Wednesday, 20 May 2015

#185 and #438: Sudowoodo and its baby, Bonsly...

Oh joy... Another old Pokemon with a future introduced baby... Because that makes perfect sense... And to top that off, the baby can only evolve when it levels up with a certain move, a gimmick that permeates a few things through generation four...

Bonsly is an annoying little rock Pokemon with some interesting abilities, namely sturdy (cannot be fainted if it is hit from full HP, so it will be left with 1HP, like a focus sash), rock head (prevents recoil damage from moves like take down, but not from life orb), and it even has a hidden ability, rattled (speed is boosted a stage when hit by bug, dark or ghost moves). On to the stats, and we see a decent physical prowess, with 80 attack and 95 defence, with an indifferent 50HP, an awful 10 special attack (but hey, we can ignore that one, since you only NEED one good attack stat, right?), an abysmal 10 speed (but we can trick room this?) and a poor 45 special defence (ok, so just avoid about 70% of all water-types...).
It looks worried... Maybe about whether it'll be cut down or not
Fake tears and copycat are the only moves you start with, with the former lowering the target's special defence by two stages (but Bonsly won't be hitting their special defence) and the latter copying the last move used in battle, regardless of whether it was your own or not). The first damaging move comes in at level 5, which is flail, a move that hits harder the more injured you are, so you can couple this with the sturdy ability for great effect, I guess, especially since you'll be attacking second and they'll have hurt you a lot with that poor special defence, so you could well revenge kill them straight away, so long as they aren't a ghost as this is a normal physical move, so Gastly will still wreck your day. Low kick hits harder the heavier the foe is, and not in relation to your weight, so just go nuts on using this against Wailord as a fighting physical move. I wonder what type of move rock throw is? Could it be a rock physical with base 50 power, 90 accuracy and tragically nothing else? Yes. Yes it could well be (it is). Next comes the all important mimic, the only way to evolve, a move that is similar to copycat in that it copies the last move, but this time around it is only the move the opponent used, and you get it with 5PP, and don't use it straight away. It's kinda like sketch, which we'll see in the future...

Feint attack is a base 60 dark physical move with no accuracy check, whilst rock tomb is of the same power, also physical and has 95 accuracy (I'm not telling you the type, because seriously...) and there's the nice bonus that it lowers the foe's speed. Block prevents the opponent from being switched out, but they can baton pass or volt switch out, and can be forced out with dragon tail, and since this is normal, it doesn't affect ghosts. Rock slide is a physical move that hits adjacent foes with base 75 power on 90 accuracy and has a decent chance to flinch them, whilst counter is a fighting physical move that returns double the damage of the last received physical attack onto an opponent, so this can really hurt (we'll look into this more when we get to Wobbuffet soon). 2 more moves left, and the first of these is the dark physical sucker punch, that hits a foe readying a damaging move with priority and base 80 power, and double edge is a base 120 normal physical move with recoil, perfect to go with rock head ability.

Calm mind comes in on the TM list to shore up the special side of things, with a single stage boost to both special stats, and there are some other additions to the standard TM allowance. Smack down is a base 50 rock physical move that knocks a foe to the ground if they levitate or fly, and then you can use dig as a base 80 ground physical attack that takes two turns, like fly. Brick break is a base 75 physical fighting move that has the added effect of breaking things like barriers, thief allows you to steal the foe's held item for yourself as well as hurting them on base 60 dark physical damage, you can also summon sandstorm and sunny day and you can rock polish to get your speed up. Then you can explode on a base 250 normal physical move.

In time for breeding, curse acts in the non-ghost version, whereby it lowers speed (so stationary things will now pass you), but both physical stats go up. Defence curl and harden both do the same job and boost your defence, but the former can combo with the base 30 rock physical rollout for increased damage (rollout also gains in power as it lasts a few turns). Headbutt is a base 70 normal physical move (there are a lot of these, like retaliate, facade and secret power, but the first two can double in power under certain conditions and wow I've gone off on a tangent). Self-destruct is a less powerful version of explosion, so there's no point breeding this in since explosion is stronger and this won't leave you any less dead, will it? Sand tomb hits as a fairly weak (base 35) ground physical move with only 85 accuracy, but it traps the target for recurrent damage over a few turns, and stealth rock is a decent niche move that allows you to arena hazard foes, damaging foes who switch in for variable damage. Tutor-wise, you can get after you, block, covet (basically a normal version of thief), earth power (a base 90 ground special move), foul play (base 95 dark physical but uses the foe's attack stat, not yours), helping hand, low kick, role play (copy the foe's ability, which may not be advisable here), stealth rock and uproar.

So you levelled up with mimic and now you are that insanely annoying Sudowoodo, the one that blocks the road in generation two. Base 70 HP is decent, 100 attack is good, 115 defence is even better, 65 special defence is a shaky step in the right direction, but so far this will not go any further since there is no third evolution, 30 special attack and speed also still suck beyond belief. You're still a rock-type with the same abilities.
Not only is it in your way, it's either a regular exhibitionist or from Silence of the Lambs
Take the level set before, and now we get some extras, starting with the base 120 grass physical move wood hammer, which comes with all that jazzy recoil that rock head can ignore. The base 80 normal physical, 75 accuracy slam sneaks in and should probably be ignored for the poor accuracy, and stone edge is a bit better since it's rock and thus STAB, base 100 and 80 accuracy, as well as still being physical. Hammer arm is a base 100, 90 accuracy fighting physical move that lowers the user's speed. Earthquake is now also added to the TM list, along with rock smash and strength, plus bulldoze. Further to this, the elemental punches make their way to the tutor list, along with focus punch. Weirdly, across all this, the only way to have fake tears is to have it on the Bonsly prior to evolving.

In all, this makes a reasonable-ish physical wall, but it really is nothing special. Mono-rock typing is actually a surprise what with being a tree, but I can't really say it's too bad a thing, either... Yeah, not one that really makes much of an impression on me other than it being an annoyance in generation two games...

(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)

Tuesday, 19 May 2015

#183-184 and #298: Marill, Azumarill and Azurill

Oh, goody! Another baby Pokemon, and something which seems to be akin to a water version of Pikachu...

Azurill is rather pathetic... It's a baby version from a line that looks poor at first glance, and the stats back up this disaster: 50HP is the top stat, with 40 in both defences and 20 everywhere else, so both attacks and the speed. Normal/fairy is an ok-ish typing, thick fat helps resist fire and ice damage, and the hidden ability of sap sipper basically negates grass damage (more important with evolutions) and boosts the attack stat by a stage when hit by one. The other standard ability is the one that really stands out over two reasonably good abilities: huge power doubles your attack stat, so the devastatingly awful base 20 gets doubled with all additional things here. Also of note, Azurill is a pain to get since you need an incense to breed out.
It looks cute from afar, but this is just depressing... If it stops bouncing, it dies... It looks like it knows it... So sad...
Splash is pretty much the worst move ever since it does literally nothing other than act as another 40PP to expend to buffer you from struggling whilst a foe possibly struggles themselves to death, and I'm sure there are other possible strategic uses for this move. The first real move you get is water gun, which is a base 40 water special, tail whip decreases the target's defence, water sport reduces the damage of fire moves across the battlefield for 5 turns, and bubble is almost the same as water gun other than that it could potentially slow the target by a stage (10% chance). Really, why would you ever have water gun when you can have bubble in cases where they come the other way round (though why have either when you see what is coming later...)? Charm can tank the foe's attack by two stages, and bubble beam is a base 65 water special attack, and helping hand can help an ally boost their damage output for the turn. Slam is base 80 physical normal with poor accuracy, and finally bounce is a base 85 (and 85 accuracy) flying physical move that is basically fly other than the stats, jumping off the stage into the sky on the first turn and then smacking them the next.

The generic TM list takes on more of an icy feel, with the standards and then the additions of ice beam, blizzard and hail, along with scald, surf and round. It is a bit barebones for the moment, so let's see breeding (we'll come back to this again in a bit): body slam, fake tears, camouflage, copycat, encore, refresh, sing, muddy water (basically surf with less accuracy and the slight chance to lower the foe's accuracy), slam, soak, tickle, water sport, and more is available if you'd rather just breed for a Marill instead, which, as I suggested, will come shortly. Going to the tutor, we get bounce, covet, helping hand, hyper voice, icy wind, iron tail, knock off, snore, uproar and water pulse.

Marill is a better prospect than Azurill, partly because of the stats and all that, and partly because you don't need incenses to breed. The attack stats are still in the toilet at 20, the defences are now at 50, speed is up to 40 and the HP is decent at 70, the saving grace. You keep the same abilities, but you also change the normal part of the typing to water, so those water moves are suddenly worthwhile with STAB. You get to this point either being born this way or by being very friendly with the Azurill.
It's so happy that it isn't and Azurill...
Defence curl and rollout come in in the space previously occupied by charm as the first change, where defence curl boosts defence (as opposed to speed, obviously) and combos to boost the power of rollout, which hits for a few turns, starting as a base 30 rock physical move and getting stronger each turn, and aqua tail comes in shortly afterwards as a decently powered base 90, 90 accuracy water physical move. Play rough is a base 90, 90 accuracy fairy physical move with a slight chance to reduce the foe's attack, this move coming in at level 45 in X/Y or 23 in ORAS, but either way, you'll probably have evolved at the low level of 18...

Aqua ring is a chance to setup healing of your Pokemon (which can be baton passed by Pokemon that have baton pass) akin to leftovers, rain dance is still rain dance, double edge is a base 120 normal physical move with heavy recoil, superpower is also base 120 physical, this tie fighting and the downside being a drop of a stage to both physical stats. The last move is the slightly inaccuracy (80), reasonably powerful (110) water special hydro pump.

Dig, brick break, grass knot, rock smash, strength and power-up punch all add to the existing TM list, but now we get to the interesting bit (not that superpower or aqua ring weren't interesting): breeding. Amnesia can help shore up special defence, if you want, but aqua jet is the first one that grabs my attention, easily bred in from a Golduck, for example, as a base 40 water physical move with priority to get over the awful speed stat. Next up is belly drum, which halves your health but boosts attack 6 stages, that is 400%, which also has to account for huge power, and since the defences and HP are ok, this is worthwhile. A lot of other moves only come in if you were an Azurill, and the ones you can get are pretty worthless compared to the others. The tutor remains indifferent: aqua tail now comes in, as does focus punch, ice punch, icy wind and superpower to add to what was available before.

Azumarill keeps the same type and abilities, which is pretty good. 100HP is also very good, and the 80 in both defences cover things pretty well. 50 attack is poor, but with huge power, think of this as 100 and beyond (since you double IVs and EVs), so this is actually better than the base 60 special attack, with the 50 speed still being a bit disappointing, but hey, aqua jet!
An easter egg with ears... A deadly easter egg...
Bulldoze, hyper beam, focus blast and giga impact all come in on the TM list since there's nothing else added to the level list, and we're done here.

You may think this is pretty poor, but breed in aqua jet onto parent 1 Marill, and then breed belly drum from a Poliwag onto parent 2, then mate them and get both thanks to the breeding change in generation six, which has now made this Pokemon very viable. Have something like a sitrus berry for the HP recovery, leftovers for more continued recovery, or mystic water for the added water damage, and hey, you can absolutely dominate some opponents with the resultant massive damage output with 400% of the attack which has already got the equivalent of a base 100 with doubled investment and then go with a STAB move with admittedly low power... Hitting a Delphox with aqua jet after this setup will do 400% of its HP thereabouts.

(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)

Monday, 18 May 2015

#182: Bellossom

Ok, yet another revisit, this one having been covered with Oddish and co.

There are still a few ahead...

#179-181: Mareep, Flaaffy and Ampharos

Farmers' delight time, this is another farm animal in a hyper-state, this time a cute little sheep that operates the lighthouse.

Mareep is statistically a bit of a let-down: 65 special attack is the real standout, ahead of an ok 55HP, 45 special defence, 40 in each physical stat and a poor 35 speed (or great, if you want a trick room team, I guess). You get to be electric-type, which is generally ok, but the abilities of static for the regular and plus for the hidden are mediocre, I guess. Static can paralyse Pokemon that make contact with it, whilst plus can lead to a boost in special attack IF you have a teammate in a double/triple battle that has either plus or minus for an ability (look forward to Plusle and Minun). The 50% boost to special attack is nice, but the ally will most likely be electric-type or Klink and co., which means that ground will kill everything and your team will have minimal coverage, with Dedenne having fairy as a secondary typing.
So woolly!
Starting off strong with tackle and growl (seriously, this is a bit of a trend at the moment), we then move onto thunderwave to paralyse the foe, and then thundershock, a base 40 electric special move that can also paralyse the target. Cotton spore is a move that targets all adjacent foes and drops their speed by two stages, and charge comes in at level 15 (when you can evolve), boosting your special defence and the power of the next electric move. Purely because of evenness of distribution we shall continue this paragraph for a moment with take down, a base 90 normal physical move that causes recoil and really isn't worth it since, y'know, no physical prowess and the recoil. Electro ball is an odd choice here as an electric special move that hits harder the faster you are compared to the foe, between base 60 and 150.

We know that confuse ray will cause confusion on the opponent, whilst power gem is a base 80 rock special move which is then followed by the base 80 electric special move discharge which hits all adjacent Pokemon (not just foes) and has a 30% chance of paralysing those affected. Cotton guard is an interesting choice as it offers a three (yup 3) stage increase in defence, whilst signal beam is a base 75 bug special attack with a chance to confuse the foe. Last two moves now with light screen, which lasts 5 turns to double the special defence of the team, whilst thunder is a base 110 electric special move with only 70% accuracy, but will hit regularly in the rain.

The TM list looks a little predictable, with toxic being one that sticks out in the early numbers as a viable option, along with thunder/bolt and rain dance, whilst there is safeguard to prevent status afflictions. The TM list is rather short, but charge beam is a decent shout as it is a base 50 electric special move with a staggering 70% chance to grant a one stage boost to special attack on each use. There's also wild charge, which is basically an electric-type version of the previously visited take down.

Time to breed, and not for better wool or meat. After you causes a teammate to go next, which again only works in a trick room team, agility boosts speed, which is rather worthless, body slam offers a decent power for a normal physical move, eerie impulse can lower the foe's special attack by two stages, electric terrain can boost electric attacks as well as prevent anything from going to sleep and changing the wilderness into an electric haven, flatter boosts the target's special attack by a stage but leaves them confused (much like swagger), iron tail is a powerful steel physical move (base 100) but has very little accuracy with its decent 30% chance of lowering the target's defence. Tutor moves, you can then bag after you, signal beam and iron tail again, but you can get snore, shockwave and electroweb, heal bell and magnet rise, the latter lifting the user off the ground and making it immune to ground attacks.

Level 15 sees evolution from the little lamb into Flaaffy. In this situation you get a 15 point boost to all stats other than speed, which only goes up by 10, so 70HP, 55 in both physicals, 60 special defence and a decent 80 special attack. Same type, same abilities.
Sheering makes it stronger... Unlike Samson...
With an utter lack of change in the level list, thankfully the TM list comes good. Brick break allows you to break screens on the back end of a base 75 fighting physical move, rock smash and strength also allow other options, and volt switch is a great idea, hitting as a base 70 electric special that then allows you to swap out for another member of your party. Fire, focus and thunder punch all pop up on the tutor list.

With evolution into Ampharos comes more power (and less wool): 90 HP and special defence, 85 defence, 75 attack, still only 55 speed, but a nice 115 special attack. Same type and abilities, for now... (ominous fade)
The loss of wool and dignity has made it made and strong...
There are some additions to the level list, including zap cannon, a base 120, 50 accuracy electric special move that causes paralysis, ion deluge (all normal moves that turn become electric-type), dragon pulse (base 85 dragon special), thunder punch and fire punch. Hyper beam, giga impact and focus blast all jump into the TM list, and outrage appears in the tutor list. Outrage is a base 120 dragon physical move that hits for a few turns before leaving you confused.

The interesting thing with Ampharos is that it now has a mega evolution that adds on the dragon-type and the ability mold breaker, which negates the foe's ability. Weirdly, you lose 10 speed back down to 45, you keep the 90 HP, boost to a nearly useful 95 attack, a very nice 105 defence and 110 special defence, and then a rather frightening 165 special attack.
Since it lost its wool, it took the farmer's hair (and life) and became daftly majestic...
The sheer destructive potential of that special attack nearly makes this an instant wonder, but you do need to be careful with it due to the abysmal speed, so have it as part of a trick room team, or on the end of six speed boosts and you may be able to outspeed something slow. There are some good moves there, but not very much by way of coverage.

(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)

Sunday, 17 May 2015

#177-178: Natu and Xatu

I've made too much of a habit disappearing for a while, haven't I? Well, I took some time off for birthday and related hijinks, and then when I came back I was unwell and very busy at work, so yeah, can you really complain? Yes, I guess you can, but then that makes you the bad guy so nerr!

I kinda see some influences from central/south American culture infiltrating on these next two Pokemon, and they certainly have some mystery from the Ruins of Alph where the Unown first spring up...

Natu is a bit like a cutdown form of Xatu, not just in what it is and does, but also in how it looks... 40 HP is underwhelming, 45 in both defences also don't fill you with hope, 50 physical attack means that the good physical flying moves don't really do anything, and 70 special attack and speed aren't the best things but they aren't awful. You get to be flying/psychic in type, so at least you can use the special attack for psychic moves, synchronize and early bird are the standard abilities (the former means that if you get a status affliction the foe gets it too, and the latter means you wake up faster), but a better choice is the hidden ability of magic bounce, which bounces things like stat reducers and entry hazards back at the foe.
Why is this either a sentient garden pea or a decapitated Xatu?
Standard flying start with peck and leer, which I don't think you really need to be reminded of. Night shade inflicts damage based on your level on the foe, teleport is hated from the Abra spam in that it takes you out of battle (and in the overworld can take you back to a Pokemon centre), whilst lucky chant boosts critical hit chances. In ORAS, stored power comes in at 17 (39 in XY), which is a base 20 psychic move, but the base damage rises with each stat boost applied to the team, so you can make it horrifyingly powerful by boosting the 7 available stats (attack, defence, special attack, special defence, speed, accuracy and evasiveness), and in particular a boost to special attack is a good way to go as it is a special move, and so you can basically wipe anything out on the end of a baton pass team. Ominous wind is a base 60 ghost special move and carries a 10% chance of boosting all stats by a stage, like ancient power (this is level 20 in ORAS, 44 in XY), confuse ray confuses the target coming in at level 23 in both gen 6 sets, and in XY you can also take miracle eye before evolving, this move removing a dark-type's immunity to psychic attacks. Me first also pops up in XY before evolution which uses the foe's move against them before they can attack.

We already have a few moves we've seen dependent on the game that would be in after the chance to evolve at level 25, but there are a few more. Wish is a decent one as it can be cast, switch the Pokemon and then the incoming one will be healed by it, or just heal yourself after a pause. Psychic is a very obvious choice as a base 90 psychic special move, so everything that aligns with the Pokemon. Future sight packs a bit more punch as a base 120 psychic special move, but suffers from being overly telegraphed, hitting a couple of turns later, so the opponent can switch to an immune Pokemon, or you could have been defeated before then anyway. Psychoshift will move your status affliction from you to the target, which doesn't really work with synchronize, and Noctowl is arguably a better choice to use it with. Power and guard swap come together, and they switch the changes to stats (power for attacks and guard for the defences) with the opponent, so you can hand off losses or gain boosts, say.

In addition to the standard TM lists, you can take psyshock and calm mind, the former being a psychic special move that hits the physical defence, and the latter being a one stage boost to both special categories, thus being useful for boosting up a stored power as well. You can get sunny day and solar beam, for some reason, and you can also get roost as a healing option, which temporarily sheds the thus far useless flying-type. Shadow ball offers a base 80 ghost special coverage option, and aerial ace is a good move, but your physical attack is just too weak, the same being the issue for steel wing. Thunderwave is another good move to allow build-up, along with confuse ray, dream eater is great if the foe is put to sleep, grass knot works well with how light Natu is, U-turn is always a decent option for an escape route, and dazzling gleam is a base 80 fairy special move.

Breeding time (if you can be bothered), and drill peck offers something for the flying-STAB, but sadly physical attack. Feint attack is a reliable way to score damage (not much since, y'know, physical) as a base 60 dark move, but feather dance can slow a foe's physical charge by lowering their physical attack two stages. Haze gives a welcome niche to this Pokemon as a way to remove all in play issues, quick attack is just quick attack, simple beam is a nice idea to cripple a foe that relies on a great ability (like a Protean Greninja, say), and skill swap does a similar job except you don't just swap their ability out for Simple (stat changes are twice as effective if you have simple), you swap your ability for theirs, so you could dump early bird for something really rocking (maybe something like Protean, or simple if you've already put it on them and you have a cunning plan). Synchronoise is a poor move in some ways in that you can only hit Pokemon of the same type as you, but this is where the nearly worthless flying-typing comes in, so you can hit all flying foes (unless they are dark) with a base 120 psychic special move! Zen headbutt is a little wasted here, but sucker punch can still do a small job. The tutor offers some ok moves like giga drain, heat wave, sky attack (arguably), signal beam, pain split (sorta), magic coat, magic room, trick, tailwind and snore, along with skill swap and zen headbutt.

Evolution time! C'mon, grab your birds! Yes, Xatu is a lot bigger, and a fair way better in stats: a boost of 25 to everything gives still mediocre bulk and physical attack, but 95 in speed and special attack isn't awful with the chance for some buffing. You stay as flying/psychic, you seem to become a Native American-themed Pokemon, and you keep the same abilities...
I kinda like the 'New World' vibe about it, but why does it have eyes for nipples?
Keeping pretty much the same level set, the big change (other than levels) is the addition of air slash, a much needed base 75 flying special move with a decent flinch chance and the ability to target anyone on the field. Giga impact and hyper beam kinda suck still, and pretty much the only other move that comes in is fly, which is worth a little less than air slash. Foul play is the only addition to the tutor list, so that was nice and brief. Foul play, by the way, is a base 95 dark physical move, and is therefore basically wasted here.

You don't really get much by the way of anything here, but the inclusion of stored power is a very nice thing, with the chance to stick that on the end of a baton pass chain, maybe add some more with calm mind and then go to town, but I feel there are better candidates, and as such, this is a fairly forgettable Pokemon that can barely get by on nostalgia.

(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)

Wednesday, 6 May 2015

Bonus post: 25th Birthday favourites

Ok, so the 6th of May 2015 is my 25th birthday... Yeah, get the old jokes at the ready. But hey, as one of the masters' students said: that's halfway to thirty... I don't know how they got that far...

I thought, as a special treat, I'd share with you some of my favourite Pokemon (I was going for top 10 but it was too hard to pick, and also this can then be used for a Pokemon football or cricket team), sort of like how I did the end of Generation One list, but this time it's purely on personal preference, not whether they are any good, which is why we start with:

11: Hoppip
Yeah, this Pokemon is utterly useless, and that's why it finds its way here. I remember as a child playing through Crystal and seeing these pop up all the time and them using splash, which does legitimately nothing (yet could still possibly defeat Yamcha). I remember my Typhlosion roasting them, leaving them utterly obliterated, and I actually felt rather guilty. I kinda like the silly design here, and I like them much more than the later evolutions, so that's why it's Hoppip, and not the other ones like most of these entries will be.
FLY-TIME! SPLASH!

10: Crobat
Zubat and Golbat are really annoying, but I don't really care, since you can very easily grind for some experience since there's like a 90% chance one of those two will pop up in a cave, meaning you just need one attack to clear everywhere, and also you can get some EV training done on them. The thing is, if you bother to raise them, they become really pretty good: Crobat is pretty kickass in design, type, moves and stats, and infiltrator is a fine ability.
Who needs feet?
9: Garchomp
Ok, this one is boosted a little in my estimation by my replay of Platinum where my team was overwhelmingly lopsided heading towards the league, where I had something like a level 70 Infernape and then nothing else. I tracked back and power leveled to around 50 for a Garchomp that just destroyed everything. Added to this I rather like the typing (yes, Flygon has it, too, but I just don't like that as much as some people, say Lizzie's little brother Matthew), and I like the sort of sharky design. I think it has some nice moves, good stats, and a slightly disappointing Mega Evolution...
Start humming the Jaws theme NOW!
8: Infernape
Ok, this is one of the premier starting Pokemon in terms of capability, but its here because I think it's cool. It's basically a burning embodiment of Sun-Wukong, or Goku from Dragon Ball if you prefer. It's a powerful, speedy mixed attacker and it has twice carried me through generation four. In addition to this, I love the way you could get it to follow you around in the park. This is pretty cool to have an oriental legend follow you around and slaughter your foes.
Really needs a pole...
7: Giratina
Ok, another fourth generation Pokemon, but this is the last. Giratina is pretty much the embodiment of evil and chaos, which as an angsty teenager, this kinda held me. It's a pain to catch in the game, but the distortion world was fantastic as something different, and this being the reason and the prize at the end makes it really stand out to me.
The withered wing-things make it like a ghostly pirate bird ship thing... That created its own evil dimension...
6: Absol
I don't know why, but when I played Sapphire, two Pokemon really leapt out at me, and they were Tropius and Absol due to their appearances. Tropius was pretty cool on first sight, but looked a bit odd after. Absol, however, remained cool and elegant, though the design for the mega looked a bit weird. The disaster stuff also makes it pretty awesome in a way.
It's like a really sinister house cat... So a house cat...
5: Lucario
I lied, didn't I? Well, it's my birthday and I'll lie if I want to! Lucario is another mixed attacker, and eventually I dragged this up on my second playthrough of Platinum (it got there rather early in the first but I neglected everything a little in the second play). Lucario and Riolu look just like Anubis, which is cool, the same as Nassus in League of Legends, who I played for a while because of this design and got quite good with for a short while. Lucario's mega also looks cool, and is one of the few characters I find interesting in Smash Bros.
He's here for your soul!
4: Shuckle
First up, I'm going to go with the stats, which make this a rather amazing tank in that I've had mine hit by a super-effective move and only take 6 damage from a foe at the same level (not like it was hit by something weak, this was a flare-blitz on a Talonflame, and yes, I had nerfed its attack). The thing is, you can be one-shotted by something pathetic with a move like Night Shade as your max HP may well be sub-100. Now back to the real reasons why I like it: the design is adorable, the shiny is pretty cool (like home and away kits, it's just a small change), it's a bug-type that actually is pretty awesome and it's so adorable again!
It's just so sweet!
3: Mewtwo
Ok, here's where it gets REALLY close between the top three, and really they could be in any order. Mewtwo gets stuck here because it was the last of them I got and the hardest to get (arguably, depending on how many Pokemon-playing friends you have). Mewtwo has the attitude, mystique and cool design to make it appealing. It has words of wisdom that people often inaccurately attribute to famous twentieth century legends like Ghandi and MLK, but no, quite often that quote was Pokemon #151!
I see now that the circumstances of one's birth are irrelevant. It is what you do with the gift of life that determines what you are. - Mewtwo, not MLK or Ghandi or any philosopher...
2: Gengar
Again going in the reverse order of when I got them we have Gengar. This has been favoured more in recent years, partly because of my nephew calling my dad Gengar rather than granddad and the gimmick team that I was running on Pokemon Y multiplayer. It's sinister, cool, purple, looks like it wants a hug and all that jazz.
Hi friends!
1: Typhlosion
My first Pokemon was Cyndaquil (unless you count something I found in a pack of crisps, in which case it was my 12th favourite Pokemon, Sandshrew, which misses the top 10 because I liked it because of that freeby and an episode of the anime). Typhlosion has a cool design, is a fire-type (which is always a nice plus), was my first ever Pokemon, utterly destroys things, has a cool cry and the following around in HGSS was nice.
See? It looks calm, measured and loving!
I'd like to give a special mention to Suicune, Zoroark, Reshiram (thanks to an elite four sweep in White 2 when I was actually lower levelled than the league and I would have got the solo badge if an egg hadn't hatched right at the last few steps around), Terrakion, Uxie and Azelf (for not being Mesprit), Pikachu (for the attitude in the anime), and Dragonite for being adorably idiotic looking!

#175-176, #468: Togepi, Togetic and Togekiss

You probably remember receiving Togepi at some point on your adventures through the games, but what you didn't know was that, with the introduction of Togekiss and eviolite, this actually gives two pretty decent Pokemon...

Togepi in itself has some pretty lacklustre stats, with 35 HP, 20 attack and speed, 40 special attack and 65 in both defences, which would be OK-ish if the HP wasn't so crummy... This adorable little fairy-type comes with two standard abilities as well as a hidden one. On the standard side of things, you can get hustle (physical attack power goes up 50% in power, but accuracy drops by 20%) and super luck (doubles the chance of added effects on moves, so a 10% chance of burn/freeze or whatever goes up to 20% and so forth). Moving to the hidden one, you can pick up super luck, which buffs the chance of critical hits.
Ah! So adorable! But why does Misty seem to breastfeed it?
Growl and charm are not really a good start since it stops you from actually attacking anything, instead lowering attack of the foe from both of them, which is really odd: why offer basically the same move twice, with the only differences being that charm is more effective (2 stages) yet has half the PP? Metronome is the first chance for possible damage, but that isn't really that encouraging, since it can do anything, like self-destruct, splash or flatter instead of that flamethrower you really, really need. Sweet kiss has 75 accuracy but when it connects then it will confuse the foe. Yawn will make the foe drowsy and slightly down the line it will put them to sleep, but it could take long enough for you to die in the meantime. Encore will make the foe use the same move again for three turns and can make the foe struggle. Follow me has two stages of priority and diverts incoming moves towards the user rather than the intended targets.

Bestow is an interesting move as it allows you to hand off an item onto the target (so long as they aren't holding anything), which can handicap them by potentially locking them into a choice item and getting stuck on a worthless move, or sticking them with a flame orb or something, or just ruining unburden and acrobatics. Wish is an interesting choice, which heals the Pokemon in play when it comes into effect by half the caster's HP, with it coming into effect at the end of the next turn, allowing swapping to heal an injured team mate, maybe by using volt switch or U-turn. Ancient power is the first guaranteed damaging move as a base 60 rock special that can boost all stats (works even better with serene grace), whilst safeguard prevents the team from getting affected by status conditions. Baton pass will swap out the user for a teammate, passing on all stat changes, whilst double edge and last resort are normal physical moves (base 120 and 140 respectively) that cause recoil damage, with the latter only being usable when all other moves are depleted of PP. Finally we get after you, which makes the target move next, which means you have to be faster than everything for this to be of any use.

Despite a fairly damage-lacking level set, there are a lot of options in the TM list. Forgoing describing the really common ones, we see psyshock, solar beam, psychic, shadow ball, flamethrower/fire blast, incinerate, dream eater, thunder wave, grass knot, rock smash and dazzling gleam, which are all pretty decent. Breeding can also give extrasensory, foresight (which can help overcome the accuracy loss of hustle), future sight (beware that you may die before this lands, it also allows the foe to switch out, but it is very powerful), lucky chant (boosts critical rates), mirror move allows you to bounce attacks back after they've been fired at you (and with more power), morning sun allows healing in the sunshine, nasty plot allows a two stage boost to special attack, peck is a weak flying move, present is a disaster of a move (wait for Delibird!), psycho shift allows you to dump your status problem on the foe, and stored power is ripe for abuse: stored power is a base 20 psychic move that is made stronger by every stat boost you have, including speed, attack, evasion and accuracy, not just special attack, which of course takes even more advantage due to it being a special move, so it can have massive base power with the addition of heavy special attack to back it up. Lastly, the tutor can give a lot of moves: after you, covet, endeavour, heal bell, hyper voice, last resort, magic coat, shockwave, signal beam, snore, trick, uproar, water pulse and zen headbutt, all of which we've seen a few times before.

You evolve by friendliness into Togetic, which got made a lot better with eviolite, which shores up the defences 50% each, which is good since they are pretty good, with 85 physical and 105 special, with the 55HP (which is still a bit lacking), 80 special attack is pretty decent, but 40 speed is still rather disastrous. You also get to add on the flying-type to the pre-existing fairy, but you keep the same abilities, which is pretty good, really, since serene grace is brilliant.
Why has it absorbed the egg shell into its body?
The level set adds in a few moves, with an early one being magical leaf, which is like a grass-type version of swift in that it is a base 60 special attack with no accuracy check. Fairy wind is the other move that pops up, a base 40 fairy special with no added effects. Brick break, aerial ace, hyper beam, steel wing, retaliate and giga impact, along with fly all come in on the TM side of life. The enormous list of tutor moves also gets padded with drain punch, focus punch, heat wave and tail wind.

Finally, if you get exposed to a shiny stone then you can evolve again into the newer Togekiss. 85HP is pretty nice now, with the decent defences (95 physical and 115 special), and now there's some speed (80) that can be supplemented if you get up tail wind, 50 attack remains poor, but 120 special attack is really good. Still fairy/flying with the same abilities, which is good, really. The issue is that there are virtually no new moves available when you evolve: from evolving you can grab after you, extreme speed (base 80 normal physical with a few stages of priority), sky attack (two turns, base 140 flying physical), aura sphere (a good shout, base 80 fighting special) and air slash (base 75 flying special that has a decent flinch chance). No new TMs and not much more added to the tutor that is worth considering.
Like a stealth bomber of light...
Togepi is adorable but a bit pathetic, yet both evolutions are worthwhile for using for one reason or another. This is a line that really got big boosts from Generations 4 onwards, including the switch to fairy-type, which is pretty awesome.

(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)

Tuesday, 5 May 2015

#174: Igglybuff

Yet another one covered before... I've given you a few hours here rather than just piling them all on at 2 minute intervals on the 5th, so this one is coming up 10 hours later, still meaning 4 posts on the day. Yeah, just go back and see Jigglypuff if you want...

#173: Cleffa

Again another one previously covered, and I can't really just copy paste the same apology since it will then be appearing three times in a row, so yeah, this was already covered for Clefairy here!

Still hate it, by the way...

#172: Pichu

Ok, this was covered before with the previous evolutions, so to visit that, go here!

This is going to happen a few times from here on out, so these posts will happen again, but they won't really count towards the total. Thanks!

#170-171: Chinchou and Lanturn

Here's an interesting one for you. And an annoying one for me, since the level-set order changed a lot between XY and ORAS, so I'll present in the ORAS order, and put the XY level in bold in brackets with the ORAS level in italics afterwards like so (level/level!).

Chinchou is an interesting prospect as it's water/electric-type, which has some interesting coverages over one another (say ground, electric, blah), but then you get the interesting abilities, too: volt absorb makes you fully immune to electric attacks and actually restores HP, and the hidden ability of water absorb is the same but with water-type attacks, and then the other standard ability is illuminate, which doesn't actually do anything in battle but doubles wild encounter rates when at the party lead position. Time to cover the stats, and we see good HP at base 75, with weak physical stats of only 38 each, 56 in each special and 67 speed. Well, they weren't great, were they?
"Blooop!"
Now to the circus. Remember, I'm stating from ORAS and adding XY (see above). We start with bubble (12, a base 40 water special move with a slight chance to drop the target's speed) and supersonic (start, 55 accuracy and confuses the target). Thunderwave (6/6, paralyses the foe, 100 accuracy), and then electro ball (9/28, electric special that hits harder the faster the user is than the foe, where the minimum, so when the foe is twice as fast or more, is base 60, so rather good, actually). Water gun (12/start) is very similar to bubble with the same accuracy, same type, both special, same power, but less PP and no speed change or any secondary effects, so why would you take this? Confuse ray (17/17) is classified as ghost-type and is a much more reliable confusion option than supersonic was (though swagger and flatter also affect the target's stats, too, which means that the recoil can be harder, though they can do more damage if they avoid themselves). Bubble beam (20/31) is a base 65 water special move with the same 10% chance of slowing the target that bubble had. Spark (23/20) is a base 65 electric physical move with a decent chance to paralyse the target, and then you can evolve at level 27, so in ORAS, that's it before you can evolve. Of course, this is a bit weird.

Right, signal beam (28/34) is a base 75 bug special move with a slight confusion chance, then flail (31/9) is a normal physical move which is more powerful the less HP the user has in relation to the maximum. Discharge (34/39) is an electric special move that hits all adjacent Pokemon base 80 in power with the chance to paralyse the foe, and take down (39/23) is a normal physical move, base 90, that involves heavy recoil. Aqua ring (42/42) effectively sets up leftovers, leading to 1/16th HP healing per turn for the survival of the user, and can be baton passed on to other team mates. Hydro pump (45/45) has only 5PP, 80 accuracy, but 110 base power as a water special move, ion deluge (47/47) is an electric move which has one stage of priority, and makes all normal moves used that turn into electric-type, which can be useful if you have volt absorb, I guess, and finally, charge (50/50) boosts the power of the next electric move used by the user as well as conferring a stage stat boost to special defence.

Along with the standard TMs, you can grab ice beam/blizzard and hail, rain dance, thunder/bolt, facade, round, scald (base 80 water special that can burn the target), charge beam (50 power electric special with 90 accuracy and a 70% chance of raising the special attack stat by a stage), volt switch (base 70 electric special move that can allow you to switch out), dazzling gleam (base 80 fairy special that can hit multiple opponents), as well as surf, waterfall and dive.

Time to breed! Agility and amnesia can buff your speed and special defence, respectively, whilst brine is a base 65 water special move that doubles in power when it hits a foe that is below half health. Psybeam is a decent option to add a psychic special coverage move with base 65 power, shockwave is a base 60 electric special much like swift that avoids the accuracy check, soak changes the foe's type to water, which goes well with the electric attack options, water pulse remains a decent move that is base 60 water special with a confuse chance, and whirlpool traps the foe in battle damaging them 1/8th their HP per turn, sticking around for 5 turns after hitting an initial base 35 water special move and 85 accuracy. The tutor may offer bounce (base 85, 85 accuracy flying physical move), icy wind stays as a base 55 ice special move that can slow the target, we've covered shock wave and signal beam and water pulse, and snore is the same as ever, whilst heal bell cures all status issues in the party.

Time to evolve: Lanturn is a bit bulkier. 125HP is pretty cool, actually, but 58 in both physicals is pretty poor, 76 in both specials is underwhelming, and the same speed (67) is pretty mundane. Same type and abilities again!
A little happier than the standard angler fish, and certainly cuter...
Aside from changes in levels for the moves when you've evolved (it would take ages to detail them all, but they aren't huge changes), but you do get the addition of eerie impulse (start/start) which lowers the foe's special attack by two stages, electro ball (but only in ORAS), as well as stockpile, spit up and swallow (all at level 27, so on evolving, in both games. Stockpile is the precursor, which stores up energy and boosts both defensive stats by a stage until they are used. Spit up uses the stored energy to attack, with each stockpile boosting the power by 100, so therefore 100, 200 or 300 base power as a normal special attack. Swallow also uses up the stockpiles to heal the user, with one healing 25% of maximum, 2 healing up to 50%, and 3 fully healing the user. Hyper beam, giga impact and wild charge come in on the TM list, and aqua tail is also added to the tutor set.

Lanturn has the highest base HP of all electric-type Pokemon, but is that good enough? No is probably the answer. It's another example of one good stat and some good moves available, but there's little way to really use it. Maybe not at the top of the pile, but certainly an interesting possibility for a gimmick.

(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)

Monday, 4 May 2015

#169: Crobat

Ok, this was covered before with the previous evolutions, so to visit that, go here!

This is going to happen a few times from here on out, so these posts will happen again, but they won't really count towards the total. Thanks!

#167-168: Spinarak and Ariados

Yay! More bugs! These being counterparts to the previous Ledyba/Ledian due to version differences, and the day/night cycle.

Stats wise, Spinarak is to power what Forest Gump is to genius. 40HP, 60 attack, 40 defence and both special stats, and a mere 30 speed. At least you have different typing, swapping the flying for poison, so bug/poison now. Swarm is the same as before as it boosts bug moves by 1.5x when below 33% HP, and insomnia stops you from sleeping. The hidden ability of sniper boosts the power of critical hits by 1.5x (so now 2.25x the standard hit).
Two faces but only 6 legs? Not a very good spider...
Poison sting is a base 15 poison physical move that can poison the foe, whilst string shot can lower the foe's speed by two stages and hits all adjacent foes with 95 accuracy, but then you get scary face, which has quarter of the PP, the same effect, mono-targeting but better base accuracy at 100 so why you get both I really cannot understand. Constrict is a base 10 normal physical move that can again lower the foe's speed by a stage, and leech life is a base 20 bug physical move that heals you by up to 50% of the damage sustained by the target. Night shade is a ghost move that deals damage equal to the user's level (so very useful against Shuckle and for terrible Pokemon). Shadow sneak is like a ghost version of quick attack in that it is a base 40 ghost physical move with a one stage increase in priority. Fury swipes pops up at the same level where you can evolve (22), and is a base 18 normal physical move (80 accuracy) that can hit up to 5 times in a turn.

Sucker punch is a nice base 80 dark physical move that will only hit the foe if they are readying a damaging attack, with sucker punch having boosted priority to make it even more useful. Spider web prevents the foe from switching unless it has baton pass or U-turn etc. and doesn't affect ghosts anymore, and agility is a speed booster. Pin missile is very similar to fury swipes, but is bug-type, base 25 and 95 accuracy, so more powerful, more accurate and with STAB. Psychic is a psychic special move with base 90 power, and poison jab is a base 80 poison physical move with a 30% chance to poison the victim. Cross poison is base 70 poison physical with only 10% chance to poison the target but with a good critical chance. Sticky web is the last level move which acts as a speed reducing entry hazard that doesn't affect Pokemon that are not on the ground.

TMs, well, there's the standard set, with the additions of hone claws (boosts attack and accuracy), and venoshock, as well as solar beam, dig, psychic, sludge bomb, thief, round, struggle bug, X-scissor (base 80 bug physical with boosted critical chance), infestation, poison jab and substitute.

Baton pass an be bred on, along with disable, electroweb, megahorn, night slash, psybeam, pursuit, rage powder, signal beam, sonic boom, toxic spikes (so couple this with sticky web for an entry hazard setter), and then twineedle, which boosts power when used to kill the target. Tutoring can give the interesting bounce (basically a lower power fly at base 85 flying physical with 85 accuracy), bug bite (base 60 bug physical and eats held berries), electroweb (base 55 electric special), foul play (base 95 dark physical), giga drain (base 75 grass special that drains health from the foe), signal beam (base 75 bug special), and then snore (base 55 normal special that can only be used when sleeping).

Evolving time! Ariados is a little less pathetic: 70HP, 90 attack, 70 defence, 60 in both special and then 40 speed, which means you need either to be in trick room or using priority moves. No change to type or abilities, but venom drench pops up in the level list now, which only works on poisoned targets, working to lower both attack stats and speed by a stage. This is the only move that changes, no hyper beam or giga impact... Weird...
Not content with not having enough legs, two of them have now migrated to being utterly useless... Pretty telling...
Yeah, these Pokemon are nothing special again, but arguably better than the previous Ledyba and Ledian. Still, not really worth using at any juncture...

(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)

Sunday, 3 May 2015

#165-166: Ledyba and Ledian

YAY! Now time for a generic bug! And this one is really odd...

Ok, so Ledyba has a claim to fame: in calculations, it can be the recipient of the highest damage move possible in the game thanks to a fifth stage of rollout from a defence curled, helping handed stat swapped Shuckle with the natures aligning leading to millions of HP as damage. 40 HP, 20 attack, 30 defence, 40 special attack, 80 special defence and 55 speed give cause to nightmares, as does the bug/flying-typing, which offers a lot of weaknesses. Swarm (boosts the power of bug moves 1.5x when HP is below 33% and increases wild encounter rate) and early bird (you wake faster from sleep) are the normal abilities and the hidden ability is rattled, which boosts speed when hit by bug, dark or ghost-type moves.
It looks like it needs glasses for some reason...
Tackle makes yet another appearance, supersonic can cause confusion on 55% accuracy, comet punch has base 18 power as a normal-type that hits 2-5 times with an accuracy of 85. Popping up at level 14 we get the following 3 moves: light screen (boosts special defence x2 for the party for 5 turns, can be broken by brick break), reflect (same as light screen but drop the word special) and safeguard (prevents the team from being affected by status afflictions for 5 turns), all these being good for setting screens, but the speed stat is not. Mach punch is the last move before you get chance to evolve, and it acts as a positive priority move, base 40 fighting physical power.

Evolution level time, and you can nab baton pass, which switches yourself out and replaces the user with a teammate, transferring all stat changes to the new entrant, so this can be used to magnificent effect if done well, transferring boosts to a sweeper that can then run riot. Silver wind is a base 60 bug special move that is much like ancient power in that it can boost your speed, attack, defence, special attack and special defence by a stage each (10% chance). Agility buffs speed, swift has no accuracy check as a base 60 normal special move, and double edge is a base 120 normal physical move with huge recoil. The final move is bug buzz: bug-type base 90 special which can lower the foe's special defence a stage.

Standard TMs apply, along with solar beam (and sunny day, but no rain dance), roost, dig (?), brick break, aerial ace, acrobatics (remember, base 55 flying physical that doubles in power when a held item has been lost), substitute (can combine with baton pass), U-turn (base 70 bug physical that allows you to swap out on the attack), struggle bug (base 50 bug special move that can lower the foe's special attack), infestation (base 20 bug special move that traps the foe for 5 turns and hurts them for 1/8th their HP for each turn) and power-up punch (base 40 fighting physical that boosts attack by a stage).

Bow-chick-a-wow-wow time! Bug bite (base 60 bug) allows you to eat the target's berry, dizzy punch (base 70 normal physical that has a chance to confuse the target), drain punch (base 75 fighting physical that heals the user based on the damage given), focus punch, encore, knock off, psybeam (base 65 psychic special), tail wind and screech. Now to the tutor, and they can give you focus punch, bug bite, drain punch, giga drain, ice punch, knock off, snore, tailwind, thunder punch and uproar.

Evolving time to Ledian, which changes hidden ability to iron fist, which boosts the power of punch moves. Changes to stats are a bit mediocre, with 55HP, 35 attack, 50 defence, 55 special attack, 110 special defence and 80 speed, which I suppose is ok for a lower tier fighter. You also retain that poor type combination.
It's trying to be a superhero, but failing so badly...
Hyper beam, focus blast and giga impact all pop in on the TM list, with the level list not changing. The only other change is that the punch moves have become more worthwhile owing to iron fist and its 20% boost.

There isn't too much to really do here unless you want a weak special wall or a baton passer, but there are better options for both. The typing and poor offensive stats hinder this Pokemon, which has a reasonable movepool, I suppose.

(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)

Saturday, 2 May 2015

#163-164: Hoothoot and Noctowl

Starters and generic rodent done? Cool, now to the birdy!

Hoothoot was the first shiny (other than the Red Gyarados) that I ever saw, and I caught it. I saw it was different and didn't know about shinies at the time (this was pre-broadband in our household), and nobody at school really knew, but then one guy managed to find out and we thought that it was pretty neat. All in all, however, this Pokemon has some dreadful stats: 60HP is ok, 30 in both physicals, 36 special attack and 56 special defence, with a pokey 50 speed. Normal/flying is ok, I guess, as is insomnia as an ability (prevents you from being put to sleep), keen eye also isn't too bad as it prevents accuracy loss, whilst the hidden ability of tinted lens, which doubles the power of 'not very effective moves', so that's actually rather good and can be well combined with choice items, I guess. Another positive is that it evolves at level 20...
Small, round, possibly bounces on the ground...
Leveling up time! I'm not going to insult you with tackle and growl being defined, but foresight allows you to hit ghosts with normal moves as well as reverting the foe's evasion to normal. Hypnosis will allow you to put the foe to sleep (60% of the time based on accuracy), whilst peck is a base 35 flying physical move and allows you to hit anyone. Uproar is a base 90 normal special move (blocked by soundproof) that prevents anyone from going to sleep whilst it's in operation (3 turns). Reflect boosts the team's defence by 100% (except across a triple battle team where it is 50% and it can be broken by brick break in all cases) with the effects lasting five turns. Technically at this point you could just evolve, but one level later you can get confusion, a base 50 psychic special move with the chance to confuse the foe.

Echoed voice is an interesting move: it's a base 40 normal physical move (also blocked by soundproof) that bypasses substitutes and gains power with successive uses up to a maximum of 200 and gets STAB here. Take down is next, a base 90 physical normal move, 85 accuracy and recoil. Air slash is arguably much better at base 75 as a flying special move, 95 accuracy and the chance to flinch, and can hit anyone in the battle. Zen headbutt is interesting as a fairly rare psychic physical move, with base 80 power and again the chance to flinch the foe, and this is followed by the move synchronoise, which hits hard as a psychic special move, base 120 power, and only damages adjacent Pokemon that share a type with the user, which is a little awkward, and despite only being base 80, extrasensory is probably more useful since it just acts as a psychic special move with a flinch chance. Psychoshift transfers a status condition from the user to the target, whilst roost offers decent healing to the user at the cost of the flying-type for a while. Finally there's dream eater, which hits as base 100 psychic (what's with all the psychic moves here?) only on sleeping foes, healing the user based on the damage sustained by the target.

You get some fairly standard TM moves, including hidden power, sunny day, rain dance, return/frustration, psychic and shadow ball. Aerial ace comes in, as does facade (which YouTube battler Pimpnite runs on his Noctowl with psychoshift to reasonable effect). Thief, round and steel wing all crop up, as well as rest, sleep talk, substitute and, naturally, fly.

Breeding can give agility and defog, feint attack, mirror move, feather dance is good for crippling the foe's attack with 2 stages drop each use, night shade hurts the victim based on the level of the user, sky attack remains a hyper powered variant of fly with a flinch chance, boosted critical hit ratio, ability to hit anyone and a charging turn, and wing attack comes up again as a good old standard, along with whirlwind, which acts like dragon tail in that it has reduced priority and knocks the foe out of the battle but unlike dragon tail it doesn't damage the foe. Moving on to the tutor, they can randomly give you heat wave, hyper voice (same type and power as uproar but no secondary effects other than bypassing substitutes and destroying background rocks), magic coat, recycle, sky attack (again), snore, tailwind, uproar and zen headbutt.

After level 20, I would seriously consider evolving in an almost emergency situation as Noctowl is a lot better: 100 HP, 50 in both physical stats, 76 special attack, 96 special defence and 70 speed, making it a decent special wall. Same types and abilities. The only other differences are the additions of hyper beam and giga impact to the TM list. That is all.

In truth, I think this pairing has been greatly boosted in my recollection due to that early shiny and the very good usage of Noctowl by Pimpnite on YouTube, but it really is a little indifferent. The moveset is ok at best unless you run gimmicks or weird strategies, as there isn't too much coverage other than normal, flying and psychic.
Sultry and refined... and an owl...
(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)