6,333 Pokémon Trainers
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Mar 15, 15 at 11:36am ^Best Pokemon in the entire game
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1. Can easily defeat tough Pokemon like bosses and outlaws one-on-one.
2. Has a way to efficiently deal with Monster Houses.
Abilities, IQ group, movepool, and typing are taken into consideration. Raw stats are not, because they can be artificially boosted in Spinda's Cafe. One important factor with typing is that Flying-types and Fighting-types receive a free speed boost in Clear weather, the most common weather pattern, when a Sky Gem/Fight Gem is in the inventory. And Tyranitar always gets a speed boost when in possession of a Rock Gem.
Now, because I'm putting the focus on efficiency, the trait I value the most is accuracy. As a result, the Concentrator IQ skill (raises accuracy, decreases evasion) is practically a requirement for consideration on my list. There are a few exceptions that fall outside the respective IQ groups (C, D, J), and I will list them along with why I chose them.
(Note: the following movesets follow my personal code of honor. Attacking moves may not be linked with other attacking moves, and Vacuum-Cut and Wide Slash are not to be used. I consider linking multiple attacking moves to be wasteful, and the PMD TMs to be artificial.)
Sweet Scent/Defog + Attack Order
(Must delay evolution to learn Bug Bite) Bug Bite and Aerial Ace are used because they have perfect accuracy under normal conditions, though they're not especially powerful. Vespiquen is a physical attacker. And it has access to the only physical room-clearing attack in the game, and a means to make it perfectly accurate... except against enemies with Clear Body or White Smoke. X-Scissor can be used over Bug Bite for more power, but its accuracy isn't perfect.
Giga Drain/Energy Ball
Butterfree is saved by the Compoundeyes ability, which patches pretty much every accuracy problem that Silver Wind would normally have. And since it doesn't have nor need Concentrator, it gets a little more evasion to work with. Finally, it has access to Multitalent, which eliminates most issues with PP.
Drifblim has the best ability in the entire game: Unburden. This lets it fire off two attacks in one turn, with no additional PP cost (when not holding an item). It's a disgusting combo, and heaven help you if you're on the receiving end of it. Now, once you obtain your own Drifblim, you'll probably notice that Ominous Wind, while still an incredible move, is not very accurate. Link it with Defog to fix that. (Defog can be won as a big-win from a Silver Ticket, or a regular win from a Gold Ticket.)
Ice Beam/Powder Snow
Abomasnow summons permanent hail, which makes it the best user of Blizzard. In addition, the Snover exclusive item, Snowy Torc, gives it the same broken attribute as Drifblim: two attacks in one turn for free. So Abomasnow has access to a perfectly accurate, extremely powerful room-clearing move that hits twice.
Mind Reader+Spacial Rend
Smeargle is in the best non-Concentrator IQ group, Group F. This gives it Multitalent and Sharpshooter, among other things. Still can't say that I recommend it over the other ones in my list, but feel free to be creative with movesets: the one I listed is only one of many. Note that Smeargle can use Technician-boosted Powder Snow.
I only list Celebi here because it has, objectively, the best PP conservation in PMD Sky. The combination of its exclusive item Chrono Veil and IQ skill Deep Breather can restore 5 PP on a single floor transition, so it doesn't mind carrying low-PP moves like Magical Leaf for when it can't afford to miss. Cheerleader is a good team support IQ skill, and Gap Prober lets it play around with Energy Ball. If you don't mind missing your shots occasionally, Celebi is probably your best bet for long dungeons.
The rest of these Pokemon all have access to the Concentrator IQ skill, which grants perfect accuracy to moves with more than 5 accuracy stars. (In my experience, even those with 4 stars have only missed against outlaws or high-IQ Pokemon with the Quick Dodger skill.) Now listing those with access to a good room-clearing move:
Mind Reader+Silver Wind
(Must be hatched to learn Bug Buzz and Silver Wind) Shedinja has awful stats, but has the best defensive ability and is part of the coveted Ghost movement type, so it can pass through walls (not recommended for the leader) and cut through solid corners. With a lot of Gummis and drinks invested in Spinda's Cafe, however, you can create a monster. Mind Reader is necessary for a guaranteed hit with Silver Wind, which has a measly 3 accuracy stars. And Gap Prober with Shadow Ball can be useful for sniping through your teammates.
With the Ninja Ruff, Defend Globe, and Awe Mantle/Nether Globe in the inventory, Shedinja becomes only weak to Dark- and Fire-type moves. Know thy enemy.
(Must delay Trapinch's evolution to learn Earth Power) Not much else to say here. Earth Power scores a hit against everything that resists Dragon moves, except for Skarmory and Bronzong.
Heatran gets two room-clearing moves that have good synergy with each other. Surprisingly, it also has a body size of 1.
Moltres can be thought of as a blend of two other good Fire-type Pokemon: Charizard and Arcanine. Charizard because it gets a strong secondary STAB in Air Slash, and Arcanine because of Agility. It's better than both.
Sweet Scent+Silver Wind
(Must be hatched to learn Hydro Pump and Signal Beam, and evolution must be delayed to learn Agility) Masquerain probably has the best movepool of any Bug/Flying Pokemon in the game. I've listed my four moves here, but in reality you can use any combination of Silver Wind/Ominous Wind/Bug Buzz/Agility/Hydro Pump/Signal Beam/Air Slash. Other decent special attacking Bug/Flying Pokemon with Concentrator include Yanma, Yanmega, Scyther, and Ninjask.
Articuno is the only Ice-type with the Concentrator IQ skill. It does not disappoint. Blizzard hits most of the time even if you don't link it to Defog or Mind Reader, and Powder Snow is guaranteed.
Palkia is in the best IQ group, hands-down. Even when you don't consider the fabled Absolute Mover skill, it has Concentrator and Multitalent. Loads of PP, and its attacks don't miss. The icing on the cake is Palkia's Air Blade exclusive item, which boosts its damage by 50% for free. Palkia's a big boy, though, so you can't bring a team of four with it. And for heaven's sake, don't forget to turn that Defender IQ skill off.
Yes, Giratina is the only Pokemon with Concentrator + STAB Ominous Wind. That alone should be convincing enough.
The remainder of this list is composed of both special and physical attackers that are solid, but aren't quite as efficient at demolishing Monster Houses.
Scizor has always been solid, and Technician is what makes it shine. STAB Bullet Punch hits like a literal bullet, and though Fury Cutter is a bit shaky in the accuracy department, can kill... well... practically anything. Agility and access to U-turn/Bullet Punch logically places Scizor in the second team slot. You need to make smart plays with Agility to actually take down a Monster House with it. Or just use Wide Slash.
Hi Jump Kick
(Must be hatched to learn Psycho Cut and Fake Out) Medicham's ability is Pure Power, so one out of every three hits will turn Medicham's foe into fine powder. The Meditite exclusive item, Intuit Bow, raises evasion in Clear weather. Use that with the Fight Gem, and Medicham becomes a beast.
(Must delay Seedot's evolution to learn Sunny Day) Thanks to Chlorophyll, one use of Sunny Day turns Shiftry into a beast similar to Sky Gem/SkyHigh Veil Rayquaza, as long as you've got a Grass Gem. Unlike Rayquaza, Shiftry has a good STAB crowd-control move in Dark Pulse, while Rayquaza's Draco Meteor is, quite frankly, extremely bad. Energy Ball and Giga Drain are standard moves on Grass-types.
Seed Bomb/Drain Punch
The only Pokemon that should use Bullet Seed are those with Concentrator. As luck would have it, Breloom is one of them, and it's one of the few that's better off attacking physically. Thanks to Concentrator, Bullet Seed's accuracy is... passable. Spore is a great move, too, except it loses its effectiveness as enemies learn the Nonsleeper IQ skill. Still worth a moveslot, though.
(Must be hatched to learn Acupressure) Use Giga Drain if you want; Acupressure is pretty gimmicky. Blizzard won't be hitting everything, but thanks to Concentrator, it'll be hitting almost everything.
Water Pulse/Dragon Pulse
(Must be hatched to learn DragonBreath) Kingdra is one hell of a sniper. Kind of makes me sad that it doesn't get Gap Prober. Normally, I would never recommend Draco Meteor, but I'm curious to see if it works at all with Kingdra's Focus Energy. If it does, I might also be able to recommend it with Flygon, which gets Focus Energy as an egg move.
Blizzard/Power Gem/Ice Beam
(Must delay evolution to learn Hydro Pump and Power Gem) Literally the only Pokemon that can use a 100% accurate STAB Psychic, aside from Lati@s, Mewtwo, and Medicham (which should not be using special moves). Psychic is a very strong move with STAB, and Starmie's other moves have excellent range.
Dark Pulse/Flash Cannon
(Must be hatched to learn Agility) Me First is a pretty underrated move. It gets loads of PP, and the boost it gives selected attacks can make a huge difference. You can even pair Lucario up with a Smeargle with Spacial Rend, Ominous Wind, Heat Wave, and Roar of Time, or something like that. Then, if you ever walk into a Monster House, just face Smeargle, use Me First, and trash the entire house with a randomly chosen boosted room-clearing move.
Fury Swipes/Double Hit
(Must be hatched to learn Double Kick and Fury Swipes/Double Hit) Cut is the only physical move that hits all enemies within a 1-tile range. Good thing Zangoose has STAB on it! The choice between Fury Swipes and Double Hit comes down to whether you prioritize power or accuracy. Fury Swipes is more powerful, but Double Hit gives you two solid and accurate hits.
Rock Polish/Dragon Dance
Focus Blast/Fire Fang
(Must be hatched to learn Ancientpower or Dragon Dance) Tyranitar is one of the few that can go either physical or special. The physical advantage is that Dragon Dance boosts power along with speed, but the special advantage is Dark Pulse, a crowd-control move. Either way, Tyranitar's ability allows for dedicated sandstorm teams. Try Gliscor, Aerodactyl, and Cacturne with some of their own exclusive items, which activate in a sandstorm.
(Must delay evolution to learn Air Slash and Agility) Agility's only advantage over Tailwind is that the animation doesn't take as long. Anyways, Gap Prober with Hydro Pump and Water Pulse is good for team plays, and Air Slash is as reliable as always.
Nasty Plot+Dark Pulse
Another Pokemon that adds a bit of pep to the classic STAB Dark Pulse formula. The Houndour exclusive item can also potentially save your life by forcing attackers to cringe.
Focus Blast/Dragon Pulse/DragonBreath
(Must be hatched to learn DragonBreath) The only 100% accurate STAB Gap Prober Energy Ball in the game. Agility is good, too. Best thing is that Sceptile can be your starter, since it isn't so dependent on egg moves.
(Must be hatched to learn Night Slash and Agility) I personally prefer Night Slash, thanks to Sniper. Agility is an asset as always. Sadly, the only Pokemon with STAB Concentrator Pin Missile is Skorupi. You can remain as a Skorupi if you want, but then Night Slash becomes pretty pointless.
Focus Energy+Earth Power
(Nidoqueen must be hatched to learn Focus Energy) Rivalry means that Nidoking is at its best on odd-numbered floors, and Nidoqueen is at its best on even-numbered floors. Of course, with Focus Energy to back it up, everything dies regardless, Rivalry or not.
Rock Slide/Stone Edge
Heracross' physical movepool actually isn't that good: it misses X-Scissor and Drain Punch, which would have been great on it. Still, Megahorn and Brick Break are solid attacks. I noticed that the Heracross I recruited had some really low defenses, so I had to patch it up myself.
(Must be hatched to learn Brave Bird and Mirror Move) Swellow is really part of a larger category of Normal/Flying-types. Doduo has Double Hit instead of Facade, but is crippled by Run Away. Pidgeot doesn't have the Guts ability. Fearow can use Drill Peck to avoid recoil and has more PP to work with, and therefore might be better than Swellow... but it can't use Brave Bird at all. I cannot overstate how powerful Brave Bird is.
Of course, I might have missed a few decent ones, but I doubt that this list excludes anything important. IF you think your favorite Pokemon was excluded from this list, just talk to me and I'll explain.
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Mar 21, 15 at 9:49pm ^re: Best Pokemon in the entire game
Jumpluff is REALLY good when paired with groudon.
It has fast friend and nature gifted, which makes it a good investment IQ-wise.
It has chlorophyll, which is essentially a free space globe.
It has leaf guard, which means you can cross lava with no problems, you have an immunity to three traps and most of grimy food's effects.
It has great species items as well.
Zephyr bow is a bit gimmicky with the evasion, but you can max out evasion with double team as well ,as it is not a direct boost.
Skip-scarf is AMAZING with quick healer. I never need Oran berries. Ever.
The last one gets rid of the crippling ice weakness, and avoids you getting surprise KO'd by powder snow or whatever.
You can also use grass gem, but that means you have to put groudon in a wall to avoid him getting killed.
Most of the pokemon you have mentioned have room moves. Room moves are nice, but with petrify orbs, you don't really need them, especially as they still have limited PP.
Anyways, here's the set I use.
Tackle +5 -Good, consistent move with fair power and a great pp count of 30. Best investment of your ginseng.
Mega drain - Giga may be more powerful, but the loss of PP hurts. Energy ball has the same reasoning.
U turn - Good coverage, and able to attack through allies, around corners, etc, not to mention the decently high power and PP. You could go with silver wind, but it misses too much and has less PP.
Bounce - REALLY strong reliable stab. This thing may only hit once even with chlorophyll, but goddamn it hits hard. It has rather low PP, but it provides a nuke to fall back on should your double tackle not be enough.
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