Tuesday, April 24, 2012

As Seen on PlanetPoke Week #1 (http://www.youtube.com/watch?v=wD5gB0d72L0)

This kooky chameleon changes color with the drop of an attack. Having surprise power within, this week we look at raising a Kecleon!
Ability: Color Change
Type: Normal
Nature: Adamant
Weakness: Fighting
Item: Life Orb
Classification: Never Used/ Under Used

Base Stats:
Hp-60
Atk-90
Def-70
Sp.Atk-60
Sp.Def-120
Spd-40

Ev Spread:
Hp-14
Atk-248
Def-124
Sp.Atk-0
Sp.Def-124
Spd-0
Moveset Suggestion:
-Recover
-Shadow Sneak
-Frustration
-Aerial Ace
Additional Valuable Moves: Shadow Claw/ Rock Slide/ Dig/ Dizzy Punch/ Sucker Punch

Moveset Sidenotes:
On its own, Kecleon has modest stats at best. Due to this factor, I feel the baton pass method would be fairly valid in this situation. Have a Wall set the ground work defense for Kecleon by boosting their Sp. Def and Def with moves like “Amnesia.” Once you’ve maxed out your Wall’s blockade capabilities, surprise your foe with a “Baton Pass” and transfer those stat boosts to Kecleon. You should fixate on Attack effort values mainly when training, this works in favor of its natural stats and diverse move pool. It may be tempting to train Kecleon as a Sp.Atk Poke when seeing how many killer special moves it can learn like “Thunderbolt,” however you’d be wasting power, since its attack stat is 30 points higher than its special (90>60).
Its physical offensive move pool is far from shabby. “Frustration” can achieve its highest power level of 102 by lowering Kecleon’s happiness. This is easily done cheaply and effectively with sour bitter herbs from herbal medicine shops in your game. When people ponder why “Frustration” and not “Return” to build your friendship bond with Kecleon, I point out the difficulties of making Pokémon happy as opposed to enraged. Happiness is a volatile trait to keep track of, requiring you to always keep it at the fore-front of your team, never letting it die, constantly use items on it, and pampering them with hair cuts on occasion. For Meta game purposes it’s a much quicker method of gaining that 102 STAB (same type attack bonus) power without investing ample time in happiness boosting. “Recover” is an egg move that will be sure to annoy foes who come face to face with your boosted defensive chameleon. That’s the beauty of “Baton Pass,” is that it allows you to have hyper stat boosts of things like “Dragon Dance” and “Amnesia,” but without needing to waste vital turns raising it. As soon as Kecleon enters the battle field, it’s set to do substantial damage. “Aerial Ace” offers good retaliation against fighting types that attempt one hit K.O.s. Finally “Shadow Sneak” works well for pokemon like this one, whose speed is low. It enables Kecleon to strike first no matter the circumstance (unless a quicker opponent uses a priority move); however it only does a mere 40 damage, so it may be used best in vengeance kills only.
The major thing to be weary of with Kecleon, is its ability color change. When it’s hit with a move, Kecleon changes to the type that the move was. For example, if Kecleon is hit with water gun, it will change into a water type. If you have type matchup foresight, you can clearly see the dangers of this. It allows your opponent to use our own ability against us, changing Kecleon’s type to their will. Crafty opponents will waste no time in disabling Kecleon by changing it into a vulnerable type for the opponent to smite. Adding more prediction into its set can reap large rewards. By gambling with “Sucker Punch,” Kecleon will smack down foes with an 80 base powered dark move, but only if the opponent plans to launch an offensive move on you. Say the opponent sees a “Sucker Punch” coming, then they most likely will take the opportunity to boost their own stats like you had Kecleon’s in the previous baton pass turns. “Shadow Claw,” “Rock Slide,” and “Dig” are all effective powerful physically offensive moves that you should add to Kecleon according to your team’s type advantage short comings. Disabling the foe with confusion, can sometimes be your greatest match clincher. “Dizzy Punch” has a chance of confusing the opponent, while also dealing out a respectable 70 damage that is further enhanced by STAB. Same type attack bonus will not help Kecleon if its type is transferred from normal, to any other. Remember for this valuable bonus, your Pokémon and the move you’re launching need to be the same.

Conclusion:
This underused lizard can truly make a comeback I believe. By leveling the playing field with clever stat boosts and baton passes, Kecleon has enhanced staying power. “Recover” gives it an almost walling quality, only to surprise your foe with strong physical attacks. The one weakness you must be aware of the most, is its detrimental ability. Since I rarely do double battles, I’ve yet to find an advantage to this ability. Hoist this ball and chain with caution, because the wrong type match up can eliminate Kecleon quickly. Don’t take my word for it! As always the only way to become the best is to train em’ all and put them to the test!

Tuesday, February 14, 2012

Double striking palm tails of fury, it’s time to train an Ambipom. This mad monkey will throw many of its wrenches into your opponent’s team. Take to the trees and remember your ‘E’ ‘V’s, let’s get started.

Ability: Pick Up
Type: Normal
Nature: Adamant
Weakness: Fighting
Item: Poison Barb
Classification: Physical Sweeper

Base Stats:
Hp-75
Atk-100
Def-66
Sp.Atk-60
Sp.Def-66
Spd-115

Ev Spread:
Hp-14
Atk-248
Def-0
Sp.Atk-0
Sp.Def-0
Spd-248

Moveset Suggestion:
- Frustration
- Dig
-Brick Break
-Fling
Additional Valuable Moves: Shadow Claw/ Aerial Ace/ Low Sweep/ U-Turn

Moveset Sidenotes:
With this set, you need your simian steaming! Decrease its happiness fully with cheap herbal medicines that are distasteful and bitter. Normally trainers rarely consider deteriorating their relationship with their top tier fighters, but for Ambipom it’s optimal. The move dependent on this low happiness is “Frustration,” maxing out at 102 base power. Being a physical blow, “Frustration” will flatten foes fast. Dig dominates Electric, Steel, Poison, and Fire types while giving your Pokemon a short dodge respite underground. “Brick Break” bashes barrier defenses like light screen to disable opponents walling tactics.

“Fling” works fantastic for Ambipom’s ability “Pick Up.” As the title intends, this ability enables you to use “Fling” more than once, up-taking the thrown held item. Holding different items vary the effectiveness, damaging power, and stat altering effects, however my best recommendation is Poison Barb. With a solid striking force of 70 base power, this item additionally poisons foes ill prepared. Disabling this move can be done with an attack that switches items or robs your opponent of it completely, i.e. “Thief.”

Additional valuable moves to pay attention to particularly would be “Aerial Ace.” Since Fighting types are Ambipom’s only weakness, you’ll have an easy time preparing for retaliation. Ideally your invested speed Evs will give you the boost needed to attack Fighting types first, and possibly land the satisfying “one-hit KO.” “Low Sweep” may be fifteen power points less than “Brick Break,” but it has the added bonus of diminishing opponents’ speed. This move works well against counter sweeper Pokemon harboring huge amounts of speed Ev investment. “Shadow Claw” should only be considered if your team overall lacks a good ghost move against Phsychic and other Ghost types. “U-Turn” is a good strategy for switching. Perhaps you leave “Aerial Ace” off your set; then you’ll need a swift escape to avoid serious damage from Fighting types. With high speed Ambipom bounces off the foe with “U-Turn” and damages them whilst dodging super effective strikes.

Conclusion:
Ambipom is an awesome addition to anyone’s team. Having a sufficient move pool and ability arrangement makes this a fun Pokemon to train. Resisting many super effective blows from a variety of types, allow this monkey massive manipulation over outcomes. Keeping an enraged ape will also increase your chances of success, but only with “Frustration” included. Experiment with surprising tactics that trick your foes into miss direction.

Tuesday, February 7, 2012

Seeing into the future, Xatu shocks foes with formidable psychic maneuvers. Normally depended upon for predicting weather, Xatu knows the outcome of your match before you! Grab your spoons and notepads, because it’s time to train this psychic fiend.

Ability: Magic Bounce (Dream World Only)
Type: Psychic/ Flying
Nature: Modest
Weakness: Rock/ Ghost/ Ice/ Electric/ Dark
Item: Black Belt or Heat Rock
Classification: Standard Special Attacker

Base Stats:
Hp-65
Atk-75
Def-70
Sp.Atk-95
Sp.Def-70
Spd-90

Ev Spread: (510)
Hp-14
Atk-0
Def-0
Sp.Atk-248
Sp.Def-0
Spd-248

Moveset Suggestion:
-Shadow Ball
-Psychic
-Solarbeam
-Hidden Power (Fight)
Additional Valuable Moves: Hyper Beam/ Grass Knot/ Psycho Shock

Moveset Sidenotes:
Not harboring humongous Special Attack, Xatu cannot be classified as a Sweeper. Thankfully its Dream World ability allows for calm, cool, and collected battles, buffering any stat altering moves foes may launch. Keeping Xatu in play depends on retaliation moves of super effectiveness. “Hidden Power” helps tremendously against Dark, Ice, and Rock types, attempting to shut down your telepathic pal. Be sure to double check that its attribute is Fighting type; otherwise it’s a waste of a move slot. Standard on most Psychic types is the STAB (Same Type Attack Bonus) move “Psychic.” Being a base of 90, gives this move plenty of power for any foe not resistant to the type.

Last week we mentioned a Pokemon dependent on the sunshine. This week, Xatu seems compatible with that particular set, possessing “Solarbeam.” A staggering 120 base damage can be unleashed rapidly when “Sunny Day” is activated in previous turns. The item you make Xatu hold will depend on your play style. “Black Belt” will boost determination and Fighting moves, while “Heat Rock” extends the time of sunshine on the field. “Hidden Power” benefits from holding the belt, but having a “Sunny Day” team requires the extension of sun through “Heat Rock.” The rest is up to you!

Shadow Ball is a solid Ghost Special Attack that may also weaken the opponents Special Defense on occasion. Remember, Ghost defeats Ghost, so never hesitate when a ghoul is on the field, with potential to pwn your Pokemon. Hyper Beam is included by default of a shallow move pool. I stray from this high powered (Base 150) move, because it’s impractical for low Hp Pokes, like Xatu. You may knock out an opponent’s member, but the retaliation of your now completely defenseless Pokemon is not worth sacrificing its Special Attacking attributes. “Grass Knot” is a good option only when facing heavy opponents. Seeing that it’s rather difficult to predict how many hefty Pokemon your opponent has, “Solarbeam” could be a more sound option. “Grass Knot” gives you usability, without the need for sunlight thankfully. Psycho Shock while being affected in power by Special Attack stats, hits the opponents physical defense. This devious tactic will confuse knowledgeable foes. People predicting a Special Attack onslaught, will put weak physical defense Pokemon up front, only to be thwarted by the shock!

Conclusion:
This admirable addition to your team must not be mistaken as a Sweeper. Slightly higher Special Attack only aids your team; Xatu is not a front runner. Scope out the field and use Xatu when vulnerabilities present themselves. “Hidden Power” makes this member far more feasible and functional with retaliation capabilities. In UU matches (Under Used) this Pokemon can reign supreme. Its forceful Psychic tactics can trick and trap opponents into a hard spot. Can you see your future in training this Pokemon?

Monday, January 30, 2012

Pokemon of the Week 1/30/12 Lilligant


Graceful and subtle, this Special Sweeper strikes consecutively. It’s gorgeous blooming flower is the symbol of a Veteran Trainer’s skill. Don’t let your guard down due to its sweet smelling aura, because this Pokemon packs a prime plant pounding.

Ability: Own Tempo or Chlorophyll
Type: Grass
Nature: Modest
Weakness: Flying/ Poison/ Bug/ Fire/ Ice
Item: Heat Rock
Classification: Special Sweeper

Base Stats:
Hp-70
Atk-60
Def-75
Sp.Atk-110
Sp.Def-75
Spd-90

Ev Spread:
Hp-14
Atk-0
Def-0
Sp.Atk-248
Sp.Def-0
Spd-248

Moveset Suggestion:
-Petal Dance
-Grasswhistle
-Dream Eater
-Round
Additional Valuable Moves: Synthesis/ Solarbeam/ Quiver Dance

Moveset Side-Notes:
Lilligant has large Special Attack Stats. Sadly, despite possessing prime power, it lacks a versatile move pool to surprise foes. Regardless, there are two main methods of mastering a Lilligant. Dependent on ability, you’ll choose from main mascaraing moves like “Petal Dance” or “Solarbeam.” “Own Tempo” offers a shield from the frustrating confusion status, while “Chlorophyll” assists your Pokemon’s speed during sunny matches. The “Petal Dance” set is more independent and requires less ground work to get your Lilligant going. Smashing with a shocking 120 Base power, “Petal Dance” puts opponents in their place. Normally this move is short lived due to confusion inflicting your Pokemon after several strikes. “Own Tempo” owns those not prepared to face grandiose grass types.

Activating “Sunny Day” with a previous team member, before Lilligant takes the stage, is a sound idea. Harboring average Hp, this Poke can be pwned easily with one well aimed Fire raid. Considering this factor makes Synthesis sensible, since its healing ability increases during times of high sun. In order to preserve your insta-solarbeam ability, I recommend attaching a “Heat Rock” to Lilligant before your match. This handy hot rock keeps “Sunny Day” active for eight turns as opposed to five. Whilst the sun shines high, “Solarbeam” doesn’t require charge time to compile its power. Without “Sunny Day,” “Solarbeam” might as well be a backwards “Hyper Beam,” leaving you vulnerable immediately.

Aside from these two massive mugging maneuvers, Lilligant lacks much more than some throw away supporting moves. The combination of “Grasswhistle” and “Dream Eater” works, but limitedly. With a low accuracy of 55, “Grasswhistle” becomes “Gamble-whistle” as you desperately attempt to send foes into slumber. Round is a reasonable move to have, especially when other members of your team possess it as well. It upgrades the base power of 60 when used by multiple Pokemon on your team. The best defense for Lilligant is ginormous offense. That’s why “Quiver Dance” is highly recommendable, increasing Special Attack, Special Defense, and Speed. In combination with “Chlorophyll,” Lilligant can become a great galloping special sweeper.

Conclusion:
Through abilities, Lilligant boasts terrifying tactics. Depending on your style, you may opt to have the more readily attacking Poke, and choose the “Own Tempo” set to assure victory regardless of sunshine conditions. Planners and strategists may lean towards the stat boosting “Sunny Day” to sear victory into opponent’s minds. Working around Lilligant’s limited move selections is a matter of switching when it proves sensible. Plan ahead and build your team to complement each other’s strengths and weaknesses. Flareon offers “Flash Absorb,” which aids your team when struck with a Fire move, as well as provides Lilligant with “Sunny Day” options for strong solar shock-waves. Becoming the best always hinges on balance.

Tuesday, January 24, 2012

Pokemon of the Week 1/23/12 Ferrothorn



The blog is back and today we train a defensive behemoth. Ferrothorn the ferocious will not only Wall foes with impressive blockade might; but provide extra offense, in a pinch. With a whirl of its spiked metal/ grass feeler, it can crumble competitor’s cover. Grab the "Lucky Egg" and let's train a Ferrothorn!

Ability: Iron Barbs
Type: Steel/ Grass
Nature: Adamant
Weakness: Fight/ Fire
Item: Leftovers
Classification: Offensive Wall

Base Stats:
Hp-74
Atk-94
Def-131
Sp.Atk-54
Sp.Def-116
Spd-20

Ev Spread: (510)
Hp-14
Atk-124
Def-124
Sp.Atk-0
Sp.Def-248
Spd-0

Moveset Suggestions:
-Ingrain
-Power Whip
-Iron Head
-Shadow Claw
Additional Valuable Moves: Bulldoze/ Poison Jab/ Hone Claws/ Curse/ Rock Climb/ Aerial Ace/ Gyro Ball

Moveset Side-Notes:
Ferrothorn gives foes something to fear. Primarily a Wall, this Pokemon wards away unwanted team penetrators by lending extra damage against physical attackers with its ability "Iron Barbs." Supporting moves offer two main modes of combat with this tank. Including "Hone Claws," will provide attack and accuracy increase, resulting in a super charged "Power Whip" (Base Pow 120). "Curse" will give your Wall an extra attack and defense boost during long bouts with physically offensive players. Remember, defense and special defense are two completely separate attributes; "Curse" will only assist against physical attackers. While both supporting moves up attack, "Power Whip" benefits greatly from the increased accuracy (Accu 85). Thankfully both options remain supported by its natural defensive capabilities, giving it staying power on the fiercest of battlefields.

"Ingrain" combined with "Leftovers" is a devious tactic in topping off Ferrothorn's Hp. Opponents will find it endlessly frustrating, witnessing your health slowly rising, while theirs falls with every physically offensive blow. "Iron Head" hits hard being your second STAB (Same.Type.Attack.Boost) move aside from the afore mentioned "Power Whip." Although empowering you with two STAB moves, Ferrothorn's type combination leaves it vulnerable to hyper power heated Fire moves. Consider arming your Wall with the right resilience via "Bulldoze." As the only ground move it can learn, I recommend charging its power (Base 60) to assure success against flaming foes.

"Shadow Claw" and "Poison Jab" should be selected only if your team lacks an effective striker for Ghost or Poison. "Rock Climb" is the second strongest physical move Ferrothorn can posses (Base 90). After "Ingrain" is enabled players can stick right to striking or upgrading further skills through supporting moves. My preferred style would be to first use "Ingrain" for constant health replenishment during my match. Next, max out attack and defense through "Curse." Once these preliminary steps are completed I would then focus on finishing my opponent with super charged strikes. The biggest hole in this strategy would be a special attacking Fire Pokemon, which are not uncommon.

Conclusion:
Ferrothorn makes a powerful defensive fighting friend. When faced with its ultimate weakness of four times effective Fire types with special attack sets, see how their first strike affects. Keep in mind the Evs invested in special defense, and observe how significant the damage is. Switching is strongly recommended in these situations, to preserve Ferrothorn's fearsome walling capabilities. What a waste you'd find it, if your Poke was pwned early on, only to find the remainder of your foe's team is physically offensive. Switching surprises opponents and changes the dynamics of battle immediately. Enhanced with supporting moves, or not, Ferrothorn is a favorable Wall for players lacking defensive capacity.