________________________________________________________________
Section - 3.1
Breeding:
________________________________________________________________
Breeding can help your pokemon acquire 3 things:
Attacks: A pokemon can receive attacks the father knows but can't learn normally, these are referred to as "Egg Moves" (a pokemon won't learn any move the father knows that isn't an egg move for the baby pokemon).
Nature: A baby has a 50% chance of receiving the same nature as the mother if she is holding an Everstone.
NOTE: If you are breeding a pokemon with a Ditto then giving an Everstone to a female won't work, however giving an Everstone to the Ditto will.
IVs: A baby pokemon will acquire 3 IVs from its' parents, one from the mother, one from the father and the third will be from either parent.
A pokemon can only breed with other pokemon in it's Egg Group please take a look here for further information on Egg Groups:
Link__________________________________________________________
Section - 3.2
Pokemon & Team Construction:
__________________________________________________________
Good teams usually have a theme or are based around 1 or 2 pokemon (the other pokemon support these pokemon and take care of things that the first pokemon can't handle, eg Gyarados can't take Electrical hits so it is usually combined with Electivire to absorb them).
A good example of a team with a theme is a SS (Sand Storm) team since all of your rock pokemon will receive a 50% Special Defence bonus as well as taking 1/16 of your opponents HP every turn.
Your team will need both Sweepers (attacking pokemon) as well as Walls (defensive pokemon).
It should be obvious that each of your pokemon should have an item however you also need to work out what item suits what pokemon, eg, an Alakazam has pitiful attack so giving it a Choice Band would be a waste of time, however Alakazam's Special Attack is the highest in the game (tied with Porygon-Z, excluding Uber pokemon.) so giving it a Choice Specs to boost it even higher will give it a massive Special Attack stat (607) making it a much better choice than a Choice Band.
Here is an example of a SS Team:
Layout:
Pokemon @ item.
Nature.
EVs.
Move 1.
Move 2.
Move 3.
Move 4.
Hippowdon @ Leftovers.
Adamant nature.
252 Attack, 252 HP, 6 Special Defence
Slack Off.
Earthquake.
Stone Edge.
Yawn.
Hippowdon will set up Sand Storm at the beginning of the battle and is a great physical Tank with 420 HP, 272 Defence and 355 Attack, it'll survive a special hit or two with 181 Special Defence (assuming max IVs) and can force your opponent to switch or let a pokemon fall a sleep.
Hippowdon will survive for a long time it's Earthquake will hit hard (150 power after STAB), Stone Edge will hit any flying pokemon and Yawn will make the opponent sleep.
Tyranitar is an alternative to Hippowdon as a starter.
Forretress @ Occa Berry.
Impish nature.
252 Special Defence, 252 HP, 6 Defence.
Rapid Spin.
Toxic Spikes.
Stealth Rock.
Explosion.
Combining Stealth Rock, Toxic Spikes and Sand Storm (from Hippowdon) your opponent will be taking 3.125%, 6.25%, 12.5%, 25% or 50% damage (resistance to Rock) and poisoned (toxic) when they switch in as well as taking 6.25% damage per turn meaning your opponent will be taking massive passive damage.
Your opponent's first pokemon is likely to try to set up Stealth Rock so Rapid spin is to prevent a similar thing from happening to you.
Once Forretress is about to faint use Explosion to try to do as much damage as possible.
Donphan is also usable as a Rapid Spin, Stealth Rock pokemon, I suggest Ice Shard and Earthquake for the other two moves and a Leftovers as an item.
Gliscor @ Leftovers.
Impish nature.
252 Defence, 252 HP, 6 Special Defence.
Swords Dance.
Baton Pass.
Earthquake.
Roost.
Designed to give another pokemon (Metagross or Hippowdon) an attack boost, roost will let it survive long enough for it to come back in and baton pass again and will make it loose it's flying type for a turn, Earthquake will have massive power after a Swords Dance and will prevent Gliscor from being Taunted.
Heatrain @ Choice Specs.
Modest nature.
252 Special Attack, 252 HP, 6 Speed.
Overheat.
Earth Power.
Dark Pulse.
Dragon Pulse.
The main attack here is Overheat which will really hurt anything that doesn't resist it.
Overheat will halve in power every time you use it without switching out so if you want to keep Heatrain in have Fire Blast instead.
Earth Power, Dark Pulse and Dragon Pulse are there for type coverage and for when you don't want to switch out.
Cradilly @ Lum Berry.
Relaxed nature.
252 HP, 252 Defence, 6 Special Defence.
Recover.
Stockpile.
Stone Edge.
Energy Ball.
Cradilly is the best defensive pokemon in a Sandstorm.
Before you do anything Cradilly will have 376 HP, 322 Defence and 376 Special Defence (251 * 1.5 in a Sand Storm, assuming max IVs), each Stockpile will raise your Defence by 161 and Special Defence by 188 (max of 3 times), it is really hard trying to KO something with 700 Defence and Special Defence and is recovering 180 HP every turn.
Stone Edge and Energyball won't do much damage themselves however they will add to the passive damage from SS and Toxic Spikes.
Metagross @ Life Orb.
Adamant nature.
252 Attack, 116 Speed, 140 HP.
Meteor Mash.
Agility.
Earthquake.
Ice Punch.
Agility will allow Metagross to out speed a Heracross with a Choice Scarf. If you can baton pass a Swords Dance (or two) to Metagross then get an Agility off you can basically sweep the opponent.
Metagross learns Ice Punch in Pokemon Emerald.
Other options for the team include: Mamoswine, Lucario, Jirachi, Swampert, Bronzong, Regirock, Aerodactyl, Rypherior, Magnezone and Scizor.
[Edited by ghost42, 1/1/2009 5:35:45 AM]