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Table of Contents

I.    Preface
II.   The Basics
III.  Moves
IV.   Items
V.    Individual Values (IVs)
VI.   Effort Values (EVs)
VII.  Traits (Abilities)
VIII. Natures
IX.   The Job System
X.    Move Combinations
XI.   Making a Team
XII.  Credits

-----------------------------------------------------------------------------
I. Preface
-----------------------------------------------------------------------------

First, I would like to describe the work below. This section can be skipped, 
but it might be interesting to read. This work is a compilation of my five 
years of Pokémon knowledge, and I will try my best to convey this information 
to the younger generations when I retire. I consider myself to be a good 
Pokémon battler, but not in any case the best. Even chess engines creators 
consider themselves mediocre chess players when they write programs that beat 
grandmasters, and I shall use this case to justify my ability in writing this 
guide. With the right knowledge, patience, and creativity, anyone who reads 
this guide can greatly improve their battling abilities, and possibly even 
beating me. I will however give you a fair warning. To many people, this 
guide will be boring if you're not committed into learning the art of 
battling Pokémon. I will admit that even I cannot consider every factor in 
this guide when creating my team. The strategy is to use as much of the below 
information as you can. The more you use, the better battler you will be.

Pokémon Competitive Battling is an art that many has discovered. This does 
not include beating the game and become "the Pokémon master." This guide will 
focus on player(s) vs. player(s) battles, for which this guide was designed 
to do. It might be harsh to say this, but beating the game does not make you 
a Pokémon master, because the game is truly programmed for eight years olds 
to beat. When taking the skills you know to reach over battlers all over the 
world, you will learn the wondrous and complex beauty of Pokémon battling and 
you will recognize the many strategies it uses. If Nintendo were to make a 
Pokémon game for the sole purpose of connecting to people online, then I 
would truly think that its genre should be Strategy, not Role Playing.

This guide will cover all three generations, but it's best if you know what 
they are. Red, Blue, Green, and Yellow versions consist of the First 
Generation, also called RBY. Gold, Silver, and Crystal versions consist of 
the Second Generation, usually called GSC. And finally, Ruby, Sapphire, 
Emerald, Fire Red, and Leaf Green consists of the Third Generation, which are 
called RSE and FRLG separately. When I refer to a ___ Generation, then you 
should know which versions I am talking about.

Finally, I have decided to make this guide public. It would be nice to give 
me credit for this guide, but you can put it on your websites or send it to 
your friends without asking me for permission. Although I do not encourage 
plagiarism, my goal is to have as many people read this guide as possible. 
Therefore, I will be happier knowing that people will read this, not being 
busy enforcing who has what on whose site(s). As a final note, I am happy to 
say that I wrote this with the least amounts of typos possible and I use the 
most correct English grammar that I know. I'm really tired to reading guides
that are full of errors, so consider this my gift to your eyes and brain.


-----------------------------------------------------------------------------
II. The Basics
-----------------------------------------------------------------------------

Without legal restrictions, Pokémon Battling is basically pitting 6 of your 
own Pokémon against 6 of your opponent's Pokémon over a link cable. Level 100 
is the highest you can go, so it's best to train your Pokémon to level 100. 
Use your best Pokémon! It's recommended that two of the same type of Pokémon 
is not a good idea, but if you think that it gives you an advantage, do so! 
First, we will talk about the two commands to battle. If you have battled 
many times before, you can skip this section.

Attack: This is where you attack the enemy. Choose one move from a movepool 
of up to four moves, and you will attack your opponent with that move. 
Depending on the move you have chosen, it could hit or miss, not attack right 
away, or not have any obvious or immediate effect.

Change: If you want to exchange Pokémon, simply go to Change and choose a 
Pokémon from your party of up to six Pokémon. Note that when you switch, your 
opponent's selected move (this is turn-based, after all) will strike while 
your action is switching, so make sure that you don't make a bad switch.

Now, we will talk about the stats of each Pokémon. There are six in total: 
HP, Attack, Defense, Special Attack, Special Defense, and Speed. Pokémon 
attacks are split into three types: Physical, Special, and ???. Seriously, 
Nintendo classifies the third type as ???. For the sake of simplicity, we 
will only focus on the first two types. The damage moves that deal Physical 
damage, which are Normal, Fighting, Poison, Ground, Flying, Bug, Rock, Ghost, 
and Steel, are determined by a) the power of the attack, and b) your Attack 
stat. How much damage you take from a Physical move is determined by your 
Defense stat. So far simple, right? If you have a low Attack, then you will 
have trouble dealing a lot of damage with Physical moves; if you have a low 
Defense, you will have trouble surviving Physical moves; and vice-versa. The 
other type (besides Physical) is Special. The damage moves that deal Special 
damage, which are Fire, Water, Electric, Grass, Ice, Psychic, Dragon, and 
Dark, are determined by a) the power of the attack, and b) your Special 
Attack stat. How much damage you take from Special move is determined by your 
Special Defense stat. Again, very simple. We now take the Pokémon Alakzam as 
an example. Alakazam has a very low Attack and very high Special Attack. With 
the information that you were provided above, it is best to give Alakazam a 
Special attack, such a Confusion (type: Psychic), rather than giving it a 
Physical attack, such a Dig (type: Ground). Now, you know to find Special 
Attacks for Alakazam and not Physical Attacks.

I mentioned "the power of the attack," so what is it? An attack has four 
characteristics: a) power, b) accuracy, c) type, and d) special effects. 
Let's take the move Ice Punch. Ice Punch's characteristics are a) 75 base 
power, b) 100% accuracy, c) type: Ice, and d) has a 10% change of inflicting 
the status Freeze to the opponent. Now, what does 75 base power mean? For a 
rough explanation, base power shows the strength of an attack originally. 
Once again, let's take Alazakam as an example. Mega Punch (type: Normal) has 
a base power of 85. However, if you look at your Alakazam's stats, you will 
once again see that its Special Attack is most likely more than double its 
Attack. In this case, even though Mega Punch has a higher base power than Ice 
Punch, it is a Physical Attack so it will deal less damage than Ice Punch if 
Alakazam uses them.

I mentioned "base power," so what is it? Base power is the power that is 
officially given to us. Several things can change this. First, there is 
something called Same Type Attack Bonus, or in short, STAB. If the type of 
the move you are uses matches (one of) the type of the Pokémon using it, then 
the attack receives a 1.5x move bonus. Confusion's base power is 50, but if 
used Alakazam (Confusion's type is Psychic, Alakazam's type is Psychic), then 
Confusion's power will be: 50 x 1.5 = 75 power. Second, there are Type 
Alignment Advantages. Third, there moves that temporarily raise a type's 
power. Fourth, there are items that temporarily raise a type's power when 
attached. And finally, there are Abilities that raises a type's power under 
special conditions. We will attack about all of these later.

We have gone over Attack, Defense, Special Attack, and Special Defense. Now, 
it's time for Speed. Speed is not complicated at all, since for most cases, 
the Pokémon with the higher Speed moves first. In case of a tie, it will be a 
coin flip. In Red, Blue, Green, and Yellow versions, Speed is a major 
contribution to Critical Hits. A Critical Hit is simply a chance that your 
attack will hit a gap in your opponent's defenses and deal double the damage 
that it was supposed to do. The higher the Pokémon's Speed, the more chance 
it has of dealing double damage. Note that this only applies to the First 
Generation.

Finally, there is HP. HP stands for Hit Points, or Health Points. With either 
interpretation, if your HP reaches 0, then your Pokémon will be fainted. This 
means that you must switch out this Pokémon without the penality of you 
opponent having an extra move, and that this Pokémon cannot fight in the same 
battle again. Note that for player(s) vs. player(s) battles, item usage are 
not allowed but attached items can be allowed. As you get hit, you lose HP, 
but there are moves and items that can raise your HP back up again. We will 
talk about this later. The point is, if you think that your almost-fainted 
Pokémon will be of some use later, switch it out so that it won't faint.

While we keep talking about Pokémon stats, we need to remember that they are 
quite random. If then, how do we compare Pokémon if your Zapdos' Attack is 
more than mine? There is a system called Base Stats. Base Stats are values to 
compare stats easier. For example, your level 10 Charmander might have a 
higher Attack than a level 10 Bulbasaur, but a level 10 Charmander could in 
theory have a lower Attack than Bulbasaur also. When we check base stats, 
Charmander's Base Attack stat is 52, and Bulbasaur's Base Attack stat is 49. 
This means that most of the time, Charmander will have a higher Attack than 
Bulbasaur but not all of the time. Another use is to compare stats within a 
Pokémon. Alakazam's Base Attack stat is 50, and its Base Special Attack stat 
is 135. What this means is that even if Alakazam uses a Physical Attack that 
has a power which doubles a Special Attack, the Special Attack would still 
deal more damage because its Base Special Attack stat is more than twice its 
Base Attack stat. Yes, Fire Punch (damage: 75) will deal more damage than 
Hyper Beam (damage: 150) coming from Alakazam. I cannot list the system 
because every Pokémon has 6 Base Stats for HP, Attack, Defense, Special 
Attack, Special Defense, and Speed. Almost every Pokédex out there has base 
stats for each Pokémon though.

While we're on the subject, it is important to keep an eye on your move's 
Power Point (PP). Every move has PPs that determine how many times you can 
use that move. When a move's PP reaches zero, you cannot use that move 
anymore. When all four of your moves' PPs reach zero, then you will use a 
move called Struggle, a low-damage move that will hit all Pokémon and you 
will even take damage from this move.

Items cannot be used during a player(s) vs. player(s) battle, but one item 
could be attached. The item can either be a one-time usage (or two, but we 
will get to this later) or permanent. After the battle, your one-time usage 
item will reappear. Beware that in the Third Generation, there are moves that 
can steal or knock away your item.

For all battles, these rules should (and sometimes set by your console) be 
applied: 1) No Pokémon shall be over level 100. 2) No moves or combinations 
of moves can be on a Pokémon that isn't legal. 3) No items can be used. 4) No 
unofficial Pokémon. 5) No unofficial moves or items.

-----------------------------------------------------------------------------
III. Moves
-----------------------------------------------------------------------------

This whole section is devoted to the different effects of Pokémon moves. So 
far, I've only introduced moves that do damage. However, there are also moves 
that do not do damage, or is said to deal indirect damage. A moveset is 
defined as the four moves that your Pokémon have. This will be a long 
section, but there are lots of information that needs to be known. After 
reading this section, you will hopefully become better at selecting the moves 
to go in your Pokémon's movesets. Note that we are now getting to the 
analysis study of Pokémon.

1. Type Alignment Advantages

Don't be scares about the terminology, it merely means "which types have the 
advantage over which types." For every type that your move is "super-
effective" against, the power of the attack is increased by 2x. If a move is 
super-effective against a type, then the move's type is stronger than the 
Pokémon's type that is taking the hit. For example, Ember is a Fire type. 
Charmander (type: Fire) uses Ember against a Bulbasaur (type: Grass/Poison). 
Ember's base power if 40. When used, Ember's power will become: 40 (base 
power) x 1.5 (STAB) x 2 (Fire is strong against Grass) = 120 power. See how 
chosing the right attacks can deal more damage to certain Pokémon? If your 
move is "not very effective" against a Pokémon, then that means your move's 
type is weak against the Pokémon's type that is taking the hit. In this 
situation, the move's power is halved, or is multiplied by 0.5x. For example, 
Charmander uses Ember against a Squirtle. When used, Ember's power will be: 
40 (base power) x 1.5 (STAB) x 0.5 (Fire is weak against Water) = 30 power. x 
0.5 is the same as ÷ 2. Be careful, as there are some moves that do no damage 
(x 0) to a type. For example, Normal attacks are useless against a Ghost 
Pokémon, such as Gengar. See how using the same move (Ember) deals different 
amounts of damage to different Pokémon? Type Alignment Advantages must be 
memorized, as they are very important when fighting a Pokémon. How do you 
know which type is strong or weak against which? You would have to memorize 
it. I will list them:

a) Normal:
-2x: None
-0.5x: Rock, Steel
-0x: Ghost

b) Fire:
-2x: Grass, Ice, Bug, Steel
-0.5x: Fire, Water, Rock, Dragon

c) Water:
-2x: Fire, Ground, Rock
-0.5x: Water, Grass, Dragon

d) Electric:
-2x: Water, Flying
-0.5x: Electric, Grass, Dragon
-0x: Ground

e) Grass:
-2x: Water, Ground, Rock
-0.5x: Fire, Grass, Poison, Flying, Bug, Dragon, Steel

f) Ice:
-2x: Grass, Ground, Flying, Dragon
-0.5x: Fire, Water, Ice, Steel

g) Fighting:
-2x: Normal, Ice, Rock, Dark, Steel
-0.5x: Poison, Flying, Psychic, Bug
-0x: Ghost

h) Poison:
-2x: Grass, (Bug RBY)
-0.5x: Poison, Ground, Rock, Ghost
-0x: Steel

i) Ground:
-2x: Fire, Electric, Poison, Rock, Steel
-0.5x: Grass, Bug
-0x: Flying

j) Flying:
-2x: Grass, Fighting, Bug
-0.5x: Electric, Rock, Steel

k) Psychic:
-2x: Fighting, Poison
-0.5x: Psychic, Steel
-0x: Dark

l) Bug:
-2x: Grass, Psychic, Dark, (Poison RBY)
-0.5x: Fire, Fighting, (Poison GSC/RSE/FRLG), Flying, Ghost, Steel

m) Rock:
-2x: Fire, Ice, Flying, Bug
-0.5x: Fighting, Ground, Steel.

n) Ghost:
-2x: (Psychic GSC/RSE/FRLG), Ghost
-0.5x: Dark, Steel
-0x: Normal, (Psychic RBY)

o) Dragon:
-2x: Dragon
-0.5x: Steel

p) Dark:
-2x: Psychic, Ghost
-0.5x: Fighting, Dark, Steel

q) Steel:
-2x: Ice, Rock
-0.5x: Fire, Water, Electric, Steel

It's a pain to memorize this chart if you're a starter, but if you know which 
moves beats which types, then you will deal a lot more damage! Before we move 
on, don't forget that some Pokémon have two types, and Type Alignment 
Advantages can be stacked with each other and other damage multipliers. Let's 
say Charmander uses Ember on a Paras (type: Bug/Grass) and scores a Critical 
Hit. Ember's power will be: 40 (base power) x 1.5 (STAB) x 2 (Fire is strong 
against Bug) x 2 (Fire is strong against Grass) x 2 (Critical Hit) = 480 
damage. Wow, that's a lot of damage! If you encounter a Charmander with your 
Paras, switch right away to a Fire, Water, Rock, or Dragon type immediately! 
These types resist Fire, and Paras falls. Now that you know the basics are 
Type Alignment Advantages, let's try to organize four moves that best fit 
your Pokémon.

2. Move Variety

It is recommended that you vary your moves. If you do this, you will get more 
coverage, meaning you will hit more Pokémon with super-effective attacks and 
less Pokémon with not very effective attacks. If your Charmander was fighting 
a Dratini (type: Dragon) and all Charmander have are Fire attacks, then they 
will be very weak against Dratini! Let's say your teach your Charmander Body 
Slam (type: Normal). This way, you have an attack that deals normal damage 
against Dratini instead of not very effective damage. The point is, one Fire 
move is enough. If you meet a Grass Pokémon, you only need one Fire attack, 
not four. The more variable your moves are, the more cumulative damage output 
it has. Although this section is very brief, the remaining sections of this 
guide will constantly refer back to Move Variety.

3. Area Effects

It is important to talk about this before anything else. Area Effects affect 
the game greatly. They can increase the power of certain types of moves, 
decrease it, power up healing moves, prevent certain situations to happen, or 
even do damage. There are six moves that inflict Area Effects. They are a) 
Sunny Day, b) Rain Dance, c) Sandstorm, d) Hail, e) Mist, and f) Spikes.

a) Sunny Day

Using Sunny Day will:
-Give a 1.5x boost to all Fire Attacks
-Decrease all Water Attacks by half
-Solarbeam requires no charge (more on this later)
-Thunder’s accuracy is reduced to 60%
-The Status Effect "Freeze" cannot be inflicted (more on this later)
-The power of Moonlight, Morning Sun, and Synthesis is doubled (more on this 
 later)
-Pokémon with the Ability "Chlorophyll" has doubled Speed (more on this 
 later)
-The type of the attack "Weatherball" changes to Fire (more on this later)
-The last Area Effect is overridden

b) Rain Dance

Using Rain Dance will:
-Give a 1.5 boost to all Water Attacks
-Decrease all Fire Attacks by half
-Solarbeam's power is reduced in half (more on this later)
-Thunder will always hit
-The power of Moonlight, Morning Sun, and Synthesis is halved (more on this 
 later)
-Pokémon with the Ability "Swift Swim" has doubled Speed (more on this later)
-Pokémon with the Ability "Rain Dish" recovers some HP every turn (more on 
 this later)
-The type of the attack "Weatherball" changes to Water (more on this later)
-The last Area Effect is overridden

c) Sandstorm

Using Sandstorm will:
-Hurt all Pokémon on the field that are not Rock, Ground, and/or Steel
-The type of the attack "Weatherball" changes to Rock (more on this later)
-The last Area Effect is overridden

d) Hail

Using Hail will:
-Hurt all Pokémon on the field that are not Ice
-The type of the attack "Weatherball" changes to Ice (more on this later)
-The last Area Effect is overridden

e) Mist

Using Mist will:
-Prevent all Status Changes (more on this later)
-The last Area Effect is overridden

f) Spikes

Using Spikes will
-Hurt your opponent on switch-ins.
-Can be used up to three times, will not change current Area Effect
-One spikes will take away 1/12 of the opponent's HP on switch-ins, two will 
 take away 1/8, and three will take away 1/4
-Will stay indefinately unless "Rapid Spin" is used

Remember, if your Pokémon uses one of those moves listed above, then you 
should be more careful about what the Area Effect is. Just as above, as more 
information is revealed, these Area Effects will play a larger role.

4. Status Effects

Remember how Ice Punch's special effect was a 10% of inflicting the Freeze 
status to your opponent? Besides Faint, there are five Status Effects: 
Freeze, Burn, Sleep, Paralyze, and Poison. Status Effects stays with that 
Pokémon even if it switches out, so beware of these effects. Note that while 
you are inflicted with one Status Effect, your opponent cannot inflict 
another Status Effect on you.

a) Freeze

When you have the Freeze status, you cannot attack at all and you have to 
wait until you defrost or use certain moves to defrost yourself. Other 
Pokémon (opponent or friendly) can also defrost you, and certain items when 
attached can defrost you. If Sunny Day is in play, you cannot get Freeze 
inflicted upon you. Also, switching to a Pokémon, use Sunny Day, then swithc 
back to the frozen Pokémon, you will become defrosted. If Fire Spin, Flame 
Wheel, or Sacred Fire is used by the frozen Pokémon or its opponent, then the 
frozen Pokémon will be defrosted. If you have another Pokémon in your party 
that knows Heal Bell or Aromatherapy, then you can switch to that Pokémon, 
use that move, and your frozen Pokémon will be defrosted. This is the worse 
Status Effect since there is little you can do to become defrosted. Having a 
Burnt Berry, Miracleberry, Aspear Berry, or Lum Berry attached will cure this 
Status Effect. More about Items Attachment later.

b) Burn

When you have the Burn status, your Attack halves and you lose HP every 
round. This is a bad thing, since Pokémon that rely heavily on Physical 
Attacks will not perform well at all. However, curing the Burn status is much 
easier. As with the above, Heal Bell and Aromatherapy will work, but the 
burned Pokémon can use it too since unlike the Freeze status, burned Pokémon 
can still use moves. The move Refresh rids the user of Burn, Paralyze, and 
Sleep (in special conditions). Also, using Rest would change you Status 
Effect to Sleep and you no longer be burned. Information on the move "Rest" 
will be provided later on. Note that you cannot use Refresh or Rest with the 
Freeze status because you cannot move. Burn does not have a duration, so you 
cannot wait it out. Having an Ice Berry, Miracleberry, Rawst Berry, or Lum 
Berry attached will cure this Status Effect.

c) Sleep

Note: You can use the move "Rest" to inflict the Sleep Status Effect upon 
yourself.

When you have the Sleep status, you go to sleep and cannot use most moves. 
Just like the Freeze status, it is random how long you will be sleeping for, 
but you'll be asleep for at least 2 turns and the most 5 turns. There are two 
moves that you can use while sleeping. They are: Sleep Talk and Snore. Sleep 
Talk randomnly uses a move in your moveset besdies Sleep Talk and you will 
use it while being asleep. Snore (type: Normal) has a base power of 60. By 
using Sleep Talk, you can Sleep Talk Heal Bell and Aromatherapy to get rid of 
the Sleep Status Effect, but you cannot use those moves directly. More about 
self-inflicted Sleep and the move "Rest" later on. Having a Mint Berry, 
Miracleberry, Chesto Berry, or Lum Berry attached will cure this Status 
Effect.

d) Paralyze

When you have the Paralyze status, you have a one in four chances of being 
"fully paralyzed" and not attack. Paralysis cuts your Pokémon's speed to 25% 
of its original speed, probably ensuring that you'll attack second! Just as 
above, you can use Heal Bell, Aromatherapy, Refresh, or Rest to get rid of 
this Status Effect. Paralysis doesn't have a duration, so you cannot wait it 
out. Having PRZCureBerry, Miraclebery, Cheri Berry, or Lum Berry attached 
will cure this Status Effect.

e) Poison

Note: Pokémon that has Poison as (one of) its type(s) cannot be poisoned 
except by the move "Twinneedle."

This one splits into two categories: being poisoned or badly poisoned. 
Besides Poisonpowder, there are moves that has a chance of infliting the 
status Poison. This type of Poison are only normal Poison, and will steadily 
decrease your HP every round. If you are poisoned by the move "Toxic," then 
you are inflicted with Toxic Poison, just it will still show up as the Status 
Effect Poison. This type of Poison is deadly, since you lose more HP for 
every round you've been poisoned! Even if you switch out, the count does not 
reset, but you do not lose HP if you are switched out. Just as above, you can 
use Heal Bell, Aromatherapy, Refresh, or Rest to get rid of this Status 
Effect. Having PSNCureBerry, Miracleberry, Pecha Berry, or Lum Berry attached 
will cure this Status Effect.

5) Status Problems

Status problems are similar to Status Effects, but they can go away if you 
switch out the inflicted Pokémon. Also, many Status Problems can be inflicted 
upon a Pokémon at the same time. In summary, you can inflict one Status 
Effect and many Status Problems on a single Pokémon, until their durations 
expire. While Status Effects and Status Problems do not deal direct damage, 
you can see how they can greatly hinder your opponent's ability to attack or 
defend. Status Effects and Status Problems are usually refered together as 
Status Abnormalities.

a) Confusion

Note: "Outrage" and "Petal Dance" will confuse the user. The move "Teeter 
Dance" will confuse all Pokémon on the field, including your own.

Confusion is probably the most popular Status Problem. When you're confused, 
you have a 50% chance of attacking, and if you don't attack, you hurt 
yourself. To recap, you have a 50% chance of using a move successfully and 
50% chance of hurting yourself. That's not a good thing at all. To clarify, 
you do not attack yourself with the move you selected, but rather your own 
Attack stat attacks your Defense stat. Knowing, this, Pokémon with a high 
Attack tend to hurt themself more when confused and vice-versa. However, 
unlike Paralysis, Confusion only lasts for 2 to 5 turns. You can use Heal 
Bell or Aromatherapy to get rid of the Confusion Status Problem, but remember 
that you don't have to switch to a Pokémon with these moves. When you switch 
Pokémon, all Status Problems go away. Note that Refresh only works with 
Paralyze, Poison, and Burn. Having a Bitter Berry, Miracleberry, Persim 
Berry, or Lum Berry attached with cure this Status Problem.

b) Leech Seed

Note: Grass Pokémon cannot be inflicted with this Status Problem.

There's no doubt about it; this move is extremely annoying. While it reduces 
your opponent's HP every turn, the user actually get healed by the HP that 
the opponent loses. This is deadly especially if you leech high HP Pokémon 
like Snorlax or Blissey. There is no way to get rid of Leech Seed unless you 
switch out.

c) Attract

Note: You cannot infatuate a Pokémon that has the same gender as the user or 
if the Pokémon has no gender.

When you use Attract on a Pokémon, it become infatuated, or attracted to the 
user. Note that your opponent has to have the opposite gender from yours. 
When you're charmed, you have a 50% chance of attacking and a 50% chance of 
not attacking. There is no penalty for not attacking, but Attract lasts 
indefinately. There is no way to get rid of Attract unless you switch out.

d) Disable

When you Disable a Pokémon, one of its move, chosen randomnly, cannot be used 
for some amount of time. This can be frustrating because obviously, it limits 
your movepool. However, you can wait until the Disable goes away or if that 
Pokémon cannot function with that move disabled, then you most switch.

e) Taunt

When you Taunt a Pokémon, it can only use moves that deal damage. If you are 
one of those people who only use attacking moves and not moves that deal 
Status Abnormalities, then you won't mind. However, there are many strategies 
with Taunt, and it will be described later on.

f) Imprison

When you Imprison a Pokémon, it cannot use moves that the user has. There is 
no way to get rid of Imprison unless you switch out.

g) Encore

When you use Encore, your opponent will be forced to use the move it used 
last again. If it works well, then keeping the encored Pokémon in will not be 
an advantage, so you must switch. Encore only lasts 2 to 6 turns though, so 
you can wear it out if you want.

6) Status Changes

(The term "Status Ailments" usually talks about both Status Effects and 
Status Changes)

Status Changes deal with the actually stat of your Pokémon. If you guessed 
it, Status Changing moves increase or decrease Attack, Defense, Special 
Attack, Special Defense, and Speed. Other stats we haven't talked about yet 
and can be changed are Accuracy, Evasion, Boost, and Resistance. Besides from 
the last four, it should be obvious to you what Status Changes do. To 
articulate on this subject, increasing a stat one stage multiplies the stat 
by 1.5x, two stages = 2x, three stages = 2.5x, and the highest you can go is 
six stages = 4x. Using this method, then the reverse is true. Decreasing a 
stat one stage divides the stat by 1.5x, and etc.... This is simple for the 
first five stats listed above. For these ones I'll just list the moves that 
best increase or decrease that stat. I will give further details for the last 
four. Note that None doesn't neccessarily mean that there are no moves that 
do this, but it is not recommended that you do this or the moves have a lot 
accuracy or are not worth using.


a) Attack

Increase: Swords Dance, Dragon Dance, Belly Drum, Bulk Up, Curse
Decrease: Charm, Featherdance, Tickle, Will-o-Wisp

b) Defense

Increase: Iron Defense, Acid Armor, Barrier, Cosmic Power, Bulk Up, Curse
Decrease: Screech, Tickle

c) Special Attack

Increase: Tail Glow, Calm Mind, (Amnesia RBY)
Decrease: None

d) Special Defense

Increase: Amnesia, Cosmic Power, Calm Mind
Decrease: Metal Sound, Fake Tears

e) Speed

Increase: Agility, Dragon Dance
Decrease: Cotton Spore, Scary Face

f) Accuracy

Accuracy is how well the opponent hits you. Decreasing Accuracy one stage 
decreases the original accuracy of the incoming move to 67.4%, two stages to 
53.3%, three stages to 42.5%, four stages to 40.4%, five stages to 32.9%, and 
six stages to 28.4%. These values are experimental values, but they should be 
a close estimate.

Increase: Foresight, Haze
Decrease: Mud Slap, Octazooka, Smokescreen, Sand-Attack

e) Evasion

Evasion is how well you evade or dodge an attack. Increasing Evasion one 
stage decreases the original accuracy of the incoming move to 65.9%, to 
stages to 50.0%, three stages to 44.2%, four stages to 59.6%, five stages to 
67.1%, and six stages to 71.6%. These values are experimental values, but 
they should be a close estimate.

Increase: Double Team, Minimize
Decrease: Foresight, Haze

f) Boost

Boost is when you raise the power of one type of move. For example, "Charge" 
increases the power of Electric attacks. It is not recommended that you use 
boosting moves, since unlike moves that raises Attack or Special Attack, this 
only benefits one type.

g) Resistance

Resistance is when you resist the power of one type of move. For example, 
"Mud Sport" decreases the power of Electric attacks used against you. 
Resistance moves are not entirely non-usable, since your opponent is more 
likely to have more than one move.

7) Other Moves

There are other moves that do not fit the above descriptions. We will analyze 
them here.

a) Haze

This is one of the most important concept in the game, although not the most 
important move. Have you wondered what would happen if your opponent uses 
Swords Dance six times? It would be impossible to beat that Pokémon. When you 
use Haze, every Status Changes on the battling field go away. That annoying 
Scyther's Swords Dances are gone and its attack are back to normal. Be 
careful, since it also takes away your own Status Changes. That is why it is 
not recommended to have Status Changing moves and Haze in a moveset.

b) Roar and Whirlwind

These moves are called Pseudo-Hazing or for short, PHazing. Pseudo-Hazing, if 
you know what pseudo is, means to have the effects of Haze without using the 
move "Haze." When you Roar, you force your opponent to switch (unless under 
special circumstances, which we will talk about later) and if you recall from 
above, Status Changes go away when you switch! This is a clever way to remove 
your opponent's Status Changes without Hazing yourself also. Beware, though, 
that your opponent will have a new Pokémon in, and that Roar and Whirlwind 
almost always go last. This means you will take a hit from your opponent, so 
PHaze fast before your opponent gets a chance to attack! Note that Roar will 
not affect Pokémon with the ability "Soundproof" (more on this later).

c) Baton Pass

Baton Pass is a handy move that could be impossible to beat or could deal you 
a lot of trouble depending on what Pokémon you have. Baton Pass applies the 
Status Changes (listed above) to another Pokémon in your party and then 
automatically switches to that Pokémon. This could be useful, since what if a 
Pokémon with a good Attack doesn't have Swords Dance to raise its Attack some 
more? Simple! You use Swords Dance on another Pokémon that knows Baton Pass, 
then Baton Pass to the Pokémon you want its Attack to increase . While this 
is very useful and can produce unstoppable Pokémon, you have to remember the 
strategies above (Hazing and PHazing) and not overdo this tactic. One thing 
to note though. Baton Pass also pass some of the Status Problems, Substitute 
(more on this later), Perish Song (more about this later) and Mean Look (more 
on this later). It's not very nice to Baton Pass Leech Seed to the next 
Pokémon, since only switching, not Baton Passing, will get rid of Leech Seed.

d) Mean Look and Spider Web

Mean Look is a useful move that does not allow your opponent to switch out. 
Spider Web does the same thing, but most battler refer to both as Mean Look 
or Trapping. Its strategies will be dealt with later, but there are a few 
things that you should know about this move. Baton Pass on both sides will 
keep the Mean Look status. If the user uses Baton Pass to another Pokémon, 
then the opponent is still trapped. If your trapped opponent Baton Pass to 
another Pokémon, then that new Pokémon will still be trapped. This is a good 
way to prevent Hazing or PHazing, since your opponent cannot switch to a 
Pokémon with Haze, Roar, or Whirlwind. If you switch out the user, then the 
trapped opponent will no longer become trapped.

e) Substitute

Oh my, what a wonderful move. Substitute will sacrifice one-fourth of your HP 
and create another copy of that Pokémon. The copy will have the same stats as 
the original, but all hits will be taken by the copy until the so-called 
Substitute breaks. While not very appealing to many beginners, this could 
save you a lot of time and especially good if you predict that your opponent 
will switch. If you use Baton Pass with a Substitute in play, then the 
Substitute will be transfered to the next Pokémon but with the latter 
Pokémon's stats.

f) Fire Spin, Whirlpool, Wrap, etc...

These moves are very special because they prevent the opponent from switch 
for 2 to 5 turns. While doing little dammage, it takes a away a fraction of 
your opponent's HP until your opponent is released.

g) Rapid Spin

I've already explained that Rapid Spin will blow away Spikes. I will clarify 
that it only blow away the Spikes hurting you, not the Spikes you used to 
hurt the opponent. Also, Spikes will release you from restraining moves such 
as Fire Spin and Wrap. It also has a little bonus of doing 20 base damage to 
the enemy.

h) Perish Song

Perish Song can be a weak, easy to avoid move or it can be very deadly. When 
Perish is used, 3 turns later, both sides will faint no matter what! This 
might sound bad, but you can switch out at any time during the count to save 
your Pokémon. Further strategies about Perish Song will be explained later 
on.

i) Protect and Detect

These moves protect the user from any damage done that round. Of course, it 
won't protect the damage taken by Wrap (and other restrianing moves), Hail, 
Sandstorm, Poison, Burn, and Leech Seed. It seems like a move that stalls 
time, but it can be used to predict your opponent's move without losing a lot 
of HP if that move is indeed super-effective. For example, Magneton uses 
Protect against a Venusaur. Venusaur uses Earthquake, and Magneton is 
protected! It is not a waste of move, since you will now probably switch out 
Magneton to prevent being eradicated by Earthquake, which Magneton has a 4x 
weakness against.

j) Double Slap, Rock Blast, Bullet Seed, etc...

These moves are very weak but they attack several times randomnly, 2 to 5, in 
one turn. It seems like a risk only, but these moves are mainly used to break 
Substitute. Let's say use you Rock Blast and you attack four times. The 
Substitute breaks on the second Rock Blast, meaning that the last two Rock 
Blasts will hit your opponent, not the Substitute.

k) Fly, Dig, and Dive

Fly is a two-turn attack, first flying up into the air to avoid most attacks, 
then attack the enemy for 70 damage. Dig and Dive does almost the same for 60 
damage. These moves are mainly used with the item Leftovers attached (more 
about this later) to slowly heal the user's HP. Beware that some moves do hit 
while you're Flying and Diving.

l) Thunder, Twister, and Gust

These moves hit Flying Pokémon. That is about it.

m) Earthquake and Magnitude

These moves hit Diving and Digging Pokémon. That is about it.

n) Endure

Endure makes sure no matter what that you will have at least 1 HP left after 
your opponent strikes you. However, Sandstorm, Hail, Leech Seed, Poison, and 
Burn will not protect you.

o) Swift and Faint Attack

Swift hits no matter what, besides Pokémon using Protect, Detect, Substitute, 
Pokémon using Endure and is at 1 HP, and Ghost Pokémon. Faint Attack hits any 
Pokémon that is visible on the field, meaning that it hits what Swift hits 
besides Flying, Digging, and Diving Pokémon.

p) Dream Eater and Nightmare

Dream Eater can only be used if your opponent is asleep. It is a Psychic 
attack that does 100 damage while 50% of the HP that your opponent lost heals 
you. Nightmare is the same, but for every round that your opponent is asleep, 
it will lose one fourth of its HP. You only need to use Nightmare once.

q) Counter and Mirror Coat

Counter retaliates with double the damage when you are hit by a Physical 
Attack. Mirror Coat retaliates with double the damage when you are hit by a 
Special Attack. This sounds great, but if you use Counter and your opponent 
uses a Special attack, then Counter does nothing. The key here is to predict 
what your opponent will do. Note that if you faint, you cannot Counter to 
faint you opponent. Just a little reminder.

r) Headbutt, Rock Slide, Crunch, etc...

These moves has a chance of flinching the opponent, making them not able to 
attack for that round only. In order to flinch, you need to strike first.

s) Future Sight and Doom Desire

These moves deal damage in the future, or in several rounds. They do not get 
STAB, and they do not consider Type Alignment Advantages.

t) Quick Attack, Mach Punch, and Extremespeed

These moves always attack first, unless both Pokémon uses one of these three, 
then their Speed comes into play. Even though Quick Attack and Mach Punch 
does little damage, it could be use quite effectively with strategy.

u) Heal Bell and Aromatherapy

These move are almost on the bottom of the list mainly because I've talked so 
much about them. As described many times before, they get rid of Status 
Effects and Status Problems on your entire party.

v) Refresh

Like above, I've talked about this move. It heals the Burn, Poison, and 
Paralyze Status Effects.

w) Aeroblast, Slash, Cross Chop, etc...

These moves have a higher chance of dealing a Critical Hit. In fact, their 
chances of dealing a Critical Hit are doubled.

x) Rest

Rest fully recovers your HP and Status Effects (except Freeze) and you go to 
sleep for the next 2 turns. You are under the Status Effect "Sleep."

y) Outrage, Thrash, and Petal Dance

These moves will attack for 2 or 3 turns with that same move, then the user 
is confused. The user during these attacks is uncontrollable, not having a 
choice of using another move or switching out. Even though the user attacks 
two or three times, it only uses up 1 PP.

z) Toxic

I've talked about this move but I want to review it. When you are Toxic 
Poisoned, you lose more HP per round for every round you're not cured. This 
is a deadly attack indeed.

Now, you have learned mostly all you know about moves. This section should 
give you the idea that attacking relentlessly is not the only strategy out 
there. Even though I've given you these moves and what they do, I do not 
expect you to use them effectively...yet. These moves work well together, and 
you will be taught how to. For now, try to memorize some of these moves, or 
constantly refer back to them instead of just saying "I don't have to worry 
since this move doesn't do damage." This is especially true for the Second 
Generation, where most battle stalls, or are so long because these above 
moves are so effective at preventing your opponent from using only damaging 
moves effectively.

-----------------------------------------------------------------------------
IV. Items
-----------------------------------------------------------------------------

The only way items can be used is for attachment. You can only attach one 
item to a Pokémon in the Second and Third generation, so that means RBY 
Pokémon will not use Items in player vs. player battles. There are several 
items are that very good to attach, there are items that you shouldn't even 
bother with, and there are some items that people think are good but in 
reality they are not. This section will list some recommended items to attach 
and some items to avoid. Of course, this mostly applies only for competitive 
battling, and some items that are extremely bad can become useful ingame 
because it is easy to get and NPCs do not think very much by themselves.

Generally, items that boost one stat (like X Attack or Guard Spec. in GSC) or 
items that boosts one type (such as Twistedspoon or Charcoal) are bad. This 
is because they do not benefit the Pokémon entirely, but just a stat or one 
or two attacks. The old saying is, "When in doubt, use Leftovers." The reason 
why is below.

1) Recovery Items

a) Leftovers

This item is great. Every turn, it heals one-sixteenth (1/16) of your maximum 
HP. This does not sound very good, but think about it. If you last 8 moves, 
then your HP has healed by half of your maximum HP! If you end up in the 
yellow or red zone after 8 turns, then you know that Leftovers has saved you. 
This is the most used item on every competitive team, since between 4 and 5 
out of 6 Pokémon will hold Leftovers. To recap, you heal automatically 
without using a healing move.

b) Shell Bell

This is another healing item, but it acts quite differently. When you attack 
someone, Shell Bell will restore one-eighth (1/8) of the damage taken by your 
opponent back to you. While this sounds wonderful, it's not. First, it can 
only recover HP if you use a move that damages your opponent. Second, for 
Shell Bell to roughly equal the power of Leftovers, that move must take away 
half of your opponent's HP. Since that is a hard quota to get to, Leftovers 
is superior. However, Shell Bell is a good substitute for Leftovers on 
Pokémon that you use to attack often and if you are too lazy (or have no way 
to trade) to get 4 to 5 leftovers by trading.

c) Miracleberry or Lum Berry

These items heal every Status Effect and Confusion immediately on the user. 
However, it can only be used once per battle. This item is mostly found on 
attackers, who cannot be hindered by Paralysis killing its Speed or Burn 
killing its Attack. Miracleberry is for GSC and Lum Berry is for RSE/FRLG.

d) Mint Berry or Chesto Berry

These items only heal the Sleep Status Effect, but they are sometimes 
preferred over Miracleberries and Lum Berries. Pokémon with the move "Rest" 
usually have this berry attached, since it is a free 100% HP Recovery move 
and you wake up right away. If you have Miracleberry or Lum Berry attached, 
an opponent might Paralyze you and you will cure the Paralysis, making 
Miracleberry or Lum Berry not usable for Rest again. Remember that Rest also 
recovers Status Effects such as Paralysis.

2) Stat Changing and Related Items

a) Scope Lens

This item increases the chance of getting a Critical Hit. When used properly 
on certain Pokémon, each time you attack you will have a 50% chance of 
dealing a Critical Hit.

b) Quick Claw

This item gives you a 10% chance of going first. True that a 10% chance is 
bad and true that this item is generally not useful, but in some very rare 
cases, it could be useful.

c) Brightpowder

This item gives you a 10% chance of evading your opponent's attack. 
Basically, this item gives a 0.9x multiplier to every attack coming at you. 
If your opponent attacks you with Heat Wave (accuracy: 90%), then Heat Wave's 
accuracy is now 90% x 0.9 = 81%. It's really unreliable, but like Quick Claw, 
there are some rare applications to it.

3) Pokémon-Specific Items

a) Thick Club

This item doubles the attack of Cubone and Marowak. It's only for Marowak, 
but unlike X Attack, which gives s 10% boost to Attack, this gives a 100% 
boost to Attack, so it's worth using.

b) Soul Dew

This item gives both Special Attack and Special Defense a 1.5x multiplier 
when attached to Latias or Latios. Like Thick Club, it is Pokémon-specific, 
and it makes Latias and Latios extremely powerful. Beware that some battlers 
will forbid this item on Latias and Latios.

c) Metal Powder

This item gives both Attack and Defense a 1.5x multiplier when attached to 
Ditto. Like Thick Club, it is Pokémon-specific.

4) Third Generation Items

k) Choice Band (RSE/FRLG only)

This item multiplies your Attack status (not Special Attack also) by 1.5x. 
While doing so, you can only use one move from your moveset, unless you 
switch out. This might sound appealing or pure unusable to some people, but 
when used correctly, it works wonders.

l) White Herb (RSE/FRLG only)

This item rids Status Changes inflicted upon you either by your opponent, by 
the user, or by a user's teammate (or party-mate if you so want to call it 
that). However, this item can only be used once. If your opponent uses Charm, 
then White Herb will cure your Defense decrease right away. If you use 
Overheat, then White Herb will cure your Special Attack decrease right away. 
If Umbreon uses Curse six times and Baton Passes to you, then White Herb will 
cure your Speed decrease right away while keeping the Attack and Defense 
increases. It is handy in a couple of situations.

m) Salac Berry, Petaya Berry, and Leichi Berry (RSE/FRLG only)

These items increase a certain stat by one stage when your health reaches 
25%. Salac Berry increases Speed, Petaya Berry increases Attack, and Leichi 
Berry increases Special Attack. There are other berries that increase 
different stats, but those are usually not used so they will not be included.

-----------------------------------------------------------------------------
V. Individual Values (IVs)
-----------------------------------------------------------------------------

This section goes further into depth and the game's calculations. This 
section can be skipped and you can go back to this later, but it helps to 
understand one move of the game, Hidden Power. IVs, sometimes called 
Determinant Values (DVs), are hidden values in the game that generates the 
random stats of your Pokémon. In the Second Generation, IVs range from 0 to 
15. In the Third Generation, IVs range from 2 to 31. What do I mean by random 
stats? For example, a Pokémon with an Attack IV of 8 might have an Attack of 
334, while a Pokémon with an Attack IV of 14 might have an Attack of 342. The 
higher the IV, the higher the stat. For GSC, there are 5 IV stats: HP, 
Attack, Defense, Special, and Speed, with each one ranging from 0 to 15. Note 
that both Special Attack and Special Defense from GSC comes from the same IV 
stat. This means that Special Attack and Special Defense in GSC will always 
complement each other. For RSE/FRLG, there are 6 IV stats: HP, Attack, 
Defense, Special Attack, Special Defense, and Speed, with each ranging from 2 
to 31. IVs are irrelevant when battling over GameBoys because it is so hard 
to get ones with the IVs you like. Once again, IVs are hidden values (there 
are ways to find it if you search for an IV calculator on the internet) and 
are random. However, if you battle online, where you can set the IVs of your 
Pokémon, then it will play a huge factor.

1) Shiny Pokémon

In the Second Generation, and only in the Second Generation did IVs have 
anything to do with Shiny Pokémon. Basically, if all of your IVs are 10 (HP, 
Attack, Defense, Special, and Speed), then your Pokémon is shiny. Granted 
that having IVs of 10 will not yield the greatest stats, but if you battle 
online and want to make your Pokémon shiny, then make all of its IVs 10.

2) Hidden Power

As I stated above, IVs come into calculation with the move Hidden Power. 
Before I go on, this is a fair warning. The rest of this guide will consists 
of lots of numbers and calculations. This is a strategic part of Pokémon, and 
serious battlers know better than just push buttons. While this will be very 
interesting to some, knowing sections I - IV would already make you a better 
battler by far. However, the rest of the guide will separate the good from 
the great.

Back on topic, Hidden Power is a move that does from 68 and 70 damage and can 
be any type except Normal. While this seems random, it is only to a point. 
The random part is to get the IVs needed for Hidden Power's type and damage, 
since IVs determines Hidden Power's type and damage. Note that Hidden Power 
is usually abbreviated as "HP: Type" since you would want to specify which 
type your Hidden Power is. For example, I would say that my Gyarados has HP: 
Flying. Now that we know that IVs contribute to Hidden Power, we will find 
out how.

a) The Second Generation

Attack and Defense IVs determine Hidden Power's type in GSC. For the purposes 
of the Pokémon not sucking, I will list what IVs needed to get what type from 
8-15 instead of 0-15.

Attack IV-Defense IV-Type of Hidden Power

8-8-Fighting
8-9-Flying
8-10-Poison
8-11-Ground
8-12-Fighting
8-13-Flying
8-14-Poison
8-15-Ground

9-8-Rock
9-9-Bug
9-10-Ghost
9-11-Steel
9-12-Rock
9-13-Bug
9-14-Ghost
9-15-Steel

10-8-Fire
10-9-Water
10-10-Grass
10-11-Electric
10-12-Fire
10-13-Water
10-14-Grass
10-15-Electric

11-8-Psychic
11-9-Ice
11-10-Dragon
11-11-Dark
11-12-Psychic
11-13-Ice
11-14-Dragon
11-15-Dark

12-8-Fighting
12-9-Flying
12-10-Poison
12-11-Ground
12-12-Fighting
12-13-Flying
12-14-Poison
12-15-Ground

13-8-Rock
13-9-Bug
13-10-Ghost
13-11-Steel
13-12-Rock
13-13-Bug
13-14-Ghost
13-15-Steel

14-8-Fire
14-9-Water
14-10-Grass
14-11-Electric
14-12-Fire
14-13-Water
14-14-Grass
14-15-Electric

15-8-Psychic
15-9-Ice
15-10-Dragon
15-11-Dark
15-12-Psychic
15-13-Ice
15-14-Dragon
15-15-Dark

You might be wondering how to use these numbers, and it's all very simple. 
Once again, if you're battling over GameBoys, then don't even consider 
getting a specific IV for more than one stat, because it is just too hard. If 
you are battling online, you can set the IVs so it will yield a certain type 
of Hidden Power. For example, you want your Celebi to have HP: Electric. You 
should then set your Attack IV to 14 and your Defense IV to 15. Note that 
Celebi doesn't use its Physical Attack (or it shouldn't) anyways so lowering 
its Attack IV won't really make a big difference. Now, how do you know what 
will be the power of Hidden Power? The Special IVs determine this. Once 
again, I will provides IVs from 8-15 to not Butcher your Pokémon's Special.

Special IV-Power of Hidden Power

8-68
9-69
10-69
11-70
12-68
13-69
14-69
15-70 

b) The Third Generation

The Third Generation is more complicated, since all IVs are considered into 
Hidden Power's type. It is crucial to consider the best IVs for your Pokémon. 
For example, to get HP: Rock, you can use 31 Hit Points, 31 Attack, 30 
Defense, 30 Speed, 31 Special Attack, and 30 Special Defense IVs, or 30 Hit 
Points, 30 Attack, 31 Defense, 30 Speed, 31 Special Attack,k or 30 Special 
Defense IVs. Since both yields HP: Rock, we need to pick the better once. 
Note that one uses 31 Attack IVs and one uses 30 Attack IVs. It is 
recommended to use the one with 31 Attack IVs since HP: Rock is a Physical 
Attack and it's more compatible with a higher Attack stat. This is assuming 
that the rest of this Pokémon's damaging moves are Physical Attacks, as it 
should be. Here is a list of all the highest combinations of IVs to get 
different types of Hidden Power with 70 Power. Since all 6 IVs come into 
consideration, a complete list would be confusing and not needed. Once again, 
pick the IVs combination that does not exploit your Pokémon's weakness or 
downgrade your Pokémon's strengths. A common mistake is HP: Ice on Jolteon. 
You have to choose the combination that retains Jolteon's high Speed, or else 
Aerodactyl can beat it.

HP/Attack/Defense/Speed/Special Attack/Special Defense

Fighting:
31/31/30/30/30/30, Attack advantage
30/30/31/30/30/30, Defense advantage

Flying:
31/31/31/30/30/30, Attack and Defense advantage
30/30/30/31/30/30, Speed advantage

Poison:
31/31/30/31/30/30, Attack advantage
30/30/31/31/30/30, Defense advantage

Ground:
31/31/31/31/30/30, best combination

Rock:
31/31/30/30/31/30, Attack advantage
30/30/31/30/31/30, Defense advantage

Bug:
31/31/31/30/31/30, Attack and Defense advantage
31/30/30/31/31/30, Speed advantage

Ghost:
31/31/30/31/31/30, best combination

Steel:
31/31/31/31/31/30, Attack, Defense, and Speed advantage
31/30/30/30/30/31, Special Defense advantage

Fire:
31/31/30/30/30/31, Attack advantage
31/30/31/30/30/31, Defense advantage

Water:
31/31/31/30/30/31, Attack and Defense advantage
31/30/30/31/30/31, Speed advantage

Grass:
31/30/31/31/30/31, HP advantage
30/31/31/31/30/31, Attack advantage

Electric:
31/30/30/30/31/31, Special Attack advantage
31/31/31/31/30/31, Speed and Defense advantage

Psychic:
31/30/31/30/31/31, best combination

Ice:
31/30/30/31/31/31, Speed advantage
31/31/31/30/31/31, Attack and Defense advantage

Dragon:
31/30/31/31/31/31, HP advantage
30/31/31/31/31/31, Attack advantage

Dark:
31/31/31/31/31/31, best combination

-----------------------------------------------------------------------------
VI. Effort Values (EVs)
-----------------------------------------------------------------------------

First, please note that EVs only appear in the Third Generation. EVs are 
hidden values that can increase your Pokémon's stats. You can obtain EVs for 
every stat (HP, Attack, Defense, Special Attack, Special Defense, and Speed), 
with a maximum of 255 EVs for one single stat and 510 EVs total for all of 
the stats combined. For every 4 EVs of one stat, your Pokémon will gain 1 
point to that stat. For example, if you gained 4 Attack EVs, then your 
Pokémon will gain 1 point in its Attack stat. It sounds great, right? How, 
then, do you obtain EVs to raise your Pokémon's stats?

1) Vitamins

Vitamins are HP Up, Protein, Iron, Calcium, Zinc, and Carbos. Each vitamin 
will give you 10 EVs of HP, Attack, Defense, Special Attack, Special Defense, 
and Speed, respectively. However, you can only use 10 Vitamins of each kind, 
with a total of 51 Vitamins can be used.

2) Fainting a Pokémon

Believe it or not, fainting a Pokémon will gives you from 1 to 3 EVs of one 
stat, or the EVs could be split into 2 stats but the maximum EVs you can get 
total from one Pokémon is 3. For example, Aron gives +1 Defense EVs. If you 
fight a lot of Arons, then your Pokémon's Defense will raise faster than your 
other stats, since for every four Arons you faint, you get +1 to your Defense 
stat. Since the maximum EVs you can gain for one stat is 255, the EVs that 
you can use is actually 252, since 252 can be divided by 4. This is important 
if you go through a process of "EVs training," meaning that you will only 
battle certain Pokémon to get the EVs you want. Giving a Pokémon 255 EVs of 
one stat is a waste of 3 EVs, since instead of 255 + 255 = 510, you can split 
up 252 + 252 + 6 = 510, and the 6 EVs (actually 4) will be used for another 
stat. Two EVs will be left unusued no matter what. Even if you're not so keen 
on undergoing complete EVs training, you can train in an area where there are 
many Pokémon that gives the EVs that you want. If you battle online, you will 
be able to set your Pokémon's EVs. This is very important because you can 
give up to 63 points to a single stat using EVs. I will now provide a list of 
which Pokémon recieves what EVs.

Note: Although it seems better to try to look for Pokémon that gives +2 or +3 
EVs, these Pokémon are probably very rare and are not populous, so it is 
actually faster to find an area with many Pokémon with +1 EVs and faint them 
instead.

Pokémon       EVs received   other EVs received

a) HP EVs

Caterpie         1 Point      None
Nidoran (F)      1 Point      None
Nidorina         2 Points     None
Nidoqueen        3 Points     None
Clefairy         2 Points     None
Clafable         3 Points     None
Jigglypuff       2 Points     None
Wigglytuff       3 Points     None
Slowpoke         1 Point      None
Grimer           1 Point      None
Muk              1 Point      1 Point (Attack)
Lickitung        2 Points     None
Chansey          2 Points     None
Kangaskhan       2 Points     None
Lapras           2 Points     None
Ditto            1 Point      None
Vaporeon         2 Points     None
Snorlax          2 Points     None
Mew              3 Points     None
Hoothoot         1 Point      None
Noctowl          2 Points     None
Chinchou         1 Point      None
Lanturn          2 Points     None
Igglybuff        1 Point      None
Marill           2 Points     None
Azumarill        3 Points     None
Wooper           1 Point      None
Quagsire         2 Points     None
Piloswine        1 Point      1 Point (Attack)
Phanpy           1 Point      None
Blissey          2 Points     None
Entei            1 Point      2 Points (Attack)
Celebi           3 Points     None
Wurmple          1 Point      None
Shroomish        1 Point      None
Slakoth          1 Point      None
Slaking          3 Points     None
Shedinja         2 Points     None
Whismur          1 Point      None
Loudred          2 Points     None
Exploud          3 Points     None
Makuhita         1 Point      None
Hariyama         2 Points     None
Azurill          1 Point      None
Delcatty         1 Point      1 Point (Speed)
Gulpin           1 Point      None
Swalot           2 Points     None
Wailmer          1 Point      None
Wailord          2 Points     None
Barboach         1 Point      None
Whiscash         2 Points     None
Castform         1 Point      None
Tropius          2 Points     None
Wynaut           1 Point      None
Snorunt          1 Point      None
Glalie           2 Points     None
Spheal           1 Point      None
Sealeo           2 Points     None
Walrein          3 Points     None               
Relicanth        1 Point      1 Point (Defense)
Jirachi          3 Points     None

b) Attack EVs

Beedrill         2 Points     1 Point (Sp. Defense)
Ekans            1 Point      None
Arbok            2 Points     None
Nidoran (M)      1 Point      None
Nidorino         2 Points     None
Nidoking         3 Points     None
Paras            1 Point      None
Parasect         2 Points     1 Point (Defense)
Mankey           1 Point      None
Primape          2 Points     None
Growlithe        1 Point      None
Arcanine         2 Points     None
Machop           1 Point      None
Machoke          2 Points     None
Machamp          3 Points     None
Bellsprout       1 Point      None
Weepinbell       2 Points     None
Victreebel       3 Points     None
Muk              1 Point      1 Point (HP)
Krabby           1 Point      None
Kingler          2 Points     None
Hitmonlee        2 Points     None
Rhydon           2 Points     None
Goldeen          1 Point      None
Seaking          2 Points     None
Scyther          1 Point      None
Pinsir           2 Points     None
Tauros           1 Point      1 Point (Speed)
Gyarados         2 Points     None
Flareon          2 Points     None
Dratini          1 Point      None
Dragonair        2 Points     None
Dragonite        3 Points     None
Totodile         1 Point      None
Croconaw         1 Point      1 Point (Defense)
Feraligatr       2 Points     1 Point (Defense)
Sentret          1 Point      None
Spinarak         1 Point      None
Ariados          2 Points     None
Unown            1 Point      1 Point (Sp. Attack)
Snubull          1 Point      None
Granbull         2 Points     None
Qwilfish         1 Point      None
Scizor           2 Points     None
Heracross        2 Points     None
Teddiursa        1 Point      None
Ursaring         2 Points     None
Swinub           1 Point      None
Piloswine        1 Point      1 Point (HP)
Octillery        1 Point      1 Point (Sp. Attack)
Kingdra          1 Point      1 Point (Sp. Attack & Sp. Defense)
Donphan          1 Point      1 Point (Defense)
Stantler         1 Point      None
Tyrogue          1 Point      None
Entei            2 Points     1 Point (HP)
Larvitar         1 Point      None
Pupitar          2 Points     None
Tyranitar        3 Points     None
Combusken        1 Point      1 Point (Sp. Attack)
Blaziken         3 Points     None
Mudkip           1 Point      None
Marshtomp        2 Points     None
Swampert         3 Points     None
Poochyena        1 Point      None
Mightyena        2 Points     None
Nuzleaf          2 Points     None
Shiftry          3 Points     None
Breloom          2 Points     None
Sableye          1 Point      1 Point (Defense)
Mawile           1 Point      1 Point (Defense)
Carvanha         1 Point      None
Sharpedo         2 Points     None
Camerupt         1 Point      1 Point (Sp. Attack
Trapinch         1 Point      None
Vibrava          1 Point      1 Point (Speed)
Flygon           1 Point      2 Points (Speed)
Cacturne         1 Point      1 Point (Sp. Attack)
Zangoose         2 Points     None
Seviper          1 Point      1 Point (Sp. Attack)
Solrock          2 Points     None
Corpish          1 Point      None
Crawdaunt        2 Points     None
Anorith          1 Point      None
Armaldo          2 Points     None
Shuppet          1 Point      None
Banette          2 Points     None
Absol            2 Points     None
Huntail          1 Point      1 Point (Defense)
Bagon            1 Point      None
Salamence        3 Points     None
Groudon          3 Points     None
Rayquaza         2 Points     1 Point (Sp. Attack)
Deoxys           1 Point      1 Point (Sp. Attack & Speed)

c) Defense EVs

Squirtle         1 Point      None
Wartortle        1 Point      1 Point (Sp. Defense)
Metapod          2 Points     None
Kakuna           2 Points     None
Sandshrew        1 Point      None
Sandslash        2 Points     None
Parasect         1 Point      2 Points (Attack)
Poliwrath        3 Points     None
Geodude          1 Point      None
Graveler         2 Points     None
Golem            3 Points     None
Slowbro          2 Points     None
Shellder         1 Point      None
Cloyster         2 Points     None
Onix             1 Point      None
Exeggcute        1 Point      None
Cubone           1 Point      None
Marowak          2 Points     None
Koffing          1 Point      None
Weezing          2 Points     None
Rhyhorn          1 Point      None
Tangela          1 Point      None
Seadra           1 Point      1 Point (Sp. Attack)
Omanyte          1 Point      None
Omastar          2 Points     None
Kabuto           1 Point      None
Kabutops         2 Points     None
Bayleef          1 Point      1 Point (Sp. Defense)
Meganium         1 Point      2 Points (Sp. Defense)
Croconaw         1 Point      1 Point (Attack)
Feraligatr       1 Point      2 Points (Attack)
Sudowoodo        2 Points     None
Pineco           1 Point      None
Forretress       2 Points     None
Gligar           1 Point      None
Steelix          2 Points     None
Shuckle          1 Point      1 Point (Sp. Defense)
Magcargo         2 Points     None
Corsola          1 Point      1 Point (Sp. Defense)
Skarmory         2 Points     None
Donphan          1 Point      1 Point (Attack)
Miltank          2 Points     None
Suicune          1 Point      2 Points (Sp. Defense)
Silcoon          2 Points     None
Cascoon          2 Points     None
Seedot           1 Point      None
Pelipper         2 Points     None
Nincada          1 Point      None
Nosepass         1 Point      None
Sableye          1 Point      1 Point (Attack)
Mawile           1 Point      1 Point (Attack)
Aron             1 Point      None
Lairon           2 Points     None
Aggron           3 Points     None
Torkoal          2 Points     None
Duskull          1 Point      1 Point (Sp. Defense)
Dusclops         1 Point      2 Points (Sp. Defense)
Clamperl         1 Point      None
Huntail          1 Point      1 Point (Attack)
Relicanth        1 Point      1 Point (HP)
Shelgon          2 Points     None
Beldum           1 Point      None
Metang           2 Points     None
Metagross        3 Points     None
Regirock         3 Points     None
Registeel        2 Points     1 Point (Sp. Defense)

d) Special Attack EVs

Bulbasaur        1 Point      None
Ivysaur          1 Point      1 Point (Sp. Defense)
Venusaur         2 Points     1 Point (Sp. Defense)
Charmeleon       1 Point      1 Point (Speed)
Charizard        3 Points     None
Butterfree       2 Points     1 Point (Sp. Defense)
Oddish           1 Point      None
Gloom            2 Points     None
Vileplum         3 Points     None
Venomoth         1 Point      1 Point (Speed)
Psyduck          1 Point      None
Golduck          2 Points     None
Abra             1 Point      None
Kadabra          2 Points     None
Alakazam         3 Points     None
Magnemite        1 Point      None
Magneton         2 Points     None
Gastly           1 Point      None
Hunter           2 Points     None
Gengar           3 Points     None
Exeggutor        2 Points     None
Horsea           1 Point      None
Seadra           1 Point      1 Point (Defense)
Jynx             2 Points     None
Magmar           2 Points     None
Porygon          1 Point      None
Zapdos           3 Points     None
Moltres          3 Points     None
Mewtwo           3 Points     None
Quilava          1 Point      None
Typhlosion       3 Points     None
Natu             1 Point      None
Xatu             1 Point      1 Point (Speed)
Mareep           1 Point      None
Flaaffy          2 Points     None
Ampharos         3 Points     None
Sunkern          1 Point      None
Sunflora         2 Points     None
Espeon           2 Points     None
Misdreavus       1 Point      1 Point (Sp. Defense)
Unown            1 Point      1 Point (Attack)
Girafarig        2 Points     None
Slugma           1 Point      None
Remoraid         1 Point      None
Octillery        1 Point      1 Point (Attack)
Houndour         1 Point      None
Houndoom         2 Points     None
Kingdra          1 Point      1 Point (Attack & Sp. Defense)
Porygon2         2 Points     None
Smoochum         1 Point      None
Raikou           1 Point      2 Points (Speed)
Torchic          1 Point      None
Combusken        1 Point      1 Point (Attack)
Beautifly        3 Points     None
Ralts            1 Point      None
Kirlia           2 Points     None
Gardevoir        3 Points     None
Masquerain       1 Point      1 Point (Sp. Defense)
Roselia          1 Point      None
Numel            1 Point      None
Camerupt         1 Point      1 Point (Attack)
Spinda           1 Point      None
Cacnea           1 Point      None
Cacturne         1 Point      1 Point (Attack)
Seviper          1 Point      1 Point (Attack)
Lunatone         2 Points     None
Chimecho         1 Point      1 Point (Sp. Defense)
Gorebyss         2 Points     None
Latios           3 Points     None
Kyogre           3 Points     None
Rayquaza         1 Point      2 Points (Attack)
Deoxys           1 Point      1 Point (Attack & Speed)

e) Special Defense EVs

Ivysaur          1 Point      1 Point (Sp. Attack)
Venusaur         1 Point      2 Points (Sp. Attack)
Wartortle        1 Point      1 Point (Defense)
Blastoise        3 Points     None
Butterfree       1 Point      2 Points (Sp. Attack)
Beedrill         1 Point      2 Points (Attack)
Ninetales        1 Point      1 Point (Speed)
Venonat          1 Point      None
Tentacool        1 Point      None
Tentacruel       1 Point      None
Drowzee          1 Point      None
Hypno            2 Points     None
Hitmonchan       2 Points     None
Mr. Mime         2 Points     None
Eevee            1 Point      None
Articuno         3 Points     None
Chikorita        1 Point      None
Bayleef          1 Point      1 Point (Defense)
Meganium         2 Points     1 Point (Defense)
Ledyba           1 Point      None
Ledian           2 Points     None
Cleffa           1 Point      None
Togepi           1 Point      None
Togetic          2 Points     None
Bellossom        3 Points     None
Politoed         3 Points     None
Hoppip           1 Point      None
Umbreon          2 Points     None
Slowking         3 Points     None
Misdreavus       1 Point      1 Point (Sp. Attack)
Shuckle          1 Point      1 Point (Defense)
Corsola          1 Point      1 Point (Defense)
Mantine          2 Points     None
Kingdra          1 Point      1 Point (Attack & Sp. Attack)
Hitmontop        2 Points     None
Suicune          2 Points     1 Point (Defense)
Lugia            3 Points     None
Ho-oh            3 Points     None
Dustox           3 Points     None
Lotad            1 Point      None
Lombre           1 Point      None
Ludicolo         3 Points     None
Masquerain       1 Point      1 Point (Sp. Attack)
Spoink           1 Point      None
Grumpig          2 Points     None
Swablu           1 Point      None
Altaria          2 Points     None
Baltoy           1 Point      None
Claydol          1 Point      None
Lileep           1 Point      None
Cradily          2 Points     None
Milotic          2 Points     None
Kecleon          1 Point      None
Duskull          1 Point      1 Point (Defense)
Dusclops         2 Points     1 Point (Defense)
Chimecho         1 Point      1 Point (Sp. Attack)
Regice           3 Points     None
Registeel        1 Point      2 Points (Defense)
Latias           3 Points     None

f) Speed EVs

Charmander       1 Point      None
Charmeleon       1 Point      1 Point (Sp. Attack)
Weedle           1 Point      None
Pidgey           1 Point      None
Pidgeotto        2 Points     None
Pidgeot          3 Points     None
Rattata          1 Point      None
Raticate         2 Points     None
Spearow          1 Point      None 
Fearow           2 Points     None
Pikachu          2 Points     None
Raichu           3 Points     None
Vulpix           1 Point      None
Ninetales        1 Point      1 Point (Sp. Defense)
Zubat            1 Point      None
Goldbat          2 Points     None
Venomoth         1 Point      1 Point (Sp. Attack)
Diglett          1 Point      None
Dugtrio          2 Points     None
Meowth           1 Point      None
Persian          2 Points     None
Poliwag          1 Point      None
Poliwhirl        2 Points     None
Ponyta           1 Point      None
Rapidash         2 Points     None
Voltorb          1 Point      None
Electrode        2 Points     None
Staryu           1 Point      None
Starmie          2 Points     None
Electabuzz       2 Points     None
Tauros           1 Point      1 Point (Attack)
Magikarp         1 Point      None
Jolteon          2 Points     None
Aerodactyl       2 Points     None
Cyndaquil        1 Point      None
Quilava          1 Point      None
Furret           2 Points     None
Crobat           3 Points     None
Pichu            1 Point      None
Xatu             1 Point      1 Point (Sp. Attack)
Skiploom         2 Points     None
Jumpluff         3 Points     None
Aipom            1 Point      None
Yanma            2 Points     None
Murkrow          1 Point      None
Sneasel          1 Point      None
Delibird         1 Point      None
Smeargle         1 Point      None
Elekid           1 Point      None
Magby            1 Point      None
Raikou           2 Points     1 Point (Sp. Attack)
Treecko          1 Point      None
Grovyle          2 Points     None
Sceptile         3 Points     None
Zigzagoon        1 Point      None
Linoone          2 Points     None
Taillow          1 Point      None
Swellow          2 Points     None
Wingull          1 Point      None
Surskit          1 Point      None
Vigoroth         2 Points     None
Ninjask          2 Points     None
Skitty           1 Point      None
Delcatty         1 Point      1 Point (HP)
Meditite         1 Point      None
Medicham         2 Points     None
Electrike        1 Point      None
Manectric        2 Points     None
Plusle           1 Point      None
Minun            1 Point      None
Volbeat          1 Point      None
Illumise         1 Point      None
Vibrava          1 Point      1 Point (Attack)
Flygon           2 Points     1 Point (Attack)
Feebas           1 Point      None
Luvdisc          1 Point      None
Deoxys           1 Point      1 Point (Attack & Sp. Attack)


3) Ways to speed up EVs Training

Yes there are, and they're not really hard to get (well some of them). The 
items or events below affect EVs Training in some way.

a) Macho Brace

The game does not tell you what the Macho Brace is for, besides the fact that 
it halves the wearer's Speed. That can't be all that it does, since it will 
make the Macho Brace useless. In fact, the wearer will gain double whatever 
EVs it gets. Fainting a Taillow while wearing a Macho Brace will give you 2 
Speed EVs (Taillow originally gives 1 Speed EV). If your Pokémon is at a high 
level and won't be affected by the huge Speed decrease, then please use this 
great item!

b) EXP. SHARE

As you all know, the wearer of EXP. SHARE gets half of the experience while 
not in battle. Also, the wearer will get EVs, not half, but full. If your 
Jolteon faints a Taillow and your Zigzagoon (that was never in battle) has 
EXP. SHARE attached, then both Jolteon and Taillow gains 1 EV. This is a good 
way to train up weak Pokémon both experience-wise and EV-wise.

c) The PokéRUS

If you haven't heard of this before, the PokéRUS doubles the EVs received, 
just like the Macho Brace. This is good, but the PokéRUS is random whether or 
not it will infect one of your Pokémon. If you're lucky enough to have it, 
then it will infect your whole party. The PokéRUS will go away, so if you 
want to keep it so that it could infect new Pokémon, then put one infected 
Pokémon in a box, since the PokéRUS doesn't go away if the infected Pokémon 
is in a box. When the want to infect a new Pokémon, withdraw the infected 
Pokémon and when it infects your party, put it in a box again. Note that a 
Pokémon that has been infected by the PokéRUS will not get PokéRUS again, 
since its Memory T Cells will ensure that.

-----------------------------------------------------------------------------
VII. Traits
-----------------------------------------------------------------------------

First, please note that Traits only appear in the Third Generation. Each 
Pokémon has an Trait, or Ability, and they will benefit the Pokémon in one 
way. Some Pokémon has unique Traits that only that Pokémon can have. Note 
that these are not moves, but they will activate indefinately or when an 
event happened. You do not "use" these Traits, but they are automatic. Right 
now, it's only important that you know Traits exist and that they are 
something not to overlook. Below is the list of all the Abilities in 
alphabetical order and what they do. For the sake of simplicity, they will 
not include their functions in the field, but just in battles.

1) Air Lock
When a Pokémon with this Trait is active, all effects of the current weather 
are completely negated.

2) Arena Trap
Pokémon with this Trait prevent any opposing Pokémon from leaving play, 
except those that are Flying type or possess the Trait Levitate.

3) Battle Armor
Pokémon with this Trait have a thick layer of armor that prevents Critical 
Hits.

4) Blaze
When the HP of a Pokémon with this Trait falls below 1/3 it's total HP, that 
Pokémon's Fire type attacks will do 1.5x damage.

5) Cacophony
Pokémon with this Trait negate the effects of Sound Moves by drowning them 
out.

6) Chlorophyll
Pokémon with this Trait absorb sunlight to double their Speed while it is 
Sunny.

7) Clear Body
Pokémon with this Trait are completely immune to all stat-lowering attacks.

8) Cloud Nine
When a Pokémon with this Trait is active, all effects of the current weather 
are completely negated.

9) Color Change
When a Pokémon with this Trait is attacked, it will change its type to that 
of the move it was hit with.

10) Compoundeyes
Pokémon with this Trait have large eyes, making all attacks 30% more 
accurate.

11) Cute Charm
When a Pokémon with this Trait is attacked with a Contact Move, there is a 
30% chance of the attacker becoming Attracted if the attacker is of the 
opposite gender.

12) Damp
When a Pokémon with this Trait is active, the battle arena becomes so damp 
that no active Pokémon can use Explosion or Selfdestruct.

13) Drizzle
Pokémon with this Trait cause Rain to fall for the remainder of the battle 
when they enter play.

14) Drought
Pokémon with this Trait cause the weather to be Sunny for the remainder of 
the battle when they enter play.

15) Early Bird
When a Pokémon with this Trait falls asleep, the duration of its sleep will 
be only half as long as it would have been.

16) Effect Spore
When a Pokémon with this Trait is attacked with a Contact Move, there is a 
10% chance of the attacker becoming either Paralyzed, Poisoned, or Asleep.

17) Flame Body
When a Pokémon with this Trait is attacked with a Contact Move, there is a 
30% chance of the attacker becoming Burned.

18) Flash Fire
When a Pokémon with this Trait is attacked with a Fire type move, it becomes 
immune to all Fire type moves, and its own Fire type moves become 1.5x more 
powerful.

19) Forecast
Pokémon with this Trait change their type according to the weather.

20) Guts
When a Pokémon with this Trait receives a status ailment, its Attack is 
increased by 1.5x.

21) Huge Power
Pokémon with this Trait have double their normal Attack.

22) Hustle
Physical attacks from Pokémon with this Trait do 1.5x more damage, but their 
accuracy is 20% lower.

23) Hyper Cutter
Pokémon with this Trait are extremely fierce, and their Attack cannot be 
lowered.

24) Illuminate
Pokémon with this Trait emit a warm glow that attracts wild Pokémon. It has 
no effect in battle.

25) Immunity
Pokémon with this move have a natural immunity to all forms of Poison.

26) Inner Focus
Pokémon with this Trait concentrate intensely to prevent Flinching.

27) Insomnia
Pokémon with this Trait are unable to fall Asleep.

28) Intimidate
When Pokémon with this Trait enter play, their presence is so intimidating 
that any opposing Pokémon has its Attack reduced by one level.

29) Keen Eye
Pokémon with this Trait have exceptional vision, and their Accuracy cannot be 
lowered.

30) Levitate
Pokémon with this Trait can float in the air, thereby avoiding all Ground 
type attacks.

31) Lightning Rod
When a Pokémon with this Trait is in play, all Electric attacks are drawn to 
it, regardless of the intended target.

32) Limber
Pokémon with this Trait have extremely flexible bodies that are unable to be 
Paralyzed.

33) Liquid Ooze
When Pokémon with this Trait are attacked by a HP draining attack, such as 
Giga Drain, the attacker's HP will drop instead of rise.

34) Magma Armor
Pokémon with this Trait are covered in a burning exterior that prevents 
Freezing.

35) Magnet Pull
Pokémon with this Trait are magnetically charged and will prevent all Steel 
type Pokémon from leaving play.

36) Marvel Scale
When a Pokémon with this Trait receives a status ailment, its Defense is 
increased by 1.5x.

37) Minus
If the Ally of a Pokémon with this Trait has the Trait "Plus", its Special 
Attack will be 1.5x greater.

38) Natural Cure
Pokémon with this Trait posses the ability to cure themselves upon leaving 
play.

39) Oblivious
Pokémon with this Trait are immune to the move Attract.

40) Overgrow
When the HP of a Pokémon with this Trait falls below 1/3 it's total HP, that 
Pokémon's Grass type attacks will do 1.5x damage.

41) Own Tempo
Pokémon with this Trait have unique minds and cannot become Confused.

42) Pickup
Pokémon with this Trait have a chance to pick up items after battles with 
wild Pokémon. It has no effect in battle.

43) Plus
If the Ally of a Pokémon with this Trait has the Trait "Minus", its Special 
Attack will be 1.5x greater.

44) Poison Point
When a Pokémon with this Trait is attacked with a Contact Move, there is a 
30% chance of the attacker becoming Poisoned.

45) Pressure
When a Pokémon with this Trait is attacked, the attacker loses an extra PP 
from the attack it used.

46) Pure Power
Pokémon with this Trait have double their normal Attack.

47) Rain Dish
Pokémon with this Trait use a dish atop their heads to collect rainwater and 
use it to heal themselves by 1/16 of their total HP each turn it Rains.

48) Rock Head
Pokémon with this Trait have a thick skull that prevents recoil damage from 
moves such as Double-Edge.

49) Rough Skin
Pokémon with this Trait have extremely coarse skin that damages any Pokémon 
that uses a Contact Move against it by 1/16 of their total HP.

50) Run Away
Pokémon with this Trait can flee from wild Pokémon without fail. It has no 
effect in battle.

51) Sand Stream
Pokémon with this Trait cause a ferocious Sandstorm to rage for the remainder 
of the battle when they enter play.

52) Sand Veil
Pokémon with this Trait are slightly more evasive during a Sandstorm.

53) Serene Grace
When a Pokémon with this Trait uses an attack that has an extra effect, the 
chances of the effect occurring are doubled.

54) Shadow Tag
Pokémon with this Trait possess the ability to freeze the shadows of 
opponents and prevent them from leaving play.

55) Shed Skin
When a Pokémon with this Trait has a status ailment, there is a 30% chance 
each turn of the Pokémon shedding the ailment.

56) Shell Armor
Pokémon with this Trait have a thick layer of armor that prevents Critical 
Hits.

57) Shield Dust
Pokémon with this Trait are coated in a strange powder that the negates the 
extra effects of most moves.

58) Soundproof
Pokémon with this Trait are completely immune to all Sound Moves.

59) Speed Boost
The Speed of any Pokémon with this Trait rises by one level at the end of 
every turn.

60) Static
When a Pokémon with this Trait is attacked with a Contact Move, there is a 
30% chance of the attacker becoming Paralyzed.

61) Stench
Pokémon with this Trait posses an unbearable stench that keeps away wild
 Pokémon. It has no effect in battle.

62) Sticky Hold
Pokémon with this Trait cannot have their item stolen in any way.

63) Sturdy
Pokémon with this Trait are completely immune to all One-Hit KO attacks.

64) Suction Cups
Pokémon with this Trait use suction cups to anchor themselves, negating the 
effects of Roar and Whirlwind.

65) Swarm
When the HP of a Pokémon with this Trait falls below 1/3 it's total HP, that 
Pokémon's Bug type attacks will do 1.5x damage.

66) Swift Swim
Pokémon with this Trait use their incredible swimming ability to double their 
Speed while it is Raining.

67) Synchronize
When a Pokémon with this Trait becomes Paralyzed, Poisoned, or Burned, the 
Pokémon that inflicted it receives the same status as well.

68) Thick Fat
Pokémon with this Trait receive half damage from Fire type and Ice type 
attacks.

69) Torrent
When the HP of a Pokémon with this Trait falls below 1/3 it's total HP, that 
Pokémon's Water type attacks will do 1.5x damage.

70) Trace
When a Pokémon with this Trait enters play, it copies the Trait of an 
opposing Pokémon until it leaves play.

71) Truant
Pokémon with this Trait are extremely lazy, and cannot attack consecutively.

72) Vital Spirit
Pokémon with this Trait are extremely alert and cannot fall Asleep.

73) Volt Absorb
When a Pokémon with this Trait is attacked with an Electric type move, it 
will absorb the damage and recover a maximum of 1/4 its total HP.

74) Water Absorb
When a Pokémon with this Trait is attacked with a Water type move, it will 
absorb the damage and recover a maximum of 1/4 its total HP.

75) Water Veil
Pokémon with this Trait are surrounded by a shield of water that prevents 
Burns.

76) White Smoke
Pokémon with this Trait are protected by a veil of smoke that negates the 
effects of all stat-lowering moves.

77) Wonder Guard
Pokémon with this Trait are protected by a mystical barrier that negates 
damage from all attacks except those that are Super Effective against them.

-----------------------------------------------------------------------------
VIII. Natures
-----------------------------------------------------------------------------

First, please note that Natures only appear in the Third Generation. Natures 
are like Traits; they are automatic. However, Traits raises a certain stat 
while lowering another stat, or they could have no stat changes at all. This 
change will be 10% in either direction. Also, all Pokémon can randomnly have 
any Nature from the list below, while each Pokémon can only have one or two 
Traits assigned to them. Natures are like IVs in a way. If you want a Pokémon 
with a specific Nature, it is very hard to do so becaues it is random, but 
still possible since Natures are not hidden and there are less Natures than 
there are IVs. Natures are important because they give a boost in your 
Pokémon's strengths. If you are Machamp, you would love a 10% in Attack while 
would not mind a 10% decrease in Special Attack. Below is a list of Natures 
in the order of what it increases, what stat they increase, and what stat 
they decrease. Note that Natures do not alter a Pokémon's HP stat.

1) Bashful
No Change

2) Docile
No Change

3) Hardy
No Change

4) Serious
No Change

5) Adamant
+10% Attack
-10% Special Attack

6) Brave
+10% Attack
-10% Speed

7) Lonely
+10% Attack
-10% Defense

8) Naughty
+10% Attack
-10% Special Defense

9) Bold
+10% Defense
-10% Attack

10) Impish
+10% Defense
-10% Special Attack

11) Lax
+10% Defense
-10% Special Defense

12) Relaxed
+10% Defense
-10% Speed

13) Mild
+10% Special Attack
-10% Defense

14) Modest
+10% Special Attack
-10% Attack

15) Quiet
+10% Special Attack
-10% Speed

16) Rash
+10% Special Attack
-10% Special Defense

17) Calm
+10% Special Defense
-10% Attack

18) Careful
+10% Special Defense
-10% Special Attack

19) Gentle
+10% Special Defense
-10% Defense

20) Sassy
+10% Special Defense
-10% Speed

21) Hasty
+10% Speed
-10% Defense

22) Jolly
+10% Speed
-10% Special Attack

23) Naïve
+10% Speed
-10% Special Defense

24) Timid
+10% Speed
-10% Attack

-----------------------------------------------------------------------------
IX. The Job System
-----------------------------------------------------------------------------

Believe it or not, all of the above information I would consider "Basic 
Knowledge" to Pokémon. Now, we're in the land of "how to use it," not "what 
is it." First of all, no, we not not in Final Fantasy Series. Pokémon has a 
Job System, but the moveset of the Pokémon determines its job. If you're with 
me so far, then you should know that The Job System is not an official 
system, but it is there for competitive battlers to reference and put their 
Pokémon into categories. Most of the terminology above are official, or are 
created by Nintendo. From now on, most of the terminology will be player-
created, since the players will take the information that is given and 
analyze every inch of it.

As I described above, there the Job System depends on a Pokémon's moveset. 
Some Pokémon can only do (or be proficient at) certain jobs, depending on its 
type and stats. Also, I will start referencing "Base Stats" of Pokémon. If 
you remember, "Base Stats" are not the stats of a Pokémon at a level, but it 
is rather an average ratio used for comparison purposes. I will try to define 
all of the terminology as well.

1) Physical Sweeper

Physical Sweepers are called so because these Pokémon literally "sweeps," 
meaning they take down many Pokémon. As you can guess, Physical Sweepers use 
Physical Attacks efficiently. A good Sweeper would be able to take down at 
least two Pokémon before fainting. Here is an example of a Physical Sweeper. 
This is also a good chance to get used to the format for describing a 
Pokémon:

Heracross (F) @ Leftovers            <-- Species, Gender, and Attached Item
Trait: Guts                          <-- Trait
EVs: 58 HP / 252 Attack / 200 Speed  <-- Effort Values Distrubution
Adamant Nature (+Atk, -SAtk)         <-- Nature
-Swords Dance                        <-- First move
-Focus Punch                         <-- Second move
-Megahorn                            <-- Third move
-Rock Slide                          <-- Fourth move

This is the proper way to present a moveset. Although all of the information 
above is not neccessary, it is good to have the Pokémon's moves and Nature. 
Regarding the moveset above, Heracross will Swords Dance to double its 
Attack, then Focus Punch, Megahorn, and Rock Slide will totally devastate 
your opponent if your opponent does not have a Pokémon that resists these 
moves. Note that just having four attacks on Heracross is not as effective as 
having Swords Dance then three attacks. This is an example of how Status 
Changing moves and Damaging moves can work together to create a good moveset.

2) Special Sweeper

Special Sweepers is another Sweeper that uses Special Attacks. Here is an 
example of a Special Sweeper:

Starmie @ Leftovers                  <-- Some do not have a Gender
Trait: Nature Cure                   <-- Its other Trait has no effect
EVs: 42 HP / 216 Speed / 252 Special Attack
Timid Nature (+Spd, -Atk)
-Surf
-Ice Beam
-Rapid Spin/Thunderbolt              <-- "/" indicates own preference
-Recover

Notice now this Sweeper does not boosts up its attacking power but instead 
boosts up its staying power with the move Recover, so it could faint less 
quickly and deal more damage. Also notice something about the Effort Values 
of both Sweepers. Usually, maximum (252) EVs go into Attack or Special 
attack, depending on the type of Sweeper. There are also many EVs on Speed, 
since a Sweeper that attacks first takes less damage. The Nature of Sweepers 
often increases Attack, Special Attack, or Speed also.

3) Mixed Sweeper

Mixed Sweeper is merely a Sweeper that uses both Physical and Special 
Attacks. There aren't many of these, since it is better to specialize in 
either Physical or Special. However, there are a few Pokémon that make good 
Mixed Sweepers, and here is an example:

Swampert (F) @ Leftovers
Trait: Torrent 
EVs: 38 HP / 128 Attack / 220 Special Attack / 124 Special Defense
Brave Nature (+Atk, -Spd)
-Curse
-Earthquake
-Ice Beam/Surf
-Rest

Once again, Rest is for staying power so Swampert can come back and sweep 
some more. EVs is a problem for Mixed Sweepers since should it go into Attack 
or Special Attack? Curse takes care of that problem, since using Curse lets 
you concentrate more on Special Attack and other stats while giving reduced 
contribution to Attack. If you don't know, Curse increases Attack and Defense 
one stage while lowers Speed one stage. The reason this sweeper doesn't need 
Speed is because Curse makes it powerful defensively also, not just 
offensively. Since it's also defensive, it doesn't need to go first. Note 
that Physical and Special Sweepers usually have high offensive stats but low 
defensive stats.

4) Hazer

A Hazer is a Pokémon that uses Haze. Since Haze is such an important move, 
there are Pokémon that are designated to do this job. Here is an example of a 
Hazer:

Weezing (F) @ Leftovers
Trait: Levitate                      <-- Weezing is now immune to Earthquake!
EVs: 196 HP / 156 Attack / 158 Defense
Relaxed Nature (+Def, -Spd)
-Sludge Bomb
-Haze
-Will-O-Wisp
-Pain Split/Rest

No, I'm not some kind of rapist that likes Female Pokémon; there is a reason 
for me choosing them. Male is the default Gender online, so many Pokémon 
using Attract are Female. For this reason, I use Female Pokémon so they can't 
be attracted.

Of course, a Hazer can't just Haze; it needs to have other jobs as well. 
Hazers are usually Tankers or Walls (more about this later), or Pokémon that 
can stall for a long time. This is because it needs to Haze many times if 
your opponent keeps Swords Dancing.

5) Pseudo-Hazer (PHazer)

A PHazer is a Pokémon that usually uses Roar or Whirlwind to force switching. 
There are other exceptions, but that will be explained later. PHazers are 
very similar to Hazers, but they are more popular because many Pokémon learn 
Roar. Here is an example of a PHazer:

Suicune @ Leftovers                  <-- More Leftovers? Yup, good item.
Trait: Pressure
EVs: 252 HP / 128 Defense / 64 Speed / 64 Special Attack
Bold Nature (+Def, -Atk)
-Calm Mind
-Surf
-Rest
-Roar

Like Hazers, PHazers need to last, so Rest is there.

5) Physical Tanks

If you guessed it, Physical Tanks are intended to take damage. These can also 
deal damage, but by rather indirect moves with a possible addition of one 
damaging move that does not have to deal a lot of damage. Usually, it's Toxic 
or Will-O-Wisp plus Rest or Recover on a Pokémon with a very high Defense. 
Here is an example of a Physical Tank:

Steelix (F) @ Leftovers              <-- Notice how it's immune to Sandstorm
Trait: Sturdy
EVs: 252 HP / 80 Attack / 42 Speed / 136 Special Defense
Impish Nature (+Def, -SAtk)
-Earthquake
-Rock Slide
-Explosion
-Toxic

Steelix resists many Physical Attacks but can still dish out some damage. 
Steelix can never be a sweeper, but it serves its purpose as a Physical Tank 
well. In fact, Steelix doesn't even need Rest because it takes so little 
damage from Physical Attacks.

6) Special Tanks

Of course, Special Tanks are the Special version of Physical Tanks. Here is
an example of a Special Tank:

Regice @ Leftovers
Trait: Clear Body                    <-- Opponent cannot lower stats
EVs: 200 HP / 200 Defense / 56 Special Attack / 54 Special Defense
Bold Nature (+Def, -Atk)
-Ice Beam
-Thunderbolt
-Thunder Wave/Counter
-Rest

As you have guessed, neither Ice Beam or Thunderbolt will do much damage, but 
Regice is extremely tough to take down.

7) Walls

Of course there aren't many Mixed Tanks. Why? Their Defense and Special 
Defense stat is so high that they have no Attack or Special Attack at all! Of
course, I'm talking about Shuckle, and for the sake of simplicity, let's just
focus on Walls. Walls are like Tanks, but they are not expected to faint 
their opponents in any way. However, they are expected to take more hits than
Tanks, so this job is for people who like to take their battles slow and 
steady. Here are two good types of Physical and Special Walls. There aren't 
much, so that's why they're in the same category:

Skarmory @ Leftovers
Trait: Sturdy
EVs: 196 HP / 30 Attack / 252 Defense / 32 Speed
Impish Nature (+Def, -SAtk)
-Spikes
-Drill Peck
-Rest
-Roar

Blissey @ Leftovers
Trait: Nature Cure
EVs: 240 HP / 252 Defense / 14 Speed / 4 Special Attack
Bold Nature (+Def, -Atk)
-Aromatherapy/Heal Bell
-Softboiled
-Seismic Toss
-Ice Beam

These two Pokémon often work together as a team and they make great Walls. Of
course, they will probably not defeat any Pokémon alone, but they will resist
most attacks thrown at them.

8) Cleric (Healer)

Clerics use Heal Bell or Aromatherapy to rid its team of Status Effects. 
These are very helpful if you encounter an opponent that tries to Paralyze 
your team to death, or if you have a Sleeping Pokémon on your team because it
used Rest. Clerics are, as predicted, good tankers, so they can keep healing 
the party. Of course, one great Cleric is Blissey. Here is an example of 
another Cleric:

Miltank (F) @ Leftovers
Trait: Thick Fat                     <-- Trait makes it a good Tanker.
EVs: 168 HP / 172 Attack / 168 Defense
Adamant Nature (+Atk, -SAtk)
-Curse
-Body Slam
-Milk Drink
-Heal Bell

9) Annoyer/Staller/Drainer

Woop! This is one of my favorite jobs. Annoyers annoy the daylights out of 
most people, using Double Team, Confuse Ray, Thunder Wave, Attract, and Rest 
as some popular annoying moves. Unlike Tanks and Walls, Annoyers don't absorb
hits--they evade or try to make their opponents not able to attack. 
Sometimes, Heal Bell and Roar can send Annoyers packing. Sometimes, Annoyers 
are unstoppable after many Status Changes. I put Annoyers and Drainers 
together because most Annoyers find a way to replenish their HP, and it's 
usually from Leech Seed, Mega Drain, or Giga Drain. Yes, Mega Drain is an 
effective move if used right. Here is an example of a Drainer:

Ludicolo (F) @ Leftovers
Trait: Swift Swim
EVs: 252 HP / 130 Defense / 128 Special Defense
Calm Nature (+SDef, -Atk)
-Leech Seed
-Toxic
-Protect
-Seismic Toss

I know Ludicolo can regenerate HP with the Rain Dish Ability, but this is a 
great Rain Dance counter since an Annoyer that goes first is almost too 
powerful.

10) Spiker

A Spiker uses Spikes. You've already seen a good Spiker, and that is 
Skarmory. However, Skarmory is not the only option, because if you ewant a 
Spiker as a starter (your leading Pokémon), then other Spikers are better. If 
you use Skarmory first, there is a chance that you will get eradicated by a 
Magneton with the Magnet Pull Ability. No example for now, because I'm going 
to introduce to you another job first.

11) Spinner

A Spinner uses Rapid Spin to get rid of those evil Spikes. You've already 
seen a good Spinner, and that is Starmie. But hey, a Pokémon can have two 
jobs, and a Spiker/Spinner combination is actually very good. Here is an 
example of a Spiner that is a Spinner as well:

Forretress (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 70 Attack / 188 Defense
Impish Nature (+Def, -SAtk)
-Spikes
-Rapid Spin
-Earthquake
-Explosion

If Forretress encounters another Spiker, then it will Rapid Spin after a few 
Spikes. Note that Rapid Spin only rids your opponent's Spikes, unlike Haze. 
After three Spikes or when it thinks that it will faint, then it uses 
Explosion, getting rid of a Pokémon. Of course Earthquake is there for a 
damaging move if is rarely used.

12) Baton Passer

A Baton Passer uses Baton Pass. Usually BP stands for Baton Pass and BP'er 
stands for Baton Passer. A BP chain includes two or more Pokémon Baton 
Passing different Status Changes and finally Baton Passing to a nearly 
indestructable Pokémon. However, a BP chain should be aware of Hazing and 
Pseudo-Hazing. Since I can't decide on which example to show you, here are 
examples of two Baton Passers:

Scizor (F) @ Leftovers/Leichi Berry  <-- Increases Attack at 25% Health
Trait: Swarm
EVs: 110 HP / 108 Defense / 128 Speed / 164 Special Defense
Careful Nature (+SDef, -SAtk)
-Swords Dance
-Agility
-Hidden Power [Bug]
-Baton Pass

Ninjask (F) @ Leftovers
Trait: Speed Boost
EVs: 6 HP / 252 Attack / 252 Speed
Adamant Nature (+Atk, -SAtk)
-Swords Dance
-Substitute
-Silver Wind
-Baton Pass

Scizor is not a Sweeper, but if its current opponent poses no threat to 
Scizor after at least one Swords Dance and one Agility, then use HP: Bug to 
get rid of that Pokémon then Baton Pass. It is the same for Ninjask. If 
Ninjask's Substitute is not broken, then Silver Wind after Swords Dance could 
do wonders. But getting back on topic, just think how good Heracross, 
Tyranitar, or Machamp is with Swords Dance and Agility Baton Passed. Their 
Attack and Speed would have been doubled!

13) <Insert Move Here>'er

Okay, so that's not really the name of the job. Basically, adding the prefix 
-er to any move can make it a job. You will commonly hear Tyranitar makes a 
good Dragon Dancer or Suicine makes a good Calm Minder. There are very few 
moves that have -er added after it though, because only moves that could 
significantly benefit a Pokémon would be a candidate. I assume that you don't 
need an example, because it's pretty self-evident what I will put. If you 
really want an example, then scroll up and look at Suicune's moveset (Calm 
Minder) or Heracross' moveset (Swords Dancer).

However, there is a point that I should make. Sometimes, we competitive 
battlers get lazy, and certain abbreviates starts to pop up. For example, CM 
stands for Calm Mind and CM'er is a Calm Minder. DD, SD, and ST stands for 
Dragon Dance, Swords Dance, and Sleep Talk, respectively. Even Pokémon is 
abbreviated to Pogey by some battlers!

14) Other Jobs

There are many other jobs, but they have become forgotten or not used when 
the Third Generation comes out. Generally, we consider the Third Generation 
battles to be of a faster pace, so many stallers or indirectly damaging 
Pokémon are out. Some examples are Toxi-Shufflers, Para-Shufflers, and Perish 
Trapper. I will only briefly describe them as most attention have now focused 
on the Third Generation and many battlres do not battle GSC much anymore.

a) Toxi-Shufflers

These Pokémon use Toxic then Roar or Whirlwind so all of their opponent's 
team's Pokémon are Poisoned.

b) Para-Shufflers

These Pokémon use Thunder Wave then Roar or Whirlwind so all of their 
opponent's team's Pokémon are Paralyzed.

c) Perish Trapper

Perish Trapping is not really gone, but it's not really for one Pokémon 
anymore. In GSC, one Pokémon uses Mean Look and Perish Song to prevent the 
opponent from switching out of the inevitable fate. However, in RSE/FRLG, 
there are much more opportunities to faint that Pokémon before it uses this 
combination, so two Pokémon must Perish Trap. I will give examples as the 
guide progresses.

-----------------------------------------------------------------------------
X. Move Combinations
-----------------------------------------------------------------------------

I must admit that this guide is mostly for the Third Generation, which is 
RSE/FRLG. If you are wondering why I don't include RBY and GSC information, 
the answer is, sections I-V includes most of RBY and GSC information. 
However, from now on, it will almost be stricly RS/FRLG. Also, it is 
extremely hard to go back and forth between the three because there were many 
changes and reading the guide would be very confusing. Every time a new 
generation comes out, there were not only additions--there were many 
modifications as well, including most of the game mechanics. The worse was 
from RBY to GSC. RBY is a whole new world to us now, because everything is so 
simplistic and so different. Some notable changes were changes in Type 
Alignment Advantages (and additions), Hidden Power, the change of most moves, 
the collapse of the Psychic type, item attachment, as well as many moves 
additions. RSE/FLRG introduces Effort Values, new strategies (this was a 
tough one), Natures, and Abilities. As you can see, this is why the below 
Move Combinations will mostly apply to the Third Generation. I will try to 
organize them into the order of most important to least, but if they are 
listed, then they are important in some way.

If you do not know what a move does, please refer to this page: 
http://www.smogon.com/advance/moves

1) Subpunching

If you can predict a switch or a Status Inducing move, the use Substitute and 
your opponent won't attack you with a damaging attack. Then, you use Focus 
Punch, dealing 150 Fighting Damage, very successful if you have a high 
Attack, if it is super-effective or if it has STAB. The hard thing is to 
predict when to use Substitute. Here is an example:

Turn 1:
You send out Starmie.

Opponent sends out Snorlax.

(Starmie isn't going to hurt Snorlax...trust me)

Turn 2:
You call back Starmie.
You send out Heracross.

Enemy Snorlax uses Curse.
Enemy Snorlax's attack rose!
Enemy Snorlax's Defense rose!
Enemy Snorlax's Speed fell!

(Snorlax will not be staying in for Heracross)

Turn 3:
Opponent calls back Snorlax.
Opponent sends out Skarmory.

Heracross uses Substitute.
Heracross has created a Substitute!

(Skarmory is an effect counter to Heracross, but it's Skarmory who will
be taking damage)

Turn 4:

Heracross focuses its energy!

Enemy Skarmory uses Drill Peck.
It's super-effective!
Heracross' Substitute faded.

Heracross uses Focus Punch.
Heracross' Focus Punch dealt 35% damage to Skarmory
Skarmory restores its health using Leftovers.

(Heracross did its job)

Turn 5:

You call back Heracross.
You send out Starmie.

Enemy Skarmory uses Spikes.
Spikes scatter around Starmie!

(Your opponent knows Heracross will switch out)

If you don't follow what just happened, then you will learn by experience 
anyways. The point is, Subpunching is not a strategy that you take for 
granted, since it requires much anticipation.

2) BoltBeaming

A BoltBeamer is a Pokémon that has both Lightning Bolt and Ice Beam in its 
moveset. The good thing is, only Laturn and Magneton resists these two moves, 
so you can pretty much do decent damage to most Pokémon. Two good BoltBeamers 
are Regice and Lanturn.

3) EndReving

An EndRever is a Pokémon that uses Endure (End) and Reversal (Rev). If you 
recall from memory or the link above, Reversal's power increases as your HP 
decreases. When you Endure a hit, your HP will be at 1, so that gives 
Reversal maximum power. This is usually used with Salac Berry, and if you 
recall, Salac Berry raises your Speed when your health reaches 25%. This way, 
your Speed rises when you Endure and you are probably fast enough to take 
down your opponent. This strategy can be used for Flail and Endeavor, which 
does approximately the same thing. Watch out, since if your opponent switches 
to a Ghost type, then Reversal, Flail, and Endeavor is useless. Sandstorm 
will also defeat this strategy.

4) SubReving

A SubRever is a Pokémon that uses Substitute (Sub) and Reversal (Rev). Since 
Endure's accuracy falls to 50% if you Endure twice in a row, you need to 
predict if your opponent's attack will faint you or not. When you use 
Substitute, you create a copy of yourself for the cost of 25% of your 
maximum. Substitute never faints the user, so after four Substitutes, your HP 
will be extremely low. Note how this works almost like Endure, but you can 
use Substitute repeatedly without fail (unless no one broke your Substitute, 
then you just attack the opponent). After four Substitutes, Salac Berry will 
activate and you can then Reversal, Flail, or Endeavor. A downfall to this 
strategy, even though it is often considered better than EndReving, are moves 
that attack multiple times. You will be fainted by moves such as Rock Blast 
and Bonemerang.  A Ghost type can still defeat you, and so can Sandstorm.

5) Stat Changing + Baton Pass

Although this isn't a real strategy, it's here because pummeling you opponent 
with attacking move isn't going to do. Have some strategies in increasing 
your stats or decreasing your opponent's stats, because this will be more 
beneficial for you in the long run. Take Heracross for example. Swords Dance 
then Megahorn is better than Megahorn then Megahorn.

6) BellyRest

If you do not know, Belly Drum sacrifices half of your maximum HP while 
maximizing your Attack. If you don't know how much Belly Drum maximizes by, I 
can tell you that it's enough to OHKO (One Hit Knock Out, or meaning you 
faint the opponent in one attack) most Pokémon. Belly Drum followed by Rest 
means that you will replenish your HP sacrificed, making you an awesome 
Sweeper. Usually, BellyRest involves using a Mint Berry or a Chesto Berry to 
restore the Sleep Status Effect.

This strategy requires exact timing. If you spot its weakness, taking away 
half of you HP and giving your opponent a chance to attack isn't fun. This is 
why most of the time, you have to predict a switch and use Belly Drum. Also, 
you can induce a Sleep/Paralyze Status Effect, and/or the Confusion/Attract 
Status Problem. This way, you are lowering the chances your opponent has of 
attacking, or forcing a switch, giving you a free Belly Drum. Here is an 
example:

Turn 1:
You send out Starmie.
Opponent sends out Milotic.

Turn 2:
You call back Starmie.
You send out Snorlax.

Enemy Ludicolo uses Calm Mind.
Milotic's Special Attack rose!
Milotic's Special Defense rose!

(Milotic cannot faint Snorlax because Snorlax's Special Defense is too high)

Turn 3:
Opponent calls back Ludicolo.
Opponent sends out Aggron

(Your opponent hopes to Roar away Snorlax's expected Curses)

Snorlax uses Belly Drum.
Snorlax cuts its HP in half to maximize its Attack!

Now, Aggron cannot roar because Snorlax will OHKO it. This is now the realm 
of guessing work as to if Snorlax will use Return, Brick Break, or 
Earthquake. If Snorlax can Rest, then it will be almost unstoppable. However, 
once again, you need to time this. Note that it is best to use this at the 
end of a battle, when it's more likely that there are less Pseudo-Hazers that 
could Roar or Whirlwind away your Belly Drumer.

7) Parafusion

Parafusion hurts, literally. This is the strategy of using both Paralysis and 
Confusion, giving your opponent a 33% chance to attack! This is best used 
with Seismic Toss since you need a Pokémon with good defenses to be able to 
survive using both of these moves, and Seimic Toss always deals 100 HP off 
your opponent no matter what the user's Attack stat is. The last slot is 
probably Rest, Shadow Ball, or Attract.

8) Swagger + Psych Up, Flatter + Psych Up.

Swagger confuses the opponent and raises its Attack by two stages. Flatter 
confuses the opponent and raises its Special Attack by two stages. Psych Up 
copies all of the Status Changes that your opponent has, and if you raised 
your opponent's Attack or Special Attack, then you can copy it. Note that you 
do not copy your opponent's Confusion since that is a Status Problem. This is 
a way to boosts up your Attack or Special Attack if you cannot learn Swords 
Dance or Tail Glow. Umbreon is a good candidate for Swagger + Psych Up. Its 
defenses are so high that it doesn't mind raising its opponent's Attack. No 
Pokémon can legally have both Flatter and Psych Up, so you might want to 
switch out then Psych Up your opponent.

Note that Psych Up by itself is extremely good. Predict a Belly Drummer, 
Psych Up, and you'll be Belly Drumed without losing half of your maximum HP!

9) TrickBand

Remember what I said about Choice Band? It raises your Attack by 1.5x but it 
only allows you to use one attack only until you switch out. Trick switches 
your item with your opponent's. However, if you Trick Choice Band with a non-
Physical Sweeper, then your opponent is forced to use the move that had used 
against you while you used Trick. Choice Band is great, but not on Starmie 
and Ludicolo. This strategy will seriously hinder your opponent's strategy.

A good TrickBander is Alakazam, since it has great Speed to allow it to pull 
it off. Notice that you no longer have Choice Band, so you are not required 
to use Trick again. It's a neat strategy that requires not a lot of 
anticipation.

10) Thief

Thief is an interesting move that I don't use much, since it tends to have a
very complex strategy.  There are only several items worth stealing, and those
are items that the Pokémon's moveset is depended upon.  What I'm saying is, 
without that item, the Pokémon is technically screwed.  This can backfire see,
since if your opponent doesn't have that kind of Pokémon, then your Pokémon 
with Thief is really useless.  You can steal Leftovers, but that's about it.

One example is Lum Berry.  If you steal Lum Berry then Burn a Gyarados through
Will-o-Wisp, then Gyarados' Attack halves, greatly disabling its Sweeping 
abilities.  Note that Lum Berry will cure any Status Effect inflicted on 
Gyarados, such as Burn.

Another example is to steal Choice Band.  If you recall, it multiplies every 
physical damage by 1.5x, so you just lowered the Attack of a good Sweeper, 
like Heracross.  Note that the other option for Heracross is Leftovers or 
Salac Berry, but if you steal Choice Band, then it cannot have Leftovers nor 
Salac Berry!  Heracross is now just a mediocre Sweeper.  Be careful though, 
since you have to switch out your Pokémon using Thief because Choice Band 
will force it to use Thief again.  Also, make sure that the Choice Band 
stealer is also a Sweeper, so it can actually use Choice Band when it switches
 in again.

So how do you know if your opponent's Gyarados have Lum Berry or if your 
opponent's Heracross have Choice Band?  You don't.  This is why Thief is only 
used by experts who have great anticipation skills, and yes, it can be very 
effective.

11) Snatch

This move is evil...very evil. It's similar to Psych Up, but unlike Psych Up, 
it steals your opponent's Status Changes, not only copy. Also, it can steal 
Substitutes, surprising those Annoyers. Just wait until Suicune uses Calm 
Mind 3 times while you act like you don't know what's going on, then use 
Snatch and leave your opponent crying. Note that Snatch always go second, so 
you cannot start off a round be stealing someone that was done before. You 
steal at the end of the round, so make sure to Snatch before your opponent 
gets a chance to attack.

12) Perish Trapping

As I said before, in RSE/FRLG, this works best with two Pokémon. Those two 
canditates are usually an Umbreon Baton Passing Mean Look to someone with 
solely Perish Song and a healing move or Protect. Some good Candidates are 
Lapras, Wigglituff, Celebi, Altaria, and Misdreavus. In the old days of GSC, 
Lapras used to Whirlpool to keep the opponent in its place, and Misdreavus 
used to Mean Look. Now, both of those moves would waste so much time and 
Lapras and Misdreavus would faint before setting up Perish Trapping.

13) MintyRest, ChestoRest, LumRest

Minty Rest is Rest + Mint Berry attached, and ChestoRest is Rest + Chesto 
Berry attached. This gives you a free 100% HP Recovery. It's that simple. Use 
it when you think you will faint (but time it so you don't faint). LumRest is 
Rest + Lum Berry attached. This is a strategy in the Third Generation because 
of Will-O-Wisp alone. True that you can Rest the Burn Status Effect off, but 
if you're a Physical Sweeper, then you certainly don't want your Attack 
halved.

14) Rain Dance + Thunder (ThunderDance)

An effect of Rain Dance is that Thunder will never miss. Think about 
it...Lightning appears in storms, right? Anyways, you can have someone from 
your team use Rain Dance and make your team benefit from it. For example, use 
water Pokémon, Pokémon with Hydro Pump, Pokémon with Thunder, and Pokémon 
with the Rain Dish or Swift Swim Trait.

15) Sunny Day + Solarbeam (SunnyBeam)

An effect of Sunny Day is that Solarbeam will not require a charge. Remember 
that Solarbeam take in sunlight then attack. Now, it just attack because 
Sunny Day provides the sunlight that Solarbeam needs. You can also include 
fire Pokémon, Pokémon with Fire Blast, Exeggutor because of the Chlorophyll 
Trait, and of course, someone with Solarbeam.

16) Leech Seed + Ingrain + Mega/Giga Drain + Leftovers

Ingrain restores HP every turn, and so does Leech Seed and the item 
Leftovers. Mega Drain/Giga Drain will also restore some HP that you have 
dealt to your opponent. Obviously, this is an Annoyer/Drainer to the max. 
Ingrain also means your opponent cannot Roar or Whirlwind you out, because 
your roots are implanted to the ground.

17) Spore + Focus Punch

Breloom is famous for this. It is fast enough to use Spore, 100% of the time 
Sleeping your opponent. Then, it uses Focus Punch, because your opponent 
cannot attack and make Focus Punch lose concentration. That means you have to 
switch in order to get annihilated, but when you switch, you don't attack, 
you Breloom gets a free Focus Punch no matter what.

18) Rest + Sleep Talk

This is so annoying, because you have to defeat a Sleep Talker in three 
rounds or less to prevent it from using Rest again. Sleep Talk attacks while 
asleep, so coupled with Return and Earthquake, it could cause lots of damage 
while not being fainted easily.

19) Toxic + Spikes + Sandstorm (TSS)

This is consists of a team that purely annoys. You mainly damage by Toxic, 
Spikes, and Sandstorm via using Roar or Whirlwind to force being hurt by 
Sandstorm. However, remember that Sandstorm damages both sides, and Rock, 
Steel, and Ground Pokémon don't get damaged. Because of this, Suicune can 
sometimes destroy a TSS team because it has high defenses and is able to Surf 
its way out of it.

20) Swords Dance/Bulk Up/Calm Mind + Salac Berry

Swords Dance, Bulk Up, or Calm Mind gets you ready to become a sweeper, and 
when your HP gets low, Salac Berry will increase your Speed so you can attack 
first with boosted up stats.

21) Agility + Petaya Berry/Leichi Berry

First Agility, then start attacking. When your health is low, your Attack or 
Special Attack increases and you have a better chance of fainting your 
opponent easier. Metagross can use this strategy somewhat well.

22) Wish + Baton Pass (WishPass)

First, use Wish. Then, use Baton Pass and pass it to a Pokémon with low 
health. Since Wish can be Baton Passed, the low health Pokémon will be 
healed.

23) Pseudo-Passing

Pseudo-Passing is to pass an effect created by one Pokémon to the next 
without the use of Baton Pass. This is really impossible except for three 
moves: Reflect, Light Screen, and Safeguard. When these moves are used, a 
barrier that halves Physical attacks, a barrier that halves Special attacks, 
and a barrier that stops all Status Effects and Status Problems, repectively, 
will be formed. These barries will stay for five turns, unless the move Brick 
Break was performed by your opponent to knock out these barriers. Even if you 
switch out the user, these barriers still stays, so their effects also stays.

24) Mimic + Imprision

This is pretty much obvious. Use Mimic then select the move that you don't 
want your opponent to do. Then, use Imprision, and your opponent cannot use 
that move anymore!
25) Sleep Status Effect + Stat Boosts

When you put your opponent to sleep, rare will it stay in. You expect a 
switch on the next turn, so this is called a free turn. You can use whatever 
move without being damaged. Some used this time to use Substitute, some use 
Calm Mind, some use Swords Dance, and some use Confusion. The point is, this 
is the perfect time to set up a combination. Milotic can use Hypnosis then 
Rain Dance. It can also Calm Mind and use Surf the next turn for at least 50% 
damage (unless it's not very effective). Avoid putting Snorlax or other 
Pokémon that you think might have Sleep Talk to sleep.

26) Substitute/Protect + Speed Boost

Ninjask has a great Trait called Speed Boost. Every turn, Ninjask's Speed 
will raise by one stage. The problem is, Ninjask is already the fastest 
Pokémon in the game (besides Deoxys-Emerald) and it literally cannot take a 
hit. However, it can Baton Pass the Speed Boots, but first, it needs to 
survive. Using Substitute or Protect ensures that Ninjask won't take too much 
damage (in the case of Substitute, 25% of its maximum HP). However, while 
Protect ensures 100% Evasion, using Protect twice lowers its accuracy to 50%, 
so it's pretty risky. If you think that Ninjask can take a hit from a Pokémon 
(by giving it Defense/Special Defense DVs or something) then you can use 
Protect, Swords Dance, Protect, Baton Pass. It's generally better, however, 
to use Substitute.

27) Swagger + Screech

As I explained before, when you hurt yourself in Confusion, your Attack stat 
attacks your own Defense stat. For this reason, Swagger, which raises the 
opponent's Attack and confuses it, is dangerous. What's worse is Screech 
going along with it. It lowers your opponent's defense, so you can have a 
field day when your opponent hurts itself.

28) Defense Curl + Rollout

The only reason that this combination is on here is because of Shuckle. If 
you use Defense Curl, then Rollout's damage will double. This means that 
Rollout used by Shuckle will do 1,440 damage instead of 720 damage. This 
isn't a lot of damage, trust me, since Shuckle's base Attack stat is 10, with 
100 and above making a good Physical Sweeper. Of course, this is dangerous, 
so only someone with godly defenses like Shuckle can pull this off.

29) Mean Look + Spore + Lock-On + Sheer Cold

Since FishMew (Mew with Fissure + Horn Drill + Rest + Sleep Talk) isn't legal 
in the Third Generation, this is the other cheap OHKO tactic only to be used 
legally by Smeargle. In my opinion, this doesn't work, because Smeargle has 
too low defenses. However, if Mean Look is passed to Smeargle, then we have 
something going on here. Lock-On + Sheer Cold is 100% OHKO, Mean Look 
prevents your opponent from switching, and Spore prevents your opponent from 
murdering Smeargle.

30) Hidden Power

This should be a lot higher up the list, but I felt that I've already 
explained this to you. Hidden Power is used in many ways:

a) To provide a damaging move if the highest damaging move of that type is 
less than 70 power.

Scizor is a Baton Passer usually, yes, but it still needs a damaging attack. 
Scizor can use Silver Wind, which is a good attack in because if it raises 
all of its stats, then that would be a very good thing to Baton Pass! 
However, some people do no have the patience to breed for Silver Wind, so 
they might use Hidden Power [Bug], which is a good alternative.

b) To cover weaknesses.

Zapdos is a good Pokémon. It is an extremely good annoying with Substitute + 
Thunder Wave. However, to Swampert, neither Thunder Wave nor Thunderbolt can 
work, so Zapdos wants a way to hurt it. Using Hidden Power [Grass] is a good 
idea.

c) To have a damaging attack.

Believe it or not, but some Pokémon, like Aggron, have a terrible moveset 
when it comes to giving it damaging moves. For this reason, an Aggron with 
Choice Band would be likely to have Hidden Power [Rock] or Hidden Power 
[Steel].

31) Pseudo-Hazing

Like Hidden Power, this section is also last because I've already talked 
about some of it. I said that Roar and Whirlwind are Pseudo-Hazing moves, and 
they are. If you force your opponent to switch, then its Status Changes are 
gone. However, there are more ways. The most common Pseudo-Hazing moves are:

a) Roar and Whirlwind

As I said before, these moves forces switching, so they are the most popular.

b) Status Ailments

Somewhat hinted above, moves such as Sleep Powder, Attract, and Confuse Ray 
usually make the opponent switch. The reason is, you don't want a Sleeping 
Pokémon in battle and you also don't want someone with a 25% chance of 
attacking in battle. Note that Paralysis and Burn also works somewhat, but 
Tankers and Walls normally stay in.

c) Yawn

Yawn is a move that makes the opponent go to sleep 100% the next move, but 
not immediately. Your opponent knows that his or her Pokémon will go to 
sleep, so they usually switch out, giving you a free turn.

d) Leech Seed

Again, no one wants to be Leech Seeded, so they switch out if they think that 
they are not able to faint the user.

e) Perish Song

Not all uses of Perish Song are Perish Trapping. Your opponent surely doesn't 
want to be fainted, so they will switch out before the count ends. Perish 
Song without Mean Look is a hint that you are not wanted.

f) Mind Reader or Lock-On

These moves make the next move have 100% Accuracy, and most Pokémon will be 
switched out. The reason is because an OHKO move is expected, or something 
that could be annoying such as Zap Cannon or Dynamicpunch.

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XI. Making a Team
-----------------------------------------------------------------------------

Before I begin, I want to emphasize to you how important this section is. If 
there's anything that you should read before creating a team, then the Job 
System and this section are the ones. Please do not skip this section, as it 
contains some extremely vital information.

Since we've learned almost everything there is to know about Pokémon, it's 
time to put them together and create a team. The last step is by far, the 
hardest steps. True that there are "standard" movesets for every Pokémon, the 
harder parts in my opinion is to make your Pokémon work together, not just to 
find the right moves for your Pokémon. If you don't know what a "standard" 
moveset is, every Pokémon has between one and three standard movesets. They 
are the theory of the best chosen moves for that Pokémon. However, half of 
your team will probably have to deviate from these standard movesets a bit in 
order for them to flow with the rest of your team. There are many things that 
you need to know about the team making process, and I will now attempt to 
list them:

1) First, let's try to see the theory of the jobs that your team should have. 
Except of a TSS team (Toxic, Spikes, Sandstorm), a team should not have all 
Sweepers, all Tanks, or all Annoyers. Of course this doesn't mean that they 
are not usable, but it is advised that you mix up the jobs that your Pokémon 
have. For example, if you have all Sweepers and you encounter two powerful 
tanks such as Skarmory and Blissey. Your hits will bounce off them, so you 
need another type of Pokémon to defeat these two Pokémon. Also, usually, you 
start with a Pokémon that is likely to "do something in a short time." Don't 
send out Steelix as your starter, send in someone fast and can cover many 
types. Zapdos is a good starter because it can Paralyze and Substitute, 
Ninjask is not bad because it will Baton Pass to a sweeper, a Choice Bander 
is not bad because it can probably majorly damage or OHKO its opponnent, and 
Zangoose is also a good choice since its Swords Dance + Salac Berry 
combination can probably take down one Pokémon.I will list the "backbone" in 
creating a team. Like Introduction, Body, Body, Body, Conclusion rule to 
writing essays, these jobs will be the basic structure to your team and you 
can deviate from these structures as you become a better battler.

a) Physical Sweeper, Physical Sweeper, Special Sweeper, Special Sweeper, 
   Tanker, Annoyer.

First, I will say that two of the six Pokémon needs to also be a Hazer or 
Pseudo-Hazer. This will be the theme to all of the sets, because Hazing is so 
important that it's critical to have some Pokémon doing it. Second, a Spinner 
would be a great addition to this team, since this team relies mainly on 
attacking power and Spikes would greatly hinder that. You might one to make 
one of your Special Sweeper a Starmie since it can be both a Special Sweeper 
and a Spinner. Also, you might want to make your Tanker or Annoyer a Pseudo-
Hazer since they are the prime candidates. Again, start with Zapdos or 
another fast Pokémon.

b) Baton Passer, Physical Sweeper, Physical or Mixed Sweeper,
   Special Sweeper, Tanker, Wall.

Ninjask is perfect for this team, because Speed Boost will benefit all 
Sweepers, even Tankers. If you do manage a Swords Dance with Ninjask, then 
Baton Pass it to your Physical Sweeper because it can really Sweep. The 
Tanker and Wall are for switch-ins, such as when the Sweeper encounters 
something that it's sure it cannot kill. The Tanker or Wall would then absorb 
the damage, sending out Ninjask again or another Sweeper when you predict a 
switch. This relies on some prediction. You can have only one Pseudo-Hazer in 
this team since this is a face-paced team, and you try to defeat your 
opponent before they can set up their Status Changes.

c) Physical Sweeper, Special Sweeper, Physical or Mixed Sweeper, Drainer, 
   Tanker, Cleric.

This is a Sleep Talking team, even though it doesn't show it. Two of the 
Sweepers should have Rest, and so should the Drainer and possibly the Tanker. 
Then, the Cleric pops up from time to time to Heal Bell, and it would be good 
if this Cleric is a Tanker or Wall (not someone that can't survive very long 
like Vileplume or Miltank). This is actually an Annoy Team, even though it 
has many Sweepers. With Rest + Heal Bell, the Sweepers doesn't seem to faint!

d) Spiker, Physical Sweeper, Special or Mixed Sweeper, Tanker, Drainer, 
   Cleric.

This team is purely Annoy. The Sweepers are for Stallers or Drainers such as 
Ludicolo, but with a Spiker, Drainer and a Tanker, you will seriously 
aggravate your opponent, especially with a Cleric. A Sleep Talker would fit 
the theme here, and of course two or more Hazers or Pseudo-Hazers are needed. 
The more you Roar or Whirlwind, the more your opponent will be hurt with 
Spikes.

e) Baton Passer, Baton Passer, Physical Sweeper, Physical Sweeper,
   Special or Mixed Sweeper, Magneton.

This is really a weak team in the hands of a novice but powerful in the hands 
of an experienced battler. True that Roar and Whirlwind rid Status Changes, 
but a good battler would know what to Baton Pass, when to Baton pass, and 
when to send in Magneton. One of Magneton's traits is Magnet Pull, which 
prevents Skarmory from switching, getting rid of one major Pseudo-Hazer. This 
team relies heavily on prediction.

f) Zapdos, Umbreon, Celebi, Drainer, Physical Sweeper, Special Sweeper.

Once again, this team requires a lot of prediction and should only be handled 
by experienced battlers. Umbreon can Mean Look and Baton Pass to Celebi and 
Celebi can Perish Song. Zapdos' Thunder Wave and Substitute makes this 
strategy easier, especially if Umbreon and Celebi is not taking that much 
damage from a Paralyzed Pokémon.

g) Spiker or Drainer, Special or Mixed Sweeper, Heracross, Magneton, Dugtrio, 
   Shuckle.

If you're been battling for a while, then you must know what I'm trying to do 
here. Shuckle's Wrap and Encore keep its opponent in while you switch to 
Heracross or Dugtrio, doing damage. Magneton is there once again for 
Skarmory, and it's nice to have a Spiker to take off more damage as your 
opponent switches since this is a major Annoy team. As always, you need a 
Sweeper to take down those Stallers.

2) Neutralizing Your Weaknesses.

Let's say you choose set A from the above. You cannot send in two Fire 
Pokémon and two Rock Pokémon! You will then have a major Water weakness! 
After you're done with making a team, try to list the weaknesses of each 
Pokémon as 2 and the resistances of each Pokémon as 0.5. It doesn't matter if 
it's 4x or 0.25x, just list them as 2x or 0.25x. For example, my team is:

Zapdos
Blissey
Ludicolo
Skarmory
Metagross
Regice

Zapdos: Rock, Ice: 2x; Grass, Fighting, Flying, Bug, Steel: 0.5x; Ground 0x.
Blissey: Fighting 2x; Ghost 0x.
Ludicolo: Poison, Flying, Bug: 2x, Ground, Steel: 0.5x.
Skarmory: Fire, Electric: 2x; Normal, Flying, Psychic, Ghost, Dragon, Dark, 
          Steel, Grass, Bug: 0.5x; Poison, Ground: 0x. 
Metagross: Fire, Ground: 2x; Normal, Grass, Ice, Flying, Rock, Dragon, Steel,
           Psychic: 0.2x; Poison: 0x.
Regice: Fire, Fighting, Rock, Steel: 2x; Ice: 0.5x.

Now, multiply the weaknesses and Resistances of each type that shows a 
weakness. All this mean is that start with the weaknesses of each type and 
start to look around. After all of the weaknesses (2x) are done, stop.

Rock = 2 x 0.5 x 2 = 2x team weakness
Ice = 2 x 0.5 x 0.5 = 0.5x team weakness
Fighting = 2 x 2 = 4x team weakness!
Poison = Immune by Metagross and Regice
Flying = 2 x 0.5 x 0.5 x 0.5 = 0.25 team weakness
Bug = 2 x 0.5 = 1x team weakness
Fire = 2 x 2 x 2 = 8x team weakness!!
Electric = 2 = 2x team weakness
Ground = Immune by Zapdos and Skarmory
Steel = 2 x 0.5 x 0.5 x 0.5 x 0.5 = 0.125 team weakness

As you can see, my team is weak against Fighting and very weak against Fire. 
In general, you should not get a 4x team weakness and definately not a 8x 
team weakness and above. I have to exchange a Pokémon weak to Fire for a 
Pokémon strong against Fire. It's recommended that I try to get a Pokémon 
that resists Fighting also.

Of course you don't have to do all of these calculations, but it's extremely 
recommended. After many battles, you should be able to look at a team and 
spot out its weakness. Until then, it's best if you do the above.

3) Getting Coverage

Now, we're talking about the offense here. This section is mainly about teams 
that have more than two Sweepers, since Annoy teams usually use other tactics 
being using Type Alignment Advantages to win. Of course, there are some move 
that you should have:

A Water Attack
A Fire Attack
A Ground Attack
A Ghost Attack
An Ice Attack
An Electric Attack

Having these moves can pretty much deal super-effectiveness to most teams, 
and there should be a Fire Blast in there somewhere, as well as Earthquake 
and others listed above. If you can't find enough Pokémon to fit 5 of these 
moves, then your team should undergo a different strategy besides Sweeping.

4) Finalizing Your Team

First of all, look it over. Do you have conflicting moves? If one of your 
Pokémon has Rain Dance and the other has Sunny Day, then you should take off 
one Area Effect. Does three of your Pokémon all have Fire Attacks? If so, 
then you have too many; exchange one for a Ground Attack or the useful Shadow 
Ball. Do you have a strategy to take down Blissey? Skarmory? Slaking? Do you 
have enough Pseudo-Hazers in case you encounter one of those Baton Passing 
Chains? What are your strategies against a Calm Minding Suicine, a Cursing 
Snorlax, a Dragon Dancing Salamence, or a Choice Banding Metagross? These are 
the questions that you must answer before you send a team off into battle. It 
seems as if there are too many restrictions, but the more questions you can 
answer, the better your team is. Remember that you cannot possibly defeat 
every team with just one team, and that one team will always beat yours, so 
do not overdo these questions. However, the Pokémon that I've listed above 
are some of the most popular Pokémon choices out there, so it's critical that 
you have a method for at least making them switch out. Then try a few 
battles, see what you're weak at and improvise. You will improvise many times 
before you make a team that you're comfortable with and win more than you 
lose. Patience is one of the key to success.

Just like many games, theory and practice are two different things. You might 
have a great team, but you might not know how to use it. Maybe your 
anticipation isn't as good, or that you forgot which Pokémon can counter your 
opponent's menacing Metagross. You won't get success right away, but you have 
to keep trying. Practice makes perfect, or near perfect. I have given you one 
half of the process to become a competitive battler. It's up to you to train 
the other half and your determination will decide everything. Good luck!