==============================================================================
Pokemon Capture guide
Version 1.1
By Pikachu936
Last Updated: 25th May 2008
==============================================================================
1. Version History
2. Introduction
3. Field skills
3.1. The functions of the skills
3.2. A quick field skill pokemon list
4. Poke assists
4.1. The functions of the assists
4.2. A quick poke assist pokemon list
5. Pokemon locations
6. Credits
7. Legal Stuff
8. Contact Info
==============================================================================
1. Version History
25th May 2008, Version 1.1: Small update, couple of edits from the Emails I
got, nothing big.
8th January 2008, Version 1.0: Lesson learned, never save your guide to only
one spot as you might lose it, either way, i'm done, hooray!
23rd December 2007, Version 0.9: Total pokemon done: 165 of 213
22nd December 2007, Version 0.85: Total pokemon done: 125 of 213.
21th December 2007, Version 0.8: Continuing work from yesterday. 78 of 213
pokemon complete.
20th December 2007, Version 0.75: Try to ignore the delay of 8 months since
last update, folks. I'm working on it again. :p
26th April 2007, Version 0.5: Started, done everything but the pokemon
locations, of which i've done the first 10.
==============================================================================
2. Introduction
Hey guys, welcome to another one of Pikachu936's FAQs. This one for pokemon
ranger. Despite my searching, I had trouble finding a good guide that told me
where to find each pokemon in pokemon ranger to complete my browser, so i'm 
writing this FAQ to help those of you who are having trouble finding them.
This FAQ will cover the locations of each pokemon, thier poke assists and
field skills
Happy gaming!
-Pikachu936
==============================================================================
3. Field skills
These skills are used in the field to get past certain obsticles and such.
There isn't much to them, The descriptions and list of pokemon with them are
down, so have a look if you're having trouble finding a pokemon able to 
get that pesky Ninjask or some other pokemon.
==============================================================================
3.1. The functions of the skills
In this section, you'll find all the field skills, what the symbol for them
is, and what they are usually used to do.

Tackle: Looks like a corner of a green explosion. The pokemon will knock into
something, ranging from living trees (often revealing new pokemon), crates and
dead trees (which fall over to become a bridge).

Cut: Green background with a yellow moon in the foreground. This is used to
cut down fences (both wooden and metal) and bushes, usually to make new
paths onwards, or to access secret areas in Lyra forest.

Burn: A flame for the symbol, these aren't too common, and there isn't much to
say about these. Aside from the fact that it burns trash cans and haystacks
and other flammable objects that are in the way.

Soak: A water drop, usually common in the same areas as cut, but they can
sometimes be found in the factories. Mainly used to make small sprouts grow
for you to climb up, other then that, they are superb creatures for poke-
assists when capturing other pokemon.

Break: Symbolised by a bunch of brown dots. There are a good ammount of
pokemon in this group, although it doesn't seem to be needed much, mainly when
catching legendaries. And it is mainly used to destroy items such as boulders,
like the ones near the beginning of the game.

Recharge: A circle symbolises this handy little group. It's the only group
that isn't required to proceed in the game, it will recharge your styler,
in battle or not. Very nifty. It's worth mentioning that pokemon with 1
recharge symbol will charge 5hp, 2 symbols yield 15hp and 3 lead to a full
recovery.

Wind: A tornado for a symbol, this skill is quite rare and isn't needed much
throughout the game. Mainly used by flying types to awaken some of the pokemon
who don't reveal themselves, such as Vileplume and Parasect.

Cross: Picture of two cliffs, complete with arrow. This skill is really rare,
only 3 pokemon in the game have it, although one of them is found nearly
everywhere. It will allow you to cross small gaps by hooking onto a stump on
the other side of the gap. Naturaly, no stump means no crossing.

Flash: And you thought Cross was rare, this skill is learn by ONE pokemon, and
is only needed once in the entire game, when lighting up the professor's
basement. 

==============================================================================
3.2. A quick field skill list.
This section will tell you which pokemon has which field ability and where to
find them. Excluding pokemon which cannot be found in the wild for you to
keep, (such as Flygon and Salamence), and pokemon which are only found in the
capture challenges (such as Psyduck, Starmie and Doduo). 

Tackle x1:
Phanpy, Snubbull, Rattata, Swinub, Seedot and Beldum.

Tackle x2: 
Donphan, Linoone, Makuhita and Metang.

Tackle x3: 
Heracross and Piloswine.

Cut x1: 
Nincada, Paras, Meowth, Oddish, Treecko, Gligar, Slakoth and Larvitar.

Cut x2: 
Bayleef, Pinsir, Raticate, Grovyle, Vigoroth and Sneasel.

Cut x3:
Scyther, Scizor, Crawdaunt, Sceptile and Absol.

Burn x1: 
Torchic, Cyndaquil, Numel, Slugma and Charmander.

Burn x2: 
Combusken, Quilava, Magmar, Magcargo, Charmeleon, Torkoal, Houndoom and
Flareon.

Burn x3: 
Blaziken, Typhlosion, Camerupt and Arcanine.

Soak x1: 
Mudkip, Poliwag, Krabby, Corphish, Totodile, Squirtle and Lotad.

Soak x2: 
Marshtomp, Poliwhirl, Croconaw, Wartortle, Lombre and Vaporeon.

Soak x3: 
Swampert, Poliwrath and Blastoise.

Break x1: 
Beedrill, Geodude, Machop, Meditite, Mankey and Snorunt.

Break x2: 
Graveler, Machoke, Medicham and Primeape.

Break x3: 
Meganium, Rhydon, Golem, Feraligatr, Machamp, Hariyama, Slaking, Metagross,
Tyranitar, Kangaskahn and Registeel.

Recharge x1: 
Pichu, Magnemite, Voltorb and Electrike.

Recharge x2: 
Pikachu, Magneton and Manectric, 

Recharge x3:
Raichu, Jolteon and Electabuzz.

Wind x1: 
Taillow, Nuzleaf and Swablu.

Wind x2: 
Swellow, Golbat and Shiftry.

Wind x3: 
Altaria.

Cross: 
Bulbasaur, Ivysaur and Tangela.

Flash: 
Staryu.
==============================================================================
4. Poke assists
Similar to field moves, but these are assists which can be used in battle.
There is one for nearly every type, and they can really help when capturing
some of the harder-to-catch pokemon.
==============================================================================
4.1. The functions of the assists
This area, like the field skill, will tell you what each one does, what it's
effective against and ineffective against. Effectives will last longer, and
ineffectives will not do anything except cause a half second distraction.

Fire: One of the better assists in my opinion, pokemon that touch the fire 
from the capture line will become slow, plus, a fire will appear in the center
of a loop if said loop is drawn. Effective against grass, ice, bug and steel
types, ineffective against rock, fire, water and dragon types.

Electric: Same as written above in the field move guide, so go up and read it
there.

Water: Holding the stylus down will produce a bubble, move the stylus in the
direction of the pokemon and release to throw the bubble, the pokemon will
be trapped if it connects, a very nifty move. Good against fire, ground and
rock, but not against water, grass and dragon.

Grass: Grass will pop up on the capture line, pokemon that touch it will be
unable to move for a bit, allowing you to capture them. It is effective
against ground, rock and water types, and ineffective against poison, flying,
bug, fire, grass, steel or dragon types.

Fighting: Very handy in the later game, this will half the ammount of loops
needed for capture, or if it's super effective, triple them. Good to normal,
rock, ice, dark and steel, but not to ghost.

Poison: Poison gas from the capture line, will work the same way as with
grass, which is the only type poison works against. The ineffectives are
poison, ground, rock, ghost and steel.

Psychic: Oh, how I love this assist. It will make pokemon helplessly float in
mid-air while you capture them. Good against fighting and poison, not to 
psychic, steel and dark.

Discharge: Releases electricity into the field, stunning everything there, the
time that it works for depends on how full the partner gauge is. It is
effective against flying and water types, and ineffective against electric,
grass, ground and dragon types.

Bug: Move the stylus in the direction of the pokemon and release to throw a
sticky web over the pokemon, immobolising it. Good for grass, psychic and dark
but not for fighting, poison, flying, ghost, fire and steel.

Ground: Similar to grass assist, poison, rock, fire, electric and steel feel
the most burn from these, bug grass and flying don't though.

Rock: Move the stylus in the direction of the pokemon and release to throw a
dust cloud over the pokemon, flying, bug, fire and ice types suffer most. 
Fighting, ground and steel resist most.

Flying: Move the stylus in the direction of the pokemon and release to throw a
whirlwind in the pokemons direction, levitating any pokemon it hits. Effective
against fighting, bug and grass, not so against rock, electric and steel.

Dark: A funny one this, it will take a quarter of the stylers energy and
double your line length, very handy for those big pokemon who won't stay in
the line because it's too short.

Ghost: This is a great assist, it will summon a ghost in the middle of a loop
once you draw it. Once it touches a pokemon, immobalization occurs and it's
easier to snag. Psychic and ghost are affected most. Dark, steel and normal
aren't.

Ice: Similar to the fire assist, but with ice instead. It will freeze the 
target pokemon on the spot, makeing for some easy captures. Grass, ground and
dragon die to ice, but fire, water, ice, steel and flying can take the cold.
==============================================================================
4.2. A quick poke assist pokemon list
Also like the field skills before it, this is a list of who has what ability,
Also like before the list is excluding pokemon which cannot be found in
the wild for you to keep, (such as Flygon and Salamence), and pokemon which
are only found in the capture challenges (such as Psyduck, Starmie and Doduo). 

Fire: 
Torchic
Combusken
Blaziken
Cyndaquil
Quilava
Typhlosion
Numel
Camerupt
Magmar
Slugma
Magcargo
Charmander
Charmeleon
Torkoal
Growlithe
Arcanine
Flareon

Electric: 
Pichu
Pikachu
Raichu
Magnemite
Magneton
Voltorb
Electrike
Manectric
Jolteon
Electabuzz

Water: 
Mudkip
Marshtomp
Swampert
Poliwag
Poliwhirl
Poliwrath
Krabby
Corphish
Crawdaunt
Totodile
Croconaw
Feraligatr
Squirtle
Wartortle
Blastoise
Wingull
Magikarp
Lotad
Lombre
Ludicolo
Vaporeon

Grass: 
Bulbasaur
Ivysaur
Venusaur
Bellsprout
Chikorita
Bayleef
Meganium
Hoppip
Paras
Parasect
Tangela
Oddish
Gloom
Vileplume
Treecko
Grovyle
Sceptile
Seedot
Nuzleaf
Shiftry

Fighting: 
Machop
Machoke
Machamp
Makuhita
Hariyama
Meditite
Medicham
Heracross
Mankey
Primeape

Poison: 
Weepinbell
Victreebel
Beedrill
Zubat
Golbat
Crobat
Grimer
Muk
Koffing
Ekans
Arbok
Venonat
Swalot

Psychic: 
Ralts
Kirlia
Gardevoir
Drowzee
Hypno
Mr. Mime
Jynx
Solrock
Wobbuffet
Espeon
Beldum
Metang
Metagross

Discharge: 
Minun
Plusle

Bug: 
Nincada
Scizor
Pinsir
Wurmple
Silcoon
Spinarak
Ariados

Ground:
Phanpy
Donphan
Diglett
Dugtrio
Rhydon
Gligar

Rock: 
Geodude
Graveller
Golem
Larvitar
Pupitar
Regirock

Flying: 
Ninjask
Taillow
Swellow
Scyther
Beautifly
Swablu
Altaria
Aerodactyl

Dark: 
Murkrow
Houndoom
Umbreon
Tyranitar
Sneasel
Absol

Ghost: 
Shedinja
Gastly
Haunter
Gengar
Dusclops

Ice: 
Swinub
Piloswine
Snorunt
Glalie
Regice
==============================================================================
5. Pokemon locations
Well, we're in the bulk of the FAQ now. This is where I'll list all pokemon,
as well as their field moves and poke assists and of course, a walkthrough to
catching them. I will post them in the following format

I should note that the pokemon locations are based on after you've defeated
Gordor and have got a good knowledge of the areas in the game. If you haven't
done that yet, but still want to complete your browser, you should turn back
now because some pokemon, such as Blaziken, Swampert, Slaking and Metagross
will only appear when you've completed the game.

R-000 - Ranger number
Group: The type they are, so you know what (not) to use against it.
Field move: The field move they can use.
Poke assist: The poke assist they can use.
Requirements: Requirements to find the pokemon.
Area: The general area you find the pokemon.
Walkthrough: How to find the pokemon.
Behavior: What the pokemon will do in battle.
Loops: The number of loops needed to capture

R-001 - Bulbasaur
Group: Grass
Field move: Cross
Poke assist: Grass
Requirements: Cut x1
Area: Lyra forest
Walkthrough: From the ring town base, go north into lyra forest and almost up
to Krokka tunnel. Go south from the entrance and into the long grass keep
going south to get to a dead end with a bush, cut the bush and enter to find
a lone Bulbasaur.
Behavior: Will run about slowly and occasionally try and hit the line with a
vine, if it touches the capture line, it will panic and run faster.
Loops: 3

R-002 - Ivysaur
Group: Grass
Field move: Cross
Poke assist: Grass
Requirements: None
Area: Lyra forest
Walkthrough: Go to the area of Lyra forest where you found the girl with the
Jigglypuffs for the first time. Go north of the entrance to find one.
Behavior: Will act like Bulbasaur, but he shoots a vine much more often and he
will not try to run if the styler hits him.
Loops: 6

R-003 - Venusaur
Group: Grass
Field move: None
Poke assist: Grass
Requirements: Cut x1
Area: Lyra forest
Walkthrough: Go to the area with all the flowers, hoppips and beautiflys after
you met Gordor for the first time, there is a small bush to the north, inside
dwells a Venusaur
Behavior: Venusaur will summon big spiky vines that the styler cannot touch
without taking damage.
Loops: 10

R-004 - Bellsprout
Group: Grass
Field move: None
Poke assist: Grass
Requirements: None
Area: Lyra forest
Walkthrough: There are a bunch of them hanging around the Krokka tunnel
entrance.
Behavior: Will throw little boomerangs, but walks quite slow.
Loops: 4

R-005 - Weepinbell
Group: Grass
Field move: None
Poke assist: Poison
Requirements: None
Area: Lyra forest
Walkthrough: There are lots of them in the area after the area you met the
Jigglypuff girl.
Behavior: Will go around spitting sludge, will spit more sludge if he touches
the styler.
Loops: 6

R-006 - Victreebel
Group: Grass
Field move: None
Poke assist: Poison
Requirements: None
Area: Lyra forest
Walkthrough: Go to the area you met Gordor for the first time to see a
Victreebel in his place.
Behavior: Same as Weepinbell.
Loops: 7

R-007 - Chikorita
Group: Grass
Field move: None
Poke assist: Grass
Requirements: None
Area: Lyra forest
Walkthrough: The first area out of ring town has a bunch of them.
Behavior: Just walks around calmly, easy capture.
Loops: 3

R-008 - Bayleef
Group: Grass
Field move: Cut x2
Poke assist: Poison
Requirements: None
Area: Lyra forest
Walkthrough: Go to the area where you captured the Gyarados, take the right
path when the path splits north to find him.
Behavior: Will throw small boomerangs, does move quite slow. Tapping reveals
more boomerangs.
Loops: 11

R-009 - Meganium
Group: Grass
Field move: Break x3
Poke assist: Grass
Requirements: None
Area: Olive jungle
Walkthrough: On the path when you were helping the mechanic, go south on the
second screen to find one.
Behavior: Very slow moving, takes about 3 seconds to charge a solar beam. 
Loops: 25

R-010 - Hoppip
Group: Grass
Field move: None
Poke assist: Grass
Requirements: None
Area: Lyra forest
Walkthrough: Go to the area with lots of flowers after you met Gordor to see
a bunch floating around.
Behavior: Will only float around slowly.
Loops: 4

R-011 - Mudkip
Group: Water
Field move: Soak x1
Poke assist: Water
Requirements: None
Area: Lyra forest
Walkthrough: Easy to find, it's in the area north of Ring Town
Behavior: Walks around slowly, panics and runs if it touches the stylus.
Loops: 4

R-012 - Marshtomp
Group: Ground
Field move: Soak x2
Poke assist: Water
Requirements: None
Area: Lyra forest
Walkthrough: This little guy is pretty tricky to find, go across the bridge to
the deep forest area and go south instead of north, through the bushes until
you reach a single Marshtomp.
Behavior: Walks around slowly, shoots mud from it's mouth once in a while or
when touched.
Loops: 7

R-013 - Swampert
Group: Ground
Field move: Soak x3
Poke assist: Water
Requirements: None
Area: Lyra froest
Walkthrough: from the area where you met the jigglypuff girl, go north to find
one by the edge of the river.
Behavior: Slow walker, will shoot a jet of water from its mouth occasionally.
Loops: 10

R-014 - Slowpoke
Group: Water
Field move: Soak x1
Poke assist: Water
Requirements: None
Area: Kisara Plain
Walkthrough: Capture 2 Abra and he should appear near the man in the middle of
the area.
Behavior: Very slow moving, rarely shoots a cloud of sleepy gas out of his
mouth, but he does it once in a while, jumps very high if he is touched.
Loops: 7

R-015 - Torchic
Group: Fire
Field move: Burn x1
Poke assist: Fire
Requirements: None
Area: Lyra forest and Kisara Plain
Walkthrough: In front of the maze area of the forest. They are nearly
everywhere in Kisara Plain, too.
Behavior: Average speed, occasionally shoots a small jet of flame.
Loops: 3

R-016 - Combusken
Group: Fire
Field move: Burn x2
Poke assist: Fire
Requirements: Cut x1 or catch two torchic in Kisara plain
Area: Lyra forest and Kisara plain
Walkthrough: Similar to the place where you get Bulbasaur, just to the west of
the tree in the forest, you'll see a cuttable shrub, cut it and go in the cave
to find two Combusken. For Kisara plain, just look around, because they aren't
that hard to find there.
Behavior: Will walk around quite slowly and will sometimes do a Blaze kick,
shooting out a few small fireballs.
Loops: 5

R-017 - Blaziken
Group: Fire
Field move: Burn x3
Poke assist: Fire
Requirements: None
Area: First encountered in the Go-rock squads base, then between Krokka tunnel
and Fall city after that.
Walkthrough: Just outside the tunnel where you fought the Rhydon in the first
mission, if you can't find it, you've not got far enough into the game
Behavior: Runs around at high speeds, will do a Blaze kick once in a while and
create a fireball.
Loops: 8

R-018 - Rapidash
Group: Fire
Field move: Burn x3
Poke assist: Fire
Requirements: Capture two spoinks in the challenge
Area: Kisara Plain
Walkthrough: After catching two spoinks, go to the center of Kisara plain to
find the man who'll tell you a few stories, go a little south west to find a
Rapidash
Behavior: Rapidash will move around quite quickly and once in a while will
gain a red tint and dash towards the capture line, damaging it.
Loops: 7

R-019 - Cyndaquil
Group: Fire
Field move: Burn x1
Poke assist: Fire 
Requirements: None
Area: Lyra forest
Walkthrough: Quite easy to find, go to the area where you met the Jigglypuff
Girl, there are quite a few Cyndaquil wandering around here.
Behavior: Wanders around quite slowly, will sometimes release some rings of
fire, they have short range, however so draw big lines for an easy capture.
Loops: 3

R-020 - Quilava
Group: Fire
Field move: Burn x2
Poke assist: Fire
Requirements: None
Area: Lyra forest and Sekra Range
Walkthrough: Why these guys hang around on the opposite side of Fiore than
Cyndaquil and Typhlosion is beyond me, they're near the edge of the range,
next to wintown. There are a couple in the back of Lyra forest too though, but
the Sekra range ones are much easier to reach.
Behavior: Cyndaquil plus speed and attack range. That is all.
Loops: 6

R-021 - Typhlosion
Group: Fire
Field move: Burn x3
Poke assist: Fire
Requirements: Cut x1
Area: Lyra Forest
Walkthrough: Go to the area with the Weepinbell and go south at first and take
the first west, keep going either west or south and you should get to a dead
end with a cutable bush, cut it and enter to find a typhlosion.
Behavior: Typholsion, like quilava will basically act like a speedy Cyndaquil,
so use the same tactics. Oh, and his attack range is much heigher.
Loops: 8

R-022 - Pichu
Group: Electric
Field move: Recharge x1
Poke assist: Electric
Requirements: None
Area: Lyra Forest
Walkthrough: There's tons of these guys all over Lyra forest, just walk around
the area for about 20 seconds to find one.
Behavior: Walks around quite slowly, will occasionally release a spark which
will do nearly nothing.
Loops: 1

R-023 - Pikachu
Group: Electric
Field move: Recharge x2
Poke assist: Electric
Requirements: None
Area: Lyra Forest
Walkthrough: Another easy to find pokemon, although these little fellows are
more rare than Pichu, you can easily find a few in the area with the
Jigglypuff girl.
Behavior: Speedier than Pichu, and will release balls of lightning instead of
the small sparks.
Loops: 2

R-024 - Raichu
Group: Electric
Field move: Recharge x3
Poke assist: Electric
Requirements: None
Area: Sekra Range
Walkthrough: Like Quilava, I have no idea why they live so far away from their
Pichu and Pikachu cousins. Go to the area with the falling Golems and go to
the second floor of the canyon, go east past the Piloswine and drop down the
ledge to find a Raichu.
Behavior: Will walk around quickly, about the speed that Pikachu goes, will
release a stream of electricity after a while.
Loops: 3

R-025 - Beedrill
Group: Bug
Field move: Break x1
Poke assist: Poison
Requirements: None
Area: Lyra Forest
Walkthrough: Go to the area just past where you met Gordor, you'll find a few
of them near the trees.
Behavior: Flies around fast and occasionally shoots it's poison sting.
Loops: 3

R-026 - Ralts
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: None
Area: Sekra range
Walkthrough: You'll find these guys near the foot of the cliff before the
area with the falling Golems, basically, the area where you fought Charizard
for the second time.
Behavior: Teleports a lot, nothing much else.
Loops: 4

R-027 - Kirlia
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: Break x2 for the Krokka tunnel Kirlia
Area: Kisara Plain and Krokka tunnel
Walkthrough: Just look around for them, it's not really that hard to find. The
ones in Krokka tunnel are in the eastern room with the water. Use a Break x2
pokemon to smash the rock and go through to find a Kirlia.
Behavior: Will use a Psychic flash attack once in a while, doesn't seem to
teleport, though.
Loops: 5

R-028 - Gardevoir
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: Capture two Kirlias for the capture challenge Gardevoir
Area: Kisara Plain and Sekra range
Walkthrough: Sekra range is easier to find, just go to the same area Ralts
is.
Behavior: Will teleport and can clone itself. I don't think it has anything
damaging.
Loops: 9

R-029 - Abra
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: None
Area: Kisara Plain
Walkthrough: Quite easy to find, just look around, if you see a teleporting
pokemon in the grass, it's most likely an Abra.
Behavior: Like ralts, I don't think there's any real threat aside from
teleporting.
Loops: 4

R-030 - Spoink
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: None
Area: Kisara Plain
Walkthrough: Once again, easy, just look around.
Behavior: Will jump up into the sky, can catch you off guard if you're not
careful, just be quick for an easy snag.
Loops: 4

R-031 - Nincada
Group: Ground
Field move: Cut x1
Poke assist: Bug
Requirements: None
Area: Lyra Forest
Walkthrough: Quite simple, just go to the area after the flowery clearing
(where the hoppips are), and two will be in the ground
Behavior: Nincada will mainly dig around the field, if they're digging, you
can't catch, however, if you draw two rings, and he digs, he'll keep the rings
as long as you don't lift the stylus. He can also do a scratch attack if you 
get too close.
Loops: 3

R-032 - Ninjask
Group: Bug
Field move: None
Poke assist: Flying
Requirements: Tackle x1
Area: Lyra Forest
Walkthrough: This is a tricky one to find on your own, go to the area where
you met the Jigglypuff girl, one of the trees in the area will have a scyther
near it, capture the Scyther if you want, the tackle the tree, a Ninjask will
appear.
Behavior: Ninjask won't attack, he'll just fly around the screen. FAST. No
joke here, what you need to capture Ninjask is fast reflexes (and maybe a
pokemon assist)
Loops: 1

R-033 - Shedinja
Group: Bug
Field move: None
Poke assist: Ghost
Requirements: None
Area: Lyra forest
Walkthrough: Just go to the area you caught the Murkrow in Mission 6 to find
two of these critters.
Behavior: Shedinjas main way of escaping your styler will be his
teleportation. He will also release some dark fog once in a while, that will
break your line if you get too close. Just go wide and you should be okay.
Loops: 6

R-034 - Phanpy
Group: Ground
Field move: Tackle x1
Poke assist: Ground
Requirements: None
Area: Lyra forest and Olive jungle
Walkthrough: Simple, look almost anywhere in either of these two locations to
find a Phanpy
Behavior: Nothing special, walks around slowly, occasionally rolls at the
styler.
Loops: 5

R-035 - Donphan
Group: Ground
Field move: Tackle x2
Poke assist: Ground
Requirements: None
Area: Fiore temple and Kisara plain
Walkthrough: For fiore temple, just follow the route up and you should see a
Donphan on the trail, for Kisara plain, they are near the North Central area
Behavior: Will basically act like a Phanpy, but can roll much further, and can
change direction while rolling.
Loops: 10

R-036 - Taillow
Group: Flying
Field move: Wind x1
Poke assist: Flying
Requirements: None
Area: Lyra forest
Walkthrough: Simple, just go to the area of the Forest where the Weepinbell
are, there's plenty here for you to snag.
Behavior: Taillow will fly around quite quickly, if you fail a capture, either
by not drawing enough rings, or by touching him with a stylus, he'll move a
little bit faster.
Loops: 4

R-037 - Swellow
Group: Flying
Field move: Wind x2
Poke assist: Flying
Requirements: None
Area: Lyra Forest
Walkthrough: Like Taillow, simple, they hang around the same area.
Behavior: Swellow are tricky, they are among the fastest pokemon in the game.
They don't attack often, but when they do, they'll create tornadoes which
break the line.
Loops: 6

R-038 - Dragonite
Group: Flying
Field move: None
Poke assist: Flying
Requirements: Boss of Wave 5 in the Capture arena.
Area: Ringtown and Capture arena.
Walkthrough: N/A
Behavior: Dragonite's a fast guy who blows three tornadoes at a time, sort of
like swellow.
Loops: 3

R-039 - Spearow
Group: Flying
Field move: Wind x1
Poke assist: Flying
Requirements: None
Area: Kisara Plain
Walkthrough: Plenty of these around, just walk around for 20-30 seconds.
Behavior: Spearow is quite a fast flyer, but i don't think it does anything in
the way of attacks.
Loops: 4

R-040 - Fearow
Group: Flying
Field move: None
Poke assist: Flying
Requirements: Beat 50000 in the City capture challenge.
Area: Kisara Plain
Walkthrough: After obtaining 5k points in the challenge (easy to do by drawing
extra rings around the target pokemon) go to the very north of Kisara Plain to
find the Fearow.
Behavior: Fearow is very similar to Swellow, he'll fly around at high speeds
and create tornadoes, however, he'll do that latter much more often.
Loops: 6

R-041 - Doduo
Group: Flying
Field move: None
Poke assist: Flying
Requirements: Capture two gardevoir in the Kisara Plain capture challenge.
Area: Kisara Plain
Walkthrough: You'll have to be quick here, after catching your Gardevoirs, go
north, not onto the plateau, just near the long grass beneith it. It jumps a
lot, so be careful.
Behavior: Runs around, jumps around, for a fast pokemon, it's actually quite
easy.
Loops: 3

R-042 - Dodrio
Group: Flying
Field move: None
Poke assist: Flying
Requirements: Beat 5000 points in the Kisara Plain capture challenge.
Area: Kisara Plain
Walkthrough: Ugh, nasty one this, after you go to the south west side of the
Plain, you should see him, problem is, when you try and capture him, he's very
quick and jumps away from you. Just keep at it and you'll battle him soon
enough. Jeez, and you thought Doduo bounced a lot.
Behavior: Just like out of battle, he'll be very quick and will keep jumping
around like a frog on a pogo stick. Just keep at it and only go for a loop if
you know you can make it. He'll also flee from battle eventually, so no
pressure.
Loops: 4

R-043 - Scyther
Group: Bug
Field move: Cut x3
Poke assist: Flying
Requirements: None
Area: Lyra forest
Walkthrough: Go to the area where the Jigglypuff girl was. Go to the center of
the area to find a Scyther hanging round a tree
Behavior: Quite easy, Scyther will hop about and try to slash the capture line
once in a while.
Loops: 3

R-044 - Scizor
Group: Steel
Field move: Cut x3
Poke assist: Bug
Requirements: None
Area: Lyra Forest
Walkthrough: Keep going south when you enter the Weepinbell area. You'll pass
a Weepinbell and Ivysaur, then a Swellow, then the Scizor.
Behavior: Scizor is a nightmare to capture. It has the speed scyther has, plus
a LOT of loops, so it'll take you a while to snag without an assist.
Loops: 12

R-045 - Skarmory
Group: Steel
Field move: None
Poke assist: Flying
Requirements: Complete the game.
Area: Kisara plains
Walkthrough: Easy, just nip over to the east side of the Plain to see him, he
will be flying too high to reach, so wait on his shadow for him to fly down to
you.
Behavior: Ugh, nasty one, this, more often than not, he'll be flying too high
to reach, just hold the stylus at the bottom of the screen and loop him ONCE
when he dives down.
Loops: 3

R-046 - Murkrow
Group: Dark
Field move: None
Poke assist: Dark
Requirements: Tackle x1
Area: Lyra forest
Walkthrough: Quite simple, go back to the area you first caught him with
Gordor and tackle the tree, there's some Phanpy nearby so you don't have to
bring anything in particular.
Behavior: Murkrow is quite a speedy little thing, once in a while, he'll
create black clowds that break your stylus line and make the stage hazy.
Loops: 9

R-047 - Zigzagoon
Group: Normal
Field move: None
Poke assist: None
Requirements: None
Area: Lyra forest
Walkthrough: Right outside Ringtown, very easy to spot.
Behavior: Zig zagy movement, nothing much else.
Loops: 2

R-048 - Linoone
Group: Normal
Field move: Tackle x2
Poke assist: None
Requirements: None
Area: Lyra forest
Walkthrough: There's one outside ringtown, and a few more up the road. Quite
easy to spot.
Behavior: Runs in straight lines from edge to edge of the screen. Will
headbutt the stylus if you get too close.
Loops: 5

R-049 - Tauros
Group: Normal
Field move: Tackle x3
Poke assist: None
Requirements: None
Area: Kisara Plain
Walkthrough: Go to the southern field of Kisara plain to find a herd of 5
Tauros. Try to lure one away because capturing all 5 at once in a nightmare.
Behavior: Runs around at medium speed, charges the styler once in a while.
Loops: 8

R-050 - Paras
Group: Bug
Field move: Cut x1
Poke assist: Grass
Requirements: None
Area: Krokka tunnel
Walkthrough: Quite easy to find, go to the back of the tunnel where the
Hariyama dojo was and you'll find some Paras and Parasect behind it. There are
some near the Fall city entrance too.
Behavior: Slowly walks around, will take a swipe at the stylus once in a
while.
Loops: 4

R-051 - Parasect
Group: Bug
Field move: None
Poke assist: Grass
Requirements: Wind x2
Area: Krokka tunnel
Walkthrough: Same area as Paras, behind the Hariyama dojo. However, these guys
aren't capturable unless you have a pokemon with wind x2 as an assist.
Behavior: Parasect is, like Paras, a slow pokemon, it will sometimes expel
spores to hinder the stylus.
Loops: 8

R-052 - Poliwag
Group: Water
Field move: Soak x1
Poke assist: Water
Requirements: None
Area: Krokka tunnel
Walkthrough: Take the first pathway up from the Fall city entrance to the
tunnel, you'll find a corridor with a few paras and two Poliwag.
Behavior: These fairly fast pokemon will wander around, occasionally spitting
a short range stream of water at the capture line.
Loops: 4

R-053 - Poliwhirl
Group: Water
Field move: Soak x2
Poke assist: Water
Requirements: None
Area: Sekra range, though they appear in Krokka tunnel and Panula cave too.
Walkthrough: Just outside of Wintown is a lake with a few Poliwhirl nearby.
Behavior: Poliwhirl is slower than Poliwag, but his water stream reaches much
further, he may also shoot multiple streams one after another.
Loops: 5

R-054 - Poliwrath
Group: Water
Field move: Soak x3
Poke assist: Water
Requirements: From the boat entrance, go through the room with the Snorunt and
Medicham and go left in the next room, keep going until you reach a room with
a lake, you'll find a couple of Poliwhirl and a Poliwrath.
Area: 
Walkthrough: 
Behavior: Poliwrath is very similar to Poliwhirl, however he loses his ability
to shoot multiple water streams in a row, and the range has grown even larger.
He still remains slow though.
Loops: 11

R-055 - Politoed
Group: Water
Field move: Soak x3
Poke assist: Water
Requirements: Boss of Wave 4 in the Capture arena.
Area: Jungle Relic and Capture arena.
Walkthrough: N/A
Behavior: He'll bounce around like Scyther does, and shoot water in the same
way Poliwrath does, he'll be quite tough, so use discharge if nesessary.
Loops: 7

R-056 - Magnemite
Group: Electric
Field move: Recharge x1
Poke assist: Electric
Requirements: None
Area: Krokka tunnel and some other places
Walkthrough: There's one right next to the Fall city entrance of the tunnel.
Behavior: Magnemite is a quick little fellow who'll do a spark once in a
while. This will do nothing unless you touch him at this point, since he must
remain immobile to use it, it won't do him much good
Loops: 2

R-057 - Magneton
Group: Electric
Field move: Recharge x2
Poke assist: Electric
Requirements: None
Area: Krokka tunnel and various other places.
Walkthrough: Just as you find Magnemite on the Fall city side, you find
Magneton on the Ringtown side.
Behavior: Magneton moves about the same speed as Magnemite. Also, he uses a
thunderbolt attack instead of a spark.
Loops: 3

R-058 - Zubat
Group: Poison
Field move: None
Poke assist: Poison
Requirements: None
Area: Krokka tunnel
Walkthrough: Simply go outside of the Hariyama dojo to find one of these guys.
Behavior: Zubat will fly around at high speeds and use Supersonic once in a
while to break the capture line.
Loops: 2

R-059 - Golbat
Group: Poison
Field move: Wind x2
Poke assist: Poison
Requirements: None
Area: Panula cave
Walkthrough: Another simple one, you find Golbat in the first room of the 
cave.
Behavior: Unlike it's other two bat relatives, Golbat will use tornadoes
instead of supersonic blasts. It flies at about the same speed as Zubat.
Loops: 7

R-060 - Crobat
Group: Poison
Field move: None
Poke assist: Poison
Requirements: Soak x1 or Burn x3
Area: Panula cave
Walkthrough: Quite simple to find, just go to the area with the staircase from
Krokka tunnel to Panula cave.
Behavior: Crobat will use multiple supersonic attacks and flies around much
faster than it's prevolutions. Thankfully, it needs less rings than Golbat.
Loops: 4

R-061 - Diglett
Group: Ground
Field move: None
Poke assist: Ground
Requirements: None
Area: Krokka tunnel
Walkthrough: Easy to find, he's on the main path of Krokka tunnel
Behavior: Diglett will use his signiture move, Dig, to move around, he can
only be captured above ground.
Loops: 2

R-062 - Dugtrio
Group: Ground
Field move: None
Poke assist: Ground
Requirements: Cross and Break x3
Area: Krokka tunnel
Walkthrough: Cripes, this area is tough to get to. First, go to the area with
the Hariyama dojo and use cross on the peg across the river, then go west and
south to find a boulder that needs Break x3 to smash, do so and go into the
new room which houses two Digletts and a Dugtrio.
Behavior: Duggy acts almost the same way as Diglett, in fact, I don't think
there's any difference between the two pokemon's behaviors
Loops: 9

R-063 - Rhydon
Group: Ground
Field move: Break x3
Poke assist: Ground
Requirements: None
Area: Jungle Relic.
Walkthrough: Quite an easy one, just keep walking north, only entering new
areas if you can't find any other way to go north. Eventually you'll reach
a dead end with a Rhydon.
Behavior: Walks slowly, will occasionally throw a boulder.
Loops: 8

R-064 - Geodude
Group: Ground
Field move: Break x1
Poke assist: Rock
Requirements: None
Area: Krokka tunnel
Walkthrough: Quite an easy one, from the Ringtown entrance, go north until you
find them
Behavior: Moves slow, throws boulders, just like Rhydon.
Loops: 8

R-065 - Graveller
Group: Ground
Field move: Break x2
Poke assist: Rock
Requirements: 
Area: Krokka tunnel and Jungle Relic.
Walkthrough: In both places, they're very common, so just take a look around
each, although it's easier to find them in the Jungle Relic.
Behavior: Walks slow and throws boulders, I've seen this battle technique
before though somewhere, haven't I?
Loops: 11

R-066 - Golem
Group: Ground
Field move: Break x3
Poke assist: Rock
Requirements: None
Area: Sekra range 
Walkthrough: Simply go up the trail until one of the falls on you, or near
you.
Behavior: Just like Graveller, Geodude and Rhydon, slow walker, throws
Boulders. Occasionally curls up and rolls at the styler.
Loops: 16

R-067 - Plusle
Group: Electric
Field move: None
Poke assist: Discharge
Requirements: Start the game (Female only) Complete the game (Male only)
Area: Ringtown, Capture is automatic
Walkthrough: N/A
Behavior: N/A
Loops: N/A

R-068 - Minun
Group: Electric
Field move: None
Poke assist: Discharge
Requirements: Start the game (Male only) Complete the game (Female only)
Area: Ringtown, Capture is automatic
Walkthrough: N/A
Behavior: N/A
Loops: N/A

R-069 - Tangela
Group: Grass
Field move: Cross
Poke assist: Grass
Requirements: None
Area: Sekra range
Walkthrough: There's one right by the waterfall, and a few more near the
temple entrance.
Behavior: Bounces around and shoots out a vine once in a while.
Loops: 2

R-070 - Krabby
Group: Water
Field move: Soak x1
Poke assist: Water
Requirements: None
Area: Fall city
Walkthrough: Easy enough to find, just go down to the port and there will be
a few Krabby around.
Behavior: Walks slow, occasionally shoots out a bubble.
Loops: 6

R-071 - Corphish
Group: Water
Field move: Soak x1
Poke assist: Water
Requirements: None
Area: Fall city sewer
Walkthrough: Go to the second area of the sewer to find a few corphish.
Behavior: Acts nearly the same way as Krabby.
Loops: 6

R-072 - Crawdaunt
Group: Dark
Field move: Cut x3
Poke assist: Water
Requirements: Cut x2
Area: Fall city sewer
Walkthrough: Quite a tricky one here. Keep going through the stage as normal
until you go through the second pipe (only the ones that you actually go into
not the ones that you come out from instantly.), go north east of here until
you reach a metal gate, use your cut pokemon on it to reveal a dead end. Go
in here and a Crawdaunt will attack you.
Behavior: Crawdaunt may move slow, but if it sees your stylus, it'll rush over
and attack it. Be careful, and use an assist if nessessary.
Loops: 10

R-073 - Totodile
Group: Water
Field move: Soak x1
Poke assist: Water
Requirements: None
Area: Fall city sewer
Walkthrough: Easy, there's one right by the entrance to the sewer
Behavior: Walks around slowly, shoots balls of water from its mouth, it may
shoot more than one in succession.
Loops: 4

R-074 - Croconaw
Group: Water
Field move: Soak x2
Poke assist: Water
Requirements: None
Area: Fall city sewer
Walkthrough: From the totodile, go across the bridge and north again to find
this guy. He'll jump out of the water at you.
Behavior: He's a little quicker than Totodile, he'll also shoot his balls of
water into the air, where they'll come down and make a pool of water that
will damage your stylus, it'll remain for about a second.
Loops: 5

R-075 - Feraligatr
Group: Water
Field move: Break x3
Poke assist: Water
Requirements: Cross and Burn x2
Area: Fall city sewer
Walkthrough: Tricky indeed, after the Koffing area, use cross on the peg to
the east go north, melting the rubbish bins in the way, then keep going east
and north until you reach a ladder up, climb it and go east a little more,
then climb down to a small area where Feraligatr lives.
Behavior: Walks around slowly, and, like his little cousin Totodile, shoots
balls of water in succession. He will also dash at the capture line once in
a while.
Loops: 14

R-076 - Squirtle
Group: Water
Field move: Soak x1
Poke assist: Water
Requirements: Cross
Area: Fall city sewer
Walkthrough: Squirtle is actually a tricky little bugger to find. Just after
the first area with Koffings in the sewer, you'll see a peg to the left, cross
over and head right onto the pier to find Squirtle.
Behavior: Squirtle acts almost the same as Poliwag. He'll move around at above
average speed and shoot low range jets of water, he also has low number of
loops
Loops: 3

R-077 - Wartortle
Group: Water
Field move: Soak x2
Poke assist: Water
Requirements: Break x2
Area: Lyra forest
Walkthrough: Another oddity that lives far away from it's kin. Go to the area
where you met the Jigglypuff girl and go north, just south of the swampert is
a rock that you need to use Break x2 on. Do so and go south to find a
Wartortle.
Behavior: This guy acts like Totodile more than Squirtle. Also odd. He'll move
slow and shoot balls of water. Simple and easy to catch.
Loops: 8

R-078 - Blastoise
Group: Water
Field move: Soak x3
Poke assist: Water
Requirements: None
Area: Fall city
Walkthrough: Go to the port area of the city and find the manhole where the
Staryu were go along and Blastoise will jump out of the water at you. What's
with jumping out of the water for all these water types anyway?
Behavior: Blastoise is big and sluggish, he'll move around slowly and fire
Hydro Pumps. These aren't small water balls like you're used to, it's a big
long shot, like the beams in this game (Hyper, Solar, Psy etc.). Sadly, being
big and sluggish, he has a Massive number of loops needed. You may need an
assist to capture him.
Loops: 17

R-079 - Voltorb
Group: Electric
Field move: Recharge x1
Poke assist: Electric
Requirements: None
Area: Dusk factory, although there are other places that they appear.
Walkthrough: As I said above the Dusk factory is the best area to find them.
Simply go around the back of the building to find a group of 5 Voltorb.
Behavior: Unlike the main games, Voltorb aren't the speediest of pokemon in
the game. They're actually rather slow. Their only attack is their
Selfdestruct, which hits in a wide range around them, so be careful if you're
capturing more than one.
Loops: 5

R-080 - Machop
Group: Fighting
Field move: Break x1
Poke assist: Fighting
Requirements: None
Area: Krokka Tunnel
Walkthrough: Simple, just look anywhere in the tunnel and you should find a
Machop.
Behavior: Machop is quite fast, he'll occasionally throw a punch out, but
nothing much else.
Loops: 6

R-081 - Machoke
Group: Fighting
Field move: Break x2
Poke assist: Fighting
Requirements: None
Area: Dusk factory
Walkthrough: Easy, there are about 4 Machoke around the factory.
Behavior: Machoke will move around at average speed, occasionally dashing at
the capture line. Just draw big circles so you can avoid him easily if he
tries to attack, oh, and he can jump about, though he doesn't do this as often
as the punching
Loops: 8

R-082 - Machamp
Group: Fighting
Field move: Break x3
Poke assist: Fighting
Requirements: None
Area: Krokka Tunnel
Walkthrough: Simply go to the Hariyama dojo to find 3 Hariyama and a Machamp.
Behavior: Machamp acts in a similar way to Machop. He's sluggish, but will run
over to the capture line and punch it if he gets a chance.
Loops: 10

R-083 - Makuhita
Group: Fighting
Field move: Tackle x2
Poke assist: Fighting
Requirements: None
Area: Fall city
Walkthrough: You can find these guys nearly anywhere in the city. Just look
around
Behavior: Makuhita is basically a Machop clone, they behave almost exactly the
same. He is quite fast, he'll occasionally throw a punch out, but nothing much
else.
Loops: 5

R-084 - Hariyama
Group: Fighting
Field move: Break x3
Poke assist: Fighting
Requirements: None
Area: Krokka tunnel
Walkthrough: Simply go to the Hariyama dojo, there's 3 Hariyama here.
Behavior: Like Machamp, big and sluggish. However, he doesn't dash over to the
styler, he'll just do constant punches at the air for about 5 seconds.
Loops: 12

R-085 - Meditite
Group: Psychic
Field move: Break x1
Poke assist: Fighting
Requirements: None
Area: Fall city sewer
Walkthrough: Odd place for a Meditite, I'd have thought that he'd be with his
Medicham cousins. So to quickly find a Meditite, just go south and keep going
south from the entrance to the sewer, ignore the bridge and you'll find one
eventually
Behavior: Very similar fighting styles to Machop and Makuhita.
Loops: 4

R-086 - Medicham
Group: Psychic
Field move: Break x2
Poke assist: Fighting
Requirements: None
Area: Panula cave
Walkthrough: They're nearly everywhere in this tunnel, just hunt around and
you'll find one before long.
Behavior: Medicham likes to kick the ground to cause waves of energy to
surround him, large circles are the way to go here.
Loops: 9

R-087 - Grimer
Group: Poison
Field move: None
Poke assist: Poison
Requirements: None
Area: Fall city sewer
Walkthrough: Quite tricky to find, go south from the entrance, ignroing the
bridge, eventually, you'll get to an area with Koffings, fall down the gap in
the middle to find two Grimers and a Muk.
Behavior: Grimer will occasionally spit a ball of sludge out from his mouth
that will come down and remain there for about a second. He also leaves behind
a trail of sludge that damages the styler, it'll remain for about a second.
Loops: 5

R-088 - Muk
Group: Poison
Field move: None
Poke assist: Poison
Requirements: None
Area: Fall city sewer
Walkthrough: Muk lives in the same area as the Grimer.
Behavior: Muk acts like grimers, which isn't the surprising, to be honest.
He'll still spit the ball of sludge, but the sludge he leaves behind when he
walks will remain for about 5 seconds.
Loops: 10

R-089 - Koffing
Group: Poison
Field move: None
Poke assist: Poison
Requirements: None
Area: Fall city sewer
Walkthrough: There are quite a few Koffings in the sewer, the easiest ones to
find are located south of the entrance, keep going south, then east when you
can go south no more and go down the ladder to find the Koffings.
Behavior: Koffing will grow in size every time you circle him, this doesn't
increase his attack range though, so don't worry about that. Speaking of
attack range, he puffs out clouds of poison gas with the usual poison gas
range
Loops: 8

R-090 - Drowzee
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: None
Area: Fall city sewer
Walkthrough: Plenty of these guys around, just look around.
Behavior: Drowzee will walk around quite fast (which is odd, I never saw
Drowzee as a particularly speedy pokemon) and try to blast the styler with
Hypnosis, which is also odd.
Loops: 6

R-091 - Hypno
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: None
Area: Dusk Factory
Walkthrough: Enter the main building and go forward and in the middle door, 
past the Mr. Mimes up into the Gastly room, go through the south west door to
find another corridor with Hypno.
Behavior: Hypno acts very similar to Drowzee, however, I think he's a little
bit speedier and the Hypnosis blasts are a bit larger.
Loops: 9

R-092 - Mr. Mime
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: None
Area: Dusk Factory
Walkthrough: Enter the main building of the factory and go in the middle door
inside is a corridor with two Mr. Mimes.
Behavior: Mr. mime will use his reflect to create invisible barriers that
break the styler if it touches them. They don't disappear with time, so try to
snag him at the start of the battle before the barriers become an issue.
Loops: 8

R-093 - Pinsir
Group: Bug
Field move: Cut x2
Poke assist: Bug
Requirements: None
Area: Dusk Factory
Walkthrough: Simply go to the Factorys roof to find a Pinsir and two Wingull.
Behavior: Pinsir will walk slowly around the stage attempting to snap at the
capture line if it gets too close.
Loops: 6

R-094 - Gastly
Group: Ghost
Field move: None
Poke assist: Ghost
Requirements: None
Area: Dusk Factory
Walkthrough: Simple. Go through the middle door in the building and climb the
stairs to reach the Gastly room.
Behavior: Gastly can teleport around the room and will occasionally fire a 
Shadow Ball.
Loops: 5

R-095 - Haunter
Group: Ghost
Field move: None
Poke assist: Ghost
Requirements: None
Area: Dusk Factory
Walkthrough: Enter the building and enter the Left door. You'll find a Haunter
by walking forward a few steps.
Behavior: Haunter acts similar to Gastly, Shadow balls and teleports are his
way to go. He seems to move in a zig zagy pattern.
Loops: 6

R-096 - Gengar
Group: Ghost
Field move: None
Poke assist: Ghost
Requirements: None
Area: Fiore temple
Walkthrough: Go to the basement area of Fiore temple. There are two Gengar at
the back of the first room.
Behavior: Gengar likes to teleport and clone itself, only the real Gengar can
be caught, the clones vanish if they're circled, I don't think he can fire
shadow balls.
Loops: 7

R-097 - Snubbull
Group: Normal
Field move: Tackle x1
Poke assist: None
Requirements: None
Area: Fall City
Walkthrough: There are plenty of snubbull in the city, just look around for
them.
Behavior: Nothing special, he is quite quick, and will sometimes try to
headbutt the capture line, but nothing else.
Loops: 4

R-098 - Skitty
Group: Normal
Field move: None
Poke assist: None
Requirements: None
Area: Fall City
Walkthrough: Go as far east from the ranger base as you can go to find Skitty.
Behavior: Skitty moves at about just over average speed, but has no attacks
aside from jumping.
Loops: 3

R-099 - Meowth
Group: Normal
Field move: Cut x1
Poke assist: None
Requirements: None
Area: Fall city
Walkthrough: You should see one hiding behind a house near the Dusk Factory
Behavior: Meowth is a fast mover who likes to scratch at the capture line,
like most of the Fall City pokemon, nothing special.
Loops: 5

R-100 - Jigglypuff
Group: Normal
Field move: None
Poke assist: None
Requirements: None
Area: Fall city
Walkthrough: Simply go to the north clock tower where you caught the Machoke
in mission 2.
Behavior: Jiggly will slowly float at the capture line. Easy capture.
Loops: 7

R-101 - Rattata
Group: Normal
Field move: Tackle x1
Poke assist: None
Requirements: None
Area: Fall city sewer
Walkthrough: These guys are everywhere in the sewer
Behavior: well, aside from jumping and running they don't do much.
Loops: 1

R-102 - Raticate
Group: Normal
Field move: Cut x2
Poke assist: None
Requirements: None
Area: Fall city sewer
Walkthrough: Follow the path through the sewer, don't cross the bridge near
the start, eventually, you'll find the Raticate right at the end of the path.
Behavior: Runs around quickly, will bite the styler if it gets the chance.
Loops: 5

R-103 - Porygon
Group: Normal
Field move: None
Poke assist: None
Requirements: None
Area: Dusk factory
Walkthrough: Go in the room on the right and go north, if you see a pokemon
icon on the map, but no pokemon ingame, that's Porygon, yup, he's invisible.
Behavior: Porygon will remain invisible for this battle, he's also quite a
quick little bugger too, he will use Tri attacks on the styler when he can, so
look out for those. If you circle him once, he'll lose who camouflage.
Loops: 3

R-104 - Kecleon
Group: Normal
Field move: None
Poke assist: None
Requirements: Cut x1 (Fall city only) Remain in the plain for a minute (Kisara
plain only).
Area: Fall City and Kisara Plain
Walkthrough: For fall city, go to the area near the dusk factory and use a
pokemon with cut to slice down the fence. Go through and you'll find an
invisible Kecleon hiding here. 
Behavior: Kecleon is camoflaged for this match, like Porygon, however, unlike
Porygon, it'll keep it's camoflage after being ringed. It's quite speedy and
will fire Psybeams at the capture line at times.
Loops: 4

R-105 - Snorlax
Group: Normal
Field move: None
Poke assist: None
Requirements: Capture every other pokemon in the browser.
Area: Sekra range
Walkthrough: Go to the area with the Ralts and Gardevoir, go to the north
east of the area and enter the cave to find a Snorlax.
Behavior: Snorlax is slow, very slow. thus making it an easy snag. It'll
sometimes fall on it's back, asleep, since Snorlax is heavy, it'll cause an
earthquake that shatters your styler if it's close, oh, and lets not forget
the massive loop count.
Loops: 21

R-106 - Lapras
Group: Ice
Field move: None
Poke assist: Water
Requirements: Automatic during storyline.
Area: Fall city
Walkthrough: N/A
Behavior: N/A
Loops: N/A

R-107 - Horsea
Group: Water
Field move: None
Poke assist: Water
Requirements: None
Area: Safra Sea
Walkthrough: Smaller shadows are Horsea.
Behavior: They will swim beneith the water, then jump up and float above it.
when above the water, they'll mimic poliwag in speed and the water stream.
Loops: 3

R-108 - Seadra
Group: Water
Field move: None
Poke assist: Water
Requirements: None
Area: Safra sea
Walkthrough: Seadra are in the medium sized shadows.
Behavior: Seadra will, like horsea, jump out of the water and float above it.
They will use the water ball attack that the Croconaws used in Fall city
sewers.
Loops: 5

R-109 - Kingdra
Group: Water
Field move: Soak x3
Poke assist: Water
Requirements: Capture 2 Horsea in the Safra sea.
Area: Safra sea
Walkthrough: Kingdra is quite a large shadow, so search for them.
Behavior: Kingdra will bob in and out of the water, if it sees the styler, it
will try to Hydro pump it. just time your loops well for victory.
Loops: 6

R-110 - Goldeen
Group: Water
Field move: None
Poke assist: Water
Requirements: None
Area: Safra Sea
Walkthrough: They are among the smaller shadows in the sea, just look around
for them
Behavior: Jumps out of the sea once in a while, ring her then.
Loops: 1

R-111 - Seaking
Group: Water
Field move: None
Poke assist: Water
Requirements: Capture 2 Goldeen in the Safra sea
Area: Safra sea
Walkthrough: They appear as bigger shadows, just find them.
Behavior: Almost the same as Goldeen, though they will remain airbourne for
less time than Goldeen will.
Loops: 2

R-112 - Staryu
Group: Water
Field move: Flash
Poke assist: Water
Requirements: None
Area: Safra Sea
Walkthrough: Unlike the rest of the pokemon in the Safra sea, these guys will
float above the water.
Behavior: Quite easy to catch, they're fast, and they use rapid spin.
Loops: 5

R-113 - Starmie
Group: Water
Field move: None
Poke assist: Psychic
Requirements: Capture 2 Staryu in the Safra sea
Area: Safra sea
Walkthrough: Like Staryu, they float above the water
Behavior: Battle style is like Staryu, but much, much faster.
Loops: 9

R-114 - Remoriad
Group: Water
Field move: None
Poke assist: Water
Requirements: None
Area: Safra Sea
Walkthrough: Remoraid is quite common, it's one of the smaller shadows in the
sea and doesn't require unlocked, so you should find one soon.
Behavior: It will swim around underwater for a while, then jump out. Catch
him when he's jumped out.
Loops: 2

R-115 - Octillery
Group: Water
Field move: None
Poke assist: Water
Requirements: None
Area: Safra Sea
Walkthrough: Medium sized shadows, not too hard to find, they're usually the
only medium shadows that flee from you.
Behavior: Almost identicle to Seaking, so use the same tactics.
Loops: 2

R-116 - Mantine
Group: Water
Field move: None
Poke assist: Water
Requirements: Capture 3 Remoraid in the Safra Sea
Area: Safra Sea
Walkthrough: This pokemon is identifyable by it's MASSIVE shadow. You'll know
it when you see it, trust me.
Behavior: Mantine will hop out the water and while it is out, it will attempt
to chase and headbutt the capture line. Go fast, yet large for victory over
Mantine.
Loops: 8

R-117 - Carvanha
Group: Water
Field move: None
Poke assist: Water
Requirements: None
Area: Safra sea
Walkthrough: Quite easy to sea, their heads stick out of the water
Behavior: An average speed swimmer, will try and bite the capture line, but
not much else
Loops: 4

R-118 - Sharpedo
Group: Water
Field move: None
Poke assist: Dark
Requirements: None
Area: Safra sea
Walkthrough: Like Carvanha, their heads stick out of the water, so you'll
instantly know if it's a Sharpedo or not
Behavior: Again, like carvanha, they swim around and try to bite the capture
line.
Loops: 11

R-119 - Wailmer
Group: Water
Field move: None
Poke assist: Water
Requirements: Capture 2 Seaking in the Safra Sea.
Area: Safra sea
Walkthrough: Like Mantine, this guy can be found under a massive shadow. 
Behavior: Wailmer will imitate the Horsea line, by hiding under the water and
jumping out once in a while, it will use water spout to hit the capture line
if it's too close to Wailmer.
Loops: 16

R-120 - Luvdisc
Group: Water
Field move: None
Poke assist: Water
Requirements: Be in Safra Sea for a minute
Area: Safra sea
Walkthrough: These pokemon hang around in groups, so if you see a group of 5
small close shadows, they're Luvdisk.
Behavior: Like seaking, they'll hop out of the water for a couple of seconds.
Loops: 2

R-121 - Psyduck
Group: Water
Field move: None
Poke assist: Water
Requirements: Capture 2 Starmie in the Safra Sea
Area: Safra sea
Walkthrough: After catching your two Starmie, head over to the southern area
of the Sea to hopefully find this Duck pokemon floating around. Like the
Stars, Psyduck is visible to you even without having to encounter the
opponent.
Behavior: Well, Psyduck doesn't do much, it floats around and nothing else, 
the only real threat being that Psyduck will flee if you take too long...
However, it needs the most loops in the entire game to capture, good luck...
Loops: 32

R-122 - Wingull
Group: Water
Field move: None
Poke assist: Water
Requirements: None
Area: Fall city
Walkthrough: Go to the port area to see some Wingull, they aren't catchable
until they land though, so just hang around on their shadow for a while.
Behavior: Your typical speedy water pokemon. Will fly around fast and shoot
out balls of water, honestly, it's nothing special.
Loops: 3

R-123 - Pelipper
Group: Water
Field move: None
Poke assist: Water
Requirements: Beat 3500 in the City capture challenge.
Area: Safra sea
Walkthrough: Tricky one, this. You'll find it near the lighthouse, but it'll
be flying very high. You must either wait for it to come down, or get into
a battle with a nearby pokemon and hope that Pelipper is included.
Behavior: Flies around at high speed and will occasionally shoot a ball of
water into the air, which will come down on the capture line. It's quite easy
to dodge if you keep your eyes open.
Loops: 12

R-124 - Magikarp
Group: Water
Field move: None
Poke assist: Water
Requirements: None
Area: Safra sea
Walkthrough: Smaller shadows.
Behavior: Won't do much, just floats in the water.
Loops: 1

R-125 - Gyarados
Group: Water
Field move: None
Poke assist: Water
Requirements: Catch 5 Magikarp in the Safra sea
Area: Safra sea
Walkthrough: Gyarados will have his head sticking out of the water, so it
should be rather obvious whether it's him or not.
Behavior: Swims around at high speed, if you try and circle him, he'll use 1-3
consecutive Hydro pumps.
Loops: 11

R-126 - Oddish
Group: Grass
Field move: Cut x1
Poke assist: Grass
Requirements: Wind x1
Area: Olive Jungle
Walkthrough: Enter Olive jungle from Summerland and climb the vine, go to your
east to find two strange weeds, use your wind x1 pokemon on them to turn them
into catchable oddish.
Behavior: Oddish fights in a similar way to Bellsprout did at the start of the
game. Use the same tactics for an easy win.
Loops: 5

R-127 - Gloom
Group: Grass
Field move: None
Poke assist: Grass
Requirements: Wind x2
Area: Olive Jungle
Walkthrough: Just to the east of the Jungle relic are two smelly flowers. Use
wind x2 on them to change them into Gloom.
Behavior: Gloom isn't the fastest critter around, and she likes to use Poison
Powder a lot. Simply go wide and slow to take an epic win here.
Loops: 8

R-128 - Vileplume
Group: Grass
Field move: None
Poke assist: Grass
Requirements: Wind x3
Area: Sekra Range
Walkthrough: Another other-end-of-Fiore evolution, It's quite simple to find,
when you get to the cliff area, just keep climbing up to the highest level on
the canyon and look to the right beyond the huge boulder to see two huge
flowers. Use wind x3 on them to awaken the Vileplume.
Behavior: Vileplume is slow, so it should be an easy capture, right? Wrong.
Vileplume LOVES poisonpowder and will use it very often, meaning that captures
should not be attempted if she's anywhere other than the middle of the screen.
Be careful against this flower.
Loops: 9

R-129 - Treecko
Group: Grass
Field move: Cut x1
Poke assist: Grass
Requirements: None
Area: Olive Jungle
Walkthrough: There's a Treecko by the Summerland entrance to Olive Jungle.
Behavior: Treecko has above average speed, he'll like to use his pound attack
to create little energy waves which will smash the capture line. Still, he's
an easy capture.
Loops: 4

R-130 - Grovyle
Group: Grass
Field move: Cut x2
Poke assist: Grass
Requirements: None
Area: Olive Jungle
Walkthrough: There's two Grovyle in Olive Jungle. One requires Soak x1 and
Tackle x3 to reach, but the other doesn't need anything, the one that doesn't
hangs around on the east side of the Jungle Relic.
Behavior: Grovyle will hop around the screen at a fast pace, making capture
rather tricky, it'll also leap for the capture line to slash it, careful
thinking and quick reflexes are the keys to capturing Grovyle
Loops: 5

R-131 - Sceptile
Group: Grass
Field move: Cut x3
Poke assist: Grass
Requirements: Break x2
Area: Jungle Relic
Walkthrough: Climb the first staircase you come to in the area to find a
Boulder, use a Break x2 pokemon on it to smash it, enter to find a Sceptile
and a Tangela.
Behavior: Sceptile actually moves rather slow, he uses the same attacks as 
Treecko did, Sceptile does like to jump however, so he may take a few tries to
capture
Loops: 8

R-132 - Lotad
Group: Water
Field move: Soak x1
Poke assist: Water
Requirements: None
Area: Olive Jungle
Walkthrough: Go to the pond area of the Jungle, you should see a few Lotus
Plants, these are actually Lotad who will pop up after a while, just wait a
little bit for them.
Behavior: Lotad will shoot bubbles around, however it moves slow and has a low
number of loops, so just be quick to succeed.
Loops: 3

R-133 - Lombre
Group: Water
Field move: Soak x2
Poke assist: Water
Requirements: Soak x1, Cut x1, Tackle x3
Area: Olive Jungle
Walkthrough: Ugh, 3 field assists are required to catch Lombre, that stings...
First, locate the dead tree in the pond area and use tackle x3 on it, cross
over and use Soak x1 on the sprout, climb it and use cut x1 on the bush to
access a new area, enter and find your Lombre. Thankfully, all 3 assists can
be found in the pond area in the form of Heracross, Lotad and Grovyle.
Behavior: Lombre is basically a speedier lotad. He walks around quite fast and
shoots his bubbles once in a while. He'll also jump when he's close to 
capture.
Loops: 6

R-134 - Ludicolo
Group: Water
Field move: None
Poke assist: Water
Requirements: None
Area: Fall city
Walkthrough: Simply go to the fountain in Fall city to find two Ludicolo
Behavior: Ludicolo is quite a unique pokemon, it'll attack by dancing, the
musical notes coming from Ludicolo will hurt you, just go fast when he's not
dancing, if he starts, try to move the styler as far away as you can. He's
quite a slow walker, so don't worry about him walking into the capture line.
Loops: 8

R-135 - Numel
Group: Fire
Field move: Burn x1
Poke assist: Fire
Requirements: None
Area: Jungle Relic
Walkthrough: He's the first pokemon you encounter at Jungle relic. 
Behavior: Numel will walk around slowly and occasionally cause a small
eruption to come from his back.
Loops: 5

R-136 - Camerupt
Group: Fire
Field move: Burn x3
Poke assist: Fire
Requirements: Soak x3
Area: Jungle Relic
Walkthrough: Simply follow the same path as you did to find Groudon, but when
you fall down the hole, go south to find a Numel and a Camerupt.
Behavior: Camerupt is the embodiment of slow. One of the slowest pokemon in
the game, I believe. Naturally, a slow pokemon like this has a strong, high
range attack and a large amount of loops, and he does, his eruption is nasty,
so keep to wide circles and you should be okay. Although I have seen him do
multiple eruptions in a row, so be careful to not dash straight into an
eruption.
Loops: 10

R-137 - Magmar
Group: Fire
Field move: Burn x2
Poke assist: Fire
Requirements: None
Area: Jungle Relic
Walkthrough: Just go down the normal path to Entei's chamber and you'll find
a Magmar on the way.
Behavior: Remember Poliwag? Magmar is like that, but he spits fire instead of
water, use the same tactics as you used with Poliwag.
Loops: 6

R-138 - Slugma
Group: Fire
Field move: Burn x1
Poke assist: Fire
Requirements: None
Area: Jungle Relic
Walkthrough: There are plenty of slugma all over the relic, there are two
Slugma locations you must pass to reach Entei's chamber.
Behavior: Slugma are nearly exactly the same as the Grimer you caught back in
Fall city sewers, they shouldn't take much to capture at all, they're slow,
but they still have a trail of Fire.
Loops: 3

R-139 - Magcargo
Group: Fire
Field move: Burn x2
Poke assist: Fire
Requirements: None
Area: Jungle Relic
Walkthrough: Go to the corridor before Entei's chamber to find two Slugma and
a Magcargo.
Behavior: Much like Slugma resembles Grimer's tactics, Magcargo resembles
Muks. The fire will last longer this time, and they'll still spit fireballs
which turn into Lava pools for a few seconds. However, they do move slightly
faster than Muk, Slugma and Grimer, so be careful, because the trail can cause
problems. Still, he has less than half of Muk's loops needed.
Loops: 4

R-140 - Charmander
Group: Fire
Field move: Burn x1
Poke assist: Fire
Requirements: None
Area: Jungle relic
Walkthrough: Simply follow the path you used to locate Groudon. Charmander are
easy to see.
Behavior: Charmander have above average speed and like to breath fireballs
from their mouths, they shouldn't pose much of a problem to you at all, due to
their low number of loops.
Loops: 3

R-141 - Charmeleon
Group: Fire
Field move: Burn x2
Poke assist: Fire
Requirements: Soak x3
Area: Jungle Relic
Walkthrough: Go to the same room as you found the Charmander, use Soak x3 on
the lava pool and continue, walk past the hole that leads to Groudon and
you'll reach a dead end with two Charmeleon.
Behavior: Charmeleon are like Charmander, they are quick and breath fireballs.
Though Charmeleon like their fireballs a little bit more than Charmander, and
the fireballs they breath are much bigger.
Loops: 5

R-142 - Charizard
Group: Fire
Field move: Burn x3
Poke assist: Fire
Requirements: Automatic during storyline
Area: Jungle relic and Sekra range
Walkthrough: N/A
Behavior: Charizard isn't the fastest critter on the planet, but it has a
nice, unique attack style. It will breath fire into the air and lots of
fireballs will come down to hinder your progress, the best way to succeed here
is to time your discharge to just before Charizard breaths the next flames. So
you can capture it unhindered.
Loops: 10

R-143 - Torkoal
Group: Fire
Field move: Burn x2
Poke assist: Fire
Requirements: Water x1 or Fire x3
Area: Krokka Tunnel
Walkthrough: Go to the room that links Krokka Tunnel to Panula cave. You can
enter from either side. A Torkoal lives on the higher level, while a Magneton
sits on the lower.
Behavior: Torkoal is slow, like all Tortoises. He'll use his eruption to hit
in a short range around himself. Nothing special, really. You should have seen
Numel and Camerupt use this already, so he shouldn't be too hard.
Loops: 9

R-144 - Growlithe
Group: Fire
Field move: None
Poke assist: Fire
Requirements: None
Area: Dusk Factory
Walkthrough: Go into the side entrance and climb the staircase. Drop down the
hole in the middle of the floor to land on the Growlithe.
Behavior: Growlithe, unlike its older cousin, is quite a slow little pokemon.
It hasn't got much in the way of offenses, either. It will breath fireballs
occasionally, but it's nothing to panic over.
Loops: 4

R-145 - Arcanine
Group: Fire
Field move: Burn x3
Poke assist: Fire
Requirements: For Kisara plain, capture two Combusken
Area: Jungle Relic and Kisara plain.
Walkthrough: Simple to find, go to Entei's chamber and you'll find an Arcanine
sitting in it's place. For Kisara plain, look around, he's large and easy to
spot.
Behavior: Arcanine is tough to catch. He's lightning fast, and he'll breath
fire in a stream similar to the way Poliwrath breathed water. It's long range
and unless you are have a high level styler, you won't be able to do anything
while he's breathing fire. Good luck.
Loops: 7

R-146 - Electrike
Group: Electric
Field move: Recharge x1
Poke assist: Electric
Requirements: None
Area: You'll find them nearly everywhere, though I think the best place to
find them is Olive Jungle
Walkthrough: For the Olive jungle one, go to the area with the bridge over the
river, there will be an Electrike near the entrance to this area.
Behavior: Electrike seems to be mimicing Pichu's attacks. Which sadly means
nearly nothing to poor little Electrike. It's a very easy capture here.
Loops: 2

R-147 - Manectric
Group: Electric
Field move: Recharge x2
Poke assist: Electric
Requirements: None
Area: This guy is actually quite a rarity and it took me a while to determine
the best place to find him. I'd say it's the Olive Jungle
Walkthrough: Manectric is found in the same place as electrike, just keep
going west and take a south route at the fork to reach the area with
Manectric.
Behavior: Manectric does a rather odd attack, it's basically an electric type
version of Croconaw, Slugma and Grimers attacks. He spits a ball of lightning
into the air and it comes down onto the ground to make a small electrified
area, needless to say, don't touch it. Oh, and he moves quite fast.
Loops: 3

R-148 - Heracross
Group: Bug
Field move: Tackle x3
Poke assist: Fighting
Requirements: None
Area: Olive Jungle
Walkthrough: Climb the vines in the pond area to find this guy.
Behavior: Heracross is one of those tough-to-catch pokemon, but where it's
hard to explain what's so tricky about it. He moves at average speed and will
occasionally dash at the capture line. It's much easier said than done,
however.
Loops: 8

R-149 - Mankey
Group: Fighting
Field move: Break x1
Poke assist: Fighting
Requirements: Tackle x3
Area: Olive jungle
Walkthrough: Go to the south east of the pond area and use Tackle x3 on the
dead tree to knock it over, go east to the new area to find two Mankey and a
Primeape.
Behavior: Mankey's attack style is similar to that of Heracross. He'll dash at
the stylus once in a while, although he'll rest after a dash, but he's a
little faster than Heracross. Simply circle him while he's resting for an easy
catch.
Loops: 5

R-150 - Primeape
Group: Fighting
Field move: Break x2
Poke assist: Fighting
Requirements: Tackle x3
Area: Olive Jungle
Walkthrough: Go to the south east of the pond area and use Tackle x3 on the
dead tree to knock it over, go east to the new area to find two Mankey and a
Primeape.
Behavior: Primeape attacks in a similar way to Mankey, though it's movements
are a little less predictable, it's slightly faster still and has a new punch
attack. It seems to have to rest a little longer than Mankey after it's dash
attack though, use that to your advantage.
Loops: 10

R-151 - Ekans
Group: Poison
Field move: None
Poke assist: Poison
Requirements: None
Area: Olive Jungle
Walkthrough: There's a small area before the pond area where Spinarak will
fall on top of you. Near the end, an Ekans will jump out on you.
Behavior: For a snake, Ekans is quite a fast little pokemon. His main attack
will be the typical spit sludge attack and you should be okay, he'll also
occasionally dash at the capture line, but again, you've seen it before and
should be able to deal with it.
Loops: 5

R-152 - Arbok
Group: Poison
Field move: None
Poke assist: Poison
Requirements: None
Area: Sekra range
Walkthrough: There are plenty of these up the range, simply follow the path
and you'll find one.
Behavior: Arbok will spit acid very often, he's not the fastest, but not too
slow, either. The only real threat is the acid.
Loops: 6

R-153 - Venonat
Group: Bug
Field move: None
Poke assist: Poison
Requirements: None
Area: Olive Jungle
Walkthrough: Remember the path you took when helping the mechanic? That's the
path that Venonat lives on. He should be one of the first pokemon you
encounter in this bug infested area.
Behavior: Venonat will hop around and occasionally use poisonpowder to shroud
the field in a purple mist. He isn't too hard to catch, and isn't really
anything special.
Loops: 3

R-154 - Wurmple
Group: Bug
Field move: None
Poke assist: Bug
Requirements: None
Area: Olive Jungle
Walkthrough: Climb the vines in the entrance area to reach an area with about
5 Wurmple.
Behavior: Wurmple is nothing spectacular, it's slow and will spit string if
you try to circle it, you should have no trouble with this guy at all.
Loops: 3

R-155 - Silcoon
Group: Bug
Field move: None
Poke assist: Bug
Requirements: None
Area: Olive Jungle
Walkthrough: Go to the area filled with bugs from when you were helping the
mechanic, he'll be near the north side of the area.
Behavior: Silcoon is slow, very slow, and it seems like it's an easy capture.
It is, truthfully quite easy, but look out for the cocoon pokemons signiture
move, harden. When he uses this, you can't circle him. 
Loops: 8

R-156 - Beautifly
Group: Bug
Field move: None
Poke assist: Flying
Requirements: None
Area: Olive Jungle
Walkthrough: At the bug area you had to escort the mechanic through, you'll
find two Beautifly
Behavior: Beautifly will move around very fast with erratic movement, making
her a tricky pokemon to catch, she'll sometimes use stun spore to damage the
styler. So be very careful.
Loops: 7

R-157 - Spinarak
Group: Bug
Field move: None
Poke assist: Bug
Requirements: None
Area: Olive Jungle or Lyra Forest
Walkthrough: The easier place to find spinarak would be Lyra forest, in the
area with the Weepinbells, you'll find Spinarak falling on you very often.
Behavior: Spinarak is quite fast and will shoot web out once in a while,
naturally, touching the web is bad. Still though, low number of loops makes
it an easy snag.
Loops: 3

R-158 - Ariados
Group: Bug
Field move: None
Poke assist: Bug
Requirements: None
Area: Olive Jungle
Walkthrough: Like I said for the other bugs, go to the route with the mechanic
to find these.
Behavior: These guys are fast and have erratic movements, try to only loop
them when they aren't moving. They will use the same attack as spinarak does,
so that isn't much of a threat.
Loops: 6

R-159 - Flygon
Group: Dragon
Field move: Wind x3
Poke assist: Ground
Requirements: Boss of Wave 6 in the Capture arena.
Area: Jungle relic and Capture arena.
Walkthrough: N/A
Behavior: Flygon is quite a speedy guy, he'll fly around at high speeds and
whip up tornados to smash your capture line. Just be very quick with the
stylus, because Flygon is quite tough.
Loops: 6

R-160 - Gligar
Group: Ground
Field move: Cut x1
Poke assist: Ground
Requirements: None
Area: Olive Jungle
Walkthrough: Simply go to the area with the tall cliff outside Jungle Relic.
There will be two Gligar floating around.
Behavior: 
Loops: 

R-161 - Houndoom
Group: Dark
Field move: Burn x2
Poke assist: Dark
Requirements: None
Area: Jungle Relic
Walkthrough: Simply follow the path you took to find Entei. You'll find one
on the path and one on the path to Groudon.
Behavior: Houndoom is quite fast, and will breath fireballs. Typical fire
pokemon, nothing special.
Loops: 6

R-162 - Slakoth
Group: Normal
Field move: Cut x1
Poke assist: None
Requirements: Tackle x1
Area: Olive jungle
Walkthrough: Simply go to the area where Heracross is and tackle the nearby
Tree.
Behavior: Slakoth is one of the slowest pokemon in the game. It will
occasionally take a swipe at the styler, but nothing special. 
Loops: 6

R-163 - Vigoroth
Group: Normal
Field move: Cut x2
Poke assist: None
Requirements: None
Area: Olive Jungle
Walkthrough: Right before the pond area, there is the small corridor with
Spinarak falling from above. Right at the end, a Vigoroth will jump out on
you.
Behavior: Vigoroth's fighting style is similar to that of Mankey. It is quite
fast and will run at the styler, then take a rest.
Loops: 12

R-164 - Slaking
Group: Normal
Field move: Break x3
Poke assist: None
Requirements: None
Area: Olive Jungle
Walkthrough: Easy to find, he just hangs around outside the Jungle Relic.
Behavior: Slaking is slow, as would be expected. His main attack comes from
slamming the ground with his fists, rocks will fly around him. Just do big
circles and it should be easy, although you can use Discharge if needed.
Loops: 17

R-165 - Bagon
Group: Dragon
Field move: Tackle x1
Poke assist: None
Requirements: Random pokemon in wave 5 of the Capture arena.
Area: Jungle Relic and Capture arena
Walkthrough: N/A
Behavior: Bagon is slow and will headbutt the styler once in a while. Not
hard, nor anything special.
Loops: 5

R-166 - Shelgon
Group: Dragon
Field move: Tackle x2
Poke assist: None
Requirements: Random pokemon in wave 7 in the Capture arena.
Area: Jungle Relic and Capture arena
Walkthrough: N/A
Behavior: Shelgon acts in a similar way to Staryu and Starmie. He'll curl up
into a ball and do a rapid spin around the stage, which is quite odd, I've
never known him to be that much of a rapid spinner ingames...Oh, and he's
quite slow.
Loops: 6

R-167 - Salamence
Group: Dragon
Field move: Break x3
Poke assist: Flying
Requirements: Boss of wave 7 in the capture arena.
Area: Jungle relic and Capture arena.
Walkthrough: N/A
Behavior: Salamence is slow, super slow, as slow as slow can be...well,
almost. He's slow while walking, but he is a tad faster when flying. Salamence
has two attacks. The first is an Earthquake which Salamence will perform while
dropping down from flight to walking, it will last a while and will hit
everywhere on the field, so don't have your stylus down while he fires. The
next is a Hyper beam, which is something you should have seen before on other
legendaries, if not, it's a straight beam which goes from Salamence to the 
edge of the arena, which does of course mean that you can't loop him during
this time. Be quick with your spins right after one of these attacks and hope
that he doesn't do anything else.
Loops: 22

R-168 - Jynx
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: None
Area: Panula cave
Walkthrough: Easy to find, just go to the area where you caught Steelix to
find two Jynx. There are a few others through the cave.
Behavior: Jynx is fast, but it doesn't move much, so there's not much to worry
about there, Jynx's main attack is a lovely kiss attack. It will be circled by
hearts and lips which do small damage to the stylus.
Loops: 9

R-169 - Solrock
Group: Rock
Field move: None
Poke assist: Psychic
Requirements: None
Area: Panula cave
Walkthrough: There are plenty of Solrock throughout the cave, just look
around.
Behavior: Solrock has rather odd movements. His main attacks are from flashes
of psychic energy. Just be quick, but careful.
Loops: 6

R-170 - Wobbuffet
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: Break x3
Area: Panula cave
Walkthrough: From the second room, take a route to the left. Eventually you'll
reach the Poliwrath room. Destroy the rock on the north to find a small area
where Wobbuffet lives.
Behavior: Wobuffet, doesn't do much at all. He walks slow and will grow to
double his size for about a second every time you loop him. No attacks, which
is odd.
Loops: 8

R-171 - Dusclops
Group: Ghost
Field move: None
Poke assist: Ghost
Requirements: None
Area: Panula cave
Walkthrough: Found all over the cave, but usually the second half of it.
Behavior: Slow walker, fires Shadow balls. Much easier than Gastly, so if you
snagged him easily, you should have no trouble with this fellow.
Loops: 9

R-172 - Swinub
Group: Ground
Field move: Tackle x1
Poke assist: Ice
Requirements: None
Area: Panula cave
Walkthrough: In the ice patch around half way through the cave.
Behavior: He's nothing special, Phanpy uses nearly the same techiniques when
you battled him. So, yeah, Swinub is slow and dashes at the styler once in a
while.
Loops: 5

R-173 - Piloswine
Group: Ground
Field move: Tackle x3
Poke assist: Ice
Requirements: None
Area: Panula cave and Sekra range.
Walkthrough: These guys are common all over both Panula cave and Sekra Range.
It shouldn't take more than two minutes of searching to find them.
Behavior: As Swinub's battle style resembers Phanpy, Piloswine has a large
resemblance to Donphan. Slow walker, runs at the styler, doesn't seem to curve
as much while dashing at the styler.
Loops: 7

R-174 - Snorunt
Group: Ice
Field move: Break x1
Poke assist: Ice
Requirements: None
Area: Panula cave
Walkthrough: Like most pokemon in Panula cave, they're found nearly
everywhere in the cave.
Behavior: Snorunt's main threats come from odd movements such as changing
direction suddenly, moving right into the styler. Large loops are the way to
go, here. He'll use Icy Wind if you touch him, but never any other time.
Loops: 7

R-175 - Glalie
Group: Ice
Field move: None
Poke assist: Ice
Requirements: None
Area: Panula cave
Walkthrough: Found easiest in the large ice room.
Behavior: Glalie floats around at average speed. It's attack is Aurora beam,
which isn't much of a threat, just loop him when he's not firing the beam.
Loops: 9

R-176 - Whismer
Group: Normal
Field move: None
Poke assist: None
Requirements: None
Area: Panula cave
Walkthrough: Go to the area where you woke up Steelix with Poliwrath, you'll
find two Whisper and an Exploud.
Behavior: Whismer, speedy. The only attack it uses is a Hyper voice when you
poke it with the styler. Not hard, you can circle it while he's using Hyper
voice, so do that if you want an easy win.
Loops: 4

R-177 - Loudred
Group: Normal
Field move: None
Poke assist: None
Requirements: None
Area: Panula cave
Walkthrough: From the ice field, go north until you find the hole. Jump down
it and stick to the paths on the right. Eventually you'll fall out right on
top of the Loudred.
Behavior: A bit slower than Whismer, but it can now use a Hyper voice at will.
Not much else has changed.
Loops: 7

R-178 - Exploud
Group: Normal
Field move: None
Poke assist: None
Requirements: None
Area: Panula cave
Walkthrough: Go to the area where you woke up Steelix with Poliwrath, you'll
find two Whisper and an Exploud.
Behavior: Very similar to Whismer and Loudred, aside from being twice the size
and quite a bit slower. It's range in Hyper voice is about the same as the
other two. Use the same tactics. Like Loudred, He'll use Hyper Voice at will
now, as well as when you poke him.
Loops: 14

R-179 - Steelix
Group: Steel
Field move: None
Poke assist: Ground
Requirements: Boss of wave 8 in the capture arena.
Area: Panula cave and Capture arena.
Walkthrough: N/A
Behavior: Steelix has to be one of the hardest pokemon in the entire game to
capture. It's massive, I kid you not, it's size will cover a mighty good
chunk of the arena, leaving you for minimum looping space. It doesn't have
any attacks, but simply touching it will cause damage to the styler.
Thankfully, Medicham are nearby and using their assist on Steelix will require
only 4 loops instead of 10, so you should use this if possible.
Loops: 10

R-180 - Seedot
Group: Grass
Field move: Tackle x1
Poke assist: Grass
Requirements: None
Area: Sekra Range
Walkthrough: Simply follow the path at Sekra range to find 3 Seedot.
Behavior: Seedot are fast and like to headbutt the styler, they only need one
loop, so do that and lift, capturing all 3 at once if you can.
Loops: 1

R-181 - Nuzleaf
Group: Dark
Field move: Wind x1
Poke assist: Grass
Requirements: None
Area: Sekra Range
Walkthrough: Follow the main path on the range to find a Nuzleaf on the path.
Behavior: Nuzleaf will jump around when you're trying to capture him, he can
create tornadoes by spinning, and he's quite fast, but his low number of loops
is his weakness, but quick to win.
Loops: 3

R-182 - Shiftry
Group: Dark
Field move: Wind x2
Poke assist: Grass
Requirements: None
Area: Sekra Range
Walkthrough: Follow the main path to find a Tree with a sign that claims the
tree is named the "Shift-tree". Walk near and 5 Shiftry will jump out.
Behavior: Shiftry is a fast Nuzleaf. He likes to create tornadoes (three at 
once, I might add) very often, but he won't jump. Like his two prevos, loops
are his weakness.
Loops: 4

R-183 - Vaporeon
Group: Water
Field move: Soak x2
Poke assist: Water
Requirements: None
Area: Fiore Temple
Walkthrough: Outside the pyramid at the back of the temple, you'll find all
3 of the Kanto Eeveelutions wandering around.
Behavior: Vaporeon is a beast to capture. Aside from very common aurora beams,
he's fast and has a high number of loops, use Discharge if you have trouble.
Loops: 15

R-184 - Flareon
Group: Fire
Field move: Burn x2
Poke assist: Fire
Requirements: None
Area: Fiore Temple
Walkthrough: Outside the pyramid at the back of the temple, you'll find all
3 of the Kanto Eeveelutions wandering around.
Behavior: Flareon, like Vaporeon, is quick and has large number of loops. It
uses Flamethrower to breate a stream of fire. Be careful and use discharge if
you need it.
Loops: 13

R-185 - Jolteon
Group: Electric
Field move: Recharge x3
Poke assist: Electric
Requirements: None
Area: Fiore Temple
Walkthrough: Outside the pyramid at the back of the temple, you'll find all
3 of the Kanto Eeveelutions wandering around.
Behavior: Jolteon has less loops than the other Eeveelutions, yet is much
faster. It will fire a stream of lightning, similar to the beam attacks of
Flareon and Vaporeon. Sadly, Discharge doesn't work, so be very careful.
Loops: 

R-186 - Espeon
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: None
Area: Fiore Temple
Walkthrough: Go to the Fiore temple basement. Go right to the back of the
first room to find Espeon and Umbreon.
Behavior: Espeon will walk around at an average pace, it will occasionally
fire Psybeams which will touch the edge of the arena and will make it
unloopable.
Loops: 5

R-187 - Umbreon
Group: Dark
Field move: None
Poke assist: Dark
Requirements: None
Area: Fiore Temple
Walkthrough: Go to the Fiore temple basement. Go right to the back of the
first room to find Espeon and Umbreon.
Behavior: Umbreon is one of the faster Eeveelutions. His main attack consists
of giving off black gas which makes the field darker, Umbreon harder to see
Umbreon is a tough catch, so be careful.
Loops: 7

R-188 - Electabuzz
Group: Electric
Field move: Recharge x3
Poke assist: Electric
Requirements: None
Area: Go-rock base
Walkthrough: He's a little further away from the Beldums.
Behavior: He's quick with odd movements, and he does the Psychic flash move
that a couple of other pokes use, shouldn't be too hard. Just be quick with
your loops and you'll take him home.
Loops: 6

R-189 - Swalot
Group: Poison
Field move: None
Poke assist: Poison
Requirements: None
Area: Fiore temple
Walkthrough: Go to the basement of the temple to find a Swalot near the
entrance.
Behavior: Swalot is basically Muk without the trail of sludge. He'll spit
pools of acid in the same way and moves about the same speed. Easy capture if
you remember Muk.
Loops: 11

R-190 - Beldum
Group: Steel
Field move: Tackle x1
Poke assist: Psychic
Requirements: None
Area: Jungle Relic and Go-rock base
Walkthrough: For the Go-rock base, simply go into the second room, it's much
quicker than in the Jungle relic. 
Behavior: Beldum is quick, but only has a simple Run-at-the-styler attack.
You should have seen it all before at this level.
Loops: 5

R-191 - Metang
Group: Steel
Field move: Tackle x2
Poke assist: Psychic
Requirements: None
Area: Go-rock base
Walkthrough: The third pokemon you encounter in the Go-rock base.
Behavior: Similar to Beldum, though he is a tad faster.
Loops: 8

R-192 - Metagross
Group: Steel
Field move: Break x3
Poke assist: Psychic
Requirements: None
Area: Go-rock base
Walkthrough: You'll find this beast right at the end of the Go-rock base,
accompanied by two beldum, try to capture the Beldem before the Metagross
battle.
Behavior: 30 loops will see this bad boy down. For a metal beast, he's quite
fast. His main attacks will be psybeams, but he gives so much warning, you can
get 2 loops in before he fires them, go big so he can't break the line and use
discharge if you can. Good luck.
Loops: 30

R-193 - Larvitar
Group: Ground
Field move: Cut x1
Poke assist: Rock
Requirements: None
Area: Sekra Range
Walkthrough: Larvitar live on the east side of the Canyon area of sekra range.
Behavior: Larvitar is fast and will try to bite the styler. He's nothing
special though, just go wide for a quick and easy capture. He can jump quite
far, though.
Loops: 3

R-194 - Pupitar
Group: Ground
Field move: None
Poke assist: Rock
Requirements: None
Area: Sekra range
Walkthrough: Pupitar live in at the bottom of the waterfall near the Go-rock
base.
Behavior: Pupitar is slow. He has two attacks, the first is where he uses rock
slide to make rocks fall from the sky around the battlefield, the second is
where he tries to dash at the stylus. Large loops are the way to go here.
Loops: 13

R-195 - Tyranitar
Group: Rock
Field move: Break x3
Poke assist: Dark
Requirements: None
Area: Go-rock base
Walkthrough: Fourth pokemon in the base, just keep walking.
Behavior: Tyranitar likes to use Earthquake and Hyper beam. Earthquake will
make the entire field untouchable while hyper beam is something you should
have seen many times before. Tyranitar is much harder when you're against a
group of pokemon, which is why the boss battle against him is so damn tough.
Loops: 11

R-196 - Swablu
Group: Flying
Field move: Wind x1
Poke assist: Flying
Requirements: None
Area: Sekra Range
Walkthrough: You'll find a few of these in the small area with trees after the
rest house.
Behavior: Swablu is one of the easier flying pokemon to capture, it has one
attacks which it will use rarely and it doesn't move too fast, his only form
of defence is a small speed boost, activated by touching it with the styler.
Also, his attack, a single tornado, is used by him incredibly rarely. At this
stage in the game, swablu should be an instant "No-sweat" pokemon to capture.
Loops: 5

R-197 - Altaria
Group: Dragon
Field move: Wind x3
Poke assist: Flying
Requirements: None
Area: Sekra Range
Walkthrough: Like the Swablu, he's in the small area with trees after the rest
house.
Behavior: Altaria, the only Wind x3 pokemon who can acompany you through the
game, isn't the easiest pokemon to capture. Speedy with erratic movements, and
the ability to create multiple tornado streams at once makes him a tough
pokemon indeed, to make it worse, touch him with the styler and he'll create
a mist around him that makes it much harder to see. Use an assist if needed.
Loops: 10

R-198 - Aerodactyl
Group: Rock
Field move: None
Poke assist: Flying
Requirements: None
Area: Fiore Temple
Walkthrough: Walk around, there are quite a few of these flying around.
Behavior: Aerodactyl is quite speedy and has two attacks, it has Hyper beam,
which is where it fires a green beam at the edge of the screen, and an attack
where it chases the styler. It's quite tough, use an assist if needed.
Loops: 3

R-199 - Sneasel
Group: Dark
Field move: Cut x2
Poke assist: Dark
Requirements: None
Area: Panula Cave
Walkthrough: There's two notable places where you can find these, one right
before the area where you caught Steelix, the other in the Ice field.
Behavior: Sneasel. Fast, very fast. Runs up to the styler once in a while and
slashes it. Be careful, and use an assist if you need to. 
Loops: 3

R-200 - Absol
Group: Dark
Field move: Cut x3
Poke assist: Dark
Requirements: Burn x3 or Soak x1
Area: Panula Cave
Walkthrough: Find the Crobat area and go south, you'll find a new area which
houses an Absol.
Behavior: Absol is quite a speedy little bugger. He can clone himself, (where
only the real Absol can be captured, the others vanish) and he'll throw cutter
boomerangs. Use an assist if needed, because Absol isn't the easiest bugger in
the world to catch.
Loops: 5

R-201 - Kangaskhan
Group: Normal
Field move: Break x3
Poke assist: None
Requirements: Break x3
Area: Sekra Range
Walkthrough: Simply go north from Wintown and follow the lake counter-
clockwise until you come to a cave. Break it open and enter to find
Kangaskahn.
Behavior: A slow pokemon with a low number of loops? That's kinda unexpected.
By the time you've cracked open Kangaskahn's cave, you should have seen Hyper
Beam, and that's the attack Kangaskahn will stick with. Easy to capture, quick
circles are the way to go.
Loops: 5

R-202 - Entei
Group: Fire
Field move: Burn x3
Poke assist: Fire
Requirements: Automatic during storyline
Area: Jungle relic and Fiore Temple
Walkthrough: N/A
Behavior: In the first battle, Entei will appear with two Magmar, I believe
they respawn after you catch them, so don't bother because discharge will
paralyse everything, after you do this, he shouldn't be too hard. In the
second battle, Entei will be surrounded by embers at the start of the battle,
for every ring you draw, one ember vanishes. He'll also call up some fire
pillars at the start of the battle, too. He will also do a (very long)
flamethrower in the direction of your stylus once the flame pillers have gone,
then he'll perform the flame pillars again after the Flamethower. I don't
believe he resummons the embers...
Loops: 13 (First battle) 17 (Second battle)

R-203 - Raikou
Group: Electric
Field move: Recharge x3
Poke assist: Electric
Requirements: Automatic during storyline
Area: Fiore Temple
Walkthrough: N/A
Behavior: Raikou is probably the hardest of the legendary dogs to catch. He's
fast with odd movements and has two attacks. The first, he'll lay down small
thunderbolts which will go from Raikou to the top of the screen and remain for
about 15 seconds, even if Raikou moves. He can have up to 3 of these on the
screen at once. This attack makes it so hard to catch Raikou, that you'd be
mad to attempt it without an assist. Any assist that keeps Raikou from
attacking will be victory for you. Oh, and he can shoot out small
thunderballs. Once in a while, but they're nothing big.
Loops: 11

R-204 - Suicune
Group: Water
Field move: Soak x3
Poke assist: Water
Requirements: Automatic during storyline
Area: Fiore temple
Walkthrough: N/A
Behavior: Suicune runs around at high speeds (like the rest of the dogs), his
main two attacks will be a teleport-and-clone combo, and an aurora beam. Both
of these attacks should be very familiar to you at this point in the game and
Suicune's weakness to discharge only makes it easier. Easily the easiest dog
to catch.
Loops: 17

R-205 - Regirock
Group: Rock
Field move: None
Poke assist: Rock
Requirements: Break x3, Soak x1, Break x3, Burn x3
Area: Sekra Range
Walkthrough: The 3 Regi's need a heck of a lot of assists to capture them, 
thankfully, they're rather simple to access once you've gotten all the needed
assists. For Regirock, go to the area with the Vileplume, there is a rock in 
the way, break it and use Soak on the sprout. Climb it, break the wall, and
enter the cave. Got through the room and rse Burn on the Ice to melt it, be
careful of the Gastlys, for obvious reasons. Finally, you can enter Regirock's
chamber.
Behavior: Slow and strong, Regirock's main attack will be Rock slide. He'll
slam the ground and cause boulders to fall. Aside from this, Regirock lacks
any other defence, an assist, particularly Water assists will make this battle
much easier.
Loops: 20

R-206 - Regice
Group: Ice
Field move: None
Poke assist: Ice
Requirements: Burn x3, Break x3, Cross
Area: Panula cave
Walkthrough: Go to Panula cave, in the Area with the Steelix, there should be
a large piece of ice that needs Burn x3 to destroy to the south. Do so and go
through the new cave. Destroy the northern boulder and drop down the new hole.
Use the pole to cross over the water and drop down this last hole to find
Regice's chamber.
Behavior: Regice is quite speedy for a Regi. His main attack will be creating
Ice pillars which cover half the field, like Regirock, this is his only
attack. Thankfully, the ice pillars stop if he's stunned by an assist.
Loops: 13

R-207 - Registeel
Group: Steel
Field move: Break x3
Poke assist: None
Requirements: Cross, Break x3, Break x3, Break x3.
Area: Krokka tunnel
Walkthrough: The third and final Regi can be found deep inside Krokka tunnel.
First, go to the Zubat room and use Cross on the stump. Go south, then west
and north into a new room. Use break on the boulders and a final cross into
Registeel's chamber.
Behavior: Registeel has a single attack, causing big, black metal boulders to
fall from the sky. Registeel is probably the easiest of the Regi's, but he's
still a tricky little fellow, don't be afraid to use an assist if needed.
Loops: 20

R-208 - Kyogre
Group: Water
Field move: None
Poke assist: Water
Requirements: Automatic during storyline
Area: Safra Sea
Walkthrough: N/A
Behavior: Kyogre is a large pokemon who moves quite fast. The only assist you
can do to him is Discharge. Surprise! Discharge is super effective, so use a
full power discharge to make it an easy capture. He may use a tidal wave
attack that fills the entire screen with tidal waves, pull up if he uses that
attack, because it's unavoidable if the stylus is on the screen.
Loops: 16

R-209 - Groudon
Group: Ground
Field move: None
Poke assist: Ground
Requirements: Automatic during storyline
Area: Jungle relic
Walkthrough: N/A
Behavior: Groudon is pretty big but slow. He'll usually attack with
Earthquakes, which will fill the entire screen and three or so consecutive
Hyper beams in different directions, if you caught a Poliwrath earlier, use
their assist against it.
Loops: 18? I'm not too sure here.

R-210 - Rayquaza
Group: Dragon
Field move: None
Poke assist: Flying
Requirements: Automatic during storyline
Area: Fiore temple
Walkthrough: N/A
Behavior: Rayquaza is just as large as Groudon and Kyogre. His attacks consist
of shooting Dragon pulses from his mouth, and shooting tornados in EVERY
direction. Gengar, Espeon and Gardevoir make this stage MUCH easier, so 
capture of them before the match.
Loops: 13

R-211 - Deoxys
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: Must be in the Deoxys ranger net mission
Area: Krokka tunnel
Walkthrough: N/A
Behavior: Deoxys is an interesting pokemon, it can change to any one of its 4
forms at will, the first few times you encounter it, it won't change and will
be uncatchable, simply keep going until he changes into his normal form. Then
capture it. So, guides for all four forms. His attack form is first, it can
teleport, but it's main attack will be the one where it dashes to the capture
line and tackles it, the tackle area is huge compared to other pokemon who do
it, so watch out, he moves at above average speed in this form. Defence form
is next, this form is slower and will shoot Shadow Balls, which are also slow.
It will also use harden to prevent you from being able to circle him. Speed
is third, it is incredibly fast in this mode, but like most nimble pokemon, it
needs very few loops. It will fire three gear-like things quite often, just
try to snag it while he isn't doing this. Finally, its normal form, it will be
able to change to any of it's other 3 forms, but capturing these will send it
back to its normal form. When in normal form, it will use Psycho Boost to hit
everywhere on the field, so make sure your stylus isn't down when he does
this. It's quite speedy, so good luck.
Loops: Attack form: 13, Defence form: 17, Speed form: 3, Normal form: 9.

R-212 - Celebi
Group: Grass
Field move: None
Poke assist: Grass
Requirements: Must be in the Celebi ranger net mission
Area: Lyra forest
Walkthrough: N/A
Behavior: For a legendary pokemon, Celebi isn't very impressive. He'll be
quite speedy, and will start the battle with a Frenzy Plant, the best time to
snag him would be when the Vines disappear, he'll stop still and become much
easier to catch.
Loops: 3

R-213 - Mew
Group: Psychic
Field move: None
Poke assist: Psychic
Requirements: Must be in the Mew ranger net mission
Area: Olive Jungle
Walkthrough: N/A
Behavior: Mew is quite a little toughie to catch, if possible, before the
match, try to capture an Ariados or another Bug type, they'll make this battle
a whole lot easier with their assist, or even better, try to capture a
Shedinja if you find one. Mew is quite a speedy little pokemon, not Celebi
speed, but still, quite fast for a pokemon that needs 18 loops. It can
teleport and it will jump if you start to circle it, I'm not even sure
it's possible without a bug or ghost type assist, maybe if you have a fast
hand, you can use another assist...but only do that if you have a very fast
hand. Good luck, you're gonna need it.
Loops: 18
==============================================================================
6. Credits

Pikachu936 (me): For writing the entire thing.
You: For reading this.
The webmasters of all the sites that this FAQ is hosted on: For hosting my
guide on it. ^_^
==============================================================================
7. Legal Stuff
This guide is Copyright to Pikachu936 and the only sites I give permission to
host it currently are Gamefaqs.com and PokemonWorld.co.uk
E-mail me if you would permission to have it on your website or if you see it
outside either of the current sites.
==============================================================================
8. Contact Info
If you would like to E-mail me, Remember that I will only answer questions
where the answer is not in the guide. The E-mail address is
Shadow_The_Roadhog@Hotmail.com.
=============================== END OF DOCUMENT ==============================