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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:03 am

Onix pika, poké, prime (Rock/Ground)

Stats:
base: 35 HP, 45 attack, 160 defense, 70 speed, 30 special
max: 243-273 HP, 158-188 attack, 388-418 defense, 208-238 speed,
128-158 special

Evaluation: If you use Onix in the right situations he can be
useful. Use him against normal types and flying types for best
results. Also use him when your opponent is using mostly normal
type moves since he has the second highest defense (he can be
good against Dragonite if it uses mostly normal type moves, for
instance). He does not take special attacks well and lacks
attack, so be careful.

Moves it can learn: tackle, screech, bind, rock throw, rage,
slam, harden

Moves it should keep are screech, rock throw, slam, and harden.
Harden raises his very high defense, screech helps him to have a
better attack by lowering the opponent's defense, rock throw is
a strong rock move, and slam is a good physical attack.

TM moves it can learn: toxic, body slam, takedown, double edge,
rage, earthquake, fissure, dig, mimic, double team, bide,
selfdestruct, skull bash, rest, explosion, rock slide,
substitute

HM moves it can learn: strength

TMs/HMs to mix things up: Teach Onix earthquake and rock slide
to give it some stronger attacks. Onix may also be a good
candidate to teach fissure.

Onix can learn normal, ground, and rock type attacks.

weaknesses: fighting, ice, ground

big weaknesses: grass, water

resistances: normal, flying, rock, fire

big resistances: poison

immunities: electric
----------------------------------------------------------------
Exeggcute petit++
Exeggutor pika++, poké++, prime++ (Grass/Psychic)

Stats:
Exeggcute base: 60 HP, 40 attack, 80 defense, 40 speed, 60
special
Exeggutor base: 95 HP, 95 attack, 85 defense, 55 speed, 125
special
max: 363-393 HP, 258-288 attack, 238-268 defense, 178-208 speed,
318-348 special

Evaluation: Exeggutor has well rounded stats. He lacks in
speed, but has a good enough defense to defeat most of his
enemies easily. He is very weak against bug attacks, though, so
be careful (fortunately for him, most bug attacks are weak).
Exeggutor can make the most of his great attacks and defenses
and is a good pick.

Moves they can learn: barrage, hypnosis, reflect, leech seed,
stomp (if evolved at lv 28, I recommend you learn all his moves
before evolving him) stun spore, poison powder, solar beam,
sleep powder

Moves Exeggutor should keep are sleep powder, solar beam, stun
spore, and leech seed. Leech seed slowly drains an enemy's
energy and gives it to you, even if you switch. Sleep powder is
a good sleep move. Solar beam is a strong grass move, but you
have to wait a round to charge it up. Stun spore helps to get
the speed advantage.

TM moves Exeggcute can learn: all Exeggutor's except hyper beam,
mega drain, and solar beam

TM moves Exeggutor can learn: toxic, takedown, double edge,
hyper beam, rage, mega drain, solar beam, psychic, teleport,
mimic, double team, reflect, bide, selfdestruct, egg bomb, rest,
psywave, explosion, substitute

HM moves Exeggutor can learn: strength

TMs/HMs to mix things up: Give Exeggutor double edge and psychic
to take advantage of its good attacks. Also toxic paired with
leech seed can bring down some of the toughest opponents.

Exeggcute/Exeggutor can learn normal, grass, and psychic type
attacks.

weaknesses: ice, fire, flying, poison

big weaknesses: bug

resistances: ground, electric, grass, water, fighting, psychic

big strengths: none

immunities: ghost

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:04 am

Rhydon pika++, poké+, prime+ (Rock/Ground)

Stats:
Rhydon base: 105 HP, 130 attack, 120 defense, 40 speed, 45
special
max: 383-413 HP, 328-358 attack, 308-338 defense, 148-178 speed,
158-188 special

Evaluation: He has a vast number of TMs to learn that can teach
special moves. Unfortunately, he has terrible special. His
advantage is to use his great strength, HP, and defense to win
against other strong physical pokémon. Earthquake, dig, and
rock slide are all good for him to know. He doesn't learn as
good of moves as Golem, but his better stats make him a better
pick in a lot of situations.

Moves it can learn: horn attack, stomp, tail whip, fury attack,
horn drill, leer, takedown

Moves it should keep are takedown, stomp, horn drill, and leer.
Leer lowers your opponent's defense. Horn drill is sometimes a
one hit KO. Stomp has a good chance of critical hit. Takedown
is a strong normal move that does 1/4 of the damage you deal to
you.

TM moves it 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,
dig, 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: Teach Rhydon mega kick or double edge.
Earthquake, dig, and rock slide are also very powerful moves
that he can learn. Although he can learn many different types
of special attacks, he is terrible at using them. Maybe you
should teach him thunder to counter water types or fire blast to
counter grass types, but he probably won't hurt them much with
it.

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

weaknesses: fighting, ice, ground

big weaknesses: grass, water

resistances: normal, flying, rock, fire

big resistances: poison

immunities: electric
----------------------------------------------------------------
Starmie pika++, poké++, prime++ (Water/Psychic)

Stats:
base: 60 HP, 75 attack, 85 defense, 115 speed, 100 special
max: 293-323 HP, 218-248 attack, 238-268 defense, 298-328 speed,
268-298 special

Evaluation: Starmie has a good moveset, speed and defenses. It
also uses special attacks very well. It is nicely well rounded,
losing only a little in attack. With psychic from a TM you
would have a really great Starmie. This is a great pokémon.

Moves it can learn: tackle, water gun, harden, recover, swift,
minimize, light screen, hydro pump

Moves it should keep are hydro pump, light screen, minimize, and
recover. Recover restores half its HP in one round, light
screen reduces special attack damage by 50%, hydro pump is the
strongest water move, and minimize helps with the evade. You
may want to keep minimize or light screen. When paired with
recover, it makes Starmie tough to bring down.

TM moves it can learn: toxic, takedown, double edge, bubblebeam,
water gun, 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: surf, flash

TMs/HMs to mix things up: Interestingly he can learn thunder and
use it rather well. You probably want to teach him psychic, and
maybe blizzard.

Starmie can learn normal, psychic, water, ice, and electric type
attacks.

weaknesses: electric, bug, grass

big weaknesses: none

resistances: fighting, fire, psychic

big resistances: none

immunities: ghost
----------------------------------------------------------------
Scyther pika++, poké+, prime+ (Bug/Flying)

Stats:
base: 70 HP, 110 attack, 80 defense, 105 speed, 55 special
max: 313-343 HP, 288-318 attack, 228-258 defense, 278-308 speed,
178-208 special

Evaluation: Scyther has many weaknesses and low special. His
attacks are very powerful and speedy, so he is a good pokémon as
long as he doesn't get hit with strong special or rock attacks.

Moves it can learn: quick attack, leer, focus energy, double
team, slash, swords' dance, agility, wing attack (yellow only)

Moves it should keep are swords' dance, slash, wing attack, and
double team. Swords' dance greatly raises its offense, wing
attack is an ok flying attack, slash is a great attack with high
chance of critical hit, and double team helps him with evading
attacks.

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

HM moves it can learn: cut

TMs/HMs to mix things up: You might want to give Scyther double
edge instead of wing attack, but its regular moveset is great.

Scyther can learn normal and flying type attacks.

weaknesses: electric, fire, poison, ice, fighting

big weaknesses: rock

resistances: bug

big resistances: fighting, grass

immunities: ground

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:05 am

Jynx pika++, poké+, prime+ (Ice/Psychic)

Stats:
base: 65 HP, 50 attack, 35 defense, 95 speed, 95 special
max: 303-333 HP, 168-198 attack, 138-168 defense, 258-288 speed,
258-288 special

Evaluation: Jynx has poor attack and very poor physical defense,
but she is good with strong ice moves. Stay away from strong
fighting and fire types.

Moves it can learn: pound, lovely kiss, lick, doubleslap, ice
punch, body slam, thrash, blizzard

Moves it should keep are blizzard, ice punch, lovely kiss, and
body slam. Body slam is a strong normal attack that may
paralyze your opponent. Lovely kiss is a good sleep move.
Blizzard and ice punch are strong ice attacks that may freeze
your opponent.

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,
psychic, teleport, mimic, double team, reflect, bide, metronome,
skull bash, rest, psywave, substitute

HM moves it can learn: none

TMs/HMs to mix things up: Psychic is a good addition to her
attacks. You may want to give her bubblebeam to counter fire
types.

Jynx can learn normal, ice, psychic, and water type moves.

weaknesses: fire, bug, rock

resistances: ice, psychic

immunities: ghost
----------------------------------------------------------------
Gyarados pika++, poké+, prime+ (Water/Flying)

Stats:
Magikarp base: 20 HP, 10 attack, 55 defense, 80 speed, 20
special
Gyarados base: 95 HP, 125 attack, 79 defense, 81 speed, 100
special
max: 363-393 HP, 318-348 attack, 226-256 defense, 230-260 speed,
268-298 special

Evaluation: Gyarados is one of the best pokémon. The only thing
you have to watch out for is electric types, and strong rock
types if you get paralyzed or put to sleep. His attack and
special are absolutely great. He can use a variety of moves
with great results. Not bad for evolving from the weak
Magikarp.

Moves it can learn: splash, tackle, bite, dragon rage, leer,
hydro pump, and hyper beam

Moves it should keep are hyper beam, hydro pump, bite, and leer.
Leer lowers the enemy's defense, bite sometimes makes the
opponent flinch, hydro pump is the strongest water attack, and
hyper beam is the best normal attack.

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

HM moves it can learn: surf, strength

TMs/HMs to mix things up: You may want to give him thunder,
blizzard, or fire blast to give him extra powerful attacks and
counter some enemies that he is weak against. Double edge can
replace hyper beam if you like.

Gyarados can learn normal, water, ice, electric, and fire type
attacks.

weaknesses: rock

big weaknesses: electric

resistances: water, bug, fire, fighting

big resistances: none

immunities: ground
----------------------------------------------------------------
Lapras pika++, poké+, prime+ (Water/Ice)

Stats:
base: 130 HP, 85 attack, 80 defense, 60 speed, 95 special
max: 433-463 HP, 238-268 attack, 228-258 defense, 188-218 speed,
258-288 special

Evaluation: Lapras is a good pokémon, lacking only in speed. It
can survive most attacks and return powerful attacks of its own.
A pretty good pokémon to use.

Moves it can learn: water gun, growl, sing, mist, body slam,
confuse ray, ice beam, hydro pump

Moves it should keep are hydro pump, ice beam, confuse ray, and
body slam. Body slam sometimes paralyzes, hydro pump is the
strongest water attack, ice beam is a great attack that
sometimes freezes, and confuse ray can confuse your opponents.

TM moves it can learn: toxic, horn drill, body slam, takedown,
double edge, bubblebeam, water gun, ice beam, blizzard, hyper
beam, rage, solar beam, dragon rage, thunderbolt, thunder,
psychic, mimic, double team, reflect, bide, skull bash, rest,
psywave, substitute

HM moves it can learn: surf, strength

TMs/HMs to mix things up: You may want to give Lapras blizzard
or surf. You may want to give it psychic to counter fighting
types. Since she has good offense, go for moves like double
edge as well.

Lapras can learn normal, ice, water, electric, and psychic type
attacks.

weaknesses: electric, fighting, rock, grass

big weaknesses: none

resistances: water

big resistances: ice

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:05 am

Omanyte pika, petit+
Omastar poké+, prime+ (Rock/Water)

Stats:
Omanyte base: 35 HP, 40 attack, 100 defense, 35 speed, 90
special
Omastar base: 70 HP, 60 attack, 125 defense, 55 speed, 115
special
max: 313-343 HP, 188-218 attack, 318-348 defense, 178-208 speed,
298-328 special

Evaluation: Omastar is not bad. He has low speed, but most of
his other stats are good. He learns some good moves and is not
a bad choice. Keep away from grass type attacks, but use him on
fire enemies. He has a high number of resistances due to his
unique dual typing.

Moves they can learn: water gun, withdraw, horn attack, leer,
spike cannon, hydro pump

Moves Omastar should keep are spike cannon, hydro pump, horn
attack, and leer. Leer lowers the enemy's defense, horn attack
is a good high accuracy attack, spike cannon is a strong normal
attack, and hydro pump is the strongest water attack.

TM moves Omanyte can learn: all Omastar's except horn drill,
hyper beam, submission, seismic toss, and skull bash

TM moves Omastar can learn: toxic, horn drill, body slam,
takedown, double edge, bubblebeam, water gun, ice beam,
blizzard, hyper beam, submission, seismic toss, rage, mimic,
double team, reflect, bide, skull bash, rest, substitute

HM moves they can learn: surf

TMs/HMs to mix things up: You may want to teach Omastar strong
special moves like blizzard or double edge.

Omastar can learn normal, fighting, water, and ice attacks.
Omanyte can learn all Omastar's attack types except fighting.

weaknesses: electric, fighting, ground

big weaknesses: grass

resistances: normal, ice, flying, poison

big resistances: fire
----------------------------------------------------------------
Kabuto pika, petit+
Kabutops poké+, prime+ (Rock/Water)

Stats:
Kabuto base: 30 HP, 80 attack, 90 defense, 55 speed, 45 special
Kabutops base: 60 HP, 115 attack, 105 defense, 80 speed, 70
special
max: 293-323 HP, 298-328 attack, 278-308 defense, 228-258 speed,
208-238 special

Evaluation: Kabutops is better than Omastar in some ways. He
lacks a good defense against special attacks, and can not use
them as well, but has a better speed. He is a decent pokémon.
His higher end attack is what helps him in battle.

Moves they can learn: scratch, harden, absorb, slash, leer,
hydro pump

Moves Kabutops should keep are hydro pump, slash, leer, and
absorb. Absorb is an ok grass type move that gives you some
energy back, slash is a strong attack with good chance of
critical hit, leer lowers the enemy's defense, and hydro pump is
the strongest water attack.

TM moves Kabuto/Kabutops can learn: razor wind (yellow only),
swords' dance (yellow only), mega kick (yellow only), toxic,
body slam, takedown, double edge, bubblebeam, water gun, ice
beam, blizzard, hyper beam (yellow only), submission (yellow
only), seismic toss (yellow only), rage, mimic, double team,
reflect, bide, skull bash (yellow only), rest, substitute

HM moves they can learn: cut (yellow only), surf

TMs/HMs to mix things up: You may want to give Kabutops mega
kick or double edge for a strong attack. You can also give him
blizzard for a strong special attack.

Kabuto/Kabutops can learn normal, fighting, water, and ice type
attacks.

weaknesses: electric, fighting, ground

big weaknesses: grass

resistances: normal, ice, flying, poison

big resistances: fire
----------------------------------------------------------------
Aerodactyl poké+, prime (Rock/Flying)

Stats:
base: 80 HP, 105 attack, 65 defense, 130 speed, 60 special
max: 333-363 HP, 278-308 attack, 198-228 defense, 328-358 speed,
188-218 special

Evaluation: Aerodactyl has a poor defense, and many weaknesses.
It does have a strong speedy attack, though, so use it in the
proper situations and it is an ok choice.

Moves it can learn: wing attack, agility, supersonic, bite,
takedown, hyper beam

Moves it should keep are hyper beam, supersonic, bite, and
takedown. Takedown is a strong normal attack that does 1/4 of
the damage you deal back to you. Bite sometimes makes the enemy
flinch, supersonic confuses the enemy, and hyper beam is the
strongest normal attack.

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

HM moves it can learn: fly

TMs/HMs to mix things up: You may want to teach it fly to help
it avoid hits while dealing damage. Double edge and mega kick
aren't bad choices either.

Aerodactyl can learn normal, flying, and fire type attacks.

weaknesses: electric, water, rock, ice

big weaknesses: none

resistances: fire, normal, poison

big resistances: flying

immunities: ground

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:06 am

Articuno poké+, prime++ (Ice/Flying)

Stats:
base: 90 HP, 85 attack, 100 defense, 85 speed, 125 special
max: 353-383 HP, 238-268 attack, 268-298 defense, 238-268 speed,
318-348 special

Evaluation: Articuno has four weaknesses and a big weakness to
rock. But if you play your cards right, he is one of the best
choices there is. He is especially good against the tough
Dragonite, blasting him with a 6x damage blizzard. His speed is
usually higher than Dragonite's, so this is the way to bring him
down (if you aren't faster his high special defense will survive
even thunder, so blizzard will still take out Dragonite). All
his stats are good and balanced, so he is a great choice in most
battles. Use him to freeze opponents that you couldn't normally
defeat, even Mewtwo.

Moves it can learn: peck, ice beam, blizzard, agility, mist

Moves it should keep are blizzard, ice beam, mist, agility.
Blizzard is the strongest ice attack and can freeze your
opponent, ice beam is almost as strong. Agility boosts his
already good speed, and mist protects against your stats being
lowered (losing speed from string shot, etc.).

TM moves it can learn: razor wind, whirlwind, toxic, takedown,
double edge, bubblebeam, water gun, ice beam, blizzard, 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: You may want to give Articuno fly.
Other than that he has a great moveset. Replace mist with fly.

Articuno can learn normal, water, ice, and flying type attacks.

weaknesses: electric, fire

big weaknesses: rock

resistances: grass, bug

big resistances: none

immunities: ground
----------------------------------------------------------------
Zapdos poké++, prime++ (Electric/Flying)

Stats:
base: 90 HP, 90 attack, 85 defense, 100 speed, 125 special
max: 353-383 HP, 248-278 attack, 238-268 defense, 268-298 speed,
318-348 special

Evaluation: Zapdos has fewer weaknesses and better stats than
Articuno. Though electric attacks aren't as good as ice, Zapdos
is by far the king of powerful electric attacks. His immunity
to ground allows him to drill peck ground types into submission,
canceling one big problem that most electric types have.

Moves it can learn: thundershock, drill peck, thunder, agility,
light screen

Moves it should keep are thunder, drill peck, agility, and light
screen. Light screen reduces special attack damage by 50%.
Drill peck is a strong flying attack. Thunder is the strongest
electric move, and is really good in the hands of Zapdos.
Agility boosts his already good speed.

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

HM moves it can learn: fly, flash

TMs/HMs to mix things up: Zapdos is good with thunder wave, and
reflect can help him endure even powerful rock slides.

Zapdos can learn normal, flying, and electric type attacks.

weaknesses: ice, rock

big weaknesses: none

resistances: bug, fighting, flying, grass

big resistances: none

immunities: ground
----------------------------------------------------------------
Moltres poké++, prime++ (Fire/Flying)

Stats:
base: 90 HP, 100 attack, 90 defense, 90 speed, 125 special
max: 353-383 HP, 268-298 attack, 248-278 defense, 248-278 speed,
318-348 special

Evaluation: Moltres has a big weakness, rock. He has a few
other weaknesses, but more big resistances than the other two.
His stats are the highest in attack power. Give him fire blast
and destroy those that are weak against it. The undisputed king
of fire types.

Moves it can learn: peck, fire spin, leer, agility, sky attack

Moves it should keep are sky attack, fire spin, leer, and
agility. Agility raises its high speed, sky attack is the
strongest flying attack but you must use one round to charge up,
leer decreases the opponent's defense, and fire spin is a good
move to bind less speedy pokémon.

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

HM moves it can learn: fly

TMs/HMs to mix things up: Give Moltres fire blast as he is the
best at using it out of all the fire types. Keep fire spin
though, and sky attack may have its best moments with Moltres,
but you can teach him fly if you wish. Agility is pretty decent
on him as well. Reflect can help save him from rock slides if
you wish to teach it to him.

Moltres can learn normal, flying, and fire type attacks.

weaknesses: water, electric, ice

big weaknesses: rock

resistances: fire, fighting

big resistances: grass, bug

immunities: ground

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:07 am

Dratini petit++ (Dragon)
Dragonair pika++, poké++, prime+ (Dragon)
Dragonite poké+, prime+ (Dragon/Flying)

Stats:
Dratini base: 41 HP, 64 attack, 45 defense, 50 speed, 50 special
Dragonair base: 61 HP, 84 attack, 65 defense, 70 speed, 70
special
Dragonite base: 91 HP, 134 attack, 95 defense, 80 speed, 100
special
max: 355-385 HP, 336-366 attack (highest in game), 258-288
defense, 228-258 speed, 268-298 special

Evaluation: What can I say? This guy is awesome. Really
awesome. He stands even a good chance against Mewtwo if you
play your cards right. He has good rounded stats, and great
attack. His moves are super strong and he has good strategy
play. His only downfall is less speed than, and a big weakness
to, Articuno.

Moves they can learn: wrap, leer, thunder wave, agility, slam,
dragon rage, hyper beam

Moves Dragonite should keep are hyper beam, wrap, thunder wave,
and leer. Use thunder wave to take your opponent's speed
advantage away, then leer at them a few times to drop their
defense, then use wrap with Dragonite's phenomenal attack and
the battle will soon end. For enemies that need to be destroyed
sooner, blast them with hyper beam.

TM moves Dratini can learn: all Dragonite's except razor wind,
hyper beam, and horn drill

TM moves Dragonair can learn: all Dragonite's except razor wind
and hyper beam

TM moves Dragonite can learn: razor wind, toxic, horn drill,
body slam, takedown, double edge, bubblebeam, water gun, ice
beam, blizzard, hyper beam, rage, dragon rage, thunderbolt,
thunder, mimic, double team, reflect, bide, fire blast, skull
bash, swift, rest, thunder wave, substitute

HM moves they can learn: surf, strength (only Dragonite can
learn strength)

TMs/HMs to mix things up: Thunder and blizzard are good if you
keep wrap and thunder wave, so you can balance strategy play
with taking out others. Thunder is particularly good against
most opponents with ice type attacks.

Dratini/Dragonair/Dragonite can learn normal, water, ice, and
electric attacks.

weaknesses: rock (Dragonite), (Dratini/Dragonair-ice)

big weakness: ice (Dragonite)

resistances: water, fire, bug, fighting (Dragonite),
(Dratini/Dragonair-water, fire, electric, grass)

big resistances: grass (Dragonite)

immunities: ground (Dragonite)
----------------------------------------------------------------
VIII. The benefits of status attacks and status boosters, and
other tricks

Status attacks can give your pokémon advantages against types it
is normally weak against and pokémon with higher stats. I will
discuss the different status ailments you can inflict, benefits
you can use, and some strategies on using them so you can annoy
your opponents into defeat. With all status attacks you should
either have higher speed than your opponent to hit them before
they can defeat you, or high enough special or defense to
survive counter attacks. Haze is the only move which wipes away
status ailments, but since it takes a turn for your opponent to
use, you can reinflict them or take the opportunity to attack,
switch, heal up, or boost your stats with a stat boosting move.

The following status ailments can not be combined with each
other:

poison/severe poison--A basic attack that drains some energy
from your opponent's pokémon each round. Not very useful, but
if you use bind/wrap or fire spin/clamp with a strong (strength
for bind/wrap, special for fire spin/clamp) pokémon that is
faster than your opponent, you can rack up big damage in a few
rounds, and leave your opponent with no option but to switch.
Useful if you know your opponent has a pokémon that you would
love to force him to put back, especially if you know that
pokémon could beat you. Poison and severe poison are
ineffective on poison types (including dual types with one type
poison). The bind/wrap or fire spin strategy is not very good
on rock types and has no effect on ghost types (fire spin isn't
very good on fire, water, rock, or dragon types, and fire spin
is decent on ghost types), though with enough strength or
special power you might still hurt them pretty badly even with
their resistances. Clamp works well on all types but water,
rock/water, and water/ice types. It's great on ground, rock,
rock/flying, fire, fire/flying, and rock/ground types. Severe
poison from Toxic is awesome because the HP it takes is doubled
with each round, so pairing it with bind/wrap or fire spin/clamp
is ultra effective. Pair this with leech seed and the damage is
nearly quadrupled every round and will bring down some of the
toughest opponents quickly. The only problem is if your
opponent switches, severe (toxic) poison will become regular
poison, and leech seed will disappear. If your opponent is on
their last pokémon, however, toxic/leech seed will be the
ultimate way to finish them off.

sleep--If it works, your opponent will not be able to attack you
at all for at least one round, unless they wake up immediately
(if so use it again). Sing, hypnosis, lovely kiss, sleep
powder, and spore is the order of effectiveness of sleep moves,
least to most. Once asleep, pound them if you have an attack
they are weak against or switch to a pokémon that can do so. If
they are weak against psychic attacks, switch to someone with
dream eater as you will severely damage them and gain massive
health in the process (unless they are psychic and resist dream
eater). Sleep is a good move, because if it works your opponent
is at your mercy.

paralyze--When it hits your opponent, you will almost always
have a speed advantage over them and get first attack (unless
they use quick attack or their speed beats yours by a huge
margin, and quick attack shouldn't be a big concern late in the
game). Glare, stun spore, body slam, and thunder wave can all
paralyze your opponent. Thunder wave will not work on ground
types (or dual types with ground as one) though, and body slam
won't work on ghost types. This move may also cause your
opponent to be unable to attack at certain rounds or several
rounds in a row, which is an added bonus, though you should
still be prepared for a counter attack, the chance of them being
fully paralyzed is always 25 percent. If your opponent's
pokémon has more speed than the pokémon you would like to use
against it, this is a good move. This is also used well with
bind/wrap/fire spin/clamp because your opponent will never be
able to get out unless they switch.

burn--This is like a speed down/poison plus. All fire moves
except fire spin have a 10 percent chance of burning your
opponent. You will gain a smaller speed advantage over the
pokémon and sometimes get first attack, but it is not as
effective as paralyzing your opponent. Again, the
bind/wrap/fire spin strategy is good, and burning is a good move
if you want to have speed advantage over an otherwise faster
opponent. The added benefits are that your opponent's physical
type attacks will be reduced to 1/2 strength, and they will lose
HP each round! This is one of my favorites, and it's only
downfall is that it doesn't work on fire types (or dual types
with fire as one).

freeze--This move is a lot like sleep in that you have an open
opportunity to pound your opponent, or to switch and then pound
them. All ice moves except Aurora Beam have a 10 percent chance
of freezing. Don't use fire against your opponent or you will
thaw them out. Otherwise, they have no way out and will either
have to switch or be pounded into submission. This move is
great against those pokémon you know your opponent could stomp
you with. This move will not work on ice types or dual types
with ice as one. Also, it might be wise to not freeze water
opponents....why? because if your last pokémon only has fire
attacks, and your last opponent is a formerly frozen water type,
you may lose. (thanks Alvaro) Be careful this situation doesn't
come up.

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:07 am

The following status ailments, boosters, and tricks can be
combined with the above list and with each other:

bind/wrap/fire spin/clamp--Not really a status attack, but if
your pokémon has higher speed than your opponent, your opponent
will not be able to move. I usually mention wrap cause bind is
used by fewer pokémon but they work just the same. If you have
high strength and use bind/wrap or high special and use fire
spin/clamp, you can rack up damage. This strategy is not very
effective on rock types and (fire spin's not very effective on
fire, water, dragon, or rock types, and clamp isn't very good
against water types), but if you have enough strength or special
you still might hurt them badly even with their resistances. Do
not use bind/wrap on ghosts because they are immune.

blindness/evasion up--Using moves like sand attack, smoke
screen, and kinesis lowers your opponent's accuracy. If used
over several rounds, your opponent may be almost totally unable
to hit you. You take a gamble with this strategy, however,
because you need several rounds for it to seriously lower their
accuracy. Minimize and double team raise your pokémon's evade,
so if you switch keep in mind your next pokémon will have no
increase in evade, making blinding attacks better, since you can
switch with the effects still on your opponent. With either you
will need to use the moves a couple of rounds until there has
been a great change in accuracy for it to make any difference.
And a big disadvantage, some moves like stomp have a high
accuracy (most simple moves like horn attack, tackle etc. do),
and swift will always hit your pokémon no matter what. But if
you know your opponent is packing power moves like rock slide,
thunder, etc., this move will make it much tougher for them to
hit you. Blinding moves wear off when your opponent switches
his blinded pokémon out of battle.

confusion--Use this move to make your opponent less likely to
hit you, and at the same time likely to hurt itself. Confuse
ray is more powerful than supersonic. This move is good in
combination with other moves because it reduces the chances of
your opponent hitting you even more. If you wish to gamble for
your opponent to mainly hurt itself, you may use this move
alone, but be warned they still may hit you. Opponents with
higher attack and lower defense will hurt themselves more. Very
useful in combination with paralysis. Throw in a bind/wrap/fire
spin/clamp with paralysis and confusion and they might never hit
you. Confusion wears off when a switch is made.

disable--This move is risky because it usually doesn't work. If
it does, it randomly disables one of your opponent's moves for a
few rounds. This can be a great move if your opponent has only
one attack move, and you get lucky enough to disable it. It is
also useful for taking away one of their key moves. Disable
wears off over time or when a switch is made

leech seed--This move gives you a little bit of energy at the
opponent's expense every round, even if you switch pokémon. If
your opponent switches though, the leech seed will go away. If
combined with Toxic this move is very useful because all the
damage done by poison and leech seed becomes your energy and it
does 4x more damage each round! It is also useful to put your
enemy to sleep and keep them asleep to get all their energy, or
switch to a pokémon that really needs the energy. This move
always seems to take a certain percentage of the opponent's HP,
and that percentage goes up slightly with level up. (thanks
Alvaro) Toxic/leech seed is not as useful if you opponent
switches, because the toxic poison will just become regular
poison and the leech seed effect will disappear. This is great
to use on their last pokémon though.

flinch--Some moves make your opponent flinch when you hit them.
Bite, low kick, rolling kick, bone club, stomp, headbutt, and
hyper fang all may have this effect--stomp and headbutt have a
one in three chance of making them flinch, hyper fang has a one
in ten chance, and most of the others seem to have a one in ten
chance. If your pokémon get the first hit and your opponent
flinches they won't be able to attack you that round, and the
bonus is these moves are generally very powerful (order of
strength left to right). These moves don't work well against
rock pokémon or at all on ghost pokémon (except for bone club,
and rolling kick works on rock types). This strategy is a
gamble, but it could have big payoffs.

skip round--Moves like fly and dig allow you to skip a round and
take no damage provided that your opponent is slower than your
pokémon. However, swift will hit you even while you are in the
sky or ground. If both players use dig or fly, the slower
pokémon will avoid damage and get its attack in.

take no damage and attack--The move substitute will replace your
pokémon with a poké doll which will take a certain amount of
damage before breaking (I believe half of your pokémon's max
HP). During this time you can attack without being injured!
The poké doll will have the same resistances and weaknesses as
the pokémon who used it. The drawback is that if your pokémon
has low HP this move won't last, and that you sacrifice 1/4 of
your max HP every time you use it, and eventually you won't have
enough health to use it. It is good to give to a pokémon that
can recover. Substitute prevents one hit KOs (so far that I've
tested) and it prevents status changes and moves that reduce
stats. You can also use rest after using substitute to avoid
taking damage while you sleep. I do caution you though, using
it with a pokémon that has high defenses is ok, but remember to
lower your opponent's speed if you have less speed. Use moves
that paralyze, burn, put your opponent to sleep, or freeze your
opponent. Also remember that your substitute has the same type
as you, and will be affected by attacks just the same, so many
times it will only take one or two hits before breaking if
powerful moves are used on it. Definitely beware if your
pokémon has terrible speed, you will have to put the opponent to
sleep or freeze it with another pokémon before switching to the
pokémon you want to use substitute with.

substitute/bide--A strange combination that lets your doll take
the damage, then you dish it out in 2-3 rounds. All the damage
done to you and your doll during this time is paid back double
to your opponent, a good combination move. With bide it can be
either special or physical damage. A simple counter to this
strategy though is to use the rounds not to attack but to switch
or build your stats, recover, etc.

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:08 am

Stat boosts and weakeners

defense up--Several moves boost your physical defense. The only
ones worth keeping are Acid Armor and Barrier as they increase
your defense greatly, though you should be ready to take a hit
for using this move (unless you have a free round). In rare
cases weaker moves may help a pokémon with a great defense to
become even tougher. Reflect reduces physical attack damage by
50% and is useful in many situations.

attack up--Several moves boost your attack. The only one really
worth keeping or teaching, though, is swords' dance. You'll
take a hit for using it, so be prepared (unless you have a free
round).

speed up--Generally not as useful as paralyzing or burning an
opponent, but if you have a free round it may give you the speed
advantage you need. Agility is the only speed building move.

special up--This move serves two purposes, it raises your
special attack offense and your defense against special attacks.
The best move in this category is Amnesia. This move helps a
pokémon with high special that uses special attacks a lot. Why?
Because it brings up his offense and defense at the same time by
a lot. This move is also useful for pokémon that have lower
special ratings to gain a good special defense. Light Screen is
generally a useful move except to those with low special, and it
reduces special attack damage by around 50%.

*Mist defends against attacks that bring down your stats.

*Haze eliminates all stat changes, for the better or worse, and
ignores mist.

defense down--Several moves and attacks inflict this ailment. A
few of those attacks may be good enough to use anyway, and this
is an added benefit. However, screech is the best defense
lowering move, just be ready to take a hit for using it. It is
also harder to reduce the defense of opponents with a very high
defense, as it takes several rounds and you can be attacked each
round. (Thanks Alvaro for these reminders)

attack down--Some attacks inflict this ailment. A few attacks
may be worth keeping anyway, and this is an added bonus.
However, this is usually not a useful strategy. It is also
harder to reduce the attack of opponents with a very high
attack, as it takes several rounds and you can be attacked each
round.

speed down--Some attacks and one move (string shot) inflict this
ailment. Paralyzing or burning the opponent is much more
effective. It is also harder to reduce the speed of opponents
with very high speed, as it takes several rounds and you can be
attacked each round.

special down--One attack brings this down, and it's worth
keeping, psychic. This is an added bonus to lower the
opponent's special offense and defense. It is also harder to
reduce the special of opponents with very high special, as it
takes several rounds and you can be attacked each round. Using
psychic though is powerful, so you are sending them toward
defeat as you use it.
----------------------------------------------------------------
IX. Ultimate Teams

There are many types of pokémon that would make great teams
together. Below are just some suggestions.

Power Tactic Team
This team can beat every type of opponent-All 15 single types
(like water, normal, electric) and all 22 dual types (like
bug/flying, water/poison, grass/psychic).

Mewtwo-great power, speed, and defense, use him as your lead.
Use him to destroy normal types and types with opponents with
low special.

Golem-great strength, defense, and HP. Don't rush him into
battles against enemies that have strong special type attacks.
Be careful and use his ground and rock type attacks.

Articuno-great speed, special, and HP. Use him to freeze
opponents you don't have an edge on. Ice damages a lot of
types, and flying attacks are also good.

Dragonite-great attack, high speed, all other good stats. Use
him to destroy enemies that are weak against physical attacks.
Also use his thunder wave to gain speed advantages.

Jolteon-great speed and special, good HP. If you keep pin
missile and double kick he can use them decently to defeat a lot
of types. Use his electric attacks also.

Gengar-great speed, HP, and special. Use him to confuse and put
your opponent to sleep. He can avoid most physical attacks.
You may want to give him toxic to badly poison your enemies
also.

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:09 am

Power Team
This team can beat most Pokémon easily with their powerful
moves. Contributed by Alvaro.

Vaporeon-Has incredible water attacks and great speed. Few
weaknesses, weak against physical attacks, but no physical
attacks are super effective on it. Acid armor takes away the
physical attack threat.

Zapdos-Incredible speed and special. Is not effected by ground
types and can beat them with flying moves. Electric attacks
work well against most types.
Use thunder wave to paralyze your opponents.

Golem-Great strength, HP, defense. Use him wisely as he is weak
against strong special attacks. Use his ground and rock types
to beat many different foes.

Alakazam-A great psychic type with good speed. Stock pile him
with several psychic attacks and wipe your opponents out.

Venusaur-A great grass type. Grass type moves hurt many.
Beware because he has many weaknesses though.

Moltres-King of the fire types. Burning enemies is good, so use
fire blast a lot. Has great speed and special.
----------------------------------------------------------------
Super Offense

Contributed by Alvaro. This team is pure power attack, with
many attacks to use because the moves have a lot of PP.

Clefable: blizzard, thunder, double edge, fire blast

Mewtwo: psychic, amnesia, recover, hyper beam

Golem: rock slide, explosion, earthquake, body slam

Jolteon: pin missile, double kick, thunder, and reflect

Ninetales: fire spin, flamethrower, fire blast, confuse ray

Vaporeon: hydro pump, surf, ice beam, acid armor
----------------------------------------------------------------
Super Tactics
Use this team to bombard your enemy with status ailments, then
finish them.

Mewtwo-great power, speed, etc. Use him as the lead.

Moltres-Use him to burn pokémon and take half their speed and
strength away from them.

Articuno-Use him to freeze your opponents solid. His ice
attacks are great on many types of foes.

Gengar-Use toxic or hypnosis to hurt your enemy bad.

Dragonite-Use thunder wave to take away their speed then use
wrap until they faint.

Chansey-Use counter when you take a strong physical attack to
pay the enemy back with twice the damage they gave you. You may
want Chansey to have substitute and reflect for it to work
better. Recover with softboiled and do it again. You could also
use Snorlax in here and give him bide, rest, and substitute.

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:11 am

A. Recommended movesets

Blastoise
Body Slam
Earthquake
Surf
Blizzard
Raticate
Body Slam
Dig
Focus Energy
Super Fang
Arbok
Earthquake
Glare
Screech
Acid
Raichu
Thunderbolt
Surf
Light Screen/Reflect
Thunder Wave
Sandslash
Slash/Rock Slide
Swords Dance
Earthquake
Swift
Clefable (ooh there are a lot I'll post three)
Offensive
Psychic
Thunderbolt
Blizzard
Body Slam
Defensive
Seismic toss
Thunder Wave
Light Screen
Reflect
Double Rester
Seismic toss
Thunder Wave
Double Team
Rest
Ninetales
Dig
Confuse Ray
Flamethrower
Reflect/Body Slam
Wigglytuff (it sucks, but nothing better)
Psychic
Thunderbolt
Blizzard
Body Slam
Dugtrio
Slash
Sand Attack
Earthquake
Fissure (he has the highest speed for a pokémon with a one-hit KO move,
so...)
Persian
Slash
Screech
Bubblebeam (rock/ground types)
Hyper Beam
Golduck
Ice Beam/Blizzard
Amnesia
Dig
Body Slam
Primeape
Screech
Rock Slide
Body Slam
Submission
Arcanine
Dig
Body Slam
Flamethrower
Reflect
Alakazam (on my team)
Psychic
Seismic toss
Reflect/Thunder Wave
Recover
Machamp
Submission
Earthquake
Rock Slide
Focus Energy
Rapidash
Body Slam
Agility
Fire Spin
Horn Drill
Magneton
Thunderbolt
Supersonic
Reflect
Thunder Wave
Muk
Screech
Acid Armor
Sludge
Body Slam
Hypno (hypnosis + dream eater = not such a good idea. Hypno has low
speed; hypnosis is inacurrate)
Psychic
Thunder Wave
Double Team
Rest
Kingler
Body Slam
Crabhammer
Swords Dance
Harden?
Electrode (he's not that bad. Good against mewtwo = 1 t-wave + 1-
screech + 1-explosion leaves mewtwo at low health, then a snorlax with
amnesia to raise special defense can take care of mewtwo, that has been
screeched)
Thunderbolt
Screech
Explosion
Thunder Wave
Marowak (sucks. There is nothing sandslash cannot do better)
Earthquake
Focus Energy
Body Slam
Ice beam (OK with Focus Energy against types that are weak against it)
Hitmonlee
Hi Jump Kick
Focus Energy
Body Slam
Rolling Kick
Hitmonchan (ugh...I'll do my best)
Body Slam
Submission
Counter
Agility
Lickitung
Earthquake
Swords Dance
Screech
Body Slam
(Swords dance + screech is EVIL, just you'll have to survive enough...)
Weezing
Haze
Explosion
Sludge
Thunderbolt
Chansey (many. I'll post two)
Offensive
Ice beam
T-bolt
Softboiled
Psychic
Defensive
Seismic Toss
T-wave
Defense Curl
Softboiled
Tangela
Body Slam
Swords Dance
Sleep Powder
Solar Beam
Kangaskhan
Body Slam
Earthquake
Rock Slide
Surf (for rock/ground types that have horrible special as well)
Seadra
Surf
Ice Beam
Smokescreen
Agility
Seaking
Surf
Agility
Blizzard
Double Edge
Mr. Mime (bah, all he can do alakazam can do better)
Barrier
Light Screen
Rest
Seismic toss
Electabuzz
Thunderbolt
Screech
Body Slam
Thunder Wave
Magmar
Body Slam
Confuse Ray
Psychic
Flamethrower
Pinsir
Body Slam
Swords Dance
Slash
Hyper Beam
Tauros
Body Slam
Earthquake
Blizzard
Double Edge
Ditto
Transform
though some believe that the most useful moveset is transform :-)
Vaporeon
Surf
Blizzard
Haze
Acid Armor
Jolteon (I love this guy; on my team)
Thunderbolt
Pin Missile
Focus Energy
Thunder Wave
Flareon
Body Slam
Focus Energy
Flamethrower
Reflect
Porygon
Ice Beam
Thunderbolt
Conversion
Recover
Snorlax (on my team)
Body Slam
Amnesia
Blizzard
Rest
Mewtwo (El Gran Cheapo)
Psychic
Substitute
Amnesia
Rest
(this is EVIL. substitute + recover + high HP + amnesia + 2nd highest
speed is almost invincible)
Mew
Body Slam
Swords Dance
Earthquake
Explosion/Softboiled
Venusaur (Best Grass IMO cuz of Razor Leaf. On my team, now)
Body Slam
Swords Dance
Razor Leaf
Sleep Powder
Charizard
Slash
Earthquake
Swords Dance
Flamethrower
Butterfree
Psywave
Mega Drain
Sleep Powder
Supersonic
Beedrill
Twinneedle
Swords Dance
Mega Drain
Reflect
Pidgeot
Fly
Mirror move
Sand Attack
Quick Attack
Fearow
Drill Peck
Mirror move
Agility
Double Edge
Nidoqueen
Body Slam
Thunderbolt
Blizzard
Earthquake
Nidoking
Body Slam
Rock Slide
Earthquake
Focus Energy
Golbat
Screech
Haze
Mega Drain
Wing Attack
Vileplume
Sleep Powder
Solarbeam
Body Slam
Swords Dance
Parasect
The one and the only... one of the best mewtwo killer....
Parasyrex
Leech Life
Spore
Substitute
Swords Dance
(Mewtwo attacks and takes heal from you. Then you put it to sleep with
spore. You pop in a sub, dance and leech 1 time. Now Mew2 wakes up. He
destroys your Sub. You spore that same turn and create other. You
continue dancing and leeching. EVIL)
Venomoth
Psychic
Mega Drain
Sleep Powder
Stun Spore
Poliwrath
Amnesia
Surf
Body Slam
Ice Beam
Victreebell
Body Slam
Swords Dance
Sleep Powder
Razor Leaf
Tentacruel
Blizzard
Mega Drain
Barrier
Surf
Golem (on my team)
Body Slam
Rock Slide
Earthquake
Explosion
Slowbro (on my team)
THE mewtwo killer...the 2nd strongest pokémon...
TobyBro (By Toby Martin)
Surf
Thunder Wave
Amnesia

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:12 am

Rest
(First T-wave to get speed advantage. Second use amnesia 2 or 3 times
then rest. His enormous special by that time should give him protection
against special attacks, and he has already pretty good physical
defense so he should survive while resting. Then surf away, it'll be
very powerful with a high special stat and the Same Type Attack Bonus,
and it should kill anything. Rest when needed, and finish amnesia if
you didn't already)
Farfetch'd (sucks)
Swift
Swords Dance
Double Team
Rest
Dodrio
Drill Peck
Body Slam
Agility
Reflect
Dewgong
Surf
Ice Beam
Rest
Body Slam
Cloyster
Reflect
Surf
Ice Beam
Double Edge
Gengar (2 movesets. Annoying and attacker)
Annoying
Night Shade
Confuse Ray
Double team
Rest
Attacker
Confuse ray
Psychic
Thunderbolt
Night Shade
Onix (sucks)
Earthquake
Screech
Explosion
Rock Slide
Exeggutor (2 movesets, too)
Bennedict
Sleep Powder
Substitute
Leech Seed
Solarbeam
(use in the order the moveset is posted Smile )
Offensive
Psychic
Mega Drain
Sleep Powder
Double Edge/Explosion
Rhydon
Earthquake
Rock Slide
Rest
Horn Drill
Starmie (he was on my team till I figured out that slowbro was much
better)
Surf
Thunderbolt
Thunder wave
Recover
Scyther
Slash
Swords Dance
Wing Attack
Hyper Beam
Jynx (it's nice and should fit in any team)
Ice Beam
Lovely Kiss
Seismic Toss
Reflect
Gyarados (2 bad 4x weakness to electric)
Surf
Ice Beam
Thunderbolt
Body Slam
Lapras
Blizzard
Thunderbolt
Confuse Ray
Surf
Omastar
Surf
Ice Beam
Reflect
Rest (he's so good defenses he should survive while resting. plus he
has reflect taking out the physical problem completely)
Kabutops
Slash
Swords Dance
Body Slam
Surf
Aerodactyl
Wing Attack
Double Edge
Supersonic
Hyper Beam
Articuno
Fly
Blizzard
Double Edge
Reflect
Zapdos
Thunderbolt
Drill Peck
Light Screen/Reflect
Thunder Wave
Moltres
Fly
Fire Blast
Double Edge
Reflect
Dragonite (my personal favourite. he isn't on my team cuz ice's so
popular)
Body Slam
Blizzard
Thunderbolt
Thunder Wave

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 6:14 am

Secrets

This will display secrets of the game as I uncover them or get
them in from email. Remember only game play and hard work can
be your source for your info.

--For winning the Poké Cup or Prime Cup you get a Doduo Game
Boy. It allows you to play the Game Boy games at normal speed,
or double speed by hitting right C. Double speed is great to
help you get levels up faster, especially in Mewtwo's cave.

--For winning the Prime cup and Poké Cup both, you get a Dodrio
Game Boy. It allows you to play the Game Boy games at a
phenomenal 4 times the regular speed. Need to rush through a
certain version for a certain kind of pokémon? Need to gain
levels quickly? This is the best way to do so. Hit right C to
make the game normal, 2x, or 4x speed.

--How to get some secret pokémon. They are...

Bulbasaur
Charmander
Squirtle
Hitmonlee
Hitmonchan
Eevee
Omanyte
Kabuto

You get these pokémon by beating the 8 towers and the Elite 4
and the familiar face. The pokémon you get is random. But once
you do it once, you only have to beat the Elite 4 and the
familiar face. Be warned though that these pokémon have boosted
experience and aren't as good as doing things the hard way on
Game Boy.

--Unlock hard mode. Defeat all the cups in the stadium, all the
gym leaders, the elite four, a familiar face, and the ultimate
pokémon to open up the harder second round. Start all over
again, pull your hair out, and discipline yourself to learn the
toughest strategy to pokémon.

--You can rent Mew in the hard mode, on the Prime Cup and for
Gym Leader Castle.

--If you enter your pokémon's name alternating with capitals and
lowercase, your pokémon will be a shade of red. Different
nicknames change the pokémon's color on this game, see what you
can come up with. Names from the movie and TV show work too,
just try "POOKAH" and see what happens to Pikachu!

--You can get an "Amnesia Psyduck" for registering all 151 pokémon to the hall of
fame. Rent Mew on hard mode and bring Mewtwo in to register
him, the rest can be rented on easy mode. Amnesia Psyduck I
believe is the same as Psyduck, the only difference is it knows
amnesia. Thanks to Jeff for investigating this. It can evolve
to Golduck. Thanks to "kill me" for this bit of info. Go to
the hall of fame to pick him up after registering all 151
pokémon.

-- You can get surfing Pikachu from finishing the Prime Cup, master ball division on the round 2 (hard) mode of the game. You must have Pikachu as one of the
three pokémon you pick every time for the battle, but you don't
have to have him participate in battle. You MUST use all
pokémon from the Game Boy game, you can not use any rentals, and
you must NOT register your team. You MAY use continues, I have
tested this myself and I used continues and was able to get
surfing Pikachu. You may not save and quit and then pick up
your saved game later and still get surfing Pikachu, you MUST go
through all eight battles in one sitting. Your current Pikachu will then
either learn surf if he has available space, or will be given
the option of deleting one of your older moves. Choose which
move to replace wisely.

-- You can go back to round one
battles by hitting right C on the screen with the stadium,
gallery, options, etc.

-- To unlock the hyper difficulty setting on the mini
games you must do the following:

-pick the "who's the best mode"
-challenge 3 computer players (no challenging a mix of other
people and computer players)
-choose the hard difficulty setting
-choose anywhere from five to nine rounds to determine the
champion
-beat the computer five times in a row without losing once or
tying once

-- You can change the background of the Game Boy Tower mode by pressing Z. You can
alternate between the Doduo background, the awards background,
and the game version background. You can only alternate to the
Doduo and awards backgrounds if you have won the Doduo and
Dodrio Game Boys.

--you beat the Gym Leader Castle, all the cups, and the ultimate pokémon on round 2
you will unlock the following secret. After you defeat the
ultimate pokémon, the credits and new music will play. After
this finishes, go into the gallery, and go to the print option.
Hold L and R at the same time, then press A, and you will get a
message saying congratulations, etc. You will now be able to
print images of the title screen, stadiums, and backgrounds at
the Snap stations.

--When the round 2 stadium is selected, if you go to battle now, all the
pokémon the computer randomly selects are fully evolved. With
round 1 stadium on, they are the least evolved forms.

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

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