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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:46 am

Muk poké, prime (Poison)

Stats:
base: 105 HP, 105 strength, 75 defense, 50 speed, 65 special
max: 383-413 HP, 278-308 attack, 218-248 defense, 168-198 speed,
198-228 special

Evaluation: If you load Muk up with some strong physical attacks
he should fare well in battle. He uses sludge far better than
Weezing and is not a bad choice, lacking only in special defense
as physical can be increased with acid armor. He would make a
good sacrifice pokémon with explosion.

Moves it can learn: pound, disable, poison gas, minimize,
sludge, harden, screech, acid armor

Moves it should keep are sludge, acid armor, screech, and pound.
Pound is an ok normal attack. Sludge is a strong poison attack.
Acid armor greatly increases Muk's poor defense, and screech
greatly lowers his opponent's defense.

TM moves it can learn: toxic, body slam, hyper beam, rage, mega
drain, thunderbolt, thunder, mimic, double team, bide,
selfdestruct, fire blast, rest, explosion, substitute

HM moves it can learn: none

TMs/HMs to mix things up: Give him body slam, double edge, or
explosion. Take advantage of his high physical attack, as he
has poor special. Mega drain is a good attack to counter ground
(and especially rock/ground) types, because they also generally
have low special; it may help Muk against the ones he can
outspeed.

Muk can learn normal, grass, fire, electric, and poison attacks.

weaknesses: ground, psychic, bug

resistances: grass, fighting, poison

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:47 am

Drowzee pika
Hypno poké+, prime+ (Psychic)

Stats:
Drowzee base: 60 HP, 48 attack, 45 defense, 42 speed, 90 special
Hypno base: 85 HP, 73 attack, 70 defense, 67 speed, 115 special
max: 343-373 HP, 214-244 attack, 208-238 defense, 202-232 speed,
298-328 special

Evaluation: Hypno doesn't have the pure power of Alakazam but he
has a little better rounded stats. He is more powerful in
physical attacks and physical defense, and with dream eater he
becomes incredibly powerful.

Moves they can learn: pound, hypnosis, disable, confusion,
headbutt, poison gas, psychic, meditate

Moves Hypno should keep are psychic, headbutt, hypnosis, and
confusion. Confusion is an ok psychic attack, psychic is the
strongest, headbutt is a good physical attack that may make your
opponent flinch, and hypnosis puts the enemy to sleep.

TM moves Drowzee can learn: all Hypno's except hyper beam

TM moves Hypno can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, hyper beam, submission, counter,
seismic toss, rage, psychic, teleport, mimic, double team,
reflect, bide, metronome, skull bash, dream eater, rest, thunder
wave, psywave, tri attack, substitute

HM moves they can learn: flash

TMs/HMs to mix things up: Give Hypno dream eater (make sure to
keep hypnosis) and it will work wonders if you can keep your
opponent asleep and they don't switch. You may wish to give him
stronger normal type attacks too. Reflect and double team are
great options because he is already very durable, so this makes
him even more annoying.

Drowzee/Hypno can learn normal, fighting, and psychic attacks.

weaknesses: bug

resistances: fighting, psychic

immunities: ghost

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:48 am

Krabby pika, petit
Kingler poké, prime (Water)

Stats:
Krabby base: 30 HP, 105 attack, 90 defense, 50 speed, 25 special
Kingler base: 55 HP, 130 attack, 115 defense, 75 speed, 50
special
max: 283-313 HP, 328-358 attack, 298-328 defense, 218-248 speed,
168-198 special

Evaluation: Kingler is great in attack and defense, but lacks in
speed and special. His crab hammer is quite nice because it gets
a critical hit most of the time and makes up for his poor
special. Guillotine gives you a chance in those impossible
situations.

Moves they can learn: bubble, leer, vice grip, guillotine,
stomp, crab hammer, harden

Moves Kingler should keep are stomp, crabhammer, harden, and
guillotine. Guillotine sometimes works for a one hit KO.
Crabhammer is a great water attack with a high chance of
critical hit. Stomp is a strong physical attack that can make
your opponents flinch. Harden improves his defense.

TM moves Krabby can learn: all Kingler's except hyper beam

TM moves Kingler can learn: swords' dance, toxic, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, rage, mimic, double team, bide, rest,
substitute

HM moves they can learn: cut, surf, strength

TMs/HMs to mix things up: You may want to give Kingler double
edge and other strong normal attacks like body slam to help with
electric types. You may want to give him bubblebeam, which does
decently despite his low special (especially on rock/ground
types). You may want to give him swords' dance to raise his
great attack, or blizzard to counter grass types.

Krabby/Kingler can learn normal, water, and ice attacks.

weaknesses: electric, grass

resistances: fire, water, ice

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:48 am

Voltorb pika+, petit+
Electrode poké+, prime+ (Electric)

Stats:
Voltorb base: 40 HP, 30 attack, 50 defense, 100 speed, 55
special
Electrode base: 60 HP, 50 attack, 70 defense, 140 speed, 80
special
max: 293-323 HP, 168-198 attack, 208-238 defense, 348-378 speed
(highest in game), 228-258 special

Evaluation: Electrode is ok to use toxic and start the battle
off nicely, or to use thunder wave (bring him out each time your
opponent switches to try to paralyze their whole party), thanks
to deputyheadless@mailcity.com for pointing this out. His speed
is the best there is, so as long as you end up with 359 or
above, he will always get first strike except when someone uses
quick attack. His defenses lack, and he makes more of a good
annoyance pokémon; he's great for sacrifice plays to help you in
battle. Try raising his chances with reflect and light screen,
then screeching your opponents defense down. Then couple that
with explosion. Or go with the thunder wave or toxic
strategies.

Moves they can learn: tackle, screech, sonic boom, selfdestruct,
light screen, swift, explosion

Moves Electrode should keep are screech, explosion, light
screen, and swift. Swift has a 100% hit rate. Screech helps
improve electrode's attack by lowering the opponent's defense.
Light screen protects from 50% of special damage and that helps
him to stay in against opponents that are using special attacks.
Explosion is a strong sacrifice move and is ok if paired with
several screeches.

TM moves Voltorb can learn: all Electrode's except hyper beam
and skull bash

TM moves Electrode can learn: toxic, takedown, hyper beam, rage,
thunderbolt, thunder, teleport, mimic, double team, reflect,
bide, selfdestruct, swift, skull bash, rest, thunder wave,
explosion, substitute

HM moves they can learn: flash

TMs/HMs to mix things up: You could give it thunder to improve
its special attacks if you don't want to use him strategically.

Voltorb/Electrode can learn normal and electric type attacks.

weaknesses: ground

resistances: electric, flying

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:49 am

Cubone pika, petit+
Marowak poké, prime (Ground)

Stats:
Cubone base: 50 HP, 50 attack, 95 defense, 35 speed, 40 special
Marowak base: 60 HP, 80 attack, 110 defense, 45 speed, 50
special
max: 293-323 HP, 228-258 attack, 288-318 defense, 158-188 speed,
168-198 special

Evaluation: Marowak has a good defense, but poor special
defense. Her real advantage is in the powerful moveset of
ground attacks that she has. She is great against electric
types, and good against others that are weak against ground.
Just beware because she has low speed and special defenses.

Moves they can learn: growl, bone club, tail whip (yellow only),
headbutt (yellow only), leer, focus energy, thrash, bonemerang,
rage

Moves Marowak should keep are bonemerang, focus energy,
headbutt, and bone club. Bonemerang is a strong ground move,
headbutt is a strong normal attack with a good chance of making
the enemy flinch, bone club has a good chance of making the
enemy flinch, and focus energy improves the chance of critical
hit.

TM moves Cubone can learn: all Marowak's except hyper beam

TM moves Marowak can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, submission, seismic toss, counter, rage,
earthquake, fissure, dig, mimic, double team, bide, fire blast,
skull bash, rest, substitute

HM moves they can learn: strength

TMs/HMs to mix things up: You could give Marowak fire blast and
blizzard to counter the types she is weak against, but she
doesn't use special attacks very well. She has a pretty good
moveset as is. You could also give her double edge or mega
kick. Fissure and earthquake are good choices as well.

Cubone/Marowak can learn normal, ground, fire, ice, water, and
fighting type attacks.

weaknesses: water, grass, ice

resistances: poison, rock

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:50 am

Hitmonlee poké+, prime+ (Fighting)

Stats:
base: 50 HP, 120 attack, 53 defense, 87 speed, 35 special
max: 273-303 HP, 308-338 attack, 174-204 defense, 242-272 speed,
138-168 special

Evaluation: Stay away from ghost, but other than that, Hitmonlee
is one of the best physical attackers in the game. Good speedy
attacks make him a great choice in a lot of situations. Also be
careful because his defenses are not too great.

Moves it can learn: double kick, meditate, rolling kick, jump
kick, focus energy, high jump kick, mega kick

Moves it should keep are mega kick, high jump kick, focus
energy, and rolling kick. Mega kick is super powerful. Rolling
kick sometimes causes your enemy to flinch. High jump kick does
strong fighting damage, but does 1/8 the damage it would have
done if you miss to you. Focus energy brings up the chances for
a critical hit.

TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, submission, counter, seismic toss, rage,
mimic, double team, bide, metronome, swift, skull bash, rest,
substitute

HM moves it can learn: strength

TMs/HMs to mix things up: Hitmonlee already has a great moveset.
Don't bother with the TMs.

Hitmonlee can learn normal and fighting type attacks.

weaknesses: psychic, flying

resistances: bug, rock

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:50 am

Hitmonchan poké, prime (Fighting)

Stats:
base: 50 HP, 105 attack, 79 defense, 76 speed, 35 special
max: 273-303 HP, 278-308 attack, 226-256 defense, 220-250 speed,
138-168 special

Evaluation: Although standing a better chance against ghosts
with his elemental punches, Hitmonchan has a terrible special
and doesn't use the elemental punches very well. He is better
at using strong physical attacks. He lacks speed and has a
little less attack, so Hitmonlee is the better bet.

Moves it can learn: comet punch, agility, fire punch, ice punch,
thunder punch, mega punch, counter

Moves it should keep are counter, mega punch, agility, and ice
punch. You may also wish to keep the three elemental punches
and leave him with counter.

TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, submission, counter, seismic toss, rage,
mimic, double team, bide, metronome, swift, skull bash, rest,
substitute

HM moves it can learn: strength

TMs/HMs to mix things up: You may want to give Hitmonchan
submission for a true fighting type move. And you may want to
give him other powerful physical attacks as his special to use
the elemental punches isn't great. Double edge and mega kick
are good choices.

Hitmonchan can learn normal, fighting, ice, fire, and electric
type moves.

weaknesses: flying, psychic

resistances: bug, rock

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:51 am

Lickitung pika, poké, prime (Normal)

Stats:
base: 90 HP, 55 attack, 75 defense, 30 speed, 60 special
max: 353-383 HP, 178-208 attack, 218-248 defense, 128-158 speed,
188-218 special

Evaluation: Other than having a pretty good list of TMs to learn
from and having an ok special, he is not really good. His
defense is not bad because of his high HP.

Moves it can learn: wrap, supersonic, stomp, disable, defense
curl, slam, screech

Moves it should keep are screech, stomp, supersonic, and slam.
Slam is a powerful normal attack, as is stomp. Stomp sometimes
makes the enemy flinch. Screech lowers the opponent's defense
and helps Lickitung's attack.

TM moves it can learn: mega punch, swords' dance, mega kick,
toxic, body slam, takedown, double edge, bubblebeam, water gun,
ice beam, blizzard, hyper beam, submission, counter, seismic
toss, rage, thunderbolt, thunder, earthquake, fissure, mimic,
double team, bide, fire blast, skull bash, rest, substitute

HM moves it can learn: cut, surf, strength

TMs/HMs to mix things up: Fire blast, blizzard, and other strong
special moves are a good choice in the right situations. Mainly
you would want moves like double edge or mega kick to take
advantage of Lickitung's normal typing. Bubblebeam is a good
choice to counter rock types. Earthquake and fissure aren't bad
choices either.

Lickitung can learn normal, water, ice, fighting, electric,
ground, and fire type moves.

weaknesses: fighting

resistances: none

immunities: ghost

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:51 am

Koffing pika, petit
Weezing poké, prime (Poison)

Stats:
Koffing base: 40 HP, 65 attack, 95 defense, 45 speed, 60 special
Weezing base: 65 HP, 90 attack, 120 defense, 60 speed, 85
special
max: 303-333 HP, 248-278 attack, 308-338 defense, 188-218 speed,
238-268 special

Evaluation: Weezing has great defense. If you avoid psychics,
he should be able to defeat many pokémon with his strong poison
powers and good defense. Weezing does not attack as well as
Muk, but is more well rounded (though lacking in speed), making
him a better choice.

Moves they can learn: tackle, smog, sludge, smokescreen,
selfdestruct, haze, explosion

Moves Weezing should keep are explosion, sludge, smokescreen,
and smog. Smog is a decent poison attack, and sludge is even
stronger. Smokescreen raises your chance of evading enemy
attack. Explosion is a powerful self sacrifice move.

TM moves Koffing can learn: all Weezing's except hyper beam

TM moves Weezing can learn: toxic, hyper beam, rage,
thunderbolt, thunder, mimic, double team, bide, selfdestruct,
fire blast, rest, explosion, substitute

HM moves they can learn: none

TMs/HMs to mix things up: You may want to give Weezing fire
blast to counter bug types that he is weak against. You may
also want to give him toxic. Also since he has good attack, he
would be suited for hyper beam since that's the only powerful
physical attack he can learn.

Koffing/Weezing can learn fire, electric, normal, and poison
type attacks.

weaknesses: psychic, bug, ground

resistances: grass, fighting, poison

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:52 am

Chansey pika+, poké++, prime++ (Normal)

Stats:
base: 250 HP, 5 attack, 5 defense, 50 speed, 105 special
max: 673-703 HP (highest in game), 78-108 attack, 78-108
defense, 168-198 speed, 278-308 special

Evaluation: Chansey has the worst defense and attack in the
game. And though her speed is on the low end of the spectrum,
she does have some surprising advantages. She takes special
attacks very well, limiting your opponents to hitting her with
physical attacks. Since she has immense HP, she often can
survive those. Use counter to double the damage they did to
you, and send it back their way. Her many TMs she can learn are
put to good use since she has high special. Just beware strong,
quick fighting types.

Moves it can learn: pound, tail whip (yellow only), doubleslap,
sing, growl, minimize, defense curl, light screen, double edge

Moves it should keep are double edge, light screen, sing, and
minimize. Minimize raises Chansey's evade, and really helps
with its low defense. Sing may put your enemy to sleep. Light
screen reduces special attack damage by 50%, which makes her
very difficult to bring down with special attacks. Double edge
is a strong normal attack that does 1/4 of the damage you deal
to you.

TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, submission, counter, seismic toss, rage,
solar beam, thunderbolt, thunder, psychic, teleport, mimic,
double team, reflect, bide, metronome, egg bomb, fireblast,
softboiled, dream eater, rest, thunder wave, psywave, tri
attack, substitute

HM moves it can learn: strength, flash

TMs/HMs to mix things up: With a great special, Chansey can use
a lot of moves very well. Teach her thunder, blizzard, or
psychic. Psychic can help her counter fighting types. She is
the only one that can learn softboiled (besides Mew), which
restores half her HP in one round in battle, and is useful for
transferring some of her HP to other pokémon outside of battle,
so you don't have to go to the pokécenter as often. Counter is
good if she takes a strong physical attack and survives due to
her immense HP, then she can pay back the attack double which
really does big damage. Counter is best paired with reflect,
which will likely let her survive. Then unleash a counter to
rack up some big damage.

Chansey can learn normal, fighting, water, ice, electric, grass,
psychic, and fire type attacks.

weaknesses: fighting

resistances: none

immunities: ghost

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:52 am

Tangela pika, poké, prime (Grass)

Stats:
base: 65 HP, 55 attack, 115 defense, 60 speed, 100 special
max: 303-333 HP, 178-208 attack, 298-328 defense, 188-218 speed,
268-298 special

Evaluation: I think this is one of the decent well-rounded
pokémon. She lacks speed and physical attack, but she has good
special offense and defense, and great physical defense, along
with high HP. In my opinion she is great for a sacrifice play
to paralyze your opponent or put them to sleep, and if you play
her right, she may not even have to sacrifice herself in order
to accomplish this task.

Moves it can learn: constrict, bind, absorb, vine whip (yellow
only), poisonpowder, stun spore, sleep powder, slam, growth

Moves it should keep are vine whip, sleep powder, stun spore,
and absorb. Vine whip is a strong grass attack, absorb is not
as strong but you get HP back from using it. Sleep powder puts
the enemy to sleep and stun spore gives you the speed advantage.

TM moves it can learn: swords' dance, toxic, body slam,
takedown, double edge, hyper beam, rage, mega drain, solar beam,
mimic, double team, bide, skull bash, rest, substitute

HM moves it can learn: cut

TMs/HMs to mix things up: Give Tangela solar beam and mega
drain. Double edge and maybe even hyper beam could pay off too,
if you give her swords' dance.

Tangela can learn normal and grass type attacks.

weaknesses: fire, bug, ice, flying, poison

resistances: water, electric, grass, ground

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:53 am

Kangaskhan poké, prime (Normal)

Stats:
base: 105 HP, 95 attack, 80 defense, 90 speed, 40 special
max: 383-413 HP, 258-288 attack, 228-258 defense, 248-278 speed,
148-178 special

Evaluation: Kangaskhan has strong, quick physical attacks. It
lacks only the ability to defend against and use special attacks
well. She is best used against opponents she can outspeed and
that are weaker against physical attacks.

Moves it can learn: comet punch, rage, bite, tail whip, mega
punch, leer, dizzy punch

Moves it should keep are dizzy punch, mega punch, bite, and
leer. Leer lowers the opponent's defense. Dizzy punch is a
unique powerful normal attack. Mega punch is a strong normal
attack, and bite is strong and causes the enemy to flinch
sometimes.

TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, submission, counter, seismic toss, rage,
thunderbolt, thunder, earthquake, fissure, mimic, double team,
bide, fire blast, skull bash, rest, rock slide, substitute

HM moves it can learn: surf, strength

TMs/HMs to mix things up: You might want to give her earthquake
or rock slide for some type advantages, or double edge and mega
kick for strong attacks. Her lack of special makes special
moves not a very good choice. She can counter rock and fighting
types with moves like earthquake. Fissure isn't a bad choice
either.

Kangaskhan can learn normal, fighting, water, ice, electric,
ground, rock, and fire type attacks.

weaknesses: fighting

resistances: none

immunities: ghost

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:54 am

Horsea petit
Seadra pika, poké+, prime+ (Water)

Stats:
Horsea base: 30 HP, 40 attack, 70 defense, 60 speed, 70 special
Seadra base: 55 HP, 65 attack, 95 defense, 85 speed, 95 special
max: 283-313 HP, 198-228 attack, 258-288 defense, 238-268 speed,
258-288 special

Evaluation: Seadra has great balanced stats. It has no great
advantages, but balanced stats help it to be one of the better
pokémon. It can use and defend against all types of attacks
well, though it lacks a bit in physical attack. And it has good
speed. One of the best water pokémon.

Moves they can learn: bubble, smokescreen, leer, water gun,
agility, hydro pump

Moves Seadra should keep are hydro pump, water gun, smokescreen,
and agility. Agility raises its good speed. Hydro pump is the
most powerful water attack, water gun backs it up with reserve
water attacks, smokescreen helps with your evade. (Keep leer if
you are going to give it hyper beam).

TM moves Horsea can learn: all Seadra's except hyper beam

TM moves Seadra can learn: toxic, takedown, double edge,
bubblebeam, water gun, ice beam, blizzard, hyper beam, rage,
mimic, double team, bide, swift, skull bash, rest, substitute

HM moves they can learn: surf

TMs/HMs to mix things up: Give Seadra surf or blizzard to give
it some more powerful moves. Blizzard's good for countering the
grass types. With its decent attack it would be good to give it
double edge also.

Horsea/Seadra can learn normal, water, and ice type attacks.

weaknesses: electric, grass

resistances: fire, water, ice

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:54 am

Goldeen pika, petit
Seaking poké, prime (Water)

Stats:
Goldeen base: 45 HP, 67 attack, 60 defense, 63 speed, 50 special
Seaking base: 80 HP, 92 attack, 65 defense, 68 speed, 80 special
max: 333-363 HP, 252-282 attack, 198-228 defense, 204-234 speed,
228-258 special

Evaluation: Seaking is a good average pokémon lacking a little
in physical defense. Her powerful offense and strong water
moves make her a pretty good choice though.

Moves they can learn: peck, tail whip, supersonic, horn attack,
fury attack, waterfall, horn drill, agility

Moves Seaking should keep are waterfall, horn attack, agility,
and horn drill. Horn drill has a chance of getting a one hit
KO, agility boosts its fair speed, horn attack is a good high
accuracy attack, and waterfall is a strong unique water move.

TM moves Goldeen can learn: all Seaking's except hyper beam

TM moves Seaking can learn: toxic, horn drill, takedown, double
edge, bubblebeam, water gun, ice beam, blizzard, hyper beam,
rage, mimic, double team, bide, swift, skull bash, rest,
substitute

HM moves they can learn: surf

TMs/HMs to mix things up: You may want to give Seaking surf or
blizzard to give her more powerful attacks. Double edge is
helpful.

Goldeen/Seaking can learn normal, water, and ice type attacks.

weaknesses: electric, grass

resistances: fire, water, ice
----------------------------------------------------------------
Mr. Mime pika+, poké, prime (Psychic)

Stats:
base: 40 HP, 45 attack, 65 defense, 90 speed, 100 special
max: 253-283 HP, 158-188 attack, 198-228 defense, 248-278 speed,
268-298 special

Evaluation: Mr. Mime is one of the better traded-for pokémon.
If you teach him psychic and keep the rest of his moveset, he is
pretty decent in battle. He can't take physical hits very well,
but that can be made up for with barrier.

Moves it can learn: barrier, confusion, light screen, double
slap, meditate, substitute

Moves it should keep are substitute, light screen, barrier,
confusion. Confusion is a good psychic attack that sometimes
confuses. Light screen reduces damage from special attacks by
50%, barrier greatly increases his low defense, and substitute
makes a clone for 1/4 of max HP to take damage for you.

TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, hyper beam, submission, counter, seismic
toss, rage, solar beam, thunderbolt, thunder, psychic, teleport,
mimic, double team, reflect, bide, metronome, skull bash, rest,
thunder wave, psywave, substitute

HM moves it can learn: flash

TMs/HMs to mix things up: You will want to teach him psychic to
take advantage of his special powers fully. His moveset already
has pretty good moves. You also may want to give him strong
physical attacks like mega kick and double edge in place of
substitute.

Mr. Mime can learn normal, psychic, fighting, electric, and
grass type attacks.

weaknesses: bug

resistances: fighting, psychic

immunities: ghost
----------------------------------------------------------------
Electabuzz poké, prime (Electric)

Stats:
base: 65 HP, 83 attack, 57 defense, 105 speed, 85 special
max: 303-333 HP, 234-264 attack, 182-212 defense, 278-308 speed,
238-268 special

Evaluation: Electabuzz is a good choice. He only has trouble
with physical defense, so be sure to avoid ground types.
Electabuzz has good speedy attacks and a decent special defense.

Moves it can learn: quick attack, leer, thundershock, screech,
thunder punch, light screen, thunder

Moves it should keep are thunder, light screen, screech, and
thunder punch. Thunder and thunder punch are strong electric
moves, light screen reduces special damage by 50%, and screech
greatly lowers the opponent's defense.

TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, hyper beam, submission, counter, seismic
toss, rage, thunderbolt, thunder, psychic, teleport, mimic,
double team, reflect, bide, metronome, swift, skull bash, rest,
thunder wave, psywave, substitute

HM moves it can learn: strength, flash

TMs/HMs to mix things up: With his good attack and decent
special, you may want to give him double edge, mega kick, or
psychic. Psychic gives him the needed edge on ground types and
other types. Reflect can help boost his defense against ground
attacks.

Electabuzz can learn normal, fighting, psychic, and electric
attacks.

weaknesses: ground

resistances: flying, electric

~~~~~~~~~~~~~~

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:55 am

Magmar poké, prime (Fire)

Stats:
base: 65 HP, 95 attack, 57 defense, 93 speed, 85 special
max: 303-333 HP, 258-288 attack, 182-212 defense, 254-284 speed,
238-268 special

Evaluation: Magmar doesn't seem to me to be as good as
Electabuzz because of less speed, but he can still use special
attacks, especially fire ones, pretty well. Avoid rock and
ground types.

Moves it can learn: ember, leer, confuse ray, fire punch,
smokescreen, smog, flamethrower

Moves it should keep are flamethrower, smog, smokescreen, and
confuse ray. Confuse ray confuses your opponent, smog is a good
poison attack, smokescreen gives him higher evade, and
flamethrower is a powerful fire move.

TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, hyper beam, submission, counter, seismic
toss, rage, psychic, teleport, mimic, double team, bide,
metronome, fire blast, skull bash, rest, psywave, substitute

HM moves it can learn: strength

TMs/HMs to mix things up: With a decent special, you may want to
give him fire blast or psychic. Also mega kick and double edge
look good with his good attack. Submission is a good choice to
use against rock types, and psychic looks good to counter a lot
of other types he is weak against.

Magmar can learn normal, fighting, psychic, poison, and fire
type attacks.

weaknesses: water, ground, rock

resistances: fire, grass, bug
----------------------------------------------------------------
Pinsir pika+, poké+, prime (Bug)

Stats:
base: 65 HP, 125 attack, 100 defense, 85 speed, 55 special
max: 303-333 HP, 318-348 attack, 268-298 defense, 238-268 speed,
178-208 special

Evaluation: Pinsir is better than Scyther because of his fewer
weaknesses, and a strong speedy pokémon. He is definitely a
good choice in battle. Avoid enemies that have strong special
attacks, especially ones he is weak against. Guillotine gives
him a chance in those impossible situations.

Moves it can learn: vicegrip, bind (yellow only), seismic toss,
guillotine, focus energy, harden, slash, swords' dance

Moves it should keep are swords' dance, slash, seismic toss, and
guillotine. Guillotine is sometimes a one hit KO move. Slash
is a strong attack with high chance of critical hit. Swords'
dance greatly raises its attack. Seismic toss does damage equal
to your level.

TM moves it can learn: swords' dance, toxic, body slam,
takedown, double edge, hyper beam, submission, seismic toss,
rage, mimic, double team, reflect, rest, substitute

HM moves it can learn: cut, strength

TMs/HMs to mix things up: You may want to give Pinsir double
edge or submission (to counter rock types) with its high attack,
but it already has a good moveset. You may even want hyper beam
if you kept swords' dance.

Pinsir can learn normal and fighting type attacks.

weaknesses: fire, poison, rock, flying

resistances: grass, fighting, ground
----------------------------------------------------------------
Tauros poké+, prime+ (Normal)

Stats:
base: 75 HP, 100 attack, 95 defense, 110 speed, 70 special
max: 323-353 HP, 268-298 attack, 258-288 defense, 288-318 speed,
208-238 special

Evaluation: Tauros is very strong and fast. The only area he
lacks in is being unable to use and defend against special
attacks. With his decent speed and other balanced stats, he
should fare well in most battles.

Moves it can learn: tackle, stomp, tail whip, leer, rage,
takedown

Moves it should keep are takedown, stomp, leer, and rage.
Takedown is a powerful attack that does 1/4 of the damage you
cause to you. Rage is an ok attack that boosts your attack
power every time you get attacked, you lose control of the
pokémon though, and it attacks automatically every round. Leer
lowers the enemy's defense, and stomp may make your opponent
flinch.

TM moves it can learn: toxic, horn drill, body slam, takedown,
double edge, ice beam, blizzard, hyper beam, rage, thunderbolt,
thunder, earthquake, fissure, mimic, double team, bide, fire
blast, skull bash, rest, substitute

HM moves it can learn: strength

TMs/HMs to mix things up: Teach Tauros double edge or earthquake
to give it some more powerful attacks. Its special is not too
bad, so you may want to give it some of the powerful special
moves it can learn. You may also consider giving it both horn
drill and fissure to try for the one hit KOs, this can improve
its performance in battle a lot if you get lucky.

Tauros can learn normal, ice, electric, ground, and fire type
attacks.

weaknesses: fighting

resistances: none

immunities: ghost

~~~~~~~~~~~~~~

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:55 am

Ditto pika, petit, poké, prime (Normal)

Stats: (after transforming it gains the same stats as your
enemy)
base: 48 HP, 48 attack, 48 defense, 48 speed, 48 special
max: 269-299 HP, 164-194 attack, 164-194 defense, 164-194
speed, 164-194 special

Evaluation: All in all I don't think Ditto is very good. He can
be useful to become Mewtwo and other powerful pokémon your
opponent is using, but since he lacks speed and all other stats,
it is difficult not to be knocked out before transforming.

Moves it can learn: transform

The only move it learns is transform. Transform lets it become
an exact copy of the pokémon you are fighting.

TM moves it can learn: none

HM moves it can learn: none

TMs/HMs to mix things up: He doesn't learn any so this doesn't
apply.

Ditto can learn whatever type attacks your opponent knows.

weaknesses: fighting--or whatever the weaknesses are when you
take on your opponent's type(s)

resistances: none--or whatever the resistances are when you take
on your opponent's type(s)

immunities: ghost--or whatever the immunities are when you take
on your opponent's type(s)
----------------------------------------------------------------
Eevee petit (Normal)
base: 55 HP, 55 attack, 50 defense, 55 speed, 65 special

Evaluation: It is an ok pokémon to use in Petit cup, but the
evolutions are better choices for all other cups.

Moves it can learn: tackle, sand attack, growl, quick attack,
tail whip, bite, focus energy, take down

Moves it should keep are take down, focus energy, quick attack,
and sand attack. Blind your opponent with sand attack then
focus energy and pound them with take down and quick attack.

TM moves it can learn: toxic, body slam, take down, double edge,
rage, mimic, double team, reflect, bide, swift, skull bash,
rest, substitute

HM moves it can learn: none

TMs/HMs to mix things up: I would definitely go with double
edge, and reflect to help Eevee have a better chance.

Eevee can learn normal type attacks.

weaknesses: fighting

resistances: none

immunities: ghost
----------------------------------------------------------------
Vaporeon pika++, poké+, prime+ (Water)

Stats:
base: 130 HP, 65 attack, 60 defense, 65 speed, 110 special
max: 433-463 HP, 198-228 attack, 188-218 defense, 198-228 speed,
288-318 special

Evaluation: With its excellent HP and great special, Vaporeon is
the queen of the water types. She doesn't take physical attacks
very well, but she has no type weakness against any physical
attacks, and it can be made up for with acid armor. Use her
powerful special to defeat many enemies. Her speed is low, so
she is good mostly against the types that are weak to water or
ice. The fortunate thing is she is very durable, so her speed
is not as much of a factor as with some. Vaporeon is a good
candidate to use haze with in case your opponent uses things
such as agility, swords' dance, reflect, amnesia, etc.

Moves it can learn: (I recommend you get Eevee from yellow and
you evolve Eevee as soon as you get it, moves could vary and not
be as good otherwise) tackle (red/blue only) quick attack, tail
whip (yellow only), growl, sand attack, water gun (red/blue
only), tail whip (red/blue only, yellow already knows it), bite,
aurora beam (yellow only), acid armor, haze, mist (red/blue
only), hydro pump

Moves it should keep are hydro pump, acid armor, bite, and
aurora beam. Aurora beam is an ok ice attack that sometimes
lowers attack. Acid armor greatly increases Vaporeon's defense,
hydro pump is the strongest water move, and bite sometimes makes
the enemy flinch. You may also want to consider evolving Eevee
at level 36 to have focus energy to give hydro pump (and
blizzard) more critical hits.

TM moves it can learn: toxic, body slam, takedown, double edge,
bubblebeam, water gun, ice beam, blizzard, hyper beam, rage,
mimic, double team, reflect, bide, swift, skull bash, rest,
substitute

HM moves it can learn: surf

TMs/HMs to mix things up: You may want to give Vaporeon surf or
blizzard to boost its attacks, and to counter grass types.
Double edge looks decent also.

Vaporeon can learn normal, water, and ice type moves.

weaknesses: electric, grass

resistances: fire, water, ice
----------------------------------------------------------------
Jolteon pika++, poké++, prime++ (Electric)

Stats:
base: 65 HP, 65 attack, 60 defense, 130 speed, 110 special
max: 303-333 HP, 198-228 attack, 188-218 defense, 328-358 speed,
288-318 special

Evaluation: Jolteon is ok, and if it had better strength it
would be great. It is possible to use him against Mewtwo
because he has high special to resist psychic, and then bombard
Mewtwo with pin missile, but the lack of strength probably won't
make a dent in him because pin missile is already a weak move.
Jolteon has several type advantages with his moves, he just
could stand more strength to use them.

Moves it can learn: (I recommend you catch Eevee on red/blue for
this one and evolve it as soon as you get it for the best move
results) tackle (red/blue only), quick attack, tail whip
(red/blue only, yellow already knows it), growl, sand attack,
thundershock (red/blue only), thunder wave, double kick,
agility, pin missile, thunder

Moves it should keep are thunder, double kick, pin missile, and
thunder wave. Pin missile is a decent bug attack and works ok
against Mewtwo. Double kick is an ok fighting move. Thunder is
the strongest electric attack, and thunder wave will give you
the speed advantage over an opponent. You may opt to keep sand
attack instead of double kick to increase evade, but Jolteon
loses type advantages. You may also consider focus energy from
Eevee to increase the critical hit percentage of thunder, in
which case you don't evolve Eevee until level 36.

TM moves it can learn: toxic, body slam, takedown, double edge,
hyper beam, rage, thunderbolt, thunder, mimic, double team,
reflect, bide, swift, skull bash, rest, thunder wave, substitute

HM moves it can learn: flash

TMs/HMs to mix things up: You may want to give Jolteon
thunderbolt for more electric moves. You may also want to give
it double edge for stronger attack. I do have to recommend the
versatility of most of its original moveset besides agility
though. Remember though that agility could help thunder to hit
more often.

Jolteon can learn normal, bug, fighting, and electric type
attacks.

weaknesses: ground

resistances: electric, flying

~~~~~~~~~~~~~~

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:56 am

Flareon pika++, poké+, prime+ (Fire))

Stats:
base: 65 HP, 130 attack, 60 defense, 65 speed, 110 special
max: 303-333 HP, 328-358 attack, 188-218 defense, 198-228 speed,
288-318 special

Evaluation: Flareon has great attacks, but lacks defense and
speed which makes things really bad against ground types.
Flareon is the least useful of all the Eevee evolutions, but is
still a good fire pokémon.

Moves it can learn: (I recommend you get Eevee from yellow and
you evolve Eevee as soon as you get it, moves could vary and not
be as good otherwise) tackle (red/blue only) quick attack, tail
whip (yellow only), growl, sand attack, ember (red/blue only),
tail whip (red/blue only, yellow already knows it), bite, leer,
firespin, smog (yellow only), rage (red/blue only), flamethrower

Moves it should keep are flamethrower, fire spin, smog, and
bite. Bite may cause your enemy to flinch, firespin can bind
slower opponents, flamethrower is a strong fire attack, and smog
is a decent poison attack. You may wish to evolve Eevee at 36
to be able to learn focus energy, so you can boost the chance of
critical hit with fire blast and double edge or hyper beam.

TM moves it can learn: toxic, body slam, takedown, double edge,
hyper beam, rage, mimic, double team, reflect, bide, fire blast,
swift, skull bash, rest, substitute

HM moves it can learn: none

TMs/HMs to mix things up: You may wish to give Flareon fire
blast to give it a stronger attack. You may wish to give it
double edge or hyper beam as well, especially if you have focus
energy.

Flareon can learn fire, normal, and poison type attacks.

weaknesses: water, ground, rock

resistances: fire, grass, bug
----------------------------------------------------------------
Porygon pika, poké, prime (Normal)

Stats:
base: 65 HP, 60 attack, 70 defense, 40 speed, 75 special
max: 303-333 HP, 188-218 attack, 208-238 defense, 148-178 speed,
218-248 special

Evaluation: Porygon is darned expensive and you don't get much
in return. He can learn some good attacks, and conversion can
help you to always have a resistance. He is an ok choice.

Moves it can learn: tackle, sharpen, conversion, psybeam,
recover, agility, tri attack

Moves it should keep are recover, psybeam, conversion, and tri
attack. Tri attack is a strong normal attack. Conversion lets
you become the type(s) that your opponent is. Psybeam is a
strong psychic attack, and recover lets you get back half your
HP in one round.

TM moves it can learn: toxic, takedown, double edge, ice beam,
blizzard, hyper beam, rage, thunderbolt, thunder, psychic,
teleport, mimic, double team, reflect, bide, swift, skull bash,
rest, thunder wave, psywave, tri attack, substitute

HM moves it can learn: flash

TMs/HMs to mix things up: Since Porygon has a decent special,
you can give him moves like blizzard and thunder to help him
out. Also he can use double edge and mega kick fairly well
because of his normal typing.

Porygon can learn normal, psychic, ice, and electric type
attacks.

weaknesses: fighting--or whatever the weaknesses of the type(s)
that you take on are

resistances: none--or whatever the weaknesses of the type(s)
that you take on are

immunities: ghost--or whatever the immunities of the type(s)
that you take on are
----------------------------------------------------------------
Snorlax poké+, prime++ (Normal)

Stats:
base: 160 HP, 110 attack, 65 defense, 30 speed, 65 special
max: 493-523 HP, 288-318 attack, 198-228 defense, 128-158 speed,
198-228 special

Evaluation: Snorlax lacks in defense, speed, and special, but
his special can be bolstered with amnesia. His high HP makes up
for his low defenses, and he really can take a lot of punishment
with the right moves. He can do some serious damage with double
edge, mega kick, and hyper beam. He is one of the better ones.

Moves it can learn: headbutt, amnesia, rest, body slam, harden,
double edge, hyper beam

Moves it should keep are hyper beam, double edge, body slam, and
headbutt. Headbutt has a good chance of making your opponent
flinch, body slam may paralyze them, hyper beam is the strongest
normal move and since Snorlax learned it on his own and is a
normal type, he uses it best. Double edge is a incredibly
strong attack in Snorlax's hands. You may want to keep amnesia
to help his special. You may want Amnesia instead of headbutt.

TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, pay day, submission, counter, seismic
toss, rage, solar beam, thunderbolt, thunder, earthquake,
fissure, psychic, mimic, double team, reflect, bide, metronome,
selfdestruct, fire blast, skull bash, rest, psywave, rock slide,
substitute

HM moves it can learn: surf, strength

TMs/HMs to mix things up: If you keep amnesia, then you can
unleash a whole killer group of TMs Snorlax can learn and use
decently. On his own he uses moves like earthquake and rock
slide better though. You may wish to keep most of his regular
moveset, as he is a normal type and uses them all well. Counter
might be good too, unleash 2x the damage that your opponent did
to you. Be careful of speedy attackers with strong special
moves though, sometimes it may be wiser to use another one of
your team members to gain the speed advantage on your opponent.
Definitely consider mega kick for Snorlax too, because he can
use it VERY well. Rest looks good.

Snorlax can learn normal, fighting, water, ice, grass, electric,
ground, psychic, fire, and rock type attacks.

weaknesses: fighting

resistances: none

immunities: ghost

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:57 am

Mewtwo prime++ (Psychic)

Stats:
max: 385-415 HP, 288-318 attack, 248-278 defense, 328-358 speed,
376-406 special (highest in game)

Evaluation: This is my favorite pokémon in terms of strength
(Raichu otherwise). Mewtwo is phenomenal. His one small
weakness, that you can make desperate attempts at, is his
physical defense, and it's even pretty good. Dragonite and
another Mewtwo stand good chances against him if you use
strategy. Make strategy plays, take away Mewtwo's speed with
paralyze or freeze him and bring Beedrill (which has a weakness
against Mewtwo) in. Other than that, this guy has the best
moveset and will still put up a big fight to the finish. This
one is the undisputed ultimate pokémon.

Moves it can learn: swift, barrier, psychic, recover, mist,
amnesia

Moves it should keep are amnesia, barrier, recover, and psychic.
Psychic is truly an attack to be feared from Mewtwo, and amnesia
boosts its power along with his defense against special attacks.
Recover can restore half his max HP in a single round, and
barrier greatly increases his physical defense, which is his
only weaker point.

TM moves it can learn: mega punch, mega kick, toxic, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, pay day (can't learn on yellow),
submission, counter, seismic toss, rage, solar beam,
thunderbolt, thunder, psychic, teleport, mimic, double team,
reflect, bide, metronome, selfdestruct, fire blast, skull bash,
rest, thunder wave, psywave, tri attack, substitute

HM moves it can learn: strength, flash

TMs/HMs to mix things up: Well let's see, I rather like his
awesome moveset as is, but there are some possibilities here.
You can teach him thunder, fire blast, blizzard, solar beam, or
bubblebeam and he would use them all well. You could make
strategy plays and use bide for his defense, and give him mega
kick or double edge as a powerful physical attack. There are
lots of possibilities here. Thunder and Blizzard get rid of
those annoying psychic dual types, and strong physical attacks
get rid of the other psychic types. The problem is if you take
away some of his original moveset you will lose certain
advantages while gaining others. Rest and double team can help
his strategy too, but remember, if you take away from the
original moveset you loose some advantages.

Mewtwo can learn normal, fighting, water, ice, psychic, grass,
and fire type attacks.

weaknesses: bug

resistances: fighting, psychic

immunities: ghost
----------------------------------------------------------------
Mew prime++ (Psychic)

Stats: stats will be what your opponent's are if you use
transform, so you can lose stats from using it
max: 373-403 HP, 268-298 attack, 268-298 defense, 268-298 speed,
268-298 special

Evaluation: Hmm, Mew has better defense than Mewtwo, but lacks
in the other areas. It can also learn almost as good of a
moveset from TMs, but will be lacking a little more defense
building moves. If you give it softboiled it will help. This
guy is like a well rounded psychic, better in ways than Hypno
and Alakazam, but not as good as Mewtwo.

Moves it can learn: pound, transform, mega punch, metronome,
psychic

Moves it should keep are psychic, mega punch, transform, and
metronome. Metronome uses a random move, sometimes good,
sometimes bad. Mega punch is a strong physical attack.
Transform lets Mew become whatever pokémon she is fighting.
Psychic is very powerful in the hands of Mew.

TM moves it can learn: all

HM moves it can learn: all

TMs/HMs to mix things up: Well let's see. You should give Mew a
strong physical attack like mega kick or double edge, and maybe
reflect to make up for its lesser defense. Also give it
blizzard for another strong attack. You could pair swords'
dance with hyper beam to give it very powerful attack and become
a little stronger. I highly recommend you give it softboiled so
it can regain half its HP whenever you want.

Mew can learn normal, fighting, psychic, water, ice, fire, rock,
ground, grass, electric, and flying type attacks--and whatever
attacks the opponent knows if you transform.

weaknesses: bug--or whatever the weaknesses of your opponent are
if you transform

resistances: psychic, fighting--or whatever the resistances of
your opponent are if you transform

immunities: ghost--or whatever the immunities of your opponent
are if you transform
----------------------------------------------------------------
VII. Dual types

Dual types have great advantages and disadvantages in battle.
They will resist some attacks to the point of only taking 1/4 to
3/8 the normal damage, but some attacks may do 4 times to 6
times the normal damage against them. Having the right dual
type in battle will give you a big advantage, having the wrong
one will give you a big disadvantage. Using dual types is
always a huge gamble (unless you know your opponent's pokémon).
Knowing their strengths and weaknesses can take some of the
gamble out of this situation, though, and increase your
likelihood to succeed. This next section will expose the hidden
strengths and weaknesses of dual types.

Bulbasaur petit
Ivysaur pika
Venusaur poké+, prime (Grass/Poison--your two defensive types,
remember if using an attack of these types you will do 1.5x
normal damage with it)

Stats:
Bulbasaur base: 45 HP, 49 attack, 49 defense, 45 speed, 65
special
Ivysaur base: 60 HP, 62 attack, 63 defense, 60 speed, 80 special
Venusaur base: 80 HP, 82 attack, 83 defense, 80 speed, 100
special
max: 333-363 HP, 232-262 attack, 234-264 defense, 228-258 speed,
268-298 special

Evaluation: Venusaur is a good average pokémon. He would not be
a good choice against Articuno, Charizard, or Moltres because
most of his moves only do 3/8 the regular damage to them. He
also has quite a few weaknesses, steer clear of pokémon with
strong bug attacks. With his good stats though, he can
sometimes overcome those pokémon that have some type advantages
over him.

Moves they can learn: tackle, growl, leech seed, vine whip,
poison powder, razor leaf, growth, sleep powder, solar beam

You should keep sleep powder, razor leaf, solar beam, and growth
for Venusaur. Optionally you can keep leech seed instead of
growth for the leech seed/toxic trick (see status attacks
below). Leech seed is cool because it works even after you
switch away from Venusaur, draining your opponent's energy and
giving it to your current pokémon. Try using it while your
opponent is sleeping, and continue to make him sleep until he is
out of energy, switch to pokémon that needs energy, it is quite
useful (thanks Alvaro). Sleep powder can put your enemies to
sleep with ease, and Venusaur has good speed, making it good to
knock out tough opponents to get free hits on them. Razor leaf
has a good chance of critical hit. Solar beam is really
powerful, but be sure you can take a hit as it takes a round to
charge before using. Growth raises Venusaur's special, which
effects nearly all of his attacks.

TM moves Bulbasaur and Ivysaur can learn: all Venusaur's except
hyper beam

TM moves Venusaur can learn: swords dance, toxic, body slam,
takedown, double edge, hyper beam, rage, mega drain, solar beam,
mimic, double team, reflect, bide, rest, substitute

HM moves they can learn: cut

TMs/HMs to mix things up: Mega Drain is a good TM to teach
Venusaur, as you get a lot of health back from enemies who are
weak against grass attacks, but his regular moveset is also
nice. You may want to give him strong physical attacks to give
him a chance against fire and bug types, since he does have a
high strength (thanks Alvaro). If you teach him toxic and kept
leech seed, and set both of them in on your opponent you will
wear them down to nothing in a few rounds.

Bulbasaur/Ivysaur/Venusaur can learn normal and grass type
attacks (see the chart in basic strategy to see how these
attacks effect other pokémon).

weaknesses: ice, flying, ground, fire, psychic

big weaknesses (4x-6x damage from opponent due to both your
defensive types being weak against its attack): bug

resistances: electricity, water, poison, fighting

big resistances (1/4-3/8 damage from opponent due to both your
defensive types being strong against its attack): none

~~~~~~~~~~~~~~

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:57 am

Charmander petit+ (Fire)
Charmeleon pika++ (Fire)
Charizard poké+, prime (Fire/Flying)

Stats:
Charmander base: 39 HP, 52 attack, 43 defense, 65 speed, 50
special
Charmeleon base: 58 HP, 64 attack, 58 defense, 80 speed, 65
special
Charizard base: 78 HP, 84 attack, 78 defense, 100 speed, 85
special
max: 329-359 HP, 236-266 attack, 224-254 defense, 268-298 speed,
238-268 special

Evaluation: Charizard is a fairly good pokémon. Try to stay
away from pokémon with strong rock attacks though. Omastar and
Kabutops have big defenses against Charizard. Grass and bug
type attacks will barely phase Charizard. He has pretty decent
stats, but is probably the least powerful of the original three
you can pick in red or blue.

Moves they can learn: scratch, growl, ember, leer, rage, slash,
flamethrower, fire spin

You should keep fire spin, flamethrower, slash, and leer on
Charizard. Fire spin is good to bind slower pokémon. Slash is
just one of those great normal attacks with a good chance of
critical hit. Flamethrower is a strong fire move. And leer is
good to lower your opponent's defense.

TM moves Charmander and Charmeleon can learn: all Charizard's
except hyper beam, earthquake, and fissure

TM moves Charizard can learn: mega punch, swords dance, mega
kick, toxic, body slam, takedown, double edge, hyper beam,
submission, counter, seismic toss, rage, dragon rage,
earthquake, fissure, dig, mimic, double team, reflect, bide,
fire blast, swift, skull bash, rest, substitute

HM moves they can learn: cut, strength, fly (Charizard on
yellow only)

TMs/HMs to mix things up: You may wish to replace leer with
fire blast, the strongest fire move. You may want to teach
Charizard moves like dig or earthquake to give him a good chance
against rock and electric types, since he has good speed. You
may want to teach him counter or seismic toss. Counter does
double damage back to your opponent as long as you took a
"physical attack" (see basic strategies section above). Seismic
toss does damage equal to your current level, and is useful
sometimes. You may even want to give him fly (yellow only),
though I don't think it helps him too much.

Charizard can learn normal, fire, flying (yellow only),
fighting, and ground type attacks.
Charmander/Charmeleon can learn all Charizard's type attacks
except ground and flying type attacks.

weaknesses: water, electricity, ice (Charizard),
(Charmander/Charmeleon water, ground, rock)

big weaknesses: rock (Charizard)

resistances: fire, fighting (Charizard), (Charmander/Charmeleon
grass, bug, fire)

big resistances: grass, bug (Charizard)

immunities: ground (Charizard)
----------------------------------------------------------------
Caterpie petit (Bug)
Butterfree pika, poké, prime (Bug/Flying)

Stats:
Caterpie base: 45 HP, 30 attack, 35 defense, 45 speed, 20
special
Butterfree base: 60 HP, 45 attack, 50 defense, 70 speed, 80
special
max: 293-323 HP, 158-188 attack, 168-198 defense, 208-238 speed,
228-258 special

Evaluation: Even with lower than average stats, I found
Butterfree decent in combat. His moveset makes most of the
difference. He is good at attacking sleeping opponents. His
psybeam is powerful because his special is decent.
Unfortunately, he has many weaknesses, especially against rock
types.

Moves Butterfree can learn: tackle, string shot, harden (yellow
only if evolved from Caterpie--on red/blue if you waited to
evolve him, but I recommend catching him on yellow), confusion,
poison powder, stun spore, sleep powder, supersonic, whirlwind,
gust (yellow only), psybeam (Caterpie learns tackle, string shot
only)

You should keep psybeam, sleep powder, supersonic, and stun
spore for Butterfree. Stun spore works for a speed advantage,
supersonic confuses your opponent, sleep powder is the good
sleep move, and psybeam is a nice psychic attack that few can
resist.

TM moves Caterpie can learn: none

TM moves Butterfree can learn: razor wind, whirlwind, toxic,
takedown, double edge, hyper beam, rage, mega drain, solar beam,
psychic, teleport, mimic, double team, reflect, bide, swift,
rest, psywave, substitute

HM moves it can learn: strength (Butterfree yellow only)

TMs/HMs to mix things up: You may wish to teach Butterfree
psychic if you have an extra TM to use. You can also teach him
solar beam and mega drain to give those rock or ground types a
nasty surprise. Psywave may be a good choice to teach him also,
as it randomly does high damage and sometimes low. Reflect may
help protect him against some of his physical weaknesses.

Butterfree can learn normal, psychic, and grass type attacks.
Caterpie can learn normal type attacks.

weaknesses: electric, fire, poison, ice, flying (Butterfree),
(Caterpie fire, poison, flying)

big weaknesses: rock (Butterfree)

resistances: bug (Butterfree), (Caterpie grass, fighting,
ground)

big resistances: fighting, grass (Butterfree)

immunities: ground (Butterfree)
----------------------------------------------------------------
Weedle petit
Beedrill pika, poké, prime (Bug/Poison)

Stats:
Weedle base: 40 HP, 35 attack, 30 defense, 50 speed, 20 special
Beedrill base: 65 HP, 80 attack, 40 defense, 75 speed, 45
special
max: 303-333 HP, 228-258 attack, 148-178 defense, 218-248 speed,
158-188 special

Evaluation: Beedrill is fairly decent because of his high HP and
good, decently speedy attacks. He is good against psychics who
have lower speed. Try paralyzing, putting to sleep, or freezing
the psychic type and then getting Beedrill in to finish them.
He is the only pokémon to have decently powerful bug attacks and
be a bug type at the same time. His drawback is that he has a
large amount of weaknesses.

Moves he can learn: poison sting, string shot, harden (if you
waited until he learned it as Kakuna, then evolved him, I
recommend you just evolve him sooner though), fury attack, focus
energy, twineedle, rage, pin missile, agility (Weedle can only
learn poison sting and string shot)

Twineedle, pin missile, focus energy, and agility should be kept
for Beedrill. Twineedle and pin missile are the only decently
powerful bug moves in the game, and the only moves that do good
damage against psychic types, twineedle may also poison your
enemy. Focus energy will give those moves a better chance of
critical hit, and agility could be used on a free round to gain
the speed advantage on a psychic type.

TM moves Weedle can learn: none

TM moves Beedrill can learn: swords dance, toxic, takedown,
double edge, hyper beam, rage, mega drain, mimic, double team,
reflect, bide, swift, skull bash, rest, substitute

HM moves Beedrill can learn: cut

TMs/HMs to mix things up: You may want to teach mega drain to
Beedrill, but it would only give him a small chance at the
ground and rock pokémon. The rest of Beedrill's TMs all involve
normal attacks. Reflect may help protect him from some of his
physical weaknesses.

Beedrill can learn normal, bug, grass, and poison type attacks.
Weedle can learn poison type attacks.

weaknesses: bug, flying, rock, fire, psychic

big weaknesses: none

resistances: none

big resistances: grass, fighting

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:58 am

Pidgey petit+
Pidgeotto pika
Pidgeot poké, prime (Normal/Flying)

Stats:
Pidgey base: 40 HP, 45 attack, 40 defense, 56 speed, 35 special
Pidgeotto base: 63 HP, 60 attack, 55 defense, 71 speed, 50
special
Pidgeot base: 83 HP, 80 attack, 75 defense, 91 speed, 70 special
max: 339-369 HP, 228-258 attack, 218-248 defense, 250-280 speed,
208-238 special

Evaluation: Pretty decent and well rounded. He has only a few
weaknesses, and a few resistances. His attack power makes him a
good candidate to learn powerful flying moves. Use him against
someone with big weaknesses to flying moves.

Moves they can learn: gust, sand attack, quick attack,
whirlwind, wing attack, agility, mirror move

You should keep mirror move, agility, sand attack, and quick
attack for Pidgeot.

Mirror move is sometimes useful in that you use the last move
your opponent did. This can be great to recover, boost your
stats, or use an attack that you are not vulnerable to, but your
opponent is. Sand attack is ok to lower the chances of your
opponent hitting you. Agility can be used on a free round to
boost the already good speed.

TM moves Pidgey and Pidgeotto can learn: all Pidgeot's except
hyper beam

TM moves Pidgeot can learn: razor wind, whirlwind, toxic,
takedown, double edge, hyper beam, rage, mimic, double team,
reflect, bide, swift, sky attack, rest,
substitute

HM moves it can learn: fly

TMs/HMs to mix things up: Replace quick attack with fly or sky
attack, fly being the more preferred because you miss a round of
damage and then use a powerful attack. Sky attack is more
powerful, but you have to survive a hit (or two) to use it the
next round. You may consider some other normal type attacks
like double edge, because Pidgeot has a good offense.

Pidgey/Pidgeotto/Pidgeot can learn normal and flying attacks.

weaknesses: rock, electric, ice

big weaknesses: none

resistances: bug, grass

big resistances: none

immunities: ground, ghost
----------------------------------------------------------------
Spearow petit+
Fearow pika+, poké, prime (Normal/Flying)

Stats:
Spearow base: 40 HP, 60 attack, 30 defense, 70 speed, 31 special
Fearow base: 65 HP, 90 attack, 65 defense, 100 speed, 61 special
max: 303-333 HP, 248-278 attack, 198-228 defense, 268-298 speed,
190-220 special

Evaluation: This one is like a cheaper imitation of Pidgeot.
Though he has higher attack than Pidgeot, Pidgeot has better
rounded defenses and is a better pick. Again, his weaknesses
are not a mile long, but neither are his resistances.

Moves they can learn: peck, growl, leer, fury attack, mirror
move, drill peck, agility

You should keep drill peck, agility, mirror move, and fury
attack on Fearow.

Drill peck is a powerful flying move, agility is ok to boost
speed on a free round. Mirror move is useful as you can use the
same move your opponent just did to regain health or boost
stats, or it is possible that you may hurt them badly with an
attack that doesn't phase you.

TM moves Spearow can learn: all Fearow's except hyper beam

TM moves Fearow can learn: razor wind, whirlwind, toxic,
takedown, double edge, hyper beam, rage, mimic, double team,
bide, swift, sky attack, rest, substitute

HM moves they can learn: fly

TMs/HMs to mix things up: Replace fury attack with fly or sky
attack. Fly again is better because you miss a round of damage,
sky attack you have to endure a round of damage for a bigger
payoff. Also give him some of the strong normal attacks to help
his offense.

Spearow/Fearow can learn normal and flying attacks.

weaknesses: rock, electric, ice

big weaknesses: none

resistances: bug, grass

big resistances: none

immunities: ground, ghost
----------------------------------------------------------------
Nidoran female petit+ (Poison)
Nidoqueen pika+, poké+, prime+ (Poison/Ground)

stats:
Nidoran female base: 55 HP, 47 attack, 52 defense, 41 speed, 40
special
Nidoqueen base: 90 HP, 82 attack, 87 defense, 76 speed, 75
special
max: 353-383 HP, 232-262 attack, 242-272 defense, 220-250 speed,
218-248 special

evaluation: She has more defense than Nidoking, enabling her to
take more physical hits. However, her other stats including
speed are not as promising. Do not underestimate her, though,
as she has the ability to counter all of the types she is weak
against except psychic. She uses many TMs that teach good
special moves. Just remember though that since few of her
attacks match her types, that they won't be as strong.

moves they can learn: growl, tackle, scratch, poison sting, tail
whip, body slam (if evolved at lv 23--thanks Alvaro, I recommend
you wait until she has learned all her moves before evolving
her), bite, fury swipes, double kick

Nidoqueen should keep double kick, bite, fury swipes, and poison
sting. Double kick is a strong fighting attack, bite makes your
opponent flinch sometimes, fury swipes is an ok attack, and
poison sting give her one type of advantage.

TM moves Nidoran female can learn: toxic, body slam, takedown,
double edge, blizzard, rage, thunderbolt, thunder, mimic, double
team, reflect, bide, skull bash, rest, substitute

TM moves Nidoqueen can learn: mega punch, mega kick, toxic, horn
drill, body slam, takedown, double edge, bubblebeam, water gun,
ice beam, blizzard, hyper beam, pay day, submission, counter,
seismic toss, rage, thunderbolt, thunder, earthquake, fissure,
mimic, double team, reflect, bide, fire blast, skull bash, rest,
rock slide, substitute

HM moves Nidoqueen can learn: surf, strength

TMs/HMs to mix things up: Thunder should be taught along with
earthquake and fire blast. You may also want to teach her surf,
rock slide, or blizzard. She can also learn a great line of
powerful normal attacks. Electric, fire, and water attacks
counter most of the pokémon that use attacks she is weak
against.

Nidoqueen can learn normal, fighting, poison, water, ice,
electric, ground, fire, and rock type attacks. Nidoran female
can learn normal, ice, electric, poison, and fighting type
attacks.

weaknesses: water, ice, ground, psychic, bug (Nidoqueen),
(Nidoran female-psychic, bug, ground)

big weaknesses: none

resistances: fighting, rock (Nidoqueen), (Nidoran female-grass,
poison, fighting)

big resistances: poison (Nidoqueen)

immunities: electric (Nidoqueen)

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:59 am

Nidoran male petit+ (Poison)
Nidoking pika+, poké+, prime+ (Ground/Poison)

stats:
Nidoran male base: 46 HP, 57 attack, 40 defense, 50 speed, 40
special
Nidoking base: 81 HP, 92 attack, 77 defense, 85 speed, 75
special
max:

evaluation: Nidoking is a great pokémon with his only a problem
being in taking special attacks from his enemies (like
Nidoqueen). He is stronger and faster than Nidoqueen, and he
can learn most of the TMs that she can and use them well, so he
is a better choice unless you want to be able to take more
physical hits. Remember that since most of his attacks don't
match his types, he won't use them as effectively. All in all,
a good choice.

moves they can learn: leer, tackle, horn attack, poison sting,
focus energy, thrash (if evolved at lv 23--thanks Alvaro, I
recommend you learn all his moves before evolving him though),
fury attack, horn drill, double kick

Nidoking should keep double kick, horn drill, horn attack, and
leer. Leer lowers the opponent's defense, double kick is a
strong fighting move, horn attack is a great regular high
accuracy attack, and horn drill is sometimes a one hit KO move.

TM moves Nidoran male can learn: toxic, horn drill, body slam,
takedown, double edge, blizzard, rage, thunderbolt, thunder,
mimic, double team, reflect, bide, skull bash, rest, substitute

TM moves Nidoking can learn: mega punch, mega kick, toxic, horn
drill, body slam, takedown, double edge, bubblebeam, water gun,
ice beam, blizzard, hyper beam, pay day, submission, counter,
seismic toss, rage, thunderbolt, thunder, earthquake, fissure,
mimic, double team, reflect, bide, fire blast, skull bash, rest,
rock slide, substitute

HM moves Nidoking can learn: surf, strength

TMs/HMs to mix things up: Electric, fire, and rock attacks can
counter almost all the types that Nidoking is weak against. You
may also want to give it one of the other impressive physical
attacks it can learn. Rock slide, fire blast, thunder,
blizzard, and earthquake give this pokémon lots of options.

Nidoking can learn learn normal, fighting, water, ice, electric,
ground, fire, poison, and rock type attacks. Nidoran male can
learn normal, fighting, ice, electric, and poison type attacks.

weaknesses: water, ice, ground, psychic, bug (Nidoking),
(Nidoran male-ground, psychic, bug)

big weaknesses: none

resistances: fighting, rock (Nidoking), (Nidoran male-grass,
poison, fighting)

big resistances: poison (Nidoking)

immunities: electric (Nidoking)
----------------------------------------------------------------
Zubat pika, petit
Golbat poké, prime (Poison/Flying)

stats:
Zubat base: 40 HP, 45 attack, 35 defense, 55 speed, 40 special
Golbat base: 75 HP, 80 attack, 70 defense, 90 speed, 75 special
max: 323-353 HP, 228-258 attack, 208-238 defense, 248-278 speed,
218-248 special

evaluation: Golbat is not very good. He can learn a few decent
moves, but his stats are average and he has many weaknesses. If
you use him, make sure he has big resistances to the type
attacks he will be facing, then use his strongest moves and try
to confuse your opponent.

moves they can learn: leech life, supersonic, bite, confuse ray,
wing attack, haze

Golbat should keep leech life, bite, confuse ray, and haze.
Haze removes all stat changes to Golbat and its opponent.
Confuse ray confuses your enemy, bite has a chance of making the
opponent flinch, and leech life is a ok bug attack that gives
you a little health back. You might want to keep wing attack to
do some damage to fighting types, but it won't help much.

TM moves Zubat can learn: all Golbat's except hyper beam

TM moves Golbat can learn: razor wind, whirlwind, toxic,
takedown, double edge, hyper beam, rage, mega drain, mimic,
double team, bide, swift, rest, substitute

HM moves they can learn: none

TMs/HMs to mix things up: You may want to give Golbat mega drain
to further harass ground types. You may also want to give it a
few powerful moves like double edge.

Zubat/Golbat can learn normal, bug, grass, and flying type
moves.

weaknesses: psychic, electric, ice, rock

big weaknesses: none

resistances: poison

big resistances: grass, fighting

immunities: ground
----------------------------------------------------------------
Oddish pika, petit
Vileplume poké, prime (Grass/Poison)

stats:
Oddish base: 45 HP, 50 attack, 55 defense, 30 speed, 75 special
Vileplume base: 75 HP, 80 attack, 85 defense, 50 speed, 100
special
max: 323-353 HP, 228-258 attack, 238-268 defense, 168-198 speed,
268-298 special

evaluation: Vileplume is good in all areas but speed. Use him
on pokémon that are very weak against grass. Avoid enemies that
use bug type attacks while using him.

moves they can learn: absorb, poison powder, stun spore, sleep
powder, acid, petal dance, solar beam

Vileplume should keep solar beam, acid, sleep powder, and stun
spore. Stun spore gives you the speed advantage, sleep moves
are always good against opponents, acid is a strong poison
attack, and solar beam is the strongest grass attack. Petal
dance is also a pretty strong (and unique) move, but you get
confused after using it.

TM moves Oddish can learn: all Vileplume's except body slam and
hyper beam

TM moves Vileplume can learn: swords' dance, toxic, body slam,
takedown, double edge, hyper beam, rage, mega drain, solar beam,
mimic, double team, reflect, bide, rest, substitute

HM moves they can learn: cut

TMs/HMs to mix things up: You may wish to give Vileplume mega
drain or some strong normal attacks.

Oddish/Vileplume can learn normal and grass attacks.

weaknesses: ice, flying, fire, ground, psychic

big weaknesses: bug

resistances: electric, water, poison, fighting

big resistances: none
----------------------------------------------------------------

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:00 am

Paras petit
Parasect pika, poké, prime (Bug/Grass)

Stats:
Paras base: 35 HP, 70 attack, 55 defense, 25 speed, 55 special
Parasect base: 60 HP, 95 attack, 80 defense, 30 speed, 80
special
max: 293-323 HP, 258-288 attack, 228-258 defense, 128-158 speed,
228-258 special

Evaluation: Parasect is decent if used properly. His speed is
horrible so you will need a speed advantage on a pokémon
(paralyze or burn it) before you bring him out, and know that
this may not even help against really speedy opponents. His
attack power is his positive note, and he can use leech life
pretty well against psychics. He also does well against ground
and grass types. Be careful though, because he has terrible
defense and three big weaknesses. Spore is a unique sleep move
that always puts your enemy to sleep, so it is quite good.

Moves they can learn: scratch, stun spore, leech life, spore,
slash, growth

Parasect should keep slash, leech life, spore, and stun spore.
You may wish to keep growth to boost his weak special. Slash is
a strong attack with good chance of critical hit, spore is a
really effective sleep move, leech life is a good bug move, and
stun spore gives you the speed advantage.

TM moves Paras can learn: all Parasect's except hyper beam

TM moves Parasect can learn: swords' dance, toxic, body slam,
takedown, double edge, hyper beam, rage, mega drain, solar beam,
dig, mimic, double team, reflect, bide, skull bash, rest,
substitute

HM moves they can learn: cut

TMs/HMs to mix things up: You should give Parasect mega drain to
help it get HP back since it doesn't take hits well. Also think
about giving him double edge because he uses it pretty decently.
You may also want to give it a few powerful moves like hyper
beam, or swords' dance to raise its attack. But remember,
swords' dance will not help slash to increase in power.

Paras/Parasect can learn normal, grass, and bug attacks.

weaknesses: rock, ice, bug

big weaknesses: flying, poison, fire

resistances: electricity, water, fighting

big resistances: ground, grass
----------------------------------------------------------------
Venonat pika, petit+
Venomoth poké, prime (Bug/Poison)

Stats:
Venonat base: 60 HP, 55 attack, 50 defense, 45 speed, 40 special
Venomoth base: 70 HP, 65 attack, 60 defense, 90 speed, 90
special
max: 313-343 HP, 198-228 attack, 188-218 defense, 248-278 speed,
248-278 special

Evaluation: Venomoth is like a better Butterfree. His stats are
good except in physical attacking and defense. Use his status
attacking moves to get the speed advantage over your opponent or
put them to sleep, then blast them with psychic. He also learns
some pretty good TMs, so he isn't a bad choice.

Moves they can learn: tackle, disable, supersonic, confusion,
poison powder, leech life, stun spore, psybeam, sleep powder,
psychic

Venomoth should keep psychic, sleep powder, stun spore, and
leech life. Leech life is a good bug move, psychic is the best
psychic attack, sleep powder is a good sleep move, and stun
spore gives him speed advantage.

TM moves Venonat/Venomoth can learn: razor wind (yellow only),
whirlwind (yellow only), toxic, takedown, double edge, hyper
beam (yellow only), rage, mega drain, solar beam, psychic,
teleport (yellow only), mimic, double team, reflect, bide, swift
(yellow only), rest, psywave, substitute

HM moves they can learn: strength (yellow only)

TMs/HMs to mix things up: You may want to teach Venomoth solar
beam or mega drain to defeat his rock and ground opponents. His
psychic already gives him many advantages though.

Venonat/Venomoth can learn normal, bug, grass, and psychic
attacks.

weaknesses: bug, flying, rock, fire, psychic

big weaknesses: none

resistances: none

big resistances: grass, fighting
----------------------------------------------------------------
Poliwag petit+ (Water)
Poliwrath pika+, poké+, prime+ (Water/Fighting)

Stats:
Poliwag base: 40 HP, 50 attack, 40 defense, 90 speed, 40 special
Poliwrath base: 90 HP, 85 attack, 95 defense, 70 speed, 70
special
max: 353-383 HP, 238-268 attack, 258-288 defense, 208-238 speed,
208-238 special

Evaluation: Poliwrath is a good pokémon, lacking only a little
in speed. His special power can be brought up with amnesia. He
has a few weaknesses, but if you stay away from those he should
perform wonderfully in battle.

Moves they can learn: bubble, hypnosis, water gun, doubleslap,
body slam, amnesia, hydro pump

Poliwrath should keep hydro pump, amnesia, body slam, and
hypnosis. Hydro pump is the strongest water move, and amnesia
greatly boosts the strength of Poliwrath's attacks. Body slam
is a strong move with ability to paralyze, and hypnosis has the
ability to put your opponent to sleep.

TM moves Poliwag can learn: toxic, body slam, takedown, double
edge, bubblebeam, water gun, ice beam, blizzard, rage, psychic,
mimic, double team, bide, skull bash, rest, psywave, substitute

TM moves Poliwrath can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, submission, counter, seismic toss, rage,
earthquake, fissure, psychic, mimic, double team, bide,
metronome, skull bash, rest, psywave, substitute

HM moves they can learn: surf, strength (Poliwag can't learn
strength)

TMs/HMs to mix things up: You may want to give Poliwrath
earthquake to counter electric types. You may wish also to give
him moves like blizzard, psychic, or double edge. Fighting
moves like submission are good in his hands.

Poliwrath can learn normal, water, psychic, fighting, ground,
and ice attacks. Poliwag can learn normal, water, psychic, and
ice type attacks.

weaknesses: flying, grass, electric, psychic (Poliwrath),
(Poliwag-electric, grass)

big weaknesses: none

resistances: rock, water, fire, ice, bug (Poliwrath), (Poliwag-
fire, water, ice)

big resistances: none

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:01 am

Bellsprout pika, petit
Victreebel poké, prime (Grass/Poison)

Stats:
Bellsprout base: 50 HP, 75 attack, 35 defense, 40 speed, 70
special
Victreebel base: 80 HP, 105 attack, 65 defense, 70 speed, 100
special
max: 333-363 HP, 278-308 attack, 198-228 defense, 208-238 speed,
268-298 special

Evaluation: Victreebel has unusual stats for a grass type. It
has great HP and a good attack, and a good defense against and
use of special attacks. Its speed is kind of low, so it is a
good choice in only certain cases.

Moves they can learn: vine whip, growth, wrap, poisonpowder,
sleep powder, stun spore, acid, razor leaf, slam

Moves Victreebel should keep are stun spore, sleep powder, razor
leaf, and acid (or slam). Stun spore works for speed advantage,
sleep powder makes your enemy defenseless, razor leaf is a grass
attack that almost always gets a critical hit, and acid is a
strong poison attack. You may wish to keep slam as Victreebel
is good at normal attacks too.

TM moves Bellsprout can learn: all Victreebel's except body slam
and hyper beam

TM moves Victreebel can learn: swords' dance, toxic, body slam,
takedown, double edge, hyper beam, rage, mega drain, solar beam,
mimic, double team, reflect, bide, rest, substitute

HM moves they can learn: cut

TMs/HMs to mix things up: Victreebel has an already impressive
moveset, but you could always add a little power from double
edge. You may want to give it mega drain so it can gain health
from those weak against grass attacks. Swords' dance may be an
option to boost its attack.

Bellsprout/Victreebel can learn normal and grass type attacks.

weaknesses: ice, flying, fire, ground, psychic

big weaknesses: bug

resistances: electric, water, poison, fighting

big resistances: none
----------------------------------------------------------------
Tentacruel pika+, poké+, prime+ (Water/Poison)

Stats:
base: 80 HP, 70 attack, 65 defense, 100 speed, 120 special
max: 333-363 HP, 208-238 attack, 198-228 defense, 268-298 speed,
308-338 special

Evaluation: Tentacruel has good speed and attack in terms of
special attacks. His poor physical defense can be made up for
with the barrier move. His good speed allows him to do well in
most battles.

Moves it can learn: acid, supersonic, wrap, poison sting, water
gun, constrict, barrier, screech, hydro pump

Moves it should keep are barrier, hydro pump, supersonic, and
acid. Acid is a strong poison attack and used very well by
Tentacruel. Hydro pump is also used well and is the strongest
water attack. Barrier greatly increases Tentacruel's poor
defense, and supersonic may confuse your opponent.

TM moves it can learn: swords' dance, toxic, takedown, double
edge, bubblebeam, water gun, ice beam, blizzard, hyper beam,
rage, mega drain, mimic, double team, reflect, bide, skull bash,
rest, substitute

HM moves it can learn: cut, surf

TMs/HMs to mix things up: You may want to give Tentacruel
blizzard to counter a few of the types that have advantages over
him (like ground). If you keep screech or give him swords'
dance you may also want to give him some powerful physical
attacks. Mega drain is an ok option as well.

Tentacruel can learn normal, water, grass, ice, and poison type
attacks.

weaknesses: electric, bug, ground, psychic

big weaknesses: none

resistances: fire, water, ice, fighting, poison

big resistances: none
----------------------------------------------------------------
Geodude pika, petit+
Golem poké, prime (Rock/Ground)

Stats:
Geodude base: 40 HP, 80 attack, 100 defense, 20 speed, 30
special
Golem base: 80 HP, 110 attack, 130 defense, 45 speed, 65 special
max: 333-363 HP, 288-318 attack, 328-358 defense, 158-188 speed,
178-208 special

Evaluation: With several weaknesses and two big weaknesses, you
must use this pokémon in the right situations. If you do, he is
quite good. Explosion may even defeat Mewtwo if you survive to
use it. Have someone put Mewtwo to sleep or freeze him, then
use explosion. Golem has great stats except in being able to
use and defend against special attacks and outspeed others.

Moves they can learn: tackle, defense curl, rock throw,
selfdestruct, harden, earthquake, and explosion

Moves Golem should keep are explosion, earthquake, harden, and
rock throw. Explosion is a self sacrifice move, and with
Golem's high attack, he uses it very well. This sneaky move may
be one of the keys to defeating Mewtwo, if you can survive the
first hit, then Mewtwo will really pay with explosion.
Earthquake is a strong ground attack, rock throw is a strong,
though not accurate, rock attack, and harden raises his already
great defense.

TM moves Geodude can learn: all Golem's except mega kick and
hyper beam

TM moves Golem can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, hyper beam, submission, counter,
seismic toss, rage, earthquake, fissure, dig, mimic, double
team, bide, metronome, selfdestruct, fire blast, rest,
explosion, rock slide, substitute

HM moves they can learn: strength

TMs/HMs to mix things up: Replace rock throw with the more
accurate and powerful rock slide. With his high attack he is a
good candidate to teach double edge, mega kick, or submission.
Fire blast is not good for him because of his low special.

Geodude/Golem can learn normal, fire, ground, fighting, and rock
type attacks.

weaknesses: fighting, ice, ground

big weaknesses: grass, water

resistances: normal, flying, rock, fire

big resistances: poison

immunities: electric

~~~~~~~~~~~~~~

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:02 am

Slowpoké pika
Slowbro poké+, prime+ (Water/Psychic)

Stats:
Slowpoké base: 90 HP, 65 attack, 65 defense, 15 speed, 40
special
Slowbro base: 95 HP, 75 attack, 110 defense, 30 speed, 80
special
max: 363-393 HP, 218-248 attack, 288-318 defense, 128-158 speed,
228-258 special

Evaluation: This one is great at fooling your opponent into
switching so they think they have a type advantage, and then
attacking them with powers they are weak against. Slowbro can
counter every type that he is weak against, and has great stats
in everything but speed, and lacks a bit in special for a
psychic type. Amnesia to supplement his special attack and
defense.

Moves they can learn: confusion, disable, headbutt, growl, water
gun, withdraw, amnesia, psychic

Moves Slowbro should keep are psychic, headbutt, amnesia, and
water gun. Water gun is an ok water attack, headbutt is good in
the hands of Slowbro. Psychic is good for Slowbro, and amnesia
boosts the power of this and the hydro pump and his special
defense at the same time.

TM moves Slowpoké can learn: all Slowbro's except mega punch,
mega kick, hyper beam, submission, counter, and seismic toss

TM moves Slowbro can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, pay day, submission, counter, seismic
toss, rage, earthquake, fissure, dig, psychic, teleport, mimic,
double team, reflect, bide, fire blast, swift, skull bash, rest,
thunder wave, psywave, tri attack, substitute

HM moves they can learn: surf, strength, flash

TMs/HMs to mix things up: You may want to give him earthquake
and fire blast to destroy those that have advantages over him.
He has a great selection of moves.

Slowpoké/Slowbro can learn normal, water, ice, ground, fire, and
psychic type attacks.

weaknesses: electric, grass, bug

resistances: fire, fighting, psychic

immunities: ghost
----------------------------------------------------------------
Farfetch'd petit+, pika, poké, prime (Normal/Flying)

Stats:
base: 52 HP, 65 attack, 55 defense, 60 speed, 58 special
max: 277-307 HP, 198-228 attack, 178-208 defense, 188-128 speed,
188-218 special

Evaluation: His attacks can be formidable if he survives to use
a few swords' dances and then uses fly or hyper beam or such.
All in all, not a very good pokémon.

Moves it can learn: peck, sand attack, leer, fury attack,
swords' dance, agility, slash

Moves it should keep are swords' dance, slash, sand attack, and
agility. Swords' dance raises its attack to better levels.
Slash has a good chance of critical hit. Sand attack makes your
opponent less likely to hit you, important with Farfectch'd's
low defense. Agility can boost his speed.

TM moves it can learn: razor wind, swords' dance, whirlwind,
toxic, body slam, takedown, double edge, rage, mimic, double
team, reflect, bide, swift, skull bash, rest, substitute

HM moves it can learn: cut, fly

TMs/HMs to mix things up: Give him fly for a strong attack. You
may want to give him hyper beam or swift as well. Also double
edge is good in his hands. With swords' dance, physical attacks
should be taught.

Farfetch'd can learn normal and flying type moves.

weaknesses: rock, electric, ice

resistances: bug, fighting, grass

immunities: ground, ghost
----------------------------------------------------------------
Doduo pika+
Dodrio poké++, prime+ (Normal/Flying)

Stats:
Doduo base: 35 HP, 85 attack, 45 defense, 75 speed, 35 special
Dodrio base: 60 HP, 110 attack, 70 defense, 100 speed, 60
special
max: 293-323 HP, 288-318 attack, 208-238 defense, 268-298
speed, 188-218 special

Evaluation: Except for defending special attacks and being a bit
low endish on defense, Dodrio has it all. Use his killer speedy
attacks to your advantage. Due to his low number of weaknesses,
he is a dominating force on the battlefield. The problem is he
is too limited by having only flying and normal attacks. Other
than that, this guy should be a great addition to your team.

Moves they can learn: peck, growl, fury attack, drill peck,
rage, tri attack, agility

Moves Dodrio should keep are drill peck, tri attack, agility,
and rage. Rage is an ok move; you lose control of your pokémon
in order to gain strength each time you are hit and attack each
round with increasing strength. Tri attack is a strong normal
type move. Drill peck is a strong flying type move, and agility
can boost his already good speed.

TM moves Doduo can learn: all Dodrio's except hyper beam

TM moves Dodrio can learn: whirlwind, toxic, body slam,
takedown, double edge, hyper beam, rage, mimic, double team,
reflect, bide, skull bash, sky attack, rest, tri attack,
substitute

HM moves they can learn: fly

TMs/HMs to mix things up: Oddly enough this almost no winged
creature can learn fly and sky attack. Fly is the better bet.
You definitely want to give him hyper beam or double edge in the
place of tri attack with his high attack.

Doduo/Dodrio can learn normal and flying type attacks.

weaknesses: rock, electric, ice

big weaknesses: none

resistances: bug, fighting, grass

big resistances: none

immunities: ground, ghost

~~~~~~~~~~~~~~

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:02 am

Seel pika (Water)
Dewgong poké, prime (Water/Ice)

Stats:
Seel base: 65 HP, 45 attack, 55 defense, 45 speed, 70 special
Dewgong base: 90 HP, 70 attack, 80 defense, 70 speed, 95 special
max: 353-383 HP, 208-238 attack, 228-258 defense, 208-238 speed,
258-288 special

Evaluation: Dewgong has pretty decent attacks, and has well
rounded stats with really good HP, though he's a bit low endish
on speed. He is pretty good with rest and if used in the right
situations.

Moves they can learn: headbutt, growl, aurora beam, rest,
takedown, ice beam

Moves Dewgong should keep are headbutt, rest, takedown, and ice
beam. Rest is risky, you recover all HP and status ailments
disappear, but you must sleep for two rounds after. headbutt is
a good physical attack, and so is takedown with recoil of 1/4
the damage you deal. Ice beam is a great attack with the
ability to freeze enemies solid.

TM moves Seel can learn: all Dewgong's except hyper beam

TM moves Dewgong can learn: toxic, horn drill, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, pay day, rage, mimic, double team, bide,
skull bash, rest, substitute

HM moves they can learn: surf, strength

TMs/HMs to mix things up: You can give it blizzard and double
edge to add to its powerful attacks. Surf is a good choice
also.

Seel/Dewgong can learn normal, water, and ice attacks.

weaknesses: electric, fighting, rock, grass (Dewgong), (Seel-
electric, grass)

big weaknesses: none

resistances: water (Dewgong), (Seel-water, ice, fire)

big resistances: ice (Dewgong)
----------------------------------------------------------------
Shellder petit (Water)
Cloyster pika, poké, prime (Water/Ice)

Stats:
Shellder base: 30 HP, 65 attack, 100 defense, 40 speed, 45
special
Cloyster base: 50 HP, 95 attack, 180 defense, 70 speed, 85
special
max: 273-303 HP, 258-288 attack, 428-458 defense (highest in
game), 208-238 speed, 238-268 special

Evaluation: Cloyster has the highest defense in the game. His
resistance to special attacks is fair, the only part he really
lacks is speed and raw HP. Use him properly in battle, avoiding
types he is weak against, and he should prove to be extremely
useful.

Moves they can learn: tackle, withdraw, supersonic, clamp,
aurora beam, leer, ice beam, spike cannon (if evolved at lv 50,
and that is the level he learns his last move, ice beam, so it
works out nicely)

Moves Cloyster should keep are spike cannon, ice beam,
supersonic, and withdraw. Spike cannon is a strong normal
attack, ice beam is a great attack and may freeze you opponent,
supersonic may confuse your opponent, and withdraw increases
Cloyster's phenomenal defense.

TM moves Shellder can learn: all Cloyster's except hyper beam

TM moves Cloyster can learn: toxic, takedown, double edge,
bubblebeam, water gun, ice beam, blizzard, hyper beam, rage,
teleport, mimic, double team, reflect, bide, selfdestruct,
swift, rest, explosion, tri attack, substitute

HM moves they can learn: surf

TMs/HMs to mix things up: Surf and double edge are good choices
for this pokémon. You may also want to give him reflect to
enhance his defense by reducing physical attack damage by 50%
from his already highest defense. Also you could give him
blizzard as a strong ice attack.

Shellder/Cloyster can learn normal, water, and ice type attacks.

weaknesses: electric, fighting, rock, grass (Cloyster),
(Shellder-electric, grass)

big weaknesses: none

resistances: water (Cloyster), (Shellder-fire, ice, water)

big resistances: ice
----------------------------------------------------------------
Gastly petit++
Gengar pika++, poké++, prime++ (Ghost/Poison)

Stats:
Gastly base: 30 HP, 35 attack, 30 defense, 80 speed, 100 special
Gengar base: 60 HP, 65 attack, 60 defense, 110 speed, 130
special
max: 293-323 HP, 198-228 attack, 188-218 defense, 288-318 speed,
328-358 special

Evaluation: Gengar is a good pokémon to have as he is immune to
most physical attacks. He learns a good strategic moveset, and
has great stats. His great special gives him a good attack, and
only leaves him vulnerable to strong physical moves other than
normal and fighting ones. Beware psychic types.

Moves they can learn: lick, confuse ray, night shade, hypnosis,
dream eater

Moves Gengar should keep are confuse ray, night shade, hypnosis,
and dream eater. Hypnosis puts the enemy to sleep and then
dream eater does huge damage if they are weak to psychic powers,
and you gain a lot of HP back from using it. Confuse ray
confuses your opponent, and night shade does damage equal to
your level. Know that lick is the only true ghost type attack,
and is ultra effective on other ghosts, and doesn't work at all
on normal, psychic, or dual types that have one of those types
as a part.

TM moves Gastly can learn: toxic, rage, mega drain, thunderbolt,
thunder, psychic, mimic, double team, bide, selfdestruct, dream
eater, rest, psywave, explosion, substitute

TM moves Gengar can learn: mega punch, mega kick, toxic, body
slam, takedown, double edge, hyper beam, submission, counter,
seismic toss, rage, mega drain, thunderbolt, thunder, psychic,
mimic, double team, bide, metronome, selfdestruct, skull bash,
dream eater, rest, psywave, explosion, substitute

HM moves Gengar can learn: strength

TMs/HMs to mix things up: You may want to give Gengar psychic
since he has high special. His original moveset is pretty good
though. You may wish to give him mega drain to counter ground
and rock/ground types or thunder to defeat flying types which
could take advantage of his poor physical defense.

Gastly/Gengar can learn normal, electric, grass, psychic, and
ghost type attacks.

weaknesses: psychic, ground, ghost

big weaknesses: none

resistances: grass

big resistances: poison

immunities: normal, fighting

~~~~~~~~~~~~~~

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