Pokemon Team Selection Guide
Welcome! This is a guide to help you create the best team that you need. It can also be used to help you create a counter team to counter your friends pride and joy. Have fun!!!
Note: This guide will not tell you the best team ever for Pokemon because one doesn't exist. Because of the variability and versatility of Pokemon, no one team can beat every other team, no matter who Nintendo says is the best trainer. The only thing you can do is to make the best team possible and hope they will be strong enough to defeat all of your enemies.
2. Basics - Strategy Selection
I will start off by quoting Ancient Egyptian Cat-Gonk, a moderator at Azure Heights. This is his method of making a team.
"Here are a few thoughts on general strategy that you'll probably only hear from me. I haven't really been thinking GS much recently, but these few pearls of wisdom served me well in playing RBY and planning for GS.
#1. Plan ahead.
There's nothing wrong with playing to your opponent, but only to a point. You should always cover the most common Pokemon, as well as the most common strategies, but don't make a team composed almost solely of countermeasures (as I saw on AGNP a week back).
#2. Don't get hurt.
When you get into Poke Cup or higher, don't overlook defense. Haze doesn't mean anything. Hey, Vap was nothing short of kick-butt in Stadium, and people still didn't take it. Instead, they banned Evade outright.
Evade was powerful enough in RBY to shift the style of battles completely, and it's no different in GS. It took nine months for people to come up with a decent countermeasure for my almost exclusively DT/Rest GS lineup, and in the end it turned out to be something as simple as Curselax. Evade scares people. Curse scares people.
Sure, the objective of the game is to faint your opponent's Pokemon, but through defense you can prevent your foe from achieving this and thereby win yourself. "He who breaks his opponent's weapon may strike with impunity" (taken from the Special Forces Op Battletech CCG card), after all.
#3. Surprise does count.
In RBY, I had people exiting battles when confronted with something as barely-non-standard as a DTing Egger.
GameFAQers learnt RBY along different lines to us, and when Evade ban was considered a universal rule their fast and physical style of play (something I myself favoured back in the early days) took out a lot of people who could previously hide behind DT.
Some GS standards are so well entrenched that not using them will give you a nice big lead against someone who's too much of a metagamer, and the sheer overabundance of countermeasure Pokemon in GS (ie Skarmory, Machamp) means that non-standard play might effectively take out half your opponent's lineup before battle is joined.
#4. Use what you're comfortable with, not what someone else is.
That's the main problem with making a strategy page. In order to be of any use, is has to cater for everyone's playing style. What works for you mightn't work for someone else. I simply could NOT get Swift Dance to work in RBY, likewise, a lot of people couldn't get their heads around Dugtrio.
The fact that GS includes such massive range for different playing styles makes your job even harder. Some people find it easy to get stuck in with stat changers, or to blitz, or to get dug in, metagame, etc.
#5. Don't secondguess too much/don't overestimate your foe's intelligence, oh wait, that's tactics, save that for later. "
First I will discuss the different strategies you can use to obliterate your friends. There are about 9 of them and I will list the 9 I know. If you know any more than these, please email me with them and tell me all about them.
First, I'll list them out.
Now for the break down of the categories.
1. Blitz - This strategy is just what its name says: blitzing. You attack with everything you have, using only the most powerful attacks that you can find. The most effective counter for this strategy is using a PP Waster against them. A PP Waster will effectively dodge a Blitz's powerful attacks, of which most have low PP amounts. After they run out of PP, Blitz monsters lose their effectiveness.
Now I will quote Ancient Egyptian Cat-Gonk on his views of Blitzing.
"Blitzing works for three main reasons, people aren't prepared for it, it kills counterdefense (an issue I pushed hard back in the days when people thought that Haze on Dragonite/Xatu/Crobat was the best thing since Mewtwo, but I gave up considering that the children still can't get their little brains around it) and if you do it good enough it'll beat defense to the punch as well.
The main problem with blitz is the fact that you're going to have to switch a lot and type match a lot. Anyone even slightly prepared for it should be able to give you trouble through defense.
What you need is the power for one-two hit kills, and speed. Having four attacks per Pokemon isn't what blitzing is about (though done correctly it's pretty handy), it's about hitting hard and hitting fast. Throw in some paralysers if you want to emphasis the "hit hard" part by taking a Marowak.
You can trade off on defense and staying power simply because your foe won't be able to hit you enough. This is one situation where I'd actually recommend an unprotected Restberry, simply because on most Pokemon you can't really take advantage of the last slot without compromising speed (ie Jolteon, just load it down with Restberry/Tbolt/Twave/Swagger and get stuck in).
Your opener should almost always be a paralyzer, Death Starmie's pretty much perfect for it.
It might seem like I'm describing basic prole strategy here, but there's a lot that can be said for fast-attack. Of course it works, people still use sweepers, right? Think of fast-attack as almost an entire lineup of sweepers, not a prole setup."
2. Semi War - This strategy is similar to Blitz with one exception: some monsters have healing moves, such as Recover, Rest, Softboiled, Moonlight, Synthesis, and Morning Sun. Some newbies switch to this as a result of battle where they lose to more experienced players. This can also be countered with by using a slightly different PP Waster. The new one will not only be able to dodge the enemy's attacks, but also prevent them from using their healing moves with status modifying moves.
3. Status Changers - This strategy involves using status modifying moves to slowly weaken the opponent, or at least cause them to either switch out or not be able to attack you. These monsters mainly use moves like Thunder Wave, Toxic, and Confuse Ray to inflict status ailments that either slowly drain the opponent's HP or immobilize them and render them useless. Many veterans to Pokemon battles use a whole team dedicated to either one or two status changes to inflict major damage. A good counter against this would be to use a Hazer, Mister, or a Heal Beller after the Status Changers on the team were neutralized. Also the use of Safeguard can help block any unwanted Status Ailments for 5 turns.
4. PP Wasters - This strategy is just as the name says: waste all of the enemy's PP out and force them to only have Struggle left. This is a very effective strategy against Blitz users and other such strategies. Not many people devote entire teams to this strategy, but usually only have one Pokemon that use this strategy. Since most of these Pokemon use evade modifying moves to implement their strategy, one way to beat them is to use a Hazer against them, who would in one turn totally void all of the PP Wasters uses of it's moves.
5. Hazers - This is not really a strategy as much a type of Battle Pokemon. This Pokemon has to have the move Haze in order to be called a Hazer. I suppose this could have been included in the Status Changers section, but it seems to good to me to be included with anything else. At any rate, its main function is to get rid of Modifiers and sometimes Status Changers. Some people fear these Pokemon so much, they will devote one member of their team to be an anti-hazer. This usually has a modifying move on it to lure out a Hazer. Then it usually has either Explode or Self Destruct to obliterate the Hazer at the expense of the anti-hazer. This is a drastic measure, if you ask me, so I would advise only using it if you greatly fear Hazers.
6. Modifiers - This strategy focuses on either increasing your own stats to such high levels that you can easily obliterate the enemy, or lowering the enemy's stat so a weaker attack can knock out any opponent who stays out long enough. As stated above, the best counter against this is to use a Hazer, but watch out for the anti-hazer, who may appear like a Modifier, but may be ready to kill of your Hazer instead.
7. Passers - This strategy is based on some new moves, or at least new properties of old moves. The most common moves with this strategy is Baton Pass, Reflect, Light Screen, and Safeguard. These moves can pass positive effects from one member of the team to another member. They usually pass Double Teams and other positive effects to other monsters to easily defeat them. To counter this I suggest finding a way to break the chain before they can get their monsters setup. Also, use Roar or Whirlwind to ruin the enemy's attack plan and force them to have to start again and then kill them before they can set up again.
8. Roaring Whirlwinders(AKA Pseudo-Hazers) - This strategy is a counter to Passers and Modifiers. They use the moves Roar and Whirlwind to either force the enemy to change their strategy, or causes them to lose all of their positive modifying moves they have used. You can usually counter this with a Blitz monster to kill them of quickly. Also some use Status Changing moves with Roaring Whirlwinders can lead to Parashuffle or Poisonshuffle. As of recently, these Pokemon have become very common on teams, as they are excellent counters to Pokemon who power themselves up, either wholly by themselves, or with the aid of a few Passers/Psuedo-Passers.
9. Weather Changers - This strategy involves moves like Rain Dance, Sunny Day, and Sandstorm in different ways to beat your enemy. Rain Dance not only boosts your Water moves, it also weakens Fire Moves, and it makes Thunder 100% accurate! Sunny Day increases you Fire moves effectiveness, weakens Water moves, makes Synthesis, Moonlight, and Morning Sun heal you completely in one turn, makes Thunder 50% accurate, and then makes Solar Beam only take one turn to use! Sandstorm only does one thing only: causes a Sandstorm and hurts Pokemon who are not of the types Steel, Ground, or Rock. Strangely, the way to counter Weather Changers is to use another Weather Changer. The game only recognizes the last used weather changer, so changing the weather is very easy.
10. Neutral - This strategy is basically a mixture of most of the strategies listed above. Since their are 9 strategies listed above, with only 6 Pokemon, some Pokemon may have to pull double duty and implement two strategies at once. Since it utilizes most all of the strategies above, you would have to use another neutral team to counter them. This can be difficult in doing.
Ok now lets go over some of the basic team creation rules.
1. Never have more than 1 Pokemon type on your team,
like having two waters or two fires.
3. Focusing In - Picking the Pokemon for the Job
Now I will focus in on the selection of Pokemon for each strategy listed above. I will not be naming every Pokemon that would be good for each type. I will just give the characteristics that will help these Pokemon out the most.
1. Blitz - The perfect Pokemon for this job would be one with a high Attack or Special Attack, depending on what the moves called for. Defense doesn't usually play a big role, as this strategy implements the old saying "The best defense is a good offense." Also, a high speed rating will help out a lot in quickly dealing damage to the enemy Pokemon. HP is like the Defenses, not necessary. These Pokemon are designed to get in, do their job fast, and get out.
2. Semi War - Again, high Attack or Special Attack, or both. Defenses and HP not necessary, thanks to healing moves. Speed is again an important factor.
3. Status Changers - Since these Pokemon don't deal damage directly, Attack and Special Attack doesn't really play a big role, unless they have moves that need them. Defenses are a must because unless you go first and put them to sleep, they are going to get a hit off of you. Paralyzing the enemy isn't worth dying over. Speed is, again, a very important factor. You need to do what you have to as fast as possible. HP is also important.
4. PP Wasters - High HP is a must. If the enemy is lucky, you may be in serious trouble near the start of the match. Unless you need it for an attack, Attack and Special Attack aren't needed. Defense and Special Defense are needed, though, to help protect against those lucky shots. Speed is again an important factor. The faster you can set up, the less damage you will receive.
5. Hazers - The stats of this Pokemon depends a lot on its other uses. The move Haze doesn't really need any Stat help, besides the normal HP and Speed. A good Defense and Special Defense may be needed to help absorb those built up attacks until you can Haze them. If he also attacks, high Special Attack and Attack are needed.
6. Modifiers - A good modifier must have a good Speed to pump its stats quickly. Also, high HP is needed to withstand attacks until the stats are at their best. From there on, it depends on what the Modifying moves do. If they increase Defense or Special Defense, an OK rating in those two areas are all that is needed. Same with Attack and Special Attack.
7. Passers - Most of these usually have Modifying moves on them, so use the suggestions there. High HP, Speed, and whatever else is needed.
8. Roaring Whirlwinders - Amazingly, Speed will not be a major factor this time. Since Roar and Whirlwind are moves that always go second, it doesn't matter what Speed you have. If you need it for your other moves, however, don't skimp out on it. High HP and Defenses is a must also due to the go second effect. Depending on what moves you use with these, Attacks may be needed or not. In a Parashuffler, for example, you wouldn't need a High Attack or Special Attack because all you are doing is Paralyze then switch the enemy. In other cases, it may be needed.
9. Weather Changers - Again, Speed may not be needed, as it is the second Weather Modifier that gets counted, not the first. Then, depending what other moves you have, make changes accordingly.
10. Neutral - Since these are a mix of the other strategies, use the suggestions above for each Pokemon.
4. Knowledge - Which moves will help out in the long run
Now I will discuss which sort of moves each strategy could best use, or which moves it takes to be a part of a particular strategy. These are not ment to tell you exactly which moves to use. You are your own person and I can't tell you what to pick.
1. Blitz - The ideal moves for this strategy are, of course, the moves with high base power, or just Power for those illiterate to the internal workings of the game. Moves like Hyper Beam, Fire Blast, Blizzard, Thunder, Solar Beam, and other hard to get moves are all needed.
2. Semi War - Again, high Power moves will liter this team, except this time they will also have healing moves, like Recover, Rest, Softboiled, Moonlight, Morning Sun, and Synthesis.
3. Status Changers - These Pokemon will have the moves like Thunder Wave, Stun Spore, Toxic, Confuse Ray, and others similar. Be careful when using these not to have Status conflicts on your team, like having a Poisoning Pokemon and a Paralyzing Pokemon. Only one of them may exist. Other Status effects, the ones that disappear after being belted and un-belted, can be used with the more permanent ones. A popular one is to use Confuse Ray and Thunder Wave together, as these two don't conflict each other.
4. PP Wasters - These Pokemon will use some Status Modifying moves, but will also use some Modifiers to change their stats so the enemy cant touch them. Mostly they will have Double Team and Thunder Wave, making it very hard for the enemy to get a hit on you. Also Minimize may be used, as well as Sand Attack to lower the enemy's accuracy, but not very often. Some PP Wasters will have healing moves to restore those unlucky hits bad by the enemy.
5. Hazers - Of course these Pokemon will have the move Haze at their disposal. Depending on what your team needs, you can put almost anything with it, except Modifying moves, as they will be canceled out by Haze.
6. Modifiers - These will have moves like Screech, Swords Dance, Defense Curl, Amnesia, Growth, and Agility to boost your stats to a high level. The other moves depend on which stat you are trying to raise. Physical attacks for Swords Dance and the like, Special attacks for Growth, just use your common sense when deciding.
7. Passers - Of course they will have the Passable moves Baton Pass, Reflect, Light Screen, Barrier, or Safeguard. Again, depending on what they pass and what you need, choose wisely.
8. Roaring Whirlwinders - These will have either Whirlwind or Roar, as both is simply absurd. Then either a good Status effect for Shuffling, or good attacks to KO the newly brought out Pokemon.
9. Weather Changes - These Pokemon will have... Rain Dance, Sunny Day, or Sandstorm!!! Then they will have moves that compliment the Weather they use, like Solar Beam and Synthesis for Sunny Day, Surf and Thunder for Rain Dance, and a good Poisoning move for Sandstorm. Also a trapping move with Sandstorm would be good, to keep them there while they are inflicted with a heavy amount of damage.
10. Neutral - Since these Pokemon are diversified so much, use the guides above to select the appropriate move.
Coming soon to a theater near you...
the Master - for his help with all of the types of Strategies
Ancient Egyptian Cat-Gonk - for your help with the general rules of team making and your information that led me to the Pokemon selections I chose
Copyright 2001 by Matthew Robinson
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