Pokémon Stadium (USA) Strategy Guide
                          Version 3.50 (Final)
                       Last Updated: 4/12/2001
                          Created: 01/30/2000
         Created by:  Magus747 (Mark)--paladin423@hotmail.com
              Major contributors (see credits for info):
Alvaro--robot_z50@hotmail.com, Laura 182--laurar182@hotmail.com, 
                   Striker64--striker64@mailcity.com

****AN IMPORTANT NOTE TO EVERYONE, LOOK IN MY DISCLAIMER.  I CAN 
ONLY ACCEPT SUBMISSIONS ABOUT GAME SECRETS IF YOU EARNED THEM 
YOURSELF THROUGH HARD WORK AND GAME PLAY.  I CAN NOT ACCEPT RIP 
OFFS FROM OTHER SITES OR MAGAZINES.  ONLY SEND IN INFO FROM 
OTHER SITES IF YOU GOT PERMISSION FROM THEM, AND EMAIL ME THE 
PERMISSION.  THIS IS FOR YOUR PROTECTION.  THANK YOU.****

****IF YOU HAVE FURTHER QUESTIONS ABOUT HOW STATS WORK, AND HOW 
TO ACHIEVE MAX STATS, EMAIL ME.****

****UNLESS THERE IS GROUND BREAKING INFO I RECEIVE OR SOME 
SERIOUS CORRECTIONS I NEED TO MAKE, I WILL NO LONGER BE UPDATING 
THIS GUIDE.  THANKS TO EVERYONE FOR YOUR HELP.****

Table of Contents:

   I. Updates/Version History
  II. Introduction
 III. How to catch a pokémon with good potential
  IV. Some basic strategy
   V. Pika and Petit Cups, Poké and Prime Cups, Gym Leader 
        Castle
  VI. The single types
 VII. Dual types
VIII. The benefits of status attacks and status boosters, and 
        other tricks
  IX. Ultimate teams
      A. Recommended movesets by alexgen@sinectis.com.ar
   X. Secrets
  XI. Credits
 XII. Disclaimer and other legal stuff
----------------------------------------------------------------
I.  Updates/Version History

3.50--Final version, so no updates unless there are some errors 
I have to correct.  I have learned a lot from more gaming 
experience with the game, so the guide is getting a big 
revision.  I learned that moves like hyper beam and sky attack 
are usually no good because you lose a round in which you can 
attack, so I am going to be recommending other moves unless they 
still give the pokémon some kind of huge advantage.  I learned 
that substitute was definitely not near as good as I thought, 
and I removed it from moves that I recommended.  Big thanks to 
pokémasters.com for the info on max stats and white-cat for the 
info on base stats.  Allowed for publication on 
http://hometown.aol.com/falsehead , which is a friend of mine's 
page.  Now that I have got all 81 fully evolved/never evolving 
pokémon to level 100, I will be rating the pokémon according to 
their full max stats at level 100, so some may get better 
reviews than they originally did.  If you need to understand how 
a pokémon would fare for Poké, Petit, or Pika Cup, check the 
teams I recommended under those sections.  Added a new note 
about amnesia and swords' dance under the basic strategy 
section, check it out because it is rather big news.  Info about 
tms/hms less evolved pokémon can learn came from Pokémon Stadium 
2.  Pokémon that are less evolved and have only one type but 
evolve into a dual type will be listed under their dual type 
counterparts.  Updating information on a lot of things, so check 
the guide out.  The evaluations should pretty much hold true for 
lower evolved pokémon at their competing cup.  Some moves 
learned by level up will not be available in the lower cups, so 
TMs/HMs will be important.  Max stats always apply to the fully 
evolved pokémon.  A new feature will be the cups I recommend 
pokémon for beside their names, and a + or ++ depending on how 
good they are for that particular cup.  Good picks for poké and 
prime cup are also good for the Gym Leader Castle.

3.29--Thanks to alexgen@sinectis.com.ar for his recommended 
movesets.  Currently, I will be accepting no more submissions to 
enhance the guide unless it is totally something surprising 
about the game.  You may still email me with movesets, ultimate 
teams, etc. for discussion, but please do not email me with 
things you want published.  Thanks.

3.28-Made a few more corrections on the guide.  Counter always 
waits for your opponent to attack, so you should use it on 
pokémon that you know are only going to hit you with "physical" 
moves.  And softboiled only recovers half your HP instead of all 
of it.  Psychic is not the most powerful psychic attack, dream 
eater is, but it is harder to use --thanks to Alvaro for 
pointing this out.

3.27-Added that Raichu can learn light screen (while in Pikachu 
stage).  Must have been an oversight.

3.26-Beedrill and Venomoth are not weak against ground type 
attacks, the attacks balance out.  Thanks to 
alexgen@sinectis.com.ar for pointing this out.

3.25-Made several corrections thanks to cmsnrub25@yahoo.com who 
has a very observant eye.  I changed the places where I said 
that acid could poison, as it can reduce physical defense; and I 
changed where I said aurora beam may reduce speed as it may 
reduce attack.  Venomoth and Beedrill are also weak to ground 
type attacks, which I corrected, and Tentacruel can learn the 
grass type attack, mega drain.  Also corrected a bit of the info 
on how to get a good pokémon from gaming experience.

3.21-Oops again, a mistake in the attack chart was fixed, 
fighting does only normal on ice/psychic, not super effective.  
Hopefully that is the rest of my mistakes.

3.20-Fixed a few errors in the "Earliest Levels Pokémon Found 
At" section.  Removed some that didn't qualify for cups, and 
explained how to catch a normal experienced Tangela at its 
lowest level.  Went through and made numerous corrections, so it 
may be wise to re-read a lot of the guide.  Spellchecked.  I 
believe this is the final update unless someone points out a 
grammar mistake or such.

3.11-Oops, found that I made a small error in the attack types 
chart.  There is no pure ice type, so I made the corrections and 
added ice/psychic where needed.  I will continue to look for 
errors, but I am near a final update.

3.10-Updated the info about stat growth under section III.  Be 
sure to check it out if you are going for a pokémon with awesome 
stats.  Also updated section V with new teams and strategies for 
defeating the hard mode.  Check it out if you are having 
trouble, and these teams also work great for round 1.

3.06-Corrected a few mistakes, Aerodactyl can not learn rock 
slide, and Slowbro can not learn hydro pump.

3.05-Added a bit of new info on the Surfing Pikachu secret.  
Added a new secret about the Battle Now mode.  Unfortunately, it 
appears you cannot rent Mewtwo after round 2 is finished, which 
is bad news for all you guys going through on rentals.  How lame 
to just get bonus stickers eh?

3.00-Corrected the secret on how to get the hyper mode to the 
mini games, turns out you can just win five in a row on 5 or 
more rounds.  Finally got the secret about what you get for 
finishing round 2 added.  Finished Surfing Pikachu and gave the 
real secrets to getting him, my past info was not correct.  
Spellchecked.  **This should be the final version of the guide 
unless I find grammar mistakes or such, or find out some new 
secrets.**

2.994-Added a section that tells where to get each Pokémon at 
their earliest levels, and which version of the game.  This is 
at the bottom of the Basic Strategy Section.  Still can't get 
surfing Pikachu on my own to confirm the secret (can we say 
arggh?).

2.993-Fixed the Surfing Pikachu secret to show how to really get 
him.  Changed Clefable on my ultimate teams, he can not learn 
hydro pump, oops.  I gave him double edge now instead.  Added a 
secret about changing backgrounds in the Game Boy Tower.  
Changed some other errors as well.

2.99-Finished the mini games to get hyper mode.  Adjusted the 
technique to get the secret, see the secrets section.  I will 
soon get the surfing Pikachu rumor investigated to see if you 
actually can continue and still get him.  It may be a while 
before I finish Poké Cup, Petit Cup, Pika Cup, and the final 
battle.  When I do I will tell whatever new secrets I uncovered.  
I do have suggestions for teams, etc., posted below though.  
Hopefully I can finish within a few weeks.

2.988-I have added notes about Gym Leader Castle also on hard 
mode as I have finished it.  Adding two rumors to the secrets to 
modify them, I will test these as soon as I can to see if they 
are true, and some of you guys could email me to confirm them 
and help me out if you would :-).  One says you can get surfing 
Pikachu even if you use a continue, the other says that you can 
beat the computer five times in a row with a five round battle 
on the hard mode to get hyper mode in the mini games.

2.985-Went and corrected lots of little errors, like Mew being 
in contention for the best pokémon, it is by far Mewtwo.  Also 
added the idea to a lot of TM suggestions that takedown and 
double edge, and even mega kick are good picks.  Updated a lot 
of info on pokémon, etc.  Spell checked.  Fixed formatting.

2.981-Huge thanks to Brian-lkr@oneimage.com for confirming the 
secret about the mini game hyper mode.  Check secrets for how to 
get it.  Found out that the Gym Leader Castle still has level 50 
(level varies depending on your highest) pokémon instead of all 
100 as I had first thought.  Found out that Brock can cheat with 
confuse ray to bring down Mewtwo and totally whoop you in the 
first gym.  Still being tested by the challenge of the computer.  
Updated the section describing the different game modes to let 
you know just how hard this game has gotten.  I also added some 
ideas for some good teams, but a lot of it may be up to luck, 
and some choices may be better than the ones I am thinking of.  
If someone has finished the game on hard mode, email me with the 
secrets of what you get, cause I may never beat these awful 
computer tactics (at least not until I spend a lot of time 
getting better teams and getting lots of TMs to beat the 
computer).  Also added a secret about wallpapers.

2.98-I have heard many rumors about a "hyper mode" to the mini 
games, if anyone knows about this for sure by having actually 
gotten it yourself, please email me.  Also I am having big 
trouble finishing the hard mode of the game, so if anyone 
already has, could you email me and tell me what different 
things you get for finishing it?  Added a new secret.  Added 
some notes about Amnesia Psyduck thanks to "kill me"-
zodaic@hotmail.com .  Updated the strategy on status attacks, 
found a lot of useful info in checking moves of pokémon.  Tested 
that poison is indeed a physical attack rather than special, 
thanks to Pesmerga-pesmerga_99@hotmail.com .  Added a few notes 
to basic strategy to update some ideas.  The new notes in basic 
strategy are above the note on critical hits.  Updated the note 
about take down and double edge in basic strategy.  Added a note 
about agility in the basic strategies section, thanks to 
Gyarados13O@cs.com for the info.  Sorry no info on the hard mode 
rewards yet but the hard mode is really tough to finish.

2.975-Forgot to update the attack chart to reflect the 
information in the below update.  I think I will have to get to 
the hard mode and finish parts of it before the next update, so 
it may be several days.  

2.97-Ground vs. grass/poison, and poison vs. bug/poison is 1-
1.5x effective instead of 2x-3x. Grass vs. rock/flying, poison 
vs. grass/poison, fire vs. water/ice, electric vs. 
dragon/flying, fighting vs. normal/flying, water vs. rock/water, 
grass vs. water/flying, and grass vs. poison/ground I found to 
do also normal damage instead of 1/2-3/4x damage.  I fixed these 
errors under the appropriate pokémon below.  

2.96-Allowed for publication of my guide in the near future to 
be on http://www.happypuppy.com/ also.  Added a new note about 
email to the disclaimer, I suggest that everyone take a glance.

2.95-Thanks to Matt-Formatt777@aol.com for info on how to get 
Surfing Pikachu.  Check secrets, section X.  Updated notes on 
Amnesia Psyduck due to new information from Jeff.

2.93-Added little notes here and there, changed this and that.  
Read through some of the Gym Leader Castle info to see some of 
the more important changes.  It is going to take me a bit to get 
the different kinds into the hall of fame, so it will be a while 
before I get back to hard mode to learn its secrets.

2.92-Added a new secret about "Amnesia Psyduck" thanks to Jeff-
rubee64@hotmail.com .  Added the important note above table of 
contents because I get lots of submissions about secrets, but 
only a few have been valid so far.

2.91-Also found out that ice vs. water/flying is only 1-1.5x 
damage.  Really cost me against Gyarados in the Pika Cup.  I had 
to start over on round one (easy mode, bye bye Dodrio Game Boy 
for now....I'll miss it till I get it again) to get my pokémon 
in the hall of fame more easily, I really urge all of you to get 
all but Mewtwo and Mew in the hall of fame on the first Prime 
Cup>Master Ball tournament.  Try to squeeze Mewtwo in there if 
you have him, as he will make it much easier.  And oh yeah, YOU 
CAN RENT MEW ON THE HARD MODE!  He is decent.  (See secrets for 
details).  Found out that the gym trainers' teams are all at 
level 100 on hard mode, and the rentals remain at 50, so it is 
important that you have Game Boy pokémon trained up.  Also added 
a weird quirk about color under secrets, thanks Laura182.

2.90-Finished the Gym Leader Castle and found out some 
interesting things.  View secrets and the info on the Gym Leader 
Castle.  Added a couple of notes to basic strategy, under the 
note on seismic toss.  Seems double edge and takedown aren't as 
useless as I thought, but I still don't like them much.

2.81-Added a secret thanks to David-Dolphins1324@aol.com .

2.80-Updated the attack chart and pokémon for electric vs. 
electric/flying, ground vs bug/poison, bug vs. poison/flying, 
grass vs. water/poison, bug vs. ghost/poison, fighting vs. 
ice/psychic, fighting vs. rock/flying, ice vs. ice/flying, and 
fighting vs. ice/flying.  It seems that these attacks do regular 
(1x-1.5x) damage instead of super effective damage (2x-3x).  
Working on the Gym Leader Castle but it gets pretty tough.  Also 
allowed for publication of this guide to be also on 
http://www.rpgamer.com/ , see legal stuff and disclaimer in 
section XII.

Version 2.75-Discovered a fluke that I added to basic 
strategies.  It is directly above the note on critical hit.  
Finished the Prime Cup with mostly rental pokémon and my own 
Mewtwo and added notes about it and what you get for finishing 
it.  I will try to get through the Gym Leader Castle soon.

Version 2.61-Fixed little errors here and there about strategy.  
I changed some ideas on substitute.  See the notes in the 
strategy section, and also some pokémon's evaluations and notes 
about TMs have changed slightly with the new ideas on 
substitute.  Credit for this goes to Lee-deathmeister@webtv.net 
because he pointed out substitute is very risky to use if you 
don't have the speed needed to use it before your opponent hits 
you with a strong attack.

Version 2.60-Added info about what you get for finishing the 
Poké Cup and some strategies on finishing it.  The next update 
will take a while, because it will be a bit before I get six 
good pokémon to level 100 to take down the Prime Cup.

Version 2.51-Fixed a big mistake in the secrets section.  Turns 
out you can not play through the game over and over to rack up 
on items because every time you start the game over, the ID 
number changes.

Version 2.50-Fixed a few mistakes and am adding a bit of info on 
the Pika and Petit cups, along with the Poké and Prime cups, and 
Gym Leader Castle section, which is in the works.  Since the 
demand on gameFAQs for answers on Stadium has risen quite a bit, 
I will try to get more of the info about the game as well as 
strategy on here.  Please be patient as it will take me at least 
a couple of weeks to get this info out if not more.  Found out 
seismic toss and sonic boom even work on ghost types.  Added a 
few new sections and changed a few things in basic strategy.

Version 2.01-Fixed the formatting and the copyright info on 
Stadium.

Version 2.00-Ahhhh yeah!  The ultimate in pokémon strategy!  
This guide even is an interesting read to me after I finished 
it, so now I know how to beat all my friends.  Finally finished, 
spellchecked, and proofread.

Version 1.76-The rest of the info is coming within a few weeks, 
I will try to get it done by the 7th of March.

Version 1.75-Finished the attacks chart with help of Alvaro and 
the dual type info.  Received new info from Laura182 on pokémon.  
The guide is starting to take publishing shape.

Version 1.5-Added a lot of material, fixed spelling errors, etc.  
Huge thanks for contributions!

Version 1.0-The creation of the guide.  I am starting what I 
hope will be the most comprehensive guide to pokémon strategy.
----------------------------------------------------------------
II. Introduction

Know that this guide is intended to cover only the highest 
evolved or never evolving pokémon.  It covers more of a Poké Cup 
to Prime Cup status, the real power pokémon.  I do go into the 
Pika and Petit cups, but I am not planning to do an elaborate 
pokémon by pokémon analysis of the weaker pokémon.  If you are 
having trouble, I did mention a few good teams to raise from 
Game Boy in Section V.

I think this guide is perfectly timed as we are getting close to 
time for Pokémon Stadium to be released.  Well, it was released 
and this guide has done well I guess, peaking at #2 on the top 
ten at gameFAQs :-).  I am, along with some very helpful people, 
writing this guide to go deep into the different strategy 
elements of what is  going to be many people's favorite game, 
Pokémon Stadium.  If you are like me and aspiring to be one of 
the greatest pokémon masters of all time, you probably have 
found yourself wondering "would an Aerodactyl be at a 
disadvantage or an advantage against an electric type since it 
is both a rock and a flying type?".  You have probably wondered 
what TMs are best and which pokémon will use them most 
effectively.  Would Thunder be best for an electric type like 
Electrode, or for someone like Dragonite to add an element of 
surprise to his attack?  You have probably wondered what the 
sense is in keeping moves like Thunder Wave when seemingly 
better moves come along.  You have probably also wondered if a 
pokémon's statistics like strength are more important than their 
type in battle.  I decided to write a guide to answer these age 
old questions and let you in on the secret knowledge that all 
those "masters" possess.  Tired of being beaten by your friends 
when they know an impossible strategy to beat?  This guide will 
attempt to give you all the information you need to put them in 
their place, and make you the greatest master of all time!
----------------------------------------------------------------
III.  How to catch a pokémon with good potential

You have to go back to the Game Boy for this following strategy.  
One of the most important aspects to having a good pokémon is to 
have high stats such as strength.  I had caught two level 9 
Abras one day, gazed at their stats, and I realized one of the 
big secrets to pokémon--two pokémon of the same level and kind 
may have very different stats.  For those of you who have the 
time and the patience, you can try this following method to 
build pokémon to their optimum power.  What's the advantage?  
Your pokémon will be much stronger and more difficult to defeat 
in battle, and in some cases it may mean the difference between 
victory and defeat.  For those of you who don't have the time or 
don't wish to follow this method, don't despair, you only will 
have a few extra stat points even if you catch a good pokémon.  
You should still try to find them at the lowest level possible 
and train them the hard way, otherwise you could end up with far 
less stats than other pokémon.  The other parts of this method 
only get you a few extra stat points.

You may want to have finished the game before trying this.  You 
will need lots of money and patience if you want a near perfect 
pokémon.  Depending on the level and type of the pokémon you 
want to capture you may need anything ranging from a poké ball 
to an ultra ball.  You will need to carry a weak pokémon to help 
injure the weaker kinds so you can capture them more easily, if 
you don't have any weak pokémon, just put a weak one to sleep 
and try to capture it with regular poké balls because they are 
less expensive and ultra balls are only stronger when the 
pokémon is really weak (thanks Alvaro for pointing this out). 
Also you may want to use leech seed to slowly wear your 
opponents down, this helps a lot.  For pokémon of the Safari 
Zone, save in the Safari Zone and reset when you run out of time 
so you don't have to spend the admission fee over and over while 
looking for the pokémon you want.  Save when you do catch one 
that you want in the Safari Zone, and keep resetting to regain 
time.  You can catch about 3 or 4 good pokémon before the time 
runs out if you are lucky.

Search for the pokémon you want, and fight several of them until 
you determine the lowest level that particular pokémon shows up 
at.  You may have to search several areas and different versions 
of the game.  Mankey, Cubone, Pinsir, Scyther, Tauros, Venonat, 
Chansey, Grimer, and a maybe a few others show up at earlier or 
much earlier levels on yellow (see the section below that tells 
where they show up at their earliest level, and on which version 
of the game).  When you are sure you have found that pokémon at 
its lowest level possible, capture 3-5 of them at that level.  A 
level 51 pokémon trained since an early level will have higher 
stats than a wild level 51 pokémon of the same kind.  Compare 
all their stats--life energy (HP), strength, defense, speed, and 
special power.  If you think you haven't caught a good one keep 
trying.  For pokémon you only get once per game such as Eevee 
and Mewtwo, you may keep receiving them (save right before 
getting them) until you get the one you want.  Find the one with 
the best overall stats (you may want the extra stat points in 
its weaknesses or in its strengths) then begin to build it up 
towards level 100.  Release the other ones into the wild.  
Evolve most as soon as possible, as evolved pokémon gain more 
stats at level up.  Wait until pokémon that evolve by using 
stones on them have learned all their moves, or at least the 
moves you want before evolving them.  Optionally, you can also 
use TMs to teach moves that you want to pokémon that evolve from 
stones and then evolve them.  For the trade evolutions, trade as 
soon as your pokémon has reached its second form (example:  Abra 
becomes Kadabra at level 16--do not build it up any higher until 
you have traded it and evolved it to Alakazam).  Then, trade 
that same pokémon right back to yourself to avoid it having 
boosted experience.   The others you never want to trade until 
they are at level 100.  Also, never put your pokémon in daycare, 
or use rare candy on it.  Why?  Because any of these things 
(including boosted experience) will take away stat points from 
your pokémon at level up (my friend's Slowbro and Kadabra ended 
up weaker for this reason than my pokémon at the same level).  
Unfortunately, the best way to build them up is the normal way, 
the long way.  

A note about Jynx and Mr. Mime--you can only raise them with 
boosted experience.  You must trade for them, so give the 
computer person the pokémon they want at the lowest level 
possible, as that is the level you will receive your new pokémon 
at.  Just follow all the other parts of the method regarding 
them.  Also, Lickitung is caught in the wild at level 50+ in the 
yellow version or with boosted experience in the others.  Alvaro 
discovered that with Lickitung, the stats are very close if you 
caught him in the wild from yellow or got him earlier in red and 
blue.  Farfetch'd can be caught in the wild at an early level on 
Pokémon Yellow with no boosted experience, although you can 
trade for it with a level 2 (or 3) Spearow.  Alvaro also 
discovered that the stats for Farfetch'd are nearly the same by 
either method, so either way is fine.

I will discuss which moves to keep as your pokémon grows in 
other sections of this guide.  Good places to build levels are 
in Mewtwo's cave and by fighting the Elite Four repetitively--
the Elite Four also give you lots of money towards buying those 
many poké balls and stat boosters you will need if you use this 
method.  I find Mewtwo's cave to be a more steady way of 
building levels though.  

The actual truth of stats is a bit different than I thought at 
first.  You will want to give your pokémon that you caught-at 
its lowest level-all the stat boosters it can take when you 
first get it, this in turn will increase the amount of stats it 
gains at each level up.  Be sure to give them all the stat 
boosts they can take in their lowest evolved form.  You may hold 
out to learn the moves you wish to learn with a pokémon before 
evolving them, the stats usually end up being about the same 
whether you evolved them early or later.  Again, as I mentioned 
earlier, try to get the ones with the best stats possible in the 
wild when you catch them, you may have to catch four or five or 
even more if you want one with absolutely great stats.  The 
bottom line though--even if your pokémon has a perfect rating in 
any of the stats, it will only be maybe 30 points (likely less), 
and strategy can still overcome them.  Yes, they will have a 
slightly better chance of surviving, but all in all, as long as 
you have caught them in the wild at their earliest level and fed 
them stat boosters immediately, then your pokémon should be 
formidable if you give it the right moves.
----------------------------------------------------------------
IV. Some Basic Strategy

--Your pokémon's strength and defense ratings effect how well it 
uses/resists the following type attacks (at least from what I 
could find in combat):

normal
rock
ground
bug
fighting
flying
ghost
poison

These would be "physical".

--Your pokémon's special rating effects how well it uses/resists 
the following type attacks (again at least from what I could 
find in combat):

electric
grass
ice
psychic
fire
water

These would be "special".

--Using attacks that are the same type as your pokémon seems to 
do around 1.5 times the damage the attack would in the hands of 
other types.  Example:  Raticate uses quick attack better than 
Pikachu because Raticate is a normal type using a normal type 
move.  Pikachu would be an electric type using a normal type 
move.  Compound this figure with the damage of an attack being 
super effective and it does 3x damage, and to some it would do 
6x damage (like Articuno using blizzard on Dragonite).  Factor 
this in when you calculate how much damage you are racking up.  
Defense-wise, if you were to use a Raticate's quick attack on an 
Onix, it would do slightly more damage than a Pikachu's quick 
attack.  Instead of the usual 1/2 damage caused by an attack 
that a pokémon resists, if the pokémon using the attack is the 
same type as his attack he is using, then it will cause 3/4 
damage.  Or if the attack only does 1/4 damage it will do 3/8.  
Example:  Zapdos (electric/flying types) uses thunder on 
Venusaur.  Since Zapdos is one type electric, using an electric 
move will automatically do 1.5x normal damage.  Venusaur being 
one type grass resists this attack to where it usually does just 
1/2 damage.  But since Zapdos is doing 1.5x the normal damage, 
it will do 3/4 of the normal damage to Venusaur.  Charizard 
greatly resists bug attacks by being both a fire and flying 
type.  But if Beedrill uses a bug attack (and since he is one 
type bug), he will do 3/8 the normal damage instead of 1/4.

(Basic strategy continued below chart)
----------------------------------------------------------------
Pokémon attack chart

Your attack will always have a type.  Your opponent's defense 
may have one or two types.  The following explains how your 
attack effects different types of opponents.

Normal (your attack type, NOT defense type)
strengths (attack type does 2x-3x damage to opponent if they are 
the following types): none
resistances (1/2-3/4 damage to opponent of the following 
type(s)): rock/ground, rock/flying, rock/water
immunities (opponent takes no damage): ghost/poison

Water
strengths: fire, ground, fire/flying, poison/ground, rock/flying 
resistances: water, grass, dragon, dragon/flying, grass/poison, 
grass/psychic, bug/grass, water/flying, water/fighting, 
water/psychic, water/ice, water/poison
big strengths (4x-6x damage to opponent): rock/ground
big resistances (1/4-3/8 damage to opponent): none

Fire
strengths: grass, bug, grass/psychic, grass/poison, ice/flying, 
ice/psychic, bug/poison, bug/flying
resistances: fire, water, dragon, water/flying, water/fighting, 
water/psychic, water/poison, dragon/flying, rock/ground, 
rock/flying, fire/flying
big strengths: bug/grass
big resistances: rock/water

Electric
strengths: water, water/ice, rock/water, water/psychic, 
water/poison, water/fighting, ice/flying, fire/flying, 
normal/flying, bug/flying, poison/flying, rock/flying
resistances: grass, electric, dragon, grass/poison, 
grass/psychic
big strengths: water/flying
big resistances: none
immunities: ground, poison/ground, rock/ground 

Ice
strengths: grass, ground, dragon, grass/poison, grass/psychic, 
poison/ground, rock/ground, normal/flying, fire/flying, 
bug/flying, poison/flying, electric/flying, bug/grass
resistances: ice/psychic, water, rock/water, water/psychic, 
water/poison, water/fighting
big strengths: dragon/flying
big resistances: water/ice

Fighting
strengths: normal, water/ice, rock/ground, rock/water
resistances: poison, psychic, bug, poison/ground, 
electric/flying, fire/flying, water/flying, dragon/flying, 
water/psychic, grass/psychic, bug/grass
big strengths: none
big resistances: bug/poison, bug/flying, poison/flying
immunities: ghost/poison

Grass
strengths: water, ground, water/ice, water/psychic, 
water/fighting
resistances: fire, grass, poison, bug, dragon, grass/psychic,  
ghost/poison, normal/flying, ice/flying, electric/flying
big strengths: rock/ground, rock/water
big resistances: fire/flying, grass/poison, poison/flying, 
bug/flying, dragon/flying, bug/poison, bug/grass

Psychic
strengths: fighting, poison, water/fighting, bug/poison, 
poison/ground, grass/poison, water/poison, ghost/poison
resistances: psychic, grass/psychic, ice/psychic, water/psychic
big strengths: none
big resistances: none

Ground
strengths: fire, electric, poison, poison/ground, water/poison, 
ghost/poison, rock/ground, rock/water
resistances: grass, bug, grass/psychic
big strengths: none
big resistances: bug/grass
immunities: normal/flying, bug/flying, electric/flying, 
ice/flying, fire/flying, poison/flying, water/flying, 
rock/flying, dragon/flying

Flying
strengths: grass, fighting, bug, grass/poison, grass/psychic, 
water/fighting, bug/poison, bug/flying
resistances: electric, electric/flying, rock/water, rock/ground, 
rock/flying
big strengths: bug/grass
big resistances: none

Poison
strengths: grass, bug, grass/psychic, bug/flying
resistances: poison, ground, poison/flying, water/poison
big strengths: bug/grass
big resistances: poison/ground, rock/ground, ghost/poison

Rock
strengths: fire, bug, ice/psychic, water/ice, normal/flying, 
electric/flying, poison/flying, water/flying, rock/flying, 
dragon/flying
resistances: fighting, ground, water/fighting, rock/ground, 
poison/ground
big strengths: ice/flying, bug/flying, fire/flying
big resistances: none

Bug
strengths: grass, poison, psychic, bug/poison, poison/ground, 
water/poison, ice/psychic, water/psychic, bug/grass
resistances: fire, fighting, normal/flying, electric/flying, 
ice/flying, bug/flying, water/flying, rock/flying, dragon/flying
big strengths: grass/poison, grass/psychic
big resistances: fire/flying

Ghost (the only true ghost type attack is lick)
strengths: ghost/poison
resistances: none
big strengths: none
big resistances: none
immunities: normal, normal/flying, psychic, ice/psychic, 
water/psychic, grass/psychic

Dragon (the only dragon attack, dragon rage, does a weak 40 HP 
damage always)
strengths: none
resistances: none
big strengths: none
big resistances: none
----------------------------------------------------------------
--There are exceptions, some moves will always do a set amount 
of damage.  Sonic boom will always do 20 HP damage--this move is 
generally too weak though.  Seismic toss and night shade seem to 
do  as much damage as your current level, ignoring resistances.  
Psywave does random damage, up to 1.5 times your current level 
(thanks Alvaro for investigating this), but since the damage is 
random, it is not as useful as seismic toss or night shade.  At 
high levels, even weaker pokémon could do heavy damage with 
these moves.  Choose who you teach it to wisely though, teach 
these moves to a pokémon that will survive to use them enough to 
win.  Some high level pokémon have near and over 500 HP, so even 
doing 100 HP damage each round would take a few rounds to win.  
Also, the use of power moves on opponents that have type 
weaknesses, or weaknesses to special or physical attack could 
cause more damage.  Example:  using ice beam on Dragonite (ice 
hurts dragon/flying badly) or headbutt on Chansey (Chansey has 
very low defense) may well cause over 100 HP damage to them.  
Golem may receive over 100 HP damage from a psybeam because he 
has a low special.

--Amnesia, Swords' Dance, Growth, Meditate, etc. have a strange 
quirk I discovered.  If you get a regular non-critical hit, they 
enhance the damage you do big time.  But if you get a critical 
hit, the critical hit will do double the damage you would do if 
you had NOT amnesiaed or swords' danced.  It is really a problem 
if you are trying to increase the power of a move that always 
gets critical hit like slash, because it will not increase the 
power of those moves at all.

--On Stadium, you can not switch pokémon as your opponent is 
brining new ones out.  It is therefore very vital to have a 
great lead pokémon to stay in until it faints, then to have two 
good pokémon to back it up.

--Moves like takedown and double edge take life away from your 
pokémon in order to score a tough hit.  I found out that even 
though I don't like them much, if you use them and the opponent 
faints, you won't receive recoil.  This can be very helpful to 
bring down strong psychic types.  You will receive damage on the 
Game Boy if you use these moves even when it makes your opponent 
faint in one hit.  Strangely too, on the Stadium game you will 
always have to recharge after using hyper beam, on Game Boy if 
it made the opponent faint then you would not have to recharge.

--You will want to give lower level pokémon stat boosting 
medicines like carbos, etc.  This can really pay off if you want 
to challenge a friend using Pika, Petit, or Poké cup rules, or 
the computer on hard mode.  

--If you switch pokémon in the middle of battle, your opponent 
will get a free move.  If your pokémon is defeated, your next 
pokémon will get first move provided it has more speed.

--A weird thing happened on Stadium that confirmed my suspicions 
on Game Boy.  If you hit a dual type that has one type that gets 
hurt from the attack badly, and one part the resists the attack, 
it will balance out and do regular damage.  For instance if you 
use thunder on Zapdos, the flying part of him would take 2x-3x 
damage from the attack.  The electric part would only take 1/2-
3/4 damage.  On the Game Boy it had said these attacks were 
"super effective", but on Stadium it did not.

--If you use wrap/bind/fire spin/clamp on Stadium then your 
opponent can switch to another pokémon without the penalty of 
you getting a free round against them.  If you have more agility 
though, you can continue to wrap/bind/fire spin/clamp them.  
They can also keep switching until you miss or you run out of 
these moves.  On Game Boy you could force them to switch and 
then bind/wrap/fire spin/clamp the next one automatically.

--Substitute is not as good as I originally thought it would be.  
In most cases it is destroyed in one round and you lose 1/4 of 
your HP to use it.  Don't waste a lot of game corner coins 
buying a bunch of these, they are only useful in certain 
situations, so take this in mind when you see me writing 
something about substitute in my reviews of the pokémon.   

--Remember though that substitute does prevent status ailments 
and one hit KOs on Stadium, but not on Game Boy.

--Agility is a pretty good move because it does the following:  
it raises your accuracy, gives you the chance to strike first, 
and raises chance for critical hit.  It is a great counter to 
moves like minimize.  Thanks to Gyarados13O@cs.com for this tip.

--Moves that have a high chance of critical hit are useful.  
Critical hits do near double damage that the attack regularly 
does, and defenses don't matter.  Critical hits also cut through 
defenses like reflect, barrier, and amnesia, BUT unlike I 
thought before, resistances still apply and they are not as 
effective on those who resist your attacks.  Another thing that 
reduces the damage of these hits are the defense and special 
stats of your opponent. Slash, crabhammer, razor leaf, and 
karate chop all have good chances at critical hits.  The move 
focus energy seems to bring up your chances for a critical hit 
on other moves.  Think if you got a critical hit on a 6x damage 
hit, wow, nearly 12x the damage!

--If your attack brings down an opponent's special, strength, 
etc. the move will not do as much damage that round as it 
normally would (but likely will give you an advantage the next 
if it scores a normal hit).

--If you ever use all your moves up (all the PP for them), you 
will still be able to choose to fight.  You will attack with 
struggle, which is a medium damage normal move.  You receive 1/4 
the damage you deal with struggle, and it isn't effective on 
rock types and has no effect on ghost types.

--Accuracy with attacks, ability to evade attacks, and 
resistance to status attacks seem to go up with level up too.

--PP ups give you more uses of certain moves.  Moves that have a 
lot of uses gain a lot more PP, and moves that have few uses 
gain very few PP.  If you gave the bonus to something like 
tackle, you would gain 7 extra uses, if you gave it to hyper 
beam, you would get 1 extra use.  It is more important to use 
them on powerful offensive moves, but choose which pokémon you 
give the bonus to wisely.  You only can find a few hidden PP ups 
in the game, they can not be purchased.  They are usually found 
in suspicious looking spots, but some are hidden in the open.  
Use your itemfinder everywhere to find them.  If you have two 
games, You can play through one game over and over and trade 
your pokémon to that game to use the PP ups then trade back, and 
you can also get extra TMs you would like to have.  You can use 
three PP ups on a move before it reaches its max.

--One hit KO moves like fissure and guillotine can have big 
payoffs, but since they often miss, they aren't worth it except 
in cases where you have no other option.  Each time you miss, 
you give your opponent a free round.  You also only get five 
uses of each.  On Stadium they seem to connect a little more 
often though.

--Most pokémon have either high hp/strength/defense-low 
speed/special, or high speed/special-low hp/strength/defense.  
Usually ones with more speed/special win if you have a type 
advantage, but if the pokémon survives with more strength/hp, 
it's strength may crush the pokémon with less defense/hp.  
Example: if Golem faced off against Starmie, and Starmie used 
hydro pump, Starmie would likely win first round without even 
being hit--because he has more speed and high special.  If Golem 
somehow survived due to his high HP, he could use earthquake and 
win, due to Starmie's low defense.  

--Some moves always work the same, regardless of the type 
pokémon who learns it.  For instance, rest (HP and status 
restored, sleep two rounds) and dragon rage (causes 40 HP 
damage) would always work the same, but Thunder (different 
damage) would not.  The type move the TM or HM teaches will be 
more effectively used if your pokémon is the same type and has 
high stats in either special or strength, whichever determines 
the strength of the attack.  (Confusing huh?)  Here's an 
example-Raichu would be better to learn Thunder because he is an 
electric type (thunder is an electric move therefore he does 
1.5x the normal damage of Thunder for starters) and he has high 
special; Raticate would not because he is a normal type and he 
has very low special.  

--Know that some TM/HM moves are always ok to teach if you think 
it would help; just choose to whom you give the move wisely and 
make it part of a team strategy...give powerful special moves to 
pokémon with high special and moves that are powerful physical 
moves to pokémon with high strength, and only make exceptions if 
you think you could win against your opponent just by having a 
type attack they are weak against (rarely happens, you need 
stats to back it up). See the note directly above, also, about 
teaching TMs and take it into consideration.  Moves such as mega 
punch, mega kick, double edge, dig, earthquake, mega drain, 
thunderbolt, thunder, ice beam, blizzard, psychic, fire blast, 
surf, and rock slide are all excellent moves that can do big 
damage or give you an edge in battle.  Skull bash, sky attack,  
and solar beam do great damage, but you must survive one round 
to use them the next, and if your pokémon is slow, you may have 
to survive two attacks.  I generally don't recommend using moves 
that take more than one round to work, because you can use a 
weaker move and do more damage in two rounds (like if you use 
double edge two rounds in a row it does more damage than one 
hyper beam which takes two rounds to use).  Toxic, explosion, 
counter, dream eater, reflect, double team, rest, mimic, thunder 
wave, and swords' dance are all good strategy moves; think about 
whom you give them to though.  Swift is not extremely powerful, 
but useful since it always gets a hit.  The others I think are 
either not strong enough or have risks involved or penalties for 
using them (like razor wind lacks strength, metronome is too 
risky since it does a random move).  And remember, never replace 
an already good move unless it gives you more of an advantage.
----------------------------------------------------------------
Earliest Levels Pokémon are Found At

I am listing the earliest levels you can find many Pokémon at in 
the wild, as you need a lot of them for the Pika and Petit Cups, 
and even the higher evolved forms at early levels for Pika Cup.  
If the level they evolve at is earlier than the level you find 
the evolved forms at, I will not list them (example Nidorino is 
found earliest at level 16, when he is evolved from Nidoran 
Male, instead of in the wild).  I will also only list the 
evolved Pokémon if their earlier level helps them qualify for 
Pika or Petit Cup.  If you are looking to build a pokémon 
towards level 100, catch them at the earliest level in their 
least evolved stage because they gain more stats even than 
higher evolved forms at lower levels (example, a level 10 
Dratini will become a stronger Dragonite than a level 15 
Dragonair).  Remember that Pokémon evolved by stones or trade 
can be changed immediately and may be able to enter the Pika Cup 
in this fashion.

Bulbasaur-level 5, red/blue, from Professor Oak
Charmander-level 5, red/blue, from Professor Oak
Squirtle-level 5, red/blue, from Professor Oak
Caterpie-level 3, all versions, Viridian Forest
Weedle-level 3, red/blue, Viridian Forest, Route 2
Pidgey-level 2, all versions, Route 1
Pidgeotto-level 9, yellow, Viridian Forest
Rattata-level 2, all versions, Route 1, 2 (22 red/blue)
Raticate-level 15, yellow, Route 21
Spearow-level 2, yellow, Route 22
Fearow-level 19, yellow, Route 9
Ekans-level 6, red, Route 4
Pikachu-level 3, red/blue, Viridian Forest (reminder that on 
Yellow he learns more moves)
Sandshrew-level 6, blue, Route 4
Nidoran Female-level 2, blue/yellow, Route 22
Nidoran Male-level 2, red/yellow, Route 22
Clefairy-level 8, red/blue, Mount Moon
Vulpix-level 15, blue, Route 8
Jigglypuff-level 3, red/blue, Route 3
Zubat-level 6, all versions, Mount Moon
Oddish-level 12, yellow/red, Routes 24 and 25
Paras-level 8, red/blue, Mount Moon
Parasect-level 13, yellow, trade for Tangela (catch Tangela at 
level 13 on red/blue by trading for a Venonat you caught at 
level 13 on yellow on Routes 24 or 25)
Venonat-level 13, yellow, Routes 24 and 25
Diglett-level 15, all versions, Diglett's Cave
Dugtrio-level 15, yellow, trade for at level 15 Lickitung on 
route 18 (you can get a level 15 Lickitung on red/blue by 
trading for a Slowbro caught at level 15 from routes 12 and 13 
on yellow)
Meowth-level 10, blue, Routes 5 and 6
Psyduck-level 15, yellow-route 6 on pond, red/blue-fishing 
Safari Zone and others
Golduck-level 15, yellow, Route 6 on pond
Mankey-level 3, yellow, Route 22
Growlithe-level 15, red, Route 8
Poliwag-level 5, yellow, fishing on Route 22 or Viridian City
Poliwhirl-level 15, yellow, fish on Route 22
Abra-level 6, blue, buy from Game Corner Exchange
Machop-level 15, red/blue, Rock Tunnel
Machamp-level 16, yellow, trade Cubone at level 16 for Machoke 
on Route 5 (get level 16 Cubone from the Safari Zone on yellow, 
and then trade Machoke to get Machamp at level 16)
Bellsprout-level 12, yellow/blue, Routes 24 and 25
Tentacool-level 5, all versions, Sea Routes and several fishing 
spots
Tentacruel-level 20, yellow, fish on Route 20
Geodude-level 7, red/blue, Mount Moon
Ponyta-level 28, red/blue-Cinnabar Lab, yellow-Route 17
Slowpoké-level 15, red/blue-fishing Safari Zone and others, 
yellow-Routes 12 and 13
Slowbro-level 15, yellow, Routes 12 and 13
Magnemite-level 16, yellow, Route 10
Farfetch'd-level 2, red/blue, trade for Spearow in Vermilion 
City (get your Spearow from the yellow game at level 2 on Route 
22)
Doduo-level 18, red/blue, Route 16
Seel-level 22, yellow, Seafoam Island
Dewgong-level 15, yellow, trade on Cinnabar Island for a level 
15 Growlithe (level 15 Growlithe can be found at Route 8 on red)
Grimer-level 23, yellow, Cinnabar Lab
Shellder-level 10, yellow, fishing in Vermilion City
Gastly-level 18, all versions, Pokémon Tower in Lavender Town
Haunter-level 20, yellow, Pokémon Tower in Lavender Town
Onix-level 13, red/blue, Rock Tunnel
Drowzee-level 9, red/blue, Route 11
Krabby-level 10, yellow, fishing on Route 25
Kingler-level 15, yellow, fishing on Route 25
Voltorb-level 14, red/blue, Route 10
Electrode-level 3, red/blue, trade for a level 3 Raichu (get a 
level 3 Pikachu from red or blue and evolve it to Raichu 
immediately)
Exeggcute-level 20, yellow, Safari Zone
Cubone-level 16, yellow, Safari Zone
Hitmonlee-level 30, all versions, pick from the Karate Master in 
Saffron City **level 20 from Stadium**
Hitmonchan-level 30, all versions, pick from the Karate Master 
in Saffron City **level 20 from Stadium**
Lickitung-level 15, red/blue, trade for a Slowbro on Route 18 
(catch the Slowbro at 15 on yellow on routes 12 and 13)
Koffing-level 30, red/blue, Cinnabar Lab
Rhyhorn-level 20, yellow, Safari Zone
Rhydon-level 15, yellow, trade for Golduck level 15 (found on 
pond at Route 6 on yellow)
Chansey-level 7, yellow, Safari Zone
Tangela-level 13, red/blue, trade for Venonat on Cinnabar Island 
(catch Venonat at level 13 in yellow on Routes 24 and 25)--for 
normal experience, Tangela can be caught at level 22 in the 
Safari Zone on Yellow
Kangaskhan-level 25, red/blue, Safari Zone
Horsea-level 5, yellow, fishing on Route 11 and Vermilion City
Seadra-level 20, yellow, fishing on Route 13
Goldeen-level 5, yellow, fishing on Route 6 and Celadon City
Staryu-level 5, yellow, fishing in Pallet Town
Mr. Mime-level 6, red/blue, trade for Abra (buy Abra from the 
Game Corner Exchange on blue)
Scyther-level 15, yellow, Safari Zone
Jynx-level 15, red/blue, trade for Poliwhirl (catch a level 15 
Poliwhirl from fishing on Route 22 in yellow)
Electabuzz-level 33, red, Power Plant
Magmar-level 34, blue, Cinnabar Lab
Pinsir-level 15, yellow, Safari Zone
Tauros-level 21, yellow, Safari Zone
Magikarp-level 5, all versions, use Old Rod to fish
Gyarados-level 15, yellow, fishing in Fuchsia City
Lapras-level 15, all versions, Silph Company employee
Ditto-level 12, yellow, Cinnabar Lab
Eevee-level 25, all versions, top of Celadon Mansion **level 20 
from Stadium**
Porygon-level 18, blue, buy from Game Corner Exchange
Omanyte-level 30, all versions, bring the Helix Fossil back to 
life **level 20 from Stadium**
Kabuto-level 30, all versions, bring the Dome Fossil back to 
life **level 20 from Stadium**
Aerodactyl-level 30, all versions, bring the Old Amber back to 
life
Snorlax-level 30, all versions, wake him up with the poké flute
Articuno-level 50, all versions, find in Seafoam Island
Zapdos-level 50, all versions, find in Power Plant
Moltres-level 50, all versions, find in Victory Road
Dratini-level 10, yellow, fish in the Safari Zone
Dragonair-level 15, yellow, fish in the Safari Zone
Mewtwo-level 70, all versions, capture in Unknown Dungeon
Mew-level 5, all versions, get from Nintendo
----------------------------------------------------------------
V. Pika and Petit Cups, Poké and Prime Cups, Gym Leader Castle

--Pika and Petit--

--easy mode--

These cups are really not too hard.  I recommend that you get a 
well balanced rental team and just beat the computer into 
submission.  Definitely choose Kadabra.  My other choices 
usually include Diglett, Raichu, Raticate, Psyduck, and Ivysaur.  
You can also choose Haunter or Gastly.  If you want to get a 
bunch of the weaker pokémon into the hall of fame though, you 
may need three really great pokémon to lead your team.  In that 
case go back to the Game Boy and catch a Dragonair in the Safari 
Zone on yellow.  At the entrance pond, they should be at level 
15, and you will need the super rod and a lot of luck to find 
them.  When you find one, throw two rocks and a ball and you 
should catch it.  Hope that it doesn't run.  Teach Dragonair 
powerful TMs.  You can teach him nearly all the ones that 
Dragonite can learn, I think.  Also use Clefable and teach him 
some really great moves.  A great third choice here is Gastly or 
Haunter from rental, or from your game.  In most cases, you will 
want to give lower level pokémon stat boosting medicines like 
carbos, etc.  This can really pay off if you want to challenge a 
friend using Pika, Petit, or Poké cup rules.  All in all though, 
you should be able to easily get many pokémon into the hall of 
fame this way.

For the Petit cup, your choices are more limited.  I find this 
cup not to be as hard though.  The only real problem I had was 
in the semifinal with Lass, she kept using minimize.  I 
recommend using Gastly and other great rental pokémon for this 
cup.  Make sure you have someone with swift to take out Lass 
though.

--hard mode--

I finished the Pika Cup, and it is difficult towards the end, 
but not too bad with the following team:

Gyarados (level 20)-dragon rage, blizzard, thunderbolt, surf
Dragonair (level 15)-dragon rage, blizzard, thunderbolt, fire 
blast
Lapras (level 15)-psychic, double edge, blizzard, dragon rage
Arcanine (level 15)-fire blast, dig, double edge, dragon rage
Raichu (level 15)-surf, thunderbolt, double edge, submission
Alakazam (level 20)-psychic, thunder wave, seismic toss, reflect

Use Gyarados and the others with dragon rage to blast your way 
through the cup.  If you need something different than Gyarados, 
switch in the formidable Alakazam.

Petit Cup in hard mode is also very difficult.  I finally 
finished it, and I must say the last guy is really hard.  You 
have to get lucky and hope he picks Omania instead of 
Dratinimania, or hope that you somehow get lucky enough to have 
two pokémon to face that Dratini.  I used the following team to 
do well:

Diglett (level 26)-rock slide, earthquake, fissure, double edge
Gastly (level 27)-psychic, mega drain, thunderbolt, night shade
Pikachu (level 26)-surf, thunderbolt, body slam, submission
Dratini (level 26)-dragon rage, blizzard, fire blast, 
thunderbolt
Growlithe (level 26)-dig, dragon rage, fire blast, double edge
Abra (level 27)-psychic, thunder wave, double edge, seismic toss

--One thing to look out for is that some of the pokémon aren't 
dual types in their earlier stages.  Charmander/Charmeleon is 
only fire instead of fire/flying.  Caterpie and Metapod are only 
bug instead of bug/flying.  Nidoran female/Nidorina/Nidoran 
male/Nidorino are only poison types instead of poison/ground.  
Poliwag and Poliwhirl are only water instead of water/fighting.  
Shellder is only water instead of water/ice.  Staryu is only 
water instead of water/psychic.  Magikarp is only water instead 
of water/flying.  And lastly, Dratini/Dragonair are only dragon 
instead of dragon/flying.  Take into consideration that these 
types will not have 4x-6x weakness, but neither will they have 
1/4-3/8 resistances.  I used blizzard on Dragonair and it 
disappointed me, and then it hit me that it only does 2x-3x 
damage since it is not dual typed.

--Poké and Prime--

--easy mode--

I recommend using strong ones you have built up on the Game Boy 
games.  If you really want, use stat boosting medicines to give 
your pokémon extra edges in the Poké Cup.

Well I finished the Poké Cup and believe me the competition gets 
VERY heated at the end of the master ball tournament.  The 
psychic guy is really tough.  For the master ball tournament I 
recommend a strong Jolteon, Alakazam, and Articuno.  I also 
recommend having three strong backups, like Moltres, Dragonite, 
and Zapdos.  I also recommend that you bring these guys up from 
early levels on Game Boy.  Some of this tournament is left up to 
luck, because you may have moves that help you in certain 
situations and sometimes your opponent will just have a better 
moveset.  Seismic toss is a very valuable asset in this 
tournament, as are strong attacks that don't miss very often.  
Using type weaknesses to your advantage is a must.  To see what 
you get for winning this cup, check the secrets section, section 
X.

I rented a group of pokémon which are conveniently at level 100 
for the Prime Cup.  I used my Mewtwo from the blue game that I 
had brought up to 100 with some great moves.  The cup wasn't 
really too hard, but things started getting heated in the Ultra 
and Master Ball Cups.  I got to the final battle of the Master 
Ball tournament and I was quite surprised at seeing a certain 
pokémon in the last fight.  My recommendation, have a Mewtwo 
with hyper beam, or amnesia and psychic to take this cup rather 
easily.  Just use well balanced teams and you should win.  Check 
the secrets section to see what you get for finishing this Cup.

--hard mode--

The Poké Cup is also a wonderful example of how hard a game can 
be.  I finally finished this, but it was an incredibly tough 
endeavor.  But I can say that if you carefully plan, you should 
make it to the final guy with many continues.  Just remember 
what your resistances are and use the special moves I formulated 
in this team to your advantage, know your enemy and their moves, 
resistances, and weaknesses.  For Old Man, use a blizzard heavy 
team to destroy Dragonite if he shows up, and if Snorlax shows 
up, use confuse ray or hypnosis to keep him down.  For the guy 
who has the critical hit team (Tamer, the volcano badge, next to 
last guy), use resistances and immunities to your advantage 
(Gengar is immune to the normal slash, and also resistant to 
razor leaf, Starmie is resistant to crab hammer).  For the final 
guy, throw out Starmie first, and back him up with Jolteon and 
Moltres.  The physical attacks should take out the pure 
psychics, and the elemental ones should take out the dual types.  
Know your enemy's stats, sometimes a physical attack will do 
more than an attack on an elemental weakness and vice versa.  
Dragon rage will no longer be an asset now, so use the same type 
boosts to give you an edge (an ice type using an ice move, 
etc.), and seismic toss is limited in its advantages.  I 
recommend you use a Moltres, Lapras, Gengar, Jolteon, Nidoqueen, 
and Starmie fully tweaked out with great moves and stat 
boosters.  I recommend you have most of your team at level 51, 
and your Starmie at 53, or your Jolteon at 53, whichever you 
want....you may want Jolteon for sake of speed and thunder wave 
to paralyze your opponents.  You may also consider Alakazam and 
others as a backup.  Make sure to PP up the moves that have only 
5 uses.

Here are the moves I recommend you outfit them with:
Jolteon-thunder, pin missile, thunder wave, double edge
Lapras-psychic, body slam, surf, blizzard
Starmie-thunder, blizzard, surf, psychic
Moltres-fly, fire blast, double edge, reflect
Gengar-psychic, mega drain, thunder, confuse ray (or hypnosis)
Nidoqueen-blizzard, earthquake, thunderbolt, double kick (horn 
drill or double edge are also good options)

I actually did finish the Prime Cup on the hard mode.  Somehow 
Mewtwo actually still has an edge in this cup.  It wasn't too 
difficult and it shouldn't be too hard to get a surfing Pikachu 
(see secrets).  I  definitely had more of a challenge than last 
time though.  If you are using rentals, you will be in for the 
fight of your life, so I definitely recommend trained teams.  
Against Mew, make sure your Mewtwo has had its Psychic fully 
maxed out with PP ups.

Here is a good Prime Cup team (all level 100):
Mewtwo-psychic, recover, barrier, amnesia
Articuno-blizzard, fly, double edge, reflect
Jolteon-thunder, thunder wave, pin missile, double kick
Starmie-thunder, blizzard, psychic, recover
Exeggutor-psychic, mega drain, leech seed, explosion
Gengar-psychic, hypnosis (or confuse ray), night shade, toxic

--Gym Leader Castle--

--easy mode--

This is where even us who write strategy guides get taken back 
to school.  Although I thought up some pretty good strategies on 
the guide, some of the computer players are that much better.  
All the Gym trainer Pokémon are at level 50, however, if you use 
1 pokémon over level 50, then all your opponent's pokémon will 
be that level.  If you use level 100 Mewtwo, make sure most of 
your other pokémon compare in levels, otherwise the computer may 
have some big advantages if it brings Mewtwo down.  If you are 
like me and haven't had a lot of time to teach TMs to your 
pokémon (just the time to see who can learn them and all), then 
rental ones may sometimes be more balanced picks to use.

Brock-A breeze, and all his underlings are easy.  Pick good 
pokémon to counter rock types and be prepared for other kinds 
before Brock.

Misty-A little more challenging, but still, if you pick the 
right pokémon and are prepared for the worst, then you should be 
ok.

Lt. Surge-Not too hard to get to him, but when you do, do NOT 
use ground types.  I thought I could get past him easily and he 
showed up with both a surfing Pikachu and surfing Raichu.  I had 
to pull out my level 100 Mewtwo for this Gym.

Erica-Not too hard if you have a strong psychic type to guide 
you.  

Koga-Koga is easy, it's just the darn juggler before him.  Do 
NOT use a lv 100 pokémon for this because Hypno is too much to 
deal with, unless you have a good team of all level 100 pokémon.  
Keep the pokémon all at 50, with a strong Alakazam to guide you.  
Also have someone like Arcanine with strong normal attacks and 
good speed.

Sabrina-Getting too her is pretty hard.  Keep your pokémon 
around level 50 for her to not be too hard.  Watch out for Jynx 
and its ability to freeze you solid.  I found Dragonair with 
fire blast and Arcanine to be helpful.  Arcanine can also take 
out some psychics with takedown.  You may also want Articuno to 
help against Jynx.

Blaine-I used level 100 Mewtwo and didn't have much difficulty 
getting to Blaine, though some heated fights occurred with the 
nerd and psychic I had to take down.  Not too tough though.

Giovanni-Used level 100 Mewtwo and did quite well.  Giovanni was 
easy, and the trainers before him weren't bad, just watch out 
for the tamer that uses Zapdos, if you get thunderwaved, then 
Pinsir will annoy you to death with wrap.

ELITE FOUR
Lorelei-Was pretty tough.  Use a level 100 Mewtwo and use 
Amnesia twice and pound her with psychic.  Also if your Mewtwo 
has a mega punch or something similar, break it out for this 
fight.  Beware Lapras' confusion and body slam, the rest 
shouldn't be too tough.


Bruno-Level 100 Mewtwo destroys his fighting/low special team.  
Don't even bother with Amnesia.

Agatha-Wasn't too bad, but I got lucky enough not to face 
Gengar.  I used level 100 Mewtwo and blasted her poison typed 
array away.

Lance-Didn't put up as much of a fight as I expected.  His 
Lapras wasn't near as good as Lorelei's.  Lance doesn't have a 
Dragonite which I think weakens his team a lot.  Use level 100 
Mewtwo and two Amnesia followed by psychic to put this one to 
rest.

FINAL BATTLE?
You vs. a familiar face.  This person has a balanced team, so 
level 100 Mewtwo with two Amnesia and two good backups help.  
Wasn't as hard as I expected, but I may have been lucky.  BEWARE 
if he uses Toxic and then pulls out Exeggutor, DO NOT get leech 
seeded or your pokémon is toast unless you can win in a few 
rounds.  The team of this guy varies depending on if you use 
rental pokémon, or pokémon from one of the versions.  If from 
red/blue, he will have a team to counter whatever starter you 
picked.  If from yellow, he will have whichever form of Eevee 
that he had in the game.  His teams will be tough no matter 
what.

--hard mode--

I recommend you have a great team of level 100 pokémon with the 
best moveset you can come up with.  Strong physical attacks and 
special attack mixes are a must.  Since you pick different teams 
for each Gym Leader, I recommend you have a mostly balanced team 
and alternate some to meet the different challenges of the 
leaders.  Definitely make sure your stats are as near max as you 
can get for this.

Here is a good Gym Leader Castle team (all level 100):
Mewtwo-psychic, recover, barrier, amnesia
Articuno-blizzard, fly, double edge, reflect
Jolteon-thunder, thunder wave, pin missile, double kick
Starmie-thunder, blizzard, psychic, recover
Exeggutor-psychic, mega drain, leech seed, explosion
Gengar-psychic, hypnosis (or confuse ray), night shade, toxic

Brock-Not too hard, just use a good level 100 Mewtwo and beat 
the low special team that he has.  I had a level 98 Seaking 
which helped a lot against the annoying Ninetales.  If using 
rental, keep your whole team level 50 and get some strong water 
and ground types.

Misty-Not too hard at all really; if you have a strong electric 
type this is pretty easy.  Also level 100 Mewtwo again can 
dominate even Starmie with two amnesias and a psychic blast or 
two.  Electric types are good from rental with a team of all 
level 50, but have a balanced team to handle her underlings and 
a fire type to beat her Tangela.

Lt. Surge-Remember not to use ground types, surfing Raichu will 
destroy you otherwise.  Again I found level 100 Mewtwo to work 
wonders here.  He has a Tangela too.  One of the times I really 
think that rentals are not such a good idea, but it you must, 
get a strong grass type with razor leaf, keep them all at 50.

Erica-I found Erica to be quite easy with a level 100 Mewtwo.  
However, her first underling, I believe Lass, has a Dragonair 
with horn drill.  I got unlucky and got beat a couple of times 
for this reason, but I just persisted and eventually she picked 
a ridiculously weak team.  Good psychic types from rental and a 
balanced team will work, keep them all at 50.

Koga-Since you take out Juggler first, it isn't as hard this 
time around.  I had an easy path straight and through Koga with 
my level 100 Mewtwo.  Use a good rental team of all level 50 
guys with a combo of strong physical attacks and psychic powers.

Sabrina-Getting to her was a breeze, fighting her was up to 
luck.  She is really great.  If you have a great physical 
attacker near level 100, now is the time to pull him out.  Her 
Slowbro that has Amnesia was tough, and her Clefable paralyzed 
me with thunder wave.  I won by sheer luck with a fully 
Amnesiaed level 100 Mewtwo.  Also if you go for rentals, have 
STRONG physical attackers and a well balanced team all at 50.

Blaine-Not too tough to get to him, and not too extraordinarily 
tough to beat.  Again level 100 Mewtwo was a great asset.  Be 
careful of the Nerd before him, because he tends to use 
explosion twice in a row.  If you do a rental team, keep them 
all at 50, balanced your team, have a ghost to take the 
explosions (or a strong rock type), and use water and fire 
types.

Giovanni-This team was easier cause the Rocket guy was first and 
didn't use cheap tactics.  I found a lot of raw power teams in 
the Viridian Gym.  Use good defensive pokémon and have a well 
balance team.  For Giovanni have a good fighting type to bring 
down Persian and good water types for the rest.  Level 100 
Mewtwo again is a great asset.

ELITE FOUR (hard mode)
Lorelei-Easier this time I thought.  Seems like she didn't have 
as strategic of moves.  With level 100 Mewtwo, barrier once, use 
Amnesia twice, and defeat her.  With rentals have a well 
balanced team with strong electric types to beat her.

Bruno-Tougher than last time for sure.  Beware his strong new 
Snorlax.  If using Mewtwo, barrier up 3 times, amnesia twice and 
blast away on his team.  Be careful of Snorlax's selfdestruct.  
With rentals you are gonna need speedy strong special attackers 
mostly, and some pokémon that do well against fighting types, 
such as flying types.

Agatha-Still not the toughest around.  With Mewtwo, amnesia 
twice and barrier a few to protect against a Gengar explosion.  
With rentals, have strong psychic and ground types in your well 
balanced team.

Lance-Even easier than last time.  With Mewtwo, fully barrier (3 
times) and amnesia up twice.  Blast Lance into submission.  With 
rentals, if you made good picks you should win if you play your 
cards right.

THE FINAL BATTLE? (hard mode)
You vs. that familiar face again.  If you used rental, cross 
your fingers and hope you made the right picks against his 
INCREDIBLE team.  If you have level 100 Mewtwo, barrier up 3 
times, and Amnesia twice to prepare for the worst.  Recover when 
you must.  Blast him repeatedly with psychic and you should win 
with a little luck.  The team of this guy varies depending on if 
you use rental pokémon, or pokémon from one of the versions.  If 
from red/blue, he will have a team to counter whatever starter 
you picked.  If from yellow, he will have whichever form of 
Eevee that he had in the game.  His teams will be tough no 
matter what.

AND YET ONE MORE BATTLE

--easy mode--

A battle against the ultimate pokémon.  You can only face this 
pokémon if you have cleared all of the Stadium Cups and the Gym 
Leader Castle.  Not too hard because its moveset isn't too 
great, and you get to use six pokémon against it, and the rental 
ones are at level 100.  Use a level 100 Mewtwo, Amnesia twice, 
and psychic it to death.  It will probably use rest, which will 
seal its fate.

--hard mode--

As I suspected, this battle was a piece of cake after the rigors 
of getting to it.  Use a rental Electrode with thunder wave to 
paralyze the ultimate pokémon, then use a rental Snorlax with 
takedown and even bide.  Then use your own trained Mewtwo with 
the same moves as I recommended for the Prime Cup and Gym Leader 
Castle, Amnesia up twice, and let the opponent have it.  Keep 
pounding away and reparalyzing if it uses rest.

THEN THE BIG SURPRISE-
credits roll, wait........what's this????

Ah, a second, tougher tournament opens up.  All the Cups you 
earned have to be re-earned in tougher situations, and all the 
gym leaders are be back.  The Gym Leaders are much tougher now, 
as is everything else.  It really helps if you brought up a 
great team from Game Boy here.  What rewards may await for 
finishing the harder levels?  Check out the Secrets, Section X.
----------------------------------------------------------------
VI. The single types

Single types are predictable in battle in terms of what they are 
weak and strong against.  The only factor that changes their 
value is stats.  I will discuss below all the single type 
monsters that are at their highest evolved form or that never 
evolve.  The others are not very strong, so I will concentrate 
only on these.  Please pay attention to the first pokémon I list 
here too, because some information will be omitted from the 
others, as it will be believed to be understood.

To really understand how your pokémon will fare against another, 
compare stats, weaknesses, and strengths of the attacks you and 
your opponent know.
----------------------------------------------------------------
Squirtle petit (cups I recommend the pokémon for, it will be 
followed by a + or ++ if I think they do well or excellently in 
that cup, pokémon that do well in poké and prime cup will also 
do well in the Gym Leader Castle)
Wartortle pika
Blastoise poké+, prime+ (Water--your pokémon's defense type, 
remember if you do an attack of this type you will do 1.5x the 
normal damage with it; if the defensive type is different for 
the lesser evolved pokémon it will be listed next to them, 
otherwise the defense type applies for all listed pokémon)

(base stats are a value that you can compare low level pokémon 
at to see who is better, max stats are the highest evolved form 
level 100 range, and level 50 pokémon can be judged by both base 
and max stats to determine what they will be like at level 50)
Squirtle base: 44 HP, 48 attack, 65 defense, 43 speed, 50 
special
Wartortle base: 59 HP, 63 attack, 80 defense, 58 speed, 65 
special
Blastoise base: 79 HP, 83 attack, 100 defense, 78 speed, 85 
special
Blastoise max: 
331-361 HP, 234-264 attack, 268-298 defense, 224-254 speed, 238-
268 special

Evaluation: Blastoise is one of the better pokémon.  His 
weaknesses are against types with high special and speed, 
especially electric types.  Grass types also have the advantage 
of only taking 3/4 damage from his water attacks.  Blastoise has 
a decent attack power though, so you'd better finish him in one 
round.  He has decent power with water attacks.  Blastoise is 
perfect against rock/ground types, as he will take little damage 
from their physical type attacks and his water attacks will 
expose their huge weakness.

Moves they can learn (by level ups):  Tackle, Tail Whip, Bubble, 
Water Gun, Bite, Withdraw, Skull Bash, and Hydro Pump

Bite, Withdraw, Skull Bash, and Hydro Pump should be kept for 
Blastoise.  Bite has a chance of making your opponent flinch.  
Withdraw raises his already high defense, you could also 
substitute Water Gun to have extra water moves in an emergency 
(Alvaro was right in this case too).  Skull Bash has only the 
drawback of waiting one round to store energy.  If you can 
survive that round or have a free round, it will do huge damage.  
Hydro Pump is the most powerful water move, not terribly 
accurate but probably the strongest of strong attacks due to how 
many types are weak against it, leaving those with resistances 
still hurt quite a bit.

TM moves for Squirtle: all Blastoise's except hyper beam, 
earthquake, and fissure

TM moves for Wartortle: all Blastoise's except hyper beam, 
earthquake, and fissure

TM moves Blastoise can learn:  mega punch, mega kick, toxic, 
body slam, takedown, double edge, bubblebeam, water gun, ice 
beam, blizzard, hyper beam, submission, counter, seismic toss, 
rage, earthquake, fissure, dig, mimic, double team, reflect, 
bide, skull bash, rest, substitute

HM moves they can learn: surf, strength

TMs/HMs to mix things up:  You may want to replace Withdraw or 
Water Gun with a few surprises.  Blastoise can learn dig or 
earthquake.  If you survive the first round against electric 
types, you will have a nasty surprise waiting for them.  You can 
also teach him Ice Beam or Blizzard to add to the number of 
types he can beat (including grass).  Surf is also a good move 
with more moves and higher accuracy than hydro pump (Alvaro made 
a good point here).  Reflect is good to boost his already good 
defense.

Blastoise/Wartortle/Squirtle can learn normal, fighting, water, 
ground, and ice attacks. (Please see the chart above in basic 
strategy to determine how these attacks will work on different 
pokémon.) *I will not list moves in this section unless they are 
attack moves, if Beedrill learns the psychic move agility, it is 
not an attack and he won't have "Beedrill can learn psychic 
attacks", because it does no damage of psychic type* 

weaknesses (2x-3x damage from opponent due to your type): 
electricity, grass

resistances (1/2-3/4 damage from opponent due to your type): 
fire, water, ice
----------------------------------------------------------------
Rattata petit+
Raticate pika+, poké+, prime (Normal)

Stats:
Rattata base: 30 HP, 56 attack, 35 defense, 72 speed, 25 special
Raticate base: 55 HP, 81 attack, 60 defense, 97 speed, 50 
special
Raticate max: 283-313 HP, 230-260 attack, 188-218 defense, 264-
294 speed, 168-198 special

Evaluation: A good strong and quick pokémon.  His moves make him 
an excellent choice against opponents with lower speed and low 
defense.  He is one of the strongest in terms of moves with 
great physical power.  He is decent against fighting types which 
pose a threat, and even against rock types which have a 
resistance.  He can't take hits very well though.  Super Fang 
makes him a good choice to make a sacrifice play on your 
opponent's most powerful pokémon.  Raticate better have higher 
speed, though, as he is terrible at resisting any special type 
attack.  You may want your opponent paralyze or asleep before 
you bring him in.  Then you can super fang them until their HP 
is next to nothing provided they stay asleep or paralyzed.

Moves he can learn: Tackle, Tail Whip, Quick Attack, Hyper Fang, 
Focus Energy, Super Fang.

Quick attack, hyper fang, focus energy, and super fang should be 
kept for Raticate.  Hyper Fang is a very strong attack, and will 
often cause your enemy to flinch.  Focus energy will boost his 
already rather high chance of getting a critical hit with hyper 
fang.  Quick attack is moderately useful in the hands of 
Raticate, with his high strength, and it always gets first 
strike (unless your opponent uses it also, and has more speed).  
Super fang reduces your opponent's HP to half when it hits, and 
is very useful for weakening your opponent's most powerful 
pokémon.  

TM moves Rattata can learn:  all Raticate's except hyper beam 
and ice beam

TM moves Raticate can learn: toxic, body slam, takedown, double 
edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, 
rage, thunderbolt, thunder, dig, mimic, double team, bide, 
swift, skull bash, rest, substitute

HM moves they can learn: none

TMs/HMs to mix things up: You may want to replace quick attack 
with powerful moves like body slam or double edge.  You may also 
want to give Raticate dig to give him one type advantage, it's 
useful against rock types.  Electric, water, and ice moves 
should be skipped as Raticate has terrible special.  Water 
attacks can be useful against the rock/ground types who have a 
double weakness and resist most of his other attacks.  

Raticate/Rattata can learn normal, water, ice, and electric 
attacks.

weaknesses: fighting

resistances: none

immunities: ghost
----------------------------------------------------------------
Ekans pika, petit
Arbok poké, prime (Poison)

Stats: 
Ekans base: 35 HP, 60 attack, 44 defense, 55 speed, 40 special
Arbok base: 60 HP, 85 attack, 69 defense, 80 speed, 65 special
max: 293-323 HP, 238-268 attack, 206-236 defense, 228-258 speed, 
198-228 special

Evaluation: Arbok is not a very good pokémon.  He is weak to 
many types.  Even if you paralyze your opponent and use wrap, 
his lower attack power makes this strategy less effective.  You 
won't survive enough rounds to use screech to improve your 
chances.  Poison attacks may poison your enemy and help a little 
more, but Arbok all in all is not a good choice.  If you can get 
in toxic and then wrap your opponent, you can force them to 
switch.  Glare can paralyze your opponent to make this possible.

Moves he can learn: wrap, leer, poison sting, bite, glare, 
screech, acid

You should keep wrap, glare, screech, and acid on Arbok.  Wrap 
and glare can be used to keep your opponent from attacking you.  
Screech may work enough on some pokémon to make your wrap more 
effective.  Acid may lower the defense of your opponent, and it 
is a decent move against types with a weakness to poison.

TM moves they can learn:  toxic, body slam, takedown, double 
edge, hyper beam, rage, mega drain, earthquake, fissure, dig, 
mimic, double team, bide, skull bash, rest, rock slide, 
substitute

HM moves they can learn:  strength

TMs/HMs to mix things up: You may want to give Arbok a stronger 
move like double edge or earthquake to make up for his poor 
offense.  You may also teach him mega drain to counter ground 
types that have an advantage on him.  Fissure is also a good 
option.

Ekans/Arbok can learn normal, poison, grass, rock, and ground 
attacks.

weaknesses: ground, psychic, bug

resistances: grass, fighting, poison
----------------------------------------------------------------
Pikachu petit+
Raichu pika+, poké+, prime+ (Electric)

Stats:
Pikachu base: 35 HP, 55 attack, 30 defense, 90 speed, 50 special
Raichu base: 60 HP, 90 attack, 55 defense, 100 speed, 90 special
max: 293-323 HP, 248-278 attack, 178-208 defense, 268-298 speed, 
248-278 special

Evaluation: Raichu is an average pokémon.  I recommend you catch 
a low level Pikachu from Viridian Forest on red or blue and 
build it up for better stats.  His stats in terms of attacking 
enemies are pretty good, and he resists special attacks pretty 
well.  Stay away from ground enemies unless you have taught him 
surf.

Moves they can learn: 
red/blue: thundershock, growl, thunder wave, quick attack, 
swift, agility, thunder
yellow: thundershock, growl, tail whip, thunder wave, quick 
attack, double team, slam, swift, thunderbolt, agility, thunder, 
light screen
stadium trick: surf

Moves Raichu should keep are thunder, thunder wave, swift, and 
agility.  If you raised him from a yellow version Pikachu, you 
may want slam, double team, light screen, and thunderbolt.  
Thunder is an excellent attack, with many types weak against it, 
thunder wave can paralyze, swift hits 100% of the time, and 
agility can boost his high speed on a free round (not to mention 
raise his accuracy with Thunder).  Light screen further reduces 
the damage he takes from physical attacks.  Double team brings 
the evade up and can be useful.  If you use the stadium trick 
replace swift with surf to give him an advantage on ground 
types.

TM moves Pikachu can learn: all Raichu's except hyper beam

TM moves Raichu can learn: mega punch, mega kick, toxic, body 
slam, takedown, double edge, hyper beam, pay day, submission, 
seismic toss, rage, thunderbolt, thunder, mimic, double team, 
reflect, bide, swift, skull bash, rest, thunder wave, substitute

HM moves they can learn: flash

TMs/HMs to mix things up:  You may want to give Raichu some 
strong normal attacks from his TMs such as double edge and mega 
kick.  Reflect is a good option to protect his delicate defense.

Pikachu/Raichu can learn normal, fighting, water (from Stadium), 
and electric type attacks.

weaknesses: ground

resistances: electric, flying
----------------------------------------------------------------
Sandshrew pika, petit+
Sandslash poké, prime (Ground)

Stats:
Sandshrew base: 50 HP, 75 attack, 85 defense, 40 speed, 30 
special 
Sandslash base: 75 HP, 100 attack, 110 defense, 65 speed, 55 
special
max: 323-353 HP, 268-298 attack, 288-318 defense, 198-228 speed, 
178-208 special

Evaluation: Sandslash is a fairly powerful physical pokémon.  He 
doesn't take special attacks very well, but for the opponents he 
can outspeed, he can cause serious damage.  With slash's high 
critical hit rate, he is even good against other opponents with 
a high defense.  Try to blind your opponent with sand attack to 
avoid their attacks and then counter with slash.  Ground and 
rock attacks are good in his hands.

Moves they can learn: scratch, sand attack, slash, poison sting, 
swift, fury swipes

Moves Sandslash should keep are slash, swift, sand attack, and 
fury swipes.  Slash and fury swipes are strong attacks, slash 
being the best with a high chance of critical hit.  Sand attack 
will make the chances of your opponent hitting you less and 
swift will hit 100% of the time.

TM moves Sandshrew can learn: all Sandslash's except hyper beam

TM moves Sandslash can learn: swords' dance, toxic, body slam, 
takedown, double edge, hyper beam, submission, seismic toss, 
rage, earthquake, fissure, dig, mimic, double team, bide, swift, 
skull bash, rest, rock slide, substitute

HM moves they can learn: cut, strength

TMs/HMs to mix things up: You may want to give Sandslash swords' 
dance to raise his huge attack power (it doesn't help slash 
though).  You may also want to give him earthquake or rock slide 
to add some big type advantages.  With his high strength he uses 
double edge and body slam decently.  Fissure is an option for 
those impossible situations.

Sandslash can learn normal, poison, ground, and rock type 
attacks.

weaknesses: water, grass, ice

resistances: poison, rock

immunities: electric
----------------------------------------------------------------
Clefairy petit+
Clefable pika+, poké, prime (Normal)

Stats: 
Clefairy base: 70 HP, 45 attack, 48 defense, 35 speed, 60 
special
Clefable base: 95 HP, 70 attack, 73 defense, 60 speed, 85 
special
max: 363-393 HP, 208-238 attack, 214-244 defense, 188-218 speed, 
238-268 special

Evaluation: Clefable is a good defensive pokémon, and if taught 
the right moves can become quite formidable.  In fact he may be 
able to get one of the best movesets in the entire game!!  
Beware of fighting types with high speed, but if you use psychic 
you may be able to beat them!  And remember, since he uses type 
attacks that don't match his being a normal type, he will not 
use them as well (see notes in basic strategy).

Moves they can learn: pound, growl, sing, doubleslap, minimize, 
metronome, defense curl, light screen

Moves Clefable should keep are minimize, metronome, light 
screen, and doubleslap.  Minimize is great for raising your 
evade.  Metronome is an ok attack, a gamble because it uses a 
random move out of all the moves that any pokémon can use.  
Sometimes you get hyper beam, sometimes you get splash.  Light 
screen reduces special damage by 50% and is great since Clefable 
already has a good special.  Doubleslap is the best normal 
attack he has.

TM moves Clefairy can learn: all Clefable's except hyper beam

TM moves Clefable can learn: mega punch, mega kick, toxic, body 
slam, takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, submission, counter, seismic toss, rage, 
solar beam, thunderbolt, thunder, psychic, teleport, mimic, 
double team, reflect, bide, metronome, fire blast, skull bash, 
rest, thunder wave, psywave, tri attack, substitute

HM moves they can learn: strength, flash

TMs/HMs to mix things up: OH WOW, WOULD YOU LOOK AT THAT? This 
guy is loaded for absolute bear when it comes to the awesome TMs 
he can learn.  Why don't we give him blizzard, psychic, and 
either fire blast, solar beam, or thunder?  You can also teach 
him thunder wave to bring your opponent's speed advantage down.  
Also he is a great candidate for double edge and mega kick with 
his normal typing.  You could also give him reflect to make him 
tougher to bring down.

Clefairy/Clefable can learn normal, water, ice, fighting, grass, 
electric, psychic, and fire type attacks.

weaknesses: fighting

resistances: none

immunities: ghost
----------------------------------------------------------------
Vulpix petit
Ninetales pika, poké, prime (Fire)

Stats: 
Vulpix base: 38 HP, 41 attack, 40 defense, 65 speed, 65 special
Ninetales base: 73 HP, 76 attack, 75 defense, 100 speed, 100 
special 
max: 319-349 HP, 220-250 attack, 218-248 defense, 268-298 speed, 
268-298 special

Evaluation: Ninetales is a decent fire pokémon.  Use him against 
other types that are weak against fire and use mainly special 
attacks.  The best strategy is to use his confuse ray and attack 
your confused opponent with fire spin or flamethrower.

Moves they can learn: ember, tail whip, quick attack, roar, 
confuse ray, flamethrower, fire spin

Moves Ninetales should keep are flamethrower, fire spin, confuse 
ray, and quick attack.  Flamethrower is a strong fire move, fire 
spin is good to bind opponents with less speed.  Confuse ray is 
great to confuse your opponents and quick attack is a decent 
attack that gets first strike.

TM moves Vulpix can learn: all Ninetales' except hyper beam

TM moves Ninetales can learn: toxic, body slam, takedown, double 
edge, hyper beam, rage, dig, mimic, double team, reflect, bide, 
fire blast, swift, skull bash, rest, substitute

HM moves they can learn: none

TMs/HMs to mix things up: You may want to give Ninetales strong 
physical moves or dig for an advantage against rock types.

Vulpix/Ninetales can learn fire and normal type attacks.

weaknesses: water, rock, ground

resistances: fire, grass, bug
----------------------------------------------------------------
Jigglypuff petit
Wigglytuff pika, poké, prime (Normal)

Stats:
Jigglypuff base: 115 HP, 45 attack, 20 defense, 20 speed, 25 
special
Wigglytuff base: 140 HP, 70 attack, 45 defense, 45 speed, 50 
special
max: 453-483 HP, 208-238 attack, 158-188 defense, 158-188 speed, 
168-198 special

Evaluation: Indeed this one can learn an impressive moveset 
also, but does not have the stats to back it up.  Therefore this 
one is like a cheap imitation of Clefable.  The benefit to it is 
a higher HP, but without as much defense, I don't think it is as 
good. 

Moves they can learn: sing, pound, disable, defense curl, 
doubleslap, rest, body slam, double edge

Moves Wigglytuff should keep are body slam or double edge, rest, 
sing, and defense curl.  Body slam has a chance to paralyze, 
double edge is a strong move with recoil, rest can restore his 
HP, and sing can put enemies to sleep.

TM moves Jigglypuff can learn: all Wigglytuff's except hyper 
beam

TM moves Wigglytuff can learn: mega punch, mega kick, toxic, 
body slam, takedown, double edge, bubblebeam, water gun, ice 
beam, blizzard, hyper beam, submission, counter, seismic toss, 
rage, solar beam, thunderbolt, thunder, psychic, teleport, 
mimic, double team, reflect, bide, fire blast, skull bash, rest, 
thunder wave, psywave, tri attack, substitute

HM moves they can learn: strength, flash

TMs/HMs to mix things up: If you are bound and determined to get 
a good Wigglytuff, follow the same rules as with Clefable.  
Teach some of the same TMs to him for some awesome moves.  Know 
though that he won't be able to use them nearly as well.  You 
may want to give him powerful normal moves because he would be 
able to use them best.  Again with his normal typing he is good 
to teach double edge or mega kick.  Reflect is a good option to 
help him stay in the battle longer.

Jigglypuff/Wigglytuff can learn normal, fighting, water, ice, 
grass, electric, fire, and psychic type attacks.

weaknesses: fighting

resistances: none

immunities: ghost
----------------------------------------------------------------
Diglett petit++
Dugtrio pika++, poké+, prime+ (Ground)

Stats:
Diglett base: 10 HP, 55 attack, 25 defense, 95 speed, 45 special
Dugtrio base: 35 HP, 80 attack, 50 defense, 120 speed, 70 
special
max: 243-273 HP, 228-258 attack, 168-198 defense, 308-338 speed, 
208-238 special

Evaluation: Dugtrio is a very speedy pokémon with good power.  
He has big advantages on those that are weak against ground 
moves, and he is decent with slash in terms of physical 
attacking.  The problem with Dugtrio is that he just can not 
take very many hits before fainting.  Use his speed to your 
advantage.

Moves they can learn: scratch, growl, dig, sand attack, slash, 
earthquake

Moves Dugtrio should keep are dig, earthquake, sand attack, 
slash.  Slash improves on his average offense.  Earthquake and 
dig are very strong moves, great in the hands of Dugtrio.  Sand 
attack will keep opponents from hitting you since Dugtrio has 
low defense and special.

TM moves Diglett can learn: all Dugtrio's except hyper beam

TM moves Dugtrio can learn: toxic, body slam, takedown, double 
edge, hyper beam, rage, earthquake, fissure, dig, mimic, double 
team, bide, rest, rock slide, substitute

HM moves they can learn: cut (yellow only)

TMs/HMs to mix things up:  You may want to give Dugtrio rock 
slide to add to types he can beat (to be able to attack flying 
types and counter ice types).  You might even give him fissure.  
I can't really recommend any other TMs for Dugtrio because he 
already knows good moves.

Diglett/Dugtrio can learn normal, ground, and rock type attacks.

weaknesses: water, grass, ice

resistances: poison, rock

immunities: electric
----------------------------------------------------------------
Meowth pika, petit+
Persian poké+, prime+ (Normal)

Stats:
Meowth base: 40 HP, 45 attack, 35 defense, 90 speed, 40 special
Persian base: 65 HP, 70 attack, 60 defense, 115 speed, 65 
special
max: 303-333 HP, 208-238 attack, 188-218 defense, 298-328 speed, 
198-228 special

Evaluation: Persian is a speedy attacker, but not much else can 
be said for it.  With slash you can do good damage against 
enemies with a low defense, especially since it's the only 
normal type to have slash, and with Persian's high speed this 
helps against enemies with high special.  Persian can not take 
hits very well.  

Moves they can learn: scratch, growl, bite, pay day, screech, 
fury swipes, slash

Moves Persian should keep are slash, screech, pay day, and bite.  
Bite causes opponents to sometimes flinch.  Slash has a good 
chance of critical hit.  Screech lowers your opponent's defense 
greatly.  Pay day is ok in that it gives you money (2x your 
current level=money received each attack).

TM moves Meowth can learn:  all Persian's except hyper beam

TM moves he can learn: toxic, body slam, takedown, double edge, 
bubblebeam, water gun, hyper beam, pay day, rage, thunderbolt, 
thunder, mimic, double team, bide, swift, skull bash, rest, 
substitute

HM moves they can learn: none

TMs/HMs to mix things up: You may want to give Persian thunder 
or bubblebeam to give it some type advantages (bubblebeam 
counters rock/ground enemies really well), but it will not use 
these moves very well.  You may wish to give it some strong 
normal moves like double edge.  

Meowth/Persian can learn normal, water, and electric type 
attacks.

weaknesses: fighting

resistances: none

immunities: ghost
----------------------------------------------------------------
Psyduck pika, petit
Golduck poké, prime (Water)

Stats:
Psyduck base: 50 HP, 52 attack, 48 defense, 55 speed, 50 special
Golduck base: 80 HP, 82 attack, 78 defense, 85 speed, 80 special
max: 333-363 HP, 232-262 attack, 224-254 defense, 238-268 speed, 
228-258 special

Evaluation:  Golduck is pretty good with physical attacks, and 
is ok with special attacks.  He is not a bad pokémon if you use 
him in the right instances.  His real advantage lies in the TM 
moves he can learn.  His defense allows him to take a few 
physical attacks, so don't worry as much about his average speed 
as some.

Moves they can learn: scratch, tail whip, disable, confusion, 
fury swipes, hydro pump
stadium secret: amnesia

Moves Golduck should keep are hydro pump, confusion, fury 
swipes, and disable.  Hydro pump is the strongest water attack, 
fury swipes is a decent normal attack, confusion is a good 
psychic attack, and disable may take away one of your opponent's 
good moves.  You should keep amnesia from Stadium if you got 
Amnesia Psyduck and evolved him, then teach Golduck some good 
TMs.

TM moves they can learn: mega punch, mega kick, toxic, body 
slam, takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, pay day, submission, counter, seismic 
toss, rage, dig, mimic, double team, bide, swift, skull bash, 
rest, substitute

HM moves they can learn: surf, strength

TMs/HMs to mix things up: You may wish to give Golduck moves 
like blizzard, ice beam, or dig.  Dig would give him an 
advantage against electric types, blizzard against grass types.  
With his high attack you may wish to give double edge, mega 
kick, or other strong moves.  His original moveset is not great 
so he is a good candidate to teach TM moves.  

Psyduck/Golduck can learn normal, water, ground, and psychic 
type attacks.

weaknesses: electric, grass

resistances: fire, water, ice
----------------------------------------------------------------
Mankey pika, petit+
Primeape poké, prime (Fighting)

Stats:
Mankey base: 40 HP, 80 attack, 35 defense, 70 speed, 35 special
Primeape base: 65 HP, 105 attack, 60 defense, 95 speed, 60 
special
max: 303-333 HP, 278-308 attack, 188-218 defense, 258-288 speed, 
188-218 special

Evaluation: Primeape is a powerful pokémon with good speed.  He 
stands a chance against most flying types, and even against 
psychic types that he can outspeed--I recommend you paralyze or 
burn them first, or maybe even put them to sleep.  His karate 
chop will serve well with a large chance of critical hit, and 
his other moves are powerful.

Moves they can learn:
yellow: scratch, leer, low kick, karate chop, fury swipes, focus 
energy, rage, seismic toss, screech, thrash
red/blue: scratch, leer, karate chop, fury swipes, focus energy, 
seismic toss, thrash

Moves Primeape should keep are screech, low kick, karate chop, 
and seismic toss.  Screech lowers the opponent's defense 
greatly, karate chop almost always gets a critical hit, low kick 
may make your opponent flinch, and seismic toss does damage 
equal to your level.

TM moves Mankey can learn: all Primeape's except hyper beam

TM moves Primeape can learn: mega punch, mega kick, toxic, body 
slam, takedown, double edge, hyper beam, pay day, submission, 
counter, seismic toss, rage, thunderbolt, thunder, dig, mimic, 
double team, bide, metronome, swift, skull bash, rest, rock 
slide, substitute

HM moves they can learn: strength

TMs/HMs to mix things up: You may wish to give Primeape rock 
slide or thunder to counter flying types, rock slide being 
preferred because he has low special (thanks Alvaro).  Mega kick 
and double edge also help against psychic types. 

Mankey/Primeape can learn normal, fighting, electric, and rock 
attacks.

weaknesses: psychic, flying

resistances: bug, rock
----------------------------------------------------------------
Growlithe petit++
Arcanine pika++, poké+, prime+ (Fire)

Stats:
Growlithe base: 55 HP, 70 attack, 45 defense, 60 speed, 50 
special
Arcanine base: 90 HP, 110 attack, 80 defense, 95 speed, 80 
special
max: 353-383 HP, 288-318 attack, 228-258 defense, 258-288 speed, 
228-258 special

Evaluation: Arcanine is a great pokémon with good speed and 
strong attack, and decent special.  The only area he lacks in is 
defense, so beware rock pokémon.  Give him dig to counter most 
rock pokémon with his speed and high attack.

Moves they can learn: bite, roar, ember, leer, takedown, 
agility, flamethrower

Moves Arcanine should keep are flamethrower, bite, agility, and 
takedown.  Flamethrower is a powerful fire attack, bite makes 
your opponent flinch sometimes, agility is good to boost his 
speed on a free round, and takedown is a powerful attack that 
does 1/4 the damage that you do to your opponent.

TM moves Growlithe can learn: all Arcanine's except hyper beam 
and teleport

TM moves Arcanine can learn: toxic, body slam, takedown, double 
edge, hyper beam, rage, dragon rage, dig, teleport, mimic, 
double team, reflect, bide, fire blast, swift, skull bash, rest, 
substitute

HM moves they can learn: none

TMs/HMs to mix things up: Give Arcanine fire blast and a few 
powerful moves, replace takedown.  Arcanine's high attack will 
use strong normal moves well.  Also you may want to give him dig 
to have a better chance against rock types.  Double edge may 
help.  Reflect is good to make up for his lesser physical 
defense.

Growlithe/Arcanine can learn normal, fire, and ground type 
attacks.

weaknesses: rock, water, ground

resistances: fire, grass, bug
----------------------------------------------------------------
Abra petit++
Alakazam pika++, poké++, prime+ (Psychic)

Stats:
Abra base: 25 HP, 20 attack, 15 defense, 90 speed, 105 special
Alakazam base: 55 HP, 50 attack, 45 defense, 120 speed, 135 
special
max: 283-313 HP, 168-198 attack, 158-188 defense, 308-338 speed, 
338-368 special

Evaluation: Alakazam is Alvaro's favorite pokémon and I can see 
why.  If Alakazam is brought up from a low level Abra and 
evolved early, then his special power nearly rivals Mewtwo's.  
His speed is also great, which gives him many advantages, and 
his moveset leaves few with resistances.  If left with recover, 
this pokémon is nearly unstoppable.

Moves they can learn: teleport, kinesis (if caught as Kadabra in 
yellow), confusion, disable, psybeam, recover, psychic, reflect

Moves it should keep are psychic, recover, reflect, and psybeam.  
Psybeam has a chance of confusing your opponent and is a 
powerful psychic attack.  Psychic is the strongest psychic move, 
and in the hands of Alakazam it is super powerful.  Reflect 
reduces the physical damage you receive by 50%, and helps 
Alakazam with his poor defense.  Recover is one of the best 
moves because it recovers half of your HP in a round.

TM moves Abra can learn: all Alakazam's except dig and hyper 
beam

TM moves Alakazam can learn: mega punch, mega kick, toxic, body 
slam, takedown, double edge, hyper beam, submission, counter, 
seismic toss, rage, dig, psychic, teleport, mimic, double team, 
reflect, bide, metronome, skull bash, rest, thunder wave, 
psywave, tri attack, substitute

HM moves they can learn: flash

TMs/HMs to mix things up: Alakazam already has a formidable 
moveset.  You may want to give him seismic toss, reflect, or 
thunder wave as well.  He should be able to endure all the 
special attacks that come his way.

Alakazam can learn normal, fighting, ground, and psychic type 
attacks.
Abra can learn all these except ground attacks.

weaknesses: bug

resistances: fighting, psychic

immunities: ghost
----------------------------------------------------------------
Machop petit+
Machamp pika+, poké, prime (Fighting)

Stats:
Machop base: 70 HP, 80 attack, 50 defense, 35 speed, 35 special
Machamp base: 90 HP, 130 attack, 80 defense, 55 speed, 65 
special
max: 353-383 HP, 328-358 attack, 228-258 defense, 178-208 speed, 
198-228 special

Evaluation: Machamp is good at strong attacks, but with low 
speed, average defense, and low special he could be easily 
defeated by psychics or strong physical attacks.  If he survives 
first round because of his HP, use his strongest moves.

Moves they can learn: karate chop, low kick, leer, focus energy, 
seismic toss, submission

Moves Machamp should keep are karate chop, low kick, leer, and 
seismic toss.  Seismic toss does damage equal to your level, low 
kick often makes the enemy flinch, karate chop almost always 
gets a critical hit, and leer lowers the opponent's defense

TM moves Machop can learn: all Machamp's except hyper beam

TM moves Machamp can learn: mega punch, mega kick, toxic, body 
slam, takedown, double edge, hyper beam, submission, counter, 
seismic toss, rage, earthquake, fissure, dig, mimic, double 
team, bide, metronome, fire blast, skull bash, rest, rock slide, 
substitute

HM moves they can learn: strength

TMs/HMs to mix things up: You may want to give Machamp rock 
slide to defeat flying pokémon.  You might want to give him 
earthquake or dig for a few extra type advantages.  Counter 
would be great for this guy in the right situations.  Mega kick 
and double edge help too.  Fissure can help in those impossible 
situations if you are lucky.

Machop/Machamp can learn normal, fighting, fire, ground, and 
rock moves.

weaknesses: flying, psychic

resistances: bug, rock
----------------------------------------------------------------
Rapidash poké, prime (Fire)

Stats: 
base: 65 HP, 100 attack, 70 defense, 105 speed, 80 special
max: 303-333 HP, 268-298 attack, 208-238 defense, 278-308 speed, 
228-258 special

Evaluation: A good speedy attacker, and decent with fire type 
attacks.  Give him normal powerful moves and uses his speed to 
your advantage.

Moves it can learn: ember, tail whip, stomp, growl, fire spin, 
takedown, agility

Moves it should keep are fire spin, takedown, stomp, and 
agility.  Fire spin is good to bind those with less speed.  
Stomp is a strong physical attack that sometimes makes your 
opponent flinch.  Takedown is a strong physical attack that does 
1/4 damage back to you of the damage you deal.  Agility can 
boost Rapidash's great speed.

TM moves it can learn: toxic, horn drill, body slam, takedown, 
double edge, hyper beam, rage, mimic, double team, reflect, 
bide, fire blast, swift, skull bash, rest, substitute

HM moves it can learn: none

TMs/HMs to mix things up: Hmm, this guy is kinda limited.  Teach 
it swift or double edge to add to its strong attacks, or even 
body slam.    Also the moves like horn drill can pay off.  Fire 
blast is definitely a plus.

Rapidash can learn fire and normal type attacks.

weaknesses: water, ground, rock

resistances: bug, grass, fire
----------------------------------------------------------------
Magnemite pika, petit+
Magneton poké+, prime+ (Electric)

Stats:
Magnemite base: 25 HP, 35 attack, 70 defense, 45 speed, 95 
special
Magneton base: 50 HP, 60 attack, 95 defense, 70 speed, 120 
special
max: 273-303 HP, 188-218 attack, 258-288 defense, 208-238 speed, 
308-338 special

Evaluation: Magneton has a great defense, and is good at using 
strong electric moves.  His main advantage is to use moves to 
confuse and paralyze his opponent, he is often a good pokémon to 
sacrifice to give status ailments to your opponent and set them 
up to be pounded by another.

Moves they can learn: tackle, sonic boom, thundershock, 
supersonic, thunder wave, swift, screech

Moves Magneton should keep are screech, thunder wave, 
thundershock, and supersonic.  Supersonic confuses your 
opponent, screech greatly lowers their defense, thundershock is 
and ok electric attack, and thunder wave gives you the speed 
advantage.

TM moves Magnemite can learn: all Magneton's except hyper beam

TM moves Magneton can learn: toxic, takedown, double edge, hyper 
beam, rage, thunderbolt, thunder, teleport, mimic, double team, 
reflect, bide, swift, rest, thunder wave, substitute

HM moves they can learn: flash

TMs/HMs to mix things up: Give Magneton thunder (or thunderbolt) 
and he will become a lot better in battle.  You may also want to 
give him swift or double edge to add some regular strong attacks 
and help improve his poor offense.  Reflect is a good choice to 
increase his defense so he can have time to try to defeat ground 
types before he takes too much damage.

Magnemite/Magneton can learn normal and electric attacks.

weaknesses: ground

resistances: electric, flying
----------------------------------------------------------------
Muk poké, prime (Poison)

Stats:
base: 105 HP, 105 strength, 75 defense, 50 speed, 65 special
max: 383-413 HP, 278-308 attack, 218-248 defense, 168-198 speed, 
198-228 special

Evaluation: If you load Muk up with some strong physical attacks 
he should fare well in battle.  He uses sludge far better than 
Weezing and is not a bad choice, lacking only in special defense 
as physical can be increased with acid armor.  He would make a 
good sacrifice pokémon with explosion.

Moves it can learn: pound, disable, poison gas, minimize, 
sludge, harden, screech, acid armor

Moves it should keep are sludge, acid armor, screech, and pound.  
Pound is an ok normal attack.  Sludge is a strong poison attack.  
Acid armor greatly increases Muk's poor defense, and screech 
greatly lowers his opponent's defense.

TM moves it can learn: toxic, body slam, hyper beam, rage, mega 
drain, thunderbolt, thunder, mimic, double team, bide, 
selfdestruct, fire blast, rest, explosion, substitute

HM moves it can learn: none

TMs/HMs to mix things up: Give him body slam, double edge, or 
explosion.  Take advantage of his high physical attack, as he 
has poor special.  Mega drain is a good attack to counter ground 
(and especially rock/ground) types, because they also generally 
have low special; it may help Muk against the ones he can 
outspeed.

Muk can learn normal, grass, fire, electric, and poison attacks.

weaknesses: ground, psychic, bug

resistances: grass, fighting, poison
----------------------------------------------------------------
Drowzee pika
Hypno poké+, prime+ (Psychic)

Stats: 
Drowzee base: 60 HP, 48 attack, 45 defense, 42 speed, 90 special
Hypno base: 85 HP, 73 attack, 70 defense, 67 speed, 115 special
max: 343-373 HP, 214-244 attack, 208-238 defense, 202-232 speed, 
298-328 special

Evaluation: Hypno doesn't have the pure power of Alakazam but he 
has a little better rounded stats.  He is more powerful in 
physical attacks and physical defense, and with dream eater he 
becomes incredibly powerful.  

Moves they can learn: pound, hypnosis, disable, confusion, 
headbutt, poison gas, psychic, meditate

Moves Hypno should keep are psychic, headbutt, hypnosis, and 
confusion.  Confusion is an ok psychic attack, psychic is the 
strongest, headbutt is a good physical attack that may make your 
opponent flinch, and hypnosis puts the enemy to sleep.

TM moves Drowzee can learn: all Hypno's except hyper beam

TM moves Hypno can learn: mega punch, mega kick, toxic, body 
slam, takedown, double edge, hyper beam, submission, counter, 
seismic toss, rage, psychic, teleport, mimic, double team, 
reflect, bide, metronome, skull bash, dream eater, rest, thunder 
wave, psywave, tri attack, substitute

HM moves they can learn: flash

TMs/HMs to mix things up: Give Hypno dream eater (make sure to 
keep hypnosis) and it will work wonders if you can keep your 
opponent asleep and they don't switch.  You may wish to give him 
stronger normal type attacks too.  Reflect and double team are 
great options because he is already very durable, so this makes 
him even more annoying.

Drowzee/Hypno can learn normal, fighting, and psychic attacks.

weaknesses: bug

resistances: fighting, psychic

immunities: ghost
----------------------------------------------------------------
Krabby pika, petit
Kingler poké, prime (Water)

Stats:
Krabby base: 30 HP, 105 attack, 90 defense, 50 speed, 25 special
Kingler base: 55 HP, 130 attack, 115 defense, 75 speed, 50 
special
max: 283-313 HP, 328-358 attack, 298-328 defense, 218-248 speed, 
168-198 special

Evaluation: Kingler is great in attack and defense, but lacks in 
speed and special. His crab hammer is quite nice because it gets 
a critical hit most of the time and makes up for his poor 
special.  Guillotine gives you a chance in those impossible 
situations.

Moves they can learn: bubble, leer, vice grip, guillotine, 
stomp, crab hammer, harden

Moves Kingler should keep are stomp, crabhammer, harden, and 
guillotine.  Guillotine sometimes works for a one hit KO.  
Crabhammer is a great water attack with a high chance of 
critical hit.  Stomp is a strong physical attack that can make 
your opponents flinch.  Harden improves his defense.

TM moves Krabby can learn: all Kingler's except hyper beam

TM moves Kingler can learn: swords' dance, toxic, body slam, 
takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, rage, mimic, double team, bide, rest, 
substitute

HM moves they can learn: cut, surf, strength

TMs/HMs to mix things up: You may want to give Kingler double 
edge and other strong normal attacks like body slam to help with 
electric types.  You may want to give him bubblebeam, which does 
decently despite his low special (especially on rock/ground 
types).  You may want to give him swords' dance to raise his 
great attack, or blizzard to counter grass types.

Krabby/Kingler can learn normal, water, and ice attacks.

weaknesses: electric, grass

resistances: fire, water, ice
----------------------------------------------------------------
Voltorb pika+, petit+
Electrode poké+, prime+ (Electric)

Stats: 
Voltorb base: 40 HP, 30 attack, 50 defense, 100 speed, 55 
special
Electrode base: 60 HP, 50 attack, 70 defense, 140 speed, 80 
special
max: 293-323 HP, 168-198 attack, 208-238 defense, 348-378 speed 
(highest in game), 228-258 special

Evaluation: Electrode is ok to use toxic and start the battle 
off nicely, or to use thunder wave (bring him out each time your 
opponent switches to try to paralyze their whole party), thanks 
to deputyheadless@mailcity.com for pointing this out.  His speed 
is the best there is, so as long as you end up with 359 or 
above, he will always get first strike except when someone uses 
quick attack.  His defenses lack, and he makes more of a good 
annoyance pokémon; he's great for sacrifice plays to help you in 
battle.  Try raising his chances with reflect and light screen, 
then screeching your opponents defense down.  Then couple that 
with explosion.  Or go with the thunder wave or toxic 
strategies.

Moves they can learn: tackle, screech, sonic boom, selfdestruct, 
light screen, swift, explosion

Moves Electrode should keep are screech, explosion, light 
screen, and swift.  Swift has a 100% hit rate.  Screech helps 
improve electrode's attack by lowering the opponent's defense.  
Light screen protects from 50% of special damage and that helps 
him to stay in against opponents that are using special attacks.  
Explosion is a strong sacrifice move and is ok if paired with 
several screeches.

TM moves Voltorb can learn: all Electrode's except hyper beam 
and skull bash

TM moves Electrode can learn: toxic, takedown, hyper beam, rage, 
thunderbolt, thunder, teleport, mimic, double team, reflect, 
bide, selfdestruct, swift, skull bash, rest, thunder wave, 
explosion, substitute

HM moves they can learn: flash

TMs/HMs to mix things up: You could give it thunder to improve 
its special attacks if you don't want to use him strategically.

Voltorb/Electrode can learn normal and electric type attacks.

weaknesses: ground

resistances: electric, flying
----------------------------------------------------------------
Cubone pika, petit+
Marowak poké, prime (Ground)

Stats: 
Cubone base: 50 HP, 50 attack, 95 defense, 35 speed, 40 special
Marowak base: 60 HP, 80 attack, 110 defense, 45 speed, 50 
special
max: 293-323 HP, 228-258 attack, 288-318 defense, 158-188 speed, 
168-198 special

Evaluation: Marowak has a good defense, but poor special 
defense.  Her real advantage is in the powerful moveset of 
ground attacks that she has.  She is great against electric 
types, and good against others that are weak against ground.  
Just beware because she has low speed and special defenses.

Moves they can learn: growl, bone club, tail whip (yellow only), 
headbutt (yellow only), leer, focus energy, thrash, bonemerang, 
rage

Moves Marowak should keep are bonemerang, focus energy, 
headbutt, and bone club.  Bonemerang is a strong ground move, 
headbutt is a strong normal attack with a good chance of making 
the enemy flinch, bone club has a good chance of making the 
enemy flinch, and focus energy improves the chance of critical 
hit.

TM moves Cubone can learn: all Marowak's except hyper beam

TM moves Marowak can learn: mega punch, mega kick, toxic, body 
slam, takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, submission, seismic toss, counter, rage, 
earthquake, fissure, dig, mimic, double team, bide, fire blast, 
skull bash, rest, substitute 

HM moves they can learn: strength

TMs/HMs to mix things up: You could give Marowak fire blast and 
blizzard to counter the types she is weak against, but she 
doesn't use special attacks very well.  She has a pretty good 
moveset as is.  You could also give her double edge or mega 
kick.  Fissure and earthquake are good choices as well.

Cubone/Marowak can learn normal, ground, fire, ice, water, and 
fighting type attacks.

weaknesses: water, grass, ice

resistances: poison, rock
----------------------------------------------------------------
Hitmonlee poké+, prime+ (Fighting)

Stats:
base: 50 HP, 120 attack, 53 defense, 87 speed, 35 special
max: 273-303 HP, 308-338 attack, 174-204 defense, 242-272 speed, 
138-168 special

Evaluation: Stay away from ghost, but other than that, Hitmonlee 
is one of the best physical attackers in the game.  Good speedy 
attacks make him a great choice in a lot of situations.  Also be 
careful because his defenses are not too great.

Moves it can learn: double kick, meditate, rolling kick, jump 
kick, focus energy, high jump kick, mega kick

Moves it should keep are mega kick, high jump kick, focus 
energy, and rolling kick.  Mega kick is super powerful.  Rolling 
kick sometimes causes your enemy to flinch.  High jump kick does 
strong fighting damage, but does 1/8 the damage it would have 
done if you miss to you.  Focus energy brings up the chances for 
a critical hit.

TM moves it can learn: mega punch, mega kick, toxic, body slam, 
takedown, double edge, submission, counter, seismic toss, rage, 
mimic, double team, bide, metronome, swift, skull bash, rest, 
substitute

HM moves it can learn: strength

TMs/HMs to mix things up: Hitmonlee already has a great moveset.  
Don't bother with the TMs.

Hitmonlee can learn normal and fighting type attacks.

weaknesses: psychic, flying

resistances: bug, rock
----------------------------------------------------------------
Hitmonchan poké, prime (Fighting)

Stats:
base: 50 HP, 105 attack, 79 defense, 76 speed, 35 special
max: 273-303 HP, 278-308 attack, 226-256 defense, 220-250 speed, 
138-168 special

Evaluation: Although standing a better chance against ghosts 
with his elemental punches, Hitmonchan has a terrible special 
and doesn't use the elemental punches very well.  He is better 
at using strong physical attacks.  He lacks speed and has a 
little less attack, so Hitmonlee is the better bet.

Moves it can learn: comet punch, agility, fire punch, ice punch, 
thunder punch, mega punch, counter

Moves it should keep are counter, mega punch, agility, and ice 
punch.  You may also wish to keep the three elemental punches 
and leave him with counter.

TM moves it can learn: mega punch, mega kick, toxic, body slam, 
takedown, double edge, submission, counter, seismic toss, rage, 
mimic, double team, bide, metronome, swift, skull bash, rest, 
substitute

HM moves it can learn: strength

TMs/HMs to mix things up: You may want to give Hitmonchan 
submission for a true fighting type move.  And you may want to 
give him other powerful physical attacks as his special to use 
the elemental punches isn't great.  Double edge and mega kick 
are good choices.

Hitmonchan can learn normal, fighting, ice, fire, and electric 
type moves.

weaknesses: flying, psychic

resistances: bug, rock
----------------------------------------------------------------
Lickitung pika, poké, prime (Normal)

Stats: 
base: 90 HP, 55 attack, 75 defense, 30 speed, 60 special
max: 353-383 HP, 178-208 attack, 218-248 defense, 128-158 speed, 
188-218 special

Evaluation: Other than having a pretty good list of TMs to learn 
from and having an ok special, he is not really good.  His 
defense is not bad because of his high HP.

Moves it can learn: wrap, supersonic, stomp, disable, defense 
curl, slam, screech

Moves it should keep are screech, stomp, supersonic, and slam.  
Slam is a powerful normal attack, as is stomp.  Stomp sometimes 
makes the enemy flinch.  Screech lowers the opponent's defense 
and helps Lickitung's attack.

TM moves it can learn: mega punch, swords' dance, mega kick, 
toxic, body slam, takedown, double edge, bubblebeam, water gun, 
ice beam, blizzard, hyper beam, submission, counter, seismic 
toss, rage, thunderbolt, thunder, earthquake, fissure, mimic, 
double team, bide, fire blast, skull bash, rest, substitute

HM moves it can learn: cut, surf, strength

TMs/HMs to mix things up: Fire blast, blizzard, and other strong 
special moves are a good choice in the right situations.  Mainly 
you would want moves like double edge or mega kick to take 
advantage of Lickitung's normal typing.  Bubblebeam is a good 
choice to counter rock types.  Earthquake and fissure aren't bad 
choices either.

Lickitung can learn normal, water, ice, fighting, electric, 
ground, and fire type moves.

weaknesses: fighting

resistances: none

immunities: ghost
----------------------------------------------------------------
Koffing pika, petit
Weezing poké, prime (Poison)

Stats: 
Koffing base: 40 HP, 65 attack, 95 defense, 45 speed,  60 special
Weezing base: 65 HP, 90 attack, 120 defense, 60 speed, 85 
special
max: 303-333 HP, 248-278 attack, 308-338 defense, 188-218 speed, 
238-268 special

Evaluation: Weezing has great defense.  If you avoid psychics, 
he should be able to defeat many pokémon with his strong poison 
powers and good defense.  Weezing does not attack as well as 
Muk, but is more well rounded (though lacking in speed), making 
him a better choice.

Moves they can learn: tackle, smog, sludge, smokescreen, 
selfdestruct, haze, explosion

Moves Weezing should keep are explosion, sludge, smokescreen, 
and smog.  Smog is a decent poison attack, and sludge is even 
stronger.  Smokescreen raises your chance of evading enemy 
attack.  Explosion is a powerful self sacrifice move.

TM moves Koffing can learn: all Weezing's except hyper beam

TM moves Weezing can learn: toxic, hyper beam, rage, 
thunderbolt, thunder, mimic, double team, bide, selfdestruct, 
fire blast, rest, explosion, substitute

HM moves they can learn: none

TMs/HMs to mix things up: You may want to give Weezing fire 
blast to counter bug types that he is weak against.  You may 
also want to give him toxic.  Also since he has good attack, he 
would be suited for hyper beam since that's the only powerful 
physical attack he can learn.

Koffing/Weezing can learn fire, electric, normal, and poison 
type attacks.

weaknesses: psychic, bug, ground

resistances: grass, fighting, poison
----------------------------------------------------------------
Chansey pika+, poké++, prime++ (Normal)

Stats:
base: 250 HP, 5 attack, 5 defense, 50 speed, 105 special
max: 673-703 HP (highest in game), 78-108 attack, 78-108 
defense, 168-198 speed, 278-308 special

Evaluation: Chansey has the worst defense and attack in the 
game.  And though her speed is on the low end of the spectrum, 
she does have some surprising advantages.  She takes special 
attacks very well, limiting your opponents to hitting her with 
physical attacks.  Since she has immense HP, she often can 
survive those.  Use counter to double the damage they did to 
you, and send it back their way.  Her many TMs she can learn are 
put to good use since she has high special.  Just beware strong, 
quick fighting types.

Moves it can learn: pound, tail whip (yellow only), doubleslap, 
sing, growl, minimize, defense curl, light screen, double edge

Moves it should keep are double edge, light screen, sing, and 
minimize.  Minimize raises Chansey's evade, and really helps 
with its low defense.  Sing may put your enemy to sleep.  Light 
screen reduces special attack damage by 50%, which makes her 
very difficult to bring down with special attacks.  Double edge 
is a strong normal attack that does 1/4 of the damage you deal 
to you.

TM moves it can learn: mega punch, mega kick, toxic, body slam, 
takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, submission, counter, seismic toss, rage, 
solar beam, thunderbolt, thunder, psychic, teleport, mimic, 
double team, reflect, bide, metronome, egg bomb, fireblast, 
softboiled, dream eater, rest, thunder wave, psywave, tri 
attack, substitute

HM moves it can learn: strength, flash

TMs/HMs to mix things up: With a great special, Chansey can use 
a lot of moves very well.  Teach her thunder, blizzard, or 
psychic.  Psychic can help her counter fighting types.  She is 
the only one that can learn softboiled (besides Mew), which 
restores half her HP in one round in battle, and is useful for 
transferring some of her HP to other pokémon outside of battle, 
so you don't have to go to the pokécenter as often.  Counter is 
good if she takes a strong physical attack and survives due to 
her immense HP, then she can pay back the attack double which 
really does big damage.  Counter is best paired with reflect, 
which will likely let her survive.  Then unleash a counter to 
rack up some big damage.

Chansey can learn normal, fighting, water, ice, electric, grass, 
psychic, and fire type attacks.

weaknesses: fighting

resistances: none

immunities: ghost
----------------------------------------------------------------
Tangela pika, poké, prime (Grass)

Stats: 
base: 65 HP, 55 attack, 115 defense, 60 speed, 100 special
max: 303-333 HP, 178-208 attack, 298-328 defense, 188-218 speed, 
268-298 special

Evaluation: I think this is one of the decent well-rounded 
pokémon.  She lacks speed and physical attack, but she has good 
special offense and defense, and great physical defense, along 
with high HP.  In my opinion she is great for a sacrifice play 
to paralyze your opponent or put them to sleep, and if you play 
her right, she may not even have to sacrifice herself in order 
to accomplish this task.

Moves it can learn: constrict, bind, absorb, vine whip (yellow 
only), poisonpowder, stun spore, sleep powder, slam, growth

Moves it should keep are vine whip, sleep powder, stun spore, 
and absorb.  Vine whip is a strong grass attack, absorb is not 
as strong but you get HP back from using it.  Sleep powder puts 
the enemy to sleep and stun spore gives you the speed advantage.

TM moves it can learn: swords' dance, toxic, body slam, 
takedown, double edge, hyper beam, rage, mega drain, solar beam, 
mimic, double team, bide, skull bash, rest, substitute

HM moves it can learn: cut

TMs/HMs to mix things up: Give Tangela solar beam and mega 
drain.  Double edge and maybe even hyper beam could pay off too, 
if you give her swords' dance.

Tangela can learn normal and grass type attacks.

weaknesses: fire, bug, ice, flying, poison

resistances: water, electric, grass, ground
----------------------------------------------------------------
Kangaskhan poké, prime (Normal)

Stats:
base: 105 HP, 95 attack, 80 defense, 90 speed, 40 special
max: 383-413 HP, 258-288 attack, 228-258 defense, 248-278 speed, 
148-178 special

Evaluation: Kangaskhan has strong, quick physical attacks.  It 
lacks only the ability to defend against and use special attacks 
well.  She is best used against opponents she can outspeed and 
that are weaker against physical attacks.

Moves it can learn: comet punch, rage, bite, tail whip, mega 
punch, leer, dizzy punch

Moves it should keep are dizzy punch, mega punch, bite, and 
leer.  Leer lowers the opponent's defense.  Dizzy punch is a 
unique powerful normal attack.  Mega punch is a strong normal 
attack, and bite is strong and causes the enemy to flinch 
sometimes.

TM moves it can learn: mega punch, mega kick, toxic, body slam, 
takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, submission, counter, seismic toss, rage, 
thunderbolt, thunder, earthquake, fissure, mimic, double team, 
bide, fire blast, skull bash, rest, rock slide, substitute

HM moves it can learn: surf, strength

TMs/HMs to mix things up: You might want to give her earthquake 
or rock slide for some type advantages, or double edge and mega 
kick for  strong attacks.  Her lack of special makes special 
moves not a very good choice.  She can counter rock and fighting 
types with moves like earthquake.  Fissure isn't a bad choice 
either.

Kangaskhan can learn normal, fighting, water, ice, electric, 
ground, rock, and fire type attacks.

weaknesses: fighting

resistances: none

immunities: ghost
----------------------------------------------------------------
Horsea petit
Seadra pika, poké+, prime+ (Water)

Stats:
Horsea base: 30 HP, 40 attack, 70 defense, 60 speed, 70 special
Seadra base: 55 HP, 65 attack, 95 defense, 85 speed, 95 special
max: 283-313 HP, 198-228 attack, 258-288 defense, 238-268 speed, 
258-288 special

Evaluation: Seadra has great balanced stats.  It has no great 
advantages, but balanced stats help it to be one of the better 
pokémon.  It can use and defend against all types of attacks 
well, though it lacks a bit in physical attack.  And it has good 
speed.  One of the best water pokémon.

Moves they can learn: bubble, smokescreen, leer, water gun, 
agility, hydro pump

Moves Seadra should keep are hydro pump, water gun, smokescreen, 
and agility.  Agility raises its good speed.  Hydro pump is the 
most powerful water attack, water gun backs it up with reserve 
water attacks, smokescreen helps with your evade.  (Keep leer if 
you are going to give it hyper beam).

TM moves Horsea can learn: all Seadra's except hyper beam

TM moves Seadra can learn: toxic, takedown, double edge, 
bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, 
mimic, double team, bide, swift, skull bash, rest, substitute

HM moves they can learn: surf

TMs/HMs to mix things up: Give Seadra surf or blizzard to give 
it some more powerful moves.  Blizzard's good for countering the 
grass types.  With its decent attack it would be good to give it 
double edge also.  

Horsea/Seadra can learn normal, water, and ice type attacks.

weaknesses: electric, grass

resistances: fire, water, ice
----------------------------------------------------------------
Goldeen pika, petit
Seaking poké, prime (Water)

Stats:
Goldeen base: 45 HP, 67 attack, 60 defense, 63 speed, 50 special
Seaking base: 80 HP, 92 attack, 65 defense, 68 speed, 80 special
max: 333-363 HP, 252-282 attack, 198-228 defense, 204-234 speed, 
228-258 special

Evaluation: Seaking is a good average pokémon lacking a little 
in physical defense.  Her powerful offense and strong water 
moves make her a pretty good choice though.

Moves they can learn: peck, tail whip, supersonic, horn attack, 
fury attack, waterfall, horn drill, agility

Moves Seaking should keep are waterfall, horn attack, agility, 
and horn drill.  Horn drill has a chance of getting a one hit 
KO, agility boosts its fair speed, horn attack is a good high 
accuracy attack, and waterfall is a strong unique water move.

TM moves Goldeen can learn: all Seaking's except hyper beam

TM moves Seaking can learn: toxic, horn drill, takedown, double 
edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, 
rage, mimic, double team, bide, swift, skull bash, rest, 
substitute

HM moves they can learn: surf

TMs/HMs to mix things up: You may want to give Seaking surf or 
blizzard to give her more powerful attacks.  Double edge is 
helpful.

Goldeen/Seaking can learn normal, water, and ice type attacks.

weaknesses: electric, grass

resistances: fire, water, ice
----------------------------------------------------------------
Mr. Mime pika+, poké, prime (Psychic)

Stats:
base: 40 HP, 45 attack, 65 defense, 90 speed, 100 special
max: 253-283 HP, 158-188 attack, 198-228 defense, 248-278 speed, 
268-298 special

Evaluation: Mr. Mime is one of the better traded-for pokémon.  
If you teach him psychic and keep the rest of his moveset, he is 
pretty decent in battle.  He can't take physical hits very well, 
but that can be made up for with barrier.

Moves it can learn: barrier, confusion, light screen, double 
slap, meditate, substitute

Moves it should keep are substitute, light screen, barrier, 
confusion.  Confusion is a good psychic attack that sometimes 
confuses.  Light screen reduces damage from special attacks by 
50%, barrier greatly increases his low defense, and substitute 
makes a clone for 1/4 of max HP to take damage for you.

TM moves it can learn: mega punch, mega kick, toxic, body slam, 
takedown, double edge, hyper beam, submission, counter, seismic 
toss, rage, solar beam, thunderbolt, thunder, psychic, teleport, 
mimic, double team, reflect, bide, metronome, skull bash, rest, 
thunder wave, psywave, substitute

HM moves it can learn: flash

TMs/HMs to mix things up: You will want to teach him psychic to 
take advantage of his special powers fully.  His moveset already 
has pretty good moves.  You also may want to give him strong 
physical attacks like mega kick and double edge in place of 
substitute.

Mr. Mime can learn normal, psychic, fighting, electric, and 
grass type attacks. 

weaknesses: bug

resistances: fighting, psychic

immunities: ghost
----------------------------------------------------------------
Electabuzz poké, prime (Electric)

Stats:
base: 65 HP, 83 attack, 57 defense, 105 speed, 85 special
max: 303-333 HP, 234-264 attack, 182-212 defense, 278-308 speed, 
238-268 special

Evaluation: Electabuzz is a good choice.  He only has trouble 
with physical defense, so be sure to avoid ground types.  
Electabuzz has good speedy attacks and a decent special defense.

Moves it can learn: quick attack, leer, thundershock, screech, 
thunder punch, light screen, thunder

Moves it should keep are thunder, light screen, screech, and 
thunder punch. Thunder and thunder punch are strong electric 
moves, light screen reduces special damage by 50%, and screech 
greatly lowers the opponent's defense.

TM moves it can learn: mega punch, mega kick, toxic, body slam, 
takedown, double edge, hyper beam, submission, counter, seismic 
toss, rage, thunderbolt, thunder, psychic, teleport, mimic, 
double team, reflect, bide, metronome, swift, skull bash, rest, 
thunder wave, psywave, substitute

HM moves it can learn: strength, flash

TMs/HMs to mix things up: With his good attack and decent 
special, you may want to give him double edge, mega kick, or 
psychic.  Psychic gives him the needed edge on ground types and 
other types.  Reflect can help boost his defense against ground 
attacks.

Electabuzz can learn normal, fighting, psychic, and electric 
attacks.

weaknesses: ground

resistances: flying, electric
----------------------------------------------------------------
Magmar poké, prime (Fire)

Stats:
base: 65 HP, 95 attack, 57 defense, 93 speed, 85 special
max: 303-333 HP, 258-288 attack, 182-212 defense, 254-284 speed, 
238-268 special

Evaluation: Magmar doesn't seem to me to be as good as 
Electabuzz because of less speed, but he can still use special 
attacks, especially fire ones, pretty well.  Avoid rock and 
ground types.

Moves it can learn: ember, leer, confuse ray, fire punch, 
smokescreen, smog, flamethrower

Moves it should keep are flamethrower, smog, smokescreen, and 
confuse ray.  Confuse ray confuses your opponent, smog is a good 
poison attack, smokescreen gives him higher evade, and 
flamethrower is a powerful fire move.

TM moves it can learn: mega punch, mega kick, toxic, body slam, 
takedown, double edge, hyper beam, submission, counter, seismic 
toss, rage, psychic, teleport, mimic, double team, bide, 
metronome, fire blast, skull bash, rest, psywave, substitute

HM moves it can learn: strength

TMs/HMs to mix things up: With a decent special, you may want to 
give him fire blast or psychic.  Also mega kick and double edge 
look good with his good attack.  Submission is a good choice to 
use against rock types, and psychic looks good to counter a lot 
of other types he is weak against.

Magmar can learn normal, fighting, psychic, poison, and fire 
type attacks.

weaknesses: water, ground, rock

resistances: fire, grass, bug
----------------------------------------------------------------
Pinsir pika+, poké+, prime (Bug)

Stats:
base: 65 HP, 125 attack, 100 defense, 85 speed, 55 special
max: 303-333 HP, 318-348 attack, 268-298 defense, 238-268 speed, 
178-208 special

Evaluation: Pinsir is better than Scyther because of his fewer 
weaknesses, and a strong speedy pokémon.  He is definitely a 
good choice in battle.  Avoid enemies that have strong special 
attacks, especially ones he is weak against.  Guillotine gives 
him a chance in those impossible situations.

Moves it can learn: vicegrip, bind (yellow only), seismic toss, 
guillotine, focus energy, harden, slash, swords' dance

Moves it should keep are swords' dance, slash, seismic toss, and 
guillotine.  Guillotine is sometimes a one hit KO move.  Slash 
is a strong attack with high chance of critical hit.  Swords' 
dance greatly raises its attack.  Seismic toss does damage equal 
to your level.

TM moves it can learn: swords' dance, toxic, body slam, 
takedown, double edge, hyper beam, submission, seismic toss, 
rage, mimic, double team, reflect, rest, substitute

HM moves it can learn: cut, strength

TMs/HMs to mix things up: You may want to give Pinsir double 
edge or submission (to counter rock types) with its high attack, 
but it already has a good moveset.  You may even want hyper beam 
if you kept swords' dance.

Pinsir can learn normal and fighting type attacks.

weaknesses: fire, poison, rock, flying

resistances: grass, fighting, ground
----------------------------------------------------------------
Tauros poké+, prime+ (Normal)

Stats:
base: 75 HP, 100 attack, 95 defense, 110 speed, 70 special
max: 323-353 HP, 268-298 attack, 258-288 defense, 288-318 speed, 
208-238 special

Evaluation: Tauros is very strong and fast.  The only area he 
lacks in is being unable to use and defend against special 
attacks.  With his decent speed and other balanced stats, he 
should fare well in most battles.  

Moves it can learn: tackle, stomp, tail whip, leer, rage, 
takedown

Moves it should keep are takedown, stomp, leer, and rage.  
Takedown is a powerful attack that does 1/4 of the damage you 
cause to you.  Rage is an ok attack that boosts your attack 
power every time you get attacked, you lose control of the 
pokémon though, and it attacks automatically every round.  Leer 
lowers the enemy's defense, and stomp may make your opponent 
flinch.

TM moves it can learn: toxic, horn drill, body slam, takedown, 
double edge, ice beam, blizzard, hyper beam, rage, thunderbolt, 
thunder, earthquake, fissure, mimic, double team, bide, fire 
blast, skull bash, rest, substitute

HM moves it can learn: strength

TMs/HMs to mix things up: Teach Tauros double edge or earthquake 
to give it some more powerful attacks.  Its special is not too 
bad, so you may want to give it some of the powerful special 
moves it can learn.  You may also consider giving it both horn 
drill and fissure to try for the one hit KOs, this can improve 
its performance in battle a lot if you get lucky.

Tauros can learn normal, ice, electric, ground, and fire type 
attacks.

weaknesses: fighting

resistances: none

immunities: ghost
----------------------------------------------------------------
Ditto pika, petit, poké, prime (Normal)

Stats: (after transforming it gains the same stats as your 
enemy)
base: 48 HP, 48 attack, 48 defense, 48 speed, 48 special
max:  269-299 HP, 164-194 attack, 164-194 defense, 164-194 
speed, 164-194 special

Evaluation: All in all I don't think Ditto is very good.  He can 
be useful to become Mewtwo and other powerful pokémon your 
opponent is using, but since he lacks speed and all other stats, 
it is difficult not to be knocked out before transforming.

Moves it can learn: transform

The only move it learns is transform.  Transform lets it become 
an exact copy of the pokémon you are fighting.

TM moves it can learn: none

HM moves it can learn: none

TMs/HMs to mix things up: He doesn't learn any so this doesn't 
apply.

Ditto can learn whatever type attacks your opponent knows.

weaknesses: fighting--or whatever the weaknesses are when you 
take on your opponent's type(s)

resistances: none--or whatever the resistances are when you take 
on your opponent's type(s)

immunities: ghost--or whatever the immunities are when you take 
on your opponent's type(s)
----------------------------------------------------------------
Eevee petit (Normal)
base: 55 HP, 55 attack, 50 defense, 55 speed, 65 special

Evaluation:  It is an ok pokémon to use in Petit cup, but the 
evolutions are better choices for all other cups.

Moves it can learn: tackle, sand attack, growl, quick attack, 
tail whip, bite, focus energy, take down

Moves it should keep are take down, focus energy, quick attack, 
and sand attack.  Blind your opponent with sand attack then 
focus energy and pound them with take down and quick attack.

TM moves it can learn: toxic, body slam, take down, double edge, 
rage, mimic, double team, reflect, bide, swift, skull bash, 
rest, substitute

HM moves it can learn: none

TMs/HMs to mix things up:  I would definitely go with double 
edge, and reflect to help Eevee have a better chance.

Eevee can learn normal type attacks.

weaknesses: fighting

resistances: none

immunities: ghost
----------------------------------------------------------------
Vaporeon pika++, poké+, prime+ (Water)

Stats:
base: 130 HP, 65 attack, 60 defense, 65 speed, 110 special
max: 433-463 HP, 198-228 attack, 188-218 defense, 198-228 speed, 
288-318 special

Evaluation: With its excellent HP and great special, Vaporeon is 
the queen of the water types.  She doesn't take physical attacks 
very well, but she has no type weakness against any physical 
attacks, and it can be made up for with acid armor.  Use her 
powerful special to defeat many enemies.  Her speed is low, so 
she is good mostly against the types that are weak to water or 
ice.  The fortunate thing is she is very durable, so her speed 
is not as much of a factor as with some.  Vaporeon is a good 
candidate to use haze with in case your opponent uses things 
such as agility, swords' dance, reflect, amnesia, etc.  

Moves it can learn: (I recommend you get Eevee from yellow and 
you evolve Eevee as soon as you get it, moves could vary and not 
be as good otherwise) tackle (red/blue only) quick attack, tail 
whip (yellow only), growl, sand attack, water gun (red/blue 
only), tail whip (red/blue only, yellow already knows it), bite, 
aurora beam (yellow only), acid armor, haze, mist (red/blue 
only), hydro pump

Moves it should keep are hydro pump, acid armor, bite, and 
aurora beam.  Aurora beam is an ok ice attack that sometimes 
lowers attack.  Acid armor greatly increases Vaporeon's defense, 
hydro pump is the strongest water move, and bite sometimes makes 
the enemy flinch.  You may also want to consider evolving Eevee 
at level 36 to have focus energy to give hydro pump (and 
blizzard) more critical hits.

TM moves it can learn: toxic, body slam, takedown, double edge, 
bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, 
mimic, double team, reflect, bide, swift, skull bash, rest, 
substitute

HM moves it can learn: surf

TMs/HMs to mix things up: You may want to give Vaporeon surf or 
blizzard to boost its attacks, and to counter grass types.  
Double edge looks decent also.

Vaporeon can learn normal, water, and ice type moves.

weaknesses: electric, grass

resistances: fire, water, ice
----------------------------------------------------------------
Jolteon pika++, poké++, prime++ (Electric)

Stats:
base: 65 HP, 65 attack, 60 defense, 130 speed, 110 special
max: 303-333 HP, 198-228 attack, 188-218 defense, 328-358 speed, 
288-318 special

Evaluation: Jolteon is ok, and if it had better strength it 
would be great.  It is possible to use him against Mewtwo 
because he has high special to resist psychic, and then bombard 
Mewtwo with pin missile, but the lack of strength probably won't 
make a dent in him because pin missile is already a weak move.  
Jolteon has several type advantages with his moves, he just 
could stand more strength to use them.

Moves it can learn: (I recommend you catch Eevee on red/blue for 
this one and evolve it as soon as you get it for the best move 
results) tackle (red/blue only), quick attack, tail whip 
(red/blue only, yellow already knows it), growl, sand attack, 
thundershock (red/blue only), thunder wave, double kick, 
agility, pin missile, thunder

Moves it should keep are thunder, double kick, pin missile, and 
thunder wave.  Pin missile is a decent bug attack and works ok 
against Mewtwo.  Double kick is an ok fighting move.  Thunder is 
the strongest electric attack, and thunder wave will give you 
the speed advantage over an opponent.  You may opt to keep sand 
attack instead of double kick to increase evade, but Jolteon 
loses type advantages.  You may also consider focus energy from 
Eevee to increase the critical hit percentage of thunder, in 
which case you don't evolve Eevee until level 36.

TM moves it can learn: toxic, body slam, takedown, double edge, 
hyper beam, rage, thunderbolt, thunder, mimic, double team, 
reflect, bide, swift, skull bash, rest, thunder wave, substitute

HM moves it can learn: flash

TMs/HMs to mix things up: You may want to give Jolteon 
thunderbolt for more electric moves.  You may also want to give 
it double edge for stronger attack.  I do have to recommend the 
versatility of most of its original moveset besides agility 
though.  Remember though that agility could help thunder to hit 
more often.

Jolteon can learn normal, bug, fighting, and electric type 
attacks.

weaknesses: ground

resistances: electric, flying
----------------------------------------------------------------
Flareon pika++, poké+, prime+ (Fire))

Stats:
base: 65 HP, 130 attack, 60 defense, 65 speed, 110 special
max: 303-333 HP, 328-358 attack, 188-218 defense, 198-228 speed, 
288-318 special

Evaluation: Flareon has great attacks, but lacks defense and 
speed which makes things really bad against ground types.  
Flareon is the least useful of all the Eevee evolutions, but is 
still a good fire pokémon.

Moves it can learn: (I recommend you get Eevee from yellow and 
you evolve Eevee as soon as you get it, moves could vary and not 
be as good otherwise) tackle (red/blue only) quick attack, tail 
whip (yellow only), growl, sand attack, ember (red/blue only), 
tail whip (red/blue only, yellow already knows it), bite, leer, 
firespin, smog (yellow only), rage (red/blue only), flamethrower

Moves it should keep are flamethrower, fire spin, smog, and 
bite.  Bite may cause your enemy to flinch, firespin can bind 
slower opponents, flamethrower is a strong fire attack, and smog 
is a decent poison attack.  You may wish to evolve Eevee at 36 
to be able to learn focus energy, so you can boost the chance of 
critical hit with fire blast and double edge or hyper beam.

TM moves it can learn: toxic, body slam, takedown, double edge, 
hyper beam, rage, mimic, double team, reflect, bide, fire blast, 
swift, skull bash, rest, substitute

HM moves it can learn: none 

TMs/HMs to mix things up: You may wish to give Flareon fire 
blast to give it a stronger attack.  You may wish to give it 
double edge or hyper beam as well, especially if you have focus 
energy.

Flareon can learn fire, normal, and poison type attacks.

weaknesses: water, ground, rock

resistances: fire, grass, bug
----------------------------------------------------------------
Porygon pika, poké, prime (Normal)

Stats:
base: 65 HP, 60 attack, 70 defense, 40 speed, 75 special
max: 303-333 HP, 188-218 attack, 208-238 defense, 148-178 speed, 
218-248 special

Evaluation: Porygon is darned expensive and you don't get much 
in return.  He can learn some good attacks, and conversion can 
help you to always have a resistance.  He is an ok choice.

Moves it can learn: tackle, sharpen, conversion, psybeam, 
recover, agility, tri attack

Moves it should keep are recover, psybeam, conversion, and tri 
attack.  Tri attack is a strong normal attack.  Conversion lets 
you become the type(s) that your opponent is.  Psybeam is a 
strong psychic attack, and recover lets you get back half your 
HP in one round.

TM moves it can learn: toxic, takedown, double edge, ice beam, 
blizzard, hyper beam, rage, thunderbolt, thunder, psychic, 
teleport, mimic, double team, reflect, bide, swift, skull bash, 
rest, thunder wave, psywave, tri attack, substitute

HM moves it can learn: flash

TMs/HMs to mix things up: Since Porygon has a decent special, 
you can give him moves like blizzard and thunder to help him 
out.  Also he can use double edge and mega kick fairly well 
because of his normal typing.

Porygon can learn normal, psychic, ice, and electric type 
attacks.

weaknesses: fighting--or whatever the weaknesses of the type(s) 
that you take on are

resistances: none--or whatever the weaknesses of the type(s) 
that you take on are

immunities: ghost--or whatever the immunities of the type(s) 
that you take on are
----------------------------------------------------------------
Snorlax poké+, prime++ (Normal)

Stats:
base: 160 HP, 110 attack, 65 defense, 30 speed, 65 special
max: 493-523 HP, 288-318 attack, 198-228 defense, 128-158 speed, 
198-228 special

Evaluation: Snorlax lacks in defense, speed, and special, but 
his special can be bolstered with amnesia.  His high HP makes up 
for his low defenses, and he really can take a lot of punishment 
with the right moves.  He can do some serious damage with double 
edge, mega kick, and hyper beam.  He is one of the better ones.

Moves it can learn: headbutt, amnesia, rest, body slam, harden, 
double edge, hyper beam

Moves it should keep are hyper beam, double edge, body slam, and 
headbutt.  Headbutt has a good chance of making your opponent 
flinch, body slam may paralyze them, hyper beam is the strongest 
normal move and since Snorlax learned it on his own and is a 
normal type, he uses it best.  Double edge is a incredibly 
strong attack in Snorlax's hands.  You may want to keep amnesia 
to help his special.   You may want Amnesia instead of headbutt.

TM moves it can learn: mega punch, mega kick, toxic, body slam, 
takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, pay day, submission, counter, seismic 
toss, rage, solar beam, thunderbolt, thunder, earthquake, 
fissure, psychic, mimic, double team, reflect, bide, metronome, 
selfdestruct, fire blast, skull bash, rest, psywave, rock slide, 
substitute

HM moves it can learn: surf, strength

TMs/HMs to mix things up: If you keep amnesia, then you can 
unleash a whole killer group of TMs Snorlax can learn and use 
decently.  On his own he uses moves like earthquake and rock 
slide better though.  You may wish to keep most of his regular 
moveset, as he is a normal type and uses them all well.  Counter 
might be good too, unleash 2x the damage that your opponent did 
to you.  Be careful of speedy attackers with strong special 
moves though, sometimes it may be wiser to use another one of 
your team members to gain the speed advantage on your opponent.  
Definitely consider mega kick for Snorlax too, because he can 
use it VERY well.  Rest looks good.

Snorlax can learn normal, fighting, water, ice, grass, electric, 
ground, psychic, fire, and rock type attacks.

weaknesses: fighting

resistances: none

immunities: ghost
----------------------------------------------------------------
Mewtwo prime++ (Psychic)

Stats:  
max: 385-415 HP, 288-318 attack, 248-278 defense, 328-358 speed, 
376-406 special (highest in game)

Evaluation: This is my favorite pokémon in terms of strength 
(Raichu otherwise).  Mewtwo is phenomenal.  His one small 
weakness, that you can make desperate attempts at, is his 
physical defense, and it's even pretty good.  Dragonite and 
another Mewtwo stand good chances against him if you use 
strategy.  Make strategy plays, take away Mewtwo's speed with 
paralyze or freeze him and bring Beedrill (which has a weakness 
against Mewtwo) in.  Other than that, this guy has the best 
moveset and will still put up a big fight to the finish.  This 
one is the undisputed ultimate pokémon.

Moves it can learn: swift, barrier, psychic, recover, mist, 
amnesia

Moves it should keep are amnesia, barrier, recover, and psychic.  
Psychic is truly an attack to be feared from Mewtwo, and amnesia 
boosts its power along with his defense against special attacks.  
Recover can restore half his max HP in a single round, and 
barrier greatly increases his physical defense, which is his 
only weaker point.

TM moves it can learn: mega punch, mega kick, toxic, body slam, 
takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, pay day (can't learn on yellow), 
submission, counter, seismic toss, rage, solar beam, 
thunderbolt, thunder, psychic, teleport, mimic, double team, 
reflect, bide, metronome, selfdestruct, fire blast, skull bash, 
rest, thunder wave, psywave, tri attack, substitute

HM moves it can learn: strength, flash

TMs/HMs to mix things up: Well let's see, I rather like his 
awesome moveset as is, but there are some possibilities here.  
You can teach him thunder, fire blast, blizzard, solar beam, or 
bubblebeam and he would use them all well.  You could make 
strategy plays and use bide for his defense, and give him mega 
kick or double edge as a powerful physical attack.  There are 
lots of possibilities here.  Thunder and Blizzard get rid of 
those annoying psychic dual types, and strong physical attacks 
get rid of the other psychic types.  The problem is if you take 
away some of his original moveset you will lose certain 
advantages while gaining others.  Rest and double team can help 
his strategy too, but remember, if you take away from the 
original moveset you loose some advantages.

Mewtwo can learn normal, fighting, water, ice, psychic, grass, 
and fire type attacks.

weaknesses: bug

resistances: fighting, psychic

immunities: ghost
----------------------------------------------------------------
Mew prime++ (Psychic)

Stats: stats will be what your opponent's are if you use 
transform, so you can lose stats from using it
max: 373-403 HP, 268-298 attack, 268-298 defense, 268-298 speed, 
268-298 special

Evaluation: Hmm, Mew has better defense than Mewtwo, but lacks 
in the other areas.  It can also learn almost as good of a 
moveset from TMs, but will be lacking a little more defense 
building moves.  If you give it softboiled it will help.  This 
guy is like a well rounded psychic, better in ways than Hypno 
and Alakazam, but not as good as Mewtwo.

Moves it can learn: pound, transform, mega punch, metronome, 
psychic

Moves it should keep are psychic, mega punch, transform, and 
metronome.  Metronome uses a random move, sometimes good, 
sometimes bad.  Mega punch is a strong physical attack.  
Transform lets Mew become whatever pokémon she is fighting.  
Psychic is very powerful in the hands of Mew.

TM moves it can learn: all

HM moves it can learn: all

TMs/HMs to mix things up: Well let's see.  You should give Mew a 
strong physical attack like mega kick or double edge, and maybe 
reflect to make up for its lesser defense.  Also give it 
blizzard for another strong attack.  You could pair swords' 
dance with hyper beam to give it very powerful attack and become 
a little stronger.  I highly recommend you give it softboiled so 
it can regain half its HP whenever you want.

Mew can learn normal, fighting, psychic, water, ice, fire, rock, 
ground, grass, electric, and flying type attacks--and whatever 
attacks the opponent knows if you transform.

weaknesses: bug--or whatever the weaknesses of your opponent are 
if you transform

resistances: psychic, fighting--or whatever the resistances of 
your opponent are if you transform

immunities: ghost--or whatever the immunities of your opponent 
are if you transform
----------------------------------------------------------------
VII. Dual types

Dual types have great advantages and disadvantages in battle.  
They will resist some attacks to the point of only taking 1/4 to 
3/8 the normal damage, but some attacks may do 4 times to 6 
times the normal damage against them.  Having the right dual 
type in battle will give you a big advantage, having the wrong 
one will give you a big disadvantage.  Using dual types is 
always a huge gamble (unless you know your opponent's pokémon).  
Knowing their strengths and weaknesses can take some of the 
gamble out of this situation, though, and increase your 
likelihood to succeed.  This next section will expose the hidden 
strengths and weaknesses of dual types.

Bulbasaur petit
Ivysaur pika
Venusaur poké+, prime (Grass/Poison--your two defensive types, 
remember if using an attack of these types you will do 1.5x 
normal damage with it)

Stats:
Bulbasaur base: 45 HP, 49 attack, 49 defense, 45 speed, 65 
special
Ivysaur base: 60 HP, 62 attack, 63 defense, 60 speed, 80 special
Venusaur base: 80 HP, 82 attack, 83 defense, 80 speed, 100 
special
max: 333-363 HP, 232-262 attack, 234-264 defense, 228-258 speed, 
268-298 special

Evaluation: Venusaur is a good average pokémon.  He would not be 
a good choice against Articuno, Charizard, or Moltres because 
most of his moves only do 3/8 the regular damage to them.  He 
also has quite a few weaknesses, steer clear of pokémon with 
strong bug attacks.  With his good stats though, he can 
sometimes overcome those pokémon that have some type advantages 
over him.

Moves they can learn: tackle, growl, leech seed, vine whip, 
poison powder, razor leaf, growth, sleep powder, solar beam

You should keep sleep powder, razor leaf, solar beam, and growth 
for Venusaur.  Optionally you can keep leech seed instead of 
growth for the leech seed/toxic trick (see status attacks 
below).  Leech seed is cool because it works even after you 
switch away from Venusaur, draining your opponent's energy and 
giving it to your current pokémon.  Try using it while your 
opponent is sleeping, and continue to make him sleep until he is 
out of energy, switch to pokémon that needs energy, it is quite 
useful (thanks Alvaro).  Sleep powder can put your enemies to 
sleep with ease, and Venusaur has good speed, making it good to 
knock out tough opponents to get free hits on them.  Razor leaf 
has a good chance of critical hit.  Solar beam is really 
powerful, but be sure you can take a hit as it takes a round to 
charge before using.  Growth raises Venusaur's special, which 
effects nearly all of his attacks.

TM moves Bulbasaur and Ivysaur can learn: all Venusaur's except 
hyper beam

TM moves Venusaur can learn: swords dance, toxic, body slam, 
takedown, double edge, hyper beam, rage, mega drain, solar beam, 
mimic, double team, reflect, bide, rest, substitute

HM moves they can learn: cut

TMs/HMs to mix things up: Mega Drain is a good TM to teach 
Venusaur, as you get a lot of health back from enemies who are 
weak against grass attacks, but his regular moveset is also 
nice.  You may want to give him strong physical attacks to give 
him a chance against fire and bug types, since he does have a 
high strength (thanks Alvaro).  If you teach him toxic and kept 
leech seed, and set both of them in on your opponent you will 
wear them down to nothing in a few rounds.

Bulbasaur/Ivysaur/Venusaur can learn normal and grass type 
attacks (see the chart in basic strategy to see how these 
attacks effect other pokémon).

weaknesses: ice, flying, ground, fire, psychic

big weaknesses (4x-6x damage from opponent due to both your 
defensive types being weak against its attack): bug

resistances: electricity, water, poison, fighting

big resistances (1/4-3/8 damage from opponent due to both your 
defensive types being strong against its attack): none
----------------------------------------------------------------
Charmander petit+ (Fire)
Charmeleon pika++ (Fire)
Charizard poké+, prime (Fire/Flying)

Stats:
Charmander base: 39 HP, 52 attack, 43 defense, 65 speed, 50 
special
Charmeleon base: 58 HP, 64 attack, 58 defense, 80 speed, 65 
special
Charizard base: 78 HP, 84 attack, 78 defense, 100 speed, 85 
special
max: 329-359 HP, 236-266 attack, 224-254 defense, 268-298 speed, 
238-268 special

Evaluation: Charizard is a fairly good pokémon.  Try to stay 
away from pokémon with strong rock attacks though.  Omastar and 
Kabutops have big defenses against Charizard.  Grass and bug 
type attacks will barely phase Charizard.  He has pretty decent 
stats, but is probably the least powerful of the original three 
you can pick in red or blue.

Moves they can learn: scratch, growl, ember, leer, rage, slash, 
flamethrower, fire spin

You should keep fire spin, flamethrower, slash, and leer on 
Charizard.  Fire spin is good to bind slower pokémon.  Slash is 
just one of those great normal attacks with a good chance of 
critical hit.  Flamethrower is a strong fire move.  And leer is 
good to lower your opponent's defense.

TM moves Charmander and Charmeleon can learn: all Charizard's 
except hyper beam, earthquake, and fissure

TM moves Charizard can learn:  mega punch, swords dance, mega 
kick, toxic, body slam, takedown, double edge, hyper beam, 
submission, counter, seismic toss, rage, dragon rage, 
earthquake, fissure, dig, mimic, double team, reflect, bide, 
fire blast, swift, skull bash, rest, substitute

HM moves they can learn:  cut, strength, fly (Charizard on 
yellow only)

TMs/HMs to mix things up:  You may wish to replace leer with 
fire blast, the strongest fire move.  You may want to teach 
Charizard moves like dig or earthquake to give him a good chance 
against rock and electric types, since he has good speed.  You 
may want to teach him counter or seismic toss.  Counter does 
double damage back to your opponent as long as you took a 
"physical attack" (see basic strategies section above).  Seismic 
toss does damage equal to your current level, and is useful 
sometimes.  You may even want to give him fly (yellow only), 
though I don't think it helps him too much.

Charizard can learn normal, fire, flying (yellow only), 
fighting, and ground type attacks. 
Charmander/Charmeleon can learn all Charizard's type attacks 
except ground and flying type attacks.

weaknesses: water, electricity, ice (Charizard), 
(Charmander/Charmeleon water, ground, rock)

big weaknesses: rock (Charizard)

resistances: fire, fighting (Charizard), (Charmander/Charmeleon 
grass, bug, fire)

big resistances: grass, bug (Charizard)

immunities: ground (Charizard)
----------------------------------------------------------------
Caterpie petit (Bug)
Butterfree pika, poké, prime (Bug/Flying)

Stats:
Caterpie base: 45 HP, 30 attack, 35 defense, 45 speed, 20 
special
Butterfree base: 60 HP, 45 attack, 50 defense, 70 speed, 80 
special
max: 293-323 HP, 158-188 attack, 168-198 defense, 208-238 speed, 
228-258 special

Evaluation: Even with lower than average stats, I found 
Butterfree decent in combat.  His moveset makes most of the 
difference.  He is good at attacking sleeping opponents.  His 
psybeam is powerful because his special is decent.  
Unfortunately, he has many weaknesses, especially against rock 
types.

Moves Butterfree can learn: tackle, string shot, harden (yellow 
only if evolved from Caterpie--on red/blue if you waited to 
evolve him, but I recommend catching him on yellow), confusion, 
poison powder, stun spore, sleep powder, supersonic, whirlwind, 
gust (yellow only), psybeam (Caterpie learns tackle, string shot 
only)

You should keep psybeam, sleep powder, supersonic, and stun 
spore for Butterfree.  Stun spore works for a speed advantage, 
supersonic confuses your opponent, sleep powder is the good 
sleep move, and psybeam is a nice psychic attack that few can 
resist.  

TM moves Caterpie can learn: none

TM moves Butterfree can learn:  razor wind, whirlwind, toxic, 
takedown, double edge, hyper beam, rage, mega drain, solar beam, 
psychic, teleport, mimic, double team, reflect, bide, swift, 
rest, psywave, substitute

HM moves it can learn: strength (Butterfree yellow only)

TMs/HMs to mix things up: You may wish to teach Butterfree 
psychic if you have an extra TM to use.  You can also teach him 
solar beam and mega drain to give those rock or ground types a 
nasty surprise.  Psywave may be a good choice to teach him also, 
as it randomly does high damage and sometimes low.  Reflect may 
help protect him against some of his physical weaknesses.

Butterfree can learn normal, psychic, and grass type attacks.
Caterpie can learn normal type attacks.

weaknesses: electric, fire, poison, ice, flying (Butterfree), 
(Caterpie fire, poison, flying)

big weaknesses: rock (Butterfree)

resistances: bug (Butterfree), (Caterpie grass, fighting, 
ground)

big resistances: fighting, grass (Butterfree)

immunities: ground (Butterfree)
----------------------------------------------------------------
Weedle petit
Beedrill pika, poké, prime (Bug/Poison)

Stats:
Weedle base: 40 HP, 35 attack, 30 defense, 50 speed, 20 special
Beedrill base: 65 HP, 80 attack, 40 defense, 75 speed, 45 
special
max: 303-333 HP, 228-258 attack, 148-178 defense, 218-248 speed, 
158-188 special

Evaluation: Beedrill is fairly decent because of his high HP and 
good, decently speedy attacks.  He is good against psychics who 
have lower speed.  Try paralyzing, putting to sleep, or freezing 
the psychic type and then getting Beedrill in to finish them.  
He is the only pokémon to have decently powerful bug attacks and 
be a bug type at the same time.  His drawback is that he has a 
large amount of weaknesses.

Moves he can learn: poison sting, string shot, harden (if you 
waited until he learned it as Kakuna, then evolved him, I 
recommend you just evolve him sooner though), fury attack, focus 
energy, twineedle, rage, pin missile, agility (Weedle can only 
learn poison sting and string shot)

Twineedle, pin missile, focus energy, and agility should be kept 
for Beedrill.  Twineedle and pin missile are the only decently 
powerful bug moves in the game, and the only moves that do good 
damage against psychic types, twineedle may also poison your 
enemy.  Focus energy will give those moves a better chance of 
critical hit, and agility could be used on a free round to gain 
the speed advantage on a psychic type.

TM moves Weedle can learn: none

TM moves Beedrill can learn: swords dance, toxic, takedown, 
double edge, hyper beam, rage, mega drain, mimic, double team, 
reflect, bide, swift, skull bash, rest, substitute

HM moves Beedrill can learn: cut

TMs/HMs to mix things up: You may want to teach mega drain to 
Beedrill, but it would only give him a small chance at the 
ground and rock pokémon.  The rest of Beedrill's TMs all involve 
normal attacks.  Reflect may help protect him from some of his 
physical weaknesses.

Beedrill can learn normal, bug, grass, and poison type attacks. 
Weedle can learn poison type attacks.

weaknesses: bug, flying, rock, fire, psychic

big weaknesses: none

resistances: none

big resistances: grass, fighting
----------------------------------------------------------------
Pidgey petit+
Pidgeotto pika
Pidgeot poké, prime (Normal/Flying)

Stats:
Pidgey base: 40 HP, 45 attack, 40 defense, 56 speed, 35 special
Pidgeotto base: 63 HP, 60 attack, 55 defense, 71 speed, 50 
special
Pidgeot base: 83 HP, 80 attack, 75 defense, 91 speed, 70 special
max: 339-369 HP, 228-258 attack, 218-248 defense, 250-280 speed, 
208-238 special

Evaluation: Pretty decent and well rounded.  He has only a few 
weaknesses, and a few resistances.  His attack power makes him a 
good candidate to learn powerful flying moves.  Use him against 
someone with big weaknesses to flying moves.

Moves they can learn: gust, sand attack, quick attack, 
whirlwind, wing attack, agility, mirror move

You should keep mirror move, agility, sand attack, and quick 
attack for Pidgeot.

Mirror move is sometimes useful in that you use the last move 
your opponent did.  This can be great to recover, boost your 
stats, or use an attack that you are not vulnerable to, but your 
opponent is.  Sand attack is ok to lower the chances of your 
opponent hitting you.  Agility can be used on a free round to 
boost the already good speed.  

TM moves Pidgey and Pidgeotto can learn: all Pidgeot's except 
hyper beam

TM moves Pidgeot can learn: razor wind, whirlwind, toxic, 
takedown, double edge, hyper beam, rage, mimic, double team, 
reflect, bide, swift, sky attack, rest, 
substitute

HM moves it can learn: fly

TMs/HMs to mix things up: Replace quick attack with fly or sky 
attack, fly being the more preferred because you miss a round of 
damage and then use a powerful attack.  Sky attack is more 
powerful, but you have to survive a hit (or two) to use it the 
next round.  You may consider some other normal type attacks 
like double edge, because Pidgeot has a good offense.

Pidgey/Pidgeotto/Pidgeot can learn normal and flying attacks.

weaknesses: rock, electric, ice

big weaknesses: none

resistances: bug, grass

big resistances: none

immunities: ground, ghost
----------------------------------------------------------------
Spearow petit+
Fearow pika+, poké, prime (Normal/Flying)

Stats: 
Spearow base: 40 HP, 60 attack, 30 defense, 70 speed, 31 special
Fearow base: 65 HP, 90 attack, 65 defense, 100 speed, 61 special
max: 303-333 HP, 248-278 attack, 198-228 defense, 268-298 speed, 
190-220 special

Evaluation: This one is like a cheaper imitation of Pidgeot.  
Though he has higher attack than Pidgeot, Pidgeot has better 
rounded defenses and is a better pick.  Again, his weaknesses 
are not a mile long, but neither are his resistances.

Moves they can learn: peck, growl, leer, fury attack, mirror 
move, drill peck, agility

You should keep drill peck, agility, mirror move, and fury 
attack on Fearow.

Drill peck is a powerful flying move, agility is ok to boost 
speed on a free round.  Mirror move is useful as you can use the 
same move your opponent just did to regain health or boost 
stats, or it is possible that you may hurt them badly with an 
attack that doesn't phase you.   

TM moves Spearow can learn: all Fearow's except hyper beam

TM moves Fearow can learn:  razor wind, whirlwind, toxic, 
takedown, double edge, hyper beam, rage, mimic, double team, 
bide, swift, sky attack, rest, substitute

HM moves they can learn:  fly

TMs/HMs to mix things up:  Replace fury attack with fly or sky 
attack.  Fly again is better because you miss a round of damage, 
sky attack you have to endure a round of damage for a bigger 
payoff.  Also give him some of the strong normal attacks to help 
his offense.

Spearow/Fearow can learn normal and flying attacks.

weaknesses: rock, electric, ice

big weaknesses: none

resistances: bug, grass

big resistances: none

immunities: ground, ghost
----------------------------------------------------------------
Nidoran female petit+ (Poison)
Nidoqueen pika+, poké+, prime+ (Poison/Ground)

stats:
Nidoran female base: 55 HP, 47 attack, 52 defense, 41 speed, 40 
special
Nidoqueen base: 90 HP, 82 attack, 87 defense, 76 speed, 75 
special
max: 353-383 HP, 232-262 attack, 242-272 defense, 220-250 speed, 
218-248 special

evaluation:  She has more defense than Nidoking, enabling her to 
take more physical hits.  However, her other stats including 
speed are not as promising.  Do not underestimate her, though, 
as she has the ability to counter all of the types she is weak 
against except psychic.  She uses many TMs that teach good 
special moves.  Just remember though that since few of her 
attacks match her types, that they won't be as strong.

moves they can learn: growl, tackle, scratch, poison sting, tail 
whip, body slam (if evolved at lv 23--thanks Alvaro, I recommend 
you wait until she has learned all her moves before evolving 
her), bite, fury swipes, double kick

Nidoqueen should keep double kick, bite, fury swipes, and poison 
sting.  Double kick is a strong fighting attack, bite makes your 
opponent flinch sometimes, fury swipes is an ok attack, and 
poison sting give her one type of advantage.

TM moves Nidoran female can learn: toxic, body slam, takedown, 
double edge, blizzard, rage, thunderbolt, thunder, mimic, double 
team, reflect, bide, skull bash, rest, substitute

TM moves Nidoqueen can learn: mega punch, mega kick, toxic, horn 
drill, body slam, takedown, double edge, bubblebeam, water gun, 
ice beam, blizzard, hyper beam, pay day, submission, counter, 
seismic toss, rage, thunderbolt, thunder, earthquake, fissure, 
mimic, double team, reflect, bide, fire blast, skull bash, rest, 
rock slide, substitute

HM moves Nidoqueen can learn: surf, strength

TMs/HMs to mix things up: Thunder should be taught along with 
earthquake and fire blast.  You may also want to teach her surf, 
rock slide, or blizzard.  She can also learn a great line of 
powerful normal attacks.  Electric, fire, and water attacks 
counter most of the pokémon that use attacks she is weak 
against.

Nidoqueen can learn normal, fighting, poison, water, ice, 
electric, ground, fire, and rock type attacks.  Nidoran female 
can learn normal, ice, electric, poison, and fighting type 
attacks.

weaknesses: water, ice, ground, psychic, bug (Nidoqueen), 
(Nidoran female-psychic, bug, ground)

big weaknesses: none

resistances: fighting, rock (Nidoqueen), (Nidoran female-grass, 
poison, fighting)

big resistances: poison (Nidoqueen)

immunities: electric (Nidoqueen)
----------------------------------------------------------------
Nidoran male petit+ (Poison)
Nidoking pika+, poké+, prime+ (Ground/Poison)

stats:
Nidoran male base: 46 HP, 57 attack, 40 defense, 50 speed, 40 
special
Nidoking base: 81 HP, 92 attack, 77 defense, 85 speed, 75 
special
max:

evaluation: Nidoking is a great pokémon with his only a problem 
being in taking special attacks from his enemies (like 
Nidoqueen).  He is stronger and faster than Nidoqueen, and he 
can learn most of the TMs that she can and use them well, so he 
is a better choice unless you want to be able to take more 
physical hits.  Remember that since most of his attacks don't 
match his types, he won't use them as effectively.  All in all, 
a good choice.

moves they can learn: leer, tackle, horn attack, poison sting, 
focus energy, thrash (if evolved at lv 23--thanks Alvaro, I 
recommend you learn all his moves before evolving him though), 
fury attack, horn drill, double kick

Nidoking should keep double kick, horn drill, horn attack, and 
leer.  Leer lowers the opponent's defense, double kick is a 
strong fighting move, horn attack is a great regular high 
accuracy attack, and horn drill is sometimes a one hit KO move.

TM moves Nidoran male can learn: toxic, horn drill, body slam, 
takedown, double edge, blizzard, rage, thunderbolt, thunder, 
mimic, double team, reflect, bide, skull bash, rest, substitute

TM moves Nidoking can learn: mega punch, mega kick, toxic, horn 
drill, body slam, takedown, double edge, bubblebeam, water gun, 
ice beam, blizzard, hyper beam, pay day, submission, counter, 
seismic toss, rage, thunderbolt, thunder, earthquake, fissure, 
mimic, double team, reflect, bide, fire blast, skull bash, rest, 
rock slide, substitute

HM moves Nidoking can learn: surf, strength

TMs/HMs to mix things up: Electric, fire, and rock attacks can 
counter almost all the types that Nidoking is weak against.  You 
may also want to give it one of the other impressive physical 
attacks it can learn.  Rock slide, fire blast, thunder, 
blizzard, and earthquake give this pokémon lots of options.

Nidoking can learn learn normal, fighting, water, ice, electric, 
ground, fire, poison, and rock type attacks.  Nidoran male can 
learn normal, fighting, ice, electric, and poison type attacks.

weaknesses: water, ice, ground, psychic, bug (Nidoking), 
(Nidoran male-ground, psychic, bug)

big weaknesses: none

resistances: fighting, rock (Nidoking), (Nidoran male-grass, 
poison, fighting)

big resistances: poison (Nidoking)

immunities: electric (Nidoking)
----------------------------------------------------------------
Zubat pika, petit
Golbat poké, prime (Poison/Flying)

stats:
Zubat base: 40 HP, 45 attack, 35 defense, 55 speed, 40 special
Golbat base: 75 HP, 80 attack, 70 defense, 90 speed, 75 special
max: 323-353 HP, 228-258 attack, 208-238 defense, 248-278 speed, 
218-248 special

evaluation: Golbat is not very good.  He can learn a few decent 
moves, but his stats are average and he has many weaknesses.  If 
you use him, make sure he has big resistances to the type 
attacks he will be facing, then use his strongest moves and try 
to confuse your opponent.

moves they can learn: leech life, supersonic, bite, confuse ray, 
wing attack, haze

Golbat should keep leech life, bite, confuse ray, and haze.  
Haze removes all stat changes to Golbat and its opponent.  
Confuse ray confuses your enemy, bite has a chance of making the 
opponent flinch, and leech life is a ok bug attack that gives 
you a little health back.  You might want to keep wing attack to 
do some damage to fighting types, but it won't help much.

TM moves Zubat can learn: all Golbat's except hyper beam

TM moves Golbat can learn: razor wind, whirlwind, toxic, 
takedown, double edge, hyper beam, rage, mega drain, mimic, 
double team, bide, swift, rest, substitute

HM moves they can learn: none

TMs/HMs to mix things up: You may want to give Golbat mega drain 
to further harass ground types.  You may also want to give it a 
few powerful moves like double edge.

Zubat/Golbat can learn normal, bug, grass, and flying type 
moves.

weaknesses: psychic, electric, ice, rock

big weaknesses: none

resistances: poison

big resistances: grass, fighting

immunities: ground
----------------------------------------------------------------
Oddish pika, petit
Vileplume poké, prime (Grass/Poison)

stats:
Oddish base: 45 HP, 50 attack, 55 defense, 30 speed, 75 special
Vileplume base: 75 HP, 80 attack, 85 defense, 50 speed, 100 
special
max: 323-353 HP, 228-258 attack, 238-268 defense, 168-198 speed, 
268-298 special

evaluation: Vileplume is good in all areas but speed.  Use him 
on pokémon that are very weak against grass.  Avoid enemies that 
use bug type attacks while using him.  

moves they can learn: absorb, poison powder, stun spore, sleep 
powder, acid, petal dance, solar beam

Vileplume should keep solar beam, acid, sleep powder, and stun 
spore.  Stun spore gives you the speed advantage, sleep moves 
are always good against opponents, acid is a strong poison 
attack, and solar beam is the strongest grass attack.  Petal 
dance is also a pretty strong (and unique) move, but you get 
confused after using it.

TM moves Oddish can learn: all Vileplume's except body slam and 
hyper beam

TM moves Vileplume can learn: swords' dance, toxic, body slam, 
takedown, double edge, hyper beam, rage, mega drain, solar beam, 
mimic, double team, reflect, bide, rest, substitute

HM moves they can learn: cut

TMs/HMs to mix things up: You may wish to give Vileplume mega 
drain or some strong normal attacks.

Oddish/Vileplume can learn normal and grass attacks.

weaknesses: ice, flying, fire, ground, psychic

big weaknesses: bug

resistances: electric, water, poison, fighting

big resistances: none
----------------------------------------------------------------
Paras petit
Parasect pika, poké, prime (Bug/Grass)

Stats:
Paras base: 35 HP, 70 attack, 55 defense, 25 speed, 55 special
Parasect base: 60 HP, 95 attack, 80 defense, 30 speed, 80 
special
max: 293-323 HP, 258-288 attack, 228-258 defense, 128-158 speed, 
228-258 special

Evaluation: Parasect is decent if used properly.  His speed is 
horrible so you will need a speed advantage on a pokémon 
(paralyze or burn it) before you bring him out, and know that 
this may not even help against really speedy opponents.  His 
attack power is his positive note, and he can use leech life 
pretty well against psychics.  He also does well against ground 
and grass types.  Be careful though, because he has terrible 
defense and three big weaknesses.  Spore is a unique sleep move 
that always puts your enemy to sleep, so it is quite good.

Moves they can learn: scratch, stun spore, leech life, spore, 
slash, growth

Parasect should keep slash, leech life, spore, and stun spore.  
You may wish to keep growth to boost his weak special.  Slash is 
a strong attack with good chance of critical hit, spore is a 
really effective sleep move, leech life is a good bug move, and 
stun spore gives you the speed advantage.

TM moves Paras can learn: all Parasect's except hyper beam

TM moves Parasect can learn: swords' dance, toxic, body slam, 
takedown, double edge, hyper beam, rage, mega drain, solar beam, 
dig, mimic, double team, reflect, bide, skull bash, rest, 
substitute

HM moves they can learn: cut

TMs/HMs to mix things up: You should give Parasect mega drain to 
help it get HP back since it doesn't take hits well.  Also think 
about giving him double edge because he uses it pretty decently.  
You may also want to give it a few powerful moves like hyper 
beam, or swords' dance to raise its attack.  But remember, 
swords' dance will not help slash to increase in power.

Paras/Parasect can learn normal, grass, and bug attacks.

weaknesses: rock, ice, bug

big weaknesses: flying, poison, fire

resistances: electricity, water, fighting

big resistances: ground, grass
----------------------------------------------------------------
Venonat pika, petit+
Venomoth poké, prime (Bug/Poison)

Stats:
Venonat base: 60 HP, 55 attack, 50 defense, 45 speed, 40 special
Venomoth base: 70 HP, 65 attack, 60 defense, 90 speed, 90 
special
max: 313-343 HP, 198-228 attack, 188-218 defense, 248-278 speed, 
248-278 special

Evaluation: Venomoth is like a better Butterfree.  His stats are 
good except in physical attacking and defense.  Use his status 
attacking moves to get the speed advantage over your opponent or 
put them to sleep, then blast them with psychic.  He also learns 
some pretty good TMs, so he isn't a bad choice.

Moves they can learn: tackle, disable, supersonic, confusion, 
poison powder, leech life, stun spore, psybeam, sleep powder, 
psychic

Venomoth should keep psychic, sleep powder, stun spore, and 
leech life.  Leech life is a good bug move, psychic is the best 
psychic attack, sleep powder is a good sleep move, and stun 
spore gives him speed advantage.

TM moves Venonat/Venomoth can learn: razor wind (yellow only), 
whirlwind (yellow only), toxic, takedown, double edge, hyper 
beam (yellow only), rage, mega drain, solar beam, psychic, 
teleport (yellow only), mimic, double team, reflect, bide, swift 
(yellow only), rest, psywave, substitute

HM moves they can learn: strength (yellow only) 

TMs/HMs to mix things up: You may want to teach Venomoth solar 
beam or mega drain to defeat his rock and ground opponents.  His 
psychic already gives him many advantages though.

Venonat/Venomoth can learn normal, bug, grass, and psychic 
attacks.

weaknesses: bug, flying, rock, fire, psychic

big weaknesses: none

resistances: none

big resistances: grass, fighting
----------------------------------------------------------------
Poliwag petit+ (Water)
Poliwrath pika+, poké+, prime+ (Water/Fighting)

Stats:
Poliwag base: 40 HP, 50 attack, 40 defense, 90 speed, 40 special
Poliwrath base: 90 HP, 85 attack, 95 defense, 70 speed, 70 
special
max: 353-383 HP, 238-268 attack, 258-288 defense, 208-238 speed, 
208-238 special

Evaluation: Poliwrath is a good pokémon, lacking only a little 
in speed.  His special power can be brought up with amnesia.  He 
has a few weaknesses, but if you stay away from those he should 
perform wonderfully in battle.

Moves they can learn: bubble, hypnosis, water gun, doubleslap, 
body slam, amnesia, hydro pump

Poliwrath should keep hydro pump, amnesia, body slam, and 
hypnosis.  Hydro pump is the strongest water move, and amnesia 
greatly boosts the strength of Poliwrath's attacks.  Body slam 
is a strong move with ability to paralyze, and hypnosis has the 
ability to put your opponent to sleep.

TM moves Poliwag can learn: toxic, body slam, takedown, double 
edge, bubblebeam, water gun, ice beam, blizzard, rage, psychic, 
mimic, double team, bide, skull bash, rest, psywave, substitute

TM moves Poliwrath can learn: mega punch, mega kick, toxic, body 
slam, takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, submission, counter, seismic toss, rage, 
earthquake, fissure, psychic, mimic, double team, bide, 
metronome, skull bash, rest, psywave, substitute 

HM moves they can learn: surf, strength (Poliwag can't learn 
strength)

TMs/HMs to mix things up: You may want to give Poliwrath 
earthquake to counter electric types.  You may wish also to give 
him moves like blizzard, psychic, or double edge.  Fighting 
moves like submission are good in his hands.

Poliwrath can learn normal, water, psychic, fighting, ground, 
and ice attacks.  Poliwag can learn normal, water, psychic, and 
ice type attacks.

weaknesses: flying, grass, electric, psychic (Poliwrath), 
(Poliwag-electric, grass)

big weaknesses: none

resistances: rock, water, fire, ice, bug (Poliwrath), (Poliwag-
fire, water, ice)

big resistances: none
----------------------------------------------------------------
Bellsprout pika, petit
Victreebel poké, prime (Grass/Poison)

Stats:
Bellsprout base: 50 HP, 75 attack, 35 defense, 40 speed, 70 
special
Victreebel base: 80 HP, 105 attack, 65 defense, 70 speed, 100 
special
max: 333-363 HP, 278-308 attack, 198-228 defense, 208-238 speed, 
268-298 special

Evaluation: Victreebel has unusual stats for a grass type.  It 
has great HP and a good attack, and a good defense against and 
use of special attacks.  Its speed is kind of low, so it is a 
good choice in only certain cases.

Moves they can learn: vine whip, growth, wrap, poisonpowder, 
sleep powder, stun spore, acid, razor leaf, slam

Moves Victreebel should keep are stun spore, sleep powder, razor 
leaf, and acid (or slam).  Stun spore works for speed advantage, 
sleep powder makes your enemy defenseless, razor leaf is a grass 
attack that almost always gets a critical hit, and acid is a 
strong poison attack.  You may wish to keep slam as Victreebel 
is good at normal attacks too.

TM moves Bellsprout can learn: all Victreebel's except body slam 
and hyper beam

TM moves Victreebel can learn: swords' dance, toxic, body slam, 
takedown, double edge, hyper beam, rage, mega drain, solar beam, 
mimic, double team, reflect, bide, rest, substitute

HM moves they can learn: cut

TMs/HMs to mix things up: Victreebel has an already impressive 
moveset, but you could always add a little power from double 
edge.  You may want to give it mega drain so it can gain health 
from those weak against grass attacks.  Swords' dance may be an 
option to boost its attack.

Bellsprout/Victreebel can learn normal and grass type attacks.

weaknesses: ice, flying, fire, ground, psychic

big weaknesses: bug

resistances: electric, water, poison, fighting

big resistances: none
----------------------------------------------------------------
Tentacruel pika+, poké+, prime+ (Water/Poison)

Stats:
base: 80 HP, 70 attack, 65 defense, 100 speed, 120 special 
max: 333-363 HP, 208-238 attack, 198-228 defense, 268-298 speed, 
308-338 special

Evaluation:  Tentacruel has good speed and attack in terms of 
special attacks.  His poor physical defense can be made up for 
with the barrier move.  His good speed allows him to do well in 
most battles.

Moves it can learn: acid, supersonic, wrap, poison sting, water 
gun, constrict, barrier, screech, hydro pump

Moves it should keep are barrier, hydro pump, supersonic, and 
acid.  Acid is a strong poison attack and used very well by 
Tentacruel.  Hydro pump is also used well and is the strongest 
water attack.  Barrier greatly increases Tentacruel's poor 
defense, and supersonic may confuse your opponent.

TM moves it can learn: swords' dance, toxic, takedown, double 
edge, bubblebeam, water gun, ice beam, blizzard, hyper beam, 
rage, mega drain, mimic, double team, reflect, bide, skull bash, 
rest, substitute

HM moves it can learn: cut, surf

TMs/HMs to mix things up: You may want to give Tentacruel 
blizzard to counter a few of the types that have advantages over 
him (like ground).  If you keep screech or give him swords' 
dance you may also want to give him some powerful physical 
attacks.  Mega drain is an ok option as well.

Tentacruel can learn normal, water, grass, ice, and poison type 
attacks.

weaknesses: electric, bug, ground, psychic

big weaknesses: none

resistances: fire, water, ice, fighting, poison

big resistances: none
----------------------------------------------------------------
Geodude pika, petit+
Golem poké, prime (Rock/Ground)

Stats:
Geodude base: 40 HP, 80 attack, 100 defense, 20 speed, 30 
special
Golem base: 80 HP, 110 attack, 130 defense, 45 speed, 65 special
max: 333-363 HP, 288-318 attack, 328-358 defense, 158-188 speed, 
178-208 special

Evaluation: With several weaknesses and two big weaknesses, you 
must use this pokémon in the right situations.  If you do, he is 
quite good.  Explosion may even defeat Mewtwo if you survive to 
use it.  Have someone put Mewtwo to sleep or freeze him, then 
use explosion.  Golem has great stats except in being able to 
use and defend against special attacks and outspeed others.  

Moves they can learn: tackle, defense curl, rock throw, 
selfdestruct, harden, earthquake, and explosion

Moves Golem should keep are explosion, earthquake, harden, and 
rock throw.  Explosion is a self sacrifice move, and with 
Golem's high attack, he uses it very well.  This sneaky move may 
be one of the keys to defeating Mewtwo, if you can survive the 
first hit, then Mewtwo will really pay with explosion. 
Earthquake is a strong ground attack, rock throw is a strong, 
though not accurate, rock attack, and harden raises his already 
great defense.

TM moves Geodude can learn: all Golem's except mega kick and 
hyper beam

TM moves Golem can learn: mega punch, mega kick, toxic, body 
slam, takedown, double edge, hyper beam, submission, counter, 
seismic toss, rage, earthquake, fissure, dig, mimic, double 
team, bide, metronome, selfdestruct, fire blast, rest, 
explosion, rock slide, substitute

HM moves they can learn: strength

TMs/HMs to mix things up: Replace rock throw with the more 
accurate and powerful rock slide.  With his high attack he is a 
good candidate to teach double edge, mega kick, or submission.  
Fire blast is not good for him because of his low special.

Geodude/Golem can learn normal, fire, ground, fighting, and rock 
type attacks.

weaknesses: fighting, ice, ground

big weaknesses: grass, water

resistances: normal, flying, rock, fire

big resistances: poison

immunities: electric
----------------------------------------------------------------
Slowpoké pika
Slowbro poké+, prime+ (Water/Psychic)

Stats:
Slowpoké base: 90 HP, 65 attack, 65 defense, 15 speed, 40 
special
Slowbro base: 95 HP, 75 attack, 110 defense, 30 speed, 80 
special
max: 363-393 HP, 218-248 attack, 288-318 defense, 128-158 speed, 
228-258 special

Evaluation: This one is great at fooling your opponent into 
switching so they think they have a type advantage, and then 
attacking them with powers they are weak against.  Slowbro can 
counter every type that he is weak against, and has great stats 
in everything but speed, and lacks a bit in special for a 
psychic type.  Amnesia to supplement his special attack and 
defense.

Moves they can learn: confusion, disable, headbutt, growl, water 
gun, withdraw, amnesia, psychic

Moves Slowbro should keep are psychic, headbutt, amnesia, and 
water gun.  Water gun is an ok water attack, headbutt is good in 
the hands of Slowbro.  Psychic is good for Slowbro, and amnesia 
boosts the power of this and the hydro pump and his special 
defense at the same time.

TM moves Slowpoké can learn: all Slowbro's except mega punch, 
mega kick, hyper beam, submission, counter, and seismic toss

TM moves Slowbro can learn: mega punch, mega kick, toxic, body 
slam, takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, pay day, submission, counter, seismic 
toss, rage, earthquake, fissure, dig, psychic, teleport, mimic, 
double team, reflect, bide, fire blast, swift, skull bash, rest, 
thunder wave, psywave, tri attack, substitute

HM moves they can learn: surf, strength, flash

TMs/HMs to mix things up: You may want to give him earthquake 
and fire blast to destroy those that have advantages over him.  
He has a great selection of moves.

Slowpoké/Slowbro can learn normal, water, ice, ground, fire, and 
psychic type attacks.

weaknesses: electric, grass, bug

resistances: fire, fighting, psychic

immunities: ghost
----------------------------------------------------------------
Farfetch'd petit+, pika, poké, prime (Normal/Flying)

Stats:
base: 52 HP, 65 attack, 55 defense, 60 speed, 58 special
max: 277-307 HP, 198-228 attack, 178-208 defense, 188-128 speed, 
188-218 special

Evaluation: His attacks can be formidable if he survives to use 
a few swords' dances and then uses fly or hyper beam or such.  
All in all, not a very good pokémon.

Moves it can learn: peck, sand attack, leer, fury attack, 
swords' dance, agility, slash

Moves it should keep are swords' dance, slash, sand attack, and 
agility.  Swords' dance raises its attack to better levels.  
Slash has a good chance of critical hit.  Sand attack makes your 
opponent less likely to hit you, important with Farfectch'd's 
low defense.  Agility can boost his speed.

TM moves it can learn: razor wind, swords' dance, whirlwind, 
toxic, body slam, takedown, double edge, rage, mimic, double 
team, reflect, bide, swift, skull bash, rest, substitute

HM moves it can learn: cut, fly

TMs/HMs to mix things up: Give him fly for a strong attack.  You 
may want to give him hyper beam or swift as well.  Also double 
edge is good in his hands.  With swords' dance, physical attacks 
should be taught.

Farfetch'd can learn normal and flying type moves.

weaknesses: rock, electric, ice

resistances: bug, fighting, grass

immunities: ground, ghost
----------------------------------------------------------------
Doduo pika+
Dodrio poké++, prime+ (Normal/Flying)

Stats:
Doduo base: 35 HP, 85 attack, 45 defense, 75 speed, 35 special
Dodrio base: 60 HP, 110 attack, 70 defense, 100 speed, 60 
special
max:  293-323 HP, 288-318 attack, 208-238 defense, 268-298 
speed, 188-218 special

Evaluation: Except for defending special attacks and being a bit 
low endish on defense, Dodrio has it all.  Use his killer speedy 
attacks to your advantage.  Due to his low number of weaknesses, 
he is a dominating force on the battlefield.  The problem is he 
is too limited by having only flying and normal attacks.  Other 
than that, this guy should be a great addition to your team.

Moves they can learn: peck, growl, fury attack, drill peck, 
rage, tri attack, agility

Moves Dodrio should keep are drill peck, tri attack, agility, 
and rage.  Rage is an ok move; you lose control of your pokémon 
in order to gain strength each time you are hit and attack each 
round with increasing strength.  Tri attack is a strong normal 
type move.  Drill peck is a strong flying type move, and agility 
can boost his already good speed.

TM moves Doduo can learn: all Dodrio's except hyper beam

TM moves Dodrio can learn: whirlwind, toxic, body slam, 
takedown, double edge, hyper beam, rage, mimic, double team, 
reflect, bide, skull bash, sky attack, rest, tri attack, 
substitute

HM moves they can learn: fly

TMs/HMs to mix things up: Oddly enough this almost no winged 
creature can learn fly and sky attack.  Fly is the better bet.  
You definitely want to give him hyper beam or double edge in the 
place of tri attack with his high attack.

Doduo/Dodrio can learn normal and flying type attacks.

weaknesses: rock, electric, ice

big weaknesses: none

resistances: bug, fighting, grass

big resistances: none

immunities: ground, ghost
----------------------------------------------------------------
Seel pika (Water)
Dewgong poké, prime (Water/Ice)

Stats:
Seel base: 65 HP, 45 attack, 55 defense, 45 speed, 70 special
Dewgong base: 90 HP, 70 attack, 80 defense, 70 speed, 95 special
max: 353-383 HP, 208-238 attack, 228-258 defense, 208-238 speed, 
258-288 special 

Evaluation: Dewgong has pretty decent attacks, and has well 
rounded stats with really good HP, though he's a bit low endish 
on speed.  He is pretty good with rest and if used in the right 
situations.

Moves they can learn: headbutt, growl, aurora beam, rest, 
takedown, ice beam

Moves Dewgong should keep are headbutt, rest, takedown, and ice 
beam.  Rest is risky, you recover all HP and status ailments 
disappear, but you must sleep for two rounds after.  headbutt is 
a good physical attack, and so is takedown with recoil of 1/4 
the damage you deal.  Ice beam is a great attack with the 
ability to freeze enemies solid.

TM moves Seel can learn: all Dewgong's except hyper beam

TM moves Dewgong can learn: toxic, horn drill, body slam, 
takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, pay day, rage, mimic, double team, bide, 
skull bash, rest, substitute

HM moves they can learn: surf, strength

TMs/HMs to mix things up: You can give it blizzard and double 
edge to add to its powerful attacks.  Surf is a good choice 
also.

Seel/Dewgong can learn normal, water, and ice attacks.

weaknesses: electric, fighting, rock, grass (Dewgong), (Seel-
electric, grass)

big weaknesses: none

resistances: water (Dewgong), (Seel-water, ice, fire)

big resistances: ice (Dewgong)
----------------------------------------------------------------
Shellder petit (Water)
Cloyster pika, poké, prime (Water/Ice)

Stats:
Shellder base: 30 HP, 65 attack, 100 defense, 40 speed, 45 
special
Cloyster base: 50 HP, 95 attack, 180 defense, 70 speed, 85 
special
max: 273-303 HP, 258-288 attack, 428-458 defense (highest in 
game), 208-238 speed, 238-268 special

Evaluation: Cloyster has the highest defense in the game.  His 
resistance to special attacks is fair, the only part he really 
lacks is speed and raw HP.  Use him properly in battle, avoiding 
types he is weak against, and he should prove to be extremely 
useful.

Moves they can learn: tackle, withdraw, supersonic, clamp, 
aurora beam, leer, ice beam, spike cannon (if evolved at lv 50, 
and that is the level he learns his last move, ice beam, so it 
works out nicely)

Moves Cloyster should keep are spike cannon, ice beam, 
supersonic, and withdraw.  Spike cannon is a strong normal 
attack, ice beam is a great attack and may freeze you opponent, 
supersonic may confuse your opponent, and withdraw increases 
Cloyster's phenomenal defense.

TM moves Shellder can learn: all Cloyster's except hyper beam

TM moves Cloyster can learn: toxic, takedown, double edge, 
bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, 
teleport, mimic, double team, reflect, bide, selfdestruct, 
swift, rest, explosion, tri attack, substitute

HM moves they can learn: surf

TMs/HMs to mix things up: Surf and double edge are good choices 
for this pokémon.  You may also want to give him reflect to 
enhance his defense by reducing physical attack damage by 50% 
from his already highest defense.  Also you could give him 
blizzard as a strong ice attack.

Shellder/Cloyster can learn normal, water, and ice type attacks.

weaknesses: electric, fighting, rock, grass (Cloyster), 
(Shellder-electric, grass)

big weaknesses: none

resistances: water (Cloyster), (Shellder-fire, ice, water)

big resistances: ice
----------------------------------------------------------------
Gastly petit++
Gengar pika++, poké++, prime++ (Ghost/Poison)

Stats:
Gastly base: 30 HP, 35 attack, 30 defense, 80 speed, 100 special
Gengar base: 60 HP, 65 attack, 60 defense, 110 speed, 130 
special
max: 293-323 HP, 198-228 attack, 188-218 defense, 288-318 speed, 
328-358 special

Evaluation: Gengar is a good pokémon to have as he is immune to 
most physical attacks.  He learns a good strategic moveset, and 
has great stats.  His great special gives him a good attack, and 
only leaves him vulnerable to strong physical moves other than 
normal and fighting ones.  Beware psychic types.

Moves they can learn: lick, confuse ray, night shade, hypnosis, 
dream eater

Moves Gengar should keep are confuse ray, night shade, hypnosis, 
and dream eater.  Hypnosis puts the enemy to sleep and then 
dream eater does huge damage if they are weak to psychic powers, 
and you gain a lot of HP back from using it.  Confuse ray 
confuses your opponent, and night shade does damage equal to 
your level.  Know that lick is the only true ghost type attack, 
and is ultra effective on other ghosts, and doesn't work at all 
on normal, psychic, or dual types that have one of those types 
as a part.

TM moves Gastly can learn: toxic, rage, mega drain, thunderbolt, 
thunder, psychic, mimic, double team, bide, selfdestruct, dream 
eater, rest, psywave, explosion, substitute

TM moves Gengar can learn: mega punch, mega kick, toxic, body 
slam, takedown, double edge, hyper beam, submission, counter, 
seismic toss, rage, mega drain, thunderbolt, thunder, psychic, 
mimic, double team, bide, metronome, selfdestruct, skull bash, 
dream eater, rest, psywave, explosion, substitute

HM moves Gengar can learn: strength

TMs/HMs to mix things up: You may want to give Gengar psychic 
since he has high special.  His original moveset is pretty good 
though.  You may wish to give him mega drain to counter ground 
and rock/ground types or thunder to defeat flying types which 
could take advantage of his poor physical defense.

Gastly/Gengar can learn normal, electric, grass, psychic, and 
ghost type attacks.

weaknesses: psychic, ground, ghost

big weaknesses: none

resistances: grass

big resistances: poison

immunities: normal, fighting
----------------------------------------------------------------
Onix pika, poké, prime (Rock/Ground)

Stats:
base: 35 HP, 45 attack, 160 defense, 70 speed, 30 special
max: 243-273 HP, 158-188 attack, 388-418 defense, 208-238 speed, 
128-158 special

Evaluation: If you use Onix in the right situations he can be 
useful.  Use him against normal types and flying types for best 
results.  Also use him when your opponent is using mostly normal 
type moves since he has the second highest defense (he can be 
good against Dragonite if it uses mostly normal type moves, for 
instance).  He does not take special attacks well and lacks 
attack, so be careful.

Moves it can learn: tackle, screech, bind, rock throw, rage, 
slam, harden

Moves it should keep are screech, rock throw, slam, and harden.  
Harden raises his very high defense, screech helps him to have a 
better attack by lowering the opponent's defense, rock throw is 
a strong rock move, and slam is a good physical attack.

TM moves it can learn: toxic, body slam, takedown, double edge, 
rage, earthquake, fissure, dig, mimic, double team, bide, 
selfdestruct, skull bash, rest, explosion, rock slide, 
substitute

HM moves it can learn: strength

TMs/HMs to mix things up: Teach Onix earthquake and rock slide 
to give it some stronger attacks.  Onix may also be a good 
candidate to teach fissure.

Onix can learn normal, ground, and rock type attacks.

weaknesses: fighting, ice, ground

big weaknesses: grass, water

resistances: normal, flying, rock, fire

big resistances: poison

immunities: electric
----------------------------------------------------------------
Exeggcute petit++
Exeggutor pika++, poké++, prime++ (Grass/Psychic)

Stats:
Exeggcute base: 60 HP, 40 attack, 80 defense, 40 speed, 60 
special
Exeggutor base: 95 HP, 95 attack, 85 defense, 55 speed, 125 
special
max: 363-393 HP, 258-288 attack, 238-268 defense, 178-208 speed, 
318-348 special

Evaluation: Exeggutor has well rounded stats.  He lacks in 
speed, but has a good enough defense to defeat most of his 
enemies easily.  He is very weak against bug attacks, though, so 
be careful (fortunately for him, most bug attacks are weak).  
Exeggutor can make the most of his great attacks and defenses 
and is a good pick.

Moves they can learn: barrage, hypnosis, reflect, leech seed, 
stomp (if evolved at lv 28, I recommend you learn all his moves 
before evolving him) stun spore, poison powder, solar beam, 
sleep powder

Moves Exeggutor should keep are sleep powder, solar beam, stun 
spore, and leech seed.  Leech seed slowly drains an enemy's 
energy and gives it to you, even if you switch.  Sleep powder is 
a good sleep move.  Solar beam is a strong grass move, but you 
have to wait a round to charge it up.  Stun spore helps to get 
the speed advantage.

TM moves Exeggcute can learn: all Exeggutor's except hyper beam, 
mega drain, and solar beam

TM moves Exeggutor can learn: toxic, takedown, double edge, 
hyper beam, rage, mega drain, solar beam, psychic, teleport, 
mimic, double team, reflect, bide, selfdestruct, egg bomb, rest, 
psywave, explosion, substitute

HM moves Exeggutor can learn: strength

TMs/HMs to mix things up: Give Exeggutor double edge and psychic 
to take advantage of its good attacks.  Also toxic paired with 
leech seed can bring down some of the toughest opponents.

Exeggcute/Exeggutor can learn normal, grass, and psychic type 
attacks.  

weaknesses: ice, fire, flying, poison

big weaknesses: bug

resistances: ground, electric, grass, water, fighting, psychic

big strengths: none

immunities: ghost
----------------------------------------------------------------
Rhydon pika++, poké+, prime+ (Rock/Ground)

Stats:
Rhydon base: 105 HP, 130 attack, 120 defense, 40 speed, 45 
special
max: 383-413 HP, 328-358 attack, 308-338 defense, 148-178 speed, 
158-188 special

Evaluation: He has a vast number of TMs to learn that can teach 
special moves.  Unfortunately, he has terrible special.  His 
advantage is to use his great strength, HP, and defense to win 
against other strong physical pokémon.  Earthquake, dig, and 
rock slide are all good for him to know.  He doesn't learn as 
good of moves as Golem, but his better stats make him a better 
pick in a lot of situations.

Moves it can learn: horn attack, stomp, tail whip, fury attack, 
horn drill, leer, takedown

Moves it should keep are takedown, stomp, horn drill, and leer.  
Leer lowers your opponent's defense.  Horn drill is sometimes a 
one hit KO.  Stomp has a good chance of critical hit.  Takedown 
is a strong normal move that does 1/4 of the damage you deal to 
you.

TM moves it can learn: mega punch, mega kick, toxic, horn drill, 
body slam, takedown, double edge, bubblebeam, water gun, ice 
beam, blizzard, hyper beam, pay day, submission, counter, 
seismic toss, rage, thunderbolt, thunder, earthquake, fissure, 
dig, mimic, double team, bide, fire blast, skull bash, rest, 
rock slide, substitute

HM moves it can learn: surf, strength

TMs/HMs to mix things up: Teach Rhydon mega kick or double edge.  
Earthquake, dig, and rock slide are also very powerful moves 
that he can learn.  Although he can learn many different types 
of special attacks, he is terrible at using them.  Maybe you 
should teach him thunder to counter water types or fire blast to 
counter grass types, but he probably won't hurt them much with 
it.

Rhydon can learn normal, fighting, water, ice, electric, ground, 
fire, and rock type moves.

weaknesses: fighting, ice, ground

big weaknesses: grass, water

resistances: normal, flying, rock, fire

big resistances: poison

immunities: electric
----------------------------------------------------------------
Starmie pika++, poké++, prime++ (Water/Psychic)

Stats:
base: 60 HP, 75 attack, 85 defense, 115 speed, 100 special
max: 293-323 HP, 218-248 attack, 238-268 defense, 298-328 speed, 
268-298 special

Evaluation: Starmie has a good moveset, speed and defenses.  It 
also uses special attacks very well.  It is nicely well rounded, 
losing only a little in attack.  With psychic from a TM you 
would have a really great Starmie.  This is a great pokémon.

Moves it can learn: tackle, water gun, harden, recover, swift, 
minimize, light screen, hydro pump

Moves it should keep are hydro pump, light screen, minimize, and 
recover.  Recover restores half its HP in one round, light 
screen reduces special attack damage by 50%, hydro pump is the 
strongest water move, and minimize helps with the evade.  You 
may want to keep minimize or light screen.  When paired with 
recover, it makes Starmie tough to bring down.  

TM moves it can learn: toxic, takedown, double edge, bubblebeam, 
water gun, ice beam, blizzard, hyper beam, rage, thunderbolt, 
thunder, psychic, teleport, mimic, double team, reflect, bide, 
swift, skull bash, rest, thunder wave, psywave, tri attack, 
substitute

HM moves it can learn: surf, flash

TMs/HMs to mix things up: Interestingly he can learn thunder and 
use it rather well.  You probably want to teach him psychic, and 
maybe blizzard.  

Starmie can learn normal, psychic, water, ice, and electric type 
attacks.

weaknesses: electric, bug, grass

big weaknesses: none

resistances: fighting, fire, psychic

big resistances: none

immunities: ghost
----------------------------------------------------------------
Scyther pika++, poké+, prime+ (Bug/Flying)

Stats:
base: 70 HP, 110 attack, 80 defense, 105 speed, 55 special
max: 313-343 HP, 288-318 attack, 228-258 defense, 278-308 speed, 
178-208 special

Evaluation: Scyther has many weaknesses and low special.  His 
attacks are very powerful and speedy, so he is a good pokémon as 
long as he doesn't get hit with strong special or rock attacks.

Moves it can learn: quick attack, leer, focus energy, double 
team, slash, swords' dance, agility, wing attack (yellow only)

Moves it should keep are swords' dance, slash, wing attack, and 
double team.  Swords' dance greatly raises its offense, wing 
attack is an ok flying attack, slash is a great attack with high 
chance of critical hit, and double team helps him with evading 
attacks.

TM moves it can learn: swords' dance, toxic, takedown, double 
edge, hyper beam, rage, mimic, double team, bide, swift, skull 
bash, rest, substitute

HM moves it can learn: cut

TMs/HMs to mix things up: You might want to give Scyther double 
edge instead of wing attack, but its regular moveset is great.

Scyther can learn normal and flying type attacks.

weaknesses: electric, fire, poison, ice, fighting

big weaknesses: rock

resistances: bug

big resistances: fighting, grass

immunities: ground
----------------------------------------------------------------
Jynx pika++, poké+, prime+ (Ice/Psychic)

Stats:
base: 65 HP, 50 attack, 35 defense, 95 speed, 95 special
max: 303-333 HP, 168-198 attack, 138-168 defense, 258-288 speed, 
258-288 special

Evaluation: Jynx has poor attack and very poor physical defense, 
but she is good with strong ice moves. Stay away from strong 
fighting and fire types.

Moves it can learn: pound, lovely kiss, lick, doubleslap, ice 
punch, body slam, thrash, blizzard

Moves it should keep are blizzard, ice punch, lovely kiss, and 
body slam.  Body slam is a strong normal attack that may 
paralyze your opponent.  Lovely kiss is a good sleep move.  
Blizzard and ice punch are strong ice attacks that may freeze 
your opponent.

TM moves it can learn: mega punch, mega kick, toxic, body slam, 
takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, submission, counter, seismic toss, rage, 
psychic, teleport, mimic, double team, reflect, bide, metronome, 
skull bash, rest, psywave, substitute

HM moves it can learn: none

TMs/HMs to mix things up: Psychic is a good addition to her 
attacks.  You may want to give her bubblebeam to counter fire 
types.

Jynx can learn normal, ice, psychic, and water type moves.

weaknesses: fire, bug, rock

resistances: ice, psychic

immunities: ghost
----------------------------------------------------------------
Gyarados pika++, poké+, prime+ (Water/Flying)

Stats:
Magikarp base: 20 HP, 10 attack, 55 defense, 80 speed, 20 
special
Gyarados base: 95 HP, 125 attack, 79 defense, 81 speed, 100 
special
max: 363-393 HP, 318-348 attack, 226-256 defense, 230-260 speed, 
268-298 special

Evaluation: Gyarados is one of the best pokémon.  The only thing 
you have to watch out for is electric types, and strong rock 
types if you get paralyzed or put to sleep.  His attack and 
special are absolutely great.  He can use a variety of moves 
with great results.  Not bad for evolving from the weak 
Magikarp.

Moves it can learn: splash, tackle, bite, dragon rage, leer, 
hydro pump, and hyper beam

Moves it should keep are hyper beam, hydro pump, bite, and leer.  
Leer lowers the enemy's defense, bite sometimes makes the 
opponent flinch, hydro pump is the strongest water attack, and 
hyper beam is the best normal attack.

TM moves it can learn: toxic, body slam, takedown, double edge, 
bubblebeam, water gun, ice beam, blizzard, hyper beam, rage, 
dragon rage, thunderbolt, thunder, mimic, double team, reflect, 
bide, fire blast, skull bash, rest, substitute

HM moves it can learn: surf, strength

TMs/HMs to mix things up: You may want to give him thunder, 
blizzard, or fire blast to give him extra powerful attacks and 
counter some enemies that he is weak against.  Double edge can 
replace hyper beam if you like.

Gyarados can learn normal, water, ice, electric, and fire type 
attacks.

weaknesses: rock

big weaknesses: electric

resistances: water, bug, fire, fighting

big resistances: none

immunities: ground
----------------------------------------------------------------
Lapras pika++, poké+, prime+ (Water/Ice)

Stats:
base: 130 HP, 85 attack, 80 defense, 60 speed, 95 special
max: 433-463 HP, 238-268 attack, 228-258 defense, 188-218 speed, 
258-288 special

Evaluation: Lapras is a good pokémon, lacking only in speed.  It 
can survive most attacks and return powerful attacks of its own.  
A pretty good pokémon to use.

Moves it can learn: water gun, growl, sing, mist, body slam, 
confuse ray, ice beam, hydro pump

Moves it should keep are hydro pump, ice beam, confuse ray, and 
body slam.  Body slam sometimes paralyzes, hydro pump is the 
strongest water attack, ice beam is a great attack that 
sometimes freezes, and confuse ray can confuse your opponents.

TM moves it can learn: toxic, horn drill, body slam, takedown, 
double edge, bubblebeam, water gun, ice beam, blizzard, hyper 
beam, rage, solar beam, dragon rage, thunderbolt, thunder, 
psychic, mimic, double team, reflect, bide, skull bash, rest, 
psywave, substitute

HM moves it can learn: surf, strength

TMs/HMs to mix things up: You may want to give Lapras blizzard 
or surf. You may want to give it psychic to counter fighting 
types.  Since she has good offense, go for moves like double 
edge as well.  

Lapras can learn normal, ice, water, electric, and psychic type 
attacks.

weaknesses: electric, fighting, rock, grass

big weaknesses: none

resistances: water

big resistances: ice
----------------------------------------------------------------
Omanyte pika, petit+
Omastar poké+, prime+ (Rock/Water)

Stats:
Omanyte base: 35 HP, 40 attack, 100 defense, 35 speed, 90 
special
Omastar base: 70 HP, 60 attack, 125 defense, 55 speed, 115 
special
max: 313-343 HP, 188-218 attack, 318-348 defense, 178-208 speed, 
298-328 special

Evaluation: Omastar is not bad.  He has low speed, but most of 
his other stats are good.  He learns some good moves and is not 
a bad choice.  Keep away from grass type attacks, but use him on 
fire enemies.  He has a high number of resistances due to his 
unique dual typing.

Moves they can learn: water gun, withdraw, horn attack, leer, 
spike cannon, hydro pump

Moves Omastar should keep are spike cannon, hydro pump, horn 
attack, and leer.  Leer lowers the enemy's defense, horn attack 
is a good high accuracy attack, spike cannon is a strong normal 
attack, and hydro pump is the strongest water attack.

TM moves Omanyte can learn: all Omastar's except horn drill, 
hyper beam, submission, seismic toss, and skull bash

TM moves Omastar can learn: toxic, horn drill, body slam, 
takedown, double edge, bubblebeam, water gun, ice beam, 
blizzard, hyper beam, submission, seismic toss, rage, mimic, 
double team, reflect, bide, skull bash, rest, substitute 

HM moves they can learn: surf

TMs/HMs to mix things up: You may want to teach Omastar strong 
special moves like blizzard or double edge.

Omastar can learn normal, fighting, water, and ice attacks.
Omanyte can learn all Omastar's attack types except fighting.

weaknesses: electric, fighting, ground

big weaknesses: grass

resistances: normal, ice, flying, poison

big resistances: fire
----------------------------------------------------------------
Kabuto pika, petit+
Kabutops poké+, prime+ (Rock/Water)

Stats:
Kabuto base: 30 HP, 80 attack, 90 defense, 55 speed, 45 special
Kabutops base: 60 HP, 115 attack, 105 defense, 80 speed, 70 
special
max: 293-323 HP, 298-328 attack, 278-308 defense, 228-258 speed, 
208-238 special

Evaluation: Kabutops is better than Omastar in some ways.  He 
lacks a good defense against special attacks, and can not use 
them as well, but has a better speed.  He is a decent pokémon.  
His higher end attack is what helps him in battle.

Moves they can learn: scratch, harden, absorb, slash, leer, 
hydro pump

Moves Kabutops should keep are hydro pump, slash, leer, and 
absorb.  Absorb is an ok grass type move that gives you some 
energy back, slash is a strong attack with good chance of 
critical hit, leer lowers the enemy's defense, and hydro pump is 
the strongest water attack.

TM moves Kabuto/Kabutops can learn: razor wind (yellow only), 
swords' dance (yellow only), mega kick (yellow only), toxic, 
body slam, takedown, double edge, bubblebeam, water gun, ice 
beam, blizzard, hyper beam (yellow only), submission (yellow 
only), seismic toss (yellow only), rage, mimic, double team, 
reflect, bide, skull bash (yellow only), rest, substitute

HM moves they can learn: cut (yellow only), surf

TMs/HMs to mix things up: You may want to give Kabutops mega 
kick or double edge for a strong attack.  You can also give him 
blizzard for a strong special attack.  

Kabuto/Kabutops can learn normal, fighting, water, and ice type 
attacks.

weaknesses: electric, fighting, ground

big weaknesses: grass

resistances: normal, ice, flying, poison

big resistances: fire
----------------------------------------------------------------
Aerodactyl poké+, prime (Rock/Flying)

Stats:
base: 80 HP, 105 attack, 65 defense, 130 speed, 60 special
max: 333-363 HP, 278-308 attack, 198-228 defense, 328-358 speed, 
188-218 special

Evaluation: Aerodactyl has a poor defense, and many weaknesses.  
It does have a strong speedy attack, though, so use it in the 
proper situations and it is an ok choice.

Moves it can learn: wing attack, agility, supersonic, bite, 
takedown, hyper beam

Moves it should keep are hyper beam, supersonic, bite, and 
takedown.  Takedown is a strong normal attack that does 1/4 of 
the damage you deal back to you.  Bite sometimes makes the enemy 
flinch, supersonic confuses the enemy, and hyper beam is the 
strongest normal attack.

TM moves it can learn: razor wind, whirlwind, toxic, takedown, 
double edge, hyper beam, rage, dragon rage, mimic, double team, 
reflect, bide, fire blast, swift, sky attack, rest, substitute

HM moves it can learn: fly

TMs/HMs to mix things up: You may want to teach it fly to help 
it avoid hits while dealing damage.  Double edge and mega kick 
aren't bad choices either.

Aerodactyl can learn normal, flying, and fire type attacks.

weaknesses: electric, water, rock, ice

big weaknesses: none

resistances: fire, normal, poison

big resistances: flying

immunities: ground
----------------------------------------------------------------
Articuno poké+, prime++ (Ice/Flying)

Stats:
base: 90 HP, 85 attack, 100 defense, 85 speed, 125 special
max: 353-383 HP, 238-268 attack, 268-298 defense, 238-268 speed, 
318-348 special

Evaluation: Articuno has four weaknesses and a big weakness to 
rock.  But if you play your cards right, he is one of the best 
choices there is.  He is especially good against the tough 
Dragonite, blasting him with a 6x damage blizzard.  His speed is 
usually higher than Dragonite's, so this is the way to bring him 
down (if you aren't faster his high special defense will survive 
even thunder, so blizzard will still take out Dragonite).  All 
his stats are good and balanced, so he is a great choice in most 
battles.  Use him to freeze opponents that you couldn't normally 
defeat, even Mewtwo.

Moves it can learn: peck, ice beam, blizzard, agility, mist

Moves it should keep are blizzard, ice beam, mist, agility.  
Blizzard is the strongest ice attack and can freeze your 
opponent, ice beam is almost as strong.  Agility boosts his 
already good speed, and mist protects against your stats being 
lowered (losing speed from string shot, etc.).

TM moves it can learn: razor wind, whirlwind, toxic, takedown, 
double edge, bubblebeam, water gun, ice beam, blizzard, hyper 
beam, rage, mimic, double team, reflect, bide, swift, sky 
attack, rest, substitute

HM moves it can learn: fly 

TMs/HMs to mix things up: You may want to give Articuno fly.  
Other than that he has a great moveset.  Replace mist with fly.

Articuno can learn normal, water, ice, and flying type attacks.

weaknesses: electric, fire

big weaknesses: rock

resistances: grass, bug

big resistances: none

immunities: ground
----------------------------------------------------------------
Zapdos poké++, prime++ (Electric/Flying)

Stats:
base: 90 HP, 90 attack, 85 defense, 100 speed, 125 special
max: 353-383 HP, 248-278 attack, 238-268 defense, 268-298 speed, 
318-348 special

Evaluation: Zapdos has fewer weaknesses and better stats than 
Articuno.  Though electric attacks aren't as good as ice, Zapdos 
is by far the king of powerful electric attacks.  His immunity 
to ground allows him to drill peck ground types into submission, 
canceling one big problem that most electric types have.

Moves it can learn: thundershock, drill peck, thunder, agility, 
light screen

Moves it should keep are thunder, drill peck, agility, and light 
screen.  Light screen reduces special attack damage by 50%.  
Drill peck is a strong flying attack.  Thunder is the strongest 
electric move, and is really good in the hands of Zapdos.  
Agility boosts his already good speed.

TM moves it can learn: razor wind, whirlwind, toxic, takedown, 
double edge, hyper beam, rage, thunderbolt, thunder, mimic, 
double team, reflect, bide, swift, sky attack, rest, thunder 
wave, substitute

HM moves it can learn: fly, flash

TMs/HMs to mix things up: Zapdos is good with thunder wave, and 
reflect can help him endure even powerful rock slides.  

Zapdos can learn normal, flying, and electric type attacks.

weaknesses: ice, rock

big weaknesses: none

resistances: bug, fighting, flying, grass

big resistances: none

immunities: ground
----------------------------------------------------------------
Moltres poké++, prime++ (Fire/Flying)

Stats:
base: 90 HP, 100 attack, 90 defense, 90 speed, 125 special
max: 353-383 HP, 268-298 attack, 248-278 defense, 248-278 speed, 
318-348 special

Evaluation: Moltres has a big weakness, rock.  He has a few 
other weaknesses, but more big resistances than the other two.  
His stats are the highest in attack power.  Give him fire blast 
and destroy those that are weak against it.  The undisputed king 
of fire types.

Moves it can learn: peck, fire spin, leer, agility, sky attack

Moves it should keep are sky attack, fire spin, leer, and 
agility.  Agility raises its high speed, sky attack is the 
strongest flying attack but you must use one round to charge up, 
leer decreases the opponent's defense, and fire spin is a good 
move to bind less speedy pokémon.

TM moves it can learn: razor wind, whirlwind, toxic, takedown, 
double edge, hyper beam, rage, mimic, double team, reflect, 
bide, fire blast, swift, sky attack, rest, substitute

HM moves it can learn: fly 

TMs/HMs to mix things up: Give Moltres fire blast as he is the 
best at using it out of all the fire types.  Keep fire spin 
though, and sky attack may have its best moments with Moltres, 
but you can teach him fly if you wish.  Agility is pretty decent 
on him as well.  Reflect can help save him from rock slides if 
you wish to teach it to him.

Moltres can learn normal, flying, and fire type attacks.

weaknesses: water, electric, ice

big weaknesses: rock

resistances: fire, fighting

big resistances: grass, bug

immunities: ground
----------------------------------------------------------------
Dratini petit++ (Dragon)
Dragonair pika++, poké++, prime+ (Dragon)
Dragonite poké+, prime+ (Dragon/Flying)

Stats:
Dratini base: 41 HP, 64 attack, 45 defense, 50 speed, 50 special
Dragonair base: 61 HP, 84 attack, 65 defense, 70 speed, 70 
special
Dragonite base: 91 HP, 134 attack, 95 defense, 80 speed, 100 
special
max: 355-385 HP, 336-366 attack (highest in game), 258-288 
defense, 228-258 speed, 268-298 special

Evaluation: What can I say?  This guy is awesome.  Really 
awesome.  He stands even a good chance against Mewtwo if you 
play your cards right.  He has good rounded stats, and great 
attack.  His moves are super strong and he has good strategy 
play.  His only downfall is less speed than, and a big weakness 
to, Articuno.

Moves they can learn: wrap, leer, thunder wave, agility, slam, 
dragon rage, hyper beam

Moves Dragonite should keep are hyper beam, wrap, thunder wave, 
and leer.  Use thunder wave to take your opponent's speed 
advantage away, then leer at them a few times to drop their 
defense, then use wrap with Dragonite's phenomenal attack and 
the battle will soon end.  For enemies that need to be destroyed 
sooner, blast them with hyper beam.

TM moves Dratini can learn: all Dragonite's except razor wind, 
hyper beam, and horn drill

TM moves Dragonair can learn: all Dragonite's except razor wind 
and hyper beam

TM moves Dragonite can learn: razor wind, toxic, horn drill, 
body slam, takedown, double edge, bubblebeam, water gun, ice 
beam, blizzard, hyper beam, rage, dragon rage, thunderbolt, 
thunder, mimic, double team, reflect, bide, fire blast, skull 
bash, swift, rest, thunder wave, substitute

HM moves they can learn: surf, strength (only Dragonite can 
learn strength)

TMs/HMs to mix things up: Thunder and blizzard are good if you 
keep wrap and thunder wave, so you can balance strategy play 
with taking out others.  Thunder is particularly good against 
most opponents with ice type attacks.

Dratini/Dragonair/Dragonite can learn normal, water, ice, and 
electric attacks.

weaknesses: rock (Dragonite), (Dratini/Dragonair-ice)

big weakness: ice (Dragonite)

resistances: water, fire, bug, fighting (Dragonite), 
(Dratini/Dragonair-water, fire, electric, grass)

big resistances: grass (Dragonite)

immunities: ground (Dragonite)
----------------------------------------------------------------
VIII. The benefits of status attacks and status boosters, and 
        other tricks

Status attacks can give your pokémon advantages against types it 
is normally weak against and pokémon with higher stats.  I will 
discuss the different status ailments you can inflict, benefits 
you can use, and some strategies on using them so you can annoy 
your opponents into defeat.  With all status attacks you should 
either have higher speed than your opponent to hit them before 
they can defeat you, or high enough special or defense to 
survive counter attacks.  Haze is the only move which wipes away 
status ailments, but since it takes a turn for your opponent to 
use, you can reinflict them or take the opportunity to attack, 
switch, heal up, or boost your stats with a stat boosting move.

The following status ailments can not be combined with each 
other:

poison/severe poison--A basic attack that drains some energy 
from your opponent's pokémon each round.  Not very useful, but 
if you use bind/wrap or fire spin/clamp with a strong (strength 
for bind/wrap, special for fire spin/clamp) pokémon that is 
faster than your opponent, you can rack up big damage in a few 
rounds, and leave your opponent with no option but to switch.  
Useful if you know your opponent has a pokémon that you would 
love to force him to put back, especially if you know that 
pokémon could beat you.  Poison and severe poison are 
ineffective on poison types (including dual types with one type 
poison).  The bind/wrap or fire spin strategy is not very good 
on rock types and has no effect on ghost types (fire spin isn't 
very good on fire, water, rock, or dragon types, and fire spin 
is decent on ghost types), though with enough strength or 
special power you might still hurt them pretty badly even with 
their resistances.  Clamp works well on all types but water, 
rock/water, and water/ice types.  It's great on ground, rock, 
rock/flying, fire, fire/flying, and rock/ground types.  Severe 
poison from Toxic is awesome because the HP it takes is doubled 
with each round, so pairing it with bind/wrap or fire spin/clamp 
is ultra effective.  Pair this with leech seed and the damage is 
nearly quadrupled every round and will bring down some of the 
toughest opponents quickly.  The only problem is if your 
opponent switches, severe (toxic) poison will become regular 
poison, and leech seed will disappear.  If your opponent is on 
their last pokémon, however, toxic/leech seed will be the 
ultimate way to finish them off.

sleep--If it works, your opponent will not be able to attack you 
at all for at least one round, unless they wake up immediately 
(if so use it again).  Sing, hypnosis, lovely kiss, sleep 
powder, and spore is the order of effectiveness of sleep moves, 
least to most.  Once asleep, pound them if you have an attack 
they are weak against or switch to a pokémon that can do so.  If 
they are weak against psychic attacks, switch to someone with 
dream eater as you will severely damage them and gain massive 
health in the process (unless they are psychic and resist dream 
eater).  Sleep is a good move, because if it works your opponent 
is at your mercy.

paralyze--When it hits your opponent, you will almost always 
have a speed advantage over them and get first attack (unless 
they use quick attack or their speed beats yours by a huge 
margin, and quick attack shouldn't be a big concern late in the 
game).  Glare, stun spore, body slam, and thunder wave can all 
paralyze your opponent.  Thunder wave will not work on ground 
types (or dual types with ground as one) though, and body slam 
won't work on ghost types.  This move may also cause your 
opponent to be unable to attack at certain rounds or several 
rounds in a row, which is an added bonus, though you should 
still be prepared for a counter attack, the chance of them being 
fully paralyzed is always 25 percent.  If your opponent's 
pokémon has more speed than the pokémon you would like to use 
against it, this is a good move.  This is also used well with 
bind/wrap/fire spin/clamp because your opponent will never be 
able to get out unless they switch.

burn--This is like a speed down/poison plus.  All fire moves 
except fire spin have a 10 percent chance of burning your 
opponent.  You will gain a smaller speed advantage over the 
pokémon and sometimes get first attack, but it is not as 
effective as paralyzing your opponent.  Again, the 
bind/wrap/fire spin strategy is good, and burning is a good move 
if you want to have speed advantage over an otherwise faster 
opponent.  The added benefits are that your opponent's physical 
type attacks will be reduced to 1/2 strength, and they will lose 
HP each round!  This is one of my favorites, and it's only 
downfall is that it doesn't work on fire types (or dual types 
with fire as one).

freeze--This move is a lot like sleep in that you have an open 
opportunity to pound your opponent, or to switch and then pound 
them.  All ice moves except Aurora Beam have a 10 percent chance 
of freezing.  Don't use fire against your opponent or you will 
thaw them out.  Otherwise, they have no way out and will either 
have to switch or be pounded into submission.  This move is 
great against those pokémon you know your opponent could stomp 
you with.  This move will not work on ice types or dual types 
with ice as one.  Also, it might be wise to not freeze water 
opponents....why? because if your last pokémon only has fire 
attacks, and your last opponent is a formerly frozen water type, 
you may lose.  (thanks Alvaro) Be careful this situation doesn't 
come up.
----------------------------------------------------------------
The following status ailments, boosters, and tricks can be 
combined with the above list and with each other:

bind/wrap/fire spin/clamp--Not really a status attack, but if 
your pokémon has higher speed than your opponent, your opponent 
will not be able to move.  I usually mention wrap cause bind is 
used by fewer pokémon but they work just the same.  If you have 
high strength and use bind/wrap or high special and use fire 
spin/clamp, you can rack up damage.  This strategy is not very 
effective on rock types and (fire spin's not very effective on 
fire, water, dragon, or rock types, and clamp isn't very good 
against water types), but if you have enough strength or special 
you still might hurt them badly even with their resistances.  Do 
not use bind/wrap on ghosts because they are immune.  

blindness/evasion up--Using moves like sand attack, smoke 
screen, and kinesis lowers your opponent's accuracy.  If used 
over several rounds, your opponent may be almost totally unable 
to hit you.  You take a gamble with this strategy, however, 
because you need several rounds for it to seriously lower their 
accuracy.  Minimize and double team raise your pokémon's evade, 
so if you switch keep in mind your next pokémon will have no 
increase in evade, making blinding attacks better, since you can 
switch with the effects still on your opponent.  With either you 
will need to use the moves a couple of rounds until there has 
been a great change in accuracy for it to make any difference.  
And a big disadvantage, some moves like stomp have a high 
accuracy (most simple moves like horn attack, tackle etc. do), 
and swift will always hit your pokémon no matter what.  But if 
you know your opponent is packing power moves like rock slide, 
thunder, etc., this move will make it much tougher for them to 
hit you.  Blinding moves wear off when your opponent switches 
his blinded pokémon out of battle.

confusion--Use this move to make your opponent less likely to 
hit you, and at the same time likely to hurt itself.  Confuse 
ray is more powerful than supersonic.  This move is good in 
combination with other moves because it reduces the chances of 
your opponent hitting you even more.  If you wish to gamble for 
your opponent to mainly hurt itself, you may use this move 
alone, but be warned they still may hit you.  Opponents with 
higher attack and lower defense will hurt themselves more.  Very 
useful in combination with paralysis.  Throw in a bind/wrap/fire 
spin/clamp with paralysis and confusion and they might never hit 
you.  Confusion wears off when a switch is made.

disable--This move is risky because it usually doesn't work.  If 
it does, it randomly disables one of your opponent's moves for a 
few rounds.  This can be a great move if your opponent has only 
one attack move, and you get lucky enough to disable it.  It is 
also useful for taking away one of their key moves.  Disable 
wears off over time or when a switch is made

leech seed--This move gives you a little bit of energy at the 
opponent's expense every round, even if you switch pokémon.  If 
your opponent switches though, the leech seed will go away.  If 
combined with Toxic this move is very useful because all the 
damage done by poison and leech seed becomes your energy and it 
does 4x more damage each round!  It is also useful to put your 
enemy to sleep and keep them asleep to get all their energy, or 
switch to a pokémon that really needs the energy.  This move 
always seems to take a certain percentage of the opponent's HP, 
and that percentage goes up slightly with level up.  (thanks 
Alvaro)  Toxic/leech seed is not as useful if you opponent 
switches, because the toxic poison will just become regular 
poison and the leech seed effect will disappear.  This is great 
to use on their last pokémon though.

flinch--Some moves make your opponent flinch when you hit them.  
Bite, low kick, rolling kick, bone club, stomp, headbutt, and 
hyper fang all may have this effect--stomp and headbutt have a 
one in three chance of making them flinch, hyper fang has a one 
in ten chance, and most of the others seem to have a one in ten 
chance.  If your pokémon get the first hit and your opponent 
flinches they won't be able to attack you that round, and the 
bonus is these moves are generally very powerful (order of 
strength left to right).  These moves don't work well against 
rock pokémon or at all on ghost pokémon (except for bone club, 
and rolling kick works on rock types).  This strategy is a 
gamble, but it could have big payoffs.

skip round--Moves like fly and dig allow you to skip a round and 
take no damage provided that your opponent is slower than your 
pokémon.  However, swift will hit you even while you are in the 
sky or ground.  If both players use dig or fly, the slower 
pokémon will avoid damage and get its attack in.

take no damage and attack--The move substitute will replace your 
pokémon with a poké doll which will take a certain amount of 
damage before breaking (I believe half of your pokémon's max 
HP).  During this time you can attack without being injured!  
The poké doll will have the same resistances and weaknesses as 
the pokémon who used it.  The drawback is that if your pokémon 
has low HP this move won't last, and that you sacrifice 1/4 of 
your max HP every time you use it, and eventually you won't have 
enough health to use it.  It is good to give to a pokémon that 
can recover.  Substitute prevents one hit KOs (so far that I've 
tested) and it prevents status changes and moves that reduce 
stats.  You can also use rest after using substitute to avoid 
taking damage while you sleep.  I do caution you though, using 
it with a pokémon that has high defenses is ok, but remember to 
lower your opponent's speed if you have less speed.  Use moves 
that paralyze, burn, put your opponent to sleep, or freeze your 
opponent.  Also remember that your substitute has the same type 
as you, and will be affected by attacks just the same, so many 
times it will only take one or two hits before breaking if 
powerful moves are used on it.  Definitely beware if your 
pokémon has terrible speed, you will have to put the opponent to 
sleep or freeze it with another pokémon before switching to the 
pokémon you want to use substitute with.

substitute/bide--A strange combination that lets your doll take 
the damage, then you dish it out in 2-3 rounds.  All the damage 
done to you and your doll during this time is paid back double 
to your opponent, a good combination move.  With bide it can be 
either special or physical damage.  A simple counter to this 
strategy though is to use the rounds not to attack but to switch 
or build your stats, recover, etc.
----------------------------------------------------------------
Stat boosts and weakeners

defense up--Several moves boost your physical defense.  The only 
ones worth keeping are Acid Armor and Barrier as they increase 
your defense greatly, though you should be ready to take a hit 
for using this move (unless you have a free round).  In rare 
cases weaker moves may help a pokémon with a great defense to 
become even tougher.  Reflect reduces physical attack damage by 
50% and is useful in many situations.

attack up--Several moves boost your attack.  The only one really 
worth keeping or teaching, though, is swords' dance.  You'll 
take a hit for using it, so be prepared (unless you have a free 
round).  

speed up--Generally not as useful as paralyzing or burning an 
opponent, but if you have a free round it may give you the speed 
advantage you need.  Agility is the only speed building move.

special up--This move serves two purposes, it raises your 
special attack offense and your defense against special attacks.  
The best move in this category is Amnesia.  This move helps a 
pokémon with high special that uses special attacks a lot.  Why?  
Because it brings up his offense and defense at the same time by 
a lot.  This move is also useful for pokémon that have lower 
special ratings to gain a good special defense.  Light Screen is 
generally a useful move except to those with low special, and it 
reduces special attack damage by around 50%.

*Mist defends against attacks that bring down your stats.

*Haze eliminates all stat changes, for the better or worse, and 
ignores mist.

defense down--Several moves and attacks inflict this ailment.  A 
few of those attacks may be good enough to use anyway, and this 
is an added benefit.  However, screech is the best defense 
lowering move, just be ready to take a hit for using it.  It is 
also harder to reduce the defense of opponents with a very high 
defense, as it takes several rounds and you can be attacked each 
round.  (Thanks Alvaro for these reminders)

attack down--Some attacks inflict this ailment.  A few attacks 
may be worth keeping anyway, and this is an added bonus.  
However, this is usually not a useful strategy.  It is also 
harder to reduce the attack of opponents with a very high 
attack, as it takes several rounds and you can be attacked each 
round.

speed down--Some attacks and one move (string shot) inflict this 
ailment.  Paralyzing or burning the opponent is much more 
effective.  It is also harder to reduce the speed of opponents 
with very high speed, as it takes several rounds and you can be 
attacked each round.

special down--One attack brings this down, and it's worth 
keeping, psychic.  This is an added bonus to lower the 
opponent's special offense and defense.  It is also harder to 
reduce the special of opponents with very high special, as it 
takes several rounds and you can be attacked each round.  Using 
psychic though is powerful, so you are sending them toward 
defeat as you use it.
----------------------------------------------------------------
IX. Ultimate Teams

There are many types of pokémon that would make great teams 
together.  Below are just some suggestions.  

Power Tactic Team
This team can beat every type of opponent-All 15 single types 
(like water, normal, electric) and all 22 dual types (like 
bug/flying, water/poison, grass/psychic).

Mewtwo-great power, speed, and defense, use him as your lead.  
Use him to destroy normal types and types with opponents with 
low special.

Golem-great strength, defense, and HP.  Don't rush him into 
battles against enemies that have strong special type attacks.  
Be careful and use his ground and rock type attacks.

Articuno-great speed, special, and HP.  Use him to freeze 
opponents you don't have an edge on.  Ice damages a lot of 
types, and flying attacks are also good.

Dragonite-great attack, high speed, all other good stats.  Use 
him to destroy enemies that are weak against physical attacks.  
Also use his thunder wave to gain speed advantages.

Jolteon-great speed and special, good HP.  If you keep pin 
missile and double kick he can use them decently to defeat a lot 
of types.  Use his electric attacks also.

Gengar-great speed, HP, and special.  Use him to confuse and put 
your opponent to sleep.  He can avoid most physical attacks.  
You may want to give him toxic to badly poison your enemies 
also.
----------------------------------------------------------------
Power Team
This team can beat most Pokémon easily with their powerful 
moves.  Contributed by Alvaro.

Vaporeon-Has incredible water attacks and great speed.  Few 
weaknesses, weak against physical attacks, but no physical 
attacks are super effective on it.  Acid armor takes away the 
physical attack threat.

Zapdos-Incredible speed and special.  Is not effected by ground 
types and can beat them with flying moves.  Electric attacks 
work well against most types.
Use thunder wave to paralyze your opponents.

Golem-Great strength, HP, defense.  Use him wisely as he is weak 
against strong special attacks.  Use his ground and rock types 
to beat many different foes.

Alakazam-A great psychic type with good speed.  Stock pile him 
with several psychic attacks and wipe your opponents out.  

Venusaur-A great grass type.  Grass type moves hurt many.  
Beware because he has many weaknesses though.

Moltres-King of the fire types.  Burning enemies is good, so use 
fire blast a lot.  Has great speed and special.
----------------------------------------------------------------
Super Offense

Contributed by Alvaro.  This team is pure power attack, with 
many attacks to use because the moves have a lot of PP.

Clefable: blizzard, thunder, double edge, fire blast

Mewtwo: psychic, amnesia, recover, hyper beam

Golem: rock slide, explosion, earthquake, body slam

Jolteon: pin missile, double kick, thunder, and reflect

Ninetales: fire spin, flamethrower, fire blast, confuse ray

Vaporeon: hydro pump, surf, ice beam, acid armor
----------------------------------------------------------------
Super Tactics
Use this team to bombard your enemy with status ailments, then 
finish them.

Mewtwo-great power, speed, etc.  Use him as the lead.

Moltres-Use him to burn pokémon and take half their speed and 
strength away from them.

Articuno-Use him to freeze your opponents solid.  His ice 
attacks are great on many types of foes.

Gengar-Use toxic or hypnosis to hurt your enemy bad.

Dragonite-Use thunder wave to take away their speed then use 
wrap until they faint.

Chansey-Use counter when you take a strong physical attack to 
pay the enemy back with twice the damage they gave you.  You may 
want Chansey to have substitute and reflect for it to work 
better.  Recover with softboiled and do it again. You could also 
use Snorlax in here and give him bide, rest, and substitute.
----------------------------------------------------------------
A.  Recommended movesets by alexgen@sinectis.com.ar

Blastoise 
Body Slam
Earthquake 
Surf 
Blizzard 
Raticate 
Body Slam 
Dig 
Focus Energy 
Super Fang 
Arbok 
Earthquake 
Glare 
Screech 
Acid 
Raichu 
Thunderbolt 
Surf 
Light Screen/Reflect 
Thunder Wave 
Sandslash 
Slash/Rock Slide 
Swords Dance 
Earthquake 
Swift 
Clefable (ooh there are a lot I'll post three) 
Offensive 
Psychic 
Thunderbolt 
Blizzard 
Body Slam 
Defensive 
Seismic toss 
Thunder Wave 
Light Screen 
Reflect 
Double Rester 
Seismic toss 
Thunder Wave 
Double Team 
Rest 
Ninetales 
Dig 
Confuse Ray 
Flamethrower 
Reflect/Body Slam 
Wigglytuff (it sucks, but nothing better) 
Psychic 
Thunderbolt 
Blizzard 
Body Slam 
Dugtrio 
Slash 
Sand Attack 
Earthquake 
Fissure (he has the highest speed for a pokémon with a one-hit KO move, 
so...) 
Persian 
Slash 
Screech 
Bubblebeam (rock/ground types) 
Hyper Beam 
Golduck 
Ice Beam/Blizzard 
Amnesia 
Dig 
Body Slam 
Primeape 
Screech 
Rock Slide 
Body Slam 
Submission 
Arcanine 
Dig 
Body Slam 
Flamethrower 
Reflect 
Alakazam (on my team) 
Psychic 
Seismic toss 
Reflect/Thunder Wave 
Recover 
Machamp 
Submission 
Earthquake 
Rock Slide 
Focus Energy 
Rapidash 
Body Slam 
Agility 
Fire Spin 
Horn Drill 
Magneton 
Thunderbolt 
Supersonic 
Reflect 
Thunder Wave 
Muk 
Screech 
Acid Armor 
Sludge 
Body Slam 
Hypno (hypnosis + dream eater = not such a good idea. Hypno has low 
speed; hypnosis is inacurrate) 
Psychic 
Thunder Wave 
Double Team 
Rest 
Kingler 
Body Slam 
Crabhammer 
Swords Dance 
Harden? 
Electrode (he's not that bad. Good against mewtwo = 1 t-wave + 1-
screech + 1-explosion leaves mewtwo at low health, then a snorlax with 
amnesia to raise special defense can take care of mewtwo, that has been 
screeched) 
Thunderbolt 
Screech 
Explosion 
Thunder Wave 
Marowak (sucks. There is nothing sandslash cannot do better) 
Earthquake 
Focus Energy 
Body Slam 
Ice beam (OK with Focus Energy against types that are weak against it) 
Hitmonlee 
Hi Jump Kick 
Focus Energy 
Body Slam 
Rolling Kick 
Hitmonchan (ugh...I'll do my best) 
Body Slam 
Submission 
Counter 
Agility 
Lickitung 
Earthquake 
Swords Dance 
Screech 
Body Slam 
(Swords dance + screech is EVIL, just you'll have to survive enough...) 
Weezing 
Haze 
Explosion 
Sludge 
Thunderbolt 
Chansey (many. I'll post two) 
Offensive 
Ice beam 
T-bolt 
Softboiled 
Psychic 
Defensive 
Seismic Toss 
T-wave 
Defense Curl 
Softboiled 
Tangela 
Body Slam 
Swords Dance 
Sleep Powder 
Solar Beam 
Kangaskhan 
Body Slam 
Earthquake 
Rock Slide 
Surf (for rock/ground types that have horrible special as well) 
Seadra 
Surf 
Ice Beam 
Smokescreen 
Agility 
Seaking 
Surf 
Agility 
Blizzard 
Double Edge 
Mr. Mime (bah, all he can do alakazam can do better) 
Barrier 
Light Screen 
Rest 
Seismic toss 
Electabuzz 
Thunderbolt 
Screech 
Body Slam 
Thunder Wave 
Magmar 
Body Slam 
Confuse Ray 
Psychic 
Flamethrower 
Pinsir 
Body Slam 
Swords Dance 
Slash 
Hyper Beam 
Tauros 
Body Slam 
Earthquake 
Blizzard 
Double Edge 
Ditto 
Transform 
though some believe that the most useful moveset is transform :-) 
Vaporeon 
Surf 
Blizzard 
Haze 
Acid Armor 
Jolteon (I love this guy; on my team) 
Thunderbolt 
Pin Missile 
Focus Energy 
Thunder Wave 
Flareon 
Body Slam 
Focus Energy 
Flamethrower 
Reflect 
Porygon 
Ice Beam 
Thunderbolt 
Conversion 
Recover 
Snorlax (on my team) 
Body Slam 
Amnesia 
Blizzard 
Rest 
Mewtwo (El Gran Cheapo) 
Psychic 
Substitute 
Amnesia 
Rest 
(this is EVIL. substitute + recover + high HP + amnesia + 2nd highest 
speed is almost invincible) 
Mew 
Body Slam 
Swords Dance 
Earthquake 
Explosion/Softboiled 
Venusaur (Best Grass IMO cuz of Razor Leaf. On my team, now) 
Body Slam 
Swords Dance 
Razor Leaf 
Sleep Powder 
Charizard 
Slash 
Earthquake 
Swords Dance 
Flamethrower 
Butterfree 
Psywave 
Mega Drain 
Sleep Powder 
Supersonic 
Beedrill 
Twinneedle 
Swords Dance 
Mega Drain 
Reflect 
Pidgeot 
Fly 
Mirror move 
Sand Attack 
Quick Attack 
Fearow 
Drill Peck 
Mirror move 
Agility 
Double Edge 
Nidoqueen 
Body Slam 
Thunderbolt 
Blizzard 
Earthquake 
Nidoking 
Body Slam 
Rock Slide 
Earthquake 
Focus Energy 
Golbat 
Screech 
Haze 
Mega Drain 
Wing Attack 
Vileplume 
Sleep Powder 
Solarbeam 
Body Slam 
Swords Dance 
Parasect 
The one and the only... one of the best mewtwo killer.... 
Parasyrex 
Leech Life 
Spore 
Substitute 
Swords Dance 
(Mewtwo attacks and takes heal from you. Then you put it to sleep with 
spore. You pop in a sub, dance and leech 1 time. Now Mew2 wakes up. He 
destroys your Sub. You spore that same turn and create other. You 
continue dancing and leeching. EVIL) 
Venomoth 
Psychic 
Mega Drain 
Sleep Powder 
Stun Spore 
Poliwrath 
Amnesia 
Surf 
Body Slam 
Ice Beam 
Victreebell 
Body Slam 
Swords Dance 
Sleep Powder 
Razor Leaf 
Tentacruel 
Blizzard 
Mega Drain 
Barrier 
Surf 
Golem (on my team) 
Body Slam 
Rock Slide
Earthquake 
Explosion 
Slowbro (on my team) 
THE mewtwo killer...the 2nd strongest pokémon... 
TobyBro (By Toby Martin) 
Surf 
Thunder Wave 
Amnesia 
Rest 
(First T-wave to get speed advantage. Second use amnesia 2 or 3 times 
then rest. His enormous special by that time should give him protection 
against special attacks, and he has already pretty good physical 
defense so he should survive while resting. Then surf away, it'll be 
very powerful with a high special stat and the Same Type Attack Bonus, 
and it should kill anything. Rest when needed, and finish amnesia if 
you didn't already) 
Farfetch'd (sucks) 
Swift 
Swords Dance 
Double Team 
Rest 
Dodrio 
Drill Peck 
Body Slam 
Agility 
Reflect 
Dewgong 
Surf 
Ice Beam 
Rest 
Body Slam 
Cloyster 
Reflect 
Surf 
Ice Beam 
Double Edge 
Gengar (2 movesets. Annoying and attacker) 
Annoying 
Night Shade 
Confuse Ray 
Double team 
Rest 
Attacker 
Confuse ray 
Psychic 
Thunderbolt 
Night Shade 
Onix (sucks) 
Earthquake 
Screech
Explosion 
Rock Slide 
Exeggutor (2 movesets, too) 
Bennedict 
Sleep Powder 
Substitute 
Leech Seed 
Solarbeam 
(use in the order the moveset is posted :) ) 
Offensive 
Psychic 
Mega Drain 
Sleep Powder 
Double Edge/Explosion 
Rhydon 
Earthquake 
Rock Slide 
Rest 
Horn Drill 
Starmie (he was on my team till I figured out that slowbro was much 
better) 
Surf 
Thunderbolt 
Thunder wave 
Recover 
Scyther 
Slash 
Swords Dance 
Wing Attack 
Hyper Beam 
Jynx (it's nice and should fit in any team) 
Ice Beam 
Lovely Kiss 
Seismic Toss 
Reflect 
Gyarados (2 bad 4x weakness to electric) 
Surf 
Ice Beam 
Thunderbolt 
Body Slam 
Lapras 
Blizzard 
Thunderbolt 
Confuse Ray 
Surf 
Omastar 
Surf 
Ice Beam 
Reflect 
Rest (he's so good defenses he should survive while resting. plus he 
has reflect taking out the physical problem completely) 
Kabutops 
Slash 
Swords Dance 
Body Slam 
Surf 
Aerodactyl 
Wing Attack 
Double Edge 
Supersonic 
Hyper Beam 
Articuno 
Fly 
Blizzard 
Double Edge 
Reflect 
Zapdos 
Thunderbolt 
Drill Peck 
Light Screen/Reflect 
Thunder Wave 
Moltres 
Fly 
Fire Blast 
Double Edge 
Reflect 
Dragonite (my personal favourite. he isn't on my team cuz ice's so 
popular) 
Body Slam 
Blizzard 
Thunderbolt
Thunder Wave
----------------------------------------------------------------
X. Secrets

This will display secrets of the game as I uncover them or get 
them in from email.  Remember only game play and hard work can 
be your source for your info.

--For winning the Poké Cup or Prime Cup you get a Doduo Game 
Boy.  It allows you to play the Game Boy games at normal speed, 
or double speed by hitting right C.  Double speed is great to 
help you get levels up faster, especially in Mewtwo's cave.  

--For winning the Prime cup and Poké Cup both, you get a Dodrio 
Game Boy.  It allows you to play the Game Boy games at a 
phenomenal 4 times the regular speed.  Need to rush through a 
certain version for a certain kind of pokémon?  Need to gain 
levels quickly?  This is the best way to do so.  Hit right C to 
make the game normal, 2x, or 4x speed.

--How to get some secret pokémon.  They are...

Bulbasaur
Charmander
Squirtle
Hitmonlee
Hitmonchan
Eevee
Omanyte
Kabuto

You get these pokémon by beating the 8 towers and the Elite 4 
and the familiar face. The pokémon you get is random.  But once 
you do it once, you only have to beat the Elite 4 and the 
familiar face.  Be warned though that these pokémon have boosted 
experience and aren't as good as doing things the hard way on 
Game Boy.

--Unlock hard mode.  Defeat all the cups in the stadium, all the 
gym leaders, the elite four, a familiar face, and the ultimate 
pokémon to open up the harder second round.  Start all over 
again, pull your hair out, and discipline yourself to learn the 
toughest strategy to pokémon.

--You can rent Mew in the hard mode, on the Prime Cup and for 
Gym Leader Castle.

--If you enter your pokémon's name alternating with capitals and 
lowercase, your pokémon will be a shade of red.  Different 
nicknames change the pokémon's color on this game, see what you 
can come up with.  Names from the movie and TV show work too, 
just try "POOKAH" and see what happens to Pikachu!

--Thanks to Jeff-rubee64@hotmail.com for this.  You can get an 
"Amnesia Psyduck" for registering all 151 pokémon to the hall of 
fame.  Rent Mew on hard mode and bring Mewtwo in to register 
him, the rest can be rented on easy mode.  Amnesia Psyduck I 
believe is the same as Psyduck, the only difference is it knows 
amnesia.  Thanks to Jeff for investigating this.  It can evolve 
to Golduck.  Thanks to "kill me" for this bit of info.  Go to 
the hall of fame to pick him up after registering all 151 
pokémon.

--Thanks to Matt-Formatt777@aol.com for part of this.  Thanks to 
Scotty819@aol.com for this info.  You can get surfing Pikachu 
from finishing the Prime Cup, master ball division on the round 
2 (hard) mode of the game.  You must have Pikachu as one of the 
three pokémon you pick every time for the battle, but you don't 
have to have him participate in battle.  You MUST use all 
pokémon from the Game Boy game, you can not use any rentals, and 
you must NOT register your team.  You MAY use continues, I have 
tested this myself and I used continues and was able to get 
surfing Pikachu.  You may not save and quit and then pick up 
your saved game later and still get surfing Pikachu, you MUST go 
through all eight battles in one sitting (thanks to Jeffrey-
jbyeung@yahoo.com for this).  Your current Pikachu will then 
either learn surf if he has available space, or will be given 
the option of deleting one of your older moves.  Choose which 
move to replace wisely.

--Thanks to Alvaro for this.  You can go back to round one 
battles by hitting right C on the screen with the stadium, 
gallery, options, etc.

--Thanks to Brian-lkr@oneimage.com .  Thanks to Nin10d0h@aol.com 
and robbie_goodman00@hotmail.com for help with the mini games 
secret.  To unlock the hyper difficulty setting on the mini 
games you must do the following:

-pick the "who's the best mode"
-challenge 3 computer players (no challenging a mix of other 
people and computer players)
-choose the hard difficulty setting
-choose anywhere from five to nine rounds to determine the 
champion
-beat the computer five times in a row without losing once or 
tying once

Thanks also to GeMiNiGuY611@aol.com for info on this.  

--Thanks to Scotty819@aol.com for this.  You can change the 
background of the Game Boy Tower mode by pressing Z.  You can 
alternate between the Doduo background, the awards background, 
and the game version background.  You can only alternate to the 
Doduo and awards backgrounds if you have won the Doduo and 
Dodrio Game Boys.

--Thanks to evanboy203@yahoo.com for this.  If you beat the Gym 
Leader Castle, all the cups, and the ultimate pokémon on round 2 
you will unlock the following secret.  After you defeat the 
ultimate pokémon, the credits and new music will play.  After 
this finishes, go into the gallery, and go to the print option.  
Hold L and R at the same time, then press A, and you will get a 
message saying congratulations, etc.  You will now be able to 
print images of the title screen, stadiums, and backgrounds at 
the Snap stations.  

--Thanks to Pascal-pcph@ifreedom.com for this info.  When the 
round 2 stadium is selected, if you go to battle now, all the 
pokémon the computer randomly selects are fully evolved.  With 
round 1 stadium on, they are the least evolved forms.
----------------------------------------------------------------
XI. Credits

Big thanks to Nintendo/Gamefreaks, inc./Creatures, inc. for 
making the Pokémon games.

Huge thanks to a big contributor, Alvaro, robot_z50@hotmail.com 
.  He contributed the information regarding what was effective 
and what wasn't effective on dual type pokémon, and his opinion 
on examples of that type.  All the resistances and weaknesses of 
dual types, and how all the attacks in the chart effect dual 
types is his information.  He contributed what the different TMs 
teach.  He contributed some of the ultimate teams.  He also 
contributed strategy with his name in parentheses after it.  
This was a lot of the info I needed to help my guide be 
complete.  He recently told me about the trick of going back to 
the first round by hitting right C.  Thanks big time man!

Thanks also to Laura, laurar182@hotmail.com .  She contributed 
all TMs and HMs pokémon can learn.  She also contributed 
information about Mew, and she contributed all the movelists 
that the pokémon can learn.  This was a lot of the info I needed 
to complete my guide, and she was a big help to me finishing it.  
Laura182 may post my guide on her website when she finishes.  
She also pointed out a weird quirk about pokémon colors on 
Stadium.

Thanks to Striker64 who allowed me to use some info from his 
guide.  The credit to him goes to his great number of the 
movelists and lists of TMs/HMs from the yellow game.  I needed 
to see those to compare movesets and TMs/HMs from the red and 
blue game, because some were different.  The ones he didn't have 
I researched, and as a return favor to him he can use the 
movelists and TMs/HMs of my guide to help finish his FAQ on 
Pokémon yellow.  

Thanks to Lee-deathmeister@webtv.net for pointing out that 
substitute can be risky without first having the speed 
advantage.

David-Dolphins1324@aol.com should be thanked for adding some 
information to the secrets section.  He told me that you can get 
certain random pokémon for beating the elite four and the 
familiar face, after clearing the Gym Trainer Castle.

Jeff-rubee64@hotmail.com for the secret on Amnesia Psyduck.

Thanks to Matt-Formatt777@aol.com for info on how to get Surfing 
Pikachu.  

Thanks to kill me-zodaic@hotmail.com for more info on Amnesia 
Psyduck.

Thanks to Gyarados13O@cs.com for the tip about agility.

Thanks to Pesmerga-pesmerga_99@hotmail.com .  He pointed out 
that poison is actually a physical attack, which I then further 
tested to find he was right.

Thanks to Brian-lkr@oneimage.com . He confirmed the info about 
the hyper mode on mini games.

Thanks to GeMiNiGuY611@aol.com for info on the minigames hyper 
mode.

Thanks to Scotty819@aol.com for the correcting info on surfing 
Pikachu and for the secret about new backgrounds in the Game Boy 
Tower.

Thanks to deputyheadless@mailcity.com for pointing out some 
errors and helping me with some strategy on Electrode.  Also he 
reminded me of the benefits of substitute.  Also he pointed out 
an error about PP ups.

Thanks to Nin10d0h@aol.com for help with the mini games secret.

Thanks to robbie_goodman00@hotmail.com for pointing out that you 
can win 5 in a row on any set of rounds on hyper mode, as long 
as it is 5 or more.

Thanks to evanboy203@yahoo.com for the secret on what you get 
for finishing round 2.  Big thanks for this as I was having 
trouble getting through.

Thanks to Pascal-pcph@ifreedom.com for the info on battle now.  

Thanks to Jeffrey-jbyeung@yahoo.com for extra info on the 
Surfing Pikachu secret.

Thanks to EJ-ejbyte@hotmail.com for finding out if you can rent 
Mewtwo for finishing the round 2 mode, unfortunately the answer 
was no.

Thanks to meowsie@home.com for pointing out some mistakes about 
Slowbro and Aerodactyl.

Thanks to cmsnrub25@yahoo.com for the corrections.

Thanks to alexgen@sinectis.com.ar for the corrections on 
venomoth and beedrill.

Thanks to mrbig_head@yahoo.com for the info on Raichu's ability 
to learn light screen, I guess I just forgot to add it.

Thanks to soccercat37@hotmail.com for pointing out that you can 
save right before getting Eevee, Mewtwo, your starter pokémon, 
etc. and keep receiving them until their stats are as good as 
you want them to be.

Thanks to alan.hoang@virgin.net for pointing out that counter 
will always be used after your opponent has used his move, no 
matter how much speed you have.  Thanks to him also for pointing 
out that softboiled only recovers half your HP like recover.

Thanks to alexgen@sinectis.com.ar for the other recommended 
movesets.

Big thanks to white-cat--white_cat@white-cat.net
for information on base stats of pokémon, and to his sources.

Big thanks to Kevin--pokémaster_kevin@hotmail.com and his site, 
pokémasters.com and all his sources for info on the max stats of 
pokémon, and also for the special base stat for r/b/y pokémon.
----------------------------------------------------------------
XII. Disclaimer and other legal stuff

This guide is copyright 2000 to Mark aka Magus747, who authored 
it.  Game Boy is copyright and TM to Nintendo.  The Transfer 
Pack is copyright and TM to Nintendo.  Pokémon Red and Blue are 
copyright 1995-1998 to Nintendo/Creatures, inc./Gamefreak inc. 
and Pokémon Yellow is copyright 1995-1999 to Nintendo/Creatures, 
inc./Gamefreak, inc.  Pokémon Stadium and Pokémon Stadium 2 are 
copyright 1995-2001 to Nintendo/Creatures, inc./Gamefreak, inc.  
Information was taken only from my hard work and game play, and 
the people in the credits.  Any similarity to other 
guides/information is coincidental.  My sources in the credits 
agreed to get their information from gameplay and hard work, not 
by taking from any illegal sources.  If the people stated above 
had sources, they agreed to verify that their sources--or the 
original source somewhere down the line--had acquired their 
information through hard work and game play, not by plagiarism.  
Information from this page, in part or in full, to be used in 
any magazine, FAQ, guide, sale and profit, webpage, or any other 
public use without my permission is illegal and prosecutable.  
You may print this guide out for personal use and share it with 
your friends provided that they don't misuse it in the ways 
stated above.  Uses of the words "he" and "she" to describe 
pokémon are not meant to indicate a gender on the pokémon unless 
it is understood they already possess one, and those uses are 
not meant to offend anyone, just for convenience when I was 
bought for time.  You are assumed to have read and understood 
this disclaimer, and know that it applies to you, if you have 
ever read, seen, or uploaded this guide, in part or in full, by 
web browser or other means.  This guide is only to appear on the 
following in its original form: http://www.gameFAQs.com/ , 
http://www.rpgamer.com/ , http://www.happypuppy.com/ , 
http://hometown.aol.com/falsehead , and Laura182's site when she 
finishes.  I have had a problem with receiving more junk mail 
since the publication of my guide.  NO ONE is to sell my email 
address or anyone's email address that appears on the guide 
(person who publishes my guide or person who reads my guide), 
give my email address (or anyone's that appears on the guide) 
away except to their friends who have questions about the game, 
submit my email (or anyone's that appears on the guide) to any 
organization that SPAMS or bulk mails, AND ABSOLUTELY NO ONE is 
to get the stated email addresses off of this guide and then 
SPAM us.  If I can prove that you companies that are spamming us 
got the email addresses from my guide, let me say this--you have 
been warned.  If you have my permission to post this guide on 
your site, know that this document may not be converted to HTML 
without my permission, nor may any advertisements or other means 
of making money appear on the same page as this guide (no 
banners, counters, etc.) at all.  I reserve the right to update 
this legal notice at any time with or without given reason.