Pokémon Stadium 2/Trainer Class

Common rules
The rules for all Stadium Cup tournaments and battles are essentially identical, regardless of varying restrictions. Choose six pokémon from your list of qualifiers. They will be your team. Choose three pokémon from your team to particpate in the battle. The battle will then begin. Defeat all of the opponent's pokémon to win the battle. Defeat all opponents to win the tournament.


 * "I love talking about POKéMON. What is my name?"
 * -EARL

Battle rules
Two or more pokémon cannot be asleep or frozen at the same time. However, it is possible for one to be frozen while the other is asleep. You cannot use Selfdestruct or Explosion when you and your opponent are down to the last pokémon. If you do so, you will automatically lose. Destiny Bond and Perish Song will also fail.


 * "What I just said applies to which battles in POKéMON?"
 * -All Battles

Level evolution notes
Pokémon learn moves slower once they evolve. You may want to consider cancling evolution to make the move-learning process easier. To cancel evolution in the Game Boy game, press B.


 * "CUBONE evolves into which kind of POKéMON?"
 * -MAROWAK

Special evolutions
Most pokémon who evolve by use of special stones (Fire Stone, Water Stone, etc.) learn extremly few moves once they evolve. However, some moves can only be learned after evolution. Time your pokémons' evolutions based on which levels they learn certain moves.


 * "When evolving POKéMON, what did I say you should consider?"
 * -Moves

Type combinations
There are seventeen types of Pokémon in all. (Types are Grass, Fire, Water, etc.) Moves are classified by type as well. The combination of the type of Pokémon under attack and the type of attack move is called the "Type match-up."


 * "How many types of POKéMON are there in all?"
 * -17

Exploiting Weaknesses
If you use an attack that matches up favorably against the defending Pokémon's type type, then the Type match-up is good. (Ex: Electric-type attack against a Flying-type Pokémon.) This is labled as "super effective." The type match-up is bad when labled "not very effective." (Ex: Fire-type attack against a Water-type Pokémon.) In this situation, the moves impact is cut in half. Type match-up is the worst when it's labled "no effect." (Ex: Normal-type attack against a Ghost-type Pokémon.) Here, the move does nothing.


 * "SELFDESTRUCT will not work on which type of POKéMON?"
 * GHOST

Type changes
There are two new types in the Gold and Silver Game Boy games: Dark (strong against Psychic, weak against fighting) and Steel (unaffected by Poison, weak against fire.) Some Pokémon have changed types. (Ex: Mgnemite is now Electric and Steel instead of solely Electric.) Some Type match-ups have changed as well. (Ex: Ghost is strong against Psychic and Bug is weak against Poison.)


 * "Where do I recommend that you study and review data?"
 * -LIBRARY

Status problems
Examples of status problems include posion, sleep, and burn. There are also conditions that are similar to status problems. Examples include Attract (makes opponent of opposite gender infatuated with your Pokémon, prevent him or her for attacking half of the time) and Nightmare (drains a quarter of the opponent's HP, every turn, so long as it is asleep.) Some status problems affect the Pokémon's stats. For example, Burn reduces attack power and Paralysis sharply reduces speed.


 * "I told you about conditions that appear similar to status problems. Which of these was I talking about?"
 * -ATTRACT

Moves and POKéMON types
When the Pokémon attacking uses a move of its type, the attack power will be multiplied by 1.5. (Ex: Pikachu, an Electric-type, uses Thunderbolt, an Electric-type move. Thunderbolt's power is multiplied by 1.5.)  Support moves and moves that inflict set amounts of damage are unaffected.


 * "What type of move is powered up by 1.5 times if used by a ("X") type POKéMON?"
 * -"X" (For example, if "X" is FIRE, then the answer is FIRE. The answer is the same as the Pokémon's type, mentioned in the question.)

Support moves
Learn to use support moves effectively. Some support moves cause status problems (Ex: Thunder Wave - Causes paralysis) while others prevent status problems. (Ex: Safeguard - Protects against status problems; Heal Bell - Gets rid of all party members' status problems.) Some moves will affect your stats. (Ex: Swords Dance - Sharply raises your attack.)


 * "Which move restores all status problems for all the POKéMON on your team?"
 * HEAL BELL

Added effects of moves
Consider added effects when deciding on moves to use during an attack. Some moves inflict damage and cause status problems (Ex: Dizzy Punch inflicts damage and has a l/5 chance of causing confusion.) Others may affect the opponent's status (Ex: Psychic - Inflicts damage with 1/10 chance of reducing Spec. Def.) or your status. (Ex: Steel Wing - Inflicts damage with 1/10 chance of raising your Defense.)


 * "What is the added effect of the move ("X")?"
 * {| class="wikitable"

!align="center" valign="top"|If "X" is... !align="center" valign="top"|then the answer is...
 * align="left" valign="top"|DIZZY PUNCH
 * align="left" valign="top"|Confusion
 * align="left" valign="top"|DRAGONBREATH
 * align="left" valign="top"|Paralysis
 * align="left" valign="top"|FIRE BLAST
 * align="left" valign="top"|Burn
 * align="left" valign="top"|POWDER SNOW
 * align="left" valign="top"|Frozen
 * align="left" valign="top"|SMOG
 * align="left" valign="top"|Poison
 * }
 * align="left" valign="top"|Frozen
 * align="left" valign="top"|SMOG
 * align="left" valign="top"|Poison
 * }
 * }
 * }

Recovery moves
Moves that heal Pokémon are called "Recovery Moves." Some recovery moves simply restore HP by 1/2 (Ex: Recover) Certain moves restore HP depending on the time of day they are used but restore 1/2 in battle. (Ex: Synthesis, Moonlight) Some moves inflict damage and restore HP. (Ex: Absorb, Leech Life) Recovery moves can also get rid of status problems. (Ex: Heal Bell.)


 * "Which move inflicts damage ad restores the user's HP by 1/2 the damage inflicted?"
 * DREAM EATER

Set damage moves
Set damage attacks inflict fixed amounts of damage regardless of the unser's attack and the opponet's defense. (Ex: Sonicboom, Dragon Rage.) Moves like Seismic Toss and Night Shade inflict a set amount of damage, but its power is the same as the attacker's level. Set damage attacks' power are not multiplied by 1.5 if they are the same type as the user and do not have "critical hits." Type match-ups only have influence if the move has no effect. (Ex: Seismic Toss, a fighting-type move, used against a Ghost-type Pokémon will have no effect. It will also not be "Super-effective" against Normal-types, nor will it be "not very effective" against Psychic types.)


 * "Which move inflicts damage regardless of the ATTACK and DEFENSE stats?"
 * SEISMIC TOSS

Moves and tactics
Moves like Fly and Dig can be used to counter other opponets' two-turn attacks. Say an opposing Pokémon charges for a Solarbeam attack. The user can use Fly to get into the sky. The Solarbeam will miss in the next turn, and the user will be free to then attack the opponent. If the user used Dig instead of Fly, the Solarbeam would have missed as well. Two-turn attacks can also be used to stall.


 * "The move DIG has a relativley unique feature. What is it?"
 * -2-turn attack

Move changes
Some moves have changed types since the Red, Blue, and Yellow Game Boy Pokémon games. (Ex: Bite is now Dark instead or Normal and Gust is now Flying instead of Normal.) Damage ratings have changed for some (Ex: Wing Attack) while others have changed in accuracy. (Ex: Rock Throw) Reflect now lasts five turns.


 * "LIGHT SCREEN lasts for how many turns?"
 * -5

Residual-effect changes
In the past, if the target Pokémon was the same type as the move being used against it, the added effect would not work. This has changed for some scenarios. (Ex: Spark, an Electric-type move, can paralyze and Electric type Pokémon.)


 * "Which condition do ("X") type Pokémon do not easily become?"
 * {| class="wikitable"

!align="center" valign="top"|If "X" is... !align="center" valign="top"|then the answer is...
 * align="left" valign="top"|FIRE
 * align="left" valign="top"|Burn
 * align="left" valign="top"|POISON
 * align="left" valign="top"|Poison
 * align="left" valign="top"|ICE
 * align="left" valign="top"|Frozen
 * }
 * align="left" valign="top"|ICE
 * align="left" valign="top"|Frozen
 * }
 * }

Switching
It takes a full turn to switch, so whatever Pokémon being brought out is vulnerable to attack. Take this into consideration if the Pokémon you're taking back is low on HP. It may be best to just have that Pokémon endure.


 * "What did I say was important when you're switching POKéMON?"
 * -To endure

SPCL. ATK & SPCL. DEF
The "Special" stat has split into two sections: Spcl. Atk. and Spcl. Def. This division has effected some attacks. (Ex: Amnesia sharply raises Spcl. Def. and Growth raises Spcl. Atk.)


 * "The stat SPECIAL was split into SPCL. ATK and what?"
 * -SPCL. DEF

Physical and special attacks
There are two kinds of attacks: Physical and Special. Physical attacks are affected by the user's Attack and the opponent's Defense while Special attacks are affected by the user's Spcl. Atk and the opponent's Spcl. Def. Whether an attack is Physical or Special depends on its type. An attack is Physical if it's a Normal, Fighting, Bug, Flying, Ground, Rock, Ghost, Poison, or Steel type. An attack is Special if it's a Fire, Water, Electric, Grass, Ice, Psychic, Dragon, or Dark.


 * "The ("Y")'s power depends on which stat?"
 * -Attack ("Y" is a random selection of Bug-type attacks. It can show up as Megahorn, Pin Missle, etc.  Since Bug-type move are physical, they will rely on Attack.)

Holding an item
An new feature in this generation of Pokémon is the ability to hold an item. Some items can boost the attack power of certain type of move. (Ex: Mystic Water - Boosts water type attacks.) In the Stadium, two or more of your Pokémon cannot hold the same item.


 * "What type of move is powered up if a POKéMON is holding a HARD STONE?"
 * -ROCK