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Author Topic: Pokemon Gold/Silver/Crystal  (Read 2698 times)

Meeplelard

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Pokemon Gold/Silver/Crystal
« on: August 27, 2008, 06:37:47 PM »
I really don't want to port this, but it seems i must cause Gen 2 is cracked out with fucked up averages and...yeah, I hate myself, anyway, DOING IT NOW!


For now, only getting the GSC ONLY Pokemon, for sanity or something.

...anyway, copied down Elfboy's Format, cause it looks nice and such. Anyway, let me go over a few things first

Like RBY, average HP is 155, and average in all other stats is 100. Damage average has changed, for a number of reasons, but you'll be able to see that later.

Type Defensive factors, if you want to know, are the following (Note Resist = 50% damage, and Weakness = 2x damage)
Normal: Weak to Fighting, Immune to Ghost
Fire: Weak to Water, Ground, and Rock, Resists Fire, Ice, Steel, Grass, and Bug
Water: Weak to Electric and Grass, Resists Fire, Ice, Water, and Steel
Electric: Weak to Ground, Resists Flying, Steel and Electric
Grass: Weak to Fire, Ice, Flying, Poison, and Bug, Resists Water, Electric, Grass and Ground
Ice: Weak to Fire, Fighting, Rock, and Steel, Resists Ice
Fighting: Weak to Flying and Psychic, Resists Bug, Dark and Rock
Poison: Weak to Pyschic and Ground, Resists Bug, Poison, Fighting, and Grass
Ground: Weak to Ice, Water, and Grass, Resists Poison and Rock, Immune to Lightning
Flying: Weak to Ice, Electric, and Rock, Resists Fighting, Grass, and Bug, Immune to Ground
Pyschic: Weak to Dark, Ghost, and Bug, Resists Fightning and Psychic,
Bug: Weak to Fire, Rock, and Flying, Resists Grass, Fighting and Ground
Rock: Weak to Water, Grass, Ground, Fightning, and Steel, Resists Normal, Fire, Poison and Flying
Ghost: Weak to Ghost and Dark, Resists Bug, Immune to Normal and Fighting
Dragon: Weak to Ice and Dragon, resists Fire, Electric, Water, and Grass
Dark: Weak to Fighting and Bug, Resists Ghost and Dark, Immunes Psychic
Steel: Weak to Fire, Fightning and Ground, Resists Grass, Ice, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, and Steel, Immune to Poison

If a Pokemon is dual type, the the two types work together, perse. Immunity trumps all, Weakness and Resists cancel out, while 2 Weaknesses/Resists work at double effectiveness. So if its Fire/Flying, then the Ice Weakness from Flying gets cancelled out by the Resistance from Fire, Bug does 1/4th damage as both types resist it, Rock does 4x damage to it as both types are weak, and Ground is nulled out, since while Fire is weak, the Immunity (granted by Flying) takes priority.

How to take these types? Well, here's how I take them (you can disagree of course, this is just for people curious)
well, Fire, Ice, Water, Electric, Poison and Dark are pretty obvious. Plenty of games have these elements (ok, only a few have poison, but that's besides the point), and thus, should be treated like that.
Ground is equivalent to Earth. Strikes me as a no brainer. A lot of the aspects of Ground are similar to that of Earth element (has an attack called Earthquake even, and misses things that Fly, a common feature in other RPGs for Earth elemental attacks)
Normal I take as a basic physical, perse. There...would be exceptions (like elemental physicals), but typically, a Non Elemental Physical I consider normal (which makes Steel, Rock and GHost types happy)
Fighting I see as very specific moves, not sure what at the moment, currently leaning towards Martial Arts moves (which is basically what Fighting is), but yeah.
I personally view Flying as Wind. I...know people disagree on this, but please, lets not start a debate. I'm going to avoid mentioning this as a weakness/advantage for Pokemon later in the topic, but just throwing it out.
Dragon = Breath attacks. Strikes me as the only reasonable way to take it *shrugs*
Psychic I see kind of like a pseudo non elemental type. Basically, very specific things can resist it, but for the most part, its non elemental. That way, it has its (almost) neutral aspect in game held, AND we don't get cheap crap like "Lugia resists Non Elemental Magic, OMG!" Though, moves that are clearly Psychic like in nature I'd probably see as being hit by psychic resistance (see Garland's Psychokinisis, for example)
Ghost...I really don't know how to take. Guess something like Possession attacks...maybe? Possibly Blood Suck from FFT? Seriously, I'm not sure WHAT you'd call Ghost attacks, I'll listen to ideas if you have them <_<

Anyway, for what is physical and what is special...its based off type. For a NORMAL attack (meaning one based off stats, not crap like Sandstorm which is MHP% damage, or Dragon Rage which is just strict 40 damage regardless. NOT Normal as in the type), there is no exception to this rule; if you are of a special type, you WILL be based off Special and Special defense. The below list distinguishes Physical and Special Attack types.

Physical: Normal, Fightning, Rock, Ground, Bug, Ghost, Flying, Steel, and Poison
Special: Fire, Water, Electric, Ice, Grass, Dark, Psychic, and Dragon

Stats are self explanatory...at least, after I tell you what the abbreviations mean:
HP: obvious
Atk: Attack
Def: Defense
SpA: Special Attack
SpD: Special Defense
Spe: Speed

A note on some status related crap:
Stat downs, and evade buffers, work in diminishing returns, meaning each subsequent use alters the stat by a percentage less than its previous usage. So the first one has the highest percentage, last has the lowest. Stat Ups all increase linearly and such. Note that Critical Hits ignore all stat modifications, positive or negative, as well as Pseudo versions like Light Screen or Reflect

As far as status effects go...all the below are permanant unless said otherwise
Poison: Inflicted loses 12% of thier MHP each turn. Note all Poison Pokemon are immune to this
Burn: inflicted loses 12% of thier MHP each turn, and physical damage is halved. Note all Fire Pokemon are immune to this
Paralyze: Inflicted's speed lowers to 1/4th of thier original value, and they have a 25% chance of skipping a turn
Sleep: Inflicted can't act for 2-5 turns, note that unlike other games (including RBY), waking up DOES NOT take a turn, so a person can wake up and act instantly.
Freeze: Basically, Sleep, with two differences. One is that Fire attacks can randomly break the status, the other is that Ice Pokemon are immune to it.
Confusion: Inflicted will either deal non type physical damage (meaning based off Attack and Defense) to itself, or act normally, both having equal 50% chance of occurring, for the next 2-5 turns.

Lastly, all moves now have 6.25% chance to critical, unless specified otherwise. Also, if accurracy isn't listed, assume its 100%, as it makes life easier and such. And durabilities, unlike my other stat topics, Higher = Better, so 1.2x Physical durability means you need 120% the damage to kill this one than your standard Pokemon. Side note if you see a () it means durability after factoring in thier type (mostly just applies to Rocks, Steels, and Ghosts)

ANYWAY, onto the Pokemon!

Meganium (Grass)
155 HP, 102 Atk, 120 Def, 103 SpA, 120 SpD, 100 Spe
Durability: 1.2 physical, 1.2 Magical

Razor Leaf (25): 36 Grass type damage, 95% accurracy, 25% critical hit rate, 42 average damage
Light Screen (30): Halves all Special Type damage
Reflect (30): Halves all Physical damage
Safeguard (25): Grants Immunity to all status sans Instant Death
-----
Tackle (35): 16 Normal type damage, 95% Accurracy, 16 average damage
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Poison Powder (35): Adds Poison Status, 75% hit rate
Synthesis (5): 50% Healing, note that this becomes 25% at Night time
Body Slam (15): 36 Normal type damage, 30% chance of adding Paralysis, 38 average
Solar Beam (10): 75 Grass type damage, requires one turn to charge, 41 average damage
#Cut, Strength, Flash

Comments: Good durability, and has a nice defensive game with Light Screen, Reflect and Safeguard to go with it. Damage could be a bit better, as he wishes he had RBY version of Razor Leaf. A bit of a dissapointment after seeing how well his counterpart, Venusaur, is fit for duelling, and seeing how both are similarly effective in game, but he's still a solid Middle


Typhlosion (Fire)
153 HP, 104 Atk, 98 Def, 129 SpA, 105 SpD, 120 Spe
Durability: 0.97 physical, 1.04 special

Flamethrower (15): 76 Fire type damage, 10% chance of inflicting Burn, 80 average damage
Smokescreen (20): Lowers opponents Accurracy, stackable up to 6 times
Swift (20): 27 Normal type damage, ignores evade, 28 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
-----
Quick Attack (30): 19 Normal type damage, insures first strike, 20 average damage
Tackle (35): 17 Normal type damage, 95% accurracy, 17 avereage damage
Ember (25): 33 Fire type damage, 10% chance of inflicting Burn, 35 average damage
Flame Wheel (25): 50 Fire type damage, 10% chance of inflicting Burn, 53 average damage
##Strength (15): 38 Normal damage, 40 average
#Cut

Comments: Somewhat an alternative of Charizard, Typhlosion brings better damage, and a better stat lowerer, though, loses Firespin and the good physical damage from Slash. Looks like a losing trade. Regardless, a speedy high damage fire mage, High Middle seems about right.


Feraligatr (Water)
155 HP, 125 Atk, 120 Def, 99 SpA, 103 SpD, 98 Spe
Durability: 1.20 physical, 1.03 special

Hydro Pump (5): 75 Water type damage, 80% accurracy, 63 average damage
Scary Face (10): Halves Target's speed, 90% hit rate, stackable up to 3 times
Slash (15): 37 Normal type damage, 25% critical hit rate, 46 average damage
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
-----
Scratch (35): 22 Normal type damage, 23 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
Bite (25): 26 Dark type damage, 30% chance of flinching target if they are slower, 27 average damage
Water Gun (25): 26 Water type damage, 27 average damage
Rage (20): 12 Normal type damage, increases by 50% everytime he gets attacked, up to the 6th time, max damage of 48
##Surf (15): 59 Water damage, 63 average
#Cut, Strength, Whirlpool

Comments: Uhh...he has the best physical damage of the three! And Scary Face is a nice trick...besides that, he doesn't bring much to the table. Not suprising that the Water starter is AGAIN the scrub. Middle

Furret (Normal)
160 HP, 96 Atk, 84 Def, 65 SpA, 75 SpD, 110 Spe
Durability: 0.87 physical, 0.77 magical

Amnesia (20): Doubles special defense, stackable up to three times
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times.
Rest (10): Full HP and status healing, Pokemon is forced into sleep status for the next two turns following the turn its used
Slam (15): 48 Normal type damage, 75% accuracy, 38 average damage
-----
Fury Swipes (15): 11 Normal type damage, 85% accuracy, hits 2 to 5 times, 36 average damage
Quick Attack (30): 25 Normal type damage, insures first strike, 26 average damage
Scratch (35): 25 Normal type damage, 26 average damage
##Strength (15): 48 Normal damage, 51 average
#Surf (15): 25 Water damage, 26 average
#Cut

Comments: With Rest, Defense Curl, and Amnesia, as well as above average speed, this guys game is clearly a defensive one, despite what his stats might claim. Damage could be better, albeit. Probably some sort of Low Middle
« Last Edit: July 02, 2010, 08:52:34 PM by Dark Holy Elf »
[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 Gold/Silver/Crystal
« Reply #1 on: August 27, 2008, 06:40:21 PM »
Noctowl (Flying/Normal)
175 HP, 70 Atk, 70 Def, 96 SpA, 116 SpD, 90 Spe
Durability: 1.08 physical, 1.31 magical

Take Down (20): 40 Normal type damage, 85% accurracy, does 25% of damage done back to him, 36 average damage, 27 effective damage
Hypnosis (20): Adds sleep status, 60% hit rate
Reflect (30): Halves all Physical damage
Dream Eater (15): 37 Psychic type damage, heals user for damage equal to half done, usable only when target is inflicted with Sleep status, 39 average damage
-----
Confusion (25): 21 Psychic type damage, 10% chance of confusion, 22 average damage
Peck (35): 17 Flying type damage, 18 average damage
Tackle (35): 17 Normal type damage, 95% hit rate, 17 average damage
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Foresight (40): Allows all attacks to ignore evade.  Ghost Pokemon lose immunity to Fightning and Normal type attacks (could be viewed as removing immune to physicals in general, maybe?)
#Fly (15): 32 Flying damage, one-turn invincible charge-time, 95 hit, 16 average
#Flash

Comments: Hypnosis + Dream Eater is nice to have, as is Reflect, but beyond that?  Doesn't really have much going for it, besides decent durability.  Middle


Ledian (Bug/Flying)
130 HP, 55 Atk, 70 Def, 75 SpA, 130 SpD, 105 Spe
Durability: 0.59 physical, 1.09 magical

Light Screen (30): Halves all Special Type damage
Reflect (30): Halves all Physical damage
Safeguard (25): Grants Immunity to all status sans Instant Death
Double Edge (10): 29 Normal type damage, user receives 25% of damage done back to him, 30 average damage, 23 effective damage
-----
Comet Punch (15): 4 Normal type damage, 85% Hit rate, hits 2 to 5 times, 12 average damage
Agility (30): Double's speed, stackable up to 3 times
Swift (20): 10 Normal type damage, ignores evade, 10 average damage
Baton Pass (40): Swaps Pokemon, and gives any stat boosters Ledian had to the newly swapped in Pokemon
Supersonic (20): Adds Confusion, 55% hit rate
Tackle (35): 6 Normal type damage, 95% hit rate, 6 average damage
#Flash

Comments:  Based on its skillset, it was obvious what they were aiming for with it in game; meant to be a Baton Passer.  Obviously, that goes NOWHERE in the DL.  So what does it have?  Defensive stat buffers, and a speed one for options, with above average special defense, but mock level physical defense.  Damage is too low to take advantage of its defensive game, and if it doesn't want the recoil, it needs to opt for something even MORE pathetic.  Light


Ariados (Bug/Poison)
145 HP, 110 Atk, 90 Def, SpA 80, SpD 80, Spe 60
Durability: 0.84 Physical, 0.75 magical

Night Shade (15): 50 non typed damage, ignores defense and all other modifiers
*Agility (30): Double's speed, stackable up to 3 times
Scary Face (10): Halves Target's speed, 90% hit rate, stackable up to 3 times
Psychic (10): 31 psychic type damage, 10% chance of lowering target's Special Defense, 32 average
-----
Spider Web (10): Forces opponent to keep fighting until Ariados is killed, or withdrawn
Constrict (35): 6 Normal type damage, 10% chance of lowering target's speed, 6 average damage
*Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Fury Swipes (15): 8 Normal type damage, hits 2-5 times, 85% accurracy, 25 average damage
Poison Sting (35): 12 Poison type damage, 30% chance of adding Poison status, 12 average damage
String Shot (40): Lowers targets speed by 1/3rd, 95% hit rate, stackable up to 6 times
Leech Life (15): 15 Bug Type damage, heals user for 50% of damage done, 15 average damage
#Flash

*Screech is in Gold and Silver version only, where as Agility is in Crystal version only.  Noting this for people who care about this stuff.

Comments: He has somewhat of a speed game with Scary Face and Agility, and Night Shade is decent enough damage to take advantage of it.  Flaws?  His durability sucks ass, so he might not have the time to get the speed game.  Middle


Crobat (Poison/Flying)
160 HP, 110 Atk, 100 Def, 90 SpA, 100 SpD,  150 SpD
Durability: 1.03 physical, 1.03 magical

Wing Attack (35): 45 Flying type damage, 47 average damage
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Confuse Ray (15): Adds Confusion
Haze (30): Dispels all stat changes on the enemy and user
-----
Bite (25): 23 Dark type damage, 30% chance of flinching target if they are slower, 24 average damage
Supersonic (20): Adds Confusion, 55% hit rate
Leech Life (15): 11 Bug Type damage, heals user for 50% of damage done, 11 average damage
Mean Look (5): Forces opponent to keep fighting until Crobat is killed, or withdrawn
##Fly (15): 50 Flying damage, one-turn invincible charge-time, 95 hit, 25 average

Comments: Hey everyone!  Remember Golbat from RBY?  Well, its him, ONLY now he gained a final evolution that actually looks fully evolved!  Yeah, Crobat can actually pass off as something that doesn't define suck now, with his massive speed and Confuse Ray.  Damage could be better, but his speed and confusion help offset that somewhat, and that's what Screech is for anyway.   Big enough step up from his earlier form to be a Middle


Lanturn (Water/Electric)
200 HP,  78 Atk,  78 Def,  96 SpA, 76 SpD,  87 Spe  
Durability: 1.01 physical, 0.98 magical

Hydro Pump (5): 72 Water type damage, 80% accurracy, 61 average damage
Spark (20): 40 Electric type damage, 30% chance of paralysis, 42 average damage
Confuse Ray (15): Adds Confusion
Thunder Wave (15): Adds Paralysis
-----
Take Down (20): 22 Normal type damage, 85% accurracy, user takes 1/4th damage done, 19 average damage, 14 effective damage
Bubble (30): 14 Water type damage, 10% chance of lowering Target's speed by 1/3, 14 average damage
Water Gun (25): 25 Water type damage, 26 average damage
Supersonic (20): Adds Confusion, 55% hit rate
Flail (15): Does Normal type damage based on HP loss, increases happen only at intervals given.  100% HP does 8, 68.75% HP does 15, 35.42% does 29, 20.83% does 36, 10.42% does 53, 4.17% does 70
##Surf (15): 58 Water damage, 61 average
#Flash, Whirlpool, Waterfall

Comments: Good damage, and a combo of Thunder Wave and Confuse Ray are nice for messing up the opponents.  The low Speed won't matter much thanks to Thunder Wave either. Thinking High Middle right now

The next one is being listed solely for comedic value...that, and we have a certain fanboy among us <.<


Pichu (Electric)
95 HP, 60 Atk, 35 Def, SpA 55, SpD 55, Spe 80
Durability: 0.21 physical, 0.34 special

Thundershock (30):  15 Electric type damage, 10% chance of paralysis, 15 average damage
Charm (20): Halves opponents attack, stackable up to three times
Thunderwave (20): Adds Paralysis
Sweet Kiss (10): Adds confusion, 90% hit rate
-----
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
#Flash

Comments: My God!  The Durability! The Damage!  THE OPTIONS!  Pichu is a freaking Monster! ...in puny, maybe.  The guy is the biggest OHKO fodder this side of Jogurt and Hrist, and has laughable damage to boot.  Clear PUNY.


Togetic (Normal/Flying)
130 HP, 60 Atk, 105 Def, 100 SpA, 125 SpD, 60 Spe
Durability: 0.88 physical, 1.05 magical

Double Edge (10): 45 Normal damage, does 25% damage done back to user, 47 average damage, 35 effective damage
Safeguard (25): Grants Immunity to all status sans Instant Death
Sweet Kiss (10): Adds confusion, 90% hit rate
Encore (5): Opponent is forced to repeat last action 2 to 5 times
---
Charm (20): Halves opponents attack, stackable up to three times
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Metronome (10): Chooses one random attack, and uses it.
#Fly, Flash

Comments: Togetic is a funny opponent.  Encore, if nothing else, is interesting, as it means the enemy can not use non lethal Status or try to buff themselves up, or else they'll be caught in some sort of loop of the attack, unless they can counter.  Yeah, Togetic is kind of reliant on having the enemy fuck themselves up in someway, Sweet Kiss backs this up too.  Metronome can be fun for RPGmon, but otherwise, impractical.  GRANTED, its has bad damage, and its durability is nothing special at all.  Light/Middle


Xatu (Flying/Psychic)
140 HP, 95 Atk, 90 Def, 115 SpA, 90 SpD, 115 Spe
Durability: 0.81 physical, 0.81 magical

Psychic (10): 65 Psychic type damage, 10% chance of lowering special defense, 69 average damage
Confuse Ray (15): Adds Confusion
Night Shade (15): 50 non typed damage, ignores defense and all other modifiers
Future Sight (15): 39 Non Typed special class damage, move activates 2 turns after used, is NOT a charge time, as user can still act before the move is actually pulled off.  IOWs, think of it as a time bomb; the move is set, and it blows up in two turns.  90% accurracy, 37 average damage.  Note that moves that boost Psychic attacks boost this as well.
-----
Peck (35): 22 Flying type damage, 23 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
Teleport (20): RUN FROM A BATTLE!!1!1!!
#Fly (15): 43 Flying damage, one-turn invincible charge-time, 95 hit, 22 average
#Flash


Comments: Fast, decent damage, Confuse Ray to screw up opponents, Night Shade if the enemy decides to be tanky, and Future Sight for healers, Xatu covers his bases fairly well.  Kind of like a worse Alakazam, with better durability, but still solid.  Weaknesses to Ice and Lightning (two common elements) hurt him though.  High Middle


Ampharos (Electric)
165 HP, 95 Atk, 95 Def, 135 SpA, 110 SpD, 75 Spe
Durability: 1.01 physical, 1.17 magical


Thunder (10): 101 Electric damage, 70% accurracy, 10% chance of adding paralysis, 75 average damage
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Thunder Wave (15): Adds Paralysis
Light Screen (30): Halves all Special Type damage
-----
Thundershock (30):  34 Electric type damage, 10% chance of paralysis, 36 average
Thunder Punch (15): 64 Electric type damage, 10% chance of paralysis, 68 average damage
Cotton Spore (40): Halves Target's speed, 85% hit rate
Tackle (35): 15 Normal type damage, 90% hit rate, 14 average damage
#Strength (15): 32 Normal damage, 34 average
#Flash

Comments: Raikou lite, more or less.  Light Screen for mages, Growl for fighters, and Thunder does good (albeit a bit unreliable) damage, and Thunderwave just screws around wtih everyone.  Reliant on Electric damage hurts, albeit.  Middle/Heavy works, I guess


Bellosom (Grass)
150 HP, 100 Atk, 105 Def, 110 SpA, 120 SpD, 70 Spe
Durability:  0.97 physical, 1.16 magical

Petal Dance (20): 48 Grass type damage, forced to use for two to three turns, after which, user is confused, 51 average damage
Sleep Powder (15): Adds sleep status, 75% hit rate
Moonlight (5): 50% Healing, 100% if used at night
Stun Spore (30): Adds paralysis, 75% hit rate
-----
Absorb (20): 15 Grass type damage, heals user for half damage, done, 15 average damage
Solar Beam (10): 83 Grass type damage, requires a turn to charge, 44 average damage
Acid (20): 18 Poison type damage, 10% chance of lowering enemies defense by 1/3, 19 average damage
Sweet Scent (20): Lowers Target's evade
Poison Powder (35): Adds Poison status, 75% hit rate
#Cut, Flash

Comments: Remember Vileplume from RBY?  Meet its alternative evolution, which is basically the same thing, only no Poison type, learns Solar Beam, and has less defense for some more attack...given its too similar to Vileplume to be very far apart, I guess that makes it a Middle too.


Azumarill (Water)
175 HP, 70 Atk, 100 Def, 70 SpA, 100 SpD, 70 Spe
Durability: 1.13 physical, 1.13 special

Roll Out (20): 10 Rock Type damage, 90% accurracy, user is forced to use for the next 5 turns, damage doubles each turn barring a miss, 160 damage max, 30 overall average damage
Rain Dance (5): Causes Rainy Day weather (aka a Field effect).  Water type attacks get 50% more damage, Thunder (the attack) gets 100% hit rate, and Fire damage is halved, lasts 5 turns
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times.  If used the turn directly before Rollout, then Rollout's damage doubles (IE first hit now does 20, last hit does 320)
Bubblebeam (20): 31 Water type damage, 10% chance of lowering targets speed, 33 average damage
-----
Double Edge (10): 35 Normal type damage, user receives 25% of damage done back to him, 37 average damage, 27 effective damage
Water Gun (25): 19 Water type damage, 20 average damage
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Tackle (35): 11 Normal type damage, 95% accurracy, 11 avereage damage
##Surf (15): 43 Water damage, 45 average
#Strength (15): 25 Normal damage, 26 average
#Whirlpool, Waterfall

Comments: Umm...he's got above average HP!  Besides that? Defense Curl + Rollout combo makes an appearance, and is basically the epitomy of anti healing attacks, so he's kind of reliant on that.  Besides that...he doesn't have much going for him.  High Light.

If its not obvious why I'm listing the unevolved version of Azumarill, then you obviously either don't go to chats, or don't pay attention when you're there >_>  Anyway, like Pichu, its stats are not being factored into the average for obvious reasons


Marill (Water)
145 HP, 40 Atk, 70 Def, 40 SpA, 70 SpD, 60 Spe
Durability: 0.65 physical, 0.65 special

Roll Out (20): 6 Rock Type damage, 90% accurracy, user is forced to use for the next 5 turns, damage doubles each turn barring a miss, 96 damage max, 18 overall average damage
Rain Dance (5): Causes Rainy Day weather (aka a Field effect).  Water type attacks get 50% more damage, Thunder (the attack) gets 100% hit rate, and Fire damage is halved, lasts 5 turns
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times.  If used the turn directly before Rollout, then Rollout's damage doubles.
Bubblebeam (20): 18 Water type damage, 10% chance of lowering targets speed, 19 average damage
-----
Double Edge (10): 20 Normal type damage, user receives 25% of damage done back to him, 21 average damage, 16 effective damage
Water Gun (25): 11 Water type damage, 11 average damage
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Tackle (35): 11 Normal type damage, 95% accurracy, 11 avereage damage
##Surf (15): 25 Water damage, 26 average
#Strength (15): 14 Normal damage, 15 average
#Whirlpool, Waterfall

Comments: Azumarill, suckified down horribly.  Rollout + Defense Curl strategy still sees use...thing is, unlike Azumarill, he doesn't have the durability to make it to his 6th turn more often than not, especially with his even further suckified speed.  Basically, if you can't kill him by turn 6, YOU DESERVE to lose. Low Light


Sudowoodo (Rock)
145 HP, 120 Atk, 135 Def, 50 SpA, 85 SpD, 50 Spe
Durability: 1.26 (2.52) physical, 0.79 Magical

Rock Slide (15): 56 Rock type damage, 90% hit rate, 30% chance of flinching target if they are slower, 53 average damage
Faint Attack (20): 14 Dark type damage, Ignores evade, 14 average damage
Mimic (10): Gain one move of the target.  Mimic's slot is replaced with whatever move is being mimiced, and it can be used as many times as Mimic had PP left (in a duel's case, 9)
Flail (15): Does Normal type damage based on HP loss, increases happen
only at intervals given.  100% HP does 12, 68.75% HP does 23, 35.42% does 44, 20.83% does 54, 10.42% does 81, 4.17% does 107
-----
Rock Throw (15): 39 Rock Type damage, 90% accurracy, 37 average damage
Slam (20): 41 Normal type damage, 75% hit rate, 32 average
Low Kick (20): 26 Fighting type damage, 90% hit rate, 30% chance of flinching target if they are slower, 24 average damage
#Strength

Comments: Sudowoodo is such a cliche tank, its not even funny. Awesome physical durability, average damage that happens to be physical too, backed up nicely by his low magic durability and laughable speed.  To make things even funnier, he has magic damage that fails to scare the likes of Kongol.  Mimic is a nice option if he fights a healer or something, I guess.  Beyond that?  Doesn't really have much.  Probably a High Light, due to the obscene physical durability.


Politoed (Water)
165 HP, 95 Atk, 95 Def, 110 SpA, 120 SpD, 90 Spe
Durability: 1.01 physical, 1.27 magical

Hydro Pump (5): 83 Water Type damage, 80% accurracy, 70 average damage
Hypnosis (20): Adds sleep status, 60% hit rate
Swagger (10): Causes confusion, doubles target's power, 90% accurracy
Rain Dance (5): Causes Rainy Day weather (aka a Field effect).  Water type attacks get 50% more damage, Thunder (the attack) gets 100% hit
rate, and Fire damage is halved, lasts 5 turns
-----
Body Slam (15): 34 Normal type damage, 30% chance of adding paralysis, 36 average damage
Water Gun (25): 31 Water type damage, 32 average damage
Belly Drum (10): Raises Attack to 400% base value, deals damage to use equal to half thier MHP
Bubble (30): 17 Water type damage, 10% chance of lowering Target's speed by 1/3, 18 average damage
Double Slap (10): 7 Normal type damage, hits 2 to 5 times, 85% accurracy, 22 average damage
Perish Song (5): Both the target and user die 3 turns after this move is used
##Surf (15): 66 Water damage, 70 average
#Strength, Whirlpool, Waterfall

Comments: As a hater of the poli series, and the fact that I'm against them making another evolution of a clearly fully evolved set that didn't need it, it annoys me that Politoed doesn't suck ass.  Good damage, Rain Dance to boost, Body Slam + Belly Drum combo as a supplement if Water is resisted, Hypnosis and Swagger for status, what have you.  Good Magic durability too.  Middle/Heavy


Jumpluff (Grass/Flying)
150 HP, 75 Atk, 90 Def, 75 SpA, 105 SpD, 130 Spe
Durability: 0.87 physical, 1.02 magical

Mega Drain (10): 20 Grass type damage, heals user for half damage done, 21 average damage
Cotton Spore (40): Halves Target's speed, 85% hit rate
Sleep Powder (15): Adds sleep status, 75% hit rate
Leech Seed (10): Inflicts "Seeded" status on target.  Like Confuse, this does not conflict with other status'.  Under this status, target loses 12.5%of thier MHP a turn (ala poison), and opponent (be it the one who inflicted him, or an ally swapped in) heals back an amount equal to damage done, 90% hit rate.
-----
Stun Spore (30): Adds paralysis, 75% hit rate
Synthesis (5): 50% Healing, note that this becomes 25% at Night time
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Poison Powder (35): Adds Poison status, 75% hit rate
Tackle (35): 12 Normal type damage, 95% hit rate, 12 average damage
Splash (40): 999 Omni Type Damage, Ignores Defense, Ignores Evade, 100% Critical hit Rate, Adds All status!1!1!! *shot*
#Flash

Comments: Lets ignore the godliness that is Splash for a second.  Jumpluff is Pokemon's answer when they realized they didn't have anything that constitutes as a "pure status whore" from the first game.  It can hit several status', lower a few stats, and even has leech seed to boot.  Amazing speed as well.  Of course, as expected, it has horrible damage, and the parasitic healing it gives isn't worth much.  Probably a Light/Middle


Aipom (Normal)
130 HP, 90 Atk, 75 Def, 60 SpA, 75 SpD, 105 Spe
Durability: 0.63 physical, 0.63 magical

Swift (20): 34 Normal type damage, ignores evade, 36 average damage
Agility (30): Double's speed, stackable up to 3 times
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Sand Attack (15): Lower's targets accurracy by 1/3rd, stackable up to 6 times
-----
Fury Swipes (15): 9 Normal type damage, hits 2-5 times, 85% accurracy, 28 average damage
Baton Pass (40): Swaps Pokemon, and gives any stat boosters Ledian
had to the newly swapped in Pokemon
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Scratch (35): 20 Normal type damage, 21 average damage
##Strength (15): 47 Normal damage, 49 average
#Cut

Comments: Agility is nice for getting the turns needed for screech to take his damage not suck, and Sand Attack helps him out too.  However, the durability sucks, and until he gets its stat modifiers in place, its open to get quite a beat down.  Light


Sunflora (Grass)
150 HP, 95 Atk, 75 Def, 125 SpA, 105 SpD, 50 Spe
Durability: 0.73 physical, 1.02 magical

Petal Dance (20): 56 Grass type damage, forced to use for two to three turns, after which, user is confused, 59 average damage
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
Giga Drain (5): 48 Grass type damage, heals user for half damage done, 51 average damage
Synthesis (5): 50% Healing, note that this becomes 25% at Night time
-----
Pound (35): 17 Normal type damage, 18 average damage
Solar Beam (10): 94 Grass type damage, requires a turn to charge, 49 average damage
Mega Drain (10): 33 Grass type damage, heals user for half damage done, 35 average damage
Absorb (20): 18 Grass type damage, heals user for half damage done, 19 average damage
Razor Leaf (25): 44 Grass type damage, 95% accurracy, 25% critical hit rate, 52 average damage
Sunny Day (5): Causes Sunny Day Weather effect (aka a field effect)Raises Fire damage by 50%, Water damage reduced by 50%, and allows Solar Beam to be used without charge times for 5 turns
#Cut (30): 21 Normal damage, 95 hit, 21 average
#Flash

Comments: Sunflora has...very little in the department of variety.  It has several ways of doing damage, be it Razor Leaf's long term usage, Giga Drain's consistancy, Petal Dance...being petal dance, or the sunnybeam Combo...and yet, despite all this, its damage ends up hardly special, outside of Sunnybeam.  That combo WOULD have helped him out... except its has Sudowoodo's speed, so it often won't get the turns it needs.  Light/Middle


Yanma (Bug/Flying)
140 HP, 85 Atk, 65 Def, 95 SpA, 65 Spd, 115 Spe
Durability: 0.59 physical, 0.59 magical

*Wing Attack (35): 36 Flying type damage, 38 average damage
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Supersonic (20): Adds Confusion, 55% hit rate
Double Team (15): Raises Evade by 1/3rd, stackable up to 6 times
-----
Detect (5): Grants invincibility for one turn, each turn consecutive turn used, odds of success halve, initially at 100%.
Sonic Boom (20): Does set 20 non typed damage, ignores all damage modifiers, 90% hit rate, 18 average damage
Foresight (40): Allows all attacks to ignore evade.  Ghost Pokemon lose immunity to Fightning and Normal type attacks
*Swift (20): 22 Normal type damage, ignores evade, 23 average damage
Tackle (35): 14 Normal Type damage, 95% hit rate, 14 average damage
Quick Attack (30): 15 Normal type damage, insures first strike, 15 average damage
#Flash

*Swift is only learned naturally in Gold and Silver, meanwhile, Wing Attack is learned in its place in Crystal.  Noting this for people who care.

Comments: Er…uhh…Yanma has…umm…DOUBLE TEAM! AND INNACCURRATE CONFUSION!  AND DIES TO A SNEEZE!  I'm sorry, but Yanma clearly just another random filler pokemon added into GSC so they could hit a nice round 250.  Light bait.


Quagsire (Water/Ground)
170 HP, 105 Atk, 105 Def, 85 SpA, 85 SpD, 55 Spe
Durability: 1.15 physical, 0.93 magical

Earthquake (10): 67 Ground type damage, 71 average damage
Amnesia (20): Doubles special defense, stackable up to three times
Haze (30): Dispels all stat changes on the enemy and user
Mist (30): Grants immunity to stat downs
-----
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Water Gun (25): 22 Water Type damage, 23 average damage
Slam (20): 35 Normal type damage, 75% hit rate, 27 average
Rain Dance (5): Causes Rainy Day weather (aka a Field effect).  Water type attacks get 50% more damage, Thunder (the attack) gets 100% hit rate, and Fire damage is halved, lasts 5 Turns
##Surf (15): 53 Water damage, 56 average
#Strength (15): 36 Normal damage, 38 average
#Flash, Whirlpool

Comments: Some good damage, Amnesia to mess around around with mages, a nice combination of types whose main weakness in game (Grass) doesn't apply much in the DL…he'd be a solid dueller overall…if it wasn't for one huge glaring flaw; 55 Speed.  Due to that, he's condemned to be stuck as a Middle


Espeon (Psychic)
140 HP, 85 Atk, 80 Def, 150 SpA, 115 SpD, 130 Spe
Durability: 0.72 physical, 1.03 magical

Psychic (10): 84 psychic type damage, 10% chance of lowering target's Special Defense, 89 average damage
Morning Sun (5): 50% Healing
Sand Attack (15): Lower's targets accuracy by 1/3rd, stackable up to 6 times
Swift (20): 22 Normal type damage, ignores evade, 23 average damage
-----
Psych Up (10): Gain any stat ups the opponent has
Quick Attack (30): 15 Normal type damage, insures first strike, 15 average damage
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Psybeam (20): 61 Psychic type damage, 10% chance of inflicting confusion status, 64 average damage
Tackle (35): 14 Normal Type damage, 95% hit rate, 14 average damage
Confusion (25): 48 Psychic type damage, 10% chance of inflicting confusion status, 51 average damage
Baton Pass (40): Swaps Pokemon, and gives any stat boosters Ledian had to the newly swapped in Pokemon
Bite (25): 38 Dark type damage, 30% chance of flinching target if they are slower, 41 average damage
Take Down (20): 32 Normal type damage, 85% accurracy, does 25% of damage done back to him, 28 average damage, 21 effective damage
Focus Energy (30): Raises Critical hit rate to 12.5% for the rest of the fight
#Cut, Flash

Comments: Espeon is basically a variation of Alakazam, in that he trades off Recover for the inferior Morning Sun, and Reflect for better innate physical durability.  Probably losing trades, though still a nasty competitor with high speed and excellent damage.  Heavy


Umbreon (Dark)
170 HP, 85 Atk, 130 Def, 80 SpA, 150 SpD, 85 Spe
Durability: 1.43 physical, 1.65 magical

Faint Attack (20): 31 Dark type damage, Ignores evade, 32 average damage
Confuse Ray (15): Adds Confusion
Moonlight (5): 50% Healing
Sand Attack (15): Lower's targets accuracy by 1/3rd, stackable up to 6 times
-----
Take Down (20): 32 Normal type damage, 85% accurracy, does 25% of damage done back to him, 28 average damage, 21 effective damage
Focus Energy (30): Raises Critical hit rate to 12.5% for the rest of the fight
Quick Attack (30): 15 Normal type damage, insures first strike, 15 average damage
Tackle (35): 14 Normal Type damage, 95% hit rate, 14 average damage
Baton Pass (40): Swaps Pokemon, and gives any stat boosters Ledian had to the newly swapped in Pokemon
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Bite (25): 31 Dark type damage, 30% chance of flinching target if they are slower, 32 average damage
Pursuit (20): 22 Dark type damage, doubles damage if opponent swaps, 23 average damage
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Mean Look (5): Forces opponent to keep fighting until Umbreon is killed, or withdrawn
#Cut, Flash

Comments: Umbreon is the polar opposite of Espeon, not surprisingly.  Excellent durability, with low damage and subpar speed.  Moonlight probably works better on him than Morning Sun on Espeon due to his defensive game, and Sand Attack and Confuse Ray help this out.  However, can't help but feel the total lack of offense hurts his game.  High Middle


Murkrow (Dark/Flying)
135 HP, 105 Atk, 62 Def, 105 SpA, 62 SpD, 111 Spe
Durability: 0.54 physical, 0.54 magical

Night Shade (15): 50 non typed damage, ignores defense and all other modifiers
Faint Attack (20): 40 Dark type damage, Ignores evade, 42 average damage
Haze (30): Dispels all stat changes on the enemy and user
Peck (35): 28 Flying type damage, 29 average damage
-----
Mean Look (5): Forces opponent to keep fighting until Murkrow is killed, or withdrawn
Pursuit (20): 28 Dark type damage, doubles damage if opponent swaps, 29 average damage
##Fly (15): 48 Flying damage, one-turn invincible charge-time, 95 hit, 24 average

Comments: You know its sad when Peck somehow makes it onto your default skillset.  Its also sad when you take physicals worse than Alakazam, and the only decent stat of yours that matters is above average speed.  Murkrow is a prime example of GSC syndrom; random filler Pokemon who could have been good but was given really stupid flaws and thus condemns him to complete suck.  Light
« Last Edit: July 02, 2010, 09:38:25 PM by Dark Holy Elf »
[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 Gold/Silver/Crystal
« Reply #2 on: August 27, 2008, 06:41:48 PM »
Slowking (Water/Psychic)
170 HP, 95 Atk, 100 Def, 120 SpA, 130 SpD, 50 Spe
Durability: 1.10 physical, 1.43 magical

Psychic (10): 68 psychic type damage, 10% chance of lowering target's Special Defense, 72 average damage
Swagger (10): Causes confusion, doubles target's power, 90% accurracy
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Amnesia (20): Doubles special defense, stackable up to three times
-----
Confusion (25): 43 Psychic type damage, 10% chance of confusion, 45 average damage
Disable (20): Causes target to be unable to use their last action for 1-4 turns, 55% hit rate
Water Gun (25): 26 Water type damage, 27 average damage
Tackle (35): 17 Normal type damage, 95% Accurracy, 17 average damage
Headbutt (15): 29 Normal type damage, 30% chance of flinching if opponent is slower (HA! To that), 30 average damage
Curse (10): Raises Attack and Defense by 50%, lowers speed by 33%, stackable up to 6 times
##Surf (15): 72 Water damage, 76 average
#Strength (15): 32 Normal damage, 34 average
#Flash, Whirlpool

Comments: Good damage, good durability, and some options…offset by being, as his name would imply, ludicrously slow.  All ends up balancing him out to be a nice High Middle


Misdreavus (Ghost)
135 HP, 80 Atk, 80 Def, 105 SpA, 105 SpD, 105 Spe
Durability: 0.70 (Immune) physical, 0.91 magical

Confuse Ray (15): Adds Confusion
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Psy Beam (20): 30 Psychic type damage, 10% chance of confusion, 31 average damage
Pain Split (20): Adds both target's and user's HP up, and distributes it in half evenly among the two, can't raise HP more than MHP
-----
Mean Look (5): Forces opponent to keep fighting until Misdreavus is killed, or withdrawn
Spite (10): Deals 2-5 PP damage to the opponents last used attack
Psywave (15): Deals anywhere from 1 to 75 non typed damage, ignores all damage modifiers, 80% accuracy, 30 average damage
#Flash

Comments: Being Ghost type helps a lot, as it means physical immunity to some extent.  Confuse Ray helps make up for its lack of damage a bit, and Pain Split can be somewhat fun, but can't really picture her anything above Middle


Unown (Psychic)
123 HP, 92 Atk, 68 Def, 92 SpA, 68 SpD, 68 Spe
Durability: 0.54 physical, 0.54 magical

Hidden Power (15): 42 Psychic type damage, 44 average damage

Comments: Ass durability, bad damage, bad speed, no variety…and this is despite me being nice and making Hidden Power psychic for them (its type varies)…seems like we've found a fully evolved Puny bait


Wobbuffet (Psychic)
265 HP, Atk 53, Def 78, SpA 53, SpD 78, Spe 53
Durability: 1.33 physical, 1.33 Magical

Counter (20): Deal damage equal to double received that turn, if attack is a Physical type, user goes second.  Fails on special attacks
Mirror Coat (20): Deal damage equal to double received that turn, if attack is a Special type, user goes second.  Fails on physical attacks
Safeguard (25): Grants Immunity to all status sans Instant Death
Destiny Bond (5): If user of this move dies on the turn it is used, then the target dies as well

Comments: Ah, Wobbuffet…one of the most interesting type of Pokemon out there, in that he is ENTIRELY counter based, and has no direct damage whatsoever, besides Struggle, which he won't conceivably ever have a chance to use.  However, since no one HAS to attack him, technically, they can win with a "deals more damage" clause, as he'll run out of resources of Counter and/or Mirror Coat, and they start attacking him with whatever the proper type is.  Thus, like Unown, he's a fully evolved Pokemon in Puny


Girafarig (Normal/Psychic)
145 HP, 100 Atk, 85 Def, 110 SpA, 85 SpD, 105 Spe
Durability: 0.80 Physical, 0.80 magical

Psybeam (20): 45 Psychic type damage, 10% chance of inflicting confusion status, 47 average damage
Stomp (20): 42 Normal type damage, 30% chance of flinching if opponent is slower, 44 average damage
Agility (30): Double's speed, stackable up to 3 times
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
-----
Crunch (15): 37 Dark type damage, 10% chance of lowering Special Defense by 1/3, 39 average damage
Confusion (25): 39 Psychic type damage, 10% chance of confusion, 41 average damage
Tackle (35): 23 Normal type damage, 95% hit rate, 23 average damage
Baton Pass (40): Swaps Pokemon, and gives any stat boosters Ledian had to the newly swapped in Pokemon
##Strength (15): 51 Normal damage, 54 average

Comments: Agility makes up for its subpar damage, though, on the plus side, he can hit both defensive stats without losing much either way, granted, the low durability hurts.  Low Middle


Forretress (Bug/Steel)
150 HP, 110 Atk, 160 Def, 80 SpA, 80 SpD, 60 Spe
Durability: 1.55 (3.10) physical, 0.77 magical

Double Edge (10): 56 Normal type damage, user receives 25% of damage done back to him, 59 average damage, 44 effective damage
Protect (10): Grants invincibility for one turn, each turn consecutive turn used, odds of success halve, initially at 100%.
Tackle (35): 17 Normal type damage, 95% accuracy, 17 average damage
Bide (10): User is forced to skip 2 to 3 turns, at the end of which, he deals damage equal to double the amount he took during those turns.  Note that this does not factor in Poison damage and ilk (like Burn or Leech Seed)
-----
SelfDestruct (5): 180 Normal type damage, user faints from using this attack, 191 average damage
Explosion (5): 226 Normal type damage, user faints from using this attack, 240 average damage
Rapid Spin (40): 10 Normal type damage, user escapes from Wrap like moves and Leech Seed effects, 10 average damage
Spikes (15): If an enemy is swapped, and isn't a flying type, they receive 1/8th MHP in damage after this move is used
Take Down (20): 42 Normal type damage, 85% accurracy, does 25% of damage done back to him, 37 average damage, 28 effective damage
##Strength (15): 38 Normal damage, 40 average

Comments: A tank, plain and simple.   Damage isn't all that stellar, and there is that glaring 4x damage to Fire in the mix, but he totally destroys physical fighters with that absolutely brutal defense.  Protect is good for charge time users, I guess. Yeah, he had a skillset that's actually fairly decent in game, but a lot of its stuff doesn't translate into a duel (Explosion and Spikes come to mind.  You know its sad when both Tackle AND Bide make your default skillset)  Probably a Low Middle, based on the durability alone.


Dunsparce (Normal)
175 HP, 90 Atk, 90 Def, 85 SpA, 85 SpD, 65 Spe
Durability: 1.02 physical, 0.96 magical

Take Down (20): 51 Normal type damage, 85% accurracy, does 25% of damage done back to him, 46 average damage, 34 effective damage
Defense Curl (40): Raises Defense by 1/3, stackable up to 6 times.
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Glare (30): Adds paralysis, 75% hit rate
-----
Spite (10): Deals 2-5 PP damage to the opponents last used attack
Rage (20): 12 Normal type damage, increases by 50% every time he gets attacked, up to the 6th time, max damage of 48
Pursuit (20): 15 Dark type damage, doubles damage if opponent swaps, 15 average damage
##Strength (15): 47 Normal damage, 49 average

Comments: Dunsparce has a nice complement of skills, having physical damage and Screech, defense boosting, and paralysis…and just doesn't have the stats to back them up. Another GSC filler bait pokemon, Middle/Light


Gligar (Flying/Ground)
140 HP, 95 Atk, 125 Def, 55 SpA, 85 SpD, 105 Spe
Durability: 1.13 physical, 0.77 magical

Sand Attack (15): Lower's targets accurracy by 1/3rd, stackable up to 6 times
Harden (40): Raises Defense by 50%, stackable up to 6 times
Slash (15): 31 Normal type damage, 25% critical hit rate, 38 average damage
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
-----
Poison Sting (35): 7 Poison type damage, 30% chance of adding Poison status, 7 average damage
Quick Attack (30): 19 Normal type damage, insures first strike, 20 average damage
Faint Attack (20): 15 Dark type damage, Ignores evade, 15 average damage
Guillotine (5): Instant Death, if targets level is less than or equal to users, 30% hit rate
#Cut, Strength

Comments: Well, he does have Screech + Slash Combo! And Sand Attack and Harden! AND SOME SCRUBBY ID! He also takes 4x damage from Ice, which is funny.  Scrub Pokemon in all regards, Light


Steelix (Steel/Ground)
Hp 150,  At 105, Def 220,  SpA 75,  SpD 85,  Spe 50
Durability: 2.13 (4.16) physical, 0.82 magical

Slam (20): 35 Normal type damage, 75% hit rate, 27 average
Sandstorm (10): Causes the Sandstorm weather effect (aka a field effect), all viable targets lose 12.5% of thier max HP each turn, unless they are Ground, Rock or Steel type.  As a reminder, Steelix himself is Steel AND Ground type, and thus, immune.
Crunch (15): 26 Dark type damage, 10% chance of lowering Special Defense by 1/3, 27 average damage
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
-----
Harden (40): Raises Defense by 50%, stackable up to 6 times
Bind (10): 7 Normal type damage, does said damage for the next 2 to 5 turns, like a pseudo poison effect
Rock Throw (15): 23 Rock Type damage, 90% accurracy, 21 average damage
Tackle (35): 17 Normal type damage, 95% Accurracy, 17 average damage
Rage (20): 10 Normal type damage, increases by 50% everytime he gets attacked, up to the 6th time, max damage of 40
##Strength (15): 36 Normal damage, 39 average
#Cut

Comments: He's basically Onix, only has redeeming features.  Ok, so that feature is just absurdly high physical defense that out does Lugia's Special Defense BEFORE the type is factored in, and the fact that he resists so many different elements (weak to Fire and Earth though), but lets not get into that.  He's like an odd version of Kongol or something.  He has no offense, though, Screech makes up for that somewhat, and he has Crunch for the high evade foes or something.  Is he enough of an improvement over his scrub RBY unevolved self to get out of Light?  I think so.  Middle


Granbull (Normal)
165 HP, 140 Atk, 95 Def, 80 SpA, 80 SpD, 65 Spe
Durability: 1.01 phyiscal, 0.85 magical

Take Down (20): 79 Normal type damage, 85% accurracy, does 25% of damage done back to him, 67 average damage, 50 effective damage
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Scary Face (10): Halves Target's speed, 90% hit rate
Charm (20): Halves opponents attack, stackable up to three times
-----
Rage (20): 19 Normal type damage, increases by 50% everytime he gets attacked, up to the 6th time, max damage of 76
Roar (20): Forces Swap, insures person always goes last
Tackle (35): 31 Normal type damage, 95% hit rate, 31 average damage
Lick (30): 13 Ghost type damage, 30% chance of adding paralysis, 13 average damage
Bite (25): 21 Dark type damage, 30% chance of flinching target if they are slower, 22 average damage
##Strength (15): 71 Normal damage, 75 average


Comments: Granbull has an awesome attack stat…pity his only good physical is Take Down, which the backlash and low accuracy kill from being decent in general.  Scary Face and Charm are nice moves, and Tail Whip boosts his damage.  Low Middle, I guess


Qwilfish (Poison/Water)
140 HP, 115 Atk, 95 Def, 75 SpA, 75 SpD, 105 Spe
Durability: 0.86 physical, 0.67 magical

Hydropump (5): 57 Water type damage, 80% accuracy, 48 average damage
Harden (40): Raises Defense by 50%, stackable up to 6 times
Minimize (20): Raises Evade by 1/3rd, stackable up to 6 times
Take Down (20): 43 Normal type damage, 85% accurracy, does 25% of damage done back to him, 36 average damage, 27 effective damage
-----
Poison Sting (35): 12 Poison type damage, 30% chance of adding Poison status, 13 average damage
Tackle (35): 18 Normal type damage, 95% hit rate, 18 average damage
Pin Missile (20): 8 Bug type damage, hits 2 to 5 times, 85% accuracy, 22 average damage
Spikes (15): If an enemy is swapped, and isn't a flying type, they receive 1/8th MHP in damage after this move is used
Water Gun (25): 20 Water type damage, 21 average damage
##Surf (15): 46 Water damage, 48 average

Comments: Minimize and Harden combined make a decent defensive game, makes up for his averagish damage and bad starting durability.  Runs out of gas a bit fast, so has problems dealing with healers.  Middle/Light


Scizor (Bug/Steel)
145 HP, 150 Atk, 120 Def, 75 SpA, 100 SpD, 85 Spe
Durability: 1.12 (2.24) physical, 0.94 magical

Slash (15): 44 Normal type damage, 25% critical hit rate, 55 average damage
Sword Dance (30): Raises Attack by 100%, stackable up to 3 times
Agility (30): Double's speed, stackable up to 3 times
Double Team (15): Raises Evade by 1/3rd, stackable up to 6 times
-----
Metal Claw (35): 48 Steel type damage, 95% hit rate, 10% chance of raising users Attack  stat by 50% (stackable up to 6 times), 48 average damage
False Swipe (40): 26 Normal type damage, can not reduce target's HP below 1, 27 average damage
Focus Energy (30): Raises Critical hit rate to 12.5% for the rest of the fight (Slash's rate is raised to 33%)
Quick Attack (30): 26 Normal type damage, insures first strike, 27 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
Wing Attack (35): 41 Flying type damage, 43 average damage
Pursuit (20): 14 Dark type damage, doubles damage if opponent swaps, 14 average damage
#Cut, Strength

Comments: What's this? Finally a decent Pokemon after all these scrubs?  Well, seeing as he's merely just evolved from Scyther (already the best Bug type, for whatever that's worth), not surprising he avoided GSC syndrome.  Anyway, he's tankish AND has Double team making him a pain to kill, especially when you consider he resists *10* types (though, he just keels over the instant you whip out Fire damage) and while not inherently fast, Agility quickly offsets that.  Sword Dance allows gives him some good damage too.  It looks like we finally got a good Bug type, everyone! Probably some sort of Heavy


Shuckle (Bug/Rock)
95 HP, 30 Atk, 250 Def, 30 SpA, 250 SpD, 25 Spe
Durability: 1.53 (3.06) physical, 1.53 magical

Wrap (20): 3 Normal type damage, does 1/16th MHP damage for the next 2 to 5 turns like a pseudo poison effect, 85% hit rate, 2 average damage
Safeguard (25): Grants Immunity to all status sans Instant Death
Rest (10): Full HP and status healing, Pokemon is forced into sleep status for the next two turns following the turn its used
Withdraw (40): Raises Defense by 50%, stackable up to 6 times
-----
Encore (5): Opponent is forced to repeat last action 2 to 5 times
Bide (10): User is forced to skip 2 to 3 turns, at the end of which, he deals damage equal to double the amount he took during those turns.  Note that this does not factor in Poison damage and ilk (like Burn or Leech Seed)
Constrict (35): 3 Normal type damage, 10% chance of lowering target's speed, 3 average damage
##Strength (15): 12 Normal damage, 12 average
#Flash

Comments: It shouldn't be hard to tell that Shuckle is a sad dueller.  Damage is 1/8th Ledian's, speed is half Sudowoodo's, no way to boost his stats besides Defense, which he already has too damage much of…he's literally the extreme version of a tank with NO DAMAGE AT ALL.  He 16HKOs thanks to Wrap's special feature, and Rest is full healing, and he has status immunity…yeah.  Seems like a text book Puny, the poor little guy.


Heracross (Bug/Fighting)
155 HP, 145 Atk, 95 Def, 60 SpA, 115 SpD, 105 Spe
Durability: 0.95 physical, 1.15 magical

Megahorn (10): 108 Bug damage, 85% hit rate, 97 average damage
Reversal (15): Does Normal type damage based on HP loss, increases happen only at intervals given.  100% HP does 21, 68.75% HP does 40, 35.42% does 79, 20.83% does 97, 10.42% does 145, 4.17% does 193
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
Endure (10): User cannot be killed for one turn, halves accurracy on each use, insures user goes first
-----
Counter (20): Deal damage equal to double received that turn, if attack is a Physical type, user goes second.  Fails on special attacks
Tackle (35): 22 Normal type damage, 95% hit rate, 22 average damage
Horn Attack (35): 40 Normal type damage, 42 average damage
Fury Attack (20): 10 Normal type damage, hits 2 to 5 times, 85% accuracy, 29 average damage
#Cut, Strength

Comments: Well, after Scizor, Heracross' rival for best Bug type of the series (at least until GSC), translated so well into a duel, Heracross had to be fairly decent right?  So how does he stack up?  Quite a bit different from Scizor, he's all out massive offense, which Megahorn does nicely (easy 2HKO) and Leer allows him to bust up healers.  What's worse is that's not what makes him scary.  What's scary is the combination of Reversal + Endure.  If you aren't faster than him, you…basically need to take an extra turn to kill him, OR YOU EAT REVERSAL AND DIE.  He's kind of what happens when you give an FF8 PC good damage without limits.  Solid Heavy, and not only does he break out of GSC syndrome, but also Pokemon Bug type curse too!

Sneasel (Dark/Ice)
130 HP, 115 Atk, 75 Def, 55 SpA, 95 SpD, 135 Spe
Durability: 0.63 physical, 0.80 magical

Slash (15): 34 Normal type damage, 25% critical hit rate, 42 average damage
Agility (30): Double's speed, stackable up to 3 times
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Faint Attack (20): 22 Dark type damage, Ignores evade, 23 average damage
-----
Beat Up (10): 6 Dark type damage, gets stronger for every healthy ally on your team, 6 average damage
Metal Claw (35): 27 Steel type damage, 95% hit rate, 10% chance of raising users Attack  stat by 50% (stackable up to 6 times), 27 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
Fury Swipes (15): 8 Normal type damage, 85% accurracy, hits 2 to 5 times, 25 average damage
Quick Attack (30): 20 Normal type damage, insures first strike, 21 average damage
Scratch (35): 20 Normal type damage, 21 average damage
#Surf (15): 23 Water damage, 24 average
#Cut, Strength

Comments: Possibly the most ill conceived Pokemon, and this is after all those Sword Dancing Slash users in RBY.  An dual special type...with absolutely not special attack, and high attack...that basically says it all right there.  Well, he's fast and has agility, but the durability sucks too.  Light


Ursaring (Normal)
135 HP, 150 Atk, 95 Def, 95 SpA, 95 SpD, 75 Spe
Durability: 0.83 physical, 0.83 magical

Thrash (20): 73 Normal type damage, attacks for 2-3 turns, after which, user becomes confused, 77 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
Rest (10): Full HP and status healing, Pokemon is forced into sleep status for the next two turns following the turn its used
Snore (15): 33 Normal type damage, 30% chance of flinching target if they are slower, can only be used if under sleep status, 35 average damage
-----
Slash (15): 58 Normal type damage, 25% critical hit rate, 72 average damage
Scratch (35): 33 Normal type damage, 35 average damage
Lick (30): 12 Ghost type damage, 30% chance of adding paralysis, 12 average damage
Faint Attack (20): 25 Dark type damage, Ignores evade, 26 average damage
Fury Swipes (15): 15 Normal type damage, 85% accurracy, hits 2 to 5 times, 47 average damage
#Cut, Strength

Comments: Good damage, a bit suspect on durability and speed though.  Rest and Snore work nicely as a combo too.  Probably some sort of Middle


Magcargo (Rock/Fire)
125 HP, 70 Atk, 140 Def, 100 SpA, 100 SpD, 50 Spe
Durability: 1.13 (2.26) physical, 0.80 magical

Flamethrower (15): 59 Fire type damage, 10% chance of inflicting Burn, 62 average damage
Rock Slide (15): 34 Rock type damage, 90% hit rate, 30% chance of flinching target if they are slower, 32 average damage
Amnesia (20): Doubles special defense, stackable up to three times
Harden (40): Raises Defense by 50%, stackable up to 6 times
-----
Rock Throw (15): 23 Rock type damage, 90% hit rate, 21 average damage
Ember (25): 26 Fire type damage, 10% chance of inflicting Burn, 27 average damage
Smog (20): 7 Poison type damage, 50% chance of adding Poison status, 70% hit rate, 5 average damage
Body Slam (15): 26 Normal type damage, 30% chance of adding Paralysis, 27 average
#Strength

Comments: Tankish mage, who can boost both defenses if he wants too, with passable damage.  Wouldn't be too bad if he wasn't such a slug (both literally and figuratively speaking <.<).  Middle


Piloswine (Ice/Ground)
175 HP, 120 Atk, 100 Def, 80 SpA, 80 SpD, 70 Spe
Durability: 1.35 physical, 0.90 special

Blizzard (5): 61 Ice type damage, 70% accurracy, 10% chance of adding Freeze, 45 average damage
Amnesia (20): Doubles special defense, stackable up to three times
Mist (30): Grants immunity to stat downs
Takedown (20): 45 Normal type damage, 85% accurracy, user receives 25% of damage done back to him, 40 average damage, 30 effective damage
-----
Powder Snow (25): 22 Ice type damage, 10% chance of adding freeze, 23 average damage
Endure (10): User cannot be killed for one turn, halves accurracy on each use, insures user goes first
Fury Attack (20): 8 Normal Type damage, hits 2 to 5 times, 85% accurracy, 25 average damage
Horn Attack (35): 33 Normal type damage, 35 average damage
Tackle (35): 19 Normal type damage, 95% accurracy, 19 average damage
##Strength (15): 41 Normal damage, 44 average

Comments: Good physical durability, Amnesia helps out his magic durability woes, and Blizzard isn't bad...when it hits.  Mist is a nice option for some fights.  Not as bad as you'd expect, probably a Light/Middle

Like with Marill, the next one is listed for "humor" purposes.  Not quite as famous, but yeah, just refer to marill above and such <_<

Swinub (Ice/Ground)
125 HP, 70 Atk, 60 Def, 50 SpA, 50 SpD, 70 Spe
Durability: 0.48 Physical, 0.41 special

Blizzard (5): 39 Ice type damage, 70% accurracy, 10% chance of adding Freeze, 28 average damage
Amensia (20): Doubles special defense, stackable up to three times
Mist (30): Grants immunity to stat downs
Takedown (20): 26 Normal type damage, 85% accurracy, user receives 25% of damage done back to him, 17 average damage
-----
Powder Snow (25): 14 Ice type damage, 10% chance of adding freeze, 15 average damage
Endure (10): User cannot be killed for one turn, halves accurracy on each use, insures user goes first
Fury Attack (20): 5 Normal Type damage, hits 2 to 5 times, 85% accurracy, 15 average damage
Horn Attack (35): 19 Normal type damage, 20 average damage
Tackle (35): 11 Normal type damage, 95% accurracy, 11 average damage
##Strength (15): 25 Normal damage, 26 average

Comments: Sucks.  Not even going to spend time mocking him, though, he does beat Picollo...or something.  Low Light
« Last Edit: July 04, 2010, 01:34:47 AM by Dark Holy Elf »
[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 Gold/Silver/Crystal
« Reply #3 on: August 27, 2008, 06:42:40 PM »
Corsola (Rock/Water)
130 HP, 75 Atk, 105 Def, 85 SpA, 105 SpD, 55 Spe
Durability: 0.88 (1.76) physical, 0.88 magical

Bubblebeam (20): 36 Water type damage, 10% chance of lowering targets speed, 38 average damage
Harden (40): Raises Defense by 50%, stackable up to 6 times
Mirror Coat (20): Deal damage equal to double received that turn, if attack is a Special type, user goes second.  Fails on physical attacks
Recover (20): 50% Healing
-----
Ancient Power (5): 29 Rock type damage, 10% chance of raising all stats by 50%, stackable up to 6 times (Note this move has only 5 PP), 30 average damage
Bubble (30): 12 Water type damage, 10% chance of lowering targets speed, 12 average damage
Spike Cannon (15): 7 Normal type damage, hits 2 to 5 times, 26 average damage
Tackle (35): 12 Normal type damage, 95% hit rate, 12 average damage
##Surf (15): 52 Water damage, 55 average
#Strength (15): 26 Normal damage, 27 average
#Whirlpool

Comments: Physical tank, though, not nearly as good as you'd expect from being a rock type.  Slow kind of hurts the use of Recover, and damage isn't much either.  High Light, I guess, saved by the good physical defense and Harden combo


Octillery (Water)
150 HP, 125 Atk, 95 Def, 125 SpA, 95 SpD, 65 Spe
Durability: 0.92 physical, 0.92 magical

Ice Beam: 50 Ice type damage, 10% chance of adding Freeze, 54 average damage
Octazooka (10): 51 water type damage, 50% chance of lowering targets accuracy, 85% accuracy, 46 average damage
Hyper Beam (5): 78 Normal type damage, user is forced to skip next turn, 90% hit rate, 37 average damage
Psybeam (20): 34 Psychic type damage, 10% chance of inflicting confusion status, 36 average damage
-----
Focus Energy (30): Raises Critical hit rate to 12.5% for the rest of the fight
Bubblebeam (20): 48 Water type damage, 10% chance of lowering targets speed, 51 average damage
Water Gun (25): 33 Water Type damage, 35 Average damage
Aurora Beam (10): 34 Ice type damage, 10% chance of lowering targets Attack, 36 average damage
##Surf (15): 75 Water damage, 79 average
#Whirlpool

Comments: Octazooka is good for messing up opponents accuracy, and Ice Beam can help against frail healers or something.  Hyper Beam is good for finishing off opponents and Psy Beam is consistant non elemental damage.  Pretty averagish in general, besides his low speed.  Low Middle


Delibird (Ice/Flying)
120 HP, 75 Atk, 65 Def, 85 SpA, 65 SpD, 95 Spe
Durability: 0.50 physical, 0.50 magical

Present (15): 40% Chance of doing 14 Normal type damage, 30% chance of doing 26 Normal type damage, 10% chance of doing 38 Normal type damage, 20% chance of healing opponent for 80 HP, 90% hit rate, 2 net damage
##Fly (15): 35 Flying damage, one-turn invincible charge-time, 95 hit, 17 average

Comments: Umm…er…I'm…not sure if I should just start mocking the hell out of him, or start pretending to hype the hell out of him as a joke.  I'll just say this; if he's not the definition of a non Jogurt Puny, I don't know WHAT is.  


Mantine (Water/Flying)
140 HP, 60 Atk, 90 Def, 100 SpA, 160 SpD, 90 Spe
Durability: 0.81 physical, 1.44 magical

Bubblebeam (20): 39 Water type damage, 10% chance of lowering targets speed, 41 average damage
Confuse Ray (15): Adds Confusion
Agility (30): Double's speed, stackable up to 3 times
Wing Attack (35): 26 Flying type damage, 27 average damage
-----
Bubble (30): 14 Water type damage, 10% chance of lowering targets speed, 14 average damage
Supersonic (20): Adds Confusion, 55% hit rate
Tackle (35): 11 Normal type damage, 95% hit rate, 11 average damage
Take Down (20): 23 Normal type damage, 85% accurracy, does 25% of damage done back to him, 20 average damage, 15 effective damage
##Surf (15): 61 Water damage, 64 average
#Whirlpool, Waterfall

Comments: A Magic tank who has Agility and Confuse ray to offset some iffy damage.  Yet another mehish dueller of this generation, and not surprisingly, another Middle


Skarmory (Steel/Flying)
140 HP, 100 Atk, 160 Def, 60 SpA, 90 SpD, 90 Spe
Durability: 1.45 (2.90) physical, 0.81 magical

Steel Wing (25): 44 Steel type damage, 10% chance of raising defense by 50%, 90% hit rate, 42 average damage
Sand Attack (15): Lower's targets accurracy by 1/3rd, stackable up to 6 times
Agility (30): Double's speed, stackable up to 3 times
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
-----
Peck (35): 26 Flying type damage, 27 average damage
Swift (20): 26 Normal type damage, ignores evade, 27 average damage
Fury Attack (25): 7 Normal Type damage, hits 2 to 5 times, 85% hit rate, 22 average damage
#Fly (15): 45 Flying damage, one-turn invincible charge-time, 95 hit, 22 average
#Cut

Comments: Incredibly physical durability, but subpar magic durability, Agility and Sand Attack can mess around a lot of fighters, and Leer helps his damage a bit.  Probably some sort of Middle


Houndoom (Dark/Fire)
150 HP, 110 Atk, 70 Def, 130 SpA, 100 SpD, 115 Spe
Durability: 0.68 physical, 0.97 magical

Flamethrower (15): 78 Fire type damage, 10% chance of inflicting Burn, 82 average damage
Crunch (15): 65 Dark type damage, 10% chance of lowering Special Defense by 1/3, 69 average damage
Faint Attack (20): 50 Dark type damage, Ignores evade, 53average damage
Bite (25): 50 Dark type damage, 30% chance of flinching target if they are slower, 53 average damage
-----
Roar (20): Forces Swap, insures person always goes last
Ember(40): 33 Fire type damage, 10% chance of inflicting Burn, 35 average damage
Smog (20): 10 Poison type damage, 50% chance of adding Poison status, 70% hit rate, 7 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
##Strength (15): 38 Normal damage, 40 average

Comments: A standard Ball Lightning mage, Houndoom hits hard, and hits fast, and can hit in several different ways.  Granted, the guy has very little variety, just 2 elements, and 3 different forms of one of those elements (Flinching, Evade Ignoring, and Damage + Special Defense lowering)  High Middle


Kingdra (Water/Dragon)
150 HP, 115 Atk, 115 Def, 115 SpA, 115 SpD, 105 Spe
Durability: 1.11 physical, 1.11 magical

Hydropump (5): 86 Water type damage, 80% hit rate, 73 average damage
Smokescreen (20): Lowers opponents Accurracy
Agility (30): Double's speed, stackable up to 3 times
Twister (20): 31 Dragon type damage, 30% chance of flinching target if they are slower, 33 average damage
-----
Water Gun (25): 31 Water Type damage, 33 average damage
Bubble (30): 17 Water type damage, 10% chance of lowering Target's speed by 1/3, 18 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
##Surf (15): 69 Water damage, 73 average
#Whirlpool, Waterfall

Comments: Ok, lets ignore that they kept Seadra's godly LEER ON A MAGE! Concept.  Kingdra is the apology for making a totally worthless Pokemon in Seadra in RBY.  He's got good damage, decent durability, and an excellent combo of types in being Water and Dragon (only weak to Dragon, as they cancel out all other weaknesses) He's also fast, and has agility.  Probably a Heavy


Donphan (Ground)
165 HP, 140 Atk, 140 Def, 80 SpA, 80 SpD, 70 Spe
Durability: 1.49 physical, 0.85 magical

Earthquake (10): 87 Ground type damage, 92 average damage
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times.  If used the turn directly before Rollout, then Rollout's damage doubles (IE first hit now does 38, last hit does 604)
Roll Out (20): 19 Rock Type damage, 90% accurracy, user is forced to use for the next 5 turns, damage doubles each turn barring a miss, 304 damage max, 112 overall average damage
Flail (15): Does Normal type damage based on HP loss, increases happen only at intervals given.  100% HP does 14, 68.75% HP does 26, 35.42% does 51, 20.83% does 61, 10.42% does 94, 4.17% does 125
-----
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Horn Attack (35): 39 Normal type damage, 41 average damage
Fury Attack (25): 10 Normal Type damage, hits 2 to 5 times, 85% hit rate, 31 average damage
Rapid Spin (40): 14 Normal type damage, user escapes from Wrap like moves and Leech Seed effects, 14 average damage
#Strength (15): 47 Normal damage, 49 average

Comments: Donphan's a tank with high damage.  Earthquake is good consistent damage, Flail's good for desperations, and Roll out deals with annoying healers, as well as Defense Curl to let him make his first turn actually worth something too.  Alternativly, look at it this way; Donphan is Azumarill, only a different type, and actually has the stats to make good on his combos.  High Middle


Porygon2 (Normal)
160 HP, 100 Atk, 110 Def, 125 SpA, 115 SpD, 80 Spe
Durability: 1.14 physical, 1.19 magical

Tri Attack (10): 51 Normal type damage, 10% chance of inflicting Freeze, Burn, or Paralyze status, 54 average damage
Agility (30): Double's speed, stackable up to 3 times
Recover (20): 50% Healing
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times.  
-----
Lock On (5): Allows next attack to ignore evade, and have 100% accuracy
Tackle (35): 23 Normal type damage, 95% hit rate, 23 average damage
Zap Cannon (5): 53 Elecrtic type damage, 50% hit rate, adds paralysis if attack is successful, 28 average damage
Psybeam (20): 34 Psychic type damage, 10% chance of inflicting confusion status, 36 average damage
Conversion (30): Changes users type to that of his opponents
Conversion2 (30): Changes users type to that of one of his moves
#Flash

Comments: Has a nice defensive game with Agility, Recover and Defense Curl, and Tri Attack's random status can help in a pinch.  Not all to shabby, though he'd like more offense in general.  Some sort of Middle


Stantler (Normal)
148 HP, 115 Atk, 82 Def, 105 SpA, 85 SpD, 105 Spe
Durability: 0.78 physical, 0.81 magical

Stomp (20):  47 Normal type damage, 30% chance of flinching target if they are slower, 49 average damage
Sand Attack (15): Lower's targets accurracy by 1/3rd, stackable up to 6 times
Confuse Ray (15): Adds Confusion
Hypnosis (20): Adds sleep status, 60% hit rate
-----
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
Take Down (20): 65 Normal type damage, 85% accurracy, does 25% of damage done back to him, 58 average damage, 44 effective damage
Tackle (35): 26 Normal type damage, 95% hit rate, 26 average damage
#Flash

Comments: Average damage, averagish speed, low durability and a few tricks…seems pretty standard for a Pokemon.  Low Middle


Smeargle (Normal)
130 HP, 40 Atk, 55 Def, 40 SpA, 65 SpD, 95 Spe
Durability: 0.46 Physical, 0.55 magical

Sketch: Copy one of the opponents.  It replaces this move ala mimic, only its permanent (and not just "til end of fight"). This means he can learn every move that is already found on any skillset of any pokemon, with the exception of Self-Destruct, Explosion, and Metronome. Obviously his skillset is huge, so only a few of his best options are listed here.

Spore (15): Adds sleep
Belly Drum (10): Raises Attack to 400% base value, deals damage to user equal to half their MHP
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
Hyper Beam (5): 38 Normal type damage, user is forced to skip next turn, 90% hit rate, 18 average damage
-----
Night Shade (15): 50 non typed damage, ignores defense and all other modifiers
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Recover (20): 50% Healing
Acid Armour (40): Doubles defense, stackable up to 3 times
Amnesia (20): Doubles special defense, stackable up to 3 times
Agility (30): Doubles speed, stackable up to 3 times
Swords Dance (30): Raises Attack by 100%, stackable up to 3 times
Confuse Ray (15): Adds Confusion
Thunder Wave (15): Adds Paralysis
Return (20): 27 Normal damage, 28 average
Pain Split (20): Adds both target's and user's HP up, and distributes it in half evenly among the two, can't raise HP more than MHP
Super Fang (10): Target loses half its current HP, rounded down, 90% hit rate
Mind Reader (5): Next attack the user makes is a guaranteed hit, ignoring accuracy and evade
Horn Drill (5): Instant death, 30% hit rate
Leech Seed (10): Inflicts "Seeded" status on target.  Like Confuse, this does not conflict with other status'.  Under this status, target loses 12.5%of thier MHP a turn (ala poison), and opponent (be it the one who inflicted him, or an ally swapped in) heals back an amount equal to damage done, 90% hit rate.
Substitute (10): User sacrifices 25% MHP to create a shield with that much HP. Overkill damage dealt to the shield does not transfer onto the user, and while the shield is up, the user is protected from all status (except instant death, which merely kills the shield).
Safeguard (25): Grants immunity to all status sans instant death for 5 turns

Comments: Smeargle has quite a few strategies, and while its stats are bad, above average speed gives it the chance to get a lot of them off. The simplest? Put the opponent to sleep, Belly Drum to get OHKO damage with Hyper Beam, using Screech if necessary to make it 2x overkill, or Night Shade/Tail Whip if those suffice for more accurate options. But he can also play a tanking game with the defensive buffs and Recover, or play with turn-2 instant death. His two main failings are that he can be outsped and OHKOed (haha durability), and that if you block sleep he needs two turns to do anything decisive. High Middle, probably.


Hitmontop
125 HP, 115 Atk, 115 Def, 55 SpA, 130 SpD, 90 Spe
Durability: 0.93 physical, 1.05

Agility (30): Double's speed, stackable up to 3 times
Counter (20): Deal damage equal to double received that turn, if attack is a Physical type, user goes second.  Fails on special attacks
Triple Kick (10): Hits up to 3 times, each hit has its own check, first hit does 9, second hit does 17, third hit does 31, move stops the instant a hit misses, 90% hit rate, 42 average damage
Detect (5): Grants invincibility for one turn, each turn consecutive turn used, odds of success halve, initially at 100%.
-----
Focus Energy (30): Raises Critical hit rate to 12.5% for the rest of the fight
Pursuit (20): 10 Dark type damage, doubles damage if opponent swaps, 10 average damage
Quick Attack (30): 20 Normal type damage, insures first strike, 21 average damage
Rolling Kick (15): 44 Fighting type damage, 30% chance of flinching target if they are slower, 85% hit rate, 39 average damage
Rapid Spin (40): 11 Normal type damage, user escapes from Wrap like moves and Leech Seed effects, 11 average damage
#Strength (15): 39 Normal damage, 41 average

Comments: Below average speed, bad damage, though Agility is nice.  Counter is good if he's against a high physical fighter who fails to OHKO or something.  Overall unimpressive though.  Light/Middle


Miltank (Normal)
170 HP, 100 Atk, 125 Def, 60 SpA, 90 SpD, 120 Spe
Durability: 1.37 physical, 0.99 magical

Body Slam (15): 54 Normal type damage, 30% chance of adding Paralysis, 57 average
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times.  If used the turn directly before Rollout, then Rollout's damage doubles (IE first hit now does 28, last hit does 448)
Roll Out (20): 14 Rock Type damage, 90% accurracy, user is forced to use for the next 5 turns, damage doubles each turn barring a miss, 224 damage max, 78 overall average damage
Milk Drink (10): 50% Healing
-----
Tackle (35): 23 Normal type damage, 95% hit rate, 23 average damage
Bide (10): User is forced to skip 2 to 3 turns, at the end of which, he deals damage equal to double the amount he took during those turns.  Note that this does not factor in Poison damage and ilk (like Burn or Leech Seed)
Heal Bell (5): Heals user from status effects
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Stomp (20):  42 Normal type damage, 30% chance of flinching target if they are slower, 44 average damage
#Surf (15): 25 Water damage, 26 average
#Strength

Comments: Good physical durability, and Defense Curl to back that up.  Fast, and has Milk Drink for healing.  Body Slam's paralysis can see use from time to time, and again, we see the brutal Defense Curl + Roll Out combo that just murders those who fight defensivly.  Thinking Middle/Heavy


Blissey (Normal)
330 HP, 30 Atk, 30 Def, 95 SpA, 155 SpD, 75 Spe
Durability: 0.64 physical, 3.29 magical

Double Edge (10): 23 Normal type damage, user receives 25% of damage done back to him, 24 average damage, 18 effective damage
Softboiled (10): 50% Healing
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times.
Minimize (20): Raises Evade by 1/3rd, stackable up to 6 times
-----
Pound (35): 9 Normal type damage, 9 average damage
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Sing (15): Adds sleep status, 55% hit rate
Egg Bomb (10): 20 Normal type damage, 75% hit rate, 15 average damage
Light Screen (30): Halves all Special Type damage
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Double Slap (10): 4 Normal type damage, hits 2 to 5 times, 85% hit rate, 12 average damage
#Strength (15): 17 Normal damage, 18 average
#Flash

Comments: Not surprisingly at all, Blissey is more or less identical to Chansey from RBY, given it’s the evolution.  A bit better in all regards, obviously, though none of them are really noteworthy compared to Chansey, besides overall Magic Durability, the one stat it did NOT need.  Slow, takes physicals badly, laughs at magic, good defensive buffers, healing, and laughable damage are all still very apparent.  Since it really didn't improve much over Chansey at all in any real noticeable way, guess it'll get a High Light vote.


Raikou (Electric)
165 HP, 105 Atk, 95 Def, 135 SpA, 120 SpD, 135 Spe
Durability: 1.44 physical, 1.28 special

Thunder (10): 101 Eletric type damage, 70% hit rate, 10% chance of paralysis, 75 average damage
Reflect (30): Halves all Physical damage
Spark (20): 56 Electric type damage, 30% chance of paralysis, 59 average damage
Crunch (15): 45 Dark type damage, 10% chance of lowering Special Defense by 1/3, 47 average damage
-----
Quick Attack (30): 19 Normal type damage, insures first strike, 20 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
Thundershock (30):  34 Electric type damage, 10% chance of paralysis, 36 average
Roar (20): Forces Swap, insures person always goes last
Bite (25): 34 Dark type damage, 30% chance of flinching target if they are slower, 36 average damage
#Strength: 36 Normal damage, 38 average
#Cut, Flash

Comments:  Good Durability and good speed, and high damage.  He covers all his bases fairly well, overall not much different than Zapdos actually, guess it wouldn't be wrong to call him Heavy


Entei (Fire)
190 HP, 135 Atk, 105 Def, 110 SpA, 95 SpD, 120 Spe
Durability: 1.29 physical, 1.16 special

Flamethrower (15): 65 Fire type damage, 10% chance of inflicting Burn, 69 average damage
Fire Blast (5): 83 Fire type damage, 85% accurracy, 10% chance of inflicting burn, 74 average damage
Swagger (10): Causes confusion, doubles target's power, 90% accurracy
Stomp (20): 37 Normal type damage, 30% chance of flinching target if they are slower, 39 average damage
-----
Bite (25): 29 Dark type damage, 30% chance of flinching target if they are slower, 30 average damage
Firespin (15): 12 Fire type damage, 70% hit rate, target takes said damage for the next 2 to 5 turns (think a pseudo poison)
Ember (40): 29 Fire type damage, 10% chance of inflicting Burn, 30 average damage
Roar (20): Forces Swap, insures person always goes last
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
#Strength (15): 46 Normal damage, 48 average
#Cut, Flash

Comments: An improved Typhlosion, though, can't really say much beyond that.  Has an option or two, but eh, again, the Fire Legendary ends up the scrub of the three.  And unlike Moltres, no cheap suddenly good "Fire SPin + Agility" combo to make him look good.  Probably a Low Heavy, since he's well built for slug fests, but being reliant on one element really hurts.


Suicune (Water)
175 HP, 95 Atk, 135 Def, 110 SpA, 135 SpD, 105 Spe
Durability: 1.52 physical, 1.52 Special

Hydropump (5): 83 Water type damage, 80% hit rate, 70 average
Rain Dance (5): Causes Rainy Day weather (aka a Field effect).  Water type attacks get 50% more damage, Thunder (the attack) gets 100% hit rate, and Fire damage is halved, lasts 5 turns
Mirror Coat (20): Deal damage equal to double received that turn, if attack is a Special type, user goes second.  Fails on physical attacks
Mist (30): Grants immunity to stat downs
-----
Bubblebeam (20): 45 Water type damage, 10% chance of lowering targets speed, 47 average damage
Aurora Beam (10): 31 Ice type damage, 10% chance of lowering targets Attack, 32 average damage
Gust (35): 17 Flying type damage, 18 average damage
Bite (25): 29 Dark type damage, 30% chance of flinching target if they are slower, 30 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
##Surf (15): 66 Water damage, 70 average
#Cut, Whirlpool, Waterfall

Comments: Excellent durability, and Rain Dance + Hydro Pump means good damage.  Mirror Coat pretty much means kill him with magic, or prepare to suffer.  While he's somewhat different than Articuno, he certainly doesn't put his RBY counterpart to shame.  High Heavy


Tyranitar (Rock/Dark)
175 HP, 154 Atk, 130 Def, 115 SpA, 120 SpD, 81 Spe
Durability: 1.47 (2.94) physical, 1.36 special

Rock Slide (15): 72 Rock type damage, 90% hit rate, 30% chance of flinching target if they are slower, 68 average damage
Scary Face (10): Halves Target's speed, 90% hit rate
Crunch (15): 58 Dark type damage, 10% chance of lowering Special Defense by 1/3, 61 average damage
Screech (40): Halves target's defense, 85% hit rate, stackable up to 3 times
-----
Bite (25): 44 Dark type damage, 30% chance of flinching target if they are slower, 46 average damage
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
Sandstorm (10): Causes the Sandstorm weather effect (aka a field effect), all viable targets lose 12.5% of thier max HP each turn, unless they are Ground, Rock or Steel type.  As a reminder, Tyranitar himself is
Rock type, and thus, immune, lasts 5 turns
Thrash (20): 57 Normal type damage, attacks for 2-3 turns, after which, user becomes confused, 60 average damage
Earthquake (10): 64 Ground type damage, 68 average damage
Hyper Beam (5): 95 Normal type damage, user is forced to skip next turn, 90% hit rate, 45 average damage
#Strength (15): 52 Normal damage, 55 average
#Surf (15): 46 Water damage, 48 average
#Cut

Comments: Hey look everyone!  The pain in the ass to raise genericly found wild Pokemon WHO DOESN'T SUCK!  Nor does he rely on a cheap suddenly effective strategy either!  Ok, that was just mean to Dragonite, but regardless, an awesome tank, with high damage both physically and magically, and Screech insures that you basically must engage a slugest since its the perfect anti healing move.  A bit slow...but Scary Face fixes that fairly fast.  High Heavy, possibly a borderline God Like, and he doesn't even need the Reinfleche! </random chat joke>


Lugia (Psychic/Flying)
181 HP, 110 Atk, 150 Def, 110 SpA, 174 SpD, 130 Spe
Durability: 1.75 physical, 2.03 special

Hydropump (5): 56 Water type damage, 80% hit rate, 47 average
Recover (20): 50% Healing
Safeguard (25): Grants Immunity to all status sans Instant Death
Aeroblast (5): 69 Flying type damage, 25% Critical hit rate, 95% accurracy, 81 average damage
-----
Gust (35): 29 Flying type damage, 30 average damage
Rain Dance (5): Causes Rainy Day weather (aka a Field effect).  Water type attacks get 50% more damage, Thunder (the attack) gets 100% hit rate, and Fire damage is halved, lasts 5 turns
Swift (20): 29 Normal type damage, ignores evade, 30 average damage
Whirlwind (20): Forces Swap, insures person always goes last
Ancient Power (5): 29 Rock type damage, 10% chance of raising all stats by 50%, stackable up to 6 times (Note this move has only 5 PP), 30 average damage
Future Sight (15): 37 Non Typed special class damage, move activates 2 turns after used, is NOT a charge time, as user can still act before the move is actually pulled off.  IOWs, think of it as a time bomb; the move is set, and it blows up in two turns.  90% accurracy, 35 average damage.  Note that moves that boost Psychic attacks boost this as well.
##Surf (15): 44 Water damage, 46 average
#Strength (15): 38 Normal damage, 40 average
#Fly, Whirlpool, Waterfall

Comments: Crazy durable, and you can't even status him out unless your faster and your status is crazy accurrate.  Recover is just insult to injury on a Pokemon like this.  Not quite as good as Mewtwo before him, but still an utterly scary dueller.  If you must know, while weak to Ice and Lightning, his defense is so high that he takes them  BETTER (negligibly, albeit) than an average character whose NOT weak to them.  This says a lot about all other types that hit him.  Heavy/God Like, if he had a bit more damage, probably could be full.


Ho-oh (Fire/Flying)
181 HP, 150 Atk, 110 Def, 130 SpA, 174 SpD, 110 Spe
Durability: 1.28 physical, 2.03 special

Fire Blast (5): 97 Fire type damage, 85% accurracy, 10% chance of inflicting burn, 87 average damage
Sunny Day (5): Causes Sunny Day Weather effect (aka a field effect) Raises Fire damage by 50%, Water damage reduced by 50%, and allows Solar Beam to be used without charge times for 5 turns
Recover (20): 50% Healing
Safeguard (25): Grants Immunity to all status sans Instant Death
-----
Sacred Fire (5): 81 Fire Type damage, 95% accurracy, 50% chance of inflicting burn, heals from Freeze status (yes, it CAN be used even if he's frozen, despite all logic saying otherwise), 81 average damage
Gust (35): 39 Flying type damage, 41 average damage
Swift (20): 39 Normal type damage, ignores evade, 41 average damage
Whirlwind (20): Forces Swap, insures person always goes last
Ancient Power (5): 39 Rock type damage, 10% chance of raising all stats by 50%, stackable up to 6 times (Note this move has only 5 PP), 41 average damage
Future Sight (15): 50 Non Typed special class damage, move activates 2 turns after used, is NOT a charge time, as user can still act before the move is actually pulled off.  IOWs, think of it as a time bomb; the move is set, and it blows up in two turns.  90% accurracy, 47 average damage.  Note that moves that boost Psychic attacks boost this as well.
#Fly (15): 66 Flying damage, one-turn invincible charge-time, 95 hit, 33 average
#Strength (15): 51 Normal damage, 54 average
#Flash

Comments: Lugia, if you shifted a bit of his Physical Defense into raw damage.  Sunny Day + Fire Blast tends to kill lots, and if he must, Future Sight is good for dealing with tankish healers.  The same Recover and Safeguard w/ good durability appear here as well.  While in game, he's the inferior of the two, its hard to say if that's the case here, so I'll just give him the same Heavy/God Like nod his silver buddy got.

Damage comparisons (Optimal Average damage output listed). Underlined entries assume HMs, italicised entries assume no HMs, for all other pokemon it makes no difference:
Heracross 97 > Donphan 92 > Espeon 89 > Ho-oh 87 > Houndoom 82 > Lugia 81 > Typhlosion 80 > Octillery 79 > Ursaring 77 > Slowking 76 > Raikou 75 = Ampharos 75 = Granbull 75 > Entei 74 > Kingdra 73 > Slowking 72 > Quagsire 71 > Suicune 70 = Politoed 70 > Xatu 69 > Tyranitar 68 > Feraligator 63 > Magcargo 62 = Mantine 62 > Lanturn 61 > Sunflora 59 > Miltank 57 > Corsola 55 = Scizor 55 > Girafarig 54 = Octillery 54 = Porygon2 54 > Sudowoodo 53 > Bellosom 51 = Furret 51 > Ariados 50 = Murkrow 50 = Granbull 50 > Aipom 49 = Dunsparce 49 = Stantler 49 > Qwilfish 48 > Crobat 47 = Girafarig 47 > Azumarill 45 = Piloswine 45 > Unown 44 = Forretress 44 > Meganium 42 = Sneasel 42 = Skarmory  42 = Hitmontop 42 > Mantine 39 = Steelix 39 > Furret 38 = Yanma 38 = Gligar 38 = Corsola 38 > Aipom 36 > Togetic 35 > Dunsparce 34 > Azumarill 33 > Umbreon 32 > Misdreavus 31 > Noctowl 27 = Steelix 27 > Ledian 23 > Jumpluff 21 > Blissey 18 > Delibird 17 > Shuckle 12 > Shuckle 3 = Delibird 2 > Wobbuffet 0
Average without HMs: 51 (127.5 kill point)
Average with HMs: 54 (135 kill point)

Average speed: 89
Speed standard deviation: 26
« Last Edit: July 04, 2010, 04:27:04 PM by Dark Holy Elf »
[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 Gold/Silver/Crystal
« Reply #4 on: August 27, 2008, 06:48:33 PM »
MORE RANDOM GARBAGE!

Grabbing two RBYers who got significant non stat/moveset changes...ok, one of them is TECHNICALLY a stat change, but its different and an actual big one and such...yeah <_<

NOT getting Farfetch'd, mind, since he just gets worse in this form losing RBY Slash.


Magneton (Electric/Steel)
125 HP, 80 Atk, 115 Def, 140 SpA, 90 SpD, 90 Spe
Durability: 0.92 (1.84) physical, 0.73 magical

Zap Cannon (5): 87 Electric damage, adds Paralysis, 50% hit rate, 46 average damage
Lock On (5): Allows next attack to ignore evade, and have 100% accuracy
Supersonic (20): Adds Confusion, 55% hit rate
Thunderwave (20): Adds Paralysis
-----
Thundershock (30): 36 Electric type damage, 10% chance of paralysis, 38 average
Sonic Boom (20): Does set 20 non typed damage, ignores all damage modifiers, 90% hit rate, 18 average damage
Swift (20): 21 normal type damage, ignores all attack and evasion modifiers, 22 average
Screech (40): Lowers defense by 50%, stackable up to 3 times, 85% hit rate
Tackle (35): 13 Normal type damage, 95% hit rate, 13 average
Tri Attack (10): 28 Normal type damage, 20% chance of inflicting Freeze, Burn or Paralysis, 29 average damage
#Flash

Note: Tri Attack is learned in Crystal in place of Swift, meaning he can't use both moves at the same time naturally.  Take this as you will, listing it for those who care

Comments: Well, damage got a touch better, Lock On lets him hit with it reliably and get double the effectiveness of it, and Thunderwave lets him compensate for his low speed.  Lost Special Defense which hurts his durability game...but that's made up for on one fact: Steel type.  With that added type, he gets *13* Resists  due to this new typage, which is pretty nifty, though, he just kind of keels over if hit with Fire magic or an Earth attack.  Probably some sort of Middle, an improvement over his RBY form at least.

Marowak (Ground)
Equip: Thick Club (Doubles the Attack stat of Cubone and Marowak)
135 HP, 100 (200) Atk, 130 Def, 70 SpA, 100 SpD, 65 Spe
Durability: 1.13 physical, 0.87 magical

Bonemerang (10): 64 Ground type damage, hits twice, 90% hit rate, 122 average damage
Growl (40): Lowers targets Physical damage by 1/3rd, stackable up to 6 times
Leer (30): Lowers targets defense by 1/3rd, stackable up to 6 times
Thrash (20): 75 Normal type damage, attacks for 2-3 turns, after which, user becomes confused, 79 average damage
-----
Bone Club (20): 81 Ground type damage, 85% hit rate, 73 average damage
Tail Whip (40): Lowers Opponents defense by 1/3, can be stacked up to 6 times
Headbutt (15): 59 Normal type damage, 30% chance of flinching if opponent is slower (HA! To that), 62 average damage
Rage (20): 18 Normal type damage, increases by 50% everytime he gets attacked, up to the 6th time, max damage of 64
False Swipe (40): 34 Normal type damage, can not kill target, 36 average damage
Bone Rush (10): 33 Ground type damage, 80% hit rate, hits 2 to 5 times, 98 average damage
Focus Energy (30): Raises Critical hit rate to 12.5% for the rest of the fight
#Strength (15): 67 Normal damage, 71 average

Comments: Nice Improvement over his RBY Form.  With the Thick Club raising his attack from "Average" to "OBSCENE", his damage is now brutal, just shy of a OHKO.  Improved Special Defense lets him at least be able to take one magic hit (granted, he's not exactly fond of magic though), which helps.  Granted, he...still is at a complete lack of speed, which hurts a lot.  Though, the sheer damage should be enough to make him a Heavy now.  And no, he's NOT a good ranking idea <_<

« Last Edit: July 04, 2010, 04:29:06 PM by Dark Holy Elf »
[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

Dark Holy Elf

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Re: Pokemon Gold/Silver/Crystal
« Reply #5 on: July 04, 2010, 04:37:23 PM »
I went through and added all the HM moves learned by each pokemon. In the interests of space, I did not list detailed descriptions of moves which are useless (as well as Flash, which is a 70% chance to lower target's accuracy one stage, and is borderline useless).

Why you might want to allow these: they reflect in-game very well. HMs are free to give to any pokemon who can learn them, and are a very legitimate in-game advantage: Surf in particular makes any pokemon who can learn it better.

The two ones that are most important in the DL are Surf and Strength. Surf is a powerful Water attack and is a huge boon to any Water unlucky enough to miss Hydro Pump. For those who do get Hydro Pump, Surf averages around the same damage but has triple the number of uses, so it's still a good option. Strength is a reasonably powerful and accurate Normal attack, so acts as a solid non-elemental physical option; a few pokemon have their raw damage improved by it because their innate skillsets are that bad, though more often it's just a decent fallback.

The remaining HMs, which matter far less often, are: Fly, a Jump-like command which a few pokemon find useful; Cut, a weak Normal attack which is almost never better than other options; Whirlpool, a Firespin-like attack of questionable worth; Waterfall, a weaker Surf that is only learned by things that learn Surf; and Flash, a move which lowers accuracy but itself has bad accuracy, and is learned by many pokemon. Because Flash does not reflect stats in any way, and is so widespread, you may not want to allow it, but it's mediocre enough that it rarely matters (and those who might make use of it, like Blissey, get something better).

I didn't start with RBY because HMs are less clearly legal there: they have the disadvantage that they can never be deleted, ever. I'll probably get around to it later, after the other Pokemon stat topics.

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

Reiska

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Re: Pokemon Gold/Silver/Crystal
« Reply #6 on: July 31, 2014, 08:29:16 AM »
Gen 2 crit oddities, since I was looking gen 6 crit mechanics up on sheer curiosity, and how they differ from later games: Gen 2 crits ignore all buffs and debuffs and Light Screen/Reflect if the defender's buff stage in the appropriate defense stat is higher than the attacker's buff stage in the appropriate attack stat; otherwise, they ignore none.  This leads to the oddity that having attack buffs can prevent crits from piercing Light Screen/Reflect.  Examples:

Attacker using physical move after buff from Swords Dance (+2 Attack) against defender with Defense Curl (+1 Defense): neither buff is ignored.
Attacker using special move after buff from Growth (+1 Sp. Atk) against defender with Amnesia (+2 Sp. Def): both buffs are ignored.
Attacker using physical move with no buff, defender has no buff but has Reflect in effect: Reflect is ignored.
Attacker using physical move with attack buff, defender has no buff but has Reflect in effect: Reflect is not ignored.