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PostSubject: Pokemon Stadium (N64)   Fri May 22, 2009 5:30 am

Some Basic Strategy

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

normal
rock
ground
bug
fighting
flying
ghost
poison

These would be "physical".

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

electric
grass
ice
psychic
fire
water

These would be "special".

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

~~~~~~~~~~~~~~

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:31 am

Pokémon attack chart

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dragon (the only dragon attack, dragon rage, does a weak 40 HP
damage always)
strengths: none
resistances: none
big strengths: none
big resistances: none

~~~~~~~~~~~~~~

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:32 am

--There are exceptions, some moves will always do a set amount
of damage. Sonic boom will always do 20 HP damage--this move is
generally too weak though. Seismic toss and night shade seem to
do as much damage as your current level, ignoring resistances.
Psywave does random damage, up to 1.5 times your current level
(thanks Alvaro for investigating this), but since the damage is
random, it is not as useful as seismic toss or night shade. At
high levels, even weaker pokémon could do heavy damage with
these moves. Choose who you teach it to wisely though, teach
these moves to a pokémon that will survive to use them enough to
win. Some high level pokémon have near and over 500 HP, so even
doing 100 HP damage each round would take a few rounds to win.
Also, the use of power moves on opponents that have type
weaknesses, or weaknesses to special or physical attack could
cause more damage. Example: using ice beam on Dragonite (ice
hurts dragon/flying badly) or headbutt on Chansey (Chansey has
very low defense) may well cause over 100 HP damage to them.
Golem may receive over 100 HP damage from a psybeam because he
has a low special.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

~~~~~~~~~~~~~~

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:33 am

Earliest Levels Pokémon are Found At

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

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

~~~~~~~~~~~~~~

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:33 am

V. Pika and Petit Cups, Poké and Prime Cups, Gym Leader Castle

--Pika and Petit--

--easy mode--

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

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

--hard mode--

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

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

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

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

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

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

~~~~~~~~~~~~~~

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:34 am

--Poké and Prime--

--easy mode--

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

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

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

--hard mode--

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

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

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

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:35 am

--Gym Leader Castle--

--easy mode--

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

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

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

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

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

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

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

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

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

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


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

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

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

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

--hard mode--

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:35 am

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

AND YET ONE MORE BATTLE

--easy mode--

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

--hard mode--

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

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

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

~~~~~~~~~~~~~~

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:36 am

VI. The single types

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

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

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

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

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

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

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

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

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

HM moves they can learn: surf, strength

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

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

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

resistances (1/2-3/4 damage from opponent due to your type):
fire, water, ice

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:37 am

Rattata petit+
Raticate pika+, poké+, prime (Normal)

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

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

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

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

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

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

HM moves they can learn: none

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

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

weaknesses: fighting

resistances: none

immunities: ghost

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:37 am

Ekans pika, petit
Arbok poké, prime (Poison)

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

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

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

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

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

HM moves they can learn: strength

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

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

weaknesses: ground, psychic, bug

resistances: grass, fighting, poison

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:38 am

Pikachu petit+
Raichu pika+, poké+, prime+ (Electric)

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

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

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

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

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

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

HM moves they can learn: flash

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

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

weaknesses: ground

resistances: electric, flying

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:38 am

Sandshrew pika, petit+
Sandslash poké, prime (Ground)

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

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

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

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

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

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

HM moves they can learn: cut, strength

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

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

weaknesses: water, grass, ice

resistances: poison, rock

immunities: electric

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:39 am

Clefairy petit+
Clefable pika+, poké, prime (Normal)

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

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

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

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

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

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

HM moves they can learn: strength, flash

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

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

weaknesses: fighting

resistances: none

immunities: ghost

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:40 am

Vulpix petit
Ninetales pika, poké, prime (Fire)

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

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

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

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

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

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

HM moves they can learn: none

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

Vulpix/Ninetales can learn fire and normal type attacks.

weaknesses: water, rock, ground

resistances: fire, grass, bug

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:41 am

Jigglypuff petit
Wigglytuff pika, poké, prime (Normal)

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

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

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

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

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

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

HM moves they can learn: strength, flash

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

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

weaknesses: fighting

resistances: none

immunities: ghost

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:41 am

Diglett petit++
Dugtrio pika++, poké+, prime+ (Ground)

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

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

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

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

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

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

HM moves they can learn: cut (yellow only)

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

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

weaknesses: water, grass, ice

resistances: poison, rock

immunities: electric

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:42 am

Meowth pika, petit+
Persian poké+, prime+ (Normal)

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

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

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

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

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

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

HM moves they can learn: none

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

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

weaknesses: fighting

resistances: none

immunities: ghost

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:42 am

Psyduck pika, petit
Golduck poké, prime (Water)

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

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

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

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

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

HM moves they can learn: surf, strength

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

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

weaknesses: electric, grass

resistances: fire, water, ice

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:43 am

Mankey pika, petit+
Primeape poké, prime (Fighting)

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

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

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

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

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

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

HM moves they can learn: strength

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

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

weaknesses: psychic, flying

resistances: bug, rock

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:43 am

Growlithe petit++
Arcanine pika++, poké+, prime+ (Fire)

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

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

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

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

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

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

HM moves they can learn: none

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

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

weaknesses: rock, water, ground

resistances: fire, grass, bug

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:44 am

Abra petit++
Alakazam pika++, poké++, prime+ (Psychic)

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

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

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

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

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

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

HM moves they can learn: flash

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

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

weaknesses: bug

resistances: fighting, psychic

immunities: ghost

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:45 am

Machop petit+
Machamp pika+, poké, prime (Fighting)

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

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

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

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

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

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

HM moves they can learn: strength

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

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

weaknesses: flying, psychic

resistances: bug, rock

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:45 am

Rapidash poké, prime (Fire)

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

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

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

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

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

HM moves it can learn: none

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

Rapidash can learn fire and normal type attacks.

weaknesses: water, ground, rock

resistances: bug, grass, fire

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PostSubject: Re: Pokemon Stadium (N64)   Fri May 22, 2009 5:46 am

Magnemite pika, petit+
Magneton poké+, prime+ (Electric)

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

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

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

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

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

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

HM moves they can learn: flash

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

Magnemite/Magneton can learn normal and electric attacks.

weaknesses: ground

resistances: electric, flying

~~~~~~~~~~~~~~

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