Should i teach venusaur earthquake




















It can learn some useful Normal, Water, and Ice moves, via leveling up and TMs, and even learns Confusion along the way, a useful move for a growing Water Pokemon.

It's just that there are so many Water Pokemon out there, it's hard to recommend this one over the others. In Yellow, it learns Low Kick at an easy level 9. It's first available on Route 5 in Red and Blue, but it isn't really worth it in those games: it can't learn Low Kick, so its only Fighting-type attack is the fixed damage Seismic Toss. Beyond that, Mankey and Primeape have a few choices. One thing that isn't lacking in this family are good Normal moves, starting with the weak Scratch and culminating in Karate Chop, Fury Swipes, and Thrash.

Teaching Rock Slide is another good idea, since it counters both Ice and Flying Pokemon, covering whatever Fighting and Normal moves don't. Growlithe's a tough fighter with decent Fire attacks, who turns into one of Red's toughest brawlers when you power him up into Arcanine with a Fire Stone.

But you may want to wait on that until he learns his best technique, Flamethrower, at level Even then, relying solely on Flamethrower might not be the best idea; though Arcanine has good Special, its physical Attack is even better. If you make one into a main party member, try teaching it at least one physical move, like Hyper Beam or Body Slam. Water-type Poliwags evolve two times: into Poliwhirl at level 25 and into Poliwrath with the aid of a Water Stone. At that third stage of evolution, they gain Fighting-type characteristics, but once again, their inability to learn any Fighting-type techniques makes this more of a liability than an asset.

Certainly not one of the better Water-types. If you choose to use a Poliwag, you might want to wait a while before using a Water Stone; Poliwhirl learns Body Slam at level 33 and Amnesia at Once fully evolved, you'll find that despite its unfortunate typing, Poliwrath is surprisingly bulky for a Water Pokemon, and although more of a Physical beast, has enough Special to use Water attacks. Hence, both Body Slam and Surf are great moves to teach. However, things can get even better.

Abra can be difficult to catch. The only move they know is Teleport, which removes them from battle instantly. So if you're lucky enough to see one in the wild, you've got one turn to snag it. You have a few options: one is to have a Jigglypuff or Clefairy Sing it to sleep, or Sleep Powder if you have Butterfree , which makes it easier to catch and also gives you an opportunity to knock it around a bit while it's dozing.

The next is to use Wrap to squeeze it until it's weak enough to catch, while keeping it from Teleporting away. But are they worth it? At level 16, Abra will turn into a Kadabra , which you can and should immediately trade to a friend to evolve it into a powerful Alakazam.

Alakazam shines particularly in the late game, once it learns moves like Recover and Psychic. With Recover and its great Special stat, it is all but immune to Special attacks, and its powerful Psychic will dispatch of all but a small handful of Pokemon. Its movepool is limited, but with such a great strategy, it doesn't really need much else. They're not a common sight in any version, but anyone can track down and capture a Machop with a bit of effort.

Machops are strong in Attack and HP and only get stronger as they evolve: into Machoke at level 26, and then into Machamp once they're traded. Hitmonlee is arguably a better option, especially if you can't trade, but Machop is available earlier. Machamp may not be particularly fast, but it is great at dealing physical damage.

Keep Low Kick until Submission comes along; you'll need one or the other to take advantage of this family. Seismic Toss deals a set amount of damage, making it good for bypassing high Defense or Special stats. Bellsprout are a good choice if you didn't pick a Bulbasaur early on and you need a Grass-type. Bellsprout can thoroughly thrash your opponents early in the game, since they get the Wrap skill at level 13 and have the Geodude -beating Grass skill Vine Whip built right in.

Their next couple of skills are all Poison, Sleep, and Stun moves. Victreebel's final moves should include Razor Leaf, at least one status-inducing move, and a Normal move. Tentacool mixes Water with Poison-types, and learns a variety of good attacks in both and has a high enough Special to make good use of them.

Built-in Poison attack Acid does damage while lowering Defense, which is nice, but Poison-types still aren't stellar. Tentacruel is most notable as a Special Pokemon with good Speed. Be sure to teach it Surf, as with most Water Pokemon. It also naturally learns Wrap, a move that is viable throughout the game as a nuisance to opponents.

Screech can also be taught for the same purpose. Also consider teaching Tentacruel Ice moves and Mega Drain. Geodude is painfully slow, and its double weaknesses to Grass and Water can be devastating.

However, its Attack and Defense can grow to high levels, especially as a Golem, and it can gain Rock and Ground attacks without the use of TMs. Geodude's strength against Electric, Flying, Fire and Normal attacks is also very useful throughout the game.

Just be sure to never teach it a move that relies on having a decent Special stat, as even Golem's Special is terrible. Ponyta doesn't get the greatest skills For Fire, it's just Ember for starters and Fire Spin at level Ponyta should start with Ember and Stomp, a decent pair of moves. Fire Spin isn't learned too late either, at level Besides that, Rapidash learns Take Down, which could replace Stomp, and Agility, which will make it the fastest Pokemon in any battle thanks to its already high Speed.

Although Agility and Fire Spin can take care of most of Rapidash's opponents, there are some TM moves that can be useful. Horn Drill also can be taught if you're a risky kind of player. Water and Psychic makes for a weird combo, but Slowpoke and its evolved form Slowbro learns some strong techniques in both, and have good enough stats to make good use of them. Most notably, Slowbro is the best user of Amnesia, which is monstrous in Red and Blue because it gives a simultaneous, and tremendous boost to Slowbro's offensive and defensive abilities!

As mentioned above, should definitely learn Amnesia; it literally doubles Special power. However, that's just one move. Slowpoke naturally learns Headbutt, which is a good choice until you can teach Strength, which takes advantage of Slowbro's decent Attack.

Psychic is learned naturally, while Surf should replace Water Gun at earliest convenience. Besides these moves, Slowbro has several options. Blizzard is powerful when combined with Amnesia, Rest works well against most opponents thanks to Amnesia and Slowbro's natural Defense, and even Earthquake can be used to throw an opponent off guard. They would be a good option, but you've already got Pikachu.

If, however, you wish to not use Pikachu for some reason, then this is a good second choice. Thunder or Thunderbolt is a must-have for Magneton, and should be the focus of any strategy involving it. Sonicboom is a great move early on, but should be replaced by the late game. Thunder Wave is very useful, compensating for Magneton's mediocre speed and possibly preventing attacks.

Reflect, Screech, and Flash give it stat advantages, which can be taken advantage of using the naturally learned Swift or the more powerful Take Down, Double Edge, or Hyper Beam.

Farfetch'd, a ninja duck that beats its enemies with a giant leek, is pretty pathetic in battle. None of those strengths overcome its terrible stats. More importantly, Farfetch'd learns both Cut and Fly, making it extremely useful in moving around the map.

If you absolutely must use Farfetch'd in battle, you have several choices. First, make sure it knows Fly to deal Flying-type damage and Slash to deal Normal damage. Swords Dance can help compensate for its low attack stat, while Sand Attack can give it some breathing room.

Doduo, which can be caught in any version, is by no means terrible. The evolved form, Dodrio , which can be caught in Route 17 in Yellow only or raised at level 31 in any version is a fairly speedy, strong attacker that can do good damage with Normal skills like Tri Attack.

However, by the time you get it, you'll start having to think about incorporating even more powerful Flying Pokemon into your party, such as the Legendary Birds. That said, if you want a speedy Pokemon that can deal plenty of physical hurt, Dodrio is a solid choice. While it has a lot of competition, Dewgong's boosts to Water and Ice-type attacks give it an advantage over Blastoise and Articuno, and it hits significantly harder than Cloyster as well.

That said, its options are a bit limited; Dewgong simply has less move choices than its competitors. Grimers and the evolved Muk are literally garbage. Well, maybe that's a bit harsh. They get a high Attack score and decent HP.

It's just that Poison-types are the worst in the game, in that no Poison skill except for maybe Toxic, which you have to use a TM to teach him is good against the quickly-defeated computer opponents. If, for some reason, you decide that you need a powerful Poison Pokemon later in the game, it's not the worst choice. Muk must learn Sludge to be useful. Besides that, teach at least one more Physical move.

Body Slam is ideal, but Explosion and Hyper Beam will do in a pinch. Other good moves to teach include Disable, Mega Drain, and Thunderbolt. And like Poliwags, they gain a new type in the process: Ice. But very much unlike Poliwags, Shellders are worth using. They're incredibly strong on Defense and have a high enough Special to make use of their powerful Water and Ice attacks.

Just don't use that Water Stone until at least level 30, when it learns Aurora Beam, or better yet, level 50 for the mighty Ice Beam. Anything that this doesn't annihilate can be taken out by Hyper Beam and Explosion. If you need a bit of variety, try using Clamp, essentially a Water-flavored variant of Wrap. Gastlys are incredible! They're weak to Psychic and Ground attacks, but their immunities more than make up for that minor inconvenience.

Built-in attack Night Shade does damage equal to Gastly's level regardless of type, and Lick paralyzes foes. And as they evolve, first by leveling up and then by trading, they gain some powerful stats. A full-fledged Gengar is a match to all but powerful Ground and Psychic Pokemon. Once fully evolved, Gengar has quite a few choices.

It is the fastest sleep-inducing Pokemon in the game, which works well combined with Dream Eater. And in the late game, he even can be taught Explosion via TM. It suffers from a lack of good move choices, but it takes physical hits well. Keep in mind, however, that despite its less impressive stature, Geodude's fully evolved stats and movepool are superior.

Onix should be taught Rock Slide and Earthquake if at all possible. Beyond that, Screech is a great way to compensate for its low Attack. Strength provides an extra offensive option, as do Bind and Explosion.

Drowzees are great. They're reasonably sturdy and their Special is very high. They get Psychic the game's best Psychic-type attack naturally, along with a couple of status moves, and they really don't need much else. And even if you do want something else, they have Headbutt to inflict moderate physical damage with, compatibility with plenty of TMs, and even have enough bulk to consider Rest. The problem is that Kadabra and especially Alakazam has even better Special and has much better Speed.

But Krabby's real selling point is that he can learn Cut, Surf and Strength HM's, allowing you to have them all without using more than one slot on your bench. In battle, Kingler is best viewed as a physical variant of traditional Water Pokemon.

His signature move, Crabhammer, lacks the accuracy of Surf, but makes up for it with a high Critical rate, making it a fair alternative if you already have a Surfer.

Beyond that, Strength works well with its high Attack stat. So does Hyper Beam, especially when paired with Swords Dance. Instead, they learn Normal attacks, including the self-sacrificing Selfdestruct.

Once learned, this move should only be used in an emergency. Selfdestruct and Explosion are so powerful, they should be included in any moveset outside of a Nuzlocke run. Also consider using Screech, Flash, and Thunder Wave. Exeggcute evolves into the powerful Exeggutor, who has high stats and great resistances, including the rare Ground one. In competitive gaming, Exeggutor is regarded as a staple in most teams due to it being a reliable sleeper and the number one Ground-type counter.

Unfortunately, appearing at a very low level and having a very slow experience curve makes it very hard to make Exeggcute useful in-game. Consider other Grass- or Psychic-types to help you beat the remaining gym leaders and Elite Four. If you should choose to use an Exeggutor, you'll see why it's so highly regarded in the metagame. Its typing resists Psychic and Ground type moves alike, it is one of the game's more versatile Pokemon, and it can learn some very impressive moves.

Rest also can be used to recover health, as can Leech Seed. If heavy firepower is needed, try using Hyper Beam. And if all else fails, it can even learn the mighty Explosion.

As adorable as they are rare, Cubones are seen infrequently in Red and Blue and almost never in Yellow although in that version only, they're also found in the Safari Zone. The decent Ground-type skill Bone Club comes built in, but better attacks like Bonemerang and Thrash which does heavy damage, but confuses Cubone don't come until higher levels.

Cubone is better in Yellow, since he learns Headbutt at level 18! If you use Marowak, be aware of its stats. It has good Defense, middling Attack, and poor Speed and Special. For a secondary attack, either Thrash or Headbutt should be used until you can teach Strength.

Hitmonlee has an impressive repertoire of Fighting-type kicks. The Jump Kicks do solid damage although misses occasionally backfire to damage him , and the Rolling Kick, while not as strong, can stop enemy attacks before they begin.

Like many other physical fighters, Strength and Body Slam both allow for some variety. Other than that, there's nothing really outstanding. Consider teaching Seismic Toss and Counter.

While this versatility is nice, these skills rely on Hitmonchan's dismally low Special, seriously hampering their effectiveness. Hitmonlee is probably the better choice. If you choose Hitmonchan, try to replace its elemental punches with more useful moves.

Submission is the best Fighting move available, so it's a must. Seismic Toss has its uses, but considering how Hitmonchan's best stat is its attack, you won't want to rely on it too heavily.

Also consider teaching Agility and Counter. And if you have an extra slot available, why not keep one of the elemental punches? If you're lacking a Fire, Ice, or Electric Pokemon, it could help ease the pain. Lickitung is a hearty fellow, but has a number of problems. It lacks the sheer power of other Pokemon, and is slow to boot.

That said, it can develop its own strategy to make it on par with other Normal type Pokemon, although it will never be able to go on par with Tauros. Screech works well, but consider teaching Swords Dance using the appropriate TM. However, its low stats make it hard to suggest teaching these. In order to deal damage in the late or competitive game, Lickitung needs to take advantage of its typing. Team Rocket's bizarre affinity for these gaseous blobs is probably one of the reasons they lose so much.

Koffing should start with Sludge, the game's best Poison attack. At higher levels, fear Weezing's Selfdestruct and Explosion skills Too bad their most powerful attacks knock themselves out too!

However, its evolved form is a true staple of competitive Pokemon. Rhydon has some of the most impressive stats in the game, with an outrageous Attack and Defense, and great HP to boot. It might not be impressive against the Elite Four, but raise one up to trounce your friends in link cable battles. If you choose to use a Rhyhorn in-game, you'll find that the line naturally relies heavily on Normal attacks.

With this monotonous moveset, you'll want to use TMs and HMs as much as possible. Strength is a must, as is a Ground-type move like Dig or Earthquake. Rock Slide is also quite good if you can get it. Here are some of Chansey's highlights. That obscure skill comes from TM 41, get it by surfing across that pool in Celadon City , and can heal your other fighters outside of battle! That's an incredible ability Low Speed and offensive abilities make her a poor choice for the in-game adventure.

Despite these failings in-game, Chansey is a staple of the competitive environment. Her incredible Special bulk makes her irreplaceable when dealing with Special Attackers like Starmie, Alakazam, and Lapras.

If it is attacking on the Special side, you can at least switch in Chansey and Paralyze it with Thunder Wave, making fearsome enemies much easier to deal with. If you decide to use Chansey in-game, it will be most useful as a counter to Special-attackers, including Psychic Pokemon. Teach it a TM like Thunderbolt or Ice Beam to give it a decent attacking option, and base the rest of its strategy around its unique style of play.

Perhaps you will want to teach it Toxic, and let it use Softboiled to ensure it survives the rest of the match while waiting the opponent out. Maybe Counter could work as a way of dealing with physical fighters. Seismic Toss can compensate for its low Attack power.

So they're pretty good in some situations, but Tangela is nothing special. They appear really late, and don't have stats to rival even Victrebel or Vileplume, and are far inferior to stronger Grass-types like Exeggcutor and Venusaur. Synthesis is another good move to have for healing and Razor Leaf for damage. Hope this helps mate! Best of luck! User Info: JohnathanHyde.

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Learning it is not recommended. It learns Toxic , but then again, so does everything else. Bullet Seed , which you can find the TM for in Mt. Moon, is a suitable replacement for Vine Whip, but it has a pretty equal chance to be stronger or weaker than it, so it really depends on what you want.

Frenzy Plant and Double Edge are amazing Move Tutor options that give Venusaur better power, but have nasty drawbacks. Project NuzlockeDex Wiki Explore. Wiki Content. Forum List of Users Admins. Explore Wikis Community Central.



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