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        Pokémon Ratings    Alakazam (Psychic) 
 Max Stats:
 HP - 313 (Bad)
 Attack - 198 (Very Bad)
 Defense - 188 (Very Bad)
 Speed - 338 (Excellent)
 Special - 368 (Excellent)
 
 Weaknesses: Bug
 
 Resistances: Fighting, Psychic
 
 Immunities: Ghost
 
 Evaluation:
 A great Pokémon. What more could you want? It's fast, and that low
        Defense can be helped with Reflect. It takes big damage from physical
        hits without Reflect up, so watch out for Tauros and Rhydon.
   Moves
        it can learn naturally:  Teleport,
        Kinesis (if you caught a wild Kadabra in Yellow), Confusion, Disable,
        Psybeam, Recover, Psychic, Reflect
 TM moves it can learn:
 Mega
        Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam,
        Submission, Counter, Seismic Toss, Rage, Dig, Psychic, Teleport, Mimic,
        Double Team, Reflect, Bide, Metronome, Skull Bash, Rest, Thunder Wave,
        Psywave, Tri Attack, Substitute
 HM moves it can learn:
 Flash
 Recommended Moveset:
 Psychic, Thunder Wave, Recover, Reflect/Seismic Toss
 
 Personally, I prefer Reflect instead of Seismic Toss, but it's your
        choice. This moveset is pretty obvious really. Reflect sorts out that
        low defense, and makes Kazam hard to Take Down. Seismic Toss is also
        good for an extra move, since Psychic's PP is good, but not that good.
        It also helps against other Psychics like Exeggutor and other Kazams. In
        Stadium, you could also try Substitute instead of Reflect/Seismic Toss
        because it blocks status changing moves, but not on GB or PBS.
 
 Overall: 9/10
      Arbok (Poison) 
 Max Stats:
 HP - 323 (Bad)
 Attack - 268 (Ok)
 Defense - 236 (Bad)
 Speed - 258 (Ok)
 Special - 228 (Bad)
 
 Weaknesses: Ground, Psychic, Bug
 
 Resistances: Grass, Fighting, Poison
 
 Immunities: None
 
 Evaluation:
 Easily dead in serious battles with all the Kazams, Eggys, Starmies....heck,
        it's dead to just about everything. One of the worst Pokémon, don't
        even touch it with a ten foot pole. Poison pokes aren't even needed
        anyway...
 
 Moves it can learn naturally:
 Wrap,
        Leer, Poison Sting, Bite, Glare, Screech, Acid
 TM moves it can learn:
 Toxic,
        Body Slam, Take Down, double-edge, Hyper Beam, Rage, Mega Drain,
        Earthquake, Fissure, Dig, Mimic, Double Team, Bide, Skull Bash, Rest,
        Rock Slide, Substitute
 HM moves it can learn:
 Strength
 Recommended Moveset:
 Glare, Earthquake, Rock Slide, Mega Drain
 
 Complete garbage. The only thing it's good for is paralyzing, thats
        about it. It can't use Earthquake or Rock Slide well at all. Mega Drain
        is for Rock/Grounds, but it won't do that much. It's not even a good HM
        slave lol. I guess you could put Hyper Beam on for a finisher, or try
        Fissure.
 
 Overall: 1/10
      Arcanine (Fire) 
 Max Stats:
 HP - 383 (Good)
 Attack - 318 (Very Good)
 Defense - 258 (Ok)
 Speed - 288 (Good)
 Special - 258 (Ok)
 
 Weaknesses: Rock, Water, Ground
 
 Resistances: Fire, Grass, Bug
 
 Immunities: None
 
 Evaluation:
 Arcanine is along with Ninetales one of the better Fire Pokémon. It
        lacks a bit in special, which means it doesn't use Flamethrower all that
        well, but he does have high attack, which should be taken advantage of.
 
 Moves it can learn naturally:
 bite,
        Roar, Ember, Leer, Take Down, Agility, Flamethrower
 TM moves it can learn:
 Toxic,
        Body Slam, Take Down, double-edge, Hyper Beam, Rage, Dragon Rage, Dig,
        Teleport, Mimic, Double Team, Reflect, Bide, Fire Blast, Swift, Skull
        Bash, Rest, Substitute
 HM moves it can learn:
 None
 Recommended Moveset:
 Body Slam, Flamethrower, Hyper Beam, Agility
 
 If you want, you could try Dig in there over Hyper Beam or Agility since
        he does have good Attack, but it still doesn't do that much without
        STAB, and Rocks usually have high Defense. 2 turn attacks do tend to
        suck, with Hyper Beam being the only exception. You could also try
        Reflect over Agility if you want. Fire Blast should be taken into
        consideration to replace Flamethrower for more power, since his Special
        is not too great.
 
 Overall: 5/10
      Blastoise (Water) 
 Max Stats:
 HP - 361 (Good)
 Attack - 264 (OK)
 Defense - 298 (Very Good)
 Speed - 254 (OK)
 Special - 268 (OK)
 
 Weaknesses: Electric, Grass
 
 Resistances: Fire, Water, Ice
 
 Immunities: None
 
 Evaluation:
 Not exactly the best Water poke out there, but it does have well rounded
        stats. There is nothing good about Blastoise to make him worth having on
        your team though. Better to go for Starmie or Lapras.
 
 Moves it can learn naturally:
 Tackle,
        Tail Whip, Bubble, Water Gun, Bite, Withdraw, Skull Bash, Hydro Pump
 TM moves it can learn:
 Mega
        Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam,
        Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic
        Toss, Rage, Earthquake, Fissure, Dig, Mimic, Double Team, Reflect, Bide,
        Skull Bash, Rest, Substitute
 HM moves it can learn:
 Surf,
        Strength
 Recommended Moveset:
 Body Slam, Earthquake, Surf, Blizzard
 
 Not a bad moveset, you could try Substitute or Hyper Beam over BSlam if
        you want. Blizzard is in there for more power cause he doesn't get any
        STAB from it, and his Special isn't the best. The same goes for Body
        Slam and Earthquake, he doesn't use them too well either. He is pretty
        much useless when there are way better Water Pokémon out there.
 
 Overall: 2/10
      Clefable (Normal) 
 Max Stats:
 HP - 393 (Good)
 Attack - 238 (Bad)
 Defense - 244 (Ok)
 Speed - 218 (Bad)
 Special - 268 (Ok)
 
 Weaknesses: Fighting
 
 Resistances: None
 
 Immunities: Ghost
 
 Evaluation:
 Not
        a bad poke at all. Worth considering on your team. Clefable is just a
        paralyzer and deals as much damage before going down.
 Moves it can learn naturally:
 Pound,
        Growl, Sing, Doubleslap, Minimize, Metronome, Defense Curl, Light Screen
 TM moves it can learn:
 Mega
        Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam,
        Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic Toss, Rage, Solar
        Beam, Thunderbolt, Thunder, Psychic, Teleport, Mimic, Double Team,
        Reflect, Bide, Metronome, Fire Blast, Skull Bash, Rest, Thunder Wave,
        Psywave, Tri Attack, Substitute
 
 HM moves it can learn:
 Strength,
        Flash
 Recommended Moveset:
 Body Slam, Blizzard, Thunder Wave, Hyper Beam/Thunderbolt
 
 Now that is one hell of a TM compatability. It's stats are pretty bad,
        but he gets STAB from Body Slam and Hyper Beam which actually does
        decent damage. Blizzard is for Rhydon/Golems. Light Screen is also good,
        so you could consider that in there. Clefable has a good offensive
        moveset set, which is a mix of both physical and special moves and
        covers many Pokémon.
 
 Overall: 6/10
      Dugtrio (Ground) 
 Max Stats:
 HP - 273 (Very Bad)
 Attack - 258 (Ok)
 Defense - 198 (Very Bad)
 Speed - 338 (Excellent)
 Special - 238 (Bad)
 
 Weaknesses: Water, Grass, Ice
 
 Resistances: Poison, Rock
 
 Immunities: Electric
 
 Evaluation:
 Dugtrio does not last very long with the crappy defenses, but it
        isn't that bad. Use it's Speed and Attack to your advantage. Dugtrio is
        mainly for causing as much damage as possible before going down. He can
        be quite annoying because of his speed, and he rarely gets paralyzed
        with the Ground typing.
 
 Moves it can learn naturally:
 Scratch,
        Growl, Dig, Sand Attack, Slash, Earthquake
 TM moves it can learn:
 Toxic,
        Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Earthquake,
        Fissure, Dig, Mimic, Double Team, Bide, Rest, Rock Slide, Substitute
 HM moves it can learn:
 Cut
        (yellow only)
 Recommended Moveset:
 Earthquake, Slash, Rock Slide, Fissure
 
 Dugtrio uses Fissure very well with the high BASE speed. It connects
        quite often. If you're opponent acts like an ass when you use OHKO
        moves, then drop Fissure for Sand Attack to discourage any set-up Pokémon
        like Slowbro, Snorlax etc.
 
 Overall: 6.5/10
      Golduck (Water) 
 Max Stats:
 HP - 363 (Good)
 Attack - 262 (Ok)
 Defense - 254 (Good)
 Speed - 268 (Ok)
 Special - 258 (Ok)
 
 Weaknesses: Electric, Grass
 
 Resistances: Fire, Water, Ice
 
 Immunities: None
 
 Evaluation:
 Golduck can Rock if used correctly. If you can't get Amnesia, then
        don't use Golduck.
 
 Moves it can learn naturally:
 Scratch,
        Tail Whip, Disable, Confusion, Fury Swipes, Hydro Pump, Amnesia
 TM moves it can learn:
 Mega
        Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam,
        Water Gun, Ice Beam, Blizzard, Hyper Beam, Pay Day, Submission, Counter,
        Seismic Toss, Rage, Dig, Mimic, Double Team, Bide, Swift, Skull Bash,
        Rest, Substitute
 HM moves it can learn:
 Surf,
        Strength
 Recommended Moveset:
 Surf, Ice Beam, Rest, Amnesia
 
 Golduck isn't that bad at all. Amnesia can be gotten from Stadium. For
        more annoyance, try Double Team over Ice Beam but I don't like evading.
        You could give it Dig for Electrics, but it's not worth it with the
        average attack. An Amnesia'd Surf would do more damage anyway.
 
 Overall: 6/10
      Hypno (Psychic) 
 Max Stats:
 HP - 373 (Good)
 Attack - 244 (Bad)
 Defense - 238 (Bad)
 Speed - 232 (Bad)
 Special - 328 (Very Good)
 
 Weaknesses: Bug
 
 Resistances: Fighting, Psychic
 
 Immunities: Ghost
 
 Evaluation:
 Hypno suffers the same weaknesses as Kazam, which is the crappy
        ability to take physical attacks. It does however takes physical better
        than Kazam with the higher HP and Defense. Although Hypno's Special is
        lower than Kazam's, it also takes special based hits slightly better
        because of the high HP, but not much better. If you are tired of uSing
        Kazam, Hypno is a nice and underused replacement. It's a shame that
        Hypno cannot learn Recover, which also means that Kazam would be a
        better choice.
 
 Moves it can learn:
 Pound,
        Hypnosis, Disable, Confusion, Headbutt, Poison Gas, Psychic, Meditate
 TM moves Hypno can learn:
 Mega
        Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam,
        Submission, Counter, Seismic Toss, Rage, Psychic, Teleport, Mimic, Double Team, Reflect,
        Bide, Metronome, Skull Bash, Dream Eater, Rest, Thunder Wave, Psywave,
        Tri Attack, Substitute
 
 HM moves they can learn:
 Flash
 Recommended Moveset:
 Psychic, Thunder Wave, Reflect, Rest
 
 Too bad Hypno can't learn Recover, oh well. With Reflect up, Hypno Rests
        quite well though. If you don't like Resting, Seismic Toss over Rest. If
        you want to have fun, try Psychic, Meditate, Thunder Wave, Headbutt for
        a paraflinch moveset. Meditate sorts out that low attack. Not all that
        good because flinch only works when you're faster than your opponent, so
        you'd have to make sure you don't get paralyzed. It'll only work against
        newbies, but it's fun none the less.
 
 Overall: 7/10
      Machamp (Fighting) 
 Max Stats:
 HP - 383 (Very Good)
 Attack - 358 (Excellent)
 Defense - 258 (Ok)
 Speed - 208 (Bad)
 Special - 228 (Bad)
 
 Weaknesses: Flying, Psychic
 
 Resistances: Bug, Rock
 
 Immunties: None
 
 Evaluation:
 Again, Fighting is a bad type to use with all the Psychic Pokémon
        around, but Machamp is the one to use if you must use Fighting. He takes
        physical hit well despite the ok-ish Defense because of the high HP.
 
 Moves it can learn naturally:
 Karate
        Chop, Low Kick, Leer, Focus Energy, Seismic Toss, Submission
 TM moves it can learn:
 Mega
        Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam,
        Submission, Counter, Seismic Toss, Rage, Earthquake, Fissure, Dig, Mimic, Double Team, Bide,
        Metronome, Fire Blast, Skull Bash, Rest, Rock Slide, Substitute
 
 HM moves it can learn:
 Strength
 Recommended Moveset:
 Earthquake, Rock Slide, Hyper Beam, Focus Energy
 
 Critical Hit Hyper Beam does BIG damage. FE doesn't work on GB, so use
        Submission instead on that. You can use Submission if you want, but you
        get massive recoil from it when you get a CH. Rock Slide is for Flying
        pokes.
 
 Overall: 4/10
      Magneton (Electric) 
 Max Stats:
 HP - 303 (Bad)
 Attack - 218 (Bad)
 Defense - 288 (Good)
 Speed - 238 (Bad)
 Special - 338 (Very Good)
 
 Weaknesses: Ground
 
 Resistances: Electric, Flying
 
 Immunities: None
 
 Evaluation:
 All electrics except Raichu are dead to Grounds, and Magnaton is no
        exception. There is not much good about 'ton that makes him worth using.
        It has bad Speed, which doesn't help. It has good Defense and Special,
        but it still doesn't take hits that well because of the low HP.
 
 Moves it can learn naturally:
 Tackle,
        Sonic Boom, Thundershock, Supersonic, Thunder Wave, Swift, Screech
 TM moves Magneton can learn:
 Toxic,
        Take Down, Double-Edge, Hyper Beam, Rage, Thunderbolt, Thunder,
        Teleport, Mimic, Double Team, Reflect, Bide, Swift, Rest, Thunder Wave, Substitute
 
 HM moves they can learn:
 Flash
 Recommended Moveset:
 Thunderbolt, Thunder Wave, Supersonic, Screech/Substitute
 
 Magneton can set up paracon by itself, but Supersonic's accuracy isn't
        very good. Screech can be fun. By lowering their Defense, they'll do
        more damage to themselves in confusion. Screech's accuarcy isn't the
        best either, so you may want Sub which is basically paired with paracon
        for more annoyance.
 
 Overall: 3/10
      Muk (Poison) 
 Max Stats:
 HP - 413 (Very Good)
 Attack - 308 (Good)
 Defense - 248 (Ok)
 Speed - 198 (Bad)
 Special - 228 (Bad)
 
 Weaknesses: Ground, Psychic, Bug
 
 Resistances: Grass, Fighting, Poison
 
 Immunities: None
 
 Evaluation:
 Muk is actually not that bad. It is great for fun battles. The best
        pure Poison type. By that I mean the best Poison that actually uses
        Poison type moves unlike dual types like Gengar and Nidoking. It has
        pretty bad Defense, which is not good for combating grounds. Then again,
        you'll most likely switch against a ground so thats not a problem. The
        high HP helps to balance out it's crappy defenses.
 
 Moves it can learn naturally:
 Pound,
        Disable, Poison Gas, Minimize, Sludge, Harden, Screech, Acid Armor
 TM moves it can learn:
 Toxic,
        Body Slam, Hyper Beam, Rage, Mega Drain, Thunderbolt, Thunder, Mimic,
        Double Team, Bide, Selfdestruct, Fire Blast, Rest, Explosion, Substitute
 HM moves it can learn:
 None
 Recommended Moveset:
 Sludge, Hyper Beam, Explosion, Substitute
 
 Sludge is quite powerful on Muk. Hyper Beam is for a finisher. On GB,
        Sub has a glitch which can prevent you from fainting when you Explode.
        This is fixed on Stadium and PBS. The same applies to Golem and
        Electrode. If you want, you could try Body Slam/Acid Armor/Mega Drain.
        Mega Drain is weak on Muk, even when used against Rock/Grounds so you
        probably shouldn't use that since you'll most likely switch against
        grounds anyway. Acid Armor boosts it's Defense, but it's Speed is too
        low for that. Body Slam is a bit useless since you'll use Sludge
        whenever you can, but it can paralyze an incoming poke if you can
        predict when your opponent switches. Better to stick with the moveset
        recommended above.
 
 Overall: 5/10
      Ninetales (Fire) 
 Max Stats:
 HP - 349 (Ok)
 Attack - 250 (Bad)
 Defense - 248 (Bad)
 Speed - 298 (Good)
 Special - 298 (Good)
 
 Weaknesses: Water, Rock, Ground
 
 Resistances: Fire, Grass, Bug
 
 Immunities: None
 
 Evaluation:
 One
        of the better Fire pokes, but Fire pokes aren't needed anyway. Not a
        good idea to use in a serious battle, it is easily dead to Rocks and
        Starmies.
 Moves it can learn naturally:
 Ember,
        Tail Whip, Quick Attack, Roar, Confuse Ray, Flamethrower, Fire Spin
 TM moves it can learn:
 Toxic,
        Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Dig, Mimic, Double
        Team, Reflect, Bide, Fire Blast, Swift, Skull Bash, Rest,
        Substitute
 HM moves it can learn:
 None
 Recommended Moveset:
 Flamethrower, Body Slam, Reflect, Confuse Ray
 
 About as good as it gets for 'tales. People like Dig on there, but it's
        pretty useless cause you're going to get KO'd by one Earthquake anyway,
        and it's not like you're going to do much damage to Rocks with that
        crappy Attack either. Body Slam is just for paralysis support. Use it
        when you know your opponent is going to switch for a chance to paralyze
        the incoming poke.
 
 Overall: 5/10
      Persian (Normal) 
 Max Stats:
 HP - 333 (Ok)
 Attack - 238 (Bad)
 Defense - 218 (Bad)
 Speed - 328 (Very Good)
 Special - 228 (Bad)
 
 Weaknesses: Fighting
 
 Resistances: None
 
 Immunities: Ghost
 
 Evaluation:
 A nice alternate to Tauros, but not quite as good. It is a bit
        faster though. Starmies will cause problems, so try to deal with them
        first. You do not want Persian paralyzed, cause it is pretty useless
        when it is, it can't take hits very well.
 
 Moves it can learn naturally:
 Scratch,
        Growl, bite, Pay Day, Screech, Fury Swipes, Slash
 TM moves it can learn:
 Toxic,
        Body Slam, Take Down, Double-Edge, Bubblebeam, Water Gun, Hyper Beam,
        Pay Day, Rage, Thunderbolt, Thunder, Mimic, Double Team, Bide, Swift,
        Skull Bash, Rest, Substitute
 HM moves it can learn:
 None
 Recommeded Moveset:
 Slash, Bubblebeam, Hyper Beam, Screech
 
 Even though Persian has low Attack, it uses Slash very well. Slash
        almost always gets a Critical Hit, which paired with STAB is deadly.
        Persian is definitely worth putting on your team, but it's not quite as
        good as Tauros as being the physical attacker of the team. Persian's
        Slash is more powerful than Tauros' Body Slam, but Body Slam can
        paralyze which is useful, and also can critical hit alot with Tauros'
        high BASE speed. Slash and Bubblebeam are a must, but the last 2 slots
        don't matter too much. Hyper Beam only does a little bit more than Slash
        so it's not that good. 2 Slashes does nearly as much as a Screech and a
        Hyper Beam anyway, and after Screeching they're likely to switch. I
        guess you could try Substitute over Screech and use Hyper Beam as a
        lastresort or try DT and Rest in there, but I don't recommend it. Too
        bad Persian can't get a really good moveset.
 
 Overall: 7/10
      Primeape (Fighting) 
 Max Stats:
 HP - 333 (Ok)
 Attack - 308 (Good)
 Defense - 218 (Bad)
 Speed - 288 (Good)
 Special - 218 (Bad)
 
 Weaknesses: Psychic, Flying
 
 Resistances: Bug, Rock
 
 Immunities: None
 
 Evaluation:
 Fighting aren't needed, and Primeape can't take hits well at all. If
        you're going to use a Fighting, Machamp would be best.
 
 Moves it can learn naturally:
 Yellow: Scratch, Leer, Low Kick, Karate Chop, Fury Swipes, Focus
        Energy, Rage, Seismic Toss, Screech, Thrash
 
 TM moves it can learn:
 Mega
        Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam,
        Pay Day, Submission, Counter, Seismic Toss, Rage, Thunderbolt,
        Thunder, Dig, Mimic, Double Team, Bide, Metronome, Swift, Skull Bash,
        Rest, Rock Slide, Substitute
 HM moves it can learn:
 Strength
 Recommended Moveset:
 Focus Energy, Rock Slide, Submission, Hyper Beam
 
 About as good as it get's for Primeape. Machamp would proabably be a
        better choice though, because Primeape cannot take many hits. It is
        faster though, so it's up to you. All Fighting pokes die to one Psychic
        from Kazam or Eggy except for Machamp. Psychics are too common to use
        Fighting in serious battles.
 
 Overall: 3/10
      Raichu (Electric) 
 Max Stats:
 HP - 323 (Ok)
 Attack - 278 (Ok)
 Defense - 208 (Bad)
 Speed - 298 (Good)
 Special - 278 (Ok)
 
 Weaknesses: Ground
 
 Resistances: Electric, Flying
 
 Immunities: None
 
 Evaluation:
 He doesn't really takes hits too well. Even though with the pretty
        good Special, he still takes hits badly because of the not so good HP.
        Zapdos is a much better choice.
 
 Moves it can learn naturally:
 Thundershock,
        Growl, Tail Whip, Thunder Wave, Quick Attack, Double Team, Slam, Swift,
        Thunderbolt, Agility, Thunder, Light Screen, Surf
 TM moves it can learn:
 Mega
        Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam,
        Pay Day, Submission, Seismic Toss, Rage, Thunderbolt, Thunder,
        Mimic, Double Team, Reflect, Bide, Swift, Skull Bash, Rest, Thunder
        Wave, Substitute
 HM moves it can learn:
 Flash
 Recommended Moveset:
 Surf, Thunderbolt, Thunder Wave, Reflect
 
 Surf can be gotten from Pokémon Stadium, obviously to deal with
        Grounds. However, Raichu can be one hit KO'd by an Earthquake from Golem
        or Rhydon so try not to get paralyzed. Paralysis is the key to winning,
        so Thunder Wave is on there. Reflect to boost it's crappy defense. You
        could also try Light Screen/Seismic Toss over Reflect.
 
 Overall: 5/10
      Rapidash (Fire) 
 Max Stats:
 HP - 333 (Ok)
 Attack - 298 (Good)
 Defense - 238 (Bad)
 Speed - 308 (Very Good)
 Special - 258 (Ok)
 
 Weaknesses: Water, Ground, Rock
 
 Resistances: Bug, Grass, Fire
 
 Immunities: None
 
 Evaluation:
 Not really that good. It is the fastest Fire poke in the game, but
        it can't learn a very good moveset. Better to use Flareon/Charizard. It
        has good Attack, but the lack of STAB for any of the physical moves it
        can learn means that they are actually quite weak. The relatively low
        Special does not help either.
 
 Moves it can learn naturally:
 Ember,
        Tail Whip, Stomp, Growl, Fire Spin, Take Down, Agility
 TM moves it can learn:
 Toxic,
        horn drill, Body Slam, Take Down, Double-Edge, Hyper Beam, Rage, Mimic,
        Double Team, Reflect, Bide, Fire Blast, Swift, Skull Bash, Rest,
        Substitute
 HM moves it can learn:
 None
 Recommended Moveset:
 Body
        Slam, Fire Blast, Horn Drill, Agility/Substitute
 About as good as it gets for 'dash. If OHKO clause is on, Reflect over
        Horn Drill.
 
 Overall: 2/10
      Raticate (Normal) 
 Max Stats:
 HP - 313 (Bad)
 Attack - 260 (Ok)
 Defense - 218 (Bad)
 Speed - 294 (Good)
 Special - 198 (Very Bad)
 
 Weaknesses: Fighting
 
 Resistances: None
 
 Immunities: Ghost
 
 Evaluation:
 Raticate has pretty bad stats, but the fact it can learn Focus
        Energy can make it quite deadly for sweeping when paired with it's
        speed. Not recommended for serious battles, cause it doesn't last very
        long at all but this poke is great for underused or fun battles.
 
 Moves it can learn naturally:
 Tackle,
        Tail Whip, Quick Attack, Hyper Fang, Focus Energy, Super Fang.
 TM moves it can learn: Toxic, Body Slam, Take Down, Double-Edge,
        Bubblebeam, Water Gun, Ice Beam, Blizzard, Hyper Beam, Rage,
        Thunderbolt, Thunder, Dig, Mimic, Double Team, Bide, Swift, Skull Bash,
        Rest, Substitute
 
 HM moves it can learn:
 None
 Recommended Moveset:
 Body Slam, Blizzard, Focus Energy, Hyper Beam
 
 Pretty self-explanatory. Blizzard for Grounds. You could have Super Fang
        in there, which is nice
 cause it cuts your opponent's HP in half. It's accuracy isn't perfect,
        but you could try it over
 Hyper Beam or Body Slam.
 
 Overall: 5/10
    Sandslash (Ground) 
 Max Stats:
 HP
        - 353 (Good)Attack - 298 (Good)
 Defense - 318 (Very Good)
 Speed - 228 (Bad)
 Special - 208 (Bad)
 
 Weaknesses: Water, Grass, Ice
 
 Resistances: Poison, Rock
 
 Immunities: Electric
 
 Evaluation:
 Sandslash is a quite a good poke. Worth considering on your team,
        but Rhydon/Golem are better though. It can also sweep quite well.
 
 Moves it can learn naturally:
 Scratch,
        Sand Attack, Slash, Poison Sting, Swift, Fury Swipes
 TM moves it can learn:
 Swords
        Dance, Toxic, Body Slam, Take Down, Double-Edge, Hyper Beam, Submission,
        Seismic Toss, Rage, Earthquake, Fissure, Dig, Mimic, Double Team, Bide,
        Swift, Skull Bash, Rest, Rock Slide, Substitute
 HM moves it can learn:
 Cut,
        Strength
 Recommended Moveset:
 Earthquake, Rock Slide, Swords Dance, Substitute
 
 Amazingly, Sandslash can learn Swords Dance, as if his attack isn't high
        enough. After one Swords Dance, Earthquake is stupidly powerful.
        Substitute helps you to SD up. You can replace it with Slash or Sand
        Attack though but I prefer Sub. Many people like Swift, but Sandslash
        doesn't have the staying power to be a Swift Dancer with the low Special
        and Speed. With SD, Sandslash can even beat those Starmies and Eggys...
 
 Overall: 6.5/10
 
  Wigglytuff (Normal) 
 Max Stats:
 HP - 483 (Excellent)
 Attack - 238 (Bad)
 Defense - 188 (Very Bad)
 Speed - 188 (Very Bad)
 Special - 198 (Very Bad)
 
 Weaknesses: Fighting
 
 Resistances: None
 
 Immunities: Ghost
 
 Evaluation:
 Wigglytuff is actually quite a good starter and makes a good Kazam
        Counter.
 
 Moves it can learn naturally:
 Sing,
        Pound, Disable, Defense Curl, Doubleslap, Rest, Body Slam, Double-Edge
 TM moves it can learn:
 Mega
        Punch, Mega Kick, Toxic, Body Slam, Take Down, Double-Edge, Bubblebeam,
        Water Gun, Ice Beam, Blizzard, Hyper Beam, Submission, Counter, Seismic
        Toss, Rage, Solar Beam, Thunderbolt, Thunder, Psychic, Teleport, Mimic,
        Double Team, Reflect, Bide, Fire Blast, Skull Bash, Rest, Thunder Wave,
        Psywave, Tri Attack, Substitute
 HM moves it can learn:
 Strength,
        Flash
 Recommended Moveset:
 Double-Edge, Thunder Wave, Hyper Beam, Bubble Beam
 
 Kinda like Clefable, but IMO not as good. Again, even though both 'fable
        and 'Tuff's attack is crappy, they're attacks do decent damage. STAB
        helps out a lot. Bubble Beam although weak, beats Rock/Grounds in 2
        hits.
 
 Overall: 5/10
  
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