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Pokemon of the week; This week's featured Pokemon: Mew
Topic Started: Sep 9 2007, 01:38 PM (769 Views)
Evil Hamster
Member Avatar
Osu!
Welcome to the NoEV2 Pokemon of the week! Here, every week I will be analysing in-depth a specific Pokemon, with a few movesets, possible double team partners, and ideal counters for said Pokemon. I will be covering a few of the Pokemon that aren't used much, but should be used a lot more, as well as a few of my personal favourites. If you want to comment on any of these articles, please use the Discussion topic. Feel free to post requests and alternate sets there.

-------------------------------------------------------------------------------

Update for 29/09/07 :

Posted Image
Mew.

Pokemon of the Week: Mew
Height: 1'04"
Weight: 8.8 lbs
Abilities: Synchronize

Type: Psychic

Resistances:
2x Fight
2x Psychic

Weaknesses:
2x Bug
2x Ghost
2x Dark

Abilities: Synchronize (When inflicted with poison, paralysis or a burn, the opponent who inflicted that condition is also statused)

Mew, the New Specie Pokemon. Because it can use all kinds of moves, many scientists believe Mew to be the ancestor of Pokemon. It is often considered a mirage, as so few people have seen it. It is capable of making itself invisible at will, so it entirely avoids notice even if it approaches people. It is said to originate from South Africa. It's intelligence is vastly greater than any other Pokemon known to man.


Mew is, hands down, the most versatile Pokemon in the whole game. When you come up against one, you don't think 'Oh crap' because you know that nothing on your team can stand up to it's massive offensive stats and it's going to sweep your team. No, it's stats are pretty mediocre. The problem is, it can learn EVERY single tm in the game. You've got no idea what you're up against, and it could easily take out a couple of members of your team before you work out how the hell to counter it. Whilst Mew doesn't really do anything bar Baton Passing better than everything else, it's sheer unpredictability is what makes it scary.

Mew @ Focus Sash
Nature: Brave, Quiet
Ability: Synchronize
EV's: 252Sp.Atk, 252Atk, 4Hp
- Me First
- Nasty Plot
- Swords Dance
- Psychic/Ice Beam/Baton Pass


Who needs speed with Me First? Try and get in at least one Nasty Plot and one Swords Dance, that way you're likely to sweep a whole team. Once you've got those two in, attack with Me First, and watch as they die. Particularly effective against Ghosts and Dragons. The last slot is really up to personal preference: it really comes down to what takes out things that try and take you out by other means, aka status and watch as you die. Psychic takes out some threats, but doesn't hit Darks, and with Spiritomb generally packing Hypnosis and Will-o-wisp, that'll cause you a ton of problems. Ice Beam doesn't get STAB, but at least nothing has an 100% resist to it. Baton pass is there so that in that kind of situation, you can bounce the status back at them, and BP your boosts out to someone else.

Mew @ Focus Sash
Nature: Impish, Bold, Relaxed, Calm, Sassy, Careful
Ability: Synchronize
EV's: 252Hp, 128Def, 128Sp.Def
- Rock Polish/Taunt/Psychic
- Swords Dance
- Nasty Plot
- Baton Pass


Pure Baton-passer. The choice between EV's in defense and special defense really depends on your IV's and nature, just put the EV's in whichever defense has the lower stat. Psychic isn't an option if you're using Jolly, but it could work with Timid. Taunt's to stop your opponent statting up whilst you do just that, and Rock Polish is just nice for something extra to Bp. Personally I'd run Rock Polish, but it's up to the needs of your team.

Mew @ Focus Sash
Nature: Timid, Jolly
Ability: Synchronize
EV's: 252Spd, 200Hp, 32Sp.Def, 20Def
- Swords Dance/Nasty Plot/Taunt/Psychic
- Amnesia
- Barrier
- Baton Pass


Defensive passer. The offensive boosters are there because everything likes a bit of extra firepower :p Don't even think about Psychic with Jolly. Speed is nice here as seeing as you'll be BPing to something probably on max health with some defense, it could probably take a hit a lot better than Mew could. Defensive

Mew @ Expert Belt
Nature: Hasty, Naive, Lonely, Naughty, Mild, Rash
Ability: Synchronize
EV's: 252Spd, 200Sp.Atk, 52Atk
- Psychic
- Aura Sphere
- Earthquake/Stone Edge
- Explosion


The mixed sweeper and exploder. I don't really like this set much, as Mew's stats are already poor enough by Uber standards to divide it up into two stats, but it might work. Built for switching into things it can OHKO, such as Magnezone, Moltres, Tyranitar and Charizard, amongst other things. Then, explode when your time is up.

Mew @ Wiseglasses
Nature: Timid, Modest
Ability: Synchronize
EV's: 252Spd, 252Sp.Atk, 4Hp
- Psychic
- Thuderbolt
- Nasty Plot
- Ice Beam


Purely special sweeper. With Timid it'll be outspeeding nearly everything, and after a Nasty Plot it could have 598 Special attack with Timid, 656 with Modest. I'd advise Timid, but Modest certainly packs a much harder punch, and is the superior option if you can BP it some speed. Nasty Plot, and proceed to destroy, with the fearsome bolt-beam combo and STAB Psychic.

Mew @ Muscle Band
Nature: Jolly, Adamant
Ability: Synchronize
EV's: 252Spd, 252Atk, 4Hp
- Earthquake
- Stone Edge/Rock Slide
- Swords Dance
- Explosion


Physical sweeper. Deal a ton of damage, with EQ and Stone Edge, and then asplode when you think you're going to be KO'd.

Mew @ Leftovers
Nature: Bold, Relaxed, Calm, Sassy
Ability: Synchronize
EV's: 252Hp, 200Def, 200Sp.Def, 56 in whichever defense wasn't boosted by the nature.
- Transform
- Psychic
- Ice Beam
- Hypnosis


Teh Transformew. It might as well have a few moves, to hit things with if it doesn't want to transform. Open with Hypnosis, then Transform in your free turn. Really, this set can be dangerous, if used right. Just watch out for using transform on something like a Gengar that'll try and hit Mew with Shadow Ball, or any of the dragons attempting to OHKO Mew with Draco Meteor, Dragon Claw or anything else.

Mew @ Damp Rock
Nature: Timid/Modest
Ability: Synchronize
EV's: 252Sp.Atk, 252Spd, 4Hp
- Rain Dance
- Thunder
- Surf
- Nasty Plot/Psychic/Ice Beam


Rainer. Rain Dance boosts Surf, and gives Thunder 100% accuracy. Nasty Plot if you reckon you can get two turns of setting up to go for a sweep, Psychic for STAB and Ice Beam for the numerous things that are 4x weak to it.

Mew @ Heat Rock
Nature: Timid/Modest
Ability: Synchronize
EV's: 252Sp.Atk, 252Spd, 4Hp
- Solarbeam
- Sunny Day
- Flamethrower
- Nasty Plot/Psychic


The Sunny equivalent of the above set. Remove Solarbeam's charge time, give Flamethrower a 50% boost. Psychic for STAB, Nasty plot for easier sweeping.

Mew @ Leftovers
Nature: Brave, Adamant,
Ability: Synchronize
EV's: 252Atk, 252Hp, 4Def/Sp.Def
- Substitute
- Focus Punch
- Shadow Claw
- Roost


Sub-puncher. Mew's ability to reach 404Hp means a sub can survive a Seismic Toss, allowing you to go for a KO with Focus Punch. Shadow Claw hits Ghosts, and Roost allows for recovery after multiple subs.

Mew @ Choice Specs
Nature: Modest, Timid
Ability: Synchronize
EV's: 252Sp.Atk, 252Spd, 4Hp
- Overheat
- Psychic
- Aura Sphere
- Ice Beam


Generic specs set. Makes a reasonable opener. Basically, it's all about dishing out damage and switching out after the KO, or forcing a switch and taking a big dent out of the switch-in.

Mew @ Choice Band
Nature: Adamant, Jolly
Ability: Synchronize
EV's: 252Atk, 252Spd, 4Hp
- Earthquake
- Stone Edge
- X-Scissor
- Waterfall


Band set. EQ as primary offense,with Stone Edge for fliers, and X-Scissor and Waterfall for Levitaters.

Mew @ Leftovers
Nature: Impish
Ability: Synchronize
EV's: 252Atk, 200Hp, 52Def
- Avalanche
- Payback
- Will-o-wisp
- Roost


The physical counter. Will-o-wisp cuts their attack in half, and on the second hit you can either recover off the damage, or hit them back with base 120 power attacks. Very unexpected.

Mew @ Leftovers
Nature: Sassy, Careful, Gentle
Ability: Synchronize
EV's: 252Hp, 200Sp.Def, 56Atk
- Bulk Up
- Roost
- Stone Edge
- Earthquake


Tank. Come into a special attacker, then Bulk Up to level out your defenses and then maybe do it a few more times to build up some massive attack, then possibly attempt a sweep.

Mew @ Leftovers
Nature: Bold, Relaxed, Lax
Ability: Synchronize
EV's: 252Hp, 200Def, 56Sp.Atk
- Calm Mind
- Roost
- Psychic
- Aura Sphere


Similar thing to the above set, but the Calm Mind equivalent.

Yes, I know I haven't covered any sets for neutral natures (Hardy, Docile, Serious, Bashful, Quirky) Really, with one of these natures, you could try anything, it just won't work quite as well as it would have done with a non-neutral nature.

Double battle partners for Mew:

Obviously, it depends on the set. For some of the sweeper sets, you could try one of these:

Gengar @ Wiseglasses
Nature: Timid
Ability: Levitate
EV's: 252Spd, 252Sp.Atk, 4Hp
- Hypnosis
- Shadow Ball
- Focus Blast
- Thunderbolt


To be paired with the physical sweeper sets. Immune to Earthquake, and is able to outrun most things to completely immobilise them with Hypnosis.

Electivire @ Muscle Band
Nature: Adamant
Ability: Motor Drive
EV's: 252Atk, 252Spd, 4Hp
- Thunderpunch
- Ice punch
- Cross Chop
- Swords Dance


Switch into an electric attack, Swords Dance, and sweep :) Simple stuff.

For the defensive sets, you need another tank. Last week's featured 'mon, Claydol, happens to work very well.

Claydol @ Chesto Berry
Nature: Bold
Ability: Levitate
EV's: 252Hp, 100Def, 100Sp.Def, 56Sp.Atk
- Rest
- Cosmic Power
- Psychic
- Earth Power


CP up, Rest, and then attack some. Resting again is risky, but a possibility.

Countering Mew:

Good luck with that :p But really, you need to find what it's trying to do before you can. Even Pursuit, the bane of most psychic types, is ruined by Baton Pass. Countering Mew is all about improvisation: use whatever you have to to take out the damned thing. As ubers go, it's not great statwise, so once you know what sort of Mew you're up against, it shouldn't be too hard to take out.

Update for 22/09/07 :

Posted Image
Claydol.

Pokemon of the Week: Claydol
Height: 4'11"
Weight: 238.1 lbs
Abilities: Levitate

Type: Ground, Psychic

Resistances:
Electric (Total)
Ground (Levitate, total)
2x Fight
2x Poison
2x Psychic
2x Rock

Weaknesses:
2x Water
2x Grass
2x Ice
2x Bug
2x Ghost
2x Dark


Abilities: Levitate (Provides immunity to ground moves, spikes, and Arena Trap)

Claydol, the doll Pokemon. An ancient clay figurine that came to life as a Pokemon after being exposed to a mysterious ray of light. It's eight eyes have developed a thick, clear coating to protect them from the fearsome blowing sands of the desert in which it lives. It is always half awake- most of the time at least four of it's eyes are shut.


Claydol is a Pokemon who can do an awful lot. One of it's most common purposes is as a Rapid Spinner and a Stealth rocker, which it does exceptionally well due to a rock resist. It's tanking abilities are also fearsome, with incredible defenses and Cosmic Power. A lack of a reliable recovery move hinders this, but it's still a beastly tank. It's certainly got a lot of versatility, and here are a few possible ways to play one.

Claydol @ Leftovers
Nature: Impish
Ability: Levitate
EV's: 252Hp, 152Def, 56Atk, 48Sp.Def
- Cosmic Power
- Power Trick
- Earthquake
- Rock Slide/Stone Edge


Power Trick is a neat move that lets you swap your Attack and Sp.Atk boosts with your Defense and Sp.Def boosts. It's perfect on a set like this: Cosmic Power up as much as you can, then Power Trick. You might want to Cosmic Power up some more after that to make it a tank packing a mega punch that should be hitting most things very hard indeed.

Claydol @ Leftovers
Nature: Bold
Ability: Levitate
EV's: 252Hp, 152Def, 56Sp.Atk, 48Sp.Def
- Cosmic Power
- Power Trick
- Psychic
- Earth Power


The Special version of the first set. Double STAB is it's strong point, although it leaves it unable to hit a lot of things, namely Honchkrow, which it can't touch. Celebi, Exeggutor, and Xatu, as well as some of the levitaters that resist Psychic, cause problems too.

Claydol @ Leftovers
Nature: Bold
Ability: Levitate
EV's: 252Hp, 100Def, 100Sp.Def, 56Sp.Atk
- Rapid Spin
- Psychic
- Earth Power
- Shadow Ball


Rapid Spinner. Claydol resists Stealth Rock and Spikes, making it ideal for the role. Psychic and EP for double STAB, whilst Shadow Ball hits those pesky ghosts who switch in to try and block your attempts to Rapid Spin.

Claydol @ Leftovers
Nature: Bold
Ability: Levitate
EV's: 252Hp, 100Def, 100Sp.Def, 56Atk
- Rapid Spin
- Psychic
- Earthquake
- Explosion


Physical rapid-spinner. Explosion isn't going to hit a KO off many healthy things, but it certainly takes a dent out, and is likely to KO if you've already hit your opponent pretty hard. Loss of Shadow Ball hurts, but you can still hit most things, and nothing completely walls this set allowing for no damage.

Claydol @ Chesto Berry
Nature: Bold
Ability: Levitate
EV's: 252Hp, 100Def, 100Sp.Def, 56Sp.Atk
- Rest
- Sleep Talk
- Earth Power
- Psychic


Claydol's decent defenses make for a nice ReSTalker. Really not much to say here :p Again, watch out for Honchkrow.

Claydol @ Chesto Berry
Nature: Bold
Ability: Levitate
EV's: 252Hp, 100Def, 100Sp.Def, 56Sp.Atk
- Rest
- Cosmic Power
- Psychic
- Earth Power


This is the ridiculously defensive version of the Rester, but without STalk. Cosmic Power up, Rest when you need to, Cosmic Power up some more. By then your defenses are going to be near-impenetrable, and you proceed to hit them, hoping that nothing will hit you too hard in the time you're asleep. Watch out for things that start to stat up against you in your slumber.

Claydol @ Chesto Berry
Nature: Impish
Ability: Levitate
EV's: 252Hp, 100Def, 100Sp.Def, 56Atk
- Rest
- Sleep Talk/Cosmic Power
- Earthquake
- Psychic


Filler set, to make this look even longer :p I'm sure you don't need me to show you this, but here's a physical rester.

Claydol @ Leftovers
Nature: Impish
Ability: Levitate
EV's: 252Hp, 200Atk, 56Def
- Swagger
- Psych Up
- Earthquake
- Stone Edge


A very offensively-themed Claydol. Swagger to confuse your foe, and then Psych Up the stat increase. Proceed to trash the party with mega-powered moves.

Claydol @ Leftovers
Nature: Bold
Ability: Levitate
EV's: 252Hp, 152Sp.Def, 104Def
- Stealth Rock
- Toxic
- Earth Power/Rapid Spin
- Psychic/ Rapid Spin


Stealth Rocker. By Rocking, they take damage when they switch. With Toxic, the longer they stay in, the more damage they take. It's a lethal combo, and if you can get a spiker on your team, it can be lethal. The offensive moves are only really filler, to dish out very minor damage whilst they take a lot from SR and Toxic. Rapid Spin is nice, to fill two roles in one 'mon.

Claydol @ Light Clay
Nature: Bold
Ability: Levitate
EV's: 252Hp, 152Sp.Def, 104Def
- Reflect
- Light Screen
- Psychic
- Earth Power


Here we have the screen-setter. By setting up these screens, you can then switch out and let something else set up with damage from attacks halved until they run out. It's a worthy alternative to BPing defense.

An ideal double team partner for Claydol would be:

Dusknoir.

Dusknoir @ Leftovers
Nature: Impish
Ability: Pressure
EV's: 252Hp, 100Sp.Def, 100Def, 56Atk
- Pain Split
- Ice Punch
- Thunderpunch
- Will-o-wisp


In a double battle, if you want a tank, you need two. Otherwise, the thing that you're playing alongside it will be targeted like hell, but with two tanks, that doesn't work. Dusknoir is perhaps one of the best tanks in the game, with massive defenses as well as nice attack. Will-o-wisp's attack drop severely lowers the opponents ability to do much damage to either Claydol or Dusknoir. Pressure can be a killer in a stalling game like Noir likes to play.

Cradily.

Cradily @ Leftovers
Nature: Calm
Ability: Suction Cups
EV's: 252Hp, 100Def, 100Sp.Def, 56Sp.Atk
- Recover
- Energy Ball
- Ancientpower
- Stockpile


Best played on a Sandstream team, where Cradily gets a 1.5 Sp.Def boost and Claydol doesn't take damage. Stockpile up for massive defense, Recover off the damage, stop getting Roared or Whirlwinded away with Suction cups, and win.

Bronzong.

Bronzong @ Leftovers
Nature: Relaxed
Ability: Levitate
EV's: 252Hp, 152Sp.Def, 100Def
- Hypnosis/Rest
- Gyro Ball
- Iron Defense/Sleep Talk
- Earthquake


With a Light Screening Claydol, this thing is a nuisance to take out. Iron Defense and Hypnosis add much needed status, whilst Rest-Sleep Talk gives you hope of recovery.

Things that will cause Claydol problems that you may not have thought about:

Weavile.


Good luck taking this thing down. CB Pursuit is going to do a lot of damage, whichever set you're using, as it'll probably switch in before you've got many Cosmic Powers in. Actually, Pursuit in general is going to screw Claydol over, but Weavile is probably it's scariest user.

Honchkrow.

Mentioned a few times in the sets, Honchkrow has a total resist to both of Claydol's STAB moves. Pursuit makes it all the more painful.

Tyranitar.

Will probably have Crunch and Pursuit to cause massive damage. It'll probably DD as you switch out, then it sweeps half your team. Not nice :(

That's it for the eighth featured Pokemon, Claydol. I haven't got a clue what I'll do for next week's one, so feel free to make a request. Just none that are already really popular, or are limited to only a couple of possible sets.

Update for 20/9/07 :

Posted Image
Ursaring

Pokemon of the Week: Ursaring
Height: 5'11"
Weight: 277.3 lbs
Abilities: Quick Feet, Guts

Type: Normal

Weaknesses:
2x Fight

Resistances:
Ghost (Total)

Abilities:
Quick Feet (When statused, Ursaring's speed doubles. Doesn't apply to paralysis)
Guts (When statused, Ursaring's Attack doubles by 1.5)

Ursaring, the hibernation pokemon. In it's territory, it leaves scratches on trees that bear delicious berries or fruits. It is incredibly aggressive, and has a strong aversion to strong sunlight, making it much more vicious. Many Ursaring overexposed to the sun are driven mad, which is why they tend to live in caves.


Ursaring, the mega-pwnsome beast of a teddy-bear from GSC. Ursaring is one of the best physical sweepers in the game, especially with a couple of decent traits, and attack to match the likes of Garchomp. Don't ignore it, it's a nightmare to contend with. It's low points are poor defenses and mediocre speed, but on a sweeper set the defenses don't really matter and his Quick Feet trait sorts the speed.

Ursaring @ Toxic Orb
Nature: Adamant
Ability: Quick Feet
EV's: 252Atk, 252Spd, 4Hp
- Swords Dance
- Facade
- Close Combat
- Night Slash/Crunch


Physical sweeeper set. Try and switch in on something that will want to switch out from Ursaring after another one of your team has died, which is the perfect chance to use Swords Dance. When the counter comes in, you'll have beefed yourself up to nearly 800 attack, and the Toxic Orb will have statused you, activating Quick Feet and giving you speed which could top 400. Then, brutally kill anything that gets in your way until you die to Toxic.
Takoa: And since Facade gets stronger when you have a status effect, that is ideal too.

Ursaring @ Focus Sash
Nature: Adamant
Ability: Guts
EV's: 252Atk, 252Def, 4Hp
- Counter
- Crunch/Night Slash
- Bulk Up
- Return


Counter-Ursa. Perfect for taking out a physical beast, preferably that doesn't resist Fight-moves. Tyranitar especially gets murdered by this set. Switch into a wall, when they switch out use Bulk Up. Then, hope that they switch to a physical sweeper. If they don't, you might as well hit them with your two normal moves. If they do, use Counter, and watch as they die slowly. Sash stops you being OHKO'd, so you can still hit back. I don't really like this set myself, but it certainly works.

Ursaring @ Chesto Berry
Nature: Adamant
Ability: Guts
EV's: 252Atk, 100Hp, 152Def, 104Sp.Def
- Rest
- Sleep Talk
- Return
- Cross Chop/Crunch


ReSTalker. You all know how it works, kill stuff, Rest, get woken up, kill more stuff, Rest, sleep talk.

Possible double team partners for Ursaring:

Basically, for a double team partner, Ursaring wants something similar to it, but in Special attacks. That way, you can murder walls that aren't tanks, without giving them a chance to hit you. For double battles, I'd really recommend the first or third set, the second one won't work.

Salamence.

Salamence @ Choice Specs
Nature: Modest/Timid
Ability: Intimidate
EV's 252Sp.Atk, 252Spd, 4Hp
- Draco Meteor
- Dragon Pulse
- Hydro Pump
- Flamethrower


Yes, it's a generic Specsmence. So what? It outruns most things, and can hit KO's with Draco Meteor. If using that though, you'll want to switch out to another special sweeper, coming back in later. Possibly the one shown below:

Porygon2.

Porygon2 @ Choice Scarf
Nature: Timid
Ability: Trace
EV's: 252Sp.Atk, 252Spd, 4Hp
- Tri Attack
- Ice Beam
- Thunderbolt
- Recover


Not likely to hit lots of KO's, but hits everything in the game for at least neutral damage (bar Shedinja) With this, chances are if you're using it with a Specsmence, it'll be switching out a lot, and so, with Porygon2's superior defenses, it's probably the better choice.

Porygon-Z.

Porygon-Z @ Metronome
Nature: Timid
Ability: Adaptability
EV's: 252Sp.Atk, 252Spd, 4Hp
- Tri Attack
- Nasty Plot
- Ice Beam
- Thunderbolt


Designed to stay in play, not keep switching out, Porygon-Z makes an awesome partner for Ursaring. Nasty Plot doubles Sp.Atk, whilst Tri Attack hits with 160 power thanks to Adaptability. Metronome boosts it further, whilst Ice Beam and Thunderbolt are nice for the common Dragons and Gyarados.

Things that might kill Ursaring that you hadn't thought about:

Breloom.

If your opponent gets a Breloom in, switch out ASAP. Spore will render you useless, though obviously it won't work by the time your Toxic Orb has kicked in. Sub-Focus Punch is an OHKO too, if he gets one in whilst you're Swords Dancing then you'll be forced to switch out, leaving a team mate subject to two Focus Punches, leaving you with a couple of dead 'mons. Mach Punch also hits straight through your speed boost, probably for a 2HKO.

Skarmory/Bronzong

Wall all Teddy's main attacks, with awesome typing and beastly Defense stats. Both of these make short work of Ursaring.

Shedinja.

Unlikely to be seen much, but walls Ursaring as well as anything else in the game. Definitely something that will always stop a rampaging bear in it's tracks.

Spiritomb.

Has horrible total resistances to Return and Close Combat, and doesn't take super effective damage from Night Slash or Crunch like most other ghosts do. Probably will still be a 1 or 2HKO after statting up, but whilst you're doing so it's certainly a potential hazard.

And that's it for the seventh featured Pokemon! Don't forget to check on Sunday for the next one, Claydol.

Update for 9/9/07:

Posted Image
Marowak.

Pokemon of the Week: Marowak
Height: 3'03"
Weight: 99.2 lbs
Abilities: Lightning Rod, Rock Head

Type: Ground

Weaknesses:
2x Water
2x Grass
2x Ice

Resistances:
2x Poison
2x Rock
Electric (Total)

Abilities:
Lightningrod. (In a double battle, all electric attacks are drawn to Marowak)
Rock Head. (Marowak doesn't take recoil damage)

Marowak, the Bone Keeper Pokemon. From it's birth, this savage Pokemon constantly holds bones. It is skilled at using them as weapons. The skulls they use as helmets are actually Aerodactyl skulls, which are worn as a symbol of honour among Marowak tribes.


Marowak, a Pokemon often ignored for it's generally sucky stats, despite it's general awesomeness. The thing that raises 'Wak from being 'meh' to being utterly awesome is Thick Club. This item doubles Marowak's Attack, making it top out at 568. Nice, huh? That's not all- it also makes a decent Physical wall, with 350 tops in physical defense. Unfortunately, Marowak's speed isn't great, which hugely reduces it's sweeping ability, but makes it perfect on a Trick Room team.

Marowak @ Thick Club
Trait: Rock Head
Nature: Adamant
EV's: 252Atk, 200Sp.Def, 56Def
- Earthquake
- Stone Edge
- Double Edge
- Brick Break


Earthquake is Marowak's move of choice, with STAB it hits with 150 power. Stone Edge hits the fliers who avoid Earthquake, leaving only Levitating Grounds and Steels. Brick Break hits Bronzong, and Double Edge hits Flygon and Claydol.

Marowak @ Thick Club
Trait: Rock Head
Nature: Adamant
EV's: 252Atk, 200Sp.Def, 56Def
- Substitute
- Earthquake
- Focus Punch
- Stone Edge/Double-Edge


Sub-puncher set. By setting up a sub, your opponent then can't hit you on the next go directly, so you can hit hard with Focus Punch on the next go. Sub also provides you with nice protection against status, and suckers to try to explode on you. Something like this is probably better with Wish support, as without a recovery move, Marowak's not going to last long with Sub.

Marowak @ Thick Club
Trait: Rock Head
Nature: Adamant
EV's: 252Atk, 200Sp.Def, 56Def
- Earthquake
- Stone Edge
- Double Edge
- Swords dance


The SD variant of the first set. Thick Club Marowak is best suited to Swords Dancing rather than Belly Drumming, as after a SD it's probably going to KO most things it hits anyway. Of course, after a Belly Drum you're pretty much guaranteed a KO on everything that doesn't offer a 4x resist on the switch-in, so it's workable. This set is even more fearsome in a Double battle, with a partner who has Trick Room. If doing that, make sure to use a Brave nature, so you'll be slower than pretty much everything. It's still a decent option in a single battle though, especially if you can BP it some Amnesia, to make up for some of it's weaknesses and small Sp.Def stat. Double Edge over Break on this set, as it only leaves you open to Bronzong anyway, and Double Edge would only do slightly less to a Bronzong than BB anyway.

Marowak @ Thick Club/Chesto Berry
Trait: Lightningrod
Nature: Impish
EV's: 200Hp, 152Atk, 100Def, 100Sp.Def
- Rest
- Stone Edge
- Sleep Talk
- Earthquake


Here we have the Marowak ReSTalker set. Hit things, Rest when low on health, Sleep Talk till you wake up. I'd still run Thick Club over a Chesto Berry, simply because I like the power. However, if you want to be more wally, then Chesto Berry is a possibility.

A Possible Double battle partner for Marowak:

Bronzong.

Bronzong @ Leftovers
Trait: Levitate
Nature: Careful
EV's: 252Sp.Def, 156Atk, 100Def
- Trick Room
- Earthquake
- Gyro Ball
- Return/Payback/Rock Slide


With Trick Room, Marowak and Bronzong's horrible speed stats are made useful. Gyro Ball will hit big, with STAB and a slow speed stat, and EQ gets nice coverage. The last move is up to personal preference.

Things that Marowak should look out for that you might not have thought about:

Glaceon.

Despite Stone Edge and Brick Break, Glaceon has big defense and can probably soak up a hit, and KO you back with Ice Beam.

Jolteon.

Yup, another Eeveelution. Whilst Marowak can probably walll most Jolteon, if you're playing someone who's really competitive, it's likely to have HP Ice, which, whilst it isn't a guaranteed KO, will hurt. And if it doesn't, chances are it'll BP out to something that Levitates before you KO it.

Electivire.

Whilst it will be damaged by EQ, standard Vires also carry Ice Punch, which will certainly hurt you back. And they'll probably outrun you too, probably winning 1v1.

And that's it for the sixth featured Pokemon! Tune in next Sunday for the seventh featured Pokemon, which will be an Ice type. Feel free to guess! :p

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Update for 1/9/07:

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Zangoose

Pokemon of the Week: Zangoose
Height: 4'03"
Weight: 88.8 lbs
Abilities: Immunity

Type: Normal

Weaknesses:
2x Fight

Resistances:
Ghost (Total)

Abilities: Immunity. (Prevents Zangoose from being poisoned)

Zangoose, the Cat Ferret Pokemon. It has fought with Seviper, the poison snake, for many generations. To aid it in it's fight, over the years it has developed a strong immunity against all kinds of poisons. It has also developed gigantic claws, which are said to be as hard as steel.


Zangoose is, hands down, one of the best Flailers in the game. However, it is seriously underused, and really deserves to be used more. It is certainly a potential teambreaker, if you play it right. However, in the case of somethng like a Tyranitar, Hippowdon or Abomasnow, it is unfortunately rendered useless by the weather conditions these 'mons bring with them when they enter the battle (Unless you have something that can set up another weather condition on your team) But don't let this put you off.

Zangoose @ Salac Berry
Nature: Adamant
Trait: Immunity
EV's: 252Atk, 252Spd, ,4Hp
- Swords Dance
- Flail
- Endure
- Close Combat


Start off with a Swords Dance, hoping that you won't be KO'd. Obviously, if you think that you are going to be OHKO'd, either Endure, or switch out. However, after getting a Swords Dance (Or possibly more, if you can risk it) into play, when you think you are about to be KO'd, use Endure. Then, you'll end up on 1Hp, your Salac Berry will activate giving you a speed boost, and Flail will hit with precisely 200 power. As Zangoose is also of the normal type, it gets STAB, meaning it'll hit with a massive 300 base power. With Swords Dance in play, that's pretty much a guaranteed KO off anything that doesn't resist it. For those things that do, Close Combat hits two of the three types that resist Flail (Steel and Rock) for Super effective damage. Obviously, this means that Zangoose is quite simply going to be left completely open to Ghosts, as he simply can't hurt them. The two possible ways round this are to swap Close Combat for X-Scissor (Leaving you open to Steels and Rocks, so, really this isn't a practical option) or simply just don't play Zangoose until any ghosts are well out of the way. Another possible thing you may want to consider if using a Zangoose is something to set up a weather condition which will override any weather conditions which may hurt Zangoose.

Possible double team partners for Zangoose:

In a double battle, Zangoose is unfortunately going to get mauled, if he doesn't have the right support. Seeing as he's going to be on 1hp before he starts doing anything, he won't be able to take out both of the opposition. And whichever one he doesn't take out will KO him without any problems. The easiest way to get round this is to play another Reversaller/Flailer, as then you can take out both of your opponents before they can touch you. Unfortunately, this is going to leave you even more open to rogue weather conditions, but with someone with Sunny Day on your team, hopefully you shouldn't have too many problems like that.

Hitmonlee.

Hitmonlee @ Salac Berry
Nature: Adamant
Trait: Reckless
EV's: 252Atk, 252Spd, 4Hp
- Bulk Up
- Reversal
- Endure
- Blaze Kick


Hitmonlee is another Pokemon who's strength is in hitting back after being nearly KO'd. However, he can't learn Swords Dance, so he has to make do with Bulk up and his rather awesome trait, Reckless. In case you didn't know, Reckless boosts the power of moves such as Counter, Return and Reversal, so it's perfect for this set. He plays in pretty much the same way as Zangoose does: Bulk Up, if you can risk it Bulk up again (Make sure that both Hitmonlee and Zangoose decide to Endure on the same go, otherwise you will get destroyed) then hit things with Reversal (Boosted by STAB and Reckless) Blaze Kick hits a lot of things that Reversal won't, including Ghosts. (And Shedinja)

Hariyama.

Hariyama @ Salac Berry
Nature: Jolly
Trait: Guts
EV's: 252Spd, 152Hp, 104Atk,
- Belly Drum
- Reversal
- Endure
- Earthquake


A very risky set, but certainly potentially lethal. It's possible that Hariyama's Salac Berry won't raise his attack above what it needs to reach, but if it does, then your opponents are pretty much screwed. Belly Drum, and then hope that you aren't KO'd. If you can risk it, just carry on Earthquaking until you think you're about to be KO'd, then Endure. Take the Salac Boost, and hit hard with Reversal/EQ.

Things that Zangoose won't stand a chance against:

Tyranitar/Hippowdon/Abomasnow.


These guys all carry traits that bring in rogue weather effects, which will destroy Zangoose. It could probably take on Tyranitar with a Close Combat, but there's no way that it could try lowering it's HP to get the Salac and Flail boost.

Ghosts.

Zangoose physically cannot touch a Ghost. Make sure that any ghosts are well out of the way before attempting to sweep with Zangoose.

Anything packing an 'always strike first' move.

Y'know, Aerial Ace, Bullet Punch, Quick Attack, that sort of move. That gets straight past the Salac Boost, and will KO a Zangoose on 1hp.

Any Status bar Poison.

If, whilst setting up, you get statused. Zangoose is quite simply screwed. You can't willingly get yourself down to low HP when, if you lose a turn due to Sleep or Paralysis, you will be KO'd. Burning is an even more serious problem. Aromatherarpy Blissey should help you recover if your Zangoose gets statused.

Overall, Zangoose is a rather awesome flailer who will quite literally rip teams to shreds that don't come prepared for it. If you can set Zangoose up well enough, he will, most of the time, win the game for you. But trying to set up a clean sweep for a Zangoose is certainly not easy.

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Update for 31/8/07:

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Mr. Mime.

Pokemon of the Week: Mr.Mime.
Height: 4'03"
Weight: 120.1 lbs
Abilities: Filter, Soundproof

Type: Psychic

Weaknesses:
2x Bug
2x Ghost
2x Dark

Resistances:
2x Fight
2x Psychic

Abilities:
Soundproof. (Mr.Mime is immune to sound-based attacks)
Filter. (Super effective attacks do half damage)

Mr. Mime, the Barrier Pokemon. It is a pantomime expert that can make invisible but solid walls using miming gestures. These walls tend to fade after a few hours, but whilst they are there, very few things can break them.


Mr Mime is certainly a very solid special wall/tank, that actually can do an awful lot of things, and is highly unpredictable. Some of the most valuable assets to it's arsenal are the 'Swap' moves, which can wreak havoc with a lot of things, namely Physical sweepers.

Mr. Mime @ Expert Belt
Trait: Filter
Nature: Impish
EV's: 252Def, 152Sp.Atk, 100Sp.Def
- Psychic
- Barrier
- Thunderbolt
- Hypnosis/Focus Blast


A particularly uninspired set, but it works well enough. After a Barrier, Mr.Mime's Defense is going to be fairly high. Expert Belt boosts two or three Special Moves, depending on whether you want Hypnosis in the set or not.

Mr. Mime @ Choice Specs
Trait: Filter
Nature: Impish
EV's: 252Atk, 252Def, 4Sp.Def
- Trick
- Power Swap
- Brick Break/Drain Punch/Payback
- Return/Payback


My favourite set :p Plays havoc with physical sweepers like Tyranitar and Weavile, and to a lesser extent physical walls like Dusknoir and Weezing. Start out with a Trick, and Mr. Mime is going to inflict the horror of Choice Specs on something that will make absolutely no use of them whatseoever. Then, Power Swap. Your Physical sweeper will be left with a pitiful Attack stat, forcing it to switch out, and Mr. Mime with a monster Attack stat. Then, proceed to destroy with your fighting move of choice and Return. If you got Tricked another Choice item, then it may be a good idea to try tricking that onto the switch in, depending on what it is. This Mr. Mime will add extra dimensions to your game. Something like this will work best if you can get BP'd some Defense, to prevent you from being OHKO'd.

Mr. Mime @ Leftovers
Trait: Filter
Nature: Impish
EV's: 252Atk, 252Def, 4Sp.Def
- Power Swap
- Payback
- Return/Drain Punch/Brick Break
- Payback


Another one which will probably destroy any Physical sweeper. Start with a Power Swap, and then proceed to hit them. This is probably more likely to work than the previous set, as you only have to survive a single hit before you can unleash your swap. Payback's compulsory in the set, as it's Mime's best Ghost-hitting physical move, and none of his other good physical moves hit ghosts.

Mr. Mime @ Leftovers
Trait: Filter
Nature: Impish
EV's: 252Atk, 252Def, 4Sp.Def
- Swagger
- Psych Up
- Power Swap
- Return/Drain Punch/Brick Break/Payback


Very risky set, but can cause serious damage if pulled off. Open with a Power Swap, then Swagger. This'll probably leave your opponent with about 300 attack, almost certainly a lot less than they started with. Then, you can psych up on them, doubling your attack, and leaving it in the 700-800 range. Proceed to sweep with your weapon of choice.

A possible double battle partner for Mr.Mime:

Breloom.

Breloom @ Life Orb
Trait: Poison Heal
Nature: Adamant
EV's: 252Atk, 148Hp, 56Def, 52Sp.Def
- Spore
- Focus Punch
- Seed Bomb
- Stone Edge


Breloom's forte is it's 100% accurate sleep move, Spore. After sleeping both opponents, it can then hit hard with STAB Focus Punch with only a small risk of being hit and flinched, whilst then Mr Mime can set up on your opponents, whichever set you choose to use. Stone Edge takes out it's 4x Flying weakness, whilst Seed bomb is unlikely to get much use, but serves as another STAB move.

Things that Mr.Mime should look out for that you might not have thought about:

Lucario.


Whilst you're likely to get a lot of physical Lucario's, just as many are likely to be special-based. Mr.Mime's Special Attack is far from low, and Lucario will almost certainly be able to faint Mr.Mime off a second hit, even with a slightly lower Sp.Atk stat.

Shuckle.

Amazingly, Shuckle's Attack is even lower than Mr.Mime's. If you go out against a Shuckle, you're likely to be Encored into using Trick/Power Trick, and keep swapping stats/items, whilst losing health to Toxic. Mime's physical attacks will do next to nothing to Shuckle, and it'll have Rest to counter even those pathetic blows. The one exception to this is if the opponent's Shuckle has Power Trick, in which case you're pretty much going to be set up for a clean sweep.

Omastar.

Omastar is a frequently ignored, yet awesome, physical wall. Add this to a fairly low Attack stat that isn't much higher than Mime's, and you'll see why you won't stand too much of a chance.

And that's all for today's featured 'mon. Now, I'll go and do what I said I'd do yesterday and tidy it all up a bit.

Actually, whilst we're on the topic of Mr. Mime, does anyone else fins it weird how 50% of Mr. Mimes are female?

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Update for 30/8/07:

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Donphan.

Pokemon of the Week: Donphan
Height: 3'07"
Weight: 265.0 lbs
Ability: Sturdy

Type: Ground

Weaknesses:
2x Water
2x Grass
2x Ice

Resistances:
2x Poison
2x Rock
Electric (Total)

Ability: Sturdy. (Prevents successful use of OHKO moves against Donphan)

Donphan, the Armor Elephant Pokemon. It attacks by curling up, then rolling into it's foe. It can destroy a house in a single hit. A Donphan's trunk is incredibly heavy, and makes up for half of it's total body weight.


Donphan is, undoubtedly, a very solid Physical wall. A GSC generation Pokemon, it's certainly got it's uses in the 4th Gen game. It's certainly far from being used in a lot of teams, but it is slowly becoming more popular as people realise that Donphan is actually awesome.

Donphan @ Leftovers
Trait: Sturdy
Nature: Careful/Impish
EV's: 200Sp.Def, 200Def, 156Atk
- Stealth Rock
- Rapid Spin
- Earthquake
- Stone Edge


Here we have a Stealth-Rocking, Rapid Spinning, Physical Walling Donphan. A Rapid Spinner is pretty much essential in most teams in 4th gen, and Donphan not only supplies an excellent Rapid Spinner (as it resists Stealth Rock) but also allows you to set up a Stealth Rock yourself. If your opponent can't Rapid Spin away your Rocks, then simply keep switching to something that can easily counter your opponents 'mon, and watch as they either take passive damage or try and fight a battle that they stand a very small chance of winning. The choice between Careful and Impish depends on whether you want Donphan to be a pure Physical wall, or build up at least a small resistance to Special attacks. Personally I'd run with Careful, but it's really up to personal choice.

Donphan @ Focus Sash
Trait: Sturdy
Nature: Lax
EV's: 252Def, 252Atk
- Ice Shard
- Endeavour
- Earthquake
- Stone Edge


And here we have something completely different. This guy is what I call the ultimate suicidal special sweeper assassin. When, say, an Azelf has just Nasty Plotted, and has KO'd one of your 'mons, you would switch to Donphan. Immediately, use Endeavour. Chances are, with Grass Knot, and a -S.Def nature, you would normally be KO'd. But, with the Focus Sash, you'll be left on 1Hp. Then, because you've endeavoured, your enemy Azelf will also be on 1Hp too. On the second turn, use Ice Shard. This'll always go first, KOing your opponent. Nasty, huh? This is generally played best with a slow Wish-Passer on your team (Aka something with both Wish and Baton Pass, that isn't very fast) so that you can heal Donphan up after this, as well as letting him play a bit more in the early game without being left useless for his main function.

Some possible double team partners for Donphan:

(Note that for double battles, use the first Donphan set. The suicidal special sweeper assassin won't work in a double battle.)

Uxie.

Uxie @ Chesto Berry
Trait: Levitate
Nature: Bold
EV's 252Def, 152Sp.Def, 56Sp.Atk, 48Hp
- Amnesia
- Extrasensory/Psychic
- Thunderbolt
- Rest


Uxie is an awesome partner for Donphan for a number of reasons. Firstly, it's trait, Levitate, stops it from being hit by Donphan's Earthquakes. Secondly, it's a Tank, meaning it's not going to be targeted by your opponents and eliminated immediately, as a sweeper would be. As for why you should try something like this, here's why. Extrasensory is probably better on a tank like Uxie, it's most likely to try and stall, so the extra PP will be welcome for only a 10 power drop. Rest is Uxie's only available recovery move, and on a defensive 'mon that's important, so Rest is on the set. T-Bolt hits most things that are resisted by Extrasensory, whilst Amnesia is to stop Special sweepers like Gengar murdering it.

Things that Donphan should look out for that you might not have thought about:

Pikachu.


Yup, Pikachu. A competitive Pikachu will generally be packing Surf, which, with a Light Ball attached, a possible Nasty Plot in play, all aimed at Donphan's weak Special Defense stat, is an almost guaranteed OHKO. Pikachu will ALWAYS outspeed Donphan, so you're a bit screwed if you do try and switch into one. Obviously, not many people have Surfing Pikachu's, but watch out for them, they aren't as easy a switch-in as you might have thought.

Articuno.

Yup, something else you aren't likely to come up against much, but it could be dangerous. If it switches into an Earthquake, then it will outrun you to KO you with Ice Beam.

Glaceon.

Just because Donphan has Stone Edge, doesn't mean that it's going to be able to do anything whatsoever to a Glaceon. If you try and switch in, expect to be OHKO'd.

And that's it for the third featured Pokemon! Now I'll go reorganise the first post to make it slightly more readable.

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Update for 29/8/07:

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Exeggutor

Pokemon of the Week: Exeggutor
Height: 6'07"
Weight: 264.6 lbs
Abilities: Chlorophyll

Types: Grass/Psychic

Weaknesses:
4x Bug
2x Fire
2x Ice
2x Poison
2x Flying
2x Ghost
2x Dark

Resistances:
2x Water
2x Electric
2x Grass
2x Fight
2x Ground
2x Psychic

Abilities:
Chlorophyll. (Doubles speed when Sunny Day is in effect)

It is called 'The Walking Jungle'. If it's head grows too big, it falls off and becomes an Exeggcute, which is often swiftly trodden on. It catches it's prey by camouflaging itself amongst other trees in the forest, and feeding upon birds and squirrels who happen to make the mistake of landing on it.


Exeggutor has been around ever since the days of RBY, but it's never really been a popular choice, possibly due to it's horrible typing, which leaves it with seven different weaknesses. However, apart from it's nasty typing, Exeggutor is certainly a decent Pokemon, albeit one who you aren't very likely to encounter very much in competitive battling.

Exeggutor @ Heat Rock
Trait: Chlorophyll
Nature: Modest
EV's: 252Spd, 220Sp.Atk, 32Sp.Def
- Sunny Day
- Solarbeam
- Psychic
- Synthesis


Here we have a fairly standard Exeggutor. Sunny Day forms the core of this set: It doubles Exeggutor's speed, thanks to Chlorophyll, removes the charge time for Solarbeam, and makes Synthesis recover 100% of your health.

Exeggutor @ Choice Specs
Trait: Chlorophyll
Nature: Modest
EV's: 252Sp.Atk, 200Def, 56Sp.Def
- Leaf Storm
- Psychic
- Sludge Bomb
- Energy Ball


Here we have something different, just to keep FTW happy. Leaf Storm is a brilliant move with a Choice item, it allows huge dents to be taken out of your opponent in the early game, switching out after one or possibly two goes. No more than two, as having your Sp.Atk cut up that much really calls for a switch-out. Energy Ball, whilst another Grass move may seem like a bad idea, is much more practical later, when you don't want to have to continally switch out. Psychic and Sludge Bomb are nice alternative attacks that hit a few things Grass doesn't.

Possible Double Team partners for Exeggutor:

Exeggutor really isn't ideal for double team battles. It's massive collection of weaknesses is most likely to leave it open to super-effective attacks from most things, and when you have two opponents, Exeggutor is most likely to be KO'd before it can attack. However, if you do want to use it in a double battle, a Fire-type would be the most practical to pair it with, due to the advantages they also recieve from Sunny Day.

Magmortar.

Magmortar @ Heat Rock/Expert Belt
Trait: Flame Body
Nature: Modest
EV's 252Sp.Atk, 152Def, 100Spd,
- Sunny Day/Thunderbolt
- Focus Blast
- Flamethrower
- Solarbeam


Magmortar makes a decent Sunny-Beamer, with a fat Special Attack stat. If you solely plan to use it to accompany Exeggutor, then Thunderbolt is probably the better option, as Exeggutor is already packing Sunny Day. Psychic is also an option over T-Bolt, but with Exeggutor already having that it's probably not quite such a good choice as Thunderbolt. Obviously, only use the Heat Rock if you are using Sunny Day.

Things that Exeggutor won't stand a chance against:

Scyther/Scizor.


Quite simply, Scyther/ Scizor will almost always beat an Exeggutor. Unless Exxegutor can OHKO it (Which would take a big critical hit from Psychic) it will undoubtedly X-Scissor you to death in one hit.

Heracross.

Whilst Heracross is likely to take a lot of damage from a Psychic, it will undoubtedly be able to kill Exeggutor in one with a Megahorn. With all of the Choice-scarf Heracross being used in the fourth gen game, you will probably be outrun, and you will die.

Houndoom.

Houndoom will brutally murder an Exeggutor. If it is before Sunny Day has been played, then Flamethrower is going to probably nearly kill you. Houndoom resists both Solarbeam and Psychic, and Exeggutor simply won't stand a chance.

Overall, Exeggutor is definitely a Pokemon that can be very good if used correctly, although it is let down by a huge collection of weaknesses which will undoubtedly hinder it considerably, especially in double battles.

And that's it for the second Pokemon of the Week (Well, Day)

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Update for 28/8/07:

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Lickilicky.

Pokemon of the Week: Lickilicky
Height: 5'07"
Weight: 308.6 lbs
Abilities: Own Tempo, Oblivious

Type: Normal

Weaknesses:
2x Fight

Resistances:
Ghost

Lickilily, the tongue Pokemon. It wraps things up with it's extensible tongue. Getting too close to it will leave you soaked with drool. When moving around, Lickilicky has the tendency to slip up in it's own dribble, leaving it vulnerable to attack. Wild Lickylicky are usually tame, but rogue Lickylicky are prone to crushing some smaller animals with it's gargantun tongue.

Lickilily is one of the lesser used new Pokemon in the fourth gen game. In the previous gen games, Lickitung was, generally, fairly useless in competitive battling, completely outclassed by the likes of Snorlax as a Curser. However, Lickilicky is a huge improvement on Lickitung, and whilst it's certainly not going to be one of the most used new Pokemon in the fourth gen, it's certainly something to watch out for, especially in double battles.

Own Tempo is Lickilicky's better trait, being much more likely to suffer from confusion than attraction. Oblivious is still a viable option, but much less so than Own Tempo.

Lickilicky @ Chesto Berry
Nature: Sassy
Trait: Own Tempo
EV's: 152Def, 152Sp.Def, 100Atk
- Gyro Ball
- Hammer Arm/Return
- Curse
- Rest


This set can work wonders if you can pull it off. Just keep on Cursing, so that eventually you'll have got big Defense that will be nearly unpenetrable, and some decent attack too. Of course, your speed will have been lowered hugely too, which will come in handy later. Then you Rest, and get woken up immediately by your Chesto Berry. Then you can wreak havoc with Gyro Ball, which will probably be hitting with 150 power due to Lickilily's low Speed, a -speed nature and considerable Curses. Hammer Arm hits mega damage on most things that resist Gyro Ball., whilst Return hits everything bar steel, and has 30 extra power. Another possible option is to replace Hammer Arm for Amnesia, to make Lickilicky a really defensive tank, which would prove very difficult to take down. However, you would lose considerable type coverage.

Some possible Double Battle partners for Lickilily:

Metagross.

Metagross @ Leftovers
Nature: Brave
Trait: Clear Body
EV's: 252Atk, 152Hp, 60Def, 40Sp.Def
- Psych Up
- Gyro Ball
- Earthquake
- Thunderpunch


Metagross is a great All-Rounder Pokemon, with above average stats in all but speed. With Lickilicky as a partner and Gyro Ball, that becomes an asset. Initially, whilst Lickilily is still Cursing up, Metagross will be switching in and out, making use of it's many resistances to play a defensive role. However, once Lickilicky has finished Cursing, Metagross comes back in, and uses Psych Up (On Lickilicky) After this, Metagross will only really be threatened by anything packing Flamethrower. If there isn't a Flamethrower carrier on the other team that can switch into a Statted-up Metagross, then it's almost certainly game over. The only problems with this set is that Trick Room isn't included, and so a sweep is going to be very hard to accomplish.

Dusknoir.

Dusknoir @ Leftovers
Nature: Relaxed
Trait: Pressure
EV's: 252Sp.Def, 152Def, 100Atk
- Trick Room
- Psych Up
- Thunderpunch/Ice Punch/Shadow Punch
- Thunderpunch/Ice Punch/Shadow Punch


The main advantage that Dusknoir has over Metagross is access to Trick room, as well as Psych Up. It also has a good defensive type, allowing it to take a similar role to the one Metagross would, until Lickilicky has cursed up. Of course, then it would Psych Up, then activate Trick Room, then attempt a sweep. However, Dusknoir lacks access to Gyro Ball, which may be useful on a set like this. However, it is still an equally viable option to Metagross, if not more so. A set like this means that Dusknoir misses out on Pain Split, which will reduce Dusknoir's overall lastability after the partnership with Lickilicky is over.

Some things Lickilicky won't stand a chance against:

Zapdos/Moltres.

Simply put, Lickilicky is going to be owned by either of these. They resist both Hammer Arm and Gyro Ball, and Curse isn't going to do anything against something that hits with Special attacks. Whilst neither of them will be able to hit with Super Effective moves, it's still going to hurt, and Lickilicky doesn't stand a chance.

Shedinja.

Lickilicky quite simply cannot hit this, at all. Shedinja runs big fat rings around Lickilicky.

Skarmory.

Whilst it is unlikely to cause too much damage to a Cursed up Lickylicky, Skarmory's biggest threat is Whirlwinding away all of your Curses. It also happens to resist Gyro Ball, so you're unlikely to be able to hit it before it Whirlwinds you away.

Overall, Lickilicky is certainly a decent Pokemon, and is certainly worth considering in a double battle team. It's unlikely to be gamebreaking in a Single battle, but it definitely can provide a major threat in Double Battles. And, of course, it's pink :p

And that's it for the first Pokemon of the week! Feel free to post constructive criticism, other possible ways of playing Lickilicky, and possibly requests for next week's featured 'mon.
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