Diachronos

Joined 5 September 2008
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''Choosing your Pokémon''- This is a simple idea: take the 6 Pokémon best-suited for the challenge. But it's not as easy as just grabbing a mix of Pokémon; there's quite a bit to consider when choosing who you're going to use:
''Choosing your Pokémon''- This is a simple idea: take the 6 Pokémon best-suited for the challenge. But it's not as easy as just grabbing a mix of Pokémon; there's quite a bit to consider when choosing who you're going to use:
:1)'''Weaknesses'''- Weaknesses should be your biggest concern when thinking about type. Ideally, no Pokémon on your team should share a weakness. However, since that is nearly impossible, it's best to make sure that a weakness to a particular type should be shared by no more than 2 of your Pokémon; they also should not share a weakness due to being the same type (e.g, two Water-types with a weakness to Electric attacks).  
:1)'''Weaknesses'''- Weaknesses should be your biggest concern when thinking about type. Ideally, no Pokémon on your team should share a weakness. However, since that is nearly impossible, it's best to make sure that a weakness to a particular type should be shared by no more than 2 of your Pokémon; they also should not share a weakness due to being the same type (e.g, two Water-types with a weakness to Electric attacks), although there are some cases (like Minun and Plusle being used together) where it's okay to have a common type.  
::Example of a Bad team:
::Example of a Bad team:
::* Tyranitar- Rock/Dark
::* Tyranitar- Rock/Dark
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:::This team is pretty good; 9 different types, and there are only 3 weaknesses that overlap (Ground, Fire, and Rock), all of which can be covered fairly easily by attacks from one of the other Pokémon.  
:::This team is pretty good; 9 different types, and there are only 3 weaknesses that overlap (Ground, Fire, and Rock), all of which can be covered fairly easily by attacks from one of the other Pokémon.  
:2) '''Compatability'''- (This mainly applies to Double Battles) Some Pokémon flat-out do not work with others. In a Double Battle, you need to think about how your Pokémon will work best with each other. Some examples on how to effectively pair your fighters:
:2) '''Compatability'''- (This mainly applies to Double Battles) Some Pokémon flat-out do not work with others. In a Double Battle, you need to think about how your Pokémon will work best with each other. Some examples on how to effectively pair your fighters:
::* If one of your Pokémon has Earthquake, pair it with one that can avoid the damage (Flying-type, Levitate, or a move that will protect them (Magnet Rise, Protect/Detect, etc.)).
::* When using moves that affect both opponents AND your partner, think about pairing the user with a Pokémon that will be able to avoid the damage due to its Ability or Type (Example pairs: Earthquake and Levitate/Flying-type; Lava Plume and Flash Fire; Discharge and Volt Absorb/Motor Drive/Ground-type). Moves that protect from attacks (Protect/Detect, Fly, Dig, etc.) can also be useful.
::* Plus and Minus only work if Plusle and Minun are out at the same time; pair them together.  
::* Plus and Minus only work if Plusle and Minun are out at the same time; pair them together.  
::* Pokémon with Psych Up work well when paired with a Pokémon that has stat-raising moves.
::* Pokémon with Psych Up work well when paired with a Pokémon that has stat-raising moves.
::* Follow Me is useful when combined with moves that require time to charge (Focus Punch, SolarBeam, etc.)
::* Follow Me is useful when combined with moves that require time to charge (Focus Punch, SolarBeam, etc.)
::* Use Encore on the opponent, then have your other Pokémon use Disable (or a move that lowers PP) in order to temporarily trap your enemy into using Struggle.
''Moves'': Having the right types isn't enough; you need the right moves as well.
::A) '''Trumping'''- When it comes to easily defeating opponents, Super-effective hits is where it's at. It's entirely possible to trump just about any type combination without even using up all 24 of your team's move slots; in fact, you only need a total of SIX types of moves on your team in order to trump nearly every combination: Fighting, Ice, Ground, Flying, Ghost, and either Grass or Electric.
::* The most types you can trump on a single Pokémon is 14 (with a moveset containing one move each of the following types: Fighting, Ice, Ground, and either Flying or Ghost).
::B) '''STAB'''- Getting the Same Type Attack Bonus is extremely useful when you can't type-trump the opponent. You should try to have a STAB-compatible move on each of your Pokémon (two if it's a dual-type), but don't forsake trumping ability just to have a lot of STAB moves (example: Give a Blastoise ONE Water-type attack and 3 attacks of other types, not 4 Water-type attacks). Unless you can get STAB ''AND'' a super-effective hit with one move (e.g, Lucario using Aura Sphere on a Tyranitar), you should try to use super-effective moves in favor of STAB moves.
::C) '''Covering Weaknesses'''- Many Pokémon are capable of learning moves that can trump one, if not more, types that they would normally be weak to. One of the most well-known examples is the Water-type's weakness to Grass-types; many Water-type Pokémon are capable of learning Ice-type attacks, which helps protect their Grass weakness. Keep in mind that some Pokémon have an easier time guarding their weaknesses than others.
::* ''Types that have an easy time covering their weaknesses'':
:::* Water-types. They can often learn both Ground and Ice attacks; Water/Ground Pokémon have it the easiest; since they're only weak to Grass-types, they only need to have an Ice attack.
:::* Fire-types. While often lacking in defensive stats, all of the types that Fire Pokémon are weak to have a common weakness: Grass. Several Fire-types can learn SolarBeam, which gives them protection from Ground/Rock/Water Pokémon AND another excuse to use Sunny Day.
''Section incomplete''
''Section incomplete''


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