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), although there are some cases (like Minun and Plusle being used together) where it's okay to have a common type.  
: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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::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.  
::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. Water-types, for example, can usually learn Ice attacks to give them an advantage over Grass-type Pokémon.  
::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. Water-types, for example, can usually learn Ice attacks to give them an advantage over Grass-type Pokémon.  
:::Obviously, the more types a Pokémon is weak to, the harder this gets; Pokémon with only one weakness (or, in the case of Sableye and Spiritomb, no weaknesses) can usually get by with only 1 move to cover weaknesses, while those with multiple weaknesses may find it impossible to cover them all.
::D) '''The Pokémon Using It'''- This is mainly about giving the right attacks to the right Pokémon. Typically, it's better to focus primarily on only Attack or Sp. Attack
::E) '''Battle Style'''- How you like to battle also affects what moves you take.
:::''Baton Passer''- Those who prefer to use stat-raising moves before using Baton Pass would do well with having several stat-raising moves on the one who is going to use Baton Pass (Ninjask is particularly good, since you'll be able to increase both Speed and the stat of your choice in a single turn). Moves that raise stats by two levels are particularly useful.
:::''Cripple''- Players that like to prevent their opponent from doing anything would benefit from moves that lock the enemy's moves (such as Encore and Disable) or prevent them from attacking (Attract and moves that cause Paralyze, Sleep, or Confusion are among the best). Combining Attract, Paralysis, and Confusion makes it very difficult for the opponent to retaliate.
:::''Damage Over Time''- Burns and both kinds of Poison are a good, although slow, way to take out opponents. Trapping moves, like Fire Spin and Sand Tomb, both pile on damage and prevent escape. Leech Seed is among one of the best, since it will both hurt the opponent and heal your side (just remember that Grass-types are immune to it).
:::''Endurance Fight''- Having several healing moves on one Pokémon makes it difficult to KO. Pokémon that use this strategy tend to mix healing moves with a combination of high HP, Defense, and/or Sp. Defense. This strategy normally relies on using a move that continues inflicting damage (normally Will-O-Wisp or Toxic), then switching to continually healing. One such combination that is possible with Grass-types is Leech Seed, Ingrain, Toxic, and a fourth move (most commonly Giga Drain).
:::''All-out Attack''- Just like it sounds: The player's Pokémon use a variety of attacks that deal high damage in hopes of defeating the enemy quickly. Moves with high Power ratings and low PP (such as Ice Beam and Thunder) are generally favored. The stats on the Pokémon used in this style tend to sacrifice defensive stats for high Attack/Sp. Attack and Speed.
''Section incomplete''
''Section incomplete''


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