35 Dark type physical damage, 12.5% critical hit rate, 39 average damage
Poison Tail (25): 36 Poison type physical damage, 12.5% critical hit rate, 10% chance of adding Poison status, 40 average damage
Bite (25): 31 Dark type physical damage, 30% Flinch, 32 average damage
Crunch (15): 41 Dark type physical damage, 20% chance of lowering Defense by 1 level, 43 average damage
Wrap (20): 8 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 7 average damage
Lick (30): 11 Ghost type physical damage, 30% chance of adding Paralysis, 11 average damage

Comments: Swagger + Glare can annoy a lot of people, Screech for healers with enough damage for slug fests…in Middle


Lunatone (Rock/Psychic)
145 HP, 75 Atk, 85 Def, 115 SpA, 105 Sdef, 90 Spe
Effective Stats: 0.8 (1.6) physical, 0.97 magical, 0.95 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Rock Polish (30): Raises Speed by 2 levels
Psychic (10): 65 psychic type special damage, 10% chance of lowering special defense by 1 level, 69 average damage
Cosmic Power (20): Raises Defense and Special Defense by 1 level
Hypnosis (20): Adds Sleep status, 60% accuracy
-----
Heal Block (15): Target is unable to Heal for the next 5 turns, this does not effect passive healing like Regen effects
Future Sight (15): 39 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 37 average damage
Embargo (15): Target is unable to use items
Psywave (15): Does between anywhere between 25 and 75 damage psychic type special damage, ignores all modifiers and resistances barring immunity, 80% accuracy, 40 average damage
Confusion (25): 37 Psychic type special damage, 10% chance of adding Confusion status, 39 average damage
Harden (30): Raises Defense by 1 level
Tackle (35): 12 Normal type physical damage, 95% accuracy, 12 average damage
Rock Throw (15): 25 Rock type physical damage, 90% accuracy, 23 average damage
Explosion (5): 155 Normal type physical damage, user faints as a result of the attack, 164 average damage

Comments: Tanky with good buffs, a status, and damage, and not as slow as you’d expect. Middle/Heavy


Solrock (Rock/Psychic)
145 HP, 115 Atk, 105 Def, 75 SpA, 85 Sdef, 90 Spe
Effective Stats: 0.99 (1.98) physical, 0.79 magical, 0.95 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Rock Polish (30): Raises Speed by 2 levels
Cosmic Power (20): Raises Defense and Special Defense by 1 level
Heal Block (15): Target is unable to Heal for the next 5 turns, this does not effect passive healing like Regen effects
Rock Slide (10): 54 Rock type physical damage, 30% Flinch, 90% accuracy, 51 average damage
-----
Harden (30): Raises Defense by 1 level
Psywave (15): Does between anywhere between 25 and 75 damage psychic type special damage, ignores all modifiers and resistances barring immunity, 80% accuracy, 40 average damage
Embargo (15): Target is unable to use items
Tackle (35): 18 Normal type physical damage, 95% accuracy, 18 average damage
Rock Throw (15): 37 Rock type physical damage, 90% accuracy, 35 average damage
Explosion (5): 236 Normal type physical damage, user faints as a result of the attack, 250 average damage
Solar Beam (10): 60 Grass type special damage, 63 average damage
Confusion (25): 25 Psychic type special damage, 10% chance of adding Confusion status, 26 average damage
Fire Spin (15): 6 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 4 average damage

Comments: Physical oriented Lunatone! …and he’s just worse for it, especially since he lacks Hypnosis. Middle


Whiscash (Water/Ground)
185 HP, 98 Atk, 93 Def, 96 SpA, 91 Sdef, 80 Spe
Effective Stats: 1.12 physical, 1.08 magical, 0.86 speed
Special Ability 1 – Grants immunity to Attract status
Special Ability 1 - Anticipation: If enemy has an attack that would be "Super Effective" against Whiscash in their current set, it will indicate it.

Earthquake (10): 62 Ground type physical damage, 65 average damage
Tickle (20): Lowers Attack and Defense by 1 level
Rest (10): Full HP and status healing, puts user to sleep for two turns
Amnesia (20): Raises Special Defense by 2 levels
-----
Fissure (5): Instant Death, 30% accuracy, fails against those immune to Ground type damage
Aqua Tail (10): 56 Water type physical damage, 90% accuracy, 53 average damage
Magnitude (30): Does random ground damage. 5% chance of 8 damage, 10% chance of 19 damage, 20% chance of 31 damage, 30% chance of 44 damage, 20% chance of 56 damage, 10% chance of 68 damage, 5% chance of 92 damage, 46 average damage.
Zen Headbutt (15): 33 Psychic type physical damage, 20% Flinch, 90% accuracy, 31 average damage
Future Sight (15): 32 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 30 average damage
Snore (15): 17 Normal type physical damage, can only be used while asleep, 30% flinch, 18 average damage
Water Pulse (20): 37 Water type special damage, 20% chance of adding confusion, 39 average damage
Mud Bomb (10): 40 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 36 average damage
Mud Sport (15): Lowers Electric damage dealt to user
Water Sport (15): Halves Fire damage dealt to user
Mud Slap (20): 14 Ground type special damage, lowers accuracy by 1 level, 14 average damage
Water Gun (25): 25 Water type special damage, 26 average damage

Comments: Nice little defensive game that can also get around healers…but slow! Oh joy! Middle


Crawdaunt (Dark/Water)
138 HP, 140 Atk, 105 Def, 110 SpA, 75 Sdef, 75 Spe
Durabillity: 0.94 physical, 0.66 magical, 0.82 speed
Special Ability 1 – Shell Armor: Grants immunity to Critical Hits
Special Ability 2 - Hyper Cutter: Grants immunity to moves that lower the Attack stat

Crunch (15): 70 Dark type physical damage, 20% chance of lowering defense by 1 level, 74 average damage
Crab Hammer (10): 79 Water type physical damage, 12.5% Critical Hit rate, 85% accuracy, 75 average damage
Sword Dance (30): Raises Attack by 2 levels
Guillotine (5): Instant Death, 30% accuracy, fails on those immune to Normal attacks
-----
Bubble (30): 15 Water type special damage, 10% chance of lowering speed by 1 level, 15 average damage
Harden (30): Raises Defense by 1 level
Vicegrip (30): 32 Normal type physical damage, 34 average damage
Leer (30): Lowers Defense by 1 level
Bubblebeam (20): 45 Water type special damage, 10% chance of lowering speed by 1 level, 47 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Knock Off (20): 19 Dark type physical damage, removes held item from user if they have any, 20 average damage
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Night Slash (20): 62 Dark type physical damage, 12.5% Critical hit rate, 69 average damage
Swift (20): 29 Normal type special damage, cannot miss, 30 average damage

Comments: Slow and undurable, and not quite damaging enough to make up for this.  Light/Middle


Claydol (Psychic/Ground)
135 HP, 90 Atk, 125 SpA, 90 SpA, 140 Sdef, 95 Spe
Effective Stats: 1.11 physical, 1.21 magical, 1.00 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Earth Power (10): 51 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 54 average damage
Cosmic Power (20): Raises Defense and Special Defense by 1 level
Heal Block (15): Target is unable to Heal for the next 5 turns, this does not effect passive healing like Regen effects
Rock Tomb (10): 21 Rock Type physical damage, lowers target’s speed by 1 level, 80% accuracy, 17 average damage
-----
Power Trick (10): User’s Attack and Defense stats are swapped
Explosion (5): 185 Normal type physical damage, user faints as a result of the attack, 196 average damage
Hyper Beam (5): 56 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 26 average damage
Sandstorm (5): Adds Sandstorm Weather effect for 5 turns
Ancient Power (5): 23 Rock type special damage, 10% chance of raising all parameters by 1 level, 24 average damage
Self Destruct (5): 148 Normal type physical damage, user faints as a result of the attack, 157 average damage
Psybeam (20): 37 Psychic type special damage, 10% chance of adding Confusion, 39 average damage
Mud-Slap (10): 12 Ground type special damage, lowers accuracy by 1 level, 12 average damage
Harden (30): Raises Defense by 1 level
Teleport (20): Escapes from Battle!!!!
Confusion (25): 28 Psychic type special damage, 10% chance of adding Confusion, 29 average damage
Rapid Spin (40): 8 Normal type physical damage, cancels the effects of Spikes, Stealth Rock, Toxic Spikes, Leech Seed, and trap moves like Wrap, 8 average damage

Comments: Has some quirky tricks, and some decent durability, and isn’t horribly slow, but nothing good enough to really be duel breaking or anything. Middle


Cradily (Rock/Grass)
161 HP, 101 Atk, 117 Def, 101 SpA, 127 Sdef, 63 Spe
Effective Stats: 1.23 (2.46) physical, 1.31 magical, 0.7 speed
Special Ability – Suction Cups: Grants immunity to Force Swapping abilities like Roar

Energy Ball (10): 51 Grass type special damage, 10% chance of lowering target's Special Defense by 1 level, 54 average damage
Stockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
Swallow (10): Heals user equal to 25% HP per every stock it has, resets Stock to 0
Confuse Ray (15): Adds Confusion
-----
Wring Out (5): 63 Normal type special damage, damage decreases linearly with target's HP, 66 average damage
Spit Up (10): 43 Normal type special damage for every Stock it has, resets Stock to 0, 46 average damage
Gastro Acid (10): Cancels the effect of Target's special ability
Ancient Power (5): 39 Rock type special damage, 10% chance of raising all parameters by 1 level, 41 average damage
Amnesia (20): Raises Special Defense by 2 levels
Ingrain (20): After this is used, user heals for 12.5% their MHP at the end of each turn, user cannot be swapped out afterwards
Acid (30): 18 Poison type special damage, 10% chance of lowering target's defense 1 level, 18 average damage
Constrict (35): 6 Normal type physical damage, 10% chance of lowering Speed by 1 level, 6 average damage
Astonish (15): 14 Ghost type physical damage, 30% Flinch, 14 average damage

Comments: Tanky with a decent defensive game, but slow and not damaging. Some form of Middle


Armaldo (Bug/Rock)
150 HP, 145 Atk, 120 Def, 90 SpA, 100 Sdef, 65 Spe
Effective Stats: 1.17 (2.34) physical, 0.96 magical, 0.72 speed
Special Ability – Battle Armor: Grants Immunity to Critical Hits

X-scissor (15): 73 Bug type physical damage, 77 average damage
Harden (40): Raises Defense by 1 level
Crush Claw (10): 45 Normal type physical damage, 50% chance of lowering defense by 1 level, 95% accuracy, 45 average damage
Ancient Power (5): 34 Rock type special damage, 10% chance of raising all parameters by 1 level, 36 average damage
-----
Fury Cutter (20): 11 Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 11 average damage
Rock Blast (10): 23 Rock type physical damage, hits 2 to 5 times, 80% accuracy, 76 average damage
Slash (20): 43 Normal type physical damage, 12.5% critical hit rate, 46 average damage
Mud Sport (15): Lowers Electric damage dealt to user
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Metal Claw (35): 31 Steel type physical damage, 10% chance of raising users Attack by 10%, 95% accuracy, 31 average damage
Scratch (35): 25 Normal type physical damage, 26 average damage
Water Gun (25): 16 Water type special damage, 17 average damage

Comments: Can you say boring skillset off something slow? I know I can! Low Middle


Feebas (Water)
95 HP, 35 Atk, 40 Def, 30 SpA, 75 Sdef, 100 Spe
Effective Stats: 0.25 physical, 0.46 magical, 1.05 speed
Special Ability - Swift Swim: Speed is doubled during Rain Dance

Tackle (35): 6 Normal type physical damage, 95% accuracy, 6 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 5, 68.75% HP does 7, 42% does 13, 20.83% does 16, 10.42% does 23, 4.17% does 30
Splash (40): Does absolutely nothing

Comments: Its Magikarp who does slightly more damage with flail, and swaps the durabilities! …puny


Milotic (Water)
170 HP, 80 Atk, 99 Def, 120 SpA, 145 Sdef, 101 spe
Effective Stats: 1.1 physical, 1.57 magical, 1.06 speed
Special Ability – Marvel Scale: Defense Raises by 50% when inflicted with a status effect

Hydro Pump (5): 90 Water type special damage, 80% accuracy, 76 average damage
Safeguard (25): Grants immunity to all status for 5 turns
Recover (10): 50% Healing
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
-----
Tackle (35): 13 Normal type physical damage, 95% accuracy, 6 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 8, 68.75% HP does 15, 42% does 28, 20.83% does 34, 10.42% does 50, 4.17% does 67
Splash (40): Does absolutely nothing
Water Gun (25): 31 Water type special damage, 32 average damage
Water Pulse (20): 45 Water type special damage, 20% chance of adding Confusion, 47 average damage
Refresh (20): Full status Healing
Twister (20): 21 Dragon type special damage, 20% flinch, 22 average damage
Water Sport (15): Halves Fire damage dealt to user
Attract (15): For the rest of the fight, the opponent will not act 50% of the time each turn if they are the opposite Gender of the user, otherwise this move fails.  Milotic has an even split between genders, so make of this as you will
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, see note about Milotic Gender above
Wrap (20): 6 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 5 average damage
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn
Aqua Tail (10): 45 Water type physical damage, 90% accuracy, 43 average damage

Comments: Durable, has healing, and no real flaws other than some slightly limited offense of one typing, but it has ways to work around that at least.  Heavy
« Last Edit: November 30, 2014, 08:25:30 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #13 on: October 28, 2010, 03:29:40 AM »
Castform (Normal)
145 HP, 90 Atk, 90 Def, 90 SpA, 90 Sdef, 90 Spe
Effective Stats: 0.85 physical, 0.83 magical, 0.95 speed
Special Ability – Forecast: Castform’s type changes depending on weather; specifically, Rain = Water, Hail = Ice and Sunny Day = Fire, all other Weather makes him Normal type.

Weather Ball (10): 29 Normal type special damage, type changes depending on weather (follows same rules as Forecast), 30 average damage
Hail (10): Causes Hail weather effect for 5 turns
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Sunny Day (5): Causes Sunny Day weather effect for 5 turns
-----
Ember (25): 16 Fire type special damage, 10% chance of adding Burn, 17 average damage
Powder Snow (25): 16 Ice type special damage, 10% chance of adding Freeze, 17 average damage
Water Gun (25): 16 Water type special damage, 17 average damage
Tackle (35): 20 Normal type physical damage, 95% accuracy, 20 average damage

NOTE: Due to Castform’s nature, his moves can fluctuate on damage due to how his typing can change, and he may get STABs when he wouldn’t have them before (or alternatively, lose them.)  Thankfully, Weatherball is always his best damage, regardless, so this isn’t a big deal.

Comments: Cute idea, but atrocious stats speak for itself. Light


Kecleon (Normal)
135 HP, 110 Atk, 90 Def, 80 SpA, 140 Sdef, 60 Spe
Effective Stats: 0.79 physical, 1.21 magical, 0.68 speed
Special Ability – Color Change: Kecleon’s typing changes based on what kind of damage he receives.

%Dizzy Punch (10): 48 Normal type physical damage, 20% chance of adding Confusion, 51 average damage
Slash (20): 48 Normal type physical damage, 12.5% critical hit rate, 54 average damage
Screech (40): Lowers defense by 2 levels, 85% accuracy
Faint Attack (20): 29 Dark type physical damage, cannot miss, 30 average damage
-----
Ancient Power (5): 21 Rock type special damage, 10% chance of raising all parameters by 1 level, 22 average damage
Shadow Claw (15): 32 Ghost type physical damage, 12.5% critical hit rate, 36 average damage
Sucker Punch (5): 37 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 39 average damage
Substitute (10): User sacrifices 25% of their MHP to create a "substitute" with HP equal to that amount of HP lost. While the sub is up, the user is immune to all status, and any excess damage dealt to the sub beyond its HP is not carried over to the user. Instant Death acts just like lethal damage to the sub. If User's HP is equal to or below 25% his Maximum, then using Substitute is impossible. Note that if attack hits multiple times, then any hit done after the lethal damage hit DOES deal damage to the user (as in, the Sub dies to the previous hit.), and any status dealt BEFORE the Sub is used will still be active normally after the sub (so Poison damage still hits the user, if the Sub is out)
Shadow Sneak (30): 19 Ghost type physical damage, always goes first, 20 average damage
Psybeam (20): 22 Psychic type special damage, 10% chance of adding confusion, 23 average damage
Feint (10): 36 Normal type physical damage, only works if the enemy is invincible, 38 average damage
Fury Swipes (15): 14 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 41 average damage
Bind (20): 12 Normal type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 75% accuracy, 9 average damage
Scratch (35): 29 Normal type physical damage, 30 avertage damage
Lick (30): 10 Ghost type physical damage, 30% chance of adding paralysis, 10 average damage
Astonish (15): 15 Ghost type physical damage, 30% Flinch, 15 average damage
Thief (10): 19 Dark type physical damage, steals target’s held item, 20 average damage
Tail Whip (30): Lowers Defense by 1 level

NOTE: Due to the nature of Color Change, Kecleon’s moves can vary thanks so STABs and what not.  These values assume he’s Normal typing, which is his default typing, so adjust accordingly.

Comments: Cute gimmick, but bad stats hold him back, and no real interesting moves to compensate. Light


Banette (Ghost)
139 HP, 135 Atk, 85 Def, 103 SpA, 83 Sdef, 85 spe
Durabiltiy: 0.77 (immune) physical, 0.74 magical, 0.91 speed
Special Ability 1 – Insomnia: Grants immunity to sleep
Special Ability 2 – Frisk: Reveals Foe’s Held item

Shadow Ball (15): 53 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 56 average damage
Faint Attack (20): 34 Dark type physical damage, cannot miss, 36 average damage
Screech (40): Lowers defense by 2 levels, 85% accuracy
Will-o-Wisp (15): Inflicts Burn, 75% accuracy
-----
Trick (10): Trades held item with target
Grudge (5): If user is killed the turn this is used, the target's last move is reduced to 0 PP
Snatch (10): If the opponent uses a basic Single Target Buff or Healing move, the move would be “stolen” by the user of Snatch, and the target’s turn is thus skipped.
Embargo (15): Target is unable to use items
Sucker Punch (5): 45 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 47 average damage
Shadow Sneak (30): 34 Ghost type physical damage, always goes first, 36 average damage
Spite (10): Lowers the PP of target's last used move by 2 to 5
Curse (10): Raises Attack and Defense by 1 level, lowers speed by 1 level
Night Shade (15): 50 Ghost type special damage, ignores all modifiers and resistances barring immunity
Knock Off (20): 12 Dark type physical damage, removes held item from user if they have any, 12 average damage

Comments: Boring Ghost type is boring.  Would be Light, but physical immunity pushes him to Middle


Tropius (Grass/Flying)
174 HP, 88 Atk, 103 Def, 92 SpA, 107 Sdef, 71 spe
Effective Stats: 1.17 physical, 1.19 magical, 0.78 speed
Special Ability 1 – Solar Power: Raises Special Attack by 50%, but takes damage equal to 12.5% of MHP during Sunny Day
Special Ability 2 - Chlorophyll: Sunflora’s speed doubles when Sunny Day is in effect

%Leaf Blade (15): 50 Grass type physical damage, 12.5% critical hit rate, 56 average damage
Growth (40): Raises Special Attack by 1 level
Leaf Storm (5): 81 Grass type special damage, lowers user’s Special Attack by 2 levels, 90% accuracy, 77 average damage
Synthesis (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
-----
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Solar Beam (10): 69 Grass type special damage, one turn charge time, 36 average damage
Air Slash (20): 44 Flying type special damage, 30% Flinch, 95% accuracy, 44 average damage
Body Slam (15): 31 Normal type physical damage, 30% chance of adding Paralysis, 32 average damage
Leer (30): Lowers Defense by 1 level
Magical Leaf (20): 36 Grass type special damage, cannot miss, 38 average damage
Whirlwind (20): Forces opponent to Run/Swap, always goes last
Sweet Scent (20): Lowers target's evasion by 1 level
Stomp (20): 25 Normal type physical damage, 30% Flinch, 26 average damage
Razor Leaf (25): 31 Grass type physical damage, 12.5% critical hit rate, 95% accuracy, 32 average damage
Gust (35): 25 Flying type special damage, 26 average damage

Comments: You know, if he had Sunny day, he may be able to pull off a cute strategy here and there…but as it stands, his skillset is wasted by his stats.  Light


Chimecho (Psychic)
140 HP, 70 Atk, 90 Def, 115 SpA, 100 Sdef, 85 Spe
Effective Stats: 0.82 physical, 0.89 magical, 0.91 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Extrasensory (30): 58 Psychic type special damage, 10% Flinch, 61 average damage
Recover (10): 50% Healing
Safeguard (25): Grants immunity to all status for 5 turns
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
-----
Healing Wish (10): User dies, then the next Pokemon comes in at full health with all status healed
Heal Bell (5): Full status healing
Psywave (15): Does between anywhere between 25 and 75 damage psychic type special damage, ignores all modifiers and resistances barring immunity, 80% accuracy, 40 average damage
Growl (40): Lowers Attack by 1 level
Uproar (10): 25 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 26 average damage
Confusion (25): 37 Psychic type special damage, 10% chance of adding Confusion, 39 average damage
Wrap (20): 6 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 5 average damage
Astonish (15): 10 Ghost type physical damage, 30% Flinch, 10 average damage
Take Down (20): 27 Normal type physical damage, 25% recoil, 85% accuracy, 18 average damage
Double-Edge (15): 35 Normal type physical damage, 33% recoil, 24 average damage
Last Resort (5): 39 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 41 average damage
Swift (20): 30 Normal type special damage, cannot miss, 31 average damage

Comments: You know the drill; interesting skillsets, aren’t good enough to make use of it, Light/Middle


Absol (Dark)
140 HP, 150 Atk, 80 Def, 95 SpA, 80 Sdef, 95 Spe
Effective Stats: 0.73 physical, 0.72 magical, 1.00 speed
Special Ability 1 - Pressure: All attacks from the enemy that target Deoxys have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains
Special Ability 2 - Super Luck: Increases crit domain of all attacks by 1; this is already factored into damage averages

Night Slash (20): 67 Dark type physical damage, 25% (12.5%) critical hit rate, 83 (75) average damage
Sword Dance (30): Raises Attack by 2 levels
Double Team (15): Raises Evasion by 1 level
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
-----
Perish Song (5): Both the user and the target will faint 3 turns after this is used
Me First (20): If opponent is using a damage move, then user uses the same move at 1.5x power, only works if user goes first
Psycho Cut (20): 44 Psychic type physical damage, 25% (12.5%) Critical Hit rate, 55 (49) average damage
Sucker Punch (5): 75 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 84 (79) average damage
Slash (20): 44 Normal type physical damage, 25% (12.5%) Critical hit rate, 55 (49) average damage
Bite (25): 56 Dark type physical damage,  30% Flinch, 63 (59) average damage
Pursuit (20): 39 Dark type physical damage, 43 (41) average damage
Quick Attack (30): 26 Normal type physical damage, always goes first, 29 (27) average damage
Scratch (35): 26 Normal type physical damage, 29 (27) average damage
Feint (10): 32 Normal type physical damage, only works if the enemy is invincible, 36 (34) average damage
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Razor Wind (10): 32 Normal type damage, one turn charge time, 25% (12.5%) critical hit rate, 20 (18) average damage
Future Sight (15): 32 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 32 average damage

Comments: He lacks speed and has even less durability, though he hits hard and has buffs! Middle


Glalie (Ice)
155 HP, 100 Atk, 100 Def, 100 SpA, 100 Sdef, 100 Spe
Effective Stats: 1.01 physical, 0.99 magical, 1.05 speed
Special Ability 1 - Inner Focus: Grants immunity to Flinching
Special Ability 2 – Ice Absorb: Glalie heals 1/16th of its MHP each turn when Hail is in effect

Hail (10): Causes Hail weather effect for 5 turns
Blizzard (5): 75 Ice type special damage, 10% chance of adding Freeze, 70% accuracy, 55 average damage
Ice beam (10): 59 Ice type special damage, 10% chance of adding Freeze, 62 average damage
Double Team (15): Raises Evasion by 1 level
-----
Leer (30): Lowers Defense by 1 level
Powder Snow (25): 26 Ice type special damage, 10% chance of adding Freeze, 27 average damage
Sheer Cold (5): Instant Death, 30% accuracy, fails on those immune to Ice (based on how other Instant Death works anyway)
Icy Wind (15): 36 Ice type special damage, lowers target’s speed by 1 level, 95% accuracy, 36 average damage
Ice Fang (15): 42 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 42 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Crunch (15): 34 Dark type physical damage, 20% chance of lowering Defense by 1 level, 36 average damage
Headbutt (20): 30 Normal type physical damage, 30% Flinch, 31 average damage
Bite (25): 26 Dark type physical damage, 30% Flinch, 27 average damage

Comments: COMPLETELY AVERAGE STATS with a kind of adequate skillset! Middle


Walrein (Water/Ice)
185 HP, 100 Atk, 110 Def, 115 SpA, 110 Sdef, 85 Spe
Effective Stats: 1.33 physical, 1.3 magical, 0.91 speed
Special Ability 1 – Thick Fat: Halves the damage of Ice and Fire damage
Special Ability 2 – Ice Absorb: Glalie heals 1/16th of its MHP each turn when Hail is in effect

Blizzard (5): 86 Ice type special damage, 10% chance of adding Freeze, 70% accuracy, 63 average damage
Rest (10): Full HP and status healing, puts user to sleep for two turns
Hail (10): Causes Hail weather effect for 5 turns
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
-----
Defense Curl (30): Raises Defense by 1 level
Ice Fang (15): 42 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 42 average damage
Sheer Cold (5): Instant Death, 30% accuracy, fails on those immune to Ice (based on how other Instant Death works anyway)
Snore (15): 20 Normal type physical damage, can only be used while asleep, 30% flinch, 21 average damage
Body Slam (15): 36 Normal type physical damage, 30% chance of adding Paraylsis, 38 average damage
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Ice Ball (20): 20 Ice type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 19 average damage
Aurora Beam (20): 47 Ice type special damage, 10% chance of lowering attack by 1 level, 49 average damage
Growl (40): Lowers Attack by 1 level
Water Gun (25): 31 Water type special damage, 32 average damage
Powder Snow (25): 31 Ice type special damage, 10% chance of adding Freeze, 32 average damage
Crunch (15): 40 Dark type physical damage, 20% chance of lowering defense 1 level, 42 average damage

Comments: He’s slow, but unlike most, he actually makes up for it with good durability, and enough damage on the side.  Heavy


Huntail (Water)
130 HP, 124 Atk, 125 Def, 114 SpA, 95 Sdef, 72 Spe
Effective Stats: 1.06 physical, 0.79 magical, 0.79 speed
Special Ability - Swift Swim: Speed is doubled during Rain Dance

Aqua Tail (10): 70 Water type physical damage, 90% accuracy, 66 average damage
Hydro Pump (5): 86 Water type special damage, 73 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
-----
Iron Defense (15): Raises Defense by 2 levels
Water Gun (25): 31 Water type special damage, 32 average damage
Clamp (20): 29 Water type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 75% accuracy, 23 average damage
Whirlpool (15): 12 Water type special damage, target takes 6.25% damage equal to their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Bite (25): 32 Dark type physical damage, 30% flinch, 34 average damage
Water Pulse (20): 44 Water type special damage, 20% chance of adding confusion, 46 average damage
Brine (10): 47 Water type special damage, damage doubles if target's HP is 50% of their max or less, 49 average damage
Ice Fang (15): 34 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 34 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Crunch (15): 42 Dark type physical damage, 20% chance of lowering defense by 1 level, 44 average damage

Comments: About as generic as you can get.  I’m not gonna waste my time here.  Middle


Gorebyss (Water)
130 HP, 104 Atk, 125 Def, 134 SpA, 95 Sdef, 72 Spe
Effective Stats: 1.06 physical, 0.79 magical, 0.79 speed
Special Ability - Swift Swim: Speed is doubled during Rain Dance

Hydro Pump (5): 100 Water type special damage, 85 average damage
Iron Defense (15): Raises Defense by 2 levels
Amnesia (20): Raises Special Defense by 2 levels
Agility (30): Raises users Speed by 2 levels
-----
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Water Gun (25): 34 Water type special damage, 36 average damage
Water Pulse (20): 51 Water type special damage, 20% chance of adding confusion, 54 average damage
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn
Psychic (10): 51 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 54 average damage
Confusion (25): 29 Psychic type special damage, 10% chance of adding Confusion, 30 average damage
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user; Gorebyss have an even chance of being either Gender
Whirlpool (15): 14 Water type special damage, target takes 6.25% damage equal to their MHP for the next 2 to 5 turns, 70% accuracy, 10 average damage
Dive (10): 51 Water type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 28 average damage
Aqua Tail (10): 59 Water type physical damage, 90% accuracy, 56 average damage

Comments: Its Huntail, geared more around…I’m honestly not sure, he’s generic either way though! Middle


Relicanth (Rock/Water)
175 HP, 110 Atk, 150 Def, 65 SpA, 85 Sdef, 75 Spe
Effective Stats: 1.71 (3.42) physical, 0.95 magical, 0.82 speed
Special Ability 1 - Swift Swim: Speed is doubled during Rain Dance
Special Ability 2 - Rock Head: User does not take recoil from attacks like Double Edge or Take Down

Head Smash (5): 103 Rock type physical damage, (50% Recoil), 80% accuracy, 87 (43) average damage
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Rest (10): Full HP and status healing, puts user to sleep for two turns
Rock Tomb (10): 36 Rock Type physical damage, lowers target’s speed by 1 level, 80% accuracy, 30 average damage
-----
Mud Sport (15): Lowers Electric damage dealt to user
Take Down (20): 42 Normal type physical damage, (25% recoil), 85% accuracy, 37 (28) average damage
Dive (10): 56 Water type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 29 average damage
Harden (30): Raises Defense by 1 level
Water Gun (25): 18 Water type special damage, 19 average damage
Ancient Power (5): 26 Rock type special damage, 10% chance of raising all parameters by 1 level, 27 average damage
Double Edge (15): 56 Normal type physical damage, (33% recoil), 59 (39) average damage
Hydro Pump (5): 50 Water type special damage, 80% accuracy, 42 average damage
Tackle (35): 17 Normal type physical damage, 95% accuracy, 17 average damage

Comments: Text book tank, does big damage, and some neat tricks.  Rock Tomb helps cover the speed to some degree. Middle/Heavy


Luvdisc (Water)
118 HP, 50 Atk, 75 Def, 60 SpA, 85 Sdef, 117 Spe
Effective Stats: 0.58 physical, 0.64 magical, 1.21 speed
Special Ability - Swift Swim: Speed is doubled during Rain Dance

Water Pulse (20): 23 Water type special damage, 20% chance of adding Confusion, 24 average damage
Agility (30): Raises users Speed by 2 levels
Safeguard (25): Grants immunity to all status for 5 turns
Sweet Kiss (10): Adds Confusion, 75% accuracy
-----
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user.  Note that Luvdiscs are usually female.
Charm (20): Lowers Attack by 2 levels
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Attract (15): For the rest of the fight, the opponent will not act 50% of the time each turn if they are the opposite Gender of the user, otherwise this move fails.  Note that Luvdiscs are usually female.
Take Down (20): 19 Normal type physical damage, 25% recoil, 85% accuracy, 12 average damage
Water Gun (25): 17 Water type special damage, 18 average damage
Tackle (35): 8 Normal type physical damage, 95% accuracy, 8 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 6, 68.75% HP does 9, 35.42% does 18, 20.83% does 22, 10.42% does 32, 4.17% does 43

Comments: Everything. Speaks. For. Itself. Period.  GodlikePuny
« Last Edit: November 30, 2014, 08:26:19 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #14 on: October 28, 2010, 03:30:16 AM »
Salamence (Dragon/Flying)
170 HP, 155 Atk, 100 Def, 130 SpA, 100 Sdef, 120 Spe
Effective Stats: 1.11 physical, 1.09 magical, 1.23 speed
Special Ability - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level

Dragon Claw (15): 78 Dragon type physical damage, 82 average damage
Leer (30): Lowers defense 1 level
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Dragon Breath (20): 50 Dragon type special damage, 30% chance of adding Paralysis, 53 average damage
-----
Focus Energy (30): Increases Critical hit Rate by 2 domains
Crunch (15): 52 Dark type physical damage, 20% chance of lowering defense 1 level, 55 average damage
Zen Headbutt (15): 52 Psychic type physical damage, 20% Flinch, 90% accuracy, 44 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Double Edge (15): 77 Normal type physical damage, 33% recoil, 54 average damage
Fly (15): 87 Flying type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 95% accuracy, 43 average damage
Headbutt (15): 45 Normal type physical damage, 30% Flinch, 47 average damage
Bite (25): 39 Dark type physical damage, 30% Flinch, 41 average damage
Fire Fang (15): 43 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 43 average damage
Thunder Fang (15): 43 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 43 average damage
Rage (20): 14 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 14 average damage
Ember (25); 22 Fire type special damage, 10% chance of adding burn, 23 average damage
Dragon Rush (10): 97 Dragon type physical damage, 20% Flinch, 75% accuracy, 77 average damage


Comments: Fast and above average durability with Intimidate to make him an Auto Tank to physicals, combined with decent damage.  Probably about the same as his Gen 3 form, since while Dragon Claw now runs off a better stat, its against a higher damage curve, so it balances out. Some form of Heavy I guess.


Metagross (Psychic/Steel)
155 HP, 155 Atk, 150 Def, 115 SpA, 110 Sdef, 90 Spe
Effective Stats: 1.51 (3.02) physical, 1.09 magical, 0.95 speed
Special Ability - Clear Body: Grants Immunity to Stat Downs, this does not apply to self inflicted stat downs such like Overheat's Special Attack -2

Meteor Mash (10): 97 Steel type physical damage, 20% chance of raising user's Attack by 1 level, 85% accuracy, 87 average damage
Agility (30): Raises users Speed by 2 levels
Psychic (10): 65 Psychic type special damage, 10% chance of lowering special defense by 1 level, 69 average damage
Iron Defense (15): Raises Defense by 2 levels
-----
Take Down (20): 58 Normal type physical damage, 25% recoil, 85% accuracy, 39 average damage
Magnet Rise (10): Changes Special Ability to "Levitate"
Zen Headbutt (15): 78 Psychic type physical damage, 20% Flinch, 90% accuracy,  74 average damage
Bullet Punch (30): 40 Steel type physical damage, always goes first, 42 average damage
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Hammer Arm (10): 65 Fighting type physical damage, lowers user's speed by 1 level, 90% accuracy, 62 average damage
Pursuit (20): 27 Dark type physical damage, 28 average damage
Metal Claw (35): 50 Steel type physical damage, 10% chance of raising users Attack by 10%, 95% accuracy, 50 average damage
Confusion (25): 37 Psychic type special damage, 10% chance of adding Confusion, 39 average damage

Comments: Tank that hits hard, who can buff to offset its low speed. Probably about the same as his Gen 3 form, barring how he faces a higher damage curve. Heavy


Regirock (Rock)
155 HP, 120 Atk, 220 Def, 70 SpA, 120 Sdef, 70 Spe
Effective Stats: 2.22 (4.44) physical, 1.19 magical, 0.77 speed
Special Ability - Clear Body: Grants Immunity to Stat Downs, this does not apply to self inflicted stat downs such like Overheat's Special Attack -2

Stone Edge (5): 75 Rock type physical damage, 12.5% Critical hit rate, 80% accuracy, 67 average damage
Curse (10): Raises Attack and Defense by 1 level, lowers speed by 1 level
Lock-On (5): Ensures that the next attack cannot miss
Zap Cannon (5): 35 Electric type special damage, adds Paralysis, 50% accuracy, 18 average damage
-----
Explosion (5): 246 Normal type physical damage, user faints as a result of the attack, 261 average damage
Rock Throw (15): 39 Rock type physical damage, 90% accuracy, 37 average damage
Super Power (5): 60 Fighting type physical damage, lowers Attack and Defense of user by 1 level, 63 average damage
Hammer Arm (10): 50 Fighting type physical damage, lowers user's speed by 1 level, 90% accuracy, 47 average damage
Iron Defense (15): Raises Defense by 2 levels
Hyper Beam (5): 44 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 21 average damage
Charge Beam (10): 16 Electric type special damage, 70% chance of raising Special Attack by 1 level, 15 average damage
Ancient Power (5): 28 Rock type special damage, 10% chance of raising all parameters by 1 level, 29 average damage
Stomp (20): 33 Normal type physical damage, 30% Flinch, 35 average damage

Comments: Stone Edge raises his damage significantly, and he's still a tank, especially to physicals, though slow. Can play at the Middle/Heavy border.


Regice (Ice)
155 HP, 70 Atk, 120 Def, 120 SpA, 220 Sdef, 70 Spe
Effective Stats: 1.21 physical, 2.18 magical, 0.77 speed
Special Ability - Clear Body: Grants Immunity to Stat Downs, this does not apply to self inflicted stat downs such like Overheat's Special Attack -2

Ice Beam (10): 72 Ice type special damage, 10% chance of adding Freeze, 76 average damage
Amnesia (20): Raises Special Defense by 2 levels
Charge Beam (10): 26 Electric type special damage, 70% chance of raising Special Attack by 1 level, 25 average damage
Icy Wind (15): 43 Ice type special damage, lowers target's speed by 1 level, 95% accuracy, 43 average damage
-----
Explosion (5): 144 Normal type physical damage, user faints as a result of the attack, 153 average damage
Super Power (5): 35 Fighting type physical damage, lowers Attack and Defense of user by 1 level, 37 average damage
Hammer Arm (10): 30 Fighting type physical damage, lowers user's speed by 1 level, 90% accuracy, 29 average damage
Hyper Beam (5): 75 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 35 average damage
Ancient Power (5): 31 Rock type special damage, 10% chance of raising all parameters by 1 level, 32 average damage
Curse (10): Raises Attack and Defense by 1 level, lowers speed by 1 level
Lock-On (5): Ensures that the next attack cannot miss
Zap Cannon (5): 60 Electric type special damage, adds Paralysis, 50% accuracy, 31 average damage
Stomp (20): 20 Normal type physical damage, 30% Flinch, 21 average damage

Comments: Mage version of Regirock, and got a similar boost in damage through Ice Beam. Due to running off Special Attack, a few of his moves are better (like Charge Beam) while others (like Curse) are worse. Middle/Heavy works for him too.

Registeel (Steel)
155 HP, 95 Atk, 170 Def, 95 SpA, 170 Sdef, 70 Spe
Effective Stats: 1.72 (3.44) physical, 1.68 magical, 0.77 speed
Special Ability - Clear Body: Grants Immunity to Stat Downs, this does not apply to self inflicted stat downs such like Overheat's Special Attack -2

Iron Head (15): 48 Steel type physical damage, 30% Flinch, 51 average damage
Amnesia (20): Raises Special Defense by 2 levels
Zap Cannon (5): 48 Electric type special damage, adds Paralysis, 50% accuracy, 25 average damage
Curse (10): Raises Attack and Defense by 1 level, lowers speed by 1 level
-----
Explosion (5): 195 Normal type physical damage, user faints as a result of the attack, 207 average damage
Super Power (5): 48 Fighting type physical damage, lowers Attack and Defense of user by 1 level, 51 average damage
Hammer Arm (10): 40 Fighting type physical damage, lowers user's speed by 1 level, 90% accuracy, 38 average damage
Hyper Beam (5): 59 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 28 average damage
Ancient Power (5): 25 Rock type special damage, 10% chance of raising all parameters by 1 level, 26 average damage
Lock-On (5): Ensures that the next attack cannot miss
Flash Cannon (10): 48 Steel type special damage, 10% chance of lowering target's Special Attack by 1 level, 51 average damage
Metal Claw (35): 31 Steel type physical damage, 10% chance of raising users Attack by 10%, 95% accuracy, 31 average damage
Iron Defense (15): Raises Defense by 2 levels
Charge Beam (10): 20 Electric type special damage, 70% chance of raising Special Attack by 1 level, 19 average damage
Stomp (20): 27 Normal type physical damage, 30% Flinch, 28 average damage

Comments: Great tanking at both areas, and his damage got boosted too! Pity its still kind of bad, since he lacks the stats to use them with, though being able to hit both defensive stats equally doesn't hurt. Middle/Heavy


Latias (Dragon/Psychic)
155 HP, 100 Atk, 110 Def, 130 (195) SpA, 150 (225) Sdef, 130 Spe
Effective Stats: 1.11 physical, 2.24 magical, 1.33 speed
Special Ability - Levitate: Grants immunity to all Ground type damage
Unique Item - Soul Dew: Raises Special Attack and Special Defense of Latias and Latios by 1.5x, this is already factored in when necessary

Psychic (10): 109 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 115 average damage
Charm (20): Lowers Attack by 2 levels
Safeguard (25): Grants immunity to all status for 5 turns
Recover (10): 50% Healing
-----
Dragon Pulse (10): 109 Dragon type special damage, 115 average damage
Healing Wish (10): User dies, then the next Pokemon comes in at full health with all status healed
Wish (10): User skips one turn, so that at the end of the next, they heal 50% of their HP.  Note that this is NOT a charge time, as the user can still act on the follow up turn, just the move doesn't resolve until a turn later.
Psycho Shift (10): Shifts any status effects to the target, 90% accuracy
Mist Ball (5): 86 Psychic type special damage, 50% chance of lowering target's Special Attack by 1 level, 91 average damage
Refresh (20): Full Status Healing
Water Sport (15): Halves Fire damage dealt to user
Dragon Breath (20): 73 Dragon type special damage, 30% chance of adding Paralysis, 77 average damage
Psywave (15): Does between anywhere between 25 and 75 damage psychic type special damage, ignores all modifiers and resistances barring immunity, 80% accuracy, 40 average damage
Helping Hand (20): Boosts allies damage by 50%
Zen Headbutt (15): 51 Psychic type physical damage, 20% Flinch, 90% accuracy, 48 average damage

Comments: It got Soul Dew thanks to Battle Revolution, so naturally, its improved a good deal. Considering its tanking worth, excellent damage, healing and array of tricks? Yeah, Godlike


Latios (Dragon/Psychic)
155 HP, 110 Atk, 100 Def, 150 (225) SpA, 130 (195) Sdef, 130 Spe
Effective Stats: 1.01 physical, 1.94 magical, 1.33 speed
Special Ability - Levitate: Grants immunity to all Ground type damage
Unique Item - Soul Dew: Raises Special Attack and Special Defense of Latias and Latios by 1.5x, this is already factored in when necessary

Psychic (10): 126 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 133 average damage
Dragon Dance (20): Raises Attack and Speed by 1 level
Safeguard (25): Grants immunity to all status for 5 turns
Recover (10): 50% Healing
-----
Dragon Pulse (10): 126 Dragon type special damage, 133 average damage
Luster Purge (5): 98 Psychic type special damage, 50% chance of lowering target's Special Defense by 1 level, 104 average damage
Psycho Shift (10): Shifts any status effects to the target, 90% accuracy
Dragon Breath (20): 84 Dragon type special damage, 30% chance of adding Paralysis, 89 average damage
Psywave (15): Does between anywhere between 25 and 75 damage psychic type special damage, ignores all modifiers and resistances barring immunity, 80% accuracy, 40 average damage
Helping Hand (20): Boosts allies damage by 50%
Heal Block (15): Target is unable to Heal for the next 5 turns, this does not effect passive healing like Regen effects
Refresh (20): Full Status Healing
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Memento (10): Lowers Target's Attack and Special Attack by 2 levels, user faints as a result of the attack
Zen Headbutt (15): 56 Psychic type physical damage, 20% Flinch, 90% accuracy, 53 average damage

Comments: Take Latias, and make it more offensive oriented, and you have Latios. Godlike


Kyogre (Water)
175 HP, 120 Atk, 110 Def, 170 SpA, 160 Sdef, 110 Spe
Effective Stats:  1.25 physical, 1.79 magical, 1.14 speed
Special Ability - Drizzle: When Kyogre enters a fight, a permanent Rain Dance occurs, this lasts even after Kyogre leaves, and can only be undone by another weather effect. This is already factored into Kyogre's damage when necessary

Hydro Pump (5): 189 Water type special damage, 80% accuracy, 160 average damage
Water Spout (5): 237 Water type special damage, damage decreases linearly as users loses HP, 251 average damage
Rest (10): Full HP and status healing, puts user to sleep for two turns
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
-----
Water Pulse (20): 96 Water type special damage, 20% chance of adding confusion, 102 average damage
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Sheer Cold (5): Instant Death, 30% accuracy, fails on those immune to Ice (based on how other Instant Death works anyway)
Ancient Power (5): 43 Rock type special damage, 10% chance of raising all parameters by 1 level, 45 average damage
Ice Beam (10): 68 Ice type special damage, 10% chance of adding Freeze, 72 average damage
Aqua Tail (10): 102 Water type physical damage, 90% accuracy, 97 average damage
Body Slam (15): 37 Normal type physical damage, 30% chance of adding paralysis, 39 average damage
Double Edge (15): 60 Normal type physical damage, 33% recoil, 42 average damage
Muddy Water (10): 101 Water type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 128 average damage
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn

Comments: By now, you know how Kyogre works. His overkill isn't quite as insane as before, relatively, but he finally gained physical damage a consolation! Take that Worker 8 or something. Godlike


Groudon (Ground)
175 HP, 170 Atk, 160 Def, 120 SpA, 110 Sdef, 110 Spe
Effective Stats:  1.82 physical, 1.23 magical, 1.14 speed
Special Ability - Drought: When Groudon enters a fight, a permanent Sunny Day occurs, this lasts even after Groudon leaves, and can only be undone by another weather effect. This is already factored into Groudon's damage when necessary

Earthquake (10): 106 Ground type physical damage, 112 average damage
Rest (10): Full HP and status healing, puts user to sleep for two turns
Bulk Up (20): Raises Attack and Defense by 1 level
Fire Blast (5): 90 Fire type special damage, 10% chance of adding Burn, 85% accuracy, 81 average damage
-----
Eruption (5): 112 Fire type special damage, damage decreases linearly as user's HP is lost, 119 average damage
Solar Beam (10): 60 Grass type special damage, 63 average damage
Earth Power (10): 68 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 72 average damage
Mud Shot (20): 43 Ground type special damage, lowers speed by 1 level, 95% accuracy, 45 average damage
Ancient Power (5): 31Rock type special damage, 10% chance of raising all parameters by 1 level, 32 average damage
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Slash (20): 50 Normal type physical damage, 12.5% critical hit rate, 56 average damage
Fissure (5): Instant Death, fails against those immune to Ground type damage, 30% accuracy
Hammer Arm (10): 70 Fighting type physical damage, lowers user's speed by 1 level, 90% accuracy, 66 average damage
Lava Plume (15): 61 Fire type special damage, 30% chance of adding Burn, 64 average damage

Comments: Undeniably worse than his Gen 3 form since a lot of his moves are now Special Attacks, Slash got its critical hit rate lowered, and he's against a higher damage average, and all he gains in return is a new Earth Power, which isn't worth much. Thankfully, these hits aren't as bad as they sound, so he's still a solid Heavy


Rayquaza (Dragon/Flying)
180 HP, 170 Atk, 110 Def, 170 SpA, 110 Sdef, 115 Spe
Effective Stats: 1.29 physical, 1.26 magical, 1.19 speed
Special Ability - Air Lock: When Rayquaza is on the field, Weather Effects are cancelled out.  Note that this does not remove the weather, just makes it as though its not there until he's gone.

Outrage (15): 126 Dragon type physical damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 133 average damage
Dragon Dance (20): Raises Attack and Speed by 1 level
Dragon Pulse (10): 95 Dragon type special damage, 100 average damage
Rest (10): Full HP and status healing, puts user to sleep for two turns
-----
Dragon Claw (20): 84 Dragon type physical damage, 89 average damage
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Hyper Beam (5): 106 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 50 average damage
Extreme Speed (5): 56 Normal type physical damage, goes first, 59 average damage
Crunch (15): 56 Dark type Physical damage, 20% chance of lowering targets Defense by 1 level, 59 average damage
Ancient Power (5): 43 Rock type special damage, 10% chance of raising all parameters by 1 level, 45 average damage
Twister  (20): 43 Dragon type special damage, 20% Flinch, 45 average damage
Fly (15): 95 Flying type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 95% accuracy, 47 average damage
Air Slash (20): 81 Flying type special damage, 30% Flinch, 95% accuracy, 81 average damage
Hyper Voice (10): 64 Normal type special damage, 68 average damage

Comments: Remember Dragonite's Outrage + Dragon Dance combo?  Well, it makes a return here on someone with better attack AND Speed.  Basically, you never want to live to see Rayquaza's second turn, as things get really messy there.  Gonna be daring and call him a Low Godlike


Jirachi (Psychic/Steel)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 Sdef, 120 Spe
Effective Stats: 1.37 (2.74) physical, 1.34 magical, 1.23 speed
Special Ability - Serene Grace: Doubles the chances of side effects like Bite's Flinch or Ember's Burn kicking in, this will be factored in when necessary

Psychic (10): 68 Psychic type special damage, 20% chance of lowering Special Defense by 1 level, 72 average damage
Cosmic Power (20): Raises Defense and Special Defense by 1 level
Zen Headbutt (15): 61 Psychic type physical damage, 40% Flinch, 90% accuracy, 58 average damage
Rest (10): Full HP and status healing, puts user to sleep for two turns
-----
Healing Wish (10): User dies, then the next Pokemon comes in at full health with all status healed
Wish (10): User skips one turn, so that at the end of the next, they heal 50% of their HP.  Note that this is NOT a charge time, as the user can still act on the follow up turn, just the move doesn't resolve until a turn later.
Refresh (20): Full Status Healing
Confusion (25): 39 Psychic type special damage, 20% chance of adding Confusion, 41 average damage
Helping Hand (20): Boosts allies damage by 50%
Gravity (5): Flying typing and Levitate Ability are both cancelled for the next 5 turns, evasion is also decreased during this time, this is a field effect
Future Sight (15): 41 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 39 average damage
Doom Desire (5): 60 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 85% accuracy, 54 average damage
Last Resort (5): 65 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 69 average damage
Double Edge (15): 60 Normal type physical damage, 33% Recoil, 42 average damage
Swift (20): 31 Normal type special damage, cannot miss, 32 average damage

Comments: Tank with passable damage on both defenses. Not much else to say, so Heavy

For those who don't know, Deoxys has 4 forms, which can be altered at will in Gen 4.  Personally, I don't allow transferring skills between forms (even though it's a lot easier in Gen 4 than Gen 3), but if you do, just grab any skill from one of the other Deoxys sets and apply. Do note that the important damage moves, thankfully, are more or less on all 4 forms, so really its just support moves.  Each form is very different in terms of skillset and stats, hence I treat them like 4 different Pokemon, so...here we go!


Deoxys-Normal (Psychic)
125 HP, 170 Atk, 70 Def, 170 SpA, 70 SDef, 170 Spe
Effective Stats: 0.57 Physical, 0.56 Magical, 1.7 speed
Special Ability - Pressure: All attacks from the enemy that target Deoxys have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Psychic (10): 95 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 100 average damage
Psycho Boost (5): 147 Psychic type special damage, lowers user's special attack by 2 levels each use, 90% accuracy, 140 average damage
Recover (10): 50% Healing
Cosmic Power (20): Raises Defense and Special Defense by 1 level
-----
Hyper Beam (5): 107 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 51 average damage
Leer (30): Lowers defense by 1 level
Wrap (20): 12 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 10 average damage
Night Shade (15): 50 Ghost type special damage, ignores all modifiers and resistances barring immunity
Teleport (20): Escapes from Battle!!!!
Knock Off (20): 15 Dark type physical damage, removes held item from user if they have any, 15 average damage
Pursuit (20): 29 Dark type physical damage, 30 average damage
Snatch (10): If the opponent uses a basic Single Target Buff or Healing move, the move would be “stolen” by the user of Snatch, and the target’s turn is thus skipped.
Zen Headbutt (15): 84 Psychic type physical damage, 20% Flinch, 90% accuracy, 79 average damage
Psycho Shift (10): Shifts any status effects to the target, 90% accuracy

Comments: Still complete ball Lightning, though might survive one hit after Cosmic Power, letting him have a defensive game of sorts. High Heavy


Deoxys-Attack (Psychic)
125 HP, 200 Atk, 40 Def, 200 SpA, 40 SDef, 170 Spe
Effective Stats: 0.33 Physical, 0.32 Magical, 1.7 speed
Special Ability - Pressure: All attacks from the enemy that target Deoxys have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Psychic (10): 112 Psychic special type damage, 10% chance of lowering Special Defense by 1 level, 119 average damage
Psycho Boost (5): 173 Psychic type special damage, lowers user's special attack by 2 levels each use, 90% accuracy, 165 average damage
Cosmic Power (20): Raises Defense and Special Defense by 1 level
Zen Headbutt (15): 100 Psychic type physical damage, 20% Flinch, 90% accuracy, 95 average damage
-----
Leer (30): Lowers  defense by 1 level
Wrap (20): 14 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 12 average damage
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Zap Cannon (5): 99 Electric type special damage, Adds paralysis, 50% accuracy, 52 average damage
Teleport (20): Escapes from Battle!!!!
Night Shade (15): 50 Ghost type special damage, ignores all modifiers and resistances barring immunity
Pursuit (20): 34 Dark physical type damage, 36 average damage
Hyper Beam (5): 124 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 59 average damage
Psycho Shift (10): Shifts any status effects to the target, 90% accuracy
Super Power (5): 99 Fighting type physical damage, lowers user's Attack and Defense by 1 level,
105 average damage

Comments: I really didn't want to put Cosmic Power on his default set, but that's about the only thing that fits and isn't redundant.  In any event, more extreme version of the Normal form. Hits harder, but dies faster. Heavy/Godlike


Deoxys-Defense (Psychic)
125 HP, 90 Atk, 180 Def, 90 SpA, 180 SDef, 110 Spe
Effective Stats: 1.47 Physical, 1.44 Magical, 1.14 speed
Special Ability - Pressure: All attacks from the enemy that target Deoxys have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Psychic (10): 51 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 54 average damage
Recover (10): 50% Healing
Iron Defense (15): Raises Defense by 2 levels
Amnesia (20): Raises Special Defense by 2 levels
-----
Psycho Boost (5): 79 Psychic type special damage, lowers user's special attack by 2 levels each use, 90% accuracy, 71 average damage
Night Shade (15): 50 Ghost type special damage, ignores all modifiers and resistances barring immunity
Leer (30): Lowers defense by 1 level
Wrap (20): 6 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 5 average damage
Snatch (10): If the opponent uses a basic Single Target Buff or Healing move, the move would be “stolen” by the user of Snatch, and the target’s turn is thus skipped.
Knock Off (20): 8 Dark type physical damage, removes held item from user if they have any, 8 average damage
Teleport (20): Escapes from Battles!!!!
Spikes (20): Whenever an opponent swaps in, they take 12.5% of their damage taken for every layer of spikes on the field, stackable up to 3 times, each layer adds an additional 6.25% damage, fails on targets with Flying typing or Levitate ability
Counter (20): If user is hit with a Physical Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Mirror Coat (20): If user is hit with a Special Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Psycho Shift (10): Shifts any status effects to the target, 90% accuracy
Zen Headbutt (15): 45 Psychic type physical damage, 20% Flinch, 90% accuracy, 43 average damage
 
Comments: Sort of the opposite of the Attack form, this form is about soaking up hits and wearing the opponent down. Works well, unless ITD or Status is involved, which is why this form is worse than the above two. Heavy


Deoxys-Speed (Psychic)
125 HP, 115 Atk, 110 Def, 115 SpA, 110 SDef, 200 Spe
Effective Stats: 0.9 Physical, 0.88 Magical, 1.97 speed
Special Ability - Pressure: All attacks from the enemy that target Deoxys have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Psychic (10): 65 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 69 average damage
Psycho Boost (5): 100 Psychic type special damage, lowers user's special attack by 2 levels each use, 90% accuracy, 95 average damage
Recover (10): 50% Healing
Double Team (15): Raises Evade by 1 level
-----
Agility (20): Raises speed by 2 levels
Night Shade (15): 50 Ghost type special damage, ignores all modifiers and resistances barring immunity
Leer (30): Lowers defense by 1 level
Wrap (20): 8 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 7 average damage
Swift (20): 30 Normal type special damage, cannot miss, 31 average damage
Knock Off (20): 11 Dark type physical damage, removes held item from user if they have any, 11 average damage
Pursuit (20): 20 Dark type physical damage, 21 average damage
Extremespeed (5): 39 Normal type physical damage, always goes first, 41 average damage
Psycho Shift (10): Shifts any status effects to the target, 90% accuracy
Zen Headbutt (15): 58 Psychic type physical damage, 20% Flinch, 90% accuracy, 55 average damage

Comments: Insane speed to the point where he can do both the blitzing and tanking thing rather well.  While this form tends to be rather mediocre compared to the others, it’s probably his best overall in this setting.  Heavy/Godlike
« Last Edit: November 30, 2014, 08:27:27 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #15 on: November 16, 2010, 07:37:52 PM »
Torterra (Grass/Ground)
170 HP, 129 Atk, 125 Def, 95 SpA, 105 SDef, 76 Spe
Effective Stats: 1.38 Physical, 1.14 Magical, 0.83 speed
Special Ability - Overgrow: Grass attacks do 50% more damage if HP < 33%.

Earthquake (10): 81 Earth type Physical damage, 86 average damage
Curse (10): Raises Attack and Defense by 1 level, lowers speed by 1 level
Synthesis (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
Leaf Storm (5): 83 Grass type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 78 average damage
-----
Tackle (35): 19 Normal type Physical damage, 95% accuracy, 19 average damage
Withdraw (40): Raises Defense by 1 Level
Absorb (25): 14 Grass type Special damage, heals user equal to 50% damage done, 14 average damage
Razor Leaf (25): 45 Grass type Physical damage, 12.5% Critical hit rate, 95% accuracy, 48 average damage
Bite (25): 33 Dark type Physical damage, 30% Flinch, 35 average damage
Mega Drain (15): 25 Grass type Special damage, heals user equal to 50% damage done, 26 average damage
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, 90% accuracy, fails on Grass types.
Crunch (15): 43 Dark type Physical damage, 20% chance of lowering targets Defense by 1 level, 45 average damage
Giga Drain (10): 37 Grass type Special damage, heals user equal to half damage done, 39 average damage
Wood Hammer (15): 97 Grass type Physical damage, 33% recoil damage, 69 average damage
Frenzy Plant (5): 89 Grass type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 42 average damage

Comments: Tanky and hits hard, both physically and magically...but he's also incredibly slow and with bad DL typing.  High Middle I suppose.


Infernape (Fire/Fighting)
151 HP, 124 Atk, 91 Def, 124 SpA, 91 SDef, 128 Spe
Effective Stats: 0.9 physical, 0.88 magical, 1.31 speed
Special Ability - Blaze: Fire attacks do 50% more damage if HP < 33%

Close Combat (5): 93 Fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 98 average damage
Slack Off (10): 50% Healing
Blast Burn (5): 115 Fire type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 54 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
-----
Scratch (35): 21 Normal type physical damage, 22 average damage
Leer (30): Lowers Defense by 1 Level
Ember (30): 31 Fire type special damage, 10% chance of inflicting Burn status, 32 average damage
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Fury Swipes (15): 10 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 29 average damage
Flame Wheel (25): 47 Fire type physical damage, 10% chance of inflicting burn status, 49 average damage
Torment (15): Target is unable to use same action consecutively
Facade (20): 37 Normal type physical damage, damage doubles if user hit with Paralyze, Burn or Poison status, 39 average damage
Fire Spin (15): 14 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 10 average damage
Flamethrower (15): 73 Fire type special damage, 10% chance of inflicting Burn status, 77 average damage
Mach Punch (30): 31 Fighting type physical damage, always goes first, 32 average damage
Feint (10): 27 Normal type physical damage, only works if the enemy is invincible, 28 average damage
Punishment (5): 31 Dark type physical damage, damage increases depending on how many stat modifier levels they have, where higher = better, this is the damage with no modifiers, 32 average damage
Flare Blitz (15): 93 Fire type physical damage, 10% chance of adding Burn, 33% recoil damage, 66 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
%Assist (20): Uses a random move from a teammates skill set

Comments: Holy crap that movepool is insane. And he has the stats to use it, with great speed, and durability that isn't too hindering.  Probably the best starter ever, so High Heavy


Empoleon (Water/Steel)
159 HP, 106 Atk, 108 Def, 131 SpA, 121 SDef, 80 Spe
Effective Stats: 1.12 (2.24) physical, 1.23 magical, 0.86 speed
Special Ability - Torrent: Water attacks do 50% more damage if HP < 33%

Hydro Pump (5): 98 Water type special damage, 80% accuracy, 83 average damage
Drill Peck (20): 36 Flying type physical damage, 38 average damage
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
Hydro Cannon (5): 122 Water type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 58 average damage
-----
Pound (35): 19 Normal type physical damage, 20 average damage
Growl (40): Lowers target's Attack by 1 level
Bubble (30): 18 Water type special damage, 10% chance of lowering target's speed by 1 level, 19 average damage
Watersport (15): Halves damage done by fire attacks
Peck (35): 17 Flying type physical damage, 18 average damage
Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Bubblebeam (20): 54 Water type special damage, 10% chance of lowering target's speed by 1 level, 57 average damage
Fury Attack (20): 7 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 22 average damage
Brine (10): 54 Water type special damage, damage doubles if target's HP is 50% of their max or less, 57 average damage
Whirlpool (15): 14 Water type special damage, target takes 6.25% damage equal to their MHP for the next 2 to 5 turns, 70% accuracy, 10 average damage
Mist (30): Grants immunity to negative stat modifiers for 5 turns
Sword Dance (30): Raises Attack by 2 levels
Metal Claw (35): 34 Steel type physical damage, 10% chance of raising users Attack by 10%, 95% accuracy, 34 average damage
Aqua Jet (30): 28 Water type physical damage, always goes first, 29 average damage
Tackle (35): 17 Normal type physical damage, 95% accuracy, 17 average damage

Comments: Tank mage, but slow, and a bit too reliant on Water damage, though Sword Dance + Drill Peck is a decent alt, and Swagger reams Mages.  High Middle


Staraptor (Normal/Flying)
160 HP, 140 Atk, 90 Def, 70 SpA, 70 SDef, 120 Spe
Effective Stats: 0.94 Physical, 0.72 magical, 1.23 speed
Special Ability - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level

Agility (30): Raises users Speed by 2 levels
Brave Bird (15): 104 Flying type physical damage, 33% recoil damage, 74 average damage
Close Combat (5): 69 Fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 73 average damage
Double Team (15): Raises Evasion of user by 1 level
-----
Tackle (35): 31 Normal type physical damage, 95% accuracy, 31 average damage
Growl (40): Lowers Target's attack by 1 level
Quick Attack (30): 36 Normal type physical damage, always goes first, 38 average damage
Wing Attack (35): 53 Flying type physical damage, 56 average damage
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher
Whirlwind (20): Forces opponent to Run/Swap, always goes last
Aerial Ace (20): 53 Flying type physical damage, cannot miss, 56 average damage
Take Down (20): 79 Normal type physical damage, 25% recoil, 85% accuracy, 58 average damage

Comments: Disappointing considering how awesome it is in game (no Roost ;_;) Nonetheless, he's still fast with decent damage, and Double Team, Agility and Endeavor are good decent options on the side, as well as Intimidate turning him into an automatic tank. High Middle for now.


Bibarel (Normal/Water)
154 HP, 105 Atk, 80 Def, 75 SpA, 80 Sdef, 91 Spe
Effective Stats: 0.8 physical, 0.79 magical, 0.96 speed
Special Ability 1 - Simple: Stat modifiers on Bibarel are double in potency. This is already factored into stat modifiers
Special Ability 2 - Unaware: Ignores foes stat modifiers entirely

Hyper Fang (15): 53 Normal type physical damage, 10% Flinch, 90% accuracy, 50 average damage
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Super Fang (10): Deals damage equal to half opponents current HP, 90% accuracy
Curse (10): Raises Attack and Defense by 2 (1 w/ Unaware) level, lowers speed by 2 (1 w/ Unaware) level
-----
Headbutt (15): 47 Normal type physical damage, 30% Flinch, 49 average damage
Tackle (35): 25 Normal type physical damage, 95% accuracy, 25 average damage
Growl (40): Lowers Attack by 1 level
Defense Curl (40): Raises Defense by 2 levels (1 w/ Unaware), if used turn prior to Rollout, then Rollout's damage is doubled
Rollout (20): 14 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 13 average damage
Water Gun (25): 20 Water type special damage, 21 average damage
Super Power (5): 53 Fighting type physical damage, lowers Attack and Defense of user by 1 level, 56 average damage
Take Down (20): 59 Normal type physical damage, 25% recoil, 85% accuracy, 40 average damage
Amnesia (20): Raises Special Defense by 4 (2 w/ Unaware) levels

Comments: Has a few tricks here and there, and Curse is a hilarious move when combined with simple, but overall, he's lacking in necessary stats. Light/Middle


Kricketune (Bug)
152 HP, 105 Atk, 71 Def, 75 SpA, 71 Sdef, 85 Spe
Effective Stats: 0.7 Physical, 0.68 Magical, 0.91 speed
Special Ability - Swarm: Bug attacks do 50% more damage if HP < 33%.

X-scissor (15): 53 Bug type physical damage, 56 average damage
Sing (15): Adds Sleep, 55% accuracy
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Growl (40): Lowers Attack by 1 level
-----
Bug Buzz (10): 43 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 45 average damage
Perish Song (5): Both the user and the target will faint 3 turns after this is used
Focus Energy (30): Increases Critical hit Rate by 2 domains
Leech Life (15): 15 Bug type physical damage, heals user equal to half damage done, 15 average damage
Fury Cutter (20): 8 Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 8 average damage
Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Slash (20): 31 Normal type physical damage, 12.5% Critical hit rate, 34 average damage
Night Slash (20): 31 Dark type physical damage, 12.5% Critical hit rate, 34 average damage
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Bug Bite (20): 40 Bug type physical damage, 43 average damage

Comments: Worse than Bibarel in like every in practice.  Well, slightly better damage, but less tricks, slower and frailer.  Light seems right for him.


Luxray (Electric)
155 HP, 140 Atk, 99 Def, 115 SpA, 99 Sdef, 90 Spe
Effective Stats: 1.00 physical, 0.98 magical, 0.95 speed
Special Ability 1 - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 level
Special Ability 2 - Rivalry: If the opponent is the same gender as Luxray, than damage is raised by 25%.  If opponent is opposite gender, then damage is lowered by 25%. Luxray has an equal chance to be Male or Female.

Discharge (15): 58 Electric type special damage, 30% chance of adding Paralysis, 61 average damage
Spark (20): 58 Electric type physical damage, 30% chance of adding Paralysis, 61 average damage
Swagger (15): Adds Confusion, raises target's attack by 2 levels, 90% accuracy
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
-----
Crunch (15): 47 Dark type physical damage, 20% chance of lowering target's Defense by 1 level, 49 average damage
Thunder Fang (15): 58 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 58 average damage
Roar (20): Forces opponent to Run/Swap, always goes last
Bite (25): 35 Dark type physical damage, 30% flinch, 37 average damage
Charge (20): Makes the next electric attack do double damage, raises Special Defense by 1 level
Leer (30): Lowers Defense by 1 level
Tackle (35): 21 Normal type physical damage, 95% accuracy, 21 average damage

Comments: Take a typical electric type, and remove the usual "is fast" clause.  That's Luxray for you.  He's essentially Flareon, but electric type instead of Fire, and somewhat less suck but still badly planned (120 Attack...and no decent moves to use it with? Even twinked? Ow...)  Suppose it has enough damage, tricks and not enough flaws that it can survive in Middle


Roserade (Grass/Poison)
135 HP, 90 Atk, 75 Def, 145 SpA, 125 Sdef, 110 Spe
Effective Stats: 0.66 physical, 1.08 magical, 1.14 speed
Special Ability 1 - Natural Cure: When swapped out of battle, it heals from all status conditions placed on it
Special Ability 2 - Poison Point: 30% chance of inflicting Poison status on opponent if hit with a contact move

Petal Dance (20): 81 Grass type special damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 86 average damage
Giga Drain (10): 56 Grass type special damage, heals user equal to half damage dealt, 59 average damage
Synthesis (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
Toxic (10): Adds a version of Poison status where damage increases each turn, 85% accuracy
-----
Magical Leaf (20): 56 Grass type special damage, cannot miss, 59 average damage
Grass Whistle (15): Adds Sleep, 55% accuracy
Absorb (25): 19 Grass type special damage, heals user equal to half damage done, 20 average damage
Mega Drain (15): 37 Grass type special damage, heals user equal to half damage done, 39 average damage
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, 90% accuracy, fails on Grass types.
Growth (40): Raises Special Attack by 1 level
Poison Sting (35): 9 Poison type physical damage, 10% chance of adding Poison, 9 average damage
Aromatherapy (5): Full status healing
Ingrain (20): After this is used, user heals for 12.5% their MHP at the end of each turn, user cannot be swapped out afterwards
Toxic Spikes (20): Puts down a layer of spikes that poisons opponent upon entering, a second layer formed yields Toxic status
Sweet Scent (20): Lowers target's evasion by 1 level
Stun Spore (30): Adds Paralysis, 75% accuracy
Water Sport (15): Halves Water damage dealt to user
Worry Seed (10): Changes target's special ability to Insomnia

Comments: Ah, Roserade; the thing that gave Roselia a reason to exist.  After Roselia put on such an unimpressive showing in Gen 3, it decided to evolve into the fast, hard hitting, status whoring monstrosity we see here.  Durability could stand to be better, but otherwise, it has just about everything. Decent damage, good speed, several status to play with, even healing of both kinds.  Probably can win some matches in Heavy.


Rampardos (Rock)
172 HP, 185 Atk, 80 Def, 85 SpA, 70 Sdef, 78 Spe
Effective Stats: 0.9 (1.8) physical, 0.77 magical, 0.84 speed
Special Ability - Mold Breaker: Ignores special abilities that resist or null damage attacks like Levitate vs. Ground attacks or Thick Fat vs. Fire/Ice attacks

Head Smash (5): 172 Rock type physical damage, 50% Recoil, 80% accuracy, 73 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Zen Headbutt (15): 62 Psychic type physical damage, 20% Flinch, 90% accuracy, 59 average damage
-----
Leer (30): Lowers Defense by 1 level
Assurance (10): 39 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 41 average damage
Endeavor (5): Target's HP becomes equal to the users, if the target's is higher
Ancient Power (5): 33 Rock type special damage, 10% chance of raising all parameters by 1 level, 35 average damage
Pursuit (20): 31 Dark type physical damage, 32 average damage
Take Down (20): 69 Normal type physical damage, 25% recoil, 85% accuracy, 46 average damage
Headbutt (15): 54 Normal type physical damage, 30% Flinch, 57 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains

Comments: Head Smash -> Hope something dies.  Screech helps but also increases the recoil, and Scary Face can allow him to work around healers some, helping offset his speed. b]Middle[/b]


Bastiodan (Rock/Steel)
135 HP, 72 Atk, 188 Def, 67 SpA, 158 Sdef, 50 Spe
Effective Stats: 1.65 (6.6) physical, 1.38 magical, 0.58 speed
Special Ability - Sturdy: Grants immunity to Instant Death

Iron Head (15): 37 Steel type physical damage, 30% Flinch, 39 average damage
Metal Burst (10): Deals damage equal to 1.5x what he was dealt that turn, only works if user goes second
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
Taunt (15): Forces opponent to use nothing but damage moves for next 2 to 5 turns
-----
Tackle (35): 12 normal type physical damage, 95% accuracy, 12 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Iron Defense (15): Raises Defense by 2 levels
Block (5): Makes target unable to run!
Ancient Power (5): 26 Rock type special damage, 10% chance of raising all parameters by 1 level, 27 average damage
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Take Down (20): 28 Normal type physical damage, 33% recoil damage, 85% accuracy, 16 average damage

Comments: Use Taunt, then spam Metal Burst.  This strategy is pretty much the backbone of all he'll be using, since it kills the usual "Skip Turn" arguments, and lets him actually have a shot at beating healers.  The ridiculous physical durability doesn't hurt either, though he runs scared from anyone that has something that can be considered Ground and Fighting type damage, not to mention the average fight double turns him, and ITD slams him pretty badly too. Middle/Heavy I suppose? Taunt really saves his ass.


Wormadam is a weird case, in that she's actually 3 Pokemon with the same value and name, and who all evolve from Burmy (...even though Burmy already HAS an alternate evolution in Mothim.)  Basically, its like Deoxys, as such, he will be treated as 3 Different Pokemon, since all 3 forms are drastically different.  I'm using Serebii's version of Identification, mind, hence the names.


Wormadam-Plant (Bug/Grass)
135 HP, 79 Atk, 105 Def, 99 SpA, 125 Sdef, 56 Spe
Effective Stats: 0.92 physical, 1.08 magical, 0.64 speed
Special Ability - Anticipation: If enemy has an attack that would be "Super Effective" against Wormadam in their current set, it will indicate it

Psychic (10): 38 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 40 average damage
Leaf Storm (5): 86 Grass type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 82 average damage
Attract (15): For the rest of the fight, the opponent will not act 50% of the time each turn if they are the opposite Gender of the user, otherwise this move fails.  Note that Wormadam is always female, so this move would only work on Males.
Growth (40): Raises users Special Attack by 1 level
-----
Psybeam (20): 28 Psychic type special damage, 10% chance of inflicting Confusion, 29 average damage
Confusion (25): 21 Psychic type special damage, 10% chance of inflicting Confusion, 22 average damage
Hidden Power (15): 30 ????? type special damage, typing depends on users IVs, 31 average damage (damage increases by 50% if Bug or Grass type)
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, see note about Wormadam always being Female.
Tackle (35): 13 Normal type physical damage, 95% accuracy, 13 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 7, 68.75% HP does 14, 35.42% does 27, 20.83% does 33, 10.42% does 50, 4.17% does 66
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Razor Leaf (25): 29 Grass type physical damage, 12.5% critical hit rate, 95% accuracy, 30 average damage
Rock Blast (10): 11 Rock type physical damage, hits 2 to 5 times, 80% accuracy, 32 average damage

Comments: I don't really have much to say. Dies to Fire and Flying damage, Ice butchers it too, slow, not particularly durable, lacks damage, and prays it fights a Male opponent. Can you say Light? I know I can!


Wormadam-Sand (Bug/Ground)
135 HP, 99 Atk, 125 Def, 79 SpA, 105 Sdef, 56 Spe
Effective Stats: 1.1 physical, 0.91 magical, 0.64 speed
Special Ability - Anticipation: If enemy has an attack that would be "Super Effective" against Wormadam in their current set, it will indicate it


Bug Bite (20): 39 Bug type physical damage, 41 average damage
Attract (15): For the rest of the fight, the opponent will not act 50% of the time each turn if they are the opposite Gender of the user, otherwise this move fails.  Note that Wormadam is always female, so this move would only work on Males
Psychic (10): 31 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 32 average damage
Fissure (5): Instant Death, fails against those that immune Ground type damage, 30% accuracy
-----
Hidden Power (15): 24 ????? type special damage, typing depends on users IVs, 25 average damage (damage increases by 50% if Bug or Ground type)
Tackle (35): 16Normal type physical damage, 95% accuracy, 16 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 9, 68.75% HP does 18, 35.42% does 33, 20.83% does 42, 10.42% does 62, 4.17% does 82
Harden (35): Raises defense by 1 level
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, see note about Wormadam always being Female.
Confusion (25): 18 Psychic type special damage, 10% chance of inflicting Confusion, 19 average damage
Psybeam (20): 22 Psychic type special damage, 10% chance of inflicting Confusion, 23 average damage
Rock Blast (10): 11 Rock type physical damage, hits 2 to 5 times, 80% accuracy, 32 average damage

Comments: Physical version of the above form.  Maybe a bit better due to the instant death, but really, in the end, its all the same fail in a different mold. Light


Wormadam-Trash (Bug/Steel)
135 HP, 89 Atk, 115 Def, 89 SpA, 115 Sdef, 56 Spe
Effective Stats: 1.01 (2.02) physical, 0.99 magical, 0.64 speed
Special Ability - Anticipation: If enemy has an attack that would be "Super Effective" against Wormadam in their current set, it will indicate it

Iron Head (15): 45 Steel type physical damage, 30% Flinch, 47 average damage
Attract (15): For the rest of the fight, the opponent will not act 50% of the time each turn if they are the opposite Gender of the user, otherwise this move fails.  Note that Wormadam is always female, so this move would only work on Males
Mirror Shot (10): 37 Steel type special damage, 30% chance of lowering Accuracy 1 level, 85% Accuracy, 33 average damage
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
-----
Hidden Power (15): 27 ????? type special damage, typing depends on users IVs, 28 average damage (damage increases by 50% if Bug or Steel type)
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, see note about Wormadam always being Female
Tackle (35): 14 Normal type physical damage, 95% accuracy, 14 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 8, 68.75% HP does 16, 35.42% does 31, 20.83% does 38, 10.42% does 56, 4.17% does 74
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Psychic (10): 34 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 35 average damage
Confusion (25): 19 Psychic type special damage, 10% chance of inflicting Confusion, 20 average damage
Psybeam (20): 25 Psychic type special damage, 10% chance of inflicting Confusion, 26 average damage
Bug Bite (20): 34 Bug type physical damage, 36 average damage

Comments: Its Wormadam, by now you should realize its synomous with "fail."  The plus side, granted, is this one at least is a tank and can do stuff that makes him fail slightly less.  What does this mean? It means he's a less crappy Light than the others.


Mothim (Bug/Flying)
145 HP, 114 Atk, 70 Def, 114 SpA, 70 Sdef, 86 Spe
Effective Stats: 0.66 physical, 0.65 magical, 0.92 speed
Special Ability - Swarm: Bug attacks do 50% more damage if HP < 33%

Bug Buzz (10): 65 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 69 average damage
Air Slash (20): 54 Flying type special damage, 30% Flinch, 95% accuracy, 54 average damage
Camouflage (20): Changes the entire typing of the user to something depending on terrain. Unfortunately, I'm not sure what "default" would count in the DL, make of this as you will
Poison Powder (35); Adds Poison status, 75% accuracy
-----
Tackle (35): 18 Normal type physical damage, 95% accuracy, 18 average damage
Hidden Power (15): 34 ????? type special damage, typing depends on users IVs, 36 average damage (damage increases by 50% if Bug or Flying type)
Gust (35): 31 Flying type special damage, 32 average damage
Silver Wind (5): 44 Bug type special damage, 10% chance of raising all parameters by 1 level, 46 average damage
Psychic (10): 44 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 46 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Confusion (25): 25 Psychic type special damage, 10% chance of inflicting Confusion, 26 average damage
Psybeam (20): 31 Psychic type special damage, 10% chance of inflicting Confusion, 32 average damage
Bug Bite (20): 44 Bug type physical damage, 44 average damage

Comments: Well, the damage is half decent!   Unfortunately the rest of it fails.  Then again, what more do you expect from the male version of Wormadam? Actual decency? You jest! Light and that's that.

Combee (Bug/Flying)
105 HP, 50 Atk, 62 Def, 50 SpA, 62 Sdef, 90 Spe
Effective Stats: 0.42 physical, 0.42 magical, 0.95 speed
Special Ability - Honey Gather: Combee, using its godlike strength and razor sharp wit, scours the battle and finds Sweet Honey as it crushes its foes!

Gust (35): 14 Flying type special damage, 14 average damage
Sweet Scent (20): Lowers target's evade by 1 level

Comments: I...really lost all my ability to jokingly hype this thing. I'm serious, I think I spent it all on Magikarp and Feebas from previous topics.  In any event, if you're wondering why this thing is so bad, its cause it's a fully evolved Pokemon on a pure technical standpoint; like Burmy, Combee evolves depending on its gender (in Burmy's case, Female = Wormadam, Male = Mothim), except that in Combee's case, *ONLY* the females evolve, so the males are stuck in this form.  It doesn't exactly help that Combee is male 87.5% of the time. I don't think I have to say it, but Puny


Vespiquen (Bug/Flying)
145 HP, 100 Atk, 122 Def, 100 SpA, 122 Sdef, 60 Spe
Effective Stats: 1.15 physical, 1.13 magical, 0.68
Special Ability - Pressure: All attacks from the enemy that target Vespiquen have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Attack Order (15): 56 Bug type physical damage, 12.5% Critical hit rate, 90% accuracy, 56 average damage
Defend Order (10): Raises Defense and Special Defense by 1 level
Confuse Ray (15): Adds Confusion
Heal Order (10): 50% Healing
-----
Gust (35): 26 Flying type special damage, 27 average damage
Sweet Scent (20): Lowers target's evade by 1 level
Poison Sting (35): 7 Poison type physical damage, 10% chance of adding Poison, 7 average damage
Toxic (10): Adds a version of Poison status where damage increases each turn, 85% accuracy
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
Pursuit (20): 18 Dark type physical damage, 19 average damage
Fury Cutter (20): 8 Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 8 average damage
Fury Swipes (15): 8 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 23 average damage
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, it is worth noting that, if its not obvious already given the note about Combee above, as well as the name, Vespiquen is always female.
Power Gem (20): 30 Rock type special damage, 31 average damage
Slash (20): 30 Normal type physical damage, 12.5% Critical hit rate, 33 average damage
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
Destiny Bond (5): If target kills user the turn this was used (and the move must be used beforehand), then the target dies alongside the user.

Comments: And this is what the rare Female Combee turns into!  It actually looks like a fully evolved Pokemon now, doesn't it? Damage actually registers on the curve now, a bunch of nice tricks between Healing, Confusion, buffing, and a few others, and can take hits.  However, it's slow, and it still has that horrid Bug/Flying typing.  Middle though can't see it going very far there.


Pachirisu (Electric)
135 HP, 65 Atk, 90 Def, 65 SpA, 110 Sdef, 115 Spe
Effective Stats: 0.79 physical, 0.95 magical, 1.19 speed
Special Ability 1 - Run Away: Insures you will always succeed at running
Special Ability 2 - Pick Up: Allows user to pick up items randomly outside of battle!

Discharge (15): 33 Electric type special damage, 30% chance of adding Paralysis, 35 average damage
Sweet Kiss (10): Adds Confusion, 75% accuracy
Super Fang (10): Deals damage equal to half opponents current HP, 90% accuracy
Charm (20): Lowers Attack by 2 levels
-----
Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Growl (40): Lowers Attack by 1 level
Last Resort (5): 36 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 38 average damage
Swift (20): 18 Normal type special damage, cannot miss, 19 average damage
Spark (20): 28 Electric type physical damage, 30% chance of adding paralysis, 29 average damage
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Quick Attack (30): 12 normal type physical damage, always goes first, 12 average damage
Flatter (15): Adds Confusion, raises Special Attack of Target by 2 levels

Comments: He's fast! And has some tricks! Pity he's totally lacking in damage, and not exactly the most durable of things.  Super Fang helps some, I guess.  Light
« Last Edit: December 07, 2014, 03:33:51 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #16 on: November 16, 2010, 07:41:12 PM »
Floatzel (Water)
160 HP, 125 Atk, 75 Def, 105 SpA, 70 SDef, 135 Spe
Effective Stats: 0.78 physical, 0.72 magical, 1.37 speed
Special Ability - Swift Swim: Speed is doubled during Rain Dance

Crunch (15): 43 Dark type physical damage, 20% chance of lowering target's Defense by 1 level, 45 average damage
Agility (30): Raises Speed by 2 levels
Growl (40): Lowers Attack by 1 level
Ice Fang (15): 34 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 34 average damage
-----
Swift (20): 27 Normal type special damage, cannot miss, 28 average damage
Whirlpool (15): 11 Water type special damage, target takes 6.25% damage equal to their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Water Gun (25): 28 Water type special damage, 29 average damage
Sonic Boom (20): 20 Normal type special damage, this damage is set and ignores all kinds of modifiers outside of immunity, 90% accuracy, 18 average damage
Aqua Jet (20): 33 Water type physical damage, always goes first, 35 average damage
Pursuit (20): 22 Dark type physical damage, 23 average damage
Quick Attack (30): 22 Normal type physical damage, always goes first, 23 average damage
Water Sport (20): Halves Fire damage
Razor Wind (10): 43 Normal type damage, one turn charge time, 12.5% critical hit rate, 24 average damage

Comments: Pachirisu, takes hits worse, but deals more damage and is MUCH faster.  Probably a winning trade, but still not very good.  At least Agility off that speed can offset his low damage some...yeah, definitely a Pokemon that loves in game and competitive if only for the Waterfall HM.  But as it stands now? Not really going very far outside of Light

Cherrim (Grass)
145 HP, 80 Atk, 90 Def, 107 SpA, 98 Sdef, 105 Spe
Effective Stats: 0.85 physical, 0.91 magical, 1.09 speed
Special Ability - Flower Gift: Boosts Attack and Special Defense by 50% during Sunny Day

Petal Dance (20): 61 Grass type special damage, user is forced to use this for two to three turns in a row, at the end of which they are confused, 63 average damage
Solar Beam (10): 81 Grass type special damage, one turn charge time, 43 average damage
Sunny Day (5): Adds Sunny Day weather effect for 5 turns
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, 90% accuracy, fails on Grass types.
-----
Helping Hand (20): Boosts allies damage by 50%
Growth (40): Raises Special Attack by 1 level
Magical Leaf (20): 42 Grass type special damage, cannot miss, 44 average damage
Take Down (20): 31 Normal type physical damage, 33% recoil, 85% accuracy, 18 average damage
Worry Seed (10): Changes Target's special ability to Insomnia (which means Sleep Immunity)
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Tackle (35): 13 Normal type physical damage, 95% accuracy, 13 average damage

Comments: Fairly average overall; more durability couldn't hurt, but its not horrid, albeit being a grass type isn't the most friendly of things in the DL (weak to Fire, Ice and debatably Wind? Ow.)  Granted, if given the chance to set up Sunny Day, it can get brutal with Solar Beam, but no insurance it can get that far.  Light/Middle for now.


Gastrodon (Water/Ground)
186 HP, 103 Atk, 88 Def, 112 SpA, 102 Sdef, 59 Spe
Effective Stats: 1.07 Physical, 1.21 magical, 0.67 speed
Special Ability 1 - Sticky Hold: Gastrodon cannot lose held items by means of Thief and ilk
Special Ability 2 - Storm Drain: All Water damage is forcefully aimed at Gastrodon

Muddy Water (10): 67 Water type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 60 average damage
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Recover (10): 50% Healing
Mud Slap (20): 15 Ground type special damage, lowers accuracy by 1 level, 15 average damage
-----
Mud Sport (15): Lowers Electric damage dealt to user
Water Pulse (20): 43 Water type special damage, 20% chance of adding Confusion, 45 average damage
Mud Bomb (10): 47 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 42 average damage
Harden (30): Raises Defense by 1 level
Hidden Power (15): 33 ????? type special damage, typing depends on users IVs, 353 average damage (damage increases by 50% if Water or Ground type)
Body Slam (15): 37 Normal type physical damage, 30% chance of adding paralysis, 39 average damage

Comments: Not really all that bad on damage, or tricks, and decent durability...but egads does that Speed hurt.  Middle


Ambipom (Normal)
150 HP, 120 Atk, 86 Def, 80 SpA, 86 Sdef, 135 Spe
Effective Stats: 0.84 physical, 0.82 Magical, 1.37 speed
Special Ability 1 - Pick Up: Allows user to pick up items randomly outside of battle!
Special Ability 2 - Technician: Attacks that have 60 power or less do 50% more damage.  This is already factored in when necessary.  Note that this DOES work with Multi Hit attacks, but not with moves that fluctuate power based on situations like Hidden Power or Low Kick.

Double Hit (10): 42 Normal type physical damage, hits twice, 90% accuracy, 80 average damage
Agility (30): Raises Speed by 2 levels
Tickle (20): Lowers Attack and Defense by 1 level
Sand-Attack (15): Lowers Accuracy by 1 level
-----
Fling (10): Does Dark type damage depending on what Berry the user is holding, since no berry is actually legal, this move is completely worthless
Swift (20): 46 Normal type special damage, cannot miss, 48 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
Screech (40): Lowers defense by 2 levels, 85% accuracy
Last Resort (5): 97 Normal type physical damage, usable only if user has used the other three moves on his current moveset at least once, 103 average damage
Fury Swipes (15): 22 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 65 average damage
Astonish (15): 23 Ghost type physical damage, 30% Flinch, 24 average damage
Tail Whip (30): Lowers Defense by 1 level
Scratch (35): 46 Normal type physical damage, 48 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon

Comments: As the very much needed evolution of Aipom, Ambipom does not disappoint. Fast, and hits hard physically, with Nasty Plot and Swift to use on the side if he needs to hit a second defensive stat.  Agility works for a buff, and has a few debuffs to screw with his opponent.  Durability could be better. Middle/Heavy


Drifblim (Ghost/Flying)
225 HP, 100 Atk, 64 Def, 110 SpA, 74 Sdef, 100 Spe
Effective Stats: 0.94 (Immune) physical, 1.06 magical, 1.05 speed
Special Ability 1 - Unburden: If Drifblim loses his held item (be it cause it used it up or it got hit by Knock Off), its speed doubles.  Note that this DOES NOT kick in if Drifblim starts the fight with no item held.
Special Ability 2 - Aftermath: If Drifblim is defeated using a physical attack, the opponent takes damage equal to 25% of their MHP.

Shadow Ball (10): 56 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 59 average damage
Stockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
Swallow (10): Heals user equal to 25% HP per every stock it has, resets Stock to 0
Minimize (20): Raises Evade by 1 level
-----
Explosion (5): 205 Normal type physical damage, user faints as a result of the attack, 217 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Spit Up (10):  46 Normal type special damage for every Stock it has, resets Stock to 0, 48 average damage
Ominous Wind (5): 43 Ghost type special damage, 10% chance of raising all parameters by 1 level, 45 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Astonish (15): 20 Ghost type physical damage, 30% Flinch, 21 average damage
Gust (35): 29 Flying type special damage, 30 average damage
Constrict (35): 6 Normal type physical damage, 10% chance of lowering Speed by 1 level, 6 average damage
Payback (10): 22 Dark type physical damage, damage doubles if if user goes second the turn this is used, 23 average damage

Comments: Being a Ghost type, Drifblim has the usual immunity to physical aspect.  It also has a decent defensive game thanks to Stockpile and Swallow. Damage isn't too bad either.  All he's lacking, when it comes down to it, is a way to cripple his opponent, but as it stands, giving him a Middle/Heavy nod.


Lopunny (Normal)
140 HP, 96 Atk, 104 Def, 74 SpA, 116 Sdef, 125 Spe
Effective Stats: 0.97 physical, 1.04 magical, 1.28 speed
Special Ability 1 - Cute Charm: 30% chance of adding "Attract" to opponent if Lopunny is hit with a contact move, assuming enemy is of opposite gender. Note that, unfortunately, Lopunny is perfectly split between genders, so this trait is a headache.
Special Ability 2 - Klumsy: Lopunny can't use held items. Yes, this is utterly worthless in everyway you can imagine.

Return (20): 62 Normal type physical damage, 65 average damage
Agility (30): Raises Speed by 2 levels
Charm (20): Lowers target's Attack by 2 levels
Bounce (5): 34 Flying type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 30% chance of adding Paralysis, 85% accuracy, 15 average damage
-----
Splash (40): Does absolutely nothing
Defense Curl (40): Raises Defense by 1 level
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Mirror Coat (20): If user is hit with a Special Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Healing Wish (10): User dies, then the next Pokemon comes in at full health with all status healed
Magic Coat (15): If opponent uses a Status effect this turn, then it is reflected back at them, with the user being unharmed
Jump Kick (25): 34 Fighting type physical damage, 12.5% recoil damage if the attack misses, 95% accuracy, 30 average damage
Pound (35): 25 Normal type physical damage, 26 average damage
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Dizzy Punch (10): 43 Normal type physical damage, 20% chance of inflicting Confusion, 45 average damage
Sky Uppercut (15): 34 Fighting type physical damage, 90% accuracy, 32 average damage

Comments: Average in just about everyway...except Speed, where its pretty good.  Seems like a text book Middle


Mismagius (Ghost)
135 HP, 80 Atk, 80 Def, 125 SpA, 125 Sdef, 125 Spe
Effective Stats: 0.7 (Immune) physical, 1.08 magical, 1.28 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Shadow Ball (15): 64 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 68 average damage
Pain Split (20): The HP of the User and Foe is added together, and then distributed equally among both, note that this uses Raw HP, so its possible the relative scores are different
Confuse Ray (15): Adds Confusion
Growl (40): Lowers Attack by 1 level
-----
Psywave (15): Does between anywhere between 25 and 75 damage psychic type special damage, ignores all modifiers and resistances barring immunity, 80% accuracy, 40 average damage
Spite (10): Lowers the PP of target's last used move by 2 to 5
Astonish (15): 17 Ghost type physical damage, 30% Flinch, 18 average damage
Mean Look (5): Target is unable to run or swap
Perish Song (5): Both the user and the target will faint 3 turns after this is used
Psybeam (20): 34 Psychic type special damage, 10% chance of adding Confusion, 36 average damage
Grudge (5): If user is killed the turn this is used, the target's last move is reduced to 0 PP
Payback (10): 18 Dark type physical damage, damage doubles if user goes second the turn this is used, 19 average damage
Lucky Chant (30): Target cannot critical for the next 5 turns
Magical Leaf (20): 32 Grass type special damage, cannot miss, 34 average damage

Comments: Fast, Pain Split works as pseudo Parasitic Healing, some status, and has the usual physical immunity goodness of a Ghost type.  Damage isn't bad either.  Some shade of Heavy, and a decent improvement over Misdreavous.


Honchkrow (Dark/Flying)
175 HP, 145 Atk, 72 Def, 125 SpA, 72 Sdef, 91 Spe
Effective Stats: 0.82 physical, 0.8 magical, 0.96 speed
Special Ability 1 - Insomnia: Grants Immunity to Sleep
Special Ability 2 - Super Luck: Increases crit domain of all attacks by 1; this is already factored into damage averages

%Drill Peck (20): 73 Flying type physical damage, 82 (77) average damage
Dark Pulse (15): 64 Dark type special damage, 20% Flinch, 72 (68) average damage
Nasty Plot (15): Raises Special Attack by 2 levels
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
-----
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Sucker Punch (5): 73 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 82 (77) average damage
Mean Look (5): Target is unable to run or swap
Assurance (10): 45 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 50 (47) average damage
Faint Attack (20): 56 Dark type physical damage, cannot miss, 63 (59) average damage
Night Shade (15): 50 Ghost type special damage, ignores all modifiers and resistances barring immunity
Haze (30): Dispels all stat modifiers on the entire field
Pursuit (20): 37 Dark type physical damage, 41 (39) average damage
Wing Attack (35): 56 Flying type physical damage, 63 (59) average damage
Astonish (15): 19 Ghost type physical damage, 30% Flinch, 21 (20) average damage
Peck (35): 33 Flying type physical damage, 37 (35) flying type damage
Night Slash (15): 64 Dark type physical damage, 25% (12.5%) Critical hit rate, 80 (72) average damage
Brave Bird (15): 108 Flying type physical damage, 33% recoil, 81 (76) average damage
Psycho Shift (10): Shifts any status effects to the target, 90% accuracy

Comment: Frailish and a bit on the slow side, but he hits like a truck, and with Nasty Plot around, he has no problems dealing with healers.  Swagger can be used to mess over some mages.  Probably a decent Middle


Purugly (Normal)
146 HP, 102 Atk, 84 Def, 84 SpA, 79 Sdef, 132 Spe
Effective Stats: 0.78 physical, 0.74 magical, 1.34 speed
Special Ability 1 - Thick Fat: Halves Fire and Ice damage
Special Ability 2 - Own Tempo: Grants immunity to confusion

Body Slam (15): 56 Normal type physical damage, 30% chance of inflicting Paralysis, 59 average damage
Charm (20): Lowers Attack by 2 levels
Hypnosis (20): Inflicts Sleep, 60% accuracy
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
-----
Fake Out (10): 26 Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 27 average damage
Scratch (35): 26 Normal type physical damage, 27 average damage
Growl (40): Lowers Attack by 1 level
Assist (20): Uses a random move from a teammates skill set
Faint Attack (20): 26 Dark type physical damage, cannot miss, 27 average damage
Attract (15): For the rest of the fight, the opponent will not act 50% of the time each turn if they are the opposite Gender of the user, otherwise this move fails.  Note that Purugly is primarily female (75% chance), so I treat that as default and see this move hitting males only
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, see note about Purugly being primarily female
Slash (20): 45 Normal type physical damage, 12.5% Critical hit rate, 50 average damage
Fury Swipes (20): 14 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 41 average damage
Sucker Punch (5): 34 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 36 average damage
Flatter (15): Adds Confusion, raises Special Attack of Target by 2 levels

Comments: Fast and lots of status options with passable damage...but the durability is just awful.  Middle


Skuntank (Dark/Poison)
178 HP, 113 Atk, 87 Def, 91 SpA, 81 Sdef, 104 Spe
Effective Stats: 1.01 physical, 0.92 magical, 1.08 speed
Special Ability 1 - Stench: Lowers the encounter rate. As godly as this is in Diamond/Pearl where the encounter rate is annoyingly high, its worthless in a duel, sadly <.<
Special Ability 2 - Aftermath: If Skuntank is defeated using a physical attack, the opponent takes damage equal to 25% of their MHP.

Night Slash (20): 50 Dark type physical damage, 12.5% Critical hit rate, 56 average damage
Screech (40): Lowers target's Defense by 2 levels, 85% accuracy
Toxic (10): Adds a version of Poison status where damage increase linearly each turn, 85% accuracy
Smokescreen (20): Lowers Accuracy by 1 level
-----
Focus Energy (30): Increases Critical hit Rate by 2 domains
Slash (20): 33 Normal type physical damage, 12.5% Critical hit rate, 37 average damage
Flamethrower (15): 37 Fire type special damage, 10% chance of inflicting Burn, 39 average damage
Poison Gas (40): Adds Poison status, 55% accuracy
Scratch (35): 19 Normal type physical damage, 20 average damage
Fury Swipes (20): 9 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 26 average damage
Memento (10): Lowers Target's Attack and Special Attack by 2 levels, user faints as a result of the attack
Explosion (5): 226 Normal type physical damage, user faints as a result of the attack, 240 average damage
Feint (10): 24 Normal type physical damage, only works if the enemy is invincible, 25 average damage

Comments: The exploding Skunk of Pokemon!  Pretty standard overall, all things considered, by the DL standards.  The great typing doesn't really do much for it here beyond poison immunity. Middle I guess.


Bronzong (Psychic/Steel)
142 HP, 109 Atk, 136 Def, 99 SpA, 136 Sdef, 53 Spe
Effective Stats: 1.26 (2.52) physical, 1.23 magical, 0.61 speed
Special Ability 1 - Heatproof: Halves Fire type damage. Note that on Bronzong, this effectively cancels out his Fire weakness, making him neutral to it
Special Ability 2 - Levitate: Grants immunity to Ground type attacks

Extrasensory (30): 50 Psychic type special damage, 10% Flinch, 53 average damage
Confuse Ray (15): Adds Confusion
Hypnosis (20): Inflicts Sleep, 60% accuracy
Safeguard (25): Grants immunity to all status for 5 turns
-----
Gyro Ball (5): 33 Steel type physical damage, damage fluctuates linearly based on the users Speed compared to the target's speed, where the lower the user's Speed and higher the target's speed the better, this is damage against average speed (aka 100), 35 average damage
Sunny Day (5): Causes Sunny Day weather effect for 5 turns
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Tackle (35): 17 Normal type physical damage, 95% accuracy, 17 average damage
Confusion (25): 31 Psychic type special damage, 10% chance of adding Confusion, 32 average damage
Imprison (10): Target cannot use any moves that the user also knows
Iron Defense (15): Raises Defense by 2 levels
Future Sight (15): 33 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 31 average damage
Faint Attack (20): 28 Dark type physical damage, cannot miss, 29 average damage
Payback (10): 23 Dark type physical damage, damage doubles if user goes second the turn this is used, 24 average damage
Heal Block (15): Target is unable to Heal for the next 5 turns, this does not effect passive healing like Regen effects
Block (5): Makes target unable to run!

Comments: For a guy who is a total whore in game, he doesn't translate as well as you'd expect. Slow as hell hurts more here than in game, special durability isn't as high as you'd expect (Physical side, meanwhile, is saved by the Steel typing), and damage is really bad considering the speed combo.  Confuse Ray and Hypnosis help some. Guess he can play in Middle


Chatot (Normal/Flying)
151 HP, 85 Atk, 65 Def, 112 SpA, 62 Sdef, 111 Spe
Effective Stats: 0.64 physical, 0.60 magical, 1.15 speed
Special Ability 1 - Keen Eye: Grants immunity to accuracy lowering moves
Special Ability 2 - Tangled Feet: If Chatot is inflicted with Confusion, evasion raises by 50%

Hyper Voice (10): 64 Normal type special damage, 68 average damage
Chatter (20): 43 Flying type special damage, adds Confusion, 45 average damage
Roost (10): 50% Healing, if user is faster than opponent, then "Flying" typing is lost for the turn
Feather Dance (15): Lowers Attack by 2 levels,
-----
Growl (40): Lowers Attack by 1 level
Sing (15): Adds Sleep, 55% accuracy
Uproar (10): 36 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 38 average damage
Mimic (10): User copies a move of the opponent, said move replaces Mimic for the remainder of the fight, and uses Mimic's PP instead.
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Mirror Move (20): User uses the same move as the last action of the opponent
Peck (35): 20 Flying type physical damage, 21 average damage
Fury Attack (15): 9 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 28 average damage

Comments: Variety of tricks, good speed, and average damage...but the durability is just too bad.  Suppose the speed lets Roost not go to waste, especially with sing. Low Middle


Spiritomb (Dark/Ghost)
125 HP, 112 Atk, 128 Def, 112 SpA, 128 Sdef, 55 Spe
Effective Stats: 1.04 (immune) physical, 1.02 magical, 0.63 speed
Special Ability - Pressure: All attacks from the enemy that target Spiritomb have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Dark Pulse (15): 56 Dark type special damage, 20% Flinch, 59 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
Hypnosis (20): Inflicts Sleep, 60% accuracy
Confuse Ray (15): Adds Confusion
-----
Ominous Wind (5): 43 Ghost type special damage, 10% chance of raising all stats by 1 level, 45 average damage
Memento (10): Lowers Attack and Special Attack by 2 levels, user faints as a result of this attack
Curse (10): User takes damage equal to 50% of their MHP to put a status on the opponent that removes 25% of their MHP a turn ala Poison, said damage to user can be lethal
Faint Attack (20): 43 Dark type physical damage, cannot miss, 45 average damage
Pursuit (20): 29 Dark type physical damage, 30 average damage
Shadow Sneak (30): 29 Ghost type physical damage, always goes first, 30 average damage
Sucker Punch (5): 56 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 59 average damage
Spite (10): Lowers the PP of target's last used move by 2 to 5
Dream Eater (10): 47 Psychic type special damage, heals user equal to 50% damage done, only works if opponent is asleep, 49 average damage

Comments: Physical immunity and completely lacking in weaknesses is awesome, being barely above half average speed is not. Hypnosis and Confuse Ray can help it get the turns it needs for Nasty Plot, though, and Sucker Punch works in a pinch against those with nothing but damage. Decently strong Middle


Garchomp (Dragon/Ground)
183 HP, 150 Atk, 115 Def, 100 SpA, 105 Sdef, 122 Spe
Effective Stats: 1.37 physical, 1.23 magical, 1.25 speed
Special Ability - Sand Veil: If Sandstorm Weather effect is active, Garchomp's Evade raises by 20%

Dragon Claw (15): 75 Dragon type physical damage, 79 average damage
Sandstorm (5): Adds Sandstorm Weather effect for 5 turns
Sand-Attack (15): Lowers accuracy by 1 level
Dragon Rush (10): 94 Dragon type physical damage, 20% Flinch, 75% accuracy, 74 average damage
-----
Fire Fang (15): 41 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 41 average damage
Tackle (35): 23 Normal type physical damage, 95% accuracy, 23 average damage
Dragon Rage (10): 40 Dragon type special damage, ignores all modifiers and defenses
Take Down (20): 56 Normal type physical damage, 33% recoil, 85% accuracy, 33 average damage
Sand Tomb (15): 15 Ground type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 11 average damage
Slash (20): 44 Normal type physical damage, 12.5% Critical hit rate, 49 average damage
Dig (10): 75 Ground type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 39 average damage
Crunch (15): 50 Dark type physical damage, 20% chance of lowering Defense by 1 level, 53 average damage

Comments: If you can't tell by the stats, then yes, he's the traditional Dragonite type of Generation 4. Good damage, speed and durability, a bit of an evasion game with Sand Attack and Sandstorm, but would like some more variety.  Probably Heavy considering the whole package.


Lucario (Fighting/Steel)
145 HP, 130 Atk, 90 Def, 135 SpA, 90 Sdef, 110 Spe
Effective Stats: 0.85 (1.7) physical, 0.83 magical, 1.14 speed
Special Ability 1 - Inner Focus: Grants immunity to Flinching
Special Ability 2 - Steadfast: If Lucario is flinched, then his speed increases by 1 level

Close Combat (5): 97 Fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 103 average damage
Aura Sphere (20): 76 Fighting type special damage, cannot miss, 80 average damage
Sword Dance (30): Raises Attack by 2 levels
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
-----
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Counter (20): User deals damage equal to twice the amount received this turn if attack was physical, otherwise fails, always goes last
Me First (20): If opponent is using a damage move, then user uses the same move at 1.5x power, only works if user goes first
Dragon Pulse (10): 51 Dragon type special damage, 54 average damage
Force Palm (10): 50 Fighting type physical damage, 30% chance of adding paralysis, 53 average damage
Dark Pulse (15): 45 Dark type special damage, 20% Flinch, 47 average damage
Feint (10): 28 Normal type physical damage, only works if the enemy is invincible, 29 average damage
Bone Rush (10): 15 Ground type physical damage, hits 2 to 5 times, 80% accuracy, 44 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Extremespeed (5): 43 Normal type physical damage, always goes first, 45 average damage
Metal Claw (35): 42 Steel type physical damage, 10% chance of raising attack by 1 level, 95% accuracy, 42 average damage
Copycat (20): User uses the target's last move
Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 18, 68.75% HP does 33, 35.42% does 65, 20.83% does 81, 10.42% does 120, 4.17% does 161
Quick Attack (30): 22 Normal type physical damage, always goes first, 23 average damage
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Sky Uppercut (15): 69 Fighting type physical damage, 90% accuracy, 65 average damage
%Cross Chop (5): 81 Fighting type physical damage, 12.5% Critical Hit Rate, 80% accuracy, 72 average damage
*Hi Jump Kick (20): 81 Fighting type physical damage, 90% accuracy, user takes damage equal to ½ projected damage on a miss, capping at half user’s MHP, 73 net average damage
*Follow Me (20): Forces all opponents to target user
*Blaze Kick (10): 46 Fire type physical damage, 12.5% critical hit rate, 10% chance of adding Burn, 90% accuracy, 46 average damage

Comments: Huge skillset with a lot of worthless stuff! Otherwise, just a very well rounded dueler in terms of…well, everything. Heavy


Hippowdon (Ground)
183 HP, 132 Atk, 138 Def, 88 SpA, 92 Sdef, 67 Spe
Effective Stats: 1.64 physical, 1.08 magical, 0.74 speed
Special Ability - Sandstream: When Hippowdon enters a fight, a permanent sandstorm occurs, this lasts even after Hippowdon leaves, and can only be undone by another weather effect

Earthquake (10): 83 Ground type physical damage, 88 average damage
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Fissure (5): Instant Death, fails against those that immune Ground type damage, 30% accuracy
Sand-Attack (15): Lowers Accuracy by 1 level
-----
Sand Tomb (15): 14 Ground type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 10 average damage
Fire Fang (15): 36 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 36 average damage
Ice Fang (15): 36 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 36 average damage
Thunder Fang (15): 36 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 36 average damage
Bite (25): 33 Dark type physical damage, 30% Flinch, 35 average damage
Double-Edge (15): 66 Normal type physical damage, 33% Recoil, 46 average damage
Crunch (15): 44 Dark type physical damage, 20% chance of lowering target's Defense by 1 level, 46 average damage
Take Down (20): 50 Normal type physical damage, 33% recoil, 85% accuracy, 30 average damage

Comments: Permanent Sandstorm is cool, good damage, Sleep, and instant Death are nice too, as is the durability, the speed holds him back though. Middle/Heavy
« Last Edit: December 07, 2014, 03:34:53 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #17 on: November 16, 2010, 07:43:10 PM »
Drapion (Dark/Poison)
145 HP, 110 Atk, 130 Def, 80 SpA, 95 Sdef, 115 Spe
Effective Stats: 1.23 physical, 0.88 magical, 1.19 speed
Special Ability 1 - Battle Armor: Grants immunity to Critical Hits
Special Ability 2 - Sniper: Critical Hits do 3x damage instead of 2x, this is already factored into average damage

Crunch (15): 56 Dark type physical damage, 10% chance of lowering Defense by 1 level, 63 (59) average damage
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Acupressure (30): Raises a random stat by 2 levels
Leer (40): Lowers Defense by 1 level
-----
Cross Poison (10): 48 Poison type physical damage, 12.5% Critical hit rate, 20% chance of adding Poison, 60 (54) average damage
Poison Fang (15): 36 Poison type physical damage, 30% chance of adding Toxic, 40 (38) average damage
Toxic Spikes (20): Puts down a layer of spikes that poisons opponent upon entering, a second layer formed yields Toxic status
Knock Off (20): 15 Dark type physical damage, removes held item from user if they have any, 16 (15) average damage
Poison Sting (35): 12 Poison type physical damage, 30% chance of inflicting Poison, 13 (12) average damage
Pin Missile (20): 7 Bug type physical damage, hits 2 to 5 times, 85% accuracy, 23 (22) average damage
Bite (25): 43 Dark type physical damage, 30% Flinch, 48 (45) average damage
Fire Fang (15): 31 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 33 (31) average damage
Ice Fang (15): 31 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 33 (31) average damage
Thunder Fang (15): 31 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 33 (31) average damage
Bug Bite (20): 29 Bug type physical damage, 30 average damage

Comments: With the new info regarding Crit Rates and Sniper, Drapion's damage dropped dramatically to below average instead of considerably above.  Still has some tricks, good typing and passable durability off good speed. Middle


Toxicroak (Fighting/Poison)
158 HP, 126 Atk, 85 Def, 106 SpA, 85 Sdef, 105 Spe
Effective Stats: 0.87 physical, 0.86 magical, 1.09 speed
Special Ability 1 - Anticipation: If enemy has an attack that would be "Super Effective" against Toxicroak in their current set, it will indicate it.
Special Ability 2 - Dry Skin: Heals 1/8th MHP in Rain Dance per turn, takes 1/8th MHP in damage during Sunny Day per turn, takes 25% more damage from Fire and absorbs Water damage.

%Cross Chop (5): 79 Fighting type physical damage, 12.5% Critical Hit rate, 80% accuracy, 71 average damage
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
Nasty Plot (20): Raises Special Attack by 2 levels
Sludge Bomb (10): 59 Poison type special damage, 30% chance of inflicting Poison, 62 average damage
-----
Mud-Slap (10): 10 Ground type special damage, lowers accuracy by 1 level, 10 average damage
Mud Bomb (10): 30 Ground type special damage, 30% chance of lowering accuracy by 1 level, 27 average damage
Flatter (15): Adds Confusion, raises Special Attack of Target by 2 levels
Sucker Punch (5): 43 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 45 average damage
Faint Attack (20): 32 Dark type physical damage, cannot miss, 34 average damage
Pursuit (20): 22 Dark type physical damage, 23 average damage
Astonish (15): 17 Ghost type physical damage, 30% Flinch, 18 average damage
Poison Sting (35): 14 Poison type physical damage, 30% chance of inflicting Poison, 14 average damage
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Revenge (10): 48 Fighting type physical damage, if user takes damage the turn this is used, damage doubles, always goes last, 51 average damage
Poison Jab (20): 64 Poison type physical damage, 30% chance of inflicting Poison, 68 average damage

Comments: Fairly middling overall, though being able to nail both defensive stats, combined with Nasty Plot, doesn't hurt. Middle


Carnivine (Grass)
149 HP, 120 Atk, 92 Def, 110 SpA, 92 Sdef, 66 Spe
Effective Stats: 0.89 physical, 0.88 magical, 0.73 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Power Whip (10): 90 Grass type physical damage, 85% accuracy, 81 average damage
Stockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
Swallow (10): Heals user equal to 25% HP per every stock it has, resets Stock to 0
Ingrain (20): After this is used, user heals for 12.5% their MHP at the end of each turn, user cannot be swapped out afterwards
-----
Spit Up (10):  46 Normal type special damage for every Stock it has, 48 average damage
Faint Attack (20): 31 Dark type physical damage, 32 average damage
Wring Out (5): 68 Normal type special damage, damage decreases linearly with target's HP, 72 average damage
Growth (40): Raises Special Attack by 1 level
Crunch (15): 41 Dark type physical damage, 20% chance of lowering Defense by 1 level, 43 average damage
Sweet Scent (20): Lowers target's evasion by 1 level
Bind (20): 8 Normal type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 75% accuracy, 6 average damage
Bite (25): 31 Dark type physical damage, 30% Flinch, 32 average damage
Vine Whip (15): 28 Grass type physical damage, 29 average damage

Comments: Slow, being somewhat frail, and not the greatest of typings offset the good damage and slight defensive game it has.  Middle, given the damage is probably just too good to ignore.


Lumineon (Water)
134 HP, 89 Atk, 96 Def, 89 SpA, 106 Sdef, 111 Spe
Effective Stats: 0.84 physical, 0.91 magical, 1.15 speed
Special Ability 1 - Swift Swim: Speed doubles during Rain Dance
Special Ability 2 - Storm Drain: : All Water damage is forcefully aimed at Lumineon...IN A DUEL!

Water Pulse (20): 34 Water type special damage, 20% chance of adding confusion, 36 average damage
Rain Dance (5): Causes Rain Dance weather effect for 5 turns
Safeguard (30): Grants immunity to all status for 5 turns
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn
-----
Attract (15): For the rest of the fight, the opponent will not act 50% of the time each turn if they are the opposite Gender of the user, otherwise this move fails.  Note that Lumineon has an even split at gender, so how you take this move is up to you.
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, see note about Lumineon's gender in Attract
Whirlpool (15): 9 Water type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 6 average damage
Water Gun (25): 23 Water type special damage, 24 average damage
Silver Wind (5): 23 Bug type special damage, 10% chance of raising all parameters by 1 level, 25 average damage
Bounce (5): 32 Flying type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 30% chance of adding Paralysis, 85% accuracy, 14 average damage
U-Turn (20): 27 Bug type physical damage, 28 average damage
Gust (35): 16 Flying type special damage, 17 average damage
Pound (35): 16 Normal type physical damage, 17 average damage

Comments: Well, Rain Dance makes it fast and gives it below average damage!  This is certainly an effective strategy...in Light


Abomasnow (Ice/Grass)
165 HP, 112 Atk, 95 Def, 112 SpA, 105 SDef, 80 Spe
Effective Stats: 1.02 physical, 1.11 magical, 0.86 speed
Special Ability - Snow Warning: When Abomasnow enters a fight, a permanent Hail occurs, this lasts even after Abomasnow leaves, and can only be undone by another weather effect

Blizzard (5): 84 Ice type special damage, 10% chance of adding Freeze, cannot miss, 89 average damage
Wood Hammer (15): 84 Grass type physical damage, 33% Recoil, 59 average damage
Grass Whistle (15): Inflicts Sleep, 55% accuracy
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
-----
Sheer Cold (5): Instant Death, 30% accuracy, fails on those immune to Ice (based on how other Instant Death works anyway)
Ingrain (20): After this is used, user heals for 12.5% their MHP at the end of each turn, user cannot be swapped out afterwards
Leer (40): Lowers Defense by 1 level
Mist (30): Grants immunity to negative stat modifiers for 5 turns
Ice Shard (30): 29 Ice type physical damage, always goes first, 31 average damage
Icy Wind (15): 40 Ice type special damage, lowers target's speed by 1 level, 95% accuracy, 40 average damage
Razor Leaf (25): 40 Grass type physical damage, 12.5% Critical hit rate, 95% accuracy, 42 average damage
Ice Punch (15): 53 Ice type physical damage, 10% chance of adding Freeze, 56 average damage
Powder Snow (25): 29 Ice type special damage, 10% chance of adding Freeze, 31 average damage

Comments: Thanks to Hail, Blizzard suddenly becomes a really nice move, and with a few useful tricks on the side and decent back up damage in Wood Hammer for the Ice Resistant/High Magic Defense folk.  Low speed holds him back quite a bit though. Middle


Weavile (Dark/Ice)
145 HP, 140 Atk, 85 Def, 65 SpA, 105 Sdef, 145 Spe
Effective Stats: 0.80 physical, 0.97 magical, 1.46 speed
Special Ability - Pressure: All attacks from the enemy that target Weavile have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Night Slash (15): 62 Dark type physical damage, 12.5% Critical hit rate, 69 average damage
Agility (30): Raises Speed by 2 levels
Screech (40): Lowers defense by 2 levels, 85% accuracy
Faint Attack (20): 53 Dark type physical damage, cannot miss, 56 average damage
-----
Dark Pulse (20): 33 Dark type special damage, 20% Flinch, 35 average damage
Embargo (15): Target is unable to use items
Revenge (10): 35 Fighting type physical damage, if user takes damage the turn this is used, damage doubles, always goes last, 37 average damage
Assurance (10): 44 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 46 average damage
Leer (40): Lowers Defense by 1 level
Scratch (35): 24 Normal type physical damage, 25 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
Quick Attack (30): 24 Normal type physical damage, always goes first, 25 average damage
Fling (10): Does Dark type damage depending on what Berry the user is holding, since no berry is actually legal, this move is completely worthless
Metal Claw (35): 30 Steel type physical damage, 10% chance of raising attack by 1 level, 95% accuracy, 30 average damage
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Ice Shard (30): 36 Ice type physical damage, always goes first, 38 average damage
Slash (20): 42 Normal type physical damage, 12.5% critical hit rate, 47 average damage
Fury Swipes (15): 12 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 35 average damage
Beat Up (10): 11 Dark type physical damage, hits equal to number of teammates the user has including himself, 11 average damage
Icy Wind (10): 23 Ice type special damage, lowers speed by 1 level, 95% accuracy, 23 average damage
%Assist (20): Uses a random move from a teammates skill set

Comments: Large skillset, with many worthless moves, yay!  In any event, fast as hell, with decent damage, and some tricks on the side, like a speed game w/ Agility and Icy Wind, even a move that screws people relying on Items Middle/Heavy


Magnezone (Electric/Steel)
145 HP, 90 Atk, 135 Def, 150 SpA, 110 Sdef, 80 Spe
Effective Stats: 1.28 (2.56) physical, 1.02 magical, 0.86 speed
Special Ability 1 - Sturdy: Grants immunity to Instant Death
Special Ability 2 - Magnet Pull: Any Steel type opponent is unable to swap or run; yes, this translates horribly in this setting.

Discharge (15): 75 Electric type special damage, 30% chance of adding Paralysis, 79 average damage
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Thunderwave (15): Inflicts Paralysis, fails against Electric immunes
Barrier (30): Raises Defense by 2 levels
-----
Mirror Coat (20): User deals damage equal to twice the amount received this turn if attack was special, otherwise fails, always goes last
Supersonic (20): Adds Confusion, 55% accuracy
Sonic Boom (20): 20 Normal type special damage, ignores all defense and modifiers barring immunity, 90% accuracy, 18 average damage
Magnet Rise (10): Changes Special Ability to "Levitate"
Zap Cannon (5): 112 Electric type special damage, adds Paralysis, 50% accuracy, 59 average damage
Gyro Ball (5): 19 Steel type physical damage, damage fluctuates linearly based on the users Speed compared to the target's speed, where the lower the user's Speed and higher the target's speed the better, this is damage against average speed (aka 100), 20 average damage
Mirror Shot (10): 61 Steel type special damage, 30% chance of lowering target's accuracy by 1 level, 85% accuracy, 55 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Magnet Bomb (20): 34 Steel type physical damage, cannot miss, 36 average damage
Lock-On (5): Ensures that the next attack cannot miss
Thundershock (30): 39 Electric type special damage, 10% chance of adding Paralysis, 41 average damage
Spark (20): 37 Electric type physical damage, 30% chance of adding Paralysis, 39 average damage
Tackle (35): 14 Normal type physical damage, 95% accuracy, 14 average damage

Comments: Good damage, tanky, has lots of resistances, though key weaknesses to Fire and W4 Ground, albeit, he can cover the latter to some degree with Magnet Rise.  Some tricks as well like Thunderwave or Supersonic...but the speed holds him back some. Middle/Heavy


Lickilicky (Normal)
185 HP, 105 Atk, 115 Def, 100 SpA, 115 Sdef, 70 Spe
Effective Stats: 1.39 physical, 1.36 magical, 0.77 speed
Special Ability 1 - Own Tempo: Grants immunity to Confusion
Special Ability 2 - Oblivious: Grants immunity to Attract

Power Whip (5): 53 Grass type physical damage, 85% accuracy, 47 average damage
Screech (40): Lowers defense by 2 levels, 85% accuracy
Disable (20): Target is unable to use the last attack for the next 2 to 5 turns, 80% accuracy
Wring Out (5): 75 Normal type special damage, damage decreases linearly with target's HP, 79 average damage
-----
Defense Curl (40): Raises Defense by 1 level, if used turn prior to Rollout, then Rollout's damage is doubled
Rollout (20): 14 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 13 average damage
Supersonic (20): Adds Confusion, 55% accuracy
Knock Off (20): 10 Dark type physical damage, removes held item from user if they have any, 10 average damage
Wrap (20): 11 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 85% accuracy, 9 average damage
Stomp (20): 44 Normal type physical damage, 30% flinch, 46 average damage
Me First (20): If opponent is using a damage move, then user uses the same move at 1.5x power, only works if user goes first
Refresh (20): Full Status Healing
Slam (20): 53 Normal type physical damage, 75% accuracy, 42 average damage
Gyro Ball (5): 17 Steel type physical damage, damage fluctuates linearly based on the users Speed compared to the target's speed, where the lower the user's Speed and higher the target's speed the better, this is damage against average speed (aka 100), 18 average damage
Lick (30): 11 Ghost type physical damage, 30% chance of adding Paralysis, 11 average damage

Comments: Takes hits well, but not good at dishing them out and is slow.  Wring Out works as an opener, and Disable can screw with people who rely on single moves, as well as some healers.  Middle


Rhyperior (Rock/Ground)
190 HP, 160 Atk, 150 Def, 75 SpA, 75 Sdef, 60 Spe
Effective Stats: 1.86 (3.72) physical, 0.91 magical, 0.68 speed
Special Ability 1 - Lightning Rod: All Electric damage in a team battle is aimed at Rhyperior
Special Ability 2 - Solid Rock: All Super Effective damage is lowered by 25%

Earthquake (10): 100 Ground type physical damage, 106 average damage
Rock Wrecker (5): 148 Rock type physical damage, user is forced to skip next turn if attack hits, 90% accuracy, 70 average damage
Tail Whip (40): Lowers Defense by 1 level
Scary Face (10): Lowers target's speed by 2 levels, 90% accuracy
-----
Hammer Arm (10): 67 Fighting type physical damage, lowers user's speed by 1 level, 90% accuracy, 64 average damage
Megahorn (5): 80 Bug type physical damage, 85% accuracy, 72 average damage
Stone Edge (5): 100 Rock type physical damage, 12.5% Critical hit rate, 80% accuracy, 90 average damage
Horn Drill (5): Instant Death, 30% accuracy
Rock Blast (10): 26 Rock type physical damage, hits 2 to 5 times, 80% accuracy, 77 average damage
Take Down (20): 60 Normal type physical damage, 33% recoil damage, 85% accuracy, 36 average damage
Fury Attack (20): 11 Normal type physical damage, hits 2 to 5 times, 85% accuracy,
Stomp (20): 43 Normal type physical damage, 30% flinch, 45 average damage
Horn Attack (25): 43 Normal type physical damage, 45 average damage
Poison Jab (20): 54 Poison type physical damage, 30% chance of adding Poison, 57 average damage
Dragon Rush (10): 67 Dragon type physical damage, 20% Flinch, 75% accuracy, 53 average damage

Comments: Text book physical tank, though isn’t totally worthless as special durability.  Hits hard, and Rock Wrecker is a good finisher, especially backed up by Tail Whip or Scary Face.  Heavy


Tangrowth (Grass)
175 HP, 120 Atk, 145 Def, 130 SpA, 70 Sdef, 70 Spe
Effective Stats: 1.65 physical, 0.78 magical, 0.77 speed
Special Ability 1 - Leaf Guard: Grants immunity to all status while Sunny Day is in effect
Special Ability 2 - Chlorophyll: Tangrowth's speed doubles when Sunny Day is in effect

Power Whip (5): 90 Grass type physical damage, 85% accuracy, 81 average damage
Sleep Powder (15): Inflicts Sleep, 75% accuracy
Stun Spore (30): Inflicts Paralysis, 75% accuracy
Tickle (20): Lowers Attack and Defense by 1 level
-----
Ingrain (20): After this is used, user heals for 12.5% their MHP at the end of each turn, user cannot be swapped out afterwards
Growth (40): Raises Special Attack by 1 level
Slam (20): 41 Normal type physical damage, 75% accuracy, 32 average damage
Bind (20): 8 Normal type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 75% accuracy, 6 average damage
Knock Off (20): 11 Dark type physical damage, removes held item from user if they have any, 11 average damage
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Poison Powder (35): Inflicts Poison, 75% accuracy
Constrict (35): 6 Normal type physical damage, 10% chance of lowering Speed by 1 level, 6 average damage
Vine Whip (15): 28 Grass type physical damage, 29 average damage
Block (5): Makes target unable to run!
Wring Out (5): 35 Normal type physical damage, damage decreases linearly with target's HP, 37 average damage
Mega Drain (15): 19 Grass type special damage, heals user equal to 50% damage done, 20 average damage
Absorb (25): 11 Grass type special damage, heals user equal to 50% damage done, 11 average damage
Ancient Power (5): 19 Rock type special damage, 10% chance of increasing all parameters by 1 level, 20 average damage

Comments: Hits decently hard, has several status effects to use, and can murder fighters due to a combination of Good Defense and Tickle, pity he lacks Sunnyday as BOTH of his abilities require it.  Iffy DL typing and bad speed hold it back though.  Middle


Electivire (Electric)
150 HP, 143 Atk, 87 Def, 115 SpA, 105 Sdef, 115 Spe
Effective Stats: 0.85 physical, 1.01 magical, 1.19 speed
Special Ability - Motor Drive: All Electric type attacks are nulled, and if hit by one, Electivire's Speed increases by 50%

Thunderbolt (15): 69 Electric type special damage, 10% chance of adding Paralysis, 73 average damage
Thunderpunch (15): 68 Electric type physical damage, 10% chance of adding Paralysis, 72 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Light Screen (30): Halves all Special Type damage for 5 turns, this boost is independent of Special Defense modifiers
-----
Discharge (15): 58 Electric type special damage, 30% chance of adding Paralysis, 61 average damage
Thunder (10): 86 Electric type special damage, 30% chance of adding Paralysis, 70% accuracy, 63 average damage
Shockwave (20): 44 Electric type special damage, cannot miss, 46 average damage
Thundershock (30): 31 Electric type special damage, 10% chance of adding paralysis, 32 average damage
Swift (20): 31 Normal type special damage, cannot miss, 32 average damage
Fire Punch (15): 45 Fire type physical damage, 10% chance of adding Burn, 47 average damage
Leer (40): Lowers Defense by 1 level
Giga Impact (5): 89 Normal type physical damage, user is forced to skip next turn if attack hits, 90% accuracy, 42 average damage
Low Kick (20): Does between 13 to 71 fighting type physical damage, depending on foes weight.  Make of this as you will
Quick Attack (30): 25 Normal type physical damage, always goes first, 26 average damage
%Cross Chop (5): 59 Fighting type physical damage, 12.5% Critical hit rate, 80% accuracy, 53 average damage
%Dynamic Punch (5): 59 Fighting type physical damage, adds Confusion, 50% accuracy, 31 average damage

Comments: Simply put, he's Luxray+.  Well, ok, lacks Intimidated, so the durability could use some work, but otherwise, that sums him up rather well.  Middle/Heavy


Magmortar (Fire)
150 HP, 115 Atk, 87 Def, 145 SpA, 115 Sdef, 103 Spe
Effective Stats: 0.85 physical, 1.1 magical, 1.08 speed
Special Ability - Flame Body: If Magmortar is hit with a contact class move like Tackle, then there is a 30% chance that the attacker will receive Burn status

Fire Blast (5): 108 Fire type special damage, 10% chance of adding Burn, 85% accuracy, 97 average damage
Confuse Ray (15): Inflicts Confusion
Sunny Day (5): Causes Sunny Day weather effect for 5 turns
Smokescreen (20): Lowers Accuracy by 1 level
-----
Smog (20): 13 Poison type special damage, 40% chance of adding Poison, 70% accuracy, 9 average damage
Hyper Beam (5): 90 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 43 average damage
Leer (40): Lowers defense by 1 level
Ember (25): 37 Fire type special damage, 10% chance of adding Burn, 39 average damage
Fire Spin (15): 15 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 11 average damage
Lava Plume (15): 73 Fire type special damage, 30% chance of adding Burn, 77 average damage
Faint Attack (20): 30 Dark type physical damage, cannot miss, 31 average damage
Flamethrower (15): 86 Fire type special damage, 10% chance of adding Burn, 91 average damage
Fire Punch (15): 54 Fire type physical damage, 10% chance of adding Burn, 57 average damage
Thunderpunch (15): 36 Electric type physical damage, 10% chance of adding Paralysis, 38 average damage
%Cross Chop (5): 48 Fighting type physical damage, 12.5% Critical hit rate, 80% accuracy, 43 average damage
%Mach Punch (30): 20 Fighting type physical damage, always goes first, 21 average damage
%Dynamic Punch (5): 48 Fighting type physical damage, adds Confusion, 50% accuracy, 25 average damage

Comments: Magmar's answer to Electabuzz evolving, Magmortar is essentially the same thing, except more reliant on Special Attacks, but slower for a touch more durability.  The damage is hard to deny, and Confuse Ray makes a nice option. Heavy


Togekiss (Normal/Flying)
160 HP, 70 Atk, 115 Def, 140 SpA, 135 Sdef, 100 Spe
Effective Stats: 1.2 physical, 1.38 magical, 1.23 speed
Special Ability 1 - Hustle: Physical damage is increased by 50%, but accuracy is lowered by 20%. This will be factored in when necessary
Special Ability 2 - Serene Grace: Doubles the chances of side effects like Bite's Flinch or Ember's Burn kicking in, this will be factored in when necessary

Air Slash (20): 67 Flying type special damage, 60% (30%) Flinch, 95% accuracy, 67 average damage
Safeguard (25): Grants immunity to all status for 5 turns
Charm (20): Lowers Attack by 2 levels
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
-----
Aura Sphere (20): 53 Fighting type special damage, cannot miss, 56 average damage
Sky Attack (5): 62 (93) Flying type physical damage, 60% (30%) Flinch, 12.5% Critical Hit Rate, one turn charge time, 90% (72%) accuracy, 31 (37) average damage
Extremespeed (5): 36 (54) Normal type physical damage, always goes first, (80% accuracy), 38 (45) average damage
Metronome (10): Uses a random Pokemon move at equal frequency
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Wish (10): User skips one turn, so that at the end of the next, they heal 50% of their HP.  Note that this is NOT a charge time, as the user can still act on the follow up turn, just the move doesn't resolve until a turn later.
Sweet Kiss (10): Inflicts Confusion, 75% accuracy
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Follow Me (20): Forces all opponents to target user
Ancient power (5): 35 Rock type special damage, 20 (10%) chance of raising all parameters by 1 level, 37 average damage
Double-edge (15): 53 (79) Normal type physical damage, 33% recoil, (80% accuracy), 37 (44) average damage
Last Resort (5): 58 (87) Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, (80% accuracy) 61 (73) average damage
Growl (40): Lowers Attack by 1 level
Psycho Shift (10): Shifts any status effects to the target, 90% accuracy

Comments: A rare case where someone has *2* potentially useful traits! In any event, decent durability with moderate damage and average speed, and damage that is artificially inflated by 60% if they are faster.  Oh yeah, a bunch of nice tricks on the side make a well rounded dueller overall.  Low Heavy


Yanmega (Bug/Flying)
161 HP, 96 Atk, 106 Def, 136 SpA, 76 Sdef, 115 Spe
Effective Stats: 1.11 physical, 0.78 magical, 1.19 speed
Special Ability 1 - Speed Boost: At the end of every turn, Yanmega's speed increases by 1 level
Special Ability 2 - Color Glasses: All "Not Very Effective" attacks double in damage.  Note this only kicks in if "Not very effective" would kick in (so a Bug move hitting a Fire type would get the boost, but not a Fire move hitting something with Thick Fat, even if the damage penalty is the same.)

Bug Buzz (10): 76 Bug type special damage, 10% chance of lowering target's Special Defense by 1 level, 80 average damage
Hypnosis (20): Inflicts Sleep, 60% accuracy
Double Team (15): Raises Evasion by 1 level
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
-----
Uproar (10): 29 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 30 average damage
Ancient power (5): 34 Rock type special damage, 10% chance of raising all parameters by 1 level, 36 average damage
Sonic Boom (20): 20 Normal type special damage, this damage is set and ignores all kinds of modifiers outside of immunity, 90% accuracy, 18 average damage
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Supersonic (20): Adds Confusion, 55% accuracy
U-turn (20): 43 Bug type physical damage, user is forced to swap out if possible, 45 average damage
Slash (20): 29 Normal type physical damage, 12.5% critical hit rate, 32 average damage
Pursuit (20): 17 Dark type physical damage, 18 average damage
Night Slash (20): 29 Dark type physical damage, 12.5% critical hit rate, 32 average damage
Bug Bite (20): 37 Bug type physical damage, 39 average damage
Tackle (35): 15 Normal type physical damage, 95% accuracy, 15 average damage
Quick Attack (30): 17 Normal type physical damage, always goes first, 18 average damage
Air Slash (20): 64 Flying type special damage, 60% (30%) Flinch, 95% accuracy, 64 average damage
Wing Attack (20): 37 Flying type physical damage, 39 average damage

Comments: Decent damage, good speed that gets better on every subsequent turn, and some cool options to compliment that, though the typing really sucks in this setting. Middle/Heavy


Leafeon (Grass)
140 HP, 130 Atk, 150 Def, 80 SpA, 85 Sdef, 115 Spe
Effective Stats: 1.37 physical, 0.76 magical, 1.19 speed
Special Ability 1 - Leaf Guard: Grants immunity to all status while Sunny Day is in effect

Leaf Blade (15): 73 Grass type physical damage, 12.5% Critical hit rate, 82 average damage
Synthesis (5): 50% Healing, 25% healing if during any weather effect unless it’s Sunny Day, in which case, 66% healing
Grass Whistle (15): Inflicts Sleep, 55% accuracy
Sword Dance (30): Raises Attack by 2 levels
-----
Last Resort (5): 70 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 74 average damage
Razor Leaf (25): 45 Grass type physical damage, 12.5% Critical hit rate, 95% accuracy, 48 average damage
Quick Attack (30): 22 Normal type physical damage, always goes first, 23 average damage
Sand-Attack (15): Lowers target's Accuracy by 1 level
Tail Whip (30): Lowers target's Defense by 1 level
Tackle (35): 20 Normal type damage, 95% accuracy, 20 average damage
Growl (40): Lowers target's Attack by 1 level
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Take Down (20): 49 Normal type physical damage, 33% recoil, 85% accuracy, 29 average damage
Trump Card (5): Does Normal type special damage that fluctuates based on PP remaining on this attack, cannot miss. At max PP, it does 14, at 4 PP it does 17, at 3 PP it does 20, 2 PP it does 26, at 1 PP it does 63
Bite (25): 33 Dark type physical damage, 30% flinch, 35 average damage
Helping Hand (20): Boosts allies damage by 50%
Giga Drain (10): 31 Grass type Special damage, heals user equal to half damage done, 32 average damage
Magical Leaf (20): 31 Grass type special damage, cannot miss, 32 average damage
Sunny Day: Adds Sunny Day weather effect for 5 turns


Comments: Anyone remember Flareon? The Physical Eevee that, well, couldn't? Leafeon is essentially there to prove that Physical Eevees CAN exist.  Pretty standard physical tank, though fast and has some options like Grass Whistle, Sword Dance or Sunny Day + Leaf Guard. Low Heavy


Glaceon (Ice)
140 HP, 80 Atk, 130 Def, 150 SpA, 115 Sdef, 85 Spe
Effective Stats: 1.19 physical, 1.03 magical, 0.91 speed
Special Ability - Snow Cloak: If Hail is in effect, Glaceon's evade raises by 20%

Blizzard (5): 112 Ice type special damage, 10% chance of adding Freeze, 70% accuracy, 83 average damage
Hail (10): Causes Hail weather effect for 5 turns
Icy Wind (15): 53 Ice type special damage, lowers target's speed by 1 level, 95% accuracy, 53 average damage
Barrier (30): Raises Defense by 2 levels
-----
Quick Attack (30): 15 Normal type physical damage, always goes first, 15 average damage
Tail Whip (30): Lowers target's Defense by 1 level
Tackle (35): 13 Normal type damage, 95% accuracy, 13 average damage
Growl (40): Lowers target's Attack by 1 level
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Take Down (20): 31 Normal type physical damage, 33% recoil, 85% accuracy, 18 average damage
Trump Card (5): Does Normal type special damage that fluctuates based on PP remaining on this attack, cannot miss.  At max PP, it does 24, at 4 PP it does 31, at 3 PP it does 36, 2 PP it does 47, at 1 PP it does 118
Bite (25): 21 Dark type physical damage, 30% flinch, 22 average damage
Helping Hand (20): Boosts allies damage by 50%
Ice Shard (30): 22 Ice type physical damage, always goes first, 23 average damage
Ice Fang (15): 33 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 33 average damage
Mirror Coat (20): If user is hit with a Special Attack the turn this is used, then target receives damage equal to double what was dealt, always goes last
Last Resort (5): 43 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 45 average damage
Sand-Attack (15): Lowers target's Accuracy by 1 level

Comments: The worse of the two new Eeveelutions, Glaceon is still decent enough.  Hail works nicely on it boosting Blizzard's effective damage and making it ignore evade, while also granting Glaceon evasion and dealing minor damage to the enemy over time.  Decent on durability too, though speed could use work.  High Middle probably.
« Last Edit: December 07, 2014, 03:35:43 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #18 on: November 16, 2010, 07:44:16 PM »
Gliscor (Flying/Ground)
150 HP, 115 Atk, 145 Def, 65 SpA, 95 Sdef, 115 Spe
Effective Stats: 1.42 physical, 0.91 magical, 1.19 speed
Special Ability 1 - Sand Veil: If Sandstorm Weather effect is active, Gliscor's Evade raises by 20%
Special Ability 2 - Hyper Cutter: Grants immunity to moves that lower the Attack stat

Swords Dance (30): Raises Attack by 2 levels
Poison Jab (20): 39 Poison type physical damage, 30% chance of adding Poison, 41 average damage
Guillotine (5): Instant Death, 30% accuracy, fails on those immune to Normal attacks
Sand-Attack (15): Lowers Accuracy by 1 level
-----
Night Slash (20): 34 Dark type physical damage, 12.5% critical hit rate, 38 average damage
X-scissor (15): 39 Bug type physical damage, 41 average damage
Slash (20): 34 Normal type physical damage, 12.5% critical hit rate, 38 average damage
Harden (30): Raises Defense by 1 level
Screech (40): Lowers Defense by 1 levels, 85% accuracy
U-turn (20): 34 Bug type physical damage, user is forced to swap out if possible, 36 average damage
Faint Attack (20): 30 Dark type physical damage, cannot miss, 31 average damage
Fire Fang (15): 31 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 31 average damage
Ice Fang (15): 31 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 31 average damage
Thunder Fang (15): 31 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 31 average damage
Knock Off (20): 11 Dark type physical damage, removes held item from user if they have any, 11 average damage
Poison Sting (35): 8 Poison type physical damage, 30% chance of adding Poison, 8 average damage
Quick Attack (30): 20 Normal type physical damage, always goes first, 21 average damage
Fury Cutter (20): 6 Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 6 average damage

Comments: Physical tank whose a bit of an antihealer with the instant death and buffing game.  Not much else otherwise, and he wants to avoid Ice damage like the plague. Middle


Mamoswine (Ground/Ice)
185 HP, 150 Atk, 100 Def, 90 SpA, 80 SDef, 100 Spe
Effective Stats: 1.21 physical, 0.95 magical, 1.05 speed
Special Ability 1 - Snow Cloak: If Hail is in effect, Mamoswine's evade raises by 20%
Special Ability 2 - Oblivious: Grants immunity to Attract status

Earthquake (10): 94 Ground type physical damage, 99 average damage
Amnesia (20): Raises Special Defense by 2 levels
Ice Fang (15): 61 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 61 average damage
Scary Face (10): Lowers target's speed by 2 levels, 90% accuracy
-----
Blizzard (5): 68 Ice type special damage, 10% chance of adding Freeze, 70% accuracy, 50 average damage
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Mist (30): Grants immunity to negative stat modifiers for  5 turns
Double Hit (10): 23 Normal type physical damage, this twice, 90% accuracy, 43 average damage
Peck (35): 23 Flying type physical damage, 24 average damage
Odor Sleuth (40): Insures the next attack will hit regardless of evasion or accuracy
Ancient Power (5): 23 Rock type special damage, 10% chance of raising all parameters by 1 level, 24 average damage
Mud Sport (15): Lowers Electric damage dealt to user
Mud Slap (20): 12 Ground type special damage, lowers Target's accuracy by 1 level, 12 average damage
Mud Bomb (10): 37 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 33 average damage
Take Down (20): 56 Normal type physical damage, 33% recoil, 85% accuracy, 33 average damage
Powder Snow (25): 23 Ice type special damage, 10% chance of adding Freeze, 24 average damage
Hail (5): Causes Hail weather effect for 5 turns
Icy Wind (15): 31 Ice type special damage, lowers target's speed by 1 level, 95% accuracy, 31 average damage
Ice Shard (30): 39 Ice type physical damage, always goes first, 41 average damage
Tackle (35): 23 Normal type physical damage, 95% accuracy, 23 average damage
Fury Attack (20): 10 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 31 average damage

Comments: Hits like a truck, and isn't as slow as you'd expect.  Scary Face, Amnesia, and Hail all work as tricks, and Ice Fang and Blizzard work should EQ be resisted in some manner.  Low Heavy


PorygonZ (Normal)
160 HP, 100 Atk, 90 Def, 155 SpA, 95 Sdef, 110 Spe
Effective Stats: 0.94 physical, 0.97 magical, 1.14 speed
Special Ability 1 - Adaptability: The bonus to STAB is now 2x instead of 1.5x
Special Ability 2 - Download: Depending on the opponents Lower Defensive stat when swapping in, PorygonZ's respective attack stat will raise by 2 levels (so if PorygonZ is facing Kongol, then Special Attack would be raised by 2 levels, meanwhile against Luc, his Attack would raise 2 levels.)

Tri-Attack (10): 104 (78) Normal type special damage, 20% chance of adding Freeze, Burn or Paralysis, 110 (82) average damage
Hyper Beam (5): 193 (144) Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 92 (68) average damage
Recover (10): 50% Healing
Agility (30): Raises speed by 2 levels
-----
Nasty Plot (20): Raises Special Attack by 2 levels
Trick Room (5): The Slower Pokemon goes first for the next 5 turns; in CTB speak, this will probably translate to reversed speeds
Conversion (30): User's type changes to the same as one of his own moves
Conversion 2 (30): User resist damage of the same type as the last attack he was hit with
Tackle (35): 31 (23) Normal type physical damage, 95% accuracy, 31 (23) average damage
Magic Coat (15): If opponent uses a Status effect this turn, then it is reflected back at them, with the user being unharmed
Zap Cannon (5): 77 Electric type special damage, adds Paralysis, 50% accuracy, 40 average damage
Lock-On (5): Ensures that the next attack cannot miss
Discharge (15): 52 Electric type special damage, 30% chance of adding Paralysis, 55 average damage
Embargo (15): Target is unable to use items
Magnet Rise (10): Changes Special Ability to "Levitate"
Signal Beam (15): 49 Bug type special damage, 10% chance of adding Confusion, 52 average damage
Psybeam (20): 43 Psychic type special damage, 10% chance of adding Confusion, 45 average damage
Recycle (10): Uses the last item, held or normal, again for free
Defense Curl (30): Raises Defense by 1 level
Sharpen (30): Raises Attack by 1 level

Comments: I...don't think I need to explain this.  Hyper Beam = Splat, and its got an awesome skillset for the most part.  Screwed up evolution of Porygon2 works as a Heavy/Godlike and no, not sure how many people expected that.


Gallade (Psychic/Fighting)
143 HP, 145 Atk, 85 Def, 85 SpA, 135 Sdef, 100 Spe
Effective Stats: 0.79 physical, 1.23 magical, 1.23 speed
Special Ability - Steadfast: If Gallade is flinched, then his speed increases by 1 level

Close Combat (5): 108 Fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 114 average damage
Psycho Cut (20): 64 Psychic type physical damage, 12.5% Critical hit rate, 72 average damage
Sword Dance (30): Raises Attack by 2 levels
Hypnosis (20): Inflicts Sleeps status, 70% accuracy
-----
Protect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
False Swipe (40): 25 Normal type Non-lethal physical damage, 26 average damage
Feint (10): 31 Normal type physical damage, only works if the enemy is invincible, 32 average damage
Helping Hand (20): Boosts allies damage by 50%
Slash (20): 43 Normal type physical damage, 12.5% Critical hit rate, 48 average damage
Fury Cutter (20): 7 Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 7 average damage
Teleport (20): User runs away in battle with perfect success rate...IN A DUEL!!!
Night Slash (20): 43 Dark type physical damage, 12.5% Critical hit rate, 48 average damage
Leer (30): Lowers target's Defense by 1 level
Leaf Blade (15): 55 Grass type physical damage, 12.5% Critical hit rate, 61 average damage
Confusion (25): 28 Psychic type special damage, 10% chance of adding confusion, 29 average damage
Double Team (15): Raises Evasion by 1 level
Growl (40): Lowers target's attack by 1 level
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Magical Leaf (20): 22 Grass type special damage, cannot miss, 23 average damage
Dream Eater (10): 54 Psychic type special damage, heals user equal to 50% damage done, only works if opponent is asleep, 57 average damage
Charm (20): Lowers target's attack by 2 levels
Imprison (10): Target cannot use any moves that the user also knows
Future Sight (15): 29 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 27 average damage
Psychic (10): 47 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 49 average damage

Comments: Hits really hard, good at taking magic, bad at taking physicals, and a bunch of neat tricks on the side ranging from buffs, debuffs, and status.  Heavy, as would be expected from an alternate evolution of Gardevoir.


Probopass (Steel/Rock)
135 HP, 75 Attack, 165 Def, 95 SpA, 170 Sdef, 60 Spe
Effective Stats: 1.45 (5.8) physical, 1.47 magical, 0.68 speed
Special Ability 1 - Sturdy: Grants immunity to instant death
Special Ability 2 - Magnet Pull: Any Steel type opponent is unable to swap or run; yes, this translates horribly in this setting.

Power Gem (20): 43 Rock type special damage, 46 average damage
Sandstorm (5): Adds Sandstorm Weather effect for 5 turns
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks
Rest (10): Full HP and status healing, puts user to sleep for two turns
-----
Magnet Rise (10): Changes Special Ability to "Levitate"
Gravity (5): Flying typing and Levitate Trait are both cancelled for the next 5 turns, evasion is also decreased during this time, this is a field effect
Tackle (35): 12 Normal type physical damage, 95% accuracy, 12 average damage
Iron Defense (15): Raises Defense by 2 levels
Magnet Bomb (20): 29 Steel type physical damage, cannot miss, 30 average damage
Block (5): Makes target unable to run!
Rock Slide (10): 36 Rock type physical damage, 30% Flinch, 90% accuracy, 34 average damage
Discharge (15): 32 Electric type special damage, 30% chance of adding paralysis, 34 average damage
Zap Cannon (5): 48 Electric type special damage, adds Paralysis, 50% accuracy, 25 average damage
Lock-On (5): Ensures that the next attack cannot miss
Earth Power (10): 36 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 38 average damage
Stone Edge (5): 48 Rock type physical damage, 25% Critical hit rate, 80% accuracy, 43 average damage

Comments: Pure tank with little damage and speed, much like you'd expect from the NOSE THAT SNIFF'S EVIL!  The tanking is really good at least, especially if you factor in typing on physicals, and Sandstorm exists to boost the Special Defense end.  Thunder Wave helps compensate for his speed some, and Rest might come in hand in a pinch.  Middle


Dusknoir (Ghost)
120 HP, 120 Atk, 155 Def, 85 SpA, 155 Sdef, 65 Spe
Effective Stats: 1.21 (immune) physical, 1.19 magical, 0.72 speed
Special Ability - Pressure: All attacks from the enemy that target Dusknoir have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Night Shade (15): 50 Ghost type special damage, ignores all defenses and modifiers barring immunity, 50 average damage
Shadow Punch (20): 45 Ghost type physical damage, cannot miss, 47 average damage
Will-o-Wisp (15): Inflicts Burn, 75% accuracy
Confuse Ray (15): Inflicts Confusion
-----
Payback (10): 26 Dark type physical damage, damage doubles if user goes second the turn this is used, 27 average damage
Mean Look (5): Target is unable to run or swap
Curse (10): User takes damage equal to 50% of their MHP to put a status on the opponent that removes 25% of their MHP a turn ala Poison, said damage to user can be lethal
Pursuit (20): 21 Dark type physical damage, 22 average damage
Leer (30): Lowers defense by 1 level
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Shadow Sneak (30): 31 Ghost type physical damage, always goes first, 32 average damage
Astonish (15): 23 Ghost type physical damage, 30% Flinch, 24 average damage
Disable (20): Target is unable to use the last attack for the next 2 to 5 turns, 80% accuracy
Gravity (5): Flying typing and Levitate Trait are both cancelled for the next 5 turns, evasion is also decreased during this time, this is a field effect
Bind (20): 8 Normal type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 75% accuracy, 6 average damage
Fire Punch (15): 38 Fire type physical damage, 10% chance of inflicting Burn, 40 average damage
Thunder Punch (15): 38 Electric type physical damage, 10% chance of inflicting Paralysis, 40 average damage
Ice Punch (15): 38 Ice type physical damage, 10% chance of inflicting Freeze, 40 average damage
Future Sight (15): 29 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 27 average damage

Comments: Good durability and debatable physical immunity is nice.  Will-o-Wisp covers physicals that can break it, and Confuse Ray has usual uses.  Damage could use some work. High Middle


Froslass (Ghost/Ice)
145 HP, 100 Atk, 90 Def, 100 SpA, 90 Sdef, 130 Spe
Effective Stats: 0.85 (immune) physical, 0.83 magical, 1.33
Special Ability - Snow Cloak: If Hail is in effect, Froslass's evade raises by 20%

Blizzard (5): 75 Ice type special damage, 10% chance of adding Freeze, 70% accuracy,55 average damage
Hail (5): Causes Hail weather effect for 5 turns
Icy Wind (15): 36 Ice type special damage, lowers target's speed by 1 level, 38 average damage
Confuse Ray (15): Inflicts Confusion
-----
Leer (30): Lowers defense by 1 level
Powder Snow (25): 26 Ice type special damage, 10% chance of adding Freeze, 27 average damage
Astonish (15): 20 Ghost type damage, 30% Flinch, 21 average damage
Double Team (15): Raises Evade by 1 level
Ice Shard (30): 26 Ice type physical damage, always goes first, 27 average damage
Destiny Bond (5): If target kills user the turn this was used (and the move must be used beforehand), then the target dies alongside the user.
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, thankfully Froslass is always female, as the name would imply, so this move obviously only works on males
Wake Up Slap (10): 26 Fighting type physical damage, damage doubles it target is asleep, in which case, Sleep is also lost, 27 average damage
Ominous Wind (5): 39 Ghost type special damage, 10% chance of raising all parameters by 1 level, 41 average damage
Ice Fang (15): 42 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 42 average damage
Crunch (15): 34 Dark type physical damage, 20% chance of lowering target's Defense by 1 level, 36 average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Bite (25): 26 Dark type physical damage, 30% Flinch, 27 average damage
Headbutt (15): 30 Normal type physical damage, 30% Flinch, 31 average damage

Comments: Well, he's fast! And has some ways to screw with the opponent! And the Ghost typing nonsense that grants physical immunity!  This alternate evolution of Glalie is probably good enough for Middle or something, but I can't find myself to care.


Rotom-Base (Electric/Ghost)
125 HP, 70 Atk, 97 Def, 115 SpA, 97 Sdef, 111 Spe
Effective Stats: 0.79 (immune) physical, 0.77 magical, 1.15 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Discharge (15): 58 Electric type special damage, 30% chance of adding paralysis, 61 average damage
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks
Confuse Ray (15): Inflicts Confusion
Charge  (20): Doubles the damage done by the next electric attack, raises Special Defense by 1 level
-----
Trick (10): Trades held item with target
Astonish (15): 15 Ghost type physical damage, 30% Flinch, 15 average damage
Thundershock (30): 31 Electric type special damage, 10% chance of adding Paralysis
Ominous Wind (5): 44 Ghost type special damage, 10% chance of raising all parameters by 1 level, 46 average damage
Shock Wave (20): 44 Electric type special damage, cannot miss, 46 average damage
Double Team (15): Raises evade by 1 level
Uproar (10): 25 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 26 average damage
Substitute (10): User sacrifices 25% of their MHP to create a "substitute" with HP equal to that amount of HP lost. While the sub is up, the user is immune to all status, and any excess damage dealt to the sub beyond its HP is not carried over to the user. Instant Death acts just like lethal damage to the sub. If User's HP is equal to or below 25% his Maximum, then using Substitute is impossible. Note that if attack hits multiple times, then any hit done after the lethal damage hit DOES deal damage to the user (as in, the Sub dies to the previous hit.), and any status dealt BEFORE the Sub is used will still be active normally after the sub (so Poison damage still hits the user, if the Sub is out)

Comments: And to think we almost got through an entire generation without seeing MOVE THAT IS TOO COMPLEX FOR ITS OWN GOOD, but nope! This obscure after game generic Pokemon with completely un-special stats, whose sole purpose to exist is to have unique typing begs to differ! Any who, good speed, passable damage, some status...oh screw it, see Froslass? Rotom is essentially the Electric version of that, despite having nothing to do with Froslass whatsoever. Middle


Rotom-special (Ghost/Electric)
125 HP, 85 Atk, 127 Def, 125 SpA, 127 Sdef, 106 Spe
Effective Stats: 1.03 (Immune) physicals, 1.01 magical, 1.1 speed
Special Ability - Levitate: Grants immunity to Ground type attacks

Discharge (15): 64 Electric type special damage, 30% chance of adding paralysis, 68 average damage
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks
Confuse Ray (15): Inflicts Confusion
Charge  (20): Doubles the damage done by the next electric attack, raises Special Defense by 1 level
-----
Trick (10): Trades held item with target
Astonish (15): 18 Ghost type physical damage, 30% Flinch, 19 average damage
Thundershock (30): 33 Electric type special damage, 10% chance of adding Paralysis, 35 average damage
Ominous Wind (5): 48 Ghost type special damage, 10% chance of raising all parameters by 1 level, 51 average damage
Shock Wave (20): 48 Electric type special damage, cannot miss, 51 average damage
Double Team (15): Raises evade by 1 level
Uproar (10): 27 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets , 28 average damage
Substitute (10): User sacrifices 25% of their MHP to create a "substitute" with HP equal to that amount of HP lost. While the sub is up, the user is immune to all status, and any excess damage dealt to the sub beyond its HP is not carried over to the user. Instant Death acts just like lethal damage to the sub. If User's HP is equal to or below 25% his Maximum, then using Substitute is impossible. Note that if attack hits multiple times, then any hit done after the lethal damage hit DOES deal damage to the user (as in, the Sub dies to the previous hit.), and any status dealt BEFORE the Sub is used will still be active normally after the sub (so Poison damage still hits the user, if the Sub is out)
*Leaf Storm (5): 73 Grass type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 69 average damage
*Overheat (5): 73 Fire type Special damage, lowers Special Attack by 2 levels each use, 90% accuracy, 69 average damage
*Blizzard (5): 63 Ice type special damage, 10% chance of inflicting Freeze, 70% accuracy, 46 average damage
*Hydro Pump (5): 63 Water type special damage, 80% accuracy, 53 average damage
*Air Slash (20): 40 Flying type special damage, 30% Flinch, 95% accuracy, 40 average damage

*Rotom cannot use any of these moves together.  This is an actual in game restriction that is impossible to work around; if he shifts form, he will lose the respective move if he knows it, and immediately learn that forms new move.  So for example, only Heater Rotom can use Overheat; if he shifts to Lawnmower Rotom, he'll lose Overheat, and learn Leaf Storm immediately.

Comments: Somewhat better than the original Rotom, this one trades in a slight loss of speed for slightly better damage, and much better durability, which makes all the difference.  He also adds a few new tricks of questionable use, but hey, variety never hurts.  Is it better for a division change?  Dunno, so I'll just say Middle/Heavy for now.


Uxie (Psychic)
150 HP, 95 Atk, 150 Def, 95 SpA, 150 SDef, 115 Spe
Effective Stats: 1.47 physical, 1.44 magical, 1.19 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Extrasensory (30): 48 Psychic type special damage, 10% Flinch, 51 average damage
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Rest (10): Full HP and status healing, puts user to sleep for two turns
Amnesia (20): Raises Special Defense of user by 2 levels
-----
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 9, 68.75% HP does 17, 35.42% does 32, 20.83% does 40, 10.42% does 59, 4.17% does 79
Imprison (10): Target cannot use any moves that the user also knows
Future Sight (15): 32 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 30  average damage
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Memento (10): User faints and lowers the Attack and Special Attack of target by 2 levels...IN A DUEL!!!
Confusion (25): 31 Psychic type special damage, 10% chance of inflicting Confusion, 32 average damage
Swift (20): 25 Normal type special damage, cannot miss, 26 average damage

Comments: Tanky, with subpar damage, and a defensive game to play, and decent speed.  Not bad, though could stand for a little more offense, Middle/Heavy


Mesprit (Psychic)
155 HP, 125 Atk, 125 Def, 125 SpA, 125 SDef, 100 Spe
Effective Stats: 1.26 Physical, 1.24 Magical, 1.23 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Extrasensory (30): 64 Psychic type special damage, 10% Flinch, 67 average damage
Rest (10): Full HP and status healing, puts user to sleep for two turns
Charm (20): Lowers target's attack by 2 levels
Future Sight (15): 40 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 38  average damage
-----
Copy cat (20): Copies the opponent's last move
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Confusion (25): 40 Psychic type special damage, 10% chance of inflicting Confusion, 42 average damage
Healing Wish (10): User dies, then the next Pokemon comes in at full health with all status healed
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Imprison (10): Target cannot use any moves that the user also knows
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Swift (20): 32 Normal type special damage, cannot miss, 34 average damage

Comments: Despite being the balanced one of the three, Mesprit is actually the slowest...odd that.  In any event, not really much on tricks, though decent durability and passable damage can probably let him get around. Middle/Heavy


Azelf (Psychic)
150 HP, 145 Atk, 90 Def, 145 SpA, 90 SDef, 135 Spe
Effective Stats: 0.88 physical, 0.86 magical, 1.37 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Extrasensory (30): 73 Psychic type special damage, 10% Flinch, 77 average damage
Rest (10): Full HP and status healing, puts user to sleep for two turns
Uproar (10): 31 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 32 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
-----
Confusion (25): 45 Psychic type special damage, 10% chance of inflicting Confusion, 47 average damage
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Last Resort (5): 78 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 82 average damage
Explosion (5): 297 Normal type special damage, user faints as a result of this attack, 315 average damage
Imprison (10): Target cannot use any moves that the user also knows
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Swift (20): 37 Normal type special damage, cannot miss, 39 average damage

Comments: Hits hard, hits fast, takes hits better than you'd expect for someone like this.  Combine that with Nasty Plot for some nasty buffing, we have probably the strongest of the three Fairies.  Heavy


Dialga (Dragon/Steel)
175 HP, 140 Atk, 140 Def, 170 SpA, 120 SDef, 110 Spe
Effective Stats: 1.6 (3.2) physical, 1.34 magical, 1.14 speed
Special Ability - Pressure: All attacks from the enemy that target Dialga have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains
Unique Item - Adamant Orb: All Dragon and Steel type moves done by Dialga have their damage raised by 20%.  This is already factored into the damages when necessary.

Roar of Time (5): 189 Dragon type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 90 average damage
Flash Cannon (10): 100 Steel type special damage, 10% chance of lowering target's Special Attack by 1 level, 106 average damage
Dragon Claw (15): 84 Dragon type physical damage, 89 average damage
Scary Face (10): Lowers target's speed by 2 levels, 90% accuracy
-----
Dragonbreath (20): 76 Dragon type special damage, 30% chance of adding paralysis, 81 average damage
Metal Claw (35): 52 Steel type physical damage, 10% chance of raising user's Attack by 1 level, 95% accuracy, 52 average damage
Aura Sphere (20): 64 Fighting type special damage, cannot miss, 68 average damage
Heal Block (15): Target is unable to Heal for the next 5 turns, this does not effect passive healing like Regen effects
Slash (20): 42 Normal type physical damage, 12.5% Critical hit rate, 47 average damage
Earth Power (10): 64 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 68 average damage
Ancient Power (5): 43 Rock type special damage, 10% chance of raising all parameters by 1 level, 45 average damage
Power Gem (20): 50 Rock type special damage, 53 average damage
Metal Burst (10): Deals damage equal to 1.5x what he was dealt that turn, only works if user goes second

Comments: Good damage and decent speed, paired with great durability, and Roar of Time is a hell of a finisher.  A few other tricks on the side like Heal Block too.  Potential Godlike though probably not a high one.


Palkia (Water/Dragon)
165 HP, 140 Atk, 120 Def, 170 SpA, 140 SDef, 120 Spe
Effective Stats: 1.29 physical, 1.48 magical, 1.23 speed
Special Ability - Pressure: All attacks from the enemy that target Dialga have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains
Unique Item - Lustrous Orb: All Dragon and Water type moves done by Palkia have their damage raised by 20%.  This is already factored into the damages when necessary.

Spacial Rend (5): 127 Dragon type special damage, 12.5% Critical hit rate, 95% accuracy, 135 average damage
Scary Face (10): Lowers target's speed by 2 levels, 90% accuracy
Dragon Claw (15): 84 Dragon type physical damage, 89 average damage
Heal Block (15): Target is unable to Heal for the next 5 turns, this does not effect passive healing like Regen effects
-----
Dragonbreath (20): 76 Dragon type special damage, 30% chance of adding paralysis, 81 average damage
Aura Sphere (20): 64 Fighting type special damage, cannot miss, 68 average damage
Slash (20): 42 Normal type physical damage, 25% Critical hit rate, 47 average damage
Earth Power (10): 64 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 68 average damage
Ancient Power (5): 43 Rock type special damage, 10% chance of raising all parameters by 1 level, 45 average damage
Water Pulse (20): 76 Water type special damage, 10% chance of inflicting Confusion, 80 average damage
Aqua Tail (10): 94 Water physical damage, 90% accuracy, 84 average damage
Power Gem (20): 44 Rock type special damage, 46 average damage
Hydro Pump (5): 151 Water type special damage, 80% accuracy, 128 average damage

Comments: More offensive oriented version of Dialga, all things considered. As such, probably gets Godlike as well.
« Last Edit: December 07, 2014, 03:36:33 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #19 on: November 16, 2010, 07:46:24 PM »
Heatran (Fire/Steel)
166 HP, 110 Atk, 126 Def, 150 SpA, 126 SDef, 97 Spe
Effective Stats: 1.36 (2.72) physical, 1.35 magical, 1.02 speed
Special Ability - Flash Fire: All Fire type attacks are nulled, and if hit by one, all Fire damage dealt by Heatran is raised by 50%

Magma Storm (5): 112 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 83 average damage
Scary Face (10): Lowers target's speed by 2 levels, 90% accuracy
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Iron Head (15): 56 Steel type physical damage, 30% flinch, 59 average damage
-----
Heat Wave (10): 84 Fire type special damage, 10% chance of inflicting burn status, 90% accuracy, 80 average damage
Lava Plume (15): 75 Fire type special damage, 30% chance of inflicting burn status, 79 average damage
Earth Power (10): 56 Ground type special damage, 10% chance of lowering Special Defense by 1 level, 59 average damage
Ancient Power (5): 38 Rock type special damage, 10% chance of raising all parameters by 1 level, 40 average damage
Leer (30): Lowers Defense by 1 Level
Fire Fang (15): 45 Fire type physical damage, 10% chance of burning target, 10% Flinch, 95% accuracy, 45 average damage
Crunch (15): 37 Dark type physical damage, 20% chance of lowering target's Defense by 1 level, 39 average damage
Fire Spin (15): 15 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 11 average damage
Stone Edge (5): 46 Rock type physical damage, 25% Critical Hit rate, 80% accuracy, 41 average damage

Comments: Tank with good damage, that also hurts the person each turn after, and a few good debuffs as well, and speed isn’t quite as bad as you’d think either. Heavy


Regigigas (Normal)
185 HP, 180 (90) Atk, 130 Def, 100 SpA, 130 SDef, 120 (60) Spe
Effective Stats: 1.57 physical, 1.54 magical, 1.23 (0.68) speed
Special Ability - Slow Start: For the first 5 turns of the fight, Regigigas' Attack and Speed are halved. This is considered -2 to Stat Modifiers. This has been factored into his stats already for his attacks, and is being considered default since battles with him shouldn't last more than 5 of his turns. His damage after slow start is doubled the listed value.

Dizzy Punch (10): 40 Normal type physical damage, 20% chance of inflicting confusion, 42 average damage
Confuse Ray (15): Adds Confusion
Giga Impact: 84 Normal type physical damage, user is forced to skip next turn if attack hits, 90% accuracy, 40 average damage
Crush Grip (5): 68 Normal type physical damage, damage decreases linearly with the opponents HP, 72 average damage
-----
Super Power (5): 45 Fighting type physical damage, lowers Attack and Defense of user by 1 level, 47 average damage
Zen Headbutt (15): 31 Psychic type physical damage, 20% Flinch, 90% accuracy, 29 average damage
Stomp (20): 37 Normal type physical damage, 30% flinch, 39 average damage
Knock Off (20): 8 Dark type physical damage, removes held item from user if they have any, 8 average damage
Fire Punch (15): 29 Fire type physical damage, 10% chance of inflicting Burn, 30 average damage
Thunder Punch (15): 29 Electric type physical damage, 10% chance of inflicting Paralysis, 30 average damage
Ice Punch (15): 29 Ice type physical damage, 10% chance of inflicting Freeze, 30 average damage
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Revenge (10): 23 Fighting type physical damage, if user takes damage the turn this is used, damage doubles, always goes last, 24 average damage
Mega Punch (15): 45 Normal type physical damage, 85% accuracy, 40 average damage

Comments: Well, he's a tank! And he can confuse opponents! Pity he's often double turned, and his damage is garbage, at least the first 5 turns, but most should be able to take him out by then, at least in upper divisions.  He might scrape Middle with that durability, but its also partially dependant on where damage average ends up, so...this could change!


Giratina-Altered (Ghost/Dragon)
225 HP, 120 Atk, 140 Def, 120 SpA, 140 SDef, 110 Spe
Effective Stats: 2.05 (Immune) physical, 2.01 magical, 1.14 speed
Special Ability - Pressure: All attacks from the enemy that target Giratina have cost 2 PP instead of 1; note that the attack is still usable if only 1 PP remains

Dragon Claw (15): 61 Dragon type physical damage, 65 average damage
Heal Block (15): Target is unable to Heal for the next 5 turns, this does not effect passive healing like Regen effects
Shadow Force (5): 90 Ghost type physical damage, user skips one turn, during which he is invincible (ala FF Jump), cannot be guarded against by the likes of Protect/Detect, 47 average damage
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
-----
Shadow Claw (15): 53 Ghost type physical damage, 12.5% Critical hit rate, 59 average damage
Dragon Breath (20): 45 Dragon type special damage, 30% chance of adding Paralysis, 47 average damage
Aura Sphere (20): 45 Fighting type special damage, cannot miss, 47 average damage
Ancient Power (5): 31 Rock type special damage, 10% chance of raising all parameters by 1 level, 32 average damage
Ominous Wind (5): 45 Ghost type special damage, 10% chance of raising all parameters by 1 level, 47 average damage
Slash (20): 35 Normal type physical damage, 12.5% Critical hit rate, 39 average damage
Earth Power (10): 45 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 47 average damage
Shadow Sneak (30): 31 Ghost type physical damage, always goes first, 32 average damage

Comments: The durability speaks for itself, and he has physical immunity to add insult to injury.  Damage could stand to be a little better though. Heavy/Godlike


Giratina-Origin (Ghost/Dragon)
225 HP, 140 Atk, 120 Def, 140 SpA, 120 SDef, 110 Spe
Effective Stats: 1.76 (Immune) physical, 1.72 magical, 1.14 speed
Special Ability - Special Ability - Levitate: Grants immunity to all Ground type damage
Unique Item - Griseous Orb: Raises the damage of Ghost and Dragon moves by 20%. This has already been factored into damage where applicable.  Note that cause using this item turns Giratina into Origin form, the nature of it makes it illegal for Altered form
 
Dragon Claw (15): 84 Dragon type physical damage, 89 average damage
Heal Block (15): Target is unable to Heal for the next 5 turns, this does not effect passive healing like Regen effects
Shadow Force (5): 124 Ghost type physical damage, user skips one turn, during which he is invincible (ala FF Jump), cannot be guarded against by the likes of Protect/Detect, 65 average damage
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
-----
Shadow Claw (15): 74 Ghost type physical damage, 12.5% Critical hit rate, 83 average damage
Dragon Breath (20): 63 Dragon type special damage, 30% chance of adding Paralysis, 66 average damage
Aura Sphere (20): 53 Fighting type special damage, cannot miss, 56 average damage
Ancient Power (5): 35 Rock type special damage, 10% chance of raising all parameters by 1 level, 37 average damage
Ominous Wind (5): 63 Ghost type special damage, 10% chance of raising all parameters by 1 level, 66 average damage
Slash (20): 42 Normal type physical damage, 12.5% Critical hit rate, 47 average damage
Earth Power (10): 53 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 56 average damage
Shadow Sneak (30): 43 Ghost type physical damage, always goes first, 45 average damage

Comments: Trading in a bit of durability for about a huge boost in damage? I think that's a winning trade, especially since he's still obscenely durable, he's perfectly suited for general slugfests, but still has tricks to help him get around quirky duelers like healers.  Low Godlike


Cresselia (Psychic)
195 HP, 90 Atk, 140 Def, 95 SpA, 150 SDef, 105 Spe
Effective Stats: 1.78 physical, 1.89 magical, 1.09 speed
Special Ability - Levitate: Grants immunity to all Ground type damage

Psychic (10): 54 Psychic type special damage, 10% chance of lowering target's Special Defense by 1 level, 57 average damage
Moonlight (5): 50% Healing, 66% during Sunny day, 25% during any other weather effect
Safeguard (25): Grants immunity to all status for 5 turns
Pschyo Cut (20): 40 Psychic type physical damage, 12.5% Critical hit rate, 45 average damage
-----
Slash (20): 27 Normal type physical damage, 12.5% Critical hit rate, 30 average damage
Double Team (15): Raises Evasion by 1 level
Mist (30): Grants immunity to negative stat modifiers for  5 turns
Lunar Dance (10): User faints, and completely heals the Pokemon that replaces it...not exactly the most useful of things in this setting
Future Sight (15): 32 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 30  average damage
Aurora Beam (20): 27 Ice type special damage, 10% chance of lowering target's Attack by 1 level, 28 average damage
Psycho Shift (10): Shifts any status effects to the target, 90% accuracy
Confusion (25): 31 Psychic type special damage, 10% chance of inflicting Confusion, 32 average damage

Comments: Essentially an improved Uxie, or alternatively, a worse Lugia. Takes hits damn well, damage isn't too bad though definite room for improvement, can heal, buff evade, a few ways to screw over status whores...Heavy


Phione (Water)
155 HP, 100 Atk, 100 Def, 100 SpA, 100 SDef, 100 Spe
Effective Stats: 1.01 physical, 0.99 magical, 1.05 speed
Special Ability - Hydration: During Rain Dance, all status effects are cured at the end of each turn.

Bubblebeam (20): 42 Water type special damage, 10% chance of lowering Speed by 1 level, 44 average damage
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Acid Armor (40): Raises Defense by 2 Levels
Supersonic (20): Adds Confusion, 55% accuracy
-----
Bubble (30): 14 Water type special damage, 10% chance of lowering Speed by 1 level, 14 average damage
Whirlpool (15): 11 Water type special damage, target takes damage equal to 6.25% of their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Water Sport (15): Halves Fire damage
Dive (10): 51 Water type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 27 average damage
Water Pulse (20): 39 Water type special damage, 20% chance of inflicting confusion, 41 average damage
Charm (20): Lowers target's Attack by 2 levels
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn

Comments: Utterly average in everyway...except damage where it kind of sucks.  Can run a defensive game with Aqua Ring and Acid Armor, I suppose, and Rain Dance boosts its damage, as well as pseudo status immunity, but still lacking something.  Probably can get away with Middle


Manaphy (Water)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 SDef, 120 Spe
Effective Stats: 1.37 physical, 1.34 magical, 1.23 speed
Special Ability - Hydration: During Rain Dance, all status effects are cured at the end of each turn.

Bubblebeam (20): 50 Water type special damage, 10% chance of lowering Speed by 1 level, 53 average damage
Rain Dance (5): Causes Rain Dance weather effect for 5 turns.
Acid Armor (40): Raises Defense by 2 Levels
Tail Glow (20): Raises Special Attack by 2 levels
-----
Aqua Ring (20): After this is used, user Heals for 6.25% their MHP at the end of each turn
Bubble (30): 17 Water type special damage, 10% chance of lowering Speed by 1 level, 18 average damage
Whirlpool (15): 12 Water type special damage, target takes damage equal to 6.25% of  their MHP for the next 2 to 5 turns, 70% accuracy, 9 average damage
Water Sport (15): Halves Fire damage
Dive (10): 61 Water type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 32 average damage
Water Pulse (20): 45 Water type special damage, 20% chance of inflicting confusion, 47 average damage
Charm (20): Lowers target's Attack by 2 levels
Supersonic (20): Adds Confusion, 55% accuracy
Heart Swap (10): Swaps stat modifiers with opponent

Comments: If it looks like he's Phione with 20 added to every stat, and 2 new moves, its cause he is.  Those boosts are enough to push him up an entire division too. Heavy


Darkrai (Dark)
145 HP, 110 Atk, 110 Def, 155 SpA, 110 Sdef, 145 Spe
Effective Stats:  1.04 physical, 1.02 magical, 1.46 speed
Special Ability - Bad Dreams: If opponent is inflicted with Sleep while Darkrai is out, they lose 1/8th of their HP each turn ala poison.

Dark Pulse (15): 78 Dark type special damage, 20% Flinch, 82 average damage
Dark Void (10): Inflicts Sleep, 80% accuracy
Nasty Plot (20): Raises Special Attack by 2 levels
Double Team (15): Raises Evasion by 1 level
-----
*Roar of Time (5): 96 Dragon type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 45 average damage
*Spacial Rend (5): 65 Dragon type special damage, 12.5% critical hit rate, 95% accuracy, 69 average damage
Dream Eater (10): 65 Psychic type special damage, heals user equal to 50% damage done, only works if opponent is asleep, 69 average damage
Haze (30): Dispels all stat modifiers on the entire field
Embargo (15): Target is unable to use items
Night Shade (15): 50 Ghost type special damage, ignores all modifiers and resistances barring immunity
Hypnosis (20): Inflicts Sleep, 60% accuracy
Disable (20): Target is unable to use the last attack for the next 2 to 5 turns, 80% accuracy
Pursuit (20): 29 Dark type physical damage, 30 average damage
Quick Attack (30): 19 Normal type physical damage, always goes first,
Nightmare (15): Target loses 1/4th of their HP each turn if they are asleep, this DOES stack with Bad Dreams
Ominous Wind (5): 39 Ghost type special damage, 10% chance of raising all parameters by 1 level, 41 average damage
Faint Attack (20): 43 Dark type physical damage, 46 average damage

*Spacial Rend and Roar of Time are gotten via a promotional event involving a movie.  Given Darkrai himself is promotional, this makes the situation very weird and hard to say.  Personally, I allow these moves as, if nothing else, both are used by such a small number of Pokemon out of the entire 493 cast so its got a uniqueness value, and obtained in a unique manner to boot; make of this as you will.

Comments: If you're vulnerable to sleep against him, there's a very good chance you've already lost.  Otherwise? He's still freakishly fast, with good damage, not to mention Nasty Plot is its usual evil self.  High Heavy


[u[Shaymin-Land (Grass)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 Sdef, 120 Spe
Effective Stats: 1.37 physical, 1.34 magical, 1.23 speed
Special Ability - Natural Cure: Heals Status upon swapping out.  Yes, this is utterly pointless in this setting

Seed Flare (5): 92 Grass type special damage, 40% chance of lowering target's Sdef by 2 levels, 85% accuracy, 83 average damage
Synthesis (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
Grass Whistle (15): Inflicts sleep, 55% accuracy
Energy Ball (10): 61 Grass type special damage, 10% chance of lowering target's Special Defense by 1 level, 64 average damage
-----
Defense Curl (40): Raises defense by 1 level
Aromatherapy (5): Full status healing
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, 90% accuracy, fails on Grass types.
Magical Leaf (20): 45 Grass type special damage, cannot miss, 47 average damage
Worry Seed (10): Changes Target's special ability to Insomnia (which means Sleep Immunity)
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Sweet Scent (20): Lowers target's evasion by 1 level
Growth (40): Raises Special Attack by 1
Sweet Kiss (10): Inflicts Confusion, 75% accuracy
Healing Wish (10): User dies, then the next Pokemon comes in at full health with all status healed
Air Slash (20): 32 Flying type special damage, 30% Flinch, 95% accuracy, 32 average damage

Comments: Well, Seed Flare hurts a lot, and can lower a status.  And it has good stats all around combined with some healing and Grass Whistle. Heavy


Shaymin-Sky (Grass)
175 HP, 123 Atk, 95 Def, 140 SpA, 95 Sdef, 147 Spe
Effective Stats: 1.08 physical, 1.06 magical, 1.48 speed
Special Ability - Serene Grace: Doubles the rate of secondary effects on attacks; this is already factored into attacks when necessary

Seed Flare (5): 104 Grass type special damage, 80% chance of lowering target's Sdef by 2 levels, 85% accuracy, 93 average damage
Synthesis (5): 50% Healing, 25% healing if during any weather effect unless its Sunny Day, in which case, 66% healing
Grass Whistle (15): Inflicts sleep, 55% accuracy
Air Slash (20): 67 Flying type special damage, 60% Flinch, 95% accuracy, 67 average damage
-----
Defense Curl (40): Raises defense by 1 level
Aromatherapy (5): Full status healing
Leech Seed (10): Inflicts a pseudo status where target loses 12.5% of their MHP a turn ala poison, healing the user for that amount, 90% accuracy, fails on Grass types.
Magical Leaf (20): 53 Grass type special damage, cannot miss, 56 average damage
Worry Seed (10): Changes Target's special ability to Insomnia (which means Sleep Immunity)
Lucky Chant (30): Target is unable to Critical Hit for the next 5 turns
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Sweet Scent (20): Lowers target's evasion by 1 level
Growth (40): Raises Special Attack by 1
Sweet Kiss (10): Inflicts Confusion, 75% accuracy
Healing Wish (10): User dies, then the next Pokemon comes in at full health with all status healed
Energy Ball (10): 70 Grass type special damage, 20% chance of lowering target's Special Defense by 1 level, 74 average damage

Comments: Fast, hits hard, and makes healers cry with by either raising his own damage of Flinch hax, as well as having Healing and status to boot. High Heavy, held back a bit by his poor typing.


Arceus (Whatever it wants to be)
195 HP, 140 Atk, 140 Def, 140 SpA, 140 Sdef, 140 Spe
Effective Stats: 1.78 (3.56 w/ Iron Plate or Stone Plate)(Immune w/ Spooky Plate) physical, 1.74 magical, 1.42 speed
Special Ability - Multitype: If Arceus is equipped with any "Plate" item, its type changes to the respective type that plate belongs too (so Meadow Plate makes him a Grass type.)  If no plate is equipped, Arceus is a Normal type.  I will be assuming Normal type for damages below, so if he's anything else, all Normal moves get damage lowered to 2/3rds the listed damage and moves of that respective typing get a 1.5x damage boost.  Also, Multitype makes it so none of his equips (even non-Plate Items) can be removed in anyway mid-battle.
NOTE: While Plates technically can be used by any Pokemon, and has some use on each (boosts the respective damage type by 20%), I allow them for Arceus PURELY for type changing, which is to say, he can get any typing he wants, but he won't be getting the damage boost at the same time.

*Judgment (10): 87 Normal type special damage,  92 average damage
Recover (10): 50% Healing
Hyper Beam (5): 130 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 62 average damage
Cosmic Power (20): Raises Defense and Special Defense by 1 level
-----
Natural Gift (15): Does various effects based on what Berry is equipped, does nothing if no Berry is equipped. Since Berries are not legal, this move serves no purpose
Seismic Toss (20): 50 Fighting type physical damage, ignores all modifiers and resistances barring immunity
Hyper Voice (10): 79 Normal type special damage, 83 average damage
Extremespeed (5): 70 Normal type physical damage, always goes first, 74 average damage
Perish Song (5): Both the user and the target will faint 3 turns after this is used
Refresh (20): Full Status Healing
Future Sight (15): 47 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 44 average damage
Punishment (5): 35 Dark type physical damage, damage increases depending on how many stat modifier levels they have, where higher = better, this is the damage with no modifiers, 37 average damage
Earth Power (10): 53 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 56 average damage
**Roar of Time (5): 87 Dragon type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 39 average damage
**Spacial Rend (5): 58 Dragon type special damage, 12.5% Critical hit rate, 95% accuracy, 61 average damage
**Shadow Force (5): 69 Ghost type physical damage, user skips one turn, during which he is invincible (ala FF Jump), cannot be guarded against by the likes of Protect/Detect, 36 average damage

*Judgment's typing is actually dependent on whatever Plate Arceus has equipped, and works by a similar logic.  As such, Arceus will ALWAYS get a STAB on Judgment, so that damage isn't changing.
**These moves are gotten through a special promotional movie form, but given Arceus himself is promotional, that in itself creates a train wreck scenario.  I'm not a fan of allowing these Special Give Away attacks (See Surf Pikachu) *HOWEVER*, the 3 moves here are all used by 2 Other Non-Smeargle Pokemon at most, so I'm willing to show leniency due to uniqueness.  Worth noting that Roar of Time is the only one with remote level of use and *ONLY* of Arceus goes into Dragon Form for the STAB.

Comments: What’s there to say about Absurd Stats, can be any typing he wants, has good damage and a defensive game to back up those stats.  If he aint Godlike, then I don’t know who is by this game’s standards.


Damage averages!

Kyogre 160 > Palkia 135 > Latios 133 = Rayquaza 133 > Marowak 122 = Dragonite 122 > Deoxys (Attack) 119 > Latias 115 > Heracross 114 = Gallade 114 > Groudon 112 > Hitmonlee 110 = Hitmonchan 110 = Hariyama 110 = Porygon-Z 110 > Dialga 106 = Rhyperior 106 > Machamp 105 > Mewtwo 103 = Lucario 103 > Aggron 102 > Deoxys (Normal) 100 > Primeape 99 = Mamoswine 99 > Infernape 98 > Magmortar 97 > Ho-Oh 94 > Shaymin (Sky) 93 > Alakazam 92 = Donphan 92 = Arceus 92 > Moltres 91 = Hitmontop 91 > Medicham 90 > Espeon 89 = Ursaring 89 = Abomasnow 89 = Giratina (Origin) 89 > Pikachu 88 = Slaking 88 = Hippowdon 88 > Relicanth 87 = Metagross 87 > Golem 86 = Exeggutor 86 = Swampert 86 = Gardevoir 86 = Torterra  86 = Roserade 86 > Omastar 85 = Tyranitar 85 = Gorebyss 85 > Absol 83 = Empoleon 83 = Heatran 83 = Glaceon 83 = Shaymin (Land) 83 > Vaporeon 82 = Houndoom 82 = Blaziken 82 = Salamence 82 = Honchcrow 82 = Leafeon 82 = Darkrai 82 >  Carnivine 81 = Tangrowth 81 > Charizard 80 = Kingler 80 = Jynx 80 = Zapdos 80 = Typhlosion 80 = Ambipom 80 > Gengar 79 = Scizor 79 = Breloom 79 = Camerupt 79 = Flygon 79 = Garchomp 79 = Magnezone 79 >  Victreebel 78 > Scyther 77 = Pinsir 77 = Gyarados 77 = Flareon 77 = Kingdra 77 = Armaldo 77 = Azelf 77 > Arcanine 76 = Milotic 76 = Starmie 76 = Regice 76 = Yanmega 76 > Ampharos 75 = Azumarill 75 = Raikou 75 > Sunflora 74 = Entei 74 = Sharpedo 74 = Crawdaunt 74 = Staraptor 74 > Golduck 73 = Snorlax 73 = Articuno 73 = Lugia 73 = Huntail 73 = Rampardos 73 = Electivire 73 > Venusaur 72 = Vileplume 72 = Slowbro 72 = Mr. Mime 72 = Tauros 72 = Jolteon 72 = Mew 72 = Slowking 72 = Zangoose 72 = Jirachi 72 > Quagsire 71 = Toxicroak 71 > Politoed 70 = Suicune 70 = Ludicolo 70 = Wailord 70 > Raichu 69 = Dodrio 69 = Muk 69 = Xatu 69 = Girafarig 69 = Manectric 69 = Grumpig 69 = Lunatone 69 = Deoxys (Speed) 69 = Mothim 69 = Weavile 69 > Ninetales 68 = Dugtrio 68 = Porygon2 68 = Mismagius 68 = Chatot 68 = Sceptile 68 = Rotom (Special) 68 > Blastoise 67 = Rapidash 67 = Lapras 67 = Pelliper 67 = Regirock 67 = Mesprit 67 = Togekiss 67 > Feraligatr 66 > Venomoth 65 = Beautifly 65 = Granbull 65 = Exploud 65 = Torkoal 65 = Whiscash 65 = Giratina (Altered) 65 > Lanturn 64 = Seviper 64 > Tentacruel 63 = Bellossom 63 = Sudowoodo 63 = Mantine 63 = Walrein 63 = Cherrim 63 = Drapion 63 > Nidoking 62 = Weezing 62 = Qwilfish 62 = Magcargo 62 = Swalot 62 = Glalie 62 = Lopunny 62 > Parasect 61 = Meganium 61 = Chimecho 61 = Luxray 61 = Rotom (Base) 61 > Gastrodon 60 > Butterfree 59 = Fearow 59 = Nidoqueen 59 = Seaking 59 = Ariados 59 = Crobat 59 = Mightyena 59 = Ninjask 59 = Drifblim 59 = Purugly 59 = Spiritomb 59 > Arbok 58 = Cloyster 58 = Plusle 58 > Wigglytuff 57 = Poliwrath 57 = Dewgong 57 = Octillery 57 = Miltank 57 = Cresselia 57 > Hypno 56 = Aerodactyl 56 = Swellow 56 = Masquerain 56 = Mawile 56 = Illumise 56 = Tropius 56 = Kricketune 56 = Banette 56 = Vespiquen 56 = Skuntank 56  > Froslass 55 > Beedrill 54 = Raticate 54 = Skarmory 54 = Cacturne 54 = Altaria 54 = Claydol 54 = Cradily 54 = Kecleon 54 = Deoxys (Defense) 54 > Pidgeot 53 = Steelix 53 = Minun 53 = Manaphy 53 = Bronzong 53 > Farfetch'd 51 = Stantler 51 = Solrock 51 = Registeel 51 = Uxie 51 > Persian 50 = Smeargle 50 = Sableye 50 = Bibarel 50 = Dusknoir 50 > Corsola 49 = Vigoroth 49 > Celebi 47 = Shiftry 47 = Spinda 47 = Wormadam (Trash) 47 = Lickilicky 47 > Probopass 46 > Kabutops 45 = Noctowl 45 = Ledian 45 = Forretress 45 = Linoone 45 = Delcatty 45 = Floatzel 45 > Phione 44 ((= STAB Unown 44) > Dustox 42 = Regigigas 42 > Volbeat 41 = Gliscor 41 = Wormadam (Sand) 41 > Wormadam (Plant) 40 > Furret 39 = Bastiodan 39 > Sandslash 38 > Lumineon 36 > Umbreon 35 = Pachirisu 35 > Clefable 34 = Dunsparce 34 > Electrode 32 = Blissey 32 > Jumpluff 30 = Shedinja 30 = Castform 30 > Unown 29 > Luvdisc 24 > Combee 21 > Shuckle 12 > Delibird 7 (> Magikarp 6 = Feebas 6) > Ditto 0 = Wobbufett 0

Gen 4 Only Average: 69
Total Average: 68
Gen 4 Total: 74


AVERAGE GEN1GEN 2GEN 3GEN 4TOTAL
HP
151
160
150
157
152
DEF
97
106
101
108
101
SDEF
102
108
100
106
103
SPEED
102
88
97
100
95


STDEVA   27.01
HP  WITHOUT SHEDINJA   152
SOUL DEW SPECIAL DEFENSE   102
« Last Edit: December 07, 2014, 03:43:37 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #20 on: October 24, 2014, 07:08:17 PM »
Starting to update this topic after forever with relevant average based information and such.  You can tell something has been updated if the post says "Effective Stats" as opposed to "Durability."

Do note that the current listed durability are very close to the actual scores.  Typically speaking, special defense remains unchanged while physical defense changes by 0.01.  I'm not kidding.  There are exceptions but that should give you an idea of how close they are; the main purpose of the update is for Speed rating purposes. If speed is not listed, note that doing Pokemon's Speed/Average Speed is very close to the actual value.  So a speed of 100 would be about 105%.  It's not perfect, but it does get you a very accurate result, so if speed is not listed, just take that as a placeholder.

As far as defenses go, the listed, un-updated values are actually extremely close to the true values.  In particular, Physical durability of everything goes up by 0.01, and special durability goes down by 0.01.  A few exceptions exist, but you get the idea.

Average Speed for those listed are going with the formula of 1 + # of SDs * 0.25.  If you disagree with this method, I have listed the Standard Deviation and Averages so you can make your own conversions!
« Last Edit: November 30, 2014, 08:19:05 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

  • Fire Starter
  • Denizen
  • *
  • Posts: 5356
    • View Profile
Re: Pokemon Generation 4 ALL REGIONS Redone!
« Reply #21 on: December 07, 2014, 03:40:11 AM »
Ok, finally finished updating those durability and speed stats.  Due to a mess up with Yanmega's special defense in how I had it listed, the Special Defenses might be a SLIGHTLY underrated now, but I don't think the averages actually changed; at most, this will be a 0.01 higher for everything, which is to say "not worth caring about."
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A