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POKEMON BATTLING ROLES

Physical Sweepers
Physical Sweepers are all offense; they aim to deal as much damage as possible before the foe can do much back to them. Physical Sweepers make use of Physical attacks only, and, as such, depend heavily on their Attack stat. Speed is also a very important consideration, so as to gain the advantage of being able to hit the foe first. Their dependence on Physical attacks also means that their Special Attack stat hardly ever affects their function.

Commonly used damage-dealing moves: Earthquake, Aerial Ace, Rock Slide, Brick Break, Return, Sludge Bomb, Shadow Ball
Commonly used non-damaging moves: Belly Drum, Swords Dance, Bulk Up, Dragon Dance
Nature: Adamant
Key Stats: Attack, Speed
Item: Shell Bell, Leftovers, Choice Band, Salac Berry

Examples:

Heracross @ Leftovers
Ability: Swarm
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP
Bulk Up
Megahorn
Earthquake
Brick Break

Salamence @ Shell Bell
Ability: Intimidate
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP
Dragon Dance
Aerial Ace
Steel Wing
Earthquake/Double-Edge

Armaldo @ Leftovers/Shell Bell
Ability: Battle Armor
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP
Swords Dance
Ancientpower
HP Bug/Earthquake
Aerial Ace/Brick Break/Slash

Special Sweepers
Special Sweepers are similar to Physical Sweepers, save for the fact that they make use of Special Attacks instead.

Commonly used damage-dealing moves: Thunderbolt, Surf, Ice Beam, Flamethrower, Psychic, Dragon Claw, Crunch
Commonly used non-damaging moves: Calm Mind, Rain Dance (in combination with Thunder), Sunny Day (in combination with Solarbeam or Flamethrower/Heat Wave)
Nature: Modest
Key Stats: Sp. Attack, Speed
Item: Shell Bell, Leftovers, Choice Band, Salac Berry

Examples:

Gardevoir @ Leftovers
Ability: Synchronize
Nature: Modest
EVs: 252 SA, 252 Spd, 6 HP
Calm Mind
Psychic
Will-o-wisp
Thunderbolt

Milotic @ Leftovers
Ability: Marvel Scale
Nature: Modest
EVs: 252 SA, 252 Spd, 6 HP
Surf
Ice Beam
Dragonbreath
Rest/Recover/Attract

Alakazam @ Shell Bell
Ability: Synchronize
Nature: Modest
EVs: 252 SA, 252 Spd, 6 HP
Calm Mind
Psychic
Thunderpunch
Ice Punch

Mixed Sweepers
Mixed Sweepers have both Physical and Special Moves. This may be because of their wide movepools, or because they learn too few moves to specialise in either one. Mixed Sweepers may also be Pokemon that have dual-types, one of which is a Physical type while the other is a Special type, in order to use STAB moves of each type. Generally, Mixed Sweepers are less effective than other Sweepers as a result of their split EVs.

Commonly used damage-dealing moves: Refer to that for both Special and Physical Sweepers
Commonly used non-damaging moves: Refer to that for both Special and Physical Sweepers
Nature: Bashful, Docile, Hardy, Quirky, Serious
Key Stats: Attack, Sp. Attack, Speed
Item: Shell Bell, Leftovers, Choice Band, Salac Berry

Examples:

Blastoise @ Leftovers
Ability: Torrent
Nature: Docile
EVs: 252 Spd, 129 Atk, 129 SA
Surf
Ice Beam
Earthquake
Haze/Rapid Spin

Blaziken @ Scope Lens
Ability: Blaze
Nature: Docile
EVs: 252 Atk, 252 SA, 6 Spd
Sky Uppercut
Blaze Kick
Focus Energy
Slash

Annoyers
Annoyers either lay multiple status ailments on the foe, or raise their evasion while lowering the foe's accuracy such that the foe's ability to hit them is greatly reduced. Only after that does the annoyer start attacking. While an Annoyer can wreak havoc on in-game trainers, they do not work equally well in competitive battling. Since most Annoyers only have one or two offensive moves, should the foe switch to a Pokemon that is resistant to the Annoyer's attacks, the Annoyer can't do much in return. For example, when Raichu (a Parattractafusioner, which refers to a Pokemon that can inflict Paralysis, Attraction as well as Confusion at the same time) is used, the opponent can simply switch to a Ground type and Raichu would be unable to damage the foe. Also, Annoyers depend very much on chance. Moreover, given the common use of Haze, Annoyers are often unreliable in competitive battling.

Commonly used non-damaging moves: Thunder Wave, Sweet Kiss, Attract, Double Team, Confuse Ray, Glare

Examples:

Raichu @ Leftovers
Ability: Static
Nature: Modest
EVs: 252 HP, 129 Def, 129 SD
Thunder Wave
Thunderbolt
Sweet Kiss
Attract

Sandslash @ Bright Powder
Ability: Sand Veil
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP
Sandstorm
Double Team
Swords Dance/Earthquake
Rock Slide/Return

Drainers
Drainers are so called because of their ability to drain HP from the enemy. Coupled with Leftovers and moves that restore HP, Drainers can remain in battle for very long as they slowly drain away the foe's HP.

Commonly used damage-dealing moves: Giga Drain
Commonly used non-damaging moves: Leech Seed, Rest, Synthesis
Nature: Relaxed, Careful, Impish
Key Stats: Defense, Sp. Defense, HP
Item: Leftovers

Examples:

Ludicolo @ Leftovers
Ability: Rain Dish
Nature: Bold
EVs: 252 HP 129 SD 129 Def
Rain Dance
Leech Seed
Toxic/Dive/Surf
Giga Drain

Exeggutor @ Leftovers
Ability: Chlorophyll
Nature: Modest
EVs: 252 SA, 252 Spd, 6 HP
Sleep Powder/Stun Spore
Leech Seed
Giga Drain
Psychic

Spikers
Spikers are just Pokemon that make use of the move Spikes. They usually have shuffling moves like Roar and Whirlwind as well, so as to deal damage to the opponent using Spikes.

Commonly used non-damaging moves: Spikes, Roar, Whirlwind

Examples:

Skarmory @ Leftovers
Ability: Keen Eye
Nature: Careful
EVs: 252 HP, 129 Def, 129 SD
Toxic
Roar
Spikes
Steel Wing/Aerial Ace/Drill Peck

Cloyster @ Leftovers
Ability: Shell Armor
Nature: Naughty
EVs: 252 Atk, 129 Def, 129 SD
Explosion
Rapid Spin
Spikes
Ice Beam/Surf

Tanks
Tanks are usually Pokemon that have good Defenses or Pokemon that can make use of defensive moves such as Cosmic Power. Tanks usually have a means of healing themselves as well. As such, Tanks are able to remain in battle for very long.

Commonly used non-damaging moves: Rest, Iron Defense, Amnesia, Cosmic Power, Wish
Nature: Relaxed, Careful, Impish
Key Stats: Defense, Sp. Defense, HP
Item: Leftovers

Examples:

Torkoal @ Leftovers
Ability: White Smoke
Nature: Bold/Calm
EVs: 252 HP, 129 Def, 129 SD
Iron Defense
Amnesia
Rest
Heat Wave

Starmie @ Leftovers
Ability: Natural Cure
Nature: Modest
EVs: 252 SA, 252 Spd, 6 HP
Cosmic Power
Surf
Psychic
Recover/Thunderbolt/Ice Beam

Physical Sponge
Physical Sponges are partial tanks. They have good Defense, and can take many hits from physical attacks. Switch one in when you anticipate that the opponent is going to use a strong physical move.

Key Stats: Defense, HP

Examples:

Weezing @ Leftovers
Ability: Levitate
Nature: Impish
EVs: 252 Hp 252 Def 6 Atk
Sludge Bomb
Will-O-Wisp
Pain Split
Haze

Golem @ Leftovers
Ability: Sturdy
Nature: Adamant
EVs: 252 Atk, 252 Def, 6 HP
Earthquake
Explosion
Focus Punch
Rock Slide

Special Sponge
Self explanatory. Special Sponges have great Special Defense, and can take many hits from special attacks.

Key Stats: Sp. Defense, HP

Examples:

Blissey @ Leftovers
Ability: Natural Cure
Nature: Calm
EVs: 252 HP, 129 Def, 129 SD
Heal Bell/Aromatherapy
Counter
Softboiled
Seismic Toss

Suicune @ Leftovers
Ability: Pressure
Nature: Modest
EVs: 252 SA, 129 Spd, 129 HP
Calm Mind
Surf
Ice Beam
Mirror Coat

Toxi-Tanks
A type of Tank which makes use of Toxic and no offensive moves. Largely similar to ordinary Tanks. However, Toxi-Tanks will be made ineffective should the foe have a Healer in his/her team. As such, Toxi-Trappers are more useful than Toxi-Tanks.

Commonly used non-damaging moves: Toxic, Rest, Iron Defense, Amnesia, Cosmic Power, Wish
Nature: Relaxed, Careful, Impish
Key Stats: Defense, Sp. Defense, HP
Item: Leftovers

Examples:

Shuckle @ Leftovers
Ability: Sturdy
Nature: Impish
EVs: 252 HP, 129 Def, 129 SD
Wrap
Toxic
Attract
Rest

Claydol @ Leftovers
Ability: Levitate
Nature: Careful
EVs: 252 SD, 252 Def, 6 HP
Cosmic Power
Rest
Toxic
Explosion/Double Team/Sandstorm

Toxi-Trappers
Toxi-Trappers make use of Toxic as well as Mean Look to trap the enemy, forcing them to take the increasingly damaging Toxic. As such, they are more effective than Toxi-Tanks. Toxi-Trappers are usually Tanks as well, so they are able to last long in battle too.

Commonly used non-damaging moves: Toxic, Mean Look, Rest, Wish
Nature: Relaxed, Careful, Impish
Key Stats: Defense, Sp. Defense, HP
Item: Leftovers

Examples:

Dusclops @ Leftovers
Ability: Pressure
Nature: Careful
EVs: 252 SD, 252 Def, 6 HP
Mean Look
Toxic
Rest
Shadow Punch/Will-o-Wisp/Curse

Umbreon @ Leftovers
Ability: Synchronize
Nature: Careful
EVs: 252 HP, 129 Def, 129 SD
Mean Look
Toxic
Rest/Wish
Baton Pass/Taunt

Toxi-Shufflers
Toxi-shufflers are Pokemon that have Toxic, as well as a shuffling move such as Roar. Their objective it to inflict as many of the opponent's Pokemon with Toxic as possible.

Commonly used non-damaging moves: Toxic, Roar, Whirlwind

Examples:

Arcanine @ Leftovers
Ability: Intimidate
Nature: Modest
EVs: 252 SA, 252 Spd, 6 HP
Flamethrower/Heat Wave
Crunch
Toxic
Roar

Skarmory @ Leftovers
Ability: Keen Eye
Nature: Careful
EVs: 252 HP, 129 Def, 129 SD
Toxic
Roar
Spikes
Steel Wing/Aerial Ace/Drill Peck

Hazers
Self explanatory name; Hazers are Pokemon that makes use of the move Haze to negate any stat-increasing moves the opponent has used. This pretty much thwarts the foe's plan to sweep through your team with a Pokemon with increase stats.

Commonly used non-damaging moves: Haze

Examples:

Blastoise @ Leftovers
Ability: Torrent
Nature: Docile
EVs: 252 Spd, 129 Atk, 129 SA
Surf
Ice Beam
Earthquake
Haze/Rapid Spin

Weezing @ Leftovers
Ability: Levitate
Nature: Impish
EVs: 252 Hp 252 Def 6 Atk
Sludge Bomb
Will-O-Wisp
Pain Split
Haze

Vaporeon @ Leftovers
Ability: Water Absorb
Nature: Calm
EVs: 220 HP, 118 Def, 76 SA, 96 SD
Haze
Protect/Ice Beam
Wish
Surf

Pseudo-Hazers
Pseudo-Hazers negate stat-increasing moves the opponent has used by using shuffling moves such as Roar and Whirlwind.

Commonly used non-damaging moves: Roar, Whirlwind

Examples:

Skarmory @ Leftovers
Ability: Keen Eye
Nature: Careful
EVs: 252 HP, 129 Def, 129 SD
Toxic
Roar
Spikes
Steel Wing/Aerial Ace/Drill Peck

Manectric @ Leftovers
Ability: Static
Nature: Modest
EVs: 252 SA, 252 Spd, 6 HP
Thunderbolt
Crunch/HP Grass
Thunder Wave
Roar

Psycho-Hazers
Seldom seen battling type that uses Psych Up to copy the opponent's stat changes, thus gaining whatever advantages that the opponent has.

Commonly used non-damaging moves: Psych Up

Examples:

Persian @ @ Leftovers
Ability: Limber
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP
Psych Up
Substitute/Roar
Slash/Return
Shadow Ball

Spinners
Spinners are short for Rapid-Spinners. They are Pokemon with the move Rapid Spin, and are used to get you out of conditions like Spikes and Leech Seed.

Commonly used damage-dealing moves: Rapid Spin

Examples:

Blastoise @ Leftovers
Ability: Torrent
Nature: Docile
EVs: 252 Spd, 129 Atk, 129 SA
Surf
Ice Beam
Earthquake
Haze/Rapid Spin

Cloyster @ Leftovers
Ability: Shell Armor
Nature: Naughty
EVs: 252 Atk, 129 Def, 129 SD
Explosion
Rapid Spin
Spikes
Ice Beam/Surf

Baton-Passers
Pokemon that use stat-upping moves, and then pass on the stat changes to other Pokemon via Baton Pass. The type of stat-upping moves used depends on the target that you want to pass to.

Commonly used damage-dealing moves: Silver Wind, Ancientpower
Commonly used non-damaging moves: Baton Pass, Calm Mind, Bulk Up, Double Team, Substitute, Dragon Dance, Agility, Swords Dance, Iron Defense

Examples:

Ninjask @ Leftovers
Ability: Spd Boost
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP
Silver Wind
Double Team
Swords Dance
Baton Pass

Jolteon @ Leftovers/Salac/Petaya/Leichi
Ability: Volt Absorb
Nature: Calm
EVs: 252 HP, 129 Def, 129 SD
Attract/Thunder Wave
Agility/Double Team
Thunderbolt
Baton Pass

Girafarig @ Leftovers
Ability: Early Bird
Nature: Calm
EVs: 252 HP, 129 Def, 129 SD
Calm Mind
Agility
Baton Pass
Psychic/Crunch

Heal-Bellers
Pokemon that have the ability to heal all the status ailments on your entire team.

Commonly used non-damaging moves: Aromatherapy, Heal Bell, Softboiled, Rest, Refresh

Examples:

Blissey @ Leftovers
Ability: Natural Cure
Nature: Calm
EVs: 252 HP, 129 Def, 129 SD
Heal Bell/Aromatherapy
Counter
Softboiled
Seismic Toss

Chimecho @ Leftovers/Chesto
Ability: Levitate
Nature: Modest
EVs: 252 SA, 252 Spd, 6 HP
Psychic
Heal Bell
Rest
Calm Mind

Sub-Reversers
Pokemon that continually Substitute or take hits while using Endure when necessary until a Berry activates due to the low HP. Subsequently, the Pokemon can sweep using Reversal or any other offensive moves.

Commonly used damage-dealing moves: Reversal
Commonly used non-damaging moves: Substitute, Endure
Item: Salac Berry, Liechi Berry

Examples:

Hitmonlee @ Salac
Ability: Limber
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP
Substitute
Reversal
HP Ghost
Brick Break

Heracross @ Salac
Ability: Swarm
Nature: Adamant
EVs: 252 Atk, 252 Spd, 6 HP
Endure/Substitute
Reversal
Swords Dance
Brick Break/Megahorn/Earthquake

Conclusion
While there seem to be a wide variety of battling roles, only a few are much more important than the rest. Sweepers and Tanks, for example. Also, Pokemon today are seldom a single Battling Type. What trainers typically use in battle are hybrids of several Battling Types. Blissey, for instance, with its Heal-Bell/Aromatherapy and Softboiled (to complement its high HP and Special Defense), is a Heal-Beller as well as a Special Sponge. Umbreon, with its decent defenses, Toxic, Mean Look, Wish and Baton Pass, is a Toxi-Trapper, a Tank, and a Baton-Passer. What one should do is essentially incorporate as many functions into a team of six as possible, in order to be highly versatile.

All credit goes to sN0wBaLL for this guide

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