Beating the Legends
Alright. Here goes nothing. If you don't want to read
all this online, then I suggest you save this to your hard drive and look
at it later.
LEGENDS 101 Mew. Mewtwo.
Lugia. Ho-oh. Celebi. The mystical beasts and
birds. These are, arguibly, the strongest Pokemon in both series put
together. Winning with them? That's one thing. But
BEATING them? That's another story. Here some descriptions of
the individual legendary Pokemon, listed alphabetically, and how to both
use them properly and beat them properly. These will be considered
as if they were all on the same cartridge (Silver/Gold or
Crystal). Note: Beware the use of the
words ESPECIALLY and VERY. Also, I know I forgot to put information
for Suicune in here; I'll do that as soon as I can,
okay? ARTICUNO Type: Ice/Flying
Comments: A decent choice, if
you don't mind the bad typing. What really annoys me is that
Articuno can't learn the Surf HM. **growls** Found inside the
Seafoam Islands in the original 3 cartridges, Blue/Red/Yellow, and starts
out with Peck and Ice Beam. How to use: Considering
Articuno's typing, I would suggest the following moves: Bubblebeam, Ice
Beam, Sky Attack, Reflect, and attach either the Mystic Water item or the
Bright Powder item. Move descriptions as follows:
Bubblebeam ---- Acts as the
go-between with Water Gun and the Waterfall HM (which Suicune can learn,
blast it). Can even reduce enemy speed on occasion; and besides, you
need SOMETHING to take down those annoying fire-types. (The Ninetales that
Gary had in Yellow was a major troublemaker.)
Ice Beam ---- This move comes
in handy quite often, especially against fliers and rockers. I
especially love the freezing capabilities here.
Sky Attack ---- Falling
victim to fighter-types armed with Rock Slide and plants with
electric-typed Hidden Power? This move offers instant demolition.
It nearly has the power of Hyper Beam, with one difference: it can
be type-effective. **snicker** Just hope you've prepared for the
one-turn chargeup by using the next move.....
Reflect ---- Provides a
little extra armor for Articuno for the first 4-5 turns, giving you the
perfect cover to use Sky Attack. As for the items, Mystic
Water powers up Bubblebeam a notch or two; however, Bright Powder does a
much better job. Bright Powder's evasion plus Reflect's defense plus
Sky Attack = Instant Knockout. HOW TO BEAT 1. The first hint to
defeat a Legendary: BE PREPARED FOR ANYTHING. Tyranitar would make a
good choice to waste Articuno, especially if Ancientpower kicks in.
Still, even WITHOUT Ancientpower, it can survive Bubblebeam and Ice
Beam, no problem (I should know; the first time I took mine against Red,
it survived 3 Surfs from his Blastoise). 2. You can use a
Rock-type equipped with Rock Slide; however, if you don't want to risk
Articuno's 2 major moves, I would suggest using Lapras, Lantern, or
Raichu, with either of the three equipped with Quick Claw. Equip
with Thunderbolt or the Thunder/Rain Dance combo, then proceed to blast
Articuno into tomorrow. Just watch out for the instant freeze, and
you'll be okay. 3. There's always the
option of using Machamp or Primeape equipped with Rock Slide, but where's
the fun in that? Oh, well. To each his
own. CELEBI Type:
Grass/Psychic
Comments: Just forget about
heading to the fair for this guy; get yourself a Gameshark and the right
codes, and you've got yourself a major damage proprietor. I love his
typing, too; if you hate the 3 Vs of G/P (Grass/Poison; Vileplume,
Venusaur, Victreebel), then you'll love the OTHER G/P. How to use: Give the little
guy Recover, Psychic, Giga Drain, and Baton Pass, with either MysteryBerry
or MiracleBerry attached. Here's the breakdown: Recover ---- Duhhhh.....if
you don't know what Recover does for a Psychic, I feel sorry for you.
1/2 of total HP is restored each time it's used.
Psychic ---- This is what
gives Celebi the advantage over the 3 Vs. This move can knock them
all flat in 1-2 hits, provided it survives the poison.
Giga Drain ---- Celebi's
part-Grass, right? Well, if you would rather deal damage at the same
time (especially to grounders and rockers) than just recover HP, would
better move would you pick than Giga Drain?
Baton Pass ---- Good thing
Celebi can learn this. If a Pokemon you know for certain that you
can't win against is up against you, you can switch over to another team
member quickly. Items, items, lets
see....MysteryBerry instantly restores Giga Drain on the rare occasions
that you use it all up, and MiracleBerry keeps you active if poison makes
you sick on the first turn. Of the two, I'd probably go with
MiracleBerry. HOW TO BEAT 1. Grass is weak to bug.
Psychic is weak to bug. Getting my drift? Break out Fury
Cutter and Megahorn; we're going Celebi hunting. 2. Do not use
ghost-types against Celebi; he probably wouldn't have any problems
knocking them flat with Psychic, and he would last a lot longer. If
you absolutely MUST use a ghost move, I would go with the Shadow Ball TM
on one of a dozen different Pokemon. Again,
quickly. 3. One Pokemon:
Houndoom. Houndy learns both Crunch and Flamethrower, and Arcanine
can do likewise if you breed it; plus, they both have good speed.
Either way, Celebi's toast. ENTEI
Type: Fire
Comments: This is one of
those annoying beasts in G-S-C that, if I recall correctly, took Wildcat a
week to catch. He is one of the three Fire-types in the game that
are capable of learning Solar Beam, and makes a great all-purpose
Pokemon. How to use: Fire Blast, Sunny
Day, Solarbeam, Roar. Why Roar? You'll see. As for
items, I'd use either Leftovers or the ever wondrous MiracleBerry.
Move breakdown: Fire Blast --- The strongest
Fire move in the game, although it's less accurate than the Sacred Fire
that Ho-Oh totes around. Oh, well. At least it's more accurate
than Blizzard.
Sunny Day --- Not only does
it give Fire Blast an attack boost, it also does something VERY special
for the next move.....
Solarbeam --- Use Sunny Day
first, then wallop away with Solarbeam. It becomes VERY potent when
turned into a one-turn move.
Roar --- Tyranitar or
Quagsire got you cornered? RRARRRRRAGH! The other Pokemon
attacks first, but Entei scares them away the next so that (hopefully)
you'll face a weaker attacker. Of the two chosen items, I
reccomend Leftovers. You'll need it to help restore your HP,
ESPECIALLY if you're using Roar. HOW TO BEAT 1. The most obvious way
is with a good ground-type or water-type. Just be sure that they're
speedy enough to escape Solarbeam. 2. Possibly the best
combination in the game: Poliwrath's Mind Reader + Fissure. He's the
only Pokemon, as far as I'm aware, that can do this. Now, if only
Mew could learn Mind Reader, he'd be completely
unstoppable. 3. Entei's Special
Defense is lower than some may think. In other words, any special
type besides grass should be able to wipe him out pretty
quickly. HO-OH
Type:
Fire/Flying
Comments: Found in the Tin
Tower in the G-S-C, this bird gets instant power if you snag him.
This guy can also learn Solarbeam, along with a few other good
extras. Beginning moveset depends on which game you catch him
in. How to use: Solarbeam, Sacred
Fire, Earthquake, Sunny Day, with the Scope Lens or Bright Powder
attached. Move breakdown is: Solarbeam --- This move
coming out of a Pokemon that's both a Fire-type AND a Flying-type?
Major.
Sacred Fire --- This move
isn't the most powerful on the fire chart, but it's more accurate than
Fire Blast. I'd pick this over Fire Blast any day if I had a
choice.
Earthquake --- Electrics are
toast when they feel the wrath of Earthquake.
Sunny Day --- This move ups
Sacred Fire and powers up Solarbeam. What more can you ask for in a
Pokemon? Of the two selected items,
try the Scope Lens, which ups the Critical Hit ratio a little. This
way, you can wipe out teams faster than they can say Jackie Robinson if
the game wants to. Extra moveset: Ancientpower,
Thunderbolt, Recover, Flamethrower HOW TO BEAT 1. If you're not afraid of
Sunny Day, bring in a super-strong water type. Ditch Surf, however;
use Hydro Pump and the Mystic Water item if you want to get past the Sunny
Day effect. Example: Blastoise. 2. Unleash the
fighters! The fighting-types have plenty of attack power, and my two
favorites (Machamp and Primeape) can learn Rock Slide, to boot! No
rock-types, though; Solarbeam can waste them. 3. In a word,
Dragonite. Ho-Oh's 3 most powerful moves lost their effectiveness
against him, and will go down quickly to either Thunderbolt or Surf,
regardless. LUGIA
Type:
Flying/Psychic
Comments: Found in the Whirl
Islands in G-S-C. This guy also means business, like his brother
Ho-Oh; the opposition's strategies have just gone out the window.
Opening moveset depends on which game you catch him
in. How to use: Aeroblast,
Recover, Earthquake, Surf; since Aeroblast and Earthquake can take care of
the points that Electrics, Poisons, and Fighters occupy, Psychic is out of
the question. Attach either Bright Powder or King's
Rock. Aeroblast --- Fighters won't
last long when they get rocked by this attack. This is probably a
better option than Sky Attack; it has a lot of power, and uses only one
turn.
Recover --- See
Celebi.
Earthquake --- Like Ho-Oh,
Lugia blasts Electrics with a ground-shaking message.
Surf --- Since some Pokemon
may have Defense higher than Special Defense, consider this move
carefully. The Bright Powder increases
Lugia's evasiveness slightly, but the King's Rock adds a slight flinch
rate to Lugia's 3 attacks. Take your pick. Extra moveset: Ancientpower,
Aeroblast, Psychic, Recover HOW TO BEAT 1. Again, go with your
old friend Dragonite. Unless you know for certain that your
opponent's Lugia knows an ice move, go all-out with Thunderbolt and Ice
Beam. 2. Since Lugia's
part-psychic, let loose with Shadow Ball. 3. Use another Psychic.
Starmie with Thunderbolt is a good pick, as is Slowbro or Slowking
with an Electric or Dark Hidden Power. Don't use Houndoom; although
Crunch can hurt Lugia, what if you get hit with an
Earthquake? MEW
Type: Psychic
Comments: Got to love that
Gameshark. Mew can learn every TM and HM in either game, plus the 3
moves from that guy outside the Game Corner in Crystal's Goldenrod.
Unless you know what he has, Mew's deadly. How to use: The Mew belonging
to a certain friend of Wildcat's back in Michigan knows Psychic,
Softboiled, Fissure, and Metronome, which has caused the ol' calico to
lose his temper on more than one occasion (especially Fissure; it's more
accurate than it seems). That's just one good arrangement; the one I
suggest is also pretty good: Earthquake, Surf, Psychic, Thunder
Wave. Attach either Leftovers or Quick Claw. Earthquake --- Fire-types and
the majority of bug-types (that have poison) are toast. Houndoom and
Tyranitar are easy pickings, as well.
Surf --- Teach those
rock-types who's the Master.
Psychic --- Mew just wouldn't
be complete without its trademark attack. What else is there to
say?
Thunder Wave --- Paralyze
whatever can't be hurt by Surf, then whack him with your other
moves. There ARE Pokemon faster than
Mew. Quick Claw will give him a slight edge when he needs it.
Leftovers can help, too, since Mew just might need it if he's up
against a dark-type. Extra moveset: Psychic, Rest,
Sleep Talk, Horn Drill HOW TO BEAT 1. Again, go with a speedy
Psychic, such as Mr. Mime or Espeon. If they're Sword Dance-Baton
Passed and/or equipped with a Dark or Bug-type Hidden Power, so much the
better. 2. Bring out a Pokemon with
Ancientpower and Leftovers and hope it kicks into gear. 3. A nice tactic is to use
Confuse Ray, then either Thunder Wave or Toxic. The only way I can
think of Mew overcoming this is if he uses Metronome and it comes up with
Heal Bell. Other than that, well..... 4. Remember Shadow
Ball? MEWTWO
Type: Phychic
Description: The super-clone
powerhouse of Pokemon resides in the Unknown Dungeon in the original
games. Some people don't like him because he's cheap, but so what?
If you want to win, you have to settle with the best and nothing
less. Wildcat likes using this guy to a T. How to use: He can use a wide
variety of moves, although his lineup isn't as diverse as Mew's (if it
was, then Mewtwo would truly be unstoppable). Try Psychic,
Submission, Recover, and either Thunderbolt, Ice Beam, or Metronome (let's
try Metronome). Attach Leftovers or MiracleBerry. Psychic --- Considering
Mewtwo's Special Attack is the highest in the game, he deserves to have
this.
Submission --- Do those
dark-types a favor and push them out of the way with this
attack.
Recover --- See
Celebi.
Metronome --- When you least
expect it to, it comes up with something good. Wildcat saw this
happen when he got his Tyranitar smacked with Guillotine. Extra moveset: Psychic, Ice
Beam, Recover, Amnesia. Why Amnesia? To protect from
Crunch, that's why. Leftovers acts as a helper to
Recover. (Redundant, sme-dundant.) MiracleBerry takes care of status
conditions; having a paralyzed Mewtwo is a REALLY bad thing. Try
MiracleBerry.
Another extra moveset: Psychic, Submission, Rest, Barrier. Thanks to the guy who sent me this. I forget what his name is, though; and if it was you, sorry. I guess some movesets work better for some people and not so well with others. HOW TO BEAT 1. Um....did I already say
"Shadow Ball"? Mewtwo's defense is pretty good for a psychic, but
not as high as some would like. 2. Use another phychic,
preferably a pure Psychic such as Espeon (who can learn Bite before
evolving) or Hypno. Another option is to go with Sleep +
Nightmare + Good Support Move, a.k.a. Jynx or Noctowl (Yes, Noctowl.
Get off me). 3. In the Yellow version,
Jolteon's Pin Pissile was very annoying. Catch a drift, here?
Use a nice bug move. It'll be interesting to see how a
Dragonite with the right move does against Mewtwo. 4. Here's one more that
drives Wildcat crazy: if you have a nice fire-type with high Special
Attack, use the combo of Sunny Day + Fire Blast. Anyone want their
psychic char-broiled? For more info, see below. MOLTRES
Type:
Fire/Flying
Description: The Legendary
Bird of RBY that makes his hideaway inside Victory Road. Doesn't
learn the greatest series of moves naturally, but they'll do. Starts
with Peck and Fire Spin (Game Freak, why Fire Spin and not Ember?
At least Ember's accurate!). How to use: Sunny Day, Fire
Blast, Sky Attack, Reflect. Attach either Miracle Berry or Bright
Powder. Sunny Day ---- Boosts Fire
Blast for the strongest damage potential in the game. It hurts.
Badly.
Fire Blast ---- See Entei.
Prepare for major pain.
Sky Attack ---- Has a
stronger attack potential over two turns than Wing Attack. If you
can't learn Drill Peck, you take what you can get.
Reflect ---- This assists
Moltres against it's main weakness, which I'll detail in a few
minutes. Give Miracle Berry to
Moltres; NEVER let a Pokemon with high-power SP Attack get statused.
As for the Bright Powder, see Articuno. HOW TO BEAT 1. Watch out for falling
rocks. If you unleash Rock Slide or Ancientpower against Moltres,
you'll put his flames out for good. Rollout works well, too, because
it can do heavy damage if it survives to face the next opponent in
line. 2. The Heavy Flamer easily
gets doused by the likes of Blastoise and Feraligatr. Get my
point? 3. Raichu is in his element,
here. If Sunny Day puts out his capability to Surf, then let his
full array of electric attacks loose on Molty before Fire Blast chars you
to a well-done crisp. RAIKOU
Type: Electric
Description: I'm not really
sure what to say. It can't learn Thunder Wave, but it has a nice
attack variety. Of the three beasts, this was probably the hardest
for me to catch. How to use: Rain Dance,
Thunder, Crunch, Hidden Power *ICE*. Attach MiracleBerry or Dark
Glasses. Rain Dance ---- The first
step in making Thunder one of the most potent moves in the
game.
Thunder ---- Thanks to Rain
Dance, you've got 100% accuracy for the next 4 turns, as well as possible
paralyzation. Sweet!
Crunch ---- As far as I'm
aware, the only one of the mystical beasts that can learn this.
Gives psychics a hard way to go.
Hidden Power *ICE* ---
Knock on door. Walk in. Say "hi" to Sandslash.
Accept complimentary snack. Then unleash Ice
Age. MiracleBerry protects Raikou
from status conditions for one turn. Dark Glasses ups Raikou's
Crunch attack slightly. Whichever; you pick, although I went with
Dark Glasses. Extra moveset ---
Thunderbolt, Roar, Mud-Slap, Reflect.
Annoyance. HOW TO BEAT 1. Humor me for a moment, and
sic the fighters with Earthquake on him. It's quick, it's painless,
and it's cheap. Just like me. 2. For a quick and efficient
victory, use Tyranitar. Raikou's electric and HP Ice attacks do some
damage, but not double. 3. Just about any quick,
strong Pokemon with a ground-type Hidden Power will short-circuit Raikou;
and sometimes, they don't even have to be quick. Take the example of
a Flareon with that move; ooh, it's gotta hurt. ZAPDOS
Type:
Flying/Electric
Description: Evil. Pure
evil. If you want the full-fledged potential of a Thunderbolt,
you've got it right here. Found in the Power Plant in RBY, and
starts with Thundershock and Drill Peck. How to use: Thunderbolt,
Thunder Wave, Drill Peck, Hidden Power *ICE*. Attach Leftovers or
Scope Lens. Thunderbolt --- Your
stereotypical electric attack, usually associated with Pikachu but now
also associated with Zapdos.
Thunder Wave --- Paralyze
first, fast, and hard. If they have Miracle Berry, do it again.
Don't let that stop you.
Drill Peck --- All those
fighting-types with Rock Slide will have to hope Scope Lens doesn't kick
in, or they'll be flatter than a pancake.
Hidden Power *ICE* --- See
Raikou. Leftovers keeps Zapdos alive
---barely--- against rock-typing, of which it has a major weakness.
Scope Lens ups the Critical Hit factor on Zappy's moveset.
Take your pick. Extra Moveset -- Rain Dance,
Thunder, Thunder Wave, Reflect. Be sure to switch against
ground-types. HOW TO BEAT 1. Rockers and grounders with
Rock Slide or Rollout can do some major damage to Zapdos. Unless his
Hidden Power is a type that rock's weak against, he's utterly
defenseless. 2. Ice moves are pretty good,
although you'll have to avoid using water types, ice types, or even a
combination of the two. Try using Dragonite or Tyranitar (yes,
Tyranitar can learn Ice Beam from that guy in Crystal). 3. Use the Thunder Wave plus
Confuse Ray tactic I mentioned earlier before throwing what you have at
it. If anyone has any
suggestions, send them to Wildcat at supreme_cat@hotmail.com
and I'll post them here. Extra movesets so far are courtesy of
myself, with the exception of the extra Mewtwo
set. |
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