Noctowl (Flying/Normal)
175 HP, 70 Atk, 70 Def, 96 SpA, 116 SpD, 90 Spe
Durability: 1.08 physical, 1.31 magical
Take Down (20): 40 Normal type damage, 85% accurracy, does 25% of damage done back to him, 36 average damage, 27 effective damage
Hypnosis (20): Adds sleep status, 60% hit rate
Reflect (30): Halves all Physical damage
Dream Eater (15): 37 Psychic type damage, heals user for damage equal to half done, usable only when target is inflicted with Sleep status, 39 average damage
-----
Confusion (25): 21 Psychic type damage, 10% chance of confusion, 22 average damage
Peck (35): 17 Flying type damage, 18 average damage
Tackle (35): 17 Normal type damage, 95% hit rate, 17 average damage
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Foresight (40): Allows all attacks to ignore evade. Ghost Pokemon lose immunity to Fightning and Normal type attacks (could be viewed as removing immune to physicals in general, maybe?)
#Fly (15): 32 Flying damage, one-turn invincible charge-time, 95 hit, 16 average
#Flash
Comments: Hypnosis + Dream Eater is nice to have, as is Reflect, but beyond that? Doesn't really have much going for it, besides decent durability. Middle
Ledian (Bug/Flying)
130 HP, 55 Atk, 70 Def, 75 SpA, 130 SpD, 105 Spe
Durability: 0.59 physical, 1.09 magical
Light Screen (30): Halves all Special Type damage
Reflect (30): Halves all Physical damage
Safeguard (25): Grants Immunity to all status sans Instant Death
Double Edge (10): 29 Normal type damage, user receives 25% of damage done back to him, 30 average damage, 23 effective damage
-----
Comet Punch (15): 4 Normal type damage, 85% Hit rate, hits 2 to 5 times, 12 average damage
Agility (30): Double's speed, stackable up to 3 times
Swift (20): 10 Normal type damage, ignores evade, 10 average damage
Baton Pass (40): Swaps Pokemon, and gives any stat boosters Ledian had to the newly swapped in Pokemon
Supersonic (20): Adds Confusion, 55% hit rate
Tackle (35): 6 Normal type damage, 95% hit rate, 6 average damage
#Flash
Comments: Based on its skillset, it was obvious what they were aiming for with it in game; meant to be a Baton Passer. Obviously, that goes NOWHERE in the DL. So what does it have? Defensive stat buffers, and a speed one for options, with above average special defense, but mock level physical defense. Damage is too low to take advantage of its defensive game, and if it doesn't want the recoil, it needs to opt for something even MORE pathetic. Light
Ariados (Bug/Poison)
145 HP, 110 Atk, 90 Def, SpA 80, SpD 80, Spe 60
Durability: 0.84 Physical, 0.75 magical
Night Shade (15): 50 non typed damage, ignores defense and all other modifiers
*Agility (30): Double's speed, stackable up to 3 times
Scary Face (10): Halves Target's speed, 90% hit rate, stackable up to 3 times
Psychic (10): 31 psychic type damage, 10% chance of lowering target's Special Defense, 32 average
-----
Spider Web (10): Forces opponent to keep fighting until Ariados is killed, or withdrawn
Constrict (35): 6 Normal type damage, 10% chance of lowering target's speed, 6 average damage
*Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Fury Swipes (15): 8 Normal type damage, hits 2-5 times, 85% accurracy, 25 average damage
Poison Sting (35): 12 Poison type damage, 30% chance of adding Poison status, 12 average damage
String Shot (40): Lowers targets speed by 1/3rd, 95% hit rate, stackable up to 6 times
Leech Life (15): 15 Bug Type damage, heals user for 50% of damage done, 15 average damage
#Flash
*Screech is in Gold and Silver version only, where as Agility is in Crystal version only. Noting this for people who care about this stuff.
Comments: He has somewhat of a speed game with Scary Face and Agility, and Night Shade is decent enough damage to take advantage of it. Flaws? His durability sucks ass, so he might not have the time to get the speed game. Middle
Crobat (Poison/Flying)
160 HP, 110 Atk, 100 Def, 90 SpA, 100 SpD, 150 SpD
Durability: 1.03 physical, 1.03 magical
Wing Attack (35): 45 Flying type damage, 47 average damage
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Confuse Ray (15): Adds Confusion
Haze (30): Dispels all stat changes on the enemy and user
-----
Bite (25): 23 Dark type damage, 30% chance of flinching target if they are slower, 24 average damage
Supersonic (20): Adds Confusion, 55% hit rate
Leech Life (15): 11 Bug Type damage, heals user for 50% of damage done, 11 average damage
Mean Look (5): Forces opponent to keep fighting until Crobat is killed, or withdrawn
##Fly (15): 50 Flying damage, one-turn invincible charge-time, 95 hit, 25 average
Comments: Hey everyone! Remember Golbat from RBY? Well, its him, ONLY now he gained a final evolution that actually looks fully evolved! Yeah, Crobat can actually pass off as something that doesn't define suck now, with his massive speed and Confuse Ray. Damage could be better, but his speed and confusion help offset that somewhat, and that's what Screech is for anyway. Big enough step up from his earlier form to be a Middle
Lanturn (Water/Electric)
200 HP, 78 Atk, 78 Def, 96 SpA, 76 SpD, 87 Spe
Durability: 1.01 physical, 0.98 magical
Hydro Pump (5): 72 Water type damage, 80% accurracy, 61 average damage
Spark (20): 40 Electric type damage, 30% chance of paralysis, 42 average damage
Confuse Ray (15): Adds Confusion
Thunder Wave (15): Adds Paralysis
-----
Take Down (20): 22 Normal type damage, 85% accurracy, user takes 1/4th damage done, 19 average damage, 14 effective damage
Bubble (30): 14 Water type damage, 10% chance of lowering Target's speed by 1/3, 14 average damage
Water Gun (25): 25 Water type damage, 26 average damage
Supersonic (20): Adds Confusion, 55% hit rate
Flail (15): Does Normal type damage based on HP loss, increases happen only at intervals given. 100% HP does 8, 68.75% HP does 15, 35.42% does 29, 20.83% does 36, 10.42% does 53, 4.17% does 70
##Surf (15): 58 Water damage, 61 average
#Flash, Whirlpool, Waterfall
Comments: Good damage, and a combo of Thunder Wave and Confuse Ray are nice for messing up the opponents. The low Speed won't matter much thanks to Thunder Wave either. Thinking High Middle right now
The next one is being listed solely for comedic value...that, and we have a certain fanboy among us <.<
Pichu (Electric)
95 HP, 60 Atk, 35 Def, SpA 55, SpD 55, Spe 80
Durability: 0.21 physical, 0.34 special
Thundershock (30): 15 Electric type damage, 10% chance of paralysis, 15 average damage
Charm (20): Halves opponents attack, stackable up to three times
Thunderwave (20): Adds Paralysis
Sweet Kiss (10): Adds confusion, 90% hit rate
-----
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
#Flash
Comments: My God! The Durability! The Damage! THE OPTIONS! Pichu is a freaking Monster! ...in puny, maybe. The guy is the biggest OHKO fodder this side of Jogurt and Hrist, and has laughable damage to boot. Clear PUNY.
Togetic (Normal/Flying)
130 HP, 60 Atk, 105 Def, 100 SpA, 125 SpD, 60 Spe
Durability: 0.88 physical, 1.05 magical
Double Edge (10): 45 Normal damage, does 25% damage done back to user, 47 average damage, 35 effective damage
Safeguard (25): Grants Immunity to all status sans Instant Death
Sweet Kiss (10): Adds confusion, 90% hit rate
Encore (5): Opponent is forced to repeat last action 2 to 5 times
---
Charm (20): Halves opponents attack, stackable up to three times
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Metronome (10): Chooses one random attack, and uses it.
#Fly, Flash
Comments: Togetic is a funny opponent. Encore, if nothing else, is interesting, as it means the enemy can not use non lethal Status or try to buff themselves up, or else they'll be caught in some sort of loop of the attack, unless they can counter. Yeah, Togetic is kind of reliant on having the enemy fuck themselves up in someway, Sweet Kiss backs this up too. Metronome can be fun for RPGmon, but otherwise, impractical. GRANTED, its has bad damage, and its durability is nothing special at all. Light/Middle
Xatu (Flying/Psychic)
140 HP, 95 Atk, 90 Def, 115 SpA, 90 SpD, 115 Spe
Durability: 0.81 physical, 0.81 magical
Psychic (10): 65 Psychic type damage, 10% chance of lowering special defense, 69 average damage
Confuse Ray (15): Adds Confusion
Night Shade (15): 50 non typed damage, ignores defense and all other modifiers
Future Sight (15): 39 Non Typed special class damage, move activates 2 turns after used, is NOT a charge time, as user can still act before the move is actually pulled off. IOWs, think of it as a time bomb; the move is set, and it blows up in two turns. 90% accurracy, 37 average damage. Note that moves that boost Psychic attacks boost this as well.
-----
Peck (35): 22 Flying type damage, 23 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
Teleport (20): RUN FROM A BATTLE!!1!1!!
#Fly (15): 43 Flying damage, one-turn invincible charge-time, 95 hit, 22 average
#Flash
Comments: Fast, decent damage, Confuse Ray to screw up opponents, Night Shade if the enemy decides to be tanky, and Future Sight for healers, Xatu covers his bases fairly well. Kind of like a worse Alakazam, with better durability, but still solid. Weaknesses to Ice and Lightning (two common elements) hurt him though. High Middle
Ampharos (Electric)
165 HP, 95 Atk, 95 Def, 135 SpA, 110 SpD, 75 Spe
Durability: 1.01 physical, 1.17 magical
Thunder (10): 101 Electric damage, 70% accurracy, 10% chance of adding paralysis, 75 average damage
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Thunder Wave (15): Adds Paralysis
Light Screen (30): Halves all Special Type damage
-----
Thundershock (30): 34 Electric type damage, 10% chance of paralysis, 36 average
Thunder Punch (15): 64 Electric type damage, 10% chance of paralysis, 68 average damage
Cotton Spore (40): Halves Target's speed, 85% hit rate
Tackle (35): 15 Normal type damage, 90% hit rate, 14 average damage
#Strength (15): 32 Normal damage, 34 average
#Flash
Comments: Raikou lite, more or less. Light Screen for mages, Growl for fighters, and Thunder does good (albeit a bit unreliable) damage, and Thunderwave just screws around wtih everyone. Reliant on Electric damage hurts, albeit. Middle/Heavy works, I guess
Bellosom (Grass)
150 HP, 100 Atk, 105 Def, 110 SpA, 120 SpD, 70 Spe
Durability: 0.97 physical, 1.16 magical
Petal Dance (20): 48 Grass type damage, forced to use for two to three turns, after which, user is confused, 51 average damage
Sleep Powder (15): Adds sleep status, 75% hit rate
Moonlight (5): 50% Healing, 100% if used at night
Stun Spore (30): Adds paralysis, 75% hit rate
-----
Absorb (20): 15 Grass type damage, heals user for half damage, done, 15 average damage
Solar Beam (10): 83 Grass type damage, requires a turn to charge, 44 average damage
Acid (20): 18 Poison type damage, 10% chance of lowering enemies defense by 1/3, 19 average damage
Sweet Scent (20): Lowers Target's evade
Poison Powder (35): Adds Poison status, 75% hit rate
#Cut, Flash
Comments: Remember Vileplume from RBY? Meet its alternative evolution, which is basically the same thing, only no Poison type, learns Solar Beam, and has less defense for some more attack...given its too similar to Vileplume to be very far apart, I guess that makes it a Middle too.
Azumarill (Water)
175 HP, 70 Atk, 100 Def, 70 SpA, 100 SpD, 70 Spe
Durability: 1.13 physical, 1.13 special
Roll Out (20): 10 Rock Type damage, 90% accurracy, user is forced to use for the next 5 turns, damage doubles each turn barring a miss, 160 damage max, 30 overall average damage
Rain Dance (5): Causes Rainy Day weather (aka a Field effect). Water type attacks get 50% more damage, Thunder (the attack) gets 100% hit rate, and Fire damage is halved, lasts 5 turns
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times. If used the turn directly before Rollout, then Rollout's damage doubles (IE first hit now does 20, last hit does 320)
Bubblebeam (20): 31 Water type damage, 10% chance of lowering targets speed, 33 average damage
-----
Double Edge (10): 35 Normal type damage, user receives 25% of damage done back to him, 37 average damage, 27 effective damage
Water Gun (25): 19 Water type damage, 20 average damage
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Tackle (35): 11 Normal type damage, 95% accurracy, 11 avereage damage
##Surf (15): 43 Water damage, 45 average
#Strength (15): 25 Normal damage, 26 average
#Whirlpool, Waterfall
Comments: Umm...he's got above average HP! Besides that? Defense Curl + Rollout combo makes an appearance, and is basically the epitomy of anti healing attacks, so he's kind of reliant on that. Besides that...he doesn't have much going for him. High Light.
If its not obvious why I'm listing the unevolved version of Azumarill, then you obviously either don't go to chats, or don't pay attention when you're there >_> Anyway, like Pichu, its stats are not being factored into the average for obvious reasons
Marill (Water)
145 HP, 40 Atk, 70 Def, 40 SpA, 70 SpD, 60 Spe
Durability: 0.65 physical, 0.65 special
Roll Out (20): 6 Rock Type damage, 90% accurracy, user is forced to use for the next 5 turns, damage doubles each turn barring a miss, 96 damage max, 18 overall average damage
Rain Dance (5): Causes Rainy Day weather (aka a Field effect). Water type attacks get 50% more damage, Thunder (the attack) gets 100% hit rate, and Fire damage is halved, lasts 5 turns
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times. If used the turn directly before Rollout, then Rollout's damage doubles.
Bubblebeam (20): 18 Water type damage, 10% chance of lowering targets speed, 19 average damage
-----
Double Edge (10): 20 Normal type damage, user receives 25% of damage done back to him, 21 average damage, 16 effective damage
Water Gun (25): 11 Water type damage, 11 average damage
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Tackle (35): 11 Normal type damage, 95% accurracy, 11 avereage damage
##Surf (15): 25 Water damage, 26 average
#Strength (15): 14 Normal damage, 15 average
#Whirlpool, Waterfall
Comments: Azumarill, suckified down horribly. Rollout + Defense Curl strategy still sees use...thing is, unlike Azumarill, he doesn't have the durability to make it to his 6th turn more often than not, especially with his even further suckified speed. Basically, if you can't kill him by turn 6, YOU DESERVE to lose. Low Light
Sudowoodo (Rock)
145 HP, 120 Atk, 135 Def, 50 SpA, 85 SpD, 50 Spe
Durability: 1.26 (2.52) physical, 0.79 Magical
Rock Slide (15): 56 Rock type damage, 90% hit rate, 30% chance of flinching target if they are slower, 53 average damage
Faint Attack (20): 14 Dark type damage, Ignores evade, 14 average damage
Mimic (10): Gain one move of the target. Mimic's slot is replaced with whatever move is being mimiced, and it can be used as many times as Mimic had PP left (in a duel's case, 9)
Flail (15): Does Normal type damage based on HP loss, increases happen
only at intervals given. 100% HP does 12, 68.75% HP does 23, 35.42% does 44, 20.83% does 54, 10.42% does 81, 4.17% does 107
-----
Rock Throw (15): 39 Rock Type damage, 90% accurracy, 37 average damage
Slam (20): 41 Normal type damage, 75% hit rate, 32 average
Low Kick (20): 26 Fighting type damage, 90% hit rate, 30% chance of flinching target if they are slower, 24 average damage
#Strength
Comments: Sudowoodo is such a cliche tank, its not even funny. Awesome physical durability, average damage that happens to be physical too, backed up nicely by his low magic durability and laughable speed. To make things even funnier, he has magic damage that fails to scare the likes of Kongol. Mimic is a nice option if he fights a healer or something, I guess. Beyond that? Doesn't really have much. Probably a High Light, due to the obscene physical durability.
Politoed (Water)
165 HP, 95 Atk, 95 Def, 110 SpA, 120 SpD, 90 Spe
Durability: 1.01 physical, 1.27 magical
Hydro Pump (5): 83 Water Type damage, 80% accurracy, 70 average damage
Hypnosis (20): Adds sleep status, 60% hit rate
Swagger (10): Causes confusion, doubles target's power, 90% accurracy
Rain Dance (5): Causes Rainy Day weather (aka a Field effect). Water type attacks get 50% more damage, Thunder (the attack) gets 100% hit
rate, and Fire damage is halved, lasts 5 turns
-----
Body Slam (15): 34 Normal type damage, 30% chance of adding paralysis, 36 average damage
Water Gun (25): 31 Water type damage, 32 average damage
Belly Drum (10): Raises Attack to 400% base value, deals damage to use equal to half thier MHP
Bubble (30): 17 Water type damage, 10% chance of lowering Target's speed by 1/3, 18 average damage
Double Slap (10): 7 Normal type damage, hits 2 to 5 times, 85% accurracy, 22 average damage
Perish Song (5): Both the target and user die 3 turns after this move is used
##Surf (15): 66 Water damage, 70 average
#Strength, Whirlpool, Waterfall
Comments: As a hater of the poli series, and the fact that I'm against them making another evolution of a clearly fully evolved set that didn't need it, it annoys me that Politoed doesn't suck ass. Good damage, Rain Dance to boost, Body Slam + Belly Drum combo as a supplement if Water is resisted, Hypnosis and Swagger for status, what have you. Good Magic durability too. Middle/Heavy
Jumpluff (Grass/Flying)
150 HP, 75 Atk, 90 Def, 75 SpA, 105 SpD, 130 Spe
Durability: 0.87 physical, 1.02 magical
Mega Drain (10): 20 Grass type damage, heals user for half damage done, 21 average damage
Cotton Spore (40): Halves Target's speed, 85% hit rate
Sleep Powder (15): Adds sleep status, 75% hit rate
Leech Seed (10): Inflicts "Seeded" status on target. Like Confuse, this does not conflict with other status'. Under this status, target loses 12.5%of thier MHP a turn (ala poison), and opponent (be it the one who inflicted him, or an ally swapped in) heals back an amount equal to damage done, 90% hit rate.
-----
Stun Spore (30): Adds paralysis, 75% hit rate
Synthesis (5): 50% Healing, note that this becomes 25% at Night time
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Poison Powder (35): Adds Poison status, 75% hit rate
Tackle (35): 12 Normal type damage, 95% hit rate, 12 average damage
Splash (40): 999 Omni Type Damage, Ignores Defense, Ignores Evade, 100% Critical hit Rate, Adds All status!1!1!! *shot*
#Flash
Comments: Lets ignore the godliness that is Splash for a second. Jumpluff is Pokemon's answer when they realized they didn't have anything that constitutes as a "pure status whore" from the first game. It can hit several status', lower a few stats, and even has leech seed to boot. Amazing speed as well. Of course, as expected, it has horrible damage, and the parasitic healing it gives isn't worth much. Probably a Light/Middle
Aipom (Normal)
130 HP, 90 Atk, 75 Def, 60 SpA, 75 SpD, 105 Spe
Durability: 0.63 physical, 0.63 magical
Swift (20): 34 Normal type damage, ignores evade, 36 average damage
Agility (30): Double's speed, stackable up to 3 times
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Sand Attack (15): Lower's targets accurracy by 1/3rd, stackable up to 6 times
-----
Fury Swipes (15): 9 Normal type damage, hits 2-5 times, 85% accurracy, 28 average damage
Baton Pass (40): Swaps Pokemon, and gives any stat boosters Ledian
had to the newly swapped in Pokemon
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Scratch (35): 20 Normal type damage, 21 average damage
##Strength (15): 47 Normal damage, 49 average
#Cut
Comments: Agility is nice for getting the turns needed for screech to take his damage not suck, and Sand Attack helps him out too. However, the durability sucks, and until he gets its stat modifiers in place, its open to get quite a beat down. Light
Sunflora (Grass)
150 HP, 95 Atk, 75 Def, 125 SpA, 105 SpD, 50 Spe
Durability: 0.73 physical, 1.02 magical
Petal Dance (20): 56 Grass type damage, forced to use for two to three turns, after which, user is confused, 59 average damage
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
Giga Drain (5): 48 Grass type damage, heals user for half damage done, 51 average damage
Synthesis (5): 50% Healing, note that this becomes 25% at Night time
-----
Pound (35): 17 Normal type damage, 18 average damage
Solar Beam (10): 94 Grass type damage, requires a turn to charge, 49 average damage
Mega Drain (10): 33 Grass type damage, heals user for half damage done, 35 average damage
Absorb (20): 18 Grass type damage, heals user for half damage done, 19 average damage
Razor Leaf (25): 44 Grass type damage, 95% accurracy, 25% critical hit rate, 52 average damage
Sunny Day (5): Causes Sunny Day Weather effect (aka a field effect)Raises Fire damage by 50%, Water damage reduced by 50%, and allows Solar Beam to be used without charge times for 5 turns
#Cut (30): 21 Normal damage, 95 hit, 21 average
#Flash
Comments: Sunflora has...very little in the department of variety. It has several ways of doing damage, be it Razor Leaf's long term usage, Giga Drain's consistancy, Petal Dance...being petal dance, or the sunnybeam Combo...and yet, despite all this, its damage ends up hardly special, outside of Sunnybeam. That combo WOULD have helped him out... except its has Sudowoodo's speed, so it often won't get the turns it needs. Light/Middle
Yanma (Bug/Flying)
140 HP, 85 Atk, 65 Def, 95 SpA, 65 Spd, 115 Spe
Durability: 0.59 physical, 0.59 magical
*Wing Attack (35): 36 Flying type damage, 38 average damage
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Supersonic (20): Adds Confusion, 55% hit rate
Double Team (15): Raises Evade by 1/3rd, stackable up to 6 times
-----
Detect (5): Grants invincibility for one turn, each turn consecutive turn used, odds of success halve, initially at 100%.
Sonic Boom (20): Does set 20 non typed damage, ignores all damage modifiers, 90% hit rate, 18 average damage
Foresight (40): Allows all attacks to ignore evade. Ghost Pokemon lose immunity to Fightning and Normal type attacks
*Swift (20): 22 Normal type damage, ignores evade, 23 average damage
Tackle (35): 14 Normal Type damage, 95% hit rate, 14 average damage
Quick Attack (30): 15 Normal type damage, insures first strike, 15 average damage
#Flash
*Swift is only learned naturally in Gold and Silver, meanwhile, Wing Attack is learned in its place in Crystal. Noting this for people who care.
Comments: Er…uhh…Yanma has…umm…DOUBLE TEAM! AND INNACCURRATE CONFUSION! AND DIES TO A SNEEZE! I'm sorry, but Yanma clearly just another random filler pokemon added into GSC so they could hit a nice round 250. Light bait.
Quagsire (Water/Ground)
170 HP, 105 Atk, 105 Def, 85 SpA, 85 SpD, 55 Spe
Durability: 1.15 physical, 0.93 magical
Earthquake (10): 67 Ground type damage, 71 average damage
Amnesia (20): Doubles special defense, stackable up to three times
Haze (30): Dispels all stat changes on the enemy and user
Mist (30): Grants immunity to stat downs
-----
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Water Gun (25): 22 Water Type damage, 23 average damage
Slam (20): 35 Normal type damage, 75% hit rate, 27 average
Rain Dance (5): Causes Rainy Day weather (aka a Field effect). Water type attacks get 50% more damage, Thunder (the attack) gets 100% hit rate, and Fire damage is halved, lasts 5 Turns
##Surf (15): 53 Water damage, 56 average
#Strength (15): 36 Normal damage, 38 average
#Flash, Whirlpool
Comments: Some good damage, Amnesia to mess around around with mages, a nice combination of types whose main weakness in game (Grass) doesn't apply much in the DL…he'd be a solid dueller overall…if it wasn't for one huge glaring flaw; 55 Speed. Due to that, he's condemned to be stuck as a Middle
Espeon (Psychic)
140 HP, 85 Atk, 80 Def, 150 SpA, 115 SpD, 130 Spe
Durability: 0.72 physical, 1.03 magical
Psychic (10): 84 psychic type damage, 10% chance of lowering target's Special Defense, 89 average damage
Morning Sun (5): 50% Healing
Sand Attack (15): Lower's targets accuracy by 1/3rd, stackable up to 6 times
Swift (20): 22 Normal type damage, ignores evade, 23 average damage
-----
Psych Up (10): Gain any stat ups the opponent has
Quick Attack (30): 15 Normal type damage, insures first strike, 15 average damage
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Psybeam (20): 61 Psychic type damage, 10% chance of inflicting confusion status, 64 average damage
Tackle (35): 14 Normal Type damage, 95% hit rate, 14 average damage
Confusion (25): 48 Psychic type damage, 10% chance of inflicting confusion status, 51 average damage
Baton Pass (40): Swaps Pokemon, and gives any stat boosters Ledian had to the newly swapped in Pokemon
Bite (25): 38 Dark type damage, 30% chance of flinching target if they are slower, 41 average damage
Take Down (20): 32 Normal type damage, 85% accurracy, does 25% of damage done back to him, 28 average damage, 21 effective damage
Focus Energy (30): Raises Critical hit rate to 12.5% for the rest of the fight
#Cut, Flash
Comments: Espeon is basically a variation of Alakazam, in that he trades off Recover for the inferior Morning Sun, and Reflect for better innate physical durability. Probably losing trades, though still a nasty competitor with high speed and excellent damage. Heavy
Umbreon (Dark)
170 HP, 85 Atk, 130 Def, 80 SpA, 150 SpD, 85 Spe
Durability: 1.43 physical, 1.65 magical
Faint Attack (20): 31 Dark type damage, Ignores evade, 32 average damage
Confuse Ray (15): Adds Confusion
Moonlight (5): 50% Healing
Sand Attack (15): Lower's targets accuracy by 1/3rd, stackable up to 6 times
-----
Take Down (20): 32 Normal type damage, 85% accurracy, does 25% of damage done back to him, 28 average damage, 21 effective damage
Focus Energy (30): Raises Critical hit rate to 12.5% for the rest of the fight
Quick Attack (30): 15 Normal type damage, insures first strike, 15 average damage
Tackle (35): 14 Normal Type damage, 95% hit rate, 14 average damage
Baton Pass (40): Swaps Pokemon, and gives any stat boosters Ledian had to the newly swapped in Pokemon
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Bite (25): 31 Dark type damage, 30% chance of flinching target if they are slower, 32 average damage
Pursuit (20): 22 Dark type damage, doubles damage if opponent swaps, 23 average damage
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Mean Look (5): Forces opponent to keep fighting until Umbreon is killed, or withdrawn
#Cut, Flash
Comments: Umbreon is the polar opposite of Espeon, not surprisingly. Excellent durability, with low damage and subpar speed. Moonlight probably works better on him than Morning Sun on Espeon due to his defensive game, and Sand Attack and Confuse Ray help this out. However, can't help but feel the total lack of offense hurts his game. High Middle
Murkrow (Dark/Flying)
135 HP, 105 Atk, 62 Def, 105 SpA, 62 SpD, 111 Spe
Durability: 0.54 physical, 0.54 magical
Night Shade (15): 50 non typed damage, ignores defense and all other modifiers
Faint Attack (20): 40 Dark type damage, Ignores evade, 42 average damage
Haze (30): Dispels all stat changes on the enemy and user
Peck (35): 28 Flying type damage, 29 average damage
-----
Mean Look (5): Forces opponent to keep fighting until Murkrow is killed, or withdrawn
Pursuit (20): 28 Dark type damage, doubles damage if opponent swaps, 29 average damage
##Fly (15): 48 Flying damage, one-turn invincible charge-time, 95 hit, 24 average
Comments: You know its sad when Peck somehow makes it onto your default skillset. Its also sad when you take physicals worse than Alakazam, and the only decent stat of yours that matters is above average speed. Murkrow is a prime example of GSC syndrom; random filler Pokemon who could have been good but was given really stupid flaws and thus condemns him to complete suck. Light