Post by Dragon on Nov 5, 2009 18:46:57 GMT -5
A note: This guide is the property of a former FWW member and is simply being reprinted for your convenience as it is very well done c:
In Pokemon Diamond, Pearl and Platinum, there was a huge change in gameplay. The Physical/Special damage split, Wi-Fi, IV's and new natures. What are IV's? IV's are Individual Values. Say you catch two Diglett, both Adamant natured, same level and everything, but under the nature it says 'Like's To Thrash About' for one and for the other it says 'Often Dozes Off.' That means one Diglett attack stat would be higher than the other, and the other Diglett's HP would be higher. Here's an IV list for you!
HIT POINTS (HP)
31-Often Dozes Off
30-Loves to Eat
29-Likes to Relax
28-Likes to Scatter Things
27-Often Naps
ATTACK
31-Likes to Thrash About
30-Proud of its Power
29-Hot Tempered
28-Quick tempered
27-A little Quick-Tempered
DEFENSE
31-Capable of Taking Hits
30-Sturdy Body
29-Good Perseverance
28-Good Endurance
27-Highly Persistent
SPEED
31-Alert to Sounds
30-Likes to Run
29-Quick to Flee
28-Somewhat of a Clown
27-Impetuous and Silly
SPECIAL ATTACK
31-Mischievous
30-Highly Curious
29-Very Finicky
28-Often Lost in Thought
27-Thoroughly Cunning
SPECIAL DEFENSE
31-Somewhat Vain
30-Strong Willed
29-Somewhat Stubborn
28-Hates to Lose
27-Strongly Defiant
31-Often Dozes Off
30-Loves to Eat
29-Likes to Relax
28-Likes to Scatter Things
27-Often Naps
ATTACK
31-Likes to Thrash About
30-Proud of its Power
29-Hot Tempered
28-Quick tempered
27-A little Quick-Tempered
DEFENSE
31-Capable of Taking Hits
30-Sturdy Body
29-Good Perseverance
28-Good Endurance
27-Highly Persistent
SPEED
31-Alert to Sounds
30-Likes to Run
29-Quick to Flee
28-Somewhat of a Clown
27-Impetuous and Silly
SPECIAL ATTACK
31-Mischievous
30-Highly Curious
29-Very Finicky
28-Often Lost in Thought
27-Thoroughly Cunning
SPECIAL DEFENSE
31-Somewhat Vain
30-Strong Willed
29-Somewhat Stubborn
28-Hates to Lose
27-Strongly Defiant
I only listed up to 27 because, well, if you want to win a battle, you really should have at least 30 IV's in ONE stat... Wild Pokemon tend to have lower stats than bred ones, taking after the parents IV's. I'll get into breeding later, though. Now, for some EV teaching... EV's are Effort Values. Usually when you beat a certain Pokemon you'll get higher stats in let's say... Attack, rather than Speed, that is because of the Pokemon you defeated, you got EV's from it. Let's say, you are using a Blastoise, and you want to train it in Defense, per say. You would fly to Iron Island (Or Canalave, then boat ride, woo...)and face Steelix, Onix and Graveler. So let's say you beat a Graveler 10 times before you leveled up, you would gain +20 in defenese! How did this happen? I'll explain now. You gain certain EV's by defeating certain Pokemon. The max EV one stat can get is 255, but the recommended amount for one stat is 252... Now, defeating a Pokemon 252 times sounds painfully boring, correct? Well, Gamefreak blessed us with special items: Power Anklet, Power Band, Power Bracer, Power Lens, Power Weight and Power Belt. One for each stat. They lower speed while equipped but give more EV's for the stat that they raise. Also, there's Pokerus, that double's the EV's you get from Pokemon, but I won't explain how to get that, this isn't explaining Pokerus right now. Here are lists that show what Pokemon give which EV and how many points.
HP: www.serebii.net/pokedex-dp/hp.shtml
Defense: www.serebii.net/pokedex-dp/defense.shtml
Attack: www.serebii.net/pokedex-dp/attack.shtml
Special Attack: www.serebii.net/pokedex-dp/sattack.shtml
Special Defense: www.serebii.net/pokedex-dp/sdefense.shtml
Speed: www.serebii.net/pokedex-dp/speed.shtml
Last but not least... You already should know what natures are, so I'll give you a list of which Nature does what.
www.gamefaqs.com/portable/ds/file/925601/48715
There you are.
That ends the segment with training. Next will be The Pokemon Dictionary! The Pokemon Dictionary is going to explain the terminology that is used by competitive players in battle.
GENERATIONS
In competitive play, the cartridge games are segregated into generations, or groups of games with similar game mechanics. Generations generally correspond to Nintendo's handhelds and are named after the initial two games released on the platform.
Here are the currently recognized generations:
R/B (also known as RBY)
The games Red, Green, Blue and Yellow make up the first generation. The first generation is defined by its heavy centralization around a few Pokémon, due to the small number of available Pokémon and unbalanced mechanics. The generation was largely Speed oriented, which lead to the popularity of paralysis-inflicting moves such as Thunder Wave and Body Slam. RBY also had many glitches that may be implemented in a battling simulator.
G/S (also known as GSC)
Gold / Silver / Crystal is the second generation, most notable for its splitting of the Special stat into Special Attack and Special Defense, in addition to adding two new types of Pokémon. The generation also introduced items, such as Leftovers, which helped promote the slow pace and defensively oriented nature it is famous for. Despite the stall-ish nature of the game, Stall Breaking tactics may still be effective.
R/S (also known as Advance, ADV, and RSE)
The games Ruby / Sapphire / Emerald / FireRed / LeafGreen make up the third generation generation; it introduced abilities, natures, revamped the IV system, and made stat experience into Effort Values. The introduction of items such as Choice Band led to more varied strategies. Introduction of many new Pokémon also made it more difficult to cover every threat. The metagame never truly stabilized despite the heavy usage of certain key Pokémon such as Blissey, Skarmory, Tyranitar, Celebi, and Swampert.
D/P (also known as DPP, DPPt)
Diamond, Pearl, and Platinum make up the current generation and it is famous for changing attacking mechanics so that physical and special moves were differentiated individually rather than by its type. It introduced a particularly large number of quality Pokémon by giving many lackluster Pokémon new evolutions, while introducing many new attacks that gave many Pokémon from previous generations a chance to shine. This large number of Pokémon to choose from also meant that there were too many threats to prepare for, making it impossible to counter everything your opponent attempts to do. Team advantage also became more significant, with many players gaining advantages before the battle even begins.
STYLES OF PLAY
Offense
Offensive teams rely on outspeeding and outdamaging the opponent directly. Players using this style of play will often utilize hard-hitting Pokémon and use resistances and immunities to switch into attacks as opposed to defined walls to take hits. Tactics include lures to eliminate counters, using stat boosters, and utilizing a quick Stealth Rock in order to facilitate kills. The suicide lead is an expansion of the quick Stealth Rock concept and is often used by offensive teams. A suicide lead is essentially a Pokémon in the lead position whose role is to stop the opponent from setting up Stealth Rock and at the same time set up its own Stealth Rock.
Stall
Stall teams are based off of residual damage. This damage can come in many forms, including: sandstorm, hail, Toxic Spikes, Spikes, and Stealth Rock. The majority of Pokémon on a team like this will have good defenses and contribute to the overall goal of indirectly fainting the opponent's team. Tactics include using Ghosts to block Rapid Spin (a move which can eliminate entry hazards like Toxic Spikes, Spikes, Stealth Rock), setting up those entry hazards as fast as possible, and using Pseudo-Hazing (PHazing) moves such as Perish Song, Whirlwind, and Roar.
Balance
This type of team does not rely on any single type of Pokémon. Generally speaking, balanced teams have a couple of sweepers, backed up by a number of walls and/or tanks. Most teams of this type will utilize a form or two of entry hazard. The most successful balanced teams often center around a certain threat, while the other teammates seek to help guarantee a sweep by said threat.
COMMONLY USED TERMS/ABBREVIATIONS
Aromatherapist / Cleric: A Pokémon that uses Aromatherapy or Heal Bell.
Auto-Weather: A Pokémon whose ability creates a weather effect such as sand, rain, hail, or sun when they are brought into play.
BST: Refers to the total of a Pokémon's base stats.
Entry Hazards: Any of the attacks which deal damage as a Pokémon switches in - Stealth Rock, Spikes, and Toxic Spikes
Hax: An event which has a low probability of happening which critically affects the outcome of a match. Also used to refer to luck in general.
Mixed Sweeper: A sweeper that uses both physical and special offensive moves to do damage. Mixed sweepers are referred to with the Mix- prefix.
NFE: Not Fully Evolved, a Pokémon that is not in it's final evolution stage. Most don't see competitive usage outside of Little Cup.
NVE: Not Very Effective, a move that does lowered damage due to resistances.
OHKO: Short for "One-Hit Knockout" though it can also refer to moves that KO the opponent in one hit like Horn Drill.
Phazer / Pseudo-hazer / Shuffler: A Pokémon that uses Roar or Whirlwind.
Pinch Berry: Stat-boosting berry that activates when the holder falls below 25% health. Often used in conjunction with Substitute, as subbing 3 times activates the berry. The most common ones are: Salac (boosts Speed), Petaya (boosts Special Attack), and Liechi (boosts Attack).
Priority: Any attack which will always move first (e.g. Fake Out, ExtremeSpeed, Ice Shard).
Pseudo Passer / Dual Screen: A Pokémon which uses moves like Reflect, Light Screen, and Wish with the intent of passing them to another Pokémon.
Residual damage: Damage taken by a Pokémon without having been attacked, whether by recoil (life orb or otherwise), weather (hail or sandstorms), status effects(toxic or burn), and entry hazards.
Restalker / Rest Talk: A Pokémon who uses the moves Rest and Sleeptalk.
Revenge Kill: KOing an opposing Pokémon immediately after one of your own Pokémon has fainted, therefore avoiding the risk of switching into an attack.
Revenge Killer: A Pokémon whose main purpose on a team is to revenge kill certain threats, usually those who your team lacks a solid defense against. Generally characterized by high speed and frailty. May also be a Trapper.
Spinner: A Pokémon with Rapid Spin.
STAB: Same Type Attack Bonus, which increases the power of a direct attack by 50% if the one of the user's types is the same as attack's type.
Status-absorber: A Pokémon that can avoid, remove, or use to its advantage one or more Status effects through means like Rest Talk or the ability Guts.
Suicide lead: A lead Pokémon that tries to set up entry hazards quickly and prevent opponents from doing the same (with Taunt) before dying.
Supporter: A Pokémon that uses non-offensive moves which benefit the team.
Sweeper: A Pokémon that uses offensive moves to do damage and bring down an opponent's team. Many carry boosting moves like Swords Dance. Usually physical or special-oriented.
Tank: A Pokémon intended to take attacks, usually one side of the spectrum, and hit back.
Trapper: A Pokémon which can either stop an opponent from switching out - via Arena Trap or Magnet Pull - or can KO them even if they do - via Pursuit.
Wall: A Pokémon intended to take attacks, usually one side of the spectrum, extremely effectively.
Wall-Breaker: An offensively oriented Pokémon meant specifically for crushing walls rather than sweeping. This is usually done with extra powerful offense (even at the expense of continued sweeping abilities or using a Pokémon with low speed), and often with physical and special moves.
SPECIFIC SETS/COMBOS
Agiligross: A Metagross with Agility.
Bellyzard: A Charizard with Belly Drum.
Bulkygyara: A Gyarados with defensive EVs, aimed to take hits.
CeleTran: Using Celebi and Heatran as a Defensive Core.
Crocune: A Suicune with Surf, Sleep Talk, Calm Mind, and Rest.
Curselax: A Snorlax with Curse
GyaraJolt: Gyarados and Jolteon.
GyaraVire: Gyarados and Electivire.
Lati@s: Latias and Latios collectively.
Mixpert: Swampert with Earthquake, Ice Beam, Surf/Hydro Pump and
Stealth Rock/Roar.
TechniTop: A Hitmontop with the ability Technician and a set with low base power priority moves such as Bullet Punch, Fake Out, and Mach Punch.
Tyraniboah / Boah: A Tyranitar with Substitute, Focus Punch, Crunch or Dark Pulse, and Thunderbolt or Ice Beam.
Skarmbliss: Skarmory and Blissey used on the same team. Also called Blisskarm.
Stallrein: A Walrein using Substitute + Protect under hail to stall for up to 32 turns, using Leftovers + Ice Body to fully replenish the HP lost during each two-turn cycle.
GENERAL MOVESETS
BoltBeam: Thunderbolt and Ice Beam.
ChestoRest: Using a Chesto Berry and Rest in tandem to wake up instantly after a Rest.
EndFlail: Endure and Flail.
EndRev: Endure and Reversal.
EndSalac: Endure and item Salac Berry.
Paraflinch: Utilizing both paralysis and flinches to keep an enemy Pokémon from being able to attack.
SubCM: Substitute and Calm Mind.
SubRoost: Substitute and Roost.
SubPunch: Substitute and Focus Punch.
SubSalac: Substitute and item Salac Berry.
SubSeed: Substitute and Leech Seed.
ABBREVIATIONS OF MOVES AND ITEMS
AA: Aerial Ace.
BB: Brick Break or Brave Bird
BP: Short for either Bullet Punch or Baton Pass, depending on the context.
CB/Band: Choice Band, an item that increases the power of physical attacks by roughly 50% but locks the holder into one move (CB is a very common prefix).
CC: Close Combat or Cross Chop.
CM: Calm Mind.
DD: Dragon Dance.
DM: Draco Meteor.
DT: Double Team.
Dual Screen: Light Screen and Reflect.
EQ: Earthquake.
ES: ExtremeSpeed.
FP: Short for either Focus Punch or Full Paralysis, depending on the context.
GK: Grass Knot.
HP: Hidden Power.
Lefties: Leftovers, an item that restores 6.25% of the users health each turn.
LK: Lovely Kiss.
LO: Life Orb, an item that increases the power of the holder's attacks by roughly 30% but takes 10% health each time it issues a direct attack.
MM: Meteor Mash.
NP: Nasty Plot.
QA: Quick Attack.
Scarf: Choice Scarf, an item that increases the holder's Speed by 50% but locks the holder into one move.
SD: Swords Dance.
SE: Stone Edge.
Specs: Choice Specs, an item that increases the power of special attacks by roughly 50% but locks the holder into one move.
SR: Stealth Rock.
STalk: Sleep Talk.
TSpikes or TS: Toxic Spikes.
T-Wave: Thunder Wave.
WoW: Will-O-Wisp.
WW: Whirlwind.
HIDDEN POWER/TECHNICIAN TABLE OF CONTENTS
Getting Started:
Hidden Power:
Fire
Water
Grass
Electric
Ice
Fighting
Poison
Ground
Flying
Psychic
Bug
Rock
Ghost
Dragon
Dark
Steel
Hidden Power:
Fire
Water
Grass
Electric
Ice
Fighting
Poison
Ground
Flying
Psychic
Bug
Rock
Ghost
Dragon
Dark
Steel
Getting Started
One of the more interesting and useful abilities in Diamond and Pearl is Technician. This ability increases the power of all moves with a base power of 60 or less, increasing the damage by an extra 50%. Believe it or not, it also works on moves with variable powers, such as Natural Gift, Magnitude and so on. This includes the move Hidden Power.
To this end this list was created for those who wish to use a Hidden Power with Technician, getting a stronger base damage overall than it would normally reach (up to 90 base power after the Technician boost, much stronger than the 70 base maximum normally reached with Hidden Power).
Sadly when making a Hidden Power of power strength 60, a lot of stats are reduced in order to accommodate a lower strength. In total, four of the six IVs are reduced to make a Power of exactly 60 strength. It would seem that using Technician in this way would not be worth the trade off.
But if the power is reduced to 59, only one of the six IVs are affected. This unfortunately happens to be SpA, and since Hidden Power is based off SpA, it affects the base damage granted ever so slightly. Reducing the power to 59 however has two main advantages over a power of 60:
Maximum Speed:
This is especially important for those who wish to sweep with the Hidden Power. Technician raises the base power effectively to 89, not much different from other common Special-based moves, such as Psychic (90 BP) and Ice Beam (95 BP), and since it's possible to sweep with a 70 BP move after a Nasty Plot or two, this is worth considering.
Better Defenses:
While SpD in the case of either 59 strength or 60 strength Hidden Power is not affected, the HP and Def are affected. Using a 59 strength HP allows you to retain both maximum HP and Def for that Hidden Power, giving you an extra edge in survivability. The difference is minimal, but those minimal changes are often crucial.
Also consider that the two main special Technician users - Ambipom and Persian - also have access to Nasty Plot, so lowering the SpA by 2 will be negligible after the SpA is raised.
Just a final thing to note, after checking what the Hidden Power strength would be if both SpA and Spe were maximised it turns out this lowers the base power to unuseable levels, since it can only reach at best 49 base power even with Technician, you'd only get a marginal boost in damage (49 x 1.5 = 74) over the normal base damage of 70.
Hidden Power:
For those of you wishing to use a slower speed for purposes of Trick Room, you can subtract 28 from the Spe to get the lowest possible number (so 31 Spe IV would go down to 3 Spe IV and keep the same HP strength, and so on).
The IVs for the Hidden Power combinations are listed in this order: HP/Atk/Def/SpA/SpD/Spe.
Fire
59 Power
31/30/31/28/31/30
31/31/30/28/31/30
30/30/31/28/31/30
30/31/30/28/31/30
60 Power
29/28/29/30/31/28
29/29/28/30/31/28
28/28/29/30/31/28
28/29/28/30/31/28
Water
59 Power
31/31/31/28/31/30
31/30/30/28/31/31
30/31/31/28/31/30
30/30/30/28/31/31
60 Power
29/29/29/30/31/28
29/28/29/30/31/29
28/29/29/30/31/28
28/28/28/30/31/29
Grass
59 Power
31/30/31/28/31/31
31/31/30/28/31/31
30/31/31/28/31/31
60 Power
29/28/29/30/31/29
29/29/28/30/31/29
28/29/29/30/31/29
Electric
59 Power
31/31/31/28/31/31
31/30/30/29/31/30
30/31/30/29/31/30
60 Power
29/29/29/30/31/29
29/28/28/31/31/28
28/29/28/31/31/28
Ice
59 Power
31/30/30/29/31/31
31/31/31/29/31/30
30/30/30/29/31/31
60 Power
29/28/28/31/31/29
29/29/29/31/31/28
28/28/28/31/31/29
Fighting
59 Power
31/31/30/28/30/30
30/30/31/28/30/30
30/31/30/28/30/30
60 Power
29/29/28/30/30/28
28/28/29/30/30/28
28/29/28/30/30/28
Poison
59 Power
31/31/30/28/30/31
30/31/30/28/30/31
60 Power
29/29/28/30/30/29
28/29/28/30/30/29
Ground
59 Power
31/31/31/28/30/31
30/30/30/29/30/30
60 Power
29/29/29/30/30/29
28/28/28/31/30/28
Flying
59 Power
31/31/31/30/30/30
30/30/30/30/30/31
60 Power
29/29/29/30/30/28
28/28/28/30/30/29
Psychic
59 Power
31/30/31/29/31/30
31/31/30/29/31/30
30/31/31/29/31/30
60 Power
29/28/29/31/31/28
29/29/28/31/31/28
28/29/29/31/31/28
Bug
59 Power
31/31/31/29/30/30
31/30/30/29/30/31
30/31/31/29/30/30
30/30/30/29/30/31
60 Power
29/29/29/31/30/28
29/28/28/31/30/29
28/29/29/31/30/28
28/28/28/31/30/29
Rock
59 Power
31/31/30/29/30/30
30/30/31/29/30/30
60 Power
29/29/28/31/30/28
28/28/29/31/30/28
Ghost
59 Power
31/31/30/29/30/31
31/30/31/29/30/31
30/31/30/29/30/31
30/30/31/29/30/31
60 Power
29/29/28/31/30/29
29/28/29/31/30/29
28/29/28/31/30/29
28/28/29/31/30/29
Dragon
59 Power
31/30/31/29/31/31
31/31/30/29/31/31
30/31/31/29/31/31
60 Power
29/28/29/31/31/29
29/29/28/31/31/29
28/29/29/31/31/29
Dark
59 Power
31/31/31/29/31/31
60 Power
29/29/29/31/31/29
Steel
59 Power
31/31/31/29/30/31
59 Power
31/30/31/28/31/30
31/31/30/28/31/30
30/30/31/28/31/30
30/31/30/28/31/30
60 Power
29/28/29/30/31/28
29/29/28/30/31/28
28/28/29/30/31/28
28/29/28/30/31/28
Water
59 Power
31/31/31/28/31/30
31/30/30/28/31/31
30/31/31/28/31/30
30/30/30/28/31/31
60 Power
29/29/29/30/31/28
29/28/29/30/31/29
28/29/29/30/31/28
28/28/28/30/31/29
Grass
59 Power
31/30/31/28/31/31
31/31/30/28/31/31
30/31/31/28/31/31
60 Power
29/28/29/30/31/29
29/29/28/30/31/29
28/29/29/30/31/29
Electric
59 Power
31/31/31/28/31/31
31/30/30/29/31/30
30/31/30/29/31/30
60 Power
29/29/29/30/31/29
29/28/28/31/31/28
28/29/28/31/31/28
Ice
59 Power
31/30/30/29/31/31
31/31/31/29/31/30
30/30/30/29/31/31
60 Power
29/28/28/31/31/29
29/29/29/31/31/28
28/28/28/31/31/29
Fighting
59 Power
31/31/30/28/30/30
30/30/31/28/30/30
30/31/30/28/30/30
60 Power
29/29/28/30/30/28
28/28/29/30/30/28
28/29/28/30/30/28
Poison
59 Power
31/31/30/28/30/31
30/31/30/28/30/31
60 Power
29/29/28/30/30/29
28/29/28/30/30/29
Ground
59 Power
31/31/31/28/30/31
30/30/30/29/30/30
60 Power
29/29/29/30/30/29
28/28/28/31/30/28
Flying
59 Power
31/31/31/30/30/30
30/30/30/30/30/31
60 Power
29/29/29/30/30/28
28/28/28/30/30/29
Psychic
59 Power
31/30/31/29/31/30
31/31/30/29/31/30
30/31/31/29/31/30
60 Power
29/28/29/31/31/28
29/29/28/31/31/28
28/29/29/31/31/28
Bug
59 Power
31/31/31/29/30/30
31/30/30/29/30/31
30/31/31/29/30/30
30/30/30/29/30/31
60 Power
29/29/29/31/30/28
29/28/28/31/30/29
28/29/29/31/30/28
28/28/28/31/30/29
Rock
59 Power
31/31/30/29/30/30
30/30/31/29/30/30
60 Power
29/29/28/31/30/28
28/28/29/31/30/28
Ghost
59 Power
31/31/30/29/30/31
31/30/31/29/30/31
30/31/30/29/30/31
30/30/31/29/30/31
60 Power
29/29/28/31/30/29
29/28/29/31/30/29
28/29/28/31/30/29
28/28/29/31/30/29
Dragon
59 Power
31/30/31/29/31/31
31/31/30/29/31/31
30/31/31/29/31/31
60 Power
29/28/29/31/31/29
29/29/28/31/31/29
28/29/29/31/31/29
Dark
59 Power
31/31/31/29/31/31
60 Power
29/29/29/31/31/29
Steel
59 Power
31/31/31/29/30/31