HTML Pokemon Ruby, Sapphire, and Emerald In-Game Tier List [GP 1/1]

Merritt

no comment
is a Tournament Directoris a Site Content Manageris a Member of Senior Staffis a Top Community Contributoris a Contributor to Smogonis a Top Dedicated Tournament Host
Head TD
Introduction

Welcome to the RSE In-game Tier List, a comprehensive ranking of the Pokémon obtainable in the Hoenn region from a viewpoint of an efficient playthrough. Each Pokémon is tiered based on how effectively it's able to contribute to major battles against the Gym Leaders, Rival fights, and Pokemon League; clear through the various routes of Hoenn; and provide other forms of support in HM utility and resource collection. What determines a Pokémon's efficiency is weighing its contribution potential against the resources it demands to live up to that potential, both by utilizing in-game resources like non-renewable TMs and battle items and also by how much time it costs the player to use this Pokémon to its full effectiveness. Pokémon in the bottom tier, F-tier, will require a large amount of resources to utilize in exchange for minimal contribution to clearing the game, while the few Pokémon that reside in the top S-tier need little investment in exchange for a dominating performance.


Tiers
In this in-game tier list, there are seven tiers. A brief description of each tier is below, but in general, Pokémon that are the most useful belong in the S-tier, while Pokémon that are the least useful reside in the F-tier.

- S-Tier: Reserved for Pokémon that possess the highest levels of efficiency of the available options in the Pokémon Ruby, Sapphire, and Emerald versions. Pokémon in this tier are able to OHKO or 2HKO an overwhelming majority of foes, limiting the number of attacks used against them, and possess minimal reliance on items to help assist them defeat foes at like levels. These Pokémon usually show up before the endgame, and any flaws they have are completely made up by their advantages.

- A-Tier: Reserved for Pokémon whose efficiency in completing the game is considered to be very high. Pokémon in this tier are able to OHKO or 2HKO many foes and are not very reliant on items to succeed, but they either have some notable flaws that hurt their efficiency or have their usefulness counterbalanced by a late arrival.

- B-Tier: Reserved for Pokémon whose efficiency is considered to be high. Pokémon in this tier are able to OHKO or 2HKO a large proportion of standard foes and contribute strongly in major battles, though they may have a bit of item reliance to assist in sweeping foes. These Pokémon are still very useful but either have several visible flaws holding them back or come fairly late.

- C-Tier: Reserved for Pokémon that are moderately efficient at clearing the game. Pokémon in this tier are able to fight on par with a significant number of foes but are matchup-based enough to need additional resources to assist in sweeping some foes. These Pokémon are useful but either have several visible flaws holding them back or barely make up for their late arrivals.

- D-Tier: Reserved for Pokémon that are considered to be average in overall efficiency. Pokémon in this tier are able to take on some major battles but are heavily matchup reliant, requiring additional resources to combat foes they do not have an inherent advantage against. These Pokémon are fairly useful but have either significant flaws holding them back or do not make up for a late arrival.

- E-Tier: Reserved for Pokémon whose efficiency in terms of completing the game is considered to be low. Pokémon in this tier struggle to achieve OHKO or 2HKOs against all foes they do not have a significant advantage over and demand significant investment to fight on par with most major battles. The usefulness of these Pokémon is typically counterbalanced by many visible flaws, or they are moderately useful Pokémon that come very late.

- F-Tier: Reserved for Pokémon that possess the worst efficiency of those available in Pokémon Ruby, Sapphire, and Emerald. These Pokémon outright lose a lot of 1v1 matchups at like levels unless they are assisted with significant item support, require heavy dedication of time and resources to bring up to par, or are otherwise ridiculously inefficient to capture. The flaws of these Pokémon completely mask whatever advantage they could possibly have and, hence, should not be considered seriously for an efficient run-through.


What Goes into a Ranking?

- Availability: The point where a Pokémon can be first found and how rare it is significantly impact how useful it can be. Earlier Pokémon tend to rank higher due to being able to potentially contribute to more battles and naturally gaining an Exp. Point and EV advantage, while Pokémon that appear late suffer a demerit to their ranking. A Pokémon being inconvenient to encounter and obtain will generally rank lowly, such as Feebas or the Regi trio.
- Typing: Certain typings are just better than others in Hoenn. More useful typings tend to rank higher, while typings that struggle against major battles or common route trainer compositions will often have a lower ranking.
- Stats: A Pokémon's base stats are fundamentally essential to its ability to compete with in-game foes. This pairs with availability, as a Pokémon that has relatively low stats may still find success early-game before they struggle later on as foes become stronger. Pokémon with low Speed or offensive stats, for example, will often rank lower due to taking more hits throughout a playthrough. Note that Pokémon with high offensive stats are generally preferred to ones with primarily defensive stats, as the former will generally clear major battles more efficiently than Pokémon that slowly grind through opposing teams. This also covers other inherent traits of a Pokémon, such as its base level, as Pokémon obtained at an abnormally high or low level will have accordingly unusual stats.
- Movepool: What the Pokémon's movepool is like, how it is able to contribute to a team, and what resources it consumes for its best moveset. Pokémon that have a strong level up movepool or only require HMs or reobtainable TMs to fill out their moveslots will have an advantage over Pokémon that demand TMs that can only be obtained once and may be heavily contested.
- Major Battles: How the Pokémon fares against key matchups in the game against Gym Leaders, villainous Team leaders, and such. Pokémon that perform better against more major battles will always rank higher, as this is fundamentally essential to clearing the game. Note that performance in major battles is generally reliant on all previous metrics.

A Few Notes

While most tools and available options were considered for this list, some select strategies and potential options were purposefully not taken into account when determining a Pokémon's tier. Strategies that are not particularly accessible to a more casual player, primarily RNG manipulation for the purpose of obtaining desirable IVs or a useful Hidden Power type, were disregarded. A notable strategy that was not included in the rankings was purposefully applying status conditions to your own Pokémon prior to major battles to activate Guts or Facade due to the overall inconvenience of the strategy, despite its undeniable effectiveness. Similarly, purposefully going into battle with one of the starter Pokémon's abilities already active was not considered. Battle items like Potions and X-items are permitted, but a reliance on these will reflect poorly on a Pokémon compared to one that does not need many or any items.

Trading is permitted, but with the assumption that the additional game being used lacks any useful resources. This means that trading in a high-level Pokémon, attempting to utilize the traded Pokémon's Exp. bonus, teaching a Pokémon TMs or otherwise training it, or providing items required for trade evolutions was not considered. Functionally, trading is allowed only for the purpose of trade evolutions, all of which have an additional ranking for their unevolved forme.

Certain Pokémon have significant differences in availability between games that range from encounter location, possible encounter level, or just not being obtainable in certain versions of Ruby, Sapphire, or Emerald. In cases where a Pokémon is not obtainable in all versions, its ranking is for the versions it is able to be obtained in. Pokémon with significantly different performance between versions will have multiple entries to cover them, while Pokémon that have mostly identical performances between versions will have a single entry to cover them. For example, a Pokémon that has a 15% encounter rate in Emerald instead of a 25% encounter rate in Sapphire will have only one entry, but a Pokémon like Mawile that is obtained in Granite Cave in Ruby instead of Victory Road in Emerald will have separate entries.

Glitches are not allowed. Fast as it may be to cast arcane sorcery via box names and a Pomeg Berry to warp directly to the credits, it's not included in this list.

The general assumption is that a team is made of around four battling Pokémon. This prevents spreading experience too thinly between team members, allows for additional slots to cover required HM usage, and avoids dumping all Exp. points into a single Pokémon to have it steamroll the game, since the last massively enhances availability over most other factors.

Pokémon in the S through C ranks have full writeups, going through each metric that goes into a ranking, while Pokémon in the D to F rankings have their location and level listed along with a brief summary of their overall performance.

Pokémon that aren't obtainable until after the credits roll aren't ranked at all. The Beldum line, Latios, Latias, any Event Pokémon, and various National Dex Pokémon are all included here, since they can't be caught before postgame without trading or heavy glitch use.
 
Last edited:
S-Rank

alakazam.png

Name: Abra (Trade)
Availability: Abra can be found on Route 116 with a 10% chance at level 7 in Emerald and in Granite Cave with a 10% chance at level 8 to 10 in all versions.
Stats: Alakazam has incredibly high Special Attack and Speed and decent special bulk, but it has difficulty withstanding physical attacks due to its terrible Defense.
Typing: Psychic is a fairly good neutral offensive typing for the majority of the game, though it begins to struggle towards the endgame. Psychic-types can be leveraged defensively against Tate & Liza, but Alakazam generally doesn't want to be taking many hits and will generally be fighting neutral matchups.
Movepool: Abra does not learn any useful moves until evolution and will need to be fed experience to reach it. Alakazam's level-up movepool is primarily Psychic-type attacks of escalating power, starting with Confusion, upgrading to Psybeam at level 21, and hitting full power with Calm Mind and Psychic in the mid 30s. Alakazam's TM movepool is pretty shallow, with Shock Wave as the only real coverage option and Thief or Shadow Ball if absolutely necessary, leaving Alakazam without many options to hit Dark-types.
Major Battles: Abra cannot contribute against Roxanne or Brawly without players spending a significant amount of time to evolve it. After evolution, Alakazam can sweep through most foes with its neutral Psychic-type moves alone, with only Wattson's Magneton and Norman's Slaking giving it significant trouble. Tate & Liza can be a bit difficult, though Alakazam can set up Calm Mind boosts and muscle through the resistances, and most of the Pokémon League can be handled similarly bar Sidney, Phoebe, and Steven, with Calm Mind allowing Alakazam to beat through the endgame when its power starts to fall a bit short.
Additional Comments: It's generally a better idea to catch Abra in Granite Cave to skip a couple levels of switch training and because players have access to the Exp. Share at that point, since Abra has near 0 to contribute until it evolves.

mudkip.png

Name: Mudkip
Availability: Mudkip is obtained at level 5 as one of the potential starters received on Route 101 at the beginning of the game.
Stats: Mudkip and its evolutions are your standard tanks, with high defenses and Attack but low Speed. While their Special Attack stat isn't amazing, it's still good enough to reliably secure KOs with super effective Water-type STAB moves and Ice-type coverage. The low Speed can be annoying, since it leads to taking hits and thus frequent Potion usage, but the Mudkip line's overall versatility and power more than compensate.
Typing: Mudkip starts off as a Water-type, which is already solid, but becomes a Water / Ground type upon evolution into Marshtomp. Water / Ground is an amazing typing combo both offensively and defensively, hitting many targets for neutral or super effective damage while also only providing one weakness to Grass. While this is a 4x weakness, Grass-type attacks are rare and easily played around.
Movepool: Being a Water-type grants access to Ice Beam via TM, but the Mudkip line can also be taught Rock Tomb and Brick Break by TM for Rock- and Fighting-type coverage. A couple useful Ground-type attacks such as Mud Shot and Earthquake are obtained via level up, though Earthquake comes very late and likely won't be usable until the Elite Four. Mudkip can also learn 5 of the game's 8 HMs, providing great out-of-battle utility if needed, while Surf is a generally strong option that comes in mid-game sections.
Major Battles: Mudkip has a positive or neutral matchup against almost every major battle in the game thanks to its bulk, movepool, and typing. It notably solos Roxanne and Watson, can deal with Winona's Altaria without fear of being KOed if you teach it Ice Beam, and destroys most of Champion Steven's team. The only times it consistently has issues are during the Rival fights; the Rival will always have a member of the Treecko line when Mudkip is chosen, though a teammate can easily cover this weak spot.
Additional Comments: Even though Earthquake is in Swampert's level-up movepool, it comes very late at 52. Using TM26 is worth consideration to give Swampert access to its strongest move much earlier.

ralts.png

Name: Ralts
Availability: Ralts can be found on Route 102 with a 4% chance at level 4.
Stats: Rather poor-to-mediocre stats as Ralts and Kirlia, but Gardevoir has amazing Special Attack and Special Defense and sufficient Speed.
Typing: Psychic typing grants good neutral STAB coverage for much of the game, though Dark-types are a hassle early-game. It can make use of its resistances against Brawly and Tate & Liza, but weaknesses to Sidney's and Phoebe's teams can prove annoying.
Movepool: Ralts first needs 2 levels to acquire Confusion to be able to fight on its own. As a Kirlia, it soon gains access to two of its most important moves, Calm Mind and Psychic, at ridiculously early levels, which tear down much of the game and are mostly all it needs. Kirlia can use the Shock Wave TM for additional coverage, which can then be upgraded to the Thunderbolt TM as Gardevoir. Double Team can possibly cheese through Ralts's few tough matchups.
Major Battles: Ralts can use Double Team and Growl to help swing the Roxanne and especially Brawly matchup to its favor. Kirlia's matchup against Wattson is considerably shakier, since multiple factors such as paralysis, Supersonic, SonicBoom, and Selfdestruct can impede or undo Kirlia's setup attempts. From here on out, Kirlia / Gardevoir's main game plan is to set up Calm Mind boosts against the bosses' lead or weaker Pokémon to be able to wipe out their team with boosted Psychics and Thunderbolts, though it is to be expected that Kirlia / Gardevoir might need to be healed in the process, and Kirlia also needs to evolve into Gardevoir by the time it confronts Norman. Additional help such as Double Team boosts, X Defend, X Speed, or status-curing berries can help make a clean sweep even more comfortable or at least help save up on healing items.
Additional Comments: Ralts's ability can play a notable role in determining which matchups it can perform better in. Trace can let it copy abilities such as Golbat or Crobat's Inner Focus to prevent Bite flinches, Claydol's Levitate for Earthquake, and Sealeo's Thick Fat for easier setup, whereas Synchronize can give Kirlia an edge in the Wattson matchup or simply let Gardevoir set up on Slaking without copying Truant.

A-Rank

kadabra.png

Name: Abra (No Trade)
Availability: Abra can be found on Route 116 with a 10% chance at level 7 in Emerald and in Granite Cave with a 10% chance at level 8 and 10 in all versions.
Stats: Very high Special Attack and high Speed, somewhat poor special bulk, and abysmal physical bulk due to low HP and Defense.
Typing: Psychic is a fairly good neutral offensive type for the majority of the game, but resistances tend to crop up more towards the end. Psychic-types don't have a particularly useful defensive profile, and Kadabra's low bulk means that it wants to take as few hits as possible.
Movepool: Abra will need to be handheld to evolution due to lacking any attacking moves. Kadabra's level up movepool is primarily Psychic-type attacks of escalating power, starting with Confusion, upgrading to Psybeam at level 21, and hitting full power with Calm Mind and Psychic in the mid 30s. Kadabra's TM movepool is very shallow, with Shock Wave as the only useful coverage option and no good way to deal with Dark-types.
Major Battles: Kadabra performs very similarly to Alakazam for the majority of the game, generally missing out on both Roxanne and Brawly, sweeping through most of mid-game sections with neutral Psychic-type attacks, and having only a few roadblocks like Magneton and Slaking give it pause. Towards the end of the game, Kadabra begins to differ more from Alakazam, as the lower Special Attack means it fails to achieve more neutral OHKOs, and the lower defensive stats mean that Kadabra has more difficulty setting up Calm Mind boosts to make up for it. However, Kadabra is still capable of handling most of the endgame but may need additional investment or item support compared to its evolution.
Additional Comments: A higher leveled Abra from Granite Cave is slightly easier to evolve. While Alakazam is better, Kadabra will perform very similarly for a large portion of the game.

groudon.png

Name: Groudon
Availability: Groudon is a guaranteed story encounter in Cave of Origin at level 45.
Stats: As a cover Legendary, Groudon has all-around amazing stats with no weak areas with immense Attack and Defense in particular. Its more-than-usable Special Attack stat even makes it a great mixed attacker if you're so inclined.
Typing: A pure Ground typing doesn't provide much of worth defensively for the major battles remaining, though it's still amazing offensively. A Water weakness would normally be annoying due to the typing's prevalence in the endgame, but Drought's eternal sun patches this up, though Groudon will still need to be aware of the relatively common Ice-type moves.
Movepool: Groudon has quite the colorful movepool. It comes with Earthquake and Bulk Up to power its way through neutral matchups, while Fire-type moves and SolarBeam allow it to make use of Drought. It can also be taught more fringe options such as Dragon Claw and Brick Break through TMs, though these likely won't be necessary.
Major Battles: Groudon is incredibly effective for the endgame, having good matchups for most of the remaining fights. Despite its typing, it actually has a decent showing against Wallace's Water-types and Glacia's Ice-types thanks to its movepool and Drought, and it handily solos Champion Steven. The only fight Groudon may struggle with is Drake due to the amount of Ground-immune Pokémon on his team, though this can be partially mitigated by a Rock-type move or Dragon Claw.
Additional Comments: SolarBeam comes far too late in Groudon's level-up movepool to be available before the credits, so using the TM is strongly recommended. If you don't, however, Drought can still support a Chlorophyll Grass-type like Vileplume.

kyogre.png

Name: Kyogre
Availability: Kyogre is a guaranteed story encounter in Cave of Origin at level 45.
Stats: Kyogre has some of the best stats in the game, having the highest Special Attack of any available Pokémon, paired with excellent bulk and high enough Speed to outpace most remaining battles.
Typing: Water is a great defensive typing for the endgame due to the minimal Grass- and Electric-type coverage and forms an incredibly strong offensive combination with Drizzle for deadly neutral power.
Movepool: Kyogre knows Calm Mind and Ice Beam from the moment it's caught. It can be taught Surf from the HM, making it great at setting up on weak foes that can't hurt it when it can't already OHKO every foe on the opposing team then proceeding to sweep everything in sight. Kyogre can also be taught Thunder if the TM is purchased from the Lilycove Department Store, providing it with perfect neutral coverage against every Pokémon except Lanturn.
Major Battles: Kyogre can beast through what is left of the game with minimal-to-no support from items, mainly PP restoring ones if Kyogre attempts to solo the entire game. Thunder wrecks Wallace, and Kyogre has no problem setting up Calm Mind in the face of the Elite Four's and Champion's lead Pokémon and then sweeping the battle from there.
Additional Comments: It is advisable to swap Hydro Pump for Surf and give Kyogre an Electric-type move, since the power decrease is outweighed by the accuracy and PP improvement.

rayquaza.png

Name: Rayquaza
Availability: Rayquaza can be caught in the Sky Pillar on a revisit at level 70 after the player awakens it for the first time to stop the clash between Groudon and Kyogre. Note that the second visit will require a Mach Bike for the crumbling floor puzzles.
Stats: Rayquaza's base stats are already impressive both offensively and defensively, but its actual stats will tower over everything else due to coming at level 70.
Typing: Dragon / Flying is all in all a great defensive typing, but the 4x weakness to Ice-type coverage can come to bite against somewhat common Ice-type attacks in the endgame.
Movepool: Rayquaza has a stellar and expansive movepool that can be adjusted for the team's needs. It also learns all of the mandatory HMs and Fly if that utility is required, though this is somewhat of a waste of its offensive prowess.
Major Battles: Rayquaza's great offensive stats, its stellar movepool, and the fact that it can be caught at level 70 means that it can pretty much steamroll what is left of the game. It destroys Juan by spamming Outrage alone. Some item usage can have Rayquaza easily solo the entirety of the Pokémon League.
Additional Comments: Outrage only uses 1 PP the first time is used, so a well-timed Outrage can take 2-3 Pokemon with only 1 PP if Rayquaza needs to conserve PP at any point.

shroomish.png

Name: Shroomish
Availability: Shroomish can be found in Petalburg Woods with a 15% chance at level 5 to 6.
Stats: Good bulk with low offenses and Speed. Upon evolution, its Attack stat skyrockets to become one of the highest in the game.
Typing: A Grass typing is useful for the earlier portions of the game due to its advantage against Rock- and Electric-types. Upon gaining the Fighting typing upon evolution, it gains additional favorable matchups against Norman, Sidney, Glacia, and Steven, though it dislikes the new Psychic weakness against Tate & Liza. Note that Breloom does not rely on Grass-type moves for offense.
Movepool: Shroomish relies on disruptive moves such as Stun Spore, Leech Seed, and Mega Drain to take full advantage of its bulk and make up for its lack of power. Once it evolves, it changes gears to become an attacking powerhouse, crushing foes with moves like Bulk Up, Mach Punch, Rock Tomb, Silk Scarf-boosted Headbutt or Strength, Sludge Bomb, and Sky Uppercut, most of which are very powerful attacks for when they are learned compared to most Pokémon.
Major Battles: Shroomish can solo Roxanne while being able to hinder Brawly with Leech Seed and Mega Drain. Breloom can smash Wattson, Archie, and Sidney pretty easily as well as wipe out most of Norman's trainers, while Norman himself can be dealt with by clever use of Bulk Up and Leech Seed or Counter. It loses to Flannery, Winona, Tate & Liza, and Phoebe, but otherwise, its immense power makes it a threat against nearly any foe it fights, especially with the threat of Bulk Up + X-Speed sweeps.
Additional Comments: Breloom's usefulness against Glacia is heavily decided on whether Breloom is able to outspeed her Pokémon, so it should avoid having a speed-hindering nature and be fed any Carbos it can.

torchic.png

Name: Torchic
Availability: Torchic is obtained at level 5 as one of the potential starters received on Route 101 at the beginning of the game.
Stats: Its Attack and Special Attack are good for the whole game; however, the rest of its stats are average. Final evolution improves its Speed slightly, making it faster than most of the foes.
Typing: The combination of Fire and Fighting hits 7 different types for super effective damage while only being resisted by some Flying- and Water-type Pokémon. Defensively, the typing results in nasty bad matchups against Water-, Ground-, Flying-, and Psychic-types, which are common in major battles.
Movepool: For its STAB moves, it gets Ember at level 10, Double Kick upon first evolution at level 16, and Blaze Kick upon second evolution at level 36. Stronger STAB attacks (Brick Break, Flamethrower, and Fire Blast) are only accessible via TMs. Torchic can utilize Rock Tomb as well as Ground- and Normal-type coverage to hit specific foes harder. Bulk Up is a very noteworthy boosting move that makes Combusken and Blaziken able to set up more effectively against foes with only physical moves.
Major Battles: Its performance against Roxanne heavily depends on its evolutionary stage; Torchic fails to do anything helpful, but Combusken can win without much trouble. Most of the remaining major battles are not a big threat to the Torchic line thanks to its good STAB attacks and access to a powerful boosting move. Most notably, even despite having a type disadvantage, Blaziken can sweep Winona and the Water-type gym leader due to Bulk Up. Only Tate & Liza, Drake, and Champion Wallace prove to be too much for it to handle.

zangoose.png

Name: Zangoose
Availability: Zangoose can be caught in Ruby at Route 114 with a 19% chance at levels 15 to 17.
Stats: Zangoose has very high Attack and Speed stats from the moment it's available. Its bulk is mediocre, but it can allow it to survive hits to set up with Swords Dance and sweep.
Typing: A Normal typing gives it an immunity to Ghost-type attacks and is seldom resisted offensively when combined with the Shadow Ball TM outside of Steel-type Pokémon.
Movepool: Zangoose comes with Swords Dance and Quick Attack and can be taught Strength for use in battle immediately. It can be taught TMs such as Shadow Ball, Brick Break, Dig, and Return towards the end of the game to hit almost every foe hard.
Major Battles: While its typing doesn't give it any immediate advantage, the ability to set up Swords Dance boosts and hit hard with Normal-type STAB attacks allows it to do well against Flannery, Winona, Wallace, Sidney, and Glacia. With Shadow Ball, it also beats Tate & Liza and Phoebe.
Additional Comments: It's advised to obtain the Strength HM immediately after defeating Wattson so Zangoose can use the move right away. Zangoose's biggest flaw is its experience group, Erratic, which means from the moment you catch it, it'll need to defeat twice as many foes as a Medium Slow experience group Pokémon to achieve the same level, so it'll likely be underleveled during mid-game sections. At around the seventh gym, it'll begin leveling up much faster to make up for the rough start.


B-Rank

Name:
Absol
Availability: Absol can be found on Route 120 with an 8% chance at level 25 or 27.
Stats: Absol is a Glass cannon; it has very high Attack stat with decent Speed and Special Attack stats, but it has poor defenses.
Typing: A Dark typing is useful for its Psychic immunity and Ghost resistance, but it does not serve Absol very well in the attacking department at all.
Movepool: Absol is TM-reliant, but fortunately, it has a very diverse movepool that can easily be tailored to your needs. It has Swords Dance to bolster moves such as Shadow Ball, Aerial Ace, and Return to extremely powerful levels, or it can take advantage of the coverage granted by Ice Beam, Thunderbolt, and Flamethrower, which it can further augment with Calm Mind if it wants.
Major Battles: Absol technically has the movepool to contribute to nearly any major matchup, be it breaking teams with Swords Dance-boosted Shadow Ball, picking off specific targets with special attacks, or even potentially sweeping with Calm Mind. Do note that Absol's frailty and average Speed can make clean sweeps rather difficult, but Absol does fairly well in one-on-one battles due to its power or coverage, and it can wipe out Tate & Liza, Steven, and Phoebe particularly easily.

barboach.png

Name: Barboach
Availability: Barboach can be fished with the Good Rod in the lake of Route 111 with a 20% chance at levels 10 to 30.
Stats: Barboach has poor stats, so it wants to evolve as soon as it gets Earthquake at level 31. Whiscash has sizable HP, mediocre Speed, and average stats elsewhere.
Typing: A Water / Ground typing is excellent for its wide and neutral coverage and having only one uncommon weakness, making Whiscash terrific for neutral fights.
Movepool: Surf and the Ice Beam TM are available to it immediately, and if you fished up a level 30 Barboach, Earthquake is immediately learned after leveling up. Amnesia is helpful in allowing it to tank through specially oriented fights, but if you don't need that, Whiscash can make room for Dive or Waterfall.
Major Battles: Ice Beam Whiscash beats all of Winona's Pokémon. Tate & Liza can be spammed with Surf; Solrock's SolarBeam or repeated Psychic hits can be dangerous, but Whiscash can use Amnesia to mitigate that damage if need be. Whiscash can run an Amnesia + Earthquake combination throughout the entire Wallace or Juan fight, though without a few X Attack and X Speed, don't expect Whiscash to clean sweep without running into PP issues. The only Grass-type moves in the Elite Four come from Sidney's Cacturne, Steven's Cradily, and Wallace's Ludicolo, but otherwise, Whiscash can use its general bulk, Amnesia, and strong attacks to tank through most stronger foes, with especially favorable matchups against Drake's and Stevens's teams.
Additional Comments: Barboach should hold off on evolution until level 31 in order to learn Earthquake 5 levels earlier in exchange for only one additional level before evolving.

carvanha.png

Name: Carvanha
Availability: Carvanha can be found using a Good Rod on Route 118 with a 20% chance at levels 10 to 30.
Stats: Carvanha quickly evolves into Sharpedo, whose good offensive stats and Speed but near-useless bulk make it a glass cannon that wants frequent healing.
Typing: Several Psychic- and Ghost-type foes make Sharpedo's Dark-type STAB moves useful in the endgame. Its defensive typing is also good, but its stats prevent it from having much defensive utility.
Movepool: Any Carvanha encountered at level 22 or higher should already know Crunch. It can immediately learn Surf for a STAB move and Ice Beam for covering Flying- and Dragon-types. Additionally, Sharpedo can learn Earthquake or any of the 5 required HMs to utilize its high Attack.
Major Battles: Sharpedo gets worn down too easily to solo entire battles, but its movepool lets it contribute against every Gym and Elite Four member. Sharpedo's movepool and typing are perfect for destroying Winona and Tate & Liza. It does well against Phoebe and can do well against Drake, though its performance against Drake is dependent on Sharpedo being able to outspeed his team.
Additional Comments: Carvanha can be encountered anywhere from level 10 to 30, so try to catch one that's at least level 25. A slow leveling rate slightly hinders Sharpedo.

electrike.png

Name: Electrike
Availability: Electrike can be found on Route 110 with a 30% chance at levels 12 to 13.
Stats: Electrike and Manectric have good Speed and Special Attack but have low bulk, setting them up as fast sweepers.
Typing: Electric-types have a very good time in Hoenn due to the many Flying- and Water-type foes to sweep through, particularly in the water routes near the end of the game. Ground-types aren't incredibly common despite how they tend to be a complete stop to Electrike.
Movepool: As with all Electric-types in Hoenn, Manectric's movepool is quite bad, being pretty much only Electric- and Normal-type moves and lacking any Electric-type attacks until Spark at level 20. Later on, Manectric should be upgrading to Thunderbolt via TM and has the ability to learn Bite fairly late, though the low Base Power means Manectric rarely has a reason to use it besides in desperate situations against a Ground-type. It can also carry the Strength or Flash HMs due to having a fairly limited useful moveset.
Major Battles: Manectric excels against most of Winona's and the Water-type Gym's teams and is competent against most other gyms. It generally has trouble sweeping due to good-but-not-amazing power and middling bulk, though the ability to crush most route trainers can give it enough of a level edge to be a solid brawler. At the Pokémon League, Manectric is a solid option against most of the Elite Four's teams and can take out a couple Pokémon from each member with the exception of Drake.
Additional Comments: Electrike struggles to level up until it learns Spark; it can be taught Shock Wave via TM after beating Wattson to bridge the few levels until it learns Spark if the Shock Wave TM isn't otherwise needed. Manectric can also be caught directly after obtaining Surf, which entirely bypasses any training phases and lets it begin contributing at the point of the game it excels in at the cost of levels and potentially being used against Flannery and Norman.

heracross.png

Name: Heracross
Availability: Heracross can be found in the northeast part of Area 4 of the Safari Zone with a 5% chance at level 27 or 29.
Stats: Heracross's amazing Attack and good Speed are perfect for quickly defeating regular trainers, and its decent bulk means you don't have to heal it very often.
Typing: Fighting is a good offensive typing, but its weaknesses to Flying and Psychic are problematic, as they are rather common toward the endgame. The Bug typing is a hindrance, as it makes Heracross weaker to Fire and Flying.
Movepool: Heracross comes already knowing Brick Break and can immediately learn Strength and Bulk Up. It usually only needs to spam Brick Break, but you can teach Heracross Earthquake to be able to damage Ghost-types. One is likely to have beaten the game before Heracross reaches level 53, so aiming for Megahorn is ill-advised.
Major Battles: Heracross can sweep Juan, Sidney, Glacia, Drake, Steven, and Wallace after a few Bulk Up boosts and an X Speed if necessary; certain lead Pokémon such as Juan's or Wallace's Sweet Kiss Luvdisc, Sidney's Sand-Attack Mightyena, and Steven's Aerial Ace Skarmory are not ideal to set up against on the first turn, but they have other Pokémon that are much easier for Heracross to start using Bulk Up on. Heracross does not fare well against opponents such as Winona, Tate & Liza, and Phoebe, since all their Pokémon can target Heracross's weaknesses or just prove a pain to set up on in Phoebe's case.
Additional Comments: You can manipulate Heracross's nature by inserting Pokéblocks into Pokéblock feeders. Pokéblocks made of Leppa Berries increase the chance of Attack-boosting natures, while those made from Pecha Berries increase the likelihood of Speed-boosting natures. While the ability Heracross has doesn't matter much, Guts is slightly better.

machamp.png

Name: Machop (Trade)
Availability: Machop can be found in Fiery Path with a 15% chance at levels 15 and 16.
Stats: Machop starts with good Attack and functional bulk, both of which dramatically improve on evolution. Low Speed means it struggles to sweep through the game without Potion support, despite the incredibly high Attack.
Typing: Fighting is an excellent offensive typing for most of the endgame for hitting Dark-, Ice-, and Steel-types super effectively and has good utility in mid-game sections. Endgame Fighting-types tend to suffer due to Flying- and Psychic-types becoming more common.
Movepool: Machop starts out with a good STAB move in Karate Chop and also learns a variety of other Fighting-type moves by leveling up, including Revenge, which pairs well with Machop's and Machamp's low Speed stats. Using the Brick Break TM is generally advised, as it is Machamp's best STAB move for the end of the game, since it's not reliant on Machamp being hit and has usable PP and accuracy unlike Cross Chop and DynamicPunch. Outside of its STAB options, The Strength HM and the Rock Tomb, Dig, and Earthquake TMs are the most useful options to round out Machamp's coverage. Giving Machop the Bulk Up TM turns it into an effective setup sweeper on evolution, improving its already good physical bulk and letting it OHKO most neutral targets after only a couple of boosts.
Major Battles: Machop isn't great against Flannery because of its lower special bulk making it take heavy damage from Overheats and because of Torkoal's high Defense, but Machamp is able to decimate Norman, especially if it sets up. Winona can be beaten with item support and Bulk Up, but Tate & Liza is a very bad matchup for it. Most of the Pokémon League can be beaten by Machamp setting up Bulk Up boosts, being healed with Potions as needed, and sweeping through their teams in a somewhat slow but certainly effective manner.

magikarp.png

Name: Magikarp
Availability: Magikarp can be found using an Old Rod at Dewford Town with a 70% chance at levels 5 to 10.
Stats: Gyarados has good defensive stats, but its low Special Attack prevents it from effectively using its large special movepool.
Typing: Water / Flying is a good defensive combination because Electric-type attacks become rare after Wattson's Gym Battle. Gyarados is unfortunately unable to effectively use any STAB attacks due to a low Special Attack stat and being unable to learn any Flying-type moves.
Movepool: Magikarp learns no useful moves and wants Exp. Share training until it evolves, and Gyarados can be taught Strength from the HM after beating Wattson. Gyarados relies on non-STAB physical moves, namely Strength, Thrash, Return, and Earthquake, though lacking a STAB bonus on any physical moves leaves it somewhat weaker than expected. Surf and Ice Beam are functional options for super effective coverage, and Gyarados can be taught every mandatory HM for utility.
Major Battles: Magikarp is useless against both Brawly and Wattson, but it is able to contribute to most battles after it evolves. Dragon Rage can help against Flannery's Torkoal, but for most battles, Gyarados will be hitting neutrally with Strength or Thrash and occasional super effective special moves, which is generally sufficient until the endgame where Gyarados's raw power begins to fall off.
Additional Comments: Slow leveling rate slightly hinders Magikarp, and it is incapable of contributing until it evolves at level 20. Intimidate is useful for weakening any physical attacker and can make it easier for Gyarados to set up with battle items if needed.

magnemite.png

Name: Magnemite
Availability: Magnemite can be found in New Mauville with a 50% chance at levels 22 to 26.
Stats: Magneton has excellent Special Attack, but its Speed is only average, and it may need help in order to outspeed multiple foes. While Magneton has good Defense, its mediocre HP and Special Defense make it vulnerable to special attacks.
Typing: The Electric / Steel combination resists all but 4 types, but even weak Ground-type attacks often OHKO Magneton. Its Electric-type attacks are useful against the many Water-type foes in the second half of the game.
Movepool: Magneton does not learn any special attacks outside of Electric-type moves unless it gets lucky with Hidden Power. Its tiny movepool makes it lose to almost every Ground-type Pokémon. Spark, Thunder Wave, and Thunderbolt are Magneton's only particularly good moves, and the fourth move choice does not really matter, since it's usually not going to help in battle.
Major Battles: Magneton can deal significant damage just by spamming Thunderbolt against the last 3 Gyms and Phoebe, as long as its teammates take out their Earthquake user. The other Elite Four members and the Champion are more threatening because they use Electric-resistant Pokémon or strong special attacks.

makuhita.png

Name: Makuhita
Availability: Makuhita can be found on the first floor of Granite Cave with a 50% chance at levels 6 to 10 or B1F of Granite Cave with a 10% chance at levels 10 to 11.
Stats: Enormous HP lets Hariyama tank attacks and accumulate lots of Bulk Up boosts, and a strong Attack stat after a rather early evolution lets it beat most foes one-on-one with or without Bulk Up. However, low defenses and Speed means it takes annoying status moves and consumes lots of Potions when you fight regular trainers.
Typing: Fighting is a good offensive typing throughout the game. The Psychic weakness occasionally hinders Hariyama.
Movepool: Makuhita learns Vital Throw at level 13, which is a really powerful attack at this point in the game and serves Hariyama well for much of it. It can learn Bulk Up, which it makes good use of easily due to its high HP. Much later, it can learn the slightly higher PP and non-negative priority Brick Break. Hariyama's movepool outside of Fighting-type attacks is really shallow, so moves such as Dig, Strength, and Earthquake provide much-needed additional coverage against Fighting-resistant foes.
Major Battles: The Brawly matchup is unfavorable, since his Makuhita is likely stronger and has Bulk Up. From here on out, Hariyama can just brute force its way through most major battles with Bulk Up, albeit with hefty Potion support. Consequently, Tate & Liza and the Champion are the only really difficult fights. Of course, some opponents (namely Winona, Phoebe, and Drake) require more Bulk Up boosts than others.
Additional Comments: Thick Fat is the better ability because it makes Flannery and Glacia much easier. Note that Hariyama will consume much of your Potion reserves due to its high HP, low initial bulk, bad Speed, and heavy use of setup moves. The traded Makuhita, Makit, generally does not have any real advantages over a player-caught Makuhita due to the traded one's awful IVs.

marill.png

Name: Marill
Availability: Marill can be found at Route 104 with a 20% chance at levels 4 to 5 in Emerald or on Route 117 with a 10% chance at level 13 in all versions.
Stats: Marill's stats are rather weak even with Huge Power, so it can be a slight hindrance before evolving. Azumarill has usable defensive stats and Special Attack, and its Attack is strong if boosted by Huge Power.
Typing: Water is a strong defensive typing because Electric- and Grass-type attacks become rare after Wattson's Gym battle. It is also a special type, so Azumarill unfortunately can't boost any attack with both a STAB boost and Huge Power.
Movepool: Marill can learn any of the 5 required HMs without evolving. It also doesn't require any HMs to catch, so it provides incredible and easy HM utility. In battle, Marill always has access to Huge Power-boosted Normal-type attacks, such as Tackle, Strength, and Return. Its coverage moves include Water Gun, BubbleBeam, Dig, Surf, and Brick Break.
Major Battles: In Emerald, Marill's worst matchups are against Brawly (as Marill is likely still unevolved at that point), Wattson, and Phoebe. Other than those, Azumarill consistently deals damage simply by spamming its strongest move, and it does particularly well against Roxanne and Flannery. Azumarill's performance against Norman and Glacia depends on access to Dig and Brick Break, respectively. In Ruby and Sapphire Marill is unable to contribute against Roxanne or the second mandatory Rival fight, but its utility in major battles is otherwise identical.
Additional Comments: A female Marill does slightly better against Flannery, Juan, and Glacia due to their Attract Pokémon. Marill benefits slightly from its fast leveling rate.

meditite.png

Name: Meditite
Availability: Meditite can be caught in the exterior of Mt. Pyre with a 30% chance at levels 27 and 29 in Ruby and Sapphire.
Stats: Meditite's stats are low at the moment you catch it. Medicham has good Speed and a passable base Attack stat, which becomes really high after taking Pure Power into consideration.
Typing: Meditite's unique Fighting / Psychic typing gives it a disadvantage against Flying- and Ghost-type Pokémon while allowing it to hit Dark-, Ice-, and Steel-type Pokémon hard. Being neutral to Psychic means it has a better matchup against Tate & Liza than other Fighting-types such as Blaziken and Hariyama.
Movepool: Meditite starts with only Hidden Power as a way to do damage, but it can be taught Strength as a solid physical attack until it learns Hi Jump Kick at level 32. It can be taught TMs such as Bulk Up, Shadow Ball, and Brick Break to round out its coverage and leverage its high Attack.
Major Battles: Medicham can defeat Sydney and Glacia with its Fighting STAB attacks alone, while Bulk Up and Shadow Ball allow it to beat Tate & Liza, Wallace, and Phoebe and knock out at least four of Champion Steven's Pokémon.
Additional Comments: Alongside its raw strength due to Pure Power, access to Shadow Ball to handle Psychic- and Ghost-type Pokémon is the biggest advantage it has over its fellow Fighting-types.


vileplume.png


Name: Oddish (Vileplume)
Availability: Oddish can be found on Route 110 with a 10% chance at level 13.
Stats: High Special Attack, middling Attack stat, and good general bulk, but it is slow. Sunny Day + Chlorophyll helps to patch up the Speed issue though.
Typing: Gets access to strong mid- to late-game STAB attacks and good resistances, though its Poison typing can be a hindrance late-game due to increased usage of Psychic- and Ground-type moves.
Movepool: Early-game, Oddish will be reliant on Bullet Seed and powder moves such as PoisonPowder, Stun Spore, and Sleep Powder for a substantial portion of the game. After acquiring Surf, more TMs such as Giga Drain, Sludge Bomb, Sunny Day, and SolarBeam become available. Not having any worthwhile non-STAB moves means Vileplume will struggle to beat Poison- and Steel-types.
Major Battles: Early-game, Oddish will usually be annoying tough foes with powder moves but generally won't be doing a lot of damage, meaning it has mediocre to outright bad matchups against nearly all the pre-Surf Gym Leaders. Vileplume is obtainable before fighting Winona, as the Leaf Stone as well as the Sunny Day and SolarBeam TMs are in rather close proximity to each other around Fortree City, though Vileplume is only expected to beat Winona's Pelipper. It solos Sidney with ease, whereas SolarBeam is especially useful in allowing Vileplume to heavily threaten Tate & Liza, Juan, Wallace, and, to an extent, Glacia while providing solid damage against neutral targets such as Dusclops, Flygon, and Aggron. Vileplume's weaknesses against Psychic can be a nuisance when taking on Tate & Liza and Phoebe, and it can only resort to powder moves against the likes of Drake's Altaria and Salamence and Steven's Skarmory and Metagross.
Additional Comments: Oddish is also much more commonly available on Route 119 post-Surf, with the advantage of requiring less babying to reach the coveted Sunny Day and SolarBeam TMs. One could even go after the high-leveled Gloom in Area 3 of the Safari Zone, where the SolarBeam TM is conveniently located.

pinsir.png

Name: Pinsir
Availability: Pinsir can be found in Area 3 of the Safari Zone with a 5% chance at levels 27 and 29.
Stats: Pinsir has great Attack, good Defense, and good enough Speed, but its HP and Special Defense stats are below average.
Typing: Pinsir's Bug typing is generally pretty neutral, as it comes after the Flying- and Fire-type Gyms and has few particularly useful resistances for the end of the game, though it's vulnerable to somewhat common coverage moves. Offensively, Pinsir being a Bug-type has no relevance, since it learns no useful STAB moves and has to use unboosted attacks.
Movepool: Pinsir's level-up movepool is okay, even if it lacks any useful STAB attacks. Brick Break is a good level-up move to have, and Pinsir can also learn additional Normal-type attacks, with Strength being its most consistent option. The Earthquake TM can be given to Pinsir to grant it a strong coverage option for Ghost-types that it otherwise struggles to beat. Bulk Up via TM and the late level-up move Swords Dance are setup options that allow Pinsir to make up for its lack of STAB attacks. As gimmicky or support utility options, Pinsir can also use Guillotine or the Cut and Rock Smash HMs.
Major Battles: Pinsir isn't great against Tate & Liza, since it can only hit their Pokémon neutrally while they all target Pinsir's weaker Special Defense. The last Gym and the Elite Four are functional matchups for Pinsir if it sets up early, with Sidney and Glacia in particular being favorable matchups.
Additional Comments: Pinsir comes a bit underleveled, so it needs some time to catch up due to its slow leveling rate. As a Safari Zone Pokémon, Pinsir's nature can be manipulated to make up for its lack of STAB attacks, since Red Pokéblocks increase the chance of an Attack-boosting nature.

slakoth.png

Name: Slakoth
Availability: Slakoth can be found in Petalburg Woods with a 5% chance at levels 5 to 6.
Stats: Great physical tank stats supplemented by high Speed and effective Special Attack after evolution. Slaking has the highest Attack stat of any accessible Pokémon and better bulk than Swampert.
Typing: A Normal typing trades a weakness to Brawly for an advantage against Phoebe. Few enemies resist Normal in game, which allows for comfortable OHKOs and 2HKOs from STAB attacks.
Movepool: Slakoth learns Encore and Slack Off and Vigoroth learns Bulk Up after defeating Brawly, forming an unstoppable sweeping set. Slaking's movepool is incredibly diverse and can be customized to defeat any foe; its options include Return, Shadow Ball, Earthquake, Flamethrower, Ice Beam, Thunderbolt, Brick Break, the aforementioned Bulk Up, and Hyper Beam—from this, Slaking is the single strongest attack in the game.
Major Battles: A moveset of Bulk Up / Encore / Slack Off enables Vigoroth to sweep cleanly through Wattson, Flannery, and Norman as well as Winona if Vigoroth has not yet evolved. Slaking easily OHKOes most enemies among Winona, Juan, and Tate & Liza while also tanking effectively in the double battle. Each of Sidney, Phoebe, Glacia, and Drake can be defeated by a setup Slaking using Bulk Up or will have their Pokémon picked off by Hyper Beam. All of Wallace's Pokémon can also be picked off with Hyper Beam or 2HKOed with Return, though Tentacruel should be OHKOed with Hyper Beam, as its Hydro Pump is able to 2HKO in return.
Additional Comments: Vigoroth is one of the best mid-game Pokémon available. Slaking carries any fight it enters single-handedly. The sole reason Slakoth is ranked only in the B tier is the Truant ability. The painful training period of a Slakoth and the drain on time and resources imposed by Truant are simply too much to justify a higher ranking, even though Slaking matches or exceeds the abilities of S tier entries.

staryu.png

Name: Staryu
Availability: Staryu can be found in Lilycove City using the Super Rod with a 15% chance at levels 25 to 30.
Stats: Staryu has high Speed and good Special Attack but fairly low bulk, turning it into an effective special sweeper.
Typing: Water / Psychic on a special attacker is a strong combination of STAB types that give Starmie good coverage for the remainder of the game. Defensively, a Water typing is moderately useful, but its Psychic typing gives it weaknesses to two of the Elite Four's types and comes too late to have any defensive benefits.
Movepool: Staryu's level-up movepool is unremarkable, and it shrinks to nothing after it evolves. It relies pretty much entirely on TMs and HMs to achieve its amazing moveset. Surf is a no-brainer, but Staryu and Starmie make incredibly effective use of all of Psychic, Thunderbolt, and Ice Beam for wide super effective and strong neutral coverage.
Major Battles: Due to being obtainable so late, Staryu misses most major battles. Since Staryu cannot evolve until after defeating Tate & Liza, it's restricted to moderately low damage output unless given significant grinding. The remainder of the major battles Starmie can effectively deal with as long as it's been given TM coverage options, only having some trouble with Phoebe and, to a lesser extent, Sidney.
Additional Comments: Staryu requires significant investment from TMs to be effective against the endgame, and while Ice Beam and Thunderbolt—the latter of which helps Staryu catch up to the rest of the team—are both obtainable freely, they're also often in high demand. A Water Stone to evolve Staryu requires Dive.

taillow.png

Name: Taillow
Availability: Taillow can be found on Route 104 with a 10% chance at levels 4 to 5.
Stats: Terrific Speed and decent Attack, but it has bad defenses.
Typing: A Normal / Flying typing gives access to good STAB moves early on, though that typing's usefulness will wane as the game progresses.
Movepool: Taillow is never out of reach of powerful STAB moves, with a potent early-game level-up movepool and TM access giving Taillow moves such as Wing Attack, Secret Power, Fly, Return, and even Hyper Beam. However, Taillow doesn't have any other worthwhile coverage options outside a somewhat weak Steel Wing.
Major Battles: Taillow's Speed and strength let it easily prey on route trainers, but outside of Brawly, Taillow doesn't actually outright excel in any important battles. While it can generally contribute to the majority of major fights by picking off their weaker Pokémon, it is usually heavily outmatched by the boss's ace Pokémon. Swellow tends to operate as a hit-and-run Pokémon that can trade blows with two Pokémon at most and thus is usually unable to cleanly sweep an important fight.
Additional Comments: If the player is willing to take additional time to purposefully inflict and maintain a status condition on Swellow, it can experience a dramatic power spike by taking advantage of both Guts- and a STAB-boosted Facade. This strategy was not considered for Taillow's ranking as noted above, but it will greatly improve its power in mid- and late-game sections.

tentacool.png

Name: Tentacool
Availability: Tentacool can be found in Dewford Town using the Old Rod with a 30% chance at levels 5 to 10.
Stats: Very high special bulk but poor Defense. Very good Speed and decent Special Attack make it a workable special sweeper. Tentacruel's Attack is low but still useable with STAB attacks.
Typing: Tentacool's typing is very good. Its Special Defense lets it handle weaker Electric- and Psychic-type moves, with only Ground-type attacks being a significant threat, but Tentacool is able to fight back with its Water-type STAB attacks. Tentacool's Poison typing gives it a way to handle Grass-types without needing Ice Beam, though these are uncommon in major fights.
Movepool: Tentacool's level-up movepool is horrendous until it learns BubbleBeam at level 25, having nothing better than the very weak Acid at level 19 and Poison Sting before that. Thief via TM can provide a slight power increase, but Tentacool will still struggle to fight most things until it finally gets BubbleBeam. After the fifth Gym, it gets solid attacking options, with both Surf and Sludge Bomb dramatically increasing Tentacruel's power and both Ice Beam and Giga Drain as utility. Tentacool is also able to use the 3 Water-type HMs and Cut for out of battle utility.
Major Battles: Tentacool has a poor matchup against the second and third Gyms due to its incredibly low damage output and weakness to Electric, and it only excels against Flannery if it gets to BubbleBeam beforehand. Norman is difficult for Tentacool to fight against due to its low Defense, but Tentacruel can generally take out a couple of his Pokémon. Tentacruel will generally have semi-positive matchups against most of the remaining major battles, bar the Water Gym where it does extremely well. In the Pokémon League, Tentacruel does well against Sidney, Glacia, Drake, and Wallace (if given appropriate coverage moves), but Phoebe and Steven are problematic.
Additional Comments: The painful early training period for Tentacool can be skipped by only obtaining it after defeating Norman and gaining access to Surf. By using a Repel with a lead Pokémon that is between level 30-35, players can obtain a Tentacool that is able to immediately evolve and has access to all of its best move options. The main cost is an inability for Tentacool to contribute against Flannery, but freeing up the time spent training Tentacool to level 25 may be appealing.

wingull.png

Name: Wingull
Availability: Wingull can be found on Route 103 with a 20% chance in Emerald and a 10% chance in Ruby and Sapphire at levels 2 to 4.
Stats: Wingull has good Speed but bad bulk and fairly bad offenses after early-game sections. Pelipper loses Speed in exchange for better Special Attack and decent overall bulk, but it always has to deal with low Attack.
Typing: Wingull's Water / Flying typing is excellent for early-game sections, matching up well against 3 of the first 4 Gym Leaders, and it only has a significant struggle against Wattson, while late-game, the typing has no particular advantages or disadvantages besides needing to be aware of Electric-type coverage moves. Offensively, Water- and Flying-type attacks have perfect neutral coverage, but poor Attack makes this hard to leverage effectively.
Movepool: Wingull has a good early level-up movepool with solid STAB options in Water Gun and Wing Attack but lacks stronger options for the later parts of the game. Pelipper is able to supplement its movepool with TMs and HMs later on, making good use of Surf, Ice Beam, and Shock Wave. Shock Wave in particular is useful for Pelipper, since despite its weak Base Power, it lets Pelipper fight most Water- and damage Flying-types prior to being taught Ice Beam. Pelipper also provides the somewhat rare combination of Fly and Surf for utility, though it unfortunately does not learn either Waterfall or Dive.
Major Battles: Wingull and Pelipper are great against Roxanne, Brawly, and Flannery due to their super effective STAB moves, and they can use coverage options to deal with Winona. Norman is a solid matchup too because of Pelipper's high Defense and access to Protect to shut down his Slaking. Tate & Liza and the Water Gym are both decent matchups for Pelipper, though its somewhat mediocre stats begin to show, and the Pokémon League is difficult for Pelipper without utilizing super effective moves or item support.

zigzagoon.png

Name: Zigzagoon (R/S)
Availability: Zigzagoon can be found on Route 101 with a 45% chance at levels 2 to 3.
Stats: Zigzagoon has high Speed and not much else of note. Once it evolves into Linoone, it wields a passable Attack stat relative to its acquisition and even higher Speed, but Linoone's damage will eventually lag behind as the game progresses.
Typing: A pure Normal typing doesn't provide much offensively or defensively outside of decent STAB attacks, but it also doesn't come with many drawbacks due to having only one weakness to somewhat uncommon Fighting-type attacks.
Movepool: Zigzagoon obtains a very strong STAB option in Headbutt at level 7, allowing it to do good damage immediately despite its unimpressive Attack stat. It doesn't get much else of note naturally outside of Belly Drum; while this might allow sweeps as Linoone, this option comes very late. Zigzagoon and Linoone may also be taught a large number of TMs for better coverage, with Linoone also being capable of learning 4 of the game's 8 HMs, 3 of which are mandatory at various points.
Major Battles: Zigzagoon has no outright good matchups during important fights, especially in the early parts of the game. It is walled by Roxanne's team, gets easily KOed by Brawly's Fighting-types, and struggles against Wattson's team, which has two Steel-types that are also impenetrable. While bad matchups are less common after Wattson, Linoone's inability to deal damage as the game goes on makes it a terrible pick in the vast majority of situations. It can still contribute in the last legs of the game if Belly Drum is utilized, but the move is still learned incredibly late and does not help against the final battle against Steven's Rock- and Steel-types. Zigzagoon in Ruby and Sapphire is generally used for its out-of-battle utility.
Additional Comments: As Zigzagoon is a subpar combatant, its viability is heavily propped up by Pickup. The drops you can get in Ruby and Sapphire are not tied to level like in later games, so you may obtain powerful items immediately. After every battle, each Zigzagoon not currently holding an item in the party has a 10% chance to obtain an item, picking up items such as the less useful late but still strong early on Super Potions, the always useful Rare Candies and Ultra Balls, and Nuggets, Proteins, and PP Ups that leave the player set for their money needs. This gives Zigzagoon unrivaled utility, especially when combined with its capacity as a passable HM user.
 
Last edited:
C-Rank

chinchou.png

Name: Chinchou
Availability: Chinchou can appear underwater on Routes 124 and 126 with a 30% chance at levels 20 to 30.
Stats: Aside from its amazing HP, Chinchou has unimpressive stats. Its Defense and Speed in particular are slightly below average.
Typing: The combination of Water and Electric hits 5 different types for super effective damage, most notably the Water-types infesting the stage of the game Chinchou is obtained in and is resisted by Grass- and Dragon-types. Defensively, the weakness to Ground is annoying for most endgame battles, but Lanturn's 5 resistances are generally effective.
Movepool: If caught at level 25 or higher, Chinchou starts with Spark and can be immediately taught Surf. Stronger Electric-type STAB attacks—Thunderbolt and Thunder—are only available via TMs. Its only noteworthy coverage option is Ice Beam, but Lanturn makes a great use of it, as it provides perfect neutral coverage alongside its STAB moves. Confuse Ray and Thunder Wave are optional level-up moves that are able to disrupt foes.
Major Battles: Lanturn provides valuable help against the Water-type Gym Leader and the whole Elite Four, usually defeating certain targets or outright sweeping the whole team with some item support. Despite having a type advantage over both Champions, Lanturn can struggle against both due to its average Special Attack and their access to Ground- and Grass-type coverage.
Additional Comments: It is highly recommended to catch Chinchou at level 26 or higher to evolve it immediately. While Chinchou joins at a level that will generally put it behind existing team members, it is able to easily feed on the many Water-type trainers in the endgame.

doduo.png

Name: Doduo
Availability: Doduo can be found in Area 3 to the northwest in the Safari Zone, which requires a Mach Bike, with a 15% chance at levels 27 to 29, and Dodrio can be found with a 5% chance at level 29 or 31. Doduo can also be found in other parts of the Safari Zone at a 10% chance at level 25 or 27 without needing a Mach Bike.
Stats: Dodrio has high Attack and Speed but low bulk.
Typing: A Normal / Flying typing frankly does not offer good advantages at this point in the game, especially when its weaknesses become more common.
Movepool: Tri Attack is the main Normal-type STAB move of choice, since Dodrio is unlikely to build Return to maximum power or even outdamage Tri Attack without substantial investment or sidetracking. Fly is Doduo's chosen Flying-type STAB attack, while Hyper Beam is recommended to let Dodrio capitalize on its power and potentially minimize its bulk issues by KOing foes when it otherwise might have taken damage instead. Steel Wing is the only coverage option of note Doduo has access to. Nothing else is worth running, though Taunt can be useful to shut down some foes like Emerald Phoebe's lead Dusclops.
Major Battles: Dodrio is a good route cleaner, but its main role in fights is primarily to weaken neutral targets with Tri Attack into Hyper Beam's KO range. If it cannot accomplish this against certain foes before it gets KOed itself, consider them bad matchups for Dodrio. This is to say that Dodrio has middling success against some or most of Winona's, Sidney's, Wallace's or Juan's, and Drake's teams, but it is likely going to be outmatched against Tate & Liza, Phoebe, Glacia, and the Champion.
Additional Comments: Drill Peck is the best Flying-type move available in the game, which Doduo can learn at level 37 compared to Dodrio's significantly later level 47. However, Drill Peck doesn't offer much over Tri Attack and Fly in the long run to warrant being stuck as a Doduo for at least 6 levels longer than usual, so don't be tempted by this. It is also recommended to reach Lilycove City after catching Doduo / Dodrio if you intend to use it to fight Winona so that you can cut back on further backtracking by simply flying to Lilycove City.

golem.png

Name: Geodude (Trade)
Availability: Geodude can be found on the first floor of Granite Cave with a 10% chance at levels 6 to 9.
Stats: Very high Defense, excellent Attack, and bad Speed and Special Defense.
Typing: Geodude's typing is fantastic offensively, providing perfect neutral coverage and super effective STAB attack against a significant portion of the early- and mid-game battles. Defensively, a Rock / Ground typing is solid until the player hits Lilycove City, and then, it is pretty bad for the tail end of the game.
Movepool: Geodude gets access to really good early STAB moves in Magnitude and Rock Throw, which upgrade to Rock Blast and Earthquake much later on via level up. Strength is a fairly reliable option to avoid Magnitude's variable power, and Selfdestruct or Explosion in the endgame are effective at forcing a mutual KO, but for the most part, Golem can just use its STAB moves.
Major Battles: Geodude struggles with Brawly, but it is amazing against Wattson, Flannery, Norman, and Winona. After getting past Lilycove, Golem falls off heavily with average-to-bad matchups against the last two Gyms and most of the Pokémon League due to its poor Speed and Special Defense holding it back.
Additional Comments: Geodude is able to quickly gain levels early-game due to strong STAB moves and many advantageous matchups, but it struggles against route trainers once the player hits the water routes in the endgame, which can lead to it falling behind in level without specifically correcting for it.

gulpin.png

Name: Gulpin
Availability: Gulpin can be found in Route 110 with a 15% chance at levels 12 to 13.
Stats: Good HP and defenses but average power and mediocre Speed.
Typing: A Poison typing is nice for a good matchup against Brawly's team, but its usefulness wanes as the game progresses as Psychic- and Ground-type attacks become more common.
Movepool: STAB Sludge at level 14 as Gulpin and Body Slam at level 26 as Swalot are fairly powerful attacking options at their respective points in the game and make up for Gulpin's and Swalot's low base Attack stats. Bullet Seed and Shock Wave can be used as momentary coverage options until you get the Ice Beam and Sludge Bomb TMs for Swalot's main coverage option and STAB attack. It has rare utility moves such as Yawn, Amnesia, Encore, and even Toxic by level up, which it needs at least one of to fully make use of its potential, with Yawn generally being the most useful.
Major Battles: Swalot's performance in important fights is significantly dependent on its movepool. Gulpin isn't going to fare well against Wattson's Steel-types, though Amnesia and poison could potentially allow it to take on Manectric. Yawn and Encore can disrupt Norman's Slaking, though Swalot is unlikely to beat the entire team on its own. Ice Beam lets Swalot contribute against Winona and Drake, though it must be wary of Earthquakes. Amnesia is key in allowing Swalot to sweep Flannery's and Glacia's teams by setting up on the right target, such as Slugma and level 50 Glalie, with Yawn, Toxic, or Encore making the fight even easier, though beware of Magnitude from Emerald Flannery's Numel. Amnesia Swalot can handle Champion Wallace's Tentacruel as well as Ludicolo—especially if Swalot has Liquid Ooze—and Amnesia + Toxic even gives Swalot the potential to take on Wallace's Milotic. Swalot will be a liability against Tate & Liza, but otherwise, it can at least contribute to most fights with Yawn.

lunatone.png

Name: Lunatone
Availability: Lunatone can be found in Meteor Falls in Sapphire with a 20% chance at levels 14 to 18.
Stats: Lunatone has excellent Special Attack, workable bulk, and average Speed. Bad Attack holds it back from utilizing its decent physical options.
Typing: Rock is a useful defensive typing for the battles immediately after Lunatone can be caught, but it provides additional issues for itself towards the end of the game where Psychic-types also struggle, compounding its defensive woes. Offensively, Rock provides little to Lunatone due to poor Attack and fairly weak STAB attacks, but Psychic is a solid neutral attacking option for most of the game.
Movepool: Lunatone's level-up movepool is good, with solid early-game options in Confusion and Rock Throw and an early Hypnosis easing major fights. Lunatone also learns Psychic by level up rather than demanding purchase of an expensive TM. The Ice Beam TM provides useful coverage for Lunatone, and it's capable of utilizing Shadow Ball to hit specific targets like Tate & Liza super effectively despite its Attack stat. Calm Mind allows Lunatone to attempt sweeps in the endgame, though its type matchup can make this somewhat tricky without item support.
Major Battles: Lunatone has favorable type matchups against Flannery, Norman, and Winona, and it can provide solid damage against Tate & Liza with Shadow Ball and Ice Beam. The Water Gym and most of the Pokémon League are difficult for Lunatone, with only Drake being a good matchup if Lunatone is given Ice Beam.

numel.png

Name: Numel
Availability: Numel can be found on Route 112 with a 75% chance from at levels 14 to 16.
Stats: Numel has very bad Speed and mediocre defenses but decent attacking stats that become good after it evolves. The Speed and bulk issues mean it needs item support to fight multiple Pokémon in a single battle, however.
Typing: Offensively, a Fire / Ground typing is very good, letting Numel hit most Pokémon with just its STAB moves, but defensively, it's a hinderance. This issue becomes prominent in the endgame, where Water- and Ground-type attacks become fairly common.
Movepool: Camerupt has a fantastic level-up movepool with good early STAB moves in Magnitude and Ember, which later upgrade to Rock Slide and Earthquake. The Flamethrower, Fire Blast, and Overheat TMs provide a needed power boost over Ember, as the late Eruption can be difficult to use considering Camerupt's horrible Speed. Strength is a decent coverage option, and Amnesia can allow Camerupt to set up against special attackers in rare cases. Note that Numel choosing to wait to evolve until level 35 to get a slightly earlier Earthquake means that it will have to get Rock Slide from the move reminder, while evolving immediately at 33 will not cost a Heart Scale.
Major Battles: Numel matches up well against Flannery, only fearing her Emerald Numel lead. Norman and Winona are difficult until Numel evolves for Rock Slide and a significant power spike. Tate & Liza are tough due to their aces resisting both of Camerupt's STAB types and generally being able to outmuscle it. The Water Gym is horrific for Camerupt, and the Pokémon League is generally difficult for it to do well in due to its low Speed and middling bulk, though it can usually take out a Pokémon or two from each member bar Wallace.
Additional Comments: If a Numel with particularly high Speed can be obtained via good IVs, a boosting nature, and some EV assistance, then it's able to leverage its offensive power much more effectively, since it no longer needs to take constant attacks. The necessary investment in finding a good Numel and giving it much-needed EVs is not insignificant, however.

pikachu.png

Name: Pikachu
Availability: Pikachu can be found in the southern areas of the Safari Zone with a 15% chance at level 25 or 27.
Stats: Pikachu has high Speed but lackluster stats everywhere else. Offenses improve upon evolution or equipping the Light Ball item, though it is very rare.
Typing: An Electric typing has great use against Winona, the upcoming water routes, and Water-type trainers such as Juan, Wallace, and Glacia.
Movepool: A level 25 Pikachu comes with Thunder Wave and learns Thunderbolt in 1 level, whereas a level 27 Pikachu already comes with Thunderbolt but needs to be taught Thunder Wave at the move reminder, so take your pick on which is more valuable for you. As an Electric-type, Pikachu's movepool is pretty sparse, but it does get Brick Break and Light Screen to improve its coverage and utility. Because Pikachu doesn't need anything from its level-up movepool that can't be taught by TM, it is advised to evolve it immediately after learning Thunderbolt.
Major Battles: A quick backtrack lets Raichu grind for experience against Winona's Gym and take out everything except for Winona's Altaria. Raichu can fry most of the Water-types of Juan, Wallace, and Glacia and use Light Screen to help buffer hits better. Thunder Wave can help to neuter Drake's Salamence, while Brick Break has some mild use against Glacia's Light Screen Glalie as well as Sidney in general.
Additional Comments: While Pikachu does not need the Thunderbolt TM, it is still necessary to travel through New Mauville to acquire the Thunderstone, unless you're lucky enough to catch a Pikachu holding a Light Ball, though it is only a 5% chance. One can also manipulate Pikachu's nature with the Pokéblock feeder, with dry Pokéblocks in particular increasing the likelihood of Special Attack-boosting natures.

psyduck.png

Name: Psyduck
Availability: Psyduck can be found by surfing in the Safari Zone with a 95-100% chance at levels 20 to 35. Golduck can be found by surfing in Area 3 with a 5% chance at levels 25 to 40.
Stats: Golduck's decently high Special Attack, good Speed, and sufficient bulk leave no gaping issues aside from a slight lack of initial power.
Typing: A pure Water typing has no major problems with the endgame and no significant defensive issues. The large number of Water-type foes in late-game routes can be annoying though, as Golduck's STAB moves will generally be resisted.
Movepool: Psyduck's level-up movepool is pretty barren, with only access to the weak Confusion providing any sort of unique coverage. TMs and HMs give access to a limited but incredibly functional pool of Surf, Ice Beam, and eventually Calm Mind to let Golduck act as a strong setup sweeper for late battles. The lack of a way to hit Water-types for good neutral damage is frustrating though. Golduck is also a master of HM usage, being able to learn every HM outside of Cut and Fly, making it a strong utility option.
Major Battles: A high enough leveled Psyduck that immediately evolves into Golduck can take down Winona if given the Ice Beam TM. Tate & Liza are good matchups for Golduck due to the secondary typings of their Pokémon. It has no advantage in the Water Gym aside from resisting Water-type moves, but it is capable of sweeping with enough Calm Mind boosts and item support. The Elite Four and Champion are also fairly solid matchups for Golduck, as it can set up with Calm Mind and sweep most of them, though any Water-type can take time to muscle through.
Additional Comments: Psyduck has pretty bad stats, so it's strongly recommended to utilize Repels to catch one that can evolve immediately.

skarmory.png

Name: Skarmory
Availability: Skarmory can be found on Route 113 with a 5% chance at level 16.
Stats: Skarmory has incredibly high Defense, which lets it take most physical attacks without trouble. The rest of its stats are fairly average, though its special bulk starts to fall off towards the end of the game.
Typing: Steel / Flying is weak to only the special Fire- and Electric-types, letting Skarmory not have to worry about strong super effective physical attacks that could break through its physical bulk. Steel is a strong defensive typing in general for Hoenn, though offensively, both Steel and Flying are held back by low Baser Power on their moves.
Movepool: Skarmory's movepool is not great. Air Cutter is a functional STAB move until it's replaced by Fly or Aerial Ace, but Steel Wing isn't learned until level 32 unless the TM is used, and otherwise, Skarmory is stuck with Secret Power as its only viable attacking move. Its bulk makes it a viable user of Toxic, but this is by nature a very slow and often Potion-heavy strategy. Rock Smash, Fly, and Cut are fairly useful utility options.
Major Battles: Skarmory is useless against Flannery. Norman, Winona, and Tate & Liza generally lose to Skarmory due to its resistances and bulk letting it chip away at their teams. TheWater Gym isn't favorable, on the other hand, due to Skarmory's low damage output and weaker special bulk. The Pokémon League is decent for Skarmory on the whole even if it's slow, since it resists all of their STAB types bar Wallace, though it needs to be aware of coverage moves. Skarmory in general will take a lot of time to win fights due to low offensive power, and it can be a bit of a potion hog due to how many hits it'll take.

solrock.png

Name: Solrock
Availability: Solrock can be found on the first floor of Meteor Falls with a 20% chance at levels 14 to 18 in Ruby and Emerald.
Stats: None of Solrock's stats are particularly incredible or unusably bad. Its Attack is pretty good, while its Special Attack is low, though it tends to be outpaced in the endgame.
Typing: The combination of Rock and Psychic hits 6 different types for super effective damage and is only resisted by Steel-types and the Baltoy line. Solrock has many weaknesses but only the Water, Dark, and Ghost ones are particularly dangerous. Resistances to Flying, Fire, Normal, and Psychic and a Ground immunity due to Levitate are helpful against multiple major battles.
Movepool: Solrock starts with Confusion and Rock Throw, both of which eventually get replaced by Psychic from the Game Corner and Rock Slide at level 37. Solrock has access to convenient physical coverage in the form of Shadow Ball and Earthquake. On the special side, it is able to learn Calm Mind, Solarbeam, and Fire-type coverage; however, its low Special Attack makes those moves weak until it sets up multiple Calm Mind boosts. At level 31, Solrock gets Cosmic Power, (comma) which can increase its tanking potential, though this is fairly slow and item heavy.
Major Battles: Immediately after capture, Solrock has a series of favorable matchups against the closest Gym Leaders. It reliably beats Flannery and Winona; however, Norman's Dark-type coverage can be troublesome. In the endgame, Solrock provides good support against Tate & Liza with Rock Slide as well as Shadow Ball, but it's useless against Juan or Wallace. In the Pokémon League, it is simply deadweight against every foe without heavy setup.

spoink.png

Name: Spoink
Availability: Spoink can be found in Jagged Pass with a 20% chance at levels 20 to 22.
Stats: Spoink is only strong enough to defeat a few regular trainers until it evolves. Grumpig's high special stats and good Speed make it an effective tank in many major battles as long as you watch out for physical attacks.
Typing: Psychic is not an outstanding offensive typing, as the remaining major battles have foes that resist Psychic more often than they are weak to it. Defensively, Psychic-types struggle with several endgame foes due to Dark- and Ghost-type moves.
Movepool: Spoink comes with Psybeam and can immediately learn Shock Wave. Grumpig learns no stronger coverage move than Shock Wave and consequently has trouble with Psychic-resistant foes. Spoink learns Psychic at level 34 as opposed to Grumpig's 37, so it can be worth waiting a couple extra levels to evolve. Grumpig can learn Calm Mind via TM, which lets it set up on most special attacking foes and sweep.
Major battles: The unevolved Spoink can beat some of Flannery's team one-on-one and is mostly deadweight against Norman. Once evolved, Grumpig can use Psychic and Shock Wave to brawl on even footing with Winona. Grumpig is not helpful against Tate & Liza unless you teach it Shadow Ball, which Grumpig does not otherwise use to any great effect due to abysmal Attack. Calm Mind lets it sweep the last Gym and Glacia's Pokémon—except Explosion Glalie—but Grumpig's typing makes it worse against Sidney, Phoebe, and Steven. Grumpig can beat several of Drake's and Wallace's Pokémon one-on-one and has the ability to set up on them with item support.
Additional comments: A female Spoink with Thick Fat will have a much easier time setting up against both last Gym and Glacia's Pokémon.

treecko.png

Name: Treecko
Availability: Treecko is obtained at level 5 as one of the potential starters received on Route 101 at the beginning of the game.
Stats: The Treecko family has strong Special Attack and can outspeed nearly everything. Their physical Attack is generally below average, and their defenses are mediocre.
Typing: The Grass typing starts good, but it gradually gets worse as opponents use more Fire- and Steel-type Pokémon. Past Lilycove City, the Grass typing is good offensively but struggles defensively against major battles, as both Water-type Pokémon and Ice-type attacks become much more common.
Movepool: Treecko's movepool is its biggest downside. Until you get the third badge and the Strength HM, its strongest attack is Bullet Seed, and Sceptile never learns anything more immediately powerful than Leaf Blade. The Treecko family can learn Rock Tomb, Dig, Strength, Brick Break, or Dragon Claw to cover various Grass-resistant foes.
Major Battles: Treecko can usually solo Roxanne just by spamming Bullet Seed, but Brawly, Wattson, Flannery, and Winona are all difficult matchups. Sceptile gets better against the last two Gyms' Grass-weak Pokémon. Its matchups against Norman, Sidney, and Drake strongly depend on knowing Dig, Brick Break, and Dragon Claw, respectively, but Sceptile will generally not sweep any of them without significant support from items.

tropius.png

Name: Tropius
Availability: Tropius can be found on Route 119 with a 9% chance at levels 27 to 29.
Stats: Low offensive stats and Speed mean Tropius has difficulty sweeping, slows down the game, and uses a lot of potions.
Typing: Tropius's weakness mainly to Ice but also Fire and Flying becomes increasingly prominent near the end of the game. However, it's often useful against Water-type foes without Ice-type coverage.
Movepool: Tropius is one of only two unevolved Pokémon that learn Rock Smash, Fly, and Strength. Combined with its good availability for using all three—of which only Rock Smash was needed before Tropius is available—and pairing with the many Water-types that can learn the remaining mandatory HMs Surf, Waterfall, and Dive, this makes Tropius one of the best HM users in the game. It can also learn Cut, Flash, and Sweet Scent if you want. If using Tropius in battle, then its main STAB attack is still Fly, though Razor Leaf and Magical Leaf or a combination of Solarbeam and Sunny Day can let it combat late-game Water-types.
Major Battles: Tropius can beat several of Tate & Liza's and Sidney's Pokémon one-on-one and can help against the last Gym, but it struggles to contribute much else in battles. Tropius is generally unable to contribute offensively against most of the Pokémon League without significant investment.

voltorb.png

Name: Voltorb
Availability: Voltorb can be found in New Mauville with a 50% chance at levels 22 to 26 or from static encounters at level 25.
Stats: Voltorb has excessively high Speed and in return has average Special Attack, subpar bulk, and terrible Attack. There are very few Pokémon that have any chance of outspeeding Voltorb, but its power output means it'll probably take hits anyways.
Typing: An Electric typing is fairly good for the second half of Hoenn due to the large number of Flying- and Water-types in both the route trainers' teams and major fights, and there isn't a huge number of Ground-types to worry about.
Movepool: Like most Electric-types in Hoenn, Voltorb has a very narrow movepool. Coming with Spark is fine, and Voltorb can be taught Thunderbolt via TM pretty much immediately after being caught for a good STAB option, but the movepool outside of that is incredibly barren. Selfdestruct and later Explosion are really the only other options worth considering, since their raw power makes up for Electrode's low Attack to be able to snag otherwise impossible neutral KOs.
Major Battles: It makes quick work of Winona and the Water gym and is decent against Tate & Liza as well, aside from being vulnerable to Emerald's Claydol. The Pokémon League is generally fine for Electrode, and while it won't usually sweep due to its lacking Special Attack, it can pick up a KO or two against most members besides Drake.
Additional Comments: Electrode is technically obtainable directly in the basement of New Mauville, but a 1% chance to encounter it means that it's generally a worse time investment compared to spending a half dozen levels as Voltorb.

zigzagoon.png

Name: Zigzagoon (E)
Availability: Zigzagoon can be found on Route 101 with a 10% chance at level 2 or 3.
Stats: Zigzagoon has high Speed and not much else of note. Once it evolves into Linoone, it wields a passable Attack stat relative to its acquisition and even higher Speed, but Linoone's damage will eventually lag behind as the game progresses.
Typing: A pure Normal typing doesn't provide much offensively or defensively outside of decent STAB attacks, but it also doesn't come with many drawbacks due to having only one weakness to somewhat uncommon Fighting-type attacks.
Movepool: Zigzagoon obtains a very strong STAB option in Headbutt at level 7, allowing it to do good damage immediately despite its unimpressive Attack stat. It doesn't get much else of note naturally outside of Belly Drum; while this might allow sweeps as Linoone, this option comes very late. Zigzagoon and Linoone may also be taught a large number of TMs for better coverage, with Linoone also being capable of learning 4 of the game's 8 HMs.
Major Battles: Zigzagoon has no outright good matchups during important fights, especially in the early parts of the game. It is walled by Roxanne's team, gets easily KOed by Brawly's Fighting-types, and struggles against Wattson's team, which has two Steel-types that are also impenetrable. While bad matchups are less common after Wattson, Linoone's inability to deal damage as the game goes on makes it a terrible pick in the vast majority of situations. It can still contribute to the last legs of the game if Belly Drum is used, but the move is still learned incredibly late and does not help against the final battle against Steven's Rock- and Steel-types. Zigzagoon is probably best utilized as an early-game route cleaner when Headbutt is still doing high damage.
Additional Comments: Emerald Zigzagoon's battle performance is largely identical to that of Ruby and Sapphire, and it is ranked lower due to the severe nerfs applied to Pickup. However, it still might be worth consideration, since Pickup remains moderately useful despite the nerfs.

zubat.png

Name: Zubat
Availability: Zubat can be found in B2F of Granite Cave with a 30% chance at levels 10 and 11 or at a lower level on higher floors.
Stats: Zubat has Amazing Speed, good Attack, and respectable bulk after evolution.
Typing: Zubat's typing grants many 4x resistances, which helps early-game, but weaknesses to Psychic, Ice, and Rock become more pronounced towards the endgame.
Movepool: Due to Zubat's incredibly weak level-up moves early on, the Steel Wing TM is needed to let it competently fight on its own until it learns Wing Attack at level 21, while the Sludge Bomb TM is mandatory to achieve maximum damage output in mid- to late-game sections. All other moves it learns are helpful but not necessary. Note that even with Steel Wing, Zubat struggles against Rock-types, and Crobat is incapable of beating almost any Steel-type.
Major Battles: Zubat can take on Brawly—albeit very slowly—due to its 4x resistance to Fighting and does decently at route sweeping, but it otherwise has average-to-terrible matchups against all other major battles, usually faltering against their ace Pokémon, especially those that are resistant or immune to Sludge Bomb. Crobat's role tends to be relegated to tossing out fast and strong attacks that can beat weaker trainers, KOing one or two of the major battle trainer's Pokémon, or potentially annoying tough foes with its fast Confuse Ray.
Additional Comments: Zubat is also available at Meteor Falls up to a more manageable level 20, skipping most of the early-game grind, but the drawback is being stuck with the mediocre Golbat stage for longer due to lacking friendship gains.

D-Rank

aron.png

Name: Aron
Availability: Aron can be found in Granite Cave with a 40% chance at levels 10 to 12.
Summary: Aron has high Defense and Attack stats and good mid-game matchups, but low Speed, a Water weakness, and a late evolution hold it back.


baltoy.png

Name: Baltoy
Availability: Baltoy can be found on Route 111 with a 24% chance at levels 19 to 21.
Summary: Baltoy has good bulk, but a poor late-game typing and somewhat low power prevent it from clearing battles quickly.

bellossom.png

Name: Oddish (Bellossom)
Availability: Oddish can be found on Route 110 with a 10% at level 13.
Summary: Bellossom has access to solid bulk, decent power, and strong utility moves like Sleep Powder, but poor coverage and a bad start hold it back. The Sun Stone isn't available until Mossdeep City unless stolen at low odds from a wild Solrock in Ruby or Emerald.

corphish.png

Name: Corphish
Availability: Corphish can be found on Route 117 using the Good Rod with a 20% chance at levels 10 to 30.
Summary: Great Attack but no STAB boost for those moves, leaving Corphish with only its good Special Attack to use with Surf. Low Speed and lacking bulk are problems when it's acting like most standard Water-types.

graveler.png

Name: Geodude (No Trade)
Availability: Geodude can be found in Granite Cave with a 10% chance at levels 6 to 9.
Summary: Fantastic in early- to mid-game sections, but Geodude falls off horribly after Winona and never recovers.

girafarig.png

Name: Girafarig
Availability: Girafarig can be found in Area 1 and Area 2 of the Safari Zone with a 20% chance at levels 25 and 27.
Summary: Very average stats. Girafarig has no exceptional matchups, but it is a decent Calm Mind sweeper in the endgame with physical Normal-type coverage.

grimer.png

Name: Grimer
Availability: Grimer can be found in Fiery Path with a 2% chance at level 14 in Emerald and Ruby. In Sapphire, it can be found with a 25% chance at levels 15 and 16.
Summary: Good Attack and very solid bulk especially after evolution, but Grimer has very poor Speed. Raw STAB-boosted power and effective special coverage let it brawl effectively in neutral matchups, but the late evolution level drags it down.

koffing.png

Name: Koffing
Availability: Koffing can be found in Fiery Path with a 25% chance at levels 15 and 16 in Emerald and Ruby. In Sapphire, it can be found with a 2% chance at level 14.
Summary: Solid mixed coverage via TMs and high Defense, but Koffing has otherwise average stats. No exceptional matchups and falls off hard in mid-game sections until it evolves.

lotad.png

Name: Lotad
Availability: Lotad can be found on Route 102 with a 20% chance at levels 3 and 4.
Summary: Lotad has a horrible movepool and stats until after getting the Surf HM and fully evolving after the 7th gym. The typing is great and works very well in the endgame, but the journey there is bad.

machoke.png

Name: Machop (No Trade)
Availability: Machop can be found in Fiery Path with a 15% chance at levels 15 and 16.
Summary: Good in mid-game sections, but Machoke can't quite leverage itself in the endgame due to the stats not being high enough to make use of its decent movepool.

poochyena.png

Name: Poochyena
Availability: Poochyena can be found on Route 101 with a 45% chance at levels 2 to 3 in Emerald or a 10% chance in Ruby and Sapphire.
Summary: Poochyena has bad stats once you reach mid-game sections, and its movepool doesn't do it any favors, though Intimidate helps. Incredibly early availability lets it use a level and EV advantage to try and make up for it though.

seviper.png

Name: Seviper
Availability: Seviper can be found on Route 114 with a 9% chance in Emerald at levels 15 and 17. In Sapphire, it can be found with a 19% chance at levels 17 to 19.
Summary: Good offensive stats and movepool, but Seviper is held back by below average Speed and bulk.

shuppet.png

Name: Shuppet
Availability: Shuppet can be found on Route 121 with a 30% chance in Emerald and Sapphire at levels 26 and 28. In Ruby, it can be found inside of Mt. Pyre with a 10% chance at levels 25 to 29.
Summary: A one trick pony of hitting hard with Shadow Ball, but Shuppet can branch out a bit with special coverage. Low bulk hinders its neutral matchups.

spheal.png

Name: Spheal
Availability: Spheal can be found in Shoal Cave with a 50% chance at levels 26 to 32.
Summary: Late evolution, but Spheal can hit fairly hard with its STAB attacks once it gets there. Arrives too late and needs even more time for its evolution to really carry a team.

swablu.png

Name: Swablu
Availability: Swablu can be found on Route 114 with a 40% chance at levels 15 to 17.
Summary: Relies on Secret Power until it finally evolves. Swablu evolves somewhat late and only really becomes a setup sweeper at level 40. Solid coverage via TMs but only after it evolves.

torkoal.png

Name: Torkoal
Availability: Torkoal can be found in Fiery Path with an 18% chance at levels 14 to 16.
Summary: Workable movepool and offenses and incredible Defense, but Torkoal is held back by terrible Speed and a mediocre typing for Hoenn.

trapinch.png

Name: Trapinch
Availability: Trapinch can be found in the desert part of Route 111 with a 35% chance at levels 19 to 21.
Summary: Relies on Dig until it evolves to Flygon, and Trapinch is still pretty bad in the Vibrava stage. The Flygon evolution is incredibly late, and while Flygon is solid for the endgame, it's a struggle to get there.


wailmer.png

Name: Wailmer
Availability: Wailmer can be found on Route 110 using the Good Rod with a 20% chance at levels 10 to 30.
Summary: Wailmer is an incredibly average Water-type, though the late evolution level and very slow Speed are a bit of a pain.


E-Rank

cacnea.png

Name: Cacnea
Availability: Cacnea can be found in the desert section on Route 111 with a 6% chance in Emerald at levels 20 and 22 or a 20% chance in Ruby and Sapphire at levels 19 to 21.
Summary: Cacnea has good offensive stats, but low weak moves hold it back from carrying through. Subpar Speed and defenses hold it back further from doing much unless with type advantage.

castform.png

Name: Castform
Availability: Castform is given to the player at level 25 in the Weather Institute.
Summary: Castform has slightly low stats and needs at least two turns to have any effective offense. Provides some team weather support if desired and is free at least.


gorebyss.png

Name: Clamperl (Gorebyss)
Availability: Clamperl can be found underwater in seaweed on Route 124 or 126 with a 65% chance at levels 20 to 35.
Summary: Gorebyss is pretty powerful but a somewhat basic Water-type attacker. Main issue is coming so late and needing to complete a time-consuming side quest for the evolution item.

duskull.png

Name: Duskull
Availability: Duskull can be found inside Mt. Pyre with a 100% chance at levels 22 to 29 in Ruby or on the summit with a 13% chance at levels 26 to 30 in Sapphire and Emerald.
Summary: Duskull is incredibly passive, but it not totally helpless thanks to Shadow Ball. High Defense and Special Defense, but low HP means its bulk isn't actually unbreakable.


kecleon.png

Name: Kecleon
Availability: Kecleon can be found as a stationary encounter on Route 120 at level 30.
Summary: Kecleon is uninspiring due to low Speed, though it makes a decent attacker. Tragically, it can't fully utilize its great special TM options due to low Special Attack, and Color Change means it sometimes doesn't have a usable STAB.

lileep.png

Name: Lileep
Availability: Lileep can be restored from the Root Fossil at Devon Corporation in Rustboro City at level 20.
Summary: Lileep evolves incredibly late and levels up slowly due to how passive it is. Has functional offenses after it evolves, but this is late, and it won't win any battles particularly fast.


mawile.png

Name: Mawile (R)
Availability: Mawile can be found in Granite Cave with a 20% chance on B2F at levels 10 to 12 in Ruby.
Summary: Mawile's stats are good for when it's obtained, but it falls off around mid-game sections. Intimidate is basically its only relevance, aside from Mawile using its Steel typing to absorb a couple hits and do a bit of chip damage.


minun.png

Name: Minun
Availability: Minun can be found on Route 110 with a 15% chance at level 13 in Emerald and Ruby. In Sapphire, its encounter rate is 2% at levels 12 and 13.
Summary: Minun is a standard Hoenn Electric-type with no coverage. Stats besides Speed fail to hold up well in the endgame, but Minun has some interesting support tools in Encore and Charm.

natu.png

Name: Natu
Availability: Natu can be found in Area 4 of the Safari Zone, which requires the Acro Bike, with a 15% chance at levels 27 and 29, and Xatu can be caught with a 5% chance at levels 29 and 31. Natu can also be caught at lower levels elsewhere in the Safari Zone without the Acro Bike.
Summary: Natu is a basic Psychic-type attacker with good Speed. Poor movepool that eats through TMs, but Xatu is functional enough for the endgame if needed.


ninjask.png

Name: Nincada (Ninjask)
Availability: Nincada can be found on Route 116 with a 20% chance at levels 6 and 7.
Summary: Nincada evolves slowly, outspeeds everything, and does not deal much damage at all. Swords Dance helps Ninjask a bit, but it's too frail to set up much. Baton Pass is a funny choice for the endgame though.


shedinja.png

Name: Nincada (Shedinja)
Availability: Nincada can be found on Route 116 with a 20% chance at levels 6 and 7. Shedinja requires a Poké Ball in the bag and an empty party slot when Nincada evolves into Ninjask.
Summary: Shedinja either wins completely or absolutely fails to do anything. Can be a wincon against Wattson and the 8th Gym and can sometimes just checkmate every Pokémon remaining in some major battles, but you must either know exactly what coverage moves every foe has or you should expect unpleasant surprises.


nosepass.png

Name: Nosepass
Availability: Nosepass can be found in Granite Cave by using Rock Smash on the breakable rocks in B2F with a 30% chance at levels 10 to 20.
Summary: Nosepass is terrible to encounter, has bad offensive potential, and sports bulk that isn't actually that great because of horrible HP. Rollout has it do functional damage against a couple mid-game battles, but it's pretty horrible after that point. Good Flannery and Winona matchups with Rollout are the only thing keeping it from the F-tier.

phanpy.png

Name: Phanpy
Availability: Phanpy can be found in Area 4 of the Safari Zone with a 30% chance at levels 27 and 29.
Summary: Donphan does plenty of damage with Earthquake once it gets it at level 49 or via TM. Strength isn't enough to cut it against the remaining major battles, and it's not very good against the Pokémon League.

plusle.png

Name: Plusle
Availability: Plusle can be found on Route 110 in Sapphire with a 15% chance at level 13. In Emerald and Ruby, its encounter rate is 2% at levels 12 and 13.
Summary: Plusle is Minun but stronger. No coverage moves like basically all Electric-types, but Encore's helpful, and Electric is a good typing. Its frailty holds it back a lot though and is fatal when it fails to OHKO a foe.

regice.png

Name: Regice
Availability: Regice can be found in Island Cave on Route 105 as a static encounter at level 40 after completing the puzzle in the Sealed Chamber on Route 134.
Summary: An absolute pain to encounter, but Regice has stats that kind of make up for it. Ice Beam and Thunderbolt from TMs give it plenty of coverage for the endgame, but they definitely don't make up for its very late arrival and extremely involved obtainability.


roselia.png

Name: Roselia
Availability: Roselia can be found on Route 117 with a 30% chance at level 13 to 14 in Ruby and Sapphire.
Summary: Roselia has decent moves and a fairly good matchup against Wattson's Gym battle after it's caught. Too bad its stats are insufficient for the endgame, leaving it a fighter against Water-types and little else.


sableye.png

Name: Sableye
Availability: Sableye can be found in Granite Cave with a 20% chance at levels 9 to 12 in Sapphire and Emerald.
Summary: Sableye destroys Brawly but is then bad for the entire rest of the game besides laughing at Norman through a very slow fight. No weaknesses is cool if you ignore the lack of stats, but you can force it to win a few fights late-game with enough time investment.


sandshrew.png

Name: Sandshrew
Availability: Sandshrew can be found on Route 113 with a 25% chance at levels 14 to 16 in Ruby and Sapphire. In Emerald, it can be found on Route 111 with a 35% chance at levels 19 to 21.
Summary: Sandshrew has decent Attack and Defense, but it has absolutely no moves to leverage those stats until it gets to late-game TMs. It's basically worse Donphan in the endgame and Donphan's already pretty bad, though Sandslash should have a level advantage.


seedot.png

Name: Seedot
Availability: Seedot can be found on Route 102 with a 20% chance in Ruby and Sapphire at levels 3 and 4. In Emerald, it can be found with a 1% chance at level 3.
Summary: Seedot has bad stats until it evolves into Shiftry, with Bullet Seed as its only decently powerful move for a very long time, but it is alright when it finally gets to the end of the game. The in-game trade Seedot has horrific stats and becomes disobedient early enough that Roxanne can be a problem and is generally not worth using despite the experience boost.

skitty.png

Name: Skitty
Availability: Skitty can be found on Route 116 with a 2% chance at levels 7 to 8.
Summary: Skitty is early and has a fairly wide utility movepool, but the bad stats mean it's still only going to trade for a single KO in most major battles.


snorunt.png

Name: Snorunt
Availability: Snorunt can be found in the ice room of Shoal Cave with a 10% chance at levels 26 to 30.
Summary: Snorunt has unusably bad stats until it evolves kind of late after also coming pretty late. Glalie is sort of alright against the Elite Four, but it's only just worth the investment it takes to get there. At least it learns Ice Beam without a TM.


vulpix.png

Name: Vulpix
Availability: Vulpix can be found on the Exterior of Mt. Pyre with a 20-30% chance at levels 25 to 29.
Summary: Vulpix's got Flamethrower, and that's about all it's got going for it. Bad matchups against the remaining Gyms and insufficient power to do particularly well against the Pokémon League make it a bad option overall.


whismur.png

Name: Whismur
Availability: Whismur can be found in Rusturf Tunnel with a 100% chance at levels 5 to 8 or at a lower chance on Route 116.
Summary: Whismur spikes from bad to decent immediately after evolving into Loudred, then continuously gets worse until its late final evolution. Exploud is no prize either, but it has fun coverage to make up for average stats.


beautifly.png

Name: Wurmple (Beautifly)
Availability: Wurmple can be found on Route 101 with a 45% chance at levels 2 and 3. It is also possible to catch a Silcoon in Petalburg Woods with a 10% chance at level 5.
Summary: Wurmple's early evolution means that Beautifly has good early-game stats and functional early-game moves, and it annihilates Brawly. It then proceeds to be bad for the entire rest of the game unless invested into heavily.


dustox.png

Name: Wurmple (Dustox)
Availability: Wurmple can be found on Route 101 with a 45% chance at levels 2 and 3. It is also possible to catch a Cascoon in Petalburg Woods with a 10% chance at level 5.
Summary: The early evolution means that Dustox has good early-game stats—though defensively inclined—alongside decently useful early-game moves, and it rips apart Brawly's team. It's then bad for pretty much the entire rest of the game, aside from being able to shut down Norman's Slaking due to Protect.


F-Rank

anorith.png

Name: Anorith
Availability: Anorith can be restored from the Claw Fossil at Devon Corporation in Rustboro City at level 20.
Summary: Anorith has workable immediate stats if given Rock Tomb, but a very late evolution and poor scaling outside its Attack mean that it doesn't contribute well at any point.


bagon.png

Name: Bagon
Availability: Bagon can be found in the furthest back room on the second floor of Meteor Falls after obtaining Waterfall with a 25% chance at levels 25 to 35.
Summary: Bagon comes with an incredibly late arrival and needs a bunch of grinding to become Salamence. If you do grind it up then it'll be great, but that's a long time for not much left to do.


chimecho.png

Name: Chimecho
Availability: Chimecho can be found on the summit of Mt. Pyre with a 2% chance at level 28.
Summary: Chimecho has a low encounter rate and brings an incredibly average Psychic-type attacker in exchange. Yawn is interesting to make setting up Calm Mind easier, but it's definitely not worth the trouble to find it.


clamperl.png

Name: Clamperl (No Trade)
Availability: Clamperl can be found underwater in seaweed on Route 124 or 126 with a 65% chance at levels 20 to 35.
Summary: If you do the side quest and give Clamperl a DeepSeaTooth, it actually hits kind of hard. A shame that it's still bad.


huntail.png

Name: Clamperl (Huntail)
Availability: Clamperl can be found underwater in seaweed on Route 124 or 126 with a 65% chance at levels 20 to 35.
Summary: Huntail is a very basic but slow Water-type attacker, and the side quest takes a while. Its Attack is a good bit higher than Gorebyss, but Huntail has no particularly useful physical attacks to make up for it.


corsola.png

Name: Corsola
Availability: Corsola can be found on Route 128 using the Super Rod with a 15% chance at levels 30 to 35.
Summary: Corsola has bad offensive stats, low defensive potential, and no good reason to use it. A Rock typing grants Corsola nothing over almost every other Water-type, and Calm Mind isn't even particularly good on it.


feebas.png

Name: Feebas
Availability: Feebas can be found in 6 random water tiles on Route 119 with a 50% chance at levels 20 to 25.
Summary: Milotic is great! Too bad you'll spend ages on finding a Feebas and blending up enough Pokéblocks to evolve it.

goldeen.png

Name: Goldeen
Availability: Goldeen can be found in Petalburg City using the Old Rod with a 30% chance at levels 5 to 10.
Summary: It's a really early encounter, but that's all it's got going for it. A bad movepool and poor stats mean means that it has no real advantage for coming so early on, and it's not particularly good even after it gets Surf and evolves.


kingdra.png

Name: Horsea (Trade)
Availability: Horsea can be found on Route 134 using the Super Rod with a 15% chance at levels 25 to 30.
Summary: Kingdra's stats are good, and it's a solid but not incredible late-game Pokémon, but it comes very late. It also requires that you find a 5% drop rate (20% with Compoundeyes) Dragon Scale on a wild Horsea, making it more a problem of obtaining it than anything else.


horsea.png

Name: Horsea (No Trade)
Availability: Horsea can be found on Route 134 using the Super Rod with a 15% chance at levels 25 to 30.
Summary: Aside from having a paper towel for special bulk, Seadra's a decent special attacker. It's also very late and has no decent matchups besides Drake, whose Pokémon do a ton of damage back if they survive Ice Beam or outspeed Seadra.


illumise.png

Name: Illumise
Availability: Illumise can be found on Route 117 with an 18% chance at levels 13 and 14 in Ruby and Emerald or a 1% chance in Sapphire.
Summary: It's really bad. Encore is neat, and Illumise can use some special TMs but doesn't make particularly good use of any of them.


jigglypuff.png

Name: Jigglypuff
Availability: Jigglypuff can be found on Route 115 with a 10% chance at levels 24 and 25.
Summary: It's Skitty but as a mid-game Pokémon instead of an early-game find. The movepool is wide, but there are no stats to back it up.


luvdisc.png

Name: Luvdisc
Availability: Luvdisc can be found on Route 128 using the Super Rod with a 40% chance at levels 30 to 35.
Summary: It's abysmal. Water-types are generally usable by default, but Luvdisc is really pushing it.


mawile.png

Name: Mawile (E)
Availability: Mawile can be encountered in Victory Road B2F in Emerald with a 5% chance at levels 42 and 44.
Summary: The absolute last Pokémon available before postgame, and it's horrible. Intimidate and a Steel typing make it vaguely usable against Phoebe and Sidney but that's it.


regirock.png

Name: Regirock
Availability: Regirock can be found in the Desert Ruins on Route 111 as a static encounter at level 40 after completing the puzzle in the Sealed Chamber on Route 134.
Summary: The stats are good, and the movepool is mostly there, but it doesn't have any particularly good matchups. The time sink of obtaining Regirock is definitely not worth it.


registeel.png

Name: Registeel
Availability: Registeel can be found in the Ancient Tomb on Route 120 as a static encounter at level 40 after completing the puzzle in the Sealed Chamber on Route 134.
Summary: A Steel typing is good, but Registeel is a very slow sweeper with Curse that chugs Potions and doesn't hit hard without multiple boosts. Completing the game slowly when obtaining it is already a huge time investment and is not a good aspect.


relicanth.png

Name: Relicanth
Availability: Relicanth can be found underwater in seaweed on Routes 124 and 126 with a 5% chance at levels 30 to 35.
Summary: Hard to catch, its typing doesn't do anything useful for it, and its Special Attack is unusably low. Does pretty well against Glacia at least.


rhyhorn.png

Name: Rhyhorn
Availability: Rhyhorn can be found in Area 3 of the Hoenn Safari Zone with a 30% chance at levels 27 and 29.
Summary: So, imagine if Graveler was only obtained right before almost every trainer in the game that started using Water-types. Rhydon's actually really strong if you hand it the TMs it needs but evolves late, and feeding that experience to Rhyhorn is awful. It's good against Winona if you backtrack though.


slugma.png

Name: Slugma
Availability: Slugma can be found in Fiery Path with a 10% chance at level 15.
Summary: Slugma's moves are mostly good, but the stats are absolutely horrible. It evolves pretty late and is impossibly bad in late-game sections.


spinda.png

Name: Spinda
Availability: Spinda can be found on Route 113 with a 70% chance at levels 14 to 16.
Summary: Spinda's got low stats for the time it comes and never gets any better. It can use some disruptive options, but it will never really shine at any point.

surskit.png

Name: Surskit
Availability: Surskit can be found on Route 102 at level 3 with a 1% chance in Ruby and Sapphire.
Summary: Surskit is rare, and there's no payoff for that rarity. Until it gets BubbleBeam, it's got absolutely nothing, and after it gets BubbleBeam, it's still got nothing of value to add. Intimidate is a good ability, but there are plenty of Mightyena that aren't 1% encounters.


volbeat.png

Name: Volbeat
Availability: Volbeat can be found in Sapphire on Route 117 with an 18% chance at levels 13 and 14 or a 1% chance in Emerald and Ruby.
Summary: Volbeat's usable Attack for early-game sections means it can use Signal Beam for Bug-type damage after being babysat a dozen levels. Too bad Bug-type damage is almost never useful. Tail Glow is a funny move, but even at +2, Volbeat's Special Attack falls short and is a waste of good TMs.


wynaut.png

Name: Wynaut
Availability: Wynaut hatches at level 5 from the Egg obtained next to the Lavaridge hot springs.
Summary: So Wobbuffet is actually decent for major battles because you can often predict the AI, but it chugs healing items to do it and is an absolute monster to try and level up. Getting a Wobbuffet from the Safari Zone is easier to deal with than the Egg, and losing Encore and Charm isn't too bad.
 
Last edited:
Contributors

Thread Managers

Merritt - Ran the Pokemon RSE In-Game Tier List discussion thread [Thread]

Users who wrote each entry
S-Rank:

Abra (Trade) - pe5e
Mudkip - Karxrida
Ralts - Punchshroom

A-Rank:
Abra (No Trade) - pe5e
Groudon - Karxrida
Kyogre - iSoNkei
Rayquaza - iSoNkei
Shroomish - Punchshroom
Torchic - Celeb
Zangoose - Ernesto

B-Rank:
Absol - Punchshroom
Barboach - Punchshroom
Carvanha - sumwun
Electrike - pe5e
Heracross - sumwun
Machop (Trade) - pe5e
Magikarp - sumwun
Magnemite - sumwun
Makuhita - sumwun
Meditite - Ernesto
Marill - sumwun
Oddish (Vileplume) - Punchshroom
Pinsir - pe5e
Slakoth - Texas Cloverleaf
Staryu - pe5e
Taillow - Punchshroom
Tentacool - pe5e
Wingull - pe5e
Zigzagoon (RS) - Karxrida

C-Rank:
Chinchou - Celeb
Doduo - Punchshroom
Geodude (Trade) - pe5e
Gulpin - Punchshroom
Lunatone - pe5e
Numel - pe5e
Pikachu - Punchshroom
Psyduck - pe5e
Skarmory - pe5e
Solrock - Celeb
Spoink - sumwun
Treecko - sumwun
Tropius - sumwun
Voltorb - pe5e
Zigzagoon (E) - Karxrida
Zubat - Punchshroom

QC:
Merritt, pe5e, Ernesto

GP:
adorluigi


To Do in QC:

Adjust Availability to standardize format, since a few are different than the rest.
See if anybody has additional QC comments?
 
Last edited:
I see a bunch of analyses where the "Typing: " and "Movepool: " headings are not bolded. Be sure to comb through them and adjust the formatting accordingly.
 
...

What Goes Into A Ranking?

- Availability: The point where a Pokémon can be first found and how rare it is significantly impact how useful it can be. Earlier Pokémon tend to rank higher due to being able to potentially contribute to more battles and naturally gaining an Exp Point advantage, while Pokemon that appear late suffer a demerit to their ranking. A Pokemon being inconvenient to encounter and obtain will generally rank lowly, such as Feebas or the Regi trio.
- Typing: Certain typings are just better than others in Hoenn. More useful typings tend to rank higher, while typings that struggle against major battles or common route trainer compositions will often have a lower ranking.
- Stats: A Pokemon's base stats are fundamentally essential to its ability to compete with ingame opponents. This pairs with availability, as a Pokemon that has relatively low stats may still find success in the early game before they struggle later on as opponents become stronger. Pokemon with low Speed or offensive stats, for example, will often rank lower due to taking more hits throughout a playthrough. This also covers other inherent traits of a Pokemon, such as its level up rate or its base level.
- Movepool: What the Pokémon's movepool is like, how it can contribute to a team, and what resouces it consumes. Pokemon that have a strong level up movepool or only require HMs or reobtainable TMs to fill out their moveslots will have an advantage over Pokemon that demand TMs which can only be obtained once and may be heavily contested.
- Major Battles: How the Pokémon fares against key match-ups in the game against Gym Leaders, villainous Team leaders, and such. Pokémon who perform better against more major battles will always rank higher, as this is fundamentally essential to clearing the game. Note that performance in major battles is generally reliant on all previous metrics.

A Few Notes

While most tools and available options were considered for this list, some select strategies or potential options were purposefully not taken into account when determining a Pokemon's tier. Strategies that are not particularly accessible to a more casual player, primarily RNG manipulation for the purpose of obtaining desirable IVs or a useful Hidden Power type, were disregarded. A notable strategy that was not included in the rankings was purposefully applying status conditions to your own Pokemon prior to major battles to activate Guts or Facade due to the overall inconvenience of the strategy, despite its undeniable effectiveness. Similarly, purposefully going into battle with one of the starter Pokemon's abilities already active was not considered. Battle items like Potions or X-items are permitted, but a reliance on these will reflect poorly on a Pokemon compared to one that does not need many or any items.

Trading is permitted, but with the assumption that the additional game being used lacks any useful resources. This means that trading in a high level Pokemon, attempting to utilize the traded Pokemon Exp bonus, teaching a Pokemon TMs or otherwise training it, or providing items required for trade evolutions was not considered. Functionally, trading is allowed only for the purpose of trade evolutions, all of which have an additional ranking for their unevolved form.

Glitches are not allowed. Fast as it may be to cast arcane sorcery via box names and a Pomeg Berry to warp directly to the credits, it's not included in this list.

The general assumption is that a team is made of around 4 battling Pokemon. This prevents spreading experience too thinly between team members, allows for additional slots to cover required HM usage, and avoids dumping all exp into a single Pokemon to have it steamroll the game, since the last massively enhances availability over most other factors.

Pokemon that aren't obtainable until after the credits roll aren't ranked at all. The Beldum line, Latios, Latias, and various National Dex Pokemon are all included here, since they can't be caught before postgame without trading or heavy glitch use.
Looks really good already! Some things that came to mind:

Availability section:
  • Mention how earlier Pokemon gain more EVs throughout the game which boosts their stats better than later Pokemon, which can cause early game Pokemon to be stronger than late game Pokemon.
Stats section:
  • Talk about how offensive stats are prefered and why mostly defensive Pokemon are less efficient
  • I would say move the point of encounter level into availability section
  • EVs can maybe also be mentioned here regarding how earlier Pokemon can end up with better stats
Movepool:
  • Maybe mention that Pokemon need strong and reliable moves to contribute well against the major trainers and how lacking those can influence their performance greatly
Include how Event Pokemon like Deoxys or others are also not considered in the last sentence.
Maybe mention how certain Pokemon are version exclusive and as such have their own entry just for that game somewhere.
 
Not sure if it's too late for this, but can we change Electrike's and Oddish's availability to Route 118 and Route 119 instead of Route 110 (and update major battles accordingly)? There are a few benefits of catching them earlier but I think the experience cost outweighs those.
 
Last edited:
Changelog:

Looks really good already! Some things that came to mind:

Availability section:
  • Mention how earlier Pokemon gain more EVs throughout the game which boosts their stats better than later Pokemon, which can cause early game Pokemon to be stronger than late game Pokemon.
Stats section:
  • Talk about how offensive stats are prefered and why mostly defensive Pokemon are less efficient
  • I would say move the point of encounter level into availability section
  • EVs can maybe also be mentioned here regarding how earlier Pokemon can end up with better stats
Movepool:
  • Maybe mention that Pokemon need strong and reliable moves to contribute well against the major trainers and how lacking those can influence their performance greatly
Include how Event Pokemon like Deoxys or others are also not considered in the last sentence.
Maybe mention how certain Pokemon are version exclusive and as such have their own entry just for that game somewhere.

Made the addition of EVs to availability. Offensive stats>defensive stats made more explicit and why. Justification for why level matters for stats added (pokemon with ridiculous levels will have equally ridiculous stats), availability section in the writeups is basically all objective rather than analysis. EVs not mentioned, already covered briefly in availability. Movepool change not implemented, a bit too self evident.

Extra section on version differences added to the notes section. Event Pokemon added to the list of Pokemon not ranked.

Not sure if it's too late for this, but can we change Electrike's and Oddish's availability to Route 118 and Route 119 instead of Route 110 (and update major battles accordingly)? There are a few benefits of catching them earlier but I think the experience cost outweighs those.

Both have this option covered in additional comments, and having their availability be the earliest possible (with the only exception being better rate and/or level in an area functionally identical in timing) is what we generally want. If they were outright unviably bad by being caught earlier then maybe, but they're basically in the same boat as Zubat.


S-B availability sections standardized, C-F will be done in the next couple days.
 
Introduction

Welcome to the RSE Ingame In-game Tier List, a comprehensive ranking of the Pokemon Pokémon obtainable in the Hoenn region from a viewpoint of an efficient playthrough. Each Pokemon Pokémon is tiered based on how effectively it's able to contribute to major battles against the Gym Leaders, Rival fights, and Pokemon League;(semicolon) clear through the various routes of Hoenn;(semicolon) and provide other forms of support in HM utility and resource collection. What determines a Pokemon's Pokémon's efficiency is weighing its contribution potential against the resources it demands to live up to that potential, both by utilizing in-game (hyphen) resources like non-renewable TMs and battle items or Battle Items but and also by how much time it costs the player to use this Pokemon Pokémon to its full effectiveness. Pokemon Pokémon in the bottom tier, F-tier, will require a large amount of resources to utilize in exchange for minimal contribution to clearing the game, while the few Pokemon Pokémon that reside in the top S-tier need little investment in exchange for a dominating performance.


Tiers
In this in-game tier list, (comma) there are seven tiers. A brief description of each tier is below, but in general, (comma) Pokémon that are the most useful belong in the S-tier Tier (will go with lowercase for consistency), while Pokémon that are the least useful reside in the F-tier Tier.

- S-Tier: Reserved for Pokémon that who possess the highest levels of efficiency of the available options in the Pokémon Ruby, Sapphire, and Emerald versions. Pokémon in this tier are able to OHKO or 2HKO an overwhelming majority of foes opponents, limiting the amount number of attacks used against them, and possess minimal reliance on items to help assist them defeat foes opponents at like levels. These Pokémon usually show up before the endgame late-game, (comma) and any flaws they have are completely made up by their advantages.

- A-Tier: Reserved for Pokémon whose efficiency in completing the game is considered to be very high. Pokémon in this tier are able to OHKO or 2HKO many opponents foes and are not very reliant on items to succeed, but they either have some notable flaws that hurt their efficiency or have their usefulness counterbalanced by a late arrival.

- B-Tier: Reserved for Pokémon whose efficiency is considered to be high. Pokémon in this tier are able to OHKO or 2HKO a large proportion of standard opponents foes and contribute strongly in major battles, though they may have a bit of item reliance to assist in sweeping foes opponents. These Pokémon are still very useful but either have several visible flaws holding them back or come fairly late.

- C-Tier: Reserved for Pokémon who that are moderately efficient at clearing the game. Pokémon in this tier are able to fight on par with a significant number of foes opponents but are matchup-based enough to need additional resources to assist in sweeping some foes opponents. These Pokémon are useful but either have several visible flaws holding them back or barely make up for their late arrivals.

- D-Tier: Reserved for Pokémon who that are considered to be average in overall efficiency. Pokémon in this tier are able to take on some major battles but are heavily matchup reliant, requiring additional resources to combat foes opponents they do not have an inherent advantage against. These Pokémon are fairly useful but have either significant flaws holding them back or do not make up for a late arrival.

- E-Tier: Reserved for Pokémon whose efficiency in terms of completing the game is considered to be low. Pokémon in this tier struggle to achieve OHKO or 2HKOs against all foes opponents they do not have a significant advantage over and demand significant investment to fight on par with most major battles. The usefulness of these Pokémon is are typically counterbalanced by many visible flaws, (comma) or they are moderately useful Pokémon that come very late.

- F-Tier: Reserved for Pokémon who that possess the worst efficiency of those available in Pokémon Ruby, Sapphire, and Emerald. These Pokémon outright lose a lot of 1v1 matchups at like levels unless they are assisted with significant item support, require heavy dedication of time and resources to bring up to par, or are otherwise ridiculously inefficient to capture. The flaws of these Pokémon completely mask whatever advantage they could possibly have and, (comma) hence, should not be considered seriously for an efficient run-through.


What Goes into a Into A Ranking?

- Availability: The point where a Pokémon can be first found and how rare it is significantly impact how useful it can be. Earlier Pokémon tend to rank higher due to being able to potentially contribute to more battles and naturally gaining an Exp Exp. Point and EV advantage, while Pokemon Pokémon that appear late suffer a demerit to their ranking. A Pokemon Pokémon being inconvenient to encounter and obtain will generally rank lowly, such as Feebas or the Regi trio.
- Typing: Certain typings are just better than others in Hoenn. More useful typings tend to rank higher, while typings that struggle against major battles or common route trainer compositions will often have a lower ranking.
- Stats: A Pokemon's Pokémon's base stats are fundamentally essential to its ability to compete with in-game foes ingame opponents. This pairs with availability, as a Pokemon Pokémon that has relatively low stats may still find success early-game in the early game before they struggle later on as opponents foes become stronger. Pokemon Pokémon with low Speed or offensive stats, for example, will often rank lower due to taking more hits throughout a playthrough. Note that Pokemon Pokémon with high offensive stats are generally preferred to ones with primarily defensive stats, as the former will generally clear major battles more efficiently than Pokemon Pokémon that slowly grind through opposing teams. This also covers other inherent traits of a Pokemon Pokémon, such as its base level, as Pokemon Pokémon obtained at an abnormally high or low level will have accordingly unusual stats.
- Movepool: What the Pokemon's Pokémon's movepool is like, how it is able to contribute to a team, and what resources it consumes for its best moveset. Pokemon Pokémon that have a strong level up movepool or only require HMs or reobtainable TMs to fill out their moveslots will have an advantage over Pokemon Pokémon that demand TMs which that can only be obtained once and may be heavily contested.
- Major Battles: How the Pokémon fares against key match-ups matchups in the game against Gym Leaders, villainous Team leaders, and such. Pokémon who that perform better against more major battles will always rank higher, as this is fundamentally essential to clearing the game. Note that performance in major battles is generally reliant on all previous metrics.

A Few Notes

While most tools and available options were considered for this list, some select strategies and or potential options were purposefully not taken into account when determining a Pokemon's Pokémon's tier. Strategies that are not particularly accessible to a more casual player, primarily RNG manipulation for the purpose of obtaining desirable IVs or a useful Hidden Power type, were disregarded. A notable strategy that was not included in the rankings was purposefully applying status conditions to your own Pokemon Pokémon prior to major battles to activate Guts or Facade due to the overall inconvenience of the strategy, despite its undeniable effectiveness. Similarly, purposefully going into battle with one of the starter Pokemon's Pokémon's abilities already active was not considered. Battle items like Potions and or X-items are permitted, but a reliance on these will reflect poorly on a Pokemon Pokémon compared to one that does not need many or any items.

Trading is permitted, but with the assumption that the additional game being used lacks any useful resources. This means that trading in a high level Pokemon Pokémon, attempting to utilize the traded Pokemon Exp Pokémon's Exp. bonus, teaching a Pokemon Pokémon TMs or otherwise training it, or providing items required for trade evolutions was not considered. Functionally, trading is allowed only for the purpose of trade evolutions, all of which have an additional ranking for their unevolved forme form.

Certain Pokemon Pokémon have significant differences in availability between games that range ranging from encounter location, possible encounter level, or just not being obtainable in certain versions of Ruby, Sapphire, or Emerald. In cases where a Pokemon Pokémon is not obtainable in all versions, its ranking is for the versions it is able to be obtained in. Pokemon Pokémon with significantly different performance between versions will have multiple entries to cover them, while Pokemon who Pokémon that have mostly identical performances between versions will have a single entry to cover them. For example, a Pokemon which Pokémon that has a 15% encounter rate in Emerald instead of a 25% encounter rate in Sapphire will have only one entry, but a Pokemon Pokémon like Mawile that who is obtained in Granite Cave in Ruby instead of Victory Road in Emerald will have separate entries.

Glitches are not allowed. Fast as it may be to cast arcane sorcery via box names and a Pomeg Berry to warp directly to the credits, it's not included in this list.

The general assumption is that a team is made of around 4 battling Pokemon Pokémon. This prevents spreading experience too thinly between team members, allows for additional slots to cover required HM usage, and avoids dumping all exp Exp. points into a single Pokemon Pokémon to have it steamroll the game, since the last massively enhances availability over most other factors.

Pokemon Pokémon in the S through C ranks have full writeups, going through each metric that goes into a ranking, while Pokemon Pokémon in the D to F rankings have their location and level listed along with a brief summary of their overall performance.

Pokemon Pokémon that aren't obtainable until after the credits roll aren't ranked at all. The Beldum line, Latios, Latias, any Event Pokemon Pokémon, and various National Dex Pokemon Pokémon are all included here, since they can't be caught before postgame without trading or heavy glitch use.
Introduction

Welcome to the RSE In-game Tier List, a comprehensive ranking of the Pokémon obtainable in the Hoenn region from a viewpoint of an efficient playthrough. Each Pokémon is tiered based on how effectively it's able to contribute to major battles against the Gym Leaders, Rival fights, and Pokemon League; clear through the various routes of Hoenn; and provide other forms of support in HM utility and resource collection. What determines a Pokémon's efficiency is weighing its contribution potential against the resources it demands to live up to that potential, both by utilizing in-game resources like non-renewable TMs and battle items and also by how much time it costs the player to use this Pokémon to its full effectiveness. Pokémon in the bottom tier, F-tier, will require a large amount of resources to utilize in exchange for minimal contribution to clearing the game, while the few Pokémon that reside in the top S-tier need little investment in exchange for a dominating performance.


Tiers
In this in-game tier list, there are seven tiers. A brief description of each tier is below, but in general, Pokémon that are the most useful belong in the S-tier, while Pokémon that are the least useful reside in the F-tier.

- S-Tier: Reserved for Pokémon that possess the highest levels of efficiency of the available options in the Pokémon Ruby, Sapphire, and Emerald versions. Pokémon in this tier are able to OHKO or 2HKO an overwhelming majority of foes, limiting the number of attacks used against them, and possess minimal reliance on items to help assist them defeat foes at like levels. These Pokémon usually show up before the endgame, and any flaws they have are completely made up by their advantages.

- A-Tier: Reserved for Pokémon whose efficiency in completing the game is considered to be very high. Pokémon in this tier are able to OHKO or 2HKO many foes and are not very reliant on items to succeed, but they either have some notable flaws that hurt their efficiency or have their usefulness counterbalanced by a late arrival.

- B-Tier: Reserved for Pokémon whose efficiency is considered to be high. Pokémon in this tier are able to OHKO or 2HKO a large proportion of standard foes and contribute strongly in major battles, though they may have a bit of item reliance to assist in sweeping foes. These Pokémon are still very useful but either have several visible flaws holding them back or come fairly late.

- C-Tier: Reserved for Pokémon that are moderately efficient at clearing the game. Pokémon in this tier are able to fight on par with a significant number of foes but are matchup-based enough to need additional resources to assist in sweeping some foes. These Pokémon are useful but either have several visible flaws holding them back or barely make up for their late arrivals.

- D-Tier: Reserved for Pokémon that are considered to be average in overall efficiency. Pokémon in this tier are able to take on some major battles but are heavily matchup reliant, requiring additional resources to combat foes they do not have an inherent advantage against. These Pokémon are fairly useful but have either significant flaws holding them back or do not make up for a late arrival.

- E-Tier: Reserved for Pokémon whose efficiency in terms of completing the game is considered to be low. Pokémon in this tier struggle to achieve OHKO or 2HKOs against all foes they do not have a significant advantage over and demand significant investment to fight on par with most major battles. The usefulness of these Pokémon is typically counterbalanced by many visible flaws, or they are moderately useful Pokémon that come very late.

- F-Tier: Reserved for Pokémon that possess the worst efficiency of those available in Pokémon Ruby, Sapphire, and Emerald. These Pokémon outright lose a lot of 1v1 matchups at like levels unless they are assisted with significant item support, require heavy dedication of time and resources to bring up to par, or are otherwise ridiculously inefficient to capture. The flaws of these Pokémon completely mask whatever advantage they could possibly have and, hence, should not be considered seriously for an efficient run-through.


What Goes into a Ranking?

- Availability: The point where a Pokémon can be first found and how rare it is significantly impact how useful it can be. Earlier Pokémon tend to rank higher due to being able to potentially contribute to more battles and naturally gaining an Exp. Point and EV advantage, while Pokémon that appear late suffer a demerit to their ranking. A Pokémon being inconvenient to encounter and obtain will generally rank lowly, such as Feebas or the Regi trio.
- Typing: Certain typings are just better than others in Hoenn. More useful typings tend to rank higher, while typings that struggle against major battles or common route trainer compositions will often have a lower ranking.
- Stats: A Pokémon's base stats are fundamentally essential to its ability to compete with in-game foes. This pairs with availability, as a Pokémon that has relatively low stats may still find success early-game before they struggle later on as foes become stronger. Pokémon with low Speed or offensive stats, for example, will often rank lower due to taking more hits throughout a playthrough. Note that Pokémon with high offensive stats are generally preferred to ones with primarily defensive stats, as the former will generally clear major battles more efficiently than Pokémon that slowly grind through opposing teams. This also covers other inherent traits of a Pokémon, such as its base level, as Pokémon obtained at an abnormally high or low level will have accordingly unusual stats.
- Movepool: What the Pokémon's movepool is like, how it is able to contribute to a team, and what resources it consumes for its best moveset. Pokémon that have a strong level up movepool or only require HMs or reobtainable TMs to fill out their moveslots will have an advantage over Pokémon that demand TMs that can only be obtained once and may be heavily contested.
- Major Battles: How the Pokémon fares against key matchups in the game against Gym Leaders, villainous Team leaders, and such. Pokémon that perform better against more major battles will always rank higher, as this is fundamentally essential to clearing the game. Note that performance in major battles is generally reliant on all previous metrics.

A Few Notes

While most tools and available options were considered for this list, some select strategies and potential options were purposefully not taken into account when determining a Pokémon's tier. Strategies that are not particularly accessible to a more casual player, primarily RNG manipulation for the purpose of obtaining desirable IVs or a useful Hidden Power type, were disregarded. A notable strategy that was not included in the rankings was purposefully applying status conditions to your own Pokémon prior to major battles to activate Guts or Facade due to the overall inconvenience of the strategy, despite its undeniable effectiveness. Similarly, purposefully going into battle with one of the starter Pokémon's abilities already active was not considered. Battle items like Potions and X-items are permitted, but a reliance on these will reflect poorly on a Pokémon compared to one that does not need many or any items.

Trading is permitted, but with the assumption that the additional game being used lacks any useful resources. This means that trading in a high-level Pokémon, attempting to utilize the traded Pokémon's Exp. bonus, teaching a Pokémon TMs or otherwise training it, or providing items required for trade evolutions was not considered. Functionally, trading is allowed only for the purpose of trade evolutions, all of which have an additional ranking for their unevolved forme.

Certain Pokémon have significant differences in availability between games that range from encounter location, possible encounter level, or just not being obtainable in certain versions of Ruby, Sapphire, or Emerald. In cases where a Pokémon is not obtainable in all versions, its ranking is for the versions it is able to be obtained in. Pokémon with significantly different performance between versions will have multiple entries to cover them, while Pokémon that have mostly identical performances between versions will have a single entry to cover them. For example, a Pokémon that has a 15% encounter rate in Emerald instead of a 25% encounter rate in Sapphire will have only one entry, but a Pokémon like Mawile that is obtained in Granite Cave in Ruby instead of Victory Road in Emerald will have separate entries.

Glitches are not allowed. Fast as it may be to cast arcane sorcery via box names and a Pomeg Berry to warp directly to the credits, it's not included in this list.

The general assumption is that a team is made of around four battling Pokémon. This prevents spreading experience too thinly between team members, allows for additional slots to cover required HM usage, and avoids dumping all Exp. points into a single Pokémon to have it steamroll the game, since the last massively enhances availability over most other factors.

Pokémon in the S through C ranks have full writeups, going through each metric that goes into a ranking, while Pokémon in the D to F rankings have their location and level listed along with a brief summary of their overall performance.

Pokémon that aren't obtainable until after the credits roll aren't ranked at all. The Beldum line, Latios, Latias, any Event Pokémon, and various National Dex Pokémon are all included here, since they can't be caught before postgame without trading or heavy glitch use.
1/1
saw a mix of Pokemon vs Pokémon so I opted to go w the latter here
lmk if you prefer non-accented e
 
Last edited:
Add Remove Comment
S-Rank


alakazam.png

Name: Abra (Trade)
Availability: Abra can be found on Route 116 with a 10% chance at level 7 in Emerald and in Granite Cave with a 10% chance at level 8 to 10 in all versions.
Stats: Alakazam has incredibly high Special Attack and Speed and decent special bulk, but it has difficulty withstanding physical attacks due to its terrible Defense.
Typing: Psychic is a fairly good neutral offensive typing type for the majority of the game, though it begins to struggle towards the endgame. Psychic-types can be leveraged defensively against Tate & Liza (<-add space), but Alakazam generally doesn't want to be taking many hits and will generally be fighting neutral matchups.
Movepool: Abra does not learn any useful moves until evolution (remove comma) and will need to be fed experience to reach it. Alakazam's level-up (hyphen) movepool is primarily Psychic-type attacks of escalating power, starting with Confusion, upgrading to Psybeam at level 21, and hitting full power with Calm Mind and Psychic in the mid 30s. Alakazam's TM movepool is pretty shallow, with Shock Wave as the only real coverage option and Thief or Shadow Ball if absolutely necessary, leaving Alakazam without many options to hit Dark-types.
Major Battles: Abra cannot contribute against Roxanne or Brawly without players spending a significant amount of time to evolve it. After evolution, Alakazam can sweep through most opponents foes with its neutral Psychic-type moves alone, with only Wattson's Magneton and Norman's Slaking giving it significant trouble. Tate & Liza (<- add space) can be a bit difficult, though Alakazam can set up Calm Mind boosts and muscle through the resistances, and most of the Pokemon Pokémon League can be handled similarly bar Sidney, Phoebe, and Steven, with Calm Mind allowing Alakazam to beat through the endgame when its base power (base power is just for moves) starts to fall a bit short.
Additional Comments: It's generally a better idea to catch Abra in Granite Cave to skip a couple levels of switch training (remove comma) along with having and because players have access to the Exp Exp. Share at that point, since Abra has near 0 to contribute until it evolves.

mudkip.png

Name: Mudkip
Availability: Mudkip is obtained at Level level 5 as one of the potential starters received on Route 101 at the beginning of the game.
Stats: Mudkip and its evolutions are your standard tanks, with high defenses and Attack but low Speed. While their Special Attack stat isn't amazing, it's still good enough to reliably secure KOs with super effective Water-type STAB moves and Ice-type coverage Water STAB and Ice coverage. The low Speed can be annoying, (comma) since it leads to taking hits and thus frequent potion Potion usage, but the Mudkip line's overall versatility and power more than compensate.
Typing: Mudkip starts off as a Water-type, which is already solid, but becomes Water/Ground a Water / Ground type upon evolution into Marshtomp. Water / Ground (<- add spaces) is an amazing typing combo both offensively and defensively, hitting many targets things for neutral or super effective damage while also only providing one weakness to Grass. While this is a double 4x weakness, Grass-type attacks are rare and easily played around.
Movepool: Being a Water-type grants access to Ice Beam via TM, but the Mudkip line can also be taught Rock Tomb and Brick Break by TM for Rock- and Fighting-type coverage. A couple useful Ground-type attacks such as Mud Shot and Earthquake are obtained via level up (<-remove hyphen and keep space), though Earthquake comes very late and likely won't be usable online (make sure wording is okay still) until the Elite Four. Mudkip can also learn 5 of the game's 8 HMs, providing great out-of-battle utility if needed, while Surf is a generally strong option that comes in mid-game (<-hyphen) sections.
Major Battles: Mudkip has a positive or neutral matchup against almost every major battle in the game thanks to its bulk, movepool, and typing. It notably solos Roxanne and Watson, can deal with Winona's Altaria without fear of being KO'd KOed if you teach it Ice Beam, and destroys most of Champion Steven's team. The only times it consistently has issues are during the Rival fights; the Rival will always have a member of the Treecko line when Mudkip is chosen, though a teammate can easily cover this weak spot.
Additional Comments: Even though Earthquake is in Swampert's level-up movepool, it comes very late at 52. Using TM26 is worth consideration to give Swampert access to its strongest move much earlier.

ralts.png

Name: Ralts
Availability: Ralts can be found on Route 102 with a 4% chance at level 4.
Stats: Rather poor to mediocre poor-to-mediocre stats as Ralts and Kirlia, but Gardevoir has amazing Special Attack & and Special Defense and sufficient Speed.
Typing: Psychic typing grants good neutral STAB coverage for much of the game, though Dark-types are a hassle early-game in the early game. It can make use of its resistances against Brawly and Tate & Liza, but weaknesses to Sidney and Phoebe Sidney's and Phoebe's teams can prove annoying.
Movepool: Ralts first needs 2 levels to acquire Confusion to be able to fight on its own. As a Kirlia, it soon gains access to two of its most important moves, Calm Mind and Psychic, at ridiculously early levels, which tear down much of the game and are mostly all it needs. Kirlia can use the Shock Wave TM for additional coverage, which can then be upgraded to the Thunderbolt TM as Gardevoir. Double Team can possibly cheese through Ralts's few tough matchups.
Major Battles: Ralts can use Double Team and Growl to help swing the Roxanne and especially Brawly matchup to its favor. Kirlia's matchup against Wattson is considerably shakier, (comma) since multiple factors such as paralysis, Supersonic, Sonicboom SonicBoom, and Selfdestruct can impede or undo Kirlia's setup attempts. From here on out, Kirlia / Gardevoir's main game plan is to set up Calm Mind boosts against the bosses' lead or weaker Pokemon Pokémon to be able to wipe out their team with boosted Psychics and Thunderbolts, though it is to be expected that Kirlia / Gardevoir (space) might need to be healed in the process, and Kirlia also needs to evolve into Gardevoir by the time it confronts Norman. Additional help such as Double Team boosts, X Defend, (comma) / X Speed, or status-curing berries can help make a clean sweep (<- space) even more comfortable or at least help save up on healing items.
Additional Comments: Ralts's ability can play a notable role in determining which matchups it can perform better in. Trace can let it copy abilities such as Golbat or Crobat's Inner Focus to prevent Bite flinches, Claydol's Levitate for Earthquake, and Sealeo's Thick Fat for easier setup, whereas Synchronize can give Kirlia an edge in the Wattson matchup or just simply let Gardevoir set up on Slaking without copying Truant.

A-Rank

kadabra.png

Name: Abra (No Trade)
Availability: Abra can be found on Route 116 with a 10% chance at level 7 in Emerald and in Granite Cave with a 10% chance at level 8 and 10 in all versions.
Stats: Very high Special Attack and high Speed, somewhat poor special bulk, (comma) and abysmal physical bulk due to low HP and Defense.
Typing: Psychic is a fairly good neutral offensive type for the majority of the game, but resistances tend to crop up more towards the end. Psychic-types don't have a particularly useful defensive profile, and Kadabra's low bulk means mean that it wants to take as few hits as possible.
Movepool: Abra will need to be handheld to evolution due to lacking any attacking moves. Kadabra's level up movepool is primarily Psychic-type attacks of escalating power, starting with Confusion, upgrading to Psybeam at level 21, and hitting full power with Calm Mind and Psychic in the mid 30s. Kadabra's TM movepool is very shallow, with Shock Wave as the only useful coverage option and no good way to deal with Dark-types.
Major Battles: Kadabra performs very similarly to Alakazam for the majority of the game, generally missing out on both Roxanne and Brawly, sweeping through most of mid-game (hyphen) sections with neutral Psychic-type attacks, and having only a few roadblocks like Magneton and Slaking give it pause. Towards the end of the game, (comma) Kadabra begins to differ more from Alakazam, as the lower Special Attack mean means it fails to achieve more neutral OHKOs, (comma) and the lower defensive stats mean that Kadabra has more difficulty setting up Calm Mind boosts to make up for it. However, Kadabra is still capable of handling most of the endgame (remove comma) but may need additional investment or item support compared to its evolution.
Additional Comments: A higher leveled Abra from Granite Cave is slightly easier to evolve. While Alakazam is better, Kadabra will perform very similarly for a large portion of the game.
S-Rank

alakazam.png

Name: Abra (Trade)
Availability: Abra can be found on Route 116 with a 10% chance at level 7 in Emerald and in Granite Cave with a 10% chance at level 8 to 10 in all versions.
Stats: Alakazam has incredibly high Special Attack and Speed and decent special bulk, but it has difficulty withstanding physical attacks due to its terrible Defense.
Typing: Psychic is a fairly good neutral offensive typing for the majority of the game, though it begins to struggle towards the endgame. Psychic-types can be leveraged defensively against Tate & Liza, but Alakazam generally doesn't want to be taking many hits and will generally be fighting neutral matchups.
Movepool: Abra does not learn any useful moves until evolution and will need to be fed experience to reach it. Alakazam's level-up movepool is primarily Psychic-type attacks of escalating power, starting with Confusion, upgrading to Psybeam at level 21, and hitting full power with Calm Mind and Psychic in the mid 30s. Alakazam's TM movepool is pretty shallow, with Shock Wave as the only real coverage option and Thief or Shadow Ball if absolutely necessary, leaving Alakazam without many options to hit Dark-types.
Major Battles: Abra cannot contribute against Roxanne or Brawly without players spending a significant amount of time to evolve it. After evolution, Alakazam can sweep through most foes with its neutral Psychic-type moves alone, with only Wattson's Magneton and Norman's Slaking giving it significant trouble. Tate & Liza can be a bit difficult, though Alakazam can set up Calm Mind boosts and muscle through the resistances, and most of the Pokémon League can be handled similarly bar Sidney, Phoebe, and Steven, with Calm Mind allowing Alakazam to beat through the endgame when its power starts to fall a bit short.
Additional Comments: It's generally a better idea to catch Abra in Granite Cave to skip a couple levels of switch training and because players have access to the Exp. Share at that point, since Abra has near 0 to contribute until it evolves.

mudkip.png

Name: Mudkip
Availability: Mudkip is obtained at level 5 as one of the potential starters received on Route 101 at the beginning of the game.
Stats: Mudkip and its evolutions are your standard tanks, with high defenses and Attack but low Speed. While their Special Attack stat isn't amazing, it's still good enough to reliably secure KOs with super effective Water-type STAB moves and Ice-type coverage. The low Speed can be annoying, since it leads to taking hits and thus frequent Potion usage, but the Mudkip line's overall versatility and power more than compensate.
Typing: Mudkip starts off as a Water-type, which is already solid, but becomes a Water / Ground type upon evolution into Marshtomp. Water / Ground is an amazing typing combo both offensively and defensively, hitting many targets for neutral or super effective damage while also only providing one weakness to Grass. While this is a 4x weakness, Grass-type attacks are rare and easily played around.
Movepool: Being a Water-type grants access to Ice Beam via TM, but the Mudkip line can also be taught Rock Tomb and Brick Break by TM for Rock- and Fighting-type coverage. A couple useful Ground-type attacks such as Mud Shot and Earthquake are obtained via level up, though Earthquake comes very late and likely won't be usable until the Elite Four. Mudkip can also learn 5 of the game's 8 HMs, providing great out-of-battle utility if needed, while Surf is a generally strong option that comes in mid-game sections.
Major Battles: Mudkip has a positive or neutral matchup against almost every major battle in the game thanks to its bulk, movepool, and typing. It notably solos Roxanne and Watson, can deal with Winona's Altaria without fear of being KOed if you teach it Ice Beam, and destroys most of Champion Steven's team. The only times it consistently has issues are during the Rival fights; the Rival will always have a member of the Treecko line when Mudkip is chosen, though a teammate can easily cover this weak spot.
Additional Comments: Even though Earthquake is in Swampert's level-up movepool, it comes very late at 52. Using TM26 is worth consideration to give Swampert access to its strongest move much earlier.

ralts.png

Name: Ralts
Availability: Ralts can be found on Route 102 with a 4% chance at level 4.
Stats: Rather poor-to-mediocre stats as Ralts and Kirlia, but Gardevoir has amazing Special Attack and Special Defense and sufficient Speed.
Typing: Psychic typing grants good neutral STAB coverage for much of the game, though Dark-types are a hassle early-game. It can make use of its resistances against Brawly and Tate & Liza, but weaknesses to Sidney's and Phoebe's teams can prove annoying.
Movepool: Ralts first needs 2 levels to acquire Confusion to be able to fight on its own. As a Kirlia, it soon gains access to two of its most important moves, Calm Mind and Psychic, at ridiculously early levels, which tear down much of the game and are mostly all it needs. Kirlia can use the Shock Wave TM for additional coverage, which can then be upgraded to the Thunderbolt TM as Gardevoir. Double Team can possibly cheese through Ralts's few tough matchups.
Major Battles: Ralts can use Double Team and Growl to help swing the Roxanne and especially Brawly matchup to its favor. Kirlia's matchup against Wattson is considerably shakier, since multiple factors such as paralysis, Supersonic, SonicBoom, and Selfdestruct can impede or undo Kirlia's setup attempts. From here on out, Kirlia / Gardevoir's main game plan is to set up Calm Mind boosts against the bosses' lead or weaker Pokémon to be able to wipe out their team with boosted Psychics and Thunderbolts, though it is to be expected that Kirlia / Gardevoir might need to be healed in the process, and Kirlia also needs to evolve into Gardevoir by the time it confronts Norman. Additional help such as Double Team boosts, X Defend, X Speed, or status-curing berries can help make a clean sweep even more comfortable or at least help save up on healing items.
Additional Comments: Ralts's ability can play a notable role in determining which matchups it can perform better in. Trace can let it copy abilities such as Golbat or Crobat's Inner Focus to prevent Bite flinches, Claydol's Levitate for Earthquake, and Sealeo's Thick Fat for easier setup, whereas Synchronize can give Kirlia an edge in the Wattson matchup or simply let Gardevoir set up on Slaking without copying Truant.

A-Rank

kadabra.png

Name: Abra (No Trade)
Availability: Abra can be found on Route 116 with a 10% chance at level 7 in Emerald and in Granite Cave with a 10% chance at level 8 and 10 in all versions.
Stats: Very high Special Attack and high Speed, somewhat poor special bulk, and abysmal physical bulk due to low HP and Defense.
Typing: Psychic is a fairly good neutral offensive type for the majority of the game, but resistances tend to crop up more towards the end. Psychic-types don't have a particularly useful defensive profile, and Kadabra's low bulk means that it wants to take as few hits as possible.
Movepool: Abra will need to be handheld to evolution due to lacking any attacking moves. Kadabra's level up movepool is primarily Psychic-type attacks of escalating power, starting with Confusion, upgrading to Psybeam at level 21, and hitting full power with Calm Mind and Psychic in the mid 30s. Kadabra's TM movepool is very shallow, with Shock Wave as the only useful coverage option and no good way to deal with Dark-types.
Major Battles: Kadabra performs very similarly to Alakazam for the majority of the game, generally missing out on both Roxanne and Brawly, sweeping through most of mid-game sections with neutral Psychic-type attacks, and having only a few roadblocks like Magneton and Slaking give it pause. Towards the end of the game, Kadabra begins to differ more from Alakazam, as the lower Special Attack means it fails to achieve more neutral OHKOs, and the lower defensive stats mean that Kadabra has more difficulty setting up Calm Mind boosts to make up for it. However, Kadabra is still capable of handling most of the endgame but may need additional investment or item support compared to its evolution.
Additional Comments: A higher leveled Abra from Granite Cave is slightly easier to evolve. While Alakazam is better, Kadabra will perform very similarly for a large portion of the game.

1/1
 
Last edited:
groudon.png

Name: Groudon
Availability: Groudon is a guaranteed story encounter in Cave of Origin at level 45.
Stats: As a cover Legendary, Groudon has all-around amazing stats with no weak areas (remove comma) with immense Attack and Defense in particular. Its more than usable more-than-usable Special Attack stat even makes it a great mixed attacker if you're so inclined.
Typing: Pure Ground A pure Ground typing doesn't provide much of worth defensively for the major battles remaining, though it's still amazing offensively. A Water weakness would normally be annoying due to the typing's type's prevalence in the endgame late game, but Drought's eternal Sun sun patches this up, though Groudon will still need to be aware of the relatively common Ice-type moves.
Movepool: Groudon has quite the colorful movepool. It comes with Earthquake and Bulk Up to power its way through neutral matchups, while Fire Fire-type moves and SolarBeam allow it to abuse make use of Drought. It can also be taught more fringe options such as Dragon Claw and Brick Break through TMs TM, though these likely won't be necessary.
Major Battles: Groudon is incredibly effective for the endgame, having good matchups for most of the remaining fights. Despite its typing, it actually has a decent showing against Wallace's Water-types and Glacia's Ice-types thanks to its movepool and Drought, and it handily solos Champion Steven. The only fight Groudon may struggle with is Drake due to the amount of Ground-immune Pokémon on his team, though this can be partially mitigated by a Rock Rock-type move or Dragon Claw.
Additional Comments: SolarBeam comes far too late in Groudon's level-up movepool to be available before the credits, so using the TM is strongly recommended. If you don't, however, Drought can still support a Chlorophyll Grass-type like Vileplume.

kyogre.png

Name: Kyogre
Availability: Kyogre is a guaranteed story encounter in Cave of Origin at level 45.
Stats: Kyogre has some of the best stats in the game, having the highest Special Attack of any available Pokemon Pokémon, paired with excellent bulk and high enough Speed to outpace most remaining battles.
Typing: Water is a great defensive typing for the endgame due to the minimal Grass- and Electric-type coverage and forms an incredibly strong offensive combination with Drizzle for deadly neutral power.
Movepool: Kyogre knows Calm Mind and Ice Beam from the moment it's caught. and It can be taught Surf from the HM, making it great at setting up on weak foes that can't hurt him and proceed sweeping it when it can't already OHKO every foe on the opposing team then proceeding to sweep everything in sight when it can't simply OHKO everything on the opposing team without boosting. Kyogre can also be taught Thunder if the TM is purchased from the Lilycove Department Store, providing it with perfect neutral coverage against every Pokemon Pokémon except Lanturn.
Major Battles: Kyogre can beast through what is left of the game with minimal-to-no support from items, mainly PP restoring ones if Kyogre attempts to solo the entire game. Thunder wrecks Wallace, and Kyogre has no problem setting up Calm Mind CM in the face of the Elite Four's Four and Champion's lead Pokemon Pokémon and then sweeping the battle from there. by spamming it's most effective move.
Additional Comments:
It is advisable to swap Hydro Pump for Surf and give Kyogre an Electric-type move electric move, since the power decrease is outweighed by the accuracy and PP improvement.

rayquaza.png

Name: Rayquaza
Availability: Rayquaza can be caught in the Sky Pillar on a revisit at level 70 after the player awakens it for the first time to stop the clash between Groudon and Kyogre. Note that the second visit will require a Mach Bike for the crumbling floor puzzles.
Stats: Rayquaza's base stats are already impressive both offensively and defensively, but its actual stats will tower over everything else due to coming at Level level 70.
Typing: Dragon / Flying (<- spaces) is all in all a great defensive typing, (comma) but the 4x weakness to Ice-type coverage can come to bite against somewhat common Ice-type attacks in the endgame lategame.
Movepool: Rayquaza has a stellar and expansive movepool that can be adjusted for the team's needs. It also learns all of the mandatory HMs and Fly if that utility is required, though this is somewhat of a waste of its Rayquaza's offensive prowess.
Major Battles: Rayquaza's great offensive stats, (comma) along with its stellar move pool movepool, (comma) and the fact that it can be caught at level 70 means that it can pretty much steamroll what is left of the game. It destroys Juan by spamming Outrage alone. Some item usage can have Rayquaza easily solo the entirety of the Pokemon Pokémon League.
Additional Comments: Outrage only uses 1 PP the first time is used, (comma) so a well timed well-timed Outrage can take 2-3 Pokemon Pokemon's with only 1 PP if Rayquaza needs to conserve PP at any point.

shroomish.png

Name: Shroomish
Availability: Shroomish can be found in Petalburg Woods with a 15% chance at level 5 to 6.
Stats: Good bulk with low offenses and Speed. Upon evolution, its Attack stat skyrockets to become one of the highest in the game.
Typing: A Grass typing is useful for the earlier portions of the game due to its advantage against Rock- and Electric-types Rock and Electric. Upon gaining the Fighting typing Fighting type upon evolution, it gains additional favorable matchups against Norman, Sidney, Glacia, and Steven, though it dislikes the new Psychic weakness against Tate & Liza. Note that Breloom does not rely on Grass-type moves for offense.
Movepool: Shroomish relies on disruptive moves such as Stun Spore, Leech Seed, and Mega Drain to take full advantage of its bulk and make up for its lack of power. Once it evolves, it changes gears to become an attacking powerhouse, crushing foes with moves like Bulk Up, Mach Punch, Rock Tomb, Silk Scarf-boosted Headbutt or Strength, Sludge Bomb, and Sky Uppercut, most of which are very powerful attacks for when they are learned compared to most Pokemon Pokémon.
Major Battles: Shroomish can solo Roxanne while being able to hinder Brawly with Leech Seed and Mega Drain. Breloom can smash Wattson, Archie, and Sidney pretty easily as well as wipe out most of Norman's trainers, while Norman himself can be dealt with by clever use of Bulk Up and Leech Seed or / Counter. It loses to Flannery, Winona, Tate & Liza, and Phoebe, but otherwise, (comma) its immense power makes it a threat against nearly any opponent foe it fights, especially with the threat of Bulk Up + X-Speed sweeps.
Additional Comments: Breloom's usefulness against Glacia is heavily decided on whether Breloom is able to outspeed her Pokemon Pokémon, so it should avoid having a speed-hindering nature and be fed any Carbos it can.

torchic.png

Name: Torchic
Availability: Torchic is obtained at Level level 5 as one of the potential starters received on Route 101 at the beginning of the game.
Stats: Its Attack and Special Attack are good for the whole game; (semicolon) however, (comma) the rest of its stats are average. Final evolution improves its Speed speed slightly, making it faster than most of the foes opponents.
Typing: The combination of Fire and Fighting hits 7 different types for super effective damage while only being resisted by some Flying and Water Pokemon Flying- and Water-type Pokémon. Defensively, the typing results in nasty weaknesses to bad matchups against Water-, Ground-, Flying-, (comma + hyphens after the type names) and Psychic-types, (comma) which are common in major battles.
Movepool: For its STAB moves, it gets Ember at level 10, Double Kick upon first evolution at level 16, and Blaze Kick upon second evolution at level 36. Stronger STAB attacks (Brick Break, Flamethrower, (comma) and Fire Blast) are only accessible via TMs. Torchic can utilize Rock Tomb as well as Ground- and Normal-type coverage to hit specific foes opponents harder. Bulk Up is a very noteworthy boosting move that both strengthens its Attack and Defense, making makes Combusken and Blaziken able to set up more effectively against foes opponents with only physical moves.
Major Battles: Its performance against Roxanne heavily depends on its evolutionary stage;(semicolon) Torchic fails to do anything helpful, (comma) but Combusken can win without much trouble. Most of the remaining major battles are not a big threat to the Torchic line thanks to its good STABs STAB attacks and access to a powerful boosting move. Most notably, even despite having a type disadvantage, Blaziken can sweep Winona and the Water-type gym leader due to Bulk Up. Only Tate & Liza (spaces), Drake, and Champion Wallace prove to be too much for it to handle.

zangoose.png

Name: Zangoose
Availability: Zangoose can be caught in Ruby at Route 114 with a 19% chance at levels 15 to 17 between levels 15 and 17.
Stats: Zangoose has very high Attack and Speed stats for from the moment it's available. Its bulk is mediocre, (comma) but it can allow it to live survive hits to and set up with Swords Dance and sweep.
Typing: A Normal typing gives it an immunity against to Ghost-type attacks and is seldom resisted offensively when combined with the Shadow Ball TM outside of Steel-type Pokemon Pokémon.
Movepool: Zangoose comes with Swords Dance and Quick Attack and can be taught Strength for use in battle immediately. It can be taught TMs such as Shadow Ball, Brick Break, Dig, and Return towards the end of the game to hit almost every foe opponent hard.
Major Battles: While its typing doesn't give it any immediate advantage, the ability to set up Swords Dance boosts and hit hard with Normal Normal-type STAB attacks allows it to do well against Flannery, Winona, Wallace, Sidney, and Glacia. With Shadow Ball, (comma) it also beats Tate & and Liza and Phoebe.
Additional Comments: It's advised to obtain the Strength HM immediately after defeating Wattson so Zangoose can use the move right away. Zangoose's biggest flaw is its experience group, Erratic, which means from the moment you catch it, (comma) it'll need to defeat twice as many opponents foes as a Medium-Slow Medium Slow experience group Pokemon Pokémon to achieve the same level, so it'll likely be underleveled during mid-game sections the midgame. At around the seventh gym, (comma) it'll begin leveling up much faster to make up for the rough start.
groudon.png

Name: Groudon
Availability: Groudon is a guaranteed story encounter in Cave of Origin at level 45.
Stats: As a cover Legendary, Groudon has all-around amazing stats with no weak areas with immense Attack and Defense in particular. Its more-than-usable Special Attack stat even makes it a great mixed attacker if you're so inclined.
Typing: A pure Ground typing doesn't provide much of worth defensively for the major battles remaining, though it's still amazing offensively. A Water weakness would normally be annoying due to the typing's prevalence in the endgame, but Drought's eternal sun patches this up, though Groudon will still need to be aware of the relatively common Ice-type moves.
Movepool: Groudon has quite the colorful movepool. It comes with Earthquake and Bulk Up to power its way through neutral matchups, while Fire-type moves and SolarBeam allow it to make use of Drought. It can also be taught more fringe options such as Dragon Claw and Brick Break through TMs, though these likely won't be necessary.
Major Battles: Groudon is incredibly effective for the endgame, having good matchups for most of the remaining fights. Despite its typing, it actually has a decent showing against Wallace's Water-types and Glacia's Ice-types thanks to its movepool and Drought, and it handily solos Champion Steven. The only fight Groudon may struggle with is Drake due to the amount of Ground-immune Pokémon on his team, though this can be partially mitigated by a Rock-type move or Dragon Claw.
Additional Comments: SolarBeam comes far too late in Groudon's level-up movepool to be available before the credits, so using the TM is strongly recommended. If you don't, however, Drought can still support a Chlorophyll Grass-type like Vileplume.

kyogre.png

Name: Kyogre
Availability: Kyogre is a guaranteed story encounter in Cave of Origin at level 45.
Stats: Kyogre has some of the best stats in the game, having the highest Special Attack of any available Pokémon, paired with excellent bulk and high enough Speed to outpace most remaining battles.
Typing: Water is a great defensive typing for the endgame due to the minimal Grass- and Electric-type coverage and forms an incredibly strong offensive combination with Drizzle for deadly neutral power.
Movepool: Kyogre knows Calm Mind and Ice Beam from the moment it's caught. It can be taught Surf from the HM, making it great at setting up on weak foes that can't hurt it when it can't already OHKO every foe on the opposing team then proceeding to sweep everything in sight. Kyogre can also be taught Thunder if the TM is purchased from the Lilycove Department Store, providing it with perfect neutral coverage against every Pokémon except Lanturn.
Major Battles: Kyogre can beast through what is left of the game with minimal-to-no support from items, mainly PP restoring ones if Kyogre attempts to solo the entire game. Thunder wrecks Wallace, and Kyogre has no problem setting up Calm Mind in the face of the Elite Four's and Champion's lead Pokémon and then sweeping the battle from there.
Additional Comments: It is advisable to swap Hydro Pump for Surf and give Kyogre an Electric-type move, since the power decrease is outweighed by the accuracy and PP improvement.

rayquaza.png

Name: Rayquaza
Availability: Rayquaza can be caught in the Sky Pillar on a revisit at level 70 after the player awakens it for the first time to stop the clash between Groudon and Kyogre. Note that the second visit will require a Mach Bike for the crumbling floor puzzles.
Stats: Rayquaza's base stats are already impressive both offensively and defensively, but its actual stats will tower over everything else due to coming at level 70.
Typing: Dragon / Flying is all in all a great defensive typing, but the 4x weakness to Ice-type coverage can come to bite against somewhat common Ice-type attacks in the endgame.
Movepool: Rayquaza has a stellar and expansive movepool that can be adjusted for the team's needs. It also learns all of the mandatory HMs and Fly if that utility is required, though this is somewhat of a waste of its offensive prowess.
Major Battles: Rayquaza's great offensive stats, its stellar movepool, and the fact that it can be caught at level 70 means that it can pretty much steamroll what is left of the game. It destroys Juan by spamming Outrage alone. Some item usage can have Rayquaza easily solo the entirety of the Pokémon League.
Additional Comments: Outrage only uses 1 PP the first time is used, so a well-timed Outrage can take 2-3 Pokemon with only 1 PP if Rayquaza needs to conserve PP at any point.

shroomish.png

Name: Shroomish
Availability: Shroomish can be found in Petalburg Woods with a 15% chance at level 5 to 6.
Stats: Good bulk with low offenses and Speed. Upon evolution, its Attack stat skyrockets to become one of the highest in the game.
Typing: A Grass typing is useful for the earlier portions of the game due to its advantage against Rock- and Electric-types. Upon gaining the Fighting typing upon evolution, it gains additional favorable matchups against Norman, Sidney, Glacia, and Steven, though it dislikes the new Psychic weakness against Tate & Liza. Note that Breloom does not rely on Grass-type moves for offense.
Movepool: Shroomish relies on disruptive moves such as Stun Spore, Leech Seed, and Mega Drain to take full advantage of its bulk and make up for its lack of power. Once it evolves, it changes gears to become an attacking powerhouse, crushing foes with moves like Bulk Up, Mach Punch, Rock Tomb, Silk Scarf-boosted Headbutt or Strength, Sludge Bomb, and Sky Uppercut, most of which are very powerful attacks for when they are learned compared to most Pokémon.
Major Battles: Shroomish can solo Roxanne while being able to hinder Brawly with Leech Seed and Mega Drain. Breloom can smash Wattson, Archie, and Sidney pretty easily as well as wipe out most of Norman's trainers, while Norman himself can be dealt with by clever use of Bulk Up and Leech Seed or Counter. It loses to Flannery, Winona, Tate & Liza, and Phoebe, but otherwise, its immense power makes it a threat against nearly any foe it fights, especially with the threat of Bulk Up + X-Speed sweeps.
Additional Comments: Breloom's usefulness against Glacia is heavily decided on whether Breloom is able to outspeed her Pokémon, so it should avoid having a speed-hindering nature and be fed any Carbos it can.

torchic.png

Name: Torchic
Availability: Torchic is obtained at level 5 as one of the potential starters received on Route 101 at the beginning of the game.
Stats: Its Attack and Special Attack are good for the whole game; however, the rest of its stats are average. Final evolution improves its Speed slightly, making it faster than most of the foes.
Typing: The combination of Fire and Fighting hits 7 different types for super effective damage while only being resisted by some Flying- and Water-type Pokémon. Defensively, the typing results in nasty bad matchups against Water-, Ground-, Flying-, and Psychic-types, which are common in major battles.
Movepool: For its STAB moves, it gets Ember at level 10, Double Kick upon first evolution at level 16, and Blaze Kick upon second evolution at level 36. Stronger STAB attacks (Brick Break, Flamethrower, and Fire Blast) are only accessible via TMs. Torchic can utilize Rock Tomb as well as Ground- and Normal-type coverage to hit specific foes harder. Bulk Up is a very noteworthy boosting move that makes Combusken and Blaziken able to set up more effectively against foes with only physical moves.
Major Battles: Its performance against Roxanne heavily depends on its evolutionary stage; Torchic fails to do anything helpful, but Combusken can win without much trouble. Most of the remaining major battles are not a big threat to the Torchic line thanks to its good STAB attacks and access to a powerful boosting move. Most notably, even despite having a type disadvantage, Blaziken can sweep Winona and the Water-type gym leader due to Bulk Up. Only Tate & Liza, Drake, and Champion Wallace prove to be too much for it to handle.

zangoose.png

Name: Zangoose
Availability: Zangoose can be caught in Ruby at Route 114 with a 19% chance at levels 15 to 17.
Stats: Zangoose has very high Attack and Speed stats from the moment it's available. Its bulk is mediocre, but it can allow it to survive hits to set up with Swords Dance and sweep.
Typing: A Normal typing gives it an immunity to Ghost-type attacks and is seldom resisted offensively when combined with the Shadow Ball TM outside of Steel-type Pokémon.
Movepool: Zangoose comes with Swords Dance and Quick Attack and can be taught Strength for use in battle immediately. It can be taught TMs such as Shadow Ball, Brick Break, Dig, and Return towards the end of the game to hit almost every foe hard.
Major Battles: While its typing doesn't give it any immediate advantage, the ability to set up Swords Dance boosts and hit hard with Normal-type STAB attacks allows it to do well against Flannery, Winona, Wallace, Sidney, and Glacia. With Shadow Ball, it also beats Tate & Liza and Phoebe.
Additional Comments: It's advised to obtain the Strength HM immediately after defeating Wattson so Zangoose can use the move right away. Zangoose's biggest flaw is its experience group, Erratic, which means from the moment you catch it, it'll need to defeat twice as many foes as a Medium Slow experience group Pokémon to achieve the same level, so it'll likely be underleveled during mid-game sections. At around the seventh gym, it'll begin leveling up much faster to make up for the rough start.
1/1
 
Last edited:
B-Rank

absol.png

Name: Absol
Availability: Absol can be found on Route 120 with a an 8% chance at level 25 or 27.
Stats: Absol is a Glass cannon; it has very high Attack stat with decent Speed and Special Attack stats, but it has poor defenses.
Typing: A Dark typing is useful for its Psychic immunity and Ghost resistance, but it does not serve Absol very well in the attacking department at all.
Movepool: Absol is TM-reliant, but fortunately, (comma) it has a very diverse movepool that can easily be tailored to your needs. It has Swords Dance to bolster moves such as Shadow Ball, Aerial Ace, and Return to extremely powerful levels, or it can take advantage of the coverage granted by Ice Beam, Thunderbolt, and Flamethrower, which it can further augment with Calm Mind if it wants.
Major Battles: Absol technically has the movepool to contribute to in nearly any major matchup, be it breaking teams with Swords Dance-boosted Shadow Ball, picking off specific targets with special attacks, or even potentially sweeping with Calm Mind. Do note that Absol's frailty and average Speed can make clean sweeps rather difficult, but Absol does fairly well in one-on-one 1v1 battles due to its power or coverage, and it can wipe out Tate & Liza, Steven, and Phoebe particularly easily.

barboach.png

Name: Barboach
Availability: Barboach can be fished with the Good Rod in the lake of Route 111 with a 20% chance, varying from at levels 10 to 30.
Stats: Barboach has poor stats, (comma) so it wants to evolve as soon as it gets Earthquake at level 31. Whiscash has sizable HP, mediocre Speed, and average stats elsewhere.
Typing: Water/Ground A Water / Ground typing is excellent for its wide and neutral coverage and having only one uncommon weakness, making Whiscash terrific for neutral fights.
Movepool: Surf and the Ice Beam TM are available to it immediately, and if you fished up a level 30 Barboach, (comma) Earthquake is immediately learned after leveling up. Amnesia is helpful in allowing it to tank through specially oriented (<- remove hyphen) fights, but if you don't need that, Whiscash can make room for Dive or Waterfall. another Water HM.
Major Battles:
Ice Beam Whiscash beats all of Winona's Pokemon Pokémon. Tate & Liza (<- spaces) can be spammed with Surf spammed; Solrock's Solar Beam SolarBeam or repeated Psychic hits can be dangerous, (comma) but Whiscash can use Amnesia to mitigate that damage if need be. Whiscash can run an Amnesia + Earthquake combination throughout the entire Wallace or / Juan fight, though without a few X Attack and X Speed X Atks and/or X Speeds, don't expect Whiscash to clean sweep without running into PP issues. The only Grass-type moves in the Elite Four Elite 4 come from Sidney's Cacturne, Steven's Cradily, and Wallace's Ludicolo, but otherwise, (comma) Whiscash can use its general bulk, Amnesia, and strong BP strong attacks to tank through most stronger foes opponents, with especially favorable matchups against Drake's and Stevens's teams Drake and Steven.
Additional Comments: Barboach should hold off on evolution until Level level 31 in order to learn Earthquake 5 levels earlier in exchange for only one additional level before evolving.

carvanha.png

Name: Carvanha
Availability: Carvanha can be found using a Good Rod on Route 118 with a 20% chance from at levels 10 to 30.
Stats: Carvanha quickly evolves into Sharpedo, whose good attack offensive stats and Speed but near-useless defense stats bulk make it a glass cannon that wants frequent healing.
Typing: Several Psychic- and Ghost-type foes make Sharpedo's Dark-type STAB moves useful in the endgame Psychic and Ghost opponents make Sharpedo's Dark STAB useful in the late game. Its defensive typing is also good, but its stats prevent it from having much defensive utility.
Movepool: Any Carvanha encountered at level 22 or higher should already know Crunch. It can immediately learn Surf for STAB a STAB move and Ice Beam for covering Flying- and Dragon-types Flying and Dragon. Additionally, Sharpedo can learn Earthquake or any of the 5 required HMs to utilize use its high physical Attack. as well as any of the 5 required HMs.
Major Battles:
Sharpedo gets worn down too easily to solo entire battles, but its movepool lets it contribute against every gym Gym and Elite Four member. Sharpedo's movepool and typing is are perfect for destroying Winona and Tate & Liza (<- spaces). It does well against Phoebe (remove comma) and can do well against Drake, though its performance against Drake him is dependent on Sharpedo being able to outspeed his team.
Additional Comments: Carvanha can be encountered anywhere from level 10 to level 30, so try to catch one that's at least level 25. A slow leveling rate slightly hinders Sharpedo.

electrike.png

Name: Electrike
Availability: Electrike can be found on Route 110 with a 30% chance from at levels 12 to 13.
Stats: Electrike and Manectric have good Speed and Special Attack speed and special attack but have low bulk, setting them up as fast sweepers.
Typing: Electric-types have a very good time in Hoenn due to the many Flying- and Water-type foes opponents to sweep through, particularly in the water routes near the end of the game. Ground-types aren't incredibly common (remove comma) despite how they tend to be a complete stop to Electrike.
Movepool: As with all Electric-types in Hoenn, Manectric's movepool is quite bad, being pretty much only Electric and Normal Electric- and Normal-type moves (remove comma) and lacking any Electric-type attacks until Spark at level 20. Later on, Manectric should be upgrading to Thunderbolt via TM and has the ability to learn Bite fairly late, though the low Base Power base power means Manectric rarely has a reason to use it besides in desperate situations against a Ground-type. It can also carry the Strength or Flash HMs (remove comma) due to having a fairly limited useful moveset.
Major Battles: Manectric excels against most of Winona's and the Water-type Gym's teams (remove comma) and is competent against most other gyms. It generally has trouble sweeping due to good-but-not-amazing (<-hyphens) power and middling bulk, though the ability to crush most route trainers can give it enough of a level edge to be a solid brawler. At the Pokémon League league, Manectric is a solid option against most of the Elite Four's teams and can take out a couple Pokemon Pokémon from each member with the exception of Drake.
Additional Comments: Electrike struggles to level up until it learns Spark; (semicolon) and it can be taught the Shock Wave via TM after beating Wattson to bridge the few levels until it learns Spark learning the move if the Shock Wave TM isn't otherwise needed. Manectric can also be caught directly after obtaining Surf, which entirely bypasses any training phases and lets it begin contributing at the point of the game it excels in at the cost of levels and potentially being used potential use against Flannery and Norman.

heracross.png

Name: Heracross
Availability: Heracross can be found in the northeast part of Area 4 of the Safari Zone with a 5% chance at level 27 or 29.
Stats: Heracross's amazing physical Attack and good Speed are perfect for quickly defeating regular trainers, and its decent bulk means you don't have to heal it very often.
Typing: Fighting is a good offensive typing type, but its weaknesses to Flying and Psychic are problematic, as they are rather common toward the endgame late game. The Bug typing type is a hindrance, (comma) as it makes Heracross weaker to Fire and Flying.
Movepool: Heracross comes already knowing Brick Break and can immediately learn Strength and Bulk Up. It usually only needs to spam Brick Break, but you can teach Heracross Earthquake to (<-space) be able to touch damage Ghost-types. One is likely to have beaten the game before Heracross reaches level 53, so aiming for Megahorn is ill-advised.
Major Battles: Heracross can sweep Juan, Sidney, Glacia, Drake, Steven, and Wallace after a few Bulk Up boosts and an X Speed if necessary; certain lead Pokemon Pokémon such as Juan's or / Wallace's Sweet Kiss Luvdisc, Sidney's Sand-Attack Mightyena, and Steven's Aerial Ace Skarmory are not ideal to set up against on the first turn, but they have other Pokemon Pokémon that are much easier for Heracross to start using Bulk Up Bulking Up on. Heracross does not fare well against opponents such as Winona, Tate & Liza, and Phoebe, since all their Pokemon Pokémon can target Heracross's weaknesses or just prove a pain to set up on in Phoebe's case.
Additional Comments: You can manipulate Heracross's nature by inserting Pokéblocks Pokeblocks into Pokéblock Pokeblock feeders. Pokéblocks Pokeblocks made of Leppa Berries increase the chance of +Physical Attack-boosting natures, while those made from Pecha Berries increase the likelihood of +Speed Speed-boosting natures. While the ability Heracross has doesn't matter much, Guts is slightly better.
B-Rank

absol.png

Name: Absol
Availability: Absol can be found on Route 120 with an 8% chance at level 25 or 27.
Stats: Absol is a Glass cannon; it has very high Attack stat with decent Speed and Special Attack stats, but it has poor defenses.
Typing: A Dark typing is useful for its Psychic immunity and Ghost resistance, but it does not serve Absol very well in the attacking department at all.
Movepool: Absol is TM-reliant, but fortunately, it has a very diverse movepool that can easily be tailored to your needs. It has Swords Dance to bolster moves such as Shadow Ball, Aerial Ace, and Return to extremely powerful levels, or it can take advantage of the coverage granted by Ice Beam, Thunderbolt, and Flamethrower, which it can further augment with Calm Mind if it wants.
Major Battles: Absol technically has the movepool to contribute to nearly any major matchup, be it breaking teams with Swords Dance-boosted Shadow Ball, picking off specific targets with special attacks, or even potentially sweeping with Calm Mind. Do note that Absol's frailty and average Speed can make clean sweeps rather difficult, but Absol does fairly well in one-on-one battles due to its power or coverage, and it can wipe out Tate & Liza, Steven, and Phoebe particularly easily.

barboach.png

Name: Barboach
Availability: Barboach can be fished with the Good Rod in the lake of Route 111 with a 20% chance at levels 10 to 30.
Stats: Barboach has poor stats, so it wants to evolve as soon as it gets Earthquake at level 31. Whiscash has sizable HP, mediocre Speed, and average stats elsewhere.
Typing: A Water / Ground typing is excellent for its wide and neutral coverage and having only one uncommon weakness, making Whiscash terrific for neutral fights.
Movepool: Surf and the Ice Beam TM are available to it immediately, and if you fished up a level 30 Barboach, Earthquake is immediately learned after leveling up. Amnesia is helpful in allowing it to tank through specially oriented fights, but if you don't need that, Whiscash can make room for Dive or Waterfall.
Major Battles: Ice Beam Whiscash beats all of Winona's Pokémon. Tate & Liza can be spammed with Surf; Solrock's SolarBeam or repeated Psychic hits can be dangerous, but Whiscash can use Amnesia to mitigate that damage if need be. Whiscash can run an Amnesia + Earthquake combination throughout the entire Wallace or Juan fight, though without a few X Attack and X Speed, don't expect Whiscash to clean sweep without running into PP issues. The only Grass-type moves in the Elite Four come from Sidney's Cacturne, Steven's Cradily, and Wallace's Ludicolo, but otherwise, Whiscash can use its general bulk, Amnesia, and strong attacks to tank through most stronger foes, with especially favorable matchups against Drake's and Stevens's teams.
Additional Comments: Barboach should hold off on evolution until level 31 in order to learn Earthquake 5 levels earlier in exchange for only one additional level before evolving.

carvanha.png

Name: Carvanha
Availability: Carvanha can be found using a Good Rod on Route 118 with a 20% chance at levels 10 to 30.
Stats: Carvanha quickly evolves into Sharpedo, whose good offensive stats and Speed but near-useless bulk make it a glass cannon that wants frequent healing.
Typing: Several Psychic- and Ghost-type foes make Sharpedo's Dark-type STAB moves useful in the endgame. Its defensive typing is also good, but its stats prevent it from having much defensive utility.
Movepool: Any Carvanha encountered at level 22 or higher should already know Crunch. It can immediately learn Surf for a STAB move and Ice Beam for covering Flying- and Dragon-types. Additionally, Sharpedo can learn Earthquake or any of the 5 required HMs to utilize its high Attack.
Major Battles: Sharpedo gets worn down too easily to solo entire battles, but its movepool lets it contribute against every Gym and Elite Four member. Sharpedo's movepool and typing are perfect for destroying Winona and Tate & Liza. It does well against Phoebe and can do well against Drake, though its performance against Drake is dependent on Sharpedo being able to outspeed his team.
Additional Comments: Carvanha can be encountered anywhere from level 10 to 30, so try to catch one that's at least level 25. A slow leveling rate slightly hinders Sharpedo.

electrike.png

Name: Electrike
Availability: Electrike can be found on Route 110 with a 30% chance at levels 12 to 13.
Stats: Electrike and Manectric have good Speed and Special Attack but have low bulk, setting them up as fast sweepers.
Typing: Electric-types have a very good time in Hoenn due to the many Flying- and Water-type foes to sweep through, particularly in the water routes near the end of the game. Ground-types aren't incredibly common despite how they tend to be a complete stop to Electrike.
Movepool: As with all Electric-types in Hoenn, Manectric's movepool is quite bad, being pretty much only Electric- and Normal-type moves and lacking any Electric-type attacks until Spark at level 20. Later on, Manectric should be upgrading to Thunderbolt via TM and has the ability to learn Bite fairly late, though the low Base Power means Manectric rarely has a reason to use it besides in desperate situations against a Ground-type. It can also carry the Strength or Flash HMs due to having a fairly limited useful moveset.
Major Battles: Manectric excels against most of Winona's and the Water-type Gym's teams and is competent against most other gyms. It generally has trouble sweeping due to good-but-not-amazing power and middling bulk, though the ability to crush most route trainers can give it enough of a level edge to be a solid brawler. At the Pokémon League, Manectric is a solid option against most of the Elite Four's teams and can take out a couple Pokémon from each member with the exception of Drake.
Additional Comments: Electrike struggles to level up until it learns Spark; it can be taught Shock Wave via TM after beating Wattson to bridge the few levels until it learns Spark if the Shock Wave TM isn't otherwise needed. Manectric can also be caught directly after obtaining Surf, which entirely bypasses any training phases and lets it begin contributing at the point of the game it excels in at the cost of levels and potentially being used against Flannery and Norman.

heracross.png

Name: Heracross
Availability: Heracross can be found in the northeast part of Area 4 of the Safari Zone with a 5% chance at level 27 or 29.
Stats: Heracross's amazing Attack and good Speed are perfect for quickly defeating regular trainers, and its decent bulk means you don't have to heal it very often.
Typing: Fighting is a good offensive typing, but its weaknesses to Flying and Psychic are problematic, as they are rather common toward the endgame. The Bug typing is a hindrance, as it makes Heracross weaker to Fire and Flying.
Movepool: Heracross comes already knowing Brick Break and can immediately learn Strength and Bulk Up. It usually only needs to spam Brick Break, but you can teach Heracross Earthquake to be able to damage Ghost-types. One is likely to have beaten the game before Heracross reaches level 53, so aiming for Megahorn is ill-advised.
Major Battles: Heracross can sweep Juan, Sidney, Glacia, Drake, Steven, and Wallace after a few Bulk Up boosts and an X Speed if necessary; certain lead Pokémon such as Juan's or Wallace's Sweet Kiss Luvdisc, Sidney's Sand-Attack Mightyena, and Steven's Aerial Ace Skarmory are not ideal to set up against on the first turn, but they have other Pokémon that are much easier for Heracross to start using Bulk Up on. Heracross does not fare well against opponents such as Winona, Tate & Liza, and Phoebe, since all their Pokémon can target Heracross's weaknesses or just prove a pain to set up on in Phoebe's case.
Additional Comments: You can manipulate Heracross's nature by inserting Pokéblocks into Pokéblock feeders. Pokéblocks made of Leppa Berries increase the chance of Attack-boosting natures, while those made from Pecha Berries increase the likelihood of Speed-boosting natures. While the ability Heracross has doesn't matter much, Guts is slightly better.
1/1
 
Last edited:
machamp.png

Name: Machop (Trade)
Availability: Machop can be found in Fiery Path with a 15% chance at levels 15 and 16.
Stats: Machop starts with good Attack and functional bulk, both of which dramatically improve on evolution. Low Speed speed means it struggles to sweep through the game without Potion support, despite the incredibly high Attack.
Typing: Fighting is an excellent offensive typing type for most of the endgame for hitting Dark, Ice, and Steel Dark-, Ice-, and Steel-types super effectively (remove comma) and has good utility in mid-game sections against the midgame. Lategame Endgame Fighting-types tend to suffer due to Flying- and Psychic-types becoming more common.
Movepool: Machop starts out with a good STAB move in Karate Chop and also learns a variety of other Fighting-type moves by leveling up, including Revenge, (comma) which pairs well with Machop's and Machamp's low Speed stats. Using the Brick Break TM is generally advised, as it is Machamp's best STAB move for the end of the game, since it's not reliant on Machamp being hit and has useable (british) usable PP and accuracy unlike Cross Chop and or DynamicPunch. Outside of its STAB options, The Strength HM and (remove comma) the Rock Tomb, Dig, and Earthquake TMs are the most useful options to round out Machamp's coverage. Giving Machop the Bulk Up TM turns it into an effective setup sweeper on evolution, improving its already good physical bulk and letting it OHKO most neutral targets after only a couple of boosts.
Major Battles: Machop isn't great against Flannery because of its lower special bulk making it take taking heavy damage from Overheats and because of Torkoal's high Defense, but Machamp is able to decimate Norman, especially if it sets up. Winona can be beaten with item support and Bulk Up, but Tate & Liza (space) is a very bad matchup for it. Most of the Pokemon Pokémon League can be beaten by Machamp setting up Bulk Up boosts, being healed with Potions as needed, and sweeping through their teams in a somewhat slow but certainly effective manner.

magikarp.png

Name: Magikarp
Availability: Magikarp can be found using an Old Rod at Dewford Town with a 70% chance at levels 5 to 10.
Stats: Gyarados has good defense defensive stats, but its low Special Attack prevents it Gyarados from effectively using its large special movepool.
Typing: Water / Flying (spaces) is a good defensive combination because Electric-type attacks become rare after Wattson's Gym Battle. Gyarados is unfortunately unable to effectively use either of its STAB types offensively any STAB attacks due to a low Special Attack stat and being unable to learn any Flying-type moves.
Movepool: Magikarp learns no useful moves and wants Exp. Share training until it evolves, (comma) and Gyarados can be taught Strength from the HM after beating Wattson. Gyarados relies on different-type non-STAB physical moves, namely Strength, Thrash, Return, and or Earthquake, though lacking a STAB bonus on any physical moves leave leaves it somewhat weaker than expected. Surf and Ice Beam are functional options for super effective coverage, and Gyarados can be taught every mandatory HM for utility.
Major Battles: Magikarp is useless against both Brawly and Wattson, but it is able to contribute to most battles after it evolves. Dragon Rage can help against Flannery's Torkoal, but for most battles, (comma) Gyarados will be hitting neutrally with Strength or Thrash and occasional super effective special moves, which is generally sufficient until the endgame where Gyarados's raw power begins to fall off.
Additional Comments: Slow leveling rate slightly hinders Magikarp, (comma) and it is incapable of contributing until it evolves at Level level 20. Intimidate is useful for weakening any physical attacker and can make it easier for Gyarados to set up with battle items X-items if needed.

magnemite.png

Name: Magnemite
Availability: Magnemite can be found in New Mauville with a 50% chance at levels 22 to 26.
Stats: Magneton has excellent Special Attack, but its speed Speed is only average, (comma) and it may need help in order to outspeed multiple opponents foes. While Magneton has good Defense, its mediocre HP and Special Defense make it Magneton vulnerable to special attacks.
Typing: The Electric / Steel (<- spaces) combination resists all but 4 types of moves, but even weak Ground-type attacks often OHKO Magneton. Its Electric-type attacks are useful against the many Water-type foes Water opponents in the second half of the game.
Movepool: Magneton does not learn any special attacks outside of Electric-type moves unless it gets lucky with Hidden Power. Its Magneton's tiny movepool makes it lose to almost every Ground-type Pokemon Pokémon. Spark, Thunder Wave, and Thunderbolt are Magneton's only particularly good moves, and the fourth move choice does not really matter, (comma) since it's usually not going to help in battle.
Major Battles: Magneton can deal significant damage just by spamming Thunderbolt against the last 3 Gyms gyms and Phoebe, as long as its teammates take out their Earthquake user. The other Elite Four 4 members and the Champion are more threatening because they use Electric resists Electric-resistant Pokémon or strong special attacks.

makuhita.png

Name: Makuhita
Availability: Makuhita can be found in on the ground first floor of Granite Cave with a 50% chance at levels 6 to 10 (remove comma) or the first floor basement B1F of Granite Cave with a 10% chance at levels 10 to 11.
Stats: Enormous HP lets Hariyama tank stuff attacks and use accumulate lots of Bulk Up boosts, and a strong Physical Attack stat after a rather early evolution lets it 1v1 most things beats beat most foes one-on-one with or without Bulk Up. However, low defenses and Speed means it takes annoying status moves and consumes lots of Potions potions when you fight regular trainers.
Typing: Fighting is a good offensive type typing throughout the game. The Psychic weakness occasionally hinders Hariyama.
Movepool: Makuhita learns Vital Throw at level 13, which is a really powerful attack at this point in the game and serves Hariyama well for much of it. Hariyama It can learn Bulk Up, which it makes good use of easily due to its high HP. Much later, it Hariyama can learn the slightly higher PP and non-negative priority Brick Break. Hariyama's movepool outside of Fighting-type attacks is really shallow, so moves such as Dig, Strength, or and Earthquake provide much-needed (hyphen) additional coverage against Fighting-resistant foes opponents that resist Fighting.
Major Battles: The Brawly matchup is unfavorable, (comma) since his Makuhita is likely stronger and has Bulk Up. From here on out, Hariyama can just brute force its way through most major battles with Bulk Up Ups, albeit with hefty Potion support. Consequently, Tate & and Liza and the champion Champion are the only really difficult fights. Of course, some opponents (namely Winona, Phoebe, and Drake) require more Bulk Up boosts than others.
Additional Comments: Thick Fat is the better ability because it makes Flannery and Glacia much easier. Note that Hariyama will consume much of your Potion reserves due to its high HP, low initial bulk, bad Speed, and heavy use of setup moves. The traded Makuhita, Makit, generally does not have any real advantages over a player-caught (hyphen) Makuhita due to the traded one's awful IVs.

meditite.png

Name: Meditite
Availability: Meditite can be caught in the exterior of Mt. Pyre with a 30% chance (remove comma) at levels 27 and 29 in Ruby and Sapphire.
Stats: Meditite's stats are low at the moment you catch it. Medicham has good Speed and a passable base Attack stat, (comma) which becomes really high after taking Pure Power into consideration.
Typing: Meditite's unique Fighting / Psychic (spaces) typing gives it a disadvantage against Flying- and Ghost-type Pokemon Pokémon while allowing it to hit hitting Dark-, Ice-, and Steel-type Pokemon Pokémon hard. Being neutral to Psychic means it has a better matchup against Tate & and Liza than other Fighting-types such as Blaziken and or Hariyama.
Movepool: Meditite starts with only Hidden Power as a way to do damage, but it can be taught Strength as a solid physical attack until it learns Hi Jump Kick at level 32. It can be taught TMs such as Bulk Up, Shadow Ball, and Brick Break to round out its coverage and leverage its high Attack.
Major Battles: Medicham can defeat Sydney and Glacia with its Fighting STAB attacks alone, while Bulk Up and Shadow Ball allow allows it to beat Tate & and Liza, Wallace, and Phoebe and knock out at least four of Champion Steven's Pokemon Pokémon.
Additional Comments: Alongside its raw strength due to Pure Power, access to Shadow Ball to handle Psychic- and Ghost-type Pokemon Pokémon is the biggest advantage it has over its fellow Fighting-types.

marill.png

Name: Marill
Availability: Marill can be found at Route 104 with a 20% chance at levels 4 to 5 in Emerald (remove comma) or on Route 117 with a 10% chance at level 13 in all versions.
Stats: Marill's stats are rather weak even with Huge Power, so it can be a slight hindrance before evolving. Azumarill has usable defense defensive stats and Special Attack, and its physical Attack is strong if boosted by Huge Power.
Typing: Water is a strong defensive typing type because Electric- and Grass-type Electric and Grass attacks become rare after Wattson's Gym battle. Water It is also a special type, so Azumarill unfortunately can't boost any attack with both a STAB boost and Huge Power.
Movepool: Marill can learn any of the 5 required HMs without evolving. It also doesn't require any HMs to catch, so Marill it provides incredible and easy HM utility. In battle, Marill always has access to Huge Power-boosted Normal-type attacks, such as Tackle, Strength, or and Return. Its coverage moves include Water Gun, BubbleBeam Bubblebeam, Dig, Surf, and Brick Break.
Major Battles: In Emerald, Marill's worst matchups are against Brawly (as Marill is likely still unevolved at that point), Wattson, and Phoebe. Other than those, Azumarill consistently deals damage simply by spamming its strongest move, and it does particularly well against Roxanne and Flannery. Azumarill's performance against Norman and Glacia depends on access to Dig and Brick Break, respectively. In Ruby and Sapphire Marill is unable to contribute against Roxanne or the second mandatory Rival fight, but its utility in major battles is otherwise identical.
Additional Comments: A female Marill does slightly better against Flannery, Juan, and Glacia due to their Attract Pokemon Pokémon. Marill benefits slightly from its fast leveling rate.

vileplume.png


Name: Oddish (Vileplume)
Availability: Oddish can be found on Route 110 with a 10% chance at level 13.
Stats: High Special Attack, middling Attack stat, and has good general bulk, but it is slow. Sunny Day + Chlorophyll helps to patch up the Speed speed issue though.
Typing: Gets access to strong mid- to late-game STAB attacks and good resistances mid to late game STABs and good resists, though its Poison typing can be a hindrance late-game lategame due to increased usage of Psychic- and Ground-type moves.
Movepool: Early game Early-game, Oddish will be reliant on Bullet Seed and powder moves such as PoisonPowder Poisonpowder, Stun Spore, and Sleep Powder for a substantial portion of the game. After acquiring Surf, more TMs such as Giga Drain, Sludge Bomb, Sunny Day, and SolarBeam Solarbeam become available. Not having any worthwhile non-STAB moves means Vileplume will struggle to beat Poison- and Steel-types.
Major Battles: Early-game, (comma) Oddish will usually be annoying tough foes harassing tough opponents with powder moves but generally won't be doing a lot of damage, meaning it has mediocre to outright bad matchups against nearly all the pre-Surf Gym Leaders. Vileplume is obtainable before fighting Winona, (comma) as the Leaf Stone as well as the Sunny Day and SolarBeam Solarbeam TMs are in rather close proximity to each other around Fortree City, though Vileplume is only expected to beat Winona's Pelipper. It Vileplume solos Sidney with ease, whereas SolarBeam SunnyBeam is especially useful in allowing Vileplume to heavily threaten Tate & Liza, Juan, Wallace, and, (comma) to an extent, (comma) Glacia (remove comma) while providing solid damage against neutral targets such as Dusclops, Flygon, and Aggron. Vileplume's weaknesses against Psychic can be a nuisance when taking on Tate & Liza and Phoebe, and it can only resort to powder moves against the likes of Drake's Altaria and Salamence (remove comma) and Steven's Skarmory and Metagross.
Additional Comments: Oddish is also much more commonly available on Route 119 post-Surf, with the advantage of requiring less babying to reach the coveted Sunny Day Beam and Solarbeam SolarBeam TMs. One could even go after the high-leveled Gloom Glooms in Area 3 of the Safari Zone, where the SolarBeam TM is conveniently located.
machamp.png

Name: Machop (Trade)
Availability: Machop can be found in Fiery Path with a 15% chance at levels 15 and 16.
Stats: Machop starts with good Attack and functional bulk, both of which dramatically improve on evolution. Low Speed means it struggles to sweep through the game without Potion support, despite the incredibly high Attack.
Typing: Fighting is an excellent offensive typing for most of the endgame for hitting Dark-, Ice-, and Steel-types super effectively and has good utility in mid-game sections. Endgame Fighting-types tend to suffer due to Flying- and Psychic-types becoming more common.
Movepool: Machop starts out with a good STAB move in Karate Chop and also learns a variety of other Fighting-type moves by leveling up, including Revenge, which pairs well with Machop's and Machamp's low Speed stats. Using the Brick Break TM is generally advised, as it is Machamp's best STAB move for the end of the game, since it's not reliant on Machamp being hit and has usable PP and accuracy unlike Cross Chop and DynamicPunch. Outside of its STAB options, The Strength HM and the Rock Tomb, Dig, and Earthquake TMs are the most useful options to round out Machamp's coverage. Giving Machop the Bulk Up TM turns it into an effective setup sweeper on evolution, improving its already good physical bulk and letting it OHKO most neutral targets after only a couple of boosts.
Major Battles: Machop isn't great against Flannery because of its lower special bulk making it take heavy damage from Overheats and because of Torkoal's high Defense, but Machamp is able to decimate Norman, especially if it sets up. Winona can be beaten with item support and Bulk Up, but Tate & Liza is a very bad matchup for it. Most of the Pokémon League can be beaten by Machamp setting up Bulk Up boosts, being healed with Potions as needed, and sweeping through their teams in a somewhat slow but certainly effective manner.

magikarp.png

Name: Magikarp
Availability: Magikarp can be found using an Old Rod at Dewford Town with a 70% chance at levels 5 to 10.
Stats: Gyarados has good defensive stats, but its low Special Attack prevents it from effectively using its large special movepool.
Typing: Water / Flying is a good defensive combination because Electric-type attacks become rare after Wattson's Gym Battle. Gyarados is unfortunately unable to effectively use any STAB attacks due to a low Special Attack stat and being unable to learn any Flying-type moves.
Movepool: Magikarp learns no useful moves and wants Exp. Share training until it evolves, and Gyarados can be taught Strength from the HM after beating Wattson. Gyarados relies on non-STAB physical moves, namely Strength, Thrash, Return, and Earthquake, though lacking a STAB bonus on any physical moves leaves it somewhat weaker than expected. Surf and Ice Beam are functional options for super effective coverage, and Gyarados can be taught every mandatory HM for utility.
Major Battles: Magikarp is useless against both Brawly and Wattson, but it is able to contribute to most battles after it evolves. Dragon Rage can help against Flannery's Torkoal, but for most battles, Gyarados will be hitting neutrally with Strength or Thrash and occasional super effective special moves, which is generally sufficient until the endgame where Gyarados's raw power begins to fall off.
Additional Comments: Slow leveling rate slightly hinders Magikarp, and it is incapable of contributing until it evolves at level 20. Intimidate is useful for weakening any physical attacker and can make it easier for Gyarados to set up with battle items if needed.

magnemite.png

Name: Magnemite
Availability: Magnemite can be found in New Mauville with a 50% chance at levels 22 to 26.
Stats: Magneton has excellent Special Attack, but its Speed is only average, and it may need help in order to outspeed multiple foes. While Magneton has good Defense, its mediocre HP and Special Defense make it vulnerable to special attacks.
Typing: The Electric / Steel combination resists all but 4 types, but even weak Ground-type attacks often OHKO Magneton. Its Electric-type attacks are useful against the many Water-type foes in the second half of the game.
Movepool: Magneton does not learn any special attacks outside of Electric-type moves unless it gets lucky with Hidden Power. Its tiny movepool makes it lose to almost every Ground-type Pokémon. Spark, Thunder Wave, and Thunderbolt are Magneton's only particularly good moves, and the fourth move choice does not really matter, since it's usually not going to help in battle.
Major Battles: Magneton can deal significant damage just by spamming Thunderbolt against the last 3 Gyms and Phoebe, as long as its teammates take out their Earthquake user. The other Elite Four members and the Champion are more threatening because they use Electric-resistant Pokémon or strong special attacks.

makuhita.png

Name: Makuhita
Availability: Makuhita can be found on the first floor of Granite Cave with a 50% chance at levels 6 to 10 or B1F of Granite Cave with a 10% chance at levels 10 to 11.
Stats: Enormous HP lets Hariyama tank attacks and accumulate lots of Bulk Up boosts, and a strong Attack stat after a rather early evolution lets it beat most foes one-on-one with or without Bulk Up. However, low defenses and Speed means it takes annoying status moves and consumes lots of Potions when you fight regular trainers.
Typing: Fighting is a good offensive typing throughout the game. The Psychic weakness occasionally hinders Hariyama.
Movepool: Makuhita learns Vital Throw at level 13, which is a really powerful attack at this point in the game and serves Hariyama well for much of it. It can learn Bulk Up, which it makes good use of easily due to its high HP. Much later, it can learn the slightly higher PP and non-negative priority Brick Break. Hariyama's movepool outside of Fighting-type attacks is really shallow, so moves such as Dig, Strength, and Earthquake provide much-needed additional coverage against Fighting-resistant foes.
Major Battles: The Brawly matchup is unfavorable, since his Makuhita is likely stronger and has Bulk Up. From here on out, Hariyama can just brute force its way through most major battles with Bulk Up, albeit with hefty Potion support. Consequently, Tate & Liza and the Champion are the only really difficult fights. Of course, some opponents (namely Winona, Phoebe, and Drake) require more Bulk Up boosts than others.
Additional Comments: Thick Fat is the better ability because it makes Flannery and Glacia much easier. Note that Hariyama will consume much of your Potion reserves due to its high HP, low initial bulk, bad Speed, and heavy use of setup moves. The traded Makuhita, Makit, generally does not have any real advantages over a player-caught Makuhita due to the traded one's awful IVs.

meditite.png

Name: Meditite
Availability: Meditite can be caught in the exterior of Mt. Pyre with a 30% chance at levels 27 and 29 in Ruby and Sapphire.
Stats: Meditite's stats are low at the moment you catch it. Medicham has good Speed and a passable base Attack stat, which becomes really high after taking Pure Power into consideration.
Typing: Meditite's unique Fighting / Psychic typing gives it a disadvantage against Flying- and Ghost-type Pokémon while allowing it to hit Dark-, Ice-, and Steel-type Pokémon hard. Being neutral to Psychic means it has a better matchup against Tate & Liza than other Fighting-types such as Blaziken and Hariyama.
Movepool: Meditite starts with only Hidden Power as a way to do damage, but it can be taught Strength as a solid physical attack until it learns Hi Jump Kick at level 32. It can be taught TMs such as Bulk Up, Shadow Ball, and Brick Break to round out its coverage and leverage its high Attack.
Major Battles: Medicham can defeat Sydney and Glacia with its Fighting STAB attacks alone, while Bulk Up and Shadow Ball allow it to beat Tate & Liza, Wallace, and Phoebe and knock out at least four of Champion Steven's Pokémon.
Additional Comments: Alongside its raw strength due to Pure Power, access to Shadow Ball to handle Psychic- and Ghost-type Pokémon is the biggest advantage it has over its fellow Fighting-types.

marill.png

Name: Marill
Availability: Marill can be found at Route 104 with a 20% chance at levels 4 to 5 in Emerald or on Route 117 with a 10% chance at level 13 in all versions.
Stats: Marill's stats are rather weak even with Huge Power, so it can be a slight hindrance before evolving. Azumarill has usable defensive stats and Special Attack, and its Attack is strong if boosted by Huge Power.
Typing: Water is a strong defensive typing because Electric- and Grass-type attacks become rare after Wattson's Gym battle. It is also a special type, so Azumarill unfortunately can't boost any attack with both a STAB boost and Huge Power.
Movepool: Marill can learn any of the 5 required HMs without evolving. It also doesn't require any HMs to catch, so it provides incredible and easy HM utility. In battle, Marill always has access to Huge Power-boosted Normal-type attacks, such as Tackle, Strength, and Return. Its coverage moves include Water Gun, BubbleBeam, Dig, Surf, and Brick Break.
Major Battles: In Emerald, Marill's worst matchups are against Brawly (as Marill is likely still unevolved at that point), Wattson, and Phoebe. Other than those, Azumarill consistently deals damage simply by spamming its strongest move, and it does particularly well against Roxanne and Flannery. Azumarill's performance against Norman and Glacia depends on access to Dig and Brick Break, respectively. In Ruby and Sapphire Marill is unable to contribute against Roxanne or the second mandatory Rival fight, but its utility in major battles is otherwise identical.
Additional Comments: A female Marill does slightly better against Flannery, Juan, and Glacia due to their Attract Pokémon. Marill benefits slightly from its fast leveling rate.

vileplume.png


Name: Oddish (Vileplume)
Availability: Oddish can be found on Route 110 with a 10% chance at level 13.
Stats: High Special Attack, middling Attack stat, and good general bulk, but it is slow. Sunny Day + Chlorophyll helps to patch up the Speed issue though.
Typing: Gets access to strong mid- to late-game STAB attacks and good resistances, though its Poison typing can be a hindrance late-game due to increased usage of Psychic- and Ground-type moves.
Movepool: Early-game, Oddish will be reliant on Bullet Seed and powder moves such as PoisonPowder, Stun Spore, and Sleep Powder for a substantial portion of the game. After acquiring Surf, more TMs such as Giga Drain, Sludge Bomb, Sunny Day, and SolarBeam become available. Not having any worthwhile non-STAB moves means Vileplume will struggle to beat Poison- and Steel-types.
Major Battles: Early-game, Oddish will usually be annoying tough foes with powder moves but generally won't be doing a lot of damage, meaning it has mediocre to outright bad matchups against nearly all the pre-Surf Gym Leaders. Vileplume is obtainable before fighting Winona, as the Leaf Stone as well as the Sunny Day and SolarBeam TMs are in rather close proximity to each other around Fortree City, though Vileplume is only expected to beat Winona's Pelipper. It solos Sidney with ease, whereas SolarBeam is especially useful in allowing Vileplume to heavily threaten Tate & Liza, Juan, Wallace, and, to an extent, Glacia while providing solid damage against neutral targets such as Dusclops, Flygon, and Aggron. Vileplume's weaknesses against Psychic can be a nuisance when taking on Tate & Liza and Phoebe, and it can only resort to powder moves against the likes of Drake's Altaria and Salamence and Steven's Skarmory and Metagross.
Additional Comments: Oddish is also much more commonly available on Route 119 post-Surf, with the advantage of requiring less babying to reach the coveted Sunny Day and SolarBeam TMs. One could even go after the high-leveled Gloom in Area 3 of the Safari Zone, where the SolarBeam TM is conveniently located.
1/1
 
Last edited:
D-Rank

aron.png

Name: Aron
Availability: Aron can be found in Granite Cave with a 40% chance at levels 10 to 12.
Summary: Aron has high Defense and Attack stats and good mid-game (hyphen) matchups, but low Speed, a Water weakness, and a late evolution hold it back.


baltoy.png

Name: Baltoy
Availability: Baltoy can be found at on Route 111 with a 24% chance at levels 19 to 21.
Summary: Baltoy has good bulk, but a poor late-game (hyphen) typing and somewhat low power prevent it from clearing battles quickly.

bellossom.png

Name: Oddish (Bellossom)
Availability: Oddish can be found on Route 110 with a 10% at level 13.
Summary: Bellossom has access to solid bulk, decent power, and strong utility moves like Sleep Powder, but poor coverage and a bad start hold it back. The Sun Stone isn't available until Mossdeep City unless stolen at low odds from a wild Solrock in Ruby or Emerald.

corphish.png

Name: Corphish
Availability: Corphish can be found on Route 117 using the Good Rod with a 20% chance at levels 10 to 30.
Summary: Corsola has great Attack but no STAB boost for those moves, leaving it with only its good Special Attack to use with leverage Surf. Low Speed and lacking bulk are problems when it's acting like most standard Water-types.

graveler.png

Name: Geodude (No Trade)
Availability: Geodude can be found in Granite Cave with a 10% chance from level at levels 6 to 9.
Summary: Fantastic early to midgame in early- to mid-game sections, but Geodude falls off horribly after Winona and never recovers.

girafarig.png

Name: Girafarig
Availability: Girafarig can be found in Area 1 and Area 2 of the Hoenn (some say hoenn safari, some say safari. will keep this as safari zone because idt there's a kanto zone in hoenn/rse) Safari Zone with a 20% chance at levels 25 and 27.
Summary: Very average stats. (period) no Girafarig has no exceptional matchups, (comma) but it is a decent Calm Mind sweeper in the endgame lategame with physical Normal-type coverage.

grimer.png

Name: Grimer
Availability: Grimer can be found in Fiery Path with a 2% chance at level 14 in Emerald and Ruby. In Sapphire, it can be found with a 25% chance at levels 15 and 16.
Summary: Good Attack (remove comma) and very solid bulk especially after evolution, but Grimer has very poor Speed. Raw STAB-boosted power and effective special coverage let lets it brawl effectively in neutral matchups, but the late evolution level drags it down.

koffing.png

Name: Koffing
Availability: Koffing can be found in Fiery Path with a 25% chance at levels 15 and 16 in Emerald and Ruby. In Sapphire, it can be found with a 2% chance at level 14.
Summary: Solid mixed coverage via TMs on a and high Defense, but Koffing has otherwise average stats statted Pokemon. No exceptional matchups and falls off hard in mid-game (hyphen) sections until it evolves.

lotad.png

Name: Lotad
Availability: Lotad can be found at on Route 102 with a 20% chance at levels 3 and 4.
Summary: Lotad has a horrible movepool and stats until after getting the Surf HM and it fully evolves fully evolving after the 7th gym respectively. The typing is great and works very well in the endgame, but the journey there is bad.

machoke.png

Name: Machop (No Trade)
Availability: Machop can be found in Fiery Path with a 15% chance at levels 15 and 16.
Summary: Good in mid-game sections, but Machoke can't quite leverage itself in the endgame due to the stats not being high enough to leverage make use of its decent movepool.

poochyena.png

Name: Poochyena
Availability: Poochyena can be found on Route 101 with a 45% chance at levels 2 to and 3 in Emerald or a 10% chance in Ruby and Sapphire.
Summary: Poochyena has bad stats once you reach mid-game sections midgame hits, (comma) and its movepool doesn't do it any favors, though Intimidate helps. Incredibly early availability lets it use a level and EV advantage to try and make up for it though.

seviper.png

Name: Seviper
Availability: Seviper can be found on Route 114 with a 9% chance in Emerald at levels 15 and 17. In Sapphire, (comma) it can be found with a 19% chance at levels 17 to 19.
Summary: Good offenses both statwise Good offensive stats and movepool, but Seviper is held back by below average Speed and bulk.

shuppet.png

Name: Shuppet
Availability: Shuppet can be found on Route 121 with a 30% chance in Emerald and Sapphire at levels 26 and 28. In Ruby, (comma) it can be found inside of Mt. Pyre with a 10% chance at levels 25 to 29.
Summary: A one trick pony of hitting hard with Shadow Ball, but Shuppet can branch out a bit with special coverage. Low bulk hinders its neutral matchups.

spheal.png

Name: Spheal
Availability: Spheal can be found in Shoal Cave with a 50% chance between at levels 26 to 32.
Summary: Late evolution, but Spheal it can hit fairly hard with both STABs its STAB attacks once it gets there. Arrives too late and needs even more time for its evolution to really carry a team.

swablu.png

Name: Swablu
Availability: Swablu can be found on Route 114 with a 40% chance at levels 15 to 17.
Summary: Relies on Secret Power until it finally evolves. (period) Swablu evolves somewhat late (remove comma) and only really becomes a setup sweeper at level 40. Solid coverage via TMs (remove comma) but only after it evolves.

torkoal.png

Name: Torkoal
Availability: Torkoal can be found in Fiery Path with a an 18% chance at levels 14 to 16.
Summary: Workable movepool and offenses and incredible Defense, but Torkoal is held back by terrible Speed and a mediocre typing for Hoenn.

trapinch.png

Name: Trapinch
Availability: Trapinch can be found in the desert part of Route 111 with a 35% chance at levels 19 to 21.
Summary: Relies on Dig until it evolves to Flygon, and Trapinch is still pretty bad in the Vibrava stage. The Flygon evolution is incredibly late, and while Flygon is solid for the endgame, (comma) it's a struggle to get there.


wailmer.png

Name: Wailmer
Availability: Wailmer can be found on Route 110 using the Good Rod with a 20% chance at levels 10 to 30.
Summary: Wailmer is an incredibly average Water-type, though the late evolution level and very just slightly too slow Speed are is a bit of a pain.
D-Rank

aron.png

Name: Aron
Availability: Aron can be found in Granite Cave with a 40% chance at levels 10 to 12.
Summary: Aron has high Defense and Attack stats and good mid-game matchups, but low Speed, a Water weakness, and a late evolution hold it back.


baltoy.png

Name: Baltoy
Availability: Baltoy can be found on Route 111 with a 24% chance at levels 19 to 21.
Summary: Baltoy has good bulk, but a poor late-game typing and somewhat low power prevent it from clearing battles quickly.

bellossom.png

Name: Oddish (Bellossom)
Availability: Oddish can be found on Route 110 with a 10% at level 13.
Summary: Bellossom has access to solid bulk, decent power, and strong utility moves like Sleep Powder, but poor coverage and a bad start hold it back. The Sun Stone isn't available until Mossdeep City unless stolen at low odds from a wild Solrock in Ruby or Emerald.

corphish.png

Name: Corphish
Availability: Corphish can be found on Route 117 using the Good Rod with a 20% chance at levels 10 to 30.
Summary: Great Attack but no STAB boost for those moves, leaving Corphish with only its good Special Attack to use with Surf. Low Speed and lacking bulk are problems when it's acting like most standard Water-types.

graveler.png

Name: Geodude (No Trade)
Availability: Geodude can be found in Granite Cave with a 10% chance at levels 6 to 9.
Summary: Fantastic in early- to mid-game sections, but Geodude falls off horribly after Winona and never recovers.

girafarig.png

Name: Girafarig
Availability: Girafarig can be found in Area 1 and Area 2 of the Safari Zone with a 20% chance at levels 25 and 27.
Summary: Very average stats. Girafarig has no exceptional matchups, but it is a decent Calm Mind sweeper in the endgame with physical Normal-type coverage.

grimer.png

Name: Grimer
Availability: Grimer can be found in Fiery Path with a 2% chance at level 14 in Emerald and Ruby. In Sapphire, it can be found with a 25% chance at levels 15 and 16.
Summary: Good Attack and very solid bulk especially after evolution, but Grimer has very poor Speed. Raw STAB-boosted power and effective special coverage let it brawl effectively in neutral matchups, but the late evolution level drags it down.

koffing.png

Name: Koffing
Availability: Koffing can be found in Fiery Path with a 25% chance at levels 15 and 16 in Emerald and Ruby. In Sapphire, it can be found with a 2% chance at level 14.
Summary: Solid mixed coverage via TMs and high Defense, but Koffing has otherwise average stats. No exceptional matchups and falls off hard in mid-game sections until it evolves.

lotad.png

Name: Lotad
Availability: Lotad can be found on Route 102 with a 20% chance at levels 3 and 4.
Summary: Lotad has a horrible movepool and stats until after getting the Surf HM and fully evolving after the 7th gym. The typing is great and works very well in the endgame, but the journey there is bad.

machoke.png

Name: Machop (No Trade)
Availability: Machop can be found in Fiery Path with a 15% chance at levels 15 and 16.
Summary: Good in mid-game sections, but Machoke can't quite leverage itself in the endgame due to the stats not being high enough to make use of its decent movepool.

poochyena.png

Name: Poochyena
Availability: Poochyena can be found on Route 101 with a 45% chance at levels 2 to 3 in Emerald or a 10% chance in Ruby and Sapphire.
Summary: Poochyena has bad stats once you reach mid-game sections, and its movepool doesn't do it any favors, though Intimidate helps. Incredibly early availability lets it use a level and EV advantage to try and make up for it though.

seviper.png

Name: Seviper
Availability: Seviper can be found on Route 114 with a 9% chance in Emerald at levels 15 and 17. In Sapphire, it can be found with a 19% chance at levels 17 to 19.
Summary: Good offensive stats and movepool, but Seviper is held back by below average Speed and bulk.

shuppet.png

Name: Shuppet
Availability: Shuppet can be found on Route 121 with a 30% chance in Emerald and Sapphire at levels 26 and 28. In Ruby, it can be found inside of Mt. Pyre with a 10% chance at levels 25 to 29.
Summary: A one trick pony of hitting hard with Shadow Ball, but Shuppet can branch out a bit with special coverage. Low bulk hinders its neutral matchups.

spheal.png

Name: Spheal
Availability: Spheal can be found in Shoal Cave with a 50% chance at levels 26 to 32.
Summary: Late evolution, but Spheal can hit fairly hard with its STAB attacks once it gets there. Arrives too late and needs even more time for its evolution to really carry a team.

swablu.png

Name: Swablu
Availability: Swablu can be found on Route 114 with a 40% chance at levels 15 to 17.
Summary: Relies on Secret Power until it finally evolves. Swablu evolves somewhat late and only really becomes a setup sweeper at level 40. Solid coverage via TMs but only after it evolves.

torkoal.png

Name: Torkoal
Availability: Torkoal can be found in Fiery Path with an 18% chance at levels 14 to 16.
Summary: Workable movepool and offenses and incredible Defense, but Torkoal is held back by terrible Speed and a mediocre typing for Hoenn.

trapinch.png

Name: Trapinch
Availability: Trapinch can be found in the desert part of Route 111 with a 35% chance at levels 19 to 21.
Summary: Relies on Dig until it evolves to Flygon, and Trapinch is still pretty bad in the Vibrava stage. The Flygon evolution is incredibly late, and while Flygon is solid for the endgame, it's a struggle to get there.


wailmer.png

Name: Wailmer
Availability: Wailmer can be found on Route 110 using the Good Rod with a 20% chance at levels 10 to 30.
Summary: Wailmer is an incredibly average Water-type, though the late evolution level and very slow Speed are a bit of a pain.
1/1
 
Last edited:
pinsir.png

Name: Pinsir
Availability: Pinsir can be found in Area 3 of the Hoenn Safari Zone with a 5% chance at levels 27 and 29.
Stats: Pinsir has great attack, good defense and good enough speed but its HP and special defense stats are below average Pinsir has great Attack, good Defense, and good enough Speed, but its HP and Special Defense stats are below average. (just capitalization + commas)
Typing: Pinsir's Bug typing is generally pretty neutral, as it comes after the Flying- and Fire-type Gyms gyms and has few particularly useful resistances for the end of the game, though it's vulnerable to somewhat common coverage moves. Offensively, Pinsir being a Bug-type has no relevance, (comma) since it learns no useful STAB moves and has to use unboosted attacks.
Movepool: Pinsir's level-up movepool is okay, even if it lacks any useful STAB attacks way to effectively leverage its STAB. Brick Break is a good level-up move to have, and Pinsir can also learn additional Normal-type attacks attacking moves, with Strength being its most consistent option. The Earthquake TM can be given to Pinsir as to grant it a strong coverage option for ghosts Ghost-types that Pinsir it otherwise struggles to beat it. Bulk Up via TM or and the late level-up (hyphen) move Swords Dance are setup options that allow Pinsir to make up for its lack of STAB attacks. As gimmicky or support utility options, Pinsir can also use Guillotine or the Cut and Rock Smash HMs.
Major Battles: Pinsir isn't great against Tate & Liza, (comma) since it can only hit their Pokémon them neutrally while they all target Pinsir's weaker Special Defense special defense. The last Gym and the Elite Four are functional matchups for Pinsir if it sets up early, with Sidney and Glacia in particular being favorable matchups.
Additional Comments: Pinsir comes a bit underleveled, so it needs some time to catch up due to its slow leveling rate. As a Safari Zone Pokemon Pokémon, Pinsir's nature can be manipulated to make up for its lack of STAB attacks, since Red Pokeblocks Pokéblocks increase the chance of an Attack-boosting +Attack nature.

slakoth.png

Name: Slakoth
Availability: Slakoth can by be found in Petalburg Woods with a 5% chance at levels 5 to 6.
Stats: Great physical tank stats supplemented by high Speed speed and effective Special Attack special attack after evolution. Slaking has the highest Attack stat of any accessible Pokemon Pokémon and better bulk than Swampert.
Typing: Normal type A Normal typing trades a weakness to Brawly for an advantage against Phoebe. Few enemies resist Normal in game, (comma) which allows for comfortable OHKOs and 2HKOs from STAB attacks. 1 and 2HKOs from STAB attacks.
Movepool:
Slakoth learns Encore and Slack Off and Vigoroth learns Bulk Up after defeating Brawly, forming an unstoppable sweeping set. Slaking's movepool is incredibly diverse and can be customized to defeat any foe opponent; its options include Return, Shadow Ball, Earthquake, Flamethrower, Ice Beam, Thunderbolt, Brick Break, the aforementioned Bulk Up, and Hyper Beam—from this, (comma) Slaking this is the single strongest attack in the game.
Major Battles: Bulk Up+Encore+Slack Off A moveset of Bulk Up / Encore / Slack Off enables Vigoroth to sweep cleanly through Wattson, Flannery, and Norman (remove comma) as well as Winona if Vigoroth has not yet evolved it is still unevolved. Slaking easily OHKOs OHKOes most enemies among Winona, Juan, and Tate & and Liza (remove comma) while also tanking effectively in the double battle. Each of Sidney, Phoebe, Glacia, and Drake can be defeated by a setup Slaking using Bulk Up or will have their Pokémon picked off by Hyper Beam. Bulk Up using Slaking, or will see key enemies picked off by Hyper Beam. All of Wallace's Pokemon Pokémon can also be picked off with Hyper Beam or 2HKOed with Return, though Tentacruel should be OHKOed with Hyper Beam, (comma) as its Hydro Pump is able to 2HKO in return.
Additional Comments: Vigoroth is one of the best mid-game Pokemon Pokémon available. Slaking carries any fight it enters single-handedly (hyphenated). The sole reason Slakoth is ranked only in the B tier is the Truant ability. The painful training period of a Slakoth and the drain on time and resources imposed by Truant are simply too much to justify a higher ranking, even as though Slaking matches or exceeds the abilities of other S tier entries.

staryu.png

Name: Staryu
Availability: Staryu can be found in Lilycove City using the Super Rod with a 15% chance from at levels 25 to 30.
Stats: Staryu has high Speed and good Special Attack speed and good special attack but fairly low bulk, turning it into an effective special sweeper.
Typing: Water / Psychic (<- spaces) on a special attacker is a strong combination of STAB types that give Starmie good coverage for the remainder of the game. Defensively, Water-type a Water typing is moderately useful, (comma) but its Psychic typing -type gives it weaknesses to two of the Elite Four's types and comes too late to have any defensive benefits.
Movepool: Staryu's level-up movepool is unremarkable, and it shrinks to nothing after it evolves. Staryu It relies pretty much entirely on TMs and HMs to achieve its amazing moveset. Surf is a no-brainer, but Staryu and Starmie make incredibly effective use of all of Psychic, Thunderbolt, and Ice Beam for wide super effective and strong neutral coverage.
Major Battles: Due to being obtainable so late, Staryu misses most major battles. Since Staryu cannot evolve until after defeating Tate & Liza (space), it's restricted to moderately low damage output unless given significant grinding. The remainder of the major battles Starmie can effectively deal with as long as it's been given TM coverage options, only having some trouble with Phoebe and, to a lesser extent, Sidney.
Additional Comments: Staryu requires significant investment from TMs to be effective against the endgame, and while Ice Beam and Thunderbolt—the latter of which helps Staryu catch up to the rest of the team—are both obtainable freely, they're also often in high demand. A Water Stone to evolve Staryu requires Dive.

taillow.png

Name: Taillow
Availability: Taillow can be found on Route 104 with a 10% chance between at levels 4 to 5.
Stats: Terrific Speed and decent Attack, but it has bad defenses.
Typing: A Normal / Flying typing gives access to good STAB moves early on, though that typing's usefulness will wane as the game progresses.
Movepool: Taillow is never out of reach of high powered powerful STAB moves, with a potent early-game level-up movepool and TM access giving Taillow moves such as Wing Attack, Secret Power, Fly, Return, (comma) and even Hyper Beam. However, Taillow doesn't have any other worthwhile attacking coverage options outside a somewhat weak Steel Wing.
Major Battles: Taillow's Speed speed and strength lets let it easily prey on route trainers, but outside of Brawly, Taillow doesn't actually outright excel in any important battles. While it can generally contribute to in the majority of major fights by picking off their weaker Pokemon Pokémon, it is usually heavily outmatched by the boss's ace Pokemon Pokémon. Swellow tends to operate as a hit-and-run Pokemon Pokémon that can trade blows with 2 Pokemon two Pokémon at most and thus is usually unable to cleanly sweep an important fight.
Additional Comments: If the player is willing to take additional time to purposefully inflict and maintain a status condition on Swellow, it can experience a dramatic power spike by taking advantage of both Guts- and a STAB-boosted Facade. This strategy was not considered for Taillow's ranking as noted above, but it will greatly improve its power in mid- and late-game sections.
pinsir.png

Name: Pinsir
Availability: Pinsir can be found in Area 3 of the Safari Zone with a 5% chance at levels 27 and 29.
Stats: Pinsir has great Attack, good Defense, and good enough Speed, but its HP and Special Defense stats are below average.
Typing: Pinsir's Bug typing is generally pretty neutral, as it comes after the Flying- and Fire-type Gyms and has few particularly useful resistances for the end of the game, though it's vulnerable to somewhat common coverage moves. Offensively, Pinsir being a Bug-type has no relevance, since it learns no useful STAB moves and has to use unboosted attacks.
Movepool: Pinsir's level-up movepool is okay, even if it lacks any useful STAB attacks. Brick Break is a good level-up move to have, and Pinsir can also learn additional Normal-type attacks, with Strength being its most consistent option. The Earthquake TM can be given to Pinsir to grant it a strong coverage option for Ghost-types that it otherwise struggles to beat. Bulk Up via TM and the late level-up move Swords Dance are setup options that allow Pinsir to make up for its lack of STAB attacks. As gimmicky or support utility options, Pinsir can also use Guillotine or the Cut and Rock Smash HMs.
Major Battles: Pinsir isn't great against Tate & Liza, since it can only hit their Pokémon neutrally while they all target Pinsir's weaker Special Defense. The last Gym and the Elite Four are functional matchups for Pinsir if it sets up early, with Sidney and Glacia in particular being favorable matchups.
Additional Comments: Pinsir comes a bit underleveled, so it needs some time to catch up due to its slow leveling rate. As a Safari Zone Pokémon, Pinsir's nature can be manipulated to make up for its lack of STAB attacks, since Red Pokéblocks increase the chance of an Attack-boosting nature.

slakoth.png

Name: Slakoth
Availability: Slakoth can be found in Petalburg Woods with a 5% chance at levels 5 to 6.
Stats: Great physical tank stats supplemented by high Speed and effective Special Attack after evolution. Slaking has the highest Attack stat of any accessible Pokémon and better bulk than Swampert.
Typing: A Normal typing trades a weakness to Brawly for an advantage against Phoebe. Few enemies resist Normal in game, which allows for comfortable OHKOs and 2HKOs from STAB attacks.
Movepool: Slakoth learns Encore and Slack Off and Vigoroth learns Bulk Up after defeating Brawly, forming an unstoppable sweeping set. Slaking's movepool is incredibly diverse and can be customized to defeat any foe; its options include Return, Shadow Ball, Earthquake, Flamethrower, Ice Beam, Thunderbolt, Brick Break, the aforementioned Bulk Up, and Hyper Beam—from this, Slaking is the single strongest attack in the game.
Major Battles: A moveset of Bulk Up / Encore / Slack Off enables Vigoroth to sweep cleanly through Wattson, Flannery, and Norman as well as Winona if Vigoroth has not yet evolved. Slaking easily OHKOes most enemies among Winona, Juan, and Tate & Liza while also tanking effectively in the double battle. Each of Sidney, Phoebe, Glacia, and Drake can be defeated by a setup Slaking using Bulk Up or will have their Pokémon picked off by Hyper Beam. All of Wallace's Pokémon can also be picked off with Hyper Beam or 2HKOed with Return, though Tentacruel should be OHKOed with Hyper Beam, as its Hydro Pump is able to 2HKO in return.
Additional Comments: Vigoroth is one of the best mid-game Pokémon available. Slaking carries any fight it enters single-handedly. The sole reason Slakoth is ranked only in the B tier is the Truant ability. The painful training period of a Slakoth and the drain on time and resources imposed by Truant are simply too much to justify a higher ranking, even though Slaking matches or exceeds the abilities of S tier entries.

staryu.png

Name: Staryu
Availability: Staryu can be found in Lilycove City using the Super Rod with a 15% chance at levels 25 to 30.
Stats: Staryu has high Speed and good Special Attack but fairly low bulk, turning it into an effective special sweeper.
Typing: Water / Psychic on a special attacker is a strong combination of STAB types that give Starmie good coverage for the remainder of the game. Defensively, a Water typing is moderately useful, but its Psychic typing gives it weaknesses to two of the Elite Four's types and comes too late to have any defensive benefits.
Movepool: Staryu's level-up movepool is unremarkable, and it shrinks to nothing after it evolves. It relies pretty much entirely on TMs and HMs to achieve its amazing moveset. Surf is a no-brainer, but Staryu and Starmie make incredibly effective use of all of Psychic, Thunderbolt, and Ice Beam for wide super effective and strong neutral coverage.
Major Battles: Due to being obtainable so late, Staryu misses most major battles. Since Staryu cannot evolve until after defeating Tate & Liza, it's restricted to moderately low damage output unless given significant grinding. The remainder of the major battles Starmie can effectively deal with as long as it's been given TM coverage options, only having some trouble with Phoebe and, to a lesser extent, Sidney.
Additional Comments: Staryu requires significant investment from TMs to be effective against the endgame, and while Ice Beam and Thunderbolt—the latter of which helps Staryu catch up to the rest of the team—are both obtainable freely, they're also often in high demand. A Water Stone to evolve Staryu requires Dive.

taillow.png

Name: Taillow
Availability: Taillow can be found on Route 104 with a 10% chance at levels 4 to 5.
Stats: Terrific Speed and decent Attack, but it has bad defenses.
Typing: A Normal / Flying typing gives access to good STAB moves early on, though that typing's usefulness will wane as the game progresses.
Movepool: Taillow is never out of reach of powerful STAB moves, with a potent early-game level-up movepool and TM access giving Taillow moves such as Wing Attack, Secret Power, Fly, Return, and even Hyper Beam. However, Taillow doesn't have any other worthwhile coverage options outside a somewhat weak Steel Wing.
Major Battles: Taillow's Speed and strength let it easily prey on route trainers, but outside of Brawly, Taillow doesn't actually outright excel in any important battles. While it can generally contribute to the majority of major fights by picking off their weaker Pokémon, it is usually heavily outmatched by the boss's ace Pokémon. Swellow tends to operate as a hit-and-run Pokémon that can trade blows with two Pokémon at most and thus is usually unable to cleanly sweep an important fight.
Additional Comments: If the player is willing to take additional time to purposefully inflict and maintain a status condition on Swellow, it can experience a dramatic power spike by taking advantage of both Guts- and a STAB-boosted Facade. This strategy was not considered for Taillow's ranking as noted above, but it will greatly improve its power in mid- and late-game sections.
1/1
 
Last edited:
tentacool.png

Name: Tentacool
Availability: Tentacool can be found in Dewford Town using the Old Rod with a 30% chance at levels 5 to 10.
Stats: Very high special bulk but poor Defense. (period) along with very Very good Speed speed and decent Special Attack make it a workable special sweeper. Tentacruel's Attack is low but still usable with STAB attacks.
Typing: Tentacool's typing is very good. (period) its Its Special Defense letting lets it handle weaker Electric- and Psychic-type moves, (comma) with only Ground-type attacks being a significant threat, but Tentacool is able to fight back with its Water-type STAB attacks Water STAB. Poison gives Tentacool Tentacool's Poison typing gives it a way to handle Grass-types without needing Ice Beam, though these are uncommon in major fights.
Movepool: Tentacool's level-up movepool is horrendous until it learns BubbleBeam at level 25, having nothing better than the very weak Acid at level 19 and Poison Sting before that 40 BP physical Acid at level 19 and 15 BP Poison Sting before that. The Thief via TM can provide a slight power increase, but Tentacool will still struggle to fight most things until it finally gets BubbleBeam. After the fifth Gym gym, it gets solid attacking options, with both Surf and Sludge Bomb dramatically increasing Tentacruel's power (remove comma) and both Ice Beam and Giga Drain as utility. Tentacool is also able to use the three water 3 Water-type HMs and Cut for out of battle utility.
Major Battles: Tentacool has a poor matchup against the second and third Gyms gyms due to its incredibly low damage output and weakness to Electric-type, and it only excels against Flannery if it gets to BubbleBeam beforehand. Norman is difficult for Tentacool to fight against due to its low Defense, but Tentacruel can generally take out a couple of his Pokémon. Tentacruel will generally have semi-positive (hyphen) matchups against most of the remaining major battles, bar the Water Gym Sootopolis gym where it does extremely well. In the Pokémon League, Tentacruel does well against Sidney, Glacia, Drake, and Wallace (if given appropriate coverage moves), but Phoebe and Steven are problematic.
Additional Comments: The painful early training period for Tentacool can be skipped by only obtaining it after defeating Norman and gaining access to Surf. By using a Repel with a lead Pokémon that is between level 30-35, players can obtain a Tentacool that is able to immediately evolve and has access to all of its best move options. The main cost is an inability for Tentacool to contribute against Flannery, but freeing up the time spent training Tentacool to level 25 may be appealing.

wingull.png

Name: Wingull
Availability: Wingull can be found on Route 103 with a 20% chance in Emerald and a 10% chance in Ruby and Sapphire at levels 2 to 4.
Stats: Wingull has good speed Speed but bad bulk and fairly bad offenses after early-game sections earlygame. Pelipper loses Speed in exchange for better Special Attack and decent overall bulk, but it always has to deal with low Attack.
Typing: Wingull's Water/Flying Water / Flying typing is excellent for early-game sections the early game, matching up well against three of the first 4 Gym Leaders four gym leaders, and it only has a significant struggle against Wattson, while late-game, (comma) lategame the type combo the typing has no particular advantages or disadvantages besides needing to be aware of Electric-type coverage moves. Offensively Water-type and Flying-type Offensively, Water- and Flying-type attacks have perfect neutral coverage, but poor Attack makes this hard to leverage effectively.
Movepool: Wingull has a good early level-up movepool with solid STAB options in Water Gun and Wing Attack but lacks stronger options for the later parts of the game. Pelipper is able to supplement its movepool with TMs and HMs later on, making good use of Surf, Ice Beam, and Shock Wave. Shock Wave in particular is useful for Pelipper, (comma) since despite its weak Base Power base power, it lets Pelipper fight most opposing Water-types as well as Flying-types Water- and damage Flying-types prior to being taught Ice Beam. Pelipper also provides the somewhat rare combination of Fly and Surf for utility, though it unfortunately does not learn either Waterfall or Dive.
Major Battles: Wingull and Pelipper are great against Roxanne, Brawly, and Flannery due to their super effective STAB moves, and they can use coverage options to deal with Winona. Norman is a solid matchup too (remove comma) because of Pelipper's high Defense defense and access to Protect to shut down his Slaking. Tate & Liza (space) and the Water Gym water gym are both decent matchups for Pelipper, though its somewhat mediocre stats begin to show, and the Pokémon League is difficult for Pelipper without utilizing super effective moves or item support.

zigzagoon.png

Name: Zigzagoon (R/S)
Availability: Zigzagoon can be found on Route 101 with a 45% chance at levels 2 to 3.
Stats: Zigzagoon has high Speed and not much else of note. Once it evolves into Linoone, (comma) it wields a passable Attack stat relative to its acquisition and even higher Speed, but Linoone's damage will eventually lag behind as the game progresses.
Typing: Pure Normal A pure Normal typing doesn't provide much offensively or defensively outside of decent STAB attacks a decent STAB, but it also doesn't come with many drawbacks due to having only one weakness to somewhat uncommon Fighting-type attacks.
Movepool: Zigzagoon obtains a very strong STAB option in Headbutt at level Level 7, allowing it to do good damage immediately despite its unimpressive Attack stat. It doesn't get much else of note naturally outside of Belly Drum; while this might allow sweeps as Linoone, this option comes very late. Zizgagoon Zigzagoon and Linoone may also be taught a large number of TMs for better coverage, with Linoone also being capable of learning four 4 of the game's 8 eight HMs, 3 three of which are mandatory at various points.
Major Battles: Zigzagoon has no outright good matchups during important fights, especially in the early parts of the game. It is walled by Roxanne's team, gets easily KO'd KOed by Brawly's Fighting-types, and struggles against Wattson's team, which has two Steel-types that are also impenetrable. While bad matchups are less common after Wattson, Linoone's inability to deal damage as the game goes on makes it a terrible pick in the vast majority of situations. It can still contribute in the last legs of the game if Belly Drum is utilized abused, but the move is still learned incredibly late and does not help against the final battle against Steven's Rock- and Steel-types. Zigzagoon in Ruby and Sapphire is generally used for its out-of-battle out of battle utility.
Additional Comments: As Zigzagoon is a subpar combatant, its viability is heavily propped up by Pickup. The drops you can get in Ruby and Sapphire are not tied to level like in later games, so you may obtain powerful items immediately. After every battle, each Zigzagoon not currently holding an item in the party has a 10% chance to obtain an item, ranging from the picking up items such as the less useful late but still strong early on Super Potions, (comma) to the always useful Rare Candies and Ultra Balls, (comma) and to Nuggets, Proteins, and PP Ups that leave the player set for their money needs. This gives Zigzagoon unrivaled utility, especially when combined with its capacity as a passable HM user.
tentacool.png

Name: Tentacool
Availability: Tentacool can be found in Dewford Town using the Old Rod with a 30% chance at levels 5 to 10.
Stats: Very high special bulk but poor Defense. Very good Speed and decent Special Attack make it a workable special sweeper. Tentacruel's Attack is low but still useable with STAB attacks.
Typing: Tentacool's typing is very good. Its Special Defense lets it handle weaker Electric- and Psychic-type moves, with only Ground-type attacks being a significant threat, but Tentacool is able to fight back with its Water-type STAB attacks. Tentacool's Poison typing gives it a way to handle Grass-types without needing Ice Beam, though these are uncommon in major fights.
Movepool: Tentacool's level-up movepool is horrendous until it learns BubbleBeam at level 25, having nothing better than the very weak Acid at level 19 and Poison Sting before that. Thief via TM can provide a slight power increase, but Tentacool will still struggle to fight most things until it finally gets BubbleBeam. After the fifth Gym, it gets solid attacking options, with both Surf and Sludge Bomb dramatically increasing Tentacruel's power and both Ice Beam and Giga Drain as utility. Tentacool is also able to use the 3 Water-type HMs and Cut for out of battle utility.
Major Battles: Tentacool has a poor matchup against the second and third Gyms due to its incredibly low damage output and weakness to Electric, and it only excels against Flannery if it gets to BubbleBeam beforehand. Norman is difficult for Tentacool to fight against due to its low Defense, but Tentacruel can generally take out a couple of his Pokémon. Tentacruel will generally have semi-positive matchups against most of the remaining major battles, bar the Water Gym where it does extremely well. In the Pokémon League, Tentacruel does well against Sidney, Glacia, Drake, and Wallace (if given appropriate coverage moves), but Phoebe and Steven are problematic.
Additional Comments: The painful early training period for Tentacool can be skipped by only obtaining it after defeating Norman and gaining access to Surf. By using a Repel with a lead Pokémon that is between level 30-35, players can obtain a Tentacool that is able to immediately evolve and has access to all of its best move options. The main cost is an inability for Tentacool to contribute against Flannery, but freeing up the time spent training Tentacool to level 25 may be appealing.

wingull.png

Name: Wingull
Availability: Wingull can be found on Route 103 with a 20% chance in Emerald and a 10% chance in Ruby and Sapphire at levels 2 to 4.
Stats: Wingull has good Speed but bad bulk and fairly bad offenses after early-game sections. Pelipper loses Speed in exchange for better Special Attack and decent overall bulk, but it always has to deal with low Attack.
Typing: Wingull's Water / Flying typing is excellent for early-game sections, matching up well against 3 of the first 4 Gym Leaders, and it only has a significant struggle against Wattson, while late-game, the typing has no particular advantages or disadvantages besides needing to be aware of Electric-type coverage moves. Offensively, Water- and Flying-type attacks have perfect neutral coverage, but poor Attack makes this hard to leverage effectively.
Movepool: Wingull has a good early level-up movepool with solid STAB options in Water Gun and Wing Attack but lacks stronger options for the later parts of the game. Pelipper is able to supplement its movepool with TMs and HMs later on, making good use of Surf, Ice Beam, and Shock Wave. Shock Wave in particular is useful for Pelipper, since despite its weak Base Power, it lets Pelipper fight most Water- and damage Flying-types prior to being taught Ice Beam. Pelipper also provides the somewhat rare combination of Fly and Surf for utility, though it unfortunately does not learn either Waterfall or Dive.
Major Battles: Wingull and Pelipper are great against Roxanne, Brawly, and Flannery due to their super effective STAB moves, and they can use coverage options to deal with Winona. Norman is a solid matchup too because of Pelipper's high Defense and access to Protect to shut down his Slaking. Tate & Liza and the Water Gym are both decent matchups for Pelipper, though its somewhat mediocre stats begin to show, and the Pokémon League is difficult for Pelipper without utilizing super effective moves or item support.

zigzagoon.png

Name: Zigzagoon (R/S)
Availability: Zigzagoon can be found on Route 101 with a 45% chance at levels 2 to 3.
Stats: Zigzagoon has high Speed and not much else of note. Once it evolves into Linoone, it wields a passable Attack stat relative to its acquisition and even higher Speed, but Linoone's damage will eventually lag behind as the game progresses.
Typing: A pure Normal typing doesn't provide much offensively or defensively outside of decent STAB attacks, but it also doesn't come with many drawbacks due to having only one weakness to somewhat uncommon Fighting-type attacks.
Movepool: Zigzagoon obtains a very strong STAB option in Headbutt at level 7, allowing it to do good damage immediately despite its unimpressive Attack stat. It doesn't get much else of note naturally outside of Belly Drum; while this might allow sweeps as Linoone, this option comes very late. Zigzagoon and Linoone may also be taught a large number of TMs for better coverage, with Linoone also being capable of learning 4 of the game's 8 HMs, 3 of which are mandatory at various points.
Major Battles: Zigzagoon has no outright good matchups during important fights, especially in the early parts of the game. It is walled by Roxanne's team, gets easily KOed by Brawly's Fighting-types, and struggles against Wattson's team, which has two Steel-types that are also impenetrable. While bad matchups are less common after Wattson, Linoone's inability to deal damage as the game goes on makes it a terrible pick in the vast majority of situations. It can still contribute in the last legs of the game if Belly Drum is utilized, but the move is still learned incredibly late and does not help against the final battle against Steven's Rock- and Steel-types. Zigzagoon in Ruby and Sapphire is generally used for its out-of-battle utility.
Additional Comments: As Zigzagoon is a subpar combatant, its viability is heavily propped up by Pickup. The drops you can get in Ruby and Sapphire are not tied to level like in later games, so you may obtain powerful items immediately. After every battle, each Zigzagoon not currently holding an item in the party has a 10% chance to obtain an item, picking up items such as the less useful late but still strong early on Super Potions, the always useful Rare Candies and Ultra Balls, and Nuggets, Proteins, and PP Ups that leave the player set for their money needs. This gives Zigzagoon unrivaled utility, especially when combined with its capacity as a passable HM user.
1/1
 
Last edited:
F-Rank

anorith.png

Name: Anorith
Availability: Anorith can be restored from the Claw Fossil at Devon Corporation in Rustboro City at level 20.
Summary: Anorith has workable immediate stats if given Rock Tomb, (comma) but a very late evolution and poor scaling outside its Attack mean that it doesn't contribute well at any point.


bagon.png

Name: Bagon
Availability: Bagon can be found in the furthest back room on the second floor of Meteor Falls after obtaining Waterfall with a 25% chance at levels 25 to 35.
Summary: Bagon comes with an incredibly late arrival (remove comma) and needs a bunch of grinding to become Salamence. If you do grind it up then it'll be great, but that's a long time for not much left to do.


chimecho.png

Name: Chimecho
Availability: Chimecho can be found on the summit of Mt. Pyre with a 2% chance at level 28.
Summary: Chimecho has a low encounter rate and gives an incredibly average Psychic-type attacker in exchange. Yawn is interesting to make setting up Calm Mind easier, but it's definitely not worth the trouble to find it.


clamperl.png

Name: Clamperl (No Trade)
Availability: Clamperl can be found underwater in seaweed on Route 124 or 126 with a 65% chance at levels 20 to 35.
Summary: If you do the side quest (space) and give Clamperl a DeepSeaTooth, (comma) it actually hits kind of hard. A shame that it's still bad.


huntail.png

Name: Clamperl (Huntail)
Availability: Clamperl can be found underwater in seaweed on Route 124 or 126 with a 65% chance at levels 20 to 35.
Summary: Huntail is a very basic but slow Water-type attacker, but slow, (comma) and the side quest (space) takes a while. Its Special Attack is a good bit lower higher than Gorebyss, and but Huntail has no particularly useful physical attacks to make up for it. (edit made because original point seemed slightly less relevant than mentioning attack)


corsola.png

Name: Corsola
Availability: Corsola can be found on Route 128 using the Super Rod with a 15% chance at levels 30 to 35.
Summary: Corsola has bad offensive stats, low defensive potential, and no good reason to use it. Rock-type adds A Rock typing grants Corsola nothing over almost every other Water-type, and Calm Mind isn't even particularly good on it.


feebas.png

Name: Feebas
Availability: Feebas can be found in six 6 random water tiles on Route 119 with a 50% chance at levels 20 to 25.
Summary: Milotic is great! Too bad you'll spend ages on finding a Feebas and blending up enough Pokéblocks to evolve it.

goldeen.png

Name: Goldeen
Availability: Goldeen can be found in Petalburg City using the Old Rod with a 30% chance at levels 5 to 10.
Summary: Goldeen is a really early encounter, but that's all it's got going for it. No A bad movepool and poor stats mean means that it has no real advantage for coming so early on, and it's not particularly good even after it gets Surf and evolves.


kingdra.png

Name: Horsea (Trade)
Availability: Horsea can be found on Route 134 using the Super Rod with a 15% chance at levels 25 to 30.
Summary: Kingdra's stats are good, (comma) and it's a solid but not incredible (removed brackets + add hyphen ->) late-game Pokémon, but it comes very late. It also requires that you find a 5% drop rate (20% with Compoundeyes) Dragon Scale on a wild Horsea, making it more a problem of obtaining it than anything else.


horsea.png

Name: Horsea (No Trade)
Availability: Horsea can be found on Route 134 using the Super Rod with a 15% chance at levels 25 to 30.
Summary: Aside from having a paper towel for special bulk, Seadra's a decent special attacker. It's also very late and has no decent matchups besides Drake, who does whose Pokémon do a ton of damage back if they survive Ice Beam or outspeed Seadra. he survives Ice Beam or outspeeds


illumise.png

Name: Illumise
Availability: Illumise can be found on Route 117 with a an 18% chance at levels 13 and 14 in Ruby and Emerald or a 1% chance in Sapphire.
Summary: Illumise is really bad. Encore is neat, (comma) and it can use some special TMs (remove comma) but doesn't make particularly good use of any of them.


jigglypuff.png

Name: Jigglypuff
Availability: Jigglypuff can be found on Route 115 with a 10% chance at levels 24 and 25.
Summary: It's Skitty (remove comma) but as a mid-game Pokémon instead of an early-game find midgame instead of early. Jigglypuff's movepool is wide, (comma) but there are there's no stats to back it up.


luvdisc.png

Name: Luvdisc
Availability: Luvdisc can be found on Route 128 using the Super Rod with a 40% chance at levels 30 to 35.
Summary: It's abysmal. Water-types are generally usable by default, (comma) but Luvdisc is really pushing it.


mawile.png

Name: Mawile (E)
Availability: Mawile can be encountered in Victory Road B2F in Emerald with a 5% chance at levels 42 and 44.
Summary: Mawile is the absolute last Pokémon available before postgame, and it's horrible. Intimidate and Steel-type a Steel typing make it vaguely usable against Phoebe and Sidney but that's it.


regirock.png

Name: Regirock
Availability: Regirock can be found in the Desert Ruins on Route 111 as a static encounter at level 40 after completing the puzzle in the Sealed Chamber on Route 134.
Summary: The stats are good, (comma) and the movepool is mostly there, but it doesn't have any particularly good matchups. The time sink (<- space) of obtaining Regirock is definitely not worth it.


registeel.png

Name: Registeel
Availability: Registeel can be found in the Ancient Tomb on Route 120 as a static encounter at level 40 after completing the puzzle in the Sealed Chamber on Route 134.
Summary: Steel-type A Steel typing is good, but it's Registeel is a very slow sweeper type with Curse that chugs Potions and doesn't hit hard without multiple boosts. Completing the game slowly when obtaining it is already a huge time investment is not a good aspect. place to be.


relicanth.png

Name: Relicanth
Availability: Relicanth can be found underwater in seaweed on Routes 124 or and 126 with a 5% chance at levels 30 to 35.
Summary: Hard to catch, its typing doesn't do anything useful for it, and its Special Attack is unusably low. Relicanth does pretty well against Glacia at least.


rhyhorn.png

Name: Rhyhorn
Availability: Rhyhorn can be found in Area 3 of the Hoenn Safari Zone with a 30% chance at levels 27 and 29.
Summary: So, (comma) imagine if Graveler was only obtained right before almost every trainer in the game that started using Water-types. Rhydon's actually really strong if you hand it the TMs it needs but evolves late, (comma) and feeding that experience to Rhyhorn is awful. It's good against Winona if you backtrack though.


slugma.png

Name: Slugma
Availability: Slugma can be found in Fiery Path with a 10% chance at level 15.
Summary: Slugma's moves are mostly good, (comma) but the stats are absolutely horrible. It evolves pretty late and is impossibly bad in late-game sections lategame.


spinda.png

Name: Spinda
Availability: Spinda can be found on Route 113 with a 70% chance at levels 14 to 16.
Summary: Spinda's got low stats for the time it comes (remove comma) and never gets any better. It can use some disruptive options, but it will never really shine at any point.

surskit.png

Name: Surskit
Availability: Surskit can be found on Route 102 at level 3 with a 1% chance in Ruby and Sapphire.
Summary: Surskit is rare, and there's no payoff for that rarity. Until it gets BubbleBeam, (comma) it's got absolutely nothing, and after it gets BubbleBeam, (comma) it's still got nothing of value to add. Intimidate is a good ability, but there's there are plenty of Mightyena that aren't 1% encounters.


volbeat.png

Name: Volbeat
Availability: Volbeat can be found in Sapphire on Route 117 with a an 18% chance at levels 13 and 14 or a 1% chance in Emerald and Ruby.
Summary: Volbeat's usable Attack for early game early-game sections means it can use Signal Beam for Bug-type damage after being babysat a dozen levels. Too bad Bug-type damage is almost never useful. Tail Glow is a funny move, but even at +2, (comma) Volbeat's Special Attack falls short and is a waste of good TMs.


wynaut.png

Name: Wynaut
Availability: Wynaut hatches at level 5 from the Egg obtained next to the Lavaridge hot springs.
Summary: So Wobbuffet is actually decent for major battles because you can often predict the AI, but it chugs healing items to do it and is it an absolute monster to try and level up. Getting a Wobbuffet from the Safari Zone is easier to deal with than the Egg egg, and losing Encore and Charm isn't too bad.
F-Rank

anorith.png

Name: Anorith
Availability: Anorith can be restored from the Claw Fossil at Devon Corporation in Rustboro City at level 20.
Summary: Anorith has workable immediate stats if given Rock Tomb, but a very late evolution and poor scaling outside its Attack mean that it doesn't contribute well at any point.


bagon.png

Name: Bagon
Availability: Bagon can be found in the furthest back room on the second floor of Meteor Falls after obtaining Waterfall with a 25% chance at levels 25 to 35.
Summary: Bagon comes with an incredibly late arrival and needs a bunch of grinding to become Salamence. If you do grind it up then it'll be great, but that's a long time for not much left to do.


chimecho.png

Name: Chimecho
Availability: Chimecho can be found on the summit of Mt. Pyre with a 2% chance at level 28.
Summary: Chimecho has a low encounter rate and brings an incredibly average Psychic-type attacker in exchange. Yawn is interesting to make setting up Calm Mind easier, but it's definitely not worth the trouble to find it.


clamperl.png

Name: Clamperl (No Trade)
Availability: Clamperl can be found underwater in seaweed on Route 124 or 126 with a 65% chance at levels 20 to 35.
Summary: If you do the side quest and give Clamperl a DeepSeaTooth, it actually hits kind of hard. A shame that it's still bad.


huntail.png

Name: Clamperl (Huntail)
Availability: Clamperl can be found underwater in seaweed on Route 124 or 126 with a 65% chance at levels 20 to 35.
Summary: Huntail is a very basic but slow Water-type attacker, and the side quest takes a while. Its Attack is a good bit higher than Gorebyss, but Huntail has no particularly useful physical attacks to make up for it.


corsola.png

Name: Corsola
Availability: Corsola can be found on Route 128 using the Super Rod with a 15% chance at levels 30 to 35.
Summary: Corsola has bad offensive stats, low defensive potential, and no good reason to use it. A Rock typing grants Corsola nothing over almost every other Water-type, and Calm Mind isn't even particularly good on it.


feebas.png

Name: Feebas
Availability: Feebas can be found in 6 random water tiles on Route 119 with a 50% chance at levels 20 to 25.
Summary: Milotic is great! Too bad you'll spend ages on finding a Feebas and blending up enough Pokéblocks to evolve it.

goldeen.png

Name: Goldeen
Availability: Goldeen can be found in Petalburg City using the Old Rod with a 30% chance at levels 5 to 10.
Summary: It's a really early encounter, but that's all it's got going for it. A bad movepool and poor stats mean means that it has no real advantage for coming so early on, and it's not particularly good even after it gets Surf and evolves.


kingdra.png

Name: Horsea (Trade)
Availability: Horsea can be found on Route 134 using the Super Rod with a 15% chance at levels 25 to 30.
Summary: Kingdra's stats are good, and it's a solid but not incredible late-game Pokémon, but it comes very late. It also requires that you find a 5% drop rate (20% with Compoundeyes) Dragon Scale on a wild Horsea, making it more a problem of obtaining it than anything else.


horsea.png

Name: Horsea (No Trade)
Availability: Horsea can be found on Route 134 using the Super Rod with a 15% chance at levels 25 to 30.
Summary: Aside from having a paper towel for special bulk, Seadra's a decent special attacker. It's also very late and has no decent matchups besides Drake, whose Pokémon do a ton of damage back if they survive Ice Beam or outspeed Seadra.


illumise.png

Name: Illumise
Availability: Illumise can be found on Route 117 with an 18% chance at levels 13 and 14 in Ruby and Emerald or a 1% chance in Sapphire.
Summary: It's really bad. Encore is neat, and Illumise can use some special TMs but doesn't make particularly good use of any of them.


jigglypuff.png

Name: Jigglypuff
Availability: Jigglypuff can be found on Route 115 with a 10% chance at levels 24 and 25.
Summary: It's Skitty but as a mid-game Pokémon instead of an early-game find. The movepool is wide, but there are no stats to back it up.


luvdisc.png

Name: Luvdisc
Availability: Luvdisc can be found on Route 128 using the Super Rod with a 40% chance at levels 30 to 35.
Summary: It's abysmal. Water-types are generally usable by default, but Luvdisc is really pushing it.


mawile.png

Name: Mawile (E)
Availability: Mawile can be encountered in Victory Road B2F in Emerald with a 5% chance at levels 42 and 44.
Summary: The absolute last Pokémon available before postgame, and it's horrible. Intimidate and a Steel typing make it vaguely usable against Phoebe and Sidney but that's it.


regirock.png

Name: Regirock
Availability: Regirock can be found in the Desert Ruins on Route 111 as a static encounter at level 40 after completing the puzzle in the Sealed Chamber on Route 134.
Summary: The stats are good, and the movepool is mostly there, but it doesn't have any particularly good matchups. The time sink of obtaining Regirock is definitely not worth it.


registeel.png

Name: Registeel
Availability: Registeel can be found in the Ancient Tomb on Route 120 as a static encounter at level 40 after completing the puzzle in the Sealed Chamber on Route 134.
Summary: A Steel typing is good, but Registeel is a very slow sweeper with Curse that chugs Potions and doesn't hit hard without multiple boosts. Completing the game slowly when obtaining it is already a huge time investment and is not a good aspect.


relicanth.png

Name: Relicanth
Availability: Relicanth can be found underwater in seaweed on Routes 124 and 126 with a 5% chance at levels 30 to 35.
Summary: Hard to catch, its typing doesn't do anything useful for it, and its Special Attack is unusably low. Does pretty well against Glacia at least.


rhyhorn.png

Name: Rhyhorn
Availability: Rhyhorn can be found in Area 3 of the Hoenn Safari Zone with a 30% chance at levels 27 and 29.
Summary: So, imagine if Graveler was only obtained right before almost every trainer in the game that started using Water-types. Rhydon's actually really strong if you hand it the TMs it needs but evolves late, and feeding that experience to Rhyhorn is awful. It's good against Winona if you backtrack though.


slugma.png

Name: Slugma
Availability: Slugma can be found in Fiery Path with a 10% chance at level 15.
Summary: Slugma's moves are mostly good, but the stats are absolutely horrible. It evolves pretty late and is impossibly bad in late-game sections.


spinda.png

Name: Spinda
Availability: Spinda can be found on Route 113 with a 70% chance at levels 14 to 16.
Summary: Spinda's got low stats for the time it comes and never gets any better. It can use some disruptive options, but it will never really shine at any point.

surskit.png

Name: Surskit
Availability: Surskit can be found on Route 102 at level 3 with a 1% chance in Ruby and Sapphire.
Summary: Surskit is rare, and there's no payoff for that rarity. Until it gets BubbleBeam, it's got absolutely nothing, and after it gets BubbleBeam, it's still got nothing of value to add. Intimidate is a good ability, but there are plenty of Mightyena that aren't 1% encounters.


volbeat.png

Name: Volbeat
Availability: Volbeat can be found in Sapphire on Route 117 with an 18% chance at levels 13 and 14 or a 1% chance in Emerald and Ruby.
Summary: Volbeat's usable Attack for early-game sections means it can use Signal Beam for Bug-type damage after being babysat a dozen levels. Too bad Bug-type damage is almost never useful. Tail Glow is a funny move, but even at +2, Volbeat's Special Attack falls short and is a waste of good TMs.


wynaut.png

Name: Wynaut
Availability: Wynaut hatches at level 5 from the Egg obtained next to the Lavaridge hot springs.
Summary: So Wobbuffet is actually decent for major battles because you can often predict the AI, but it chugs healing items to do it and is an absolute monster to try and level up. Getting a Wobbuffet from the Safari Zone is easier to deal with than the Egg, and losing Encore and Charm isn't too bad.
1/1
 
Last edited:
E-Rank

cacnea.png

Name: Cacnea
Availability: Cacnea can be found in the desert section on Route 111 with a 6% chance in Emerald at levels 20 and 22 or a 20% chance in Ruby and Sapphire from at levels 19 to 21.
Summary: Cacnea has good offensive stats, but low Base Power on its weak moves hold it back from carrying through. Subpar Speed and defenses hold it back further from doing much unless with type advantage.

castform.png

Name: Castform
Availability: Castform is given to the player at level 25 in the Weather Institute.
Summary: Castform has slightly low stats (remove comma) and needs at least two turns to have any effective offense. Provides some team weather support if desired and is free at least.


gorebyss.png

Name: Clamperl (Gorebyss)
Availability: Clamperl can be found underwater in seaweed on Route 124 or 126 with a 65% chance at levels 20 to 35.
Summary: Gorebyss is pretty powerful, if but a somewhat basic Water-type attacker. Main issue is coming so late and needing to complete a time-consuming (hyphen) side quest for the evolution item.

duskull.png

Name: Duskull
Availability: Duskull can be found inside Mt Mt. Pyre with a 100% chance in Ruby from level 22-29 at levels 22 to 29 in Ruby (remove comma) or on the summit at with a 13% chance in Sapphire and Emerald at levels ranging between 26 to 30 in Sapphire and Emerald.
Summary: Duskull is incredibly passive, but it not totally helpless thanks to with Shadow Ball. High Defense and Special Defense, but low HP means its bulk isn't actually unbreakable.


kecleon.png

Name: Kecleon
Availability: Kecleon can be found as a stationary encounter on Route 120 at level 30.
Summary: Kecleon is uninspiring due to low Speed, though it makes a decent attacker. Tragically, (comma) it can't fully utilize its great special TM options due to low Special Attack, and Color Change means it sometimes doesn't have a usable STAB.

lileep.png

Name: Lileep
Availability: Lileep can be restored from the Root Fossil at Devon Corporation in Rustboro City at level 20.
Summary: Lileep evolves incredibly late (remove comma) and levels up slowly due to how passive it is. Has functional offenses after it evolves, but that's this is late, (comma) and it won't win anything any battles particularly fast.


mawile.png

Name: Mawile (R)
Availability: Mawile can be found in Granite Cave with a 20% chance on B2F at level 10-12 levels 10 to 12 in Ruby.
Summary: Mawile's stats are good for when it's obtained, but it falls off around mid-game sections midgame. Intimidate is basically its only relevance, aside from Mawile using its Steel typing to absorb a couple hits and do a bit of chip damage.


minun.png

Name: Minun
Availability: Minun can be found on Route 110 with a 15% chance at level 13 in Emerald and Ruby. In Sapphire, its encounter rate is 2% at levels 12 and 13.
Summary: Normal Minun is a standard (in case confusion) Hoenn Electric-type (remove comma) with no coverage outside STAB (stab isn't coverage). Stats besides Speed fail to hold up well in the endgame lategame, but Minun has some interesting support tools in Encore and Charm.

natu.png

Name: Natu
Availability: Natu can be found in Area 4 of the Hoenn Safari Zone, which requires the Acro Bike, with a 15% chance at levels 27 and 29, and Xatu can be caught with a 5% chance at levels 29 and 31. Natu can also be caught at lower levels elsewhere in the Safari Zone without the Acro Bike.
Summary: Natu is a basic Psychic-type attacker (remove comma) with good Speed. Poor movepool that eats through TMs, but Xatu is functional enough for the endgame lategame if needed.


ninjask.png

Name: Nincada (Ninjask)
Availability: Nincada can be found on Route 116 with a 20% chance at levels 6 and 7.
Summary: Nincada evolves slowly, outspeeds everything, and does not deal much damage at all. Swords Dance helps Ninjask a bit, but it's too frail to set up much. Baton Pass is a funny choice for the endgame though.


shedinja.png

Name: Nincada (Shedinja)
Availability: Nincada can be found on Route 116 with a 20% chance at levels 6 and 7. Shedinja requires a Poké Ball in the bag and an empty party slot when Nincada evolves into Ninjask.
Summary: Shedinja either wins completely or absolutely fails to do anything. Can be a win condition wincon against Wattson and the 8th Gym gym (remove comma) and can sometimes just checkmate every Pokémon remaining in some major battles, but you must either know exactly what coverage moves every foe thing has or you should expect unpleasant surprises.


nosepass.png

Name: Nosepass
Availability: Nosepass can be found in Granite Cave by using Rock Smash on the breakable rocks in B2F (remove comma) with a 30% chance at levels 10 to 20.
Summary: Nosepass is terrible to encounter, has bad offensive potential, and sports bulk that isn't actually that great because of horrible HP. Rollout has it do functional damage against a couple mid-game (hyphen) battles, but it's pretty horrible after that point. Good Flannery and Winona matchups with Rollout are the only thing keeping it from the F-tier.

phanpy.png

Name: Phanpy
Availability: Phanpy can be found in Area 4 of the Hoenn Safari Zone with a 30% chance at levels 27 and 29.
Summary: Donphan does plenty of damage with Earthquake once it gets it at level 49 or via TM. Strength isn't enough to cut it against the remaining major battles, and it's not very good against the Pokémon League.

plusle.png

Name: Plusle
Availability: Plusle can be found on Route 110 in Sapphire with a 15% chance at level 13. In Emerald and Ruby, its encounter rate is 2% at levels 12 and 13.
Summary: Minun, Plusle is Minun but stronger. No coverage moves like basically all Electric-types, but Encore's helpful, (comma) and Electric is a good typing. Its frailty holds it back a lot though (remove comma) and is fatal when it fails to OHKO a foe.

regice.png

Name: Regice
Availability: Regice can be found in Island Cave on Route 105 as a static encounter at level 40 after completing the puzzle in the Sealed Chamber on Route 134.
Summary: An absolute pain to encounter, but Regice has stats that kind of make up for it. Ice Beam and Thunderbolt from TMs give it plenty of coverage for the endgame, but they definitely don't make up for its very late arrival and extremely involved obtainability.


roselia.png

Name: Roselia
Availability: Roselia can be found on route Route 117 with a 30% chance at level 13 to 14 with a 30% chance in Ruby and Sapphire.
Summary: Roselia has decent moves and a fairly good matchup against Wattson's Gym battle after it's caught the first gym after it's caught in Wattson. Too bad its stats are insufficient for the endgame lategame, leaving it a Water-type fighter against Water-types (probably not necessary, but just made the edit in case) and little else.


sableye.png

Name: Sableye
Availability: Sableye can be found in Granite Cave in Sapphire and Emerald with a 20% chance at levels 9 to 12 in Sapphire and Emerald.
Summary: Sableye destroys Brawly and then but is then bad for the entire rest of the game besides laughing at Norman through a very slow fight. No weaknesses is cool if you ignore the lack of stats, but you can force it to win a few fights late-game (hyphen) with enough time investment.


sandshrew.png

Name: Sandshrew
Availability: Sandshrew can be found on Route 113 in Ruby and Sapphire with a 25% chance at levels 14 to 16 in Ruby and Sapphire. In Emerald, it can be found in on Route 111 with a 35% chance at levels 19 to 21.
Summary: Sandshrew has decent Attack and Defense, but it has absolutely no moves to leverage those stats until it gets to late-game (hyphen) TMs. It's basically worse Donphan in the endgame lategame and Donphan's already pretty bad, though Sandslash should have a level advantage. (period)


seedot.png

Name: Seedot
Availability: Seedot can be found on Route 102 with a 20% chance in Ruby and Sapphire at levels 3 and 4. In Emerald, it can be found with a 1% chance at level 3.
Summary: Seedot has bad stats until it evolves into Shiftry, with Bullet Seed as its only decently powerful move for a very long time, but it is alright when it finally gets to the end of the game. The in-game trade Seedot has horrific stats and becomes disobedient early enough that Roxanne can be a problem and is generally not worth using despite the experience boost.

skitty.png

Name: Skitty
Availability: Skitty can be found on Route 116 with a 2% chance at levels 7 to 8.
Summary: It's Skitty is early and has a fairly wide utility movepool, but the bad stats mean it's still only going to trade for a single KO in most major battles.


snorunt.png

Name: Snorunt
Availability: Snorunt can be found in the Ice Room ice room (this is not an official name from what I could see) of Shoal Cave with a 10% chance from at levels 26 to 30.
Summary: Snorunt has unusably bad stats until it evolves kind of late after also coming pretty late. Glalie is sort of alright against the Elite Four, but it's only just worth the investment it takes to get there. At least it learns Ice Beam without a TM.


vulpix.png

Name: Vulpix
Availability: Vulpix can be found on the Exterior of Mt. Pyre with a 20-30% chance at levels 25 to 29.
Summary: Vulpix's got Flamethrower, and that's about all it's got going for it. Bad matchups against the remaining Gyms gyms and insufficient power to do particularly well against the Pokémon League make it a bad option overall.


whismur.png

Name: Whismur
Availability: Whismur can be found in Rustarf Rusturf Tunnel with a 100% chance at levels 5 to 8 between level 5 and 8 100% of the time (remove comma) or at a lower chance on Route 116.
Summary: Whismur spikes from bad to decent immediately after evolving into Loudred, then continuously gets worse until its late final evolution. Exploud is no prize either, but it has fun coverage to make up for average stats.


beautifly.png

Name: Wurmple (Beautifly)
Availability: Wurmple can be found on Route 101 with a 45% chance at levels 2 and 3. It is also possible to catch a Silcoon in Petalburg Woods with a 10% chance at level 5.
Summary: Wurmple's early evolution means that it Beautifly has good early-game (<- hyphens ->) stats and functional early-game moves, and it annihilates Brawly. It then proceeds to be bad for the entire rest of the game unless invested into heavily.


dustox.png

Name: Wurmple (Dustox)
Availability: Wurmple can be found on Route 101 with a 45% chance at levels 2 and 3. It is also possible to catch a Cascoon in Petalburg Woods with a 10% chance at level 5.
Summary: The early evolution means that it Dustox has good early-game statsthough defensively inclinedalongside decently useful early-game (hyphen) moves, and it rips apart Brawly's team. It's then bad for pretty much the entire rest of the game, aside from being able to shut down Norman's Slaking due to Protect.
E-Rank

cacnea.png

Name: Cacnea
Availability: Cacnea can be found in the desert section on Route 111 with a 6% chance in Emerald at levels 20 and 22 or a 20% chance in Ruby and Sapphire at levels 19 to 21.
Summary: Cacnea has good offensive stats, but low weak moves hold it back from carrying through. Subpar Speed and defenses hold it back further from doing much unless with type advantage.

castform.png

Name: Castform
Availability: Castform is given to the player at level 25 in the Weather Institute.
Summary: Castform has slightly low stats and needs at least two turns to have any effective offense. Provides some team weather support if desired and is free at least.


gorebyss.png

Name: Clamperl (Gorebyss)
Availability: Clamperl can be found underwater in seaweed on Route 124 or 126 with a 65% chance at levels 20 to 35.
Summary: Gorebyss is pretty powerful but a somewhat basic Water-type attacker. Main issue is coming so late and needing to complete a time-consuming side quest for the evolution item.

duskull.png

Name: Duskull
Availability: Duskull can be found inside Mt. Pyre with a 100% chance at levels 22 to 29 in Ruby or on the summit with a 13% chance at levels 26 to 30 in Sapphire and Emerald.
Summary: Duskull is incredibly passive, but it not totally helpless thanks to Shadow Ball. High Defense and Special Defense, but low HP means its bulk isn't actually unbreakable.


kecleon.png

Name: Kecleon
Availability: Kecleon can be found as a stationary encounter on Route 120 at level 30.
Summary: Kecleon is uninspiring due to low Speed, though it makes a decent attacker. Tragically, it can't fully utilize its great special TM options due to low Special Attack, and Color Change means it sometimes doesn't have a usable STAB.

lileep.png

Name: Lileep
Availability: Lileep can be restored from the Root Fossil at Devon Corporation in Rustboro City at level 20.
Summary: Lileep evolves incredibly late and levels up slowly due to how passive it is. Has functional offenses after it evolves, but this is late, and it won't win any battles particularly fast.


mawile.png

Name: Mawile (R)
Availability: Mawile can be found in Granite Cave with a 20% chance on B2F at levels 10 to 12 in Ruby.
Summary: Mawile's stats are good for when it's obtained, but it falls off around mid-game sections. Intimidate is basically its only relevance, aside from Mawile using its Steel typing to absorb a couple hits and do a bit of chip damage.


minun.png

Name: Minun
Availability: Minun can be found on Route 110 with a 15% chance at level 13 in Emerald and Ruby. In Sapphire, its encounter rate is 2% at levels 12 and 13.
Summary: Minun is a standard Hoenn Electric-type with no coverage. Stats besides Speed fail to hold up well in the endgame, but Minun has some interesting support tools in Encore and Charm.

natu.png

Name: Natu
Availability: Natu can be found in Area 4 of the Safari Zone, which requires the Acro Bike, with a 15% chance at levels 27 and 29, and Xatu can be caught with a 5% chance at levels 29 and 31. Natu can also be caught at lower levels elsewhere in the Safari Zone without the Acro Bike.
Summary: Natu is a basic Psychic-type attacker with good Speed. Poor movepool that eats through TMs, but Xatu is functional enough for the endgame if needed.


ninjask.png

Name: Nincada (Ninjask)
Availability: Nincada can be found on Route 116 with a 20% chance at levels 6 and 7.
Summary: Nincada evolves slowly, outspeeds everything, and does not deal much damage at all. Swords Dance helps Ninjask a bit, but it's too frail to set up much. Baton Pass is a funny choice for the endgame though.


shedinja.png

Name: Nincada (Shedinja)
Availability: Nincada can be found on Route 116 with a 20% chance at levels 6 and 7. Shedinja requires a Poké Ball in the bag and an empty party slot when Nincada evolves into Ninjask.
Summary: Shedinja either wins completely or absolutely fails to do anything. Can be a wincon against Wattson and the 8th Gym and can sometimes just checkmate every Pokémon remaining in some major battles, but you must either know exactly what coverage moves every foe has or you should expect unpleasant surprises.


nosepass.png

Name: Nosepass
Availability: Nosepass can be found in Granite Cave by using Rock Smash on the breakable rocks in B2F with a 30% chance at levels 10 to 20.
Summary: Nosepass is terrible to encounter, has bad offensive potential, and sports bulk that isn't actually that great because of horrible HP. Rollout has it do functional damage against a couple mid-game battles, but it's pretty horrible after that point. Good Flannery and Winona matchups with Rollout are the only thing keeping it from the F-tier.

phanpy.png

Name: Phanpy
Availability: Phanpy can be found in Area 4 of the Safari Zone with a 30% chance at levels 27 and 29.
Summary: Donphan does plenty of damage with Earthquake once it gets it at level 49 or via TM. Strength isn't enough to cut it against the remaining major battles, and it's not very good against the Pokémon League.

plusle.png

Name: Plusle
Availability: Plusle can be found on Route 110 in Sapphire with a 15% chance at level 13. In Emerald and Ruby, its encounter rate is 2% at levels 12 and 13.
Summary: Plusle is Minun but stronger. No coverage moves like basically all Electric-types, but Encore's helpful, and Electric is a good typing. Its frailty holds it back a lot though and is fatal when it fails to OHKO a foe.

regice.png

Name: Regice
Availability: Regice can be found in Island Cave on Route 105 as a static encounter at level 40 after completing the puzzle in the Sealed Chamber on Route 134.
Summary: An absolute pain to encounter, but Regice has stats that kind of make up for it. Ice Beam and Thunderbolt from TMs give it plenty of coverage for the endgame, but they definitely don't make up for its very late arrival and extremely involved obtainability.


roselia.png

Name: Roselia
Availability: Roselia can be found on Route 117 with a 30% chance at level 13 to 14 in Ruby and Sapphire.
Summary: Roselia has decent moves and a fairly good matchup against Wattson's Gym battle after it's caught. Too bad its stats are insufficient for the endgame, leaving it a fighter against Water-types and little else.


sableye.png

Name: Sableye
Availability: Sableye can be found in Granite Cave with a 20% chance at levels 9 to 12 in Sapphire and Emerald.
Summary: Sableye destroys Brawly but is then bad for the entire rest of the game besides laughing at Norman through a very slow fight. No weaknesses is cool if you ignore the lack of stats, but you can force it to win a few fights late-game with enough time investment.


sandshrew.png

Name: Sandshrew
Availability: Sandshrew can be found on Route 113 with a 25% chance at levels 14 to 16 in Ruby and Sapphire. In Emerald, it can be found on Route 111 with a 35% chance at levels 19 to 21.
Summary: Sandshrew has decent Attack and Defense, but it has absolutely no moves to leverage those stats until it gets to late-game TMs. It's basically worse Donphan in the endgame and Donphan's already pretty bad, though Sandslash should have a level advantage.


seedot.png

Name: Seedot
Availability: Seedot can be found on Route 102 with a 20% chance in Ruby and Sapphire at levels 3 and 4. In Emerald, it can be found with a 1% chance at level 3.
Summary: Seedot has bad stats until it evolves into Shiftry, with Bullet Seed as its only decently powerful move for a very long time, but it is alright when it finally gets to the end of the game. The in-game trade Seedot has horrific stats and becomes disobedient early enough that Roxanne can be a problem and is generally not worth using despite the experience boost.

skitty.png

Name: Skitty
Availability: Skitty can be found on Route 116 with a 2% chance at levels 7 to 8.
Summary: Skitty is early and has a fairly wide utility movepool, but the bad stats mean it's still only going to trade for a single KO in most major battles.


snorunt.png

Name: Snorunt
Availability: Snorunt can be found in the ice room of Shoal Cave with a 10% chance at levels 26 to 30.
Summary: Snorunt has unusably bad stats until it evolves kind of late after also coming pretty late. Glalie is sort of alright against the Elite Four, but it's only just worth the investment it takes to get there. At least it learns Ice Beam without a TM.


vulpix.png

Name: Vulpix
Availability: Vulpix can be found on the Exterior of Mt. Pyre with a 20-30% chance at levels 25 to 29.
Summary: Vulpix's got Flamethrower, and that's about all it's got going for it. Bad matchups against the remaining Gyms and insufficient power to do particularly well against the Pokémon League make it a bad option overall.


whismur.png

Name: Whismur
Availability: Whismur can be found in Rusturf Tunnel with a 100% chance at levels 5 to 8 or at a lower chance on Route 116.
Summary: Whismur spikes from bad to decent immediately after evolving into Loudred, then continuously gets worse until its late final evolution. Exploud is no prize either, but it has fun coverage to make up for average stats.


beautifly.png

Name: Wurmple (Beautifly)
Availability: Wurmple can be found on Route 101 with a 45% chance at levels 2 and 3. It is also possible to catch a Silcoon in Petalburg Woods with a 10% chance at level 5.
Summary: Wurmple's early evolution means that Beautifly has good early-game stats and functional early-game moves, and it annihilates Brawly. It then proceeds to be bad for the entire rest of the game unless invested into heavily.


dustox.png

Name: Wurmple (Dustox)
Availability: Wurmple can be found on Route 101 with a 45% chance at levels 2 and 3. It is also possible to catch a Cascoon in Petalburg Woods with a 10% chance at level 5.
Summary: The early evolution means that Dustox has good early-game stats—though defensively inclined—alongside decently useful early-game moves, and it rips apart Brawly's team. It's then bad for pretty much the entire rest of the game, aside from being able to shut down Norman's Slaking due to Protect.
1/1
 
Last edited:
chinchou.png

Name: Chinchou
Availability: Chinchou has a 30% chance to can appear underwater on Routes 124 and 126 with a 30% chance at between levels 20 to and 30.
Stats: Aside from its amazing HP, it Chinchou has unimpressive stats. Its Defense and Speed in particular are slightly below average.
Typing: The combination of Water and Electric hits 5 different types for super effective damage, most notably the Water-types infesting the stage of the game Chinchou is obtained in and is resisted by Grass- and Dragon-types. Defensively, the weakness to Ground is annoying for most endgame battles, (comma) but its Lanturn's 5 resistances are generally effective.
Movepool: If caught on a 25 level at level 25 or higher, it Chinchou starts with Spark and can be immediately taught Surf. Stronger electric STABs Electric-type STAB attacks—Thunderbolt and Thunderare only available via TMs. Its only noteworthy coverage option is Ice Beam, (comma) but Lanturn makes a great use of it, providing as it provides perfect neutral coverage alongside its STAB moves. Confuse Ray and Thunder Wave are optional level-up moves that are able to disrupt foes opponents.
Major Battles: It Lanturn (check if this is correct) provides a valuable help against the Water type gym leader as well as Water-type Gym Leader and the whole Elite Four, usually defeating certain targets or outright sweeping the whole team with some item support. Despite having a type advantage over both champions Champions, Lanturn can struggle against both due to its average Special Attack and their access to Ground- and Grass-type Ground (and Grass) coverage.
Additional Comments: It is highly recommended to catch Chinchou on at level 26 or higher to evolve it immediately. While Chinchou joins at a level that will generally put it behind existing team members, it is able to easily feed on the many Water-type trainers in the endgame.

doduo.png

Name: Doduo
Availability: Doduo can be found in Area 3 to the northwest in the Safari Zone, which requires a Mach Bike, with a 15% chance at levels 27 to 29, and Dodrio can be found with a 5% chance at level 29 or 31. from levels 27 to 29 at a15% chance and Dodrio from level 29 or 31 with a 5% chance. Doduo can also be found in other parts of the Safari Zone at a 10% chance at level 25 or 27 without needing a Mach Bike.
Stats: Dodrio has high Attack and Speed (remove comma) but low bulk HP and defenses.
Typing: Normal/Flying A Normal / Flying typing frankly does not offer good advantages at this point in the game, especially when its weaknesses become more common.
Movepool: Tri Attack is the main Normal-type STAB move of choice, (comma) since Dodrio is unlikely to build Return to maximum power or even outdamage (remove space) Tri Attack (removed brackets) without substantial investment or sidetracking. Fly is Doduo's chosen Flying-type STAB attack, (comma) choice of Flying-type STAB while Hyper Beam is recommended to let Dodrio capitalize on its power and potentially minimize its bulk issues by KOing foes opponents when it otherwise might have taken damage instead. Steel Wing is the only coverage option of note Doduo has access to. Nothing else is worth running, though Taunt can be useful to shut down some foes opponents like Emerald Phoebe's lead Dusclops.
Major Battles: Dodrio is a good route cleaner, but its main role in fights is primarily to weaken neutral targets with Tri Attack into Hyper Beam's KO range. If it cannot accomplish this against certain foes opponents before it gets KOed itself, consider them bad matchups for Dodrio. This is to say that Dodrio has middling success against some or most of Winona's, Sidney's, Wallace's or Juan's, and Drake's teams, but it is likely going to be outmatched against Tate & Liza, Phoebe, Glacia, and the Champion.
Additional Comments: Drill Peck is the best Flying-type move available in the game, which Doduo can learn at level 37 compared to Dodrio's significantly later level 47. However, Drill Peck doesn't offer much over Tri Attack and Fly in the long run to warrant being stuck as a Doduo for at least 6 levels longer than usual, so don't be tempted by this. It is also recommended to reach Lilycove City after catching Doduo / Dodrio (spaces) if you intend to use it to fight Winona (remove comma) so that you can cut back on further backtracking by simply Flying flying to Lilycove City.

golem.png

Name: Geodude (Trade)
Availability: Geodude can be found on the first floor of Granite Cave with a 10% chance between at levels 6 to 9.
Stats: Very high Defense, excellent Attack, and bad Speed and Special Defense.
Typing: Geodude's typing is fantastic offensively, being providing perfect neutral coverage and providing super effective STAB attack against a significant portion of the early- and mid-game battles. Defensively, (comma) Rock/Ground a Rock / Ground typing is solid until the player hits Lilycove City, and then, (comma) it is pretty bad for the tail end of the game.
Movepool: Geodude gets access to really good early STAB moves in Magnitude and Rock Throw, upgrading which upgrade to Rock Blast and Earthquake much later on via level up (remove hyphen). Strength is a fairly reliable option to avoid Magnitude's variable power, and Selfdestruct or Explosion in the endgame are effective at forcing a mutual KO, but for the most part, (comma) Golem can just use its STAB moves.
Major Battles: Geodude struggles with Brawly, but it is amazing against Wattson, Flannery, Norman, (comma) and Winona. After getting past Lilycove, Golem falls off heavily with average-to-bad matchups against the last two Gyms and most of the Pokémon League due to its poor Speed and Special Defense holding it back.
Additional Comments: Geodude is able of quickly gaining to quickly gain levels in the early-game due to strong STAB moves and many advantageous matchups, but it struggles against route trainers once the player hits the water routes in the endgame, which can lead to it falling behind in level without specifically correcting for it.

gulpin.png

Name: Gulpin
Availability: Gulpin can be found in Route 110 at with a 15% chance at levels 12 to 13.
Stats: Good HP and defenses (remove comma) but average power and mediocre Speed.
Typing: A Poison typing is nice for (had to rewrite this part to avoid going like "Brawly's Pokemon's Fighting-type STAB attacks" or something) resisting a good matchup against Brawly's team, but its usefulness wanes as the game progresses as Psychic- and Ground-type attacks become more common.
Movepool: STAB Sludge at level 14 as Gulpin and Body Slam at level 26 as a Swalot are fairly powerful attacking options at their respective points in the game and make up for Gulpin's and Swalot's (cause bslam mention) low base Attack stats. Bullet Seed and Shock Wave can be used as momentary coverage options until you get the Ice Beam and as well as Sludge Bomb TMs Swalot's for your main coverage option and STAB attack respectively. It has rare utility moves such as Yawn, Amnesia, Encore, and even Toxic by level up (remove hyphen), which it needs at least one of to fully make use of its potential, with Yawn generally being the most useful.
Major Battles: Swalot's performance in important fights is significantly dependent on its movepool. Gulpin isn't going to fare well against Wattson's Steel-types, though Amnesia and poison could potentially allow it to take on Manectric. Yawn and Encore can disrupt Norman's Slaking Slakings, though Swalot is unlikely going to beat the entire team them (edited cause norman seems to have one slaking on his team, edit as needed; note, plural "Slaking" is still "Slaking") on its own. Ice Beam lets Swalot contribute against Winona and Drake, though it must be wary of Earthquakes. Amnesia is key in allowing Swalot to sweep Flannery's and Glacia's teams by setting up on the right target, such as Slugma and level 50 Glalie, with Yawn, Toxic, or Encore making the fight even easier, though beware of Magnitude from Emerald Flannery's Numel. Amnesia Swalot can handle Champion Wallace's Tentacruel as well as Ludicoloespecially if Swalot has Liquid Oozeand Amnesia + Toxic even gives Swalot the potential to take on Wallace's Milotic. Swalot will be a liability against Tate & Liza (spaces), but otherwise, (comma) it can at least contribute in to most fights with Yawn.

lunatone.png

Name: Lunatone
Availability: Lunatone can be found in Meteor Falls in Sapphire with a 20% chance from at levels 14 to 18.
Stats: Lunatone has excellent Special Attack, workable bulk, and average Speed. Bad Attack holds it back from utilizing its decent physical options.
Typing: Rock is a useful defensive typing for the battles immediately after Lunatone can be caught, but it provides additional issues for Lunatone itself towards the end of the game where Psychic-types also struggle, compounding its defensive woes. Offensively, (comma) Rock provides little to Lunatone due to poor Attack and fairly weak STAB attacks, but Psychic is a solid neutral attacking option for most of the game.
Movepool: Lunatone's level-up movepool is good, with solid early-game (hyphen) options in Confusion and Rock Throw and an early Hypnosis to ease easing major fights. Lunatone also learns Psychic by level up rather than demanding purchase of an expensive TM. The Ice Beam TM provides useful coverage for Lunatone, and it's capable of utilizing Shadow Ball to hit specific targets like Tate & Liza (spaces) super effectively despite its Attack stat. Calm Mind allows Lunatone to attempt sweeps in the endgame lategame, though its type matchup can make this somewhat tricky without item support.
Major Battles: Lunatone has favorable type matchups against Flannery, Norman, (comma) and Winona, and it can provide solid damage against Tate & Liza (spaces) with Shadow Ball and Ice Beam. The water gym Water Gym and most of the Pokémon League are difficult for Lunatone, with only Drake being a good matchup if Lunatone is given Ice Beam.
chinchou.png

Name: Chinchou
Availability: Chinchou can appear underwater on Routes 124 and 126 with a 30% chance at levels 20 to 30.
Stats: Aside from its amazing HP, Chinchou has unimpressive stats. Its Defense and Speed in particular are slightly below average.
Typing: The combination of Water and Electric hits 5 different types for super effective damage, most notably the Water-types infesting the stage of the game Chinchou is obtained in and is resisted by Grass- and Dragon-types. Defensively, the weakness to Ground is annoying for most endgame battles, but Lanturn's 5 resistances are generally effective.
Movepool: If caught at level 25 or higher, Chinchou starts with Spark and can be immediately taught Surf. Stronger Electric-type STAB attacks—Thunderbolt and Thunder—are only available via TMs. Its only noteworthy coverage option is Ice Beam, but Lanturn makes a great use of it, as it provides perfect neutral coverage alongside its STAB moves. Confuse Ray and Thunder Wave are optional level-up moves that are able to disrupt foes.
Major Battles: Lanturn provides valuable help against the Water-type Gym Leader and the whole Elite Four, usually defeating certain targets or outright sweeping the whole team with some item support. Despite having a type advantage over both Champions, Lanturn can struggle against both due to its average Special Attack and their access to Ground- and Grass-type coverage.
Additional Comments: It is highly recommended to catch Chinchou at level 26 or higher to evolve it immediately. While Chinchou joins at a level that will generally put it behind existing team members, it is able to easily feed on the many Water-type trainers in the endgame.

doduo.png

Name: Doduo
Availability: Doduo can be found in Area 3 to the northwest in the Safari Zone, which requires a Mach Bike, with a 15% chance at levels 27 to 29, and Dodrio can be found with a 5% chance at level 29 or 31. Doduo can also be found in other parts of the Safari Zone at a 10% chance at level 25 or 27 without needing a Mach Bike.
Stats: Dodrio has high Attack and Speed but low bulk.
Typing: A Normal / Flying typing frankly does not offer good advantages at this point in the game, especially when its weaknesses become more common.
Movepool: Tri Attack is the main Normal-type STAB move of choice, since Dodrio is unlikely to build Return to maximum power or even outdamage Tri Attack without substantial investment or sidetracking. Fly is Doduo's chosen Flying-type STAB attack, while Hyper Beam is recommended to let Dodrio capitalize on its power and potentially minimize its bulk issues by KOing foes when it otherwise might have taken damage instead. Steel Wing is the only coverage option of note Doduo has access to. Nothing else is worth running, though Taunt can be useful to shut down some foes like Emerald Phoebe's lead Dusclops.
Major Battles: Dodrio is a good route cleaner, but its main role in fights is primarily to weaken neutral targets with Tri Attack into Hyper Beam's KO range. If it cannot accomplish this against certain foes before it gets KOed itself, consider them bad matchups for Dodrio. This is to say that Dodrio has middling success against some or most of Winona's, Sidney's, Wallace's or Juan's, and Drake's teams, but it is likely going to be outmatched against Tate & Liza, Phoebe, Glacia, and the Champion.
Additional Comments: Drill Peck is the best Flying-type move available in the game, which Doduo can learn at level 37 compared to Dodrio's significantly later level 47. However, Drill Peck doesn't offer much over Tri Attack and Fly in the long run to warrant being stuck as a Doduo for at least 6 levels longer than usual, so don't be tempted by this. It is also recommended to reach Lilycove City after catching Doduo / Dodrio if you intend to use it to fight Winona so that you can cut back on further backtracking by simply flying to Lilycove City.

golem.png

Name: Geodude (Trade)
Availability: Geodude can be found on the first floor of Granite Cave with a 10% chance at levels 6 to 9.
Stats: Very high Defense, excellent Attack, and bad Speed and Special Defense.
Typing: Geodude's typing is fantastic offensively, providing perfect neutral coverage and super effective STAB attack against a significant portion of the early- and mid-game battles. Defensively, a Rock / Ground typing is solid until the player hits Lilycove City, and then, it is pretty bad for the tail end of the game.
Movepool: Geodude gets access to really good early STAB moves in Magnitude and Rock Throw, which upgrade to Rock Blast and Earthquake much later on via level up. Strength is a fairly reliable option to avoid Magnitude's variable power, and Selfdestruct or Explosion in the endgame are effective at forcing a mutual KO, but for the most part, Golem can just use its STAB moves.
Major Battles: Geodude struggles with Brawly, but it is amazing against Wattson, Flannery, Norman, and Winona. After getting past Lilycove, Golem falls off heavily with average-to-bad matchups against the last two Gyms and most of the Pokémon League due to its poor Speed and Special Defense holding it back.
Additional Comments: Geodude is able to quickly gain levels early-game due to strong STAB moves and many advantageous matchups, but it struggles against route trainers once the player hits the water routes in the endgame, which can lead to it falling behind in level without specifically correcting for it.

gulpin.png

Name: Gulpin
Availability: Gulpin can be found in Route 110 with a 15% chance at levels 12 to 13.
Stats: Good HP and defenses but average power and mediocre Speed.
Typing: A Poison typing is nice for a good matchup against Brawly's team, but its usefulness wanes as the game progresses as Psychic- and Ground-type attacks become more common.
Movepool: STAB Sludge at level 14 as Gulpin and Body Slam at level 26 as Swalot are fairly powerful attacking options at their respective points in the game and make up for Gulpin's and Swalot's low base Attack stats. Bullet Seed and Shock Wave can be used as momentary coverage options until you get the Ice Beam and Sludge Bomb TMs for Swalot's main coverage option and STAB attack. It has rare utility moves such as Yawn, Amnesia, Encore, and even Toxic by level up, which it needs at least one of to fully make use of its potential, with Yawn generally being the most useful.
Major Battles: Swalot's performance in important fights is significantly dependent on its movepool. Gulpin isn't going to fare well against Wattson's Steel-types, though Amnesia and poison could potentially allow it to take on Manectric. Yawn and Encore can disrupt Norman's Slaking, though Swalot is unlikely to beat the entire team on its own. Ice Beam lets Swalot contribute against Winona and Drake, though it must be wary of Earthquakes. Amnesia is key in allowing Swalot to sweep Flannery's and Glacia's teams by setting up on the right target, such as Slugma and level 50 Glalie, with Yawn, Toxic, or Encore making the fight even easier, though beware of Magnitude from Emerald Flannery's Numel. Amnesia Swalot can handle Champion Wallace's Tentacruel as well as Ludicolo—especially if Swalot has Liquid Ooze—and Amnesia + Toxic even gives Swalot the potential to take on Wallace's Milotic. Swalot will be a liability against Tate & Liza, but otherwise, it can at least contribute to most fights with Yawn.

lunatone.png

Name: Lunatone
Availability: Lunatone can be found in Meteor Falls in Sapphire with a 20% chance at levels 14 to 18.
Stats: Lunatone has excellent Special Attack, workable bulk, and average Speed. Bad Attack holds it back from utilizing its decent physical options.
Typing: Rock is a useful defensive typing for the battles immediately after Lunatone can be caught, but it provides additional issues for itself towards the end of the game where Psychic-types also struggle, compounding its defensive woes. Offensively, Rock provides little to Lunatone due to poor Attack and fairly weak STAB attacks, but Psychic is a solid neutral attacking option for most of the game.
Movepool: Lunatone's level-up movepool is good, with solid early-game options in Confusion and Rock Throw and an early Hypnosis easing major fights. Lunatone also learns Psychic by level up rather than demanding purchase of an expensive TM. The Ice Beam TM provides useful coverage for Lunatone, and it's capable of utilizing Shadow Ball to hit specific targets like Tate & Liza super effectively despite its Attack stat. Calm Mind allows Lunatone to attempt sweeps in the endgame, though its type matchup can make this somewhat tricky without item support.
Major Battles: Lunatone has favorable type matchups against Flannery, Norman, and Winona, and it can provide solid damage against Tate & Liza with Shadow Ball and Ice Beam. The Water Gym and most of the Pokémon League are difficult for Lunatone, with only Drake being a good matchup if Lunatone is given Ice Beam.
1/1
 
Last edited:
numel.png

Name: Numel
Availability: Numel can be found on Route 112 with a 75% chance from at levels 14 to 16.
Stats: Numel has very bad Speed (remove comma) and mediocre defenses (remove comma) but decent attacking stats that become good after it evolves. The speed Speed and bulk issues mean it needs item support to fight multiple Pokémon in a single battle, however.
Typing: Offensively Fire/Ground is very good, Offensively, a Fire / Ground typing is very good, letting Numel hit most Pokémon with just its STAB moves, but defensively, (comma) it's a hinderance. This issue becomes prominent in the endgame lategame, where Water- and Ground-type attacks become fairly common.
Movepool: Camerupt has a fantastic level-up movepool with good early STAB moves in Magnitude and Ember, (comma) and later upgrades which later upgrade to Rock Slide and Earthquake. The Flamethrower, Fire Blast, or and Overheat TMs provide a needed power boost over Ember, as the late Eruption can be difficult to use considering Camerupt's horrible Speed. Strength is a decent coverage option, and Amnesia can allow Camerupt to set up against special attackers in rare cases. Note that Numel choosing to wait to evolve until level 35 to get a slightly earlier Earthquake means that it will have to get Rock Slide from the move reminder relearner, while evolving immediately at 33 will not cost a Heart Scale.
Major Battles: Numel matches up well against Flannery, only fearing her Emerald Numel lead. Norman and Winona are difficult until Numel evolves for Rock Slide and a significant power spike. Tate & Liza (spaces) are tough due to their aces resisting both of Camerupt's STAB types and generally being able to outmuscle it. The water gym Water Gym is horrific for Camerupt, (comma) and the Pokémon League is generally difficult for Camerupt it to do well in due to its low Speed and middling bulk, though it can usually take out a Pokémon or two from each member bar Wallace.
Additional Comments: If a Numel with particularly high Speed can be obtained via good IVs, a boosting nature, and some EV assistance, (removed brackets) then it's able to leverage its offensive power much more effectively, (comma) since it no longer needs to take constant attacks. The necessary investment in finding a good Numel and giving it much-needed (hyphen) EVs is not insignificant, however.

pikachu.png

Name: Pikachu
Availability: Pikachu can be found in the southern areas of the Safari Zone with a 15% chance at level 25 or 27.
Stats: Pikachu has high Speed but lackluster stats everywhere else. Offenses improve upon evolution or equipping the Light Ball item, though it is very rare.
Typing: An Electric typing has great use against Winona, the upcoming water routes, and Water-type trainers bosses such as Juan, Wallace, and Glacia.
Movepool: A level 25 Pikachu comes with Thunder Wave and learns Thunderbolt in 1 level, whereas a level 27 Pikachu already comes with Thunderbolt (remove comma) but needs to be taught Thunder Wave at the move reminder relearner, so take your pick on which is more valuable for you. As an Electric-type, Pikachu's movepool is pretty sparse, but it does get Brick Break and Light Screen to improve its coverage and utility respectively. Because Pikachu doesn't need anything from its level-up movepool that can't be taught by TM, it is advised to evolve it immediately after learning Thunderbolt.
Major Battles: A quick backtrack lets Raichu grind for experience against Winona's Gym and take out everything except for Winona's Altaria. Raichu can fry most of the Water-types of Juan, Wallace, and Glacia and use Light Screen to help buffer hits better. Thunder Wave can help to neuter Drake's Salamence, while Brick Break has some mild use against Glacia's Light Screen Glalie as well as Sidney in general.
Additional Comments: While Pikachu does not need the Thunderbolt TM, it is still necessary to travel through New Mauville to acquire the Thunderstone, unless you're lucky enough to catch a Pikachu holding a Light Ball, though it is only a 5% chance. One can also manipulate Pikachu's nature with the Pokéblock feeder, with dry Pokéblocks in particular increasing the likelihood of +SpA Special Attack-boosting natures.

psyduck.png

Name: Psyduck
Availability: Psyduck can be found by surfing in the Safari Zone with a 95-100% chance between at levels 20 to 35. Golduck can be found by surfing in Area 3 with a 5% chance at levels 25 to 40. between level 25 and 40 at a 5% chance.
Stats: Golduck's d
ecently high Special Attack, good Speed, and sufficient bulk leave leaves no gaping issues aside from a slight lack of initial power.
Typing: Pure Water-type A pure Water typing has no major problems with the endgame and with no significant defensive issues. The large number of Water-type opponents foes in late-game routes can be annoying though, as Golduck's STAB moves will generally be resisted.
Movepool: Psyduck's level-up movepool is pretty barren, with only access to the weak Confusion providing any sort of unique coverage. TMs and HMs give access to a limited but incredibly functional pool of Surf, Ice Beam, and eventually Calm Mind to let Golduck act as a strong setup sweeper for late battles. The lack of a way to hit opposing Water-types for good neutral damage is frustrating though. Golduck is also a master of HM usage, being able to learn every HM outside of Cut and Fly, making it a strong utility option.
Major Battles: A high enough leveled Psyduck that immediately evolves into Golduck can take down Winona if given the Ice Beam TM. Tate & Liza (spaces) are good matchups for Golduck due to the secondary typings of their Pokémon. It has no advantage in the water gym Water Gym aside from resisting Water-type moves, but it is capable of sweeping with enough Calm Mind boosts and item support. The Elite Four and Champion are also fairly solid matchups for Golduck, as it can set up with Calm Mind and sweep most of them, though any Water-types can take time to muscle through.
Additional Comments: Psyduck has pretty bad stats, so it's strongly recommended to utilize Repels to catch one that can evolve immediately.

skarmory.png

Name: Skarmory
Availability: Skarmory can be found on Route 113 with a 5% chance at level 16.
Stats: Skarmory has incredibly high Defense, letting which lets it take most physical attacks without trouble. The rest of its stats are fairly average, though its special bulk starts to fall off towards the end of the game.
Typing: Steel / Flying (space) is weak to only the special Fire- and Electric-types, not having letting Skarmory not have to worry about strong super effective physical attacks that could break through its physical bulk. Steel is a strong defensive typing in general for Hoenn, though offensively, (comma) both Steel and Flying are held back by low Baser Power base power on their moves.
Movepool: Skarmory's movepool is not great. Air Cutter is a functional STAB move until it's replaced by Fly or Aerial Ace, but Steel Wing isn't learned until level 32 unless the TM is used, and otherwise, (comma) Skarmory is stuck with Secret Power as its only viable attacking move. Its bulk makes it a viable user of Toxic, but this is by nature a very slow and often Potion-heavy (hyphen) strategy. Rock Smash, Fly, and Cut are fairly useful utility options.
Major Battles: Skarmory is useless against Flannery. Norman, Winona, and Tate & Liza (spaces) generally lose to Skarmory due to its resistances and bulk letting it chip away at their teams. The water gym Water Gym isn't favorable, on the other hand, due to Skarmory's low damage output and weaker special bulk. The Pokémon League is decent for Skarmory on the whole even if it's slow, if still slow, since it Skarmory resists all of their STAB types bar Wallace, though it needs to be aware of coverage moves. Skarmory in general will take a lot of time to win fights due to low offensive power, and it can be a bit of a potion hog due to how many hits it'll take.

solrock.png

Name: Solrock
Availability: Solrock has a 20% chance to appear can be found on the first floor of Meteor Falls with a 20% chance at levels 14 to 18 level 14-18 in Ruby and Emerald.
Stats: None of its Solrock's stats are particularly incredible incredibly or unusably bad. Its Attack is pretty good, (comma) while its Special Attack is low, though it tends to be outpaced in the endgame lategame.
Typing: The combination of Rock and Psychic hits 6 different types for super effective damage and is only resisted by Steel-types (hyphen) and the Baltoy line. Solrock has many weaknesses but only the Water, Dark, and Ghost ones are particularly dangerous. Resistances to Flying, Fire, Normal, (comma) and Psychic attacks alongsides its and a Ground immunity due to Levitate are helpful against multiple major battles.
Movepool: It Solrock starts with Confusion and Rock Throw, both of which eventually get replaced by Psychic from the Game Corner and Rock Slide at Level level 37. Solrock has access to convenient physical coverage in the form of Shadow Ball and Earthquake. On a the special side, it is able to learn Calm Mind, Solarbeam, (comma) and Fire-type (hyphen) coverage; however, (semicolon + comma) its low Special Attack makes those moves weak until it sets up multiple Calm Mind boosts. At level 31, Solrock gets Cosmic Power, (comma) which can increase its tanking potential, though this is fairly slow and item heavy.
Major Battles: Immediately after capture, (comma) it Solrock has a series of favorable matchups against the closest Gym Leaders gym leaders. It reliably beats Flannery and Winona; however, (semicolon + comma) Norman's Dark-type coverage can be troublesome. In the late endgame, Solrock provides good support against Tate & and Liza with Rock Slide as well as Shadow Ball, (comma) but it's useless against Juan or Wallace. In the Pokémon League, it is simply deadweight against every foe a dead weight against everyone without heavy setup.

spoink.png

Name: Spoink
Availability: Spoink can be found in Jagged Pass with a 20% chance at levels 20 to 22 between level 20 and 22.
Stats: Spoink is only strong enough to defeat a few regular trainers until it evolves. Grumpig's high special stats and good Speed speed make it an effective tank in many major battles (remove comma) as long as you watch out for physical attacks.
Typing: Psychic is not an outstanding offensive typing type, (comma) as the remaining major battles have foes that resist Psychic more often than they are weak to it. Defensively, (comma) Psychic-types struggle struggles with several endgame foes opponents due to Dark- and Ghost-type moves.
Movepool: Spoink comes with Psybeam and can immediately learn Shock Wave. Grumpig learns no stronger coverage move than Shock Wave and consequently has trouble with Psychic-resistant foes opponents. Spoink learns Psychic at level 34 as opposed to Grumpig's 37, so it can be worth waiting a couple extra levels to evolve. Grumpig can learn Calm Mind via TM, which lets it set up on most special attacking foes and sweep.
Major battles: The unevolved Spoink can 1v1 beat some of Flannery's team one-on-one and is mostly deadweight against Norman. Once evolved, Grumpig can use Psychic and Shock Wave to brawl on even footing with Winona. Grumpig is not helpful against Tate & and Liza unless you teach it Shadow Ball, which Grumpig does not otherwise use to any great effect due to abysmal Attack. Calm Mind lets it sweep the last Gym gym and Glacia's Pokémonexcept Explosion Glaliebut Grumpig's typing type makes it worse against Sidney, Phoebe, and Steven. Grumpig can 1v1 beat several of Drake's and Wallace's Pokémon one-on-one and has the ability to set up on them with item support.
Additional comments: A female Spoink with Thick Fat will have a much easier time setting up against both last Gym gym and Glacia's Pokémon.
numel.png

Name: Numel
Availability: Numel can be found on Route 112 with a 75% chance from at levels 14 to 16.
Stats: Numel has very bad Speed and mediocre defenses but decent attacking stats that become good after it evolves. The Speed and bulk issues mean it needs item support to fight multiple Pokémon in a single battle, however.
Typing: Offensively, a Fire / Ground typing is very good, letting Numel hit most Pokémon with just its STAB moves, but defensively, it's a hinderance. This issue becomes prominent in the endgame, where Water- and Ground-type attacks become fairly common.
Movepool: Camerupt has a fantastic level-up movepool with good early STAB moves in Magnitude and Ember, which later upgrade to Rock Slide and Earthquake. The Flamethrower, Fire Blast, and Overheat TMs provide a needed power boost over Ember, as the late Eruption can be difficult to use considering Camerupt's horrible Speed. Strength is a decent coverage option, and Amnesia can allow Camerupt to set up against special attackers in rare cases. Note that Numel choosing to wait to evolve until level 35 to get a slightly earlier Earthquake means that it will have to get Rock Slide from the move reminder, while evolving immediately at 33 will not cost a Heart Scale.
Major Battles: Numel matches up well against Flannery, only fearing her Emerald Numel lead. Norman and Winona are difficult until Numel evolves for Rock Slide and a significant power spike. Tate & Liza are tough due to their aces resisting both of Camerupt's STAB types and generally being able to outmuscle it. The Water Gym is horrific for Camerupt, and the Pokémon League is generally difficult for it to do well in due to its low Speed and middling bulk, though it can usually take out a Pokémon or two from each member bar Wallace.
Additional Comments: If a Numel with particularly high Speed can be obtained via good IVs, a boosting nature, and some EV assistance, then it's able to leverage its offensive power much more effectively, since it no longer needs to take constant attacks. The necessary investment in finding a good Numel and giving it much-needed EVs is not insignificant, however.

pikachu.png

Name: Pikachu
Availability: Pikachu can be found in the southern areas of the Safari Zone with a 15% chance at level 25 or 27.
Stats: Pikachu has high Speed but lackluster stats everywhere else. Offenses improve upon evolution or equipping the Light Ball item, though it is very rare.
Typing: An Electric typing has great use against Winona, the upcoming water routes, and Water-type trainers such as Juan, Wallace, and Glacia.
Movepool: A level 25 Pikachu comes with Thunder Wave and learns Thunderbolt in 1 level, whereas a level 27 Pikachu already comes with Thunderbolt but needs to be taught Thunder Wave at the move reminder, so take your pick on which is more valuable for you. As an Electric-type, Pikachu's movepool is pretty sparse, but it does get Brick Break and Light Screen to improve its coverage and utility. Because Pikachu doesn't need anything from its level-up movepool that can't be taught by TM, it is advised to evolve it immediately after learning Thunderbolt.
Major Battles: A quick backtrack lets Raichu grind for experience against Winona's Gym and take out everything except for Winona's Altaria. Raichu can fry most of the Water-types of Juan, Wallace, and Glacia and use Light Screen to help buffer hits better. Thunder Wave can help to neuter Drake's Salamence, while Brick Break has some mild use against Glacia's Light Screen Glalie as well as Sidney in general.
Additional Comments: While Pikachu does not need the Thunderbolt TM, it is still necessary to travel through New Mauville to acquire the Thunderstone, unless you're lucky enough to catch a Pikachu holding a Light Ball, though it is only a 5% chance. One can also manipulate Pikachu's nature with the Pokéblock feeder, with dry Pokéblocks in particular increasing the likelihood of Special Attack-boosting natures.

psyduck.png

Name: Psyduck
Availability: Psyduck can be found by surfing in the Safari Zone with a 95-100% chance at levels 20 to 35. Golduck can be found by surfing in Area 3 with a 5% chance at levels 25 to 40.
Stats: Golduck's decently high Special Attack, good Speed, and sufficient bulk leave no gaping issues aside from a slight lack of initial power.
Typing: A pure Water typing has no major problems with the endgame and no significant defensive issues. The large number of Water-type foes in late-game routes can be annoying though, as Golduck's STAB moves will generally be resisted.
Movepool: Psyduck's level-up movepool is pretty barren, with only access to the weak Confusion providing any sort of unique coverage. TMs and HMs give access to a limited but incredibly functional pool of Surf, Ice Beam, and eventually Calm Mind to let Golduck act as a strong setup sweeper for late battles. The lack of a way to hit Water-types for good neutral damage is frustrating though. Golduck is also a master of HM usage, being able to learn every HM outside of Cut and Fly, making it a strong utility option.
Major Battles: A high enough leveled Psyduck that immediately evolves into Golduck can take down Winona if given the Ice Beam TM. Tate & Liza are good matchups for Golduck due to the secondary typings of their Pokémon. It has no advantage in the Water Gym aside from resisting Water-type moves, but it is capable of sweeping with enough Calm Mind boosts and item support. The Elite Four and Champion are also fairly solid matchups for Golduck, as it can set up with Calm Mind and sweep most of them, though any Water-type can take time to muscle through.
Additional Comments: Psyduck has pretty bad stats, so it's strongly recommended to utilize Repels to catch one that can evolve immediately.

skarmory.png

Name: Skarmory
Availability: Skarmory can be found on Route 113 with a 5% chance at level 16.
Stats: Skarmory has incredibly high Defense, which lets it take most physical attacks without trouble. The rest of its stats are fairly average, though its special bulk starts to fall off towards the end of the game.
Typing: Steel / Flying is weak to only the special Fire- and Electric-types, letting Skarmory not have to worry about strong super effective physical attacks that could break through its physical bulk. Steel is a strong defensive typing in general for Hoenn, though offensively, both Steel and Flying are held back by low Baser Power on their moves.
Movepool: Skarmory's movepool is not great. Air Cutter is a functional STAB move until it's replaced by Fly or Aerial Ace, but Steel Wing isn't learned until level 32 unless the TM is used, and otherwise, Skarmory is stuck with Secret Power as its only viable attacking move. Its bulk makes it a viable user of Toxic, but this is by nature a very slow and often Potion-heavy strategy. Rock Smash, Fly, and Cut are fairly useful utility options.
Major Battles: Skarmory is useless against Flannery. Norman, Winona, and Tate & Liza generally lose to Skarmory due to its resistances and bulk letting it chip away at their teams. TheWater Gym isn't favorable, on the other hand, due to Skarmory's low damage output and weaker special bulk. The Pokémon League is decent for Skarmory on the whole even if it's slow, since it resists all of their STAB types bar Wallace, though it needs to be aware of coverage moves. Skarmory in general will take a lot of time to win fights due to low offensive power, and it can be a bit of a potion hog due to how many hits it'll take.

solrock.png

Name: Solrock
Availability: Solrock can be found on the first floor of Meteor Falls with a 20% chance at levels 14 to 18 in Ruby and Emerald.
Stats: None of Solrock's stats are particularly incredible or unusably bad. Its Attack is pretty good, while its Special Attack is low, though it tends to be outpaced in the endgame.
Typing: The combination of Rock and Psychic hits 6 different types for super effective damage and is only resisted by Steel-types and the Baltoy line. Solrock has many weaknesses but only the Water, Dark, and Ghost ones are particularly dangerous. Resistances to Flying, Fire, Normal, and Psychic and a Ground immunity due to Levitate are helpful against multiple major battles.
Movepool: Solrock starts with Confusion and Rock Throw, both of which eventually get replaced by Psychic from the Game Corner and Rock Slide at level 37. Solrock has access to convenient physical coverage in the form of Shadow Ball and Earthquake. On the special side, it is able to learn Calm Mind, Solarbeam, and Fire-type coverage; however, its low Special Attack makes those moves weak until it sets up multiple Calm Mind boosts. At level 31, Solrock gets Cosmic Power, (comma) which can increase its tanking potential, though this is fairly slow and item heavy.
Major Battles: Immediately after capture, Solrock has a series of favorable matchups against the closest Gym Leaders. It reliably beats Flannery and Winona; however, Norman's Dark-type coverage can be troublesome. In the endgame, Solrock provides good support against Tate & Liza with Rock Slide as well as Shadow Ball, but it's useless against Juan or Wallace. In the Pokémon League, it is simply deadweight against every foe without heavy setup.

spoink.png

Name: Spoink
Availability: Spoink can be found in Jagged Pass with a 20% chance at levels 20 to 22.
Stats: Spoink is only strong enough to defeat a few regular trainers until it evolves. Grumpig's high special stats and good Speed make it an effective tank in many major battles as long as you watch out for physical attacks.
Typing: Psychic is not an outstanding offensive typing, as the remaining major battles have foes that resist Psychic more often than they are weak to it. Defensively, Psychic-types struggle with several endgame foes due to Dark- and Ghost-type moves.
Movepool: Spoink comes with Psybeam and can immediately learn Shock Wave. Grumpig learns no stronger coverage move than Shock Wave and consequently has trouble with Psychic-resistant foes. Spoink learns Psychic at level 34 as opposed to Grumpig's 37, so it can be worth waiting a couple extra levels to evolve. Grumpig can learn Calm Mind via TM, which lets it set up on most special attacking foes and sweep.
Major battles: The unevolved Spoink can beat some of Flannery's team one-on-one and is mostly deadweight against Norman. Once evolved, Grumpig can use Psychic and Shock Wave to brawl on even footing with Winona. Grumpig is not helpful against Tate & Liza unless you teach it Shadow Ball, which Grumpig does not otherwise use to any great effect due to abysmal Attack. Calm Mind lets it sweep the last Gym and Glacia's Pokémon—except Explosion Glalie—but Grumpig's typing makes it worse against Sidney, Phoebe, and Steven. Grumpig can beat several of Drake's and Wallace's Pokémon one-on-one and has the ability to set up on them with item support.
Additional comments: A female Spoink with Thick Fat will have a much easier time setting up against both last Gym and Glacia's Pokémon.
1/1
 
treecko.png

Name: Treecko
Availability: Treecko is obtained at Level level 5 as one of the potential starters received on Route 101 at the beginning of the game.
Stats: The Treecko family have has strong Special Attack and can outspeed nearly everything. Their physical Attack is generally below average, and their defenses are mediocre.
Typing: Grass The Grass typing starts good, but it gradually gets worse as opponents use more Fire and Steel use more Fire- and Steel-type Pokémon. Past Lilycove City, Grass the Grass typing is good offensively but struggles defensively against major battles, as both Water-type Pokémon and Ice-type attacks become much more common.
Movepool: This Treecko's movepool is its biggest downside. Until you get the third badge and the Strength HM, its strongest attack is Bullet Seed, and Sceptile never learns anything more immediately powerful than Leaf Blade. The Treecko family can learn Rock Tomb, Dig, Strength, Brick Break, or Dragon Claw to cover various Grass-resistant foes opponents.
Major Battles: Treecko can usually solo Roxanne just by spamming Bullet Seed, but Brawly, Wattson, Flannery, and Winona are all difficult matchups. Sceptile gets better against the last two gyms' Gyms' Grass-weak Pokemon. Its matchups against Norman, Sidney, and Drake strongly depend on knowing Dig, Brick Break, and Dragon Claw, respectively, but Sceptile will generally not sweep any of them without significant support from items.

tropius.png

Name: Tropius
Availability: Tropius can be found on Route 119 at with a 9% chance from at levels 27 to 29.
Stats: Low attack offensive (if you meant the "Attack" stat itself, type in "Attack") stats and Speed mean Tropius has difficulty sweeping, slows down the game, and uses a lot of potions.
Typing: Tropius's weaknesses mainly to Ice but also Fire and Flying (remove commas) becomes increasingly prominent near the end of the game. However, it's often useful against Water-type foes without Ice-type coverage Water opponents without Ice attacks.
Movepool: Tropius is one of only two unevolved Pokemon that learn Rock Smash, Fly, and Strength. Combined with its good availability for using all three—of which only Rock Smash was needed before Tropius is availableand pairing with the many Water-types that can learn the remaining mandatory HMs Surf, Waterfall, and Dive, this makes Tropius one of the best HM users in the game. It can also learn Cut, Flash, and or Sweet Scent if you want. If using Tropius in battle, then its main STAB attack is still Fly, though Razor Leaf and Magical Leaf or a combination of Solarbeam and Sunny Day can let it combat late-game (hyphen) Water-types.
Major Battles: Tropius can 1v1 several of Tate and Liza's beat several of Tate & Liza's and Sidney's Pokemon one-on-one and can help against the last gym Gym, but it struggles to contribute much else in battles. Tropius is generally unable to contribute offensively against most of the Pokemon League without significant investment.

voltorb.png

Name: Voltorb
Availability: Voltorb can be found in New Mauville with a 50% chance at levels 22 to 26 or from static encounters at level 25.
Stats: Voltorb has excessively high Speed and in return has average Special Attack, subpar bulk, and terrible Attack. There are very few Pokemon that have any chance of outspeeding Voltorb, but its power output means it'll probably take hits anyways.
Typing: An Electric typing is fairly good for the second half of Hoenn due to the large number of Flying- or and Water-types in both the route trainers' teams and major fights, and there isn't aren't a huge number of Ground-types to worry about.
Movepool: Like most Electric-types in Hoenn, Voltorb has a very narrow movepool. Coming with Spark is fine, and Voltorb can be taught Thunderbolt via TM pretty much immediately after being caught for a good STAB option, but the movepool outside of that is incredibly barren. Selfdestruct and later Explosion are really the only other options worth considering, since their raw power makes up for Electrode's low Attack to be able to snag otherwise impossible neutral KOs.
Major Battles: It makes quick work of Winona and the Water gym and is decent against Tate & Liza (spaces) as well, aside from being vulnerable to Emerald's Claydol. The Pokémon League is generally fine for Electrode, and while it won't usually sweep due to its lacking Special Attack, (comma) it can pick up a KO or two against most members besides Drake.
Additional Comments: Electrode is technically obtainable directly in the basement of New Mauville, but a 1% chance to encounter it means that it's generally a worse time investment compared to spending a half dozen levels as Voltorb.

zigzagoon.png

Name: Zigzagoon (E)
Availability: Zigzagoon can be found on Route 101 with a 10% chance at level 2 or 3.
Stats: Zigzagoon has high Speed and not much else of note. Once it evolves into Linoone, (comma) it wields a passable Attack stat relative to its acquisition and even higher Speed, but Linoone's damage will eventually lag behind as the game progresses.
Typing: Pure Normal A pure Normal typing doesn't provide much offensively or defensively outside of a decent STAB attacks, but it also doesn't come with many drawbacks due to having only one weakness to somewhat uncommon Fighting-type attacks.
Movepool: Zigzagoon obtains a very strong STAB option in Headbutt at Level level 7, allowing it to do good damage immediately despite its unimpressive Attack stat. It doesn't get much else of note naturally outside of Belly Drum; while this might allow sweeps as Linoone, this option comes very late. Zizgagoon Zigzagoon and Linoone may also be taught a large number of TMs for better coverage, with Linoone also being capable of learning 4 of the game's 8 four of the game's eight HMs.
Major Battles: Zigzagoon has no outright good matchups during important fights, especially in the early parts of the game. It is walled by Roxanne's team, gets easily KO'd KOed by Brawly's Fighting-types, and struggles against Wattson's team, which has two Steel-types that are also impenetrable. While bad matchups are less common after Wattson, Linoone's inability to deal damage as the game goes on makes it a terrible pick in the vast majority of situations. It can still contribute in to the last legs of the game if Belly Drum is used abused, but the move is still learned incredibly late and does not help against the final battle against Steven's Rock- and Steel-types. Zigzagoon is probably best utilized as an early-game route cleaner in the early game when Headbutt is still doing high damage.
Additional Comments: Emerald Zigzagoon's battle performance is largely identical to that of Ruby and Sapphire, and (do "but"?) it is ranked lower due to the severe nerfs applied to Pickup. However, it still might be worth consideration, (comma) since Pickup remains moderately useful despite the nerfs.

zubat.png

Name: Zubat
Availability: Zubat can be found in the second floor basement B2F of Granite Cave with a 30% chance between level at levels 10 and 11 (remove comma) or at a lower level on higher floors.
Stats: Zubat has Amazing Speed, good Attack, (comma) and respectable bulk after evolution.
Typing: Zubat's typing grants many 4x resistances, (comma) which helps early-game in the early game, but weaknesses to Psychic, Ice, and Rock become more pronounced towards the late endgame.
Movepool: Due to Zubat's incredibly weak level-up (hyphen) moves early on, the Steel Wing TM is needed to let it Zubat competently fight on its own until it learns Wing Attack at level 21, while the Sludge Bomb TM is mandatory to achieve maximum damage output in mid- to late-game sections. All other moves it learns are helpful but not necessary. Note that even with Steel Wing, Zubat struggles against Rock-types, and Crobat is incapable of beating almost any Steel-type s.
Major Battles: Zubat can take on Brawlyalbeit very slowlydue to its 4x resistance to Fighting and does decently at route sweeping, but it otherwise has average-to-terrible matchups against all other major battles bosses, usually faltering against their ace Pokémon, especially those that are resistant or immune to Sludge Bomb. Crobat's role tends to be relegated to tossing out fast and strong attacks that can beat weaker trainers, (comma) or KOing one or two of the boss's major battle trainer's Pokémon, or potentially harassing annoying tough foes opponents with its fast Confuse Ray.
Additional Comments: Zubat is also available at Meteor Falls up to a more manageable level 20, skipping most of the early-game (hyphen) grind, but the drawback is being stuck with the mediocre Golbat stage for longer due to lacking friendship gains.
treecko.png

Name: Treecko
Availability: Treecko is obtained at level 5 as one of the potential starters received on Route 101 at the beginning of the game.
Stats: The Treecko family has strong Special Attack and can outspeed nearly everything. Their physical Attack is generally below average, and their defenses are mediocre.
Typing: The Grass typing starts good, but it gradually gets worse as opponents use more Fire- and Steel-type Pokémon. Past Lilycove City, the Grass typing is good offensively but struggles defensively against major battles, as both Water-type Pokémon and Ice-type attacks become much more common.
Movepool: Treecko's movepool is its biggest downside. Until you get the third badge and the Strength HM, its strongest attack is Bullet Seed, and Sceptile never learns anything more immediately powerful than Leaf Blade. The Treecko family can learn Rock Tomb, Dig, Strength, Brick Break, or Dragon Claw to cover various Grass-resistant foes.
Major Battles: Treecko can usually solo Roxanne just by spamming Bullet Seed, but Brawly, Wattson, Flannery, and Winona are all difficult matchups. Sceptile gets better against the last two Gyms' Grass-weak Pokémon. Its matchups against Norman, Sidney, and Drake strongly depend on knowing Dig, Brick Break, and Dragon Claw, respectively, but Sceptile will generally not sweep any of them without significant support from items.

tropius.png

Name: Tropius
Availability: Tropius can be found on Route 119 with a 9% chance at levels 27 to 29.
Stats: Low offensive stats and Speed mean Tropius has difficulty sweeping, slows down the game, and uses a lot of potions.
Typing: Tropius's weakness mainly to Ice but also Fire and Flying becomes increasingly prominent near the end of the game. However, it's often useful against Water-type foes without Ice-type coverage.
Movepool: Tropius is one of only two unevolved Pokémon that learn Rock Smash, Fly, and Strength. Combined with its good availability for using all three—of which only Rock Smash was needed before Tropius is available—and pairing with the many Water-types that can learn the remaining mandatory HMs Surf, Waterfall, and Dive, this makes Tropius one of the best HM users in the game. It can also learn Cut, Flash, and Sweet Scent if you want. If using Tropius in battle, then its main STAB attack is still Fly, though Razor Leaf and Magical Leaf or a combination of Solarbeam and Sunny Day can let it combat late-game Water-types.
Major Battles: Tropius can beat several of Tate & Liza's and Sidney's Pokémon one-on-one and can help against the last Gym, but it struggles to contribute much else in battles. Tropius is generally unable to contribute offensively against most of the Pokémon League without significant investment.

voltorb.png

Name: Voltorb
Availability: Voltorb can be found in New Mauville with a 50% chance at levels 22 to 26 or from static encounters at level 25.
Stats: Voltorb has excessively high Speed and in return has average Special Attack, subpar bulk, and terrible Attack. There are very few Pokémon that have any chance of outspeeding Voltorb, but its power output means it'll probably take hits anyways.
Typing: An Electric typing is fairly good for the second half of Hoenn due to the large number of Flying- and Water-types in both the route trainers' teams and major fights, and there isn't a huge number of Ground-types to worry about.
Movepool: Like most Electric-types in Hoenn, Voltorb has a very narrow movepool. Coming with Spark is fine, and Voltorb can be taught Thunderbolt via TM pretty much immediately after being caught for a good STAB option, but the movepool outside of that is incredibly barren. Selfdestruct and later Explosion are really the only other options worth considering, since their raw power makes up for Electrode's low Attack to be able to snag otherwise impossible neutral KOs.
Major Battles: It makes quick work of Winona and the Water gym and is decent against Tate & Liza as well, aside from being vulnerable to Emerald's Claydol. The Pokémon League is generally fine for Electrode, and while it won't usually sweep due to its lacking Special Attack, it can pick up a KO or two against most members besides Drake.
Additional Comments: Electrode is technically obtainable directly in the basement of New Mauville, but a 1% chance to encounter it means that it's generally a worse time investment compared to spending a half dozen levels as Voltorb.

zigzagoon.png

Name: Zigzagoon (E)
Availability: Zigzagoon can be found on Route 101 with a 10% chance at level 2 or 3.
Stats: Zigzagoon has high Speed and not much else of note. Once it evolves into Linoone, it wields a passable Attack stat relative to its acquisition and even higher Speed, but Linoone's damage will eventually lag behind as the game progresses.
Typing: A pure Normal typing doesn't provide much offensively or defensively outside of decent STAB attacks, but it also doesn't come with many drawbacks due to having only one weakness to somewhat uncommon Fighting-type attacks.
Movepool: Zigzagoon obtains a very strong STAB option in Headbutt at level 7, allowing it to do good damage immediately despite its unimpressive Attack stat. It doesn't get much else of note naturally outside of Belly Drum; while this might allow sweeps as Linoone, this option comes very late. Zigzagoon and Linoone may also be taught a large number of TMs for better coverage, with Linoone also being capable of learning 4 of the game's 8 HMs.
Major Battles: Zigzagoon has no outright good matchups during important fights, especially in the early parts of the game. It is walled by Roxanne's team, gets easily KOed by Brawly's Fighting-types, and struggles against Wattson's team, which has two Steel-types that are also impenetrable. While bad matchups are less common after Wattson, Linoone's inability to deal damage as the game goes on makes it a terrible pick in the vast majority of situations. It can still contribute to the last legs of the game if Belly Drum is used, but the move is still learned incredibly late and does not help against the final battle against Steven's Rock- and Steel-types. Zigzagoon is probably best utilized as an early-game route cleaner when Headbutt is still doing high damage.
Additional Comments: Emerald Zigzagoon's battle performance is largely identical to that of Ruby and Sapphire, and it is ranked lower due to the severe nerfs applied to Pickup. However, it still might be worth consideration, since Pickup remains moderately useful despite the nerfs.

zubat.png

Name: Zubat
Availability: Zubat can be found in B2F of Granite Cave with a 30% chance at levels 10 and 11 or at a lower level on higher floors.
Stats: Zubat has Amazing Speed, good Attack, and respectable bulk after evolution.
Typing: Zubat's typing grants many 4x resistances, which helps early-game, but weaknesses to Psychic, Ice, and Rock become more pronounced towards the endgame.
Movepool: Due to Zubat's incredibly weak level-up moves early on, the Steel Wing TM is needed to let it competently fight on its own until it learns Wing Attack at level 21, while the Sludge Bomb TM is mandatory to achieve maximum damage output in mid- to late-game sections. All other moves it learns are helpful but not necessary. Note that even with Steel Wing, Zubat struggles against Rock-types, and Crobat is incapable of beating almost any Steel-type.
Major Battles: Zubat can take on Brawly—albeit very slowly—due to its 4x resistance to Fighting and does decently at route sweeping, but it otherwise has average-to-terrible matchups against all other major battles, usually faltering against their ace Pokémon, especially those that are resistant or immune to Sludge Bomb. Crobat's role tends to be relegated to tossing out fast and strong attacks that can beat weaker trainers, KOing one or two of the major battle trainer's Pokémon, or potentially annoying tough foes with its fast Confuse Ray.
Additional Comments: Zubat is also available at Meteor Falls up to a more manageable level 20, skipping most of the early-game grind, but the drawback is being stuck with the mediocre Golbat stage for longer due to lacking friendship gains.
1/1
GP Team done
 
Last edited:
Back
Top