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Oct 15, 05 at 5:18am
re: How Strong are your Pokemon? Who's the Ultimate Pokemon Master?

Time for a little deconstruction.

quote Danger Dude
Sorrey dudes, but I am the one and only true Pokemon Master, check out my crazy teams! The order of my version teams go from strongest to weakest! Keep in mind that these are the strongest versions in the entire universe!
Provably false, if for no other reason than the stats.

quote
He, he, he!!! Also keep in mind that I don't use level raising cheats. They only make them weaker for what they should be for at their level.
Only if you don't know how Stat Exp. works. As long as you do enough wild or in-game trainer battling at SOME point (and the use of stat drugs, preferably at the start, will lessen the time needed in this process), your stats will reach the same maximum whether you use Rare Candies or not.

quote
Compare these two Marowaks: This one got to L. 100 by the rare candy cheat: HP: 236. Check out my Marowak in my BLUE VERSION. Compare these two Mewtwo's: This one got to L. 100 by the rare candy cheat: HP: 321. Check out my Mewtwo in My YELLOW VERSION. There's also a Mewtwo in Pokemon Stadium with 415 HP. That's 2 HP more then my Mewtwo, even though my Mewtwo always wasted that Mewtwo. Sadly, I caught a Mewtwo (Cinnibar Island Secret: RED VERSION) with 321 HP and it (using lots of MEGA KICKS) beat that Mewtwo (even though it lost most of the time, but still!)
Mewtwo's minimum HP at L100 is 322, meaning no, you didn't candy one up and get 321 HP. R2 Stadium Mewtwo (at well as all R2 Rival Pokemon in the sequel) is known to have perfect stats everywhere. The stat variance between minimum and maximum possible stats at L100 is always 93 points, but with sufficient in-game battling the gap closes to 30 points determined only by random factors. And if we assume that your 321-HP Mewtwo really has 322 HP (the minimum), then the highest Attack it could have is 253, meaning that Mega Kicks will deal just 19-22% damage to the R2 Mewtwo. Mega Kick only gets 8 PP, and the Mewtwo has Rest, meaning that you'll almost certainly run out of PP before doing anything with Mega Kick. The only way to take it down that way is to follow up its Rest with three critical-hit Mega Kicks in a row (and none of them can miss), which is only a 5.44% chance. Compare to the Snorlax/Electrode team, which takes down Mewtwo on the second turn over 99.2% of the time.

Of course, since you mentioned "Cinnabar Island Secret", it's likely that your Mewtwo isn't even L100, but rather L132 since that's when you caught it in Red. In that case its HP would really be 421, but Stadium would notice the unusual level and, for its own internal purposes only, adjust the level down to 100, the HP to 322, and the other stats along with it.

quote
MASTER #1 YELLOW VERSION! All at L. 100 and hold LEFTOVERS except for one.
In Yellow and Stadium 1, held items are meaningless. You don't get HP back for having Leftovers.

quote
Aquapower(VAPOREON)HP: 363 ATTACK: 224 DEFENSE: 202 SPEED: 220 SPECIAL: 318 ATTACKS: HYDRO PUMP BLIZZARD SURF ICE BEAM
Let's look at what the stats could be, and see how far away you are from the maximums.
HP: 463 - You would be 100 off, which is impossible. The lowest HP you can have is 370.
Attack: 228 - Only 4 off. If your HP is really that low, then there's no way you could have put enough training point into Attack to raise it all the way to 224. Not to mention having this stat 4 points off maximum forces your HP to gain 16 points, meaning the lowest it can go is 386.
Defense: 218 - 16 off. This forces your HP up to at least 394.
Speed: 228 - 8 off. 398 HP now...
Special: 318 - Maximized. This forces HP up to 400.

Now, about that moveset, it's a bunch of overkill. You've essentially restricted yourself to 2 moves instead of having the freedom of a full 4. Let me pull out something I wrote a few years ago...

quote
5. "Doubling up on attacks is a good thing"

I don't know where people get that idea, but it's still a very bad idea.

You've all seen Ember/Fire Blast/Flamethrower/Fire Spin movesets for Charizard. And if you're the kind of person to actually USE a moveset like that, then pay close attention to this.

When there are two or more moves of any type in a set, you lose versatility. In the Charizard set above, with only Fire moves, all you do is establish victory over Grass and Bug types. One Fire move (preferably Flamethrower; some players will recommend Fire Blast) will be enough to show that. But in this case, you leave yourself no option in a type disadvantage but to switch. Say the opponent sends in Omastar...what would you do? Blast it for a maximum of 31 damage? I didn't think so.

Charizard would be much better off with something like Flamethrower (or Fire Blast, but only one)/Earthquake/Rock Slide/Swords Dance. If you have a super effective move, it doesn't matter how many you have; you can still only get one hit per turn. By devoting only one slot to Fire, you have three more to try and combat less desirable matchups. In fact, it's usually a good idea to Swords Dance even against a Grass-type. They can't accomplish much by staying in, so you get a free Attack boost while they switch to a Water- or Rock-type. Then you get to pummel them with the equivalent of two Earthquakes, which might just take the opponent out before you have to take a hit.

Another thing: When you have four moves of the same type, do you seriously intend on using all of them? In the example above, Flamethrower/Fire Blast/Ember/Fire Spin, will you EVER plan on using Ember? Why have 40 power when you can use Flamethrower for 95 with the same accuracy? The only conceivable reason is in case all other moves run out of PP, to which I say: If you've already dished out 3220 power in moves (in increments of 95 or 120), to no avail, what good will an extra 1920 do, dished out just 40 at a time? If Fire moves aren't working, perhaps you should try out another type. And as for the case against Fire Spin, see part 7.
You have no use for doubling up Water or Ice. By removing an attack of each type, you give yourself the ability to do more things.

quote
Mewtwo (I have 6 Mewtwo, all exactly the same) HP: 413 ATTACK: 318 DEFENSE: 278 SPEED: 330 SPECIAL: 384 ATTACKS: FIRE BLAST BLIZZARD AMNESIA RECOVER
HP: 415 - 2 off.
Attack: 318 - Maximized. For reasons that are unlikely to ever matter, but that are better than no reasons at all, I prefer to knock my own Mewtwo's attack all the way down to 245.
Defense: 278 - Also maximized. This will be useful.
Speed: 358 - 28 off, the lowest Speed you could possibly have with full training but without knocking your HP below 413. This causes it to lose the coin-flip for initiative against other Mewtwos, and also allows Alakazam to outrace it.
Special: 406 - 22 off. This discrepancy won't matter if you get off 2 Amnesias, but for the beginning it makes a difference.

As for the moves, there is little use for Fire Blast at any time in the game. Most of what it does, Ice Beam or Blizzard (which you already have) will do better. You should cut that out in favor or a more diverse attack. You could try Psychic (for increased damage in situations where the type chart doesn't help) or Thunderbolt (between Thunderbolt and Blizzard, there is no Pokemon in the game that resists both attacks at the same time).

quote
Freezer (ARTICUNO) HP: 383 ATTACK: 268 DEFENSE: 278 SPEED: 244 SPECIAL: 340 ATTACKS: SKY ATTACK ICE BEAM FLY BLIZZARD
HP, Attack, Defense: All perfect. The odds of three perfect stats (which include HP) is 3 in 512, or 0.59%. Sounds like a lot of save-restarting here, taking advantage of the fact that you know exactly what you're fighting beforehand with Articuno.
Speed: 24 off
Special: 8 off

Same moveset problem as with Vaporeon, but both of the Flying attacks here are worthless to begin with. Here's another excerpt from my guide:

quote
1. "Dig and Fly are good because you get a free turn"

Where's the "free turn" coming from? If it's "opponent misses", then that's not a free turn. It's one wasted PP, which is irrelevant in all but the most extreme of cases (and Dig and Fly aren't exactly the best of PP wasters anyway.) Here's what happens: You use Dig/Fly, causing no damage yet. Opponent attacks, missing (except in the case of Swift, where the move's a definite disadvantage), no damage. You resurface, 70-100 power. Opponent hits, power equal to the move.

So over two turns, you each hit once. No one gets a free turn from that. And since most of the game's good moves fall into the 85-100 power bracket, Fly is usually disadvantaged (because they get in 85-100 while you only hit for 70) and Dig's advantage is only minor if at all (imagine Digging Charizard taking a Surf on the alternate turn--instead of 100-95, it's a 190-100 disadvantage).

But it's more complicated. When you Fly/Dig, you completely give away what your next action will be. This gives the OPPONENT a free turn--a free opportunity to switch to a type resistant/immune to your attack--and you'll either have to fight into a clear disadvantage or switch into an attack that you have no real anticipation of. So now, when you expected to GAIN a turn, you actually LOST a turn. And if you don't think the opponent's smart enough to switch after a Dig/Fly, then that's one of the most unforgiving mistakes in the game. Always assume the opponent to be an educated player going into the battle: if you do so, and guess wrong, you're still playing with a competitive mindset and will win easily. On the other hand, if you guess the opponent to be a complete idiot, and are wrong that time, you've given the opponent a prime opportunity to breach your intentional downplay, resulting in your demise. Some bad.

But at least now you know why Dig and Fly are bad propositions, and what to do if your opponent tries them.
Sky Attack is even worse, since they get 2 hits in for each 1 of yours, so you lose a turn whether they switch or not.

Articuno as a whole is particularly overrated; it doesn't have much of a choice in its moves at all, so you might consider removing it entirely. And no, putting Bubblebeam on will not actually help its versatility, as there is no time when it will be the best attack to use.

quote
Fireflame (FLAREON) HP: 325 ATTACK: 330 DEFENSE: 216 SPEED: 200 SPECIAL: 314 ATTACKS: FIRE BLAST HYPER BEAM FLAMETHROWER DOUBLE-EDGE
HP: 8 off
Attack: 28 off
Defense: 2 off
Speed: 28 off
Special: 4 off

No need for both Fire Blast and Flamethrower. Hyper Beam and Double-Edge serve sufficiently different purposes that they can coexist (in link battles, anyway; Hyper Beam is much worse on Stadium), but Double-Edge is little more than a quick way to recoil yourself to death with HP as low as Flareon's. Try Body Slam.

quote
Thunder (JOLTEON) HP: 307 ATTACK: 214 DEFENSE: 208 SPEED: 358 SPECIAL: 312

Don't underestimate this dude. It was capable of defeating a level 100 Mew a few times. It almost knocked out a Mewtwo too.
HP: 26 off
Attack: 14 off
Defense: 10 off
Speed: Maximum
Special: 6 off

With no moves, all you'll end up doing is Struggling, and even with no damage dealt to you by Mew you'll end up killing yourself with self-inflicted damage in no more than 22 hits, as Mew uses Softboiled to recover when it gets low.

If there are moves, they won't help you kill a Mewtwo or Mew. Even if Pin Missile gets critical hit, all 5 hits, AND maximum damage, it still only deals 44% damage to Mew, meaning that it can't possibly put in a dent against Softboiled. Thunderbolt is actually more effective than Pin Missile, but you still won't win a damage race against either one.

quote
Lightning (PIKACHU) HP: 273 ATTACK: 200 DEFENSE: 154 SPEED: 254 SPECIAL: 194 ATTACKS: THUNDER SURF THUNDERBOLT THUNDERWAVE

This Pokemon holds LIGHT BALL. It's still extremely strong without it though. I still think it might have knocked out a L. 100 Mew by itself without using a LIGHT BALL.
HP: Maximum
Attack: 8 off
Defense: 4 off
Speed: 24 off (Why always a low Speed? This allows other Pokemon which are normally slower to get in an extra hit against you, which can ruin your battle.)
Special: 4 off

This team is on Yellow, and this is the Stadium 1 board. In neither case does Light Ball do anything to help Pikachu. Without Light Ball (without the boost it provides, anyway), Pikachu is not "extremely strong"; it is among the weakest choices you can put on a team. Against Mew, you would need 3 Thunderbolts to kill it with a Light Ball boost in a game where that's applicable, or 6 hits without the boost. Thunder does nothing to the number of required turns with Light Ball, and only knocks the non-Light Ball turns down to 5, while throwing in the possibility of a miss. Mew doesn't even need Softboiled here, but simply wins in a race; Psychic will take Pikachu down in 2 hits regardless of Light Ball, and if the Mew knows Earthquake then it's a guaranteed kill at once. There is no reason for Mew to lose to Pikachu at any time.

And again, you have the double electrics, and in this case it's clear which one is inferior:

quote
4. "Thunder/Fire Blast/Hydro Pump/Blizzard ROCKS!"

Ugh. The above statement does get 1.5 out of 4 right, but the general idea of overpowering everything may just leave you high and dry with nothing to show for it.

First off, I have a nickname for attacks like those. They're called VHPSAs (Very-High-Power Special Attacks), and their usefulness depends on how badly the programmers set out to wreck them.

Obviously the VHPSAs wouldn't have been created unless there was a chip taken out of accuracy, or else their HPSA counterparts (Flamethrower, Thunderbolt, Surf...) would be put completely to shame. But each of the moves has a different accuracy, and hence have different degrees of usefulness.

At this point I'd like to bring up the idea of Statistical Power, which is the product of a move's power on a hit and the fraction of times during which it should hit. For example, a 90-power move with accuracy 70% (note - if such a move is ever created, avoid it like Michael Jackson) would have Statistical Power 63. Over a span of 1000 turns, 700 uses of the move would be expected to hit, dealing 90 * 700 = 63000 power worth of damage. The remaining 300 uses will miss, dealing 0. Overall power is 63000, divided by the 1000 turns, for an average of 63.

Now, this tool can be used to compare VHPSAs to their HPSA counterparts.

Blizzard, at SP 108, is the select move of the four, the one that no one will criticize you for using (or if they do, the criticizer obviously needs to read a 200-page analysis of the Pokemon games). If you're trying to use Ice moves with attackers, put Blizzard first. It might even make a difference -- Clefable vs. Nidoking comes to mind, where Ice Beam is practically a guaranteed kill in 3...but with Blizzard, it's about 81% to save a full turn.

Of course, if you're trying to play defense and still want an Ice attack, this is where Ice Beam still has a use. The other major aspect of the HPSA/VHPSA war is how many PP the moves have, and Chansey or Lapras can quite easily stay alive long enough to exhaust the 8-round clip of Blizzard. Ice Beam, on the other hand, allows them to stay busy for another eight turns, dealing more overall Ice Beam damage than a full set of Blizzard hits could possibly deal. It may take longer to dish out the damage, but these aren't speed-centered Pokemon...who cares about how long it takes to kill?

Just remember...if your Pokemon isn't going to live for eight attacking turns very often, there's little point in the Beam.

Fire Blast comes next with an SP of 102, and has the added edge of being available as an RBY TM (Flamethrower fans, don't worry, a quick commute to Crystal will allow access to that move). However, it suffers from being Fire, the type with a very narrow scope in this domain. The move has to vie with Blizzard, and lower accuracy combined with an inferior side effect...not good. Only Fire-types should use this attack, and only if they can be proven superior to comparable Ice-types. Not too likely. But if, for some reason, you absolutely insist on a Fire attack (and have access to both choices), the consensus seems to be that each person makes their own decision. There hasn't been a single definitive argument in the 4½ years of Pokemon's existence that has decided this debate one way or the other.

On paper, Hydro Pump comes out ahead of its HPSA counterpart, 96-95. But in this case, Surf has 16 extra PP (though that rarely comes into play), a one-point lead is no decision-maker, and the mere fact that Surf is actually consistent should overcome that one point. To extend the point, imagine if there was a 960-power Water attack with accuracy 10%. Yes, it averages above Surf as well, but Surf's consistency makes it much more useful. Hydro Pump is a less severe version of this effect.

Last, and most definitely least, Thunder. With accuracy 178 (this makes an incredible jump to 179 in GSC, and Blizzard gets knocked down to that level, dooming it in that game), Thunder's SP sits back at 84. And while it's the only VHPSA with 16 PP, Thunderbolt still has 24. Thunder does miss, and too often for it to be useful at anything.

New players like hitting for a lot of damage at once, which could be one driving force behind their decisions. But remember that this will also lead to quite a few turns during which 0 damage is dealt. Bad? Yep.
quote
#2 RED VERSION

All Pokemon are at L. 100 and hold LEFT OVERS.

Zapper (ZAPDOS) HP: 369 Plantation (VENUSAUR) HP: 359 River King (BLASTOISE) HP: 353 FLAMEZING (CHARIZARD) HP: 348 Clubber (MAROWAK) HP: 312 Bomber (ELECTRODE) HP: 299
Again, Leftovers means nothing in Red or this game.
Zapdos: 14 HP off
Venusaur: 4 off
Blastoise: 8 off
Charizard: 11 off? You obviously haven't completed training for battle points here. Go do that.
Marowak: 11 off. Again, you can definitely raise this at least a point by battling more Pokemon.
Electrode: 24 off

No moves, so I can't see what exactly you're supposed to do here except self-damage with Struggle.

quote
#3 BLUE VERSION

All Pokemon are at L. 100 and hold LEFT OVERS.

Iceblaster (LAPRAS) HP: 453 Mew HP: 389 Fireblaze (MOLTRESS) HP: 341 Venusaur HP: 330 Bubblejet (BLASTOISE) HP: 330 Evilorb (GENGAR) HP: 301
Lapras: 10 off
Mew: 14 off
Moltres: 42 off...you have the potential to increase this by at least 12 with more training
Venusaur: 33 off, can be raised at least 3
Blastoise: 31 off, can be raised at least 1
Gengar: 22 off

Moltres has no purpose at all. With the low stats from Venusaur and Blastoise, you may be better off cloning them from the other version, and simply reapplying the same moves here.

quote
#4 GOLD VERSION

All Pokemon are at L. 100.

Moonlight (UMBREON) holds BLACK GLASSES HP: 363 Chomps (FERALIGATR) holds MYSTIC WATER HP: 349 Typhlosion holds CHARCOAL HP: 333 Sunshine (MEGANIUM) holds MIRACLE SEED HP: 332 Sunnypower (ESPEON) HP: 309 Togepi (TOGETIC) HP: 282
Umbreon - 30 off
Feraligatr - 24 off
Typhlosion - 28 off
Meganium - 31 off (can be raised by at least 1)
Espeon - 24 off
Togetic - 31 off (can be raised by at least 1)

Besides the fact you're using a game that's incompatible with Stadium 1, and you don't list the moves, the items are bad enough. Two things show no item at all, and the others...type boost items? Here's what I've said about those in the past:

quote
Outlook [on the type-boost items] - In case you didn't know, THESE ITEMS ARE BAD. DON'T USE THEM. New players are quick to flock to the type boosts because they like to take a proactive stance, and these are the only proactive items available (except possibly Quick Claw and the specialized items). It's almost as though the items are dealing damage! However, considering that a typical attack only does around 100 damage, the item is paying off just 10 per turn. Leftovers usually pays off 20 or more each turn, even when you aren't using the one specific attack. The only times when Type Boosts are desirable is when accompanying a detonation (in which case they contribute a lot more than 10 damage) or if there's a situation which expects to come up frequently, and in which your attack would deal 90-99% damage if it weren't for the item (the best known example is Machamp with a Cross Chop on Blissey, where 10% means the difference between a 1,400-damage Counter and a broken egg).
quote
#5 GREEN VERSION (Only in Japanese Text)

All Pokemon are at L. 100.

SNORLAX HP: 493 CLEFABLE HP: 354 BLASTOISE HP: 339 FEAROW HP: 306 BUTTERFREE HP: 302 BEEDRILL HP: 302
For one, Green version is incompatible with anything else here.
Snorlax: 30 off
Clefable: 29 off (can be increased by at least 1)
Blastoise: 22 off
Fearow: 27 off (can be increased by at least 1)
Butterfree: 21 off (can be increased by at least 1)
Beedrill: 31 off (can be increased by at least 1)

quote
#6 SILVER VERSION

All Pokemon hold LEFT OVERS.

Valcaner (ENTEI) Ho-oh Psyshock (LUGIA) Suicune Raikou Sunset (MEGANIUM)
What the hell am I supposed to discern about your team from this?

quote
#7 CRYSTAL VERSION

All Pokemon hold LEFT OVERS.

Gyarados Rocker (TYRANITOR) Slasher (Scizor) L. 100 HP: 300 Dragonite Ampharos Hotstuff (TYPHLOSION)
Same here. Scizor is 43 HP away and can be increased by at least 13.

quote
By the way, if you press Right, Left, Up, or Down, and B on the beginning screen when you just turn your GAME BOY on (It should say, "GAME BOY," and then underneath that, "NINTENDO (R)") the colors of any game that your playing will change. Pretty cool, huh?
It works with A too, and in fact Red and Blue have built-in A+directionals applied if you don't override it with one. You can make Red look like blue, vice versa, or give either game a green or yellow tint.
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Jolt135
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Feb 20, 06 at 12:12am
re: How Strong are your Pokemon? Who's the Ultimate Pokemon Master?

Just go into Stadium 2 and apply the held items to whatever Pokemon you want. That game takes advantage of a dummy byte in the array allocated to each Pokemon, and stores the held items for RBY Pokemon in that byte. In RBY link battles or Stadium 1, those items won't have any effect, but Stadium 2 will acknowledge the items you put there if for some reason you're doing a "PMPF" battle.
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Sep 20, 06 at 4:10am
re: How Strong are your Pokemon? Who's the Ultimate Pokemon Master?

246 is the maximum the game can hold. You can't have more than that on one game.

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Dec 19, 07 at 7:18am
re: How Strong are your Pokemon? Who's the Ultimate Pokemon Master?

RBY's SE system is a bit different than the EVs that first came into use with RS. For one, the values are much larger: Pokemon don't just give 1, 2, or 3; they give points to all stats at once, based on their own base stats (but it takes thousands of points to make a visible change in stats).

That said, using a Rare Candy does NOT mean "you missed out on these EVs and can do absolutely nothing to get them back--you will always be stuck behind max no matter what". It means you'll delaying your SE or EV gains until later. So long as you take part in enough battles at some point, it doesn't matter if you start your battling regimen from level 6 or rare-candy to level 99 before starting, but you'll probably find it easier to beat Pokemon at level 99.
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Aug 30, 08 at 3:01am
re: How Strong are your Pokemon? Who's the Ultimate Pokemon Master?

Rhydon using Thunderbolt and Blizzard? Just because you get the magical x2 type damage doesn't mean instant win, and Rhydon's special leaves much to be desired.

Heck, Earthquake may hit Waters for more damage than Thunderbolt ever could. That is, if Rhydon ever gets a chance to attack...it either has to be faster than the opponent (don't count on this) or it has to take a hit, likely from Surf.
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Jun 22, 09 at 10:30pm
re: How Strong are your Pokemon? Who's the Ultimate Pokemon Master?

The only one of those with a legal moveset is Mew, and all six of them seem like tremendous wastes of time. Why would you not take Electrode with Spore, especially given that it's RBY?

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