Version 0.24 ©2002 Phil Erwin Last Updated: 10/14/2002
Normally, I put the credits at the bottom of my FAQs, but since there were so many people that helped me, directly or indirectly, create this that I wanted to recognize them right up front.
Disclaimer: As the version implies (0.22), this is a very rough outline that is a work in progress. It has gaping holes in it, missing stuff that I can't add to right now, and needs many examples thrown in. But I wanted to get this out where people could at least check it out.
The purpose of this guide is to introduce you to the complex world of advanced Pokémon team creation. It covers topics not necessary, nor required, of the storyline of the game. You can complete the Pokémon game itself without ever needing to know what is covered here. This is tournament-league competition. The fact is, you can complete the game itself with pretty much any team. Raise some big bruisers, blast your way through the uncoordinated trainers that stand in your way, and you eventually attain the title of King of All Amateurs when you beat the Elite 4 and Ash. Fortunately, there is another competitive plateau to reach.
What is covered herein applies primarily to head-to-head linked battles, on-line arenas like GSBot and mIRC, and to a lesser extent the Battle Tower in Pokémon Crystal. If you want to win in these forums, you have to learn the fundamentals of superior team design.
The loosest definition of a team might be a group of individuals attempting to reach or attain a goal. However, a great team is not an amalgamated mass of six unrelated members. A truly remarkable team is made up of members whose strengths and weaknesses have been carefully weighted for optimum performance.
A good real-world example of this would be football. (I don't care for the game myself, but it applies here.) A football team is not six unilaterally average members, equally average in throwing, running, dodging, thinking, etc. A group of commoners. It isn't even six above average members. It consists of individuals who have some amazing abilities in key areas. This is why they have positions in the game. You don't just have eleven players. You have a quarterback who is fast, with an excellent throwing arm, and has leadership qualities. Receivers are good runners with plenty of bulk and muscle to keep them moving toward the goal. There are wide-receivers, tight ends, etc. They all have their positions that they excel in and that is why they are on the team.
Imagine two teams are playing one another. Team A consists of 6 identical above-average players. Now consider Team B which consists of 6 players, some of whom have just average stats in some areas (and maybe a few with below-average) but excellent stats in other areas. These members have been placed in positions emphasizing the positives and play down the negatives. Which team do you think will win? Team B, every single time.
This methodology applies in Pokémon team creation. Choosing what roles your team players will fill is of paramount importance.
Up to this point, you may have just been playing the game itself and not been suitably motivated to examine the underlying aspects of the mechanics of the game. If you are new to team development strategies, there are basic concepts you should be aware of.
When a Pokémon uses an Attack move against another, the move involves stats from both the attacker and the defender. What stats are involved is predicated on what type of Attack is being used. This can be one of two general types, a Physical-type attack or a Special-type attack. This is determined by checking the Type of the move being used (see Table 1). For example, if Flamethrower is being used (which is a Fire-type move), it is a Special-type attack.
Physical-Types | Special-Types | |
---|---|---|
Normal Fighting Flying Poison Ground Rock Bug Ghost Steel |
Fire Water Ice Electric Grass Psychic Dragon Dark |
When you know the general move type (either Physical or Special) then you also know what stats are going to be involved (see Table 2). If an attack is Physical-based, it will involve the attackers Attack stat and the defenders Defense stat. If the attack is Special-based, the attackers Special Attack stat and the Special Defense stat of the defender will be used.
Move Type | Attacking Stat | Defending Stat |
---|---|---|
Physical | Attack | Defense |
Special | Special Attack | Special Defense |
So, the ramifications of this distinction should be clear. It is in your best interest to choose moves that will be effectively used by your Pokémon.
You
have a Blissey who you are choosing moves for. If
you check Blisseys base stats, you'll see that she
has absolutely horrid Attack but reasonabe Special
Attack. What moves should you choose? It is definitely in your best interest
to choose Special-based moves such as Flamethrower,
Ice Beam, or Psychic. However,
one thing you also consider as a counter-point to this is that if Blissey
used Double-Edge (which is a Normal-type, Physcial-based
attack), Blissey would get the STAB bonus, which might
offset her horrid Attack stat in this case.
Ever wonder what it really means when you use Agility and get the message "Your Speed went way up!"? How high is high and what are the limits? This will help explain the mechanics behind stat boosts.
Each stat (Attack, Defense, Special Attack, Special Defense, Speed, Evasion, and Accuracy) has a stage associated with it. Not the singing-and-dancing kind of stage, a number describing how boosted or penalized it is. This stage is a variable who starts out at 0, which means no adjustments either way. It may range up to as high as +6 and as low as -6. Positive boosts are a good thing, negative boosts are bad.
Stages |
-6
|
-5
|
-4
|
-3
|
-2
|
-1
|
0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
Multiplier |
2/8
|
2/7
|
2/6
|
2/5
|
2/4
|
2/3
|
2/2
|
3/2
|
4/2
|
5/2
|
6/2
|
7/2
|
8/2
|
Bonus |
25%
|
28%
|
33%
|
40%
|
50%
|
66%
|
100%
|
150%
|
200%
|
250%
|
300%
|
350%
|
400%
|
So, what does this mean? If a move gives the message "<ability> fell", then the stages for the ability decreased by 1 level. If a move gives the message "<ability> went up!", the ability stage increased by 1 level. If the message "<ability> went way up!", the appropriate stage increased by 2 levels.
Any combination of moves may be used to increase or decrease the stages, but may never in any event exceed 6 stages either positive or negative.
Stages |
-6
|
-5
|
-4
|
-3
|
-2
|
-1
|
0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
Multiplier |
9/3
|
8/3
|
7/3
|
6/3
|
5/3
|
4/3
|
3/3
|
3/4
|
3/5
|
3/6
|
3/7
|
3/8
|
3/9
|
Bonus |
300%
|
266%
|
233%
|
200%
|
166%
|
133%
|
100%
|
75%
|
60%
|
50%
|
43%
|
38%
|
33%
|
Evasion and Accuracy are like two branches from the same tree. Having a positive Evasion stage (by using a move such as Double Team) means the accuracy of enemy moves is reduced by the indicated Multiplier. Accuracy, on the other hand, increases the accuracy of your moves.
Note: Table 4 shows values for both evasion and accuracy. Evasion stages go positive on the scale (higher evasion equals lower chance for opponent hitting you). Accuracy stages are the opposite; a negative accuracy means a lower chance for hitting. The easiest way to handle accuracy is simply to change the sign of the stage and consult the table normally. For example: if your Snubbull has an evasion stage of +1 and an accuracy stage of -2, against an opponent with no stage adjustments, any moves used against Snubbull by the opponent will only have 75% of their normal accuracy. Moves used by Snubbull, on the other hand, are reduced to 60% of their normal accuracy (the -2 accuracy stage is viewed on Table 4 as +2).
Unfortunately, there are no moves that directly increase your accuracy, only reduce it (by the opponent using Flash or Sand-Attack). There is one move, however, that does indirectly increase your accuracy: Sweet Scent. Reducing the opponents evasion is the same thing as increasing your accuracy.
As with the ability stages, any combination of moves may be used to achieve stage bonuses or penalties, but can never exceed 6 stages in either direction.
There is one caveat regarding the limitation of 6-stages. In the case of evasion and accuracy, they both affect the same thing (accuracy) even though they are seperate stages. Evasion and accuracy are both factored in (i.e. multiplied together) when determining whether a move has hit or not. In this fashion, it is possible to effectively exceed the 6-stage limitation.
Your
Kabutops has used Double Team
6 times and Sand-Attack against it's opponent 4 times.
Double Team reduces the opponents accuracy to only
33% of normal, plus the Sand-Attack also reduces it
by 43%. These are multiplied together and the final accuracy adjustment for
the enemy is a little over 14%. This effectively is like a stage 10 adjustment
and made you almost unhittable!
In a system where damage reins supreme, Critical Hits have a high place of honor. When a CH is scored, the damage done to the opponent is roughly doubled, which is always a good thing. So, how are Critical Hits done and how can you improve your chances? The good news is you have some control of this.
Stage | Value | % Chance |
---|---|---|
0 (standard) | 17 | 6.6% |
1 | 32 | 12.5% |
2 | 64 | 25% |
3 | 85 | 33.2% |
4 | 128 | 50% |
Most, but not all, attack moves may score a Critical Hit. A move starts out with a base CH stage of 0, which means roughly a 6.6% chance per attack of registering a Critical Hit. There are, as you may have guessed, ways of raising your CH stage.
Stage Increase |
Method
|
---|---|
1 Level |
Scope Lens, Focus
Energy
|
2 Levels |
Lucky Punch
(Chansey only), Stick
(Farfetch'd only), Aeroblast,
Crabhammer, Cross
Chop, Karate Chop, Razor
Leaf, Razor Wind,
Slash
|
If these items are used, no other Critical Hit stage modifiers will be recognized. This ensures that the stage may not exceed 4 stages. |
You
have a Machamp named Rocky (I know, how original).
Rocky is equipped with a Scope Lens and has been Baton
Passed Focus Energy. He attacks his opponent with
Karate Chop. He starts out with a base CH stage of
0, increased by 1 by Scope Lens. Focus
Energy bumps up the stage 1 level, and finally his Karate
Chop increases his CH level by 2 more. He is maxed out at Stage 4, which
means a whopping 50% chance that he will register a Critical Hit with Karate
Chop! Since Focus Energy stays in effect for
him until he switches, he will continue to be at Stage 4 while using Karate
Chop. If he decided to use Body Slam the next
round, he would only be at Stage 2 (1 level for Scope Lens,
1 level for Focus Energy).
Always consider Pokémon strengths and weaknesses in conjunction with the position he/she/it fills on the team. I find it most helpful to compare base stats. Others compare max-stats and that's fine too. I have created a rudimentary Base Stat Comparison where you can get an idea (in graphical form) of what the strengths and weaknesses of each Pokémon is.
Source |
---|
Pokémon R/B/Y Level-ups, TM's, and HM's |
Pokémon G/S/C Level-ups, TM's, and HM's |
Pokémon G/S/C Breedable Moves |
Pokémon Stadium 1 and 2 Promotional Moves |
New York City Pokémon Center Promotional Moves |
Base Stat (Add 50 for Health) |
Max Stats (Add 105 for Health) |
Description |
---|---|---|
< 45 | < 188 | Horrid |
45-60 | 188 - 218 | Shoddy |
61-75 | 220 - 248 | Okay |
76-95 | 250 - 288 | Good |
> 95 | > 288 | Excellent! |
Objective: Status Affecting
As the name implies, this Pokémon is used as the starter of your team (used in Slot #1 and is first in battle). Usually it has at least one status-affecting move such as paralysis or confusion. Common starters are Dragonite, Starmie, and Nidoking.
Objective: Damage / Chaos
This is a common and very important type for any team. It is designed to promote opponent pandemonium and keep the him off balance and unable to form a good attack or defense. The guerilla fighter intent on harassing the enemy. It always has at least one status afflicting move, usually a paralysis move.
The example below typifies an Annoyer. Thunder Wave paralyzes the opponent (25% chance of being unable to attack), Sweet Kiss confuses it (30% chance to attack itself instead of you), Attract (if used on the opposite gender) makes it 50% likely that the opponent won't attack you, and Headbutt causes flinching 30% of the time! If you get all these setup, the opponent will be so turned around bass-ackwards, it won't know who, what, when, or where!
Example:
Raichu@Quick Claw
Thunder Wave | Sweet Kiss
| Attract | Headbutt
Of course, the defense for this is the Hazer or Heal-Beller. This pretty much requires the other player to switch out. Combine this with a previously setup Spikes and he'll take damage when he switches.
Objective: Attack / Defense Enhancement
Baton Pass lets you switch from one Pokémon to another, but all beneficial attack and defense boosts are carried to the new Pokémon. Moves that enhance abilities that you want passed on are commonly: Agility, Double Team, Swords Dance, Barrier, and Growth. Remember, put at least one Attacking move on a Baton Passer! Nothing is more embarrassing having your Baton Passer being the last member of your party and you can't attack the enemy. Common Pokémon are Scizor, Mr. Mime, and the Eeveeloutions.
Note: If you Baton Pass Perish Song, the song stays with the Pokémon that you passed to.
Example:
Jolteon@Bright Powder
Baton Pass | Curse | Double
Team | Headbutt
Strategy: Assumes an Annoyer has suitably incapacitated the opponent. First
DT up to 5 times, then Curse up, then BP to a Physical
Sweeper that can take advantage of the ultra-raised Attack.
Objective: Trap and Damage
Pokémon with either Mean Look or Spider Web. Designed to trap the opponent so he can't run or switch. If you intend on having Toxic on your Pokémon, you also want a trapping move to keep him from just switching out. Mean Look should be used in conjunction with Confusion moves like Confuse Ray, Swagger, Sweet Kiss, etc., for the same reason as Toxic. Mean Look and Perish Song have to be used together, it keeps the opponent from switching just before the song is over. (Mean Look is cancelled if you switch unless you use Baton Pass).
Example:
Umbreon@Quick Claw
Mean Look | Confuse Ray
| Toxic | Screech
Strategy: ML to trap, then Toxify, then confuse the poor bugger
and Screech his Defense
to zero. Screech really takes bites out of his Defense
each time you use it, and when he hits himself being confused, he'll take increasingly
enormous chunks out of himself. Devious.
Objective: Trap and Poison
This is a good combination, though not as evasive as Parafusion. Toxifusion first traps, then poisons, then confuses. This makes the Toxic increasingly waste away the opponent and confusion keeps it off-balance.
Example:
Crobat@Bright Powder/Leftovers
Toxic | Mean Look |
Confuse Ray | Fly or
Toxic | Swagger |
Mean Look | Screech
Objective: High Damage
These hulks are bred to take it and give it with little thought to strategy. Good types to use are Rock, Ground, Fighting, and Dragon. Able to take out several Pokémon with their movesets before being taken down. Use strong attacks like Body Slam, Cross Chop, Earthquake, and Rock Slide. Works splendidly (but fairly predictably) in conjunction with a Baton Passer. The Baton Passer amps up the stat enhancement, then switching to a Sweeper turns them into a Howitzer. Common types are Tyranitar (T-tar), Dragonite, and Snorlax.
Example:
(Physical)
Machamp
Cross Chop | Earthquake
| Rock Slide | Counter
Example:
(Special)
Magmar
Fire Blast | Thunder Punch
| Confuse Ray | Barrier
Objective: Defense Enhancement
This Pokémon uses moves like Amnesia, Curse, Acid Armor and Barrier to pump up its Defense to ungodly proportions. Usually, but not always, have lots of HP to spare.
Example:
Curselax (Physical Sweeper)
Snorlax@Leftovers/Mint Berry
Curse | Body Slam/Return
| Earthquake | Rest
Strategy: This behemoth can take heaps and gobs of damage while is uses
Curse repeatedly to raise its Attack
and Defense. After a restorative Minty Rest, it
mops the floor with the enemy.
Objective: Damage Prevention / Opponent Damage
This is a basic type: the opponent is confused and therefore keeps the opponent from hitting you as much, instead hitting himself. There are several Confusion moves, such as Confuse Ray, Swagger, and Supersonic. Swagger is pretty dangerous (to you and the opponent), if used properly. The opponents Attack goes way up, then it confuses them. This is an incredible double-edged sword: if he hits you then you're toast but if he hits himself then he gets massacred. Confusion damage is based on the Attack and Defense of the opponent. The higher the Attack and the lower the Defense, the more damage is dealt. Used in conjunction with Screech, the opponent puree's himself. Of course, if the opponent has a Bitter Berry or Miracle Berry, then you've just helped him, period.
Example:
Cloyster@Kings Rock
Swagger | Screech | Surf
| Return
Objective: Damage Prevention
Paracon is a deadly combination. Its goal is to make the opponent very unlikely to hit you. First, trap the opponent, then paralyze, then confuse.
Example:
Lanturn@Bright Powder
Whirlpool | Thunder Wave
| Confuse Ray | <Attack Move>
One good strategy is utilization of paralysis. There is a 25% chance that a Pokémon suffering Paralysis will take no action that round. This can be a nice advantage.
There are several sub-categories that primarily use paralysis, the Para-Shuffler and the Para-Flincher.
Objective: Damage Reduction
A Pokémon with a good Paralyze move, such as Thunder Wave, and Roar/Whirlwind. The goal is to paralyze the majority of the opponents Pokémon. This gives you a huge edge.
Example:
Jolteon@Quick Claw
Thunder Wave | Roar |
Agility | <Attack Move>
Objective: Damage Reduction / Harassment
Basically, this Pokémon paralyzes the opponent and uses a move that causes Flinching. This attempts to keep the opponent from getting an attack in.
Example:
Dragonite@Kings Rock
Thunder Wave | Headbutt
| <Attack Move> | <Defense Move>
Objective: Power Enhancement / Damage Reduction
This Pokémon uses moves that stay in effect even if you switch. This includes Reflect, Light Screen, Safeguard, Rain Dance, Sunny Day, Mist, etc.
Example:
Mr. Mime@Bright Powder
Reflect | Light Screen |
Sunny Day | Psychic
Strategy: Uses Reflect and Light
Screen to shield its fellow teammates for 5 rounds. Sunny
Day was thrown in to support another Pokémon who can make use of it,
like a good Grass type that might have weak defense. Psychic
for STAB and taking advantage of its excellent Special
Attack. If you wanted to be strong against Water, Ground, and Rock, replace
Psychic with Solar Beam,
which takes advantage of Sunny Day, removing the charge-up
round of SB.
Objective: Hazing
Uses moves that cause some form of indirect form of hazing such as Perish Song, Roar, Whirlwind or Psych Up. Whereas a Hazer directly nullifies stat-modifiers, Pseudo-Hazers force the opponent to switch, thus nullifying the stat-modifiers indirectly. It either accomplishes this through force (Roar, Whirlwind), or just making the opponent so uncomfortable that he switches (Perish Song, Psych Up, Toxic, Mind Reader, Lock-On).
Common Pseudo-hazers are any of the legendary beings (the Dogs, the Birds, Lugia, Ho-oh) and Blastoise.
Example:
Lugia@MiracleBerry
Whirlwind | Rain Dance |
Hydro Pump | Ancient Power
Objective: Opponent Harassment / Debilitation
This one is rarely used, and it is a nasty devil. A good flying Pokémon with high Defense and Special Defense can pull this off well. Works best if set up with Spikes from Cloyster, Quilfish, etc. Start with Sandstorm, then Toxic the opponent. Then use Whirlwind repeatedly. This makes the opponent's random Pokémon take damage (1/8 of their HP) from Sandstorm, plus damage for the Spikes. Then use Toxic on the opponent and soon the opponents whole team is poisoned.
Example:
Skarmory@Bright Powder
Toxic | Sandstorm | Whirlwind
| Steel Wing
Objective: Restorative
This simple type uses Rest combined with Mint Berry for instant awakening (also called Minty Rest).
Objective: Healing
This one is more a theme for an entire team. It has a focused, narrow purpose and isn't used very often. All the Pokémon on the team have Rest except one who is a Heal-Beller. One by one the Pokémon are switched in and Rest is used. Finally, the Heal-Beller is brought in, Heal Bell is employed, and all are awoken. Devious but effective.
Objective: Restorative / Attacking
Uses Sleep Talk while Resting. Usually not equipped with Mint or Miracle Berry which conflicts with Sleep Talk.
Example:
Snorlax@Leftovers
Rest | Sleep Talk | <Attack
Move> | <Defense Move>
One of the most important types to have on a team is a Healer.
Objective: Status Healing
The goal of this one is simply to stop Baton Passing teams. Use of Haze cures all status conditions for both you and your opponent and normalizes all stat boosts for both.
Example:
Crobat@Quick Claw
Haze | Wing Attack | Confuse
Ray | Return
Objective: Status Healing
Heals the status conditions of your team. There are only five Pokémon who can be Heal Bellers: Miltank, Granbull, Celebi, Smeargle, and Blissey.
Example:
Blissey@Leftovers
Heal Bell | Softboiled |
<Attack Move> | <Defense Move>
Objective: Hazer Elimination
These devious and evil Pokémon are Kamikazes whose mission is to take out the opponents Hazer at any cost. They have at least one Status-raising move (such as Double Team) and either Explosion or Mean Look. The status-raising move(s) are used repeatedly, prompting the opponent to use their Hazer (if they have one). If Explosion is used, it shreds the Hazer as soon as he comes out. If Mean Look, then trap the enemy and attack the Hazer without mercy. This is also referred to as Hazer-trappers.
Example:
(Exploder)
Weezing@Quick Claw
Explosion | Double Team
| Sludge Bomb | Haze
Example:
(Hazer Trapper)
Gengar@Leftovers
Giga Drain | Mean Look
| Perish Song | Double Team
There are several held items which are preferred above all others for tournament battling. These items are listed below.
Note: As a firm rule, do not bother to use attack boosting items, such as Miracle Seed, Black Glasses, Pink Bow, Magnet, etc. The added 10% boost in damage is usually irrelevant.
These are not-so-common items used in special circumstances.
The choices you make concerning your team members are important. It is useful to know how it will fare against damaging moves against it. A Pokémon's strengths and weaknesses is controlled by its Types. It will either be single-typed (Type 1 only, i.e. Fire) or dual-typed (Type 1 and 2, i.e. Fire/Flying).
The following Type Weaknesses Analysis Table shows each Pokémon and it's weaknesses against all the move power types. They are in order by the sum total of all the damage modifiers for each type. The lower the total, the less attacks affect it and the better the ranking.
Okay, the discussion up to this point has been theoretical. It is now time to apply these practices in a real-world example (well, as real-world as you can get in a fantasy-setting).
Choose your Pokémon carefully. There are several Standard Pokémon that are used frequently by others on their teams. Sometimes it is useful to compare your weaknesses against these standards, ensuring that your team isn't completely vulnerable to one or more of them.
Examining all the types or classifications of members, I chose the following as my team:
The next step is to choose the Pokémon types that will fill the roles assigned to them. Again, note that a Pokémon itself (for purposes of tournament playing) is simply a contrivance wrapped around a particular move pool and, ultimately, moveset.
There are several reasons why we choose Pokémon type first. This is to:
Now I check for type weaknesses. I seem to have gotten lucky straight from the gate, no 3x or greater weaknesses to any one type. Great, no modifications needed at this point.
Now we choose the actual movesets and genders. Gender factors in with only with certain moves (Attract) and with Attack DV's (males always have the higher Attack DV's).
Factors that affect moves selected include STAB bonuses and Pokémon Base/Max Stats.
Items are selected for maximum effectiveness supporting the movesets chosen.
Copyright ©2002 Phil Erwin All rights reserved