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

Camper Cole
Camper Cole uses only Grass type Pokémon. All Pokémon in this battle are at level 50.

(*) - Use these Pokémon for battle.

Before battling, take a little time to look at your given Pokémon. The first one, Growlithe, is a Fire type. Grass attacks won't be very effective against it. Its move, Flame Wheel, a Fire type move, will be "super effective" against Grass pokémon. Growlithe is one of the three Pokémon you will need to use to win this battle. Now look at Kabuto. It is a Rock and a Water type Pokémon. Unfortunatley, Grass type attacks are super effective against Rock and Water. Its move, Mega Drain, a Grass type attack, will not be very effective against Cole's Grass Pokemon. (Sometimes, when you attack Pokemon with a move of its type, it will be listed as "not very effective.") You will not use Kabuto in this battle.

Pupitar, the third Pokémon, is a Rock and Ground type. Like Kabuto, Grass type moves will be "super effective" against both of Pupitar's types. Pupitar's move, Rock Slide, will not be effected by the target Pokémon being a Grass type; however, that doesn't justify its worthiness for this fight. You will not use Pupitar in this battle. The next Pokémon, Pidgeotto is a Normal and Flying type Pokémon. Grass type moves have a neutral effect on Normal types, but, they are not very effective against flying types. Pidgeotto's move, Wing Attack, is Flying type move; therefore, it will be "super effective" against Grass types. Use Pidgeotto for this battle.

Quagsire, the fifth Pokémon, is a Water and Ground type Pokémon. Grass type moves will be "super effective" against both of its types. Surf, Quagsire's move, has weak effect on Grass type Pokémon. Do not use Quagsire in this battle. The last Pokémon, Beedrill, is a Bug and Poison type Pokémon. Grass type moves have a neutral efect versus Poison, but, they are weak against Bug types. Beedrill's move, Twinneedle, is a Bug type move, and will be very effective against Grass types. Beedrill is the third Pokémon you will use for the battle.

Super Nerd Melvin
Super Nerd Melvin is studying the weaknesses of Fire type Pokémon and requests that you assist him in doing so. Unlike the previous battle, all Pokémon on your team are of the smae type (Normal), so you will have to exploit the opposing team's weaknesses based on moves. All Pokémon in this battle are at level 50.

(*) - Use these Pokémon for battle.

All of your Pokémon are of the Normal type. The first one, Clefable, uses the move Ice Punch, an Ice type move. Ice type moves are weak against Fire type Pokémon, so you will not use Clefable in this battle. Furret, the second Pokémon uses the move Surf, a Water type move. Water type moves are "super effective" against Fire type Pokémon, and Surf, in particular, is a powerful and highly accurate move. Use Furret as one of your Pokémon.

Your third given Pokémon, Persian, possesses the move Iron Tail. Iron Tail is a Steel type move, which is weak against Fire type Pokémon. Do not select Persian for this fight. The next Pokémon's (Stantler's) move is Earthquake. It is a Ground type move, and they are "super effective" against Fire type Pokémon. Earthquake is also very powerful and highly accurate. With this, and Stantler's high atack power, use Stantler in this battle.

Aipom, the fifth Pokémon, uses the move Fire Punch, a Fire type move, which is "not very effective" against Fire type Pokémon. (Sometimes, when you attack Pokemon with a move of its type, it will be listed as "not very effective.") Do not use Aipom for this battle. Miltank, the last Pokémon, has the move Rollout. Rollout is a Rock type move, and Rock type moves are "super effective" against Fire type Pokémon. Rollout is a move that lasts for five turns and increases power with each turn. Miltank's attack power is very high, so lead of with Miltank in this battle.

School Boy Carlson
School Boy Carlson uses a variety of Pokémon, so it will be more challanging to compose a team to defeat him. All Pokémon in this battle are at level 50.

(*) - Use these Pokémon for battle.

Look at Carlson's first two Pokémon, Umbreon and Sneasel. They are both of the Dark type. Bellossom's, Ampharos's, Weezing's, and Magmar's moves will have neutral effects on both of them. (The move types are Grass, Electric, Poison and Fire respectivley. Magmar's Fire Punch will be super effective against Sneasel due to it being an Ice type in addition to Dark, but that is not important.) Hypno's Psychic will have no effect on them, but Hitmolee's Jump Kick, a Fighting type move, will be "super effective" against both Pokémon. Use Hitmonlee on Umbreon and Sneasel.

Carlson's next two Pokémon, Steelix and Scizor, are both of the Steel type. Bellossom's and Hypno's moves are not very effective against Steel-type Pokémon. Ampharos's Tunderpunch will not be very effective against Scizor but will have no effect Steelix. (Steelix is a ground type in addition to being Steel, and Electric tpye attacks have no effect on Steel-type Pokémon.) Steel-type Pokémon are completely unaffected by Poison-type moves, so Weezing's Sludge Bomb will cannot be used against Carlson's Steel-type Pokémon. Hitmonlee's Jump Kick and Magmar's Fire Punch (a Fire type move) are "super effective" against them. Since Hitmolee is already taking care of the Dark-type Pokémon, you will use Magmar on Steelix and Scizor.

The last two Pokémon on the oppsoing team are Donphan and Golem. Both are of the Ground type. Hypno's and Hitmolee's moves will have neutral effects agianst them. Weezing's and Magmar's moves will not be weak against them. Ampharos's Thunderpunch will not have any effect on Donphan and Golem, given that Electric attacks have no effect on Ground-type Pokémon. Bellossom's Giga Drain will be "super effective" against them, because Grass type-moves are strong against Ground type Pokémon. Use Bellossom on Donphan and Golem.

Swimmer (Male) Clayton
Swimmer Clayton's strategy is to use Acid Armor and Barrier to create a "perfect defense." To win this battle, you will need to rely on "Set Damage moves." All Pokémon in this battle are at level 40.

(*) - Use these Pokémon for battle.

Look at your first Pokémon, Pidgeot. Its move, Wing Attack, will decrease in power once the enemy begins to use it defense increasing moves. Do not use Pidgeot for this battle. The next Pokémon, Dragonair, uses the move Dragon Rage, a "set damage move." It causes 40 points of damage every time, regardless of (special) attack and (special) defense. Use Dragonair for this fight. The third Pokémon, Pinsir, possesses the move Siesmic Toss. This move's power is determined by the Pokémon's level. In Pinsir's case, Siesmic Toss will do 40 points of damage every time, because Pinsir is at level 40. You will use Pinsir for this battle. Th next two Pokémon, Corsola and Hitmonlee, do not posses set damage moves, and like Pidgeot's Wing Attack, they will decrease in damage once the enemy's defense increases. Do not use Corsola or Hitmonlee for this battle. Murkrow, the last Pokémon, uses the move Night Shade, which is essentailly idential to Siesmic Toss, only it is of the Ghost-type. Use Murkrow for this battle.

Younster Jonathan
Youngster Jonathan's favorite moves are Solarbeam and Skull Bash. Thoses attacks are so powerful, the Pokémon need to sacrifice one turn to build up energy to use those moves. To counter these, you will need to use "Two-Turn Attacks." All Pokémon in this battle are at level 50.

(*) - Use these Pokémon for battle.

You will need to use Pokémon who posses two turn attacks to win this match. Two turn attacks are moves like Fly and Dig. The above chart shows that Croconaw, Aerodactyl, and Delibird posses two-turn attacks, so, you will use them for the battle. The remaining three, Seaking, Dugtrio, and Raticate, do not have two-turn attacks, so, you will not use them in this fight.

There is a strategy that goes along with using two-turn attacks effectivly. Notice that all three Pokémon who possess Fly or Dig also have another move. That extra move is esentially used as a diversion. For example, say that Aerodactyl is fighting against the opponet's Pokémon, say, Houndoom. If Aerodactyl were to use Fly immediatly, then Houndoom would immdediatly build up energy to use its Solarbeam move. Aerodactyl then attacks Houndoom with Fly, but Aerodactyl is then left open to Houndoom's Solarbeam. To avoid this, Aerodactyl should first use the move, Scary Face. Houndoom would then charge for the upcomming attack. Now Aerodactly should use Fly. Once it is in the air, Houndoom will use its Solarbeam attack, but it will miss. Aerodactyl will then attack Houndoom, but Houndoom already wasted its attack, so it will have to sacrifice another turn to build energy for Solarbeam. Now, you keep using Fly until Houndoom faints.

Basically, use the extra move that is given to you, and then use your two-turn attack until the Pokémon faints. Be careful about using Croconaw against a Pokémon that knows Solarbeam. If you mess up, the results will be devastating.