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Tribulations of Great Pokémon 8

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by , 8th February 2012 at 11:31 AM (2681 Views)
It’s Generation 3 again! If you haven’t read a Tribulations of Great Pokémon article before, the gist of each article is to take five great Pokémon in competitive battling (six this time) and investigate on their merits that make them great battlers, followed by what makes them challenging to train. This is because if you hack, it’s kind of cheating because you don’t take up the challenges the developers intended. Do note that this isn’t really a guide as much as an informative article or review. Anyway, with this done, let’s see which Pokémon I have chosen for today...



Swampert



We start things off with today’s “Tribulation’s of Great Pokémon” with another starter, since I also covered another Hoenn starter Pokémon during the last time I reviewed the previous five Generation 3 Pokémon. Anyway, Swampert somehow happens to be a popular Pokémon, which is not common for a starter Pokémon, and it happens for a reason. However, while Swampert is great, it isn’t as popular as it was, and the reasons will be explored later on.

One of Swampert’s benefits is definitely its type combination. Water/Ground is a very powerful type combination, because it has two great STABs, and if that’s not all, it only has one weakness amidst its five resistances. This weakness, Grass, is not a common attacking type, because, while it’s by no means a bad offensive type, there is a liability involved since many types resist it. Thankfully for Swampert, it has the moves to work as a tank. With its fair share of type coverage that involves Fighting, Water, Rock and Ground, in addition to Ice attacks that Water-types are typically blessed with, Swampert has plenty of ways to choose its best attacks. It’s better when you realise that its offensive stats are not bad, with a good Attack and average Special Attack (remedied by having high-powered attacks). As a tank, Swampert can make great use of a Choice Band for massive damage, or use Curse to boost its stats. The Rest + Sleep Talk prolongs longevity, a strategy suitable for a tank that can use Roar. Let’s not forget that it has some very useful support moves, particularly Stealth Rock, Yawn, Wide Guard, Roar, Counter and Mirror Coat. The last two are quite useful in doing a lot of damage back to the target, so with proper prediction it could work.

It’s quite certain that Swampert is not a perfect Pokémon, starting from its weakness to Grass attacks. While one may argue that Swampert learns Ice attacks to dissuade them, you have to consider something: if this Grass attacker is faster or bulky and got in safely (when Swampert used a Water or Ground attack they normally resist), it is most likely to fall to it first. Some would-be countered Pokémon might also pull off an unsuspecting Hidden Power on it, rendering Swampert helpless, like Zapdos and Heatran. If a Fire-type can learn a Grass attack, this is also a concern, so Swampert’s not always the best answer to Chandelure, for example. Swampert’s also on the slow side, which is befitting for a tank, but this makes Swampert vulnerable to faster (and usually strong) attackers and walls who can take advantage of Swampert. Another thing Swampert has to confront is bulky waters. If they have recovery (Jellicent), immunity to status (Hydration), can boost its stats (Suicune) or can hurt Swampert with a status move, it usually doesn’t have much of a choice.

Swampert was great back in those days because it has substantial power and bulk to take care of certain Pokémon, like the aforementioned Heatran. However, Swampert might just have lost a bit of its popularity, thanks to some extra ways to execute Grass attacks. Ferrothorn is the main one, as it is a really bulky Pokémon with a powerful Power Whip. Anyway, the big reason for Swampert losing its place is that two other Water/Ground Pokémon have a certain boost that made them greater. Quagsire has Unaware in addition to instant recovery (Swampert lacks it). Gastrodon has a Storm Drain effect buff, in addition to instant recovery like Quagsire are qualities that Swampert lacks, which in turn are what makes Gastrodon great because it handles Rain teams well.

Tribulation time! As a starter Pokémon, Swampert is indeed privileged to have the dreaded high male ratio when it comes to breeding, so you might not be able to get that female Mudkip in your first try. If you do have a female Mudkip in your first try, then that’s a great thing! The only reason to get a female Mudkip is to breed for more, if you fancy getting the right Nature or the perfect Individual Value combination, and of course, Egg Moves. Mudkip certainly has some useful Egg Moves, so getting them isn’t such a bad idea. For example, Curse is only found on another Pokémon, as with Yawn. Other Egg Moves worth considering are Wide Guard, Counter, Mirror Coat and Avalanche. Since Mudkip isn’t in the Field Egg Group, you need to research on who gets certain combinations, like Counter and Mirror Coat only being found on Shellos after inheriting them from Wobbuffet. There is also one move that Mudkip learns that both Marshtomp and Swampert can’t learn, and that move is Hydro Pump. It’s a high-levelled move, and if you evolve Mudkip too early, you can’t learn it. Same goes for forgetting this move, as you cannot learn it ever again.

Most of Swampert’s best moves are not level-up moves, and this is a bigger issue in past Generations when TMs were not reusable. Fortunately, Earthquake isn’t one of those moves because Swampert learns it through level-up, and thus, a Heart Scale is only necessary if you missed it. The notable moves that are either from a Move Tutor or TM (Egg Moves are excluded because they are mentioned already) are: Ice Beam, Ice Punch, Superpower, Low Kick, Aqua Tail, Earth Power, Stone Edge, Focus Punch, Focus Blast and Stealth Rock. The last one is especially important because it meant that if you want Swampert with this move, importing it from a past game is the only way, which means you can’t use it with Damp, Swampert’s Dream World ability.

For some reason, I felt that Swampert is a bit too good for the difficulty you need to raise it. I guess because starter Pokémon are just very easy to obtain, and if your preferred Swampert set doesn’t involve Egg Moves, that is even better for you because you don’t have to go through the trouble breeding. I suppose Swampert’s more balanced in-game where resources are usually best served for better-maintained Pokémon, but for competitive performance, I kind of thought that Swampert might be a bit too good.


Verdict: Almost Balanced (+1)




Breloom



To be honest, I initially didn’t know that this Pokémon could be so good, because it looked like just like an average Pokémon. Of course, that was before I knew it has what makes it so good, and seeing it in action. If you look at Breloom’s stats, it doesn’t seem noteworthy because they are within subpar range besides Attack. So how on earth could Breloom be a great choice in teams? Let’s find out.

As stated before, Breloom’s best stat is Attack, which it can put to great use, because it has some powerful Physical moves it can put to great use. Chief among them is Mach Punch, thanks to being able to attack first with this. There’s also Focus Punch, Drain Punch, Seed Bomb, Stone Edge and Thunder Punch, all of which are great for our Mushroom Pokémon. Of course, you could say that for pretty much any Pokémon who have high Attack and the appropriate moves, but what makes Breloom stand out among the pack? First of all, it has the Grass/Fighting combination, which is a nice type combination offensively and defensively, even if it’s not perfect. The second is its abilities. Effect Spore is definitely not the ability of choice, but Poison Heal is a very good ability because when poisoned, not only does the user heal when poisoned, they can’t get any other status effect! The other ability, which isn’t available to the masses yet, is Technician, which provides a great boost to Breloom’s weaker moves, so moves like Low Sweep, Bullet Seed and Mach Punch benefit from the ability. Last, but definitely not least, in what makes Breloom a threat is perhaps the best move in the game, is Spore! This move, which guarantees Sleep, combos well with other moves like Substitute and Focus Punch, because the guaranteed Sleep is very much welcomed, as it makes another Pokémon helpless while giving yourself a free turn.

Breloom is definitely not a perfect Pokémon, of course, as I have mentioned last paragraph, its type combination is not perfect. Its STABs are resisted by both Poison and Flying, which are both great defensively in their own way. Of course, the ones that are more threatening are the bulkier variants, so if you don’t have the offensive move for that Pokémon (like Stone Edge for Flying-types), then they will be troublesome to deal with. Gliscor is one example, because in addition to its great Defence, it might be poisoned like Breloom, so it can’t be put to Sleep. Breloom also has a major weakness to perhaps an underrated offensive type: Flying. It’s not so much a big deal if you have a Substitute up, but it’s something to watch out for. A multiple-hit move like Icicle Spear from Cloyster is also going to be painful, because it can hit through its Substitute. Ghost-types are troublesome as well, as they are immune to Fighting, and if they are threatening offensively, like Gengar and Chandelure, Breloom would need to watch out if it isn’t in the Substitute and Leech Seed cycle already.

Now to explain what kind of difficulties is required to overcome when getting a Breloom. To my surprise, Shroomish is considered one of the rare Pokémon. If you want to know the percentages, Petalburg Woods (no relation to Paper Mario: The Thousand Year Door) have a 15% chance of meeting a Shroomish, the Great Marsh has a 10% chance after getting the National PokéDex, a Headbutt candidate in Kanto at 5% chance in HeartGold and a 30% chance in SoulSilver, and it’s a swarm in Unova. Breloom, on the other hand, cannot be found in the wild at all, so you need to evolve Shroomish first.

I hope you are not hasty when you want to evolve Breloom as soon as possible. I once made this mistake before, and do you know why you are not supposed to evolve Shroomish so soon? This is because Breloom cannot learn something valuable that Shroomsh can only learn. If you haven’t guessed by now, this move is Spore. Typically learnt at a high level, it requires lots of grinding before you can safely evolve Breloom. The problem with that is that Shroomish is a completely different Pokémon from Breloom. Unlike Breloom, Shroomish is not very powerful, although its bulk is not bad for a young one (interestingly, Breloom’s HP and Special Defence stays the same after evolution). Being such a strong move, you would expect it to be learnt at a high level, and you are right. This move is learnt at Level 45, which is quite high if you are planning to keep Shroomish a Shroomish. Do note that this is actually worse in Generation 3, because you need to be at Level 54 for this move. That’s a lot of experience required!

In terms of Experience Groups, Breloom happens to be one of the first to use the Fluctuating Experience Group. It means that early on, levelling up is easy, but it gets longer and longer to level up because each level requires more and more experience as you go by, even surpassing the Slow group, used by typically strong Pokémon like legendaries. This matters more if you are trying to get Spore on Shroomish in Generation 3, thanks to the very high level required. Hope you have some Rare Candies to speed up the process! It’s a good thing that Shroomish eggs don’t take long to hatch, though. If you want to know which useful moves can be obtained by breeding, they are Bullet Seed, Drain Punch and Focus Punch (all former TMs, so you need to teach them before exporting), as well as Wake-Up Slap and Seed Bomb.

Breloom is a great Pokémon because it happens to learn the right moves and have the right ability and the right type combination, even though most of its stats don’t hold up. It truly is a blessed Pokémon because it happens to have the right tools to be threatening. Still, I am sure that begs the question: is Breloom balanced? I actually think it is balanced. The fact that it requires a lot of experience to reach max level is a huge factor, with Shroomish needing to learn Spore at a high level being second. Properly raised, Breloom becomes a great asset to a team.


Verdict: Balanced (±0)




Ninjask & Shedinja



Shedinja was actually one of the most requested Pokémon, with Ninjask falling a bit behind. Instead of doing only Shedinja, I decided to tackle both of them to get both over with. Both of them are related to Nincada because they evolve from the same Pokémon, and I mean literally. This Pokémon can evolve into two Pokémon if a condition is met, which is not exactly something anyone knows unless someone tells them, due to how unconventional it is. As usual, we start with what makes the Pokémon great, starting with Shedinja, then Ninjask, just to mix things up a bit.

Shedinja is itself an unconventional Pokémon, because it only has one HP, so it means it can die to any attack, right? Well, not quite. It is blessed with the signature ability Wonder Guard, preventing any attack that’s not super-effective from hitting. While this ability is essentially overpowered, it is not quite the case with Shedinja because of its vulnerability otherwise. It would then be only weak to Fire, Rock, Flying, Ghost and Dark attacks, making it a must for teams to carry at least one of these offensive types, lest they want to be walled by Shedinja. Even the almighty Kyogre is in danger of being walled by Shedinja, because it doesn’t care about carrying a Fire attack due to its raining ability. This makes Shedinja a full stop to certain Pokémon, so it should be used if you know your opponent doesn’t have that attack in play.

Ninjask is different from Shedinja. Instead of being mostly invulnerable, it is extremely fast. This is attributed to its very high Speed and Speed Boost, which boosts its Speed at the end of every turn it is on the field, making it almost unlikely to out-speed. It is thus one of the good Baton Pass Pokémon because it can pass Speed to others, and if you have the ability to do so, Attack (Swords Dance or Hone Claws), Substitute and evasion (although it’s typically looked down by competitive players). It can do a bit of attacking because it has Swords Dance to increase its Attack further, so you can consider X-Scissor, Night Slash, Aerial Ace and Dig (though a two-turn move, Ninjask will be immune to Earthquake due to its Flying-type). If you are gutsy, you can use Ninjask with Final Gambit for a surprise KO on any opponent whose HP is low enough to be KO’d. It is interesting to note that if Ninjask has too much Speed, not even Trick Room could make it the slowest Pokémon around because there is a glitch in Black and White that allows that (not going to be technical here, though).

Of course, there are flaws with these Pokémon. After all, they are, in essence, one of the “early bugs”, as they can be obtained early and are not exactly strong material, but unlike most “early bugs”, at least they have a purpose they could fill that no other Pokémon can. The first of these flaws is a major one of all, shared with most Bug-types: Rock weakness. This is a very dangerous weakness because if Stealth Rock happens to be on the field, Ninjask will suffer a lot of damage on entry, while Shedinja will not live to see the day because in addition to Stealth Rock, it will faint at the presence of any form of indirect damage. Frailty is also an area of concern, especially Ninjask, because its defences are low, so if the opponent has a priority attack, Ninjask usually won’t survive unless the attack is Mach Punch or Vacuum Wave. In terms of offense, neither is quite impressive because they don’t have the offensive type coverage to hit Steel-types effectively, although Shedinja can at least cripple them with a well-timed Will-O-Wisp. Ninjask, as a Baton Passer, definitely needs to watch out for a Pokémon that can force it out, either with Whirlwind or Roar, because it can’t stop the move due to the lack of Taunt. All in all, their main flaw is their frailty and inability to do too much damage, even though they are quite sufficient at their job, making either a risky Pokémon to use (but potentially rewarding).

The first thing about these Pokémon is the Experience Group. Contrary to Breloom, whose characteristic is Fluctuating, these Pokémon have the Erratic Experience Group, meaning that early on, levelling up takes longer, but at later levels, it takes less time to level up than an average Pokémon. This is more troublesome in-game because you don’t always reach Level 100 (unless you love grinding), so this particular brand of Pokémon will need more attention if the levels of every party member were to be even early on. If you don’t want to use up your Dig TM, you can have Nincada learn it at Level 45 before evolving, which takes some time (because it is not evolved yet). If you’re in Hoenn, you need this move to get a trio of legendary Pokémon, so definitely have a Nincada handy so that you don’t have to waste that TM.

Even though they are early bugs, Nincada is not as common as most of them. In fact, you only meet it in one area in the games you can catch it in, and none of them are common except for the Bug-Catching Contest place. It is also one of the Pokémon you need to import to Generation 5, because there isn’t any available place to conveniently catch it yet.

At this point, the other tribulations are Shedinja-based, because based on my investigation, which I guess is the one with the better attribute, which is not hard to believe, because Wonder Guard is just so good. Shedinja’s evolution is not widely-known because you don’t evolve it normally, unlike most Pokémon who evolve by level. Shedinja’s unconventional evolution requires that you have an empty slot in your party while having a PokéBall ready (not any other ball), so if you are ready to evolve Nincada for Shedinja, make sure you have both requirements met, or else you have to start over again if you missed the chance.

Shedinja is also able to learn only one move that belongs to Ninjask, but this is only possible prior to Generation 5. If you want to learn something that Ninjask only learns, you need to keep Nincada unevolved until you reach the level Ninjask learns the move, so for example, Ninjask learns Swords Dance at Level 25, so evolve Nincada at Level 25, and then immediately learn Swords Dance when prompted to do so. Shedinja learns this move as well since it shares whatever Ninjask has at that time. This means you can have only one of the following: Baton Pass, Swords Dance, Agility, Screech or Slash.

Both Ninjask and Shedinja are considered great choices in-game, as the opponents in-game are easier to exploit due to their more predictable playstyle. Because the opponents normally don’t switch, you can exploit this. Ninjask can gather Attack and Speed boosts to prepare for a sweep, as Dig is a great move to use, or you can just pass the boosts to another Pokémon, while Shedinja can just make a battle one-sided in its favour if they don’t have a move that hits it. However, you still have to remember that they are harder to catch up in levels compared to most Pokémon, so they are balanced because they are great choices in-game, but just OK choices in competitive battling.


Verdict: Balanced (±0)




Flygon



Moving on with today’s article is Flygon, a cool Pokémon that is well-known for having a strange start, because it starts out as a Trapinch, which looks completely different from both Vibrava and Flygon. This is because they are based on the antlion, a type of insect that undergoes metamorphosis, with Trapinch the larva stage and Flygon the adult stage.

The first thing that is great about Flygon is its type combination. Ground/Dragon is a very powerful offensive type combination, being able to hit many types with at least neutral damage, with very few exceptions. If you want, you can even throw in a Fire Punch or Fire Blast for those that resist both Ground and Dragon (Skarmory and Bronzong, though it extends to Forretress and Ferrothorn too). Besides those, you can opt for U-turn, which essentially means that Flygon is a great Choice user, because the ability to scout for a switch-in is very good. In that case, it needs a coverage move, like possibly Stone Edge for those Bugs and Flying-types. Flygon is also able to use a move rarely distributed to non-Flying-types, which is Roost. This is a great combo with Life Orb, as it is able to heal off the damage it took when it attacked enough times. The best part about it is that it doesn’t remove its Ground immunity, because Levitate isn’t affected by Roost. Speaking of that, Flygon’s defensive typing is unique because not only is it immune to essential types (especially Fire, Electric, Rock and Ground), it isn’t affected by Spikes and Toxic Spikes, meaning it can really switch in several times without receiving too much damage.

Flygon’s type combination grants it one of the most critical weaknesses, which is Ice. This means that Flygon needs to watch out for any Ice attacks, and an untimely Hidden Power might even be a nasty surprise. Of course, Flygon also needs to watch out for faster and stronger attackers, because its defences are just OK. Walls are also quite good at making sure that Flygon doesn’t do too much damage, and of note are Suicune, Bronzong and Slowbro, if Flygon doesn’t have the appropriate move to hit them hard. If Garchomp is available as a choice, it’s usually Garchomp who will be chosen because its stats are better than Flygon’s, and it doesn’t need Special attacks to be a real threat because its Physical attack is just that high. All in all, Flygon is one of the lesser Dragons, even though it is still a great Pokémon because it is unique.

Now we shall see the tribulations of this Pokémon. Flygon has a rough start. This is because you start out as Trapinch. There are no places where Flygon is readily available, and Vibrava is only available in a PokéRadar search, but even then, it’s rare, so you might as well find Trapinch. Anyway, Trapinch is a completely different Pokémon from its evolutions, meaning Trapinch may have certain merits that neither Vibrava nor Flygon have. Trapinch is the only one with more than one ability, and its Sheer Force and Arena Trap are very useful. However, you have to remember that Trapinch is a very slow Pokémon, and this is not helped by its frailty because being slow and frail means it will more likely suffer a lot of damage when training. As Trapinch evolves at Level 35, this will take quite a good deal of time, although Vibrava evolving at Level 45 is not that bad at this point because it is an overall better Pokémon, as its Speed is better, not to mention it got Levitate and a Dragon-type. Trapinch can learn certain moves that its evolutions can’t, but let me tell you something: those moves are learnt at high levels. If you are considering Crunch (33), Earthquake (73; without using TM), Earth Power (65), Feint (81) or Fissure (89), you need to learn them first before evolving.

Some of Flygon’s best moves are not readily available, so if this was a previous Generation, it will need to use a precious TM. One move is Earthquake, which wasn’t learned in Generation 3, while in Generation 4, it is only learnt by Trapinch at a high level (If you don't know, Earthquake TMs were mostly available as a rare Pickup spoil at a high level, making it even more precious to have). U-turn is a moderately hard TM to get, as it is purchased with unique currency in Generation 4, while you need to do a fetch quest in Unova to get it. Finally, there are these moves that are only available through Move Tutor worthy of consideration: Fire Punch, ThunderPunch, Outrage (!), Earth Power (can get from Trapinch too), Draco Meteor and Tailwind. If you are planning to have these moves, be sure to check where you get them.

This is essentially it for Flygon’s tribulations. With that, does that mean Flygon is balanced? I guess you could say it is, because Trapinch is something every trainer training Flygon needs to overcome, and asides from weaker Pokémon, Trapinch is relatively harder to maintain. Flygon’s best moves are also not conveniently available, which plays a role in making it rewarding to complete your set. So yes, I think Flygon’s a balanced Pokémon.


Verdict: Balanced (±0)




Walrein



Finally, we take a look at one of the least voted Pokémon: Walrein. Its appearance might be intimidating, so it should be intimidating when you face it, because it does one thing well, and you almost always want it in your team if you were to make this type of playstyle. This playstyle is Hail Stall, and Walrein has what it takes to be a premier Hail Stall Pokémon. It’s little wonder competitive players nickname this Pokémon “Stallrein”!

As a Hail abuser, Walrein’s Ice-type definitely comes in handy to provide it an Ice STAB and a strong resistance to Ice. Its defences are great, which makes it able to survive a neutral hit and set up a Substitute once it can. If that is up, then the fun starts! When Hail is active, Ice Body is a great ability to have for a defensive Pokémon because it provides a small recovery, and with Leftovers, you have a recovery of 1/8 of max HP, so after two turns you can set up Substitute again, which you can by cycling through Protect and Substitute for a maximum of 32 turns of stalling (both moves have a max PP of 16 each). After that, you have two other moves to use. The first should be an attack, which is preferably a STAB attack, so Surf, Ice Beam or Blizzard should suffice, as its Special Attack is good. Your other move would be a useful support move, and for that, you can use either Super Fang for more HP cut (you can try using it with Brine if you want), Toxic for poisoning, or Roar so that the opponent is shuffled off, giving them some entry hazard damage.

However, Walrein’s Ice-type is a real disadvantage as well. It is weak to Rock and Fighting, both great and common offensive types. The main types that Walrein needs to watch out for are Steel-types (as they are immune to Poison) and Ice-types (can’t be damaged by Hail). It is also a grounded Pokémon, so if Toxic Spikes is active, you better spin them away first or else Walrein will be really hard-pressed to survive. Walrein is also a slow Pokémon, so a faster attacker will really give it some trouble, especially one with super effective attack written on it. A weather changer will remove Hail, which removes most of the stalling, so watch out for a Pokémon who can reliably do so, unless it’s a Snow Warning Pokémon. Unless Walrein is the last Pokémon standing, Roar and Whirlwind will be troublesome because it can’t Taunt the opposition.

Finally, we discuss Walrein’s tribulations. In the games where you can find Spheal and its members, they are almost always a late-game find, so you probably don’t get to use them in-game, but that doesn’t stop you from getting them, right? In Hoenn, you can find Spheal in Shoal Cave, which is out of the way from Mossdeep City (Psychic Gym place and Steven’s house), but since it’s common, it’s not a big deal. In Sinnoh, you can’t find it without beating the quest first, as the place you find Spheal and Sealeo is in the extra area. In Unova, you can only find these Pokémon in the Winter, appropriately enough.

While Walrein doesn’t require many moves to use, as Substitute, Protect, Surf and Toxic are easy to get, you can still get other moves too, which can be tricky. For example, Super Fang is a Move Tutor, which requires you to go to your HeartGold and SoulSilver game before importing it. Another move is Brine, because it is a past Generation TM. Walrein is the only one who can learn Crunch, so you need a Heart Scale to re-learn this move when it evolves.

Spheal is quite slow, so it can be a bit troublesome when you train it, because you might not be able to run away if you think the opponent have something troublesome, and its defensive type combination leaves something to be desired. It stays that way until Level 32, and then evolves further at Level 44. One thing I should mention is that if you catch Spheal in Generation 3, it will always have Thick Fat, so it’s better to get it in Generation 4, as it has a chance to carry Ice Body, whereas in Generation 3, if you import it and evolve it, there is a chance your Pokémon might not have Ice Body. That’s not to say Thick Fat doesn’t have its uses (Fire resistance helps), but Walrein’s niche basically revolves around Ice Body.

There are not many tribulations with this Pokémon, but that’s OK because this Pokémon requires support to be great. You have to remember that Hail is necessary for this Pokémon to function well, meaning you need Abomasnow. That Pokémon also has challenges when it comes to raising one, similar to how Excadrill requires a Sand Stream Pokémon to function well, with the catch of both of those Pokémon being difficult Pokémon to train.

While Walrein certainly have other ways to use it like being a Curse user (it learns Earthquake too!), its defensive type combination and slowness (and lack of instant recovery) held it back in terms of usefulness, so I think it is balanced, even though its tribulations are not as bad, compared to some others who has more difficulties when it comes to training one.


Verdict: Balanced (±0)





That's it for another round of Generation 3's great Pokémon. As always, the next article will be tackling five great competitive Pokémon in Generation 4, but I decided I want to book Hippowdon, which leaves you with up to four choices to pick, because I promised to cover Hippowdon when I covered Excadrill way earlier. So in essence: pick up to four great Generation 4 Pokémon in competitive battling! I hope you enjoyed reading this article as much as I have writing it.

Thanks for reading.


Chosen Pokémon that you can't pick: Empoleon, Gliscor, Rotom, Togekiss & Garchomp

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Updated 8th February 2012 at 11:36 AM by winstein

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  1. rubinek's Avatar
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    I haven't finished reading yet, but I really enjoyed Swampert overview! Shame he got so shafted in this generation, isn't it? He used to be such an amazing Pokemon. ;_;
  2. Lord Clowncrete's Avatar
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    @winstein

    Well, swampert is actually even easier to use ingame then competitively. I have successfully done solo-runs with swampert in emerald, with the only problem ever being sceptile.

    Nice article though. Good job!

    Suggestions for gen 4:
    1)infernape
    2)drapion
    3)toxicroak
    4)Staraptor
    5)Shaymin (or torterra, if you aren't using legendaries).
    Bubble Frog likes this.
  3. jcogginsa's Avatar
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    • permalink
    1.bronzong
    2.Lucario
    3.Magmortar
    4.Electivire

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