Author Topic: Pokemon Gen 3  (Read 4786 times)

Meeplelard

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Pokemon Gen 3
« on: December 22, 2007, 01:51:20 AM »
This Topic is actually going to be a merging of the FRLG Topic and RSE topics.  Why? Cause they both follow all the same rules, etc.  Don't worry, there will be damage averages for each individual game, just figure its easier to do things this way.

Like the others, average HP is 155, and average in all other stats is 100. Damage average likely will end up closer to GSC than to RBY due to the similar Crit rates, but hard to say, what with several massive offensive powerhouses appearing (Kyogre comes to mind...), but we'll see that later anyway.

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 1-4 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)


A few last things:
I allow the Move Relearner. This actually matters here since lots of Pokemon learn things only if they aren't evolved, and apparently, the Move Relearner can't access those moves if they evolve. What the Move Relearner CAN access is things only learned post evolution though (See Sceptiles Leaf Blade and Giga Drain; he can only learn Giga Drain as Treecko, but that means no Leaf Blade; he can still get Leaf Blade via move relearner once he evolves though. The reverse logic doesn't work though.) This is not the same as TMs, HMs or Move Tutors, its more akin to the "Learn skills that are higher than end game levels" type thing, only different reasoning, and personally, more legit since it CAN be done in game.

2ndly, special skills. One of the "fun" features of Gen 3 is that each Pokemon has a special skill (some have an option of two); all of these kick in like an FFT Reaction or Support ability, as in some only happen in response to an action (See Blaziken's Blaze), or they just are always in effect (Slaking's Truant.) Some of these are quite significant in a duel (Kyogre's Drizzle), others might be able to be viewed in a variety of ways (Anyone who uses Pressure could be argued to double MP costs, for example), and some are just utterly pointless (Poochyena's RUN AWAY!!!) I'll be mentioing their effects, and their trigger effects too, of course. Lastly, some Pokemon have Multiple Special Abilities. I'll be listing both, and then Bolding the one I think should be default; either one can be used, but not at the same time, and technically, not on the same specific Pokemon <_<;

The actual stat topic starts...IN THE NEXT POST!!!!
[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 Gen 3
« Reply #1 on: December 22, 2007, 01:53:35 AM »
Venusaur (Grass/Poison)
155 HP, 102 Atk, 103 Def, 120 SpA, 120 SpD, 100 Spe
Durability: 1.03 physical, 1.20 magical
Special Ability - Overgrow: When HP < 33%, all Grass damage raises by 50%

Frenzy Plant (5): 112 Grass type damage, 90% accurracy, user is forced to "recharge" next turn, 53 average damage
Sleep Powder (15): Inflicts Sleep status, 75% hit rate
Razor Leaf (25): 43 Grass type damage, 95% accurracy, 25% critical hit rate, 51 average damage
Leech Seed (10): Adds a status where Target takes 12.5% damage a turn, and the opponent of the target heals that much, 90% hit rate
-----
Synthesis (5): 50% healing, 25% during a weather effect, unless its Sunnyday, in which case, its 100%
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Poisonpowder (35): Adds Poison Status, 75% hit rate
Sweet Scent (20): Lowers Target's evasion
Solarbeam (10): 90 Grass Type damage, requires one turn to charge, 47 average damage
Vinewhip (10): 31 Grass type damage, 32 average damage
Tackle (35): 16 Normal type damage, 95% hit rate, 16 average damage

Comments: At first, Venusaur appears to hate this form, losing the awesome RBY Razor Leaf, but actually, this form is probably overall better. He still has Sleep Powder, Leech Seed got a bit improved, and now he needs to be treated as a Limit Fighter due to Frenzy Plant w/ Overgrow combo, as well as use Growth to take down some Healers. Having some healing due to Synthesis doesn't hurt either. In otherwords, he lost some consistant damage for an awesome finisher, and some more variety. Probably still a  Middle/Heavy though his case for the upper division is better.


Charizard (Fire/Flying)
153 HP, 104 Atk, 98 Def, 129 SpA, 105 SpD, 120 Spe
Durability: 0.97 physical, 1.04 magical
Special Ability - Blaze: When HP < 33%, all Fire damage raises by 50%.

Flamethrower (15): 76 Fire type damage, 10% chance of inflicting Burn status, 80 average damage
Blast Burn (5): 120 Fire type damage, 90% accurracy, user is forced to "recharge" next turn, 57 average damage
Scary Face (10): Lowers Targets speed by 50%, stackable up to 3 times, 90% accuracy
Wing Attack (35): 43 Flying type damage, 45 average damage
-----
Ember (25): 33 Fire type damage, 10% chance of inflicting Burn status, 35 average damage
*Heat Wave (10): 81 Fire type damage, 90% hit rate, 10% chance of inflicting burn, 77 average damage
Dragon Rage (10): 40 damage, ignores all modifiers and defense
Fire Spin (15): 14 Fire type damage, for the next 2 to 5 turns, opponent loses 6.25% of thier MHP, 70% accurracy, 10 average damage
Slash (20): 31 Normal type damage, 25% critical hit rate, 38 average damage
Scratch (35): 19 Normal type damage, 20 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Smokescreen (20): Lowers Target's accuracy by 33%, stackable up to 6 times
Metal Claw (35): 22 Steel type damage, 10% chance of raising users defense by 50%, 95% accurracy, 22 average damage
**Rage (20): 10 Normal type damage, if user is hit while using this attack, then his attack is raised by 50%, stackable up to 6 times, 10 average damage

*Heat wave is not learned via levels, perse, however, Charizard does "naturally learn it" in that he doesn't need a TM or a Tutor to learn it, though, it does require a Move Relearner (once he becomes Charizard, he has access to the move in this manner) Just noting it for people who care. Typically doesn't matter outside of RPGmon team matches though (Heatwave is MT, Flamethrower is not)
**Rage is only gotten in Charizard's RuSa form, which is somewhat illegal (can only be gotten via trades there), so its questionable to allow it. Though, seeing as he learns it in his RBY (legal) and GSC (illegal) forms via levels as well, I can see being lenient here and not in other cases

Comments: A clear improvement over his RBY Form, Charizard loses the Fire Spin strategy, and some physical damage, for much better special damage (which was always his primary source.) Flamethrower is improved due to the better SpA, and now he adds Blast Burn to make heal locking his opponent easier.  Smokescreen, Growl, and a non total fail Rage add some variety to his skillset, and Blaze makes Blast Burn sick (we're talking Kyogre's Hydropump sick.) In an attempt to avoid my fanboyistic instincts giving in, I'll just give him the same Middle/Heavy nod Venusaur got.


Blastoise (Water)
154 HP, 103 Atk, 120 Def, 105 SpA, 125 SpD, 98 Spe
Durability: 1.19 physical, 1.24 magical
Special Ability - Torrent: When HP < 33%, all Water attacks do 50% more damage

Hydropump (5): 79 Water type damage, 80% hit rate, 67 average damage
Hydrocannon (5): 98 Water type damage, 90% accurracy, user is forced to "recharge" next turn, 46 average damage
Rain Dance (5): Causes the Rainning weather status (Field Effect), increases all Water damage by 50%, lowers all fire damage by 50%, and the attack "Thunder" has 100% hit rate, lasts 5 turns
Withdraw (40): Raises users defense by 50%, stackable up to 6 times
-----
Water Gun (25): 28 Water type damage, 29 average damage
Bubble (30): 15 Water type damage, 10% chance of lowering target's speed by 33%, 15 average damage
Protect (10): Makes user invincible to damage and status for one turn, initiative, each consecutive use has 50% the accuracy of the previous one (initial usage can't fail)
Bite (25): 27 Dark type damage, 30% chance of flinching target if they are slower, 28 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Rapid Spin (40): 10 Normal type damage, removes the effects of Leech Seed, Spikes, and "Wrap" like effects, 10 average damage
Skull Bash (15): 43 Normal type damage, requires one turn to charge, 45 average damage
Tackle (35): 16 Normal type damage, 95% hit rate, 16 average damage

Comments: Of the three starters, Blastoise wins the "most improved" award, hands down. In RBY, he was clearly the "Scrub" of the three starters, in FRLG, though, he now actually looks like a decent dueller. Rain Dance + Hydrocannon combo is a brutal 2 turn OHKO strategy if the enemy has below average magic durability, and like the others, he needs to be treated like a Limit fighter too. Good durability as well. He's a bit too reliant on Water damage though, more so than Charizard is on Fire (Grass never comes up in the DL, so its not an issue with Venusaur), which can hurt. I think its safe to say the Blastoise went from the "Bland Scrub Water Starter" to an actually decent dueller, one roughly on par with the other two, so I'll give him the same Middle/Heavy nod.


Butterfree (Bug/Flying)
135 HP, 65 Atk, 70 Def, 100 SpA, 100 SpD, 90 Spe
Durability: 0.61 physical, 0.87 magical
Special Ability - Compound Eyes: All Attacks have 130% bonus to accuracy, this is already factored into Butterfree's attack, mind

Psybeam (20): 28 Psychic type damage, 10% chance of adding Confusion status, 29 average damage
Sleep Powder (15): Adds sleep status, 97.5% accuracy
Supersonic (20): Adds confusion status, 71.5% accuracy
String Shot (40): Lowers speed by 33%, stackable up to 6 times
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Harden (30): Raises Defense by 50%, stackable up to 6 times
Tackle (35): 11 Normal type damage, 11 average damage
Silverwind (5): 26 Bug type damage, 10% chance of raising all stats by 50%, 27 average damage
Gust (35): 18 Flying type damage, 19 average damage
Whirlwind (20): Forces Opponent to Run or Swap!!!!
Safeguard (25): Grants Immunity to all status sans Instant Death for 5 turns
Confusion (25): 22 Psychic type damage, 10% chance of adding Confusion status, 23 average damage
Stun Spore (30): Adds paralysis status, 97.5% accuracy
Poison Powder (35): Adds Poison status, 97.5% accuracy

Comments: Butterfree likes this new form, if only for the addition of Compound Eyes.  Now he can really be an annoying status whore, though, his previous issues of lacking damage, and durability, as well as horrible typage (Bug/Flying = EWWW) still exist.  Still, having such accurate status, and Supersonic now being viable should improve him. Feeling generous so High Light


Beedrill (Bug/Poison)
140 HP, 100 Atk, 60 Def, 65 SpA, 100 SpD, 95 Spe
Durability: 0.54 physical, 0.90 magical
Special Ability - Swarm: If HP < 33%, then all Bug damage is increased by 50%

Twin Needle (20): 18 Bug type damage, 20% chance of inflicting poison status, hits twice, 38 average damage
Agility (30): Raises Agility by 100%, stackable up to 3 times
String Shot (40): Lowers speed by 33%, stackable up to 6 times
Harden (30): Raises Defense by 50%, stackable up to 6 times
-----
Endeavor (5): Sets opponents HP equal to the users, numerically
Poison Sting (35): 11 Poison type damage, 10% chance of inflicting Poison status, 11 average damage
Fury Attack (20): 7 Normal type damage, hits 2 to 5 times, 85% accuracy, 22 average damage
Pin Missle (20): 11 Bug type damage, hits 2 to 5 times, 85% accuracy, 34 average damage
Focus Energy (30): Raises Critical Hit rate to 12.5%
Rage (20): 9 Normal type damage, if user is hit while using this attack, then his attack is raised by 50%, stackable up to 6 times, 9 average damage

Comments: Dies to a physical sneeze, and takes magic damage only below average! Otherwise, it has a speed game it can't really make use of due to its utter lack of durability or healing, and no real tricks, and bad damage. Yeah, didn't really change much from before, Light


Pidgeot (Normal/Flying)
158 HP, 100 Atk, 95 Def, 90 SpA, 90 SpD, 111 Spe
Durability: 0.97 physical, 0.92 magical
Special Ability - Keen Eye: Grants immunity to accuracy modifiers

Wing Attack (35): 39 Flying type damage, 41 average damage
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
Mirror Move (20): Copies the opponents last move used, the effects of the move are based on the Mirror Movers stats
Agility (30): Raises users speed by 100%, stackable up to 3 times
-----
Featherdance (15): Lowers Target's Attack by 50%, stackable up to 3 times
Gust (35): 26 Flying type damage, 27 average damage
Quick Attack (30): 26 Normal type damage, always goes first, 27 average damage
Whirlwind (20): Forces Opponent to Run or Swap!!!!
Tackle (35): 23 Normal type damage, 95% accuracy, 23 average damage

Comments: Agility offsets his low damage some (which has been a bit improved since RBY due to Wing Attack getting a boost), and Sand Attack and FeatherDance let him mess with some fighters.  Mirror Move is a decent counter. Feeling generous, so Light/Middle in this form,  which is an improvement from his RBY form, though, Ice/Lightning weakness does hurt.


Raticate (Normal)
130 HP, 101 Atk, 80 Def, 70 SpA, 90 SpD, 117 Spe
Durability: 0.67 physical, 0.75 magical
Special Ability 1 - Run Away: INCREASES THE SUCCESS RATE OF RUN!!!!
Special Ability 2 - Guts: Attack increases by 50% if hit with Poison, Burn or Paralyze Status, this counts as +1 to Attack Modifier. Note that it overrides Burn's attack loss (so Burn's attack -50% aspect is totally ignored)

Hyper Fang (15): 51 Normal type damage, 10% chance of flinching target if target is slower, 90% accuracy, 48 average damage
Super Fang (10): Deals damage equal to 50% of opponents CHP, 90% accuracy
Scary Face (10): Lowers Speed by 50%, stackable up to 3 times, 90% accuracy
Tail Whip (30): Lowers Defense 33%, stackable up to 6 times
-----
Tackle (35): 23 Normal type damage, 95% accuracy, 23 average damage
Quick Attack (30): 26 Normal type damage, always goes first, 27 average damage
Endeavor (5): Sets opponents HP equal to the users, numerically
Pursuit (20): 13 Dark type damage, 13 average damage

Comments: Still has the 3HKO strategy of Super Fang x2 + Hyper Fang, still can't take hits…he hasn't changed much at all, frankly.  Guts unfortunately isn't as useful as it sounds, though Scary Face is nifty, for things his RBY form lacked. Still doesn't break out of Light


Fearow (Normal/Flying)
140 HP, 110 Atk, 85 Def, 81 SpA, 81 SpD, 120 Spe
Durability: 0.77 physical, 0.73 magical
Special Ability - Keen Eye: Grants immunity to accuracy modifiers

Drill Peck (20): 56 Flying type damage, 59 average damage
Agility (30): Raises users speed by 100%, stackable up to 3 times
Mirror Move (20): Copies the opponents last move used, the effects of the move are based on the Mirror Movers stats
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
-----
Peck (35): 25 Flying type damage, 26 average damage
Fury Attack (20): 12 Normal type damage, hits 2 to 5 times, 85% accuracy, 37 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Pursuit (20): 15 Dark type damage, 15 average damage

Comments: Fast, and damage is passable, Agility…yeah, lacking in tricks really.  Frail, though better than Raticate at physicals at least!  Mirror Move helps against some opponents…maybe.  Light


Arbok (Poison)
135 HP, 105 Atk, 89 Def, 85 SpA, 99 SpD, 100 Spe
Durability: 0.78 physical, 0.86 magical
Special Ability 1 -  Intimidate: Lowers targets attack by 33% at the beginning of the fighter, this counts as -1 to Attack Modifier
Special Ability 2 - Shed Skin: If the Pokemon is effected with a status, there's a 30% chance each turn that it can recover from this status.

Acid (30): 28 Poison type damage, 10% chance of lowering target's defense by 33%, stackable up to 6 times, 29 average damage
Glare (30): Adds paralysis, 75% accuracy
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Haze (30): Dispels all stat modifiers on both the user and the opponent
-----
Stockpile (10): Adds 1 to "Stock", stackable up to 3 times
Spit Up (10): Does damage based on how much "Stock" it has, does 44 damage per each stock, 31 on average (meaning it does 0 with no Stock, and 132 w/ 3 Stock), Stock Returns to 0 after this move is used
Swallow (10): Heals HP based on current stock, at the end of the move, Stock returns to 0. If Stock is 0, then attack fails, if Stock is 1, 25% Healing, if Stock is 2, 50% healing, if Stock is 3, 100% healing.
Bite (25): 18 Dark type damage, 30% chance of flinching target if they are slower, 19 average damage
Poison Sting (35): 7 Poison type damage, 30% chance of inflicting Poison status, 7 average damage
Wrap (20): 7 Normal type damage, target receives damage equal to 6.25% of MHP for the next  2 to 5 turns, 85% Hit rate, 6 average damage.

Comments: Egads, Arbok hates this form.  Losing RBY Wrap kills his old strategy of Glare -> Wrap lock, and now he's left with…absolutely nothing. A bit frail, low damage, not particularly fast…only trick is Paralysis and he can't really do much with it.  Well, Intimidate and Shed Skin help some, but…not enough to save him.Light


Pikachu (Electric)
110 HP, 75 Atk, 50 Def, 70 (140) SpA, 60 SpD, 110 Spe
Durability: 0.35 Physical, 0.43 magical
Special Ability - Static: 30% Chance of paralyzing the opponent if hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam)
Unique Item - Lightball: When equipped on a Pikachu, its SpA doubles.  This is already factored into averages.

Thunderbolt (15): 83 Electric type damage, 10% chance of inflicting Paralysis, 88 average damage
Thunderwave (20): Adds Paralysis status
Agility (30): Raises users speed by 100%, stackable up to 3 times
Double Team (15): Raises Evade by 33%, can be stacked up to 6 times
-----
Thundershock (30): 36 Electric type damage, 10% chance of adding paralysis, 38 average damage
Light Screen (30): Lowers special damage by 50% for 5 turns
Thunder (10): 104 Electric type damage, 10% chance of adding paralysis, 70% accuracy, 77 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Tail Whip (30): Lowers Defense 33%, stackable up to 6 times
Quick Attack (30): 14 Normal type damage, always goes first, 14 average damage
Slam (20): 26 Normal type damage, 75% accuracy, 20 average damage
*Charm (20): Lowers Attack by 50%, can be stacked up to 3 times
*Sweet Kiss (10): Adds confusion status, 75% accuracy
*Volt Tackle (15): 104 Electric type damage, deals damage to user equal to 33% of damage done, 73 net average damage

*These moves are learned naturally by Pichu, NOT Pikachu.  Pichu can only be gotten in the aftergame in FRLG, which is why its questionable.  Whether you allow these moves or not is up to you.
NOTE: Unlike most unevolved Pokemon, Pikachu actually has some use over his evolved form (and its not a simple "SLIGHTLY MORE SPEED!" like Poilwhirl vs. Poliwrath/Politoed.)  Due to Light Ball, an equip that works only on Pikachu, and nothing else (even Raichu and Pichu), Pikachu's damage is noticeably higher than Raichu's, and thus has uses in offensive builds.  For this reason, unlike in RBY, I will be taking Pikachu into account for averages.

Comments: Damage is pretty darn good, being a solid 2HKO and such. Nice Speed game, and Double Team is a good buffer, as well as Light Screen for Mages. Granted, Pikachu has one "minor" flaw; he can't take a damned hit to save his life. Low Middle I suppose, but that might be generous.

Raichu (Electric)
135 HP, 110 Atk, 75 Def, 110 SpA, 100 SpD, 120 Spe
Durability: 0.65 physical, 0.87 magical
Special Ability - Static: 30% Chance of paralyzing the opponent if hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam)

Thunderbolt (15): 65 Electric type damage, 10% chance of inflicting Paralysis, 69 average damage
Thunderwave (20): Adds Paralysis status
Agility (30): Raises users speed by 100%, stackable up to 3 times
Double Team (15): Raises Evade by 33%, can be stacked up to 6 times
-----
Thundershock (30): 29 Electric type damage, 10% chance of adding paralysis, 30 average damage
Light Screen (30): Lowers special damage by 50% for 5 turns
Thunder (10): 83 Electric type damage, 10% chance of adding paralysis, 70% accuracy, 61 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Tail Whip (30): Lowers Defense 33%, stackable up to 6 times
Quick Attack (30): 19 Normal type damage, always goes first, 20 average damage
Slam (20): 37 Normal type damage, 75% accuracy, 29 average damage
*Charm (20): Lowers Attack by 50%, can be stacked up to 3 times
*Sweet Kiss (10): Adds confusion status, 75% accuracy
*Volt Tackle (15): 83 Electric type damage, deals damage to user equal to 33% of damage done, 59 net average damage


*These moves are learned naturally by Pichu, NOT Pikachu (Raichu is a Stone Evolution so like most others, learns next to nothing naturally, though retains any skills Pika learns).  Pichu can only be gotten in the aftergame in FRLG, which is why its questionable.  Whether you allow these moves or not is up to you.

Comments: Takes hits better than his unevolved counter part, and is faster, but worse damage. Probably a good trade given his damage is still respectable anyway, and he's not in danger of being OHKOed by things that aren't Ground attacks. A good Middle

Sandslash (Ground)
150 HP, 120 Atk, 130 Def, 65 SpA, 75 SpD, 85 Spe
Durability: 1.26 physical, 0.73 magical
Special Ability - Sand Veil: If Sand Storm weather effect is up, then Sandslash gains 33% Evade, this counts as +1 to Evasion Modifier

Slash (20): 35 Normal type damage, 25% critical hit rate, 43 average damage
Sandstorm (5): Causes a Weather effect where at the end of every turn, both Pokemon lose 6.25% of their MHP, unless they are Ground, Rock or Steel type, lasts 5 turns
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
Swift (20): 31 Normal type damage, cannot miss, 32 average damage
-----
Scratch (35): 21 Normal type damage, 22 average damage
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times
Fury Swipes (15): 10 Normal type damage, hits 2 to 5 times, 80% accuracy, 29 average damage
Poison Sting (35): 8 Poison type damage, 10% chance of inflicting Poison status, 8 average damage
Sand Tomb (15): 12 Ground type damage, for the next 2 to 5 turns, opponent loses 6.25% of thier MHP, 70% accurracy, 8 average damage

Comments: Losing RBY Slash is painful beyond belief, as now its damage sucks.  Sandstorm + Sand Veil combo helps some, and Sand Attack to add to it, but…yeah, he isn't much on options. Light


Nidoqueen (Poison/Ground)
165 HP, 102 Atk, 107 Def, 95 SpA, 105 SpD, 96 Spe
Durability: 1.14 physical, 1.12 magical
Special Ability - Poison Point: 30% Chance of poisoning the opponent if hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam)

Body Slam: 37 Normal type damage, 30% chance of inflicting paralysis, 39 average damage
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
Flatter (15): Adds Confusion, raises Special Attack of user by 100%, can be stacked up to 3 times
Crunch (15): 32 Dark type damage, 20% chance of lowering targets Special Defense by 33%, stackable up to 6 times, 34 average damage
-----
Super Power (5): 51 Fighting type damage, Lowers attack and defense of user by 33%, stackable up to 6 times, 54 average damage
Helping Hand (20): Boosts Teamate's damage by 50%…IN A DUEL!!!!
Bite (25): 27 Dark type damage, 30% chance of flinching target if they are slower, 28 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Fury Swipes (15): 9 Normal type damage, hits 2 to 5 times, 80% accuracy, 26 average damage
Scratch (35): 18 Normal type damage, 19 average damage
Double Kick (30): 14 Fighting type damage, hits twice, 29 average damage
Poison Sting (35): 11 Poison type damage, 10% chance of inflicting Poison status, 11 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times

Comments: Bad damage, no real game saving tricks, not especially good typing, BUT ABOVE AVERAGE DURABILITY! …yeah, Light


Nidoking (Poison/Ground)
156 HP, 112 Atk, 97 Def, 105 SpA, 95 SpD, 105 Spe
Durability: 0.98 physical, 0.96 magical
Special Ability - Poison Point: 30% Chance of poisoning the opponent if hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam)

Megahorn (10): 56 Bug type damage, 85% accuracy, 50 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Horn Drill (5): Instant Death, 30% accuracy
Flatter (15): Adds Confusion, raises Special Attack of user by 100%, can be stacked up to 3 times
-----
Focus Energy (30): Raises Critical Hit rate to 12.5%
Poison Sting (35): 12 Poison type damage, 10% chance of inflicting Poison status, 12 average damage
Double Kick (30): 15 Fighting type damage, hits twice, 31 average damage
Fury Attack (20): 8 Normal type damage, hits 2 to 5 times, 85% accuracy, 25 average damage
Helping Hand (20): Boosts Teamate's damage by 50%…IN A DUEL!!!!
Peck (35): 18 Flying type damage, 19 average damage
Horn Attack (25): 31 Normal type damage, 32 average damage
Thrash (20): 43 Normal type damage, used for 2 to 3 turns in a row, at the end of which, the user is confused, 45 average damage

Comments: Damage isn't much, though better than his female counterpart.  Horn Drill is good for taking down low damage healers, Leer helps buff his damage…yeah, not much on options.  Also probably a Light though better than Nidoqueen at least.
[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 Gen 3
« Reply #2 on: December 22, 2007, 01:56:26 AM »
Clefable (Normal)
170 HP, 90 Attack, 93 Def, 105 SpA, 110 SpD, 80 Spe
Durability: 1.02 physical, 1.21 magical
Special Ability - Cute Charm: 30% Chance of charming the opponent if of the opposite gender when hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam.)  For the sake of the DL, I consider Clefable female, since there's  75% chance a Clefable will be female.

Meteor Mash (10): 38 Steel type damage, 20% chance of raising users attack by 50%, stackable up to 6 times, 85% accuracy, 34 average damage
Cosmic Power (20): Raises Defense and Special Defense by 50%, stackable up to 6 times
Moonlight (5): 50% Healing, 25% during a weather effect, unless its Sunnyday, in which case, its 100%
Sing (15): Adds Sleep status, 55% accuracy
-----
Metronome (10): Randomly chooses just about any Pokemon Attack and uses them randomly!
Minimize (20): Raises Evade by 33%, stackable up to 6 times
*Charm (20): Lowers Attack by 50%, can be stacked up to 3 times
*Sweet Kiss (10): Adds confusion status, 75% accuracy
*Magical Leaf (20): 27 Grass type damage, cannot miss, 28 average damage
Pound (35): 23 Normal type damage, 24 average damage
Doubleslap (10): 9 Normal type damage, hits 2 to 5 times, 85% accuracy, 28 average damage
Light Screen (30): Lowers special damage by 50% for 5 turns
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times
Encore (5): Forces target to repeat its action for the next 2 to 6 turns
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Follow Me (20): Forces opponent to attack the user…IN A DUEL!!

*These moves are learned by Cleffa only, which is the after game Baby form.  Whether you allow these moves is up to you, just giving you a heads up.

Comments: Lots of good options, but no matter which it chooses, Clefable's playing a defensive game.  Thankfully, it can play it decently with above average durability and means to boost its defense or hurt the opponents offense.  Lacking Speed and Damage hurts though. Middle


Ninetales (Fire)
148 HP, 96 Atk, 95 Def, 101 SpA, 120 SpD, 120 Spe
Durability: 0.91 physical, 1.15 magical
Special Ability - Flash Fire: All fire damage dealt is reduced to 0, after which Fire damage is raised by 50%

Flamethrower (15): 61 Fire type damage, 10% chance of inflicting Burn status, 64 average damage
Will-O-Wisp (15): Adds Burn status
Confuse Ray (15): Adds Confusion status
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
-----
Ember (25): 26 Fire type damage, 10% chance of inflicting Burn status, 27 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Fire Spin (15): 11 Fire type damage, for the next 2 to 5 turns, opponent loses 6.25% of their MHP, 70% accuracy, 8 average damage
Imprison (10): Prevents opponent from using attacks known by the user
Roar (20): Forces Opponent to Run or Swap!!!!
Grudge (5): If user is killed the turn this move is used, then the opponent loses all their PP, WORTHLESS in a duel.
Quick Attack (30): 17 Normal type damage, always goes first, 18 average damage

Comments: Fast, and some status options with decent damage.  Hates fire resistance, granted. Probably some form of Middle, leaning towards the higher end.


Wigglytuff (Normal)
215 HP, 90 Atk, 65 Def, 95 SpA, 70 SpD, 65 Spe
Durabilty: 0.90 physical, 0.97 magical
Special Ability - Cute Charm: 30% Chance of charming the opponent if of the opposite gender when hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam.)  For the sake of the DL, I consider Wigglytuff female, since there's  75% chance a Wigglytuff will be female.

Hyper Voice (10): 51 Normal type damage, 54 average damage
Sing (15): Adds Sleep status, 55% accuracy
Mimic (10): User chooses one move of the opponent's to copy, after which, it replaces Mimic for the rest of the fight.  This move will use any remaining PP Mimic has (instead of the PP of the move itself) and be based off the user's stats.
Rest (10): Restores all HP and Status, user gets Sleep status for 2 turns
-----
Double-Edge (15): 68 Normal type damage, user takes damage equal to 25% damage done, 54 net average damage
Disable (10): Makes last move used by the enemy unable to be used for 2 to 5 turns, 55% hit rate
Doubleslap (10): 9 Normal type damage, hits 2 to 5 times, 85% accuracy, 28 average damage
Body Slam (15): 48 Normal type damage, 30% chance of inflicting paralysis, 51 average damage
Rollout (20): 12 Rock type damage, user is forced to use this attack for the next 4 turns in a row, where each successful use does twice the damage of the previous attack, if used immediately after Defense Curl, then damage is doubled as well, 90% hit rate
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times
Pound (35): 23 Normal type damage, 24 average damage
*Charm (20): Lowers Attack by 50%, can be stacked up to 3 times
*Sweet Kiss (10): Adds confusion status, 75% accuracy

*These moves are taught by Igglybuff (the after game Baby form), and is NOT learned by Jigglypuff (the normal unevolved form), so whether or not you allow these moves is up to you.

Comments: Some interesting tricks, and passable damage, but nothing too stellar. Probably does well enough in Middle


Golbat (Poison/Flying)
150 HP, 100 Atk, 90 Def, 85 SpA, 95 SpD, 110 Spe
Durability: 0.87 physical, 0.92 magical
Special Ability - Inner Focus: Grants Immunity to flinching.

Air Cutter (25): 36 Flying type damage, 25% Critical hit rate, 95% accuracy, 42 average damage
Confuse Ray (15): Adds Confusion status
Haze (30): Dispels all stat modifiers on both the user and the opponent
Poison Fang (15): 33 Poison type damage, 30% chance of inflicting Toxic status, 35 average damage
-----
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Supersonic (20): Adds confusion status, 55% accuracy
Leech Life (15): 9 Bug type damage, heals user equal to half damage done, 9 average damage
Wing Attack (35): 39 Flying type damage, 41 average damage
Astonish (15): 14 Ghost type damage, 30% chance of flinching target if they are slower, 14 average damage
Bite (25): 22 Dark type damage, 30% chance of flinching target if they are slower, 23 average damage
Mean Look (5): OPPONENT IS UNABLE TO RUN OR SWAP!!!!

Comments: Low damage, slightly above average speed, below average durability, and middling tricks.  Thinking a High Light


Crobat (Poison/Flying)
160 HP, 110 Atk, 100 Def, 90 SpA, 100 SpD, 150 Spe
Durability: 1.03 physical, 1.03 magical
Special Ability - Inner Focus: Grants Immunity to flinching.

Air Cutter (25): 39 Flying type damage, 25% Critical hit rate, 95% accuracy, 46 average damage
Confuse Ray (15): Adds Confusion status
Haze (30): Dispels all stat modifiers on both the user and the opponent
Poison Fang (15): 36 Poison type damage, 30% chance of inflicting Toxic status, 38 average damage
-----
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Supersonic (20): Adds confusion status, 55% accuracy
Leech Life (15): 9 Bug type damage, heals user equal to half damage done, 9 average damage
Wing Attack (35): 43 Flying type damage, 45 average damage
Astonish (15): 14 Ghost type damage, 30% chance of flinching target if they are slower, 14 average damage
Bite (25): 22 Dark type damage, 30% chance of flinching target if they are slower, 23 average damage
Mean Look (5): OPPONENT IS UNABLE TO RUN OR SWAP!!!!

Comments: Durability and damage are a bit better than his unevolved form, though not by enough to really change much.  However, his speed went from "a bit above average" to "Equal to Mewtwo" which is a considerable improvement, as now he can make due with that lowish damage.  Prime example of how high speed can really save a duelers ass, which is why he gets pushed into Middle


Vileplume (Grass/Poison)
150 HP, 100 Atk, 105 Def, 120 SpA, 110 SpD, 70 Spe
Durability: 1.02 physical, 1.06 magical
Special Ability - Chlorophyll: Speed raises by 100% if the Sunnyday weather effect is in place, counts as +2 to Speed Modifier

Petal Dance (20): 53 Grass type damage, used for 2 to 3 turns consecutively, at the end of which, the user is confused, 55 average damage
Moonlight (5): 50% Healing, 25% during a weather effect, unless its Sunnyday, in which case, its 100%
Sleep Powder (15): Inflicts Sleep status, 75% accuracy
Stun Spore (15): Inflicts Paralysis status, 75% accuracy
-----
Mega Drain (10): 31 Grass type damage, heals user equal to half damage done, 32 average damage
Absorb (20): 17 Grass type damage, heals user equal to half damage done, 18 average damage
Aromatherapy (5): Heals all status effects
Sweet Scent (20): Lowers target's evade by 33%, stackable up to 6 times
Poisonpowder (30): Inflicts Poison status, 75% accuracy
Acid (30): 26 Poison type damage, 10% chance of lowering target's defense by 33%, stackable up to 6 times, 27 average damage

Comments: Status whore with healing and passable (albeit a bit risky) damage. Low speed hurts its strategy though, Middle

Bellossom (Grass)
150 HP, 100 Atk, 105 Def, 110 SpA, 120 SpD, 70 Spe
Durability: 1.02 physical, 1.16 magical
Special Ability - Chlorophyll: Speed raises by 100% if the Sunnyday weather effect is in place, counts as +2 to Speed Modifier

Magical Leaf (20): 43 Grass type damage, cannot miss, 45 average damage
Moonlight (5): 50% Healing, 25% during a weather effect, unless its Sunnyday, in which case, its 100%
Sleep Powder (15): Inflicts Sleep status, 75% accuracy
Stun Spore (15): Inflicts Paralysis status, 75% accuracy
-----
Solarbeam (10): 83 Grass Type damage, requires one turn to charge, 44 average damage
Absorb (20): 15 Grass type damage, heals user equal to half damage done, 15 average damage
Sweet Scent (20): Lowers target's evade by 33%, stackable up to 6 times
Poisonpowder (30): Inflicts Poison status, 75% accuracy
Acid (30): 18 Poison type damage, 10% chance of lowering target's defense by 33%, stackable up to 6 times, 19 average damage
Petal Dance (20): 48 Grass type damage, used for 2 to 3 turns consecutively, at the end of which, the user is confused, 51 average damage

Comments: Very similar to the alternative version, the only real difference is lacking Mega Drain and Aromatherapy, replacing those with Solar Beam and Magical Leaf and losing some raw damage for perfect accuracy and control over said damage. Naturally, Middle like Vileplume.


Parasect (Bug/Grass)
135 HP, 115 Atk, 100 Def, 80 SpA, 100 SpD, 50 Spe
Durability: 0.87 physical, 0.87 magical
Special Ability - Effect Spore: 10% Chance of inflicting Paralysis, Poison or Sleep on the opponent when hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam.)


Giga Drain (5): 31 Grass type damage, heals user equal to half damage done, 32 average damage
Slash (20): 34 Normal type damage, 25% critical hit rate, 42 average damage
Spore (15): Inflicts Sleep status
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
-----
Aromatherapy (5): Heals all status effects
Poisonpowder (30): Inflicts Poison status, 75% accuracy
Stun Spore (15): Inflicts Paralysis status, 75% accuracy
Scratch (35): 20 Normal type damage, 21 average damage
Leech Life (15): 17 Bug damage, heals user equal to half damage done, 18 average damage

Comments: So saved by Spore its not even funny.  With that, he can hope to buff himself with Growth, Giga Drain, and hope to win with that.  Otherwise? Takes 4x damage from Fire (and arguably Wind), is slow as hell, and low on damage. Low Middle, since I'm feeling generous.


Venomoth (Bug/Poison)
145 HP, 85 Atk, 80 Def, 110 SpA, 95 SpD, 110 Spe
Durability: 0.75 physical, 0.89 magical
Special Ability - Shield Dust: Prevents Add On Effects from occurring. Add On effect being something in addition to damage; example would be Poison Sting's Poison would be prevented from causing any effect. Flipside, Poison Powder, despite being the same status, would hit through, since that's its primary effect.

Psychic (10): 42 Psychic type damage, 10% chance of lowering target's special defense, 44 average damage
Sleep Powder (15): Inflicts Sleep status, 75% hit rate
Supersonic (20): Adds confusion status, 55% accuracy
Foresight (40): Makes users attack have perfect accuracy and ignore evade, removes Ghost's immunity to Normal and Fighting attacks (could be viewed as removing certain physical immunities in general, if you take things that way)
-----
Psybeam (20): 31 Psychic type damage, 10% chance of adding Confusion status, 31 average damage
Confusion (25): 24 Psychic type damage, 10% chance of adding Confusion status, 25 average damage
Poisonpowder (30): Inflicts Poison status, 75% accuracy
Stun Spore (15): Inflicts Paralysis status, 75% accuracy
Disable (10): Makes last move used by the enemy unable to be used for 2 to 5 turns, 55% hit rate
Silverwind (5): 33 Bug type damage, 10% chance of raising all stats by 50%, 35 average damage
Tackle (35): 14 Normal type damage, 95% accuracy, 14 average damage
Gust (35): 15 Flying type damage, 15 average damage
Leech Life (15): 6 Bug type damage, heals user equal to half damage done, 6 average damage

Comments: Still Butterfree with improved stats…minus Compound Eyes.  Granted, its status is still fairly accurate anyway, and Foresight can insure it'll hit turn 2 at the worst.  Damage is a bit better than the butterflies as well.  I suppose some sort of Middle


Dugtrio (Ground)
110 HP, 100 Atk, 70 Def, 70 SpA, 90 SpD, 140 Spe
Durability: 0.50 physical, 0.64 magical
Special Ability - Arena Trap: Makes Opponent unable to run or swap, as though Mean Look is permanently in effect!!!  Apparently, this does not work on flying opponents.

Earthquake (10): 64 Ground type damage, 68 average damage
Mud-slap (10): 14 Ground type damage, lowers opponents accuracy by 33%, stackable up to 6 times, 14 average damage
Fissure (5): Instant death, 30% accuracy
Tri-Attack (10): 34 Normal type damage, 20% chance of inflicting Burn, Paralysis or Freeze status, 36 average damage
-----
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Dig (10): 39 Ground type damage, user is forced to skip first turn, during which it cannot be attacked ala Final Fantasy Jump, 2nd turn he attacks, 20 average damage
Slash (20): 30 Normal type damage, 25% critical hit rate, 37 average damage
Sand Tomb (15): 11 Ground type damage, for the next 2 to 5 turns, opponent loses 6.25% of thier MHP, 70% accurracy, 8 average damage
Fury Swipes (15): 8 Normal type damage, hits 2 to 5 times, 80% accuracy, 23 average damage
Magnitude (30): Does random ground damage. 5% chance of 8 damage, 10% chance of 20 damage, 20% chance of 33 damage, 30%chance of 44 damage, 20% chance of 56 damage, 10% chance of 69 damage, 5% chance of 94 damage, 46 average damage.

Comments: Ball of Lightning that immunes it at the same time.  As in, fast, hits moderately hard, but dies to a sneeze, especially physical. Middle and it misses its Netbattle use.


Persian (Normal)
140 HP, 90 Atk, 80 Def, 85 SpA, 85 SpD, 135 Spe
Durability: 0.72 physical, 0.77 magical
Special Ability - Limber: Grants immunity to paralysis status

Slash (20): 40 Normal type damage, 25% critical hit rate, 50 average damage
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Swagger (15): Adds Confusion, raises users attack by 100%, this can be stacked up to 3 times, 90% accuracy
-----
Pay Day (20): 23 Normal type damage, GAINS MONEY EVERYTIME ITS USED!!!, 24 average damage
Scratch (35): 23 Normal type damage, 24 average damage
Fury Swipes (15): 12 Normal type damage, hits 2 to 5 times, 80% accuracy, 35 average damage
Fake Out (10): If used Turn 1, then 23 Normal type damage, has initiative, 100% chance of inflicting flinch, 24 average damage, if used any turn after words, move fails.
Bite (25): 22 Dark type damage, 30% chance of flinching target if they are slower, 23 average damage
Faint Attack (20): 22 Dark type damage, ignores evade, 23 average damage

Comments: OW. Losing RBY Slash really killed its only redeeming feature besides the excellent speed.  What we're left with is a fast middling damage user who can ream mages with Swagger.  Screech helps against healers some, I suppose. Low Middle


Golduck (Water)
155 HP, 102 Atk, 98 Def, 115 SpA, 100 SpD, 105 Spe
Durability: 0.98 physical, 1.00 magical
Special Ability 1 - Cloud Nine: Nulls out Weather Effects.  Note the Weather Effect will still occur, just that any effects it had will not come into play (for example, Rain Dance won't boost Water Damage)
Special Ability 2 - Damp: Disallows the use of Self KO moves like Explosion

Hydropump (5): 86 Water type game, 80% accuracy, 73 average damage
Fury Swipes (15): 9 Normal type damage, hits 2 to 5 times, 80% accuracy, 26 average damage
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Disable (10): Makes last move used by the enemy unable to be used for 2 to 5 turns, 55% hit rate
-----
Scratch (35): 18 Normal type damage, 19 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Water Sport (15): User takes 50% damage from Fire attacks
Confusion (25): 25 Psychic type damage, 10% chance of inflicting Confuse, 26 average damage
Psych Up (10): Changes the users stat modifiers to be equal to his opponents

Comments: Say hello to possibly the most boring Water type dueller.  Has good water damage, and NOTHING ELSE worth noting, good or bad.High Middle I suppose.


Primeape (Fighting)
140 HP, 125 Atk, 80 Def, 80 SpA, 90 SpD, 115 Spe
Durability: 0.72 physical, 0.81 magical
Special Ability - Vital Spirit: Grants immunity to the Sleep status

Cross Chop (5): 79 Fighting type damage, 25% Critical hit rate, 80% accuracy, 79 average damage
Focus Energy (30): Raises Critical Hit rate to 12.5%, note Cross Chop is raised to 33% Crit Rate specifically
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Swagger (15): Adds Confusion, raises users attack by 100%, this can be stacked up to 3 times, 90% accuracy
-----
Karate Chop (25): 40 Fighting type damage, 25% Critical hit rate, 50 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Seismic Toss (20): 50 Set Fighting type damage, ignores all modifiers, including weakness and resistance
Rage (20): 12 Normal type damage, if user is hit while using this attack, then his attack is raised by 50%, stackable up to 6 times, 12 average damage
Scratch (35): 22 Normal type damage, 23 average damage
Fury Swipes (15): 10 Normal type damage, hits 2 to 5 times, 80% accuracy, 29 average damage
Thrash (20): 47 Normal type damage, used for 2 to 3 turns in a row, at the end of which, the user is confused, 50 average damage
Low Kick (20): Does damage based on opponent's weight, 30% chance of flinching if target is slower.  117 damage (124 average) to the heaviest of opponents, 18 (19 average) to the lightest of opponents. 

Comments: Ignore Low Kick for sanity reasons.  Otherwise? Fast, a bit frail, and a variety of ways to do damage, and a status move to kill mages too.  A MASSSIVE improvement over that laughable RBY form, Low Heavy
 

Arcanine (Fire)
165 HP, 130 Atk, 100 Def, 120 SpA, 100 SpD, 115 Spe
Durability: 1.06 physical, 1.06 magical
Special Ability 1 - Intimidate: Opponent loses 33% Attack at the beginning of battle, this counts as -1 to Attack Modifier
Special Ability 2 - Flash Fire: All fire damage dealt is reduced to 0, after which Fire damage is raised by 50%

Flamethrower (15): 72 Fire type damage, 10% chance of inflicting Burn status, 76 average damage
Agility (30): Raises users speed by 100%, stackable up to 3 times
Extremespeed (5): 43 Normal type damage, always goes first, 45 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
-----
Ember (25): 31 Fire type damage, 10% chance of inflicting Burn status, 32 average damage
Flame Wheel (25): 45 Fire type damage, 10% chance of inflicting Burn status, 47 average damage
Bite (25): 31 Dark type damage, 30% chance of flinching target if they are slower, 32 average damage
Odor Sleuth (40): Lowers evade by 33%, stackable up to 6 times
Roar (20): Forces Opponent to Run or Swap!!!!
Helping Hand (20): Boosts Teammate's damage by 50%…IN A DUEL!!!!
Take Down (20): 49 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 33 average damage

Comments: Another improvement, Arcanine got a use for that massive attack stat with Extremespeed, and has good damage with Flamethrower in general.  Agility is a nice support move as is the Intimidate Trait. Probably a form of Heavy.


Poliwrath (Water/Fighting)
165 HP, 105 Atk, 115 Def, 90 SpA, 110 SpD, 90 Spe
Durability: 1.22 physical, 1.17 magical
Special Ability 1 - Water Absorb: Absorbs all Water damage, HP restoration is equal to 25% of damage that would have been done, before resistance factored in.
Special Ability 2 - Damp: Disallows the use of Self KO moves like Explosion

Hydropump (5): 68 Water type game, 80% accuracy, 58 average damage
Hypnosis (20): Adds Sleep status, 60% accuracy
Body Slam (15): 38 Normal type damage, 30% chance of inflicting paralysis, 40 average damage
Belly Drum (10): Raises attack by 300%, deals damage to user equal to 50% users MHP
-----
Rain Dance (5): Causes the Rainning weather status (Field Effect), increases all Water damage by 50%, lowers all fire damage by 50%, and the attack "Thunder" has 100% hit rate, lasts 5 turns
Doubleslap (10): 8 Normal type damage, hits 2 to 5 times, 85% accuracy, 25 average damage
Water Gun (25): 23 Water type damage, 24 average damage
Bubble (30): 13 Water type damage, 10% chance of lowering target's speed by 33%, 13 average damage
Mind Reader (5): Insures the next attack will hit successfully
Submission (20): 53 Fighting type damage, user takes damage equal to 25% damage done, 80% accuracy, 33 net average damage

Comments: Belly Drum is, simply put, the ultimate in Anti Pure Healer moves.  Its especially useful if Wrath is faster than his opponent since it means he just has to be against less than 55-60% damage (depends type of damage) from the opponent then can fire off a nasty Body Slam.  Hypnosis helps the strategy out some.  Beyond that? Moderate damage with Hydropump.  Middle/Heavy feels right I suppose.


Politoed (Water)
165 HP, 95 Atk, 95 Def, 110 SpA, 120 SpD, 90 Spe
Durability: 1.01 physical, 1.27 magical
Special Ability 1 - Water Absorb: Absorbs all Water damage, HP restoration is equal to 25% of damage that would have been done, before resistance factored in.
Special Ability 2 - Damp: Disallows the use of Self KO moves like Explosion

Hydropump (5): 83 Water type game, 80% accuracy, 73 average damage
Hypnosis (20): Adds Sleep status, 60% accuracy
Body Slam (15): 34 Normal type damage, 30% chance of inflicting paralysis, 36 average damage
Belly Drum (10): Raises attack by 300%, deals damage to user equal to 50% users MHP
-----
Rain Dance (5): Causes the Rainning weather status (Field Effect), increases all Water damage by 50%, lowers all fire damage by 50%, and the attack "Thunder" has 100% hit rate, lasts 5 turns
Doubleslap (10): 7 Normal type damage, hits 2 to 5 times, 85% accuracy, 22 average damage
Water Gun (25): 29 Water type damage, 30 average damage
Bubble (30): 15 Water type damage, 10% chance of lowering target's speed by 33%, 15 average damage
Swagger (15): Adds Confusion, raises users attack by 100%, this can be stacked up to 3 times, 90% accuracy
Perish Song (5): Adds a status that 3 turns after this is used, the user and target die

Comments: Mage version of Poliwrath, better damage outside of Belly Drum strategy, and adds Swagger on. Not sure if that's enough for a whole extra rank, so Middle/Heavy for now.


Alakazam (Psychic)
130 HP, 70 Atk, 65 Def, 155 SpA, 105 SpD, 140 Spe
Durability: 0.55 physical, 0.88 magical
Special Ability 1 - Synchronize: Opponent gains the same status the user has, so long as its not disabling (like Sleep or Freeze)
Special Ability 2 - Inner Focus: Grants Immunity to flinching.

Psychic (10): 87 Psychic type damage, 10% chance of lowering target's special defense, 92 average damage
Recover (20): 50% Healing
Reflect (20): Lowers all physical damage by 50%
Calm Mind (20): Raises Special Attack and Special Defense by 50%, stackable up to 6 times
-----
Teleport (20): 100% Run, IN A DUEL!!!!
Kinesis (15): Lowers target's accuracy by 33%, stackable up to 6 times, 80% accuracy
Confusion (25): 50 Psychic type damage, 10% chance of inflicting Confuse, 53 average damage
Psybeam (20): 64 Psychic type damage, 10% chance of inflicting Confuse, 68 average damage
Disable (10): Makes last move used by the enemy unable to be used for 2 to 5 turns, 55% hit rate
Trick (10): Forces opponent to trade items with user!!!
Future Sight (15): 52 non typed special class damage, 90% accuracy, hits 3 turns after being used (NOT a charge time. More like a time bomb, in that its set the turn its used, and then goes off 3 turns later, while the user is free to do whatever he wants in the mean time)
Role Play (10): Changes the users Special Trait to that of his opponents.

Comments: Incredibly fast, and hits really hard.  Doesn't take hits well, but Reflect and Calm Mind, latter boosting his damage too, compensate for that.  Heavy


Machamp (Fighting)
165 HP, 150 Atk, 100 Def, 85 SpA, 105 SpD, 75 Spe
Durability: 1.06 physical, 1.11 magical
Special Ability 2 - Guts: Attack increases by 50% if hit with Poison, Burn or Paralyze Status, this counts as +1 to Attack Modifier. Note that it overrides Burn's attack loss (so Burn's attack -50% aspect is totally ignored)

Crosschop (5): 94 Fighting type damage, 25% critical hit rate, 80% accuracy, 94 average damage
Dynamic Punch (5): 94 Fighting type damage, adds Confusion status, 50% accuracy, 49 average damage
Revenge (10): 56 Fighting type damage, damage doubles if user takes damage this turn, always goes last, 59 average damage
Scary Face (10): Lowers Targets speed by 50%, stackable up to 3 times, 90% accuracy
-----
Focus Energy (30): Raises Critical Hit rate to 12.5%, note Cross Chop is raised to 33% Crit Rate specifically
Seismic Toss (20): 50 Set Fighting type damage, ignores all modifiers, including weakness and resistance
Low Kick (20): Does damage based on opponent's weight, 30% chance of flinching if target is slower.  140 damage (148 average) to the heaviest of opponents, 20 (21 average) to the lightest of opponents. 
Karate Chop (25): 48 Fighting type damage, 25% critical hit rate, 60 average damage
Foresight (40): Makes users attack have perfect accuracy and ignore evade, removes Ghost's immunity to Normal and Fighting attacks (could be viewed as removing certain physical immunities in general, if you take things that way)
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Vital Throw (10): 67 Fighting type damage, ignores evade, always goes last, 71 average damage
Submission (25): 75 Fighting type damage, user takes damage equal to 25% damage dealt, 80% accuracy, 47 net average damage

Comments: Machamp is like the physical version of Alakazam, albeit, he's not nearly as fast or as frail.  Though, Scary Face does help offset the speed some.  Has a surprising amount of variety for someone you'd expect to be summed up by "Smashes things good."  Regardless, he FINALLY found a use for that massive attack stat. Feeling generous, so Heavy
[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 Gen 3
« Reply #3 on: December 22, 2007, 01:58:58 AM »
Victreebel (Grass/Poison)
155 HP, 125 Atk, 85 Def, 120 SpA, 80 SpD, 90 Spe
Durability: 0.85 physical, 0.80 magical
Special Ability - Chlorophyll: Speed raises by 100% if the Sunnyday weather effect is in place, counts as +2 to Speed Modifier

Razor Leaf (25): 43 Grass type damage, 95% accurracy, 25% critical hit rate, 51 average damage
Sleep Powder (15): Inflicts Sleep status, 75% hit rate
Stun Spore (15): Inflicts Paralysis status, 75% accuracy
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
-----
Poisonpowder (35): Adds Poison status, 75% accuracy
Acid (30): 33 Poison type damage, 10% chance of lowering target's defense by 33%, stackable up to 6 times, 35 average damage
Stockpile (10): Adds 1 to "Stock", stackable up to 3 times
Spit Up (10): Does damage based on how much "Stock" it has, does 53 damage per each stock, 39 on average (meaning it does 0 with no Stock, and 159 w/ 3 Stock), Stock Returns to 0 after this move is used
Swallow (10): Heals HP based on current stock, at the end of the move, Stock returns to 0. If Stock is 0, then attack fails, if Stock is 1, 25% Healing, if Stock is 2, 50% healing, if Stock is 3, 100% healing.
Sweet Scent (20): Lowers Target's evasion
Vine Whip (10): 28 Grass type damage, 29 average damage
Wrap (20): 9 Normal type damage, target receives damage equal to 6.25% of MHP for the next  2 to 5 turns, 85% Hit rate, 8 average damage.

Comments: Being the other RBY Pokemon to have Razor Leaf, naturally, Victreebel cries, since his damage just dropped considerably.  His special defense took a hit as well.  What's left is a considerably worse version of Venusaur. Middle, and always wanting his RBY form <_<


Tentacruel (Water/Poison)
155 HP, 90 Atk, 85 Def, 100 SpA, 140 SpD, 120 Spe
Durability: 0.85 physical, 1.40 magical
Special Ability 1 - Clear Body: Grants Immunity to Stat Downs
Special Ability 2 - Liquid Ooze: If targeted by a Parasitic Healing attack (like Giga Drain), then the effects are reversed (as in, heals the target, and damages the user)

Hydropump (5): 75 Water type damage, 80% accuracy, 63 average damage
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Supersonic (20): Adds confusion status, 55% accuracy
Barrier (30): Raises Defense by 100%, stackable up to 3 times
-----
Bubblebeam (20): 39 Water type damage, 10% chance of lowering target's speed, 41 average damage
Acid (30): 23 Poison type damage, 10% chance of lowering target's defense by 33%, stackable up to 6 times, 24 average damage
Poison Sting (35): 10 Poison type damage, 10% chance of inflicting Poison status, 10 average damage
Constrict (35): 5 Normal type damage, 10% chance of lowering target's speed by 33%, stackable up to 6 times, 5 average damage

Comments: Big drop in damage due to losing the high Special Attack score, and loses the Wrap Spam to go with that speed.  Thus, he's left as an utterly generic Water Mage, who can buff his defense. Middle


Golem (Rock/Ground)
155 HP, 130 Atk, 150 Def, 75 SpA, 85 SpD, 65 Spe
Durability: 1.50 (3.00) physical, 0.85 magical
Special Ability 1 - Sturdy: Grants immunity to Instant Death
Special Ability 2 - Rock Head: Grants immunity to recoil damage from moves like Double-Edge

Earthquake (10): 81 Ground type damage, 86 average damage
Rollout (30): 26 Rock type damage, user is forced to use this attack for the next 4 turns in a row, where each successful use does twice the damage of the previous attack, if used immediately after Defense Curl, then damage is doubled as well, 90% hit rate
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times
Rock Blast (10): 22 Rock type damage, hits 2 to 5 times, 80% accuracy, 65 average damage
-----
Magnitude (30): Does random ground damage. 5% chance of 9 damage, 10% chance of 26 damage, 20% chance of 42 damage, 30%chance of 58 damage, 20% chance of 73 damage, 10% chance of 89 damage, 5% chance of 120 damage,  61 average damage.
Mud Sport (15): Halves Electric type damage, ON A GROUND TYPE!
Rock Throw (15): 42 Rock type damage, 90% accuracy, 37 average damage
Tackle (35): 20 Normal type damage, 95% accuracy, 20 average damage
Double-Edge (15): 65 Normal type damage, user takes damage equal to 25% dealt, 51 (69 w/ Rock Head) net average damage
Explosion (5): 267 Normal type damage, user faints as a result of the attack, 283 average damage
Selfdestruct (5): 213 Normal type damage, user faints as a result of the attack, 226 average damage

Comments: Earthquake for good consistent damage, Rollout for anti healer aspect.  Slow, but a complete physical tank, whose immune to Instant Death to boot.  Thinking that speed still holds him out of higher divisions so…Middle/Heavy


Rapidash (Fire)
135 HP, 120 Atk, 90 Def, 100 SpA, 100 SpD, 125 Spe
Durability: 0.78 physical, 0.87 magical
Special Ability 1 - Flash Fire: All fire damage dealt is reduced to 0, after which Fire damage is raised by 50%
Special Ability 2 - Run Away: INCREASES THE SUCCESS RATE OF RUN!!!!

Fire Blast (5): 75 Fire type damage, 10% chance of inflicting burn status, 85% accuracy, 67 average damage
Agility (30): Raises users speed by 100%, stackable up to 3 times
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Bounce (5): 43 Flying type damage, user is forced to skip first turn, during which it cannot be attacked ala Final Fantasy Jump, 2nd turn he attacks, 30% chance of inflicting paralysis, 85% accuracy, 19 average damage
-----
Tackle (35): 19 Normal type damage, 95% accuracy, 19 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Fury Attack (20): 8 normal type damage, hits 2 to 5 times, 85% accuracy, 25 average damage
Stomp (20): 33 Normal type damage, 30% chance of flinching target if they are slower, 35 average damage
Take Down (20): 45 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 30 average damage
Ember (25): 26 Fire type damage, 10% chance of inflicting Burn status, 27 average damage
Fire Spin (15): 11 Fire type damage, for the next 2 to 5 turns, opponent loses 6.25% of thier MHP, 70% acurracy, 8 average damage

Comments: Fast with moderate damage, and agility.  A bit shaky on durability, though.  Middle


Slowbro (Water/Psychic)
170 HP, 95 Atk, 130 Def, 120 SpA, 100 SpD, 50 Spe
Durability: 1.42 physical, 1.10 magical
Special Ability 1 - Own Tempo: Grants immunity to Confusion
Special Ability 2 - Oblivious: Grants immunity to Attract

Psychic (10): 68 Psychic type damage, 10% chance of lowering target's special defense, 72 average damage
Amnesia (20): Raises Special Defense by 100%, stackable up to 3 times
Withdraw (40): Raises users defense by 50%, stackable up to 6 times
Yawn (10): Once opponent is hit with this move, they will be inflicted with Sleep status the following turn, similar to an Air Anchor effect. Note that the way this works in game is its always at the END of the turn after this is used (meaning if the opponent is slower, they get 2 turns after this move is used, in game), take this as you will.
-----
Disable (10): Makes last move used by the enemy unable to be used for 2 to 5 turns, 55% hit rate
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Curse (10): Raises Attack and Defense by 50%, but lowers speed by 33%, stackable up to 6 times
Water Gun (25): 31 Water type damage, 32 average damage
Confusion (25): 39 Psychic type damage, 10% chance of inflicting Confuse, 41 average damage
Psych Up (10): Changes the users stat modifiers to be equal to his opponents
Tackle (35): 15 Normal type damage, 95% accuracy, 15 average damage
Headbutt (15): 29 Normal damage, 30% chance of flinching target if they are slower, 30 average damage

Comments: Good damage and durability, but offset by being tied for Game worst speed. High Middle I suppose.


Slowking (Water/Psychic)
170 HP, 95 Atk, 100 Def, 120 SpA, 130 SpD, 50 Spe
Durability: 1.10 physical, 1.42 magical
Special Ability 1 - Own Tempo: Grants immunity to Confusion
Special Ability 2 - Oblivious: Grants immunity to Attract

Psychic (10): 68 Psychic type damage, 10% chance of lowering target's special defense, 72 average damage
Swagger (15): Adds Confusion, raises users attack by 100%, this can be stacked up to 3 times, 90% accuracy
Curse (10): Raises Attack and Defense by 50%, but lowers speed by 33%, stackable up to 6 times
Yawn (10): Once opponent is hit with this move, they will be inflicted with Sleep status the following turn, similar to an Air Anchor effect. Note that the way this works in game is its always at the END of the turn after this is used (meaning if the opponent is slower, they get 2 turns after this move is used, in game), take this as you will.
-----
Disable (10): Makes last move used by the enemy unable to be used for 2 to 5 turns, 55% hit rate
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Curse (10): Raises Attack and Defense by 50%, but lowers speed by 33%, stackable up to 6 times
Water Gun (25): 31 Water type damage, 32 average damage
Confusion (25): 39 Psychic type damage, 10% chance of inflicting Confuse, 41 average damage
Psych Up (10): Changes the users stat modifiers to be equal to his opponents
Tackle (35): 15 Normal type damage, 95% accuracy, 15 average damage
Headbutt (15): 29 Normal damage, 30% chance of flinching target if they are slower, 30 average damage

Comments: Slowbro, replacing Amnesia and Withdraw for Swagger, and swapping his defensive stats.  Wow, talk about variety in evolutions here. High Middle


Magneton (Electric/Steel)
125 HP, 80 Atk, 115 Def, 140 SpA, 90 SpD, 90 Spe
Durability: 0.93 (1.86) physical, 0.73 magical
Special Ability 1 - Magnet Pull: Makes Steel types unable to Swap or Run
Special Ability 2 - Sturdy: Grants Immunity to instant death

Spark (20): 58 Electric type damage, 30% chance of inflicting paralysis, 61 average damage
Thunderwave (20): Adds Paralysis status
Metal Sound (20): Lowers Special Defense by 50%, stackable up to 3 times, 85% accuracy
Supersonic (20): Adds confusion status, 55% accuracy
-----
Zap Cannon (5): 87 Electric type damage, inflicts paralysis, 50% accuracy, 46 average damage
Lock-On (5): Insures that the next hit will hit successfully
Sonic Boom (20): 20 Normal type damage, ignores all damage modifiers, 90% accuracy, 18 average damage
Tackle (35): 13 Normal type damage, 95% accuracy, 13 average damage
Tri-Attack (10): 28 Normal type damage, 20% chance of inflicting Burn, Paralysis or Freeze status, 29 average damage
Thundershock (30): 36 Electric type damage, 10% chance of inflicting paralysis, 38 average damage
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy

Comments: Steel typing makes him a physical tank, otherwise, he's unimpressive.  Though, Thunderwave makes up for speed woes, and Metal Sound helps damage out some. Middle


Farfetch'd (Flying/Normal)
127 HP, 85 Atk, 75 Def, 78 SpA, 82 SpD, 80 Spe
Durability: 0.61 physical, 0.67 magical
Special Ability 1 - Keen Eye: Grants Immunity to accuracy modifiers
Special Ability 2 - Inner Focus: Grants Immunity to flinching.
Unique Item - Stick: Raises Critical Hits by 2 domains on all attacks.  This makes his Critical Hit rate 25% with all attacks, unless said otherwise (already assumed for his average damages)

Slash (20): 39 Normal type damage, 50% critical hit rate, 58 average damage
Agility (30): Raises users speed by 100%, stackable up to 3 times
Sword Dance (30): Raises Attack by 100%, stackable up to 3 times
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
-----
Peck (35): 20 Flying type damage, 25 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Fury Attack (20): 9 normal type damage, hits 2 to 5 times, 85% accuracy, 33 average damage
Fury Cutter (20): 5 Bug type damage, damage doubles on each successive consecutive use up to 5 times, 5 average damage
Knock Off (20): 7 Dark type damage, makes target unable to use item if they are holding one, 8 average damage
False Swipe (40): 22 Normal type damage, cannot kill, 27 average damage

Comments: Stick Makes him a critical hit god.  It lets Slash, despite those hilariously bad stats, do passable damage!  Agility and Sword Dance make him oddly interesting for an otherwise complete scrub.  Light/Middle


Dodrio (Normal/Flying)
135 HP, 130 Atk, 90 Def, 80 SpA, 80 SpD, 120 Spe
Durability: 0.78 physical, 0.70 magical
Special Ability 1 - Run Away: INCREASES THE SUCCESS RATE OF RUN!!!!
Special Ability 2 - Early Bird: Sleep status duration is halved

Drill Peck (20): 65 Flying type damage, 69 average damage
Tri Attack (10): 65 Normal Type damage  20% chance of inflicting Burn, Paralysis or Freeze status, 69 average damage
Agility (30): Raises users speed by 100%, stackable up to 3 times
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
-----
Uproar (10): 42 Normal type damage, user is forced to use this move for the next 2 to 5 turns, during which they are immune to sleep, it also wakes up any other sleeping targets on the field, 44 average damage
Peck (35): 31 Flying type damage, 32 average damage
Fury Attack (20): 14 Normal type damage, hits 2 to 5 times, 85% accuracy, 44 average damage
Rage (20): 18 Normal type damage, if user is hit while using this attack, then his attack is raised by 50%, stackable up to 6 times, 19 average damage
Pursuit (20): 15 Dark type damage, 15 average damage

Comments: Decent speed and passable damage, and Agility is nice, but sadly unimpressive otherwise.  Middle


Dewgong (Water/Ice)
165 HP, 90 Atk, 100 Def, 90 SpA, 115 SpD, 90 Spe
Durability: 1.06 physical, 1.22 magical
Special Ability - Thick Fat: Halves damage taken from Fire and Ice type attacks

Ice Beam (10): 54 Ice type damage, 10% chance of inflicting Freeze status, 57 average damage
Sheer Cold (5): Instant Death, 30% hit rate
Rest (10): Restores all HP and Status, user gets Sleep status for 2 turns
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
-----
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Aurora Beam (20): 37 Ice type damage, 10% chance of lowering targets attack by 33%, stackable up to 6 times, 39 average damage
Icy Wind (15): 31 Ice type damage, Lowers opponents speed by 33%, stackable up to 6 times, 95% accuracy, 31 average damage
Headbutt (15): 27 Normal type damage, 30% chance of flinching target if target is slower, 28 average damage
Take Down (20): 34 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 23 average damage
Signal Beam (15): 29 Bug type damage, 10% chance of inflicting confusion, 30 average damage

Comments: Damage and Speed aren't too special, though the durability offsets them some.  Some tricks with healing, instant death, status immunity, and speed lowering help some. Decent Middle


Muk (Poison)
180 HP, 125 Atk, 95 Def, 85 SpA, 120 SpD, 70 Spe
Durability: 1.10 physical, 1.39 magical
Special Ability 1 - Stench: MAKES RANDOM ENCOUNTERS ATTACK LESS OFTEN!!!
Special Ability 2 - Sticky Hold: Moves that remove equipped items (like Knock Off) don't work…and no, Muk has no unique equips worth noting…

Sludge Bomb (10): 70 Poison type damage, 30% chance of inflicting poison status, 74 average damage
Acid Armor (40): Raises Defense by 100%, stackable up to 3 times
Minimize (20): Raises Evade by 33%, stackable up to 6 times
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
-----
Memento (10): Lowers targets Attack and Special Attack by 50%, user faints as a result of this move
Harden (30): Raises Defense by 50%, stackable up to 6 times
Sludge (20): 51 Poison type damage, 30% chance of inflicting poison status, 54 average damage
Pound (35): 22 Normal type damage, 23 average damage
Disable (10): Makes last move used by the enemy unable to be used for 2 to 5 turns, 55% hit rate
Poison Gas (40): Adds Poison status, 55% accuracy

Comments: Has a decent defensive game to offset the bad speed, and the damage is pretty good.  A massive improvement to his RBY form, he looks like a solid Middle


Cloyster (Water/Ice)
125 HP, 115 Atk, 200 Def, 105 SpA, 65 SpD, 90 Spe
Durability: 1.61 physical, 0.52 magical
Special Ability - Shell Armor: Grants immunity to Critical Hits

Ice Beam (10): 62 Ice type damage, 10% chance of inflicting Freeze status, 65 average damage
Withdraw (40): Raises users defense by 50%, stackable up to 6 times
Supersonic (20): Adds confusion status, 71.5% accuracy
Spike Cannon (15): 11 Normal type damage, hits 2 to 5 times, 40 average damage
-----
Aurora Beam (20): 44 Ice type damage, 10% chance of lowering targets attack by 33%, stackable up to 6 times, 46 average damage
Protect (10): Makes user invincible to damage and status for one turn, innitiative, each consecutive use has 50% the accurracy of the previous one (innitial usage can't fail)
Spikes (20): Opponent takes 6.25% of their MHP in damage upon swapping, can be stacked up to 3 times, each use doubles its effectiveness
Tackle (35): 18 Normal type damage, 95% accuracy, 18 average damage
Clamp (10): 25 Water type damage, target receives damage equal to 6.25% of MHP for the next  2 to 5 turns, 75% Hit rate, 19 average damage.

Comments: Laughs at physicals, immunes Crits, dies if something sneezes on it magically.  Spoiler of a  Middle I suppose.


Gengar (Ghost/Posion)
135 HP, 85 Atk, 80 Def, 150 SpA, 95 SpD, 130 Spe
Durability: 0.74 (Immune) physical, 0.83 magical
Special Ability - Levitate: Grants immunity to Ground attacks

Night Shade (15): 50 Ghost type damage, ignores all damage modifiers including defense
Confuse Ray (15): Adds Confusion status
Hypnosis (20): Adds Sleep status, 60% accuracy
Dream Eater (15): 63 Psychic type damage, user heals amount equal to half damage done, only works on Sleeping targets, 66 average damage
-----
Shadow Ball (15): 43 Ghost type damage, 20% chance of lowering targets Special Defense by 33%, stackable up to 6 times, 45 average damage
Shadow Punch (20): 33 Ghost type damage, cannot miss, 35 average damage
Curse (10): User deals 50% MHP damage to self to inflict a status that deals 25% MHP damage a turn
Spite (10): Target loses 2 to 5 PP on the last attack used
Nightmare (15): Inflicts a status that target takes 25% MHP damage a turn for every turn they're asleep
Destiny Bond (5): If user faints the turn this is used, so does the opponent
Lick (30): 12 Ghost type damage, 30% chance of inflicting paralysis, 12 average damage
Mean Look (5): OPPONENT IS UNABLE TO RUN OR SWAP!!!!

Comments: Fast, immune to physicals and some status to play around with.  Damage could be a bit better when opponent isn't asleep.  While this form is probably good enough for Heavy and has more moves, he probably prefers his original form.


Onix (Rock/Ground)
110 HP, 65 Atk, 180 Def, 50 SpA, 65 SpD, 90 Spe
Durability: 1.28 (2.56) physical, 0.46 magical
Special Ability 1 - Sturdy: Grants immunity to Instant Death
Special Ability 2 - Rock Head: Grants immunity to recoil damage from moves like Double-Edge

Double-Edge (15): 33 Normal type damage, (user takes damage equal to 25% damage done) 35 (26) average damage
Dragon Breath (20): 14 Dragon type damage, 30% chance of inflicting paralysis, 14 average damage
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Sandstorm (5): Causes a Weather effect where at the end of every turn, both Pokemon lose 6.25% of their MHP, unless they are Ground, Rock or Steel type, lasts 5 turns
-----
Tackle (35): 11 Normal type damage, 95% accuracy, 11 average damage
Harden (30): Raises Defense by 50%, stackable up to 6 times
Rage (20): 6 Normal type damage, if user is hit while using this attack, then his attack is raised by 50%, stackable up to 6 times, 6 average damage
Slam (20): 22 Normal type damage, 75% accuracy, 17 average damage
Bind (20): 6 Normal type damage, opponent loses 6.25% of their MHP a turn for the next 2 to 5 turns, 75% accuracy, 4 average damage
Sand Tomb (15): 8 Ground type damage, for the next 2 to 5 turns, opponent loses 6.25% of thier MHP, 70% accurracy, 5 average damage
Rock Throw (15): 22 Rock type damage, 90% accuracy, 21 average damage
Iron Tail (15): 28 Steel type damage, 30% chance of lowering targets defense by 33%, stackable up to 6 times, 75% accuracy, 22 average damage

Comments: Well, damage went up since now it at least breaks half average! Still fairly scrubby, though has a few tricks that could help him in Light like Dragon Breath, as well as the option of Instant Death immunity (Hi Genshu!) Still Light bait granted.

Steelix (Ground/Steel)
150 HP, 105 Atk, 220 Def, 75 SpA, 85 SpD, 50 Spe
Durability: 2.12 (4.24) physical, 0.82 magical
Special Ability 1 - Sturdy: Grants immunity to Instant Death
Special Ability 2 - Rock Head: Grants immunity to recoil damage from moves like Double-Edge[

Iron Tail (15): 67 Steel type damage, 30% chance of lowering targets defense by 33%, stackable up to 6 times, 75% accuracy, 53 average damage
Dragon Breath (20): 19 Dragon type damage, 30% chance of inflicting paralysis, 20 average damage
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Sandstorm (5): Causes a Weather effect where at the end of every turn, both Pokemon lose 6.25% of their MHP, unless they are Ground, Rock or Steel type, lasts 5 turns
-----
Tackle (35): 17 Normal type damage, 95% accuracy, 17 average damage
Harden (30): Raises Defense by 50%, stackable up to 6 times
Rage (20): 10 Normal type damage, if user is hit while using this attack, then his attack is raised by 50%, stackable up to 6 times, 10 average damage
Slam (20): 22 Normal type damage, 75% accuracy, 17 average damage
Bind (20): 6 Normal type damage, opponent loses 6.25% of their MHP a turn for the next 2 to 5 turns, 75% accuracy, 4 average damage
Sand Tomb (15): 11 Ground type damage, for the next 2 to 5 turns, opponent loses 6.25% of thier MHP, 70% accurracy, 8 average damage
Rock Throw (15): 23 Rock type damage, 90% accuracy, 22 average damage
Double-Edge (15): 53 Normal type damage, user takes damage equal to 25% dealt, 42 (56 w/ Rock Head) net average damage

Comments: Onix, with considerably better damage that doesn't force him to give up Instant Death immunity.  Ok, so he's much slower, but…he's also a lot more durable too. Not to mention the guy just laughs at physicals (even if hit by a weakness hitting physical, he takes it better than your average PC.) Probably good enough for Middle


Hypno (Psychic)
160 HP, 93 Atk, 90 Def, 93 SpA, 135 SpD, 87 Spe
Durability: 0.93 physical, 1.39 magical
Special Ability - Insomnia: Grants immunity to Sleep

Psychic (10): 53 Psychic type damage, 10% chance of lowering target's special defense, 56 average damage
Hypnosis (20): Adds Sleep status, 60% accuracy
Nightmare (15): Inflicts a status that target takes 25% MHP damage a turn for every turn they're asleep
Swagger (15): Adds Confusion, raises users attack by 100%, this can be stacked up to 3 times, 90% accuracy
-----
Pound (35): 17 Normal type damage, 18 average damage
Poison Gas (40): Adds Poison status, 55% accuracy
Psych Up (10): Changes the users stat modifiers to be equal to his opponents
Disable (10): Makes last move used by the enemy unable to be used for 2 to 5 turns, 55% hit rate
Confusion (25): 31 Psychic type damage, 10% chance of inflicting Confuse, 32 average damage
Future Sight (15): 31 non typed special class damage, 90% accurracy, hits 3 turns after being used (NOT a charge time. More like a time bomb, in that its set the turn its used, and then goes off 3 turns later, while the user is free to do whatever he wants in the mean time)
Headbutt (15): 28 Normal damage, 30% chance of flinching target if they are slower, 29 average damage
Meditate (40): Raises Attack by 50%, stackable up to 6 times

Comments: Ouch to what happened to his SpA, he loses a fair amount of damage for the options of Nightmare and Swagger.  Feels like a losing trade if you ask me. Still has enough tricks to push him in Middle I suppose


Kingler (Water)
130 HP, 150 Atk, 135 Def, 70 SpA, 70 SpD, 95 Spe
Durability: 1.13 physical, 0.59 magical
Special Ability 1 - Hyper Cutter: Grants immunity to Attack Lowering
Special Ability 2  - Shell Armor: Grants immunity to Critical Hits

Stomp (20): 41 Normal type damage, 30% chance of flinching target if they are slower, 43 average damage
Guillotine (5): Instant Death, 30% accuracy
Mud Shot (15): 35 Ground type damage, lowers speed by 33%, stackable up to 6 times, 95% accuracy, 35 average damage
Flail (15): Does more damage based on your HP, lower = better. 100% does 14 damage, 68.8% does 26 damage, 35.4% does 50 damage, 20.8% does 63 damage, 10.4% does 93 damage, 4.6% does 124 damage
-----
Harden (30): Raises Defense by 50%, stackable up to 6 times
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Vicegrip (30): 35 Normal type damage, 37 average damage
Crabhammer (10): 40 Water type damage, 25% Critical hit rate, 85% accuracy, 42 average damage
Metal Claw (35): 32 Steel type damage, 10% chance of raising users defense by 50%, 95% accuracy, 33 average damage
Protect (10): Makes user invincible to damage and status for one turn, initiative, each consecutive use has 50% the accuracy of the previous one (initial usage can't fail)
Bubble (30): 11 Water type damage, 10% chance of lowering target's speed by 33%, 11 average damage

Comments: CrabHammer being massively nerfed really kills this guys offense.  What we're left with is a Limit Fighter who dies to magic and has some instant death. Probably hovers around the border of Light/Middle


Electrode (Electric)
135 HP, 70 Atk, 90 Def, 100 SpA, 100 SpD, 160 Spe
Durability: 0.79 physical, 0.87 magical
Special Ability 1 - Soundproof: Grants immunity to sound based attacks
Special Ability 2 - Static: 30% Chance of paralyzing the opponent if hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam)

Spark (20): 42 Electric type damage, 30% chance of inflicting paralysis, 44 average damage
Rollout (30): 10 Rock type damage, user is forced to use this attack for the next 4 turns in a row, where each successful use does twice the damage of the previous attack, if used immediately after Defense Curl, then damage is doubled as well, 90% hit rate
Light Screen (30): Lowers special damage by 50% for 5 turns
Mirror Coat (20): If user is hit with a Special attack the turn this is used, then damage is dealt back to opponent double to what was just done, does nothing if hit physically, always goes last
-----
Sonic Boom (20): 20 Normal type damage, ignores all damage modifiers, 90% accuracy, 18 average damage
Explosion (5): 144 Normal type damage, user faints as a result of the attack, 153 average damage
Selfdestruct (5): 116 Normal type damage, user faints as a result of the attack, 123 average damage
Charge (20): Doubles damage of Electric type moves for one turn
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Tackle (35): 11 Normal type damage, 95% accuracy, 11 average damage
Swift (20): 19 Normal type damage, ignores evade, 20 average damage

Comments: Yes, the speed is nuts…pity that's just about all he has.  Light Screen and Mirror Coat let him deal with mages, I suppose but…yeah. The speed really saves him from being a total scrub in the DL, so Low Middle I suppose.
[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 Gen 3
« Reply #4 on: December 22, 2007, 02:00:27 AM »
Exeggutor (Grass/Psychic)
170 HP, 115 Atk, 105 Def, 145 SpA, 85 SpD, 75 Spe
Durability: 1.15 physical, 0.93 magical
Special Ability - Chlorophyll: Speed raises by 100% if the Sunnyday weather effect is in place, counts as +2 to Speed Modifier

Solarbeam (10): 108 Grass Type damage, requires one turn to charge, 57 average damage
Sleep Powder (15): Inflicts Sleep status, 75% hit rate
Reflect (20): Lowers all physical damage by 50%
Leech Seed (10): Adds a status where Target takes 12.5% damage a turn, and the opponent of the target heals that much, 90% hit rate
-----
Stun Spore (30): Adds paralysis status, 75% accuracy
Poison Powder (35): Adds Poison status, 75% accuracy
Hypnosis (20): Adds Sleep status, 60% accuracy
Confusion (25): 45 Psychic type damage, 10% chance of inflicting Confuse, 47 average damage
Barrage (20): 8 Normal type damage, hits 2 to 5 times, 85% accuracy, 25 average damage
Egg Bomb (10): 48 Normal type damage, 75% accuracy, 38 average damage
Stomp (20): 31 Normal type damage, 30% chance of flinching target if they are slower, 32 average damage
Uproar (10): 25 Normal type damage, user is forced to use this move for the next 2 to 5 turns, during which they are immune to sleep, it also wakes up any other sleeping targets on the field, 26 average damage

Coments: A few nifty tricks here and there, mainly being a status whore.  Sluggish, not particularly special on durability either way…eh, High Middle.


Marowak (Ground)
135 HP, 100 (200), 130 Def, 70 SpA, 100 SpD, 65 Spe
Durability: 1.13 physical, 0.87 magical
Special Ability 1 - Rock Head: Grants immunity to recoil damage from moves like Double-Edge
Special Ability 2 - Lightning Rod: Electrical attacks are forced to hit the user in team battles
Unique Item - Thick Club: Doubles the attack of Cubone and Marowak. Note that Cubone, for those who don't know, is the unevolved form of Marowak (so yes, its still unique to this species.)  This is already factored into damage

Bonemerang (10): 64 Ground type, hits twice, 90% accuracy, 122 average damage
Double-Edge (15): 99 Normal type damage, (user takes damage equal to 25% damage done) 105 (78) average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 time
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
-----
Focus Energy (30): Raises Critical Hit rate to 12.5%
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Bone Rush (10): 33 Ground type damage, hits 2 to 5 times, 80% accuracy, 98 average damage
Bone Club (20): 81 Ground type damage, 10% chance of flinching target if they are slower, 85% accuracy, 73 average damage
Headbutt (15): 58 Normal damage, 30% chance of flinching target if they are slower, 61 average damage
Rage (20): 18 Normal type damage, if user is hit while using this attack, then his attack is raised by 50%, stackable up to 6 times, 19 average damage
Thrash (20): 75 Normal type damage, used for 2 to 3 turns in a row, at the end of which, the user is confused, 79 average damage
False Swipe (40): 34 Normal type damage, cannot kill, 35 average damage

Comments: No, those damage values aren't mistakes; his damage is BETTER than the hyped Mewtwo, something he shares only with Kyogre and Groudon, I believe. The Thick Club makes him an actual worthwhile dueller due to the sick damage it brings forth.  Granted, slow and durability that isn't particularly special, as well as lacking in tricks, probably means he won't really go far in Heavy but he's still one nonetheless.


Hitmonlee (Fighting)
125 HP, 140 Atk, 73 Def, 55 SpA, 130 SpD, 107 Spe
Durability: 0.59 physical, 1.04 magical
Special Ability - Limber: Grants immunity to paralysis

Brick Break (15): 67 Fighting type damage, dispels barriers like Light Screen and Reflect, 71 average damage
Meditate (40): Raises Attack by 50%, stackable up to 6 times
Revenge (10): 53 Fighting type damage, damage doubles if user takes damage this turn, always goes last, 56 average damage
Reversal (15): Does more damage based on your HP, lower = better. 100% does 19 damage, 68.8% does 36 damage, 35.4% does 70 damage, 20.8% does 87 damage, 10.4% does 130 damage, 4.6% does 173 damage
-----
Endure (10): If user is hit with lethal damage the turn this is used, then he will live with 1 HP, each consecutive use has 50% the accuracy of the previous one (initial usage can't fail)
Mega Kick (5): 69 Normal type damage, 75% accuracy, 54 average damage
Mind Reader (5): Insures the next attack will hit successfully
Foresight (40): Makes users attack have perfect accuracy and ignore evade, removes Ghost's immunity to Normal and Fighting attacks (could be viewed as removing certain physical immunities in general, if you take things that way)
Double Kick (30): 28 Fighting type damage, hits twice, 59 average damage
Rolling Kick (15): 56 Normal damage, 30% chance of flinching target if they are slower, 85% accuracy, 50 average damage
Focus Energy (30): Raises Critical Hit rate to 12.5%
Tackle (35): 21 Normal type damage, 95% accuracy, 21 average damage

Comments: Good damage and a variety of ways to get it.  If you allow Endure, he becomes Heracross-lite, in a sense, since Endure + Reversal is a nasty combo.  Otherwise, above speed, failure physical durability, and passable damage. Middle of some sort.


Hitmonchan (Fighting)
125 HP, 125 Atk, 99 Def, 55 SpA, 130 SpD, 96 Spe
Durability: 0.79 physical, 1.04 magical
Special Ability - Keen Eye: Grants immunity to accuracy

Sky Uppercut (15): 67 Fighting type damage, does 2x damage to those using Fly or Bounce, 90% accuracy, 64 average damage
Agility (30): Raises users speed by 100%, stackable up to 3 times
Revenge (10): 48 Fighting type damage, damage doubles if user takes damage this turn, always goes last, 51 average damage
Counter (20): If user is hit with a physical attack the turn this is used, then damage is dealt back to opponent double to what was just done, does nothing if hit physically, always goes last
-----
Mach Punch (30): 33 Fighting type damage, always goes first, 35 average damage
Detect (5): Makes user invincible to damage and status for one turn, innitiative, each consecutive use has 50% the accurracy of the previous one (innitial usage can't fail)
Mega Punch (20): 43 Normal type damage, 85% accuracy, 38 average damage
Comet Punch (15): 10 Normal type damage, hits 2 to 5 times, 85% accuracy, 31 average damage
Fire Punch (15): 19 Fire type damage, 10% chance of inflicting burn status, 20 average damage
Ice Punch (15): 19 Ice type damage, 10% chance of inflicting freeze status, 20 average damage
Thunder Punch (15): 19 Thunder Type damage, 10% chance of inflicting paralysis, 20 average damage
Pursuit (20): 10 Dark type damage, 10 average damage

Comments: Better durability than Hitmonlee, but worse damage, and slower. Agility helps some. Feel inclined to give it the same Middle ranking.


Hitmontop (Fighting)
125 HP, 115 Atk, 115 Def, 55 SpA, 130 SpD, 90 Spe
Durability: 0.93 physical, 1.04 magical
Special Ability - Intimidate: Lowers targets attack by 33% at the beginning of the fighter, this counts as -1 to Attack Modifier

Revenge (10): 44 Fighting type damage, damage doubles if user takes damage this turn, always goes last, 46 average damage
Agility (30): Raises users speed by 100%, stackable up to 3 times
Counter (20): If user is hit with a physical attack the turn this is used, then damage is dealt back to opponent double to what was just done, does nothing if hit physically, always goes last
Focus Energy (30): Raises Critical Hit rate to 12.5%
-----
Triple Kick (10): 9 Fighting type damage, hits 3 times, each hit doubling in damage compared to the last and making separate hit checks, if one hit misses, the attack stops altogether (So you don't even see the 3rd hit if the 2nd hit misses), 90% accuracy, 47 average damage
Rolling Kick (15): 44 Normal damage, 30% chance of flinching target if they are slower, 85% accuracy, 39 average damage
Pursuit (20): 10 Dark type damage, 10 average damage
Detect (5): Makes user invincible to damage and status for one turn, innitiative, each consecutive use has 50% the accurracy of the previous one (innitial usage can't fail)
Quick Attack (30): 20 Normal type damage, always goes first, 21 average damage
Rapid Spin (20): 20 Normal type damage, removes the effects of Leech Seed, Spikes, and "Wrap" like effects, 21 average damage
Endeavor (5): Sets opponents HP equal to the users, numerically

Comments: Otherwise, similar mold as the other Hitmons, only slower (albeit has Agility), and less damaging, but can actually take a physical worth a damn (especially with Intimidate.)  Middle works for him too.


Lickitung (Normal)
165 HP, 75 Atk, 95 Def, 80 SpA, 95 SpD, 50 Spe
Durability: 1.01 physical, 1.01 magical
Special Ability 1 - Own Tempo: Grants immunity to confusion
Special Ability 2 - Oblivious: Grants immunity to Attract

Stomp (20): 31 Normal type damage, 30% chance of flinching target if they are slower, 32 average damage
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Supersonic (20): Adds confusion status, 55% accuracy
-----
Wrap (20): 8 Normal type damage, target receives damage equal to 6.25% of MHP for the next  2 to 5 turns, 85% Hit rate, 7 average damage.
Slam (20): 39 Normal type damage, 75% accuracy, 31 average damage
Disable (10): Makes last move used by the enemy unable to be used for 2 to 5 turns, 55% hit rate
Refresh (20): Recovers from status effects
Lick (30): 7 Ghost type damage, 30% chance of inflicting paralysis, 7 average damage
Knock Off (20): 8 Dark type damage, makes target unable to use item if they are holding one, 8 average damage

Comments: Given how much his RBY form failed at life, this one failing isn't surprising.  Slow, utterly average on durability, bad damage, and best trick is some unreliable confusion.  Puny/Light and the border might be generous.


Weezing (Poison)
140 HP, 110 Atk, 140 Def, 105 SpA, 90 SpD, 80 Spe
Durability: 1.26 physical, 0.81 magical
Special Ability - Levitate: Grants Immunity to Ground attacks

Sludge (20): 45 Poison type damage, 30% chance of inflicting poison status, 47 average damage
Poison Gas (40): Adds Poison status, 55% accuracy
Smokescreen (20): Lowers Target's accuracy by 33%, stackable up to 6 times
Haze (30): Dispels all stat modifiers on both the user and the opponent
-----
Tackle (35): 17 Normal type damage, 95% accuracy, 17 average damage
Smog (20): 15 Poison type damage, 40% chance of inflicting poison status, 70% accuracy, 11 average damage
Explosion (5): 226 Normal type damage, user faints as a result of the attack, 240 average damage
Selfdestruct (5): 180 Normal type damage, user faints as a result of the attack, 191 average damage
Memento (10): Lowers Target's Attack and Special Attack by 50%, user faints as a result of this attack
Destiny Bond (5): If user faints the turn this is used, so does the opponent

Comments: In Netbattle, Weezing is quite possibly the most improved Pokemon from the first generation, going from Worthless to arguably best Poison Type (which actually means something now.)  In a duel, he lacks damage, or variety, so we're left with a slow tank with bad damage. Hate to say it, but he's not going to do very well outside of Light


Rhydon (Rock/Ground)
180 HP, 150 Atk, 140 Def, 65 SpA, 65 SpD, 60 Spe
Durability: 1.74 (3.48) physical, 0.75 magical
Special Ability 1 - Rock Head: Grants immunity to recoil damage from moves like Double-Edge
Special Ability 2 - Lightning Rod: Electrical attacks are forced to hit the user in team battles

Earthquake (10): 94 Ground type damage, 99 average damage
Horn Drill (5): Instant Death, 30% accuracy
Scary Face (10): Lowers Targets speed by 50%, stackable up to 3 times, 90% accuracy
Rock Blast (10): 25 Rock type damage, hits 2 to 5 times, 80% accuracy, 74 average damage
-----
Megahorn (5): 75 Bug type damage, 85% accuracy, 67 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Stomp (20): 41 Normal type damage, 30% chance of flinching target if they are slower, 43 average damage
Take Down (20): 56 Normal type damage, (user takes damage equal to 25% damage done), 85% accuracy, 47 (35) average damage
Horn Attack (25): 41 Normal type damage, 43 average damage
Fury Attack (20): 10 Normal type damage, hits 2 to 5 times, 85% accuracy, 31 average damage

Comments: Golem trading in some magic durability, speed and Instant Death Immunity for better damage, Instant Death and a way to deal with his low speed. Feels about equal in a duel, so Middle/Heavy and a vast improvement over his RBY form.


Chansey (Normal)
325 HP, 25 Atk, 25 Def, 55 SpA, 125 SpD, 70 Spe
Durability: 0.52 physical, 2.62 magical
Special Ability 1 - Natural Cure: HEALS STATUS UPON SWAPPING!
Special Ability 2 - Serene Grace: Doubles the chance of add on effects (like Bite's flinching) working.
Unique Item - Lucky Punch: Raises Critical Hits by 2 domains on all attacks made by Chansey  This makes his Critical Hit rate 25% with all attacks, unless said otherwise (already assumed for his average damages) Note that this does NOT work on Blissey


Double-Edge (15): 20 Normal type damage, user takes damage equal to 25% damage done, 18 net average damage
Minimize (20): Raises Evade by 33%, stackable up to 6 times
SoftBoiled (10): 50% Healing
Sing (15): Adds Sleep status, 55% accuracy
-----
Egg Bomb (10): 17 Normal type damage, 75% accuracy, 15 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times
Pound (35): 8 Normal type damage, 10 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Light Screen (30): Lowers special damage by 50% for 5 turns
Refresh (20): Recovers from status effects
Doubleslap (10): 4 Normal type damage, hits 2 to 5 times, 85% accuracy, 14 average damage

Comments: Practically unchanged from its RBY form. Dies to physical fighters, beats Mages in a long as hell fight so long as status isn't involved. If Status is involved, it runs into issues. Slow too. Still a Light


Blissey (Normal)
330 HP, 30 Atk, 30 Def, 95 SpA, 155 SpD, 75 Spe
Durability: 0.64 physical, 3.30 magical
Special Ability 1 - Natural Cure: HEALS STATUS UPON SWAPPING!
Special Ability 2 - Serene Grace: Doubles the chance of add on effects (like Bite's flinching) working.

Double-Edge (15): 23 Normal type damage, user takes damage equal to 25% damage done, 18 net average damage
Minimize (20): Raises Evade by 33%, stackable up to 6 times
SoftBoiled (10): 50% Healing
Sing (15): Adds Sleep status, 55% accuracy
-----
Egg Bomb (10): 20 Normal type damage, 75% accuracy, 15 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times
Pound (35): 9 Normal type damage, 9 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Light Screen (30): Lowers special damage by 50% for 5 turns
Refresh (20): Recovers from status effects
Doubleslap (10): 4 Normal type damage, hits 2 to 5 times, 85% accuracy, 12 average damage

Comments: Slightly better than Chansey in everyway, except Magic Durability, where it has a lot more (cause Chansey didn't have enough, it seems.) Not really better enough for a higher division, so Light


Tangela (Grass)
140 HP, 75 Atk, 135 Def, 120 SpA, 60 SpD, 80 Spe
Durability: 1.21 physical, 0.54 magical
Special Ability - Chlorophyll: Speed raises by 100% if the Sunnyday weather effect is in place, counts as +2 to Speed Modifier

Mega Drain (10): 31 Grass type damage, heals user equal to half damage done, 32 average damage
Sleep Powder (15): Inflicts Sleep status, 75% hit rate
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
Ingrain (20): Puts a status where the user heals 12.5% of their MHP a turn
-----
Absorb (20): 17 Grass type damage, heals user equal to half damage done, 18 average damage
Vine Whip (10): 28 Grass type damage, 29 average damage
Stun Spore (30): Adds paralysis status, 75% accuracy
Poison Powder (35): Adds Poison status, 75% accuracy
Constrict (35): 5 Normal type damage, 10% chance of lowering target's speed by 33%, stackable up to 6 times, 5 average damage
Tickle (20): Lowers Target's Attack and Defense by 33%, stackable up to 6 times
Bind (20): 6 Normal type damage, opponent loses 6.25% of their MHP a turn for the next 2 to 5 turns, 75% accuracy, 4 average damage
Slam (20): 26 Normal type damage, 75% accuracy, 20 average damage

Comments: Bad damage, Slow, dies to magic, and bad typing, relying on status to save it. Don't think it does, so Light


Kangaskhan (Normal)
180 HP, 115 Atk, 100 Def, 60 SpA, 100 SpD, 110 Spe
Durability: 1.16 physical, 1.16 magical
Special Ability - Early Bird: Sleep status duration is halved

Reversal (15): Does more damage based on your HP, lower = better. 100% does 11 damage, 68.8% does 20 damage, 35.4% does 39 damage, 20.8% does 48 damage, 10.4% does 71 damage, 4.6% does 95 damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Dizzy Punch (10): 51 Normal type damage, 20% chance of adding confusion, 54 average damage
Fake Out (10): 31 Normal type damage, goes first, flinches target, if used on any turn after the first the move automatically misses, 32 average damage
-----
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Comet Punch (15): 15 Normal type damage, hits 2 to 5 times, 85% accuracy, 47 average damage
Mega Punch (20): 62 Normal type damage, 85% accuracy, 55 average damage
Endure (10): If user is hit with lethal damage the turn this is used, then he will live with 1 HP, each consecutive use has 50% the accuracy of the previous one (initial usage can't fail)
Rage (20): 17 Normal type damage, if user is hit while using this attack, then his attack is raised by 50%, stackable up to 6 times, 18 average damage
Bite (25): 16 Dark type damage, 30% chance of flinching target if they are slower, 17 average damage

Comments: Above average speed and durability, not total garbage on damage. A bit lacking in tricks granted. Middle


Seadra (Water)
130 HP, 85 Atk, 115 Def, 115 SpA, 65 SpD, 105 Spe
Durability: 0.96 physical, 0.55 magical
Special Ability - Swift Swim: Speed raises by 100% if Rain Dance weather effect is in place, this counts as +2 to speed modifier

Hydropump (5): 86 Water type damage, 80% accuracy, 73 average damage
Smokescreen (20): Lowers Target's accuracy by 33%, stackable up to 6 times
Agility (30): Raises users speed by 100%, stackable up to 3 times
Twister (20): 20 Dragon type damage, 20% chance of causing target to flinch if they are slower, does double damage against targets that used "Fly", 21 average damage.
-----
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Dragon Dance (20): Raises Attack and Speed by 50%, stackable up to 6 times
Water Gun (25): 31 Water type damage, 32 average damage
Bubble (30): 17 Water type damage, 10% chance of lowering target's speed by 33%, 18 average damage

Comments: I still can't figure out this Pokemon. Leer on a pure mage? Dragon Dance on a Pure Mage who already has Agility? Um, well, his damage is good…and durability is not. Light/Middle


Kingdra (Water/Dragon)
150 HP, 115 Atk, 115 Def, 115 SpA, 115 SpD, 105 Spe
Durability: 1.11 physical, 1.11 magical
Special Ability - Swift Swim: Speed raises by 100% if Rain Dance weather effect is in place, this counts as +2 to speed modifier

Hydropump (5): 86 Water type damage, 80% accuracy, 73 average damage
Smokescreen (20): Lowers Target's accuracy by 33%, stackable up to 6 times
Agility (30): Raises users speed by 100%, stackable up to 3 times
Twister (20): 31 Dragon type damage, 20% chance of causing target to flinch if they are slower, does double damage against targets that used "Fly", 32 average damage.
-----
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Dragon Dance (20): Raises Attack and Speed by 50%, stackable up to 6 times
Water Gun (25): 31 Water type damage, 32 average damage
Bubble (30): 17 Water type damage, 10% chance of lowering target's speed by 33%, 18 average damage

Comments: He's exactly like Seadra, except has actual stats, most notably, he doesn't die to a magical sneeze.  Also has no weaknesses besides Dragon as a Weakness, though it does lose Ice Resistance, though the Durability difference more than offsets this.  Basically, this guy is an apology for the failure of Seadra. He can play around the border of Middle/Heavy cause I don't wanna over or under rate him <_<


Seaking (Water)
155 HP, 112 Atk, 85 Def, 85 SpA, 100 SpD, 88 Spe
Durability: 0.85 physical, 1.00 magical
Special Ability 1 - Swift Swim: Speed raises by 100% if Rain Dance weather effect is in place, this counts as +2 to speed modifier
Special Ability 2 - Water Veil: Grants immunity to the Burn status

Megahorn (5): 56 Bug type damage, 85% accuracy, 50 average damage
Agility (30): Raises users speed by 100%, stackable up to 3 times
Waterfall (15): 43 Water type damage, 45 average damage
Horn Drill (5): Instant Death, 30% accuracy
-----
Water Sport (15): User takes 50% damage from Fire attacks
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Peck (35): 18 Flying type damage, 19 average damage
Supersonic (20): Adds confusion status, 55% accuracy
Flail (15): Does more damage based on your HP, lower = better. 100% does 10 damage, 68.8% does 19 damage, 35.4% does 38 damage, 20.8% does 47 damage, 10.4% does 69 damage, 4.6% does 93 damage
Fury Attack (20): 8 Normal type damage, hits 2 to 5 times, 85% accuracy, 25 average damage
Horn Attack (25): 31 Normal type damage, 32 average damage

Comments: Surprisingly decent for an often seen as "Yet another Filler Water Type Pokemon." Agility makes up for its bad speed, has some variety between Megahorn, Waterfall, Flail and Horn Drill, stats aren't TOO bad though I wouldn't hype them. A not total fail Middle I suppose.


Starmie (Water/Psychic)
135 HP, 95 Atk, 105 Def, 120 SpA, 105 SpD, 135 Spe
Durability: 0.91 physical, 0.91 magical
Special Ability 1 - Illuminate: AUTOMATICALLY LIGHTS UP DUNGEONS!!!
Special Ability 2 - Natural Cure: HEALS STATUS UPON SWAPPING!

Hydropump: 90 Water Type damage, 80% accuracy, 76 average damage
Cosmic Power (20): Raises Defense and Special Defense by 50%, stackable up to 6 times
Recover (20): 50% Healing
Confuse Ray (15): Adds Confusion status
-----
Light Screen (30): Lowers special damage by 50% for 5 turns
Camouflage (20): Changes users Type based on current location
Bubblebeam (20): 50 Water type damage, 10% chance of lowering target's speed, 53 average damage
Water Gun (25): 31 Water type damage, 32 average damage
Harden (30): Raises Defense by 50%, stackable up to 6 times
Tackle (35): 15 Normal type damage, 95% accuracy, 15 average damage
Swift (20): 25 Normal type damage, cannot miss, 26 average damage
Rapid Spin (40): 9 Normal type damage, removes the effects of Leech Seed, Spikes, and "Wrap" like effects, 9 average damage

Comments: Hits hard and fast, and has a few defensive tricks up his sleeve.  Lost some SpA compared to its RBY form, but in return, gained Confuse Ray and Bubblebeam to help deal with its flaws of other healers, not to mention Cosmic Power bolstering its defensive game even more.  Heavy


Mr. Mime (Psychic)
115 HP, 65 Atk, 85 Def, 120 SpA, 140 SpD, 110 Spe
Durability: 0.63 physical, 1.04 magical
Special Ability - Soundproof: Grants immunity to sound based attacks

Psychic (10): 68 Psychic type damage, 10% chance of lowering target's special defense, 72 average damage
Barrier (30): Raises Defense by 100%, stackable up to 3 times
Light Screen (30): Lowers all special damage by 50% for 5 turns
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
-----
Reflect (20): Lowers all physical damage by 50% for 5 turns
Meditate (40): Raises Attack by 50%, stackable up to 6 times
Confusion (25): 39 Psychic type damage, 10% chance of inflicting Confuse, 41 average damage
Psybeam (20): 50 Psychic type damage, 10% chance of inflicting confuse, 53 average damage
Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon
Encore (5): Forces target to repeat its action for the next 2 to 6 turns
Role Play (10): Changes the users Special Trait to that of his opponents
Recycle (10): Makes an item usable again, not sure what this means but its useless in the DL regardless
Trick (10): Forces opponent to trade items with user!!!
Doubleslap (10): 6 Normal type damage, hits 2 to 5 times, 85% accuracy, 18 average damage
Substitute (10): User sacrifices 25% of their MHP to create a "substitute" with HP equal to that amount of HP lost. While the sub is up, the user is immune to all status, and any excess damage dealt to the sub beyond its HP is not carried over to the user. Instant Death acts just like lethal damage to the sub. If User's HP is equal to or below 25% his Maximum, then using Substitute is impossible. Note that if attack hits multiple times, then any hit done after the lethal damage hit DOES deal damage to the user (as in, the Sub dies to the previous hit.), and any status dealt BEFORE the Sub is used will still be active normally after the sub (so Poison damage still hits the user, if the Sub is out)

Comments: Good damage and speed, with some defense buffers.  Nice improvement over his RBY form, he's like a worse variation of Alakazam. Middle/Heavy


Scyther (Bug/Flying)
145 HP, 130 Atk, 100 Def, 75 SpA, 100 SpD, 125 Spe
Durability: 0.94 physical, 0.94 magical
Special Ability - Swarm: When HP < 33%, all Bug damage raises by 50%.

Wing Attack (35): 50 Flying type damage, 53 average damage
Agility (30): Raises users speed by 100%, stackable up to 3 times
Sword Dance (30): Raises Attack by 100%, stackable up to 3 times
Double Team (15): Raises Evade by 33%, can be stacked up to 6 times
-----
Slash (20): 39 Normal type damage, 25% Critical hit rate, 48 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Quick Attack (30): 22 Normal type damage, always goes first, 23 average damage
Focus Energy (30): Raises Critical Hit rate to 12.5%, 33% in the case of Slash
Pursuit (20): 12 Dark type damage, 12 average damage
False Swipe (40): 22 Normal type damage, cannot kill, 23 average damage
Fury Cutter (20): 9 Bug type damage, damage doubles on each successive consecutive use up to 5 times, 9 average damage

NOTE: Despite Scyther being technically the unevolved form of Scizor, he has some theoretical uses Scizor does (its mostly the stats got redistributed than improved, even if the distribution is overall better), so hence, he's a rare case of an unevolved Pokemon who counts for both averages

Comments: Fast, and has decent buffs. Has a major flaw in being weak to everyone of the Big 3 though. Middle I suppose.


Scizor (Bug/Steel)
145 HP, 150 Atk, 120 Def, 75 SpA, 100 SpD, 85 Spe
Durability: 1.12 (2.24) physical, 0.94 magical
Special Ability - Swarm: When HP < 33%, all Bug damage raises by 50%.

Slash (20): 44 Normal type damage, 25% Critical hit rate, 55 average damage
Agility (30): Raises users speed by 100%, stackable up to 3 times
Sword Dance (30): Raises Attack by 100%, stackable up to 3 times
Double Team (15): Raises Evade by 33%, can be stacked up to 6 times
-----
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Quick Attack (30): 26 Normal type damage, always goes first, 27 average damage
Focus Energy (30): Raises Critical Hit rate to 12.5%, 33% in the case of Slash
Pursuit (20): 12 Dark type damage, 12 average damage
False Swipe (40): 26 Normal type damage, cannot kill, 27 average damage
Fury Cutter (20): 11 Bug type damage, damage doubles on each successive consecutive use up to 5 times, 11 average damage
Wing Attack (35): 38 Flying type damage, 40 average damage
Metal Claw (35): 48 Steel type damage, 10% chance of raising users defense by 50%, 95% accuracy, 48 average damage
Iron Defense (15): Raises Defense by 100%, stackable up to 3 times

Comments: Trades in a lot of speed for better durability and another trick in Iron Defense.  Probably a winning trade since he's no longer weak to the big 3 (albeit, he takes 4x damage from Fire), and Agility covers his speed woes some. Low Heavy works I guess.


Jynx (Ice/Psychic)
130 HP, 70 Atk, 55 Def, 135 SpA, 115 SpD, 115 Spe
Durability: 0.46 physical, 0.96 magical
Special Ability - Oblivious: Grants immunity to Attract

Psychic (10): 76 Psychic type damage, 10% chance of lowering target's special defense, 80 average damage
Lovely Kiss (10): Inflicts Sleep status, 75% hit rate
Fake Tears (20): Lowers target's special defense by 50%, stackable up to 3 times
*Sweet Kiss (10): Adds confusion status, 75% accuracy
-----
Blizzard (5): 101 Ice type damage, 70% accuracy, 10% chance of inflicting freeze status, 75 average damage
Ice Punch (15): 64 Ice type damage, 10% chance of inflicting freeze status, 68 average damage
Doubleslap (10): 6 Normal type damage, hits 2 to 5 times, 85% accuracy, 18 average damage
Lick (30): 7 Ghost type damage, 30% chance of inflicting paralysis, 7 average damage
Pound (35): 14 Normal type damage, 14 average damage
Powder Snow (25): 34 Ice type damage, 10% chance of inflicting freeze status, 36 average damage
Mean Look (5): OPPONENT IS UNABLE TO RUN OR SWAP!!!!
Perish Song (5): Adds a status that 3 turns after this is used, the user and target die
Body Slam (15): 28 Normal type damage, 30% chance of inflicting paralysis, 29 average damage
*Sing (15): Adds Sleep status, 55% accuracy
*Confusion (25): 43 Psychic type damage, 10% chance of inflicting Confuse, 45 average damage

*These moves are learned only by Smoochum, an aftergame Baby form of Jynx.  Whether you allow these moves is up to you

Comments: Ball Lightningesque, with a good sleep status move. Heavy

Electabuzz (Electric)
140 HP, 103 Atk, 77 Def, 115 SpA, 105 SpD, 125 Spe
Durability: 0.70 physical, 0.95 magical
Special Ability - Static: 30% Chance of paralyzing the opponent if hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam)

Thunderbolt (15): 69 Electric type damage, 10% chance of inflicting Paralysis, 73 average damage
Light Screen (30): Lowers all special damage by 50% for the next 5 turns
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Swift (20): 29 Normal type damage, ignores evade, 31 average damage
-----
Thunder (10): 86 Electric type damage, 10% chance of inflicting paralysis, 70% accuracy, 63 average damage
Thunderpunch (15): 54 Thunder Type damage, 10% chance of inflicting paralysis, 57 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Quick Attack (30): 19 Normal type damage, always goes first, 20 average damage

Comments: Raichu, a bit better on damage, speed and durability, but lacks Thunderwave, Agility and Double Team. High Middle works.


Magmar (Fire)
140 HP, 115 Atk, 77 Def, 120 SpA, 105 SpD, 113 Spe
Durability: 0.70 physical, 0.95 magical
Special Ability - Flame body: Grants immunity to the freeze status

Fire Blast (5): 90 Fire type damage, 10% chance of inflicting burn status, 85% accuracy, 81 average damage
Confuse Ray (15): Adds Confusion status
Sunnyday (5): Weather Effect that raises all Fire damage by 50%, halves Water damage, and allows Solar Beam to be used at will (IOWs, no Charge time), lasts 5 turns
Smokescreen (20): Lowers Target's accuracy by 33%, stackable up to 6 times
-----
Ember (30): 31 Fire type damage, 10% chance of inflicting burn status, 32 average damage
Fire Punch (15): 56 Fire type damage, 10% chance of inflicting burn status, 59 average damage
Smog (20): 11 Poison type damage, 40% chance of inflicting poison status, 70% accuracy, 8 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Flamethrower (15): 72 Fire type damage, 10% chance of inflicting Burn status, 76 average damage

Comments: Fire version of Electabuzz in a sense, only with a few different tricks. High Middle


Pinsir (Bug)
140 HP, 145 Atk, 120 Def, 75 SpA, 90 SpD, 105 Spe
Durability: 1.08 physical, 0.81 magical
Special Ability - Hyper Cutter: Grants immunity to Attack Lowering

Seismic Toss (20): 50 Set Fighting type damage, ignores all modifiers, including weakness and resistance
Sword Dance (30): Raises Attack by 100%, stackable up to 3 times
Guillotine (5): Instant Death, 30% accuracy
Brick Break (15): 45 Fighting type damage, dispels barriers like Light Screen and Reflect, 47 average damage
-----
Focus Energy (30): Raises Critical Hit rate to 12.5%
Harden (30): Raises Defense by 50%, stackable up to 6 times
Revenge (10): 37 Fighting type damage, damage doubles if user takes damage this turn, always goes last, 39 average damage
Vicegrip (30): 34 Normal type damage, 36 average damage
Submission (25): 49 Fighting type damage, user takes damage equal to 25% damage done, 80% accuracy, 31 average damage
Bind (20): 10 Normal type damage, opponent loses 6.25% of their MHP a turn for the next 2 to 5 turns, 75% accuracy, 7 average damage

Comments: Not much to say about Pinsir. Damage is unimpressive, stats aren't special, no real tricks beyond Sword Dance.  Light/Middle


Tauros (Normal)
150 HP, 120 Atk, 115 Def, 60 SpA, 90 SpD, 130 Spe
Durability: 1.12 physical, 0.88 magical
Special Ability -  Intimidate: Lowers targets attack by 33% at the beginning of the fighter, this
counts as -1 to Attack Modifier

Thrash (20): 68 Normal type damage, used for 2 to 3 turns in a row, at the end of which, the user is confused, 72 average damage
Swagger (15): Adds Confusion, raises users attack by 100%, this can be stacked up to 3 times, 90% accuracy
Rest (10): Restores all HP and Status, user gets Sleep status for 2 turns
Scary Face (10): Lowers Targets speed by 50%, stackable up to 3 times, 90% accuracy
-----
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Rage (20): 17 Normal type damage, if user is hit while using this attack, then his attack is raised by 50%, stackable up to 6 times, 18 average damage
Horn Attack (25): 50 Normal type damage, 53 average damage
Tackle (35): 28 Normal type damage, 95% accuracy, 28 average damage
Take Down (20): 68 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 46 average damage
Pursuit (20): 11 Dark type damage, 11 average damage

Comments: Intimidate is a fighter slayer, Swagger kills mages, and his damage isn't half bad.  Scary Face helps some too and he's fast. Middle/Heavy


Magikarp (Water)
95 HP, 30 Atk, 75 Def, 35 SpA, 40 SpD, 100 Spe
Durability: 0.46 physical, 0.28 magical
Special Ability - Swift Swim: Speed raises by 100% if Rain Dance weather effect is in place, this counts as +2 to speed modifier

Tackle (35): 6 Normal type damage, 95% accuracy, 6 average damage
Flail (15): Does more damage based on your HP, lower = better. 100% does 4 damage, 68.8% does 6 damage, 35.4% does 11 damage, 20.8% does 14 damage, 10.4% does 19 damage, 4.6% does 26 damage
Splash (40): Full Healing, Raises all stats by 300%, adds Light Screen, Reflect and Safeguard Status, will counter all damage done double, and has *shot many times and then thrown off a bridge*

NOTE: No, Magikarp is not being factored into averages at all (not fully evolved and such).  He's merely being listed due to popular demand <.<

Comments: Holy crap, its got offense that makes Kyogre look like Luvdisc, durability that makes Lugia look frail, and Ninjask wishes it could keep up with its speed! INSTANT GODLIKE! …Seriously? Come on people, its freaking Magikarp.  Even with his new move in Flail, he still sucks. Puny


Gyarados (Water/Flying)
170 HP, 145 Atk, 99 Def, 80 SpA, 120 SpD, 101 Spe
Durability: 1.09 physical, 1.32 magical
Special Ability - Intimidate: Lowers targets attack by 33% at the beginning of the fighter, this counts as -1 to Attack Modifier

Hydropump (5): 61 Water type damage, 80% accuracy, 51 average damage
Hyper Beam (5): 90 Normal type damage, 90% accuracy, user is forced to "recharge" next turn, 43 average damage
Dragon Dance (20): Raises Attack and Speed by 50%, stackable up to 6 times
Rain Dance (5): Causes the Rainning weather status (Field Effect), increases all Water damage by 50%, lowers all fire damage by 50%, and the attack "Thunder" has 100% hit rate, lasts 5 turns
-----
Dragon Rage (15): Does 40 Fixed damage, ignores all damage modifiers
Thrash (20): 55 Normal type damage, used for 2 to 3 turns in a row, at the end of which, the user is confused, 58 average damage
Twister (20): 15 Dragon type damage, 20% chance of causing target to flinch if they are slower, does double damage against targets that used "Fly", 15 average damage.
Bite (25): 21 Dark type damage, 30% chance of flinching target if they are slower, 22 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Tackle (35): 22 Normal type damage, 95% accuracy, 22 average damage
Flail (15): Does more damage based on your HP, lower = better. 100% does 13 damage, 68.8% does 25 damage, 35.4% does 49 damage, 20.8% does 60 damage, 10.4% does 90 damage, 4.6% does 119 damage
Splash (40): Does absolutely Nothing!

Comments: Rayquaza-lite in a sense. W4 to Lightning instead of Ice, granted, but still has a nasty combo of Dragon Dance + Hyper Beam, with moves like Flail, Rain Danced Hydropump and others as back up. Some sort of Heavy though how good of one is hard to say.
[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 Gen 3
« Reply #5 on: December 22, 2007, 02:02:11 AM »
Lapras (Water/Ice)
205 HP, 105 Atk, 100 Def, 105 SpA, 115 Spd, 80 Spe
Durability: 1.32 physical, 1.52 magical
Special Ability 1 - Water Absorb: Absorbs all Water damage, HP restoration is equal to 25% of damage that would have been done, before resistance factored in
Special Ability 2  - Shell Armor: Grants immunity to Critical Hits

Hydro pump (5): 79 Water type damage, 80% accuracy, 67 average damage
Confuse Ray (15): Adds Confusion status
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
Sing (15): Adds Sleep status, 55% accuracy
-----
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Body Slam (15): 38 Normal type damage, 30% of inflicting paralysis, 40 average damage
Perish Song (5): Adds a status that 3 turns after this is used, the user and target die
Ice Beam (10): 62 Ice type damage, 10% chance of inflicting Freeze status, 64 average damage
Rain Dance (5): Causes the Rainning weather status (Field Effect), increases all Water damage by 50%, lowers all fire damage by 50%, and the attack "Thunder" has 100% hit rate, lasts 5 turns
Mist (30): Grants immunity to stat downs
Water Gun (25): 28 Water type damage, 29 average damage
Sheer Cold (5): Instant Death, 30% hit rate

Comments: Tanks, and awesome variety in general, speed holds it back some, though not enough to pull him out of Heavy though he's probably a low one.


Ditto (Normal)
123 HP, 68 Atk, 68 (102) Def, 68 SpA, 68 (102) SpD, 68 Spe
Durability: 0.81 physical, 0.81 magical
Special Ability - Limber: Grants immunity to paralysis status
Unique Item - Metal Powder: Raises Ditto's Defense and Special defense by 1.5x, this is already factored into the durability averages

Transform (10): Users stats (Except HP), type, and move set become the same as the target.  All Moves are set to have 5 PP and replace its current skillset.

Comments: Technically better than its RBY form due to paralysis immunity and can take hits much better! …I got nothing.  Still loses to damn near everything but the likes of Hrist and Jogurt which it beats only cause of higher HP. Puny


Vaporeon (Water)
205 HP, 85 Atk, 80 Def, 130 SpA, 115 SpD, 85 Spe
Durability: 1.06 physical, 1.52 magical
Special Ability - Water Absorb: Absorbs all Water damage, HP restoration is equal to 25% of damage that would have been done, before resistance factored

Hydro pump (5): 97 Water type damage, 80% accuracy, 82 average damage
Acid Armor (40): Raises Defense by 100%, stackable up to 3 times
Aurora Beam (20): 36 Ice type damage, 10% chance of lowering target's attack by 33%, 38 average damage
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
-----
Water Gun (25): 33 Water type damage, 35 average damage
Haze (30): Dispels all stat modifiers on both the user and the opponent
Helping Hand (20): Boosts Teammate's damage by 50%…IN A DUEL!!!!
Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon
Tackle (35): 14 Normal type damage, 95% accuracy, 14 average damage
Quick Attack (30): 14 Normal type damage, always goes first, 14 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Bite (25): 33 Dark type damage, 30% chance of flinching target if they are slower, 35 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Take Down (20): 32 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 21 average damage

Comments: Special Tank, and Acid Armor makes him a physical one too.  Good damage, though could use more speed. Middle/Heavy


Jolteon (Electric)
140 HP, 85 Atk, 80 Def, 130 SpA, 115 SpD, 150 Spe
Durability: 0.72 physical, 1.04 magical
Special Ability - Volt Absorb: Absorbs all Electric damage, HP restoration is equal to 25% of damage that would have been done, before resistance factored

Thunder (10): 97 Electric type damage, 30% chance of inflicting paralysis, 70% accuracy, 72 average damage
Thunderwave (20): Adds Paralysis status
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
-----
Thundershock (30): 33 Electric type damage, 10% chance of inflicting paralysis, 35 average damage
Double Kick (30): 12 Fighting type damage, hits twice, 25 average damage
Pin Missile (20): 6 Bug type damage, hits 2 to 5 times, 85% accuracy, 18 average damage
Agility (30): Raises users speed by 100%, stackable up to 3 times
Helping Hand (20): Boosts Teammate's damage by 50%…IN A DUEL!!!!
Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon
Tackle (35): 14 Normal type damage, 95% accuracy, 14 average damage
Quick Attack (30): 14 Normal type damage, always goes first, 14 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Bite (25): 33 Dark type damage, 30% chance of flinching target if they are slower, 35 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Take Down (20): 32 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 21 average damage

Comments: Fast as hell, with decent damage. Thunderwave and Agility both allow for Raichu's annoying Speed game, and with better overall stats, he's better at it. Hates lightning resistance granted. Heavy


Flareon (Fire)
140 HP, 150 Atk, 80 Def, 115 SpA, 130 SpD, 85 Spe
Durability: 0.72 physical, 1.17 magical
Special Ability - Flash Fire: All fire damage dealt is reduced to 0, after which Fire damage is raised by 50%

Flamethrower (15): 69 Fire type damage, 10% chance of inflicting Burn status, 73 average damage
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
Take Down (20): 56 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 37 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
-----
Helping Hand (20): Boosts Teammate's damage by 50%…IN A DUEL!!!!
Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon
Tackle (35): 23 Normal type damage, 95% accuracy, 23 average damage
Quick Attack (30): 26 Normal type damage, always goes first, 27 average damage
Bite (25): 30 Dark type damage, 30% chance of flinching target if they are slower, 31 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Smog (20): 14 Poison type damage, 40% chance of inflicting poison status, 70% accuracy, 10 average damage
Ember (30): 31 Fire type damage, 10% chance of inflicting Burn status, 32 average damage
Fire Spin (15): 12 Fire type damage, for the next 2 to 5 turns, opponent loses 6.25% of thier MHP, 70% accuracy, 8 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times

Comments: Jolteon's durability and damage combined with Vaporeon's speed, and next to no tricks, not to mention a wasted attack score, commonly blocked element too. Light/Middle


Espeon (Psychic)
140 HP, 85 Atk, 80 Def, 150 SpA, 115 SpD, 130 Spe
Durability: 0.72 physical, 1.14 magical
Special Ability - Synchronize: Opponent gains the same status the user has, so long as its not disabling (like Sleep or Freeze)

Psychic (10): 84 Psychic type damage, 10% chance of lowering target's special defense, 89 average damage
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
Morning Sun (5): 50% Healing, 25% during a weather effect, unless its Sunnyday, in which case, its 100%
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
-----
Helping Hand (20): Boosts Teammate's damage by 50%…IN A DUEL!!!!
Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon
Tackle (35): 14 Normal type damage, 95% accuracy, 14 average damage
Quick Attack (30): 14 Normal type damage, always goes first, 14 average damage
Psybeam (20): 61 Psychic type damage, 10% chance of adding Confusion status, 63 average damage
Bite (25): 38 Dark type damage, 30% chance of flinching target if they are slower, 40 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Take Down (20): 32 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 21 average damage
Psych Up (10): Changes the users stat modifiers to be equal to his opponents
Swift (20): 22 Normal type damage, ignores evade, 23 average damage
Confusion (25): 48 Psychic type damage, 10% chance of adding Confusion status, 51 average damage

Comments: Different take on Alakazam really. Slower and a bit less damaging, albeit still good in both categories, for some better durability and a few different tricks.  Low Heavy


Umbreon (Dark)
170 HP, 85 Atk, 130 Def, 80 SpA, 150 SpD, 85 Spe
Durability: 1.43 physical, 1.65 magical
Special Ability - Synchronize: Opponent gains the same status the user has, so long as its not disabling (like Sleep or Freeze)


Faint Attack (20): 31 Dark type damage, ignores evade, 32 average damage
Moonlight (5): 50% Healing, 25% during a weather effect, unless its Sunnyday, in which case, its 100%
Confuse Ray (15): Adds Confusion status
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
-----
Helping Hand (20): Boosts Teammate's damage by 50%…IN A DUEL!!!!
Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon
Tackle (35): 14 Normal type damage, 95% accuracy, 14 average damage
Quick Attack (30): 14 Normal type damage, always goes first, 14 average damage
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Bite (25): 31 Dark type damage, 30% chance of flinching target if they are slower, 32 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Take Down (20): 32 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 21 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Mean Look (5): OPPONENT IS UNABLE TO RUN OR SWAP!!!!
Pursuit (20): 22 Dark type damage, 23 average damage

Comments: He can Tank! And not much else. Confuse Ray, Sand Attack and Moonlight help him pull this off successfully to an extent, at least so he can be a spoilerish Middle


Porygon (Normal)
140 HP, 80 Atk, 90 Def, 105 SpA, 95 SpD, 60 Spe
Durability: 0.81 physical, 0.86 magical
Special Ability - Trace: Copies the opponents Special Ability at the start of battle.  How you take this in the DL is up to interpretation.

Tri Attack (10): 42 Normal Type damage  20% chance of inflicting Burn, Paralysis or Freeze
status, 44 average damage

Agility (30): Raises users speed by 100%, stackable up to 3 times
Conversion 2 (30): Users type to a random type that resists or immunes the last kind of damage dealt to him (as in, if hit with a Fire attack, Porygon has an equal chance of becoming a Fire, Water, Rock or Dragon type after using this)
Recover (20): 50% Healing
-----
Tackle (35): 19 Normal type damage, 95% accuracy, 19 average damage
Lock-On (5): Insures that the next hit will hit successfully
Psybeam (20): 30 Psychic type damage, 10% chance of adding Confusion status, 31 average damage
Recycle (10): Makes an item usable again, not sure what this means but its useless in the DL regardless
Conversion (30): Changes users Type to that of one of his own moves
Zap Cannon (5): 44 Electric type damage, adds paralysis, 50% accuracy, 23 average damage
Sharpen (30): Raises users Attack by 50%, stackable up to 6 times

Comments: Not very damaging and not durable either, not to mention Slow.  Recover helps him have the chance to get his tricks up, though his starting speed is really just that bad combined with durability. Light though probably a high one.


Porygon2 (Normal)
160 HP, 100 Atk, 110 Def, 125 SpA, 115 SpD, 80 Spe
Durability: 1.14 physical, 1.19 magical
Special Ability - Trace: Copies the opponents Special Ability at the start of battle.  How you take this in the DL is up to interpretation.

Tri Attack (10): 51 Normal Type damage  20% chance of inflicting Burn, Paralysis or Freeze
status, 54 average damage

Agility (30): Raises users speed by 100%, stackable up to 3 times
Conversion 2 (30): Users type to a random type that resists or immunes the last kind of damage dealt to him (as in, if hit with a Fire attack, Porygon has an equal chance of becoming a Fire, Water, Rock or Dragon type after using this)
Recover (20): 50% Healing
-----
Tackle (35): 23 Normal type damage, 95% accuracy, 23 average damage
Lock-On (5): Insures that the next hit will hit successfully
Psybeam (20): 34 Psychic type damage, 10% chance of adding Confusion status, 35 average damage
Recycle (10): Makes an item usable again, not sure what this means but its useless in the DL regardless
Conversion (30): Changes users Type to that of one of his own moves
Zap Cannon (5): 53 Electric type damage, adds paralysis, 50% accuracy, 28 average damage
Sharpen (30): Raises users Attack by 50%, stackable up to 6 times
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times

Comments: Porygon, with +20 in every stat.  Makes for a considerably better dueller, given now he's merely sluggish instead "FAIL", damage is a bit better, durability is above average instead of below, etc. Middle


Omastar (Water/Rock)
145 HP, 80 Atk, 145 Def, 135 SpA, 90 SpD, 75 Spe
Durability: 1.36 (2.72) physical, 0.84 magical
Special Ability 1 - Swift Swim: Speed raises by 100% if Rain Dance weather effect is in place, this counts as +2 to speed modifier
Special Ability 2  - Shell Armor: Grants immunity to Critical Hits

Hydro Pump (5): 101 Water type damage, 80% accuracy, 85 average damage
Tickle (20): Lowers Target's Attack and Defense by 33%, stackable up to 6 times
Mud Shot (15): 19 Ground type damage, lowers speed by 33%, stackable up to 6 times, 95% accuracy, 19 average damage
Ancient Power (5): 31 Rock type damage, 10% chance of raising all stats by 50%, 32 average damage
-----
Withdraw (40): Raises users defense by 50%, stackable up to 6 times
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Water Gun (25): 34 Water type damage, 36 average damage
Bite (25): 34 Dark type damage, 30% chance of flinching target if they are slower, 36 average damage
Constrict (35): 5 Normal type damage, 10% chance of lowering target's speed by 33%, stackable up to 6 times, 5 average damage
Protect (10): Makes user invincible to damage and status for one turn, initiatives, each consecutive use has 50% the accuracy of the previous one (initial usage can't fail)
Spike Cannon (15): 6 Normal type damage, hits 2 to 5 times, 22 average damage

Comments: Physical tank with good magic damage. Mud Shot helps compensate for its speed loss.  Middle/Heavy


Kabutops (Water/Rock)
135 HP, 135 Atk, 125 Def, 85 SpA, 90 SpD, 100 Spe
Durability: 1.09 (2.18) physical, 0.78 magical
Special Ability 1 - Swift Swim: Speed raises by 100% if Rain Dance weather effect is in place, this counts as +2 to speed modifier
Special Ability 2  - Battle Armor: Grants immunity to Critical Hits

Ancient Power (5): 51 Rock type damage, 10% chance of raising all stats by 50%, 54 average damage
Mud Shot (15): 31Ground type damage, lowers speed by 33%, stackable up to 6 times, 95% accuracy, 31 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
-----
Harden (30): Raises Defense by 50%, stackable up to 6 times
Endure (10): If user is hit with lethal damage the turn this is used, then he will live with 1 HP, each consecutive use has 50% the accuracy of the previous one (initial usage can't fail)
Mega Drain (10): 15 Grass type damage, heals user equal to half damage done, 15 average damage
Absorb (20): 8 Grass type damage, heals user equal to half damage done, 8 average damage
Metal Sound (20): Lowers Special Defense by 50%, stackable up to 3 times, 85% accuracy
Slash (20: 40 Normal type damage, 25% Critical hit rate, 50 average damage
Scratch (35): 23 Normal type damage, 24 average damage
Fury Cutter (20): 6 Bug type damage, damage doubles on each successive consecutive use up to 5 times, 95% accuracy, 6 average damage

Comments: Less durable and damaging than Omastar, but faster.  Probably a worse trade off due to the damage difference being rather noticeable. Middle


Aerodactyl (Rock/Flying)
155 HP, 125 Atk, 85 Def, 80 SpA, 95 SpD, 150 Spe
Durability: 0.85 (1.70) physical, 0.95 magical
Special Ability 1 - Rock Head: Grants immunity to recoil damage from moves like Double-Edge
Special Ability 2 - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Wing Attack (35): 45 Flying type damage, 48 average damage
Supersonic (20): Adds confusion status, 55% accuracy
Hyper Beam (5): 78 Normal type damage, 90% accuracy, user is forced to "recharge" next turn, 37 average damage
Agility (30): Raises users speed by 100%, stackable up to 3 times
-----
Ancient Power (5): 45 Rock type damage, 10% chance of raising all stats by 50%, 48 average damage
Scary Face (10): Lowers Targets speed by 50%, stackable up to 3 times, 90% accuracy
Take Down (20): 47 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 31 (42 with Rock Head) average damage
Bite (25): 21 Dark type damage, 30% chance of flinching target if they are slower, 22 average damage

Comments: On a pokemon this fast, you have to wonder why they gave him both Scary Face AND Agility. Oh well, UNLIMITED TURNs and such, and with Hyper Beam as a finisher and Supersonic for some mild status. Decently tanky against physicals. Middle/Heavy


Snorlax (Normal)
235 HP, 130 Atk, 85 Def, 85 SpA, 130 SpD, 50 Spe
Durability: 1.29 Physical, 1.97 Magical
Special Ability 1 - Thick Fat: Halves damage taken from Fire and Ice attacks.
Special Ability 2 - Immunity: Grants immunity to Poison status (this includes the version Toxic grants as well)

Body Slam (15): 69 Normal type damage, 30% chance of inflicting paralysis, 73 average damage
Hyper Beam (5): 120 Normal type damage, 90% accuracy, user is forced to "recharge" next turn, 57 average damage
Yawn (10): Once opponent is hit with this move, they will be inflicted with Sleep status the following turn, similar to an Air Anchor effect. Note that the way this works in game is its always at the END of the turn after this is used (meaning if the opponent is slower, they get 2 turns after this move is used, in game), take this as you will.
Rest (10): Restores all HP and Status, user gets Sleep status for 2 turns
-----
Tackle (35): 31 Normal type damage, 95% accuracy, 31 average damage
Amnesia (20): Raises Special Defense by 100%, stackable up to 3 times
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times
Rollout (30): 18 Rock type damage, user is forced to use this attack for the next 4 turns in a row, where each successful use does twice the damage of the previous attack, if used immediately after Defense Curl, then damage is doubled as well, 90% hit rate
Belly Drum (10): Raises attack by 300%, cannot be stacked (the attack mod limit is hit), user takes damage equal to 50% of MHP
Headbutt (15): 58 Normal damage, 30% chance of flinching target if they are slower, 61 average damage
Snore (15): 33 Normal type damage, can only be used if the user is under Sleep status, 35 average damage
Block (5): Makes opponent unable to run!!!!!
Covet (40): 33 Normal type damage, steals equipped item from enemy, 35 average damage

Comments: Sweet Mother of Mayhem, this lazy bastard has better Magic Durability than freaking Kyogre, being almost as high as the Gen 2 Birds.  Physical durability is pretty good too, just not quite as insane. Good damage, excellent finisher, halves 2 common elements, and a variety of options.  One major flaw though, that being he's one of the slowest Pokemon ever, period. Still probably a nasty Heavy


Articuno (Ice/Flying)
165 HP, 105 Atk, 120 Def, 115 SpA, 145 SpD, 105 Spe
Durability: 1.28 physical, 1.54 magical
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Ice Beam (10): 69 Ice type damage, 10% chance of inflicting Freeze status, 73 average damage
Mind Reader (5): Insures the next attack will hit successfully
Sheer Cold (5): Instant Death, 30% hit rate
Agility (30): Raises users speed by 100%, stackable up to 3 times
-----
Reflect (20): Lowers all physical damage by 50% for 5 turns
Blizzard (5): 86 Ice type damage, 70% accurracy, 10% chance of inflicting freeze status, 63 average damage
Mist (30): Grants immunity to stat downs
Powder Snow (25): 31 Ice type damage, 10% chance of inflicting freeze status, 32 average damage
Gust (35): 28 Flying type damage, 29 average damage
%Heal Bell (5): Recovers from status effects, heals allies from status as well
%Haze (30): Dispels all stat modifiers on both the user and the opponent
%Extrasensory (30): 39 Psychic type damage, 10% chance of flinching target if they are slower, 41 average damage

Comments: Articuno took a big hit to damage, going from 2nd best of the cast to just merely solid. He still retains his tankishness, and to compesnate for his loss of damage, he brings the nifty Mind Reader + Sheer Cold combo (2 turn Instant Death that never fails) Hard to say if the trade off was worth it or not (his damage really did take a big hit), though, he's a Heavy in this form either way.


Zapdos (Electric/Flying)
165 HP, 110 Atk, 105 Def, 145 SpA, 110 SpD, 120 Spe
Durability: 1.12 physical, 1.17 magical
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Thunder (10): 108 Electric type damage, 10% chance of inflicting paralysis, 70% accurracy, 80 average damage
Thunderwave (20): Adds Paralysis status
Agility (30): Raises users speed by 100%, stackable up to 3 times
Light Screen (30): Lowers all special damage by 50% for the next 5 turns
-----
Drill Peck (20): 56 Flying type damage, 59 average damage
Charge (20): Doubles damage of Electric type moves for one turn
Peck (35): 25 Flying type damage, 26 average damage
Thundershock (30): 37 Electric type damage, 10% chance of inflicting paralysis, 39 average damage
Detect (5): Makes user invincible to damage and status for one turn, innitiative, each consecutive use has 50% the accurracy of the previous one (innitial usage can't fail)
%Metal Sound (20): Lowers Special Defense by 50%, stackable up to 3 times, 85% accuracy
%Extrasensory (30): 49 Psychic type damage, 10% chance of flinching target if they are slower, 51 average damage
%Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon

Comments: Zapdos trades in his formerly godly Magic durability for some options, most notably, Thunder Wave. With Agility, he has Raichu's evil speed game, and combines it with his solid durability too. He's...probably the least changed of the Pokemon thus far, as he's very much the same mold as his RBY form (hits Hard and Fast, though innaccurrate, somewhat of a speed game (That got improved, albeit), good durability, etc.). Heavy


Moltres (Fire/Flying)
165 HP, 120 Atk, 110 Def, 145 SpA, 105 SpD, 110 Spe
Durability: 1.17 physical, 1.12 magical
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Flamethrower (15): 86 Fire type damage, 10% chance of inflicting Burn status, 91 average damage
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
Agility (30): Raises users speed by 100%, stackable up to 3 times
Wing Attack (35): 45 Flying type damage, 47 average damage
-----
Heat Wave (10): 90 Fire type damage, 90% hit rate, 10% chance of inflicting burn, 86 average damage
Fire Spin (15): 15 Fire type damage, for the next 2 to 5 turns, opponent loses 6.25% of thier MHP, 70% accurracy, 11 average damage
Sky Attack (5): 104 Flying type damage, requires one turn to charge, 90% hit rate, 49 average damage
Ember (25): 37 Fire type damage, 10% chance of inflicting Burn status, 39 average damage
Endure (10): If user is hit with lethal damage the turn this is used, then he will live with 1 HP, each consecutive use has 50% the accurracy of the previous one (innitial usage can't fail)
%Extrasensory (30): 49 Psychic type damage, 10% chance of flinching target if they are slower, 51 average damage
%Will-o-Wisp (15): Adds Burn status, 75% accuracy
%Morning Sun (5): 50% Healing, 25% during a weather effect, unless its Sunnyday, in which case, its 100%

Comments: Moltres loses the evil Fire Spin + Agility combo, which was his only duelling worth from his RBY form, as well as his awesome magic durability. Pretty bad...until you consider that he got a few key things in return, such as Flamethrower making his damage not only not suck anymore, but now the best of the three legendaries (on average anyway), and Safeguard to battle status whores. Its a reasonable trade off all things considered, hard to say which form is better, but to be fair, this one isn't winning off a cheap strategy that doesn't work in game. Heavy

Dragonite (Dragon/Flying)
166 HP, 154 Atk, 115 Def, 120 SpA, 120 SpD, 100 Spe
Durability: 1.23 physical, 1.29 magical
Special Ability - Inner Focus: Grants Immunity to flinching.

Wing Attack (35): 58 Flying type damage, 61 average damage
Safeguard (25): Grants Immunity to all status sans Instant Death for 5 turns
Thunder Wave (15): Adds Paralysis
Agility (30): Raises Agility by 100%, stackable up to 3 times
-----
Wrap (20):11 Normal type damage, target receives damage equal to 6.25% of MHP for the next  2 to 5 turns, 85% Hit rate, 9 average damage.
Twister (20): 31 Dragon type damage, 20% chance of causing target to flinch if they are slower, does double damage against targets that used "Fly", 32 average damage.
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Dragon Rage (15): Does 40 Fixed damage, ignores all damage modifiers
Slam (20): 52 Normal type damage, 75% accuracy, 41 average damage
Outrage (15): 68 Dragon type damage, user is forced to use this move for 2 to 3 turns in a row, at the end of which, the user is confused, 72 average damage
Hyper Beam (5): 95 Normal type damage, 90% accuracy, user is forced to "recharge" next turn, 45 average damage

Comments: Dragonite has changed drastically from his RBY form. He's no longer reliant on that cheap Thunder Wave/Agility + Wrap Combo, but rather, is now a pure slugger, who can abuse the combo of Agility + Thunderwave that the likes of Pikachu are known for having, and has Safeguard to stop some status whores slower than him.  Some form of Heavy


Mewtwo (Psychic)
181 HP, 130 Atk, 110 Def, 174 SpA, 110 SpD, 150 Spe
Durability: 1.28 physical, 1.28 magical
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Psychic (10): 97 Psychic type damage, 10% chance of lowering target's special defense, 103 average damage
Recover (20): 50% Healing
Amnesia (20): Raises Special Defense by 100%, stackable up to 3 times
Barrier (30): Raises Defense by 100%, stackable up to 3 times
-----
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
Confusion (25): 56 Psychic type damage, 10% chance of inflicting Confuse, 59 average damage
Future Sight (15): 58 non typed special class damage, 90% accurracy, hits 3 turns after being used (NOT a charge time. More like a time bomb, in that its set the turn its used, and then goes off 3 turns later, while the user is free to do whatever he wants in the mean time)
Disable (10): Makes last move used by the enemy unable to be used for 2 to 5 turns, 55% hit rate
Mist (30): Grants immunity to stat downs
Swift (20): 33 Normal type damage, ignores evade, 35 average damage
Psych Up (10): Changes the users stat modifiers to be equal to his opponents

Comments: Mewtwo took a big hit to Special Defense, in that instead of being on par with Lugia and Ho-oh, its now merely solid. Damage also took a bit of a hit losing his high critical rate, though its still pretty brutal. Amnesia got nerfed too (only raises his special defense, though, that's the stat of his that got nerfed, oddly enough). He still has his excellent speed, and adds to his list of moves Future Sight to deal with healers (for all that he'd prefer RBY Amnesia), and Safeguard to grant status immunity (and with his speed, its pretty much impossible to status him out). Its...in general inferior to his RBY form, probably (giving up that brutal Special Defense and the broken version of Amnesia are huge losses), but still probably makes Godlike.


Mew (Psychic)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 SpD, 120 Spe
Durability: 1.35 physical, 1.35 magical
Special Ability - Synchronize: Opponent gains the same status the user has, so long as its not disabling (like Sleep or Freeze)

Psychic (10): 68 Psychic type damage, 10% chance of lowering target's special defense, 72 average damage
Mega Punch (20): 41 Normal type damage, 85% accuracy, 37 average damage
Ancient Power (5): 31 Rock type damage, 10% chance of raising all stats by 50%, 32 average damage
Transform (10): Users stats (Except HP), type, and move set become the same as the target.  All Moves are set to have 5 PP and replace its current skillset.
-----
Pound (35): 21 Normal type damage, 22 average damage
Metronome (10): Randomly chooses just about any Pokemon Attack and uses them randomly!

Comments: Fast, Durable, and decent on damage, though his damage could probably be higher.  Also has the stats to make Transform actually worth something, since he might actually have higher HP than the enemies and go before them (unlike Ditto.)  Thinking some sort of Heavy
« Last Edit: December 22, 2007, 02:09:36 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

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

Meeplelard

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Re: Pokemon Gen 3
« Reply #6 on: December 22, 2007, 02:03:58 AM »
Meganium (Grass)
155 HP, 102 Atk, 120 Def, 103 SpA, 120 SpD, 100 Spe
Durability: 1.20 physical, 1.20 magical
Special Ability - Overgrow: When HP < 33%, all Grass damage raises by 50%

Razor Leaf (25): 36 Grass type damage, 95% accuracy, 25% critical hit rate, 42 average damage
Synthesis (5): 50% healing, 25% during a weather effect, unless its Sunny day, in which case, its 100%
Reflect (20): Lowers all physical damage by 50%
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
-----
Light Screen (30): Lowers special damage by 50% for 5 turns
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Tackle (35): 16 normal type damage, 95% accuracy, 16 average damage
Poison Powder (35): Adds Poison status, 75% accuracy
Body Slam (15): 37 Normal type damage, 30% chance of inflicting paralysis, 39 average damage
Solarbeam (10): 78 Grass Type damage, requires one turn to charge, 41 average damage
%Frenzy Plant (5): 95 Grass type damage, 90% accuracy, user is forced to "recharge" next turn, 45 average damage

Comments: An annoying stalling game going with several defensive tricks, good base durability, and healing.  Also Overgrow works as a limit boost of sorts, though his damage leaves something to be desired.  Middle/Heavy depending on if you allow Frenzy Plant.


Typhlosion (Fire)
153 HP, 104 Atk, 98 Def, 129 SpA, 105 SpD, 120 Spe
Durability: 0.97 physical, 1.04 magical
Special Ability - Blaze: When HP < 33%, all Fire damage raises by 50%.

Flamethrower (15): 76 Fire type damage, 10% chance of inflicting Burn status, 80 average damage
Smokescreen (20): Lowers Target's accuracy by 33%, stackable up to 6 times
Swift (20): 27 Normal type damage, cannot miss, 28 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
-----
Ember (25): 33 Fire type damage, 10% chance of inflicting Burn status, 35 average damage
Tackle (35): 17 Normal type damage, 95% accuracy, 17 average damage
Flame Wheel (25): 50 Fire type damage, 10% chance of inflicting Burn status, 53 average damage
Quick Attack (30): 19 Normal type damage, always goes first, 20 average damage
%Blast Burn (5): 120 Fire type damage, 90% accuracy, user is forced to "recharge" next turn, 57 average damage

Comments: Charizard with less weaknesses, but less variety.  Losing trade I think, especially if you don't allow Blast Burn.  Still fast with solid damage and a limit phase. Middle/Heavy


Feraligatr (Water)
160 HP, 125 Atk, 120 Def, 99 SpA, 103 SpD, 98 Spe
Durability: 1.24 physical, 1.06 magical
Special Ability - Torrent: When HP < 33%, all Water attacks do 50% more damage

Hydro Pump (5): 75 Water type damage, 80% accuracy, 63 average damage
Scary Face (10): Lowers Targets speed by 50%, stackable up to 3 times, 90% accuracy
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Slash (20): 37 Normal type damage, 25% critical hit rate, 46 average damage
-----
Water Gun (25): 26 Water type damage, 27 average damage
Bite (25): 26 Dark type damage, 30% chance of flinching target if they are slower, 27 average damage
Scratch (35): 22 Normal type damage, 23 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Rage (20): 12 Normal type damage, if user is hit while using this attack, then his attack is raised by 50%, stackable up to 6 times, 12 average damage
%Hydrocannon (5): 93 Water type damage, 90% accuracy, user is forced to "recharge" next turn, 44 average damage

Comments: Good durability, passable damage, and Scary Face.  Not much else really.  High Middle, probably.


Furret (Normal)
160 HP, 96 Atk, 84 Def, 65 SpA, 75 SpD, 110 Spe
Durability: 0.87 physical, 0.77 magical
Special Ability 1 - Keen Eye: Grants immunity to accuracy modifiers
Special Ability 2 - Run Away: INCREASES THE SUCCESS RATE OF RUN!!!!

Slam (20): 48 Normal type damage, 75% accuracy, 38 average damage
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times
Amnesia (20): Raises Special Defense by 100%, stackable up to 3 times
Rest (10): Restores all HP and Status, user gets Sleep status for 2 turns
-----
Follow Me (20): Forces opponent to attack the user…IN A DUEL!!
Helping Hand (20): Boosts Teammate's damage by 50%…IN A DUEL!!!!
Fury Swipes (15): 12 Normal type damage, hits 2 to 5 times, 80% accuracy, 35 average damage
Quick Attack (30): 25 Normal type damage, always goes first, 26 average damage
Scratch (35): 25 Normal type damage, 26 average damage

Comments: Decent speed and a defensive game, but the damage and initial durability sucks. Maybe some sort of high Light but not certain, nor do I care to really think about it.


Noctowl (Flying/Normal)
175 HP, 70 Atk, 70 Def, 96 SpA, 116 SpD, 90 Spe
Durability: 0.79 physical, 1.31 magical
Special Ability 1 - Keen Eye: Grants immunity to accuracy modifiers
Special Ability 2 - Insomnia: Grants immunity to the Sleep status

Take Down (20): 40 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 27 average damage
Hypnosis (20): Adds Sleep status, 60% accuracy
Reflect (20): Lowers all physical damage by 50%
Dream Eater (15): 41 Psychic type damage, user heals amount equal to half damage done, only works on Sleeping targets, 43 average damage
-----
Confusion (25): 21 Psychic type damage, 10% chance of inflicting Confuse, 22 average damage
Peck (35): 17 Flying type damage, 18 average damage
Foresight (40): Makes users attack have perfect accuracy and ignore evade, removes Ghost's immunity to Normal and Fighting attacks (could be viewed as removing certain physical immunities in general, if you take things that way)
Tackle (35): 17 Normal type damage, 95% accuracy, 17 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times

Comments: Bad damage and a bit sluggish. Has some status, and Reflect covers its physical end, but its still hard pressed to win slugfests, even with Dream Eater. Light


Ledian (Bug/Flying)
130 HP, 55 Atk, 70 Def, 75 SpA, 130 SpD, 105 Spe
Durability: 0.59 physical, 1.09 magical
Special Ability 1 - Swarm: If HP < 33%, then all Bug damage is increased by 50%
Special Ability 2 - Early Bird: Sleep status duration is halved

Double-Edge (15): 29 Normal type damage, user takes damage equal to 25% damage done, 23 net average damage
Reflect (20): Lowers all physical damage by 50%
Agility (30): Raises Agility by 100%, stackable up to 3 times
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
-----
Swift (20): 29 Normal type damage, cannot miss, 30 average damage
Tackle (35): 9 Normal type damage, 95% accuracy, 9 average damage
Light Screen (30): Lowers special damage by 50% for 5 turns
Comet Punch (15): 6 Normal type damage, hits 2 to 5 times, 85% accuracy, 18 average damage
Supersonic (20): Adds confusion status, 71.5% accuracy
Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon
%Refresh (20): Recovers from status effects

Comments: Some decent support skills, but horrible damage and probably the worst typing in the DL.  Light


Ariados (Bug/Poison)
145 HP, 110 Atk, 90 Def, 80 SpA, 80 SpD, 60 Spe
Durability: 0.84 physical, 0.75 magical
Special Ability 1 - Swarm: If HP < 33%, then all Bug damage is increased by 50%
Special Ability 2 - Insomnia: Grants immunity to the Sleep status

Night Shade (15): 50 Ghost type damage, ignores all damage modifiers including defense
Agility (30): Raises Agility by 100%, stackable up to 3 times
Scary Face (10): Lowers Targets speed by 50%, stackable up to 3 times, 90% accuracy
Leech Life (15): 9 Bug type damage, heals user equal to half damage done, 9 average damage
-----
Psychic (10): 31 Psychic type damage, 10% chance of lowering target's special defense, 32 average damage
String Shot (40): Lowers speed by 33%, stackable up to 6 times
Constrict (35): 6 Normal type damage, 10% chance of lowering target's speed by 33%, stackable up to 6 times, 6 average damage
Spider Web (10): Target is unable to Run or Swap!!!
Poison Sting (35): 12 Poison type damage, 10% chance of inflicting Poison status, 12 average damage
Fury Swipes (15): 9 Normal type damage, hits 2 to 5 times, 80% accuracy, 26 average damage

Comments: Thanks to Night Shade, his damage isn't total trash, which makes his speed game not totally wasted! Granted, he's initially slow and a bit frail, so in a sense, it is wasted. Light/Middle


Lanturn (Water/Electric)
200 HP, 78 Atk, 78 Def, 96 SpA, 96 SpD, 87 Spe
Durability: 1.01 physical, 1.24 magical
Special Ability 1 - Volt Absorb: Absorbs all Electric damage, HP restoration is equal to 25% of damage that would have been done, before resistance factored
Special Ability 2 - Illuminate: AUTOMATICALLY LIGHTS UP DUNGEONS!!!

Hydro Pump (5): 72 Water type damage, 80% accuracy, 61 average damage
Confuse Ray (15): Adds Confusion status
Thunder wave (20): Adds Paralysis status
Spark (20): 40 Electric type damage, 30% chance of inflicting paralysis, 42 average damage
-----
Supersonic (20): Adds confusion status, 55% accuracy
Water Gun (25): 25 Water type damage, 26 average damage
Charge (20): Doubles damage of Electric type moves for one turn
Bubble (30): 14 Water type damage, 10% chance of lowering target's speed by 33%, 14 average damage
Flail (15): Does more damage based on your HP, lower = better. 100% does 7 damage, 68.8% does 14 damage, 35.4% does 27 damage, 20.8% does 33 damage, 10.4% does 49 damage, 4.6% does 65 damage
Take Down (20): 30 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 20 average damage

Comments: Fairly average overall on stats and damage, though Thunder wave and Confuse Ray are nice tricks at least.  Also resists the big 3 elements as a nice bouns.  Middle

Togetic (Normal/Flying)
130 HP, 60 Atk, 105 Def, 100 SpA, 125 SpD, 60 Spe
Durability: 0.88 physical, 1.05 magical
Special Ability 1 - Hustle: Physical damage is increased by 50%, but accuracy is lowered by 20%.  Both of these are already factored in when necessary
Special Ability 2 - Serene Grace: Doubles the chance of add on effects (like Bite's flinching) working.

Double-Edge (15): 67 (45) Normal type damage, user takes damage equal to 25% damage done, 80% (100%) accuracy, 43 (35) net average damage
Yawn (10): Once opponent is hit with this move, they will be inflicted with Sleep status the following turn, similar to an Air Anchor effect. Note that the way this works in game is its always at the END of the turn after this is used (meaning if the opponent is slower, they get 2 turns after this move is used, in game), take this as you will.
Charm (20): Lowers Attack by 50%, can be stacked up to 3 times
Wish (10): 50% healing one turn after this is used; note this does not use up the follow up turn, just the turn its used (Think of it as a Time Bomb that heals; first turn, its set, 2nd turn, it works)
-----
Sweet Kiss (10): Adds confusion status, 75% accuracy
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
Metronome (10): Randomly chooses just about any Pokemon Attack and uses them randomly!
Encore (5): Forces target to repeat its action for the next 2 to 6 turns
Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon
Follow Me (20): Forces opponent to attack the user…IN A DUEL!!
Ancient Power (5): 24 (16 w/ Serene Grace) Rock type damage, 10% (20% w/ Serene Grace) chance of raising all stats by 50%, 80% (100%) accuracy, 20 (17) average damage
Magical Leaf (20): 26 Grass type damage, cannot miss, 27 average damage
%Tri-Attack (10): 46 (31 w/ Serene Grace) Normal type damage, 20% (40% w/ Serene Grace) chance of inflicting Burn, Paralysis or Freeze status, 80% (100%) accuracy, 39 (32) average damage

Comments: Lots of neat tricks, but considering its durability, speed, typing, and damage, its going to struggle to break out of Light


Xatu (Psychic/Flying)
140 HP, 95 Atk, 90 Def, 115 SpA, 90 SpD, 115 Spe
Durability: 0.81 physical, 0.81 magical
Special Ability 1 - Synchronize: Opponent gains the same status the user has, so long as its not disabling (like Sleep or Freeze)
Special Ability 2 - Early Bird: Sleep status duration is halved

Psychic (10): 65 Psychic type damage, 10% chance of lowering target's special defense, 69 average damage
Confuse Ray (15): Adds Confusion status
Future Sight (15): 39 non typed special class damage, 90% accuracy, hits 3 turns after being used (NOT a charge time. More like a time bomb, in that its set the turn its used, and then goes off 3 turns later, while the user is free to do whatever he wants in the mean time)
Wish (10): 50% healing one turn after this is used; note this does not use up the follow up turn, just the turn its used (Think of it as a Time Bomb that heals; first turn, its set, 2nd turn, it works)
------
Night Shade (15): 50 Ghost type damage, ignores all damage modifiers including defense
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Peck (35): 22 Flying type damage, 23 average damage
Teleport (20): 100% Run, IN A DUEL!!!!
% Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon

Comments: Fast, and decent damage, but not quite decent enough.  Confuse Ray helps in some cases. In general, he hates the new damage curve (he 2HKOed originally), Low Middle


Ampharos (Electric)
165 HP, 95 Atk, 95 Def, 135 SpA, 110 SpD, 75 Spe
Durability: 1.01 physical, 1.17 magical
Special Ability - Static: 30% Chance of paralyzing the opponent if hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam)

Thunder (10): 101 Electric type damage, 30% chance of inflicting paralysis, 70% accuracy, 75 average damage
Thunder wave (20): Adds Paralysis status
Light Screen (30): Lowers special damage by 50% for 5 turns
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
-----
Thundershock (30): 34 Electric type damage, 10% chance of adding paralysis, 36 average damage
Cotton Spore (40): Lowers targets speed by 50%, stackable up to 3 times, 85% accuracy
Thunderpunch (15): 64 Thunder Type damage, 10% chance of inflicting paralysis, 68 average
damage
Tackle (35): 15 Normal type damage, 95% accuracy, 15 average damage
%Heal Bell (5): Recovers from status effects, heals allies from status as well

Comments: Strong but Slow.  Thunder wave and for paralysis immune, Cotton Spore compensate for this some.  Middle


Azumarill (Water)
175 HP, 70 (140) Atk, 100 Def, 70 SpA, 100 SpD, 70 Spe
Durability: 1.13 physical, 1.13 magical
Special Ability 1 - Huge Power: Doubles the Attack stat.  Note that this is already factored into the damages.  If the user uses a Special Attack, then Attack drops back to normal
Special Ability 2 - Thick Fat: Halves damage taken from Fire and Ice attacks

Double-Edge (15): 69 (35) Normal type damage, user takes damage equal to 25% damage done, 54 (27) net average damage
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times
Rollout (20): 19 (10) Rock type damage, user is forced to use this attack for the next 4 turns in a row, where each successful use does twice the damage of the previous attack, if used immediately after Defense Curl, then damage is doubled as well, 90% hit rate
Hydro Pump (5): 53 Water type damage, 80% accuracy, 45 average damage
-----
Rain Dance (5): Causes the Raining weather status (Field Effect), increases all Water damage by 50%, lowers all fire damage by 50%, and the attack "Thunder" has 100% hit rate, lasts 5 turns
Bubble Beam (20): 31 Water type damage, 10% chance of lowering target's speed by 33%, 32 average damage
Water Gun (25): 19 Water type damage, 20 average damage
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Tackle (35): 21 (11) Normal type damage, 95% accuracy, 21 (11) average damage
Charm (20): Lowers Attack by 50%, can be stacked up to 3 times
Splash (40): Does absolutely nothing at all!
Slam (20): 47 (24) Normal type damage, 75% accuracy, 37 (18) average damage
Bubble (30): 11 Water type damage, 10% chance of lowering target's speed by 33%, 32 average damage

Comments: Damage is improved some since his original form, but its still nothing special though at least hits the point of 3HKO.  He's still slow and not durable enough to offset it, and tricks are still not varied. Middle of some sort, I guess.


Sudowoodo (Rock)
145 HP, 120 Atk, 135 Def, 50 SpA, 85 SpD, 50 Spe
Durability: 1.26 (2.52) physical, 0.80 magical
Special Ability 1 - Sturdy: Grants immunity to Instant Death
Special Ability 2 - Rock Head: Grants immunity to recoil damage from moves like Double-Edge

Rock Slide (10): 56 Rock type damage, 30% chance of flinching target if they are slower, 90% accuracy, 53 average damage
Mimic (10): User chooses one move of the opponent's to copy, after which, it replaces Mimic for the rest of the fight.  This move will use any remaining PP Mimic has (instead of the PP of the move itself) and be based off the user's stats.
Double-Edge (15): 60 Normal type damage, user takes damage equal to 25% damage done, 47 (63 w/ Rock head) net average damage
Flail (15): Does more damage based on your HP, lower = better. 100% does 11 damage, 68.8% does 21 damage, 35.4% does 41 damage, 20.8% does 50 damage, 10.4% does 75 damage, 4.6% does 99 damage
-----
Low Kick (20): Does damage based on opponent's weight, 30% chance of flinching if target is slower.  75 damage (79 average) to the heaviest of opponents, 11 (11 average) to the lightest of opponents. 
Slam (20): 41 Normal type damage, 75% accuracy, 32 average damage
Rock Throw (20): 39 Rock type damage, 90% accuracy, 37 average damage
Block (5): Makes opponent unable to run!!!!!
Faint Attack (20): 14 Dark type damage, ignores evade, 14 average damage

Comments: Textbook Tank, only real trick is Mimic which, granted, helps against the right opponent (like someone with Instant Death or healing.)  Some sort of Middle I guess.


Jumpluff (Grass/Flying)
150 HP, 75 Atk, 90 Def, 75 SpA, 105 SpD, 130 Spe
Durability: 0.87 physical, 1.02 magical
Special Ability - Chlorophyll: Speed raises by 100% if the Sunny day weather effect is in place, counts as +2 to Speed Modifier

Mega Drain (10): 20 Grass type damage, heals user equal to half damage done, 21 average damage
Sleep Powder (15): Inflicts Sleep status, 75% hit rate
Synthesis (5): 50% healing, 25% during a weather effect, unless its Sunnyday, in which case, its 100%
Leech Seed (10): Adds a status where Target takes 12.5% damage a turn, and the opponent of the target heals that much, 90% hit rate
-----
Stun Spore (15): Inflicts Paralysis status, 75% accuracy
Splash (40): Does absolutely nothing at all!
Poison Powder (35): Adds Poison status, 75% accuracy
Cotton Spore (40): Lowers targets speed by 50%, stackable up to 3 times, 85% accuracy
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Tackle (35): 11 Normal type damage, 95% accuracy, 11 average damage

Comments: Status Whore who can keep himself afloat with some healing moves.  Dies to most healers due to lack of raw damage, as well as just about anyone with Ice Damage. High Light


Aipom (Normal)
130 HP, 90 Atk, 75 Def, 60 SpA, 75 SpD, 105 Spe
Durability: 0.63 physical, 0.63 magical
Special Ability 1 - Run Away: INCREASES THE SUCCESS RATE OF RUN!!!!
Special Ability 2 - Pickup: Picks Up random items outside of battle!!!

Swift (20): 34 Normal type damage, cannot miss, 36 average damage
Agility (30): Raises Agility by 100%, stackable up to 3 times
Tickle (20): Lowers Target's Attack and Defense by 33%, stackable up to 6 times
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
-----
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Scratch (35): 23 Normal type damage, 24 average damage
Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon
Fury Swipes (15): 12 Normal type damage, hits 2 to 5 times, 80% accuracy, 35 average damage
Astonish (15): 12 Ghost type damage, 30% chance of flinching target if they are slower, 12 average damage

Comments: Sucks as pretty much everything besides a buffing game, which is wasted due to those stats. Light


Sunflora (Grass)
150 HP, 95 Atk, 75 Def, 125 SpA, 105 SpD, 50 Spe
Durability: 0.73 physical, 1.02 magical
Special Ability - Chlorophyll: Speed raises by 100% if the Sunny day weather effect is in place, counts as +2 to Speed Modifier

Giga Drain (5): 48 Grass type damage, heals user equal to half damage done, 51 average damage
Synthesis (5): 50% healing, 25% during a weather effect, unless its Sunnyday, in which case, its 100%
Solarbeam (10): 94 Grass Type damage, requires one turn to charge, 49 average damage
Sunny day (5): Weather Effect that raises all Fire damage by 50%, halves Water damage, and allows Solar Beam to be used at will (IOWs, no Charge time), lasts 5 turns
-----
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
Mega Drain (10): 33 Grass type damage, heals user equal to half damage done, 35 average damage
Absorb (20): 18 Grass type damage, heals user equal to half damage done, 19 average damage
Ingrain (20): Puts a status where the user heals 12.5% of their MHP a turn
Endeavor (5): Sets opponents HP equal to the users, numerically
Pound (35): 17 Normal type damage, 18 average damage
Bullet Seed (30): 9 Grass type damage, hits 2 to 5 times, 33 average damage
Petal Dance (20): 56 Grass type damage, used for 2 to 3 turns consecutively, at the end of which, the user is confused, 59 average damage
Razor Leaf (25): 44 Grass type damage, 25% critical hit rate, 95% accuracy, 52 average damage

Comments: You know its sad when you can take full advantage of Sunny Day, and you can't break out of Middle  Bad stats, especially speed (average with Chlorophyll!) does that -_-


Yanma (Bug/Flying)
140 HP, 85 Atk, 65 Def, 95 SpA, 65 SpD, 115 Spe
Durability: 0.59 physical, 0.59 magical
Special Ability 1 - Speed Boost: At the end of every turn, Yanma's speed boosts by 50%, this counts as +1 to speed modifier.
Special Ability 2 - Compound Eyes: All Attacks have 130% bonus to accuracy, this is noted in Yanma's attacks when necessary

Wing Attack (35): 33 Flying type damage, 35 average damage
Double Team (15): Raises Evade by 33%, can be stacked up to 6 times
Hypnosis (20): Adds Sleep status, 60% (78%) accuracy
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% (100%) accuracy
-----
Foresight (40): Makes users attack have perfect accuracy and ignore evade, removes Ghost's immunity to Normal and Fighting attacks (could be viewed as removing certain physical immunities in general, if you take things that way)
Tackle (35): 14 Normal type damage, 95% (100%) accuracy, 14 average damage
Quick Attack (30): 15 Normal type damage, always goes first, 15 average damage
Supersonic (20): Adds confusion status, 55% (71.5%) accuracy
Sonic Boom (20): 20 Normal type damage, ignores all damage modifiers, 90% (100%) accuracy, 18 (20) average damage
Uproar (10): 19 Normal type damage, user is forced to use this move for the next 2 to 5 turns, during which they are immune to sleep, it also wakes up any other sleeping targets on the field, 20 average damage
Detect (5): Makes user invincible to damage and status for one turn, initiative, each consecutive use has 50% the accuracy of the previous one (initial usage can't fail)

Comments: He's either an annoying speed whore with no damage, or an annoying status whore with no damage.  Either way, fail durability and damage, and possibly the worst typing in the DL. Light

Quagsire (Water/Ground)
170 HP, 105 Atk, 105 Def, 85 SpA, 85 SpD, 55 Spe
Durability: 1.15 physical, 0.93 magical
Special Ability 1 - Water Absorb: Absorbs all Water damage, HP restoration is equal to 25% of damage that would have been done, before resistance factored in.
Special Ability 2 - Damp: Disallows the use of Self KO moves like Explosion

Earthquake (10): 67 Ground type damage, 71 average damage
Amnesia (20): Raises Special Defense by 100%, stackable up to 3 times
Yawn (10): Once opponent is hit with this move, they will be inflicted with Sleep status the following turn, similar to an Air Anchor effect. Note that the way this works in game is its always at the END of the turn after this is used (meaning if the opponent is slower, they get 2 turns after this move is used, in game), take this as you will.
Mud Shot (15): 37 Ground type damage, lowers speed by 33%, stackable up to 6 times, 95% accuracy, 37 average damage
-----
Haze (30): Dispels all stat modifiers on both the user and the opponent
Mist (30): Grants immunity to stat downs
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Water Gun (25): 22 Water type damage, 23 average damage
Rain Dance (5): Causes the Raining weather status (Field Effect), increases all Water damage by 50%, lowers all fire damage by 50%, and the attack "Thunder" has 100% hit rate, lasts 5 turns
Slam (20): 35 Normal type damage, 75% accuracy, 27 average damage

Comments: Good damage, some nice tricks but…that speed really kills his strategy.  Though Yawn and Mud Shot help compensate for this some and at least let him get around Healers or something.  Middle of some sort, he really hates the speed.


Murkrow (Dark/Flying)
135 HP, 105 Atk, 62 Def, 105 SpA, 62 SpD, 111 Spe
Durability: 0.54 physical, 0.54 magical
Special Ability - Insomnia: Grants immunity to Sleep

Night Shade (15): 50 Ghost type damage, ignores all damage modifiers including defense
Haze (30): Dispels all stat modifiers on both the user and the opponent
Faint Attack (20): 40 Dark type damage, ignores evade, 42 average damage
Astonish (15): 14 Ghost type damage, 30% chance of flinching target if they are slower, 14 average damage
-----
Pursuit (20): 28 Dark type damage, 29 average damage
Taunt (20): Forces the target to use only moves that do damage
Mean Look (5): OPPONENT IS UNABLE TO RUN OR SWAP!!!!
Peck (35): 25 Flying type damage, 26 average damage

Comments: Frail as hell, below average damage, and no actual tricks. If this isn't a textbook Light I don't know what is.


Misdreavus (Ghost)
135 HP, 80 Atk, 80 Def, 105 SpA, 105 SpD, 105 Spe
Durability: 0.70 (immune) physical, 0.91 magical
Special Ability - Levitate: Grants immunity to Ground attacks

Psywave (15): Does random damage between 25 and 75, ignores all damage modifiers, 80% accuracy, 40 average damage
Confuse Ray (15): Adds Confusion status
Psybeam (20): 30 Psychic type damage, 10% chance of adding Confusion status, 31 average damage
Pain Split (20): Both the user and Target are set to HP equal to half the sum of both (So if the Target has 10 HP, and the user has 6, both have their HP set at 8)  Note that if half the sum of both is higher than either target's Max HP, the target in question has HP set to max, the other is unaffected by this.
-----
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
Perish Song (5): Adds a status that 3 turns after this is used, the user and target die
Grudge (5): If user is killed the turn this move is used, then the opponent loses all their PP, WORTHLESS in a duel.
Spite (10): Target loses 2 to 5 PP on the last attack used
Astonish (15): 17 Ghost type damage, 30% chance of flinching target if they are slower, 18 average damage
Mean Look (5): OPPONENT IS UNABLE TO RUN OR SWAP!!!!

Comments: If you looked at its skillset, you'd think this thing fails.  However, being a Ghost type is incredibly beneficial in the DL, due to that Physical immunity aspect. Brings it up to Middle


Unown (Psychic)
123 HP, 92 Atk, 68 Def, 92 SpA, 68 SpD, 68 Spe
Durability: 0.54 physical, 0.54 magical
Special Ability - Levitate: Grants immunity to Ground attacks

Hidden Power (15): 28 damage, what type it is varies depending on a lot of different factors, 29 average damage.  Note that if you allow it to be Psychic type damage, its 42 damage (44 on average), due to the STAB.  Regardless of what kind of attack it is, this move is considered physical, though does hit the respective defensive stat and is based off the respect attack stat (so Fire Type Hidden Power hits SpD and uses SpA, Rock Type hits Defense ad uses Attack)  In Pokemon terms, this means it ALWAYS hits Reflect, and ALWAYS ignores Light Screen.

Comments: Lets put it this way; even if you allow it to use its STAB Hidden Power, its still slow, completely devoid of tricks, and dies to a sneeze, while being undamaging too. Puny


Wobbuffet (Psychic)
245 HP, 53 Atk, 78 Def, 53 SpA, 78 SpD, 53 Spe
Durability: 1.23 physical, 1.23 magical
Special Ability - Shadow Tag: Makes Opponent unable to run or swap, as though Mean Look is permanently in effect!!! 

Counter (20): If user is hit with a physical attack the turn this is used, then damage is dealt back to opponent double to what was just done, does nothing if hit physically, always goes last
Mirror Coat (20): If user is hit with a Special attack the turn this is used, then damage is dealt back to opponent double to what was just done, does nothing if hit physically, always goes last
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
Destiny Bond (5): If user faints the turn this is used, so does the opponent
Splash (40): Does absolutely Nothing!
Encore (5): Forces target to repeat its action for the next 2 to 6 turns
Charm (20): Lowers Attack by 50%, can be stacked up to 3 times

NOTE: Not bothering with a default skillset for Wobbuffet, so yeah, just now he can use any 4 of the above moves

Comments: Practically unrankable.  Can't attack directly, so it literally comes down to what kind of things you allow in a stalling method.
[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 Gen 3
« Reply #7 on: December 22, 2007, 02:06:23 AM »
Girafarig (Psychic/Normal)
145 HP, 100 Atk, 85 Def, 110 SpA, 85 SpD, 105 Spe
Durability: 0.80 physical, 0.80 magical
Special Ability 1 - Inner Focus: Grants Immunity to flinching.
Special Ability 2 - Early Bird: Sleep status duration is halved

Psybeam (20): 45 Psychic type damage, 10% chance of adding Confusion status, 47 average damage
Agility (30): Raises Agility by 100%, stackable up to 3 times
Stomp (20): 42 Normal type damage, 30% chance of flinching target if they are slower, 44 average damage
Growl (40): Lowers Target's Attack by 33%, stackable up to 6 times
-----
Tackle (35): 23 Normal type damage, 95% accuracy, 23 average damage
Astonish (15): 14 Ghost type damage, 30% chance of flinching target if they are slower, 14 average damage
Odor Sleuth (40): Lowers evade by 33%, stackable up to 6 times
Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon
Confusion (25): 36 Psychic type damage, 10% chance of adding Confusion status, 38 average damage
Crunch (15): 37 Dark type damage, 20% chance of lowering targets Special Defense by 33%, stackable up to 6 times, 38 average damage

Comments: Agility helps make up for its unimpressive damage, but overall, he doesn't have much. 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
Special Ability - Sturdy: Grants immunity to instant death

Double-Edge (15): 56 Normal type damage, user takes damage equal to 25% damage done, 44 net average damage
Bide (10): User is forced to skip the next 2-3 turns, at the end of which, it does damage equal to double the amount taken within that time
Zap Cannon (5): 34 Electric type damage, inflicts paralysis, 50% accuracy, 18 average damage
Protect (10): Makes user invincible to damage and status for one turn, initiative, each consecutive use has 50% the accuracy of the previous one (initial usage can't fail)
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Tackle (35): 17 Normal type damage, 95% accuracy, 17 average damage
Rapid Spin (40): 10 Normal type damage, removes the effects of Leech Seed, Spikes, and "Wrap" like effects, 10 average damage
Spikes (20): Opponent takes 6.25% of their MHP in damage upon swapping, can be stacked up to 3 times, each use doubles its effectiveness
Take Down (20): 42 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 27 average damage
Selfdestruct (5): 180 Normal type damage, user faints as a result of the attack, 191 average damage
Explosion (5): 226 Normal type damage, user faints as a result of the attack, 240 average damage
%Refresh (20): Recovers from status effects

Comments: Massive physical durability, but slow and doesn't like magic, especially if its Fire.  No real tricks beyond unreliable paralysis. Feels sadly like a Light, the skillset just really kills him.


Dunsparce (Normal)
175 HP, 90 Atk, 90 Def, 85 SpD, 85 SpD, 65 Spe
Durability: 1.02 physical, 0.96 magical
Special Ability 1 - Serene Grace: Doubles the chance of add on effects (like Bite's flinching) working.
Special Ability 2 - Run Away: INCREASES THE SUCCESS RATE OF RUN!!!!

Take Down (20): 51 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 34 average damage
Flail (15): Does more damage based on your HP, lower = better. 100% does 12 damage, 68.8% does 23 damage, 35.4% does 45 damage, 20.8% does 56 damage, 10.4% does 84 damage, 4.6% does 112 damage
Glare (30): Adds paralysis, 75% accuracy
Yawn (10): Once opponent is hit with this move, they will be inflicted with Sleep status the following turn, similar to an Air Anchor effect. Note that the way this works in game is its always at the END of the turn after this is used (meaning if the opponent is slower, they get 2 turns after this move is used, in game), take this as you will.
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Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Endeavor (5): Sets opponents HP equal to the users, numerically
Defense Curl (40): Raises Defense by 50%, stackable up to 6 times
Spite (10): Target loses 2 to 5 PP on the last attack used
Rage (20): 12 Normal type damage, if user is hit while using this attack, then his attack is raised by 50%, stackable up to 6 times, 12 average damage
Rollout (30): 12 Rock type damage, user is forced to use this attack for the next 4 turns in a row, where each successful use does twice the damage of the previous attack, if used immediately after Defense Curl, then damage is doubled as well, 90% hit rate

Comments: A few status moves, but slow and lacking in damage, unless he's low at HP.  Light I guess?  Lacking the ability to care to think about it again!


Gligar  (Ground/Flying)
140 HP, 95 Atk, 125 Def, 55 SpA, 85 SpD, 105 Spe
Durability: 1.13 physical, 0.77 magical
Special Ability 1 - Hyper Cutter: Grants immunity to Attack Lowering
Special Ability 2 - Sand Veil: If Sand Storm weather effect is up, then Gligar gains 33% Evade, this counts as +1 to Evasion Modifier

Slash (20): 43 Normal type damage, 25% critical hit rate, 53 average damage
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
Guillotine (5): Instant Death, 30% accuracy
-----
Poison Sting (35): 7 Poison type damage, 10% chance of inflicting Poison status, 7 average damage
Quick Attack (30): 19 Normal type damage, always goes first, 20 average damage
Faint Attack (20): 15 Dark type damage, ignores evade, 16 average damage
Harden (30): Raises Defense by 50%, stackable up to 6 times

Comments: 4x damage from Ice is ick, as well as being fairly unimpressive overall. Light again.


Granbull (Normal)
165 HP, 140 Atk, 95 Def, 80 SpA, 80 SpD, 65 Spe
Durability: 1.01 physical, 0.85 magical
Special Ability - Intimidate: Opponent loses 33% Attack at the beginning of battle, this counts as -1 to Attack Modifier

Take Down (20): 79 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 53 average damage
Scary Face (10): Lowers Targets speed by 50%, stackable up to 3 times, 90% accuracy
Charm (20): Lowers Attack by 50%, can be stacked up to 3 times
Rage (20): 19 Normal type damage, if user is hit while using this attack, then his attack is raised by 50%, stackable up to 6 times, 20 average damage
-----
Bite (25): 21 Dark type damage, 30% chance of flinching target if they are slower, 22 average damage
Crunch (15): 28 Dark type damage, 20% chance of lowering targets Special Defense by 33%, stackable up to 6 times, 29 average damage
Roar (20): Forces Opponent to Run or Swap!!!!
Tail Whip (30): Lowers target's defense by 33%, stackable up to 6 times
Tackle (35): 31 Normal type damage, 95% hit rate, 31 average damage
Lick (30): 19 Ghost type damage, 30% chance of inflicting paralysis, 20 average damage

Comments: Passable damage, not so passable speed, though Scary Face helps offset this some. Intimidate, followed up by Charm, murders fighters, but he lacks anything against mages. Spoilerish Middle maybe?  Could be giving him too much credit.


Qwilfish (Poison/Water)
140 HP, 115 Atk, 95 Def, 75 SpA, 75 SpD, 105 Spe
Durability: 0.86 physical, 0.68 magical
Special Ability 1 - Poison Point: 30% Chance of poisoning the opponent if hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam)
Special Ability 2 - Swift Swim: Speed raises by 100% if Rain Dance weather effect is in place, this counts as +2 to speed modifier

Hydro Pump (5): 56 Water type damage, 80% accuracy, 47 average damage
Harden (30): Raises Defense by 50%, stackable up to 6 times
Minimize (20): Raises Evade by 33%, stackable up to 6 times
Revenge (10): 30 Fighting type damage, damage doubles if user takes damage this turn, always goes last, 31 average damage
-----
Take Down (20): 43 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 29 average damage
Poison Sting (35): 12 Poison type damage, 10% chance of inflicting Poison status, 12 average damage
Tackle (35): 18 Normal type damage, 95% accuracy, 18 average damage
Water Gun (25): 20 Water type damage, 21 average damage
Destiny Bond (5): If user faints the turn this is used, so does the opponent
Spikes (20): Opponent takes 6.25% of their MHP in damage upon swapping, can be stacked up to 3 times, each use doubles its effectiveness
Pin Missile (20): 8 Bug type damage, hits 2 to 5 times, 85% accuracy, 23 average damage

Comments: Low on damage and durability, lacking in tricks…yeah, we've scene this before. Light


Shuckle (Bug/Rock)
95 HP, 30 Atk, 250 Def, 30 SpA, 250 SpD, 25 Spe
Durability: 1.53 (3.06) physical, 1.53 magical
Special Ability - Sturdy: Grants immunity to Instant Death

Wrap (20): 3 Normal type damage, target receives damage equal to 6.25% of MHP for the next  2 to 5 turns, 85% Hit rate, 2 average damage.
Bide (10): User is forced to skip the next 2-3 turns, at the end of which, it does damage equal to double the amount taken within that time
Rest (10): Restores all HP and Status, user gets Sleep status for 2 turns
Encore (5): Forces target to repeat its action for the next 2 to 6 turns
-----
Withdraw (40): Raises users defense by 50%, stackable up to 6 times
Constrict (35): 3 Normal type damage, 10% chance of lowering target's speed by 33%, stackable up to 6 times, 3 average damage
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns

Comments: Meet Shuckle, who is pretty much Pokemon's ultimate definition of "COMPLETE WALL."  He can sit there and take hits really well, especially physicals, and has Rest, Sturdy and Safeguard to make him even harder to kill…but also doesn't have any offense whatsoever, as well as the WORST. SPEED. OF ALL 386 POKEMON.  Light despite how he can own ubers in Netbattle.


Heracross (Bug/Fighting)
155 HP, 145 Atk, 95 Def, 60 SpA, 115 SpD, 105 Spe
Durability: 0.95 physical, 1.15 magical
Special Ability 1 - Swarm: If HP < 33%, then all Bug damage is increased by 50%
Special Ability 2 - Guts: Attack increases by 50% if hit with Poison, Burn or Paralyze Status, this counts as +1 to Attack Modifier. Note that it overrides Burn's attack loss (so Burn's attack -50% aspect is totally ignored)

Megahorn (5): 108 Bug type damage, 85% accuracy, 97 average damage
Counter (20): If user is hit with a physical attack the turn this is used, then damage is dealt back to opponent double to what was just done, does nothing if hit physically, always goes last
Reversal (15): Does more damage based on your HP, lower = better. 100% does 19 damage, 68.8% does 37 damage, 35.4% does 73 damage, 20.8% does 90 damage, 10.4% does 134 damage, 4.6% does 179 damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
-----
Endure (10): If user is hit with lethal damage the turn this is used, then he will live with 1 HP, each consecutive use has 50% the accuracy of the previous one (initial usage can't fail)
Brick Break (15): 68 Fighting type damage, dispels barriers like Light Screen and Reflect, 72 average damage
Tackle (35): 22 Normal type damage, 95% accuracy, 22 average
Fury Attack (20): 10 Normal type damage, hits 2 to 5 times, 85% accuracy, 31 average damage
Take Down (20): 55 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 37 average damage
Horn Attack (25): 40 Normal type damage, 42 average damage

Comments: Simply put, Heracross is all about damage.  Damage that comes in different varieties too, even if entirely physical.  Consistent damage in Megahorn, Limitesque damage due to Swarm or Reversal, Antihealing with Leer, Counter in some specific situations…odd thing is, he doesn't really have any flaws, beyond a weakness to Fire and an arguable W4 to Wind.  Heavy


Sneasel (Ice/Dark)
130 HP, 115 Atk, 75 Def, 55 SpA, 95 SpD, 135 Spe
Durability: 0.63 physical, 0.80 magical
Special Ability 1 - Inner Focus: Grants Immunity to flinching.
Special Ability 2 - Keen Eye: Grants immunity to accuracy modifiers

Slash (20): 34 Normal type damage, 25% critical hit rate, 42 average damage
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Agility (30): Raises Agility by 100%, stackable up to 3 times
Icy Wind (15): 20 Ice type damage, Lowers opponents speed by 33%, stackable up to 6 times, 95% accuracy, 20 average damage
-----
Taunt (20): Forces the target to use only moves that do damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Faint Attack (20): 22 Dark type damage, ignores evade, 23 average damage
Beat Up (10): Summons Party for a Joint Attack! I'm not sure how this works, as it might matter for RPGmon, but it's worthless in a duel.
Scratch (35): 20 Normal type damage, 21 average damage
Quick Attack (30): 20 Normal type damage, always goes first, 21 average damage
Metal Claw (35): 25 Steel type damage, 10% chance of raising users defense by 50%, 95% accuracy, 25 average damage
Fury Swipes (15): 10 Normal type damage, hits 2 to 5 times, 80% accuracy, 29 average damage

Comments: He's fast! And has a Speed Game! And absolutely nothing else.  He's frail, weak to a common element, auto loses to Martial Artists like Pahn, and bad damage. Light


Ursaring (Normal)
165 HP, 150 Atk, 95 Def, 95 SpA, 95 SpD, 75 Spe
Durability: 1.01 physical, 1.01 magical
Special Ability - Guts: Attack increases by 50% if hit with Poison, Burn or Paralyze Status, this counts as +1 to Attack Modifier. Note that it overrides Burn's attack loss (so Burn's attack -50% aspect is totally ignored)

Slash (20): 67 Normal type damage, 25% critical hit rate, 83 average damage
Lick (30): 19 Ghost type damage, 30% chance of inflicting paralysis, 20 average damage
Snore (15): 39 Normal type damage, usable only when user is under Sleep status, 41 average damage
Rest (10): Full HP and Status healing, user gets Sleep status for 2 turns
-----
Leer (30): Lowers Target's defense by 33%, stackable up to 6 times
Scratch (35): 39 Normal type damage, 41 average damage
Fake Tears (20): Lowers target's special defense by 50%, stackable up to 3 times
Fury Swipes (15): 18 Normal type damage, hits 2 to 5 times, 80% accuracy, 53 average damage
Thrash (20): 84 Normal type damage, user is forced to use this move for the next 2 to 3 turns, at the end of which, the user is confused, 89 average damage
Faint Attack (20): 25 Dark type damage, ignores evade, 26 average damage
%Refresh (20): Heals from Status Effects

Comments: Hits hard, and Rest is a pretty nice thing to have around.  Being Slow isn't nice at all granted. Some sort of Middle


Magcargo (Fire/Rock)
125 HP, 70 Atk, 140 Def, 100 SpA, 100 SpD, 50 Spe
Durability: 1.13 (2.26) physical, 0.81 magical
Special Ability 1 - Flame body: 30% Chance of burning the opponent if hit with a contact class attack (so something like Scratch or Bite would activate this, but not something like Hyper Beam)
Special Ability 2 - Magma Armor: Grants immunity to Freeze status

Flamethrower (15): 59 Fire type damage, 10% chance of inflicting Burn status, 62 average damage
Amnesia (20): Raises Special Defense by 100%, stackable up to 3 times
Yawn (10): Once opponent is hit with this move, they will be inflicted with Sleep status the following turn, similar to an Air Anchor effect. Note that the way this works in game is its always at the END of the turn after this is used (meaning if the opponent is slower, they get 2 turns after this move is used, in game), take this as you will.
Body Slam (15): 26 Normal type damage, 30% chance of inflicting paralysis, 27 average damage
-----
Harden (30): Raises users defense by 50%, stackable up to 6 times
Ember (25): 26 Fire type damage, 10% chance of inflicting Burn status, 27 average damage
Rock Throw (15):
Rock Slide (10): 34 Rock type damage, 30% chance of flinching target if they are slower, 90% accuracy, 32 average damage
Smog (20): 7 Poison type damage, 40% chance of inflicting poison status, 70% accuracy, 5 average damage
%Refresh (20): Heals from all status

Comments: For one of the most mocked Pokemon ever, Magcargo's typing translates too well into the DL. Rock type makes him a tank, he resists Ice and Fire, R4ing the latter, chance to burn those who use contact moves, and damage isn't bad.  Amnesia even covers his low Special Defense.  Granted, he also has Slowbro's speed, making him double turn bait. Middle is the best he'll get as such.


Piloswine (Ice/Ground)
175 HP, 120 Atk, 100 Def, 80 SpA, 80 SpD, 70 Spe
Durability: 1.13 physical, 0.90 magical
Special Ability - Oblivious: Grants immunity to Attract

Blizzard (5): 61 Ice type damage, 10% chance of inflicting Freeze status, 70% accuracy, 45 average damage
Amnesia (20): Raises Special Defense by 100%, stackable up to 3 times
Mist (30): Grants immunity to stat downs
Take Down (20): 38 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 27 average damage
-----
Odor Sleuth (40): Lowers evade by 33%, stackable up to 6 times
Endure (10): If user is hit with lethal damage the turn this is used, then he will live with 1 HP, each consecutive use has 50% the accuracy of the previous one (initial usage can't fail)
Tackle (35): 16 Normal type damage, 95% accuracy, 16 average damage
Horn Attack (25): 28 Normal type damage, 29 average damage
Fury Attack (20): 8 Normal type damage, hits 2 to 5 times, 85% accuracy, 25 average damage
Powder Snow (25): 26 Ice type damage, 10% chance of inflicting freeze status, 27 average damage
%Charm (20): Lowers Attack by 50%, stackable up to 3 times

Comments: Slow, shakey on damage, and not particularly durable.  Hates Ice resistance, Fire damage, and people like Disgaea's Jennifer. Light


Corsola (Water/Rock)
130 HP, 75 Atk, 105 Def, 85 SpA, 105 SpD, 55 Spe
Durability: 0.88 (1.76) physical, 0.88 magical
Special Ability 1 - Hustle: Physical damage is increased by 50%, but accuracy is lowered by 20%.  Both of these are already factored in when necessary
Special Ability 2 - Natural Cure: HEALS STATUS UPON SWAPPING!

Rock Blast (10): 16 (11) Rock type damage, hits 2 to 5 times, 64% (80%) accuracy, 38 (32) average damage
Bubblebeam (20): 36 Water type damage, 10% chance of lowering target's speed by 33%, 38 average damage
Recover (20): 50% Healing
Mirror Coat (20): If user is hit with a Special attack the turn this is used, then damage is dealt back to opponent double to what was just done, does nothing if hit physically, always goes last
-----
Harden (30): Raises Defense by 50%, stackable up to 6 times
Refresh (20): Heals from all status
Bubble (25): 12 Water type damage, 10% chance of lowering target's speed by 33%, 12 average damage
Spike Cannon (15): 10 (7) Normal type damage, hits 2 to 5 times, 80% (100%) accuracy, 29 (26) average damage
Ancient Power (5): 43 (29) Rock type damage, 10% chance of raising all stats by 50%, 80% (100%) accuracy,  36 (30) average damage

Comments: Lacks really anything worthwhile.  Sure, Recover is nice, but not when its on someone with 55 Speed. Light


Octillery (Water)
150 HP, 125 Atk, 95 Def, 125 SpA, 95 SpD, 65 Spe
Durability: 0.92 physical, 0.92 magical
Special Ability - Suction Cups: Grants immunity to force swapping like Roar!!!

Bubblebeam (20): 51 Water type damage, 10% chance of lowering target's speed by 33%, 54 average damage
Octazooka (15): 51 Water type damage, 50% chance of lowering target's accuracy by 33%, 85% accuracy, 46 average damage
Hyper Beam (5): 78 Normal type damage, 90% accuracy, user is forced to "recharge" the turn after this is used, 37 average damage
Psybeam (20): 34 Psychic type damage, 10% chance of adding Confusion status, 36 average damage
-----
Lock-On (5): Insures that the next hit will hit successfully
Water Gun (25): 33 Water type damage, 35 average damage
Focus Energy (30): Raises Critical Hit rate to 12.5%
Aurora Beam (20): 34 Ice Type damage, 10% chance of lowering target's Attack by 33%, 36 average damage
Ice Beam (10): 50 Ice type damage, 10% chance of inflicting Freeze on the opponent, 53 average damage
Constrict (35): 6 Normal type damage, 10% chance of lowering target's speed by 33%, stackable up to 6 times, 6 average damage

Comments: Not much to say. He has some damage, and absolutely no variety off bad speed and below average durability. Light


Delibird (Ice/Flying)
130 HP, 75 Atk, 65 Def, 85 SpA, 65 SpD, 95 Spe
Durability: 0.55 physical, 0.55 magical
Special Ability 1 - Vital Spirit: Grants immunity to the Sleep status
Special Ability 2 - Hustle: Physical damage is increased by 50%, but accuracy is lowered by 20%.  Both of these are already factored in when necessary

Present (15): 40% Chance of doing 21 (14) Normal type damage, 30% chance of doing 39 (26) Normal type damage, 10% chance of doing 57 (38) Normal type damage, 20% chance of healing opponent for 80 HP, 90% (72%) accuracy, 7 (2) net damage

Comments: I'll be blunt; the stats speak for themselves. Puny


Mantine (Water/Flying)
140 HP, 60 Atk, 90 Def, 100 SpA, 160 SpD, 90 Spe
Durability: 0.81 physical, 1.45 magical
Special Ability 1 - Swift Swim: Speed raises by 100% if Rain Dance weather effect is in place, this counts as +2 to speed modifier
Special Ability 2 - Water Absorb: Absorbs all Water damage, HP restoration is equal to 25% of damage that would have been done, before resistance factored in

Bubblebeam (20): 42 Water type damage, 10% chance of lowering target's speed by 33%, 44 average damage
Agility (30): Raises Speed by 100%, stackable up to 3 times
Confuse Ray (15): Inflicts Confusion
Wing Attack (35): 23 Flying type damage, 24 average damage
-----
Water Pulse (20): 42 Water type damage, 10% chance of inflicting confusion, 44 average damage
Bubble (25): 14 Water type damage, 10% chance of lowering target's speed by 33%, 14 average damage
Take Down (20): 23 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 16 average damage
Tackle (35): 10 Normal type damage, 95% accuracy, 10 average damage
Supersonic (20): Adds confusion status, 55% accuracy

Comments: Magically Tanky, speed gets covered by agility some, though damage could be better.  Confuse Ray is nice.  Taking 4x damage from Electrical attacks is not.  Low Middle I guess.


Skarmory (Steel/Flying)
140 HP, 100 Atk, 160 Def, 60 SpA, 90 SpD, 90 Spe
Durability: 1.45 (2.90) physical, 0.81 magical
Special Ability 1 - Keen Eye: Grants immunity to Accuracy down modifiers
Special Ability 2 - Sturdy: Grants immunity to instant Death

Steel Wing (25): 44 Steel type damage, 10% chance of raising users Defense by 50%, 90% accuracy, 42 average damage
Agility (30): Raises Agility by 100%, stackable up to 3 times
Sand Attack (15): Lowers accuracy by 33%, stackable up to 6 times
Swift (20): 23 Normal type damage, cannot miss, 24 average damage
-----
Peck (35): 23 Flying type damage, 24 average damage
Air Cutter (25): 36 Flying type damage, 25% critical hit rate, 95% accuracy, 42 average damage
Fury Attack (20): 7 Normal type damage, hits 2 to 5 times, 85% accuracy, 22 average damage
Metal Sound (40): Lowers target's Special Defense by 50%, 85% accuracy, stackable up to 3 times
Spikes (20): Opponent takes 6.25% of their MHP in damage upon swapping, can be stacked up to 3 times, each use doubles its effectiveness
Leer (30): Lowers target's Defense by 33%, stackable up to 6 times

Comments: Tanky, with Agility to help boost its damage some.  Unfortunately, its typing doesn't translate to the DL very much (weak to Fire and Lightning), so I can't see him breaking out of Middle


Houndoom (Dark/Fire)
150 HP, 110 Atk, 70 Def, 130 SpA, 100 SpD, 115 Spe
Durability: 0.68 physical, 0.97 magical
Special Ability 1 - Early Bird: Halves the Duration of Sleep Status
Special Ability 2 - Flash Fire: Fire attacks are nulled.  If hit with a Fire attack, then Fire damage is raised by 50%.

Flamethrower (15): 78 Fire type damage, 10% chance of inflicting burn status, 82 average damage
Crunch (15): 65 Dark type damage, 20% chance of lowering targets Special Defense by 33%, stackable up to 6 times, 69 average damage
Bite (25): 50 Dark type damage, 30% chance of flinching target if they are slower, 53 average damage
Faint Attack (20): 50 Dark type damage, cannot miss, 53 average damage
-----
Ember (25): 33 Fire type damage, 10% chance of inflicting burn status, 35 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Howl (40): Raises users attack by 50%, stackable up to 6 times
Smog (20): 10 Poison type damage, 40% chance of inflicting Poison status, 70% accuracy, 7 average damage
Odor Sleuth (40): Lowers targets evade by 33%, stackable up to 6 times
Roar (20): FORCES TARGET TO RUN OR SWAP!!! Always goes last
%Charm (20): Lowers target's attack by 50%, stackable up to 3 times

Comments: Hits Hard and fast, and has supplement damage in case Fire is resisted.  Pity he has no variety unreliable Flinching, and the physical durability could use some work. Middle


Donphan (Ground)
165 HP, 140 Atk, 140 Def, 80 SpA, 80 SpD, 80 Spe
Durability: 1.49 physical, 0.85 magical
Special Ability - Sturdy: Grants immunity to Instant Death

Defense Curl (40): Raises users Defense by 50%, stackable up to 6 times
Earthquake (10): 87 Ground type damage, 92 average damage
Rollout (20): 19 Rock type damage, user is forced to use this attack for the next 4 turns in a row, where each successful use does twice the damage of the previous attack, if used immediately after Defense Curl, then damage is doubled as well, 90% hit rate
Flail (15): Does more damage based on your HP, lower = better. 100% does 13 damage, 68.8% does 24 damage, 35.4% does 47 damage, 20.8% does 58 damage, 10.4% does 87 damage, 4.6% does 116 damage
-----
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Rapid Spin (40): 19 Normal type damage, removes the effects of Leech Seed, Spikes, and "Wrap" like effects, 19 average damage
Horn Attack (25): 39 Normal type damage, 41 average damage
Odor Sleuth (40): Lowers targets evade by 33%, stackable up to 6 times
Fury Attack (20): 12 Normal type damage, hits 2 to 5 times, 85% accuracy, 37 average damage

Comments: Typical tank like stats, and packing Earthquake makes his damage hurt.  Rollout and Flail work as situational damage moves. High Middle


Stantler (Normal)
148 HP, 115 Atk, 82 Def, 105 SpA, 85 SpD, 105 Spe
Durability: 0.78 physical, 0.81 magical
Special Ability - Intimidate: Lowers targets attack by 33% at the beginning of the fighter, this counts as -1 to Attack Modifier

Stomp (20): 47 Normal type damage, 30% chance of flinching target if they are slower, 49 average damage
Hypnosis (20): Adds Sleep status, 60% accuracy
Sand Attack (15): Lowers Target's accuracy by 33%, stackable up to 6 times
Confuse Ray (15): Adds Confusion status
-----
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Calm Mind (20): Raises users Special Attack and Special Defense by 50%, stackable up to 6 times
Tackle (35): 26 Normal type damage, 95% accuracy, 26 average damage
Take Down (20): 65 Normal type damage, user takes damage equal to 25% damage done, 85% accuracy, 46 average damage
Astonish (15): 16 Ghost type damage, 30% chance of flinching target if they are slower, 17 average damage
Role Play (10): Changes the users Special Trait to that of his opponents.

Comments: Some decent status options, but stats just aren't there to support them. Light/Middle


Smeargle (Normal)
130 HP, 40 Atk, 55 Def, 40 SpA, 65 SpD, 95 Spe
Durability: 0.46 physical, 0.55 magical
Special Ability - Own Tempo: Grants immunity to Confusion status

Sketch (1): User copies one of his opponents moves onto his own skill set permanently, replacing Sketch. This works on any move with the exception of about 6 specific moves

NOTE: Smeargle starts out with Sketch, and then learns it 9 more times as he levels, so yes, he CAN have a full skillset of 4 moves.

Comments: …no…


Miltank (Normal)
170 HP, 100 Atk, 125 Def, 60 SpA, 125 SpD, 120 Spe
Durability: 1.37 physical, 1.37 magical
Special Ability - Thick Fat: Halves damage done by Fire and Ice type attacks

Body Slam (15): 54 Normal type damage, 30% chance of inflicting paralysis, 57 average damage
Milk Drink (10): 50% Healing
Defense Curl (40): Raises users defense by 50%, stackable up to 6 times
Rollout (20): 14 Rock type damage, user is forced to use this attack for the next 4 turns in a row, where each successful use does twice the damage of the previous attack, if used immediately after Defense Curl, then damage is doubled as well, 90% hit rate
-----
Stomp (20): 42 Normal type damage, 30% chance of flinching target if they are slower, 44 average damage
Heal Bell (5): Recovers from status effects, heals allies from status as well
Bide (10): User is forced to skip the next 2-3 turns, at the end of which, it does damage equal to double the amount taken within that time
Tackle (35): 23 Normal type damage, 95% accuracy, 23 average damage
Growl (40): Lowers targets attack by 33%, stackable up to 6 times

Comments: You know, you'd expect a big fat cow to be slow, but Miltank begs to differ.  It also has good durability, halves 2 common elements, healing, and an antihealer trick.  Helps offset its damage, which isn't even all that bad.  Some sort of Heavy.


Raikou (Electric)
165 HP, 105 Atk, 95 Def, 135 SpA, 120 SpD, 135 Spe
Durability: 1.01 physical, 1.28 magical
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Thunder (10): 101 Electric type damage, 30% chance of inflicting paralysis, 70% accuracy, 75 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 50%, stackable up to 6 times
Reflect (20): Lowers all physical damage by 50%
Crunch (15): 45 Dark type damage, 20% chance of lowering targets Special Defense by 33%, stackable up to 6 times, 47 average damage
-----
Bite (25): 34 Dark type damage, 30% chance of flinching target if they are slower, 36 average damage
Roar (20): Forces Opponent to Run or Swap!!!!
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Spark (20): 56 Electric type damage, 30% chance of inflicting paralysis, 59 average damage
Thundershock (30): 34 Electric type damage, 10% chance of adding paralysis, 36 average damage
Quick Attack (30): 19 Normal type damage, always goes first, 20 average damage

Comments: Basically Jolteon, only sacrificing some speed for better durability and better tricks, like say, Calm Mind and Reflect. Winning trade in general, especially with Pressure skill around. High Heavy


Entei (Fire)
180 HP, 135 Atk, 105 Def, 110 SpA, 95 SpD, 120 Spe
Durability: 1.22 physical, 1.10 magical
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Fire Blast (5): 83 Fire type damage, 10% chance of inflicting burn status, 85% accuracy, 74 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 50%, stackable up to 6 times
Swagger (15): Adds Confusion, raises users attack by 100%, this can be stacked up to 3 times, 90% accuracy
Stomp (20): 37 Normal type damage, 30% chance of flinching target if they are slower, 39 average damage
-----
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Roar (20): Forces Opponent to Run or Swap!!!!
Bite (25): 29 Dark type damage, 30% chance of flinching target if they are slower, 30 average damage
Ember (30): 29 Fire type damage, 10% chance of inflicting burn status, 30 average damage
Flamethrower (15): 65 Fire type damage, 10% chance of inflicting burn status, 69 average damage
Fire Spin (15): 12 Fire type damage, for the next 2 to 5 turns, opponent loses 6.25% of their MHP, 70% accuracy, 8 average damage

Comments: Bah.  Entei translates too well into the DL for his own worth. Fast, durable, Calm Mind and good damage, not to mention Swagger. High Heavy


Suicune (Water)
175 HP, 95 Atk, 135 Def, 110 SpA, 135 SpD, 105 Spe
Durability: 1.58 physical, 1.58 magical
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Hydropump (5): 83 Water type damage, 80% hit rate, 70 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 50%, stackable up to 6 times
Mirror Coat (20): If user is hit with a Special attack the turn this is used, then damage is dealt back to opponent double to what was just done, does nothing if hit physically, always goes last
Bubble Beam (20): 45 Water type damage, 10% chance of lowering target's speed, 47 average damage
-----
Mist (30): Grants immunity to stat downs
Aurora Beam (20): 31 Ice type damage, 10% chance of lowering target's attack by 33%, 32 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Bite (25): 29 Dark type damage, 30% chance of flinching target if they are slower, 30 average damage
Gust (35): 17 Flying type damage, 18 average damage
Rain Dance (5): Causes the Rainning weather status (Field Effect), increases all Water damage by 50%, lowers all fire damage by 50%, and the attack "Thunder" has 100% hit rate, lasts 5 turns

Comments: More or less the same as his GSC Form, at least, on raw numerical basis.  However, he gets a few new additions.  One being Pressure, for those who allow it to hit MP, makes him a far more annoying tank.  The other being Calm Mind, which makes him even more tanky to Magic, while boosting his damage as well, allowing him to really screw over healers (especially if you let pressure work.)  Not that these additions are enough to push him another division, but they secure him as a High Heavy


Tyranitar (Rock/Dark)
175 HP, 154 Atk, 130 Def, 115 SpA, 120 SpD, 81 Spe
Durability: 1.47 (2.94) physical, 1.35 magical
Special Ability - Sand Stream: Causes Sand Storm weather effect instantly.  Under this effect, all capable targets on the field, the user included, take 6.25% of their MHP damage per turn, unless they are Rock, Ground or Steel type, in which case, they're immune.  As a reminder, Tyranitar himself is a Rock type, thus immune to Sand Stream's effect.

Rock Slide (10): 72 Rock type damage, 30% chance of flinching target if they are slower, 90% accuracy, 68 average damage
Screech (40): Lowers Defense by 50%, stackable up to 3 times, 85% accuracy
Scary Face (10): Lowers Targets speed by 50%, stackable up to 3 times, 90% accuracy
Crunch (15): 58 Dark type damage, 20% chance of lowering targets Special Defense by 33%, stackable up to 6 times, 61 average damage
-----
Earthquake (10): 64 Ground type damage, 68 average damage
Sand Storm (5): Creates a weather effect where all capable targets, the user included, take 6.25% of their MHP damage a turn, unless they are Rock, Ground or Steel type, in which case, they're immune.  This move is COMPLETELY worthless on Tyranitar, since he has Sand Veil.
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Bite (25): 44 Dark type damage, 30% chance of flinching target if they are slower, 46 average damage
Hyper Beam (5): 95 Normal type damage, 90% accuracy, user is forced to "recharge" next turn, 45 average damage
Thrash (20): 57 Normal type damage, used for 2 to 3 turns in a row, at the end of which, the user is confused, 60 average damage

Comments: First off, what's wrong with him.  Well, he's slow, which is pretty big by itself though Scary Face covers that some.  Besides that? Good physical damage with a passable magic supplement for back up, and Auto Sand Storm can get annoying to some enemies.  Oh, he's a complete and utter tank as well. If he gets 2 turns, Screech + Hyper Beam is an easy 2 turn OHKO strategy to boot. High Heavy


Lugia (Psychic/Flying)
181 HP, 110 Atk, 150 Def, 110 SpA, 174 SpD, 130 Spe
Durability: 1.75 physical, 2.03 special
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Aeroblast (5): 69 Flying type damage, 25% Critical hit rate, 95% accuracy, 81 average damage
Hydro Pump (5): 56 Water type damage, 80% accuracy, 47 average damage
Recover (20): 50% Healing
Safeguard (25): Grants immunity to all status but Instant Death for 5 turns
-----
Gust (35): 29 Flying type damage, 30 average damage
Rain Dance (5): Causes the Rainning weather status (Field Effect), increases all Water damage by 50%, lowers all fire damage by 50%, and the attack "Thunder" has 100% hit rate, lasts 5 turns
Future Sight (15): 37 non typed special class damage, 90% accuracy, hits 3 turns after being used (NOT a charge time. More like a time bomb, in that its set the turn its used, and then goes off 3 turns later, while the user is free to do whatever he wants in the mean time)
Ancient Power (5): 29 Rock type damage, 10% chance of raising all stats by 50%, 30 average damage
Whirlwind (20): Forces Opponent to Run or Swap!!!!
Swift (20): 29 Normal type damage, cannot miss, 30 average damage
%Psycho Boost (5): 95 Psychic type damage, lowers special attack of user by 50%, 100 average damage
%Feather Dance (15): Lowers Attack by 50%, stackable up to 3 times

Comments: If this skill set looks familiar, its cause its IDENTICAL to his original skill set in Gold/Silver/Crystal. Granted, he adds the special ability Pressure on making him do the tanking thing a bit better (as in, things have even MORE trouble running out of MP before him) though his relative damage is a bit worse.  Low Godlike nonetheless, since its hard to deny a fast and massive tank, especially with healing and a status immunity trick.


Ho-oh (Fire/Flying)
181 HP, 150 Atk, 110 Def, 130 SpA, 174 SpD, 110 Spe
Durability: 1.28 physical, 2.03 magical
Special Ability - Pressure: All moves use 2 PP an action instead of 1 (note that the move can still be used if one PP remains)

Fire Blast (5): 97 Fire type damage, 10% chance of inflicting burn status, 85% accuracy, 87 average damage
Recover (20): 50% Healing
Safeguard (25): Grants immunity to all status but instant death for 5 turns
Sunny day (5): Weather Effect that raises all Fire damage by 50%, halves Water damage, and allows Solar Beam to be used at will (IOWs, no Charge time), lasts 5 turns
-----
Sacred Fire (5): 81 Fire type damage, 95% accuracy, 50% chance of inflicting Burn status, is still usable under Freeze status, heals from Freeze status, 81 average damage
Gust (35): 39 Flying type damage, 41 average damage
Whirlwind (20): Forces Opponent to Run or Swap!!!!
Ancient Power (5): 39 Rock type damage, 10% chance of raising all stats by 50%, 41 average damage
Future Sight (15): 50 non typed special class damage, 90% accuracy, hits 3 turns after being used (NOT a charge time. More like a time bomb, in that its set the turn its used, and then goes off 3 turns later, while the user is free to do whatever he wants in the mean time)
Swift (20): 39 Normal type damage, cannot miss, 41 average damage

Comments: Beyond being a bit reliant on Fire damage, Ho-oh covers its bases is well.  Solid physical durability, obscene Magic durability, decent speed, and good damage, not to mention Healing and a status immunity trick. Worse than his counterpart Lugia overall, but still pretty darn solid. Heavy/Godlike


Celebi (Psychic/Grass)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 SpD, 120 Spe
Durability: 1.35 physical, 1.35 magical
Special Ability - Natural Cure: HEALS STATUS UPON SWAPPING!

Confusion (25): 39 Psychic type damage, 10% chance of adding confusion status, 41 average damage
Leech Seed (10): Adds a status where Target takes 12.5% damage a turn, and the opponent of the target heals that much, 90% hit rate
Recover (20): 50% Healing
Safeguard (30): Grants immunity to all status but instant death for 5 turns
-----
Ancient Power (5): 31 Rock type damage, 10% chance of raising all stats by 50%, 32 average damage
Baton Pass (40): Swaps Pokemon with another, giving all stat modifiers to the newly swapped Pokemon
Perish Song (5): Adds a status that 3 turns after this is used, the user and target die
Future Sight (15): 41 non typed special class damage, 90% accuracy, hits 3 turns after being used (NOT a charge time. More like a time bomb, in that its set the turn its used, and then goes off 3 turns later, while the user is free to do whatever he wants in the mean time)
Heal Bell (5): Recovers from status effects, heals allies from status as well

Comments: Celebi is special in that he's the ONLY promotional whose offensively inept.  Thankfully, it has a defensive game to help cover him up some, though that typing isn't exactly pretty for DL purposes.  Middle/Heavy I guess.
« Last Edit: December 22, 2007, 02:11:03 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

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

Meeplelard

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Re: Pokemon Gen 3
« Reply #8 on: December 22, 2007, 02:12:24 AM »
Sceptile (Grass)
145 HP, 105 Atk, 85 Def, 125 SpA, 105 SpD, 140 Spe
Durability: 0.8 physical, 0.98 Magical
Special Ability - Overgrow: When HP < 33%, all Grass attacks do 50% more damage

Leaf Blade (15): 56 Grass type damage, 25% Critical hit rate, 70 average
damage

Giga Drain (5): 48 Grass type damage, heals user for 50% damage done, 51 average
damage
Agility (30): Raises speed by 100%, stackable up to 3 times
Slam (20): 35 Normal type damage, 75% hit rate, 27 average damage
-----
Pound (35): 19 Normal type damage, 20 average damage
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
Quick Attack (30): 19 Normal type damage, always goes first, 20 average damage
Pursuit (20): 22 Dark type damage, does doubles damage if opponent swaps, 23
average damage
Absorb (20): 18 Grass type damage, heals user for 50% damage done, 19 average
damage
Mega Drain (10): 33 Grass type damage, heals user for 50% damage done, 35
average damage
Detect (5): Makes user invincible for 1 turn, always goes first, each consecutive attempt has 50% chance of success the previous one did
False Swipe (40): 19 Normal type NON LETHAL damage, 20 average damageFury Cutter (20): 8 Bug type damage, damage doubles each turn this move is consecutively used, 95% hit rate, 8 average damage

Comments: Sceptile is the traditional Grass Starter of Generation 3, how does he
compare to the first two?  He's quite a bit different actually; the other two
were a bit more defensive, while Sceptile is all about hitting hard and hitting
fast, with Agility to help make this strategy work better.  Giga Drain can't
hurt for an option, though, his physical durability could stand to be better. 
Overgrow doesn't hurt of course, as it lets him have utterly brutal damage (Leaf
Blade Critical with Overgrow should skill most), making him a limit fighter of
sorts; Low Heavy probably works for now.


Blaziken (Fire/Fighting)
155 HP, 140 Atk, 90 Def, 130 SpA, 90 SpD, 100 Spe
Durability: 0.9 physical, 0.9 magical
Special Ability - Blaze: When HP < 33%, all Fire attacks do 50% more damage

Flamethrower (15): 78 Fire type damage, 10% chance of inflicting Burn status,
82 average damage

Bulk Up (20): Raises Attack and Defense by 50%, stackable up to 6 times
Sand Attack (15): Lowers target's accuracy by 33%, stackable up to 6 times
Sky Uppercut (15): 75 Fighting type damage, does 2x damage to those who use Fly
or Bounce, 90% accuracy, 71 average damage
-----
Scratch (35): 24 Normal type damage, 25 average damage
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Ember (25): 33 Fire type damage, 10% chance of inflicting Burn, 35 average
damage
Focus Energy (30): Raises Critical hit rate to 12.5%
Fire Spin (15): 14 Fire type damage, does damage equal to 1/16th of opponents
Max HP for 2-5 turns, 70% accuracy, 10 average damage
Quick Attack (30): 24 Normal type damage, always goes first, 25 average damage
Slash (20): 42 Normal type damage, 25% critical hit rate, 52 average damage
Mirror Move (20): Copies opponents last action, always goes last
Peck (35): 21 Flying type damage, 22 average damage
Double Kick (30): 28 damage, hits twice, 58 average damage
Blaze Kick (10): 69 Fire type damage, 25% critical hit rate, 90% accuracy, 77
average damage

Comments: Fire starters have always been about offense, however, Blaziken takes
away some speed and durability the other Fire starters had, and plugs it into
his offense.  This makes him a pure slugger, and his damage is good to not only
hit both defenses, but get around pesky fire resistant folk too.  Durabilities
could stand to be better, though Bulk Up helps cover his low defense somewhat
(as well as lets him deal with Healers), and Sand Attack is a nice utility;
Mirror Move might have some limited use as well.  Plus he has the whole Limit
Fighter aspect Blaze which doesn't hurt.  Middle/Heavy


Swampert (Water/Ground)
175 HP, 130 Atk, 110 Def, 105 SpA, 110 SpD, 80 Spe
Durability: 1.24 physical, 1.24 magical
Special Ability - Torrent: When HP < 33%, all Water attacks do 50% more damage

Earthquake (10): 81 Earth type damage, 86 average damage
Mud Slap (10): 18 Ground type damage, lowers accuracy by 33%, stackable up to 6
times, 19 average damage
Mud Shot (15): 45 Ground type damage, lowers target's speed by 33%, stackable up
to 6 times, 95% accuracy, 45 average damage
Hydro Pump (5): 79 Water type damage, 80% accuracy, 67 average damage
-----
Tackle (35): 20 Normal type damage, 95% accuracy, 20 average damage
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Water Gun (25): 28 Water type damage, 29 average damage
Bide (10): Pokemon can't act for 2-3 turns, at the end of this time, it does
damage equal to double the damage taken between this turn and when Bide was
originally used
Foresight (40): Makes users attack have perfect accuracy and ignore evade,
removes Ghost's immunity to Normal and Fighting attacks (could be viewed as
removing certain physical immunities in general, if you take things that way)
Mud Sport: LOWERS DAMAGE DONE BY ELECTRICAL ATTACKS! ON A GROUND TYPE!!!
Take Down (20): 49 Normal type damage, 85% accuracy, does damage to user equal
to 25% damage done, 33 net average damage
Whirlpool (15): 11 Water type damage, does damage equal to 1/16th of opponents
Max HP for 2-5 turns, 70% accuracy, 8 average damage
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Endeavor (5): Does damage equal to the amount less the user has than the
opponent
Muddy Water (10): 67 Water type damage, 30% chance of lowering targets accuracy
by 30%, stackable up to 6 times, 85% accuracy, 60 average damage


Comments: Water starters have always been tankish, and likewise, Swampert is no
exception, for all that he's more extreme case of it.  Good offenses, especially
physically, typage that translates BEAUTIFALLY into the DL (only one weakness,
that being Grass, of which the DL lacks), and Mud Shot and Mud Slap have some
utility use.  Granted, he has one glaring flaw; he's incredibly slow.  That sets
him back quite a bit.  Likely his strategy will be open with Mud Shot, hope the
speed lowering lets him lap the enemy, and try to finish it with EQ; this
strategy works more often than you'd expect too.  Middle/Heavy


Mightyena (Dark)
145 HP, 110 Atk, 90 Def, 80 SpA, 80 SpD, 90 Spe
Durability: 0.84 physical, 0.75 magical
Special Ability - Intimidate: Lowers attack of opponent by 50%, counts as -1 to
attack Modifier, activates at the start of the match, or when Mightyena is
brought in

Crunch (15): 42 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 44 average damage

Scary Face (10): Lowers opponent's speed by 50%, stackable up to 3 times, 90%
accuracy
Swagger (15): Confuses opponent, and doubles opponents attack, counts as +2 to
their Attack Modifier, 90% accuracy
Sand Attack (15): Lowers target's accuracy by 33%, stackable up to 6 times
-----
Take Down (20): 42 Normal type damage, 85% accuracy, does damage to user equal
to 25% damage done, 28 net average damage
Bite (25): 31 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 32 average damage
Tackle (35): 17 Normal type damage, 95% accuracy, 17 average damage
Thief (10): 22 Dark type damage, steals opponents equipped item if user has none
(how you take this is up to you), 23 average damage
Howl (40): Raises attack by 50%, stackable up to 6 times
Roar (20): Switches opponent to a random one pokemon on their team...IN A DUEL! 
Always goes last.
Taunt (20): Forces opponent to use only moves that only do damage next turn
Odor Sleuth (40): Users attacks will all ignore accuracy modifiers

Comments: Ah, Mightyena, the evolved form of the legendary Poochyena...how does
he translate into a duel?  Well, his stats suck, but at least he has Intimidate
to screw over fighters from the get go.  Crunch is not horrid damage, but
nothing to brag about either.  Scary Face, Swagger and Sand Attack are all nice
tricks that don't hurt.  Despite being such a scrub in game, this guy somehow
makes it into Middle

Mightyena's unevolved form gets a lot of mention at times, so I thought I'd
throw him up, just cause he's so "awesome"

Poochyena (Dark)
110 HP, 75 Atk, 55 Def, 50 SpA, 50 SpD, 55 Spe
Durability: 0.39 physical, 0.36 magical
Special Ability - Run Away: Allows you to run away from Wild Pokemon more
easily!!!

Crunch (15): 26 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 27 average damage

Scary Face (10): Lowers opponent's speed by 50%, stackable up to 3 times, 90%
accuracy
Swagger (15): Confuses opponent, and doubles opponents attack, counts as +2 to
their Attack Modifier, 90% accuracy
Sand Attack (15): Lowers target's accuracy by 33%, stackable up to 6 times
-----
Take Down (20): 42 Normal type damage, 85% accuracy, does damage to user equal
to 25% damage done, 28 net average damage
Bite (25): 20 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 21 average damage
Tackle (35): 12 Normal type damage, 95% accuracy, 12 average damage
Thief (10): 14 Dark type damage, steals opponents equipped item if user has none
(how you take this is up to you), 14 average damage
Howl (40): Raises attack by 50%, stackable up to 6 times
Roar (20): Switches opponent to a random one Pokemon on their team...IN A DUEL! 
Always goes last.
Taunt (20): Forces opponent to use only moves that only do damage next turn
Odor Sleuth (40): Users attacks will all ignore accuracy modifiers

Comments: Clearly a winning Godlike, if only cause of Run Away.  Awesome damage
that makes Kyogre cry, amazing durability that puts Lugia to shame, and a
skillset that puts full TM Mew to Shame! ...ok, I'm not fooling anyone, am I? 
Puny/Light


Linoone (Normal)
153 HP, 90 Atk, 81 Def, 70 SpA, 81 SpD, 120 Spe
Durability: 0.80 physical, 0.80 magical
Special Ability - PickUp: If Pokemon has nothing equipped, than he will randomly
pick up items off the ground!!!

Slash (20): 40 Normal type damage, 25% critical hit rate, 50 average
damage

Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
Belly Drum (10): Raises attack by 300%, stackable once, lowers users HP by half
their Maximum, if HP < 50%, then attack is unusable. 
Sand Attack (15): Lowers target's accuracy by 33%, stackable up to 6 times
-----
Odor Sleuth (40): Users attacks will all ignore accuracy modifiers
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Tail Whip (30): Lowers Defense by 33%, stackable up to 6 times
Headbutt (17): 40 Dark type damage, 30% chance of causing opponent to flinch if
they are slower, 42 average damage
Mud Sport (15): Halves damage of electric type attacks
Covet (40): 23 Normal type damage, steals opponents equipped item if user has
none (how you take this is up to you), 24 average damage
Tackle (35): 20 Normal type damage, 95% accuracy, 20 average damage

Comments: Sand Attack until HP is low, Rest, repeat til Sand Attack is finished,
Belly Drum, Slash, win.  That strategy is oddly useful in a duel, since he's got
good speed, and it keeps him going, and gets him around healers and limit
fighters too.  Though, the durability does kind of stink.  Middle


Beautifly (Bug/Flying)
135 HP, 90 Atk, 70 Def, 110 SpA, 70 SpD, 85 Spe
Durability: 0.61 physical, 0.61 magical
Special Ability - Swarm: When HP < 33%, all Bug attacks do 50% more damage

Silver Wind (5): 34 Bug type damage, 10% chance of increasing all of users
stats by 50%, stackable up to 6 times, 36 average damage

Giga Drain (5): 29 Grass type damage, heals user for 50% damage done, 30 average
damage
Morning Sun (5): 50% Healing, lowers to 25% if any weather effect is in place,
except Sunnyday, in which case, its boosted to 100%
Stun Spore (30): Adds paralysis status, 75% accuracy
-----
Mega Drain (10): 19 Grass type damage, heals user for 50% damage done, 20
average damage
Absorb (20): 10 Grass type damage, heals user for 50% damage done, 10 average
damage
Attract (10): If opponent is opposite Gender, there will by a 50% chance of them
not attacking after this move is applied
Whirlwind (20): Switches opponent to a random one Pokemon on their team...IN A
DUEL!  Always goes last.
Harden (30): Raises defense by 50%, stackable up to 6 times
Tackle (35): 14 Normal type damage, 95% accuracy, 14 average damage
Poison Sting (35): 6 Poison type damage, 30% chance to add poison status, 6
average damage
String Shot (40): Lowers targets speed by 33%, stackable up to 6 times, 95%
accuracy
Gust (35): 23 Flying type damage, 24 average damage

Comments: Beautifly at first looks like a variation of Butterfree...except its
missing a major factor that made Butterfree decent; Sleep Powder.  Without that,
Beautifly has to rely on a turtling game with healing, Stun Spore, and hoping
Silver Wind and Giga Drain are enough.  Those durability scores, and being weak
to the big 3 elements with no way to stop assaults fast (Sleep Powder would be
exceptionally useful here...) really hurt that strategy. Light


Dustox (Bug/Poison)
135 HP, 70 Atk, 90 Def, 70 SpA, 110 SpD, 85 Spe
Durability: 0.78 physical, 0.96 magical
Special Ability - Shield Dust: Prevents Add On Effects from occurring.  Add On
effect being something in addition to damage; example would be Poison Sting's
Poison would be prevented from causing any effect.  Flipside, Poison Powder,
despite being the same status, would hit through, since that's its primary
effect.


Silver Wind (5): 28 Bug type damage, 10% chance of increasing all of users
stats by 50%, stackable up to 6 times, 29 average damage

Moonlight (5): 50% Healing, lowers to 25% if any weather effect is in place,
except Sunnyday, in which case, its boosted to 100%
Toxic (10): Adds a special form of poison status where opponent loses 1/16th of
their MHP each turn, this value increases linearly each turn (so 2nd turn,
damage is 1/8th, 3rd turn its 3/16ths, etc.), 85% accuracy
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
-----
Tackle (35): 8 Normal type damage, 95% accuracy, 8 average damage
Poison Sting (35): 6 Poison type damage, 30% chance to add poison status, 6
average damage
String Shot (40): Lowers targets speed by 33%, stackable up to 6 times, 95%
accuracy
Gust (35): 9 Flying type damage, 9 average damage
Light Screen (30): Halves Special type damage for 5 turns
Harden (30): Raises defense by 50%, stackable up to 6 times
Whirlwind (20): Switches opponent to a random one Pokemon on their team...IN A
DUEL!  Always goes last.
Psybeam (20): 15 Psychic type damage, 10% chance of adding confusion status, 15
average damage
Confusion (25): 12 Psychic type damage, 10% chance of adding confusion status,
15 average damage

Comments: Believe it or not, Dustox isn't an utter failure in a duel.  Open with
Toxic, use Protect, then Moonlight, then Protect again, then Moonlight, then
Protect...by turn 5, the enemy has already lost 94% of their HP, giving him an
easy kill with Silver Wind.  There are flaws to this strategy of course; if you
immune poison, or the person can heal from it, then Toxic suddenly is worthless. 
Strategy also doesn't work on those who can 2HKO him and are faster than him
(people with Fire damage come to mind) either.  Despite his failings in game,
he's a Middle in the DL.


Ludicolo (Water/Grass)
155 HP, 90 Atk, 90 Def, 110 SpA, 120 SpD, 90 Spe
Durability: 0.90 physical, 1.10 magical
Special Ability 1 - Rain Dish: Regens 12.5% MHP during Rain Dance effect
Special Ability 2 - Swift Swim: Raises Speed by 100% during Rain Dance
effect, this counts as +2 to Speed Modifier.


Hydro Pump (5): 83 Water type damage, 80% accuracy, 70 average damage
Rain Dance (5): Adds a weather effect that halves all Fire damage, adds 50% to
Water damage, and makes Thunder have perfect accuracy and ignore evade, lasts
for 5 turns.
Mega Drain (10): 29 Grass type damage, heals user for 50% damage done, 30
average damage
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
-----
Nature Power (20): Does different attacks dependant on battle field.  I
personally treat this as Swift, which is its default, doing 23 Normal type
damage, 24 average, and ignores evade, 95% accuracy
Water Sport (15): Halves damage done by Fire attacks
Uproar (10): 19 Normal type damage, user is forced to use this move for 2-5
turns, during which time, he is immune to sleep, 20 average damage
Astonish (15): 12 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 12 average
damage
Fury Swipes (15): 8 Normal type damage, hits 2 to 5 times, 80% accuracy, 23
average damage
Fake Out (10): If used Turn 1, then 16 Normal type damage, has initiative, 100%
chance of inflicting flinch, 17 average damage, if used any turn after words,
move fails.
Mist (30): Makes user immune to all stat modifiers used by the opponent
Absorb (20): 15 Grass type damage, heals user for 50% damage done, 15 average
damage

Comments: Ludicolo is interesting in that it has 2 Special Abilities to choose
from.  Typically, Swift Swim is more useful, as it lacks Leech Seed to make use
of Rain Dish.  Regardless, Rain Dance, then bombard the guy with over 100 damage
Hydropumps with effectively 180 Speed.  Mega Drain snuck in for some healing
can't hurt.  Fun dueller, not sure exactly where it falls, so I'll just say
Middle/Heavy


Shiftry (Grass/Dark)
165 HP, 120 Atk, 80 Def, 110 SpA, 80 SpD, 100 Spe
Durability: 0.85 physical, 0.85 magical
Special Ability 1 - Chlorophyll: Raises Speed by 100% during Sunny Day
effect, this counts as +2 to Speed Modifier.

Special Ability 2 - Early Bird: Halves the duration of sleep

Faint Attack (20): 43 Dark Type damage, cannot miss, 45 average damage
Swagger (15): Confuses opponent, and doubles opponents attack, counts as +2 to
their Attack Modifier, 90% accuracy
Sunnyday (5): Adds a weather effect that halves all Water damage, adds 50% to
Fire damage, and makes Solar Beam be able to be used instantly, lasts for 5
turns.
Synthesis (5): 50% Healing normally, 25% Healing during any weather effect,
except Sunnyday, in which case, its 100%
-----
*Pound (35): 21 Normal type damage, 22 average damage
Fake Out (10): If used Turn 1, then 21 Normal type damage, has initiative, 100%
chance of inflicting flinch, 22 average damage, if used any turn after words,
move fails.
Explosion (5): 124 Normal type damage, user faints as a result of the attack,
131 average damage
Bide (10): Pokemon can't act for 2-3 turns, at the end of this time, it does
damage equal to double the damage taken between this turn and when Bide was
originally used
Harden (30): Raises defense by 50%, stackable up to 6 times
Nature Power (20): Does different attacks dependant on battle field.  I
personally treat this as Swift, which is its default, doing 31 Normal type
damage, 32 average, and ignores evade, 95% accuracy
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
Torment (15): Target cannot use the same move twice in a row.
Razor Wind (10): 41 Normal type damage, one turn charge time, 21 average damage
Extrasensory (30): 37 Psychic type damage, 30% chance of causing opponent to
flinch if they are slower, doubles damage if opponent has used "Minimize," 39
average damage

*Pound is an odd case.  It can only be learned if Shiftry was caught as a wild
Nuzleaf, and evolved from there, NOT naturally via levels if it was caught as a
Seedot, which means it misses out no a few skills (Sunnyday and Synthesis are
the main ones), granted, the move doesn't matter, but just throwing it out.

Comments: Sunnyday, from there, outspeed stuff by beating them with Faint
Attacks, and using Synthesis to heal, as well as gunning down mages with
Swagger.  Has a few other options as well.  Hate to admit it, but this guy is
probably a good Middle ;_;

Swellow (Flying/Normal)
135 HP, 105 Atk, 80 Def, 70 SpA, 70 SpD, 145 Spe
Durability: 0.70 physical, 0.61 magical
Special Ability - Guts: Ups attack by 50% when Burned, Poisoned, or Paralzyed,
counts as +1 to Attack modifier

Aerial Ace (20): 40 Flying type damage, cannot miss, 42 average damage
Agility (30): Raises speed by 100%, stackable up to 3 times
Double Team (15): Raises Evade by 33%, stackable up to 6 times
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
-----
Wing Attack (35): 40 Flying type damage, 42 average damage
Peck (35): 25 Flying type damage, 26 average damage
Focus Energy (30): Raises Critical hit rate to 12.5%
Endeavor (5): Does damage equal to the amount less the user has than the
opponent
Quick Attack (30): 28 Normal type damage, always goes first, 29 average damage


Comments: Swellow's strategy is plain and simple; go first, agility, get lots of
turns and hope it can outslug the opponent with them.  Double Team and Growl are
there to help offset its bad durability.  Swellow is a good example of how
amazing speed can save you, probably gets him into Middle

Pelipper (Water/Flying)
135 HP, 70 Atk, 120 Def, 105 SpA, 90 SpD, 85 Spe
Durability: 1.05 physical, 0.78 magical
Special Ability - Keen Eyes: Grants immunity to being hit with negative accuracy
modifiers

Hydro Pump (5): 79 Water type damage, 80% accuracy, 67 average damage
Supersonic (20): Adds confusion status, 55% accuracy
Agility (30): Raises speed by 100%, stackable up to 3 times
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
-----
Water Gun (25): 28 Water type damage, 29 average damage
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Stockpile (10): Adds 1 to "Stock", stackable up to 3 times
Spit Up (10): Does damage based on how much "Stock" it has, does 30 damage per
each stock, 31 on average (meaning it does 0 with no Stock, and 90 w/ 3 Stock),
stock returns to 0 at the end of this attack
Water Sport (15): Halves damage done by Fire attacks
Mist (30): Makes user immune to all stat modifiers used by the opponent

Comments: Saved by Agility to some extent, otherwise it'd be a sluggish 2HKOer
with nothing special on durability.  Pretty standard, all things considered,
though, interesting fact is it takes 4x damage from lightning.  Middle


Gardevoir (Psychic)
143 HP, 85 Atk, 85 Def, 145 SpA, 135 SpD, 100 Spe
Durability: 0.78 physical, 1.24 magical
Special Ability 1 - Trace: Copies the special ability of its opponent the
instant its brought out (what you consider a "Special Ability" is up to you)
Special Ability 2 - Synchronize: If Gardevoir is inflicted with a status,
then its opponent is given the same status as well



Psychic (10): 81 Psychic type damage, 10% chance of lowering targets special
defense, 86 average damage

Calm Mind (20): Boosts Special Attack and Special Defense by 50%, stackable up
to 6 times
Double Team (15): Raises Evade by 33%, stackable up to 6 times
Hypnosis (20): Inflicts Sleep status, 60% accuracy
----
Imprison (10): Target cannot act unless the user of this attack has acted as
well
Teleport (20): Allows user to escape battle 100% of the time!!!
Dream Eater (15): 90 Psychic type damage, heals user for 50% damage done,
automatically fails if target is not asleep, 95 average damage
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Confusion (25): 51 Psychic type damage, 10% chance of adding confusion status,
54 average damage
Future Sight (15): 55 Non typed special damage, move is used 3 turns after it is
set, NOT a charge time, more like a time bomb, as user can still act during the
3 turns after it, 90% accuracy, 52 average damage

Comments: Great damage, magically tanky, Calm Mind and Double Team, and some
status to boot, as well as a move that guns down several status whores itself,
Gardevoir is at its prime when it comes to a duel.  Only flaw is its suspect
physical durability, and even then its not THAT bad.  Heavy


Masquerain (Bug/Flying)
145 HP, 80 Atk, 82 Def, 100 SpA, 102 SpD, 80 Spe
Durability: 0.77 physical, 0.95 magical
Special Ability - Intimidate:
Special Ability - Intimidate: Lowers attack of opponent by 33%, counts as -1 to
attack Modifier, activates at the start of the match, or when Masquerain is
brought in

Silver Wind (5): 31 Bug type damage, 10% chance of increasing all of users
stats by 50%, stackable up to 6 times, 32 average damage

Bubblebeam (20): 28 Water type damage, 10% chance of lowering speed by 33%,
stackable up to 6 times, 29 average damage
Stun Spore (30): Adds paralysis status, 75% accuracy
Agility (30): Raises speed by 100%, stackable up to 3 times
-----
Bubble (30): 9 Water type damage, 10% chance of lowering speed by 33%, stackable
up to 6 times, 9 average damage
Gust (35): 22 Flying type damage, 23 average damage
Water Sport (15): Halves damage done by Fire attacks
Scary Face (10): Lowers opponent's speed by 50%, stackable up to 3 times, 90%
accuracy
Whirlwind (20): Switches opponent to a random one Pokemon on their team...IN A
DUEL!  Always goes last
Mist (30): Makes user immune to all stat modifiers used by the opponent
Haze (30): Dispels all stat modifiers on both the user and the opponent
Quick Attack (30): 15 Normal type damage, always goes first, 15 average damage
Sweet Scent (30): Lowers opponents evade by 33%, stackable up to 6 times

Comments: Has a speed game and...absolutely...nothing...else.  Bad damage, low
durability, bad starting speed, no real tricks beyond the speed game, and the
damage doesn't back it up anyway.  Intimidate helps him some, to be fair.
Light/Middle


Breloom (Grass/Fighting)
135 HP, 150 Atk, 100 Def, 80 SpA, 80 SpD, 90 Spe
Durability: 0.87 physical, 0.70 magical
Special Ability - Effect Spore: 20% Chance of inflicting Poison, Sleep or
Paralyze if hit with a contact class attack

Sky Uppercut (15): 81 Fighting type damage, does 2x damage to those who use
Fly or Bounce, 90% accuracy, 76 average damage

Spore (15): Inflicts Sleep status
Giga Drain (5): 31 Grass type damage, healers user for damage equal to half
done, 32 average damage.
Leech Seed (10): Inflicts a status where enemy takes damage equal to 1/8th of
their MHP, and heals user for that amount, does NOT count as a status in the
traditional sense (ala confusion), 90% accuracy
-----
Stun Spore (30): Adds paralysis status, 75% accuracy
Mega Drain (10): 22 Grass type damage, heals user for 50% damage done, 23
average damage
Absorb (20): 12 Grass type damage, heals user for 50% damage done, 12 average
damage
Poison Powder (35): Inflicts poison status, 75% hit rate
Tackle (35): 23 Normal type damage, 95% accuracy, 23 average damage
Dynamic Punch (5): 94 Fighting type damage, adds confusion, 50% accuracy, 49
average damage
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
Headbutt (15): 44 Normal type damage, 30% chance of causing opponent to flinch
if they are slower, 46 average damage
Mind Reader (5): Next attack will ignore evade and have perfect accuracy
Counter (20): If hit physically, damage done will be equal to twice that which
was just received, if hit magically, the move automatically fails, always goes
last

Comments: Ah, Breloom, the guy who made Parasect worthless by stealing his
trademark move, and has actual stats.  As a hater of Breloom, it sickens me how
the DL plays the rules totally in his favor, allowing to get this move that he
never sees in game (level 54 on a SHROOMISH), as well as giving him good damage,
and parasitic healing, as well as few other tricks.  Gah, Heavy *shakes
fist*


Vigoroth
155 HP, 100 Atk, 100 Def, 75 SpA, 75 SpD, 110 Spe
Durability: 1.00 physical, 0.75 magical
Special ability - Vital Spirit: Grants immunity to the sleep status

Slash (20): 44 Normal type damage, 25% Critical hit rate, 55 average damage

Slack Off (10): 50% Healing
Endure (10): Insures that user will survive with at least 1 HP, success rate
halves each consecutive usage, always goes first
Flail (15): Does Normal type damage based on HP loss, increases happen only at
intervals given. 100% HP does 15, 68.75% HP does 28, 35.42% does 55, 20.83% does
69, 10.42% does 102, 4.17% does 135
-----
*Focus Punch (20): 63 Fighting type damage, when move is first used, user
"Tightens Grip", if he takes any damage before the end of the turn, then he
flinches, otherwise, attack resolves at end of then turn, 66 average damage
Scratch (35): 26 Normal type damage, 27 average
Reversal (15): Does Fighting type damage based on HP loss, increases happen only
at intervals given. 100% HP does 10, 68.75% HP does 19, 35.42% does 36, 20.83%
does 46, 10.42% does 68, 4.17% does 90
Encore (5): Opponent must use the same move they used before for 3 to 6 turns
Focus Energy (30): Raises Critical hit rate to 12.5%
Fury Swipes (15): 12 Normal type damage, hits 2 to 5 times, 80% accuracy, 53
average damage
Yawn (10): Once opponent is hit with this move, they will be inflicted with
Sleep status the following turn, similar to an Air Anchor effect.  Note that the
way this works in game is its always at the END of the turn after this is used
(meaning if the opponent is slower, they get 2 turns after this move is used, in
game), take this as you will.
Uproar (10): 33 Normal type damage, user is forced to use this move 2 to 5 turns
in a row, 35 average damage
Covet (40): 26 Normal type damage, steals opponents equipped item if user has
none (how you take this is up to you), 27 average damage
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
Counter (20): If hit physically, damage done will be equal to twice that which
was just received, if hit magically, the move automatically fails, always goes
last
Faint Attack (20): 19 Dark Type damage, cannot miss, 20 average damage

*Focus Punch is a WEIRD Move.  It...sort of acts last, but it has the "Tightens
Grip" part acting at beginning, and seems to only really work in a Turn Based
setting (or RPGmon <.<), how you take it is up to you. 

NOTE: Despite being an unevolved Pokemon, which normally, I ignore for averages,
Vigoroth WILL be counted.  This is due to the nature of how his evolution works,
its more a "He turns into something totally different" than necessarily "He just
got much better!" like all the others.  Just thought I'd point this out.

Comments: Vigoroth is the sole exception to the "Evolved Pokemon Only" rule that
gets used for stat topic averages, due to the above note.  How does he fair? 
He's actually pretty decent; Endure + Flail makes for a mean combo as he's a
limit fighter whose really hard to avoid.  He also has some nice options, such
as Encore can have use with Flail or Counter that they either go with the big
damage and eat the return, or he forces them to continue their chipping. 
Healing from Slack Off, magic defense boosting from Amnesia...a rather versatile
Pokemon all things considered.  High Middle


Slaking (Normal)
225 HP, 180 Atk, 120 Def, 115 SpA, 85 SpD, 120 Spe
Durability: 1.74 physical, 1.23 magical
Special Ability - Truant: Forces Slaking to skip every even numbered turn (as
in, turn 1 is normal, turn 2 he skips, turn 3 is normal, turn 4 he skips, etc.)

Slash (20): 79 Normal type damage, 25% Critical hit rate, 98 average
damage

Flail (15): Does Normal type damage based on HP loss, increases happen only at
intervals given. 100% HP does 25, 68.75% HP does 49, 35.42% does 97, 20.83% does
121, 10.42% does 180, 4.17% does 240
Yawn (10): Once opponent is hit with this move, they will be inflicted with
Sleep status the following turn, similar to an Air Anchor effect.  Note that the
way this works in game is its always at the END of the turn after this is used
(meaning if the opponent is slower, they get 2 turns after this move is used, in
game), take this as you will.
Swagger (15): Confuses opponent, and doubles opponents attack, counts as +2 to
their Attack Modifier, 90% accuracy
-----
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
Counter (20): If hit physically, damage done will be equal to twice that which
was just received, if hit magically, the move automatically fails, always goes
last
Focus Energy (30): Raises Critical hit rate to 12.5%
Endure (10): Insures that user will survive with at least 1 HP, success rate
halves each consecutive usage, always goes first (this move fails at life on
Slaking, on that note)
*Focus Punch (20): 111 Fighting type damage, when move is first used, user
"Tightens Grip", if he takes any damage before the end of the turn, then he
flinches, otherwise, attack resolves at end of then turn, 117 average damage
Reversal (15): Does Fighting type damage based on HP loss, increases happen only
at intervals given. 100% HP does 17, 68.75% HP does 33, 35.42% does 65, 20.83%
does 81, 10.42% does 120, 4.17% does 148
Scratch (35): 45 Normal type damage, 47 average damage
Covet (40): 45 Normal type damage, steals opponents equipped item if user has
none (how you take this is up to you), 47 average damage
Uproar (10): 56 Normal type damage, user is forced to use this move 2 to 5 turns
in a row, 59 average damage
Fury Swipes (15): 22 Normal type damage, hits 2 to 5 times, 80% accuracy, 61
average damage
Slack Off (10): 50% Healing
Encore (5): Opponent must use the same move they used before for 3 to 6 turns


*Focus Punch is a WEIRD Move.  It...sort of acts last, but it has the "Tightens
Grip" part acting at beginning, and seems to only really work in a Turn Based
setting (or RPGmon <.<), how you take it is up to you. 

Comments: No, you aren't reading this wrong.  Those stats ARE that good, and
that damage IS that high.  Slaking's stats and damage are up there with the
likes of Groudon, which is pretty damned scary.  So what's holding him back from
being as hyped about?  Truant.  This move effectively means that everything
double turns him, despite being inherently fast, and thus, his effective damage
and durability are halved in the process.  What are we left with? A dueler whose
somewhat reliant on a limit trick in Flail, and sleep and confusion status',
arguably worse than his previous form Vigoroth in a duel.  Some sort of
Middle
[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 Gen 3
« Reply #9 on: December 22, 2007, 02:13:11 AM »
Ninjask (Bug/Flying)
136 HP, 110 Atk, 65 Def, 70 SpA, 70 SpD, 180 Spe
Durability: 0.57 physical, 0.61 magical
Special Ability - Speed Boost: At the end of every turn, Ninjask's speed boosts
by 50%, this counts as +1 to speed modifier.

Slash (20): 32 Normal type damage, 25% Critical hit rate, 40 average
damage

Double Team (15): Raises Evade by 33%, stackable up to 6 times
Sword Dance (30): Raises Attack by 100%, stackable up to 3 times
Harden (30): Raises defense by 50%, stackable up to 6 times
-----
Scratch (35): 19 Normal type damage, 20 average damage
Sand Attack (15): Lowers target's accuracy by 33%, stackable up to 6 times
Leech Life (15): 15 Bug type damage, heals user equal to half damage done, 15
average damage
Fury Swipes (15): 9 Normal type damage, hits 2 to 5 times, 80% accuracy, 26
average damage
Mind Reader (5): Next attack will ignore evade and have perfect accuracy
False Swipe (40): 19 Normal type NON LETHAL damage, 20 average damage
Mud-Slap (10): 20 Ground type damage, lowers accuracy by 33%, stackable up to 6
times, 21 average damage
Metal Claw (35): 24 Steel type damage, 10% chance of raising uses attack by 50%,
stackable up to 6 times, 95% accuracy, 24 average damage
Dig (10): 29 Ground type damage, user is forced to skip first turn, during which
it cannot be attacked ala Final Fantasy Jump, 2nd turn he attacks, 15 average
damage
Fury Cutter (20): 8 Bug type damage, damage doubles each consecutive hit up to 5
times, 95% accuracy, 8 average damage
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
Agility (30): Raises speed by 100%, stackable up to 3 times
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap
to that Pokemon, has initiative, IN A DUEL!!!

Comments: SPEED.  That's the first thing that should come to mind when you hear
Ninjask.  Faster than Electrode as is, and he keeps getting faster every turn. 
Due to this, he can have some nifty strategies of buffing attacking.  Of course,
there is that fatal flaw of being killed before he can make use of it, since his
durability is that bad, but...he's a perfect example of how good speed can save
you.  Middle


Shedinja (Bug/Ghost)
1 HP, 110 Atk, 65 Def, 50 SpA, 50 SpD, 60 Spe
Durability: Jogurt level physical, Jogurt level magical
Special Ability - Wonder Guard: Becomes immune to any damage attacks (including
add on effects, like Poison Sting's Poison) that does not hit weakness.  Note
that any pure status move (like Sleep Powder) can still hit, as can Instant
Death, and Purely Non Typed attacks (see Confusion Status hurting self damage.) 
Status' that cause direct damage like Poison also work as well.


Shadow Ball (15): 56 Ghost type damage, 10% chance of lowering target's
special defense, 59 average damage


Shedinja has other moves, yes, HOWEVER, pretty much all of them are worthless to
note due to his nature (he has an auto win or loss against just about
everything), it'd just be wasting time.  I listed Shadow Ball only for average
damage purposes (its his best damage).

Comments: Its...literally impossible to state just where Shedinja fits. 
Wonderguard insures that unless you have Fire, Flying (could be viewed as Wind,
if you want), Dark, Ghost or Rock damage, Poison status (NOT attached to a
damage attack, so Lulu's Bio would work, but not Mog's Poison Frog), Lethal
Petrify or Paralysis Status, Instant Death, Undead Slaying (like BoF Kyrie) or
some sort of odd indirect damage, he wins.  Meanwhile, if you have any of those
(and they're actually reliable in the status/instant death case), then you
basically have an auto win.  Yes, we're looking at someone who Elyon can't beat,
meanwhile, Evil Gaia absolutely cruhses.  So...yeah, he fits into any division,
really, much like the Ogre Battle Ghost.


Exploud (Normal)
179 HP, 111 Atk, 83 Def, 111 SpA, 83 SpD, 88 Spe
Durability: 0.95 physical, 0.95 magical
Special Ability - Soundproof: Grants immunity to sound based attacks.  What you
take as "Sound based" is up to you; I personally just invoke plot style on this
move, as well as games with a "Sonic" element like SaGa.

Hyper Voice (10): 62 Normal type damage, 65 average damage
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
Sleep Talk (10): Chooses a random move from users skillset and uses it on the
enemy, can only be used while sleeping
Howl (40): Raises attack by 50%, stackable up to 6 times
-----
Pound (35): 29 Normal type damage, 30 average damage
Screech (40): Lowers defense by 50%, stackable up to 3 times, 85% accuracy
Uproar (10): 36 Normal type damage, user is forced to use this move for 2-5
turns, during which time, he is immune to sleep, 38 average damage
Stomp (20): 45 Normal type damage, 30% chance of causing opponent to flinch if
they are slower, 47 average damage
Supersonic (20): Adds confusion, 55% accuracy
Roar (20): Switches opponent to a random one Pokemon on their team...IN A DUEL! 
Always goes last
Hyper Beam (5): 104 Normal type damage, user skips next turn if move hits, 90%
accuracy, 55 average damage
Astonish (20): 15 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, 15 average damage

Comments: Solid damage, Rest + Sleep Talk, and either Howl or Hyper Beam lets
him get by healers.  Pretty simple combo, though the speed does hold him back a
bit.  Middle


Hariyama (Fighting)
219 HP, 140 Atk, 80 Def, 60 SpA, 80 SpD, 70 Spe
Durability: 1.12 physical, 1.12 magical
Special Ability 1 - Guts: Ups attack by 50% when Burned, Poisoned, or Paralzyed,
counts as +1 to Attack modifier
Special Ability 2 - Thick Fat: Reduces damage from Fire and Ice type
attacks.


Reversal (15): Does Fighting type damage based on HP loss, increases happen only
at intervals given. 100% HP does 21, 68.75% HP does 36, 35.42% does 76, 20.83%
does 94, 10.42% does 130, 4.17% does 187
Vital Throw (10): 62 Fighting type damage, cannot miss, always goes last, 65
average damage

Belly Drum (10): Raises attack by 300%, stackable once, lowers users HP by half
their Maximum, if HP < 50%, then attack is unusable. 
Endure (10): Insures that user will survive with at least 1 HP, success rate
halves each consecutive usage, always goes first
-----
Tackle: 21 Normal type damage, 95% accuracy, 21 average damage
Sand Attack (15): Lowers target's accuracy by 33%, stackable up to 6 times
Arm Thrust (20): 15 Fighting type damage, hits 2 to 5 times, 55 average damage
Knock Off (20): 6 Dark type damage, opponent drops their equipped item (make of
that as you will), 6 average damage
Seismic Toss (20): 50 Fighting type damage, ignores all damage modifiers
including defense
Fake Out (10): If used Turn 1, then 24 Normal type damage, has initiative, 100%
chance of inflicting flinch, 25 average damage, if used any turn after words,
move fails.
Whirlwind (20): Switches opponent to a random one Pokemon on their team...IN A
DUEL!  Always goes last.
Smelling Salt (10): 35 Normal type damage, if opponent is paralyzed, this moves
damage doubles and the opponent loses paralysis status, 36 average damage

Comments: Pretty brutal, actually.  Not only do we have Endure + Reversal on
obscene attack to make a ridiculous limit fighter, but Belly Drum makes him
utterly anti healer as well.  Good durability albeit suspsect speed.  Still,
probably a Heavy, kind of a variation of Gen 2's Heracross.


Nosepass (Rock)
105 HP, 65 Atk, 155 Def, 65 SpA, 110 SpD, 50 Spe
Durability: 1.05 (2.10) physical, 0.75 magical
Special Ability 1 - Magnet Pull: If faced against a Steel type, then the
opponent cannot swap their pokemon until Nosepass is defeated or swapped out
(IOWs, WORTHLESS in the DL)
Special Ability 2 - Sturdy: Grants immunity to instant death attacks.

Rock Slide (10): 31 Rock type damage, 30% chance of causing opponent to
flinch if they are slower, 90% accuracy, 29 average damage

Thunderwave (15): Adds paralysis, fails against those immune to Electric attacks
(like Ground types)
Sand Storm (10): Causes a weather effect where every turn, for the next 5 turns,
the opponent takes 1/16th MHP damage, unless they are Rock, Ground or Steel
Type.
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
-----
Zap Cannon (5): 28 Electric type damage, 50% accuracy, adds paralysis if
successful, 24 average damage
Rock Throw (15): 22 Rock type damage, 90% accuracy, 21 average damage
Block (5): Opponent cannot switch out, IN A DUEL.
Harden (30): Raises defense by 50%, stackable up to 6 times
Lock-on (5): Insures the next hit will have perfect accuracy and ignores evade
Tackle (35): 11 Normal type damage, 95% accuracy, 11 average damage

Comments: Hey everyone, its RBY Onix Mark 2!  Well, no, he takes magic hits
better and is slower (albeit, Thunderwave offsets that), but still, the
similarities are pretty remarkable.  Basically, he can tank, and do little else,
though, Rest does help some, maybe, and being immune to Instant Death can't hurt
either.  Light


Delcatty (Normal)
145 HP, 85 Atk, 85 Def, 75 SpA, 75 SpD, 90 Spe
Durability: 0.79 physical, 0.70 magical
Special Ability - Cute Charm: 30% Chance of inflicting Charm status if hit with
a contact class attack, assuming the opponent is of the opposite Gender.  For
the purposes of the DL, I take Delcatty as female, since there are more males in
the DL than females, and Delcatty's are more commonly female than male.

Double-Edge (15): 64 Normal type damage, does damage to user equal to 25%
damage done, 51 net average damage

Charm (5): Lowers opponents attack by 50%, stackable up to 3 times
Sing (15): Adds sleep status, 55% accuracy
Tail Whip (30): Lowers Defense by 33%, stackable up to 6 times
-----
Assist (20): Uses a random move of someone on the same team as Delcatty.
Covet (40): 22 Normal type damage, steals opponents equipped item if user has
none (how you take this is up to you), 23 average damage
Pay Day (20): 22 Normal type damage, meaningless special effect in battle, 23
average damage
Doubleslap (10): 9 Normal type damage, hits 2 to 5 times, 85% accuracy, 28
average damage
Attract (10): If opponent is opposite Gender, there will by a 50% chance of them
not attacking after this move is applied
Heal Bell (5): Full status healing
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Faint Attack (20): 19 Dark Type damage, cannot miss, 20 average damage

Comments: A few tricks, but not enough to save its bad durability and low speed. 
Damage isn't much either.  Light


Sableye (Dark/Ghost)
125 HP, 95 Atk, 95 Def, 85 SpA, 85 SpD, 70 Spe
Durability: 0.77 (Immune) physical, 0.69 magical
Special Ability - Keen Eyes: Grants immunity to accuracy modifiers

Shadow Ball (15): 48 Ghost type damage, 10% chance of lowering Special
Defense by 33%, stackable up to 6 times, 51 average damage

Confuse Ray (15): Adds Confusion status
Night Shade (15): 50 Ghost type damage, ignores all modifiers
Leer (30): Lowers Defense by 33%, stackable up to 6 times
-----
Faint Attack (20): 33 Dark Type damage, cannot miss, 35 average damage
Mean Look (5): Target is unable to swap out. IN A DUEL.
Foresight (40): Makes users attack have perfect accuracy and ignore evade,
removes Ghost's immunity to Normal and Fighting attacks (could be viewed as
removing certain physical immunities in general, if you take things that way)
Detect (5): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Scratch (35): 17 Normal type damage, 18 average damage
Fake Out (10): If used Turn 1, then 17 Normal type damage, has initiative, 100%
chance of inflicting flinch, 18 average damage, if used any turn after words,
move fails.
Astonish (15): 19 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 20 average
damage
Knock Off (20): 12 Dark type damage, opponent drops their equipped item (make of
that as you will), 12 average damage
Fury Swipes (15): 8 Normal type damage, hits 2 to 5 times, 80% accuracy, 23
average damage

Comments: Sableye's most noteworthy trait is being the ONLY Pokemon of the
entire 386 to not have a single weakness.  Granted, this is offset by having
shoddy stats in general.  Physical immunity in the DL helps, though he hates
Mages.  Damage could be better, though, Night Shade insures it can only drop so
bad, and Confuse Ray is sure to see some use.  Probably some sort of
Middle


Mawile (Steel)
125 HP, 105 Atk, 105 Def, 75 SpA, 75 SpD, 70 Spe
Durability: 0.85 (1.70) physical, 0.61 magical
Special Ability 1 - Intimidate: Lowers attack of opponent by 33%, counts as -
1 to attack Modifier, activates at the start of the match, or when Mawile is
brought in

Special Ability 2 - Hyper Cutter: Grants immunity to modifiers that Lower Attack

Crunch (15): 26 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 27 average damage

Fake Tears (20): Lowers Special Defense by 50%, stackable up to 3 times
Iron Defense (15): Raises defense by 100%, stackable up to 3 times
Vicegrip (30): 25 Normal type damage, 26 average damage
-----
Sweet Scent (30): Lowers opponents evade by 33%, stackable up to 6 times
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap
to that Pokemon, has initiative, IN A DUEL!!!
Faint Attack (20): 19 Dark Type damage, cannot miss, 20 average damage
Astonish (15): 15 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 15 average
damage
Bite (25): 19 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 20 average damage
Stockpile (10): Adds 1 to "Stock", stackable up to 3 times
Spit Up (10): Does damage based on how much "Stock" it has, does 44 damage per
each stock, 46 on average (meaning it does 0 with no Stock, and 138 w/ 3 Stock),
Stock Returns to 0 after this move is used
Swallow (10): Heals HP based on current stock, at the end of the move, Stock
returns to 0.  If Stock is 0, then attack fails, if Stock is 1, 25% Healing, if
Stock is 2, 50% healing, if Stock is 3, 100% healing.

Comments: Well, he can...umm...TANK! And...TANK SOME MORE! Other than that and
having an impressive set of elemental resists due to being a Steel type? 
Nothing.  If he was faster, he could try to use Stockpile + Spit Up/Swallow
strategy, but unfortunately, he's a slug.  High Light


Aggron (Rock/Steel)
145 HP, 130 Atk, 200 Def, 80 SpA, 80 Spe, 70 Spe
Durability: 1.86 (7.44) physical, 0.75 magical
Special Ability 1 - Sturdy: Grants immunity to instant death
Special Ability 2 - Rock Head: Grants immunity to recoil damage from attacks
like Double-Edge.

Iron Tail (15): 81 Steel type damage, 30% chance of lowering opponents
defense, stackable up to 6 times, 75% accuracy, 64 average damage

Mud Slap (10): 12 Ground type damage, lowers accuracy by 33%, stackable up to 12
times, 12 average damage
Iron Defense (15): Raises defense by 100%, stackable up to 3 times
Double-Edge (15): 65 Normal type damage, does damage to user equal to 25% damage
done, 51 net average damage, 69 average with Rock Head.
-----
Metal Claw (35): 42 Steel type damage, 10% chance of raising users attack by
50%, stackable up to 6 times, 95% accuracy, 44 average damage
Harden (30): Raises defense by 50%, stackable up to 6 times
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Tackle (35): 20 Normal type damage, 95% accuracy, 20 average damage
Headbutt (15): 39 Normal type damage, 30% chance of causing opponent to flinch
if they are slower, 41 average damage
Metal Sound (40): Lowers Special Defense by 50%, stackable up to 3 times, 85%
accuracy
Take Down (20): 49 Normal type damage, 85% accuracy, does damage to user equal
to 25% damage done, 33 net average damage, 44 average with Rock Head.
Roar (20): Switches opponent to a random one pokemon on their team...IN A DUEL! 
Always goes last.

Comments: TANK is an understatement for Aggron.  We're looking at someone who
has better physical durability than the likes of Mog or Seymour.  That physical
durability is unfair.  Damage isn't half bad either, though, speed and magic
durability could stand to be better.  Middle/Heavy


Medicham (Fighting/Psychic)
135 HP, 80 (160) Atk, 95 Def, 80 SpA, 95 SpD, 100 Spe
Durability: 0.83 physical, 0.83 magical
Special Ability - Pure Power: Doubles Attack, this is already factored in when
necessary

Hi Jump Kick (20): 84 Fighting type damage, user takes 1/8th the predicted
damage if attack misses, 90% accuracy, 79 net average damage

Recover (20): 50% Healing
Reversal (15): Does Fighting type damage based on HP loss, increases happen only
at intervals given. 100% HP does 24, 68.75% HP does 45, 35.42% does 87, 20.83%
does 108, 10.42% does 160, 4.17% does 213
Meditate (40): Raises Attack by 50%, stackable up to 6 times
-----
Bide (10): Pokemon can't act for 2-3 turns, at the end of this time, it does
damage equal to double the damage taken between this turn and when Bide was
originally used
Detect (5): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Confusion (25): 26 Psychic type damage, 10% chance of adding confusion status,
27 average damage
Fire Punch (15): 26 Fire type damage, 10% chance of inflicting Burn, 27 average
damage
Thunder Punch (15): 26 Electric type damage, 10% chance of inflicting Paralysis,
27 average damage
Ice Punch (15): 26 Ice type damage, 10% chance of inflicting Freeze, 27 average
damage
Psych Up (10): Raises users stat modifiers to be equal that of the opponent
Hidden Power (15): Attack whose damage and typage is based off users DVs. Not
going to bother with this attack for the sake of my own sanity.
Mind Reader (5): Next attack will ignore evade and have perfect accuracy
Calm Mind (20): Raises Special Attack and Special Defense by 50%, stackable up
to 6 times
Swagger (15): Confuses opponent, and doubles opponents attack, counts as +2 to
their Attack Modifier, 90% accuracy

Comments: Due to Pure Power, this guy is an offensive monster.  Recover gives
him some healing, and with the punches he has some unreliable status options,
along with Calm Mind to raise his defense against mages. Heavy


Manectric (Electric)
145 HP, 95 Atk, 80 Def, 125 SpA, 60 SpD, 125 Spe
Durability: 0.75 physical, 0.75 magical
Special Ability 1 - Static Electricity: If hit with a contact classed attack,
opponent has a 30% chance of receiving being Paralyzed

Special Ability 2 - Lightning Rod: All electric attacks used in battle are
required to hit Manectric in team battles

Thunder (10): 94 Electric type damage, 10% chance of inflicting paralysis,
70% accuracy, 69 average damage

Thunderwave (15): Adds paralysis, fails against those immune to Electric attacks
(like Ground types)
Charge (20): Doubles Electric attack damage for the next turn of the user
Bite (25): 32 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 34 average damage
-----
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Howl (40): Raises attack by 50%, stackable up to 6 times
Spark (20): 51 Electric type damage, 30% chance of adding paralysis, 54 average
damage
Roar (20): Switches opponent to a random one pokemon on their team...IN A DUEL! 
Always goes last.
Odor Sleuth (40): Users attacks will all ignore accuracy modifiers
Quick Attack (30): 17 Normal type damage, always goes first, 18 average damage

Comments: Utterly generic Electric type.  Fast, good damage, and has Thunderwave
to take advantage of his good speed further.  Charge helps for murdering healers
too. Granted, lacks durability. High Middle


Plusle (Electric)
135 HP, 70 Atk, 60 Def, 105 SpA, 95 SpD, 115 Spe
Durability: 0.52 physical, 0.83 magical
Special Ability - Plus: Becomes stronger if paired with someone who has "Minus"

Thunder (10): 79 Electric type damage, 10% chance of inflicting paralysis,
70% accuracy, 59 average damage

Thunderwave (15): Adds paralysis, fails against those immune to Electric attacks
(like Ground types)
Agility (30): Raises speed by 100%, stackable up to 3 times
Fake Tears (20): Lowers Special Defense by 50%, stackable up to 3 times
-----
Charge (20): Doubles Electric attack damage for the next turn of the user
Helping Hand (20): Allies moves do 50% more damage, always goes first. IN A
DUEL!!!
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap
to that Pokemon, IN A DUEL!!!
Encore (5): Opponent must use the same move they used before for 3 to 6 turns
Quick Attack (30): 13 Normal type damage, always goes first, 13 average damage
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Spark (20): 44 Electric type damage, 30% chance of adding paralysis, 46 average
damage

Comments: Some sort of worse variation of Raichu, has the Thunder Wave + Agility
combo, Fake Tears to helps its damage out, and can't take a damned hit. 
Middle and that feels too damned high.


Minum (Electric)
135 HP, 60 Atk, 70 Def, 95 SpA, 105 SpD, 115 Spe
Durability: 0.52 physical, 0.91 magical
Special Ability - Minus: Becomes stronger if paired with someone who has "Plus"

Thunder (10): 72 Electric type damage, 10% chance of inflicting paralysis,
70% accuracy, 53 average damage

Thunderwave (15): Adds paralysis, fails against those immune to Electric attacks
(like Ground types)
Agility (30): Raises speed by 100%, stackable up to 3 times
Fake Tears (20): Lowers Special Defense by 50%, stackable up to 3 times
-----
Charge (20): Doubles Electric attack damage for the next turn of the user
Helping Hand (20): Allies moves do 50% more damage, always goes first. IN A
DUEL!!!
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap
to that Pokemon, IN A DUEL!!!
Encore (5): Opponent must use the same move they used before for 3 to 6 turns
Quick Attack (30): 13 Normal type damage, always goes first, 13 average damage
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Spark (20): 40 Electric type damage, 30% chance of adding paralysis, 42 average
damage

Comments: Plusle, less damage, more magic durability.  NO OTHER DIFFERENCES
WHATSOEVER.  Middle.


Volbeat (Bug)
140 HP, 93 Atk, 75 Def, 67 SpA, 95 SpD, 105 Spe
Durability: 0.68 physical, 0.86 magical
Special Ability 1 - Swarm: When HP < 33%, all Bug attacks do 50% more
damage

Special Ability 2 - Illuminate: INCREASES ENCOUNTER RATE!!!!

Signal Beam (15): 44 Bug type damage, 10% chance of inflicting confusion, 46
average damage

Moonlight (5): 50% Healing, lowers to 25% if any weather effect is in place,
except Sunnyday, in which case, its boosted to 100%
Confuse Ray (15): Adds Confusion status
Double Team (15): Raises Evade by 33%, stackable up to 6 times
-----
Tail Glow (20): Raises Special Attack by 100%, stackable up to 3 times
Helping Hand (20): Allies moves do 50% more damage, always goes first. IN A
DUEL!!!
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Tackle (35): 15 Normal type damage, 95% accuracy, 15 average damage
Quick Attack (30): 17 Normal type damage, always goes first, 18 average damage
Double-Edge (15): 47 Normal type damage, does damage to user equal to 25% damage
done, 37 net average damage

Comments: Bad damage, bad durability, Moonlight + Double Team can be a pain to
deal with though, as is Confuse Ray.  High Light


Illumise (Bug)
140 HP, 67 Atk, 95 Def, 93 SpA, 75 SpD, 105 Spe
Durability: 0.86 physical, 0.68 magical
Special Ability - Oblivous: Grants immunity to Attract status

Quick Attack (30): 12 Normal type damage, always goes first, 12 average
damage

Moonlight (5): 50% Healing, lowers to 25% if any weather effect is in place,
except Sunnyday, in which case, its boosted to 100%
Charm (5): Lowers opponents attack by 50%, stackable up to 3 times
Flatter (15): Inflicts Confusion status, raises opponents Special Attack by 50%
-----
Encore (5): Opponent must use the same move they used before for 3 to 6 turns
Covet (40): 12 Normal type damage, steals opponents equipped item if user has
none (how you take this is up to you), 12 average damage
Tackle (35): 11 Normal type damage, 95% accuracy, 11 average damage
Helping Hand (20): Allies moves do 50% more damage, always goes first. IN A
DUEL!!!
Wish (10): 50% healing one turn after this is used; note this does not use up
the follow up turn, just the turn its used (Think of it as a Time Bomb that
heals; first turn, its set, 2nd turn, it works)
Sweet Scent (30): Lowers opponents evade by 33%, stackable up to 6 times

Comments: Can we say "FAILS AT LIFE?"  The damage and durability combo alone
kills any thing it can resort to with its Healing, stat breaking or Confusion
status. Puny


Roselia (Grass/Poison)
125 HP, 80 Atk, 65 Def, 120 SpA, 100 SpD, 85 Spe
Durability: 0.53 physical, 0.81 magical
Special Ability 1 - Poison Point: 30% chance of inflicting poison status if
hit with a contact class attack

Special Ability 2 - Natural Cure: Heals Roselia upon swapping out...IN A DUEL!

Synthesis (5): 50% Healing normally, 25% Healing during any weather effect,
except Sunnyday, in which case, its 100%
Stun Spore (30): Adds paralysis status, 75% accuracy
Toxic (10): Adds a special form of poison status where opponent loses 1/16th of
their MHP each turn, this value increases linearly each turn (so 2nd turn,
damage is 1/8th, 3rd turn its 3/16ths, etc.), 85% accuracy
Giga Drain (5): 45 Grass type damage, heals user for 50% damage done, 47
average damage

-----
Magical Leaf (20): 45 Grass type damage, cannot miss, 47 average damage
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
Absorb (20): 17 Grass type damage, heals user for 50% damage done, 18 average
damage
Mega Drain (10): 31 Grass type damage, heals user for 50% damage done, 32
average damage
Ingrain (20): User recovers 1/16th of their MHP each turn, ala Regen status,
user cannot be swapped out
Aromatherapy (5): Heals all status from user and any allies on its team
Grass Whistle (15): Adds Sleep status, 55% accuracy
Leech Seed (10): Inflicts a status where enemy takes damage equal to 1/8th of
their MHP, and heals user for that amount, does NOT count as a status in the
traditional sense (ala confusion), 90% accuracy
Sweet Scent (30): Lowers opponents evade by 33%, stackable up to 6 times
Poison Sting (35): 9 Poison type damage, 30% chance of inflicting poison status,
9 average damage
Petal Dance (20): 53 Grass type damage, forced to be used for 2 to 3 turns, at
the end of which, user is confused, 56 average damage

Comments: Roselia has a nice collection of skills...with no real stats to back
them up.  With the exception of Special Attack...on a typage that's known for
having iffy offense in general.  Low speed, bad durability, especially
physically...looks a lot like a random filler Pokemon from Gen 2.  Light


Swalot (Poison)
175 HP, 93 Atk, 103 Def, 93 SpA, 103 SpD, 75 Spe
Durability: 1.17 physical, 1.17 magical
Special Ability 1 - Liquid Ooze: All draining attacks deal damage to opponent
and heal Swalot

Special Ability 2 - Sticky Hold: Grants immunity to item theft!!!

Sludge Bomb (5): 53 Poison type damage, 30% chance of inflicting poison
status, 56 average damage

Toxic (10): Adds a special form of poison status where opponent loses 1/16th of
their MHP each turn, this value increases linearly each turn (so 2nd turn,
damage is 1/8th, 3rd turn its 3/16ths, etc.), 85% accuracy
Yawn (10): Once opponent is hit with this move, they will be inflicted with
Sleep status the following turn, similar to an Air Anchor effect.  Note that the
way this works in game is its always at the END of the turn after this is used
(meaning if the opponent is slower, they get 2 turns after this move is used, in
game), take this as you will.
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
-----
Poison Gas (40): Adds poison status, 55% accuracy
Sludge (20): 39 Poison type damage, 30% chance of inflicting poison status, 41
average damage
Encore (5): Opponent must use the same move they used before for 3 to 6 turns
Stockpile (10): Adds 1 to "Stock", stackable up to 3 times
Spit Up (10): Does damage based on how much "Stock" it has, does 39 damage per
each stock, 41 on average (meaning it does 0 with no Stock, and 123 w/ 3 Stock),
Stock Returns to 0 after this move is used
Swallow (10): Heals HP based on current stock, at the end of the move, Stock
returns to 0.  If Stock is 0, then attack fails, if Stock is 1, 25% Healing, if
Stock is 2, 50% healing, if Stock is 3, 100% healing.
Pound (35): 17 Normal type damage, 18 average damage
Body Slam (15): 33 Normal type damage, 30% chance of inflicting paralysis, 35
average damage

Comments: Sluggish, not quite durable enough to make up for it either, and
damage isn't much.  Toxic is nice, as well as Amnesia, but not enough.
Light
« Last Edit: December 22, 2007, 02:14:58 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

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

Meeplelard

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Re: Pokemon Gen 3
« Reply #10 on: December 22, 2007, 02:15:29 AM »
Sharpedo (Water/Dark)
145 HP, 140 Atk, 60 Def, 115 SpA, 60 SpD, 115 Spe
Durability: 0.56 physical, 0.56 magical
Special Ability - Rough Skin: If hit with a Contact class attack, then opponent
receives damage equal to 1/16th of their MHP

Crunch (15): 58 Dark type damage, 20% chance of lowering opponent's Special
Defense by 33%, stackable up to 6 times, 61 average damage

Scary Face (10): Lowers opponent's speed by 50%, stackable up to 3 times, 90%
accuracy
Agility (30): Raises speed by 100%, stackable up to 3 times
Swagger (15): Confuses opponent, and doubles opponents attack, counts as +2 to
their Attack Modifier, 90% accuracy
-----
Slash (20): 42 Normal type damage, 25% Critical hit rate, 52 average damage
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Focus Energy (30): Raises Critical hit rate to 12.5%
Rage (20): 13 Normal type damage, for each hit that deals damage between using
Rage and his next turn, attack is raised by 50%, 13 average damage
Bite (25): 44 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 46 average damage
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
Taunt (20): Forces opponent to use only moves that only do damage next turn
Skull Bash (15): 58 Normal type damage, 1 turn charge time, during which, the
users defense is raised by 50%, 30 average damage

Comments: Sharpedo's got excellent speed, alright damage, and a nice speed game
to play with, along with Swagger to screw over mages.  What doesn't Sharpedo
have? Durability.  Takes Magic slightly better than Kongol, and physicals only
slightly better than Luc...due to that, he won't have time to properly apply his
speed game.  What a waste of a nifty skillset.  Low Middle.


Wailord (Water)
245 HP, 110 Atk, 65 Def, 110 SpA, 65 SpD, 80 Spe
Durability: 1.03 physical, 1.03 magical
Special Ability 1 - Oblivious: Grants immunity to Attract status
Special Ability 2 - Water Veil: Grants immunity to Burn Status

Hydropump (5):  83 Water type damage, 80% accuracy, 70 average damage
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
Water Spout (5): 103 Water type damage, damage decreases linearly as HP goes
down, 109 average damage, assuming max HP
-----
Splash (40): 100% Instant death, never fails, ignores immunity, always goes
first! *Shot*
Rollout (20): 15 Rock type damage, user is forced to use this move for 5 turns
or until it misses, each turn damage doubles exponentially, 90% accuracy, NOT
GOING TO GET AVERAGE DAMAGE
Water Gun (25): 29 Water type damage, 30 average damage
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Water Pulse (20): 43 Water type damage, 20% chance of inflicting confusion, 45
average damage
Mist (30): Grants immunity to stat downs used by the opponent
Whirlpool (15): 12 Water type damage, opponent then takes 1/16th of their MHP in
damage each subsequent turn for the next 2-5 turns, 8 average damage
Astonish (15): 15 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 15 average
damage

Comments: When you first see the HP, you'd immediately think this guy is a
massive tank.  However, due to his other defensive stats, he's fairly average at
taking hits. Sluggish, with good damage, and a few tricks, probably ends up in
Middle somewhere.


Camerupt (Ground/Fire)
145 HP, 120 Atk, 90 Def, 125 SpA, 95 SpD, 60 Spe
Durability: 0.85 physical, 0.88 magical
Special Ability - Magma Armor: Grants immunity to the Freeze status

Flamethrower (15): 75 Fire type damage, 10% chance of inflicting Burn status, 79 average damage
Earthquake (10): 75 Ground type damage, 79 average damage
Fissure (5): Instant Death, 30% accuracy, varies upon target's level (higher level = lower chance of success), misses fliers
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
-----
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Focus Energy (30): Raises Critical hit rate to 12.5%
Take Down (20): 45 Normal type damage, 85% accuracy, does damage to user equal
to 25% damage done, 32 net average damage
Double-Edge (15): 60 Normal type damage, does damage to user equal to 25% damage
done, 47 net average damage
Eruption (5): 117 Fire type damage, damage decreases linearly as HP goes down,
124 average damage
Ember (25): 33 Fire type damage, 10% chance of inflicting Burn status, 35 average damage
Magnitude (30): Does random ground damage.  5% chance of 9 damage, 10% chance of 23 damage, 20% chance of 39 damage, 30% chance of 53 damage, 20% chance of 68 damage, 10% chance of 93 damage, 5% chance of 112 damage, 58 average damage.
Tackle (35): 19 Normal type damage, 95% accuracy, 19 average damage
Rock Slide (10): 38 Rock type damage, 30% chance of causing opponent to
flinch if they are slower, 90% accuracy, 35 average damage

Comments: Being one of the ONLY Pokemon (if not THE only) to not only have good damage both Magically and Physically, but they're IDENTICAL, Camerupt stands out for that reason alone, especially since neither move has a downside (Flamethrower wins for more PP and Burn only), really.  This somewhat insures good damage no matter who he faces.  Fissures helps against Healers, and Amnesia helps against mages.  Good typage too by DL standards (his main flaw, Water, isn't common, and he immunes Lightning and Resists Fire.)  Probably a Middle; the speed really sinks him.


Torkoal (Fire)
145 HP, 105 Atk, 160 Def, 105 SpA, 90 SpD, 40 Spe
Durability: 1.50 physical, 0.85 magical
Special Ability - White Smoke: Grants immunity to stat downs used by the opponent

Flamethrower (15): 62 Fire type damage, 10% chance of inflicting Burn status, 65 average damage
Body Slam (15): 38 Normal type damage, 30% chance of adding paralysis, 40
average damage
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
Smokescreen (20): Lowers opponents accuracy by 33%, stackable up to 6 times
-----
Iron Defense (15): Raises defense by 100%, stackable up to 3 times
Smog (20): 10 Poison type damage, 40% chance of inflicting poison status, 70% accuracy, 7 average damage
Ember (25): 28 Fire type damage, 10% chance to inflict burn status, 29 average damage
Heat Wave (10): 67 Fire type damage, 10% chance of inflicting burn status, 90% accuracy, 63 average damage
Flail (15): Does Normal type damage based on HP loss, increases happen only at
intervals given. 100% HP does 11, 68.75% HP does 20, 35.42% does 38, 20.83% does
48, 10.42% does 71, 4.17% does 94
Curse (10): Raises Attack and Defense by 50%, lowers Speed by 33%, stackable up
to 6 times
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Fire Spin (15): 11 Fire type damage, does damage equal to 1/16th of opponents
Max HP for 2-5 turns, 70% accuracy, 8 average damage

Comments: Tankish mage, not much else to say.  Decent defensive game, but SLOW AS HELL.  High Light


Grumpig (Psychic)
155 HP, 65 Atk, 85 Def, 110 SpA, 130 SpD, 100 Spe
Durability: 0.85 physical, 1.30 magical
Special Ability 1 - Thick Fat: Halves all Fire and Ice damage
Special Ability 2 - Own Tempo: Grants immunity to Confusion status

Psychic (10): 62 Psychic type damage, 10% chance of lowering Special Attack by 33%, stackable up to 6 times, 65 average damage
Confuse Ray (10): Adds confusion status
Psych Up (10): Raises users stat modifiers to be equal that of the opponent
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
-----
Splash (40): ...I think we know this move by now
Snore (15): 12 Normal type damage, can only be used if user is asleep, otherwise, automatically fails, 12 average damage
Psywave (15): Does random non typed damage between 25 to 75, 80% accuracy, 40 average damage
Odor Sleuth (40): Users attacks will all ignore accuracy modifiers
Psybeam (20): 45 Psychic type damage, 10% chance of adding confusion status, 47
average damage
Magic Coat (15): If user is hit with a status effect the turn this is used, then the attack is reflected back at the opponent, and the user remains untouched, always goes first
Bounce (5): 24 Flying type damage, user is forced to skip first turn, during which it cannot be attacked ala Final Fantasy Jump, 85% accuracy, 10 average damage

Comments: All I can say is, compare Grumpig to Gardevoir, and you have to wonder WHY he exists.  Its not even a "Hypno vs. Alakazam" contest which was original battle of pure psychics like RBY had; it's a pure slaughter here.  Middle I guess.


Spinda (Normal)
135 HP, 80 Atk, 80 Def, 80 SpA, 80 SpD, 80 Spe
Durability: 0.70 physical, 0.70 magical
Special Ability - Own Tempo: Grants immunity to Confusion status

Double-Edge (15): 61 Normal type damage, does damage to user equal to 25% damage done, 48 net average damage
Teeter Dance (20): Adds confusion status
Flail (15): Does Normal type damage based on HP loss, increases happen only at
intervals given. 100% HP does 13, 68.75% HP does 24, 35.42% does 45, 20.83% does
55, 10.42% does 81, 4.17% does 108
Hypnosis (20): Inflicts Sleep status, 60% accuracy
-----
Tackle (35): 19 Normal type damage, 95% accuracy, 19 average damage
Faint Attack (20): 21 Dark Type damage, cannot miss, 22 average damage
Psybeam (20): 22 Psychic type damage, 10% chance of adding confusion status, 23
average damage
Dizzy Punch (10): 36 Normal type damage, 20% chance of inflicting confusion, 38 average damage
Uproar (10): 26 Normal type damage, forced to be used for 2 to 5 turns, during which user cannot be hit with Sleep status, 27 average damage
Thrash (20): 45 Normal type damage, used for 2 to 3 turns, at the end of which, user is confused, 48 average damage
Psych Up (10): Raises users stat modifiers to be equal that of the opponent

Comments: Bad stats, unreliable status overall, pretty much spells out a textbook Light if you ask me.


Flygon (Ground/Dragon)
155 HP, 120 Atk, 100 Def, 100 SpA, 100 SpD, 120 Spe
Durability: 1.00 physical, 1.20 magical
Special Ability - Levitate: Grants Immunity to Ground type attacks

Dragonbreath (15): 39 Dragon type damage, 30% chance of adding paralysis, 41
average damage

Sand Attack (15): Lowers target's accuracy by 33%, stackable up to 6 times
Hyper Beam (5): 75 Normal type damage, user skips next turn if move hits, 90%
accuracy, 35 average damage
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
-----
Dig (10): 45 Ground type damage, user is forced to skip turn, at which point they cannot be hit, ala Final Fantasy Jump, 85% accuracy, 28 average damage
Sandstorm (5): Causes a Weather effect where at the end of every turn, both Pokemon lose 1/16th of their MHP, unless they are Ground, Rock or Steel type, lasts 5 turns
Bite (25): 26 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 27 average damage
Faint Attack (20): 26 Dark Type damage, cannot miss, 27 average damage
Sand Tomb (15): 12 Ground type damage, opponent takes 1/16th of their MHP in damage for 2 to 5 turns after this is used, 8 average damage
Crunch (15): 34 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 36 average damage

Comments: Good speed, but not much else, albeit, doesn't have many flaws besides 4x damage from Ice, Middle


Cacturn (Grass/Dark)
145 HP, 135 Atk, 80 Def, 135 SpA, 80 SpD, 75 Spe
Durability: 0.75 physical, 0.75 magical
Special Ability - Sand Veil: Raises evasion when Sand Storm weather effect is activated.  Also, grants immunity to damage done by the Sand Storm Weather effect.

Faint Attack (20): 51 Dark type damage, cannot miss, 54 average damage
Sand Storm (10): Causes a weather effect where every turn, for the next 5 turns,
the opponent takes 1/16th MHP damage, unless they are Rock, Ground or Steel
Type.
Sand Attack (15): Lowers target's accuracy by 33%, stackable up to 6 times
Cottom Spore (40): Lowers target's speed by 50%, stackable up to 3 times, 85% accuracy
-----
Needle Arm (15): 51 Grass type damage, 30% chance of causing opponent to flinch if they are slower, 54 average damage
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
Leech Seed (10): Inflicts a status where enemy takes damage equal to 1/8th of
their MHP, and heals user for that amount, does NOT count as a status in the
traditional sense (ala confusion), 90% accuracy
Ingrain (20): User recovers 1/16th of their MHP each turn, ala Regen status,
user cannot be swapped out
Absorb (20): 18 Grass type damage, heals user for 50% damage done, 19 average
damage
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Poison Sting (35): 9 Poison type damage, 30% chance to add poison status, 9
average damage
Revenge (10): 34 Fighting type damage, does double damage if user takes damage the turn this was used, always goes last, 36 average damage
Destiny Bond (5): If user is defeated by opponent's next attack, then the opponent is defeated as well
Pin Missile (20): 9 Bug type damage, hits 2 to 5 times, 85% accuracy, 28 average damage

Comments: Slow and lacking in durability, as well as low damage, and no real stellar tricks.  Textbook Light


Altaria (Flying/Dragon)
150 HP, 90 Atk, 110 Def, 90 SpA, 125 SpD, 100 Spe
Durability: 1.06 physical, 1.21 magical
Special Ability - Natural Cure: Recovers from status upon swapping


Sky Attack (5): 79 Flying type damage, requires one turn to charge, 90% accuracy, 37 average damage
Dragon Dance (20): Increases Speed and Attack by 50%, stackable up to 6 times
Sing (15): Adds sleep status, 55% accuracy
Safeguard (5): Grants immunity to all status besides Instant Death for 5 turns
-----
Dragonbreath (20): 34 Dragon type damage, 30% chance of inflicting paralysis, 36 average damage
Take Down (20): 34 Normal type damage, 85% accuracy, does damage to user equal
to 25% damage done, 23 net average damage
Astonish (15): 12 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 12 average damage
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Mist (30): Makes user immune to all stat modifiers used by the opponent
Refresh (20): Heals user from all status effects
Peck (35): 20 Flying type damage, 21 average damage
Perish Song (5): 3 turns after this move is used, if the user and the opponent are still active, both will automatically faint
Fury Attack (20): 6 Normal type damage, hits 2 to 5 times, 85% accuracy, 18 average damage

Comments: Strategy is probably best to put enemy to sleep (or Safeguard first), Dragon Dance a bunch, then Sky Attack and hope that OHKOs.  Unfortunatly, Sing isn't reliable enough for this to really go far.  Light


Zangoose (Normal)
148 HP, 135 Atk, 80 Def, 80 SpA, 80 SpD, 110 Spe
Durability: 0.76 physical, 0.76 magical
Special Ability - Immunity: Grants immunity to the Poison (and Toxic) status.

Slash (20): 59 Normal type damage, 25% Critical hit rate, 73 average damage
Sword Dance (30): Raises Attack by 100%, stackable up to 3 times
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Detect (5): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
-----
Crush Claw (10): 64 Normal type damage, 50% chance of lowering target's defense by 33%, stackable up to 6 times, 90% accuracy, 61 average damage
Fury Cutter (20): 6 Bug type damage, damage doubles each consecutive successful hit up to the 5th use, 95% accuracy, 6 average damage
Scratch (35): 34 Normal type damage, 36 average damage
Taunt (20): Forces opponent to use only moves that only do damage next turn
Quick Attack (30): 34 Normal type damage, always goes first, 36 average damage
False Swipe (40): 34 Normal type NON LETHAL damage, 36 average damage
Pursuit (20): 15 Dark type damage, deals double damage if opponent was swapped in this turn, 15 average damage

Comments: Good speed, and somewhat anti healer with Sword Dance and defense lowers.  Granted, the defenses are a bit suspect, so he likely won't get more than one turn to really use Sword Dance and such.  Good are murdering Healers, and otherwise is forced into a straight slugfest.  Light/Middle


Seviper (Poison)
148 HP, 120 Atk, 80 Def, 120 SpA, 80 SpD, 85 Spe
Durability: 0.76 physical, 0.76 magical
Special Ability - Shed Skin: 30% chance of removing any status effect at the end of each turn

Poison Tail (25): 39 Poison type damage, 25% Critical Hit rate, 10% chance of inflicting poison status, 48 average damage
Glare (30): Adds paralysis, 75% accuracy
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
Swagger (15): Confuses opponent, and doubles opponents attack, counts as +2 to
their Attack Modifier, 90% accuracy
-----
Poison Fang (40): 39 Poison type damage, 30% chance of inflicting "Toxic" status, 41 average damage
Haze (30): Dispels all stat modifiers on both the user and the opponent
Lick (30): 11 Ghost type damage, 30% chance of inflicting paralysis, 11 average damage
Wrap (20): 8 Normal type damage, opponent receives 1/16th of their MHP in damage for the next 2 to 5 turns, 85% accuracy, 7 average damage
Bite (25): 31 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 32 average damage
Crunch (15): 41 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 43 average damage

Comments: A bit of a status whore, but nothing more.  Light


Lunatone (Rock/Psychic)
145 HP, 75 Atk, 85 Def, 115 SpA, 105 SpD, 90 Spe
Durability: 0.79 (1.58) physical, 0.98 magical
Special Ability - Levitate: Grants immunity to Ground type attacks

Psychic (10): 65 Psychic type damage, 10% chance of lowering targets special
defense, 69 average damage

Cosmic Power (20): Raises Defense and Special Defense by 50%, stackable up to 6 times
Hypnosis (20): Inflicts Sleep status, 60% accuracy
Future Sight (15): 39 Non typed special damage, move is used 3 turns after it is
set, NOT a charge time, more like a time bomb, as user can still act during the
3 turns after it, 90% accuracy, 37 average damage
-----
Confusion (25): 37 Psychic type damage, 10% chance of adding confusion status,
39 average damage
Harden (30): Raises defense by 50%, stackable up to 6 times
Tackle (35): 12 Normal type damage, 95% accuracy, 13 average damage
Psywave (15): Does random damage between 25 to 75, 80% accuracy, 40 average
Damage
Rock Throw (15): 25 Rock type damage, 90% accuracy, 23 average damage
Explosion (5): 78 Normal type damage, user faints as a result of the attack, 83
average damage

Comments: Decent physical durability, passable damage, and an excellent defensive buffer.  A bit slow, though, Hypnosis helps compensate for that.  High Middle


Solrock (Rock/Psychic)
145 HP, 115 Atk, 105 Def, 75 SpA, 85 SpD, 90 Spe
Durability: 0.98 (1.96) physical, 0.79 magical
Special Ability - Levitate: Grants Immunity to Ground type attacks

Rock Slide (10): 54 Rock type damage, 30% chance of causing opponent to
flinch if they are slower, 90% accuracy, 51 average damage

Cosmic Power (20): Raises Defense and Special Defense by 50%, stackable up to 6 times
Confusion (25): 25 Psychic type damage, 10% chance of adding confusion status,
26 average damage
Fire Spin (15): 6 Fire type damage, does damage equal to 1/16th of opponents
Max HP for 2-5 turns, 70% accuracy, 4 average damage
-----
Rock Throw (15): 40 Rock type damage, 90% accuracy, 38 average damage
Psywave (15): Does random damage between 25 to 75, 80% accuracy, 40 average
Damage
Solarbeam (10): 38 Grass type damage, requires one turn to charge, 20 average damage
Explosion (5): 118 Normal type damage, user faints as a result of the attack, 125 average damage
Tackle (35): 18 Normal type damage, 95% accuracy, 18 average damage
Harden (30): Raises defense by 50%, stackable up to 6 times

Comments: Fighter version of Lunatone.  Better physical durability, but suspect Magic durability (instead of average) in return.  Lacks Hypnosis too, and its damage is worse.  Clearly the inferior of the two.  Middle


Whiscash (Water/Ground)
185 HP, 98 Atk, 93 Def, 96 SpA, 91 SpD, 80 Spe
Durability: 1.11 physical, 1.09 magical
Special Ability - Oblivious: Grants immunity to Attract status

Earthquake (10): 62 Ground type damage, 65 average damage
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
Fissure (5): Instant Death, 30% accuracy
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
-----
Mud Sport (15): LOWERS DAMAGE DONE BY ELECTRICAL ATTACKS! ON A GROUND TYPE!!!
Water Sport (15): Lowers damage done by Fire type attacks by 50%
Tickle (20): Lowers targets Attack and Defense by 33%, stackable up to 6 times
Mud-Slap (10): 14 Ground type damage, lowers targets accuracy by 33%, stackable up to 6 times, 14 average damage
Future Sight (15): 32 Non typed special damage, move is used 3 turns after it is
set, NOT a charge time, more like a time bomb, as user can still act during the
3 turns after it, 90% accuracy, 30 average damage
Water Gun (25): 37 Water type damage, 39 average damage
Snore (15): 15 Normal type damage, can only be used if user is asleep, otherwise, automatically fails, 16 average damage
Magnitude (30): Does random ground damage.  5% chance of 8 damage, 10% chance of 19 damage, 20% chance of 31 damage, 30% chance of 44 damage, 20% chance of 56 damage, 10% chance of 68 damage, 5% chance of 92 damage, 46 average damage.

Comments: Gen 3's answer to Quagsire, basically.  Solid skillset, but nerfed by being slow.  Good typage albeit.  Middle


Crawdaunt (Water/Dark)
138 HP, 140 Atk, 105 Def, 110 SpA, 75 SpD, 75 Spe
Durability: 0.93 physical, 0.67 magical
Special Ability 1 - Hyper Cutter: Grants immunity to modifiers that Lower Attack
Special Ability 2 - Shell Armor: Grants immunity to critical hits

Crabhammer (10): 62 Water type damage, 25% critical hit rate, 85% accuracy, 65 average damage
Crunch (15): 56 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 59 average damage
Harden (30): Raises defense by 50%, stackable up to 6 times
Guillotine (5): Instant Death, 30% accuracy
-----
Sword Dance (30): Raises Attack by 100%, stackable up to 3 times
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Taunt (20): Forces opponent to use only moves that only do damage next turn
Knock Off (20): 15 Dark type damage, opponent drops their equipped item (make of
that as you will), 15 average damage
Vicegrip (30): 32 Normal type damage, 34 average damage
Bubblebeam (20): 45 Water type damage, 10% chance of lowering speed by 33%,
stackable up to 6 times, 47 average damage
Bubble (30): 15 Water type damage, 10% chance of lowering speed by 33%,
stackable up to 6 times, 15 average damage

Comments: Averagish damage, bad speed, and bad overall durability make a pretty badly thought out Pokemon.  Massive Attack…on a Water/Dark Type? With no decent physical moves to work from? And they give him Sword Dance too. High Light


Claydol (Ground/Psychic)
135 HP, 90 Atk, 125 Def, 90 SpA, 140 SpD, 95 Spe
Durability: 1.09 physical, 1.22 magical
Special Ability - Levitate: Grants immunity to Ground type attacks

Psybeam (20): 37 Psychic type damage, 10% chance of adding confusion status, 39 average damage
Cosmic Power (20): Raises Defense and Special Defense by 50%, stackable up to 6 times
Mud Slap (10): 12 Ground type damage, lowers accuracy by 33%, stackable up to 6
times, 12 average damage
Hyper Beam (5): 56 Normal type damage, user skips next turn if move hits, 90%
accuracy, 26 average damage
-----
Confusion (25): 29 Psychic type damage, 10% chance of adding confusion status,
30 average damage
Harden (30): Raises defense by 50%, stackable up to 6 times
Ancient Power (5): 23 Rock type damage, 10% chance to raise all stats besides
HP, 24 average damage
Rock Tomb (10): 19 Rock type damage, lowers targets speed by 33%, stackable up to 6 times, 80% accuracy, 16 average damage
Sand Storm (10): Causes a weather effect where every turn, for the next 5 turns,
the opponent takes 1/16th MHP damage, unless they are Rock, Ground or Steel
Type.
Teleport (20): Allows user to escape battle 100% of the time!!!
Rapid Spin (40): 9 Normal type damage, breaks out of trap affects (like Wrap) and Leech Seed status, 9 average damage
Explosion (5): 93 Normal type damage, user faints as a result of the attack,
98 average damage
Self Destruct (5): 75 Normal type damage, user faints as a result of the attack, 79 average damage

Comments: Claydol has a nifty tanking game, with good durability and Cosmic Power to back it up, as well as Mud Slap thrown in the mix.  What does he lack?  Damage.  It'll take a while for him to kill stuff, even with Hyper Beam as a finisher.  Doesn't help he's below average speed either.  Middle

Cradily (Rock/Grass)
161 HP, 101 Atk, 117 Def, 101 SpA, 127 SpD, 63 Spe
Durability: 1.21 (2.42) physical, 1.32 magical
Special Ability - Suction Cups: Grants immunity to Roar and Whirlwind

Ancient Power (5): 39 Rock type damage, 10% chance to raise all stats besides
HP, 41 average damage

Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
Confuse Ray (15): Adds Confusion status
Ingrain (20): User recovers 1/16th of their MHP each turn, ala Regen status,
user cannot be swapped out
-----
Astonish (15): 14 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 14 average
damage
Constrict (35): 6 Normal type damage, 10% chance of lowering target's speed by 33%, stackable up to 6 times, 6 average damage
Acid (30): 18 Poison type damage, 10% chance of lowering target's defense by 33%, stackable up to 6 times, 19 average damage
Stockpile (10): Adds 1 to "Stock", stackable up to 3 times
Spit Up (10): Does damage based on how much "Stock" it has, does 43 damage per
each stock, 44 on average (meaning it does 0 with no Stock, and 129 w/ 3 Stock),
stock returns to 0 at the end of this attack
Swallow (10): Heals HP based on current stock, at the end of the move, Stock
returns to 0.  If Stock is 0, then attack fails, if Stock is 1, 25% Healing, if
Stock is 2, 50% healing, if Stock is 3, 100% healing.

Comments: Another Tank dueller, only this one is somewhat more durable, especially baring the Rock type, and even slower.  Amnesia makes him a pain to kill, combined with his already high physical resistance, and Confuse Ray can be used to be annoying.  Granted, his damage is a bit lacking.  Middle


Armaldo (Rock/Bug)
150 HP, 145 Atk, 120 Def, 90 SpA, 100 SpD, 65 Spe
Physical: 1.16 (2.32) physical, 0.97 magical
Special Ability - Battle Armor: Grants immunity to critical hits

Rock Blast (10): 23 Rock type damage, hits 2 to 5 times, 80% accuracy, 68 average damage
Slash (20): 43 Normal type damage, 25% critical hit rate, 53 average damage
Harden (30): Raises defense by 50%, stackable up to 6 times
Mud Sport (15): Halves damage done by electrical attacks
-----
Metal Claw (35): 31 Steel type damage, 10% chance of raising attack by 50%, stackable up to 6 times, 95% accuracy, 31 average damage
Scratch (35): 25 Normal type damage, 26 average damage
Water Gun (25): 16 Water type damage, 17 average damage
Fury Cutter (20): 11 Bug type damage, doubles damage on each consecutive hit, up to the 5th hit, 95% accuracy, 11 average damage
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Ancient Power (5): 56 Rock type damage, 10% chance to raise all stats besides
HP, 59 average damage

Comments: Since he's a rock type, he can tank…and that's really all he can do.  Totally lacking on variety in the skillset, damage isn't that special, and he's slow.  Middle only due to the physical durability.

Milotic (Water)
170 HP, 80 Atk, 99 Def, 120 SpA, 145 SpD, 101 Spe
Durability: 1.08 physical, 1.59 magical
Special Ability - Magical Scale: Defense raises by 50% if Milotic is inflicted with a status, counts as +1 to defense modifiers

Hydropump (5): 90 Water type damage, 80% accuracy, 76 average damage
Recover (20): 50% healing
Safeguard (5): Grants immunity to status for 5 turns
Rain Dance (5): Creates a Weather Effect where water damage is increased by 50%, Fire damage is halved, and Thunder hits 100% of the time and ignore evasion/accuracy modifiers, lasts 5 turns
-----
Water Sport (15): Halves damage done by Fire attacks
Water Pulse (20): 45 Water type damage, 20% chance to inflict confusion, 47 average damage
Refresh (20): Heals user from all status effects
Water Gun (25): 31 Water type damage, 32 average damage
Twister (20): 21 Dragon type damage, does double damage if target is using Fly or Bounce, 20% chance of causing Flinch if target is slower, 22 average damage
Wrap (20): 6 Normal type damage, does damage equal to 1/16th of their MHP each turn for the next 2 to 5 turns, 85% accuracy, 5 average damage
Attract (10): If opponent is opposite Gender, there will by a 50% chance of them
not attacking after this move is applied
Tackle (35): 13 Normal type damage, 95% accuracy, 13 average damage
Splash (40): …I am not hyping this move again…
Flail (15): Does Normal type damage based on HP loss, increases happen only at
intervals given. 100% HP does 9, 68.75% HP does 16, 35.42% does 30, 20.83% does
37, 10.42% does 54, 4.17% does 67

Comments: Good damage, Rain Dance to boost it, excellent at tanking magic, Recover and Safeguard…only real flaw is its damage is all water reliant, and it only has 5 shots of its big damage.  Heavy


Milotic's got an unevolved form that people demanded be brought up, so…

Feebas (Water)
95 HP, 35 Atk, 40 Def, 30 SpA, 75 SpD, 100 Spe
Durability: 0.25 physical, 0.46 magical
Special Ability - Swift Swim: Doubles speed in Rain Dance weather effect, this counts as +2 to Speed modifier

Tackle (35): 6 Normal type damage, 95% hit rate, 6 average damage
Splash (40): You should now what this does by now >_>
Flail (15): Does Normal type damage based on HP loss, increases happen only at
intervals given. 100% HP does 5, 68.75% HP does 8, 35.42% does 14, 20.83% does
17, 10.42% does 25, 4.17% does 32

Comments: Well, he's got AVERAGE SPEED, as well as the SAME TYPAGE AS THE FAMOUS KYOGRE!  Winning Godlike! …ok, seriously, this guy is just Magikarp who takes physicals worse but magic better.  Puny


Castform (Normal)
145 HP, 90 Atk, 90 Def, 90 SpA, 90 SpD, 90 Spe
Durability: 0.84 physical, 0.84 magical
Special Ability - Forecast: Typage changes based on current weather condition.  Sunnyday yields Fire type, Rain Dance yields Water Type, and Hail yields Ice type. If no Weather effect is in place, then he retains his Normal type.

Weatherball (10): 29 Normal type damage, type of damage changes during weather effects.  Under Rain Dance, its Water type damage, under Sunnyday, its Fire type damage, under Hail, its Ice type damage.  Given Castform's special ability Forecast, damage will never change (type resistances aside), as his type changes to the same as Weatherball's.  31 average damage (47 damage if under Sunnyday or Rain Dance)
Sunnyday (5): Adds a weather effect that halves all Water damage, adds 50% to
Fire damage, and makes Solar Beam be able to be used instantly, lasts for 5
turns.
Hail (5): Adds a weather effect that does 1/16th MHP to all targets each turn, unless they are an Ice type
Rain Dance (5): Adds a weather effect that halves all Fire damage, adds 50% to
Water damage, and makes Thunder have perfect accuracy and ignore evade, lasts
for 5 turns.
-----
Tackle (35): 20 Normal type damage (14 after a Weather Effect), 95% accuracy, 20 average damage (14 after a Weather Effect)
Ember (30): 16 Fire type damage (36 under Sunnyday, 8 under Rain Dance), 10% chance of inflicting Burn status, 17 average damage (38 under Sunnyday, 8 under Rain Dance)
Water Gun (25): 16 Water type damage (36 under Rain Dance, 8 under Sunnyday), 17 average damage (38 under Rain Dance, 8 under Sunnyday)
Power Snow (25): 16 Ice type damage (24 under Hail), 17 average damage (25 under Hail)

Comments: Interesting Pokemon.  He has the ability to change his type on a whim, and even increase his damage if its Fire or Water he prefers.  His problem? His stats are trashy; every one of them is 10 below average.  Can't really see him getting out of Light, what wasted potential for such a neat concept.


Kecleon (Normal)
135 HP, 110 Atk, 90 Def, 80 SpA, 140 SpD, 60 Spe
Durability: 0.78 physical, 1.22 magical
Special Ability - Color Change: Type changes depending on what kind of attack Kecleon is hit with.  For example, if Kecleon is hit with Ember, then his type changes to Fire type.

(For my own sanity, I'm assuming he's his default type, Normal, for all damages.  Obviously, alter damage's accordingly after he's been attacked)

Slash (20): 48 Normal type damage, 25% critical hit rate, 60 average damage
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
Lick (30): 10 Ghost type damage, 30% chance of inflicting paralysis, 10 average damage
Ancient Power (5): 29 Rock type damage, 10% chance to raise all stats besides
HP, 30 average damage
-----
Scratch (35): 29 Normal type damage, 30 average damage
Astonish (15): 15 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 15 average
damage
Tail Whip (30): Lowers Defense by 33%, stackable up to 6 times
Bind (10): 12 Normal type damage, target takes 1/16th of their MHP each turn for the next 2 to 5 turns, 75% accuracy, 9 average damage
Substitute (10): User sacrifices 25% of their MHP to create a "substitute" with HP equal to that amount of HP lost.  While the sub is up, the user is immune to all status, and any excess damage dealt to the sub beyond its HP is not carried over to the user.  Instant Death acts just like lethal damage to the sub. If User's HP is equal to or below 25% his Maximum, then using Substitute is impossible.  Note that if attack hits multiple times, then any hit done after the lethal damage hit DOES deal damage to the user (as in, the Sub dies to the previous hit.), and any status dealt BEFORE the Sub is used will still be active normally after the sub (so Poison damage still hits the user, if the Sub is out)
Fury Swipes (15): 14 Normal type damage, hits 2 to 5 times, 80% accuracy, 41 average damage
Thief (10): 11 Dark type damage, user steals targets item if he has none equipped, take this as you will, 11 average damage
Faint Attack (20): 16 Dark Type damage, cannot miss, 17 average damage
Psybeam (20): 18 Psychic type damage, 10% chance of adding confusion status, 19 average damage

Comments: Kecleon's are one of the more annoying enemies in game, only cause of Color Change; the move that means you can't spam your stronger special attacks at them since they'll just resist it next turn.  This is a nifty trait in the DL…or would be if it didn't hurt their average damage, which is backed up by very restricted skills.  High Light, I guess.


Banette (Ghost)
139 HP, 135 Atk, 85 Def, 103 SpA, 83 SpD, 85 Spe
Durability: 0.76 (Immune) physical, 0.74 magical
Special Ability - Insomnia: Grants immunity to Sleep status.

Shadowball (15): 68 Ghost type damage, 20% chance of lowering target's SpD by 33%, stackable up to 6 times, 72 average damage
Will-o-Wisp (5): Adds Burn status, 75% hit rate
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
Night Shade (15): 50 Ghost type damage, Ignores Defense and all other damage modifiers, 50 average damage.
-----
Spite (10): Target's PP is lowered by 2-5 of the last move they used.
Grudge (5): If user faints the same turn this is used by a direct attack from the opponent, then the PP of the opponent's move reduces to 0.  WORTHLESS, in a duel.
Curse (10): Halves users HP to add a status that does 1/4th MHP in damage each turn ala poison.  This does not count as a status in the traditional sense, like Confusion.
Snatch (10): 6 Dark type damage, if opponent uses a move that boosts itself, then the user of Snatch goes first that turn, and cancels opponents turn, and uses the move instead of Snatch, 6 average damage.
Knock Off (20): 10 Dark type damage, opponent drops their equipped item (make of
that as you will), 10 average damage
Faint Attack (20): 27 Dark Type damage, cannot miss, 28 average damage

Comments: Being a Ghost type, its immune to physicals, which is always nifty. Decent damage, Will-o-wisp can be annoying as a status, and Snatch can be a neat trick depending on opponent.  Pity its not good against Mages, and its slow.  Middle


Dusclops (Ghost)
115 HP, 90 Atk, 150 Def, 80 SpA, 150 SpD, 45 Spe
Durability: 1.11 (immune) physical, 1.11 magical
Special Ability - Pressure: All attacks use 2 PP a turn instead of 1.


Night Shade (15): 50 Ghost type damage, Ignores Defense and all other damage modifiers, 50 average damage.
Confuse Ray (15): Adds confusion
Will-o-Wisp (5): Adds Burn status, 75% hit rate
Disable (20): Opponent can't use the last move they used for 2 to 5 turns, 55% accuracy
-----
Shadowpunch (20): 34 Ghost type damage, cannot miss, 36 average damage
Bind (10): 12 Normal type damage, target takes 1/16th of their MHP each turn for the next 2 to 5 turns, 75% accuracy, 9 average damage
Curse (10): Halves users HP to add a status that does 1/4th MHP in damage each turn ala poison.  This does not count as a status in the traditional sense, like Confusion.
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Future Sight (15): 28 Non typed special damage, move is used 3 turns after it is
set, NOT a charge time, more like a time bomb, as user can still act during the
3 turns after it, 90% accuracy, 26 average damage
Mean Look (5): Target is unable to swap out. IN A DUEL.
Pursuit (20): 15 Dark type damage, does doubles damage if opponent swaps, 15
average damage
Astonish (15): 12 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 12 average
damage

Comments: Being a Ghost type, he's immune to physicals.  Confuse Ray and Will-o-wisp are decent status options, and Disable can be used to screw up one trick ponies. Damage is a bit lacking, as is the speed. Middle


Tropius (Grass/Flying)
174 HP, 88 Atk, 103 Def, 92 SpA, 107 SpD, 71 Spe
Durability: 1.16 physical, 1.20 magical
Special Ability - Chlorophyll: Raises speed by 100% during Sunnyday Weather effect, this is considered +2 to Speed Modifier

Razor Leaf (25): 33 Grass type damage, 25% Critical hit rate, 95% accuracy, 39 average damage
Synthesis (5): 50% Healing, 25% under any weather effect besides Sunnyday, in which case, its 100%
Body Slam (15): 31 Normal type damage, 30% chance of adding paralysis, 32 average damage
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
-----
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Gust (35): 23 Flying type damage, 24 average damage
Whirlwind (20): Switches opponent to a random one Pokemon on their team...IN A
DUEL!  Always goes last.
Sweet Scent (30): Lowers opponents evade by 33%, stackable up to 6 times
Stomp (20): 24 Normal type damage, 30% chance of causing opponent to flinch if they are slower, 25 average damage
Magical Leaf (20): 36 Grass type damage, cannot miss, 38 average damage
Solar Beam (10): 69 Grass type damage, one turn charge time, 36 average damage

Comments:  You know it's sad when you require 3 Growths to make your Solar Beam OHKO something.  Anyway, a bit sluggish, decent durability, some healing, and unimpressive damage.  Oh, and takes 4x damage from Ice, and has a blatant Fire weakness too, winning combo there for these purposes.  Light/Middle


Chimecho (Psychic)
140 HP, 70 Atk, 90 Def, 115 SpA, 100 SpD, 85 Spe
Durability: 0.81 physical, 0.90 magical
Special Ability - Levitate: Grants immunity to Ground type attacks

Psychic (10): 65 Psychic type damage, 10% chance of lowering SpD by 33%, stackable up to 6 times, 69 average damage
Safeguard (5): Grants immunity to all status besides Instant Death for 5 turns
Yawn (10): Once opponent is hit with this move, they will be inflicted with
Sleep status the following turn, similar to an Air Anchor effect.  Note that the
way this works in game is its always at the END of the turn after this is used
(meaning if the opponent is slower, they get 2 turns after this move is used, in
game), take this as you will.
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
-----
Heal Bell (5): Full status healing
Wrap (20): 6 Normal type damage, opponent receives 1/16th of their MHP in damage for the next 2 to 5 turns, 85% accuracy, 5 average damage
Astonish (15): 10 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 10 average
damage
Take Down (20): 27 Normal type damage, 85% accuracy, does damage to user equal
to 25% damage done, 18 net average damage
Double-Edge (15): 35 Normal type damage, does damage to user equal to 25% damage
done, 27 net average damage
Uproar (10): 16 Normal type damage, user is forced to use this move for 2-5
turns, during which time, he is immune to sleep, 17 average damage
Confusion (25): 37 Psychic type damage, 10% chance of inflicting confusion, 39 average damage
Psywave (15): Does random damage between 25 to 75, 80% accuracy, 40 average
damage

Comments: Passable damage, some tricks in Safeguard and Yawn, but otherwise unimpressive overall. Yet another Middle


Absol (Dark)
140 HP, 150 Atk, 80 Def, 95 SpA, 80 SpD, 95 Spe
Durability: 0.72 physical, 0.72 magical
Special Ability - Pressure: Doubles the amount of PP used

Slash (20): 44 Normal type damage, 25% Critical hit rate, 55 average damage
Double Team (15): Raises Evade by 33%, stackable up to 6 times
Sword Dance (30): Raises Attack by 100%, stackable up to 3 times
Bite (25): 37 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 39 average damage
-----
Future Sight (15): 32 Non typed special damage, move is used 3 turns after it is
set, NOT a charge time, more like a time bomb, as user can still act during the
3 turns after it, 90% accuracy, 30 average damage
Scratch (35): 26 Normal type damage, 27 average damage
Quick Attack (30): 26 Normal type damage, goes first, 27 average damage
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Razor Wind (10): 50 Normal type damage, one turn charge time, 26 average damage
Taunt (20): Forces opponent to use only moves that only do damage next turn
Perish Song (5): 3 turns after this move is used, if the user and the opponent are still active, both will automatically faint

Comments: Frail, nonstellar damage, and slow, winning combo right there.  Double Team and Sword Dance are meant to save it…but they kind of don't when the thing in question lacks speed or durability to use it. Light


Glalie (Ice)
155 HP, 100 Atk, 100 Def, 100 SpA, 100 SpD, 100 Spe
Durability: 1.00 physical, 1.00 magical
Special Ability - Inner Focus: Grants immunity to flinching


Ice Beam (10): 59 Ice type damage, 10% chance of inflicting freeze, 62 average damage
Double Team (15): Raises Evade by 33%, stackable up to 6 times
Icy Wind (15): 36 Ice type damage, lowers opponents speed by 33%, stackable up to 6 times, 36 average damage
Sheer Cold (5): Instant Death, 30% accuracy, fails on those immune to Ice
-----
Blizzard (5): 75 Ice type damage, 10% chance of inflicting freeze, 70% accuracy, 55 average damage
Powder Snow (25): 26 Ice type damage, 10% chance of inflicting freeze, 27 average damage
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Hail (5): Adds a weather effect that does 1/16th MHP to all targets each turn, unless they are an Ice type
Bite (25): 26 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 27 average damage
Crunch (15): 43 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 45 average damage
Headbutt (15): 34 Normal type damage, 30% chance of causing opponent to flinch if they are slower, 36 average damage

Comments: It's literally impossible to get more average than this guy when it comes to stats.  Only Pokemon who is dead average in every single stat.  Anyway, being average in every stat, he's pretty average as a dueller too.  ID, Powder Snow to mess with speed, Double Team for a defensive options and, of course, averagish damage.  Textbook Middle

« Last Edit: December 22, 2007, 02:18:04 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

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

Meeplelard

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Re: Pokemon Gen 3
« Reply #11 on: December 22, 2007, 02:23:43 AM »
Walrein (Water/Ice)
185 HP, 100 Atk, 110 Def, 115 SpA, 110 SpD, 85 Spe
Durability: 1.31 physical, 1.31 magical
Special Ability - Thick Fat: Halves damage from Fire and Ice type attacks

Blizzard (5): 86 Ice type damage, 10% chance of inflicting freeze status, 70% accuracy, 63 average damage
Sheer Cold (5): Instant Death, 30% accuracy, fails on those immune to Ice
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
Defense Curl (40): Raises defense by 50%, stackable up to 6 times
-----
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Water Gun (25): 31 Water type damage, 32 average damage
Powder Snow (25): 31 Ice type damage, 10% chance of inflicting freeze status, 32 average damage
Encore (5): Opponent must use the same move they used before for 3 to 6 turns
Aurora Beam (20): 47 Ice type damage, 10% chance of lowering attack by 33%, stackable up to 6 times, 49 average damage
Hail (5): Adds a weather effect that does 1/16th MHP to all targets each turn, unless they are an Ice type
Body Slam (15): 36 Normal type damage, 30% chance of inflicting paralysis, 38 average damage
Ice Ball (20): 23 Ice type damage, user is forced to use this move for 5 turns straight or until it misses, whatever comes first, each hit does double the damage of the last (so 2nd does 46, 3rd does 92, etc.)

Comments: Tankish, and has Rest.  Annoying combo right there, and Encore exists as an option to screw over people who like using buffs, and Sheer Cold is an option for healers..  A bit slow, though.  Feeling generous right now, so I'll give him Low Heavy


Huntail (Water)
130 HP, 124 Atk, 125 Def, 114 SpA, 95 SpD, 72 Spe
Durability: 1.05 physical, 0.80 magical
Special Ability - Swift Swim: Raises Speed by 100% during Rain Dance
effect, this counts as +2 to Speed Modifier.

Hydro Pump (5): 86 Water type damage, 80% accuracy, 73 average damage
Iron Defense (15): Raises defense by 100%, stackable up to 3 times
Scary Face (10): Lowers opponent's speed by 50%, stackable up to 3 times, 90%
Accuracy
Crunch (15): 39 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 41 average damage
-----
Water Gun (25): 31 Water type damage, 32 average damage
Water Pulse (20): 44 Water type damage, 20% chance of inflicting confusion, 46 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap
to that Pokemon, IN A DUEL!!!
Bite (25): 30 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 31 average damage
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
Clamp (10): 26 Water type damage, opponent receives 1/16th of their MHP in damage for the next 2 to 5 turns, 75% accuracy, 20 average damage
Whirlpool (15): 12 Water type damage, opponent receives 1/16th of their MHP in damage for the next 2 to 5 turns, 70% accuracy, 8 average damage

Comments: Good damage, and can boost his defense or lower enemies speed.  Doesn't have much else going for him granted, and the speed is downright bad. Yet another filler Pokemon who lands in Middle


Gorebyss (Water)
130 HP, 104 Atk, 125 Def, 134 SpA, 95 SpD, 72 Spe
Durability: 1.05 physical, 0.80 magical
Special Ability - Swift Swim: Raises Speed by 100% during Rain Dance
effect, this counts as +2 to Speed Modifier.

Hydro Pump (5): 100 Water type damage, 80% accuracy, 85 average damage
Iron Defense (15): Raises defense by 100%, stackable up to 3 times
Agility (30): Raises speed by 100%, stackable up to 3 times
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
-----
Water Gun (15): 34 Water type damage, 36 average damage
Water Pulse (20): 51 Water type damage, 20% chance of inflicting confusion, 54 average damage
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap
to that Pokemon, IN A DUEL!!!
Confusion (25): 29 Psychic type damage, 10% chance of adding confusion status,
30 average damage
Psychic (10): 51 Psychic type damage, 10% chance of lowering targets special
Defense by 33%, stackable up to 6 times, 54 average damage
Clamp (10): 31 Water type damage, opponent receives 1/16th of their MHP in damage for the next 2 to 5 turns, 75% accuracy, 24 average damage
Whirlpool (15): 14 Water type damage, opponent receives 1/16th of their MHP in damage for the next 2 to 5 turns, 70% accuracy, 10 average damage

Comments: Flat out superior to the alternative Clamperl evolution, Huntail, Gorebyss has some nasty damage, and 3 excellent buffers that let him have something no matter what the situation.  Psychic is a nice fall back option for opponents who resist Water too.  Suprisingly good for something that's sort of filler…might actually make Heavy


Relicanth (Water/Rock)
175 HP, 110 Atk, 150 Def, 65 SpA, 85 SpD, 75 Spe
Durability: 1.69 (3.31) physical, 0.96 magical
Special Ability 1 - Swift Swim: Raises Speed by 100% during Rain Dance
effect, this counts as +2 to Speed Modifier.
Special Ability 2 - Rock Head: Grants immunity to recoil damage from attacks
like Double-Edge.


Double-Edge (15): 56 Normal type damage, 59 average damage
Yawn (10): Once opponent is hit with this move, they will be inflicted with
Sleep status the following turn, similar to an Air Anchor effect.  Note that the
way this works in game is its always at the END of the turn after this is used
(meaning if the opponent is slower, they get 2 turns after this move is used, in
game), take this as you will.
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
Hydro Pump (5): 45 Water Type damage, 80% accuracy, 38 average damage
-----
Ancient Power (5): 43 Rock type damage, 10% chance to raise all stats besides
HP, 45 average damage
Mud Sport (15): Halves damage of electric type attacks
Harden (30): Raises defense by 50%, stackable up to 6 times
Take Down (20): 42 Normal type damage, 85% accuracy, 37 average damage
Tackle (35): 17 Normal type damage, 95% accuracy, 17 average damage
Rock Tomb (10): 36 Rock type damage, lowers targets speed by 33%, stackable up to 6 times, 30 average damage
Water Gun (25): 18 Water type damage, 19 average damage

Comments: Crazy tankish due to being a Rock type, healing through Rest, can hit 2 defensive stats, and has a sleep move.  Pity he's slow though, and his damage isn't very special either. Middle


Luvdisc (Water)
118 HP, 50 Atk, 75 Def, 60 SpA, 85 SpD, 117 Spe
Durability: 0.57 physical, 0.65 magical
Special Ability - Swift Swim: Raises Speed by 100% during Rain Dance
effect, this counts as +2 to Speed Modifier.

Water Gun (25): 17 Water type damage, 18 average damage
Agility (30): Raises speed by 100%, stackable up to 3 times
Safeguard (5): Grants immunity to all status besides Instant Death for 5 turns
Sweet Kiss (10): Adds confusion, 75% accuracy
-----
Attract (10): If opponent is opposite Gender, there will by a 50% chance of them not attacking after this move is applied.  Note that Luvdisc's are primarily female (75% chance of being female), hence, I'd take female Luvdisc as canon in the DL.
Tackle (35): 8 Normal type damage, 95% accuracy, 8 average damage
Flail (15): Does Normal type damage based on HP loss, increases happen only at
intervals given. 100% HP does 6, 68.75% HP does 10, 35.42% does 19, 20.83% does
24, 10.42% does 35, 4.17% does 46
Take Down (20): 19 Normal type damage, 85% accuracy, does damage to user equal
to 25% damage done, 12 net average damage

Comments: He has…ABOVE AVERAGE SPEED! Which works wonderfully with a move like Safeguard to make him stop ANY status whore!  And with Sweet Kiss, he can murder stuff with confusion, while he boosts his agility, for INFINITE TURNS!!!! Clearly, he can't be beat…well, by Puny Standards maybe <_<


Salamence (Dragon/Flying)
170 HP, 155 Atk, 100 Def, 130 SpA, 100 SpD, 120 Spe
Durability: 1.10 physical, 1.10 magical
Special Ability - Intimidate: Lowers attack of opponent by 33%, counts as -1 to
attack Modifier, activates at the start of the match, or when Salamence is
brought in

Dragon Claw (15): 65 Dragon type damage, 69 average damage
Crunch (15): 43 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 45 average damage
Double-Edge (15): 77 Normal type damage, does damage to user equal to 25% damage
done, 60 net average damage
Scary Face (10): Lowers opponent's speed by 50%, stackable up to 3 times, 90%
accuracy
-----
Rage (20): 14 Normal type damage, for each hit that deals damage between using
Rage and his next turn, attack is raised by 50%, 14 average damage
Bite (25): 33 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 35 average damage
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Headbutt (15): 45 Normal type damage, 30% chance of causing opponent to flinch
if they are slower, 47 average damage
Focus Energy (30): Raises Critical hit rate to 12.5%
Ember (25): 22 Fire type damage, 10% chance of inflicting Burn, 23 average
damage
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Dragonbreath (20): 50 Dragon type damage, 30% chance of inflicting paralysis, 53
average damage
Fly (15): 70 Flying type damage, user is forced to skip first turn, during which
it cannot be attacked ala Final Fantasy Jump, 95% accuracy, 35 average damage

Comments: Text book Heavy, all things considered.  Fast, 2HKO damage, good
durability unless Ice damage is thrown into the mix, and Scary Face allows him
to mess with Durable Healers.  Not quite as fit for dueling as his predecessor
in Dragonite (for all that Salamence is normally Superior), but still solid,
even if boring.  Heavy


Metagross (Steel/Psychic)
155 HP, 155 Atk, 150 Def, 115 SpA, 110 SpD, 90 Spe
Durability: 1.50 (3.00) physical, 1.10 magical
Special Ability - Clear Body: Grants immunity to stat lowering

Meteor Mash (10): 97 Steel type damage, 20% chance of raising users attack by
50%, stackable up to 6 times, 85% accuracy, 87 average damage

Agility (30): Raises speed by 100%, stackable up to 3 times
Psychic (10): 65 Psychic type damage, 10% chance of lowering targets special
defense, 69 average damage
Scary Face (10): Lowers opponent's speed by 50%, stackable up to 3 times, 90%
accuracy
-----
Take Down (20): 58 Normal type damage, 85% accuracy, does damage to user equal
to 25% damage done, 39 net average damage
Confusion (25): 37 Psychic type damage, 10% chance of adding confusion status,
39 average damage
Metal Claw (35): 50 Steel type damage, 10% chance of raising users attack by
50%, stackable up to 6 times, 95% accuracy, 50 average damage
Pursuit (20): 20 Dark type damage, does doubles damage if opponent swaps, 21
average damage
Iron Defense (15): Raises defense by 100%, stackable up to 3 times
Hyper Beam (5): 96 Normal type damage, user skips next turn if move hits, 90%
accuracy, 45 average damage

Comments: If Salamence is the successor of Dragonite, Metagross would be the
Successor of Tyranitar.  After Tyranitar has shown to translate rather well into
a duel, Metagross has some high standards to live up too, right?  Well, his only
real flaw is his speed...and Agility and Scary Face make up for that allowing
him to have a bit of a speed game, who also has good damage hitting both
defenses, primarily physical.  And he's an excellent tank to boot, whose immune
to stat breaks, and has Hyper Beam as an option for a finisher. A nasty little
dueller, but for the sake of not over hyping him, I'll just label him
Heavy/Godlike



Regirock (Rock)
155 HP, 120 Atk, 220 Def, 70 SpA, 120 SpD, 70 Spe
Durability: 2.20 (4.40) physical, 1.20 magical
Special Ability - Clear Body: Grants immunity to stat lowering

Ancient Power (5): 45 Rock type damage, 10% chance to raise all stats besides
HP, 47 average damage

Hyper Beam (5): 75 Normal type damage, user skips next turn if move hits, 90%
accuracy, 35 average damage
Zap Cannon (5): 30 Electric type damage, 100% chance of inflicting paralysis,
50% accuracy, 15 average damage
Curse (10): Raises Attack and Defense by 50%, lowers Speed by 33%, stackable up
to 6 times
-----
Super Power (5): 60 Fighting type damage, lowers attack and defense of user by
33% each use, stackable up to 6 times, 63 average damage
Iron Defense (15): Raises defense by 100%, stackable up to 3 times
Rock Throw (15): 39 Rock Type damage, 90% accuracy, 37 average damage
Lock-on (5): Insures the next hit will have perfect accuracy and ignores evade
Explosion (5): 124 Normal type damage, user faints as a result of the attack,
131 average damage

Comments: Regirock is a testament to how you need more than just amazing
physical defense in a duel.  Yes, he's got amazing physical durability, but
that's about it.  Slow, damage is hardly impressive, even with Hyper Beam as a
finisher, his power up move makes him slower...the issues in the DL are just
massively inflated without TMs to draw from, let alone that a useful strategy
that could could imply of Swapping in to Soak up hits or wasting PP, and ending
with Explosion doesn't translate at all into a duel.  Middle, and easily
the worst Legendary so far, taking all generations into account.


Regice (Ice)
155 HP, 70 Atk, 120 Def, 120 SpA, 220 SpD, 70 Spe
Durability: 1.20 physical, 2.20 magical
Special Ability - Clear Body: Grants immunity to stat lowering

Icy Wind (15): 43 Ice type damage, lowers opponents speed by 33%, 95%
accuracy, 43 average damage

Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
Curse (10): Raises Attack and Defense by 50%, lowers Speed by 33%, stackable up
to 6 times
Zap Cannon (5): 50 Electric type damage, 100% chance of inflicting paralysis,
50% accuracy, 26 average damage
-----
Explosion (5): 73 Normal type damage, user faints as a result of the attack, 77
average damage
Super Power (5): 35 Fighting type damage, lowers attack and defense of user by
33% each use, stackable up to 6 times, 37 average damage
Hyper Beam (5): 44 Normal type damage, user skips next turn if move hits, 90%
accuracy, 21 average damage
Ancient Power (5): 19 Rock type damage, 10% chance to raise all stats besides
HP, 20 average damage
Lock-on (5): Insures the next hit will have perfect accuracy and ignores evade

Comments: The Mage version of Regirock.  Not nearly as insane at magic defense
as Regirock is as physical defense, though, it compensates by making its best
damage have an effect worth noting, which also covers its trashy speed to some
extent.  Also probably some sort of Middle


Registeel (Steel)
155 HP, 95 Atk, 170 Def, 95 SpA, 170 SpD, 70 Spe
Durability: 1.70 (3.40) physical, 1.70 magical
Special Ability - Clear Body: Grants immunity to stat lowering

Metal Claw (35): 31 Steel type damage, 10% chance of raising users attack by
50%, stackable up to 6 times, 95% accuracy, 31 average damage

Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
Curse (10): Raises Attack and Defense by 50%, lowers Speed by 33%, stackable up
to 6 times
Zap Cannon (5): 40 Electric type damage, 100% chance of inflicting paralysis,
50% accuracy, 21 average damage
-----
Hyper Beam (5): 59 Normal type damage, user skips next turn if move hits, 90%
accuracy, 28 average damage
Lock-on (5): Insures the next hit will have perfect accuracy and ignores evade
Explosion (5): 98 Normal type damage, user faints as a result of the attack, 104
average damage
Super Power (5): 48 Fighting type damage, lowers attack and defense of user by
33% each use, stackable up to 6 times, 51 average damage
Ancient Power (5): 25 Rock type damage, 10% chance to raise all stats besides
HP, 26 average damage

Comments: Registeel is completely offensively inept; not surprising, given
that's how he always ends up anyway.  Granted, this hurts a lot in the DL, since
while in game (or Netbattle >.>) he could be used for amazing stall tactics,
which well, don't translate when he doesn't have any allies.  This leads to
making him quite possibly the worst of the 3, though, being Steel Type does make
him the hardest to kill by far, as well as being balanced defensively instead of
extremely to one side with just being above average in the other.  Middle


Latias (Dragon/Psychic)
155 HP, 100 Atk, 110 Def, 130 SpA, 150 SpD, 130 Spe
Durability: 1.10 physical, 1.50 magical
Special Ability - Levitate: Grants immunity to Ground attacks

Psychic (10): 73 Psychic type damage, 10% chance of lowering targets special
defense, 77 average damage

Recover (20): 50% Healing
Safeguard (5): Grants immunity to all status besides Instant Death for 5 turns
Mist Ball (5): 58 Psychic type damage, 50% chance of lowering Special Attack, 61
average damage
-----
Wish (10): 50% healing one turn after this is used; note this does not use up
the follow up turn, just the turn its used (Think of it as a Time Bomb that
heals; first turn, its set, 2nd turn, it works)
Charm (5): Lowers opponents attack by 50%, stackable up to 3 times
Water Sport (15): Halves damage done by Fire attacks
Psywave (15): Does random damage between 25 to 75, 80% accuracy, 40 average
damage
Dragonbreath (15): 50 Dragon type damage, 30% chance of adding paralysis, 53
average damage
Helping Hand (20): Allies moves do 50% more damage, always goes first. IN A
DUEL!!!
Refresh (20): Heals user from all status effects

Note: Latias has a Semi Unique Equip (shared only by Latios) in the Soul Dew,
which raises Special Attack by 50% (as in, makes Latias' damage 50% higher too),
however, I personally discount it since the item is mostly a promotional thing,
and can't be gotten legally in game.

Comments: If Alakazam is Mewtwo Lite, then I'm not sure what to call Latias,
since he falls right in between those two for greatness.  Excellent Speed, good
damage, decent durability, good typage with Levitate to back it up, and a nice
variety of skills, ranging from breaking enemies offenses to healing to screwing
over status whores with Safeguard.  Well rounded dueller, all things considered.
Heavy/Godlike.


Latios (Dragon/Psychic)
155 HP, 110 Atk, 100 Def, 150 SpA, 130 SpD, 130 Spe
Durability: 1.00 physical, 1.30 magical
Special Ability - Levitate: Grants immunity to Ground attacks

Psychic (10): 84 Psychic type damage, 10% chance of lowering targets special
defense, 89 average damage

Recover (20): 50% Healing
Safeguard (5): Grants immunity to all status besides Instant Death for 5 turns
Dragon Dance (20): Increases Speed and Attack by 50%, stackable up to 6 times
-----
Memento (10): Lowers target's Attack and Special Attack by 50%, counts as a -2
Modifier, user faints as a result of this attack
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Psywave (15): Does random damage between 25 to 75, 80% accuracy, 40 average
damage
Dragonbreath (15): 56 Dragon type damage, 30% chance of adding paralysis, 59
average damage
Helping Hand (20): Allies moves do 50% more damage, always goes first. IN A
DUEL!!!
Refresh (20): Heals user from all status effects
Luster Purge (5): 67 Psychic type damage, 50% chance of lowering Special
Defense, 71 average damage

Note: Like Latias, Latios has the Soul Dew as well, with all the same issues and
such.

Comments: A more offensive oriented version of Latias.  Better damage, but
clearly worse on durability.  A few different tricks as well, such as Dragon
Dance (for all that Latios would like a Physical attack to go along with that)
is good for getting the speed edge it might need, as well as Luster Purge can
help get around Magic Tanks, given its damage is all special based.  Hard to say
which of the two is better, so I'll just give it the same Heavy/Godlike
rank I gave it before.


Kyogre (Water)
175 HP, 120 Atk, 110 Def, 170 SpA, 160 SpD, 110 Spe
Durability: 1.24 physical, 1.81 magical
Special Ability - Drizzle: Causes Rain Dance automatically, and lasts until
Weather is changed.  Under this effect, all Water damage is raised by 50%, the
"Thunder" attack ignores all evasion and accuracy modifiers, having perfect
accuracy to boot, and Fire damage is decreased by 50%.  Note that this is
already factored into Kyogre's damage when necessary. 

Hydro Pump (5): 189 Water type damage, 80% accuracy, 160 average damage
Waterspout (5): 237 Water type damage, damage decreases linearly as HP goes
down, 251 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 50%, stackable up
to 6 times
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
-----
Scary Face (10): Lowers opponent's speed by 50%, stackable up to 3 times, 90%
accuracy
Water Pulse (20): 96 Water type damage, 10% chance of adding confusion status,
102 average damage
Ice Beam (10): 68 Ice type damage, 10% chance of inflicting freeze status, 72
average damage
Sheer Cold (5): Instant Death, 30% accuracy
Body Slam (15): 43 Normal type damage, 30% chance of adding paralysis, 45
average damage
Ancient Power (5): 31 Rock type damage, 10% chance to raise all stats besides
HP, 32 average damage
Double-Edge (15): 60 Normal type damage, does damage to user equal to 25% damage
done, 47 net average damage

Comments: Ridiculous offense; the type of damage that puts even Mewtwo to shame. 
Unless you resist Water, or are faster than him and can do significant damage,
or are a boss, he'll murder you with Waterspout.  And even after Waterspout,
Hydropump's damage is just evil for consistency.  If that wasn't enough, he can
BOOST this damage with Calm Mind, along with his already impressive magic
durability, and use Rest for some healing.  Has a few options on the side too if
need be.  All in all, the first Pokemon I can put cleanly into Godlike
since Mewtwo.


Groudon (Ground)
175 HP, 170 Atk, 160 Def, 120 SpA, 110 SpD, 110 Spe
Durability: 1.81 physical, 1.24 magical
Special Ability - Drought: Causes Sunny Day automatically, and lasts until
Weather is changed.  Under this effect, all Fire damage is raised by 50%, the
attack "Solar Beam" does not require a charge time anymore, and Water damage is
decreased by 50%.  Note that this is already factored into Groudon's damage when
necessary. 

Earthquake (10): 106 Ground type damage, 112 average damage
Eruption (5): 112 Fire type damage, damage decreases linearly as HP goes down,
119 average damage
Bulk Up (20): Raises Attack and Defense by 50%, stackable up to 6 times
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
-----
Fire Blast (5): 90 Fire type damage, 10% chance of inflicting burn status, 85%
accuracy, 80 average damage
Solarbeam (10): 60 Grass type damage, 63 average damage
Mud Shot (15): 59 Ground type damage, lowers target's speed by 33%, stackable up
to 6 times, 95% accuracy, 59 average damage
Fissure (5): Instant Death, 30% accuracy
Scary Face (10): Lowers opponent's speed by 50%, stackable up to 3 times, 90%
accuracy
Slash (20): 50 Normal type damage, 25% critical hit rate, 62 average damage

Comments: Groudon's is like a physical version of Kyogre...with half the
offense.  Obviously he's an inferior dueller, but still nothing to scoff at. 
Earthquake's damage is still pretty brutal, and he can opt for Fireblast or
Solarbeam if he needs consistent damage to hit a 2nd defensive stat too, which
helps some.  Heavy/Godlike


Rayquaza (Dragon/Flying)
180 HP, 170 Atk, 110 Def, 170 SpA, 110 SpD, 115 Spe
Durability: 1.28 physical, 1.28 magical
Special Ability - Air Lock: Cancels out all weather effects, such as Sunny Day
or Sandstorm.

Dragon Claw (15): 84 Dragon type damage, 89 average damage
Dragon Dance (20): Increases Speed and Attack by 50%, stackable up to 6 times
Hyper Beam (5): 106 Normal type damage, user skips next turn if move hits, 90%
accuracy, 50 average damage
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
-----
Outrage (15): 95 Dragon type damage, used for 2 to 3 turns, and then user is
confused, 100 average damage
Extreme Speed (15): 56 Normal type damage, always goes first, 59 average damage
Ancient Power (5): 43 Rock type damage, 10% chance to raise all stats besides
HP, 45 average damage
Twister (20): 43 Dragon type damage, doubles damage to those who use Fly or
Bounce, 20% chance of flinching if target is slower, 45 average damage
Fly (15): 75 Flying type damage, user is forced to skip first turn, during which
it cannot be attacked ala Final Fantasy Jump, 95% accuracy, 37 average damage

Comments: Rayquaza's strategy is simple; Dragon Dance, then fire Hyper Beam,
hope that OHKOs.  That strategy is surprisingly effective due to Rayquaza's good
stats, and how Dragon Dance boosts both damage and speed.  He can also work
variety of other strategies such as just heal lock enemies with Dragon Claw or
Outrage, OHKOing with a Critical, or trying to tank out with Rest (though, his
defensive stats aren't quite high enough for that), among other things.  Another
nasty critter, though, that W4 to Ice isn't exactly pretty.  Regardless, a
Heavy/Godlike

Jirachi (Psychic/Steel)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 SpD, 120 Spe
Durability: 1.35 (2.70) physical, 1.35 magical
Special Ability - Serene Grace: Secondary effects on attacks (like Flinching for example) have double the success rate. This is already factored in when neccessary.

Psychic (10): 68 Psychic type damage, 10% chance of lowering target's Special Defense by 33%, 72 average damage
Doom Desire (5): 60 Non typed physical damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 85% accuracy, 54 average damage
Cosmic Power (20): Raises Defense and Special Defense by 50%, stackable up to 6 times
Rest (10): Full HP and Status Healing, user is put to sleep for 2 turns
-----
Wish (10): Skips first turn, the second is followed up by healing user for 50% HP. Note this is not a charge time, as an additional action can be used the turn Wish resolves
Future Sight (15): 41 Non typed special damage, move is used 3 turns after it is set, NOT a charge time, more like a time bomb, as user can still act during the 3 turns after it, 90% accuracy, 39 average damage
Confusion (25): 39 Psychic type damage, 10% chance of inflicting Confusion status, 41 average damage
Refresh (20): Heals user of Status
Helping Hand (20): Raises damage of ally by 50%...IN A DUEL!!!
Swift (20): 31 Normal type damage, cannot miss, 32 average damage
Double-Edge (15): 60 Normal type damage, does damage to user equal to 33% damage dealt, 42 average damage

Comments: Tanky, fast, and some decent damage, though that could stand to be better. Cosmic Power allows for an even more annoying tanking game, especially with Rest and Wish for some limited healing. Probably some sort of Heavy


Deoxys - RubySapphire (Psychic)
125 HP, 170 Atk, 70 Def, 170 SpA, 70 SpD, 170 Spe
Durability: 0.56 Physical, 0.56 Magical
Special Ability - Pressure: All attacks targeting Deoxys have their PP costs doubled (note the move is still usable if it has 1 PP left, just that it consumes double the amount when used if possible)

Psychic (10): 95 Psychic type damage, 10% chance of lowering targets Special Defense by 10%, 100 average damage
Psycho Boost (5): 147 Psychic type damage, lowers users Special Attack by 50%, 90% accuracy, 140 average damage
Recover (20): 50% Healing
Cosmic Power (20): Raises Defense and Special Defense by 50%, stackable up to 6 times
-----
Hyper Beam (5): 107 Normal type damage, user skips next turn if move hits, 90% accuracy, 51 average damage
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Wrap (20): 12 Normal type damage, target takes 6.25% of their MHP a turn ala Poison for the next 2 to 5 times, 85% accuracy, 10 average damage
Night Shade (15): 50 Ghost type damage, ignores defense and modifiers
Teleport (20): Escapes from Battle!!!!
Knock Off (20): 15 Dark type damage, knocks off users Held Item if they have any, 15 average damage
Pursuit (20): 29 Dark type damage, 30 average damage
Snatch (10): If the opponent uses a basic Single Target Buff or Healing move (so a move like Calm Mind or Recover would be effected, but not something like Light Screen or Wish), the move would be "stolen" by the user of Snatch, and the target's turn is thus skipped.

Comments: You can tell by the stats and damage that Deo's best strategy is hit hard and fast, and hopefully kill before the opponent does. Thankfully, its durability isn't so low that, combined with his ridiculous speed, he can buff his defenses some with Cosmic Power and heal with recover, if a straight out slug fest is something he can't do. Hard to place him, but probably a High Heavy


Deoxys - Fire Red (Psychic)
125 HP, 200 Atk, 40 Def, 200 SpA, 40 SpD, 170 Spe
Durability: 0.32 Physical, 0.32 Magical
Special Ability - Pressure: All attacks targeting Deoxys have their PP costs doubled (note the move is still usable if it has 1 PP left, just that it consumes double the amount when used if possible)

Psychic (10): 112 Psychic type damage, 10% chance of lowering targets Special Defense by 10%, 119 average damage
Psycho Boost (5): 173 Psychic type damage, lowers users Special Attack by 50%, 90% accuracy, 165 average damage
Super Power (5): 99 Fighting type damage, lowers Attack and Defense of user by 33%, 105 average damage
Hyper Beam (5): 124 Normal type damage, user skips next turn if move hits, 90% accuracy, 59 average damage
-----
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Wrap (20): 14 Normal type damage, target takes 6.25% of their MHP a turn ala Poison for the next 2 to 5 times, 85% accuracy, 12 average damage
Cosmic Power (20): Raises Defense and Special Defense by 50%, stackable up to 6 times
Taunt (20): Forces target to use an attack move for the next turn (2 turns if you are faster)
Zap Cannon (5): 83 Electric type damage, Adds paralysis status, 50% accuracy, 44 average damage
Teleport (20): Escapes from Battle!!!!
Night Shade (15): 50 Ghost type damage, ignores defense and modifiers
Pursuit (20): 34 Dark type damage, 36 average damage

Comments: Can we say Ultimate Ball Lightning? Cause that's essentially what he is, at least by Pokemon standards. Deo same ridiculous speed as the previous form that's faster than everything but the likes of WA4 bosses, and hits even harder, but on the flip side, he quite literally can't survive anything thrown at him should he fail to one hit kill. Good thing Psycho Boost OHKOs and he's that fast. High Heavy, the durability just can't be ignored.


Deoxys - Leaf Green (Psychic)
125 HP, 90 Atk, 180 Def, 90 SpA, 180 SpD, 110 Spe
Durability: 1.45 Physical, 1.45 Magical
Special Ability - Pressure: All attacks targeting Deoxys have their PP costs doubled (note the move is still usable if it has 1 PP left, just that it consumes double the amount when used if possible)

Psychic (10): 51 Psychic type damage, 10% chance of lowering targets Special Defense by 10%, 54 average damage
Recover (20): 50% Healing
Iron Defense (15): Raises Defense by 100%, stackable up to 3 times
Amnesia (20): Raises Special Defense by 100%, stackable up to 3 times
-----
Psycho Boost (5): 79 Psychic type damage, lowers users Special Attack by 50%, 90% accuracy, 71 average damage
Night Shade (15): 50 Ghost type damage, ignores defense and modifiers
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Wrap (20): 6 Normal type damage, target takes 6.25% of their MHP a turn ala Poison for the next 2 to 5 times, 85% accuracy, 5 average damage
Snatch (10): If the opponent uses a basic Single Target Buff or Healing move (so a move like Calm Mind or Recover would be effected, but not something like Light Screen or Wish), the move would be "stolen" by the user of Snatch, and the target's turn is thus skipped.
Knock Off (20): 8 Dark type damage, knocks off users Held Item if they have any, 8 average damage
Teleport (20): Escapes from Battles!!!!
Spikes (20): Whenever an opponent swaps in, they take 6.25% of their damage taken for every layer of spikes on the field, doubles with each layer, stackable up to 3 times, does not work on those with Flying Type or Levitate Skill. IOWs, while this move is a pain in the ass competitively, its worthless in a duel
Counter (20): If user is hit with a Physical Damage this turn, then damage dealt is equal to twice damage received, otherwise fails, always goes last
Mirror Coat (20): If user is hit with Special Damage this turn, then damage dealt is equal to twice damage received, otherwise fails, always goes last

Comments: Completely different mold from the other Deoxys, LG is a tank. With both Amnesia and Iron Defense at its disposal, it can sit back, buff its defenses up, heal, then proceed a slug fest. Even decent on speed (albeit, slow by Deoxys standards, but that's not exactly an insult) Granted, it hates other healers, as its damage is not particularly good, and its low HP hurts against those who can ignore defense. Heavy, I guess; he's effectively a better version of Cecil with less status immunities.

Deoxys - Emerald (Psychic)
125 HP, 115 Atk, 110 Def, 115 SpA, 110 SpD, 200 Spe
Durability: 0.89 Physical, 0.89 Magical
Special Ability - Pressure: All attacks targeting Deoxys have their PP costs doubled (note the move is still usable if it has 1 PP left, just that it consumes double the amount when used if possible)

Psychic (10): 65 Psychic type damage, 10% chance of lowering targets Special Defense by 10%, 69 average damage
Psycho Boost (5): 100 Psychic type damage, lowers users Special Attack by 50%, 90% accuracy, 95 average damage
Recover (20): 50% Healing
Double Team (15): Raises Evade by 33%, stackable up to 6 times
-----
Agility (20): Raises speed by 100%, stackable up to 3 times
Night Shade (15): 50 Ghost type damage, ignores defense and modifiers
Leer (30): Lowers target's defense by 33%, stackable up to 6 times
Wrap (20): 8 Normal type damage, target takes 6.25% of their MHP a turn ala Poison for the next 2 to 5 times, 85% accuracy, 7 average damage
Swift (20): 30 Normal type damage, cannot miss, 31 average damage
Knock Off (20): 11 Dark type damage, knocks off users Held Item if they have any, 11 average damage
Pursuit (20): 20 Dark type damage, 21 average damage
Extremespeed (5): 39 Normal type damage, always goes first, 41 average damage

Comments: Sweet mother of insanity is he fast. We're looking at someone who nearly double turns right off the bat, and has no real glaring flaws beyond below average durability. Well, damage could be a bit better, but Psycho Boost and the speed let him get the turns he need. Double Team + Recover makes him a pain to kill given how fast he is too. Probably some damn High Heavy.

[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 Gen 3
« Reply #12 on: December 22, 2007, 02:31:07 AM »
DAMAGE AVERAGES!

1, Kyogre 160
2. Marowak 122
3. DeoxysFR 119
4. Groudon 112
5. Mewtwo 103
6. DeoxysRS 100
7. Rhydon 99
8. Slaking 98
9. Heracross 97
10. Machamp 94
11t. Alakazam 92
11t. Donphan 92
13. Moltres 91
14t. Espeon 89
14t. Rayquaza 89
14t. Latios 89
17. Pikachu 88
18t. Ho-oh 87
18t. Metagross 87
20t. Golem 86
20t. Swampert 86
20t. Gardevoir 86
23t. Omastar 85
23t. Gorebyss 85
25. Ursaring 83
26t. Vaporeon 82
26t. Houndoom 82
26t. Blaziken 82
29t. Magmar 81
29t. Lugia 81
31t. Charizard 80
31t. Zapdos 80
31t. Jynx 80
31t. Typhlosion 80
35t. Primeape 79
35t. Medicham 79
35t. Camerupt 79
38. Latias 77
39t. Arcanine 76
39t. Starmie 76
39t. Milotic 76
42t. Raikou 75
42t. Ampharos
44t. Muk 74
44t. Entei 74
46t. Articuno 73
46t. Snorlax 73
46t. Golduck 73
46t. Politoed 73
46t. Kingdra 73
46t. Electabuzz 73
46t. Flareon 73
46t. Zangoose 73
46t. Huntail 73
(Seadra 73)
55t. Slowbro 72
55t. Slowking 72
55t. Mr. Mime 72
55t. Tauros 72
55t. Jolteon 72
55t. Mew 72
55t. Banette 72
55t. Jirachi 72
63t. Hitmonlee 71
63t. Quagsire 71
65t. Suicune 70
65t. Sceptile 70
65t. Ludicolo 70
65t. Wailord 70
69t. Raichu 69
69t. Dodrio 69
69t. Xatu 69
69t. Salamence 69
69t. Manectric 69
69t. Lunatone 69
69t. Chimeco 69
69t. DeoxysE 69
77t. Dugtrio 68
77t. Tyranitar 68
77t. Armaldo 68
80t. Blastoise 67
80t. Rapidash 67
80t. Lapras 67
80t. Pelipper 67
84t. Cloyster 65
84t. Torkoal 65
84t. Exploud 65
84t. Hariyama 65
84t. Grumpig 65
84t. Whiscash 65
84t. Crawdaunt 65
84t. Ninetales 64
84t. Hitmonchan 64
84t. Aggron 64
94t. Tentacruel 63
94t. Feraligatr 63
94t. Walrein 63
97t. Magcargo 62
97t. Glalie 62
99t. Dragonite 61
99t. Magneton 61
99t. Lanturn 61
99t. Sharpedo 61
103. Kecloen 60
104t. Fearow 59
104t. Shedinja 59
104t. Plusle 59
104t. Relicanth 59
108t. Poliwrath 58
108t. Farfetch'd 58
110t. Dewgong 57
110t. Exeggutor 57
110t. Miltank 57
113t. Hypno 56
113t. Swalot 56
115t. Vileplume 55
115t. Scizor 55
115t. Vigoroth 55
115t. Absol 55
119t. Kangaskhan 54
119t. Porygon2 54
119t. Kabutops 54
119t. Octillery 54
119t. Cacturn 54
119t. DeoxysLG 54
125t. Venusaur 53
125t. Steelix 53
125t. Scyther 53
125t. Sudowoodo 53
125t. Gligar 53
125t. Minum 53
131t. Wigglytuff 51
131t. Victreebel 51
131t. Gyarados 51
131t. Sunflora 51
131t. Delcatty 51
131t. Sableye 51
131t. Solrock 51
139t. Nidoking 50
139t. Persian 50
139t. Gengar 50
139t. Seaking 50
139t. Pinsir 50
139t. Ariados 50
139t. Murkrow 50
139t. Linoone 50
139t. Dusclops 50
148t. Stantler 49
148t. Azumarill 49
150t. Raticate 48
150t. Aerodactyl 48
150t. Seviper 48
150t. Spinda 48
154t. Weezing 47
154t. Girafarig 47
154t. Qwilfish 47
154t. Granbull 47
154t. Regirock 47
154t. Roselia 47
160t. Crobat 46
160t. Hitmontop 46
160t. Volbeat 46
163t. Bellossom 45
163t. Piloswine 45
163t. Shiftry 45
166t. Venomoth 44
166t. Electrode 44
166t. Mantine 44
166t. Mightyena 44
(Porygon 44)
170t. Sandslash 43
170t. Kingler 43
170t. Togetic 43
170t. Regice 43
(HP Psychic Unown 43)
174t. Parasect 42
174t. Meganium 42
174t. Sneasel 42
174t. Skarmory 42
(Golbat 42)
178t. Pidgeot 41
178t. Celebi 41
178t. Flygon 41
178t. Cradily 41
182t. Misdreavus 40
182t. Ninjask 40
184t. Nidoqueen 39
184t. Forretress 39
184t. Claydol 39
184t. Tropius 39
188t. Beedrill 38
188t. Furret 38
188t. Corsola 38
191. Altaria 37
192t. Aipom 36
192t. Beautifly 36
194. Yanma 35
(Onix 35)
195. Clefable 34
196t. Tangela 32
196t. Umbreon 32
198t. Lickitung 31
198t. Registeel 31
200t. Castform 30
200t. Dunsparce 30
202t. Butterfree 29
202t. Arbok 29
202t. Unown 29
202t. Dustox 29
202t. Nosepass 29
207. Mawile 27
208. Noctowl 24
209. Jumpluff 21
210. Ledian 20
211. Luvdisc 18
212. Blissey 16
(Chansey 16)
213. Illumise 12
214. Delibird 7
215. Shuckle 2
216t. Ditto 0
216t. Wobbuffet 0
Unlisted: Smeargle

FULL CAST AVERAGE: 59
FRLG ONLY:  57
*KANTO REGION ONLY: 59
RSE ONLY: 59

*Kanto refers to the region you play in during RBY and FRLG (FRLG being a remake of RBY, etc.)  Pokemon here are strictly Gen 1, and this even means that Gen 1ers who gained evolutions in later gens (see Onix -> Steelix) are ignored as well (so despite Onix not being fully evolved, he is factored into this average, but no others.)

Some potential errors that I didn't check:
My Docs and the RSE and FRLG stat topics were not kept up to date hand in hand; often I'd change only the post and not my initial docs.  As a result, most of the Pokemon XD moves got lost and I am too lazy to go put them back up, since most of them are pointless; I did put them back on for the 4 ranked duelers they matter for (Articuno, Zapdos, Moltres and Lugia), and might actually care to add Tri Attack for Togetic at some point, but whatever, they aren't largely important (Charm is probably the only really noteworthy move others get.)
Furthermore, Recoil attacks; likely, they all still claim its 25% recoil, when in fact, its 33%.  As a result, these moves are a tad overrated on net damage; its also possible the full cast average already has this factored in while the topic does not, so if there's an inconsistency regarding that on damage, that'd likely be the case.

So yeah, if there's a mistake or something, feel free to note it, as it probably *WAS* updated in the topic, just not in my doc and...yeah...
« Last Edit: December 22, 2007, 02:36:31 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

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