PPPPPP  OOOO  K  K EEEEE  M     M   OOOO  N    N            
            P    P O    O K K  E      MM   MM  O    O NN   N         
            PPPPP  O    O KK   EEEEE  M M M M  O    O N N  N          
            P      O    O KK   E      M  M  M  O    O N  N N            
            P      O    O K K  E      M     M  O    O N   NN            
            P       OOOO  K  K EEEEE  M     M   OOOO  N    N          
                     
                     DDD    // PPPP
                     D  D  //  P  P
                     D  D //   PPP
                     DDD //    P
              |                                       | 
              |COMPETITIVE BATTLING GUIDE/MOVESET LIST|
              |                                       | 
     
 SECTIONS
          I.  Intro/About Me.
          II. Training Your Pokemon.
          III.Pokemon Terms.
          IV. The Actual Guide.
           V. Uber-Busters!
          VI. Double Battles
          VII. The Technical Stuff.

DISCLAIMER:  I did not come up with these movesets.  They were suggested by 
people from the various Message Boards I frequent.  The reason I wrote them 
all down in a FAQ like this was because I wanted to have ALL the Diamond and
Pearl movesets gathered in one easy to find place.  Do NOT assume that any 
one moveset is the best, because there is no such thing as a "One Moveset to 
rule them all."

ANNOUNCEMENTS:  

Well, I finally have a chance to prove I haven't fallen off the face of the
earth and update again!  I've been meaning to do it for a VERY long while, but
haven't quite gotten around to it, because let's face it, I'm a 
procrastinator.

I've said right from the beginning that this guide is more for beginners, so
now there's another guide on Gamefaqs for the more advanced players.  Check 
out Aragornbird's Competitive Moveset guide if you want movesets for the 
older Pokemon, as well as better EV spreads for the Sinnoh Pokemon.

For those of you that haven't already heard, there is a third game coming out 
for the Diamond/Pearl generation.  It's Pokemon Platinum!  (I was sort of 
hoping for Topaz, since that's my birthstone, but no luck there.)  I'll 
probably get it when it comes to America.

And I now have a copy of Pokemon Diamond, so I won't have to delete any more 
Friend Codes for a while.  The bad news is, I need to train more Pokemon for
a team on it, because all the trained Pokemon I have so far are kinda thrown
together.  I do have six Battle-ready Pokemon, though.

My Diamond Friend Code is 1204-0329-1244, and the name is Flyva.
==============================================================================
I now have an alternate e-mail address.  Flyvarna (at) GMail (Dot)
com.  I'll keep checking my Yahoo address, but I plan on gradually switching
to GMail.  As much as I hate to admit it, Yahoo and its' habit of bouncing
my replies to Hotmail addresses was too much trouble.
==============================================================================
My DS is broken.  Well, not BROKEN-broken, it still works, but due to a crazy
little thing called Gravity, the stupid hinge busted.  So I now have a new DS,
and a new Friend Code.  I'm also learning all the ins and outs of changing 
DS-es, especially the part where it DELETES all your Friend Codes.  Yeah, it's
that bad.  I can re-get most of my missing Friend Codes from my E-Mail, and
here is my new Friend Code:

Cat, 5155-1037-5304.

Hopefully this Friend Code will last me longer than the other one. 
==============================================================================
Okay, after doing a lot of thinking, and a lot of Training, I've decided that
I will start battling competitively after all.  (Opens up a can of worms and
hopes her ego can take a lot of losses.)  My Friend Code, and the rules, are
in the FAQ at the bottom.

Also, I now have a Youtube Account, the user Flyvarna.  I hope to record 
some of my Battles and pictures of my Shinies Evolving, as well as some 
random clips.  If you want to Battle me, and don't want to be Youtube'd, 
please tell me.
==============================================================================
There is now a Team Building FAQ on Gamefaqs!  If you want good advice on
making that "Pwnsome" Team, go check out Sui89's Strategy FAQ.
==============================================================================
I've decided not to do the old Pokemon after all.  I will finish the 
Diamond and Pearl Pokedex, and I will continue to improve my guide, but I 
don't have much time these days, so I'll end at this guide at
Arceus.

VERSIONS

-Version 0:  Got the basic guide up, movesets for Torterra-Luxray.
-Version 0.1:  Movesets for Roserade-Pachirisu.
-Version 0.2:  Added Movesets for Floatzel-Mismagus, got a better
               IV chart up.
-Version 0.3:  Added Movesets for Honchkrow-Garchomp.
-Version 0.4:  Added Movesets for Lucario-Abomasnow.
-Version 0.5:  Added Movesets for Weavile-Magmortar, fixed some mistakes.
-Version 0.6:  Added Movesets for Togekiss-Porygon-Z, put little dividers
               between each Pokemon.
-Version 0.7:  Added Movesets for Gallade-Mesprit.
-Version 0.8:  Added Movesets for Azelf-Cresselia.
-Version 0.9:  Added Movesets for Manaphy-Arceus, corrected some more 
               mistakes.
-Version 1.0:  Added a couple of Movesets, attempted to fix the IV phrases,
               fixed a mistake in Yanmega's Base Stats, and wondered how in 
               the name of Team Rocket I could forget to add how to get 
               Probopass's Moves.
-Version 1.1:  More Movesets, and I finished up the IV chart.
-Version 1.2:  Added more Movesets, started the "Uber-Busters" section, and
               fixed MORE mistakes.
-Version 1.3:  Back from vacation, I fixed Gallade's Moves section, and 
               added another Moveset. I also tried to make a Strategy section,
               started a Breeding Section, and fixed some more small mistakes.
-Version 1.4:  More Movesets, added the Psychic Trio and Gengar to 
               "Uber-Busters."  Found some small spelling errors and fixed 
               them, and fixed a problem with a Probopass Set.  Added a joke
               moveset for myself.
-Version 1.5:  Added Weavile, Milotic, and Electivire to "Uber-Busters."
-Version 1.6:  Sorry about the delay in getting Updates.  Got some more 
               Movesets up, started that Double Battles part, added Ninjask to
               "Uber-Busters."
-Version 1.7:  More Movesets, added some more Items, made a section on Wi-Fi 
               Battling, added a bunch of Legendaries to "Uber-Busters", and
               made some announcements.
-Version 1.8:  Updated the Battling Strategies a little. Added Lugia and Ho-oh
               to "Uber-Busters," and corrected a small mistake (353 EVs?!  
               That's what happens when I type too fast.)
-Version 1.9:  Updated the Doubles Strategy a little, updated the Wi-Fi 
               section, corrected a few mistakes on Regigigas' Movesets,
               (And wondered how that one got by me for so long) and started 
               a section on Weather effects (In-game, of course!)
-Version 2.0:  The big 2-0!  Added some new Pokes to "Uber-Busters," and 
               fixed the order a little.  Added one name that was missing 
               from the credits, and one new Site that this guide will
               be on.
-Version 2.1:  Fixed a MAJOR mistake in the IV descriptions section.  (I was
               apparently using the Japanese translation instead of the 
               English version for the Attack IVs.  How in the name of Captain 
               Falcon did that happen?!)  Also, added more movesets
               and updated the Uber Busters a bit. 
-Version 2.2:  Fixed a small spelling error, added more sets.   

Section I: Intro/About Me.

First off, I am NOT good at battling.  I just made this Guide because at the 
time, nobody else had, so enjoy it!

I suppose you could say that this guide is more of a beginner's guide than
anything else.  There are other guides out there if you look for them, but
this one's mine.

My name here is Parrot_Lover.  As you can figure out from my name, I like 
birds.  This is my first FAQ and I've been playing since the old days of Blue.
And one final thing about me, I am a girl.  
Yes, that's right. I am A GIRL.  And I don't play with those sickeningly cute
Pikachus.  I prefer a Metagross or a Tyranitar any day!

Anyway, to the Pokemon stuff.  The whole "Battle your friends" thing has been
around right from the start, but until the fourth generation, Pokemon Diamond 
and Pearl, came out, battling over the internet was only possible with fanmade
programs like Netbattle.  Now all your DS needs is an internet access point 
and a fellow battler's Friend Code to get started.

Please remember that not everyone likes to spend hours training to get just
the right Team.  A lot of people like to do this for fun.  They don't train 
EVs or anything, and instead of all the Overused Pokemon, use their favorites.

Don't act like a jerk when you battle.  Don't brag about your team TOO much,
Don't laugh when you see what your opponent is using.  Don't call them any 
names, and above all, don't get mad if you lose.  It's only a game, after all.

Section II:  Training Your Pokemon

"So what do I do," you ask.  The first thing you do is you pick your Pokemon.
A good team of Pokemon is balanced to make up for any weakness.  No matter
what they do in the game, going out with six Gyarados is NOT a good idea, 
especially if your opponent has at least one electric Pokemon!

Which Pokemon you decide to use also depends on what you want them to do.  
Here are some of the ways that Pokemon can be trained.

Sweeper-A Pokemon who's mostly meant to attack.  Depending on which stat is 
better, you can either have a Physical Sweeper or a Special Sweeper. 
Sometimes, the Physical and Special Stats are close enough that you can make
the Pokemon a Mixed Sweeper, with both Physical AND Special attacks.  
Sweepers in general also have a lot of speed on them, so they can get their 
hits in before the other guy does.

Hazer-Haze is a move that makes ALL Stats go back to normal.  For instance,
if your opponent has used Swords Dance to increase their Attack a lot, 
Haze will make sure that all that Sword-dancing was for nothing.  Hazers
tend to have high Defense, in case the opponent has already used Swords 
dance a couple of times.  Any sort of "Shuffler" move, like Roar or Whirlwind,
can also be used, because usually when a Pokemon switches out, their Stats go
back to normal.

Tank-Usually a Pokemon with good Defense, Tanks are MADE to take hits.  Tanks
have recovering moves, like Rest, and items that recover hit points.  There 
are a couple of variations of this.  The Wall is meant to take any kind of 
Physical hit, while the Sponge is meant to take all kinds of Special Attacks.

Choice Bander/CB-er:  A Pokemon holding the item Choice Band.  Choice Band
increases the power of your moves, but you can only use one move...Until 
you switch out, at least!

Stallers-Stallers are like the Tanks, but they have moves that are meant to
s-l-o-wly kill the opponent, like Toxic and Will-o-Wisp.

Annoyer-Annoyers are the ones with the irritating moves, like Confuse Ray, 
or Attract. 

Baton Passers are Pokemon with the move Baton Pass.  Baton Pass is a move that
lets your battling Pokemon pass any Stat-Boosting moves, like Sword Dance or 
moves that will keep your opponent from getting away, like Mean Look, to the 
next Pokemon who might need them.  

Spiker-Spiker is a Pokemon who has either the move Spikes or Toxic Spikes.

Healer/Cleric-These Pokemon are for healing others.  They have moves like
Aromatherapy and Wish.

SunnyBeamer-A Pokemon that uses Sunny Day to get some one-shot Solar Beams.

Shuffler-A Shuffler (Also known as a Toxi/Pyro/Parashuffler, depending on what
you use) is a Pokemon with some kind of move to make your opponent burned, 
poisoned, or paralyzed.  They also have a move that forces the opponent to 
switch out, like Roar or Whirlwind.  When that is done, they move on to the
next Pokemon the opponent brings out  If it's done correctly, the opponent's 
entire team could end up burned, poisoned, or paralyzed.

Trappers-Trappers are Pokemon with either the moves Mean Look or Fire Spin,
or the abilities Shadow Tag or Arena Trap.  They're made to keep the 
opponent from switching out.  They usually have either a Poisoning or a 
Burning move.

Skarm/Bliss-Two of the most overused defensive Pokemon in the game.  Skarmory
has some VERY good resistances, as well as high physical Defense.  Blissey is
the ultimate Special Defense Pokemon, with horribly high Hit Points to boot.
Between the two of them, they can stop most hits from getting through, which
is why they're so overused.

Substitute-Substitute is a move where a Pokemon makes a clone using 1/8th of
its' Hit Points.  The Clone, or Sub, has the exact same Ability and Stats as 
the Pokemon that made it, but fewer Hit Points.  

So a Sub from a Pokemon who has high Defenses will be able to take more hits 
than a Pokemon who has lower Defenses.  When the Sub takes too much damage, 
it fades away.  

This is a very good Stalling move, especially when combined with Leftovers.  
It also means that a Sub can take a hit that would knock out the Pokemon that 
made it, but the Pokemon would only be missing a bit of Health.  And if the 
Sub survives until the next turn, the Pokemon can take the time to do all 
sorts of nasty things, like wind up for a Focus Punch, use any sort of Stat 
Booster, use Stealth Rock, Spikes or Toxic Spikes to make it harder to 
Switch, and so on.

Subs can be Baton Passed to the next Pokemon.  They disappear when the 
Pokemon that made them Switches, or is Roared away.

I think I'm going to stop here (For now, anyway), but you get the idea. the
game is a LOT more complicated than it looks.

NOTE: If you see an unfamiliar term on the Boards, don't be afraid to ask 
about it.  The Boards tend to use short-hand and abbreviations to get their 
meaning across quicker.

STANDARD VS NON-STANDARD MOVESETS

The problem with a Pokemon's moveset is that after a while you end up seeing
the same thing over and over again.  For instance, it's easy to guess that a
Garchomp will be a Physical Sweeper, or a Gengar will be a Special Sweeper
or a Hypnosis-er.  

So, you want to create your own moveset?  Well, the first thing you should 
know is that the standard movesets are standard for a reason.  They've been
tested and used by the people who know their Pokemon.  For instance, putting
a move like Recover on a Shedinja is kind of silly, since it only has one hit
point, period.  

Look at the Pokemon's base stats.  Look at the moves it can learn.  What 
do you want it to do?  Once you've figured that out, you can figure out what
Nature's right for it.  Then you can decide where to put its' EVs.  

Once you're done with everything, the next thing you want to do is try it out
in a Battle.  Multiple Battles would be the best, as that gives you a better
understanding of how your new Pokemon works.

NATURES

Once you've figured out what you're going to use and what its' role is going 
to be, the next thing you must do is get the Pokemon itself.  Each Pokemon 
comes with a "Personality" or "Nature" on it.  These natures affect how the 
Pokemon's stats grow.  Here's what each personality does.  The Plus sign means
that Stat grows quicker, the Minus sign means that stat grows slower.

-Lonely:  +Attack, -Defense 
-Brave:   +Attack, -Speed
-Adamant: +Attack, -Special Attack
-Naughty: +Attack, -Special Defense 

-Bold:    +Defense, -Attack
-Relaxed: +Defense, -Speed 
-Impish:  +Defense, -Special Attack 
-Lax:     +Defense, -Special Defense 

-Timid:  +Speed, -Attack
-Hasty:  +Speed, -Defense 
-Jolly:  +Speed, -Special Attack 
-Naive:  +Speed, -Special Defense 

-Modest: +Special Attack, -Attack
-Mild:   +Special Attack, -Defense 
-Quiet:  +Special Attack, -Speed 
-Rash:   +Special Attack, -Special Defense

-Calm:    +Special Defense, -Attack 
-Gentle:  +Special Defense, -Defense
-Sassy:   +Special Defense, -Speed
-Careful: +Special Defense, -Special Attack 

There are also some Natures that DON'T affect any Stat.  They are Hardy, 
Docile, Serious, Bashful, and Quirky.

When you've figured out what Nature will affect your Pokemon's stats in the 
best way, the next thing to do is get a Pokemon with that Nature.  It's harder
than it looks. The easiest way is to find one in the wild and catch it, but 
there are times when you can't do it that way.  If the Pokemon you want can't
be found in the wild, or if the Pokemon can only learn the moves you want by
breeding.  

The Day Care center in Solaceon Town has an option where you can raise two
Pokemon at a time.  If those two Pokemon are in the same breeding group, and 
if they're different genders, they'll make a Pokemon egg.  The baby Pokemon is
the same species as its' mother, and if it can learn the TMs that its' father 
has, it will have those TMs.

BASE STATS AND TIERS
Base Stats are more or less the numbers used to calculate the stats for each 
species of Pokemon.  The Base Stats change when the Pokemon Evolves.  In other 
words, they're a quick way to see what each Pokemon's strongest and weakest 
stats are.  A good way to see which Pokemon is more suited for combat is to
add all its' Base Stats together.  That Palkia has a MUCH higher total than a
Pachirisu.  

Experienced Battlers like to rank Pokemon by how much their total
Base Stats are, and by the moves that it learns.  The larger the total is,
and the more moves it learns, the higher it's ranked.  Each rank
is called a Tier, so when people use the phrase "High tier," that's what 
they mean.  

As much as I would like to include a list of what is on what tier, I've 
noticed that it mostly comes down to personal opinion, meaning a LOT of
arguments over what goes where.  Alakazam for instance, is one of the ones
that nobody is ever sure where it goes.  That Special Attack, for instance,
would put it in Overused, but its' Defense would suggest that it goes in the
Borderline tier.  So I've decided to stay away from all that arguing.  If you
want a what's on what Tier list, try Smogon.com or Serebii.net.  

LEGENDARIES AND UBERS

Some people (Until recently that included myself) tend to just shove all the
Legendary Pokemon into one category.  "They're all Legendaries, right?!  
They're all the same."  But another look at the Base Stats of some of them 
shows that some Legendaries are actually stronger than others.  They are put
on the highest tier, Uber, and banned from most Battles.  Here's the list, 
according to Serebii.net.

-Arceus
-Darkrai
-Deoxys
-Dialga
-Giratina
-Groudon
-Ho-oh
-Kyogre
-Latias
-Latios
-Lugia
-Manaphy
-Mew
-Mewtwo
-Palkia
-Rayquaza
-Wobuffet

There's been some recent controversy with Wobuffet being removed from the 
list.  I kept it up just to have a complete list.

INDIVIDUAL VALUES AND HIDDEN POWER
Individual Values, or IVs for short are numbers, from 0 to 31, given to each 
and every Pokemon when you first encounter it.  This determines what your 
Pokemon's stats are.  For instance you see how two Pokemon, even if they have
the same Nature, have some different stats?  That's IVs.  I am NOT good at 
calculating them, so please don't ask.  there is another way, though.  In 
Diamond and Pearl, you can tell what stat has the highest IV on each Pokemon
by looking at its' Summary  See the line at the bottom of the screen where 
its' Nature is shown?  the "Loves to Eat," "Somewhat vain" "Likes to thrash 
about." That's the Stat with the highest IV.  

Okay, here's where things get a little complicated.  Each saying stands for
a bunch of possible IVs.  So if you get "Often dozes off" for the highest IV,
it could be 31, but it could also be 26, 21, 16, 11, 6, or 1. The sayings go
around in a pattern, which repeats itself

Anyways, here's the list of the pattern.  At the end, they repeat.

HIT POINTS
31-Often dozes off     
30-Loves to Eat
29-Likes to Relax
28-Scatters things often
27-Often scatters things
26-Often dozes off

ATTACK
31-Likes to thrash about
30-Proud of its' Power
29-Quick Tempered
28-Likes to fight
27-A little Quick-Tempered
26-Likes to Thrash about

DEFENSE
31-Capable of taking hits
30-Sturdy Body
29-Good perseverance 
28-Good endurance
27-Highly persistent 
26-Capable of taking hits

SPEED
31-Alert to sounds
30-Likes to run  
29-Quick to flee  
28-Somewhat of a clown 
27-Impetuous and silly
26-Alert to sounds 

SPECIAL ATTACK
31-Mischeivous
30-Highly Curious
29-Very Finicky
28-Often lost in thought
27-Thoroughly cunning
26-Mischeivous

SPECIAL DEFENSE
31-Somewhat Vain
30-Strong Willed
29-Somewhat Stubborn
28-Hates to lose
27-Strongly Defiant
26-Somewhat Vain

Calculating IVs is not my thing, so I could still have a mistake or two here,
but at least I figured out the whole chart.

It is possible to breed IVs, when your Pokemon make an egg that egg gets 
the IVs from three different stats from its parents.  The other three are 
put on randomly.

IVs also affect a move called Hidden Power.  They affect what type it is, and
how powerful it is.  If you want your Pokemon to have a particular type, it 
may take a while to get the right one.

It takes a lot of patience to breed for high IVs in the right stats.  Serious
players will try to get good IVs just to get that extra boost.  I personally 
don't have that patience, I figure, as long as it's the right Nature, I'm all 
right.  IVs are just extra icing on the cake.  But that's just my opinion.

EFFORT VALUES, MACHO BRACE, AND POKERUS.

Effort Values are points your pokemon can get from fighting other Pokemon.  
For instance, if you spend a lot of time fighting wild Gastly in the Old 
Chateau, and you notice that your Pokemon's Special Attack is going up a bit 
faster than normal, that's because Gastly carries a Effort Value for Special 
Attack.  Since lower level Pokemon grow quicker than higher level ones, the 
increase in stats isn't very obvious.  On the other hand, if you train a 
Pokemon that starts at level 50 or more, you'll see their EV trained stats 
grow a LOT!

The item Macho Brace makes the Effort Values, or EVs for short, double, so 
instead of getting one EV Point from fighting a Gastly, you get two.

On very rare occasions, the lady at any Pokemon Center will tell you that your
Pokemon has a disease called Pokerus.  Unlike real life, it's a very good 
thing to get Pokerus.  Pokerus does the same thing that Macho Brace does, it 
doubles the EVs you get from fighting Pokemon.  If your Pokemon has Pokerus, 
you'll see it in the Pokemon's summary.  It's a purple square that says "PKRS"
under your Pokemon's name.

After a few days outside the storage box, your Pokemon will lose the purple 
box and gain a smiley face in the lower right corner of its picture.  This 
DOES NOT mean your Pokemon has lost the EV gain.  It means that your 
Pokemon won't be able to spread it to any other Pokemon.  Keep the 
infected Pokemon in the Storage Box if you don't want that to happen.  If 
you want another Pokemon to get Pokerus, just keep it in the same party 
as an infected one and fight some battles.  After a while, check the 
new Pokemon's summary to see if it has Pokerus.  If not, keep on 
battling.

So back to Effort Values.  If your Pokemon has had Pokerus and if you put a 
Macho Brace on it, then your EV's will be quadrupled, So, that 1-Point Gastly 
will now be worth FOUR points.
The sad thing is, you can only gain so many Effort Values.  Each stat can only
take 255 Effort Values (Although it's more usual to give your Pokemon 252 EVs,
because it's easier to divide by 4.)  In all your Pokemon will gain a total of
510 EVs.  If you think you have all your EVs in place, you can make sure of it
by going to Sunnyshore city, go to the sticker shop and talk to the lady 
there.  If your EVs are full, she'll give your Pokemon a ribbon.

Sometimes when I see a Moveset, it won't have the EVs attatched, or the EVs 
are all over the place.  I try to keep it simple by making the EVs round 
numbers.

GETTING MACHO BRACE/VITAMINS/OTHER EV GAINING ITEMS.
To get a Macho Brace you must have three Burmy in your Party.  Make each one
of them a different type by making one fight in a building, another fight in
grass, and the third one fight in a cave.   Then take all three of them to 
Pastoria City.  See that house just above the Pokemart?  If you talk to him 
with all three different kinds of Burmy he will give you the Macho Brace.

You can also gain Effort Values by feeding your Pokemon "Vitamins."  These are
"Nutritious Drinks" which give you 10 EVs in one Stat.  You can only feed your
Pokemon 10 of these per stat, and I don't think they are affected by Pokerus 
or Macho Brace.  

HP Up-Hit Points
Protein-Attack
Iron-Defense
Calcium-Special Attack
Zinc-Special Defense
Carbos-Speed

I have also heard of other EV increasing items.  They are prizes in the Battle
tower.  I haven't gotten as far as fighting in the Tower (My team still needs 
work)  but what these items do is when you finish a fight they will add 4 EVs 
to a certain stat along with your normal EVs.  This is the list of what 
affects what.

Power Weight-Hit Points
Power Bracer-Attack
Power Belt-Defense
Power Lens-Special Attack
Power Band-Special Defense
Power Ankle-Speed

REDUCING EVs
If you made a mistake and accidentally put the wrong kind of EVs on your 
Pokemon, there is a way to fix that.  Certain Berries will lower the EVs on 
one Stat.  They are:

-Hit Point Evs: Pomeg Berry
-Attack EVs: Kelpsy Berry
-Defense EVs: Qualot Berry 
-Special Attack EVs: Hondew berry
-Special Defense EVs: Grepa berry
-Speed Evs: Tamato Berry.

Each Berry will take off 10 EVs.  I've heard that if your Pokemon has more 
than 100 EVs in one Stat, a berry will reduce the EVs of that Stat to 100.  
I haven't been able to prove it, though.  Berries will also make your 
Pokemon like you more.  The only downside to EV reducers is finding enough of
the right berry.

EASY PLACES TO TRAIN
This is a list of some easy places to train each Stat.  These aren't the only
places, but they're the best I can think of.

HIT POINTS
At the beginning of the game, wild Bidoofs are worth 1 EV in Hit Points.  
Another good place is the Valley Windworks.  You'll find wild Shellos, worth
1 EV Point each.  Also if you come back later on Fridays in the game there 
will be a wild Drifloon there, it's also worth 1 Point.  Later on in the game,
Shellos and Gastrodon (Which are worth 2 Points) can also be found at Route 
218.  Once you beat the game and get the Pokeradar, you can use it at any of 
the three Lakes to find Wobuffet (Worth 2 Points.)

ATTACK
Wild Shinx are worth 1 EV each.  They're found in Route 202, 203, and 204.  
Wild Machop are also worth 1 EV.  They can be found on Route 207.  Bibarel can
be found in a LOT of places, they give two Attack EVs each.  The Evolved form
of Machop, Machoke, can be found in some of the later Caves.  They're worth 
two Attack EVs.

DEFENSE
If you go into almost any cave in Sinnoh, you'll find wild Geodudes and Onix.
They're both worth 1 Point each.  Their Evolved forms, Graveler and Steelix, 
are 2 Points.  Eterna Forest is also a good Training spot, for Silcoon and
Cascoon which are both worth two points.

SPECIAL ATTACK
As you could tell from the earlier example I used, Gastly is worth 1 EV  of 
Special Attack.  The Old Chateau is a very good place to fight them.  Route 
215 has Kadabras which are worth two points.  If you have any of the Third 
Generation Games (Like Fire Red) putting one of them in your DS will make
Haunter (Worth 2 Points) and Gengar (Worth 3 Points) appear in the Old 
Chateau.

Special Defense
The most common Pokemon with Special Defense EVs are Tentacool (Worth 1 Point)
and Tentacruel (Worth 2 Points.)  If you haven't gotten Surf yet, you can 
find Mime Jr. (1 Point) and Mr. Mime (2 Points in Diamond) and Cleffa in the 
first floor of Mt. Coronet.

SPEED
Wild Starly have 1 Point of Speed EVs.  They are pretty common in the 
beginning of the game.   Zubat are also 1 Point and found in almost every 
cave.  Their Evolved forms, Staravia and Golbat, are worth 2 Points.  
Later in the Game, a good place is Route 218.  There are Floatzel (Worth 2 
Points) Wingull (1 Point) as well as Glameow, (Worth 1 Point) if you have 
Pearl.

CHOOSING YOUR MOVES
Now you have to make the tough choice of choosing your Pokemon's attacks.  
It all depends on several things.  

STAB
A Pokemon's Type affects the power of its' attacks.  If the attack is the 
same type as the Pokemon that's using it, it gets multiplied by 1.5.   In 
other words, it's the Same Type Attack Bonus, or STAB for short.

ACCURACY
Some attacks are very powerful, but have you checked out their accuracy stats?
Imagine this totally hypothetical battle.  

You have a Weavile versus your friend and their Salamence.  "Well," you say 
"Salamence is double weak versus Ice, no problem.  I'll use Blizzard to beat
them!"
The Blizzard misses.
The Salamence then uses Flamethrower, which gets a critical hit and your 
Weavile is knocked out.  Too bad.  In the world of Pokemon Battling, 
sometimes even the smallest mistake can cost you the battle.

DIFFERENT ATTACKS
You have to be ready to take on all kinds of other Pokemon in battles.  
Therefore it's usually NOT a good idea to put more than one of the same type 
of damaging attack on your Pokemon.  Two Electric moves or two Normal moves 
would mean that your Pokemon wouldn't be able to do half its' moves against 
Ground types or Ghost types.

IS THE ATTACK PHYSICAL OR SPECIAL?
With the new generation of Pokemon games came a change to which attacks are 
Physical and which are special. Now any move with the little explosion picture
is Physical, any move with the picture of what looks like a ripple is Special,
and the moves with the ying-Yang picture only affect Status, they don't do any
normal damage.  This means that Physical Sweepers won't be able to use Surf 
quite as well as they used to.  It's another thing a potential battler must 
consider.

PRIORITY MOVES
Sometimes it doesn't matter if your Pokemon is faster or not.  There are 
certain moves that, no matter what, just go first or last.  
The ones that always go first are:

-Aqua Jet
-Bide (The storing part)
-Bullet Punch
-Detect
-Endure
-Extremespeed
-Fake Out
-Feint
-Focus Punch (The charge part, at least.)
-Follow Me
-Helping Hand
-Ice Shard
-Mach Punch
-Magic Coat
-Protect
-Quick Attack
-Shadow Sneak
-Snatch
-Sucker Punch
-Vacuum Wave

Fake Out and Sucker Punch are a bit different, though.  Fake Out can only be 
used when your Pokemon switches in, and Sucker Punch only works when your 
Pokemon is attacked.

The Moves that always go last are:

-Avalanche
-Counter
-Focus Punch (The Punching Part)
-Metal Burst
-Mirror Coat
-Revenge
-Roar
-Trick Room
-Vital Throw
-Whirlwind

There's an order to which Priority Moves go first and last.  I'll try and
get those in on my next update.

MOLD BREAKER
This Ability, used by Rampardos and Pinsir, nullifies certain Abilities.  
Here's a list of the Abilities that are affected.

Battle Armor, Clear Body, Damp, Dry Skin, Filter, Flash Fire, Flower Gift, 
Heatproof, Hyper Cutter, Immunity, Inner Focus, Insomnia, Keen Eye, 
Leaf Guard, Levitate, Lightningrod, Limber, Magma Armor, Marvel Scale, Motor 
Drive, Oblivious, Own Tempo, Sand Veil, Shell Armor, Shield Dust, Simple, Snow
Cloak, Solid Rock, Soundproof, Sticky Hold, Storm Drain, Suction Cups, 
Tangled Feet, Thick Fat, Unaware, Vital Spirit, Volt Absorb, Water Absorb, 
Water Veil, White Smoke, and Wonder Guard.

So, this means that if you have a Regigigas out with a Mold Breaker Poke, your
Regigigas will be powerful right when it starts, rather than having to wait 
five turns.

IN-GAME WEATHER

Not to be confused with the real-life weather outside, (Although that would be
a nifty twist if they could do it!) In-Game Weather is affected by certain 
moves and Abilities.  In addition, they also have certain effects on the 
Battle.  Here's the rundown.

Sunny Weather

Activated by the move Sunny Day, and Groudon's Ability, Drought.  If a Pokemon
is holding a Heat Rock when Sunny Day is used, the length of the Sunny weather
will increase.

The power of Fire attacks goes up by 50%, the power of Water attacks decreases
by 50%.  The move Solar Beam skips its' charging turn, the move Thunder goes
down in accuracy to 50%, healing moves such as Synthesis, Morning Sun, and 
Moonlight heal 100% of a Pokemon's Hit Points, the attack Weather Ball becomes
a Fire-Type attack, and the Abilities Chlorophyll, Dry Skin, Flower Gift, Leaf
Guard, Forecast, and Solar Power are activated.

Rainy Weather

Activated by the move Rain Dance, and by Kyogre's ability, Drizzle.  If a 
Pokemon is holding a Damp Rock when Rain dance is used, the length of the 
rainy weather will increase.

The power of Water attacks increases by 50%, the power of Fire attacks goes 
down by 50%, the move Thunder increases its' accuracy to 100%, the move Solar
Beam takes two turns to charge instead of one, the moves Synthesis, Morning 
Sun, and Moonlight only heal 25%, the attack Weather Ball becomes a Water-Type
attack, and the Abilities Dry Skin, Forecast, Hydration, Rain Dish, and Swift
Swim are activated.

Icy Weather

Activated by the move Hail, and by Snover and Abomasnow's Ability, Snow 
Warning.  If a Pokemon is holding an Icy rock when Hail is used, the length
of the Icy weather will increase.

Every non-Ice Pokemon takes damage every turn, the accuracy of the move 
Blizzard goes up to 100%, the moves Synthesis, Morning Sun, and Moonlight 
only heal 25%, the attack Weather Ball becomes an Ice-type attack, and the
Abilities Forecast, Ice Body, and Snow Cloak are activated.

Sandstorm

Activated by the move Sandstorm, and by Tyrannitar, Hippopotas and Hippowdon's
Ability, Sand Stream.  If a Pokemon is holding a Smooth Rock when Sandstorm is
used, the length of the Sandstorm will increase.

Every Pokemon that is not Rock, Ground, or Steel takes some damage every turn,
a Rock-Type Pokemon's Special Defense is increased by 50%, the move Solar 
Beam's power is reduced, the move Thunder's accuracy is reduced to 50%, the
moves Synthesis, Morning Sun, and Moonlight only heal 25%, the attack Weather 
Ball becomes a Rock-Type, and the Ability Sand Veil is activated.

If the Weather effect is triggered by a move, such as Sunny Day, the effect 
will last five turns unless the Pokemon that uses the move is holding a 
certain rock to increase the length.  If the Weather effect is triggered by 
an Ability, the effect will last until either the In-Game weather is changed
or until the Battle ends.

ITEMS
Items are another vital part of battling.  It's very difficult to choose just
one to use, but I'll give some recommendations.

-Leftovers:  A VERY good item.  It restores a bit of Hit Points at the end of 
every turn.  Shell Bell does the same thing, but you need to actually attack 
to use it, which is kinda hard sometimes.  So Leftovers are better than Shell
Bell.

-Chesto Berry:  This is mostly good if your Pokemon has the move Rest.  After 
it's done healing, the berry will wake up your Pokemon, leaving it ready to do
some more fighting.

-Lum Berry:  This berry will cure ANY sort of stat ailment.  Poison, 
Paralysis, Sleep, Confusion.  You name it, a Lum will cure it.  The only 
thing it does NOT cure is fainting.

-Life Orb:  It increases your Pokemon's power, but when you attack it takes 
10 Percent of your Pokemon's Hit Points away.

-Focus Sash:  The Pokemon holding this item can't be knocked out in one turn.

-Choice Band: Increases the pokemon's attack by half, but the Pokemon can ONLY
use one move...Until it switches out at least.

-Choice Specs: Increases the Pokemon's Special Attack by half, but the Pokemon
can only use one move unless it switches out.

-Choice Scarf: Increases the Pokemon's Speed by half, but the Pokemon can only
use one move, unless it switches out.

The problem with the Choice Items is that you're stuck using whatever move you
chose.  Sure, you can just switch out and change the move, but while you're 
swiching, the opponent has a chance to screw you up.

If you don't want to be stuck with the same Move, you might want to try 
something like...

-Muscle Band: Increases the power of Physical Attacks by 10%

-Wise Glasses: Increases the power of Special Attacks by 10%

-Expert Belt: Increases the power of a Move that is "Super Effective" against
your opponent by 20%.

Maybe they're not quite as strong as the Choice Items, but at the right time
they can be even better.

-The "Pinch" Berries:  These each raise the power of one Stat "In a Pinch,"
or when your Hit points are in the red.  They can only be traded over from 
one of the third-generation games (Like Ruby or Emerald.)  They are Salac
Berry (Speed), Petaya Berry (Special Attack), Liechi Berry (Attack),Ganlon 
Berry (Defense) and Apicot Berry (Special Defense)

STRATEGY

The VERY first thing you should know is what your opponent is doing.  That
includes:

-What Pokemon they use
-What attacks they will use
-When they will switch out (And if so, what they will switch to.)

For instance, the opponent will usually switch when their Pokemon's Stats
have been affected.  If their Pokemon's asleep, they won't wait two to five
turns for it to wake up, they'll get it out of there.  

Usually, they will switch to something that can counter your Pokemon.

This is another big strategy.  Switching out gives the person that doesn't
switch a free turn.  They can do anything from increasing their Stats to 
winding up for a devastating Focus Punch.  

What switches in is equally important.  Focus Punch can't hit a Ghost Type,
and anything that uses Stat Boosters can be Hazed back to normal, or Roared
into a forced switch.  If you want to turn the battle into a running game, by
switching Pokemon a lot, the opponent might ruin your plans with Pursuit or 
Spikes.

This is where Abilities like Levitate, Water Absorb, or Volt Absorb are very
powerful.  That Raichu is about to use a Thunderbolt on your Skarmory...No 
problem.  Switch to a Lanturn with Volt Absorb, then laugh as the bolt heals 
you.  

The opponent is also trying to predict what YOU will do.  That adds a whole 
new layer to the battle.  I'll use the Raichu and Skarmory from earlier as an
example of how crazy prediction can get.  

The opponent's Skarmory looks like they can easily be hit with a Thunderbolt,
but you know they have a Volt-Absorbing Lanturn on their Team.  What's to stop
them from switching out and laughing in your face when Thunderbolt is made 
completely useless?  

So, you use a different attack.  You go for a Nasty Plot.  Then when the 
opponent's Lanturn arrives, it'll get hit with a pumped-up Grass Knot.

But that's only one thing that could happen.  Maybe the opponent will do 
something completely different.  Maybe they'll Switch, maybe they'll use Roar
to get rid of the Pokemon you're using.  It's times like this when the 
"Children's" game of Pokemon becomes a very big mind game.

Another good strategy is to ALWAYS expect the worst.  If you must assume 
anything, assume that the opponent has a move that could beat you.  When the
opponent uses a move that has a chance of another effect, like Ice Beam, you
prepare for the worst, that your Pokemon will get frozen.  This way, you 
aren't terribly surprised when it actually happens, and if it doesn't, it's
a pleasant surprise.

Whatever you do, try not to let your opponent use Stat-Boosting moves.  If
you see your opponent get in more than one Swords Dance, Calm Mind, Curse, or
any other move like that, either use a Hazer, or bring in a Pokemon with Roar.

Don't let a good Pokemon faint if you can help it.  Even Exploders and 
Self-Destructers.  You might need that Pokemon further on in the Battle.  If
the Pokemon's Hit Points are getting low, try and find a way to switch it out,
but if there's no way that the next Pokemon can survive a hit, then sometimes
it's better to let it faint.  Then you can come back with a Fake Out or an Ice
Shard.

The best way to learn Strategy without risking a loss is to look around on the
Internet.  There are several Websites where players have uploaded videos of 
their Pokemon Battles for others to watch.

Naming your Pokemon

If you want to try messing around with your opponent's mind, or at least to 
give them a good laugh, try giving your Pokemon some funny names.  A Salamence
named "PhysSwper" makes you think it'll be a Physical Sweeper, right?  But if
it's a Special Sweeper then you might just take your opponent by surprise.  

Then there's the old Name your Pokemon after another Pokemon joke.  A Blissey
named "Tyranitar", an Alakazam named "Weavile", or a Gyarados named "Pikachu" 
are some good examples.

You can also name your Pokemon after glitches, but this may freak out your
opponent so much that they disconnect.  I have a Porygon-Z named "Missingno,"
for instance, some other names you can use are "Bad Egg", or "Bad Hack."

Sometimes a Pokemon earns its' name in Battle.  After taking about a 
half-dozen Critical Hits on my Gliscor, I named it "Crit-Bait."  Other good 
names might include "StilStnding" for a Pokemon that just won't get knocked 
out, or "BtesthDust" for a Pokemon that always gets knocked out.

If you're doing a Double Battle, you can name your starting Pokemon
something funny.  At the beginning of the Battle, it says something like
"Go _____ and ______!"  So if you name your Pokemon something like "Away"
and "NvrcomeBck" then it'll come out looking like "Go, Away and NvrcomeBck!"

And for laughs, you can try and scare your opponent with the dreaded 
"Cuddles." 

Cheating

Cheating is one of those things where everyone has a different opinion about
it.  I don't like cheating, but I will admit that it is pretty handy at times.
Of course, that's because I spent hours trying to hatch a Pokemon of the right
Nature.  On the other hand, if you come across a Pokemon with say all stats at
999, or a Spiritomb with Wonder Guard, that's just cheap.  Legendaries are 
also Hacked a lot.  Mostly because it's the only way to get Shaymin or Arceus.

If the opponent is running a Team with some obviously hacked Pokemon, do not
panic.  Sometimes the cheaters are so full of themselves "Wow, look at me!  I
cheated!  You can't beat me now!" that they will make a fatal mistake and 
lose.  For instance, people who use Wonder Guard with everything often forget 
that moves like Will-o-Wisp, Toxic, and Leech Seed aren't affected by Wonder
Guard.

The easy way to find out if the opponent cheated is to find out what Pokemon
they're using, and what moves their Pokemon have before the battle.  If it's 
fairly obvious they cheated, you can refuse to battle them.  Plus, if you find
out what their Team is it'll make it that much easier to counter them.  If 
they lie or say "It's none of your business," then you don't have to battle 
them anymore.

In Battle, you can sometimes tell they cheated by looking at the Pokemon's
name.  If it says something like "Player sent out Gyarados  !"  With a couple
of blank spaces after the name, it usually means the Pokemon was hacked.  
Either that, or the opponent for some reason just put a couple of blank spaces
after their Pokemon's name.

If you're at a Tournament, tell whoever's in charge.  Even if they don't care
about Pokemon, they shouldn't be letting any obvious cheaters win.  

Breeding and Breeding Chains

Since the old days of Gold and Silver, Pokemon Breeding has been the same.  
You leave two Pokemon at the Day-Care Center and if they are both different
genders and in the same Breeding Group, they'll make an Egg.  The baby that 
hatches from the Egg will be the same species as its mother and it will have
the TMs (If the Mother's Species can learn them) of its' Father.  If the 
Father knows any of the Egg Moves the Baby can learn, these will be passed 
down, too.  If the mother is the right Nature, and it's holding an Everstone
there is a better chance of the baby hatching with that Nature, something that
comes in VERY handy.

So, what if you want the Baby to learn more than one Egg Move?  That's where
Breeding Chains come in.  The first thing to do is figure out what Pokemon 
learns the moves.  If you have a compatible pokemon that say learns one move
naturally and the other one as an Egg Move, you can breed it with a different
Pokemon to get the moves you need.

Okay, as an example say you want an Electivire with both Cross Chop and Ice
Punch.  You figure out what learns the moves.  One Pokemon in Electivire's
Breeding group is Machop.  It learns Cross Chop naturally, but Ice Punch is
an Egg Move.  So, you find a Pokemon that learns Ice Punch naturally, or from
the Move Tutor.  Hitmonchan and Medicham learn it, plus they're in the same 
Breeding group as Electivire and Machop.  Here's how the Breeding Chain goes.

Medicham (Male, with Ice Punch)+Machop (Female)
                 |
    Machop (Male, Leveled up to learn Cross Chop)+Electabuzz (Female)
                                 |
                         Elekid (With Cross Chop and Ice Punch.)

The trick is finding a father that learns the right moves.  If the Egg you
get from the first generation is female, either reset your game or breed
more Babies until you get a male.

Breeding is also a way to not waste TMs.  If you find a father who learns 
the TM naturally, you can breed it from Pokemon to Pokemon until you get
to the Species you want.

Just a reminder though.  What the Day-Care man says while your Pokemon are
in the Day Care depends on how compatible they are.

"They prefer to play with other Pokemon" means that your Pokemon are either
the wrong gender or they're not compatible Species.  In other words, no egg.

If the man says "They don't get along too well," it means that you WILL get an
Egg, but it may take longer than normal.  This is something I see a lot on the
Message Boards I hang out at.  People think their Pokemon hate each other, so
they won't get an Egg, but they're wrong.  The message comes up because the 
Pokemon are different species, and from the same Trainer.

"They seem to get along" is what the man says when your Pokemon are either
the same species or from different Trainers.  It means there's a better chance
of getting an Egg faster.  He apparently also says when the Pokemon are the 
same Species and from different Trainers, but I haven't tried it with the 
exact same species, just Evolved forms of the same species.

Wi-Fi Battling

Okay, to have a Wi-Fi Battle, first you and your opponent must exchange 
Friend Codes.  Friend Codes, or FC's for short, are a group of 12 numbers
that identify you on the Internet.  The FAQ at the bottom of this Guide has
a part about finding your Friend Code.  

Anyways, once you've both exchanged Friend Codes, you get your DS in Wi-Fi 
mode by going downstairs when you're in a Pokemon Center.  Going upstairs will
bring you to the Union Room, but that's not quite the same, it's for when you
have your friends in the same room.  Once you're on, you'll see your name, 
current status, and any Friends that are online.

Normally, your DS's Microphone is on and working during a Battle or a trade.
You can turn it off by pressing "X" after you have selected your status.

If you're the first one Online and you don't see your friend yet, you can
change your status to show what you want to do.  This way, nobody will try
and Battle with your Trading Pokemon.  Here are all the Status-es (Statii?)
you can choose.

-Standing By: You haven't chosen what you're doing yet.
-Trade: Trading Pokemon, of course!
-Level 50 Battle: Makes all your Pokemon Level 50 for a Battle.
-Level 100 Battle: Makes all your Pokemon Level 100 for a Battle.
-Free Battle: Your Pokemon stay at the same Level they are for a Battle.

If you're the second person Online and the opponent has already picked a 
Status, select their name and choose "Apply."  That will bring you to the
Battle (Or whatever they have chosen!)

Normally, opponents are found on the Internet.  The most common way to get
a Battle is to post on one of the many Chat Boards and Forums.  Sometimes
people seek Battles on Video Sharing sites or over E-Mail.  Here are several
handy tips for going global.

-Remember that unless you arrange for "Voice Chat Off" on your Status thingy,
the microphone is always on.  Try not to get too carried away with your 
emotions.  I personally prefer to turn my DS's sound off myself, because I
find the music to be a little distracting, but that's just me.

-If you get a challenge over E-Mail, or some other place where you can't get
online right away, try and set up a good time to Battle.  Make sure you know
where your opponent is in relation to where you are.  Sometimes, your opponent
lives so far away that when you're ready, he'll be ready for bed!

-Make sure your connection to the Internet is good.  Sometimes even the best 
connection goes haywire.  If your Internet is having an off day, let your
opponent know to avoid any confusion if you accidently disconnect.  I have
heard about some people having problems with their microphone which were 
solved by turning it off.

-Make sure that you and your opponent are agreed on any rules.  It wouldn't
be fair if you said "No Legendaries" and then your opponent showed up with
six Dialgas!

-Sometimes it takes a while for the opponent to get online, so it helps to
have some other things to do to pass the time, like a book to read.  Who
says that Pokemon can't be educational?  I sincerely wish that they had 
installed a mini-game of some kind to play while you're waiting, it would
certainly look more interesting than the normal picture of a Pikachu and 
a Pichu.

III. Pokemon Terms.

Here are some of the abbreviations you'll see on the Pokemon Message Boards.

AA-Aerial Ace
DD/DDance-Dragon Dance
EQ-Earthquake
WoW-Will-O-Wisp
STAB-Same Type Attack Bonus.
Ubers-Extremely overpowered.  Banned from most tournaments.
OU-Overused (Meaning very popular)
BL-Borderline.  (Not exactly Overused, but not Underused, either.)
UU-Underused (Not so popular)
NU-Never Used (You only see people use them in the Story Mode.)
CB-Choice Band
TTar/T-tar-Tyrannitar
HP-Hidden Power
Lefties-Leftovers
Uber-Pokemon with VERY powerful stats.  These tend to be Legendaries.
HP-Hidden Power/Hit Points
Movepool-All the moves a Pokemon can learn.
Hax-When something that is very unlikely happens.  It comes from the word
    "Hacks" as in "What the...That Zap Cannon hit twice?!  Are you sure that
     Pokemon isn't hacked?!"  In other words, it's kind of like luck.
"FEAR"-Focus Sash/Ferocious
       Endeavor/Evil
Quick "A"ttacking/Annoying
       Rattata/Rodent
This Set has two names.  You can use whatever one you want.

It's a Level 1 Rattata, holding Focus Sash, with the attacks Endeavor, Quick
Attack, and Pursuit.  What happens is the opponent attacks the Rattata.  Its'
Focus Sash leaves it with one Hit Point.  Then the Rattata uses Endeavor to
get its' opponent to one Hit Point.  If the opponent switches, the Rattata 
can use Pursuit to knock it out.  If not, the Rattata can use Quick Attack to
do the same thing.  
       
IV. The Actual Guide.
I'm sure you're tired of me going on and on about training by now, so here's 
the stuff you want.  

This is how each Moveset is done:

(Pokemon's name)@(Held Item)
(The Nature that's best)
(The EVs that are best)
(Move 1)
(Move 2)
(Move 3)
(Move 4)

(The Moveset's notes.  What each Set is supposed to do, what to avoid)


#3 (389) TORTERRA
        Types:  Grass/Ground
        Ability:  Overgrow (Increases the power of Grass-type attacks when 
                  Hit Points are below 1/3.)
Base Stats:
               HP-95
          Attack-109
         Defense-105
   Special Attack-75    
  Special Defense-85
            Speed-56  

It's double weak against ice, which is not a good thing.  Torterra is best 
used as a Tank or a Physical Sweeper.

Physical Sweeper

Torterra @ Choice Band/Leftovers
Nature: Impish/Adamant 
EVs: 252 Atk, 252 Def, 6 HP
-Wood Hammer
-Stone Edge
-Earthquake
-Superpower/Crunch/Stealth Rock

Another Physical Sweeper.

Torterra@Life Orb/Leftovers
Nature: Adamant/Jolly.
EVs: 252 Atk, 252 Spd, 6 HP.
Overgrow
-Swords Dance/Rock Polish
-Earthquake
-Wood Hammer
-Stone Edge/Crunch/Superpower

Torterra's not much of a speed demon, even Rock Polish might not be of much 
help.  It might be a good idea to drop the Swords Dance/Rock Polish in favor
of Crunch or Super Power and use a Choice band instead.

Tankterra

Torterra@Leftovers
Nature: Adamant/Impish.
EVs: 252 HP, 129 Sp. Def, 129 Atk/Def.
Overgrow
-Curse
-Earthquake
-Wood Hammer/Stone Edge
-Stealth Rock/Leech Seed

The problem with Curse is that it essentially gives the opponent a chance to
switch out to a Pokemon with an Ice attack, something you DON'T want to see 
around a Torterra.

Staller/Annoyer

Torterra@Leftovers
Nature: Impish/Careful.
EVs: 252 HP, 129 Def, 129 Sp. Def.
Overgrow
-Toxic
-Leech Seed
-Earthquake/Wood Hammer
-Substitute/Stealth Rock/Synthesis

Just keep it away from any Special Sweepers.

Another Leech Seed Staller

Torterra@Big Root/Leftovers
Nature: Adamant/Impish
EVs: 252 HP, 252 Atk, 6 Def.
Overgrow
-Earthquake
-Wood Hammer
-Stealth Rock
-Leech Seed

Earthquake and Wood Hammer for STAB, Stealth Rock to make sure that any
attempt to switch to an Ice Pokemon, or a Special Pokemon, will cost them.
Leech Seed is for Stalling and annoying.  

Here's a Defensive Torterra.

Torterra@Light Clay/Leftovers
Nature: Adamant.
EVs: 252 HP, 129 Atk, 129 Def
Overgrow
-Light Screen
-Reflect
-Earthquake
-Wood Hammer/Stone Edge

Light Screen and Reflect stay up, even after Torterra is switched out or 
fainted.  That could make a difference between a win and a loss.  Light Clay
is there to keep the Screens up even longer.  It's not exactly a GOOD set, 
but it's there.

THE MOVES
Torterra learns Curse, Earthquake, Leech Seed, Synthesis, and Crunch 
naturally.  Toxic, Light Screen, Earthquake, Reflect, Rock Polish, Stone 
Edge, Stealth Rock, Substitute, and Swords Dance are all TMs.  Superpower is 
an Egg Move, and Wood Hammer can be learned by taking your Torterra to the 
Move Tutor in Pastoria City with a Heart Scale.
==============================================================================
#6 (392) INFERNAPE
         Types:  Fire/Fighting
         Ability:  Blaze (Increases the power of fire-type attacks when Hit 
                   Points are below 1/3.)
Base Stats:
               HP-76
          Attack-104
         Defense-71
   Special Attack-104    
  Special Defense-71
            Speed-108  
Like Torterra, Infernape is best at attacking, both physically and with 
special attacks.  Unlike Torterra, it's got the speed to REALLY sweep the 
opponents. It's main weaknesses are ground, water, flying, and psychic.  
While its' defenses aren't too great, it makes up for it with a good 
movepool to choose from.

Physical Sweeper

Infernape@Muscle Band/Salac Berry
Nature: Jolly.
EVs: 252 Atk, 252 Speed, 6 HP.
Blaze
-Swords Dance
-Flare Blitz
-Close Combat
-Stone Edge

Salac Berry to raise Speed, everything else is the same.

Choice Bander

Infernape@Choice Band
Nature: Jolly.
EVs: 252 Atk, 252 Spd, 6 HP.
Blaze
-Flare Blitz
-Close Combat
-Stone Edge
-U-Turn/Thunderpunch/Mach Punch

Pick your move and start the pounding.  In case the opponent decides to 
switch to something resistant, like a ghost type, you can use U-turn to get
Infernape out of there while getting in some last licks.

Special Sweeper

Infernape@Wisdom Glasses/Salac Berry
Nature: Timid.
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Blaze
-Nasty Plot
-Flamethrower
-Grass Knot
-Focus Blast/HP Ice

Ah, Nasty Plot.  The Special equivalent of Swords Dance.  Back when I was 
starting the game, Azelf always used it to KO my Pokemon...In one hit!  It 
was a pain, but I'm getting off topic.  Anyway, this one's just like the 
Physical ones.  Use Nasty Plot at least once, then start pounding.  Wisdom
Glasses increases the power of special attacks, so there you go.

A Special "Choice-Band-er"

Infernape@Choice Specs
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Blaze
-Flamethrower
-Grass Knot
-Focus Blast/HP Ice/Overheat
-Focus Blast/HP Ice/Overheat

Focus Blast is NOT the most accurate attack in the world.  If you want a 
fighting attack, you might be better off using Close Combat.

Sunnybeamer

Infernape@Wisdom Glasses/Muscle Band
Nature: Hasty/Naive/Timid.
EVs: Choose a set. 
Either: 252 Spd, 129 Atk, 129 Sp. Atk.
    Or: 252 Spd, 252 Sp. Atk, 6 HP.
Blaze
-Sunny Day
-Solarbeam
-Flamethrower/Flare Blitz
-Close Combat/Focus Blast

I guess it depends on how much you want a Physical attack.  If you're dead-set
on having ALL special attacks, go with Flamethrower and Focus Blast.  If 
you're feeling a little more "Mixed" go with Flare Blitz and Close Combat.

A true Mixed Sweeper.

Infernape @ Life Orb 
Nature: Naive/Hasty 
EVs: 252 Spd, 132 Atk, 124 Sp. Atk
Blaze
-Fire Blast
-Close Combat
-Hidden Power Ice/Stone Edge
-Grass Knot

You might want to take out Fire Blast and replace it with the more 
accurate Flamethrower.

Another Mixed Sweeper

Infernape@Life Orb 
Nature: Naive 
EVs: 252 Sp. Atk, 232 Spd, 24 Atk 
Blaze
-Close Combat 
-Flamethower/Fire Blast 
-Grass Knot 
-Nasty Plot 

When the opponent sees Infernape, they will switch to something that can take
it down, letting Infernape get a Nasty Plot going.  close Combat for STAB,
Steels, Rocks, and Special Sponges.  Flamethrower and Fire Blast for Fire 
STAB, Grass Knot for Waters and more Rocks.  Just keep this Infernape away
from Dragons, which will probably have Flying moves.

THE MOVES 
Infernape learns Nasty Plot as Chimchar.  It learns Mach Punch, Close Combat, 
and Flare Blitz naturally.  Hidden Power, Solarbeam, Sunny Day, Flamethrower,
Fire Blast, Overheat, Focus Blast, Stone Edge, Swords Dance, Grass Knot, and 
U-turn are all TMS.  Thunderpunch is an Egg Move.
==============================================================================
#9 (395)  EMPOLEON
          Types: Water/Steel
          Ability:  Torrent (Increases the power of water-type attacks when 
                    Hit Points are below 1/3.)
Base Stats:
               HP-84
          Attack-86
         Defense-88
   Special Attack-111    
  Special Defense-101
            Speed-60
Empoleon, being part Steel, has a LOT of resistances.  The problem is, its' 
few weaknesses (Ground, Fighting, and Electric) are VERY common.  Empie's 
Speed isn't too good, either, which is a bad thing for a Sweeper.

Physical Sweeper.

Empoleon@Life Orb/Muscle Band
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP.
Torrent
-Swords Dance
-Waterfall
-Earthquake
-Drill Peck/Steel Wing/Avalanche

This set would probably work best with a Baton Passer to get some Speed on it.

Choice Specs-er

Empoleon@Choice Specs
Nature: Modest
EVs: 252 HP, 252 Sp. Atk, 4 Sp. Def.
Torrent
-Surf
-Ice Beam
-Grass Knot
-Flash Cannon/HP Flying

Again, it's too slow to really pull this off.  It's best for a hit-and-runner.

Special Wall/Support.

Empoleon@Leftovers
Nature: Calm
EVs: 252 HP, 252 Sp. Def, 6 Sp. Atk.
Torrent
-Surf
-Ice Beam
-Stealth Rock
-Yawn/Roar

Don't expect it to be able to take EVERYTHING your opponent can throw at you,
and keep your eye out for Magnezones.

Special Sweeper.

Empoleon@Life Orb/Wisdom Glasses
Nature: Modest.
EVs: 252 Sp. Atk, 185 Spd, 73 HP.
Torrent
-Agility
-Surf
-Ice Beam
-Grass Knot

Agility to get some speed on it, then keep pounding your opponents.  If you 
use Life Orb, just watch your Hit Points.

THE MOVES
Empoleon learns Swords Dance and Drill Peck naturally.  Roar, Hidden Power, 
Earthquake, Ice Beam, Steel Wing, Avalanche, Stealth Rock, and Grass Knot are
TMs.  Surf and Waterfall are HMs.  Yawn and Agility are Egg Moves.
==============================================================================
#12 (398) STARAPTOR
          Types:  Normal/Flying
          Ability:  Intimidate (When entering in the battle, this Pokemon
                                 lowers the foe's attack.)
Base Stats:
               HP-85
          Attack-120
         Defense-70
   Special Attack-50  
  Special Defense-50
            Speed-100
Whoa, look at that attack!  It's speed isn't too shabby, either.  With those 
stats, it's definitely best as a Physical Sweeper.  The problem is, Steel 
Types like Skarmory, Jirachi, Metagross and Bronzong all resist Flying and 
Normal attacks.  Even Close Combat only does normal damage against them.  When
this happens it's a good idea to use the move U-turn to get Staraptor out of 
there!

A Choice Bander

Staraptor@Choice Band
Nature: Adamant
EVs: 16 HP, 252 Atk, 240 Spd
Intimidate
-Brave Bird
-Close Combat
-U-Turn/Pursuit
-Quick Attack/Double-Edge/Return

When using Double Edge and Brave Bird, be careful of the recoil.  With Brave 
Bird, the harder you hit the enemy, the more damage you take.  This set works
well with a Wish-er to heal it.

A Variation on a Choice Bander

Staraptor@Choice Scarf/Life Orb
Nature: Adamant
EVs: 60 HP, 252 Atk, 196 Spd
Intimidate
-Brave Bird
-Close Combat
-U-Turn/Pursuit
-Double-Edge/Return

Choice Scarf is like the Choice Band, but it doesn't raise attack, it raises 
Speed. Between Staraptor's already high speed and the Choice Scarf, you'll 
make every move into a stronger version of Quick Attack.  Once again, keep an
eye on your Hit Points.  You DON'T want to lose a Pokemon if you can avoid it.

Staraptor@Life Orb
Nature: Adamant
EVs: 16 HP, 252 Atk, 240 Spd
Intimidate
-Brave Bird
-Close Combat
-U-Turn/Pursuit/Endeavor
-Return/Double Edge/Roost

Another Hit-And-Run Staraptor.  It's a bit risky, but if you want to make use 
of the Brave Bird recoil, try using Endeavor.  Like the other sets, this 
moveset would benefit greatly with a Pokemon using Wish on your team.

THE MOVES
Staraptor can learn Quick Attack, Close Combat, Brave Bird, and Endeavor 
naturally.  U-Turn, Return, and Roost are all TMs.  Pursuit and Double Edge
are all Egg Moves.
==============================================================================
#14 (400) BIBAREL
          Types:  Normal/Water
          Abilities:  Simple (Doubles stat changes from held items and 
                               attacks.)
                      Unaware (The opponent's stat changes are ignored.)
Base Stats:
               HP-79
          Attack-85
         Defense-60
   Special Attack-55  
  Special Defense-60
            Speed-71
Bibarel is usually used as an HM Pokemon.  It's also used for really bad puns
("Do a Bibarel Roll!")  Its' first Ability, Simple, means that a Stat-boosting
move like Amnesia will get double the effect, which is a good thing. Its' 
other Ability, Unaware, lets Bibarel ignore any changes the opponent has on
their Stats, so any Pokemon that's been beefing up their Defense, or Attack,
like Dragon Dancers or Calm Minders, would have no effect on Bibarel/

Bibarel@Choice Band
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP
Unaware
-Return
-Aqua Tail/Waterfall
-Superpower/Focus Punch
-Quick Attack/Thunder/Pluck

Return and whatever Water attack you pick are for STAB, Superpower and Focus
Punch are to get rid of any Steel types.  The other attack is mostly a filler.
Pick whatever one suits you best.

Physical Sweeper

Bibarel@Liechi Berry
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP
Simple 
-Return
-Waterfall
-Thunder Wave
-Endure 

T-wave is there to slow the opponent down.  If you don't think you'll make it
through the turn, use Endure.  That will activate the Liechi Berry and 
increase your Attack.

Special Sweeper

Bibarel@Leftovers/Expert Belt/Life Orb
Nature: Modest
Simple
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Simple
-Charge Beam
-Ice Beam
-Surf
-Grass Knot/Superpower

Charge Beam, and to a point Grass Knot, both take advantage of Simple.  
Superpower is not a Special Attack.  It's there for taking the Steel Types 
down, but that's all.  So if you don't want to waste your EVs, don't use it.

Annoyer

Bibarel@
Nature:Impish
EVs: 252 Def, 252 Spd, 6 Atk.
Unaware
-Waterfall
-Headbutt
-Thunder Wave
-Attract

This last one isn't much.  This moveset DEPENDS on Hax.  Get them Paralyzed, 
then Attracted (If possible!) and try to get as many Flinches as you can.  

THE MOVES
Bibarel learns Superpower and Headbutt naturally.  Quick Attack and Aqua Tail
are all Egg moves.  The rest of them are all TMs, except for Surf and 
Waterfall, which are HMs.
==============================================================================
#16 (402)  KRICKETUNE
           Type:  Bug
           Ability:  Swarm (Increases the power of Bug-type attacks when Hit
                            Points are below 1/3.)
Base Stats:
               HP-77
          Attack-85
         Defense-51
   Special Attack-55    
  Special Defense-51
            Speed-65
This underused Bug with the low Stats and the small movepool is best used as
a Physical Sweeper.  Preferably with a Baton Passer to get some defenses 
on it.

Physical Sweeper

Kricketune@Salac Berry
Nature:  Jolly
EVs: 252 Atk, 252 Spd, 6 HP.
Swarm
-Substitute/Endure
-X-Scissor
-Swords Dance
-Brick Break

This moveset's pretty easy.  Use Swords Dance or Substitute, then start 
pounding away at the opponent.  If your Hit Points get low, the Salac berry
will up your Speed.

An Annoyer

Kricketune@Leftovers
Nature: Adamant/Hasty
EVs: 252 HP, 252 Atk, 6 Spd.
Swarm
-Substitite
-Perish Song
-Sing
-X-Scissor

Use it with a good Spiker and keep it well away from any soundproof Pokes.

THE MOVES
Kricketune learns Sing, X-Scissor, and Perish Song naturally.  Substitute, 
Endure, and Brick Break are all TMs.  It does not seem to have any Egg Moves.
==============================================================================
#19 (405)  LUXRAY
           Type:  Electric
           Abilities:  Intimidate (When entering in the battle, this Pokemon
                                    lowers the foe's attack.)
                       Rivalry (If this Pokemon and its' opponent are the 
                                same gender, this Pokemon's attack goes up.)
Base Stats:
               HP-80
          Attack-120
         Defense-79
   Special Attack-95    
  Special Defense-79
            Speed-70
Sadly, Luxray doesn't have that good a movepool.  It's got some good attack,
though.  The problem is that the most powerful Electric attack, Thunder,is 
a Special Attack, so you wouldn't be able to use that good Attack Stat.  
Luxray is best described as an Underused Pokemon.

Physical Sweeper

Luxray@Leftovers
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP.
Intimidate
-Crunch/Iron Tail
-Thunder Fang/Spark
-Fire Fang/Ice Fang
-Charge/Thunder Wave

Thunder Fang has more power, but less of a chance of paralyzing.  Charge is 
there to boost up whatever electric attack you go with, Crunch is to take out
any ghosts or Psychics, and as the other two, pick whatever sounds better.

Another Physical Sweeper

Luxray@Leftovers
Nature: Adamant/Brave
EVs: 252 Atk, 252 Def, 6 Spd.
Intimidate
-Thunder Wave
-Thunder Fang
-Ice Fang
-Bite

Paralyze them with Thunder Wave, then since being Paralyzed slows down your 
opponent, either go for Bite (And hope they flinch) or one of the Fangs.

A "HAX"-Ray

Luxray@Leftovers
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP.
Rivalry
-Thunder Fang/Spark
-Attract
-Thunder Wave
-Ice Fang

Rivalry to help if the opponent is the same gender, Attract if it's not.  

THE MOVES
Luxray learns Spark, Bite, Crunch, Thunder Fang, and Charge naturally.  Iron
Tail, Attract, and Thunder Wave are all TMs, Fire Fang and Ice Fang are all 
Egg moves.
==============================================================================
#27 (407) ROSERADE
         Types:  Grass/Poison
         Abilities:  Natural Cure (Status conditions are cured when this 
                                    Pokemon is withdrawn from battle.)
                     Poison Point (When a direct attack makes contact with
                                    Roserade, the opposing Pokemon has a 
                                    30% chance of being poisoned.) 
Base Stats:
               HP-60
          Attack-70
         Defense-55
   Special Attack-125   
  Special Defense-105
            Speed-90
Roselia’s Evolved form, Roserade is a bit of an improvement.   The Special 
Attack is very good.  However, low speed and defenses don’t help very much 
against fast Physical Sweepers, making Roserade an excellent example of an 
Underused Pokemon.

Choice Scarf-er

Roserade@Choice Scarf
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Natural Cure
-Sleep Powder
-Leaf Storm
-Sludge Bomb/Shadow Ball/Weather Ball
-Hidden Power Ice

With the Speed Boost from Choice Scarf, Roserade should be able to move faster
than anything that’s not a Sweeper.  Don’t use Sleep Powder unless you‘re 
desperate.  If it misses, or if the opponent switches out, or even if the 
opposing Pokemon wakes up before it’s knocked out, Roserade could be in VERY 
big trouble.

A Choice Specs-er

Roserade@Choice Specs
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP
Natural Cure
-Leaf Storm
-Sludge Bomb
-Shadow Ball/Energy Ball/Weather Ball
-Hidden Power Fire

Leaf Storm and Sludge Bomb are good Stab attacks.  Hidden Power Fire is there
for the Steel Types, Shadow Ball will take out the Ghost types.  Energy Ball 
is a STAB attack that won’t make your Stats fall, and  Weather Ball is for 
being versatile.  

Another Special Attacker

Roserade@Wise Glasses/Focus Sash
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP
Natural Cure
-Energy Ball/Petal Dance
-Shadow Ball
-Extrasensory/Sludge Bomb
-Hidden Power Water

Here's another variation on the Special Attacking Roserade.  I added Focus 
Sash because of Roselia's low Defense.  Anyways, Energy Ball and Petal Dance
are for STAB, Shadow Ball is for Psychics and Ghosts, Extrasensory is for 
Fighting, and other Poisons, and Hidden Power is for Fire types.

(For some reason, I keep getting Roserade confused with Roselia.  I dunno...)

A Weather Wizard

Roserade@Heat Rock/Damp Rock/Life Orb
Nature: Timid
Evs: 252 Sp. Atk 252 Spd, 6 HP
Natural Cure
-Sunny Day/Rain Dance
-Energy Ball
-Weather Ball
-Hidden Power Ice
Takes advantage of Weather Ball.  It’s a good set to build a team around, just
 don’t make Roserade your only Weather Wizard.  Anyway,  you can choose from 
either Sunny Day or Rain Dance.  The first one will give you a better chance 
to beat Steel Types, but Rain Dance is the one NOBODY expects.  Energy Ball is 
there for the STAB, while Hidden Power is for those dragons.

Sub-Seeder

Roserade@Leftovers
Nature: Timid
Evs: 252 HP, 252 Spd, 6 Sp. Atk.
Natural Cure
-Substitute
-Leech Seed
-Growth
-Energy Ball

Use Substitute first, then if your opponent can be Leech Seeded, use that.  
If the Substitute is broken, do it again.  When you have a chance, use Growth
to get the extra power and Energy Ball for a STAB-ed attack.   If  you know 
your opponent has another Grass type, switch out Leech Seed for a good Hidden
Power or Sludge Bomb.

A Staller-y Set

Roserade@Focus Sash/Big Root
Nature: Timid
EVs: 252 Spd, 252 Sp. Atk, 6 HP
Natural Cure
-Toxic
-Giga Drain/Grass Knot
-Synthesis
-Aromatherapy

Roserade's Defenses aren't the best, so Focus Sash would go good with this 
Set.  Toxic to Poison the opponent, the Grass Type attack depends on what you
want to do.  Grass Knot takes down some of the more common Rock, Ground, and
Water Pokemon while Giga Drain is better for Stalling, since it gets Roserade
some Hit Points back.  Synthesis is for more Stalling, while Aromatherapy
gets rid of Stat Conditions like Paralysis.

A Healer-ish Set

Roserade@Leftovers/Black Sludge/Focus Sash
Nature: Calm
EVs: 252 Def, 252 Sp. Def, 6 HP
Natural Cure 
-Aromatherapy
-Synthesis
-Sludge Bomb/HP Fire/HP Ice/Endure/Substitute
-Energy Ball/Endure/Substitute
 
This one's similar to the last one.  Anyways, Aromatherapy to cure any
Stat Conditions, Synthesis to heal and keep Roserade in the Battle, Sludge 
Bomb for STAB, Hidden Power Fire for Steels, Hidden Power Ice for Fliers and
Dragons and other Grass Pokemon, Substitute and Endure for stalling, and 
Energy Ball for more STAB.

THE MOVES
Roserade learns Aromatherapy, Growth, Toxic, Giga Drain, Synthesis, Petal 
Dance, Extrasensory, and Leech Seed as Roselia. It learns Weather Ball 
naturally.  Hidden Power, Sludge Bomb, Shadow Ball, Sunny Day, Rain Dance, 
Grass Knot, Endure, and Energy Ball are all TMs, and Sleep Powder, Synthesis, 
and Leaf Storm are Egg Moves.  
==============================================================================
#37 (409) RAMPARDOS
       Type: Rock
        Ability: Mold Breaker (Any ability that would prevent an attack is
                  negated)
Base Stats:
               HP-97
          Attack-165
         Defense-60
   Special Attack-65   
  Special Defense-50
            Speed-58
Its’ fossil can only be found in Diamond.  Rampardos has VERY good attack, and
an interesting ability (That’ll take care of any Levitators!) but it makes up 
for that VERY bad defenses.  

Physical Sweeper

Rampardos@Leftovers
Nature: Adamant 
EVs: 252 Atk, 252 Spd 6 HP 
Mold Breaker
-Stone Edge
-Earthquake
-Pursuit/Crunch
-Rock Polish

This set doesn’t need much explanation.  Rock Polish is to get Rampardos’ 
speed up.  Just watch out for faster hard hitters.

Another Physical Sweeper

Rampardos@Life Orb
Nature: Adamant 
EVs: 252 Atk, 129 HP, 129 Spd
Mold Breaker
-Head Smash
-Zen Headbutt
-Focus Punch
-Crunch

Be careful, Head Smash, in my opinion, is low on accuracy.  Anyway, Focus 
Punch is there for when you think your opponent will switch out.  

Choice Band-er

Rampardos@Choice Band
Nature: Jolly 
EVs: 252 Atk, 129 HP, 129 Spd. 
Mold Breaker
-Stone Edge
-Earthquake
-Pursuit
-Hammer Arm

This set is best used with a Baton Passer of some kind.  Rampardos could use 
the speed.

Choice Scarf-er

Rampardos@Choice Scarf
Nature: Adamant 
EVs: 252 Atk, 129 Spd, 129 HP
Mold Breaker
-Earthquake
-Stone Edge
-Pursuit
-Hammer Arm

Choice Scarf for making you fast enough to get the first hit, Stone Edge for
STAB, even though the accuracy’s a bit low.  Earthquake for taking out 
everything except Fliers, Pursuit for the Ghost Types and Hit-and-Runners, and
Hammer Arm for the Normals.  

A Rampardos for Double Battles

Rampardos@Iron Ball/Leftovers/Life Orb
Nature: Adamant/Brave
EVs: 252 HP, 252 Atk, 6 Def. 
-Protect
-Rock Slide/Head Smash/Stone Edge
-Pursuit 
-Hammer Arm

This Set is for Double Battles.  It works best with a Pokemon with Trick Room,
like the Dusknoir Set I've got later on.  Protect is to keep Rampardos in the
Battle while Trick Room is set up, Rock Slide, Head Smash, and Stone Edge are
for STAB, Pursuit is in case the opponent tries to run (And hasn't been Mean
Look-ed by Rampardos' Partner), and Hammer Arm is there to make Rampardos even
slower for the Trick Room, while giving it an attack to take Normal and Steel 
Pokemon out.

THE MOVES
Rampardos learns Head Smash, Pursuit, and Zen Headbutt naturally.  Focus 
Punch, Protect, Earthquake, Rock Polish, Rock Slide and Stone Edge are all 
TMs.  Crunch and Hammer Arm are Egg Moves.
==============================================================================
#39 (411) BASTIODON
         Types: Rock/Steel
         Ability: Sturdy. (If the opponent uses a 1-Hit KO attack, like 
                  Fissure or Sheer Cold, it will not affect this Pokemon.)
Base Stats:
               HP-60
          Attack-52
         Defense-168
   Special Attack-47  
  Special Defense-138
            Speed-30
Bastiodon comes from the Pearl-Exclusive Fossil.   Stat-wise, it’s also the 
opposite of Rampardos.  Bastiodon has spectacular defenses (Which it needs, 
being weak against several common types!), but very little Attack and Special
Attack.  It’s best off as a Wall or a Tank.

A Tank-ish Moveset

Bastiodon@Leftovers
Nature: Impish/Careful
Evs: 252 Def, 252 Sp. Def, 6 HP.
Sturdy
-Curse
-Rock Slide
-Stealth Rock
-Iron Head/Rest/Earthquake/Roar
If you go with Rest, you can switch Lefties for a Chesto Berry.  Roar is to 
get rid of anything that can hurt Bastiodon. 

Here’s Another One.

Bastiodon @Leftovers
Nature: Impish/Careful
Evs: 252 HP, 129 Def, 129 Sp. Def.
Sturdy
-Substitute/Protect
-Roar
-Stealth Rock
-Metal Burst

Fairly simple, Substitute, then start Stealth Rocking.  

THE MOVES
Bastiodon can learn Protect from the Move Tutor.  It learns Iron Head, and 
Metal Burst naturally.  Roar, Rest, Earthquake, Rock Slide, Stealth Rock, 
and Substitute are all Tms.  Curse is an Egg Move.
==============================================================================
#46 (413) WORMADAM
         Types: Bug/Grass, Bug/Ground, Bug/Steel
         Ability: Anticipation (If the opponent has any moves that are Super
                  Effective against this Pokemon, or 1-Hit KO moves, the 
                  screen will tell you when that Pokemon appears in battle.)

Wormadam is an odd Pokemon.  First, it only comes from female Burmy.  Second, 
its’ type depends on where the Burmy it Evolved from fought last.  If it was 
fighting in a forest, it will become a Bug/Grass type.  If it was fighting in 
a Cave, it becomes a Bug/Rock type.  If it was fighting in a building, it 
becomes a Bug/Steel type.  All three types have different Base Stats, so I’ll 
list them all here.


Base Stats (Bug/Grass):
               HP-60
          Attack-59
         Defense-85
   Special Attack-79   
  Special Defense-105
            Speed-36

Base Stats (Bug/Ground):
               HP-60
          Attack-59
         Defense-105
   Special Attack-59   
  Special Defense-85
            Speed-36

Base Stats (Bug/Steel):
               HP-60
          Attack-69
         Defense-95
   Special Attack-69   
  Special Defense-95
            Speed-36
Sadly, all three of them have rather low Stats, so they‘re hardly ever used.  
Wormadam in general has a lousy move pool.  The only Type I’ve been able to 
find Movesets for is the Bug/Steel one.

A Tank

Wormadam (Steel form)@Leftovers
Nature: Modest/Bold/Calm
EVs: 252 Def, 252 Sp Def, (Or Sp. Atk) 6 HP.
Anticipation
-Protect
-Stealth Rock/Metal Sound 
-Toxic
-Substitute/Flash Cannon

Flash Cannon and Metal Sound go together.  If you take out the one, it’s 
probably not worth keeping the other.

Special Sweeper-ish

Wormadam (Steel Form)@Leftovers
Nature: Modest 
Evs: 252 HP, 252 Sp. Atk, 6 Def.
Anticipation
-Stealth Rock
-Metal Sound
-Shadow Ball/Flash Cannon
-Hidden Power (Fighting/Bug)

Most of Wormadam’s moves are Special, so this fits her a bit better than the
last one.

THE MOVES
Wormadam learns Protect, Hidden Power, and Metal Sound naturally.  Stealth 
Rock, Toxic, Shadow Ball, Substitute, and Flash Cannon are all Tms.
==============================================================================
#47 (414) MOTHIM
        Type: Bug/Flying
        Ability: Swarm (When this Pokemon’s Hit Points drop below 1/3, 
                 Swarm increases the power of its’ Bug-type attacks.)
Base Stats:
              HP-70
          Attack-94
         Defense-50
   Special Attack-94   
  Special Defense-50
            Speed-66
Mothim is the male equivalent of Wormadam.  Unfortunately, it’s got almost 
the same Base Stats, except better Speed.   You probably won’t find many of 
these in competitive battles.

A Choice Scarf-er

Mothim@Choice Scarf/Wiseglasses
Nature: Modest/Timid
Evs: 252 Sp. Atk, 252 Spd, 6 HP.
Swarm
-Air Slash
-Bug Buzz
-Hidden Power-Ground/Rock
-Shadow Ball/Psychic/Energy Ball/Substitute

I couldn’t find that many Movesets for Mothim.  Anyway, this one’s a typical
Special Sweeper.  Air Slash and Bug Buzz for STAB.  Hidden Power for taking 
out Rock-Types or Fliers.  The last move is whatever you feel like using.

THE MOVES
Mothim learns Hidden Power, Air Slash, Psychic, and Bug Buzz naturally.
Shadow Ball, Energy Ball, and Substitute are all Tms.
==============================================================================
#49 (416) VESPIQUEN
         Types: Bug/Flying
         Ability: Pressure (Any moves used by the opponent count as 2 PP
                  not 1.)
Base Stats:
               HP-70
          Attack-80
         Defense-102
   Special Attack-80  
  Special Defense-102
            Speed-40
Hmm, I think Game Freak likes Bug/Flying types, it keeps making more of them!
Anyway, Vespiquen is mostly average stat-wise, although its' Hit Points are 
higher than say Wormadam's, which is a plus.  It has several signature moves
which at least makes it stand out a little.  The problem is its’ speed!  It’s
almost as slow as Wormadam.  It makes up for that with a good Ability, but I 
think that Vespiquen is going to stay in the Under-Used category.

A Toxi-Staller/Annoyer

Vespiquen @Leftovers
Nature: Impish/Jolly
Evs: 252 HP, 129 Def, 129 Spd.
Pressure
-Defend Order
-Heal Order
-Toxic
-Destiny Bond/Aerial Ace

This set makes use of a couple of Vespiquen’s Signature Moves.  Toxic first, 
if you can, then build up your defenses.  Heal when your Hit Points are 
getting low, and either Destiny Bond when it looks like Vespiquen’s about to
get KO’ed, or if you want an actual attack, use Aerial Ace.

A Sweeper-ish Vespiquen

Vespiquen@Leftovers
Nature: Adamant
EVs: 252 HP, 252 Atk, 6 Def.
Pressure
-Attack Order
-Defend Order
-Heal Order
-Power Gem/Destiny Bond

This Vespiquen might be good for an Underused battle.  Attack Order for a nice
STAB'ed attack, Defend Order to build up Vespiquen's Defenses, Heal Order to
keep Vespiquen in the battle, and the last attack depends on what you're 
facing.  Power Gem for Fliers (Although if you go with it, you might want to
put EVs in Special Attack rather than regular Attack, since Power Gem is 
Special.)  And Destiny Bond for when you think that Vespiquen won't survive
another attack.

THE MOVES
Vespiquen learns Attack Order, Defend Order, Power Gem, Heal Order, Toxic, and
Destiny Bond naturally.  Aerial Ace is a TM.
==============================================================================
#55 (417) PACHIRISU
         Type: Electric
         Abilities: Pickup (If this Pokemon isn’t holding anything at the 
                           end of a battle, it will sometimes pick up items
                    Run Away (If this Pokemon is in a battle with a wild
                              Pokemon, it can flee easily.)
Base Stats:
               HP-60
          Attack-45
         Defense-70
   Special Attack-45  
  Special Defense-90
            Speed-95
I’ll admit that they need to make more Electric Pokemon, but they can 
certainly do better than this!  It’s horribly weak, it doesn‘t evolve, and 
the abilities are useless in a competitive battle.  Not to mention that it’s
disgustingly cute…And I’m not talking about real cute, I mean sickeningly 
sweet!  Anyway, I may as well include some sets for it.

Annoyer

Pachiris@Leftovers
Nature:  Hasty/Naïve/Jolly
EVs: 252 HP, 252 Spd, 6 whatever you want.
Pickup
-Flatter/Attract 
-Super Fang
-Substitute
-Thunder Wave

Super Fang ALWAYS takes out half of the opponent’s Hit Points.  It’s a good 
move, even if it’s on a Pachirisu.  Just be careful because it does 
occasionally miss.

A Special Sweeper

Pachirisu@Wisdom Glasses
Nature:  Modest/Timid
Evs: 252 Spd, 252 Sp. Atk. 6 HP.
Pickup
-Substitute
-Super Fang
-Fake tears
-Grass Knot

Substitute and Super Fang are always good on Pachirisu.  Fake Tears to lower
the opponent’s Special Defense and Grass Knot for an actual attack. 

THE MOVES
Pachirisu learns Super Fang naturally.  Attract, Thunder Wave, Substitute, and
Grass Knot are all TMs.  Flatter and Fake Tears are both Egg Moves.
==============================================================================
#57 (419) FLOATZEL
         Type: Water 
         Ability: Swift Swim (If the in-game weather is raining, this 
                  Pokemon's speed is doubled)
Base Stats:
               HP-85
          Attack-105
         Defense-55
   Special Attack-85  
  Special Defense-50
            Speed-115
With that attack and that speed, Floatzel would work best as a Physical 
Sweeper or a Choice Band-er.  It also learns Baton Pass, which is always good.

Baton Passer

Floatzel@Leftovers
Nature: Jolly
EVs: 252 HP, 129 Atk, 129 Spd/Def.
Swift Swim 
-Baton Pass
-Bulk Up/Agility
-Taunt/Substitute
-Waterfall

Fairly easy.  Use Bulk Up and/or Taunt, then Baton Pass if things get too 
ugly.

Choice Band-er

Floatzel@Choice Band/Leftovers
Nature: Jolly
EVs: 252 Atk, 252 Spd, 6 HP.
Swift Swim
-Waterfall
-Ice Fang
-Crunch
-Aqua Jet/Pursuit/Agility

Aqua Jet's the water version of Quick Attack, but it's not as powerful as 
Waterfall.  If you want Agility, go with Leftovers.

THE MOVES
Floatzel learns Ice Fang from the Move Tutor in Pastoria City.  Aqua Jet, 
Crunch, and Agility are all learned naturally as Floatzel levels up.  Bulk
Up, Taunt, and Substitute are all TMs, and Waterfall is an HM.
==============================================================================
#59 (421) CHERRIM
         Type: Grass 
         Ability: Flower Gift (If the In-Game weather is Sunny, this Pokemon
                  and its' ally's Attack and Special Attack is multiplied by
                  half.)
Base Stats:
               HP-70
          Attack-60
         Defense-70
   Special Attack-87  
  Special Defense-78
            Speed-85
Cherrim isn't much to look at in normal competitive play, but when it comes to
two on two, it really helps!  Its' Ability is best with any team based on 
Sunny Day, especially one with a Groudon on it, will really do good with 
this Pokemon.

A Two-on-Two Cherrim

Cherrim@Focus Sash
Nature: Timid/Modest/Bold 
EVs: 252 HP, 252 Sp. Atk/Sp. Def, 6 Spd. 
Flower Gift
-Protect
-Helping Hand
-Worry Seed
-Grass Knot/Grasswhistle/Aromatherapy

This set is for a team with Groudon or something with Sunny Day.  Focus Sash 
is to keep Cherrim into more than one round.  Protect is for the Earthquakes
(Something you're bound to see with Groudon) Worry Seed will get rid of any 
resters, and when used with something with a bad ability, (Sadly, it doesn't
work for Slaking) will replace that Ability with Insomnia.  If you don't want 
an attacking move, replace the Special Attack EVs with Special Defense or 
regular Defense.

Another Two-on-Two Cherrim (SunnyBeamer)

Cherim@Heat Rock
Nature: Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Flower Gift
-Sunny Day
-Solarbeam
-Helping Hand
-Protect

For the team that doesn't have Groudon.  It's mostly a Support Pokemon. 

A Cherim for One-on-One battles

Cherrim@Leftovers
Nature: Modest/Timid
EVs: 252 HP, 252 Sp. Atk, 6 Spd.
Flower Gift
-Substitute
-Leech Seed
-Solarbeam
-HP Fire/HP Ice/Grasswhistle/Sunny Day

It's pretty much a standard Grass-Type without the Ability.  Hidden Power is
just in case Cherrim runs into another Grass.

THE MOVES
Cherrim can learn Leech Seed, Helping Hand, Sunny Day, Worry Seed, and 
Solarbeam naturally.  Hidden Power, Protect, Grass Knot, and Substitute are 
all TMs.  Grasswhistle and Aromatherapy are Egg Moves.
==============================================================================
#61 (423) GASTRODON
         Type: Water 
         Abilities: Sticky Hold (This Pokemon's item cannot be taken from it.)
                  Storm Drain (In a Two-on-Two battle, any Water attacks
                               will be drawn to this Pokemon.)
Base Stats:
              HP-111
          Attack-83
         Defense-68
   Special Attack-92  
  Special Defense-92
            Speed-39
Ah, Gastrodon.  It's a bit like Quagsire, but without Water Absorb.  
Unfortunately, attacks drawn by Storm Drain hit just as hard as anything,
Storm Drain is only useful in a Two-on-Two battle, however Sticky Hold will
stop any Thieves in their tracks.

A VERY slow Special Sweeper

Gastrodon@Leftovers
Nature: Bold 
EVs: 252 Def, 129 HP, 129 Sp. Atk
Sticky Hold
-Surf
-Ice Beam
-HP Electric
-Recover

The Ability can be changed if you're a Two-on-Two player.  Just watch out for
faster sweepers, especially those with Grass-Type Attacks.  HP Electric is in
case you run into another Water-Type (Gyarados!)

Another Special Sweeper

Gastrodon@Leftovers
Nature: Calm
EVs: 252 Sp. Def, 129 HP, 125 Sp. Atk.
Sticky Hold
-Mud Bomb/HP Ground/Earthquake
-Surf
-Ice Beam
-Recover

It's pretty much the same thing, but with a Ground type attack for STAB and
to take out any Steel and Rock types, the only thing that might just move 
slower.

A Counter-er
Gastrodon @ Leftovers
Nature: Bold/Modest/Calm
EVs: 252 HP, 129 Def, 129 Sp. Def
Sticky Hold
-Surf/Toxic
-Counter
-Mirror Coat
-Recover

This one was meant to take hits and dish them right back.  Recover is a 
lifesaver here.  Once again, if you're going to use Gastro in a Double
Battle, you might want to give it Storm Drain.  Toxic is for dealing with
other defensive Pokemon.

A Tank-ish Gastrodon

Gastrodon@Leftovers
Nature: Bold 
EVs: 252 Def, 129 Sp. Def, 129 Sp. Atk.
Sticky Hold
-Stockpile
-Swallow/Recover
-Surf
-Ice Beam

Stockpile to increase the defenses, Swallow and Recover are to keep 
Gastrodon in battle as long as it can.  Keep an eye out for anything with
Energy Ball or any other Water Types.

THE MOVES
Gastrodon learns Mud Bomb, Hidden Power, and Recover naturally.  Toxic, Ice 
Beam and Earthquake are Tms.  Surf is an HM.  Counter and Mirror Coat are Egg
Moves.
==============================================================================
#64 (424) AMBIPOM
         Type: Normal 
         Abilities: Technician (Any move with a power under 60 that this 
                             Pokemon uses is strengthened by half.)
                  Pickup (If this Pokemon isn’t holding anything at the 
                         end of a battle, it will sometimes pick up items
Base Stats:
               HP-75
          Attack-100
         Defense-66
   Special Attack-60  
  Special Defense-66
            Speed-115
Ambipom has a VERY wide Movepool and an ability that's useful in Competitive
Battle.  Its' stats are pretty good, and it learns Baton Pass too!

Baton Passer

Ambipom@Leftovers
Nature: Jolly
EVs: 252 HP, 252 Atk, 6 Spd.
Technician
-Substitute
-Baton Pass
-Thunder Wave/Agility
-Return/Double Hit

This moveset is for making Substitutes and then Baton Passing them.  You can
also Pass Agility, if you include that move. Return is a good STAB'ed attack.
If you want to be different or to take advantage of Technician, you can choose
Double Hit over Return.

A Choice Bander

Ambipom@Choice Band
Nature: Adamant/Jolly/Careful
EVs: 252 Atk, 252 Spd, 6 HP.
Technician
-Return
-Thunder
-Focus Punch
-Shadow Claw

This move would go best with a Rain Dancer to improve Thunder's accuracy,
although you should probably make sure the opponent doesn't have another
"Thunder-Dancer" in their team.

A Different Set

Ambipom@Life Orb
Adamant/Jolly
Technician
-Fake Out
-Last Resort
-(No Move)
-(No Move)

Fake Out is for STAB, using Technician, and getting Last Resort started.
Last Resort is for a VERY powerful STAB'ed attack.  Keep this Set away 
from Ghosts, and to a lesser extent, Rocks and Steels.

THE MOVES
Ambipom learns Baton Pass, Agility, Double Hit, and Last Resort naturally.  
Thunder, Focus Punch, Substitute, Thunder Wave, Return, and Shadow Claw are 
all TMs.  Fake Out is an Egg Move.
==============================================================================
#66 (426) DRIFBLIM
         Type: Ghost/Flying 
         Abilities: Unburden (If this Pokemon uses a once-only item in this 
                           battle, this Pokemon's speed is doubled)
                  Aftermath (When this Pokemon faints, the opponent loses
                             1/4 of their Hit Points)
Base Stats:
              HP-150
          Attack-80
         Defense-44
   Special Attack-90  
  Special Defense-54
            Speed-80

It may not be in the same league as Blissey, but that's still a lot of Hit
Points.  Too bad its defenses aren't so hot. 

Special Sweeper

Drifblim@Petaya Berry
Nature: Modest/Timid
EVs: 252 HP, 252 Sp. Atk, 6 Spd.
Unburden
-Hypnosis/Substitute
-Shadow Ball
-Thunderbolt
-Hp-Flying/Baton Pass

Hidden Power is for STAB, Baton Pass is if you want to Pass the Special Attack
from the Petaya berry

Another Special Sweeper

Drifblim@Petaya Berry
Nature:  Timid
EVs: 252 HP, 252 Spd, 6 Sp. Atk. 
Unburden
-Substitute
-Baton Pass
-Hypnosis
-Haze/Shadow Ball/ Thunderbolt/Will-O-Wisp

Petaya Berry can be replaced with any of the other "Pinch" Berries.  

A Baton Passer

Drifblim@Chesto Berry
Nature: Timid/Modest/Calm
EVs: 252 HP, 252 Spd, 6 Atk.
Unburden
-Shadow Ball/Ominous Wind
-Stockpile
-Rest
-Baton Pass

Stockpile increases the user's Defenses, which can be Baton Passed.  Ominous
Wind has a chance of raising ALL of Drifblim's stats, which is good for a 
Baton Passer.

Another Baton Passer

Drifblim@Leftovers
Nature: Calm
EVs: 170 Spd, 170 Def, 170 S. Def
Aftermath
-Baton Pass
-Calm Mind
-StockPile
-Ominous Wind

Well, here's another version of the Baton Pass Set.     Stockpile and Calm 
Mind are both to boost Drifblim's Stats, Ominous Wind is for an actual attack,
plus the occasional stat boost, and Baton Pass is to pass it all on to the 
next Poke.

THE MOVES
Drifblim learns Stockpile, Ominous Wind, Baton Pass, and Shadow Ball 
naturally.  Calm Mind, Hidden Power, Thunderbolt, Rest, Will-o-Wisp, and 
Substitute are all TMs.  Haze and Hypnosis are Egg Moves.
==============================================================================
#68 (428) LOPUNNY
         Type: Normal
         Abilities: Cute Charm (If a Pokemon of the opposite gender hits this
                               Pokemon with a Direct Attack, there is a 30%
                               chance that that Pokemon will be infatuated.)
                    Klutz:  This Pokemon cannot use any held items.
Base Stats:
              HP-65
          Attack-76
         Defense-84
   Special Attack-54  
  Special Defense-96
            Speed-105

I won't comment on Lopunny's looks. I will however say that it has a very 
nice movepool.  It can be a Baton Passer, or even a "Trick-Bander" (Which is
helped by the Ability Klutz!)

Baton Passer

Lopunny@Leftovers
Nature: Timid/Modest/Calm
EVs: 252 HP, 252 Spd, 6 Sp. Atk.
Cute Charm
-Baton Pass
-Agility
-Substitute
-Healing Wish/Charge Beam

Baton Pass Agilities and Substitutes.  If it looks like Lopunny's about to be
KO'ed, use Healing Wish to get your next fighter ready...Or if you want an 
actual attack, use Charge Beam.

Item Switcher (I can't say "Trick-Bander" anymore!)

Lopunny@Flame Orb/Iron Ball
Nature: Bold
EVs: 252 HP, 129 Def, 129 Spd.
Klutz
-Switcheroo
-Encore
-Rest
-Swagger

Klutz won't let Lopunny use any items, right?  So that means Lopunny can hold
any sort of bad item without putting up with the bad stuff.  Switcheroo gives
your opponent that bad stuff.  Flame Orb burns any (Non-Klutzy) Pokemon that
holds it, and even if it heals it'll just start again.  As for the rest of 
the moves...they're all there to (Hopefully) keep the opponent busy until 
it's too late.

Another Switcher/Baton Passer

Lopunny@Flame Orb
Nature: Timid
EVs: 252 HP, 252 Spd, 6 Def.
Klutz
-Switcheroo
-Swagger
-Agility/Rest
-Baton Pass/Charge Beam.

Pretty much the same.  Be aware that Charge Beam can sometimes miss.

Toxi-Staller Lopunny

Lopunny@Leftovers 
Nature: Jolly 
EVs: 252 Spd, 129 Def, 129 Sp. Def.
Cute Charm 
-Toxic 
-Protect 
-Bounce 
-Encore 

Toxic to Poison, Protect to Stall, Bounce to stall some more, and Encore to
keep the opponent busy, preferably doing some Stat-Boosting move.  This Set
is best against anything that is NOT Steel.  It also helps if the opponent is
the opposite gender for Cute Charm to work.


THE MOVES
Lopunny can learn Baton Pass, Agility, Bounce, and Healing Wish naturally.  
Toxic, Protect, Rest, Substitute, and Charge Beam are all TMs.  Switcheroo, 
Swagger, and Encore are all Egg Moves.
==============================================================================
#73 (429) MISMAGUS
         Type: Ghost
         Ability: Levitate (Ground attacks will not affect this Pokemon.)
Base Stats:
              HP-60
          Attack-60
         Defense-60
   Special Attack-105
  Special Defense-105
            Speed-105
At least its' numbers are mostly the same.  Either decent or fairly bad.
Anyway, it's got a good Ability and it can move faster than some Overused
Pokemon.  So, what can it do?

Special Sweeper

Mismagius@Leftovers
Nature: Modest 
EVs: 252 Sp. Atk, 252 Spd, 6 Def.
Levitate
-Calm Mind
-Shadow Ball
-Thunderbolt/Psychic/Energy Ball/Ominous Wind
-Thunderbolt/Psychic/Energy Ball/Ominous Wind

Keep it away from Physical Pokemon.  Other than that, it's pretty easy.

And another one.

Mismagus@Leftovers
Nature: Timid/Bold
EVs:  252 Spd, 129 HP, 129 Def. 
-Calm Mind
-Will-o-Wisp/Substitute/Taunt
-Thunder/Thunderbolt
-Hidden Power Ice/Hidden Power Fire/Shadow Ball/Energy Ball/Hidden 
 Power Fighting

Calm Mind once or twice, then Sweep away.  If you have a Rain Dancer on your
team, go with Thunder.  If not, stick with Thunderbolt.  The last move depends
on what you think you'll be facing.  Hidden Power Ice is for the Dragons, Fire
is for Steel Types, Fighting is for any Tyrannitars, Shadow Ball is if you 
want a STAB-ed attack, and Energy Ball is for Ground or Water Pokemon. 

A "Perish-Trapper"

Mismagius@Leftovers 
Nature: Bold 
EV's:252 Def, 129 HP, 129 Sp. Def.
Levitate
-Mean Look
-Perish Song
-Protect
-Destiny Bond/Rest

Mean Look is there to keep your opponent from getting out of there in time.
Perish Song will take down any Pokemon in the area when the three-turn 
countdown ends.  Rest and Protect are to keep Mismagus alive until Perish
Song strikes.  If you're not sure that it'll last the whole time, go for
Destiny Bond and take your opponent down that way.

And an Annoyer Set

Mismagus@Leftovers
Nature: Bold
EVs: 170 Def, 170 S. Def, 170 Spd
Levitate
-Thunder Wave/Will-O-Wisp/Toxic/Confuse Ray
-Thunder Wave/Will-O-Wisp/Toxic/Confuse Ray
-Thunder Wave/Will-O-Wisp/Toxic/Confuse Ray
-Shadow Ball/Psychic

Mismagus isn't the toughest Poke around, so beware of Physical attackers.
Anyways, pick three Annoyer moves, Thunder Wave to slow opponents down, 
Will-o-Wisp for the Ground and Steel types, plus the speed and Attack 
decrease, Toxic for everything that's not Steel, and Confuse Ray for if you're
feeling lucky, or if you feel like they're going to switch afterwards.  Shadow
Ball, is for STAB, and for Taunters.

THE MOVES
Mismagus learns Mean Look, Shadow Ball, Confuse Ray, and Perish Song as 
Misdreavus.  Calm Mind, Toxic, Hidden Power, Taunt, Protect, Thunderbolt,
Thunder, Psychic, Energy Ball,Thunder Wave, Substitute, Will-o-Wisp, Destiny 
Bond, and Ominous Wind are Egg Moves.
==============================================================================
#75 (430) HONCHKROW 
         Types: Dark/Flying
         Abilities: Insomnia (This Pokemon cannot have the condition Sleep.)
                    Super Luck (Increases the chances of getting a critical
                                hit.)
Base Stats:
              HP-100
          Attack-125
         Defense-52
   Special Attack-105  
  Special Defense-52
            Speed-71
Murkrow's Evolution has lost some speed and gained some attacking power.  
It also has a fairly nifty Ability that increases the chances of getting a
Critical.  The only downside is the speed, and that it has a very small 
Movepool for Special Attacks.

A "Hax"-Krow

Honchkrow@Scope Lens
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP
Super Luck
-Sucker Punch
-Night Slash
-Drill Peck
-Substitute

This Moveset is for getting as many Criticals as you can.  Sucker Punch is for
when the opponent goes "A Honchkrow?! That thing has such low defense, I'm 
gonna knock it out right now!" Night Slash is for STAB, and MORE critical
Hax.  Drill Peck is just for STAB ans Substitute is for keeping Honchkrow out
for as long as it can.

A Special Sweeper

Honchkrow@Salac Berry
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP
Super Luck
-Nasty Plot
-Dark Pulse
-Psychic
-Shadow Ball

Nasty Plot to raise the Special Attack, and the rest of them to Sweep.  This 
set would do better with a Baton Passer to raise Honchkrow's speed.

Another Special Sweeper

Honchkrow@Salac Berry
Nature: Modest/Timid
EVs:  252 Sp. Atk, 252 Spd, 6 HP
Super Luck
-Drill Peck/Psychic/Shadow Ball
-Dark Pulse
-Icy Wind
-Confuse Ray/Mirror Move/Thunder Wave

Icy Wind comes from a Move Tutor in Emerald.  If you breed your Murkrow there
and move it to Diamond or Pearl, you'll have to take your chances on which
Ability it has.  Icy Wind is there for two reasons.  First, to slow your
opponent down.  Second, to take on any Dragons you might encounter.

Choice Scarf-er

Honchkrow@Choice Scarf
Nature: Lonely
EVs: 252 Atk, 252 Spd, 6 HP.
Super Luck
-Drill Peck
-Night Slash
-Pursuit/Thunder Wave/Roost
-Hidden power Fire/Water/Fighting/rock

Physical Sweeper

Honchkrow@Life Orb
Nature: Adamant/Jolly
EVs:  252 Atk, 252 Spd, 6 HP
Super Luck
-Sucker Punch
-Drill Peck
-Substitute
-Roost

sucker Punch to take on any Physical Pokemon, Substitute and Roost to keep 
Honchkrow in battle, and Drill Peck for a regular attack.  

Choice Scarf to increase Honchkrow's less-than-average speed, and the others
are mostly there for STAB.  Hidden Power is there for anything that's not weak
against Dark or Flying.

THE MOVES
Honchkrow learns Icy Wind from the Move Tutor in Emerald as a Murkrow.  
Pursuit comes from the Move Tutor in Pastoria City.  Sucker Punch 
is learned as a Murkrow.  Nasty Plot, Night Slash, and Dark Pulse are all 
learned naturally.  Hidden Power, Psychic, Shadow Ball, Roost, Thunder Wave,
and Substitute are all TMs.  Drill Peck, Confuse Ray, and Mirror Move are 
Egg Moves.
==============================================================================
#77 (432) PURUGLY 
         Type: Normal
         Abilities: Own Tempo (This Pokemon cannot be Confused.)
                    Thick Fat (Any Fire and Ice damage this Pokemon takes is
                                halved.)
Base Stats:
              HP-71
          Attack-82
         Defense-64
   Special Attack-64  
  Special Defense-59
            Speed-112
When my younger sister first saw Purugly, the first words out of her mouth
were "Eww!"  It's a LOT like Persian, but not so pretty.  The Stats are almost
the same, too.  The Abilities are a bit different, though.  Purugly can only 
be found in Pearl.

Physical Sweeper

Purugly@Leftovers
Nature: Adamant
EVs:  252 Atk, 252 Spd, 6 HP.
-Hypnosis/Quick Attack
-Shadow Claw
-Return
-U-Turn

Hypnosis to make sure the opponent can't touch you (Although it's not very 
accurate.) Shadow Claw to deal with any Ghosts, Return for a nice STAB-ed 
attack and U-Turn to get Purugly away from something it can't take on.
If you can't take Hypnosis's lack of accuracy, go for Quick Attack.

A Choice Bander

Purugly@Choice Band
Nature:  Adamant
EVs:  252 Atk, 252 Spd, 6 HP
-Return
-Shadow Claw
-U-Turn
-Hidden Power Fire 

Pretty much the same.  Pick an attack and go with it.  U-Turn is for hitting
and running, Hidden Power is for dealing with Steels.

THE MOVES
Purugly learns Hypnosis naturally.  Hidden Power, Return, Shadow Claw, and 
U-Turn are all TMs.  Quick Attack is an Egg Move.
==============================================================================
#85 (435) SKUNTANK 
         Types: Dark/Poison
         Abilities: Stench (If this Pokemon is in the first slot of your 
                             party, wild encounters decrease.)
                    Aftermath (When this Pokemon is fainted, the opponent
                              takes damage)
Base Stats:
              HP-103
          Attack-93
         Defense-67
   Special Attack-71  
  Special Defense-61
            Speed-84
Skuntank is a very odd type.  Because it's a Dark type, Skuntank doesn't have
to worry about one of Poison's biggest weaknesses, Psychic Types.  It still 
has to keep a lookout for any Ground Types.  Only one of its' Abilities is 
useful in Cometitive Battling and that's Aftermath.  It's got a
rather bad Movepool and its' Defenses aren't too good, but Skuntank is a 
excellent Underused Pokemon.

Choice Bander/Exploder

Skuntank@ChoiceBand/Choice Scarf
Nature: Adamant/Jolly
EVs: 252 Atk, 252 Spd, 6 HP
Aftermath
-Explosion
-Night Slash 
-Poison Jab
-Pursuit/Iron Tail

I do NOT like Explosion.  I do NOT like the idea of losing a good Pokemon, 
even if it does take out the opponent.  But it's a Moveset, so it's here.  
Anyways, Explosion's there as a last resort.  Night Slash and Poison Jab are 
for STAB, and Pusuit's for any Hit-and-Runners.

Annoyer/Toxi-staller

Skuntank@Leftovers
Nature: Jolly
EVs: 252 HP, 252 Spd, 6 Atk.
-Substitute
-Protect
-Dig/Swagger
-Toxic

Substitute and Protect to keep Skuntank in the battle, Protect is also to see
what moves the opponent has.  Dig is another move to avoid hits (Just make 
sure the opponent doesn't have Earthquake.  That hits a Pokemon while it's
Digging) and Toxic is to make your opponent poisoned.

THE MOVES
Skuntank learns Toxic, Night Slash, and Explosion naturally.  Protect, Dig,
Poison Jab, Substitute, and Swagger are all TMs.
==============================================================================
89 (437) BRONZONG 
         Type: Psychic/Steel
         Abilities: Levitate (Ground attacks will not affect this Pokemon.)
                    Heatproof (Fire-Type attacks will do less damage to this
                               Pokemon.)
Base Stats:
              HP-67
          Attack-89
         Defense-116
   Special Attack-79
  Special Defense-116
            Speed-33
Bronzong has some good defenses, and its' Abilites each help with one of its'
major weaknesses.  On the other hand, it's not good on Hit Points, and that 
speed!  It's SLOW! In spite of the fact that it makes a good Tank, I could
only find a couple of movesets for Bronzong.

Tankish Bronzong

Bronzong@Leftovers
Nature: Impish 
EVs: 252 HP, 129 Def, 129 Atk.
Levitate
-Hypnosis
-Stealth Rock/Reflect
-Gyro Ball/Earthquake
-Explosion

Hypnosis to buy some time while you Stealth Rock/Reflect.  Gyro Ball and
Earthquake for an attack you can use, and Explosion for a last resort.

And another Tank

Bronzong@Leftovers
Nature: Impish
EVs: 252 HP, 129 Def, 129 Atk.
Levitate
-Hypnosis
-Trick Room
-Stealth Rock/Reflect/Light Screen
-Earthquake

Trick Room to boost up its' Speed for five turns.  While that's going on, use
Hypnosis, then whatever status-boosing move you have.  When that's done, you
can start on the Earthquakes.

A Third Tank

Bronzong@Leftovers/Lum Berry
Nature: Bold
EVs: 252 HP, 252 Def, 6 Sp. Def
Levitate
-Psychic
-Calm Mind
-Hypnosis
-Rest

This one's got Calm Mind to increase its' Special Defense as well as Rest to
Heal.  The other two moves are Psychic for an attack, and Hypnosis, to buy 
time while you Calm Mind.

A Toxi-Staller

Bronzong@Leftovers
Nature: Impish
EVs: 252 HP, 252 Def, 6 Sp. Def.
Levitate
-Toxic
-Confuse Ray
-Hypnosis/Protect
-Rest

Keep this Set away from Steels and Poisons.  Toxic to Poison the opponent,
Confuse Ray to make the opponent hurt themselves (Or maybe to force a switch.)
Hypnosis to stall, or if you can't stand Hypnosis' lack of accuracy, go for
Protect.  Rest is to keep Bronzong going as long as it can.

Another Staller

Bronzong@Chesto Berry/Shuca Berry/Occa Berry
Nature: Impish
EVs: 252 HP, 252 Def, 6 Sp. Def.
Levitate/Heatproof
-Gyro Ball
-Trick Room
-Earthquake/Recycle
-Hypnosis/Rest

If you choose Rest, then Recycle can help by bringing back the Chesto Berry.
Gyro Ball is for STAB, and for taking down the faster opponent, which is 
useful because Bronzong is so slow!  Trick Room is for making Bronzong
faster than its' opponent, Earthquake is for taking down Rocks, Electrics,
and other Steels, and Hypnosis is for stalling.

A Bronzong for Double Battles

Bronzong@Leftovers
Nature: Impish
EVs: 252 HP, 252 Def, 252 Sp. Def.
Levitate
-Block
-Trick Room
-Gyro Ball
-Earthquake

Use Block on both opponents (Or have Bronzong's Partner know Mean Look!)
then use Trick Room.  The opponent won't be able to switch to anything 
slower, so they'll be stuck with a slow Bronzong.  This Set works best
with something that knows Protect, so it can survive those first two turns
and Bronzong's Earthquakes.
 
THE MOVES
Bronzong learns Hypnosis, Confuse Ray, Block, and Gyro Ball naturally.  Calm 
Mind, Protect, Earthquake, Rest, Psychic, Reflect, Light Screen, Explosion, 
Stealth Rock, Recycle, and Trick Room are all TMs.
==============================================================================
#202 (441) CHATOT 
         Types: Normal/Flying
         Abilities: Keen Eye (This Pokemon's accuracy cannot be reduced)
                    Tangled Feet (When this Pokemon is confused, its' Evasion
                                 goes up)
Base Stats:
              HP-76
          Attack-65
         Defense-45
   Special Attack-92
  Special Defense-42
            Speed-91
Ah, Chatot.  The Parrot Pokemon.  If it had better stats, I'd use it.  Still, 
Chatot learns a rather cool Signature move, Chatter.  This is the move where 
you record a phrase on the DS's mircophone and when Chatot uses the move, it
says a mixed-up version of what you recorded.  Too bad, It would be funny to
have your Pokemon tell your opponent what you REALLY think of them.  

A Choice Spec-er

Chatot@Choice Specs
Nature: Timid/Modest 
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Keen Eye
-Chatter
-Hyper Voice
-HP Fighting
-U-turn/Mimic 

A Special Sweeper

Chatot@Leftovers
Nature: Timid 
EVs: 252 Sp. Atk, 252 Spd, 6 HP
Keen Eye
-Chatter
-Hyper Voice
-Nasty Plot
-Sing/Roost 

Sing is NOT accurate, but it'll make your opponent fall asleep.  Just keep an
eye out for any Soundproof Pokemon.  Nasty Plot to get the Special Attack up,
and Chatter and Hyper Voice for some STAB-ed Special Attacks.


And Another Special Sweeper

Chatot@Life Orb
Nature: Timid/Modest
EVs: 252 Spd, 252 Sp. Atk, 6 HP. 
Keen Eye
-Encore
-Nasty Plot
-Hyper Voice
-Hidden Power (Fighting/Ghost/Ground)

Like the last set, Encore is to keep your opponent busy, Nasty Plot for 
setting up a Sweep, Hyper Voice for STAB, and Hidden Power to cover anything
that Hyper Voice won't hit.

THE MOVES
Chatot learns Chatter, Roost, Sing, Mimic, and Hyper Voice naturally.  Hidden
Power and U-Turn are TMs.  Nasty Plot and Encore are Egg Moves.
==============================================================================
#108 (442) SPIRITOMB 
         Types: Ghost/Dark
         Ability: Pressure (Any moves used by the opponent count as 2 PP
                           not 1.) 
Base Stats:
              HP-50
          Attack-92
         Defense-108
   Special Attack-92
  Special Defense-108
            Speed-35
Spiritomb is one of only two pokemon that is not weak against ANY type.  
That's right, it has NO weaknesses!  It also has better stats than the only
other Pokemon that's Ghost/Dark, Sableye.  Its' defenses are better than 
average, so when you think about it, Spiritomb would make an excellent Tank.
Too bad it's so slow...and such a pain to get!

Anti-Blissey Spiritomb

Spiritomb@Leftovers
Nature: Modest/Mild/Calm
EVs: 252 HP, 129 Sp. Atk, 129 Def.
Pressure
-Calm Mind/Nasty Plot
-Hypnosis/Will-o-Wisp
-Dark Pulse
-Rest

The first attack (Whichever one you want to go for) is to increase your Stats,
Hypnosis and Will-o-Wisp are to either stall, or to start hurting your 
opponent.  Dark Pulse is to make use of the Stat boosts with STAB, and Rest
is to keep Spiritomb going.

A Tank-ish Set

Spiritomb@Leftovers
Nature: Calm
EVs: 252 HP, 129 Sp Atk, 129 Sp Def
Pressure
-Pain Split
-Will-o-Wisp
-Calm Mind
-Dark Pulse

It's almost the same as the last set, but this time Pain Split is there as
a (Sort-of) recovering move.

Annoyer

Spiritomb@Leftovers
Nature: Careful
EVs: 252 HP, 129 Atk, 129 Sp. Def.
Pressure
-Sucker Punch/Taunt 
-Pursuit/Taunt
-Pain Split
-Will-o-wisp

Switch Spiritomb in on a Psychic Pokemon, then use Sucker Punch or Taunt.
Pain Split for when it takes damage, and Will-o-Wisp to keep the opponent
hurting.

A Staller

Spiritomb@Leftovers
Nature: Careful
EVs: 252 HP, 129 Def, 129 Sp. Def.
Pressure
-Spite
-Pursuit
-Rest
-Sleep Talk

This set was made to wear opponents out quickly.  Between Spite and 
Spiritomb's Pressure Ability, this set should have the opponent losing around
6 PP per attack.  Pursuit is for the Hit-and-Runners, Rest is there to keep
Spiritomb in the battle, and Sleep Talk is there to make sure Spiritomb is 
still wasting the opponent's PP even while it sleeps.

A Taunter

Spiritomb@Leftovers
Nature: Careful
EVs: 252 HP, 129 Def, 129 Sp. Def.
Pressure
-Sucker Punch
-Taunt
-Embargo
-Dark Pulse

Taunt the opponent into using an attack, then Sucker Punch 'em.  Embargo
to get rid of any items they might use, and Dark Pulse for a STAB-ed attack.

THE MOVES
Spiritomb learns Pursuit and Spite from the Move Tutor in Pastoria City.  It
learns Hypnosis, Sucker Punch, Nasty Plot, and Dark Pulse naturally.  Calm 
Mind, Taunt, Rest, Embargo, and Will-o-Wisp are all TMs, and Pain Split is 
an Egg Move.
==============================================================================
#111 (445) GARCHOMP
         Types: Dragon/Ground
         Ability: Sand Veil (This Pokemon's Evasion increases during an 
                             in-game Sandstorm.)
Base Stats:
              HP-108
          Attack-130
         Defense-95
   Special Attack-80  
  Special Defense-85
            Speed-102
With Base Stats like that, it's easy to see why Garchomp is in the Overused
category.  Between that Attack and that Speed, you're most likely to see 
Garchomp as a Physical Sweeper/Choice Bander.  Its one weakness is an Ice 
type, and the Pokemon that uses the Ice attack must be VERY fast and VERY
strong to get a One-hit KO on Garchomp.

Physical Sweeper (Big Surprise!)

Garchomp@Leftovers/Life Orb
Nature: Adamant
EVs: 252 Spd, 129 Atk, 129 HP
Sand Veil
-Earthquake
-Swords Dance
-Dragon Claw/Dragon Rush/Crunch/Shadow Claw/Stone Edge/Fire Blast/Fire Fang
-Dragon Claw/Dragon Rush/Crunch/Shadow Claw/Stone Edge/Fire Blast/Fire Fang

It's best if you know what your opponent uses before picking the final two 
moves.  If you don't, well, it's up to you.  Dragon Claw, crunch, and Fire
Fang are the more accurate ones.  The others may have better power or be more
useful, but they're not quite so accurate.  Fire Blast is a Special Attack, 
so you might want to go for Fire Fang.

Another Physical Sweeper

Garchomp@Salac Berry
Nature: Adamant/Jolly
EVs: 252 Atk, 252 Spd, 6 HP
Sand Veil
-Substitute
-Swords Dance
-Earthquake
-Dragon Claw

Use Substitute and get some Swords Dances in.  Then start pounding your 
opponent.When your Hit Points are getting low, the Salac Berry will boost
your Speed.

Choice Band-er

Garchomp@Choice Band
Nature: Adamant/Jolly
EVs: 252 Atk, 252 Spd, 6 HP
Sand Veil
-Earthquake
-Dragon Claw/Outrage
-Stone Edge/Crunch
-Fire Fang/Fire Blast

Predict what your opponent will be using and use the move that will hurt it
the most.  If you use Outrage, be careful of the confusion that comes at the
end...If your opponent's still able to fight.

A Choice Scarf-er

Garchomp@Choice Scarf
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 Sp. Def.
Sand Veil
-Outrage
-Earthquake
-Crunch/Stone Edge
-Fire Blast/Fire Fang

Not much different here.  Pick the move that will knock out your opponent
the fastest and there you go.

THE MOVES

Garchomp learns Fire Fang from the Move Tutor in Pastoria City.  It learns
Dragon Claw, Crunch, and Dragon Rush naturally.  Earthquake, Fire Blast, 
Substitute, Swords Dance, Shadow Claw, and Stone Edge are all TMs.  Outrage
is an Egg Move.
==============================================================================
#116 (448) LUCARIO
         Types: Steel/Fighting
         Abilities: Inner Focus (This Pokemon cannot be Flinched)
                     Steadfast (If this Pokemon is Flinched, its' speed 
                                rises.)
Base Stats: 
              HP-70
          Attack-110
         Defense-70
   Special Attack-115
  Special Defense-70
            Speed-90
People either really LOVE Lucario or they think he's overated.  I haven't
seen it in battle yet, but so far my opinion falls in the Overated camp.
Anyway, Lucario's got three things going for it.  It's a Steel/Fighting type,
a unique combination.  It's got good attacking stats, even though its defenses
aren't so great, and it has a GREAT Movepool.  It can be a Physical Sweeper,
a Special Sweeper, or even a Mixed Sweeper.  That will keep your opponents
trying to figure out what you're doing, as well as filling many roles on your
team.

Physical Sweeper

Lucario@Salac Berry
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 Def
Inner Focus
-Close Combat/Hi Jump Kick
-Crunch/Rock Slide/Stone Edge
-Swords Dance
-Substitute

Rock Slide is a little more accurate than Stone Edge, but less powerful.  
Close Combat lowers your defenses, but it's a powerful STAB-ed attack.
If you don't want to lose your defenses, go for Hi Jump Kick.  Substitute is
to stall while you Swords Dance and wait for that Salac Berry to boost your 
Speed.

Another Physical Sweeper

Lucario@Life Orb
Nature: Jolly/Adamant 
EVs: 252 Speed, 252 Atk, 6 HP
Steadfast
-Swords Dance
-Bullet Punch
-Close Combat/Cross Chop/Brick Break
-Shadow Claw

Swords Dance once or twice to get your Attack up,Bullet Punch is for Steel 
STAB.  Pick whichever Fighting move you want, while Shadow Claw is there
for the Ghosts.

Special Sweeper

Lucario@Leftovers
Nature: Modest/Timid
EVs: 252 Sp. Atk, 252 Spd, 6 HP.
Inner Focus
-Calm Mind
-Aura Sphere
-Dark Pulse/Shadowball/Substitute
-Dragon Pulse/Substitute

Aura Sphere is the Fighting version of Swift.  Substitute to stall while you
use Calm Mind to boost up Lucario's Special Attack, and the rest to do the 
Sweeping.

Reversal Lucario

Lucario@Salac Berry
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 Def.
Inner Focus
-Endure/Substitute
-Reversal
-Swords Dance
-Crunch

This set takes advantage of the fact that Lucario can get STAB from Reversal.
Use either Substitute to stall while you Swords Dance or if you know the 
opponent's going to be strong, use Endure to ride out the hit.  Once your Hit
Points are in the red, the Salac Berry will kick in and make Lucario even 
faster for the Reversal.  Crunch is to take out any Ghost types you may come
across.

Choice Band-er

Lucario@Choice Band
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 Def.
Inner Focus
-Close Combat
-Crunch
-Stone Edge 
-Blaze Kick/Extremespeed

Extremespeed gets rid of Endure/Reversal-ers, while Blaze Kick takes out any 
Steel Types without lowering Lucario's Stats (As well as any Heracross you
happen to meet!) Close Combat is for STAB, while the other two attacks are for
Flying Types and Ghost Types.

Choice Specs-er

Lucario@Choice Specs 
Nature: Modest
EVs: 252 Sp. Atk, 252 Spd, 6 HP
Inner Focus
-Aura Sphere
-Dragon Pulse 
-Dark Pulse
-Psychic

Pick whichever attack will hurt the most and go.  Switch out when something
resistant to the attack you're using (Ghost, Dark) comes.

Choice Scarf-er (Phyical Sweeper)

Lucario@Choice Scarf
Nature: Adamant
EVs: 252 Attack, 252 Speed, 6 HP
Inner Focus
-Crunch
-Close Combat
-Stone Edge
-Earthquake

Choice Scarf to make Lucario faster than normal.  Otherwise it's pretty much
the same.

Mixed Sweeper

Lucario@Choice Scarf
Nature: Naive
Ability: Steadfast
EVs: 252 Spd, 129 Sp. Atk, 129 Atk
-Close Combat/Aura Sphere
-Earthquake/Shadow Ball
-Crunch
-Psychic  

This set's one of those "Play with your opponent's mind" sets.  It's probably
not the best, but it's certainly surprising.  Pick whatever STAB attack you
prefer, then decide whether you want to handle Electrics or Ghosts better.

THE MOVES
Lucario learns Dark Pulse from the Move Tutor in Pastoria City.  It learns 
Aura Sphere, Swords Dance, Close Combat, Dragon Pulse, and Extremespeed
naturally.  Calm Mind, Earthquake, Psychic, Shadow Ball, Endure, Dragon Pulse,
Stone Edge, Rock Slide, and Substitute are all TMs.  Hi Jump Kick, Crunch, and
Blaze Kick are Egg Moves.
==============================================================================
#123 (450) HIPPOWDON
         Type: Ground
         Ability: Sand Stream (When this Pokemon enters the battle, an in-game
                             Sandstorm begins.)
Base Stats:
              HP-108
          Attack-112
         Defense-118
   Special Attack-68
  Special Defense-72
            Speed-47
Male Hippowdon look very different from the females.  I thought my first 
female was a Shiny until I caught it.  Anyways, Hippowdon has some good
Defense.  Too bad it's only the regular Defense.  Still, it also has good 
attack and Hit Points, and it learns a good Recovery move.  

Tank-ish Hippowdon

Hippowdon@Leftovers
Nature: Careful 
EVs: 129 HP, 129 Atk, 252 Sp. Def
Sand Stream
-Curse
-Rest
-Earthquake
-Ice Fang

Curse to get Hippowdon's Attack and Defense up.  It already has low Speed,
so Cursing's Speed reduction is not much of a sacrifice.  Rest to keep it in
battle, Earthquake for STAB, and Ice Fang for everything that resists Ground
and Tyrannitars.

A Physical Wall

Hippowdon@Leftovers
Nature: Impish
EVs: 252 HP, 252 Def, 6 Atk.
Sand Stream
-Earthquake
-Ice Fang/Stone Edge/Stealth Rock
-Roar
-Slack Off

Earthquake for STAB, Ice Fang to deal with Dragons, Rocks, Grounds, and 
Fliers.  Stone Edge for Fire, Ice, and Bugs.  Stealth Rock if your Team 
doesn't already have one, Roar in case the oponent brings out a Special
Attacker, and Slack Off to heal.

Physical Sweeper

Hippowdon@Leftovers/Choice Band
Nature: Adamant
EVs: 252 Atk, 252 HP, 6 Sp. Def.
Sand Stream
-Earthquake
-Stone Edge
-Slack Off/Ice Fang
-Curse/Crunch

Similar to the last set, but built more for Attacking.  

Shuffler

Hippowdon@Leftovers
Nature: Impish
EVs: 252 HP, 129 Atk, 129 Sp. Def.
Sand Stream
-Stealth Rock
-Yawn/Toxic
-Roar
-Earthquake

Either Yawn to put them to sleep, or Toxic to get them Poisoned, then Roar to
move on to the next Pokemon.  Too bad there's no room for a healing move, but
that's what Wish is for.

THE MOVES
Hippowdon learns Ice Fang from the Move Tutor in Pastoria City.  It learns 
Yawn as Hippopotas, and Earthquake and Crunch naturally.  Roar, Toxic, Rest,
Stone Edge, and Stealth Rock are TMs.  Slack Off and Curse are Egg Moves.
==============================================================================
#128 (452) DRAPION
         Types: Dark/Poison
         Abilities: Sniper (Increases the damage from a Critical Hit.)
                    Battle Armor (This Pokemon cannot be Critically Hit.)
Base Stats:
              HP-70
          Attack-90
         Defense-110
   Special Attack-60
  Special Defense-75
            Speed-95
Like Skuntank, Drapion is Dark/Poison.  The only thing it's weak against is
Ground.  It also has a very large Physical Movepool, which is good, because
Attack is one of its' better stats.

Spiker/Shuffler

Drapion@Leftovers
Nature: Impish 
EVs: 252 HP, 252 Spd, 6 Atk.
Sniper
-Roar/Whirlwind
-Toxic Spikes
-Confuse Ray
-Earthquake/Poison Jab/Crunch

Toxic Spikes makes the Pokemon that switch in be Poisoned.  If used twice,
it makes the entering Pokemon "Badly Poisoned."  This means the damage taken
from Poison gets worse every turn!  Roar is to make the opponent switch, 
whether they like it or not, Confuse Ray is for after they're Poisoned, so
that with any luck the opposing Pokemon will knock themselves out.  The last
attack depends on what you think you're going to be facing.  Earthquake won't
affect Fliers or Levitators, Poison Jab won't affect Steels, but it will give
you a STAB attack.  So will Crunch, for that matter.  If you run into a 
Soundproof Pokemon, Whirlwind is an alternative to Roar.

Physical Sweeper

Drapion@Leftovers
Nature: Jolly
EVs: 252 Atk, 252 Spd, 6 HP.
Sniper
-Earthquake
-Crunch
-Swords Dance
-Poison Jab/X-Scissor

That last move can be replaced by any Physical Attack.  Use Swords Dance to 
build up your strength, then start Sweeping.

Critical "Hax" Drapion

Drapion@Scope Lens
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP
Sniper
-X-Scissor 
-Night Slash
-Cross Poison
-Slash

This set is for taking advantage of Sniper.  Slash, Night Slash, and Cross
Poison all make it easier to get a critical (And Cross Poison has the chance
of poisoning your opponent to boot!)

THE MOVES
Drapion learns Toxic Spikes, Crunch, and Cross Poison naturally.  Roar, 
Earthquake, Swords Dance, X-Scissor, and Poison Jab are all TMs.  Night Slash,
Slash, Confuse Ray, and Whirlwind are Egg Moves.
==============================================================================
#130 (454) TOXICROAK
         Types: Poison/Fighting
         Abilities: Anticipation (If the opponent has any moves