6.12- Best Movesets (co-written with striker64) (newly updated)

This part of the guide originated from a topic posted at the Pokemon Gold/Silver board on June 30, 2002. It's a little moveset FAQ I put together to assist the new members of that board.

If there's more than one move listed in a slot, then the first one listed is my recommendation. Also, you can swap "Frustration" for "Return" in most cases and still get the same results. Just make your Pokemon REALLY unhappy.

#3 Venusaur (1):
~Hidden Power (Rock)
~Leech Seed
~Razor Leaf
~Sleep Powder/Reflect/Light Screen/Safeguard
@Leftovers

Standard annoyance Venusaur - If you're playing in a Sleep Clause environment, then pick a psuedo-pass move and run with it. Rock HP is for wiping out Fires, Flyers, Bugs, and Ice Pokemon.

#3 Venusaur (2):
~Synthesis
~Body Slam
~Razor Leaf
~Swords Dance
@Leftovers

The old RBY standard Venusaur, made better due to a self-recovery move. Body Slam's mad PAR rate makes up for the lack of Stun Spore. ;_;

#6 Charizard:
~Sunny Day
~Fire Blast
~Swords Dance
~Earthquake
@Leftovers

With Charizard's massive Special Attack (316), Sunny Dayed Fire Blast is going to HURT. Swords and EQ for Rocks and Waters who are naturally resistant to FB.

#9 Blastoise (1):
~Rain Dance
~Mirror Coat
~Surf
~Rest
@Mint Berry

Standard Mirror Coating Blastoise. It's pretty predictable, but still mighty effective. Rain Dance is to lure out Thunder users if you're playing the great unwashed - Blastoise can survive all special moves except for Zapdos's Thunder and Exeggutor's Solarbeam (which is
weakened by the RD anyway).

#9 Blastoise (2):
~Haze
~Attract
~Surf
~Earthquake
@Leftovers

Sort of a utility Blastoise. Attract should buy you enough time to attack with Surf/Earthquake, or to get a quick Haze off before switching out to a counter-Pokemon. Ass/u/meing that the gender is in your favour.

#12 Butterfree:
~Psychic
~Nightmare
~Stun Spore
~Sleep Powder
@Focus Band

This set is effective, I don't care what anyone says. It's taken out a Forretress BEFORE it could Spike, which set me up for a nice win. Sleep Powder first, Nightmare on the switch, and if they are still in, they will probably switch out - only to get Stun Spore right between the eyes.

#15 Beedrill:
~Sludge Bomb
~Hidden Power (Bug)
~Swords Dance
~Rest
@Mint Berry

Beedrill can take out a lot with two Dances, but can it survive the setup? Pass some speed into this thing, or it's lights out.

#18 Pidgeot:
~Double-Edge/Wing Attack
~Hidden Power (Ground)
~Whirlwind
~Mirror Move
@Miracleberry

Mirror Move has interesting possibilities - such as switching into an Earthquake from Rhydon and knocking it right back. :-) The rest is standardish. Miracleberry is to maintain Pidgeot's main advantage -his decent Speed.

#20 Raticate:
~Super Fang
~Screech
~Return/Double-Edge
~Shadow Ball
@Leftovers

Super Fang is a requirement for any good Raticate. Screech and the Normal move running off 'Cate's attack can do a lot of damage, with Shadow Ball for those annoying Ghosties.

#22 Fearow (1):
~Tri Attack/Double-Edge
~HP Ground
~Drill Peck
~Rest
@Mint Berry

Tri Attack is for those who like a little annoyance with their Flying-types, otherwise, go with DE's massive power. Rest + Mint Berry may suck unprotected, but it will keep Fearow alive long enough to do something to a Rock or Electric with the Ground HP.

#22 Fearow (2):
~Drill Peck
~Curse
~Double Team
~Whirlwind
@Leftovers

ThePeople's Fearow. ^_- I'm not big on the twelve-turn setup, but you can fake out the Whirlwinders with a combination of your own Whirlwind and DT.

#24 Arbok (1):
~Glare
~Screech
~Earthquake
~Sludge Bomb
@Leftovers

The old Arbok set that both striker and I have been listing since the beginning. Still works, so there's no real reason to change it.

#24 Arbok (2):
~Haze
~Glare
~Swagger
~Sludge Bomb
@Leftovers

Swagger + Haze is just the same as Confuse Ray, IIRC. You can elect not to Haze if the opponent is a special attacker (such as an Alakazam), but make sure you Haze the physical Pokemon. Sludge Bomb to give Arbok something to do.

#26 Raichu (1):
~Surf
~Thunder
~Rain Dance
~Body Slam/Attract/Thunder Wave/Reflect
@Miracleberry/Leftovers

The classic Dancing Rat combo. Body Slam will do neutral damage to Grass (who resist Surf/Thunder) and has a high chance of PAR running off decent Attack, so it's good for a fourth move.

#26 Raichu (2):
~Thunder Wave
~Sweet Kiss
~Attract
~Headbutt
@Leftovers

A personal favourite of mine, this is the Raichu set for those who LOVE to pile indirect statues on the opponent until they cry like a baby or run. Gender is irrelevant because both genders have their advantages when using Attract - and a female Raichu can have a 270 Attack, which is still decent.

#26 Raichu (3):
~Thunderbolt
~Agility/Thunder Wave
~Endure
~Reversal
@Miracleberry/Focus Band

Having Leftovers on an Endure/Reversal Pokemon sort of defeats the purpose, FYI. Great for taking out Tyranitar - Thunderbolt as he Quakes, hope it doesn't CH, Endure the next shot, then Reversal him out of existence. Agility to maintain speed advantage - Thunder Wave works in that way also, but Agility will last until Raichu bites it.

#28 Sandslash (1):
~Earthquake
~Rock Slide
~Swords Dance
~Substitute/Counter
@Leftovers

Old skool RBY Sandslash. Substitute will allow you to Dance up without fear of death by Surf, but Counter will allow you to OHKO fugly Hidden Power legends such as Raikou. Note that the two are mutually exclusive - Counter won't work if you have a Sub.

#28 Sandslash (2):
~Earthquake
~Hidden Power (Bug)
~Safeguard
~Rapid Spin
@Leftovers

DonSlash works OK as a starter. EQ is obvious, the HP is for Psychic leads and BP Umbreon, and Rapid Spin for ridding yourself of Spikes. Originally, it had Rock Slide over the HP until striker informed me that Rock Slide + Rapid Spin/Safeguard = illegal. ;_;

#31 Nidoqueen:
~Attract
~Body Slam
~Earthquake
~Substitute/Ice Beam
@Leftovers

Parattract Nidoqueen. Might not work as well for you because Body Slam seems to have a PAR rate of 2/3 for me instead of the 3/10 it should have normally. :-)

#34 Nidoking (1):
~Lovely Kiss
~Counter
~Earthquake
~Rock Slide/Rest
@Leftovers

LugiaStorm's Nidoking, very annoying. Requires a trip to the New York Pokecenter to work, tho. Rock Slide is good for taking out Flyers, but Counter + Rest will allow you to do the same thing.

#34 Nidoking (2):
~Lovely Kiss
~Earthquake
~Ice Beam
~Thunderbolt
@Leftovers

Cloud's Nidoking. Ooh, this thing is a pain to take out. Again, it basically runs off Lovely Kiss with a variety of attacks to back it up.

#34 Nidoking (3):
~Rest
~Sleep Talk
~Horn Drill
~Fissure
@Leftovers

Fishtauros with more weaknesses and less speed. And yet, it's still worked in the past. Weird.

#36 Clefable (1):
~Sunny Day
~Flamethrower/Fire Blast
~Solarbeam
~Moonlight
@Leftovers

The first popular moveset for Clefable, but its use is decreasing rapidly except for theme teams centered around Sunny Day.

#36 Clefable (2):
~Encore
~Belly Drum
~Moonlight
~Return
@Leftovers

Encorefable as striker posted in his most recent release. Always good for an annoyance on Cursing Pokemon - and once you take them out with BD Returns, you might be able to sweep. :)

#36 Clefable (3):
~Rest
~Sleep Talk
~Ice Beam
~Return
@Leftovers

DonFable, a nasty Sleep Talking set. Watch for Steels, as they can take both Ice and Normal moves without problems.

#38 Ninetales:
~Flamethrower
~Attract
~Confuse Ray
~Safeguard/Reflect/Spite/Body Slam
@Leftovers

A great annoyance Pokemon - shame that Ninetales was reduced to that, though. The final move can be a psuedo-pass move, a PP waster, or Parattract + Confusion. Choose your poison.

#40 Wigglytuff:
~Thunder Wave
~Fire Blast
~Double-Edge
~Psych Up
@Leftovers

You best be gettin' down with the Wiggly. This is one of my favourite leads - and it opens up the team I dubbed "Original Sechs". Fire Blast for Steel leads and DE for everything else. Psych Up to grab some stat boosts, then just run with it. T-Wave is for slowing down Agilitying leads.

#45 Vileplume:
~Razor Leaf
~Swords Dance
~Stun Spore/Synthesis
~Sludge Bomb
@Leftovers

Potential 999 Attack + STAB Sludge Bomb = *droolz*. Synthesis if you want to use him as a sweeper, or Stun Spore if the Vileplume is a feint and your real sweeper is a Machamp or something similar.

#47 Parasect:
~Spore
~Swords Dance
~Substitute/HP Bug
~Return
@Leftovers/Focus Band

With the same provisos of "Pass in Agility or you're screwed" and "watch out for Rocks", this is the same old Parasect set. Once the Fire and Rock go down, you should be OK. Emphasis on _SHOULD_.

#49 Venomoth:
~Stun Spore
~Psychic
~Sleep Powder/Giga Drain/HP Bug
~Whirlwind
@Leftovers

Can Venomoth, with its sort-of-low defenses, survive to act as a psuedo-Hazer? Well - I don't know, actually. *anime-faint* Basically, it's the old double-powder Butterfree, except Venomoth might be able to survive a Rock Slide. With all the stat corruption going on, Whirlwind wold be quite nasty with Spikes up.

#51 Dugtrio:
~Substitute
~Mimic/Double Team
~Earthquake
~Rock Slide
@Leftovers

ph33r t3h m0l3. Sub up first round, which will allow you to soak up an attack and Mimic it. Thunder Waving Dugtrio, anyone? How about a nice Haze? Ancientpower prevents trading back for Sub and Mimic, which is why I had to leave it out. ;_; blackjapan also suggested putting DT in the Mimic slot for even more annoyance.

#53 Persian:
~Screech
~Amnesia
~Spite
~Return/Body Slam
@Miracleberry

I miss the days when Persian had a 140 power STAB move out of the gate... A combination annoyance and stalling Persian. Spite rocks. Use it. Often.

#55 Golduck:
~Surf
~Screech/Light Screen
~Rest
~Cross Chop/Ice Beam/Psychic
@Leftovers

Screech and Cross Chop can conspire to take out Heal Belling Pokemon, or you can psuedo- pass some Special protection. QUACK!

#57 Primeape:
~Cross Chop
~Psych Up
~Counter/Attract
~Rock Slide/Thunder
@Leftovers

Standard set for everybody's favourite monkey. If you use Psych Up as much as I did when Primeape and Machamp were both on my team, you'll probably want Rock Slide because of a massive Attack boost. Primeape once stole Swords and Agility from Scizor and almost swept striker out.

#59 Arcanine (1):
~Sunny Day
~Fire Blast
~Return
~Crunch/Reflect/Safeguard/HP Ground
@Leftovers

Standard SD Arcanine.

#59 Arcanine (2):
~Fire Blast
~Body Slam
~Attract
~Substitute
@Leftovers

strikernine or PympNine - either name works here. Attract the opponent, Sub while they love you, Body Slam for some PAR, and you're dancing.

#62 Poliwrath:
~Body Slam
~Dynamicpunch
~Rest
~Hydro Pump
@Leftovers

Paracon Poliwrath. I'm not going to list that fugly OHKO machine, because it should be obvious.

#65 Alakazam (1):
~Psychic
~elemental punch
~Recover
~Reflect/Light Screen/HP Dark/another elemental punch
@Miracleberry/Blackglasses

Standardish Alakazan that fills in some missing elements on a typical team. HP Dark w/ Blackglasses is for other Psychics, and to give a hope in hell against Perish Trapping
Misdreavus. Maybe. The Fire Punch/HP variety conspired to allow Alakazam to beat chris's
BLISSEY 1-on-1, thanks to four SD downs from Psychic.

#65 Alakazam (2):
~Barrier/Reflect/Encore
~Counter
~Psychic
~Recover
@Leftovers

Does anyone actually expect Alakazam to Counter? This might be good if only for the shock value. Barrier ensures that you'll be able to survive the hit to Counter. If you can take it without a Defense boost (or it's passed in), then go with Encore, as Alakazam's low HP are not going to get kills with Counter.

#68 Machamp (1):
~Cross Chop
~Earthquake
~Rock Slide/Fire Blast/Counter/Rest
~Light Screen/Fire Blast/Rest/HP Bug/HP Ghost
@Blackbelt/Mint Berry/Leftovers

Machamp is one of my personal favourites now, especially as it's the only Pokemon who's got a guaranteed Blissey OHKO not called "Explosion" or "Selfdestruct". Cross Chop and EQ are obvious, and the rest is up to you. How the items work - Blackbelt if you detest Blissey as much as I do (which is unlikely, as I've got 50 dead Blissey in my backyard), Mint Berry if you're Resting, and Leftovers otherwise.

#68 Machamp (2):
~Curse
~Vital Throw
~Rock Slide
~Rest/Light Screen
@Leftovers

Curse up and smite the opponent with VT, because you're going to go last ANYWAY... Rock Slide allows you to possibly flinch the Psuedohazer if/when it comes in.

#71 Victreebel:
~Swords Dance
~Sludge Bomb
~Razor Leaf
~Stun Spore/Synthesis
@Leftovers

Best Victreebel set, IMHO. Ironically enough, it's the same as Vileplume's. Go figure.

#73 Tentacruel (1):
~Surf
~Rest
~Barrier
~Mirror Coat
@Leftovers

The original standard 'Cruel. Barrier and Mirror Coat are Mewtwo death if played properly.

#73 Tentacruel (2):
~Rest
~Surf
~Swords Dance
~Sludge Bomb
@Mint Berry

The dreaded Druidcruel. Surf to counter anything that resists or is immune to Poison.

#76 Golem:
~Curse/Substitute/Counter
~Explosion
~Earthquake
~Rock Slide
@Quick Claw

Golem > all, even AP Boosted Celebi w/Curse and Explosion. The rest is yay. You can vary the first move to whatever suits your taste, but ph33r The Rock. ~_^

#78 Rapidash (1):
~Fire Blast
~Body Slam
~Attract
~Substitute
@Leftovers

Similar to Arcanine, except the Body Slam is a bit more powerful and the Substitute isn't as strong. Rapidash's Speed and Attack ratings are excellent, making it good for quick strikes.

#78 Rapidash (2):
~Charm
~Headbutt/Return
~Protect
~Fire Blast
@Leftovers

Great for forcing switches - another striker original. Headbutt for flinching, though you may choose to go with Return's power.

#80 Slowbro (1):
~Amnesia
~Rest
~Surf
~Earthquake/Thunder Wave
@Mint Berry/Leftovers

Modified version of the classic Tobybro. Not as effective as its RBY equivalent because the Special Attack isn't being boosted, but still nasty in a cheeky sort of way.

#80 Slowbro (2):
~Growl
~Toxic
~Flamethrower
~Rest
@Leftovers

Celia's Firebro. No one expects the Water-type to use Flamethrower... it works on Toxic teams well enough.

#82 Magneton (1):
~Rain Dance
~Thunder
~Thunder Wave
~HP Water
@Focus Band

Poor, poor Magneton... Rain Dance + Water Power for a slim chance at beating a Grounder.

#82 Magneton (2):
~Reflect
~Swagger
~Thunderbolt
~Thunder Wave
@Leftovers

Cheeky little Parafuse Magneton. Reflect may give you a chance to survive - even with Magneton's Defense and Steel-typing, Fighting and Ground moves are still going to tear poor Maggy a new bunghole. That is if a floating magnet can actually have a bunghole.

#83 Farfetch'd:
~Baton Pass
~Swords Dance/Psych Up
~Agility
~Return
@Stick/Leftovers

Is there actually a Farfetch'd set that doesn't involve BP? Psych Up can grab other useful boosters (such as DT) that Farfetch'd doesn't have, or to grab and BP other stat boosts.

#85 Dodrio (1):
~Haze
~Drill Peck
~Return
~HP Ground/Steel Wing
@Miracleberry/Leftovers

Standardish attack/Hazer Dodrio.

#85 Dodrio (2):
~Endure
~Flail
~Agility
~Drill Peck/Foresight
@Miracleberry/Focus Band

Flaildrio is just plain EVIL. Pass two Dances to it, Agility (Dodrio can survive the hit in most cases), Endure the next shot, then laugh as your opponent gets swept out. Drill Peck is for Ghosts - only Steelix and Rhydon can hang on to survive a Flail from a 999 Attacking Dodrio.

#85 Dodrio (3):
~Thief
~Tri Attack
~Drill Peck
~Haze
@nothing

Dark Phoenix's Kleptrio. Annoyance is a huge issue here.

#87 Dewgong:
~Rest
~Attract
~Safeguard
~Surf/Ice Beam
@Leftovers

Support Dewgong. Attract, Safeguard while they are infatuated, use one of the STAB moves, and switch if needed for easy status protection.

#89 Muk (1):
~Rest
~Curse
~Sludge Bomb
~HP Ground
@Leftovers

Ye old Atmuk. Very nasty.

#89 Muk (2):
~Body Slam
~Explosion
~Sludge Bomb
~Fire Blast
@Quick Claw/Beserk Gene

StarterMuk, useful as most people don't lead Psychics anymore. Explode when low on health to complete the m00bage. If you decide to be even more painful, attach the Beserk Gene and hang on for the ride.

#91 Cloyster:
~Spikes
~Explosion
~Screech/Reflect
~Surf/Ice Beam/Tri Attack
@Quick Claw

Lay the Spikes, either lower the opponent's Defense or raise yours, attack as you see fit, then blow the joint up. Do NOT make the same mistake I did - don't try to avoid Explosion in your moveset. The Zapdos will destroy you given half a chance, and Blissey can easily stall you out.

#94 Gengar (1):
~Haze
~Spite
~Confuse Ray
~Ice Punch
@Leftovers

A redesigned version of the Dongar (version 2). It's now more of an annoyance Gengar than a anti-Bell device - though it's good for that as well. CRay + Spite can wear down PP at a very rapid pace, and Haze can nuke boosts if I get a Curser caught. Ice Punch for freezing incoming Bellers.

#94 Gengar (2):
~Counter
~Thunderbolt
~Fire Punch
~Explosion/Destiny Bond
@Miracleberry/Leftovers

striker's Startergar. Counter for most nonSTAB EQs - Gengar can somehow hang on (not even Tyranitar's OHKOs, IIRC). Thunderbolt for dependable damage, Fire Punch for Steel leads,
then kamikaze yourself.

#94 Gengar (3):
~Haze
~Thunderbolt
~Ice Punch
~Confuse Ray
@Leftovers

Utility/annoyance Gengar.

#97 Hypno (1):
~Psychic
~Curse
~Rest
~Submission/Dynamicpunch/Shadow Ball
@Leftovers/Mint Berry

Standard Cursing Hypno. Dynamicpunch is fun, but Submission's recoil would get healed by the Lefties, and Shadow Ball can help make Psychic more damaging.

#97 Hypno (2):
~Thunder Wave
~Attract
~Seismic Toss
~Rest
@Leftovers

AH9's annoying-as-heck Paratrract Hypno. It's taken a couple of my Pokemon down in the past - though a Ghost eats it for lunch.

#99 Kingler:
~Swords Dance
~Return/Body Slam
~HP Ground
~Surf
@Leftovers

Cross Chop is actually illegal *doh*, so send Kinglah back for SD and try to make it a sweeper.

#101 Electrode:
~Thunder Wave
~Swagger/Flash/Screech
~Reflect
~Explosion
@Miracleberry

Support 'Trode. Doesn't necessarily have to lead, but that might not be a bad idea. T-Wave, mess with the opponent somehow, Reflect up, and blow. Nice and nasty.

#103 Exeggutor:
~Psychic
~Moonlight/Explosion
~Stun Spore
~Giga Drain
@Leftovers/Quick Claw

Sweepish Exeggutor. You can choose to heal when low on life or go ahead and blow the joint up.

#105 Marowak (1):
~Earthquake
~Rock Slide
~HP Bug
~Swords Dance/Substitute
@Thick Club

The classic NickWak.

#105 Marowak (2):
~Earthquake
~Rock Slide
~Sunny Day
~Fire Blast
@Thick Club

Try the WakaGonk on for size if you are having severe Skarmory problems. Sunny Dayed FB will do at least 1/2 damage to the typical Skarmory.

#105 Marowak (3):
~Thief
~Earthquake
~Ancientpower/Rock Slide
~HP Bug
@nothing

If your opponent is using a TC Marowak, swipe the Club and make them useless! Mwahaha! *cough* Props to striker for this idea.

#105 Marowak (4):
~Rest
~Sleep Talk
~Ancientpower/Rock Slide
~Earthquake
@Thick Club

joltx's SleepTalkWak. Getting a AP boost while sleeping is so funny - and there's a great chance of getting it with the extra PP Sleep Talk has.

#106 Hitmonlee:
~Rest
~Return/Body Slam
~HP Ghost
~Hi Jump Kick
@Mint Berry

Sadly, Hitmonlee isn't going to survive very long - hence the unprotected Mint Rest. Body Slam can help him PAR some Pokemon before dropping. Hitmonlee has brought me back from 4-1 against a bunch of standards, so watch out for it.

#107 Hitmonchan:
~Curse
~Mach Punch/Hi Jump Kick
~HP Ghost
~Rest
@Mint Berry

If Hitmonchan had a few more HP, he'd rock with this moveset. Curse + MP for shock value, mainly. HP Ghost for anything Fighting-resistant.

#108 Lickitung:
~Counter
~Screech
~Earthquake
~Body Slam
@Leftovers

Pwnage Lickitung. Screech helps the attacks, and Counter will allow you to bounce back most physical attacks - Machamp needs the Blackbelt to OHKO 'Tung, and it's not guaranteed anyway.

#110 Weezing:
~Fire Blast
~Sludge Bomb
~Haze
~Explosion/Destiny Bond
@Quick Claw/Leftovers

Weezing < Koffing, IMHO, but... FB for the Poison-immune Steel Pokemon, Haze to make use of one of his best moves, and a kamikaze move.

#112 Rhydon:
~Earthquake
~Rock Slide
~Substitute/Counter
~Rest/Roar
@Leftovers

w00t! Old skool Rhydon who specializes in laying the smack down on Water-types before making tracks. Zapdos and this guy have a lot of fun together. :)

#114 Tangela:
~Amnesia
~Growth
~Rest
~HP Grass
@Leftovers

This requires a LOT of setup. But if you can get it going, you MIGHT have a chance of doing something with it. HP Grass has PP and power, which makes it the best move for this situation, despite the butt-whipping it puts on your HP.

#115 Kangaskhan (1):
~Attract
~Substitute
~Earthquake
~Body Slam
@Leftovers

Remember the Arcanine and Rapidash sets? Well, Kangy is probably the Pokemon best suited to use it, because of STAB Body Slams and constantly being female. And yes, I do ph33r this set, even though I may not like the creator.

#115 Kangaskhan (2):
~Roar
~Curse
~Return
~Earthquake
@Leftovers

Risky-yet-effective standard Kangaskhan. A couple of Curses and Kangy can go for a while.

#115 Kangaskhan (3):
~Counter
~Double-Edge
~Rest
~Fissure
@Leftovers

The Kangabomb, as co-ordinated by Waterbomb. 00ber cheap, if you can get on a hot streak with Fissure.

#119 Seaking:
~Hydro Pump
~Agility
~Endure
~Flail
@Miracleberry

Hydro Pump is there because Seaking's Spe. Atk. kinda bites. Agility and Endure+Flail for everything else.

#121 Starmie (1):
~Surf/Psychic
~Thunder Wave
~Confuse Ray
~Recover
@King's Rock/Miracleberry/Leftovers

The variations of the Death Starmie. The original uses Surf, the Psychic variant was the original and is often called "Big Death Starmie".

#121 Starmie (2):
~Surf
~Thunderbolt
~Ice Beam/Psychic
~Recover
@Leftovers/Miracleberry

Attacking sort of Starmie.

#122 Mr. Mime:
~Attract
~Thunder Wave
~Swagger
~Psychic
@Miracleberry

Mrs. Mime! Parattractfusion is quite a nasty combo - though with Mime's low Defense and the fact you're doubling their Attack, it's quite risky as well.

#123 Scyther (1):
~Swords Dance
~Agility
~Baton Pass
~Rest
@Mint Berry

Restberry Pass Scyther. Often sets up Pokemon like Marowak, Snorlax, and Flaildrio.

#123 Scyther (2):
~Swords Dance
~Reversal
~Wing Attack
~Endure
@Miracleberry

Endaround Scyther, quite nasty with the Dances. Wing Attack for STAB and Ghosts who are immune to the Reversal, which can cause the game plan to blow up in your face.

#124 Jynx (1):
~Mean Look
~Perish Song
~Lovely Kiss
~Dream Eater
@Leftovers

Ugly Perish Trapping Jynx.

#124 Jynx (2):
~Lovely Kiss/Attract/Mean Look
~Psychic
~Ice Beam
~Substitute
@Leftovers

Attacking Jynx. It should be able to take a hit with the Sub, which if done on the switch, can buy enough time for a freeze or Special Defense down.

#125 Electabuzz (1):
~Fire Punch/Psychic
~Ice Punch
~Thunderbolt
~Cross Chop
@Leftovers

Anti Bliss/Skarm combo Electabuzz. Very nasty, and currently occupies the sweeper portion of my underused team.

#125 Electabuzz (2):
~Thunder Wave
~Thunderbolt
~Ice Punch
~Reflect/Barrier/Light Screen/Fire Punch
@Miracleberry

More of a "traditional" Electabuzz.

#126 Magmar:
~Confuse Ray
~Fire Blast
~Cross Chop
~Thunderpunch
@Leftovers

I've been leading with this thing on my team of underused, and it rox. Confuse Ray whatever leads off, then smoke the opponent with Fire Blast. Thunderpunch for Waters and Cross Chop for leads like Snorlax and Umbreon. Magmar's also faster than any of the Spikers, and can beat them all with this.

#127 Pinsir:
~Swords Dance
~HP Bug
~Body Slam/Return
~Submission/Rest
@Mint Berry/Leftovers

Sweeping Pinsir. If there's a Surf-style Bug move in Advance, Pinsir better get it.

#128 Tauros (1):
~Horn Drill
~Fissure
~Sleep Talk
~Rest
@Leftovers

FishTauros. Need I say more?

#128 Tauros (2):
~Double-Edge
~Fire Blast/Earthquake
~Substitute
~Mimic
@Leftovers

DarkLickitung and NickWhiz1's Mimicros. You haven't LIVED until you've seen a Tauros use Swords Dance. ^^

#129 Magikarp:
~Splash
~Tackle
~Flail
~Reversal/Bubble
@Focus Band

lol magikarp wtf - Reversal or Bubble depends solely on the time you got to New York City.

#130 Gyarados:
~Icy Wind
~Endure
~Flail
~Hydro Pump
@Focus Band/Miracleberry

Icy Wind to drop their speed, then the traditional Endure/Flail combo. Rather basic Gyarados.

#131 Lapras (1):
~Confuse Ray
~Body Slam
~Ice Beam/Thunderbolt/Surf/Psychic
~Surf/Thunderbolt/Psychic/Rest
@Leftovers

Elemental/Paracon Lapras. Lapras is cute and nasty, but not as cute as a certain Water/Dragon or octopus Pokemon... ^_^

#131 Lapras (2):
~Whirlpool
~Perish Song/Horn Drill
~Ice Beam
~Protect
@Leftovers

Cheap-as-heck Lapras. Either a P-Trapper or OHKO freak...

#131 Lapras (3):
~Substitute
~Mimic
~Body Slam
~Surf
@Leftovers

With Lapras's excellent stats in most categories, it's well-suited to Mimic. BS and Surf are neutral to everything at least. Lapras using Earthquake is a joy to behold. ^_^

#134 Vaporeon (1):
~Surf
~Ice Beam
~Haze
~HP Electric/Rest/Acid Armor/Reflect
@Leftovers

Vapo(u)reon can be a real pain with its high Special D, off-the-page HP, and high Special Attack. Plus, Vap is an 1337 Hazer. And get it right, GameFreak - it's VapoUreon. Gah.

#134 Vaporeon (2):
~Surf
~Substitute
~Acid Armor
~Baton Pass
@Leftovers

This can help to set up a Pokemon who's sort of weak on the defensive side, like an Alakazam. Vap has the best Substitute in the game that can be BPed (463 HP / 2 for the Sub = 231 HP!), and can pass Acid Armor to help out the physically weak members of the team.

#135 Jolteon (1):
~Thunderbolt
~Thunder Wave
~Attract
~Substitute
@Leftovers

The old AutoJolteon. Annoyance factor: 9.

#135 Jolteon (2):
~Thunderbolt
~Thunder Wave
~HP (Ice/Water)
~Reflect/Attract/Substitute
@Miracleberry/Leftovers

Attacking Jolteon. Again, Attract on a Male isn't necessarily a bad thing...

#135 Jolteon (3):
~Thunderbolt
~Hidden Power (Ice)
~Agility
~Baton Pass
@Miracleberry/Leftovers

About ten people approached me in the chat and asked why I didn't include this in previous updates. It's the Jolt in the classic JoltWak combo.

#136 Flareon (1):
~Fire Blast
~Body Slam
~Shadow Ball
~Reflect
@Leftovers

Shadow Ball wrecks most non-00ber Psykers and can lower Special Defense, making FB that much more deadly. Reflect for the physical attack problem.

#136 Flareon (2):
~Double Team
~Rest
~Mimic
~Flamethrower
@Leftovers

ALL HAIL THE DONFLAREONE!! DT + Rest for massive annoyance, then if they try something like EQ, you can Mimic it for loads of laughs. My dream is to face a Lugia user in real life, and get the DonFlareone set up. And then I'll Mimic a missed Aeroblast. *droolz* :D

#139 Omastar:
~Rain Dance
~Hydro Pump
~Ice Beam
~Ancientpower/Haze/HP Electric
@Leftovers

Omastar is the Water version of Moltres, except the Special Attack is a bit lower (by 20 points...). If his Special Defense wasn't DESTROYED coming to GSC, Omastar would be the
ultimate JoltWak killer - Ice Beam will do enough to a Jolteon's sub to break it, and then Hydro Pump the unprotected 'Wak.

#141 Kabutops (1):
~Swords Dance
~Ancientpower
~Body Slam
~HP Ground/Rest
@Leftovers/Mint Berry

Attacking Kabutops. Oh, how the mighty have fallen...

#141 Kabutops (2):
~Rest
~Sleep Talk
~Ancientpower
~Surf
@Leftovers

ST Kabutops? I've yet to use it, but it looks like it could be fun in theory. It's mainly for Ultimate Underused (UU) teams.

#142 Aerodactyl:
~Earthquake
~Wing Attack
~Ancientpower
~Reflect/Fire Blast/Mimic/Substitute/Whirlwind
@Leftovers

Personally, I feel that putting Whirlwind on a Pokemon with 358 Speed is a BIT of a waste. Reflect helps out the Defense problem (A rock-type with a Defense problem? As the Hurricane would say - WHAZZUPWITDAT?), or Fire Blast for suprise Steels.

#143 Snorlax (1):
~Curse
~Rest
~Body Slam/Return/Double-Edge
~Earthquake/Shadow Ball/Fire Blast
@Leftovers

Do I even need to bother explaining this?

#143 Snorlax (2):
~Amnesia
~Counter
~Rest
~Return
@Mint Berry

Another classic Snorlax set... the CounterLax.

#143 Snorlax (3):
~Body Slam
~Earthquake/Shadow Ball
~Fire Blast
~Selfdestruct
@Quick Claw/Leftovers

Without a doubt, the BEST. STARTER. EVAR. Only problem is Perish Trap Missy, but that's what Cursing Pokemon take care of - if they want to lose a Pokemon because of a 3-cursed attack, that's THEIR problem. :D

#143 Snorlax (4):
~Rest
~Sleep Talk
~Substitute
~Fissure
@Leftovers

#144 Articuno (1):
~Ice Beam
~Double-Edge
~Rest
~Sleep Talk
@Leftovers

Variation on the old Diamond Articuno. Since DT draws out fugly Hazers, Sleep Talk with Rest is used to cause gobs of damage while blocking statuses simultaneously.

#144 Articuno (2):
~Ice Beam
~Whirlwind
~Mimic
~Reflect
@Leftovers

SSM's trademark Articuno. Spiking Arty, anyone?

#145 Zapdos:
~Thunder Wave
~Thunderbolt
~Drill Peck
~Whirlwind/Rest/HP (Ice/Water)
@Leftovers

Zapdos has the most potent Thunderbolt in the game, and Drill Peck can knock Grassers around. I'm using Zapdos now, and T-Wave + Whirlwind coupled with Forretress's Spikes can really serve as an annoyance. HP isn't as cheap as having HP on a Raikou/Entei/Suicune, but it's still rather annoying.

#146 Moltres:
~Sunny Day
~Fire Blast
~Wing Attack
~Whirlwind/Roar/Steel Wing/Safeguard/Reflect/Return/Agility
@Leftovers/Charcoal

Sunny Day and Fire Blast are pwnage on Moltres. Wing Attack with STAB to lay a whuppin' on Fighting types, and you can pick a move out of the list to end with. Another option  not listed is Grass/Electric HP, that is, if you can get a good one.

Note: current moveset - Sunny Day, Fire Blast, Safeguard, Reflect @Charcoal

#149 Dragonite (1):
~Haze
~Dragonbreath
~Wing Attack
~Fire Blast
@Leftovers

Haze/STAB Dragonite. FB for Steels who resist Dragonbreath.

#149 Dragonite (2):
~Wrap
~Swagger
~Thunder Wave
~Attract
@Leftovers

I put out a call for Dragonite movesets one night in the chat, and this is what appeared. Parafuse + Attract, with Wrap to prevent fugly switching.

#149 Dragonite (3):
~Dynamicpunch
~Wing Attack
~HP Ground
~Rest
@Mint Berry

All-out attacking Dragonite. DP for smacking Normals around, and Ground Power for Electrics and their bretheren.

#150 Mewtwo:
~Psychic
~Recover
~Submission
~Safeguard/Ice Beam/Thunderbolt/Flamethrower/Amnesia/Shadow Ball/Selfdestruct
@Miracleberry/Leftovers

Wow. That is a LOT of options. Anyone wonder why this guy is banned in most tournies?

#151 Mew (1):
~Swords Dance
~Explosion
~Softboiled
~Psychic/Earthquake
@Leftovers

KamiMew. Very hard to take out, and usually good for a draw against 00bers.

#151 Mew (2):
~Whirlpool
~Sweet Scent
~Softboiled
~Horn Drill
@Leftovers

Cheesy OHKO Mew. Probably won't work too well because of Whirlpool's rather bad accuracy and varying trap time, but might be good for one or two uses.

#154 Meganium:
~Razor Leaf/Body Slam
~Earthquake
~Leech Seed
~Synthesis
@Leftovers

Sort of an annoyance Meganium. Body Slam might be good for some PAR, but I like the STAB of Razor Leaf.

#157 Typhlosion (1):
~Fire Blast
~Thunderpunch
~Earthquake
~Sunny Day/Attract
@Leftovers

One of the first standard movesets.

#157 Typhlosion (2):
~Endure
~Reversal
~Fire Blast
~Thunderpunch
@Miracleberry/Focus Band

The only question is, does Typh have the speed to survive while EndReving?

#160 Feraligatr:
~Surf
~Rest
~Curse/Roar/Screech
~Earthquake/Ancientpower/Rock Slide
@Mint Berry/Leftovers

Fun with the 'Gatr. Curse is recommended even though his only weaknesses are Special-types. AP can be nasty if you can pull off the boost... but I've never seen Feraligatr get the boost, so perhaps pack Rock Slide for psuedo-hazers.

#162 Furret:
~Curse
~Rest
~Double-Edge/Return
~Amnesia/Shadow Ball
@Mint Berry

Standard furretish Furret. STAB on a 120-power move is going to leave a few marks despite the recoil.

#164 Noctowl:
~Reflect
~Rest
~Return
~Faint Attack
@Mint Berry

Support Noctowl that slowly wears down the opponent. Very slowly. Faint Attack is for Ghosts and Rocks.

#166 Ledian:
~Agility
~Safeguard
~Reflect/Light Screen
~Baton Pass
@Leftovers

Is there a more redundant statement in Pokemon than "Support Ledian"?

#168 Ariados:
~Spider Web
~Baton Pass
~Screech/Agility
~Sludge Bomb
@Leftovers

Pick a physical attacker as your BP receipient and let the fun begin. Can help set up things like NickWaks and Starterlax.

#169 Crobat (1):
~Confuse Ray
~Screech/Haze
~Wing Attack
~Return/HP Ground
@King's Rock

Annoyance/attacking Crobat. Great for forcing a switch on Spikes teams. Or, you can make Crobat a Hazer and take advantage of the fact that he's got the fastest Haze in the game.

#169 Crobat (2):
~Mean Look
~Confuse Ray
~Toxic
~Fly
@King's Rock

Trap Crobat. Shouldn't need an explanation.

#169 Crobat (3):
~Endure
~Flail
~Wing Attack
~HP Ground
@Miracleberry/Focus Band

This would be a great sweepr - the only thing is, Crobat's straight-up attack is not that good. Pass in some Swords Dance to make this work.

#171 Lanturn (1):
~Surf/Hydro Pump
~Thunder
~Rain Dance
~Confuse Ray
@Leftovers

Dancing Lanturn. It gets STAB on the best Rain Dance moves, so this set is almost natural. Confuse Ray is there in lieu of Thunder Wave because Thunder's got a 30% PAR rate on its own.

#171 Lanturn (2):
~Surf
~Confuse Ray
~Screech/Attract
~Thunder Wave
@Leftovers

Annoyance Lanturn. The King's Rock would work here, but Lanturn's HP is basically crying out for the Leftovers.

#176 Togetic:
~Fire Blast
~Sunny Day
~Solarbeam
~Encore/Rest
@Leftovers/Miracleberry

I thought about making a mono-Normal/Flying team once, and striker suggested this as a starter. Togetic's OK Special Attack makes it no better (or worse) than the old Clefable moveset.

#178 Xatu:
~Psychic
~Drill Peck
~Confuse Ray
~Haze/Faint Attack/Giga Drain
@Miracleberry/Leftovers

Xatu actually makes a pretty good Special attacker. FA is for Psychics or Giga Drain for Ground/Rock Pokemon that may try to Rock Slide you out of the sky. Drill Peck is STABed
and does well against Blissey.

#181 Ampharos:
~Thunderbolt
~Thunder Wave
~Dynamicpunch/Reflect/Safeguard/Attract
~HP (Ice/Water)/Dynamicpunch/Fire Punch
@Leftovers/Quick Claw

Attacking Ampharos. DP can set up Paracon and tears Normals a new hole. And be sure to take advantage of that 328 Special Attack.

#182 Bellossom:
~Razor Leaf
~Stun Spore
~Attract/Sleep Powder
~Moonlight
@Leftovers

RL for STAB, then annoy. Pretty basic - and you can go double-powder if you like that sort of thing. Though Bellossom doesn't have a consistent switch-forcer...

#184 Azumarill:
~Rest
~Belly Drum
~Return
~Surf
@Mint Berry

Azumarill can BD? Whoa.... Pass in Agility, then Drum, Rest, and kick butt with Return...until you get Thunderbolted down.

#185 Sudowoodo:
~Curse
~Earthquake
~Rock Slide
~Selfdestruct
@Quick Claw

Kami-Sudowoodo. Works on the same principle as the Golem set earlier.

#186 Politoed (1):
~Haze/Rest
~Surf
~Ice Beam
~Earthquake/HP Electric
@Leftovers/Mint Berry

Politoed was my Water for a while, because of the Haze and meaty combination of HP and Special Defense. EQ for Electrics coming in, or HP Electric for other Waters.

#189 Jumpluff:
~Stun Spore
~Encore
~Leech Seed
~Giga Drain/Sleep Powder/Attract
@Miracleberry

Ohmaigawd it's a cheerleader! j/k Since Jumpluff's got massive Speed and rather crappy Attack stats, annoyance is the way to go. A great # 2 if you've got Spikes laid.

#190 Aipom:
~Curse
~Rest
~Return
~Counter
@Mint Berry

Crackmonkey actually can annoy quite well. 2 Curses allows for nice damage with Return and allows for Counter-carnage.

#192 Sunflora:
~Curse
~Rest
~Return
~Giga Drain
@Mint Berry

Since the old Sunny Day set is suicide, take this for a spin. Of course, we all know that Sunflora is the epitom� of crappy Pokemon, so if you use this Pokemon, you're nuts. I was playing in a Challenge Cup match once and a Sunkern with a similar moveset swept - I didn't even need to switch.

#193 Yanma (1):
~HP Bug
~Screech
~Wing Attack
~Rest
@Mint Berry

All-out attacking Yanma.

#193 Yanma (2):
~Endure
~Reversal
~Wing Attack
~Screech
@Miracleberry

Endure/Reversal Yanma. Get him to 1 HP, and you can OHKO Tyranitar with Reversal. Always handy.

#195 Quagsire (1):
~Rain Dance
~Surf
~Earthquake
~Body Slam
@Leftovers

RD to power up Quaggy's somewhat weak Surf attack, Earthquake for STAB, and Body Slam for mad PARing. Attempting to combat a typical Grasser with Quagsire is SUICIDE, so don't even try it.

#195 Quagsire (2):
~Curse
~Rest
~Earthquake
~HP Rock/Ancientpower
@Mint Berry

A Cursing Quaggy? Well, given the lack of Grass attacks on most teams, it might work. HP Rock has the power, but AP's got the potential across-the-board stat boost. If you're feeling lucky (or maschosistic), go with AP.

#196 Espeon (1):
~Psychic
~Morning Sun
~Sunny Day
~HP Fire
@Miracleberry

Standard SD Espeon. Again, the hit points take it in the groin, but...

#196 Espeon (2):
~Psychic
~Morning Sun
~Bite/Psych Up
~Attract/Reflect/Charm/Baton Pass
@Miracleberry

Psych Up and BP should only be used together. Bite's Flinch rate might make Espeon a good anti-Perish Trap Pokemon, and it'll do good damage to the typical Trappers (Jynx/Misdreavus). Charm is also useful for forcing switches.

#197 Umbreon (1):
~Curse
~Body Slam
~Shadow Ball
~Rest/Moonlight
@Leftovers

What I'd like to know is, who decided that Dark and Ghost should be functionally identical? Curse up, then wail away with the appropriate physical attack. With the great Defense being boosted and the Spe. D already sky-high, Resting with Lefties shouldn't be a problem.

#197 Umbreon (2):
~Mean Look/Double Team
~Charm/Faint Attack/Confuse Ray/Swagger
~Moonlight/Rest
~Baton Pass
@Leftovers

I'm currently going with ML, Faint Attack, Moonlight, BP by the way. Either trap the opponent or DT up, then Charm them (if you're trapping) and Pass it along. Umbreon is an excellent support Pokemon and will often be seen at the head of long BP chains.

#197 Umbreon (3):
~Mean Look
~Toxic
~Confuse Ray
~Moonlight
@Leftovers

AFAIK, this was one of the first standard movesets in GSC. It was around before I was, to put it bluntly.

#198 Murkrow:
~Psych Up
~Whirlwind/Swagger
~Shadow Ball
~Drill Peck
@Leftovers

Either grab the opponent's stat uppers, or make your own, and then attack like a madman. See Umbreon #1 for the applicable complaint.

#199 Slowking:
~Curse
~Rest
~Earthquake
~Surf/Fire Blast
@Leftovers

Remember, SlowKING has the low Defense, and SlowBRO has the low Special D. It's easy to confuse the two. -_- Standard Curseking.

#200 Misdreavus:
~Mean Look
~Curse/Perish Song
~Pain Split
~Protect
@Leftovers

Again, another set I shouldn't have to explain. Curse is a little more honourable, but Perish Song has won many a match.

#202 Wobbuffet:
~Counter
~Mirror Coat
~Destiny Bond
~Mimic/Safeguard
@Quick Claw/Leftovers/Miracleberry

Now that Wobby can learn five moves, we need to drop something. Safeguard seems to be the best candidate for droppage.

#203 Girafarig:
~Amnesia/Agility
~Baton Pass
~Psychic
~Earthquake/Return/Crunch
@Leftovers

Despite being one of the best BPers in the game (the ability to pass AMNESIA helping greatly), Gira's also a decent attacker. Psychic is STABed and should be your main offense, with EQ/Return/Crunch as solid backup.

#205 Forretress:
~Spikes
~Explosion
~HP (Bug/Rock)/Return/Double-Edge/Toxic/Swagger
~Curse/Sandstorm
@Quick Claw

Lay down the Spikes, nail any incoming Psychics with Bug HP, and then Explode is how Forry's usually played. Though in my case, I usually Spike, then switch a 4x-Fire resistance in (Kingdra?) and use Forry later as a Perish-trap deterrent. Hey, if they want Forretress to take out one of their Pokemon by Cursing x3 during the Trap and blowing up on the switch, it's their perogative...

#206 Dunsparce (1):
~Glare
~Swagger
~Psych Up
~Headbutt/Return
@Leftovers/King's Rock

The classic Psych Up Dunsparce. Quite annoying, and good for forcing switches.

#206 Dunsparce (2):
~Glare
~Spite
~Rollout
~Rest
@Leftovers

This is the DonSparce. What I was going for was the ULTIMATE PP waster that couldn't draw a psuedo-Hazer. Glare + Spite allows me to pick a low PP move and drain it, and Rollout has a potential 120 turns of use (:eek:) for just 32 PP (assuming it's maxed). Cheesy? Yes. Going to die quickly? Let's hope not. Annoying? OH HELL YEAH!

#207 Gligar:
~Earthquake
~Wing Attack
~Guillotine
~Screech
@Leftovers

STAB attacking Gligar. Guillotine is good for a cheesy desperation shot against Pokemon with Ice moves.

#208 Steelix:
~Curse/Screech
~Earthquake
~Rock Slide/Body Slam
~Explosion/Roar
@Quick Claw

Whee. Does anyone expect a Pokemon with a 158 max Speed to be going first, even after it's Cursed? Well, it's happened. And I laughed when it did.

#210 Granbull:
~Heal Bell/Roar
~Rest
~Return
~Charm/Shadow Ball
@Mint Berry

Standardish Granbull. Shame about the Speed, really...

#211 Qwilfish:
~Rest/Haze
~Hydro Pump
~Spikes
~Sludge Bomb
@Leftovers

Qwilfish is the fastest Spiker in the game, and the only Spike Pokemon who can't kamikaze themself. Sludge Bomb should be your main method of attack. Hydro Pump is on here because
Qwilfish's Special Attack leaves much to be desired.

#212 Scizor:
~Swords Dance/Double Team
~Agility
~HP Bug/Return/Steel Wing/Endure
~Baton Pass/Return/Steel Wing/Reversal
@Leftovers/Miracleberry/Blackbelt

Standard BP Scizor. HP Bug is your best bet for an attack, though Return will damage Fire-
types a bit and Steel Wing will waste Rock-types. Or, you can keep the stuff for Scizor and start wasting everything in sight.

#212 Scizor (2):
~Sandstorm
~Toxic
~HP Rock
~Steel Wing
@Leftovers

A cheeky little Scizor I cooked up for use on STS teams. HP Rock for Fires on the switch, Steel Wing being your main damage dealer.

#212 Scizor (3):
~Headbutt
~Agility
~Baton Pass
~Swords Dance
@Miracleberry/Leftovers

The old faithful Shshwizor (if you can pronounce that, you're a better man than I). Another set built for annoyance - seems to be a theme. Agility + Headbutt for flinching fun, then Dance up and pass off.

#213 Shuckle:
~Wrap
~Bide/Rollout/Toxic
~Rest
~Encore
@Mint Berry

You're probably wondering how this thing works. Well, it's simple. Wrap the opponent, making sure they can't be SE on Shuckle (IE: No Water, Steel, or Rock moves). Encore them,
then Bide. Shuckle should take enough to KO them. Rest and repeat.

#214 Heracross (1):
~Curse
~Counter
~Earthquake
~Megahorn
@Leftovers

After all this time, it's still the industry standard.

#214 Heracross (2):
~Endure
~Reversal
~Earthquake
~Megahorn/Flail
@Miracleberry/Focus Band/Blackbelt

Pass a Dance and an Agility, and you are teh winnar. Massive base damage (660 if you elect to go with the Blackbelt) on Reversal. EQ for Fires of the non-Flying variety, and the rest is up to you - Flail for Flying types or Megahorn for the Psychics?

#215 Sneasel:
~Thief
~Dynamicpunch
~Reflect
~Shadow Ball
@nothing

Another great Pokemon to lead with. Reflect gives Sneasel a hope of surviving against Fighting types.

#217 Ursaring:
~Rest
~Return/Hyper Beam
~Earthquake
~Curse/Zap Cannon/HP Ghost
@Leftovers

Zap Cannon will 2HKO Skarmory and 3HKO Aerodactyl (the only Pokemon resistant to Return and Earthquake). If Curse isn't working out well, give ZC a shot. HP Ghost for getting stuff like Missy AND for whacking Aero around - thanks Skarm for pointing that out.

#219 Magcargo:
~Curse
~Rest
~Fire Blast
~Rock Slide
@Mint Berry

If you think Maggy's gonna get this set up, you're crazy.

#221 Pilowswine:
~Rest/Roar
~Ancientpower/Body Slam
~Earthquake
~Ice Beam
@Leftovers

Let's here it for the underused. Pilowswine with the AP boost is one bad mutha.

#222 Corsola:
~Recover
~Curse
~Ancientpower/Return
~Surf/Mirror Coat
@Quick Claw/Leftovers

Curse will force special moves into play, at which point you can take your chances with Quick Clawed AP or Mirror Coat. Dead to a Grass move, sadly.

#224 Octillery (1):
~Haze/Rest
~Surf
~Return
~Flamethrower/Ice Beam/HP Ground
@Quick Claw

Octillery > you. Has great stats in both Attack ratings, so if you can paralyze a good portion of the team, you should do well.

#224 Octillery (2):
~Octazooka
~Double Team
~Rest
~Ice Beam
@Leftovers

Annoyance Octillery. Octazooka's Acc. down side effect coupled with DT will drive the opponent insane. This same set works on Kingdra as well, with Dragonbreath over Ice Beam.

#225 Delibird (1):
~Future Sight
~Protect
~Fly
~Ice Beam
@Leftovers

Bleh, it's Delibird. Not much can be done here. Future Sight, then Fly for decent damage. Protect will allow you to regain some of the HP lost with Leftovers.

#225 Delibird (2):
~Ice Beam
~Spikes
~Thief
~Attract
@nothing

Even though he doesn't claim credit for it, it's unofficially dubbed the Atmabird. Thanks to the NYPC, Delibird might actually get into a match.

#226 Mantine:
~Surf
~Haze/Rest/Rain Dance
~Confuse Ray
~Ice Beam/Wing Attack
@Quick Claw

Mantine's Spcial Defense sadly doesn't do enough to spare it from Thunderbolt destruction (Zapdos's kills it by about 50 HP), but it can be good for stalling and utility purposes.

#227 Skarmory:
~Whirlwind
~Drill Peck
~Rest/Swagger
~Curse/Steel Wing
@Leftovers

Shiney_Metal_Birdie is one of the best psuedo-hazers around. It's also well suited to Swagger, as it has no physical weaknesses and a monster Defense. And if they shake off the confusion, just Whirlwind them away. :)

#229 Houndoom (1):
~Flamethrower/Fire Blast
~Sunny Day
~Solarbeam
~Crunch/Pursuit
@Leftovers/Miracleberry

Another early standard moveset.

#229 Houndoom (2):
~Endure
~Reversal
~Flamethrower
~Crunch/Pursuit
@Miracleberry/Focus Band

Houndoom's Attack and Speed make it a good candidate for Endrevving.

#229 Houndoom (3):
~Curse
~Counter
~Flamethrower/Fire Blast
~Crunch/Pursuit
@Leftovers

Curse + Counter for a chance at beating a Fighting type (the bane of Houndoom's existence).

#230 Kingdra (1):
~Surf/Hydro Pump
~Curse/Double Team
~Rest
~Double-Edge/Dragonbreath
@Leftovers/Mint Berry

A really annoying old Kingdra set. Usually acts as the back end of a BP chain - pass in whichever stat boost you don't use. Use DE if you're using Curse, or Dragonbreath if you'll be DTing.

#230 Kingdra (2):
~Surf/Hydro Pump
~Dragonbreath
~Ice Beam/Rest/Attract/Substitute/Agility/HP Electric/Return
~Rest/Attract/Substitute/Agility/HP Electric/Return
@Leftovers/Mint Berry

I love Kingdra, and this is the way I usually play it. Two STAB moves and any number of fillers. Ice Beam usually comes along for Grassers, Dragons, and the occasional pray-for-freeze on a Blissey.

#232 Donphan (1):
~Body Slam/Ancientpower/Curse
~Roar/Body Slam/Ancientpower
~Rest
~Earthquake
@Mint Berry

Cleaner Donphan. Excellent psuedo-Hazer against Pokemon with physical moves.

#232 Donphan (2):
~Rest/Rapid Spin
~Roar
~Ancientpower
~Earthquake
@Mint Berry/Leftovers

yay 4 Donaldphan. Rapid Spin is good for utility such as getting rid of those hyper-annoying Spikes, and AP with a boost is FUN.

#233 Porygon2 (1):
~Curse/Thunder Wave
~Double-Edge
~Recover
~Ice Beam/Thunderbolt
@Leftovers

Cursegon2, aided magnificently by a move running off 308 Special Attack.

#233 Porygon2 (2):
~Rest
~Sleep Talk
~Thunderbolt
~Ice Beam
@Leftovers

Ryk Lupe, thanks for the suggestion of Sleeptalk P2. There'll be a litte extra in your envelope at the end of the month. :)

#234 Stantler:
~Reflect/Light Screen/Safeguard
~Return
~Roar
~Earthquake
@Leftovers

Stantler's a good utility Pokemon, but is really overlooked unless you're making a Pokemon team centered around Christmas. (Hey, someone's gotta play the reindeer.)

#235 Smeargle (1):
~Spider Web
~Spore
~Super Fang
~Seismic Toss
@Leftovers

Yeold Dongle. The moves are generally used in order. Web, Spore (pray you don't hit a Miracleberry), Fang until under (Smeargle's level) HP, Toss, gloat.

#235 Smeargle (2):
~Spikes
~Leech Seed
~Reflect/Light Screen/Safeguard
~Destiny Bond
@Leftovers

Starter Smeargle. Spikes, set up a psuedo-pass move, Leech Seed if you can, then DBond.

#235 Smeargle (3):
~Spore
~Belly Drum
~Agility
~Baton Pass
@Leftovers

The focal point of another old team of mine. Catches ML from Umbreon, Spores (praying all the while they have Leftovers), BD, Agility, and away to a sweeper. Current receipients: Heracross, Machamp, and Snorlax. I've got a couple of 6-0s with it, and a 5-0 win as a result of Snorlax killing himself with Double-Edge recoil. (-_-)

#235 Smeargle (4):
~Heal Bell
~Roar
~Psych Up
~Baton Pass
@Leftovers

# 1 is Dongle v.1 (Dongletude fact: it's got four kills), this is Dongle v.2 and the only Heal Beller I've got on a collection of SEVEN teams. Send it in to Bell, and then get it out. Later, if the opponent's trying to stat-up, the beagle gets in, grabs the boosts, Roars the poor sucker away, and passes it on. I haven't been succesful yet, but I'll keep trying...
it'll work eventually.

#237 Hitmontop:
~Curse
~Hi Jump Kick/Mach Punch
~HP Ghost
~Rest
@Mint Berry

Similar to the Hitmonchan set. What exactly was the point of Hitmontop when Hitmonlee's already in the game?

#241 Miltank:
~Body Slam
~Milk Drink
~Heal Bell
~Earthquake/Attract/Psych Up/Thunder/Seismic Toss
@Leftovers/Miracleberry

"Moo." "No." "Well that's the sound..." Sorry for the aside. Miltank was the original Heal Beller because of her excellent speed and good move variety. The PympTank (Attract as final move) is the one you'll often see in high-level battles.

#242 Blissey (1):
~Heal Bell
~Softboiled
~Light Screen
~Ice Beam/Psychic/Fire Blast/Thunderbolt/Present
@Leftovers

There is not a word in the English language to describe how much I hate this thing. Light Screen makes it even more annoying. Present shouldn't be used in a Crystal link-battle because its greatest strength is the ability to destroy Pokemon with special types thanks to a glitch in Gold/Silver. Someone messed up there... thankfully, it was rectified in Crystal.

#242 Blissey (2):
~Seismic Toss
~Softboiled
~Thunder Wave
~Counter
@Leftovers

The original standard Blissey set - since only Blackbelt Machamp has a guaranteed OHKO, it took down a LOT of Pokemon.

#243 Raikou (1):
~Thunderbolt
~Reflect
~Crunch
~Rest/Roar
@Leftovers

Great for leading off. Reflect covers the Ground weakness, and then attack as you see fit (or swap). Hidden Power on Raikou and co. is generally discouraged because of the extreme luck involved in getting one with a good HP (the DVs are set when they're released, and if you got 31 base Fighting Power, sucks to be you).

#243 Raikou (2):
~Rest
~Crunch
~Sleep Talk
~Thunderbolt
@Scope Lens

The current Electric slot on my team - quite the annoyance. I play Item Clause and scored a Scope Lens on 1/22, so I'll take my chances with the item. Still beaten by a lot of Grounds.

#244 Entei (1):
~Sunny Day
~Solarbeam
~Fire Blast
~Rest/Return
@Mint Berry/Leftovers

The classic Sunnybeam Entei. Return would be good for going 1-on-1 with Fire types.

#244 Entei (2):
~Fire Blast
~Swagger
~Psych Up
~Return
@Leftovers

And then there's the Swagger/Psych model. If only there was some way to work Roar in there...

#245 Suicune (1):
~Curse
~Rest
~Return
~Roar
@Leftovers

If it's good enough to get Atma into the Oct/01 issue of Nintendo Power, it's good enough for me. Ghosts are usually Roared away for disposal of later.

#245 Suicune (2):
~Surf
~Mirror Coat
~Rest
~Roar/Ice Beam/Toxic
@Leftovers

Mirror Coating Suicune. The popularity of this moveset has caused me to stick Electric HPs on every Water-type in sight (yes, it's all Suicune's fault).

#245 Suicune (3):
~Psych Up
~Roar
~Return
~Surf
@Leftovers

Psychohazing Suicune - this is # 3 on my list of Pokemon that I want to try in battle at some point. Thanks to Blackthorne for this (and for suggesting ST Raikou).

#248 Tyranitar:
~Crunch
~Rock Slide/Ancientpower
~Earthquake
~Thunderbolt/Ice Beam/Fire Blast/Rest
@Leftovers/Quick Claw

Sweeper Tyranitar (though with 366 Attack and near-290 Special Attack, the term's obviously redundant). I personally prefer Thunderbolt and am thinking of bringing it in the future to wear down Atmacunes - Thunderbolt's a four-hit KO, maybe 5 with Lefties.

#249 Lugia:
~Aeroblast
~Curse/Ancientpower
~Earthquake
~Recover
@Leftovers

Mweep. Standard Cursegia, though the Ancientpower boost possibility is also nice.

#250 Ho-oh (1):
~Sunny Day
~Sacred Fire
~Solarbeam
~Recover
@Leftovers

Recover should never be deleted, which means a Fire-type can actually mess this moveset up a bit. Hence, the new standard is...

#250 Ho-oh (2):
~Sacred Fire/Fire Blast
~Earthquake
~Thunderbolt
~Recover
@Leftovers

... this thing. Fire + Electric + Ground = 10 different type advantages, and there's nothing neutral to it. When you're firing away with 300+ in BOTH attacking stats, this Houou (my name for the Pokemon) is SICK.

#251 Celebi (1):
~Psychic
~Double Team/Ancientpower
~Recover
~Baton Pass
@Leftovers

Passes on a stat boost of your choice - Evade or everything else?

#251 Celebi (2):
~Psychic
~Recover
~Heal Bell
~Leech Seed/Ancientpower/Giga Drain
@Leftovers

The Heal Belling model of Celebi. The final move is filler, though Leech Seed is often preferred for its succubi effects.
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