FAQ/Walkthrough by Magus747

Version: 1.85 | Updated: 2001-04-19 | Printable Version

                 Pokémon Stadium 2 (USA) Strategy Guide
                              Version 1.85
                       Last Updated: 4/19/2001
                          Created: 04/11/2001
         Created by:  Magus747 (Mark)--paladin423@hotmail.com
               See Credits, Section X for contributors.

Table of Contents:

   I. Updates/Version History
  II. Introduction
 III. The guide to breeding a great pokémon
  IV. Some basic strategy
   V. Little Cup, Poké and Prime Cups, Challenge Cup, and Gym 
        Leader Castle
  VI. The single types
 VII. Dual types
VIII. The benefits of status attacks and status boosters, and 
        other tricks
  IX. Secrets
   X. Credits
  XI. Disclaimer and other legal stuff
I.  Updates/Version History

1.85--Thanks to toffee@alphalink.com.au
for the secret of what you get for finishing Round 2.  Finished 
Challenge Cup on round 2 (see notes on it), the rest of the Cups 
should fall tomorrow.  Updated the secrets section and the 
strategy on the cups as I have now finished round 2.

1.80--Added about room decorations/mystery gifting items, 
pikachu 2 G/S items, and about the box trick still working.  
Added all kinds of rare and valuable items, how to get them, and 
what they do in the Secrets section.  Added info about heal 

1.70--Added some more to the status attacks, status boosters, 
and tricks section.  Worth checking out.

1.60--Added a few small bits to the secrets that I forgot to add 
earlier.  Check it out.  Added notes on attract and on 
genderless pokémon in the egg groups.

1.50--Worth a read now.  Got alot of info about Stadium 2 on 
here.  I will be working on the pokémon by pokémon analysis, 
expect to see it within at most two weeks.

1.00-The creation of my guide for Stadium 2.  I plan to make 
this guide as comprehensive and helpful as the last one, and 
even better if possible.  Some information from the old guide 
will be used as it is still valid, but there will be tons of new 
stuff too.
II. Introduction

Well I'm back with a vengeance :-), and I didn't notice any 
major FAQs on Pokémon Stadium 2 on gameFAQs, so I decided to 
fulfill my duty as a previous FAQ author to do a guide for the 
sequel.  I plan to do a very comprehensive guide covering 
pokémon by pokémon, recommending for all cups as the previous 
guide did, and to cover the secrets of Stadium 2.  This guide 
will give you enough information to finish round 2 and be able 
to hold you own against your friends.  
III.  The guide to breeding a great pokémon

Now making the ultimate pokémon with great stats and great 
movesets starts with breeding.  To breed, you will need a male 
and female pokémon of a compatible group.  For instance, a male 
Alakazam and a female Jynx can breed because they have human 
like features.  

Males in the breeding process can pass on TM moves and certain 
moves that can be only passed to the offspring through breeding.  
Females determine what type of pokémon will be in the egg they 
produce.  Example, Alakazam can pass psychic, a TM move to the 
egg that he and Jynx produce.  Jynx determines that the baby 
will be the lowest evolved form of the Jynx family, which in 
this case is Smoochum.  If you had a male Hypno and a female 
Alakazam breeding, the egg produced would hold an Abra with 
passed moves from Hypno.  All babies hatch at level 5.

TM moves can always be passed from the male parent to the egg, 
but only TM moves from gold and silver, don't expect to pass 
such things as double edge (TM on red/blue/yellow) this way.  If 
you are breeding a male and female of the same pokémon, example 
a female and male Venusaur, then you can pass moves that 
Bulbasaur can learn through level up onto the baby Bulbasaur.  
If both Venusaurs had synthesis and sleep powder, things that 
Bulbasaur can learn through level up in the future, he would be 
born with these attacks, which is a huge help when making 
pokémon for Little Cup.  A thing to watch out for is that the 
baby you are producing has to be able to learn these moves by 
level up, if the evolved form of it can learn it through level 
up, it doesn't mean the baby can.  In instance of Smoochum, Jynx 
can learn lovely kiss by level up, but Smoochum cannot, meaning 
that lovely kiss could not be passed to Smoochum (though there 
is no male Jynx to try to pass this on to Smoochum anyways).  

There are other moves that can be only learned through cross 
breeding, for example, breed a female Abra/Kadabra/Alakazam with 
a male Mr. Mime that knows barrier, encore, and light screen, 
and you will get an Abra that knows all these moves from an egg.  
Passed moves like this will replace moves that pokémon normally 
start with (such as Abra's teleport) with these better moves.  
Sometimes you may want to keep a move a pokémon starts with 
though, so consider this too.

Here are the different egg groups, pokémon within the same egg 
groups can produce eggs with each other unless otherwise stated, 
some pokémon may be in more than one group, so that's how you 
pass moves between groups to get the desired bred move:

group 1
Abra, Kadabra, Alakazam, Drowzee, Hypno, Machop, Machoke, 
Machamp, Mr. Mime, Magmar, Electabuzz, Hitmonlee, Hitmonchan, 
Hitmontop, Jynx

group 2
Doduo, Dodrio, Spearow, Fearow, Pidgey, Pidgeotto, Pidgeot, 
Farfetch'd, Zubat, Golbat, Crobat, Aerodactyl, Togetic, 
Skarmory, Natu, Xatu, Hoothoot, Noctowl, Murkrow

group 3
Chikorita, Bayleef, Meganium, Hoppip, Skiploom, Jumpluff, 
Oddish, Gloom, Bellossom, Vileplume, Paras, Parasect, Bulbasaur, 
Ivysaur, Venusaur, Bellsprout, Weepinbell, Victreebel, 
Exeggcute, Exeggutor, Tangela, Sunkern, Sunflora

group 4 
Lapras, Dratini, Dragonair, Dragonite, Slowpoke, Slowking, 
Slowbro, Poliwag, Poliwhirl, Politoed, Poliwrath, Omanyte, 
Omastar, Kabuto, Kabutops, Seel, Dewgong, Remoraid, Octillery, 
Squirtle, Wartortle, Blastoise, Wooper, Quagsire, Psyduck, 
Golduck, Horsea, Seadra, Kingdra, Marill, Azumarill, Totodile, 
Croconaw, Feraligatr, Corsola, Delibird, Mantine

group 5
Caterpie, Metapod, Butterfree, Weedle, Kakuna, Beedrill, Pinsir, 
Scyther, Scizor, Gligar, Shuckle, Yanma, Paras, Parasect, 
Spinarak, Ariados, Heracross, Pineco, Forretress, Venonat, 
Venomoth, Ledyba, Ledian

group 6
Koffing, Weezing, Wobbuffet, Gastly, Haunter, Gengar, Slugma, 
Magcaro, Grimer, Muk, Misdreavus

group 7
Goldeen, Seaking, Remoraid, Octillery, Qwilfish, Chinchou, 
Lanturn, Magikarp, Gyarados

group 8
Sudowoodo, Geodude, Graveler, Golem, Onix, Steelix

group 9
Mankey, Primeape, Rhyhorn, Rhydon, Girafarig, Ekans, Arbok, 
Cyndaquil, Quilava, Typhlosion, Sandshrew, Sandslash, Stantler, 
Mareep, Flaaffy, Ampharos, Seel, Dewgong, Eevee, Jolteon, 
Vaporeon, Flareon, Espeon, Umbreon, Teddiursa, Ursaring, 
Houndour, Houndoom, Pikachu, Raichu, Wooper, Quagsire, Vulpix, 
Ninetales, Ponyta, Rapidash, Sentret, Furret, Phanpy, Donphan, 
Dunsparce, Farfetch'd, Growlithe, Arcanine, Smeargle, Diglett, 
Dugtrio, Snubbul, Granbull, Nidoran male, Nidorino, Nidoking, 
Nidoran female, Meowth, Persian, Sneasel, Rattata, Raticate, 
Tauros, Swinub, Piloswine, Miltank, Aipom

group 10
Hoppip, Skiploom, Jumpluff, Pikachu, Raichu, Clefairy, Clefable, 
Jigglypuff, Wigglytuff, Snubbull, Granbull, Marill, Azumarill, 
Chansey, Blissey

group 11 (genderless but can mate with Ditto)
Porygon, Porygon2, Voltorb, Electrode, Staryu, Starmie, 
Magnemite, Magneton

group 12
Tentacool, Tentacruel, Omanyte, Omastar, Kabuto, Kabutops, 
Corsola, Shellder, Cloyster, Krabby, Kingler

group 13
Larvitar, Pupitar, Tyranitar, Bulbasaur, Ivysaur, Venusaur, 
Nidoran male, Nidorino, Nidoking, Nidoran female, Cubone, 
Marowak, Chikorita, Bayleef, Meganium, Slowpoke, Slowking, 
Slowbro, Squirtle, Wartortle, Blastoise, Charmander, Charmeleon, 
Charizard, Lapras, Snorlax, Lickitung, Totodile, Croconaw, 
Feraligatr, Mareep, Flaaffy, Ampharos, Rhyhorn, Rhydon, 

group 14
Horsea, Seadra, Kingdra, Charmander, Charmeleon, Charizard, 
Magikarp, Gyarados, Dratini, Dragonair, Dragonite, Ekans, Arbok

group 15 (will not produce eggs if bred with all legendary dogs, 
birds, Mewtwo, Mew, and Celebi are genderless)
Mewtwo, Mew, Articuno, Zapdos, Moltres, Entei, Raikou, Suicune, 
Celebi, Togepi, Smoochum, Tyrogue, Magby, Elekid, Pichu, 
Igglybuff, Cleffa, Nidorina, Nidoqueen, Ho-oh, Lugia, Unown

Now that that's all listed, let's go over a few other things.  
Ditto is a great pokémon to breed with, as he will give you a 
level 5 form of just about whatever you breed him with.  This is 
a way you can get a level 5 Tauros, since Tauros are male only 
and therefore couldn't be hatched from an egg any other way.  
Group 15 absolutely will give no eggs, even with Ditto.  
However, group 11 will produce level 5 lowest evolved form 
copies of theirselves with Ditto...example Porygon2 mates with 
Ditto, you get a level 5 Porygon.  

Pokémon that are always male are: Tyrogue, Hitmontop, Hitmonlee, 
Hitmonchan, Tauros, Nidoran male, Nidorino, and Nidoking

Tyrogue can't produce eggs, but any other of these will give you 
the lowest evolved form of himself at level 5 (Hitmons give you 
level 5 Tyrogue, Nidoran male/Nidorino/Nidoking may give you 
either a Nidoran male level 5 or a Nidoran female level 5).

Pokémon that are always female are: Miltank, Kangaskhan, Nidoran 
female, Nidorina, Nidoqueen, Chansey, Blissey, Smoochum, and 

You can even pass on TM moves through Ditto to the egg, provided 
that you have a male pokémon mating with Ditto.  You can't pass 
on moves through level up because you need two pokémon of the 
same kind for that, and you can't pass on moves learned only 
through breeding because it requires two different types of 

Once you have the pokémon ready to breed, a few things determine 
how long the process will take.  The breeding process goes 
quicker if both pokémon are the same kind (two Abras), or if 
they have different trainer ID numbers, about 250 steps.  If 
they are the same kind AND have different trainer ID numbers, 
the breeding process only takes about 100 steps to complete, 
very quick (yes steps is how the game counts down the time, you 
can't leave for a day and hope pokémon will have bred if you 
start up the game the next day).  If they are different pokémon 
with the same ID number, it may take 500-1000 steps for them to 
breed (it seems to be determined randomly).  Once you have an 
egg, the egg will hatch in a certain number of steps depending 
on the rarity of the pokémon inside.  Pichus hatch rather 
quickly (around 2000 steps), Vupix takes longer (around 4000 
steps), and Dratini takes around a whopping 10,000 steps to 
hatch!  But with Doduo and Dodrio speed, things go by a little 
quicker (see secrets section).

The reason breeding is so important is because it gets your pokémon to 
their lowest level possible.  Then you can use all the stat boosters 
they can take (10 of each), and either qualify them with awesome 
movesets you bred in for Little cup, or begin training them with 
movesets from breeding toward Poké or Prime Cup.  The box trick to 
boost stats still works, thanks to efroriz@hotmail.com for pointing 
this out.  It is still important to catch pokémon at the lowest 
possible level to save you from hours of box tricking, and it is most 
imporant for the Little Cup and Poké Cup so they will have better stats 
to never box trick for these.
  I will list what moves pokémon can learn only through 
breeding, but remember too they can learn moves they could learn 
with level up in their lowest evolved form, and then can learn 
TMs through breeding.  I will also list who to breed them with 
to get certain moves learned only through breeding.

Another key point is that the better the stats are of your 
parent pokémon, the better the stats of your hatched ones will 
be.  It can be time consuming, but you can catch wild pokémon 
and compare stats until you find two great parents, and then 
breed.  You will receive better stats and it will make your team 
a bit tougher, but all in all, movesets determine more of how 
your pokémon will fare than stats.

Again, avoid boosted experience, day care, and rare candy like 
the plague.  It is best to build your pokémon up the long way to 
ensure it will reach its full potential by level 100.  Also 
avoid using the lucky egg until at least level 93, then you 
should use it to make level gaining quicker (doubles the amount 
of experience from battle).
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):


These would be "physical".

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


These would be "special".

--Using attacks that are the same type as your pokémon does 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.

--Also when calculating damage, consider the new items and the 
weather changing moves.  A magnet will add an extra 10% power to 
electric attacks.  Sunny day will increase the power of fire 
attacks by 1.5x and reduce water attacks to 1/2x power.  Rain 
dance will increase the power of water type attacks by 1.5x and 
reduce the power of fire attacks to 1/2x.  The light ball will 
double the power of Pikachu's special attacks, and the thick 
club will double the power of all Cubone and Marowak's physical 

--Weather changes do the following as well: Sunny day will make 
solar beam a 1 round move (no charging), reduce thunder's 
accuracy to 50%, prevent freezing, and make synthesis, morning 
sun, and moonlight restore all HP.  Rain dance makes thunder 
always hit, and makes synthesis, morning sun, and moonlight only 
restore 1/4 HP.  Sandstorm does decent damage every round to 
those who are not rock, ground, or steel types, and reduces the 
power of morning sun, synthesis, and moonlight to restoring only 
1/4 HP.  Weather changes last five rounds and are canceled if 
another weather changing move is used (then it switches to that 
kind of weather).

(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, rock/ground, fire/rock, dark/rock, bug/rock, 
rock/flying, rock/water, steel/ground, bug/steel, steel/flying, 
immunities (opponent takes no damage): ghost, ghost/poison 
*unless foresight is used*

strengths: fire, ground, rock, fire/flying, poison/ground, 
rock/flying, bug/rock, dark/rock, steel/ground, ice/ground, 
flying/ground, dark/fire 
resistances: water, grass, dragon, dragon/flying, grass/poison, 
grass/psychic, grass/flying, bug/grass, water/flying, 
water/fighting, water/psychic, water/ice, water/poison, 
big strengths (4x-6x damage to opponent): rock/ground, fire/rock
big resistances (1/4-3/8 damage to opponent): water/dragon

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

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

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

strengths: normal, rock, dark, water/ice, rock/ground, 
rock/water, flying/steel, electric/steel, steel/ground, 
dark/fire, fire/rock, ice/ground
resistances: poison, psychic, bug, poison/ground, 
electric/flying, fire/flying, water/flying, dragon/flying, 
water/psychic, grass/flying, flying/ground, grass/psychic, 
bug/grass, bug/fighting
big strengths: dark/rock, dark/ice
big resistances: bug/poison, bug/flying, poison/flying, 
immunities: ghost, ghost/poison *unless foresight is used*

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

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

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

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

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

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

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

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

strengths: dragon, water/dragon, dragon/flying
resistances: electric/steel, steel/ground, steel/flying, 
big strengths: none
big resistances: none
(Basic Strategy Continued)

--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.  
*Seismic toss and night shade are a bit different now.  Seismic 
toss will not effect ghost and ghost/poison and night shade will 
now not effect normal, normal/flying, and normal/psychic 
pokémon.*  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.  *Dragon rage and sonic boom have 
no effect on Little Cup.*

--There is a trick to be able to duplicate items on g/s.  Just 
search the net to find out how to do it.  Also, the net has info 
on the box trick for maxing out stats.

--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.  

--On Stadium 2, 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.  The improved power of 
double edge now makes it one of the most formidable moves, 
though now you always receive recoil even if you knock the 
opponent out.  Hyper beam is also a little better now, because 
if you miss, you don't 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 Little, Prime, Poké cup rules, or 
the computer on round 2.

--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.

--Wrap/bind/fire spin/clamp/whirlpool now only block your 
opponent from switching and do minor added damage each round.  
This can be useful if you trap in a pokémon that is weak to the 
attacks you are using.

--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.  

--Remember though that substitute does prevent status ailments 
and one hit KOs on Stadium 2, but not on Game Boy.

--Agility is a pretty good move because it does the following:  
it raises your accuracy, and gives you the chance to strike 
first.  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, karate 
chop, cross chop, and aeroblast all have good chances at 
critical hits.  The move focus energy seems to bring up your 
chances for a critical hit, as does the scope lens (and lucky 
punch for Chansey).  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 but I think now works 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 2 they seem to connect a little more 
often though.  And on Stadium 2, the one hit KO moves WILL NOT 
work on a pokémon whose level is higher than the one using the 

--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 attack 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 attack; 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.  And remember, 
never replace an already good move unless it gives you more of 
an advantage.
V.  Little Cup, Poké and Prime Cups, Challenge Cup, and Gym 

All cups have the restriction that no two pokémon can be asleep 
or frozen at a time, you can't have more than one of the same 
pokémon or items attached to them, and you won't be able to use 
perish song and destiny bond if both you and your opponent are 
down to the last pokémon.  Explosion will still make you lose if 
you use it with your last pokémon on your opponents last 

Little Cup Round 1--Only completely unevolved pokémon at level 5 
who are capable of evolving are allowed in this tournament.  
This isn't too hard until the last battle.  Use rental Abra 
(w/bitter berry), Rattata, Chinchou, Phanpy (w/berry), Wooper, 
and Charmander to have an easier time.  In the last battle, be 
sure Chichou is in the mix to defeat Wagal, and then try to fend 
off Magbal and Chanseal with Abra and Phanpy.  If you raise a 
team, be sure to have member with berry, berry juice, and gold 
berry (can't use the same item on more than one pokémon), and 
also include things like miracle berries, king's rock on those 
that know headbutt and are fast, and quick claws on slow 
pokémon.  If you have trouble, look at my raised team for round 
2 below.

Little Cup Round 2--Finished this, and it does get a good bit 
harder.  Your pokémon will need good stats, so breed good 
parents together and give them stat boosters.  Make sure they 
have great movesets from breeding also.  

Here's a good raised team: 
Abra--psychic, thunderpunch, shadow ball, ice punch (berry)
Scyther--wing attack, double edge, hyper beam, steel wing (gold 
Chansey--psychic, counter, softboiled, surf (quick claw)
Cubone--earthquake, rock slide, double edge, headbutt (thick 
Chinchou--thunder, surf, rain dance, confuse ray (berry juice)
Rattata--double edge, headbutt, dig, sunny day (king's rock)

Poké Cup Round 1--This isn't bad with a raised team, but alot of 
the rentals have very pitiful moves or stats.  Restrictions are 
level 50-55, the total of the levels of the three you pick not 
exceeding 155.  You can't use Lugia, Ho-oh, Mew, or Celebi.  I 
used a raised team from Blue and did ok.  If you have trouble 
and want to see my raised team for this, check the note on round 
2 below.

Poké Cup round 2--Finished this, and this does get very tricky, 
especially in master ball.  My original team from blue will do 
well with a few modifications, so hear it is:

Zapdos level 54--thunder, double edge, drill peck, thunder wave 
(miracle berry)
Starmie level 50--psychic, surf, thunder, blizzard (gold berry)
Nidoqueen level 50--earthquake, thunderbolt, blizzard, 
submission (soft sand)
Slowbro level 51--psychic, surf, blizzard, amnesia (quick claw)
Gengar level 51--psychic, giga drain, thunder, hypnosis (twisted 
Moltres level 50--fire blast, fly, double edge, reflect 

Prime Cup round 1--Ah yes, this is where the masters like to 
battle, where all your training finally pays off, where you 
whoop your opponent.  All pokémon can participate.  Prime Cup.  
It wasn't bad at all on round one with my team from blue, it 
will be listed below in the note on round 2 if you need help.  
Rentals again aren't great for this cup.

Prime Cup round 2--I finished this, and my team will fare rather 
well in this ultimate test of level 100 pokémon.  The last 
trainer has a tricky Celebi, so be careful.  Here it is if you 
need it (all level 100):

Mewtwo--psychic, barrier, amnesia, recover (leftovers)
Starmie--blizzard, thunder, light screen, recover (mystery 
Zapdos--thunder, drill peck, light screen, reflect (quick claw)
Jolteon--thunder, thunderwave, pin missile, double kick (bright 
Mew--double edge, swords' dance, explosion, psychic
Hitmonlee--hi jump kick, mega kick, rolling kick, focus energy 
(polkadot bow)

Challenge Cup round 1--This is where I get taken to school yet 
again, after a whole year of experience with pokémon.  Round 1 
isn't too bad, you just have to keep resetting until you get 
good teams to fare against your opponents (make sure you get 
good attached items too).  Yes, the teams chosen for this cup 
are RANDOM pokémon with RANDOM moves that they can 
naturally/breeding/tm learn, and RANDOM attached items.  Poké 
ball is level 30 pokémon, Great Ball-level 45, Ultra ball-level 
60, Master ball-level 75.  I actually think it gets easier as 
you get in the higher ball tournaments.

Challenge Cup round 2--Wow is this tough!  Poké ball starts out 
really bad, things cool off a bit until the Master ball 
tournament.  I finally completed this challenging mode.  
Remember, the reset button is your very best friend in getting a 
good team.  Look for good balanced teams with good attached 
items, lots of resistances, and some immunities.  Magneton is 
good because of all his resistances for example.

Gym Leader Castle round 1--Not really bad compared to the cups.  
Gym leader and underling trainers will use all level 50 pokémon 
unless you use a pokémon over 50, then theirs will match your 
highest leveled one.  I recommend a good raised level 100 team 
for an easier time.  You can use the team I recommended for 
Prime Cup round 2 with good results.  Now let's go into the gym 

Falkner--Underlings are a breeze and he is just as easy.  Keep 
heavy on the electric type attacks.

Bugsy--Again easy underlings and an even easier gym leader than 
Falkner.  Stay heavy on fire and psychic attacks.  You might 
want a Motres for this gym.

Whitney--Things get a little tougher against these normal types, 
but use Hitmonlee and Mewtwo and you should do very well.

Morty--Mewtwo is a key asset hear against the ghosts.  Hitmonlee 
and Mew should fare nicely against the dark types.  Morty is 
tricky, but not bad.

Chuck--The underlings and gym leader here aren't bad with 
Mewtwo, but beware getting confused from dynamic punch.  Also 
watch out for rock slide if you pick Zapdos.

Jasmine--The battle is only against the gym leader this time.  
Be tough with Moltres and Hitmonlee.  Mewtwo is also an asset, 
but remember that steel type resist psychic attacks.

Rockets--Great, these guys aren't even gym leaders but they show 
up to annoy you.  These guys don't present a huge threat, but 
one of them has a rather tough Forretress.  Stay strong with 
Hitmonlee, Mewtwo, and Moltres.

Pryce--The underlings and gym leader have some good wily tactics 
here.  Sunny day and Moltres paired with Jolteon and Mewtwo can 
help even the odds.

Clair--Lance's little sister has a good gym, with good 
underlings.  Mewtwo is a good pick, but a balanced team is the 
key.  Keep your guard up.

Elite four--
Will--Not too tough.  Go in with Mewtwo and Hitmonlee and back 
them up with Zapdos.  Psychic attacks can hurt, so be prepared.  
If you have an Umbreon, now is the time to use it and back it up 
with Hitmonlee and Mewtwo.

Koga--He's an elite four member now?  Well regardless, he does 
have some good tactics he uses to try to where you down, 
swagger, toxic, etc.  His team still has weaknesses to Mewtwo.  
Back it up with Jolteon and Moltres.

Bruno--He's still at it with fighting types.  Use Mewtwo and 
beware one hit KO moves and dynamic punches.  Back him up with 
Starmie and Jolteon and you should do well.  Rock slide is 
something to watch out for, so stay away from Zapdos and 

Karen--Although I disagree with her theory (there are strong and 
weak pokémon and using your favorites doesn't help), she does 
have a good team.  Break out Hitmonlee and back him up with 
Zapdos and Moltres to attack her dark types.  Metwo can be 
useful against her non-dark typed pokémon.  She will use 
swaggers, confuse rays, hypnosis, etc. so stay on your toes.

Lance--He's got less dragon types, but he still uses quite a 
few.  He's got a good team with good attacks, but he likes hyper 
beam a bit too much.  Go with Mewtwo and back it up with Starmie 
and Hitmonlee in case Tyranitar shows up.

Ah there's more to it, some familiar trainers from Kanto show 
up, now a bit older than they once were (3 years).  Let's 
analyze their strategy (they have no underlings).

Brock--Uses mainly rock pokémon with a few surprises.  Use 
Mewtwo, Hitmonlee, and Starmie and you should win rather easily.

Misty--Easier than Brock, just go heavy with electric types.  
Use Mewtwo and Umbreon if you have him for back up.

Lt. Surge--I don't think he has a surfing Raichu this time 
around, the fight against him seemed to be quite easy.  Use 
Nidoking and Mewtwo, and any other ground types.

Erica--Mewtwo rocks against her poison types.  For the grass, 
bring in Moltres.  You should win easily.

Janine--Koga's daughter, and uses similar tricky tactics.  Use 
Mewtwo and Moltres and don't let her combination techniques get 
the best of you.  Switch when needed.

Sabrina--Still a tough cookie, but not as bad if you have a good 
Umbreon.  Mewtwo and Zapdos should do well here too.

Blaine--A good array of attacks on his pokémon, for sure.  Be 
prepared with a balanced team.  Starmie, Mewtwo, and Nidoking 
should fare well.

Gary Oak--Since Giovanni left the scene, Gary has been making a 
name for himself at Viridian Gym.  He has a very well balanced 
team and uses great tactics.  Go with Mewtwo, Zapdos, and 
Starmie and pull out all the stops.

Ultimate Champion--
Ash Ketchum--He has a good balanced team, similar to the one 
that you fight in Silver Cave on gold or silver.  Use Mewtwo, 
Zapdos, and Umbreon if you have him and give it your best shot.

Finished the cups and Gym Leader Castle on round one?  Now get 
ready for one final showdown.

Vs. Rival round 1--This guy uses a Lugia, Mewtwo, and Ho-oh.  
Needless to say, it will be a tough battle.  Give it all you 
have with Zapdos, Jolteon, and Mewtwo or Mew.  Swords' dance and 
explosion work wonders on Mewtwo, and use your strong electrical 
attacks on Ho-oh and Lugia.

Gym Leader Castle round 2--I have finished this using the team 
recommended above for round 2 Prime Cup.  It really wasn't that 
hard, but I will mention where it does get a little tough.

Falkner--The underlings aren't hard.  Again Falkner is not too 
hard, but he has a Zapdos this go around.  Bring in Mewtwo, 
barrier, amnesia, recover as needed, and blast him with psychic.  
Jolteon and Zapdos are good here too.

Bugsy--He and his underlings are still easy if you use Mewtwo 
and Moltres.  Bring Zapdos in also.  I think he had a 
Forretress, so use Moltres if it comes out.  Probably the 
easiest gym.

Whitney--Trickier tactics from her underlings and her this time 
around.  Mewtwo still handles the order along with Hitmonlee and 

Morty--The underlings will give a fight, and Morty will be the 
easier member of the gym.  Use Mewtwo, Starmie, and Zapdos.  
Prepare to fight a Wobbuffet and other tricky pokémon.

Chuck--He and his underlings are a good bit tougher than last 
time.  Dynamic punch is a bigger threat since the computer seems 
more accurate on round 2.  Be cautious for rock attacks as well.  
Mewtwo, Starmie, and Gengar are good picks.

Rockets--Well needless to say they are quite better than last 
time.  The last executive will have a tough Tyranitar, and the 
underlings use such annoyances as toxic and protect combos.  
Switch as needed, use Mewtwo, Hitmonlee, and Zapdos, and Starmie 
as needed.

Pryce--You'll pay the price in this gym for sure.  Tough tactics 
prevail from the underlings to Pryce himself.  Keep warm with 
sunny day, and let him have it with Mewtwo, Jolteon, and 

Clair--She really could teach Lance a thing or two this time 
around.  Her underlings offer few breaks as well.  Mewtwo, 
Zapdos, Moltres, Hitmonlee, Mew, Starmie, you may need them all 
this time around.

Elite four--
Will--Much better than last time.  Watch out for Chansey and 
Mantine, they can be a little tough.  I recommend Umbreon, 
Mewtwo, Zapdos, Mew, Hitmonlee, and Starmie.

Koga--Much trickier now.  His Lapras is downright annoying!  
Take care with Mewtwo, Zapdos, Hitmonlee, and others as 
mentioned above.  Switch as needed, don't let him double team 
too much or you might lose.

Bruno--Man this guy has heart, I mean all those fighting and 
rock pokémon.  He does a good job of raising them, but he is 
always the easiest member of the elite four.  Mewtwo, Starmie, 
and Mew fit the bill on this one.  Beware one hit KO moves and 
rock attacks.  Also watch out for Exeggutor's explosion, barrier 
is a nice counter.

Karen--I still disregard her theory, but she does have some 
great tactics for this team.  Mewtwo, Hitmonlee, and Mew should 
do well...also throw in Starmie as needed.  Beware her switching 
constantly and think ahead.  Make switches when you need to.  
She likes paralyzing, confusing, and headbutting, so barriers 
and amnesias are key here.  Hitmonlee is key against dark types, 
watch out for Umbreon's psychic.

Lance--For the fight to get here, you're expecting more.  He is 
tough and uses good tactics, but I did manage to put him away 
easier than Karen.  Mewtwo, Zapdos, Hitmonlee, and Starmie 
should do the job.

Here go those Kanto people again, so get ready to rock the 
eastern division (Kanto means east and Johto means west I 

Brock--Tougher, slightly.  Mewtwo, Hitmonlee, Starmie.  That's 
going to bring him down in a hurry.

Misty--About the same as last time, she just rain dances more.  
Zapdos should enjoy the rain, along with Mewtwo, and Jolteon.

Lt. Surge--Still not too hard to overcome.  Mewtwo, Nidoking, 
and Mew should win it for you.

Erica--Tougher tactics, but still an easy trainer.  Mewtwo, 
Moltres, and Zapdos just finish grass types easily.

Janine--Like her father, her tactics get tougher this round.  
Switch as needed with Mewtwo, Moltres, and Mew.  You shouldn't 
have too much trouble.

Sabrina--Again, she's the toughest of the Kanto gym leaders.  
Use Umbreon, Mewtwo, and Starmie, and switch as needed to 
protect your pokémon from confusion and sleep.

Blaine--Tougher attacks, more of a power team than last time, 
and with a lot better balance.  Go with Mewtwo, Zapdos, and 
Starmie to cool his jets.

Gary Oak--This guy never knows when to quit.  Again, his great 
balanced team provides for fierce competition, and he switches 
with good timing.  Mewtwo, Mew, and Starmie should fare well.

Ultimate Champion--
Ash Ketchum--This wonder kid made a better legendary collection 
for round 2.  Prepare to face all the legendary dogs and other 
great picks.  Mewtwo, Mew, Zapdos, Starmie, Hitmonlee, and 
Jolteon should be good picks.  Use your best tactics to bring 
him down, it will be a tough and memorable battle.

So you finished all the cups and the Gym Leader Castle on round 
2?  Great job!  Now prepare for the rival again.

Vs. Rival round 2--Assuming that old habits die hard, you will 
face your rival again at the end of round 2.  I haven't made it 
this far yet so I'm uncertain of what he has.  Give it your best 
shot, using Mewtwo, Zapdos, Mew, Starmie, Moltres, and Jolteon.
VI. The single types

Coming very soon!!!
VII. Dual types

Coming very soon!!!
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 

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 uanble to switch.  Poison and 
severe poison are ineffective on poison and steel types 
(including dual types with one type poison or steel).  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 does manage to switch, 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) *or if they have snore, you can take a 
decent physical hit, and sleep talk is like metronome while they 
are asleep, beware these moves.*  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.  Nightmare is another good move 
to use while your opponent is sleeping.

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 
confusion and headbutt/king's rock.

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.  The added benefits are 
that your opponent's physical type attacks will be reduced in 
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.  Sacred fire and flame wheel can also thaw you 
out when you use them.  Sunny day prevents freezing.  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.  *Also I had 
an opponent defrost on me with no fire moves used!  I am not 
sure if it is random, but I think it had to do with that it was 
their last pokémon, so it unfroze them.  They had also switched 
the pokémon out but I don't think it had anything to do with it.  
If anyone knows for sure, email me.*
The following status ailments, boosters, and tricks can be 
combined with the above list and with each other:

bind/wrap/fire spin/clamp/whirlpool--Now keeps your opponent 
from switching and does small damage for several rounds.  Try to 
trap in opponents that you have type advantage against.

Safeguard--Protects against status ailments such as burns, 
paralysis, confusion, etc. for five rounds.  Will stay in effect 
when a switch is made, so it is a team move.

Roar/whirlwind--Forces your opponent to switch to another random 
pokémon out of his remaining forces.  Great to change the tide 
of battle if they brought out a pokémon that you are at a big 
disadvantage against.  Also a great counter to wrap/bind/fire 
spin/clamp/whirlpool or mean look/spider web.  Also good to gain 
type advantage (say you had a Zapdos out and you know your 
opponent has a Tentacruel, you can try to force it out).  The 
downside is that you opponent can still switch out again, but 
that allows you one free attack.

Spikes--Does decent damage to your opponent every round, and is 
good in combo usage.  What the bigger benefit is, is if they 
switch, the damage done by spikes increases by a big margin.  
Spikes doesn't affect flying types though.  Those resitant 
against ground attacks don't take as much damage either.

protect/detect/endure--Protect and detect protect you from a hit 
guaranteed the first time you use them (and always get first 
strike), and decrease in effectiveness the more you use them.  
Endure works very similarly, but doesn't allow you to fall below 
one HP.  Endure is good if used in combination with reversal or 
flail, and will help turn the tide of the battle.

Mimic--A bit better than last time.  You will learn the move you 
opponent last used, which can be very useful if it is a recovery 
move or some move that would give you an edge.

Foresight--If you are facing a double teaming or minimizing 
opponent, foresight will return their evasiveness to normal.  
This move also allows normal type and fighting type attacks to 
strike ghost types.

Mind reader/lock-on--Moves that guarantee the next move will be 
a hit.  Great in combination with dynamic punch and zap cannon 
that only have a 50% chance of striking, but auto-confuse or 
auto-paralyze the opponent respectively (if they are not immune 
to fighting or electric attacks).

perish song/destiny bond--Nasty little moves, for sure.  Perish 
song will knock out both your and your opponent in three rounds 
provided no switch is made.  Use this when you have more than 
one pokémon and your opponent only has one left.  Destiny bond 
ensures that if you are going down this round, your opponent is 
too.  Anticipate when they will KO you, then take them out as 

Sandstorm--A weather change as mentioned in basic strategy but 
also a good combo builder.  Use this on top of toxic and 
wrap/bind/fire spin/clamp/whirlpool to do good damange every 
round to your opponent.

Nightmare/curse--Curse will normally reduce speed to increase 
your attack and defense.  However, curse in the hands of a ghost 
type will take half their HP in order to take 1/4 of the 
opponent's HP every round, provided they don't switch.  This is 
a risky strategy, but useful.  Nightmare is similar in that it 
takes 1/4 your opponent's HP every round while they are asleep.  
So hope they don't wake up or switch, or better yet, use it on 
their last pokémon.

Attract--The benefit to using this (besides the hilarious "hey, 
hey" that the announcer says) is that if your pokémon and your 
opponent's pokémon are opposite genders, they will only be able 
to attack around 50% of the time.  If you throw this in with 
confusion, paralysis, and the headbutt/king's rock combo, your 
opponent will likely never hit you.  The downside to this is the 
pokémon have to be opposite genders, so there has to be an ideal 
situation, and also genderless pokémon can not be effected by 

evasion down--Sweet scent lowers the opponent's ability to evade 
attacks.  Useful if you are using powerful inaccurated moves 
like thunder.  Also counters double team and minimize.

blindness/evasion up--Using moves like sand attack, smoke 
screen, and kinesis lowers your opponent's accuracy.  Mud slap 
works like sand attack, but does a little ground typed damage 
(won't work on flying types).  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 and faint attack 
(and thunder during rain dance) 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.  *Beware minimize, go with 
double team, because stomp now does double damage to someone who 
used minimize.*  Blinding moves wear off when your opponent 
switches his blinded pokémon out of battle.

Pain split--An interesting move that can level the playing 
field.  Say you were at 10 HP and your opponent was at 400 HP.  
Pain split will add those values to get 410, then divide the HP 
up equally between you and your opponent, giving you 205 HP 
each.  Use this to come back from impossible situations.

Mean look/spider web--These moves make your opponent unable to 
switch.  Trap them in if they are at a disadvantage against your 
current pokémon.

Encore--This move forces your opponent to repeat his last move 
2-6 times unless he switches.  Very useful against the last 
pokémon, because you can force him to use something like disable 
several times in a row while you continue your assault.  Not 
good if they pick a move that hurts you though, so choose when 
you use it very carefully.

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.  Swagger increases your 
opponents attack like swords' dance, which is great if they hit 
themselves.  Screech is also good in conjunction with confusion.  
*A note on swagger, if you already are fully maxed out on 
attack, then swagger will always miss.  A counter strategy is to 
try to use swords' dance and belly drum to stop the swaggers, if 
you can survive and not hit yourself.*  You csn also ride out 
three swaggers with leftovers and barrier.  So, confuse ray and 
screech may be the better combo.  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 confusion with 
paralysis and headbutt with the king's rock and they might never 
hit you.  Confusion wears off when a switch is made.

Heal bell--Cures all status ailments on your entire party.  A 
very useful move to counter being paralyzed, confused, etc.

disable--This move is much improved now.  It has a 55% chance of 
disabling the move your opponent used last.  Tired of them 
changing the weather?  You want a sunny day?  You don't want 
them to use their best attacks or recovery moves?  Disable it, 
and for several rounds you will have the upper hand.  

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.

mirror coat/counter--Great moves for doing damage back.  If you 
can survive the hit your opponent gives you, you will pay them 
back double the damage.  You want to take a lot of damage from 
their hit, but not enough to knock you out.  These moves always 
go second.  Mirror coat does double damage back when you receive 
a special attack, and counter works for physical attacks.

flinch--Some moves make your opponent flinch when you hit them.  
Bite, low kick, rolling kick, bone club, stomp, headbutt, (now) 
rock slide, and hyper fang all may have this effect--stomp, rock 
slide, 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 gets 
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.  *Stomp now also does double damage to opponents who 
used minimize, but not double team.*

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.  *A new feature 
to this, gust, twister, and thunder will hit you while flying 
and do double damage.  Earthquake and magnitude will hit you 
while digging and do double damage.  So if your opponent has 
these attacks, avoid using these moves like the plague.*

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.  Substitute/counter and 
substitute/mirror coat also do rather well.
Stat boosts and weakeners

defense up--Several moves boost your physical defense (a few 
attacks do so now too).  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, and moreso now that it protects even switched in 
pokémon for five rounds.

attack up--Several moves boost your attack.  The only two really 
worth keeping or teaching, though, are swords' dance, and belly 
drum.  Belly drum is great because it maxes your attack stat to 
somewhere around 500, but it takes half your HP.  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 best speed building move.

special attack up--Growth is all that brings this up anymore, 
and most of the pokémon that use it won't have time to seriously 
bolster their special attack before being knocked out.  It is 
good to use if you have some free rounds.

special defense up--Still a great thing to do, and amnesia is 
still a great move to bring this stat up.  If you have a free 
round, use this to bolster your defense against all special 
attacks.  Light screen is still good, and now it lasts for five 
rounds and works on pokémon that you switch in, so it is a team 
effort move, reducing special damage by 50%.

*Baton pass allows you to switch in a pokémon and give it all 
the stat increasing moves you have used so far on your previous 
pokémon.  Example: Girafarig uses Amnesia three times then baton 
passes to Scizor; Scizor now has three Amnesias on it.  Then 
Scizor could swords' dance three times and baton pass to 
Marowak.  Marowak would then have three amnesias and three 
swords' dances on it.  Beware the move haze, because it can get 
rid of all your baton passing efforts.  Each time you switch you 
have to take a hit also, so keep this in mind.

*Psych up allows you to gain all the stat bonuses that your 
opponent has gained so far, whether it be double teams or 
swords' dances.

*Mist defends against attacks that bring down your stats.

*Ancient Power has a 10% chance to raise all your stats 
slightly, but I wouldn't count on it being a great move for that 
reason.  Just think of it as a small bonus to a useful rock 

*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--Chram is great for bringing the attack down of 
powerhouses like Snorlax.  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 

speed down--Some attacks like icy wind and one move (string 
shot) inflict this ailment.  Paralyzing or burning the opponent 
is much more effective.  Scary face can be a help to bring speed 
down, but like I said, paralysis is better.  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 defense down--Crunch and psychic can bring this down, 
though psychic doesn't do this as often as it used to.  This can 
help against opponents such as Mew who have no way of building 
this defense back up.
IX. Secrets

For the minigames, if you beat the computer on Champion mode on 
hard difficulty using 7 tokens or more to win, you will unlock 
the very hard difficulty to the mini games.

You can decorate the "My Room" feature by getting decorations 
from mystery gifting.  You can mystery gift with up to five 
people per day.  You can only mystery gift with the same person 
once a day.  You can mystery gift with the girl from the 
Goldenrod Department store on Stadium 2, it is in the main menu.  
These are the items you can decorate with (combination of what I 
got and what pokemasters.com has listed):

Gengar Doll, Grimer Doll, Pikachu Doll, Surf Pikachu Doll, 
Clefairy Doll, Jigglypuff Doll, Geodude Doll, Diglett Doll, 
Magikarp Doll, Weedle Doll, Shellder Doll, Bulbasaur Doll, 
Charmander Doll, Squirtle Doll, Machop Doll, Poliwag Doll, 
Oddish Doll, Voltorb Doll, Gold Tropy, Silver Trophy, NES, Super 
NES, Virtual Boy, N64, Tropic Plant, Magna Plant, Jumbo Plant, 
Clefairy Poster, Jigglypuff Poster, Pikach Poster, Town Map, 
Pikachu Bed, Polkadot Bed, Pink Bed, Feathery Bed, Red Carpet, 
Green Carpet, Yellow Carpet, Blue Carpet, Big Lapras, Big Onix, 
Big Snorlax--rumor also says there is an Unown Doll but I am 

You can also get these items from mystery gifting:  X accuracy, 
X attack, X special, X defend, guard spec., dire hit, elixir, 
max elixir, berry, bitter berry, mint berry, burnt berry, 
przcureberry, psncureberry, miracle berry, gold berry, ether, 
max ether, fire stone, leaf stone, water stone, thunder stone, 
repel, super repel, max repel, revive, max revive, great ball, 
HP up, PP up, music mail, eon mail, morph mail, bluesky mail, 
and scope lens.

These are the items you can get from the Pikachu 2 G/S depending 
on watts you transfer: 

berry 100-199
bitter berry 200-299
great ball 300-399
max repel 400-499
ether 500-599
miracle berry 600-699
gold berry 700-799
elixir 800-899
revive 900-998
rare candy 999

Here's how to get some rare and valuable items from gold and 
silver (I have actually gotten all of these):

Twisted Spoon--Trade a Kadabra from yellow that knows Kinesis 
(catch west of Lavender).  Increases the power of psychic 
attacks by 10%.

Dragon Fang--Find in the Dragon's Den north of Blackthorn City.  
Increases the power of Dragon attacks by 10%.

Focus Band--Get from the Fighting Gym in Saffron City.  Acts 
like Endure, in that it sometimes allows your pokémon to hang on 
with one HP after receiving a hit that would make it faint.  
Chance of it protecting you is 50% the first time only.

Magnet--(Day of the week people only show up on listed day of 
the week) Sunny of Sunday will give it to you on Route 37.  
Increases power of electric attacks by 10%.

Sharp Beak--Monica of Monday will give it to you on Route 40.  
Increases power of flying attacks by 10%.

Pink Bow--Tuscany of Tuesday will give it to you on Route 29.  
Increases normal attacks by 10%.

Black Belt--Wesley of Wednesday will give it to you near the 
Lake of Rage.  Increases the power of fighting attacks by 10%.

Hard Stone--Arthur of Thursday will give it to you on Route 36. 
Increases the power of rock attacks by 10%.

Poison Barb--Freida of Friday will give it to you on Route 32.  
Increases the power of poison attacks by 10%.

Spell Tag--Santos of Saturady will give it to you in Blackthorn 
City.  Increases the power of ghost type attacks by 10%.

Polkadot Bow--Trade a Jigglypuff from red/blue/yellow, and it 
will have this attached.  Increases the power of normal attacks 
by 10%.

Black Glasses--Find in the Dark Cave from a man.  Increases the 
power of dark attacks by 10%.

Soft Sand--Get from girls by surfing to a hidden path south of 
Goldenrod City.  Increases the power of ground attacks by 10%.

Mystic Water--Get this from surfing to a man in Cherrygrove 
City.  Increases the power of water attacks by 10%.

Charcoal--Get from the house of the man who's Farfetch'd you had 
helped in the woods.  Increases the power of fire attacks by 

Miracle Seed--Get from a man on Route 32.  Increases the power 
of grass attacks by 10%.

Metal Coat--Get from finishing the S.S. Aqua.  Increases the 
power of steel attacks by 10%.

Silver Powder--Steal with the the thief move rarely from wild 
Butterfree on g/s.  Increases the power of bug attacks by 10%.

Nevermelt Ice--Get from the Ice Path between Mahogany Town and 
Blackthorn City.  Increases the power of ice attacks by 10%.

Scope Lens--Get it by mystery gifting.  Increases chance for 
critical hit on attacks by 10%.

Lucky Punch--Trade a Chansey from red/blue/yellow and this will 
be attached.  Increase Chansey's chance for critical hit by I 
think about 20%.

King's Rock--Found in the depths of Slowpoke Well (you will need 
rock smash).  Increases the chance of all attacks to cause 
flinch by 10%.

Stick--Steal with the thief move rarely from wild Farfetch'd on 
g/s.  Increases the chance of Farfetch'd getting a critical hit 
by I think 30%.

Metal Powder--Get from a Ditto traded from r/b/y.  It doubles 
Ditto's physical defense.

Amulet Coin--Get in the Goldenrod Department Store basement 
after beating team rocket in the Underground.  Doubles the 
amount of money you receive after trainer battles.

Lucky Egg--Steal rarely with the thief move from wild Chansey on 
g/s.  Doubles the amount of experience you receive after battle 
on the pokémon it is attached to.

Quick Claw--Get from a lady in the National Park.  Gives you 
pokémon a 30% chance to strike first if they are slower than the 

Leftovers--Restores 10% of your HP every round to attached 

Mystery Berry--Get from the tree across the water north of 
Goldenrod City.  Restores PP to moves if you lose all PP.

Gold Berry--Get as a third prize in the bug catching contest, 
from the Pikachu 2 G/S, and by mystery gifting.  Restores 40 HP 
to attached pokémon.

Berry Juice--Get attached on the Shuckle you can agree to raise 
in Cianwood City.  There is only one of these, so pull it and 
duplicate it while you can.  Restores 20 HP to attached pokémon.

Miracle Berry--Get from mystery gifting or the Pikachu 2 G/S.  
Cures any status ailment inflicted on attached pokémon.

All other berries--Common on the many trees of Kanto/Johto.

Bright Powder--Get from legandary birds, Mewtwo, or Mew traded 
from r/b/y.  Increases evade by 10% at the beginning of the 

Light Ball--Get from a starter Pikachu traded from yellow.  
Doubles the power of all Pikachu's special attacks.

Thick Club--Get rarely from stealing with the thief move from 
wild Cubone in g/s.  Doubles the power of Cubone and Marowak's 
physical attacks.

Berserk Gene--Get from the water in front of Mewtwo's cave.  
Works as though you have been hit by swagger.  Hopefully you 
will hit the opponent if you use it.
(Secrets Continued)

For winning all the Cups or the Gym Leader Castle on round 1, 
you will win the Doduo Game Boy Tower and be able to play 
red/blue/yellow at double speed.

For winning BOTH all the Cups AND the Gym Leader Castle on round 
1, you will win the Dodrio Game Boy Tower and be able to play 
red/blue/yellow at 4 times speed.

If you name your pokémon different names, they will have 
different coloring.  Pookah on Pikachu is an example, or MoLtReS 
is another.  Some pokémon are already different colored, such as 
red Gyarados and pink Butterfree if you have caught them.

For winning on the Johto Castle on round 1, you will receive a 
chance to re-learn any move your pokémon ever forgot.  This can 
be most useful if you ever regretted giving up a move.  This 
only works once though.

For winning against the rival on round 1, you will receive a 
Farfetch'd that can baton pass.  Rather useful if you light 
screen and reflect before bringing him in.  You can only win one 
Farfetch'd that knows baton pass, so don't lose him.

For completing all of Earl's pokémon academy, you will open up 
additional information in the library on all g/s pokémon.

On round 2, you can rent Celebi for use in the Prime Cup.

If you hit right C on the main menu screen, you can change which 
round of Stadium you are in, and that also makes the battle now 
pokémon different.

You will be able to choose from many different battle arenas for 
free battle once you have finished all of round 1.  

If you finish all the cups or the Gym Leader Castle on round 2, 
you will be able to play you gold and silver at double speed 
(though in a shade of brown, not color).

If you finish BOTH all the cups and the Gym Leader Castle on 
round 2 that you will be able to play gold and silver at 3x 
speed.  I have confirmed this.

For winning on the Johto castle on round 2, you get to re-learn 
one move that any of your pokémon ever forgot.  This only works 
if you don't use a registered team.

You get a Gligar that knows earthquake for defeating the rival on round 
2.  Thanks to toffee@alphalink.com.au for this info.  Gligar's stats 
are very poor, especially his attack, so it isn't the most helpful 
gift, but you might give electric types a surprise.
X. Credits

Big thanks to Nintendo for making all the pokémon games and for 
the very useful features of Stadium 2.

Thanks to jrgrey@integrity.com for some very interesting points 
of advice.  He told me that you can still relearn any move that 
your pokémon ever forgot if you complete the Gym Leader Castle 
on round 2 (without a registered team I figured out).  He also 
told me that the Dodrio Game Boy for g/s only plays g/s at 3x 
speed.  He also contibuted that beating Earl's pokémon academy 
opens up info on all g/s pokémon.

Thanks to Jeff-tora@japoness.com for all his insight to 
movesets, breeding, and the many other things he has helped me 

Thanks to The_Cat-soccercat37@hotmail.com for help with determining 
that breeding and egg hatching depended on steps.

Thanks to Sophie-falsehead@aol.com for all her help with movesets, 
breeding, stats, etc.

Thanks to Alvaro-robot_z50@hotmail.com for all the info on r/b/y that 
is still current that he gave me.

Thanks to Laura 182-laurar182@hotmail.com for all the info she gave me 
on r/b/y tms/hms.

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.  Also thanks to her for insight on breeding 
and that it requires steps.

Thanks to toffee@alphalink.com.au for the secret of what you get 
for finishing round 2.

Thanks to Gyarados13O@cs.com for the tip on agility.

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 on what all you can get through mystery gifting.  
Thanks to him also for what items you can get through mystery 
gifting and through the Pikach 2 G/S.
XI. Disclaimer and other legal stuff

This guide is copyright 2001 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.  The Pikachu 2 G/S is TM and copyright 2000 
to Nintendo.  Pokémon Gold and Silver are copyright to 
Nintendo/Creature,inc./Gamefreak,inc. 1995-2000.  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 (besides my 
old guide) 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/ , and 
http://hometown.aol.com/falsehead.  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.