Monday, December 6, 2010

Gen I-IV Pokemon in Gen V: Main Team Preliminary Evaluation

We now look at our current main team and who might be moving up to main team status from past Pokemon.

Overview of Current Main Team Members

*Asterisks indicate Pokemon who get significant improvements due to Dream World.

Abomasnow - No significant change.
Absol - No significant change.
Ampharos - No significant change.
Arcanine - Wild Volt? Close Combat as an egg move? Ouch.
Arceus - Can now be fully EV'd. Yay!
Azelf - Psycho Shock; Explosion nerfed
Azumarill - No significant change.
*Blastoise - Rain Dish, Boiling Water
*Blaziken - SPEED BOOST
Breloom - Dream World Technician is a cool alternative to Poison Heal
Celebi - No significant change
Charizard - Solar Power is an alternate option
Clefable - Unaware is useable
Claydol - No significant change
*Dragonite - Multi-Scale is huge; Dragon Tail, Windstorm, and boosted priority ExtremeSpeed are all good, too
Empoleon - No significant change
*Espeon - MAGIC MIRROR
*Exeggutor - Harvest is cool stuff
*Feraligatr - Encourage tears stuff down like crazy
Flygon - No significant change
*Froslass - Cursed Body > Snow Cloak
Gallade - No significant change
Garchomp - No significant change
Gardevoir - Psycho Shock; new moves and Dream World ability give it a niche in multi-battles
Gengar - No significant change
Glaceon - No significant change
*Gliscor - Who gave this guy Poison Heal?
Gyarados - Overconfidence is an alternative to Intimidate
Heracross - No significant change; Overconfidence is viable
Houndoom - No significant change
Infernape - Iron Fist is an alternative
Jirachi - Doom Desire is now a Base 140 Power, 100% accurate move that gets STAB (but it is now affected by type effectiveness).
Jolteon - Volt Change could be fun
Kingdra - Boiling Water
Lanturn - Boiling Water, Volt Change
Lapras - Boiling Water, Hydration as alternate ability
Latias - Psycho Shock; it loses Soul Dew until further notice
*Leafeon - Chlorophyll
Lucario - Nasty Plot, boosted-priority ExtremeSpeed; Justice Heart is a cool ability too
Machamp - No significant change
Magnezone - Alternate abilities, Sturdy and Dream World Analyze, are worth playing with
*Mamoswine - Thick Fat, Icicle Drop
Manaphy - Tail Glow is now +3 to Special Attack. Wut?
Marowak - No significant change
Meganium - No significant change
Metagross - No significant change
Mew - New TMs, can now switch between TM moves at will
Miltank - Herbivore adds yet another fun ability for it to use
*Ninetales - DROUGHT
Porygon-Z - Psycho Shock, I suppose.
Roserade - No significant change. Technician is useable.
Rotom - OH NO THE ALTERNATE ROTOM FORMS LOSE THEIR GHOST TYPE WHATEVER AM I SUPPOSED TO D-oh wait, Wash form is now a Lanturn-variant with Levitate. Cool.
Salamence - Dragon Tail; Overconfidence can be used, but it loses Outrage
Sceptile - No significant change; Unburden could be used if desired
Scizor - No significant change
Shaymin - No significant change
Skarmory - Sturdy is now a usable ability
Staraptor - Reckless is a good alternate ability
Starmie - Psycho Shock
Swampert - Boiling Water
Togekiss - No significant change
Torterra - No significant change
*Typhlosion - Flash Fire
Tyranitar - No significant change
Vaporeon - Boiling Water; Hydration as alternate ability
*Venusaur - Chlorophyll
Victreebel - Growth boosts +1 Attack and Special Attack, +2 in sunlight
Yanmega - No significant change

Now, without further ado, the Pokemon up for promotion...

Pokemon Promotions (Non-Dream World-dependant)

Definite

Aggron: A Pokemon we always wanted to try out. Aggron, this time around, has more to play with than just Rock Head Head Smash: Sturdy and Heavy Bomber (with Dream World Heavy Metal). Since Aggron was Ruby-main team, it may be worth using again.

Altaria: It's cute, and a solid Pokemon even without its new Cloud Nine ability. I think it's time to try it out.

Cloyster: Oh, goodness. Icicle Spear buff, Shell Blade, freaking Shell Break (+2 to Attack, Special Attack and Speed, and just -1 to Defense and Special Defense? What?)... this guy's too good not to use.

Electivire: Previously skipped due to lack of a worthwhile physical Electric attack; Wild Bolt fixes that up nicely.

Gastrodon: The new and improved Storm Drain and Boiling Water are both fun; Sand Strength is a good alternate ability from Dream World.

Golem: We're using him on principle, since all the other Trade Masters of Gen I are now main team. Not that Golem is any bit bad; in fact, the upgraded Sturdy does wonders for him.

Gorebyss: A Pokemon we've always been meaning to use, but could never squeeze it in. Gorebyss is still a threatening rain sweeper, but now it has one new trick up its sleeve: Shell Break. This move can quickly turn Gorebyss into a massive powerhouse... and it can also Baton Pass it to teammates. Ouch.

Hitmontop: As far as the Hitmons go, it's either use one or use them all. With so many Fighting-types in the new generation, I'm hesitant to use all, so I'm going with the coolest one. Hitmontop's biggest gain is a new and improved Hi Jump Kick; past that, it's the same spinner/priority abuser as last gen.

Kabutops: Using him more on principle since Omastar will also be used. Good Pokemon by all means.

Ludicolo: Old Gen III main team member, will probably see use once again with the advent of auto-rain.

Luxray: Suffered from lack of good physical STAB, but now it gets Wild Bolt. Guts is a good alternate ability.

Omastar: Potent Rain-abuser, now also potent Shell Break-abuser.

Poliwrath: Since Politoed is in there, might as well use its Water-Fighting cousin for some fun times.

Porygon2: This is an interesting case: this will, indeed, be the first time we use a pre-evolved form alongside its evolved form. This is due to a new item, the Pre-Evolution Stone, that boosts the defenses of not-fully-evolved Pokemon. Porygon2 is unique in that its pre-evolved form is actually bulkier than its evolved form (and is meant to be played as such), so... well, here goes!

Quagsire: What's with all the sudden usage of the Water/Grounds? Well, Whiscash will unfortunately be left out... but anyways. Quagsire. Unaware. Should be interesting.

Shiftry: Old Gen III main team Pokemon returns, for a round of Sun-abuse! And abuse of its new Growth.

Tangrowth: Why didn't we use him before? Hard to say. Why are we using him now? Easy to say: Sun-abuse. Although Regeneration is a great ability, too.

Venomoth: Veno-what? Yes, believe it or not, Venomoth became awesome this generation. Why? Butterfly Dance + Baton Pass. And it still has Tinted Lens for awesome coverage.

Pokemon Promotions (Dream World)

Definite

Alakazam: Magic Guard is awesome. That is all.

Crawdaunt: An Adaptability user with dual-STAB? Sounds good to me!

Ditto: Eccentric. This ability is what Ditto needed, period. With this, we can actually use Ditto on our team.

Magmortar: Using him on principle along with Electivire. Dream World Vital Spirit is preferable to its current ability.

Nidoqueen/Nidoking: Both get Encourage, and have massive movepools with which to abuse the ability. Nidoking is more offensive, but the two are a package deal and if we use one, we use the other.

Octillery: Inconsistent is... well, it's inconsistent, but when it works, it's downright broken. Octillery always was a fun Pokemon to play with and now it's even more fun.

Politoed: DRIZZLE. That is all.

Sharpedo: SPEED BOOST. High speed torpedo-sharks are GO!!!

Slowbro/Slowking: Regeneration is a cool ability.

Volbeat: Another "Wait, what?" Pokemon we're going to be using, although it needs its Dream World ability Mischievous Heart. For what? +3 Special Attack Tail Glow + Baton Pass, all with priority!

Closing Notes

So, in addition to the 68 current main team members, we are adding an additional 30 from past generations, and, of course, the Generation V main team (expected 42 from there). This all adds up to a nice total of 140 main team members. This is, of course, a lot. Obviously, we won't be minding all of them at once. The fifth-generation new Pokemon take priority; Dream World-dependant Pokemon won't enter until they are actually released, and any old-generation Pokemon will start out as simply entering our team if there is a need for their position to be filled. All in all, it looks to be a fun generation.

Sunday, December 5, 2010

Preliminary Evaluation of Generation V Pokemon

Bonus

#000 - Victini (The Pokemon of Victory! - Psychic/Fire): Absolutely no reason not to use him once the event for him comes out. Classic 100-across-the-board balanced stat spread, two great signature moves, and a solid ability: this Pokemon is pretty much a given.

The Starters

#003 - Jalorda (This snake is a royal pain in the Grass - Grass): Generally speaking, the Starters this time around do not impress. The types are all repeats, and the Pokemon themselves have little to redeem themselves. Jalorda is one of the few exceptions, and it's not because of what it has as a starter, but rather, what it gets in the Dream World: Perversity. This ability, combined with Leaf Storm, allows Jalorda to dish out base 140-power (90 accuracy) attacks and get a Nasty Plot boost at the same time. Ouch.

#006 - Emboar (In Soviet Russia, pork barbeques you - Fire/Fighting): This Pokemon is yet another Fire-Fighting type. With Blaziken even better than before and Infernape still very solid, Emboar has little to its name worth pulling out. Its Dream World ability Reckless helps with Flare Blitz, but that's about it. It'll probably be one of the starters we pick, just because.

#009 - Daikenki (Not quite what I had in mind for a sword-wielding Pokemon - Water): With so many Water-types already in the game (albeit not as many in this particular generation), it's hard to recommend Daikenki for any particular reason, other than the fact that it'd probably be a good mixed sweeper. It'll probably still end up one of our starter picks, just because.

"Normal" Pokemon

#011 - Miruhog (Like Furret but creepier - Normal): Nope. Not even in consideration.

#014 - Murando (Help control the ComMon population: have your pets spayed or neutered - Normal): For once, a ComMon normal-type I don't have to feel guilty about using! This Terrier actually has solid stats, a decent enough movepool, and... heck, it's a giant Malty-Shizi that evolves from a Scottish Terrier! What's not to like about it?

#016 - Lepardas (Temptation to nickname as "Kuroneko" is high - Dark): Well, for once, the obligatory cat Pokemon isn't a Normal-type! That said, Dark-types are also in high competition, and while Lepardas has some decent things to go with it, it needs the help of its Dream World ability, the excellent Mischievous Heart, to be worthwhile... and there will be a better Mischievous Heart user later on. Still worthwhile, though, for secondary status.

#018 - Yanakkie (Them monkeys be swinging in trees - Grass): Yanakkie will likely have solid in-game utility, but the competition among Grass-types is fairly fierce, and while this grass monkey has solid stats, it has very little in its movepool worth talking about.

#020 - Baokkie (Didn't we already have a fire monkey? - Fire): Same problem as Yanakkie: solid Pokemon, but lacks the distinction needed to make it a main team member.

#022 - Hiyakkie (Green monkeys, red monkeys, blue monkeys... but no Yellow Monkeys - Water): Same deal here, and it has to compete against the massive wave of Water Pokemon, too.

#024 - Musharna (Like Hypno but much less creepy - Psychic): The competition among Psychic-types is second only to Water, and needless to say, this rather indistinctive one isn't even going to get any consideration.

#027 - Kenhorou (This Pokemon has gone to the birds - Normal/Flying): Meh. Total meh.

#029 - Zeburaika (When a herd of these are together, it's hard to tell where the stripes end and the electrocution begins - Electric): Electric zebra? With high Speed and solid Attack? I'll take it!

#032 - Gigaith (Mother Earth needs friends to trade with - Rock): Meh, this Rock-type doesn't impress me much.

#034 - Kokoromori (Like Golbat, but less annoying; also, apparently the Pokemon representation of shipping - Psychic/Flying): With low stats in anything not named Speed, Kokoromori will have a hard time finding its way through the game. However, a Dream World ability could be enough to use it: Simple + Calm Mind + Assist Power can get dangerous extremely fast.

#036 - Doryuzu (An underground denizen with a drill to pierce the heavens... why does this sound familiar? - Ground/Steel): Already, the menacing power of this Pokemon in sandstorm is being known, and all other things considered, it looks to be a great Pokemon here as well.

#037 - Tabunne (Maybe... - Normal): So... um, it's like Chansey, except much less bulkier? Meh... next.

#040 - Roobushin (Most fighters break concrete. Roobushin makes them, then breaks them on you. - Fighting): Base 140 Attack. Powerful Fighting moves with Rock support. This Pokemon is, to put it simply, deadly.

#043 - Gamageroge (Plays dating sims for a living - Water/Ground): The next obligatory Water/Ground, and honestly, it doesn't have much to distinguish it from past Water/Grounds. Still, this generation doesn't have a whole lot of Water-types, so...

#044 - Nageki (No Ki? - Fighting): Not bad, but as one will see, the Fighting-type is extremely competitive this time around.

#045 - Dageki (With Ki? - Fighting): See Nageki.

#048 - Hahakomori (The Pokemon representation of the Team Mom - Bug/Grass): It's cute how it makes clothes for smaller Pokemon, but it has a bad typing and lacks anything to really distinguish it from Parasect.

#051 - Pendra (At 8+ feet, it beats Yanmega for Bug Pokemon I Would Most Hate To Meet In Real Life - Bug/Posion): All things considered, it's not that bad. Great Speed, decent Attack... bad typing, though. Could be worse, really.

#053 - Erufuun (Cutest little bundle of trouble ever - Grass, Black only): So... freaking... cute... and, if that wasn't enough, Mischievous Heart is guaranteed to cause opponents headaches, especially with the massive number of support moves it can learn. Guaranteed to find itself a spot on our team.

#055 - Doredia (Like Belossom but all-female - Grass, White only): Doredia is also cute, and potentially powerful with Butterfly Dance to boost a whole lot of its stats at once. However, the lacking movepool hurts. Might end up on the main team regardless.

#056 - Basslao (Two kinds - Water): Meh. There are other better Water-types.

#059 - Waruvial (Who the hell do you think he is?! - Ground/Dark): Yet another cool Pokemon with plenty of battle utility.

#061 - Hihidaruma (What Daruma Mode? - Fire): Another Fire-type for the team. Massive Base 140 Attack and an awesome natural ability makes Hihidaruma a dangerous force that can tear through the opposition.

#062 - Marakacchi (Dance Cactus, Dance! - Grass): Another meh Pokemon. Ignore.

#064 - Iwaparesu (Like one of those bug monsters in Zelda that hide under rocks and move along with them - Bug/Rock): Solid Pokemon, and could become deadly quickly with Shell Break. Not much else.

#066 - Zuruzukin (Basically, the Gangsta Pokemon - Dark/Fighting): The... heck... is... this... Pokemon...?! Well, whatever it is, it's good. Nice typing, solid defenses, great abilities, and a wide movepool should make this one a fun Pokemon.

#067 - Shinbora (When Totem Poles Attack - Psychic/Flying): One of the Pokemon to be blessed with Magic Guard (making it the only Flying-type immune to Stealth Rock), Shinbora is a Pokemon with great in-game utility and plenty of fun to be had. A keeper for sure.

#069 - Desukaan (Walk like a mummified Egyptian - Ghost): Mummy is one of the creepier abilities out there. Anyways, this generation doesn't have a huge number of Ghost-types, and Desukaan has nice defensive stats (including a massive Defense stat) and a variety of ways to shut down opponents (including its ability), so I see no reason not to put it on my team.

#071 - Abagoura (Blastoise's ancient predecessor - Water/Rock): Again, there aren't a whole lot of Water-types this generation, so this one will probably have a place, especially with Shell Break.

#073 - Archeos (The Cowardly Fossil - Rock/Flying): Great offensive stats, but that ability is just downright crippling...

#075 - Dasutodasu (First Muk, now this? Is GameFreak trying to make us lose our lunch? - Poison): Doesn't have much, and somehow, using a garbage bag Pokemon just doesn't appeal to me...

#077 - Zoroark (Lucario's partner in... er, sketchy Pokemon fics - Dark): Illusion is an interesting ability, and it has great offensive stats, too. Should be interesting to play with.

#079 - Chillaccino (Provides its own scarves - Normal): Ack... so cute... and also quite deadly. Both its natural Technician ability and its Dream World Skill Link ability combine well with its multitude of multi-hit moves; Skill Link, of course, means they will always do 125 Base Power damage, while Technician gives those moves at least 75 power, on average 112.5 Base Power, and going up to 187.5 power. Killer stuff.

#082 - Gothiruselle (When Gardevoir decided to go Elegant Gothic Lolita - Psychic, Black only): Another girl-like Psychic-type? I'll take it... maybe. Not much to speak of with its stats and moves, but... in Dream World, it gets Shadow Tag. Not the most threatening Shadow Tagger, but not something to discount entirely.

#085 - Ranculus (The Pokemon representation of the pro-life movement - Psychic, White only): Great special movepool, really low speed... Trick Room, anyone? Magic Guard pops up again, too.

#087 - Swanna (This ugly duckling becomes a... kinda beautiful swan - Water/Flying): Kind of a hard sell with those mediocre stats. It has one and possibly one thing going for it: Dream World Hydration and Windstorm might make it an interesting Rain team Pokemon.

#090 - Baibanira (I scream for this Pokemon - Ice): Few Ice-types this time around. This one has solid all-around stats and particularly good Special Attack, but it doesn't really have much else going for it. Still, with the general lack of Ice Pokemon and Breakable Armor to help it sweep, there might still be hope for this Pokemon...

#092 - Mebukijika (A Pokemon for all seasons - Normal/Grass): Another cool Grass-type this new generation throws at us. Mebukijika has nice additional coverage in its secondary moves, making it surprisingly threatening even without particularly standout stats.

#093 - Emonga (The Electric Rodent decided to grow wings - Electric/Flying): Aside from decent Speed, there really isn't much to recommend this Pokemon over the other Electric types.

#095 - Shubarugo (Meta Knight, the Pokemon - Bug/Steel): Defensively strong, killer Attack, great typing... and horrible speed. Do the words "Trick Room" ring a bell? That said, there are an awful lot of Bug/Steel types this time around, so this one is borderline.

#097 - Morobareru (Like Voltorb, but poisons you instead of blows up on you when you think it's an Item Ball - Grass/Poison): Honestly, not much to recommend it here. There are better Spore users out there.

#099 - Burungel (CLARA! - Water/Ghost): A type that's been long-awaited, this jellyfish Pokemon makes a great special wall. With fewer Water-types and even fewer Ghost-types this generation, this Pokemon is pretty much guaranteed to have a spot on our team.

#100 - Mamanbou (Why don't I evolve from Luvdisc? - Water): Defensive Water-type, but has pretty much no offense to speak of whatsoever. It's definitely a team supporter with Wish, although it's hard to say if it's worth it with Pokemon like Vaporeon and Blissey to compete with.

#102 - Denchura (Its pre-evo is the cutest baby tarantula ever - Electric/Bug): Cool type, and cool Pokemon. Good speed, and it gets Compoundeyes... which mean 91.5%-accurate Thunders! Awesome stuff, and it gets plenty of other cool moves, too. Definitely a keeper.

#104 - Nattorei (Super-effective against Mega Man - Grass/Steel): Another type that is long-coming, the amount of stuff that Nattorei resists is crazy, and it has great defensive stats, so anything that isn't Fire or Fighting can't touch it. Its low Speed only helps its Gyro Ball, and it has STAB Power Whip, meaning it makes a fearsome attacker, too. It has all sorts of crazy other moves like Thunder Wave, Leech Seed, and entry hazards. Awesome Pokemon and guaranteed a spot on our team.

#107 - Gigigiaru (Gi-Gi-Gi-Gear Change! - Steel): Eh, I might use it if it ever gets a physical movepool beyond Gear Saucer and Return...

#110 - Shibirudon (Electric Eel In The Sky - Electric): A pure Electric-type with Levitate? It's no-weak! That can mess with opponents, and it has various other moves to play with, along with stats that allow it to strike physical, special, or mixed. A thoroughly cool Pokemon.

#112 - Oobemu (Created with alien technology - Psychic): Eh, it needs more than it has in order to compete with the various other Psychic-types.

#115 - Shandera (The true phantom of operas with chandelier-falling problems - Ghost/Fire): Another cool Ghost-type and Fire-type. Base 145 Special Attack hurts... a lot. Fun typing, and great abilities, especially its Dream World... wait, Shadow Tag? Yikes.

#118 - Ononokus (It's... some kind of a dragon - Dragon): Base 147 Attack?! Ouch. And it gets Dragon Dance. And Mold Breaker Earthquake, so levitating Steels can't evade it. This Dragon hits, and it hits hard.

#120 - Tsunbear (Urusai! Urusai! Urusai! - Ice): Okay. This Pokemon has a lot of problems, particularly with its bad defensive typing and speed. But I don't care. It's a Tsundere polar bear. There's no way it's not going to be on my team. >_>

#121 - Furiijio (No two snowflakes are exactly alike... oh wait - Ice): Meh. Not liking that base 30 Defense.

#123 - Agirudaa (Ninjask, eat your heart out - Bug): Base 145 Speed... this is a truly fast ninja, and it even has attacks to run off base 100 Special Attack. Watch out for it.

#124 - Maggyo (Like an electric land mine - Electric/Ground): Unique typing, decent defensive stats, good type coverage... but not much else.

#126 - Kojondo (In the future, monks will be scouts - Fighting): Solid speed, great attacking stats (particularly Attack), and solid movepool... and it's pretty cute, too. Who knew monks could be so cool?

#127 - Crimgan (You'd think America was just full of dragons - Dragon): Not bad, but there seem to be a lot of dragons this time around, and this one works better on Trick Room teams anyways with its low Speed...

#129 - Goruugu (Living Armor to the max! - Ghost/Ground): I think GameFreak is really trying to make Trick Room a viable strategy, what with all these slow, powerful Pokemon wandering around. Goruugu definitely has potential in The Room, but outside of it, its speed really hurts it...

#131 - Kirikizan (*shiiing* - Dark/Steel): Strange type that mixes the two types introduced in Generation II. Cool Pokemon, though, by all means. Decent movepool of attacks, and a great ability in Competitive Spirit that makes it good against Intimidate-users.

#132 - Buffalon (Now everybody move, can you get a little something, got to do... - Normal): Heck. It's a bull. WITH AN AFRO. And it also has great abilities, high Attack, and good defensive stats, too. But, that's all secondary to the fact that it's a bull... WITH AN AFRO.

#134 - Wargle (Because I'm the President of the Great United States of America! - Normal/Flying, White only): Access to Superpower helps it out a lot, and makes it above-average overall.

#136 - Barujina (Because the other spelling of its name is too vulgar - Dark/Flying, Black only): Great defensive stats... and absolutely no offensive power whatsoever. It does have its uses, though.

#137 - Kuitaran (How do Aiantos survive with these guys running around? - Fire): Eh, there are better Fire-types.

#138 - Aianto (These ants are harder to crush... but easier to incinerate - Bug/Steel): Now, this is an interesting fellow. High Speed and Attack, great Defense but low HP and Special Defense... just a bit barren in its movepool... Oh, and GameFreak? Its Dream World ability is... Traunt? Really?

#141 - Sazandora (THE HYDRA OF DARKNESS - Dark/Dragon): The obligatory pseudo-Legendary. This time, it's a Dark-Dragon, with very balanced stats. It's definitely strong and worth using, although is somewhat lacking in the raw power of past pseudo-legendaries. All that said, though, it is the Dragon of Darkness, and should not be underestimated.

#143 - Ulgamoth (Like a moth to a flame... literally - Bug/Fire): A dangerous special sweeper, with access to Butterfly Dance to make it even more dangerous. Just watch out for that x4 Stealth Rock weakness...

Legendaries

#144 - Cobalon (All for one... - Steel/Fighting): The first of the Musketeer Trio. Compared to its Steel/Fighting compatriot, Lucario, Cobalon is more physically defensive, and also faster. It's offensively not a whole lot to speak of, but it definitely works, and as far as the Musketeers go, there's no point in using one without using them all.

#145 - Terrakion (...and one for all! - Rock/Fighting): Here's a unique typing that gives this Pokemon great coverage. Based on Porthos, Terrakion has powerful physical attacks, great speed, decent defenses, and the ability to power up and tear its way through the opposition.

#146 - Virizion (We are... the Musketeers! - Grass/Fighting): And another Grass/Fighting type appears on the scene. Based on Aramis, Virizion has to be wary of Flying-types (it does get Stone Edge to hit them, though) and is somewhat weak defensively, but makes up with great Special Defense, still has good Speed, and various moves in its movepool. All in all, it is a fun little Pokemon to work with.

#147 - Tornelos (Gone with the wind... - Flying, Black only): Yep, a natural, pure Flying-type. Tornelos has powerful attacking stats, great Speed, and Mischievous Heart for all your support moves to be even faster. Definitely a threat. However, it is a bit too monstrous for our liking, and according to standards set in the past, monstrous Legendaries cannot be part of the main team. That said, due to general lack of Flying-types on the main team, I will likely end up regularly using the version exclusive one anyways.

#148 - Voltolos (Ooh, a storm is threatenin... - Electric/Flying, White only): Like Tornelos, but with an Electric-typing. It has extremely threatening moves along with Mischievous Heart-boosted support moves, but again, it's too monstrous to be used on the main team; it will be regularly used anyways, though.

#149 - Reshiram (Flames burn of pure white - Dragon/Fire, Black only): The main Legendary of Black version, this is the first time we actually have a real, fire dragon. Again, too monstrous for main team, but definitely a massive powerhouse.

#150 - Zekrom (It's... greased lightning! - Dragon/Electric, White only): The main Legendary of White version, another powerhouse we won't be using on principle.

#151 - Landlos (Sand control volunteers needed - Ground/Flying): Odd Pokemon, with odd typing; ironically, it's the only one of the Legendaries or pseudo-Legendaries this time around with 4x Ice weakness (usually we get about 5 of those per generation >_>). Again, it's rather monstrous, but the somewhat lack of Ground and Flying types means I might go ahead and use it anyways.

#152 - Kyurem (Ice, ice, dragon - Dragon/Ice): And here's the dragon to complete Fire/Ice/Lightning. Same deal here, really. Needless to say, it's a beast.

Event Legendaries

#153 - Keldeo (The fourth Musketeer - Water/Fighting): Here's the fourth of the Musketeer "Trio", the one based on the author avatar, d'Artagnan. It actually lacks physical Attack power, but makes up with high Special Attack, as well as a unique Special move that hits Pokemon on their Physical defense. By all means, a force to be reckoned with.

#154 - Meloetta (A Pokemon of song and dance - Normal/Psychic -> Normal/Fighting): Here's an odd Pokemon, capable of transforming itself after singing... Well, it's basically the music-based Pokemon we were hoping for, so we'll take it, eccentricities and all. It can be fairly powerful, too, in either form.

#155 - Genesect (Because we don't advocate genocide here - Bug/Steel): One more for the road. This Pokemon is basically a weapon; as such, it's probably not going to see use on the main team. It has great attacking stats on both sides. However, it has a somewhat limited Physical movepool, limiting its potential there.

Preliminary Evaluation Results

Main Team:
1. Victini (Psychic/Fire)
2. Murando (Normal)
3. Zebruaika (Electric)
4. Doryuzu (Ground/Steel)
5. Roobushin (Fighting)
6. Erufuun (Grass)
7. Waruvial (Ground/Dark)
8. Hihidaruma (Fire)
9. Zuruzukin (Dark/Fighting)
10. Shinbora (Psychic/Flying)
11. Desukaan (Ghost)
12. Abagoura (Water/Rock)
13. Zoroark (Dark)
14. Chillaccino (Normal)
15. Mebukijika (Normal/Grass)
16. Burungel (Water/Ghost)
17. Denchura (Electric/Bug)
18. Nattorei (Grass/Steel)
19. Shibirudon (Electric)
20. Shandera (Ghost/Fire)
21. Ononokus (Dragon)
22. Tsunbear (Ice)
23. Agirudaa (Bug)
24. Kojondo (Fighting)
25. Buffalon (Normal)
26. Sazandora (Dark/Dragon)
27. Ulgamoth (Bug/Fire)
28. Cobalon (Steel/Fighting)
29. Terrakion (Rock/Fighting)
30. Virizion (Grass/Fighting)
31. Keldeo (Water/Fighting)
32. Meloetta (Normal/Psychic or Fighting)


Dream World Main Team:
- Jalorda (Grass)
- Kokoromori (Psychic/Flying)
- Gothiruselle (Psychic)

Borderline:
- Daikenki (Water)
- Gamageroge (Water/Ground)
- Doredia (Grass)
- Ranculus (Psychic)
- Shubarugo (Bug/Steel)
- Mamanbou (Water)
- Landlos (Ground/Flying)

Secondary Team:
- Emboar
- Lepardas
- Yanakkie/Baokkie/Hiyakkie
- Nageki/Dageki
- Pendra
- Iwaparesu
- Archeos
- Swanna
- Baibanira
- Maggyo
- Crimgan
- Wargle
- Barujina
- Aianto
- Tornelos
- Voltolos
- Reshiram
- Zekrom
- Kyurem
- Genesect

Saturday, December 4, 2010

Pokemon Focus: #130 - Gyarados

Prologue Note

This analysis and all that follow are all still 4th-generation analyses. The 5th-gen analyses will start once the "main team" 4th-gen analyses are done. In the meantime, notes on 5th-gen usage will be added at the end of each analysis, in the Future Sight section.

Introduction

I've had major problems in the past with using Gyarados. The biggest one was that I could not accept using a Water-type without Water attacks, and Gyarados being very much physically-based instead of specially-based meant Water attacks were out of the question. This has all changed though, with the addition of physical Waterfall. Now, Gyarados is one of the greatest threats of all time, and I don't have to feel guilty about giving up Water attacks on it!




Make no mistake, Gyarados is monstrous. High Attack power, access to Dragon Dance, solid Special Defense, Intimidate to cushion physical blows... about the only bad part about Gyarados is that Electric attacks knock it out easily. But that is hardly a problem, as it can easily team up with Pokemon that are immune to, or better yet, take advantage of Electric attacks; there's a reason partnering it with Electivire was a common move, and partnering it with Jolteon is still common. All in all, let Gyarados set up, and the opponent will fall.



Capture/Training

One thing's for sure; catching a Magikarp is not a problem. It's just the matter of training it to level 20 where it can evolve. And there is definitely no point in delaying its evolution, unless you really want Flail.

Stats

95 HP, 125 Atk, 79 Def, 60 SpA, 100 SpD, 81 Spe

These are some dangerous stats. High attack is obvious; low Special Attack is no longer a concern due to Gyarados getting physical STAB off Water, low Defense is mitigated by Intimidate, and average Speed can be boosted by Dragon Dance. All this makes Gyarados powerful both offensively and defensively.

Abilities

Intimidate is a great ability. It gives Gyarados ease of switching into physical threats and mitigates its otherwise low Defense, and gives it an easier time setting up.

Moves



Waterfall hurts. As a physical Water move, it can be absolutely devastating just from Gyarados's raw power alone, and if the opponent manages to survive, there's still a 20% chance of flinching. Technically, Aqua Tail is even more powerful, but the lower accuracy and lack of additional effects makes it less appealing. Gyarados has minimal options for Flying STAB, but Bounce is fairly valid, as not much will want to switch in on a move with a 30% paralysis chance.



Gyarados is not lacking in secondary options. Stone Edge, despite shaky accuracy, hits hard and gets super-effective hits on many opponents. Earthquake can mess up Electric-types trying to prey on your 4x weakness. Ice Fang is your best bet against many Grass-types and 4x-weak Dragons. Bite and Payback hits Psychics and Ghosts. Finally, if you want neutral coverage, you can't go wrong with Return, which is only resisted by Empoleon and Shedinja in conjunction with your Water attack.

Dragon Dance will be your stat-up move of choice. With it, Gyarados can increase its low Speed while boosting its already-high Attack, allowing you to sweep teams.

Bulkier variants of Gyarados will want to make use of Taunt, forcing opponents, particularly Intimidated ones, to attack and letting Gyarados pull off multiple Dragon Dances.

Gyarados can also be a user of the Rest-Sleep Talk combo.

Effective Movesets

1. The Dance of the Rampaging Red Dragon
- Dragon Dance
- Waterfall
- Stone Edge
- Earthquake/Bounce
EVs: Max Attack and Speed, Adamant/Jolly nature preferred
Notes: The Rampaging Red Gyarados, angry and in full attempt to destroy everything in its path. It dances, outspeeds its foes, and tears through all in its path. Jolly trades attack power for the ability to outspeed even more enemies.

2. The Dance of the Wise Blue Dragon
- Dragon Dance
- Waterfall
- Taunt
- Stone Edge/Bounce
EVs: More defensively spread out; distribute a fair amount to HP and some to Defense; put rest in Attack and Speed. Adamant nature preferred.
Notes: The Wise Blue Gyarados knows that patience and craftiness is the way to outwit its foes. It taunts its opponents to attack it directly, resists their attacks, and conducts its intricate dances in its face, doing so multiple times so as to overwhelm its foes.

3. The Choice of the Sea Serpent
- Waterfall
- Stone Edge
- Payback
- Earthquake/Ice Fang
EVs: Max Attack, but put some EVs in HP before throwing the rest in Speed.
Item: Choice Band

The Monochrome World

Dream World Gyarados has Moxie, which makes it potentially a snowballing dragon of power, although it can still be outsped. Lack of Intimidate reduces its switch-in opportunities, though.

In the new generation, Gyarados has to compete against many new sweepers that are even more destructive than itself. Here, Gyarados can instead go a defensive route, using its solid defensive stats and Intimidate to go up against threatening Fighting and Ground types, and use the new Dragon Tail attack to switch teams around. Use in conjunction with entry hazards for best effect.

Monday, November 1, 2010

Pokemon Focus: #181 - Ampharos

Introduction


Ampharos, a.k.a. "Miss Lighthouse", is a personal favorite of mine from 2nd Gen. It was somewhat of an unusual Electric-type: it wasn't very fast--in fact, it's actually really slow, but on the other hand, it had good defenses. The generation shift hurt it a bit by making many previously special moves in its movepool physical, and only giving back a handful of new special moves to use, but overall it is still a very effective Pokemon.



Capture/Training



Mareep can be caught really early; in fact, you can get one before fighting Falkner! After that, it's a matter of training it up. Evolving it into Flaafy at Level 15 is fine, but if so, wait one level to Level 31 before evolving it into Ampharos, to learn Discharge a couple levels early (Ampharos won't miss ThunderPunch now that it's physical).



Stats



90 HP, 75 Atk, 75 Def, 115 SpA, 90 SpD, 55 Spe



Ampharos broke the mold for Electric-types, presenting one that was slow but bulky. It's unfortunately not quite enough to go up against the big boys of the metagame, but in-game it works perfectly fine.



Abilities



Static: While on many Pokemon the move is at best a consolation prize if your Pokemon gets knocked out by anything not named Earthquake, on the relatively bulky Ampharos it could actually have use. However, it does not strictly need the ability, with plenty of ways to spread paralysis around itself.



Moves



No Ampharos is complete without its obligatory Electric attacks. Running off base 115 Special Attack, such moves are guaranteed to hurt. Thunderbolt is the obligatory mention, but with Ampharos's bulk, it can make good use of Discharge and its 30% paralysis chance. The third obligatory mention is Thunder, to be used in rain. Charge Beam could work as a SubCharge set.



Ampharos has the following secondary attacks to use. Focus Blast is probably the big one. 70% accuracy is hard to work with, but a Base 120 power Fighting attack off Base 115 Special Attack is hard to argue against. Signal Beam is somewhat filler but could work. Power Gem does not really get significant coverage with Ampharos's Electric attacks, but it is an option. Of course, Hidden Power could also be an option.



Ampharos's base 75 physical attack isn't breaking through walls anytime soon, but that does not mean physical attacks are completely out of the question. The big one is Focus Punch; a powerful 150 base power makes up for the lack of raw physical power here.


Ampharos can set up both screens, a.k.a. Reflect and Light Screen; his bulk makes him a decent screener. Safeguard is also an option.


Thunder Wave allows Ampharos to inflict status more directly, if you don't want to rely on Static and Discharge. Toxic is obviously another status option.


On the contrary, Heal Bell allows Ampharos to heal status, namely its teammates'.


Substitute is a classic move and has plenty of uses.


Effective Movesets
1. Why Ampharos Don't Have Wool
- Thunderbolt
- Focus Blast
- Hidden Power/Signal Beam/Power Gem
- Substitute
Item: Life Orb
2. AmpharoBoah
- Substitute
- Focus Punch
- Thunderbolt
- Hidden Power/Signal Beam/Power Gem
3. Lighthouse on the Horizon
- Discharge
- Heal Bell
- Reflect/Light Screen
- Focus Blast/Light Screen/Reflect
4. Bespecticled Lighthouse
- Thunderbolt
- Focus Blast
- Signal Beam
- Power Gem/Hidden Power
5. Lighthouse in the Rain
- Rain Dance
- Thunder
- Heal Bell/Safeguard/Reflect/Light Screen
- Heal Bell/Safeguard/Reflect/Light Screen
Item: Damp Rock/Leftovers
Note: If Hidden Power is Water, go ahead and use that.
Closing Notes
Ampharos is not a massive presence in the metagame, but it is still a fun Pokemon to play with, especially in-game.
Future Sight
Not much will change for Ampharos. Volt Change is a fun new move, and Cotton Guard could be interesting on defensive sets.

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.

Sunday, September 19, 2010

Pokemon Focus: #257 - Blaziken

Introduction

Blaziken is a solid Pokemon, seemingly outclassed by Infernape in the fourth generation, and now coming up against yet another Fire-Fighting starter (seriously, why?), although with a secret trick up its sleeve to even up with the competition. But that's in the future. Let's talk about the now, where Blaziken, despite facing serious competition from Infernape, still can be a very useful and powerful Pokemon if you know how to use it (or, if you metagame, use it in UU where it is outclassed by no one). It has great offensive stats on both physical and special ends, which, combined with excellent type coverage, means few can withstand its assaults.

Capture/Training

Grab it if you want when offered along with the other Hoenn starters after beating Red, or trade it over from someone else.

Stats

80 HP, 120 Atk, 70 Def, 110 SpA, 70 SpD, 80 Spe

Great offensive stats. What makes it fall behind Infernape is its average Speed. Manage that and Blaziken doesn't have much standing in its way.

Ability

Blaze is by no means a bad ability, although making a set around it is risky (though one exists). At any rate, if Blaziken gets below that 1/3 point, watch out, as those Fire moves get a nice kick in power.

Moves

The scary thing about Blaziken is that it can unleash strong attacks from either the physical or special side. With Fire attacks, it has the whole spectrum of both physical and special attacks: Fire Punch, Blaze Kick, and Flare Blitz for physical and Flamethrower, Fire Blast, Overheat, Blast Burn, and Heat Wave for special. On the Fighting side, Blaziken's moveset is similarly varied. With no Close Combat, he has to resort to Superpower for heavy-hitting strength, while Brick Break is there for reliable damage, and Sky Uppercut does solid damage at the cost of some accuracy. Low Kick is situational but powerful against many heavyweights. Reversal can be used along with Blaze for destructive power. Focus Punch is also available. Special options are very limited; Focus Blast is the only real special move, although Vacuum Wave, as the lone Special priority move, is a great choice in its own way.

Blaziken has some secondary attacks it can make use of. Most are physical. ThunderPunch works well in fending off the Water- and Flying- types that can threaten it, while Stone Edge can also threaten Flying-types while putting dents in many other Pokemon that resist its moves. Shadow Claw gets a mention because Fighting + Ghost have perfect coverage, while Night Slash also offers similar coverage against Psychics and Ghosts. Past that, Earthquake and Brave Bird are both powerful moves, but offer little in the way of additional coverage. Special secondary attacks are very limited, really to just SolarBeam, on Sunny Day teams. However, if luck (or breeding) is on your side, Hidden Power works well; ideal types are Grass, Electric, Ice, and Rock.

Blaziken gets various boosting moves; Agility helps correct its low Speed, Swords Dance makes it a physical monstrosity, and Bulk Up allows it to defend and attack. Conveniently, Blaziken can also Baton Pass these boosts (see Baton Pass notes).

Endure and Substitute are to be used on Reversal sets as means to get to 1 HP; otherwise, Substitute can be used on Baton Pass sets.

Effective Movesets

Notes: Fire attacks and Fighting attacks can be exchanged with other moves of their type within reason.

1. Standard Mixed Attacker
- Fire Blast
- Superpower
- Vacuum Wave
- Shadow Claw/Stone Edge/Hidden Power
Item: Life Orb
Notes: Two Base 120 attacks with STAB, a STAB priority attack, and the ability to muscle past many of the worst threats out there. If your Hidden Power is of a good type and power, use that here.

2. Agility Mixed Attacker
- Agility
- Fire Blast
- Superpower
- Shadow Claw/Stone Edge/Hidden Power
Item: Life Orb/Expert Belt
Notes: Mollifies Blaziken's low speed before it starts tearing foes apart with its mixed moves. Again, use a Hidden Power if possible.

3. Physical Choice
- Flare Blitz
- Superpower/Low Kick
- ThunderPunch
- Stone Edge/Blaze Kick/Shadow Claw
Item: Choice Band/Choice Scarf
Notes: A physical Blaziken.

4. Mixed Choice
- Fire Blast/Overheat
- Superpower
- ThunderPunch
- Hidden Power/Shadow Claw/Stone Edge
Item: Choice Scarf

5. Swords Dance
- Swords Dance
- Flare Blitz
- Sky Uppercut/Low Kick
- ThunderPunch
Item: Life Orb

6. Reversal
- Endure/Substitute
- Swords Dance/Agility
- Reversal
- Blaze Kick
Item: Salac Berry/Liechi Berry
Note: Use Salac with Swords Dance, Liechi with Agility.

7. Bulk Up Baton Pass
- Bulk Up
- Baton Pass
- Blaze Kick
- Sky Uppercut/Substitute
Notes: Of all the stats to pass, Bulk Up is probably the best option due to the lack of other users of the move. Substitute can also be used alongside Blaze and Blaze Kick before being passed along.

8. Sunny Day Teammate
- Fire Blast
- SolarBeam
- Flare Blitz/Blaze Kick
- Superpower
Notes: Blaziken can be a great Sunny Day teammate, although the actual job of setting up Sunny Day should go to someone else since Blaziken himself isn't very sturdily-built and is better off using its time to attack.

Baton Pass Notes

Since Blaziken belongs to the Ground egg group, it's easy enough to just Sketch the combination of moves to pass along. Here are some other combinations that can be passed with ease:

Agility + Reversal: Growlithe
Baton Pass + Agility: Aipom, Girafarig, Buneary, Jolteon (evolved w/Baton Pass)

Conclusion

While it lacked the speed necessary to top Infernape, Blaziken is still invaluable as a monster-chicken capable of plowing its way past the sturdiest of walls. He is very well suited for teams seeking a powerful offensive force capable of hitting hard both physically and specially.

A Look Into The Future

In the wake of yet another Fire-Fighting starter, how does Blaziken up the ante against its competition?

Two words: Speed Boost.

It remains to be seen just what kinds of monstrosities can emerge from Speed Boost Blaziken, considering its weakness of low Speed will no longer be a weakness...

Saturday, July 17, 2010

Pokemon Focus: #462 - Magnezone

Introduction

The magnet of doom is back and better than ever. A new evolution gave it a massive base 130 Special Attack and decent defenses, while maintaining the same ability that makes sure any Steel-type within its reach won't be leaving anytime soon (albeit with more powerful Steel-types roaming around, that ability is now more useful than ever).

Capture/Training

The best place to find Magnemite is Route 38, to the left of Ecruteak. In addition to the usual ways of selectively finding Pokemon with a certain ability, one method here is to switch to a Steel-type somewhere along the line and try to escape. Just make sure your Steel-type can defeat Magnemite once it finds out it can't escape...

Magnemite evolves into Magneton at Level 30. There are notable moves worth delaying the evolution for, due to the lack of a large level difference at which the two learn moves.

Magneton must be traded to Diamond/Pearl/Platinum and taken to Mt. Coronet, where if it levels up, it will evolve to Magnezone. If you want to, use a Heart Scale on Magneton to teach it Tri Attack before trading it over.

Stats

70 HP, 70 Atk, 115 Def, 130 SpA, 90 SpD, 60 Spe

Base 130 Special Attack is killer, for sure. It also has decent defensive stats, which work well with its large set of resistances. Interestingly enough, its low Speed is actually lower than Magneton's by 10 points...

Abilities

Magnet Pull is the main attraction *cough* here. The ability to keep a Steel-type from escaping is really handy in competitive battling, and even though its in-battle use in-game isn't much, the ability to draw out Steel-types in the wild (particularly Skarmory) makes it worthwhile in the end.

Sturdy isn't much at the moment; it protects Magnezone from one-hit KO attacks like Sheer Cold, which are rare. However, in Black and White, Sturdy will have a Focus Sash effect, leaving Magnezone at 1 HP if hit at full health with a Ground-type attack (or any other move that would KO it in one hit). This makes the ability worth considering, as it means a stray Earthquake won't finish it off too quickly.

Moves

Starting things off, of course, is the classic Thunderbolt. As always, this move can be replaced with Discharge for paralysis or Thunder if used in rain (or Ubers, where rain is common even if it's not your own). The physical/special split allowed Magnezone to play with special Steel-type moves, namely Flash Cannon. The coverage between the two moves is actually not that bad; only Electric-types and certain Steel-resistant Ground-types will give Magnezone trouble.

Magnezone does not have much else in the way of secondary attacks. The best you're going to be able to do is using a Hidden Power to take out certain Steel-types you might trap; Fire in particular is effective for this purpose. Past that, you might look into Signal Beam to lay a smack-down on those weak to the move (namely, a certain Celebi). Tri Attack isn't going to be worth much in competitive battling, but it is a special attack now, and still has a fun secondary effect, making it fine for in-game havoc.

Charge Beam is an attack meant for powering up Magnezone to deadly levels. Magnezone's subpar base 70 attack means normal physical attacks are out of the question, but there's still the option of a nice, powerful Explosion.

Aside from these attack options, Magnezone has a decent set of support options meant to make its job easier. Magnet Rise is actually quite effective on Magnezone; it temporarily removes its crippling 4x Ground-weakness, which means after trapping a Steel-type, it can Rise and stop any of their plans to quake it down.

Metal Sound is situational but can work, either at forcing switches or just crippling an enemy.

For status-crippling, you can use Toxic or Thunder Wave.

Mirror Coat can flip moves back to the opponent, most notably Fire moves. Magic Coat does the same for status moves.

Rain Dance is an option for rain support on Rain teams. Gravity provides a support of an entirely different sort, and opens up the option of Zap Cannon, a move normally with way too low accuracy to be of use but now becomes a decently-accurate move with a paralysis effect if it hits.

Magnezone can also pursue a dual-screen strategy involving Reflect and Light Screen.

Of course, Substitute is always an option.

Effective Movesets

1. Standard Magnet
- Thunderbolt
- Flash Cannon
- Substitute
- Magnet Rise/Explosion
Ability: Magnet Rise
Notes: The concept of this set is a Steel-trapper: switch into Steel-types it can defeat and blast them away while they can't pull out. (Not that in-game opponents typically pull out anyways, and if you're going into the metagame, you'll want a Hidden Power, which is beyond my scope here.) Substitute allows you to scope attacks, and if your opposing Steel is one with Ground-type attacks, Magnet Rise can protect you further. All things considered, though, this set functions perfectly fine as a perfectly normal Magnezone.

2. Attack Magnet
- Thunderbolt
- Flash Cannon
- Tri Attack/Signal Beam/Hidden Power
- Explosion
Item: Choice Scarf/Choice Specs/Life Orb
Note: If your Hidden Power is a good one, use it; otherwise, go for one of the other two. Very effective whether you use Scarf or Specs, although the first works better if you want to go the Magnet Pull route and use this as a Steel-trapper. Life Orb is available for more flexibility at the cost of health.

3. SubCharge the Supermagnet
- Substitute
- Charge Beam
- Thunderbolt
- Flash Cannon/Hidden Power
Item: Leftovers/Salac Berry
Note: Salac Berry can be a fun choice if you have some to spare.

4. Screeching Magnet
- Thunderbolt
- Flash Cannon
- Hidden Power/Tri Attack/Magnet Rise
- Metal Sound
Item: Life Orb
Note: Metal Sound allows for an alternate way to weaken foes.

5. Dual Screen Magnet
- Reflect
- Light Screen
- Thunderbolt/Discharge
- Explosion/Flash Cannon
Item: Light Clay

Closing Notes

Magneton's latest evolution is more powerful than ever, and solid defenses and a great defensive typing only helps it out. Magnezone is one killer magnet, and Steel-types in particular will do well to stay far away from it.

Saturday, July 10, 2010

Pokemon Focus: #358 - Jirachi

Introduction

I think this is a good time to cover Jirachi, considering the current event going on that is giving away these wish-makers over Wi-Fi. Jirachi is the first of the event legendaries from 3rd Gen, and that generation's resident all-base-100-stats pixie. Also like its predecessors, it is Psychic-type and has a large movepool and a matching large moveset.

Its differences? First, a great typing that removes the weaknesses usually associated with Psychic, has a massive number of resistances, and ultimately makes it only deal with two weaknesses. Second, an amazing ability that easily allows it to topple foes.

The generation shift started without a huge change in the already-excellent Jirachi, but the addition of the Platinum move tutors really threw Jirachi into the spotlight by opening up its physical movepool, particularly with the excellent (read: flinch-hax-happy) Iron Head. This pretty much doubled Jirachi's effective movesets. All-in-all, an excellent Pokemon.

Capture/Training

Thanks to recent Nintendo events, there are currently two Jirachi floating around. One is Modest, the other is Jolly; hence, one for special, one for physical. Each will have their separate movesets later on.

No evolutions.

Stats

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

All 100s, all the time! Solid stats that give Jirachi quite some versatility.

Abilities

Serene Grace is the only ability here. Thankfully, it's a great one. With both Shaymin and Togekiss previously covered, I don't think much else needs to be said for this ability's usefulness, except for the fact that Jirachi's pet move to abuse here is Iron Head.

Moves

Well, let's start with STAB options. On physical, Iron Head and Zen Headbutt give you both power and a nice flinch-rate boosted by Serene Grace; in particular, the 60% flinch rate from Iron Head is guaranteed to be annoying. On the Special side, Psychic and Flash Cannon are classic attacks that get a small but noticeable boost from Serene Grace, now having a 20% chance of lowering Special Defense.

The rest of Jirachi's attack moveset is quite large. On the physical side, all three elemental punches (Fire Punch, Ice Punch, ThunderPunch) add a tremendous amount of coverage, and come with their increased 20% chance of their added status inflictions. Secret Power is an acceptable move, thanks to a 60% chance of an added effect (notably Paralysis). U-Turn is a useful attack in many situations. On the special side, Thunderbolt is always a great attack, while the odd Rain Dance Jirachi can abuse Thunder with its 60% paralysis rate. Shadow Ball can hit other Psychics hard, and the 40% Special Defense drop rate is great. Both Energy Ball and Grass Knot are available, the former also getting that 20% SpD drop rate. Signal Beam can catch Dark-types and other Psychics by surprise. You can even try Water Pulse for a 60% confuse rate (particularly in rain) and Ancientpower for a 20% chance of a full-stat boost. Finally, the event Jirachi come with Draco Meteor to blast away Dragons.

Doom Desire is an odd move: it gets no STAB and cannot hit anyone super-effectively; it also uses the current opponent's Special Defense regardless of who the opponent switches to later on. It's a strange move and can fit on novelty sets.

Jirachi comes with a massive list of support options. To start things off, access to Stealth Rock makes Jirachi a good choice for a lead.

Calm Mind allows Jirachi to boost its stats further, making it a dangerous offensive and defensive threat. Cosmic Power allows Jirachi to boost its defenses directly.

Wish is, in a way, Jirachi's signature move, since Jirachi was based on the classic Japanese tradition of putting "wish slips" (that's what those things on Jirachi's head are) on trees during Tanabata, as well as the worldwide tradition of wishing upon a star. That, and it's outright called the Wish Pokemon. At any rate, make a wish on Jirachi and it can heal 50% of the health of the active Pokemon, whether that be Jirachi or a teammate. This makes Jirachi a great supporter or gives it a way to heal itself. On another wish note, Healing Wish allows Jirachi to... er, go back to sleep (a.k.a. faint itself), in exchange for the next Pokemon having all its health restored.

Thunder Wave allows Jirachi to paralyze foes, which works well with Jirachi's flinch-inducing attacks. Trick is an alternate way to mess up opponents, particularly in the Battle Frontier.

Reflect and Light Screen allow Jirachi to serve as a dual-screener.

Jirachi can set up weather, most notably Rain Dance.

And, of course, Jirachi can Substitute.

Effective Movesets

(Physical)

1. Choice
- Iron Head
- Fire Punch
- Zen Headbutt/Ice Punch
- U-Turn/ThunderPunch/Trick (Frontier only)

2. Substitute + Thunder Wave
- Substitute
- Thunder Wave
- Iron Head
- Fire Punch

3. Wish Support
- Wish
- U-Turn
- Iron Head
- Thunder Wave

4. Dual Screen
- Reflect
- Light Screen
- U-Turn
- Wish
Item: Light Clay

5. Lead
- Stealth Rock
- Iron Head
- U-Turn
- Fire Punch

(Special)

6. Wish + Calm Mind
- Wish
- Calm Mind
- Psychic/Flash Cannon
- Thunderbolt

7. Calm Mind + Substitute
- Substitute
- Calm Mind
- Psychic/Flash Cannon
- Thunderbolt

8. Calm Mind Sweeper (Superachi!)
- Calm Mind
- Psychic
- Flash Cannon
- Thunderbolt

9. Rain Dance
- Rain Dance
- Psychic
- Thunder
- Wish

10. Gravity
- Gravity
- Psychic
- Wish
- U-Turn

Closing Notes

One of the most versatile Pokemon around, Jirachi is certainly the game's little superstar. Whether hitting with strong Special-oriented sets or annoying the opponent with high-Flinch-rate moves, Jirachi is set to take on pretty much any Pokemon out there.

Saturday, June 12, 2010

Pokemon Focus: #59 - Arcanine

Introduction

Arcanine is yet another Pokemon we have mostly ignored until the physical/special split allowed it some firepower *cough* from its high Attack stat. Now, this Chinese-fire-tiger-dog finally has its time to shine on our main team. It always had good stats; it's the Pokemon with the highest base stat total aside from legendaries and the 600-total pseudo-legendaries. And its Special Attack is nothing to scoff at, so special and mixed movesets are still an option. It has two great abilities, too. Its moveset grew quite a bit, and it's still a great user of ExtremeSpeed, which it was the first Pokemon to get way back in Gold and Silver. Overall, it's a great Pokemon worth using.

Training

Once Growlithe evolves into Arcanine, there is no turning back, so make sure Growlithe has learned everything it needs to know before using the Fire Stone. Some possible markers include: Flamethrower at Lv. 34, Crunch at Lv. 42, Heat Wave at Lv. 45, and Flare Blitz at Lv. 48.

Stats

90 HP, 110 Atk, 80 Def, 100 SpA, 80 SpD, 95 Spe

These stats are great. Solid power and solid bulk allow Arcanine to function both as a straight-up sweeper and as a bulky sweeper.

Abilities

Arcanine has two great abilities to choose from. Flash Fire is always fun: it gives Arcanine a Fire immunity, and if you get the switch, you can then proceed to tear through the opponents with your attacks. It's great for sweeper variants.

On the other hand, Intimidate is one of the best abilities, period. Being able to drop the opponent's Attack power instantly is amazing, and works well with Arcanine's decent bulk; in particular, bulky variants of Arcanine will want this ability.

Moves

Starting with Arcanine's Fire attacks, its new Flare Blitz will be the strongest attack it has against foes. It does come with that 1/3-damage recoil, though, so watch out. Arcanine has decent enough Special Attack to make use of the standard Special options, Flamethrower, Fire Blast, Heat Wave, and Overheat.

For other physical options, let's start with Arcanine's previous signature move of old times, ExtremeSpeed. The move is still great as (tied for) the strongest priority move in the game, and easily picks off weakened foes. Other physical options for coverage are Thunder Fang, Iron Head, and Crunch.

Other Special options are typically limited to Dragon Pulse (which actually works well with Arcanine's fire attacks, only having trouble with Heatran) and Hidden Power. SolarBeam is a specific option open to Arcanine on Sunny Day teams.

Arcanine has a fair amount of bulk as he is, which means the fact that he can heal himself with Morning Sun can make him even harder to take down.

Status is something else Arcanine can do, and he does it with Will-o-Wisp and Toxic.

When looking to shuffle things 'round, Roar is readily available for Arcanine's use.

Arcanine can either expect Sunny Day support, or set it up himself. Sunny Day also works in increasing the healing from Morning Sun.

Effective Movesets

1. Morning Glory
- Morning Sun
- Flare Blitz
- ExtremeSpeed
- Will-o-Wisp/Toxic/SolarBeam
Ability: Intimidate
Notes: This bulkier Arcanine dishes out damage and can take it, too. Use with sunlight support for maximum effect.

2. Physical Choice
- Flare Blitz
- ExtremeSpeed
- Thunder Fang
- Iron Head/Crunch
Item: Choice Band/Choice Scarf

3. Special Choice
- Flamethrower/Fire Blast
- Dragon Pulse
- Overheat
- ExtremeSpeed
Item: Choice Specs/Choice Scarf

4. Bulky Special Status Shuffler
- Flamethrower/Fire Blast
- Dragon Pulse
- Will-o-Wisp
- Roar
Ability: Intimidate

5. Sunny Day
- Sunny Day
- Flamethrower/Flare Blitz
- SolarBeam
- Morning Sun
Item: Heat Rock
Note: Arcanine can either abuse Sunny Day himself or provide it as support to teammates. If the latter, Heat Rock works well in tandem with Intimidate, which allows it to switch in more often to wreak its havoc. Flash Fire, on the other hand, gives a ridiculous x3.375 power boost to Fire-type moves with STAB, the Sunny Day boost, and the Flash Fire boost, making it a good option for a stand-alone Sunny Day abuser.

Closing Notes

With great all-around stats and (finally) access to powerful moves on both physical and special accounts, Arcanine is now quite a threat to deal with. Have fun with the canine of legend.