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    Competitive Battling Guide by Parrot_Lover

    Version: 2.3 | Updated: 12/03/08 | Printable Version | Search This Guide

    
    
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                PPPPP  O    O KK   EEEEE  M M M M  O    O N N  N          
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                P      O    O K K  E      M     M  O    O N   NN            
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                         DDD    // PPPP
                         D  D  //  P  P
                         D  D //   PPP
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                  |COMPETITIVE BATTLING GUIDE/MOVESET LIST|
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     SECTIONS
              I.  Intro/About Me.
              II. Training Your Pokemon.
              III.Pokemon Terms.
              IV. The Actual Guide.
               V. Uber-Busters!
              VI. Double Battles
              VII. The Technical Stuff.
    
    DISCLAIMER:  I did not come up with these movesets.  They were suggested by 
    people from the various Message Boards I frequent.  The reason I wrote them 
    all down in a FAQ like this was because I wanted to have ALL the Diamond and
    Pearl movesets gathered in one easy to find place.  Do NOT assume that any 
    one moveset is the best, because there is no such thing as a "One Moveset to 
    rule them all."
    
    ANNOUNCEMENTS:
    
    The new Platinum version's out in Japan, which means it's only a matter of 
    time before it comes out in other countries.  So, what does Platinum have in
    store for us?  New Pokemon forms, new wi-fi mini-games, and for the 
    competitive battlers, new move tutors.  That means that moves like Trick will
    be available to more Pokemon.
    
    So, I'm going to at least try to update this guide a little for the Platinum
    version.  I'm not sure if it'll actually end up under the Platinum section,
    but it'll be updated at least.
    
    And one other bit of bad news, the laptop I've had for years is probably not 
    going to last me much longer.  Oh, don't worry, it doesn't affect my e-mail
    or anything, just all the stuff I've had written on here, like fanfics...
    and this guide.  So, I'll try and keep this laptop alive at least until I 
    have a decent amount of Platinum updates...Or until my family gets me another 
    laptop, whichever comes first.
    ------------------------------------------------------------------------------
    Well, I finally have a chance to prove I haven't fallen off the face of the
    earth and update again!  I've been meaning to do it for a VERY long while, but
    haven't quite gotten around to it, because let's face it, I'm a 
    procrastinator.
    
    I've said right from the beginning that this guide is more for beginners, so
    now there's another guide on Gamefaqs for the more advanced players.  Check 
    out Aragornbird's Competitive Moveset guide if you want movesets for the 
    older Pokemon, as well as better EV spreads for the Sinnoh Pokemon.
    
    For those of you that haven't already heard, there is a third game coming out 
    for the Diamond/Pearl generation.  It's Pokemon Platinum!  (I was sort of 
    hoping for Topaz, since that's my birthstone, but no luck there.)  I'll 
    probably get it when it comes to America.
    
    And I now have a copy of Pokemon Diamond, so I won't have to delete any more 
    Friend Codes for a while.  The bad news is, I need to train more Pokemon for
    a team on it, because all the trained Pokemon I have so far are kinda thrown
    together.  I do have six Battle-ready Pokemon, though.
    
    My Diamond Friend Code is 1204-0329-1244, and the name is Flyva.
    ==============================================================================
    I now have an alternate e-mail address.  Flyvarna (at) GMail (Dot)
    com.  I'll keep checking my Yahoo address, but I plan on gradually switching
    to GMail.  As much as I hate to admit it, Yahoo and its' habit of bouncing
    my replies to Hotmail addresses was too much trouble.
    ==============================================================================
    My DS is broken.  Well, not BROKEN-broken, it still works, but due to a crazy
    little thing called Gravity, the stupid hinge busted.  So I now have a new DS,
    and a new Friend Code.  I'm also learning all the ins and outs of changing 
    DS-es, especially the part where it DELETES all your Friend Codes.  Yeah, it's
    that bad.  I can re-get most of my missing Friend Codes from my E-Mail, and
    here is my new Friend Code:
    
    Cat, 5155-1037-5304.
    
    Hopefully this Friend Code will last me longer than the other one. 
    ==============================================================================
    Okay, after doing a lot of thinking, and a lot of Training, I've decided that
    I will start battling competitively after all.  (Opens up a can of worms and
    hopes her ego can take a lot of losses.)  My Friend Code, and the rules, are
    in the FAQ at the bottom.
    
    Also, I now have a Youtube Account, the user Flyvarna.  I hope to record 
    some of my Battles and pictures of my Shinies Evolving, as well as some 
    random clips.  If you want to Battle me, and don't want to be Youtube'd, 
    please tell me.
    ==============================================================================
    There is now a Team Building FAQ on Gamefaqs!  If you want good advice on
    making that "Pwnsome" Team, go check out Sui89's Strategy FAQ.
    ==============================================================================
    I've decided not to do the old Pokemon after all.  I will finish the 
    Diamond and Pearl Pokedex, and I will continue to improve my guide, but I 
    don't have much time these days, so I'll end at this guide at
    Arceus.
    
    VERSIONS
    
    -Version 0:  Got the basic guide up, movesets for Torterra-Luxray.
    -Version 0.1:  Movesets for Roserade-Pachirisu.
    -Version 0.2:  Added Movesets for Floatzel-Mismagus, got a better
                   IV chart up.
    -Version 0.3:  Added Movesets for Honchkrow-Garchomp.
    -Version 0.4:  Added Movesets for Lucario-Abomasnow.
    -Version 0.5:  Added Movesets for Weavile-Magmortar, fixed some mistakes.
    -Version 0.6:  Added Movesets for Togekiss-Porygon-Z, put little dividers
                   between each Pokemon.
    -Version 0.7:  Added Movesets for Gallade-Mesprit.
    -Version 0.8:  Added Movesets for Azelf-Cresselia.
    -Version 0.9:  Added Movesets for Manaphy-Arceus, corrected some more 
                   mistakes.
    -Version 1.0:  Added a couple of Movesets, attempted to fix the IV phrases,
                   fixed a mistake in Yanmega's Base Stats, and wondered how in 
                   the name of Team Rocket I could forget to add how to get 
                   Probopass's Moves.
    -Version 1.1:  More Movesets, and I finished up the IV chart.
    -Version 1.2:  Added more Movesets, started the "Uber-Busters" section, and
                   fixed MORE mistakes.
    -Version 1.3:  Back from vacation, I fixed Gallade's Moves section, and 
                   added another Moveset. I also tried to make a Strategy section,
                   started a Breeding Section, and fixed some more small mistakes.
    -Version 1.4:  More Movesets, added the Psychic Trio and Gengar to 
                   "Uber-Busters."  Found some small spelling errors and fixed 
                   them, and fixed a problem with a Probopass Set.  Added a joke
                   moveset for myself.
    -Version 1.5:  Added Weavile, Milotic, and Electivire to "Uber-Busters."
    -Version 1.6:  Sorry about the delay in getting Updates.  Got some more 
                   Movesets up, started that Double Battles part, added Ninjask to
                   "Uber-Busters."
    -Version 1.7:  More Movesets, added some more Items, made a section on Wi-Fi 
                   Battling, added a bunch of Legendaries to "Uber-Busters", and
                   made some announcements.
    -Version 1.8:  Updated the Battling Strategies a little. Added Lugia and Ho-oh
                   to "Uber-Busters," and corrected a small mistake (353 EVs?!  
                   That's what happens when I type too fast.)
    -Version 1.9:  Updated the Doubles Strategy a little, updated the Wi-Fi 
                   section, corrected a few mistakes on Regigigas' Movesets,
                   (And wondered how that one got by me for so long) and started 
                   a section on Weather effects (In-game, of course!)
    -Version 2.0:  The big 2-0!  Added some new Pokes to "Uber-Busters," and 
                   fixed the order a little.  Added one name that was missing 
                   from the credits, and one new Site that this guide will
                   be on.
    -Version 2.1:  Fixed a MAJOR mistake in the IV descriptions section.  (I was
                   apparently using the Japanese translation instead of the 
                   English version for the Attack IVs.  How in the name of Captain 
                   Falcon did that happen?!)  Also, added more movesets
                   and updated the Uber Busters a bit. 
    -Version 2.2:  Fixed a small spelling error, added more sets.   
    -Version 2.3:  Started with the Platinum Updates, updated the section on 
                   priority attacks a bit.  And of course more movesets.
    
    Section I: Intro/About Me.
    
    First off, I am NOT good at battling.  I just made this Guide because at the 
    time, nobody else had, so enjoy it!
    
    I suppose you could say that this guide is more of a beginner's guide than
    anything else.  There are other guides out there if you look for them, but
    this one's mine.
    
    My name here is Parrot_Lover.  As you can figure out from my name, I like 
    birds.  This is my first FAQ and I've been playing since the old days of Blue.
    And one final thing about me, I am a girl.  
    Yes, that's right. I am A GIRL.  And I don't play with those sickeningly cute
    Pikachus.  I prefer a Metagross or a Tyranitar any day!
    
    Anyway, to the Pokemon stuff.  The whole "Battle your friends" thing has been
    around right from the start, but until the fourth generation, Pokemon Diamond 
    and Pearl, came out, battling over the internet was only possible with fanmade
    programs like Netbattle.  Now all your DS needs is an internet access point 
    and a fellow battler's Friend Code to get started.
    
    Please remember that not everyone likes to spend hours training to get just
    the right Team.  A lot of people like to do this for fun.  They don't train 
    EVs or anything, and instead of all the Overused Pokemon, use their favorites.
    
    Don't act like a jerk when you battle.  Don't brag about your team TOO much,
    Don't laugh when you see what your opponent is using.  Don't call them any 
    names, and above all, don't get mad if you lose.  It's only a game, after all.
    
    Section II:  Training Your Pokemon
    
    "So what do I do," you ask.  The first thing you do is you pick your Pokemon.
    A good team of Pokemon is balanced to make up for any weakness.  No matter
    what they do in the game, going out with six Gyarados is NOT a good idea, 
    especially if your opponent has at least one electric Pokemon!
    
    Which Pokemon you decide to use also depends on what you want them to do.  
    Here are some of the ways that Pokemon can be trained.
    
    Sweeper-A Pokemon who's mostly meant to attack.  Depending on which stat is 
    better, you can either have a Physical Sweeper or a Special Sweeper. 
    Sometimes, the Physical and Special Stats are close enough that you can make
    the Pokemon a Mixed Sweeper, with both Physical AND Special attacks.  
    Sweepers in general also have a lot of speed on them, so they can get their 
    hits in before the other guy does.
    
    Hazer-Haze is a move that makes ALL Stats go back to normal.  For instance,
    if your opponent has used Swords Dance to increase their Attack a lot, 
    Haze will make sure that all that Sword-dancing was for nothing.  Hazers
    tend to have high Defense, in case the opponent has already used Swords 
    dance a couple of times.  Any sort of "Shuffler" move, like Roar or Whirlwind,
    can also be used, because usually when a Pokemon switches out, their Stats go
    back to normal.
    
    Tank-Usually a Pokemon with good Defense, Tanks are MADE to take hits.  Tanks
    have recovering moves, like Rest, and items that recover hit points.  There 
    are a couple of variations of this.  The Wall is meant to take any kind of 
    Physical hit, while the Sponge is meant to take all kinds of Special Attacks.
    
    Choice Bander/CB-er:  A Pokemon holding the item Choice Band.  Choice Band
    increases the power of your moves, but you can only use one move...Until 
    you switch out, at least!
    
    Stallers-Stallers are like the Tanks, but they have moves that are meant to
    s-l-o-wly kill the opponent, like Toxic and Will-o-Wisp.
    
    Annoyer-Annoyers are the ones with the irritating moves, like Confuse Ray, 
    or Attract. 
    
    Baton Passers are Pokemon with the move Baton Pass.  Baton Pass is a move that
    lets your battling Pokemon pass any Stat-Boosting moves, like Sword Dance or 
    moves that will keep your opponent from getting away, like Mean Look, to the 
    next Pokemon who might need them.  
    
    Spiker-Spiker is a Pokemon who has either the move Spikes or Toxic Spikes.
    
    Healer/Cleric-These Pokemon are for healing others.  They have moves like
    Aromatherapy and Wish.
    
    SunnyBeamer-A Pokemon that uses Sunny Day to get some one-shot Solar Beams.
    
    Shuffler-A Shuffler (Also known as a Toxi/Pyro/Parashuffler, depending on what
    you use) is a Pokemon with some kind of move to make your opponent burned, 
    poisoned, or paralyzed.  They also have a move that forces the opponent to 
    switch out, like Roar or Whirlwind.  When that is done, they move on to the
    next Pokemon the opponent brings out  If it's done correctly, the opponent's 
    entire team could end up burned, poisoned, or paralyzed.
    
    Trappers-Trappers are Pokemon with either the moves Mean Look or Fire Spin,
    or the abilities Shadow Tag or Arena Trap.  They're made to keep the 
    opponent from switching out.  They usually have either a Poisoning or a 
    Burning move.
    
    Skarm/Bliss-Two of the most overused defensive Pokemon in the game.  Skarmory
    has some VERY good resistances, as well as high physical Defense.  Blissey is
    the ultimate Special Defense Pokemon, with horribly high Hit Points to boot.
    Between the two of them, they can stop most hits from getting through, which
    is why they're so overused.
    
    Substitute-Substitute is a move where a Pokemon makes a clone using 1/8th of
    its' Hit Points.  The Clone, or Sub, has the exact same Ability and Stats as 
    the Pokemon that made it, but fewer Hit Points.  
    
    So a Sub from a Pokemon who has high Defenses will be able to take more hits 
    than a Pokemon who has lower Defenses.  When the Sub takes too much damage, 
    it fades away.  
    
    This is a very good Stalling move, especially when combined with Leftovers.  
    It also means that a Sub can take a hit that would knock out the Pokemon that 
    made it, but the Pokemon would only be missing a bit of Health.  And if the 
    Sub survives until the next turn, the Pokemon can take the time to do all 
    sorts of nasty things, like wind up for a Focus Punch, use any sort of Stat 
    Booster, use Stealth Rock, Spikes or Toxic Spikes to make it harder to 
    Switch, and so on.
    
    Subs can be Baton Passed to the next Pokemon.  They disappear when the 
    Pokemon that made them Switches, or is Roared away.
    
    I think I'm going to stop here (For now, anyway), but you get the idea. the
    game is a LOT more complicated than it looks.
    
    NOTE: If you see an unfamiliar term on the Boards, don't be afraid to ask 
    about it.  The Boards tend to use short-hand and abbreviations to get their 
    meaning across quicker.
    
    STANDARD VS NON-STANDARD MOVESETS
    
    The problem with a Pokemon's moveset is that after a while you end up seeing
    the same thing over and over again.  For instance, it's easy to guess that a
    Garchomp will be a Physical Sweeper, or a Gengar will be a Special Sweeper
    or a Hypnosis-er.  
    
    So, you want to create your own moveset?  Well, the first thing you should 
    know is that the standard movesets are standard for a reason.  They've been
    tested and used by the people who know their Pokemon.  For instance, putting
    a move like Recover on a Shedinja is kind of silly, since it only has one hit
    point, period.  
    
    Look at the Pokemon's base stats.  Look at the moves it can learn.  What 
    do you want it to do?  Once you've figured that out, you can figure out what
    Nature's right for it.  Then you can decide where to put its' EVs.  
    
    Once you're done with everything, the next thing you want to do is try it out
    in a Battle.  Multiple Battles would be the best, as that gives you a better
    understanding of how your new Pokemon works.
    
    NATURES
    
    Once you've figured out what you're going to use and what its' role is going 
    to be, the next thing you must do is get the Pokemon itself.  Each Pokemon 
    comes with a "Personality" or "Nature" on it.  These natures affect how the 
    Pokemon's stats grow.  Here's what each personality does.  The Plus sign means
    that Stat grows quicker, the Minus sign means that stat grows slower.
    
    -Lonely:  +Attack, -Defense 
    -Brave:   +Attack, -Speed
    -Adamant: +Attack, -Special Attack
    -Naughty: +Attack, -Special Defense 
    
    -Bold:    +Defense, -Attack
    -Relaxed: +Defense, -Speed 
    -Impish:  +Defense, -Special Attack 
    -Lax:     +Defense, -Special Defense 
    
    -Timid:  +Speed, -Attack
    -Hasty:  +Speed, -Defense 
    -Jolly:  +Speed, -Special Attack 
    -Naive:  +Speed, -Special Defense 
    
    -Modest: +Special Attack, -Attack
    -Mild:   +Special Attack, -Defense 
    -Quiet:  +Special Attack, -Speed 
    -Rash:   +Special Attack, -Special Defense
    
    -Calm:    +Special Defense, -Attack 
    -Gentle:  +Special Defense, -Defense
    -Sassy:   +Special Defense, -Speed
    -Careful: +Special Defense, -Special Attack 
    
    There are also some Natures that DON'T affect any Stat.  They are Hardy, 
    Docile, Serious, Bashful, and Quirky.
    
    When you've figured out what Nature will affect your Pokemon's stats in the 
    best way, the next thing to do is get a Pokemon with that Nature.  It's harder
    than it looks. The easiest way is to find one in the wild and catch it, but 
    there are times when you can't do it that way.  If the Pokemon you want can't
    be found in the wild, or if the Pokemon can only learn the moves you want by
    breeding.  
    
    The Day Care center in Solaceon Town has an option where you can raise two
    Pokemon at a time.  If those two Pokemon are in the same breeding group, and 
    if they're different genders, they'll make a Pokemon egg.  The baby Pokemon is
    the same species as its' mother, and if it can learn the TMs that its' father 
    has, it will have those TMs.
    
    BASE STATS AND TIERS
    Base Stats are more or less the numbers used to calculate the stats for each 
    species of Pokemon.  The Base Stats change when the Pokemon Evolves.  In other 
    words, they're a quick way to see what each Pokemon's strongest and weakest 
    stats are.  A good way to see which Pokemon is more suited for combat is to
    add all its' Base Stats together.  That Palkia has a MUCH higher total than a
    Pachirisu.  
    
    Experienced Battlers like to rank Pokemon by how much their total
    Base Stats are, and by the moves that it learns.  The larger the total is,
    and the more moves it learns, the higher it's ranked.  Each rank
    is called a Tier, so when people use the phrase "High tier," that's what 
    they mean.  
    
    As much as I would like to include a list of what is on what tier, I've 
    noticed that it mostly comes down to personal opinion, meaning a LOT of
    arguments over what goes where.  Alakazam for instance, is one of the ones
    that nobody is ever sure where it goes.  That Special Attack, for instance,
    would put it in Overused, but its' Defense would suggest that it goes in the
    Borderline tier.  So I've decided to stay away from all that arguing.  If you
    want a what's on what Tier list, try Smogon.com or Serebii.net.  
    
    LEGENDARIES AND UBERS
    
    Some people (Until recently that included myself) tend to just shove all the
    Legendary Pokemon into one category.  "They're all Legendaries, right?!  
    They're all the same."  But another look at the Base Stats of some of them 
    shows that some Legendaries are actually stronger than others.  They are put
    on the highest tier, Uber, and banned from most Battles.  Here's the list, 
    according to Serebii.net.
    
    -Arceus
    -Darkrai
    -Deoxys
    -Dialga
    -Giratina
    -Groudon
    -Ho-oh
    -Kyogre
    -Latias
    -Latios
    -Lugia
    -Manaphy
    -Mew
    -Mewtwo
    -Palkia
    -Rayquaza
    -Wobuffet
    
    There's been some recent controversy with Wobuffet being removed from the 
    list.  I kept it up just to have a complete list.
    
    INDIVIDUAL VALUES AND HIDDEN POWER
    Individual Values, or IVs for short are numbers, from 0 to 31, given to each 
    and every Pokemon when you first encounter it.  This determines what your 
    Pokemon's stats are.  For instance you see how two Pokemon, even if they have
    the same Nature, have some different stats?  That's IVs.  I am NOT good at 
    calculating them, so please don't ask.  there is another way, though.  In 
    Diamond and Pearl, you can tell what stat has the highest IV on each Pokemon
    by looking at its' Summary  See the line at the bottom of the screen where 
    its' Nature is shown?  the "Loves to Eat," "Somewhat vain" "Likes to thrash 
    about." That's the Stat with the highest IV.  
    
    Okay, here's where things get a little complicated.  Each saying stands for
    a bunch of possible IVs.  So if you get "Often dozes off" for the highest IV,
    it could be 31, but it could also be 26, 21, 16, 11, 6, or 1. The sayings go
    around in a pattern, which repeats itself
    
    Anyways, here's the list of the pattern.  At the end, they repeat.
    
    HIT POINTS
    31-Often dozes off     
    30-Loves to Eat
    29-Likes to Relax
    28-Scatters things often
    27-Often scatters things
    26-Often dozes off
    
    ATTACK
    31-Likes to thrash about
    30-Proud of its' Power
    29-Quick Tempered
    28-Likes to fight
    27-A little Quick-Tempered
    26-Likes to Thrash about
    
    DEFENSE
    31-Capable of taking hits
    30-Sturdy Body
    29-Good perseverance 
    28-Good endurance
    27-Highly persistent 
    26-Capable of taking hits
    
    SPEED
    31-Alert to sounds
    30-Likes to run  
    29-Quick to flee  
    28-Somewhat of a clown 
    27-Impetuous and silly
    26-Alert to sounds 
    
    SPECIAL ATTACK
    31-Mischeivous
    30-Highly Curious
    29-Very Finicky
    28-Often lost in thought
    27-Thoroughly cunning
    26-Mischeivous
    
    SPECIAL DEFENSE
    31-Somewhat Vain
    30-Strong Willed
    29-Somewhat Stubborn
    28-Hates to lose
    27-Strongly Defiant
    26-Somewhat Vain
    
    Calculating IVs is not my thing, so I could still have a mistake or two here,
    but at least I figured out the whole chart.
    
    It is possible to breed IVs, when your Pokemon make an egg that egg gets 
    the IVs from three different stats from its parents.  The other three are 
    put on randomly.
    
    IVs also affect a move called Hidden Power.  They affect what type it is, and
    how powerful it is.  If you want your Pokemon to have a particular type, it 
    may take a while to get the right one.
    
    It takes a lot of patience to breed for high IVs in the right stats.  Serious
    players will try to get good IVs just to get that extra boost.  I personally 
    don't have that patience, I figure, as long as it's the right Nature, I'm all 
    right.  IVs are just extra icing on the cake.  But that's just my opinion.
    
    EFFORT VALUES, MACHO BRACE, AND POKERUS.
    
    Effort Values are points your pokemon can get from fighting other Pokemon.  
    For instance, if you spend a lot of time fighting wild Gastly in the Old 
    Chateau, and you notice that your Pokemon's Special Attack is going up a bit 
    faster than normal, that's because Gastly carries a Effort Value for Special 
    Attack.  Since lower level Pokemon grow quicker than higher level ones, the 
    increase in stats isn't very obvious.  On the other hand, if you train a 
    Pokemon that starts at level 50 or more, you'll see their EV trained stats 
    grow a LOT!
    
    The item Macho Brace makes the Effort Values, or EVs for short, double, so 
    instead of getting one EV Point from fighting a Gastly, you get two.
    
    On very rare occasions, the lady at any Pokemon Center will tell you that your
    Pokemon has a disease called Pokerus.  Unlike real life, it's a very good 
    thing to get Pokerus.  Pokerus does the same thing that Macho Brace does, it 
    doubles the EVs you get from fighting Pokemon.  If your Pokemon has Pokerus, 
    you'll see it in the Pokemon's summary.  It's a purple square that says "PKRS"
    under your Pokemon's name.
    
    After a few days outside the storage box, your Pokemon will lose the purple 
    box and gain a smiley face in the lower right corner of its picture.  This 
    DOES NOT mean your Pokemon has lost the EV gain.  It means that your 
    Pokemon won't be able to spread it to any other Pokemon.  Keep the 
    infected Pokemon in the Storage Box if you don't want that to happen.  If 
    you want another Pokemon to get Pokerus, just keep it in the same party 
    as an infected one and fight some battles.  After a while, check the 
    new Pokemon's summary to see if it has Pokerus.  If not, keep on 
    battling.
    
    So back to Effort Values.  If your Pokemon has had Pokerus and if you put a 
    Macho Brace on it, then your EV's will be quadrupled, So, that 1-Point Gastly 
    will now be worth FOUR points.
    The sad thing is, you can only gain so many Effort Values.  Each stat can only
    take 255 Effort Values (Although it's more usual to give your Pokemon 252 EVs,
    because it's easier to divide by 4.)  In all your Pokemon will gain a total of
    510 EVs.  If you think you have all your EVs in place, you can make sure of it
    by going to Sunnyshore city, go to the sticker shop and talk to the lady 
    there.  If your EVs are full, she'll give your Pokemon a ribbon.
    
    Sometimes when I see a Moveset, it won't have the EVs attatched, or the EVs 
    are all over the place.  I try to keep it simple by making the EVs round 
    numbers.
    
    GETTING MACHO BRACE/VITAMINS/OTHER EV GAINING ITEMS.
    To get a Macho Brace you must have three Burmy in your Party.  Make each one
    of them a different type by making one fight in a building, another fight in
    grass, and the third one fight in a cave.   Then take all three of them to 
    Pastoria City.  See that house just above the Pokemart?  If you talk to the
    guy inside with all three different kinds of Burmy he will give you the Macho 
    Brace.
    
    You can also gain Effort Values by feeding your Pokemon "Vitamins."  These are
    "Nutritious Drinks" which give you 10 EVs in one Stat.  You can only feed your
    Pokemon 10 of these per stat, and I don't think they are affected by Pokerus 
    or Macho Brace.  
    
    HP Up-Hit Points
    Protein-Attack
    Iron-Defense
    Calcium-Special Attack
    Zinc-Special Defense
    Carbos-Speed
    
    I have also heard of other EV increasing items.  They are prizes in the Battle
    tower.  I haven't gotten as far as fighting in the Tower (My team still needs 
    work)  but what these items do is when you finish a fight they will add 4 EVs 
    to a certain stat along with your normal EVs.  This is the list of what 
    affects what.
    
    Power Weight-Hit Points
    Power Bracer-Attack
    Power Belt-Defense
    Power Lens-Special Attack
    Power Band-Special Defense
    Power Ankle-Speed
    
    REDUCING EVs
    If you made a mistake and accidentally put the wrong kind of EVs on your 
    Pokemon, there is a way to fix that.  Certain Berries will lower the EVs on 
    one Stat.  They are:
    
    -Hit Point Evs: Pomeg Berry
    -Attack EVs: Kelpsy Berry
    -Defense EVs: Qualot Berry 
    -Special Attack EVs: Hondew berry
    -Special Defense EVs: Grepa berry
    -Speed Evs: Tamato Berry.
    
    Each Berry will take off 10 EVs.  I've heard that if your Pokemon has more 
    than 100 EVs in one Stat, a berry will reduce the EVs of that Stat to 100.  
    I haven't been able to prove it, though.  Berries will also make your 
    Pokemon like you more.  The only downside to EV reducers is finding enough of
    the right berry.
    
    EASY PLACES TO TRAIN
    This is a list of some easy places to train each Stat.  These aren't the only
    places, but they're the best I can think of.
    
    HIT POINTS
    At the beginning of the game, wild Bidoofs are worth 1 EV in Hit Points.  
    Another good place is the Valley Windworks.  You'll find wild Shellos, worth
    1 EV Point each.  Also if you come back later on Fridays in the game there 
    will be a wild Drifloon there, it's also worth 1 Point.  Later on in the game,
    Shellos and Gastrodon (Which are worth 2 Points) can also be found at Route 
    218.  Once you beat the game and get the Pokeradar, you can use it at any of 
    the three Lakes to find Wobuffet (Worth 2 Points.)
    
    ATTACK
    Wild Shinx are worth 1 EV each.  They're found in Route 202, 203, and 204.  
    Wild Machop are also worth 1 EV.  They can be found on Route 207.  Bibarel can
    be found in a LOT of places, they give two Attack EVs each.  The Evolved form
    of Machop, Machoke, can be found in some of the later Caves.  They're worth 
    two Attack EVs.
    
    DEFENSE
    If you go into almost any cave in Sinnoh, you'll find wild Geodudes and Onix.
    They're both worth 1 Point each.  Their Evolved forms, Graveler and Steelix, 
    are 2 Points.  Eterna Forest is also a good Training spot, for Silcoon and
    Cascoon which are both worth two points.
    
    SPECIAL ATTACK
    As you could tell from the earlier example I used, Gastly is worth 1 EV  of 
    Special Attack.  The Old Chateau is a very good place to fight them.  Route 
    215 has Kadabras which are worth two points.  If you have any of the Third 
    Generation Games (Like Fire Red) putting one of them in your DS will make
    Haunter (Worth 2 Points) and Gengar (Worth 3 Points) appear in the Old 
    Chateau.
    
    Special Defense
    The most common Pokemon with Special Defense EVs are Tentacool (Worth 1 Point)
    and Tentacruel (Worth 2 Points.)  If you haven't gotten Surf yet, you can 
    find Mime Jr. (1 Point) and Mr. Mime (2 Points in Diamond) and Cleffa in the 
    first floor of Mt. Coronet.
    
    SPEED
    Wild Starly have 1 Point of Speed EVs.  They are pretty common in the 
    beginning of the game.   Zubat are also 1 Point and found in almost every 
    cave.  Their Evolved forms, Staravia and Golbat, are worth 2 Points.  
    Later in the Game, a good place is Route 218.  There are Floatzel (Worth 2 
    Points) Wingull (1 Point) as well as Glameow, (Worth 1 Point) if you have 
    Pearl.
    
    CHOOSING YOUR MOVES
    Now you have to make the tough choice of choosing your Pokemon's attacks.  
    It all depends on several things.  
    
    STAB
    A Pokemon's Type affects the power of its' attacks.  If the attack is the 
    same type as the Pokemon that's using it, it gets multiplied by 1.5.   In 
    other words, it's the Same Type Attack Bonus, or STAB for short.
    
    ACCURACY
    Some attacks are very powerful, but have you checked out their accuracy stats?
    Imagine this totally hypothetical battle.  
    
    You have a Weavile versus your friend and their Salamence.  "Well," you say 
    "Salamence is double weak versus Ice, no problem.  I'll use Blizzard to beat
    them!"
    The Blizzard misses.
    The Salamence then uses Flamethrower, which gets a critical hit and your 
    Weavile is knocked out.  Too bad.  In the world of Pokemon Battling, 
    sometimes even the smallest mistake can cost you the battle.
    
    DIFFERENT ATTACKS
    You have to be ready to take on all kinds of other Pokemon in battles.  
    Therefore it's usually NOT a good idea to put more than one of the same type 
    of damaging attack on your Pokemon.  Two Electric moves or two Normal moves 
    would mean that your Pokemon wouldn't be able to do half its' moves against 
    Ground types or Ghost types.
    
    IS THE ATTACK PHYSICAL OR SPECIAL?
    With the new generation of Pokemon games came a change to which attacks are 
    Physical and which are special. Now any move with the little explosion picture
    is Physical, any move with the picture of what looks like a ripple is Special,
    and the moves with the ying-Yang picture only affect Status, they don't do any
    normal damage.  This means that Physical Sweepers won't be able to use Surf 
    quite as well as they used to.  It's another thing a potential battler must 
    consider.
    
    PRIORITY MOVES
    Sometimes it doesn't matter if your Pokemon is faster or not.  There are 
    certain moves that, no matter what, just go first or last.  There's a certain 
    order to it, though.  I'm using the list from Serebii (Dot) net, so if 
    there's any mistakes, please tell me.
    
    The ones that always go first are, in order of priority...
    
    Stage 5
    
    -Helping Hand
    
    Stage 4
    
    -Magic Coat
    -Snatch
    
    Stage 3
    
    -Detect
    -Endure
    -Follow Me
    -Protect
    
    Stage 2
    
    -Feint
    
    Stage 1
    
    -Aqua Jet
    -Bide 
    -Bullet Punch
    -Extremespeed
    -Fake Out
    -Ice Shard
    -Mach Punch
    -Protect
    -Quick Attack
    -Shadow Sneak
    -Sucker Punch
    -Vacuum Wave
    
    Fake Out and Sucker Punch are a bit different, though.  Fake Out can only be 
    used when your Pokemon switches in, and Sucker Punch only works when your 
    Pokemon is attacked.  Pursuit is a bit different.  It goes first, but only 
    if the Pokemon that the attack is used again is either switching out or using 
    a move that will make it switch out, like Baton Pass or U-Turn.
    
    Most other attacks are Stage 0, but the Moves that always go last are:
    
    Stage -1
    
    -Vital Throw
    
    Stage -2 
    (Serebii had a different numbering system, but I'm trying to keep it simple.)
    
    -Focus Punch
    
    Stage -3
    
    -Avalanche
    -Revenge
    
    Stage -4
    
    -Counter
    -Mirror Coat
    
    Stage -5
    
    -Roar
    -Whirlwind
    
    Stage -6
    
    -Trick Room
    
    When two Pokemon use two moves of the same priority, the one with the higher 
    speed will go first.
    
    MOLD BREAKER
    This Ability, used by Rampardos and Pinsir, nullifies certain Abilities.  
    Here's a list of the Abilities that are affected.
    
    Battle Armor, Clear Body, Damp, Dry Skin, Filter, Flash Fire, Flower Gift, 
    Heatproof, Hyper Cutter, Immunity, Inner Focus, Insomnia, Keen Eye, 
    Leaf Guard, Levitate, Lightningrod, Limber, Magma Armor, Marvel Scale, Motor 
    Drive, Oblivious, Own Tempo, Sand Veil, Shell Armor, Shield Dust, Simple, Snow
    Cloak, Solid Rock, Soundproof, Sticky Hold, Storm Drain, Suction Cups, 
    Tangled Feet, Thick Fat, Unaware, Vital Spirit, Volt Absorb, Water Absorb, 
    Water Veil, White Smoke, and Wonder Guard.
    
    So, this means that if you have a Regigigas out with a Mold Breaker Poke, your
    Regigigas will be powerful right when it starts, rather than having to wait 
    five turns.
    
    IN-GAME WEATHER
    
    Not to be confused with the real-life weather outside, (Although that would be
    a nifty twist if they could do it!) In-Game Weather is affected by certain 
    moves and Abilities.  In addition, they also have certain effects on the 
    Battle.  Here's the rundown.
    
    Sunny Weather
    
    Activated by the move Sunny Day, and Groudon's Ability, Drought.  If a Pokemon
    is holding a Heat Rock when Sunny Day is used, the length of the Sunny weather
    will increase.
    
    The power of Fire attacks goes up by 50%, the power of Water attacks decreases
    by 50%.  The move Solar Beam skips its' charging turn, the move Thunder goes
    down in accuracy to 50%, healing moves such as Synthesis, Morning Sun, and 
    Moonlight heal 100% of a Pokemon's Hit Points, the attack Weather Ball becomes
    a Fire-Type attack, and the Abilities Chlorophyll, Dry Skin, Flower Gift, Leaf
    Guard, Forecast, and Solar Power are activated.
    
    Rainy Weather
    
    Activated by the move Rain Dance, and by Kyogre's ability, Drizzle.  If a 
    Pokemon is holding a Damp Rock when Rain dance is used, the length of the 
    rainy weather will increase.
    
    The power of Water attacks increases by 50%, the power of Fire attacks goes 
    down by 50%, the move Thunder increases its' accuracy to 100%, the move Solar
    Beam takes two turns to charge instead of one, the moves Synthesis, Morning 
    Sun, and Moonlight only heal 25%, the attack Weather Ball becomes a Water-Type
    attack, and the Abilities Dry Skin, Forecast, Hydration, Rain Dish, and Swift
    Swim are activated.
    
    Icy Weather
    
    Activated by the move Hail, and by Snover and Abomasnow's Ability, Snow 
    Warning.  If a Pokemon is holding an Icy rock when Hail is used, the length
    of the Icy weather will increase.
    
    Every non-Ice Pokemon takes damage every turn, the accuracy of the move 
    Blizzard goes up to 100%, the moves Synthesis, Morning Sun, and Moonlight 
    only heal 25%, the attack Weather Ball becomes an Ice-type attack, and the
    Abilities Forecast, Ice Body, and Snow Cloak are activated.
    
    Sandstorm
    
    Activated by the move Sandstorm, and by Tyrannitar, Hippopotas and Hippowdon's
    Ability, Sand Stream.  If a Pokemon is holding a Smooth Rock when Sandstorm is
    used, the length of the Sandstorm will increase.
    
    Every Pokemon that is not Rock, Ground, or Steel takes some damage every turn,
    a Rock-Type Pokemon's Special Defense is increased by 50%, the move Solar 
    Beam's power is reduced, the move Thunder's accuracy is reduced to 50%, the
    moves Synthesis, Morning Sun, and Moonlight only heal 25%, the attack Weather 
    Ball becomes a Rock-Type, and the Ability Sand Veil is activated.
    
    If the Weather effect is triggered by a move, such as Sunny Day, the effect 
    will last five turns unless the Pokemon that uses the move is holding a 
    certain rock to increase the length.  If the Weather effect is triggered by 
    an Ability, the effect will last until either the In-Game weather is changed
    or until the Battle ends.
    
    ITEMS
    Items are another vital part of battling.  It's very difficult to choose just
    one to use, but I'll give some recommendations.
    
    -Leftovers:  A VERY good item.  It restores a bit of Hit Points at the end of 
    every turn.  Shell Bell does the same thing, but you need to actually attack 
    to use it, which is kinda hard sometimes.  So Leftovers are better than Shell
    Bell.
    
    -Chesto Berry:  This is mostly good if your Pokemon has the move Rest.  After 
    it's done healing, the berry will wake up your Pokemon, leaving it ready to do
    some more fighting.
    
    -Lum Berry:  This berry will cure ANY sort of stat ailment.  Poison, 
    Paralysis, Sleep, Confusion.  You name it, a Lum will cure it.  The only 
    thing it does NOT cure is fainting.
    
    -Life Orb:  It increases your Pokemon's power, but when you attack it takes 
    10 Percent of your Pokemon's Hit Points away.
    
    -Focus Sash:  The Pokemon holding this item can't be knocked out in one turn.
    
    -Choice Band: Increases the pokemon's attack by half, but the Pokemon can ONLY
    use one move...Until it switches out at least.
    
    -Choice Specs: Increases the Pokemon's Special Attack by half, but the Pokemon
    can only use one move unless it switches out.
    
    -Choice Scarf: Increases the Pokemon's Speed by half, but the Pokemon can only
    use one move, unless it switches out.
    
    The problem with the Choice Items is that you're stuck using whatever move you
    chose.  Sure, you can just switch out and change the move, but while you're 
    swiching, the opponent has a chance to screw you up.
    
    If you don't want to be stuck with the same Move, you might want to try 
    something like...
    
    -Muscle Band: Increases the power of Physical Attacks by 10%
    
    -Wise Glasses: Increases the power of Special Attacks by 10%
    
    -Expert Belt: Increases the power of a Move that is "Super Effective" against
    your opponent by 20%.
    
    Maybe they're not quite as strong as the Choice Items, but at the right time
    they can be even better.
    
    -The "Pinch" Berries:  These each raise the power of one Stat "In a Pinch,"
    or when your Hit points are in the red.  They can only be traded over from 
    one of the third-generation games (Like Ruby or Emerald.)  They are Salac
    Berry (Speed), Petaya Berry (Special Attack), Liechi Berry (Attack),Ganlon 
    Berry (Defense) and Apicot Berry (Special Defense)
    
    STRATEGY
    
    The VERY first thing you should know is what your opponent is doing.  That
    includes:
    
    -What Pokemon they use
    -What attacks they will use
    -When they will switch out (And if so, what they will switch to.)
    
    For instance, the opponent will usually switch when their Pokemon's Stats
    have been affected.  If their Pokemon's asleep, they won't wait two to five
    turns for it to wake up, they'll get it out of there.  
    
    Usually, they will switch to something that can counter your Pokemon.
    
    This is another big strategy.  Switching out gives the person that doesn't
    switch a free turn.  They can do anything from increasing their Stats to 
    winding up for a devastating Focus Punch.  
    
    What switches in is equally important.  Focus Punch can't hit a Ghost Type,
    and anything that uses Stat Boosters can be Hazed back to normal, or Roared
    into a forced switch.  If you want to turn the battle into a running game, by
    switching Pokemon a lot, the opponent might ruin your plans with Pursuit or 
    Spikes.
    
    This is where Abilities like Levitate, Water Absorb, or Volt Absorb are very
    powerful.  That Raichu is about to use a Thunderbolt on your Skarmory...No 
    problem.  Switch to a Lanturn with Volt Absorb, then laugh as the bolt heals 
    you.  
    
    The opponent is also trying to predict what YOU will do.  That adds a whole 
    new layer to the battle.  I'll use the Raichu and Skarmory from earlier as an
    example of how crazy prediction can get.  
    
    The opponent's Skarmory looks like they can easily be hit with a Thunderbolt,
    but you know they have a Volt-Absorbing Lanturn on their Team.  What's to stop
    them from switching out and laughing in your face when Thunderbolt is made 
    completely useless?  
    
    So, you use a different attack.  You go for a Nasty Plot.  Then when the 
    opponent's Lanturn arrives, it'll get hit with a pumped-up Grass Knot.
    
    But that's only one thing that could happen.  Maybe the opponent will do 
    something completely different.  Maybe they'll Switch, maybe they'll use Roar
    to get rid of the Pokemon you're using.  It's times like this when the 
    "Children's" game of Pokemon becomes a very big mind game.
    
    Another good strategy is to ALWAYS expect the worst.  If you must assume 
    anything, assume that the opponent has a move that could beat you.  When the
    opponent uses a move that has a chance of another effect, like Ice Beam, you
    prepare for the worst, that your Pokemon will get frozen.  This way, you 
    aren't terribly surprised when it actually happens, and if it doesn't, it's
    a pleasant surprise.
    
    Whatever you do, try not to let your opponent use Stat-Boosting moves.  If
    you see your opponent get in more than one Swords Dance, Calm Mind, Curse, or
    any other move like that, either use a Hazer, or bring in a Pokemon with Roar.
    
    Don't let a good Pokemon faint if you can help it.  Even Exploders and 
    Self-Destructers.  You might need that Pokemon further on in the Battle.  If
    the Pokemon's Hit Points are getting low, try and find a way to switch it out,
    but if there's no way that the next Pokemon can survive a hit, then sometimes
    it's better to let it faint.  Then you can come back with a Fake Out or an Ice
    Shard.
    
    The best way to learn Strategy without risking a loss is to look around on the
    Internet.  There are several Websites where players have uploaded videos of 
    their Pokemon Battles for others to watch.
    
    Naming your Pokemon
    
    If you want to try messing around with your opponent's mind, or at least to 
    give them a good laugh, try giving your Pokemon some funny names.  A Salamence
    named "PhysSwper" makes you think it'll be a Physical Sweeper, right?  But if
    it's a Special Sweeper then you might just take your opponent by surprise.  
    
    Then there's the old Name your Pokemon after another Pokemon joke.  A Blissey
    named "Tyranitar", an Alakazam named "Weavile", or a Gyarados named "Pikachu" 
    are some good examples.
    
    You can also name your Pokemon after glitches, but this may freak out your
    opponent so much that they disconnect.  I have a Porygon-Z named "Missingno,"
    for instance, some other names you can use are "Bad Egg", or "Bad Hack."
    
    Sometimes a Pokemon earns its' name in Battle.  After taking about a 
    half-dozen Critical Hits on my Gliscor, I named it "Crit-Bait."  Other good 
    names might include "StilStnding" for a Pokemon that just won't get knocked 
    out, or "BtesthDust" for a Pokemon that always gets knocked out.
    
    If you're doing a Double Battle, you can name your starting Pokemon
    something funny.  At the beginning of the Battle, it says something like
    "Go _____ and ______!"  So if you name your Pokemon something like "Away"
    and "NvrcomeBck" then it'll come out looking like "Go, Away and NvrcomeBck!"
    
    And for laughs, you can try and scare your opponent with the dreaded 
    "Cuddles." 
    
    Cheating
    
    Cheating is one of those things where everyone has a different opinion about
    it.  I don't like cheating, but I will admit that it is pretty handy at times.
    Of course, that's because I spent hours trying to hatch a Pokemon of the right
    Nature.  On the other hand, if you come across a Pokemon with say all stats at
    999, or a Spiritomb with Wonder Guard, that's just cheap.  Legendaries are 
    also Hacked a lot.  Mostly because it's the only way to get Shaymin or Arceus.
    
    If the opponent is running a Team with some obviously hacked Pokemon, do not
    panic.  Sometimes the cheaters are so full of themselves "Wow, look at me!  I
    cheated!  You can't beat me now!" that they will make a fatal mistake and 
    lose.  For instance, people who use Wonder Guard with everything often forget 
    that moves like Will-o-Wisp, Toxic, and Leech Seed aren't affected by Wonder
    Guard.
    
    The easy way to find out if the opponent cheated is to find out what Pokemon
    they're using, and what moves their Pokemon have before the battle.  If it's 
    fairly obvious they cheated, you can refuse to battle them.  Plus, if you find
    out what their Team is it'll make it that much easier to counter them.  If 
    they lie or say "It's none of your business," then you don't have to battle 
    them anymore.
    
    In Battle, you can sometimes tell they cheated by looking at the Pokemon's
    name.  If it says something like "Player sent out Gyarados  !"  With a couple
    of blank spaces after the name, it usually means the Pokemon was hacked.  
    Either that, or the opponent for some reason just put a couple of blank spaces
    after their Pokemon's name.
    
    If you're at a Tournament, tell whoever's in charge.  Even if they don't care
    about Pokemon, they shouldn't be letting any obvious cheaters win.  
    
    Breeding and Breeding Chains
    
    Since the old days of Gold and Silver, Pokemon Breeding has been the same.  
    You leave two Pokemon at the Day-Care Center and if they are both different
    genders and in the same Breeding Group, they'll make an Egg.  The baby that 
    hatches from the Egg will be the same species as its mother and it will have
    the TMs (If the Mother's Species can learn them) of its' Father.  If the 
    Father knows any of the Egg Moves the Baby can learn, these will be passed 
    down, too.  If the mother is the right Nature, and it's holding an Everstone
    there is a better chance of the baby hatching with that Nature, something that
    comes in VERY handy.
    
    So, what if you want the Baby to learn more than one Egg Move?  That's where
    Breeding Chains come in.  The first thing to do is figure out what Pokemon 
    learns the moves.  If you have a compatible pokemon that say learns one move
    naturally and the other one as an Egg Move, you can breed it with a different
    Pokemon to get the moves you need.
    
    Okay, as an example say you want an Electivire with both Cross Chop and Ice
    Punch.  You figure out what learns the moves.  One Pokemon in Electivire's
    Breeding group is Machop.  It learns Cross Chop naturally, but Ice Punch is
    an Egg Move.  So, you find a Pokemon that learns Ice Punch naturally, or from
    the Move Tutor.  Hitmonchan and Medicham learn it, plus they're in the same 
    Breeding group as Electivire and Machop.  Here's how the Breeding Chain goes.
    
    Medicham (Male, with Ice Punch)+Machop (Female)
                     |
        Machop (Male, Leveled up to learn Cross Chop)+Electabuzz (Female)
                                     |
                             Elekid (With Cross Chop and Ice Punch.)
    
    The trick is finding a father that learns the right moves.  If the Egg you
    get from the first generation is female, either reset your game or breed
    more Babies until you get a male.
    
    Breeding is also a way to not waste TMs.  If you find a father who learns 
    the TM naturally, you can breed it from Pokemon to Pokemon until you get
    to the Species you want.
    
    Just a reminder though.  What the Day-Care man says while your Pokemon are
    in the Day Care depends on how compatible they are.
    
    "They prefer to play with other Pokemon" means that your Pokemon are either
    the wrong gender or they're not compatible Species.  In other words, no egg.
    
    If the man says "They don't get along too well," it means that you WILL get an
    Egg, but it may take longer than normal.  This is something I see a lot on the
    Message Boards I hang out at.  People think their Pokemon hate each other, so
    they won't get an Egg, but they're wrong.  The message comes up because the 
    Pokemon are different species, and from the same Trainer.
    
    "They seem to get along" is what the man says when your Pokemon are either
    the same species or from different Trainers.  It means there's a better chance
    of getting an Egg faster.  He apparently also says when the Pokemon are the 
    same Species and from different Trainers, but I haven't tried it with the 
    exact same species, just Evolved forms of the same species.
    
    Wi-Fi Battling
    
    Okay, to have a Wi-Fi Battle, first you and your opponent must exchange 
    Friend Codes.  Friend Codes, or FC's for short, are a group of 12 numbers
    that identify you on the Internet.  The FAQ at the bottom of this Guide has
    a part about finding your Friend Code.  
    
    Anyways, once you've both exchanged Friend Codes, you get your DS in Wi-Fi 
    mode by going downstairs when you're in a Pokemon Center.  Going upstairs will
    bring you to the Union Room, but that's not quite the same, it's for when you
    have your friends in the same room.  Once you're on, you'll see your name, 
    current status, and any Friends that are online.
    
    Normally, your DS's Microphone is on and working during a Battle or a trade.
    You can turn it off by pressing "X" after you have selected your status.
    
    If you're the first one Online and you don't see your friend yet, you can
    change your status to show what you want to do.  This way, nobody will try
    and Battle with your Trading Pokemon.  Here are all the Status-es (Statii?)
    you can choose.
    
    -Standing By: You haven't chosen what you're doing yet.
    -Trade: Trading Pokemon, of course!
    -Level 50 Battle: Makes all your Pokemon Level 50 for a Battle.
    -Level 100 Battle: Makes all your Pokemon Level 100 for a Battle.
    -Free Battle: Your Pokemon stay at the same Level they are for a Battle.
    
    If you're the second person Online and the opponent has already picked a 
    Status, select their name and choose "Apply."  That will bring you to the
    Battle (Or whatever they have chosen!)
    
    Normally, opponents are found on the Internet.  The most common way to get
    a Battle is to post on one of the many Chat Boards and Forums.  Sometimes
    people seek Battles on Video Sharing sites or over E-Mail.  Here are several
    handy tips for going global.
    
    -Remember that unless you arrange for "Voice Chat Off" on your Status thingy,
    the microphone is always on.  Try not to get too carried away with your 
    emotions.  I personally prefer to turn my DS's sound off myself, because I
    find the music to be a little distracting, but that's just me.
    
    -If you get a challenge over E-Mail, or some other place where you can't get
    online right away, try and set up a good time to Battle.  Make sure you know
    where your opponent is in relation to where you are.  Sometimes, your opponent
    lives so far away that when you're ready, he'll be ready for bed!
    
    -Make sure your connection to the Internet is good.  Sometimes even the best 
    connection goes haywire.  If your Internet is having an off day, let your
    opponent know to avoid any confusion if you accidently disconnect.  I have
    heard about some people having problems with their microphone which were 
    solved by turning it off.
    
    -Make sure that you and your opponent are agreed on any rules.  It wouldn't
    be fair if you said "No Legendaries" and then your opponent showed up with
    six Dialgas!
    
    -Sometimes it takes a while for the opponent to get online, so it helps to
    have some other things to do to pass the time, like a book to read.  Who
    says that Pokemon can't be educational?  I sincerely wish that they had 
    installed a mini-game of some kind to play while you're waiting, it would
    certainly look more interesting than the normal picture of a Pikachu and 
    a Pichu.
    
    III. Pokemon Terms.
    
    Here are some of the abbreviations you'll see on the Pokemon Message Boards.
    
    AA-Aerial Ace
    DD/DDance-Dragon Dance
    EQ-Earthquake
    WoW-Will-O-Wisp
    STAB-Same Type Attack Bonus.
    Ubers-Extremely overpowered.  Banned from most tournaments.
    OU-Overused (Meaning very popular)
    BL-Borderline.  (Not exactly Overused, but not Underused, either.)
    UU-Underused (Not so popular)
    NU-Never Used (You only see people use them in the Story Mode.)
    CB-Choice Band
    TTar/T-tar-Tyrannitar
    HP-Hidden Power
    Lefties-Leftovers
    Uber-Pokemon with VERY powerful stats.  These tend to be Legendaries.
    HP-Hidden Power/Hit Points
    Movepool-All the moves a Pokemon can learn.
    Hax-When something that is very unlikely happens.  It comes from the word
        "Hacks" as in "What the...That Zap Cannon hit twice?!  Are you sure that
         Pokemon isn't hacked?!"  In other words, it's kind of like luck.
    "FEAR"-Focus Sash/Ferocious
           Endeavor/Evil
    Quick "A"ttacking/Annoying
           Rattata/Rodent
    This Set has two names.  You can use whatever one you want.
    
    It's a Level 1 Rattata, holding Focus Sash, with the attacks Endeavor, Quick
    Attack, and Pursuit.  What happens is the opponent attacks the Rattata.  Its'
    Focus Sash leaves it with one Hit Point.  Then the Rattata uses Endeavor to
    get its' opponent to one Hit Point.  If the opponent switches, the Rattata 
    can use Pursuit to knock it out.  If not, the Rattata can use Quick Attack to
    do the same thing.  
           
    IV. The Actual Guide.
    I'm sure you're tired of me going on and on about training by now, so here's 
    the stuff you want.  
    
    This is how each Moveset is done:
    
    (Pokemon's name)@(Held Item)
    (The Nature that's best)
    (The EVs that are best)
    (Move 1)
    (Move 2)
    (Move 3)
    (Move 4)
    
    (The Moveset's notes.  What each Set is supposed to do, what to avoid)
    
    
    #3 (389) TORTERRA
            Types:  Grass/Ground
            Ability:  Overgrow (Increases the power of Grass-type attacks when 
                      Hit Points are below 1/3.)
    Base Stats:
                   HP-95
              Attack-109
             Defense-105
       Special Attack-75    
      Special Defense-85
                Speed-56  
    
    It's double weak against ice, which is not a good thing.  Torterra is best 
    used as a Tank or a Physical Sweeper.
    
    Physical Sweeper
    
    Torterra @ Choice Band/Leftovers
    Nature: Impish/Adamant 
    EVs: 252 Atk, 252 Def, 6 HP
    -Wood Hammer
    -Stone Edge
    -Earthquake
    -Superpower/Crunch/Stealth Rock
    
    Another Physical Sweeper.
    
    Torterra@Life Orb/Leftovers
    Nature: Adamant/Jolly.
    EVs: 252 Atk, 252 Spd, 6 HP.
    Overgrow
    -Swords Dance/Rock Polish
    -Earthquake
    -Wood Hammer
    -Stone Edge/Crunch/Superpower
    
    Torterra's not much of a speed demon, even Rock Polish might not be of much 
    help.  It might be a good idea to drop the Swords Dance/Rock Polish in favor
    of Crunch or Super Power and use a Choice band instead.
    
    Tankterra
    
    Torterra@Leftovers
    Nature: Adamant/Impish.
    EVs: 252 HP, 129 Sp. Def, 129 Atk/Def.
    Overgrow
    -Curse
    -Earthquake
    -Wood Hammer/Stone Edge
    -Stealth Rock/Leech Seed
    
    The problem with Curse is that it essentially gives the opponent a chance to
    switch out to a Pokemon with an Ice attack, something you DON'T want to see 
    around a Torterra.
    
    Staller/Annoyer
    
    Torterra@Leftovers
    Nature: Impish/Careful.
    EVs: 252 HP, 129 Def, 129 Sp. Def.
    Overgrow
    -Toxic
    -Leech Seed
    -Earthquake/Wood Hammer
    -Substitute/Stealth Rock/Synthesis
    
    Just keep it away from any Special Sweepers.
    
    Another Leech Seed Staller
    
    Torterra@Big Root/Leftovers
    Nature: Adamant/Impish
    EVs: 252 HP, 252 Atk, 6 Def.
    Overgrow
    -Earthquake
    -Wood Hammer
    -Stealth Rock
    -Leech Seed
    
    Earthquake and Wood Hammer for STAB, Stealth Rock to make sure that any
    attempt to switch to an Ice Pokemon, or a Special Pokemon, will cost them.
    Leech Seed is for Stalling and annoying.  
    
    Here's a Defensive Torterra.
    
    Torterra@Light Clay/Leftovers
    Nature: Adamant.
    EVs: 252 HP, 129 Atk, 129 Def
    Overgrow
    -Light Screen
    -Reflect
    -Earthquake
    -Wood Hammer/Stone Edge
    
    Light Screen and Reflect stay up, even after Torterra is switched out or 
    fainted.  That could make a difference between a win and a loss.  Light Clay
    is there to keep the Screens up even longer.  It's not exactly a GOOD set, 
    but it's there.
    
    THE MOVES
    Torterra learns Curse, Earthquake, Leech Seed, Synthesis, and Crunch 
    naturally.  Toxic, Light Screen, Earthquake, Reflect, Rock Polish, Stone 
    Edge, Stealth Rock, Substitute, and Swords Dance are all TMs.  Superpower is 
    an Egg Move, and Wood Hammer can be learned by taking your Torterra to the 
    Move Tutor in Pastoria City with a Heart Scale.
    ==============================================================================
    #6 (392) INFERNAPE
             Types:  Fire/Fighting
             Ability:  Blaze (Increases the power of fire-type attacks when Hit 
                       Points are below 1/3.)
    Base Stats:
                   HP-76
              Attack-104
             Defense-71
       Special Attack-104    
      Special Defense-71
                Speed-108  
    Like Torterra, Infernape is best at attacking, both physically and with 
    special attacks.  Unlike Torterra, it's got the speed to REALLY sweep the 
    opponents. It's main weaknesses are ground, water, flying, and psychic.  
    While its' defenses aren't too great, it makes up for it with a good 
    movepool to choose from.
    
    Physical Sweeper
    
    Infernape@Muscle Band/Salac Berry
    Nature: Jolly.
    EVs: 252 Atk, 252 Speed, 6 HP.
    Blaze
    -Swords Dance
    -Flare Blitz
    -Close Combat
    -Stone Edge
    
    Salac Berry to raise Speed, everything else is the same.
    
    Choice Bander
    
    Infernape@Choice Band
    Nature: Jolly.
    EVs: 252 Atk, 252 Spd, 6 HP.
    Blaze
    -Flare Blitz
    -Close Combat
    -Stone Edge
    -U-Turn/Thunderpunch/Mach Punch
    
    Pick your move and start the pounding.  In case the opponent decides to 
    switch to something resistant, like a ghost type, you can use U-turn to get
    Infernape out of there while getting in some last licks.
    
    Special Sweeper
    
    Infernape@Wisdom Glasses/Salac Berry
    Nature: Timid.
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Blaze
    -Nasty Plot
    -Flamethrower
    -Grass Knot
    -Focus Blast/HP Ice
    
    Ah, Nasty Plot.  The Special equivalent of Swords Dance.  Back when I was 
    starting the game, Azelf always used it to KO my Pokemon...In one hit!  It 
    was a pain, but I'm getting off topic.  Anyway, this one's just like the 
    Physical ones.  Use Nasty Plot at least once, then start pounding.  Wisdom
    Glasses increases the power of special attacks, so there you go.
    
    A Special "Choice-Band-er"
    
    Infernape@Choice Specs
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Blaze
    -Flamethrower
    -Grass Knot
    -Focus Blast/HP Ice/Overheat
    -Focus Blast/HP Ice/Overheat
    
    Focus Blast is NOT the most accurate attack in the world.  If you want a 
    fighting attack, you might be better off using Close Combat.
    
    Sunnybeamer
    
    Infernape@Wisdom Glasses/Muscle Band
    Nature: Hasty/Naive/Timid.
    EVs: Choose a set. 
    Either: 252 Spd, 129 Atk, 129 Sp. Atk.
        Or: 252 Spd, 252 Sp. Atk, 6 HP.
    Blaze
    -Sunny Day
    -Solarbeam
    -Flamethrower/Flare Blitz
    -Close Combat/Focus Blast
    
    I guess it depends on how much you want a Physical attack.  If you're dead-set
    on having ALL special attacks, go with Flamethrower and Focus Blast.  If 
    you're feeling a little more "Mixed" go with Flare Blitz and Close Combat.
    
    A true Mixed Sweeper.
    
    Infernape @ Life Orb 
    Nature: Naive/Hasty 
    EVs: 252 Spd, 132 Atk, 124 Sp. Atk
    Blaze
    -Fire Blast
    -Close Combat
    -Hidden Power Ice/Stone Edge
    -Grass Knot
    
    You might want to take out Fire Blast and replace it with the more 
    accurate Flamethrower.
    
    Another Mixed Sweeper
    
    Infernape@Life Orb 
    Nature: Naive 
    EVs: 252 Sp. Atk, 232 Spd, 24 Atk 
    Blaze
    -Close Combat 
    -Flamethower/Fire Blast 
    -Grass Knot 
    -Nasty Plot 
    
    When the opponent sees Infernape, they will switch to something that can take
    it down, letting Infernape get a Nasty Plot going.  close Combat for STAB,
    Steels, Rocks, and Special Sponges.  Flamethrower and Fire Blast for Fire 
    STAB, Grass Knot for Waters and more Rocks.  Just keep this Infernape away
    from Dragons, which will probably have Flying moves.
    
    THE MOVES 
    Infernape learns Nasty Plot as Chimchar.  It learns Mach Punch, Close Combat, 
    and Flare Blitz naturally.  Hidden Power, Solarbeam, Sunny Day, Flamethrower,
    Fire Blast, Overheat, Focus Blast, Stone Edge, Swords Dance, Grass Knot, and 
    U-turn are all TMS.  Thunderpunch is an Egg Move.
    ==============================================================================
    #9 (395)  EMPOLEON
              Types: Water/Steel
              Ability:  Torrent (Increases the power of water-type attacks when 
                        Hit Points are below 1/3.)
    Base Stats:
                   HP-84
              Attack-86
             Defense-88
       Special Attack-111    
      Special Defense-101
                Speed-60
    Empoleon, being part Steel, has a LOT of resistances.  The problem is, its' 
    few weaknesses (Ground, Fighting, and Electric) are VERY common.  Empie's 
    Speed isn't too good, either, which is a bad thing for a Sweeper.
    
    Physical Sweeper.
    
    Empoleon@Life Orb/Muscle Band
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 HP.
    Torrent
    -Swords Dance
    -Waterfall
    -Earthquake
    -Drill Peck/Steel Wing/Avalanche
    
    This set would probably work best with a Baton Passer to get some Speed on it.
    
    Choice Specs-er
    
    Empoleon@Choice Specs
    Nature: Modest
    EVs: 252 HP, 252 Sp. Atk, 4 Sp. Def.
    Torrent
    -Surf
    -Ice Beam
    -Grass Knot
    -Flash Cannon/HP Flying
    
    Again, it's too slow to really pull this off.  It's best for a hit-and-runner.
    
    Special Wall/Support.
    
    Empoleon@Leftovers
    Nature: Calm
    EVs: 252 HP, 252 Sp. Def, 6 Sp. Atk.
    Torrent
    -Surf
    -Ice Beam
    -Stealth Rock
    -Yawn/Roar
    
    Don't expect it to be able to take EVERYTHING your opponent can throw at you,
    and keep your eye out for Magnezones.
    
    Special Sweeper.
    
    Empoleon@Life Orb/Wisdom Glasses
    Nature: Modest.
    EVs: 252 Sp. Atk, 185 Spd, 73 HP.
    Torrent
    -Agility
    -Surf
    -Ice Beam
    -Grass Knot
    
    Agility to get some speed on it, then keep pounding your opponents.  If you 
    use Life Orb, just watch your Hit Points.
    
    THE MOVES
    Empoleon learns Swords Dance and Drill Peck naturally.  Roar, Hidden Power, 
    Earthquake, Ice Beam, Steel Wing, Avalanche, Stealth Rock, and Grass Knot are
    TMs.  Surf and Waterfall are HMs.  Yawn and Agility are Egg Moves.
    ==============================================================================
    #12 (398) STARAPTOR
              Types:  Normal/Flying
              Ability:  Intimidate (When entering in the battle, this Pokemon
                                     lowers the foe's attack.)
    Base Stats:
                   HP-85
              Attack-120
             Defense-70
       Special Attack-50  
      Special Defense-50
                Speed-100
    Whoa, look at that attack!  It's speed isn't too shabby, either.  With those 
    stats, it's definitely best as a Physical Sweeper.  The problem is, Steel 
    Types like Skarmory, Jirachi, Metagross and Bronzong all resist Flying and 
    Normal attacks.  Even Close Combat only does normal damage against them.  When
    this happens it's a good idea to use the move U-turn to get Staraptor out of 
    there!
    
    A Choice Bander
    
    Staraptor@Choice Band
    Nature: Adamant
    EVs: 16 HP, 252 Atk, 240 Spd
    Intimidate
    -Brave Bird
    -Close Combat
    -U-Turn/Pursuit
    -Quick Attack/Double-Edge/Return
    
    When using Double Edge and Brave Bird, be careful of the recoil.  With Brave 
    Bird, the harder you hit the enemy, the more damage you take.  This set works
    well with a Wish-er to heal it.
    
    A Variation on a Choice Bander
    
    Staraptor@Choice Scarf/Life Orb
    Nature: Adamant
    EVs: 60 HP, 252 Atk, 196 Spd
    Intimidate
    -Brave Bird
    -Close Combat
    -U-Turn/Pursuit
    -Double-Edge/Return
    
    Choice Scarf is like the Choice Band, but it doesn't raise attack, it raises 
    Speed. Between Staraptor's already high speed and the Choice Scarf, you'll 
    make every move into a stronger version of Quick Attack.  Once again, keep an
    eye on your Hit Points.  You DON'T want to lose a Pokemon if you can avoid it.
    
    Staraptor@Life Orb
    Nature: Adamant
    EVs: 16 HP, 252 Atk, 240 Spd
    Intimidate
    -Brave Bird
    -Close Combat
    -U-Turn/Pursuit/Endeavor
    -Return/Double Edge/Roost
    
    Another Hit-And-Run Staraptor.  It's a bit risky, but if you want to make use 
    of the Brave Bird recoil, try using Endeavor.  Like the other sets, this 
    moveset would benefit greatly with a Pokemon using Wish on your team.
    
    THE MOVES
    Staraptor can learn Quick Attack, Close Combat, Brave Bird, and Endeavor 
    naturally.  U-Turn, Return, and Roost are all TMs.  Pursuit and Double Edge
    are all Egg Moves.
    ==============================================================================
    #14 (400) BIBAREL
              Types:  Normal/Water
              Abilities:  Simple (Doubles stat changes from held items and 
                                   attacks.)
                          Unaware (The opponent's stat changes are ignored.)
    Base Stats:
                   HP-79
              Attack-85
             Defense-60
       Special Attack-55  
      Special Defense-60
                Speed-71
    Bibarel is usually used as an HM Pokemon.  It's also used for really bad puns
    ("Do a Bibarel Roll!")  Its' first Ability, Simple, means that a Stat-boosting
    move like Amnesia will get double the effect, which is a good thing. Its' 
    other Ability, Unaware, lets Bibarel ignore any changes the opponent has on
    their Stats, so any Pokemon that's been beefing up their Defense, or Attack,
    like Dragon Dancers or Calm Minders, would have no effect on Bibarel/
    
    Bibarel@Choice Band
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 HP
    Unaware
    -Return
    -Aqua Tail/Waterfall
    -Superpower/Focus Punch
    -Quick Attack/Thunder/Pluck
    
    Return and whatever Water attack you pick are for STAB, Superpower and Focus
    Punch are to get rid of any Steel types.  The other attack is mostly a filler.
    Pick whatever one suits you best.
    
    Physical Sweeper
    
    Bibarel@Liechi Berry
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 HP
    Simple 
    -Return
    -Waterfall
    -Thunder Wave
    -Endure 
    
    T-wave is there to slow the opponent down.  If you don't think you'll make it
    through the turn, use Endure.  That will activate the Liechi Berry and 
    increase your Attack.
    
    Special Sweeper
    
    Bibarel@Leftovers/Expert Belt/Life Orb
    Nature: Modest
    Simple
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Simple
    -Charge Beam
    -Ice Beam
    -Surf
    -Grass Knot/Superpower
    
    Charge Beam, and to a point Grass Knot, both take advantage of Simple.  
    Superpower is not a Special Attack.  It's there for taking the Steel Types 
    down, but that's all.  So if you don't want to waste your EVs, don't use it.
    
    Annoyer
    
    Bibarel@
    Nature:Impish
    EVs: 252 Def, 252 Spd, 6 Atk.
    Unaware
    -Waterfall
    -Headbutt
    -Thunder Wave
    -Attract
    
    This last one isn't much.  This moveset DEPENDS on Hax.  Get them Paralyzed, 
    then Attracted (If possible!) and try to get as many Flinches as you can.  
    
    THE MOVES
    Bibarel learns Superpower and Headbutt naturally.  Quick Attack and Aqua Tail
    are all Egg moves.  The rest of them are all TMs, except for Surf and 
    Waterfall, which are HMs.
    ==============================================================================
    #16 (402)  KRICKETUNE
               Type:  Bug
               Ability:  Swarm (Increases the power of Bug-type attacks when Hit
                                Points are below 1/3.)
    Base Stats:
                   HP-77
              Attack-85
             Defense-51
       Special Attack-55    
      Special Defense-51
                Speed-65
    This underused Bug with the low Stats and the small movepool is best used as
    a Physical Sweeper.  Preferably with a Baton Passer to get some defenses 
    on it.
    
    Physical Sweeper
    
    Kricketune@Salac Berry
    Nature:  Jolly
    EVs: 252 Atk, 252 Spd, 6 HP.
    Swarm
    -Substitute/Endure
    -X-Scissor
    -Swords Dance
    -Brick Break
    
    This moveset's pretty easy.  Use Swords Dance or Substitute, then start 
    pounding away at the opponent.  If your Hit Points get low, the Salac berry
    will up your Speed.
    
    An Annoyer
    
    Kricketune@Leftovers
    Nature: Adamant/Hasty
    EVs: 252 HP, 252 Atk, 6 Spd.
    Swarm
    -Substitite
    -Perish Song
    -Sing
    -X-Scissor
    
    Use it with a good Spiker and keep it well away from any soundproof Pokes.
    
    THE MOVES
    Kricketune learns Sing, X-Scissor, and Perish Song naturally.  Substitute, 
    Endure, and Brick Break are all TMs.  It does not seem to have any Egg Moves.
    ==============================================================================
    #19 (405)  LUXRAY
               Type:  Electric
               Abilities:  Intimidate (When entering in the battle, this Pokemon
                                        lowers the foe's attack.)
                           Rivalry (If this Pokemon and its' opponent are the 
                                    same gender, this Pokemon's attack goes up.)
    Base Stats:
                   HP-80
              Attack-120
             Defense-79
       Special Attack-95    
      Special Defense-79
                Speed-70
    Sadly, Luxray doesn't have that good a movepool.  It's got some good attack,
    though.  The problem is that the most powerful Electric attack, Thunder,is 
    a Special Attack, so you wouldn't be able to use that good Attack Stat.  
    Luxray is best described as an Underused Pokemon.
    
    Physical Sweeper
    
    Luxray@Leftovers
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 HP.
    Intimidate
    -Crunch/Iron Tail
    -Thunder Fang/Spark
    -Fire Fang/Ice Fang
    -Charge/Thunder Wave
    
    Thunder Fang has more power, but less of a chance of paralyzing.  Charge is 
    there to boost up whatever electric attack you go with, Crunch is to take out
    any ghosts or Psychics, and as the other two, pick whatever sounds better.
    
    Another Physical Sweeper
    
    Luxray@Leftovers
    Nature: Adamant/Brave
    EVs: 252 Atk, 252 Def, 6 Spd.
    Intimidate
    -Thunder Wave
    -Thunder Fang
    -Ice Fang
    -Bite
    
    Paralyze them with Thunder Wave, then since being Paralyzed slows down your 
    opponent, either go for Bite (And hope they flinch) or one of the Fangs.
    
    A "HAX"-Ray
    
    Luxray@Leftovers
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 HP.
    Rivalry
    -Thunder Fang/Spark
    -Attract
    -Thunder Wave
    -Ice Fang
    
    Rivalry to help if the opponent is the same gender, Attract if it's not.  
    
    THE MOVES
    Luxray learns Spark, Bite, Crunch, Thunder Fang, and Charge naturally.  Iron
    Tail, Attract, and Thunder Wave are all TMs, Fire Fang and Ice Fang are all 
    Egg moves.
    ==============================================================================
    #27 (407) ROSERADE
             Types:  Grass/Poison
             Abilities:  Natural Cure (Status conditions are cured when this 
                                        Pokemon is withdrawn from battle.)
                         Poison Point (When a direct attack makes contact with
                                        Roserade, the opposing Pokemon has a 
                                        30% chance of being poisoned.) 
    Base Stats:
                   HP-60
              Attack-70
             Defense-55
       Special Attack-125   
      Special Defense-105
                Speed-90
    Roselia’s Evolved form, Roserade is a bit of an improvement.   The Special 
    Attack is very good.  However, low speed and defenses don’t help very much 
    against fast Physical Sweepers, making Roserade an excellent example of an 
    Underused Pokemon.
    
    Choice Scarf-er
    
    Roserade@Choice Scarf
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Natural Cure
    -Sleep Powder
    -Leaf Storm
    -Sludge Bomb/Shadow Ball/Weather Ball
    -Hidden Power Ice
    
    With the Speed Boost from Choice Scarf, Roserade should be able to move faster
    than anything that’s not a Sweeper.  Don’t use Sleep Powder unless you‘re 
    desperate.  If it misses, or if the opponent switches out, or even if the 
    opposing Pokemon wakes up before it’s knocked out, Roserade could be in VERY 
    big trouble.
    
    A Choice Specs-er
    
    Roserade@Choice Specs
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP
    Natural Cure
    -Leaf Storm
    -Sludge Bomb
    -Shadow Ball/Energy Ball/Weather Ball
    -Hidden Power Fire
    
    Leaf Storm and Sludge Bomb are good Stab attacks.  Hidden Power Fire is there
    for the Steel Types, Shadow Ball will take out the Ghost types.  Energy Ball 
    is a STAB attack that won’t make your Stats fall, and  Weather Ball is for 
    being versatile.  
    
    Another Special Attacker
    
    Roserade@Wise Glasses/Focus Sash
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP
    Natural Cure
    -Energy Ball/Petal Dance
    -Shadow Ball
    -Extrasensory/Sludge Bomb
    -Hidden Power Water
    
    Here's another variation on the Special Attacking Roserade.  I added Focus 
    Sash because of Roselia's low Defense.  Anyways, Energy Ball and Petal Dance
    are for STAB, Shadow Ball is for Psychics and Ghosts, Extrasensory is for 
    Fighting, and other Poisons, and Hidden Power is for Fire types.
    
    (For some reason, I keep getting Roserade confused with Roselia.  I dunno...)
    
    A Weather Wizard
    
    Roserade@Heat Rock/Damp Rock/Life Orb
    Nature: Timid
    Evs: 252 Sp. Atk 252 Spd, 6 HP
    Natural Cure
    -Sunny Day/Rain Dance
    -Energy Ball
    -Weather Ball
    -Hidden Power Ice
    Takes advantage of Weather Ball.  It’s a good set to build a team around, just
     don’t make Roserade your only Weather Wizard.  Anyway,  you can choose from 
    either Sunny Day or Rain Dance.  The first one will give you a better chance 
    to beat Steel Types, but Rain Dance is the one NOBODY expects.  Energy Ball is 
    there for the STAB, while Hidden Power is for those dragons.
    
    Sub-Seeder
    
    Roserade@Leftovers
    Nature: Timid
    Evs: 252 HP, 252 Spd, 6 Sp. Atk.
    Natural Cure
    -Substitute
    -Leech Seed
    -Growth
    -Energy Ball
    
    Use Substitute first, then if your opponent can be Leech Seeded, use that.  
    If the Substitute is broken, do it again.  When you have a chance, use Growth
    to get the extra power and Energy Ball for a STAB-ed attack.   If  you know 
    your opponent has another Grass type, switch out Leech Seed for a good Hidden
    Power or Sludge Bomb.
    
    A Staller-y Set
    
    Roserade@Focus Sash/Big Root
    Nature: Timid
    EVs: 252 Spd, 252 Sp. Atk, 6 HP
    Natural Cure
    -Toxic
    -Giga Drain/Grass Knot
    -Synthesis
    -Aromatherapy
    
    Roserade's Defenses aren't the best, so Focus Sash would go good with this 
    Set.  Toxic to Poison the opponent, the Grass Type attack depends on what you
    want to do.  Grass Knot takes down some of the more common Rock, Ground, and
    Water Pokemon while Giga Drain is better for Stalling, since it gets Roserade
    some Hit Points back.  Synthesis is for more Stalling, while Aromatherapy
    gets rid of Stat Conditions like Paralysis.
    
    A Healer-ish Set
    
    Roserade@Leftovers/Black Sludge/Focus Sash
    Nature: Calm
    EVs: 252 Def, 252 Sp. Def, 6 HP
    Natural Cure 
    -Aromatherapy
    -Synthesis
    -Sludge Bomb/HP Fire/HP Ice/Endure/Substitute
    -Energy Ball/Endure/Substitute
     
    This one's similar to the last one.  Anyways, Aromatherapy to cure any
    Stat Conditions, Synthesis to heal and keep Roserade in the Battle, Sludge 
    Bomb for STAB, Hidden Power Fire for Steels, Hidden Power Ice for Fliers and
    Dragons and other Grass Pokemon, Substitute and Endure for stalling, and 
    Energy Ball for more STAB.
    
    THE MOVES
    Roserade learns Aromatherapy, Growth, Toxic, Giga Drain, Synthesis, Petal 
    Dance, Extrasensory, and Leech Seed as Roselia. It learns Weather Ball 
    naturally.  Hidden Power, Sludge Bomb, Shadow Ball, Sunny Day, Rain Dance, 
    Grass Knot, Endure, and Energy Ball are all TMs, and Sleep Powder, Synthesis, 
    and Leaf Storm are Egg Moves.  
    ==============================================================================
    #37 (409) RAMPARDOS
           Type: Rock
            Ability: Mold Breaker (Any ability that would prevent an attack is
                      negated)
    Base Stats:
                   HP-97
              Attack-165
             Defense-60
       Special Attack-65   
      Special Defense-50
                Speed-58
    Its’ fossil can only be found in Diamond.  Rampardos has VERY good attack, and
    an interesting ability (That’ll take care of any Levitators!) but it makes up 
    for that VERY bad defenses.  
    
    Physical Sweeper
    
    Rampardos@Leftovers
    Nature: Adamant 
    EVs: 252 Atk, 252 Spd 6 HP 
    Mold Breaker
    -Stone Edge
    -Earthquake
    -Pursuit/Crunch
    -Rock Polish
    
    This set doesn’t need much explanation.  Rock Polish is to get Rampardos’ 
    speed up.  Just watch out for faster hard hitters.
    
    Another Physical Sweeper
    
    Rampardos@Life Orb
    Nature: Adamant 
    EVs: 252 Atk, 129 HP, 129 Spd
    Mold Breaker
    -Head Smash
    -Zen Headbutt
    -Focus Punch
    -Crunch
    
    Be careful, Head Smash, in my opinion, is low on accuracy.  Anyway, Focus 
    Punch is there for when you think your opponent will switch out.  
    
    Choice Band-er
    
    Rampardos@Choice Band
    Nature: Jolly 
    EVs: 252 Atk, 129 HP, 129 Spd. 
    Mold Breaker
    -Stone Edge
    -Earthquake
    -Pursuit
    -Hammer Arm
    
    This set is best used with a Baton Passer of some kind.  Rampardos could use 
    the speed.
    
    Choice Scarf-er
    
    Rampardos@Choice Scarf
    Nature: Adamant 
    EVs: 252 Atk, 129 Spd, 129 HP
    Mold Breaker
    -Earthquake
    -Stone Edge
    -Pursuit
    -Hammer Arm
    
    Choice Scarf for making you fast enough to get the first hit, Stone Edge for
    STAB, even though the accuracy’s a bit low.  Earthquake for taking out 
    everything except Fliers, Pursuit for the Ghost Types and Hit-and-Runners, and
    Hammer Arm for the Normals.  
    
    A Rampardos for Double Battles
    
    Rampardos@Iron Ball/Leftovers/Life Orb
    Nature: Adamant/Brave
    EVs: 252 HP, 252 Atk, 6 Def. 
    -Protect
    -Rock Slide/Head Smash/Stone Edge
    -Pursuit 
    -Hammer Arm
    
    This Set is for Double Battles.  It works best with a Pokemon with Trick Room,
    like the Dusknoir Set I've got later on.  Protect is to keep Rampardos in the
    Battle while Trick Room is set up, Rock Slide, Head Smash, and Stone Edge are
    for STAB, Pursuit is in case the opponent tries to run (And hasn't been Mean
    Look-ed by Rampardos' Partner), and Hammer Arm is there to make Rampardos even
    slower for the Trick Room, while giving it an attack to take Normal and Steel 
    Pokemon out.
    
    THE MOVES
    Rampardos learns Head Smash, Pursuit, and Zen Headbutt naturally.  Focus 
    Punch, Protect, Earthquake, Rock Polish, Rock Slide and Stone Edge are all 
    TMs.  Crunch and Hammer Arm are Egg Moves.
    ==============================================================================
    #39 (411) BASTIODON
             Types: Rock/Steel
             Ability: Sturdy. (If the opponent uses a 1-Hit KO attack, like 
                      Fissure or Sheer Cold, it will not affect this Pokemon.)
    Base Stats:
                   HP-60
              Attack-52
             Defense-168
       Special Attack-47  
      Special Defense-138
                Speed-30
    Bastiodon comes from the Pearl-Exclusive Fossil.   Stat-wise, it’s also the 
    opposite of Rampardos.  Bastiodon has spectacular defenses (Which it needs, 
    being weak against several common types!), but very little Attack and Special
    Attack.  It’s best off as a Wall or a Tank.
    
    A Tank-ish Moveset
    
    Bastiodon@Leftovers
    Nature: Impish/Careful
    Evs: 252 Def, 252 Sp. Def, 6 HP.
    Sturdy
    -Curse
    -Rock Slide
    -Stealth Rock
    -Iron Head/Rest/Earthquake/Roar
    If you go with Rest, you can switch Lefties for a Chesto Berry.  Roar is to 
    get rid of anything that can hurt Bastiodon. 
    
    Here’s Another One.
    
    Bastiodon @Leftovers
    Nature: Impish/Careful
    Evs: 252 HP, 129 Def, 129 Sp. Def.
    Sturdy
    -Substitute/Protect
    -Roar
    -Stealth Rock
    -Metal Burst
    
    Fairly simple, Substitute, then start Stealth Rocking.  
    
    THE MOVES
    Bastiodon can learn Protect from the Move Tutor.  It learns Iron Head, and 
    Metal Burst naturally.  Roar, Rest, Earthquake, Rock Slide, Stealth Rock, 
    and Substitute are all Tms.  Curse is an Egg Move.
    ==============================================================================
    #46 (413) WORMADAM
             Types: Bug/Grass, Bug/Ground, Bug/Steel
             Ability: Anticipation (If the opponent has any moves that are Super
                      Effective against this Pokemon, or 1-Hit KO moves, the 
                      screen will tell you when that Pokemon appears in battle.)
    
    Wormadam is an odd Pokemon.  First, it only comes from female Burmy.  Second, 
    its’ type depends on where the Burmy it Evolved from fought last.  If it was 
    fighting in a forest, it will become a Bug/Grass type.  If it was fighting in 
    a Cave, it becomes a Bug/Rock type.  If it was fighting in a building, it 
    becomes a Bug/Steel type.  All three types have different Base Stats, so I’ll 
    list them all here.
    
    
    Base Stats (Bug/Grass):
                   HP-60
              Attack-59
             Defense-85
       Special Attack-79   
      Special Defense-105
                Speed-36
    
    Base Stats (Bug/Ground):
                   HP-60
              Attack-59
             Defense-105
       Special Attack-59   
      Special Defense-85
                Speed-36
    
    Base Stats (Bug/Steel):
                   HP-60
              Attack-69
             Defense-95
       Special Attack-69   
      Special Defense-95
                Speed-36
    Sadly, all three of them have rather low Stats, so they‘re hardly ever used.  
    Wormadam in general has a lousy move pool.  The only Type I’ve been able to 
    find Movesets for is the Bug/Steel one.
    
    A Tank
    
    Wormadam (Steel form)@Leftovers
    Nature: Modest/Bold/Calm
    EVs: 252 Def, 252 Sp Def, (Or Sp. Atk) 6 HP.
    Anticipation
    -Protect
    -Stealth Rock/Metal Sound 
    -Toxic
    -Substitute/Flash Cannon
    
    Flash Cannon and Metal Sound go together.  If you take out the one, it’s 
    probably not worth keeping the other.
    
    Special Sweeper-ish
    
    Wormadam (Steel Form)@Leftovers
    Nature: Modest 
    Evs: 252 HP, 252 Sp. Atk, 6 Def.
    Anticipation
    -Stealth Rock
    -Metal Sound
    -Shadow Ball/Flash Cannon
    -Hidden Power (Fighting/Bug)
    
    Most of Wormadam’s moves are Special, so this fits her a bit better than the
    last one.
    
    THE MOVES
    Wormadam learns Protect, Hidden Power, and Metal Sound naturally.  Stealth 
    Rock, Toxic, Shadow Ball, Substitute, and Flash Cannon are all Tms.
    ==============================================================================
    #47 (414) MOTHIM
            Type: Bug/Flying
            Ability: Swarm (When this Pokemon’s Hit Points drop below 1/3, 
                     Swarm increases the power of its’ Bug-type attacks.)
    Base Stats:
                  HP-70
              Attack-94
             Defense-50
       Special Attack-94   
      Special Defense-50
                Speed-66
    Mothim is the male equivalent of Wormadam.  Unfortunately, it’s got almost 
    the same Base Stats, except better Speed.   You probably won’t find many of 
    these in competitive battles.
    
    A Choice Scarf-er
    
    Mothim@Choice Scarf/Wiseglasses
    Nature: Modest/Timid
    Evs: 252 Sp. Atk, 252 Spd, 6 HP.
    Swarm
    -Air Slash
    -Bug Buzz
    -Hidden Power-Ground/Rock
    -Shadow Ball/Psychic/Energy Ball/Substitute
    
    I couldn’t find that many Movesets for Mothim.  Anyway, this one’s a typical
    Special Sweeper.  Air Slash and Bug Buzz for STAB.  Hidden Power for taking 
    out Rock-Types or Fliers.  The last move is whatever you feel like using.
    
    THE MOVES
    Mothim learns Hidden Power, Air Slash, Psychic, and Bug Buzz naturally.
    Shadow Ball, Energy Ball, and Substitute are all Tms.
    ==============================================================================
    #49 (416) VESPIQUEN
             Types: Bug/Flying
             Ability: Pressure (Any moves used by the opponent count as 2 PP
                      not 1.)
    Base Stats:
                   HP-70
              Attack-80
             Defense-102
       Special Attack-80  
      Special Defense-102
                Speed-40
    Hmm, I think Game Freak likes Bug/Flying types, it keeps making more of them!
    Anyway, Vespiquen is mostly average stat-wise, although its' Hit Points are 
    higher than say Wormadam's, which is a plus.  It has several signature moves
    which at least makes it stand out a little.  The problem is its’ speed!  It’s
    almost as slow as Wormadam.  It makes up for that with a good Ability, but I 
    think that Vespiquen is going to stay in the Under-Used category.
    
    A Toxi-Staller/Annoyer
    
    Vespiquen @Leftovers
    Nature: Impish/Jolly
    Evs: 252 HP, 129 Def, 129 Spd.
    Pressure
    -Defend Order
    -Heal Order
    -Toxic
    -Destiny Bond/Aerial Ace
    
    This set makes use of a couple of Vespiquen’s Signature Moves.  Toxic first, 
    if you can, then build up your defenses.  Heal when your Hit Points are 
    getting low, and either Destiny Bond when it looks like Vespiquen’s about to
    get KO’ed, or if you want an actual attack, use Aerial Ace.
    
    A Sweeper-ish Vespiquen
    
    Vespiquen@Leftovers
    Nature: Adamant
    EVs: 252 HP, 252 Atk, 6 Def.
    Pressure
    -Attack Order
    -Defend Order
    -Heal Order
    -Power Gem/Destiny Bond
    
    This Vespiquen might be good for an Underused battle.  Attack Order for a nice
    STAB'ed attack, Defend Order to build up Vespiquen's Defenses, Heal Order to
    keep Vespiquen in the battle, and the last attack depends on what you're 
    facing.  Power Gem for Fliers (Although if you go with it, you might want to
    put EVs in Special Attack rather than regular Attack, since Power Gem is 
    Special.)  And Destiny Bond for when you think that Vespiquen won't survive
    another attack.
    
    THE MOVES
    Vespiquen learns Attack Order, Defend Order, Power Gem, Heal Order, Toxic, and
    Destiny Bond naturally.  Aerial Ace is a TM.
    ==============================================================================
    #55 (417) PACHIRISU
             Type: Electric
             Abilities: Pickup (If this Pokemon isn’t holding anything at the 
                               end of a battle, it will sometimes pick up items
                        Run Away (If this Pokemon is in a battle with a wild
                                  Pokemon, it can flee easily.)
    Base Stats:
                   HP-60
              Attack-45
             Defense-70
       Special Attack-45  
      Special Defense-90
                Speed-95
    I’ll admit that they need to make more Electric Pokemon, but they can 
    certainly do better than this!  It’s horribly weak, it doesn‘t evolve, and 
    the abilities are useless in a competitive battle.  Not to mention that it’s
    disgustingly cute…And I’m not talking about real cute, I mean sickeningly 
    sweet!  Anyway, I may as well include some sets for it.
    
    Annoyer
    
    Pachiris@Leftovers
    Nature:  Hasty/Naïve/Jolly
    EVs: 252 HP, 252 Spd, 6 whatever you want.
    Pickup
    -Flatter/Attract 
    -Super Fang
    -Substitute
    -Thunder Wave
    
    Super Fang ALWAYS takes out half of the opponent’s Hit Points.  It’s a good 
    move, even if it’s on a Pachirisu.  Just be careful because it does 
    occasionally miss.
    
    A Special Sweeper
    
    Pachirisu@Wisdom Glasses
    Nature:  Modest/Timid
    Evs: 252 Spd, 252 Sp. Atk. 6 HP.
    Pickup
    -Substitute
    -Super Fang
    -Fake tears
    -Grass Knot
    
    Substitute and Super Fang are always good on Pachirisu.  Fake Tears to lower
    the opponent’s Special Defense and Grass Knot for an actual attack. 
    
    THE MOVES
    Pachirisu learns Super Fang naturally.  Attract, Thunder Wave, Substitute, and
    Grass Knot are all TMs.  Flatter and Fake Tears are both Egg Moves.
    ==============================================================================
    #57 (419) FLOATZEL
             Type: Water 
             Ability: Swift Swim (If the in-game weather is raining, this 
                      Pokemon's speed is doubled)
    Base Stats:
                   HP-85
              Attack-105
             Defense-55
       Special Attack-85  
      Special Defense-50
                Speed-115
    With that attack and that speed, Floatzel would work best as a Physical 
    Sweeper or a Choice Band-er.  It also learns Baton Pass, which is always good.
    
    Baton Passer
    
    Floatzel@Leftovers
    Nature: Jolly
    EVs: 252 HP, 129 Atk, 129 Spd/Def.
    Swift Swim 
    -Baton Pass
    -Bulk Up/Agility
    -Taunt/Substitute
    -Waterfall
    
    Fairly easy.  Use Bulk Up and/or Taunt, then Baton Pass if things get too 
    ugly.
    
    Choice Band-er
    
    Floatzel@Choice Band/Leftovers
    Nature: Jolly
    EVs: 252 Atk, 252 Spd, 6 HP.
    Swift Swim
    -Waterfall
    -Ice Fang
    -Crunch
    -Aqua Jet/Pursuit/Agility
    
    Aqua Jet's the water version of Quick Attack, but it's not as powerful as 
    Waterfall.  If you want Agility, go with Leftovers.
    
    THE MOVES
    Floatzel learns Ice Fang from the Move Tutor in Pastoria City.  Aqua Jet, 
    Crunch, and Agility are all learned naturally as Floatzel levels up.  Bulk
    Up, Taunt, and Substitute are all TMs, and Waterfall is an HM.
    ==============================================================================
    #59 (421) CHERRIM
             Type: Grass 
             Ability: Flower Gift (If the In-Game weather is Sunny, this Pokemon
                      and its' ally's Attack and Special Attack is multiplied by
                      half.)
    Base Stats:
                   HP-70
              Attack-60
             Defense-70
       Special Attack-87  
      Special Defense-78
                Speed-85
    Cherrim isn't much to look at in normal competitive play, but when it comes to
    two on two, it really helps!  Its' Ability is best with any team based on 
    Sunny Day, especially one with a Groudon on it, will really do good with 
    this Pokemon.
    
    A Two-on-Two Cherrim
    
    Cherrim@Focus Sash
    Nature: Timid/Modest/Bold 
    EVs: 252 HP, 252 Sp. Atk/Sp. Def, 6 Spd. 
    Flower Gift
    -Protect
    -Helping Hand
    -Worry Seed
    -Grass Knot/Grasswhistle/Aromatherapy
    
    This set is for a team with Groudon or something with Sunny Day.  Focus Sash 
    is to keep Cherrim into more than one round.  Protect is for the Earthquakes
    (Something you're bound to see with Groudon) Worry Seed will get rid of any 
    resters, and when used with something with a bad ability, (Sadly, it doesn't
    work for Slaking) will replace that Ability with Insomnia.  If you don't want 
    an attacking move, replace the Special Attack EVs with Special Defense or 
    regular Defense.
    
    Another Two-on-Two Cherrim (SunnyBeamer)
    
    Cherim@Heat Rock
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Flower Gift
    -Sunny Day
    -Solarbeam
    -Helping Hand
    -Protect
    
    For the team that doesn't have Groudon.  It's mostly a Support Pokemon. 
    
    A Cherim for One-on-One battles
    
    Cherrim@Leftovers
    Nature: Modest/Timid
    EVs: 252 HP, 252 Sp. Atk, 6 Spd.
    Flower Gift
    -Substitute
    -Leech Seed
    -Solarbeam
    -HP Fire/HP Ice/Grasswhistle/Sunny Day
    
    It's pretty much a standard Grass-Type without the Ability.  Hidden Power is
    just in case Cherrim runs into another Grass.
    
    THE MOVES
    Cherrim can learn Leech Seed, Helping Hand, Sunny Day, Worry Seed, and 
    Solarbeam naturally.  Hidden Power, Protect, Grass Knot, and Substitute are 
    all TMs.  Grasswhistle and Aromatherapy are Egg Moves.
    ==============================================================================
    #61 (423) GASTRODON
             Type: Water 
             Abilities: Sticky Hold (This Pokemon's item cannot be taken from it.)
                      Storm Drain (In a Two-on-Two battle, any Water attacks
                                   will be drawn to this Pokemon.)
    Base Stats:
                  HP-111
              Attack-83
             Defense-68
       Special Attack-92  
      Special Defense-92
                Speed-39
    Ah, Gastrodon.  It's a bit like Quagsire, but without Water Absorb.  
    Unfortunately, attacks drawn by Storm Drain hit just as hard as anything,
    Storm Drain is only useful in a Two-on-Two battle, however Sticky Hold will
    stop any Thieves in their tracks.
    
    A VERY slow Special Sweeper
    
    Gastrodon@Leftovers
    Nature: Bold 
    EVs: 252 Def, 129 HP, 129 Sp. Atk
    Sticky Hold
    -Surf
    -Ice Beam
    -HP Electric
    -Recover
    
    The Ability can be changed if you're a Two-on-Two player.  Just watch out for
    faster sweepers, especially those with Grass-Type Attacks.  HP Electric is in
    case you run into another Water-Type (Gyarados!)
    
    Another Special Sweeper
    
    Gastrodon@Leftovers
    Nature: Calm
    EVs: 252 Sp. Def, 129 HP, 125 Sp. Atk.
    Sticky Hold
    -Mud Bomb/HP Ground/Earthquake
    -Surf
    -Ice Beam
    -Recover
    
    It's pretty much the same thing, but with a Ground type attack for STAB and
    to take out any Steel and Rock types, the only thing that might just move 
    slower.
    
    A Counter-er
    Gastrodon @ Leftovers
    Nature: Bold/Modest/Calm
    EVs: 252 HP, 129 Def, 129 Sp. Def
    Sticky Hold
    -Surf/Toxic
    -Counter
    -Mirror Coat
    -Recover
    
    This one was meant to take hits and dish them right back.  Recover is a 
    lifesaver here.  Once again, if you're going to use Gastro in a Double
    Battle, you might want to give it Storm Drain.  Toxic is for dealing with
    other defensive Pokemon.
    
    A Tank-ish Gastrodon
    
    Gastrodon@Leftovers
    Nature: Bold 
    EVs: 252 Def, 129 Sp. Def, 129 Sp. Atk.
    Sticky Hold
    -Stockpile
    -Swallow/Recover
    -Surf
    -Ice Beam
    
    Stockpile to increase the defenses, Swallow and Recover are to keep 
    Gastrodon in battle as long as it can.  Keep an eye out for anything with
    Energy Ball or any other Water Types.
    
    THE MOVES
    Gastrodon learns Mud Bomb, Hidden Power, and Recover naturally.  Toxic, Ice 
    Beam and Earthquake are Tms.  Surf is an HM.  Counter and Mirror Coat are Egg
    Moves.
    ==============================================================================
    #64 (424) AMBIPOM
             Type: Normal 
             Abilities: Technician (Any move with a power under 60 that this 
                                 Pokemon uses is strengthened by half.)
                      Pickup (If this Pokemon isn’t holding anything at the 
                             end of a battle, it will sometimes pick up items
    Base Stats:
                   HP-75
              Attack-100
             Defense-66
       Special Attack-60  
      Special Defense-66
                Speed-115
    Ambipom has a VERY wide Movepool and an ability that's useful in Competitive
    Battle.  Its' stats are pretty good, and it learns Baton Pass too!
    
    Baton Passer
    
    Ambipom@Leftovers
    Nature: Jolly
    EVs: 252 HP, 252 Atk, 6 Spd.
    Technician
    -Substitute
    -Baton Pass
    -Thunder Wave/Agility
    -Return/Double Hit
    
    This moveset is for making Substitutes and then Baton Passing them.  You can
    also Pass Agility, if you include that move. Return is a good STAB'ed attack.
    If you want to be different or to take advantage of Technician, you can choose
    Double Hit over Return.
    
    A Choice Bander
    
    Ambipom@Choice Band
    Nature: Adamant/Jolly/Careful
    EVs: 252 Atk, 252 Spd, 6 HP.
    Technician
    -Return
    -Thunder
    -Focus Punch
    -Shadow Claw
    
    This move would go best with a Rain Dancer to improve Thunder's accuracy,
    although you should probably make sure the opponent doesn't have another
    "Thunder-Dancer" in their team.
    
    A Different Set
    
    Ambipom@Life Orb
    Adamant/Jolly
    Technician
    -Fake Out
    -Last Resort
    -(No Move)
    -(No Move)
    
    Fake Out is for STAB, using Technician, and getting Last Resort started.
    Last Resort is for a VERY powerful STAB'ed attack.  Keep this Set away 
    from Ghosts, and to a lesser extent, Rocks and Steels.
    
    THE MOVES
    Ambipom learns Baton Pass, Agility, Double Hit, and Last Resort naturally.  
    Thunder, Focus Punch, Substitute, Thunder Wave, Return, and Shadow Claw are 
    all TMs.  Fake Out is an Egg Move.
    ==============================================================================
    #66 (426) DRIFBLIM
             Type: Ghost/Flying 
             Abilities: Unburden (If this Pokemon uses a once-only item in this 
                               battle, this Pokemon's speed is doubled)
                      Aftermath (When this Pokemon faints, the opponent loses
                                 1/4 of their Hit Points)
    Base Stats:
                  HP-150
              Attack-80
             Defense-44
       Special Attack-90  
      Special Defense-54
                Speed-80
    
    It may not be in the same league as Blissey, but that's still a lot of Hit
    Points.  Too bad its defenses aren't so hot. 
    
    Special Sweeper
    
    Drifblim@Petaya Berry
    Nature: Modest/Timid
    EVs: 252 HP, 252 Sp. Atk, 6 Spd.
    Unburden
    -Hypnosis/Substitute
    -Shadow Ball
    -Thunderbolt
    -Hp-Flying/Baton Pass
    
    Hidden Power is for STAB, Baton Pass is if you want to Pass the Special Attack
    from the Petaya berry
    
    Another Special Sweeper
    
    Drifblim@Petaya Berry
    Nature:  Timid
    EVs: 252 HP, 252 Spd, 6 Sp. Atk. 
    Unburden
    -Substitute
    -Baton Pass
    -Hypnosis
    -Haze/Shadow Ball/ Thunderbolt/Will-O-Wisp
    
    Petaya Berry can be replaced with any of the other "Pinch" Berries.  
    
    A Baton Passer
    
    Drifblim@Chesto Berry
    Nature: Timid/Modest/Calm
    EVs: 252 HP, 252 Spd, 6 Atk.
    Unburden
    -Shadow Ball/Ominous Wind
    -Stockpile
    -Rest
    -Baton Pass
    
    Stockpile increases the user's Defenses, which can be Baton Passed.  Ominous
    Wind has a chance of raising ALL of Drifblim's stats, which is good for a 
    Baton Passer.
    
    Another Baton Passer
    
    Drifblim@Leftovers
    Nature: Calm
    EVs: 170 Spd, 170 Def, 170 S. Def
    Aftermath
    -Baton Pass
    -Calm Mind
    -StockPile
    -Ominous Wind
    
    Well, here's another version of the Baton Pass Set.     Stockpile and Calm 
    Mind are both to boost Drifblim's Stats, Ominous Wind is for an actual attack,
    plus the occasional stat boost, and Baton Pass is to pass it all on to the 
    next Poke.
    
    THE MOVES
    Drifblim learns Stockpile, Ominous Wind, Baton Pass, and Shadow Ball 
    naturally.  Calm Mind, Hidden Power, Thunderbolt, Rest, Will-o-Wisp, and 
    Substitute are all TMs.  Haze and Hypnosis are Egg Moves.
    ==============================================================================
    #68 (428) LOPUNNY
             Type: Normal
             Abilities: Cute Charm (If a Pokemon of the opposite gender hits this
                                   Pokemon with a Direct Attack, there is a 30%
                                   chance that that Pokemon will be infatuated.)
                        Klutz:  This Pokemon cannot use any held items.
    Base Stats:
                  HP-65
              Attack-76
             Defense-84
       Special Attack-54  
      Special Defense-96
                Speed-105
    
    I won't comment on Lopunny's looks. I will however say that it has a very 
    nice movepool.  It can be a Baton Passer, or even a "Trick-Bander" (Which is
    helped by the Ability Klutz!)
    
    Baton Passer
    
    Lopunny@Leftovers
    Nature: Timid/Modest/Calm
    EVs: 252 HP, 252 Spd, 6 Sp. Atk.
    Cute Charm
    -Baton Pass
    -Agility
    -Substitute
    -Healing Wish/Charge Beam
    
    Baton Pass Agilities and Substitutes.  If it looks like Lopunny's about to be
    KO'ed, use Healing Wish to get your next fighter ready...Or if you want an 
    actual attack, use Charge Beam.
    
    Item Switcher (I can't say "Trick-Bander" anymore!)
    
    Lopunny@Flame Orb/Iron Ball
    Nature: Bold
    EVs: 252 HP, 129 Def, 129 Spd.
    Klutz
    -Switcheroo
    -Encore
    -Rest
    -Swagger
    
    Klutz won't let Lopunny use any items, right?  So that means Lopunny can hold
    any sort of bad item without putting up with the bad stuff.  Switcheroo gives
    your opponent that bad stuff.  Flame Orb burns any (Non-Klutzy) Pokemon that
    holds it, and even if it heals it'll just start again.  As for the rest of 
    the moves...they're all there to (Hopefully) keep the opponent busy until 
    it's too late.
    
    Another Switcher/Baton Passer
    
    Lopunny@Flame Orb
    Nature: Timid
    EVs: 252 HP, 252 Spd, 6 Def.
    Klutz
    -Switcheroo
    -Swagger
    -Agility/Rest
    -Baton Pass/Charge Beam.
    
    Pretty much the same.  Be aware that Charge Beam can sometimes miss.
    
    Toxi-Staller Lopunny
    
    Lopunny@Leftovers 
    Nature: Jolly 
    EVs: 252 Spd, 129 Def, 129 Sp. Def.
    Cute Charm 
    -Toxic 
    -Protect 
    -Bounce 
    -Encore 
    
    Toxic to Poison, Protect to Stall, Bounce to stall some more, and Encore to
    keep the opponent busy, preferably doing some Stat-Boosting move.  This Set
    is best against anything that is NOT Steel.  It also helps if the opponent is
    the opposite gender for Cute Charm to work.
    
    
    THE MOVES
    Lopunny can learn Baton Pass, Agility, Bounce, and Healing Wish naturally.  
    Toxic, Protect, Rest, Substitute, and Charge Beam are all TMs.  Switcheroo, 
    Swagger, and Encore are all Egg Moves.
    ==============================================================================
    #73 (429) MISMAGUS
             Type: Ghost
             Ability: Levitate (Ground attacks will not affect this Pokemon.)
    Base Stats:
                  HP-60
              Attack-60
             Defense-60
       Special Attack-105
      Special Defense-105
                Speed-105
    At least its' numbers are mostly the same.  Either decent or fairly bad.
    Anyway, it's got a good Ability and it can move faster than some Overused
    Pokemon.  So, what can it do?
    
    Special Sweeper
    
    Mismagius@Leftovers
    Nature: Modest 
    EVs: 252 Sp. Atk, 252 Spd, 6 Def.
    Levitate
    -Calm Mind
    -Shadow Ball
    -Thunderbolt/Psychic/Energy Ball/Ominous Wind
    -Thunderbolt/Psychic/Energy Ball/Ominous Wind
    
    Keep it away from Physical Pokemon.  Other than that, it's pretty easy.
    
    And another one.
    
    Mismagus@Leftovers
    Nature: Timid/Bold
    EVs:  252 Spd, 129 HP, 129 Def. 
    -Calm Mind
    -Will-o-Wisp/Substitute/Taunt
    -Thunder/Thunderbolt
    -Hidden Power Ice/Hidden Power Fire/Shadow Ball/Energy Ball/Hidden 
     Power Fighting
    
    Calm Mind once or twice, then Sweep away.  If you have a Rain Dancer on your
    team, go with Thunder.  If not, stick with Thunderbolt.  The last move depends
    on what you think you'll be facing.  Hidden Power Ice is for the Dragons, Fire
    is for Steel Types, Fighting is for any Tyrannitars, Shadow Ball is if you 
    want a STAB-ed attack, and Energy Ball is for Ground or Water Pokemon. 
    
    A "Perish-Trapper"
    
    Mismagius@Leftovers 
    Nature: Bold 
    EV's:252 Def, 129 HP, 129 Sp. Def.
    Levitate
    -Mean Look
    -Perish Song
    -Protect
    -Destiny Bond/Rest
    
    Mean Look is there to keep your opponent from getting out of there in time.
    Perish Song will take down any Pokemon in the area when the three-turn 
    countdown ends.  Rest and Protect are to keep Mismagus alive until Perish
    Song strikes.  If you're not sure that it'll last the whole time, go for
    Destiny Bond and take your opponent down that way.
    
    And an Annoyer Set
    
    Mismagus@Leftovers
    Nature: Bold
    EVs: 170 Def, 170 S. Def, 170 Spd
    Levitate
    -Thunder Wave/Will-O-Wisp/Toxic/Confuse Ray
    -Thunder Wave/Will-O-Wisp/Toxic/Confuse Ray
    -Thunder Wave/Will-O-Wisp/Toxic/Confuse Ray
    -Shadow Ball/Psychic
    
    Mismagus isn't the toughest Poke around, so beware of Physical attackers.
    Anyways, pick three Annoyer moves, Thunder Wave to slow opponents down, 
    Will-o-Wisp for the Ground and Steel types, plus the speed and Attack 
    decrease, Toxic for everything that's not Steel, and Confuse Ray for if you're
    feeling lucky, or if you feel like they're going to switch afterwards.  Shadow
    Ball, is for STAB, and for Taunters.
    
    THE MOVES
    Mismagus learns Mean Look, Shadow Ball, Confuse Ray, and Perish Song as 
    Misdreavus.  Calm Mind, Toxic, Hidden Power, Taunt, Protect, Thunderbolt,
    Thunder, Psychic, Energy Ball,Thunder Wave, Substitute, Will-o-Wisp, Destiny 
    Bond, and Ominous Wind are Egg Moves.
    ==============================================================================
    #75 (430) HONCHKROW 
             Types: Dark/Flying
             Abilities: Insomnia (This Pokemon cannot have the condition Sleep.)
                        Super Luck (Increases the chances of getting a critical
                                    hit.)
    Base Stats:
                  HP-100
              Attack-125
             Defense-52
       Special Attack-105  
      Special Defense-52
                Speed-71
    Murkrow's Evolution has lost some speed and gained some attacking power.  
    It also has a fairly nifty Ability that increases the chances of getting a
    Critical.  The only downside is the speed, and that it has a very small 
    Movepool for Special Attacks.
    
    A "Hax"-Krow
    
    Honchkrow@Scope Lens
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 HP
    Super Luck
    -Sucker Punch
    -Night Slash
    -Drill Peck
    -Substitute
    
    This Moveset is for getting as many Criticals as you can.  Sucker Punch is for
    when the opponent goes "A Honchkrow?! That thing has such low defense, I'm 
    gonna knock it out right now!" Night Slash is for STAB, and MORE critical
    Hax.  Drill Peck is just for STAB ans Substitute is for keeping Honchkrow out
    for as long as it can.
    
    A Special Sweeper
    
    Honchkrow@Salac Berry
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP
    Super Luck
    -Nasty Plot
    -Dark Pulse
    -Psychic
    -Shadow Ball
    
    Nasty Plot to raise the Special Attack, and the rest of them to Sweep.  This 
    set would do better with a Baton Passer to raise Honchkrow's speed.
    
    Another Special Sweeper
    
    Honchkrow@Salac Berry
    Nature: Modest/Timid
    EVs:  252 Sp. Atk, 252 Spd, 6 HP
    Super Luck
    -Drill Peck/Psychic/Shadow Ball
    -Dark Pulse
    -Icy Wind
    -Confuse Ray/Mirror Move/Thunder Wave
    
    Icy Wind comes from a Move Tutor in Emerald.  If you breed your Murkrow there
    and move it to Diamond or Pearl, you'll have to take your chances on which
    Ability it has.  Icy Wind is there for two reasons.  First, to slow your
    opponent down.  Second, to take on any Dragons you might encounter.
    
    Choice Scarf-er
    
    Honchkrow@Choice Scarf
    Nature: Lonely
    EVs: 252 Atk, 252 Spd, 6 HP.
    Super Luck
    -Drill Peck
    -Night Slash
    -Pursuit/Thunder Wave/Roost
    -Hidden power Fire/Water/Fighting/rock
    
    Physical Sweeper
    
    Honchkrow@Life Orb
    Nature: Adamant/Jolly
    EVs:  252 Atk, 252 Spd, 6 HP
    Super Luck
    -Sucker Punch
    -Drill Peck
    -Substitute
    -Roost
    
    sucker Punch to take on any Physical Pokemon, Substitute and Roost to keep 
    Honchkrow in battle, and Drill Peck for a regular attack.  
    
    Choice Scarf to increase Honchkrow's less-than-average speed, and the others
    are mostly there for STAB.  Hidden Power is there for anything that's not weak
    against Dark or Flying.
    
    THE MOVES
    Honchkrow learns Icy Wind from the Move Tutor in Emerald as a Murkrow.  
    Pursuit comes from the Move Tutor in Pastoria City.  Sucker Punch 
    is learned as a Murkrow.  Nasty Plot, Night Slash, and Dark Pulse are all 
    learned naturally.  Hidden Power, Psychic, Shadow Ball, Roost, Thunder Wave,
    and Substitute are all TMs.  Drill Peck, Confuse Ray, and Mirror Move are 
    Egg Moves.
    ==============================================================================
    #77 (432) PURUGLY 
             Type: Normal
             Abilities: Own Tempo (This Pokemon cannot be Confused.)
                        Thick Fat (Any Fire and Ice damage this Pokemon takes is
                                    halved.)
    Base Stats:
                  HP-71
              Attack-82
             Defense-64
       Special Attack-64  
      Special Defense-59
                Speed-112
    When my younger sister first saw Purugly, the first words out of her mouth
    were "Eww!"  It's a LOT like Persian, but not so pretty.  The Stats are almost
    the same, too.  The Abilities are a bit different, though.  Purugly can only 
    be found in Pearl.
    
    Physical Sweeper
    
    Purugly@Leftovers
    Nature: Adamant
    EVs:  252 Atk, 252 Spd, 6 HP.
    -Hypnosis/Quick Attack
    -Shadow Claw
    -Return
    -U-Turn
    
    Hypnosis to make sure the opponent can't touch you (Although it's not very 
    accurate.) Shadow Claw to deal with any Ghosts, Return for a nice STAB-ed 
    attack and U-Turn to get Purugly away from something it can't take on.
    If you can't take Hypnosis's lack of accuracy, go for Quick Attack.
    
    A Choice Bander
    
    Purugly@Choice Band
    Nature:  Adamant
    EVs:  252 Atk, 252 Spd, 6 HP
    -Return
    -Shadow Claw
    -U-Turn
    -Hidden Power Fire 
    
    Pretty much the same.  Pick an attack and go with it.  U-Turn is for hitting
    and running, Hidden Power is for dealing with Steels.
    
    THE MOVES
    Purugly learns Hypnosis naturally.  Hidden Power, Return, Shadow Claw, and 
    U-Turn are all TMs.  Quick Attack is an Egg Move.
    ==============================================================================
    #85 (435) SKUNTANK 
             Types: Dark/Poison
             Abilities: Stench (If this Pokemon is in the first slot of your 
                                 party, wild encounters decrease.)
                        Aftermath (When this Pokemon is fainted, the opponent
                                  takes damage)
    Base Stats:
                  HP-103
              Attack-93
             Defense-67
       Special Attack-71  
      Special Defense-61
                Speed-84
    Skuntank is a very odd type.  Because it's a Dark type, Skuntank doesn't have
    to worry about one of Poison's biggest weaknesses, Psychic Types.  It still 
    has to keep a lookout for any Ground Types.  Only one of its' Abilities is 
    useful in Cometitive Battling and that's Aftermath.  It's got a
    rather bad Movepool and its' Defenses aren't too good, but Skuntank is a 
    excellent Underused Pokemon.
    
    Choice Bander/Exploder
    
    Skuntank@ChoiceBand/Choice Scarf
    Nature: Adamant/Jolly
    EVs: 252 Atk, 252 Spd, 6 HP
    Aftermath
    -Explosion
    -Night Slash 
    -Poison Jab
    -Pursuit/Iron Tail
    
    I do NOT like Explosion.  I do NOT like the idea of losing a good Pokemon, 
    even if it does take out the opponent.  But it's a Moveset, so it's here.  
    Anyways, Explosion's there as a last resort.  Night Slash and Poison Jab are 
    for STAB, and Pusuit's for any Hit-and-Runners.
    
    Annoyer/Toxi-staller
    
    Skuntank@Leftovers
    Nature: Jolly
    EVs: 252 HP, 252 Spd, 6 Atk.
    -Substitute
    -Protect
    -Dig/Swagger
    -Toxic
    
    Substitute and Protect to keep Skuntank in the battle, Protect is also to see
    what moves the opponent has.  Dig is another move to avoid hits (Just make 
    sure the opponent doesn't have Earthquake.  That hits a Pokemon while it's
    Digging) and Toxic is to make your opponent poisoned.
    
    THE MOVES
    Skuntank learns Toxic, Night Slash, and Explosion naturally.  Protect, Dig,
    Poison Jab, Substitute, and Swagger are all TMs.
    ==============================================================================
    89 (437) BRONZONG 
             Type: Psychic/Steel
             Abilities: Levitate (Ground attacks will not affect this Pokemon.)
                        Heatproof (Fire-Type attacks will do less damage to this
                                   Pokemon.)
    Base Stats:
                  HP-67
              Attack-89
             Defense-116
       Special Attack-79
      Special Defense-116
                Speed-33
    Bronzong has some good defenses, and its' Abilites each help with one of its'
    major weaknesses.  On the other hand, it's not good on Hit Points, and that 
    speed!  It's SLOW! In spite of the fact that it makes a good Tank, I could
    only find a couple of movesets for Bronzong.
    
    Tankish Bronzong
    
    Bronzong@Leftovers
    Nature: Impish 
    EVs: 252 HP, 129 Def, 129 Atk.
    Levitate
    -Hypnosis
    -Stealth Rock/Reflect
    -Gyro Ball/Earthquake
    -Explosion
    
    Hypnosis to buy some time while you Stealth Rock/Reflect.  Gyro Ball and
    Earthquake for an attack you can use, and Explosion for a last resort.
    
    And another Tank
    
    Bronzong@Leftovers
    Nature: Impish
    EVs: 252 HP, 129 Def, 129 Atk.
    Levitate
    -Hypnosis
    -Trick Room
    -Stealth Rock/Reflect/Light Screen
    -Earthquake
    
    Trick Room to boost up its' Speed for five turns.  While that's going on, use
    Hypnosis, then whatever status-boosing move you have.  When that's done, you
    can start on the Earthquakes.
    
    A Third Tank
    
    Bronzong@Leftovers/Lum Berry
    Nature: Bold
    EVs: 252 HP, 252 Def, 6 Sp. Def
    Levitate
    -Psychic
    -Calm Mind
    -Hypnosis
    -Rest
    
    This one's got Calm Mind to increase its' Special Defense as well as Rest to
    Heal.  The other two moves are Psychic for an attack, and Hypnosis, to buy 
    time while you Calm Mind.
    
    A Toxi-Staller
    
    Bronzong@Leftovers
    Nature: Impish
    EVs: 252 HP, 252 Def, 6 Sp. Def.
    Levitate
    -Toxic
    -Confuse Ray
    -Hypnosis/Protect
    -Rest
    
    Keep this Set away from Steels and Poisons.  Toxic to Poison the opponent,
    Confuse Ray to make the opponent hurt themselves (Or maybe to force a switch.)
    Hypnosis to stall, or if you can't stand Hypnosis' lack of accuracy, go for
    Protect.  Rest is to keep Bronzong going as long as it can.
    
    Another Staller
    
    Bronzong@Chesto Berry/Shuca Berry/Occa Berry
    Nature: Impish
    EVs: 252 HP, 252 Def, 6 Sp. Def.
    Levitate/Heatproof
    -Gyro Ball
    -Trick Room
    -Earthquake/Recycle
    -Hypnosis/Rest
    
    If you choose Rest, then Recycle can help by bringing back the Chesto Berry.
    Gyro Ball is for STAB, and for taking down the faster opponent, which is 
    useful because Bronzong is so slow!  Trick Room is for making Bronzong
    faster than its' opponent, Earthquake is for taking down Rocks, Electrics,
    and other Steels, and Hypnosis is for stalling.
    
    A Bronzong for Double Battles
    
    Bronzong@Leftovers
    Nature: Impish
    EVs: 252 HP, 252 Def, 252 Sp. Def.
    Levitate
    -Block
    -Trick Room
    -Gyro Ball
    -Earthquake
    
    Use Block on both opponents (Or have Bronzong's Partner know Mean Look!)
    then use Trick Room.  The opponent won't be able to switch to anything 
    slower, so they'll be stuck with a slow Bronzong.  This Set works best
    with something that knows Protect, so it can survive those first two turns
    and Bronzong's Earthquakes.
     
    THE MOVES
    Bronzong learns Hypnosis, Confuse Ray, Block, and Gyro Ball naturally.  Calm 
    Mind, Protect, Earthquake, Rest, Psychic, Reflect, Light Screen, Explosion, 
    Stealth Rock, Recycle, and Trick Room are all TMs.
    ==============================================================================
    #202 (441) CHATOT 
             Types: Normal/Flying
             Abilities: Keen Eye (This Pokemon's accuracy cannot be reduced)
                        Tangled Feet (When this Pokemon is confused, its' Evasion
                                     goes up)
    Base Stats:
                  HP-76
              Attack-65
             Defense-45
       Special Attack-92
      Special Defense-42
                Speed-91
    Ah, Chatot.  The Parrot Pokemon.  If it had better stats, I'd use it.  Still, 
    Chatot learns a rather cool Signature move, Chatter.  This is the move where 
    you record a phrase on the DS's mircophone and when Chatot uses the move, it
    says a mixed-up version of what you recorded.  Too bad, It would be funny to
    have your Pokemon tell your opponent what you REALLY think of them.  
    
    A Choice Spec-er
    
    Chatot@Choice Specs
    Nature: Timid/Modest 
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Keen Eye
    -Chatter
    -Hyper Voice
    -HP Fighting
    -U-turn/Mimic 
    
    A Special Sweeper
    
    Chatot@Leftovers
    Nature: Timid 
    EVs: 252 Sp. Atk, 252 Spd, 6 HP
    Keen Eye
    -Chatter
    -Hyper Voice
    -Nasty Plot
    -Sing/Roost 
    
    Sing is NOT accurate, but it'll make your opponent fall asleep.  Just keep an
    eye out for any Soundproof Pokemon.  Nasty Plot to get the Special Attack up,
    and Chatter and Hyper Voice for some STAB-ed Special Attacks.
    
    
    And Another Special Sweeper
    
    Chatot@Life Orb
    Nature: Timid/Modest
    EVs: 252 Spd, 252 Sp. Atk, 6 HP. 
    Keen Eye
    -Encore
    -Nasty Plot
    -Hyper Voice
    -Hidden Power (Fighting/Ghost/Ground)
    
    Like the last set, Encore is to keep your opponent busy, Nasty Plot for 
    setting up a Sweep, Hyper Voice for STAB, and Hidden Power to cover anything
    that Hyper Voice won't hit.
    
    THE MOVES
    Chatot learns Chatter, Roost, Sing, Mimic, and Hyper Voice naturally.  Hidden
    Power and U-Turn are TMs.  Nasty Plot and Encore are Egg Moves.
    ==============================================================================
    #108 (442) SPIRITOMB 
             Types: Ghost/Dark
             Ability: Pressure (Any moves used by the opponent count as 2 PP
                               not 1.) 
    Base Stats:
                  HP-50
              Attack-92
             Defense-108
       Special Attack-92
      Special Defense-108
                Speed-35
    Spiritomb is one of only two pokemon that is not weak against ANY type.  
    That's right, it has NO weaknesses!  It also has better stats than the only
    other Pokemon that's Ghost/Dark, Sableye.  Its' defenses are better than 
    average, so when you think about it, Spiritomb would make an excellent Tank.
    Too bad it's so slow...and such a pain to get!
    
    Anti-Blissey Spiritomb
    
    Spiritomb@Leftovers
    Nature: Modest/Mild/Calm
    EVs: 252 HP, 129 Sp. Atk, 129 Def.
    Pressure
    -Calm Mind/Nasty Plot
    -Hypnosis/Will-o-Wisp
    -Dark Pulse
    -Rest
    
    The first attack (Whichever one you want to go for) is to increase your Stats,
    Hypnosis and Will-o-Wisp are to either stall, or to start hurting your 
    opponent.  Dark Pulse is to make use of the Stat boosts with STAB, and Rest
    is to keep Spiritomb going.
    
    A Tank-ish Set
    
    Spiritomb@Leftovers
    Nature: Calm
    EVs: 252 HP, 129 Sp Atk, 129 Sp Def
    Pressure
    -Pain Split
    -Will-o-Wisp
    -Calm Mind
    -Dark Pulse
    
    It's almost the same as the last set, but this time Pain Split is there as
    a (Sort-of) recovering move.
    
    Annoyer
    
    Spiritomb@Leftovers
    Nature: Careful
    EVs: 252 HP, 129 Atk, 129 Sp. Def.
    Pressure
    -Sucker Punch/Taunt 
    -Pursuit/Taunt
    -Pain Split
    -Will-o-wisp
    
    Switch Spiritomb in on a Psychic Pokemon, then use Sucker Punch or Taunt.
    Pain Split for when it takes damage, and Will-o-Wisp to keep the opponent
    hurting.
    
    A Staller
    
    Spiritomb@Leftovers
    Nature: Careful
    EVs: 252 HP, 129 Def, 129 Sp. Def.
    Pressure
    -Spite
    -Pursuit
    -Rest
    -Sleep Talk
    
    This set was made to wear opponents out quickly.  Between Spite and 
    Spiritomb's Pressure Ability, this set should have the opponent losing around
    6 PP per attack.  Pursuit is for the Hit-and-Runners, Rest is there to keep
    Spiritomb in the battle, and Sleep Talk is there to make sure Spiritomb is 
    still wasting the opponent's PP even while it sleeps.
    
    A Taunter
    
    Spiritomb@Leftovers
    Nature: Careful
    EVs: 252 HP, 129 Def, 129 Sp. Def.
    Pressure
    -Sucker Punch
    -Taunt
    -Embargo
    -Dark Pulse
    
    Taunt the opponent into using an attack, then Sucker Punch 'em.  Embargo
    to get rid of any items they might use, and Dark Pulse for a STAB-ed attack.
    
    THE MOVES
    Spiritomb learns Pursuit and Spite from the Move Tutor in Pastoria City.  It
    learns Hypnosis, Sucker Punch, Nasty Plot, and Dark Pulse naturally.  Calm 
    Mind, Taunt, Rest, Embargo, and Will-o-Wisp are all TMs, and Pain Split is 
    an Egg Move.
    ==============================================================================
    #111 (445) GARCHOMP
             Types: Dragon/Ground
             Ability: Sand Veil (This Pokemon's Evasion increases during an 
                                 in-game Sandstorm.)
    Base Stats:
                  HP-108
              Attack-130
             Defense-95
       Special Attack-80  
      Special Defense-85
                Speed-102
    With Base Stats like that, it's easy to see why Garchomp is in the Overused
    category.  Between that Attack and that Speed, you're most likely to see 
    Garchomp as a Physical Sweeper/Choice Bander.  Its one weakness is an Ice 
    type, and the Pokemon that uses the Ice attack must be VERY fast and VERY
    strong to get a One-hit KO on Garchomp.
    
    Physical Sweeper (Big Surprise!)
    
    Garchomp@Leftovers/Life Orb
    Nature: Adamant
    EVs: 252 Spd, 129 Atk, 129 HP
    Sand Veil
    -Earthquake
    -Swords Dance
    -Dragon Claw/Dragon Rush/Crunch/Shadow Claw/Stone Edge/Fire Blast/Fire Fang
    -Dragon Claw/Dragon Rush/Crunch/Shadow Claw/Stone Edge/Fire Blast/Fire Fang
    
    It's best if you know what your opponent uses before picking the final two 
    moves.  If you don't, well, it's up to you.  Dragon Claw, crunch, and Fire
    Fang are the more accurate ones.  The others may have better power or be more
    useful, but they're not quite so accurate.  Fire Blast is a Special Attack, 
    so you might want to go for Fire Fang.
    
    Another Physical Sweeper
    
    Garchomp@Salac Berry
    Nature: Adamant/Jolly
    EVs: 252 Atk, 252 Spd, 6 HP
    Sand Veil
    -Substitute
    -Swords Dance
    -Earthquake
    -Dragon Claw
    
    Use Substitute and get some Swords Dances in.  Then start pounding your 
    opponent.When your Hit Points are getting low, the Salac Berry will boost
    your Speed.
    
    Choice Band-er
    
    Garchomp@Choice Band
    Nature: Adamant/Jolly
    EVs: 252 Atk, 252 Spd, 6 HP
    Sand Veil
    -Earthquake
    -Dragon Claw/Outrage
    -Stone Edge/Crunch
    -Fire Fang/Fire Blast
    
    Predict what your opponent will be using and use the move that will hurt it
    the most.  If you use Outrage, be careful of the confusion that comes at the
    end...If your opponent's still able to fight.
    
    A Choice Scarf-er
    
    Garchomp@Choice Scarf
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 Sp. Def.
    Sand Veil
    -Outrage
    -Earthquake
    -Crunch/Stone Edge
    -Fire Blast/Fire Fang
    
    Not much different here.  Pick the move that will knock out your opponent
    the fastest and there you go.
    
    THE MOVES
    
    Garchomp learns Fire Fang from the Move Tutor in Pastoria City.  It learns
    Dragon Claw, Crunch, and Dragon Rush naturally.  Earthquake, Fire Blast, 
    Substitute, Swords Dance, Shadow Claw, and Stone Edge are all TMs.  Outrage
    is an Egg Move.
    ==============================================================================
    #116 (448) LUCARIO
             Types: Steel/Fighting
             Abilities: Inner Focus (This Pokemon cannot be Flinched)
                         Steadfast (If this Pokemon is Flinched, its' speed 
                                    rises.)
    Base Stats: 
                  HP-70
              Attack-110
             Defense-70
       Special Attack-115
      Special Defense-70
                Speed-90
    People either really LOVE Lucario or they think he's overated.  I haven't
    seen it in battle yet, but so far my opinion falls in the Overated camp.
    Anyway, Lucario's got three things going for it.  It's a Steel/Fighting type,
    a unique combination.  It's got good attacking stats, even though its defenses
    aren't so great, and it has a GREAT Movepool.  It can be a Physical Sweeper,
    a Special Sweeper, or even a Mixed Sweeper.  That will keep your opponents
    trying to figure out what you're doing, as well as filling many roles on your
    team.
    
    Physical Sweeper
    
    Lucario@Salac Berry
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 Def
    Inner Focus
    -Close Combat/Hi Jump Kick
    -Crunch/Rock Slide/Stone Edge
    -Swords Dance
    -Substitute
    
    Rock Slide is a little more accurate than Stone Edge, but less powerful.  
    Close Combat lowers your defenses, but it's a powerful STAB-ed attack.
    If you don't want to lose your defenses, go for Hi Jump Kick.  Substitute is
    to stall while you Swords Dance and wait for that Salac Berry to boost your 
    Speed.
    
    Another Physical Sweeper
    
    Lucario@Life Orb
    Nature: Jolly/Adamant 
    EVs: 252 Speed, 252 Atk, 6 HP
    Steadfast
    -Swords Dance
    -Bullet Punch
    -Close Combat/Cross Chop/Brick Break
    -Shadow Claw
    
    Swords Dance once or twice to get your Attack up,Bullet Punch is for Steel 
    STAB.  Pick whichever Fighting move you want, while Shadow Claw is there
    for the Ghosts.
    
    Special Sweeper
    
    Lucario@Leftovers
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Inner Focus
    -Calm Mind
    -Aura Sphere
    -Dark Pulse/Shadowball/Substitute
    -Dragon Pulse/Substitute
    
    Aura Sphere is the Fighting version of Swift.  Substitute to stall while you
    use Calm Mind to boost up Lucario's Special Attack, and the rest to do the 
    Sweeping.
    
    Reversal Lucario
    
    Lucario@Salac Berry
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 Def.
    Inner Focus
    -Endure/Substitute
    -Reversal
    -Swords Dance
    -Crunch
    
    This set takes advantage of the fact that Lucario can get STAB from Reversal.
    Use either Substitute to stall while you Swords Dance or if you know the 
    opponent's going to be strong, use Endure to ride out the hit.  Once your Hit
    Points are in the red, the Salac Berry will kick in and make Lucario even 
    faster for the Reversal.  Crunch is to take out any Ghost types you may come
    across.
    
    Choice Band-er
    
    Lucario@Choice Band
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 Def.
    Inner Focus
    -Close Combat
    -Crunch
    -Stone Edge 
    -Blaze Kick/Extremespeed
    
    Extremespeed gets rid of Endure/Reversal-ers, while Blaze Kick takes out any 
    Steel Types without lowering Lucario's Stats (As well as any Heracross you
    happen to meet!) Close Combat is for STAB, while the other two attacks are for
    Flying Types and Ghost Types.
    
    Choice Specs-er
    
    Lucario@Choice Specs 
    Nature: Modest
    EVs: 252 Sp. Atk, 252 Spd, 6 HP
    Inner Focus
    -Aura Sphere
    -Dragon Pulse 
    -Dark Pulse
    -Psychic
    
    Pick whichever attack will hurt the most and go.  Switch out when something
    resistant to the attack you're using (Ghost, Dark) comes.
    
    Choice Scarf-er (Phyical Sweeper)
    
    Lucario@Choice Scarf
    Nature: Adamant
    EVs: 252 Attack, 252 Speed, 6 HP
    Inner Focus
    -Crunch
    -Close Combat
    -Stone Edge
    -Earthquake
    
    Choice Scarf to make Lucario faster than normal.  Otherwise it's pretty much
    the same.
    
    Mixed Sweeper
    
    Lucario@Choice Scarf
    Nature: Naive
    Ability: Steadfast
    EVs: 252 Spd, 129 Sp. Atk, 129 Atk
    -Close Combat/Aura Sphere
    -Earthquake/Shadow Ball
    -Crunch
    -Psychic  
    
    This set's one of those "Play with your opponent's mind" sets.  It's probably
    not the best, but it's certainly surprising.  Pick whatever STAB attack you
    prefer, then decide whether you want to handle Electrics or Ghosts better.
    
    THE MOVES
    Lucario learns Dark Pulse from the Move Tutor in Pastoria City.  It learns 
    Aura Sphere, Swords Dance, Close Combat, Dragon Pulse, and Extremespeed
    naturally.  Calm Mind, Earthquake, Psychic, Shadow Ball, Endure, Dragon Pulse,
    Stone Edge, Rock Slide, and Substitute are all TMs.  Hi Jump Kick, Crunch, and
    Blaze Kick are Egg Moves.
    ==============================================================================
    #123 (450) HIPPOWDON
             Type: Ground
             Ability: Sand Stream (When this Pokemon enters the battle, an in-game
                                 Sandstorm begins.)
    Base Stats:
                  HP-108
              Attack-112
             Defense-118
       Special Attack-68
      Special Defense-72
                Speed-47
    Male Hippowdon look very different from the females.  I thought my first 
    female was a Shiny until I caught it.  Anyways, Hippowdon has some good
    Defense.  Too bad it's only the regular Defense.  Still, it also has good 
    attack and Hit Points, and it learns a good Recovery move.  
    
    Tank-ish Hippowdon
    
    Hippowdon@Leftovers
    Nature: Careful 
    EVs: 129 HP, 129 Atk, 252 Sp. Def
    Sand Stream
    -Curse
    -Rest
    -Earthquake
    -Ice Fang
    
    Curse to get Hippowdon's Attack and Defense up.  It already has low Speed,
    so Cursing's Speed reduction is not much of a sacrifice.  Rest to keep it in
    battle, Earthquake for STAB, and Ice Fang for everything that resists Ground
    and Tyrannitars.
    
    A Physical Wall
    
    Hippowdon@Leftovers
    Nature: Impish
    EVs: 252 HP, 252 Def, 6 Atk.
    Sand Stream
    -Earthquake
    -Ice Fang/Stone Edge/Stealth Rock
    -Roar
    -Slack Off
    
    Earthquake for STAB, Ice Fang to deal with Dragons, Rocks, Grounds, and 
    Fliers.  Stone Edge for Fire, Ice, and Bugs.  Stealth Rock if your Team 
    doesn't already have one, Roar in case the oponent brings out a Special
    Attacker, and Slack Off to heal.
    
    Physical Sweeper
    
    Hippowdon@Leftovers/Choice Band
    Nature: Adamant
    EVs: 252 Atk, 252 HP, 6 Sp. Def.
    Sand Stream
    -Earthquake
    -Stone Edge
    -Slack Off/Ice Fang
    -Curse/Crunch
    
    Similar to the last set, but built more for Attacking.  
    
    Shuffler
    
    Hippowdon@Leftovers
    Nature: Impish
    EVs: 252 HP, 129 Atk, 129 Sp. Def.
    Sand Stream
    -Stealth Rock
    -Yawn/Toxic
    -Roar
    -Earthquake
    
    Either Yawn to put them to sleep, or Toxic to get them Poisoned, then Roar to
    move on to the next Pokemon.  Too bad there's no room for a healing move, but
    that's what Wish is for.
    
    THE MOVES
    Hippowdon learns Ice Fang from the Move Tutor in Pastoria City.  It learns 
    Yawn as Hippopotas, and Earthquake and Crunch naturally.  Roar, Toxic, Rest,
    Stone Edge, and Stealth Rock are TMs.  Slack Off and Curse are Egg Moves.
    ==============================================================================
    #128 (452) DRAPION
             Types: Dark/Poison
             Abilities: Sniper (Increases the damage from a Critical Hit.)
                        Battle Armor (This Pokemon cannot be Critically Hit.)
    Base Stats:
                  HP-70
              Attack-90
             Defense-110
       Special Attack-60
      Special Defense-75
                Speed-95
    Like Skuntank, Drapion is Dark/Poison.  The only thing it's weak against is
    Ground.  It also has a very large Physical Movepool, which is good, because
    Attack is one of its' better stats.
    
    Spiker/Shuffler
    
    Drapion@Leftovers
    Nature: Impish 
    EVs: 252 HP, 252 Spd, 6 Atk.
    Sniper
    -Roar/Whirlwind
    -Toxic Spikes
    -Confuse Ray
    -Earthquake/Poison Jab/Crunch
    
    Toxic Spikes makes the Pokemon that switch in be Poisoned.  If used twice,
    it makes the entering Pokemon "Badly Poisoned."  This means the damage taken
    from Poison gets worse every turn!  Roar is to make the opponent switch, 
    whether they like it or not, Confuse Ray is for after they're Poisoned, so
    that with any luck the opposing Pokemon will knock themselves out.  The last
    attack depends on what you think you're going to be facing.  Earthquake won't
    affect Fliers or Levitators, Poison Jab won't affect Steels, but it will give
    you a STAB attack.  So will Crunch, for that matter.  If you run into a 
    Soundproof Pokemon, Whirlwind is an alternative to Roar.
    
    Physical Sweeper
    
    Drapion@Leftovers
    Nature: Jolly
    EVs: 252 Atk, 252 Spd, 6 HP.
    Sniper
    -Earthquake
    -Crunch
    -Swords Dance
    -Poison Jab/X-Scissor
    
    That last move can be replaced by any Physical Attack.  Use Swords Dance to 
    build up your strength, then start Sweeping.
    
    Critical "Hax" Drapion
    
    Drapion@Scope Lens
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 HP
    Sniper
    -X-Scissor 
    -Night Slash
    -Cross Poison
    -Slash
    
    This set is for taking advantage of Sniper.  Slash, Night Slash, and Cross
    Poison all make it easier to get a critical (And Cross Poison has the chance
    of poisoning your opponent to boot!)
    
    THE MOVES
    Drapion learns Toxic Spikes, Crunch, and Cross Poison naturally.  Roar, 
    Earthquake, Swords Dance, X-Scissor, and Poison Jab are all TMs.  Night Slash,
    Slash, Confuse Ray, and Whirlwind are Egg Moves.
    ==============================================================================
    #130 (454) TOXICROAK
             Types: Poison/Fighting
             Abilities: Anticipation (If the opponent has any moves that are Super
                                     Effective against this Pokemon, or 1-Hit KO 
                                     moves, the screen will tell you when that 
                                     Pokemon appears in battle.)
                         Dry Skin (If the opponent uses a Water-type attack on
                                   this pokemon, it absorbs the attack without 
                                   taking any damage and restores some Hit Points.
                                   Also, this Pokemon's Hit Points are gradually
                                   restored when the in-game weather is raining.
                                   If the In-game weather is sunny, this Pokemon's
                                   Hit Points decrease.)
    Base Stats:
                  HP-83
              Attack-106
             Defense-65
       Special Attack-86
      Special Defense-65
                Speed-85
    Toxicroak is another odd type.  Its' Poison/Fighting combo means it's double 
    weak against Psychic.  Still, it's resistant to Dark and Fighting, and the
    ability of Dry Skin means that it would benefit from a Rain Dance team.  It
    has low defenses, but makes up for that with a good attack Stat.  It also
    looks very cool...Just keep it away from Psychics and, If it has Dry Skin,
    Sunny Day Pokemon.
    
    Choice Band-er
    
    Toxicroak@Choice Band
    Nature: Jolly/Adamant
    EVs: 252 Atk, 129 HP, 129 Spd.
    Dry Skin
    -Cross Chop
    -Stone Edge
    -Sucker Punch
    -Poison Jab/Earthquake
    
    Takes advantage of Toxicroak's good Attack.  If you think the opponent's
    going to try and use a Physical Attack, go for a Sucker Punch.  Cross Chop for
    STAB, Stone Edge for those Fliers and Bugs.  The last move can be either 
    Poison jab for more STAB, or Earthquake, if you're afraid of a Steel switching
    in.
    
    Physical Sweeper
    
    Toxicroak@Life Orb/Wide Lens
    Nature: Jolly
    EVs: 252 Atk, 129 HP, 129 Spd.
    Dry Skin
    -Swords Dance
    -Cross Chop
    -Stone Edge
    -Sucker Punch/X-Scissor/Poison Jab/Earthquake
    
    A bit like the last set, but now there's Swords Dance to increase your attack.
    Use either Life Orb to increase your attack some more, or Wide Lens to make
    Stone Edge and Cross Chop a bit more accurate.  The last move depends on what 
    you're facing.
    
    A Special Sweeper
    
    Toxicroak@Life Orb/Wide Lens
    Nature: Timid
    EVs: 252 Sp. Atk, 129 HP, 129 Spd.
    Dry Skin
    -Nasty Plot
    -Focus Blast/Hidden Power Fighting
    -Dark Pulse
    -Vacuum Wave/Sludge Bomb/Hidden Power Flying
    
    Toxicroak isn't as good at Special Attack as it it regular attack.  Anyways, 
    Nasty Plot to get your Special Attack up, the next attack depends on how
    accurate you're feeling.  If you don't want to miss, go for Hidden Power.
    If you feel like you need some power, go for Focus Blast.  Dark Pulse is to 
    take out any Ghosts.  Vacuum Vave is the Fighting version of Quick Attack, 
    Sludge Bomb can poison, while Hidden Power is there for taking Heracross dowm.
    
    Rain Dancer/Staller
    
    Toxicroak@Leftovers/Damp Rock
    Nature: Careful
    EVs: 252 HP, 129 Atk, 129 Sp. Def.
    Dry Skin
    -Rain Dance
    -Substitute
    -Focus Punch/Cross Chop
    -Stone Edge/Sucker Punch/X-Scissor/Toxic
    
    This set was made to take advantage of Dry Skin.  Rain Dance, then use 
    Substitute.  While your Sub is still up, you can Focus Punch, Cross Chop, or
    whatever you want.  If the opponent takes the Substitute down, then do it
    all again.
    
    THE MOVES
    Toxicroak learns Sucker Punch, Nasty Plot, Poison Jab, and Sludge Bomb 
    naturally.  Focus Punch, Toxic, Hidden Power, Rain Dance, Earthquake, Sludge
    Bomb, Focus Blast, Stone Edge, Dark Pulse, Swords Dance, X-Scissor, and 
    Substitute are all TMs.  Vacuum Wave and Cross Chop are Egg Moves.
    ==============================================================================
    #131 (455) CARNIVINE
             Type: Grass
             Ability: Levitate (This Pokemon cannot be hit by any Ground moves)
    Base Stats:
                  HP-74
              Attack-100
             Defense-72
       Special Attack-90
      Special Defense-72
                Speed-46
    Carnivine looks really cool, and it has a nice Ability.  The problems?  Well,
    its' stats aren't the greatest, especially the Speed.  It doesn't Evolve, so 
    what you see is what you get.  It's also a straight Grass type, meaning it 
    will be underused.  Still, it learns all the standard Grass-type moves...
    And it looks really cool.  I think it should have had another Type besides
    Grass.
    
    Staller
    
    Carnivine@Leftovers
    Nature: Bold
    EVs: 252 HP, 129 Def, 129 Sp. Atk.
    Levitate
    -Leech Seed
    -Sleep Powder
    -Sludge Bomb 
    -Substitute
    
    Your standard Staller.  Use Substitute, then Sleep Powder (Beware of Sleep 
    Powder's lack of accuracy!) Leech Seed 'em when you have a chance, and if you
    get the chance, attack with Sludge Bomb.
    
    
    Physical Sweeper
    
    Carnivine@Leftovers
    Nature: Adamant
    EVs: 252 Atk, 252 HP, 6 Def.
    Levitate
    -Sleep Powder/Stun Spore
    -Substitute/Crunch
    -Swords Dance
    -Power Whip
    
    Sleep Powder and Substitute to stall while you Swords Dance.  Power Whip
    for the attack, or if you want to have more attacks, put Crunch in.
    
    THE MOVES
    Carnivine learns Crunch and Power Whip naturally.  Sludge Bomb, Substitute, 
    and Swords Dance are all TMs.  Sleep Powder, Stun Spore, and Leech Seed are
    all Egg Moves.
    ==============================================================================
    #135 (457) LUMINEON
             Type: Water
             Abilities: Swift Swim (This Pokemon's Speed doubles during an In-Game
                                    rainstorm.)
                        Storm Drain (In a Two-on-Two battle, all Water attacks are
                                     drawn to this Pokemon.)
    Base Stats:
                  HP-69
              Attack-69
             Defense-76
       Special Attack-69
      Special Defense-86
                Speed-91
    It looks like it should be an Eevee-lution, but it's not.  Looking at those
    stats, I think that could be for the best.  Sadly, there isn't a lot anyone 
    can do with Lumineon.  It's got a bad Movepool, and low Stats.  Its' Abilities
    are for either Rain Dance teams, or Two-on-Two battles, but this Pokemon is 
    probably not going to see any action at all with those stats.
    
    Special Sweeper 
    
    Lumineon@Leftovers 
    Nature: Timid/Modest
    EVs: 252 Spd, 252 Sp. Atk, 6 HP.
    Swift Swim
    -Surf
    -Ice Beam
    -Silver Wind/HP Ground
    -Rain Dance/Aqua Ring
    
    Surf for STAB, Ice Beam for Dragons, Silver Wind for Psychics (And the chance
    that it could raise Lumineon's horrible stats!) Hidden Power for the 
    Electrics, Rain Dance to improve Lumineon's Speed, and Aqua Ring to try and
    keep it in battle.
    
    Physical Lumineon
    
    Lumineon@Leftovers 
    Nature: Adamant/Jolly
    EVs: 252 Atk, 252 Spd, 6 HP.
    Swift Swim
    -Aqua Tail/Waterfall
    -U-Turn
    -Payback
    -Tickle/Rain Dance
    
    Aqua Tail or Waterfall for STAB, U-Turn to get it out of there while you still
    can, Payback in case the opponent is faster than Lumineon (And it survives the
    attack!)  Tickle to take the opponent's attack a bit, or Rain Dance to get 
    Swift Swim started.
    
    THE MOVES
    Lumineon learns Rain Dance, Aqua Ring, U-Turn, and Silver Wind naturally.  
    Hidden Power, Ice Beam, and Payback are all TMs.  Surf and Waterfall are HMs,
    and Aqua Tail and Tickle are Egg Moves.
    ==============================================================================
    #143 (460) ABOMASNOW
             Type: Grass/Ice
             Ability: Snow Warning (When this Pokemon comes into battle, an 
                                   In-Game Snowstorm starts.)
    Base Stats:
                  HP-90
              Attack-92
             Defense-75
       Special Attack-92
      Special Defense-85
                Speed-60
    What a weird combination of types!  Abomasnow is double weak against fire, as
    well as singly weak against six other types, several of which are common in
    competitive battling.  It makes up for this with a good Ability, especially
    since I'm pretty sure that the move Blizzard never misses during an in-game 
    Snowstorm.  
    
    Physical Sweeper
    
    Abomasnow@Life Orb
    Nature: Adamant/Jolly
    EVs: 252 Atk, 129 HP, 129 Sp. Def.
    Snow Warning
    -Ice Punch/Ice Shard
    -Seed Bomb/Wood Hammer
    -Focus Punch
    -Earthquake
    
    Bring this guy in on a Water type and hope that their owner decides to switch
    it out for a Focus Punch.  Otherwise, the Ice attacks are for STAB, as are the
    Grass attacks.  Earthquake is for anything that's not weak against Ice or 
    Grass.
    
    A More Defensive Set
    
    Abomasnow@Leftovers
    Nature: Bold/Modest
    EVs: 252 HP, 252 Sp. Atk, 6 Def. (Or 252 HP, 129 Sp. Atk, 129 Spd.)
    Snow Warning
    -Light Screen
    -Grass Knot/Substitute
    -Ice Beam/Blizzard
    -Leech Seed
    
    Leech Seed the opponent, then get some Screens up.  The Ice Attack (whichever
    one you go with) is for STAB as well as Dragons and Fliers.  The second set 
    of EVs is in case you don't want to attack as much.
    
    A Choice Scarf-er
    
    Abomasnow@Choice Scarf
    Nature: Modest 
    EVs: 252 Sp. Atk, 129 HP, 129 Spd.
    -Blizzard
    -Grass Knot
    -HP Ground
    -Focus Blast
    
    Blizzard to take advantage of Snow Warning/STAB, Grass Knot for more STAB, 
    Hidden Power Ground for Electrics, Rocks, and Steels, and Focus Blast for
    a powerful attack (Though it's not all that accurate!)
    
    THE MOVES
    Abomasnow learns Ice Punch from the Move Tutor in Pastoria City.  It learns
    Ice Shard, Wood Hammer, and Blizzard naturally.  Focus Punch, Hidden Power, 
    Ice Beam, Light Screen, Earthquake, Focus Blast, Grass Knot, and Substitute
    are all TMs.  Leech Seed and Seed Bomb are Egg Moves.
    ==============================================================================
    #145 (461) WEAVILE
             Types: Dark/Ice
             Ability: Pressure (Any moves used by the opponent count as 2 PP
                       not 1.)
    Base Stats:
                  HP-70
              Attack-120
             Defense-65
       Special Attack-45
      Special Defense-85
                Speed-125
    
    Ever since Gold, I've always had a soft spot for Sneasel.  At the time, I 
    didn't know it was double weak against fighting until it was too late, but 
    still, it was one of my Favorites.  Anyway, What Weavile lacks in Special
    Attack, it more than makes up for in regular Attack and Speed!
    
    Physical Sweeper
    Weavile@Expert Belt/Lum Berry
    Nature: Jolly
    EVs: 252 Atk, 129 HP, 129 Spd. 
    Pressure
    -Swords Dance
    -Night Slash
    -Ice Punch
    -Brick Break
    
    Expert Belt raises the power of any moves that are Super Effective.  Put that
    Set against something that's weak against Ice, Dark, or Fighting.  Swords 
    Dance to get Weavile's Attack up and there you go.
    
    A Sub-Puncher
    
    Weavile@Leftovers/Liechi Berry
    Nature: Jolly
    EVs: 252 Atk, 252 Spd, 6 HP.
    Pressure
    -Substitute
    -Night Slash
    -Ice Punch
    -Focus Punch
    
    Substitute can help find out what attacks the opponent has.  It can also
    stall while you Focus Punch your opponents into next week, and when your Hit
    Points are getting low, Liechi Berry will increase Weavile's Attack for some
    even harder hits.  Ice Punch and Night Slash are both good STAB attacks, the
    former can also freeze your opponent and the latter has a better chance of 
    getting a Critical.
    
    Staller-y Weavile
    
    Weavile@Leftovers
    Nature: Careful/Impish
    EVs: 252 HP, 129 Def, 129 Atk.
    Pressure
    -Substitute
    -Protect
    -Swords Dance/Ice Punch
    -Night Slash/Ice Punch
    
    It's NOT the best moveset, but it's different.  This set is made to take
    advantage of Pressure.  Alternate between Substitute and Protect (And hope 
    your opponent doesn't have a Poisoner, Paralyzer, or Burner.) The other two 
    moves can be an attack, and Swords Dance just in case, or you can try using
    two attacking moves to take advantage of the double STAB.
    
    THE MOVES
    Weavile learns Night Slash naturally.  Focus Punch, Protect, Brick Break, 
    Swords Dance, and Substitute are TMs.  Ice Punch is an Egg Move.
    ==============================================================================
    #462 MAGNEZONE
             Types: Electric/Steel
             Abilities: Sturdy (If the opponent uses a 1-Hit KO attack, like 
                               Fissure or Sheer Cold, it will not affect this 
                               Pokemon.)
                        Magnet Pull (Steel Type Pokemon cannot switch out of 
                                     battle.)
    Base Stats:
                  HP-70
              Attack-70
             Defense-115
       Special Attack-130
      Special Defense-90
                Speed-60
    Magnezone is the first of the New National Pokemon.  Meaning it and the 
    17 or so Pokemon after it only have numbers in the National Dex.  Anyways,
    Magnezone has three weaknesses, one of them is a Double weakness.  Keep it
    away from Fighting, Fire, and especially Ground Types.  Magnezone makes up for
    this with a great Special Attack stat, a Defense stat that's almost as good, 
    it can't even be touched by Poison attacks, and the Ability Magnet Pull makes
    it Skarmory's worst nightmare.
    
    Special Sweeper/Choice Scarf-er
    
    Magnezone@Choice Scarf
    Nature: Timid 
    EVs: 252 Sp. Atk, 252 Spd, 6 HP
    Magnet Pull
    -Thunderbolt
    -Hidden Power Ice/Grass
    -Flash Cannon
    -Explosion
    
    Thunderbolt for STAB, Hidden Power Ice for the Dragons, Hidden Power Grass for
    any Rock or Ground types.  Flash Cannon for more STAB and in case you find 
    anything weak against Steel, and Explosion as a Last Resort move.  (Meaning do
    NOT use it unless you absolutely HAVE to.)
    
    A More Defensive Set
    
    Magnezone@Leftovers
    Nature: Timid 
    EVs: 252 Spd, 129 HP, 129 Sp. Atk.
    Magnet Pull
    -Magnet Rise
    -Thunderbolt
    -Hidden Power Ice/Hidden Power Grass/Flash Cannon
    -Reflect/Light Screen
    
    Magnet Rise is a useful move that lets Magnezone avoid its' greatest weakness,
    the Ground attacks.  Like the last set, Thunderbolt and Flash Cannon are for 
    STAB, Hidden Power is for Dragons or Rock and Grounds, Reflect and Light 
    Screen are for increasing the defenses, and for passing them on to the rest of
    the team.
    
    THE MOVES
    Magnezone learns Magnet Rise naturally.  Hidden Power, Thunderbolt, Reflect,
    Light Screen, Explosion, and Flash Cannon are all TMs.  Magnezone has no Egg
    Moves.
    ==============================================================================
    #463 LICKILICKY
             Type: Normal
             Abilities: Oblivious (This Pokemon cannot be attracted.)
                        Own tempo (This Pokemon cannot be confused.)
    Base Stats:
                  HP-110
              Attack-85
             Defense-95
       Special Attack-80
      Special Defense-95
                Speed-50
    Lickitung's Evolution is kinda like Snorlax's little brother.  It has decent
    Hit Points, and the rest of its Stats are about average...Except for the 
    Speed.  The Speed means it's not the best choice for a Sweeper, but it's 
    good Underused Pokemon.  It learns Explosion, which is a VERY powerful move 
    with STAB.  It also can get Wish, but that's only from promotions.  Too bad,
    Wish is a good move.
    
    Choice Band-er
    
    Lickilicky@Choice Band
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 HP.
    Own Tempo
    -Return/Gyro Ball
    -Explosion
    -Earthquake
    -Hammer Arm/Power Whip
    
    Return for STAB, Earthquake for the Rocks and Steels.  Explosion for if it 
    looks like Licki is about to be KO'ed. Gyro Ball for Ice, Hammer Arm for Darks
    and other Normals, and Power Whip for Grass, Ground, and Rocks.
    
    Choice Specs-er
    
    Lickilicky@Choice Specs
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP
    Own Tempo
    -Thunder
    -Fire Blast/Blizzard 
    -Surf/Shadow Ball
    -Explosion/Hyper Beam
    
    You can replace any of the first two moves with the more accurate, but less 
    powerful versions (Thunderbolt, Flamethrower, and Ice Beam).  Or you could 
    also put Lickilicky in a Weather Team, to make Thunder and Blizzard hit more.
    Anyways, Surf to deal with Rocks, Grounds, and Fire Types.  Shadow Ball for 
    the Ghosts, Hyper Beam if you want a Special Attack rather than Explosion, 
    which is Physical.
    
    Physical Sweeper
    
    Lickilicky@Leftovers
    Nature:Adamant
    EVs: 252 Atk, 129 Def, 129 Sp. Def.
    Own Tempo
    -Belly Drum
    -Hammer Arm
    -Explosion
    -Power Whip
    
    Belly Drum is VERY risky.  It makes it easier for the opponent to knock 
    Lickilicky out.  Still if you can get the Drum off without getting KO'ed,
    it'll max out Lickilicky's attack.  Then all you have to do is choose the
    attack that will do the most damage.  Be careful, though.  If you use Hammer
    Arm or Explosion, the opponent could switch to a Ghost type.
    
    Curse-Licky
    
    Lickilicky@Leftovers
    Nature: Sassy 
    EVs: 252 HP, 252 Sp. Def, 6 Atk
    Own Tempo
    -Curse
    -Gyro Ball
    -Explosion
    -Fire Punch/Hammer Arm/Thunderpunch/Rest/Earthquake
    
    Lickilicky already HAS low speed, so Curse isn't that bad a move.  Gyro Ball
    for Ice and Rock-types, Explosion for when Licki is about to be KO'ed.  The 
    last move depends on what you're facing.  Fire Punch for Grass, Hammer Arm 
    for Steels and Normals, Thunderpunch for Fliers and Water-Typer, Rest to keep
    Licki in battle, and Earthquake for Steels and Electrics.
    
    THE MOVES
    Lickilicky learns Power Whip and Gyro Ball naturally. Fire Punch comes from 
    the Move Tutor in Emerald.  Return, Earthquake,Fire Blast, Blizzard, Thunder,
    Rest, Shadow Ball, Hyper Beam, and Explosionare all TMs.  Surf is an HM.  
    Hammer Arm, Belly Drum, and Curse are Egg Moves.
    ==============================================================================
    #464 RHYPERIOR
             Types: Ground/Rock
             Abilities: Lightningrod (In a Two-on-Two battle, all Electric attacks
                                      are drawn to this Pokemon.)
                        Solid Rock (Any attack on this Pokemon that is "Super
                                    Effective" has its' damage lowered.)
    Base Stats:
                  HP-115
              Attack-140
             Defense-130
       Special Attack-55
      Special Defense-55
                Speed-40
    Rhyperior is one of the "Overused" Pokemon.  It earns this title with VERY
    good Stats in Attack and Defense, and its' new Ability, Solid Rock.  That
    means that everything that CAN take it down won't be able to knock it out
    so quickly.  
    
    Physical Sweeper
    
    Rhyperior@Leftovers
    Nature: Impish 
    EVs: 252 HP, 252 Def, 6 Atk.
    Solid Rock
    -Swords Dance
    -Earthquake
    -Stone Edge
    -Megahorn
    
    This guy will be hard to take down.  While your opponent is trying, use
    Swords Dance once or twice, then start pounding their Pokemon into next week.
    They may be able to take Rhyperior down, but they'll pay a heavy price for it.
    
    Choice Band-er
    
    Rhyperior@Choice Band
    Nature: Adamant
    EVs: 252 Atk, 129 Def, 129 HP.
    -Earthquake
    -Stone Edge
    -Megahorn
    -Fire Fang/Dragon Rush/Avalanche/Ice Fang/Hammer Arm
    
    Earthquake and Stone Edge for STAB.  Megahorn for the Psychics.  The last move
    depends on what you think you'll be up against.  Fire Fang for Ice and Grass 
    types, Dragon Rush for any Dragons, Avalanche for Dragons AND to take 
    advantage of Rhyperior's low speed.  Ice Fang for more Dragons and Fliers,
    and Hammer Arm for Normals and Darks.
    
    A different Set for Double Battles
    
    Rhyperior@Leftovers
    Nature: Adamant
    EVs: 252 Atk,252 Sp. Def,6 Def.
    Lightning Rod
    -Earthquake
    -Rock Slide
    -Protect
    -Swords Dance/Surf
    
    So, here's a strange Set.  It's meant for Double Battles.  More specifically,
    it's meant to go with Trick Room teams, and Pokemon with Water Absorb.  
    Earthquake and Rock Slide are for STAB, Earthquake can be replaced by Dig if
    you don't want your partner Poke to be hit, Rock Slide was chosen because it 
    hits both of the opponents at once, Protect is for avoiding hits, especially
    those from your partner Poke, Swords Dance is to boost Rhyperior's attack, 
    and Surf is meant to heal any Pokes with Water Absorb.
    
    Rhyperior could also do the same thing with Thunder Fang and either Volt 
    Absorb or Motor Drive, but I'm not sure how the Ability Lightningrod works
    with Electric attacks that come FROM Rhyperior.
    
    THE MOVES
    Rhyperior learns Hammer Arm, Stone Edge, Earthquake, and Megahorn naturally.
    Protect, Swords Dance and Avalanche are TMs, Surf is an HM.  Fire Fang, Ice 
    Fang, Rock Slide, and Dragon Rush are all Egg Moves.
    ==============================================================================
    #465 TANGROWTH
             Type: Grass
             Abilities: Chlorophyll (If the In-Game weather is sunny, this 
                                     Pokemon's speed doubles.)
                        Leaf Guard (If the In-Game weather turns sunny, this
                                    Pokemon is healed of all Status Conditions.)
    Base Stats:
                  HP-100
              Attack-100
             Defense-125
       Special Attack-110
      Special Defense-50
                Speed-50
    Wow, Tangrowth sure has some good Stats!  Its' Abilities are only active
    when a Pokemon uses Sunny Day, or when a Groudon comes in, but still it's
    a good Pokemon.
    
    Physical Sweeper
    
    Tangrowth@Life Orb
    Nature: Naughty
    EVs: 252 Atk, 252 Spd, 6 Sp. Atk.
    Chlorophyll
    -Sunny Day
    -Hidden Power Ice
    -Power Whip
    -Earthquake
    
    Sunny Day to double Tangrowth's Speed, Hidden Power Ice (Which is a Special
    Attack) for Fliers and Dragons.  Power Whip for STAB, and Earthquake for the
    Steels, Fires, and Rocks.
    
    A More Defensive Set
    
    Tangrowth@Leftovers
    Nature: Impish 
    EVs: 252 Atk, 129 HP, 129 Def.
    Chlorophyll/Leaf Guard
    -Power Whip
    -Earthquake
    -Stun Spore/Sleep Powder
    -Reflect
    
    Use Stun Spore or Sleep Powder on the opponent.  When they're Asleep or
    Paralyzed, feel free to either pile on the Reflects or start pounding the
    opponent.  If you don't like Stun Spore and Sleep Powder's lack of accuracy,
    go for the Screens first, then Sleep/Paralyze them.
    
    A SunnyBeamer
    
    Tangrowth@Heat Rock
    Nature: Calm 
    EVs: 252 Sp.Def, 129 HP, 129 Sp. Atk.
    Chlorophyll
    -Sunny Day
    -Rest/Stun Spore
    -Solarbeam
    -HP Fire
    
    The problem with this Set is that Leaf Guard only heals stat afflictions when
    Sunny Day first starts, or so I heard.  After it starts, Tangrowth can be hit 
    by Sleep, Poison, or Paralysis.  So I changed the Ability to Chlorophyll.  
    Anyways, use Sunny Day to get some one-shot Solarbeams.  Hidden Power Fire to
    make more use of the weather, and Rest to keep Tangrowth in battle.  If you 
    don't know if Tangrowth can survive the Rest, use Stun Spore to slow the 
    opponent down.
    
    A Status-inflicting/Stalling Tangrowth
    
    Tangrowth@Leftovers
    Nature: Calm
    EVs: 252 HP, 129 Def, 129 Sp. Atk. 
    Chlorophyll
    -Energy Ball
    -Leech Seed
    -Sleep Powder/Stun Spore
    -Reflect/Knock Off
    
    Energy Ball for a STAB attack, Leech Seed to heal, Sleep Powder and Stun Spore
    to stop your opponent, or to slow them down at least, Reflect for boosting 
    Defense, and Knock off to get rid of any annoying items your opponent might
    have.
    
    THE MOVES
    Tangrowth learns Sleep Powder, Stun Spore, Knock Off, and Power Whip 
    naturally.  Hidden Power, Sunny Day, Earthquake, Solarbeam, Reflect, and 
    Energy Ball are TMs.  Leech Seed is an Egg Move.
    ==============================================================================
    #466 ELECTIVIRE
             Type: Electric
             Ability: Motor Drive (This Pokemon's Speed increases when hit by
                                   an Electric attack)
    Base Stats:
                  HP-75
              Attack-123
             Defense-67
       Special Attack-95
      Special Defense-85
                Speed-95
    Electrivire's stats are mostly average.  What really sets it apart from the
    others is the Ability, Motor Drive.  It increases Electrivire's speed, like
    having an extra Salac Berry.  You can take advantage of this by switching
    in when you think the opponent's going to use an Electric attack (Like when
    you have a Gyarados out.)  
    
    Mixed Sweeper
    
    Electivire@Life Orb
    Nature: Hasty/Naive
    EVs: 252 Spd, 129 Atk, 129 Sp. Atk.
    Motor Drive
    -Thunderbolt
    -Ice Punch
    -Earthquake
    -Brick Break/Focus Punch/Cross Chop
    
    Electrivire's Special Attack stats aren't as good as its' regular Attack,
    but they aren't bad either.  Thunderbolt for STAB, Ice Punch for Dragons,
    Earthquake for Steels, rocks, and other Electrics, and the last move 
    (Whichever one you take) is for more Steels and Normals.  I chose those 
    Natures to increase Electivire's speed, but if you want even a Neutral
    Nature will do.
    
    Special Sweeper
    
    Electivire@Choice Specs
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Motor Drive
    -Thunderbolt
    -Psychic
    -Flamethrower
    -Focus Blast
    
    Thunderbolt for STAB, Psychic for the Fighing, Poison, and Dark types.  
    Flamethrower for Grass and Ice, and Focus Blast to take out any Steels or 
    Rocks.
    
    Physical Sweeper
    
    Electivire@Life Orb
    Nature: Jolly, 
    EVs: 252 Atk, 252 Spd, 6 HP.
    Motor Drive
    -Earthquake
    -Cross Chop/Brick Break
    -Ice Punch
    -Thunder Punch
    
    Cross Chop is more powerful, but less accurate.  Brick Break isn't so strong,
    but it can destroy Reflects and Light Screens.  
    
    And A Choice Band-er.
    
    Electivire@Choice Band
    Nature: Adamant/Jolly
    EVs: 252 Atk, 252 Spd, 6 HP
    Motor Drive
    -Thunder Punch
    -Fire Punch/Earthquake
    -Ice Punch
    -Brick Break
    
    An Elemental Punch set.  Thunder Punch for STAB, Fire Punch for Ice and Grass,
    and Ice punch for Dragons.  The two that aren't Punches are for Steels mostly.
    
    THE MOVES
    Electivire learns Fire Punch from the Move Tutor in Pastoria City.  It learns
    Thunder Punch and Thunderbolt naturally.  Focus Punch, Earthquake, Psychic, 
    Flamethrower, Brick Break, and Focus Blast are all TMs.  Cross chop, Fire 
    Punch, and Ice Punch are Egg Moves.
    ==============================================================================
    #467 MAGMORTAR
             Type: Fire
             Ability: Flame Body (When this Pokemon is hit by a Direct Attack,
                                 its' opponent may be Burned.)
    Base Stats:
                  HP-75
              Attack-95
             Defense-67
       Special Attack-125
      Special Defense-95
                Speed-83
    One of my teams had a Magmar back in Gold.  Anyways, Magmortar is mostly 
    average, except for that Special Attack.  The Ability is useful, but not 
    nearly as good as Motor Drive.  Too bad, Magmortar could've used something
    like that, only for Fire, not Electric.
    
    Special Sweeper
    
    Magmortar@Choice Specs
    Nature: Modest/Timid
    EVs:252 Sp. Atk, 252 Spd, 6 HP.
    Flame Body
    -Flamethrower/Fire Blast
    -Thunderbolt
    -Focus Blast
    -Hidden Power Grass/Psychic
    
    Flamethrower/Fire Blast for STAB, Thunderbolt for Flying and Water Types.
    Focus Blast for Steels and Normals.  Hidden Power Grass for Rocks and Grounds,
    and Hidden Power Psychic for Fighting and Poison Types.
    
    Mixed Sweeper/Choice Scarf-er
    
    Magmortar@Choice Scarf
    Nature: Naive
    EVs: 252 Atk, 252 Sp. Atk, 6 Spd.
    Flame Body
    -Focus Punch
    -Flamethrower
    -Thunderbolt
    -Hidden Power Ice/Hidden Power Grass/Psychic
    
    Pretty much the same as the last set, but with Focus Punch in case the 
    opponent switches.
    
    THE MOVES
    Magmortar learns Fire Punch, Flamethrower, and Fire Blast naturally.  Hidden
    Power, Thunderbolt, Psychic, and Focus Blast are all TMs.
    ==============================================================================
    #468 TOGEKISS
             Types: Normal/Flying
             Abilities: Hustle (This Pokemon's attack damage is multiplied by 
                                half, but its' Accuracy decreases.)
                        Serene Grace (If one of this Pokemon's moves has an extra
                                      effect, the chances of that effect happening
                                      are increased.)
    Base Stats:
                  HP-85
              Attack-50
             Defense-95
       Special Attack-120
      Special Defense-115
                Speed-80
    Togekiss is a very useful Pokemon.  It can be a Baton Passer, a Healer, even a
    Special Sweeper.  It's attack isn't too good, but I don't think Togekiss needs
    it.
    
    Baton Passer
    
    Togekiss@Leftovers
    Nature: Calm
    EVs: 252 HP, 252 Def, 6 Sp. Def
    Serene Grace
    -Nasty Plot
    -Air Slash
    -Baton Pass
    -Wish/Roost
    
    Nasty Plot to get Togekiss's Special Attack (Which is already pretty high!)
    up, Air Slash for the STAB, the Special Attack, and the Flinch-Hax.  Baton 
    Pass for making the next Pokemon even stronger, and Wish or Roost for healing.
    
    Anti-Pumper
    
    Togekiss@Leftovers
    Nature: Calm
    EVs: 252 HP, 252 Def, 6 Sp. Def.
    Serene Grace
    -Thunder Wave
    -Seismic Toss/Air Slash
    -Encore
    -Wish/Roost/Softboiled
    
    This moveset is for the opponent who pumps up their offenses or defenses.
    Thunder Wave to cut the opponent's's speed.  Once that's done, use Encore 
    to keep the opponent busy while you switch to something that can knock them
    out. Seismic Toss to do some damage, although if you think you'll be going up 
    against a Ghost, go for Air Slash.  The last move is a Heal move to keep
    Togekiss in battle, or if you choose Wish, to heal the next Pokemon up.
    
    Choice Specs-er
    
    Togekiss@Choice Specs
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Serene Grace
    -Tri Attack/Seismic Toss/Psychic
    -Air Slash
    -Grass Knot
    -Aura Sphere/Flamethrower
    
    Tri Attack and Seismic Toss both come from other games.  If you can't get
    either of them, try Psychic.  Air Slash is for the STAB and the Flinch-Hax,
    Grass Knot is for the heavy Water, Rock, and Ground types.  Aura Sphere is 
    for Steels and Normals, and Flamethrower is for Grass, and more Steels.
    
    Here's a Sweeper-ish Togekiss.
    
    Togekiss@Leftovers 
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Serene Grace 
    -Thunder Wave/Substitute 
    -Roost 
    -Water Pulse 
    -Air Slash 
    
    Thunder Wave to slow the opponent down, Substitute to stall, Roost to keep
    Togekiss in battle, Water Pulse to take advantage of Serene Grace, and Air
    Slash to do the same thing with STAB.
    
    A Different Togekiss
    
    Togekiss@Life Orb 
    Nature: Hasty/Naive
    EVs: 252 Speed, 200 Sp. Atk, 58 Atk.
    Hustle 
    -Aura Sphere 
    -Shock Wave 
    -Aerial Ace 
    -Nasty Plot/Substitute/Roost
    
    This Set is made to take advantage of Hustle.  Since the 100% Accuracy
    Moves don't seem to be affected by Hustle, Togekiss can hit its' opponents
    harder.  Aura Sphere is for Steels and Fighting, Shock Wave is for Waters and
    Flying Pokemon, Aerial Ace is for Fighting Pokemon (Hustle should be able to 
    give Togekiss's low Attack Stat a boost) Nasty Plot is to increase Togekiss'
    Special Attack, Substitute and Roost are to Stall.  It's probably not as 
    effective as a regular Special Sweeper, but it'll probably surprise your 
    opponent.
    
    THE MOVES
    Togepi learns Tri Attack after being Purified in XD.  It learns Counter,
    Softboiled, and Seismic Toss from the Move Tutors in Emerald, Wish, Encore
    and Baton Pass are all learned by Togepi and Togetic.  
    Togekiss learns Aura Sphere and Air Slash from the Move Tutor in Pastoria
    City.  Substitute, Aerial Ace, Shock Wave, Roost, and Water Pulse are TMs.  
    Nasty Plot is an Egg Move.
    ==============================================================================
    #469 YANMEGA
             Types: Bug/Flying
             Abilities: Speed boost (This Pokemon's Speed increases by one Point
                                     every turn.)
                        Tinted Lens (When this Pokemon uses an attack that's "not
                                     very effective," the move's power increases.)
    Base Stats:
                  HP-86
              Attack-76
             Defense-86
       Special Attack-116
      Special Defense-56
                Speed-95
    Yanma's Evolution, Yanmega, loses some speed, but gains a LOT of Special
    Attack and Special Defense.  It also gains a nifty Ability, Tinted Lens,
    which boosts the power of non-effective attacks.
    
    A Reversal-er
    
    Yanmega@Liechi Berry
    Nature: Adamant
    EVs: 252 Atk, 252 Spd, 6 Def.
    Speed Boost
    -Endure/Substitute
    -Reversal
    -Night Slash
    -Hypnosis
    
    If you use Endure, watch out for Sandstorms.  Endure and Substitute to stall
    to get Yanmega's Hit Points down to where Liechi Berry increases its' Attack.
    Reversal to beat everything that's not a Ghost, Night Slash to take the Ghosts
    out, and Hypnosis to stop any opponents from using Stat-increasing moves.
    
    A Special Sweeper/Scouter
    
    Yanmega@Expert Belt/Life Orb
    Nature: Modest
    EVs: 252 Sp. Atk, 252 Spd, 6 Def.
    Speed Boost
    -Protect
    -Hidden Power Ice
    -Bug Buzz
    -Air Slash
    
    Use Protect first to scout out what moves the opponent has, not to mention 
    getting a free Speed Boost!  Hidden Power Ice for Dragons, Bug Buzz for STAB
    and Psychics, Air Slash for more STAB and Fighting Types.  This Set is NOT
    good against Steels, or Blissey for that matter.  Any of the three attacking
    moves can be replaced with Hypnosis, just in case you run into a Tank or a
    Staller or something.
    
    A Yanmega for Double Battles
    
    Yanmega@Focus Sash/Leftovers
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Speed Boost
    -Air Slash
    -Bug Buzz
    -Psych Up
    -Protect/Hidden Power Fire
    
    This Set is made to take advantage of a Stat-Booster, especially if Yanmega's
    Partner has one.  Use Protect to get Yanmega's Speed up while the Partner
    uses Iron Defense or Calm Mind or something, then start sweeping.  If 
    you're afraid of being walled in by Steels, go for Hidden Power instead.
    
    THE MOVES
    Yanmega learns Night Slash from the Move Tutor in Pastoria City.  It learns
    Hypnosis as Yanma, and Air Slash and Bug Buzz naturally.  Protect, Hidden 
    Power, Psych Up, and Endure are all TMs.  Reversal is an Egg Move.
    ==============================================================================
    #470 LEAFEON
             Type: Grass
             Ability: Leaf Guard (If the In-Game weather turns sunny, this
                                  Pokemon is healed of all Status Conditions.)
    Base Stats:
                  HP-65
              Attack-110
             Defense-130
       Special Attack-60
      Special Defense-65
                Speed-95
    Leafeon doesn't have much of a Movepool.  It's got great attack and Defense,
    but all the other stats are average, at best.  Its' Ability is good when the
    in-game weather is sunny, but it doesn't do anything the rest of the time.
    
    Baton Passer
    
    Leafeon@Leftovers
    Nature: Jolly
    EVs:252 Spd, 129 HP, 129 Atk.
    Leaf Guard
    -Leaf Blade
    -Swords Dance
    -Baton Pass
    -Roar/Grasswhistle
    
    Swords Dance a couple of times, then you can either hit 'em with Leaf Blade,
    or Baton Pass to a better Pokemon.  Roar is to get rid of Pokemon who like to
    beef up their attacks and defenses, or Pokemon who can hurt Leafeon (Weezing!)
    or you can go for Grasswhistle, to put them to sleep.  Be careful if you do,
    though.  Grasswhistle isn't that accurate.
    
    A Healer
    
    Leafeon@Leftovers
    Nature: Impish
    EVs: 252 HP, 252 Spd, 6 Def.
    Leaf Guard
    -Leaf Blade
    -Wish
    -Protect
    -Yawn
    
    Maybe not as good as the last set, but still...Leaf Blade for a nice STAB'ed
    attack, Wish to heal, Protect to stay in battle as long as possible and to see
    what attacks the opponent has, and Yawn to make the opponent either shift or 
    sleep.  This moveset would work well with a Spiker.
    
    A Leafeon for Double Battles (Baton Passer)
    
    Leafeon@Focus Sash
    Nature: Jolly
    EVs: 252 Spd, 129 HP, 129 Attack.
    Leaf Guard
    -Baton Pass
    -Protect
    -Swords Dance
    -Leaf Blade/Wish
    
    This is actually a variation of a Set I received for Glaceon, which is still
    being worked on.  Anyways, this Set could probably work for more of the 
    "Eevee-Lutions," but I chose Leafeon because it learns Swords Dance.  The way
    it should work is Leafeon is paired up with a Pokemon that learns the move 
    Follow Me, like a Togekiss.  Togekiss uses Follow Me, which makes the 
    opponents attack Togekiss instead of Leafeon.  I'm not exactly sure about how
    often you can do Follow me in a row, I have a feeling it's gonna be like 
    Protect, but I haven't been able to find out.  Anyways, the next turn the
    Togekiss uses Roost, or some other recovering move, while the Leafeon uses
    Protect to stay in the battle.  Once the Leafeon's attack is fully pumped,
    it can use Baton Pass to bring another Poke in with that Attack boost.
    
    THE MOVES
    Leafeon learns Baton Pass as an Eevee.  It learns Grasswhistle and Leaf Blade
    naturally.  Protect, Swords Dance, and Roar are TMs.  Yawn and Wish are Egg 
    Moves.
    ==============================================================================
    #471 GLACEON
             Type: Ice
             Ability: Snow Cloak (If the In-Game weather is a Hailstorm, this
                                 Pokemon's evasion increases)
    Base Stats:
                  HP-65
              Attack-60
             Defense-110
       Special Attack-130
      Special Defense-95
                Speed-65
    Glaceon, like Leafeon, has a lousy Movepool.  It doesn't get any good stat
    increasers to Baton Pass, however it's got good Defense, and wonderful Special
    Attack.  Plus, it's an Ice type, capable of bringing down Dragons in one 
    hit...You don't get much cooler than that.
    
    Special Sweeper/Healer
    
    Glaceon@Leftovers
    Nature: Modest
    EVs: 252 HP, 252 Sp. Atk, 6 Spd.
    Snow Cloak
    -Ice Beam/Blizzard
    -Hidden Power Fighting
    -Fake Tears
    -Wish
    
    Unless you're using a team that's built around Hail, you'll want to choose
    Ice Beam over Blizzard, for accuracy.  Hidden Power Fighting for Steels and
    Rocks, Fake Tears to lower the opponent's Special Defense, and Wish to heal.
    
    THE MOVES
    Glaceon learns Blizzard naturally, Ice Beam and Hidden Power are TMs, Fake
    Tears and Wish are Egg Moves.
    ==============================================================================
    #472 GLISCOR
             Types: Ground/Flying
             Abilities: Sand Veil (If the In-Game weather is a Sandstorm, this
                                   Pokemon's evasion increases)
                        Hyper Cutter (This Pokemon's Attack cannot be lowered.)
    Base Stats:
                  HP-75
              Attack-95
             Defense-125
       Special Attack-45
      Special Defense-75
                Speed-95
    With that good Defense and a good comination of Types (This guy can't be 
    touched by Electric or Ground moves!) Gliscor makes for a good Physical Tank.
    It's also double weak against Ice, which is a bad thing. 
    
    Physical Sweeper/Baton Passer
    
    Gliscor@Leftovers
    Nature: Jolly
    EVs: 252 Atk, 252 Spd, 6 HP.
    Hyper Cutter
    -Earthquake
    -Swords Dance
    -Baton Pass/Stone Edge 
    -Taunt/Stone Edge/Roost
    
    Earthquake for STAB, Swords Dance to get Gliscor's Attack up, Baton Pass to 
    give that increased attack to the next Pokemon, Stone Edge for Fliers, Ice, 
    Fire, and Bug-Types.  Taunt to keep the opponent from using Stat-boosters,
    and Roost to heal.
    
    Physical Counter
    
    Gliscor@Leftovers/Life Orb
    Nature: Adamant
    EVs: 252 HP, 252 Def, 6 Atk.
    Hyper Cutter
    -Earthquake
    -Counter
    -Aerial Ace/Stone Edge/Taunt 
    -Roost
    
    This set works the best against Physical Pokemon.  Counter is to send any
    Physical attack flying right back into the opponent's face.  Aerial Ace is for
    STAB, Taunt is to make sure the opponent uses an attack, and Roost is to heal.
    
    THE MOVES
    Gliscor learns Swords Dance naturally.  Earthquake, Aerial Ace, Taunt, Stone
    Edge, and Roost are all TMs.  Baton Pass and Counter are Egg Moves.
    ==============================================================================
    #473 MAMOSWINE
             Types: Ice/Ground
             Abilities: Oblivious (This Pokemon cannot be attracted.)
                        Snow Cloak (If the In-Game weather is a Hailstorm, this
                                   Pokemon's evasion increases)
    Base Stats:
                  HP-110
              Attack-130
             Defense-80
       Special Attack-70
      Special Defense-60
                Speed-80
    What Mamoswine lacks in defenses it makes up for in Physical Attack and Hit
    Points.  It's an Ice/Ground type, meaning it's weak against several types
    that are common in Competitive Battles, including Fighting, Water, and Fire.
    It's surprisingly fast, when you think about it.  It's a big pig, why should
    it move faster than say a Glaceon?  It's one of the many mysteries of the
    Pokemon world.
    
    A Curse-Swine
    
    Mamoswine@Leftovers
    Nature: Adamant
    EVs: 252 HP, 252 Atk, 6 Sp. Def.
    Snow Cloak
    -Curse
    -Earthquake
    -Avalanche
    -Light Screen/Ice Shard/Stone Edge/Protect
    
    Curse lowers the user's speed, but increases the Attack and Defense.  That's 
    a good thing, because Avalanche's power doubles when the user goes last.  
    Light Screen is to increase Mamoswine's Special Defense, Ice Shard is for
    getting the first hit in whether Mamoswine is faster or not.  Protect is to
    see what kind of moves your opponent has, while keeping Mamoswine in the
    battle.
    
    A "Rest-Talker"
    
    Mamoswine@Leftovers/Life Orb
    Nature: Adamant
    EVs: 252 HP, 252 Atk, 6 Sp. Def.
    Snow Cloak
    -Rest
    -Sleep Talk
    -Earthquake
    -Avalanche/Ice Shard
    
    Rest to keep Mamoswine going, Sleep Talk so it will keep on pounding its'
    opponent while it sleeps, Earthquake for STAB, and the fourth move depends on
    whether you want to take hits or not.  Avalanche if you think you can stand a
    pounding, Ice Shard if you don't.
    
    THE MOVES
    Mamoswine learns Ice Shard as Swinub, and Earthquake naturally.  Light Screen,
    Protect, Rest, Sleep Talk, Avalanche, and Stone Edge are all TMs.  Curse is
    an Egg Move.
    ==============================================================================
    #474 PORYGON-Z
             Type: Normal
             Abilities: Download (Raises this Pokemon's Attack or Special Attack,
                                 depending on the opponent's Defense and Special
                                 Defense.)
                        Adaptability (If this Pokemon uses an attack that's the
                                     same type as itself, the power of that attack
                                     is increased.)
    Base Stats:
                  HP-85
              Attack-80
             Defense-70
       Special Attack-135
      Special Defense-75
                Speed-90
    Look at that Special Attack!  Porygon-Z is as powerful as some of the 
    Legendaries with that Special Attack!  It makes up for it with some less than
    average Speed and Defenses.  The Ability, Adaptability, (Which is also spelled
    "Adaptibility") is like doubling Porygon's Normal STAB, which is an even 
    bigger help.
    
    Choice Specs-er/Choice Scarf-er
    
    Porygon-Z@Choice Specs/Choice Scarf
    Nature: Modest
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Adaptability
    -Tri Attack
    -Thunderbolt/Hidden Power Fighting
    -Ice Beam
    -Dark Pulse
    
    Porygon-Z's VERY high Special Attack+STAB+Adaptability+Choice Specs=One Shot 
    KOs for anything that doesn't have high Special Defense and isn't a Ghost.  
    Just be careful when using Tri Attack (or Thunderbolt for that matter) that 
    your opponent doesn't switch to something that resists it. (Ghost-types, 
    anyone?)
    
    Special Sweeper
    
    Porygon-Z@Leftovers/Life Orb
    Nature: Modest
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Adaptability
    -Nasty Plot
    -Tri Attack
    -Dark Pulse
    -Ice Beam/Hyper Beam/Hidden Power Fighting
    
    Nasty Plot to increase the Special Attack, Tri Attack for a VERY deadly STAB
    attack, Dark Pulse for Ghosts, and the last move is up to you.  Ice Beam for
    Dragons, Hyper Beam for more STAB, or Hidden Power Fighting for Steels and 
    other Normals.
    
    THE MOVES
    Porygon-Z learns Nasty Plot from the Move Tutor in Pastoria City.  It learns
    Tri Attack and Hyper Beam naturally.  Hidden Power, Ice Beam, and Dark Pulse
    are all TMs.
    ==============================================================================
    #475 GALLADE
             Types: Psychic/Fighting
             Ability: Steadfast (If this Pokemon is Flinched, its' speed 
                                    rises.)
    Base Stats:
                  HP-68
              Attack-125
             Defense-65
       Special Attack-65
      Special Defense-115
                Speed-80
    Gallade has a good Movepool, plus great Attack and Special Defense.  The rest
    of its' stats aren't so great, but if the enemy has low defense, it shouldn't
    matter much.
    
    Physical Sweeper
    
    Gallade@Leftovers
    Nature: Adamant
    EVs: 252 HP, 252 Atk, 6 Spd.
    Steadfast
    -Swords Dance
    -Close Combat
    -Psycho Cut 
    -Stone Edge/Thunderpunch/Night Slash/Leaf Blade
    
    Gallade's Physical Attack stat, with the boost from a Swords Dance, makes it
    a deadly foe (if it hits first, anyways.)  Close Combat is a powerful STAB 
    move, but it lowers Gallade's Defenses, so use it wisely.  Psycho Cut is for
    more STAB, and the last move depends on what you think you'll be fighting.
    Stone Edge is for the Fliers, Fires, and Bugs.  Thunderpunch is for Water
    Types, Night Slash is for Ghosts and other Psychics.  Leaf Blade is for Ground
    and Rock, as well as more Water-Types.
    
    Another Physical Sweeper
    
    Gallade@ Expert Belt
    Nature: Adamant
    EVs: 252 HP, 252 Atk, 6 Spd.
    Steadfast
    -Close Combat
    -Psycho Cut
    -Night Slash
    -Thunder Wave/Will-O-Wisp/Leaf Blade
    
    The Expert Belt can easily be replaced by Life Orb, Leftovers, Choice Band, or
    if you want to use "Hax," a Scope Lens.  For the last attack, choose between
    slowing the opponent down, making them hurt, or doing more damage to the Water
    Types.
    
    A Sub-Puncher
    
    Gallade@Leftovers
    Nature: Adamant
    EVs: 252 HP, 252 Atk, 6 Spd.
    Steadfast
    -Substitute
    -Focus Punch
    -Thunder Wave/Hypnosis/Will-O-Wisp
    -Psycho Cut
    
    Substitute to stall while Gallade winds up for a STAB'ed Focus Punch.  The
    next move depends on what you want to do to the opponent.  If you want to 
    get some Paralysis "Hax" in, (And are not up against a Ground-Type!) go for 
    Thunder Wave.  If you think you can survive Hypnosis' lack of accuracy, go for
    that.  If you just want to hurt your opponent, go for Will-o-Wisp.  Psycho Cut
    for a regular STAB'ed move.
    
    An Anti "Skarm/Bliss" Gallade
    
    Gallade@Life Orb
    Nature: Adamant
    EVs: 252 Atk, 178 Spd, 80 HP.
    Steadfast
    -Close Combat 
    -Fire Punch 
    -Stone Edge 
    -Thunderwave 
    
    This Set is best around teams that use Skarmory and Blissey for Defense.  
    Close Combat for STAB (and Blissey) Fire Punch for Skarmory, Stone Edge for
    other Fliers, and Thunder Wave to slow the opponent down.  Be careful, though.
    Gallade isn't the fastest Pokemon around, and its' defenses are kinda low,
    but even if it's not facing Blissey or Skarmory, it should be able to do a
    number on its' non-Ghost opponents with Close Combat.  The reason its' EVs 
    are like that are because Gallade needs to be able to take some hits.
    
    THE MOVES
    Gallade learns Thunderpunch and Fire Punch from the Move Tutor in Pokemon 
    Emerald.  It learns Hypnosis as Ralts and Kirlia,and Leaf Blade and Night 
    Slash from the Move Tutor in Pastoria City.  Gallade learns Swords Dance, 
    Psycho Cut, and Close Combat naturally.  Stone Edge, Thunder Wave, Focus 
    Punch, and Substitute are all TMs.  Will-o-Wisp is an Egg Move.
    ==============================================================================
    #476 PROBOPASS
             Types: Rock/Steel
             Abilities: Sturdy (If the opponent uses a 1-Hit KO attack, like 
                               Fissure or Sheer Cold, it will not affect this 
                               Pokemon.)
                        Magnet Pull(Steel Type Pokemon cannot switch out of 
                                     battle.)
    Base Stats:
                  HP-60
              Attack-55
             Defense-145
       Special Attack-75
      Special Defense-150
                Speed-40
    Well, at least it's an improvement over Nosepass...Especially in the Special
    Defense department!  It's gained an extra Type, Steel, which makes it Double
    weak against Fighting and Ground.  Luckily it's got those great defenses to
    help it out.  Too bad its' attacking skills still aren't that great.
    
    Probopass@Leftovers
    Nature: Modest/Bold
    EVs: 252 HP, 129 Def, 129 Sp. Atk.
    Magnet Pull
    -Earth Power
    -Thunderbolt/Thunder/Hidden Power Rock
    -Magnet Rise
    -Substitute/Explosion/Thunder Wave/Taunt
    
    Earth Power for any other Rock or Steel types, I'd suggest going for 
    Thunderbolt rather than Thunder (Unless you have a Rain Dancer on your Team!)
    Hidden Power Rock for Bugs or Ice Types.  Magnet Rise to get rid of one of 
    Probopass's biggest weaknesses (Ground!) and the last move can be either
    Substitute to stall, Explosion for a last resort, Thunder Wave to slow the
    opponent down, or Taunt, to stop any Stat-boosters and to use Probopass's
    great defenses a bit.
    
    Anti-Skarmory/Magnezone Set
    
    Probopass@Leftovers
    Nature: Modest 
    EVs: 252HP, 129 Sp. Atk, 129 Sp. Def.
    Magnet Pull
    -Taunt
    -Thunderbolt
    -Earth Power
    -Thunder Wave/Stealth Rock
    
    Taunt stops any Roar-ers and Whirlwind-ers in their tracks.  Thunderbolt to 
    take Skarmory down, Earth Power is for Magnezones, Thunder Wave to slow
    the opponent down, and Stealth Rock for enemies that like to run.  Of course,
    it's not very likely that you're going to use Nosepass anyways, but if you
    run into a Skarmory or Magnezone user, but there it is.
    
    Staller-y Probopass
    
    Probopass@Leftovers
    Nature: Bold
    EVs: 252 HP, 129 Def, 129 Sp. Def.
    Sturdy
    -Toxic 
    -Protect/Double Team 
    -Flash Cannon
    -Thunderbolt/Earth Power/Rest 
    
    Toxic can, given enough time, take down anything that isn't Steel or Poison.
    Protect to Stall some more, or if it's allowed you could take Double Team.
    Flash Cannon has low accuracy, but there is a chance that it'll lower the
    opponent's Special Attack, plus it gives Probopass a STAB'ed Steel attack.
    Thunderbolt to take out any Water and Flying Pokemon, Earth Power is for
    other Steels and Rock Pokemon, and Rest to keep Probopass in the battle.
    
    THE MOVES
    Probopass learns Magnet Rise, Thunder Wave, Rest, and Earth Power naturally.  
    Toxic, Hidden Power, Thunderbolt, Thunder, Double Team, Protect, Taunt, 
    Stealth Rock, Explosion, Flash Cannon, and Substitute are all TMs.  Explosion
    is also listed as an Egg Move.
    
    ==============================================================================
    #477 DUSKNOIR
             Type: Ghost
             Ability: Pressure (Any moves used by the opponent count as 2 PP
                               not 1.)
    Base Stats:
                  HP-45
              Attack-100
             Defense-135
       Special Attack-65
      Special Defense-135
                Speed-45
    The Evolved form of Dusclops gains some attack and some speed.  It's defenses,
    while not as good as Probopass's, are still more than enough to take some 
    powerful hits.  
    
    Choice Band-er
    
    Dusknoir@Choice Band/Expert Belt
    Nature: Adamant
    EVs:252 HP, 252 Atk, 6 Spd.
    Pressure
    -Shadow Punch/Shadow Sneak
    -Fire Punch
    -Focus Punch
    -Ice Punch/ThunderPunch/Pursuit
    
    Shadow Punch and Shadow Sneak are the Ghost versions of Swift and Quick 
    Attack, respectively.  Fire Punch is for any Heracross you might find,
    Focus Punch is for Stat Boosters and Tyrannitars.  Ice Punch will do a number
    on Dragons, Thunderpunch is for Water- and Flying-types.  Pursuit is for the
    Hit-and-Runners.
    
    Special Sweeper
    
    Dusknoir@Leftovers
    Nature: Modest
    EVs: 252 HP, 252 Sp. Atk, 6 Spd.
    Pressure
    -Calm Mind
    -Ice Beam/Focus Blast
    -Shadow Ball
    -Pain Split
    
    Dusknoir has better Attack than Special Attack, so this Set really isn't the
    best.  Calm Mind to boost up Dusknoir's Special Attack and Defense, Ice Beam
    for the Dragons and Fliers, Focus Blast is a powerful attack, but it's not 
    very accurate.  Shadow Ball for STAB, and Pain Split for when Dusknoir's
    in trouble.
    
    A Dusknoir for Double Battles
    
    Dusknoir@Leftovers
    Nature: Calm/Bold
    EVs: 252 HP, 178 Def, 80 Sp. Def.
    Pressure
    -Trick Room
    -Will-o-Wisp
    -Mean Look
    -Destiny Bond/Ice Punch/Confuse Ray/Focus Punch
    
    This Set is for Double Battles, where teamwork really counts.  It's for
    Pokemon that have high attack stats, but low Speed, like the Rampardos Set I
    had earlier.  Let's see...Rampardos has Protect, so it can survive that first
    turn.  Use Trick Room first, to make your slow Pokemon go first.  If the 
    Partner Pokemon isn't THAT slow, give it an item that decreases Speed, like 
    Iron Ball.  When this Dusknoir uses Trick Room, the opponent may go "Yikes, 
    I've got to switch to something slower!"  That's why Mean Look is there.  
    Will-o-Wisp is for when the opponent is trapped, and the last move can be 
    any one of several moves.  Destiny Bond and Confuse Ray are there to keep 
    Dusknoir in battle, but if you use either of them beware of Pokemon with 
    Taunt.  Ice Punch can take dragons, and Focus Punch is for taking the 
    opponent down while your Partner Pokemon keeps them busy.
    
    THE MOVES
    Dusknoir learns Fire Punch, Ice Punch, and Thunderpunch from the Move Tutor in
    Pastoria City.  It learns Shadow Sneak, Pursuit, Confuse Ray, Mean Look, 
    Will-o-Wisp and Shadow Punch naturally.  Focus Punch, Calm Mind, Ice Beam, 
    Shadow Ball, and Trick Room are all TMs.  Pain Split and Destiny Bond are 
    Egg Moves.
    ==============================================================================
    #478 FROSLASS
             Types: Ghost/Ice
             Ability: Snow Cloak (If the In-Game weather is a Hailstorm, this
                                   Pokemon's evasion increases)
    Base Stats:
                  HP-70
              Attack-80
             Defense-70
       Special Attack-80
      Special Defense-70
                Speed-110
    Froslass is definitely going to be Underused with those Stats.  The only one
    that's not below average is its' Speed!  It makes up for that with a 
    surprising combo of Types.  Ghost gets rid of Froslass's weakness to Fighting,
    but it adds some new weaknesses.
    
    A Spiker/Special Sweeper
    
    Froslass@Leftovers/Focus Sash/Colbur Berry
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Snow Cloak
    -Thunder Wave/Destiny Bond
    -Confuse Ray/Spikes
    -Ice Beam 
    -Thunderbolt
    
    Focus Sash to make sure Froslass isn't taken down on the first hit. 
    Thunder Wave to slow the opponent down, Destiny Bond if it looks like 
    Froslass is going down, Confuse Ray for "Hax", Spikes to stop the opponent
    from Switching.  Ice Beam for STAB, and Thunderbolt to get anything else.
    
    Another Special Sweeper/Annoyer
    
    Froslass@Focus Sash 
    Nature: Timid 
    EVs: 252 Sp Atk, 252 Spd, 6 HP. 
    Snow Cloak 
    -Ice Beam 
    -Ominous Wind/Shadow Ball 
    -Attract 
    -Confuse Ray 
    
    Ice Beam for STAB, Attract to annoy if the opponent is male, Confuse Ray if 
    they're not.  Ominous Wind and Shadow Ball are there for STAB.  Ominous Wind 
    has less power and fewer PP, but it has a chance of raising Froslass' Stats.
    
    Choice Specs-er
    
    Froslass@Choice Specs
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Snow Cloak
    -Ice Beam
    -Thunderbolt
    -Shadow Ball
    -Psychic/Hidden Power Fighting
    
    This Set will probably work for Froslass.  Ice Beam and Shadow Ball for STAB, 
    Thunderbolt for fliers and Waters, Psychic for Fighting and Poison Types,
    and Hidden Power Fighting for Normals, Rocks, and Steels.
    
    THE MOVES
    Froslass learnd Confuse Ray, Ominous Wind, and Destiny Bond naturally.  Hidden
    Power, Ice Beam, Shadow Ball, Psychic, Thunderbolt, Attract, and Thunder Wave 
    are all TMs.  Spikes is (Are?) an Egg Move.
    ==============================================================================
    479 ROTOM
             Types: Ghost/Electric
             Ability: Levitate (Ground attacks will not affect this Pokemon.)
    Base Stats:
                  HP-50
              Attack-50
             Defense-77
       Special Attack-95
      Special Defense-77
                Speed-91
    Rotom's Stats are as low as Froslass's...And it's probably going to be just as
    Underused.  It also has a weird combination of Types, Ghost and Electric.  
    Its' Ability, Levitate, takes out one of its' Ground problem, but doesn't do 
    much for the Ghost and Dark weaknesses.
    
    Platinum Update: There are now a bunch of new Rotom forms.  They look like a 
    washing machine, a Refrigerator, a fan, a lawnmower, and a stove.  They're 
    all Ghost/Electric, though (Too bad.  It would be cool to have a Ghost/fire
    type, or a Ghost/Ice type.)  The new forms all have the same Base Stats, which
    wouldn't be so bad except it's not the same Base Stats as regular Rotom.  
    Here's their Base Stats.
    
    Base Stats (Other forms):
                  HP-50
              Attack-65
             Defense-107
       Special Attack-105
      Special Defense-107
                Speed-86
    
    Hmm, the only stat that's lower than regular Rotom is the speed.  
    
    Another difference is that each new form gets its own attack, based on what
    form it is.  The Freezer Rotom gets an Ice attack, the Washer gets a Water 
    attack, and so on.  Anyways, here's Rotom's movesets, starting with the 
    regular Rotom.
    
    Item Switcher
    
    Rotom@Choice Specs
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Levitate
    -Thunderbolt
    -Shadow Ball
    -Hidden Power Ice/Grass/Fighting/Will-o-Wisp
    -Trick
    
    Having problems with a Physical Sweeper or Tank?  Rotom may be Underused, but
    it learns Trick.  Anyways, put Rotom up against something Physical and swap
    items.  The opponent won't be able to do more than one attack, and you'll get
    a handy item like Leftovers.  If the opponent has something like Choice Band, 
    use Will-o-Wisp to burn them, then get out of there.  Thunderbolt and Shadow 
    Ball are good STAB'ed attacks, Hidden Power is for whatever else you come 
    across.
    
    An Annoyer
    
    Rotom@Leftovers
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Levitate
    -Will-O-Wisp
    -Thunder Wave/Confuse Ray
    -Shadow Ball 
    -Thunderbolt/Discharge
    
    Will-o-Wisp to burn them, Thunder Ray to paralyze them or Confuse Ray for the
    "Hax."  The last two moves are for STAB, the Electric move can be either 
    Thunderbolt, which is more powerful, or Discharge, which has a chance of 
    Paralyzing the opponent.
    
    Double Battles Rotom
    
    Rotom@Focus Sash/Salac Berry
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP
    Levitate
    -Thunderbolt
    -Shadow Ball
    -Dark Pulse
    -Protect
    
    Levitate is a VERY good Nature for Double Battles, and Protect helps it
    stay in battle longer.  Thunderbolt and Shadow Ball are for STAB, and Dark
    Pulse is for more Type coverage (Just in case you think you opponent is 
    going to switch to a Ground or Normal Pokemon,)
    
    Rotom-W (Wash)
    
    The Washer Rotom gets Hydro Pump for its' signature attack.
    
    Choice Scarf/Tricker
    
    Rotom (Wash)@Choice Specs/Choice Scarf
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    -Thunderbolt
    -Shadow Ball
    -Trick
    -Hydro Pump
    
    Rotom actually doesn't vary too much between forms.  A Set that works for one
    of them will usually work for the rest.  Anyways, Trick to cramp up the 
    opponent's style (As well as to get Rotom a potentially useful item, 
    Thunderbolt and Shadow Ball for STAB, and Hydro Pump in spite of its' lack
    of accuracy, for more type coverage.
    
    Rain Dancer
    
    Rotom (Wash)@Life Orb/Damp Rock
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    -Rain Dance
    -Thunder
    -Hydro Pump
    -Shadow Ball/Hidden Power Ice
    
    Best used on a Rain Dance team.  Rain Dance to increase the accuracy of 
    Thunder, and the power of Hydro Pump, Thunder for STAB, Hydro Pump to take
    advantage of the rain, Shadow Ball for more STAB, and Hidden Power Ice for
    more type coverage.
    
    Special Sweeper
    
    Rotom (Wash)@Leftovers
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    -Will-O-Wisp/Thunder Wave
    -Thunderbolt/Discharge
    -Shadow Ball
    -Hydro Pump
    
    Similar to the other Sets, but now there's a Status move thrown into the mix.
    
    Rotom-F (Frost)
    
    As it is based off a Refrigerator, the Frost form of Rotom gets Blizzard 
    for a signature attack.  Blizzard's accuracy goes up to 100% in Icy game 
    weather, which means it'll fit in well on a Hail-based team.
    
    A "Rest-Talk" Rotom
    
    Rotom (Frost)@Leftovers
    Nature: Calm
    EVs: 252 HP 129 Def, 129 Sp. Def.
    -Thunderbolt/Discharge
    -Blizzard
    -Rest
    -Sleep Talk
    
    (Insert joke about leftovers in the Fridge) Okay, now that I got that over 
    with, this Rotom's meant to stay in battle for a long time.  Thunderbolt or
    Discharge for STAB, Blizzard for the signature move (As well as pesky Dragons)
    Rest to keep Rotom going, and Sleep Talk to make sure Rotom does damage as it 
    sleeps.  Blizzard's inaccuracy can be taken care of if Rotom's on a Ice team.
    
    The Obligatory Choice Scarf/Trick Set
    
    Rotom (Frost)@Choice Scarf/Choice Specs
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    -Thunderbolt
    -Shadow Ball
    -Blizzard
    -Trick/Hidden Power Ground/Grass
    
    Thunderbolt and Shadow Ball for STAB, Blizzard for the signature move, Trick
    to put the Choice Scarf on opponents that don't want it, Hidden Power Ground 
    for Fire Types, and Hidden Power Grass for things like Swampert.
    
    Rotom-H (Heat)
    
    This form of Rotom gets Overheat as a signature attack.  The problem is, 
    Overheat reduces the user's Special Attack, so if you want to use this form,
    expect to be doing a lot of hitting and running with Overheat.
    
    Choice Scarfer
    
    Rotom (Heat)@ Choice Scarf
    Nature: Modest
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    -Thunderbolt
    -Shadow Ball
    -Overheat/Hidden Power Fighting/Ice
    -Trick
    
    So, like I said, Rotom's forms work very well with the "Trick-Scarf" Set.  
    This is one of the Heat Form's versions.  Hidden Power Fighting is there 
    in case of Heatran, Hidden Power Ice is for type coverage.  The rest is pretty
    much the same as with the other ones.
    
    Another Scarfer
    
    Rotom (Heat)@Choice Scarf/Leftovers
    Nature: Modest
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    -Thunderbolt
    -Trick/Will-O-Wisp/Thunder Wave
    -Shadow Ball
    -Overheat
    
    Yeah, almost exactly the same, but with Status moves in it.  If you want to
    take a status move, go with Leftovers instead (Unless you want to burn 'em and
    run.)
    
    Rotom-S (Spin)
    
    The fan-based form of Rotom gets Air Slash for its' signature attack.  
    
    A Wall-ish Rotom
    
    Rotom (Spin)@Leftovers
    Nature: Bold
    Ability: Levitate
    EVs: 252 HP/168 Def/90 Spd.
    -Air Slash
    -Discharge
    -Shadow Ball
    -Reflect
    
    Discharge has a chance of Paralyzing, which slows the opponent down enough
    (Hopefully) that Air Slash's Flinch-"Hax" can get it.  Shadow Ball for another
    STAB attack, and Reflect to boost Rotom's Defense.
    
    A Choicer Rotom
    
    Rotom (Spin)@Choice Scarf/Choice Specs
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    -Shadow Ball
    -Thunderbolt
    -Air Slash/Hidden Power Ice/Grass
    -Trick/Air Slash/Hidden Power Ice/Grass
    
    Just like with the others.  Shadow Ball and Thunderbolt for STAB, Air Slash
    for its' signature move, Hidden Power Ice and Grass for type coverage, and 
    Trick to put the Choice Scarf on something that doesn't need it.
    
    Rotom-C (Cut)
    
    Based off a lawnmower, the Cut form of Rotom gets Leaf Storm for its' 
    signature attack.
    
    Choice Scarfer
    Rotom (Cut)@Choice Scarf/Choice Specs
    Nature: Modest/Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    -Shadow Ball/Trick
    -Thunderbolt/Trick
    -Leaf Storm 
    -Trick/Hidden Power Ice/Fire
    
    This one can be a Trick-Scarfer or not, depending on what you want to do.  If
    you feel like being a Tricker, take whichever move you don't think you'll need
    and replace it with Trick.  The rest of it's pretty much standard, Shadow Ball
    and thunderbolt for STAB, Leaf Storm for its signature move, and Hidden Power 
    for type coverage.
    
    An Annoyer
    
    Rotom (Cut)@Leftovers
    Nature: Bold/Calm
    EVs: 252 HP, 129 Def, 129 Sp. Def.
    -Thunder Wave/Will-O-Wisp/Toxic
    -Confuse Ray
    -Shadow Ball/Thunderbolt/Leaf Storm
    -Thunder Wave/Will-O-Wisp/Toxic/Protect
    
    Well, it's something different.  Pick whichever statuses you think will annoy
    the opponent the most, and go with them.  Confuse Ray is in there partly for
    making the opponent switch, partly for the confuse "Hax," and the standard 
    attacks in case you run into a Taunter.
    
    
    THE MOVES
    Rotom learns Trick, Thunder Wave, and Confuse Ray from the Move Tutor in 
    Pastoria City.  It learns Discharge naturally.  Hidden Power, Protect, Shadow 
    Ball, Thunderbolt, Dark Pulse, and Will-o-Wisp are all TMs.
    ==============================================================================
    #146 (480) UXIE
             Type: Psychic
             Ability: Levitate (Ground-Type attacks cannot hit this Pokemon)
    Base Stats: 
                  HP-75
              Attack-75
             Defense-130
       Special Attack-75
      Special Defense-130
                Speed-95
    The problem with making more games with more Legendaries is that there's 
    always going to be some lost in the shuffle...especially when all the
    Legendaries in this trio are the same type!  Anyways...Uxie, the first of the
    Diamond and Pearl Psychic Trio, is the defensive one.  
    
    A Staller
    
    Uxie@Leftovers
    Nature: Bold/Relaxed
    EVs:252 HP, 252 Def, 6 Sp. Atk
    Levitate
    -Yawn 
    -Stealth Rock
    -U-turn 
    -Psychic/Thunderbolt/Grass Knot/Protect
    
    Bring Uxie in on something Physical (especially if they're about to use 
    Earthquake!) Use Yawn to make the opponent switch, or Stealth Rock, to make
    it harder to switch.  U-Turn for when your opponent brings out something 
    like a Heracross, and the last move depends on what you feel like doing next.
    you can attack with Psychic, Thunderbolt, or Grass Knot, or you can scout out
    the opponent's moves with Protect.
    
    Another Staller Uxie
    
    Uxie@Leftovers
    Nature: Bold
    EVs: 252 Def, 252 S. Def, 6 S. Atk
    Levitate
    -Amnesia/Calm Mind
    -Light Screen
    -Reflect/U-Turn/Rest
    -Psychic
    
    This one might work in a Double battle.  Anyways, Amnesia and Calm Mind to
    boost Uxie's stats, Light Screen for more tanking, Reflect does the same 
    thing, U-Turn for when things get too rough for Uxie, or for other Psychics,
    Rest is to stall some more.  Psychic is for a nice STAB attack.
    
    Tank-ish Uxie
    
    Uxie@Leftovers
    Nature: Bold
    EVs: 252 HP, 129 Sp. Atk, 129 Spd.
    Levitate
    -Rest
    -Sleep Talk
    -Thunderbolt/Charge Beam
    -Psychic/Grass Knot
    
    Beat the opponent up with the attacking moves, then use Rest when Uxie's Hit
    Points are getting low.  Sleep Talk will make sure that Uxie can still attack,
    even when it's not awake.  Thunderbolt is for Waters, Charge Beam for power,
    Psychic is for STAB, and Grass Knot is for Grounds, Rocks, and more Waters.
    ==============================================================================
    #147 (481) MESPRIT
             Type: Psychic
             Ability: Levitate (Ground-Type attacks cannot hit this Pokemon)
    Base Stats: 
                  HP-80
              Attack-105
             Defense-105
       Special Attack-105
      Special Defense-105
                Speed-80
    Well, at least its' Base Stats aren't all over the place!  Mesprit is the
    middle of the Psychic Trio, both Pokedex-wise and Stat-wise.  It's the 
    balanced one.
    
    Special Sweeper
    
    Mesprit@Leftovers
    Nature: Modest
    EVs: 252 Sp. Atk, 129 HP, 129 Spd.
    Levitate
    -Calm Mind 
    -Thunderbolt
    -Ice Beam
    -Psychic
    
    Calm Mind is to bost Mesprit's Special Attack and Special Defense.  Ice Beam
    and Thunderbolt (An excellent combo!) to take out Dragons, Grass, Rocks, and
    Waters and Fliers.  Psychic for STAB.  Mesprit's low speed won't Sweep 
    everything, though.
    
    Choice Specs-er/Choice Scarf-er
    
    Mesprit@Choice Specs/Choice Scarf
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Levitate
    -Psychic
    -Thunderbolt 
    -Ice Beam
    -Grass Knot
    
    Similar to the last Set, but now with Grass Knot for Water and Ground Types.
    Pick the attack you think will work best, and use it.  If the opponent brings
    out something resistant, get Mesprit out of there.
    
    A Hit-And-Run Set
    
    Mesprit@Leftovers
    Nature: Bold
    EVs: 252 HP, 129 Def, 129 Sp. Atk.
    Levitate
    -Psychic/Reflect/Light Screen/Thunder Wave
    -Thunderbolt 
    -Ice Beam
    -U-turn
    
    This Set is mostly for Gyarados and Garchomp users.  The first attack can be 
    Psychic for STAB, but it can also be one of the Screens for raising the 
    defenses, or Thunder Wave to slow the opponent down.  Thunderbolt and Ice Beam
    for type coverage, and U-Turn for scouting out moves/getting Mesprit out of a
    sticky situation.
    
    THE MOVES
    Calm Mind, Ice Beam, Thunderbolt, Psychic, Reflect, Light Screen, Grass Knot,
    Thunder Wave, and U-Turn are all TMS.  Yeah, I know.  It doesn't even learn
    Psychic naturally!
    ==============================================================================
    #148 (482) AZELF
             Type: Psychic
             Ability: Levitate (Ground-Type attacks cannot hit this Pokemon)
    Base Stats: 
                  HP-75
              Attack-125
             Defense-70
       Special Attack-125
      Special Defense-70
                Speed-115
    Azelf is the attacker of the Psychic trio.  It's also got good Speed, so the
    best choices with Azelf are Sweepers and Choice Band-ers.
    
    Special Sweeper
    
    Azelf@Life Orb/Expert Belt
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Levitate
    -Nasty Plot
    -Psychic
    -Flamethrower/Shadow Ball
    -Grass Knot
    
    Nasty Plot...Azelf KO'ed me so many times using it when I was trying to catch
    it.  Anyways, Nasty Plot to boost up its' Special Attack even higher.  After 
    several of these, Azelf can go through the toughest Special sponge in two or
    three turns.  Psychic for STAB, Flamethrower for Steels, and Grass Knot for
    Tyranitars.  If you're not afraid of Steels, you can replace Flamethrower 
    with Shadow Ball.
    
    A Choice Specs-er/Choice Scarf-er
    
    Azelf@Choice Specs/Choice Scarf
    Nature: Naive
    EVs: 252 Sp. Atk, 252 Spd, 6 Atk.
    Levitate
    -U-Turn/Explosion
    -Psychic
    -Flamethrower
    -Grass Knot
    
    This is a different set.  U-Turn to scout out the oppontnt's attacks, while
    getting in some hits, Explosion because your opponent will NOT be expecting
    something like Azelf to have Explosion...Just use it if there's no other way
    out of it.  The rest of the Set is just like the last Set, but with Choice
    Specs/Scarf.  This set could use some more attack EVs, so if you want to 
    replace some Special Attack EVs or Speed EVs with Attack, that's just fine.
    
    THE MOVES
    Azelf learns Nasty Plot and Explosion natureally.  Psychic, Flamethrower, 
    Shadow Ball, U-Turn, and Grass Knot are all TMs.
    ==============================================================================
    #149 (483) DIALGA
             Types: Steel/Dragon
             Ability: Pressure (Any moves used by the opponent count as 2 PP
                               not 1.)
    Base Stats: 
                  HP-100
              Attack-120
             Defense-120
       Special Attack-150
      Special Defense-100
                Speed-90
    Now I know why they're called "Ubers!"  Dialga has another weird combo of
    types, it's a Steel-Dragon.  This means that it's only weak against two 
    things, Fighting and Ground.  Dialga's defenses make it harder to beat and
    that Special Attack means it can fight as well as tank, but it's Speed isn't 
    the greatest.
    
    Choice Specs-er
    
    Dialga@Choice Specs
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Pressure
    -Draco Meteor
    -Overheat
    -Aura Sphere
    -Thunder/Dragon Pulse
    
    Draco Meteor, Overheat, and Thunder not the most accurate moves, but Dialga's
    Defenses should be enough to take a hit or two.  Draco Meteor and Overheat 
    also lower Dialga's Special Attack when used, so keep that in mind when you 
    use them.  Draco Meteor is for STAB, Overheat is for any Steels Dialga might
    come across.  Aura Sphere is for other Dialgas and Blissey.  Thunder is if you
    encounter a Kyogre.  Dragon Pulse is for when Draco Meteor runs out of PP, or
    for a STAB'ed Dragon attack that won't lower Dialga's Stats.
    
    A Choice Band-er
    
    Dialga@Choice Band
    Nature: Jolly
    EVs: 252 Atk, 252 Spd, 6 HP.
    Pressure
    -Dragon Claw
    -Earthquake
    -Stone Edge/Iron Tail/Overheat/Shadow Claw 
    -Stone Edge/Iron Tail/Overheat/Shadow Claw
    
    This is the Physical set.  Dragon Claw is for STAB, Earthquake is for other
    Steels.  The last two moves depend on what you think you'll be facing.  Stone
    Edge is for Fliers (Mainly Ho-oh) Iron Tail is for more STAB, Overheat works
    on Skarmory, and Shadow Claw is for Ghosts and Psychics.
    
    THE MOVES
    Dialga learns Draco Meteor from the Move Tutor on Route 210.  It learns Dragon
    Claw and Aura Sphere naturally.  Earthquake, Overheat, Stone Edge, Iron Tail,
    and Shadow Claw are all TMs.
    ==============================================================================
    #150 (484) PALKIA
             Types: Water/Dragon
             Ability: Pressure (Any moves used by the opponent count as 2 PP
                               not 1.)
    Base Stats: 
                  HP-90
              Attack-120
             Defense-100
       Special Attack-150
      Special Defense-120
                Speed-100
    Confession Time: I can never say "Palkia" right.  I always say "Palika" or 
    even worse, "Palooka" (As in "You big Palooka.")  The Pearl Legendary, like 
    Dialga, has some very good Stats.  It might not be as good at Defense, but 
    it's got better Special Defense, and it's faster than Dialga.
    
    Choice Specs-er/Mixed Sweeper
    
    Palkia@Choice Specs/Lustrous Orb/Life Orb
    Nature: Hasty
    EVs: 252 Sp. Atk, 252 Spd, 6 Atk.
    Pressure
    -Aqua Tail
    -Surf
    -Thunder
    -Draco Meteor/Spacial Rend
    
    If you have a Kyogre or at least a Rain Dancer, this set will tear through
    most opponents.  Aqua Tail for a Physical Water Attack, Surf for a Special
    Water Attack.  Thunder for other Waters and Fliers, and Draco Meteor or 
    Spacial Rend for more STAB.
    
    Physical Sweeper
    
    Palkia@Lustrous Orb/Leftovers
    Nature: Jolly
    EVs: 252 Atk, 252 Spd, 6 HP.
    Pressure
    -Bulk Up
    -Dragon Claw 
    -Aqua Tail
    -Earthquake
    
    Use Bulk Up once or twice, then start Sweeping.  Dragon Claw and Aqua Tail
    for STAB, Earthquake for Steels and Rocks.  Just be aware that your opponent
    may have a faster Pokemon with a Dragon-type Attack.
    
    Choice Band-er
    
    Palkia@Choice Band
    Nature: Jolly
    EVs: 252 Atk, 252 Spd, 6 HP.
    Pressure
    -Stone Edge
    -Dragon Claw
    -Aqua Tail
    -Earthquake
    
    A lot like the last Set, but with Stone Edge for Fliers rather than Bulk Up.
    
    THE MOVES
    Palkia learns Draco Meteor from the Move Tutor on Route 210.  It learns Dragon
    Claw, Spacial Rend, and Aqua Tail naturally.  Bulk Up, Thunder, Earthquake, 
    and Stone Edge are all TMs.  Surf is an HM.
    ==============================================================================
    #485 HEATRAN
             Types: Fire/Steel
             Ability: Flash Fire (When this Pokemon is attacked by a Fire-type 
                                  move, the move has no effect, and this Pokemon's
                                  Fire type attacks become more powerful.)
    Base Stats: 
                  HP-91
              Attack-90
             Defense-106
       Special Attack-130
      Special Defense-106
                Speed-77
    Heatran's Stats aren't quite as good as Dialga's or Palkia's, but it's still
    got very good Special Attack, plus good defenses.  Its' types, Steel and Fire,
    make it resistant to a bunch of things.  The bad news is, it's weak against 
    Water, Fighting, and especially Ground, three types which are commonly used
    in Competitive Battles.
    
    Choice Scarf-er/Choice Specs-er
    
    Heatran@Choice Scarf/Choice Specs
    Nature: Mild/Rash/Modest
    EVs: 252 Sp. Atk, 252 Spd, 6 HP
    Flash Fire
    -Fire Blast/Flamethrower/Overheat
    -Earth Power
    -Explosion
    -Overheat/Dragon Pulse/Hidden Power Electric
    
    If you go with Choice Specs, add Modest for a good Nature.  Pick a Fire 
    Attack for STAB.  Earth Power is for Steels, plus the chance of lowering 
    the opponent's Special Defense.  Explosion is for when it looks like Heatran
    is about to be KO'ed, and the last move depends on what you're facing.  
    Dragon Pulse for Dragons, and Hidden Power Electric for Water and Flying 
    types.
    
    A Sleep-Talker
    
    Heatran@Leftovers/Shed Shell/Life Orb
    Nature: Modest
    EVs: 252 Sp. Atk, 129 HP, 129 Spd.
    Flash Fire
    -Lava Plume
    -Earth Power/Dragon Pulse/Iron Head
    -Sleep Talk
    -Rest
    
    Rest to keep Heatran in battle as long as possible, Sleep Talk to make Heatran
    keep beating up its' enemies while it still sleeps.  Lava Plume for STAB as 
    well as the chance of burning the opponent.  Earth Power for Steels and Rocks,
    Dragon Pulse for Dragons, and Iron Head for some Steel STAB, plus taking out
    any Blisseys you might run into.
    
    THE MOVES
    Heatran learns Lava Plume, Iron Head, and Earth Power naturally.  Hidden 
    Power, Fire Blast, Rest, Overheat, Dragon Pulse, and Sleep Talk are all TMs.
    ==============================================================================
    #486 REGIGIGAS
             Type: Normal
             Ability: Slow Start (This Pokemon's Attack and Speed are halved for 
                                 the first few turns of the battle.)
    Base Stats: 
                  HP-110
              Attack-160
             Defense-110
       Special Attack-80
      Special Defense-110
                Speed-100
    Hmm, Regigigas.  The Pokemon with all the "G's" in it's name.  It has good 
    Stats, but that Ability can really mess things up.  Still, it could make an 
    excellent Tank.
    
    Physical Wall
    
    Regigigas@Leftovers
    Nature: Impish
    EVs: 252 HP, 129 Def, 129 Def.
    Slow Start
    -Knock Off
    -Thunder Wave
    -Substitute/Double Team 
    -Return
    
    Knock Off for Ghosts, and to get rid of any helpful item the opponent might 
    have.  Thunder Wave to slow them down, Substitute and Double Team to stall 
    even more, and Return for a nice STAB'ed Attack when the Slow start ends.
    
    Sub-Puncher
    
    Regigigas@Leftovers
    Nature: Adamant
    EVs: 252 HP, 252 Def, 6 Atk.
    Slow Start
    -Substitute/Confuse Ray
    -Thunder Wave/Confuse Ray
    -Return
    -Focus Punch
    
    Substitute for stalling, Confuse Ray for the "Hax."  Thunder Wave for slowing
    the opponent down, Return for STAB, and Focus Punch for when your opponent is
    busy with the Substitute.  
    
    Choice Band-er
    
    Regigigas@Choice Band
    Nature: Adamant
    Evs: 252 HP, 252 Atk, 6 Spd.
    Slow Start
    -Return
    -Superpower
    -Knock Off 
    -Zen Headbutt
    
    Unfortunately, Regigigas' Slow Start means this Set won't hit as hard as it 
    should.  Return for STAB, Superpower for the Steels and Rocks, Knock Off for
    Ghosts, as well as any Pokemon carrying a helpful item.  Zen Headbutt for
    any Poison or Fighting types you might come across.
    
    choice Specs-er
    
    Regigigas@Choice Specs
    Nature: Modest
    EVs: 252 HP, 252 Sp. Atk, 6 Spd.
    Slow Start
    -Thunderbolt
    -Focus Blast
    -Hidden Power Ice 
    -Focus Punch
    
    This is a bit of an odd set, but since Regigigas' Special Attack isn't 
    affected by Slow Start, it could work.  Thunderbolt is for the Water and 
    Flying Types, Focus Blast is for a Special Fighting attack, Hidden Power 
    Ice is for Dragons, and Focus Punch is for sheer power.  Try to catch the
    opponent on the switch, or while their Pokemon is using a Stat-boosting move.
    
    THE MOVES
    Regigigas learns Knock Off and Confuse Ray from the Move Tutor in Pastoria
    City.  It learns Superpower and Zen Headbutt naturally.  Focus Punch, Hidden
    Power, Return, Thunderbolt, Double Team, Focus Blast, Thunder Wave, and
    Substitute are all TMs.
    ==============================================================================
    #487 GIRATINA
             Types: Ghost/Dragon
             Ability: Pressure (Any moves used by the opponent count as 2 PP
                                not 1.)
    Base Stats: 
                  HP-150
              Attack-100
             Defense-120
       Special Attack-100
      Special Defense-120
                Speed-90
    Another Legendary with a unique set of types!  Giratina has high Hit Points,
    Defense, and Special Defense.  Its' attack and Special Attack are above 
    average, and its' Speed is about average.  It makes an excellent Tank with
    those Stats, and the Ability Pressure.
    
    Platinum Update:  Giratina has a new form.  It's called Giratina Origin Form.
    That may change when the game comes to the states.  Its' Base stats have been
    changed a little.
    
    Base Stats: 
                  HP-150
              Attack-120
             Defense-100
       Special Attack-120
      Special Defense-100
                Speed-90
    
    Yeah, Giratina Origin Form's traded its' defenses for its offenses.  Kinda 
    weird.  It also has the Ability Levitate instead of Pressure.  The downside?
    It has to be holding a certain item to be in Origin Form, and that item can't
    be Tricked, Knocked Off, Thiefed, Coveted, or Switcherooed.
    
    A Staller/"Rest-Talker"
    
    Giratina@Leftovers
    Nature: Impish/Bold
    EVs: 252 Def, 252 Sp. Def.  (The other 6 can be in Attack, Special Attack, or
    Hit Points)
    Pressure
    -Dragon Claw/Dragon Pulse 
    -Will-o-Wisp/Calm Mind 
    -Rest
    -Sleep Talk
    
    Either Burn the opponent with Will-o-Wisp, or boost your Stats with Calm Mind.
    Rest when Giratina's Hit Points are getting low, Sleep Talk to make sure
    Giratina can hit the opponent while asleep, and Dragon Claw or Dragon Pulse
    for STAB, depending on if you want a Physical or Special Attack.  Dragon 
    Pulse works better with Calm Mind.
    
    A Calm Mind-er
    
    Giratina@Leftovers
    Nature: Bold/Relaxed
    EVs: 252 Def, 252 Sp. Def, 6 Sp. Atk.
    Pressure
    -Calm Mind
    -Will-o-Wisp
    -Dragon Pulse
    -Shadow Ball/Rest/Protect/Toxic/Roar/Thunder
    
    Calm Mind to boost Giratina's Stats, Will-o-Wisp for Physical Attackers, 
    Dragon Pulse for STAB and to take advantage of Calm Mind, and the last move
    depends on what you think you'll be facing.  Shadow Ball for more STAB, Rest
    to kep Giratina in the battle, Protect to find out your opponent's moves while
    avoiding attacks, Toxic for taking down the opponent slowly, Roar to get rid
    of Stat-Boosters, and Thunder to take down Kyogre.
    
    A Choice Specs-er
    
    Giratina@Choice Band
    Nature: Modest
    EVs: 252 Sp. Atk, 252 Def, 6 HP.
    Pressure
    -Draco Meteor
    -Shadow Ball
    -Aura Sphere
    -Thunder
    
    Draco Meteor and Shadow Ball for STAB as well as Dragons and Psychics.
    Giratina's defenses are high enough to afford a miss with Draco Meteor.  Aura
    Sphere for Steels, and Thunder for Water-types.
    
    Choice Band-er
    
    Giratina@Choice Band
    Nature: Adamant/Brave
    EVs: 252 Atk, 252 Sp. Def, 6 HP.
    Pressure
    -Dragon Claw
    -Shadow Claw
    -Earthquake
    -Thunder/Aerial Ace/Toxic/Stone Edge/Thunder wave
    
    Dragon Claw and Shadow Claw for STAB, other Dragons, and Psychics.  Earthquake
    for Steels, and the last attack can be one of a bunch of things.  Thunder for
    Kyogres, (Not to mention the chance of Paralyzing the opponent!) Aerial Ace 
    for Fighting and Bug-Types (More specifically Heracross.) Toxic to take down
    the defensive Pokemon, Stone Edge for Fliers, and Thunder Wave to slow the 
    opponent down.
    
    THE MOVES
    Giratina learns Draco Meteor from the Move Tutor on Route 210.  It learns
    Dragon Claw, Shadow Claw, and Aura Sphere naturally.  Calm Mind, 
    Roar, Toxic, Protect, Thunder, Earthquake, Shadow Ball, Aerial Ace, Rest, 
    Dragon Pulse, Will-o-Wisp, Thunder Wave, and Sleep Talk are all TMs.
    ==============================================================================
    #488 CRESSELIA
             Type: Psychic
             Ability: Levitate (Ground-Type attacks cannot hit this Pokemon)
    Base Stats: 
                  HP-120
              Attack-70
             Defense-120
       Special Attack-75
      Special Defense-130
                Speed-85
    Cresselia is one of the two "Runners" (Mesprit is the other).  It's a bit slow
    for a Legendary, and its' Attacking stats are low, too.  It has good defenses,
    and its' Ability, Levitate, is always good in a battle. 
    
    A Healer-ish Cresselia
    
    Cresselia@Leftovers
    Nature: Bold/Calm/Modest
    EVs: 252 HP, 129 Def, 129 Sp. Def
    Levitate
    -Reflect/Ice Beam
    -Thunder Wave/Ice Beam
    -Ice Beam/Sleep Talk/Charge Beam
    -Moonlight/Lunar Dance/Rest
    
    Reflect to raise your Team's Defense, Thunder Wave to slow the opponent down.
    Ice Beam for an anti-Dragon attack, charge Beam for boosting Cresselia's 
    Special Attack, as well as Water and Flying Pokemon.  The last move depends on
    what you want to heal.  If you just want to keep Cresselia in battle for a 
    longer time, go with Moonlight.  If you're desparate to get your next Pokemon 
    ready and don't think Cresselia will survive another turn, go with Lunar 
    Dance.  Another thing you can do is make Cresselia a "Sleep-Talker" and add 
    Sleep Talk and Rest to the Set.  That way, Cresselia will stay in the battle 
    longer.
    
    A Special Sweeper
    
    Cresselia@Leftovers
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    Levitate
    -Calm Mind
    -Psychic
    -Ice Beam/Energy Ball/Shadow Ball 
    -Ice Beam/Energy Ball/Shadow Ball/Moonlight
    
    Calm Mind to boost Cresselia's Special Attack, Psychic for STAB.  The last two
    moves depend on what you think you'll be facing,  Ice Beam for Dragons, Energy
    Ball for Water Types, and Shadow Ball for Ghosts and other Psychics, and
    Moonlight to heal.
    
    A Cressy for Double Battles (Supporter)
    
    Cresselia@Light Clay/Leftovers
    Nature: Timid
    EVs: 252 Def, 252 S. Def, 6 Spd
    Levitate
    -Reflect
    -Light Screen
    -Safeguard/Protect
    -Psychic
    
    Cressy has Levitate, which is always an advantage in Double Battles.  Reflect
    and Light screen are to boost your defenses, Safeguard is to protect
    from status conditions, Protect is to keep Cresselia in the battle
    longer, and Psychic is in case you run into a Taunter, or actually want to 
    attack.
    
    THE MOVES
    Cresselia learns Safeguard, Moonlight, Lunar Dance, and Psychic naturally.  
    Calm Mind, Reflect, Light Screen Ice Beam, Rest, Shadow Ball, Energy Ball, 
    Sleep Talk, and Thunder Wave are all TMs.
    ==============================================================================
    #490 MANAPHY
             Type: Water
             Ability: Hydration (When the In-Game weather turns to Rain, all 
                                 Status effects on this Pokemon are cured.)
    Base Stats: 
                  HP-100
              Attack-100
             Defense-100
       Special Attack-100
      Special Defense-100
                Speed-100
    
    Manaphy is one of those few Pokemon whose Base Stats are all the same.  Its'
    Signature Move, Heart Swap, makes it a good Pokemon to use against Stat
    Boosters.
    
    Anti-Setup Manaphy
    
    Manaphy@Leftovers
    Nature: Naive
    EVs: 252 HP, 252 Spd, 6 Def.
    Hydration
    -Heart Swap
    -Waterfall 
    -Energy Ball/Grass Knot
    -Ice Beam
    
    Heart Swap to stop any Stat-Boosting Pokemon, Waterfall for STAB, Energy Ball
    or Grass Knot for other Waters, and Ice Beam for Dragons.
    
    Special Sweeper
    
    Manaphy@Leftovers
    Nature: Timid
    Evs: 252 Sp. Atk, 252 Spd, 6 HP
    Hydration
    -Tail Glow 
    -Surf 
    -Ice Beam/Substitute
    -Energy Ball/Grass Knot/Substitute
    
    Tail Glow to boost Manaphy's Special Attack, Surf for STAB.  Ice Beam to take
    out Dragons, Energy Ball or Grass Knot for Waters.  Substitute to scout out 
    the opponent's moves or to stall.
    
    THE MOVES
    Manaphy learns Tail Glow from the Move Tutor in Pastoria City.  It learns 
    Heart Swap naturally.  Ice Beam, Energy Ball, Grass Knot, and Substitute are
    all TMs, and Surf and Waterfall are HMs.
    ==============================================================================
    #491 DARKRAI
             Type: Dark
             Ability: Bad Dreams (When this Pokemon's opponent is asleep, it 
                                 loses Hit Points every Turn.
    Base Stats: 
                  HP-70
              Attack-90
             Defense-90
       Special Attack-135
      Special Defense-90
                Speed-120
    Darkrai is the first of the Legendaries that aren't available in America yet.  
    It's main Stats are its' Speed and Special Attack, meaning it would make an 
    excellent Special Sweeper.  It has a good Movepool, which makes up for its'
    mostly average other Stats.  Its Signature move, Dark Void, may not be the 
    most accurate, but it goes very well with its' Ability, Bad Dreams.
    
    Special Sweeper/Staller
    
    Darkrai@Leftovers
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 Sp. Def.
    Bad Dreams
    -Calm Mind
    -Dark Void
    -Dark Pulse
    -Substitute
    
    Calm Mind to boost up Darkrai's Stats.  Substitute to stall, Dark Void to get
    the opponent to sleep so that they can't do anything and so that Bad Dreams
    will activate and do more damage to the opponent.  If you don't want to be
    walled in by Steels or other Darkrais, you can try putting in Focus Blast,
    just be aware that Focus Blast isn't the most accurate move in the game.
    
    Physical Sweeper
    
    Darkrai@Life Orb
    Nature: Jolly/Adamant
    EVs: 252 Atk 252 Spd, 6 Sp. Def.
    Bad Dreams
    -Swords Dance
    -Pursuit
    -Brick Break
    -Dark Void
    
    Darkrai's Physical Attack isn't quite as good as its' Special Attack, but it's
    not that bad either.  Swords Dance to boost Darkrai's Attack, Pursuit for 
    STAB, Ghost Types and Hit-and-Runners.  Brick Break for Steels, and Dark Void
    to make the opponent fall asleep.
    
    A Choice Specs-er
    
    Darkrai@Choice Specs
    Nature: Timid
    Evs: 252 Sp. Atk, 252 Spd, 6 Sp. Def.
    Bad Dreams
    -Dark Pulse
    -Thunder
    -Ice Beam
    -Focus Blast/Dark Void
    
    Dark Pulse for STAB, Thunder for Water Pokemon (Preferably with a Rain Dancer
    in your party) Ice Beam for Dragons, Focus Blast for a powerful attack, and 
    Dark Void to make the opponent fall asleep, activating Bad Dreams.
    
    Here's a different Set.
    
    Darkrai@Dark Plate/Leftovers
    Nature: Quiet
    EVs: 252 HP, 252 Sp. Atk, 6 Def. 
    Bad Dreams
    -Dark Void
    -Nightmare
    -Dream Eater
    -Dark Pulse
     
    This Set is made to put your opponent to sleep, then do as much damage as you
    can.  Dark Void to make the opponent sleep, and to start Bad Dreams, Nightmare
    and Dream Eater to add to the damage that it takes while it's sleeping, (While
    Dream Eater heals Darkrai) and Dark Pulse for an actual attack.
    
    THE MOVES
    Darkrai learns Dark Void, Nightmare, Dream Eater, Pursuit, and Dark Pulse 
    naturally.  Calm Mind, Ice Beam, Brick Break, Thunder, Swords Dance, Focus 
    Blast, and Substitute are all TMs.
    ==============================================================================
    #492 SHAYMIN
             Type: Grass
             Ability: Natural Cure (All Status conditions on this Pokemon are 
                                   cured when it is withdrawn from battle.)
    Base Stats: 
                  HP-100
              Attack-100
             Defense-100
       Special Attack-100
      Special Defense-100
                Speed-100
    Shaymin, like Manaphy, has all the same Stats.  It makes up for that with a
    limited Movepool.  It's very similar to Celebi, the Legendary from Gold, 
    Silver, and Crystal.  Shaymin's Signature Move, Seed Flare, is not that 
    accurate, but it lowers the opponent's Special Defense.
    
    Platinum Update: Shamin now has a new form.  Its' name is Shaymin Sky form 
    (So far, anyways.)  It has different Base Stats from Shaymin.  Here they are.
    
    Base Stats: 
                  HP-100
              Attack-103
             Defense-75
       Special Attack-120
      Special Defense-75
                Speed-127
    
    Yikes, can we say "Special Sweeper?"  This guy's stats look almost as scary as
    Arceus', but Shaymin's got lower defenses.  "Sky-Min" also has a different 
    Ability, Serene grace, which means it can use a lot of moves with a chance of
    something happening to good effect.  Air Slash, for instance.
    
    Sub-Seeder Shaymin
    
    Shaymin@Leftovers
    Nature: Timid/Modest
    EVs: 252 HP, 252 Spd, 6 Sp. Atk.
    Natural Cure
    -Substitute 
    -Leech Seed 
    -Seed Flare/Energy Ball 
    -Hidden Power Fire
    
    Substitute to stall, Leech Seed to start draining the opponent's Hit Points,
    Seed Flare or Energy Ball for STAB, and Hidden Power Fire for any other Grass
    Pokemon Shaymin may meet.
    
    Special Sweeper-ish Staller
    
    Shaymin@Leftovers
    Nature: Timid/Modest
    EVs: 252 Sp. Atk, 252 Spd, 6 HP
    Natural Cure
    -Seed Flare/Energy Ball
    -Psychic/Grasswhistle
    -Hidden Power Fire/Ground
    -Rest
    
    Seed Flare and Energy Ball for STAB, Psychic for Fighting and Poison Types,
    Grasswhistle for the chance that the opponent will fall asleep, Hidden Power
    Fire for Steels and other Grass Pokemon, Hidden Power Ground for other Steels
    and Rocks.  Rest to keep Shaymin in the battle.  When you're done healing, 
    switch Shaymin out for a Natural cure.
    
    Choice Specs-er
    
    Shaymin@Choice Specs
    Nature: Timid/Modest
    EVs:252 Sp. Atk, 252 Spd, 6 HP
    Natural Cure
    -Seed Flare
    -Psychic
    -Hidden Power Fire
    -Hyper Beam/Grass Knot/Grasswhistle/Rest
    
    Seed Flare for STAB, Psychic for Fighting and Poison Types, Hidden Power Fire
    for other Grass Types and Steels.  Hyper Beam for a powerful attack, Grass 
    Knot for more STAB, Grasswhistle for the chance that the opponent will fall
    asleep, and Rest to keep Shaymin going, especially with Shaymin's Natural
    Cure.
    
    Shaymin (Sky Form)
    
    Mixed Sweeper Shaymin
    
    Shaymin (Sky Form)@Life Orb
    Nature: Naive
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    -Seed Bomb
    -Zen Headbutt
    -Swords Dance
    -Hidden Power Fire/Earth Power
    
    Looking at Sky Form's Special Attack, you wouldn't expect to find a Shaymin 
    that uses Physical attacks, so here's a Set the opponent might not expect.  
    Seed Bomb is for STAB, Zen Headbutt is for Fighting and Poison types, Swords
    Dance is for boosting Shaymin's attack, Hidden Power Fire is for Steels, and
    Earth Power is for Pokes like Heatran.
    
    Special Sweeper Shaymin
    
    Shaymin (Sky Form)@Life Orb/Yache Berry
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    -Air Slash
    -Seed Flare
    -Earth Power
    -Hidden Power Ice/Fire
    
    Now, this looks like a Set that's based of Shaymin's Special Attack.  Yache 
    Berry is there to cover Shaymin's weakness against Ice, although it needs a 
    bit of predicting to pull off.  It can be replaced with the berry that reduces
    Fire Damage, if you think you're going up against a Fire type.  Anyways, Air 
    Slash is for other Grass types, as well as Fighting and Bug types.  Seed Flare
    is there for STAB, Earth Power is for those pesky Fire types, and Hidden Power
    is for type coverage.
    
    SubSeeder Shaymin
    
    Shaymin (Sky form)@Leftovers
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    -Earth Power/Air Slash/Hidden Power Ice/Fire
    -Seed Flare
    -Substitute
    -Leech Seed
    
    Man, most of the Set descriptions for Shaymin sound like bad anime titles.  
    Anyways, Substitute to stall, Leech Seed to sap the opponent's energy AND 
    stall, the first attack for type coverage, depending on what you think you'll
    be facing, and Seed Flare for STAB.
    
    A FEAR-Min
    
    Shaymin (Sky Form)@Focus Sash
    Nature: Timid
    EVs: 252 Sp. Atk, 252 Spd, 6 HP.
    -Endeavor
    -Quick Attack
    -Healing Wish
    -Seed Flare/Air Slash
    
    This is the "I'm going down and I know it, but I'm going to annoy you a lot"
    moveset.  Put Shaymin in front of, say, a Heatran, let it flame you, then 
    when you're still standing with one hit point left, you laugh maniacally and
    Endeavor them down to one hit point as well.  Then depending on what you think
    the opponent's going to do next, you either Quick Attack them to a KO, or use
    Healing Wish to faint Shaymin and bring a healthy Pokemon into the fight, or 
    you just attack them with a Seed Flare or Air Slash.  Actually, if they switch
    in a different Poke, it might even be possible to Endeavor them again if you 
    can predict it right, making for even more annoyance.
    
    
    THE MOVES
    Shaymin learns Leech Seed, Energy Ball, Grasswhistle, and Seed Flare 
    naturally.  Hidden Power, Hyper Beam, Psychic, Rest, Grass Knot, and 
    Substitute are all TMs.
    ==============================================================================
    #493 ARCEUS
             Type: Normal
             Ability: Multitype (This Pokemon's Type is determined by the types
                                of plate it's holding.)
    Base Stats: 
                  HP-120
              Attack-120
             Defense-120
       Special Attack-120
      Special Defense-120
                Speed-120
    One look at those Stats and you'll know why Arceus is called an "Uber."
    Its' Stats and its' Ability, Multitype, means it will be VERY hard to 
    counter, plus its' Signature Move, Judgement, gives it a powerful AND 
    Accurate attack which automatically gets STAB, no matter WHAT plate it has.
    
    Special Sweeper
    
    Arceus@Ghost Plate/Dark Plate/Bug Plate
    Nature: Timid
    EVs: 252 Sp. Atk, 129 HP, 129 Spd.
    Multitype
    -Judgment
    -Dragon Pulse
    -Calm Mind
    -Recover/Substitute
    
    "Balanced game"?  What is this "Balanced Game" of which you speak?  Judgement
    for STAB, Dragon Pulse for Dragons, Calm Mind to make Arceus even MORE 
    powerful.  Recover to keep Arceus in battle for a VERY long time, and 
    Substitute to stall.
    
    Physical Sweeper
    
    Arceus@Ghost Plate
    Nature: Jolly
    EVs: 252 Atk, 129 HP, 129 Spd.
    Multitype
    -Swords Dance
    -Shadow Claw 
    -Brick Break
    -Recover
    
    Swords Dance to power up, Shadow Claw for STAB.  Brick Break for Steels and
    Recover to keep Arceus going.
    
    Another Physical Sweeper
    
    Arceus@Silk Scarf
    Nature: Adamant
    EVs: 252 HP, 252 Atk, 6 Spd.
    -Swords Dance
    -Extremespeed
    -Earthquake
    -Shadow Claw/Overheat
    
    Arceus is strong enough that after a Swords Dance or two, Extremespeed will
    beat almost anything that is faster than it.  Earthquake is for most Steels
    and Rocks, Overheat is for Levitating and Flying Steels.
    
    THE MOVES
    Arceus learns Extremespeed, Recover, and Judgement naturally.  Calm Mind, 
    Brick Break, Earthquake, Overheat, Swords Dance, Substitute, and Shadow 
    Claw are all TMs.
    ==============================================================================
    
    Was that the last one?  Yes, Arceus was the last one!  (Falls over, exhausted)
    Wow, that was a long month.  And this guide's not done yet.  Looking back over
    the Guide, I've noticed a LOT of mistakes, especially in the beginning.  I'll
    be fixing them when I find them.  There's always going to be updates, more 
    Movesets to add, but for now, I need a VERY long rest.
    
    V.  UBER-BUSTERS!
    
    (Starts singing, to the "Ghostbusters" Theme)
    
    When there’s something strong
    In the neighborhood…
    Who ya’ gonna call…Uber-Busters!
    When they’re Uber-tiered
    And it don’t look good…
    Who ya’ gonna call…Uber-Busters!
    
    Man, that was my favorite movie when I was a kid.  Anyways, welcome to the 
    Uber-Busters, a guide to beating Legendaries, Ubers, and Overused Pokemon.
    
    The first thing you have to figure out when picking a good counter is what the
    opponent's Pokemon does.  Is it a Physical Attacker, or a Special Attacker?
    Does it have lower Defense or Special Defense?  If you know what moves it has,
    it's easier to build a better counter.
    
    The second thing you must think of is can your Pokemon survive a hit from the
    opponent?  You might find yourself switching the Pokemon in, so make sure it 
    can take at least one hit.
    
    I've re-arranged the list so that it's going by National 'Dex number.  This 
    will hopefully make them easier to go through.
    
    Alakazam
    
    Spiritomb is immune to Psychic, and it has good defenses.  If the 'Zam doesn't
    have Hidden Power Fire, then a Psychic-Steel like Metagross can take it out.
    If it doesn't have Grass Knot, then a Water-Psychic like Starmie or Slowbro
    will work.
    
    It's a little risky, Poison being weak to Psychic and all, but Crobat can 
    outspeed 'Zam, and hit it with a Choice Band-ed U-Turn.  Just don't switch
    Crobat in when 'Zam is about to use Psychic.
    
    Gengar
    
    Bronzong can take anything Gengar uses, except Hidden Power Fire...And even 
    that will take more than one turn to take Bronzong down.  There's also 
    Metagross, or Jirachi if you have him.  Pursuit is a good move for getting
    Gengar out of the picture, but the Pokemon using it has to be able to switch
    in on Gengar.
    
    Gyarados
    
    Starmie can take Gyarados down if it's got Recover and Thunderbolt.  Just make
    sure the opponent doesn't switch into something that likes getting hit by 
    Electric attacks (Electivire, anyone?) Cresselia can also do the job if the
    Nature is Bold and it has Charge Beam.  Bronzong is resistant to most of 
    Gyarados' Attacks, but it needs Hidden Power Electric to even think about
    knocking Gyarados out.
    
    If the Gyarados doesn't have Stone Edge, Lapras will do the job.  Metagross
    with Thunderpunch will also work, unless the Gyarados has Earthquake.
    
    Vaporeon
    
    Vappy's Water Absorb Ability is very useful, and I should know.  In fact, a
    good way to shut Vaporeon's STAB attacks is to use the Ability against it by
    bringing in something with Trace.  Gardevoir has Trace, and it learns 
    Thunderbolt too.  So does Porygon-2.
    
    Some Special Walls like Cresselia and Blissey also can take a few hits from 
    Vaporeon, but since Vaporeon learns Wish, it will be a lot harder to actually
    defeat it.
    
    Snorlax
    
    Rhyperior is a good Pokemon to use against Snorlax.  It resists Snorlax's big
    STAB attacks, and its' Ability, Solid Rock, lets it take a lot of hits that
    would KO another Pokemon.  Tyranitar works too, even if it's not built to take
    things like Rhyperior.
    
    Dragonite
    
    A Water Pokemon with good Defenses and Ice Beam can take down Dragonite...
    Or at least find out what it's made of.  Suicune and Swampert can do that
    job.  If it's mostly a Special Attacking Dragonite, a Blissey can take it on,
    just make sure the Dragonite doesn't have Focus Punch before you switch it in.
    Steel-Type Pokemon are good for surviving Dragonite's STAB attacks.
    
    Mewtwo
    
    Metagross can take any Mewtwo that does not have Fire moves, like 
    Flamethrower.  If the Mewtwo doesn't have Focus Punch or Substitute, a Blissey
    can put a dent in its' speed with Thunder Wave, as well as taking any Special
    attack Mewtwo can throw at it.
    
    The "Lati@s" can also take any Special Attacks, and use Dragon Pulse to take
    Mewtwo down.
    
    Mew
    
    Ugh, a Legendary Pokemon with a HUGE Movepool, which makes it VERY hard to 
    counter, AND a good Ability.  True, Nintendo did make Mew one of the 
    hard-to-get Pokemon, but that didn't stop any of the cheaters.  (Especially 
    not on the GTS, but that's another story.)
    
    Bronzong is the best counter to Mew on its' own, but that doesn't stop Mew 
    from Baton Passing itself out of there.  
    
    Metagross can come in on almost anything that Mew can throw, and Blissey
    can be used against a Special Attacker.  A Physical Mew can be Walled in 
    by a defensive Groudon or Kyogre, and Darkrai moves faster than Mew, so
    it just has to use Dark Void to make Mew fall asleep and start pounding
    away.
    
    Umbreon
    
    Most Umbreons depend on non-attacking moves, like Curse or Wish, to keep in
    the game.  A faster Pokemon with Taunt, like Gyarados, can really mess up that
    kind of Set.  With its' non-attacking moves gone, Umbreon has to either stick
    to attacking moves, like Payback, or switch out.  Either option will give the
    opponent a chance to set something up, like Dragon Dance.
    
    If you don't feel like crippling Umbreon with Taunt, or just don't have a 
    Taunter, Umbreon has one big enemy that prefers attacks, and that's Heracross.
    Both of its' STAB attacks are strong against Dark, and it's Ability, Guts, 
    means that Umbreon can't use moves like Toxic without activating the Ability.
    
    Scizor
    
    Being a Steel/Bug type,Scizor has one MAJOR weakness to worry about, and 
    that's Fire.  Charizard resists both of Scizor's STAB attacks, plus it also
    resists Brick Break.  Since Scizor's best attacks are Physical, Pokemon with
    high Defense, like Gliscor work well against it.
    
    Scizor is also commonly seen as a Baton Passer.  Weezing and Skarmory can 
    switch in on it, then use Haze or Whirlwind to mess up its' Stat-Boosting 
    before it becomes a problem.
    
    Heracross
    
    The Bug-Fighting Pokemon is even stronger, now that it learns a good Rock 
    Move.  Anyways, Gliscor makes a good counter.  It's resistant to both of 
    Heracross's STAB moves, gets its own STAB from Flying (Hera's worst nightmare)
    and has good Defense.  Weezing also has resistances to Bug and Fighting, but
    its' prefered way of taking Heracross down, Flamethrower or fire Blast, also
    have a chance of Burning it.  That's something you DON'T want to do to a 
    Pokemon with Guts.  Dusknoir is similar to Weezing, although it uses Fire 
    Punch rather than Flamethrower.  
    
    Salamence, Gyarados, and Crobat are good choices, but anyone that uses them 
    should be aware that Heracross learns Stone Edge.  If the Heracross uses 
    Hit-and-Run attacks, a Dugtrio with Arena Trap and Aerial Ace is a good 
    choice.
    
    Skarmory
    
    Skarmory does NOT like Magnet Pull.  Magnet Pull means that it's (If you'll 
    excuse the expression) a sitting duck.  Its' Special Defense is not nearly
    as good as its' regular Defense, so any Special Fire or Electric attacks will
    do the job if the Pokemon that uses it goes first.
    
    Blissey
    
    Blissey might be the greatest Special Defender, but its Defense isn't so good.
    Machamp is a good Pokemon for taking it down.  It gets STAB from Fighting, and
    its' Ability Guts means Stat Effects are a good thing for it.  Especially if
    the Machamp has the Sleep Talk/Rest combo.  Electivire can take a Thunder Wave
    and use it to increase its' Speed, and its' Special Defense is good enough to 
    take the occasional Ice Beam.  Dugtrio is weak against Ice, but it has Arena
    Trap, and gets STAB from Earthquake.  Garchomp is similar.  It can switch in 
    on Thunder Wave, then use Substitute and Swords Dance to set up a Sweep.
    
    If you have a lot of time on your hands and REALLY want to annoy your 
    opponent, you can bring in a Dusclops or a Spiritomb.  Between their good 
    Defenses and the fact that they both resist Seismic Toss, they can wear 
    Blissey down.  Maybe add Mean Look to keep Blissey from getting away.
    
    Tyranitar
    
    Hippowdon is also a good Pokemon to take out Tyranitar, because it's a 
    Physical defender that doesn't have to worry about Sandstorm.  You could also
    use a Rhyperior to take those physical hits.  Hariyama and Machamp are some 
    other choices.  They're resistant to Dark and Rock, Tyranitar's STAB attacks.
    
    Suicune
    
    The Ability Water Absorb, is a major advantage here.  Lapras and Vaporeon in
    particular have the defenses to take whatever other hits Suicune can throw at
    them.  If the Suicune likes to use Calm Mind, a taunt will put an end to its'
    Stat boosting.  Gyarados can take advantage of the Taunt and get a few Dragon
    Dances in.  An Electivire can also get past the Calm Mind boosts with Physical
    attacks.
    
    Lugia
    The Silver Legendary isn't really much of an attacker.  Its' best Stats are
    mostly in its' defenses.  A Mewtwo or Mew with Taunt can easily mess up 
    Lugia.  Kyogre or Deoxys can take advantage of Lugia's Ice and Ghost weakness.
    If the Lugia doesn't have Rest, a Pokemon with Toxic can slowly take it down.
    
    Ho-oh
    
    Kyogre is Ho-oh's biggest threat.  It makes the in-game weather rainy just
    by showing up, gets STAB fron Surf, and 100% accuracy on Thunder.  Palkia 
    can also take Ho-oh out with Aqua Tail, Stone Edge, and Thunder.  A Physical
    Rayquaza can also do the job, but Ray has to keep an eye out for Burns.
    
    Breloom
    
    Breloom is a LOT nastier with the additions of Poison Heal and Substitute as
    a TM.  Usually, you'll see a Breloom use Spore, then Sub, then start 
    attacking with Seed Bomb, Stone Edge, Mach Punch, or Focus Punch.  So, how 
    does one stop a Sub-Sporing Breloom?  A Pokemon that cannot be put to sleep, 
    like Hypno, works here.  "Sleep Talkers"-Pokemon with Rest and Sleep Talk, are
    also a good choice.  Skarmory can take most of Breloom's hits, but it still 
    has to put up with being Spored.  Celebi and Executor have smilar problems, 
    but being Grass pokemon, they won't have to worry about being Leech Seeded.
    
    Ninjask
    
    Since Ninjask is a Baton Passer, the best way to screw up its' plans is to
    use Roar or Whirlwind.  Once Ninjask, or the Pokemon it's Baton Passed to, 
    is Roared out, its' Stats go back to normal.  Another way to really mess
    Ninjask up is to use Stealth Rock.  Stealth Rock does more damage to Pokemon
    that are weak against Rock, and Ninjask is double weak against Rock, so 
    Stealth Rock will do lot of damage to it.  Skarmory and Donphan are two 
    commonly used Stealth Rock/Roar users.
    
    Milotic
    
    Anything that goes up against Milotic must be aware that it learns Hypnosis,
    a move that can leave your Pokemon helpless.  Anyways, Milotic can be taken
    down by a strong Electric type.  The problem with this strategy is if your
    opponent sees this coming he can switch to a Ground Type.
    
    Ludicolo can take both Surf and Ice Beam, and Leech Seed Milotic to a 
    Knockout.  Abomasnow also gets STAB from Grass but the fact that its' Ability
    turns the weather to Hail can hurt as much as it helps.
    
    Salamence
    
    Salamence is used as both a Physical and a Special Attacker.  If it's 
    Physical, try a Gliscor or a Weezing.  Weezing can learn Pain Split and
    Will-o-Wisp, and it has Levitate, so Earthquakes can't affect it.
    
    A Special Salamence can be stopped by a Blissey, whose Stats are so high that
    Blissey's in the Overused category.  If you want something less well known, 
    try an Empoleon (Preferably with a Calm Nature to boost its' Special Defense)
    or a Registeel.  If you don't think the Salamence has a Fire attack, a Weavile
    can also do the job.
    
    Metagross
    
    Since Metagross is usually a Physical Pokemon, it can be stopped by Physical
    Walls.  Hippowdon is a good choice, because it has good Defense and gets STAB
    from Earthquakes.  Skarmory can take the hits and avoid Metagross's 
    Earthquake.  If the opponent likes to use their Metagross for Hit-and-Run 
    attacks, a Magnezone with Magnet Pull will stop it in its' tracks...Especially
    if the Magnezone moves faster.
    
    Groudon
    
    The easiest way to stop a Groudon is to shuffle it out of Battle before it
    can build itself up.  Lugia works for this, using Reflect and Whirlwind to
    keep Groudon users on their toes.  Just watch out for Stone Edge.
    
    If the Groudon doesn't have a Substitute, then Giratina can take it down 
    with Will-o-Wisp.  The "Lati@s" can also knock out Groudon with Grass Knot,
    but they must be careful of Dragon Claw.
    
    Kyogre
    
    A Special Sweeper "KyUber" that doesn't have any Choice items can be blocked
    by Blissey or one of the "Lati@s," especially if they're packing a Psych Up.
    
    Lanturn can take anything Electric and retaliate with a STAB'ed Thunder, but
    it can't take everything Kyogre can throw at it.
    
    Another counter, for one turn at least, is Shedinja.  The only problem with 
    Sheddy is that the opponent can easily switch out to something with Sandstorm,
    Shedinja's worst nightmare.
    
    Rayquaza
    
    An Arceus with Steel Plate and lots of Defense and Hit Points can take a hit
    from Rayquaza, and knock it out with Ice Beam.  There's also Cresselia, for
    its' Defenses and Ice Beam.  It can't take a Choice Specs' Set, though.  If 
    the Rayquaza doesn't have any Fire moves, Skarmory makes a nice counter.
    
    Since Rayquaza is such a hard hitter, the best way to do damage is to hit it
    before it even comes into play, with Stealth Rock.  It's double weak against
    Ice, which is something an opponent can take advantage of.
    
    Infernape
    
    If the Infernape is physical, a Pokemon with good Defense can handle it.  
    Slowbro, Swampert, or Hippowdon are some good examples.  Gyarados or Manaphy
    can handle a Special Infernape, but Gyarados doesn't like Stealth Rock or 
    Grass Knot.  You can also try a fast Starmie with Surf...Just be aware that
    if the opponent guesses that you're about to switch it in, they can use 
    Thunderpunch or Grass Knot to knock it out.
    
    Bronzong
    
    Bronzong almost always has Hypnosis, so it's kinda hard to switch in on one.  
    Infernape resists Gyro Ball, and can use its' Fire attacks to take Bronzong 
    out.  The only downside is if it switches in on an Earthquake, it's toast.  
    
    Magnezone can use Magnet Rise to temporarily stop Earthquakes, and it's 
    Magnet Pull to effectively trap Bronzong.  Gyarados can also use its' 
    Intimidate to lessen the damage from any Physical attacks, but it's still
    hard to switch in on a Hypnotising Bronzong. 
    
    Garchomp
    
    Suicune and Slowbro both have the defense to outlast Garchomp, especially
    if it's using a Life Orb.  Hippowdon is also a good choice.  It's Ground, 
    has high Defense, doesn't get hit by Sandstorm, learns Ice Fang, and can Slack
    Off most regular damage.  A Weavile can outspeed Garchomp and hit it with a
    STAB'ed Ice Punch, but if the Garchomp survives, Weavile is in BIG trouble.
    
    Lucario
    
    If the opponent's Lucario is a Physical Attacker, Gliscor will work against it.
    One of Gliscor's types is Flying, making it immune to Ground Attacks.  There 
    goes Earthquake.  Flying also resists Fighting, and with Gliscor's good 
    Defense, it should be able to take anything a Physical Lucario can throw at 
    it.  And did I mention Gliscor gets STAB from Earthquake?
    
    Now for a Special Attacking Lucario, Spiritomb will do the job.  It resists
    Psychic and Fighting, plus it learns Pain Split and Will-o-Wisp. 
    
    Weavile
    
    Metagross has the defense to take Weavile's hits and use a STAB'ed Bullet
    Punch to knock it out.  Poliwrath and Hariyama are also good choices, 
    Rhyperior's Defenses and Solid Rock Ability can take a few STAB'ed hits, too.
    
    Rhyperior
    
    Bronzong is a good choice.  It can take almost all of Rhyperior's attacks.  
    The only exceptions are Megahorn and Focus Punch, but they would have to 
    be boosted to take Bronzong down.  If the Rhyperior is using Choice Band,
    Skarmory can stall it out using Roost.  Swampert can also take Rhyperior's
    attacks with its' high Defense.  Since Rhyperior is very heavy, and has 
    low Special Defense, Grass Knot will take it down pretty quickly.
    
    Electivire
    
    Swampert and Rhyperior are the best choices, but make sure the Electivire 
    doesn't have Hidden Power Grass before you go to attack it.
    
    A Physical Electivire can be stopped by Weezing.  Especially since Weezing
    learns Will-o-Wisp.  Cresselia can take enough hits to set up a few Calm Minds
    and Sweep.  If you know when the Electivire is going to use an Electric 
    attack, (Like if you have a Gyarados or a Skarmory out there) You can switch
    in a Dugtrio to trap it with the Ability Arena Trap.
    
    Togekiss
    
    (More like Toge-HAX, am I right?)
    
    Togekiss' Serene Grace Ability makes it a MAJOR pain in the rear.  The only
    time I took one on, I lost 6-0 because it kept Flinching me at the worst 
    moments.  Yeah, it was that bad.
    
    Still, a Flinching move must go first to make the opponent Flinch.  Paralysing
    it with Thunder Wave will make it move slower than most other pokes, so there
    goes the Flinch "Hax."  too bad my T-Waver got Flinched, and never got to do 
    its' thing.
    
    Togekiss tends to be a Special Attacker, so it's usually countered by Special
    Walls, like Blissey and Cresselia.  Lanturn also resists Flying, and can laugh
    in the face of any Electric attacks with its' Volt Absorb.  
    
    A Pokemon that cannot be Flinched is also a good idea with Togekiss, although
    its' Flying type means that Fighting Types, like Lucario, will have a harder
    time taking it down.  Dragonite doesn't have to worry about a Flying weakness,
    but it does have to worry about Thunder Wave slowing it down.
    
    
    Uxie
    
    Once again, it depends on what Moves Uxie has.  If it doesn't have Grass 
    Knot, Tyranitar and Rhyperior can take it down.  If Uxie doesn't have Psychic,
    (which probably won't happen, because Uxie gets STAB from Psychic.) you can 
    use Heracross, Infernape, or Gengar.  
    
    Magnezone is resistant to Electric and Psychic, but it doesn't learn any 
    Super Effective moves.  Other Pokemon that resist Uxie are Bronzong, Lucario,
    and Metagross.
    
    Mesprit
    
    Mesprit needs Grass Knot if it wants to keep Tyranitat away.  Blissey can
    take a lot of hits while Seismic Tossing Mesprit into next week.  Weavile
    can't be hit by Psychic, and it's fast.  As with Uxie, Magnezone is resistant
    to most of Mesprit's attacks, and Bronzong is the same.
    
    Azelf
    
    Blissey and Cresselia are both good for surviving Azelf's attacks.  They can
    also use Thunder Wave, so there goes Azelf's Speed.  Since Azelf can learn 
    Flamethrower, Houndoom is a good choice, because of Flash Fire.  The same goes
    for Heatran.  Spiritomb can't be hit by both Psychic and Normal, and gets STAB
    on Sucker Punch and Dark Pulse.  In a pinch, Salamence can take out Azelf with
    Crunch, but its' Special Defense may not be enough to stand against Azelf's 
    Special Attack.
    
    Dialga
    
    A Special Attacking Dialga can be stopped by Blissey with Calm Mind or Light
    Screen.  For a Physical Dialga, try a Groudon with Substitute or if it doesn't
    have Earthquake (Yeah, right!) a Metagross.
    
    Palkia
    
    The big Palooka can't do much damage to Lugia, especially a Lugia with 
    Whirlwind.  Blissey can also absorb most of the damage if it's a Special
    Attacker.  If you have an Arceus, a Water Plate Arceus with Dragon Claw will
    do the job in two turns. 
    
    Cresselia
    
    Some of the bigger Dark and Bug attackers, like Tyrannitar and Heracross can 
    do a lot of damage to Cresselia.  Anything with Pursuit can take on a 
    switching Cressy, and Metagross can take most of Cressy's attacks.  Be 
    careful of Thunder Wave, though.  Taunt can usually stop a Cresselia that
    relies on status moves in a flash.
    
    This section is still being worked on.  I know there are several Overused 
    Pokemon I have to do.
    
    VI.  DOUBLE BATTLES
    
    Okay, I've finally gotten around to doing this.
    
    Double Battles are in their own way more complicated than regular Battles.
    Not only do you have to keep track of what attacks are more effective, you
    also have to remember that you now have two Pokemon in the battle.  Usually,
    Pokemon players don't do Double Battles, they like the regular old Single
    Battles better.  Still, I figure that my Guide won't be complete without
    this section.
    
    So, what do you need to think about first?  The way your team of Pokemon work
    together.  Some moves hit both the enemies AND your attacking Pokemon's 
    partner, and in Double Battles you can choose to attack your partner, so
    make sure you've selected the right target.
    
    Some moves hit one opponent Pokemon, others hit both at the same time, but I 
    believe that the moves that hit both Pokemon, like Surf, have their power 
    halved, so in some cases it's better to just hit one.
    
    The same rules for regular Battles also go for Double Battles.  For
    instance, Earthquake may hit all the other Pokemon in the Battle, but it 
    doesn't hit Flying or Levitating Pokemon.  So, if you have a Pokemon with 
    Earthquake, it's a good idea to pair it with a Flying or Levitating Pokemon.
    
    There is a similar strategy with Ghost Pokemon and Pokemon with the moves
    Self-Destruct or Explosion. 
    
    Another way to avoid being hit by your Partner, and either of your opponents
    for that matter, is to use the move Protect.  The only problem is the chances
    of Protect working go down when it's used multiple times in a row.
    
    There are also strategies that are built around attacking your Partner.  An
    Electric attack will heal a Pokemon like Lanturn, or make an Electivire go 
    faster, so why wait for your opponent to hit your Pokemon when you can do the
    same thing?  
    
    There are some Abilities and moves that make all attacks hit one Pokemon, 
    instead of the other.  The Ability Lightningrod is a good example.  It makes
    any Electric attacks hit the Pokemon that has Lightningrod, and not its' 
    partner.  If you have a Pokemon that's weak against Electric attacks, a 
    Pokemon with Lightningrod is a good choice.  Gyarados and Rhyperior are a 
    good pair for this, because Gyarados is part Flying and won't get hit by 
    Earthquake, and Rhyperior is part Ground and can use Lightningrod without 
    taking any damage.
    
    Skill Swap is another useful move.  It lets the user trade its' Ability 
    with the Ability of any Pokemon in the Battle.  Giving your opponent the 
    Ability Klutz will put a damper into their Item-using plans, or giving 
    Insomnia to a Rest user.  Sadly, the Ability Wonder Guard can't be Skill 
    Swapped.  
    
    You can also use Skill Swap to take care of your partner Pokemon's weaknesses.
    For instance, a Pokemon with Flash Fire or Volt Absorb can use Skill Swap to 
    make Pokemon with one big weakness, like Forretress, Scizor, or Gyarados, 
    completely immune to Fire or Electric attacks.
    
    The move Gastro Acid turns off the Ability of the Pokemon it targets.  Since
    it can be used on your partner Pokemon, it can be used to stop abilities
    such as Truant or Slow Start.  It can also be used on your opponent, too.
    
    I'm still working on finding some good Strategies for Double Battles.  If you
    know any feel free to E-Mail me.
    
    VII. THE TECHNICAL STUFF.
    
    FREQUENTLY ASKED QUESTIONS
    
    Q. MY TEAM ROXXORS!1!1!  I WANNA BATTLE YOU!
    A. Okay, after thinking about it a lot, and making me a Team, I've decided
       that I will do Battles.  If anyone would like to Battle me, contact me
       first, preferably through E-Mail, to figure out a time.  Wednsdays are 
       usually the best, because I don't have to work.  Here are my Rules.
       
       -I'll do either 6 on 6 or, if the opponent asks for it, 3 on 3.  Just
        to make sure we're both equal, I want Level 100 Battles.  There's an
        option in the game that boosts your Pokemon to Level 100 for Battles, 
        so you don't have to worry about training.  The only other rule is 
        the Sleep Clause (The one that makes it so that only one Pokemon can
        be asleep at one time) will be on.  Since I don't have many good items
        so far, I'll be playing the old-fashioned way with every Pokemon holding
        a different Item until I can get some better ones.
    
       -No Legendaries.  I still have to train my Legendaries.  When I'm done,
        you can request a Legendary Battle.
    
       -No Hacks, please.  No disconnecting, either.  It's a royal pain.  
    
       -Since I now have a Video camera, the battle might be recorded.  If you
        don't want to be recorded, please tell me.
    
       -If you want to have an Underused or Borderline Battle, make sure I know
        before the battle, because I can put together an Underused Team.  The same
        goes for Double Battles, since I haven't worked on a Doubles Team yet.
    
       -Prizes...I don't have much to offer for prizes.  I can give any Pearl 
        Exclusive except for Palkia.  I can also offer the Sinnoh Starters or a
        Riolu.  Like I said, it's not much.  If you want the Pokerus, I can trade
        any of the above with Pokerus.  If you want to offer me a prize, I'll take
        anything except Hacks and Pokemon like Arceus or Darkrai.  I especially 
        like Flying Pokemon, so any Wingulls or Hoothoots or Starlys would be 
        appreciated, especially Shiny ones.  Rare items are also appreciated, too!
    
       That should cover everything.  Oh, and I live in the Eastern Time Zone, so
       I can't stay out too late to battle anyone on the Pacific Coast.
    
    Q. How do I find my Friend Code or get on the Wi-Fi?
    
    A. I can only speak for the DS Lite, but to get on the Wi-fi, you need to be
       in an area with a Wireless Connection.  Once you're there, go to the title
       screen on your Game and instead of "Continue," go down to "Nintendo WFC 
       Settings."  That'll bring you to a screen where you can connect to the
       Wi-Fi.
    
       To find your Friend Code, you need to connect to the Wi-Fi at least once
       in your Game, like going on to the GTS.  Once you've done that, go to your
       Key Items and select your Pal Pad.  At the bottom of the screen, there will
       be an option where you can check your Friend Code.
    
       I haven't tried using the USB Connecter device, but I'd imagine it's 
       something similar to the regular Wireless.
    
    Q. Will you Trade with me?
    A. I don't have a Wi-Fi connection at home, so I have to bring my DS to 
       local restaurants with Wi-Fi.  This doesn't mean I CAN'T trade, just that
       I can only do it every now and then.  Try contacting me by E-Mail to 
       arrange a time, but don't get scared if I take a while to reply.
    
    Q. Which version do you have?
    A. I have Pokemon Pearl.
    
    Q. Your Movesets are Teh Suxxors!
    A. If you MUST flame me, try writing one of these yourselves!  It's not 
       that easy!  If you see anything that is wrong with any of the Sets,
       though, feel free to tell me.  I will try to add something in the notes
       after the Set.
    
    Q. I know someone who doesn't use your Sets, or even train their Pokemon.
       Would you please talk some sense into them?
    A. Er...There is no such thing as a perfect Moveset.  If they want to train
       that way, let them.  It's their Pokemon. 
    
    Q. Why are your EV Spreads usually either 252, 252, 6 or 252, 129, 129?
    A. Because I like to keep things nice and simple.  I know that the spreads
       may not always be the best for that Pokemon, but I'm not very good at
       math, so I can't remember how many battles it will take to get say 230
       EVs.  That's why I do it this way.  
    
    Q.  I have a wonderful Moveset!  Add mine!
    A.  As much as I'd like to add any Moveset that comes my way, not all will
        make it. 
    
    Q. What would be a good Moveset for a XXXX-natured YYYY Pokemon?
    A. I'm working on it.  Believe me, I know it's a hassle to find that your 
       Legendary or even a Shiny is the wrong nature (Looks at Brave Cresselia)
       They can't learn those cool breeding moves, either.  I'm trying to find 
       Movesets for every Nature, but for now you'll just have to bear with me.
    
    Q. How do I get Pokerus?
    A. Try asking on the Trading Board.  I have it myself, but like I said I can
       only get to trade out so often.
    
    Q. If I have a Pokemon with Exp. Share, does it gain EVs?
    A. Yes.  It gains the same kind of EVs it would if it fought in the battle.  
       If the Pokemon has had Pokerus, it gains double EVs, but since it can't
       hold Macho Brace and Exp. Share at the same time, that's the most it can
       get.
    
    Q. Why haven't you done the Old Pokemon yet?!
    A. Because they have been covered in other FAQS.  If you want, I can do look
       up some Movesets for an older Pokemon, but I won't put them here.
    
    Q. What's your Friend Code?  I know you're busy and all, but I just want to 
       add you because you're so COOL!
    A. Aww, thanks!  It's 5155-1037-5304, and my name there is Cat.
    
    Q: Is this really your first FAQ?  Have you written anything else?
    A. This is my first FAQ!  I have also written a Web Page on a Site called
       Neopets about how to make your own user Level in certain games.
    
    Q. Can you explain this in better terms?  I really didn't get it.
    A. If you didn't understand any part of this FAQ, feel free to either ask me,
       look through the other FAQs, or look it up on the Gamefaqs Message Boards.
    
    Q. Are there any other good Pokemon sites besides Gamefaqs?
    A. Yes.  I'd highly recommend sites like Serebii.net for regular info, 
       and Smogon.com for movesets (It's my main source for Sets.) 
     
    Q. What else do you play?
    A. Pokemon's usually what I play these days.  I occasionally play Smash 
       Brothers, but I am only good at dodging and can't attack too well.  I'll
       sometimes try Guitar Heroes on easy mode, but I don't get too far.  On good
       days I'll drag out my old hand-me-down Super Nintendo and re-live the 
       nostalgia days.  I'm not too bad at Tetris, which would be good if I could
       ever find the game in my room.
    
    
    THE PEOPLE WHO HELPED/INSPIRED ME
    
    I really am NOT a battler.  I just did this because I was getting frustrated 
    waiting for someone ELSE to write this kind of FAQ.  If I "Borrowed" a Moveset
    and forgot to mention your name, please tell me, I really don't like to steal. 
    
    First off, I should thank Gamefaqs, the site which has given me more ideas and
    memories than I could ever begin to say, and Nintendo for making these 
    absorbing games.
    
    Second I'd like to thank the every one of the Users from every one of the 
    many Message Boards whose discussions gave me ideas to write down.
    In particular, I'd like to thank 
    -Curty for his great Pokemon-a-Day discussion topics.
    -GogoJirachi for some good Movesets.
    -Adam for telling me what all the IV sayings were.
    -zhengman66 and all the other people for telling me what Saying went with what
     IV.
    -Emperata for some more Movesets.
    -Mr. Beef for those Togekiss Sets.
    -Quesker for sending in all those Sets, and listening while I picked through
    them.
    
    Thanks also to Serebii.net and Smogon.com, and their respective Message
    Boards, for their movelists, movesets, and Base Stats.  
    
    And probably the strangest thank you YOU'LL ever see, I'd like to thank my
    Shiny Wooper Mokey for inspiring me to say "I must make her a battler...What
    the?!  Nobody's made a FAQ for this yet?!  I must fix that!"
    
    
    THE REAL TECHNICAL STUFF
    
    If you HAVE to use or Link to this Guide please keep my name in it, and do NOT
    say you wrote it yourself!  It took me a lot of time to do this, so I'd 
    appreciate it if you acknowledge me (Katie, AKA Parrot_Lover) as the creator.
    If you wish to use this FAQ on other sites, I'd also like it if you tell me 
    before you do it, so I can go and check out the site first.  
    
    The following sites have my permission to use this FAQ.
    
    Gamefaqs.com
    Neoseeker.com
    www.supercheats.com
    Pokedream.com
    The Online Pokemon League (http://z7.invisionfree.com/
    Online_Pokemon_Leagu/index.php?)
    www.1up.com
    http://www.spatial-league.co.nr/
    gamesradar.com
    cheatplanet.com
    www.teamrageforum.proboards105.com
    GamersHell.com 
    Mycheats.com
    Teamuber.net
    lastumbreon.weebly.com
    
    This work is copyright 2007 Katie Fox
    
    E-MAIL
    If you want to contact me you can at either Flyvarna(at)GMail.com or 
    Flyvarna(At)Yahoo(Dot)Com.  If you have a Youtube account, you can PM me 
    there, my account's name is Flyvarna (I'm trying to be consistant here)
    
    Please mention either Pokemon, Movesets, or this FAQ in the title so I don't
    think you're a Spammer.  Please be polite and do NOT be offended if I don't 
    get back to you.  My Yahoo account had a nasty habit of bouncing my replies 
    to Hotmail messages for no apparent reason.  I wish I could've fixed it, but 
    I'm only a bipedal carbon-based life form and can't do EVERYTHING.
    
    I have AIM, but I'm more used to E-Mail because it gives me more time to think
    of a good response.  I will use it in Trades, though.
    
    And just for kicks...
    
    Cat (Human female)@DS
    Nature: Relaxed
    EVs: 252 English Class, 252 Internet, 6 Boredom
    Ability: Oblivious (This user is short-sighted, and won't notice anything 
                        unusual unless it hits her in the face)
    -Slack off
    -Amnesia
    -Calm Mind
    -Whirlwind
    
    Slack off because I am lazy, Amnesia because I am very absent-minded, Calm 
    Mind because I always try to be nice, and Whirlwind because I'm easily
    distracted.  Of course that makes me a victim of Taunt-ers, but that's 
    no big deal.
    
    AND THANK YOU FOR READING THIS!