A systematic review of every Pokemon, with personal opinions, as well as actual movesets and stats. Occasionally, I will also give ideas for team formations, favourite Pokemon/moves. If you wish to battle me, just let me know, and if you want to add my 3DS friend code, just stick it in a comment and I'll get back to you. (Friend Safari is electric in Y.)
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!
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?
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!
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)
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?
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| "Blooop!" |
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... |
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!
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).
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...
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)
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).
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| Two faces but only 6 legs? Not a very good spider... |
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...
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| Not content with not having enough legs, two of them have now migrated to being utterly useless... Pretty telling... |
(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.
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.
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)
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... |
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.
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| It's trying to be a superhero, but failing so badly... |
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)
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