Wednesday, October 20, 2010

Pokemon Focus: #94 - Gengar

Introduction

Gengar - the very first Ghost Pokemon, at a time when the Ghost-type was mostly a joke, aside from their immunities to Normal and Fighting. After all, they were meant to be super-effective against the broken Psychics, but not only did a bug mean their moves were ineffective instead (to say nothing of the complete lack of actual Ghost attacks), but also because of their Poison-type, they were weak to the very Psychics they were facing! And yet, despite all this, Gengar still proved to be a strong Pokemon, due to high special offensive stats and a wide movepool. Future generations would slowly but surely add to its power; the Ghost-type being physical and Gengar having low Attack meant Shadow Ball would at best be a consolation move on rare physical builds, but Gengar's large movepool gave him plenty of choices otherwise, anyways. In 4th-generation, Shadow Ball became special-type, and Gengar procured usable STAB. His movepool remained massive, and he is now a potent offensive threat; add in three immunities to common types that give him many switch-in opportunities and Gengar is all set to take on the world.

Capture/Training

The first and easiest place to capture Gastly in HG/SS is Sprout Tower.

In training, Gastly evolves into Haunter at Level 25. Delaying said evolution 4 levels to learn Shadow Ball 4 levels earlier is suggested, as Gastly has a bit of a hard time doing damage otherwise. Moves past Shadow Ball in the level-up set aren't much to speak of. After that, it's just a matter of doing the trade that brings about Gengar.

Stats

60 HP, 65 Atk, 60 Def, 130 SpA, 75 SpD, 110 Spe

Dangerously powerful Special Attack and high Speed makes Gengar a prime candidate for a special sweeper. Defenses are low, though, so don't let him get hit a lot.

Abilities

Levitate is already one of the best abilities in the game, but Gengar especially enjoys the ability: it removes one of its weaknesses (and to a common type, at that) and even makes it an immunity, giving Gengar an easy switch-in opportunity right there. Add on its Normal and Fighting immunities and Gengar will easily find switch-in opportunities despite its poor defenses.

Moves

First things first: Shadow Ball. Its power is destructive, and its coverage is solid. Technically, Gengar's other (newly-Special) STAB move, Sludge Bomb is even more powerful, but it really lacks coverage.

Gengar has a great secondary attack movepool. Of those attacks, probably his most important is Focus Blast. Horrible accuracy notwithstanding, it combines well with Shadow Ball to dish out at least neutral damage to everything; it also nicely deals with the Dark and Steel types that commonly give it trouble. Of the remaining moves, Thunderbolt is always good (while Thunder is good in the rain), and Energy Ball is decent too. Hidden Power is always an option if you're lucky enough to get a good type (Fire is probably best). Icy Wind has certain niche uses.

While Gengar isn't much of a physical attacker with only base 65 Attack, he nevertheless has a couple of physical attacks to use. Focus Punch hits certain troublesome specially-defensive Normal-types hard. And, of course, there's always Explosion.

Support moves for Gengar are as follows. First, Hypnosis. Even with the accuracy drop back to 60%, it's still a good move for potentially shutting down an opponent. Will-o-Wisp is also an option, to help reduce the impact of physical moves on Gengar.

Substitute is always an option, but particularly in the metagame, where it acts as a useful buffer for prediction against certain Pursuit-using threats.

Pain Split is an oddball option, and Gengar's only real way of healing.

Destiny Bond is good for taking opponents down with you.

Mean Look has its uses in-game.

Effective Movesets

1. A doppleganger's doppleganger
- Substitute
- Shadow Ball
- Focus Blast
- Thunderbolt/Hidden Power/Hypnosis
Comments: This set works effectively in the metagame (use Hidden Power Fire if possible there). Substitute is an important move, serving as a buffer against common Pursuit users and allowing you to see what they will use, and/or simply allowing you to pummel one to the ground. Shadow Ball and Focus Blast already have unresisted coverage, so the last move is for more specific targets you want to take out.

2. This doppleganger shares your pain
- Substitute
- Pain Split
- Shadow Ball
- Focus Blast
Item: Life Orb
Comments: Gengar can use Pain Split along with Substitute and the Life Orb recoil to heal itself and beat out certain defensive threats (namely Blissey).

3. Sleepy doppleganger
- Hypnosis
- Shadow Ball
- Focus Blast
- Thunderbolt

4. Did I ever wear scarves?
- Shadow Ball
- Focus Blast
- Thunderbolt
- Trick/Explosion/Hidden Power
Item: Choice Scarf
Note: This Gengar is meant to be a revenge killer against various dangerous threats.

5. Your lead is getting the chills...
- Icy Wind
- Shadow Ball
- Counter
- Focus Blast/Taunt
Item: Focus Sash
Note: If possible, have this Gengar's Defense as low as possible. Counter comes from 3rd-gen; if it is not readily available, take the alternate move from the last slot and use it instead. This set will beat many common leads.

6. MYSTICgar
- Protect
- Shadow Ball
- Focus Blast
- Hidden Power/Thunderbolt/Hypnosis
Item: Life Orb
Note: This is an alternate way of dealing with Pursuit users. Gengar can use Protect to scout for Pursuit, strike back if they use the move, and switch out if they don't.

7. Focus... Punch?
- Substitute
- Shadow Ball
- Focus Punch
- Hypnosis
Note: Gengar might not have a lot of attack power, but Focus Punch is so powerful as it is that it arguably does not need too much. Hypnosis and Substitute are both good ways to fire off unhindered Focus Punches.

8. A Gengar for capturing wandering Legendaries and others
- Hypnosis
- Mean Look
- Night Shade
- Double Team
Note: This Gengar is meant for capturing Pokemon, particularly the wandering Legendaries via Mean Look. Night Shade helps Gengar control the amount of damage it is doing to the opponent.

Closing Notes

Gengar is definitely a top-tier threat. With great power and speed, a number of possible moveset options, and ways of dealing with its worst enemies, Gengar is a monstrosity that is frightening to try to counter.

Future Sight

Gengar did not get much of anything in the new generation, but on the other hand, it does not need much of anything; everything it ever needed is arguably already in its movepool (save for Aura Sphere or something). Gengar is still as dangerous of a threat as ever.

Monday, October 18, 2010

Pokemon Focus: #151 - Mew

Introduction

(This is going to be a pain...) Welcome to the official coverage on Mew, in honor of the recent 10th Anniversary Mew event.

Mew, the very first event legendary. The infamous #151 could learn every single TM in existence. And once Move Tutors were included, she could learn all of those, too. This leads Mew to have the single most massive movepool besides Smeargle (and because Smeargle can't use half of his movepool since he has poor attack power, Mew's effective movepool is arguably larger). This means that Mew has so many different movesets that it's pretty much going to be impossible to list them all here. It is the jack-of-all-trades, and perhaps even the master of one of them.

Capture/Training

There are actually two ways of acquiring a Mew.

First, is to get one from an event, such as the HG/SS one that recently occurred. This Mew comes at Level 5.

Second, is to get one from My Pokemon Ranch. This $10 bit of WiiWare lets you store excess Pokemon from your Diamond and Pearl games (unfortunately, not Platinum or HG/SS), and if you store 999 Pokemon there, the manager Hayley will trade you a Mew for any Egg. (Hint: spam Magikarp.) This Mew comes at Level 50. (And yes, you are essentially paying $10 for a Mew, because the software is otherwise quite bad.)

Stats

100 HP, 100 Atk, 100 Def, 100 SpA, 100 SpD, 100 Spe

We've seen this before, but in Pokemon history, Mew was the first to acquire this particular set of stats. It lends itself well to Mew's ends, allowing it to be offensive, defensive, physically-oriented, specially oriented, a fast supporter, or... really, anything.

Abilities

Synchronize is all you get. It sets up the opponent with poison/paralysis/burn if Mew gets the corresponding condition. It's very situational, and probably best in catching paralysis users by surprise. It could also be useful on a Heal Bell-using Mew.

Moves

Oh boy... here we go.

First, off: Psychic. STAB, special, fine move in-game, not so recommended in the metagame, but oh well. Zen Headbutt, Mew's only physical STAB option. Learn it from the Platinum/HG/SS move tutors.

Now, instead of covering moves by type, we are going to take an in-depth look at the different avenues Mew can learn moves, starting from level-up moves.

Transform (start) can actually theoretically work on Mew. Unlike Ditto, whose pitiful HP remains when Transformed, Mew has the HP to complete the transformation, after which it simply copies the other critical stats of the opponent.

Metronome (Lv. 20) is always fun. If you are not too concerned with competitive battling and just want to mess around, a MetroMew is a good way to let off steam.

Me First (Lv. 70) would mainly be used to surprise random Ghosts with a taste of their own medicine; it can also be used on Dragons.

Baton Pass (Lv. 80) - This is Mew's true forte. Mew can pass a +2 boost in any stat (except accuracy and evasion, but oh well):
Attack: Swords Dance (TM 75)
Defense: Barrier (Lv. 40)
Special Attack: Nasty Plot (Lv. 90)
Special Defense: Amnesia (Lv. 60)
Speed: Rock Polish (TM 69)
It can pass various other things, such as an all-stat-boost from Ancientpower.

The above moves can be used on their own for Mew's own stat-boosting needs, too.

Aura Sphere is a great compliment move for Mew, as it takes out Dark-types and Steel-types that would otherwise give her trouble. However, it is not learned until Level 100. Make sure EVs are set where you want them beforehand.

On a final note, the Mew that comes from Hayley knows, among other things, Hypnosis. It is Mew's only sleep-inducing move and is good on that end despite shaky accuracy.

Now, here's a look at the TMs and HMs available. Priority will be given to replenishable TMs.

Focus Punch starts off the party with a powerful physical Fighting move that could make Dark-types think twice before they switch in to it. It requires prediction to work well, although a Substitute or Hypnosis can be used to ease prediction.

Dragon Claw does solid Dragon-type physical damage without drawbacks.

Calm Mind is always useful, and it can also be Baton Passed.

Toxic is always an option.

Bulk Up does for Attack and Defense what Calm Mind does for their special counterparts. Again, it can be Baton Passed.

Hidden Power can always be used if you're lacking that one type for coverage...

Mew can set up Sunny Day if it's not in an environment where Groudon commonly appears.

Taunt is as useful as always.

Ice Beam does great Ice damage. Blizzard is even more powerful, but its low accuracy discourages its use outside of Hail.

Mew can be a good Pokemon to set up Light Screen.

Protect can have its uses.

Rain Dance can also be set up by Mew, if Kyogre isn't a common sight.

SolarBeam is great if sunlight is in play.

Thunderbolt is a solid Electric attack. If rain is in play, Thunder is a good move.

Earthquake is as good of a move as ever.

Return provides strong neutral damage without drawbacks.

Shadow Ball can be used to hit Psychics and Ghosts.

Brick Break is an alternate way to deal Fighting damage to Dark and Steel types. It lacks the power of Aura Sphere and Focus Punch but is more reliable than the latter and doesn't require waiting until level 100.

Reflect forms the second half of Dual Screens.

Flamethrower does solid Fire-type damage, good for hitting Steels. Fire Blast can hit for massive damage, at the cost of some accuracy.

Rest could be used on a Rest-Talk or other similarly-comboed set.

Focus Blast can be a temporary stand-in for Aura Sphere until you reach level 100.

Energy Ball provides reliable Grass-type damage.

False Swipe would be used for catching purposes.

Brine could be deadly against a half-HP foe. Use in conjunction with Super Fang.

Charge Beam is an alternate way for Mew to increase its Special Attack.

Dragon Pulse provides a strong Dragon special attack.

Will-o-Wisp can be used to burn physical threats.

Silver Wind can kick up a +1 to all stats that can be Baton Passed.

Explosion may be non-replenishable, but it is so powerful as it is that it might still be worth it to use.

Shadow Claw deals physical Ghost damage; an alternate way to deal with Psychics and Ghosts.

Rock Polish was covered earlier as Mew's way to pass a +2 speed boost.

Stone Edge is a powerful physical Rock attack, and Mew's only really noteworthy attack of that type.

Avalanche is a strong physical Ice attack, but it does make Mew go last.

Thunder Wave can be used for paralysis support.

Swords Dance is how Mew passes a +2 Attack boost.

Stealth Rock is always a useful support option, and it makes Mew a great lead.

Psych Up can be situationally useful.

Dark Pulse is a good Dark attack to use against Ghosts and Psychics.

X-Scissor is a strong Bug move, and it hits Psychics and Darks, both of which could otherwise give Mew trouble.

Sleep Talk can be used on a Rest-Talk set.

Grass Knot hits heavyweight Pokemon hard.

U-Turn makes a great scouting move, especially against Dark-types that want to switch in on you.

Substitute is as great of a move as ever.

Fly is odd on Mew, but in-game, it's a decent Flying-type move.

Surf and Waterfall are both great Water-type attacks.

Moving on to Move Tutor attacks...

Fire Punch is your only physical attack option.

Ice Punch is a physical Ice attack option and the only drawback-free one.

Icy Wind has niche uses if you want to lower Speed.

Knock Off is a support move used to rid the opponent of an item.

Ominous Wind can give Mew a +1 stat boost to all stats to be Baton Passed.

Sucker Punch is one of Mew's only priority move options. It requires some prediction, but can catch opposing Psychics and Ghosts by surprise.

Trick can throw unwanted items at the opponent, or rid them of their wanted items.

ThunderPunch is Mew's only physical Electric attack option.

Vacuum Wave is Mew's other priority move option. This move can catch Dark and Steel-types by surprise.

Synthesis is Mew's only healing option if you can't get Softboiled from 3rd-gen or if you don't want to use the non-replenishable Roost. It also comes pre-learned on Hayley's Mew.

Aqua Tail is an alternative to Waterfall if you think the latter lacks power.

Bounce is an alternative to Fly, and has the ability to paralyze opponents.

Earth Power is a special alternative to Earthquake.

Endeavor is a move that can catch certain opponents unawares. It also ironically allows Mew to pull off a "F.E.A.R." set, with Focus Sash, Endeavor, and Vacuum Wave.

Heat Wave is a Doubles alternative to Flamethrower/Fire Blast.

Outrage is a powerful Dragon-type attack.

Seed Bomb is a physical Grass attack.

Signal Beam is a special Bug attack, for dealing with Psychics and Darks.

Superpower deals heavy Fighting-type physical damage, at the cost of an Attack and Defense drop.

Super Fang is an interesting option. It cuts the opponent's HP in half from the start, and can be used in conjunction with Brine.

Pain Split is an alternate way of having Mew recover HP.

Tailwind and Gravity are both useful support options, the latter mostly in Doubles.

Worry Seed, Magic Coat, and Role Play are all situationally-useful moves.

Heal Bell rids your team of status, which can be helpful.

Low Kick also hits heavyweights hard.

Finally, Block traps the opponent, and allows Mew to Baton Pass this "trap" to a counter.

Moves In Summary

Now, we rundown the moves according to type...

1. Attacks

Normal - Physical: Return; Unique: False Swipe, Explosion, Endeavor, Super Fang
Fire - Physical: Fire Punch; Special: Flamethrower, Fire Blast, Heat Wave
Water - Physical: Waterfall, Aqua Tail; Special: Surf, Brine
Electric - Physical: ThunderPunch; Special: Thunderbolt, Thunder; Unique: Charge Beam
Grass - Physical: Seed Bomb; Special: Energy Ball, SolarBeam, Grass Knot
Ice - Physical: Ice Punch, Avalanche; Special: Ice Beam, Blizzard; Unique: Icy Wind
Fighting - Physical: Brick Break, Superpower, Focus Punch, Low Kick; Special: Aura Sphere, Focus Blast; Unique: Vacuum Wave
Ground - Physical: Earthquake; Special: Earth Power
Flying - Physical: Fly, Bounce
Psychic - Physical: Zen Headbutt, Special: Psychic
Bug - Physical: X-Scissor; Special: Signal Beam; Unique: U-Turn, Silver Wind
Rock - Physical: Stone Edge; Unique: Ancientpower
Ghost - Physical: Shadow Claw; Special: Shadow Ball; Unique: Ominous Wind
Dragon - Physical: Dragon Claw, Outrage; Special: Dragon Pulse
Dark - Physical: Sucker Punch; Special: Dark Pulse
Any: Hidden Power

2. Baton-Passable
Baton Pass +
Attack: Swords Dance
Defense: Barrier
Special Attack: Nasty Plot, Charge Beam
Special Defense: Amnesia
Speed: Rock Polish
Attack + Defense: Bulk Up
Special Attack + Special Defense: Calm Mind
All: Ancientpower, Silver Wind, Ominous Wind
Various: Psych Up
Substitute
Block

3. Status/Disruptors
Poison: Toxic
Sleep: Hypnosis
Paralysis: Thunder Wave
Burn: Will-o-Wisp
Item Disruption: Knock Off, Trick
Taunt
Worry Seed

4. Team Support
Weather: Sunny Day, Rain Dance
Screens: Light Screen, Reflect
Assorted: Gravity, Tailwind
Stealth Rock
Heal Bell

5. Self-Support
Healing: Synthesis, Roost, Softboiled, Pain Split, Rest (+Sleep Talk)
Protect
Magic Coat
Role Play

6. Miscellaneous
Metronome
Transform
Me First

Effective Movesets

There are way too many effective movesets to be mentioned here. Instead, I'll make some general comments on a small sampling of the sorts of movesets possible with Mew.

1. Physical Attacker
- Zen Headbutt
- Earthquake
- Swords Dance
- Sucker Punch
Concept: A Mew specializing in physical attacks. Exact moves can be switched out as wished, and complimented with various support moves if one wishes. Adding a Choice Band or Scarf is an option, too.

2. Special Attacker
- Psychic
- Ice Beam
- Vacuum Wave
- Nasty Plot
Concept: The same as the above, but with special moves.

3. Mixed Attacker
- Psychic
- Superpower
- Thunderbolt
- U-Turn
Concept: Mix physical and special moves.

4. Baton Passer
- Nasty Plot
- Rock Polish
- Taunt
- Baton Pass
Concept: A Mew dedicated to Baton Passing. Choose moves from the above Baton Pass list. Feel free to add in some attacks, too.

5. Lead
- Stealth Rock
- Taunt
- U-Turn
- Explosion
Concept: A lead-off Mew to get Stealth Rock on the field, and Taunt opponents so they can't set up their hazards. More useful in the metagame.

6. Status
- Thunder Wave
- Will-o-Wisp
- U-Turn
- Synthesis
Concept: A Mew designed to spread status and disrupt foes.

7. This Mew is more than meets the eye...
- Reflect
- Explosion
- Hypnosis
- Transform
Concept: Mew can actually use Transform?

And finally...

8. To the rhythm...
- Metronome
- Metronome
- Metronome
- Metronome
Concept: ...

Conclusion

The above sets barely even touch the possibilities with Mew. Mess around with it and see what you can come up with!

A Look Into The Future

Next generation, Mew will have even more TMs (and theoretically, move tutors) to take advantage of, so make the most of them. However, in-game, the coolest change by far is the change that makes all TMs reusable. This means Mew's moveset can be switched around in an instant, making her a great in-game utility counter.