Intro
This guide was created to serve as a comprehensive and definitive resource in planning teams in Pokemon XD, for everyone from casual first time players to those aiming to challenge run the Orre Colosseum. Many helpful resources are included, from a breakdown of every individual Pokemon available, to teambuilding strategy against the game's major bottlenecks, to an overview of building teams for the Orre Colosseum using only in game resources, to even a teambuilding compendium. There are also statistics on when Pokemon are obtained through the game and what their offensive efficiencies are, which further inform comparison and considerations of choosing Pokemon for a playthough.
Fundamental Teambuilding Principles
The following principles are important for a successful and efficient all-shadow Pokemon playthrough:
Offensively Efficient Pokemon
An all Shadow Pokemon playthough features 265 battles against 940 Pokemon. These high numbers mean it doesn't make a lot of sense to utilize strategies that require a high number of turns, or Pokemon that are slow or offensively weak. Real stall tactics are overkill and unnecessarily long to execute. With some exceptions, it usually doesn't make sense to use moves that lower the opposing Pokemon's stats, and only in major battles does it make sense to use stat boosting moves of your own. Strategies more complex than weather setting typically aren't worth the turns and moveslots required to execute them. Offensively efficient Pokemon are ones that typically move first and can OHKO a variety of targets. In general, Pokemon with 85 base Speed and above will typically move first against AI Pokemon of similar level, and Pokemon with 130 base offenses and above with a high BP STAB typically have the sheer power to OHKO even neutral targets; these should be your top candidates for a team.
Use The Best Attacking Types
All types are not offensively equal, and certain types are far more essential for efficient play than others. Every Pokemon XD team should probably have an Electric-type and a Fire-type; both types have a variety of good Pokemon to choose from, sport powerful and accurate STAB attacks, and cover a wide range of targets, including otherwise hard to hit Water-Flying and Steel-Bug types. Every Pokemon XD team should strongly consider a Fighting-type and a Psychic-type; Fighting-types are the only types that can crush common Normal-types and have a wide range of other type trumps while Psychic-types have a strong and accurate STAB in Psychic and are the only easy way to hit Poison-types. One or two Ice- and Grass-type attacks are useful for hitting 4x weaknesses, particularly Dragon-types and Water-Ground types respectively, but exploit these weaknesses hard enough to where they don't necessarily need STAB. Normal- Ground- and Flying-types are all solid but far from required, and sometimes struggle with move availability. Normal types want STAB Return, but the move distribution is highly limited and the TM is locked behind the Orre Colosseum, most Ground-types struggle with Earthquake availability, which is such a key move that it often partially defines how teams get laid out, Flying-types only have Drill Peck as a good STAB, which has highly limited distribution and otherwise have to contend with Aerial Ace, which is both weak and also has distribution issues. Water-types aren't particularly useful, especially since the best Water-type attack Waterfall has limited distribution while moves like Surf have their power split due to being a double battle and Hydro Pump is only really available to high leveled Pokemon. Dark-types are a luxury for dealing with Psychic-types and don't do much else. Other offensive types are niche, and while they can add great utility to a team, they are more often than not something just to diversify attacking options.
Status
Status conditions simultaneously drastically increase the likelihood of successful snags while reducing the ability of Shadow Pokemon to hit your own with their super-effective Shadow attacks, thus making teambuilding with status conditions in mind essential. Because poison and burn can cause uncontrollable chip damage to Shadow Pokemon, and because no move reliably induces freeze, paralysis and sleep are the status conditions of greatest benefit. Spore induces sleep with high accuracy, thus it is the best status move in the game, though has highly limited distribution. Sleep Powder and Hypnosis are fairly accurate sleep moves that still have fairly reliable accuracy. Thunder Wave is an excellent status condition since it has high accuracy, though it cannot affect Ground-types. Stun Spore, Sing, and Yawn are other notable moves capable of inducing paralysis or sleep. Certain moves such as Body Slam and Dragonbreath are doubly effective at chipping Shadow Pokemon and can also induce paralysis. Every team should strive to have at least one paralysis and one sleep inducing move, and ideally many more so that a team is capable of statusing a Shadow Pokemon regardless of what pair of Pokemon is in battle. Inducing status on Shadow Pokemon is especially pivotal during the final gauntlet in which opposing Shadow Pokemon are capable of 2HKOing or even OHKOing purified Pokmeon.
Safe Chip Damage
Due to the shear number of Shadow Pokemon in the game it is likely that an untimely critical hit will accidentally KO a Shadow Pokemon if not utilizing moves that can safely deal chip damage. Moves like Seismic Toss and Night Shade deal precise damage equal to the user's level and can never score a critical hit, making them safe attacks to click against Shadow Pokemon. Similarly False Swipe can never KO a Pokemon and is the only way to reliably bring Pokemon down to a single HP, which is crucial in increasing snag chances against some of the difficult to snag Pokemon. Safe chip damage is not quite as critical a teambuilding component as status moves, but every team should strive to have at least one attack that deals safe chip damage, and more if possible.
Bulky Shadow Pokemon
Throughout the game the major boss battles feature Shadow Pokemon that are capable of dealing good damage to purified Pokemon. This is especially noticable in the final boss gauntlet where Pokemon use immensely powerful Shadow attacks that are capable of 2HKOing or even OHKOing purified Pokemon of similar level. Because bosses utilize strong Shadow Pokemon which take time to be snagged, their high damage output becomes a major problem. By far the most sensible way to accommodate this is to consistently utilize a high leveled Shadow Pokemon that can effectively wall the boss' Shadow Pokemon. Your own Shadow Pokemon not only sponges attacks from the opposing Shadow Pokemon, but its effectively free turns can be used to throw snag balls, heal teammates, or deal safe chip damage against the opposing Shadow Pokemon. This also has the effect of allowing teams to instead focus on dumping their exp into four or five really good Pokemon, further increasing the efficiency of playthroughs and the potency of your purified Pokemon. Of particular note are Shadow Salamence and Shadow Lugia, which are so good against Greevil that a player cannot reasonably afford to pass up using one or both against him.
Pokemon List
The following list breaks down the final evolution of each Pokemon in order of availability. Notable moves highlight the best or most unique tactics available to that Pokemon. Sample sets are also provided for an all Shadow Pokemon playthrough and are also provided for the Orre Colosseum if that Pokemon has high or very high potential in the colosseum. Note that some TMs and moves are effectively unavailable for an all Shadow Pokemon play through due to being only available upon clearing a round of the Orre Colosseum, as a prize for a very high area in Mt. Battle, or only being learned at a very high level. These include TMs for Aerial Ace (Mt. Battle Area 9), Toxic (Orre Colosseum Round 1), Return (Orre Colosseum Round 2), Skill Swap (Orre Colosseum Round 3), Sludge Bomb (Orre Colosseum Round 4), Rest (Orre Colosseum Round 5), Steel Wing (Orre Colosseum Round 6), Dragon Claw (Orre Colosseum Round 7), or any move learned beyond LV. 60. These moves will not be listed in a Pokemon's notable moves or their sets for an all Shadow Pokemon play through, but may be listed in their Orre Colosseum sets if the move in question is essential for that Pokemon.
Flareon
Obtained as: Eevee at LV. 10
Location: Starter Pokemon
Evolution Requirements: Fire Stone
Stats: 65 HP / 130 ATK / 60 DEF / 95 SPA / 110 SPD / 65 SPE
Ability: Flash Fire
Notable Moves:
- Helping Hand (Starting)
- Ember (LV. 16)
- Quick Attack (LV. 23)
- Bite (LV. 30)
- Flamethrower (LV. 52 or TM 35)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Iron Tail (TM 23)
- Return (TM 27)
- Shadow Ball (TM 30)
- Fire Blast (TM 38)
- Overheat (TM 50)
- Substitute (Tutor)
- Body Slam (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 100%
% of Game Remaining After Being Evolved: 99.36%
Offensive Efficiency: 0.7554
Potential in an All Shadow Pokemon Playthrough: High
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Charcoal / Leftovers / Quick Claw
Move 1: Protect / Helping Hand
Move 2: Hidden Power / Body Slam
Move 3: Flamethrower
Move 4: Fire Blast
Flareon is a solid Fire-type and the first one that can be obtained. Like the other eeveelutions it can evolve as early as Gateon Port, and is the only eeveelution that makes a good mixed attacker. Its overall best move is Fire Blast and is obtained fairly early at Realgam Tower after defeating Cipher Cmdr. Exol. Flareon does not have access to specific coverage moves that would help it blast through Water, Rock, Dragon or opposing Fire-types, but does have a variety of handy physical attacks such as Shadow Ball, Iron Tail, Body Slam, Double-Edge, and Hyper Beam to pair with its strong base Attack. Overall Flareon is beginner-friendly and offensively efficient.
Jolteon
Obtained as: Eevee at LV. 10
Location: Starter Pokemon
Evolution Requirements: Thunder Stone
Stats: 65 HP / 65 ATK / 60 DEF / 110 SPA / 95 SPD / 130 SPE
Ability: Volt Absorb
Notable Moves:
- Helping Hand (Starting)
- Thundershock (LV. 16)
- Bite (LV. 30 as Eevee or Move Relearner)
- Thunder Wave (LV. 42 or Tutor)
- Thunder (LV. 52 or TM 25)
- Hidden Power (TM10)
- Protect (TM17)
- Rain Dance (TM 18)
- Thunderbolt (TM 24)
- Shock Wave (TM 34)
- Substitute (Tutor)
Offensive Efficiency: 0.8511
% of Game Remaining After Being Obtained: 100%
% of Game Remaining After Being Evolved: 99.36%
Potential in an All Shadow Pokemon Playthrough: Very High
Potential in the Orre Colosseum: High
Set for All Shadow Pokemon Playthrough:
Held Item: Magnet
Move 1: Protect / Helping Hand / Thunder
Move 2: Thunder Wave
Move 3: Hidden Power / Bite
Move 4: Thunderbolt
Jolteon is the second fastest Pokemon in the game and one of the strongest Electric-types available. Its early evolution helps to make it the second most offensively efficient Pokemon in the entire game. Electric-types have good offensive matchups and are handy in many of the game's major bottlenecks. Thunder Wave makes Jolteon a great Pokemon for snag support. Perhaps Jolteon's only substantial shortcoming is a shallow movepool that is reliant on Hidden Power or Bite to damage Ground-types. Nevertheless, Jolteon is one of the best Pokemon to run the game and should be the first Pokemon considered for a team's Electric-type.
Set for Orre Colosseum:
Held Item: Magnet
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest
Move 1: Protect
Move 2: Thunder Wave / Helping Hand
Move 3: Hidden Power / Bite
Move 4: Thunderbolt
With its wicked Speed and solid Special Attack, Jolteon is a capable Electric-type offensive threat in the Orre Colosseum that also provides mild team support. Most of Jolteon's usefulness is its capability to outspeed and OHKO threats that can be difficult to hit otherwise such as Gyarados, Swellow, Dodrio, Feraligatr, Blastoise, and Starmie. Jolteon also has the typing and bulk to tank at least one attack that is not Earthquake or boosted by a Choice Band, giving it two opportunities to pick off opposing threats. Ideal types for Hidden Power are those that allow Jolteon to deal decent damage to its Electric-resists, such as Ice, Water, Fire, or Grass. If one of these Hidden Power types isn't obtained, Bite at least gives Jolteon a way to hit Ground-types. Volt Absorb gives Jolteon an occassional safe switch-in. Unfortunately, Jolteon's EVs cannot be completely protected from the first few battles of the game prior to snagging Ledyba or Poochyena.
Vaporeon
Obtained as: Eevee at LV. 10
Location: Starter Pokemon
Evolution Requirements: Water Stone
Stats: 130 HP / 65 ATK / 60 DEF / 110 SPA / 95 SPD / 65 SPE
Ability: Water Absorb
Notable Moves:
- Helping Hand (Starting)
- Water Gun (LV. 16)
- Bite (LV. 30)
- Aurora Beam (LV. 36)
- Haze (LV. 42)
- Acid Armor (LV. 47)
- Hydro Pump (LV. 52)
- Water Pulse (TM 03)
- Toxic (TM 06)
- Hidden Power (TM 10)
- Ice Beam (TM 13)
- Blizzard (TM 14)
- Protect (TM17)
- Rain Dance (TM 18)
- Icy Wind (Tutor)
- Substitute (Tutor)
Offensive Efficiency: 0.7449
% of Game Remaining After Being Obtained: 100%
% of Game Remaining After Being Evolved: 99.36%
Potential in an All Shadow Pokemon Playthrough: High
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Mystic Water / Leftovers
Move 1: Protect / Helping Hand / Icy Wind
Move 2: Hidden Power / Bite
Move 3: Ice Beam
Move 4: Hydro Pump
Vaproeon is the best Water-type available early in the game. Due to its defensive typing and substantial bulk it's difficult for the AI to KO it, which makes it an excellent beginner's choice for running the game. The combination of Ice Beam and Hydro Pump make Vaporeon an effective offensive tank, allowing its remaining two moves to round out its coverage or provide team support. Vaporeon can tend to feel a bit slow however, and into the late game will feel like an exp sink, especially to get it to LV. 52 to learn Hydro Pump. Despite Water-types not being the most offensively useful in Pokemon XD, Vaporeon remains one of the better Water-types available and comes with several unique and useful quirks.
Espeon
Obtained as: Eevee at LV. 10
Location: Starter Pokemon
Evolution Requirements: Sun Shard + Friendship at Level Up
Stats: 65 HP / 65 ATK / 60 DEF / 130 SPA / 95 SPD / 110 SPE
Ability: Synchronize
Notable Moves:
- Helping Hand (Starting)
- Confusion (LV. 16)
- Bite (LV. 30 as Eevee or Move Relearner)
- Psybeam (LV. 36)
- Psychic (LV. 47 or TM29)
- Morning Sun (LV. 52)
- Calm Mind (TM 04)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Protect (TM 17)
- Reflect (TM 33)
- Skill Swap (TM 48)
- Substitute (Tutor)
- Dream Eater (Tutor)
Offensive Efficiency: 0.8610
% of Game Remaining After Being Obtained: 100%
% of Game Remaining After Being Evolved: 99.36%
Potential in an All Shadow Pokemon Playthrough: Very High
Potential in the Orre Colosseum: High
Set for All Shadow Pokemon Playthrough:
Held Item: Twistedspoon
Move 1: Calm Mind / Protect / Helping Hand
Move 2: Morning Sun / Reflect
Move 3: Hidden Power / Bite
Move 4: Psychic
Espeon is one of the most offensively efficient Pokemon in the game, sporting a powerful 130 base Special Attack complimented by a fast 110 base Speed. Perhaps Espeon's only true weakness is its lack of offensive coverage that leaves it stagnant against Psychic-type immunities and resists. Espeon does at least have some good support moves in Helping Hand and Reflect to alleviate its shallow movepool. Espeon remains an especially notable team pick for being the first Psychic-type available and the strongest Psychic-type in the game, even though it's a one-dimensional KO machine for a team.
Set for Orre Colosseum:
Held Item: Twistedspoon / Leftovers
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
Move 1: Protect / Substitute
Move 2: Calm Mind / Helping Hand
Move 3: Hidden Power / Bite
Move 4: Psychic
Espeon is a bit less notable in the Orre Colosseum where its lack of good offensive coverage is felt much harder, but it nevertheless remains one of the better offensive Pokemon available. Protect or Substitute is important to allow Espeon to survive the powerful and omnipresent Earthquake and Explosions and are also needed to bait out Shadow Balls or other strong physical attacks, especially from fast attackers such as Tauros and Gengar. Substitute has great synergy with Calm Mind and Leftovers, which combined have good matchups against the passive status users of Round 1 and against some of the other setup Pokemon in later rounds. Ideal Hidden Power types are Ice, Electric, Water, and Grass, which compliment Psychic fairly well against dual-type Darks. Overall a strong offensive Psychic-type is fairly effective in the Orre Colosseum, but Espeon needs good matchups and offensive coordination with its partner to shine.
Umbreon
Obtained as: Eevee at LV. 10
Location: Starter Pokemon
Evolution Requirements: Moon Shard + Friendship at Level Up
Stats: 95 HP / 65 ATK / 110 DEF / 60 SPA / 130 SPD / 65 SPE
Ability: Synchronize
Notable Moves:
- Helping Hand (Starting)
- Bite (LV. 30 as Eevee or Move Relearner)
- Confuse Ray (LV. 30)
- Faint Attack (LV. 36)
- Moonlight (LV. 52)
- Toxic (TM 06)
- Sunny Day (TM 11)
- Taunt (TM 12)
- Protect (TM 17)
- Rain Dance (TM 18)
- Substitute (Tutor)
- Body Slam (Tutor)
% of Game Remaining After Being Obtained: 100%
% of Game Remaining After Being Evolved: 99.36%
Offensive Efficiency: 0.6376
Potential in an All Shadow Pokemon Playthrough: Moderate
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Leftovers
Move 1: Helping Hand
Move 2: Moonlight
Move 3: Body Slam
Move 4: Faint Attack / Bite
Umbreon is an effective Pokemon for just about any team in Pokemon XD, but is inefficient to use due to its mediocre Speed, low offenses, and lack of strong attacks. Umbreon is however notable for being virtually impossible for the AI to KO, especially once it learns Moonlight. Throughout a playthrough Umbreon finds most of its utility in paralyzing Shadow Pokemon with Body Slam, chipping away at them with its relatively weak attacking moves, and sponging shadow attacks while attempting to snag. Umbreon is a great team choice for players who want a reliable starter and aren't in a rush to speed through the game.
Ursaring
Obtained as: Teddiursa at LV. 11
Location: Pokemon HQ Lab
Evolution Requirements: LV. 30
Stats: 90 HP / 130 ATK / 75 DEF / 75 SPA / 75 SPD / 55 SPE
Ability: Guts
Notable Moves:
- Return (Starting)
- Lick (Starting)
- Focus Punch (TM 01)
- Bulk Up (TM 08)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Rain Dance (TM 18)
- Earthquake (TM 26)
- Brick Break (TM 31)
- Rock Tomb (TM 39)
- Aerial Ace (TM 40)
- Facade (TM 42)
- Substitute (Tutor)
- Body Slam (Tutor)
- Double Edge (Tutor)
% of Game Remaining After Being Obtained: 99.36%
% of Game Remaining After Being Evolved: 60.43%
Offensive Efficiency: 0.7534
Potential in an All Shadow Pokemon Playthrough: Very High
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Silk Scarf / Leftovers
Move 1: Protect / Bulk Up
Move 2: Hidden Power / Lick / Hyper Beam
Move 3: Brick Break / Earthquake
Move 4: Return / Body Slam
Despite it’s low Speed, Ursaring is one of the most offensively efficient Pokemon in the entire game. It's the first Shadow Pokemon obtained, has immense base 130 Attack, and has a powerful STAB move in Return. Brick Break or Earthquake allow Ursaring to bypass Rock- and Steel-types too, making the uncommon Ghost-type the only opposing Pokemon it might ever struggle to KO. Lick is a great move for dealing weak damage to Shadow Pokemon with a good rate of paralysis, and Ursaring can also run moves such as Bulk Up or Hyper Beam to ensure even the strongest of Pokemon are KOed by its attacks. If you are looking for an efficient and easy to use physical attacker, Ursaring is the best one around.
Ledian
Obtained as: Ledyba at LV. 10
Location: Gateon Port
Evolution Requirements: LV. 18
Stats: 55 HP / 35 ATK / 50 DEF / 55 SPA / 110 SPD / 85 SPE
Ability: Swarm / Early Bird
Notable Moves:
- Aerial Ace (Starting)
- Psybeam (Starting)
- Light Screen (LV. 24)
- Reflect (LV. 24)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Protect (TM 17)
- Giga Drain (TM 19)
- Solarbeam (TM 22)
- Substitute (Tutor)
% of Game Remaining After Being Obtained: 98.30%
% of Game Remaining After Being Evolved: 88.30%
Offensive Efficiency: 0.5687
Potential in an All Shadow Pokemon Playthrough: Low
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Sharp Beak
Move 1: Light Screen / Sunny Day
Move 2: Reflect / Sunny Day
Move 3: Psybeam / Giga Drain
Move 4: Aerial Ace
Ledian is a contender for being the worst Pokemon in all of Pokemon XD. Both of its STAB types are physical and are fired off a horrible base 35 Attack stat. It learns no usable Bug-type STAB at all, and it’s best Flying-type attack Aerial Ace only has 60 Base Power. Ledian also has a defensive typing with many weaknesses, and doesn’t actually have many support moves except for screens and Sunny Day, which require TMs. The only reason to use Ledian is for a challenge run.
Mightyena
Obtained as: Poochyena at LV. 10
Location: Gateon Port
Evolution Requirements: LV. 18
Stats: 70 HP / 90 ATK / 70 DEF / 60 SPA / 60 SPD / 70 SPE
Ability: Intimidate
Notable Moves:
- Heal Bell (Starting)
- Poison Fang (Starting)
- Bite (LV. 13)
- Crunch (LV. 47)
- Hidden Power (TM 10)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Iron Tail (TM 23)
- Shadow Ball (TM 30)
- Substitute (Tutor)
- Body Slam (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 98.30%
% of Game Remaining After Being Evolved: 95.00%
Offensive Efficiency: 0.5990
Potential in an All Shadow Pokemon Playthrough: Low
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Blackglasses
Move 1: Protect / Heal Bell
Move 2: Iron Tail / Poison Fang
Move 3: Body Slam / Hyper Beam
Move 4: Crunch
Mightyena isn’t a much better choice than Ledian since it's a weak physical attacker that is a Dark-type. Its few notable physical attacks such as Iron Tail and Body Slam require a TM and the move tutor respectively. Intimidate is a fantastic ability, but Mightyena is so mediocre otherwise there isn’t a way to capitalize on what should be a great asset. Heal Bell is also notable, but again Mightyena’s low bulk and Speed make it hard to be excited about such a rare support move. Houndoom is available just as early, also fills a team’s dog quota, and is better at running the game in every conceivable way. Only use this Pokemon for challenge runs.
Houndoom
Obtained as: Houndor at LV. 17
Location: Cipher Lab
Evolution Requirements: LV. 24
Stats: 75 HP / 90 ATK / 50 DEF / 110 SPA / 80 SPD / 95 SPE
Ability: Flash Fire
Notable Moves:
- Faint Attack (Starting)
- Ember (Starting)
- Bite (LV. 27)
- Flamethrower (LV. 51)
- Crunch (LV. 59)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Protect (TM 17)
- Solarbeam (TM 22)
- Fire Blast (TM 28)
- Overheat (TM 50)
- Substitute (Tutor)
- Dream Eater (Tutor)
% of Game Remaining After Being Obtained: 95.00%
% of Game Remaining After Being Evolved: 79.68%
Offensive Efficiency: 0.7650
Potential in an All Shadow Pokemon Playthrough: Very High
Potential in the Orre Colosseum: High
Set for All Shadow Pokemon Playthrough:
Held Item: Charcoal
Move 1: Hidden Power / Protect
Move 2: Crunch / Bite
Move 3: Fire Blast / Solarbeam
Move 4: Flamethrower
Houndoom sports among the strongest Special Attack and Speed stats available early in the game. Coupled with powerful STAB attacks it is one of the most offensively efficient Pokemon available and should be the first consideration for any team’s Fire- or Dark-type Pokemon. Houndoom evolves early and also can be taught Fire Blast via TM after defeating Exol. With all these strengths Houndoom’s only notable weaknesses are that it relies on Sun support to have a strong coverage move in Solarbeam, and that Crunch is not obtained until LV. 59, which requires extensive grinding for an equally leveled team of six Pokemon. Aside from these minor points, Houndoom makes for one of the best Pokemon for completing the game, largely in part to fast and powerful Fire-type attacks that never stop being useful.
Set for Orre Colosseum:
Held Item: White Herb
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
Move 1: Protect / Substitute
Move 2: Crunch
Move 3: Flamethrower
Move 4: Overheat
Houndoom isn’t quite as notable in the Orre Colosseum as it is for completing the game, but it does have the Speed and Special Attack to viably function as an Overheat user. Houndoom is in competition with Arcanine, Moltres, and Typhlosion for this role, with its most notable advantages being that it has STAB coverge in Crunch and is fairly easy to acquire and reset for. Protect or Substitute are important to prevent Houndoom from being easily picked off by faster attackers or Earthquakes. Crunch hits the fairly common Psychic-types in the Colosseum for strong damage, and deals respectable chip to most Fire-type resistances. Flamethrower is used for reliable accuracy and for picking off targets without using one of its two strong Overheats per battle.
Walrein
Obtained as: Spheal at LV. 17
Location: Cipher Lab
Evolution Requirements: LV. 44
Stats: 110 HP / 80 ATK / 90 DEF / 95 SPA / 90 SPD / 65 SPE
Ability: Thick Fat
Notable Moves:
- Aurora Beam (Staring)
- Water Gun (Starting)
- Body Slam (LV. 19)
- Hail (LV. 31)
- Blizzard (LV. 50)
- Sheer Cold (LV. 61)
- Water Pulse (TM 03)
- Hidden Power (TM 10)
- Ice Beam (TM 13)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Rain Dance (TM 18)
- Iron Tail (TM 23)
- Earthquake (TM 26)
- Rock Tomb (TM 39)
- Icy Wind (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 95.00%
% of Game Remaining After Being Evolved: 23.56%
Offensive Efficiency: 0.6385
Potential in an All Shadow Pokemon Playthrough: High
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Leftovers / Shell Bell
Move 1: Hidden Power / Protect
Move 2: Water Pulse / Icy Wind
Move 3: Body Slam
Move 4: Ice Beam
With fairly solid offenses, high bulk, and STAB Ice-type attacks, Walrein finds itself being one of the most notable Water-types in the entire game. Although it evolves at a high level, it's obtained early and easily, and can reach its final evolution without extensive grinding before the end of Cipher Key Lair. Walrein benefits from also learning a variety of physical coverage moves in addition to its STAB Water- and Ice-type attacks, the most notable being Body Slam at only LV. 19. Overall Walrein is a Water-type that a team grows into, whereas many of the others feel that their usefulness begins to ebb near the end of the game, or are only available until right before the final battle.
Claydol
Obtained as: Baltoy at LV. 17
Location: Shadow Pokemon Lab
Evolution Requirements: LV. 36
Stats: 60 HP / 70 ATK / 105 DEF / 70 SPA / 120 SPD / 75 SPE
Ability: Levitate
Notable Moves:
- Rock Tomb (Starting)
- Psybeam (Starting)
- Selfdestruct (LV. 19)
- Ancientpower (LV. 25)
- Hyper Beam (LV. 36 or TM 15)
- Explosion (LV. 55)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Ice Beam (TM 13)
- Protect (TM 17)
- Rain Dance (TM 18)
- Solarbeam (TM 22)
- Earthquake (TM 26)
- Psychic (TM 29)
- Shadow Ball (TM 30)
- Dream Eater (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 95.00%
% of Game Remaining After Being Evolved: 37.13%
Offensive Efficiency: 0.6145
Potential in an All Shadow Pokemon Playthrough: Moderate
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Twistedspoon
Move 1: Ancientpower / Sunny Day / Rain Dance
Move 2: Ice Beam
Move 3: Psychic
Move 4: Earthquake / Hyper Beam
Despite its mediocre offensive efficiency, Claydol remains a solid and enjoyable Pokemon to add to a team. Levitate is a fantastic ability, and big moves such as STAB Earthquake, Explosion, STAB Psychic, and Ice Beam, and Ancientpower are exciting additions. Claydol also learns Sunny Day and Rain Dance, which makes it a unique Pokemon to pair with weather-oriented teams. Aside from its low Speed and mediocre offensive stats, Claydol is unfortunately also a bit of an investment to train up to LV. 36 for its evolution. Although its bulk is solid, many other Pokemon have the defensive typing and raw stats to prove far more difficult for the AI to KO, further limiting Claydol’s desirably.
Ampharos
Obtained as: Mareep at LV. 17
Location: Cipher Lab
Evolution Requirements: LV. 30
Stats: 90 HP / 75 ATK / 85 DEF / SPA 115 / 90 SPD / SPE 55
Ability: Static
Notable Moves:
- Heal Bell (Starting)
- Body Slam (Starting)
- Thunder Wave (Starting)
- Thundershock (Starting)
- Thunderpunch (LV. 30)
- Thunder (LV. 57. or TM 25)
- Focus Punch (TM 01)
- Hidden Power (TM 10)
- Protect (TM 17)
- Rain Dance (Tm 18)
- Thunderbolt (TM 24)
- Seismic Toss (Tutor)
% of Game Remaining After Being Obtained: 95.00%
% of Game Remaining After Being Evolved: 60.00%
Offensive Efficiency: 0.6830
Potential in an All Shadow Pokemon Playthrough: High
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Magnet
Move 1: Hidden Power / Protect
Move 2: Thunder Wave
Move 3: Seismic Toss / Thunder
Move 4: Thunderbolt
Ampharos is one of the most effective and obvious choices for an Electric-type if deciding to use an eeveelution not named Jolteon. Although its Speed isn’t great, it has a powerful Special Attack and early access to Thunder Wave. As a bulky Electric-type, Ampharos is virtually impossible for the AI to KO in a single attack without using a powerful Earthquake. Like Jolteon and many other Electric-types available, Ampharos does unfortunately lack coverage moves, having to rely on Hidden Power, Focus Punch, or teammates for tackling Ground- and opposing Electric-types. Ampharos can at least focus on running support moves such as Protect, Thunder Wave, and Seismic Toss, making it a great asset for snagging Shadow Pokemon.
Swalot
Obtained as: Gulpin at LV. 17
Location: Cipher Lab
Evolution Requirements: LV. 26
Stats: 100 HP / 73 ATK / 83 DEF / 73 SPA / 83 SPD / 55 SPE
Ability: Liquid Ooze / Sticky Hold
Notable Moves:
- Shock Wave (Starting)
- Sing (Starting)
- Sludge (Starting)
- Toxic (Starting)
- Yawn (Starting)
- Body Slam (LV. 26 or Tutor)
- Sludge Bomb (LV. 48)
- Water Pulse (TM 03)
- Hidden Power (TM 10)
- Ice Beam (TM 13)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Giga Drain (TM 19)
- Solarbeam (TM 22)
- Shadow Ball (TM 30)
- Dream Eater (Tutor)
- Double-Edge (Tutor)
- Selfdestruct (Tutor)
% of Game Remaining After Being Obtained: 95.00%
% of Game Remaining After Being Evolved: 66.81%
Offensive Efficiency: 0.5641
Potential in an All Shadow Pokemon Playthrough: Moderate
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Leftovers / Poison Barb
Move 1: Sing / Yawn
Move 2: Body Slam / Protect
Move 3: Shadow Ball / Ice Beam / Giga Drain
Move 4: Sludge Bomb
Despite it’s unexciting Poison typing and low Speed, Swalot is a surprisingly potent and effective Pokemon for completing the game. It learns two moves that induce Sleep, learns Body Slam without using the tutor, and has many interesting coverage options including Shock Wave, Water Pulse, Ice Beam, Giga Drain, and Shadow Ball. Swalot also evolves early, granting a Pokemon with very high comparable bulk that tosses around strong moves. It’s usefulness ebbs into the late game, but it still maintains enough bulk with status moves to be very useful for capturing Shadow Pokemon.
Shiftry
Obtained as: Seedot at LV. 17
Location: Cipher Lab
Evolution Requirements: Leaf Stone
Stats: 90 HP / 100 ATK / 60 DEF / 90 SPA / 60 SPD / 80 SPE
Ability: Chlorophyll / Early Bird
Notable Moves:
- Giga Drain (Starting)
- Nature Power (LV. 13)
- Synthesis (LV. 21 Seedot)
- Sunny Day (LV. 31 Seedot or TM 11)
- Explosion (LV. 43 Seedot)
- Fake Out (LV. 19 Nuzleaf)
- Faint Attack (LV. 31 Nuzleaf)
- Extrasensory (LV. 49 Nuzleaf)
- Hidden Power (TM 10)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Solarbeam (TM 22)
- Shadow Ball (TM 30)
- Brick Break (TM 31)
- Rock Tomb (TM 39)
- Aerial Ace (TM 40)
- Substitute (Tutor)
- Body Slam (Tutor)
- Double-Edge (Tutor)
- Selfdestruct (Tutor)
% of Game Remaining After Being Obtained: 95.00%
% of Game Remaining After Being Evolved: 95.00%
Offensive Efficiency: 0.6744
Potential in an All Shadow Pokemon Playthrough: High
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Miracle Seed
Move 1: Fake Out / Sunny Day
Move 2: Body Slam / Brick Break
Move 3: Shadow Ball / Faint Attack
Move 4: Giga Drain / Solarbeam
Shiftry is the first available Grass-type in the game and even starts off with Giga Drain. It has solid mixed offenses and a decent Speed stat, allowing it to function fairly well as a fast mixed attacker for running the game. Naturally Shiftry works well for sun squads thanks to Chlorophyll and access to Sunny Day without a TM, along with a unique edge with Fake Out and fairly strong physical attacks such as Shadow Ball, Body Slam, and Brick Break. Its greatest weakness is that it's in competition with Breloom, a much stronger physical attacker with Grass-type STAB, and which also happens to be snagged in the Shadow Pokemon Lab.
Ariados
Obtained as: Spinarak at LV. 14
Location: Cipher Lab
Evolution Requirements: LV. 22
Stats: 70 HP / 90 ATK / 70 DEF / 60 SPA / 70 SPD / 40 SPE
Ability: Swarm / Insomina
Notable Moves:
- Signal Beam (Starting)
- Night Shade (Starting)
- Agility (LV. 53)
- Hidden Power (TM 10)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Body Slam (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 92.13%
% of Game Remaining After Being Evolved: 87.98%
Offensive Efficiency: 0.6356
Potential in an All Shadow Pokemon Playthrough: Low
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Silver Powder
Move 1: Protect / Agility
Move 2: Night Shade
Move 3: Body Slam / Hidden Power
Move 4: Signal Beam
Despite a fair Attack stat, early availability, and a few interesting moves to play around with, Aridos is not a notable Pokemon to utilize on a team. It’s low Speed and large number of weaknesses make justifying its use difficult, especially later into the game. Ariados does at least have some utility in doing well versus Shadow Pokemon thanks to Night Shade, but its only good option for status requires Body Slam from the move tutor. Overall Ariados should only be used for challenge runs.
Camerupt
Obtained as: Numel at LV. 14
Location: Cipher Lab
Evolution Requirements: LV. 33
Stats: 70 HP / 100 ATK / 70 DEF / 105 SPA / 75 SPD / 40 SPE
Ability: Magma Armor
Notable Moves:
- Ember (Starting)
- Magnitude (LV. 19)
- Rock Slide (LV. 33)
- Earthquake (LV. 37 or TM 26)
- Eruption (LV. 45)
- Fissure (LV. 55)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Flamethrower (TM 35)
- Fire Blast (TM 38)
- Tock Tomb (TM 39)
- Overheat (TM 50)
- Body Slam (Tutor)
- Double-Edge (Tutor)
- Selfdestruct (Tutor)
% of Game Remaining After Being Obtained: 91.81%
% of Game Remaining After Being Evolved: 52.77%
Offensive Efficiency: 0.6500
Potential in an All Shadow Pokemon Playthrough: High
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Charcoal / Soft Sand / Quick Claw
Move 1: Protect / Body Slam
Move 2: Rock Slide / Body Slam
Move 3: Fire Blast / Flamethrower / Eruption
Move 4: Earthquake
With strong base 100 Attack, 105 Special Attack, and access to powerful moves such as Earthquake, Eruption, and Rock Slide, Camerupt is a slow but powerful addition to a team. Ground and Fire are among the most effective offensive types and allow Camerupt to deal major damage in nearly all matchups. Camerupt is also one of only a few Pokemon to learn Earthquake without requiring TM26, and is the first obtainable Pokemon to do so. Because of Camerupt’s low Speed and high vulnerability to Water-type moves, it is especially important to pair it with fast Electric- or Grass-types. Pokemon with Ground immunities, especially ones with high Speed or Electric- or Grass-type moves, also synergize well as they make it easier for Camerupt to utilize Eathquake.
Sharpedo
Obtained as: Carvanha at LV. 15
Location: Cipher Lab
Evolution Requirements: LV. 30
Stats: 70 HP / 120 ATK / 40 DEF / 95 SPA / 40 SPD / 95 SPE
Ability: Rough Skin
Notable Moves:
- Water Pulse (Starting)
- Bite (Starting)
- Crunch (LV. 22)
- Slash (LV. 33)
- Skull Bash (LV. 48)
- Hidden Power (TM 10)
- Ice Beam (TM 13)
- Blizzard (TM 14)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Rain Dance (TM 18)
- Earthquake (TM 26)
- Rock Tomb (TM 39)
- Icy Wind (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 89.57%
% of Game Remaining After Being Evolved: 60.00%
Offensive Efficiency: 0.6689
Potential in an All Shadow Pokemon Playthrough: Moderate
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Blackglasses / Mystic Water
Move 1: Protect / Ice Beam
Move 2: Hidden Power / Earthquake
Move 3: Water Pulse
Move 4: Crunch
Sharpedo has appealing bases offenses of 120 Attack, 95 Special Attack, and 95 Speed, but unfortunately lacks the STABs and movepool to fully utilize them. Instead of primarily utilizing its higher Attack stat, Sharpedo is mostly restricted to clicking the already somewhat weak base power of Water Pulse and Crunch on its lower Special Attack stat. Sharpedo doesn’t have many appealing physical moves, and the few it does learn like Earthquake or Double-Edge require TMs or Tutors. Despite these shortcomings, Sharpedo remains a somewhat effective offensive Pokemon, albeit a very fragile one.
Breloom
Obtained as: Shroomish at LV. 15
Location: Cipher Lab
Evolution Requirements: LV. 23
Stats: 60 HP / 130 ATK / 80 DEF / 60 SPA / 60 SPD / 70 SPE
Ability: Effect Spore
Notable Moves:
- False Swipe (Starting)
- Mega Drain (Starting)
- Stun Spore (Starting)
- Leech Seed (Starting)
- Headbutt (LV. 22)
- Giga Drain (LV. 45 as Shroomish or TM 19)
- Spore (LV. 54 as Shroomish)
- Mach Punch (LV. 23)
- Sky Uppercut (LV. 36)
- Mind Reader (LV. 45)
- Dynamicpunch (LV. 54)
- Focus Punch (TM 01)
- Bulk Up (TM 08)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Solarbeam (TM 22)
- Iron Tail (Tm 23)
- Brick Break (TM 31)
- Seismic Toss (Tutor)
- Substitute (Tutor)
- Body Slam (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 88.94%
% of Game Remaining After Being Evolved: 87.98%
Offensive Efficiency: 0.6571
Potential in an All Shadow Pokemon Playthrough: Very High
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Black Belt / Miracle Seed
Move 1: False Swipe / Seismic Toss / Focus Punch
Move 2: Stun Spore / Body Slam / Mach Punch
Move 3: Giga Drain / Solarbeam
Move 4: Sky Uppercut
Breloom is among one of the most powerful and effective Pokemon to utilize due to its powerful base 130 Attack stat, combination of unique Grass-Fighting typing, workable 70 base Speed stat with an optional priority move, status movepool, and early availability. Because of these strengths, Breloom is great Pokemon to utilize on just about any team, matching up well against both Pokemon to be KOed and Pokemon to be snagged, especially against many of the game’s major bosses. Perhaps Breloom’s only true weakness is that its defensive typing leaves it susceptible to many different types of attacks, but nevertheless Breloom has the tools to often circumvent these issues before even being struck. Unfortunately when it comes to the Orre Colosseum its comparatively low Speed and common weaknesses are felt much harder, making it a difficult Pokemon to utilize there.
Delcatty
Obtained as: Delcatty at LV. 18
Location: Cipher Lab
Evolution Requirements: None
Stats: 70 HP / 65 ATK / 65 DEF / 55 SPA / 55 SPD / 90 SPE
Ability: Cute Charm
Notable Moves:
- Secret Power (Starting)
- Attract (Starting)
- Shock Wave (Starting)
- Sing (Starting)
- Calm Mind (TM 03)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Ice Beam (TM 13)
- Blizzard (TM 14)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Rain Dance (TM 18)
- Solarbeam (TM 22)
- Iron Tail (TM 23)
- Thunderbolt (TM 24)
- Thunder (TM 25)
- Shadow Ball (TM 30)
- Thunder Wave (Tutor)
- Icy Wind (Tutor)
- Dream Eater (Tutor)
- Body Slam (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 87.98%
% of Game Remaining After Being Evolved: 87.98%
Offensive Efficiency: 0.6748
Potential in an All Shadow Pokemon Playthrough: Low
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Silk Scarf / Leftovers
Move 1: Protect / Sunny Day / Rain Dance
Move 2: Sing
Move 3: Thunder Wave / Solarbeam / Thunder
Move 4: Body Slam / Double-Edge / Hyper Beam
Delcatty is not a very notable Pokemon to utilize on a team. Its base stats are not conducive to an offensive or defensive role, and it’s Normal typing doesn’t inspire much for utilizing it’s wide offensive movepool. Delcatty can provide some forms of team support through the use of weather or status. Sing is highly effective for the snagging of Shadow Pokemon, but has irritatingly low accuracy. All of Delcatty’s best STAB moves require the move tutor or a TM, as do its other notable moves beyond Sing. As a result, Delcatty should not be considered for a playthough except as part of a challenge run.
This guide was created to serve as a comprehensive and definitive resource in planning teams in Pokemon XD, for everyone from casual first time players to those aiming to challenge run the Orre Colosseum. Many helpful resources are included, from a breakdown of every individual Pokemon available, to teambuilding strategy against the game's major bottlenecks, to an overview of building teams for the Orre Colosseum using only in game resources, to even a teambuilding compendium. There are also statistics on when Pokemon are obtained through the game and what their offensive efficiencies are, which further inform comparison and considerations of choosing Pokemon for a playthough.
Fundamental Teambuilding Principles
The following principles are important for a successful and efficient all-shadow Pokemon playthrough:
Offensively Efficient Pokemon
An all Shadow Pokemon playthough features 265 battles against 940 Pokemon. These high numbers mean it doesn't make a lot of sense to utilize strategies that require a high number of turns, or Pokemon that are slow or offensively weak. Real stall tactics are overkill and unnecessarily long to execute. With some exceptions, it usually doesn't make sense to use moves that lower the opposing Pokemon's stats, and only in major battles does it make sense to use stat boosting moves of your own. Strategies more complex than weather setting typically aren't worth the turns and moveslots required to execute them. Offensively efficient Pokemon are ones that typically move first and can OHKO a variety of targets. In general, Pokemon with 85 base Speed and above will typically move first against AI Pokemon of similar level, and Pokemon with 130 base offenses and above with a high BP STAB typically have the sheer power to OHKO even neutral targets; these should be your top candidates for a team.
Use The Best Attacking Types
All types are not offensively equal, and certain types are far more essential for efficient play than others. Every Pokemon XD team should probably have an Electric-type and a Fire-type; both types have a variety of good Pokemon to choose from, sport powerful and accurate STAB attacks, and cover a wide range of targets, including otherwise hard to hit Water-Flying and Steel-Bug types. Every Pokemon XD team should strongly consider a Fighting-type and a Psychic-type; Fighting-types are the only types that can crush common Normal-types and have a wide range of other type trumps while Psychic-types have a strong and accurate STAB in Psychic and are the only easy way to hit Poison-types. One or two Ice- and Grass-type attacks are useful for hitting 4x weaknesses, particularly Dragon-types and Water-Ground types respectively, but exploit these weaknesses hard enough to where they don't necessarily need STAB. Normal- Ground- and Flying-types are all solid but far from required, and sometimes struggle with move availability. Normal types want STAB Return, but the move distribution is highly limited and the TM is locked behind the Orre Colosseum, most Ground-types struggle with Earthquake availability, which is such a key move that it often partially defines how teams get laid out, Flying-types only have Drill Peck as a good STAB, which has highly limited distribution and otherwise have to contend with Aerial Ace, which is both weak and also has distribution issues. Water-types aren't particularly useful, especially since the best Water-type attack Waterfall has limited distribution while moves like Surf have their power split due to being a double battle and Hydro Pump is only really available to high leveled Pokemon. Dark-types are a luxury for dealing with Psychic-types and don't do much else. Other offensive types are niche, and while they can add great utility to a team, they are more often than not something just to diversify attacking options.
Status
Status conditions simultaneously drastically increase the likelihood of successful snags while reducing the ability of Shadow Pokemon to hit your own with their super-effective Shadow attacks, thus making teambuilding with status conditions in mind essential. Because poison and burn can cause uncontrollable chip damage to Shadow Pokemon, and because no move reliably induces freeze, paralysis and sleep are the status conditions of greatest benefit. Spore induces sleep with high accuracy, thus it is the best status move in the game, though has highly limited distribution. Sleep Powder and Hypnosis are fairly accurate sleep moves that still have fairly reliable accuracy. Thunder Wave is an excellent status condition since it has high accuracy, though it cannot affect Ground-types. Stun Spore, Sing, and Yawn are other notable moves capable of inducing paralysis or sleep. Certain moves such as Body Slam and Dragonbreath are doubly effective at chipping Shadow Pokemon and can also induce paralysis. Every team should strive to have at least one paralysis and one sleep inducing move, and ideally many more so that a team is capable of statusing a Shadow Pokemon regardless of what pair of Pokemon is in battle. Inducing status on Shadow Pokemon is especially pivotal during the final gauntlet in which opposing Shadow Pokemon are capable of 2HKOing or even OHKOing purified Pokmeon.
Safe Chip Damage
Due to the shear number of Shadow Pokemon in the game it is likely that an untimely critical hit will accidentally KO a Shadow Pokemon if not utilizing moves that can safely deal chip damage. Moves like Seismic Toss and Night Shade deal precise damage equal to the user's level and can never score a critical hit, making them safe attacks to click against Shadow Pokemon. Similarly False Swipe can never KO a Pokemon and is the only way to reliably bring Pokemon down to a single HP, which is crucial in increasing snag chances against some of the difficult to snag Pokemon. Safe chip damage is not quite as critical a teambuilding component as status moves, but every team should strive to have at least one attack that deals safe chip damage, and more if possible.
Bulky Shadow Pokemon
Throughout the game the major boss battles feature Shadow Pokemon that are capable of dealing good damage to purified Pokemon. This is especially noticable in the final boss gauntlet where Pokemon use immensely powerful Shadow attacks that are capable of 2HKOing or even OHKOing purified Pokemon of similar level. Because bosses utilize strong Shadow Pokemon which take time to be snagged, their high damage output becomes a major problem. By far the most sensible way to accommodate this is to consistently utilize a high leveled Shadow Pokemon that can effectively wall the boss' Shadow Pokemon. Your own Shadow Pokemon not only sponges attacks from the opposing Shadow Pokemon, but its effectively free turns can be used to throw snag balls, heal teammates, or deal safe chip damage against the opposing Shadow Pokemon. This also has the effect of allowing teams to instead focus on dumping their exp into four or five really good Pokemon, further increasing the efficiency of playthroughs and the potency of your purified Pokemon. Of particular note are Shadow Salamence and Shadow Lugia, which are so good against Greevil that a player cannot reasonably afford to pass up using one or both against him.
Pokemon List
The following list breaks down the final evolution of each Pokemon in order of availability. Notable moves highlight the best or most unique tactics available to that Pokemon. Sample sets are also provided for an all Shadow Pokemon playthrough and are also provided for the Orre Colosseum if that Pokemon has high or very high potential in the colosseum. Note that some TMs and moves are effectively unavailable for an all Shadow Pokemon play through due to being only available upon clearing a round of the Orre Colosseum, as a prize for a very high area in Mt. Battle, or only being learned at a very high level. These include TMs for Aerial Ace (Mt. Battle Area 9), Toxic (Orre Colosseum Round 1), Return (Orre Colosseum Round 2), Skill Swap (Orre Colosseum Round 3), Sludge Bomb (Orre Colosseum Round 4), Rest (Orre Colosseum Round 5), Steel Wing (Orre Colosseum Round 6), Dragon Claw (Orre Colosseum Round 7), or any move learned beyond LV. 60. These moves will not be listed in a Pokemon's notable moves or their sets for an all Shadow Pokemon play through, but may be listed in their Orre Colosseum sets if the move in question is essential for that Pokemon.

Obtained as: Eevee at LV. 10
Location: Starter Pokemon
Evolution Requirements: Fire Stone
Stats: 65 HP / 130 ATK / 60 DEF / 95 SPA / 110 SPD / 65 SPE
Ability: Flash Fire
Notable Moves:
- Helping Hand (Starting)
- Ember (LV. 16)
- Quick Attack (LV. 23)
- Bite (LV. 30)
- Flamethrower (LV. 52 or TM 35)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Iron Tail (TM 23)
- Return (TM 27)
- Shadow Ball (TM 30)
- Fire Blast (TM 38)
- Overheat (TM 50)
- Substitute (Tutor)
- Body Slam (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 100%
% of Game Remaining After Being Evolved: 99.36%
Offensive Efficiency: 0.7554
Potential in an All Shadow Pokemon Playthrough: High
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Charcoal / Leftovers / Quick Claw
Move 1: Protect / Helping Hand
Move 2: Hidden Power / Body Slam
Move 3: Flamethrower
Move 4: Fire Blast
Flareon is a solid Fire-type and the first one that can be obtained. Like the other eeveelutions it can evolve as early as Gateon Port, and is the only eeveelution that makes a good mixed attacker. Its overall best move is Fire Blast and is obtained fairly early at Realgam Tower after defeating Cipher Cmdr. Exol. Flareon does not have access to specific coverage moves that would help it blast through Water, Rock, Dragon or opposing Fire-types, but does have a variety of handy physical attacks such as Shadow Ball, Iron Tail, Body Slam, Double-Edge, and Hyper Beam to pair with its strong base Attack. Overall Flareon is beginner-friendly and offensively efficient.

Obtained as: Eevee at LV. 10
Location: Starter Pokemon
Evolution Requirements: Thunder Stone
Stats: 65 HP / 65 ATK / 60 DEF / 110 SPA / 95 SPD / 130 SPE
Ability: Volt Absorb
Notable Moves:
- Helping Hand (Starting)
- Thundershock (LV. 16)
- Bite (LV. 30 as Eevee or Move Relearner)
- Thunder Wave (LV. 42 or Tutor)
- Thunder (LV. 52 or TM 25)
- Hidden Power (TM10)
- Protect (TM17)
- Rain Dance (TM 18)
- Thunderbolt (TM 24)
- Shock Wave (TM 34)
- Substitute (Tutor)
Offensive Efficiency: 0.8511
% of Game Remaining After Being Obtained: 100%
% of Game Remaining After Being Evolved: 99.36%
Potential in an All Shadow Pokemon Playthrough: Very High
Potential in the Orre Colosseum: High
Set for All Shadow Pokemon Playthrough:
Held Item: Magnet
Move 1: Protect / Helping Hand / Thunder
Move 2: Thunder Wave
Move 3: Hidden Power / Bite
Move 4: Thunderbolt
Jolteon is the second fastest Pokemon in the game and one of the strongest Electric-types available. Its early evolution helps to make it the second most offensively efficient Pokemon in the entire game. Electric-types have good offensive matchups and are handy in many of the game's major bottlenecks. Thunder Wave makes Jolteon a great Pokemon for snag support. Perhaps Jolteon's only substantial shortcoming is a shallow movepool that is reliant on Hidden Power or Bite to damage Ground-types. Nevertheless, Jolteon is one of the best Pokemon to run the game and should be the first Pokemon considered for a team's Electric-type.
Set for Orre Colosseum:
Held Item: Magnet
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest
Move 1: Protect
Move 2: Thunder Wave / Helping Hand
Move 3: Hidden Power / Bite
Move 4: Thunderbolt
With its wicked Speed and solid Special Attack, Jolteon is a capable Electric-type offensive threat in the Orre Colosseum that also provides mild team support. Most of Jolteon's usefulness is its capability to outspeed and OHKO threats that can be difficult to hit otherwise such as Gyarados, Swellow, Dodrio, Feraligatr, Blastoise, and Starmie. Jolteon also has the typing and bulk to tank at least one attack that is not Earthquake or boosted by a Choice Band, giving it two opportunities to pick off opposing threats. Ideal types for Hidden Power are those that allow Jolteon to deal decent damage to its Electric-resists, such as Ice, Water, Fire, or Grass. If one of these Hidden Power types isn't obtained, Bite at least gives Jolteon a way to hit Ground-types. Volt Absorb gives Jolteon an occassional safe switch-in. Unfortunately, Jolteon's EVs cannot be completely protected from the first few battles of the game prior to snagging Ledyba or Poochyena.

Obtained as: Eevee at LV. 10
Location: Starter Pokemon
Evolution Requirements: Water Stone
Stats: 130 HP / 65 ATK / 60 DEF / 110 SPA / 95 SPD / 65 SPE
Ability: Water Absorb
Notable Moves:
- Helping Hand (Starting)
- Water Gun (LV. 16)
- Bite (LV. 30)
- Aurora Beam (LV. 36)
- Haze (LV. 42)
- Acid Armor (LV. 47)
- Hydro Pump (LV. 52)
- Water Pulse (TM 03)
- Toxic (TM 06)
- Hidden Power (TM 10)
- Ice Beam (TM 13)
- Blizzard (TM 14)
- Protect (TM17)
- Rain Dance (TM 18)
- Icy Wind (Tutor)
- Substitute (Tutor)
Offensive Efficiency: 0.7449
% of Game Remaining After Being Obtained: 100%
% of Game Remaining After Being Evolved: 99.36%
Potential in an All Shadow Pokemon Playthrough: High
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Mystic Water / Leftovers
Move 1: Protect / Helping Hand / Icy Wind
Move 2: Hidden Power / Bite
Move 3: Ice Beam
Move 4: Hydro Pump
Vaproeon is the best Water-type available early in the game. Due to its defensive typing and substantial bulk it's difficult for the AI to KO it, which makes it an excellent beginner's choice for running the game. The combination of Ice Beam and Hydro Pump make Vaporeon an effective offensive tank, allowing its remaining two moves to round out its coverage or provide team support. Vaporeon can tend to feel a bit slow however, and into the late game will feel like an exp sink, especially to get it to LV. 52 to learn Hydro Pump. Despite Water-types not being the most offensively useful in Pokemon XD, Vaporeon remains one of the better Water-types available and comes with several unique and useful quirks.

Obtained as: Eevee at LV. 10
Location: Starter Pokemon
Evolution Requirements: Sun Shard + Friendship at Level Up
Stats: 65 HP / 65 ATK / 60 DEF / 130 SPA / 95 SPD / 110 SPE
Ability: Synchronize
Notable Moves:
- Helping Hand (Starting)
- Confusion (LV. 16)
- Bite (LV. 30 as Eevee or Move Relearner)
- Psybeam (LV. 36)
- Psychic (LV. 47 or TM29)
- Morning Sun (LV. 52)
- Calm Mind (TM 04)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Protect (TM 17)
- Reflect (TM 33)
- Skill Swap (TM 48)
- Substitute (Tutor)
- Dream Eater (Tutor)
Offensive Efficiency: 0.8610
% of Game Remaining After Being Obtained: 100%
% of Game Remaining After Being Evolved: 99.36%
Potential in an All Shadow Pokemon Playthrough: Very High
Potential in the Orre Colosseum: High
Set for All Shadow Pokemon Playthrough:
Held Item: Twistedspoon
Move 1: Calm Mind / Protect / Helping Hand
Move 2: Morning Sun / Reflect
Move 3: Hidden Power / Bite
Move 4: Psychic
Espeon is one of the most offensively efficient Pokemon in the game, sporting a powerful 130 base Special Attack complimented by a fast 110 base Speed. Perhaps Espeon's only true weakness is its lack of offensive coverage that leaves it stagnant against Psychic-type immunities and resists. Espeon does at least have some good support moves in Helping Hand and Reflect to alleviate its shallow movepool. Espeon remains an especially notable team pick for being the first Psychic-type available and the strongest Psychic-type in the game, even though it's a one-dimensional KO machine for a team.
Set for Orre Colosseum:
Held Item: Twistedspoon / Leftovers
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
Move 1: Protect / Substitute
Move 2: Calm Mind / Helping Hand
Move 3: Hidden Power / Bite
Move 4: Psychic
Espeon is a bit less notable in the Orre Colosseum where its lack of good offensive coverage is felt much harder, but it nevertheless remains one of the better offensive Pokemon available. Protect or Substitute is important to allow Espeon to survive the powerful and omnipresent Earthquake and Explosions and are also needed to bait out Shadow Balls or other strong physical attacks, especially from fast attackers such as Tauros and Gengar. Substitute has great synergy with Calm Mind and Leftovers, which combined have good matchups against the passive status users of Round 1 and against some of the other setup Pokemon in later rounds. Ideal Hidden Power types are Ice, Electric, Water, and Grass, which compliment Psychic fairly well against dual-type Darks. Overall a strong offensive Psychic-type is fairly effective in the Orre Colosseum, but Espeon needs good matchups and offensive coordination with its partner to shine.

Obtained as: Eevee at LV. 10
Location: Starter Pokemon
Evolution Requirements: Moon Shard + Friendship at Level Up
Stats: 95 HP / 65 ATK / 110 DEF / 60 SPA / 130 SPD / 65 SPE
Ability: Synchronize
Notable Moves:
- Helping Hand (Starting)
- Bite (LV. 30 as Eevee or Move Relearner)
- Confuse Ray (LV. 30)
- Faint Attack (LV. 36)
- Moonlight (LV. 52)
- Toxic (TM 06)
- Sunny Day (TM 11)
- Taunt (TM 12)
- Protect (TM 17)
- Rain Dance (TM 18)
- Substitute (Tutor)
- Body Slam (Tutor)
% of Game Remaining After Being Obtained: 100%
% of Game Remaining After Being Evolved: 99.36%
Offensive Efficiency: 0.6376
Potential in an All Shadow Pokemon Playthrough: Moderate
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Leftovers
Move 1: Helping Hand
Move 2: Moonlight
Move 3: Body Slam
Move 4: Faint Attack / Bite
Umbreon is an effective Pokemon for just about any team in Pokemon XD, but is inefficient to use due to its mediocre Speed, low offenses, and lack of strong attacks. Umbreon is however notable for being virtually impossible for the AI to KO, especially once it learns Moonlight. Throughout a playthrough Umbreon finds most of its utility in paralyzing Shadow Pokemon with Body Slam, chipping away at them with its relatively weak attacking moves, and sponging shadow attacks while attempting to snag. Umbreon is a great team choice for players who want a reliable starter and aren't in a rush to speed through the game.

Obtained as: Teddiursa at LV. 11
Location: Pokemon HQ Lab
Evolution Requirements: LV. 30
Stats: 90 HP / 130 ATK / 75 DEF / 75 SPA / 75 SPD / 55 SPE
Ability: Guts
Notable Moves:
- Return (Starting)
- Lick (Starting)
- Focus Punch (TM 01)
- Bulk Up (TM 08)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Rain Dance (TM 18)
- Earthquake (TM 26)
- Brick Break (TM 31)
- Rock Tomb (TM 39)
- Aerial Ace (TM 40)
- Facade (TM 42)
- Substitute (Tutor)
- Body Slam (Tutor)
- Double Edge (Tutor)
% of Game Remaining After Being Obtained: 99.36%
% of Game Remaining After Being Evolved: 60.43%
Offensive Efficiency: 0.7534
Potential in an All Shadow Pokemon Playthrough: Very High
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Silk Scarf / Leftovers
Move 1: Protect / Bulk Up
Move 2: Hidden Power / Lick / Hyper Beam
Move 3: Brick Break / Earthquake
Move 4: Return / Body Slam
Despite it’s low Speed, Ursaring is one of the most offensively efficient Pokemon in the entire game. It's the first Shadow Pokemon obtained, has immense base 130 Attack, and has a powerful STAB move in Return. Brick Break or Earthquake allow Ursaring to bypass Rock- and Steel-types too, making the uncommon Ghost-type the only opposing Pokemon it might ever struggle to KO. Lick is a great move for dealing weak damage to Shadow Pokemon with a good rate of paralysis, and Ursaring can also run moves such as Bulk Up or Hyper Beam to ensure even the strongest of Pokemon are KOed by its attacks. If you are looking for an efficient and easy to use physical attacker, Ursaring is the best one around.

Obtained as: Ledyba at LV. 10
Location: Gateon Port
Evolution Requirements: LV. 18
Stats: 55 HP / 35 ATK / 50 DEF / 55 SPA / 110 SPD / 85 SPE
Ability: Swarm / Early Bird
Notable Moves:
- Aerial Ace (Starting)
- Psybeam (Starting)
- Light Screen (LV. 24)
- Reflect (LV. 24)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Protect (TM 17)
- Giga Drain (TM 19)
- Solarbeam (TM 22)
- Substitute (Tutor)
% of Game Remaining After Being Obtained: 98.30%
% of Game Remaining After Being Evolved: 88.30%
Offensive Efficiency: 0.5687
Potential in an All Shadow Pokemon Playthrough: Low
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Sharp Beak
Move 1: Light Screen / Sunny Day
Move 2: Reflect / Sunny Day
Move 3: Psybeam / Giga Drain
Move 4: Aerial Ace
Ledian is a contender for being the worst Pokemon in all of Pokemon XD. Both of its STAB types are physical and are fired off a horrible base 35 Attack stat. It learns no usable Bug-type STAB at all, and it’s best Flying-type attack Aerial Ace only has 60 Base Power. Ledian also has a defensive typing with many weaknesses, and doesn’t actually have many support moves except for screens and Sunny Day, which require TMs. The only reason to use Ledian is for a challenge run.

Obtained as: Poochyena at LV. 10
Location: Gateon Port
Evolution Requirements: LV. 18
Stats: 70 HP / 90 ATK / 70 DEF / 60 SPA / 60 SPD / 70 SPE
Ability: Intimidate
Notable Moves:
- Heal Bell (Starting)
- Poison Fang (Starting)
- Bite (LV. 13)
- Crunch (LV. 47)
- Hidden Power (TM 10)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Iron Tail (TM 23)
- Shadow Ball (TM 30)
- Substitute (Tutor)
- Body Slam (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 98.30%
% of Game Remaining After Being Evolved: 95.00%
Offensive Efficiency: 0.5990
Potential in an All Shadow Pokemon Playthrough: Low
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Blackglasses
Move 1: Protect / Heal Bell
Move 2: Iron Tail / Poison Fang
Move 3: Body Slam / Hyper Beam
Move 4: Crunch
Mightyena isn’t a much better choice than Ledian since it's a weak physical attacker that is a Dark-type. Its few notable physical attacks such as Iron Tail and Body Slam require a TM and the move tutor respectively. Intimidate is a fantastic ability, but Mightyena is so mediocre otherwise there isn’t a way to capitalize on what should be a great asset. Heal Bell is also notable, but again Mightyena’s low bulk and Speed make it hard to be excited about such a rare support move. Houndoom is available just as early, also fills a team’s dog quota, and is better at running the game in every conceivable way. Only use this Pokemon for challenge runs.

Obtained as: Houndor at LV. 17
Location: Cipher Lab
Evolution Requirements: LV. 24
Stats: 75 HP / 90 ATK / 50 DEF / 110 SPA / 80 SPD / 95 SPE
Ability: Flash Fire
Notable Moves:
- Faint Attack (Starting)
- Ember (Starting)
- Bite (LV. 27)
- Flamethrower (LV. 51)
- Crunch (LV. 59)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Protect (TM 17)
- Solarbeam (TM 22)
- Fire Blast (TM 28)
- Overheat (TM 50)
- Substitute (Tutor)
- Dream Eater (Tutor)
% of Game Remaining After Being Obtained: 95.00%
% of Game Remaining After Being Evolved: 79.68%
Offensive Efficiency: 0.7650
Potential in an All Shadow Pokemon Playthrough: Very High
Potential in the Orre Colosseum: High
Set for All Shadow Pokemon Playthrough:
Held Item: Charcoal
Move 1: Hidden Power / Protect
Move 2: Crunch / Bite
Move 3: Fire Blast / Solarbeam
Move 4: Flamethrower
Houndoom sports among the strongest Special Attack and Speed stats available early in the game. Coupled with powerful STAB attacks it is one of the most offensively efficient Pokemon available and should be the first consideration for any team’s Fire- or Dark-type Pokemon. Houndoom evolves early and also can be taught Fire Blast via TM after defeating Exol. With all these strengths Houndoom’s only notable weaknesses are that it relies on Sun support to have a strong coverage move in Solarbeam, and that Crunch is not obtained until LV. 59, which requires extensive grinding for an equally leveled team of six Pokemon. Aside from these minor points, Houndoom makes for one of the best Pokemon for completing the game, largely in part to fast and powerful Fire-type attacks that never stop being useful.
Set for Orre Colosseum:
Held Item: White Herb
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
Move 1: Protect / Substitute
Move 2: Crunch
Move 3: Flamethrower
Move 4: Overheat
Houndoom isn’t quite as notable in the Orre Colosseum as it is for completing the game, but it does have the Speed and Special Attack to viably function as an Overheat user. Houndoom is in competition with Arcanine, Moltres, and Typhlosion for this role, with its most notable advantages being that it has STAB coverge in Crunch and is fairly easy to acquire and reset for. Protect or Substitute are important to prevent Houndoom from being easily picked off by faster attackers or Earthquakes. Crunch hits the fairly common Psychic-types in the Colosseum for strong damage, and deals respectable chip to most Fire-type resistances. Flamethrower is used for reliable accuracy and for picking off targets without using one of its two strong Overheats per battle.

Obtained as: Spheal at LV. 17
Location: Cipher Lab
Evolution Requirements: LV. 44
Stats: 110 HP / 80 ATK / 90 DEF / 95 SPA / 90 SPD / 65 SPE
Ability: Thick Fat
Notable Moves:
- Aurora Beam (Staring)
- Water Gun (Starting)
- Body Slam (LV. 19)
- Hail (LV. 31)
- Blizzard (LV. 50)
- Sheer Cold (LV. 61)
- Water Pulse (TM 03)
- Hidden Power (TM 10)
- Ice Beam (TM 13)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Rain Dance (TM 18)
- Iron Tail (TM 23)
- Earthquake (TM 26)
- Rock Tomb (TM 39)
- Icy Wind (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 95.00%
% of Game Remaining After Being Evolved: 23.56%
Offensive Efficiency: 0.6385
Potential in an All Shadow Pokemon Playthrough: High
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Leftovers / Shell Bell
Move 1: Hidden Power / Protect
Move 2: Water Pulse / Icy Wind
Move 3: Body Slam
Move 4: Ice Beam
With fairly solid offenses, high bulk, and STAB Ice-type attacks, Walrein finds itself being one of the most notable Water-types in the entire game. Although it evolves at a high level, it's obtained early and easily, and can reach its final evolution without extensive grinding before the end of Cipher Key Lair. Walrein benefits from also learning a variety of physical coverage moves in addition to its STAB Water- and Ice-type attacks, the most notable being Body Slam at only LV. 19. Overall Walrein is a Water-type that a team grows into, whereas many of the others feel that their usefulness begins to ebb near the end of the game, or are only available until right before the final battle.

Obtained as: Baltoy at LV. 17
Location: Shadow Pokemon Lab
Evolution Requirements: LV. 36
Stats: 60 HP / 70 ATK / 105 DEF / 70 SPA / 120 SPD / 75 SPE
Ability: Levitate
Notable Moves:
- Rock Tomb (Starting)
- Psybeam (Starting)
- Selfdestruct (LV. 19)
- Ancientpower (LV. 25)
- Hyper Beam (LV. 36 or TM 15)
- Explosion (LV. 55)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Ice Beam (TM 13)
- Protect (TM 17)
- Rain Dance (TM 18)
- Solarbeam (TM 22)
- Earthquake (TM 26)
- Psychic (TM 29)
- Shadow Ball (TM 30)
- Dream Eater (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 95.00%
% of Game Remaining After Being Evolved: 37.13%
Offensive Efficiency: 0.6145
Potential in an All Shadow Pokemon Playthrough: Moderate
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Twistedspoon
Move 1: Ancientpower / Sunny Day / Rain Dance
Move 2: Ice Beam
Move 3: Psychic
Move 4: Earthquake / Hyper Beam
Despite its mediocre offensive efficiency, Claydol remains a solid and enjoyable Pokemon to add to a team. Levitate is a fantastic ability, and big moves such as STAB Earthquake, Explosion, STAB Psychic, and Ice Beam, and Ancientpower are exciting additions. Claydol also learns Sunny Day and Rain Dance, which makes it a unique Pokemon to pair with weather-oriented teams. Aside from its low Speed and mediocre offensive stats, Claydol is unfortunately also a bit of an investment to train up to LV. 36 for its evolution. Although its bulk is solid, many other Pokemon have the defensive typing and raw stats to prove far more difficult for the AI to KO, further limiting Claydol’s desirably.

Obtained as: Mareep at LV. 17
Location: Cipher Lab
Evolution Requirements: LV. 30
Stats: 90 HP / 75 ATK / 85 DEF / SPA 115 / 90 SPD / SPE 55
Ability: Static
Notable Moves:
- Heal Bell (Starting)
- Body Slam (Starting)
- Thunder Wave (Starting)
- Thundershock (Starting)
- Thunderpunch (LV. 30)
- Thunder (LV. 57. or TM 25)
- Focus Punch (TM 01)
- Hidden Power (TM 10)
- Protect (TM 17)
- Rain Dance (Tm 18)
- Thunderbolt (TM 24)
- Seismic Toss (Tutor)
% of Game Remaining After Being Obtained: 95.00%
% of Game Remaining After Being Evolved: 60.00%
Offensive Efficiency: 0.6830
Potential in an All Shadow Pokemon Playthrough: High
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Magnet
Move 1: Hidden Power / Protect
Move 2: Thunder Wave
Move 3: Seismic Toss / Thunder
Move 4: Thunderbolt
Ampharos is one of the most effective and obvious choices for an Electric-type if deciding to use an eeveelution not named Jolteon. Although its Speed isn’t great, it has a powerful Special Attack and early access to Thunder Wave. As a bulky Electric-type, Ampharos is virtually impossible for the AI to KO in a single attack without using a powerful Earthquake. Like Jolteon and many other Electric-types available, Ampharos does unfortunately lack coverage moves, having to rely on Hidden Power, Focus Punch, or teammates for tackling Ground- and opposing Electric-types. Ampharos can at least focus on running support moves such as Protect, Thunder Wave, and Seismic Toss, making it a great asset for snagging Shadow Pokemon.

Obtained as: Gulpin at LV. 17
Location: Cipher Lab
Evolution Requirements: LV. 26
Stats: 100 HP / 73 ATK / 83 DEF / 73 SPA / 83 SPD / 55 SPE
Ability: Liquid Ooze / Sticky Hold
Notable Moves:
- Shock Wave (Starting)
- Sing (Starting)
- Sludge (Starting)
- Toxic (Starting)
- Yawn (Starting)
- Body Slam (LV. 26 or Tutor)
- Sludge Bomb (LV. 48)
- Water Pulse (TM 03)
- Hidden Power (TM 10)
- Ice Beam (TM 13)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Giga Drain (TM 19)
- Solarbeam (TM 22)
- Shadow Ball (TM 30)
- Dream Eater (Tutor)
- Double-Edge (Tutor)
- Selfdestruct (Tutor)
% of Game Remaining After Being Obtained: 95.00%
% of Game Remaining After Being Evolved: 66.81%
Offensive Efficiency: 0.5641
Potential in an All Shadow Pokemon Playthrough: Moderate
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Leftovers / Poison Barb
Move 1: Sing / Yawn
Move 2: Body Slam / Protect
Move 3: Shadow Ball / Ice Beam / Giga Drain
Move 4: Sludge Bomb
Despite it’s unexciting Poison typing and low Speed, Swalot is a surprisingly potent and effective Pokemon for completing the game. It learns two moves that induce Sleep, learns Body Slam without using the tutor, and has many interesting coverage options including Shock Wave, Water Pulse, Ice Beam, Giga Drain, and Shadow Ball. Swalot also evolves early, granting a Pokemon with very high comparable bulk that tosses around strong moves. It’s usefulness ebbs into the late game, but it still maintains enough bulk with status moves to be very useful for capturing Shadow Pokemon.

Obtained as: Seedot at LV. 17
Location: Cipher Lab
Evolution Requirements: Leaf Stone
Stats: 90 HP / 100 ATK / 60 DEF / 90 SPA / 60 SPD / 80 SPE
Ability: Chlorophyll / Early Bird
Notable Moves:
- Giga Drain (Starting)
- Nature Power (LV. 13)
- Synthesis (LV. 21 Seedot)
- Sunny Day (LV. 31 Seedot or TM 11)
- Explosion (LV. 43 Seedot)
- Fake Out (LV. 19 Nuzleaf)
- Faint Attack (LV. 31 Nuzleaf)
- Extrasensory (LV. 49 Nuzleaf)
- Hidden Power (TM 10)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Solarbeam (TM 22)
- Shadow Ball (TM 30)
- Brick Break (TM 31)
- Rock Tomb (TM 39)
- Aerial Ace (TM 40)
- Substitute (Tutor)
- Body Slam (Tutor)
- Double-Edge (Tutor)
- Selfdestruct (Tutor)
% of Game Remaining After Being Obtained: 95.00%
% of Game Remaining After Being Evolved: 95.00%
Offensive Efficiency: 0.6744
Potential in an All Shadow Pokemon Playthrough: High
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Miracle Seed
Move 1: Fake Out / Sunny Day
Move 2: Body Slam / Brick Break
Move 3: Shadow Ball / Faint Attack
Move 4: Giga Drain / Solarbeam
Shiftry is the first available Grass-type in the game and even starts off with Giga Drain. It has solid mixed offenses and a decent Speed stat, allowing it to function fairly well as a fast mixed attacker for running the game. Naturally Shiftry works well for sun squads thanks to Chlorophyll and access to Sunny Day without a TM, along with a unique edge with Fake Out and fairly strong physical attacks such as Shadow Ball, Body Slam, and Brick Break. Its greatest weakness is that it's in competition with Breloom, a much stronger physical attacker with Grass-type STAB, and which also happens to be snagged in the Shadow Pokemon Lab.

Obtained as: Spinarak at LV. 14
Location: Cipher Lab
Evolution Requirements: LV. 22
Stats: 70 HP / 90 ATK / 70 DEF / 60 SPA / 70 SPD / 40 SPE
Ability: Swarm / Insomina
Notable Moves:
- Signal Beam (Starting)
- Night Shade (Starting)
- Agility (LV. 53)
- Hidden Power (TM 10)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Body Slam (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 92.13%
% of Game Remaining After Being Evolved: 87.98%
Offensive Efficiency: 0.6356
Potential in an All Shadow Pokemon Playthrough: Low
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Silver Powder
Move 1: Protect / Agility
Move 2: Night Shade
Move 3: Body Slam / Hidden Power
Move 4: Signal Beam
Despite a fair Attack stat, early availability, and a few interesting moves to play around with, Aridos is not a notable Pokemon to utilize on a team. It’s low Speed and large number of weaknesses make justifying its use difficult, especially later into the game. Ariados does at least have some utility in doing well versus Shadow Pokemon thanks to Night Shade, but its only good option for status requires Body Slam from the move tutor. Overall Ariados should only be used for challenge runs.

Obtained as: Numel at LV. 14
Location: Cipher Lab
Evolution Requirements: LV. 33
Stats: 70 HP / 100 ATK / 70 DEF / 105 SPA / 75 SPD / 40 SPE
Ability: Magma Armor
Notable Moves:
- Ember (Starting)
- Magnitude (LV. 19)
- Rock Slide (LV. 33)
- Earthquake (LV. 37 or TM 26)
- Eruption (LV. 45)
- Fissure (LV. 55)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Flamethrower (TM 35)
- Fire Blast (TM 38)
- Tock Tomb (TM 39)
- Overheat (TM 50)
- Body Slam (Tutor)
- Double-Edge (Tutor)
- Selfdestruct (Tutor)
% of Game Remaining After Being Obtained: 91.81%
% of Game Remaining After Being Evolved: 52.77%
Offensive Efficiency: 0.6500
Potential in an All Shadow Pokemon Playthrough: High
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Charcoal / Soft Sand / Quick Claw
Move 1: Protect / Body Slam
Move 2: Rock Slide / Body Slam
Move 3: Fire Blast / Flamethrower / Eruption
Move 4: Earthquake
With strong base 100 Attack, 105 Special Attack, and access to powerful moves such as Earthquake, Eruption, and Rock Slide, Camerupt is a slow but powerful addition to a team. Ground and Fire are among the most effective offensive types and allow Camerupt to deal major damage in nearly all matchups. Camerupt is also one of only a few Pokemon to learn Earthquake without requiring TM26, and is the first obtainable Pokemon to do so. Because of Camerupt’s low Speed and high vulnerability to Water-type moves, it is especially important to pair it with fast Electric- or Grass-types. Pokemon with Ground immunities, especially ones with high Speed or Electric- or Grass-type moves, also synergize well as they make it easier for Camerupt to utilize Eathquake.

Obtained as: Carvanha at LV. 15
Location: Cipher Lab
Evolution Requirements: LV. 30
Stats: 70 HP / 120 ATK / 40 DEF / 95 SPA / 40 SPD / 95 SPE
Ability: Rough Skin
Notable Moves:
- Water Pulse (Starting)
- Bite (Starting)
- Crunch (LV. 22)
- Slash (LV. 33)
- Skull Bash (LV. 48)
- Hidden Power (TM 10)
- Ice Beam (TM 13)
- Blizzard (TM 14)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Rain Dance (TM 18)
- Earthquake (TM 26)
- Rock Tomb (TM 39)
- Icy Wind (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 89.57%
% of Game Remaining After Being Evolved: 60.00%
Offensive Efficiency: 0.6689
Potential in an All Shadow Pokemon Playthrough: Moderate
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Blackglasses / Mystic Water
Move 1: Protect / Ice Beam
Move 2: Hidden Power / Earthquake
Move 3: Water Pulse
Move 4: Crunch
Sharpedo has appealing bases offenses of 120 Attack, 95 Special Attack, and 95 Speed, but unfortunately lacks the STABs and movepool to fully utilize them. Instead of primarily utilizing its higher Attack stat, Sharpedo is mostly restricted to clicking the already somewhat weak base power of Water Pulse and Crunch on its lower Special Attack stat. Sharpedo doesn’t have many appealing physical moves, and the few it does learn like Earthquake or Double-Edge require TMs or Tutors. Despite these shortcomings, Sharpedo remains a somewhat effective offensive Pokemon, albeit a very fragile one.

Obtained as: Shroomish at LV. 15
Location: Cipher Lab
Evolution Requirements: LV. 23
Stats: 60 HP / 130 ATK / 80 DEF / 60 SPA / 60 SPD / 70 SPE
Ability: Effect Spore
Notable Moves:
- False Swipe (Starting)
- Mega Drain (Starting)
- Stun Spore (Starting)
- Leech Seed (Starting)
- Headbutt (LV. 22)
- Giga Drain (LV. 45 as Shroomish or TM 19)
- Spore (LV. 54 as Shroomish)
- Mach Punch (LV. 23)
- Sky Uppercut (LV. 36)
- Mind Reader (LV. 45)
- Dynamicpunch (LV. 54)
- Focus Punch (TM 01)
- Bulk Up (TM 08)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Solarbeam (TM 22)
- Iron Tail (Tm 23)
- Brick Break (TM 31)
- Seismic Toss (Tutor)
- Substitute (Tutor)
- Body Slam (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 88.94%
% of Game Remaining After Being Evolved: 87.98%
Offensive Efficiency: 0.6571
Potential in an All Shadow Pokemon Playthrough: Very High
Potential in the Orre Colosseum: Moderate
Set for All Shadow Pokemon Playthrough:
Held Item: Black Belt / Miracle Seed
Move 1: False Swipe / Seismic Toss / Focus Punch
Move 2: Stun Spore / Body Slam / Mach Punch
Move 3: Giga Drain / Solarbeam
Move 4: Sky Uppercut
Breloom is among one of the most powerful and effective Pokemon to utilize due to its powerful base 130 Attack stat, combination of unique Grass-Fighting typing, workable 70 base Speed stat with an optional priority move, status movepool, and early availability. Because of these strengths, Breloom is great Pokemon to utilize on just about any team, matching up well against both Pokemon to be KOed and Pokemon to be snagged, especially against many of the game’s major bosses. Perhaps Breloom’s only true weakness is that its defensive typing leaves it susceptible to many different types of attacks, but nevertheless Breloom has the tools to often circumvent these issues before even being struck. Unfortunately when it comes to the Orre Colosseum its comparatively low Speed and common weaknesses are felt much harder, making it a difficult Pokemon to utilize there.

Obtained as: Delcatty at LV. 18
Location: Cipher Lab
Evolution Requirements: None
Stats: 70 HP / 65 ATK / 65 DEF / 55 SPA / 55 SPD / 90 SPE
Ability: Cute Charm
Notable Moves:
- Secret Power (Starting)
- Attract (Starting)
- Shock Wave (Starting)
- Sing (Starting)
- Calm Mind (TM 03)
- Hidden Power (TM 10)
- Sunny Day (TM 11)
- Ice Beam (TM 13)
- Blizzard (TM 14)
- Hyper Beam (TM 15)
- Protect (TM 17)
- Rain Dance (TM 18)
- Solarbeam (TM 22)
- Iron Tail (TM 23)
- Thunderbolt (TM 24)
- Thunder (TM 25)
- Shadow Ball (TM 30)
- Thunder Wave (Tutor)
- Icy Wind (Tutor)
- Dream Eater (Tutor)
- Body Slam (Tutor)
- Double-Edge (Tutor)
% of Game Remaining After Being Obtained: 87.98%
% of Game Remaining After Being Evolved: 87.98%
Offensive Efficiency: 0.6748
Potential in an All Shadow Pokemon Playthrough: Low
Potential in the Orre Colosseum: Low
Set for All Shadow Pokemon Playthrough:
Held Item: Silk Scarf / Leftovers
Move 1: Protect / Sunny Day / Rain Dance
Move 2: Sing
Move 3: Thunder Wave / Solarbeam / Thunder
Move 4: Body Slam / Double-Edge / Hyper Beam
Delcatty is not a very notable Pokemon to utilize on a team. Its base stats are not conducive to an offensive or defensive role, and it’s Normal typing doesn’t inspire much for utilizing it’s wide offensive movepool. Delcatty can provide some forms of team support through the use of weather or status. Sing is highly effective for the snagging of Shadow Pokemon, but has irritatingly low accuracy. All of Delcatty’s best STAB moves require the move tutor or a TM, as do its other notable moves beyond Sing. As a result, Delcatty should not be considered for a playthough except as part of a challenge run.
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