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Author Topic: Pokemon Generation 4  (Read 10850 times)

Meeplelard

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Pokemon Generation 4
« on: December 18, 2007, 11:16:52 PM »
Bwahahah, yes that's right, ANOTHER Pokemon Topic done by Meeple! You might want to start running now or something <.<

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.
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 (yes, that is as awesome as it sounds, and yes, T-tar still has Sandstream <.<)
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.

ANd now to the topic itself! ...in the next post
« Last Edit: May 06, 2009, 06:41:58 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

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Re: Pokemon Diamond/Pearl
« Reply #1 on: December 18, 2007, 11:19:41 PM »
Torterra (Grass/Ground)
170 HP, 129 Atk, 125 Def, 95 SpA, 105 SDef, 76 Spe
Durability: 1.37 Physical, 1.15 Magical
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, 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 typing (Weak to Fire and Wind (Debatably), 4x damage from Ice? Ewww...)  High Middle I suppose.


Infernape (Fire/Fighting)
151 HP, 124 Atk, 91 Def, 124 SpA, 91 SDef, 128 Spe
Durability: 0.88 physical, 0.88 magical
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 in invincible (yes, you read that right), 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

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.  Between healing, buffs, and big damage both physically magically, and ultimate in one turn bitch slaps if given the time, Infernape is very likely the best starter ever. Heavy

Empoleon (Water/Steel)
159 HP, 106 Atk, 108 Def, 131 SpA, 121 SDef, 80 Spe
Durability: 1.11 (2.22) physical, 1.24 magical
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 status, 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,
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 users 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 I suppose, its hard to ignore the low speed, though the immense physical durability offsets it some.


Staraptor (Normal/Flying)
160 HP, 140 Atk, 90 Def, 70 SpA, 70 SDef, 120 Spe
Durability: 0.93 Physical, 0.72 magical
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...IN A DUEL!!!!
Aerial Ace (20): 53 Flying type physical damage, cannot miss, 56 average damage
Take Down (20): 79 Normal type physical damage, 25% recoil damage, 85% accuracy, 53 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
Durability: 0.79 physical, 0.79 magical
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 damage, 85% accuracy, 39 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
Durability: 0.69 Physical, 0.69 Magical
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 status, 55% accuracy
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Growl (40): Lowers Attack by 1 level
-----
Bug Buzz (10): 42 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 44 average damage
Perish Song (5): Both the user and the target will faint 3 turns after this is used
Focus Energy (30): Raises Critical Hit rate to 25%
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
Durability: 0.99 physical, 0.99 magical
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 status, 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...IN A DUEL!!!!
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
Durability: 0.65 physical, 1.09 magical
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 status, 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, 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 (if its not obvious, this move is completely worthless one on one)
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
Durability: 0.89 (1.78) physical, 0.78 magical
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 damage, 85% accuracy, 46 average damage
Headbutt (15): 54 Normal type physical damage, 30% Flinch, 57 average damage
Focus Energy (30): Raises Critical Hit rate to 25%

Comments: Yes, that attack stat is insane, and yes, Head Smash's base damage is equally ridiculous.  Granted, the recoil and accuracy combo leave it not as damaging as you'd like.  Slow, and a bit frail to magical attacks (being Rock type saves his Physical durability), albeit Scary Face help covers the former problem. Probably works in Middle


Bastiodan (Rock/Steel)
135 HP, 72 Atk, 188 Def, 67 SpA, 158 Sdef, 50 Spe
Durability: 1.66 (6.64) physical, 1.38 magical
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 status, 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, 25% recoil damage, 85% accuracy, 18 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 he'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
Durability: 0.91 physical, 1.09 magical
Special Ability - Anticipation: If enemy has an attack that would be "Super Effective" against Wormadam in their current set, it will indicate it.  Yes, this is every bit as useful as it sounds in a duel, which is to say, not at all.

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 status, 29 average damage
Confusion (25): 21 Psychic type special damage, 10% chance of inflicting Confusion status, 22 average damage
Hidden Power (20): Does between 14 and 30 special damage, depending on the interpretation, and can be any typing (if said damage is Bug or Grass, then those damages are raised by 50%), make of this as you will, I refuse to touch this any further
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 54, 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
Bug Bite (20): 31 Bug type physical damage, 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
Durability: 1.09 physical, 0.91 magical
Special Ability - Anticipation: If enemy has an attack that would be "Super Effective" against Wormadam in their current set, it will indicate it.  Yes, this is every bit as useful as it sounds in a duel, which is to say, not at all

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 (20): Does between 11 and 24 special damage, depending on the interpretation, and can be any typing (if said damage is Bug or Ground, then those damages are raised by 50%), make of this as you will, I refuse to touch this any further
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
Durability: 1.00 (2.00) physical, 1.00 magical
Special Ability - Anticipation: If enemy has an attack that would be "Super Effective" against Wormadam in their current set, it will indicate it.  Yes, this is every bit as useful as it sounds in a duel, which is to say, not at all

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 (20): Does between 12 and 27 special damage, depending on the interpretation, and can be any typing (if said damage is Bug or Steel, then those damages are raised by 50%), make of this as you will, I refuse to touch this any further
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
Durability: 0.65 physical, 0.65 magical
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 (20): Does between 16 and 34 special damage, depending on the interpretation, and can be any typing (if said damage is Bug or Flying, then those damages are raised by 50%), make of this as you will, I refuse to touch this any further
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, 46 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
Durability: 0.42 physical, 0.42 magical
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
Bug Bite (20): 20 Bug type physical damage, 21 average damage


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
Durability: 1.14 physical, 1.14 magical
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 status, 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 status, 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. IOWs, this move is completely worthless in this format
Bug Bite (20): 39 Bug type physical damage, 41 average damage

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
Durability: 0.78 physical, 0.96 magical
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

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

Floatzel (Water)
160 HP, 125 Atk, 75 Def, 105 SpA, 70 SDef, 135 Spe
Durability: 0.77 physical, 0.72 magical
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
Durability: 0.84 physical, 0.92 magical
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, fails on Grass types.
-----
Helping Hand (20): Boosts allies damage by 50%…IN A DUEL!!!!
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, 25% recoil, 85% accuracy, 20 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
Durability: 1.06 Physical, 1.22 magical
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…IN A DUEL!

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…do note that Gastrodon is a Ground type, so this move is as worthless as it sounds
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 (20): Does between 15 and 33 special damage, depending on the interpretation, and can be any typing (if said damage is Ground or Water, then those damages are raised by 50%), make of this as you will, I refuse to touch this any further
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
Durability: 0.83 physical, 0.83 Magical
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, IN A DUEL!!!

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
« Last Edit: October 20, 2012, 05:22:06 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

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Re: Pokemon Diamond/Pearl
« Reply #2 on: December 18, 2007, 11:20:31 PM »
Drifblim (Ghost/Flying)
225 HP, 100 Atk, 64 Def, 110 SpA, 74 Sdef, 100 Spe
Durability: 0.93 (Immune) physical, 1.07 magical
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, 10% 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, IN A DUEL!!!
Spit Up (10): Does 43 Normal type special damage for every Stock it has, resets Stock to 0, 45 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): Raises Critical Hit rate to 25%
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
Durability: 0.94 physical, 1.05 magical
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): Move that is so awesome it needs no explanation, and is completely banned
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): If user dies, then the next Pokemon comes in at full health with all status healed...IOWs, totally useless in a duel.
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

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
Durability: 0.69 (Immune) physical, 1.09 magical
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 status
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, IN A DUEL!!!
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
Durability: 0.81 physical, 0.81 magical
Special Ability 1 - Insomnia: Grants Immunity to Sleep
Special Ability 2 - Super Luck: Critical Hits are raised to 12.5% on normal moves; High Crit moves like Slash are now 33%.  This is already factored into damage when necessary

Night Slash (15): 64 Dark type physical damage, 33% (12.5%) Critical hit rate, 85 (72) 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 status, 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, IN A DUEL!!!
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

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
Durability: 0.79 physical, 0.65 magical
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): Adds Sleeps status, 70% accuracy
Swagger (15): Adds confusion status, 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…IN A DUEL!!!
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


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
Durability: 1.00 physical, 0.93 magical
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): Raises Critical Hit rate to 25%
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 in invincible (yes, you read that right), 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
Durability: 1.25 (2.50) physical, 1.25 magical
Special Trait 1 - Heatproof: Halves Fire type damage. Note that on Bronzong, this effectively cancels out his Fire weakness, making him neutral to it
Special Trait 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): Adds Sleep, 70% 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
Durability: 0.63 physical, 0.60 magical
Special Ability 1 - Keen Eye: Grants immunity to accuracy lowering moves
Special Ability 2 - Tangled Feet: If Chatot is inflicted with Confusion status, 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): Grants sleep status, 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 status, 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
Durability: 1.03 (immune) physical, 1.03 magical
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): Adds Sleep, 70% 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
Durability: 1.36 physical, 1.24 magical
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
Durability: 0.84 (1.68) physical, 0.84 magical
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 in invincible (yes, you read that right), 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
Copy Cat (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

Comments: Yes, that move set is too freaking large, filled with a lot of nigh pointless things to boot.  However, what is useful is pretty darn good.  Can do good damage that hits both defenses, and raise both in some manner, and a few tricks here and there.  Being Steel type makes him a tank to many kinds of attacks too, and he's got decent speed. Heavy


Hippowdon (Ground)
183 HP, 132 Atk, 138 Def, 88 SpA, 92 Sdef, 67 Spe
Durability: 1.63 physical, 1.09 magical
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


Drapion (Dark/Poison)
145 HP, 110 Atk, 130 Def, 80 SpA, 95 Sdef, 115 Spe
Durability: 1.22 physical, 0.89 magical
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 (if its not obvious, this move is completely worthless one on one)
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
Durability: 0.86 physical, 0.86 magical
Special Ability 1 - Anticipation: If enemy has an attack that would be "Super Effective" against Toxicroak in their current set, it will indicate it.  Yes, this is every bit as useful as it sounds in a duel, which is to say, not at all.
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

Poison Jab (20): 64 Poison type physical damage, 30% chance of inflicting Poison, 68 average damage
Swagger (15): Adds confusion status, 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

Comments: Fairly middling overall, though being able to nail both defensive stats, combined with Nasty Plot, doesn't hurt. Middle
« Last Edit: May 06, 2009, 03:06:23 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

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Re: Pokemon Diamond/Pearl
« Reply #3 on: December 18, 2007, 11:21:07 PM »
Carnivine (Grass)
149 HP, 120 Atk, 92 Def, 110 SpA, 92 Sdef, 66 Spe
Durability: 0.88 physical, 0.88 magical
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): Does 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
Durability: 0.83 physical, 0.92 magical
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 12.5% 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 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
Durability: 1.01 physical, 1.12 magical
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 status, 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 tricks on the side like Grass Whistle, Swagger and Sheer Cold, as well as adequate physical damage on the side, he's got a nice skill set overall.  Doesn't hurt that Hail helps slowly whittle enemies down.  What isn't nice is bad speed on something that takes 4x damage from Fire, and the durability doesn't compensate for this much either.  Probably Middle


Weavile (Dark/Ice)
145 HP, 140 Atk, 85 Def, 65 SpA, 105 Sdef, 145 Spe
Durability: 0.80 physical, 0.98 magical
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, 11 average damage (if you're wondering, this move has a side effect that involves the entire team using it on the enemy, but that's meaningless here)
Icy Wind (10): 23 Ice type special damage, lowers speed by 1 level, 95% accuracy, 23 average damage

Comments: Ah, Weavile; the much needed evolution of the renowned Sneasel.  That skill set is too large, with most of those moves being completely worthless.  In any event, fast as hell, with decent damage, and some tricks on the side, like a speed game w/ Agility and Icy Wind, or Nasty Plot letting him eventually get good Special damage, even a move that screws people relying on Items (hi…uhh…Rikku?). Middle/Heavy


Magnezone (Electric/Steel)
145 HP, 90 Atk, 135 Def, 150 SpA, 110 Sdef, 80 Spe
Durability: 1.26 (2.52) physical, 1.03 magical
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 status, 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: The somewhat random evolution of Magneton sports good damage, is tanky, has lots of resistances, though key weaknesses to Fire and W4 Ground, albeit, he can cover the latter if he's faster (…big if there) with Magnet Rise.  Some tricks as well like Thunderwave or Supersonic…but the speed holds him back some. Middle/Heavy works I suppose.


Lickilicky (Normal)
185 HP, 105 Atk, 115 Def, 100 SpA, 115 Sdef, 70 Spe
Durability: 1.37 physical, 1.37 magical
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 status, 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.  Suppose Middle works; at very least, we can all agree this is an incredible boost in worth over Lickitung.


Rhyperior (Rock/Ground)
190 HP, 160 Atk, 150 Def, 75 SpA, 75 Sdef, 60 Spe
Durability: 1.83 (3.66) physical, 0.91 magical
Special Ability 1 - Lightning Rod: All Electric damage in a team battle is aimed at Rhyperior; yes, this is obviously worthless in a duel
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

Comments: Excellent physical durability, even disregarding the Rock typing, magic durability isn't as bad as it could be, Solid Rock makes the weakness to Ice not a big deal, and the damage is nothing short of stellar.  Scary Face helps cover the speed weakness, and Rock Wrecker as a finisher means even durable healers will be heal locked, or he can simply Tail Whip to set up a OHKO. Rhydon rocked face in the DL in Gen 3, not surprising that his evolution would be impressive too. Heavy


Tangrowth (Grass)
175 HP, 120 Atk, 145 Def, 130 SpA, 70 Sdef, 70 Spe
Durability: 1.63 physical, 0.79 magical
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 is equivalent of Splash
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: Continuing the trend of "evolutions of older Pokemon to make them better", Tangrowth is indeed a noteworthy improvement over the original sad excuse for a grass type in Tangela.  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.  The typing isn't the greatest for a dueling format, and the speed sinks it, especially against Mages.  Middle

Electivire (Electric)
150 HP, 143 Atk, 87 Def, 115 SpA, 105 Sdef, 115 Spe
Durability: 0.84 physical, 1.02 magical
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

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 I guess?  Not really that large a jump over Electabuzz.


Magmortar (Fire)
150 HP, 115 Atk, 87 Def, 145 SpA, 115 Sdef, 103 Spe
Durability: 0.84 physical, 1.11 magical
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

Comments: Magmar's answer to Electabuzz evolving, Magmortar is essentially the same thing, except more reliant on Special Attacks (which is a good thing here), but slower for a touch more durability (losing trade.)  The damage is hard to deny, and Confuse Ray makes a nice option. Middle/Heavy works for him too.


Togekiss (Normal/Flying)
160 HP, 70 Atk, 115 Def, 140 SpA, 135 Sdef, 100 Spe
Durability: 1.19 physical, 1.39 magical
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, one turn charge time, 90% (72%) accuracy, 29 (35) 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.  Yes, this move is about as unreliable as you can get, and should never be factored anywhere outside of RPGmon.
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon, IN A DUEL!!!
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…IN A DUEL!!!
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

Comments: A rare case where someone has *2* potentially useful traits, it’s a pity the attack stat wasn't higher. In any event, decently 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 be it some status immunity, or status to toss back at the opponent.  Pretty solid dueler all around, not something you'd expect from the Togepi line, but I guess that's why they evolved it.  Middle/Heavy as I can't help but think its missing something for pure Heavy.


Yanmega (Bug/Flying)
161 HP, 96 Atk, 106 Def, 136 SpA, 76 Sdef, 115 Spe
Durability: 1.10 physical, 0.79 magical
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, 70% 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 status, 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 status, 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: Yanmega, much like Weavile and Honchkrow, is the apology for trying to pass Yanma off as a fully evolved Pokemon.  Now with actual damage and stats, as well as some nice skills to use Speed Boost with, Yanmega at least looks like something worthwhile.  Granted, the typing still sucks especially without the durability to compensate, so I struggle to give him beyond Middle/Heavy.


Leafeon (Grass)
140 HP, 130 Atk, 150 Def, 80 SpA, 85 Sdef, 115 Spe
Durability: 1.35 physical, 0.77 magical
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
Sword Dance (30): Raises users Attack by 2 levels
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
-----
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, IN A DUEL!!!
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.  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%…IN A DUEL!!!!
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 (5): 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 overall, I suppose.


Glaceon (Ice)
140 HP, 80 Atk, 130 Def, 150 SpA, 115 Sdef, 85 Spe
Durability: 1.17 physical, 1.03 magical
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, IN A DUEL!!!
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.  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%…IN A DUEL!!!!
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.


Gliscor (Flying/Ground)
150 HP, 115 Atk, 145 Def, 65 SpA, 95 Sdef, 115 Spe
Durability: 1.40 physical, 0.92 magical
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, the Gligar evolution isn't fond of lacking TMs really.
« Last Edit: October 20, 2012, 05:22:42 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

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Re: Pokemon Diamond/Pearl
« Reply #4 on: December 18, 2007, 11:22:09 PM »
Mamoswine (Ground/Ice)
185 HP, 150 Atk, 100 Def, 90 SpA, 80 SDef, 100 Spe
Durability: 1.19 physical, 0.95 magical
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 the damage of Electric attacks done to the user…given Mamoswine is a Ground type and thus already immune to Electric attacks, this moves worth should be obvious
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.  Surprisingly decent, all things considered, looks like they finally made something that made use of Swinub's unique typing. Low Heavy works, I suppose.


Porygon-Z (Normal)
160 HP, 100 Atk, 90 Def, 155 SpA, 95 Sdef, 110 Spe
Durability: 0.93 physical, 0.98 magical
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, Porygon-Z's respective attack stat will raise by 2 levels (so if Porygon-Z 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

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
Durability: 0.78 physical, 1.24 magical
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 users 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 in invincible (yes, you read that right), 32 average damage
Helping Hand (20): Boosts allies damage by 50%…IN A DUEL!!!!
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
Durability: 1.44 (5.76) physical, 1.48 magical
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 (15): Inflicts Paralysis
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! (aka the evolution of Nosepass.)  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.  Text book Middle I suppose.

Dusknoir (Ghost)
120 HP, 120 Atk, 155 Def, 85 SpA, 155 Sdef, 65 Spe
Durability: 1.2 (immune) physical, 1.2 magical
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, IN A DUEL!!!
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…it a bit lacking though, and the speed is even worse.  High Middle as the potential physical immunity is too hard to ignore.


Froslass (Ghost/Ice)
145 HP, 100 Atk, 90 Def, 100 SpA, 90 Sdef, 130 Spe
Durability: 0.84 (immune) physical, 0.84 magical
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. IOWs, this move is completely worthless in this format
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 status 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 (Electric/Ghost)
125 HP, 70 Atk, 97 Def, 115 SpA, 97 Sdef, 111 Spe
Durability: 0.78 (immune) physical, 0.78 magical
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 (15): Inflicts Paralysis
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 status, 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


Uxie (Psychic)
150 HP, 95 Atk, 150 Def, 95 SpA, 150 SDef, 115 Spe
Durability: 1.45 physical, 1.45 magical
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 is equivalent of Splash
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 status, 32 average damage
Swift (20): 25 Normal type special damage, cannot miss, 26 average damage

Comments: Tanky, with passable 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
Durability: 1.25 Physical, 1.25 Magical
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 is equivalent of Splash
Confusion (25): 40 Psychic type special damage, 10% chance of inflicting Confusion status, 42 average damage
Healing Wish (10): If user dies, then the next Pokemon comes in at full health with all status healed...IOWs, totally useless in a duel.
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 I guess?

Azelf (Psychic)
150 HP, 145 Atk, 90 Def, 145 SpA, 90 SDef, 135 Spe
Durability: 0.87 physical, 0.87 magical
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 status, 32 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
-----
Confusion (25): 45 Psychic type special damage, 10% chance of inflicting Confusion status, 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 is equivalent of Splash
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.  Probably a Heavy but I could be overselling it.


Dialga (Dragon/Steel)
175 HP, 140 Atk, 140 Def, 170 SpA, 120 SDef, 110 Spe
Durability: 1.58 (3.16) physical, 1.35 magical
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

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
Durability: 1.27 physical, 1.49 magical
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 status, 80 average damage
Aqua Tail (10): 94 Water physical damage, 90% accuracy, 84 average damage

Comments: More offensive oriented version of Dialga, all things considered. As such, probably gets Godlike as well.


Heatran (Fire/Steel)
166 HP, 110 Atk, 126 Def, 150 SpA, 126 SDef, 97 Spe
Durability: 1.35 (2.70) physical, 1.35 magical
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 Antihealing moves in Scary Face and Metal Sound should the time arrive.  Not as slow as you'd expect either, albeit, the speed isn't something hype worthy.  Heavy I guess.
« Last Edit: May 01, 2009, 07:24:10 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

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Re: Pokemon Diamond/Pearl
« Reply #5 on: December 18, 2007, 11:23:14 PM »
Regigigas (Normal)
185 HP, 180 (90) Atk, 130 Def, 100 SpA, 130 SDef, 120 (60) Spe
Durability: 1.55 physical, 1.55 magical
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 status
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
Durability: 2.03 (Immune) physical, 2.03 magical
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

Comments: The durability speaks for itself.  Immune to basic physicals, and even those that through have to deal with obscene durability.  Magic is no worse off either.  Damage could be better, but its not completely awful, and he can get around invincibility whores. Heavy/Godlike for now


Cresselia (Psychic)
195 HP, 90 Atk, 140 Def, 95 SpA, 150 SDef, 105 Spe
Durability: 1.76 physical, 1.89
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, 100% 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
Durability: 1.00 physical, 1.00 magical
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
Aqua Ring (20): After this is used, user Heals for 12.5% their MHP at the end of each turn
-----
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
Supersonic (20): Adds Confusion status, 55% accuracy

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
Durability: 1.35 physical, 1.35 magical
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 12.5% 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 status, 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.  Manaphy is a pseudo evolution of Phione that is technically a whole new Pokemon (weird situation; you need Manaphy to breed a Phione, yet Phione does not evolve into Manaphy, hence, two separate though related Pokemon), not surprising he's better in everyway.  In any event, having all what Phione had, plus considerable more speed and durability, slugfests are actually closer in his grasp...or would be if his damage still wasn't lowish...but Tail Glow can fix that. Heavy


Darkrai (Dark)
145 HP, 110 Atk, 110 Def, 155 SpA, 110 Sdef, 145 Spe
Durability:  1.03 physical, 1.03 magical
Special Ability - Bad Dreams: If opponent is inflicted with Sleep status 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
*Roar of Time (5): 96 Dragon type Special damage, user is forced to skip next turn if attack hits, 90% accuracy, 45 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
-----
*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, 70% 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
Double Team (15): Raises Evasion by 1 level
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 only one other Pokemon  out of the entire 493 cast (those being Palkia and Dialga respectively…and fine, Smeargle can get it too, but he never counts), so its got a uniqueness value, and obtained in a unique manner to boot.  YMMV with this move, so thought it was worth pointing out.

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 + Roar of Time tends to kill things dead.  High Heavy


[u[Shaymin-Land (Grass)[/u]
175 HP, 120 Atk, 120 Def, 120 SpA, 120 Sdef, 120 Spe
Durability: 1.35 physical, 1.35 magical
Special Trait - 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, 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 is equivalent of Splash
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): If user dies, then the next Pokemon comes in at full health with all status healed...IOWs, totally useless in a duel.

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, and Growth has some potential uses against Healers.  For something with such a limited competitive move set, it seems to translate oddly well here. Probably Heavy


Arceus (Whatever it wants to be)
195 HP, 140 Atk, 140 Def, 140 SpA, 140 Sdef, 140 Spe
Durability: 1.76 (3.52 w/ Iron Plate or Stone Plate) (Immune w/  Spooky Plate) physical, 1.76 magical
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 (outside of naturally un-equipping it yourself, of course)
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 is equivalent of Splash
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 defendant 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: Arceus has, without exception, the highest stat total of any Pokemon to date, being the only one to be higher than the 680 value which was shared by most of the other "ubers."  Naturally, you'd expect him to be bad ass based on that alone, and he doesn't disappoint.  Fast as hell, hits hard, has healing and tanky, and even an annoying buff that adds to his tanking game.  Even has Hyper Beam as a finisher if need be.  If that wasn't enough, he can also be ANY TYPING HE WANTS, and at the same time, USE any type of attack he wants.  This means he can resist any damage he wants, gain arguable physical immunity, hit any just about any weakness, etc.  With all these in mind, its pretty hard to deny him that Godlike ranking, especially considering all his nicknames <_<
« Last Edit: May 06, 2009, 07:18:21 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

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Re: Pokemon Diamond/Pearl
« Reply #6 on: December 18, 2007, 11:24:31 PM »
Venusaur (Grass/Poison)
155 HP, 102 Atk, 100 Def, 120 SpA, 120 Sdef, 100 Spe
Durability: 1.03 physical, 1.20 magical
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, 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 damage, 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
Durability: 0.97 physical, 1.04 magical
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

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
Durability: 1.19 physical, 1.24 magical
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, 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

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
Iron Defense (15): Raises Defense by 2 levels


Butterfree (Bug/Flying)
135 HP, 65 Atk, 70 Def, 100 SpA, 100 Sdef, 90 Spe
Durability: 0.61 physical, 0.87 magical
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 status, 29 average damage
Confusion (25): 22 Psychic type special damage, 10% chance of inflicting Confusion status, 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 status, 71.5% accuracy
Whirlwind (20): Forces opponent to Run/Swap, always goes last...IN A DUEL!!!!
Bug Bite (20): 39 Bug type physical damage, 41 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
Durability:  0.54 physical, 0.90 magical
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
-----
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): Raises Critical Hit rate to 25%
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 (if its not obvious, this move is completely worthless one on one)
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
Durability: 0.97 physical, 0.92 magical
Special Ability 1 - Keen Eye: Grants immunity to accuracy lowering moves
Special Ability 2 - Tangled Feet: If Pidgeot is inflicted with Confusion status, evasion raises by 50%

Air Slash (20): 43 Flying type special damage, 30% Flinch, 95% accuracy, 43 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

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
Durability: 0.67 physical, 0.75 magical
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): Raises Critical Hit rate to 25%
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
Durability: 0.73 physical, 0.73 magical
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, 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
Durability: 0.78 physical,  0.89 magical
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): Does 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

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), 50 Def, 70 (140) SpA, 60 Sdef, 110 Spe
Durability: 0.35 physical, 0.42 magical
Special Trait - 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 (15): Inflicts Paralysis, 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 in invincible (yes, you read that right), 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
Durability: 0.65 physical, 0.87 magical
Special Trait - 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 (15): Inflicts Paralysis, 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 in invincible (yes, you read that right), 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…
« Last Edit: May 20, 2009, 02:54:30 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

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Re: Pokemon Diamond/Pearl
« Reply #7 on: December 18, 2007, 11:26:03 PM »
Sandslash (Ground)
150 HP, 120 Atk, 130 Def, 65 SpA, 75 Sdef, 85 Spe
Durability: 1.25 physical, 0.73 magical
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
Durability:  1.14 physical, 1.12 magical
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%…IN A DUEL!!!!
Toxic Spikes (20): Puts down a layer of spikes that poisons opponent upon entering, a second layer formed yields Toxic status (if its not obvious, this move is completely worthless one on one)
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
Durability:  0.98 physical, 0.96 magical
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): Raises Critical Hit rate to 25%
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%…IN A DUEL!!!!
Toxic Spikes (20): Puts down a layer of spikes that poisons opponent upon entering, a second layer formed yields Toxic status (if its not obvious, this move is completely worthless one on one)
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.

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
Durability: 1.02 physical, 1.21 magical
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, 100% 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
Copy Cat (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 status, 55% accuracy
Defense Curl (40): Raises Defense by 1 level
Follow Me (20): Forces all opponents to target user…IN A DUEL!!!
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 status 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.  Yes, this move is about as unreliable as you can get, and should never be factored anywhere outside of RPGmon.
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): If user dies, then the next Pokemon comes in at full health with all status healed...IOWs, totally useless in a duel.

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
Durability: 0.91 physical, 1.15 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...IN A DUEL!!!!
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
Durability: 0.90 physical, 0.97 magical
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 status, 55% accuracy
Copy Cat (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 status 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


Vileplume (Grass/Poison)
150 HP, 100 Atk, 105 Def, 120 SpA, 110 SDef, 70 Spe
Durability:  1.02 physical, 1.06 magical
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 is equivalent of Splash
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

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
Durability: 0.87 physical, 0.87 magical
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
Durability:  0.75 physical, 0.89 magical
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
Durability: 0.5 physical, 0.64 magical
Special Ability 1 - Sand Veil: If Sandstorm Weather effect is active, Garchomp's Evade raises by 20%
Special Ability 2 - Arena Trap: Opponent is unable to run or swap…IN A DUEL!!!! 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
Durability: 0.73 physical, 0.77 magical
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.  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.

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, 27average 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

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

*BIG GAP*
Golduck (Water)
155 HP, 102 Atk, 98 Def, 115 SpA, 100 Sdef, 105 Spe
Durability: 0.98 Physical, 1.00 Magical
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

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
Durability: 0.73 physical, 0.81 magical
Special Ability 1 - Vital Spirit: Grants immunity to Sleep status
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 status, 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): Raises Critical Hit rate to 25%
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
Durability: 1.06 physical, 1.06 magical
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%…IN A DUEL!!!!
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...IN A DUEL!!!!
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
Durability: 1.22 physical, 1.17 magical
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 status is also lost, 42 average damage
Hydro Pump (5): 68 Water type special damage, 80% accuracy, 57 average damage
Hypnosis (20): Adds Sleeps status, 70% 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, 33% recoil, 80% accuracy, 30 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

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.  Can't see him in Heavy due to that, and the strategy backfires badly against  Sleep immunes, so High middle


Alakazam (Psychic)
130 HP, 70 Atk, 65 Def, 145 SpA, 105 Sdef, 140 Spe
Durability: 0.55 Physical, 0.88 magical
Special Trait 1 - Inner Focus: Grants Immunity to Flinch.
Special Trait 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): 59 Psychic type special damage,  10% chance of adding Confusion, 62 average damage
Confusion (25): 45 Psychic type special damage,  10% chance of adding Confusion, 47 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

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.
« Last Edit: May 06, 2009, 07:02:23 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

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Re: Pokemon Diamond/Pearl
« Reply #8 on: December 18, 2007, 11:26:52 PM »
Machamp (Fighting)
165 HP, 150 Atk, 100 Def, 85 SpA, 105 Sdef, 75 Spe
Durability: 1.06 Physical, 1.12 Magical
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
Wake Up Slap (10): 56 Fighting type physical damage, damage doubles it target is asleep, in which case, sleep status is also lost, 59 average damage
Submission (25): 75 Fighting type physical damage, 33% recoil, (80% accuracy), 53 (42) 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
Durability: 0.85 Physical, 0.80 magical
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): Does 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
Durability: 0.85 physical, 1.40 magical
Special Ability 1 - Liquiz 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 status, 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 (if its not obvious, this move is completely worthless one on one)
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

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
Durability: 1.50 (3.00) physical, 0.85 magical
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…ON A GROUND TYPE!!!
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
Durability: 0.81 physical, 0.9 magical
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
Durability: 1.43 Def, 1.10 Sdef
Special Ability 1 - Oblivious: Grants Immunity to Attract status
Special Ability 2 - Own Tempo: Grants Immunity to Confusion status

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
Durability: 0.61 physical, 0.67 magical
Special Ability 1 - Keen Eye: Grants immunity to accuracy lowering moves
Special Ability 2 - Inner Focus: Grants immunity to flinching
Unique Item - Stick: Critical Hits are raised to 25% on normal moves; High Crit moves like Slash are now 33%.  This is already factored into damage when necessary

Slash (20): 39 Normal type damage, 33% Critical Hit rate, 51 average damage
Agility (30): Raises Speed by 2 levels
Sword Dance (30): Raises users 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 in invincible (yes, you read that right), 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

Comments: ...its Farfetch'd.  Light


Dodrio (Flying/Normal)
135 HP, 130 Atk, 90 Def, 80 SpA, 80 Sdef, 120 Spe
Durability: 0.69 Physical, 0.69 magical
Special Ability 1 - Run Away: Insures you will always succeed at running!!!
Special Ability 2 - Early Bird: Halves the duration of Sleep status

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
Tri-Attack (10): 42 Normal type special damage, 20% chance of adding Freeze, Burn or Paralysis, 44 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 status, 27 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.  Doesn't help that Staraptor is better than him at like everything now.  Can we all shed tears for who use to be the awesome Normal/Flying type?  Low Middle


Dewgong (Water/Ice)
165 HP, 90 Atk, 100 Def, 90 SpA, 115 Sdef, 90 Spe
Durability: 1.07 physical, 1.22 magical
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 damage, 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 12.5% 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
Durability: 1.10 physical, 1.39 magical
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
« Last Edit: June 04, 2009, 03:21:12 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

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Re: Pokemon Diamond/Pearl
« Reply #9 on: December 18, 2007, 11:29:33 PM »
Articuno (Ice/Flying)
165 HP, 105 Atk, 120 Def, 115 SpA, 145 Sdef, 105 Spe
Durability: 1.28 physical, 1.54 magical
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
*Extrasensory (30): 35 Psychic type special damage, 10% Flinch, 37 average damage
*Heal Bell 5): Full status healing
*Haze (30): Dispels all stat modifiers on the entire field

*These moves are gotten in Pokemon XD.  Whether you allow them is up to you.

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
Durability:  1.12 physical, 1.18 magical
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 (15): Inflicts Paralysis, 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
*Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
*Extrasensory (30): 49 Psychic type special damage, 10% Flinch, 52 average damage
* Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon, IN A DUEL!!!

*These moves are gotten in Pokemon XD.  Whether you allow them is up to you.

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
Durability:  1.18 physical, 1.12 magical
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 (5): 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, one turn charge time, 90% accuracy, 49 average damage
Safeguard (25): Grants immunity to all status for 5 turns
*Extrasensory (30): 49 Psychic type special damage, 10% Flinch, 52 average damage
*Will-o-Wisp (15): Inflicts Burn, 75% accuracy
*Morning Sun (5): 50% Healing, 25% Healing during any weather effect outside of Sunny Day, in which case, its 66%

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.  He is drastically different from the Fire Spin + Agility reliant form back in the RBY Days, so this is really just an extension of the FRLG form.  Heavy still though.


Dragonite (Dragon/Flying)
166 HP, 154 Atk, 115 Def, 120 SpA, 120 Sdef, 100 Spe
Durability: 1.23 physical, 1.28 magical
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 (15): Inflicts Paralysis, 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

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
Durability: 1.28 physical, 1.28 magical
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
Durability: 1.35 physical, 1.35 magical
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, IN A DUEL!!!
Metronome (10): Uses a random Pokemon move at equal frequency.  Yes, this move is about as unreliable as you can get, and should never be factored anywhere outside of RPGmon.
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.

Meganium (Grass)
155 HP, 102 Atk, 120 Def, 103 SpA, 120 Sdef, 100 Spe
Durability: 1.20 physical, 1.20 magical
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 is equivalent of Splash
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
Durability: 0.97 physical, 1.04 magical
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.  Flamethrower works as consistent damage when Eruption starts failing, and Blaze still exists.  If nothing else, that combo is what keeps him from seeming like a worse Charizard clone here, so Middle/Heavy


Feraligatr (Water)
160 HP, 125 Atk, 120 Def, 99 SpA, 103 Sdef, 98 Spe
Durability: 1.24 physical, 1.06 magical
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, 43, 42% does 32, 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

*BIG GAP*

Raikou (Electric)
165 HP, 105 Atk, 95 Def, 135 SpA, 120 Sdef, 135 Spe
Durability: 1.01 physical, 1.28 magical
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...IN A DUEL!!!!
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
Durability: 1.28 physical, 1.16 magical
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...IN A DUEL!!!!
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 status, raises Target's attack by 2 levels, 90% accuracy

Comments: And Entei continues the tradition of wasting his good attack stat! Well, not as badly as before since Fire Fang is 4HKO or something.  Eruption helps him get around the higher damage curve at least, but otherwise, the usual Low Heavy fair.

Suicune (Water)
175 HP, 95 Atk, 135 Def, 110 SpA, 135 Sdef, 105 Spe
Durability: 1.52 physical, 1.52 magical
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: Suicune lost any real case about 2HKOing, but that's not really an issue to him since he was more about simply outlasting his opponent.  He's still a complete tank, and can buff with Calm Mind and now Tailwind is added on.  Should be able to stay a decent enough Heavy

Tyranitar (Rock/Dark)
175 HP, 154 Atk, 130 Def, 115 SpA, 120 (180) Sdef, 81 Spe
Durability: 1.46 (2.92) physical, 1.35 (2.03) magical
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: More or less unchanged from his original GSC form…except for the boosted Special Defense and the auto Pseudo Poison effect he has from Sandstorm. Needless to say, he's scary.  Takes hits really well, hits hard back, and Scary Face even covers his speed woes. High Heavy
Lugia (Psychic/Flying)
181 HP, 110 Atk, 150 Def, 110 SpA, 174 Sdef, 130 Spe
Durability: 1.75 physical, 2.03 magical
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
*Feather Dance (15): Lowers Attack 2 levels
Whirlwind (20): Forces opponent to Run/Swap, always goes last...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 is equivalent of Splash
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, one turn charge time, 90% accuracy, 45 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


*These moves are Pokemon XD, whether you allow them is up to you.  Do note that Psycho boost is used by 4 other Pokemon only, be it levels, TMs, breeding, etc. and all of them have the name "Deoxys."

Comments: If you don't know how Lugia functions by now, then you really don't know Pokemon or haven't been paying attention.  Tanking game now adds in Calm Mind for even more annoyance, plus Aeroblast being Special now compensates for losing the Crit Rate (now Calm Mind boosts it.) Low Godlike


Ho-Oh (Fire/Flying)
181 HP, 150 Atk, 110 Def, 130 SpA, 174 Sdef, 110 Spe
Durability: 1.28 physical, 2.03 magical
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 (5): 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 is equivalent of Splash
Sky Attack (5): 130 Flying type physical damage, 30% Flinch, one turn charge time, 90% accuracy, 62 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...IN A DUEL!!!!
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: Sacred Fire being physical boosts his damage some, Fire Blast is a good Special compliment (especially with Calm Mind on the side), and Brave Bird is some decent damage against Fire Resistance.  Recover and Safeguard are nice defensive tricks too. High Heavy

Celebi (Grass/Psychic)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 Sdef, 120 Spe
Durability: 1.35 physical, 1.35 magical
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, fails on Grass types.
Perish Song (5): Both the user and the target will faint 3 turns after this is used
Healing Wish (10): If user dies, then the next Pokemon comes in at full health with all status healed...IOWs, totally useless in a duel.
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, IN A DUEL!!!
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 is equivalent of Splash
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: October 20, 2012, 05:24:22 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

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Re: Pokemon Diamond/Pearl
« Reply #10 on: December 18, 2007, 11:38:37 PM »
Sceptile (Grass)
145 HP, 105 Atk, 85 Def, 125 SpA, 105 Sdef, 140 Spe
Durability: 0.80 physical, 0.98 magical
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, so  Middle/Heavy

Blaziken (Fire/Fighting)
155 HP, 140 Atk, 90 Def, 130 SpA, 90 Sdef, 100 Spe
Durability: 0.9 physical, 0.9 magical
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): Raises Critical Hit rate to 25%
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.  Still some nice options on the side and can deal with Fire resistance well enough.  Middle/Heavy

Swampert (Water/Ground)
175 HP, 130 Atk, 110 Def, 105 SpA, 110 Sdef, 80 Spe
Durability: 1.24 physical, 1.24 magical
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...do note that Swampert is a Ground type, so this move is as worthless as it sounds
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, 33% recoil damage, 85% accuracy, 29 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


Salamence (Dragon/Flying)
170 HP, 155 Atk, 100 Def, 130 SpA, 100 Sdef, 120 Spe
Durability: 1.10 physical, 1.10 magical
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): Raises Critical Hit rate to 25%
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

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
Durability: 1.50 (3.00) physical, 1.10 magical
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, 33% recoil damage, 85% accuracy, 35 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, 389average 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
Durability: 2.20 (4.40) physical, 1.20 magical
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): 30 Electric type special damage, adds Paralysis, 50% accuracy, 15 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
Durability: 1.20 physical, 2.20 magical
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): 50 Electric type special damage, adds Paralysis, 50% accuracy, 26 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
Durability: 1.70 (3.40) physical, 1.70 magical
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): 40 Electric type special damage, adds Paralysis, 50% accuracy, 21 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
Durability: 1.10 physical, 2.25 magical
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): If user dies, then the next Pokemon comes in at full health with all status healed...IOWs, totally useless in a duel.
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
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.
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%…IN A DUEL!!!!
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
Durability: 1.00 physical, 1.95 magical
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%…IN A DUEL!!!!
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
Durability:  1.24 physical, 1.80 magical
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 12.5% 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
Durability:  1.80 physical, 1.24 magical
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/fFlying)
180 HP, 170 Atk, 110 Def, 170 SpA, 110 Sdef, 95 Spe
Durability: 1.28 physical, 1.28 magical
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
Durability: 1.35 (2.70) physical, 1.35 magical
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

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): If user dies, then the next Pokemon comes in at full health with all status healed...IOWs, totally useless in a duel.
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%…IN A DUEL!!!!
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
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
Durability: 0.56 Physical, 0.56 Magical
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, 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 (so a move like Calm Mind or Recover would be effected, but not something like Light Screen or Wish), 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
Durability: 0.32 Physical, 0.32 Magical
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): 83 Electric type special damage, Adds paralysis, 50% accuracy, 44 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
Durability: 1.45 Physical, 1.45 Magical
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 (so a move like Calm Mind or Recover would be effected, but not something like Light Screen or Wish), 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 trait, its also completely worthless in a duel.
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
Durability: 0.89 Physical, 0.89 Magical
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, its probably his best overall in this setting.  Heavy/Godlike
« Last Edit: November 28, 2009, 12:02:05 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

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Re: Pokemon Diamond/Pearl
« Reply #11 on: December 18, 2007, 11:39:26 PM »
Damage averages!

Kyogre 160 > Palkia 135 > Latios 133 = Rayquaza 133 > Dragonite 122 > Deoxys (Attack) 119 > Latias 115 > Gallade 114 > Groudon 112 > Porygon-Z 110 > Dialga 106 = Rhyperior 106 > Machamp 105 > Mewtwo 103 = Lucario 103 > Deoxys (Normal) 100 > Primeape 99 = Mamoswine 99 > Infernape 98 > Magmortar 97 > Ho-Oh 94 > Shaymin (Sky) 93 > Arceus 92 > Moltres 91 > Abomasnow 89 = Giratina (Origin) 89 > Pikachu 88 = Hippowdon 88 > Metagross 87 > Golem 86 = Alakazam 86 = Swampert 86 = Torterra  86 = Roserade 86  > Tyranitar 85 > Empoleon 83 = Heatran 83 = Glaceon 83 = Shaymin (Land) 83 > Blaziken 82 = Salamence 82 = Leafeon 82 = Darkrai 82 >  Carnivine 81 = Tangrowth 81 > Charizard 80 = Zapdos 80 = Typhlosion 80 = Ambipom 80 = Honchcrow 80  > Garchomp 79 = Magnezone 79 >  Victreebel 78 > Azelf 77 > Arcanine 76 = Regice 76 = Yanmega 76 > Raikou 75 >  Entei 74 = Staraptor 74  > Golduck 73 = Articuno 73 = Lugia 73 = Rampardos 73 = Electivire 73 > Venusaur 72 = Vileplume 72 = Slowbro 72 = Mew 72 = Jirachi 72 > Suicune 70 > Raichu 69 = Dodrio 69 = Muk 69 = Deoxys (Speed) 69 = Mothim 69 = Weavile 69 > Ninetales 68 = Dugtrio 68 = Mismagius 68 = Chatot 68 = Toxicroak 68 = Sceptile 68 = Rotom (Special) 68 > Blastoise 67 = Rapidash 67 = Regirock 67 = Mesprit 67 = Togekiss 67 > Feraligatr 66 > Venomoth 65 = Giratina (Altered) 65 > Tentacruel 63 = Cherrim 63 = Drapion 63 > Nidoking 62 = Lopunny 62 >  Parasect 61 = Meganium 61 = Luxray 61 = Rotom (Base) 61 > Gastrodon 60 > Butterfree 59 = Fearow 59 = Nidoqueen 59 = Drifblim 59 = Purugly 59 = Spiritomb 59 > Arbok 58 > Wigglytuff 57 = Poliwrath 57 = Dewgong 57 = Cresselia 57 > Kricketune 56 = Vespiquen 56 = Skuntank 56  > Froslass 55 > Beedrill 54 = Raticate 54 = Deoxys (Defense) 54 > Manaphy 53 = Bronzong 53 > Farfetch'd 51 = Registeel 51 = Uxie 51 > Persian 50 = Bibarel 50 = Dusknoir 50 > Celebi 47 =  Wormadam (Trash) 47 = Lickilicky 47 > Probopass 46 > Floatzel 45 > Phione 44 > Pidgeot 43 > Regigigas 42 > Gliscor 41 = Wormadam (Sand) 41 > Wormadam (Plant) 40 >  Bastiodan 39  > Sandslash 38 > Lumineon 36 > Pachirisu 35 > Clefable 34 >  Combee 21

Average: 69
Total Average: 71

And now for Draco Meteor Nonsense, completely C+Ped from the previous topic!

Ok, decided to finally get Draco Meteor damages! Why am I not just listing it with the Pokemon? Well, for the following reasons:
A. Who is allowed to use it is subjective as hell. Some people will say all Dragons get it, some will say only those in Diamond/Pearl naturally, some will say those only prior the E4, etc.
B. Character space limits. Rather than hitting these (and believe me, I know with Palkia/Dialga, I'm getting extremely close, hence why I had to neuter Palkia's comments section), and thus having to do a lot of needless C+Ping, its easy to do this
C. Due to the subjectiveness, it'd get wonky with Default Skillsets; those who have Draco Meteor will often want it (Shut up Dialga), and thus, changing the potential concept of default skillsets.

Obviously, before I list the damages I should list what Draco Meteor is!

Draco Meteor is gotten through a Move Tutor. If you show the tutor a Dragon-type when he requests a Pokemon, he'll offer to teach that Pokemon specifically Draco Meteor. This can be done as many times as you see fit (like the Elemental Hyper Beams, except each of those go to 4 Pokemon only, hence a bit more unique, etc.)

Draco Meteor is 140 Power Dragon Type special attack with 90% accuracy, and lowers Special Attack of the user by 2 levels every use, and has 5 PP. Granted that 140 Power is meaningless, just listed for algorithmic purposes if someone thinks my values are off or something.

If you've been keeping track, yes, Dialga and Palkia get an additional 20% boost to that damage thanks to their unique equips, and yes, Arceus is literally the only thing that can learn it and NOT have a STAB on the move.

Anyway, here's the list of Pokemon that can learn it, and the damage alongside it! If you want "average damage", just multiply damage by 0.9 (accuracy modifier) and then by 1.0625 (crit modifier) and that should give you an idea

Edit: I lied. There is one other person who gets Draco Meteor in NonSTAB form, and he gets it in a unique manner too! No, I don't want to think about it being legal for this guy. Why is that? When you see who it is, you'll understand completely, just listing it for completion sake! Who is it? Anyone with knowledge about Pokemon as far as Gen 2 should be able to figure it out <.<

Edit 2: Added Origin Form Giratina to the list.  Much like Dialga/Palkia, remember he gets a +20% damage boost due to his unique item.

Dragonite: 104
Kingdra: 100
Smeargle: 24
Flygon: 87
Altaria: 79
Salamence: 114
Latias: 169
Latios: 194 (O_o)
Rayquaza: 147
Garchomp: 87
Dialga: 176 (and yet that's not his best raw damage...)
Palkia: 176
Giratina (Altered): 104
Giratiina (Origin): 146
Arceus (Dragon Plate): 122
Arceus (No Dragon Plate): 81
« Last Edit: October 20, 2012, 05:25:52 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

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Re: Pokemon Diamond/Pearl
« Reply #12 on: April 06, 2008, 08:16:55 AM »
We now have officially every single cat Pokemon listed in this topic in Gen 4!

*shoots first person to bring up how Delcatty still isn't listed*
[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

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Re: Pokemon Diamond/Pearl
« Reply #13 on: April 17, 2008, 11:48:47 PM »
Shaymin now has a legal form.  Movie 11 download is level 50, in a Cherish Ball, with a Classic Ribbon, and holding a Micle Berry.  Moveset is Aromatherapy, Seed Flare, Substitute, and Energy Ball.

There is also a promo Regigigas at level 100, with a Custap berry, and the moveset Iron Head, Icy Wind, Rock Slide, and Crush Grip.  Iron Head and Icy Wind are new to Regigigas.

Personally, I would allow Shaymin to have the Micle Berry.  It's not unique, but it's a default item that his only legal form has.  Micle Berry activates the turn after your health is reduced to 25%, and raises your accuracy that turn only (I think perfect accuracy, not sure).

I wouldn't allow the Custap because Regi has another form without it.  He sure would like it though.  Again it activates the turn after you are reduced to 25% health, and it makes your move go first that turn (basically the same as having 999 speed, since initiative moves like Quick Attack still beat it).

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Re: Pokemon Diamond/Pearl
« Reply #14 on: April 18, 2008, 01:56:08 AM »
I wouldn't call a Japan-only movie promotional event a 'legal form' DL-wise, personally.

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Re: Pokemon Diamond/Pearl
« Reply #15 on: April 18, 2008, 02:10:17 AM »
A fair point.  We *still* haven't gotten Darkrai.

EDIT:  And apparently, that was the magic phrase to get results.  Toys R Us is distributing Darkrai on May 31st and June 1st, from noon to 4:00 pm.
« Last Edit: April 19, 2008, 01:43:34 AM by Captain K. »

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Re: Pokemon Diamond/Pearl
« Reply #16 on: April 26, 2008, 09:01:14 PM »
Added in 5 more Pokemon!  We now have Psyduck's evolution, a Legendary Pokemon that actually isn't a Legendary, something with unique typing, a Monkey that beats things up, and He Who Has Been Broken In Game Since RBY.

[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

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Re: Pokemon Diamond/Pearl
« Reply #17 on: April 26, 2008, 11:29:34 PM »
Arcanine's missing Flamethrower from its movepool.

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Re: Pokemon Diamond/Pearl
« Reply #18 on: April 26, 2008, 11:35:41 PM »
No, he's not.  According to Serebii, Arcanine doesn't get Flamethrower in Gen 4 naturally.  He gets Heat Wave instead.

Edit: OR they fucked up badly with the Pre-evo moves isnce its listed under Growlithe, but not listed under "Pre-evo only" moves in Arcanine, huh.  Will add that in due time.
[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

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Re: Pokemon Diamond/Pearl
« Reply #19 on: April 27, 2008, 04:16:56 AM »
Ok, Arcanine fixed; he gained a whole *5* more damage or something.

Why make a whole extra post for this? Why, place holder reasons of course, since I'll probably need them <_<
[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

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Re: Pokemon Diamond/Pearl
« Reply #20 on: May 20, 2008, 04:38:39 AM »
I officially declare...

This topic...

...

...TO HAVE RAPIDASH'S STATS!!!

...what? You thought I was going to say something more worthwhile? You people clearly don't know me.
[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

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Re: Pokemon Diamond/Pearl
« Reply #21 on: June 01, 2008, 11:57:43 AM »
Darkrai's US version is the same as the Japanese.  Level 50, Roar of Time, Spacial Rend, Nightmare, and Hypnosis.  Holding an Enigma Berry (heals you when you're hit by a supereffective attack).

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Re: Pokemon Diamond/Pearl
« Reply #22 on: November 21, 2008, 12:39:33 AM »
Gen4 pokemon speed average is about 98. Much faster than Gen2/3, slightly slower than 1.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

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Re: Pokemon Diamond/Pearl
« Reply #23 on: February 06, 2009, 04:06:23 PM »
Ok, I think I should get back to this topic sometime in the near future, but because its not documented anywhere on these forums, here's a list of Multitarget attacks.

All MT attacks are forced MT, so there is no "Hit one or both" option.  There are 2 types of MT attacks.  The first group is "Hits One Side Only" be it Ally Side (obvious for Support Moves) or Enemy Side.

The other is a move that hits everyone BUT the user.  Think FF6 Merton, only the caster isn't.  Note the ally of the user still can benefit from typing, so Earthquake vs. a Flier would still fail to hit, just in case there was any confusion. 

In both cases, split damage is 75% base damage.  This does NOT apply to non-damage moves in anyway, so stat (de)buffs, status moves, accuracies, etc. are untouched, only direct damage is affected.

How you treat the latter in RPGmon or something is up to you (Hits the entire field but user? Hits one team only, and the users ally? Etc.) 

I'm listing Multitarget moves in this style cause, well, going through every Pokemon, relabeling their attack "Multitarget" or some such will lead to hitting Character limits that will screw with the current lay out, so this is kind of required.

I apologize for the randomized order, but I'm doing this based off typing.  It'd be easier to just Ctrl+F the attack, and see if it appears on the list at all.  If the move isn't on either list, its Single Target.

Standard Style:
String Shot
Dark Void
Twister
Eruption
Heat Wave
Air Cutter
Tailwind
Aromatherapy
Razor Leaf
Icy Wind
Mist
Growl
Heal Bell
Hyper Voice
Lucky Chant (note that despite my description, this actually targets the party, so its more "Team becomes immune to Crits" rather than "Enemies Can't Crit")
Razor Wind
Swift
Light Screen
Reflect
Rock Slide
Bubble
Bubblebeam
Muddy Water
Water Spout
Tail Whip

Unfocused Style:
Discharge
Lava Plume
Earthquake
Magnitude
Explosion
Self Destruct
Teeter Dance
Surf


And just to clear a few things up, there are moves that hit the entire field, which should be obvious by their nature but a few aren't so, I'll just list them on the side here!

Field Effects:
Haze
Mud Sport
Water Sport
Sunny Day
Rain Dance
Hail
Sand Storm
Perish Song
Trick Room


NOTE: I'll get around to Gen 3 at some point in the future, but in general, if a move was MT here, its probably functioning the same way in Gen 3.  I just have to remember which moves didn't exist in Gen 3.  Yes, there are exceptions, but the only one I can think of offhand (Surf) doesn't apply to the DL.
« Last Edit: May 06, 2009, 06:53:11 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

hinode

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Re: Pokemon Diamond/Pearl
« Reply #24 on: February 06, 2009, 04:35:06 PM »
Quote
All MT attacks are forced MT, so there is no "Hit one or both" option.  There are 2 types of MT attacks.  The first group is "Hits One Side Only" be it Ally Side (obvious for Support Moves) or Enemy Side.  These are self explanatory, though worth noting in the case of just about every damage move (unless specified otherwise), they naturally halve their damage, so typical Split Damage effect.  This does not apply to anything like Stat (De)Buffs, Status accuracy, etc., mind.

The other is a move that hits everyone BUT the user.  Think FF6 Merton, only the caster isn't.  Note the ally of the user still can benefit from typing, so Earthquake vs. a Flier would still fail to hit, just in case there was any confusion.  These moves do NOT factor in Split Damage, so its 100% across the board.

This is true of gen 3, but not gen 4. All MT is 75% damage now, except if only a single target remains - then it focuses and does 100%. Curiously, this applies even if there is only one target left because you killed the rest of them off previously with the same move.