____       _
                  |  _ \ ___ | | _____ _ __ ___   ___  _ __
                  | |_) / _ \| |/ / _ \ '_ ` _ \ / _ \| '_ \
                  |  __/ (_) |   <  __/ | | | | | (_) | | | |
                  |_|   \___/|_|\_\___|_| |_| |_|\___/|_| |_|
                           |  ___|  _ \| |   / ___|
                           | |_  | |_) | |  | |  _
                           |  _| |  _ <| |__| |_| |
                      __  _|_|   |_| \_\_____\____|  _
                     |  \/  | _____   _____ ___  ___| |_
                     | |\/| |/ _ \ \ / / _ Y __|/ _ \ __|
                     | |  | | (_) \ V /  __|__ \  __/ |_
                     |_|  |_|\___/ \_/ \___|___/\___|\__|
                           / ___|_   _(_) __| | ___
                          | |  _| | | | |/ _` |/ _ \
                          | |_| | |_| | | (_| |  __/
                           \____|\__,_|_|\__,_|\___|

                                by blueshirt32
                                 version 2.0
                           last updated on 1-3-07

==============================================================================
Revision Info
==========================================================================S1.0

1-3-07 v2.0 - EVs are (mostly) done - at least, I spread everything that I
felt got used.  With that, this FAQ is pretty much complete.  Unless you have
error correcting or something that completely breaks the metagame (and you
better have a good explanation as to how it breaks the metagame), your e-mail
will probably not be read.  Sorry.

6-13-06 v1.97 - XD update, only 5 months late.

5-22-06 v1.96 - Added in a section on speed listings, revamped the whole EVs
section a bit, and added in natures because I could never remember them.  I've
also gone through the movesets, doing some "cool" proofreading and small
random things.

No, I'm not coming back.  Why I even updated at all, I don't know - well, I do
know exactly why (goons should thank RedChocobo for his Emerald playthrough
threads, which inspired me to play Emerald, which inspired me to download NB),
but don't consider this any indication of future updates.  This guide is so
very close to being finished - my only major goal for now is to put in EV
spreads, but you could always go to smogon for those - so we'll see where I go
from here.

12-25-05 v1.95 - I just wanted to make this official, in case you didn't
already get the memo.  I've quit pokemon.  To be honest, I've already quit for
the last year, but I figure it's about time I put a final word in here in the
guide.  As anyone who has e-mailed me recently probably knows, I haven't
exactly been reading them or responding to them, and for that I'm sorry - the
motivation just hasn't been there.  I am already woefully behind on the
metagame, and with XD coming out and all that, the time has come for me to
call this guide quits.  You know you have lost your edge when you can't even
remember simple things, like Jolt's max speed or the name of +SD -Atk.  If you
have proofreading errors, feel free to send them my way, but this guide is
closed to moveset submissions.

For future reference, I would like to direct everyone towards www.smogon.com
for all your pokemon needs in the future.

Thank you to everyone that has contributed to this guide, and a special thanks
to Laurence, Dan, Jon, and Mike for sticking around even after I quit.

5-15-05 v1.65 - I just went through a week's worth of e-mails.  Took me an
hour, and I added 4 kb to the guide (a lot, at least in my mind, considering
that all additions are reader-submitted at this point).  I'm not sure which is
more amazing: the fact that people still read/submit, or that I haven't
completely abandoned the FAQ completely.  Thank you to everyone out there who
cares enough to keep this alive, since if it wasn't for you this FAQ would
stagnate quite quickly.

4-1-05 v1.64 - Uh huh Sceptile learns Ice Punch.

(April Fools, and stop e-mailing me about this.)

2-5-05 v1.63 - Kudos to Nicholas Davis, who found the update.  His prize is
to be enshrined forever in the Revision Info.

In other news, some things must have changed, and you may now find this guide
integrated into MetalKid's Pokemon Program.  Go grab that from:

>> http://www.uwplatt.edu/~lorenzd/

1-17-05 v1.62 - Find the update, win a prize.

1-2-05 v1.61 - Happy New Year, and here's to the next generation, whatever
that turns out to be.

11-24-04 v1.60 - Finally, a real Emerald update.  If you want to skip to the
"major" changes (there aren't too many) that come in Emerald, Ctrl-F 
"****Emerald".  Most things are small - elemental punches replacing Hidden
Power, a few Endure things.

Also a few small metagame notes.  The metagame is supposedly becoming more
offensive (according to AK, my metagame correspondent).  Good for it.  This
invariably leads to a few new movesets, but again, nothing too major has
happened in the last several months.

10-21-04 v1.50 - I suppose it's time for the big obligatory update about
Emerald.  Please find your way down to S9.0, the very beginning of the sets,
for my brief spheal on Emerald.  Also added in some basic info on Clauses, for
those people who aren't smart enough to read the NB stuff.  And a legendary
list.

10-2-04 v1.40 - I suppose I should update this every now and then, just to say
that this guide is still the only one that is "constantly updated" <_<

In other news, I've more-or-less quit competitive battling.  That could be
worth an FAQ on its own, but I'll put that aside for later - suffice to say
that I can't waste my life online any more, although I will miss many of the
people that I met there.

Good news though for any of you who actually care about the guide, I will
continue to update it.  I still keep in touch with several of my friends from
IRC, and they are helping me along with the metagame (and I trust them with my
life [pokemon life], so I guess you should too).  From what I've heard, the
metagame is growing increasingly stale anyway, so don't expect anything major
to happen until DSBot.  I've also given up for the most part of ever getting a
true team building guide in here, although if inspiration strikes (unlikely)
it may come.  Until then, I'll just give the most general team building tip:
cover your defensive weaknesses.

As for actual updates, there's stuff here in there that I've added.  Some
sets, some corrections, the norm.  Can't believe I forgot to put GP into my
jargon guide :(

And finally, I know absolutely nothing about Emerald, so please don't ask.
Except that the movepools haven't really changed, so this guide should hold
true *crosses fingers*.

8-3-04 v1.35 - KOFFING!!!1

While I'm here, I also added some new sets, mostly thanks to InfecTion
(Kayoss).  More fixes to Jargon/UU list, and some stuff everywhere.  As for
the new things, we now have a handy indexing feature which is Ctrl-F'able from
anywhere in the FAQ (look in the Table of Contents, S3.0).  The only thing
which hasn't been properly indexed are the pokes themselves, which I will get
to at some point - in the future, you should be able to Ctrl-F the pokes
number and come up with the correct section, although you can still search the
name with some spaces "  Pidgeot  " for now.  I also added in some common poke
nicks in the Jargon section, in case you heard of a poke but didn't know which
one was being referred to.

7-24-04 v1.3 - More Jargon stuff that I forgot.  But the real reason for the
.1 increase in version is the new Pokemon Classification list, which is an 
00ber list and the best attempt at a UU list that I have seen so far.  I
suppose I should say that this FAQ is taking a slow turn toward being a team
building FAQ as well as just a moveset FAQ, hence the jargon and so on.  In
the future, I hope to get in a list of clauses, and other battling resources.

7-22-04 v1.2 - A few new movesets (Raikou and Metagross), some more editing
errors.  But the meat of this update comes in a Jargon FAQ, which can be found
under the approriately-titled Jargon section.  Hopefully, if you don't get a
term I've used in this FAQ, you can find it in there.

7-17-04 v1.1 - I am now back home, and ready to update, except not too has
actually happened :/ The FAQ is now updated to include the moves from Pokemon
Box (Surf Pikachu/Raichu, Softboiled Togetic/Clefable), which are clearly
marked as being Pokemon Box movesets.  Besides that, a couple typos have been
fixed, NB stuff updated, right.

7-15-04 v1.01 - Some small updates, mostly in thanks to Synre.  Moveset
stuff, that kind of thing.

7-4-04 v1.0 - Done.  All 388 pokes (including both FRLG Deoxys).  Last update
for a while (at least a couple weeks, while I'm away).  Memoserv/email me if
you have something to submit.

7-3-04 v0.90 - On the homestretch.  36 hours until I leave, 36 more pokes to
go.  For those of you who aren't too bright, that means I've done up to #350
(Gorebyss).  Corrected a mistake with Blaziken's stats (thank you to the three
or four people who pointed it out).  Also, expect the next update to be the
last one for awhile, besides minor error correcting.

6-30-04 v0.75 - Up to poke #300 (Luvdisc).  And I have 4 days to try and
finish this before vacation.  Fun.  Fixed some more errors, thanks to all
those people that helped me proofread.

6-24-04 v0.66 - After slaving through the rest of the GSC generation, I must
say that I am oddly surprised by the fact that anyone even lived through it.
All the pokes suck so much :( In any case, the movesets are done through
Celebi (#251), and with any luck I'll be able to finish RS in the next week
and a half.  Besides the movesets, I changed/edited a few things, fixed some
typos, and also I have added extended credits to all the #gfaqers :P (which I
technically had in the last update, but since nobody saw that I'll put it in
here again).

And because I need to feel proud about something, this FAQ has passed the 200
KB mark.  Go me.

6-19-04 v0.5 - You people should be happy I feel so dedicated.  Either that or
I want to get this done before I leave on the 5th.  Movesets are done up to
Misdreavus (#200), I should have the rest of the GSC pokes done by the next
update.  Changed a few minor things, some typos (Omicron not Omnicron), added
a few details.  Also, most of you cool gfaqers have quotes now, GOGOGOGO X)

6-16-04 v0.4 - This guide has just been started.  I suppose that after
complaining about strawhat's guide for long enough, I should actually do
something about it, and now is as good a time as any.  Movesets are done up
through Mew (#151, so I'm about 2/5 of the way done).  Hopefully I can get
through GSC in a week or two, but I can't make any promises

==============================================================================
Online Battling
==========================================================================S2.0

Another time to shameless plug the programs which allow for online battling.

RSBot (S2.1) >> www.freewebs.com/synre/RSBotTutorial.htm

RSBot is an IRC-based battle simulator.  It runs through any IRC client - the
tutorial above shows how to use one of the easiest clients, mIRC.  After
connecting to the server, you will find an arena to battle pokemon online.
RSBot is completely text-based, with all pokemon/attacks/battles occuring
through channels and private messages.  However, I cannot speak highly enough
of the people that frequent RSBot - in addition to the superb battlers, there
are many people who are just fun to talk to, and IRC also provides a good
setting for that as well.  RSBot has been my home for the past year, and it
has been well worth it.

If you are unable to download mIRC or otherwise can't get it to work, you
may try Trillian.

Trillian >> www.trillian.cc

Trillian is a cross-platform communication program (which is my stupid way of
saying that it connects to AIM/MSN/IRC simultaneously).  The format is much
the same as any other IRC client, although IIRC you need to go into options to
set the server.  Another option, though.

And finally, we have Star Scream's Java IRC Client.

>> http://www.ragingsilver.pwp.blueyonder.co.uk/stuff/pokechat.htm
(DOWN)

A third option for those people who don't want to download anything at all to
their comps.  As I said, this is a Java client that connects to IRC, made by
Star Scream.  I have not tested it thoroughly, but from what I can tell it
works perfectly fine.

=====

Netbattle (S2.2) >> www.tvsian.com (Version 0.9.4)

OR

>> http://www.smogon.com/nb/

Please make sure you only download Netbattle from www.tvsian.com, or the
mirror on smogon.  There have been many spoofed downloads sprouting up around
the net that contain viruses.

Netbattle is the other main client used to battle Pokemon online.  It is a
stand-alone program which connects to servers online, which allow you to
battle other players from around the world.  As opposed to RSBot's completely
text-based system, Netbattle has pretty graphics and an easy-to-use GUI
interface that is, well, easy to use.  Often cited as weaker when compared to
the bots, but after the bots were down, many botters migrated to Netbattle.
Nowadays, the only real way to battle online.

==============================================================================
Table of Contents
==========================================================================S3.0

Revision Info (S1.0)
Online Battling (S2.0)
 - RSBot (S2.1)
 - Netbattle (S2.2)
Table of Contents (S3.0)
Introduction (S4.0)
Notes (S5.0)
Team Building Basics (S6.0)
 - Hidden Power (S6.1)
 - HP 70 Listings (S6.2)
 - EV Spreads (S6.3)
 - Speed EVs (S6.4)
 - Natures (S6.5)
 - Items (S6.6)
Jargon (S7.0)
 - Attacks (S7.1)
 - Team Building (S7.2)
 - Items (S7.3)
 - Pokemon Archetypes (S7.4)
 - Team Archetypes (S7.5)
 - Movesets (S7.6)
 - In Battle (S7.7)
 - Battle Clauses (S7.8)
 - Pokemon Nicknames (S7.9)
Pokemon Classifications (S8.0)
 - 00ber List (S8.1)
 - Legendary List (S8.2)
 - UU List (S8.3)
Movesets (S9.0)
To Do List (S10.0)
Credits (S11.0)
Contact Info (S12.0)
Copyright (S13.0)
End (S14.0)

If you would like to find something, please do a Ctrl-F search for the text
WITHIN the parenthesis.

==============================================================================
Introduction
==========================================================================S4.0

Welcome to my moveset guide for Pokemon FRLG.  This guide is NOT a walkthrough
or FAQ for this game.  Instead, it is a moveset guide, to be used for link
battling or competitive battling online.  Do not expect any more out of it,
unless I really get my ass into shape, and I probably won't.

This guide was prompted by my (and the general #gfaqs crowd) personal wrangles
with the only other moveset guide currently available, strawhat's Moveset/Team
Building Guide.  Although I respect strawhat as a FAQ writer and many of the
movesets in his FAQ are plausible, I feel that as an actual RSBotter I am more
capable of providing up-to-date standards as they are used.  RSBot is one of
the competitive mediums used for battling online, filled with many people who
are both creative and smart enough to help change the metagame.  It is from
these people that I take many of these movesets.

Now, you're probably wondering why this guide is better.  The simple answer
is: all of the sets I will detail have been proven to work.  Most of them have
been used to varying degrees of success on the bots, but they have all been
proven to have some degree of capability on the bots.  As such, they should
all be trusted as at least semi-usable movesets.

Unless I mark it as a joke moveset, in which case I hope I made it clear that
you shouldn't really use this :(

And if you have trouble finding something in this FAQ, scroll up one section
and use the handy dandy indexes in the Table of Contents.  If you want to find
a specific moveset quickly, search for the poke's name proceeded by two
spaces: Ctrl-F the term "Pidgeot  " and you should go straight to the right
section.  For now, this will do, at least until I index it by pokedex number.

==============================================================================
Notes
==========================================================================S5.0

- This FAQ/Walkthrough is best viewed in Courier New (or some other fixed
width font), 10 pt font size, 79 characters per line.

- No, I will NOT tell you where to find a rom of this game.  I myself haven't
even finished FRLG the game - I rely on others who have provided the new moves
that are learned in this game, namely new level-up moves and move tutors.  As
such, you shouldn't really expect a Walkthrough for a game that hasn't even
been played completely by the writer.  Not that I'm writing a walkthrough
anyway.

- Remember, this is a moveset guide.  Not a walkthrough, but a moveset guide.
Even within the movesets themselves, I am not going to go into how exactly one
can get such a moveset if one has already used the Earthquake TM, or which
pokes need to be bred to get the right moves, or how to get the right
Hidden Power.  For now, just shark on all the moves (I will ensure that every
set I give is a LEGAL set) and worry about the rest later.

One more time: I DO NOT know how to breed X move on to Y poke, so stop asking.

- Which brings me to my next point, about Gamesharks and other cheating
devices.  I see no problem in them.  Then again, I rarely touch the game
itself in spending most of my time on the bots, which in effect is a big
Gameshark, but as long as you have a legal moveset no one really cares where
you got it.  This was added in for all the people on the boards who are
convinced that using a Charizard is tantamount to sharking 100 DVs onto all
your pokes.

==============================================================================
Team Building Basics
==========================================================================S6.0

- This is not the right guide to be reading if you want to learn what EVs,
DVs, natures, or other such things are.  The following stat discussion, as is
the rest of this FAQ, is tailored towards people who battle online and would
like to learn specific team building techniques for online battling.

***Hidden Power*** (S6.1)

(which will now be abbreviated as HP through the rest of this guide).

Hidden Power is a TM move that has variable power.  Depending on your DVs,
which are decided upon catching/obtaining a poke, you will get a different HP
each time.  Hidden Powers can be of any type and have a range of power from
30-70.

The reason I mention HP is that in-game, breeding/finding the correct DVs for
a specific HP can be a pain in the ass.  On the bots, this is not a problem
with automatic HP DVs preset and ready to use, but in the cartridge (rom)
and sans Gameshark you may have a problem.

Unfortunately (and because I don't want to), I will not be suggesting
replacement moves for HPs like I might on the boards.  One, I don't know if
they are necessary, and Two, I don't think that it really matters too much.
However, I will suggest the following general alternatives:

Return - For a physical HP, Return is always an option.  Thanks to unlimited
TMs, a 102 base power move can never really hurt.  Although you lose type
advantages by using Return, it's better than nothing, right?

Protect - You can't really go wrong with this move.  A old 200 standby in fear
of Slaking, but it still is always an option.

Substitute - The new FRLG Protect.  A standby move of sorts, again no poke
will lose out by adding Substitute to its moveset.

Toxic - Always useful ever-increasing poison.  Again, you can't really go
wrong with this move.

Also, any HP I suggest can be assumed to be power 70.

---

And now, the brand spanking new section - HP 70 LISTINGS!

***HP 70 Listings*** (S6.2)

I took these from ff8master's post on the gfaqs boards, who took it from my
friend Khold's post on his own boards (link at bottom).  However, I am just
listing the most useful DV combinations.  Also, a big thanks to Team Rocket
Elite for starting the original HP 70 listings.

- Any DV of 31 can be replaced by any other number which is equivalent to
3 mod 4, or 3/7/11/15/19/23/27.
- Any DV of 30 can be replaced by any other number which is equivalent to
2 mod 4, or 2/6/10/14/18/22/26.
- DVs are listed in the following order: HP, Att, Def, Speed, SA, SD.
- The most commonly used DV is marked with a ***.  By most commonly used, one
generally takes into account the most like archetype of such a poke (namely,
a poke using HP Bug probably wants more Att DVs and is willing to sacrifice SA
DVs to get so).
- Any "dominated" DV combinations have been excised.

HP Fighting 70
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
31,31,30,30,30,30 ***
30,30,31,30,30,30

HP Flying 70
ŻŻŻŻŻŻŻŻŻŻŻŻ
31,31,31,30,30,30 ***
30,30,30,31,30,30 <--use this for Jolly Aerodactyl, to counter Timid Jolt.

HP Poison 70
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
31,31,30,31,30,30 ***
30,30,31,31,30,30

lol HP Poison

HP Ground 70
ŻŻŻŻŻŻŻŻŻŻŻŻ
31,31,31,31,30,30 ***
30,30,30,30,31,30

HP Rock 70
ŻŻŻŻŻŻŻŻŻŻ
31,31,30,30,31,30 ***
30,30,31,30,31,30

HP Bug 70
ŻŻŻŻŻŻŻŻŻ
31,31,31,30,31,30 ***
31,30,30,31,31,30

Go Pinsir.

HP Ghost 70
ŻŻŻŻŻŻŻŻŻŻŻ
31,31,30,31,31,30 ***
31,30,31,31,31,30

HP Steel 70
ŻŻŻŻŻŻŻŻŻŻŻ
31,31,31,31,31,30 ***
31,30,30,30,30,31

HP Fire 70
ŻŻŻŻŻŻŻŻŻŻ
31,30,31,30,30,31 ***
31,31,30,30,30,31 

The only things which use HP Fire are Grumpig and Sunnybeam anyway.

HP Water 70
ŻŻŻŻŻŻŻŻŻŻŻ
31,31,31,30,30,31 ***
31,30,30,31,30,31 <-- note the 31 speed for Timid Jolt

HP Grass 70
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
30,31,31,31,30,31
31,31,30,31,30,31 ***
31,30,31,31,30,31

HP Electric 70
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
31,31,31,31,30,31 ***
31,30,30,30,31,31
30,31,30,30,31,31

HP Psychic 70
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
31,30,31,30,31,31 ***
31,31,30,30,31,31
30,31,31,30,31,31

Go Unown.

HP Ice 70
ŻŻŻŻŻŻŻŻŻ
31,31,31,30,31,31 ***
31,30,30,31,31,31 <-- again, 31 in Speed for Timidjolt.
30,31,30,31,31,31

HP Dragon 70
ŻŻŻŻŻŻŻŻŻŻŻŻ
31,31,30,31,31,31
31,30,31,31,31,31 ***
30,31,31,31,31,31

HP Dark 70
ŻŻŻŻŻŻŻŻŻŻ
31,31,31,31,31,31 ***

Hehehehe.  If I had a nickel for every time someone accidentally used HP Dark
because they forgot to change their DVs, I might have a dollar or two.

---

***EV Spreads*** (S6.3)

In general, you'll want to boost the lower stats with EVs, the higher stats
with Personalities.  This is most obvious with pokes such as Steelix or the
Regis, with base 200 defenses.  Seeing as every 4 EVs adds one more point,
what good is an extra point going to do to a defense that is already in the
400's?  If you put that point into the significantly lower HP, you will get
much better use out of that point.

Blissey is a good example of the opposing point.  Without EVs, it's max def
at level 100 is 56.  Put in a +def pers, and you only get yourself up to 62.
However, if you put in a full 252 EVs (neutral pers), you have a final result
of 119.  Big difference, right?

---

HP/Def/SD EVs

1. If you have Leftovers, try and use EVs to get your HP to a number that is
divisible by 16, or slightly above.  As Leftovers return HP/16 HP each turn,
making your HP a number divisible by 16 helps maximize the HP returned per
Lefties recovery period while not wasting EVs.  Having 1 more than /16 will
allow you to stay alive from Toxic/burn damage with 1 HP, although the odds of
this actually happening are slim to none.

2. Subflailing/Subreversaling requires an HP that is = 1 mod 4.  In more
simple terms, your final HP must be 1 greater than a multiple of 4.  The
simplest case would be Flailgoose - at max DVs and level 100, it requires 8
EVs in HP to get to 289 HP, which is 1 greater than 288, which is divisible
by 4.

3. If you need a berry to activate upon your 3rd Sub, make your HP divisible
by 4.  Berries activate when HP is <= 25% (less than or equal to), so if your
HP is cleanly divisible by 4, you will get exactly 25% on your 3rd Sub.  In
the same vein, you won't get a fourth sub, so you better make it count.
Bellyzard, this tip is for you.

4. In general, it is best to have HP and Def/SD values as close as possible.
400 HP and 160 SD won't offer as much protection as 360 HP and 200 SD, as far
as defending from special attacks is concerned.  However, you also have to
take into consideration that putting EVs into HP helps buffer both defenses at
once.  In this case, HP should be as close to the sum of the defenses as
possible - 380 HP/200 Def/200 SD is better than 340 HP/220 Def/220 SD if you
want to defend against both physical and special attacks.

5. 338 HP is a magic HP number that allows you to take 4 STosses/Night Shades
and still survive after Leftovers recovery.  Same goes for 404, which gives
101 HP subs that survive a SToss.

---

Speed EVs (S6.4)

Speed is by far the most important EV, which is why a year after I quit
battling I've come back to remake this section.  Unlike damage, which is
random and where "close matters", speed is a straight greater than comparison.
If your speed is higher than your opponent's, it doesn't matter by how much -
you'll move first.  So, here are the most important speeds to consider, from
high to low, ranked into tiers into mind.  That means you'll have to deal with
the tiers as well.

Tier 1
ŻŻŻŻŻŻ
 - 416 - +pers/252 Electrode (base 140)
 - 394 - +pers/252 Jolteon, Aerodactyl, Crobat (base 130)
 - 383 - +pers/252 Swellow (base 125)
 - 372 - +pers/252 Alakazam, Sceptile, Dugtrio (base 120)
 - 361 - +pers/252 Starmie, Raikou (base 115)
 - 350 - +pers/252 Tauros, Gengar, Jumpluff, Espeon (base 110)
 
This is as fast as it gets in the standard metagame, minus Ninjask, but that
guy is so fast that we don't really care about him, the same way we really
don't care too much about Electrode.  At this speed, you really only need to
think about the pers/EVs of your specific poke - if you are +pers/252, you are
at worst 50/50 with anything with the same base speed and faster than anything
with a lower base speed.  Pretty simple.
 
Tier 2
ŻŻŻŻŻŻ
 - 339 - 252 Alakazam, Sceptile, Dugtrio (base 120)
 - 329 - 252 Starmie, Raikou (base 115)
 - 328 - +pers/252 Slaking, Zapdos, Dodrio, Salamence, Flygon (base 100)
 - 319 - 252 Tauros, Gengar, Jumpluff, Espeon (base 110)
 - 317 - +pers/252 Jynx (base 95)
 - 306 - +pers/252 Zangoose/Pikachu (base 90)
 - 299 - 252 Slaking, Zapdos, Dodrio, Salamence, Flygon (base 100)
 - 295 - +pers/252 Heracross, Pinsir (base 85)
 - 284 - +pers/252 Medicham, Blaziken (base 80)
 
This is basically all the tier 1 pokes, except neutral personalities.  In
general, the base 130 pokes almost always tend to be +pers/252, while anything
else is much more likely to be Modest or Adamant or something else.  Don't
take this as canon, though.  Also, if you ever see a Pikachu, it's probably
305/306.
 
Tier 3
ŻŻŻŻŻŻ
 - 279 - 252 Zangoose/Pikachu (base 90)
 - 273 - +pers/252 Smeargle (base 75)
 - 269 - 252 Heracross, Pinsir (base 85)
 - 262 - +pers/252 Magneton, Breloom (base 70)
 - 259 - 252 Medicham, Blaziken (base 80)
 - 239 - 252 Magneton, Breloom (base 70)
 
Here is where it starts to get interesting, and where remembering those
numbers from tiers 1 and 2 comes in handy.  At this point, you start to run
into DD Gyarados and Salamence, and Salac Heracross/Medicham/Blaziken, all of
which have the following important numbers to keep in mind:

264 - outspeeds everything but Electrode and Ninjask after one speed boost
263 - outspeeds +pers/252 Magneton and Breloom.  Especially important for
Salamence and Gyarados.
250 - outspeeds the +pers/252 base 120 pokes after a speed boost.  More useful
in 200 play.
240 - if you want to skimp on speed but still beat Modest Magneton, here's the
spot for you

At this point you need to make a judgment call and decide exactly what you
need to outspeed.  I personally like my Gyara/Sala at 264+ speed or so, since
I tend to use Gyara/Sala as Magneton counters.
 
Tier 4
ŻŻŻŻŻŻ
 - 206 - Suicune (base 85)
 - 198 - Milotic (base 81)
 
A blank looking tier, but there are another couple things that show up here.
First of all, it's worth putting some EVs into speed as a Suicune, for the
purpose of outroaring other Suicunes.  AK is known to put in up to 40 EVs
here, but the general max you'll see is around 210.

Also, here you start to come across some other speed thresholds:
198 - after two speed boosts, outruns everything but Electrode and Ninjask.
Of great consideration on Agility Metagross and DD Tyranitar, although you
should probably just go for...
200 - after one speed boost, outruns neutral Slaking, Salamence, and other
base 100 pokes.  You might want to consider this on things like Salac Machamp
or Ursaring, as well as Salac Metagross and Tyranitar.  Chlorophyll users also
want to shoot for 200 or so.

Much higher than that is an awkward zone, as anything with a speed in this
tier is usually way below the speed necessary to get into Tier 3.  I'm looking
at you, Ursaring.
 
Tier 5
ŻŻŻŻŻŻ
 - 176 - Skarmory (base 70)
 - 156 - Swampert, Weezing (base 60)
 - 146 - Blissey (base 55)
 - 140 - -pers Swampert, Weezing (base 60)
 - 136 - Regis, Donphan (base 50)
 
More numbers that might be useful to know.  It's always useful to get in the
first hit on these tankish pokes, especially if they are at low % and you want
to off them quickly.  Rhydon, Donphan, and non-Agility Marowak might want to
pay attention here.
 
Tier 6
ŻŻŻŻŻŻ
 - 96 - Steelix, Snorlax, Slowbro (base 30)
 - 86 - Dusclops (base 25)
 
Useful, if you're paralyzed or something and want to know if you'll go first
still.

---

If you would like some more detailed information about EV distribution, you
might want to check the following link:

>> www.marblepalace.net/gemmatics/evdistribution.shtml

Written by quite possibly one of the most talented botters ever, McGraw
himself, it has a LOT of good stuff on EV distrubution.  Although the guide
was written for 200 play, and thus a lot of the tips may be 200-oriented
(specifically the focus on Speed), a lot of the information in that guide
should be taken to heart.  It also talks a bit about choosing personalities
for your pokes, another topic closely related to EV distribution.

---

***Natures*** (S6.5)

I'm sticking these in here, because I can never remember them, and it's nice
to have them on my hard drive instead of looking them up on the net all the
time.  My guide, my rules.

Neutral - Hardy, Docile, Serious, Bashful, Quirky

+Att, -Def - Lonely
+Att, -Spd - Brave
+Att, -SA - Adamant
+Att, -SD - Naughty

+Def, -Att - Bold
+Def, -Spd - Relaxed
+Def, -SA - Impish
+Def, -SD - Lax

+Spd, -Att - Timid
+Spd, -Def - Hasty
+Spd, -SA - Jolly
+Spd, -SD - Naive

+SA, -Att - Modest
+SA, -Def - Mild
+SA, -Spd - Quiet
+SA, -SD - Rash

+SD, -Att - Calm
+SD, -Def - Gentle
+SD, -Spd - Sassy
+SD, -SA - Careful

---

***Items*** (S6.6)

Leftovers is the generally preferred item (I have teams with all Leftovers),
generally for Sandstorms and other such things, and because I (for the most
part) play defensively.  If you don't know what to use (and it's not a CBer),
stick on the Lefties.

==============================================================================
Jargon
==========================================================================S7.0

Jargon is the terms that you may see in common battling, and also terms that I
may use (intentionally or not) in this FAQ.  I'll do my best to list as many
common abbreviations as I can here.

Items marked with a * are duplicated, so make sure you know the correct
meaning, hopefully via context.

ATTACKS: (S7.1)

(format) Abbreviation - Actual Term/Description

AA - Aerial Ace
AP - Ancientpower
AT - Aromatherapy

BB - Brick Break
BD - Belly Drum
BP - Baton Pass
BS - Body Slam

CC - Cross Chop
CM - Calm Mind
CRay - Confuse Ray

DBond - Destiny Bond
DClaw - Dragon Claw
DD - Dragon Dance
DE - Double-Edge
DP - Drill Peck
DT - Double Team

EQ - Earthquake
ES - Extremespeed

FB - Fire Blast
FP* - Fire Punch
FP* - Focus Punch
FT - Flamethrower

HB - Heal Bell
HJK - Hi Jump Kick
HP* - Hydro Pump
HP* - Hidden Power

IB - Ice Beam

KO - Knock Off

LK - Low Kick
LS - Light Screen

MC - Mirror Coat
ML - Mean Look
MM - Meteor Mash

PSong - Perish Song

QA - Quick Attack

RB - Rock Blast
RD - Rain Dance
Rev - Reversal
RS - Rock Slide

SB* - Shadow Ball
SB* - Sludge Bomb
SD* - Sunny Day
SD* - Swords Dance
Seed - Leech Seed
SToss - Seismic Toss
Sub - Substitute
SW - Silver Wind
Synth - Synthesis

TB - Thunderbolt
TWave - Thunder Wave

WoW - Will-o-Wisp

---

TEAM BUILDING: (S7.2)

Att - Attack
Def - Defense
DV/IV - Diversification Value/Identification Value (the one that goes from
0-31)
EV/EP - Effort Value/Effort Point (the one that goes from 0-255)
HP* - Hit Points
Lvl - Level
Pers - Personality
PP - Power Points (move points, whatever, you know what they are)
SA - Special Attack
SD - Special Defense
Spd - Speed
@ - the general notation used to indicate an item (@ Leftovers)
+/- - Generally used to refer to the stat boosted by a personality.  +Atk -SA
happens to be Adamant, etc.

---

ITEMS: (S7.3)

CB - Choice Band
Lefties - Leftovers
MMM - Moomoo Milk

---

POKEMON ARCHETYPES: (S7.4)

00ber - One of the pokes that is designated as "uber".  00bers are decided
SOLELY on the basis of stat total and the tier system, with the only exception
being Slaking and its Truant trait.  There are NO other 00bers - I don't care
what you think about Blissey, its stat total does NOT qualify it as an 00ber.
The complete list may be found at S8.1.

Annoyer - A poke that is designed to annoy, and usually evade hits.  Generally
has DT, Confuse Ray, or some status inflicter.  A dying archetype, since
indirect kills are at best rare.

BPer - A poke that uses Baton Pass.

BUer - A poke that uses Bulk Up

CMer - A poke that uses Calm Mind.

DDer - Gyarados or Salamence, and the occasional Altaria.  Maybe a Charizard
or two.  TTar as well.

Drummer - A poke that uses Belly Drum.  Most obviously Charizard, but you also
run into a Poliwrath here and there, and the seeminly omnipresent Bellylax.

Hazer - A poke that uses Haze.

PHazer - A poke that phazes (pseudo-hazes).  The most-used phazing move is
Roar/Whirlwind, but it is also possible to use Yawn or even Lock On as phazing
moves.  Basically, phazers force switches to get rid of stat boosts.

PPasser - A poke that uses moves that simulate Baton Passing.  The three
moves in mind are Light Screen, Reflect, and Safeguard.

Sponge - Another poke that takes hits.  Some terms get pretty stupid after
awhile.

Sweeper - A poke that is designed to take out enemies (vague, isn't it?).
Comes in three varieties: physical, special, and mixed.

Tank - A poke that has a wall's purpose, but generally attacks as well.
Fairly stupid term if you ask me.  The best example would be Snorlax - it
absorbs special hits well and can also attack.

Utility - A poke that does something besides attacking.  Generally Rapid Spin,
but also includes PPassing and other such stuff.

UU - UnderUsed.  This is a vague and hard-to-describe term.  In the vaguest
sense, a UU poke is one that is not used much.  Then it starts to delve into
your definition of "much", or whether a poke is necessarily UU because it's
bad or because there are similarly-built but all-around better pokes (like
Swampert vs Whiscash).  Browse through the UU list (S8.2) and read the bit
there, it might clarify something for you.

Wall - A poke that is designed to take hits.  Generally focused more on the
physical or special side, but can be both (Blissey is the most prominent
example).

---

TEAM ARCHETYPES: (S7.5)

Absorb team - A team that uses the different Absorbs to counter stuff.  Stupid
if you ask me, since it's basically an Eeveelution team with a few minor
exceptions.

Bellresting - Having a team that relies heavily on Rest, then using Heal Bell
(or AT) to wake them all up at once.  Dominant in GSC, shunned through early
FRLG in the offensive metagame, and with Blissey's recent revival it has
become nearly standard.

Jaskwak - Using Ninjask to pass Speed/Attack boosts to Marowak.  Adapated from
the original Joltwak of GSC.

Mono team - A team that uses only one type of pokemon.  Fairly self-obvious
("I'm running a mono-flying team").

Skarmbliss - A team that uses the pokes Skarmory and Blissey on the same team.
The idea being that Skarmory is the premiere (or among the best) physical
tanks in the game, and Blissey is the best special tank.  Hated by most,
ignored by a select few who insist their team can take care of Skarmbliss
without a problem - regardless of who you are, Skarmbliss is almost always a
hassle to beat.

Suispikes - A team that uses Spikes, and then Suicune to phaze people so they
take Spikes damage.  This team archetype wasn't first used by Suicune (it has
its best fit with Skarm, who spikes AND phazes), but whereas Skarm has many
counters, Suicune only has a couple after it has already CMed up.  And if you
happen to be facing a team with Vappy/Lapras as its only Cune counter, you can
phaze it out and watch it die to Spikes eventually.

TSS - Toxic Spikes Sandstorm.  Originally coined in GSC as a team which
utilized the TSS principle of forcing switches and constant damage, the term
has basically evolved to any team that uses Tyranitar and its Sandstream
trait.

Wobbazard - the technique of using Wobbuffet to set up Belly Drum Charizard.
Encore whatever your opponent does.  If they use an attack, Counter/MC it back
at them for a KO.  Hence why most enemies will choose non-attacking moves,
which after Encore'd allow Charizard to get in a free Belly Drum.

---

MOVESETS: (S7.6)

Boltbeam - Using TB and IB in the same moveset.  Boltbeam is a move combo that
is only resisted by two pokes, Lanturn and Magneton, making it good for at
least neutral damage against almost everything.

CBer - A poke that has a Choice Band attached.  And 4 attacks, hopefully.

End/Subflailing - See below, except for Flail.

End/Subrevving - Endrevving came first.  After using Endure to bring your HP
down to 1 and activating Salac, you have a 200 power fighting move at your
disposal.  Now, in FRLG, you can use Sub in much the same way (4 subs with the
correct HP will you bring down to 1 HP), and have a little more variety along
the way.

Metropoke - A poke that has all 4 of its moves as Metronome.  Used primarily
in metro battles, which tend to be a good way to let off steam.

OHKO* - A poke that has a OHKO move (Fissure, Sheer Cold, Horn Drill).

Perishtrapping - Using Mean Look to trap the opponent, and Perish Song to
finish them off.  Old stuff.

Sporepunching - Using Spore and Focus Punch.  Breloom only.

Subpunching - Using Sub and Focus Punch.  The Substitute protects your
HP, so you can Focus Punch at will.

Sunnybeaming - Using Sunny Day to make Solarbeam one turn.  Meh.

Thunderdancing - Using Rain Dance to make Thunder 100% hit.  Even worse than
Sunnybeaming, since you are better off with TB 9/10 times, whereas the grass
type doesn't have a corresponding move that is better in almost all occasions.
Not to mention that there aren't many pokes who do learn both Surf and
Thunder, and the obvious ones that do (Starmie, Lanturn, Lapras) have better
choices in the third and fourth slot.

Trickbanding/milking - Using Trick while @ Choice Band, so your opponent gets
stuck with the CB.  Fairly situational, and it can often work out to your
disadvantage if you CB the wrong thing.  Not to mention you lose a moveslot.
Trickmilking involves Tricking Moomoo Milk onto your opponent.  :)

Wishpassing - Using BP to pass Wish on to another poke.  Reserved for Vappy
and Umbreon, and explained in more depth in Vaporeon's section.

Yawnpunching - Using Yawn to force sleep/switch, which then leads to a free
FP.

---

IN BATTLE: (S7.7)

AJ - nub :)

CH - Critical Hit

FP* - Fully Paralyzed.  A throwback to RBY days, where it said XXX is fully
paralyzed!  Nowadays, it means a turn where you can't attack due to paralysis.

GP - a pokebattler named Green_Pikachu, who was famous for coming up with
insane excuses that got him out of tournament battles.  Unfortunately for him,
the term expanded to include anyone who runs from a battle, at any point.
The origin of the GP clause (run = instant lose clause, basically)

hax - "hacking", or more specifically any time when one gets exceptionally
lucky and gets a CH/freeze/0%/miss/etc at a critical moment.  If you have no
honor, blame it on hax.

NVE - Not very effective.  An attack that does .5x (or .25x) as much due to
typing.

OHKO* - To faint your opponent in one move.  It could be with a OHKO move, but
not necessarily (or usually).

SE - Super effective.  An attack that does 2x (or 4x) as much due to typing.

STAB - Same type attack bonus.  Using a move that is the same type as your
poke gives an additional 1.5x modifier to damage.

---

BATTLE CLAUSES: (S7.8)
Any clause that is STARRED (*) is considered standard in normal play.  If you
break any of these clauses, your match is considered a forfeit.  The little
bits after a clause are my two cents.

* BRANNERS CLAUSE - The use of the item Branners is strictly prohibited.
 - Duh.

DOUBLE TEAM CLAUSE - This clause has two interpretations.  Either the use of
the move Double Team/Minimize is completely banned, or it is limited to one
moveslot on one pokemon.
 - A lot of people complain about DT, saying that it devolves the metagame
into a series of repeated coin flips.  The theorist in me says that luck is
part of the game, but the battler in me says that using DT is dishonorable
and ruins the thinking part of the game.  Judge accordingly.  Not a standard
clause, because no one can really seem to agree on one interpretation, but
most people (on the bots, at least) agree to not use DT.

* EXPLOSION CLAUSE/SELF-KO CLAUSE - If both you and your opponent are at your
last poke, you may not use the move Explosion, Selfdestruct, or Memento to
end the match.  Destiny Bond and Perish Song will also lead to forfeits.
 - This prevents ties, which are considered dishonorable.  Otherwise there
isn't too much basis to this rule.  And if you use Memento, you deserve to
lose anyway right? ;)

FREEZE CLAUSE - You may not freeze more than one (1) of your opponent's pokes
at any given time.
 - Because freeze is determined solely by luck, unlike Sleep, this rule is
harder to enfore, especially on the bots.  As such, it isn't standard,
although it certainly does suck (1/100 odds, anyone?).  Can be implemented in
NB, however.

* GP CLAUSE - You may not run from a battle for any reason.  If you do, your
match is declared a forfeit.
 - Simple enough, you might think.  And poor GP got blamed for something that
wasn't *entirely* his fault.

HIDDEN POWER CLAUSE - Two fairly separate clauses that share the misfortune of
being related to a common move.  The more arcane one first:
1. The move Hidden Power is completely banned.
 - The basis for this clause is that in-game, breeding correct DVs takes an
impossibly long time.  I would like to state that anyone who believes in this
clause is full of soot and poo.
2. The move Hidden Power is banned on all "Legendary" pokes.
 - Since legendary pokes are only catchable once by definition, the idea of
getting perfect DVs is even more impossible than HP Clause #1.  While more
theoretically sound, I still think this is baloney, but it is sometimes agreed
upon for leagues or more official battles.  Generally ignored in normal play.

ITEM CLAUSE - Each poke on your team must be using a unique item (no repeats).
 - Some people insist.  I choose not to battle them.  My main objection to
Item Clause is I don't actually know of 6 unique items, since Lefties/Salac/
Liechi/CB are the only ones I use.

OHKO CLAUSE - This clause has two interpretations.  Either the use of a OHKO
move (Sheer Cold, Fissure, Horn Drill, Guillotine) is completely banned, or
it is limited to one moveslot on one pokemon.
 - Similar basis as to the DT Clause, it makes the game luck-centric.  Also
not completely standard, as its interpretation varies, but like the DT clause
most people shy away from OHKO moves, or at least limit it to one poke.

PINCH BERRY CLAUSE - The use of any pinch berry (the old name for the 25 [50]%
berries, since the move description was activated "in a pinch") except for
Liechi Berry is banned in strict 200 play.
 - Only used if you were a strict 200 player, since the clause revolves around
the fact that it is impossible to get the other pinch berries in-game.  Pretty
boring, if you ask me, but some people insisted.

* SLEEP CLAUSE - You may not put more than one (1) of your opponent's pokes to
sleep at any given time.  This one pokemon limit does not apply to any pokes
which are under self-induced sleep (Rest, etc) or fall asleep through the use
of Effect Spore, or through forced use of a sleep move through Encore.  I'm
not sure what the verdict is on sleep induced through Synchronize - I'll say
for the time being that it's fine, and that you were asking for it trying to
put that Alakazam to sleep instead of KOing it.
 - Used mostly to prevent abuse of a Sporing Agility Smeargle, which would be
fast enough to put your entire team to sleep and then do whatever it wanted.

* SPECIES CLAUSE - Only one of any species of Pokemon on a team (Diglett and
Dugtrio are considered part of the same species).
 - Keeps the game from getting boring.  Not that having a team of all
Salamence would necessarily be good.

* UBER CLAUSE - Any poke that is in the 00ber list (S8.1) is banned from
normal play.  This applies mostly on the bots, since NB shows if your opponent
uses ubers.
 - I'm a firm believer that any poke that passes a stat threshold (tier,
whatever) should be banned, as it is unfair.  You may disagree, but this is MY
FAQ :)

* WOBBUFFET CLAUSE - Don't use Wobbuffet.  Or Wynaut.
 - Just don't, they're cheap, and you know it.  There's also the technical
aspect of a Wobb vs Wobb showdown (which would be about as interesting as a
DBZ showdown, and almost as long), but Wobbuffet is cheap anyway.
 - Addendum: Smogon considers Wob an uber.  I am in agreement.

---

POKEMON NICKNAMES: (S7.9)
AKA as if we aren't already lazy enough to type out the full eight letters of
a pokemon's name, we need to shorten it even more.

Specific moveset names (such as Tauntridos, or Bellyzard) can be Ctrl-F'd
under that poke's section - I'm just going over general names here.  Mostly,
if you've heard of something and can't place a nick with a poke, look in here
instead.  And seeing as most of these nicks are just the first or last five
letters of a poke's name, you should be able to figure them out for yourself,
but hey - that's life.

(format) POKEMON - NICKNAME

Venusaur - Venu, Vulva, Saur, Sore
Charizard - Zard
Blastoise - Toise
Pikachu - PIIIIIIKA PIKA PIIK PIIIIIIK PIIIIKA, Chu
Sandslash - SS (thank SSM for this one)
Nidoqueen/king - Nido (since most people use king over queen, assume king)
Ninetales - 9tales (lol)
Wigglytuff - Wiggly
Dugtrio - Duggy
Alakazam - Zam
Tentacruel - Tenta, Cruel
Magneton - Maggie, Maggy, Faggie
Gengar - Gar
Exeggutor - Eggy
Marowak - Wak
Hitmonlee/chan/top - Hitmon (generally refers to lee)
Kangaskhan - Kanga
Electabuzz - Buzz
Gyarados - Gyara
Lapras - Lappy
Vaporeon - Vappy
Jolteon - Jolt
Aerodactyl - Aero
Snorlax - Lax
Zapdos - Zappy
Dragonite - Draggy, Nite
Mewtwo - m003

Ampharos - Amphy
Quagsire - Quaggy
Umbreon - Umby
Misdreavus - Missy, Misd
Wobbuffet - Wob
Forretress - Forry
Heracross - Hera
Ursaring - Ursa
Swinub - Secksnub
Skarmory - Skarm
Donphan - Phanny, Fanny
Raikou - Kou
Suicune - Cune
Tyranitar - TTar

Swampert - Pert
Ludicolo - Ludi
Ninjask - Jask
Shedinja - Sheddy
Luvdisc - Uberdisc
Milotic - Lotic
Hariyama - Hari
Grumpig - Pig, Piggy
Medicham - Medi
Dusclops - Clops
Zangoose - Goose
Gardevoir - Gardy
Salamence - Sala
Metagross - Meta
Latios/Latias - Lati@s

Statistics on the above nicknames:

18/67 (26.87%) are the first X letters of a poke's name.
18/67 (26.87%) are derivatives of the first X letters of a poke's name.
19/67 (28.36%) are the last X letters of a poke's name.
5/67 (7.46%) are derivatives of the last X letters of a poke's name.

18/67 (26.87%) end in the letter "y".
5/67 (7.46%) end in the letter "i" or "ie".
7/67 (10.45%) end in the letter "a".

15/67 (22.39%) are pokes that are in the UU list or unevolved.
2/67 (2.99%) are pokes that are 00bers.
50/67 (74.63%) are pokes that are considered "standard".

35/67 (52.24%) of the nicks are RBY pokes.
16/67 (23.88%) of the nicks are GSC pokes.
16/67 (23.88%) of the nick are RS pokes.

==============================================================================
Pokemon Classifications
==========================================================================S8.0

I believe this needs some clearing up, since people often ask "is such and
such UU or 00ber"?  And thus, I have the following lists.  The 00ber list is
primarily on the basis of stat total, and is also pretty much set in stone.
The UU list, on the other hand, is somewhat vague.  I am using AK's list,
which I believe to be the most accurate, but someone will always argue about
it :/ Any pokes not in this list can be assumed to be "standard".

00BER LIST: (S8.1)

Celebi, Deoxys (all forms), Groudon, Jirachi, Kyogre, Ho-oh, Lati@s, Lugia,
Mew, Mewtwo, Rayquaza, Uberdisc

I would also like to mention right now that Wobbuffet and Wynaut, while not
technically considered 00bers by this tier system, are generally banned from
standard play.

---

LEGENDARY LIST: (S8.2)

Articuno, Zapdos, Moltres, Raikou, Entei, Suicune, Regirock, Registeel,
Regice.

Some people include pokes such as Salamence, Dragonite, Tyranitar, and
Metagross on this list.  I disagree with this, since a legendary poke is
mostly defined by the fact that is only catchable once.  Thus, the only one
that would possibly fall in this category is Metagross, and Meta...isn't
generally considered legendary. </copout>

---

UU LIST: (S8.3)

Absol, Aggron, Aipom, Altaria, Ampharos, Arbok, Ariados, Banette, Beautifly,
Beedrill, Bellossom, Butterfree, Cacturne, Camerupt, Castform, Chimecho,
Clefable, Corsola, Cradily, Crawdaunt, Delcatty, Delibird, Dewgong, Ditto,
Dunsparce, Dustox, Electabuzz, Electrode, Exploud, Farfetch'd, Fearow,
Flareon, Furret, Girafarig, Glalie, Gligar, Golduck, Golem, Granbull, Grumpig,
Hitmonchan, Hitmonlee, Hitmontop, Huntail, Hypno, Illumise, Kecleon, Kingler,
Ledian, Lickitung, Lunatone, Luvdisc, Magcargo, Magmar, Manectric, Masquerain,
Mawile, Mightyena, Minun, Murkrow, Nidoking, Nidoqueen, Ninetales, Noctowl,
Nosepass, Octillery, Parasect, Pelipper, Persian, Pidgeot, Piloswine, Plusle,
Politoed, Poliwrath, Primeape, Quagsire, Qwilfish, Raichu, Rapidash, Raticate,
Relicanth, Roselia, Sableye, Sandslash, Seaking, Seviper, Sharpedo, Shiftry,
Slowking, Sneasel, Solrock, Spinda, Stantler, Sudowoodo, Sunflora, Swalot,
Tangela, Tentacruel, Togetic, Torkoal, Tropius, Unown, Venomoth, Victreebel,
Vileplume, Volbeat, Wailord, Walrein, Whiscash, Wigglytuff, Xatu, Yanma 

Just to clarify - this UU list is not exclusive by any means.  It was
constructed with a couple goals in mind - 1. removing all pokes that are used
in "standard" play 2. eliminating pokes that have base stat totals that would
make them dominant over other UUs.  This is why you will not see pokes such as
Typhlosion, Feraligatr, or Arcanine in this list - although they certainly are
not used much at all, their base stat totals put them far and above the other
pokes in this UU list.

==============================================================================
Movesets
==========================================================================S9.0

Now, for the bread and butter of this Moveset Guide :O

I will do my best to explain every Moveset that will be given in this guide,
and provide some historic information about the set if applicable.

What I believe to be the general standard (if it exists) will be marked.

I will be addressing movesets for fully evolved pokes only, except for five
exceptions - Trapinch, Vigoroth, Pikachu, Scyther, and Clamperl.  Trapinch
maintains Arena Trap (probably the second sexiest ability in the game, after
Trace/Serene Grace) in its unevolved form, Vigoroth doesn't have Truant,
Pikachu gets a Light Ball, Scyther has better typing and substantially
different stats from its evolved form, and Clamperl has a Deepseatooth..

EVs are posted in standard bot form, HP/Att/Def/Speed/SA/SD.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~        VENUSAUR       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Nice Grass/Poison typing.  With Psychics long past their moments in the
spotlight, the Poison type isn't quite as bad as it used to be.  Very nice
resistance to fighting, although you trade it for neutral Ground.  Venusaur's
defenses let it survive almost any attack, save a STABed Fire Blast from
Moltres or the like.  My personal favorite poke to use, since I take a lot of
credit in it being used at all.

VENUSAUR @ Leftovers
Overgrow
"Sexsaur"

- Sludge Bomb/HP Grass
- Leech Seed
- Sleep Powder
- Synthesis

EVs:
Careful (+SD -SA), 252/?/?/56/0/?
 - 56 Speed EVs puts you at 210 speed, which is enough to outrun most Suicune).
Fiddle the rest into Def/SD as you see fit, depending on what you want to
guard against.  If you have anything spare, throw it into Att, but you're not
really going for the KO with Sludge Bomb.

****FRLG standard****

VULVASORE!!!

This one I can take credit for, this set was created by #gfaqs.  Credit goes
to AJ for first coming up with the idea, and then myself (aren't I a whore)
for adding in the attacks.

Venusaur is a tank.  Period.  80/83/100 Defenses puts it above average on the
physical side (coupled with the Fighting resistance), and certainly very
strong on the special side (it survives Alakazam Psychics).  Sleep Powder is
always a useful move.  Leech Seed is IMO the best move in the game,
especially in this defensively oriented metagame filled with Blisslax, where
the potential for draining HP is amazing.  Synthesis only adds to the
tankage.  Sludge Bomb is the generally preferred move, working off a higher
base damage.  However, after everyone in RSBot learned to predict Sludge Bomb
and started switching in Ground/Rock/Steel types, a switch back to HP Grass
can work for a surprise.

Venusaur should be played as a tank.  Sleep Powder is a free disabler and
forces a switch to utilize Sleep Clause, allowing a free Seed/Synthesis.  With
two healing moves, Venu can last a long time, and Sludge Bomb provides a nice
physical attack.

---

VENUSAUR @ Leftovers/Lum Berry/Salac Berry/Liechi Berry
Overgrow

- Sludge Bomb
- Earthquake
- Swords Dance/Curse
- Sleep Powder/HP Ghost or Rock/Synthesis/Substitute

Attacking Venusaur.  One of the few pokes to get Swords Dance on a STABed
Sludge Bomb (the most other notables are Victreebel and Tentacruel), and it
gets a nice EQ too for physical attacks.  A little too offensively oriented
for my taste as SB/EQ leaves you vulnerable to Weezing/Skarm, unless you take
them out with Sleep Powder, then you still have type problems.  Although a
workable set (EQ especially comes as a surprise to many), a fairly
one-dimensional use.  After having tried out Curse for a little bit, I can say
that it only makes Venu even more vulnerable to WoW or TWave, Sludge Bomb and
EQ aren't the best attacking combo, and any decent defensive phazer can beat
it up fairly easily.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~        CHARIZARD       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Everyone's favorite Fire/Flying type.  Charizard suffers a lot from being a
Fire type, still a crappy type, although Bellyzard certainly dominated the
early 386 Metagame back when the berries were 50%.  And when I say dominated,
I'm not sure you realize the extent of this statement unless you were really
there - EVERY team had to consider Bellyzard just as they consider Curselax
now.

CHARIZARD @ Salac Berry
Blaze
"Bellyzard"

- HP Flying
- Earthquake
- Overheat/Fire Blast
- Belly Drum



****old 386 standard****

Probably the most well-known poke in 386 play.  This thing managed to dominate
the 386 metagame for a few months, punishing everything with a maxed attack of
1175, a cool STABed attack, and another STABed attack that dealt with the most
predictable counter named Skarmory.  Back when berries were 50%, a single
Belly Drum activated Salac, leaving a huge attack stat with godly speed
(faster than all unboosted pokes save Jolly Ninjask).

Bellyzard created a metagame of its own.  No longer was CB Dugtrio acceptable,
in fear that Bellyzard could switch in after the EQ and Belly Drum down.
Wobbazard was also another tactic, as was Encorezard and many others.  Every
team was almost forced to have a Bellyzard counter (cough Suicune cough),
which oddly enough led to a huge increase in the number of Suispikes or
Sandstorm teams to try and deal with Bellyzard.

Fairly simple to use in principle.  Switch in on a Rest/Sleeping Turn, and
Belly Drum without fear of retaliation.  Or use Wobb/Encore to set it up.  Or
just predict right or something.

When the berry activation percentage was moved back down to 25%, this poke
lost a lot of its previous use, and is now relegated to the UU.

---

CHARIZARD @ Salac Berry/Liechi Berry/Leftovers
Blaze

- HP Flying
- Earthquake
- Overheat/Fire Blast
- Swords Dance/Dragon Dance

EVs:
Lonely (+Att -Def) 0/252/0/140/116/0 with a 30 DV in HP.
 - This assumes HP Flying and gets you 270 speed to outrun Adamant Hera/Pinsir
and also gets you 296 HP to ensure Salac kicks on after Sub/BD.  Let's be
honest now, Charizard doesn't take hits well.

****FRLG standard****

The new Bellyzard, although Charizard has taken quite a hit.  Liechi/Lefties
with DD obviously, Salac/Lefties with SD.  Still usable, but the significantly
lower attack doesn't help the awful typing.

---

CHARIZARD @ Salac Berry
Blaze

- HP Flying
- Earthquake/Rock Slide/Overheat
- Substitute
- Belly Drum



Y helo thar psuedo-Bellyzard.  Uses Sub to get to the 25% needed to activate
berries.  This set kinda loses at life though, you lose either the second
attack or the ability to OHKO Skarm/Forry.

---

CHARIZARD @ Petaya Berry/Leftovers
Blaze

- Fire Blast
- Dragon Claw/HP Fighting/Focus Punch
- Sunny Day
- Overheat

Surprisingly similar to Moltres, in this respect.  Although physical Charizard
is more popular, people forget that its SA is the higher base stat.  A fairly
sad and pathetic set in the long run, lack of special attacks really kills it,
but it can make for a nice surprise.  And Blaze + STAB + Sunny Day + Petaya +
Overheat can do a pretty good deal of damage, pretty much OHKOing anything
that doesn't resist.

---

CHARIZARD @ Leftovers
Blaze

- HP Flying/Rock Slide
- Focus Punch
- Overheat/Fire Blast
- Substitute

Katch22's set.  A subpuncher, and it works decently well, although it fears
Rock Blast greatly.  The high speed and bad typing hurt Charizard here, other
pokes with better attack/defenses are more apt to a Subpunching moveset, but
I've seen it work.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~        BLASTOISE       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

The least used of the RBY starters.  Blastoise's main disadvantages stem from
a typing that is extremely common, stats that scream mediocrity in the face of
Suicune/Milotic, and no real advantages over superior water types besides
Rapid Spin.  It is still a decent UU hazer/spinner, its defenses certainly
aren't bad, and special attacking Blastoise can be funny to watch.

BLASTOISE @ Leftovers
Torrent

- Surf
- Ice Beam/Rapid Spin/Roar/Rest/Haze
- Ice Beam/Rapid Spin/Roar/Rest/Haze
- Ice Beam/Rapid Spin/Roar/Rest/Haze

EVs:
Calm (+SD -Att), 252/0/96/40/120/0
 - 40 speed gives you 202 total to outrun Metagross and Ttar.  120 SA lets you
OHKO the 252/252/4 DDmence with IB.  Feel free to fiddle with Speed and Def as
you see fit.

****FRLG standard****

Outclassed by Suicune/Vaporeon in the phazing department, and many others in
the spinning department, but it makes a good utility poke, combining all the
useful moves into one big package.  Feel free to also throw in Mirror Coat or
Counter as a surprise attack.

---

BLASTOISE @ Leftovers
Torrent

- Yawn
- Focus Punch
- Earthquake/filler
- Surf/Ice Beam/HP Rock/filler

A Yawnpuncher.  Yawnpunching is generally pretty good at forcing switches, and
you'll generally see a lot of flyers on the switch, leading to IB or HP Rock.
EQ is a good solid attack, and can be replaced by any of the moves listed in
the first set, if you need some more utility.  Sleep Clause kinda beats this
thing in over the head though, and you still need to take a hit while Yawning.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~        BUTTERFREE       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Compoundeyes.  90% Sleep Powder is the best you are going to get short of
Spore.  Pity it's the same speed as the other big Spore user (Breloom) and
slower than the other other Spore user (Smeargle).  Besides Sleep Powder and
perhaps Stun Spore/Supersonic, Butterfree is just a small fly on the wall.

BUTTERFREE @ Quick Claw/nothing/Leftovers
Compoundeyes

- Sleep Powder
- Stun Spore/Supersonic/Toxic
- Silver Wind/Psychic/HP Flying
- Thief/Protect/Substitute

I personally like Thief, seeing as Butterfree isn't going to be doing any
major attacking, and you might as well disable something else while you're
still alive.  Stun Spore has the same 90% as Sleep Powder, Toxic never hurts,
and whatever attack you choose is really a last ditch thing.  HP Flying does
more damage than Psychic in the long run.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~        BEEDRILL       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

It got Swords Dance back.  Woohoo.  It's also slower than Blastoise, which
says something about the bee that can't outrun the turtle.

BEEDRILL @ Lum Berry/Salac Berry
Swarm

- Sludge Bomb
- HP Bug
- Substitute/Aerial Ace/Brick Break
- Swords Dance

It learns Brick Break, which I just found out.  How awesome.  Too bad Beedrill
sucks.

---

BEEDRILL @ Liechi Berry/Salac Berry/Quick Claw
Swarm

- Substitute
- Endeavor
- HP Bug
- Agility/Sludge Bomb

It has potential as a Subdeavorer, but not much when it's already so slow and
so weak.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~        PIDGEOT       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Outclassed by Fearow in every way, which is in turn outclassed by Swellow and
Dodrio.  A decent CBer though.

PIDGEOT @ Choice Band
Keen Eye

- Return
- Aerial Ace/Air Cutter
- Quick Attack
- HP Ground/Fighting

Meh.  Better defenses than Fearow, but less in the two stats which actually
mean something - Att and Spd.  It also doesn't have Drill Peck.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~        RATICATE       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

One of two users of Super Fang, and unlike Smeargle Raticate can actually
follow it up with something.  However, the overgrown rat can't take a hit, nor
does it really do much besides take off 50% health and die.

RATICATE @ Leftovers
Guts

- Return/Double-Edge
- Super Fang
- Substitute/Quick Attack/Shadow Ball
- Thunder Wave/Quick Attack/Thief

The principle behind Double-Edge is that it won't live long anyway, so why not
do more damage while still alive?  Raticate is basically a crapshoot - Super
Fang something, and hope to kill it while you're still alive.  TWave and the
hax para rate might help keep you alive a bit longer, and Sub/TWave can be
used to try and stall until the FP.  QA is a useful move.

---

RATICATE @ Choice Band
Guts

- Return
- Facade
- Shadow Ball
- HP Ground/Fighting/Super Fang

CB Super Fang, as moronic as it may sound, could work for switching in and out
and demi-shuffling.  Facade + Guts + status is a Swellow tactic that might
work on a the rat that has less attack than the swallow.  Seriously Nintendo,
don't rats eat birds or something like that?

---

RATICATE @ Salac Berry
Guts

- Quick Attack/Return
- Endeavor
- Substitute
- Shadow Ball/Thunder Wave

I've seen this before, it's actually pretty funny when Raticate haxes the crap
out of some poor soul and Endeavors it down to 1 HP, then finishes it off with
a QA.  Endeavor actually works in ghosts in RSBot, which is the reason for
Shadow Ball, but TWave might have some haxing potential and let you Endeavor
another poke.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~        FEAROW       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Better than Pidgeot, with higher Att/Spd stats and a much sexier move in Drill
Peck.  Still outclassed by Dodrio in every way, but at least it's a step up.

FEAROW @ Choice Band
Keen Eye

- Return
- Quick Attack
- Drill Peck
- HP Ground/Fighting

POX ME I'M CONTAGIOUS.  This thing owned for me in a UU tourney.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~        ARBOK       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Don't use it, try Ekans instead.

      _,--""'"""-.
    ,'   .,-.     `.
   '`...( |  |      \
  |      `--'        .
  '_,...__,'          `
   `._                 `
      `..______         |
           |.          ,|
           | `-.....,-" |
           |            j
           ^.         _F
          j       _.-- .
          |      /     ,+---....___
          L     /     /            ""`-.._
           \   j     j                    `-.
            `. |     |            .'         `
              `+...__|__       .,+-..         |
                        ""`._.l      '.       j
                        ,.-"   "-.     L    ,'
                      ,'          L    : _.'
                    .            .|,-'
                     .            `.._
     '\               `-.             `"-.
   ,`.'                  `-.              L
   |  )                     `-. _...__     |
  .'-'                         )      `.   j
  |  |_                      _,'""`.    \ /
   .-' `+._               _,"       `.  |/
    \   |  "`,,,,,....---'           | .'
     `-.'   /                        |+
        `--+                     _.-'
           `--.___       __.---'
                  `"""""" mh

Thank you tenchi, who showed this to me, which I can now show you.  If this
does belong to you, please let me know so I can give you credit.

Back to your regularly scheduled movesets.

Arbok has Intimidate.  Haze too, but Haze on a poke that is weak to EQ and
Psychic, two of the most common moves found on pokes which would actually
boost their stats, is suicidal.  It also clears your Intimidate, which is
sorta pointless in itself.  So, you're left with Intimidate as it's sole
claim to fame.

Er, and that it evolved from EKANS.

ARBOK @ Leftovers
Intimidate

- Sludge Bomb
- Earthquake
- Glare
- Snatch/Haze/Toxic

Snatch a SD or two from a Ninjask, and you're in the money.

---

ARBOK @ Leftovers
Shed Skin

- Sludge Bomb
- Rest
- filler
- filler

The main point here is that Shed Skin has a 33% chance of healing sleep, which
could lead to some more interesting possibilities.  Charbok is still bad
though, don't get me wrong on that.

---

ARBOK @ Choice Band
Intimidate

- Sludge Bomb
- Earthquake
- Rock Slide
- HP Ghost/Iron Tail/etc

That's surprisingly cool, it learns Rock Slide.  CB Intimidation is pretty
cool, just ask Tauros.  Better than Seviper, at least.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~        PIKACHU       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

It gets a Light Ball to double it's SA, effectively giving it the highest
unboosted non-uber SA in the game, unless you're Deepseatooth Clamperl.  An
Adamant max Att Slaking, non-CBed, has a 1/10 chance of OHKOing said Pikachu
with SCRATCH.  Keep this all in mind.

PIKACHU @ Light Ball
Static

- Thunderbolt
- HP Ice/Grass
- Substitute
- Encore/TWave/Sweet Kiss/Attract/Quick Attack

Sub/Encore is (c) OmicronDonut, probably one of the most innovative people I
have ever met.  Base 90 Speed usually allows for a first turn Sub, and if you
manage to get Sub on a status/stat move, you can Encore it and start wailing
away with TBs.  The other moves are all basically stallers.  And considering
that Pikachu has a higher base Att than it does SA, QA might be worth a shot.

---

PIKACHU @ Light Ball
Static

- Thunderbolt
- Surf
- Substitute/HP Ice/Grass
- Encore/Substitute

(Pokemon Box only)

Behold, the only Electric type that scares Steelix, except for those funny
CB HP Ground Zapdos.  Now that Pika gets Surf, the 95 base power is more
important than the better type coverage of the other two HPs.  You can always
run 3 attacks and Sub/ Encore, but I prefer keeping the original set with Sub
over HP.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~        RAICHU       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Somewhat worse than Pikachu, if you ask me.  Not getting a Light Ball hurt it
dearly, and the rest of its stats don't raise it high enough.  It also suffers
from the general weakness of "being an electric type", meaning that it
generally gets shafted in terms of movepool depth.

RAICHU @ Leftovers
Static

- Thunderbolt
- HP Ice/Grass
- Substitute
- Encore/TWave/Sweet Kiss/Attract/Quick Attack

See above, although with slightly better defenses Raichu might better off with
TWave.

---

RAICHU @ Leftovers
Static

- Focus Punch
- Thunderbolt
- Attract/Sweet Kiss/Thunder Wave/Encore/Substitute
- Attract/Sweet Kiss/Thunder Wave/Encore/Substitute

Another attempt at a stalling set of sorts.  The plethora of disabling moves
is an attempt to set up a Focus Punch (I personally like Substitute and
Encore, although some have sworn by Attract/Sweet Kiss and even TWave for
paracontraction), while TB works off the STAB.  Raichu has the same base in
Att and SA.  An odd Skarmbliss counter of sorts.

---

RAICHU @ Leftovers
Static

- Thunderbolt
- Surf
- Substitute/HP Ice/Grass
- Encore/Substitute

(Pokemon Box only)

Same deal as Pikachu, although it still doesn't get the Light Ball.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~        SANDSLASH       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Good Att/Def, but Donphan does a much better job with it.  It does get Swords
Dance though, its one real advantage over the Elephant.  It also, however,
lost Roar, which relegates it to a primarily attacking role.  Sand Veil makes
it handy in a TTar team though.

SANDSLASH @ Lum Berry/Leftovers/Salac Berry
Sand Veil

- Earthquake
- HP Rock/Rock Slide
- Swords Dance
- Counter/Substitute/Focus Punch

As said before, its only real advantage over Donphan is Swords Dance, so I'm
hoping you would make use of it somehow.  Not too slow, actually, for a ground
type not called Dugtrio, max Speed Jolly after the Salac boost can get it to
377 Speed, better than all the base 120ers, although obviously shy of the
130ers.

---

SANDSLASH @ Leftovers
Sand Veil

- Earthquake
- HP Rock/Rock Slide
- Substitute
- Focus Punch

A fairly generic moveset for almost all the Rock or Ground types, but it can
work.  Switch in on a physical attacker, Sub up, and try and get some punches
in.

---

SANDSLASH @ Salac/Liechi Berry
Sand Veil

- Substitute
- Focus Punch
- Flail
- Swords Dance

That's right...it's back.  If you can dodge a couple hits with Sand Veil, this
could rock.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~        NIDOQUEEN/KING       ~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Nidoqueen gets higher stats in the 3 defensive categories, lower stats in the
3 offensive categories.  It gets Crunch and Focus Energy vs Megahorn and Horn
Drill.  I prefer Nidoking, seeing as Megahorn > Crunch and the extra defense
doesn't really help it do too much, but they are for all practical purposes
the same.  Huge movepool in both cases, lots of options.

NIDOQUEEN/KING @ Choice Band
Poison Point

- Earthquake
- Sludge Bomb
- Rock Slide
- Focus Punch/Brick Break/Megahorn (NK)

Nidoking does it better, with Megahorn in the last slot, and better all-around
stats.

---

NIDOQUEEN/KING @ Leftovers
Poison Point

- Focus Punch
- Substitute
- Ice Beam/Fire Blast
- Thunderbolt

Boltbeampunch.  Well suited to either Nido, and a fairly universal set, with
Boltbeam hitting SE against a lot of enemies and FP a good Blisslax counter.
Fairly dependable moveset, but watch out for things that take neutral damage
from all 3, or can attack before you get a sub in.

---

Basically, choose any four from:

EARTHQUAKE
SLUDGE BOMB
SHADOW BALL
ROCK SLIDE
FIRE BLAST/FLAMETHROWER
ICE BEAM
THUNDERBOLT
SURF
SUBSTITUTE
COUNTER
MEGAHORN (NK only)
CRUNCH (NQ only)
BRICK BREAK

and you've got a winner.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~        CLEFABLE       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Another poke with a very cool movepool.  It learns Meteor Mash for comedy,
Calm Mind/Moonlight for more serious battles, Belly Drum just because, and
Splash because it's cool like that.  Lots of options here.

CLEFABLE @ Leftovers
Cute Charm

- Ice Beam/Fire Blast
- Thunderbolt
- Calm Mind
- Moonlight

A lot of potential here.  Watch out for status, and you should be fine.  Very
nice base HP/SD to work with here, and the defense isn't too bad.  CM boosts
your SD to the point that you can start recovering the damage with Moonlight,
and start blasting away with Boltbeam.

---

CLEFABLE @ Leftovers
Cute Charm

- Fire Blast
- Solarbeam
- Sunny Day
- Moonlight/Ice Beam

GSC, anyone?  Somewhat outdated though in today's metagame, dragons own the
standard Sunnybeamer and Blissey wipes it out period.

---

CLEFABLE @ Salac Berry
Cute Charm

- Return/Body Slam
- Meteor Mash/Substitute
- Shadow Ball
- Belly Drum

Another cool set with quite a bit of potential.  Bring it on Sleep/Encore and
try and do something with it.  If you can Belly Drum and avoid all Steels, you
might have a winner.  Not something I would use in a tourney team though, or
anything like that.

---

CLEFABLE @ Leftovers
Cute Charm

- Ice Beam
- Thunderbolt
- Calm Mind
- Softboiled

Softboiled is infinitely superior to Moonlight, mostly for the increased PP.
And the weather effects are pointless, for the most part.  Otherwise, same as
before.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~        NINETALES       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Very good speed and SD, survives a surf from just about anything.  Also a good
disabler.

NINETALES @ Leftovers
Flash Fire

- Flamethrower/Fire Blast
- Will-o-Wisp
- HP Grass
- Protect/Confuse Ray/Safeguard/Overheat/Hypnosis

****FRLG Standard****

Flamethrower is prized over FB in this case for consistency, as Ninetales
definitely clocks in as a defensive poke.  WoW is never a bad thing, and HP
helps beat up waters on the switch.  Any of the last moves can work - I like
Protect myself, but CRay has haxed me before (cough Keff cough)

One final note - Pyroshuffling sucks.  Ninetales sucks as a Roarer, the fire
type makes it vulnerable to almost anything that might switch in.  To say
nothing about the fact that you could always switch in the same poke that was
already burned to absorb the next WoW.  Try another tactic.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~        WIGGLYTUFF       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

A bad Clefable, in essence.  Lots of HP, little defense, and not quite as good
as its Moon Stone counterpart.

WIGGLYTUFF @ Leftovers
Cute Charm

- Double-Edge/Return
- Shadow Ball/HP Rock
- Substitute
- Focus Punch

A good switch-in for Blisseys.  With the nice HP, Wiggly can take a SToss
without breaking the Sub - it is also slower than Blissey, which lets you get
the Sub in safely.  A fairly specialized poke though, the low defenses aren't
really enough to protect it from numerous hits.

---

WIGGLYTUFF @ Leftovers
Cute Charm

- Rollout
- Defense Curl
- Double Team
- Rest/Wish

Comedy BHtuff option.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~        VILEPLUME       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

I have an ASCII of Vileplume as well, but I won't post it for your sake :*

Another of those cool Grass/Poison types that everyone thinks suck, and I'm
here to prove otherwise.

VILEPLUME @ Leftovers
Chlorophyll

- HP Grass/Sludge Bomb
- Sleep Powder
- Synthesis
- Toxic/Aromatherapy

This thing owned for me in UU with Toxic, where it makes a cool tank, and one
of the few electric counters in UU (only takes 30-40% from HP Ice, which is
recoverable with Synthesis).  75/85/90 defenses is nice.  AT is also very
handy, if you choose to use it.

---

VILEPLUME @ Petaya Berry/Lum Berry
Chlorophyll

- Solarbeam
- HP Fire/Ice
- Sunny Day
- Sleep Powder/Synthesis

The first in a long line of grass types that Sunnybeams, and gets Chlorophyll
as well to help boost speed.  IMO not quite as good as RD Kingdra, but it can
work at times, although not too stellar.  HP Fire takes advantage of Sunny
Day, while HP Ice owns the likely Salamence switch.  I prefer Sleep Powder to
Synthesis most of the time, as healing doesn't really fit in to the Sunnybeam
mindset, but it could work.  A fast sleep is very cool though.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~        PARASECT       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

After passing on Spore to Breloom and Smeargle, this bug's usefulness in the
RS metagame kinda faded away.  Besides Spore and perhaps Aromatherapy though,
Parasect isn't really good for much.

PARASECT @ Leftovers
Effect Spore

- HP Bug/Body Slam
- Spore
- Aromatherapy/Body Slam/Aerial Ace/Stun Spore
- Counter/Light Screen/Toxic/Swords Dance

You can try Doublepowder, or PPassing, or Countering anything not Flying.
Remember that Parasect is also weak to Rock, although it does have a nice 4x
ground resist.  Failing all that, SD + Spore might help you take out a stray
Curselax or two.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~        VENOMOTH       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

It actually looks decent on paper, but the moveset options kinda screwed it
over.  Sleep Powder is nice, BP but without much to pass, and the universal
TMs.  Shield Dust is potentially a good trait, protecting from freeze/burn on
the base 95 moves, but is too specific to really do anything.

VENOMOTH @ Leftovers/nothing
Shield Dust

- Signal Beam/Silver Wind
- Sludge Bomb
- Sleep Powder
- Thief/Stun Spore/Toxic/Substitute

Double STAB is interesting, albeit on two bad types.  You can't go wrong with
Sleep Powder or Thief.  Baton Passing doesn't really work when you only have
the universal moves (Sub/DT/random SW boosts) to pass.  As for Silver Wind vs
Signal Beam, I have not (in my 10 months of playing) ever gotten any boosts
with either SW or Ancientpower, so I will boycott the move.  Signal Beam has
significantly (75 vs 60) more power anyway.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~        DUGTRIO       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

DIGLETT DIGLETT DIG DIGLETT DIG

TRIO TRIO TRIO

Arena trap alone makes it one of the coolest pokes ever.  120 speed doesn't
hurt, either.  Not only is Arena Trap good for trapping Electric/Fire types,
but it also helps to finish off weak pokes, and without the Choice Band it
acts as a good Slaking counter.  You can't really go wrong with Dugtrio.
Watch out for Porygon2 though.

DUGTRIO @ Choice Band
Arena Trap
"Traptrio"

- Earthquake
- Rock Slide
- HP Bug/Flying
- Aerial Ace/Sludge Bomb

EVs:
Jolly (+Spd -SA) 0/252/0/216/0/40
 - Jolly Dugtrio has 363 speed to outrun Timid Raikou and Starmie.  Extra EVs
 are in SD to ward off HP Ice/Grass, which is more of a threat than physical
 attacks.
Adamant (+Att -SA) 0/252/0/216/0/40
 - Funny it has exactly the same EVs, yeah?  This time the speed is for non-
 Timid Raikou and Starmie, as well as Slaking/Salamence and other things with
 base 110 speed.

****FRLG Standard****

For HP flying, use 30,30,30,31,30,30 DVs.  Fairly standard CBtrio, no real
questions here.  HP Bug/AA is preferred nowadays because of Celebi.

---

DUGTRIO @ Soft Sand
Arena Trap

- Earthquake
- Rock Slide
- Protect
- Toxic

****Old 386 Standard****

Utilitytrio.  @ Soft Sand to counter Bellyzard.  Protect for Slakings.  Toxic
for Wobs.  You won't see this around too much any more, but it deserves its
own section, if only to show how much Bellyzard (and Slaking, and Wob) changed
the metagame when they were popular.  You can catch some people by surprise
however (if they expect the CB), but otherwise this sorta died out with FRLG
and 25% berries.

---

DUGTRIO @ Choice Band
Sand Veil

- Earthquake
- Rock Slide
- HP Flying
- Sludge Bomb/Toxic

Comedy Sand Veil option here, in case you really fear P2.  And most people
don't bother checking Arena Trap, although it is a good countermeasure, as
Duggie's default trait (at least on the bots) is Sand Veil.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~        PERSIAN       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

This cat needs to go back to RBY, where it was actually decent :(

PERSIAN @ Choice Band
Limber

- Return
- Shadow Ball
- HP Ground
- Hyper Beam/Iron Tail/Aerial Ace/Thunderbolt

Crap movepool what?

---

PERSIAN @ Leftovers/Lum Berry
Limber

- Return
- Shadow Ball
- Hypnosis
- Substitute/HP Ground/Hyper Beam/etc

Fastest sleep move in the game.  Too bad the accuracy sucks almost as much as
Persian does.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~        GOLDUCK       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

A nice UU CMer, there aren't too many of these.  Unfortunately, it has to
compete with Slowbro and Suicune for water type CMers, and it really isn't
much of a competition.

GOLDUCK @ Leftovers/Chesto Berry
Cloud Nine

- Surf
- Psychic/Ice Beam
- Calm Mind
- Rest/Hypnosis/Substitute/Psychic/Ice Beam

I prefer Rest myself, with Surf/Psychic/CM/Rest.  It's decent, but completely
outdone by Suicune.

---

GOLDUCK @ Leftovers
Cloud Nine

- Surf
- Psychic/Ice Beam
- Focus Punch/Cross Chop
- Substitute/Calm Mind/Rest

Subpunch has some potential with the random 2HKO on Blissey/Lax.  It is still
a 2HKO though.  If you do use CC, it's a 3HKO in most cases, so try and keep
that in mind.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~        PRIMEAPE       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

PRIMEAPE @ Leftovers
Vital Spirit

- Cross Chop
- Rock Slide
- Bulk Up
- Substitute

@ AK.  The attack boost from BU is nice, but the real kicker is the defense
boost, which lets you safely sub and take a few hits.  Too bad that
Primeape is so weak defensively.  Otherwise, this is fairly similar to 200
Blaziken, although the fast sub from Primeape also helps it avoid most status
and strike back with a new hard hit.  cool stuff.

---

PRIMEAPE @ Salac Berry
Vital Sprit

- Focus Punch
- Substitute
- Reversal
- Rock Slide

This one is @ Donut.  Fun Subpunchreversaling, combines the best of both
sets.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~        ARCANINE       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

/me sighs...many people have tried to make a usable set for this godly poke,
and thus far noone has really succeeded.  Incredible base stats (nothing UNDER
80), and the crappiest movepool you may ever see.  Fire type doesn't help
either.  Here are some ideas.

ARCANINE @ Liechi Berry/Leftovers
Intimidate

- Extremespeed
- HP Fighting/Ground
- Howl
- Overheat/Fire Blast

Physcanine.  Howl to boost attack for ES.  Another cool idea was to use ML
Umbreon to BP some Curses to Arcanine, bringing back Curse + ES Arcanine from
GSC.  In that case, you might want Crunch/Iron Tail/Rest over Howl.

---

ARCANINE @ Petaya Berry/Leftovers
Flash Fire

- Fire Blast
- HP Grass
- Crunch/Sunny Day
- Extremespeed/Overheat

A special based Arcanine, with most of its power likely coming from Sunny Day
FB.  Overheat couldn't hurt either, but ES is useful for Endrev and other
pokes that need a quick kill.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~        POLIWRATH       ~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Another one of those lovely BDers that died out when the berries got shifted
to 25%.  Still has some hope though, as it doesn't need the 4th move quite as
desperately as Charizard.

POLIWRATH @ Salac Berry
Water Absorb

- Brick Break
- HP Rock/Ghost
- Focus Punch/Hypnosis
- Belly Drum

****old 386 standard****

It made an awesome Suicune counter back in 386, when you could get in a free
attack (not BD, obviously, because of Roar).  Fighting is a pretty cool type
to use the BD boost on, Hypnosis (if it hits) is plain abusive, and Focus
Punch beats the crap out of any poke that would try to phaze you out.  It had
some good stuff going for it, but the slow speed (it couldn't beat Timid Jolt
after Salac) and lack of a good second (or third) move hurt it a bit.

---

POLIWRATH @ Leftovers
Water Absorb

- Brick Break
- HP Rock/Ghost
- Focus Punch
- Substitute

It lost Belly Drum, but it still has the cool water absorb, which gives it
basically a free switchin against most Suicune, which then leads to a free
FP.  Sub helps in that regard as well against other stuff.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~        ALAKAZAM       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Still good, even after all these years.  Alakazam is a special CBer of sorts -
run in, throw in a quick Psychic or two, and switch back out.  CMing, while
always in the moveset, tends to not help the fact that Zam is still base 55
HP.  It still is a very good poke though, with two big numbers in the stats
where it matters most.

ALAKAZAM @ Lum Berry/Leftovers
Synchronize

- Psychic
- Fire Punch
- Calm Mind
- HP Dark/Water/Ice Punch/Thunderpunch/Recover

EVs:
Timid (+Spd -Att) 72/0/0/252/184/0
 - 72 HP gives you 269 HP, another of those magic number HPs that will let you
 survive 3 STosses after Leftovers recovery.  You can take those out if you
 have a better Blissey/Dusclops/Miltank counter.

****FRLG Standard****

Psychic/CM is fairly obvious, Fire Punch is for Steels (Metagross/Skarm in
particular, but all steels).  The last move is really the tossup.  HP Dark
was used a lot in 200 play, to battle other Zams (Modest), Starmies, and
Dusclops.  HP Water was also a 386 option, to give you a SE move against
Houndoom and to counter the TTars that rampaged through early 386.  Ice Punch
is for non-DDed Salamence and Claydol, and Thunderpunch is for Starmie/
non-DDed Gyarados (although it doesn't OHKO).  Recover is a new FRLG idea,
ever since the advent of SToss Blissey.  Recover outraces SToss in terms of
damage (albeit not by much), giving you time to CM up and Psychic Bliss to
death.

---

ALAKAZAM @ Lum Berry/Choice Band/Moomoo Milk
Synchronize

- Psychic
- Fire Punch/Reflect
- Calm Mind
- Knock Off/Encore/Recover/Trick

I believe that any two of an elemental punch/Knock Off/Encore is illegal, so
you probably shouldn't use it.  This is just the hodgepodge of random Zam sets
that I've seen around that really don't belong with the standard.  Reflect and
Recover work in tandem, but you start to have problems dealing damage, and it
doesn't help Zam survive that much longer.  Trickbanding (Trickmilking) is
always there, Knock Off is a cool move, and Encore is awesome when you switch
in against Curselax and own it.

****Emerald Update****

Due to the new tutors, you can now use one of the punches along with either
Knock Off or Encore.  Not sure how useful it is, but it does work now.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~        MACHAMP       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Severely toned down from GSC, mostly because Breloom is that much more useful
in general, as are Heracross and Metagross.  It still attacks like a mofo with
the 130 base attack, but it is no longer the premiere physical attacker in
this generation.

MACHAMP @ Choice Band
Guts

- Cross Chop/Low Kick
- Earthquake
- Rock Slide
- Focus Punch/Fire Blast

EVs:
Adamant (+Att -SA) 124/248/0/136/0/0
 - 136 speed puts you at 180, which should be safely ahead of most Skarms
 you'll run into.

Fire Blast is a comedy option for the most part.  CB Focus Punch is awesome
though, it does 90ish% to Suicune and OHKOs most other things that don't
resist.  Low Kick is useful if you know your opponent uses Snorlax/Steelix/
other Rock/Grounds, but in today's age of Skarmbliss (Skarmory is surprisingly
light) it loses.

---

MACHAMP @ Leftovers
Guts

- Cross Chop
- Rock Slide
- Rest
- Sleep Talk

EVs:
Adamant (+Att, -SA) 252/128/?/16/0/0
 - A bit of speed to outrun Blissey, and the 128 Att means you should OHKO
 a non-Bold 252 Def Blissey.  Do the rest of the defense (114 EVs) as you see
 fit.

Rest activates Guts.  Pretty cool, no?  Machamp is strong enough defensively
to (mostly) pull this off.  Of note is the fact that this can beat Dusclops
and Weezing.

---

MACHAMP @ Leftovers/Salac Berry
Guts

- Cross Chop
- Rock Slide
- Substitute
- Focus Punch/Bulk Up

Machamp certainly has the defenses to pull off a Bulk Up set, although it's a
tad slow to utilize it well.  Certainly has a lot of potential though,
especially with Guts discouraging status.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~        VICTREEBEL       ~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

If Venusaur is the staller, and Vileplume is the Sunnybeamer/ATer, Victreebel
is the attacker.  Most known for SD/Sludge Bomb combo, but it can pull off the
Sunnybeaming just as well as Vileplume, with the same base SA stat.  Very UU,
and I will once again sing the praises of the poison type.

VICTREEBEL @ Leftovers/Lum Berry/Salac Berry/Liechi Berry
Chlorophyll

- Sludge Bomb
- Swords Dance
- HP Ground/Fighting/Ghost
- Substitute/Giga Drain/Sleep Powder

Swords Dance + Sludge Bomb is sex.  Sort of.

---

VICTREEBEL @ Leftovers
Chlorophyll

- Solarbeam
- Sunny Day
- HP Fire/Ice/Swords Dance/Sleep Powder
- Sludge Bomb

The nice high stat in the other attack makes for a nice dual attacker.
Sunnybeaming is still a pretty dead tactic, though.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~       TENTACRUEL       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

The Mystery Machine X) Tentacruel is sex with tentacles.  Could it get any
better?  STABed Sludge Bomb, really really really high SD, surprisingly good
speed, and a cool trait in Liquid Ooze.  Tentacruel resists Water/Ice and also
is immune to Toxic, which makes it an idea counter to Walrein or Lapras.  You
can use either Clear Body or Liquid Ooze, but Liquid Ooze is so specific and
probably expected that it isn't worthwhile.

TENTACRUEL @ Leftovers
Clear Body/Liquid Ooze

- Sludge Bomb
- Hydro Pump/Surf
- Confuse Ray/Swords Dance/Ice Beam
- Mirror Coat/Substitute/HP Ground/Giga Drain

Hydro Pump is more worthwhile on Tentacruel than it might be on other pokes -
base 70 SA is somewhat disappointing.  Swords Dance + Sludge Bomb is very
cool, but I like the base 100 speed Confuse Ray.  Ice Beam suffers from the
same low SA and isn't going to KO much, but it's worth a shot.  Mirror Coat
might be a decent surprise on this attacking moveset, and Sub helps you deal
with the Dugtrio switch and Hydro Pump it instead.  If you stick on Ice Beam
and Giga Drain, you can focus all EVs into SA and beat up nearby Quagsires.

---

TENTACRUEL @ Leftovers
Clear Body/Liquid Ooze

- Sludge Bomb/Ice Beam
- Hydro Pump/Surf
- Confuse Ray/Rapid Spin
- Haze/Mirror Coat/Safeguard

Utilitycruel.  I personally like Sludge Bomb/Hydro Pump/Confuse Ray/Rapid Spin
but it's all a matter of preference.  Lots of options.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~       GOLEM       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Cool in RBY, when Hidden Power didn't exist.  With the existence of HP
however, and with Grass/Ice/Water being the most commonly used HPs, Golem's
once-fabled electric immunity is now rendered almost useless.  However, with
Substitute now a universal TM, Golem can have some luck subbing up and
launching Rock Blasts or Earthquakes at stuff.  It doesn't get Rhydon's
Megahorn, or its Swords Dance, but it does get a cool finisher in Explosion.

GOLEM @ Leftovers/Quick Claw
Rock Head/Sturdy

- Rock Blast/HP Rock/Rock Slide
- Earthquake
- Counter/Focus Punch/Double-Edge
- Explosion

Cool.  Counter owns people who think they can EQ you to death, and Explosion
is a nice strong finisher.  DE is kinda stupid with a 150 power move already,
but to each their own.  The rock moves are listed in order of preference -
Rock Blast for sub breaking, HP Rock for consistent (and higher) average
damage, and RS because slow speed = no flinching.  As for Quick Claw, people
often forget that it has a 25% chance of activation, which isn't bad at all -
try it out sometime.

---

GOLEM @ Leftovers
Sturdy

- Rock Blast/HP Rock/Rock Slide
- Focus Punch
- Substitute
- Roar/Earthquake/Explosion

My Rhydon set, adapted to Golem.  Subpunch is fairly simple, and Rock Blast
covers the fighting resists.  I use Roar as a Curselax counter, but EQ is also
useful, and I would prefer Explosion over EQ anyway to blow up on Milotics or
something.  Useful stuff.  Unfortunately, it doesn't get Rhydon's 404 HP to
help with the Sub, but it's still more than usable.

---

GOLEM @ Choice Band/Quick Claw
Sturdy/Rock Head

- Rock Blast/Rock Slide
- Earthquake
- Focus Punch/Double-Edge
- Explosion

Ouch.  Hard to switch in though, but if you can catch a Tauros or something
unaware, whatever switches in is in for some pain.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~       RAPIDASH       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

It's fast, and that's about it.  Rapidash is somewhat unbalanced, with good
speed and Att (with its physical moves being Return, Iron Tail, HP, and the
wonderful Bounce), and only average SA.  It makes a decent Sunnybeamer, but so
do a lot of pokes, and the subpar SA makes this poke a bad candidate.

RAPIDASH @ Leftovers
Flash Fire

- Fire Blast
- Solarbeam
- Sunny Day
- Hypnosis/Overheat

Good luck with the 60% Hypnosis, you're going to need it.  The only real worth
of Rapidash is taking advantage of Flash Fire and hopefully getting in a few
STABed Sunny Day'd Flash-Fire-boosted Overheats.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~       SLOWBRO       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

One of the best "UU" pokes there is.  Slowbro is amazingly underrated as a
tank, and IMO it rivals Suicune as one of the best water types in the game.
95/110/80 in the defenses, great physical defense, and it gets Calm Mind to
help boost the SD.  Also comes with a prepackaged 100 SA, two good STABed
special types, and a plethora of other useful moves.  You can't really go
wrong with Slowbro.

SLOWBRO @ Leftovers
Own Tempo

- Surf
- Psychic/Ice Beam
- Calm Mind
- Rest/Substitute/Flamethrower

EVs:
Bold (+Def, -Att) 252/0/68/8/108/72
 - It never hurts to outrun Steelix and Snorlax, does it?  108 SA is one of
 those magic stat numbers that lets you take out the high majority of non-
 defensive Salamences.  Fiddle with Def and SD as you like.

****FRLG Standard****

With Calm Mind and Rest, this thing is a mini-Suicune, especially with roughly
equal HP/Def for a non-legendary.  Psychic is a cool second STABed move, the
Def is covered by high base, and the SD gets boosted through Calm Mind.  Some
like Flamethrower to provide a jump on Forry or Skarm, and Substitute always
works well with Calm Mind (albeit the speed hurts Slowbro here), but I prefer
a CMbro that can tank with the best of them.

---

SLOWBRO @ Leftovers
Own Tempo

- Psychic/Surf
- Counter
- Calm Mind
- Rest

Seeing as this is my moveset guide, I get to pay special attention to my own
sets.  My attempt at making a beast that is hard to attack from either end of
the spectrum, with CM for special attacks and Counter (it takes tons of
physical hits, even SE ones) for the physical side.  The main drawback is
being limited to one special attack, a problem that has often daunted CMcune.
I like Psychic, as it is fairly universal and not resisted by many (as
opposed to the constant Water/Grass types that Slowbro seems to run into).
Dark types suck anyway.

---

SLOWBRO @ Leftovers
Own Tempo

- Surf/Psychic
- Focus Punch
- Substitute/Yawn
- Ice Beam

Another interesting idea.  Slowbro has base 75 attack to top off the rest of
those amazing stats, so Yawn/Subpunching could always work.  Slow enough to
ensure a Sub against almost anything (save Shuckle), but Yawn is more
universal and in general better.  Ice Beam for the inevitable Flying/Venusaur
switch.

---

SLOWBRO @ Leftovers
Own Tempo

- Surf/Psychic
- Thunder Wave
- Calm Mind
- Rest

Uh oh Tobybro is back to rule RS, except not really since Calm Mind is only a
one-stage boost :(

---

SLOWBRO @ Leftovers
Own Tempo

- Surf
- Calm Mind
- Yawn
- Rest

The newly dubbed "AJBro", as thought up by AJ.  Yawn allows it to gather a CM
on the switch, and it acts as a phazer of sorts, although obviously not as
effective as Roar on Cune.  Slowbro suffers from the same problem of relying
on one attack, but if you can force people into switching you'll have a good
chance of getting in a few Surfs.  Think of it as a more attack-based version
of CMCune, relying on CMs to power up attack more than to boost defense.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~       MAGNETON       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Magnet Pull.  This trait alone strikes fear into Skarms and Forrys, with the
ability to trap all Steel types and the SE/STABed TB to finish them off.  This
is probably the major reason as to why Skarm (and spiking in general) never
COMPLETELY dominated in 200 play, where Magneton doesn't have to fear its own
trapper, Dugtrio.  Magneton is also very underrated as a special tank - it is
one of two pokes to resist the common Boltbeam, although it doesn't exactly
have the stats to do it well unless you focus your EVs into SD and HP (a
tactic which has been pulled off with great success by AK).  Watch out for
Duggie, other Maggies, and Trace when using Magneton.

MAGNETON @ Leftovers
Magnet Pull

- Thunderbolt
- HP Fire/Grass
- Toxic/Thunder Wave
- Substitute/Protect

EVs:
Modest (+SA -Att) 0/0/0/180/252/76
 - 180 speed puts you at 221, which should more than enough to outrun any
 stray Suicune.  You're not going to catch that cluster of pokes at 264+
 Speed, even with Timid.  Feel free to reduce SA into HP/SD if you want a
 Maggie that takes some hits.

****FRLG Standard****

Thunderbolt is a OHKO on Skarm, and HP Fire helps take care of Forry (watch
out for EQ/Light Screen on the switch).  HP Grass is a nice surprise, but
mostly a carryover from 200 days when Maggie feared Swampert more than it did
Forry.  Protect is another carry-over from 200, when Maggie made a decent
Slaking counter with Protect, but more likely its crap movepool left few other
good options.  Toxic/TWave is your preference.

---

MAGNETON @ Leftovers
Magnet Pull

- Thunderbolt
- HP Fire/Grass
- Toxic/Thunder Wave
- Metal Sound/Substitute

In a different category from the standard because it really isn't standard.
Metal Sound Maggie is used to help battle Snorlax (it resists Return/Shadow
Ball, and Metal Sound let's it put a dent in Lax's SD), Trace CM Gardevoir
(by using Metal Sound, you're forcing it to kill you), and the occasional
Blissey.  I've seen people throw on Substitute as well, mostly as a counter to
Vulvasore but it can work against other stuff as well.  An interesting idea,
but fairly limited in usefulness.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~       FARFETCH'D       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Besides having its own item (which doubles CH percentage from 6% to 12%,
woohoo), Farfetch'd is a joke of a pokemon.  It's slower than Skarmory, for
god's sake.  How did the big metal bird outspeed the small little one?

FARFETCH'D @ Stick/Salac Berry/Liechi Berry
Keen Eye

- Flail
- Substitute
- Agility/HP Ghost/Aerial Ace
- Swords Dance/HP Ghost/Aerial Ace

For @ Stick, use both stat uppers (good luck getting it off).  For Salac/
Liechi, boost the other stat (I'd go with SD and Salac) and choose an attack
for the last slot.  Good luck, btw.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~       DODRIO       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Rape Rape Rape!

The other cool 200 CBer.  Good speed, very good attack, two good types and
high powered STAB moves in both of them, and Quick Attack (STABed too) just in
case.  It has problems with Skarm, but it can hold its own against Weezing
(Return bites when not resisted), or any of the other common physical tanks.

DODRIO @ Choice Band
Early Bird

- Return
- Drill Peck
- HP Ground/Fighting
- Quick Attack

EVs:
Jolly (+Spd -SA) 4/252/0/252/0/0

****FRLG Standard****

Nice.  It even makes a decent switch against Sleep with Early Bird's haxish
one-turn wakeups.  Choose an attack and wail away, it even puts a good 20%
dent into Skarmory even with NVE attacks.  HP Ground was the 200 preference
for Metagross, but Fighting works just as well in 386 as a more universal type
and for Tyranitar.  Watch out for Skarms and Sandstorms.

---

DODRIO @ Choice Band/Salac Berry/Liechi Berry
Early Bird

- Flail/Endeavor
- Substitute
- Drill Peck
- Quick Attack

EVs:
Adamant (+Att -SA) 144/252/0/112/0/0
 - Nabs 264 speed for the Salac boost.  If you're CBing, you should probably
 go 4/252/0/252/0/0 again.

Before you go off laughing at CB Subflail, it has worked before.  Bring in
Dodrio, use CB Sub 4 times until you get to 1 HP, then switch out.  When
Dodrio comes back in, you have a base 450 move (200 BP * 1.5 STAB * 1.5 CB)
from 100 speed.  Endeavor is also another possibility with Sub which is best
paired with QA.  Drill Peck helps for Ghosts, but Rocks/Steelix still pose
a problem.  You could always go with Liechi/Salac, but then you run into
problems if forced to switch, which is why I like CBFlail which keeps the
extra damage even after switching (and isn't even hurt by Spikes).

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~       DEWGONG       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

A bad Walrein, in almost every aspect.  Completely outclassed in stats and
movepool by the other Walrus.  The only real difference between the two is
Signal Beam and Perish Song, neither of which warrants extended use.

DEWGONG @ Leftovers
Thick Fat

- Surf
- Ice Beam
- Sheer Cold/Encore/Perish Song
- Horn Drill/Rest

It gets 2 OHKO moves.  Whoopdeedoo.  This piece of crap doesn't even get Sleep
Talk to at least try a Fish set.

As for Encore, Synre used this to some success, paired with Dugtrio (or
Trapinch).  Encore the likely Thunderbolt, and switch in Dugtrio (again, or
Trapinch).  With an extended Encore, you should have plenty of turns to KO
your opponent.  Also, if you don't want to risk Encore ending, letting Dewgong
die and getting a free Duggy switch is also an option.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~       MUK       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Another highly underrated type, and it happens to be a poison type. ^^ With
its insane HP/SD (105/100), this thing is guaranteed to survive any un-boosted
Psychic with well over 30% to spare.  Nice Att too, a cool STABed move in
Sludge Bomb, and Cursemuk plays much the same as Curselax, although with more
weaks and worse attacks.  It also gets Fire Blast to take on Skarm/Forry.

MUK @ Leftovers
Sticky Hold

- Sludge Bomb
- Brick Break/Return/HP Ghost
- Curse
- Rest/Explosion

Cursemuk.  Sludge Bomb is cool off base 100 Att, and it only gets better with
Curses.  The second move choice is somewhat more ambigious though - do you
dislike Skarm (Brick Break), Weezing (Return), or Ghosts/Psychics (HP Ghost)
more?  Rest lets it absorb status and live again, but this is somewhat less
likely with the ground weakness that is only partially defendable with Curse,
and the ever-present Psychic weakness.  Explosion after a few Curses is my
preference, and it KOs almost anything that doesn't resist, and even a few
that do.  Get in 3 or 4 curses, and you might OHKO Skarm.

---

MUK @ Leftovers
Sticky Hold

- Sludge Bomb
- Brick Break/Return/HP Ghost
- Fire Blast
- Explosion

As Snorlax developed alternative movesets throughout GSC that weren't so
dependent on Curse, so did Muk.  Here is the mixed Muk, capable of 2-3HKOing
Skarm with Fire Blast, Sludge Bomb and another for physical attacks, and boom
as finisher.  Much the same as the Return/EQ/FB/Self Destruct Snorlax lead of
GSC.

---

MUK @ Leftovers
Sticky Hold

- Sludge Bomb
- Focus Punch
- Substitute
- HP Ghost/Explosion/Fire Blast

With naturally low speed and high HP, Muk is another good candidate for
Subpunching.  Like the Golem I mentioned earlier, it gets a nice out in
Explosion - if you can't FP it to death, just blow up and hope for the best.
Watch out for Ghosts.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~       CLOYSTER       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Best known as the Spiker that doesn't get completely owned by Maggie, although
it is weak to TB.  Cloyster is likely the most one-sided poke in FRLG - easily
exceeding 400 defense, but it can get OHKOd by almost any special attack
(Alakazam's unboosted Psychic is almost a guaranteed OHKO, and this is a
neutral attack).  Cloyster is unfortunately not as great a tank as its other
spiking brethren (Forry/Skarm), due to Water/Ice not providing any physical
resistances, and in fact only adding a Rock/Fighting weak that is a potential
2-3HKO.  Good for spiking and booming, but don't expect it to take many hits.
The good news is that it's so hard to predict a Cloyster explosion, since most
things that scoff at Explosion have some fear of Surf/Ice Beam.

CLOYSTER @ Leftovers
Shell Armor

- Surf/Ice Beam
- Surf/Ice Beam/Explosion/Toxic/Protect
- Spikes
- Rapid Spin

EVs:
Bold (+Def -Att) 252/0/0/16/116/124
 - Max HP obviously, a bit of speed for Skarm, 116 SA should OHKO Dragonite
 (but keep in mind that Draggy spreads vary GREATLY).  The rest in SD, since
 the stat is so low that each point makes a pretty big difference.

****FRLG Standard****

It takes some solace in being the only real special attacking Spiker, with its
base 85 SA and decent base 70 Speed.  I like Ice Beam/Explosion myself, but
any combination of the moves can work.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~       GENGAR       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Gengar.  Probably one of the most unpredictable pokes in play today, ranking
up there with the two Dragons, the Nidos, and Smeargle for most unpredictable
moveset.  With an incredibly cool movepool and unfortunately unbalanced stats,
Gengar has gone from special sweeper to CB Sludge Bomb to the now-standard
McGar.  Make sure you keep a close eye on Gengar - with the ever-cool Levitate
(immune to all but Shadow Ball from Slaking) and a huge variety of movesets,
this poke can be a beast to deal with.

Gengar picks up a very handy Ice Punch in Emerald now.  Very handy.

GENGAR @ Leftovers
Levitate
"McIceGar"

- Focus Punch
- Substitute/Hypnosis
- Ice Punch
- Thunderbolt

EVs:
Timid (+Spd -Att) 44/0/0/216/248/0
 - 341 Speed for Adamant Dugtrio or Modest Zam/Sceptile.  Speed can be lowered
 to 330 if so desired.

****FRLG Standard****

Great set.  Use it.  The new and improved McGar variation.

---

GENGAR @ Leftovers
Levitate
"McGengar"

- Shadow Ball
- Focus Punch
- Substitute
- Thunderbolt

The now infamous McGengar.  Another of those sets which can be attributed to
the great McGraw, McGar was originally crafted as a FRLG Blissey counter.
Natural immunity to SToss/Counter and Sub to prevent TWave, this thing struck
fear into many a Blissey's eyes, and it succeeded in succesfully discouraging
Slaking use for a long time.

Now, for my social commentary on McGar.  Although it is a great set, it really
needs Substitute in order to do anything - Shadow Ball is fairly weak on
Gengar's 65 base stat, and the EVs that have been placed into Att require it
to sacrifice a lot on TB.  It is still the ultimate Skarmbliss counter, puts a
nice dent into Suicune/Lax, and even became fairly standard on Nubbattle (:O).
Although it requires setup more than any other poke I know, McGar is around to
stay.

---

GENGAR @ Leftovers/Salac Berry
Levitate

- Psychic
- Thunderbolt
- HP Fire
- Explosion/Will-o-Wisp/Destiny Bond/Giga Drain

Ye old SpecialGar.  Big problems with non-STABed attacks and a huge Lax
liability, but the variety combined with good speed/SA makes it a decent
special attacker.  The lack of STAB is the real kicker though.  It still has
potential for outstalling any Blissey not smart enough to put on a HPSA, and
you can hope for SD drops from Psychic or something :/

---

GENGAR @ Choice Band/Salac Berry
Levitate

- Shadow Ball
- Sludge Bomb
- Explosion
- Brick Break/Will-o-Wisp/Destiny Bond

Between SpecialGar and McGar, you have the transition period of ChoiceGar.
An interesting take on a poke that hadn't seen much variety in early 386 play,
Gengar packs about as much a punch on Shadow Ball/Sludge Bomb as it did with
Psychic or TB.  CB Explosion did a nice deal of damage, Brick Break/Shadow
Ball have no combined weaks, and WoW/DBond are always good surprises, although
the Salac kick is often a dead giveaway for Destiny Bond.

---

GENGAR @ Leftovers
Levitate

- Perish Song
- Mean Look
- Protect
- Hypnosis/Substitute/Taunt/Destiny Bond

The newest Gengar that has seen some use today, mostly to annoy the crap out
of Blissey.  ML/PSong is an old but still usable combo.  Assuming you survive
the two turn setup, you're already at a 50% chance (depending on Protect) to
KO your opponent.  Hypnosis adds another 60% crapshoot (although at the risk
of taking another hit and dying), the fast Substitute can act as essentially
another Protect, and Taunt stops Roar/WW from phazing you away.  Gengar may
have problems surviving the setup hits, but PSong is a deadly combo that any
smart battler must always be on the lookout for.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~       HYPNO       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Surprisingly good for a UU poke.  Nice balanced stats, one of the few Psychics
that can take a physical hit or two, and cool SD.  One of the better Psychic
counters with Shadow Ball, it can also get the elemental punches and TWave as
a disabler.  Insomnia can be both a blessing and a curse, since Hypno would
actually benefit from being able to Rest.  Not bad for such a UU poke.

HYPNO @ Leftovers
Insomnia

- Shadow Ball/Seismic Toss
- Psychic
- Thunder Wave/Toxic
- Counter/Fire Punch/Ice Punch/Thunderpunch

Lots of variety here.  I like Shadow Ball/Psychic/TWave/Fire Punch, which
makes it a good counter to other Psychics with Shadow Ball, a decent disabler,
and having some variety and special oomph with the punches.  Base 73 SA really
hurt it though in the hurting-other-things department.

---

HYPNO @ Leftovers
Insomnia

- Psychic
- Toxic
- Skill Swap
- Rest

Ever face a tank that you really didn't want to Rest?  Skill Swap Insomnia
onto it.  A very limited moveset, and it suffers from not being able to trap
the opponent, but it's very good at what it does.  If you dislike Suicune that
much, this might be a useful counter.

---

HYPNO @ Leftovers
Insomnia

- Psychic
- Fire Punch
- Calm Mind
- Substitute

Subpiggy anyone?  Doesn't need HP Fire, but it suffers from lower speed and a
lower base SA to deal damage.  A proven set however, and it is works.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~       KINGLER       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Pretty bad.  Incredible attack (as high as Machamp), but only non-STABed
attacks to use it on.  A lack of non-STABed attacks to use it on (it gets
Return/HP).  Crap HP/SA/SD.  Try it if you like Hyper Cutter, but you're
better off using Pinsir or Gligar anyway.

KINGLER @ Salac Berry/Lum Berry
Hyper Cutter

- Return
- HP Ghost/Ground
- Surf
- Swords Dance

Uh huh.  Surf is kinda stupid, you aren't going to be doing much damage on
base 50 SA, but it's either that or Rock Tomb.  Or Metal Claw.  Or HAIPAR
BEEM.

---

KINGLER @ Salac Berry
Hyper Cutter

- Flail
- HP Ghost/Ground
- Substitute
- Swords Dance

Again, good luck.  Base 75 Speed isn't too bad though (although certainly not
as good as Scyther/Zangoose/Hera), so this has some potential.  Actually I
lied, Kingler sucks, just wait for Krabfest at the nearest Red Lobster and
enjoy your fresh crab.  Or order California rolls.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~       ELECTRODE       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Fastest non-uber in the game not named Ninjask.  What does that give it?
Sadly enough, not much.  80 SA isn't enough to do much, the defenses suck, and
"Fastest Explosion in the Game" isn't really worth it on base 50 attack.  At
least FRLG gave it back its much-needed Thunder Wave, but other than that it
really isn't worth much any more.

At the same time, many pokes are designed to beat the base 130ers (Crobat/
Jolteon/Aero), including things like DD Gyara/Sala/TTar, Agiligross, or Salac
Sweepers.  And Electrode's extra burst of speed can surprise a few people.

ELECTRODE @ Leftovers
Static

- Thunderbolt
- HP Ice/Grass
- Thunder Wave
- Explosion

EVs:
Hasty (+Spd -Def) 44/0/0/196/252/18
 - 401 Speed should be enough to catch those 200 speed Metagross and TTar with
 2x Speed boosts.

****FRLG Standard****

Have fun.  Twave is abusive, the rest isn't really worth much.  And gogo
Explosion, 60% on Blissey if you're lucky.  HP Ice is much preferred to Grass
here, since you won't come close to OHKOing Swampert (maybe 70%, if you're
lucky), whereas the 140 speed is meant to put a dent in 264 speed Salamence
that don't expect an Electrode to outspeed them after a DD.  And although it
also won't OHKO (or at least it shouldn't), you'll get the hit in.

---

ELECTRODE @ nothing
Static

- Thunder
- HP Grass
- Thief
- Explosion

Laztrode.  Good luck Laz, wherever you may be.

---

ELECTRODE @ Choice Band
Static

- Return
- HP Fighting/Ground
- Explosion
- Thunder

Something I was fooling around with the other day.  CB Explosion does a
decent amount of damage, but it isn't something to go out and buy a GBA for.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~       EXEGGUTOR       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Lots of fun.  Grass types aren't used enough, and Eggy is one of the best.
Good all-around stats, except in Speed and SD.  It resists EQ/Fighting, which
is very nice, gets Leech Seed/Sleep Powder, and can always double as a
Sunnybeamer with a good STABed attack in the second type.

I would also like to take this team to try and dispel the rap that Eggy got
in RBY/GSC as having the most weaks.  While stastically this may be true, for
all practical purposes it doesn't really matter.

On the physical side, you have 4x Bug, 2x Flying, 2x Poison, and 2x Ghost.  If
you honestly fear Bug attacks, try any of the OTHER 385 POKES THAT BEAT THE
CRAPPY BUG TYPE.  Ghost, while somewhat prominent with Shadow Ball, really
isn't that common except on normal pokes.  Poison is even less common, but the
90 Sludge Bomb does warrant some consideration.  Still, keep in mind that the
number of pokes that commonly use Sludge Bomb is about 2 (Venusaur and Weezing
and possibly Tentacruel/Crobat).  Flying is probably the worst weakness for
Eggy.

But did I mention that Exeggutor resists Ground and Fighting attacks.  With
its already good Defense, it can beat up almost any poke that relies on EQ to
do the most damage (hi Donphan, Steelix).  And Fighting is more useful than
one would expect.  Most Fighters nowadays have Rock Slide to counter the most
common Fighting counter, Flyers (and especially the Intimidating duo of Gyara
and Sala).  But they often don't have anything for the Psychics, besides the
ocassional HP Ghost on a Breloom.  What does this all mean?  Eggy is underused
as a physical tank.

As for the special weaknesses.  2x Fire, 2x Ice, and 2x Dark.  It also resists
Water and Psychic.  Now, I will admit that weaks to Fire and Ice have fairly
substantial drawbacks, but Dark?  Unless you run into the odd Crunching TTar
or the even rarer Crunching Raikou, you have nothing to fear from Dark
attacks.  And in return, it makes the perfect Slowbro counter.  Or even some
Cunes, at least the ones without IB.  Not a bad deal.

So, after all this, we can basically cut out the Bug, Dark, and possibly the
Ghost and Poison weaknesses.  So we're done from 8 (including the 4x bug) to
a more realistic 3 (at least according to the standard metagame).  Not too
bad anymore is it?

EXEGGUTOR @ Leftovers
Chlorophyll

- Psychic
- Sleep Powder
- Leech Seed
- HP Grass/Fire/Explosion/Synthesis

EVs:
Modest (+SA -Att) 252/0/176/48/0/32
 - 158 speed should outrun neutral Swampert and Weezing, which both clock in
 at 156.  I like my defensive Eggy to take physical hits with the Ground/
 Fighting resist, so I stack towards Def.

A more tanky set, especially with Synthesis.  Eggy has 95/85/65 in the
defenses - good enough to take most physical attacks, a bit weak to Fire/Ice.
Still, it plays very similar to Venusaur except with an additional Ground
resistance, but it also is much weaker on the SD side.  Still a strong option
though.

---

EXEGGUTOR @ Leftovers
Chlorophyll

- Solarbeam
- Sleep Powder
- Sunny Day
- Psychic/HP Fire/Ice/Explosion

EVs:
Modest (+SA -Att) 48/0/0/208/252/0
 - hits 198 speed, so 396 after Chlorophyll.  If you run Explosion, feel free
 to change to Mild (+SA -Def) or Rash (+SA -SD).

Probably the best Sunnybeamer available.  It gets Psychic in the second type,
has good enough speed to outrun stuff after Chlorphyll, and gets that cool
125 SA to work with.  Mmmmm...Donuts...fast Sleep Powder is IMO more useful
than using HP, but standard Sunnybeaming does ask for one of the two.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~       MAROWAK       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

Clubwak.  Early in 200 play, the famed Joltwak of GSC became Jaskwak, as
people found that Ninjask's auto Speed Boost and Swords Dance made it a
perfect BPer.  People then discovered that Ninjask is just asking for a phazer
to switch in and ruin all the work, and as such Marowak use kinda dropped off.
Marowak can still be found nowadays, although it isn't as popular as it used
to be.  IMO it will make a comeback, especially in today's age of Blisslax,
and the more recent discovery that Bonemarang does a number on Subs.

MAROWAK @ Thick Club
Rock Head

- Earthquake/Bonemarang
- Rock Slide/HP Rock
- Double-Edge/Focus Punch
- Swords Dance

EVs:
Jolly (+Spd -Att) 4/252/0/252/0/0
 - 207 speed.  Hey, you might run into a Suicune with no Speed.

****FRLG Standard****

Fairly simple, and nothing too original in FRLG.  Bonemarang breaks Subs and
has the same base power as EQ, but with 90% accuracy.  Choose as you wish.
HP is preferred to RS because of the low speed, Double-Edge is good on Flygon
and Claydol, Focus Punch is nice to predict Skarm switches, and Swords Dance
just owns.  Whew, that was a long sentence.

---

MAROWAK @ Thick Club
Lightning Rod

- Earthquake/Bonemarang
- HP Rock
- Focus Punch
- Substitute

Basically the same as above, but different in a way, seeing as it leaves off
the Swords Dance that everyone would scream is a must.  Props to NdMan for
first using it, it gives Skarm and a lot of other phazers problems.  Watch out
for Claydol though, although FP still puts a good 30-40% dent into Claydol.

---

MAROWAK @ Thick Club
Lightning Rod

- Earthquake/Bonemarang
- Rock Slide/HP Rock
- Swords Dance
- Sing

***XD only***

Let's just say this is pretty much a 55% chance to instantly win the game.
Pass in Agility (from BP Zapdos, another XD exclusive, perhaps?), put Skarm/
Cune/Weezing to sleep, and sweep.

------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~       HITMONLEE       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------

An interesting alternative, but unfortunately not that great.  The Speed isn't
as high as one might expect from a karate master, the nice SD isn't so great
when you look at its HP, and the HP/Def (50/53 respectively) just blow.  And I
wouldn't mind all of t