A blog dedicated to teaching its readers the art that is Pokemon Breeding, delivered by famous Kanto breeder, Brock!

Thursday, June 12, 2014
Shinx, the Flash Pokemon
Volt Switch
Helping Hand
Snarl
Thunder Wave
Ability: Intimidate
Nature: Modest
IVs: 31 HP, 31 Defense, 31 Sp. Defense (if Gen VI, add in Sp. Attack and Speed)
EVs: 252 HP, 128 Defense, 128 Sp. Defense
Look familiar? Yes, it is essentially the same as the Arcanine, just modified for Luxray. But that's what makes it such a great partner for him. You can double up the stat drops with this duo. At the start of battle: both enemy Pokemon have their Attack dropped 2 stages just from the Intimidate. Snarl hits both targets, so if you have Luxray and Arcanine use it, both opposing Pokemon have their Sp. Attack dropped two stages. Is a Pokemon too fast? Paralyze it with Thunder Wave. Volt Switch is a great way to switch out, dealing decent damage and getting to use another Intimidate at the same time (if there was a Fire-type switch out move I'd have said that for Arcanine). If you're not feeling Thunder Wave or Helping Hand, perhaps Swagger would be a good choice for you, Confuse them and give them back their original power. As for items, I have Arcanine hold the Sitrus Berry and Luxray hold the Leftovers, since two Pokemon cannot hold the same item in the Battle Subway/Maison.
You might think "what about Pokemon immune to stat drops, that have the ability Hyper Cutter, Clear Body, or White Smoke?" Well, if you look them up, you'll see the vast majority of them are weak to either Fire or Electric type attacks. In fact, only Gliscor, Torkoal, and Regirock are not weak to either type attack (and Carbink in Gen VI, but he's more defensive anyhow, no need to lower his offensive stats). Use whichever move is appropriate, have the other Helping Hand it, and it shouldn't be much more of a problem for you. And even still, the stat decrease from Burn will still apply. And the bulk of all Pokemon with these Abilities are slow so you wouldn't have to really choose between Burn or Paralyze, Burn is typically the better option (I'd say Paralyze Tentacruel, he's the only one with real Speed). Gliscor is the only one that poses a real threat given his Attack, Speed, and immunity to Thunder Wave, but he has low Sp. Defense and takes normal damage from Flame Burst. Helping Hand the Flame Burst and the problem should go down pretty quick. Contrary is another ability that poses a problem, but again, the only ones that the duo can't take out are really Malamar & DW Shuckle, and that can be dealt with through a nice Burn.
You have to breed for Helping Hand, but if your Arcanine is male, you can use that as your father and breed quite easily. A father-son duo to best the rest!
Just like the Arcanine, the Luxray is easily adapted to Single Battles, just replace Helping Hand with another move, maybe Swagger or Toxic (and if you go for Toxic, maybe swap Thunder Wave for Protect to stall out the enemy, up to you). Switch between Arcanine and Luxray to rack up those Intimidate stat drops.
This Luxray works really well with the Arcanine build, and can make even Arceus himself into a sickly old man!
Brock out.
Thursday, June 5, 2014
Growlithe, the Puppy Pokemon: Redux
Flame Burst
Helping Hand
Snarl
Will-o-Wisp/Morning Sun
Ability: Intimidate
Nature: Modest (-Attack, + Sp. Attack)
IVs: 31 HP, 31 Defense, 31 Sp. Defense (if in Gen VI, add in Sp. Attack and Speed).
EVs: 252 HP, 128 Defense, 128 Sp. Defense
This was a build designed for Double Battles, aiming to support whichever partner Pokemon you choose (I'll be posting a good partner for it in the next few days). With Intimidate, both of the opponent's Pokemon have their Attack lowered by one stage. Snarl can be used to deal moderate damage to both opposing Pokemon, and lower their Sp. Attack by one stage each. Helping Hand is obviously to boost your partner's attack, whatever it may be. Flame Burst is for a decent STAB that will also cause the nontargeted opponent to take a small amount of damage as well (1/8 to be exact, great for those times when the opponent has a Pokemon that Focus Sashed the last turn). The extra damage of Flame Burst is typeless as well, so you can use it on anything, even if it has Flash Fire. Will-o-Wisp is for Burning physical attackers to cut their attack in half, while Morning Sun would be for healing yourself, whichever you prefer. I personally use Will-o-Wisp, since that would help defend my team as a whole, while Morning Sun only helps Arcanine.
No breeding for moves is necessary with this guy, unless you want to evolve him at level 1 with a Fire Stone, in which case you'd have to breed two Growlithes that both know Flame Burst & Helping Hand (Snarl & Will-o-Wisp are TMs). For Morning Sun, just use the same method from the other Arcanine build I posted.
This build can also be modified to Single Battles, just replace Flame Burst with a stronger Fire attack, and Helping Hand with Morning Sun or Fire Spin. Switch out and back in to continue activating Intimidate, if necessary.
As always, sorry for my inactivity. On the plus side, I've recorded some videos of some of the Pokemon I've shared on this blog, so I can put them up soon, probably under a separate label.
Brock out.
Monday, January 6, 2014
Corphish, the Ruffian Pokemon
Crabhammer
Night Slash
Dragon Dance
Aerial Ace/Superpower
IVs: 31 Attack, 31 Defense, 31 Speed
EVs: 252 Attack, 252 Speed, 4 HP
Have him hold a Focus Sash. The first turn you use Dragon Dance to boost Speed and Attack, and then you are set up to sweep most anything. The Adaptability ability changes the STAB from x1.5 to x2, meaning Crabhammer and Night Slash are 180 and 140 power respectively with no modification. After a single Dragon Dance, they become 270 and 210 respectively, and that is backed by Crawdaunts impressive base Attack stat of 120. Not only that, but with the right Nature, he becomes faster than most other Pokemon, pretty much anything under 110 base. Most things faster than that have poor defenses anyhow, so just hit then before they hit you first, since the Focus Sash affords you a free turn. His 4th moveslot is really up to personal preference. I opted for Aerial Ace so I would have a move that never misses, and to hit pesky Grass types like Shiftry and Meganium. However, that super effective Aerial Ace is not as strong as a one-type resisted Crabhammer or Night Slash, so you may prefer something with more power. Superpower could fill that void, but remember it lowers Attack and Defense 1 stage each. There are other options, but these are the better ones in my opinion.
How do you get this bully of a Pokemon?
(1) Breed a female DW Corphish with a male Feraligatr that knows Dragon Dance (an Egg Move) and Superpower if you want that (level up, or you can use a B2W2 move tutor for it later). If you don't want Superpower, you can use a Horsea for breeding, as it learns Dragon Dance through level up.
(2) Aim for a Jolly Nature. Teach it Aerial Ace via the respective TM if desired.
I'll have a video of this beast up shortly, he is just ferocious.
Brock out.
Monday, December 30, 2013
Croagunk, the Toxic Mouth Pokemon
Fake Out
Sucker Punch
Drain Punch
Dual Chop
IVs: 31 HP, 31 Attack, 31 Speed
EVs: 252 Attack, 252 Speed, 4 HP
Have him hold a King's Rock. That item combined with the Poison Touch ability lets each of his attacks have a chance to Poison and/or Flinch the opponent (30% chance to Poison, 10% to Flinch). Fake Out will Flinch regardless. Sucker Punch is there for priority, and you never know when you'll get lucky and get a life-saving Flinch from that. Dual Chop is a two-hit move, so you doubke your chances of getting the Poison and Flinch, plus it's a Dragon-type move, so it's only resisted by Steel (and Fairy in gen VI). Drain Punch is mostly for a strong Fighting STAB with dependable accuracy. He has other options, but I feel Drain Punch was the best all-around. You may prefer Cross Chop, Dynamic Punch, Brick Break, or Low Sweep, depending on your supporting team and personal preferences.
So how do you get this lovable trickster?
(1) Breed a female DW Croagunk with a male Mienfoo that knows Drain Punch and Fake Out.
(2) Aim for an Adamant Nature. Teach Dual Chop via a B2W2 move tutor. If you do not have access to B2W2, then go for Poison Jab for another STAB move with a high Poison chance.
This Toxicroak works wonders for me in single trains, essentially freezing the opponent with Flinches while the Poison dwindles their health. A great teammate for him would be Hydreigon or Honchkrow, as they are immune to two of Toxicroak's most common weaknesses (Ground and Psychic). This build also works great for double battles too, serving something of a support role by immobilizing one target so your partner can safely attack. Just avoid using him against Crobats, he has a hard time with those.
Brock out.
Monday, December 23, 2013
Lapras, the Transport Pokemon
Whirlpool
Perish Song
Rest
Thunder
IVs: 31 HP, 31 Defense, 31 Sp. Defense
EVs: 24 HP, 252 Defense, 232 Sp. Defense
You want the Dream World (DW) Ability Hydration for this build. The big idea here is to trap the opponent with Whirlpool, then follow up with a Perish Song that they cannot escape! Just be sure to withdraw before the Perish Song count is up or you're going down as well. The other moves make him capable of tanking in the Rain. Rest will provide healing without the 2-turn sleep, and Thunder will never miss, and will have the 30% chance to Paralyze the target. Rain will also add to Whirlpool's initial damage, which is nice. For an item, good options would be a Leftovers for healing purposes, or a Binding Band to double the damage Whirlpool does over time (from 1/16 per turn to 1/8 per turn, and Whirlpool lasts 4-5 turns).
How do you get this elegant trapping tank?
(1) Teach a male Piplup Whirlpool by level up (lv 32) and Rest through the TM. Breed it with a female Lapras that has its DW Ability.
(2) Aim for a Bold Nature. You want the Hydration Ability for this build, but if you do not have access to it, aim for Shell Armor, and definitely hold the Leftovers over the Binding Band.
So there is Lapras, the Pokemon that understand human speech. A flaw to this is other trappers trapping you into your own Perish Song. If you have any questions or comments feel free to comment below.
Brock out.
Monday, December 16, 2013
Tribute to the Pseudo-Legendaries
I don't normally do Pseudo-Legendaries, just because they're overpowered and take some of the fun out of it. But they are legal, and certainly usable, so to get them out of the way and to make up for inactivity, I shall do them all in this post! Like the Support Pokemon Tribute post, not all of these require breeding, but breeding for IVs and Nature is always highly recommended. (Note: these builds are all based from Gen V games since I still lack Gen VI).
Dratini, the Dragon Pokemon
The original Pseudo, Dratini has a few ideas to follow, and I'm going to list two of them. First:
Rain Dance/Dragon Claw/Outrage/Dragon Tail
Thunder
Hurricane
Aqua Tail
IVs: 31 HP, 31 Attack, 31 Sp. Attack
EVs: 160 HP, 96 Attack, 252 Sp. Attack (This is assuming a Quiet Nature)
This is a mixed Rain tank build, certainly designed to cause big damage and side effects in the Rain. EVs are distributed in a manner that equalizes Attack and Sp. Attack. If you have a DW Politoed or another Pokemon setting up the Rain, then you obviously do not need Rain Dance and should replace it with one of the physical Dragon moves he can learn, which would let you have a STAB physical attack as well as a STAB special attack.
The other build I have for him is for if he has his Multiscale Ability.
Dragon Dance
Aqua Jet
Outrage/Dragon Claw
Aerial Ace/Roost
IVs: 31 HP, 31 Attack, 31 Speed
EVs: 120 HP, 252 Attack, 136 Speed
Aim for an Adamant or Jolly Nature. For an item, try Leftovers, Water Gem, or Life Orb. With Multiscale is is pretty much guaranteed a free turn to Dragon Dance. So do that, and now you have options fit for most situations. Need brute force to punish the foe? Use STAB +1 Outrage. Need priority even after the Dragon Dance? Either use it again or go for the +1 Aqua Jet. Need to really not miss that next hit? STAB +1 Aerial Ace is there for you. Want to try to get that Multiscale protection again, or can't afford to take a 4x Ice attack? Try Roost instead for healing and removing that Flying from your typing for the remainder of the turn. Use whichever build suits your style.
Larvitar, the Rock Skin Pokemon
The Pseudo of the Sand, Tyranitar, has potential for tank or wall builds. I don't care for him outside of his aesthetic design, so I'm not gonna spend much time on him. Here's my build for him:
Payback
Curse
Stone Edge/Rock Slide
Aerial Ace
IVs: 31 HP, 31 Attack, 31 Defense
EVs: 4 HP, 252 Attack, 252 Defense
An Adamant or Brave Nature would be ideal. Hold Leftovers for healing. Curse for your Attack and Defense boosts, and STAB Payback for massive damage. Aerial Ace was chosen just because it fought 3 of his weaknesses, change it if you think it's too weak to be viable. Moving on to better pseudos...
Bagon, the Rock Head Pokemon
This Pokemon is one of my favorites just because it's such a success story; a Pokemon dreams of taking to the skies, and after much hard work, realizes that dream. It brings a tear to my eye, really. I use the following build for him:
Fire Blast
Hydro Pump
Dragon Claw
Earthquake
IVs: 31 Attack, 31 Sp. Attack, 31 Speed
EVs: See below.
It's a mixed sweeper style build. The EV spread is up to you. If your going to have the Intimidate Ability, just even out the Attack & Sp. Attack stats and dump the rest in Speed. I use one with Moxie, and I have a bit more Sp. Attack than Attack since Moxie will compensate for the difference (much like my Krookodile build, my Moxie Salamence has been known to kill one or two of his partners for the boost). I generally have mine hold a Lum Berry, just because experience has shown that to be the better option.
Beldum, the Iron Ball Pokemon
My personal favorite of the Pseudos, Metagross is a tank of his own class. A solid build for this guy goes:
Zen Headbutt
Bullet Punch
Ice Punch
Earthquake
IVs: 31 Attack, 31 Sp. Defense, 31 Defense or HP
EVs: 100 HP, 252 Attack, 100 Sp. Defense, 56 Defense
I designed this build with one goal in mind; make a single Pokemon that can deal massive damage against all Pseudo-Legendaries (Codename: "Pseudo-Pslayer"). His Clear Body Ability protects him from Intimidate Attack-drops, or any drops for that matter, and his Steel/Psychic typing leaves him with just 2 weaknesses (Fire and Ground). Bullet Punch provides a powerful STAB priority move, and everything else is mostly for coverage. I've used 3 items for this guy and they all fair pretty well: Steel Gem (for a stronger Bullet Punch when you need it), Life Orb (for stronger moves in general), and Leftovers (for being around longer to deal more damage). The item you choose depends on your play style. (Note: getting 3 IVs on genderless Pokemon is a pain in the rear end, I settled for just the Attack and Sp. Defense IVs and he works great, and this is why my EV spread is bit weird). I use a Careful Nature, but an Adamant should prove useful as well.
Gible, the Land Shark Pokemon
Sinnoh's Pseudo is pretty cool, a big time physical sweeper. But I'm not big on straight-forward builds like this guy specializes in, so I'm not gonna spend much time on him. Here it is:
Dual Chop
Earthquake
Rock Climb/Body Slam
Fire Fang/Double Team/Swords Dance
IVs: 31 HP, 31 Attack, 31 Speed
EVs: 4 HP, 252 Attack, 252 Speed
Dual Chop is good for Study/Focus Sashers, since it hits twice. Rock Climb or Body Slam can inflict Confusion or Paralysis respectively, nice to have. Fire Fang adds to coverage, Double Team works with the Sand Veil ability of you're in a Sandstorm, and Swords Dance is a nice +2 boost to Attack that everyone loves.
Deino, the Irate Pokemon
This little guy turns into Hydreigon, the first Pseudo to really focus on Special-based attacks. My favorite build for this guy is:
Dragon Pulse
Dark Pulse
Focus Energy
Flamethrower
IVs: 31 HP, 31 Sp. Attack, 31 Speed
EVs: 252 Sp. Attack, 252 Speed, 4 HP
Have a Modest Nature, hold a Scope Lens. After you use Focus Energy, you're critical hit ratio stands at a mighty 25%! Very few things can take a critical hit from a Modest Hydreigon, especially its STAB Dragon Pulse and Dark Pulse. Just be careful when you use Focus Energy. I normally send mine in with my Togekiss from the Support Pokemon Tribute build, that way Hydreigon gets a free turn to use Focus Energy. The only block to this build, theoretically-speaking, is Heatran. I can verify the effectiveness of this build, I use one, and mine doesn't even have Dark Pulse, it has a Dark Hidden Power of 68 power! (For Dark Pulse to be learned, you need to use a Move Tutor, or breed with a Dragon-egg group Pokemon that learned it from a move tutor or Gen IV TM). The EVs I listed go with the IVs I say to go for, but my Hydreigon actually has IVs in Defense, Sp. Attack, Sp. Defense, and Speed, so I did my spread a bit differently (252 Sp. Attack, 220 Speed, and 36 HP).
Goomy, the Soft Tissue Pokemon
This is the Gen VI pseudo, and the first pseudo to be just a single type. It also makes use of a new kind of evolution, in which is must be raining when you level up past lv 50. So naturally this is gonna be a Rain build:
Rain Dance/Muddy Water
Acid Armor
Rest
Dragon Pulse
IVs: See below.
EVs: 252 HP, 252 Defense, 4 Sp. Defense
Hydration Ability of course, and aim for a Calm Nature. Use Acid Armor to boost up your Defense, Rest for sleepless healing, Dragon Pulse for offense. Rain Dance if you don't already have a user for it, if you do then go Muddy Water for a Rain-boosted special attack. I'm unfamiliar with Gen VI so I don't want to get too into him without learning more, but basically my thought here is mixed tank. Because of new breeding mechanics, you can carry down 5 IVs from the parent Pokemon, so it is not even worth putting that section really, but go for all but I Defense or Speed I suppose, your call.
That should absolve me from having to look at pseudo legendaries until the next generation, unless rumors of DLC Pokemon are true. Questions and comments are welcome of course.
Brock out.
Tuesday, December 10, 2013
Chansey, the Egg Pokemon
Counter
Protect
Softboiled
Toxic
IVs: 31 HP, 31 Sp. Defense, 31 Speed
EVs: 252 HP, 252 Sp. Defense, 4 Speed
It's essentially a stall wall build. Hold a Focus Sash. First turn use Protect, to judge which type of build the opponent will be using. If the opponent is a special attacker, use Toxic and stall using Softboiled healing and Protect. If the opponent uses a physical attack, use Counter and it's practically a guaranteed knockout because of Blissey's insanely high HP.
This build is intended for single battles only. Additionally, if the opponent is Abomasnow, Tyranitar, or Hippowdon, get out of there before taking weather damage! After a Counter-kill, you'll most likely be at 1 HP. The major benefit of this build is that you get the switch-in advantage, meaning whatever your opponent sends in after finishing off that 1 HP, you get to see what it is and send out your next Pokemon accordingly. But if your Blissey is faster than what he sends in, either heal with Softboiled if you know it's a special attacker, or if it's a physical attacker use Toxic to give it something to remember you by! But the main idea behind the build is get a kill and have the switch-in advantage. Anything else this Blissey manages to accomplish should be considered icing on the cake.
To get Blissey...
(1) Breed a male Breloom that knows Counter, Toxic, and Protect with a Chansey or Blissey.
(2) Aim for either a Timid, Hasty, Calm, or Gentle Nature, depending on your personal preference (Timid & Hasty boost Speed, Calm & Gentle boost Sp. Defense). The Natural Cure ability is best for it. Level up to teach it Softboiled. You may prefer to have Rest for your healing over Softboiled, it is entirely up to you. I use Softboiled myself.
Again, do not expect great results from this guy in Double Battles, he is designed for Single Battles.
And on an administrative note, my apologies for lack of posting, college is intense lately. I'll try to update more over the upcoming winter break. Also, I'm still on Gen V games until I can afford a 3DS. Just be patient, once I get to play X & Y I'll update everything accordingly. Until then, I did post updated breeding mechanics for Gen VI a bit over a month ago.
Brock out.
Friday, July 19, 2013
Nincada, the Trainee Pokemon
Baton Pass
Substitute
Swords Dance
Protect/X-Scissor
IVs: 31 Attack, 31 Speed
EVs: 252 Attack, 252 Speed, 4 HP
Ninjask has the honor of being the fastest nonlegendary Pokemon. On top of that, he has the Speed Boost Ability, which grants him +1 speed stage at the end of each turn. Since he is the fastest Pokemon, he can use Substitute on the first turn. This allows him to get a Speed Boost because the substitute will take all the damage. The idea here is to use Substitute until you can anymore, with mine I can use it 4 times. Any time the substitute isn't killed, use Swords Dance. Before you die, you Baton Pass into someone better. You'd be best to switch into a tank of some variety, something that has strong physical attack, solid defenses, but slow speed. A Conkeldurr, Spiritomb, or Aggron are nice options, but anyone that would benefit from such boosts. As for the item held, use the stat-boost berries if you have them (I have mine hold the Petaya Berry, raises your Sp. Attack in a pinch). These berries activate after you've used Substitute a few times, so you are certain to get the boost. If you don't have those berries, then go with a Sitrus Berry to let yourself get another Substitute off, or maybe you have an idea of your own.
Now, you have a nice Ninjask...but wait, what's this other Pokemon in my party? He wasn't there before! It's a Shedinja!!! What can we do with him?
Confuse Ray
Spite
Shadow Sneak
Endure
Shedinja has the Wonder Guard Ability, meaning he can only be hurt by attacks that are super-effective against him, which are of 5 types (Fire, Flying, Rock, Ghost, Dark). Spite is mostly there to fight off Sucker Punch, one of the more common Dark attacks you'll see (Sucker Punch will fail because you're using Spite, and Spite gets rid of the rest of the PP), but I find it useful in the long-run as well. But on the first turn out, you use Endure, so you can see what attack the opponent was going to use against you. Then you can act accordingly. Shadow Sneak is a STAB priority move that will put a dent in some Pokemon, but use it once you're sure the enemy can't hit you. Confuse Ray helps, but if you wanted to try variations this would be the move to get rid of probably. Endure is there because a lot of times, the enemy will be forced to Struggle, and Endure will allow you to survive while still causing that 25% recoil on Struggle. This Pokemon requires thinking to use masterfully. You will be switching in and out a lot. But if you get in the habit of predicting and switching and whatnot, Shedinja proves to be very effective. Just look out for Burn/Poison attacks, entry hazards, and Hail/Sandstorm. For an item, I see 2 options: a Lum Berry to avoid dying from Burn of Poison effects, or a Focus Sash to gain an extra turn (2 if you use Endure, then survive with this, then Endure again).
How do you get these guys?
(1) Breed a male Karrablast that knows Endure (learned through level-up at lv. 8) with a female Nincada. Aim for an Attack or Speed-boosting Nature. There are a lot of good options here. Make sure you worked your desired IVs into the family first though!
(2) Done. Yeah, pretty simple, huh?
NOTE: When leveling up Nincada, make sure you have an empty slot in your party and an extra Pokeball in your bag, or you will not get Shedinja!!!
Fun fact, I love this evolution family so much that I once got into researching them. I read all of their Pokedex entries since their introduction in an attempt to understand why this evolution happens (seeking a natural explanation, not like "that's just how they programmed the game"). Bit-by-bit I started piecing everything together. Nincada acts as a cocoon, much like Metapod or Kakuna, that houses Ninjask until it is ready to hatch. Then the shell with the hole in it (from where Ninjask hatched) becomes Shedinja. It's a Ghost-type because Ninjask had all the living parts (heart, lungs, etc.). When we look at Ninjask's and Shedinja's stats, they have the same Attack, because the Nincada grew to that until that split occurred. Shedinja has such low HP because it is just a shell, it'd be like breaking a potato chip.
2 hours well spent.
Let me know if you have any questions or comments about the build, and if you have other ideas on these Pokemon, you can comment with them too!
Brock out.
Saturday, June 8, 2013
A Tribute to Support Pokemon
Aerodactyl
This has got to be one of the coolest fossil Pokemon made yet, and while it is typically used as a physical sweeper, I find it to be some of the best support in Double Battles you can get. The moveset is as follows:
Sandstorm
Smack Down
Aerial Ace
Roost/Tailwind
IVs: 31 Attack, 31 Speed, and if you can 31 HP or Defense
EVs: 252 Attack, 252 Speed, 4 Defense or HP
Pressure is the best ability for this guy, just because nothing else really applies, and no need to be too picky on the Nature, just so long as it lowers Sp. Attack, or you may be able to settle for a neutral Nature. You would use this guy in a Double Battle with someone who benefits from a sandstorm, a Ground type so it gets a STAB from Earthquake. I have a number of partners for this guy. Excadrill with either of its abilities is a nice one, a Rock/Ground type gets the Sp. Defense boosts as well as the STAB Earthquake. Smack Down lets you knock down Flying types/Levitaters to be hit by the Earthquake of your ally. Aerial Ace is a nice STAB never-miss attack to clean up, and with Aerodactyl's Speed stat, it is a lot more likely to hit the opponent before it hits you. Tailwind is a good way to boost the Speed of your whole team, which is great for your typical Earthquake-ing Pokemon. Roost is for its own healing, and remember that Roost gets rid of your Flying-type for the turn it is used in, so your weaknesses change. I have mine hold a Lum Berry because people like to Thunder Wave it, which is just a nuisance.
Togekiss
Another good support partner in Double Battles if your partner takes a little bit of time to get going. The moveset I find to be most useful is this:
Air Slash
Aura Sphere
Follow Me
Wish
IVs: 31 Sp. Attack, 31 Sp. Defense, 31 Defense
EVs: 252 Defense, 152 Sp. Defense, 100 HP
Serene Grace is the best Ability for this build, and the Nature should lower Attack. Togekiss can take a hit from just about anything, and can deliver a decent hit itself. But the main point of the build is Follow Me. It forces the enemy to attack Togekiss instead of your partner, and works especially well if your partner has a Ground or Ghost weakness, because Togekiss will draw those attacks away and take no damage itself. Wish will let it heal itself at the end of the following turn, which can be useful if you predict your opponent well, or you can use Wish to heal another Pokemon in your party if you switch out. Aura Sphere is a powerful special Fighting attack that never misses, you never know when such an attack could come in handy. Air Slash is beautiful because with Serene Grace, it has a 60% chance to Flinch the target. I have mine hold the Rocky Helmet so when Follow Me is used, I force the target to take damage if it's using a physical attack, and if you choose your partner wisely, you can somewhat force them to use a physical attack(for example, if your partner is only weak to Fighting, and you draw it away, it will likely be physical because of all Fighting attacks, only 3 are special). I find this Togekiss to go well with almost any Pokemon, but I find mine partnering up most with my powerhouse of an Aggron.
Bronzong
Support takes many forms, and this metallic one is great for a multitude of strategies. I use it for Single Battles, but it could very well be used for Double Battles as well. His moveset should be along the lines of...
Rain Dance/Sunny Day/Sandstorm
Trick Room
Gyro Ball/Safeguard
Explosion
IVs: 31 Attack, 31 Defense, 31 Sp. Defense
EVs: 200 Defense, 200 Sp. Defense, 110 HP
Aim for the Levitate Ability, another immunity is always nice, and a Nature that reduces Speed or Sp. Attack. This is a set-up Pokemon, he gets out there, sets up, and Explodes. This specifically is to set up for a weather-based team(not Hail). So you would use the weather attack first. The next move depends on the rest of your team. If the rest of your team is relatively slow, you would want to use Trick Room, whereas if it is fast, then you may choose Safeguard. Gyro Ball is there for power, for a scenario where the rival Pokemon is weak to Steel. Once you are set up, use Explosion to deal one last chunk of damage to the opponent, and send out the guys that benefit from this set up. The best item here would be either the Rock that extends the chosen weather attack(Heat Rock, Damp Rock, or Smooth Rock), or a Normal Gem to add more power to the Explosion. Personally, I use the Rock. Let me give an example.
I use a Rain Dance team, so I have my Bronzong go in holding the Damp Rock, use Rain Dance, and then I'll usually use Explosion right after and send in Dragonite(Thunder, Hurricane, Aqua Tail, and Rain Dance), Wash Rotom(Thunder, Hydro Pump, Confuse Ray, Hidden Power-Dragon), or Roserade(Weather Ball, Giga Drain, Venoshock, Rain Dance). These 3 guys can reap all the benefits they would from the Rain without having the set it up themselves, and that extra turn can mean everything in battle. Dragonite could unleash his STAB Hurricane without fear of missing, and be able to Confuse, then he could hit it with Thunder to paralyze. 2 turns is less than 3 turns, and that's good.
Now that should absolve me of having to update for a good while. If you have any questions or comments, just put them below.
Brock out.
Friday, April 26, 2013
Bellsprout, the Flower Pokemon
Bellsprout is a weird little guy. But put him in the sun, and he'll bloom into a powerful fighter!
Synthesis
Weather Ball
Solarbeam
Growth/Sunny Day/Stockpile/Leaf Blade
IVs: 31 HP, 31 Sp. Attack, 31 Speed
EVs: 252 Sp. Attack, 128 HP, 128 Speed
I couldn't quite determine what direction I wanted to go in with this guy, other than putting him in a Sunny Day team. Synthesis heals 2/3 HP in sunny weather. Weather Ball becomes a Fire-type attack with 150 power in the sun. Solarbeam will have no charge time in the sun, and also gets a STAB, so it will have 180 power. Victreebel's Ability is Chlorophyll, so his Speed doubles in the sun(from a base stat of 70 to 140). The 4th move is up to you, depending on your style of play. Growth raises your Attack and Sp. Attack stat one stage each, 2 stages each if it's in the sun. Sunny Day would set up the sunny weather(use this if you don't have someone else using it). Stockpile raises your Defense and Sp. Defense one stage each(no weather effect, just if you want better defenses). Leaf Blade would be a good STAB physical attack to have to compliment the special attacks in this set.
How to get him?
1) Breed a male Roserade that knows Weather Ball and Synthesis with a female Bellsprout.
2) Aim for a Nature that lowers Attack(unless you're going for Leaf Blade as that 4th move, then go for a Defense or Sp. Defense lowering Nature).
Have him hold a Focus Sash so he can get an extra turn, and voila, a vicious plant to mess up your opponent's plans! Questions and comments are welcome.
Brock out.
Sunday, April 7, 2013
Koffing, the Poison Gas Pokemon
Psywave
Pain Split
Toxic
Will-o-Wisp
IVs: 31 HP, 31 Defense, 31 Sp. Defense
EVs: 252 Sp. Defense, 160 HP, 96 Defense
1) Breed a male Reuniclus that knows Psywave(lv. 1), Pain Split(lv. 34), and Toxic(TM06) with a female Koffing/Weezing.
2)Teach Koffing Will-o-Wisp(TM61). Aim for a Calm or Careful Nature.
This Weezing is a tank. With his Ability Levitate, he only has one weakness, Psychic. Psywave is a move that will hit for a set amount of damage, equal to 50%-150% of the user's level. Toxic is for poisoning, and Will-o-Wisp is for those that can't be poisoned(and for weakening the high-Attack foes). Pain Split is for healing Weezing, and bringing down those high-HP foes. The beauty of this set is that it does not rely on any Attack/Sp. Attack modifiers on Weezing or any Defense/Sp. Defense modifiers on the other Pokemon. You start by Poisoning or Burning the enemy, whichever will work better in the situation, and then you just spam Psywave(in your typical lv. 50 battle this will always deal between 25 and 75 damage), using Pain Split when necessary. Holding a Black Sludge would be good for healing over time, or maybe the berry that reduces Psychic damage.
For those of you not interested in a chancey move like Psywave, but still like the defensive ways of the set, replace it with Stockpile for boosts to your Defense & Sp. Defense. (You have to breed a Reuniclus with Pain Split with a Swalot, Teach the Swalot Stockpile, then breed that with Weezing). If you want more offense, then go for moves like Venoshock or Explosion. Whatever way you go is fine, because Weezing has an astounding Defense stat, a usable Sp. Defense stat, and solid Attack and Sp. Attack stats.
Questions and comments are more than welcomed.
Brock out.
Sunday, January 6, 2013
Munna, the Dream Eater Pokemon
Calm Mind
Double Team
Baton Pass
Yawn
EVs: 252 Defense, 200 Sp. Defense, 58 HP
Nothing ingenious here, it's just a Baton Passer. Yawn to put the enemy to sleep, Calm Mind to up your Sp. Attack and Sp. Defense, Double Team to up your Evasion, then Baton Pass to switch it all to another Pokemon that could use it more. Musharna has impressive Wall stats and can get away with doing this sort of thing.
How to get it? Well...
(1) Raise a male Watchog to lv 39 to teach it Baton Pass. Teach it Double Team via its respective TM.
(2) Breed it with a female Musharna to get a Munna egg with those 2 moves. Aim for a Nature that lowers either Attack, Sp. Attack, or Speed(you won't be using any of these stats), preferably one that raises Defense or Sp. Defense as well.
(3) Teach the baby Munna Calm Mind via its respective TM.
(4) Raise the Munna to lv 7 to teach it Yawn. Then you can use the Moon Stone to evolve it whenever.
That's it really. You should probably have it hold the Leftovers item so it can recover from whatever damage it takes while the enemy is not Asleep. When battling, start using Double Team before Calm Mind, so that your enemy will have a hard time hitting you once they wake up, so Leftovers can do its work. This build would do wonders to Baton Pass to the Whimsicott that was posted a while ago. All the stats that this Musharna raises are good for compensating for weaknesses in the Whimsicott.
Comments/questions are always welcome. I know I am abandoning Musharna's solid Sp. Attack stat in this build, but I think it is worth it in this case. It can provide a solid stat boost to any Pokemon.
Brock out.
Thursday, January 3, 2013
Shroomish, the Mushroom Pokemon
Spore
Focus Punch
Seed Bomb
Wake-Up Slap
EVs: 252 Attack, 128 Defense, 128 Sp. Defense(the important one is Attack, spread the rest as you please)
This is a build to utilize Breloom's astounding Attack stat of 130. Spore is a move that has 100 Accuracy and can put an enemy to Sleep. This lets you use Focus Punch, a powerful move that only lands if you are not hit by the enemy in that same turn. With STAB, it comes out to be 225 power. Wake-Up Slap gets a STAB, and if the enemy is Asleep, its power doubles, bringing its power to 180. Seed Bomb is there for a Grass STAB should you be fighting a Ghost-type, it will have 120 power. A good item to hold would be the Focus Sash.
How do we get this one? Well I'll tell you right now, it is a pain in the Arceus. But should be worth it.
A GENERATION IV GAME IS REQUIRED FOR THIS POKEMON!
(1) Raise a male Jigglypuff in a Gen IV game to lv 37 to teach it Wake-Up Slap.
(2) Teach that same Jigglypuff Focus Punch via its TM, still in Gen IV.
(3) Breed that Jigglypuff with a female Breloom to get a Shroomish with Focus Punch and Wake-Up Slap, and an Adamant Nature(or at least one that lowers Sp. Attack). Ability does not particularly matter in this case. DO NOT EVOLVE IT IN THE GEN IV GAME.
(4) Migrate the Shroomish Egg to a Gen V game, and level it up to lv 45 to teach it Spore(it will learn Seed Bomb along the way at lv 37). YOU CANNOT EVOLVE THE SHROOMISH UNTIL IT LEARNS SPORE.
I told you it was a pain in the ass. Especially if you breed for IVs. If you breed for IVs, try to get a Ditto with a max Attack IV, and breed a male Shroomish with Wake-Up Slap and Focus Punch with that Ditto.
Another thing worth noting is Dream World Breloom. It can have the Technician Ability, which increases a move with 60 base power or less by 50%. This would bring Wake-Up Slap to a power of 270, and given Breloom's Attack stat, that is a scary thing to face. If you are a greedy person who wants everything including IVs, moves, Nature, and a DW Ability, this is actually still possible, but a few things change. I'll just list the process here now. Skip over it if you are not greedy for such power.
(1) Breed a male Jigglypuff in Gen IV with a max Attack IV. This is easiest to accomplish in HG/SS due to the breeding mechanics mentioned in the IV section of this blog.
(2) Raise it to lv 37 to teach it Wake-Up Slap, still in Gen IV.
(3) Teach it Focus Punch through its TM, still in Gen IV.
(4) Migrate this Jigglypuff(male, max Attack IV, Focus Punch and Wake-Up Slap) to a Gen V game.
(5) Have a female Dream World Shroomish/Breloom.
(6) Have the male Jigglypuff you migrated hold the Power Bracer, and breed it with the female DW Shroomish/Breloom. If the Breloom has the Adamant Nature, have it hold the Everstone while it breeds to up the odds of the Egg having that Nature.
(7) The Egg will have a 60% chance of being hatched with the DW Ability(for Shroomish it reads Quick Feet, but when it evolves it will be Technician), and a 50% chance to have the Adamant Nature if you were lucky enough to have that at your disposal. This comes out to 30% of the Eggs coming out with the Attack IV, moves, Nature, and DW Ability. If not, you only have a 2.4% chance of getting one with the Adamant Nature(or 9.6% if aiming for any Sp. Attack-lowering Nature, and 21.6% if you include the neutral Natures). Not to crush your hopes and dreams or anything.
(8) Without evolving it, level the Shroomish up to lv 45 to teach it Spore and Seed Bomb.
(9) Thank Arceus you're finally done.
A fair warning, this build does not perform well against Flying, Bug, Poison, or Ghost-types, nor Pokemon with Vital Spirit or Early Bird as their Abilities. I do not advise leading with this Pokemon.
If you have any comments or questions, let me know! This is a link to how to get a DW Shroomish:
http://bulbapedia.bulbagarden.net/wiki/Dream_Park_(Dream_World_area)
Brock out.
Saturday, November 17, 2012
Audino, the Hearing Pokemon
Fling
Sweet Kiss
Attract
Wish or Rest
EVs: 252 HP, 128 Defense, 128 Sp. Defense
Hold the Burn Orb, and use Fling the first turn in. Now the opponent is Burned, so he'll lose HP over time and have 50% less Attack. Sweet Kiss will Confuse the target, and Attract will infatuate it(assuming it's the opposite Gender). Wish or Rest is for healing, which one is up to you.
How to get this Audino?
(1) Breed a male Togetic that knows Sweet Kiss and Wish with a female Audino(both learned via level up). Aim for the Regenerator Ability, and a Sp. Attack-reducing Nature.
(2) Teach Attract and Fling(and Rest if you want that in stead of Wish) to Audino via their respective TMs. Attract can be taught to Audino via level up as well, at lv15.
It makes for a good stalling wall, confuse and infatuate so you don't get attacked often, and burning to weaken and drain your opponent's health. The only problem is that the Burn Orb goes away so it only really works against one target, and does not work against Fire-types at all. But even then, you can still fall back on the Confusion damage, or just stall like crazy until they Struggle, all of those attacks have a lot off PP. One substitution worth considering is swapping Attract for Covet, so that you can steal the target's item and Fling it at them for more damage(unless it's a berry, in which case hold on to it).
Questions, comments, etc.?
Brock Out.
Friday, August 17, 2012
Lickitung, the Licking Pokemon
Belly Drum
Thief
Rest
Rollout(will be replaced with Explosion)
EVs: 252 HP, 160 Attack, 96 Defense (maximize HP, give a good hunk to Attack, and give to defenses based on IVs/Nature)
Lickilicky is the only Pokemon that gets a STAB from Explosion, which already has 250 power, so that's 375 power after the STAB. Belly Drum maximizes your Attack stat, which means physical attacks have their power quadrupled. So that 375 power becomes 1500. Now have it hold the Normal Gem to double that. 3000 power with a single attack. There is no typo there, my friends. 3000 power is still 750 with a 1/4 resistance, and 750 is the equivalent of 5 Hyper Beams. Catch your breath while I tell you how to get this A-bomb.
1) Breed a female Lickitung that knows Rollout with a male Snorlax that knows Thief, Rollout, and Belly Drum. Aim for the Ability Own Tempo and a Sp. Attack-lowering Nature.
2) Raise the baby Lickitung to lv2 and replace Rollout with Explosion via TM48.
A small flaw is that Explosion is Normal, so it cannot affect Ghost-types. However, Thief after using Belly Drum has 160 power, and is super-effective against Ghost-types, making it 320 power, so that helps with that. And it helps that Ghost-types are more about their offenses than their defenses. Rest is there for support against those scarce defensive Ghost-types.
This is essentially a one-hit KO for the enemy, and is useful against those Pokemon that just won't die(have you ever fought a Milotic? Those guys are nearly impossible to kill in my experience).
Is it semi-clear I'm a fan of sacrificing my own men to inflict damage on the enemy? Would you believe I'm not Japanese? Was that racist stereotyping? Do you have any questions or comments? Here's a hint: the answer to all of those questions are the same.
Brock out.
Friday, June 1, 2012
Venonat, the Insect Pokemon
Quiver Dance
Baton Pass
Signal Beam
Friday, February 24, 2012
Aipom, the Long Tail Pokemon
Fake Out
Double Hit
U-Turn
Acrobatics
EVs: 252 Attack, 252 Speed, 4 HP
Hold a Normal Gem, and have the Technician Ability. Observe Fake Out. This Attack is guaranteed to make the opponent flinch if it hits. Between the STAB, Technician, and the Normal Gem, Fake Out will deliver a blow of 180, AND make the target flinch, allowing you to deliver another attack without worrying about fainting beforehand. A Double Hit will do 2 hits of 61 power each, so that isn't bad. Acrobatics will have a power of 165 now that you are no longer holding the Normal Gem. U-Turn will only have 70 power, BUT it will switch you out, meaning you can use Fake Out again later in the battle. Keep in mind that Ambipom has a respectable Attack stat.
To get the little simian of destruction, just...
1) Breed a female Aipom with a male Smeargle that knows Double Hit, U-Turn, Acrobatics, and Fake Out.
2) Aim for the Run Away Ability(it will become Technician upon evolving) and an Adamant Nature.
Double Hit is really only there so Aipom can evolve at lv 2, after that, you're free to get rid of it for something else, perhaps Low Sweep or Covet. Just remember his purpose is to kill on the second turn. If you don't think you'll kill the target on the second turn, it is recommended that you use U-Turn in order to get out of there. Ideas and thoughts and so forth are always welcome.
Brock out.
Thursday, February 23, 2012
Spheal, the Clap Pokemon
Hail
Aqua Ring
Blizzard
Earthquake
EV's: 252 HP, 128 Defense(or Attack), 128 Sp. Defense(or Sp. Attack)
To get the little sphere of never-ending destruction...
1) Breed a male Seel that knows Aqua Ring, Hail, and Blizzard with a female Spheal until you get a male.
2) Teach the hatchling Earthquake via TM.
3) Breed that male Spheal with the female Spheal(because incest is fun!). Aim for a Speed-reducing Nature and the Ice Body Ability.
Much like with the Snover I posted, this build performs best in Hail. Blizzard will never miss(and of course have that lovely STAB, pushing it to 180 power), and Ice Body will recover some of your HP each turn. Aqua Ring will also recover some of your HP each turn. Earthquake is another powerful attack that takes care of two of your weaknesses. Between Blizzard and Earthquake, you are super-effective against 9 types, not too shabby for just two attacks. Have it hold Leftovers to further increase it's healing ability, or perhaps a Life Orb if you go more for the powerhouse version, in which case the Aqua Ring and Ice Body would be compensating for the HP lost from Life Orb.
So that's the Clap Pokemon. On a side-note, I've now officially touched on at least 1 Pokemon of each of the 17 types. Woot. Any comments/suggestions?
Brock out.
Monday, January 30, 2012
Scyther, the Mantis Pokemon
Fury Cutter
Aerial Ace
Endure
Reversal
EVs: 252 Attack, 252 Speed, 4 HP
How do you get this tank of a bug? Simply.
1) Breed a female Scyther with a male Heracross that knows Reversal, Aerial Ace, and Endure. Aim for a Jolly or Adamant Nature and the Technician Ability.
2) Level up to learn Fury Cutter.
Hold the Eviolite. This will give Scyther greater defenses than his evolve form. Do not evolve him. Although Scizor has 20 more Attack power, his Speed is lowered too much to really make it work, and the Defenses are met with the Eviolite. Fury Cutter will receive a STAB and a Technician bonus. Use it once, its power will be 45, then 120, then 120(it loses the Technician bonus after the 2nd turn because the base power would exceed 60), then 240 after that until you change moves. Aerial Ace will have 135 power and never miss, so that's a useful attack in many scenarios. Use Endure if you think you will be killed, you'll go down to 1 HP. When you have 1 HP, Reversal's power is maxed, at 200. And since Scyther has beautiful Speed, you'll likely get to use Reversal on the enemy before he can kill you. And he can keep using that on any pokemon the opponent sends out afterwards, just keep killing with Reversal. Scyther's high Attack stat will make for incredible power on any of his attacks.
Screw Arceus, you worship Scyther now! Any questions/comments?
Brock out.
Timburr, the Muscular Pokemon
Mach Punch
Hammer Arm
Payback
Dig
EVs: 252 Attack, 252 HP, 4 Defense
How can we get this adorable destruction machine? Easily, that's how.
1) Breed a female Timburr with a male Infernape that knows Mach Punch, Payback, and Dig.
2) Aim for an Adamant Nature, and the Sheer Force Ability. Level up the spawn to learn Hammer Arm.
Between those 4 moves, he'll be super-effective against 10 different types. Be certain to have Timburr hold the Life Orb. Hammer Arm is a powerful Fighting move that will lower your Speed, one of his lesser stats that's not worth anything anyhow. Between the STAB, Sheer Force, and Life Orb, Hammer Arm will deliver a blow of 254 power. Mach Punch will let you attack first, and between the same 3 effects will have 102 power. That attack will get you out of some tight situations since you can deliver a fairly powerful attack before your opponent can react. Payback is there for the Ghost types, mostly, it will have 169 power, assuming you attack after the opponent. Dig will have 135 power(Though you may want to teach it Earthquake instead, for 169 power, but Conkeldurr will have to learn that via TM because Timburr cannot). And keep in mind that Conkeldurr has a beautiful Attack stat.
Why hold the Life Orb? Because Sheer Force has a hidden little effect. It will negate the damage taken while holding the Life Orb while still giving you the 30% attack bonus. It has to do with how the damage bonus is applied during the attack and the damage is taken after the attack, I don't quite understand it, but it works.
So enjoy the powerhouse Timburr! Questions/comments?
Brock out.