Infernape.....................................
Saturday 8:30 AM on Cartoon NetworkIn Season
Infernape.....................................
Blaziken Or Infernape hmmm.... (flashback) Use FIRE attack Blaziken! (iz hit first and does some damage) Sky Uppercut? (other pokemon attacks first and blaziken does decent damage) now, oh wait, theo ther one hit first, blaziken is dead. Hey, Kyogre is much faster, and some of my pokemon are much faster than Kyogre...
Infernape, do some physical fire attack. (all hell is let lose on the oponent's pokemon before it can even think) I love you Mr. Fire Monkey.
Anyway, infernape, no doubt.
Pokemon: Infernape
Type: Fire/Fighting
Ability: Blaze (Raises Fire-type moves by 150% if HP is below 1/3)
Base Stats:
=HP: 76
=Attack: 104
=Defense: 71
=Special Attack: 104
=Special Defense: 71
=Speed: 108
=Total: 534
Weakness (2x): Flying, Ground, Water, & Psychic
Resistance (.5x): Steel, Fire, Grass, Ice, & Dark
Resistance (.25x): Bug
Moveset Analysis (Level Up):
It has Dark-type Punishment to handle Psychic-types, but we'll have to wait and see for the other weaknesses. Other moves include Normal-type Feint; Fire-type Flame Wheel & Flare Blitz (STAB); and Fighting-type Mach Punch & Close Combat (STAB). Nothing much for tactical except Calm Mind to increase Special Attack and Special Defense and maybe Taunt to cause your opponent only to attack.
Moveset Analysis (TM/HM):
Them Water- and Ground-types are sure a pain, but they can be taken care of with Grass-type SolarBram, especially if you used Sunny Day a day before (and in addition Sunny Day increases Fire-type attacks too)! As for those Flying-types, handle them with a Rock-type Rock Tomb, Stone Edge, or Rock Slide. There is also the Grass-type Grass Knot; Bug-type U-turn (also handy for dealing with Psychic-types); Normal-type Hyper Beam, Giga Impact, Strength, & Rock Climb; Ground-type Earthquake & Dig; Steel-type Iron Tail; Flying-type Aerial Ace; Ghost-type Shadow Claw (handles Psychic-types as well); Poison-type Poison Jab; Fire-type Flamethrower, Fire Blast, & Overheat (STAB); and Fighting-type Focus Punch, Brick Break, & Focus Blast (STAB). Tactically there is Bulk Up, Will-O-Wisp, Swords Dance, and Stealth Rock.
Moveset Analysis (Breeding):
Elemental Punches all accounted for except for one (take a guess which). We have Electric-type ThunderPunch and Fire-type Fire Punch (this one getting STAB). There is also Normal-type Fake Out; Fire-type Blaze Kick & Heat Wave (STAB); and Fighting-type Counter & Double Kick (STAB). There is always the interesting Assist if you want to try your luck with a random party member's attack. Finally we have Encore and Focus Energy.
Moveset Analysis (Tutoring):
It's a final evo of a Fire-type Starter, so it gets the Fire-type Blast Burn (STAB). Others are Poison-type Gunk Shot; Rock-type Rollout (no Defense Curl); Normal-type Swift; and Fighting-type Low Kick & Vacuum Wave (STAB). It also has Endeavor which means you can use Infernape as a F.E.A.R. (or in this case F.E.A.I., no, that doesn't work) Pokemon. Oh, it can also learn Magic Coat as well.
Pokemon: Blaziken
Type: Fire/Fighting
Ability: Blaze (Raises Fire-type moves by 150% if HP is below 1/3)
Base Stats:
=HP: 80
=Attack: 120
=Defense: 70
=Special Attack: 110
=Special Defense: 70
=Speed: 80
=Total: 530
Weakness (2x): Flying, Ground, Water, & Psychic
Resistance (.5x): Steel, Fire, Grass, Ice, & Dark
Resistance (.25x): Bug
Moveset Analysis (Level Up):
Take down those Ground-types with Flying-type Peck & Brave Bird. There is Normal-type Slash; Fire-type Fire Punch, Blaze Kick; & Flare Blitz (STAB); and Fighting-type Double Kick & Sky Uppercut (STAB). Tactical there is Bulk Up and Focus Energy.
Moveset Analysis (TM/HM):
We got Grass-type SolarBeam + Sunny Day here too for Ground- and Water-types; Rock-type Rock Tomb, Stone Edge, & Rock Slide for Flying-types; and Ghost-type Shadow Claw for Psychic-types. Other moves are Normal-type Hyper Beam, Strength, & Rock Climb; Ground-type Earthquake & Dig; Flying-type Aerial Ace; Poison-type Poison Jab; Fire-type Flamethrower, Fire Blast, & Overheat (STAB); and Fighting-type Focus Punch, Brick Break, & Focus Blast (STAB). One tactical move to note is Will-O-Wisp.
Moveset Analysis (Breeding):
Normal-type Crush Claw, SmellingSalt, Feint, & Last Resort; Dark-type Night Slash; and Fighting-type Counter & Reversal (STAB).
Moveset Analysis (Tutoring):
Flying-type Bounce; Bug-type Fury Cutter; Electric-type Thunderpunch; Normal-type Swift; Fighting-type Low Kick, Superpower, & Vacuum Wave (STAB); and Fire-type Heat Wave and, of course, Blast Burn (STAB). We also found Magic Coat here too.
Now while both equal in strength, I'll have to hand the victory to Infernape as it'll be the one striking first meaning, unless Blaziken gets lucky with a critical hit, Infernape will be the first to K.O. its previous generation Final Evo Fire-type Starter counterpart.
WINNER:
INFERNAPE
(However, Charizard still pwns them both and Typhlosion)
Infernape: 3 | Blaziken: 0
Pokemon: Rhyperior
Type: Ground/Rock
Ability:
= Solid Rock (Reduces super effective (x2) damage to 1.33x and super effective (x4) damage to 2.66x)
= Lightningrod (In a double battle it'll attract all all Electric-type attacks. In both double and single battles all Electric-attacks will always hit. This move doesn't effect Discharge which hits both opponents)
Base Stats:
=HP: 115
=Attack: 140
=Defense: 130
=Special Attack: 55
=Special Defense: 55
=Speed: 40
=Total: 535
Weakness (4x): Water & Grass
Weakness (2x): Fighting, Ground, Steel, & Ice
Resistance (.5x): Normal, Flying, Rock, & Fire
Resistance (.25x): Poison
Immunity (0x): Electric
Moveset Analysis (Level Up):
There's a few things here to take on its weaknesses. Poison-type Poison Jab and Bug-type Megahorn will take down those deadly Grass-types. Fighting-type Hammer Arm can take care of those Steel- and Ice-types. Rock-type Rock Blast, Stone Edge, and Rock Wrecker (STAB) take care of Ice-types as well; and Ground-type Earthquake (STAB) also handles Steel-types. To finish it we have Normal-type Horn Attack, Stomp, Take Down, and Horn Drill. No real tactical moves here.
Moveset Analysis (TM/HM):
More moves to handles weakness. Fighting-type Focus Punch, Brick Break, & Focus Blast handle Steel- and Ice-types; Ice-type Ice Beam, Blizzard, & Avalanche handle Ground- and Grass-types; Steel-type Iron Tail & Flash Cannon handle Ice-types; Electric-type Thunberbolt & Thunder handle Water-types (Remember, Rain Dance + Thunder); Fire-type Flamethrower & Fire Blast handle Grass-, Ice-, and Steel-types; Water-type Surf handles Ground-types; Rock-type Rock Tomb & Rock Slide (STAB) handle Ice-types; and Ground-type Dig (STAB) handle Steel-types. We also have Dark-type Payback; Ghost-type Shadow Claw; Dragon-type Dragon Pulse; and Normal-type Hyper Beam, Giga Impact, Strength, & Rock Climb. Stategically we have Swords Dance, Stealth Rock, Rock Polish, and Sandstorm.
Moveset Analysis (Breeding):
ELEMENTAL FANGS! We got Fire-type Fire Fang, Ice-type Ice Fang, and Electric-type Thunder Fang. We also have Fighting-type Counter & Reversal; Dark-type Crunch; Normal-type Crush Claw & Skull Bash; Dragon-type Dragon Rush; and Ground-type Magnitude (STAB). Tactical wise we also have Curse. BTW, if you want to check the weaknesses handles, just look above.
Moveset Analysis (Tutoring):
ELEMENTAL PUNCHES (Yes, it can learn all of the fangs and punches)! Fire-type Fire Punch, Ice-type Ice Punch (as well as Icy Wind), and Electric-type ThunderPunch. We also have Water-type Aqua Tail; Bug-type Fury Cutter; Steel-type Iron Head; Dragon-type Outrage; Fighting-type Superpower; Normal-type Uproar; Ground-type Earth Power (STAB); and Rock-type AncientPower & Rollout (but no Defense Curl). Tactical we have Block, Spite, and interestingly Endeavor, but no higher priority attack to be F.E.A.R..
Pokemon: Metagross
Type: Steel/Psychic
Ability: Clear Body (Prevents stat reduction except if self-inflicted or side effect from Paralysis and Burn)
Base Stats:
=HP: 80
=Attack: 135
=Defense: 130
=Special Attack: 95
=Special Defense: 90
=Speed: 90
=Total: 600
Weakness (2x): Ground & Fire
Resistance (.5x): Normal, Flying, Rock, Steel, Grass, Ice, & Dragon
Resistance (.25x): Psychic
Immunity (0x): Poison
Moveset Analysis (Level Up):
No weakness counters, so we move on. Fighting-type Hammer Arm; Dark-type Pursuit; Normal-type Take Down & Hyper Beam; Steel-type Metal Claw, Bullet Punch & Meteor Mash (STAB); and Psychic-type Confusion, Psychic, & Zen Headbutt (STAB). Now while we can't attack Ground-types, we can ignore their attacks with Magnet Rise just making Fire-types the only problem. We also have Iron Defense and Agility for stat increases.
Moveset Analysis (TM/HM):
Now we have a counter here for Ground-types, the Grass-type Grass Knot (lucky a lot of Ground-types are heavy). As for Fire-types, we have Ground-type Earthquake and Rock-type Rock Tomb & Rock Slide. Other types are Ghost-type Shadow Ball; Fighting-type Brick Break; Poison-type Sludge Bomb; Flying-type Aerial Ace; Normal-type Explosion, Giga Impact, & Strength; and Steel-type Gyro Ball & Flash Cannon (STAB). Got Reflect and Light Screen if you like to set-up, Sandstorm, Stealth Rock, and Psych Up.
Moveset Analysis (Breeding):
None. Umm... Moving on.
Moveset Analysis (Tutoring):
ELEMENTAL PUNCHES... minus Fire Punch. We got Electric-type Thunder Punch; and Ice-type Ice Punch (and Icy Wind) which can handle those Ground-types. Other attacks are Bug-type Fury Cutter & Signal Beam; Rock-type Rollout (no Defense Curl AGAIN); Normal-type Swift; and Steel-type Iron Head (STAB). Tactical we have Gravity for some reason and Block.
Moveset Analysis (Special):
Purify the Shadow Metagross and you can get a Metagross knowing Normal-type Hyper Beam, Steel-type Metal Claw, Psychic-type Psychic, and the tactical move Iron Defense... all moves which it could learn from leveling up... yay...
Phew! Real powerhouses here! But being faster Metagross just has to do Grass Knot and Rhyperior won't be much of a threat. So:
MY CHOICE:
METAGROSS
Metagross: 3 | Rhyperior: 1
Pokemon: Munchlax
Type: Normal
Ability:
= Pickup (After a battle, there is a 10% chance of this Pokemon holding an item if not holding one already)
= Thick Fat (Halves the damage of Fire- and Ice-type attacks
Base Stats:
=HP: 135
=Attack: 85
=Defense: 40
=Special Attack: 40
=Special Defense: 85
=Speed: 5
=Total: 390
Weakness (2x): Fighting
Immunity (0x): Ghost
Moveset Analysis (Level Up):
No weakness counters yet, so lets move on. It mostly have Normal-type moves, but most are status moves and really only has 5 or 6 attacks. It has Normal-type Tackle, Body Slam, & Last Resort (STAB); Ghost-type Lick; and Rock-type Rollout. We also have Dark-type Fling which, thouhg I usually don't mention, have been in past movesets. But seeing Munchlax has the lowest Speed along with Shuckle, you might as well give it an Iron Ball to use Fling at full effectiveness. I'll also like to point out Munchlax has Defense Curl, meaning it ca combo with Rollout. As for tactical, Munchlax has Odor Sleuth do it can hit Ghost-types with Normal- and Fighting-type moves, Metronome, and the combo Stockpile + Swallow (though no Spit Up). I'll also like to note Munchlax knows Recycle which allows it to "get back" any item it was holding. This means that you can get back that Berry it ate or that Iron Ball you Flinged at your opponent.
Moveset Analysis (TM/HM):
Large moveset here. Got Psychic-type Psychic to handle those Fighting-types. Also got Fighting-type Focus Punch & Brick Break; Water-type Water Pulse & Surf; Ice-type Ice Beam & Blizzard; Grass-type SolarBeam (yup, you guess it, it learns Sunny Day to combo); Electric-type Thunderbolt & Thunder (yes, it also learns Rain Dance to combo); Ground-type Earthquake; Ghost-type Shadow Ball; Fire-type Flamethrower & Fire Blast; Rock-type Rock Tomb & Rock Slide; and Normal-type Frustration, Return, Facade, Secret Power, Strength & Rock Climb (STAB). Nothing much on tactical, except maybe Shock Wave and Attract.
Moveset Analysis (Breeding):
Still having problems with Fighting-types? We have here Psychic-type Zen Headbutt. We go Dark-type Pursuit; Fighting-type Counter; and Normal-type Double-Edge (STAB). Tactical it can get Curse, Substitute, and Whirlwind.
Moveset Analysis (Tutoring):
ELEMENTAL PUNCHES (Odd, being Munchlax is known for eating you'd think it would instead get the fangs)! Fire-type Fire Punch; Ice-type Ice Punch (+ Icy Wind); and Electric-type ThunderPunch. We also got Poison-type Gunk Shot; Dragon-type Outrage; Grass-type Seed Bomb; and Normal-type Uproar (STAB). Nothing tactical here.
Pokemon: Drifloon
Type: Ghost/Flying
Ability:
= Aftermacth (If Knocked Out by an attack from the opponent, the opponent will lose 1/4th of its max HP)
= Unburden (Doubles Speed when Held Item is lost. If opponent isn't holidng an item or the item gets traded for another, this ability won't activate)
Base Stats:
=HP: 90
=Attack: 50
=Defense: 34
=Special Attack: 60
=Special Defense: 44
=Speed: 70
=Total: 348
Weakness (2x): Rock, Ghost, Electric, Ice, & Dark
Resistance (.5x): Poison & Grass
Resistance (.25x): Bug
Immunity (0x): Normal, Fighting, & Ground
Moveset Analysis (Level Up):
Well to start with, Dark-type Payback and Ghost-type Astonish, Ominous Wind, & Shadow Ball (STAB) handles that Ghost-type weakness. It has Flying-type Gust (STAB) along with Normal-type Spit Up (Obviously it has Stockpile, and it got Swallow to complete the set) & Explosion (good with Aftermath). Tactically it can leanr Minimize, Focus Energy, and most notably Baton Pass (you know, if you want to pass on those 3 Stockpiles you did instead of using them to attack/heal).
Moveset Analysis (TM/HM):
Bug-type Silver Wind for those Dark-types and Gyro Ball for those Rock- and Ice-types. Also got Electric-type Thunderbolt, Thunder (got Rain Dance to combo), Shock Wave, & Charge Beam; Psychic-type Psychic & Dream Eater (wait for Breeding for Sleep-inducing move); Dark-type Theif; and Normal-type moves Facade & Secret Power. Tactical it has (Fire-type) Will-O-Wisp, Skill Swap, Calm Mind, Recycle, Embargo, and Psych Up.
Moveset Analysis (Breeding):
Normal-type Body Slam & Weather Ball are the only attacking moves here. Tacttically we have Hypnosis (for Dream Easter's use above), Disable, Haze, Memento (also good if you have Aftermath), and notably Destiny Bond just incase Aftermath doesn't take down your opponent.
Moveset Analysis (Tutoring):
Rock-type Rollout to weaken Ice-types (no Defence Curl though); Ground-type Mud-Slap to weaken Electric-types (though not by much); and Dark-type Sucker Punch to further injure its Ghost-type brethren... I mean weakness. Also got Flying-type Air Cutter (STAB); Ice-type Icy Wind; and Normal-type Swift. Tactically it has Pain Split, Spite, and Tailwind.
With Drifloon having no moves to weaken Munchlax but Munchlax having moves to weaken Drifloon, Munchlax wins this even if it does barely have any speed.
MY CHOICE:
MUNCHLAX
Munchlax: 3 | Drifloon: 0
must resist urge to say you know what......
Mudkip......
Pokemon: Squirtle
Type: Water
Ability: Torrent (Raises Water-type moves by 150% if HP is below 1/3)
Base Stats:
=HP: 44
=Attack: 48
=Defense: 65
=Special Attack: 50
=Special Defense: 64
=Speed: 43
=Total: 314
Weakness (2x): Grass & Electric
Resistance (.5x): Steel, Fire, Water & Ice
Moveset Analysis (Level Up):
No weakness handlers, so let's move on. Normal-type Rapid Spin & Skull Bash; Dark-type Bite; and Water-type Water Pulse, Aqua Tail, & Hydro Pump (STAB). Tactical we have Withdraw, Protect, Iron Defense, and Rain Dance.
Moveset Analysis (TM/HM):
We have Ice-type Ice Beam & Blizzard (got Hail to combo) to handle those Grass-types and Ground-type Dig for those Electric-types. Other moves include Fighting-type Focus Punch & Brick Break; Steel-type Iron Tail & Gyro Ball; Normal-type Strength; Rock-type Rock Tomb; Dark-type Fling; and Water-type Brine, Surf, & Waterfall (STAB). Nothing special in tactics
Moveset Analysis (Breeding):
Only attacking moves are Normal-type Fake Out & Flail and Water-type Aqua Jet, Muddy Water, and Water Spout (STAB). Tactical we got Aqua Ring, Foresight, Mirror Coat, Mist, Haze, Refresh, and Yawn.
Moveset Analysis (Tutoring):
ELEMENTA... oh wait, only Ice-type Ice Punch (and Icy Wind as always) which take care of that Grass-type weakness. Other moves are Rock-type Rollout (no Defense Curl...); Psychic-type Zen Headbutt; and Water-type Dive (STAB).
Pokemon: Mudkip
Type: Water
Ability: Torrent (Raises Water-type moves by 150% if HP is below 1/3)
Base Stats:
=HP: 50
=Attack: 70
=Defense: 50
=Special Attack: 50
=Special Defense: 50
=Speed: 40
=Total: 310
Weakness (2x): Grass & Electric
Resistance (.5x): Steel, Fire, Water & Ice
Moveset Analysis (Level Up):
We have Ground-type Mud-Slap for those Electric-types. For other moves we have Normal-type Take Down, Bide, and Endeavor (though no high priority moves); and Water-type Water Gun & Hydro Pump (STAB). Tactical we have Mud Sport, Foresight, and Protect.
Moveset Analysis (TM/HM):
We have Ice-type Ice Beam & Blizzard (got Hail to combo) to handle those Grass-types and Ground-type Dig for those Electric-types. Other moves include Normal-type Strength; Rock-type Rock Tomb & Rock Slide; and Water-type Water Pulse, Surf, & Waterfall (STAB). No special tactical moves other Pokemon have.
Moveset Analysis (Breeding):
Ice-type Ice Ball for those Grass-types and Ground-type Mud Bomb for those Electric-types. We also got Rock-type AncientPower; Dark-type Bite; Fighting-type Counter; Normal-type Double-Edge, Stomp, & Uproar; and Poison-type Sludge Bomb. Tactical we have Curse, Mirror Coat, Refresh, and Yawn.
Moveset Analysis (Tutoring):
Ice-type Icy Wind for those Grass-types. Rock-type Rollout (no Defense Curl...); Fighting-type Low Kick & Superpower; and Water-type Aqua Tail & Dive (STAB).
No moves to weaken each other, both have potential, I'm going to go with the crowd on this one and say:
MY CHOICE:
I HERD U LIKE MUDKIPZ!
Squirtle: 0 | Mudkip: 3
poor squirtle has no chance
also inb4seaking
ooh ee ooh ah ah ting tang walla walla bing bang....
aipom
Pokemon: Eevee
Type: Normal
Ability:
= Run Away (Guarantees you'll escape from a wild Pokemon no matter what move or Ability was/is used)
= Adaptability (STAB increases from 1.5x to 2x)
Base Stats:
=HP: 55
=Attack: 55
=Defense: 50
=Special Attack: 45
=Special Defense: 65
=Speed: 55
=Total: 325
Weakness (2x): Fighting
Immunity (0x): Ghost
Moveset Analysis (Level Up):
Not much here (BTW, it learns nothing to combat its weakness). We have Dark-type Bite as it's only other type attacking move, with the rest be Normal-type Tackle, Quick Attack, Take Down, Last Resort, & Trump Card (STAB). It also strangely has Baton Pass, even though it learns no stat increasing moves from leveling up.
Moveset Analysis (TM/HM):
Steel-type Iron Tail; Ground-type Dig; Ghost-type Shadow Ball; and Normal-type Frustration, Facade, & Secret Power (STAB). Tactical we have the usual stuff, though I don't know why they gave it Sunny Day and Rain Dance but nothing to combo with it.
Moveset Analysis (Breeding):
Normal-type Covet and Flail (STAB). The rest is tactical, ones to note being Curse, Detect, Wish, and Yawn.
Moveset Analysis (Tutoring):
Ground-type Mud-Slap and Normal-type Headbutt, Snore (yes, it can learn Rest from TM), & Swift (STAB). Only non-attacking move here is Heal Bell.
Moveset Analysis (Event):
The Pokemon Center gave out Eevees at some point with it only knowing... Dark-type Bite... I might as well just delete this section.
Pokemon: Aipom
Type: Normal
Ability:
= Run Away (Guarantees you'll escape from a wild Pokemon no matter what move or Ability was/is used)
= Pickup (After a battle, there is a 10% chance of this Pokemon holding an item if not holding one already)
Base Stats:
=HP: 55
=Attack: 70
=Defense: 55
=Special Attack: 40
=Special Defense: 55
=Speed: 85
=Total: 360
Weakness (2x): Fighting
Immunity (0x): Ghost
Moveset Analysis (Level Up):
Nothing for weakness so onto its attacks. It can learn Ghost-type Astonish, Dark-type Fling; and Normal-type Scratch, Fury Swipes, Swift, Double Hit, and Last Resort (STAB). In tactical we have Nasty Plot and Baton Pass (though now ith Nasty Plot and Agility it can actually be used through leveling up.
Moveset Analysis (TM/HM):
Oh, what do we have here? Why it's Flying-type Aerial Ace for those punchy Fighting-types! And if you somehow get them to sleep (it doesn't learn any Sleep-inducing moves) you can also do Psyhic-type Dream Eater! Other attacks we got are Fighting-type Focus Punch & Brick Break; Water-type Water Pulse; Grass-type Grass Knot & SolarBeam (as you guessed, we have Sunny Day to combo); Steel-type Iron Tail; Electric-type Thunderbolt, Shockwave, & Thunder (Rain Dance to combo too); Ground-type Dig; Ghost-type Shadow Ball & Shadow Claw; Dark-type Payback; Bug-type U-turn; and Normal-type Frustration, Return, Facade, Secret Power, & Strength (STAB). Tactical is the usual stuff with the addition of Skill Swap.
Moveset Analysis (Breeding):
Still having problems with those Fighting-types? Well Flying-type Bounce should land that problem. We also have Dark-type Beat Up & Pursuit; Fighting-type Counter; Normal-type Covet, DoubleSlap, Fake Out, & Slam (STAB). We have Spite in sense of tactical.
Moveset Analysis (Tutoring):
GIVE ME AN "ELEMENTAL"! ELEMENTAL!! GIVE ME A "PUNCHES"! PUNCHES!! WHAT DOES THAT MAKE?! ELEMENTAL PUNCHES!!!!! Yup, we got Fire-type Fire Punch, Electric-type ThunderPunch, and Ice-type Ice Punch. Other moves include Bug-type Fury Cutter; Poison-type Gunk Shot; Fighting-type Low Kick; Grass-type Seed Bomb; and Normal-type Headbutt, Swift, & Uproar (STAB). We got Magic Coat here in terms of tactical moves.
Moveset Analysis (Special):
In Pokemon Colosseum, if you Purify that Shadow Aipom you'll get one that knows Normal-type Fury Swipes and Swift and tactical moves Baton Pass and Tickle... all moves it can learn from leveling up... also it won't be able to use that Baton Pass as it knows no stat increasing moves...
Aipom is faster and knows a move that can damage Eevee so it's no contest, but I'll like to bring up another thing I've noticed. Why are these Pokemon that are somewhat hard to get have moves which you can have the Pokemon learn through normal gameplay? Event and Special Pokemon should know moves the Pokemon couldn't learn otherwise! Like with Pokemon Colosseum Aipom, why not replace two of it moves (one attacking and one status) with Wake-Up Slap and GrassWhistle (in addition, now knowing a sleeping move you could teach that Aipom Dream Eater to use effectively). As for Eevee, let's be spontanous and give it a Dragon-type move like Dragon Pulse. Come on Nintendo and Game Freak, MAKE THEM WORTH GETTING! Anyway...
MY CHOICE:
AIPOM
Eevee: 0 | Aipom: 4
what is with these clashes?
cacnea